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authorshennetsind <shennetsind@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-07-08 19:30:07 +0000
committershennetsind <shennetsind@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-07-08 19:30:07 +0000
commit31825ccc2dde034a218d9ad466dd721c40b5651d (patch)
tree961b976e45988f7f7158d33b3f11a18688f34b1f /npc/quests
parent22c75b070526de8b103032f5bf13504af81e0095 (diff)
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Okie ladies and gentleman if this commit breaks anything it's jman's and maki's fault, yes, blame them.
Fixing pre-re / re npc support, moving /config/ folder to src root so other servers may also make use of the #define renewal dir and other stuff. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16382 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'npc/quests')
-rw-r--r--npc/quests/2007_relay.txt3507
-rw-r--r--npc/quests/2008_newhat_mir.txt823
-rw-r--r--npc/quests/Bard_Quest.txt3013
-rw-r--r--npc/quests/Dandelion_Request.txt10290
-rw-r--r--npc/quests/Kiel_Hyre_Quest.txt7241
-rw-r--r--npc/quests/Lvl4_weapon_quest.txt3509
-rw-r--r--npc/quests/The_Sign_Quest.txt12600
-rw-r--r--npc/quests/bunnyband.txt153
-rw-r--r--npc/quests/collection/quest_alligator.txt242
-rw-r--r--npc/quests/collection/quest_caramel.txt242
-rw-r--r--npc/quests/collection/quest_coco.txt243
-rw-r--r--npc/quests/collection/quest_creamy.txt248
-rw-r--r--npc/quests/collection/quest_demonpungus.txt244
-rw-r--r--npc/quests/collection/quest_disguiseloliruri.txt150
-rw-r--r--npc/quests/collection/quest_dokebi.txt234
-rw-r--r--npc/quests/collection/quest_dryad.txt242
-rw-r--r--npc/quests/collection/quest_fabre.txt231
-rw-r--r--npc/quests/collection/quest_frilldora.txt240
-rw-r--r--npc/quests/collection/quest_goat.txt245
-rw-r--r--npc/quests/collection/quest_golem.txt232
-rw-r--r--npc/quests/collection/quest_hode.txt241
-rw-r--r--npc/quests/collection/quest_leafcat.txt239
-rw-r--r--npc/quests/collection/quest_mantis.txt101
-rw-r--r--npc/quests/collection/quest_pecopeco.txt251
-rw-r--r--npc/quests/collection/quest_pupa.txt233
-rw-r--r--npc/quests/collection/quest_zhupolong.txt101
-rw-r--r--npc/quests/cooking_quest.txt2440
-rw-r--r--npc/quests/counteragent_mixture.txt595
-rw-r--r--npc/quests/cupet.txt242
-rw-r--r--npc/quests/doomed_swords.txt1183
-rw-r--r--npc/quests/doomed_swords_quest.txt1098
-rw-r--r--npc/quests/eden/11-25.txt545
-rw-r--r--npc/quests/eden/26-40.txt1430
-rw-r--r--npc/quests/eden/41-55.txt434
-rw-r--r--npc/quests/eden/56-70.txt1439
-rw-r--r--npc/quests/eden/71-85.txt940
-rw-r--r--npc/quests/eden/86-90.txt550
-rw-r--r--npc/quests/eden/91-99.txt623
-rw-r--r--npc/quests/eden/eden_common.txt374
-rw-r--r--npc/quests/eden/eden_quests.txt6025
-rw-r--r--npc/quests/eden/eden_service.txt64
-rw-r--r--npc/quests/eye_of_hellion.txt2448
-rw-r--r--npc/quests/first_class/tu_acolyte.txt1775
-rw-r--r--npc/quests/first_class/tu_archer.txt1934
-rw-r--r--npc/quests/first_class/tu_ma_th01.txt1337
-rw-r--r--npc/quests/first_class/tu_magician01.txt849
-rw-r--r--npc/quests/first_class/tu_merchant.txt1432
-rw-r--r--npc/quests/first_class/tu_sword.txt2475
-rw-r--r--npc/quests/first_class/tu_thief01.txt749
-rw-r--r--npc/quests/guildrelay.txt3231
-rw-r--r--npc/quests/gunslinger_quests.txt1616
-rw-r--r--npc/quests/juice_maker.txt352
-rw-r--r--npc/quests/magic_books.txt2161
-rw-r--r--npc/quests/monstertamers.txt762
-rw-r--r--npc/quests/mrsmile.txt112
-rw-r--r--npc/quests/newgears/2004_headgears.txt3641
-rw-r--r--npc/quests/newgears/2005_headgears.txt2252
-rw-r--r--npc/quests/newgears/2006_headgear.txt1133
-rw-r--r--npc/quests/ninja_quests.txt1366
-rw-r--r--npc/quests/obb_quest.txt1948
-rw-r--r--npc/quests/okolnir/godse_aru01.txt3287
-rw-r--r--npc/quests/okolnir/godse_aru02.txt3287
-rw-r--r--npc/quests/okolnir/godse_aru03.txt3287
-rw-r--r--npc/quests/okolnir/godse_aru04.txt3287
-rw-r--r--npc/quests/okolnir/godse_aru05.txt3287
-rw-r--r--npc/quests/okolnir/godse_sch01.txt3287
-rw-r--r--npc/quests/okolnir/godse_sch02.txt3286
-rw-r--r--npc/quests/okolnir/godse_sch03.txt3286
-rw-r--r--npc/quests/okolnir/godse_sch04.txt3286
-rw-r--r--npc/quests/okolnir/godse_sch05.txt3286
-rw-r--r--npc/quests/pile_bunker.txt59
-rw-r--r--npc/quests/quests_13_1.txt16859
-rw-r--r--npc/quests/quests_13_2.txt13614
-rw-r--r--npc/quests/quests_airship.txt3227
-rw-r--r--npc/quests/quests_alberta.txt2995
-rw-r--r--npc/quests/quests_aldebaran.txt113
-rw-r--r--npc/quests/quests_amatsu.txt2182
-rw-r--r--npc/quests/quests_ayothaya.txt3231
-rw-r--r--npc/quests/quests_brasilis.txt4429
-rw-r--r--npc/quests/quests_comodo.txt2513
-rw-r--r--npc/quests/quests_dewata.txt2398
-rw-r--r--npc/quests/quests_dicastes.txt6557
-rw-r--r--npc/quests/quests_ein.txt7347
-rw-r--r--npc/quests/quests_geffen.txt168
-rw-r--r--npc/quests/quests_gonryun.txt3815
-rw-r--r--npc/quests/quests_hugel.txt10942
-rw-r--r--npc/quests/quests_izlude.txt98
-rw-r--r--npc/quests/quests_juperos.txt5116
-rw-r--r--npc/quests/quests_lighthalzen.txt11818
-rw-r--r--npc/quests/quests_louyang.txt5028
-rw-r--r--npc/quests/quests_lutie.txt358
-rw-r--r--npc/quests/quests_morocc.txt7741
-rw-r--r--npc/quests/quests_moscovia.txt16550
-rw-r--r--npc/quests/quests_nameless.txt13229
-rw-r--r--npc/quests/quests_niflheim.txt803
-rw-r--r--npc/quests/quests_payon.txt323
-rw-r--r--npc/quests/quests_prontera.txt3670
-rw-r--r--npc/quests/quests_rachel.txt7698
-rw-r--r--npc/quests/quests_umbala.txt1330
-rw-r--r--npc/quests/quests_veins.txt7374
-rw-r--r--npc/quests/quests_yuno.txt1264
-rw-r--r--npc/quests/quiz/quiz_qt.txt2139
-rw-r--r--npc/quests/seals/brisingamen_seal.txt4747
-rw-r--r--npc/quests/seals/god_global.txt137
-rw-r--r--npc/quests/seals/god_weapon_creation.txt859
-rw-r--r--npc/quests/seals/megingard_seal.txt3360
-rw-r--r--npc/quests/seals/mjolnir_seal.txt2789
-rw-r--r--npc/quests/seals/sleipnir_seal.txt2024
-rw-r--r--npc/quests/skills/acolyte_skills.txt120
-rw-r--r--npc/quests/skills/alchemist_skills.txt2221
-rw-r--r--npc/quests/skills/archer_skills.txt287
-rw-r--r--npc/quests/skills/assassin_skills.txt1001
-rw-r--r--npc/quests/skills/bard_skills.txt1294
-rw-r--r--npc/quests/skills/blacksmith_skills.txt671
-rw-r--r--npc/quests/skills/crusader_skills.txt826
-rw-r--r--npc/quests/skills/dancer_skills.txt738
-rw-r--r--npc/quests/skills/hunter_skills.txt381
-rw-r--r--npc/quests/skills/knight_skills.txt530
-rw-r--r--npc/quests/skills/mage_skills.txt168
-rw-r--r--npc/quests/skills/merchant_skills.txt735
-rw-r--r--npc/quests/skills/monk_skills.txt450
-rw-r--r--npc/quests/skills/novice_skills.txt480
-rw-r--r--npc/quests/skills/priest_skills.txt378
-rw-r--r--npc/quests/skills/rogue_skills.txt1510
-rw-r--r--npc/quests/skills/sage_skills.txt1128
-rw-r--r--npc/quests/skills/swordman_skills.txt487
-rw-r--r--npc/quests/skills/thief_skills.txt516
-rw-r--r--npc/quests/skills/wizard_skills.txt450
-rw-r--r--npc/quests/thana_quest.txt2766
129 files changed, 0 insertions, 323557 deletions
diff --git a/npc/quests/2007_relay.txt b/npc/quests/2007_relay.txt
deleted file mode 100644
index 31dea6319..000000000
--- a/npc/quests/2007_relay.txt
+++ /dev/null
@@ -1,3507 +0,0 @@
-//===== rAthena Script =======================================
-//= Party Relay Quest
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Party Relay Quest.
-//===== Additional Comments: =================================
-//= 1.0 First version. [L0ne_W0lf]
-//= 1.1 Fixed a couple typos, npcs check area for PCs. [L0ne_W0lf]
-//============================================================
-
-payon,103,113,3 script Ledrion#payon::RelayLedrion 109,{
- getpartymember(getcharid(1));
- set .@partymembercount,$@partymembercount;
- set .@partyleader,getpartyleader(getcharid(1),2);
- if (checkweight(907,300) == 0) {
- mes "^3355FFWait a minute! You're";
- mes "carrying too many items";
- mes "right now: store some of";
- mes "your extra things in Kafra";
- mes "Storage, and then come back.^000000";
- close;
- }
- if ((countitem(7731) > 0) || (countitem(7732) > 0) || (countitem(7735) > 0) || (countitem(7736) > 0) || (countitem(7739) > 0) || (countitem(7740) > 0)) {
- mes "[Ledrion]";
- mes "Hm? I'm afraid that you've";
- mes "misunderstood me earlier...";
- mes "You're not ready to see";
- mes "me until you bring enough";
- mes "of your group members with you.";
- close;
- }
- if ((countitem(7741) > 0) && (.@partyleader == getcharid(0)) && (getcharid(2) > 0) && (.@partymembercount > 5)) {
- mes "[Ledrion]";
- mes "Ah, you've brought the";
- mes "last ticket from Rospii.";
- mes "Now I'm convinced that";
- mes "you and your group really";
- mes "work well together. Good";
- mes "job on passing the trials!";
- next;
- mes "[Ledrion]";
- mes "Your group must truly";
- mes "understand the value of";
- mes "teamwork. And thanks to";
- mes "you, I've won the bet! Er, but";
- mes "what's more important is you";
- mes "proving my faith in you guys.";
- next;
- mes "[Ledrion]";
- mes "I'm really proud of";
- mes "you guys for your great";
- mes "accomplishment. Here...";
- mes "You deserve a real reward!";
- next;
- set .@present,rand(1,7);
- delitem 7741,1; //Mission_Certificate12
- set party_relay,0;
- getitem 644,6; //Gift_Box
- getitem 603,3; //Old_Blue_Box
- if (.@present == 2) {
- getitem 1365,1; //Sabbath
- }
- else if (.@present == 4) {
- getitem 1367,1; //Slaughter
- }
- else if (.@present == 6) {
- getitem 1527,1; //Quadrille
- }
- else {
- getitem 617,3; //Old_Violet_Box
- }
- if (BaseLevel > 94) {
- getexp 104760,0;
- }
- else if (BaseLevel > 89) {
- getexp 85920,0;
- }
- else if (BaseLevel > 79) {
- getexp 38520,0;
- }
- else if (BaseLevel > 69) {
- getexp 19560,0;
- }
- else if (BaseLevel > 59) {
- getexp 67200,0;
- }
- else if (BaseLevel > 49) {
- getexp 28800,0;
- }
- else {
- getexp 1080,0;
- }
- mes "[Ledrion]";
- mes "Well, I hope you like it!";
- mes "If you can't use it, then";
- mes "why don't you share it with";
- mes "someone in your guild? Feel";
- mes "free to come back if you want";
- mes "to try my trials again, okay?";
- next;
- mes "[Ledrion]";
- mes "Once again, I'd like to";
- mes "thank you. I'm not sure";
- mes "if we'll ever meet again,";
- mes "but I'll be praying for you as";
- mes "you go on your adventures.";
- close;
- }
- if (countitem(7741) > 0) {
- mes "[Ledrion]";
- mes "Hm? Why aren't your";
- mes "comrades with you?";
- mes "You must bring your";
- mes "group members here to";
- mes "proceed with these trials.";
- close;
- }
- if (party_relay == 23) {
- mes "[Ledrion]";
- mes "Aren't you supposed to";
- mes "ask one a Swordman or";
- mes "Mage Class member of ";
- mes "your group to bring a ticket";
- mes "over to Gatan right now?";
- close;
- }
- if ((countitem(7737) > 0) && (.@partyleader == getcharid(0)) && (getcharid(2) > 0) && (.@partymembercount > 5)) {
- mes "[Ledrion]";
- mes "Great, you've brought";
- mes "me the eighth ticket from";
- mes "Lospii. Your group must";
- mes "work pretty well together,";
- mes "eh? It usually isn't easy to";
- mes "gather people like that...";
- next;
- mes "[Ledrion]";
- mes "Please keep up the good";
- mes "work until you finish all";
- mes "of the trials, okay? Here's";
- mes "a little reward for your";
- mes "effort thus far, and the";
- mes "nineth ticket for your guild.";
- delitem 7737,1; //Mission_Certificate8
- set party_relay,23;
- getitem 603,3; //Old_Blue_Box
- getitem 617,1; //Old_Violet_Box
- getitem 7738,1; //Mission_Certificate9
- if (BaseLevel > 94) {
- getexp 104760,0;
- }
- else if (BaseLevel > 89) {
- getexp 85920,0;
- }
- else if (BaseLevel > 79) {
- getexp 38520,0;
- }
- else if (BaseLevel > 69) {
- getexp 19560,0;
- }
- else if (BaseLevel > 59) {
- getexp 67200,0;
- }
- else if (BaseLevel > 49) {
- getexp 28800,0;
- }
- else {
- getexp 1080,0;
- }
- next;
- mes "[Ledrion]";
- mes "Please give that ticket";
- mes "to someone in your guild";
- mes "that's a Swordman or Mage";
- mes "Class character, and tell";
- mes "him to deliver it to Gatan.";
- mes "Okay? I'll be seeing you.";
- close;
- }
- if (countitem(7737) > 0) {
- mes "[Ledrion]";
- mes "Hm? Why aren't your";
- mes "comrades with you?";
- mes "You must bring your";
- mes "group members here to";
- mes "proceed with these trials.";
- close;
- }
- if (party_relay == 12) {
- mes "[Ledrion]";
- mes "Hm? Aren't you supposed to";
- mes "ask a Mage Class character";
- mes "in your group to deliver";
- mes "a ticket to Gatan?";
- close;
- }
- if ((countitem(7733) > 0) && (.@partyleader == getcharid(0)) && (getcharid(2) > 0) && (.@partymembercount > 5)) {
- mes "[Ledrion]";
- mes "I see that you've brought";
- mes "me the fourth ticket from";
- mes "Lospii. Good work, good work.";
- mes "Please hang in there, and";
- mes "finish all the trials we've";
- mes "set before you guys, alright?";
- next;
- mes "[Ledrion]";
- mes "Here's a little something";
- mes "to reward you for your";
- mes "efforts for now. Now, please";
- mes "give this ticket to a Mage";
- mes "Class character, and tell";
- mes "him to bring it to Gatan.";
- delitem 7733,1; //Mission_Certificate4
- set party_relay,12;
- getitem 644,3; //Gift_Box
- getitem 603,1; //Old_Blue_Box
- getitem 7734,1; //Mission_Certificate5
- if (BaseLevel > 94) {
- getexp 104760,0;
- }
- else if (BaseLevel > 89) {
- getexp 85920,0;
- }
- else if (BaseLevel > 79) {
- getexp 38520,0;
- }
- else if (BaseLevel > 69) {
- getexp 19560,0;
- }
- else if (BaseLevel > 59) {
- getexp 67200,0;
- }
- else if (BaseLevel > 49) {
- getexp 28800,0;
- }
- else {
- getexp 1080,0;
- }
- close;
- }
- if (countitem(7733) > 0) {
- mes "[Ledrion]";
- mes "Hm? Why aren't your";
- mes "comrades with you?";
- mes "You must bring your";
- mes "group members here to";
- mes "proceed with these trials.";
- close;
- }
- if (party_relay == 2) {
- mes "[Ledrion]";
- mes "You didn't finish what";
- mes "I asked you to do, did you?";
- mes "It's not time for you to";
- mes "come to me, not yet.";
- close;
- }
- if ((BaseLevel > 39) && (.@partyleader == getcharid(0)) && (getcharid(2) > 0) && (.@partymembercount > 5) && (party_relay == 1)) {
- mes "[Ledrion]";
- mes "As I mentioned earlier,";
- mes "I'm challenging guild";
- mes "parties with missions";
- mes "that will require ";
- mes "cooperation between";
- mes "the group members.";
- next;
- mes "[Ledrion]";
- mes "These challenges are";
- mes "something of a relay";
- mes "race, where we'll ask";
- mes "for an item to be passed";
- mes "to a member of a specific";
- mes "Class to deliver for us.";
- next;
- mes "[Ledrion]";
- mes "Of course, we, the";
- mes "administrators of this";
- mes "test, might add our own";
- mes "little challenges here and";
- mes "there to see just how";
- mes "capable your group is.";
- next;
- mes "[Ledrion]";
- mes "Why don't you give it";
- mes "a shot? You won't lose";
- mes "anything by trying our";
- mes "test. I guarantee that";
- mes "you'll benefit from";
- mes "our little exercise.";
- next;
- mes "[Ledrion]";
- mes "Heh! Let's start with you!";
- mes "Here, take this ticket, and";
- mes "give it to a Swordman Class";
- mes "member of your guild, and";
- mes "ask him to bring it to Gatan.";
- mes "The relay has started~";
- next;
- set party_relay,2;
- getitem 7730,1; //Mission_Certificate1
- mes "[Ledrion]";
- mes "Now, since you're the";
- mes "one that started the relay,";
- mes "you'll have to come back";
- mes "to me later on. Don't";
- mes "worry, we'll let you know";
- mes "once the time is right.";
- close;
- }
- if ((.@partyleader == getcharid(0)) && (getcharid(2) > 0) && (.@partymembercount > 5) && (party_relay > 0)) {
- mes "[Ledrion]";
- mes "As leader of your";
- mes "Party, you should";
- mes "always think of what";
- mes "would be best for all";
- mes "of your partners.";
- close;
- }
- if ((.@partyleader != getcharid(0)) && (getcharid(2) > 0)) {
- mes "[Ledrion]";
- mes "I'm sorry, but there's";
- mes "nothing I can really offer";
- mes "you... Unless you formed";
- mes "a Party and became its";
- mes "leader, there's absolutely";
- mes "nothing I can do for you...";
- close;
- }
- mes "[Ledrion]";
- mes "Ah, pleased to make your";
- mes "acquaintance, adventurer.";
- mes "I am Ledrion, a man of great";
- mes "intelligence, mystery, and";
- mes "most importantly, wealth.";
- mes "Yes, I'm a philanthropist.";
- next;
- mes "[Ledrion]";
- mes "I'm always working to make";
- mes "a meaningful contribution";
- mes "to all of Rune Midgard, which";
- mes "brings me to why I am here.";
- mes "There are many adventurers^FFFFFF ^000000 like you, but we have a problem.";
- next;
- mes "[Ledrion]";
- mes "So many adventurers have";
- mes "chosen the ways of greed,";
- mes "and have forgotten how to";
- mes "work well together with their";
- mes "colleagues. Such selfishness";
- mes "sickens me to no end! Ugh!";
- next;
- mes "[Ledrion]";
- mes "I may not be an adventurer,";
- mes "but I have the money to do";
- mes "something. I am hosting";
- mes "my own little challenge";
- mes "to adventurers to encourage";
- mes "camaraderie and teamwork.";
- next;
- mes "[Ledrion]";
- mes "Please, I invite you to";
- mes "give it a try! Allow me to";
- mes "state some of my conditions.";
- mes "Firstly, you must be part of";
- mes "a group of 6 or more members,";
- mes "such as a Party or a Guild.";
- next;
- mes "[Ledrion]";
- mes "Secondly, only the leader";
- mes "of the group can begin the";
- mes "first part of my challenge.";
- mes "If you are not the leader,";
- mes "let him know that he should";
- mes "speak to me for the challenge.";
- next;
- mes "[Ledrion]";
- mes "Thirdly, you must have a";
- mes "Swordman Class, Mage Class,";
- mes "Acolyte Class, Archer Class,";
- mes "Thief Class, and Merchant";
- mes "Class character to complete";
- mes "the challenges you'll receive.";
- next;
- mes "[Ledrion]";
- mes "Transcended characters";
- mes "are good too. Fourthly, all";
- mes "group members must be";
- mes "at least Base Level 40.";
- mes "Everything else, well,";
- mes "you'll learn along the way.";
- next;
- mes "[Ledrion]";
- mes "Don't fret, I won't have you";
- mes "jumping through hoops for";
- mes "no reason at all. I'll provide";
- mes "plenty of rewards as an";
- mes "incentive for your group.";
- mes "Would you like to participate?";
- next;
- switch(select("Sure!:No.")) {
- case 1:
- if ((BaseLevel > 39) && (.@partyleader == getcharid(0)) && (getcharid(2) > 0) && (.@partymembercount > 5)) {
- mes "[Ledrion]";
- mes "Great! Let's see...";
- mes "Well, you meet all the";
- mes "requirements. It looks";
- mes "like I'll win the bet! Er, let";
- mes "me give you your first";
- mes "set of instructions.";
- next;
- set party_relay,1;
- mes "[Ledrion]";
- mes "Just--^666666*Cough!*^000000";
- mes "Lemme clear my";
- mes "throat for a second...";
- close;
- }
- else {
- mes "[Ledrion]";
- mes "That's great! Still,";
- mes "you're not ready to tackle";
- mes "my little challenge until";
- mes "you fulfill all of my";
- mes "conditions. Come back";
- mes "once you do that, alright?";
- close;
- }
- case 2:
- mes "[Ledrion]";
- mes "Really? Trust me, this";
- mes "little challenge will be";
- mes "worthwhile for you, and it";
- mes "would bring a greater sense";
- mes "of solidarity and teamwork";
- mes "to Rune Midgard. It's win-win!";
- close;
- }
-}
-
-payon,83,327,3 script Gatan#payon::RelayGatan 86,{
- getpartymember(getcharid(1));
- set .@partymembercount,$@partymembercount;
- set .@partyleader,getpartyleader(getcharid(1),2);
- if (checkweight(907,300) == 0) {
- mes "^3355FFWait a minute! You're";
- mes "carrying too many items";
- mes "right now: store some of";
- mes "your extra things in Kafra";
- mes "Storage, and then come back.^000000";
- close;
- }
- if ((countitem(7732) > 0) || (countitem(7733) > 0) || (countitem(7736) > 0) || (countitem(7737) > 0) || (countitem(7740) > 0) || (countitem(7741) > 0)) {
- mes "[Gatan]";
- mes "Say, aren't you forgetting";
- mes "something? Try to remember...";
- mes "Earlier, you received some";
- mes "instructions, didn't you?";
- close;
- }
- set .@relaytime,gettime(3);
- if (party_relay == 28) {
- mes "[Gatan]";
- mes "Say, I don't think it's";
- mes "your turn to meet up with";
- mes "me. I think you need to ask a";
- mes "Thief or Acolyte Class member";
- mes "of your group to bring the";
- mes "tenth ticket to Bafhail.";
- close;
- }
- if (party_relay == 27) {
- mes "[Gatan]";
- mes "Ah, very nice! Please";
- mes "give this ticket to a Thief";
- mes "or Acolyte Class member";
- mes "of your group, and ask him";
- mes "to bring it to Bafhail. Ah, and";
- mes "here's a little reward for you~";
- set party_relay,28;
- getitem 7739,1; //Mission_Certificate10
- getitem 610,2; //Leaf_Of_Yggdrasil
- getitem 607,2; //Yggdrasilberry
- if (BaseLevel > 94) {
- getexp 104760,0;
- }
- else if (BaseLevel > 89) {
- getexp 85920,0;
- }
- else if (BaseLevel > 79) {
- getexp 38520,0;
- }
- else if (BaseLevel > 69) {
- getexp 19560,0;
- }
- else if (BaseLevel > 59) {
- getexp 67200,0;
- }
- else if (BaseLevel > 49) {
- getexp 28800,0;
- }
- else {
- getexp 1080,0;
- }
- next;
- mes "[Gatan]";
- mes "Alright, get that done.";
- mes "I'll see you around.";
- close;
- }
- if ((party_relay == 26) && (BaseLevel > (party_relay_lv + 2)) && (.@relaytime >= 14) && (.@relaytime < 17)) {
- mes "[Gatan]";
- mes "Great, you gained some";
- mes "levels, just like I asked.";
- mes "Let me find your next--I swore";
- mes "I left it around somewhere--";
- mes "and I'll give you your next set";
- mes "of instructions. Hang on...";
- set party_relay,27;
- close;
- }
- else if ((party_relay == 26) && (BaseLevel > (party_relay_lv + 2)) && (.@relaytime >= 18) && (.@relaytime < 21)) {
- mes "[Gatan]";
- mes "Great, you gained some";
- mes "levels, just like I asked.";
- mes "Let me find your next--I swore";
- mes "I left it around somewhere--";
- mes "and I'll give you your next set";
- mes "of instructions. Hang on...";
- set party_relay,27;
- close;
- }
- if (party_relay == 26) {
- mes "[Gatan]";
- mes "Your mission is to";
- mes "gain 3 more Base Levels.";
- mes "Come see me during my";
- mes "working hours once you";
- mes "accomplish that, alright?";
- next;
- mes "[Gatan]";
- mes "I can't tell you exactly";
- mes "when I work, but my work";
- mes "hours are in the afternoon...";
- mes "Pacific Standard Time, anyway.";
- mes "I might not be here if you";
- mes "come here too late, alright?";
- close;
- }
- if ((party_relay == 25) && (BaseLevel > (party_relay_lv + 1)) && (.@relaytime >= 14) && (.@relaytime < 17)) {
- mes "[Gatan]";
- mes "Great, you gained some";
- mes "levels, just like I asked.";
- mes "Let me find your next--I swore";
- mes "I left it around somewhere--";
- mes "and I'll give you your next set";
- mes "of instructions. Hang on...";
- set party_relay,27;
- close;
- }
- else if ((party_relay == 25) && (BaseLevel > (party_relay_lv + 1)) && (.@relaytime >= 18) && (.@relaytime < 21)) {
- mes "[Gatan]";
- mes "Great, you gained some";
- mes "levels, just like I asked.";
- mes "Let me find your next--I swore";
- mes "I left it around somewhere--";
- mes "and I'll give you your next set";
- mes "of instructions. Hang on...";
- set party_relay,27;
- close;
- }
- if (party_relay == 25) {
- mes "[Gatan]";
- mes "Your mission is to";
- mes "gain 2 more Base Levels.";
- mes "Come see me during my";
- mes "working hours once you";
- mes "accomplish that, alright?";
- next;
- mes "[Gatan]";
- mes "I can't tell you exactly";
- mes "when I work, but my work";
- mes "hours are in the afternoon...";
- mes "Pacific Standard Time, anyway.";
- mes "I might not be here if you";
- mes "come here too late, alright?";
- close;
- }
- if ((party_relay == 24) && (BaseLevel > party_relay_lv) && (.@relaytime >= 14) && (.@relaytime < 17)) {
- mes "[Gatan]";
- mes "Great, you gained a";
- mes "level, just like I asked.";
- mes "Let me find your next--I swore";
- mes "I left it around somewhere--";
- mes "and I'll give you your next set";
- mes "of instructions. Hang on...";
- set party_relay,27;
- close;
- }
- else if ((party_relay == 24) && (BaseLevel > party_relay_lv) && (.@relaytime >= 18) && (.@relaytime < 21)) {
- mes "[Gatan]";
- mes "Great, you gained a";
- mes "level, just like I asked.";
- mes "Let me find your next--I swore";
- mes "I left it around somewhere--";
- mes "and I'll give you your next set";
- mes "of instructions. Hang on...";
- set party_relay,27;
- close;
- }
- if (party_relay == 24) {
- mes "[Gatan]";
- mes "Your mission is to";
- mes "gain 1 more Base Level.";
- mes "Come see me during my";
- mes "working hours once you";
- mes "accomplish that, alright?";
- next;
- mes "[Gatan]";
- mes "I can't tell you exactly";
- mes "when I work, but my work";
- mes "hours are in the afternoon...";
- mes "Pacific Standard Time, anyway.";
- mes "I might not be here if you";
- mes "come here too late, alright?";
- close;
- }
- if ((countitem(7738) > 0) && ((BaseClass == Job_Swordman) || (BaseClass == Job_Mage))) {
- mes "[Gatan]";
- mes "Oh, um... Is that...?";
- mes "That's a ticket from";
- mes "Ledrion, huh? (^666666Nuts! I've";
- mes "got to work now?^000000) It's nice";
- mes "to meet you. I'm Gatan.";
- next;
- mes "[Gatan]";
- mes "Well, now I've got a little";
- mes "test for you. You ready?";
- mes "Your objective is to gain";
- mes "more levels! Let's see...";
- mes "What would be fair?";
- next;
- if (BaseLevel > 94) {
- mes "[Gatan]";
- mes "Actually, you're already";
- mes "pretty strong. I don't feel";
- mes "like doing much work either,";
- mes "so we'll just say that you";
- mes "finished my test, alright?";
- mes "Just don't tell anyone!";
- next;
- delitem 7738,1; //Mission_Certificate9
- set party_relay,27;
- mes "[Gatan]";
- mes "Hold on a second...";
- mes "I'm supposed to tell";
- mes "you something... Give";
- mes "me a minute, will you?";
- close;
- }
- else if (BaseLevel > 89) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 1 more";
- mes "Base Level. Go ahead";
- mes "and do that, alright?";
- next;
- delitem 7738,1; //Mission_Certificate9
- set party_relay,24;
- set party_relay_lv,BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 79) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 1 more";
- mes "Base Level. Go ahead";
- mes "and do that, alright?";
- next;
- delitem 7738,1; //Mission_Certificate9
- set party_relay,24;
- set party_relay_lv,BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 69) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 2 more";
- mes "Base Levels. Go ahead";
- mes "and do that, alright?";
- next;
- delitem 7738,1; //Mission_Certificate9
- set party_relay,25;
- set party_relay_lv,BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 59) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 2 more";
- mes "Base Levels. Go ahead";
- mes "and do that, alright?";
- next;
- delitem 7738,1; //Mission_Certificate9
- set party_relay,25;
- set party_relay_lv,BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 49) {
- mes "[Gatan]";
- mes "You know, you'd probably";
- mes "benefit from being just";
- mes "a little bit stronger. Now";
- mes "go out and gain 3 Base";
- mes "Levels for me, okay?";
- next;
- delitem 7738,1; //Mission_Certificate9
- set party_relay,26;
- set party_relay_lv,BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 39) {
- mes "[Gatan]";
- mes "You know, you'd probably";
- mes "benefit from being just";
- mes "a little bit stronger. Now";
- mes "go out and gain 3 Base";
- mes "Levels for me, okay?";
- next;
- delitem 7738,1; //Mission_Certificate9
- set party_relay,26;
- set party_relay_lv,BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- }
- else if ((countitem(7738) > 0) && ((BaseClass == Job_Swordman) || (BaseClass == Job_Mage))) {
- mes "[Gatan]";
- mes "Oh, um... Is that...?";
- mes "That's a ticket from";
- mes "Ledrion, huh? (^666666Nuts! I've";
- mes "got to work now?^000000) It's nice";
- mes "to meet you. I'm Gatan.";
- next;
- mes "[Gatan]";
- mes "Well, now I've got a little";
- mes "test for you. You ready?";
- mes "Your objective is to gain";
- mes "more levels! Let's see...";
- mes "What would be fair?";
- next;
- if (BaseLevel > 94) {
- mes "[Gatan]";
- mes "Actually, you're already";
- mes "pretty strong. I don't feel";
- mes "like doing much work either,";
- mes "so we'll just say that you";
- mes "finished my test, alright?";
- mes "Just don't tell anyone!";
- next;
- delitem 7738,1; //Mission_Certificate9
- set party_relay,27;
- mes "[Gatan]";
- mes "Hold on a second...";
- mes "I'm supposed to tell";
- mes "you something... Give";
- mes "me a minute, will you?";
- close;
- }
- else if (BaseLevel > 89) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 1 more";
- mes "Base Level. Go ahead";
- mes "and do that, alright?";
- next;
- delitem 7738,1; //Mission_Certificate9
- set party_relay,24;
- set party_relay_lv,BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 79) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 1 more";
- mes "Base Level. Go ahead";
- mes "and do that, alright?";
- next;
- delitem 7738,1; //Mission_Certificate9
- set party_relay,24;
- set party_relay_lv,BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 69) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 2 more";
- mes "Base Levels. Go ahead";
- mes "and do that, alright?";
- next;
- delitem 7738,1; //Mission_Certificate9
- set party_relay,25;
- set party_relay_lv,BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 59) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 2 more";
- mes "Base Levels. Go ahead";
- mes "and do that, alright?";
- next;
- delitem 7738,1; //Mission_Certificate9
- set party_relay,25;
- set party_relay_lv,BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 49) {
- mes "[Gatan]";
- mes "You know, you'd probably";
- mes "benefit from being just";
- mes "a little bit stronger. Now";
- mes "go out and gain 3 Base";
- mes "Levels for me, okay?";
- next;
- delitem 7738,1; //Mission_Certificate9
- set party_relay,26;
- set party_relay_lv,BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 39) {
- mes "[Gatan]";
- mes "You know, you'd probably";
- mes "benefit from being just";
- mes "a little bit stronger. Now";
- mes "go out and gain 3 Base";
- mes "Levels for me, okay?";
- next;
- delitem 7738,1; //Mission_Certificate9
- set party_relay,26;
- set party_relay_lv,BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- }
- if ((countitem(7738) > 0) && ((BaseClass == Job_Swordman) || (BaseClass == Job_Mage))) {
- mes "[Gatan]";
- mes "Oh, um... Is that...?";
- mes "That's a ticket from";
- mes "Ledrion, huh? It's nice";
- mes "to meet you. I'm Gatan.";
- next;
- mes "[Gatan]";
- mes "I'm not on shift right";
- mes "now, though: even I need";
- mes "to take some off time to";
- mes "avoid getting swamped with";
- mes "work. Come back to me during";
- mes "my work hours, alright?";
- next;
- mes "[Gatan]";
- mes "I can't tell you exactly";
- mes "when I'm working (^666666well,";
- mes "I just want to avoid working";
- mes "altogether to be honest^000000) but";
- mes "come back in the afternoon,";
- mes "Pacific Standard Time, that is.";
- close;
- }
- if (party_relay == 17) {
- mes "[Gatan]";
- mes "Say, it's not time for";
- mes "you to meet up with me";
- mes "just yet. I think you need";
- mes "to ask an Acolyte Class";
- mes "member in your group to bring";
- mes "your sixth ticket to Bafhail.";
- close;
- }
- if (party_relay == 16) {
- mes "[Gatan]";
- mes "Ah, very nice! Please";
- mes "give this ticket to an";
- mes "Acolyte Class member";
- mes "of your group, and ask him";
- mes "to bring it to Bafhail. Ah, and";
- mes "here's a little reward for you~";
- set party_relay,17;
- getitem 7735,1; //Mission_Certificate6
- getitem 610,2; //Leaf_Of_Yggdrasil
- if (BaseLevel > 94) {
- getexp 104760,0;
- }
- else if (BaseLevel > 89) {
- getexp 85920,0;
- }
- else if (BaseLevel > 79) {
- getexp 38520,0;
- }
- else if (BaseLevel > 69) {
- getexp 19560,0;
- }
- else if (BaseLevel > 59) {
- getexp 67200,0;
- }
- else if (BaseLevel > 49) {
- getexp 28800,0;
- }
- else {
- getexp 1080,0;
- }
- next;
- mes "[Gatan]";
- mes "Alright, get that done.";
- mes "I'll see you around.";
- close;
- }
- if ((party_relay == 15) && (BaseLevel > (party_relay_lv + 2)) && (.@relaytime >= 8) && (.@relaytime < 11)) {
- mes "[Gatan]";
- mes "Great, you gained some";
- mes "levels, just like I asked.";
- mes "Let me find your next--I swore";
- mes "I left it around somewhere--";
- mes "and I'll give you your next set";
- mes "of instructions. Hang on...";
- set party_relay,16;
- close;
- }
- else if ((party_relay == 15) && (BaseLevel > (party_relay_lv + 2)) && (.@relaytime >= 21) && (.@relaytime < 1)) {
- mes "[Gatan]";
- mes "Great, you gained some";
- mes "levels, just like I asked.";
- mes "Let me find your next--I swore";
- mes "I left it around somewhere--";
- mes "and I'll give you your next set";
- mes "of instructions. Hang on...";
- set party_relay,16;
- close;
- }
- if (party_relay == 15) {
- mes "[Gatan]";
- mes "Your mission is to";
- mes "gain 3 more Base Levels.";
- mes "Come see me during my";
- mes "working hours once you";
- mes "accomplish that, alright?";
- next;
- mes "[Gatan]";
- mes "Now I work three hours";
- mes "just before I have lunch,";
- mes "and three hours around";
- mes "midnight. Go ahead and";
- mes "look me up around those";
- mes "times. A bit confusing, I know~";
- close;
- }
- if ((party_relay == 14) && (BaseLevel > (party_relay_lv + 1)) && (.@relaytime >= 8)) {
- mes "[Gatan]";
- mes "Great, you gained some";
- mes "levels, just like I asked.";
- mes "Let me find your next--I swore";
- mes "I left it around somewhere--";
- mes "and I'll give you your next set";
- mes "of instructions. Hang on...";
- set party_relay,16;
- close;
- }
- else if ((party_relay == 14) && (BaseLevel > (party_relay_lv + 1)) && (.@relaytime >= 21)) {
- mes "[Gatan]";
- mes "Great, you gained some";
- mes "levels, just like I asked.";
- mes "Let me find your next--I swore";
- mes "I left it around somewhere--";
- mes "and I'll give you your next set";
- mes "of instructions. Hang on...";
- set party_relay,16;
- close;
- }
- if (party_relay == 14) {
- mes "[Gatan]";
- mes "Your mission is to";
- mes "gain 2 more Base Levels.";
- mes "Come see me during my";
- mes "working hours once you";
- mes "accomplish that, alright?";
- next;
- mes "[Gatan]";
- mes "Now I work three hours";
- mes "just before I have lunch,";
- mes "and three hours around";
- mes "midnight. Go ahead and";
- mes "look me up around those";
- mes "times. A bit confusing, I know~";
- close;
- }
- if ((party_relay == 13) && (BaseLevel > party_relay_lv) && (.@relaytime >= 8) && (.@relaytime < 11)) {
- mes "[Gatan]";
- mes "Great, you gained some";
- mes "levels, just like I asked.";
- mes "Let me find your next--I swore";
- mes "I left it around somewhere--";
- mes "and I'll give you your next set";
- mes "of instructions. Hang on...";
- set party_relay,16;
- close;
- }
- else if ((party_relay == 13) && (BaseLevel > party_relay_lv) && (.@relaytime >= 21)) {
- mes "[Gatan]";
- mes "Great, you gained some";
- mes "levels, just like I asked.";
- mes "Let me find your next--I swore";
- mes "I left it around somewhere--";
- mes "and I'll give you your next set";
- mes "of instructions. Hang on...";
- set party_relay,16;
- close;
- }
- if (party_relay == 13) {
- mes "[Gatan]";
- mes "Your mission is to";
- mes "gain 1 more Base Level.";
- mes "Come see me during my";
- mes "working hours once you";
- mes "accomplish that, alright?";
- next;
- mes "[Gatan]";
- mes "Now I work three hours";
- mes "just before I have lunch,";
- mes "and three hours around";
- mes "midnight. Go ahead and";
- mes "look me up around those";
- mes "times. A bit confusing, I know~";
- close;
- }
- if ((BaseLevel > 39) && (countitem(7734) > 0) && (.@relaytime >= 8) && (.@relaytime < 11) && (BaseClass == Job_Mage)) {
- mes "[Gatan]";
- mes "Oh, um... Is that...?";
- mes "That's a ticket from";
- mes "Ledrion, huh? (^666666Nuts! I've";
- mes "got to work now?^000000) It's nice";
- mes "to meet you. I'm Gatan.";
- next;
- mes "[Gatan]";
- mes "Well, now I've got a little";
- mes "test for you. You ready?";
- mes "Your objective is to gain";
- mes "more levels! Let's see...";
- mes "What would be fair?";
- next;
- if (BaseLevel > 94) {
- mes "[Gatan]";
- mes "Actually, you're already";
- mes "pretty strong. I don't feel";
- mes "like doing much work either,";
- mes "so we'll just say that you";
- mes "finished my test, alright?";
- mes "Just don't tell anyone!";
- next;
- delitem 7734,1; //Mission_Certificate5
- set party_relay,16;
- mes "[Gatan]";
- mes "Hold on a second...";
- mes "I'm supposed to tell";
- mes "you something... Give";
- mes "me a minute, will you?";
- close;
- }
- else if (BaseLevel > 89) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 1 more";
- mes "Base Level. Go ahead";
- mes "and do that, alright?";
- next;
- delitem 7734,1; //Mission_Certificate5
- set party_relay,13;
- set party_relay_lv,BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 79) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 1 more";
- mes "Base Level. Go ahead";
- mes "and do that, alright?";
- next;
- delitem 7734,1; //Mission_Certificate5
- set party_relay,13;
- set party_relay_lv,BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 69) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 2 more";
- mes "Base Levels. Go ahead";
- mes "and do that, alright?";
- next;
- delitem 7734,1; //Mission_Certificate5
- set party_relay,14;
- set party_relay_lv,BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 59) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 2 more";
- mes "Base Levels. Go ahead";
- mes "and do that, alright?";
- next;
- delitem 7734,1; //Mission_Certificate5
- set party_relay,14;
- set party_relay_lv,BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 49) {
- mes "[Gatan]";
- mes "You know, you'd probably";
- mes "benefit from being just";
- mes "a little bit stronger. Now";
- mes "go out and gain 3 Base";
- mes "Levels for me, okay?";
- next;
- delitem 7734,1; //Mission_Certificate5
- set party_relay,15;
- set party_relay_lv,BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 39) {
- mes "[Gatan]";
- mes "You know, you'd probably";
- mes "benefit from being just";
- mes "a little bit stronger. Now";
- mes "go out and gain 3 Base";
- mes "Levels for me, okay?";
- next;
- delitem 7734,1; //Mission_Certificate5
- set party_relay,15;
- set party_relay_lv,BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- }
- else if ((BaseLevel > 39) && (countitem(7734) > 0) && (.@relaytime >= 21) && (BaseClass == Job_Mage)) {
- mes "[Gatan]";
- mes "Oh, um... Is that...?";
- mes "That's a ticket from";
- mes "Ledrion, huh? (^666666Nuts! I've";
- mes "got to work now?^000000) It's nice";
- mes "to meet you. I'm Gatan.";
- next;
- mes "[Gatan]";
- mes "Well, now I've got a little";
- mes "test for you. You ready?";
- mes "Your objective is to gain";
- mes "more levels! Let's see...";
- mes "What would be fair?";
- next;
- if (BaseLevel > 94) {
- mes "[Gatan]";
- mes "Actually, you're already";
- mes "pretty strong. I don't feel";
- mes "like doing much work either,";
- mes "so we'll just say that you";
- mes "finished my test, alright?";
- mes "Just don't tell anyone!";
- next;
- delitem 7734,1; //Mission_Certificate5
- set party_relay,16;
- mes "[Gatan]";
- mes "Hold on a second...";
- mes "I'm supposed to tell";
- mes "you something... Give";
- mes "me a minute, will you?";
- close;
- }
- else if (BaseLevel > 89) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 1 more";
- mes "Base Level. Go ahead";
- mes "and do that, alright?";
- next;
- delitem 7734,1; //Mission_Certificate5
- set party_relay,13;
- set party_relay_lv,BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 79) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 1 more";
- mes "Base Level. Go ahead";
- mes "and do that, alright?";
- next;
- delitem 7734,1; //Mission_Certificate5
- set party_relay,13;
- set party_relay_lv,BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 69) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 2 more";
- mes "Base Levels. Go ahead";
- mes "and do that, alright?";
- next;
- delitem 7734,1; //Mission_Certificate5
- set party_relay,14;
- set party_relay_lv,BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 59) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 2 more";
- mes "Base Levels. Go ahead";
- mes "and do that, alright?";
- next;
- delitem 7734,1; //Mission_Certificate5
- set party_relay,14;
- set party_relay_lv,BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 49) {
- mes "[Gatan]";
- mes "You know, you'd probably";
- mes "benefit from being just";
- mes "a little bit stronger. Now";
- mes "go out and gain 3 Base";
- mes "Levels for me, okay?";
- next;
- delitem 7734,1; //Mission_Certificate5
- set party_relay,15;
- set party_relay_lv,BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 39) {
- mes "[Gatan]";
- mes "You know, you'd probably";
- mes "benefit from being just";
- mes "a little bit stronger. Now";
- mes "go out and gain 3 Base";
- mes "Levels for me, okay?";
- next;
- delitem 7734,1; //Mission_Certificate5
- set party_relay,15;
- set party_relay_lv,BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- }
- if ((BaseLevel > 39) && (countitem(7734) > 0) && (BaseClass == Job_Mage)) {
- mes "[Gatan]";
- mes "Oh, um... Is that...?";
- mes "That's a ticket from";
- mes "Ledrion, huh? It's nice";
- mes "to meet you. I'm Gatan.";
- next;
- mes "[Gatan]";
- mes "I'm not on shift right";
- mes "now, though: even I need";
- mes "to take some off time to";
- mes "avoid getting swamped with";
- mes "work. Come back to me during";
- mes "my work hours, alright?";
- next;
- mes "[Gatan]";
- mes "Now I work three hours";
- mes "just before I have lunch,";
- mes "and three hours around";
- mes "midnight. Go ahead and";
- mes "look me up around those";
- mes "times. A bit confusing, I know~";
- close;
- }
- if (party_relay == 6) {
- mes "[Gatan]";
- mes "Did you give that ticket";
- mes "to the Thief Class member";
- mes "of your group? ^666666*Yawn*^000000 If you";
- mes "wanna finish all of these";
- mes "challenges, then that's";
- mes "what you gotta do~";
- close;
- }
- if (party_relay == 5) {
- mes "[Gatan]";
- mes "Ah, very nice!";
- mes "Now please give this";
- mes "ticket to the Thief Class";
- mes "member of the your group,";
- mes "and ask him to deliver";
- mes "it to Bafhail. Easy, right?";
- next;
- mes "[Gatan]";
- mes "Here you are...";
- mes "Just a little";
- mes "something for";
- mes "your troubles~";
- set party_relay,6;
- getitem 7731,1; //Mission_Certificate2
- getitem 607,2; //Yggdrasilberry
- if (BaseLevel > 94) {
- getexp 104760,0;
- }
- else if (BaseLevel > 89) {
- getexp 85920,0;
- }
- else if (BaseLevel > 79) {
- getexp 38520,0;
- }
- else if (BaseLevel > 69) {
- getexp 38520,0;
- }
- else if (BaseLevel > 59) {
- getexp 67200,0;
- }
- else if (BaseLevel > 49) {
- getexp 28800,0;
- }
- else {
- getexp 1080,0;
- }
- next;
- mes "[Gatan]";
- mes "Don't forget to make";
- mes "sure that Bafhail gets";
- mes "that ticket from a Thief";
- mes "Class character in your";
- mes "group. I'll see you around.";
- close;
- }
- if ((party_relay == 4) && (BaseLevel > (party_relay_lv + 2)) && ((.@relaytime >= 11) && (.@relaytime < 14))) {
- mes "[Gatan]";
- mes "Nice work. I guess";
- mes "that Ledrion really knows";
- mes "good adventurers when he";
- mes "sees them. Now, you mind";
- mes "waiting a bit? Um, there's";
- mes "something I have to give you...";
- set party_relay,5;
- close;
- }
- else if ((party_relay == 4) && (BaseLevel > (party_relay_lv + 2)) && ((.@relaytime >= 0) && (.@relaytime < 3))) {
- mes "[Gatan]";
- mes "Nice work. I guess";
- mes "that Ledrion really knows";
- mes "good adventurers when he";
- mes "sees them. Now, you mind";
- mes "waiting a bit? Um, there's";
- mes "something I have to give you...";
- set party_relay,5;
- close;
- }
- if (party_relay == 4) {
- mes "[Gatan]";
- mes "You didn't forget that";
- mes "you had to gain 3 more";
- mes "Base Levels, did you?";
- mes "Oh, and come back during";
- mes "my regular working hours.";
- mes "Don't bother me when I'm off~";
- next;
- mes "[Gatan]";
- mes "I'll tell you when I work";
- mes "one more time: come from";
- mes "11 AM to 2 PM, or 12 AM to";
- mes "3 AM, Pacific Standard Time.";
- mes "Good luck to you, alright?";
- close;
- }
- if ((party_relay == 3) && (BaseLevel > (party_relay_lv + 1)) && ((.@relaytime >= 11) && (.@relaytime < 14))) {
- mes "[Gatan]";
- mes "Nice work. I guess";
- mes "that Ledrion really knows";
- mes "good adventurers when he";
- mes "sees them. Now, you mind";
- mes "waiting a bit? Um, there's";
- mes "something I have to give you...";
- set party_relay,5;
- close;
- }
- else if ((party_relay == 3) && (BaseLevel > (party_relay_lv + 1)) && ((.@relaytime >= 0) && (.@relaytime < 3))) {
- mes "[Gatan]";
- mes "Nice work. I guess";
- mes "that Ledrion really knows";
- mes "good adventurers when he";
- mes "sees them. Now, you mind";
- mes "waiting a bit? Um, there's";
- mes "something I have to give you...";
- set party_relay,5;
- close;
- }
- if (party_relay == 3) {
- mes "[Gatan]";
- mes "You didn't forget that";
- mes "you had to gain 2 more";
- mes "Base Levels, did you?";
- mes "Oh, and come back during";
- mes "my regular working hours.";
- mes "Don't bother me when I'm off~";
- next;
- mes "[Gatan]";
- mes "I'll tell you when I work";
- mes "one more time: come from";
- mes "11 AM to 2 PM, or 12 AM to";
- mes "3 AM, Pacific Standard Time.";
- mes "Good luck to you, alright?";
- close;
- }
- if ((party_relay == 99) && (BaseLevel > party_relay_lv) && ((.@relaytime >= 11) && (.@relaytime < 14))) {
- mes "[Gatan]";
- mes "Nice work. I guess";
- mes "that Ledrion really knows";
- mes "good adventurers when he";
- mes "sees them. Now, you mind";
- mes "waiting a bit? Um, there's";
- mes "something I have to give you...";
- set party_relay,5;
- close;
- }
- else if ((party_relay == 99) && (BaseLevel > party_relay_lv) && ((.@relaytime >= 0) && (.@relaytime < 3))) {
- mes "[Gatan]";
- mes "Nice work. I guess";
- mes "that Ledrion really knows";
- mes "good adventurers when he";
- mes "sees them. Now, you mind";
- mes "waiting a bit? Um, there's";
- mes "something I have to give you...";
- set party_relay,5;
- close;
- }
- if (party_relay == 99) {
- mes "[Gatan]";
- mes "You didn't forget that";
- mes "you had to gain 1 more";
- mes "Base Level, did you?";
- mes "Oh, and come back during";
- mes "my regular working hours.";
- mes "Don't bother me when I'm off~";
- next;
- mes "[Gatan]";
- mes "I'll tell you when I work";
- mes "one more time: come from";
- mes "11 AM to 2 PM, or 12 AM to";
- mes "3 AM, Pacific Standard Time.";
- mes "Good luck to you, alright?";
- close;
- }
- if ((BaseLevel > 39) && (countitem(7730) > 0) && (.@relaytime >= 11) && (.@relaytime < 14) && (BaseClass == Job_Swordman)) {
- mes "[Gatan]";
- mes "Oh, um... Is that...?";
- mes "That's a ticket from";
- mes "Ledrion, huh? (^666666Nuts! I've";
- mes "got to work now?^000000) It's nice";
- mes "to meet you. I'm Gatan.";
- next;
- mes "[Gatan]";
- mes "Ledrion wanted me to give";
- mes "a little test if any Swordman";
- mes "Class guys brought me a ticket,";
- mes "and were working with a group.";
- mes "Ready? Increasing your Base";
- mes "Level will be my test for you.";
- next;
- if (BaseLevel > 94) {
- mes "[Gatan]";
- mes "Actually, you're already";
- mes "pretty strong. I don't feel";
- mes "like doing much work either,";
- mes "so we'll just say that you";
- mes "finished my test, alright?";
- mes "Just don't tell anyone!";
- next;
- delitem 7730,1; //Mission_Certificate1
- set party_relay,5;
- mes "[Gatan]";
- mes "Hold on a second...";
- mes "I'm supposed to tell";
- mes "you something... Give";
- mes "me a minute, will you?";
- close;
- }
- else if (BaseLevel > 89) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 1 more";
- mes "Base Level. Go ahead";
- mes "and do that, alright?";
- next;
- delitem 7730,1; //Mission_Certificate1
- set party_relay,99;
- set party_relay_lv,BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 79) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 1 more";
- mes "Base Level. Go ahead";
- mes "and do that, alright?";
- next;
- delitem 7730,1; //Mission_Certificate1
- set party_relay,99;
- set party_relay_lv,BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 69) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 2 more";
- mes "Base Levels. Go ahead";
- mes "and do that, alright?";
- next;
- delitem 7730,1; //Mission_Certificate1
- set party_relay,3;
- set party_relay_lv,BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 59) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 2 more";
- mes "Base Levels. Go ahead";
- mes "and do that, alright?";
- next;
- delitem 7730,1; //Mission_Certificate1
- set party_relay,3;
- set party_relay_lv,BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 49) {
- mes "[Gatan]";
- mes "You know, you'd probably";
- mes "benefit from being just";
- mes "a little bit stronger. Now";
- mes "go out and gain 3 Base";
- mes "Levels for me, okay?";
- next;
- delitem 7730,1; //Mission_Certificate1
- set party_relay,4;
- set party_relay_lv,BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 39) {
- mes "[Gatan]";
- mes "You know, you'd probably";
- mes "benefit from being just";
- mes "a little bit stronger. Now";
- mes "go out and gain 3 Base";
- mes "Levels for me, okay?";
- next;
- delitem 7730,1; //Mission_Certificate1
- set party_relay,4;
- set party_relay_lv,BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- }
- else if ((BaseLevel > 39) && (countitem(7730) > 0) && (.@relaytime >= 0) && (.@relaytime < 3) && (BaseClass == Job_Swordman)) {
- mes "[Gatan]";
- mes "Oh, um... Is that...?";
- mes "That's a ticket from";
- mes "Ledrion, huh? (^666666Nuts! I've";
- mes "got to work now?^000000) It's nice";
- mes "to meet you. I'm Gatan.";
- next;
- mes "[Gatan]";
- mes "Ledrion wanted me to give";
- mes "a little test if any Swordman";
- mes "Class guys brought me a ticket,";
- mes "and were working with a group.";
- mes "Ready? Increasing your Base";
- mes "Level will be my test for you.";
- next;
- if (BaseLevel > 94) {
- mes "[Gatan]";
- mes "Actually, you're already";
- mes "pretty strong. I don't feel";
- mes "like doing much work either,";
- mes "so we'll just say that you";
- mes "finished my test, alright?";
- mes "Just don't tell anyone!";
- next;
- delitem 7730,1; //Mission_Certificate1
- set party_relay,5;
- mes "[Gatan]";
- mes "Hold on a second...";
- mes "I'm supposed to tell";
- mes "you something... Give";
- mes "me a minute, will you?";
- close;
- }
- else if (BaseLevel > 89) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 1 more";
- mes "Base Level. Go ahead";
- mes "and do that, alright?";
- next;
- delitem 7730,1; //Mission_Certificate1
- set party_relay,99;
- set party_relay_lv,BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 79) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 1 more";
- mes "Base Level. Go ahead";
- mes "and do that, alright?";
- next;
- delitem 7730,1; //Mission_Certificate1
- set party_relay,99;
- set party_relay_lv,BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 69) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 2 more";
- mes "Base Levels. Go ahead";
- mes "and do that, alright?";
- next;
- delitem 7730,1; //Mission_Certificate1
- set party_relay,3;
- set party_relay_lv,BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 59) {
- mes "[Gatan]";
- mes "You're pretty strong,";
- mes "but it wouldn't kill";
- mes "you to gain 2 more";
- mes "Base Levels. Go ahead";
- mes "and do that, alright?";
- next;
- delitem 7730,1; //Mission_Certificate1
- set party_relay,3;
- set party_relay_lv,BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 49) {
- mes "[Gatan]";
- mes "You know, you'd probably";
- mes "benefit from being just";
- mes "a little bit stronger. Now";
- mes "go out and gain 3 Base";
- mes "Levels for me, okay?";
- next;
- delitem 7730,1; //Mission_Certificate1
- set party_relay,4;
- set party_relay_lv,BaseLevel;
- mes "[Gatan]";
- mes "I'll go ahead and take";
- mes "your ticket now. Come";
- mes "back after you finish what";
- mes "I've asked, and then we can";
- mes "move on to the next part.";
- close;
- }
- else if (BaseLevel > 39) {
- mes "[Gatan]";
- mes "You know, you'd probably";
- mes "benefit from being just";
- mes "a little bit stronger. Now";
- mes "go out and gain 3 Base";
- mes "Levels for me, okay?";
- next;
- delitem 7730,1; //Mission_Certificate1
- set party_relay,4;
- set party_relay_lv,BaseLevel;
- mes "[Gatan]";
- mes "I'll keep your ticket.";
- mes "When you're finished, please come back.";
- close;
- }
- }
- else if ((BaseLevel > 39) && (countitem(7730) > 0) && (BaseClass == Job_Swordman)) {
- mes "[Gatan]";
- mes "Oh, um... Is that...?";
- mes "That's a ticket from";
- mes "Ledrion, huh? (^666666Nuts! I've";
- mes "got to work now?^000000) It's nice";
- mes "to meet you. I'm Gatan.";
- next;
- mes "[Gatan]";
- mes "Hate to tell you, but";
- mes "I'm not on duty right now.";
- mes "You should really come back";
- mes "and talk to me during my";
- mes "work hours, okay? I need";
- mes "my rest from work, you know?";
- next;
- mes "[Gatan]";
- mes "I'll tell you when I work,";
- mes "just don't forget: come from";
- mes "11 AM to 2 PM, or 12 AM to";
- mes "3 AM, Pacific Standard Time.";
- mes "Good luck to you, alright?";
- close;
- }
- mes "[Gatan]";
- mes "Hey, nice meeting you.";
- mes "I'm Gatan. I'm not up to";
- mes "much, just helping out";
- mes "a friend. He's loaded, but";
- mes "he's also a really good guy.";
- mes "Working me to the bone, though.";
- close;
-}
-
-payon,204,221,3 script Bafhail#payon::RelayBafhail 731,{
- getpartymember(getcharid(1));
- set .@partymembercount,$@partymembercount;
- set .@partyleader,getpartyleader(getcharid(1),2);
- if (checkweight(907,300) == 0) {
- mes "^3355FFWait a minute! You're";
- mes "carrying too many items";
- mes "right now: store some of";
- mes "your extra things in Kafra";
- mes "Storage, and then come back.^000000";
- close;
- }
- if (countitem(7730) > 0) || (countitem(7733) > 0) || (countitem(7734) > 0) || (countitem(7737) > 0) || (countitem(7738) > 0) || (countitem(7741) > 0) {
- mes "[Bafhail]";
- mes "You must be confused...";
- mes "It's not time for you";
- mes "to see me just yet.";
- mes "Have you tried meeting";
- mes "with any of the other guys?";
- close;
- }
- set .@relaytime,gettime(3);
- if (party_relay == 30) {
- mes "[Bafhail]";
- mes "Did you give that ticket";
- mes "to an Archer or Merchant";
- mes "Class member of your group?";
- mes "Just a reminder in case";
- mes "you've already forgotten.";
- close;
- }
- if ((party_relay == 29) && (.@relaytime >= 0) && (.@relaytime < 3) && (countitem(1012) > 19) && (countitem(1048) > 19) && (countitem(7003) > 19)) {
- mes "[Bafhail]";
- mes "Well, it looks like you came";
- mes "at the right time and brought";
- mes "everything I asked. Good work.";
- mes "Please take your next ticket";
- mes "and this small reward for you.";
- next;
- delitem 1012,20; //Lizard_Scruff
- delitem 1048,20; //Slender_Snake
- delitem 7003,20; //Anolian_Skin
- set party_relay,30;
- getitem 7740,1; //Mission_Certificate11
- getitem 610,2; //Leaf_Of_Yggdrasil
- getitem 607,2; //Yggdrasilberry
- if (BaseLevel > 94) {
- getexp 104760,0;
- }
- else if (BaseLevel > 89) {
- getexp 85920,0;
- }
- else if (BaseLevel > 79) {
- getexp 38520,0;
- }
- else if (BaseLevel > 69) {
- getexp 38520,0;
- }
- else if (BaseLevel > 59) {
- getexp 67200,0;
- }
- else if (BaseLevel > 49) {
- getexp 28800,0;
- }
- else {
- getexp 1080,0;
- }
- mes "[Bafhail]";
- mes "Make sure that you give";
- mes "that ticket to an Archer";
- mes "or Merchant Class member";
- mes "of your group, and have him";
- mes "bring it to a boy named Lospii.";
- mes "Goodbye now, and good luck~";
- close;
- }
- else if ((party_relay == 29) && (.@relaytime >= 11) && (.@relaytime < 14) && (countitem(1012) > 19) && (countitem(1048) > 19) && (countitem(7003) > 19)) {
- mes "[Bafhail]";
- mes "Well, it looks like you came";
- mes "at the right time and brought";
- mes "everything I asked. Good work.";
- mes "Please take your next ticket";
- mes "and this small reward for you.";
- next;
- delitem 1012,20; //Lizard_Scruff
- delitem 1048,20; //Slender_Snake
- delitem 7003,20; //Anolian_Skin
- set party_relay,30;
- getitem 7740,1; //Mission_Certificate11
- getitem 610,2; //Leaf_Of_Yggdrasil
- getitem 607,2; //Yggdrasilberry
- if (BaseLevel > 94) {
- getexp 104760,0;
- }
- else if (BaseLevel > 89) {
- getexp 85920,0;
- }
- else if (BaseLevel > 79) {
- getexp 38520,0;
- }
- else if (BaseLevel > 69) {
- getexp 38520,0;
- }
- else if (BaseLevel > 59) {
- getexp 67200,0;
- }
- else if (BaseLevel > 49) {
- getexp 28800,0;
- }
- else {
- getexp 1080,0;
- }
- mes "[Bafhail]";
- mes "Make sure that you give";
- mes "that ticket to an Archer";
- mes "or Merchant Class member";
- mes "of your group, and have him";
- mes "bring it to a boy named Lospii.";
- mes "Goodbye now, and good luck~";
- close;
- }
- if (party_relay == 29) {
- mes "[Bafhail]";
- mes "My mission for you is";
- mes "to bring me some items";
- mes "at the right time. I'll only";
- mes "accept your items for 3 hours";
- mes "once the day starts, and for 3";
- mes "hours in the middle of the day.";
- next;
- mes "[Bafhail]";
- mes "I need";
- mes "^4D4DFF20 Frills^000000,";
- mes "^4D4DFF20 Anolian Skins^000000, and";
- mes "^4D4DFF20 Horrendous Hairs^000000.";
- mes "Don't forget now, alright?";
- close;
- }
- if ((countitem(7739) > 0) && (.@relaytime >= 11) && (.@relaytime < 14) && ((Baseclass == Job_Thief) || (BaseClass == Job_Acolyte))) {
- mes "[Bafhail]";
- mes "Oh, isn't that ticket...?";
- mes "Ah, good, good. Judging";
- mes "from your Job, Gatan must";
- mes "have sent you, right? Nice";
- mes "to meet you, I'm Bafhail~";
- mes "Now, let's get to business.";
- next;
- mes "[Bafhail]";
- mes "My mission is";
- mes "for you to collect";
- mes "^4D4DFF20 Frills^000000,";
- mes "^4D4DFF20 Anolian Skins^000000, and";
- mes "^4D4DFF20 Horrendous Hairs^000000.";
- next;
- delitem 7739,1; //Mission_Certificate10
- set party_relay,29;
- mes "[Bafhail]";
- mes "Understood?";
- mes "Alright then, if you'll";
- mes "just hand me your ticket,";
- mes "you can start gathering";
- mes "those items I listed.";
- mes "I'll see you later~";
- close;
- }
- else if ((countitem(7739) > 0) && (.@relaytime >= 0) && (.@relaytime < 3) && ((Baseclass == Job_Thief) || (BaseClass == Job_Acolyte))) {
- mes "[Bafhail]";
- mes "Oh, isn't that ticket...?";
- mes "Ah, good, good. Judging";
- mes "from your Job, Gatan must";
- mes "have sent you, right? Nice";
- mes "to meet you, I'm Bafhail~";
- mes "Now, let's get to business.";
- next;
- mes "[Bafhail]";
- mes "My mission is";
- mes "for you to collect";
- mes "^4D4DFF20 Frills^000000,";
- mes "^4D4DFF20 Anolian Skins^000000, and";
- mes "^4D4DFF20 Horrendous Hairs^000000.";
- next;
- delitem 7739,1; //Mission_Certificate10
- set party_relay,29;
- mes "[Bafhail]";
- mes "Understood?";
- mes "Understood?";
- mes "Alright then, if you'll";
- mes "just hand me your ticket,";
- mes "you can start gathering";
- mes "those items I listed.";
- mes "I'll see you later~";
- close;
- }
- if ((countitem(7739) > 0) && ((Baseclass == Job_Thief) || (BaseClass == Job_Acolyte))) {
- mes "[Bafhail]";
- mes "Oh, isn't that ticket...?";
- mes "Ah, good, good. Judging";
- mes "from your Job, Gatan must";
- mes "have sent you, right? Nice";
- mes "to meet you, I'm Bafhail~";
- next;
- mes "[Bafhail]";
- mes "Would you mind coming ";
- mes "back to me later? Now";
- mes "isn't the right time to talk";
- mes "to me. I'm available for 3";
- mes "hours at the start of the day,";
- mes "and 3 hours in midday.";
- close;
- }
- if (party_relay == 20) {
- mes "[Bafhail]";
- mes "Did you give that ticket";
- mes "to an Archer or Merchant";
- mes "Class member of your group?";
- mes "Just a reminder in case";
- mes "you've already forgotten.";
- close;
- }
- if ((party_relay == 19) && (.@relaytime >= 14) && (.@relaytime < 17) && (countitem(1015) > 9) && (countitem(7172) > 9) && (countitem(7155) > 9)) {
- mes "[Bafhail]";
- mes "Well, it looks like you came";
- mes "at the right time and brought";
- mes "everything I asked. Good work.";
- mes "Please take your next ticket";
- mes "and this small reward for you.";
- next;
- delitem 1015,10; //Thin_N'_Long_Tongue
- delitem 7172,10; //Leopard_Talon
- delitem 7155,10; //Poison_Toad's_Skin
- set party_relay,20;
- getitem 7736,1; //Mission_Certificate7
- getitem 610,2; //Leaf_Of_Yggdrasil
- if (BaseLevel > 94) {
- getexp 104760,0;
- }
- else if (BaseLevel > 89) {
- getexp 85920,0;
- }
- else if (BaseLevel > 79) {
- getexp 38520,0;
- }
- else if (BaseLevel > 69) {
- getexp 38520,0;
- }
- else if (BaseLevel > 59) {
- getexp 67200,0;
- }
- else if (BaseLevel > 49) {
- getexp 28800,0;
- }
- else {
- getexp 1080,0;
- }
- mes "[Bafhail]";
- mes "Do me a favor and make";
- mes "sure that the Merchant";
- mes "Class character in your";
- mes "group delivers that ticket";
- mes "to Lospii. Alright, I guess";
- mes "I'll see you later, then.";
- close;
- }
- else if ((party_relay == 19) && (.@relaytime >= 18) && (.@relaytime < 21) && (countitem(1015) > 9) && (countitem(7172) > 9) && (countitem(7155) > 9)) {
- mes "[Bafhail]";
- mes "Well, it looks like you came";
- mes "at the right time and brought";
- mes "everything I asked. Good work.";
- mes "Please take your next ticket";
- mes "and this small reward for you.";
- next;
- delitem 1015,10; //Thin_N'_Long_Tongue
- delitem 7172,10; //Leopard_Talon
- delitem 7155,10; //Poison_Toad's_Skin
- set party_relay,20;
- getitem 7736,1; //Mission_Certificate7
- getitem 610,2; //Leaf_Of_Yggdrasil
- if (BaseLevel > 94) {
- getexp 104760,0;
- }
- else if (BaseLevel > 89) {
- getexp 85920,0;
- }
- else if (BaseLevel > 79) {
- getexp 38520,0;
- }
- else if (BaseLevel > 69) {
- getexp 38520,0;
- }
- else if (BaseLevel > 59) {
- getexp 67200,0;
- }
- else if (BaseLevel > 49) {
- getexp 28800,0;
- }
- else {
- getexp 1080,0;
- }
- mes "[Bafhail]";
- mes "Do me a favor and make";
- mes "sure that the Merchant";
- mes "Class character in your";
- mes "group delivers that ticket";
- mes "to Lospii. Alright, I guess";
- mes "I'll see you later, then.";
- close;
- }
- if (party_relay == 19) {
- mes "[Bafhail]";
- mes "Remember to bring me";
- mes "the items I requested";
- mes "at the right time, during";
- mes "the 3 hours after noon or";
- mes "3 hours in the early evening.";
- mes "Now, I want you to bring...";
- next;
- mes "[Bafhail]";
- mes "^4D4DFF10 Tongues^000000,";
- mes "^4D4DFF10 Leopard Claws^000000, and";
- mes "^4D4DFF10 Poisonous Toad Skins^000000.";
- mes "I'll be waiting for you here";
- mes "and will accept those items";
- mes "when the time is right.";
- close;
- }
- if ((party_relay == 18) && (.@relaytime >= 14) && (.@relaytime < 17) && (countitem(7157) > 9) && (countitem(1021) > 9) && (countitem(7101) >9)) {
- mes "[Bafhail]";
- mes "Well, it looks like you came";
- mes "at the right time and brought";
- mes "everything I asked. Good work.";
- mes "Please take your next ticket";
- mes "and this small reward for you.";
- next;
- delitem 7157,10; //Black_Mask
- delitem 1021,10; //Dokkaebi_Horn
- delitem 7101,10; //Peco_Wing_Feather
- set party_relay,20;
- getitem 7736,1; //Mission_Certificate7
- getitem 610,2; //Leaf_Of_Yggdrasil
- if (BaseLevel > 94) {
- getexp 104760,0;
- }
- else if (BaseLevel > 89) {
- getexp 85920,0;
- }
- else if (BaseLevel > 79) {
- getexp 38520,0;
- }
- else if (BaseLevel > 69) {
- getexp 38520,0;
- }
- else if (BaseLevel > 59) {
- getexp 67200,0;
- }
- else if (BaseLevel > 49) {
- getexp 28800,0;
- }
- else {
- getexp 1080,0;
- }
- mes "[Bafhail]";
- mes "Do me a favor and make";
- mes "sure that the Merchant";
- mes "Class character in your";
- mes "group delivers that ticket";
- mes "to Lospii. Alright, I guess";
- mes "I'll see you later, then.";
- close;
- }
- else if ((party_relay == 18) && (.@relaytime >= 18) && (.@relaytime < 21) && (countitem(7157) > 9) && (countitem(1021) > 9) && (countitem(7101) >9)) {
- mes "[Bafhail]";
- mes "Well, it looks like you came";
- mes "at the right time and brought";
- mes "everything I asked. Good work.";
- mes "Please take your next ticket";
- mes "and this small reward for you.";
- next;
- delitem 7157,10; //Black_Mask
- delitem 1021,10; //Dokkaebi_Horn
- delitem 7101,10; //Peco_Wing_Feather
- set party_relay,20;
- getitem 7736,1; //Mission_Certificate7
- getitem 610,2; //Leaf_Of_Yggdrasil
- if (BaseLevel > 94) {
- getexp 104760,0;
- }
- else if (BaseLevel > 89) {
- getexp 85920,0;
- }
- else if (BaseLevel > 79) {
- getexp 38520,0;
- }
- else if (BaseLevel > 69) {
- getexp 38520,0;
- }
- else if (BaseLevel > 59) {
- getexp 67200,0;
- }
- else if (BaseLevel > 49) {
- getexp 28800,0;
- }
- else {
- getexp 1080,0;
- }
- mes "[Bafhail]";
- mes "Do me a favor and make";
- mes "sure that the Merchant";
- mes "Class character in your";
- mes "group delivers that ticket";
- mes "to Lospii. Alright, I guess";
- mes "I'll see you later, then.";
- close;
- }
- if (party_relay == 18) {
- mes "[Bafhail]";
- mes "Remember that your";
- mes "mission from me is";
- mes "to collect some items,";
- mes "and to bring them to";
- mes "me at the right time.";
- next;
- mes "[Bafhail]";
- mes "I'll only accept your";
- mes "items for 3 hours after";
- mes "the day starts, and for";
- mes "3 hours during midday.";
- mes "These are the items";
- mes "that I want you to bring...";
- next;
- mes "[Bafhail]";
- mes "^4D4DFF10 Dark Masks^000000,";
- mes "^4D4DFF10 Dokebi Horns^000000, and";
- mes "^4D4DFF10 PecoPeco Feathers^000000.";
- mes "I'll be here waiting for";
- mes "you during the hours";
- mes "I just described, okay?";
- close;
- }
- if ((countitem(7735) > 0) && (.@relaytime >= 14) && (.@relaytime < 17) && (BaseClass == Job_Acolyte)) {
- mes "[Bafhail]";
- mes "Oh, isn't that ticket...?";
- mes "Ah, good, good. Judging";
- mes "from your Job, Gatan must";
- mes "have sent you, right? Nice";
- mes "to meet you, I'm Bafhail~";
- next;
- mes "[Bafhail]";
- mes "Alright, let's get down";
- mes "to what you came for.";
- mes "My mission is for you to";
- mes "collect some items, and";
- mes "for you to bring them at";
- mes "the right time. Bring me...";
- next;
- mes "[Bafhail]";
- mes "^4D4DFF10 Dark Masks^000000,";
- mes "^4D4DFF10 Dokebi Horns^000000, and";
- mes "^4D4DFF10 PecoPeco Feathers^000000.";
- next;
- delitem 7735,1; //Mission_Certificate6
- set party_relay,18;
- mes "[Bafhail]";
- mes "Understood?";
- mes "Alright then, if you'll";
- mes "just hand me your ticket,";
- mes "you can start gathering";
- mes "those items I listed.";
- mes "I'll see you later~";
- close;
- }
- else if ((countitem(7735) > 0) && (.@relaytime >= 18) && (.@relaytime < 21) && (BaseClass == Job_Acolyte)) {
- mes "[Bafhail]";
- mes "Oh, isn't that ticket...?";
- mes "Ah, good, good. Judging";
- mes "from your Job, Gatan must";
- mes "have sent you, right? Nice";
- mes "to meet you, I'm Bafhail~";
- next;
- mes "[Bafhail]";
- mes "Alright, let's get down";
- mes "to what you came for.";
- mes "My mission is for you to";
- mes "collect some items, and";
- mes "for you to bring them at";
- mes "the right time. Bring me...";
- next;
- mes "[Bafhail]";
- mes "^4D4DFF10 Tongues^000000,";
- mes "^4D4DFF10 Leopard Claws^000000, and";
- mes "^4D4DFF10 Poisonous Toad Skins^000000.";
- next;
- delitem 7735,1; //Mission_Certificate6
- set party_relay,19;
- mes "[Bafhail]";
- mes "Understood?";
- mes "Alright then, if you'll";
- mes "just hand me your ticket,";
- mes "you can start gathering";
- mes "those items I listed.";
- mes "I'll see you later~";
- close;
- }
- if ((countitem(7735) > 0) && (BaseClass == Job_Acolyte)) {
- mes "[Bafhail]";
- mes "Oh, isn't that ticket...?";
- mes "Ah, good, good. Judging";
- mes "from your Job, Gatan must";
- mes "have sent you, right? Nice";
- mes "to meet you, I'm Bafhail~";
- next;
- mes "[Bafhail]";
- mes "Would you mind coming ";
- mes "back to me later? Now";
- mes "isn't the right time to talk";
- mes "to me. I'm available for 3";
- mes "hours at the start of the day,";
- mes "and 3 hours in midday.";
- close;
- }
- if (party_relay == 9) {
- mes "[Bafhail]";
- mes "Oh, did you already";
- mes "deliver the ticket that";
- mes "I gave you? If that's the";
- mes "case, we won't have any";
- mes "business with each other";
- mes "for a while, I suppose.";
- close;
- }
- if ((party_relay == 8) && ((.@relaytime >= 8) && (.@relaytime < 11)) && (countitem(7196) > 9) && (countitem(7184) > 9) && (countitem(920) > 9)) {
- mes "[Bafhail]";
- mes "Well, it looks like you came";
- mes "at the right time and brought";
- mes "everything I asked. Good work.";
- mes "Please take your next ticket";
- mes "and this small reward for you.";
- next;
- delitem 7196,10; //Shoulder_Protection
- delitem 7189,10; //Heart_Of_Tree
- delitem 920,10; //Claw_Of_Wolves
- set party_relay,9;
- getitem 7732,1; //Mission_Certificate3
- getitem 607,2; //Yggdrasilberry
- if (BaseLevel > 94) {
- getexp 104760,0;
- }
- else if (BaseLevel > 89) {
- getexp 85920,0;
- }
- else if (BaseLevel > 79) {
- getexp 38520,0;
- }
- else if (BaseLevel > 69) {
- getexp 38520,0;
- }
- else if (BaseLevel > 59) {
- getexp 67200,0;
- }
- else if (BaseLevel > 49) {
- getexp 28800,0;
- }
- else {
- getexp 1080,0;
- }
- mes "[Bafhail]";
- mes "Please give that";
- mes "ticket to the Archer";
- mes "Class member of your";
- mes "group, and have him";
- mes "deliver it to Lospii, okay?";
- mes "Good luck on your travels~";
- close;
- }
- else if ((party_relay == 8) && ((.@relaytime >= 21) && (countitem(7196) > 9) && (countitem(7184) > 9) && (countitem(920) > 9))) {
- mes "[Bafhail]";
- mes "Well, it looks like you came";
- mes "at the right time and brought";
- mes "everything I asked. Good work.";
- mes "Please take your next ticket";
- mes "and this small reward for you.";
- delitem 7196,10; //Shoulder_Protection
- delitem 7189,10; //Heart_Of_Tree
- delitem 920,10; //Claw_Of_Wolves
- set party_relay,9;
- getitem 7732,1; //Mission_Certificate3
- getitem 607,2; //Yggdrasilberry
- if (BaseLevel > 94) {
- getexp 104760,0;
- }
- else if (BaseLevel > 89) {
- getexp 85920,0;
- }
- else if (BaseLevel > 79) {
- getexp 38520,0;
- }
- else if (BaseLevel > 69) {
- getexp 38520,0;
- }
- else if (BaseLevel > 59) {
- getexp 67200,0;
- }
- else if (BaseLevel > 49) {
- getexp 28800,0;
- }
- else {
- getexp 1080,0;
- }
- next;
- mes "[Bafhail]";
- mes "Please give that";
- mes "ticket to the Archer";
- mes "Class member of your";
- mes "group, and have him";
- mes "deliver it to Lospii, okay?";
- mes "Good luck on your travels~";
- close;
- }
- if (party_relay == 8) {
- mes "[Bafhail]";
- mes "Your mission";
- mes "is to bring me";
- mes "^4D4DFF10 Wooden Hearts^000000,";
- mes "^4D4DFF10 Wolf Claws^000000, and";
- mes "^4D4DFF10 Shoulder Protectors^000000";
- mes "during hours I accept items.";
- next;
- mes "[Bafhail]";
- mes "Remember that I only";
- mes "accept items from 8 AM";
- mes "to 11 AM, and from 9 PM";
- mes "to 12 AM. That's Pacific";
- mes "Standard Time. Don't forget!";
- close;
- }
- if ((party_relay == 7) && ((.@relaytime >= 8) && (.@relaytime < 11)) && (countitem(1027) > 9) && (countitem(1040) > 9) && (countitem(1023) > 9)) {
- mes "[Bafhail]";
- mes "Well, it looks like you came";
- mes "at the right time and brought";
- mes "everything I asked. Good work.";
- mes "Please take your next ticket";
- mes "and this small reward for you.";
- next;
- delitem 1027,10; //Porcupine_Spike
- delitem 1040,10; //Elder_Pixie's_Beard
- delitem 1023,10; //Fish_Tail
- set party_relay,9;
- getitem 7732,1; //Mission_Certificate3
- mes "[Bafhail]";
- mes "Please give that";
- mes "ticket to the Archer";
- mes "Class member of your";
- mes "group, and have him";
- mes "deliver it to Lospii, okay?";
- mes "Good luck on your travels~";
- close;
- }
- else if ((party_relay == 7) && ((.@relaytime >= 21) && (countitem(1027) > 9) && (countitem(1040) > 9) && (countitem(1023) > 9))) {
- mes "[Bafhail]";
- mes "Well, it looks like you came";
- mes "at the right time and brought";
- mes "everything I asked. Good work.";
- mes "Please take your next ticket";
- mes "and this small reward for you.";
- next;
- delitem 1027,10; //Porcupine_Spike
- delitem 1040,10; //Elder_Pixie's_Beard
- delitem 1023,10; //Fish_Tail
- set party_relay,9;
- getitem 7732,1; //Mission_Certificate3
- mes "[Bafhail]";
- mes "Please give that";
- mes "ticket to the Archer";
- mes "Class member of your";
- mes "group, and have him";
- mes "deliver it to Lospii, okay?";
- mes "Good luck on your travels~";
- close;
- }
- if (party_relay == 7) {
- mes "[Bafhail]";
- mes "Your mission";
- mes "is to bring me";
- mes "^4D4DFF10 Fish Tails^000000,";
- mes "^4D4DFF10 Porcupine Quills^000000, and";
- mes "^4D4DFF10 Elder Pixie's Moustaches^000000";
- mes "during hours I accept items.";
- next;
- mes "[Bafhail]";
- mes "Remember that I only";
- mes "accept items from 8 AM";
- mes "to 11 AM, and from 9 PM";
- mes "to 12 AM. That's Pacific";
- mes "Standard Time. Don't forget!";
- close;
- }
- if ((countitem(7731) > 0) && (BaseLevel > 39) && ((.@relaytime >= 8) && (.@relaytime < 11)) && (Baseclass == Job_Thief)) {
- mes "[Bafhail]";
- mes "Oh, isn't that ticket...?";
- mes "Ah, good, good. Judging";
- mes "from your Job, Gatan must";
- mes "have sent you, right? Nice";
- mes "to meet you, I'm Bafhail~";
- next;
- mes "[Bafhail]";
- mes "Alright, let's get down";
- mes "to what you came for.";
- mes "My mission is for you to";
- mes "collect some items, and";
- mes "for you to bring them at";
- mes "the right time. Bring me...";
- next;
- mes "[Bafhail]";
- mes "^4D4DFF10 Wooden Hearts^000000,";
- mes "^4D4DFF10 Wolf Claws^000000, and";
- mes "^4D4DFF10 Shoulder Protectors^000000";
- next;
- delitem 7731,1; //Mission_Certificate2
- set party_relay,8;
- mes "[Bafhail]";
- mes "Remember that I won't";
- mes "accept your items, even";
- mes "if you have everything,";
- mes "if you don't come during";
- mes "the hours when I accept";
- mes "items for missions, okay?";
- close;
- }
- else if ((countitem(7731) > 0) && (BaseLevel > 39) && ((.@relaytime >= 21) && (Baseclass == Job_Thief))) {
- mes "[Bafhail]";
- mes "Oh, isn't that ticket...?";
- mes "Ah, good, good. Judging";
- mes "from your Job, Gatan must";
- mes "have sent you, right? Nice";
- mes "to meet you, I'm Bafhail~";
- next;
- mes "[Bafhail]";
- mes "Alright, let's get down";
- mes "to what you came for.";
- mes "My mission is for you to";
- mes "collect some items, and";
- mes "for you to bring them at";
- mes "the right time. Bring me...";
- next;
- mes "[Bafhail]";
- mes "^4D4DFF10 Fish Tails^000000,";
- mes "^4D4DFF10 Porcupine Quills^000000, and";
- mes "^4D4DFF10 Elder Pixie's Moustaches^000000";
- next;
- delitem 7731,1; //Mission_Certificate2
- set party_relay,7;
- mes "[Bafhail]";
- mes "Remember that I won't";
- mes "accept your items, even";
- mes "if you have everything,";
- mes "if you don't come during";
- mes "the hours when I accept";
- mes "items for missions, okay?";
- close;
- }
- if ((countitem(7731) > 0) && (BaseLevel > 39) && (Baseclass == Job_Thief)) {
- mes "[Bafhail]";
- mes "Oh, isn't that ticket...?";
- mes "Ah, good, good. Judging";
- mes "from your Job, Gatan must";
- mes "have sent you, right? Nice";
- mes "to meet you, I'm Bafhail~";
- next;
- mes "[Bafhail]";
- mes "Would you mind coming";
- mes "back to me later? Now";
- mes "isn't the right time to";
- mes "talk to me. I'm available";
- mes "from 8 AM to 11 AM, and";
- mes "from 9 PM to 12 AM.";
- close;
- }
- mes "[Bafhail]";
- mes "...Hm? I don't think";
- mes "we have any business";
- mes "with each other. You mind";
- mes "leaving me alone? I'm pretty";
- mes "busy administering a bunch";
- mes "of these missions for a friend.";
- next;
- mes "[Bafhail]";
- mes "If we're lucky, maybe";
- mes "you'll be one of those";
- mes "adventurers that'll carry";
- mes "out these fun little missions";
- mes "for my friend Ledrion.";
- close;
-}
-
-payon,168,314,3 script Lospii#payon::RelayLospii 706,{
- getpartymember(getcharid(1));
- set .@partymembercount,$@partymembercount;
- set .@partyleader,getpartyleader(getcharid(1),2);
- if (checkweight(907,300) == 0) {
- mes "^3355FFWait a minute! You're";
- mes "carrying too many items";
- mes "right now: store some of";
- mes "your extra things in Kafra";
- mes "Storage, and then come back.^000000";
- close;
- }
- if (countitem(7730) > 0) || (countitem(7731) > 0) || (countitem(7734) > 0) || (countitem(7735) > 0) || (countitem(7738) > 0) || (countitem(7739) > 0) {
- mes "[Lospii]";
- mes "Hey, didn't you figure";
- mes "out what you need to do?";
- mes "You're not supposed to";
- mes "talk to me now! Mmm...";
- mes "I don't know who you";
- mes "have to meet either, but...";
- close;
- }
- set .@relaytime,gettime(3);
- getmapxy(.@m$,.@x,.@y,1,strnpcinfo(3));
- set .@juwi,getareausers(.@m$,.@x-8,.@y-8,.@x+8,.@y+8);
- if (party_relay == 32) {
- mes "[Lospii]";
- mes "Hey! Did you give";
- mes "that ticket to the";
- mes "leader of your group";
- mes "yet? The guy that started";
- mes "this whole relay thing!";
- close;
- }
- if ((party_relay == 31) && ((.@relaytime >= 8) && (.@relaytime < 11)) && (.@juwi > 13)) {
- mes "[Lospii]";
- mes "Oh! You brought so many";
- mes "friends! One... T-two...";
- mes "You brought " + .@juwi + "?! Hmpf.";
- mes "Maybe I gave you something";
- mes "too easy to do. I didn't know";
- mes "you knew this many people!";
- next;
- mes "[Lospii]";
- mes "Oh well, thanks for";
- mes "bringing everyone here.";
- mes "For that, you get this";
- mes "gift from me. Cool, huh?";
- next;
- set party_relay,32;
- getitem 7741,1; //Mission_Certificate12
- getitem 610,2; //Leaf_Of_Yggdrasil
- getitem 607,2; //Yggdrasilberry
- if (BaseLevel > 94) {
- getexp 104760,0;
- }
- else if (BaseLevel > 89) {
- getexp 85920,0;
- }
- else if (BaseLevel > 79) {
- getexp 38520,0;
- }
- else if (BaseLevel > 69) {
- getexp 38520,0;
- }
- else if (BaseLevel > 59) {
- getexp 67200,0;
- }
- else if (BaseLevel > 49) {
- getexp 28800,0;
- }
- else {
- getexp 1080,0;
- }
- mes "[Lospii]";
- mes "Okay, now take this";
- mes "ticket, and give it to";
- mes "your leader, the guy that";
- mes "started this whole relay";
- mes "thing. He needs to give";
- mes "the ticket to Ledrion, okay?";
- next;
- mes "[Lospii]";
- mes "You're almost done!";
- mes "...I think. Um, I'm not";
- mes "really sure what will";
- mes "happen next. I can only";
- mes "remember the parts I have";
- mes "to do. C'mon! I'm just a kid!";
- close;
- }
- else if ((party_relay == 31) && ((.@relaytime >= 21) && (.@juwi > 13))) {
- mes "[Lospii]";
- mes "Oh! You brought so many";
- mes "friends! One... T-two...";
- mes "You brought " + .@juwi + "?! Hmpf.";
- mes "Maybe I gave you something";
- mes "too easy to do. I didn't know";
- mes "you knew this many people!";
- next;
- mes "[Lospii]";
- mes "Oh well, thanks for";
- mes "bringing everyone here.";
- mes "For that, you get this";
- mes "gift from me. Cool, huh?";
- next;
- set party_relay,32;
- getitem 7741,1; //Mission_Certificate12
- getitem 610,2; //Leaf_Of_Yggdrasil
- getitem 607,2; //Yggdrasilberry
- if (BaseLevel > 94) {
- getexp 104760,0;
- }
- else if (BaseLevel > 89) {
- getexp 85920,0;
- }
- else if (BaseLevel > 79) {
- getexp 38520,0;
- }
- else if (BaseLevel > 69) {
- getexp 38520,0;
- }
- else if (BaseLevel > 59) {
- getexp 67200,0;
- }
- else if (BaseLevel > 49) {
- getexp 28800,0;
- }
- else {
- getexp 1080,0;
- }
- mes "[Lospii]";
- mes "Okay, now take this";
- mes "ticket, and give it to";
- mes "your leader, the guy that";
- mes "started this whole relay";
- mes "thing. He needs to give";
- mes "the ticket to Ledrion, okay?";
- next;
- mes "[Lospii]";
- mes "You're almost done!";
- mes "...I think. Um, I'm not";
- mes "really sure what will";
- mes "happen next. I can only";
- mes "remember the parts I have";
- mes "to do. C'mon! I'm just a kid!";
- close;
- }
- if (party_relay == 31) {
- mes "[Lospii]";
- mes "Okay, you have to bring";
- mes "me 10 of your friends when";
- mes "I'm working, okay? That's, uh,";
- mes "3 hours before noon, and then";
- mes "another 3 hours after midnight.";
- mes "Just only those times, okay?";
- close;
- }
- if ((countitem(7740) > 0) && (.@relaytime >= 8) && (.@relaytime < 11) && ((BaseJob == Job_Archer) || (BaseJob == Job_Merchant))) {
- mes "[Lospii]";
- mes "Hi, I'm Lospii! Maybe";
- mes "I'm younger than you, but";
- mes "I'm in charge of this mission!";
- mes "So you have to listen, okay?";
- mes "Heh heh! Don't be scared~";
- next;
- mes "[Lospii]";
- mes "I'm working now for this";
- mes "mission thing so you came";
- mes "at a good time! Let's see...";
- mes "I need to give you... Some";
- mes "mission for you to doooo...";
- mes "Oh! I know! I got it!";
- next;
- mes "[Lospii]";
- mes "We're seeing if you";
- mes "know about teamwork, right?";
- mes "Why don't you show me a lot";
- mes "of your friends? Bring me...";
- mes "14 of them! Yes, that's good!";
- next;
- mes "[Lospii]";
- mes "I need to be able to";
- mes "see them, you know, so";
- mes "I know you're not lying";
- mes "to me. Bring them reeeally";
- mes "close so I know they're your";
- mes "friends, not some other guys.";
- next;
- delitem 7740,1; //Mission_Certificate11
- set party_relay,31;
- mes "[Lospii]";
- mes "Okay, I'll be right";
- mes "here! Oh! And you have";
- mes "to come with your friends";
- mes "while I'm at work! That's";
- mes "important to know!";
- close;
- }
- else if ((countitem(7740) > 0) && (.@relaytime >= 21) && ((BaseClass == Job_Archer) || (BaseClass == Job_Merchant))) {
- mes "[Lospii]";
- mes "Hi, I'm Lospii! Maybe";
- mes "I'm younger than you, but";
- mes "I'm in charge of this mission!";
- mes "So you have to listen, okay?";
- mes "Heh heh! Don't be scared~";
- next;
- mes "[Lospii]";
- mes "I'm working now for this";
- mes "mission thing so you came";
- mes "at a good time! Let's see...";
- mes "I need to give you... Some";
- mes "mission for you to doooo...";
- mes "Oh! I know! I got it!";
- next;
- mes "[Lospii]";
- mes "We're seeing if you";
- mes "know about teamwork, right?";
- mes "Why don't you show me a lot";
- mes "of your friends? Bring me...";
- mes "14 of them! Yes, that's good!";
- next;
- mes "[Lospii]";
- mes "I need to be able to";
- mes "see them, you know, so";
- mes "I know you're not lying";
- mes "to me. Bring them reeeally";
- mes "close so I know they're your";
- mes "friends, not some other guys.";
- next;
- delitem 7740,1; //Mission_Certificate11
- set party_relay,31;
- mes "[Lospii]";
- mes "Okay, I'll be right";
- mes "here! Oh! And you have";
- mes "to come with your friends";
- mes "while I'm at work! That's";
- mes "important to know!";
- close;
- }
- if ((countitem(7740) > 0) && ((Baseclass == Job_Archer) || (BaseClass == Job_Merchant))) {
- mes "[Lospii]";
- mes "Hi, I'm Lospii! Maybe";
- mes "I'm younger than you, but";
- mes "I'm in charge of this mission!";
- mes "So you have to listen, okay?";
- mes "Heh heh! Don't be scared~";
- next;
- mes "[Lospii]";
- mes "Uh oh... I forgot";
- mes "that I'm not supposed";
- mes "to be working now. Come";
- mes "back when I'm working, okay?";
- next;
- mes "[Lospii]";
- mes "I... I work before";
- mes "noon for 3 hours, and";
- mes "then... 3 hours after";
- mes "midnight? Yes, those";
- mes "are the times when";
- mes "I'm working!";
- close;
- }
- if (party_relay == 22) {
- mes "[Lospii]";
- mes "Huh? No, no, you're";
- mes "not supposed to be here!";
- mes "Give the eighth ticket to";
- mes "your leader so he can give";
- mes "it to Ledrion! Your leader...";
- mes "You know him, right?";
- close;
- }
- if ((party_relay == 21) && ((.@relaytime >= 11) && (.@relaytime < 14)) && (.@juwi > 11)) {
- mes "[Lospii]";
- mes "Oh! You brought so many";
- mes "friends! One... T-two...";
- mes "You brought " + .@juwi + "?! Hmpf.";
- mes "Maybe I gave you something";
- mes "too easy to do. I didn't know";
- mes "you knew this many people!";
- next;
- mes "[Lospii]";
- mes "Oh well, thanks for";
- mes "bringing everyone here.";
- mes "For that, you get this";
- mes "gift from me. Cool, huh?";
- next;
- set party_relay,22;
- getitem 7737,1; //Mission_Certificate8
- getitem 610,2; //Leaf_Of_Yggdrasil
- if (BaseLevel > 94) {
- getexp 104760,0;
- }
- else if (BaseLevel > 89) {
- getexp 85920,0;
- }
- else if (BaseLevel > 79) {
- getexp 38520,0;
- }
- else if (BaseLevel > 69) {
- getexp 38520,0;
- }
- else if (BaseLevel > 59) {
- getexp 67200,0;
- }
- else if (BaseLevel > 49) {
- getexp 28800,0;
- }
- else {
- getexp 1080,0;
- }
- mes "[Lospii]";
- mes "Okay, now take this";
- mes "ticket, and give it to";
- mes "your leader, the guy that";
- mes "started this whole relay";
- mes "thing. He needs to give";
- mes "the ticket to Ledrion, okay?";
- next;
- mes "[Lospii]";
- mes "You're almost done!";
- mes "...I think. Um, I'm not";
- mes "really sure what will";
- mes "happen next. I can only";
- mes "remember the parts I have";
- mes "to do. C'mon! I'm just a kid!";
- close;
- }
- else if ((party_relay == 21) && ((.@relaytime >= 0) && (.@relaytime < 3)) && (.@juwi > 11)) {
- mes "[Lospii]";
- mes "Oh! You brought so many";
- mes "friends! One... T-two...";
- mes "You brought " + .@juwi + "?! Hmpf.";
- mes "Maybe I gave you something";
- mes "too easy to do. I didn't know";
- mes "you knew this many people!";
- next;
- mes "[Lospii]";
- mes "Oh well, thanks for";
- mes "bringing everyone here.";
- mes "For that, you get this";
- mes "gift from me. Cool, huh?";
- next;
- set party_relay,22;
- getitem 7737,1; //Mission_Certificate8
- getitem 610,2; //Leaf_Of_Yggdrasil
- if (BaseLevel > 94) {
- getexp 104760,0;
- }
- else if (BaseLevel > 89) {
- getexp 85920,0;
- }
- else if (BaseLevel > 79) {
- getexp 38520,0;
- }
- else if (BaseLevel > 69) {
- getexp 38520,0;
- }
- else if (BaseLevel > 59) {
- getexp 67200,0;
- }
- else if (BaseLevel > 49) {
- getexp 28800,0;
- }
- else {
- getexp 1080,0;
- }
- mes "[Lospii]";
- mes "Okay, now take this";
- mes "ticket, and give it to";
- mes "your leader, the guy that";
- mes "started this whole relay";
- mes "thing. He needs to give";
- mes "the ticket to Ledrion, okay?";
- next;
- mes "[Lospii]";
- mes "You're almost done!";
- mes "...I think. Um, I'm not";
- mes "really sure what will";
- mes "happen next. I can only";
- mes "remember the parts I have";
- mes "to do. C'mon! I'm just a kid!";
- close;
- }
- if (party_relay == 21) {
- mes "[Lospii]";
- mes "Okay, you have to bring";
- mes "me 12 of your friends when";
- mes "I'm working, okay? That's, uh,";
- mes "3 hours before noon, and then";
- mes "another 3 hours after midnight.";
- mes "Just only those times, okay?";
- close;
- }
- if ((countitem(7736) > 0) && (.@relaytime >= 11) && (.@relaytime < 14) && (BaseClass == Job_Merchant)) {
- mes "[Lospii]";
- mes "Hi, I'm Lospii! Maybe";
- mes "I'm younger than you, but";
- mes "I'm in charge of this mission!";
- mes "So you have to listen, okay?";
- mes "Heh heh! Don't be scared~";
- next;
- mes "[Lospii]";
- mes "I'm working now for this";
- mes "mission thing so you came";
- mes "at a good time! Let's see...";
- mes "I need to give you... Some";
- mes "mission for you to doooo...";
- mes "Oh! I know! I got it!";
- next;
- mes "[Lospii]";
- mes "We're seeing if you";
- mes "know about teamwork, right?";
- mes "Why don't you show me a lot";
- mes "of your friends? Bring me...";
- mes "12 of them! Yes, that's good!";
- next;
- mes "[Lospii]";
- mes "I need to be able to";
- mes "see them, you know, so";
- mes "I know you're not lying";
- mes "to me. Bring them reeeally";
- mes "close so I know they're your";
- mes "friends, not some other guys.";
- next;
- delitem 7736,1; //Mission_Certificate7
- set party_relay,21;
- mes "[Lospii]";
- mes "Okay, I'll be right";
- mes "here! Oh! And you have";
- mes "to come with your friends";
- mes "while I'm at work! That's";
- mes "important to know!";
- close;
- }
- else if ((countitem(7736) > 0) && (.@relaytime >= 0) && (.@relaytime < 3) && (BaseClass == Job_Merchant)) {
- mes "[Lospii]";
- mes "Hi, I'm Lospii! Maybe";
- mes "I'm younger than you, but";
- mes "I'm in charge of this mission!";
- mes "So you have to listen, okay?";
- mes "Heh heh! Don't be scared~";
- next;
- mes "[Lospii]";
- mes "I'm working now for this";
- mes "mission thing so you came";
- mes "at a good time! Let's see...";
- mes "I need to give you... Some";
- mes "mission for you to doooo...";
- mes "Oh! I know! I got it!";
- next;
- mes "[Lospii]";
- mes "We're seeing if you";
- mes "know about teamwork, right?";
- mes "Why don't you show me a lot";
- mes "of your friends? Bring me...";
- mes "12 of them! Yes, that's good!";
- next;
- mes "[Lospii]";
- mes "I need to be able to";
- mes "see them, you know, so";
- mes "I know you're not lying";
- mes "to me. Bring them reeeally";
- mes "close so I know they're your";
- mes "friends, not some other guys.";
- next;
- delitem 7736,1; //Mission_Certificate7
- set party_relay,21;
- mes "[Lospii]";
- mes "Okay, I'll be right";
- mes "here! Oh! And you have";
- mes "to come with your friends";
- mes "while I'm at work! That's";
- mes "important to know!";
- close;
- }
- if ((countitem(7736) > 0) && (BaseClass == Job_Merchant)) {
- mes "[Lospii]";
- mes "Hi, I'm Lospii! Maybe";
- mes "I'm younger than you, but";
- mes "I'm in charge of this mission!";
- mes "So you have to listen, okay?";
- mes "Heh heh! Don't be scared~";
- next;
- mes "[Lospii]";
- mes "Uh oh... I forgot";
- mes "that I'm not supposed";
- mes "to be working now. Come";
- mes "back when I'm working, okay?";
- next;
- mes "[Lospii]";
- mes "I... I work before";
- mes "noon for 3 hours, and";
- mes "then... 3 hours after";
- mes "midnight? Yes, those";
- mes "are the times when";
- mes "I'm working!";
- close;
- }
- if (party_relay == 11) {
- mes "[Lospii]";
- mes "Umm... Did you bring";
- mes "the fourth ticket to your";
- mes "leader yet? You know,";
- mes "the leader of the group.";
- mes "The one that started this";
- mes "whole relay test thingee.";
- close;
- }
- if ((party_relay == 10) && ((.@relaytime >= 14) && (.@relaytime < 17)) && (.@juwi > 9)) {
- mes "[Lospii]";
- mes "Oh! You brought so many";
- mes "friends! One... T-two...";
- mes "You brought " + .@juwi + "?! Hmpf.";
- mes "Maybe I gave you something";
- mes "too easy to do. I didn't know";
- mes "you knew this many people!";
- next;
- mes "[Lospii]";
- mes "Oh well, thanks for";
- mes "bringing everyone here.";
- mes "For that, you get this";
- mes "gift from me. Cool, huh?";
- next;
- set party_relay,11;
- getitem 7733,1; //Mission_Certificate4
- getitem 607,2; //Yggdrasilberry
- if (BaseLevel > 94) {
- getexp 104760,0;
- }
- else if (BaseLevel > 89) {
- getexp 85920,0;
- }
- else if (BaseLevel > 79) {
- getexp 38520,0;
- }
- else if (BaseLevel > 69) {
- getexp 38520,0;
- }
- else if (BaseLevel > 59) {
- getexp 67200,0;
- }
- else if (BaseLevel > 49) {
- getexp 28800,0;
- }
- else {
- getexp 1080,0;
- }
- mes "[Lospii]";
- mes "Okay, now take this";
- mes "ticket, and give it to";
- mes "your leader, the guy that";
- mes "started this whole relay";
- mes "thing. He needs to give";
- mes "the ticket to Ledrion, okay?";
- next;
- mes "[Lospii]";
- mes "You're almost done!";
- mes "...I think. Um, I'm not";
- mes "really sure what will";
- mes "happen next. I can only";
- mes "remember the parts I have";
- mes "to do. C'mon! I'm just a kid!";
- close;
- }
- else if ((party_relay == 10) && ((.@relaytime >= 18) && (.@relaytime < 21)) && (.@juwi > 9)) {
- mes "[Lospii]";
- mes "Oh! You brought so many";
- mes "friends! One... T-two...";
- mes "You brought " + .@juwi + "?! Hmpf.";
- mes "Maybe I gave you something";
- mes "too easy to do. I didn't know";
- mes "you knew this many people!";
- next;
- mes "[Lospii]";
- mes "Oh well, thanks for";
- mes "bringing everyone here.";
- mes "For that, you get this";
- mes "gift from me. Cool, huh?";
- next;
- set party_relay,11;
- getitem 7733,1; //Mission_Certificate4
- getitem 607,2; //Yggdrasilberry
- if (BaseLevel > 94) {
- getexp 104760,0;
- }
- else if (BaseLevel > 89) {
- getexp 85920,0;
- }
- else if (BaseLevel > 79) {
- getexp 38520,0;
- }
- else if (BaseLevel > 69) {
- getexp 38520,0;
- }
- else if (BaseLevel > 59) {
- getexp 67200,0;
- }
- else if (BaseLevel > 49) {
- getexp 28800,0;
- }
- else {
- getexp 1080,0;
- }
- mes "[Lospii]";
- mes "Okay, now take this";
- mes "ticket, and give it to";
- mes "your leader, the guy that";
- mes "started this whole relay";
- mes "thing. He needs to give";
- mes "the ticket to Ledrion, okay?";
- next;
- mes "[Lospii]";
- mes "You're almost done!";
- mes "...I think. Um, I'm not";
- mes "really sure what will";
- mes "happen next. I can only";
- mes "remember the parts I have";
- mes "to do. C'mon! I'm just a kid!";
- close;
- }
- if (party_relay == 10) {
- mes "[Lospii]";
- mes "Bring 10 of your friends";
- mes "here to me while I'm working,";
- mes "okay? Umm... I work frooom...";
- mes "2 PM to 5 PM, and 6 PM to 9 PM.";
- mes "I think those are the times.";
- mes "I... I can't read watches...";
- close;
- }
- if ((countitem(7732) > 0) && (BaseLevel > 39) && ((.@relaytime >= 14) && (.@relaytime < 17)) && (Baseclass == Job_Archer)) {
- mes "[Lospii]";
- mes "Hi, I'm Lospii! Maybe";
- mes "I'm younger than you, but";
- mes "I'm in charge of this mission!";
- mes "So you have to listen, okay?";
- mes "Heh heh! Don't be scared~";
- next;
- mes "[Lospii]";
- mes "I'm working now for this";
- mes "mission thing so you came";
- mes "at a good time! Let's see...";
- mes "I need to give you... Some";
- mes "mission for you to doooo...";
- mes "Oh! I know! I got it!";
- next;
- mes "[Lospii]";
- mes "We're seeing if you";
- mes "know about teamwork, right?";
- mes "Why don't you show me a lot";
- mes "of your friends? Bring me...";
- mes "10 of them! Yes, that's good!";
- next;
- mes "[Lospii]";
- mes "I need to be able to";
- mes "see them, you know, so";
- mes "I know you're not lying";
- mes "to me. Bring them reeeally";
- mes "close so I know they're your";
- mes "friends, not some other guys.";
- next;
- delitem 7732,1; //Mission_Certificate3
- set party_relay,10;
- mes "[Lospii]";
- mes "Okay, I'll be right";
- mes "here! Oh! And you have";
- mes "to come with your friends";
- mes "while I'm at work! That's";
- mes "important to know!";
- close;
- }
- else if ((countitem(7732) > 0) && (BaseLevel > 39) && ((.@relaytime >= 18) && (.@relaytime < 21)) && (Baseclass == Job_Archer)) {
- mes "[Lospii]";
- mes "Hi, I'm Lospii! Maybe";
- mes "I'm younger than you, but";
- mes "I'm in charge of this mission!";
- mes "So you have to listen, okay?";
- mes "Heh heh! Don't be scared~";
- next;
- mes "[Lospii]";
- mes "I'm working now for this";
- mes "mission thing so you came";
- mes "at a good time! Let's see...";
- mes "I need to give you... Some";
- mes "mission for you to doooo...";
- mes "Oh! I know! I got it!";
- next;
- mes "[Lospii]";
- mes "We're seeing if you";
- mes "know about teamwork, right?";
- mes "Why don't you show me a lot";
- mes "of your friends? Bring me...";
- mes "10 of them! Yes, that's good!";
- next;
- mes "[Lospii]";
- mes "I need to be able to";
- mes "see them, you know, so";
- mes "I know you're not lying";
- mes "to me. Bring them reeeally";
- mes "close so I know they're your";
- mes "friends, not some other guys.";
- next;
- delitem 7732,1; //Mission_Certificate3
- set party_relay,10;
- mes "[Lospii]";
- mes "Okay, I'll be right";
- mes "here! Oh! And you have";
- mes "to come with your friends";
- mes "while I'm at work! That's";
- mes "important to know!";
- close;
- }
- if ((countitem(7732) > 0) && (BaseLevel > 39) && (Baseclass == Job_Archer)) {
- mes "[Lospii]";
- mes "Hi, I'm Lospii! Maybe";
- mes "I'm younger than you, but";
- mes "I'm in charge of this mission!";
- mes "So you have to listen, okay?";
- mes "Heh heh! Don't be scared~";
- next;
- mes "[Lospii]";
- mes "Uh oh... I forgot";
- mes "that I'm not supposed";
- mes "to be working now. Come";
- mes "back when I'm working, okay?";
- next;
- mes "[Lospii]";
- mes "I work frooom... Uh...";
- mes "2 PM to 5 PM? Oh!";
- mes "And also 6 PM to 9 PM.";
- mes "I think those are the";
- mes "times... I mean, clocks";
- mes "are hard to read, man!";
- close;
- }
- mes "[Lospii]";
- mes "Hi! I'm Lospii!";
- mes "Hey, does it look like";
- mes "I'm at work? Ha ha!";
- mes "I got a job! I'm helping";
- mes "my friends a lot!";
- close;
-}
-
-// Comodo Relay
-comodo,71,137,3 duplicate(RelayLedrion) Ledrion#comodo 109
-comodo,236,197,3 duplicate(RelayGatan) Gatan#comodo 86
-comodo,152,184,3 duplicate(RelayBafhail) Bafhail#comodo 731
-comodo,64,219,3 duplicate(RelayLospii) Lospii#comodo 706
-
-// Einbroch Relay
-einbroch,107,93,3 duplicate(RelayLedrion) Ledrion#einbroch 109
-einbroch,260,128,3 duplicate(RelayGatan) Gatan#einbroch 86
-einbroch,251,178,3 duplicate(RelayBafhail) Bafhail#einbroch 731
-einbroch,173,72,3 duplicate(RelayLospii) Lospii#einbroch 706
-
-// Relay Hugel
-hugel,102,130,3 duplicate(RelayLedrion) Ledrion#hugel 109
-hugel,169,139,3 duplicate(RelayGatan) Gatan#hugel 86
-hugel,55,200,3 duplicate(RelayBafhail) Bafhail#hugel 731
-hugel,144,201,3 duplicate(RelayLospii) Lospii#hugel 706
-
-// Relay Rachel
-rachel,215,71,3 duplicate(RelayLedrion) Ledrion#rachel 109
-rachel,45,163,3 duplicate(RelayGatan) Gatan#rachel 86
-rachel,245,132,3 duplicate(RelayBafhail) Bafhail#rachel 731
-rachel,158,215,3 duplicate(RelayLospii) Lospii#rachel 706
-
-// Relay Veins
-veins,274,188,5 duplicate(RelayLedrion) Ledrion#veins 109
-veins,138,207,3 duplicate(RelayGatan) Gatan#veins 86
-veins,202,235,3 duplicate(RelayBafhail) Bafhail#veins 731
-veins,97,245,5 duplicate(RelayLospii) Lospii#veins 706
diff --git a/npc/quests/2008_newhat_mir.txt b/npc/quests/2008_newhat_mir.txt
deleted file mode 100644
index c634bb2f0..000000000
--- a/npc/quests/2008_newhat_mir.txt
+++ /dev/null
@@ -1,823 +0,0 @@
-//===== rAthena Script =======================================
-//= 2008 Headgear
-//===== By: ==================================================
-//= Masao
-//= Credits: Muad_Dib
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= SVN rA
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Cats Footprint, Cute Ribbon Dyer and Brides Corolla.
-//===== Additional Comments: =================================
-//= 1.0 First Version. [Masao]
-//============================================================
-
-gef_fild05,80,149,3 script Myu#08_hat 877,{
- mes "[Myu]";
- mes "Meow...";
- emotion 23;
- next;
- if(hatcat2008 == 0) {
- mes "[Myu]";
- mes "Oh? Aren't you an adventurer?";
- mes "What brings you here? Ho, you are not here to harm Wild Roses, are you?";
- mes "(Meow!)";
- next;
- menu "Meow..?",-;
- mes "[Myu]";
- mes "Ah, Never mind that.";
- mes "This place is the village of Deserted people.";
- mes "Homeland of those who walk in the shadows and lay low.";
- next;
- mes "[Myu]";
- mes "....And yet, our peace is being disturbed by those barking dogs.";
- mes "That's right, Adventurer.";
- mes "Would you be so kind and punish those Kobold Archers?";
- next;
- mes "[Myu]";
- mes "They have their own territory south of here, but they're still trying to invade ours.";
- next;
- mes "[Myu]";
- mes "How Impudent. I tried to talk to them in a peaceful way, or even fight them off, but it was of no use.";
- next;
- mes "[Myu]";
- mes "So what I'm asking you is... to drive them out of our territory by using all means necessary..";
- next;
- mes "[Myu]";
- mes "If you manage to do that, I will give you something precious which I really adore.";
- next;
- switch(select("That sounds troublesome..:What should I do?")){
- case 1:
- mes "[Myu]";
- mes "Hmph, yeah, it was kinda funny huh.";
- mes "Anybody who comes here....they all come to harm the Wild Roses..";
- mes "I failed to notice that.";
- next;
- mes "[Myu]";
- mes "...It was a fruitless effort Meow...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes " (Meow again...What a weirdo.)";
- close;
- case 2:
- mes "[Myu]";
- mes "Of course take care of those Kobold Archers Meow!";
- mes " ";
- mes "(Meow!)";
- next;
- menu "Meow again?!",-;
- mes "[Myu]";
- mes "Hmm Hmm I told you to never mind that.";
- mes "So as I was saying...";
- mes "I mean... meow... er...";
- next;
- mes "[Myu]";
- mes "Exactly 1,000 times no more, no less.";
- mes "Give them 1,000 warnings and they will back off.";
- next;
- menu "What do you mean by 1,000 warnings...?",-;
- mes "[Myu]";
- mes "Hu~Do I have to spell it out for you?";
- next;
- mes "As she says that, Myu slides her neck mocking like she's slitting her throat.";
- next;
- switch(select("Isn't that too much?:That's easy")){
- case 1:
- mes "[Myu]";
- mes "..But they won't give up if we dont really teach them a lesson.";
- mes "Well If you think it's too much for you, so be it.";
- close;
- case 2:
- mes "[Myu]";
- mes "But you have to keep one thing in mind and it is";
- mes "obiously, NEVER EVER do any harm to Wild Roses.";
- next;
- mes "[Myu]";
- mes "If you do, it's all over for you.";
- mes "So you better be careful.. ";
- mes "Meow Meow Meow..";
- set hatcat2008,1;
- setquest 7054;
- setquest 7055;
- close;
- }
- }
- } else if(hatcat2008 == 1) {
- if(checkquest(7055,HUNTING) == 2) {
- mes "[Myu]";
- mes "Did you think I didn't know what you have done?";
- mes "Huh?";
- next;
- mes "[Myu]";
- mes "How..just how could you kill those precious children..?";
- mes "And you were saying that you are on our side?!";
- next;
- mes "[Myu]";
- mes "Our business is over!!!";
- mes " ";
- mes "(Meow..)";
- set hatcat2008,0;
- erasequest 7054;
- erasequest 7055;
- close;
- } else if(checkquest(7054,HUNTING) == 2) {
- mes "[Myu]";
- mes "Oh..wow unbelievable!";
- mes "Now, those Kobolds should have learned a lesson, haven't they?";
- mes "Meow Meow Meow!";
- next;
- mes "[Myu]";
- mes "Here, Take this.";
- mes "This is the Seal of our 'Brave Kitty Cats'.";
- mes "This is soooo valuable, so don't lose it.";
- next;
- menu "This is it?",-;
- mes "[Myu]";
- mes "What more did you expect?";
- mes "That Pow is really a valuable thing!";
- mes "Now, just take it and leave. Wild Roses feel uncomfortable with an adventurer around them.";
- set hatcat2008,2;
- getitem 5446,1;
- erasequest 7054;
- erasequest 7055;
- close;
- }
- mes "[Myu]";
- mes "You get it now, huh?";
- mes "ONE THOUSAND TIMES! -chuckles-";
- mes "(Meow Meow Meow~)";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "(What a weirdo.. Anyways..what's with that meow meow sound?)";
- mes "Just keep your promises.";
- mes "after the work is done...Ok?";
- next;
- mes "[Myu]";
- mes "Of course! Don't worry about that~";
- close;
- } else if(hatcat2008 == 2) {
- mes "[Myu]";
- mes "This place is the village of Deserted people.";
- mes "Homeland of those who walk in the shadows and lay low.";
- next;
- mes "[Myu]";
- mes "Oh, Aren't you the Adventurer who took the Seal of our 'Brave Kitty Cats'.";
- mes "What brings you here?";
- next;
- mes "[Myu]";
- mes "Oh yeah, right, even after all the threats we gave the Kobolds..";
- mes "our situation hasn't changed at all. Would you mind helping us once more?";
- next;
- mes "Myu slides her neck mocking like she's slitting her throat.";
- mes "Her mouth looks like it's saying.";
- mes " 'O.N.E. T.H.O.U.S.A.N.D.' ";
- next;
- switch(select("NO!:Sure.")) {
- case 1:
- mes "[Myu]";
- mes "...!...";
- mes ".. Ah.. that's too bad.";
- mes "Well, looks like a bait has spoiled.... ";
- mes "It's ok. That's how it is. Meow.";
- close;
- case 2:
- mes "[Myu]";
- mes "You know the drill right?";
- mes "Never ever touch the Wild Roses, Only hunt down the Kobold Archers.";
- mes "Give them 1,000 times despair!";
- set hatcat2008,1;
- setquest 7054;
- setquest 7055;
- close;
- }
- }
- mes "[Myu]";
- mes "Meow..";
- mes "This Sunshine...makes me sleepy..";
- close;
-}
-
-morocc_in,137,102,5 script Trainee#2008hat01 82,{
- mes "[Trainee Elgo]";
- mes "Welcome.";
- mes "Please talk to our teacher if you are here to make a dyes.";
- mes "And talk to my friend next to me if it is about the delivery.";
- next;
- switch(select("And just what are you doing?:I see.")){
- case 1:
- mes "[Elgo]";
- mes "Well, I dye clothes.";
- mes "like handkerchiefs, or ribbons.";
- next;
- mes "[Elgo]";
- mes "I can dye small things really pretty..";
- mes "Such as a ^4d4dffCute Ribbon^000000.";
- mes "Bring me a Cute Ribbon if you want to dye it.";
- next;
- mes "[Elgo]";
- mes "It'd be a good chance for me to practice one,";
- mes "and you won't have to pay a single zeny.";
- mes "Oh yeah, but I will at least need the required^4d4dffdyestuffs^000000.";
- next;
- mes "[Elgo]";
- mes "Of course, I won't fail.";
- mes "I will put all my efforts into it.";
- mes "I want to challenge my skills!!";
- next;
- if (countitem(2250) > 0 || countitem(5441) > 0 || countitem(5439) > 0 || countitem(5440) > 0 || countitem(5438) > 0) {
- mes "["+strcharinfo(0)+"]";
- mes "(I have a Cute Ribbon...what should I do..?)";
- next;
- switch(select("Ask Elgo to dye it.:Leave it alone.")){
- case 1:
- mes "[Elgo]";
- mes "Oh, So you want to dye your Cute Ribbon, aren't you?";
- mes "What colour is your Cute Ribbon?";
- mes "Which one is the one you want to be dyed?";
- next;
- switch(select("Yellow one..:White one..:Blue one..:Red one..:Green one..:Never mind.")){
- case 1:
- if(countitem(2250) > 0) {
- mes "[Elgo]";
- mes "Ok Ok, Yellow Cute Ribbon, huh?";
- mes "What color do you want it to be dyed?";
- next;
- switch(select("White:Blue:Red:Green")){
- case 1:
- if(countitem(982) > 0) {
- mes "[Elgo]";
- mes "Wow, pure and innocent white!";
- mes "Ok, let's do it.";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 2250,1;
- delitem 982,1;
- getitem 5441,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it white, bring me ^4d4dff1 White Dyestuffs^000000.";
- close;
- case 2:
- if(countitem(978) > 0) {
- mes "[Elgo]";
- mes "Cool blue!!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 2250,1;
- delitem 978,1;
- getitem 5440,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it blue, bring me ^4d4dff1 Blue Dyestuffs^000000.";
- close;
- case 3:
- if(countitem(975) > 0) {
- mes "[Elgo]";
- mes "Cute Red!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 2250,1;
- delitem 975,1;
- getitem 5439,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it red, bring me ^4d4dff1 Red Dyestuffs^000000.";
- close;
- case 4:
- if(countitem(979) > 0) {
- mes "[Elgo]";
- mes "Nature's Green!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 2250,1;
- delitem 979,1;
- getitem 5438,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it green, bring me ^4d4dff1 Green Dyestuffs^000000.";
- close;
- }
- }
- mes "[Elgo]";
- mes "Yellow is the basic color of a Cute Ribbon.";
- mes "But you don't even have one.";
- close;
- case 2:
- if(countitem(5441) > 0) {
- mes "[Elgo]";
- mes "Ok Ok, This white Cute Ribbon, huh?";
- mes "What color do you want it to be dyed?";
- next;
- switch(select("Yellow:Blue:Red:Green")) {
- case 1:
- if(countitem(976) > 0) {
- mes "[Elgo]";
- mes "Basic Yellow!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5441,1;
- delitem 976,1;
- getitem 2250,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it yellow, bring me ^4d4dff1 yellow Dyestuffs^000000.";
- close;
- case 2:
- if(countitem(978) > 0) {
- mes "[Elgo]";
- mes "Cool blue!!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5441,1;
- delitem 978,1;
- getitem 5440,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it blue, bring me ^4d4dff1 Blue Dyestuffs^000000.";
- close;
- case 3:
- if(countitem(975) > 0) {
- mes "[Elgo]";
- mes "Cute Red!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5441,1;
- delitem 975,1;
- getitem 5439,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it red, bring me ^4d4dff1 Red Dyestuffs^000000.";
- close;
- case 4:
- if(countitem(979) > 0) {
- mes "[Elgo]";
- mes "Nature's Green!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5441,1;
- delitem 979,1;
- getitem 5438,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it green, bring me ^4d4dff1 Green Dyestuffs^000000.";
- close;
- }
- }
- mes "[Elgo]";
- mes "You want to dye a white Cute Ribbon, right?";
- mes "But you don't even have one.";
- close;
- case 3:
- if(countitem(5440) > 0) {
- mes "[Elgo]";
- mes "Ok Ok, This blue Cute Ribbon, huh?";
- mes "What color do you want it to be dyed?";
- next;
- switch(select("White:Yellow:Red:Green")) {
- case 1:
- if(countitem(982) > 0) {
- mes "[Elgo]";
- mes "Wow, pure and innocent white!";
- mes "Ok, let's do it.";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5440,1;
- delitem 982,1;
- getitem 5441,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it white, bring me ^4d4dff1 White Dyestuffs^000000.";
- close;
- case 2:
- if(countitem(976) > 0) {
- mes "[Elgo]";
- mes "Basic Yellow!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5440,1;
- delitem 976,1;
- getitem 2250,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it yellow, bring me ^4d4dff1 yellow Dyestuffs^000000.";
- close;
- case 3:
- if(countitem(975) > 0) {
- mes "[Elgo]";
- mes "Cute Red!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5440,1;
- delitem 975,1;
- getitem 5439,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it red, bring me ^4d4dff1 Red Dyestuffs^000000.";
- close;
- case 4:
- if(countitem(979) > 0) {
- mes "[Elgo]";
- mes "Nature's Green!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5440,1;
- delitem 979,1;
- getitem 5438,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it green, bring me ^4d4dff1 Green Dyestuffs^000000.";
- close;
- }
- }
- mes "[Elgo]";
- mes "You want to dye a blue Cute Ribbon, right?";
- mes "But you don't even have one.";
- close;
- case 4:
- if(countitem(5439) > 0) {
- mes "[Elgo]";
- mes "Ok Ok, This Red Cute Ribbon, huh?";
- mes "What color do you want it to be dyed?";
- next;
- switch(select("White:Blue:Yellow:Green")){
- case 1:
- if (countitem(982) > 0){
- mes "[Elgo]";
- mes "Wow, pure and innocent white!";
- mes "Ok, let's do it.";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5439,1;
- delitem 982,1;
- getitem 5441,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it white, bring me ^4d4dff1 White Dyestuffs^000000.";
- close;
- case 2:
- if(countitem(978) > 0) {
- mes "[Elgo]";
- mes "Cool blue!!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5439,1;
- delitem 978,1;
- getitem 5440,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it blue, bring me ^4d4dff1 Blue Dyestuffs^000000.";
- close;
- case 3:
- if(countitem(976) > 0) {
- mes "[Elgo]";
- mes "Basic Yellow!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5439,1;
- delitem 976,1;
- getitem 2250,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it yellow, bring me ^4d4dff1 yellow Dyestuffs^000000.";
- close;
- case 4:
- if(countitem(979) > 0) {
- mes "[Elgo]";
- mes "Nature's Green!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5439,1;
- delitem 979,1;
- getitem 5438,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it green, bring me ^4d4dff1 Green Dyestuffs^000000.";
- close;
- }
- }
- mes "[Elgo]";
- mes "You want to dye a red Cute Ribbon, right?";
- mes "But you don't even have one.";
- close;
- case 5:
- if(countitem(5438) > 0) {
- mes "[Elgo]";
- mes "Ok Ok, This Green Cute Ribbon, huh?";
- mes "What color do you want it to be dyed?";
- next;
- switch(select("White:Blue:Red:Yellow")) {
- case 1:
- if(countitem(982) > 0) {
- mes "[Elgo]";
- mes "Wow, pure and innocent white!";
- mes "Ok, let's do it.";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5438,1;
- delitem 982,1;
- getitem 5441,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it white, bring me ^4d4dff1 White Dyestuffs^000000.";
- close;
- case 2:
- if(countitem(978) > 0) {
- mes "[Elgo]";
- mes "Cool blue!!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5438,1;
- delitem 978,1;
- getitem 5440,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it blue, bring me ^4d4dff1 Blue Dyestuffs^000000.";
- close;
- case 3:
- if(countitem(975) > 0) {
- mes "[Elgo]";
- mes "Cute Red!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5438,1;
- delitem 975,1;
- getitem 5439,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it red, bring me ^4d4dff1 Red Dyestuffs^000000.";
- close;
- case 4:
- if(countitem(976) > 0) {
- mes "[Elgo]";
- mes "Basic Yellow!";
- mes "Let's do it!";
- next;
- mes "- Elgo starts to dissolve dyes and chemicals in water, then he begins to dye the Cute Ribbon. -";
- next;
- mes "[Elgo]";
- mes ".. Hmm..";
- mes "This should do it.";
- mes "What do you think?";
- mes "Did this color came out nicely?";
- delitem 5438,1;
- delitem 976,1;
- getitem 250,1;
- close;
- }
- mes "[Elgo]";
- mes "If you want to dye it yellow, bring me ^4d4dff1 yellow Dyestuffs^000000.";
- close;
- }
- }
- mes "[Elgo]";
- mes "You want to dye a Green Cute Ribbon, right?";
- mes "But you don't even have one.";
- close;
- case 6:
- mes "["+strcharinfo(0)+"]";
- mes "Ah, I'm not sure this time. I will come back next time.";
- mes "Take Care.";
- next;
- mes "[Elgo]";
- mes "Ok. It's fine. I will see you later~ Bye Bye~!";
- close;
- }
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "Hmm, I will bring you one next time.";
- mes "Take Care.";
- next;
- mes "[Elgo]";
- mes "Ok, Good bye!";
- close;
- }
- }
- case 2:
- mes "[Elgo]";
- mes "Uh..Would you please leave?";
- mes "I need to get back to work...";
- close;
- }
-}
-
-in_orcs01,119,106,3 script Orc Lady#2008hat03 1273,2,2,{
-
-OnTouch:
- mes "["+strcharinfo(0)+"]";
- mes "This Orc Lady is absorbed in something.";
- mes "I don't know what she's making...but she wouldn't notice me even I walk up on her.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Should I talk to her?...Uh..Do we even understand eachother?";
- next;
- mes "THe Orc Lady suddenly turns around looking surprised.";
- mes "A Maneater Blossom fell on the ground out of her hands.";
- next;
- switch(select("Pick up the flowers for Orc Lady.:Run away!")) {
- case 1:
- mes "[Orc Lady]";
- mes ".. ...";
- mes "Adventurer with weapon helps Orc?";
- mes "You weirdo.";
- mes "My name is Aite-Nah-Zir-Be.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Surprisingly the Orc Lady introduced herself to me.";
- mes "How should I react?";
- next;
- switch(select("Ask her what she was up to.:Say good bye.")){
- case 1:
- mes "[Aite]";
- mes "I'm making a Corolla.";
- mes "Weaving the flower...with a ribbon..";
- mes "Brides...wear...Corollas..";
- next;
- menu "Would you make one for me?",-;
- if((countitem(10007) > 0) && (countitem(1032) > 999)) {
- mes "[Aite]";
- mes ".. Materials..you..have..";
- mes "..Too much time to make one.";
- next;
- mes "[Aite]";
- mes "Trade with you.. the one I just made.";
- mes "But you, weirdo.";
- mes "You humans are hard...to...understand.";
- delitem 10007,1;
- delitem 1032,1000;
- getitem 5436,1;
- close;
- }
- mes "[Aite]";
- mes "I need... Silk... Ribbon.";
- mes "1,000 Maneater Blossoms..";
- mes "Bring me....";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "(^4d4dff Silk Ribbon and 1,000 Maneater Blossoms^000000, huh..)";
- mes "Got it. I will go and bring back the materials.";
- close;
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "I nodded goodbye to her with a smile on my face saying nothing.";
- mes "She nodded back to be as if she understood that was my good bye.";
- close;
- }
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "Let's run away while she's still in shock.";
- close2;
- warp "gef_fild10",223,203;
- end;
- }
- end;
-}
diff --git a/npc/quests/Bard_Quest.txt b/npc/quests/Bard_Quest.txt
deleted file mode 100644
index abba818b7..000000000
--- a/npc/quests/Bard_Quest.txt
+++ /dev/null
@@ -1,3013 +0,0 @@
-//===== rAthena Script =======================================
-//= Wandering Minstrel Quest
-//===== By: ==================================================
-//= Riotblade and L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.4
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= Help the bard remember how his song goes.
-//===== Comments: ============================================
-//= [Aegis Conversion]
-//= Needs optimizing.
-//= Reconverted with iRO Dialogs.
-//= Possible NPC conflict with "Representative"
-//===== Additional Comments: =================================
-//= 1.0 First version, needs testing. [L0ne_W0lf]
-//= 1.1 Fixed bug, optimized. Not yet final version [Lupus]
-//=
-//= Variables:
-//= .@random : temp var
-//= .@inputstr$ : temp var
-//=
-//= This Quest has relation with brisingamen_seal.txt (Seals)
-//= 1.2 Changed variable to "gef_bards_q" to avoid job quest conflict. [L0ne_W0lf]
-//= Progress prior to the 5th+ step will be lost. Job quest takes priority.
-//= 1.3 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
-//= 1.4 Replaced effect numerics with constants. [L0ne_W0lf]
-//============================================================
-
-geffen,132,38,3 script Bard#2 51,{
- if (bard_q > 5) set gef_bard_q,bard_q;
- set @name$,strcharinfo(0);
- if (gef_bard_q > 29) {
- cutin "bard_eland02",2;
- mes "[Errende]";
- mes "Why, hello there~";
- mes "Isn't the weather";
- mes "especially pleasant today?";
- next;
- mes "[Errende]";
- mes "Ah~ There are only two things that can make this picturesque moment even more beautiful: story and song. Now then, which would you like to hear?";
- callsub S_StorySong,1;
-
- } else if (gef_bard_q == 15) {
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "Ah, so how did it go?";
- mes "Wait, you already found it?";
- mes "Yes, this is it! Great!";
- mes "This is so amazing!!";
- mes "Ah, yes, right.";
- mes "Right.";
- next;
- mes "[Errende]";
- mes "I would like to express my gratitute. But, what would be appropriate for an adventurer";
- mes "like yourself?";
- next;
- mes "[Errende]";
- mes "Oh~! I have just the thing. Alright, please make yourself comfortable, and listen to my song.";
- next;
- cutin "bard_eland03",2;
- mes "^483D8BEvery god never grows old";
- mes "Because of beautiful";
- mes "Goddess, Idun.";
- mes "Keeper of the apples of youth";
- mes "Goddess of immortality.^000000";
- specialeffect2 EF_STEAL;
- next;
- mes "^483D8BEvery god never grows old.";
- mes "Idun, the wife of Bragi,";
- mes "Idun, Odin's daughter in law~";
- mes "The apples she keeps";
- mes "In her basket.^000000";
- next;
- mes "^483D8BWithout Idun,";
- mes "Every god would";
- mes "have succumbed to age.";
- mes "Even Thor, the strongest of gods,";
- mes "would grow frail, Megingjard would";
- mes "slip from his waist, and Mjolnir";
- mes "would never fly again.^000000";
- next;
- mes "^483D8BWithout Idun,";
- mes "Every god would";
- mes "have succumbed to age.";
- mes "Loki was careless once,";
- mes "and made her lost to the gods.";
- mes "He was forced to get her back.^000000";
- specialeffect2 EF_STEAL;
- next;
- mes "^483D8BMy goddess stands";
- mes "In the field of Asgard";
- mes "She hands me fruit from heaven.";
- mes "You will be loved by every god...";
- mes "You will be blessed";
- mes "By every god...^000000";
- next;
- specialeffect EF_BEGINSPELL6;
- mes "^483D8BIf you share the";
- mes "Apple of youth with me";
- mes "Even a bite of it with";
- mes "This poor poet.";
- mes "You will be loved by every god...";
- mes "You will be blessed";
- mes "By every god...^000000";
- next;
- specialeffect2 EF_RESURRECTION;
- mes "^3355FFWhile listening to his song, you feel at ease, and your thoughts become clearer. You believe that you see the vision of an angel, and you gain some experience points.^000000";
- set gef_bard_q,31;
- if (BaseLevel < 56) getexp 450,0;
- else if ((BaseLevel > 55) && (BaseLevel < 61)) getexp 550,0;
- else if ((BaseLevel > 60) && (BaseLevel < 66)) getexp 968,0;
- else if ((BaseLevel > 65) && (BaseLevel < 71)) getexp 1341,0;
- else if ((BaseLevel > 70) && (BaseLevel < 76)) getexp 3576,0;
- else if ((BaseLevel > 75) && (BaseLevel < 81)) getexp 6025,0;
- else if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 7034,0;
- else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 9205,0;
- else if (BaseLevel > 90) getexp 15679,0;
- next;
- cutin "bard_eland02",2;
- mes "[Errende]";
- mes "So, how do you feel now? I hope my song has refreshed you. I'm afraid it may not be enough to repay you, but please understand that this is the best way for me to express my gratitude.";
- next;
- mes "[Errende]";
- mes "Besides, I've been thinking of you now as my friend, with whom I may candidly speak without any worry. And I think you have a beautiful smile. Am I wrong~? Hahaha~";
- next;
- mes "[Errende]";
- mes "I hope that you'll always remain honest and respectful towards other people, and that you continue to ignore greed for fortune or power.";
- goto L_End;
-
- } else if (gef_bard_q == 14) {
- cutin "bard_eland04",2;
- mes "[Errende]";
- mes "Hmmm?";
- mes "Is that the seal of black...? Huh. Kino Kitty removed the one he gave me without a trace, so I surmise that he likes you a lot. Otherwise...";
- next;
- mes "^3355FFYou give Errende the letter";
- mes "you have received from Kino Kitty.^000000";
- next;
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "Er, he knows everything already? From this spot of blood, I think he still has health problems. He should stop torturing himself...";
- next;
- mes "[Errende]";
- mes "Thank you, I really appreciate what you've done for me. But, what would be an appropriate way to express my gratitude for an adventurer like yourself?";
- next;
- mes "[Errende]";
- mes "Oh~! I have just the thing. Alright, please make yourself comfortable, and listen";
- mes "to my song.";
- next;
- cutin "bard_eland03",2;
- mes "^483D8BEvery god never grows old";
- mes "Because of beautiful";
- mes "Goddess, Idun.";
- mes "Keeper of the apples of youth";
- mes "Goddess of immortality.^000000";
- specialeffect2 EF_STEAL;
- next;
- mes "^483D8BEvery god never grows old.";
- mes "Idun, the wife of Bragi,";
- mes "Idun, Odin's daughter in law~";
- mes "The apples she keeps";
- mes "In her basket.^000000";
- next;
- mes "^483D8BWithout Idun,";
- mes "Every god would";
- mes "have succumbed to age.";
- mes "Even Thor, the strongest of gods,";
- mes "would grow frail, Megingjard would";
- mes "slip from his waist, and Mjolnir";
- mes "would never fly again.^000000";
- next;
- mes "^483D8BWithout Idun,";
- mes "Every god would";
- mes "have succumbed to age.";
- mes "Loki was careless once,";
- mes "and made her lost to the gods.";
- mes "He was forced to get her back.^000000";
- specialeffect2 EF_STEAL;
- next;
- mes "^483D8BMy goddess stands";
- mes "In the field of Asgard";
- mes "She hands me fruit from heaven.";
- mes "You will be loved by every god...";
- mes "You will be blessed";
- mes "By every god...^000000";
- next;
- specialeffect EF_BEGINSPELL6;
- mes "^483D8BIf you share the";
- mes "Apple of youth with me";
- mes "Even a bite of it with";
- mes "This poor poet.";
- mes "You will be loved by every god...";
- mes "You will be blessed";
- mes "By every god...^000000";
- next;
- specialeffect2 EF_RESURRECTION;
- mes "^3355FFWhile listening to his song, you feel at ease, and your thoughts become clearer. You believe that you see the vision of an angel, and you gain some experience points.^000000";
- set gef_bard_q,30;
- if (BaseLevel < 56) getexp 450,0;
- else if ((BaseLevel > 55) && (BaseLevel < 61)) getexp 550,0;
- else if ((BaseLevel > 60) && (BaseLevel < 66)) getexp 968,0;
- else if ((BaseLevel > 65) && (BaseLevel < 71)) getexp 1341,0;
- else if ((BaseLevel > 70) && (BaseLevel < 76)) getexp 3576,0;
- else if ((BaseLevel > 75) && (BaseLevel < 81)) getexp 6025,0;
- else if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 7034,0;
- else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 9205,0;
- else if (BaseLevel > 90) getexp 15679,0;
- next;
- cutin "bard_eland02",2;
- mes "[Errende]";
- mes "So, how do you feel now? I hope my song has refreshed you. I'm afraid it may not be enough to repay you, but please understand that this is the best way for me to express my gratitude.";
- next;
- mes "[Errende]";
- mes "Besides, I've been thinking of you now as my friend, with whom I may candidly speak without any worry. And I think you have a beautiful smile. Am I wrong~? Hahaha~";
- next;
- mes "[Errende]";
- mes "I hope that you'll always remain honest and respectful towards other people, and that you continue to ignore greed for fortune or power.";
- goto L_End;
-
- } else if (gef_bard_q > 11 && gef_bard_q < 14) {
- cutin "bard_eland02",2;
- mes "[Errende]";
- mes "It seems you haven't found it yet. Well, take your time, I can wait as long as you want. It doesn't really bore me, since waiting seems to be a part of my profession.";
- goto L_End;
-
- } else if (gef_bard_q == 11) {
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "Mr. Skezti has a small book store on the book street at the right side of Mineta in Juno. If you show him the seal, he'll help you out.";
- goto L_End;
-
- } else if (gef_bard_q == 10) {
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "So, have you met Mr. Kitty?";
- mes "Ah, in Morroc? He has a chronic disease, but obviously doesn't";
- mes "seem to care about it.";
- mes "So what did he say?";
- next;
- mes "[Errende]";
- mes "Hm? In Juno?";
- mes "Then that must be it.";
- mes "It won't be easy if you want to go visit Mr. Sketzi's book store. Here, let me mark you with";
- mes "^483D8BThe Seal of Friendship^000000.";
- next;
- cutin "bard_eland03",2;
- mes "[Errende]";
- mes "Give me your left hand.";
- mes "Now, let me cast a spell...";
- mes "*Mumble mumble...*";
- next;
- specialeffect2 EF_CONE;
- mes "^3355FFOn your left wrist, a crescent shaped mark glowing with a silver light appeared. It's only noticeable when you concentrate on finding it, but it might clearly appear under the moonlight.^000000";
- next;
- mes "[Errende]";
- mes "There you go. Now, you may go to Mr. Sketzi. Remember, you must";
- mes "show him the Seal of Friendship.";
- mes "Good luck, now~";
- set gef_bard_q,11;
- goto L_End;
-
- } else if (gef_bard_q == 20) {
- cutin "bard_eland03",2;
- mes "[Bard]";
- mes "^483D8BWhat day is";
- mes "best for drinking?";
- mes "La la la~";
- mes "It's the day of";
- mes "the earth, the sun";
- mes "And the moon~";
- mes "La la la~^000000";
- next;
- mes "^483D8BLa la la~";
- mes "I'll only";
- mes "drink on one day~";
- mes "So if you'll tell me";
- mes "when you'll drink";
- mes "I'll tell you when";
- mes "I'll drink with you~^000000";
- next;
- mes "^483D8BLet's get together";
- mes "Yea yea ye-^000000 Hmmmmm...?";
- next;
- mes "[Bard]";
- mes "Why, hello there. Oh, have you come to listen to my song and forget your worries?";
- next;
-
- if(select("Who are you?:Ignore him.")==1) {
- cutin "bard_eland04",2;
- mes "[" + @name$ + "]";
- mes "You seem to be";
- mes "new around here...";
- mes "Who are you?";
- next;
- cutin "bard_eland02",2;
- mes "[Errende]";
- mes "Mm? Ah yes. I am merely another wandering poet who goes where the wind takes him. Please call me ^483D8BErrende^000000, the Bard who wishes to please you.";
- next;
- mes "[Errende]";
- mes "If you will let me, I will tell you of my travels. By your leave,";
- mes "I will play a song that will help you forget your troubles.";
- set gef_bard_q,21;
- callsub S_StorySong,2;
-
- } else {
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "Waaah, wah~";
- mes "You can't just ignore me like that! Where's your sense of merriment, your sense of romance?";
- goto L_End;
- }
-
- } else if (gef_bard_q == 27) {
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "How could I forget the song?";
- mes "I'm worthless as a Bard~!";
- mes "Please... Just...";
- mes "Please just leave";
- mes "me alone.";
- next;
-
- if(select("No problem~:Is there any way I can help you?")==1) {
- cutin "bard_eland04",2;
- mes "[Errende]";
- mes "Waaaah~! You're so mean!";
- mes "You're supposed to say, 'Errende, what's wrong? Maybe I can help?'";
- next;
- mes "[Errende]";
- mes "I mean, we're supposed";
- mes "to know each other better";
- mes "than that. But...";
- mes "Maybe I was wrong!";
- next;
- mes "[Errende]";
- mes "*Sob...*";
- mes "Who made this poor Bard cry by neglecting him? *Sniff* I do believe it was you!";
- } else {
- mes "[Errende]";
- mes "Help me?";
- mes "Hmmm...";
- mes "That's it!";
- mes "Gunther!";
- next;
- mes "[Errende]";
- mes "Let me ask you a favor.";
- mes "If perchance you happen to meet ^483D8BGunther Doubleharmony^000000, please inform him of my dilemna.";
- next;
- mes "[Errende]";
- mes "Tell him that ^483D8BMinty Errende^000000 happened to forget a line of the song, ^483D8BAt One, I Fall in Love^000000. The line is called ^483D8B8th love^000000.";
- next;
- mes "[Errende]";
- mes "I beseech you, if you meet him, please ask him of the 8th love and inform me of that lyric immediately~";
- set gef_bard_q,22;
- }
- goto L_End;
-
- } else if (gef_bard_q == 26) {
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "Argh...!";
- mes "Who changed the words of this song anyway? It's really difficult to understand. I wish I could ask the person who changed the words.";
- next;
- mes "[Errende]";
- mes "This is so frustrating!";
- mes "Now, I've lost the passion";
- mes "to sing or play...";
- next;
- mes "[" + @name$ + "]";
- mes "Don't you think...";
- mes "The person would be...";
- input .@inputstr$;
- mes .@inputstr$ + "?";
- next;
-
- if (.@inputstr$ == "Kino Kitty") {
- cutin "bard_eland04",2;
- mes "[Errende]";
- mes "Ah! Of course!";
- mes "I think you're right!";
- mes "How could I not think of that?";
- next;
- mes "[Errende]";
- mes "It all makes sense now. After all, he used to be a member of the Invincible Single Army. His changes might have been a little mean, since this song used to be about a happy couple...";
- next;
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "Ummm...";
- mes "I'm sorry to ask a favor of you again, but in your travels, do you think you could find the original lyrics for this song? I can wait for it...";
- next;
-
- if(select("No, thanks.:I can, so stop crying.")==1) {
- mes "[Errende]";
- mes "Ah, I guess it was too much to ask of you. My apologies. Don't worry about it, I'll find out some other way.";
- set gef_bard_q,25;
-
- } else {
- mes "[Errende]";
- mes "Are you serious?";
- mes "Oh, thank you so much!";
- mes "You must be an angel!";
- mes "An angel that truly understands the heart of a poet!";
- next;
- mes "[Errende]";
- mes "I'll pay you back somehow!";
- mes "Thank you for your trouble";
- mes "in advance~";
- set gef_bard_q,24;
- }
- goto L_End;
-
- } else if (.@inputstr$ == "Gunther") {
- mes "[Errende]";
- mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that.";
- goto L_End;
-
- } else if (.@inputstr$ == "Gunther Doubleharmony") {
- mes "[Errende]";
- mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that.";
- goto L_End;
-
- } else if (.@inputstr$ == "Errende") {
- cutin "bard_eland04",2;
- mes "[Errende]";
- mes "Surely you jest!";
- mes "If I did, why would";
- mes "I not know what";
- mes "this song is about?";
- goto L_End;
-
- } else {
- mes "[Errende]";
- mes "" + .@inputstr$ +"...?";
- mes "I don't think I know that person. Maybe you misunderstood";
- mes "something? *Sigh...*";
- next;
- mes "[Errende]";
- mes "What was the line...?";
- mes "How could I forget";
- mes "the 8th love?";
- set gef_bard_q,26;
- goto L_End;
- }
-
- } else if (gef_bard_q == 25) {
- cutin "bard_eland04",2;
- mes "[Errende]";
- mes "Oh...!";
- mes "These tears just won't stop!";
- mes "Wh-why must people always treat Bards like this?";
- next;
- mes "^483D8BWho made";
- mes "this poor Bard cry?";
- mes "Who broke his";
- mes "tender heart of glass?";
- mes "Shattering his dreams...^000000";
- next;
- mes "^483D8BNo dreams,";
- mes "No heart,";
- mes "No love,";
- mes "No hope";
- mes "No....^000000";
- set .@random,rand(1,50);
- next;
-
- if (.@random > 27 && .@random < 37 ) {
- mes "^3355FFErrende continues to sing about his personal despair. He seems to be disappointed in your refusal to help him. Of course, you begin to feel sorry for him.^000000";
- next;
-
- if(select("Well, I should help him then...:Ignore him anyway.")==1) {
- mes "[" + @name$ + "]";
- mes "Hey. Hey, Errende. Stop singing this song. It's embarassing, okay? Alright, I'll go find the original song for you.";
- next;
- mes "[Errende]";
- mes "*Gasp!* Really! Are you sure? Thank you! Thank you so much!";
- mes "You really do care about";
- mes "the sadness of a Bard!";
- next;
- mes "[Errende]";
- mes "I promise to pay you back as best as I can! I'll wait for you here until you return!";
- set gef_bard_q,24;
- } else {
- cutin "bard_eland04",2;
- mes "^3355FFYou ignore his";
- mes "heart wrenching song.";
- mes "But at what cost to your soul?^000000";
- }
- goto L_End;
-
- } else {
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "You don't have anything you want to ask me, do you? If not, would you like to listen to my song...?";
- next;
- mes "^483D8BMiiiiserable...";
- mes "Noboooody looooves meee";
- mes "Friends foooooor never...";
- mes "Ooooooooh wah!^000000";
- goto L_End;
- }
-
- } else if (gef_bard_q == 24) {
- cutin "bard_eland02",2;
- mes "[Errende]";
- mes "Umm...";
- mes "I am not sure exactly where Mr. Kitty is. Maybe you might be able to find out at the Monster Museum in Juno? I think he's a member of the Monster Research Organization.";
- next;
- mes "[Errende]";
- mes "If you're experienced in exploration, you'd know the Monster Research Organization. Recently, many scholars have been wounded as a result of researching monsters.";
- next;
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "Because of the dangers of monster research, adventurers are needed to gather the information for the researchers.";
- next;
- mes "[Errende]";
- mes "For wanderers like myself, it's a great way to earn money. We give them the information they need, and they give us financial support to live the way we please.";
- next;
- mes "[Errende]";
- mes "Anyway, you should visit the Monster Museum in Juno to find out about Mr. Kitty. It's pretty far from here, but when you get to Juno, the Museum is West of the central plaza.";
- next;
- mes "[Errende]";
- mes "Once again,";
- mes "thank you so much";
- mes "for your help.";
- goto L_End;
-
- } else if (gef_bard_q == 22) {
- mes "[Errende]";
- mes "*Sigh...*";
- mes "Where can";
- mes "I find the 8th love...?";
- mes "Have you met Gunther?";
- mes "Ah, perhaps not yet.";
- next;
- cutin "bard_eland04",2;
- mes "[Errende]";
- mes "*Sigh* I've lost the heart to sing ever since I've forgotten that line to the song. I just... can't. My spirit is unmoved. There's no inspiration.";
- next;
- mes "[Errende]";
- mes "Please ask ^483D8BGunther^000000 about the ^483D8B8th love^000000 in ^483D8BAt One, I Fall in Love^000000. Thank you in advance.";
- goto L_End;
-
- } else if (gef_bard_q == 23) {
- cutin "bard_eland02",2;
- mes "[Errende]";
- mes "So...";
- mes "Have you";
- mes "seen Gunther?";
- next;
- mes "^3355FFYou turn around";
- mes "to show him your back.^000000";
- next;
- mes "[Errende]";
- mes "Huh...?!";
- mes "Isn't that?!";
- mes "Is that the line of the song written on your back? Wait, don't move! The 8th love is...";
- mes "Now I see!";
- next;
- mes "[Errende]";
- mes "At One, I fall in love.";
- mes "At Two, you give me your smile.";
- mes "At Three, I adore your touch.";
- mes "At Four, a tender kiss.";
- next;
- mes "[Errende]";
- mes "At Five, we change our minds.";
- mes "A petal scatters through the air.";
- mes "At Six, I fall in love~";
- mes "At Seven, you fall in love~";
- next;
- mes "[Errende]";
- mes "At Eight we turn away...";
- mes "At Nine, love is reborn.";
- mes "At Ten, my Love is gone.";
- mes "At Eleven I find out why.";
- if (sex)
- mes "At Twelve I see his new girlfriend?";
- else
- mes "At Twelve I see her new boyfriend?";
- next;
- mes "[Errende]";
- mes "...";
- next;
- mes "[Errende]";
- mes "...";
- mes "......";
- next;
- cutin "bard_eland04",2;
- mes "[Errende]";
- mes "This...";
- mes "This cannot be.";
- mes "This song is supposed to be about love, not a romantic travesty!";
- next;
- mes "[Errende]";
- mes "The lyrics. They must have been changed. Did Gunther say anything about this?! Hmmm, but who would change the lyrics...?";
- next;
- cutin "bard_eland01",2;
- input .@inputstr$;
-
- if (.@inputstr$ == "Kino Kitty") {
- mes "[Errende]";
- mes "Ah! Of course!";
- mes "I think you're right!";
- mes "How could I not think of that?";
- next;
- mes "[Errende]";
- mes "It all makes sense now. After all, he used to be a member of the Invincible Single Army. His changes might have been a little mean, since this song used to be about a happy couple...";
- next;
- mes "[Errende]";
- mes "Ummm...";
- mes "I'm sorry to ask a favor of you again, but in your travels, do you think you could find the original lyrics for this song? I can wait for it...";
- next;
-
- if(select("No, thanks.:I can, so stop crying.")==1) {
- mes "[Errende]";
- mes "Ah, I guess it was too much to ask of you. My apologies. Don't worry about it, I'll find out some other way.";
- set gef_bard_q,25;
- } else {
- mes "[Errende]";
- mes "Are you serious?";
- mes "Oh, thank you so much!";
- mes "You must be an angel!";
- mes "An angel that truly understands the heart of a poet!";
- next;
- mes "[Errende]";
- mes "I'll pay you back somehow!";
- mes "Thank you for your trouble";
- mes "in advance~";
- set gef_bard_q,24;
- }
- goto L_End;
-
- } else if (.@inputstr$ == "Gunther") {
- mes "[Errende]";
- mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that.";
- set gef_bard_q,26;
- goto L_End;
-
- } else if (.@inputstr$ == "Gunther Doubleharmony") {
- mes "[Errende]";
- mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that.";
- set gef_bard_q,26;
- goto L_End;
-
- } else if (.@inputstr$ == "Errende") {
- cutin "bard_eland04",2;
- mes "[Errende]";
- mes "Surely you jest!";
- mes "If I did, why would";
- mes "I not know what this";
- mes "song is about?";
- set gef_bard_q,26;
- goto L_End;
-
- } else {
- mes "[Errende]";
- mes "" + .@inputstr$ +"...?";
- mes "I don't think I know that person. Maybe you misunderstood";
- mes "something? *Sigh...*";
- next;
- mes "[Errende]";
- mes "What was the line...?";
- mes "How could I forget";
- mes "the 8th love?";
- set gef_bard_q,26;
- goto L_End;
- }
-
- } else if (gef_bard_q == 21) {
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "Welcome back,";
- mes "" + @name$ + "~";
- mes "What would you like";
- mes "me to do for you?";
- mes "Would you like to hear";
- mes "a tale or listen to a song?";
- callsub S_StorySong,3;
-
- } else if (gef_bard_q == 7) {
- cutin "bard_eland04",2;
- mes "[Errende]";
- mes "How could I forget the song?";
- mes "I'm worthless as a Bard~! Please... Just... Please just leave me alone.";
- next;
-
- if(select("No problem.:Is there any way I can help you?")==1){
- mes "[Errende]";
- mes "Waaaah~! You're so mean!";
- mes "You're supposed to say, 'Errende, what's wrong? Maybe I can help?'";
- next;
- mes "[Errende]";
- mes "I mean, we're supposed to know each other better than that. But, but maybe I was wrong!";
- next;
- mes "[Errende]";
- mes "*Sob...*";
- mes "Who made this poor Bard cry by neglecting him? *Sniff* I do believe it was you!";
- } else {
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "Help me?";
- mes "Hmmmmmmm...";
- mes "That's it!";
- mes "Gunther!";
- next;
- mes "[Errende]";
- mes "Let me ask you a favor. If perchance you happen to meet ^3355FFGunther Doubleharmony^000000, please inform him of my dilemna.";
- next;
- mes "[Errende]";
- mes "Tell him that ^483D8BMinty Errende^000000 happened to forget a line of the song, ^483D8BAt One, I Fall in Love^000000. The line is called ^483D8B8th love^000000.";
- next;
- mes "[Errende]";
- mes "I beseech you, if you meet him, please ask him of the 8th love and inform me of that lyric immediately~";
- set gef_bard_q,2;
- }
- goto L_End;
-
- } else if (gef_bard_q == 6) {
- cutin "bard_eland04",2;
- mes "[Errende]";
- mes "Who could have changed the lyrics to the song? I can't understand why such a thing would happen. I really wish I could ask the person who changed the words...";
- next;
- mes "[Errende]";
- mes "*Sigh* I'm so frustrated I can't even sing. I just... can't. My spirit is unmoved. There's no inspiration.";
- next;
- mes "[" + @name$ + "]";
- mes "Could it be that";
- mes "the person who";
- mes "changed the song is...";
- input .@inputstr$;
- mes "" + .@inputstr$ + "?";
- next;
-
- if (.@inputstr$ == "Kino Kitty") {
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "Ah! Of course!";
- mes "I think you're right!";
- mes "How could I not think of that?";
- next;
- mes "[Errende]";
- mes "It all makes sense now. After all, he used to be a member of the Invincible Single Army. His changes might have been a little mean, since this song used to be about a happy couple...";
- next;
- mes "[Errende]";
- mes "Ummm...";
- mes "I'm sorry to ask a favor of you again, but in your travels, do you think you could find the original lyrics for this song? I can wait for it...";
- next;
- if(select("No, thanks.:I can, so stop crying.")==1) {
- mes "[Errende]";
- mes "Ah, I guess it was too much to ask of you. My apologies. Don't worry about it, I'll find out some other way.";
- set gef_bard_q,5;
- } else {
- mes "[Errende]";
- mes "Are you serious? Oh, thank you so much! You must be an angel! An angel that truly understands the heart of a poet!";
- next;
- mes "[Errende]";
- mes "I'll pay you back somehow! Thank you for your trouble in advance~";
- set gef_bard_q,4;
- }
- goto L_End;
-
- } else if (.@inputstr$ == "Gunther") {
- mes "[Errende]";
- mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that.";
- goto L_End;
-
- } else if (.@inputstr$ == "Gunther Doubleharmony") {
- mes "[Errende]";
- mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that.";
- goto L_End;
-
- } else if (.@inputstr$ == "Errende") {
- cutin "bard_eland04",2;
- mes "[Errende]";
- mes "Surely you jest! If I did, why would I not know what this song is about?";
- goto L_End;
-
- } else {
- mes "[Errende]";
- mes "" + .@inputstr$ +"...?";
- mes "I don't think I know that person. Maybe you misunderstood something? *Sigh...*";
- next;
- mes "[Errende]";
- mes "What was the line...?";
- mes "How could I forget";
- mes "the 8th love?";
- set gef_bard_q,6;
- goto L_End;
- }
-
- } else if (gef_bard_q == 5) {
- cutin "bard_eland04",2;
- mes "[Errende]";
- mes "Oh...!";
- mes "These tears just won't stop!";
- mes "Wh-why must people always treat Bards like this?";
- next;
- mes "^483D8BWho made this poor Bard cry?";
- mes "Who broke his tender heart of glass?";
- mes "Shattering his dreams...";
- mes "No dreams, no heart, no love, no hope, no...^000000";
- next;
- set .@random,rand(1,50);
-
- if (.@random > 27 && .@random < 37) {
- mes "^3355FFErrende continues to sing about his personal despair. He seems to be disappointed in your refusal to help him. Of course, you begin to feel sorry for him.^000000";
- next;
-
- if(select("Well, I should help him then...:Ignore him anyway.")==1) {
- mes "[" + @name$ + "]";
- mes "Hey. Hey, Errende. Stop singing this song. It's embarassing, okay? Alright, I'll go find the original song for you.";
- next;
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "*Gasp!* Really! Are you sure? Thank you! Thank you so much! You really do care about the sadness of a Bard!";
- next;
- mes "[Errende]";
- mes "I promise to pay you back as best as I can! I'll wait for you here until you return!";
- set gef_bard_q,4;
- } else {
- mes "^3355FFYou ignore his";
- mes "heart wrenching song.";
- mes "But at what cost to your soul?^000000";
- }
- goto L_End;
-
- } else {
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "You don't have anything you want to ask me, do you? If not, would you like to listen to my song...?";
- next;
- mes "^483D8BMiiiiserable...";
- mes "Noboooody looooves meee";
- mes "Friends foooooor never...";
- mes "Ooooooooooh wah!^000000";
- goto L_End;
- }
-
- } else if (gef_bard_q == 4) {
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "Umm...";
- mes "I am not sure exactly where Mr. Kitty is. Maybe you might be able to find out at the Monster Museum in Juno? I think he's a member of the Monster Research Organization.";
- next;
- mes "[Errende]";
- mes "If you're experienced in exploration, you'd know the Monster Research Organization. Recently, many scholars have been wounded as a result of researching monsters.";
- next;
- mes "[Errende]";
- mes "Because of the dangers of monster research, adventurers are needed to gather the information for the researchers.";
- next;
- mes "[Errende]";
- mes "For wanderers like myself, it's a great way to earn money. We give them the information they need, and they give us financial support to live the way we please.";
- next;
- mes "[Errende]";
- mes "Anyway, you should visit the Monster Museum in Juno to find out about Mr. Kitty. It's pretty far from here, but when you get to Juno, the Museum is West of the central plaza.";
- next;
- mes "[Errende]";
- mes "Once again,";
- mes "thank you so much";
- mes "for your help.";
- goto L_End;
-
- } else if (gef_bard_q == 2) {
- cutin "bard_eland04",2;
- mes "[Errende]";
- mes "*Sigh...* Where can I find the 8th love...? Have you met Gunther?";
- mes "Ah, perhaps not yet.";
- next;
- mes "[Errende]";
- mes "*Sigh* I've lost the heart to sing ever since I forgotten that line to the song. I just... can't. My spirit is unmoved. There's no inspiration.";
- next;
- mes "[Errende]";
- mes "Please ask ^483D8BGunther^000000 about the ^483D8B8th love^000000 in ^483D8BAt One, I Fall in Love^000000. Thank you in advance.";
- goto L_End;
-
- } else if (gef_bard_q == 3) {
- cutin "bard_eland02",2;
- mes "[Errende]";
- mes "So...";
- mes "Have you";
- mes "seen Gunther?";
- next;
- mes "^3355FFYou turn around";
- mes "to show him your back.^000000";
- next;
- cutin "bard_eland03",2;
- mes "[Errende]";
- mes "Huh...?!";
- mes "Isn't that?!";
- mes "Is that the line of the song written on your back? Wait, don't move! The 8th love is...";
- mes "Now I see!";
- next;
- mes "[Errende]";
- mes "At One, I fall in love.";
- mes "At Two, you give me your smile.";
- mes "At Three, I adore your touch.";
- mes "At Four, a tender kiss.";
- next;
- mes "[Errende]";
- mes "At Five, we change our minds.";
- mes "A petal scatters through the air.";
- mes "At Six, I fall in love~";
- mes "At Seven, you fall in love~";
- next;
- mes "[Errende]";
- mes "At Eight we turn away...";
- mes "At Nine, love is reborn.";
- mes "At Ten, my Love is gone.";
- mes "At Eleven I find out why.";
- if (sex)
- mes "At Twelve I see her new boyfriend?";
- else
- mes "At Twelve I see his new girlfriend?";
- next;
- mes "[Errende]";
- mes "...";
- next;
- mes "[Errende]";
- mes "...";
- mes "......";
- next;
- cutin "bard_eland04",2;
- mes "[Errende]";
- mes "This...";
- mes "This cannot be.";
- mes "This song is supposed to be about love, not a romantic travesty!";
- next;
- mes "[Errende]";
- mes "The lyrics. They must have been changed. Did Gunther say anything about this?! Hmmm, but who would change the lyrics...?";
- next;
- input .@inputstr$;
- if (.@inputstr$ == "Kino Kitty") {
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "Ah! Of course!";
- mes "I think you're right!";
- mes "How could I not think of that?";
- next;
- mes "[Errende]";
- mes "It all makes sense now. After all, he used to be a member of the Invincible Single Army. His changes might have been a little mean, since this song used to be about a happy couple...";
- next;
- mes "[Errende]";
- mes "Ummm...";
- mes "I'm sorry to ask a favor of you again, but in your travels, do you think you could find the original lyrics for this song? I can wait for it...";
- next;
-
- if(select("No, thanks.:I can, so stop crying.")==1) {
- mes "[Errende]";
- mes "Ah, I guess it was too much to ask of you. My apologies. Don't worry about it, I'll find out some other way.";
- set gef_bard_q,5;
- } else {
- mes "[Errende]";
- mes "Are you serious? Oh, thank you so much! You must be an angel! An angel that truly understands the heart of a poet!";
- next;
- mes "[Errende]";
- mes "I'll pay you back somehow! Thank you for your trouble in advance~";
- set gef_bard_q,4;
- }
- goto L_End;
-
- } else if (.@inputstr$ == "Gunther") {
- mes "[Errende]";
- mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that.";
- set gef_bard_q,6;
- goto L_End;
- }
-
- else if (.@inputstr$ == "Gunther Doubleharmony") {
- mes "[Errende]";
- mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that.";
- set gef_bard_q,6;
- goto L_End;
-
- } else if (.@inputstr$ == "Errende") {
- cutin "bard_eland04",2;
- mes "[Errende]";
- mes "Surely you jest! If I did, why would I not know what this song is about?";
- set gef_bard_q,6;
- goto L_End;
-
- } else {
- mes "[Errende]";
- mes "" + .@inputstr$ +"...?";
- mes "I don't think I know that person. Maybe you misunderstood something? *Sigh...*";
- next;
- mes "[Errende]";
- mes "What was the line...?";
- mes "How could I forget";
- mes "the 8th love?";
- set gef_bard_q,6;
- goto L_End;
- }
-
- } else if (gef_bard_q == 1) {
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "Welcome back,";
- mes "" + @name$ + "~";
- mes "What would you like";
- mes "me to do for you?";
- mes "Would you like to hear";
- mes "a tale or listen to a song?";
- callsub S_StorySong,4;
-
- } else {
- cutin "bard_eland03",2;
- mes "^483D8BWhat day is";
- mes "best for drinking?";
- mes "La la la~";
- mes "It's the day of";
- mes "the earth, the sun";
- mes "And the moon~";
- mes "La la la~^000000";
- next;
- mes "^483D8BLa la la~";
- mes "I'll only";
- mes "drink on one day~";
- mes "So if you'll tell me";
- mes "when you'll drink";
- mes "I'll tell you when";
- mes "I'll drink with you~^000000";
- next;
- mes "^483D8BLet's get together";
- mes "Yea yea ye-^000000 Hmmmmm...?";
- next;
- mes "[Bard]";
- mes "Why, hello there. Oh, have you come to listen to my song and forget your worries?";
- next;
-
- if(select("Who are you?:Ignore him.")==1) {
- cutin "bard_eland04",2;
- mes "[" + @name$ + "]";
- mes "You seem to be";
- mes "new around here...";
- mes "Who are you?";
- next;
- cutin "bard_eland02",2;
- mes "[Errende]";
- mes "Mm? Ah yes. I am merely another wandering poet who goes where the wind takes him. Please call me ^483D8BErrende^000000, the Bard who wishes to please you.";
- next;
- mes "[Errende]";
- mes "If you will let me, I will tell you of my travels. By your leave,";
- mes "I will play a song that will help you forget your troubles.";
- set gef_bard_q,1;
- callsub S_StorySong,5;
-
- } else {
- mes "[Errende]";
- mes "Waaah, wah~";
- mes "You can't just ignore me like that! Where's your sense of merriment, your sense of romance?";
- }
-
- }
-
-L_End:
- close2;
- cutin "",255;
- end;
-
-// SubRoutine for 5 similiar dialogues of the quest
-
-S_StorySong:
- next;
- switch(select("Tell me a story.:Would you play a song?:Eh, maybe later.")) {
- case 1:
- mes "[Errende]";
- mes "You like stories, huh? What kind of story would you like me to tell? I'll you whatever I know... Just for you, of course. *Grins*";
- next;
-
- if(select("News and rumors~:Cancel.")==1) {
- cutin "bard_eland01",2;
- mes "[Errende]";
- set .@random,rand(1,3);
- if (.@random == 1) {
- mes "Hmmm. Then shall we talk about this town, Geffen? Have you ever been to the Pub or the Inn here?";
- next;
- mes "[Errende]";
- mes "I'd be lying if I didn't say that the sisters that work the Pub and Inn are... ^FF6699sensuously captivating^000000.";
- next;
- mes "[Errende]";
- mes "The elder one is gorgeous, graceful and carries with her an air of refinement. And the younger one is so cheerful, energetic and so... ^FF6699nubile^000000.";
- next;
- mes "[Errende]";
- mes "But I digress.";
- mes "Sometimes though,";
- mes "just sometimes mind you,";
- mes "they're not as sexy as usual.";
- next;
- mes "[Errende]";
- mes "It seems the spirit of their late father, God bless his soul for siring such hot women, possesses them from time to time.";
- next;
- cutin "bard_eland02",2;
- mes "[Errende]";
- mes "I guess when someone acts even";
- mes "a little flirtacious towards those girls, their father's spirit takes over. I should know.";
- next;
- mes "[Errende]";
- mes "I guess a father's love endures forever, even into the afterlife. Of course, I wouldn't know.";
- next;
- mes "[Errende]";
- cutin "bard_eland01",2;
- mes "Let's see...";
- mes "Look out for this really shady Merchant that hangs out behind";
- mes "the Pub in Geffen.";
- next;
- mes "[Errende]";
- mes "Judging from his clothes, he must be from Morroc, which is a lot warmer. That's why he's got a Hood, even though it has no drawstrings, for the cooler weather over here.";
- next;
- mes "[Errende]";
- mes "I must warn you, don't let him talk you into buying that Hood of his since he's selling it for an outrageous price. He's definitely not trustworthy.";
- next;
- mes "[Errende]";
- mes "Lastly, I want to mention the lost city of Geffenia, hidden under the Geffen Tower. I hear some kind of condition is required to enter Geffenia, but I'm not sure.";
- next;
- mes "[Errende]";
- mes "Geffenia is related to the two attractive ladies I mentioned earlier. It seems their father, William, entered Geffen Tower with a party to exterminate monsters, but he never returned.";
- next;
- mes "[Errende]";
- mes "It's tragic that he left his family behind in that way. But perhaps, it is more tragic that his spirit scares away anyone interested in those girls.";
-
- } else if (.@random == 2) {
- mes "Okay, let me tell you a story about Morroc, city of the desert. Adventurers worth their salt are expected to have explored the city and its surrounding desert.";
- next;
- mes "[Errende]";
- mes "The Sphinx and the Pyramids are especially popular areas of exploration for adventurers. Have you been there before? I haven't yet, but perhaps someday I'll go.";
- next;
- mes "[Errende]";
- mes "While I was in Morroc, I found a Merchant that sells Sword Maces to Priests and Priestess. Aside from those, Priests are prohibited from using any kind of weapon with blades.";
- next;
- mes "[Errende]";
- mes "I also saw an energetic little boy who kept begging his father to tame a Munak for him. I heard the father speak a bit, and it seems that one of his friends from Morroc is lost in Alberta.";
- next;
- cutin "bard_eland02",2;
- mes "[Errende]";
- mes "In any case, I helped the father with an errand, and he gave me a mysterious box in return. When I opened that box, I found a strange feather. I'm unaware of how it works, though...";
- next;
- mes "[Errende]";
- mes "I wonder if that man's friend, Pandger Mayer, ever found";
- mes "his way back home...";
-
- } else if (.@random == 3) {
- mes "Why don't we talk about Alberta? There is a sunken ship developed by an event agency as a place where adventurers may go on expeditions. It seems they're making a lot of money.";
- next;
- mes "[Errende]";
- mes "When the sunken ship first drifted near Alberta, it was immediately found by one of the Alberta Security Knights.";
- next;
- mes "[Errende]";
- mes "That Security Knight ventured inside and found an infant deep inside one of the rooms. Next to the baby was a music box.";
- next;
- mes "[Errende]";
- mes "This baby was the one and only survivor from the sunken ship. He was brought up in Alberta, although he was treated with contempt when he was a child. He's fine now, but I digress.";
- next;
- mes "[Errende]";
- mes "As for the sunken ship, I'm unsure of whether or not it was a pirate ship. It is said that skeleton monsters wearing pirate costumes roam its remains.";
- next;
- mes "[Errende]";
- mes "One of Alberta's other mysteries is the elusive Turtle Island. It seems that one seafarer has found a dependable route to that place and is giving passage to adventurers.";
- next;
- mes "[Errende]";
- mes "Still, it seems Turtle Island is not quite safe. Two squads of Alberta Security Knights have already traveled there, but have not yet returned. Verily, this is cause for concern.";
- next;
- mes "[Errende]";
- mes "Still, that didn't stop me from visiting that place. By sheer accident, I found the journal of an adventurer who had already been there. It seems he's a famous scholar now.";
- next;
- cutin "bard_eland02",2;
- mes "[Errende]";
- mes "In that journal are details about an ultimate swordsman, and the exploration of Turtle Island. I'm sure that anyone seeking treasure in that place will find exciting adventure.";
- }
-
- } else {
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "Oh, how disappointing. But promise me that you will drop by later, so that we can share stories and merriment.";
- }
- goto L_End;
-
- case 2:
- mes "[Errende]";
- if(getarg(0) < 3)
- mes "You recognize my talent, so you deserve to listen to my songs! Now, what would you like to hear? I can play anything you want, you know.";
- else
- mes "At last, I've met someone who recognizes my talent! You deserve to listen to my songs! Now, what would you like to hear? I can play anything you want, you know.";
- next;
-
- switch(select("Hmm, any song will do.:Play an upbeat song~!:Never mind...")) {
-
- case 1:
- mes "[Errende]";
- if (zeny > 499) {
- set zeny,zeny-500;
- cutin "bard_eland03",2;
- mes "Alright.";
- mes "Here we go~";
-
- set .@random,rand(1,3);
- if (.@random == 1)
- soundeffect "ring_of_nibelungen.wav",0;
- else if (.@random == 2)
- soundeffect "dont_forget_me_not.wav",0;
- else
- soundeffect "in_to_the_abyss.wav",0;
-
- } else {
- cutin "bard_eland04",2;
- mes "Ahahaha~";
- mes "My apologies,";
- mes "But I cannot offer my services for free. Even a Bard needs zeny to live, wouldn't you agree?";
- }
- goto L_End;
-
- case 2:
- cutin "bard_eland03",2;
- mes "[Errende]";
- mes "An upbeat song...?";
- mes "Hmmm... Let's see.";
- mes "An upbeat song,";
- mes "An upbeat song...";
- mes "Okay, here we go~";
- next;
- //for 3 and 4 variants, we need higher chance
- if(getarg(0) == 3 || getarg(0) == 4)
- set .@random,rand(1,5);
- else
- set .@random,rand(1,3);
- if (.@random == 1) {
- mes "^483D8BValhalla dazzles in gold";
- mes "The fifth as we know";
- mes "Is old Glast Heim!";
- mes "Glorious warriors answer";
- mes "The summons of Odin.^000000";
- next;
- mes "^483D8BPalace of the dead";
- mes "With a silver roof~";
- mes "The third as we know...";
- mes "Valaskjalf!";
- mes "Glorious warriors answer";
- mes "The summons of Odin.^000000";
- next;
- mes "^483D8BFive hundred forty doors";
- mes "In the grand halls of Valhalla";
- mes "Fling open to the heart of a hero.";
- mes "Eight hundred warriors gather";
- mes "Under the will of God, and";
- mes "Charge as one out through";
- mes "Those doors.^000000";
- next;
- mes "^483D8BGodly warriors";
- mes "Step into Yggdrassil";
- mes "Towards their fate.";
- mes "With pride and honor,";
- mes "They accept Valyrie's";
- mes "Welcome.^000000";
- next;
- mes "^483D8BWarriors fallen in battle";
- mes "In glorious clashes of red";
- mes "Death may have come,";
- mes "But your fame lives on";
- mes "and your spirit will be";
- mes "led to Valhalla.^000000";
- //Expanded version for 2nd variant
- if(getarg(0) == 2){
- next;
- mes "[Errende]";
- mes "...";
- next;
- mes "[Errende]";
- mes "...";
- mes "......";
- next;
- mes "[Errende]";
- mes "You know this song is about a legend regarding Valhalla don't you? Supposedly, more than one place was used as the sacred Hall of Honor.";
- next;
- mes "[Errende]";
- mes "But only the gods will know if this was true or not. Was a place like Glast Heim really the fifth Valhalla? We humans";
- mes "may never know";
- mes "with certainty.";
- }
- goto L_End;
-
- } else if (.@random == 2) {
-
- mes "^483D8BThe sounds of galloping";
- mes "Echo in the distance.";
- mes "A cloud of hazy dust";
- mes "Fills the setting sun.";
- mes "Thousands of eyes open";
- mes "Torches on the castle";
- mes "Flare like thousands of Ifrits.";
- next;
- mes "^483D8BHear the throbbing of my heart,";
- mes "The blood flowing in my veins.";
- mes "Feeling the heaviness of my armor.";
- mes "The enemy has appeared before us.^000000";
- next;
- mes "^483D8BBeat the drums hard, harder!";
- mes "Courage, soldiers, march forward!";
- mes "Shout loud, soldiers, louder!";
- mes "Today will never come back!^000000";
- next;
- mes "^483D8BStun the sky";
- mes "Provoke the earth.";
- mes "I feel my heartbeat again.";
- mes "Blow the bugle to";
- mes "Sway the fortress.";
- mes "Today will never come back!^000000";
- next;
- mes "[Errende]";
- mes "Ah, this is called 'Drumming in the Battlefield,' which was written by Mr. Iolo. Yes, I rather like this song.";
-
- } else {
- // For 3 and 4 cases we set more chance earlier on .@random
- if(getarg(0) == 3 || getarg(0) == 4){
- mes "[Errende]";
- if (sex)
- mes "Heroic warrior,";
- else
- mes "My fair lady,";
- mes "Please listen to my song. If you have a flower in hand and are in love, let's count the flower petals as we go along.";
- next;
- mes "^483D8BAt One, I fall in love.";
- mes "At Two, you give me your smile.";
- mes "At Three, I adore your touch.";
- mes "At Four, a tender kiss.";
- mes "At Five, we change our minds.";
- mes "A petal scatters through the air.^000000";
- next;
- cutin "bard_eland04",2;
- mes "^483D8BAt Six, I fall in love~";
- mes "At Seven, you fall in love~";
- mes "At Eight~^000000";
- next;
- mes "[Errende]";
- mes "At eight~";
- mes "At... Eight...";
- mes "What was next...?";
- next;
- mes "[Errende]";
- mes "Oh my...!";
- mes "What was the next part?!";
- mes "What was the 8th love?!";
- mes "How shameful for a Bard";
- mes "to forget the words";
- mes "to a song!";
- next;
- mes "[Errende]";
- mes "I...";
- mes "I can't bear the humiliation!";
- mes "Or the suspense of what";
- mes "happens next...!";
- next;
- mes "[Errende]";
- mes "You're an adventurer, aren't you? So you must travel quite a bit? It's embarassing for me to ask,";
- mes "but I have a favor to ask...!";
- next;
-
- if(select("Sure, no problem.:I ain't gonna help you.")==1) {
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "Thank you, so much!";
- mes "Let's see, who would know?";
- mes "I've got it! Gunther!";
- next;
- mes "[Errende]";
- mes "If perchance you happen to meet ^483D8BGunther Doubleharmony^000000, please inform him of my dilemna.";
- next;
- mes "[Errende]";
- mes "Tell him that ^483D8BMinty Errende^000000 happened to forget a line of the song, ^483D8BAt One, I Fall in Love^000000. The line is called ^483D8B8th love^000000.";
- next;
- mes "[Errende]";
- mes "I beseech you, if you meet him, please ask him of the 8th love and inform me of that lyric immediately~";
- if(gef_bard_q==1) set gef_bard_q,2;
- if(gef_bard_q==21) set gef_bard_q,22;
-
- } else {
- mes "[Errende]";
- mes "*Sigh...*";
- mes "I can't remember the 8th part of this song if my life depended on it. And it does~! *Wahhhh~*";
- if(gef_bard_q==1) set gef_bard_q,7;
- if(gef_bard_q==21) set gef_bard_q,27;
- }
- goto L_End;
-
- }
- mes "^483D8BA good Bard sings";
- mes "To please his listener.";
- mes "So do not expect a sad song";
- mes "That deepens your anguish.^000000";
- next;
- mes "^483D8BA good Dancer dances";
- mes "To please her audience.";
- mes "Shall we dance together?";
- mes "Just hold my hands.";
- mes "La la la~ La la la~^000000";
- next;
- mes "[" + @name$ + "]";
- mes "By the way...";
- mes "Why do you guys play";
- mes "discords sometimes?";
- mes "It sounds weird";
- mes "when you do that.";
- next;
- mes "[Errende]";
- mes "H-how can you say such a thing, "+ @name$ +"? Have you ever been a Bard before? It's difficult to come up with fresh, original melodies!";
- }
- goto L_End;
-
- case 3:
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "But of course.";
- mes "Merriment is best";
- mes "enjoyed when you";
- mes "are in the mood for it.";
- mes "Please come again.";
- goto L_End;
-
- }
-
- case 3:
- cutin "bard_eland01",2;
- mes "[Errende]";
- mes "Hmm~?";
- mes "Well, alright. Though, listening to a good story or cheerful song can really do you some good. Alright then, see you later.";
- goto L_End;
- }
-}
-
-morocc,134,111,3 script Bard#3 741,{
- set @name$,strcharinfo(0);
- if (gef_bard_q == 31) {
- mes "[Kino Kitty]";
- mes "Everything will be";
- mes "fine in the end, right?";
- mes "I'll be okay, Jorti will be okay, and she'll be... Oh.";
- next;
- mes "[Kino Kitty]";
- mes "I'm sorry, I was just";
- mes "muttering to myself.";
- mes "Is there anything";
- mes "you want from me?";
- next;
-
- switch(select("Tell me a story...:Your voice is...:No thanks, I appreciate it though.")) {
- case 1:
- set .@random,rand(1,3);
- if (.@random == 1) {
- mes "[Kino Kitty]";
- mes "Many legends have been passed down as songs. Stories of Gods and tales of brave warriors have all been written as songs.";
- next;
- mes "[Kino Kitty]";
- mes "Many people love to listen to those songs because they dream of the romantic past. To sing these kinds of songs is the reason people like me exist.";
- next;
- mes "^3355FFKino Kitty adjusted the strings on his guitar, and began to sing in a low voice.^000000";
- next;
- mes "^D43D1ARheingold...";
- mes "Hidden in the Rhein river.";
- mes "If made into a ring,";
- mes "Could rule the world~^000000";
- next;
- mes "^D43D1AProtected by a spell";
- mes "Cursing its thief";
- mes "To never find love.";
- mes "Alberich had known";
- mes "Nonetheless stole it.";
- mes "Love was forsaken for power.^000000";
- next;
- mes "^D43D1AGiants built beautiful Valhalla";
- mes "Matrimony with Freya";
- mes "Goddess of beauty";
- mes "Their supposed payment.";
- mes "In not receiving it";
- mes "They forcefully took her.^000000";
- next;
- mes "^D43D1AThe gods would";
- mes "give Alberich's treasure";
- mes "To the Giants for Freya's return.";
- mes "Loki tricked Alberich,";
- mes "Stealing his ring or power.^000000";
- next;
- mes "^D43D1ABut Alberich cursed his ring";
- mes "Before it was returned to him,";
- mes "Envy and death would";
- mes "befall its wearers.^000000";
- next;
- mes "^D43D1AThe ring was given to the giants";
- mes "Freya was returned to the gods";
- mes "The giants killed themselves";
- mes "Fighting over the rheingold,";
- mes "Victims of";
- mes "Alberich's curse~^000000";
- next;
- mes "[Kino Kitty]";
- mes "Hmm...";
- mes "^333333*Cough Cough*^000000";
- mes "This old song";
- mes "is about the ring";
- mes "of the Nibelungs.";
- next;
- mes "[Kino Kitty]";
- mes "^333333*Cough Cough*^000000";
- mes "Hah... I can't sing more than one song nowadays. But did you like it? ^333333*Cough Cough*^000000";
- close;
-
- } else if (.@random == 2) {
- mes "[Kino Kitty]";
- mes "Ah...";
- mes "I do feel like singing a song. You know, every song has its own story. ^333333*Cough Cough*^000000";
- next;
- mes "^3355FFKino Kitty coughed a few times, wiping his mouth with his sleeve. As he adjusts the guitar strings, you notice small stains of blood on his sleeve. Then, he began to sing.^000000";
- next;
- mes "^D43D1ABrave hero Siegfried ";
- mes "Vanquished a mighty dragon ";
- mes "Its blood coated his skin";
- mes "Making it impenetrable";
- mes "Save for one tender spot";
- mes "Blocked by a single leaf";
- mes "From a linden tree.^000000";
- next;
- mes "^D43D1ASiegfried was powerful";
- mes "Clearly invincible, save for";
- mes "those who knew of his secret.";
- mes "In the end he was killed, by";
- mes "A spear flung into his back";
- mes "set into motion by the wrath";
- mes "And jealousy of a woman.^000000";
- next;
- mes "[Jorti]";
- mes "Bravo, Bravo~!";
- mes "Uncle Kino is the best Bard in the world~! Jorti likes Uncle Kino's singing!";
- next;
- mes "[Kino Kitty]";
- mes "Thank you, Jorti.";
- mes "Anytime for my";
- mes "little princess.";
- next;
- mes "[Kino Kitty]";
- mes "This song is about Sigfried, who was invincible, except for a single spot on his back. Just singing this reminds me of the influence women have over the world.";
- close;
-
- } else {
- mes "[Kino Kitty]";
- mes "You want to";
- mes "listen to a story?";
- mes "Mmm, let me think...";
- next;
- mes "[Kino Kitty]";
- mes "When you go venture Southwest from Morroc, you will arrive at Fortress Sandarman. Did you know that the fortress is built on a sand hill, which serves as a natural defense?";
- next;
- mes "[Kino Kitty]";
- mes "When you go South of Sandarman, you will see Paros Lighthouse. East from the Lighthouse, you will see Kokomo Beach. North of the beach is Papuchica Forest.";
- next;
- mes "[Kino Kitty]";
- mes "I'm not boring you, am I? I just wanted to tell you about the village of Umbala, which is above that last place I was telling you about. Have you ever been there?";
- next;
- mes "[Kino Kitty]";
- mes "Umbala itself is a pretty interesting place. But I'm really interested in this giant tree in Umbala. I've heard that it leads to Niffheim...";
- next;
- mes "[Kino Kitty]";
- mes "I wonder...";
- mes "Could that tree be Yggdrasil? Is it possible that I could meet her in the Niffheim, realm of the dead?";
- close;
- }
-
- case 2:
- mes "[Kino Kitty]";
- mes "Oh... Well, I have a chronic disease so I can't speak out loud. I, um, even cough up a little blood. But aside from that, I'm perfectly healthy.";
- next;
- mes "^3355FFA look of bitterness momentarily flashed across Kino Kitty's face. He then adjusted his guitar strings and began to play, humming a low tune.^000000";
- soundeffect "humming.wav",0;
- close;
-
- case 3:
- mes "[Kino Kitty]";
- mes "Hmm...?";
- mes "I wish everyone in the world were as kind and honest as you. If that were the case, there'd be no selfish fights. Hahahahaha~";
- close;
- }
-
- } else if (gef_bard_q == 30) {
- mes "[Kino Kitty]";
- mes "Everything will be";
- mes "fine in the end, right?";
- mes "I'll be okay, Jorti will be okay, and she'll be... Oh.";
- next;
- mes "[Kino Kitty]";
- mes "I'm sorry, I was just";
- mes "muttering to myself.";
- mes "Is there anything";
- mes "you want from me?";
- next;
-
- switch(select("Tell me a story, or sing something~:Your voice is...:No thanks. I appreciate it, though.")) {
- case 1:
- set .@random,rand(1,3);
- if (.@random == 1) {
- mes "[Kino Kitty]";
- mes "Ah...";
- mes "I do feel like singing a song. You know, every song has its own story. ^333333*Cough Cough*^000000";
- next;
- mes "^3355FFKino Kitty coughed a few times, wiping his mouth with his sleeve. As he adjusts the guitar strings, you notice small stains of blood on his sleeve. Then, he began to sing.^000000";
- next;
- mes "^D43D1ABrave hero Siegfried ";
- mes "Vanquished a mighty dragon";
- mes "Its blood coated his skin";
- mes "Making it impenetrable";
- mes "Save for one tender spot";
- mes "Blocked by a single leaf";
- mes "From a linden tree.^000000";
- next;
- mes "^D43D1ASiegfried was powerful";
- mes "Clearly invincible, save for";
- mes "those who knew of his secret.";
- mes "In the end he was killed, by";
- mes "A spear flung into his back";
- mes "set into motion by the wrath";
- mes "And jealousy of a woman.^000000";
- next;
- mes "[Jorti]";
- mes "Bravo, Bravo~!";
- mes "Uncle Kino is the best Bard in the world~! Jorti likes Uncle Kino's singing!";
- next;
- mes "[Kino Kitty]";
- mes "Thank you, Jorti.";
- mes "Anytime for my";
- mes "little princess.";
- next;
- mes "[Kino Kitty]";
- mes "This song is about Sigfried, who was invincible, except for a single spot on his back. Just singing this reminds me of the influence women have over the world.";
- close;
-
- } else if (.@random == 2) {
- mes "[Kino Kitty]";
- mes "Ah...";
- mes "I do feel like singing a song. You know, every song has its own story. ^333333*Cough Cough*^000000";
- next;
- mes "^3355FFKino Kitty coughed a few times, wiping his mouth with his sleeve. As he adjusts the guitar strings, you notice small stains of blood on his sleeve. Then, he began to sing.^000000";
- next;
- mes "^D43D1AI still remember feeling";
- mes "Your shoulder's warmth";
- mes "As I leaned on it.";
- mes "You held my hands";
- mes "until the final moment.^000000";
- next;
- mes "^D43D1ACrying on the inside,";
- mes "I saw you off with a smile.";
- mes "Things would never be the same,";
- mes "But I'd remember every single";
- mes "Moment we shared.^000000";
- next;
- mes "^D43D1AI still remember the clear chimes";
- mes "Of the Prontera Church Bells";
- mes "The ice cream we shared in Morroc,";
- mes "Being chased by bats";
- mes "In Payon dungeon.^000000";
- next;
- mes "^D43D1AGazing together at";
- mes "Comodo's fireworks";
- mes "Snuggles under the";
- mes "Gently falling Lutie";
- mes "Snowflakes...^000000";
- next;
- mes "^D43D1AYour beautiful soul";
- mes "Will be with Odin.";
- mes "When the day";
- mes "Of the dusk comes,";
- mes "A brand new place";
- mes "Will be before your eyes.^000000";
- next;
- mes "^D43D1AI will remember you forever.";
- mes "Forget me not, call my name.";
- mes "I'll hear you, and look to the skies.^000000";
- next;
- mes "[Jorti]";
- mes "Ah, Uncle Kino, isn't this the song my mom always sang? Sing more songs, please! Please~!";
- next;
- mes "[Kino Kitty]";
- mes "You're right...";
- mes "She always used to sing this song... ^333333*Cough*^000000 There are always people waiting for their beloved to return...";
- next;
- mes "[Kino Kitty]";
- mes "If you have someone who you've left behind, someone that is waiting for you, make sure you come back to that person. You'll regret it if you don't.";
- close;
-
- } else {
- mes "[Kino Kitty]";
- mes "You want to";
- mes "listen to a story?";
- mes "Mmm, let me think...";
- next;
- mes "[Kino Kitty]";
- mes "When you go venture Southwest from Morroc, you will arrive at Fortress Sandarman. Did you know that the fortress is built on a sand hill, which serves as a natural defense?";
- next;
- mes "[Kino Kitty]";
- mes "When you go South of Sandarman, you will see Paros Lighthouse. East from the Lighthouse, you will see Kokomo Beach. North of the beach is Papuchica Forest.";
- next;
- mes "[Kino Kitty]";
- mes "I'm not boring you, am I? I just wanted to tell you about the village of Umbala, which is above that last place I was telling you about. Have you ever been there?";
- next;
- mes "[Kino Kitty]";
- mes "Umbala itself is a pretty interesting place. But I'm really interested in this giant tree in Umbala. I've heard that it leads to Niffheim...";
- next;
- mes "[Kino Kitty]";
- mes "I wonder...";
- mes "Could that tree be Yggdrasil? Is it possible that I could meet her in the Niffheim, realm of the dead?";
- close;
- }
-
- case 2:
- mes "[Kino Kitty]";
- mes "Oh... Well, I have a chronic disease so I can't speak out loud. I, um, even cough up a little blood. But aside from that, I'm perfectly healthy.";
- next;
- mes "^3355FFA look of bitterness momentarily flashed across Kino Kitty's face. He then adjusted his guitar strings and began to play, humming a low tune.^000000";
- soundeffect "humming.wav",0;
- close;
-
- case 3:
- mes "[Kino Kitty]";
- mes "Hmm...?";
- mes "I wish everyone in the world were as kind and honest as you. If that were the case, there'd be no selfish fights. Hahahahaha~";
- close;
- }
-
- } else if (gef_bard_q > 12 && gef_bard_q < 16) {
- mes "[Kino Kitty]";
- mes "Errende must be waiting for you. Although others would be in anguish if they were made to wait, and people like Errende and me wouldn't mind, it's still more polite to hurry when you can.";
- close;
-
- } else if (gef_bard_q == 12) {
- mes "[Kino Kitty]";
- mes "I guess you've met Mr. Sketzi.";
- mes "By the way, why do you have that look on your face? Didn't find what you were looking for? Haha, would you show me your left hand?";
- next;
-
- if(select("Here you go.:Um... No!")==1) {
- mes "[Kino Kitty]";
- mes "Well, while you were gone,";
- mes "I remembered the original lyrics to the song. I guess they really are important.";
- next;
- mes "[Kino Kitty]";
- mes "Here, let me give you a letter with the lyrics to Errende. I should also give you my seal so that Errende will know it's me. You don't mind, do you?";
- next;
-
- switch(select("Yes, I mind!:No, I don't mind.")) {
-
- case 1:
- mes "[Kino Kitty]";
- mes "Ah, right.";
- mes "You already have a seal marked by Errende. Oh well, if you don't want it, what can I do?";
- set gef_bard_q,13;
- close;
-
- case 2:
- mes "[Kino Kitty]";
- mes "Now, let's see...";
- mes "How is it supposed to go?";
- mes "...Lu lu lu...";
- mes "...La la la...";
- next;
- mes "^D43D1AAt One, I fall in love.";
- mes "At Two, you give me your smile.";
- mes "At Three, I adore your touch.";
- mes "At Four, a tender kiss.";
- mes "At Five, we change our minds.";
- mes "A petal scatters through the air.^000000";
- next;
- mes "^D43D1AAt Six, I fall in love~";
- mes "At Seven, you fall in love~";
- mes "At Eight, we're both in love.";
- mes "At Nine, you know my heart.";
- mes "At Ten, I know you've";
- mes "been waiting for me.^000000";
- next;
- mes "^D43D1AAt Eleven, a precious";
- mes "Whisper: 'Will you marry me?'";
- mes "At Twelve, our two hearts";
- mes "Are one. 12 petals, our";
- mes "Love finally blossoms.^000000";
- next;
- specialeffect2 EF_POISONREACT2;
- mes "^3355FFAfter the song, Kino smiles at you. You feel a sharp pain on your wrist. On the spot where the silver crescent was, you see a tiny black cross.^000000";
- next;
- mes "[Kino Kitty]";
- mes "So, how do you like it? Well, I'm certain that Errende will love it for sure. Hahahahaha~ ^333333*Cough Cough*^000000";
- next;
- mes "[Kino Kitty]";
- mes "I want to apologize.";
- mes "I didn't mean to make you wait, but I just remembered the old lyrics to the song. Now, hurry to Errende, I'm sure he's waiting.";
- next;
- mes "^3355FFKino Kitty hands you a letter that is labeled 'Dear Errende'";
- mes "on the front.^000000";
- set gef_bard_q,14;
- close;
- }
-
- } else {
- mes "[Kino Kitty]";
- mes "Hmmm...?";
- mes "There's no reason to be scared.";
- mes "I mean, I won't bite or anything.";
- close;
- }
-
- } else if (gef_bard_q == 10) {
- mes "[Kino Kitty]";
- mes "Didn't you leave already?";
- mes "I'm sure you can find the lyrics in a bookstore in Juno.";
- next;
- mes "[Kino Kitty]";
- mes "Well, I'm sure Errende knows more about bookstores, so he can probably tell you where to look in Juno. Why don't you ask Errende?";
- next;
- mes "[Kino Kitty]";
- mes "If you don't mind, please come again and listen to this poor Bard's songs. I'll prepare a song just for you.";
- next;
- mes "[Kino Kitty]";
- mes "Don't worry about my health. I'm a Bard at heart, and I can't help but sing for my audience.";
- next;
- mes "[Kino Kitty]";
- mes "Also, I'd like to thank you for helping Errende. He may be a little whiny, but he's a good person.";
- close;
-
- } else if (gef_bard_q == 11) {
- mes "[Kino Kitty]";
- mes "A silver seal...?";
- mes "Well, welcome to the wanderer's club. I must say, the silver crescent suits you.";
- next;
- mes "[Kino Kitty]";
- mes "If you have that seal, Mr. Sketzi will permit you to read his books full of Norse songs.";
- close;
-
- } else if (gef_bard_q > 19 && gef_bard_q < 28) {
- mes "[Kino Kitty]";
- mes "What business";
- mes "do you have with me,";
- mes "my friend?";
- next;
- if (gef_bard_q == 24) {
- mes "^3355FFYou gave candy to the crying little girl, and relate the problem with the lyrics to Kino Kitty.^000000";
- next;
- mes "[Kino Kitty]";
- mes "Hmm...";
- mes "I'm insulted that Errende does not like the words I wrote for 'At One, I Fall in Love.' But, I suppose he is a romantic at heart.";
- next;
- mes "[" + @name$ + "]";
- mes "So...";
- mes "Do you know the";
- mes "original words";
- mes "for the song?";
- next;
- mes "[Kino Kitty]";
- mes "The original lyrics were horrible. There's not enough room in my mind to remember so romantic nonsense. ^333333*Cries*...^000000";
- next;
- mes "[Kino Kitty]";
- mes "Romance is for foolish dreamers!";
- mes "I refuse to sing or even remember such vapid lyrics!";
- next;
- mes "[Jorti]";
- mes "U-uncle Kino";
- mes "You're scaring me.";
- mes "Please don't yell!";
- mes "It makes me want";
- mes "to cry...";
- next;
- mes "[Kino Kitty]";
- mes "Oh...";
- mes "I'm sorry, princess.";
- mes "It won't happen again.";
- mes "Your Unclde Kino will";
- mes "try to be good";
- mes "from now on.";
- next;
- mes "[Kino Kitty]";
- mes "*Sigh...*";
- mes "Alright, listen.";
- next;
- mes "[Kino Kitty]";
- mes "You'll need an old book of edda lyrics for the original words to the song. All the new books no longer contain the original version.";
- next;
- mes "[Kino Kitty]";
- mes "I wonder...";
- mes "How did Errende happen to know the original lyrics? In any case, I'm sorry about all this. I suppose I'm a little jaded.";
- next;
- mes "[Kino Kitty]";
- mes "You know, maybe you should go to Juno. There's a small book store on the book street, and you can probably find the song in that store.";
- next;
- mes "[Kino Kitty]";
- mes "^333333^333333*Cough Cough*^000000^000000";
- mes "Wh-why do I have to suffer? Are my final days as a Bard on this earth soon approaching? I feel so pathetic...";
- set gef_bard_q,10;
- close;
-
- } else {
- switch(select("Tell me a story.:Sing a song.:Nothing.")) {
-
- case 1:
- mes "[Kino Kitty]";
- mes "A story? Mmmm...";
- mes "My throat hurts,";
- mes "but if you listen,";
- mes "I will do my best";
- mes "to relate a tale.";
- next;
- mes "[Kino Kitty]";
- mes "Do you know how Baldur, son of Odin, died? There is a story involving his obsessive mother";
- mes "and the wicked god, Loki.";
- next;
- mes "[Kino Kitty]";
- mes "One night, Baldur had a nightmare where he was cast into the pit of Hell. Upon hearing of this, Baldur's mother Frigg was stricken with panic.";
- next;
- mes "[Kino Kitty]";
- mes "To prevent tragedy from befalling her son, she made every single object on earth to agree to an oath where they would not harm Baldur.";
- next;
- mes "[Kino Kitty]";
- mes "^333333*Cough Cough*^000000 And they all got together to ^333333*Wheeeeze*^000000 celebr--^333333^333333*Cough*^000000^000000...";
- next;
- mes "[Jorti]";
- mes "Uncle Kino...?";
- mes "Are you okay?....?";
- next;
- mes "[Kino Kitty]";
- mes "...Hah...";
- mes "...Hah...";
- mes "I'm sorry, but I don't think I can speak for much longer.";
- close;
-
- case 2:
- mes "[Kino Kitty]";
- mes "Sorry, but I don't feel like singing at the moment. I hope you understand. I want to sing the last song of my life for Jorti...";
- close;
-
- case 3:
- mes "[Kino Kitty]";
- mes "You have no";
- mes "business with me?";
- mes "What a shame.";
- close;
- }
- }
-
- } else {
- mes "^D43D1AEven in the sandy wind,";
- mes "Even in the pouring rain,";
- mes "Even in the falling snow,";
- mes "I know it's you~^000000";
- next;
- mes "[Mysterious Bard]";
- mes "...";
- next;
- mes "[Mysterious Bard]";
- mes "...";
- mes "......";
- next;
- mes "[Mysterious Bard]";
- mes "My apologies,";
- mes "^333333*Cough*^000000 but this is";
- mes "a private performance";
- mes "for my little";
- mes "princess.";
- next;
-
- if(select("Um, was that a love song?:I'm sorry for interrupting you.")==1) {
- mes "[Mysterious Bard]";
- mes "A...";
- mes "Love song?!";
- next;
- mes "[Mysterious Bard]";
- mes "Love songs are for fools who have never known true love, or never had their hearts broken. Happy songs are fine, but I refuse to sing nonsense!";
- next;
- mes "[Jorti]";
- mes "Waaaah~!";
- mes "Uncle Kino,";
- mes "I'm scared!";
- mes "I wanna see";
- mes "my mommy...!";
- mes "*Cries*";
- next;
- mes "[Mysterious Bard]";
- mes "There, there,";
- mes "princess. Don't cry.";
- mes "Everything's okay.";
- next;
- mes "[Mysterious Bard]";
- if (BaseClass == Job_Swordman) {
- mes "There's no reason to be scared. The scary people with swords only use them on monsters, okay?";
- } else if (BaseClass == Job_Acolyte) {
- mes "You don't need to be scared, that person is a servant of God, okay?";
- } else if (Class == Job_Thief || Class == Job_Rogue) {
- mes "There's no reason to be afraid of this riffraff, your Uncle Kino is here, okay?";
- } else if (BaseClass == Job_Assassin) {
- mes "There's no reason to be afraid. I know that person looks scary, but you're a good girl, so you'll be okay.";
- } else if (BaeClass == Job_Blacksmith) {
- mes "There's no reason to be scared, honey. It's just a Blacksmith.";
- } else {
- mes "There's no reason to be scared. See...? That person won't hurt you.";
- }
- next;
- mes "[" + @name$ + "]";
- mes "Um...";
- mes "^333333(Wasn't the little girl";
- mes "scared by your outburst...?)^000000";
- close;
-
- } else {
- if (gef_bard_q == 2) {
- mes "[Mysterious Bard]";
- mes "You're such a kind, young person. I will remember your name. I would much appreciate it if you would also remember mine.";
- next;
- mes "[Mysterious Bard]";
- mes "I am known as Kino Kitty. I am a wandering poet who wishes to rediscover wishes and dreams.";
- next;
- mes "[Kino Kitty]";
- mes "When next we meet, I will tell you what I have heard and experienced. That is, I am willing to spend my time with you.";
- set gef_bard_q,22;
- close;
-
- } else if (gef_bard_q == 3) {
- mes "[Mysterious Bard]";
- mes "You're such a kind, young person. I will remember your name. I would much appreciate it if you would also remember mine.";
- next;
- mes "[Mysterious Bard]";
- mes "I am known as Kino Kitty. I am a wandering poet who wishes to rediscover wishes and dreams.";
- next;
- mes "[Kino Kitty]";
- mes "When next we meet, I will tell you what I have heard and experienced. That is, I am willing to spend my time with you.";
- set gef_bard_q,23;
- close;
-
- } else if (gef_bard_q == 4) {
- mes "[Mysterious Bard]";
- mes "Oh, you're most admirable. You truly do respect Bards, don't you?";
- next;
- mes "[Mysterious Bard]";
- mes "Now that I think about it, are you look for anything, or is there a reason you wish to speak to me?";
- next;
-
- if(select("I'm looking for Kino Kitty...:Nothing, really.")==1) {
- mes "[Kino Kitty]";
- mes "How do you";
- mes "know my name?";
- mes "Ah, I'm flattered";
- mes "that my reputation";
- mes "precedes me.";
- next;
- mes "^3355FFYou give some candy to the crying girl and relate your tale regarding the lyrics for the song 'At One, I Fall in Love.'^000000";
- next;
- mes "[Kino Kitty]";
- mes "Hmm...";
- mes "I'm insulted that Errende does not like the words I wrote for 'At One, I Fall in Love.' But, I suppose he is a romantic at heart.";
- next;
- mes "[" + @name$ + "]";
- mes "So...";
- mes "Do you know the";
- mes "original words";
- mes "for the song?";
- next;
- mes "[Kino Kitty]";
- mes "The original lyrics were horrible. There's not enough room in my mind to remember so romantic nonsense. ^333333*Cries*...^000000";
- next;
- mes "[Kino Kitty]";
- mes "Romance is for foolish dreamers! I refuse to sing or even remember such vapid lyrics!";
- next;
- mes "[Jorti]";
- mes "U-uncle Kino";
- mes "You're scaring me.";
- mes "Please don't yell!";
- mes "It makes me want";
- mes "to cry...";
- next;
- mes "[Kino Kitty]";
- mes "Oh...";
- mes "I'm sorry, princess. It won't happen again. Your Unclde Kino will try to be good from now on.";
- next;
- mes "[Kino Kitty]";
- mes "*Sigh...*";
- mes "Alright, listen.";
- next;
- mes "[Kino Kitty]";
- mes "You'll need an old book of edda lyrics for the original words to the song. All the new books no longer contain the original version.";
- next;
- mes "[Kino Kitty]";
- mes "I wonder...";
- mes "How did Errende happen to know the original lyrics? In any case, I'm sorry about all this. I supposed I'm a little jaded.";
- next;
- mes "[Kino Kitty]";
- mes "You know, maybe you should go to Juno. There's a small book store on the book street, and you can probably find the song in that store.";
- next;
- mes "[Kino Kitty]";
- mes "^333333^333333*Cough Cough*^000000^000000";
- mes "Wh-why do I have to suffer? Are my final days as a Bard on this earth soon approaching? I feel so pathetic...";
- set gef_bard_q,10;
- close;
-
- } else {
- mes "[Mysterious Bard]";
- mes "Really now?";
- mes "That's strange.";
- mes "You adventurers are always one some kind of adventure, aren't you? I mean, that's the very definition of the word.";
- close;
- }
-
- } else {
- if (sex) {
- mes "[Kino Kitty]";
- mes "You're such a nice young man. I will remember your name. I would much appreciate it if you would also remember mine.";
- next;
- mes "[Mysterious Bard]";
- mes "I am known as Kino Kitty. I am a wandering poet who wishes to rediscover wishes and dreams.";
- next;
- mes "[Kino Kitty]";
- mes "When next we meet, I will tell you what I have heard and experienced. That is, I am willing to spend my time with you.";
- set gef_bard_q,20;
- close;
-
- } else {
- mes "[Mysterious Bard]";
- mes "Ah, it is a privilege to meet a noble woman such as yourself. By your leave, I shall give you my name.";
- next;
- mes "[Mysterious Bard]";
- mes "My lady, fair as wisteria, whose beauty rivals that of the goddess Freya, let me introduce myself as the poor poet who wanders the earth, Kino Kitty. I hope you remember me.";
- set gef_bard_q,20;
- close;
- }
- }
- }
- }
-}
-
-morocc,132,111,3 script Little Girl#Jorti 703,{
- if (gef_bard_q > 9 && gef_bard_q < 30) {
- mes "[Jorti]";
- mes "Jorti tries not to cry anymore because it hurts Uncle Kino and then he coughs up more blood.";
- next;
- mes "[Jorti]";
- mes "I miss my mommy a lot, but I'm worried, it makes Uncle Kino worry a lot too.";
- next;
- mes "[Jorti]";
- mes "I don't see my mommy and daddy aren't here anymore, and I don't want Uncle Jorti to go away either.";
- next;
- mes "[Jorti]";
- mes "Um, I don't remember my daddy, but mommy lives far away, somewhere near the sky. That's what Uncle Kino says.";
- next;
- mes "[Jorti]";
- mes "U-Uncle Kino says we can't go see her yet because there are no flying boats yet...";
- close;
-
- } else if (gef_bard_q == 30) {
- mes "[Jorti]";
- mes "La la la...";
- mes "La la la...";
- mes "Jorti doesn't cry anymore!";
- mes "Jorti is going to enjoy Uncle Kino's songs and stories for as long as she can!";
- next;
- mes "[Jorti]";
- mes "The songs Uncle Kino sings are ones that my mommy used to sing. She's not here, but maybe we can visit her someday!";
- next;
- mes "[Jorti]";
- mes "Hey... The shiny black cross on your hand means you're a friend of Uncle Kino's. So that means, you're my friend too!";
- close;
-
- } else if (gef_bard_q > 30) {
- mes "[Jorti]";
- mes "Jorti tries not to cry anymore because it hurts Uncle Kino and then he coughs up more blood.";
- mes "I miss my mommy a lot, but when I'm worried, it makes Uncle Kino worry a lot too.";
- next;
- mes "[Jorti]";
- mes "My mommy and daddy aren't here anymore, and I don't want Uncle Jorti to go away either.";
- next;
- mes "[Jorti]";
- mes "Um, I don't remember my daddy, but mommy lives far away, somewhere near the sky. That's what Uncle Kino says.";
- next;
- mes "[Jorti]";
- mes "U-Uncle Kino says we can't go see her yet because there are no flying boats yet...";
- close;
-
- } else {
- mes "[Mysterious Bard]";
- mes "Even in the sandy wind,";
- mes "Even in the pouring rain,";
- mes "Even in the falling snow,";
- mes "I know it's--";
- mes "........";
- next;
- mes "[Jorti]";
- mes "Uncle...?";
- mes "Are you okay?";
- next;
- mes "[Mysterious Bard]";
- mes "Hmmm...";
- mes "I'm sorry, but this is a private performance. This song is only intended for my little Jorti.";
- close;
- }
-}
-
-yuno_in01,172,100,3 script Old Man#bq1 712,{
- if (gef_bard_q > 11 && gef_bard_q < 20) {
- mes "[Sketzi Bundin]";
- mes "Well, did you find what you were seeking for? Although all we have are old, dusty books, I hope you come by to visit. And please give my regards to your Bard friends.";
- close;
-
- } else if (gef_bard_q == 30) {
- mes "[Sketzi Bundin]";
- mes "Interesting...";
- mes "You have a black cross seal on your hand. Is Kitty still around? I'm glad to see he's still alive. If you're a friend of his, then you are most welcome here.";
- close;
-
- } else if (gef_bard_q == 31) {
- mes "[Sketzi Bundin]";
- mes "Well, well, well. You're here again. So, what kind of books are you seeking today? Of course, all we have are old, dusty tomes full of eddas. Hahahaha~";
- close;
-
- } else if (gef_bard_q == 11) {
- mes "[Sketzi Bundin]";
- mes "Welcome.";
- mes "You must be looking for something special. Well, we have almost every Norse poem, or 'edda.' This is the only place where you can find those kinds of old songs.";
- next;
- mes "[Sketzi Bundin]";
- mes "However, I cannot show these fragile books to just anybody. For the sake of preservation, I can only show these works to preferred customers.";
- next;
-
- if(select("Show him your left hand.:Show him your right hand.")==1) {
- mes "[Sketzi Bundin]";
- mes "Ah~! You must be the friend of a high ranking Bard! I see, I see. You must be a friend of Minty Errende.";
- next;
- mes "[Sketzi Bundin]";
- mes "So, what is it that you're looking for? Well, I suppose I don't really need to ask that. Hahahaha~";
- next;
- mes "[Sketzi Bundin]";
- mes "Please...";
- mes "Take your time.";
- mes "I hope you find";
- mes "what you're";
- mes "looking for.";
- set gef_bard_q,12;
- close;
-
- } else {
- mes "[Sketzi Bundin]";
- mes "Let's see... Okay.";
- mes "Well, your heartbeat is a little faster than normal. You might want to look into that. You know, for the sake of your health?";
- next;
- mes "[Sketzi Bundin]";
- mes "You're not looking for any medical or health related books, are you? I'm sorry, but we don't carry any of those.";
- close;
- }
-
- } else {
- mes "[Sketzi Bundin]";
- mes "Welcome.";
- mes "You must be looking for something special and rare. But we only carry one kind of book around here.";
- next;
- mes "[Sketzi Bundin]";
- mes "If you're looking for monster information, why don't you check the Pronrera Library or the Monster Museum here in Juno?";
- close;
- }
-}
-
-yuno_in01,163,101,0 script Old Book#bq 111,{
- set @name$,strcharinfo(0);
- if ((gef_bard_q > 11) && (gef_bard_q < 14)) {
- if (!rand(5)) {
- mes "^3355FFYou opened the book. There's a crisp brittleness to the pages, and the letters are faded and barely readable. You can't even identify the author's name.^000000";
- next;
- mes "[Collection of Eddas]";
- mes "This is a love song. Everyone suffers from unrequited love at least once in their lifetime.";
- next;
- mes "[Collection of Eddas]";
- mes "At One, I fall in love.";
- mes "At Two, you give me your smile.";
- mes "At Three, I adore your touch.";
- mes "At Four, a tender kiss...";
- next;
- mes "[Collection of Eddas]";
- mes "At Five, we change our minds.";
- mes "A petal scatters through the air.";
- mes "At Six, I fall in love~";
- mes "At Seven, you fall in love...";
- next;
- mes "[" + @name$ + "]";
- mes "I think this is it...!";
- mes "I better write it down.";
- next;
- mes "[Collection of Eddas]";
- mes "At Eight, we're both in love.";
- mes "At Nine, you know my heart.";
- mes "At Ten, I know you've";
- mes "been waiting for me.";
- next;
- mes "[Collection of Eddas]";
- mes "At Eleven, a precious";
- mes "Whisper: 'Will you marry me?'";
- mes "At Twelve, our two hearts";
- mes "Are one. 12 petals, our";
- mes "Love finally blossoms.";
- next;
- mes "^3355FFYou copy down the final lines, and keep them in a note inside your pocket.";
- set gef_bard_q,15;
- close;
-
- } else {
- mes "[" + @name$ + "]";
- mes "*Sigh* I can barely read this book. Maybe I should try flipping through another one.";
- close;
- }
-
- } else {
- mes "[Sketzi Bundin]";
- mes "I'm sorry, but that book is too fragile for handling. Only special customers can peruse these books.";
- close;
- }
-}
-
-
-yuno_in01,173,96,0 script Luke's Songs Vol.1 111,{
- if (gef_bard_q > 11) {
- mes "[Preface]";
- mes "I, Luke of Izlude, greatest of Bards in my time, leave the lyrics of my essential songs for posterity.";
- mes " ";
- mes "Contents";
- next;
-
- switch(select("Wedding Song:Life is a Water Mill:We")) {
-
- case 1:
- mes "[Wedding Song]";
- mes "Prontera Sanctuary";
- mes "Is where all are heading";
- mes "To celebrate your union";
- mes "At your most happy wedding.";
- next;
- mes "[Wedding Song]";
- mes "With joy I strum my Lute";
- mes "As that is my trade";
- mes "To bring cheerful song";
- mes "To your wedding parade.";
- next;
- mes "[Wedding Song]";
- mes "For my songs, pay me";
- mes "Not Zeny or Gold,";
- mes "But the smile of the";
- mes "Bride, if I may";
- mes "be so bold.";
- next;
- mes "[Wedding Song]";
- mes "The glistening eyes";
- mes "Of a beautiful lass";
- mes "Those lustrous locks";
- mes "And that firm, supple--";
- next;
- mes "[Wedding Song]";
- mes "Forgive me, groom!";
- mes "But she's just so beautiful!";
- mes "May your union be blessed!";
- mes "Er, may your wife be dutiful.";
- next;
- mes "[Luke's Note]";
- mes "This song is about a certain Bard who was invited to a wedding ceremony and could not resist the bride's beauty. He ended up singing a song of seduction.";
- next;
- mes "[Luke's Note]";
- mes "The lyrics, of course, are fictional, and are in no way anecdotal.";
- close;
-
- case 2:
- mes "[Life is a Water Mill]";
- mes "I chased after fame.";
- mes "It eluded me.";
- mes "I ran after happiness";
- mes "But never caught it.";
- next;
- mes "[Life is a Water Mill]";
- mes "But tomorrow will still";
- mes "Be there, I'm sure.";
- mes "Like the Water Mill";
- mes "In Al De Baran";
- mes "Which turns as";
- mes "Life goes on.";
- next;
- mes "[Life is a Water Mill]";
- mes "Cheer up! Life goes on.";
- mes "As surely as the Water";
- mes "Mill turns, tomorrow";
- mes "Will come.";
- next;
- mes "[Luke's Note]";
- mes "This song was";
- mes "made to give comfort";
- mes "to people in despair.";
- close;
-
- case 3:
- mes "[We]";
- mes "A good Bard sings";
- mes "To please his listener.";
- mes "So do not expect a sad song";
- mes "That deepens your anguish.";
- next;
- mes "[We]";
- mes "A good Dancer dances";
- mes "To please her audience.";
- mes "Shall we dance together?";
- mes "Just hold my hands.";
- mes "La la la~ La la la~";
- next;
- mes "[We]";
- mes "Towner: 'Then why the hell do you guys make discords sometimes?!'";
- mes "Bard: 'Well... Nobody's perfect!";
- next;
- mes "[Luke's Note]";
- mes "This song is good to be sung during festivals, as the intentional discord encourages the audience to participate. Aside from that, this song is pretty meaningless.";
- close;
- }
-
- } else {
- mes "[Sketzi Bundin]";
- mes "I'm sorry, but that book is not available for public exhibition.";
- close;
- }
-}
-
-yuno_in01,173,94,0 script Battle Songs 111,{
- if (gef_bard_q > 11) {
- mes "[Drumming in the battlefield]";
- mes "This song was written to give courage to soldiers on the battlefield.";
- next;
- mes "[Drumming in the battlefield]";
- mes "The sounds of galloping";
- mes "Echo in the distance.";
- mes "A cloud of hazy dust";
- next;
- mes "[Drumming in the battlefield]";
- mes "Fills the setting sun.";
- mes "Thousands of eyes open";
- mes "Torches on the castle";
- mes "Flare like thousands of Ifrits.";
- next;
- mes "[Drumming in the battlefield]";
- mes "Hear the throbbing of my heart,";
- mes "The blood flowing in my veins.";
- mes "Feeling the heaviness of my armor.";
- mes "The enemy has appeared before us.";
- next;
- mes "[Drumming in the battlefield]";
- mes "Beat the drums hard, harder!";
- mes "Courage, soldiers, march forward!";
- mes "Shout loud, soldiers, louder!";
- mes "Today will never come back!";
- next;
- mes "[Drumming in the battlefield]";
- mes "Stun the sky";
- mes "Provoke the earth,";
- mes "I feel my heartbeat again.";
- mes "Blow the bugle to";
- mes "Sway the fortress.";
- mes "Today will never come back!";
- close;
-
- } else {
- mes "[Sketzi Bundin]";
- mes "I'm sorry, but that book is not available for public exhibition.";
- close;
- }
-}
-
-
-yuno_in01,173,92,0 script Apple of Idun 111,{
- if (gef_bard_q > 11) {
- mes "[Apple of Idun]";
- mes "This song praises the golden apples of the goddess Idun. These were the source of the God's power, as it prevented them from growing old.";
- next;
- mes "[Apple of Idun]";
- mes "Every god never grows old";
- mes "Because of beautiful";
- mes "Goddess, Idun.";
- mes "Keeper of the apples of youth";
- mes "Goddess of immortality.";
- next;
- mes "[Apple of Idun]";
- mes "Every god never grows old.";
- mes "Idun, the wife of Bragi,";
- mes "Idun, Odin's daughter in law~";
- mes "The apples she keeps";
- mes "In her basket.";
- next;
- mes "[Apple of Idun]";
- mes "Without Idun,";
- mes "Every god would";
- mes "have succumbed to age.";
- next;
- mes "[Apple of Idun]";
- mes "Even Thor, the strongest of gods,";
- mes "would grow frail, Megingjard would";
- mes "slip from his waist, and Mjolnir";
- mes "would never fly again.";
- next;
- mes "[Apple of Idun]";
- mes "Without Idun,";
- mes "Every god would";
- mes "have succumbed to age.";
- mes "Loki was careless once,";
- mes "and made her lost to the gods.";
- mes "Loki was forced to get her back.";
- next;
- mes "[Apple of Idun]";
- mes "My goddess stands";
- mes "In the field of Asgard";
- mes "She hands me fruit from heaven.";
- mes "You will be loved by every god...";
- mes "You will be blessed";
- mes "By every god...";
- next;
- mes "[Apple of Idun]";
- mes "If you share the";
- mes "Apple of youth with me";
- mes "Even a bite of it with";
- mes "This poor poet.";
- next;
- mes "[Apple of Idun]";
- mes "You will be loved by every god...";
- mes "You will be blessed";
- mes "By every god...";
- close;
-
- } else {
- mes "[Sketzi Bundin]";
- mes "I'm sorry, but that book is not available for public exhibition.";
- close;
- }
-}
-
-payon,181,172,3 script Bard#4 51,{
- set @name$,strcharinfo(0);
- if (gef_bard_q == 2 || gef_bard_q == 22) {
- mes "[Gunther Doubleharmony]";
- mes "Hahaha~!";
- mes "Listen, listen!";
- next;
- mes "[Gunther Doubleharmony]";
- mes "I was told this song from one of my friends about this Merchant who lives in Payon and everyone loves this song, especially because I'm singing it and you know that...";
- next;
- mes "[" + @name$ + "]";
- mes "Excuse me.";
- mes "Are you...";
- mes "Gunther Doubleharmony?";
- next;
- mes "[Gunther Doubleharmony]";
- mes "...the Merchant was so poor he didn't even have--eh? Oh yeah, right. That's me. What's up?";
- next;
- mes "^3355FFYou explain that you have come to him, seeking lost song lyrics.^000000";
- next;
- mes "[Gunther Doubleharmony]";
- mes "Ahhhhhhh, I see.";
- mes "Now, what was the";
- mes "name of the song again?";
- next;
- input .@inputstr$;
- if (.@inputstr$ == "At One, I Fall in Love") {
- mes "[Gunther Doubleharmony]";
- mes "Ah~ that song...?";
- mes "By the way, who asked you";
- mes "to find out about the song?";
- next;
- input .@inputstr$;
- if (.@inputstr$ == "Minty Errende") {
- mes "[Gunther Doubleharmony]";
- mes "Yes, that's my friend! Minty Errende! We used to so close to each other, so I'll write every word of the song for my friend Minty Errende, so turn around please!";
- next;
- mes "^3355FFGunther furiously scribbled something upon your back.^000000";
- next;
- mes "[Gunther Doubleharmony]";
- mes "There you go! Now you can go back to Minty Errende and show him your back and he will see what I wrote and then remember the lyrics!";
- if (gef_bard_q == 2) set gef_bard_q,3;
- if (gef_bard_q == 22) set gef_bard_q,23;
- close;
-
- } else {
- mes "[Gunther Doubleharmony]";
- mes "No no no, I don't know anyone with that name, so you better go and check the name of the person asking again, okay?";
- close;
- }
-
- } else {
- mes "[Gunther Doubleharmony]";
- mes "No no no no, I don't know any song with that title, it might not even exist, so you should go and check the name of the song again and tell me, okay?";
- close;
- }
-
- } else if (gef_bard_q == 6 || gef_bard_q == 26) {
- mes "[Gunther Doubleharmony]";
- mes "You came back again!";
- mes "Huh, the song I wrote on your back? Hold on, hold on, let me think let me--ah, right, I got it!";
- next;
- mes "[Gunther Doubleharmony]";
- mes "The words I wrote down on your back were written by Mr. Kitty, my idol, my hero! That song is the art of ^228B22Kino Kitty^000000!";
- next;
- mes "[Gunther Doubleharmony]";
- mes "I wish that someday I could be as great a Bard as him!";
- close;
-
- } else {
- mes "[Gunther Doubleharmony]";
- mes "Hahaha~!";
- mes "Listen, listen!";
- next;
- mes "[Gunther Doubleharmony]";
- mes "I was told this song from one of my friends about this Merchant who lives in Payon and everyone loves this song, especially because I'm singing it and you know that...";
- next;
- mes "[Gunther Doubleharmony]";
- mes "Oh, right...!";
- mes "Do you wanna listen";
- mes "to my song or a story?";
- mes "I know you want to!";
- mes "Right, right?";
- next;
-
- if(select("Show some interest.:Ignore him.")==1) {
- mes "[Gunther Doubleharmony]";
- mes "Yay~! I knew it!";
- mes "So you wanna hear";
- mes "a song or a story?";
- next;
- switch(select("A song:A story:Maybe some other time")) {
- case 1:
- set @song_random,rand(1,3);
- if (@song_random == 1) {
- mes "[Gunther Doubleharmony]";
- mes "Gunther sings!";
- mes "Gunther dances!";
- mes "The tile of this song is~";
- mes "'The Rich Mr. Kim~!'";
- next;
- mes "^228B22Merchant of Payon";
- mes "So poooooooor~";
- mes "No money for armor";
- mes "No money to make.";
- next;
- mes "^228B22Sold the";
- mes "Cotton Shirt";
- mes "Off his back";
- mes "No pity he'll take.^000000";
- next;
- mes "^228B22First he only sold Red Pots";
- mes "At first, he only sold red pots.";
- mes "Then he moved up to Carrots, whoohoo~";
- mes "He could afford new armor";
- mes "and even wear it,";
- mes "whoohoo~^000000";
- next;
- mes "^228B22But one day, he was scammed";
- mes "Scammed by a wicked guild.";
- mes "Made poor once again.";
- mes "He decided to go to Ant Hell";
- mes "Right there";
- mes "And right then.";
- next;
- mes "^228B22Bats, Dwarves, Eggs, Ants!";
- mes "He battled them all~";
- mes "Worm Peelings, Jellopy!";
- mes "He gathered loot great and small.";
- next;
- mes "^228B22Then the glorious day came";
- mes "When he found a valuable card";
- mes "That'd bring great wealth to his naaaame~^000000";
- next;
- mes "^228B22But he kept it dear to him";
- mes "To remember his times of";
- mes "working so hard.";
- mes "He never sold it, never sold";
- mes "his precious card~^000000";
- next;
- mes "[Gunther Doubleharmony]";
- mes "That's a very old story about rich Mr. Kim, and his rise from rags to riches to rags to riches. Is it true or is it fiction? Oh, please don't ask me! I've no clue!";
- close;
-
- } else if (@song_random == 2) {
- mes "[Gunther Doubleharmony]";
- mes "*Ahem*";
- mes "Gunther sings ";
- mes "of Yggdrasil~";
- next;
- mes "^228B22Evergreen Yggdrasil~";
- mes "Giant ashen tree";
- mes "reaching for the sky.";
- mes "Crystal, morning dew";
- mes "From its leaves";
- mes "Formed Urd's Pond.^000000";
- next;
- mes "^228B22Three wise girls.";
- mes "Seated beneath its boughs.";
- mes "Urd of the past,";
- mes "Belldandy of the present";
- mes "Skuld the future.^000000";
- next;
- mes "^228B22Spinning, weaving";
- mes "Threads of destiny.";
- mes "Evergreen Yggdrasil~";
- mes "Giant ashen tree";
- mes "reaching for the sky.";
- mes "Its roots soaked with tears.^000000";
- next;
- mes "^228B22Death in Hvergelmir.";
- mes "An evil dragon";
- mes "Burning its roots";
- mes "With eternal flame.";
- mes "The evil dragon Nidhogg";
- mes "Living between Yggdrasil";
- mes "and Niffheim.^000000";
- next;
- mes "^228B22Evergreen Yggdrasil~";
- mes "Giant ashen tree";
- mes "reaching for the sky.";
- mes "Wisdom in its roots";
- mes "Roots reaching";
- mes "Mimir's pond.^000000";
- next;
- mes "^228B22Guarded by a wise giant.";
- mes "Odin sacrificed one";
- mes "of his eyes for the wisdom.";
- mes "Heimdall's horn hidden";
- mes "In Yggdrasil's roots";
- mes "Will sound one last time";
- mes "Signaling Ragnarok.^000000";
- next;
- mes "[Gunther Doubleharmony]";
- mes "This is a very old story...";
- mes "Is it truth or fiction? But please don't ask me, I have no idea~!";
- close;
-
- } else {
- mes "[Gunther Doubleharmony]";
- mes "I will sing one of Luke's songs, you know, Luke, one of the greatest Bards of his time? But I changed the words a little bit.";
- next;
- mes "^228B22I found it in a drawer.";
- mes "Old, worn letters";
- mes "Forming elaborate words.";
- mes "Sincere reflection";
- mes "Of a sincere mind.^000000";
- next;
- mes "^228B22I found it in a drawer.";
- mes "Was I really like that once?";
- mes "Was I really that childish?";
- mes "My memories are tarnished.";
- next;
- mes "^228B22I found it in a drawer.";
- mes "Love I had forgotten.";
- mes "She never got this letter.";
- mes "But both of us were too shy.";
- next;
- mes "^228B22I found it in a drawer.";
- mes "Love I had forgotten.";
- mes "I never gave her this letter.";
- mes "But both of us were too proud.";
- next;
- mes "[Gunther Doubleharmony]";
- mes "Do you have anyone in mind? Do you? If you ever write a love letter, you must send it and express yourself.";
- next;
- mes "[Gunther Doubleharmony]";
- mes "If you've written love letters that you'll never send, throw them away. Throw your goddamn pride away.";
- close;
- }
-
- case 2:
- set @story,rand(1,3);
- if (story == 1) {
- mes "[Gunther Doubleharmony]";
- mes "Um, have you ever";
- mes "tasted Comodo cheese?";
- next;
- mes "[Gunther Doubleharmony]";
- mes "You can only taste it in Comodo, but you need to have a good strong stomach to digest it. Oh! And the cheese has a secret!";
- next;
- mes "[Gunther Doubleharmony]";
- mes "You ^228B22might^000000 be invulnerable to the power of the doomed swords, which come from the other world, if you eat it!";
- next;
- mes "[Gunther Doubleharmony]";
- mes "Why don't you go taste it if you haven't yet? I tried to taste it once. It was kind of yummy, but then I fainted. Hahahaha~!";
- close;
-
- } else if (story == 2) {
- mes "[Gunther Doubleharmony]";
- mes "I was passing Prontera the other day at the place where it used to be the Swordman training ground.";
- next;
- mes "[Gunther Doubleharmony]";
- mes "I saw some kid training really really hard and he didn't notice me watching him, so I guess he was really really serious!";
- next;
- mes "[Gunther Doubleharmony]";
- mes "He looked like he wanted to be a professional Swordman, but he was also giving his gear away to other Novices.";
- next;
- mes "[Gunther Doubleharmony]";
- mes "I got bored watching him do the same thing over and over and over again, but I think the Monster Research Organization would like him if I introduced him.";
- close;
-
- } else {
- mes "[Gunther Doubleharmony]";
- mes "Have you ever been in Lutie,";
- mes "land of year round snow?";
- next;
- mes "[Gunther Doubleharmony]";
- mes "There is a snowman named";
- mes "SnowySnow and if you met him, you'd know all sorts of things about him like he can talk! It's so strange and mysterious~!";
- next;
- mes "[Gunther Doubleharmony]";
- mes "He has a mysterious bag where endless gifts come out, and he's got a mysterious past involving some colder town and something about a nasty witch.";
- next;
- mes "[Gunther Doubleharmony]";
- mes "But it's okay because he was rescued by some Alchemist and came back to life, but you should go to Lutie if you wanna know more about him, okay?";
- close;
- }
-
- case 3:
- mes "[Gunther Doubleharmony]";
- mes "You're gonna leave right now and not even listen to me a little bit? Okay, I'm cool, but promise you'll come back and listen to just one of my songs, okay?";
- close;
-
- }
-
- } else {
- mes "[" + @name$ + "]";
- mes "...";
- next;
- mes "[Gunther Doubleharmony]";
- mes "Wow, you're ignoring me, huh? Alright, that's fine by me! Unless you have some kind of problem where you can't talk, then I'm really really sorry.";
- close;
- }
-
- }
-
-}
-
-yuno_in04,20,123,7 script Representative#bq 95,{
-//set @check = GetGlobalVar "040708_god2"
- mes "[Marlin Putiur]";
- if (god_brising == 3) {
- mes "Welcome to the";
- mes "Monster Research";
- mes "Organization.";
- next;
- mes "[Marlin Putiur]";
- mes "We are researching monsters based upon information from adventurers in order to efficiently cope with monsters out in the wild.";
- next;
- mes "[Marlin Putiur]";
- mes "We're accepting any kind of information related to monsters,";
- mes "so if you have any news or info, please don't hesitate to submit it to me.";
- next;
- mes "[Marlin Putiur]";
- mes "You can use the report documentation form in";
- mes "this room at your convenience.";
- next;
- mes "[Marlin Putiur]";
- mes "Eh...?";
- mes "Did you just say";
- mes "you're looking for";
- mes "someone? Well...";
- next;
- mes "[Marlin Putiur]";
- mes "Well, if he's a registered";
- mes "member of this organization,";
- mes "I can help you.";
- next;
- mes "[Marlin Putiur]";
- mes "What was the name?";
- mes "Hermite Charles...?";
- next;
- mes "[Marlin Putiur]";
- mes "Oh, I found him.";
- mes "Errr, but he didn't submit all of the required information when he applied for membership...";
- next;
- mes "[Marlin Putiur]";
- mes "Oh. He's a Rogue.";
- mes "Well, that explains everything. Anyway, did you want to see all";
- mes "the information we have?";
- next;
- mes "^3355FFMarlin shows you";
- mes "the membership";
- mes "application card.^000000";
- next;
- mes "[Membership Card]";
- mes "Name: Hermite Charles";
- mes "Job: Rogue";
- mes "Sex: Rogue";
- mes "Address: Yo Mama Street, Prontera";
- next;
- mes "[Marlin Putiur]";
- mes "Unfortunately, we don't have any more information. But I hope this will be helpful to you in some way.";
- next;
- mes "[Marlin Putiur]";
- mes "Still, it may be a good idea to visit the Rogue Guild. Perhaps";
- mes "they can help you.";
- close;
- }
-
- mes "Welcome to the";
- mes "Monster Research";
- mes "Organization.";
- next;
- mes "[Marlin Putiur]";
- mes "We are researching monsters based on information from adventurers in order to efficiently cope with monsters out in the wild.";
- next;
- mes "[Marlin Putiur]";
- mes "We're accepting any kind of information related to monsters, so if you have any news or info, please don't hesitate to submit it to me.";
- next;
- mes "[Marlin Putiur]";
- mes "You can use the report documentation form in this room at your convenience.";
- if (gef_bard_q == 4 || gef_bard_q == 24) {
- next;
- mes "[Marlin Putiur]";
- mes "Hmmm?";
- mes "Adventurers of this organization? Ah, you say you're looking for a Bard?";
- next;
- mes "[Marlin Putuir]";
- mes "Yes, we have a few Bard members who regularly send us information related to monsters.";
- next;
- mes "[Marlin Putiur]";
- mes "I also hear the Bards have been helping scholars instill bulletin boards in fields which indicate the location for new adventurers. Would you let me know the full name of the person you're looking for?";
- next;
- input .@inputstr$;
- if (.@inputstr$ == "Minty Errende") {
- mes "[Marlin Putiur]";
- mes "Minty Errende...";
- mes "Oh yes, I remember him. He told me a while ago that he's heading South, and that he's staying in Geffen now.";
- next;
- mes "[Marlin Putiur]";
- mes "He's a very kind, friendly person. Errende's always doing his best to provide us with the information we need. When you get a chance, would you please give him my regards?";
- close;
-
- } else if (.@inputstr$ == "Kino Kitty") {
- mes "[Marlin Putiur]";
- mes "Kino Kitty, Kino Kitty... Oh, here we are. He sent us a letter that says, 'I will stay in the desert until I find my real self.'";
- next;
- mes "[Marlin Putiur]";
- mes "He doesn't seem healthy, but I guess he's still traveling. Trying seeking him out in Morroc, and give my regards to him if you get the chance.";
- close;
-
- } else if (.@inputstr$ == "Gunther Doubleharmony") {
- mes "[Marlin Putiur]";
- mes "Ah, are you a friend of Gunther's? Haha, he's a very funny guy, if a little excitable. Let's see, Gunther, Gunther...";
- next;
- mes "[Marlin Putiur]";
- mes "Ah, it says here that he wanted to look around Payon and Alberta. So he'll be at one of those places. I'm sorry I can't be more specific.";
- close;
-
- } else {
- mes "[Marlin Putiur]";
- mes " " + .@inputstr$ + "...?";
- mes "Ummm hmm...";
- mes "I'm sorry, but we don't have any records for that person.";
- close;
- }
-
- } else {
- next;
- mes "[Marlin Putiur]";
- mes "We are endeavoring to research monsters in this world with the intent to aid each and every adventurer on their journeys.";
- close;
- }
-}
-
-yuno_in04,33,119,3 script Adventurer#1 828,{
- mes "...";
- next;
- mes "...";
- mes ".......";
- next;
- mes "^3355FF*Scribble Scribble*^000000";
- next;
- mes "[Energetic Young Man]";
- mes "Err...?";
- mes "What is it?";
- next;
- if (!sex) {
- emotion e_heh;
- mes "[Energetic Young Man]";
- mes "Oh...!";
- mes "A beautiful,";
- mes "young lady~!";
- next;
- mes "[Energetic Young Man]";
- mes "Hello there~";
- mes "My name is Pane.";
- mes "May I ask yours?";
- set @name$,strcharinfo(0);
- input .@inputstr$;
- next;
- mes "[Energetic Young Man]";
- mes "Oh...";
- mes "" +.@inputstr$+ "...";
- if (@name$ == .@inputstr$) {
- next;
- mes "[Energetic Young Man]";
- mes "^FF6699"+.@inputstr$+"!";
- mes "Such a wonderful name!";
- next;
- mes "[Energetic Young Man]";
- mes "I shall remember your name, my lady. Oh, but I'm so sorry. I'm kind of busy right now. Would you come back later? I'll do my best to please you next time.";
- emotion e_kis;
- close;
-
- } else {
- mes "That's your name?";
- next;
- mes "[Energetic Young Man]";
- mes "Eh, whatever. Oh, but I'm so sorry. I'm kind of busy right now. Would you come back later? I'll do my best to please you next time.";
- emotion e_heh;
- close;
- }
-
- } else {
- mes "[Energetic Young Man]";
- mes "What, man...!";
- mes "Leave me alone.";
- mes "Can't you see I'm busy?";
- close;
- }
-}
diff --git a/npc/quests/Dandelion_Request.txt b/npc/quests/Dandelion_Request.txt
deleted file mode 100644
index 60af8ace2..000000000
--- a/npc/quests/Dandelion_Request.txt
+++ /dev/null
@@ -1,10290 +0,0 @@
-//===== rAthena Script =======================================
-//= Dandelion's Request / Morocc Invasion quest
-//===== By: ==================================================
-//= SinSloth
-//===== Current Version: =====================================
-//= 1.2
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= A Morroc quest that is no longer used.
-//===== Additional Comments: =================================
-//= 1.1 Fixed a small bug in Dandelion's Request. [SinSloth]
-//= 1.2 Moved Dandelion's Request to its own file.
-//============================================================
-
-izlude,103,106,3 script Guildsman#1 48,3,3,{
-
- if(checkweight(7416,1) != 1)
- {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if(!(BaseLevel > 59) || !(BaseJob == Job_Novice || BaseJob == Job_SuperNovice || BaseClass == Job_Swordman))
- {
- mes "[Guildsman]";
- mes "There are rumors";
- mes "going around about";
- mes "the disappearances of";
- mes "children in the Morroc";
- mes "area. Some guilds believe";
- mes "these are actually kidnappings.";
- next;
- mes "[Guildsman]";
- mes "Those poor kids...";
- mes "If I could do something";
- mes "to help them, by George,";
- mes "I would do it in a flash.";
- close;
- }
- if(!mao_request)
- {
- if ((BaseJob == Job_Novice) || (BaseJob == Job_SuperNovice))
- {
- mes "[Guildsman]";
- mes "Excuse me? "+strcharinfo(0)+"?";
- mes "Hi there, I've been waiting for";
- mes "you to wander past me for such";
- mes "a long time, you know that?";
- mes "Novices and Super Novices";
- mes "are so hard to track down...";
- next;
- mes "[Guildsman]";
- mes "Anyway, I don't know if you";
- mes "know this, but a lot of kids are missing from Morroc recently.";
- mes "We're not sure, but we think it's related to the latest assignment";
- mes "for our Assassin Guild.";
- next;
- mes "[Guildsman]";
- mes "Anyway, the client for this";
- mes "assignment needs all the help";
- mes "he can get. Now, I've heard";
- mes "about you, and I think that";
- mes "you could be really helpful to";
- mes "us in this specific situation.";
- next;
- mes "[Guildsman]";
- mes "Look, just do me a favor";
- mes "and do the right thing like";
- mes "you always do, okay? Here's";
- mes "a letter of recommendation";
- mes "to get you started on this";
- mes "mission, alright?";
- set mao_request,1;
- getitem 7416,1;
- close;
- }
- else if((BaseJob == Job_Swordman) || (BaseJob == Job_Swordman_High))
- {
- mes "[Guildsman]";
- mes "Hey, " + strcharinfo(0) + "!";
- mes "Great, I knew you'd";
- mes "show up sooner or later.";
- mes "Listen, I'm working here";
- mes "as a representative of the";
- mes "Swordman Assocation.";
- next;
- mes "[Guildsman]";
- mes "Listen, there's something";
- mes "big going on, and I think it's";
- mes "the most important thing the";
- mes "Swordman Association has ever";
- mes "been involved in. Pack your bags and head to Morroc right now!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "All the way to Morroc...?";
- mes "Why, what's going on?";
- next;
- mes "[Guildsman]";
- mes "I don't know all the details,";
- mes "but the Assassin Guild is";
- mes "working on some missing";
- mes "children's case, and they've";
- mes "requested help from us and";
- mes "all the other guilds...";
- next;
- mes "[Guildsman]";
- mes "Rogues, Bards, Novices,";
- mes "Super Novices, Priests...";
- mes "You name it. This is gonna be";
- mes "huge. Listen, if you're going";
- mes "to help, then let me give you this letter of recommendation...";
- set mao_request,1;
- getitem 7416,1;
- close;
- }
- else if((Class == Job_Knight) || (Class == Job_Lord_Knight))
- {
- mes "[Guildsman]";
- mes "" + strcharinfo(0) +"...?";
- mes "I knew you'd show up if";
- mes "Listen, I have a notice for";
- mes "you from the Prontera Chivalry.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "For me? That sounds";
- mes "strange, but would you";
- mes "please read it to me?";
- next;
- mes "[Guildsman]";
- mes "''RE: "+ strcharinfo(0) +"";
- mes "As leader of the Prontera";
- mes "Chivalry, I formally request";
- mes "you to represent the Knights of";
- mes "Rune-Midgarts in cooperation";
- mes "with the Assassin Guild.''";
- next;
- mes "[Guildsman]";
- mes "Please assist the Assassin";
- mes "Guild in any way befitting of";
- mes "the Knighthood in a special";
- mes "mission to rescue children";
- mes "missing from Morroc.";
- mes "-- Captain Herman''";
- next;
- mes "[Guildsman]";
- mes "There, that's all it says.";
- mes "Here, I think you'll need";
- mes "this letter of recommendation";
- mes "if you plan to follow these";
- mes "orders. I hope you take that";
- mes "mission for those kids' sake...";
- set mao_request,1;
- getitem 7416,1;
- close;
- }
- else if((Class == Job_Crusader) || (Class == Job_Paladin))
- {
- mes "[Guildsman]";
- mes "Excuse me...?";
- mes ""+strcharinfo(0)+"...?";
- mes "I'm sorry to bother you, but";
- mes "I've got an urgent communique";
- mes "for you from Sir Michael Halig";
- mes "of the Crusaders...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "They usually don't";
- mes "send messages. I guess";
- mes "whatever he has to say";
- mes "must be really important.";
- mes "What does it say?";
- next;
- mes "[Guildsman]";
- mes "Let's see here... Something";
- mes "about a missing children's case";
- mes "the the Assassin Guild is working on... Ah! The Assassin Guild has";
- mes "requested help from the Crusaders. So I guess you were recommended.";
- next;
- mes "[Guildsman]";
- mes "Look, here's the letter of";
- mes "recommendation that I'm";
- mes "supposed to give you if you";
- mes "plan on taking the mission.";
- mes "For the sake of those missing kids, I really hope that you do.";
- set mao_request,1;
- getitem 7416,1;
- close;
- }
- }
- else if(mao_request == 1)
- {
- if ((BaseJob == Job_Novice) || (BaseJob == Job_SuperNovice))
- {
- mes "[Guildsman]";
- mes "Ah, I forgot to tell you";
- mes "exactly where you need to";
- mes "go for the mission details!";
- mes "Let's see... You're supposed";
- mes "to... Ah, now I remember~";
- next;
- mes "[Guildsman]";
- mes "If you check out the";
- mes "west side of the Oasis";
- mes "inside Morroc, you'll find";
- mes "a very suspicious looking";
- mes "hut. Your contact from the";
- mes "Assassin Guild is near there.";
- next;
- mes "[Guildsman]";
- mes "I'm sure you'll find it if";
- mes "you keep your eyes open.";
- mes "Anyway, that's all I know.";
- mes "Why don't you go check it out?";
- close;
- }
- else if((BaseJob == Job_Swordman) || (BaseJob == Job_Swordman_High))
- {
- mes "[Guildsman]";
- mes "Right, for this mission,";
- mes "you'll need to meet with your";
- mes "contact from the Assassin";
- mes "Guild near a hut at the west";
- mes "side of the Oasis inside Morroc.^FFFFFF ^000000 So keep an eye out for him.";
- next;
- mes "[Guildsman]";
- mes "I doubt you'll have";
- mes "trouble finding the guy,";
- mes "even if all Thieves and";
- mes "Assassins are starting";
- mes "to look the same. You";
- mes "know what I mean, right?";
- close;
- }
- else if((Class == Job_Knight) || (Class == Job_Lord_Knight) || (Class == Job_Crusader) || (Class == Job_Paladin))
- {
- mes "[Guildsman]";
- mes "Are you thinking of taking";
- mes "the mission? That's great!";
- mes "Now, you need to meet your";
- mes "contact from the Assassin";
- mes "Guild outside a hut on the west side of the Oasis inside Morroc.";
- next;
- mes "[Guildsman]";
- mes "I know those directions";
- mes "aren't very clear, but this";
- mes "is supposedly a top secret";
- mes "location that's usually only";
- mes "known to the Assassins...";
- close;
- }
- }
- else if(((mao_request > 2) && (mao_request < 27)) || ((mao_request > 102) && (mao_request < 125)))
- {
- mes "[Guildsman]";
- mes "It looks like you're";
- mes "working well with the";
- mes "Assassin Guild. Still,";
- mes "be careful. There might";
- mes "be more to this mission";
- mes "than meets the eye, you know?";
- close;
- }
- else
- {
- mes "[Guildsman]";
- mes "It's a nice day, isn't it?";
- mes "Though, I hope something";
- mes "exciting happens soon. Peace";
- mes "is great and all, but I prefer";
- mes "to have my life shook up";
- mes "every now and then.";
- close;
- }
-
-OnTouch:
- if(checkweight(7416,1) != 1)
- {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if(BaseLevel > 59)
- {
- if(!mao_request)
- {
- if ((BaseJob == Job_Novice) || (BaseJob == Job_SuperNovice))
- {
- mes "[Guildsman]";
- mes "Excuse me? "+strcharinfo(0)+"?";
- mes "Hi there, I've been waiting for";
- mes "you to wander past me for such";
- mes "a long time, you know that?";
- mes "Novices and Super Novices";
- mes "are so hard to track down...";
- next;
- mes "[Guildsman]";
- mes "Anyway, I don't know if you";
- mes "know this, but a lot of kids are missing from Morroc recently.";
- mes "We're not sure, but we think it's related to the latest assignment";
- mes "for our Assassin Guild.";
- next;
- mes "[Guildsman]";
- mes "Anyway, the client for this";
- mes "assignment needs all the help";
- mes "he can get. Now, I've heard";
- mes "about you, and I think that";
- mes "you could be really helpful to";
- mes "us in this specific situation.";
- next;
- mes "[Guildsman]";
- mes "Look, just do me a favor";
- mes "and do the right thing like";
- mes "you always do, okay? Here's";
- mes "a letter of recommendation";
- mes "to get you started on this";
- mes "mission, alright?";
- set mao_request,1;
- getitem 7416,1;
- close;
- }
- else if((BaseJob == Job_Swordman) || (BaseJob == Job_Swordman_High))
- {
- mes "[Guildsman]";
- mes "Hey, " + strcharinfo(0) + "!";
- mes "Great, I knew you'd";
- mes "show up sooner or later.";
- mes "Listen, I'm working here";
- mes "as a representative of the";
- mes "Swordman Assocation.";
- next;
- mes "[Guildsman]";
- mes "Listen, there's something";
- mes "big going on, and I think it's";
- mes "the most important thing the";
- mes "Swordman Association has ever";
- mes "been involved in. Pack your bags and head to Morroc right now!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "All the way to Morroc...?";
- mes "Why, what's going on?";
- next;
- mes "[Guildsman]";
- mes "I don't know all the details,";
- mes "but the Assassin Guild is";
- mes "working on some missing";
- mes "children's case, and they've";
- mes "requested help from us and";
- mes "all the other guilds...";
- next;
- mes "[Guildsman]";
- mes "Rogues, Bards, Novices,";
- mes "Super Novices, Priests...";
- mes "You name it. This is gonna be";
- mes "huge. Listen, if you're going";
- mes "to help, then let me give you this letter of recommendation...";
- set mao_request,1;
- getitem 7416,1;
- close;
- }
- else if((Class == Job_Knight) || (Class == Job_Lord_Knight))
- {
- mes "[Guildsman]";
- mes "" + strcharinfo(0) +"...?";
- mes "I knew you'd show up if";
- mes "Listen, I have a notice for";
- mes "you from the Prontera Chivalry.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "For me? That sounds";
- mes "strange, but would you";
- mes "please read it to me?";
- next;
- mes "[Guildsman]";
- mes "''RE: "+ strcharinfo(0) +"";
- mes "As leader of the Prontera";
- mes "Chivalry, I formally request";
- mes "you to represent the Knights of";
- mes "Rune-Midgarts in cooperation";
- mes "with the Assassin Guild.''";
- next;
- mes "[Guildsman]";
- mes "Please assist the Assassin";
- mes "Guild in any way befitting of";
- mes "the Knighthood in a special";
- mes "mission to rescue children";
- mes "missing from Morroc.";
- mes "-- Captain Herman''";
- next;
- mes "[Guildsman]";
- mes "There, that's all it says.";
- mes "Here, I think you'll need";
- mes "this letter of recommendation";
- mes "if you plan to follow these";
- mes "orders. I hope you take that";
- mes "mission for those kids' sake...";
- set mao_request,1;
- getitem 7416,1;
- close;
- }
- else if((Class == Job_Crusader) || (Class == Job_Paladin))
- {
- mes "[Guildsman]";
- mes "Excuse me...?";
- mes ""+strcharinfo(0)+"...?";
- mes "I'm sorry to bother you, but";
- mes "I've got an urgent communique";
- mes "for you from Sir Michael Halig";
- mes "of the Crusaders...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "They usually don't";
- mes "send messages. I guess";
- mes "whatever he has to say";
- mes "must be really important.";
- mes "What does it say?";
- next;
- mes "[Guildsman]";
- mes "Let's see here... Something";
- mes "about a missing children's case";
- mes "the the Assassin Guild is working on... Ah! The Assassin Guild has";
- mes "requested help from the Crusaders. So I guess you were recommended.";
- next;
- mes "[Guildsman]";
- mes "Look, here's the letter of";
- mes "recommendation that I'm";
- mes "supposed to give you if you";
- mes "plan on taking the mission.";
- mes "For the sake of those missing kids, I really hope that you do.";
- set mao_request,1;
- getitem 7416,1;
- close;
- }
- }
- }
-}
-
-prontera,237,313,3 script Nun#moc 79,3,3,{
-
- if(checkweight(7416,1) != 1)
- {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if(!(BaseLevel > 59))
- {
- mes "[Nun]";
- mes "Oh, hello there~";
- mes "Peace be with you,";
- mes "adventurer. Remember";
- mes "that no matter how different";
- mes "people may be, all of us are";
- mes "united in our humanity.";
- close;
- }
- if(!(BaseClass == Job_Acolyte))
- {
- mes "[Nun]";
- mes "Ah, hello. Would you ask";
- mes "anyone that you know";
- mes "to be affiliated with the";
- mes "Prontera Church to talk to";
- mes "me? Acolytes, Priests, Monks...";
- mes "Any of those would be fine.";
- next;
- mes "[Nun]";
- mes "I have something very";
- mes "important to tell them,";
- mes "but it's almost impossible";
- mes "to gather all the clergy";
- mes "in an emergency situation...";
- close;
- }
- if(!mao_request)
- {
- mes "[Nun]";
- mes "Oh, " + strcharinfo(0) + "!";
- mes "It must be an act of";
- mes "divine providence that";
- mes "we finally meet. Actually,";
- mes "I have something very";
- mes "important to ask you.";
- next;
- mes "[Nun]";
- mes "You may have heard that";
- mes "there's been a recent influx";
- mes "of missing child reports from";
- mes "Morroc. Apparently, someone";
- mes "has hired the Assassin Guild";
- mes "to investigate these cases.";
- next;
- mes "[Nun]";
- mes "Since this is such a huge";
- mes "issue, the Assassin Guild has";
- mes "even gone so far as to request";
- mes "the Prontera Church for help, so I'd like you to aid the Assassin";
- mes "Guild in this mission.";
- next;
- mes "[Nun]";
- mes "However, I believe that";
- mes "the Assassin Guild's client";
- mes "may have other intentions,";
- mes "so I also want you to keep";
- mes "an eye out and see if their";
- mes "client can be trusted.";
- next;
- mes "[Nun]";
- mes "Please visit Morroc";
- mes "as soon as you can.";
- mes "When you arrive, you";
- mes "will need the Bishop's";
- mes "letter of recommendation,";
- mes "so please take it now.";
- set mao_request,1;
- getitem 7416,1;
- close;
- }
- else if(mao_request == 1)
- {
- mes "[Nun]";
- mes "Now, for this mission, you";
- mes "will need to meet your contact";
- mes "from the Assassin Guild near";
- mes "a hut on the west side of the";
- mes "Oasis inside Morroc. I wonder";
- mes "why they chose that location?";
- next;
- mes "[Nun]";
- mes "Normally, a representative";
- mes "of the Prontera Church would";
- mes "simply visit the Assassin Guild itself. Be careful. The Assassins";
- mes "must be being extra secret because of extraordinary circumstances...";
- close;
- }
- else if((mao_request > 2 && mao_request < 27) || (mao_request > 102 && mao_request < 125))
- {
- mes "[Nun]";
- mes "It pleases me to see that";
- mes "you're working well with the";
- mes "Assassin Guild. They operate";
- mes "on a different methodology";
- mes "than the Prontera Church, but";
- mes "I still greatly respect them.";
- next;
- mes "[Nun]";
- mes "Remember that you're";
- mes "representing the Prontera";
- mes "Church in this effort, so be";
- mes "sure to demonstrate your";
- mes "best for the Assassins, okay?";
- close;
- }
- else
- {
- mes "[Nun]";
- mes "Although it is a time";
- mes "of peace, I can't help";
- mes "but feel this lingering";
- mes "anxiety. It's almost as if";
- mes "some monumental event";
- mes "is just over the horizon...";
- close;
- }
-
-OnTouch:
- if(checkweight(7416,1) != 1)
- {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if(BaseLevel > 59)
- {
- if(!mao_request)
- {
- if(BaseClass == Job_Acolyte)
- {
- mes "[Nun]";
- mes "Oh, " + strcharinfo(0) + "!";
- mes "It must be an act of";
- mes "divine providence that";
- mes "we finally meet. Actually,";
- mes "I have something very";
- mes "important to ask you.";
- next;
- mes "[Nun]";
- mes "You may have heard that";
- mes "there's been a recent influx";
- mes "of missing child reports from";
- mes "Morroc. Apparently, someone";
- mes "has hired the Assassin Guild";
- mes "to investigate these cases.";
- next;
- mes "[Nun]";
- mes "Since this is such a huge";
- mes "issue, the Assassin Guild has";
- mes "even gone so far as to request";
- mes "the Prontera Church for help, so I'd like you to aid the Assassin";
- mes "Guild in this mission.";
- next;
- mes "[Nun]";
- mes "However, I believe that";
- mes "the Assassin Guild's client";
- mes "may have other intentions,";
- mes "so I also want you to keep";
- mes "an eye out and see if their";
- mes "client can be trusted.";
- next;
- mes "[Nun]";
- mes "Please visit Morroc";
- mes "as soon as you can.";
- mes "When you arrive, you";
- mes "will need the Bishop's";
- mes "letter of recommendation,";
- mes "so please take it now.";
- set mao_request,1;
- getitem 7416,1;
- close;
- }
- }
- }
-}
-
-alberta,129,59,3 script Guildsman#2 49,3,3,{
-
- if(checkweight(7416,1) != 1)
- {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if(!(BaseLevel > 59))
- {
- mes "[Guildsman]";
- mes "Say, have you heard";
- mes "what's happening in";
- mes "Morroc recently? There's";
- mes "something major going on...";
- close;
- }
- if(!(Class == Job_Soul_Linker || BaseClass == Job_Merchant))
- {
- mes "[Guildsman]";
- mes "Goodness, there's so";
- mes "many Merchants here.";
- mes "Wow... Hopefully I can";
- mes "find who I'm looking for...";
- close;
- }
- if(!mao_request)
- {
- if (Class == Job_Soul_Linker)
- {
- mes "[Guildsman]";
- mes "^71637DHold it right there!";
- mes "I've got a proposition";
- mes "for you, so listen up!^000000";
- mes " ";
- mes "...N-no, you're doing it again!";
- mes "Damn, g-get out of my head!";
- next;
- mes "[Guildsman]";
- mes "^71637DShut up, this is important!^000000";
- mes " ";
- mes "No, you shut up, this is";
- mes "my freaking body! Look,";
- mes "just gimme a little control!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I... I can sense two";
- mes "different souls within";
- mes "your body. I don't mind";
- mes "listening to what you have";
- mes "to say. But if you both keep";
- mes "talking, I'll get confused...";
- next;
- mes "[Guildsman]";
- mes "Fine, whatever.";
- mes " ";
- mes "^71637DAlright, so the Assassin";
- mes "Guild is looking for outside";
- mes "help in one of their missions.";
- mes "Preeeeetty important stuff.^000000";
- next;
- mes "[Guildman]";
- mes "^71637DThey've been hired by some";
- mes "client to... to... um, you know...^000000";
- mes " ";
- mes "...Investigate missing children? ";
- mes "^71637DYeah, yeah. That.^000000";
- next;
- mes "[Guildman]";
- mes "^71637DAnyway, this is a pretty";
- mes "big mission, so the Assassin";
- mes "Guild has been soliciting for";
- mes "help. I think you'd be perfect";
- mes "to represent the Soul Linkers,";
- mes "so I've decided to choose you.^000000";
- next;
- mes "[Guildsman]";
- mes "^71637DSo, go and help the Assassins!^000000";
- mes " ";
- mes "Wait, don't forget the";
- mes "letter of recommendation!";
- mes " ";
- mes "^71637DOh, right! Here, take this!^000000";
- set mao_request,1;
- getitem 7416,1;
- next;
- mes "[Guildsman]";
- mes "Alright, I did what you wanted.";
- mes "You can leave my body now...";
- mes " ";
- mes "^71637DEh, I'll think about it.^000000";
- mes " ";
- mes "NOOOOOOO! PLEEEEEASE~!";
- close;
- }
- else if((BaseJob == Job_Merchant) || (BaseJob == Job_Merchant_High))
- {
- mes "[Guildsman]";
- mes "Well, if it isn't";
- mes ""+ strcharinfo(0) +". Hey,";
- mes "would you wait a minute?";
- mes "I've got a message for you";
- mes "from the Merchant Guild.";
- next;
- mes "[Guildsman]";
- mes "I'm not sure why, but";
- mes "the Assassin Guild has";
- mes "been requesting help from";
- mes "someone in the Merchant";
- mes "Guild. Would you go help";
- mes "them and represent us?";
- next;
- mes "[Guildsman]";
- mes "I think they're working for";
- mes "a client, investigating these";
- mes "children that are missing";
- mes "from Morroc. If you want to";
- mes "help them, you'll need this";
- mes "letter of recommendation, okay?";
- set mao_request,1;
- getitem 7416,1;
- close;
- }
- else if((Class == Job_Blacksmith) || (Class == Job_Whitesmith))
- {
- mes "[Guildsman]";
- mes "Oh, "+ strcharinfo(0) +"...!";
- mes "I'm so glad that I finally";
- mes "ran into you. I know this is";
- mes "sudden, but the Blacksmith";
- mes "Guild has an assignment";
- mes "for you over in Morroc.";
- next;
- mes "[Guildsman]";
- mes "You see, the Assassin Guild";
- mes "has formally requested for our";
- mes "help in a mission regarding";
- mes "children that have been missing";
- mes "from Morroc recently. Here, take this letter of recommendation...";
- next;
- mes "[Guildsman]";
- mes "If the Assassin Guild";
- mes "is asking for help, I have";
- mes "no doubt that this will be";
- mes "a very difficult mission.";
- mes "You should prepare yourself";
- mes "if you plan to get involved...";
- set mao_request,1;
- getitem 7416,1;
- close;
- }
- else if((Class == Job_Alchemist) || (Class == Job_Creator))
- {
- mes "[Guildsman]";
- mes "Hey, " + strcharinfo(0) + "?";
- mes "I've got a message for";
- mes "you from the Alchemist";
- mes "Guild. Well, they're more";
- mes "like orders than a message.";
- mes "I'm so lucky to have found you.";
- next;
- mes "[Guildsman]";
- mes "The Assassin Guild has";
- mes "officially asked our guild";
- mes "for help in a mission regarding";
- mes "children that have been missing";
- mes "from Morroc, and they want us";
- mes "to send somebody... you!";
- next;
- mes "[Guildsman]";
- mes "Or... At least, you're";
- mes "one of the people that the";
- mes "Alchemist Guild wants to send";
- mes "to represent us. So why don't";
- mes "you go? You know, do it for the";
- mes "children. Just think about it.";
- next;
- mes "[Guildsman]";
- mes "Here, take this letter of";
- mes "recommendation with you and";
- mes "head over to Morroc as soon";
- mes "as you can. If even the Assassin Guild needs help, I'm sure that";
- mes "spells really big trouble...";
- set mao_request,1;
- getitem 7416,1;
- close;
- }
- }
- else if(mao_request == 1)
- {
- if (Class == Job_Soul_Linker)
- {
- mes "[Guildsman]";
- mes "^71637DGood, you came back! This";
- mes "guy kept distracting me from";
- mes "telling you something important. ";
- mes " ";
- mes "^000000What are you talking about?";
- mes "That's your own damn fault!";
- next;
- mes "[Guildsman]";
- mes "^71637DYou know the oasis inside";
- mes "Morroc? To the west of that,";
- mes "you'll find your contact from";
- mes "the Assassin Guild.^000000";
- mes " ";
- mes "That... that's it?";
- next;
- mes "[Guildsman]";
- mes "So now will you leave my";
- mes "body?! Having to share it";
- mes "with you is ruining my life!";
- mes " ";
- mes "^71637DRight. Okay. So where am";
- mes "I gonna go, huh? You need me!^000000";
- close;
- }
- else if((BaseJob == Job_Merchant) || (BaseJob == Job_Merchant_High))
- {
- mes "[Guildsman]";
- mes "So you're gonna represent";
- mes "the Merchants and help out";
- mes "the Assassin Guild? Great!";
- mes "You can meet your contact";
- mes "on the west side of the oasis,";
- mes "next to a hut, inside Morroc.";
- next;
- mes "[Guildsman]";
- mes "Hey, good luck and";
- mes "be careful, okay?";
- mes "I think something";
- mes "major is behind the";
- mes "mission that they";
- mes "have for you...";
- close;
- }
- else if((Class == Job_Blacksmith) || (Class == Job_Whitesmith))
- {
- mes "[Guildsman]";
- mes "So have you decided to";
- mes "aid the Assassin Guild on";
- mes "behalf of the Blacksmiths?";
- mes "Then please meet your contact";
- mes "at the west side of the Oasis";
- mes "inside Morroc. Good luck~";
- close;
- }
- else if((Class == Job_Alchemist) || (Class == Job_Creator))
- {
- mes "[Guildsman]";
- mes "Ah, I almost forgot to";
- mes "tell you that your contact";
- mes "from the Assassin Guild";
- mes "will be waiting for you";
- mes "at the west side of the";
- mes "Oasis inside Morroc.";
- next;
- mes "[Guildsman]";
- mes "Please help the";
- mes "Assassin Guild as";
- mes "much as you can on";
- mes "behalf of the Alchemists,";
- mes "and watch out for trouble...";
- close;
- }
- }
- else if(((mao_request > 2) && (mao_request < 27)) || ((mao_request > 102) && (mao_request < 125)))
- {
- if (Class == Job_Soul_Linker)
- {
- mes "[Guildsman]";
- mes "^71637DBe careful in your mission...";
- mes "There's something major";
- mes "going on behind all of this,";
- mes "I just know it. Keep an eye out. ";
- mes "Yeah, uh, good luck!";
- close;
- }
- else if((BaseJob == Job_Merchant) || (BaseJob == Job_Merchant_High))
- {
- mes "[Guildsman]";
- mes "So you've been working";
- mes "well with the Assassins?";
- mes "That's good news. This is a";
- mes "great chance for us to show";
- mes "the strength of Merchants!";
- mes "Still, be on your guard.";
- close;
- }
- else if((Class == Job_Blacksmith) || (Class == Job_Whitesmith))
- {
- mes "[Guildsman]";
- mes "I trust that you've been of";
- mes "great help to the Assassins.";
- mes "Stay on your guard: it seems";
- mes "that there may be powerful";
- mes "influences behind all of this... ";
- close;
- }
- else if((Class == Job_Alchemist) || (Class == Job_Creator))
- {
- mes "[Guildsman]";
- mes "I'm glad to hear that";
- mes "you're getting along with";
- mes "the Assassins. Working ";
- mes "together, I'm sure that you'll";
- mes "be able to accomplish the";
- mes "mission, whatever it may be.";
- close;
- }
- }
- else
- {
- if (Class == Job_Soul_Linker)
- {
- mes "[Guildsman]";
- mes "Hey, it's you!";
- mes "I guess that spirit left my";
- mes "body as soon as you finished";
- mes "your mission. I thought that";
- mes "guy was never gonna leave...";
- mes "Whoever he was in life.";
- next;
- mes "[Guildsman]";
- mes "But yeah, if it weren't for";
- mes "you, that spirit would never";
- mes "have been appeased, and";
- mes "I might have been stuck with";
- mes "him forever! So... thanks, man.";
- close;
- }
- else if((BaseJob == Job_Merchant) || (BaseJob == Job_Merchant_High) || (Class == Job_Blacksmith) || (Class == Job_Whitesmith))
- {
- mes "[Guildsman]";
- mes "It's a nice, quiet";
- mes "day, but the stillness";
- mes "in the air is unsettling.";
- mes "It's almost as if... I feel";
- mes "like something incredible";
- mes "may happen soon, you know?";
- close;
- }
- else if((Class == Job_Alchemist) || (Class == Job_Creator))
- {
- mes "[Guildsman]";
- mes "Ah, it's a nice day...";
- mes "Sometimes, though, I wish";
- mes "that something big would";
- mes "happen to break the monotony.";
- close;
- }
- }
-
-OnTouch:
- if(checkweight(7416,1) != 1)
- {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if(BaseLevel > 59)
- {
- if(!mao_request)
- {
- if (Class == Job_Soul_Linker)
- {
- mes "[Guildsman]";
- mes "^71637DHold it right there!";
- mes "I've got a proposition";
- mes "for you, so listen up!^000000";
- mes " ";
- mes "...N-no, you're doing it again!";
- mes "Damn, g-get out of my head!";
- next;
- mes "[Guildsman]";
- mes "^71637DShut up, this is important!^000000";
- mes " ";
- mes "No, you shut up, this is";
- mes "my freaking body! Look,";
- mes "just gimme a little control!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I... I can sense two";
- mes "different souls within";
- mes "your body. I don't mind";
- mes "listening to what you have";
- mes "to say. But if you both keep";
- mes "talking, I'll get confused...";
- next;
- mes "[Guildsman]";
- mes "Fine, whatever.";
- mes " ";
- mes "^71637DAlright, so the Assassin";
- mes "Guild is looking for outside";
- mes "help in one of their missions.";
- mes "Preeeeetty important stuff.^000000";
- next;
- mes "[Guildman]";
- mes "^71637DThey've been hired by some";
- mes "client to... to... um, you know...^000000";
- mes " ";
- mes "...Investigate missing children? ";
- mes "^71637DYeah, yeah. That.^000000";
- next;
- mes "[Guildman]";
- mes "^71637DAnyway, this is a pretty";
- mes "big mission, so the Assassin";
- mes "Guild has been soliciting for";
- mes "help. I think you'd be perfect";
- mes "to represent the Soul Linkers,";
- mes "so I've decided to choose you.^000000";
- next;
- mes "[Guildsman]";
- mes "^71637DSo, go and help the Assassins!^000000";
- mes " ";
- mes "Wait, don't forget the";
- mes "letter of recommendation!";
- mes " ";
- mes "^71637DOh, right! Here, take this!^000000";
- set mao_request,1;
- getitem 7416,1;
- next;
- mes "[Guildsman]";
- mes "Alright, I did what you wanted.";
- mes "You can leave my body now...";
- mes " ";
- mes "^71637DEh, I'll think about it.^000000";
- mes " ";
- mes "NOOOOOOO! PLEEEEEASE~!";
- close;
- }
- else if((BaseJob == Job_Merchant) || (BaseJob == Job_Merchant_High))
- {
- mes "[Guildsman]";
- mes "Well, if it isn't";
- mes ""+ strcharinfo(0) +". Hey,";
- mes "would you wait a minute?";
- mes "I've got a message for you";
- mes "from the Merchant Guild.";
- next;
- mes "[Guildsman]";
- mes "I'm not sure why, but";
- mes "the Assassin Guild has";
- mes "been requesting help from";
- mes "someone in the Merchant";
- mes "Guild. Would you go help";
- mes "them and represent us?";
- next;
- mes "[Guildsman]";
- mes "I think they're working for";
- mes "a client, investigating these";
- mes "children that are missing";
- mes "from Morroc. If you want to";
- mes "help them, you'll need this";
- mes "letter of recommendation, okay?";
- set mao_request,1;
- getitem 7416,1;
- close;
- }
- else if((Class == Job_Blacksmith) || (Class == Job_Whitesmith))
- {
- mes "[Guildsman]";
- mes "Oh, "+ strcharinfo(0) +"...!";
- mes "I'm so glad that I finally";
- mes "ran into you. I know this is";
- mes "sudden, but the Blacksmith";
- mes "Guild has an assignment";
- mes "for you over in Morroc.";
- next;
- mes "[Guildsman]";
- mes "You see, the Assassin Guild";
- mes "has formally requested for our";
- mes "help in a mission regarding";
- mes "children that have been missing";
- mes "from Morroc recently. Here, take this letter of recommendation...";
- next;
- mes "[Guildsman]";
- mes "If the Assassin Guild";
- mes "is asking for help, I have";
- mes "no doubt that this will be";
- mes "a very difficult mission.";
- mes "You should prepare yourself";
- mes "if you plan to get involved...";
- set mao_request,1;
- getitem 7416,1;
- close;
- }
- else if((Class == Job_Alchemist) || (Class == Job_Creator))
- {
- mes "[Guildsman]";
- mes "Hey, " + strcharinfo(0) + "?";
- mes "I've got a message for";
- mes "you from the Alchemist";
- mes "Guild. Well, they're more";
- mes "like orders than a message.";
- mes "I'm so lucky to have found you.";
- next;
- mes "[Guildsman]";
- mes "The Assassin Guild has";
- mes "officially asked our guild";
- mes "for help in a mission regarding";
- mes "children that have been missing";
- mes "from Morroc, and they want us";
- mes "to send somebody... you!";
- next;
- mes "[Guildsman]";
- mes "Or... At least, you're";
- mes "one of the people that the";
- mes "Alchemist Guild wants to send";
- mes "to represent us. So why don't";
- mes "you go? You know, do it for the";
- mes "children. Just think about it.";
- next;
- mes "[Guildsman]";
- mes "Here, take this letter of";
- mes "recommendation with you and";
- mes "head over to Morroc as soon";
- mes "as you can. If even the Assassin Guild needs help, I'm sure that";
- mes "spells really big trouble...";
- set mao_request,1;
- getitem 7416,1;
- close;
- }
- }
- }
-}
-
-geffen,123,109,3 script Academy Staff 742,3,3,{
-
- if(checkweight(7416,1) != 1)
- {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if(!(BaseLevel > 59) || !(BaseClass == Job_Mage))
- {
- mes "[Academy Staff]";
- mes "Are you headed to the";
- mes "Geffen Tower Dungeon?";
- mes "If you run into any magic";
- mes "users, would please tell";
- mes "them to come and see me?";
- next;
- mes "[Academy Staff]";
- mes "It's difficult to gather";
- mes "the members of the magic";
- mes "community, and I have an";
- mes "urgent message for Mages,";
- mes "Wizards and Sages to hear...";
- close;
- }
- if(!mao_request)
- {
- mes "[Academy Staff]";
- mes "Whoa, would you wait";
- mes "a minute? Actually, you";
- mes "might be just right for";
- mes "this special mission...";
- next;
- mes "[Academy Staff]";
- mes "The Assassin Guild has";
- mes "sent a formal request to the";
- mes "Mage and Wizard Guilds, and";
- mes "the Schweicherbil Academy for";
- mes "aid in completing a mission";
- mes "involving missing children...";
- next;
- mes "[Academy Staff]";
- mes "" + strcharinfo(0) + "...";
- mes "I'd like you to represent";
- mes "the magic community by";
- mes "assisting the Assassins";
- mes "in this mission. Please take";
- mes "this letter of recommendation.";
- set mao_request,1;
- getitem 7416,1;
- next;
- mes "[Academy Staff]";
- mes "If you choose to assist";
- mes "the Assassin Guild on our";
- mes "behalf, please let me know";
- mes "so I can tell you where";
- mes "you can meet your contact.";
- mes "I shall be waiting here...";
- close;
- }
- else if(mao_request == 1)
- {
- mes "[Academy Staff]";
- mes "Have you decided to help";
- mes "the Assassin Guild? Then";
- mes "please, head to Morroc and";
- mes "meet your contact that will";
- mes "be waiting for you west of";
- mes "the Oasis inside of the city.";
- next;
- mes "[Academy Staff]";
- mes "The Assassins don't ask";
- mes "for help very often, so I'm";
- mes "sure that this must be a very";
- mes "serious matter. Be careful";
- mes "and bring pride to the magic";
- mes "community. Good luck...";
- close;
- }
- else if((mao_request > 2 && mao_request < 27) || (mao_request > 102 && mao_request < 125))
- {
- mes "[Academy Staff]";
- mes "I've heard that the";
- mes "Assassins are very";
- mes "impressed with your use";
- mes "of magic. Cooperate with";
- mes "them to finish the mission,";
- mes "and remember to be careful.";
- close;
- }
- else
- {
- mes "[Academy Staff]";
- mes "The weather is certainly";
- mes "pleasant right now, but the";
- mes "worst storms come when the";
- mes "winds are at their calmest.";
- mes "Verily, the peacefulness";
- mes "in the air disturbs me...";
- close;
- }
-
-OnTouch:
- if(checkweight(7416,1) != 1)
- {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if(BaseLevel > 59)
- {
- if(!mao_request)
- {
- if(BaseClass == Job_Mage)
- {
- mes "[Academy Staff]";
- mes "Whoa, would you wait";
- mes "a minute? Actually, you";
- mes "might be just right for";
- mes "this special mission...";
- next;
- mes "[Academy Staff]";
- mes "The Assassin Guild has";
- mes "sent a formal request to the";
- mes "Mage and Wizard Guilds, and";
- mes "the Schweicherbil Academy for";
- mes "aid in completing a mission";
- mes "involving missing children...";
- next;
- mes "[Academy Staff]";
- mes "" + strcharinfo(0) + "...";
- mes "I'd like you to represent";
- mes "the magic community by";
- mes "assisting the Assassins";
- mes "in this mission. Please take";
- mes "this letter of recommendation.";
- set mao_request,1;
- getitem 7416,1;
- next;
- mes "[Academy Staff]";
- mes "If you choose to assist";
- mes "the Assassin Guild on our";
- mes "behalf, please let me know";
- mes "so I can tell you where";
- mes "you can meet your contact.";
- mes "I shall be waiting here...";
- close;
- }
- }
- }
-}
-
-morocc,155,56,3 script Miya 93,3,3,{
-
- if(checkweight(7416,1) != 1)
- {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if(!(BaseLevel > 59))
- {
- mes "[Girl]";
- mes "Hey little kid...";
- mes "What are you doing";
- mes "hanging around here?";
- mes "You know children like";
- mes "you have been missing";
- mes "from this city, right?";
- next;
- mes "[Girl]";
- mes "You had better leave";
- mes "and play someplace safer,";
- mes "like Prontera or Alberta.";
- mes "Run along now and stay";
- mes "away from strangers, okay?";
- close;
- }
- if(!(Class == Job_Star_Gladiator || BaseClass == Job_Thief))
- {
- mes "[Girl]";
- mes "...............................";
- mes "Huh? What the hell";
- mes "do you want? Buzz off";
- mes "and don't talk to me,";
- mes "unless you want a fat lip!";
- close;
- }
- if(!mao_request)
- {
- if (Class == Job_Star_Gladiator)
- {
- mes "[Miya]";
- mes "Wait! Wait up! You're";
- mes "a Taekwon Master, right?";
- mes "Remember Moohyun? He";
- mes "helped you job change...?";
- mes "He wrote this letter for you.";
- next;
- mes "[Miya]";
- mes "Listen, "+ strcharinfo(0) +"...";
- mes "He's asking you to help";
- mes "the Assassin Guild on a";
- mes "special mission. I think";
- mes "it's pretty serious business.";
- next;
- mes "[Miya]";
- mes "If you're interested in";
- mes "assisting the Assassins,";
- mes "then meet with your contact to";
- mes "the west, somewhere around";
- mes "here in this city. Well, that's";
- mes "all he told me, so I'll seeya~";
- set mao_request,1;
- getitem 7416,1;
- close;
- }
- else if((BaseJob == Job_Thief) || (BaseJob == Job_Thief_High) || (Class == Job_Rogue) || (Class == Job_Stalker))
- {
- mes "[Miya]";
- mes "Hey, " + strcharinfo(0) + ",";
- mes "I've got some important";
- mes "work for you. The Assassin";
- mes "Guild actually asked the Thief";
- mes "and Rogue Guilds for help!";
- mes "Can you believe that?";
- next;
- mes "[Miya]";
- mes "Anyway, all of us ruffians";
- mes "are supposed to help out if";
- mes "we can. Here, take this letter";
- mes "of recommendation and talk to";
- mes "Jack, our contact west in this city. You better go right away...";
- set mao_request,1;
- getitem 7416,1;
- close;
- }
- else if((Class == Job_Assassin) || (Class == Job_Assassin_Cross))
- {
- mes "[Miya]";
- mes "" + strcharinfo(0) + "!";
- mes "The Assassin Guild Master";
- mes "wants you right away. Do you";
- mes "know where the secret pub is?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Ah, h-hi, Miya,";
- mes "it's been a while.";
- mes "What secret pub?";
- next;
- mes "[Miya]";
- mes "I figured you might not";
- mes "have heard of it. Just talk";
- mes "to Jack, west of the Oasis";
- mes "in this city, and he'll let you";
- mes "in. From now on, you'll be";
- mes "spending plenty of time there.";
- next;
- mes "[Miya]";
- mes "That pub is probably the";
- mes "only place where Assassins";
- mes "like us can relax. But yeah,";
- mes "this mission is pretty major.";
- mes "We'll need all the help that";
- mes "we can possibly get...";
- set mao_request,1;
- getitem 7416,1;
- close;
- }
- }
- else if(mao_request == 1)
- {
- if (Class == Job_Star_Gladiator)
- {
- mes "[Miya]";
- mes "If you're interested in";
- mes "assisting the Assassins,";
- mes "then meet with your contact to";
- mes "the west, somewhere around";
- mes "here in this city. Well, that's";
- mes "all he told me, so I'll seeya~";
- close;
- }
- else if((BaseJob == Job_Thief) || (BaseJob == Job_Thief_High) || (Class == Job_Rogue) || (Class == Job_Stalker))
- {
- mes "[Miya]";
- mes "There's supposed to be";
- mes "some private pub to the";
- mes "west of the Oasis in this";
- mes "city. Ah, you're supposed";
- mes "to talk to our contact, Jack,";
- mes "who's right outside of the pub.";
- close;
- }
- else if((Class == Job_Assassin) || (Class == Job_Assassin_Cross))
- {
- mes "[Miya]";
- mes "Look west of the Oasis";
- mes "here in Morroc to find Jack,";
- mes "who will let you go inside the";
- mes "pub. Our guildmaster will be";
- mes "waiting for you inside...";
- close;
- }
- }
- else if(((mao_request > 2) && (mao_request < 27)) || ((mao_request > 102) && (mao_request < 125)))
- {
- if((Class == Job_Star_Gladiator) || (BaseJob == Job_Thief) || (BaseJob == Job_Thief_High) || (Class == Job_Rogue) || (Class == Job_Stalker))
- {
- mes "[Miya]";
- mes "So how's it been going?";
- mes "I think the assignment you're";
- mes "working on must be pretty";
- mes "important. I mean, if it's";
- mes "giving Kidd and Lin trouble...";
- close;
- }
- else if((Class == Job_Assassin) || (Class == Job_Assassin_Cross))
- {
- mes "[Miya]";
- mes "How's your current";
- mes "assignment coming along?";
- mes "The guildmaster must have";
- mes "given you something really";
- mes "weird or almost impossible";
- mes "to do again, didn't he?";
- close;
- }
- }
- else
- {
- mes "[Miya]";
- mes "It's been way too";
- mes "quiet lately. I really";
- mes "hope that something crazy";
- mes "happens soon. Otherwise,";
- mes "I think I'll die of boredom!";
- close;
- }
-
-OnTouch:
- if(checkweight(7416,1) != 1)
- {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if(BaseLevel > 59)
- {
- if(!mao_request)
- {
- if (Class == Job_Star_Gladiator)
- {
- mes "[Miya]";
- mes "Wait! Wait up! You're";
- mes "a Taekwon Master, right?";
- mes "Remember Moohyun? He";
- mes "helped you job change...?";
- mes "He wrote this letter for you.";
- next;
- mes "[Miya]";
- mes "Listen, "+ strcharinfo(0) +"...";
- mes "He's asking you to help";
- mes "the Assassin Guild on a";
- mes "special mission. I think";
- mes "it's pretty serious business.";
- next;
- mes "[Miya]";
- mes "If you're interested in";
- mes "assisting the Assassins,";
- mes "then meet with your contact to";
- mes "the west, somewhere around";
- mes "here in this city. Well, that's";
- mes "all he told me, so I'll seeya~";
- set mao_request,1;
- getitem 7416,1;
- close;
- }
- else if((BaseJob == Job_Thief) || (BaseJob == Job_Thief_High) || (Class == Job_Rogue) || (Class == Job_Stalker))
- {
- mes "[Miya]";
- mes "Hey, " + strcharinfo(0) + ",";
- mes "I've got some important";
- mes "work for you. The Assassin";
- mes "Guild actually asked the Thief";
- mes "and Rogue Guilds for help!";
- mes "Can you believe that?";
- next;
- mes "[Miya]";
- mes "Anyway, all of us ruffians";
- mes "are supposed to help out if";
- mes "we can. Here, take this letter";
- mes "of recommendation and talk to";
- mes "Jack, our contact west in this city. You better go right away...";
- set mao_request,1;
- getitem 7416,1;
- close;
- }
- else if((Class == Job_Assassin) || (Class == Job_Assassin_Cross))
- {
- mes "[Miya]";
- mes "" + strcharinfo(0) + "!";
- mes "The Assassin Guild Master";
- mes "wants you right away. Do you";
- mes "know where the secret pub is?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Ah, h-hi, Miya,";
- mes "it's been a while.";
- mes "What secret pub?";
- next;
- mes "[Miya]";
- mes "I figured you might not";
- mes "have heard of it. Just talk";
- mes "to Jack, west of the Oasis";
- mes "in this city, and he'll let you";
- mes "in. From now on, you'll be";
- mes "spending plenty of time there.";
- next;
- mes "[Miya]";
- mes "That pub is probably the";
- mes "only place where Assassins";
- mes "like us can relax. But yeah,";
- mes "this mission is pretty major.";
- mes "We'll need all the help that";
- mes "we can possibly get...";
- set mao_request,1;
- close;
- }
- }
- }
-}
-
-payon,231,323,3 script Guildsman#3 59,3,3,{
-
- if(checkweight(7416,1) != 1)
- {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if(!(BaseLevel > 59))
- {
- mes "[Guildsman]";
- mes "Please be careful if you're";
- mes "planning to travel through";
- mes "Morroc. Recently, there have";
- mes "been reports of missing";
- mes "children there...";
- close;
- }
- if(!(Class == Job_Taekwon) || !(BaseClass == Job_Archer))
- {
- mes "[Guildsman]";
- mes "Excuse me, but if you happen";
- mes "to encounter any bowmen, or";
- mes "people with any archery skill,";
- mes "would you ask them to come to";
- mes "me? I have an urgent message";
- mes "that I should tell them.";
- close;
- }
- if(!mao_request)
- {
- if (Class == Job_Taekwon)
- {
- mes "[Guildsman]";
- mes "Ah... Finally!";
- mes "Another practitioner";
- mes "of Taekwon Do! You're...";
- mes "Let's see... You must";
- mes "be " + strcharinfo(0) + ", yes?";
- next;
- mes "[Guildsman]";
- mes "Mr. Phoenix has charged";
- mes "me with the task of notifying";
- mes "all Taekwon Do practitioners";
- mes "of the request sent to us by";
- mes "the Assassin Guild. Apparently,";
- mes "they need aid for a mission...";
- next;
- mes "[Guildsman]";
- mes "If you are interested in";
- mes "assisting them, please take";
- mes "this Letter of Recommendation";
- mes "and bring it to the contact from the Assassin Guild in Morroc.";
- set mao_request,1;
- getitem 7416,1;
- next;
- mes "[Guildsman]";
- mes "You can meet the";
- mes "Assassin Guildsman near";
- mes "some hut on the west side";
- mes "of the Oasis inside Morroc.";
- mes "Good luck, my friend, and please represent Taekwon Do with pride.";
- close;
- }
- else if((BaseJob == Job_Archer) || (BaseJob == Job_Archer_High) || (Class == Job_Hunter) || (Class == Job_Sniper))
- {
- mes "[Guildsman]";
- mes "" + strcharinfo(0) + "...?";
- mes "Oh, wow, I'm so lucky to";
- mes "have finally found you!";
- mes "Listen, I've got a message";
- mes "for you from the Icarus Guild.";
- next;
- mes "[Guildsman]";
- mes "It looks like the Assassin";
- mes "Guild has formally asked them";
- mes "for help in some mission, so";
- mes "Icarus has decided to send you.";
- mes "I hope you choose to represent";
- mes "us and help those Assassins.";
- next;
- mes "[Guildsman]";
- mes "Here, please take this";
- mes "letter of recommendation";
- mes "and meet with our Asssasin";
- mes "Guild contact to the west";
- mes "of the Oasis in Morroc.";
- mes "Well, good luck, pal~";
- set mao_request,1;
- getitem 7416,1;
- close;
- }
- else if((Class == Job_Bard) || (Class == Job_Clown))
- {
- mes "[Guildsman]";
- mes "Hey, " + strcharinfo(0) + "!";
- mes "I've been looking all over";
- mes "for you! I've got a message";
- mes "for you from Lalo. You...";
- mes "You remember him, right?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Sure, I do! I owe";
- mes "Lalo so much... If it";
- mes "weren't for him, I'd never";
- mes "have job changed to a Bard";
- mes "in the first place. So what";
- mes "exactly does he need?";
- next;
- mes "[Guildsman]";
- mes "Well, I'm not too sure. All";
- mes "I heard was something about";
- mes "a request from the Assassin";
- mes "Guild and a recommendation";
- mes "that you help them. Yeah.";
- mes "Here's the letter he wrote.";
- set mao_request,1;
- getitem 7416,1;
- next;
- mes "[Guildsman]";
- mes "Just... Just meet with the";
- mes "contact from the Assassin";
- mes "Guild just west of the Oasis";
- mes "inside Morroc. I'm sure he";
- mes "can explain everything better.";
- close;
- }
- else if((Class == Job_Dancer) || (Class == Job_Gypsy))
- {
- mes "[Guildsman]";
- mes "Hey... Th-That face!";
- mes "Just like Aile described!";
- mes "You're " + strcharinfo(0) + ", right?";
- mes "This is great, I've been";
- mes "looking all over for you!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Aile? Oh, that's right,";
- mes "she was there during my";
- mes "job change test and helped";
- mes "me become a Dancer. Sure,";
- mes "I remember her now...";
- mes "So what did you need?";
- next;
- mes "[Guildsman]";
- mes "Ah, right. From what";
- mes "I know, the Assassin Guild";
- mes "asked Aile to recommend";
- mes "a Dancer that might be able";
- mes "to help them in a mission";
- mes "of pretty major importance.";
- next;
- mes "[Guildsman]";
- mes "Anyway, Aile then sent me";
- mes "out to look for you and give";
- mes "this letter of recommendation.";
- mes "I guess she thinks you'll do";
- mes "the best job. So, um, congrats~";
- set mao_request,1;
- getitem 7416,1;
- next;
- mes "[Guildsman]";
- mes "For now, your cooperation";
- mes "with the Assassin Guild is";
- mes "probably your biggest priority.";
- mes "Head over to Morroc and look";
- mes "for your contact to the west";
- mes "of the Oasis inside town.";
- next;
- mes "[Guildsman]";
- mes "Alright, then.";
- mes "Good luck! Ah, I almost";
- mes "forgot. Aile wants you to";
- mes "remember that you'll be a";
- mes "representative of Dancers";
- mes "everywhere, so do a good job!";
- close;
- }
- }
- else if(mao_request == 1)
- {
- if (Class == Job_Taekwon)
- {
- mes "[Guildsman]";
- mes "You can meet the";
- mes "Assassin Guildsman near";
- mes "some hut on the west side";
- mes "of the Oasis inside Morroc.";
- mes "Good luck, my friend, and please represent Taekwon Do with pride.";
- close;
- }
- else if((BaseJob == Job_Archer) || (BaseJob == Job_Archer_High) || (Class == Job_Hunter) || (Class == Job_Sniper))
- {
- mes "[Guildsman]";
- mes "Please take your";
- mes "letter of recommendation";
- mes "and meet with our Asssasin";
- mes "Guild contact to the west";
- mes "of the Oasis in Morroc.";
- mes "Well, good luck, pal~";
- close;
- }
- else if((Class == Job_Bard) || (Class == Job_Clown))
- {
- mes "[Guildsman]";
- mes "Just... Just meet with the";
- mes "contact from the Assassin";
- mes "Guild just west of the Oasis";
- mes "inside Morroc. I'm sure he";
- mes "can explain everything better.";
- close;
- }
- else if((Class == Job_Dancer) || (Class == Job_Gypsy))
- {
- mes "[Guildsman]";
- mes "For now, your cooperation";
- mes "with the Assassin Guild is";
- mes "probably your biggest priority.";
- mes "Head over to Morroc and look";
- mes "for your contact to the west";
- mes "of the Oasis inside town.";
- next;
- mes "[Guildsman]";
- mes "Alright, then.";
- mes "Good luck! Ah, I almost";
- mes "forgot. Aile wants you to";
- mes "remember that you'll be a";
- mes "representative of Dancers";
- mes "everywhere, so do a good job!";
- close;
- }
- }
- else if(((mao_request > 2) && (mao_request < 27)) || ((mao_request > 102) && (mao_request < 125)))
- {
- if(Class == Job_Taekwon)
- {
- mes "[Guildsman]";
- mes "I'm glad to see that you";
- mes "are working well together";
- mes "with the Assassins. But don't";
- mes "drop your guard, not until the";
- mes "mission is accomplished.";
- close;
- }
- else if((BaseJob == Job_Thief) || (BaseJob == Job_Thief_High) || (Class == Job_Rogue) || (Class == Job_Stalker))
- {
- mes "[Guildsman]";
- mes "It's good to see that";
- mes "you showing pretty good";
- mes "teamwork with the Assassins.";
- mes "I hope that you're giving them";
- mes "a good impression of bowmen...";
- close;
- }
- else if((Class == Job_Bard) || (Class == Job_Clown))
- {
- mes "[Guildsman]";
- mes "Lalo will be pleased to";
- mes "know that you've been an";
- mes "asset to the Assassins.";
- mes "But until the mission is";
- mes "accomplished, remember that";
- mes "you're representing all Bards!";
- close;
- }
- else if((Class == Job_Dancer) || (Class == Job_Gypsy))
- {
- mes "[Guildsman]";
- mes "I think Aile will be";
- mes "very happy to know that";
- mes "the Assassins are pleased";
- mes "with your assistance. But";
- mes "until the mission is over,";
- mes "be careful out there, okay?";
- close;
- }
- }
- else
- {
- mes "[Guildsman]";
- mes "It's a very beautiful day";
- mes "today--let's drink in as much";
- mes "of the beauty of the day as we";
- mes "can. Good days and bad days";
- mes "pass, but each one is unique";
- mes "in itself... just because.";
- close;
- }
-
-OnTouch:
- if(checkweight(7416,1) != 1)
- {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if(BaseLevel > 59)
- {
- if(!mao_request)
- {
- if (Class == Job_Taekwon)
- {
- mes "[Guildsman]";
- mes "Ah... Finally!";
- mes "Another practitioner";
- mes "of Taekwon Do! You're...";
- mes "Let's see... You must";
- mes "be " + strcharinfo(0) + ", yes?";
- next;
- mes "[Guildsman]";
- mes "Mr. Phoenix has charged";
- mes "me with the task of notifying";
- mes "all Taekwon Do practitioners";
- mes "of the request sent to us by";
- mes "the Assassin Guild. Apparently,";
- mes "they need aid for a mission...";
- next;
- mes "[Guildsman]";
- mes "If you are interested in";
- mes "assisting them, please take";
- mes "this Letter of Recommendation";
- mes "and bring it to the contact from the Assassin Guild in Morroc.";
- set mao_request,1;
- getitem 7416,1;
- next;
- mes "[Guildsman]";
- mes "You can meet the";
- mes "Assassin Guildsman near";
- mes "some hut on the west side";
- mes "of the Oasis inside Morroc.";
- mes "Good luck, my friend, and please represent Taekwon Do with pride.";
- close;
- }
- else if((BaseJob == Job_Archer) || (BaseJob == Job_Archer_High) || (Class == Job_Hunter) || (Class == Job_Sniper))
- {
- mes "[Guildsman]";
- mes "" + strcharinfo(0) + "...?";
- mes "Oh, wow, I'm so lucky to";
- mes "have finally found you!";
- mes "Listen, I've got a message";
- mes "for you from the Icarus Guild.";
- next;
- mes "[Guildsman]";
- mes "It looks like the Assassin";
- mes "Guild has formally asked them";
- mes "for help in some mission, so";
- mes "Icarus has decided to send you.";
- mes "I hope you choose to represent";
- mes "us and help those Assassins.";
- next;
- mes "[Guildsman]";
- mes "Here, please take this";
- mes "letter of recommendation";
- mes "and meet with our Asssasin";
- mes "Guild contact to the west";
- mes "of the Oasis in Morroc.";
- mes "Well, good luck, pal~";
- set mao_request,1;
- getitem 7416,1;
- close;
- }
- else if((Class == Job_Bard) || (Class == Job_Clown))
- {
- mes "[Guildsman]";
- mes "Hey, " + strcharinfo(0) + "!";
- mes "I've been looking all over";
- mes "for you! I've got a message";
- mes "for you from Lalo. You...";
- mes "You remember him, right?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Sure, I do! I owe";
- mes "Lalo so much... If it";
- mes "weren't for him, I'd never";
- mes "have job changed to a Bard";
- mes "in the first place. So what";
- mes "exactly does he need?";
- next;
- mes "[Guildsman]";
- mes "Well, I'm not too sure. All";
- mes "I heard was something about";
- mes "a request from the Assassin";
- mes "Guild and a recommendation";
- mes "that you help them. Yeah.";
- mes "Here's the letter he wrote.";
- set mao_request,1;
- getitem 7416,1;
- next;
- mes "[Guildsman]";
- mes "Just... Just meet with the";
- mes "contact from the Assassin";
- mes "Guild just west of the Oasis";
- mes "inside Morroc. I'm sure he";
- mes "can explain everything better.";
- close;
- }
- else if((Class == Job_Dancer) || (Class == Job_Gypsy))
- {
- mes "[Guildsman]";
- mes "Hey... Th-That face!";
- mes "Just like Aile described!";
- mes "You're " + strcharinfo(0) + ", right?";
- mes "This is great, I've been";
- mes "looking all over for you!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Aile? Oh, that's right,";
- mes "she was there during my";
- mes "job change test and helped";
- mes "me become a Dancer. Sure,";
- mes "I remember her now...";
- mes "So what did you need?";
- next;
- mes "[Guildsman]";
- mes "Ah, right. From what";
- mes "I know, the Assassin Guild";
- mes "asked Aile to recommend";
- mes "a Dancer that might be able";
- mes "to help them in a mission";
- mes "of pretty major importance.";
- next;
- mes "[Guildsman]";
- mes "Anyway, Aile then sent me";
- mes "out to look for you and give";
- mes "this letter of recommendation.";
- mes "I guess she thinks you'll do";
- mes "the best job. So, um, congrats~";
- set mao_request,1;
- getitem 7416,1;
- next;
- mes "[Guildsman]";
- mes "For now, your cooperation";
- mes "with the Assassin Guild is";
- mes "probably your biggest priority.";
- mes "Head over to Morroc and look";
- mes "for your contact to the west";
- mes "of the Oasis inside town.";
- next;
- mes "[Guildsman]";
- mes "Alright, then.";
- mes "Good luck! Ah, I almost";
- mes "forgot. Aile wants you to";
- mes "remember that you'll be a";
- mes "representative of Dancers";
- mes "everywhere, so do a good job!";
- close;
- }
- }
- }
-}
-
-morocc,43,108,5 script Sharp-Looking Kid 82,{
-
- if((Class == Job_Assassin) || (Class == Job_Assassin_Cross))
- {
- if(mao_request == 1)
- {
- mes "[Jack]";
- mes "I've been waiting for";
- mes "you. Erm, why don't you";
- mes "go inside? Ah, this must";
- mes "be your first time here.";
- next;
- mes "[Jack]";
- mes "Hey, you shouldn't worry,";
- mes "this bar is just for people";
- mes "like us. Besides, you'll be";
- mes "coming more often from now";
- mes "on. Anyway, the Bar Master";
- mes "is waiting for you inside.";
- close;
- }
- else if(mao_request > 1)
- {
- mes "[Jack]";
- mes "Hey, it looks like";
- mes "you've been keeping";
- mes "busy. Good for you~";
- mes "Hey, I'll see you around.";
- close;
- }
- else
- {
- mes "[Jack]";
- mes "Whoa, whoa...";
- mes "Wait. I dunno if I can";
- mes "let you in just yet. Ah,";
- mes "whatever, you're one of";
- mes "us. If it's just for a drink,";
- mes "I shouldn't get in trouble...";
- close;
- }
- }
- if(mao_request == 1 && countitem(7416))
- {
- mes "[Jack]";
- mes "Oh, hey, you must be the";
- mes "one I've been waiting for.";
- mes "Yeah, alright, come on in,";
- mes "and don't forget to show";
- mes "the letter of recommendation";
- mes "to the Bar Master, okay?";
- close;
- }
- else if(mao_request > 1)
- {
- mes "[Jack]";
- mes "It's a little weird since";
- mes "you're not really part of";
- mes "our guild, but you're allowed";
- mes "to enter our secret hideaway";
- mes "from now on. But don't you";
- mes "dare tell anybody about this!";
- close;
- }
- else
- {
- mes "[Jack]";
- mes "What? I don't have";
- mes "anything to talk to";
- mes "you about. Move along,";
- mes "adventurer, and don't";
- mes "bother me anymore.";
- close;
- }
-}
-
-morocc,45,110,1 script #maobar1 45,2,2,{
-
-OnTouch:
- if(mao_request || Class == Job_Assassin || Class == Job_Assassin_Cross) warp "que_job01",9,94;
- else
- {
- set .@mao_pass,rand(1,3);
- if(.@mao_pass == 2)
- {
- mes "[Jack]";
- mes "Oh, man...";
- mes "How did you find this";
- mes "place? This bar is one of";
- mes "the Assassin Guild's most";
- mes "closely guarded secrets! Well, the cat's out of the bag...";
- next;
- mes "[Jack]";
- mes "But I still can't";
- mes "let you in. No matter";
- mes "what. Yeah, my mind's";
- mes "made up. But if you really";
- mes "want to go in, maybe you";
- mes "could, I dunno... distract me.";
- next;
- switch( select( "Pay 1,000 Zeny","Cancel" ) )
- {
- case 1:
- if(Zeny > 999)
- {
- mes "[Jack]";
- mes "Oh man... I'm sooo";
- mes "tired. Let me take a";
- mes "freakin' 20 second yawn.";
- mes "*Yaaaaaaaaaaaaaaaaaaaaaaaaaawn*";
- set Zeny,Zeny - 1000;
- close2;
- warp "que_job01",9,94;
- end;
- }
- mes "[Jack]";
- mes "What the...?";
- mes "That's not a lot of";
- mes "money at all. I doubt";
- mes "you can even afford just";
- mes "one drink at this joint.";
- mes "Just drink at home, willya?";
- close;
-
- case 2:
- mes "[Jack]";
- mes "Hmm...";
- mes "You... You didn't know";
- mes "what I meant, did you?";
- mes "Oh well. You better scram.";
- close2;
- warp "morocc",45,103;
- end;
- }
- }
- mes "[Jack]";
- mes "Hey...";
- mes "You're crowding my";
- mes "personal space. Step";
- mes "back before I get violent.";
- mes "You wouldn't like me when";
- mes "I'm violent, ya creep.";
- close2;
- warp "morocc",45,103;
- end;
- }
-}
-
-que_job01,6,94,1 script #maobar2 45,2,2,{
-
-OnTouch:
- warp "morocc",45,103;
- end;
-}
-
-que_job01,17,48,1 script #maobar3 45,2,2,{
-
-OnTouch:
- warp "que_job01",68,92;
- end;
-}
-
-que_job01,68,96,1 script #maobar4 45,2,2,{
-
-OnTouch:
- warp "que_job01",17,53;
- end;
-}
-
-que_job01,80,77,1 script #maobar5 45,2,2,{
-
-OnTouch:
- if(mao_request > 1) warp "que_job01",61,50;
- else
- {
- mes "[Litheron]";
- mes "Whoa, you're not";
- mes "allowed to be in here.";
- mes "Hey, master! Do you";
- mes "know this guy?";
- next;
- if(prt_curse == 24)
- {
- mes "[" + strcharinfo(0) + "]";
- mes "I, um, I'm looking";
- mes "for somebody named";
- mes "Marjana? I learned";
- mes "that she's around";
- mes "here somewhere?";
- next;
- mes "[Litheron]";
- mes "Marjana? How did you";
- mes "know that? Hey master,";
- mes "what do I do with this guy?";
- next;
- mes "[Master]";
- mes "Hmm. I sense no ill intent";
- mes "from this adventurer. I've";
- mes "also heard a rumor that the";
- mes "Prontera Church needs to";
- mes "investigate poison for";
- mes "some reason.";
- next;
- mes "[Master]";
- mes "However, there is no";
- mes "way to tell if this person";
- mes "has been sent by Prontera";
- mes "Church. I suppose whether";
- mes "this person can enter is";
- mes "really up to you, Litheron.";
- next;
- mes "[Litheron]";
- mes "Hah! Did you hear that?";
- mes "Alright, how about this?";
- mes "I'll let you in if you buy me";
- mes "a drink. Besides, you can't risk making trouble here: this place";
- mes "is full of deadly Assassins.";
- next;
- switch( select( "Sure","Why should I?!" ) )
- {
- case 1:
- if (Zeny > 999)
- {
- mes "[Litheron]";
- mes "Heh, that's what";
- mes "I'm talking about!";
- mes "Hey, bartender! Gimme";
- mes "the usual! I like your";
- mes "style, adventurer...";
- set Zeny,Zeny - 1000;
- next;
- mes "[Litheron]";
- mes "Alright, you can come";
- mes "on in. But don't you dare";
- mes "breathe a word about this";
- mes "bar to another living soul.";
- close2;
- warp "que_job01",61,50;
- end;
- }
- mes "[Litheron]";
- mes "Huh...";
- mes "Oh, you don't even";
- mes "have enough zeny to";
- mes "buy water here. Oh boy...";
- mes "If you really want to enter,";
- mes "make sure you have the cash!";
- close2;
- warp "que_job01",85,77;
- end;
-
- case 2:
- mes "[Litheron]";
- mes "Not the saavy type,";
- mes "are you...? Fine, fine.";
- mes "If you're not gonna do";
- mes "me any favors, then why";
- mes "should I help you? Go away!";
- close2;
- warp "que_job01",85,77;
- end;
- }
- }
- mes "[Master]";
- mes "Not at all.";
- mes "Make sure that this";
- mes "one isn't allowed";
- mes "to enter.";
- next;
- mes "[Litheron]";
- mes "You heard the man.";
- mes "You better retreat";
- mes "from this place while";
- mes "you still have legs...";
- close2;
- warp "que_job01",85,77;
- end;
- }
-}
-
-que_job01,65,50,1 script #maobar4-2 45,2,2,{
-
-OnTouch:
- warp "que_job01",84,77;
- end;
-}
-
-que_job01,81,79,5 script Idle Knight 733,{
-
- mes "[Litheron]";
- mes "What's the matter?";
- mes "Oh, I see... You're";
- mes "probably wondering why";
- mes "a Knight like me is in a";
- mes "secret Assassin's pub.";
- if (Class == Job_Knight || Class == Job_Lord_Knight) mes "What about you, huh?";
- next;
- mes "[Litheron]";
- mes "It just so happens that";
- mes "I'm really old friends with";
- mes "the owner of the pub. I do";
- mes "favors for him, and he does";
- mes "favors for me. That's how";
- mes "we do it around here.";
- close;
-}
-
-que_job01,82,95,3 script Bar Master 46,{
-
- if(checkweight(12112,1) != 1)
- {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if(Class == Job_Assassin || Class == Job_Assassin_Cross)
- {
- mes "[Master]";
- mes "Welcome to my";
- mes "little pub. What";
- mes "will you be having?";
- }
- else if(BaseJob == Job_Thief || BaseJob == Job_Thief_High || Class == Job_Rogue || Class == Job_Stalker)
- {
- mes "[Master]";
- mes "Huh. How did";
- mes "a ruffian like you";
- mes "get in here? Well, if";
- mes "Jack let you in, I guess";
- mes "you must be alright. So";
- mes "what do you wanna drink?";
- }
- else
- {
- mes "[Master]";
- mes "This place is supposed";
- mes "to be Assassins only, but";
- mes "I guess I'll make an exception";
- mes "for you. Hell, you must have";
- mes "had a rough time just getting";
- mes "in. So what are you drinking?";
- }
- next;
- switch( select( "Order a Drink","Ask about Mission","Cancel" ) )
- {
- case 1:
- mes "[Master]";
- mes "In this place, I only";
- mes "serve two drinks. You";
- mes "want a Tropical Sograt or";
- mes "a Vermilion on the Beach?";
- next;
- switch( select( "Tropical Sograt","Vermilion on the Beach","Do you have anything cheaper?" ) )
- {
- case 1:
- set .@maodrink,1;
-
- case 2:
- if(checkweight(12112,1) != 1)
- {
- mes "[Master]";
- mes "Hey, why did you bring";
- mes "so much stuff with you?";
- mes "I can't give you anything";
- mes "to drink if you don't have";
- mes "the room to carry it around.";
- mes "Clear out your inventory!";
- close;
- }
- if(Class == Job_Assassin || Class == Job_Assassin_Cross)
- {
- if (Zeny < 800)
- {
- mes "[Master]";
- mes "You know...";
- mes "I was going to charge you";
- mes "800 zeny for this drink, but";
- mes "it looks like you can't afford";
- mes "it right now. Come back when";
- mes "you have the zeny, alright?";
- close;
- }
- mes "[Master]";
- mes "Most bartenders would";
- mes "usually charge 1,000 zeny";
- mes "for this stuff, but I'll only";
- mes "ask you for 800. Enjoy it,";
- mes "my friend, and drink it as";
- mes "deeply as you would life.";
- set Zeny,Zeny - 800;
- if(.@maodrink) getitem 12112,1;
- else getitem 12113,1;
- close;
- }
- if (Zeny < 1000)
- {
- mes "[Master]";
- mes "Hey, you don't have";
- mes "the zeny for this drink.";
- mes "Make sure you come back";
- mes "with 1,000 zeny if you want";
- mes "me to fix you something, okay?";
- close;
- }
- mes "[Master]";
- mes "For Assassins, I charge";
- mes "800 zeny, but for you, I'm";
- mes "gonna charge 1,000. No";
- mes "hard feelings, but you're";
- mes "already lucky to be here.";
- mes "Hey, enjoy your drink~";
- set Zeny,Zeny - 1000;
- if(.@maodrink) getitem 12112,1;
- else getitem 12113,1;
- close;
-
- case 3:
- mes "[Master]";
- mes "What are you...?";
- mes "I just told you";
- mes "I only serve two";
- mes "drinks. If you want";
- mes "water, you oughtta";
- mes "go someplace else.";
- close;
- }
-
- case 2:
- if(mao_request == 1)
- {
- if(Class == Job_Assassin || Class == Job_Assassin_Cross)
- {
- mes "[Master]";
- mes "Ah, you must be here on";
- mes "the orders of the guildmaster.";
- mes "Alright, just go inside. Hey,";
- mes "but be careful. This won't be";
- mes "easy like most assignments...";
- set mao_request,2;
- close;
- }
- mes "[Master]";
- mes "Mission...?";
- mes "Come on, what are";
- mes "you talking about?";
- mes "Stop talking crazy and";
- mes "order something to drink.";
- next;
- switch( select( "Show Letter of Recommendation" ) )
- {
- case 1:
- break;
- }
- if (countitem(7416))
- {
- mes "[Master]";
- mes "Ah, I see you that you";
- mes "came prepared. Sorry about";
- mes "that, but we've got protocols";
- mes "about secrecy that I'm sworn";
- mes "to upkeep. Alright, do see that";
- mes "Knight over there? Litheron!";
- next;
- mes "[Master]";
- mes "Hey Litheron! Let this";
- mes "guy go through, willya?";
- mes "Yeah, just talk to Litheron,";
- mes "and he'll show you where to go.";
- next;
- mes "[Litheron]";
- mes "Hey, since when did";
- mes "I become your doorman?!";
- mes "Eh, ah well. You got it.";
- set mao_request,2;
- close;
- }
- mes "^3355FFYou forgot to bring your";
- mes "Letter of Recommendation.^000000";
- next;
- mes "[Master]";
- mes "Alright...";
- mes "You're looking way";
- mes "too suspicious now.";
- mes "Maybe I'm wrong, but";
- mes "I don't like taking chances.";
- mes "Boys, show this guy the door!";
- close2;
- warp "morocc",45,106;
- end;
- }
- else if(mao_request == 2)
- {
- if(Class == Job_Assassin || Class == Job_Assassin_Cross)
- {
- mes "[Master]";
- mes "Just go through the";
- mes "door behind Litheron.";
- mes "You know the drill, so";
- mes "hurry it up, willya?";
- close;
- }
- mes "[Master]";
- mes "Go through the door";
- mes "behind Litheron if you";
- mes "wanna learn more about";
- mes "your secret mission.";
- close;
- }
- else if(mao_request > 2)
- {
- if(Class == Job_Assassin || Class == Job_Assassin_Cross)
- {
- mes "[Master]";
- mes "How's your asssignment";
- mes "coming along? Sometimes,";
- mes "you need to relax and take a";
- mes "break. When that time comes,";
- mes "I'll have a drink ready for you.";
- close;
- }
- mes "[Master]";
- mes "How are you doing";
- mes "with the mission? It's";
- mes "good to see you getting";
- mes "along with the Assasssins.";
- mes "Anyway, best of luck, pal.";
- close;
- }
- else if(mao_request == 30 || mao_request == 128)
- {
- if(Class == Job_Assassin || Class == Job_Assassin_Cross)
- {
- mes "[Master]";
- mes "Hey, thanks for all";
- mes "of your hard work, pal.";
- mes "I'll see you around.";
- close;
- }
- mes "[Master]";
- mes "Thanks for all of your";
- mes "help, even if you did go";
- mes "through a little more trouble";
- mes "than you should have. Anyway,";
- mes "you seem alright, so go ahead and come back whenever you want.";
- close;
- }
- else
- {
- if(Class == Job_Assassin || Class == Job_Assassin_Cross)
- {
- mes "[Master]";
- mes "So you haven't been";
- mes "assigned any missions";
- mes "from this joint, eh? By the";
- mes "way, you like this place?";
- mes "I happen to really love";
- mes "this little pub of mine.";
- next;
- mes "[Master]";
- mes "If you want, I'll recommend";
- mes "you to the guildmaster for";
- mes "a mission. Until then, you've";
- mes "got to focus on your training.";
- mes "And until you train... Why";
- mes "don't you enjoy a drink?";
- close;
- }
- mes "[Master]";
- mes "Mission...?";
- mes "Come on, what are";
- mes "you talking about?";
- mes "Stop talking crazy and";
- mes "order something to drink.";
- close;
- }
-
- case 3:
- mes "[Master]";
- mes "...";
- close;
- }
-}
-
-que_job01,49,49,5 script Tao 877,{
-
- if(mao_request == 28 || mao_request == 29 || mao_request == 126 || mao_request == 127)
- {
- mes "[Tao]";
- mes "Meow, what the hell";
- mes "happened to you? Kidd";
- mes "brought you in here, all";
- mes "beat up and asked me to";
- mes "take care of you till you woke";
- mes "up. Are you alright, meow?";
- next;
- mes "[Tao]";
- mes "Oh yes, as soon as you";
- mes "feel better, Kidd wants you";
- mes "to go to the commanding";
- mes "officer's room that's over";
- mes "to the left, meow. Okay?";
- close;
- }
- mes "[Tao]";
- mes "Mm...?";
- mes "What do you";
- mes "need, meow?";
- next;
- switch( select( "Ask about Mission","M-meow?" ) )
- {
- case 1:
- if (mao_request > 1)
- {
- mes "[Tao]";
- mes "The mission...?";
- mes "Just enter the room";
- mes "to the left. You can tell";
- mes "left from right, meow?";
- close;
- }
- mes "[Tao]";
- mes "Good luck, meow.";
- mes "Tao keeps this place";
- mes "safe from people that";
- mes "don't belong here, meow.";
- close;
-
- case 2:
- mes "[Tao]";
- mes "Meow, meow.";
- mes "It's a long story, meow.";
- mes "Something about wanting";
- mes "a Big Ribbon and hunting";
- mes "Wild Roses, meow. It all started when meow, meow, meow, meow...";
- close;
- }
-}
-
-que_job01,51,55,1 script #roombar1 45,1,1,{
-
-OnInit:
- set $maobar_room,0;
- end;
-
-OnTouch:
- if(mao_request == 2 || mao_request == 24 || mao_request == 28 || mao_request == 29 || mao_request == 123 || mao_request == 126 || mao_request == 127 || prt_curse == 24)
- {
- if(!$maobar_room)
- {
- set $maobar_room,1;
- donpcevent "#maobartimer1::OnEnter";
- if(mao_request == 2 || mao_request == 28 || mao_request == 29 || mao_request == 126 || mao_request == 127)
- {
- donpcevent "Valdes#1::OnEnter";
- donpcevent "Lin#1::OnEnter";
- donpcevent "Kidd#1::OnEnter";
- }
- else if(mao_request == 24)
- {
- donpcevent "Valdes#2::OnEnter";
- donpcevent "Kidd#2::OnEnter";
- donpcevent "#mao_table::OnEnter";
- }
- else if(mao_request == 123)
- {
- donpcevent "Valdes#2::OnEnter";
- donpcevent "Lin#2::OnEnter";
- donpcevent "#mao_table::OnEnter";
- }
- else if(prt_curse == 24) donpcevent "Marjana#poison::OnEnable";
- mes "[Tao]";
- mes "Ah, that place is protected";
- mes "by security magic, so you'll";
- mes "only have ^4D4DFF4 minutes^000000 to remain";
- mes "there. Don't waste time, meow!";
- close2;
- if(mao_request == 24 || mao_request == 123) warp "que_job01",15,8;
- else warp "que_job01",11,7;
- end;
- }
- mes "[Tao]";
- mes "Sooo sorry, meow~";
- mes "Someone else is already";
- mes "inside. Just come back";
- mes "again later, meow?";
- close2;
- warp "que_job01",52,50;
- end;
- }
- mes "[Tao]";
- mes "Wh-who are you?";
- mes "This is a restricted";
- mes "area, meow! If you don't";
- mes "have permission, then get";
- mes "out of there right meow!";
- close2;
- warp "que_job01",52,50;
- end;
-}
-
-que_job01,1,1,1 script #maobartimer1 -1,{
-
-OnEnter:
- initnpctimer;
- mapannounce "que_job01","You will now enter the Master Zone, Area 1.",1,0x70DBDB;
- end;
-
-OnStop:
- mapannounce "que_job01","The security magic in the Master Zone, Area 1 is deactivated.",1,0x70DBDB;
- donpcevent "#maobar6::OnInit";
- donpcevent "Valdes#1::OnInit";
- donpcevent "Valdes#2::OnInit";
- donpcevent "Lin#1::OnInit";
- donpcevent "Lin#2::OnInit";
- donpcevent "Kidd#1::OnInit";
- donpcevent "Kidd#2::OnInit";
- donpcevent "Marjana#poison::OnInit";
- donpcevent "#mao_table::OnInit";
- donpcevent "#roombar1::OnInit";
- stopnpctimer;
- end;
-
-OnTimer240000:
- donpcevent "#maobar6::OnEnter";
- end;
-
-OnTimer245000:
- donpcevent "#maobar6::OnInit";
- donpcevent "Valdes#1::OnInit";
- donpcevent "Valdes#2::OnInit";
- donpcevent "Lin#1::OnInit";
- donpcevent "Lin#2::OnInit";
- donpcevent "Kidd#1::OnInit";
- donpcevent "Kidd#2::OnInit";
- donpcevent "Marjana#poison::OnInit";
- donpcevent "#mao_table::OnInit";
- end;
-
-OnTimer250000:
- mapannounce "que_job01","The security magic in the Master Zone, Area 1 is deactivated.",1,0x70DBDB;
- donpcevent "#roombar1::OnInit";
- stopnpctimer;
- end;
-}
-
-que_job01,12,13,1 script #maobar6 139,1,1,{
-
-OnInit:
- disablenpc "#maobar7";
- end;
-
-OnEnter:
- enablenpc "#maobar7";
- end;
-
-OnTouch:
- warp "que_job01",52,50;
- end;
-}
-
-que_job01,51,44,1 script #roombar2 45,1,1,{
-
-OnInit:
- set $maobar_room2,0;
- end;
-
-OnTouch:
- if(mao_request == 25 || (mao_request > 102 && mao_request < 123))
- {
- if(mao_request == 121)
- {
- mes "[" + strcharinfo(0) + "]";
- mes "I can't go back to";
- mes "Lin yet... I still need";
- mes "to fully investigate";
- mes "Thanatos Tower...";
- close2;
- warp "que_job01",52,50;
- end;
- }
- if(!$maobar_room2)
- {
- set $maobar_room2,1;
- donpcevent "#maobartimer2::OnEnter";
- if(mao_request == 25)
- {
- donpcevent "Valdes#3::OnEnter";
- donpcevent "Kidd#3::OnEnter";
- donpcevent "#Rabsent::OnEnter";
- }
- else if(mao_request == 122)
- {
- donpcevent "#mao_empty::OnEnter";
- }
- mes "[Tao]";
- mes "Ah, that place is protected";
- mes "by security magic, so you'll";
- mes "only have ^4D4DFF4 minutes^000000 to remain";
- mes "there. Don't waste time, meow!";
- close2;
- if(mao_request > 102 && mao_request < 122) warp "que_job01",80,21;
- else warp "que_job01",144,57;
- end;
- }
- mes "^3355FFThe door is locked.^000000";
- if(mao_request > 102 && mao_request < 122)
- {
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Hey, R! It's me!";
- mes "Would you please";
- mes "open the door?";
- next;
- mes "[R.]";
- mes "I-I'm sorry, but now's";
- mes "not a good time. Come";
- mes "back here later, please!";
- close2;
- warp "que_job01",52,50;
- end;
- }
- close2;
- warp "que_job01",52,50;
- end;
- }
- mes "[Tao]";
- mes "This is a restricted area,";
- mes "so if you don't have any";
- mes "permission, then get out";
- mes "of here, right meow!";
- close2;
- warp "que_job01",52,50;
- end;
-}
-
-que_job01,1,2,1 script #maobartimer2 -1,{
-
-OnEnter:
- initnpctimer;
- mapannounce "que_job01","Security Level in the Master Zone, Area 2 has activated.",1,0x70DBDB;
- end;
-
-OnStop:
- mapannounce "que_job01","Security Level in the Master Zone, Area 2 deactivated.",1,0x70DBDB;
- donpcevent "#maobar7::OnInit";
- donpcevent "#maobar8::OnInit";
- donpcevent "Valdes#3::OnInit";
- donpcevent "Lin#3::OnInit";
- donpcevent "Kidd#3::OnInit";
- donpcevent "#Rabsent::OnInit";
- donpcevent "#mao_empty::OnInit";
- donpcevent "#roombar2::OnInit";
- stopnpctimer;
- end;
-
-OnTimer240000:
- donpcevent "#maobar7::OnEnter";
- donpcevent "#maobar8::OnEnter";
- end;
-
-OnTimer245000:
- donpcevent "#maobar7::OnInit";
- donpcevent "#maobar8::OnInit";
- donpcevent "Valdes#3::OnInit";
- donpcevent "Lin#3::OnInit";
- donpcevent "Kidd#3::OnInit";
- donpcevent "#Rabsent::OnInit";
- donpcevent "#mao_empty::OnInit";
- donpcevent "#roombar2::OnInit";
- end;
-
-OnTimer250000:
- mapannounce "que_job01","Security Level in the Master Zone, Area 2 deactivated.",1,0x70DBDB;
- donpcevent "#roombar2::OnInit";
- stopnpctimer;
- end;
-}
-
-que_job01,80,17,1 script #maobar7 45,1,1,{
-
-OnInit:
- disablenpc "#maobar7";
- end;
-
-OnEnter:
- enablenpc "#maobar7";
- end;
-
-OnTouch:
- warp "que_job01",52,50;
- end;
-}
-
-que_job01,144,51,1 script #maobar8 45,1,1,{
-
-OnInit:
- disablenpc "#maobar8";
- end;
-
-OnEnter:
- enablenpc "#maobar8";
- end;
-
-OnTouch:
- warp "que_job01",52,50;
- end;
-}
-
-que_job01,11,4,1 script #maoexit1 45,1,1,{
-
-OnTouch:
- warp "que_job01",52,50;
- donpcevent "#maobartimer1::OnStop";
- end;
-}
-
-que_job01,80,27,1 script #maoexit2 45,1,1,{
-
-OnTouch:
- warp "que_job01",52,50;
- donpcevent "#maobartimer2::OnStop";
- end;
-}
-
-que_job01,144,61,1 script #maoexit3 45,1,1,{
-
-OnTouch:
- warp "que_job01",52,50;
- donpcevent "#maobartimer2::OnStop";
- end;
-}
-
-que_job01,16,21,5 script Valdes#1 55,{
-
- if(checkweight(7417,1) != 1)
- {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if(mao_request == 2)
- {
- if(Class == Job_Assassin || Class == Job_Assassin_Cross)
- {
- mes "[Valdes]";
- mes "Welcome. Ah, this must be";
- mes "your first assignment here.";
- mes "I'm the commanding officer";
- mes "of these missions, so please";
- mes "listen to me very closely.";
- next;
- mes "[Valdes]";
- mes "The Assassin Guild agreed to";
- mes "perform two missions that are";
- mes "supposed to be related to the";
- mes "missing children in Morroc.";
- mes "You must choose one mission";
- mes "in which you will participate.";
- next;
- }
- else
- {
- mes "[Valdes]";
- mes "Good, good, I've been";
- mes "waiting for you. Since our";
- mes "time is limited, I'll be brief.";
- mes "I'm the commanding officer";
- mes "for these two missions that the Assassin Guild has agreed to take.";
- next;
- mes "[Valdes]";
- mes "Due to the nature of these";
- mes "missions and their objectives,";
- mes "we have decided to recruit help";
- mes "from outside. We recognize that";
- mes "Assassins may not be suited";
- mes "for some of the objectives...";
- next;
- }
- mes "[Valdes]";
- mes "The client for the first";
- mes "mission is the Dandelion";
- mes "organization. If you accept,";
- mes "then you will work under Kidd";
- mes "and both of you will search and";
- mes "pursue a specified target.";
- next;
- mes "[Valdes]";
- mes "The client for the other";
- mes "mission is an academic that";
- mes "has identified himself as ''R.'' His credentials check out,";
- mes "and it seems that all he has";
- mes "requested special protection.";
- next;
- mes "[Valdes]";
- mes "I'll be honest: both of our";
- mes "clients strike me as suspicious, but if working with them brings";
- mes "us closer to helping those lost";
- mes "children, we've got to take that chance. I hope you understand.";
- next;
- mes "[Valdes]";
- mes "Will you work as a hunter for the Dandelion organization, or will";
- mes "you work as Mr. R's bodyguard?";
- mes "Please choose the client whose";
- mes "job best suits your skills and";
- mes "abilities before anything else.";
- next;
- switch( select( "Dandelion Organization","Mr. R" ) )
- {
- case 1:
- mes "[Valdes]";
- mes "So you're choosing to";
- mes "work for the Dandelion";
- mes "organization? In that case, Kidd is your immediate superior.";
- mes "I trust the two of you will work well together to finish this.";
- next;
- mes "[Kidd]";
- mes "Hey there~";
- mes "I'm Kidd.";
- mes "Nice to meet you.";
- emotion e_ok,0,"Kidd#1";
- cutin "mocseal_kid01.bmp",2;
- next;
- mes "[Valdes]";
- mes "Alright, please take this";
- mes "written request and meet";
- mes "the Dandelion representative";
- mes "in the pub. He'll brief you";
- mes "further on your mission.";
- set mao_request,3;
- getitem 7417,1;
- next;
- cutin "",255;
- mes "[Valdes]";
- mes "Well then, Lin, I will";
- mes "assign you to bodyguard";
- mes "duty over Mr. R. Make sure";
- mes "to keep a close eye on him.";
- mes "That is all. Dismissed!";
- close2;
- break;
-
- case 2:
- mes "[Valdes]";
- mes "Alright. Lin will be";
- mes "your immediate superior";
- mes "in this mission. You'll be";
- mes "working with her to ensure";
- mes "that no harm befalls Mr. R.";
- next;
- mes "[Lin]";
- mes "Heya, I'm Lin.";
- mes "I'm lookin' forward";
- mes "to working together";
- mes "with you. Heh heh~";
- emotion e_ok,0,"Lin#1";
- cutin "mocseal_rin01.bmp",2;
- next;
- mes "[Valdes]";
- mes "Here, take this written";
- mes "request to Mr. R who will";
- mes "be waiting in the next room.";
- mes "This document will prove to";
- mes "him that you have been assigned";
- mes "as his personal bodyguard.";
- set mao_request,103;
- getitem 7418,1;
- close2;
- break;
- }
- }
- else if(mao_request == 3 || mao_request == 103)
- {
- if(Class == Job_Assassin || Class == Job_Assassin_Cross)
- {
- mes "[Valdes]";
- mes "We're running out of";
- mes "time. Hurry and meet the";
- mes "Dandelion representative";
- mes "in the pub so that you can";
- mes "proceed with the mission.";
- close;
- }
- mes "[Valdes]";
- mes "Please meet with the";
- mes "representative from";
- mes "Dandelion in the pub as";
- mes "soon as possible. We can't";
- mes "afford to waste time when";
- mes "children's lives are at stake.";
- close;
- }
- else if(mao_request > 3 && mao_request < 5)
- {
- mes "[Valdes]";
- mes "Your first priority is";
- mes "to speak to Kidd, your";
- mes "immediate superior in the";
- mes "mission that you've accepted.";
- mes "I trust that your work will please the Dandelion organization.";
- close;
- }
- else if(mao_request > 103 && mao_request < 105)
- {
- mes "[Valdes]";
- mes "Your first priority is";
- mes "to speak to Lin, your";
- mes "immediate superior in the";
- mes "mission that you've accepted.";
- mes "Please do your best to protect Mr. R. as his personal bodyguard.";
- close;
- }
- else if(mao_request == 28 || mao_request == 29)
- {
- mes "[Valdes]";
- mes "So how do you feel?";
- mes "Although this mission";
- mes "is technically a failure,";
- mes "we shouldn't feel too bad.";
- mes "Considering all the unknowns,";
- mes "we did surprisingly well.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "W-wait; a minute...";
- mes "Are you saying we stopped";
- mes "Satan Morroc's revival, but";
- mes "Raiyan Moore escaped?";
- next;
- mes "[Lin]";
- mes "Yeah...";
- mes "That snake managed";
- mes "to get away in all of";
- mes "that confusion.";
- cutin "mocseal_rin01.bmp",2;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "L-Lin...?";
- next;
- mes "[Lin]";
- mes "Not only did he play";
- mes "me for a fool, but he";
- mes "escaped right before";
- mes "my eyes! Don't bother";
- mes "chasing him... I'll be";
- mes "the one who turns him in!";
- next;
- mes "[Kidd]";
- mes "Lin, I understand how";
- mes "you must feel, but don't";
- mes "be so hard on yourself.";
- mes "Lin, you did your job";
- mes "perfectly, and there's no";
- mes "way we could have known...";
- cutin "mocseal_kid01.bmp",0;
- next;
- mes "[Valdes]";
- mes "Although I agree with Kidd,";
- mes "I will entrust with the task";
- mes "of bringing back Raiyan, Lin,";
- mes "if that's what you really want.";
- mes "Everyone else must feel very exhausted, so let's take a break.";
- next;
- mes "[Lin]";
- mes "...I'm sorry, Valdes,";
- mes "but I don't want to lose";
- mes "Moore's trail. I'd better";
- mes "go now while I can...";
- cutin "mocseal_rin01.bmp",2;
- next;
- cutin "mocseal_rin01.bmp",255;
- donpcevent "Lin#1::OnInit";
- mes "[" + strcharinfo(0) + "]";
- mes "She seems upset....";
- next;
- mes "[Valdes]";
- if(Class == Job_Assassin || Class == Job_Assassin_Cross)
- {
- mes "Well, as a fellow Assassin,";
- mes "I'm sure you can understand";
- mes "what's she going through.";
- mes "We have too much pride to";
- mes "take this kind of failure lightly. ";
- }
- else
- {
- mes "Well, she's an Assassin.";
- mes "All of us have too much pride";
- mes "to accept any kind of failure.";
- mes "It's just... It's just not in";
- mes "our vocabulary, you see?";
- }
- delitem 7416,countitem(7416);
- delitem 7417,countitem(7417);
- if(mao_request == 28) getexp 1050000,0;
- else if(mao_request == 29) getexp 1280000,0;
- set mao_request,30;
- getitem 12107,1;
- next;
- mes "[Valdes]";
- if(Class == Job_Assassin || Class == Job_Assassin_Cross)
- {
- mes "Regardless of our";
- mes "original objective,";
- mes "I must say that you";
- mes "did a good job. We";
- mes "didn't save the children,";
- mes "but we stopped Satan Morroc.";
- }
- else
- {
- mes "We failed our original";
- mes "objective to save those kids,";
- mes "but we did stop Satan Morroc.";
- mes "You did a good job, and we'll";
- mes "notify your guild of your good";
- mes "work. Thanks for your help.";
- next;
- mes "[Valdes]";
- mes "Take care of yourself,";
- mes "and take pride in the fact";
- mes "that the Assassin Guild";
- mes "considers you a valuable";
- mes "ally. Be safe, adventurer...";
- }
- next;
- mes "[Valdes]";
- mes "Kidd, when you're";
- mes "ready, I have another";
- mes "assignment for you in";
- mes "Prontera. But for now,";
- mes "I want you to take it easy.";
- next;
- mes "[Kidd]";
- mes "Heh. Alright,";
- mes "Valdes. I guess";
- mes "my work is never";
- mes "finished~";
- close2;
- donpcevent "Kidd#1::OnInit";
- }
- else if(mao_request == 126 || mao_request == 127)
- {
- if(Class == Job_Assassin || Class == Job_Assassin_Cross)
- {
- mes "[Valdes]";
- mes "How are you feeling?";
- mes "I've got some bad news:";
- mes "All of us, every member of";
- mes "the Assassin Guild... We";
- mes "were tricked by Raiyan Moore...";
- }
- else
- {
- mes "[Valdes]";
- mes "How are you feeling?";
- mes "I've got some bad news:";
- mes "these missions we were";
- mes "assigned... They were all";
- mes "part of an elaborate scheme";
- mes "that all of us fell for...";
- }
- next;
- mes "[Lin]";
- mes "We were fooled by that";
- mes "damned bastard. Everything";
- mes "that Raiyan Moore wanted us";
- mes "to do was for the sake of";
- mes "Satan Morroc's reincarnation.";
- mes "He almost got away with it...";
- cutin "mocseal_rin01.bmp",2;
- next;
- mes "[Lin]";
- mes "He got away from us";
- mes "this time... I'm sorry.";
- mes "I should have caught him,";
- mes "but he had help. I failed you.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Lin...";
- next;
- mes "[Kidd]";
- mes "Lin, you don't gotta";
- mes "apologize. There's no";
- mes "way you could've known.";
- mes "C'mon, we understand";
- mes "how you feel, but it's not";
- mes "your fault at all.";
- cutin "mocseal_kid01.bmp",0;
- next;
- mes "[Valdes]";
- mes "Kidd is right. We shouldn't";
- mes "be blaming ourselves or ";
- mes "each other. For now, we can";
- mes "be satisfied with preventing";
- mes "Satan Morroc's revival, and";
- mes "then focus on Raiyan Moore.";
- cutin "mocseal_kid01.bmp",255;
- next;
- mes "[Lin]";
- mes "Don't worry, Valdes.";
- mes "I'm going to take care of";
- mes "Raiyan Moore. He's not going";
- mes "to get away from me again.";
- cutin "mocseal_rin01.bmp",2;
- next;
- mes "[Valdes]";
- mes "Well, Lin...";
- mes "Although I'd prefer for";
- mes "you to rest for now, I can";
- mes "respect your conviction.";
- mes "Alright, I'll entrust you with";
- mes "the task of finding Moore.";
- next;
- mes "[Valdes]";
- if(Class == Job_Assassin || Class == Job_Assassin_Cross)
- {
- mes "Ah, and before I forget,";
- mes "let me give you your fee";
- mes "for taking this mission.";
- mes "We may have technically";
- mes "failed our original objective,";
- mes "but you did very good work.";
- }
- else
- {
- mes "Ah, and before I forget,";
- mes "let me give you your fee";
- mes "for taking this mission.";
- mes "I thank you on behalf of";
- mes "the Assassin Guild for";
- mes "your efforts and hard work.";
- }
- delitem 7416,countitem(7416);
- delitem 7418,countitem(7418);
- if(mao_request == 126) getexp 1050000,0;
- else if(mao_request == 127) getexp 1280000,0;
- set mao_request,128;
- getitem 12106,1;
- next;
- mes "[Valdes]";
- mes "Technically, we failed to";
- mes "achieve our original mission";
- mes "objective, but I will notify your guild and tell them that you were";
- mes "instrumental in preventing";
- mes "a worldwide catastrophe.";
- next;
- mes "[Lin]";
- mes "Valdes...";
- mes "I'm leaving now.";
- mes "Wish me luck, "+ strcharinfo(0) +".";
- next;
- cutin "mocseal_rin01.bmp",255;
- donpcevent "Lin#1::OnInit";
- mes "[Valdes]";
- if(Class == Job_Assassin || Class == Job_Assassin_Cross)
- {
- mes "Alright, then.";
- mes "You're dismissed.";
- mes "I'll see you next time.";
- }
- else
- {
- mes "Alright, then.";
- mes "You're dismissed.";
- mes "Once again, thank you";
- mes "for helping us. You've";
- mes "been a valuable ally to the";
- mes "Assassin Guild, so be proud.";
- }
- next;
- mes "[Valdes]";
- mes "Kidd, when you're";
- mes "ready, I have another";
- mes "assignment for you in";
- mes "Prontera. But for now,";
- mes "I want you to take it easy.";
- next;
- mes "[Kidd]";
- mes "Heh. Alright,";
- mes "Valdes. I guess";
- mes "my work is never";
- mes "finished~";
- close2;
- donpcevent "Kidd#1::OnInit";
- }
- else if(mao_request == 30 || mao_request == 128)
- {
- if(Class == Job_Assassin || Class == Job_Assassin_Cross)
- {
- mes "[Valdes]";
- mes "You may go ahead";
- mes "and take a rest. The";
- mes "last mission you took";
- mes "was so critical, you";
- mes "can afford to take";
- mes "a short vacation.";
- }
- else
- {
- mes "[Valdes]";
- mes "You've been of great";
- mes "help to the Assassin";
- mes "Guild. Your aid will";
- mes "always be welcome here.";
- mes "If it weren't for you, then";
- mes "Satan Morroc would have...";
- }
- close2;
- }
- cutin "",255;
- end;
-
-OnInit:
- disablenpc "Valdes#1";
- end;
-
-OnEnter:
- enablenpc "Valdes#1";
- end;
-}
-
-que_job01,17,11,3 script Valdes#2 55,{
-
-OnInit:
- disablenpc "Valdes#2";
- end;
-
-OnEnter:
- disablenpc "Valdes#2";
- end;
-}
-
-que_job01,142,56,5 script Valdes#3 55,{
-
-OnInit:
- disablenpc "Valdes#3";
- end;
-
-OnEnter:
- disablenpc "Valdes#3";
- end;
-}
-
-que_job01,19,18,3 script Lin#1 885,{
-
- cutin "mocseal_rin01.bmp",2;
- if (mao_request < 3)
- {
- mes "[Lin]";
- mes "Hmm... If you're here";
- mes "for the reason that I think";
- mes "you're here, you should talk";
- mes "to our boss Valdes first.";
- close2;
- }
- else if(mao_request == 3)
- {
- mes "[Lin]";
- mes "Hey. You're working";
- mes "with Kidd, right? He's";
- mes "right over there. Anyway,";
- mes "don't worry, he's pretty";
- mes "easy to get along with.";
- close2;
- }
- else if(mao_request == 103)
- {
- mes "[Lin]";
- mes "First things first.";
- mes "We need to talk to our";
- mes "client, R, over in the next";
- mes "room. I'll meet you there.";
- close2;
- disablenpc "Lin#1";
- }
- else if(mao_request == 28 || mao_request == 29)
- {
- mes "[Lin]";
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "^3355FFLin seems extremely";
- mes "exhausted and depressed.";
- mes "For now, let's go talk to Valdes, the commanding officer.^000000";
- close2;
- }
- else if(mao_request == 126 || mao_request == 127)
- {
- mes "[Lin]";
- mes "H-hey...";
- mes "I hear that";
- mes "Kidd saved you.";
- mes "...............................";
- mes "Sorry, "+ strcharinfo(0) +"...";
- mes "I l-let you down...";
- next;
- mes "^3355FFLin seems extremely";
- mes "exhausted and depressed.";
- mes "For now, let's go talk to Valdes, the commanding officer.^000000";
- close2;
- }
- cutin "",255;
- end;
-
-OnInit:
- disablenpc "Lin#1";
- end;
-
-OnEnter:
- enablenpc "Lin#1";
- end;
-}
-
-que_job01,13,9,7 script Lin#2 885,{
-
-OnInit:
- disablenpc "Lin#2";
- end;
-
-OnEnter:
- disablenpc "Lin#2";
- end;
-}
-
-que_job01,84,17,3 script Lin#2-1 885,{
-
- if (mao_request == 103)
- {
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "What...?";
- mes "I thought we're";
- mes "only supposed to";
- mes "protect you? What";
- mes "exactly is going on?";
- next;
- mes "[R.]";
- mes "I'm sorry, but it is";
- mes "imperative that I leave";
- mes "for the Juno Library...";
- cutin "mocseal_dan01.bmp",0;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Excuse me, but";
- mes "what are you guys";
- mes "talking about...?";
- next;
- mes "[Lin]";
- mes "Ah, this is "+ strcharinfo(0) +",";
- mes "my partner for this assignment.";
- if(Sex == 1) mes "Don't worry, you can trust him.";
- else mes "Don't worry, you can trust her.";
- next;
- mes "[R.]";
- mes "Ah, I see. Please,";
- mes "for the sake of anonymity,";
- mes "call me Mr. R. If it will help";
- mes "you in your task, you may want";
- mes "to ask Lin to explain everything that I just told her. Excuse me...";
- next;
- mes "^3355FFMr. R pulled out a pendant";
- mes "from his necklace, placed it";
- mes "against his forehead, and then";
- mes "quickly mumbled something";
- mes "before raising his head.^000000";
- set mao_request,104;
- close2;
- }
- else if(mao_request == 104)
- {
- mes "[" + strcharinfo(0) + "]";
- mes "Um...";
- mes "What was that?";
- mes "Mr. R just took out";
- mes "that strange pendant";
- mes "and starting praying";
- mes "or... something.";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "I guess he was praying...";
- mes "Though whatever religion";
- mes "it is, I've never heard of it.";
- mes "Anyway, it's not a big deal.";
- mes "Let me explain our current";
- mes "objective for this assignment.";
- next;
- mes "[Lin]";
- mes "Our client, Mr. R, was attacked";
- mes "while researching important";
- mes "documents in the Juno Library.";
- mes "He escaped with his life, but";
- mes "he wasn't able to bring all of";
- mes "the documents along with him.";
- next;
- mes "[R.]";
- mes "The information in those";
- mes "documents is vital for my";
- mes "research, and may provide";
- mes "clues to finding those children";
- mes "that have been missing from";
- mes "Morroc. Please retrieve them!";
- cutin "mocseal_dan01.bmp",0;
- next;
- mes "[Lin]";
- mes "Well, I guess that's that.";
- mes "I suppose that if we retrieve";
- mes "those documents, we'll be one";
- mes "step closer to finding those";
- mes "lost kids. So let's do this.";
- cutin "mocseal_rin01.bmp",2;
- next;
- switch( select( "Wait!","Won't they attack again?" ) )
- {
- case 1:
- mes "[" + strcharinfo(0) + "]";
- mes "Wait! It's too risky!";
- mes "What if Mr. R is attacked";
- mes "again? I mean, isn't that";
- mes "why we're here? To protect";
- mes "him from those attackers?";
- next;
- mes "[Lin]";
- mes "Good point. I guess";
- mes "we should split up.";
- mes "One of us will stay here";
- mes "to guard Mr. R, and the other";
- mes "will go to the Juno Library to";
- mes "find his research documents.";
- break;
-
- case 2:
- mes "[" + strcharinfo(0) + "]";
- mes "Won't they attack";
- mes "again? Shouldn't both";
- mes "of us guard Mr. R here?";
- next;
- mes "[Lin]";
- mes "I agree with you, but";
- mes "I think one of us should";
- mes "be enough to ensure Mr. R's";
- mes "safety. Besides, we should be";
- mes "doing all that we can to save";
- mes "those missing children.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I think you're right.";
- mes "But I think we should";
- mes "see if that's alright";
- mes "with Mr. R first.";
- break;
- }
- next;
- mes "[Lin]";
- mes "Okay, okay...";
- mes "So what do you";
- mes "think about that, Mr. R?";
- mes "That alright with you?";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[R.]";
- mes "Of course, I'd like my";
- mes "safety to be guaranteed,";
- mes "but the information in those";
- mes "documents is more important";
- mes "than my life. Do whatever it";
- mes "takes--please get them back.";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "Well then. Mr. R, you'll";
- mes "stay here where I can protect";
- mes "you. This place is also shielded";
- mes "with security magic, so you'll";
- mes "be just fine. Now, as for you,";
- mes ""+ strcharinfo(0) +"...";
- next;
- mes "[Lin]";
- mes "Your priority is to go";
- mes "to the Juno Library and";
- mes "bring Mr. R's documents";
- mes "back over here. Hey, Mr. R,";
- mes "how can we tell which are";
- mes "your documents, anyway?";
- next;
- mes "[R.]";
- mes "They're, um...";
- mes "They're labeled with";
- mes "the name, ''Moore.''";
- mes "Just... another psuedonym.";
- next;
- mes "[Lin]";
- mes "Once you're in the";
- mes "Juno Library, find a";
- mes "girl named ^4D4DFFYunia^000000. She'll";
- mes "help make your job a lot";
- mes "easier. Okay then, good luck~";
- mes "Good luck!";
- set mao_request,105;
- close2;
- }
- else if(mao_request == 105)
- {
- cutin "mocseal_rin01.bmp",0;
- mes "[Lin]";
- mes "Head over to Juno";
- mes "Library and speak to";
- mes "a girl there named Yunia.";
- mes "If anyone gets in your way,";
- mes "just dispose of 'em. Punks";
- mes "deserve whatever you give 'em!";
- next;
- mes "[Lin]";
- mes "Er, but that's completely";
- mes "up to you. Just wanted to let";
- mes "you know that you wouldn't get";
- mes "in trouble for assassinating when you're working with Assassins";
- mes "is all I'm saying. Okay, seeya~";
- close2;
- }
- else if(mao_request == 106)
- {
- cutin "mocseal_rin01.bmp",0;
- mes "[Lin]";
- mes "Ah, were you able to";
- mes "find Yunia? Wait a sec,";
- mes "did you bring the documents?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Uh oh...";
- mes "I guess I better";
- mes "go back and talk";
- mes "to Yunia once again!";
- cutin "mocseal_dan01.bmp",0;
- close2;
- }
- else if(mao_request == 107)
- {
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "Yunia gave you the";
- mes "documents that Mr. R";
- mes "wanted? Great, now go";
- mes "bring them to him and";
- mes "see what he wants us";
- mes "to do for him next.";
- set mao_request,108;
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[R. Moore]";
- mes "Ah yes, these are exactly";
- mes "what I wanted! Thank you so";
- mes "much for your hard work. Wow,";
- mes "these are so well organized...";
- close2;
- }
- else if(mao_request == 108)
- {
- mes "[Lin]";
- mes "Huh. Now that we brought";
- mes "him these documents, he's";
- mes "probably gonna ask us to";
- mes "do something else for him.";
- mes "That's how it always works...";
- close2;
- }
- else if(mao_request == 109)
- {
- cutin "mocseal_dan01.bmp",0;
- mes "[Lin]";
- mes "I guess we should do as";
- mes "Mr. R asks. Go ahead and";
- mes "check the field west of Morroc";
- mes "for one of those artifacts or";
- mes "crests, and I'll remain here";
- mes "to guard Mr. R, just in case.";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "I'm sorry that ^A9A9A9WAIT^000000 you've";
- mes "got to do ^A9A9A9FOR^000000 this ^A9A9A9ME^000000 alone,";
- mes "^A9A9A9AT^000000 but this situation can't";
- mes "be ^A9A9A9THE^000000 helped. ^A9A9A9STAIRS^000000";
- close2;
- }
- else if(mao_request > 109 && mao_request < 115)
- {
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "I don't really know";
- mes "what's going on, but";
- mes "it looks like we have";
- mes "no choice but to do as";
- mes "Mr. R. Moore asks for now...";
- close2;
- }
- else if(mao_request == 115)
- {
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "Hey... I need to talk to";
- mes "you alone. This R. Moore guy...";
- mes "I don't like him! Something's";
- mes "not adding up quite right!";
- mes "I've been going through his";
- mes "research notes, you know?";
- next;
- mes "[Lin]";
- mes "There's all this mention";
- mes "of Morroc, Morroc Satan,";
- mes "and Thanatos Tower... How";
- mes "is this all connected to the";
- mes "missing children? If you ask";
- mes "me, it's pretty morbid stuff.";
- next;
- mes "[Lin]";
- mes "Hey, I want you to find out";
- mes "what you can from our local";
- mes "historian in Morroc about Morroc Satan and all that. There's";
- mes "too much we don't know, and";
- mes "I don't wanna take chances.";
- set mao_request,116;
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[R. Moore]";
- mes "Hm...?";
- mes "What were you";
- mes "talking about so";
- mes "excitedly over there?";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "Oh, we were just";
- mes "talking about the those";
- mes "elemental crests and how";
- mes "they're now taken care of.";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[R. Moore]";
- mes "Say, " + strcharinfo(0) + ",";
- mes "were you about to leave?";
- mes "I had another reques--";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "I'm sending "+ strcharinfo(0) +"";
- mes "on a snack errand and it won't";
- if(Sex == 1) mes "take too long. Did you want him";
- else mes "take too long. Did you want her";
- mes "to bring you back anything?";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[R. Moore]";
- mes "Oh, yes. On your way";
- mes "back, would you bring";
- mes "me a Tropical Sograt?";
- mes "I'm very fond of those.";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "Well, "+ strcharinfo(0) +",";
- mes "you heard the ^A9A9A9GO^000000 man.";
- mes "^A9A9A9TO^000000 Come back ^A9A9A9THE^000000 as soon";
- mes "as ^A9A9A9HISTORIAN^000000 can, ^A9A9A9NOW^000000 alright?";
- close2;
- }
- else if(mao_request == 116)
- {
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "Back so soon?";
- mes "Did you forget what";
- mes "I asked you to do?";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[R. Moore]";
- mes "You were going";
- mes "on a snack errand,";
- mes "weren't you?";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "Right. I ^A9A9A9GO^000000 guess ^A9A9A9FIND^000000 you";
- mes "^A9A9A9THE^000000 came back because you";
- mes "^A9A9A9HISTORIAN^000000 forgot something. ";
- mes "Now hurry ^A9A9A9IN^000000 up, we're going to";
- mes "need ^A9A9A9MORROC^000000 snacks ^A9A9A9NOW^000000 soon.";
- close2;
- }
- else if(mao_request == 117)
- {
- mes "[" + strcharinfo(0) + "]";
- mes "Well, I'm back...";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "I'm sorry, ^A9A9A9MEET^000000 partner,";
- mes "but I forgot to ask you to";
- mes "bring me a snack ^A9A9A9ME^000000 too.";
- mes "Do you think you ^A9A9A9AT^000000 can";
- mes "^A9A9A9THE^000000 get me a glass of, um...";
- mes "^A9A9A9STAIRS^000000 Vermilion on the Beach?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Snack? Um... That's";
- mes "more of a drink, isn't it?";
- mes "But if that's what you want,";
- mes "then I'll be back soon.";
- mes "(^333333This is so cloak and dagger!";
- mes "How does she talk like that?^000000)";
- close2;
- }
- else if(mao_request == 118)
- {
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "Oh, good.";
- mes "You're finally back~";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[R. Moore]";
- mes "Ah! You've finally returned.";
- mes "I have another request that";
- mes "I must ask of you that pertains";
- mes "to the missing children.";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "Yeah, alright.";
- mes "Depending on what";
- mes "it is, maybe we'll do it.";
- mes "But if it's some crazy";
- mes "nonsense errand, we won't.";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[R. Moore]";
- mes "For the sake of my";
- mes "research, I want you to";
- mes "investigate Thanatos Tower.";
- mes "Learn more about its origin";
- mes "through any means possible. I didn't want to say this, but...";
- next;
- mes "[R. Moore]";
- mes "I think it's possible that the";
- mes "missing children were kidnapped";
- mes "to revive an ancient evil, Satan Morroc. I believe we can learn";
- mes "more about the kidnappers by";
- mes "learning about Satan Morroc.";
- next;
- mes "[R. Moore]";
- mes "I know this all sounds";
- mes "crazy, but please trust me.";
- mes "Thanatos Tower is somehow";
- mes "related to Satan Morroc, so";
- mes "if you could tell me what";
- mes "you can learn from there...";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "Thanatos Tower, huh?";
- mes "Alright, it's not like we don't";
- mes "believe you, but we need some";
- mes "time to consider your request";
- mes "before we can go ahead with the investigation you're asking for...";
- set mao_request,119;
- close2;
- }
- else if(mao_request == 119)
- {
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "Alright... Before";
- mes "we go and do this, we";
- mes "need to make absolutely";
- mes "sure of a few things.";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[R. Moore]";
- mes "Of course.";
- mes "What is it that";
- mes "you want to ask me?";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "First, those men that";
- mes "attacked you. Are they";
- mes "trying to revive Satan";
- mes "Morroc? And those crests...";
- mes "Were they built to break Satan";
- mes "Morroc's seal or protect it?";
- next;
- cutin "mocseal_dan01.bmp",1;
- mes "[R. Moore]";
- mes "Oh, my attackers. I have no";
- mes "idea what they could want.";
- mes "As for the elemental crests,";
- mes "they were originally built by";
- mes "a madman to revive Satan Morroc. ";
- next;
- mes "[R. Moore]";
- mes "However, once that crazed";
- mes "man's plot was discovered,";
- mes "the crests were modified to";
- mes "further shield the seal that";
- mes "contains Satan Morroc.";
- next;
- mes "[R. Moore]";
- mes "But as a historian...";
- mes "These stories about Satan";
- mes "Morroc and seals are just";
- mes "conjecture. I need concrete";
- mes "proof that the threat of";
- mes "Satan Morroc truly exists.";
- next;
- mes "[R. Moore]";
- mes "If I can obtain that,";
- mes "people would be able to";
- mes "take Satan Morroc's threat";
- mes "more seriously. And Thanatos^FFFFFF ^000000 Tower wouldn't be a tourist area.";
- next;
- mes "[R. Moore]";
- mes "I'm begging you, please";
- mes "go to Thanatos Tower and";
- mes "try to find some sort of solid";
- mes "historical record that proves";
- mes "that Satan Morroc really";
- mes "existed in our world.";
- set mao_request,120;
- close2;
- }
- else if(mao_request == 120)
- {
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "I'm not sure what to";
- mes "believe, but investigating";
- mes "Thanatos Tower seems to be";
- mes "our best course of action now.";
- next;
- mes "[Lin]";
- mes "While you work on that,";
- mes "I will be trying to piece";
- mes "together the information that";
- mes "we've collected so far, as well";
- mes "as keep an eye on Mr. R. Moore.";
- mes "Good luck, and be careful.";
- set mao_request,121;
- close2;
- }
- else if(mao_request == 121)
- {
- mes "^3355FFLin seems to be lost";
- mes "in thought, carefully";
- mes "weighing your mission's";
- mes "options. For now, you";
- mes "better do your part and";
- mes "investigate Thanatos Tower.^000000";
- close2;
- }
- cutin "",255;
- end;
-}
-
-que_job01,79,15,1 script R 880,{
-
- if(mao_request == 103)
- {
- cutin "mocseal_dan01.bmp",0;
- mes "[R.]";
- mes "Right now, my life isn't";
- mes "so important! Please let";
- mes "me finish my research!";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "What...?";
- mes "I thought we're";
- mes "only supposed to";
- mes "protect you? What";
- mes "exactly is going on?";
- next;
- mes "[R.]";
- mes "I'm sorry, but it is";
- mes "imperative that I leave";
- mes "for the Juno Library...";
- cutin "mocseal_dan01.bmp",0;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Excuse me, but";
- mes "what are you guys";
- mes "talking about...?";
- next;
- mes "[Lin]";
- mes "Ah, this is "+ strcharinfo(0) +",";
- mes "my partner for this assignment.";
- if(Sex == 1) mes "Don't worry, you can trust him.";
- else mes "Don't worry, you can trust her.";
- next;
- mes "[R.]";
- mes "Ah, I see. Please, for";
- mes "for the sake of anonymity,";
- mes "call me Mr. R. If it will help";
- mes "you in your task, you may want";
- mes "to ask Lin to explain everything that I just told her. Excuse me...";
- next;
- mes "^3355FFMr. R pulled out a pendant";
- mes "from his necklace, placed it";
- mes "against his forehead, and then";
- mes "quickly mumbled something";
- mes "before raising his head.^000000";
- set mao_request,104;
- close2;
- }
- else if(mao_request == 104)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[R.]";
- mes "Your partner should be";
- mes "able to relate everything";
- mes "that I've already told her,";
- mes "as well as any details that";
- mes "you might need to know for";
- mes "your job. Please excuse me...";
- next;
- mes "^3355FFMr. R pulled out a pendant";
- mes "from his necklace, placed it";
- mes "against his forehead, and then";
- mes "quickly mumbled something";
- mes "before raising his head.^000000";
- close2;
- }
- else if(mao_request == 105)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[R.]";
- mes "The Juno Library is";
- mes "divided into 3 sections:";
- mes "2 sections are used to store";
- mes "books, and the other section";
- mes "is dedicated for use as a";
- mes "reading room or study hall.";
- next;
- mes "[R.]";
- mes "You should be able to";
- mes "find Yunia in that study";
- mes "hall. Hopefully, by that";
- mes "time, she'll be finished";
- mes "organizing my documents...";
- close2;
- }
- else if(mao_request == 106)
- {
- cutin "mocseal_dan01.bmp",0;
- mes "[R. Moore]";
- mes "So were you able to find";
- mes "Yunia and get my research";
- mes "documents from her? If you've";
- mes "forgotten, then please go back";
- mes "to Juno Library and bring them";
- mes "back here... Thanks again.";
- close2;
- }
- else if(mao_request == 107)
- {
- mes "[" + strcharinfo(0) + "]";
- mes "These are the documents";
- mes "that I received from Yunia.";
- mes "Is this what you needed?";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[R. Moore]";
- mes "Ah yes, these are exactly";
- mes "what I wanted! Thank you so";
- mes "much for your hard work. Wow,";
- mes "these are so well organized...";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "Alright. You need to tell";
- mes "us how your research is";
- mes "related to our next job...";
- mes "We need to protect you, but";
- mes "we still want to help those";
- mes "missing children if we can.";
- set mao_request,108;
- close2;
- }
- else if(mao_request == 108)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[R. Moore]";
- mes "The information in these";
- mes "documents is related to my";
- mes "next request for you. As your";
- mes "client, I hope you will carry";
- mes "out this task and consider it";
- mes "part of your assignment.";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "Yeah, yeah, you don't";
- mes "have to remind me. Besides,";
- mes "we Assassins don't like leaving";
- mes "any job unfinished. So what do";
- mes "you need us to do this time?";
- next;
- cutin "mocseal_dan01.bmp",1;
- mes "[R. Moore]";
- mes "There are four crests";
- mes "hidden in four different";
- mes "directions around Morroc";
- mes "which regulate the power";
- mes "of the Water, Wind, Earth";
- mes "and Fire elements in the area.";
- next;
- mes "[R. Moore]";
- mes "The stability of these";
- mes "elements in Morroc is in";
- mes "currently in question, so";
- mes "I want you to ^4D4DFFuse enchanted";
- mes "stones^000000 to strengthen the power";
- mes "of these elemental crests.";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "Wait... We can honor";
- mes "requests regarding your";
- mes "safety, or anything that";
- mes "will help us find those";
- mes "missing kids, but we're your";
- mes "bodyguards, not your servants.";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[R. Moore]";
- mes "I know, I know...";
- mes "But whatever force has";
- mes "been tampering with these";
- mes "artifacts is probably responsible for kidnapping those children.";
- mes "It's worth investigating...";
- next;
- mes "[R. Moore]";
- mes "Regardless, those men";
- mes "attacked me because they";
- mes "did not want me to repair";
- mes "Morroc's elemental equilibrium.";
- mes "At least, that's what I believe. ^FFFFFF ^000000";
- set mao_request,109;
- next;
- mes "[R. Moore]";
- mes "You can't possibly";
- mes "understand now, but";
- mes "trust me... You don't want";
- mes "those crests to weaken.";
- close2;
- }
- else if(mao_request == 109)
- {
- cutin "mocseal_dan01.bmp",0;
- mes "[R. Moore]";
- mes "Why don't you search West";
- mes "Morroc first for one of the";
- mes "elemental artifacts since it";
- mes "is closer? It should be where";
- mes "the pyramids are located.";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "Please go ahead";
- mes "and do as he says.";
- mes "In the meantime, I'll";
- mes "stay here and make sure";
- mes "no one attacks Mr. R again.";
- next;
- mes "[Lin]";
- mes "I'm sorry that ^A9A9A9WAIT^000000 you've";
- mes "got to do ^A9A9A9FOR^000000 this ^A9A9A9ME^000000 alone,";
- mes "^A9A9A9AT^000000 but this situation can't";
- mes "be ^A9A9A9THE^000000 helped. ^A9A9A9STAIRS^000000";
- close2;
- }
- else if(mao_request > 109 && mao_request < 112)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[R. Moore]";
- mes "You should be able to find";
- mes "the element regulation device";
- mes "behind one of the pyramids in";
- mes "the field west of Morroc. Please^FFFFFF ^000000";
- mes "use an enchanted stone to";
- mes "boost the crest's power.";
- close2;
- }
- else if(mao_request == 112)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[R. Moore]";
- mes "Alright, now, I don't know";
- mes "the locations of the other";
- mes "crests. I wish I had the";
- mes "chance to search for them";
- mes "before I was attacked. I'm";
- mes "sorry I can't be of more help.";
- next;
- mes "[R. Moore]";
- mes "I didn't know asking for";
- mes "protection would require";
- mes "me to live like a prisoner...";
- mes "I feel... I feel trapped.";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "Hey, what's your problem,";
- mes "Mr. R?! You're snug as a rug";
- mes "in here, next to freakin' pub";
- mes "for goodness sake, while we're";
- mes "running around doing all of";
- mes "your dirty work for you!";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[R. Moore]";
- mes "This much is";
- mes "true, I suppose...";
- next;
- cutin "mocseal_dan01.bmp",255;
- mes "[" + strcharinfo(0) + "]";
- mes "Well, I guess I'll go out";
- mes "and try to activate those";
- mes "other elemental crests";
- mes "just outside of Morroc.";
- close2;
- }
- else if(mao_request > 112 && mao_request < 115)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[R. Moore]";
- mes "Thank you so much";
- mes "for all of your hard";
- mes "work. Future generations";
- mes "will praise what you have";
- mes "done. Rest assured...";
- next;
- mes "[Lin]";
- mes "What...?";
- mes "What did you";
- mes "say just now?";
- next;
- mes "[R. Moore]";
- mes "Oh nothing...";
- mes "Just giving " + strcharinfo(0) + "";
- mes "due credit. That's all.";
- close2;
- }
- else if(mao_request == 115)
- {
- cutin "mocseal_dan01.bmp",0;
- mes "[R. Moore]";
- mes "Good, you've arrived.";
- mes "Now, to ensure the safety";
- mes "of all of those poor children,";
- mes "I need you to complete ano--";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "Excuse me, I don't mean";
- mes "to butt in, but I need to";
- mes "talk to you alone. It's";
- mes "a very urgent issue that";
- mes "I need to discuss here";
- mes "with "+ strcharinfo(0) +".";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[R. Moore]";
- mes "...Very well.";
- mes "Then I shall next;";
- mes "until you return.";
- close2;
- }
- else if(mao_request == 116)
- {
- cutin "mocseal_dan01.bmp",0;
- mes "[R. Moore]";
- mes "Hmmm...?";
- mes "Weren't you going";
- mes "out on an errand to";
- mes "pick up some snacks";
- mes "and drinks for us?";
- close2;
- }
- else if(mao_request == 117)
- {
- cutin "mocseal_dan01.bmp",0;
- mes "[R. Moore]";
- mes "Oh good, you've";
- mes "returned. Never mind";
- mes "the snacks, I want to";
- mes "talk to you about my";
- mes "next request if you wo--";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "I'm sorry, ^A9A9A9MEET^000000 partner,";
- mes "but I forgot to ask you to";
- mes "bring me a snack ^A9A9A9ME^000000 too.";
- mes "Do you think you ^A9A9A9AT^000000 can";
- mes "^A9A9A9THE^000000 get me a glass of, um...";
- mes "^A9A9A9STAIRS^000000 Vermilion on the Beach?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Snack? Um... That's";
- mes "more of a drink, isn't it?";
- mes "But if that's what you want,";
- mes "then I'll be back soon.";
- mes "(^333333This is so cloak and dagger!";
- mes "How does she talk like that?^000000)";
- close2;
- }
- else if(mao_request == 118)
- {
- cutin "mocseal_dan01.bmp",0;
- mes "[R. Moore]";
- mes "Ah, you've finally returned.";
- mes "I have another request that";
- mes "I must ask of you that pertains";
- mes "to the missing children.";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "Yeah, alright.";
- mes "Depending on what";
- mes "it is, maybe we'll do it.";
- mes "But if it's some crazy";
- mes "nonsense errand, we won't.";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[R. Moore]";
- mes "For the sake of my";
- mes "research, I want you to";
- mes "investigate Thanatos Tower.";
- mes "Learn more about its origin";
- mes "through any means possible. I didn't want to say this, but...";
- next;
- mes "[R. Moore]";
- mes "I think it's possible that the";
- mes "missing children were kidnapped";
- mes "to revive an ancient evil, Satan Morroc. I believe we can learn";
- mes "more about the kidnappers by";
- mes "learning about Satan Morroc.";
- next;
- mes "[R. Moore]";
- mes "I know this all sounds";
- mes "crazy, but please trust me.";
- mes "Thanatos Tower is somehow";
- mes "related to Satan Morroc, so";
- mes "if you could tell me what";
- mes "you can learn from there...";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "Thanatos Tower, huh?";
- mes "Alright, it's not like we don't";
- mes "believe you, but we need some";
- mes "time to consider your request";
- mes "before we can go ahead with the investigation you're asking for...";
- set mao_request,119;
- close2;
- }
- else if(mao_request == 119)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[R. Moore]";
- mes "Lin has something to ask";
- mes "me, so I should probably";
- mes "answer her questions before";
- mes "requesting you to do anything.";
- close2;
- }
- else if(mao_request == 120)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[R. Moore]";
- mes "I'm begging you, please";
- mes "go to Thanatos Tower and";
- mes "try to find some sort of solid";
- mes "historical record that proves";
- mes "that Satan Morroc really";
- mes "existed in our world.";
- close2;
- }
- else if(mao_request == 121)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[R. Moore]";
- mes "You'll be investigating";
- mes "Thanatos Tower, then?";
- mes "Good, good, I'll soon be";
- mes "able to complete my work.";
- next;
- mes "^3355FFMr. R pulled out a pendant";
- mes "from his necklace, placed it";
- mes "against his forehead, and then";
- mes "quickly mumbled something";
- mes "before raising his head.^000000";
- close2;
- }
- cutin "",255;
- end;
-}
-
-que_job01,147,54,3 script Lin#3 885,{
-
-OnInit:
- disablenpc "Lin#3";
- end;
-
-OnEnter:
- disablenpc "Lin#3";
- end;
-}
-
-que_job01,13,17,5 script Kidd#1 884,{
-
- cutin "mocseal_kid01.bmp",2;
- if (mao_request < 3)
- {
- mes "[Kidd]";
- mes "...";
- mes "......";
- mes "Um. Hey.";
- close2;
- }
- else if(mao_request > 102 && mao_request < 126)
- {
- mes "[Kidd]";
- mes "Oh hey, you're the one who's";
- mes "working with Lin, right? We're";
- mes "all glad you came on board for";
- mes "that mission. I mean, we can't do everything ourselves, you know?";
- close2;
- }
- else if(mao_request == 3)
- {
- mes "[Kidd]";
- mes "The representative from";
- mes "the Dandelion organization";
- mes "is waiting for us in the hall,";
- mes "so you better hustle over to";
- mes "him. Don't worry, I'll meet you";
- mes "as soon as you get there.";
- close2;
- disablenpc "Kidd#1";
- }
- else if(mao_request == 28 || mao_request == 29)
- {
- mes "[Kidd]";
- mes "Oh, hey...";
- mes "You're here,";
- mes "you really came back.";
- next;
- mes "[Valdes]";
- mes "Excuse me...";
- mes "But can we";
- mes "talk for a second?";
- close2;
- }
- else if(mao_request == 126 || mao_request == 127)
- {
- mes "[Kidd]";
- mes "Oh, hey...";
- mes "You're here,";
- mes "you really came back.";
- next;
- mes "[Valdes]";
- mes "Excuse me...";
- mes "But can we";
- mes "talk for a second?";
- close2;
- }
- cutin "",255;
- end;
-
-OnInit:
- disablenpc "Kidd#1";
- end;
-
-OnEnter:
- enablenpc "Kidd#1";
- end;
-}
-
-que_job01,12,8,7 script Kidd#2 884,{
-
-OnInit:
- disablenpc "Kidd#2";
- end;
-
-OnEnter:
- disablenpc "Kidd#2";
- end;
-}
-
-que_job01,148,54,3 script Kidd#3 884,{
-
-OnInit:
- disablenpc "Kidd#3";
- end;
-
-OnEnter:
- disablenpc "Kidd#3";
- end;
-}
-
-que_job01,91,83,3 script Kidd#hall 884,{
-
- if (mao_request == 124)
- {
- mes "[Kidd]";
- mes "Something major is going";
- mes "to happen... You've got to";
- mes "call the other members of";
- mes "Dandelion, and I've got to";
- mes "contact everyone in my guild!";
- next;
- mes "[Dandelion Member]";
- mes "Let me go, I can feel";
- mes "something happening in";
- mes "Morroc Castle! We have";
- mes "to go over there right now!";
- close2;
- }
- else if(mao_request < 3 || (mao_request > 102 && mao_request < 124))
- {
- mes "[Kidd]";
- mes "......";
- mes ".........";
- close2;
- }
- else if(mao_request == 3)
- {
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Oh good, you're here";
- mes "just in time. This member";
- mes "from Dandelion is going to";
- mes "explain our mission to us.";
- mes "Now, if you'll give him";
- mes "your full attention...";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "Ah, so you're the one";
- mes "working with Kidd on this";
- mes "mission? I'm your client,";
- mes "the representative of the";
- mes "Dandelion Organization.";
- next;
- mes "[Dandelion Member]";
- mes "If you don't already know,";
- mes "we're a public service group";
- mes "that does great volunteer work.";
- mes "However, one of our projects,";
- mes "a child daycare center, was";
- mes "ruined by a Mr. Raiyan Moore.";
- next;
- mes "[Dandelion Member]";
- mes "It's horrible what he did:";
- mes "Raiyan Moore kidnapped all";
- mes "of the children at our daycare";
- mes "center! We can't help but feel";
- mes "responsible, and we're doing";
- mes "all that we can to find them...";
- next;
- mes "[Dandelion Member]";
- mes "However, the people of";
- mes "our organization don't have";
- mes "the skills to find him, much";
- mes "less deal with this dangerous";
- mes "man. That's why we're asking";
- mes "for your help in this matter.";
- next;
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "That's how the children";
- mes "have been disappearing?";
- mes "Hmm. According to Raiyan";
- mes "Moore's profile, he's more";
- mes "of an academic or a scholar";
- mes "than a dangerous kidnapper...";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "Yes, he would appear";
- mes "innocuous according to";
- mes "the file we've given you,";
- mes "but I do not think that";
- mes "Raiyan Moore is a person";
- mes "that we should underestimate.";
- next;
- mes "^3355FFThe representative from";
- mes "the Dandelion Organization";
- mes "pulled out a necklace pendant";
- mes "from under his shirt, pressed";
- mes "it to his forehead, and then";
- mes "quickly mumbled some words.^000000";
- set mao_request,4;
- close2;
- }
- else if(mao_request == 4)
- {
- mes "[" + strcharinfo(0) + "]";
- mes "(^333333Kidd? What...";
- mes "What is he doing";
- mes "with that pendant?^000000)";
- next;
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "I've seen him do that";
- mes "a couple of times. I dunno,";
- mes "I guess he's just praying.";
- mes "Though, I doubt it's to any";
- mes "deity or god or whatever";
- mes "that I'm familiar with...";
- next;
- mes "[Kidd]";
- mes "Anyway, back to the task at";
- mes "hand. All we know is that our";
- mes "target was last seen checking";
- mes "out the Morroc ruins. Now, I think that we should begin our search ";
- mes "by visiting the Juno Library.";
- next;
- switch( select( "Why should we go there?","Right, I understand!" ) )
- {
- case 1:
- mes "[Kidd]";
- mes "Our target, Raiyan Moore";
- mes "is a scholar, an academic.";
- mes "If he was researching the";
- mes "Morroc Ruins, there's a good";
- mes "chance that he went to the";
- mes "Juno Library beforehand.";
- next;
- mes "[Kidd]";
- mes "If we're lucky, we might";
- mes "find some clue as to what";
- mes "Raiyan Moore is trying to do,";
- mes "and where he might be now.";
- mes "Pretty good idea, huh?";
- break;
-
- case 2:
- mes "[Kidd]";
- mes "I know that Juno is pretty";
- mes "far, but I think it's the";
- mes "best lead to follow for now.";
- mes "It's not an easy journey to";
- mes "make, so I wanna thank you";
- mes "for being so understanding.";
- break;
- }
- next;
- mes "[Kidd]";
- mes "Anyway, if we're lucky,";
- mes "maybe someone there might";
- mes "be familiar with Raiyan's work";
- mes "and could point us in the right";
- mes "direction. Alright then, I'll meet up with you in the Juno Library.";
- set mao_request,5;
- close2;
- }
- else if(mao_request > 4 && mao_request < 8)
- {
- mes "[Kidd]";
- mes "Hmm...? What are you still";
- mes "doing here? There's no need";
- mes "to wait up for me, I'll just catch up with you at the Juno Library.";
- mes "Besides, I've got a few other";
- mes "things to take care of first...";
- close2;
- }
- else if(mao_request == 8)
- {
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Hey you, Dandelion guy,";
- mes "you know why these four";
- mes "directions in Morroc are";
- mes "so important to Moore?";
- mes "He wrote something about";
- mes "it in his research journal.";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "Hm? No, not really.";
- mes "In fact, it's even more";
- mes "baffling. What could be";
- mes "here in Morroc, and how";
- mes "can it possibly relate";
- mes "to the missing children?";
- next;
- mes "[Kidd]";
- mes "Yeah, well, it's all we";
- mes "have to go on for now.";
- mes "Although he's probably";
- mes "gone by now, we need to";
- mes "follow through on this lead... If we're lucky, we'll catch Moore.";
- set mao_request,9;
- close2;
- }
- else if(mao_request == 9)
- {
- mes "[" + strcharinfo(0) + "]";
- mes "So...";
- mes "How should we go";
- mes "about investigating the";
- mes "four directions in Morroc?";
- next;
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Hmm... Why don't we try";
- mes "this? I'll check the south";
- mes "part of Morroc for anything";
- mes "out of the ordinary, while you";
- mes "check the west part of Morroc.";
- next;
- mes "[Kidd]";
- mes "Since Moore was performing";
- mes "historical research, it would";
- mes "probably be best for you to";
- mes "investigate the pyramids west";
- mes "of Morroc. If you happen to find anything, then meet me back here.";
- set mao_request,10;
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "Good luck to the";
- mes "two of you. Although";
- mes "I have no idea what you";
- mes "might find, I hope that it";
- mes "will lead you to Raiya Moore...";
- close2;
- }
- else if(mao_request == 10)
- {
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "For now, investigate";
- mes "the west part of Morroc";
- mes "where the pyramids are";
- mes "located. If you find anything";
- mes "that may interest Moore, come";
- mes "back and report it to me here.";
- close2;
- }
- else if(mao_request == 11)
- {
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Ah, you've returned.";
- mes "I found some sort of";
- mes "elemental crest over in";
- mes "the south part of Morroc.";
- mes "It was full of Earth magic...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Really? I actually found the";
- mes "Wind elemental crest west";
- mes "of Morroc. Do you think this";
- mes "means that there's elemental";
- mes "crests in the fields north and";
- mes "east of Morroc as well?";
- next;
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "I'm not sure, but I can tell";
- mes "that there's some serious power";
- mes "in those elemental crests. Now,";
- mes "from what we read in Moore's";
- mes "research, the four directions";
- mes "in Morroc have to be balanced.";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "Hmm. Although your mission";
- mes "is to find Raiyan Moore and";
- mes "rescue the missing children,";
- mes "we cannot allow Moore to cause";
- mes "more harm. We can't ignore the crests, and should check them...";
- next;
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "I agree... In fact, the";
- mes "Earth crest seemed pretty";
- mes "unstable when I found it.";
- mes "For now, go and stabilize";
- mes "all four elemental crests";
- mes "located just outside of Morroc.";
- next;
- mes "[Kidd]";
- mes "While you're doing that,";
- mes "I'm going to visit Morroc's";
- mes "local historian and see what";
- mes "I can learn about those crests";
- mes "and Raiyan Moore's intentions.";
- set mao_request,12;
- close2;
- }
- else if(mao_request == 12)
- {
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Hmm... If you want to";
- mes "stabilize the crests, you'll";
- mes "probably need to counter the";
- mes "the element of a crest with the";
- mes "opposing, superior element,";
- mes "to balance them out, I guess.";
- next;
- mes "[Kidd]";
- mes "You'll need all four";
- mes "types of those elemental";
- mes "stones. Anyway, you already";
- mes "know where the west crest is.";
- mes "The south crest is in the lowest^FFFFFF ^000000 part of the field south of Morroc.";
- next;
- mes "[Kidd]";
- mes "As for the north and east";
- mes "crest locations, you're on";
- mes "your own. Anyway, don't forget";
- mes "to bring a Flame Heart, Mystic";
- mes "Frozen, Great Nature and";
- mes "Rough Wind with you, okay?";
- close2;
- }
- else if(mao_request > 12 && mao_request < 16)
- {
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Have you been able to";
- mes "find the other elemental";
- mes "crests? Don't forget to";
- mes "stabilize them by using";
- mes "elemental stones of a";
- mes "superior, opposing element.";
- close2;
- }
- else if(mao_request == 16)
- {
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "Is that what happened?";
- mes "I can't believe the historian";
- mes "would do that, Kidd. Did you";
- mes "explain why you needed to";
- mes "speak to him, and let him";
- mes "know that it was urgent?";
- next;
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Hell, yeah...!";
- mes "Well, you know.";
- mes "In my usual way...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I just came back";
- mes "from stabilizing those";
- mes "elemental crests. Wait,";
- mes "did something happen?";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "I'm not sure...";
- mes "Kidd seems very upset";
- mes "for some reason. I'm";
- mes "guessing something must";
- mes "have happened when he";
- mes "went to visit that historian.";
- set mao_request,17;
- close2;
- }
- else if(mao_request == 17)
- {
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Alright...";
- mes "So you know how";
- mes "I was supposed to";
- mes "visit our historian?";
- mes "He, um, refused to see me...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "What...?!";
- mes "Why would he do";
- mes "something like that?";
- next;
- mes "[Kidd]";
- mes "I have no idea!";
- mes "But I personally think";
- mes "that he's got something";
- mes "against Assassins. So";
- mes "I want you to go and";
- mes "try talking to him...";
- next;
- if (Class == Job_Assassin || Class == Job_Assassin_Cross)
- {
- mes "[" + strcharinfo(0) + "]";
- mes "Wait a second.";
- mes "I'm an Assassin too!";
- next;
- mes "[Kidd]";
- mes "Yeah, but he already";
- mes "recognizes me. At least";
- mes "you can go in disguise...";
- mes "You know, wear one of";
- mes "those cute hats or whatever.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Alright, alright.";
- mes "I'll try talking";
- mes "to him for you...";
- set mao_request,18;
- close2;
- }
- else
- {
- mes "[" + strcharinfo(0) + "]";
- mes "Alright, alright.";
- mes "I'll try talking";
- mes "to him for you...";
- set mao_request,18;
- close2;
- }
- }
- else if(mao_request == 18)
- {
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "You should be able to";
- mes "find our local historian in";
- mes "the Morroc Inn. If you can, ask";
- mes "him about the crests around";
- mes "Morroc and their importance.";
- next;
- mes "[Kidd]";
- mes "We need to gather as";
- mes "many clues as we can";
- mes "about Raiyan Moore's";
- mes "research so that we can";
- mes "better understand his motives.";
- close2;
- }
- else if(mao_request == 19)
- {
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Hey, you're back.";
- mes "So were you able to";
- mes "talk to the historian?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Say, what's that";
- mes "you're drinking?";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "Oh, this?";
- mes "It's a Tropical Sograt.";
- mes "Trust me, it's delicious.";
- mes "Here, let me buy you a glass.";
- mes "Master! Let me have another";
- mes "glass of Tropical Sograt!";
- next;
- mes "[Master]";
- mes "Alright, alright~";
- mes "Coming right up.";
- mes "Here you are, enjoy.";
- mes "Take this.";
- set mao_request,20;
- getitem 12112,1;
- next;
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Hey, drink that later.";
- mes "Did you figure out why";
- mes "the historian refused to";
- mes "see me? Gimme your report~";
- close2;
- }
- else if(mao_request == 20)
- {
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Alright, now tell me.";
- mes "Were you able to talk";
- mes "to the historian? Also,";
- mes "did you figure out why";
- mes "he didn't wanna talk to me?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Oh, that? I never got to";
- mes "speak to the historian, but";
- mes "I did talk to his assistant.";
- mes "It turns out that you scared";
- mes "him off by brandishing your";
- mes "blades in front of him...";
- next;
- mes "[Kidd]";
- mes "You gotta be kidding me!";
- mes "I'm an Assassin! What am";
- mes "I supposed to be doing if";
- mes "not looking cool and totally";
- mes "hardcore, huh? Damn babies...";
- mes "So what else did you learn?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Well, those elemental crests";
- mes "are supposed to protect some";
- mes "seal beneath Morroc Castle";
- mes "that keeps this monster, Satan";
- mes "Morroc, from invading our world.^FFFFFF ^000000 It might be just a legend, but...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "The assistant told me that";
- mes "Thanatos Tower was actually";
- mes "a place originally used by";
- mes "Satan Morroc to summon his";
- mes "minions. Now, demons or angels";
- mes "or whatever inhabit that tower.";
- next;
- mes "[Kidd]";
- mes "Alright...";
- mes "But what does all";
- mes "this have to do with";
- mes "the missing children?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Well... Let's say that";
- mes "Raiyan Moore's goal is to";
- mes "revive Satan Morroc, if it";
- mes "truly exists. It might be";
- mes "possible to do that by";
- mes "offering a blood sacrifice.";
- set mao_request,21;
- next;
- mes "[Kidd]";
- mes "Then that would mean";
- mes "that the children were";
- mes "kidnapped to-- No way!";
- mes "That's... That's sick!";
- close2;
- }
- else if(mao_request == 21)
- {
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "You know... I've been";
- mes "thinking about what we";
- mes "should do next. If Satan";
- mes "Morroc really exists, then";
- mes "that would be a worldwide";
- mes "catastrophe, right?";
- next;
- mes "[Kidd]";
- mes "However, we don't really";
- mes "know if such a powerful";
- mes "monster really does exist.";
- mes "I don't want to believe it,";
- mes "but we gotta investigate the";
- mes "possibility, find some proof.";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "There are those seals";
- mes "around Morroc, but we're";
- mes "not sure if they help keep";
- mes "Satan Morroc sealed, or if";
- mes "their magic makes it easier for humans to live in that desert.";
- next;
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Yeah, yeah, I know. Okay,";
- mes "this is what we'll do. You go";
- mes "to Thanatos Tower and see if";
- mes "you can find those kids, Raiyan";
- mes "Moore, or concrete proof of";
- mes "Satan Morroc's existence.";
- set mao_request,22;
- next;
- mes "[Kidd]";
- mes "If you're lucky enough to";
- mes "encounter Raiyan Moore";
- mes "while you're there, bring him";
- mes "back, dead or alive, it doesn't";
- mes "matter. In the meantime, I'll talk to the historian's assistant...";
- close2;
- }
- else if(mao_request == 22)
- {
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "So how's the investigation of";
- mes "Thanatos Tower coming along?";
- mes "Did you learn anything about";
- mes "Raiyan Moore or Satan Morroc?";
- next;
- switch( select( "Yes, I did.","No, not yet..." ) )
- {
- case 1:
- if(thana_quest > 1)
- {
- mes "[" + strcharinfo(0) + "]";
- mes "Well, I found some old log";
- mes "entries about Satan Morroc.";
- mes "They pretty much confirm that";
- mes "Satan Morroc is real, and that";
- mes "it's sealed under Morroc Castle. ";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "The Rekenber Corporation";
- mes "is also responsible for the";
- mes "tower's reconstruction, and";
- mes "they ultimately plan to repair";
- mes "all twelve of its levels.";
- next;
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "So it's true...";
- mes "Satan Morroc does exist.";
- mes "If Raiyan Moore kidnapped";
- mes "those children, then he must";
- mes "be planning to sacrifice them";
- mes "to revive that monster.";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "I wish we could say that we";
- mes "were jumping to conclusions,";
- mes "but Moore's research results";
- mes "and his behavior... He can't be";
- mes "planning anything else. This";
- mes "is the worst case scenario...";
- next;
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Damn it!";
- mes "We have to find";
- mes "Raiyan Moore now!";
- mes "We're running out of";
- mes "time! What'll we do?!";
- set mao_request,23;
- close2;
- }
- else
- {
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Hmm... Your investigation";
- mes "wasn't thorough enough. You";
- mes "need to find concrete proof about Satan Morroc's existence or Raiyan";
- mes "Moore's intentions. Hurry back to Thanatos Tower and find it!";
- close2;
- }
- break;
-
- case 2:
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Alright. Come back";
- mes "as soon as you finish";
- mes "your investigation. I'm";
- mes "getting the feeling that we";
- mes "no longer have the luxury";
- mes "of time, so please hurry!";
- close2;
- break;
- }
- }
- else if(mao_request == 23)
- {
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "We need to calm down...";
- mes "We're no good to those";
- mes "kids if we let ourselves";
- mes "get frustrated. Okay, did";
- mes "you find any trace of Raiyan";
- mes "Moore over at Thanatos Tower?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Not at all. I've been";
- mes "asking around, but haven't";
- mes "been able to get any clue as";
- mes "to where he can be right now.";
- mes "How can we possibly find him?";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "This is bad... Not only";
- mes "are the missing children in";
- mes "danger, but if Raiyan may even";
- mes "revive Satan Morroc. We cannot";
- mes "allow that to happen at any cost.";
- next;
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "I know, I've been";
- mes "searching places where";
- mes "the children might have";
- mes "been hidden, but there's";
- mes "just so many of them. We";
- mes "really got to think of ou--";
- next;
- cutin "mocseal_kid01.bmp",255;
- cutin "mocseal_dan01.bmp",255;
- mes "[Litheron]";
- mes "Um? I'm really sorry to";
- mes "interrupt. I know I'm not";
- mes "supposed to bother you guys";
- mes "on assignment, but I overheard";
- mes "you and wanted to ask about";
- mes "the guy you're looking for.";
- next;
- mes "[Dandelion Member]";
- mes "You mean...";
- mes "Raiyan Moore?";
- next;
- mes "[Litheron]";
- mes "Yeah. Does he wear";
- mes "the same uniform as you?";
- mes "If he does, I think I saw him";
- mes "here earlier going by the name";
- mes "of ''Mr. R.'' Also, I think he";
- mes "might also be Lin's client...";
- next;
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "What, Lin's client?!";
- mes "Wait, "+ strcharinfo(0) +", do you recall";
- mes "what Lin's assignent was?";
- next;
- switch( select( "Well, um...","Bodyguard, right?" ) )
- {
- case 1:
- mes "[Kidd]";
- mes "Damn it!";
- mes "I don't remember";
- mes "it either! But I've got";
- mes "a bad feeling about this!";
- mes "We gotta go talk to our";
- mes "commanding officer!";
- set mao_request,24;
- break;
-
- case 2:
- mes "[Kidd]";
- mes "That's right! She's";
- mes "supposed to be a bodyguard";
- mes "for someone called ''Mr. R!''";
- mes "How could we overlook this?!";
- mes "Damn it, we need to talk to our";
- mes "commanding officer right now!";
- set mao_request,24;
- break;
- }
- next;
- mes "[Litheron]";
- mes "Hey, hey...";
- mes "What's going on?";
- mes "Was I not supposed to";
- mes "tell that to you guys?";
- next;
- mes "[Kidd]";
- mes "No, no...";
- mes "You were actually";
- mes "a really great help!";
- mes "Thanks, Litheron, ";
- mes "I'll buy you a drink later~";
- close2;
- }
- else if(mao_request == 24)
- {
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Now I remember...!";
- mes "Lin is supposed to work";
- mes "as a bodyguard for someone";
- mes "named, ''Mr. R!'' We're looking";
- mes "for Raiyan Moore--if they're the same person-- then that means--";
- next;
- mes "[Kidd]";
- mes "Hurry, we need to tell";
- mes "our commanding officer,";
- mes "Valdes! I'll meet you there";
- mes "in a flash, so just get over";
- mes "there as quickly as you can!";
- close2;
- }
- else if(mao_request == 25)
- {
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Raiyan Moore's supposed";
- mes "to be in the room on the other";
- mes "side of the commanding officer's room. Check it, quickly! Once";
- mes "I get my hands on that guy...";
- close2;
- }
- else if(mao_request == 26 || mao_request == 27)
- {
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Something huge is going";
- mes "on at Morroc Castle. If that's";
- mes "where Satan Morroc is sealed,";
- mes "then the demon is beginning";
- mes "to revive. We gotta stop it before Satan Morroc can enter our world!";
- close2;
- }
- else if(mao_request == 28 || mao_request == 29 || mao_request == 126 || mao_request == 127)
- {
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Man, that was close!";
- mes "We got really lucky.";
- mes "Yeah... Let's talk about this";
- mes "some more with Valdes in";
- mes "the commanding officer's room.";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "I still can't believe it...";
- mes "Those poor, poor children...";
- emotion e_hmm,1;
- close2;
- }
- else if(mao_request > 102 && mao_request < 126)
- {
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Hey, you're...";
- mes "You're Lin's partner,";
- mes "aren't you? Good luck";
- mes "working with her-- she";
- mes "can be pretty bossy.";
- close2;
- }
- else
- {
- cutin "mocseal_kid01.bmp",1;
- mes "[Kidd]";
- mes "Damn it, I feel like";
- mes "we all failed. I can";
- mes "understand how Lin feels.";
- mes "Still, I hate standing by";
- mes "and waiting around...";
- close2;
- }
- cutin "mocseal_kid01.bmp",255;
- cutin "mocseal_dan01.bmp",255;
- end;
-}
-
-que_job01,89,85,5 script Dandelion Member 880,{
-
- if(checkweight(12112,1) != 1)
- {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (mao_request == 124)
- {
- mes "[Dandelion Member]";
- mes "H-hey...!";
- mes "Did you feel that?";
- mes "That eerie vibration";
- mes "of incredibly dark power...";
- next;
- mes "[Kidd]";
- mes "Something major is going";
- mes "to happen... You've got to";
- mes "call the other members of";
- mes "Dandelion, and I've got to";
- mes "contact everyone in my guild!";
- next;
- mes "[Dandelion Member]";
- mes "Let me go, I can feel";
- mes "something happening in";
- mes "Morroc Castle! We have";
- mes "to go over there right now!";
- close2;
- }
- else if(mao_request < 3 || (mao_request > 102 && mao_request < 124))
- {
- mes "[Dandelion Member]";
- mes "Have you ever heard of";
- mes "the Dandelion organization?";
- next;
- switch( select( "Yes","No" ) )
- {
- case 1:
- mes "[Dandelion Member]";
- mes "Ah, so you already know";
- mes "about us? I feel so ashamed...";
- mes "We let that Raiyan Moore kidnap";
- mes "the children that were entrusted^FFFFFF ^000000 to our care. I don't know if we";
- mes "can ever forgive ourselves.";
- close2;
- break;
-
- case 2:
- mes "[Dandelion Member]";
- mes "You really haven't?";
- mes "Well, I suppose we're";
- mes "not a very popular or";
- mes "glamorous group. Basically,";
- mes "we're a non-profit organization working to improve public welfare.";
- next;
- mes "[Dandelion Member]";
- mes "We volunteer to clean the";
- mes "streets, repair homes for";
- mes "lower income households, and";
- mes "even operated a day care center.";
- mes "However, Raiyan Moore kidnapped^FFFFFF ^000000 all the children under our care...";
- next;
- mes "[Dandelion Member]";
- mes "I can only imagine the";
- mes "suffering those poor kids";
- mes "must be going through. I hope";
- mes "that we can save them soon!";
- close2;
- break;
- }
- }
- else if(mao_request == 3)
- {
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "Ah, so you're the one";
- mes "working with Kidd on this";
- mes "mission? I'm your client,";
- mes "the representative of the";
- mes "Dandelion Organization.";
- next;
- mes "[Dandelion Member]";
- mes "If you don't already know,";
- mes "we're a public service group";
- mes "that does great volunteer work.";
- mes "However, one of our projects,";
- mes "a child daycare center, was";
- mes "ruined by a Mr. Raiyan Moore.";
- next;
- mes "[Dandelion Member]";
- mes "It's horrible what he did:";
- mes "Raiyan Moore kidnapped all";
- mes "of the children at our daycare";
- mes "center! We can't help but feel";
- mes "responsible, and we're doing";
- mes "all that we can to find them...";
- next;
- mes "[Dandelion Member]";
- mes "However, the people of";
- mes "our organization don't have";
- mes "the skills to find him, much";
- mes "less deal with this dangerous";
- mes "man. That's why we're asking";
- mes "for your help in this matter.";
- next;
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "That's how the children";
- mes "have been disappearing?";
- mes "Hmm. According to Raiyan";
- mes "Moore's profile, he's more";
- mes "of an academic or a scholar";
- mes "than a dangerous kidnapper...";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "Yes, he would appear";
- mes "innocuous according to";
- mes "the file we've given you,";
- mes "but I do not think that";
- mes "Raiyan Moore is a person";
- mes "that we should underestimate.";
- next;
- mes "^3355FFThe representative from";
- mes "the Dandelion Organization";
- mes "pulled out a necklace pendant";
- mes "from under his shirt, pressed";
- mes "it to his forehead, and then";
- mes "quickly mumbled some words.^000000";
- set mao_request,4;
- close2;
- }
- else if(mao_request == 4)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[Dandelion Member]";
- mes "All we know is that";
- mes "Raiyan Moore has last";
- mes "been spotted investigating";
- mes "the ruins around Morroc.";
- mes "For now, I suggest that you plan your next action with Kidd.";
- next;
- mes "^3355FFThe representative from";
- mes "the Dandelion Organization";
- mes "pulled out a necklace pendant";
- mes "from under his shirt, pressed";
- mes "it to his forehead, and then";
- mes "quickly mumbled some words.^000000";
- close2;
- }
- else if(mao_request > 4 && mao_request < 8)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[Dandelion Member]";
- mes "Are you leaving now?";
- mes "I hope that you catch";
- mes "Raiyan Moore and that";
- mes "you can rescue those";
- mes "poor kids. Only a monster";
- mes "would stoop to kidnapping...";
- close2;
- }
- else if(mao_request == 8)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[Dandelion Member]";
- mes "So you found some";
- mes "sort of clue as to where";
- mes "Raiyan would be? I agree";
- mes "that it sounds like a long";
- mes "shot, but we've got to try";
- mes "everything that we can!";
- close2;
- }
- else if(mao_request == 9)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[Dandelion Member]";
- mes "Raiyan seems to have";
- mes "been conducting some very";
- mes "peculiar research. What could";
- mes "the meaning of ''Morroc's four";
- mes "directions'' be? How can it";
- mes "possibly be of significance?";
- close2;
- }
- else if(mao_request == 10)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[Dandelion Member]";
- mes "So you're really going to";
- mes "check the four directions";
- mes "in Morroc... What could";
- mes "possibly interest Raiyan";
- mes "Moore in Morroc? Perhaps";
- mes "he is not just a kidnapper...";
- close2;
- }
- else if(mao_request == 11)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[Dandelion Member]";
- mes "You found a crest shaped";
- mes "like the Wind? Ah, Kidd";
- mes "mentioned that he found an";
- mes "elemental crest imbued with";
- mes "the power of Earth. You should";
- mes "share your findings with him...";
- close2;
- }
- else if(mao_request > 11 && mao_request < 16)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[Dandelion Member]";
- mes "I don't understand what";
- mes "could be so important about";
- mes "these elemental crest devices";
- mes "hidden in Morroc. What could";
- mes "Raiyan Moore be planning...?";
- close2;
- }
- else if(mao_request == 16)
- {
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "Is that what happened?";
- mes "I can't believe the historian";
- mes "would do that, Kidd. Did you";
- mes "explain why you needed to";
- mes "speak to him, and let him";
- mes "know that it was urgent?";
- next;
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Hell, yeah...!";
- mes "Well, you know.";
- mes "In my usual way...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I just came back";
- mes "from stabilizing those";
- mes "elemental crests. Wait,";
- mes "did something happen?";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "I'm not sure...";
- mes "Kidd seems very upset";
- mes "for some reason. I'm";
- mes "guessing something must";
- mes "have happened when he";
- mes "went to visit that historian.";
- set mao_request,17;
- close2;
- }
- else if(mao_request == 17)
- {
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "Now why would Morroc's";
- mes "local historian refuse to see";
- mes "Kidd? Maybe he didn't fully";
- mes "understand the importance";
- mes "of this mission? How strange...";
- close2;
- }
- else if(mao_request == 18)
- {
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "We have so very few leads";
- mes "to finding Raiyan Moore, it's";
- mes "completely frustrating. I know";
- mes "that we have no choice, but";
- mes "I'm worried to death about";
- mes "those kidnapped children...";
- next;
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Try not to worry";
- mes "so much. We'll just";
- mes "do what we always do:";
- mes "everything we can. I only";
- mes "hope it'll be enough this time.";
- close2;
- }
- else if(mao_request == 19)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[Dandelion Member]";
- mes "Oh, you've returned?";
- mes "Were you able to talk to";
- mes "the historian? Heh, while you";
- mes "were gone, I've been helping";
- mes "myself to some of these drinks~";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Say, what's that";
- mes "you're drinking?";
- next;
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "Oh, this?";
- mes "It's a Tropical Sograt.";
- mes "Trust me, it's delicious.";
- mes "Here, let me buy you a glass.";
- mes "Master! Let me have another";
- mes "glass of Tropical Sograt!";
- next;
- mes "[Master]";
- mes "Alright, alright~";
- mes "Coming right up.";
- mes "Here you are, enjoy.";
- mes "Take this.";
- set mao_request,20;
- getitem 12112,1;
- next;
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Hey, drink that later.";
- mes "Did you figure out why";
- mes "the historian refused to";
- mes "see me? Gimme your report~";
- close2;
- }
- else if(mao_request == 20)
- {
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "Isn't Tropical Sograt";
- mes "so good? I can't believe";
- mes "Assassins can enjoy this";
- mes "drink whenever they want~";
- next;
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Don't forget that";
- mes "we've got a mission";
- mes "to finish! Come on,";
- mes "gimme your report now.";
- mes "What'd you learn exactly?";
- close2;
- }
- else if(mao_request == 21)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[Dandelion Member]";
- mes "Raiyan Moore...";
- mes "The missing children...";
- mes "Satan Morroc and Thanatos";
- mes "Tower. They couldn't all be";
- mes "connected somehow, can they?";
- close2;
- }
- else if(mao_request == 22)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[Dandelion Member]";
- mes "I hope that you'll be";
- mes "able to find Raiyan Moore";
- mes "at Thanatos Tower. Though,";
- mes "it's a public place, so I don't";
- mes "think he'd linger there for";
- mes "too long. Good luck...";
- close2;
- }
- else if(mao_request == 23)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[Dandelion Member]";
- mes "That monster...";
- mes "So he kidnapped the";
- mes "children to-- to sacrifice";
- mes "them?! That's... unthinkable.";
- mes "All to bring back some dead";
- mes "demon? Why would he do that?!";
- close2;
- }
- else if(mao_request == 24)
- {
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "Raiyan Moore kidnapped";
- mes "the children to revive Satan";
- mes "Morroc, and had the nerve";
- mes "to hire the Assassin Guild";
- mes "to protect him?! He's truly";
- mes "a devious mastermind...";
- next;
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Being duped by that guy...";
- mes "I've never been so insulted!";
- mes "It's decided: that Raiyan";
- mes "Moore doesn't deserve";
- mes "to take another breath.";
- close2;
- }
- else if(mao_request == 25)
- {
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "I can't believe that";
- mes "Raiyan Moore was under";
- mes "our noses this whole time...";
- mes "Do you know where he is now?";
- next;
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Yeah. Yeah...";
- mes "Don't get too";
- mes "worked up, he'll";
- mes "be right here soon.";
- close2;
- }
- else if(mao_request == 26 || mao_request == 27)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[Dandelion Member]";
- mes "This is bad news...";
- mes "It looks like Raiyan Moore";
- mes "is performing the ritual to";
- mes "revive Satan Morroc. We need";
- mes "to go to Morroc Castle, where";
- mes "Satan Morroc is sealed...";
- close2;
- }
- else if(mao_request == 28 || mao_request == 29 || mao_request == 126 || mao_request == 127)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[Dandelion Member]";
- mes "Well, we've sent some";
- mes "people to purse Raiyan,";
- mes "though I honestly doubt";
- mes "that they'll be able to get";
- mes "him. Luckily, though, you";
- mes "seem to be alright...";
- close2;
- }
- else if(mao_request > 102 && mao_request < 126)
- {
- cutin "mocseal_dan01.bmp",1;
- mes "[Dandelion Member]";
- mes "I'm sorry...";
- mes "But I'm far too busy";
- mes "to speak with you now.";
- mes "This matter requires";
- mes "my full attention!";
- close2;
- }
- else
- {
- cutin "mocseal_dan01.bmp",0;
- mes "[Dandelion Member]";
- mes "Those poor children...";
- mes "And what are we going";
- mes "to tell their parents?";
- mes "Still, perhaps this is";
- mes "the will of ^4D4DFFFreya^000000.";
- next;
- mes "[Dandelion Member]";
- mes "Their deaths may have";
- mes "been horrific, but I believe";
- mes "that those children are now";
- mes "safe in Freya's loving arms.";
- mes "Who can understand the ";
- mes "divine will of Freya?";
- next;
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "Freya...?";
- mes "I thought most";
- mes "people around here";
- mes "prayed to Odin. Well,";
- mes "I suppose that explains";
- mes "a couple things.";
- close2;
- }
- cutin "mocseal_dan01.bmp",255;
- cutin "mocseal_kid01.bmp",255;
- end;
-}
-
-yuno_in04,180,106,3 script Reading Girl 73,{
-
- if (mao_request == 5)
- {
- mes "[" + strcharinfo(0) + "]";
- mes "Excuse me, but may I ask";
- mes "you a question? I'm hoping";
- mes "that you might be able to";
- mes "help me with something.";
- next;
- mes "[Yunia]";
- mes "Eh? Oh, I'm sorry, I was";
- mes "so busy reading this book!";
- mes "So, uh, what exactly did";
- mes "you want to ask me?";
- next;
- switch( select( "Do you know Raiyan Moore?","What are you reading?" ) )
- {
- case 1:
- mes "[Yunia]";
- mes "Raiyan Moore?";
- mes "I don't know any--";
- mes "Oh, you must mean";
- mes "Mr. R. Moore. Yes,";
- mes "I suppose I do if his";
- mes "first name is Raiyan.";
- next;
- mes "[Yunia]";
- mes "I'm Yunia, Mr. Moore's";
- mes "temporary assistant while";
- mes "he's working on his current";
- mes "research project. I can't make";
- mes "heads or tails out of whatever";
- mes "he's been studying, though...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Great, when was the";
- mes "last time you've seen";
- mes "him? You see, we're";
- mes "actually looking for him...";
- next;
- mes "[Yunia]";
- mes "I actually saw him here";
- mes "everyday in the library up";
- mes "until a couple days ago. That's";
- mes "when these strange men tried";
- mes "to capture him, but luckily he";
- mes "was able to escape.";
- next;
- mes "[Yunia]";
- mes "I remember that things";
- mes "were so crazy that day,";
- mes "and Mr. Moore even forgot";
- mes "to bring his documents with";
- mes "him while he was running away.";
- next;
- switch( select( "Documents?","Where did he go?" ) )
- {
- case 1:
- mes "[Yunia]";
- mes "Yes, he was perusing";
- mes "some historic documents";
- mes "before he ran off. They're";
- mes "all about history, so I couldn't really understand them at all...";
- set mao_request,6;
- close;
-
- case 2:
- mes "[Yunia]";
- mes "Mm... I really don't";
- mes "know? But I did keep and";
- mes "organize the documents that";
- mes "he was researching so that";
- mes "they'll be ready when he";
- mes "comes back to the library.";
- set mao_request,6;
- close;
- }
-
- case 2:
- mes "[Yunia]";
- mes "Oh... you know.";
- mes "It's just this novel";
- mes "About a boy who becomes.";
- mes "a slave and he needs to";
- mes "pay off his parents' debts.";
- mes "But then, he falls in love...";
- next;
- mes "[Yunia]";
- mes "And the girl he falls";
- mes "in love with? He doesn't";
- mes "know it yet, but she's the";
- mes "dark overlord of darkness!";
- mes "At least, I think she is. They";
- mes "keep hinting at it, though.";
- close;
- }
- }
- else if(mao_request == 6)
- {
- mes "[" + strcharinfo(0) + "]";
- mes "I was wondering if";
- mes "I could look through";
- mes "that Mr. Moore was studying...";
- next;
- mes "[Yunia]";
- mes "Well, I gave most of the";
- mes "documents that I organized";
- mes "to someone else already, but";
- mes "now that I think about it, there are a few leftover, unorganized";
- mes "files that you can check out.";
- next;
- mes "[Yunia]";
- mes "Actually, the person that took";
- mes "the organized documents did";
- mes "so on Mr. Moore's behalf. Then,";
- mes "she quickly vanished before";
- mes "I could ask her for her name or^FFFFFF ^000000 Mr. Moore's contact information.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Damn! That information";
- mes "would have been really";
- mes "helpful! (^333333I better not let";
- mes "her know that I'm actually";
- mes "trying to hunt Raiyan Moore^FFFFFF ^333333 down, or that he's a kidnapper.^000000)";
- next;
- mes "[Yunia]";
- mes "I hope Mr. Moore is";
- mes "alright. Oh, why don't";
- mes "you try reading his notes";
- mes "and his journal on his desk?";
- mes "That might be really helpful.";
- set mao_request,7;
- close;
- }
- else if(mao_request == 7)
- {
- mes "[Yunia]";
- mes "Mr. Moore's desk?";
- mes "Just go upstairs and";
- mes "look for it in the corner.";
- mes "You should be able to";
- mes "easily find his notes and";
- mes "journal right on top of it.";
- close;
- }
- else if(mao_request == 105)
- {
- mes "[" + strcharinfo(0) + "]";
- mes "Excuse me, but I'm";
- mes "looking for a Ms. Yunia?";
- next;
- mes "[Yunia]";
- mes "Oh, that's me!";
- mes "So how can I help you?";
- next;
- switch( select( "Mr. R's Documents","What are you reading?" ) )
- {
- case 1:
- mes "[Yunia]";
- mes "Mr. R? Ohhhh...";
- mes "Mr. R. Moore. Is...";
- mes "Is he alright? I was";
- mes "so scared when those";
- mes "strange men attacked him";
- mes "right here in Juno Library!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Oh, he's perfectly safe.";
- mes "We've got a professional to";
- mes "ensure nothing happens to him.";
- mes "But yes, he wanted me to come";
- mes "here to pick up some research documents. Do you know about that?";
- next;
- mes "[Yunia]";
- mes "Ah, yes, I do!";
- mes "I've been organizing";
- mes "them for his return.";
- mes "Would you like to take";
- mes "a look before delivering";
- mes "them to Mr. R. Moore?";
- next;
- switch( select( "May I?","No, thanks..." ) )
- {
- case 1:
- break;
- case 2:
- break;
- }
- mes "[Yunia]";
- mes "Heh heh~ Alright~";
- mes "First you should make sure";
- mes "that the documents you're";
- mes "delivering are the ones";
- mes "that he needs, am I right?";
- set mao_request,106;
- close;
-
- case 2:
- mes "[Yunia]";
- mes "Oh... You know. Just this";
- mes "story about this guy who's";
- mes "cursed so that he transforms";
- mes "into a fat dork around beautiful girls, and into a svelte, handsome";
- mes "man around dorky women.";
- next;
- mes "[Yunia]";
- mes "So then he gets into this";
- mes "crazy love triangle, and now";
- mes "I'm at the part when he has to";
- mes "go on a date with both a gorgeous girl AND a geeky girl. How's";
- mes "he going to transform next...?";
- close;
- }
- }
- else if(mao_request == 106)
- {
- mes "[Yunia]";
- mes "Okay, these should";
- mes "be the documents that";
- mes "Mr. Moore wants to read.";
- mes "Just read through them";
- mes "quickly to make sure that";
- mes "I gave you the right ones.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Let's see here...";
- mes "Some of these sentences";
- mes "are underlined... Ah, and here";
- mes "are some notes in the margins.";
- mes "Maybe this'll tell me about";
- mes "Mr. R. Moore's research...";
- next;
- mes "^4d4dffSatan Morroc appeared,";
- mes "turning the world into a";
- mes "living hell. Somehow, the";
- mes "monster was sealed, and a";
- mes "castle and town was built over^FFFFFF ^4d4dff its prison. This place is Morroc.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Whoa, that's actually";
- mes "pretty interesting. But";
- mes "I need to do my job first.";
- mes "Perhaps I'll ask Mr. R. Moore";
- mes "about this later. Hey, Yunia,";
- mes "thanks for all of your help.";
- next;
- mes "[Yunia]";
- mes "You're welcome~";
- mes "Oh, and please give";
- mes "my regards to Mr. Moore";
- mes "when you see him, okay?";
- set mao_request,107;
- close;
- }
- else
- {
- mes "["+ strcharinfo(0) +"]";
- mes "Excuse me...";
- mes "But what are";
- mes "you reading?";
- next;
- mes "[Yunia]";
- mes "Oh... You know.";
- mes "This story about this girl";
- mes "who becomes a princess.";
- mes "And then she owns this harem";
- mes "of handsome boys, see? But";
- mes "then, she meets this one boy...";
- next;
- mes "[Yunia]";
- mes "This boy refuses to join";
- mes "her harem, and it's, like, so";
- mes "ironic because he's the one she";
- mes "really wants. Even though any";
- mes "other boy in the world would";
- mes "join her harem ^FF0000willingly^000000.";
- next;
- mes "[Yunia]";
- mes "Anyway, I'm reading the part";
- mes "where he-- his name's Extopher-- has to defeat Count Guillermo";
- mes "in a sword duel for the right";
- mes "to ride the unicorn pegasus.";
- mes "Ooh, what'll happen next?";
- close;
- }
-}
-
-yuno_in04,175,129,0 script Workbook#mao 111,{
-
- if (mao_request == 7)
- {
- if(!.mao_book)
- {
- set .mao_book,.mao_book +1;
- donpcevent "#maobooktimer::OnEnter";
- mes "^3355FFYou find a crumpled piece";
- mes "of paper filled with scribbles.";
- mes "Apparently, this was ripped";
- mes "from Moore's journal.^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Nuts...";
- mes "I came all the";
- mes "way to Juno to look";
- mes "through some trash?";
- next;
- cutin "mocseal_kid01.bmp",0;
- mes "[Kidd]";
- mes "For the sake of those";
- mes "missing kids, we're duty";
- mes "bound to sift through every";
- mes "piece of possible evidence,";
- mes "not matter how useless it may";
- mes "look! Don't throw it away yet!";
- donpcevent "Kidd#book::OnEnter";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Holy--!";
- mes "You just came";
- mes "out of nowhere!";
- next;
- mes "[Kidd]";
- mes "Sorry. I did tell";
- mes "you I'd meet you here";
- mes "in Juno. Anyway, let's";
- mes "both take a careful look at";
- mes "this paper from Moore's desk.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "...Morroc...";
- mes "Were summoned...";
- mes "Through the tower...?";
- mes "This handwriting is so";
- mes "bad, it's barely legible.";
- mes "Can you read any of this?";
- next;
- mes "[Kidd]";
- mes "Uhhh... Tower...";
- mes "Prontera... Impact created...";
- mes "Desert? Must... four directions";
- mes "in Morroc... Oh! Balance the";
- mes "four directions in Morroc";
- mes "to prevent a great evil.";
- next;
- mes "[Kidd]";
- mes "Sorry, that's all I can read, but it must be important: if Moore";
- mes "spent the time to write that";
- mes "part clearly, then he must be";
- mes "planning to investigate the";
- mes "four directions in Morroc.";
- next;
- mes "[Kidd]";
- mes "I'm not sure what it";
- mes "could all mean, but I'm";
- mes "gonna bring this part of";
- mes "his journal with me. I'll";
- mes "meet you back in Morroc.";
- set mao_request,8;
- close2;
- cutin "mocseal_kid01.bmp",255;
- donpcevent "Kidd#book::OnInit";
- donpcevent "#maobooktimer::OnStop";
- end;
- }
- else
- {
- mes "^3355FFYou find a journal filled";
- mes "with illegible scribbles.";
- mes "It's impossible for you to";
- mes "decipher the writing inside.^000000";
- close;
- }
- }
- else if(mao_request > 7)
- {
- mes "^3355FFYou find a journal that is";
- mes "missing many of its pages";
- mes "and filled with illegible";
- mes "scribbles. It's impossible";
- mes "for you to decipher what";
- mes "could be written inside.^000000";
- close;
- }
- else
- {
- mes "^3355FFYou find what appears to";
- mes "be somebody's research";
- mes "journal. It's best not to";
- mes "touch it for now.^000000";
- close;
- }
-
-OnInit:
- set .mao_book,0;
- end;
-}
-
-yuno_in04,174,130,5 script Kidd#book 884,{
-
- mes "[Kidd]";
- mes "......";
- mes ".........";
- close;
-
-OnInit:
- disablenpc "Kidd#book";
- end;
-
-OnEnter:
- enablenpc "Kidd#book";
- end;
-}
-
-yuno_in04,1,1,1 script #maobooktimer -1,{
-
-OnEnter:
- initnpctimer;
- end;
-
-OnStop:
- donpcevent "Workbook#mao::OnInit";
- stopnpctimer;
-
-OnTimer180000:
- donpcevent "Workbook#mao::OnInit";
- stopnpctimer;
-}
-
-que_job01,6,79,5 script Lin#stairs 885,{
-
-OnInit:
- disablenpc "Lin#stairs";
- end;
-
-OnEnter:
- enablenpc "Lin#stairs";
- end;
-}
-
-que_job01,8,77,1 script #linstairs 139,3,3,{
-
- if (mao_request == 109)
- {
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "Alright, we need";
- mes "to talk for a second";
- mes "about this assignment.";
- donpcevent "Lin#stairs::OnEnter";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Waaa-!";
- mes "You came out";
- mes "of nowhere!";
- next;
- mes "[Lin]";
- mes "Sorry for scaring you.";
- mes "We don't have time, so I'll";
- mes "get straight to the point.";
- mes "I don't trust our client.";
- mes "However, for the time being,";
- mes "we should do what he says.";
- next;
- mes "[Lin]";
- mes "In the meantime, keep";
- mes "an eye out. If you find";
- mes "anything that might suggest";
- mes "that Mr. R isn't telling us the";
- mes "truth for some reason, let";
- mes "me know. I'll see you soon.";
- set mao_request,110;
- close2;
- cutin "mocseal_rin01.bmp",255;
- donpcevent "Lin#stairs::OnInit";
- end;
- }
- else if(mao_request == 115)
- {
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "Hey, I gotta talk to you";
- mes "real quick without Mr. R";
- mes "overhearing... I'm not";
- mes "taking any chances with him!";
- donpcevent "Lin#stairs::OnEnter";
- next;
- mes "[Lin]";
- mes "I tried to visit our local";
- mes "historian to learn more about";
- mes "Mr. R's research. To do that,";
- mes "I left Mr. R alone for a little";
- mes "while under our magic security system. However, I kinda failed.";
- next;
- mes "[Lin]";
- mes "I got a little peeved at";
- mes "the historian guy, and he";
- mes "got a little intimidated. Now";
- mes "he's holed up somewhere";
- mes "in the Morroc Inn, and I don't";
- mes "think he's seeing anybody.";
- next;
- mes "[Lin]";
- mes "I want you to find Morroc's";
- mes "historian and find out what";
- mes "you can about Satan Morroc,";
- mes "Morroc, and Thanatos Tower.";
- mes "We need to know how they're";
- mes "linked to the missing kids.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I guess since he hasn't";
- mes "met me yet, maybe he'll";
- mes "talk to me. Alright, I'll do it. ";
- next;
- mes "[Lin]";
- mes "Great, thanks a lot.";
- mes "Okay then, I'll see";
- mes "you later. Remember,";
- mes "the Morroc Inn, alright?";
- set mao_request,116;
- close2;
- cutin "mocseal_rin01.bmp",255;
- donpcevent "Lin#stairs::OnInit";
- end;
- }
- else if(mao_request == 117)
- {
- cutin "mocseal_rin01.bmp",2;
- mes "[" + strcharinfo(0) + "]";
- mes "L-Lin...?";
- mes "You there?";
- donpcevent "Lin#stairs::OnEnter";
- next;
- mes "[Lin]";
- mes "Yeah, I'm here.";
- mes "So, were you able";
- mes "to find that historian?";
- mes "What exactly did you learn?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Well, I was only able to";
- mes "speak to the historian's";
- mes "asssistant. Let's see...";
- mes "I found out about the";
- mes "origin of this city's name...";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Thanatos Tower was used";
- mes "by Morroc Satan to summon";
- mes "his own monsters into our";
- mes "world. Now, it's being rebuilt,";
- mes "even though it houses these";
- mes "demons that look like angels...";
- next;
- mes "[Lin]";
- mes "Huh. That's strange.";
- mes "I heard that those are";
- mes "actually real angels that";
- mes "are guarding the tower for";
- mes "some reason. Hm. What else";
- mes "did you manage to learn?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Well, Satan Morroc, if it";
- mes "exists, might be able to";
- mes "come back into our world";
- mes "if the seal is broken by";
- mes "sacrificing children...";
- next;
- mes "[Lin]";
- mes "That... That sounds";
- mes "really bad, especially";
- mes "with all of those children";
- mes "missing from Morroc lately.";
- mes "What'll be our next move?";
- mes "I guess we'll talk to Mr. R.";
- set mao_request,118;
- next;
- mes "[Lin]";
- mes "The way things are going,";
- mes "he's probably gonna ask us";
- mes "to investigate Thanatos Tower.";
- mes "For now, we'll see what he wants. Ah, and not a word of anything";
- mes "that we've discussed out here.";
- close2;
- cutin "mocseal_rin01.bmp",255;
- donpcevent "Lin#stairs::OnInit";
- end;
- }
- else if(mao_request == 121 && thana_quest > 1)
- {
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "Report to me first.";
- mes "Did you learn anything";
- mes "about Thanatos Tower?";
- donpcevent "Lin#stairs::OnEnter";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Well, I found some old log";
- mes "entries about Satan Morroc.";
- mes "They pretty much confirm that";
- mes "Satan Morroc is real, and that";
- mes "it's sealed under Morroc Castle. ";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "The Rekenber Corporation";
- mes "is also responsible for the";
- mes "tower's reconstruction, and";
- mes "they ultimately plan to repair";
- mes "all tweleve of its levels.";
- next;
- mes "[Lin]";
- mes "Why would they want to do";
- mes "something crazy like that?";
- mes "If Mr. R is really preventing";
- mes "Morroc Satan's return, then";
- mes "his attackers must want";
- mes "to revive Morroc Satan...";
- next;
- mes "[Lin]";
- mes "But if he's lying, and";
- mes "he's trying to bring Morroc";
- mes "Satan into our world, then";
- mes "he's wanted by the Dandelion";
- mes "group... meaning, he may be";
- mes "the target for Kidd's mission.";
- next;
- mes "[Lin]";
- mes "Crap! This could be";
- mes "really bad. I need to";
- mes "talk about this to our";
- mes "commanding officer Valdes";
- mes "about this. While I do that,";
- mes "you go and check on Mr. R.";
- next;
- mes "[Lin]";
- mes "Why did Valdes accept";
- mes "both of these missions?!";
- mes "In the worst case scenario,";
- mes "we might be the ones who'll";
- mes "have to keep Satan Morroc";
- mes "from returning to this world...";
- set mao_request,122;
- close2;
- cutin "mocseal_rin01.bmp",255;
- donpcevent "Lin#stairs::OnInit";
- end;
- }
-}
-
-moc_fild10,281,148,1 script Upturned Spot#water 111,{
-
- if (mao_request == 14)
- {
- cutin "mocseal_ice01.bmp",2;
- mes "^3355FFYou find a gleaming";
- mes "crest that looks like a";
- mes "splashing wave of water.^000000";
- if(countitem(996))
- {
- mes "^3355FFYou take out a Rough Wind";
- mes "to counter the crest's power.^000000";
- next;
- mes "^3355FFThe crest responds to";
- mes "the Rough Wind, and both";
- mes "objects violent glow in";
- mes "conflict against each other.^000000";
- specialeffect EF_BEGINSPELL2;
- specialeffect EF_BEGINSPELL4;
- next;
- cutin "mocseal_ice02.bmp",2;
- mes "^3355FFSuddenly, the crest sprayed";
- mes "some water which evaporated";
- mes "quickly in mid-air: it seems";
- mes "the Wind element neutralized";
- mes "this crest's Water element.^000000";
- specialeffect EF_SPHERE;
- delitem 996,1;
- set mao_request,15;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Alright...";
- mes "Now I should look for";
- mes "the crest hidden in the";
- mes "field north of Morroc.";
- close2;
- }
- else
- {
- mes "^3355FFYou probably need a Rough";
- mes "Wind to counter its power.^000000";
- close2;
- }
- }
- else if(mao_request > 14 && mao_request < 100)
- {
- mes "^3355FFYou find a gleaming";
- mes "crest that looks like a";
- mes "splashing wave of water.^000000";
- mes "^3355FFHowever, you don't sense";
- mes "anything strange about it.^000000";
- cutin "mocseal_ice02.bmp",2;
- close2;
- }
- else if(mao_request == 113)
- {
- mes "^3355FFYou find a gleaming";
- mes "crest that looks like a";
- mes "splashing wave of water.^000000";
- cutin "mocseal_ice02.bmp",2;
- if (countitem(995))
- {
- mes "^3355FFYou bring out a Mystic Frozen";
- mes "to enhance the crest's power.^000000";
- next;
- cutin "mocseal_ice01.bmp",2;
- mes "^3355FFThe crest resonates";
- mes "with the Mystic Frozen,";
- mes "suddenly causing the air";
- mes "to chill and raising the";
- mes "waves in the oasis.^000000";
- specialeffect EF_BEGINSPELL2;
- delitem 995,1;
- set mao_request,114;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Alright...";
- mes "Now I should look for";
- mes "the crest hidden in the";
- mes "field north of Morroc.";
- close2;
- }
- else
- {
- mes "^3355FFYou probably need a Mystic";
- mes "Frozen to enhance its power.";
- close2;
- }
- }
- else if(mao_request > 112)
- {
- mes "^3355FFYou find a gleaming";
- mes "crest that looks like a";
- mes "splashing wave of water.^000000";
- cutin "mocseal_ice01.bmp",2;
- close2;
- }
- cutin "mocseal_ice01.bmp",255;
- cutin "mocseal_ice02.bmp",255;
- end;
-}
-
-moc_fild19,21,33,1 script Unturned Spot#wind 111,{
-
- if (mao_request == 10)
- {
- cutin "mocseal_wind01.bmp",2;
- mes "^3355FFYou find a shining crest";
- mes "that looks like a symbol of";
- mes "the Wind. As you approach it,";
- mes "you can feel the wind blowing";
- mes "strongly against your skin.^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "This must be what";
- mes "Raiyan Moore is so";
- mes "interested in. Well,";
- mes "I better go inform Kidd";
- mes "about what I found here.";
- set mao_request,11;
- close2;
- }
- else if(mao_request == 11)
- {
- cutin "mocseal_wind01.bmp",2;
- mes "^3355FFYou find a shining crest";
- mes "that looks like a symbol of";
- mes "the Wind. As you approach it,";
- mes "you can feel the wind blowing";
- mes "strongly against your skin.^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Great, now that I found";
- mes "this, I really need to tell";
- mes "Kidd about it. Hopefully, he";
- mes "found something just like this.";
- close2;
- }
- else if(mao_request == 12)
- {
- if(countitem(997))
- {
- cutin "mocseal_wind01.bmp",2;
- mes "^3355FFYou find a shining crest";
- mes "that looks like a symbol of";
- mes "the Wind. As you approach it,";
- mes "you can feel the wind blowing";
- mes "strongly against your skin.^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Okay, the power of the";
- mes "Earth counteracts the ";
- mes "Wind. I'll just pull out this";
- mes "Great Nature and... Eh?";
- next;
- mes "^3355FFThe Wind elemental crest";
- mes "quickly responds to the";
- mes "Great Nature stone.^000000";
- specialeffect EF_BEGINSPELL4;
- specialeffect EF_BEGINSPELL5;
- next;
- cutin "mocseal_wind02.bmp",2;
- mes "^3355FFThe Wind and Earth";
- mes "neutralized each other,";
- mes "causing the power of the";
- mes "Wind in this area to stabilize.^000000";
- specialeffect EF_SPHERE;
- delitem 997,1;
- set mao_request,13;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Great, now that I'm done";
- mes "with this crest, I need to";
- mes "find the next one. Let's see,";
- mes "I need to find the one to the";
- mes "south that Kidd already found.";
- close2;
- }
- else
- {
- cutin "mocseal_wind01.bmp",2;
- mes "^3355FFYou find a shining crest";
- mes "that looks like a symbol of";
- mes "the Wind. As you approach it,";
- mes "you can feel the wind blowing";
- mes "strongly against your skin.^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Wind, wind, wind...";
- mes "What do I use to counteract";
- mes "the Wind property? It was...";
- next;
- switch( select( "Fire","Ice","Wind","Earth" ) )
- {
- case 1:
- mes "[" + strcharinfo(0) + "]";
- mes "Fire...? No, that's...";
- mes "Wind and Fire sort of";
- mes "go together, don't they?";
- close2;
- break;
-
- case 2:
- mes "[" + strcharinfo(0) + "]";
- mes "Ice...? No...";
- mes "The power of Wind, of";
- mes "lightning, supercedes";
- mes "the power of Ice and water...";
- close2;
- break;
-
- case 3:
- mes "[" + strcharinfo(0) + "]";
- mes "I got it...!";
- mes "I'll fight Wind";
- mes "with Wind! No...";
- mes "Don't be ridiculous.";
- close2;
- break;
-
- case 4:
- mes "[" + strcharinfo(0) + "]";
- mes "Earth...?";
- mes "That's it! I need a";
- mes "Great Nature to use";
- mes "on this Wind crest!";
- close2;
- break;
- }
- }
- }
- else if (mao_request > 12 && mao_request < 100)
- {
- mes "^3355FFYou find a shining crest";
- mes "that looks like a symbol of";
- mes "the Wind. However, you don't";
- mes "think that it's particularly";
- mes "worthy of an investigation.^000000";
- cutin "mocseal_wind02.bmp",2;
- close2;
- }
- else if(mao_request == 110)
- {
- cutin "mocseal_wind02.bmp",2;
- mes "^3355FFYou find a shining crest";
- mes "that looks like a symbol of";
- mes "the Wind. However, the air";
- mes "flow around it seems weak.^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "This must be what I'm looking";
- mes "for. It looks like an artifact of the Wind element, but the wind";
- mes "around here isn't as strong as it should be. I think I might need";
- mes "to bring a ^4D4DFFRough Wind^000000 here...";
- set mao_request,111;
- close2;
- }
- else if(mao_request == 111)
- {
- if (countitem(996))
- {
- cutin "mocseal_wind02.bmp",2;
- mes "[" + strcharinfo(0) + "]";
- mes "Let's see...";
- mes "Hopefully this";
- mes "Rough Wind will do";
- mes "the trick. Whoa. Um...";
- mes "Something's happening...";
- next;
- mes "^3355FFThe elemental crest";
- mes "quickly responds to the";
- mes "Rough Wind, causing the";
- mes "crest to shine brighter and";
- mes "the wind to blow stronger.^000000";
- specialeffect EF_BEGINSPELL4;
- delitem 996,1;
- set mao_request,112;
- next;
- cutin "mocseal_wind01.bmp",2;
- mes "[" + strcharinfo(0) + "]";
- mes "Well, I guess that's that.";
- mes "Now I need to talk to Lin";
- mes "and figure out if there are";
- mes "more of these things to be";
- mes "found outside of Morroc.";
- close2;
- }
- else
- {
- mes "^3355FFYou need to bring";
- mes "a Rough Wind to activate";
- mes "this Wind elemental crest.^000000";
- cutin "mocseal_wind02.bmp",2;
- close2;
- }
- }
- else if(mao_request > 111)
- {
- mes "^3355FFYou find a shining crest";
- mes "that looks like a symbol of";
- mes "the Wind. As you approach it,";
- mes "you can feel the wind blowing";
- mes "strongly against your skin.^000000";
- cutin "mocseal_wind01.bmp",2;
- close2;
- }
- cutin "mocseal_wind01.bmp",255;
- cutin "mocseal_wind02.bmp",255;
- end;
-}
-
-moc_fild12,280,36,1 script Unturned Spot#earth 111,{
-
- if (mao_request == 13)
- {
- if (countitem(994))
- {
- mes "^3355FFYou find a shimmering";
- mes "crest that symbolizes";
- mes "the power of the Earth.^000000";
- cutin "mocseal_earth01.bmp",2;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Let's see...";
- mes "I should use this";
- mes "Flame Heart to";
- mes "stabilize this crest.";
- next;
- mes "^3355FFAs soon as you pull out";
- mes "the Flame Heart, the stone";
- mes "and the crest begin to glow";
- mes "intensely, as if their powers";
- mes "were conflicting.^000000";
- specialeffect EF_BEGINSPELL5;
- specialeffect EF_BEGINSPELL3;
- next;
- mes "^3355FFThe Flame Heart then";
- mes "quickly vanishes with";
- mes "a burst of heated vapor.";
- mes "This power of this crest";
- mes "is now stabilized.^000000";
- cutin "mocseal_earth02.bmp",2;
- specialeffect EF_SPHERE;
- delitem 994,1;
- set mao_request,14;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "That was simple.";
- mes "Alright, now I should";
- mes "try to find the crest";
- mes "hidden east of Morroc.";
- close2;
- }
- else
- {
- mes "^3355FFYou find a shimmering";
- mes "crest that symbolizes";
- mes "the power of the Earth.^000000";
- cutin "mocseal_earth01.bmp",2;
- next;
- mes "^3355FFTo counteract the";
- mes "crest's Earth power,";
- mes "you'll probably need";
- mes "a Flame Heart stone.^000000";
- close2;
- }
- }
- else if(mao_request > 13 && mao_request < 100)
- {
- mes "^3355FFYou find a shimmering";
- mes "crest that symbolizes";
- mes "the power of the Earth.";
- mes "However, you don't sense";
- mes "anything peculiar from it.";
- cutin "mocseal_earth02.bmp",2;
- close2;
- }
- else if(mao_request == 112)
- {
- mes "^3355FFYou find a shimmering";
- mes "crest that symbolizes";
- mes "the power of the Earth.";
- mes "You'll need a Great Nature";
- mes "stone to enhance its power.^000000";
- cutin "mocseal_earth02.bmp",2;
- next;
- if (countitem(997))
- {
- mes "^3355FFYou pull out a";
- mes "Great Nature, which";
- mes "causes tremors in the";
- mes "ground and sand to flow";
- mes "towards the crest.^000000";
- specialeffect EF_BEGINSPELL5;
- delitem 997,1;
- set mao_request,113;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Great, I think that actually";
- mes "worked! Now, I should try";
- mes "to find the crest hidden to";
- mes "the east of Morroc.";
- cutin "mocseal_earth01.bmp",2;
- close2;
- }
- else
- {
- mes "[" + strcharinfo(0) + "]";
- mes "The next time that";
- mes "I come here, I better";
- mes "have a Great Nature ready...";
- close2;
- }
- }
- else if(mao_request > 111)
- {
- mes "^3355FFYou find a shimmering";
- mes "crest that symbolizes";
- mes "the power of the Earth.^000000";
- cutin "mocseal_earth01.bmp",2;
- close2;
- }
- cutin "mocseal_earth01.bmp",255;
- cutin "mocseal_earth02.bmp",255;
-}
-
-moc_fild07,192,166,1 script Unturned Spot#fire 111,{
-
- if (mao_request == 15)
- {
- if(countitem(995))
- {
- mes "^3355FFYou find a gleaming";
- mes "crest that symbolizes Fire.^000000";
- cutin "mocseal_fire01.bmp",2;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "This crest must be";
- mes "imbued with the Fire";
- mes "element. I better see";
- mes "if this Mystic Frozen";
- mes "can stabilize it.";
- next;
- mes "^3355FFAs soon as you take";
- mes "out the Mystic Frozen,";
- mes "it begins to pulse with";
- mes "light as the crest glows";
- mes "brighter and brighter.^000000";
- specialeffect EF_BEGINSPELL3;
- specialeffect EF_BEGINSPELL2;
- next;
- mes "^3355FFThe air in the area";
- mes "suddenly chills, and";
- mes "your Mystic Frozen";
- mes "bursts into cold vapor.^000000";
- cutin "mocseal_fire02.bmp",2;
- specialeffect EF_SPHERE;
- delitem 995,1;
- set mao_request,16;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "It looks like my work";
- mes "here is done. Now, I better";
- mes "go back and report to Kidd.";
- close2;
- }
- else
- {
- cutin "mocseal_fire01.bmp",2;
- mes "^3355FFYou find a gleaming";
- mes "crest that symbolizes Fire.";
- mes "You'll need a Mystic Frozen";
- mes "to stabilize its power.^000000";
- close2;
- }
- }
- else if(mao_request > 15 && mao_request < 100)
- {
- mes "^3355FFYou find a gleaming";
- mes "crest that symbolizes Fire.";
- mes "However, you don't think it's";
- mes "worth investigating for now.^000000";
- cutin "mocseal_fire02.bmp",2;
- close2;
- }
- else if(mao_request == 114)
- {
- cutin "mocseal_fire02.bmp",2;
- mes "^3355FFYou find a gleaming";
- mes "crest that symbolizes Fire.";
- if (countitem(994))
- {
- mes "You'll need a Flame Heart";
- mes "in order to enhance its power.^000000";
- next;
- mes "^3355FFYou pull out a Flame";
- mes "Heart, and the crest";
- mes "begins to shine as the";
- mes "air around you heats up.^000000";
- specialeffect EF_BEGINSPELL3;
- cutin "mocseal_fire01.bmp",2;
- delitem 994,1;
- set mao_request,115;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Well, that's the";
- mes "last elemental crest.";
- mes "Now I better go back";
- mes "and report to Lin.";
- close2;
- }
- else
- {
- mes "You'll need a Flame Heart";
- mes "in order to enhance its power.^000000";
- close2;
- }
- }
- else if(mao_request > 113)
- {
- mes "^3355FFYou find a gleaming";
- mes "crest that symbolizes Fire.^000000";
- cutin "mocseal_fire01.bmp",2;
- close2;
- }
- cutin "mocseal_fire01.bmp",255;
- cutin "mocseal_fire02.bmp",255;
-}
-
-morocc_in,46,125,5 script Assistant 729,{
-
- if (mao_request > 18 && mao_request < 100)
- {
- mes "[Sephit]";
- mes "Hopefully, I was able to";
- mes "help you with whatever";
- mes "information that you needed.";
- mes "Morroc has a much richer";
- mes "history than most people";
- mes "realize, don't you think?";
- close;
- }
- else if(mao_request > 116)
- {
- mes "[Sephit]";
- mes "Hopefully, I was able to";
- mes "help you with whatever";
- mes "information that you needed.";
- mes "Morroc has a much richer";
- mes "history than most people";
- mes "realize, don't you think?";
- next;
- mes "[Sephit]";
- mes "When I get some time,";
- mes "I really want to investigate";
- mes "that Thanatos Tower. I get";
- mes "the feeling that there's so";
- mes "much I can learn there~";
- close;
- }
- else if(mao_request == 18)
- {
- mes "[Sephit]";
- mes "Oh, we usually don't";
- mes "have many visitors here.";
- mes "Are you here to speak to";
- mes "our local historian? He's";
- mes "pretty busy right now, so";
- mes "I hope you can come back later.";
- next;
- mes "[Sephit]";
- mes "Though, to be honest,";
- mes "he's kind of hiding under";
- mes "the covers at the moment.";
- mes "Some Assassin came to";
- mes "request some information,";
- mes "but he scared him off...";
- next;
- mes "[Sephit]";
- mes "It was pretty funny, actually.";
- mes "The guy walked in, flashed";
- mes "his dagger, and declared that";
- mes "he needed some important";
- mes "information. I guess my boss";
- mes "was pretty intimidated by him.";
- next;
- mes "[Sephit]";
- mes "If it's really important,";
- mes "then I might be able to";
- mes "answer your questions if";
- mes "they're about Morroc's most";
- mes "ancient histories and legends.";
- next;
- mes "^3355FFYou ask Sephit about the";
- mes "four elemental crests around";
- mes "Morroc, their significance, and";
- mes "about Raiyan Moore. You also";
- mes "inform her that you've already";
- mes "stabilized the crests' power.^000000";
- next;
- mes "[Sephit]";
- mes "Moore... Moore...";
- mes "His work sounds really";
- mes "important, so I'm surprised";
- mes "I haven't heard of him. I'd ask";
- mes "my boss, but I can't disturb";
- mes "him right now. Ah, well...";
- next;
- mes "[Sephit]";
- mes "Oh, first of all, not too";
- mes "many people know about";
- mes "those crests. Still, you did";
- mes "a great service by stabilizing";
- mes "them. Otherwise, the seal under";
- mes "Morroc Castle would break.";
- next;
- mes "[Sephit]";
- mes "The seal beneath Morroc";
- mes "Castle actually keeps Satan";
- mes "Morroc from entering our world.";
- mes "If he ever returned, he might";
- mes "repeat the mass destruction";
- next;
- mes "[Sephit]";
- mes "When Satan Morroc";
- mes "was terrorizing the human";
- mes "world, he used Thanatos";
- mes "Tower as his power base.";
- mes "There, he would summon";
- mes "countless hordes of minions.";
- next;
- mes "[Sephit]";
- mes "That tower has been in ruins";
- mes "for years, but recently some";
- mes "company started reconstructing";
- mes "it, even though demons, well,";
- mes "disguised as angels, still";
- mes "roam that place freely.";
- next;
- mes "[Sephit]";
- mes "Satan Morroc may have been";
- mes "unimaginably powerful, but";
- mes "it would take a lot of work";
- mes "to bring him back into our";
- mes "world. Let's see, you could";
- mes "destroy Morroc's seal...";
- next;
- mes "[Sephit]";
- mes "There was also... Oh, God.";
- mes "Long ago, someone actually";
- mes "sacrificed children in a failed";
- mes "attempt to revive Morroc Satan.";
- mes "The children missing here in";
- mes "Morroc-- Y-you don't think...";
- next;
- mes "[Sephit]";
- mes "But who really knows?";
- mes "I mean we have historical";
- mes "records of Satan Morroc, ";
- mes "but maybe it's just a legend.";
- mes "Aside from that, we have no";
- mes "proof that he really exists.";
- next;
- mes "[Sephit]";
- mes "...Well, aside from those";
- mes "elemental crests, I mean.";
- mes "Then again, maybe they just";
- mes "regulate this region's elements";
- mes "to make it possible for people";
- mes "to live here in the desert.";
- set mao_request,19;
- close;
- }
- else if(mao_request == 116)
- {
- mes "[Sephit]";
- mes "Oh, we usually don't";
- mes "have many visitors here.";
- mes "Are you here to speak to";
- mes "our local historian? He's";
- mes "pretty busy right now, so";
- mes "I hope you can come back later.";
- next;
- mes "[Sephit]";
- mes "Though, to be honest,";
- mes "he's kind of hiding under";
- mes "the covers at the moment.";
- mes "Some Assassin came to";
- mes "request some information,";
- mes "but she scared him off...";
- next;
- mes "[Sephit]";
- mes "If it's really important,";
- mes "then I might be able to";
- mes "answer your questions if";
- mes "they're about Morroc's most";
- mes "ancient histories and legends.";
- next;
- mes "^3355FFYou ask Sephit for any";
- mes "information related to";
- mes "Satan Morroc and Thanatos";
- mes "Tower, particularly their";
- mes "significance and how";
- mes "they might be related.^000000";
- next;
- mes "^3355FFYou also inform her";
- mes "about Moore's research,";
- mes "and about the elemental";
- mes "crests hidden throughout";
- mes "Morroc that you've balanced.^000000";
- next;
- mes "[Sephit]";
- mes "Moore... Moore...";
- mes "His work sounds really";
- mes "important, so I'm surprised";
- mes "I haven't heard of him. I'd ask";
- mes "my boss, but I can't disturb";
- mes "him right now. Ah, well...";
- next;
- mes "[Sephit]";
- mes "Oh, first of all, not too";
- mes "many people know about";
- mes "those crests. Still, you did";
- mes "a great service by stabilizing";
- mes "them. Otherwise, the seal under";
- mes "Morroc Castle would break.";
- next;
- mes "[Sephit]";
- mes "The seal beneath Morroc";
- mes "Castle actually keeps Satan";
- mes "Morroc from entering our world.";
- mes "If he ever returned, he might";
- mes "repeat the mass destruction";
- mes "that he caused in the past.";
- next;
- mes "[Sephit]";
- mes "It's funny that you should ask";
- mes "about Thanatos Tower. When";
- mes "Satan Morroc was terrorizing";
- mes "our world, he used that place";
- mes "to summon hordes of minions";
- mes "that would menace us humans.";
- next;
- mes "[Sephit]";
- mes "That tower has been in ruins";
- mes "for years, but recently some";
- mes "company started reconstructing";
- mes "it, even though demons, well,";
- mes "disguised as angels, still";
- mes "roam that place freely.";
- next;
- mes "[Sephit]";
- mes "Satan Morroc may have been";
- mes "unimaginably powerful, but";
- mes "it would take a lot of work";
- mes "to bring him back into our";
- mes "world. Let's see, you could";
- mes "destroy Morroc's seal...";
- next;
- mes "[Sephit]";
- mes "There was also... Oh, God.";
- mes "Long ago, someone actually";
- mes "sacrificed children in a failed";
- mes "attempt to revive Morroc Satan.";
- mes "The children missing here in";
- mes "Morroc-- Y-you don't think...";
- next;
- mes "[Sephit]";
- mes "But who really knows?";
- mes "I mean we have historical";
- mes "records of Satan Morroc, ";
- mes "but maybe it's just a legend.";
- mes "Aside from that, we have no";
- mes "proof that he really exists.";
- next;
- mes "[Sephit]";
- mes "...Well, aside from those";
- mes "elemental crests, I mean.";
- mes "Then again, maybe they just";
- mes "regulate this region's elements";
- mes "to make it possible for people";
- mes "to live here in the desert.";
- set mao_request,117;
- close;
- }
- else
- {
- mes "[Sephit]";
- mes "Oh, we usually don't";
- mes "have many visitors here.";
- mes "Are you here to speak to";
- mes "our local historian? He's";
- mes "pretty busy right now, so";
- mes "I hope you can come back later.";
- next;
- mes "[Sephit]";
- mes "Lately, I've been";
- mes "digging through some";
- mes "old historical records and";
- mes "learned something about";
- mes "a monster called Satan Morroc.";
- next;
- mes "[Sephit]";
- mes "According to the legends,";
- mes "he's sealed beneath Morroc";
- mes "Castle, and our town gets its";
- mes "name from him. That sounds";
- mes "pretty grotesque, don't you";
- mes "think? Too weird to be true...";
- close;
- }
-}
-
-que_job01,15,8,1 script #mao_table 139,1,1,{
-
-OnTouch:
- if (mao_request == 24)
- {
- mes "[Valdes]";
- mes "That's grave news...";
- mes "I had my suspicions";
- mes "about Mr. R, but I never";
- mes "thought he was capable";
- mes "of such audacity...";
- next;
- mes "[Kidd]";
- mes "Damn it! I know you had";
- mes "to accept both Mr. R and";
- mes "the Dandelion Organization";
- mes "because we didn't know the";
- mes "truth beforehand, but does";
- mes "Lin know about this now?!";
- next;
- mes "[Valdes]";
- mes "I doubt it. I only learned";
- mes "that Mr. R was the true";
- mes "kidnapper when you told";
- mes "me just now. But to sacrifice";
- mes "them in order to revive Satan";
- mes "Morroc... That's beyond evil.";
- next;
- mes "[Valdes]";
- mes "Mr. R... If he is Raiyan";
- mes "Moore, then you can find him";
- mes "in the other room. Go and";
- mes "interrogate him, confirm";
- mes "everything you have learned.";
- next;
- mes "[Valdes]";
- mes "Come...";
- mes "This way.";
- next;
- donpcevent "Valdes#2::OnInit";
- mes "[Kidd]";
- mes "This is getting";
- mes "too serious. Valdes,";
- mes "wait, I'm coming with you!";
- mes ""+ strcharinfo(0) +", come on, quickly!";
- set mao_request,25;
- close2;
- donpcevent "Kidd#2::OnInit";
- end;
- }
- else if(mao_request == 123)
- {
- mes "[Lin]";
- mes "Master, did you know";
- mes "from the beginning?!";
- mes "You knew that the person";
- mes "I was supposed to protect";
- mes "is the same person that";
- mes "Kidd is supposed to find?!";
- next;
- mes "[Valdes]";
- mes "Lin, calm down. Yes,";
- mes "I suspected as such from";
- mes "the start. However, I did";
- mes "know whether to trust Mr. R";
- mes "or the Dandelion organization.";
- next;
- mes "[Valdes]";
- mes "Since both parties claimed";
- mes "to be able to help the missing";
- mes "children, I took the chance.";
- mes "For now, the best thing to";
- mes "do would be to ask if Mr. R's";
- mes "attackers are from Dandelion...";
- next;
- mes "[Lin]";
- mes "Alright... I can't believe";
- mes "it... Mr. R. Moore... Kidd";
- mes "is supposed to hunt down";
- mes "Raiyan Moore... It's too";
- mes "much of a coincidence...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Lin! I'm sorry to";
- mes "interrupt, but Mr. R";
- mes "is missing... I don't";
- mes "know where he is!";
- next;
- mes "[Lin]";
- mes "What?! What do yo--";
- mes "Wh-what's going on?!";
- mes "What's this noise in";
- mes "my f-freakin' head?!";
- mapannounce "que_job01","...Blood... is the currency... of the soul...",1,0x7B68EE;
- next;
- mes "[Lin]";
- mes "Oh no...";
- mes "This is what";
- mes "I feared the most...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "What's...";
- mes "What's going on?";
- mapannounce "que_job01","...We... need... blood... of... innocence...",1,0x7B68EE;
- next;
- mes "[Lin]";
- mes "I think...";
- mes "I think it's the";
- mes "ceremony to revive";
- mes "Satan Morroc! Mr. R must";
- mes "have went there to stop";
- mes "them... or to join them!";
- next;
- mes "[Valdes]";
- mes "Lin, go call everyone";
- mes "in the guild! And you,";
- mes "try to find the source";
- mes "of that weird echo!";
- mes "Hurry, there's no time!";
- mapannounce "que_job01","...Grant... us... immortality... Satan Morocc...",1,0x7B68EE;
- next;
- mes "[Lin]";
- mes "Yes, sir!";
- next;
- donpcevent "Lin#2::OnInit";
- mes "[Valdes]";
- mes "No matter what the ";
- mes "cost, we can't let";
- mes "that ritual finish...!";
- mes "If Satan Morroc really";
- mes "exists, we can't let";
- mes "him enter our world!";
- set mao_request,124;
- close2;
- warp "que_job01",11,4;
- end;
- }
-
-OnInit:
- disablenpc "#mao_table";
- end;
-
-OnEnter:
- enablenpc "#mao_table";
- end;
-}
-
-que_job01,147,55,1 script #mao_empty 139,1,1,{
-
-OnTouch:
- if (mao_request == 122)
- {
- mes "^333333...........No........";
- mes "This.........can't...^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Huh?! That sounds";
- mes "like Lin's voice...";
- mes "Where are they?";
- mes "Where have they gone?!";
- set mao_request,123;
- close;
- }
-
-OnInit:
- disablenpc "#mao_empty";
- end;
-
-OnEnter:
- enablenpc "#mao_empty";
- end;
-}
-
-que_job01,144,57,1 script #Rabsent 139,1,1,{
-
-OnTouch:
- if(mao_request == 25)
- {
- mes "[Kidd]";
- mes "Raiyan Moore...!";
- mes "Wh-where is he?!";
- next;
- mes "[Valdes]";
- mes "What the deuce?";
- mes "He should be just";
- mes "in this room. Wait,";
- mes "how could he get past";
- mes "our security magic...?";
- next;
- mes "[Kidd]";
- mes "Where's Lin?";
- mes "Lin?! Lin, where";
- mes "are you? Answer me!";
- mapannounce "que_job01","...Blood... is the currency... of the soul...",1,0x7B68EE;
- next;
- mes "[Kidd]";
- mes "God! Wh-what's";
- mes "that--where is that";
- mes "voice coming from?!";
- mes "My head feels like";
- mes "it's gonna split open!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "What...";
- mes "What's happening?";
- mapannounce "que_job01","...We... need... holier... blood... the ritual...",1,0x7B68EE;
- next;
- mes "[Kidd]";
- mes "Damn, that has to be him!";
- mes "He's trying to revive Satan";
- mes "Morroc right now! And where's";
- mes "Lin?! What happened to her?";
- next;
- mes "[Valdes]";
- mes ""+ strcharinfo(0) +", I'm going";
- mes "to call every member of the";
- mes "Assassin Guild. You and Kidd";
- mes "go try to find the source of";
- mes "that voice and stop this!";
- mapannounce "que_job01","...By Satan Morroc's blessings... Grant me... Immortality!",1,0x7B68EE;
- next;
- mes "[Kidd]";
- mes "Yes, sir!";
- next;
- donpcevent "Kidd#3::OnInit";
- mes "[Valdes]";
- mes "I only hope that";
- mes "we're not too late";
- mes "to stop this from";
- mes "happening. Hurry,";
- mes "the fate of the world";
- mes "hangs in the balance!";
- set mao_request,26;
- close2;
- warp "que_job01",144,61;
- end;
- }
-OnInit:
- disablenpc "#Rabsent";
- end;
-
-OnEnter:
- enablenpc "#Rabsent";
- end;
-}
-
-moc_castle,40,20,3 script Man 849,{
-
- if ((mao_request > 27 && mao_request < 31) || (mao_request > 125 && mao_request < 129))
- {
- mes "^3355FFYou find the body";
- mes "of a dead man.^000000";
- emotion e_hmm,1;
- close;
- }
- mes "^3355FFYou find a man lying";
- mes "on the floor. He seems";
- mes "very close to dying, and";
- mes "is mumbling deliriously.^000000";
- if (mao_request == 26 || mao_request == 27)
- {
- next;
- mes "[Man]";
- mes "Ghhhk~! Fr-fresh...";
- mes "B-blood! Hee hee hee~";
- mes "For th-the ritual, I-I'll";
- mes "d-dedicate... Myself...";
- mes "For the s-sacrifice!";
- mes "^333333*Cough Cough!*^000000";
- if(!$mao_gate1)
- {
- close2;
- warp "que_job02",14,182;
- set $mao_gate1,1;
- end;
- }
- }
- else if(mao_request == 124 || mao_request == 125)
- {
- next;
- mes "[Man]";
- mes "Ghhhk~! Fr-fresh...";
- mes "B-blood! Hee hee hee~";
- mes "For th-the ritual, I-I'll";
- mes "d-dedicate... Myself...";
- mes "For the s-sacrifice!";
- mes "^333333*Cough Cough!*^000000";
- if(!$mao_gate2)
- {
- close2;
- warp "que_job03",14,182;
- set $mao_gate2,1;
- end;
- }
- }
- close;
-
-OnInit:
- set $mao_gate1,0;
- set $mao_gate2,0;
- end;
-}
-
-que_job02,14,182,1 script #maogate1 139,1,1,{
-
-OnEnter:
- enablenpc "#maogate1";
- end;
-
-OnStop:
- disablenpc "#maogate1";
- end;
-
-OnTouch:
- if (mao_request == 26 || mao_request == 27)
- {
- initnpctimer;
- disablenpc "#maogate1";
- donpcevent "#maogate1_talk1::OnEnter";
- }
- else
- {
- mes "^3355FFYou will now be";
- mes "teleported outside.^000000";
- close2;
- warp "morocc",100,100;
- set $mao_gate1,0;
- }
- end;
-
-OnTimer580000:
- mapannounce "que_job02","...Need... more blood... before... gate closes...",1,0xDDA0DD;
- end;
-
-OnTimer590000:
- mapannounce "que_job02","...Grrrr... can't... fail this time... must revive...",1,0xDDA0DD;
- end;
-
-OnTimer595000:
- mapwarp "que_job02","morocc",160,129;
- end;
-
-OnTimer596000:
- donpcevent "#maogate1_talk1::OnInit";
- donpcevent "#maogate1_talk2::OnEnter";
- donpcevent "#maogate1_talk3::OnEnter";
- donpcevent "#maogate1_talk4::OnEnter";
- donpcevent "#maogate1_talk5::OnEnter";
- donpcevent "#maogate1_talk6::OnEnter";
- donpcevent "#maogate1_talk7::OnEnter";
- donpcevent "Kidd#maogate1_1::OnInit";
- donpcevent "Kidd#maogate1_2::OnInit";
- donpcevent "Lin#maogate1_1::OnInit";
- donpcevent "Lin#maogate1_2::OnInit";
- donpcevent "R#maogate1::OnInit";
- donpcevent "#maogate1_end::OnStop";
- donpcevent "#maogate1_end::OnInit";
- donpcevent "#maogate1_end2::OnInit";
- donpcevent "Dandelion#maogate1_1::OnInit";
- donpcevent "Dandelion#maogate1_2::OnInit";
- donpcevent "Dandelion#maogate1_3::OnInit";
- donpcevent "Dandelion#maogate1_4::OnInit";
- donpcevent "#maogate1_setting::OnEnter";
- donpcevent "Dandelion Member#1_bt::OnInit";
- donpcevent "#maogate1_battle::OnStop2";
- donpcevent "#maogate1_battle::OnEnter";
- end;
-
-OnTimer597000:
- enablenpc "#maogate1";
- set $mao_gate1,0;
- stopnpctimer;
- end;
-}
-
-que_job02,14,181,1 script #maogate1_talk1 139,2,2,{
-
-OnInit:
- disablenpc "#maogate1_talk1";
- end;
-
-OnEnter:
- enablenpc "#maogate1_talk1";
- end;
-
-OnTouch:
- mes "^333333Holy... ritual... of...";
- mes "blood... I am proud...";
- mes "to b-be... the last...";
- mes "sacrifice... Heh heh heh...^000000";
- next;
- mes "^3355FFThe maniacial laughter";
- mes "from that strange voice";
- mes "echoes in your head as you";
- mes "wake up in some strage place.^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Where am I...?";
- mes "What is this place?";
- mes "Arrgh, my head hurts,";
- mes "but I've got to stop";
- mes "Satan Morroc's revival...";
- mapannounce "que_job02","...Blood... is the currency... of the soul...",1,0x7B68EE;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "There's that voice";
- mes "again! Kidd? Valdes?";
- mes "Are any of you here?";
- mes "Damn, I must be all alone.";
- mes "I guess I have to stop this";
- mes "weird ritual all by myself!";
- close2;
- disablenpc "#maogate1_talk1";
- end;
-}
-
-que_job02,17,150,1 script #maogate1_talk2 139,2,2,{
-
-OnStop:
- disablenpc "#maogate1_talk2";
- end;
-
-OnEnter:
- enablenpc "#maogate1_talk2";
- end;
-
-OnTouch:
- mes "...";
- mes "......";
- mes ".........";
- next;
- soundeffect "wander_man_move.wav",0;
- sc_start SC_Blind,60000,0;
- mes "[?????]";
- mes "...Isn't the moon";
- mes "so beautiful tonight?";
- next;
- mes "[?????]";
- mes "...But I wonder...";
- mes "Why are there twice as many";
- mes "guards when the moon is full?";
- next;
- mes "[???????]";
- mes "The moon is so red...";
- mes "Yes, it's been a year...";
- next;
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "What's going on?";
- mes "Who's there? Kidd?";
- mes "Valdes? Anybody?";
- mes "What was that?";
- close2;
- soundeffect "wander_man_move.wav",0;
- sc_end SC_All;
- disablenpc "#maogate1_talk2";
- end;
-}
-
-que_job02,16,97,1 script #maogate1_talk3 139,2,2,{
-
-OnStop:
- disablenpc "#maogate1_talk3";
- end;
-
-OnEnter:
- enablenpc "#maogate1_talk3";
- end;
-
-OnTouch:
- mes "......";
- mes ".........";
- mes "............";
- next;
- soundeffect "wander_man_move.wav",0;
- sc_start SC_Blind,60000,0;
- mes "[?????]";
- mes "So, you telling me you";
- mes "don't know how this town";
- mes "got its name? Well, it's";
- mes "kind of a scary tale...";
- next;
- mes "[?????]";
- mes "An evil demon invaded our";
- mes "world, summoning troops of";
- mes "his minions from the darkness.";
- mes "However, he was defeated and";
- mes "sealed beneath this castle";
- mes "by a legendary hero.";
- next;
- mes "[???????]";
- mes "But the hatred of Satan";
- mes "Morroc has not ebbed with";
- mes "time. If you look at the full";
- mes "moon from here, it is colored";
- mes "red with Satan Morroc's rage...";
- next;
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "...I keep hearing";
- mes "things! Where the hell";
- mes "is it all coming from?!";
- next;
- mes "......";
- mes ".........";
- mes "............";
- close2;
- soundeffect "wander_man_move.wav",0;
- sc_end SC_All;
- disablenpc "#maogate1_talk3";
- end;
-}
-
-que_job02,44,33,1 script #maogate1_talk4 139,2,2,{
-
-OnStop:
- disablenpc "#maogate1_talk4";
- end;
-
-OnEnter:
- enablenpc "#maogate1_talk4";
- end;
-
-OnTouch:
- mes "......";
- mes ".........";
- mes "............";
- next;
- soundeffect "wander_man_move.wav",0;
- sc_start SC_Blind,60000,0;
- mes "[?????]";
- mes "Hmpf.";
- mes "It has begun.";
- next;
- mes "[?????]";
- mes "That smoke...?";
- mes "What exactly is going";
- mes "on over there every";
- mes "full moon?";
- next;
- mes "[???????]";
- mes "Well...";
- mes "Who's to say?";
- next;
- mes "[????]";
- mes "B-boss...!";
- next;
- mes "......";
- mes ".........";
- mes "............";
- mapannounce "que_job02","...Moooore... Give me... more blood...",1,0xDDA0DD;
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "These voices...";
- mes "They're like past";
- mes "memories of something";
- mes "that's happened here";
- mes "in Castle Morroc...";
- close2;
- soundeffect "wander_man_move.wav",0;
- sc_end SC_All;
- disablenpc "#maogate1_talk4";
- end;
-}
-
-que_job02,93,21,1 script #maogate1_talk5 139,2,2,{
-
-OnStop:
- disablenpc "#maogate1_talk5";
- end;
-
-OnEnter:
- enablenpc "#maogate1_talk5";
- end;
-
-OnTouch:
- mes "......";
- mes ".........";
- mes "............";
- next;
- soundeffect "wander_man_move.wav",0;
- sc_start SC_Blind,60000,0;
- mes "[?????]";
- mes "Sir, our investigation has";
- mes "turned something up. Every";
- mes "15 days, a carriage secretly";
- mes "transports about 20 to 30";
- mes "children into the castle.";
- mes "However, they never come out...";
- next;
- mes "[?????]";
- mes "Are you serious...?";
- mes "What the hell could";
- mes "they be doing in there?!";
- mes "Come on, let's go...";
- close2;
- soundeffect "wander_man_move.wav",0;
- sc_end SC_All;
- disablenpc "#maogate1_talk5";
- end;
-}
-
-que_job02,93,21,1 script #maogate1_talk6 139,3,3,{
-
-OnStop:
- disablenpc "#maogate1_talk6";
- end;
-
-OnEnter:
- enablenpc "#maogate1_talk6";
- end;
-
-OnTouch:
- mes "......";
- mes ".........";
- mes "............";
- next;
- soundeffect "wander_man_move.wav",0;
- sc_start SC_Blind,60000,0;
- mes "[?????]";
- mes "Wh-what's with";
- mes "all of this noise?";
- next;
- mes "[?????]";
- mes "Sorry, m'lord.";
- mes "It's nothing, but";
- mes "we'll take care of";
- mes "it as soon as possible.";
- mes "Shut up, children. Silence!";
- next;
- mes "..............";
- next;
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[???????]";
- mes "This place is so hot...";
- mes "Where's my daddy? I don't...";
- mes "I don't wanna go to Thanatos...";
- next;
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[??????]";
- mes "Make sure that";
- mes "nothing interferes";
- mes "with our plan. Nothing...";
- mapannounce "que_job02","..Blood... is the currency...of the soul... Six more to go...",1,0x7B68EE;
- next;
- mes "[????]";
- mes "I don't wanna";
- mes "wear these chains!";
- mes "G-get them off, please!";
- mes "I'm sorry, I'm sorry, I'm s--";
- next;
- mes "......";
- mes ".........";
- mes "............";
- mapannounce "que_job02","...Morroc Satan... needs... fresher blood...",1,0x7B68EE;
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I can't...";
- mes "I can't endure";
- mes "listening to this";
- mes "much longer. Where";
- mes "the hell is Raiyan Moore?!";
- close2;
- soundeffect "wander_man_move.wav",0;
- sc_end SC_All;
- disablenpc "#maogate1_talk6";
- end;
-}
-
-que_job02,180,144,1 script #maogate1_talk7 139,2,2,{
-
-OnStop:
- disablenpc "#maogate1_talk7";
- end;
-
-OnEnter:
- enablenpc "#maogate1_talk7";
- end;
-
-OnTouch:
- mes "......";
- mes ".........";
- mes "............";
- next;
- soundeffect "wander_man_move.wav",0;
- sc_start SC_Blind,60000,0;
- mes "[?????]";
- mes "Jeez, what's going";
- mes "on? Where the heck";
- mes "are all the guards?";
- next;
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[????]";
- mes "What?! Why would";
- mes "anyone do something";
- mes "so stupid, so foolhardy,";
- mes "as revive Satan Morroc?!";
- next;
- mes "[????]";
- mes "Why...?";
- mes "You can't possibly";
- mes "understand. Now die...!";
- next;
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Where is that voice";
- mes "coming from? Wait...";
- mes "That's... That's happening";
- mes "right now! Please... Please";
- mes "don't let me be too late!";
- close2;
- soundeffect "wander_man_move.wav",0;
- sc_end SC_All;
- disablenpc "#maogate1_talk7";
- end;
-}
-
-que_job02,77,179,1 script #maogate1_talk8 139,2,2,{
-
-OnStop:
- disablenpc "#maogate1_talk8";
- end;
-
-OnEnter:
- enablenpc "#maogate1_talk8";
- end;
-
-OnStop2:
- stopnpctimer;
- end;
-
-OnTouch:
- initnpctimer;
- disablenpc "#maogate1_talk8";
- end;
-
-OnTimer1000:
- mapannounce "que_job02","...Blood... is the currency... of the soul...",1,0x7B68EE;
- end;
-
-OnTimer4000:
- mapannounce "que_job02","...Offer six souls and ...Receive seven in return...",1,0x7B68EE;
- end;
-
-OnTimer8000:
- mapannounce "que_job02","...Blood... is the currency... of the soul...",1,0x7B68EE;
- end;
-
-OnTimer12000:
- mapannounce "que_job02","...In payment, I give... the most honest... the holiest... dedication...",1,0x7B68EE;
- end;
-
-OnTimer16000:
- mapannounce "que_job02","...Please... Let the tornado of blood, the pile of bodies... rival the mountains!",1,0x7B68EE;
- end;
-
-OnTimer20000:
- mapannounce "que_job02","...Ha... Ha... Muhahahahaha!",1,0x7B68EE;
- end;
-
-OnTimer20100:
- stopnpctimer;
- end;
-}
-
-que_job02,73,82,1 script #maogate1_battle 139,2,2,{
-
-OnStop:
- disablenpc "#maogate1_battle";
- end;
-
-OnEnter:
- enablenpc "#maogate1_battle";
- end;
-
-OnStop2:
- stopnpctimer;
- killmonster "que_job02","#maogate1_battle::OnMyMobDead";
- end;
-
-OnTouch:
- initnpctimer;
- emotion e_wah,1;
- disablenpc "#maogate1_battle";
- end;
-
-OnTimer500:
- monster "que_job02",71,85,"Mummy",1041,1,"#maogate1_battle::OnMyMobDead";
- monster "que_job02",79,85,"Mummy",1041,1,"#maogate1_battle::OnMyMobDead";
- monster "que_job02",71,80,"Mummy",1041,1,"#maogate1_battle::OnMyMobDead";
- monster "que_job02",79,80,"Mummy",1041,1,"#maogate1_battle::OnMyMobDead";
- end;
-
-OnTimer5000:
- mapannounce "que_job02","Watch out!",1,0x90EE90;
- donpcevent "Dandelion Member#1_bt::OnEnter";
- end;
-
-OnTimer6000:
- specialeffect EF_LORD;
- end;
-
-OnTimer6500:
- killmonster "que_job02","#maogate1_battle::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_job02,66,85,5 script Dandelion Member#1_bt 880,{
-
- if(mao_request == 26 || mao_request == 27)
- {
- mes "[Dandelion Member]";
- mes "Hey... Are";
- mes "you alright?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Thanks...";
- mes "I think you just";
- mes "saved my life. What's";
- mes "going on? Are you alone?";
- next;
- mes "[Dandelion Member]";
- mes "It took me a while, but";
- mes "I gathered as many members";
- mes "of Dandelion as I could. From";
- mes "the looks of it, I wouldn't be";
- mes "surprised if Satan Morroc was";
- mes "almost unsealed by now...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Wait...";
- mes "What about Kidd?";
- mes "Where did he go?";
- next;
- mes "[Dandelion Member]";
- mes "Kidd? He already";
- mes "went in before any";
- mes "of us. It sounds pretty";
- mes "dangerous in there...";
- next;
- mes "[Kidd's Voice]";
- mes "...I said--!";
- mes "...That's...";
- mes "Why I oughta--!";
- emotion e_gasp,0;
- next;
- mes "[Dandelion Member]";
- mes "Yeah, that's him again.";
- mes "Now that you're awake,";
- mes "I better do something.";
- mes "You stay here and gather";
- mes "your strength while I go";
- mes "in there and help him...";
- close2;
- emotion e_gasp,1;
- set mao_request,27;
- disablenpc "Dandelion Member#1_bt";
- end;
- }
-
-OnInit:
- disablenpc "Dandelion Member#1_bt";
- end;
-
-OnEnter:
- enablenpc "Dandelion Member#1_bt";
- end;
-}
-
-que_job02,87,83,1 script #maogate1_setting 139,2,2,{
-
-OnStop:
- disablenpc "#maogate1_setting";
- end;
-
-OnEnter:
- enablenpc "#maogate1_setting";
- end;
-
-OnTouch:
- if (mao_request == 27)
- {
- donpcevent "#maogate1_end::OnEnter";
- donpcevent "Kidd#maogate1_1::OnEnter";
- donpcevent "Lin#maogate1_1::OnEnter";
- donpcevent "R#maogate1::OnEnter";
- donpcevent "Dandelion#maogate1_1::OnEnter";
- donpcevent "Dandelion#maogate1_2::OnEnter";
- end;
- }
-}
-
-que_job02,117,101,1 script #maogate1_end 139,3,3,{
-
-OnInit:
- disablenpc "#maogate1_end";
- end;
-
-OnReset:
- killmonster "que_job02","#maogate1_end::OnMyMobDead";
- end;
-
-OnStop:
- killmonster "que_job02","#maogate1_end::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnEnter:
- enablenpc "#maogate1_end";
- end;
-
-OnTouch:
- donpcevent "#maogate1_setting::OnStop";
- mes "[" + strcharinfo(0) + "]";
- mes "Hey, what's going";
- mes "on here? Kidd! Lin?";
- mes "A-and who's that guy?";
- mes "Could it possibly be...";
- emotion e_gasp,1;
- next;
- cutin "mocseal_kid01.bmp",0;
- mes "[Kidd]";
- mes ""+ strcharinfo(0) +"...";
- mes "Stay back and don't come";
- mes "near me! Lin, why are you";
- mes "doing this! Give up your";
- mes "mission, you don't know";
- mes "who your client really is!";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "What are you talking";
- mes "about, Kidd? I just found";
- mes "out that the people you're";
- mes "working for, the Dandelion";
- mes "Organization, have been";
- mes "hunting Mr. Moore down...";
- emotion e_wah,0,"Lin#maogate1_1";
- next;
- cutin "mocseal_kid01.bmp",0;
- mes "[Kidd]";
- mes "Yes, of course they're";
- mes "hunting him down. Your client,";
- mes "Mr. R. Moore, is none other";
- mes "than Raiyan Moore-- and he";
- mes "plans to revive Satan Morroc!";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "What?! But how can that";
- mes "be? I've been with Moore";
- mes "for a few days! If he's the one";
- mes "who kidnapped the children,";
- mes "then who is taking them hostage? ";
- next;
- mes "[Lin]";
- mes "No, you should tell";
- mes "me everything you know";
- mes "about your own client,";
- mes "the Dandelion Organization...";
- emotion e_hmm,0,"R#maogate1";
- next;
- cutin "mocseal_rin01.bmp",255;
- cutin "mocseal_kid01.bmp",255;
- mes "[R. Moore]";
- mes "Thanks for your";
- mes "concern, Lin. But really...";
- mes "It's unnecessary. Heh heh...";
- mes "I don't need to worry about the Dandelion Organization any longer.";
- next;
- mes "[R. Moore]";
- mes "Prepare yourself";
- mes "and be accepted into";
- mes "this sacrifice... Lin...";
- mes "Your blood will be used";
- mes "to revive Morroc Satan!";
- donpcevent "R#maogate1::OnSpell";
- emotion e_gasp,0,"Kidd#maogate1_1";
- emotion e_gasp,1;
- next;
- mes "[Kidd]";
- mes "Watch out!";
- donpcevent "Kidd#maogate1_1::OnInit";
- donpcevent "Lin#maogate1_1::OnInit";
- donpcevent "Kidd#maogate1_2::OnEnter";
- donpcevent "Lin#maogate1_2::OnEnter";
- donpcevent "#maogate1_end2::OnSpell";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Kidd! Lin!";
- next;
- mes "[Lin]";
- mes "Wh-why...?";
- mes "Mr. Moore, you said";
- mes "that you were trying to";
- mes "stop Satan Morroc's revival...";
- next;
- mes "[Kidd]";
- mes "Can't you see...?";
- mes "He was lying! He";
- mes "tricked all of us!";
- next;
- mes "[R. Moore]";
- mes "So...";
- mes "You're resisting?";
- mes "Fine, you leave me";
- mes "no choice. Feel the";
- mes "power of Morroc Satan!";
- emotion e_gg,0,"R#maogate1";
- next;
- donpcevent "R#maogate1::OnInit";
- initnpctimer;
- monster "que_job02",121,118,"Mummy",1041,1,"#maogate1_end::OnMyMobDead";
- monster "que_job02",121,115,"Mummy",1041,1,"#maogate1_end::OnMyMobDead";
- monster "que_job02",121,112,"Mummy",1041,1,"#maogate1_end::OnMyMobDead";
- monster "que_job02",107,106,"Mummy",1041,1,"#maogate1_end::OnMyMobDead";
- monster "que_job02",111,106,"Mummy",1041,1,"#maogate1_end::OnMyMobDead";
- monster "que_job02",115,106,"Mummy",1041,1,"#maogate1_end::OnMyMobDead";
- monster "que_job02",135,105,"Mummy",1041,1,"#maogate1_end::OnMyMobDead";
- monster "que_job02",132,105,"Mummy",1041,1,"#maogate1_end::OnMyMobDead";
- monster "que_job02",128,105,"Mummy",1041,1,"#maogate1_end::OnMyMobDead";
- mes "[" + strcharinfo(0) + "]";
- mes "Bastard, what";
- mes "are you doing?";
- mes "Holy crap, m-monsters!";
- next;
- mes "[Lin]";
- mes "Damn it!";
- mes "Let me go!";
- mes "I'm gonna chase";
- mes "Moore myself!";
- set mao_request,28;
- close2;
- donpcevent "Lin#maogate1_2::OnInit";
- disablenpc "#maogate1_end";
- end;
-
-OnTimer500:
- mapannounce "que_job02","I'll back you up!",1,0x90EE90;
- donpcevent "Dandelion#maogate1_3::OnEnter";
- donpcevent "Dandelion#maogate1_4::OnEnter";
- emotion e_go,0,"Dandelion#maogate1_1";
- emotion e_go,0,"Dandelion#maogate1_2";
- emotion e_go,0,"Dandelion#maogate1_3";
- emotion e_go,0,"Dandelion#maogate1_4";
- end;
-
-OnTimer3000:
- donpcevent "Dandelion#maogate1_3::OnSpell";
- donpcevent "Dandelion#maogate1_2::OnSpell";
- end;
-
-OnTimer4000:
- donpcevent "Dandelion#maogate1_4::OnSpell";
- donpcevent "Dandelion#maogate1_2::OnSpell2";
- end;
-
-OnTimer5000:
- killmonster "que_job02","#maogate1_end::OnMyMobDead";
- end;
-
-OnTimer5500:
- set $@maogate1mobs,3;
- monster "que_job02",128,105,"Mummy",1041,1,"Kidd#maogate1_2::OnMyMobDead";
- monster "que_job02",115,106,"Mummy",1041,1,"Kidd#maogate1_2::OnMyMobDead";
- monster "que_job02",121,112,"Mummy",1041,1,"Kidd#maogate1_2::OnMyMobDead";
- end;
-
-OnTimer7000:
- mapannounce "que_job02","Dandelions, don't let Raiyan Moore escape!",1,0x90EE90;
- end;
-
-OnTimer10000:
- mapannounce "que_job02","Kidd, we're leaving the rest to you...!",1,0x90EE90;
- donpcevent "Dandelion#maogate1_4::OnInit";
- donpcevent "Dandelion#maogate1_3::OnInit";
- donpcevent "Dandelion#maogate1_2::OnInit";
- donpcevent "Dandelion#maogate1_1::OnInit";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_job02,116,108,5 script Kidd#maogate1_1 884,{
-
-OnInit:
- disablenpc "Kidd#maogate1_1";
- end;
-
-OnEnter:
- enablenpc "Kidd#maogate1_1";
- end;
-}
-
-que_job02,126,103,5 script Kidd#maogate1_2 884,{
-
- end;
-
-OnInit:
- disablenpc "Kidd#maogate1_2";
- end;
-
-OnEnter:
- enablenpc "Kidd#maogate1_2";
- end;
-
-OnMyMobDead:
- set $@maogate1mobs,$@maogate1mobs -1;
- if($@maogate1mobs < 1) donpcevent "#maogate1_end2::OnEnter";
- end;
-}
-
-que_job02,121,106,1 script Lin#maogate1_1 885,{
-
-OnInit:
- disablenpc "Lin#maogate1_1";
- end;
-
-OnEnter:
- enablenpc "Lin#maogate1_1";
- end;
-}
-
-que_job02,127,101,1 script Lin#maogate1_2 885,{
-
-OnInit:
- disablenpc "Lin#maogate1_2";
- end;
-
-OnEnter:
- enablenpc "Lin#maogate1_2";
- end;
-}
-
-que_job02,124,109,3 script R#maogate1 880,{
-
-OnInit:
- disablenpc "R#maogate1";
- end;
-
-OnEnter:
- enablenpc "R#maogate1";
- end;
-
-OnSpell:
- specialeffect EF_BEGINSPELL2;
- end;
-}
-
-que_job02,113,107,5 script Dandelion#maogate1_1 880,{
-
-OnInit:
- disablenpc "Dandelion#maogate1_1";
- end;
-
-OnEnter:
- enablenpc "Dandelion#maogate1_1";
- end;
-}
-
-que_job02,121,100,7 script Dandelion#maogate1_2 880,{
-
-OnInit:
- disablenpc "Dandelion#maogate1_2";
- end;
-
-OnEnter:
- enablenpc "Dandelion#maogate1_2";
- end;
-
-OnSpell:
- specialeffect EF_BEGINSPELL2;
- end;
-
-OnSpell2:
- specialeffect EF_LORD;
- end;
-}
-
-que_job02,122,98,1 script Dandelion#maogate1_3 880,{
-
-OnInit:
- disablenpc "Dandelion#maogate1_3";
- end;
-
-OnEnter:
- enablenpc "Dandelion#maogate1_3";
- end;
-
-OnSpell:
- specialeffect EF_BEGINSPELL2;
- end;
-}
-
-que_job02,122,111,5 script Dandelion#maogate1_4 880,{
-
-OnInit:
- disablenpc "Dandelion#maogate1_4";
- end;
-
-OnEnter:
- enablenpc "Dandelion#maogate1_4";
- end;
-
-OnSpell:
- specialeffect EF_LORD;
- end;
-}
-
-que_job02,122,106,1 script #maogate1_end2 139,15,15,{
-
-OnInit:
- disablenpc "#maogate1_end2";
- end;
-
-OnEnter:
- enablenpc "#maogate1_end2";
- end;
-
-OnTouch:
- if (mao_request == 28)
- {
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "" + strcharinfo(0) + "!";
- mes "Hey, you alright?";
- mes "Come on, let's head";
- mes "back, the other members";
- mes "of the Assassin Guild";
- mes "will take care of this...";
- set mao_request,29;
- close2;
- mapwarp "que_job02","que_job01",59,49;
- donpcevent "#maogate1_talk1::OnInit";
- donpcevent "#maogate1_talk2::OnEnter";
- donpcevent "#maogate1_talk3::OnEnter";
- donpcevent "#maogate1_talk4::OnEnter";
- donpcevent "#maogate1_talk5::OnEnter";
- donpcevent "#maogate1_talk6::OnEnter";
- donpcevent "#maogate1_talk7::OnEnter";
- donpcevent "Kidd#maogate1_1::OnInit";
- donpcevent "Kidd#maogate1_2::OnInit";
- donpcevent "Lin#maogate1_1::OnInit";
- donpcevent "Lin#maogate1_2::OnInit";
- donpcevent "R#maogate1::OnInit";
- donpcevent "#maogate1_end::OnStop";
- donpcevent "#maogate1_end::OnInit";
- donpcevent "#maogate1_end2::OnInit";
- donpcevent "Dandelion#maogate1_1::OnInit";
- donpcevent "Dandelion#maogate1_2::OnInit";
- donpcevent "Dandelion#maogate1_3::OnInit";
- donpcevent "Dandelion#maogate1_4::OnInit";
- donpcevent "#maogate1_setting::OnEnter";
- donpcevent "Dandelion Member#1_bt::OnInit";
- donpcevent "#maogate1_battle::OnStop";
- donpcevent "#maogate1_battle::OnEnter";
- enablenpc "#maogate1";
- set $mao_gate1,0;
- end;
- }
-}
-
-que_job03,14,182,1 script #maogate2 139,1,1,{
-
-OnEnter:
- enablenpc "#maogate2";
- end;
-
-OnStop:
- disablenpc "#maogate2";
- end;
-
-OnTouch:
- if (mao_request == 124 || mao_request == 125)
- {
- initnpctimer;
- disablenpc "#maogate2";
- donpcevent "#maogate2_talk1::OnEnter";
- }
- else
- {
- mes "^3355FFYou will now be";
- mes "teleported outside.^000000";
- close2;
- warp "morocc",100,100;
- set $mao_gate2,0;
- }
- end;
-
-OnTimer580000:
- mapannounce "que_job02","...Need... more blood... before... gate closes...",1,0xDDA0DD;
- end;
-
-OnTimer590000:
- mapannounce "que_job02","...Grrrr... can't... fail this time... must revive...",1,0xDDA0DD;
- end;
-
-OnTimer595000:
- mapwarp "que_job02","morocc",160,129;
- end;
-
-OnTimer596000:
- donpcevent "#maogate2_talk1::OnInit";
- donpcevent "#maogate2_talk2::OnEnter";
- donpcevent "#maogate2_talk3::OnEnter";
- donpcevent "#maogate2_talk4::OnEnter";
- donpcevent "#maogate2_talk5::OnEnter";
- donpcevent "#maogate2_talk6::OnEnter";
- donpcevent "#maogate2_talk7::OnEnter";
- donpcevent "Kidd#maogate2_1::OnInit";
- donpcevent "Kidd#maogate2_2::OnInit";
- donpcevent "Lin#maogate2_1::OnInit";
- donpcevent "Lin#maogate2_2::OnInit";
- donpcevent "R#maogate2::OnInit";
- donpcevent "#maogate2_end::OnStop";
- donpcevent "#maogate2_end::OnInit";
- donpcevent "#maogate2_end2::OnInit";
- donpcevent "Dandelion#maogate2_1::OnInit";
- donpcevent "Dandelion#maogate2_2::OnInit";
- donpcevent "Dandelion#maogate2_3::OnInit";
- donpcevent "Dandelion#maogate2_4::OnInit";
- donpcevent "#maogate2_setting::OnEnter";
- donpcevent "Dandelion Member#2_bt::OnInit";
- donpcevent "#maogate2_battle::OnStop2";
- donpcevent "#maogate2_battle::OnEnter";
- end;
-
-OnTimer597000:
- enablenpc "#maogate2";
- set $mao_gate2,0;
- stopnpctimer;
- end;
-}
-
-que_job03,14,181,1 script #maogate2_talk1 139,2,2,{
-
-OnInit:
- disablenpc "#maogate2_talk1";
- end;
-
-OnEnter:
- enablenpc "#maogate2_talk1";
- end;
-
-OnTouch:
- mes "^333333Holy... ritual... of...";
- mes "blood... I am proud...";
- mes "to b-be... the last...";
- mes "sacrifice... Heh heh heh...^000000";
- next;
- mes "^3355FFThe maniacial laughter";
- mes "from that strange voice";
- mes "echoes in your head as you";
- mes "wake up in some strage place.^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Where am I...?";
- mes "What is this place?";
- mes "Arrgh, my head hurts,";
- mes "but I've got to stop";
- mes "Satan Morroc's revival...";
- mapannounce "que_job03","...Blood... is the currency... of the soul...",1,0x7B68EE;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "There's that voice";
- mes "again! Kidd? Valdes?";
- mes "Are any of you here?";
- mes "Damn, I must be all alone.";
- mes "I guess I have to stop this";
- mes "weird ritual all by myself!";
- close2;
- disablenpc "#maogate2_talk1";
- end;
-}
-
-que_job03,17,150,1 script #maogate2_talk2 139,2,2,{
-
-OnStop:
- disablenpc "#maogate2_talk2";
- end;
-
-OnEnter:
- enablenpc "#maogate2_talk2";
- end;
-
-OnTouch:
- mes "...";
- mes "......";
- mes ".........";
- next;
- soundeffect "wander_man_move.wav",0;
- sc_start SC_Blind,60000,0;
- mes "[?????]";
- mes "...Isn't the moon";
- mes "so beautiful tonight?";
- next;
- mes "[?????]";
- mes "...But I wonder...";
- mes "Why are there twice as many";
- mes "guards when the moon is full?";
- next;
- mes "[???????]";
- mes "The moon is so red...";
- mes "Yes, it's been a year...";
- next;
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "What's going on?";
- mes "Who's there? Kidd?";
- mes "Valdes? Anybody?";
- mes "What was that?";
- close2;
- soundeffect "wander_man_move.wav",0;
- sc_end SC_All;
- disablenpc "#maogate2_talk2";
- end;
-}
-
-que_job03,16,97,1 script #maogate2_talk3 139,2,2,{
-
-OnStop:
- disablenpc "#maogate2_talk3";
- end;
-
-OnEnter:
- enablenpc "#maogate2_talk3";
- end;
-
-OnTouch:
- mes "......";
- mes ".........";
- mes "............";
- next;
- soundeffect "wander_man_move.wav",0;
- sc_start SC_Blind,60000,0;
- mes "[?????]";
- mes "So, you telling me you";
- mes "don't know how this town";
- mes "got its name? Well, it's";
- mes "kind of a scary tale...";
- next;
- mes "[?????]";
- mes "An evil demon invaded our";
- mes "world, summoning troops of";
- mes "his minions from the darkness.";
- mes "However, he was defeated and";
- mes "sealed beneath this castle";
- mes "by a legendary hero.";
- next;
- mes "[???????]";
- mes "But the hatred of Satan";
- mes "Morroc has not ebbed with";
- mes "time. If you look at the full";
- mes "moon from here, it is colored";
- mes "red with Satan Morroc's rage...";
- next;
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "...I keep hearing";
- mes "things! Where the hell";
- mes "is it all coming from?!";
- next;
- mes "......";
- mes ".........";
- mes "............";
- close2;
- soundeffect "wander_man_move.wav",0;
- sc_end SC_All;
- disablenpc "#maogate2_talk3";
- end;
-}
-
-que_job03,44,33,1 script #maogate2_talk4 139,2,2,{
-
-OnStop:
- disablenpc "#maogate2_talk4";
- end;
-
-OnEnter:
- enablenpc "#maogate2_talk4";
- end;
-
-OnTouch:
- mes "......";
- mes ".........";
- mes "............";
- next;
- soundeffect "wander_man_move.wav",0;
- sc_start SC_Blind,60000,0;
- mes "[?????]";
- mes "Hmpf.";
- mes "It has begun.";
- next;
- mes "[?????]";
- mes "That smoke...?";
- mes "What exactly is going";
- mes "on over there every";
- mes "full moon?";
- next;
- mes "[???????]";
- mes "Well...";
- mes "Who's to say?";
- next;
- mes "[????]";
- mes "B-boss...!";
- next;
- mes "......";
- mes ".........";
- mes "............";
- mapannounce "que_job03","...Moooore... Give me... more blood...",1,0xDDA0DD;
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "These voices...";
- mes "They're like past";
- mes "memories of something";
- mes "that's happened here";
- mes "in Castle Morroc...";
- close2;
- soundeffect "wander_man_move.wav",0;
- sc_end SC_All;
- disablenpc "#maogate2_talk4";
- end;
-}
-
-que_job03,93,21,1 script #maogate2_talk5 139,2,2,{
-
-OnStop:
- disablenpc "#maogate2_talk5";
- end;
-
-OnEnter:
- enablenpc "#maogate2_talk5";
- end;
-
-OnTouch:
- mes "......";
- mes ".........";
- mes "............";
- next;
- soundeffect "wander_man_move.wav",0;
- sc_start SC_Blind,60000,0;
- mes "[?????]";
- mes "Sir, our investigation has";
- mes "turned something up. Every";
- mes "15 days, a carriage secretly";
- mes "transports about 20 to 30";
- mes "children into the castle.";
- mes "However, they never come out...";
- next;
- mes "[?????]";
- mes "Are you serious...?";
- mes "What the hell could";
- mes "they be doing in there?!";
- mes "Come on, let's go...";
- close2;
- soundeffect "wander_man_move.wav",0;
- sc_end SC_All;
- disablenpc "#maogate2_talk5";
- end;
-}
-
-que_job03,93,21,1 script #maogate2_talk6 139,3,3,{
-
-OnStop:
- disablenpc "#maogate2_talk6";
- end;
-
-OnEnter:
- enablenpc "#maogate2_talk6";
- end;
-
-OnTouch:
- mes "......";
- mes ".........";
- mes "............";
- next;
- soundeffect "wander_man_move.wav",0;
- sc_start SC_Blind,60000,0;
- mes "[?????]";
- mes "Wh-what's with";
- mes "all of this noise?";
- next;
- mes "[?????]";
- mes "Sorry, m'lord.";
- mes "It's nothing, but";
- mes "we'll take care of";
- mes "it as soon as possible.";
- mes "Shut up, children. Silence!";
- next;
- mes "..............";
- next;
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[???????]";
- mes "This place is so hot...";
- mes "Where's my daddy? I don't...";
- mes "I don't wanna go to Thanatos...";
- next;
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[??????]";
- mes "Make sure that";
- mes "nothing interferes";
- mes "with our plan. Nothing...";
- mapannounce "que_job03","..Blood... is the currency...of the soul... Six more to go...",1,0x7B68EE;
- next;
- mes "[????]";
- mes "I don't wanna";
- mes "wear these chains!";
- mes "G-get them off, please!";
- mes "I'm sorry, I'm sorry, I'm s--";
- next;
- mes "......";
- mes ".........";
- mes "............";
- mapannounce "que_job03","...Morroc Satan... needs... fresher blood...",1,0x7B68EE;
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I can't...";
- mes "I can't endure";
- mes "listening to this";
- mes "much longer. Where";
- mes "the hell is Raiyan Moore?!";
- close2;
- soundeffect "wander_man_move.wav",0;
- sc_end SC_All;
- disablenpc "#maogate2_talk6";
- end;
-}
-
-que_job03,180,144,1 script #maogate2_talk7 139,2,2,{
-
-OnStop:
- disablenpc "#maogate2_talk7";
- end;
-
-OnEnter:
- enablenpc "#maogate2_talk7";
- end;
-
-OnTouch:
- mes "......";
- mes ".........";
- mes "............";
- next;
- soundeffect "wander_man_move.wav",0;
- sc_start SC_Blind,60000,0;
- mes "[?????]";
- mes "Jeez, what's going";
- mes "on? Where the heck";
- mes "are all the guards?";
- next;
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[????]";
- mes "What?! Why would";
- mes "anyone do something";
- mes "so stupid, so foolhardy,";
- mes "as revive Satan Morroc?!";
- next;
- mes "[????]";
- mes "Why...?";
- mes "You can't possibly";
- mes "understand. Now die...!";
- next;
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Where is that voice";
- mes "coming from? Wait...";
- mes "That's... That's happening";
- mes "right now! Please... Please";
- mes "don't let me be too late!";
- close2;
- soundeffect "wander_man_move.wav",0;
- sc_end SC_All;
- disablenpc "#maogate2_talk7";
- end;
-}
-
-que_job03,77,179,1 script #maogate2_talk8 139,2,2,{
-
-OnStop:
- disablenpc "#maogate2_talk8";
- end;
-
-OnEnter:
- enablenpc "#maogate2_talk8";
- end;
-
-OnStop2:
- stopnpctimer;
- end;
-
-OnTouch:
- initnpctimer;
- disablenpc "#maogate2_talk8";
- end;
-
-OnTimer1000:
- mapannounce "que_job03","...Blood... is the currency... of the soul...",1,0x7B68EE;
- end;
-
-OnTimer4000:
- mapannounce "que_job03","...Offer six souls and ...Receive seven in return...",1,0x7B68EE;
- end;
-
-OnTimer8000:
- mapannounce "que_job03","...Blood... is the currency... of the soul...",1,0x7B68EE;
- end;
-
-OnTimer12000:
- mapannounce "que_job03","...In payment, I give... the most honest... the holiest... dedication...",1,0x7B68EE;
- end;
-
-OnTimer16000:
- mapannounce "que_job03","...Please... Let the tornado of blood, the pile of bodies... rival the mountains!",1,0x7B68EE;
- end;
-
-OnTimer20000:
- mapannounce "que_job03","...Ha... Ha... Muhahahahaha!",1,0x7B68EE;
- end;
-
-OnTimer20100:
- stopnpctimer;
- end;
-}
-
-que_job03,73,82,1 script #maogate2_battle 139,2,2,{
-
-OnStop:
- disablenpc "#maogate2_battle";
- end;
-
-OnEnter:
- enablenpc "#maogate2_battle";
- end;
-
-OnStop2:
- stopnpctimer;
- killmonster "que_job03","#maogate2_battle::OnMyMobDead";
- end;
-
-OnTouch:
- initnpctimer;
- emotion e_wah,1;
- disablenpc "#maogate2_battle";
- end;
-
-OnTimer500:
- monster "que_job03",71,85,"Mummy",1041,1,"#maogate2_battle::OnMyMobDead";
- monster "que_job03",79,85,"Mummy",1041,1,"#maogate2_battle::OnMyMobDead";
- monster "que_job03",71,80,"Mummy",1041,1,"#maogate2_battle::OnMyMobDead";
- monster "que_job03",79,80,"Mummy",1041,1,"#maogate2_battle::OnMyMobDead";
- end;
-
-OnTimer5000:
- mapannounce "que_job03","Watch out!",1,0x90EE90;
- donpcevent "Dandelion Member#2_bt::OnEnter";
- end;
-
-OnTimer6000:
- specialeffect EF_LORD;
- end;
-
-OnTimer6500:
- killmonster "que_job03","#maogate2_battle::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_job03,66,85,5 script Dandelion Member#2_bt 880,{
-
- if(mao_request == 124 || mao_request == 125)
- {
- mes "[Dandelion Member]";
- mes "Hey, are you alright?";
- mes "That was a pretty huge";
- mes "explosion just now!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Mr. R...?";
- mes "Oh. You're not him.";
- mes "Thanks, I think you";
- mes "just saved my life. Hey...";
- mes "Have you seen a female";
- mes "Assassin around here?";
- next;
- mes "[Dandelion Member]";
- mes "No, I don't think";
- mes "so, but there's another";
- mes "Assassin, Kidd, who's just";
- mes "in the area. Wait, were you the";
- mes "one who was duped by Raiyan";
- mes "Moore? He's your client, right?";
- next;
- mes "[Dandelion Member]";
- mes "I'm a member of the";
- mes "Dandelion Organization,";
- mes "and we've been trying to find";
- mes "him. It turns out that we were";
- mes "right about Moore: he's really planning to revive Satan Morroc.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Huh? What are you";
- mes "talking about? Wait,";
- mes "Raiyan Moore? Do you";
- mes "mean Mr. R. Moore?";
- mes "No! Then this means...";
- next;
- mes "[Dandelion Member]";
- mes "Right. He managed to";
- mes "trick all of us. Now, if you'd";
- mes "excuse me, I better go help";
- mes "Kidd now that you're awake.";
- next;
- mes "[Lin's Voice]";
- mes "...S-stop...";
- mes "...This is...";
- mes "This is all insane!";
- emotion e_gasp,0;
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "That's... That's Lin's";
- mes "voice! I better walk";
- mes "through this darkness";
- mes "and try to find her as";
- mes "soon as I can!";
- close2;
- set mao_request,125;
- disablenpc "Dandelion Member#2_bt";
- end;
- }
-
-OnInit:
- disablenpc "Dandelion Member#2_bt";
- end;
-
-OnEnter:
- enablenpc "Dandelion Member#2_bt";
- end;
-}
-
-que_job03,87,83,1 script #maogate2_setting 139,2,2,{
-
-OnStop:
- disablenpc "#maogate2_setting";
- end;
-
-OnEnter:
- enablenpc "#maogate2_setting";
- end;
-
-OnTouch:
- if (mao_request == 125)
- {
- donpcevent "#maogate2_end::OnEnter";
- donpcevent "Kidd#maogate2_1::OnEnter";
- donpcevent "Lin#maogate2_1::OnEnter";
- donpcevent "R#maogate2::OnEnter";
- donpcevent "Dandelion#maogate2_1::OnEnter";
- donpcevent "Dandelion#maogate2_2::OnEnter";
- end;
- }
-}
-
-que_job03,117,101,1 script #maogate2_end 139,3,3,{
-
-OnInit:
- disablenpc "#maogate2_end";
- end;
-
-OnReset:
- killmonster "que_job03","#maogate2_end::OnMyMobDead";
- end;
-
-OnStop:
- killmonster "que_job03","#maogate2_end::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnEnter:
- enablenpc "#maogate2_end";
- end;
-
-OnTouch:
- donpcevent "#maogate2_setting::OnStop";
- mes "[" + strcharinfo(0) + "]";
- mes "Hey, what's going";
- mes "on here? Kidd! Lin?";
- mes "A-and who's that guy?";
- mes "Could it possibly be...";
- emotion e_gasp,1;
- next;
- cutin "mocseal_kid01.bmp",0;
- mes "[Kidd]";
- mes ""+ strcharinfo(0) +"...";
- mes "Stay back and don't come";
- mes "near me! Lin, why are you";
- mes "doing this! Give up your";
- mes "mission, you don't know";
- mes "who your client really is!";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "What are you talking";
- mes "about, Kidd? I just found";
- mes "out that the people you're";
- mes "working for, the Dandelion";
- mes "Organization, have been";
- mes "hunting Mr. Moore down...";
- emotion e_wah,0,"Lin#maogate2_1";
- next;
- cutin "mocseal_kid01.bmp",0;
- mes "[Kidd]";
- mes "Yes, of course they're";
- mes "hunting him down. Your client,";
- mes "Mr. R. Moore, is none other";
- mes "than Raiyan Moore-- and he";
- mes "plans to revive Satan Morroc!";
- next;
- cutin "mocseal_rin01.bmp",2;
- mes "[Lin]";
- mes "What?! But how can that";
- mes "be? I've been with Moore";
- mes "for a few days! If he's the one";
- mes "who kidnapped the children,";
- mes "then who is taking them hostage? ";
- next;
- mes "[Lin]";
- mes "No, you should tell";
- mes "me everything you know";
- mes "about your own client,";
- mes "the Dandelion Organization...";
- emotion e_hmm,0,"R#maogate2";
- next;
- cutin "mocseal_rin01.bmp",255;
- cutin "mocseal_kid01.bmp",255;
- mes "[R. Moore]";
- mes "Thanks for your";
- mes "concern, Lin. But really...";
- mes "It's unnecessary. Heh heh...";
- mes "I don't need to worry about the Dandelion Organization any longer.";
- next;
- mes "[R. Moore]";
- mes "Prepare yourself";
- mes "and be accepted into";
- mes "this sacrifice... Lin...";
- mes "Your blood will be used";
- mes "to revive Morroc Satan!";
- donpcevent "R#maogate2::OnSpell";
- emotion e_gasp,0,"Kidd#maogate2_1";
- emotion e_gasp,1;
- next;
- mes "[Kidd]";
- mes "Watch out!";
- donpcevent "Kidd#maogate2_1::OnInit";
- donpcevent "Lin#maogate2_1::OnInit";
- donpcevent "Kidd#maogate2_2::OnEnter";
- donpcevent "Lin#maogate2_2::OnEnter";
- donpcevent "#maogate2_end2::OnSpell";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Kidd! Lin!";
- next;
- mes "[Lin]";
- mes "Wh-why...?";
- mes "Mr. Moore, you said";
- mes "that you were trying to";
- mes "stop Satan Morroc's revival...";
- next;
- mes "[Kidd]";
- mes "Can't you see...?";
- mes "He was lying! He";
- mes "tricked all of us!";
- next;
- mes "[R. Moore]";
- mes "So...";
- mes "You're resisting?";
- mes "Fine, you leave me";
- mes "no choice. Feel the";
- mes "power of Morroc Satan!";
- emotion e_gg,0,"R#maogate2";
- next;
- donpcevent "R#maogate2::OnInit";
- initnpctimer;
- monster "que_job03",121,118,"Mummy",1041,1,"#maogate2_end::OnMyMobDead";
- monster "que_job03",121,115,"Mummy",1041,1,"#maogate2_end::OnMyMobDead";
- monster "que_job03",121,112,"Mummy",1041,1,"#maogate2_end::OnMyMobDead";
- monster "que_job03",107,106,"Mummy",1041,1,"#maogate2_end::OnMyMobDead";
- monster "que_job03",111,106,"Mummy",1041,1,"#maogate2_end::OnMyMobDead";
- monster "que_job03",115,106,"Mummy",1041,1,"#maogate2_end::OnMyMobDead";
- monster "que_job03",135,105,"Mummy",1041,1,"#maogate2_end::OnMyMobDead";
- monster "que_job03",132,105,"Mummy",1041,1,"#maogate2_end::OnMyMobDead";
- monster "que_job03",128,105,"Mummy",1041,1,"#maogate2_end::OnMyMobDead";
- mes "[" + strcharinfo(0) + "]";
- mes "Bastard, what";
- mes "are you doing?";
- mes "Holy crap, m-monsters!";
- next;
- mes "[Lin]";
- mes "Damn it!";
- mes "Let me go!";
- mes "I'm gonna chase";
- mes "Moore myself!";
- set mao_request,126;
- set $maoattack,$maoattack +1;
- close2;
- donpcevent "Lin#maogate2_2::OnInit";
- disablenpc "#maogate2_end";
- end;
-
-OnTimer500:
- mapannounce "que_job03","I'll back you up!",1,0x90EE90;
- donpcevent "Dandelion#maogate2_3::OnEnter";
- donpcevent "Dandelion#maogate2_4::OnEnter";
- emotion e_go,0,"Dandelion#maogate2_1";
- emotion e_go,0,"Dandelion#maogate2_2";
- emotion e_go,0,"Dandelion#maogate2_3";
- emotion e_go,0,"Dandelion#maogate2_4";
- end;
-
-OnTimer3000:
- donpcevent "Dandelion#maogate2_3::OnSpell";
- donpcevent "Dandelion#maogate2_2::OnSpell";
- end;
-
-OnTimer4000:
- donpcevent "Dandelion#maogate2_4::OnSpell";
- donpcevent "Dandelion#maogate2_2::OnSpell2";
- end;
-
-OnTimer5000:
- killmonster "que_job03","#maogate2_end::OnMyMobDead";
- end;
-
-OnTimer5500:
- set $@maogate2mobs,3;
- monster "que_job03",128,105,"Mummy",1041,1,"Kidd#maogate2_2::OnMyMobDead";
- monster "que_job03",115,106,"Mummy",1041,1,"Kidd#maogate2_2::OnMyMobDead";
- monster "que_job03",121,112,"Mummy",1041,1,"Kidd#maogate2_2::OnMyMobDead";
- end;
-
-OnTimer7000:
- mapannounce "que_job03","Dandelions, don't let Raiyan Moore escape!",1,0x90EE90;
- end;
-
-OnTimer10000:
- mapannounce "que_job03","Kidd, we're leaving the rest to you...!",1,0x90EE90;
- donpcevent "Dandelion#maogate2_4::OnInit";
- donpcevent "Dandelion#maogate2_3::OnInit";
- donpcevent "Dandelion#maogate2_2::OnInit";
- donpcevent "Dandelion#maogate2_1::OnInit";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_job03,116,108,5 script Kidd#maogate2_1 884,{
-
-OnInit:
- disablenpc "Kidd#maogate2_1";
- end;
-
-OnEnter:
- enablenpc "Kidd#maogate2_1";
- end;
-}
-
-que_job03,126,103,5 script Kidd#maogate2_2 884,{
-
- end;
-
-OnInit:
- disablenpc "Kidd#maogate2_2";
- end;
-
-OnEnter:
- enablenpc "Kidd#maogate2_2";
- end;
-
-OnMyMobDead:
- set $@maogate2mobs,$@maogate2mobs -1;
- if($@maogate2mobs < 1) donpcevent "#maogate2_end2::OnEnter";
- end;
-}
-
-que_job03,121,106,1 script Lin#maogate2_1 885,{
-
-OnInit:
- disablenpc "Lin#maogate2_1";
- end;
-
-OnEnter:
- enablenpc "Lin#maogate2_1";
- end;
-}
-
-que_job03,127,101,1 script Lin#maogate2_2 885,{
-
-OnInit:
- disablenpc "Lin#maogate2_2";
- end;
-
-OnEnter:
- enablenpc "Lin#maogate2_2";
- end;
-}
-
-que_job03,124,109,3 script R#maogate2 880,{
-
-OnInit:
- disablenpc "R#maogate2";
- end;
-
-OnEnter:
- enablenpc "R#maogate2";
- end;
-
-OnSpell:
- specialeffect EF_BEGINSPELL2;
- end;
-}
-
-que_job03,113,107,5 script Dandelion#maogate2_1 880,{
-
-OnInit:
- disablenpc "Dandelion#maogate2_1";
- end;
-
-OnEnter:
- enablenpc "Dandelion#maogate2_1";
- end;
-}
-
-que_job03,121,100,7 script Dandelion#maogate2_2 880,{
-
-OnInit:
- disablenpc "Dandelion#maogate2_2";
- end;
-
-OnEnter:
- enablenpc "Dandelion#maogate2_2";
- end;
-
-OnSpell:
- specialeffect EF_BEGINSPELL2;
- end;
-
-OnSpell2:
- specialeffect EF_LORD;
- end;
-}
-
-que_job03,122,98,1 script Dandelion#maogate2_3 880,{
-
-OnInit:
- disablenpc "Dandelion#maogate2_3";
- end;
-
-OnEnter:
- enablenpc "Dandelion#maogate2_3";
- end;
-
-OnSpell:
- specialeffect EF_BEGINSPELL2;
- end;
-}
-
-que_job03,122,111,5 script Dandelion#maogate2_4 880,{
-
-OnInit:
- disablenpc "Dandelion#maogate2_4";
- end;
-
-OnEnter:
- enablenpc "Dandelion#maogate2_4";
- end;
-
-OnSpell:
- specialeffect EF_LORD;
- end;
-}
-
-que_job03,122,106,1 script #maogate2_end2 139,15,15,{
-
-OnInit:
- disablenpc "#maogate2_end2";
- end;
-
-OnEnter:
- enablenpc "#maogate2_end2";
- end;
-
-OnTouch:
- if (mao_request == 126)
- {
- cutin "mocseal_kid01.bmp",2;
- mes "[Kidd]";
- mes "" + strcharinfo(0) + "...!";
- mes "Can you hear me? Oh man...";
- mes "You don't look so hot. Come";
- mes "on, we gotta get you back";
- mes "to the guild for now...";
- set mao_request,127;
- close2;
- mapwarp "que_job03","que_job01",59,49;
- donpcevent "#maogate2_talk1::OnInit";
- donpcevent "#maogate2_talk2::OnEnter";
- donpcevent "#maogate2_talk3::OnEnter";
- donpcevent "#maogate2_talk4::OnEnter";
- donpcevent "#maogate2_talk5::OnEnter";
- donpcevent "#maogate2_talk6::OnEnter";
- donpcevent "#maogate2_talk7::OnEnter";
- donpcevent "Kidd#maogate2_1::OnInit";
- donpcevent "Kidd#maogate2_2::OnInit";
- donpcevent "Lin#maogate2_1::OnInit";
- donpcevent "Lin#maogate2_2::OnInit";
- donpcevent "R#maogate2::OnInit";
- donpcevent "#maogate2_end::OnStop";
- donpcevent "#maogate2_end::OnInit";
- donpcevent "#maogate2_end2::OnInit";
- donpcevent "Dandelion#maogate2_1::OnInit";
- donpcevent "Dandelion#maogate2_2::OnInit";
- donpcevent "Dandelion#maogate2_3::OnInit";
- donpcevent "Dandelion#maogate2_4::OnInit";
- donpcevent "#maogate2_setting::OnEnter";
- donpcevent "Dandelion Member#2_bt::OnInit";
- donpcevent "#maogate2_battle::OnStop";
- donpcevent "#maogate2_battle::OnEnter";
- enablenpc "#maogate2";
- set $mao_gate2,0;
- end;
- }
-}
-
-morocc,30,29,5 script Member#mao1 880,10,15,{
-
- mes "[Chairman]";
- mes "So it's agreed.";
- mes "Tomorrow we'll clean";
- mes "the pond near the south";
- mes "gate tomorrow. I hope";
- mes "that everyone can make it.";
- next;
- mes "[Members]";
- mes "Sure, no problem.";
- mes "When are we planning";
- mes "on reconstructing the";
- mes "daycare facilities?";
- next;
- mes "[Chairman]";
- mes "Hmmm...";
- mes "I guess that's an";
- mes "issue that we can";
- mes "save for tomorrow's";
- mes "meeting. I'll see you then.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Is this some";
- mes "sort of volunteer";
- mes "service group?";
- close;
-
-OnStop:
- disablenpc "Member#mao1";
- end;
-
-OnEnter:
- enablenpc "Member#mao1";
- end;
-
-OnTouch:
- if (mao_request == 30 || mao_request == 128)
- {
- mes "[?????]";
- mes "...That's what";
- mes "happened... Worked";
- mes "hard... This time...";
- next;
- mes "[???]";
- mes "There is just one";
- mes "regret... Was that...";
- mes "...tan... was... better...";
- next;
- mes "[????????]";
- mes "I know, I know that!";
- mes "But we still accomplished";
- mes "what we set out to do, right?";
- next;
- mes "[??????]";
- mes "Quiet!";
- mes "You're too loud.";
- next;
- mes "[?????]";
- mes "I'm pretty sure...";
- mes "...is... not going to";
- mes "be quiet about this.";
- mes "Perhaps... it'll happen.";
- next;
- mes "[???]";
- mes "Shh. Act naturally!";
- mes "Someone's listening";
- mes "to us! Get out of here!";
- close2;
- donpcevent "Member#mao1::OnStop";
- donpcevent "Member#mao2::OnStop";
- donpcevent "Member#mao3::OnStop";
- donpcevent "Member#mao4::OnStop";
- if($maoattack > 49)
- {
- donpcevent "#mao_manager::OnStart";
- set $maoattack,0;
- }
- else donpcevent "#mao_timer::OnStart";
- end;
- }
-}
-
-morocc,29,26,0 script Member#mao2 880,{
-
- mes "[Chairman]";
- mes "So it's agreed.";
- mes "Tomorrow we'll clean";
- mes "the pond near the south";
- mes "gate tomorrow. I hope";
- mes "that everyone can make it.";
- next;
- mes "[Members]";
- mes "Sure, no problem.";
- mes "When are we planning";
- mes "on reconstructing the";
- mes "daycare facilities?";
- next;
- mes "[Chairman]";
- mes "Hmmm...";
- mes "I guess that's an";
- mes "issue that we can";
- mes "save for tomorrow's";
- mes "meeting. I'll see you then.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Is this some";
- mes "sort of volunteer";
- mes "service group?";
- close;
-
-OnStop:
- disablenpc "Member#mao2";
- end;
-
-OnEnter:
- enablenpc "Member#mao2";
- end;
-}
-
-morocc,33,27,1 script Member#mao3 880,{
-
- mes "[Chairman]";
- mes "So it's agreed.";
- mes "Tomorrow we'll clean";
- mes "the pond near the south";
- mes "gate tomorrow. I hope";
- mes "that everyone can make it.";
- next;
- mes "[Members]";
- mes "Sure, no problem.";
- mes "When are we planning";
- mes "on reconstructing the";
- mes "daycare facilities?";
- next;
- mes "[Chairman]";
- mes "Hmmm...";
- mes "I guess that's an";
- mes "issue that we can";
- mes "save for tomorrow's";
- mes "meeting. I'll see you then.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Is this some";
- mes "sort of volunteer";
- mes "service group?";
- close;
-
-OnStop:
- disablenpc "Member#mao3";
- end;
-
-OnEnter:
- enablenpc "Member#mao3";
- end;
-}
-
-morocc,34,30,3 script Member#mao4 880,{
-
- mes "[Chairman]";
- mes "So it's agreed.";
- mes "Tomorrow we'll clean";
- mes "the pond near the south";
- mes "gate tomorrow. I hope";
- mes "that everyone can make it.";
- next;
- mes "[Members]";
- mes "Sure, no problem.";
- mes "When are we planning";
- mes "on reconstructing the";
- mes "daycare facilities?";
- next;
- mes "[Chairman]";
- mes "Hmmm...";
- mes "I guess that's an";
- mes "issue that we can";
- mes "save for tomorrow's";
- mes "meeting. I'll see you then.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Is this some";
- mes "sort of volunteer";
- mes "service group?";
- close;
-
-OnStop:
- disablenpc "Member#mao4";
- end;
-
-OnEnter:
- enablenpc "Member#mao4";
- end;
-}
-
-morocc,1,1,1 script #mao_timer -1,{
-
-OnStart:
- initnpctimer;
- end;
-
-OnTimer300000:
-OnStop:
- donpcevent "Member#mao1::OnEnter";
- donpcevent "Member#mao2::OnEnter";
- donpcevent "Member#mao3::OnEnter";
- donpcevent "Member#mao4::OnEnter";
- stopnpctimer;
- end;
-}
-
-morocc,1,2,1 script #mao_manager -1,{
-
-OnStart:
- initnpctimer;
- end;
-
-OnStop:
- killmonster "morocc","#mao_manager::OnMyMobDead";
- donpcevent "Member#mao1::OnEnter";
- donpcevent "Member#mao2::OnEnter";
- donpcevent "Member#mao3::OnEnter";
- donpcevent "Member#mao4::OnEnter";
- stopnpctimer;
- end;
-
-OnTimer300000:
- mapannounce "morocc","How dare... you... interrupt... the holy ritual...",1,0x7B68EE;
- end;
-
-OnTimer305000:
- mapannounce "morocc","...The seal... no... it won't... it's not...",1,0x7B68EE;
- end;
-
-OnTimer310000:
- mapannounce "morocc","...Accursed humans... interfering with... my revival...",1,0x7B68EE;
- end;
-
-OnTimer315000:
- mapannounce "morocc","...Take this... blessing... of blood... Accept your.... death...",1,0x7B68EE;
- end;
-
-OnTimer320000:
- mapannounce "morocc","...Beg for... my forgiveness... in the afterlife...!",1,0x7B68EE;
- end;
-
-OnTimer325000:
- mapannounce "morocc","???: Morroc Satan's angry! Oh Freya, please protect us from the evil being...",1,0x7B68EE;
- monster "morocc",163,185,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",161,185,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",159,185,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",157,185,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",155,185,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",163,191,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",161,191,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",159,191,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",157,191,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",155,191,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- end;
-
-OnTimer327000:
- monster "morocc",163,194,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",161,194,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",159,194,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",157,194,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",155,194,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",163,197,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",161,197,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",159,197,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",157,197,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",155,197,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",163,200,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",161,200,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",159,200,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",157,200,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",155,200,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- end;
-
-OnTimer329000:
- announce "Kafra Pavianne: This is the Morroc Kafra Branch! The m-monsters are... Aaaaahhh!",bc_all,0x70DBDB;
- monster "morocc",163,203,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",161,203,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",159,203,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",157,203,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",155,203,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",163,206,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",161,206,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",159,206,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",157,206,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",155,206,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",163,209,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",161,209,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",159,209,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",157,209,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",155,209,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- end;
-
-OnTimer331000:
- monster "morocc",163,212,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",161,212,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",159,212,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",157,212,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",155,212,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",163,212,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",161,212,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",159,212,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",157,212,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",155,212,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- end;
-
-OnTimer333000:
- monster "morocc",138,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",140,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",142,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",146,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",148,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",150,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",152,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",154,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",156,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",158,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",160,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",162,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",164,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",166,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",168,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",170,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",172,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",174,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",176,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",178,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",180,162,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",138,160,"Satan's Despair",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",140,160,"Satan's Despair",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",142,160,"Satan's Despair",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",146,160,"Satan's Despair",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",148,160,"Satan's Despair",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",150,160,"Satan's Despair",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",152,160,"Satan's Despair",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",154,160,"Satan's Despair",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",156,160,"Satan's Despair",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",158,160,"Satan's Despair",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",160,160,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",162,160,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",162,160,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",164,160,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",166,160,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",168,160,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",170,160,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",172,160,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",174,160,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",176,160,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",178,160,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- monster "morocc",180,160,"Satan's Wrath",1154,1,"#mao_manager::OnMyMobDead";
- end;
-
-OnTimer335000:
- monster "morocc",138,158,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",140,158,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",142,158,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",146,158,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",148,158,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",150,158,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",152,158,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",154,158,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",156,158,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",158,158,"Satan's Despair",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",160,158,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",162,158,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",164,158,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",166,158,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",168,158,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",170,158,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",172,158,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",174,158,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",176,158,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",178,158,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",180,158,"Satan's Wrath",1041,1,"#mao_manager::OnMyMobDead";
- monster "morocc",0,0,"Satan's Despair",1041,20,"#mao_manager::OnMyMobDead";
- monster "morocc",0,0,"Satan's Wrath",1041,20,"#mao_manager::OnMyMobDead";
- end;
-
-OnTimer1800000:
- killmonster "morocc","#mao_manager::OnMyMobDead";
- donpcevent "Member#mao1::OnEnter";
- donpcevent "Member#mao2::OnEnter";
- donpcevent "Member#mao3::OnEnter";
- donpcevent "Member#mao4::OnEnter";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_job01,68,88,5 script Simon#mao 881,{
-
- mes "[Simon]";
- mes "...No. How many";
- mes "times must I tell you?";
- mes "I'm not going back.";
- emotion e_swt,0,"Simon#mao";
- next;
- mes "[Kimmie]";
- mes "Please...";
- mes "We really need";
- mes "you back home...";
- emotion e_sob,0,"Kimmie";
- next;
- mes "[Simon]";
- mes "I'm sorry, Kimmie.";
- mes "I have to follow my";
- mes "own path. You'll have";
- mes "to make do without me.";
- mes "Besides, you're strong";
- mes "and don't really need me...";
- next;
- mes "[Kimmie]";
- mes "Y-you can't do this!";
- mes "Why did you leave us?";
- mes "I d-didn't want to tell you";
- mes "this, but Jimmy's been getting";
- mes "in trouble with the law and...";
- emotion e_wah,0,"Kimmie";
- next;
- mes "[Simon]";
- mes "Then it's his own";
- mes "fault. I don't care, I'm";
- mes "still not going home...";
- mes "I've got to be responsible";
- mes "for myself before I can even";
- mes "think of taking care of others.";
- next;
- mes "[Kimmie]";
- mes "Shut up! Shut up!";
- mes "Come back to us!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I have no idea what's";
- mes "going on, but it seems";
- mes "pretty bad. Sometimes it's";
- mes "good not to get involved";
- mes "with other people's problems.";
- close;
-}
-
-que_job01,70,84,1 duplicate(Simon#mao) Kimmie 882,0,0
-
-sec_in02,38,162,0 script Morroc Invasion Manager 882,{
-
- if(getgmlevel() < 80) end;
-
- mes "A total of " + $maoattack + " users completed";
- mes "the Satan Morroc: Lin Quest.";
- mes "There are 2 requirements to";
- mes "summon Satan Morroc's troops.";
- mes "1) 50 users must complete";
- mes "this Satan Morroc: Lin Quest.";
- next;
- mes "2) One of these users that";
- mes "completed the Lin Quest must";
- mes "approach the Dandelion Org";
- mes "NPCs at the outskirts of Morroc to trigger the monster invasion.";
- mes "Change the GlobalVar to affect status of Satan Morroc invasation?";
- next;
- switch( select( "Set Globalvar","Cancel" ) )
- {
- case 1:
- mes "Please choose the number";
- mes "of times that the Lin Quest";
- mes "will be recorded as completed";
- mes "on the server. 0 is essentially";
- mes "a reset; 50 will immediately";
- mes "make the invasion available.";
- next;
- switch( select( "49","50","0" ) )
- {
- case 1:
- mes "The GlobalVar has been";
- mes "set to 49. The Lin Quest";
- mes "must be completed 1 more";
- mes "time before the Satan Morroc";
- mes "invasion can be triggered.";
- set $maoattack,49;
- close;
-
- case 2:
- mes "The GlobalVar has been";
- mes "set to 50. The Satan Morroc";
- mes "invasion can now be triggered.";
- set $maoattack,50;
- close;
-
- case 3:
- mes "The GlobalVar has been";
- mes "set to 0. The Lin Quest";
- mes "must be completed 1 more";
- mes "time before the Satan Morroc";
- mes "invasion can be triggered.";
- set $maoattack,0;
- close;
- }
-
- case 2:
- mes "You have canceled.";
- close;
- }
-}
diff --git a/npc/quests/Kiel_Hyre_Quest.txt b/npc/quests/Kiel_Hyre_Quest.txt
deleted file mode 100644
index 65ee64ec4..000000000
--- a/npc/quests/Kiel_Hyre_Quest.txt
+++ /dev/null
@@ -1,7241 +0,0 @@
-//===== rAthena Script =======================================
-//= Kiel Hyre Quest
-//===== By: ==================================================
-//= L0ne_W0lf (Script), DZeroX (Timer)
-//===== Current Version: =====================================
-//= 4.6
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= Quest for opening Robot Factory first and second floors.
-//===== Comments: ============================================
-//= See below
-//===== Additional Comments: =================================
-//= 1.0 First version, needs testing [Playtester]
-//= 1.1 Copied over some changes made by -Tsuyuki- [L0ne_W0lf]
-//= Reworked variables slightly so that the permenents ones aside from the
-//= main tracking variable, are deleted when no longer needed. Renamed
-//= several variables that handle strings to @KHInput$. [L0ne_W0lf]
-//= 1.2 Removed duplicate NPCs. [Toms]
-//= 1.3 More Bug fixes, fixed typo. Updated Additional comments. [L0ne_W0lf]
-//= 1.4 Fixed doors not resetting in kh_kiehl01 after 30 second timer is up. [L0ne_W0lf]
-//= 1.5 Another bug fixed (&& instead of ||). [L0ne_W0lf]
-//= 1.6 More squashed bugs with if checking. [L0ne_W0lf]
-//= 1.7 Corrected some spelling mistakes. [Balish]
-// Corrected Exploit with the pub man, giving infinite wine and money.
-// Corrected pool and map not showing text for some states of the quest.
-// Corrected Elly showing cutin but not text for some states of the quest (causing players to log off to continue).
-// Let fisherman talk to you when you have 10 fishes OR MORE.
-// Corrected not letting you enter the tombstone after finishing the quest.
-//= 1.8 Elly now deletes the Iron_Box, and Kiel Hyre deletes the Pin. [L0ne_W0lf]
-//= More security on the 5th Big Door, now makes sure no one outside of who-
-//= acticated it initially can use it. Resets after 10 minutes to make it.
-//= Made it so that you need to be at least step 84 to activate the final door.
-//= Corrected not deleting Allysia's Ring from inventory.
-//= 1.9 Exit will now enable if you are just retrieving the Ring, keeps you from getting stuck. [L0ne_W0lf]
-//= Corrected "KH_Kielh02", was setting off a debug, invalid map index. Should have been "kh_Kiehl02"
-//= Made .KHQuestBusy$ into a temp global variable. $@KHQuestBusy$.
-//= 2.0 Changed the labels on the "Big Doors" to "Identifier Names" to prevent an error with using getvariableofnpc [L0ne_W0lf]
-//= 2.1 Fifth door now checks for a variable HIGHER or EQUAL to 74 not 84, as pointed out by Stollen. [L0ne_W0lf]
-//= 2.2 Another fix for Elly, no longer RESETS to 26 when you talk to her. [L0ne_W0lf]
-//= 2.3 Should NOT have been setting .KHQuestBusy at all. It's not used or accessed anymore. Removed. [L0ne_W0lf]
-//= 2.4 Lots of fixes (4ish) from Valandi. [L0ne_W0lf]
-//= Added a getmapuser check to the mapwarp in KHTimerEnd so it's not trying to warp out 0 users. [L0ne_W0lf]
-//= 2.5 Fixed several small issues (and large one) such as typos in cutins, typos in dialog, etc. [L0ne_W0lf]
-//= Added some of the missing dialogs for several NPCs, and fixed a few NPC locations.
-//= ALL books can now trigger the wall.
-//= Allysia will now summon 4 (was 2) G_CONSTANTS instead of REGULAR constants.
-//= Fixed where Golden_Key and Kiel_Button are deleted.
-//= Removed KHTimerEnd, and instead use OnReset.
-//= Fixed typo in the second NPC that gives Black Keycards.
-//= Added Monster Warps. (Keeps monsters from being in dungeon quest area.) [Non-functional]
-//= 2.6 Stupid mistake, accidentally had 4 copies of the same script in 1... [L0ne_W0lf the bonehead]
-//= 2.7 Fixed the wrong name being displayed for Kiel Hyre in one dialog.
-//= Removed $@KH_DoorInvoker entirely. The quest is now working like it should according to iRO.
-//= Fixed up a few more NPC headers. Facing direction fixes mostly this time.
-//= More progression changes to Kiehl Hyre. He no longer stops dialog after the agents appear.
-//= 2.8 Fixed the weight checking in Vandt, and added official dialog. [L0ne_W0lf]
-//= Added weight checks for all NPCs that give items. Semi-official dialog.
-//= Got the missing portion of dialog for Mills'.
-//= Will add further proper dialogs as I get to them on the second runthrough of the quest.
-//= 2.8a minor optimization with extra goto, else or empty switch [Lupus]
-//= 2.9 Fixed the "enablenpc" problem with the missing spaces. No idea how it happened. [L0ne_W0lf]
-//= 3.0 Fixed a typo in Elly, in her room. (was <= should have been <) [L0ne_W0lf]
-//= Added an 'end;' to the cookie basket. Kiel Hyre's final dialog will now delete all quest-related items.
-//= 3.1 Moved the "delitem" for all related quest items to the proper NPC. [L0ne_W0lf]
-//= 3.2 Fixed error with Allysia teling you to "Go away." maybe. [L0ne_W0lf]
-//= 3.2b Fixed some typos and grammar mistakes. [SinSloth]
-//= 3.3 Fixed the receiver log out bugs. [L0ne_W0lf]
-//= 3.4 Fixed bug when u can't get a Yellow Keycard if u got the Blue one at first [Lupus]
-//= Note: There are many condition checks that should be omitted in the future fixed item names in item_db.txt / txt resources according the quest
-//= for items, should be used bitwise methods in a single variable. So let's fix the rest possible bugs (if they exist) and then optimize ^_-
-//= 3.5 Changed the way the Black Keycard distibuting NPCs work slighty. [L0ne_W0lf]
-//= 3.6 Keil Hyre removes ALL outstanding quest items when he is talked [L0ne_W0lf]
-//= to after finishing the quest.
-//= 3.7 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
-//= 3.8 Corrected some delitems. (bugreport:690) [Samuray22]
-//= 3.9 Fixed a cutin not being erased. (bugreport:1539) [L0ne_W0lf]
-//= 4.0 A whole bunch-a-updates to various npcs. [L0ne_W0lf]
-//= Corrected condition checks throughout the quest.
-//= Npcs no longer make use of the goto command.
-//= Uses temp npc vars now instead of temp char.
-//= Reduced the amount of variables used.
-//= Corrected some of the cutins in npcs with them.
-//= Added the missing dialogs and weight checks.
-//= Fixed many typos, and grammatical errors.
-//= NPC now names use '#<name>' instead of labels.
-//= Updated some NPC positions, and facings.
-//= Changed the way some NPCs work.
-//= Updated comments for get/delitem commands.
-//= 4.1 Added an 'end;' to Kiel Hyre's dialog for the "Yes" option for if you want to confront Kiehl.
-//= 4.2 Fixed some issues reported in bugreport:2129. [L0ne_W0lf]
-//= 4.2a Follow up to last update. [L0ne_W0lf]
-//= 4.2b Missed a condition, fixed it though. [L0ne_W0lf]
-//= 4.2c More various fixes :D [L0ne_W0lf]
-//= 4.3 Fixed improper condition in the Elly NPC. [L0ne_W0lf]
-//= Corrected some typos in the dialogs.
-//= 4.4 Updated reviecer and robots NPC to use mobcount. (bugreport:2380) [L0ne_W0lf]
-//= 4.5 Removed a delitem that was no logner needed. [L0en_W0lf]
-//= 4.6 Fixed impossible condition for security guard. [L0ne_W0lf]
-//============================================================
-
-//============================================================================
-// Kiel Hyre Quest/Robotic Lab Dungeon
-//
-// Script Dialog Obtained and Copied Down by L0ne_W0lf
-// Timer work and some variable dances by DZeroX
-// Based on [iRO Sakray] as of [03/29/2007]
-//============================================================================
-//----------------------------------------------------------------------------
-// [Notes]
-// - Let it be noted that ALL DIALOG IS OFFICIAL TO IRO UNLESS SPECIFIED.
-// - I've fixed a few of iRO's mistakes, but I'm sure I made some of my own.
-// - Will probably require a major optimizing.
-// - Not going to list ALL of the more usless NPCs. (Doors + Empty "Beautiful Ladies")
-// - Parties are *NOT REQUIRED* as per Doddler's Wiki information.
-//
-//----------------------------------------------------------------------------
-// [Maps] [Use]
-// yuno_in01 ........... Start quest in pub
-// kh_school ........... Deliver Wine here, Meet Elly
-// yuno ................ Get Delivery for/from "Little Kid"
-// lighthalzen ......... Get Delivery package for "Little Kid"
-// kh_vila ............. Kiel Hyre cottage.
-// kh_dun01 ............ Robot Factory; Save Kiel Hyre
-// kh_mansion .......... Kiel Hyre's Mansion in Lighthalzen
-// kh_kiehl01 .......... Kiehl's room/Cave
-// kh_kiehl02 .......... Kiehl's room/Boss Room
-//
-//----------------------------------------------------------------------------
-// [Variables in Use]
-// KielHyreQuest - Main quest tracking variable (Quest finished at 106)
-//
-// KHToastGirlEnd - Pick up delivery if set to 1,
-// - picked up delivery if set to 2
-// - finished if set to 3
-// - Deleted once no longer needed.
-//
-// KHCottagePoem1 - Tracks Poem 1 quest in cottage. (finished = 5)
-// - Deleted once no longer needed.
-//
-// KHCottagePoem2 - Tracks Poem 2 quest in cottage. (finished = 3)
-// - Deleted once no longer needed.
-//
-// .@KHInput$ - Used with "Security Guard"
-// - Used with "Test Tube"
-// - Used when "Elly" (inputing string in attempt to wake her)
-// - Used with "Grave", (twice)
-// - Used with "Heavy Door"
-// - Used with "Mechanical Device"
-// - Used for opening various doors in Kiehl's area.
-//
-// .@KHFirstKeyhole - Holds 1 (green keycard) or 2 (cottage key)
-// .@KHSecondKeyhole - Holds 1 (green keycard) or 2 (cottage key)
-//
-// .@KHPotionColor$ - Holds 'red', 'green', or 'yellow' depending on what wrong potion is selected.
-//
-// .@KHSwords - Used with "Sword Hilt"
-//
-// .@KHQRead - Make sure player has asked questions to Kiel Hyre
-//
-// .@KHTitle$ - Holds "Mr", "Mrs", or "Miss"
-//
-// .@KHDoorPushAttempt - Keeps track of how many times a person has attmepted to push the door open.
-//
-// .@KHPryingItem$ - Used for incorrect options when prying open last door.
-//
-// .KHKilled - Tracks how many monsters have been killed. Used with "Receiver", "Robots", and "Kiehl" NPCs
-//
-// .KHDoor1Open - 0/1 Depending on if the first door is opened.
-// .KHDoor2Open - 0/1 Depending on if the second door is opened.
-// .KHDoor3Open - 0/1 Depending on if the third door is opened.
-// .KHDoor4Open - 0/1 Depending on if the fourth door is opened.
-// .KHDoor5Open - 0/1 Depending on if the fifth door is opened.
-//
-// .KHKilledBoss - 0/1 depending on if the boss has been killed.
-//
-// $@KHQuestBusy - 0/1 depending on if the boss room has been set in motion.
-//
-//----------------------------------------------------------------------------
-// [NPCs] [Location]
-// Pub Master .................. yuno_in01 [ 35,178]
-// Hanie ....................... yuno_fild08 [196,196]
-// Security Guard .............. yuno_fild08 [158,194]
-// Security Guard .............. yuno_fild08 [158,183]
-// Student ..................... kh_school [ 57,142]
-// Student ..................... kh_school [ 57,139]
-// Lady ........................ kh_school [176, 60]
-// Cute Student ................ kh_school [179, 39]
-// Little Kid .................. yuno [217,114]
-// Windmill Owner .............. lighthalzen [365,300]
-// Cottage Keeper .............. yuno_fild02 [ 93,210]
-// Door ........................ yuno_fild02 [ 75,218]
-// Door ........................ yuno_fild02 [109,218]
-// Wall ........................ kh_vila [191, 14]
-// Book ........................ kh_vila [184, 20]
-// Book ........................ kh_vila [181, 20]
-// Book ........................ kh_vila [178, 20]
-// Book ........................ kh_vila [175, 19]
-// Letter ...................... kh_vila [179, 11]
-// Box ......................... kh_vila [ 16,175]
-// Apple Box ................... kh_vila [ 30,184]
-// Map ......................... kh_vila [ 44,125]
-// Pot ......................... kh_vila [ 33,148]
-// Calabash .................... kh_vila [ 14, 55]
-// Pool ........................ kh_vila [ 39, 39]
-// Vicious Dog ................. kh_vila [180,178]
-// Drawer ...................... kh_vila [115,186]
-// Box ......................... kh_vila [107,126]
-// Bookshelf ................... kh_vila [181,138]
-// Sword Hilt .................. kh_vila [136, 69]
-// Test Tube ................... kh_vila [179, 69]
-// Test Tube ................... kh_vila [185, 69]
-// Window ...................... yuno_fild08 [ 69,185]
-// Elly ........................ kh_school [178,180]
-// Cookie Basket ............... kh_school [175,175]
-// Window ...................... kh_school [188,185]
-// Grave ....................... yuno_fild08 [ 72,170]
-// Heavy Door .................. kh_dun01 [236, 48]
-// Beautiful lady .............. kh_school [119,149]
-// Beautiful lady .............. kh_school [122,186]
-// Signboard ................... kh_dun01 [163,223]
-// Mechanical Device ........... kh_dun01 [166,223]
-// Mechanical Device ........... kh_dun01 [162,206]
-// Kiel_Hyre_Door .............. kh_dun01 [224,232]
-// Steward ..................... kh_mansion [ 78, 55]
-// Kiel Hyre ................... kh_mansion [ 22, 27]
-// Allysia ..................... kh_mansion [ 22, 27]
-// Abduction_trigger ........... lighthalzen [188,200]
-// Mysterious Woman ............ kh_mansion [ 25, 79]
-// Odd Granma .................. yuno [250,132]
-// Old Lady .................... yuno [250,132]
-// Rosimmir_Entrance ........... yuno [273,141]
-// Table ....................... kh_rossi [ 23, 23]
-// Shelf ....................... kh_rossi [ 92, 40]
-// Desk ........................ kh_rossi [144,146]
-// Bookshelf ................... kh_rossi [144,146]
-// Bed ......................... kh_rossi [154,286]
-// Old Fisherman ............... yuno_fild12 [232,222]
-// Wooden Board ................ yuno_fild09 [158,217]
-// Kiehl_Room_Warp ............. kh_mansion [ 29, 27]
-// Entrance Device#KHEntry1 .... kh_dun01 [ 44, 20]
-// Entrance Device#KHEntry2 .... kh_dun01 [ 44,203]
-// Security Guard .............. yuno_fild08 [158,194]
-// Receiver .................... kh_kiehl01 [ 17, 39]
-// Flower Vase ................. kh_kiehl01 [ 13, 40]
-// Box ......................... kh_kiehl01 [ 19, 25]
-// Big Door .................... kh_kiehl01 [ 44, 33]
-// Big_Door_1_Warp ............. kh_kiehl01 [ 43, 33]
-// Big Door .................... kh_kiehl01 [174, 40]
-// Big_Door_2_Warp ............. kh_kiehl01 [174, 39]
-// Big Door .................... kh_kiehl01 [ 77,108]
-// Big_Door_3_Warp ............. kh_kiehl01 [ 68,108]
-// Big Door .................... kh_kiehl01 [ 41,177]
-// Big_Door_4_Warp ............. kh_kiehl01 [ 78,177]
-// Robots ...................... kh_kiehl01 [ 15,181]
-// Big Door .................... kh_kiehl01 [166,187]
-// Big_Door_5_Warp ............. kh_kiehl01 [166,186]
-// Kiehl_Room_Trap ............. kh_kiehl02 [ 49, 15]
-// Kiehl#Original .............. kh_kiehl02 [ 50, 52]
-// KiehlRoom ................... kh_kiehl02 [ 1, 1]
-// Mitchell#KiehlRoom .......... kh_kiehl02 [ 49, 55]
-// Agent#KHAgent1 .... ....... kh_kiehl02 [ 53, 52]
-// Agent#KHAgent2 .............. kh_kiehl02 [ 51, 49]
-// Agent#KHAgent3 .............. kh_kiehl02 [ 47, 50]
-// Agent#KHAgent4 .............. kh_kiehl02 [ 46, 53]
-// Kiehl#Copy .................. kh_kiehl02 [ 48, 53]
-// Kiehl_Roomn_Exit ............ kh_kiehl01 [ 50, 59]
-//
-//----------------------------------------------------------------------------
-// [Functions]
-// None
-//
-//----------------------------------------------------------------------------
-// [Conflicts]
-// Resolved
-//
-//============================================================================
-
-//============================================================================
-// Affiliated NPCs
-//============================================================================
-
-//----------------------------------------------------------------------------
-// Juno Pub Master/Starting point.
-//----------------------------------------------------------------------------
-yuno_in01,35,179,4 script Pub Master#kh 46,5,5,{
- if (checkweight(7487,1) == 0) {
- mes "[Vandt]";
- mes "Just a second! You're";
- mes "carrying too many items";
- mes "right now. You'd better";
- mes "put your stuff in Kafra";
- mes "Storage or you won't be";
- mes "able to pick up anything new...";
- close;
- }
- if (KielHyreQuest == 0) {
- mes "[Vandt]";
- mes "Hi there, welcome";
- mes "to my pub. So what";
- mes "would you like to have?";
- next;
- switch(select("Beer, please.","A cocktail, please.","Soju, please.","Maybe later.")) {
- case 1:
- mes "[Vandt]";
- mes "Alright, let me get";
- mes "you a glass of beer on";
- mes "tap. There you are, this";
- mes "is out special Schwaltz Beer.";
- next;
- mes "^3355FF*Gulp gulp gulp*^000000";
- percentheal 5,-5;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ahhh, it's really";
- mes "good! That really";
- mes "hits the spot!";
- close;
- case 2:
- mes "[Vandt]";
- mes "I'm sorry, but I have to";
- mes "deliver all of our cocktail";
- mes "ingredients to other customers.";
- mes "Maybe I'll have enough to make";
- mes "you something next time, okay?";
- close;
- case 3:
- mes "[Vandt]";
- mes "S-soju? I'm sorry,";
- mes "but we don't serve that";
- mes "here. It's too much of";
- mes "a tough guy drink for me...";
- close;
- case 4:
- mes "[Vandt]";
- mes "Sure, just take";
- mes "your time, relax,";
- mes "and order something";
- mes "when you're ready.";
- close;
- }
- }
- if (KielHyreQuest == 1) {
- mes "[Vandt]";
- mes "Hi there, welcome";
- mes "to my pub. So what";
- mes "would you like to have?";
- next;
- switch(select("Beer, please:A cocktail, please:Soju, please.:You look worried, what's up?:Cancel")) {
- case 1:
- mes "[Vandt]";
- mes "Alright, let me get";
- mes "you a glass of beer on";
- mes "tap. There you are, this";
- mes "is out special Schwaltz Beer.";
- next;
- mes "^3355FF*Gulp gulp gulp*^000000";
- percentheal 5,-5;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ahhh, it's really";
- mes "good! That really";
- mes "hits the spot!";
- close;
- case 2:
- mes "[Vandt]";
- mes "I'm sorry, but I have to";
- mes "deliver all of our cocktail";
- mes "ingredients to other customers.";
- mes "Maybe I'll have enough to make";
- mes "you something next time, okay?";
- close;
- case 3:
- mes "[Vandt]";
- mes "S-soju? I'm sorry,";
- mes "but we don't serve that";
- mes "here. It's too much of";
- mes "a tough guy drink for me...";
- close;
- case 4:
- mes "[Vandt]";
- mes "Oh, did you overhear?";
- mes "I'm sorry, it's just that one";
- mes "of my employees had an";
- mes "accident and was pretty hurt,";
- mes "so I have nodoby that can";
- mes "deliver this merchandise.";
- next;
- mes "[Vandt]";
- mes "I have an urgent order";
- mes "that I need to send to";
- mes "the Kiel Hyre Academy,";
- mes "but I can't find anyone";
- mes "that's available for this";
- mes "kind of temporary job.";
- next;
- switch(select("I'm sorry to hear that:Do you want me to help you?")) {
- case 1:
- mes "[Vandt]";
- mes "Well, I'm sure that I'll";
- mes "figure something out.";
- mes "Do you know anyone";
- mes "that'd be interested in";
- mes "some part time work?";
- close;
- case 2:
- mes "[Vandt]";
- mes "Really? That's great!";
- mes "But first, I think it's fair to";
- mes "tell you that this job may not";
- mes "be as simple as you'd think.";
- mes "I expect you to complete the";
- mes "delivery, no matter what.";
- next;
- switch(select("Sure I'll do it:Wait, let me think about it...")) {
- case 1:
- mes "[Vandt]";
- mes "I'm glad to hear that.";
- mes "Well then, please take this";
- mes "bottle of Culinary Wine to";
- mes "Mrs. ^ff0000Lecollane^000000 in the Kiel";
- mes "Hyre Academy. I'll pay you";
- mes "once you finish the job, okay?";
- getitem 7487,1; //Tavern_Wine
- set KielHyreQuest,2;
- close;
- case 2:
- mes "[Vandt]";
- mes "Sure thing. I really need";
- mes "to get this done, so if you";
- mes "can't do it, but know any";
- mes "capable, responsible";
- mes "people that can, then please";
- mes "tell them about my situation.";
- close;
- }
- }
- case 5:
- mes "[Vandt]";
- mes "Sure, just take";
- mes "your time, relax,";
- mes "and order something";
- mes "when you're ready.";
- close;
- }
- }
- else if ((KielHyreQuest >= 2) && (KielHyreQuest < 6)) {
- mes "[Vandt]";
- mes "Please deliver that bottle";
- mes "of Wine I gave you to Mrs.";
- mes "Mrs. ^ff0000Lecollane^000000, who should be";
- mes "inside the Kiel Hyre Academy.";
- mes "Hurry and get it to her before she";
- mes "can complain about the delivery.";
- close;
- }
- else if (KielHyreQuest == 6) {
- if (countitem(7487) == 0) {
- mes "[Vandt]";
- mes "Oh, you're back.";
- mes "Thanks for making that";
- mes "delivery. Just give me";
- mes "a moment, and then I can";
- mes "pay you in zeny, okay?";
- next;
- select("I need more wine...");
- mes "[Vandt]";
- mes "Oh, you need to deliver";
- mes "another bottle? Alright,";
- mes "let me look around, and";
- mes "I'll give you the wine";
- mes "and your payment.";
- next;
- mes "^3355FFRummage Rummage^000000";
- mes "^3355FFRummage Rummage^000000";
- next;
- mes "[Vandt]";
- mes "There you go!";
- mes "Thank you so much";
- mes "for helping me out~";
- getitem 7487,1; //Tavern_Wine
- set zeny,zeny+1000;
- close;
- }
- else {
- mes "[Vandt]";
- mes "Hey, thanks a lot";
- mes "for helping me out that";
- mes "last time. I knew I asked";
- mes "you out of the blue, but";
- mes "you ended up being a life";
- mes "saver! I really appreciate it!";
- close;
- }
- }
- else {
- mes "[Vandt]";
- mes "You're a really good";
- mes "worker, you know that?";
- mes "Dependable, responsible,";
- mes "willing to help others, and";
- mes "proactive too! I think you'll";
- mes "go far in life, kid, I really do~";
- close;
- }
-
-//OnTouch2:
-OnTouch:
- if (KielHyreQuest < 1) {
- mes "[Vandt]";
- mes "Arrrggghhh...";
- mes "This can't be good...";
- mes "This isn't good at all!";
- mes "What am I suposed to do?";
- set KielHyreQuest,1;
- close;
- }
-}
-
-//----------------------------------------------------------------------------
-// Juno Toast Sales Girl.
-//----------------------------------------------------------------------------
-yuno,217,114,6 script Little Kid#kh 96,{
- if (KielHyreQuest < 6) {
- mes "[Cezu]";
- mes "Fresh, crunchy toast!";
- mes "If you want some, come";
- mes "and get some tooooast~";
- close;
- }
- else if (KielHyreQuest == 6) {
- if (KHToastGirlEnd < 1) {
- mes "[Cezu]";
- mes "Fresh, crunchy toast!";
- mes "If you want some, come";
- mes "and get some tooooast~";
- mes "Oh! Hi hi~ Did you want";
- mes "to buy some yummy toast?";
- next;
- switch(select("I'm here for Elly:No, thanks")) {
- case 1:
- mes "[Cezu]";
- mes "Oh, I see. Elly must have";
- mes "wasted another batch of";
- mes "ingredients again. Well,";
- mes "she's a regular customer,";
- mes "so I really want to help, but";
- mes "I can't really do anything.";
- next;
- mes "[Cezu]";
- mes "You see, I just ran";
- mes "out of ingredients too!";
- mes "But I can't really leave";
- mes "to get some more. What if";
- mes "people need to buy toast?";
- mes "Listen, can you help me out?";
- next;
- mes "[Cezu]";
- mes "Would you please go get";
- mes "some flour and eggs for me";
- mes "from the ^3355FFLighthalzen Windmill^000000";
- mes "Then, when you come back, I can";
- mes "divide the ingredients, and you";
- mes "can deliver some to Elly.";
- next;
- mes "[Cezu]";
- mes "I know that I'm basically";
- mes "making you do everything";
- mes "on your own, but please try";
- mes "to understand that my hands";
- mes "are tied. D-don't ask me";
- mes "why, they just are!";
- set KHToastGirlEnd,1;
- close;
- case 2:
- mes "[Cezu]";
- mes "Okay okay~";
- mes "Please come again!";
- close;
- }
- }
- else if (KHToastGirlEnd == 1) {
- mes "[Cezu]";
- mes "Would you please go to";
- mes "the Lighthalzen Windmill";
- mes "and tell them that Cezu needs";
- mes "lots of flour and lots of eggs!";
- mes "Then, bring all the stuff over";
- mes "to me as soon as you can~";
- close;
- }
- else if (KHToastGirlEnd == 2) {
- mes "[Cezu]";
- mes "Hey, you're back with the";
- mes "ingredients! Thank you so";
- mes "much, I really needed these!";
- mes "Now please give this flour";
- mes "and these eggs to Elly, and";
- mes "send her my regards. See you~";
- delitem 7488,1; //Delivery_Package
- getitem 7488,1; //Delivery_Package
- set KHToastGirlEnd,3;
- close;
- }
- }
- else if ((KielHyreQuest >= 6) || (KHToastGirlEnd == 3)) {
- //KHToastGirlEnd no longer needed-- deleting.
- set KHToastGirlEnd,0;
- mes "[Cezu]";
- mes "Hot, fresh and";
- mes "cruuuunchy toast!";
- mes "Come and get some!";
- close;
- }
-}
-
-//----------------------------------------------------------------------------
-// Lighthalzen WindMill Owner.
-//----------------------------------------------------------------------------
-lighthalzen,366,299,4 script Windmill Owner#kh 46,{
- if (checkweight(7488,1) == 0) {
- mes "[Mills]";
- mes "Hey, you've got too much";
- mes "stuff on you right now. ";
- mes "Put your junk in Kafra Storage";
- mes "if you expect me to give you";
- mes "anything. That's why you came";
- mes "here to the miss, didn't you?";
- close;
- }
- if (KHToastGirlEnd < 1) {
- mes "[Mills]";
- mes "Hey, whaddya want?";
- mes "I'm pretty busy right";
- mes "now, so you mind coming";
- mes "back later? Then we'll talk.";
- close;
- }
- else if (KHToastGirlEnd == 1) {
- mes "[Mills]";
- mes "Hey, whaddya want?";
- mes "You just happened to";
- mes "catch me at a good time,";
- mes "but if you need anything,";
- mes "you'd better spit it out quick";
- mes "before things get hectic again.";
- next;
- switch(select("I'm here for Cezu:......")) {
- case 1:
- mes "[Mills]";
- mes "Oh, Cezu from the";
- mes "toast stand? Okay,";
- mes "I've got everything";
- mes "that kid needs right";
- mes "here. There's eggs inside,";
- mes "so be really careful with it.";
- mes "It's ready for you...";
- next;
- mes "[Mills]";
- mes "Kid's one of my regular";
- mes "customers, so you don't";
- mes "have to pay me, or run any";
- mes "extra errands on my end. Yeah,";
- mes "I know how other people treat";
- mes "you adventurers. Well, see ya.";
- getitem 7488,1; //Delivery_Package
- set KHToastGirlEnd,2;
- close;
- case 2:
- mes "[Mills]";
- mes "......";
- mes "Um, okay, well, if";
- mes "you need something,";
- mes "just hollar, I guess.";
- mes "Cuts, Cutz where are you?";
- mes "You'd better not be goofing off!";
- close;
- }
- }
- else if (KHToastGirlEnd >= 2) {
- mes "[Mills]";
- mes "That Cutz is such";
- mes "a lazy rascal. The guy";
- mes "thinks he can fool around";
- mes "when he's on the clock...!";
- mes "Ah well, he knows I can't find";
- mes "a better assistant. He'll learn...";
- close;
- }
-}
-
-lighthalzen,366,289,2 script Windmill Owner's Helper 97,{
- if (KHToastGirlEnd < 1) {
- mes "[Cutz]";
- mes "Man, why are we";
- mes "always so busy?";
- mes "Why does Mills have";
- mes "to work me to the bone?";
- mes "Eh, it's a living, I suppose...";
- close;
- }
- else if (KHToastGirlEnd >= 2) {
- mes "[Cutz]";
- mes "Wh-what makes you";
- mes "think I'm goofing off,";
- mes "Mills? L-look, look,";
- mes "my hands are moving,";
- mes "I'm busy, I'm working!";
- close;
- }
- else {
- mes "[Cutz]";
- mes "Hey, you're from";
- mes "Cezu's toast stand,";
- mes "right? How is cute";
- mes "little Cezu doing?";
- close;
- }
-}
-
-//============================================================================
-//Kiel Hyre Academy NPCs
-//============================================================================
-
-//----------------------------------------------------------------------------
-// Girl (Talks about the academy)
-//----------------------------------------------------------------------------
-yuno_fild08,196,196,5 script Hanie#kh1 102,{
- mes "[Hanie]";
- mes "Oh, I wish I could study";
- mes "at the Kiel Hyre Academy...";
- mes "All of the graduates get";
- mes "really nice jobs! I'm almost";
- mes "jealous of the students!";
- next;
- select("Kiel Hyre Academy?");
- mes "[Hanie]";
- mes "Oh, the Kiel Hyre Academy";
- mes "is a school founded by Kiel";
- mes "Hyre, an inventor that became";
- mes "rich from his strange machines.";
- mes "He decided to give back to society";
- mes "by building this private academy.";
- next;
- mes "[Hanie]";
- mes "However, the school will";
- mes "only accept orphans that are";
- mes "too poor to enroll in any other";
- mes "schools. Sometimes, it makes";
- mes "me wish that I was an orphan too!";
- mes "Well, not really, but you know...";
- close;
-}
-
-
-//----------------------------------------------------------------------------
-// Academy Security Guards
-//----------------------------------------------------------------------------
-yuno_fild08,158,194,6 script Security Guard#1::KHAGuard 852,{
- if ((KielHyreQuest < 2) || (KielHyreQuest > 31)) {
- mes "[Security Guard]";
- mes "I'm sorry, but if you aren't";
- mes "associated with this institution,";
- mes "then you're not authorized to";
- mes "enter the ^FF0000Kiel Hyre Academy^000000.";
- mes "Please leave if you don't have";
- mes "an appointment with the staff.";
- close;
- }
- else if (KielHyreQuest == 2) {
- mes "[Security Guard]";
- mes "I'm sorry, but if you aren't";
- mes "associated with this institution,";
- mes "then you're not authorized to";
- mes "enter the ^FF0000Kiel Hyre Academy^000000.";
- mes "Please leave if you don't have";
- mes "an appointment with the staff.";
- next;
- switch(select("I'm here for a delivery.:......")) {
- case 1:
- mes "[Security Guard]";
- mes "You're here to deliver";
- mes "something? Okay, just give";
- mes "me the recipient's ^FF0000name^000000,";
- mes "followed by the ^FF0000item^000000 being";
- mes "delivered, and I'll verify it";
- mes "before letting you inside.";
- next;
- input .@KHDelivery$;
- if (.@KHDelivery$ != "Lecollane") {
- mes "[Security Guard]";
- mes "You're here to deliver some";
- mes "Wine to...to who? What was";
- mes "the name? I...I don't think";
- mes "we have anybody in the";
- mes "academy named "+.@KHDelivery$+"";
- close;
- }
- input .@KHDelivery$ ;
- if (.@KHDelivery$ != "Culinary Wine") {
- mes "[Security Guard]";
- mes "So you're here to make";
- mes "a delivery to Mrs. Lecollane?";
- mes "What is it you've brought for";
- mes "her? Some ^3355FF"+.@KHDelivery$+"^000000?";
- next;
- mes "[Security Guard]";
- mes "Let me buzz her first,";
- mes "and check to make sure";
- mes "that she's been expecting";
- mes "you. Let's see now...";
- next;
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[Security Guard]";
- mes "Huh. Mrs Lecollane";
- mes "is expecting a delivery,";
- mes "but not the item that you";
- mes "say that you've brought for";
- mes "her. You might want to check";
- mes "to see if there's been a mixup...";
- close;
- }
- mes "[Security Guard]";
- mes "Alright....";
- mes "So you're here to";
- mes "deliver a bottle of";
- mes "Wine to Mrs. Lecollane?";
- mes "Let me buzz her, and get";
- mes "this confirmed real quickly.";
- next;
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[Security Guard]";
- mes "Okay, everything looks";
- mes "good. Mrs. Lecollane";
- mes "has been expecting you.";
- mes "I guess you can enter.";
- close2;
- warp "kh_school",71,155;
- end;
- case 2:
- mes "[Security Guard]";
- mes "If you don't have";
- mes "an appoointment, then";
- mes "don't loiter around in";
- mes "front of the academy!";
- close;
- }
- }
- else if (KielHyreQuest < 32) {
- mes "[Security Guard]";
- mes "Oh, did you have";
- mes "other business inside";
- mes "the academy? I remember";
- mes "you from before, so there";
- mes "shouldn't be any problems";
- mes "letting you back inside...";
- close2;
- warp "kh_school",71,155;
- end;
- }
-}
-
-yuno_fild08,158,183,7 duplicate(KHAGuard) Security Guard#2 852
-
-//----------------------------------------------------------------------------
-// Gossiping Teenagers/Story NPCs
-//----------------------------------------------------------------------------
-kh_school,57,142,6 script Student#kha 893,3,3,{
- mes "[Laci]";
- mes "Oh, wow! We usually";
- mes "don't get visitors on";
- mes "campus! Um, you're not";
- mes "a new faculty member, are you?";
- close;
-
-OnTouch:
- mes "[Laci]";
- mes "Hey, Nesha...!";
- mes "have you heard why";
- mes "Aaci hasn't been coming";
- mes "to class for awhile?";
- next;
- mes "[Gui Nesha]";
- mes "That's right, I haven't";
- mes "seen Aaci in awhile.";
- mes "Did something happen?";
- next;
- mes "[Laci]";
- mes "It's because....";
- mes "Aaci saw a freakin' ghost!";
- mes "It's one hundred percent";
- mes "true! I heard about it from,";
- mes "well, you know, my sources.";
- next;
- mes "[Gui Nesha]";
- mes "...Wha...?";
- mes "Oh, come on,";
- mes "get outta town.";
- close;
-}
-
-kh_school,57,139,0 script Student#khb 893,{
- mes "[Gui Nesha]";
- mes "Aren't we a little";
- mes "old to be talking about";
- mes "this kind of stuff? You";
- mes "know, rumors and ghost";
- mes "stories that make no sense?";
- mes "C'mon, Laci, knock it off!";
- emotion e_swt2;
- close;
-}
-
-//----------------------------------------------------------------------------
-// Mrs. Lecollane
-//----------------------------------------------------------------------------
-kh_school,176,60,4 script Lady#kh 101,{
- if (KielHyreQuest < 2) {
- mes "[Mrs. Lecollane]";
- mes "Is there a problem?";
- mes "Outsiders are not allowed to come";
- mes "in here, please leave.";
- close;
- }
- else if (KielHyreQuest == 2) {
- mes "[Mrs. Lecollane]";
- mes "Oh, hello. Ah!";
- mes "have you come to";
- mes "deliver my wine? The";
- mes "security guard called and";
- mes "mentioned you were coming.";
- next;
- switch(select("Yes, that's right!:Er, s-sorry!")) {
- case 1:
- mes "[Mrs. Lecollane]";
- mes "Well, you've come a little";
- mes "later than I thought, but";
- mes "I suppose it can't be helped.";
- mes "I guess the waiting has just";
- mes "heightened my anticipation";
- mes "for this bottle of wi--";
- next;
- mes "^3355FF*Cling! Crrrack!*^000000";
- next;
- mes "[Mrs. Lecollane]";
- mes "Elly? Elly did you";
- mes "break something again?!";
- mes "You've got to be more careful!";
- mes "If you don't finish baking those";
- mes "cookies by the end of today, your";
- mes "semester grades will suffer!";
- next;
- mes "[Elly]";
- mes "B-but I just...";
- next;
- mes "[Mrs. Lecollane]";
- mes "^FF0000Elly^000000!!";
- next;
- mes "[Elly]";
- mes "......";
- mes "Yes, Mrs. Lecollane.";
- next;
- mes "[Mrs. Lecollane]";
- mes "*Ahem* Excuse me.";
- mes "Would you please leave";
- mes "the wine over there? You";
- mes "may go now, and please";
- mes "don't wander needlessly";
- mes "around the academy.";
- delitem 7487,1; //Tavern_Wine
- set KielHyreQuest,4;
- close;
- case 2:
- mes "[Mrs. Lecollane]";
- mes "Hm...?";
- mes "I guess I must";
- mes "be mistaken. I'm";
- mes "sorry, I thought you";
- mes "were somebody else.";
- close;
- }
- }
- else if (KielHyreQuest == 4) {
- mes "[Mrs Lecollane]";
- mes "Well, our business is";
- mes "completed, so would you";
- mes "please leave the campus";
- mes "as soon as you can? *Sigh*";
- mes "I can't believe our future";
- mes "is in these girls' hands...";
- close;
- }
-}
-
-//----------------------------------------------------------------------------
-// Elly (In school)
-//----------------------------------------------------------------------------
-kh_school,179,39,0 script Cute Student#kh 895,{
- if (checkweight(908,200) == 0) {
- mes "[Elly]";
- mes "I'm sorry, but would you";
- mes "put some of your things in";
- mes "your Kafra Storage first or";
- mes "something? I can't really";
- mes "help you when you're ";
- mes "carrying so much stuff.";
- close;
- }
- cutin "kh_elly01",2;
- if (KielHyreQuest < 4) {
- cutin "kh_elly03",2;
- mes "[Elly]";
- mes "W-wah! Oh...!";
- mes "^333333*Phew*^000000 That was close,";
- mes "I almost dropped them ";
- mes "again! Why do I have so much";
- mes "trouble handling ingredients?";
- }
- else if (KielHyreQuest == 4) {
- cutin "kh_elly03",2;
- mes "[Elly]";
- mes "Oh no, what should";
- mes "I do? ^333333*Sob*^000000 Wh-what";
- mes "am I going to do? ^333333*Sniff*^000000";
- next;
- switch(select("What happened?:......")) {
- case 1:
- mes "[Elly]";
- mes "I... I have to finish baking";
- mes "this batch of cookies by the";
- mes "end of today, but then I spilled";
- mes "all of the ingredients on the";
- mes "floor. I don't know how I can";
- mes "bake those cookies now...";
- next;
- switch(select("What can I do to help you?:Oh, I'm so sorry.")) {
- case 1:
- cutin "kh_elly02",2;
- mes "[Elly]";
- mes "What was that...?";
- mes "You'll really help";
- mes "me? That's wonderful!";
- mes "Thank you! Thanks so much!";
- next;
- break;
- Case 2:
- mes "[Elly]";
- mes "Wait, you don't go";
- mes "to this school, don't";
- mes "you? Y-you're one of";
- mes "those adventurers, right?";
- next;
- select("Yeah, that's right.");
- mes "Listen, I know you";
- mes "probably have your own";
- mes "plans, but do you think";
- mes "you can help me with this";
- mes "huge problem that I have?";
- next;
- switch(select("Accept:Decline")) {
- case 1:
- cutin "kh_elly02",2;
- mes "How Wonderful!";
- mes "Thank you! Thank you";
- mes "so much! I'm supposed to";
- mes "finish baking this batch of";
- mes "cookies soon, but I spilled";
- mes "all of the ingredients...";
- next;
- break;
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "I'm outta here.";
- next;
- cutin "kh_elly04",2;
- mes "[Elly]";
- mes "W-wait...!";
- mes "Come back, you";
- mes "d-don't...! I really";
- mes "need some help!";
- emotion e_sob;
- close2;
- cutin "",255;
- end;
- }
- }
- cutin "kh_elly01",2;
- mes "[Elly]";
- mes "Well, I guess the only way";
- mes "I can bake these cookies is";
- mes "to get some new ingredients.";
- mes "I'm sorry to be such a burden,";
- mes "but if you didn't offer to help";
- mes "me, then I'd have no one to ask!";
- next;
- cutin "kh_elly04",2;
- mes "[Elly]";
- mes "You don't understand how";
- mes "important it is that I bake";
- mes "these cookies... If I don't";
- mes "finish this assignment, then";
- mes "Mrs. Crank will fail me for";
- mes "the entire semester!";
- next;
- mes "[Elly]";
- cutin "kh_elly01",2;
- mes "Okay, I need to calm";
- mes "down. I think I can do";
- mes "this with your help.";
- mes "Would you please do me";
- mes "this huge favor and bring";
- mes "all of these ingredients?";
- next;
- mes "[Elly]";
- mes "^3355FF1 Wine^000000,";
- mes "^3355FF7 Milks^000000,";
- mes "^3355FF5 Cacaos^000000,";
- mes "^3355FF2 Cheeses^000000,";
- mes "^3355FF1 Egg^000000, and";
- mes "^3355FF1 Bag of Flour^000000.";
- next;
- mes "[Elly]";
- mes "Let's see... You can";
- mes "get Wine from a pub in";
- mes "Juno, Cacaos from hunting";
- mes "Yoyos, and you can get flour";
- mes "and Eggs from the girl that";
- mes "runs the Toast Stand in Juno.";
- next;
- mes "[Elly]";
- mes "Good luck, getting";
- mes "everything, and I hope";
- mes "you hurry back here with";
- mes "those cookie ingredients";
- mes "as quickly as you can, okay?";
- set KielHyreQuest,6;
- break;
- case 2:
- mes "[Elly]";
- mes "*Sob*...";
- break;
- }
- }
- else if (KielHyreQuest == 6) {
- if ((countitem(519) < 7) || (countitem(548) < 2) || (countitem(7182) < 5) || (countitem(7487) < 1) || (countitem(7488) < 1)) {
- mes "[Elly]";
- mes "Let's see, would you";
- mes "like me to remind you";
- mes "which ingredients I need?";
- mes "Please bring these things as";
- mes "soon as you can so that I can";
- mes "quickly bake some cookies~";
- next;
- mes "[Elly]";
- mes "^3355FF1 Wine^000000,";
- mes "^3355FF7 Milks^000000,";
- mes "^3355FF5 Cacaos^000000,";
- mes "^3355FF2 Cheeses^000000,";
- mes "^3355FF1 Egg^000000, and";
- mes "^3355FF1 Bag of Flour^000000.";
- next;
- cutin "kh_elly01",2;
- mes "[Elly]";
- mes "Let's see... You can";
- mes "get Wine from a pub in";
- mes "Juno, Cacaos from hunting";
- mes "Yoyos, and you can get flour";
- mes "and Eggs from the girl that";
- mes "runs the Toast Stand in Juno.";
- }
- else {
- cutin "kh_elly02",2;
- mes "[Elly]";
- mes "Hooray! Finally, I have";
- mes "everything I need! This is";
- mes "great! Oh, would you please";
- mes "give me a moment while I bake";
- mes "these cookies? It shouldn't take";
- mes "long, so hold on just a bit.";
- delitem 519,7; //Milk
- delitem 548,2; //Cheese
- delitem 7182,5; //Cacao
- delitem 7487,1; //Tavern_Wine
- delitem 7488,1; //Delivery_Package
- set KielHyreQuest,8;
- //KHPubMasterEnd no longer needed-- deleting.
- set KHPubMasterEnd,0;
- set KHToastGirlEnd,0;
- emotion e_ho;
- }
- }
- else if (KielHyreQuest == 8) {
- mes "[Elly]";
- mes "Tadah! I did it!";
- mes "They're finally done!";
- mes "Elly's special cookies.";
- mes "I'd like you to have some";
- mes "as thanks for helping me out.";
- next;
- mes "[Elly]";
- mes "I'm sorry, but I was so";
- mes "preoccupied with baking";
- mes "these cookies that I didn't";
- mes "even ask for your name. I'm";
- mes "^FF0000Ellyja^000000, but everybody calls me,";
- mes "''Elly.'' What's your name?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "^3355FF"+strcharinfo(0)+"^000000.";
- mes "It's ^3355FF"+strcharinfo(0)+"^000000.";
- next;
- cutin "kh_elly02",2;
- mes "[Elly]";
- mes ""+strcharinfo(0)+"?";
- mes "...that name! It's wonderful!";
- getitem 538,5; //Well_Baked_Cookie
- set KielHyreQuest,10;
- }
- else if (KielHyreQuest == 10) {
- mes "[Elly]";
- mes "I'm sorry, but I have";
- mes "another favor to ask you";
- mes "if you don't mind helping";
- mes "me out again. Don't worry,";
- mes "you won't have to hurry as";
- mes "quickly as you did last time.";
- next;
- switch(select("What do you need?:Sorry, but I'm pretty busy...")) {
- case 1:
- mes "[Elly]";
- mes "You know how you helped";
- mes "me bake those cookies?";
- mes "It's the first time I was able";
- mes "to do it without burning them!";
- mes "I just know Grandfather'd";
- mes "be so proud of me!";
- next;
- mes "[Elly]";
- mes "I really want Grandfather";
- mes "to taste the cookies I baked,";
- mes "but the cookies will be stale";
- mes "by the time I'm able to leave";
- mes "campus. Would you deliver these";
- mes "cookies to my grandfather for me?";
- next;
- switch(select("Sure:I'm busy.")) {
- case 1:
- cutin "kh_elly02",2;
- mes "[Elly]";
- mes "Oh, "+strcharinfo(0)+"!";
- mes "Thank you so much, I knew";
- mes "you'd understand! Would you";
- mes "please bring the cookies to";
- mes "him at ^FF0000Kiel Hyre's cottage^000000?";
- next;
- mes "[Elly]";
- mes "Oh, right! They're really";
- mes "careful about visitors and";
- mes "keeping strangers off the";
- mes "property, but if you mention";
- mes "my name, they'll let you in.";
- mes "Alright then, see you~";
- set KielHyreQuest,12;
- break;
- case 2:
- cutin "kh_elly03",2;
- mes "[Elly]";
- mes "Oh, um...";
- mes "Okay, I'm sorry to";
- mes "have bothered you...";
- break;
- }
- break;
- case 2:
- cutin "kh_elly03",2;
- mes "[Elly]";
- mes "Oh, um...";
- mes "Okay, I'm sorry to";
- mes "have bothered you...";
- break;
- }
- }
- else if (KielHyreQuest == 12) {
- mes "[Elly]";
- mes "Oh, you don't know where";
- mes "to find Kiel Hyre's cottage?";
- mes "It's just north from this";
- mes "academy. Please deliver my";
- mes "cookies to Grandfather, and";
- mes "let him know I really miss him.";
- }
- else if (KielHyreQuest == 14) {
- cutin "kh_elly03",2;
- mes "[Elly]";
- mes "Hm? Grandfather's not";
- mes "home? That's strange, he";
- mes "didn't mention anything about";
- mes "any business trips. I thought";
- mes "he'd be at home all day...";
- next;
- cutin "kh_elly04",2;
- mes "[Elly]";
- mes "Would you go back to his";
- mes "cottage one more time? Here,";
- mes "you can use this Cottage Key.";
- mes "That way, you can just go";
- mes "inside and talk to him~";
- getitem 7489,1; //Villa_Spare_Key
- set KielHyreQuest,16;
- }
- else if ((KielHyreQuest >= 14) && (KielHyreQuest < 20)) {
- mes "[Elly]";
- mes "That's so weird...";
- mes "I thought Grandfather";
- mes "said that he'd be at";
- mes "home all day today...";
- }
- else if (KielHyreQuest == 20) {
- mes "[Elly]";
- mes "Hmm...?";
- mes "What's this,";
- mes "a letter for me?";
- next;
- mes "^3355FFElly opened the envelope";
- mes "and started reading the letter.^000000";
- next;
- mes "^333333Dearest Elly,";
- mes " ";
- mes "I have something to discuss";
- mes "with my son Kiehl, so I am";
- mes "leaving to meet with him.";
- mes "If you don't hear from me";
- mes "after 7 days after I've written";
- mes "this letter, then you must";
- mes "escape the academy as soon";
- mes "as possible, and retrieve";
- mes "something inside our ";
- mes "cottage's study.";
- mes " ";
- mes "If you have a friend you";
- mes "can trust, please ask him";
- mes "to follow my traces in the";
- mes "cottage. I might be in danger,";
- mes "and in dire need of rescue.";
- mes " ";
- mes "Elly, don't trust anyone";
- mes "in the academy, even your";
- mes "classmates, since they may";
- mes "be influenced by Kiehl.";
- mes " ";
- mes "Be careful, and I love you.";
- mes " ";
- mes "--Grandpa^000000";
- next;
- cutin "kh_elly03",2;
- mes "[Elly]";
- mes "What? Oh no, it's been";
- mes "ten days since he wrote";
- mes "this letter! Ah, does this";
- mes "mean that he's in danger?!";
- mes "Oh no, what should I do?";
- delitem 7490,1; //Letter_to_Elly
- set KielHyreQuest,22;
- }
- else if (KielHyreQuest == 22) {
- cutin "kh_elly03",2;
- mes "[Elly]";
- mes "......";
- mes ".........";
- mes "............";
- next;
- switch(select("About your grandpa:Tell me about Kiehl:What's with this academy?")) {
- case 1:
- mes "[Elly]";
- mes "Oh! My grandfather is";
- mes "Kiel Hyre, founder and";
- mes "CEO of the Kiel Hyre";
- mes "foundation. He looks";
- mes "strict and cold hearted,";
- mes "but he's actually very nice!";
- next;
- mes "[Elly]";
- mes "We're not related by";
- mes "blood, but he's taken";
- mes "care of me ever since";
- mes "I lost my parents. Oh,";
- mes "Grandapa, where are you?";
- mes "I'm getting so worried!";
- break;
- case 2:
- mes "[Elly]";
- mes "Kiehl? That's my";
- mes "grandfather's son...";
- mes "I don't know him that";
- mes "well, and only saw him";
- mes "once at an academy event.";
- next;
- mes "[Elly]";
- mes "Mmm, he's a good looking";
- mes "guy with pale skin, silver";
- mes "hair, and this cold, fierce";
- mes "stare. A lot of my classmates";
- mes "worship Kiehl because he's";
- mes "also a business genius~";
- next;
- mes "[Elly]";
- mes "It's weird though...";
- mes "I have no idea why my";
- mes "grandpa and Kiehl don't";
- mes "get along. They're both";
- mes "really good at what they do...";
- break;
- case 3:
- mes "[Elly]";
- mes "Well, I know the security";
- mes "here is really tight, but";
- mes "that's because everything";
- mes "here is so luxurious and";
- mes "expensive, you know~";
- next;
- mes "[Elly]";
- mes "We also have a very";
- mes "special curriculum where";
- mes "you learn more of what you";
- mes "want. Personally, I want to";
- mes "become a great career woman";
- mes "like ^0000FFMs. Allysia^000000. Heh heh~";
- next;
- mes "[Elly]";
- mes "This place certainly";
- mes "isn't like other schools.";
- //mes "You already know that only";
- mes "Yeah, everything is made to";
- mes "fit each of the student's needs.";
- next;
- mes "[Elly]";
- mes "Recently, though?";
- mes "Some really weird stuff";
- mes "has been happening. All of";
- mes "my classmates are afraid of";
- mes "going out alone by themselves.";
- next;
- cutin "kh_elly02",2;
- mes "[Elly]";
- mes "But I'll be okay!";
- mes "You'll be there to";
- mes "rescue me from danger,";
- mes "right, "+strcharinfo(0)+"?";
- next;
- switch(select("Who is Ms. Allysia?:Strange incidents?")) {
- case 1:
- mes "[Elly]";
- mes "Oh, Ms. Allysia is";
- mes "Grandfather's secretary~";
- mes "She's so beautiful, and";
- mes "my grandfather really";
- mes "trusts her with everything!";
- break;
- case 2:
- cutin "kh_elly04",2;
- mes "[Elly]";
- mes "Well, "+strcharinfo(0)+"...";
- mes "I'm not supposed to tell";
- mes "anyone outside of the school,";
- mes "but I can trust you! You see...";
- mes "We're haunted by a ghost!";
- next;
- mes "[Elly]";
- mes "I know it sounds crazy,";
- mes "but this ghost wanders the";
- mes "campus, and curses its victims,";
- mes "making them so cold and lifeless.";
- mes "It happened to my roommate,";
- mes "Mayo. It's like she's a statue...";
- next;
- mes "[Elly]";
- mes "I snuck into the medical";
- mes "office to see her, and she...";
- mes "She couldn't do anything!";
- mes "What would happen if the";
- mes "ghost decided to curse me?!";
- next;
- cutin "kh_elly02",2;
- mes "[Elly]";
- mes "You know what...?";
- mes "If I ever got cursed";
- mes "by that ghost, just yell";
- mes "''^FF0000Wake up, Elly!^000000''";
- mes "That'll wake me up for sure!";
- set KielHyreQuest,24;
- break;
- }
- }
- }
- else if (KielHyreQuest >= 24 && KielHyreQuest <= 26) {
- cutin "kh_elly04",2;
- mes "[Elly]";
- mes "Argh, I'm in a fix!";
- mes "I have to finish my";
- mes "homework before it's due!";
- mes "Yeah, I've got to go see";
- mes "Mrs. Lecollane now.";
- next;
- mes "[Elly]";
- mes "Say, "+strcharinfo(0)+",";
- mes "if it's okay, would you";
- mes "please go find what my";
- mes "grandpa left for me in";
- mes "the ^FF0000cottage study^000000? You're";
- mes "the only one I can trust!";
- next;
- mes "[Elly]";
- mes "Anyway, I'll see you later";
- mes "in the evening! Please come";
- mes "by my ^FF0000dorm room^000000. Um, the";
- mes "dorms are in the church just";
- mes "behind the academy, okay?";
- next;
- mes "[Elly]";
- mes "My room is in the back,";
- mes "and it's on the ^FF0000second floor^000000";
- mes "^FF0000on the left side^000000. Please use";
- mes "a ladder to come up, okay?";
- mes "I'll leave my window open";
- mes "for you, so just come, okay?";
- next;
- mes "[Elly]";
- mes "Hurry, hurry, the";
- mes "teacher's coming!";
- set KielHyreQuest,26;
- }
- else {
- mes "[Elly]";
- mes "Hurry, hurry, the";
- mes "teacher's coming!";
- }
- close2;
- cutin "",255;
- end;
-}
-
-//----------------------------------------------------------------------------
-// Elly's Window
-//----------------------------------------------------------------------------
-yuno_fild08,69,185,0 script Window#kh 111,{
- if (KielHyreQuest < 29) {
- mes "^3355FFYou can see a curtain";
- mes "decorated with a cute";
- mes "design through the";
- mes "window of this room,";
- mes "which is probably";
- mes "used by a young girl.^000000";
- close;
- }
- else if (KielHyreQuest== 29) {
- mes "^3355FFThis must be Elly's room.";
- mes "It doesn't sound like anyone";
- mes "is inside, so she probably";
- mes "isn't back yet. For now, you";
- mes "should try to find what her";
- mes "grandfather left for her";
- mes "in their cottage's Study.^000000";
- close;
- }
- else if ((KielHyreQuest >= 30) && (KielHyreQuest <= 45)) {
- mes "^3355FFThis slightly open window";
- mes "must lead into Elly's room.";
- mes "Although she asked you to";
- mes "find a ladder to enter her";
- mes "window, you probably won't";
- mes "find one. You might be able";
- mes "to climb up that water pipe...^000000";
- next;
- switch(select("Climb Water Pipe:Find Another Way")) {
- case 1:
- if (rand(1,3) == 2) {
- mes "^3355FFYou climbed up the";
- mes "water pipe, and sneaked";
- mes "into Elly's room successfully.^000000";
- close2;
- warp "kh_school",185,185;
- end;
- }
- else {
- mes "^3355FFYou tried to climb";
- mes "the water pipe, but";
- mes "you ended up falling";
- mes "and bumping your head.^000000";
- percentheal -10,0;
- close;
- }
- case 2:
- mes "^3355FFThere must be some";
- mes "other way to get into";
- mes "Elly's room, aside from";
- mes "climbing up this water pipe...^000000";
- close;
-
- }
- }
- else {
- mes "^3355FFYou can't go up into";
- mes "that open window.^000000";
- close;
- }
-}
-
-//----------------------------------------------------------------------------
-// Elly (In Dormitory)
-//----------------------------------------------------------------------------
-kh_school,178,180,4 script Elly 895,{
- if (checkweight(908,200) == 0) {
- mes "^3355FFJust a second...";
- mes "You're carrying too";
- mes "many items with you";
- mes "right now, so you'll";
- mes "need to free up more";
- mes "Inventory space first...^000000";
- close;
- }
- if (KielHyreQuest < 30) {
- mes "[Elly]";
- mes "Who the heck are you?";
- mes "Y-you're not supposed";
- mes "to be able to get inside!";
- mes "Get out of here right now!";
- close2;
- percentheal -99,0;
- warp "yuno_fild08",100,100;
- end;
- }
- else if (KielHyreQuest < 32) {
- mes "[Elly]";
- mes "......";
- mes ".........";
- mes "............";
- close;
- }
- else if (KielHyreQuest == 32) {
- mes "[Elly]";
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "^3355FFElly seems to have";
- mes "been cursed, and is";
- mes "completely still and";
- mes "lifeless. You've got to";
- mes "try something, but what?^000000";
- next;
- switch(select("Wake her up by shaking.:Wake her up by yelling.:Ignore")) {
- case 1:
- mes "^3355FFYou grab Elly by the";
- mes "shoulders, and try to get";
- mes "her to respond by violently";
- mes "shaking her entire body.^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Elly? Elly! No!";
- mes "Come back to us!";
- next;
- mes "^3355FFElly's not responding...^000000";
- close;
- case 2:
- input .@KHInput$;
- if (.@KHInput$ == "Wake up, Elly!") {
- mes "[Elly]";
- mes ".............";
- next;
- mes "^3355FFAs soon as you said those";
- mes "words, a ^000000Small Golden Key^3355FF";
- mes "and a ^000000Button^3355FF drop from Elly's";
- mes "hands. It looks like she woke";
- mes "up, but only for an instant.^000000";
- getitem 7493,1; //Golden_Key
- getitem 7494,1; //Kiel_Button
- set KielHyreQuest,34;
- close;
- }
- else {
- mes "[Elly]";
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "^3355FFElly's not responding...^000000";
- close;
- }
- case 3:
- mes "^3355FFAlright...";
- mes "But sooner or later,";
- mes "you should try to break";
- mes "the curse placed on Elly.^000000";
- close;
- }
- }
- else if (KielHyreQuest == 34) {
- if (countitem(7491) < 1) {
- //Missing text, needs another run through.
- mes "^3355FFMaybe the golden key^000000";
- mes "unlocks something in the^000000";
- mes "Cottage. Let's take another look.^000000";
- close;
- }
- else {
- mes "^3355FFIt looks like Elly's";
- mes "Golden Key might fit";
- mes "into the keyhole on the";
- mes "Grey Box you found inside";
- mes "Kiel Hyre's Cottage.^000000";
- next;
- mes "^3355FFYou successfully open the";
- mes "Grey Box with the Golden Key,";
- mes "and find a Blue Keycard, along";
- mes "with a folded note, inside the";
- mes "Grey Box. You quickly read";
- mes "the note's contents...^000000";
- next;
- mes "Dearest Elly,";
- mes "Kiehl finally broke the taboo,";
- mes "and tried to transform you guys";
- mes "into something horrible.";
- mes "^FFFFFF_^000000";
- mes "By the time you read this,";
- mes "my life is probably in danger.";
- mes "Whether I live depends on you.";
- mes "^FFFFFF_^000000";
- mes "You'll already learn if you";
- mes "meet Puppet, but I want to tell";
- mes "you myself: you're not human.";
- mes "You'll learn the details if you";
- mes "enter the factory by using the";
- mes "entrance near the grave next";
- mes "to the church. Then, I want";
- mes "you to find Allysia inside";
- mes "the factory's secret room.";
- mes "I've registered your name in";
- mes "her security system, so don't";
- mes "worry. Hopefully, Allysia will";
- mes "then come to save me...";
- mes "^FFFFFF_^000000";
- mes "Sorry about that,";
- mes "Grandpa";
- getitem 7495,1; //Blue_Key_Card
- delitem 7491,1; //Iron_Box
- set KielHyreQuest,36;
- close;
- }
- }
- else if (KielHyreQuest >= 36) {
- mes "^3355FFThis is where you";
- mes "discovered the note";
- mes "locked inside the Grey Box.";
- mes "The following message was";
- mes "written in the note by Elly's";
- mes "grandfather, Kiel Hyre.^000000";
- next;
- mes "Dearest Elly,";
- mes "Kiehl finally broke the taboo,";
- mes "and tried to transform you guys";
- mes "into something horrible.";
- mes "^FFFFFF_^000000";
- mes "By the time you read this,";
- mes "my life is probably in danger.";
- mes "Whether I live depends on you.";
- mes "^FFFFFF_^000000";
- mes "You'll already learn if you";
- mes "meet Puppet, but I want to tell";
- mes "you myself: you're not human.";
- mes "You'll learn the details if you";
- mes "enter the factory by using the";
- mes "entrance near the grave next";
- mes "to the church. Then, I want";
- mes "you to find Allysia inside";
- mes "the factory's secret room.";
- mes "I've registered your name in";
- mes "her security system, so don't";
- mes "worry. Hopefully, Allysia will";
- mes "then come to save me...";
- mes "^FFFFFF_^000000";
- mes "Sorry about that,";
- mes "Grandpa";
- close;
- }
-}
-
-//----------------------------------------------------------------------------
-// Cookie Basket
-//----------------------------------------------------------------------------
-kh_school,175,176,0 script Cookie Basket#kh 111,{
- if (KielHyreQuest < 30) {
- mes "^3355FFIt's a cookie";
- mes "basket filled with";
- mes "delicious cookies.^000000";
- close;
- }
- else if (KielHyreQuest == 30) {
- mes "^3355FFThis must be";
- mes "Elly's cookie basket.";
- mes "There appears to be";
- mes "a folded note wedged";
- mes "between the cookies.^000000";
- next;
- switch(select("Read Note:Ignore")) {
- case 1:
- mes ""+strcharinfo(0)+", help!";
- mes "There's this guy dressed in";
- mes "black who's walking around,";
- mes "and casting this weird spell!";
- mes "He's the one that's been making";
- mes "people cold and lifeless as";
- mes "puppets! I'm getting scared!";
- mes "^FFFFFF_^000000";
- mes "I hope you get this note...";
- mes "He ran after me, but I locked";
- mes "myself in my room. I'm going";
- mes "to leave my window open so that";
- mes "you can still find me. I hope he";
- mes "doesn't cast his curse on me!";
- set KielHyreQuest,32;
- close;
- case 2:
- mes "^3355FFThat note probably";
- mes "wasn't written just";
- mes "for you, anyway.^000000";
- close;
- }
- }
- else if (KielHyreQuest < 108) {
- mes "^3355FFThese cookies aren't";
- mes "stale yet, but they're no";
- mes "longer warm. If they're";
- mes "not at room temperature,";
- mes "then they're a little cold.^000000";
- close;
- }
- else if (KielHyreQuest == 108) {
- mes "^3355FFAs you stare at the";
- mes "cookie basket, the wind";
- mes "from the window jostles";
- mes "it, revealing a letter that";
- mes "was placed underneath.";
- mes "It was probably written";
- mes "by Elly for you to read.^000000";
- next;
- mes "^333333Dearest "+strcharinfo(0)+",";
- mes " ";
- mes "My teachers usually yell at me";
- mes "since I make so many mistakes,";
- mes "but today Mrs. Lecollane gave me";
- mes "praise for my yummy cookies!";
- mes "It's all thanks to you, my friend.";
- mes "I'm very happy we've met:";
- mes "you've taught me that there";
- mes "are good people in the world.";
- mes "And I know Grandpa will like";
- mes "you, though, I don't know";
- mes "where he could be...";
- mes " ";
- mes "Someday, I hope to become";
- mes "as nice a person as you are.";
- mes "Let's keep in touch and be";
- mes "really good friends, okay?";
- mes " ";
- mes "Yours, Elly^000000";
- next;
- mes "^3355FFIt feels like you can";
- mes "still sense Elly's warmth";
- mes "and kindness from her";
- mes "cookie basket. You picked";
- mes "out a cookie, and put it";
- mes "in your mouth. It was";
- mes "deliciously bittersweet.";
- set KielHyreQuest,109;
- next;
- input .@input$;
- mes "["+strcharinfo(0)+"]";
- mes ""+.@input$+"";
- mes "It's time to go back. I can't";
- mes "stay here much longer.";
- close2;
- warp "yuno_fild08",69,183;
- end;
- }
- else {
- mes "^3355FFAll the cookies";
- mes "in this basket are";
- mes "stale! Well, it shouldn't";
- mes "come as a surprise.";
- mes "It's been a long time";
- mes "since they were baked.^000000";
- close;
- }
- end;
-}
-
-//----------------------------------------------------------------------------
-// Elly's Window (In Dormitory)
-//----------------------------------------------------------------------------
-kh_school,188,185,0 script Window#kh2 111,{
- warp "yuno_fild08",69,183;
- end;
-}
-
-//----------------------------------------------------------------------------
-// Grave/Kiel Hyre dungeon entry
-//----------------------------------------------------------------------------
-yuno_fild08,71,170,0 script Grave#kh 111,{
- if (KielHyreQuest < 36) {
- mes "^3355FFIt's just a grave.";
- mes "It might be important";
- mes "to you later, but now";
- mes "it's not really all that";
- mes "helpful to you.^000000";
- close;
- }
- else if (KielHyreQuest == 36) {
- if (countitem(7492) < 1) {
- mes "^3355FFIt's just a grave.";
- mes "It might be important";
- mes "to you later, but now";
- mes "it's not really all that";
- mes "helpful to you.^000000";
- close;
- }
- else {
- mes "^3355FFThere's a secret door";
- mes "near this grave. It looks";
- mes "like there's some kind of";
- mes "slot and a number pad";
- mes "installed on the door.^000000";
- next;
- mes "^3355FFWhat should you";
- mes "insert into the slot?^000000";
- next;
- input .@KHInput$;
- if (.@KHInput$ == "Yellow Keycard") {
- mes "^3355FFAn electronic confirmation";
- mes "chime sounds once you insert";
- mes "the Yellow Keycard, followed by";
- mes "an automated voice that asks:^000000";
- next;
- mes "[Security System]";
- mes "Please enter the password.";
- next;
- input .@KHInput$;
- next;
- if (.@KHInput$ == "4772961") {
- mes "[Security System]";
- mes "Password confirmed.";
- mes "Welcome, Kiel Hyre.";
- next;
- mes "^3355FFYou hear another ";
- mes "pleasant beep, and";
- mes "a secret path opens.^000000";
- set KielHyreQuest,38;
- close;
- }
- else {
- mes "[Security System]";
- mes "Incorrect password.";
- mes "Please try again.";
- close;
- }
- }
- else {
- mes "^3355FFWhatever you're trying";
- mes "to insert into the slot";
- mes "isn't working at all...^000000";
- close;
- }
- }
- }
- else if ((KielHyreQuest >= 38) && (KielHyreQuest < 106)) {
- mes "^3355FFThe door to the";
- mes "factory is wide open.^000000";
- next;
- switch(select("Enter:Cancel")) {
- case 1:
- warp "kh_dun01",3,230;
- end;
- case 2:
- mes "......";
- mes ".........";
- mes "............";
- close;
- }
- }
-
- else if (KielHyreQuest >= 106) {
- if (countitem(7509) < 1) {
- mes "^3355FFThe secret entrance";
- mes "has now been sealed.^000000";
- close;
- }
- else {
- mes "As you aproach the";
- mes "grave, it begins to";
- mes "emit flashes of light.^000000";
- next;
- switch(select("Use the ^0000FFLuxurious Keycard^000000:Ignore")) {
- case 1:
- mes "Once you use the";
- mes "Luxurious Keycard,";
- mes "a secret path opens^000000";
- next;
- switch(select("Enter:cancel")) {
- case 1:
- warp "kh_dun01",3,230;
- end;
- case 2:
- mes "......";
- mes ".........";
- mes "............";
- close;
- }
- case 2:
- mes "......";
- mes ".........";
- mes "............";
- close;
- }
- }
- }
-}
-
-//============================================================================
-
-//============================================================================
-//Kiel Hyre Cottage NPCs
-//============================================================================
-
-//----------------------------------------------------------------------------
-// Cottage Keeper
-//----------------------------------------------------------------------------
-yuno_fild02,93,210,4 script Cottage Keeper#kh 85,{
- if ((KielHyreQuest < 12) || (KielHyreQuest > 12)) {
- mes "[Cottage Keeper]";
- mes "This is private property,";
- mes "so please do not enter this";
- mes "area unless you're authorized.";
- close;
- }
- else if (KielHyreQuest == 12) {
- mes "[Cottage Keeper]";
- mes "This is private property,";
- mes "so please do not enter this";
- mes "area unless you're authorized.";
- next;
- switch(select("I have an appointment with Kiel Hyre.:Alright.")) {
- case 1:
- mes "[Cottage Keeper]";
- mes "You have an";
- mes "appointment with";
- mes "Master Kiel Hyre?";
- mes "Um, are you sure?";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Cottage Keeper]";
- mes "There must be some sort";
- mes "of mistake. Mister Hyre";
- mes "wouldn't have left if he";
- mes "was supposed to keep";
- mes "an appointment...";
- set KielHyreQuest,14;
- close;
- case 2:
- mes "[Cottage Keeper]";
- mes "Well unless you have";
- mes "an appointment, I don't";
- mes "think you'll be able to";
- mes "meet with Mister Hyre.";
- close;
- }
- case 2:
- mes "[Cottage Keeper]";
- mes "Goodbye.";
- close;
- }
- }
-}
-
-//----------------------------------------------------------------------------
-// Cottage Door (left)
-//----------------------------------------------------------------------------
-yuno_fild02,75,218,0 script Door#kh2 111,{
- if (KielHyreQuest < 16) {
- mes "^3355FFThis door is locked.";
- mes "If someone inside won't";
- mes "open it for you, then you'll";
- mes "need the right key to unlock it.";
- close;
- }
- if (KielHyreQuest == 16) {
- mes "^3355FFThis door is locked.";
- mes "If someone inside won't";
- mes "open it for you, then you'll";
- mes "need the right key to unlock it.";
- next;
- switch(select("Unlock:Cancel")) {
- case 1:
- mes "^3355FFYou unlock the door with the";
- mes "key that Elly gave you, and";
- mes "as you push it open, a folded";
- mes "note dropped from top of the";
- mes "door. The following words";
- mes "are written on this crude note.";
- next;
- mes "6 Forward,";
- mes "3 Left,";
- mes "3 Forward,";
- mes "4 Left";
- close2;
- set KielHyreQuest,18;
- warp "kh_vila",188,18;
- end;
- case 2:
- mes "......";
- mes ".........";
- mes "............";
- close;
- }
- }
- else {
- mes "^3355FFThe door is open.^000000";
- next;
- switch(select("Enter:Cancel")) {
- case 1:
- warp "kh_vila",188,18;
- end;
- case 2:
- close;
- }
- }
-}
-
-//----------------------------------------------------------------------------
-// Cottage Door (Right)
-//----------------------------------------------------------------------------
-yuno_fild02,109,218,0 script Door#kh1 111,{
- if (KielHyreQuest != 16) {
- mes "^3355FFThis door is locked.";
- mes "If someone inside won't";
- mes "open it for you, then you'll";
- mes "need the right key to unlock it.";
- close;
- }
- if (KielHyreQuest == 16) {
- mes "^3355FFThis door is locked.";
- mes "If someone inside won't";
- mes "open it for you, then you'll";
- mes "need the right key to unlock it.";
- next;
- switch(select("Open:Cancel")) {
- case 1:
- mes "^3355FFYou don't have";
- mes "the key that can";
- mes "unlock this door.^000000";
- close;
- case 2:
- mes "......";
- mes ".........";
- mes "............";
- close;
- }
- }
-}
-
-
-//----------------------------------------------------------------------------
-// Store room interior; Wall
-//----------------------------------------------------------------------------
-kh_vila,191,14,0 script Wall#kh 139,1,1,{
- if (KielHyreQuest < 28) {
- mes "^3355FFIt's just a wall.";
- mes "It's not particularly";
- mes "standing in your way.^000000";
- close;
- }
- if (KielHyreQuest >= 28) {
- mes "^3355FFThe wall is now";
- mes "open, revealing";
- mes "a secret path.^000000";
- next;
- switch(select("Enter:Cancel")) {
- case 1:
- warp "kh_vila",17,177;
- end;
- case 2:
- close;
- }
- }
-
-OnOpenDoor:
- misceffect 316;
- end;
-}
-
-//----------------------------------------------------------------------------
-// Store room interior; books
-//----------------------------------------------------------------------------
-kh_vila,184,20,0 script Book#kh1::BookKHQ1 111,{
- if (KielHyreQuest != 26) {
- mes "^3355FFThis bookshelf is^000000";
- mes "^3355FFcrammed with many^000000";
- mes "^3355FFlarge, hardcover books^000000";
- close;
- }
- else if (KielHyreQuest == 26) {
- if (rand(1,10) == 8) {
- mes "^3355FFWithout thinking, you";
- mes "reach for a book from";
- mes "the bookshelf. As you";
- mes "pull it towards you, the";
- mes "wall slides opens open";
- mes "to reveal a secret path.^000000";
- donpcevent "Wall#kh::OnOpenDoor";
- set KielHyreQuest,28;
- close;
- }
- else {
- mes "^3355FFThis bookshelf is";
- mes "crammed with many";
- mes "large, hardcover books.^000000";
- close;
- }
-
- }
-
-}
-
-kh_vila,181,20,0 duplicate(BookKHQ1) Book#kh2 111
-
-kh_vila,178,20,0 duplicate(BookKHQ1) Book#kh3 111
-
-kh_vila,175,19,0 duplicate(BookKHQ1) Book#kh4 111
-
-//----------------------------------------------------------------------------
-// Store room interior; Letter to Elly on the floor.
-//----------------------------------------------------------------------------
-kh_vila,179,11,0 script Letter#kh -1,1,1,{
-//OnTouch2:
-OnTouch:
- if (KielHyreQuest == 18) {
- if (checkweight(7490,1) == 0) {
- mes "^3355FFJust a minute...!";
- mes "There's something on";
- mes "the floor here, but you";
- mes "can't pick it up since";
- mes "you're carrying too";
- mes "many items now.^000000";
- close;
- }
- mes "^3355FFYou've found a letter";
- mes "on the floor. Naturally,";
- mes "you pick it up, despite";
- mes "the fact that it's not";
- mes "addressed to you.^000000";
- getitem 7490,1; //Kyll_Hire_Letter
- set KielHyreQuest,20;
- close;
- }
- else{
- mes "^3355FFYou entered the room.^000000";
- close;
- }
- end;
-}
-
-//----------------------------------------------------------------------------
-// Cottage interior, kitchen; Box (Pet Food vending machine)
-//----------------------------------------------------------------------------
-kh_vila,16,175,0 script Box#khp1 111,{
- mes "^FFFFFF##^000000*Tasty-Nutricious-Delicious*";
- mes "*Cute Pet Doof Vending Machine*";
- mes "The best food for your Cute Pets";
- mes "that is superior to the Pet Food";
- mes "you can buy in the market!";
- mes "^FFFFFF_^000000";
- mes "Price: 1,100 zeny (cheap!)";
- next;
- switch(select("Buy!:Cancel")) {
- case 1:
- if (zeny < 1100) {
- mes "^3355FFUnfortunately, you";
- mes "don't have enough";
- mes "zeny to insert into";
- mes "the vending machine.^000000";
- close;
- }
- else {
- mes "^3355FFOh no...!^000000";
- mes "^3355FF1,100 zeny seems kind";
- mes "of expensive for Pet Food,";
- mes "but if it's better than the";
- mes "normal stuff, it might";
- mes "be worth a shot.^000000";
- next;
- mes "^3355FFOh no...!";
- mes "There's nothing";
- mes "special about it";
- mes "at all! It's just";
- mes "normal Pet Food!";
- set zeny,zeny-1100;
- getitem 537,1; //Pet_Food
- close;
- }
- case 2:
- mes "^3355FFThis vending machine";
- mes "seems really shady and";
- mes "suspicious for some reason.^000000";
- close;
- }
-}
-
-//----------------------------------------------------------------------------
-// Cottage interior, kitchen; Apple Box (Useless?)
-//----------------------------------------------------------------------------
-kh_vila,30,184,0 script Apple Box#khp1 111,{
- mes "^3355FFYou find a box filled with";
- mes "ripe, delicious apples.^000000";
- next;
- switch(select("Take the box:Leave it")) {
- case 1:
- mes "^3355FFNo...! Wait!";
- mes "Something's wrong!";
- mes "Whatever you do,";
- mes "don't take this box!^000000";
- next;
- mes "^3355FFAnd so, your inner";
- mes "voice, your Jungian";
- mes "shadow if you will,";
- mes "prevented you from";
- mes "taking the box.^000000";
- close;
- case 2:
- mes "^3355FFSomething is wrong";
- mes "with this box of apples.^000000";
- close;
- }
-}
-
-//----------------------------------------------------------------------------
-// Cottage interior, dining room; Map
-//----------------------------------------------------------------------------
-kh_vila,44,126,0 script Map#khp1 111,{
- if ((KHCottagePoem1 < 2) && (KielHyreQuest < 30)) {
- mes "^3355FFA magnificent world map,";
- mes "detailing the Rune-Midgarts";
- mes "Kingdom, Schwaltzvalt Republic,";
- mes "as well as another country to the";
- mes "west whose name is unfamiliar";
- mes "to you, is pasted to this wall.^000000";
- next;
- mes "^3355FFAs you examine the";
- mes "world map more closely,";
- mes "you find that something has";
- mes "been hidden underneath it.^000000";
- switch(select("Ignore:Examine")) {
- case 1:
- mes "^3355FFWhatever might be";
- mes "hidden beneath this";
- mes "map probably isn't";
- mes "important enough for";
- mes "you to investigate.^000000";
- close;
- case 2:
- mes "^3355FFUnfortunately, you can't";
- mes "see what's under the map";
- mes "since it's pasted to the wall.";
- mes "You'll need to find some";
- mes "way to loosen the glue";
- mes "without damaging the map...^000000";
- set KHCottagePoem1,1;
- close;
- }
- }
- else if ((KHCottagePoem1 == 2) && (KielHyreQuest < 30)) {
- mes "^3355FFYou bring the pot of";
- mes "steaming hot liquid";
- mes "close to the world map.";
- mes "As the paste on the wall";
- mes "moistens, the map slowly";
- mes "begins to peel back.^000000";
- next;
- mes "^3355FFThe peeling map reveals";
- mes "a folded piece of paper";
- mes "hidden beneath it. You";
- mes "take the paper, and smooth";
- mes "the map out to adhere it to the";
- mes "wall once again. A message is";
- mes "written on the piece of paper.^000000";
- next;
- mes "^0000FFShe will be in a place";
- mes "as cold as the poles.";
- mes "When the well is dried";
- mes "and the earth is cracked,";
- mes "the path to her heart, a";
- mes "heart as transparent as";
- mes "crystal, will be open.^000000";
- next;
- mes "^3355FFI'll have to fight four";
- mes "snakes with four swords";
- mes "to find her. The first sword";
- mes "is love. The second sword";
- mes "is despair. The third sword";
- mes "is rage. The fourth sword is";
- mes "hope. To find her, to rescue her.^000000";
- next;
- mes "^3355FF...............................";
- mes "The deeper meaning";
- mes "of this poem, if it even";
- mes "exists, eludes you.^000000";
- set KHCottagePoem1,3;
- close;
- }
- else if ((KHCottagePoem1 > 2) || (KielHyreQuest >= 30)) {
- mes "^3355FFThis is were you found";
- mes "the paper on which the";
- mes "poem was written. Perhaps";
- mes "it would be a good idea to";
- mes "refresh your memory and";
- mes "read that poem again.^000000";
- next;
- switch(select("Read:Cancel")) {
- case 1:
- mes "^0000FFShe will be in a place";
- mes "as cold as the poles.";
- mes "When the well is dried";
- mes "and the earth is cracked,";
- mes "the path to her heart, a";
- mes "heart as transparent as";
- mes "crystal, will be open.^000000";
- next;
- mes "^3355FFI'll have to fight four";
- mes "snakes with four swords";
- mes "to find her. The first sword";
- mes "is love. The second sword";
- mes "is despair. The third sword";
- mes "is rage. The fourth sword is";
- mes "hope. To find her, to rescue her.^000000";
- next;
- mes "^3355FF...............................";
- mes "The deeper meaning";
- mes "of this poem, if it even";
- mes "exists, eludes you.^000000";
- close;
- case 2:
- mes "^3355FFThere's no need for";
- mes "you to reread this poem.";
- mes "You're a freakin' genius!^000000";
- close;
- }
- }
-}
-
-//----------------------------------------------------------------------------
-// Cottage interior, kitchen; Pot
-//----------------------------------------------------------------------------
-kh_vila,33,184,0 script Pot#khp1 111,{
- if (KHCottagePoem1 < 1) {
- mes "^3355FFYou've found a pot";
- mes "filled with boiling,";
- mes "steaming liquid.^000000";
- close;
- }
- else if (KHCottagePoem1 == 1) {
- mes "^3355FFYou've found a pot";
- mes "filled with boiling,";
- mes "steaming liquid.";
- mes "Steam... That you could";
- mes "use to loosen the glue on";
- mes "the map... You're a genius!^000000";
- next;
- switch(select("Try it.:That? That won't work!")) {
- case 1:
- mes "^3355FFYou picked up the";
- mes "boiling pot, but";
- mes "slightly burned your";
- mes "hands by accident.";
- set KHCottagePoem1,2;
- close;
-
- case 2:
- mes "^3355FFNo, no...";
- mes "We'd better try";
- mes "something else.^000000";
- close;
- }
- }
- else if ((KHCottagePoem1 > 1) || (KielHyreQuest >= 30)){
- mes "^3355FFThis is where you";
- mes "picked up the pot filled";
- mes "with steaming hot liquid.^000000";
- close;
- }
-}
-
-//----------------------------------------------------------------------------
-// Cottage interior, fire place; Calabash
-//----------------------------------------------------------------------------
-kh_vila,14,55,0 script Calabash#khp1 111,{
- if ((countitem(7329) < 1) && (countitem(7516) < 1) && (countitem(7491) < 1) && (KielHyreQuest < 38)) {
- if (checkweight(7329,1) == 0) {
- mes "^3355FFThat's a nice looking";
- mes "calabash. You might even";
- mes "get something from it...";
- mes "But first you better get";
- mes "rid of all your extra weight.";
- mes "And by weight, I mean items.^000000";
- close;
- }
- mes "^3355FFIt's an expensive";
- mes "looking calabash--";
- mes "or in less fancy";
- mes "words, a ''gourd.''";
- mes "Would do you do?^000000";
- next;
- switch(select("Break Open Calabash:Look Inside Calabash:Ignore")) {
- case 1:
- mes "^3355FFYou can't break";
- mes "open that calabash...";
- mes "You're a hero, not a vandal.";
- mes "Now, if this act of vandalism";
- mes "can be considered an act of";
- mes "heroism, then it'd be okay.^000000";
- close;
- case 2:
- mes "^3355FFYou tenderly place";
- mes "your hand into the";
- mes "calabash, and gently";
- mes "feel around with your";
- mes "fingers until you retrieve";
- mes "an Old Bronze Key.^000000";
- getitem 7329,1; //Old_Bronze_Key
- close;
- case 3:
- mes "^3355FFThere's probably";
- mes "nothing inside anyway.^000000";
- close;
- }
- }
- else {
- mes "^3355FFThis is the expensive";
- mes "looking calabash from";
- mes "which you've obtained";
- mes "the Old Bronze Key.";
- mes "It's useless to you now.^000000";
- close;
- }
-}
-
-//----------------------------------------------------------------------------
-// Cottage interior, garden; Pool
-//----------------------------------------------------------------------------
-kh_vila,39,41,0 script Pool#khp1 111,{
- if ((KHCottagePoem1 < 3) && (KielHyreQuest < 30)) {
- mes "^3355FFYou find a fancy pool";
- mes "filled with fresh water.^000000";
- close;
- }
- else if ((KHCottagePoem1 == 3) && (KielHyreQuest < 30)) {
- mes "^3355FFYou find a fancy pool";
- mes "filled with fresh water,";
- mes "along with a conscpicuous";
- mes "lion statue with two handles.^000000";
- next;
- switch(select("Pull Handles:Cancel")) {
- case 1:
- mes "Which handle would";
- mes "you like to pull first?";
- next;
- switch(select("Right Handle:Left Handle")) {
- case 1:
- mes "^3355FFYou pull the right";
- mes "handle, causing water";
- mes "to gush out of the lion's";
- mes "mouth. It looks pretty cool~^000000";
- close;
- case 2:
- mes "^3355FFAs soon as you pull the";
- mes "left handle, the water in";
- mes "the pool drains away. The";
- mes "pool empties, and you can";
- mes "see a layer of green moss";
- mes "covering the pool's bottom.^000000";
- next;
- switch(select("Ignore:Investigate")) {
- case 1:
- mes "^3355FFYou decide that";
- mes "a pool is little more";
- mes "than a hole without";
- mes "any water to fill it.^000000";
- close;
- case 2:
- mes "^3355FFAs you look through";
- mes "the wet moss at the";
- mes "bottom of the pool,";
- mes "you stumble upon a";
- mes "small, peculiar button.^000000";
- next;
- switch(select("Press button:Don't Press Button")) {
- case 1:
- mes "^3355FFYou press the button,";
- mes "which seems to trigger";
- mes "a strange sound coming";
- mes "from the stairs at the hallway.^000000";
- set KHCottagePoem1,4;
- close;
- case 2:
- mes "^3355FFYou'd better not push";
- mes "this button. Your enemies";
- mes "must have hidden it carefully";
- mes "for you to find: it must be";
- mes "some sort of nefarious trap.^000000";
- close;
- }
- }
- }
- case 2:
- mes "^3355FFYou decided not";
- mes "to pull any handles.^000000";
- close;
- }
- }
- else if ((KHCottagePoem1 > 3) || (KielHyreQuest >= 30)) {
- mes "^3355FFThis is where you pressed";
- mes "the small button that caused";
- mes "some strange sound to come";
- mes "from the stairs near the hallway.";
- close;
- }
-}
-
-//----------------------------------------------------------------------------
-// Cottage interior, upstairs; Vicious Dog
-//----------------------------------------------------------------------------
-kh_vila,181,178,4 script Vicious Dog#khp1 81,7,3,{
-//OnTouch2:
-OnTouch:
- mes "*Grrr~*";
- next;
- mes "^3355FFAn extremely vicious";
- mes "looking dog is glaring";
- mes "at you. Can you really";
- mes "pass by this creature";
- mes "without getting hurt?^000000";
- next;
- switch(select("March forward:Run away")) {
- case 1:
- if (countitem(537) >= 1) {
- mes "^3355FFWait! Perhaps you can";
- mes "use food to soothe the";
- mes "savage beast. Why don't";
- mes "you feed it some of your Pet";
- mes "Food and see what happens?^000000";
- next;
- switch(select("Give Pet Food:It won't work!")) {
- case 1:
- mes "^3355FFYou gingerly throw the";
- mes "Pet Food towards the dog.";
- mes "Its tail shakes violently as";
- mes "it devours the food. You'd";
- mes "better pass this dog now";
- mes "while you have the chance!^000000";
- delitem 537,1; //Pet_Food
- close2;
- warp "kh_vila",173,182;
- end;
- case 2:
- break;
- }
- }
- mes "^3355FFYou slowly approach";
- mes "the dog, but it won't";
- mes "stop snarling at you.";
- mes "You try to run past the";
- mes "dog, but it blocks all of";
- mes "your moves. What to do?^000000";
- next;
- mes "[Vicious Dog]";
- mes "BOW WOW!";
- mes "BOW WOW!";
- mes "BOW WOW WOW!";
- next;
- mes "^3355FFThe dog chased you";
- mes "downstairs like the";
- mes "suckah chump you are.^000000";
- close2;
- warp "kh_vila",126,70;
- end;
- case 2:
- mes "^3355FFLet's get out of here!^000000";
- close2;
- warp "kh_vila",126,70;
- end;
- }
-}
-
-//----------------------------------------------------------------------------
-// Cottage interior, upstairs; Drawer, first room nightstand
-//----------------------------------------------------------------------------
-kh_vila,115,186,0 script Drawer#khp1 111,{
- if (checkweight(7492,1) == 0) {
- mes "^3355FFThere's something inside";
- mes "this drawer, but you can't";
- mes "take it since you're carrying";
- mes "to many items with you. Maybe";
- mes "you should pay a visit to your";
- mes "trusty Kafra Storage first.^000000";
- close;
- }
- if ((countitem(7492) < 1) && (KielHyreQuest <= 36)) {
- mes "^3355FFYou find an old drawer";
- mes "^that has been closed.";
- mes "^If you open it, then you";
- mes "^might find something";
- mes "^inside. Or could it be";
- mes "^empty. Who knows?^000000";
- next;
- switch(select("Open Drawer:Ignore")) {
- case 1:
- mes "^3355FFYou obtain a Yellow";
- mes "Keycard from inside the";
- mes "drawer. Opening that drawer";
- mes "turned out to be worthwhile.^000000";
- getitem 7492,1; //Yellow_Key_Card
- close;
- case 2:
- mes "^3355FFForget opening that";
- mes "drawer. I mean, come on,";
- mes "what would be the point?^000000";
- close;
- }
- }
- else {
- mes "^3355FFThis is where you";
- mes "found the Yellow Keycard.";
- mes "This drawer is now empty.^000000";
- close;
- }
-}
-
-//----------------------------------------------------------------------------
-// Cottage interior, upstairs; Box
-//----------------------------------------------------------------------------
-kh_vila,107,126,0 script Box#khp2 111,{
- if ((countitem(7329) < 1) && (countitem(7516) < 1) && (countitem(7491) < 1) && (KielHyreQuest < 38)) {
- mes "^3355FFA solid box is laid";
- mes "on the floor in which";
- mes "a smaller, locked box";
- mes "has been placed inside.^000000";
- close;
- }
- else if ((countitem(7329) >= 1) && (countitem(7516) < 1) && (countitem(7491) < 1) && (KielHyreQuest < 38)) {
- mes "^3355FFA solid box is laid";
- mes "on the floor in which";
- mes "a smaller, locked box";
- mes "has been placed inside.";
- mes "Perhaps you can use your";
- mes "Old Bronze Key to unlock it.^000000";
- next;
- switch(select("Use Old Bronze Key:No, it'll never work.")) {
- case 1:
- mes "^3355FFYour hunch paid off!";
- mes "The Old Bronze Key really";
- mes "did unlock that box! You";
- mes "open the inner box and";
- mes "obtain the Green Keycard";
- mes "that was locked inside.";
- getitem 7516,1; //Green_Key_Card
- delitem 7329,1; //Old_Bronze_Key
- close;
- case 2:
- mes "^3355FFWhat...?";
- mes "What? Using a key";
- mes "to unlock a lock?";
- mes "Come on, that's";
- mes "freakin' crazy talk!^000000";
- close;
- }
- }
- else {
- mes "^3355FFThis is the box from";
- mes "which you've obtained";
- mes "the Green Keycard.^000000";
- close;
- }
-}
-
-//----------------------------------------------------------------------------
-// Cottage interior, upstairs; Bookshelf.
-//----------------------------------------------------------------------------
-kh_vila,181,138,0 script Bookshelf#khp1 111,{
- if ((countitem(7491) < 1) && (countitem(7329) >= 1) || (countitem(7516) >= 1)) {
- mes "^3355FFOne of the books on";
- mes "this crammed bookshelf";
- mes "is labeled with the note,";
- mes "''To Elly.'' It must have been";
- mes "left behind by her grandfather.^000000";
- next;
- switch(select("Examine Book:Ignore")) {
- case 1:
- mes "^3355FFYou skim through the";
- mes "book's pages, and don't";
- mes "find anything particularly";
- mes "interesting. However, you";
- mes "notice a steel surface behind the";
- mes "shelf as you place the book back.^000000";
- next;
- switch(select("Examine the steel surface:Ignore")) {
- case 1:
- mes "^3355FFYou remove more of the";
- mes "shelf's books to reveal";
- mes "that the steel surface is";
- mes "part of a safe hidden behind";
- mes "the bookshelf. There are two";
- mes "keyholes on the steel safe.^000000";
- next;
- switch(select("Try all your keys:Cancel")) {
- case 1:
- mes "^3355FFWhich key will";
- mes "you insert into";
- mes "the first keyhole?^000000";
- next;
- if (countitem(7329) >= 1) {
- select("Old Bronze Key:Cottage Key");
- mes "^3355FFWhich key will";
- mes "you insert into";
- mes "the second keyhole?^000000";
- next;
- select("Old Bronze Key:Cottage Key");
- }
- else if (countitem(7516) >= 1) {
- switch(select("Green Keycard:Cottage Key")) {
- case 1:
- set .@KHFirstKeyhole,1;
- break;
- case 2:
- set .@KHFirstKeyhole,2;
- break;
- }
- mes "^3355FFWhich key will";
- mes "you insert into";
- mes "the second keyhole?^000000";
- next;
- switch(select("Green Keycard:Cottage Key")) {
- case 1:
- set .@KHSecondKeyhole,1;
- break;
-
- case 2:
- set .@KHSecondKeyhole,2;
- break;
-
- }
- if (.@KHFirstKeyhole == 2) && (.@KHSecondKeyhole == 1) {
- mes "^3355FFThe safe opens with";
- mes "a click, and you see";
- mes "a Grey Box inside.";
- mes "You take the Grey Box";
- mes "with you, hoping that it";
- mes "will come in handy later.^000000";
- delitem 7489,1; //Villa_Spare_Key
- delitem 7516,1; //Green_Key_Card
- getitem 7491,1; //Iron_Box
- close;
- }
-
- }
- mes "^3355FFThe safe won't open.^000000";
- close;
- case 2:
- mes "^3355FFIt's probably a better";
- mes "idea to investigate the";
- mes "cottage for the keys that";
- mes "will open up this safe...^000000";
- close;
- }
- case 2:
- mes "^3355FFYou place the books";
- mes "back on the bookshelf.^000000";
- close;
- }
- case 2:
- mes "^3355FFYou can probably";
- mes "find better clues";
- mes "somewhere else";
- mes "around here.^000000";
- close;
- }
- }
- else {
- mes "^3355FFYou've found a";
- mes "bookshelf that's";
- mes "crammed with books.^000000";
- close;
- }
-}
-
-//----------------------------------------------------------------------------
-// Cottage interior, upstairs; Desk
-//----------------------------------------------------------------------------
-kh_vila,118,144,0 script Desk#khp1 111,{
- if (KHCottagePoem2 < 1) {
- mes "^3355FFThere are piles of papers";
- mes "and books stacked on top";
- mes "of the desk covering topics";
- mes "like artificial power, Sage";
- mes "Varmundt's research, factory";
- mes "robotization, and magic scrolls...^000000";
- next;
- mes "^3355FFWhile rummaging through";
- mes "the books and papers, you";
- mes "find a piece of paper with";
- mes "the Kiel Hyre Foundation's";
- mes "official seal. You decide that";
- mes "it might come in handy someday.^000000";
- next;
- mes "^3355FFYou've obtained";
- mes "a blank piece of";
- mes "paper with the Kiel";
- mes "Hyre Foundation seal.^000000";
- set KHCottagePoem2,1;
- close;
- }
- else if (KHCottagePoem2 >= 1) {
- mes "^3355FFThere are piles of papers";
- mes "and books, covering various";
- mes "scientific and magic topics,";
- mes "stacked on top of this desk.^000000";
- close;
- }
-}
-
-//----------------------------------------------------------------------------
-// Cottage interior, upstairs; Medicine Chest
-//----------------------------------------------------------------------------
-kh_vila,123,170,0 script Medicine Chest#khp1 111,{
- if ((KHCottagePoem2 < 1) && (KielHyreQuest < 30)) {
- mes "^3355FFThis medicine cabinet";
- mes "is filled with bottles of";
- mes "various colors. What kind";
- mes "of medicine can be found here?^000000";
- close;
- }
- else if ((KHCottagePoem2 == 1) && (KielHyreQuest < 30)) {
- mes "^3355FFThis medicine cabinet";
- mes "is filled with bottles of";
- mes "various colors. What kind";
- mes "of medicine can be found here?^000000";
- next;
- mes "^3355FFWait, you have a blank piece";
- mes "of paper with the Kiel Hyre";
- mes "Foundation seal! It's strange";
- mes "that the seal was put on a blank";
- mes "piece of paper. Maybe something";
- mes "is written on it with special ink?^000000";
- next;
- mes "^3355FFIt's a crazy hunch, but";
- mes "maybe, just maybe, you can";
- mes "use something inside this";
- mes "medicine cabinet that will";
- mes "reveal any invisible ink";
- mes "written on this document!^000000";
- next;
- switch(select("What? That's crazy!:Of course! Let's try it!")) {
- case 1:
- mes "^3355FFSorry.";
- mes "I thought it";
- mes "was a good idea...^000000";
- close;
- case 2:
- switch(select("Try Red Liquid:Try Blue Liquid:Try Yellow Liquid:Try Green Liquid:Cancel")) {
- case 1:
- set .@KHPotionColor$,"red";
- break;
- case 2:
- mes "^3355FFIt works!";
- mes "The blue liquid is";
- mes "revealing small text";
- mes "written on the paper.";
- mes "It looks like some";
- mes "kind of long poem...^000000";
- next;
- mes "[Poem]";
- mes "The first snake is made of";
- mes "steel, but I used my rage";
- mes "to destroy it. The second";
- mes "snake is made of magic,";
- mes "but my love pierced its heart.";
- next;
- mes "[Poem]";
- mes "The third snake is flesh";
- mes "and blood, but my hope";
- mes "defeated it in the end.";
- mes "However, the fourth and";
- mes "final snake is formless, and";
- mes "no one knows its appearance.";
- next;
- mes "[Poem]";
- mes "I cast my despair to the air,";
- mes "but nobody knows if it killed";
- mes "the snake. I am merely ^0000FFa little";
- mes "lost devil^000000 with four swords and";
- mes "four snakes, searching for that";
- mes "girl in the darkness.";
- next;
- mes "^3355FFThis is a very";
- mes "strange poem. What";
- mes "could it possibly mean?^000000";
- set KHCottagePoem2,2;
- close;
- case 3:
- set .@KHPotionColor$,"yellow";
- break;
- case 4:
- set .@KHPotionColor$,"green";
- break;
- case 5:
- mes "^3355FFNever mind.";
- mes "This idea sounds";
- mes "too crazy to work...";
- mes "like puttting a man";
- mes "on the moon. Can you";
- mes "believe that hogwash?^000000";
- close;
- }
- mes "^3355FFYou tried sprinkling";
- mes "the "+.@KHPotionColor$+" liquid from the";
- mes "medicine cabinet onto";
- mes "the blank paper with the";
- mes "Kiel Hyre Foundation seal.";
- mes "However, nothing happened...^000000";
- close;
- }
- }
- else if ((KHCottagePoem2 >= 2) || (KielHyreQuest >= 30)) {
- mes "^3355FFThis is where you poured";
- mes "some blue liquid to read";
- mes "a poem written in invisible";
- mes "ink on the blank piece of paper";
- mes "with the Kiel Hyre Foundation";
- mes "seal. Would you like read it?^000000";
- next;
- switch(select("No time!:Read")) {
- case 1:
- mes "^3355FFYou're running out of";
- mes "time! For now, it would";
- mes "be best for you to search";
- mes "every inch of this cottage.^000000";
- close;
- case 2:
- mes "[Poem]";
- mes "The first snake is made of";
- mes "steel, but I used my rage";
- mes "to destroy it. The second";
- mes "snake is made of magic,";
- mes "but my love pierced its heart.";
- next;
- mes "[Poem]";
- mes "The third snake is flesh";
- mes "and blood, but my hope";
- mes "defeated it in the end.";
- mes "However, the fourth and";
- mes "final snake is formless, and";
- mes "no one knows it's appearance.";
- next;
- mes "[Poem]";
- mes "I cast my despair to the air,";
- mes "but nobody knows if it killed";
- mes "the snake. I am merely a ^3355FFlittle^000000";
- mes "^3355FFlost devil^000000 with four swords and";
- mes "four snakes, searching for that";
- mes "girl in the darkness.";
- close;
-
- }
- }
-}
-
-//----------------------------------------------------------------------------
-// Cottage interior, stair case; Sword hilt
-//----------------------------------------------------------------------------
-kh_vila,136,68,0 script Sword Hilt#kh 111,{
- if ((KHCottagePoem1 < 3) || (KHCottagePoem2 < 2) && (KielHyreQuest < 30)) {
- mes "^3355FFThere are four elaborately";
- mes "designed swords positioned";
- mes "next to four creepy looking";
- mes "snake sculptures.^000000";
- close;
- }
- else if ((KHCottagePoem1 <= 4) || (KHCottagePoem2 <= 2) && (KielHyreQuest < 30)) {
- mes "^3355FFThere are four elaborately";
- mes "designed swords positioned";
- mes "next to four creepy looking";
- mes "snake sculptures. Wait!";
- mes "Perhaps they're related to";
- mes "that poem you read earlier...";
- next;
- switch(select("No way!:Of course!")) {
- case 1:
- mes "^3355FFImpossible...";
- mes "It must be some";
- mes "kind of coincidence...^000000";
- close;
- case 2:
- mes "^3355FFOf course! And look!";
- mes "There's a hole on top";
- mes "of the head of each snake";
- mes "sculpture. These holes seem";
- mes "big enough to insert each of";
- mes "the ornamental swords nearby...^000000";
- next;
- switch(select("Ignore:Insert Ornamental Swords")) {
- case 1:
- mes "^3355FFImposible...^000000";
- mes "^3355FFIt must be some^000000";
- mes "^3355FFkind of coincidence...^000000";
- close;
- case 2:
- if (KHCottagePoem1 != 4) {
- mes "^3355FFCan't... Pull out...";
- mes "Sword! It must be";
- mes "locked into place";
- mes "somehow, or sealed";
- mes "by some strange force!^000000";
- close;
- }
- else {
- mes "^3355FFYou should probably";
- mes "try to insert each sword";
- mes "into the correct snake.";
- mes "First, please select the";
- mes "snake in which you will";
- mes "insert the first sword.^000000";
- next;
- switch(select("First Snake:Second Snake:Third Snake:Fourth Snake")) {
- default:
- break;
- case 2:
- set .@KHSwords,.@KHSwords+1;
- break;
- }
- next;
- mes "^3355FFNow, please choose";
- mes "the snake in which you";
- mes "will insert the second sword.^000000";
- next;
- switch(select("First Snake:Second Snake:Third Snake:Fourth Snake")) {
- default:
- break;
- case 4:
- set .@KHSwords,.@KHSwords+1;
- break;
- }
- next;
- mes "^3355FFNext, please select";
- mes "the snake in which you";
- mes "will insert the third sword.^000000";
- next;
- switch(select("First Snake:Second Snake:Third Snake:Fourth Snake")) {
- case 1:
- set .@KHSwords,.@KHSwords+1;
- break;
- default:
- break;
- }
- next;
- mes "^3355FFLastly, please select";
- mes "the snake in which you";
- mes "will insert the fourth sword.^000000";
- next;
- switch(select("First Snake:Second Snake:Third Snake:Fourth Snake")) {
- default:
- break;
- case 3:
- set .@KHSwords,.@KHSwords+1;
- break;
- }
-
- if (.@KHSwords == 4) {
- mes "^3355FFYour ears are suddenly";
- mes "filled with a low buzzing";
- mes "noise, and your mind";
- mes "and body feel as if they";
- mes "are being swept away...^000000";
- set KHCottagePoem1,5;
- set KHCottagePoem2,3;
- close2;
- warp "kh_vila",178,72;
- end;
- }
-
- else {
- mes "^3355FFNothing happened...";
- mes "You probably didn't";
- mes "insert the swords into";
- mes "the correct snakes. For now,";
- mes "you should return the swords,";
- mes "and then try this again later.^000000";
- close;
- }
- }
- }
- }
- }
- else if ((KHCottagePoem1 == 5) && (KHCottagePoem2 == 3) || (KielHyreQuest >= 30)) {
- mes "^3355FFHere is a hidden";
- mes "path that leads to";
- mes "the secret laboratory.^000000";
- next;
- switch(select("Enter:Cancel")) {
- case 1:
- warp "kh_vila",178,72;
- end;
- case 2:
- close;
- }
- }
-}
-
-//----------------------------------------------------------------------------
-// Cottage interior, Secret Room; left test tube
-//----------------------------------------------------------------------------
-kh_vila,179,68,0 script Test Tube#khp2 111,{
- mes "^3355FFThis test tube contains";
- mes "a young man dressed in";
- mes "a Kiel Hyre Academy";
- mes "uniform. Somehow, you";
- mes "get the feeling that you've";
- mes "seen him somewhere before.^000000";
- close;
-}
-
-
-//----------------------------------------------------------------------------
-// Cottage interior, Secret Room; Right test tube
-//----------------------------------------------------------------------------
-kh_vila,185,68,0 script Test Tube::TestTubeKHQ2 111,{
- if (KielHyreQuest > 28) {
- mes "^3355FFA strange looking,";
- mes "wizened old man is";
- mes "held within this test tube.^000000";
- close;
- }
- else if (KielHyreQuest == 28) {
- mes "^3355FFA strange looking,";
- mes "wizened old man is";
- mes "held within this test tube.";
- mes "There is a small red button";
- mes "right underneath the test tube.^000000";
- next;
- switch(select("Press Button:Investigate Further")) {
- case 1:
- mes "[???]";
- mes "H-hello...? C-can you";
- mes "hear me? I don't recognize";
- mes "you... But... Maybe I forgot?";
- mes "Wait, wait. If you're my friend,";
- mes "then you know what to call me,";
- mes "right? Do you know what I am?";
- next;
- input .@KHInput$;
- if (.@KHInput$ == "little lost devil") {
- mes "[???]";
- mes "Heh... Heh heh...";
- mes "He knows... Hey, you";
- mes "have to remember these";
- mes "numbers, okay? D-don't";
- mes "forget, they'll be important...";
- mes "^FF00004^000000, ^FF00007^000000, ^FF00007^000000, ^FF00002^000000, ^FF00009^000000, ^FF00006^000000, ^FF00001^000000. That's all...";
- next;
- mes "^3355FF4772961^000000";
- mes "^3355FFWhat could^000000";
- mes "^3355FFthose numbers^000000";
- mes "^3355FFpossibly mean?^000000";
- //KHCottagePoem1 and KHCottagePoem2 no longer needed-- deleting
- set KHCottagePoem1,0;
- set KHCottagePoem2,0;
- set KielHyreQuest,30;
- close;
- }
- else {
- mes "[???]";
- mes "No... No...";
- mes "That's not right.";
- mes "I don't think we";
- mes "were friends. No...";
- close;
- }
- case 2:
- mes "^3355FFLet's investigate";
- mes "this area a little";
- mes "more first.^000000";
- close;
- }
- }
- else if (KielHyreQuest >= 30) {
- if ((countitem(7491) > 0) && (countitem(7492) > 0)){
- mes "^3355FFWhat could the";
- mes "number 4772961";
- mes "mean? For now, you've";
- mes "found everything that";
- mes "you need from this place,";
- mes "so you should return to Elly.^000000";
- close;
- }
- else {
- mes "^3355FFWhat could the";
- mes "number 4772961";
- mes "mean? For now, you'd";
- mes "better search this cottage";
- mes "for any clues you can find...^000000";
- close;
- }
- }
- end;
-}
-
-//============================================================================
-
-//============================================================================
-// Robot Factory NPCs
-//============================================================================
-
-//----------------------------------------------------------------------------
-// Robotic's Factory; Heavy Door
-//----------------------------------------------------------------------------
-kh_dun01,235,48,0 script Heavy Door#kh1::HeavyDoorKHQ1 111,{
- if (KielHyreQuest < 38) {
- mes "^3355FFThere is a large, heavy";
- mes "door infront of you.^000000";
- next;
- switch(select("Open Door:Cancel")) {
- case 1:
- input .@KHInput$;
- mes "^3355FFYou try to push the";
- mes "door open with all";
- mes "your might, but fail";
- mes "to make it budge.^000000";
- close;
- case 2:
- mes "^3355FFyou decided to leave";
- mes "this door alone until";
- mes "you can figure out";
- mes "how to open it^000000";
- close;
- }
- }
- else if ((KielHyreQuest >= 38) && (KielHyreQuest < 46)) {
- mes "^3355FFThere is a large, heavy";
- mes "door in front of you.^000000";
- next;
- switch(select("Open Door:Cancel")) {
- case 1:
- input .@KHInput$;
- if (.@KHInput$ == "Blue Keycard") {
- mes "^3355FFYou've successfully";
- mes "opened the door.";
- close2;
- warp "kh_school",119,144;
- end;
- }
- else {
- mes "^3355FFYou try to push the";
- mes "door open with all";
- mes "your might, but fail";
- mes "to make it budge.^000000";
- close;
- }
- case 2:
- mes "^3355FFYou decided to leave";
- mes "this door alone until";
- mes "you can figure out";
- mes "how you can open it.^000000";
- close;
- }
- }
- else {
- mes "^3355FFThis is an incredibly";
- mes "heavy door that is tightly";
- mes "closed. You won't be able to";
- mes "open it through brute force.^000000";
- close;
- }
-}
-
-//----------------------------------------------------------------------------
-// Robotic's Factory; Heavy Door (These doors don't seem to serve any purpose)
-//----------------------------------------------------------------------------
-kh_dun01,76,233,0 script Heavy Door::HeavyDoorKHQ2 111,{
- if ((KielHyreQuest >= 38) && (KielHyreQuest < 46)) {
- mes "^3355FFThere is a large, heavy";
- mes "door infront of you.^000000";
- next;
- switch(select("Open Door:Cancel")) {
- case 1:
- input .@KHInput$;
- mes "^3355FFYou try to push the";
- mes "door open with all";
- mes "your might, but fail";
- mes "to make it budge.^000000";
- close;
- case 2:
- mes "^3355FFyou decided to leave";
- mes "this door alone until";
- mes "you can figure out";
- mes "how to open it^000000";
- close;
- }
- }
- else {
- mes "^3355FFThere is a large, heavy";
- mes "door infront of you^000000";
- close;
- }
-}
-
-kh_dun01,106,233,0 duplicate(HeavyDoorKHQ2) Heavy Door#kh3 111
-kh_dun01,6,164,0 duplicate(HeavyDoorKHQ2) Heavy Door#kh4 111
-kh_dun01,6,133,0 duplicate(HeavyDoorKHQ2) Heavy Door#kh5 111
-kh_dun01,6,60,0 duplicate(HeavyDoorKHQ2) Heavy Door#kh6 111
-kh_dun01,6,30,0 duplicate(HeavyDoorKHQ2) Heavy Door#kh7 111
-kh_dun01,6,18,0 duplicate(HeavyDoorKHQ2) Heavy Door#kh8 111
-kh_dun01,235,70,0 duplicate(HeavyDoorKHQ2) Heavy Door#kh9 111
-kh_dun01,235,92,0 duplicate(HeavyDoorKHQ2) Heavy Door#kh10 111
-kh_dun01,235,114,0 duplicate(HeavyDoorKHQ2) Heavy Door#kh11 111
-
-//----------------------------------------------------------------------------
-// Beautiful Lady and Beautiful Lady copies.
-//----------------------------------------------------------------------------
-kh_school,119,149,4 script Beautiful Lady#kh1::BeatifulLadyKHQ1 894,{
- cutin "kh_ellisia",2;
- if (KielHyreQuest < 40) {
- mes "[Allysia]";
- mes "Hm? I don't think";
- mes "I know you. Kiel Hyre";
- mes "has only authorized Elly,";
- mes "and a trusted friend that";
- mes "may be helping her, to";
- mes "be admitted to this area.";
- next;
- mes "[Allysia]";
- mes "I cannot see ^FF0000Elly^000000.";
- mes "Has she been attacked as well?";
- mes "Are you ^FF0000Elly's friend^000000?";
- next;
- mes "[Allysia]";
- mes "I don't see Elly anywhere";
- mes "around here. I can only let";
- mes "you enter if you can identify";
- mes "yourself as Elly's friend.";
- mes "Is there anything that you";
- mes "can present to me as proof?";
- next;
- switch(select("Yellow Keycard:Blue Keycard:Golden Key:Carved Button:...?")) {
- default:
- break;
- case 3:
- mes "[Allysia]";
- mes "Ah, isn't this the";
- mes "key that Kiel Hyre gave";
- mes "to Elly? Yes, I'm convinced";
- mes "that you've been helping her.";
- mes "I've been waiting for you, so";
- mes "let me guide you to my room.";
- close2;
- cutin "",255;
- warp "kh_school",120,180;
- end;
- case 4:
- mes "[Allysia]";
- mes "Th-that's Kiehl's";
- mes "seal! Did he send you";
- mes "here to get me?! I'm";
- mes "not taking any chances!";
- close2;
- cutin "",255;
- monster "kh_school",117,144,"Bomb",1745,1;
- monster "kh_school",117,144,"Bomb",1745,1;
- monster "kh_school",117,144,"Bomb",1745,1;
- monster "kh_school",117,144,"Bomb",1745,1;
- end;
- case 5:
- mes "[Allysia]";
- mes "......";
- mes "........";
- mes "...........";
- close2;
- cutin "",255;
- end;
- }
- mes "[Allysia]";
- mes "Hm? This doesn't prove";
- mes "that Elly really trusts you...";
- close2;
- cutin "",255;
- end;
- }
- else if (KielHyreQuest >= 40) {
- mes "[Allysia]";
- mes "Please follow me.";
- close2;
- cutin "",255;
- warp "kh_school",120,180;
- end;
- }
-}
-
-
-kh_school,117,149,4 script Beautiful lady#kh2::BeatifulLadyKHQ2 894,{
- end;
-}
-kh_school,118,149,4 duplicate(BeatifulLadyKHQ2) Beautiful lady#kh3 894
-kh_school,120,149,4 duplicate(BeatifulLadyKHQ2) Beautiful lady#kh4 894
-kh_school,121,149,4 duplicate(BeatifulLadyKHQ1) Beautiful lady#kh5 894
-
-//----------------------------------------------------------------------------
-// Beautiful Lady "Allysia"
-//----------------------------------------------------------------------------
-kh_school,122,186,4 script Beautiful Lady#kh6 894,{
- if (checkweight(7496,1) == 0) {
- mes "^3355FFJust a second...";
- mes "You're carrying too";
- mes "many items with you";
- mes "right now, so you'll";
- mes "need to free up more";
- mes "Inventory space first...^000000";
- close;
- }
- cutin "kh_ellisia",2;
- if (KielHyreQuest < 38) {
- mes "[??????]";
- mes "This is private property.";
- mes "Please leave immediately!";
- close2;
- cutin "kh_ellisia",255;
- warp "yuno_fild08",73,172;
- end;
- }
- else if (KielHyreQuest <= 38) {
- mes "[Allysia]";
- mes "Friend of prototype Elly,";
- mes "I welcome you. As you may";
- mes "have figured out, I need your";
- mes "help. Kiel Hyre is being held";
- mes "somewhere inside this factory.";
- next;
- mes "[Allysia]";
- mes "It is imperative that";
- mes "you search for Kiel Hyre";
- mes "and rescue him as soon";
- mes "as you possibly can!";
- next;
- switch(select("What is this factory?:What happened to ^FF0000Kiel Hyre^000000?")) {
- case 1:
- mes "[Allysia]";
- mes "This factory is part of";
- mes "the Kiel Hyre Foundation's";
- mes "secret business where humanoid";
- mes "robots are manufactured. Myself,";
- mes "and all of the academy's students";
- mes "are actually robots, not humans.";
- next;
- mes "[Allysia]";
- mes "The Kiel Hyre Foundation's";
- mes "ultimate goal is to develop";
- mes "superior robots that will help";
- mes "human society. As robots, we";
- mes "can handle tasks that are too";
- mes "dangerous or difficult for humans.";
- break;
- case 2:
- mes "[Allysia]";
- mes "^3355FFKiehl^000000 has proceeded to";
- mes "perform abnormal modifications";
- mes "to the humanoid robots. This";
- mes "has been reported to Kiel Hyre,";
- mes "who has left to stop Kiehl.";
- mes "However, Hyre hasn't returned.";
- next;
- mes "[Allysia]";
- mes "Fearing that Kiehl would";
- mes "break me, Kiel Hyre brought";
- mes "a copy of me instead. I can still";
- mes "detect Kiel Hyre's heartbeat,";
- mes "so he should be alright, but his";
- mes "own son might harm him soon.";
- next;
- mes "[Allysia]";
- mes "Take this Keycard";
- mes "which will enable you";
- mes "to enter the secret areas";
- mes "inside this factory. If you";
- mes "locate Kiel Hyre, please";
- mes "let me know right away.";
- getitem 7496,1; //Red_Key_Card
- set KielHyreQuest,40;
- break;
- }
- close2;
- cutin "",255;
- end;
- }
- else if (KielHyreQuest == 40) {
- mes "[Allysia]";
- mes "I can still detect";
- mes "Kiel Hyre's heartbeat,";
- mes "but his sone Kiehl might";
- mes "do something desperate to";
- mes "him soon. Please locate Kiel";
- mes "Hyre before that can happen!";
- close2;
- cutin "",255;
- warp "kh_dun01",22,216;
- end;
- }
- else if (KielHyreQuest == 42) {
- mes "[Allysia]";
- mes "Have you already";
- mes "located Kiel Hyre?";
- next;
- mes "^3355FFYou tell Allysia where^000000";
- mes "^3355FFKiel Hyre has been locked^000000";
- mes "^3355FFup, and give her the metal^000000";
- mes "^3355FFfragment that Kiel Hyre handed^000000";
- mes "^3355FFto you. She took fragment^000000";
- mes "^3355FFand wore it around her wrist.^000000";
- next;
- mes "[Allysia]";
- mes "...Kiel Hyre's secret code";
- mes "confirmed. B_2_3 area.";
- mes "Vital signs are normal.";
- mes "Envelope received. Sending";
- mes "modified Puppet Designs...";
- next;
- mes "[Allysia]";
- mes "Alright, I've recieved";
- mes "Kiel Hyre's orders, and";
- mes "must carry them out...";
- delitem 7497,1; //Steel_Piece
- set KielHyreQuest,44;
- close2;
- cutin "",255;
- end;
- }
- else if (KielHyreQuest == 44) {
- mes "[Allysia]";
- mes "Alright, I have a mission";
- mes "to carry out for Kiel Hyre,";
- mes "and I don't have much time.";
- mes "Let me give you some specific";
- mes "instructions very quickly.";
- next;
- mes "[Allysia]";
- mes "Firstly, I need to take your";
- mes "keycards for security reasons.";
- mes "Secondly, meet me at the Kiel";
- mes "Hyre Mansion in Lighthalzen.";
- mes "Present the Golden Key to";
- mes "be admitted to the premises.";
- delitem 7492,1; //Yellow_Key_Card
- delitem 7495,1; //Blue_Key_Card
- delitem 7496,1; //Red_Key_Card
- set KielHyreQuest,46;
- next;
- mes "[Allysia]";
- mes "I understand that this";
- mes "is sudden, and I'm not";
- mes "giving you a thorough";
- mes "explanation, but something";
- mes "horrible will happen if I don't";
- mes "hurry as quickly as possible.";
- close2;
- warp "yuno_fild08",73,172;
- cutin "",255;
- end;
- }
- else if (KielHyreQuest >= 44) {
- mes "[Allysia]";
- mes "I understand that this";
- mes "is sudden, and I'm not";
- mes "giving you a thorough";
- mes "explanation, but something";
- mes "horrible will happen if i don't";
- mes "hurry as quickly as possible.";
- close2;
- warp "yuno_fild08",73,172;
- cutin "",255;
- end;
- }
-}
-
-//----------------------------------------------------------------------------
-// Signboard (another useless NPC?)
-//----------------------------------------------------------------------------
-kh_dun01,163,223,4 script Signboard#kh 857,{
- mes "[Notice]";
- mes "Cute Pets are prohibited";
- mes "in this area. (Cute Pets that";
- mes "provide special assistance";
- mes "to the visually impaired are";
- mes "exempt from this rule.)";
- close;
-}
-
-//----------------------------------------------------------------------------
-// Mechanical Devices for accessing restricted area
-//----------------------------------------------------------------------------
-kh_dun01,166,223,0 script Mechanical Device#kh::KHKeyardReader 111,{
- if ((KielHyreQuest <= 38) || (KielHyreQuest >= 44)) {
- mes "^3355FFYou encounter";
- mes "a mechanical device.";
- mes "It looks like it can be";
- mes "operated by inserting the";
- mes "correct keycard into the slot.^000000";
- close;
- }
- else if ((KielHyreQuest == 40) && (countitem(7496) >= 1)) {
- mes "^3355FFYou encounter";
- mes "a mechanical device.";
- mes "It looks like it can be";
- mes "operated by inserting the";
- mes "correct keycard into the slot.^000000";
- next;
- input .@KHInput$;
- if (.@KHInput$ == "Red Keycard") {
- mes "^3355FFThe door opens once";
- mes "you insert the Red Keycard.^000000";
- close2;
- warp "kh_dun01",170,227;
- end;
- }
- else {
- mes "^3355FFNothing happened.^000000";
- close;
- }
- }
-}
-
-kh_dun01,162,206,0 duplicate(KHKeyardReader) Mechanical Device 111
-
-//----------------------------------------------------------------------------
-// Keep monsters out of the quest area.
-// Silly really since the rest of it's a dungeon
-//----------------------------------------------------------------------------
-//kh_dun01,180,220,0 script Monster Warp#kh1::KHMobWarp -1,5,20,{
-//OnTouchNPC:
-// warp "kh_dun01",178,138;
-// end;
-//}
-
-//kh_dun01,190,220,0 duplicate(KHMobWarp) Monster Warp#kh2 -1,5,20
-//kh_dun01,200,250,0 duplicate(KHMobWarp) Monster Warp#kh3 -1,5,20
-//kh_dun01,210,220,0 duplicate(KHMobWarp) Monster Warp#kh4 -1,5,20
-//kh_dun01,220,220,0 duplicate(KHMobWarp) Monster Warp#kh5 -1,5,10
-
-//----------------------------------------------------------------------------
-// Kiel Hyre - OnTouch
-//----------------------------------------------------------------------------
-kh_dun01,224,233,0 script Factory B Area Door -1,5,5,{
-//OnTouch2:
-OnTouch:
- if (KielHyreQuest == 40) {
- if (checkweight(7497,1) == 0) {
- mes "^3355FFJust a second...";
- mes "You're carrying too";
- mes "many items with you";
- mes "right now, so you'll";
- mes "need to free up more";
- mes "Inventory space first...^000000";
- close;
- }
- mes "^3355FFYou can faintly hear";
- mes "a voice from the other";
- mes "side of this door.^000000";
- next;
- mes "[????]";
- mes "^333333...Kiehl...";
- mes "...How dare you...!^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Mister Kiel Hyre?";
- mes "Is that you in there?";
- next;
- mes "[Kiel Hyre]";
- mes "Wh-who's there?";
- mes "Identify yourself!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I'm... I'm...";
- next;
- mes "^3355FFYou explain your story";
- mes "to the voice behind the";
- mes "door, and tell him what";
- mes "happened to Elly and Allysia.^000000";
- next;
- mes "[Kiel Hyre]";
- mes "^333333...Yes... It's me.";
- mes "I'm Kiel Hyre, trapped";
- mes "in here. He went so far";
- mes "as to modify Elly, eh?";
- mes "...............................^000000";
- next;
- mes "[Kiel Hyre]";
- mes "^333333Hurry, take this";
- mes "module to Allysia!";
- mes "She'll know what to do";
- mes "with it. If you're really";
- mes "helping us, then she'll have";
- mes "some instructions for you too.^000000 ";
- next;
- mes "^3355FFKiel Hyre slid";
- mes "a strange metal";
- mes "fragment through";
- mes "the gap between the";
- mes "door and the floor.^000000";
- getitem 7497,1; //Steel_Piece
- set KielHyreQuest,42;
- close;
- }
-
- else if (KielHyreQuest >= 42) {
- mes "[Kiel Hyre]";
- mes "......";
- close;
- }
-}
-
-//----------------------------------------------------------------------------
-// Robot Factory Second Floor Entrances
-//----------------------------------------------------------------------------
-kh_dun01,44,203,0 script Entrance Device#khd2::KHAccess 111,{
- if (countitem(7509) < 1) {
- mes "^3355FFYou encounter";
- mes "a mechanical device.";
- mes "It looks like it can be";
- mes "operated by inserting the";
- mes "correct keycard into the slot.^000000";
- close;
- }
- else {
- mes "^3355FFYou encounter";
- mes "a mechanical device.";
- mes "It looks like it can be";
- mes "operated by inserting the";
- mes "correct keycard into the slot.^000000";
- next;
- input .@KHInput$;
- if (.@KHInput$ == "Luxurious Keycard") {
- mes "^3355FFAs you insert the";
- mes "Luxurious Keycard";
- mes "into the keycard slot,";
- mes "the door swings open";
- mes "to reveal a long flight";
- mes "of descending stairs.^000000";
- next;
- switch(select("Descend Stairs:Cancel")) {
- case 1:
- warp "kh_dun02",41,198;
- end;
- case 2:
- mes "^3355FFIt looks like this door";
- mes "has automatically closed";
- mes "after the preprogrammed";
- mes "time limit has elapsed.^000000";
- close;
- }
- }
- else {
- mes "^3355FFYou try to push the";
- mes "door open with all";
- mes "your might, but fail";
- mes "to make it budge.^000000";
- close;
- }
- }
-}
-
-kh_dun01,36,195,0 duplicate(KHAccess) Entrance Device#khd1 111
-
-//============================================================================
-
-//============================================================================
-// Kiel Hyre Mansion NPCs, and Kiehl's Room NPCs
-//============================================================================
-
-//----------------------------------------------------------------------------
-// Kiel's Steward
-//----------------------------------------------------------------------------
-kh_mansion,78,55,5 script Steward#kh 109,{
- if (KielHyreQuest < 46) {
- mes "[Steward]";
- mes "This is a private residence,";
- mes "please leave.";
- close2;
- warp "lighthalzen",188,201;
- end;
- }
- if ((KielHyreQuest >= 46) && (KielHyreQuest < 50)) {
- mes "[Steward]";
- mes "Greetings.";
- mes "Have you been invited";
- mes "by the master of";
- mes "this mansion?";
- next;
- switch(select("Present Golden Key:????")) {
- case 1:
- mes "[Steward]";
- mes "Ah, Master "+strcharinfo(0)+".";
- mes "I've been expecting your";
- mes "arrival. Please, this way.";
- close2;
- warp "kh_mansion",21,14;
- end;
- case 2:
- mes "[Steward]";
- mes "If you have not been";
- mes "invited by the master of";
- mes "this mansion, then I'm";
- mes "afraid that I must insist on";
- mes "your immediate departure!";
- close2;
- warp "lighthalzen",188,201;
- end;
- }
- }
- if ((KielHyreQuest >= 50) && (KielHyreQuest < 64) || (KielHyreQuest >= 70)) {
- mes "[Steward]";
- mes "Ah, Master "+strcharinfo(0)+".";
- mes "It is a pleasure to";
- mes "receive your company";
- mes "once again. Would you";
- mes "like to see my master?";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Steward]";
- mes "Very well.";
- mes "Right this way~";
- close2;
- warp "kh_mansion",21,14;
- end;
- case 2:
- mes "[Steward]";
- mes "Very well.";
- mes "Please make";
- mes "yourself at home.";
- close;
- }
- }
- if ((KielHyreQuest == 52) || (KielHyreQuest == 54) || (KielHyreQuest >= 64) && (KielHyreQuest <= 70)) {
- mes "[Steward]";
- mes "Ah, Master "+strcharinfo(0)+".";
- mes "It is a pleasure to";
- mes "receive your company";
- mes "once again. Would you";
- mes "like to see my master, or...?";
- next;
- switch(select("^FF0000Kiel Hyre^000000:^3355FFMitchell^000000")) {
- case 1:
- mes "[Steward]";
- mes "Very well.";
- mes "Right this way~";
- close2;
- warp "kh_mansion",21,14;
- end;
- case 2:
- mes "[Steward]";
- mes "Oh...? You must.";
- mes "be here to deliver";
- mes "good news. Excuse me...";
- next;
- mes "^3355FFThe Steward furtively^000000";
- mes "^3355FFlooked around to check^000000";
- mes "^3355FFif anyone is watching him.^000000";
- next;
- mes "[Steward]";
- mes "I believe it should";
- mes "be safe enough to let";
- mes "you go see him now...";
- mes "Please, hurry this way.";
- close2;
- warp "kh_mansion",20,87;
- end;
- }
- }
-}
-
-//----------------------------------------------------------------------------
-// Kiel Hyre
-//----------------------------------------------------------------------------
-kh_mansion,22,28,4 script Kiel Hyre#kh 903,{
- if (checkweight(908,200) == 0) {
- mes "^3355FFJust a second...";
- mes "You're carrying too";
- mes "many items with you";
- mes "right now, so you'll";
- mes "need to free up more";
- mes "inventory space first...^000000";
- close;
- }
-
- cutin "kh_kyel01",2;
- if (KielHyreQuest < 46) {
- mes "[Kiel Hyre]";
- mes ".........";
- mes ".........";
- mes "............";
- close2;
- cutin "",255;
- end;
- }
-
- else if (KielHyreQuest == 46) {
- cutin "kh_kyel01",2;
- mes "[Kiel Hyre]";
- mes "Ah, you must be "+strcharinfo(0)+".";
- mes "I'd like to thank you for saving";
- mes "my life. You must have many";
- mes "questions to ask me, so I'll";
- mes "do my best to give you answers.";
- next;
- while(1) {
- switch(select("Robots?:^3355FFKiehl^000000?:^FF0000Elly^000000's button?")) {
- case 1:
- mes "[Kiel Hyre]";
- mes "I've been researching";
- mes "robotics for thirty-two";
- mes "years now. I'm proud to";
- mes "say that I've succeeded";
- mes "where the great Sage";
- mes "Varmundt did not.";
- next;
- mes "[Kiel Hyre]";
- mes "It's been my dream to";
- mes "develop humanoid robots";
- mes "from humans. Those Guardians";
- mes "might be robots too, but they";
- mes "don't operate using free will.";
- next;
- mes "[Kiel Hyre]";
- mes "If you'd like to know more";
- mes "of the specifics concerning";
- mes "robotics, why don't you speak";
- mes "with ^3355FFAllysia^000000? She can explain";
- mes "everything much more succinctly";
- mes "than I can. I tend to ramble...";
- set .@KHQRead,.@KHQRead+1;
- next;
- break;
- case 2:
- mes "[Kiel Hyre]";
- mes "^3355FFKiehl^000000 is my only son,";
- mes "but the love of my life";
- mes "died after giving birth to";
- mes "him. I'll admit that he's";
- mes "a genius in mechanical";
- mes "design and development.";
- next;
- mes "[Kiel Hyre]";
- mes "He's largely responsible";
- mes "for the creation of Third";
- mes "Generation robots like Elly.";
- mes "Unfortunately, he's trying to";
- mes "modify his creations for";
- mes "some sinister purpose.";
- next;
- mes "[Kiel Hyre]";
- mes "I tried to stop him,";
- mes "but I ended up getting";
- mes "locked inside the factory.";
- mes "I don't know why he wants";
- mes "to do this. I still have";
- mes "absolutely no clue...";
- set .@KHQRead,.@KHQRead+1;
- next;
- break;
- case 3:
- mes "[Kiel Hyre]";
- mes "That button Elly was";
- mes "holding has ^3355FFKiehl's emblem^000000";
- mes "engraved on it. Ah, and that";
- mes "man in black menacing the";
- mes "students? That was probably";
- mes "^3355FFKaiser^000000, Kiehl's bodyguard.";
- next;
- mes "[Kiel Hyre]";
- mes "Kaiser...";
- mes "I don't know";
- mes "anything about him.";
- mes "I've never even seen";
- mes "his face! Kiehl just hired";
- mes "him without letting me know...";
- set .@KHQRead,.@KHQRead+1;
- next;
- break;
- }
- if (.@KHQRead == 3) {
- mes "[Kiel Hyre]";
- mes "If you don't have";
- mes "anymore questions for me,";
- mes "then would you please";
- mes "let me rest?? I'm still not";
- mes "feeling well from the time";
- mes "I was locked up in the factory.";
- delitem 7493,1; //Golden_Key
- delitem 7494,1; //Kiel_Button
- set KielHyreQuest,48;
- break;
- }
- }
- }
- else if (KielHyreQuest == 48) {
- mes "[Kiel Hyre]";
- mes "Ah, I almost forgot.";
- mes "Please, take this as";
- mes "a little reward for";
- mes "saving my life.";
- getitem 12105,1; //Taming_Gift_Set
- getexp 70000,0;
- set KielHyreQuest,50;
- }
- else if ((KielHyreQuest >= 50) && (KielHyreQuest < 64)) {
- mes "[Kiel Hyre]";
- mes "If you don't have";
- mes "anymore questions for me,";
- mes "then would you please";
- mes "let me rest?? I'm still not";
- mes "feeling well from the time";
- mes "I was locked up in the factory.";
- }
- else if (KielHyreQuest == 64) {
- cutin "kh_kyel01",2;
- mes "[Kiel Hyre]";
- mes "Hm? Did you";
- mes "have something";
- mes "that you wanted";
- mes "to ask me?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I don't have enough";
- mes "concrete evidence yet,";
- mes "but I might have some";
- mes "questions soon enough.";
- }
- else if (KielHyreQuest == 68) {
- cutin "kh_kyel02",2;
- mes "[Kiel Hyre]";
- mes "Ah, "+strcharinfo(0)+".";
- mes "It's you. So how can";
- mes "I help you today?";
- next;
- select("About ^3355FFAllysia^000000...");
- mes "["+strcharinfo(0)+"]";
- mes "You know, I was looking";
- mes "through this deserted house";
- mes "in Juno, and discovered";
- mes "an old portrait of a woman";
- mes "that looks just like Allysia.";
- next;
- cutin "kh_kyel02",2;
- mes "[Kiel Hyre]";
- mes "Oh...";
- mes "Is that all?";
- mes "I thought you had";
- mes "a robotics question.";
- next;
- cutin "kh_Kyel03",2;
- mes "[Kiel Hyre]";
- mes "Anyway, that's a";
- mes "strange coincidence.";
- mes "Well, I suppose it's";
- mes "not so strange to find";
- mes "look-a-likes for other people...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I don't think it's just";
- mes "a coincidence. The woman";
- mes "in that thirty year old portrait";
- mes "was also named Allysia, and she";
- mes "worked at Orsimier street";
- mes "in Juno. Does that ring a bell?";
- next;
- cutin "kh_kyel02",2;
- mes "[Kiel Hyre]";
- mes "......";
- mes ".........";
- mes "............";
- next;
- cutin "kh_kyel01",2;
- mes "["+strcharinfo(0)+"]";
- mes "Then I thought that this";
- mes "Allysia must have been the";
- mes "woman that you loved, and";
- mes "that you based your robot's";
- mes "apperance on her.";
- next;
- cutin "kh_kyel02",2;
- mes "[Kiel Hyre]";
- mes "............";
- next;
- cutin "kh_kyel01",2;
- mes "["+strcharinfo(0)+"]";
- mes "I think this is what happened:";
- mes "when you were a young, poor";
- mes "man, you fell in love with";
- mes "Allysia. However, she was";
- mes "in love with Rosimier, who";
- mes "was rich and powerful.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "However, Rosimier was";
- mes "betrothed to some other";
- mes "woman, and he ended up";
- mes "marrying his fiancee, thus";
- mes "breaking Allysia's heart.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Feeling betrayed, her";
- mes "heart broken, Allysia jumped";
- mes "into a river. Then, you decided";
- mes "to get revenge on Rosimier, so";
- mes "you ended up joining";
- mes "Rekenber Corporation!";
- next;
- cutin "kh_Kyel03",2;
- mes "[Kiel Hyre]";
- mes "Hahahahahahaha!";
- mes "Oh, what an imagination~";
- mes "That's very ridiculous...";
- mes "Though, I admit, maybe";
- mes "I did design Allysia after";
- mes "seeing that woman long ago.";
- next;
- mes "[Kiel Hyre]";
- mes "I'd almost forgotten";
- mes "about her! I think we";
- mes "were friends... Though,";
- mes "where did you get the idea";
- mes "that I might have";
- mes "been in love with her?";
- next;
- select("Reveal Kiel's Portrait from Hut");
- cutin "kh_kyel02",2;
- mes "[Kiel Hyre]";
- mes "Wh-what...";
- mes "How did...";
- mes "Where did you...?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Kiel Hyre, I found this";
- mes "portrait of you as a young";
- mes "man from the house of the";
- mes "man that bought Allysia's ring.";
- mes "I even spoke to the fisherman";
- mes "that discovered Allysia's body.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You paid an awful lot";
- mes "of money to buy Allysia's";
- mes "ring. How can you not tell";
- mes "me that you didn't love her?";
- next;
- cutin "kh_Kyel03",2;
- mes "[Kiel Hyre]";
- mes "*Sigh...*";
- mes "You got me, you got me.";
- mes "I didn't want you to learn";
- mes "the truth. You are correct.";
- mes "I loved Allysia, and designed";
- mes "my robot to look just like her.";
- next;
- mes "[Kiel Hyre]";
- mes "I could never forget her.";
- mes "Ever. But I would never";
- mes "do anything to harm the";
- mes "Rosimiers! I'm a scientist!";
- mes "I hated him when I was young,";
- mes "but things are different now!";
- next;
- mes "[Kiel Hyre]";
- mes "I shed no tears when the";
- mes "Rosimiers fell, but I wasn't";
- mes "responsible. Besides, I didn't";
- mes "have the resources or the";
- mes "capability to cause it...";
- next;
- cutin "kh_kyel02",2;
- mes "["+strcharinfo(0)+"]";
- mes "I'm afraid that the";
- mes "evidence shows otherwise.";
- next;
- select("Reveal Portrait of Rosimiers");
- mes "["+strcharinfo(0)+"]";
- mes "Take a good look";
- mes "at this portrait that";
- mes "I found at the Rosimiers'";
- mes "old house. Do you see";
- mes "anything... incriminating?";
- next;
- cutin "kh_Kyel03",2;
- mes "[Kiel Hyre]";
- mes "Aside from that";
- mes "James Rosimier, you";
- mes "mean? No! I don't see";
- mes "anything wrong with";
- mes "this picture at all.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Take a good look";
- mes "at the pocketwatch";
- mes "in the portrait. That's";
- mes "the pocketwatch you";
- mes "wear today, isn't it?";
- next;
- cutin "kh_kyel02",2;
- mes "[Kiel Hyre]";
- mes "...!!!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You might not have caused";
- mes "the downfall of the Rosimiers";
- mes "yourself, but with the aid of";
- mes "the Rekenber Corporation, I'd";
- mes "say it was entirely possible!";
- next;
- cutin "kh_Kyel03",2;
- mes "[Kiel Hyre]";
- mes "Well played, adventurer.";
- mes "Well played. I don't regret";
- mes "what I did: they killed my";
- mes "Allysia! If James didn't betray";
- mes "her, if only he didn't drive";
- mes "her to commit suicide...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "That's where you're wrong!";
- mes "Allysia was killed, she didn't";
- mes "commit suicide. Take a good";
- mes "look at this note right here!";
- next;
- mes "[Kiel Hyre]";
- mes "What?!";
- next;
- select("Show James's Note");
- mes "[Kiel Hyre]";
- mes "What does this prove?";
- mes "This doesn't show that";
- mes "James didn't betray Allysia.";
- mes "How does this change anything?";
- mes "She's dead, nothing I can do";
- mes "will bring her back to me!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I never said James didn't";
- mes "betray her. Look at the date";
- mes "on the note. James made plans";
- mes "to run away with her on August";
- mes "20th. However, her body was";
- mes "found on the same day.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ergo, Allysia must have";
- mes "died on August 19th. If she";
- mes "was planning to run away with";
- mes "her love on the next day, then";
- mes "she had no reason to kill herself!";
- next;
- mes "[Kiel Hyre]";
- mes "No, that's not right!";
- mes "She probably couldn't";
- mes "trust me! She must have";
- mes "realized she was nothing";
- mes "but another toy to him!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Oh yeah? I say she jumped";
- mes "into the river because you";
- mes "met her on that day. Now,";
- mes "take a good look at this!";
- next;
- select("Show K.H.'s note");
- mes "["+strcharinfo(0)+"]";
- mes "This note was written by";
- mes "a man with your initials,";
- mes "K.H. These initials were also";
- mes "signed on her portrait. You";
- mes "must have written this note:";
- mes "there's too many coincidences!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "According to this note,";
- mes "you told Allysia that you";
- mes "wanted to see her again";
- mes "at the place you first met.";
- mes "I think you did see her again...";
- mes "on August 19th, the day she died!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I'm assuming the place you";
- mes "two first met was near the";
- mes "river. No more of your lies:";
- mes "Tell me what really happened!";
- next;
- cutin "kh_kyel02",2;
- mes "[Kiel Hyre]";
- mes "............";
- mes ".........";
- mes "......";
- next;
- cutin "kh_Kyel03",2;
- mes "[Kiel Hyre]";
- mes "Hah... Ha ha ha...";
- mes "Yes... That's right...";
- mes "That horrible night.";
- mes "I remember it well...";
- mes ".....................";
- next;
- cutin "kh_kyel02",2;
- mes "[Kiel Hyre]";
- mes "That night, when she came";
- mes "to the river to meet me as";
- mes "I had asked, I begged her to";
- mes "run away with me, instead";
- mes "of waiting for that James.";
- next;
- mes "[Kiel Hyre]";
- mes "She insisted that James";
- mes "never betrayed her, and he";
- mes "promised to take her away";
- mes "with him the next day. Can";
- mes "you imagine how that made";
- mes "me feel? I was nothing to her.";
- next;
- mes "[Kiel Hyre]";
- mes "My feelings didn't matter to";
- mes "her at all! She kept fidgeting";
- mes "with that ring...I lost control";
- mes "and tried to take that damned";
- mes "thing away from her, and";
- mes "throw it into the river...";
- next;
- mes "[Kiel Hyre]";
- mes "But you know what?";
- mes "She struggled, she actually";
- mes "fought me! It was just a small";
- mes "fight, but then, before I knew";
- mes "it, the ground underneath us";
- mes "collapsed and... the rains...";
- next;
- select(".........");
- mes "[Kiel Hyre]";
- mes "I'm not sure what it";
- mes "was. The rain weakened";
- mes "the ground, something went";
- mes "wrong... and she just... just...";
- mes "The river swallowed her...";
- mes "I felt empty. She was gone. ";
- delitem 7499,1; //Family_Portrait
- delitem 7500,1; //Elysia_Portrait
- delitem 7501,1; //Kyll_Hyre_Letter2
- delitem 7502,1; //Piece_Memo_Of_James
- delitem 7503,1; //Man_Portrait
- set KielHyreQuest,70;
- close2;
- cutin "",255;
- end;
- }
- else if (KielHyreQuest <= 70) {
- cutin "kh_kyel01",2;
- mes "[Kiel Hyre]";
- mes "You already know that";
- mes "she was found dead the";
- mes "next day. But what really";
- mes "broke my heart was that";
- mes "she held that ring so tightly";
- mes "in her hand, even in death...";
- next;
- cutin "kh_kyel03",2;
- mes "[Kiel Hyre]";
- mes "His family had everything";
- mes "while I had nothing. And";
- mes "he had the audacity to take";
- mes "Allysia away from me?!";
- mes "How could that be right?";
- next;
- mes "[Kiel Hyre]";
- mes "Even though she had passed";
- mes "away, I still wanted to prove";
- mes "to Allysia what kind of ugly";
- mes "person James really was.";
- mes "That was when I joined the";
- mes "Rekenber Corporation.";
- next;
- mes "[Kiel Hyre]";
- mes "I designed the very first";
- mes "First Generation Robot, which";
- mes "I named Allysia, and sold the";
- mes "designs to Rekenber. I gave them";
- mes "robots, and they gave me money,";
- mes "power, obedient subordinates.";
- next;
- mes "[Kiel Hyre]";
- mes "Of course I knew they'd use";
- mes "my robots for spying and killing!";
- mes "But you know what? It didn't";
- mes "matter so long as they gave me";
- mes "the means to my revenge. It was";
- mes "the perfect partnership, really.";
- next;
- mes "[Kiel Hyre]";
- mes "You've got me right";
- mes "where you want me.";
- mes "Who are you working";
- mes "for, and what exactly";
- mes "do you want? My designs?";
- mes "My death? Everything...?";
- next;
- cutin "kh_kyel01",2;
- mes "["+strcharinfo(0)+"]";
- mes "Actually, I just want";
- mes "to ask about the nature";
- mes "of your professional";
- mes "relationship with the";
- mes "Rekenber Corporation.";
- mes "And about Kiehl.";
- next;
- mes "[Kiel Hyre]";
- mes "Kiehl, eh? After hearing";
- mes "my crazy story, I'm guessing";
- mes "that you already suspect the";
- mes "truth about him... He's also";
- mes "a robot, specifically the first";
- mes "of the Second Generation models.";
- next;
- mes "[Kiel Hyre]";
- mes "His mind was developed using.";
- mes "an experimental, and unstable,";
- mes "form of the Condensed Magic";
- mes "Spell Scrolls. He was the only";
- mes "Second Generation robot that";
- mes "I was allowed to keep.";
- next;
- mes "[Kiel Hyre]";
- mes "I've become very attached";
- mes "to Kiehl. It's not surprising,";
- mes "seeing that robotics have";
- mes "become my life. I even raised";
- mes "him as my own son, and taught";
- mes "him everything about robotics";
- next;
- mes "[Kiel Hyre]";
- mes "Kiehl is now a genius,";
- mes "and has even developed the";
- mes "Third Generation of robots.";
- mes "Unfortunately, I failed to";
- mes "properly raise him with";
- mes "human morals and ethics.";
- next;
- select("......");
- mes "[Kiel Hyre]";
- mes "He's been transforming";
- mes "the Third Generation robots";
- mes "into killing machines. That's";
- mes "why I tried to put them all";
- mes "into the academy, so they";
- mes "could learn human behavior.";
- next;
- mes "[Kiel Hyre]";
- mes "Although the academy";
- mes "has delayed Kiehl's plans,";
- mes "he has succeeded into";
- mes "converting all of the robots";
- mes "into uncontrollable engines";
- mes "of mass destruction.";
- next;
- mes "[Kiel Hyre]";
- mes "Yes, he's been working";
- mes "closely with Rekenber.";
- mes "Their true objective is to";
- mes "create killing machines";
- mes "for Rekenber's use.";
- next;
- mes "[Kiel Hyre]";
- mes "You know all the secrets";
- mes "of my past now. I'm not";
- mes "upset with you or anything,";
- mes "but I do have something";
- mes "that I want to ask of you.";
- next;
- mes "[Kiel Hyre]";
- mes "Please! Stop Kiehl!";
- mes "I don't want his madness";
- mes "to destroy any more robots!";
- mes "I see each and every one";
- mes "of them as one of my children!";
- next;
- mes "[Kiel Hyre]";
- mes "I know that I must take";
- mes "full responsibility for all";
- mes "that has happened. I promise";
- mes "to take any punishment for";
- mes "my actions once everything";
- mes "has been resolved.";
- next;
- select("Accept:Okay:Nod");
- mes "[Kiel Hyre]";
- mes "Thank you so much!";
- mes "You can find Kiehl";
- mes "in the underground";
- mes "level in this mansion.";
- next;
- mes "[Kiel Hyre]";
- mes "He stays in the old room";
- mes "where he was created, but";
- mes "he reconstructed it as some";
- mes "kind of cave to keep everyone";
- mes "out, including me. Yes, he";
- mes "doesn't trust anyone anymore...";
- next;
- mes "[Kiel Hyre]";
- mes "When you find him, I want";
- mes "you to take Allysia's ring";
- mes "out of his heart. If you";
- mes "remove it, that should stop";
- mes "him from going berserk.";
- next;
- select("Allysia's Ring?");
- mes "[Kiel Hyre]";
- mes "Yes... Her ring is the";
- mes "beginning of everything";
- mes "I put that in his heart so";
- mes "that I'd never forget what";
- mes "the Rosimiers did to me.";
- next;
- mes "[Kiel Hyre]";
- mes "I think Kiehl's grown";
- mes "so powerful that normal";
- mes "weapons might not work";
- mes "on him anymore. Use this";
- mes "device that will cause his";
- mes "power supply to fluctuate.";
- getitem 7504,1; //Toy_Motor
- next;
- cutin "kh_kyel03",2;
- mes "[Kiel Hyre]";
- mes "If you successfully attach";
- mes "this to Kiehl's body, then";
- mes "he won't be able to use his";
- mes "body's full power. While he's";
- mes "weakened, open up his chest";
- mes "and get the ring from his heart.";
- next;
- mes "[Kiel Hyre]";
- mes "Let me know once";
- mes "you're ready. Then, I'll";
- mes "guide you Kiehl's room.";
- set KielHyreQuest,74;
- }
- else if ((KielHyreQuest >= 74) && (KielHyreQuest <= 104)) {
- mes "[Kiel Hyre]";
- mes "Are you ready";
- mes "to confront";
- mes "Kiehl now?";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Kiel Hyre]";
- mes "There... the secret";
- mes "passage is open now.";
- mes "Just go to the right of";
- mes "me, but be careful. Kiehl";
- mes "is extremely dangerous.";
- close2;
- enablenpc "Kiehl_Room_Warp";
- donpcevent "Kiehl_Room_Warp::OnEnable";
- cutin "",255;
- end;
- break;
- case 2:
- mes "[Kiel Hyre]";
- mes "Please take your";
- mes "time. I imagine that";
- mes "it won't be easy.";
- break;
- }
- }
- else if ((KielHyreQuest >= 74) && (KielHyreQuest <= 106)) {
- cutin "kh_kyel01",2;
- mes "[Kiel Hyre]";
- mes "You're back...!";
- mes "So were you able";
- mes "to retrieve Allysia's";
- mes "Ring from Kiehl's heart?";
- next;
- if (countitem(7508) < 1) {
- mes "[Kiel Hyre]";
- mes "You mean... You don't have it?";
- mes "Please, retrieve Allysia's Ring";
- mes "from Kiehl's heart!";
- next;
- enablenpc "Kiehl_Room_Warp";
- donpcevent "Kiehl_Room_Warp::OnEnable";
- close2;
- cutin "",255;
- end;
- }
- mes "[Kiel Hyre]";
- mes "Wh-what happened...?";
- mes "Kiehl developed a new";
- mes "body for himself? Th-that";
- mes "would make him a Fourth";
- mes "Generation robot. I had";
- mes "no idea he was this smart.";
- next;
- mes "[Kiel Hyre]";
- mes "Wait, now that I think about";
- mes "it, I did see robot bodies that";
- mes "looked like Kiehl when I was";
- mes "locked in the factory. So he";
- mes "was using those copies to";
- mes "develop personal upgrades.";
- next;
- mes "[Kiel Hyre]";
- mes "Here, please take this";
- mes "Keycard which will let you";
- mes "enter and investigate the";
- mes "deepest levels of the factory.";
- mes "I'll investigate Kiehl's room.";
- getitem 7509,1; //Fancy_Key_Card
- set KielHyreQuest,108;
- next;
- if (sex == 0) {
- if (getpartnerid() == 0) set .@KHTitle$,"Miss";
- else set .@KHSTitle$,"Mrs";
- }
- else set .@KHTitle$,"Mr";
- mes "[Kiel Hyre]";
- mes "Kiehl is my responsibility...";
- mes "No matter what the cost may";
- mes "be, I've got to stop him! Oh,";
- mes "and here, please take this";
- mes "with my thanks for all of";
- mes "your help, "+.@KHTitle$+" "+strcharinfo(0)+".";
- getitem 616,1; //Old card Album
- delitem 7508,1; //Elysia_Ring
- getexp 100000,0;
- }
- else if (KielHyreQuest >= 108) {
- mes "[Kiel Hyre]";
- mes "......";
- mes ".........";
- mes "............";
- }
- close2;
- cutin "",255;
- end;
-}
-
-
-//----------------------------------------------------------------------------
-// Allysia
-//----------------------------------------------------------------------------
-kh_mansion,18,30,4 script Allysia 894,{
- if (KielHyreQuest < 46) {
- mes "[Allysia]";
- mes "Who are you?";
- mes "How did you get here?";
- mes "Go away";
- close;
- }
- cutin "kh_ellisia",2;
- if (KielHyreQuest < 70) {
- mes "[Allysia]";
- mes "You must be surprised";
- mes "by everything that's been";
- mes "happening. Maybe everything";
- mes "would be easier to understand";
- mes "if I explained about robots?";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Allysia]";
- mes "The robots you've been";
- mes "encountering are automated";
- mes "mechanical puppets that can";
- mes "independantly think and operate.";
- mes "Many sages have tried to develop";
- mes "their own robots, but have failed.";
- next;
- mes "[Allysia]";
- mes "My master, Kiel Hyre, has";
- mes "been studying robotics since";
- mes "he was twenty years old, and";
- mes "has developed three different";
- mes "generations of robots, the first,";
- mes "second, and third generations.";
- next;
- switch(select("First Generation:Second Generation:Third Generation")) {
- case 1:
- mes "[Allysia]";
- mes "I am a good example of one";
- mes "of Kiel Hyre's First Generation";
- mes "robots. I was constructed using";
- mes "a heavy mechanical framework,";
- mes "a robotic heart, and chemically";
- mes "synthesized skin covering.";
- next;
- mes "[Allysia]";
- mes "My central processing unit,";
- mes "equivalent to your brain, is";
- mes "essentially a Memory Scroll";
- mes "based on the design of the";
- mes "Magic Spell Scrolls that you";
- mes "adventurers use in battle.";
- next;
- mes "[Allysia]";
- mes "I'm the oldest type of";
- mes "humanoid robot, so I weigh";
- mes "a lot, and my mind can only";
- mes "process a limited amount of";
- mes "data. Therefore, I can't express";
- mes "emotion similarly to a human.";
- next;
- break;
- case 2:
- mes "[Allysia]";
- mes "The First Generation robots";
- mes "were developed from mostly";
- mes "mechanical parts, but the";
- mes "Second Generation robots";
- mes "incorporated Homunculus";
- mes "science and technology.";
- next;
- mes "[Allysia]";
- mes "Second Generation robots";
- mes "are more life-like since they";
- mes "have artifically created skin";
- mes "and flesh, although they still";
- mes "are constructed from a heavy";
- mes "mechanical framework.";
- next;
- mes "[Allysia]";
- mes "Sage elemental scroll";
- mes "technology was also used";
- mes "to develop the Condensed";
- mes "Memory Scroll, a central";
- mes "processing unit superior to that";
- mes "used in First Generation robots.";
- next;
- mes "[Allysia]";
- mes "Although Condensed Memory";
- mes "Scrolls were 100,000 times";
- mes "more powerful than ordinary";
- mes "Memory Scrolls, they were";
- mes "problematic and were prone";
- mes "to too many error problems.";
- next;
- mes "[Allysia]";
- mes "Second Generation robots";
- mes "were capable of expressing";
- mes "human-like emotion, but their";
- mes "production halted after six";
- mes "years because they were";
- mes "considered faulty.";
- next;
- break;
- case 3:
- mes "[Allysia]";
- mes "Third Generation robots";
- mes "were mostly designed by";
- mes "Kiel Hyre's son, Kiehl,";
- mes "and don't use a mechanical";
- mes "framework at all: the entire";
- mes "body is basically a homunculus.";
- next;
- mes "[Allysia]";
- mes "With their organic bodies";
- mes "and advanced artificial hearts";
- mes "made from imitation Ymir Heart";
- mes "Pieces, they can experience";
- mes "physiologic phenomena";
- mes "just like ordinary humans.";
- next;
- mes "[Allysia]";
- mes "Kiehl was able to develop";
- mes "a more stable form of the";
- mes "Condensed Memory Scroll";
- mes "which does not suffer from";
- mes "critical errors, and can be";
- mes "cheaply mass processed.";
- next;
- mes "[Allysia]";
- mes "Elly is actually a Third";
- mes "Generation prototype. Once";
- mes "we optimize the prototypes,";
- mes "we will begin mass production.";
- mes "In fact, the academy is our";
- mes "prototype testing ground.";
- next;
- mes "[Allysia]";
- mes "The fact that out prototype";
- mes "robots can interact just like";
- mes "real humans is proof of our";
- mes "success in robotics.";
- next;
- break;
- }
- case 2:
- mes "[Allysia]";
- mes "Please let me know if";
- mes "you'd like to learn more";
- mes "about Kiel Hyre's robots.";
- break;
- }
- }
- else {
- mes "[Allysia]";
- mes "......";
- mes ".........";
- mes "............";
- }
- close2;
- cutin "",255;
- end;
-}
-
-//----------------------------------------------------------------------------
-// Abduction triggering NPC
-//----------------------------------------------------------------------------
-lighthalzen,188,200,0 script Abduction_trigger -1,3,1,{
-//OnTouch2:
-OnTouch:
- if (KielHyreQuest == 50) {
- mes "^3355FFAs you walked out of";
- mes "the mansion, something";
- mes "smashed the top of your";
- mes "head, and you instantly";
- mes "lose consciousness...";
- close2;
- percentheal -99,0;
- warp "kh_mansion",30,75;
- }
- end;
-}
-
-//----------------------------------------------------------------------------
-// Mysterious Woman "Mitchell Layla"
-//----------------------------------------------------------------------------
-kh_mansion,25,79,4 script Mysterious Woman#kh 727,3,3,{
-
-//OnTouch2:
-OnTouch:
- if (KielHyreQuest == 50) {
- mes "^3355FFYou awaken with your";
- mes "head painfully throbbing,";
- mes "and a mysterious woman";
- mes "standing in front of you.^000000";
- next;
- mes "[??????]";
- mes "Hm? Oh, you're awake";
- mes "earlier than I thought.";
- mes "You must feel confused,";
- mes "but listen carefully. If you";
- mes "don't, then I can't guarantee";
- mes "your safety, okay? Alright.";
- next;
- mes "[??????]";
- mes "All you need to know it";
- mes "that I'm a secret agent for";
- mes "the Schwaltzvalt Republic";
- mes "government. We're investigating";
- mes "abnormal activity between Kiel";
- mes "Hyre and the Rekenber Corporation.";
- next;
- mes "[??????]";
- mes "We saw you enter the";
- mes "mansion and speak to";
- mes "Kiel Hyre, so basically";
- mes "you're here for questioning.";
- mes "Now tell me the truth. How";
- mes "do you know Kiel Hyre?";
- next;
- switch(select("I'll tell you everything!:I don't know nuthin'!")) {
- case 2:
- mes "[??????]";
- mes "Don't...know...nuthin'?";
- mes "You sure about that? Only";
- mes "a select few can even speak";
- mes "with Kiel Hyre in person. You";
- mes "must have some connection";
- mes "to him. I'm right, aren't it?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[??????]";
- mes "Are you trying to protect";
- mes "him? I think that you might";
- mes "not understand what kind of";
- mes "person you're really dealing";
- mes "with here. I'll tell you what";
- mes "I've learned about him...";
- next;
- mes "[??????]";
- mes "Kiel Hyre. CEO of the";
- mes "Kiel Hyre Foundation,";
- mes "manufacturer of various";
- mes "machinery. His company started";
- mes "as a small Einbroch store whose";
- mes "technology slowly grew famous.";
- next;
- mes "[??????]";
- mes "Rekenber Corperation offered";
- mes "a merger with the Kiel Hyre";
- mes "Foundation. We're still not";
- mes "sure why they wanted Kiel";
- mes "Hyre in particular to repair";
- mes "and develop their Guardians...";
- next;
- mes "[??????]";
- mes "We're also not sure why";
- mes "they wanted to suddenly";
- mes "focus more on Guardian";
- mes "development. Then, all";
- mes "of a sudden, Kiel Hyre's son";
- mes "appears from out of nowehre.";
- next;
- mes "[??????]";
- mes "It's very suspicious.";
- mes "There's no records of his";
- mes "birth or anything. Still, maybe";
- mes "Kiel Hyre really did have him";
- mes "with his secretary, Allysia.";
- mes "Well, no one is really sure.";
- next;
- mes "[??????]";
- mes "In any case, Kiel Hyre's";
- mes "son and heir, Kiehl, helped";
- mes "his father establish this";
- mes "special academy as their";
- mes "way of giving back to society.";
- next;
- mes "[??????]";
- mes "Almost every corporation and";
- mes "organization tried to get their";
- mes "spies to enter this academy,";
- mes "but all of them were rejected.";
- mes "it's strange. At least one of";
- mes "them should have made it in.";
- next;
- mes "[??????]";
- mes "And recently, Kiehl Hyre";
- mes "has held a secret meeting with";
- mes "Rekenber executives to announce";
- mes "his new project. He intends to";
- mes "create advanced humanoid robots";
- mes "that will replace guardians!";
- next;
- mes "[??????]";
- mes "Our spies reported that";
- mes "Kiel Hyre was nowhere to";
- mes "be seen at that meeting,";
- mes "as well as his trusted";
- mes "secretary, Allysia. He...";
- mes "He just disappeared!";
- next;
- mes "[??????]";
- mes "Then, Kiel Hyre pops back";
- mes "in his mansion after all";
- mes "this time as if nothing";
- mes "happened! At the same time,";
- mes "Kiehl disappears, under the";
- mes "excuse of conducting research.";
- next;
- mes "[??????]";
- mes "Rekenber is sponsoring";
- mes "both Kiehl and Kiel, but";
- mes "there's some kind of conflict";
- mes "going on between father and";
- mes "son, I just know it! Now tell";
- mes "me, what's going on?";
- next;
- mes "[??????]";
- mes "I'm not sure how well you";
- mes "know this country, but the";
- mes "fact that Rekenber is invoved";
- mes "must tell you that these aren't";
- mes "good people. Tell me what";
- mes "you know about them!";
- next;
- case 1:
- mes "^3355FFYou tell the woman^000000";
- mes "^3355FFeverything you know^000000";
- mes "^3355FFabout Kiel Hyre. Your^000000";
- mes "^3355FFvoice quivers with sadness^000000";
- mes "^3355FFwhenever you mention Elly.^000000";
- next;
- mes "[??????]";
- mes "I see, I see...";
- mes "That poor girl... So...";
- mes "Your involvement in this";
- mes "is a coincidence? In that";
- mes "case, I want your help";
- mes "in our investigation.";
- next;
- switch(select("Okay:......")) {
- case 2:
- mes "[??????]";
- mes "If you don't cooperate,";
- mes "then I can't guarantee";
- mes "your safety, adventurer";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Huh? What...?";
- mes "What does that mean?";
- mes "Are you threatening me?";
- next;
- select("Just do what she says.");
- case 1:
- mes "[??????]";
- mes "Great.";
- mes "I'm Agent Mitchell Layla.";
- mes "From here on, you're working";
- mes "for the Schwaltzvalt Republic!";
- set KielHyreQuest,52;
- close;
- }
- }
- }
- else if (KielHyreQuest == 52) {
- mes "[Mitchell]";
- mes "I've got some new";
- mes "information for you.";
- mes "There's an old lady in";
- mes "Juno that knew a woman";
- mes "named Allysia 30 years ago.";
- next;
- mes "[Mitchell]";
- mes "The clincher is that this";
- mes "Allysia from 30 years ago";
- mes "commited suicide, and is";
- mes "identical to Kiel Hyre's";
- mes "secretary, who is also";
- mes "named Allysia.";
- next;
- mes "[Mitchell]";
- mes "This is too much of a";
- mes "coincidence. I want you to";
- mes "go to Juno and investigate.";
- mes "When you're done, talk to";
- mes "Kiel Hyre's steward, and";
- mes "he'll send you over to me.";
- next;
- mes "[Mitchell]";
- mes "Yeah, I know.";
- mes "That guy actually";
- mes "works for me. Anyway,";
- mes "when you're ready to go";
- mes "to Juno, let me know, and you";
- mes "can board the federal airship.";
- set KielHyreQuest,54;
- close;
- }
- else if (KielHyreQuest == 54) {
- mes "[Mitchell]";
- mes "Are you ready?";
- mes "I'll let you board";
- mes "the federal Airship so";
- mes "you can get to Juno, and";
- mes "finish your mission quickly.";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Mitchell]";
- mes "Good luck. Once you";
- mes "complete your mission,";
- mes "make sure that you report";
- mes "to Kiel Hyre's steward so";
- mes "that he can send you to me.";
- close2;
- warp "yuno",54,209;
- end;
- case 2:
- mes "[Mitchell]";
- mes "Take your time...";
- mes "But keep in mind that";
- mes "I'm not a patient woman!";
- close;
- }
- }
- else if (KielHyreQuest == 64) {
- mes "[Mitchell]";
- mes "Ah, you're back.";
- mes "What do you have";
- mes "to report from your";
- mes "investigation?";
- next;
- mes "[Mitchell]";
- mes ".....................";
- mes "Ah, I see. Good work.";
- mes "Why don't you go speak to Kiel";
- mes "Hyre and confront him with";
- mes "what you've learned about";
- mes "his past? Yeah, grill him.";
- next;
- mes "[Mitchell]";
- mes "Wear this hidden mic,";
- mes "so we can send help if";
- mes "you're endangered. I want";
- mes "you to find out who Kiel";
- mes "really is, and what's his";
- mes "relationship to Rekenber.";
- set KielHyreQuest,68;
- next;
- warp "kh_mansion",83,50;
- end;
- }
- else if (KielHyreQuest >= 68) {
- mes "[Mitchell]";
- mes "Shouldn't you be";
- mes "leaving about now?";
- next;
- warp "kh_mansion",83,50;
- end;
- }
-}
-
-//----------------------------------------------------------------------------
-// Warp portal into Kiehl's 'Room'
-// - Anyone can enter
-// - After 30-40 seonds this NPC should be disabled.
-//----------------------------------------------------------------------------
-kh_mansion,29,27,0 script Kiehl_Room_Warp 45,2,2,{
-OnTouch:
- warp "kh_kiehl01",10,31;
- end;
-
-OnEnable:
- initnpctimer;
- misceffect 215;
- end;
-
-OnTimer30000:
- stopnpctimer;
- misceffect 215;
- disablenpc "Kiehl_Room_Warp";
- end;
-
-OnInit:
- disablenpc "Kiehl_Room_Warp";
- end;
-}
-
-//============================================================================
-
-//============================================================================
-// Rosimier NPCs and other Related NPCs
-//============================================================================
-
-//----------------------------------------------------------------------------
-// Odd Grandma
-//----------------------------------------------------------------------------
-yuno,257,140,4 script Odd Grandma 846,{
- if (KielHyreQuest < 54) {
- mes "[Grandma]";
- mes "Where did you go,";
- mes "my darling? Where";
- mes "are you, my little dear?";
- close;
- }
- else if (KielHyreQuest == 54) {
- mes "[Grandma]";
- mes "Lullabye...";
- mes "Say goodnight...";
- mes "Hush little baby...";
- mes "Go to sleeeeep~";
- next;
- switch(select("What are you doing?:Um, I don't see a baby...")) {
- case 1:
- mes "[Grandma]";
- mes "Oh? My baby won't stop";
- mes "crying and can't seem";
- mes "to sleep. She needs to";
- mes "rest, so I can go to work.";
- mes "The house is so messy,";
- mes "and the boss is unhappy...";
- set KielHyreQuest,56;
- next;
- select("Um, I don't see a baby...");
- mes "[Grandma]";
- mes "What, she's right--";
- mes "Well. Darling, what";
- mes "are you doing? Don't";
- mes "misbehave in front of";
- mes "our friend! Shhh, be";
- mes "good, my little girl.";
- //GetHEALTHSTATE VAR_CURSE 30
- close;
- case 2:
- mes "[Grandma]";
- mes "What are you...?";
- mes "Oh, look at that.";
- mes "You made my little";
- mes "darling cry! Shhh,";
- mes "hush, little ^0000FFAllysia^000000.";
- mes "Go to sleeeeeeep~";
- close;
- }
- }
- else if ((KielHyreQuest >= 56) && (KielHyreQuest < 60)) {
- mes "[Grandma]";
- mes "Allysia...?!";
- mes "Allysia, where did";
- mes "you go? You were";
- mes "supposed to come";
- mes "home a while ago!";
- if (countitem(7500) < 1) {
- close;
- }
- else {
- next;
- switch(select("Allysia? Isn't she...")) {
- case 1:
- cutin "kh_ellisia_port",1;
- mes "^3355FFYou show Allysia's";
- mes "portrait to the old woman.^000000";
- next;
- cutin "",255;
- mes "[Grandma]";
- mes "Oh, do you know";
- mes "Allysia? She's been";
- mes "missing! She left home";
- mes "yesterday and hasn't";
- mes "come back! C-can you";
- mes "tell me where she is?!";
- close;
- }
- }
- }
- else if (KielHyreQuest >= 60) {
- mes "[Grandma]";
- mes "Don't worry, Allysia...";
- mes "Mommy will always be";
- mes "here for you. There's no";
- mes "need to be sad...";
- close;
- }
-}
-
-//----------------------------------------------------------------------------
-// Old Lady; gives you the key to the Rosimier Mansion
-//----------------------------------------------------------------------------
-yuno,250,132,0 script Old Lady#kh 711,{
- if (KielHyreQuest < 56) {
- mes "[Old Lady]";
- mes "Oooh, my legs and back";
- mes "are so sore. These old";
- mes "bones ache all over...";
- close;
- }
- else if (KielHyreQuest == 56) {
- if (checkweight(7498,1) == 0) {
- mes "^3355FFJust a second...";
- mes "You're carrying too";
- mes "many items with you";
- mes "right now, so you'll";
- mes "need to free up more";
- mes "Inventory space first...^000000";
- close;
- }
- mes "[Old Lady]";
- mes "Goodness, I hate this";
- mes "weather! Reminds me";
- mes "of how old I've gotten!";
- mes "It chills my bones, it does!";
- next;
- switch(select("......:Do you know that grandma?")) {
- case 1:
- mes "[Old Lady]";
- mes "Damn it! If only I didn't";
- mes "have all those adventures";
- mes "in my youth! Then maybe";
- mes "I wouldn't suffer so in";
- mes "my advanced age!";
- close;
- case 2:
- mes "[Old Lady]";
- mes "Oh... Yes. She was";
- mes "the mother of my best";
- mes "friend, ^3355FFAllysia^000000. Ever since";
- mes "she commited suicide, things";
- mes "haven't been the same. Her";
- mes "mother lost her sanity...";
- next;
- select("Was ^3355FFAllysia^000000...?");
- mes "[Old Lady]";
- mes "Oh, Allysia was such";
- mes "a beautiful girl. So many";
- mes "men wanted her, especially";
- mes "that dashing James Rosimier.";
- mes "I remember hearing that they";
- mes "were going to get married...";
- next;
- mes "[Old Lady]";
- mes "I was so happy for her!";
- mes "But then, all of a sudden,";
- mes "she killed herself. Well,";
- mes "that's what they all say.";
- mes "Even today, I'm still not";
- mes "sure what happened.";
- next;
- select("Wait, who's James Rosimier?");
- mes "[Old Lady]";
- mes "Oh, James belonged to";
- mes "one of the oldest and richest";
- mes "families in Juno. Everything";
- mes "was going great for them, but";
- mes "some time after Allysia died,";
- mes "the family went bankrupt.";
- next;
- mes "[Old Lady]";
- mes "The city manages their";
- mes "old residence now. For";
- mes "some reason, they decided";
- mes "to entrust me with the master";
- mes "key to the Rosimier Mansion.";
- next;
- select("May I borrow the Master Key?");
- mes "[Old Lady]";
- mes "Well, I'm really not";
- mes "supposed to give it to just";
- mes "anyone, but I can tell that";
- mes "you're working with Allysia's";
- mes "best interests at heart.";
- next;
- mes "[Old Lady]";
- mes "However, you've got to";
- mes "make sure that you return";
- mes "it to me before the people";
- mes "from City Hall ask me for it.";
- mes "Alright then, I hope you find";
- mes "what you're looking for.";
- getitem 7498,1; //Rosimier_Key
- set KielHyreQuest,58;
- close;
- }
- }
-
- else if ((KielHyreQuest == 58) &&
- (countitem(7499) < 1) ||
- (countitem(7500) < 1) ||
- (countitem(7501) < 1) ||
- (countitem(7502) < 1)) {
- mes "[Old Lady]";
- mes "Please hurry and find";
- mes "whatever you're searching";
- mes "for in the Rosimier Mansion.";
- mes "I might get in trouble if";
- mes "the people from City Hall";
- mes "come and ask me for the key...";
- close;
- }
-
- else if ((KielHyreQuest == 58) &&
- (countitem(7499) == 1) &&
- (countitem(7500) == 1) &&
- (countitem(7501) == 1) &&
- (countitem(7502) == 1)) {
- mes "[Old Lady]";
- mes "Oh, you're finished";
- mes "searching the mansion?";
- mes "Depressing, isn't it?";
- mes "The creditors basically";
- mes "ransacked everything";
- mes "a very long time ago.";
- next;
- select("Why did ^3355FFAllysia^000000...?");
- mes "[Old Lady]";
- mes "Well, I know that James";
- mes "and Allysia were in love,";
- mes "and he promised to marry";
- mes "her. Now, supposedly his";
- mes "family already betrothed";
- mes "him to another woman.";
- next;
- mes "[Old Lady]";
- mes "Time went by, and he";
- mes "was forced to marry his";
- mes "fiancee. Allysia was pretty";
- mes "devastated. I think maybe";
- mes "that's what she... you know...";
- next;
- mes "[Old Lady]";
- mes "Listen, if you want to learn";
- mes "more about what happened,";
- mes "then I think you should talk";
- mes "to the ^3355FFfisherman that lives^000000";
- mes "^3355FFsouth of the Kiel Hyre Academy.^000000";
- next;
- mes "[Old Lady]";
- mes "He's the one that found";
- mes "Allysia's body in the river,";
- mes "so he might have a better";
- mes "idea of what had happened.";
- delitem 7498,1; //Rosimier_Key
- set KielHyreQuest,60;
- close;
- }
- else if (KielHyreQuest >= 60) {
- mes "[Old Lady]";
- mes "Yep, Rain's coming.";
- mes "Can feel it in my bones.";
- close;
- }
-}
-
-
-//----------------------------------------------------------------------------
-// Warp portal into Rosimier Mansion
-//----------------------------------------------------------------------------
-yuno,273,141,0 script Rosimmir_Entrance 45,2,2,{
-OnTouch:
- if (countitem(7498) < 1) {
- mes "That mansion seems to have";
- mes "been destroyed by the time.";
- mes "However, the door looks like";
- mes "it'd be still operational if";
- mes "you had the right key.";
- close;
- }
- else {
- warp "kh_rossi",20,92;
- }
- end;
-}
-
-//----------------------------------------------------------------------------
-// Rosimier Mansion, first floor; Table
-//----------------------------------------------------------------------------
-kh_rossi,23,23,0 script Table#khr2 111,{
- if (checkweight(7499,1) == 0) {
- mes "^3355FFJust a second...";
- mes "You're carrying too";
- mes "many items with you";
- mes "right now, so you'll";
- mes "need to free up more";
- mes "Inventory space first...^000000";
- close;
- }
- if (KielHyreQuest < 58) {
- mes "^3355FFThere's nothing here";
- mes "of importance to you.^000000";
- close;
- }
- else if (KielHyreQuest < 60) {
- if (countitem(7499) < 1) {
- cutin "kh_family_port",1;
- mes "^3355FFYou examine the table,";
- mes "and find a framed portrait";
- mes "inside the open drawer.^000000";
- getitem 7499,1; //Family_Portrait
- }
- else {
- mes "^3355FFThe open drawer of";
- mes "this desk is now empty.^000000";
- }
- }
- else{
- mes "^3355FFThis was the desk in";
- mes "which you obtained the";
- mes "Rosimier family portrait.";
- mes "Its drawers are empty now.^000000";
- close;
- }
- close2;
- cutin "",255;
- end;
-}
-
-//----------------------------------------------------------------------------
-// Rosimier Mansion, first floor; Shelf
-//----------------------------------------------------------------------------
-kh_rossi,92,40,0 script Shelf#khr 111,{
- if (checkweight(7500,1) == 0) {
- mes "^3355FFJust a second...";
- mes "You're carrying too";
- mes "many items with you";
- mes "right now, so you'll";
- mes "need to free up more";
- mes "Inventory space first...^000000";
- close;
- }
- if (KielHyreQuest < 58) {
- mes "^3355FFThere's nothing here";
- mes "of importance to you.^000000";
- close;
- }
- else if (KielHyreQuest < 60) {
- if (countitem(7500) < 1) {
- mes "^3355FFThere are locked";
- mes "boxes on these bookshelves.";
- mes "Perhaps if you used this";
- mes "mansions's Master Key, you";
- mes "might be able to open them.^000000";
- next;
- switch(select("Use Key:Pass")) {
- case 1:
- mes "^3355FFWhich box do you";
- mes "want to try to open?^000000";
- next;
- switch(select("First Box:Second Box")) {
- case 1:
- mes "^3355FFYou use the Master Key to";
- mes "unlock the box, and obtain";
- mes "a portait of a woman that";
- mes "looks just like Kiel Hyre's";
- mes "assistant, Allysia.^000000";
- next;
- cutin "kh_ellisia_port",2;
- mes "^3355FFThe message, ''To my love,";
- mes "Allysia. From James.'' is";
- mes "written on the back.^000000";
- getitem 7500,1; //Elysia_Portrait
- close2;
- cutin "",255;
- end;
- case 2:
- mes "^3355FFThis box is empty.^000000";
- close;
- }
- case 2:
- mes "^3355FFThis box is empty.^000000";
- close;
- }
- }
- else {
- mes "^3355FFYou've found a woman's";
- mes "portrait in one of the";
- mes "boxes on this shelf.^000000";
- close;
- }
- }
- else {
- mes "^3355FFYou've found a woman's";
- mes "portrait in one of the";
- mes "boxes on this shelf.";
- mes "This box is now empty.^000000";
- close;
- }
-}
-
-
-//----------------------------------------------------------------------------
-// Rosimier Mansion, top floor; Desk
-//----------------------------------------------------------------------------
-kh_rossi,144,286,0 script Desk#khr3 111,{
- if (checkweight(7501,1) == 0) {
- mes "^3355FFJust a second...";
- mes "You're carrying too";
- mes "many items with you";
- mes "right now, so you'll";
- mes "need to free up more";
- mes "Inventory space first...^000000";
- close;
- }
- if (KielHyreQuest < 58) {
- mes "^3355FFIt's just a desk.^000000";
- close;
- }
- else if (KielHyreQuest < 60) {
- mes "^3355FFThe desk has";
- mes "three drawers.^000000";
- next;
- switch(select("First Drawer:Second Drawer:Third Drawer:Cancel")) {
- case 1:
- mes "^3355FFThe first drawer is locked.^000000";
- close;
- case 2:
- if (countitem(7501) < 1) {
- mes "^3355FFThere is a letter inside";
- mes "this second drawer. It";
- mes "was sent by a person";
- mes "with the initials, K.H.,";
- mes "and addressed to Allysia.^000000";
- getitem 7501,1; //Kyll_Hyre_Letter2
- close;
- }
- else {
- mes "^3355FFThis drawer is now empty.^000000";
- close;
- }
- case 3:
- mes "^3355FFThere is a small note";
- mes "inside this third drawer.";
- mes "It's written by James, and";
- mes "mentions that he wants to";
- mes "marry Allysia, and that she";
- mes "received an engagement ring.^000000";
- close;
- case 4:
- mes "......";
- mes ".........";
- mes "............";
- close;
- }
- }
- else{
- mes "^3355FFThis is the desk where";
- mes "you found a letter written";
- mes "by K.H., and a note scribbled";
- mes "by James Rosimier. Both of";
- mes "these are addressed to";
- mes "the same woman, Allysia.^000000";
- close;
- }
-}
-
-//----------------------------------------------------------------------------
-// Rosimier Mansion, top floor; Bookshelf
-//----------------------------------------------------------------------------
-kh_rossi,148,288,0 script Bookshelf#khr 111,{
- if (checkweight(7502,1) == 0) {
- mes "^3355FFJust a second...";
- mes "You're carrying too";
- mes "many items with you";
- mes "right now, so you'll";
- mes "need to free up more";
- mes "Inventory space first...^000000";
- close;
- }
- if (KielHyreQuest < 58) {
- mes "^3355FFYou encounter a dusty";
- mes "bookshelf filled with";
- mes "numerous books.^000000";
- close;
- }
- else if (KielHyreQuest < 60) {
- if (countitem(7502) < 1) {
- mes "^3355FFYou encounter a dusty";
- mes "bookshelf filled with";
- mes "numerous books. You";
- mes "find a folded note between";
- mes "the books as you examine them.^000000";
- getitem 7502,1; //Piece_Memo_Of_James
- close;
- }
- else {
- mes "^3355FFYou encounter a dusty";
- mes "bookshelf filled with";
- mes "numerous books.^000000";
- close;
- }
- }
- else{
- mes "^3355FFYou encounter a dusty";
- mes "bookshelf filled with";
- mes "numerous books.^000000";
- close;
- }
-}
-
-//----------------------------------------------------------------------------
-// Rosimier Mansion, top floor; Bed
-//----------------------------------------------------------------------------
-kh_rossi,154,286,0 script Bed#khr 111,{
- if (KielHyreQuest < 58) {
- mes "^3355FFYou found a well made";
- mes "bed that has collected";
- mes "a thick layer of dust";
- mes "after years of disuse.^000000";
- close;
- }
- else if (KielHyreQuest < 60) {
- mes "^3355FFYou found a well made";
- mes "bed that has collected";
- mes "a thick layer of dust";
- mes "after years of disuse.^000000";
- next;
- switch(select("Check Bedsheets:Check Under Bed")) {
- case 1:
- mes "^3355FFYou brush the bed's";
- mes "surface with your hand,";
- mes "causing a cloud of nasty";
- mes "dust to irritate your nose";
- mes "and throat. Eww, yucky!^000000";
- percentheal -10,0;
- close;
- case 2:
- mes "^3355FFYou search underneath";
- mes "the bed, and find an empty";
- mes "engagement ring box.^000000";
- close;
- }
- }
- else {
- mes "^3355FFThis is a dirty bed.^000000";
- close;
- }
-}
-
-//----------------------------------------------------------------------------
-// Fisherman
-//----------------------------------------------------------------------------
-yuno_fild12,232,222,0 script Old Fisherman 709,{
- if (KielHyreQuest < 60) {
- mes "[Fisherman]";
- mes "These days, it's much";
- mes "harder to catch and fish.";
- mes "Ever since they built";
- mes "this factory, the fish";
- mes "have started to change,";
- mes "and they look different too...";
- close;
- }
- else if (KielHyreQuest == 60) {
- mes "[Fisherman]";
- mes "Eh? You want something?";
- mes "Heh, youngsters! I know";
- mes "how much you love handouts,";
- mes "but you're not getting any.";
- mes "Now, if you bring me some";
- mes "Raw Fish, I'd be more friendly~";
- if (countitem(544) >= 10) {
- next;
- mes "[Fisherman]";
- mes "Oh, is all this fish";
- mes "for me? Heh, how very";
- mes "generous of you. If you're";
- mes "going to be so kind, then";
- mes "I suppose I have to repay";
- mes "the favor. Ask me anything~";
- next;
- select("30 years ago, a woman killed herself...");
- mes "[Fisherman]";
- mes "Oh? Ohh. Oh yeah.";
- mes "I remember that. Yeah.";
- mes "it was August 20th, my";
- mes "wife's birthday. That day,";
- mes "instead of catching fish,";
- mes "I caught a dead woman.";
- next;
- mes "[Fisherman]";
- mes "Of course, I reported it";
- mes "to the Juno Police! They told";
- mes "me she killed herself since";
- mes "she was betrayed by her lover,";
- mes "who also happened to be her";
- mes "employer. Really tragic stuff.";
- next;
- mes "[Fisherman]";
- mes "Anyway, when they were";
- mes "moving her body out of the";
- mes "river, her hand dropped";
- mes "some ring. I picked it up,";
- mes "hoping to sell it later for";
- mes "some zeny. I know, I know...";
- next;
- mes "[Fisherman]";
- mes "I was pretty lucky the";
- mes "police didn't see me take";
- mes "it. Later that day, some guy";
- mes "came up to me and offered";
- mes "me a lot of money for it.";
- mes "I guess it was my lucky day!";
- next;
- mes "[Fisherman]";
- mes "I found out later that he was";
- mes "some mechanical repairman--";
- mes "something. He sold everything";
- mes "to buy that ring, so I guess";
- mes "he wanted it desperately.";
- mes "Then he just dissapeared.";
- next;
- select("Do you remember his name?");
- mes "[Fisherman]";
- mes "His name...?";
- mes "It was something like...";
- mes "Heil? Hyre? Anyway, it";
- mes "was a long time ago. Oh,";
- mes "his old house is still around.";
- next;
- mes "[Fisherman]";
- mes "If you're going to be";
- mes "that curious, you might";
- mes "as well check it out.";
- mes "Let's see, he lived in";
- mes "a hut near the northeast";
- mes "forest guard camp.";
- delitem 544,10; //Fish_Slice
- set KielHyreQuest,62;
- close;
- }
- else {
- close;
- }
- }
- else if (KielHyreQuest >= 62) {
- mes "[Fisherman]";
- mes "Don't you remember";
- mes "what I told you? That";
- mes "guy lived in a hut near";
- mes "the northeast forest";
- mes "guard camp! Why don't";
- mes "you check that place out?";
- close;
- }
-}
-
-//----------------------------------------------------------------------------
-// Kiel Hyre's hut; Wooden Board
-//----------------------------------------------------------------------------
-yuno_fild09,158,217,0 script Wooden Board#kh 111,{
- if (checkweight(7503,1) == 0) {
- mes "^3355FFJust a second...";
- mes "You're carrying too";
- mes "many items with you";
- mes "right now, so you'll";
- mes "need to free up more";
- mes "Inventory space first...^000000";
- close;
- }
- if ((KielHyreQuest < 62) || (KielHyreQuest >= 64)) {
- mes "^3355FFIt's a useless";
- mes "wooden board";
- mes "in the bushes.^000000";
- close;
- }
- else if (KielHyreQuest == 62) {
- mes "^3355FFYou found a long";
- mes "wooden board carved";
- mes "with the initials, ''K.H.''^000000";
- next;
- cutin "kh_kyel_port",2;
- mes "^3355FFYou find a portrait of";
- mes "a young man, that looks";
- mes "like a younger version";
- mes "of Kiel Hyre, in a broken";
- mes "picture frame underneath";
- mes "the old wooden board.^000000";
- getitem 7503,1; //Man_Portrait
- set KielHyreQuest,64;
- next;
- cutin "",255;
- mes "^3355FFYou have enough";
- mes "information by now,";
- mes "so you should report";
- mes "back to Mitchell.^000000";
- close;
- }
-}
-
-//============================================================================
-// Kiehl Hyre's Room and Boss NPCs
-//============================================================================
-// Beyond here the NPC for the final areas.
-// Now, this area is not someplace you wanna slow down so
-// you can pick up dialog. I used packet logging to pull
-// what I could and for the sake of the two people with me,
-// did not bother doing all the proper NPC positioning
-// or some of the 'error/wrong option' dialogs.
-// All the doors are kind of weird.
-//============================================================================
-
-//----------------------------------------------------------------------------
-// Kiehl's Room; Receiver (Gives black keycards upon killing mobs)
-//----------------------------------------------------------------------------
-kh_kiehl01,17,39,0 script Receiver#kh 111,{
- if (mobcount("kh_kiehl01","Receiver#kh::OnMyMobDead") < 1) {
- mes "^333333*BBBZZZ*^000000";
- if (KielHyreQuest == 74) {
- next;
- mes "[????]";
- mes "^333333*Bzzzz...*";
- mes "I've never seen you";
- mes "before. Did Father send";
- mes "you to kill me? We'll just";
- mes "see about that! Go ahead,";
- mes "try to find me, adventurer.^000000.";
- set KielHyreQuest,76;
- }
- close2;
- monster "kh_kiehl01",16,32,"Alicel",1739,1,"Receiver#kh::OnMyMobDead";
- monster "kh_kiehl01",18,31,"Aliot",1740,1,"Receiver#kh::OnMyMobDead";
- end;
- }
-
- else {
- end;
- }
-
-OnMyMobDead:
- if (mobcount("kh_kiehl01","Receiver#kh::OnMyMobDead") <1) {
- makeitem 7506,1,"this",19,36;
- }
- end;
-}
-
-//----------------------------------------------------------------------------
-// Kiehl's Room; Flower Vase (Gives...password...for Box)
-//----------------------------------------------------------------------------
-kh_kiehl01,13,40,0 script Flower Vase#kh1 111,{
- if (KielHyreQuest < 74) {
- mes "^3355FFYou found";
- mes "a flower vase.^000000";
- close;
- }
- if (KielHyreQuest >= 74) {
- mes "^3355FFYou found";
- mes "a flower vase.^000000";
- next;
- switch(select("Pick Up Vase:Break Vase:Turn Vase Upside-down")) {
- case 1:
- mes "^3355FFThe vase is empty.^000000";
- close;
- case 2:
- mes "^3355FFYou can't destroy";
- mes "this vase, even by";
- mes "striking it with all your";
- mes "might. It must have been";
- mes "specially manufactured by";
- mes "the Rekenber Corporation.^000000";
- close;
- case 3:
- mes "^3355FFThe following words";
- mes "are written at the";
- mes "bottom of the vase.^000000";
- next;
- mes "[Vase Message]";
- mes "''The rabbit often";
- mes "observes the door";
- mes "The night eats the";
- mes "pickled orange.''";
- close;
- }
- }
- else{
- mes "^3355FFThe following words";
- mes "are written at the";
- mes "bottom of the vase.^000000";
- next;
- mes "[Vase Message]";
- mes "''The rabbit often";
- mes "observes the door.";
- mes "The night eats the";
- mes "pickled orange.''";
- close;
- }
-}
-
-
-//----------------------------------------------------------------------------
-// Kiehl's Room; Box
-//----------------------------------------------------------------------------
-kh_kiehl01,19,25,0 script Box#kh1 111,{
- if (checkweight(7505,1) == 0) {
- mes "^3355FFJust a second...";
- mes "You're carrying too";
- mes "many items with you";
- mes "right now, so you'll";
- mes "need to free up more";
- mes "Inventory space first...^000000";
- close;
- }
- if (KielHyreQuest < 74) {
- mes "^3355FFYou found a box with";
- mes "a button for each letter";
- mes "of the alphabet on top of it.^000000";
- next;
- input .@KHInput$;
- mes "^3355FFNothing happened.^000000";
- close;
- }
- if (KielHyreQuest >= 74) {
- if (countitem(7505) < 1) {
- mes "^3355FFYou found a box with";
- mes "a button for each letter";
- mes "of the alphabet on top of it.^000000";
- next;
- input .@KHInput$;
- if (.@KHInput$ == "open the door") {
- mes "^3355FFAs soon as you enter the";
- mes "password, the nearby door";
- mes "emits a pleasant chiming";
- mes "sound, and the box pops";
- mes "open to reveal a small key.^000000";
- getitem 7505,1; //Toy_Key
- close;
- }
- else {
- mes "^3355FFNothing happened.^000000";
- close;
- }
- }
- else {
- mes "^3355FFThis is where you";
- mes "found the Toy key^000000";
- close;
- }
- }
- else{
- mes "^3355FFThe box is wide";
- mes "open, and there";
- mes "is nothing in it.^000000";
- close;
- }
-}
-
-//----------------------------------------------------------------------------
-// Kiehl's Room; Big Door, (First)
-// - Anyone can pass through this door
-// - Consume one Black KeyCard when opened.
-// - Only one person actually needs to open it.
-//----------------------------------------------------------------------------
-kh_kiehl01,44,33,0 script Big Door#BigDoorKHQ1 111,{
- if (.KHDoor1Opened == 0) {
- mes "^3355FFThe door is locked,";
- mes "but there is a narrow";
- mes "slot next to the doorknob.^000000";
- next;
- input .@KHInput$;
- if (.@KHInput$ == "Black Keycard") {
- if (countitem(7506) >= 1) {
- mes "^3355FFYou insert the";
- mes "Black Keycard into the";
- mes "slot, and successfully";
- mes "unlock and open the door.^000000";
- delitem 7506,1; //Black_Key_Card
- donpcevent "Big_Door_1_Warp::OnEnable";
- enablenpc "Big_Door_1_Warp";
- set .KHDoor1Opened,1;
- close;
- }
-
- }
- mes "^3355FFYou try to push the";
- mes "door open with all";
- mes "your might, but fail";
- mes "to make it budge.^000000";
- close;
- }
-
- else {
- mes "^3355FFThe door is open.^000000";
- close;
- }
-}
-
-kh_kiehl01,43,33,0 script Big_Door_1_Warp 45,1,1,{
-OnEnable:
- initnpctimer;
- misceffect 215;
- end;
-
-OnInit:
- disablenpc "Big_Door_1_Warp";
- end;
-
-OnTimer30000:
- stopnpctimer;
- misceffect 215;
- disablenpc "Big_Door_1_Warp";
- set getvariableofnpc(.KHDoor1Opened,"Big Door#BigDoorKHQ1"),0;
- end;
-
-OnTouch:
- warp "kh_kiehl01",55,33;
- end;
-}
-
-//----------------------------------------------------------------------------
-// Kiehl's Room; Big Door, (second)
-// - Consume Toy Key when opened.
-// - Only one person actually needs to open it.
-//----------------------------------------------------------------------------
-kh_kiehl01,174,40,0 script Big Door#BigDoorKHQ2 111,{
- if (.KHDoor2Opened == 0) {
- mes "^3355FFThe door is locked,";
- mes "but there is a small";
- mes "keyhole next to the knob.^000000";
- next;
- input .@KHInput$;
- if (.@KHInput$ == "Toy Key") {
- if (countitem(7505) >= 1) {
- mes "^3355FFYou insert the key into";
- mes "the keyhole, and the door";
- mes "unlocks with a click as";
- mes "you turn the key.^000000";
- delitem 7505,1; //Toy_Key
- donpcevent "Big_Door_2_Warp::OnEnable";
- enablenpc "Big_Door_2_Warp";
- set .KHDoor2Opened,1;
- close;
- }
-
- }
- mes "^3355FFYou try to push the";
- mes "door open with all";
- mes "your might, but fail";
- mes "to make it budge.^000000";
- close;
- }
- else {
- mes "^3355FFThe door is open.^000000";
- close;
- }
-}
-
-kh_kiehl01,174,39,0 script Big_Door_2_Warp 45,1,1,{
-OnEnable:
- initnpctimer;
- misceffect 215;
- end;
-
-OnInit:
- disablenpc "Big_Door_2_Warp";
- end;
-
-OnTimer30000:
- stopnpctimer;
- misceffect 215;
- disablenpc "Big_Door_2_Warp";
- set getvariableofnpc(.KHDoor2Opened,"Big Door#BigDoorKHQ2"),0;
- end;
-
-OnTouch:
- warp "kh_kiehl01",173,52;
- end;
-}
-
-//----------------------------------------------------------------------------
-// Kiehl's Room; Big Door, (Third)
-// - Consume one Black KeyCard when opened.
-// - Only one person actually needs to open it.
-//----------------------------------------------------------------------------
-kh_kiehl01,77,108,0 script Big Door#BigDoorKHQ3 111,{
- if (.KHDoor3Opened == 0) {
- mes "^3355FFThe door is locked,";
- mes "but there is a narrow";
- mes "slot next to the doorknob.^000000";
- next;
- input .@KHInput$;
- if (.@KHInput$ == "Black Keycard") {
- if (countitem(7506) >= 1) {
- mes "^3355FFYou insert the";
- mes "Black Keycard into the";
- mes "slot, and successfully";
- mes "unlock and open the door.^000000";
- delitem 7506,1; //Black_Key_Card
- donpcevent "Big_Door_3_Warp::OnEnable";
- enablenpc "Big_Door_3_Warp";
- set .KHDoor3Opened,1;
- close;
- }
-
- }
- mes "^3355FFYou try to push the";
- mes "door open with all";
- mes "your might, but fail";
- mes "to make it budge.^000000";
- close;
- }
- else {
- mes "^3355FFThe door is open.^000000";
- close;
- }
-}
-
-kh_kiehl01,78,108,0 script Big_Door_3_Warp 45,1,1,{
-OnEnable:
- initnpctimer;
- misceffect 215;
- end;
-
-OnInit:
- disablenpc "Big_Door_3_Warp";
- end;
-
-OnTimer30000:
- stopnpctimer;
- misceffect 215;
- disablenpc "Big_Door_3_Warp";
- set getvariableofnpc(.KHDoor3Opened,"Big Door#BigDoorKHQ3"),0;
- end;
-
-OnTouch:
- warp "kh_kiehl01",68,108;
- end;
-}
-
-//----------------------------------------------------------------------------
-// Kiehl's Room; Big Door, (Fourth)
-// - Consume TWO Black KeyCard when opened.
-// - Only one person actually needs to open it.
-//----------------------------------------------------------------------------
-kh_kiehl01,42,177,0 script Big Door#BigDoorKHQ4 111,{
- if (.KHDoor4Opened == 0) {
- mes "^3355FFThe door is locked,";
- mes "but there is a narrow";
- mes "slot next to the doorknob.^000000";
- next;
- input .@KHInput$;
- if (.@KHInput$ == "Black Keycard") {
- if (countitem(7506) >= 2) {
- mes "^3355FFYou insert the";
- mes "Black Keycard into the";
- mes "slot, and successfully";
- mes "unlock and open the door.^000000";
- delitem 7506,2; //Black_Key_Card
- donpcevent "Big_Door_4_Warp::OnEnable";
- enablenpc "Big_Door_4_Warp";
- set .KHDoor4Opened,1;
- close;
- }
- }
- mes "^3355FFYou try to push the";
- mes "door open with all";
- mes "your might, but fail";
- mes "to make it budge.^000000";
- close;
- }
-
- else {
- mes "^3355FFThe door is open.^000000";
- close;
- }
-}
-
-kh_kiehl01,41,177,0 script Big_Door_4_Warp 45,1,1,{
-OnEnable:
- initnpctimer;
- misceffect 215;
- end;
-
-OnInit:
- disablenpc "Big_Door_4_Warp";
- end;
-
-OnTimer30000:
- stopnpctimer;
- misceffect 215;
- disablenpc "Big_Door_4_Warp";
- set getvariableofnpc(.KHDoor4Opened,"Big Door#BigDoorKHQ4"),0;
- end;
-
-OnTouch:
- warp "kh_kiehl01",49,177;
- end;
-}
-
-//----------------------------------------------------------------------------
-// Kiehl's Room; Robots
-//----------------------------------------------------------------------------
-kh_kiehl01,15,179,0 script Robots#kh1 111,{
- if (mobcount("kh_kiehl01","Robots#kh1::OnMyMobDead") < 1) {
- mes "^3355FFAs soon as you";
- mes "touch the test tube,";
- mes "a bunch of robots";
- mes "suddenly appeared.^000000.";
- close2;
- monster "kh_kiehl01",18,181,"Aliot",1740,1,"Robots#kh1::OnMyMobDead";
- monster "kh_kiehl01",18,180,"Alicel",1739,1,"Robots#kh1::OnMyMobDead";
- monster "kh_kiehl01",18,179,"Aliot",1740,1,"Robots#kh1::OnMyMobDead";
- monster "kh_kiehl01",18,178,"Alicel",1739,1,"Robots#kh1::OnMyMobDead";
- end;
- }
- else {
- end;
- }
-
-OnMyMobDead:
- if (mobcount("kh_kiehl01","Robots#kh1::OnMyMobDead") < 1) {
- makeitem 7506,1,"this",18,180;
- }
- end;
-}
-
-//----------------------------------------------------------------------------
-// Kiehl's Room; Dummy Robots
-//----------------------------------------------------------------------------
-kh_kiehl01,15,177,0 script Robots#kh2::RobotsKHQ 111,{
- end;
-}
-kh_kiehl01,15,180,0 duplicate(RobotsKHQ) Robots#kh3 111
-kh_kiehl01,15,182,0 duplicate(RobotsKHQ) Robots#kh4 111
-kh_kiehl01,35,187,0 duplicate(RobotsKHQ) Robots#kh5 111
-kh_kiehl01,37,187,0 duplicate(RobotsKHQ) Robots#kh6 111
-kh_kiehl01,39,187,0 duplicate(RobotsKHQ) Robots#kh7 111
-kh_kiehl01,41,187,0 duplicate(RobotsKHQ) Robots#kh8 111
-
-//----------------------------------------------------------------------------
-// Kiehl's Room; Big Door, (Fifth, and final)
-// - Anyone can pass through this door
-// - Consumes 4 Solid Iron Pieces
-//----------------------------------------------------------------------------
-kh_kiehl01,166,187,0 script Big Door#BigDoorKHQ5 111,{
- if (($@KHQuestBusy == 0) && (KielHyreQuest >= 74) && (KielHyreQuest <= 106)) {
- if (KielHyreQuest < 86) {
- mes "^3355FFThis large door..";
- mes "is closed shut.";
- mes "If you listen carefully,";
- mes "you can hear the door";
- mes "hinges slightly squeak.^000000";
- next;
- select("Push Door:Kick Door:Shake Door:Pull Door:Lift Door");
- mes "^3355FFA group of monsters";
- mes "suddenly appeared as";
- mes "soon as you applied";
- mes "pressure to the door.";
- mes "This must be some";
- mes "kind of security device.^000000";
- close2;
- set @KHDoorPushAttempt,@KHDoorPushAttempt+1;
- monster "kh_kiehl01",163,183,"Alicel",1739,1;
- monster "kh_kiehl01",163,179,"Aliot",1740,1;
- monster "kh_kiehl01",169,183,"Alicel",1739,1;
- monster "kh_kiehl01",169,179,"Aliot",1740,1;
- if (@KHDoorPushAttempt >= 3) {
- set KielHyreQuest,86;
- }
- end;
- }
- else if ((KielHyreQuest > 84) && (KielHyreQuest < 94)) {
- mes "^3355FFYou apply some";
- mes "pressure to the door,";
- mes "and find that you can";
- mes "budge it slightly, but";
- mes "you can't fully open it.^000000";
- next;
- mes "^3355FFIf you wedged something";
- mes "into the gap between the";
- mes "door and its frame, and";
- mes "fully leveraged it, then you";
- mes "should be able to open it.^000000";
- next;
- switch(select("Steel:Rusty Iron Piece:Solid Iron Piece:Iron Piece:Screw:Cancel")) {
- case 1:
- set .@KHPryingItem$,"Steel";
- break;
- case 2:
- set .@KHPryingItem$,"Rusty Iron Piece";
- break;
- case 3:
- if (countitem(7507) >= 1) {
- if (KielHyreQuest < 92) {
- mes "^3355FFYou insert one end of";
- mes "a Solid Iron Piece into the";
- mes "door's gap in a strenuous";
- mes "effort to pry the door open";
- mes "The gap widens a little bit,";
- mes "but you break one of your";
- mes "Solid Iron Pieces.^000000";
- delitem 7507,1; //Hard_Piece_of_Steel
- set KielHyreQuest,KielHyreQuest+2;
- close;
- }
- else if (KielHyreQuest == 92) {
- mes "^3355FFWith a mighty heave,";
- mes "you pry a Solid Iron";
- mes "Piece into the door jamb,";
- mes "and fling the door wide open";
- mes "Unable the withstand the";
- mes "awesome force, this Solid";
- mes "Iron Piece shatters into dust.^000000";
- delitem 7507,1; //Hard_Piece_of_Steel
- set KielHyreQuest,94;
- close;
- }
- }
- else {
- mes "^3355FFIf only you had a Solid";
- mes "Iron Piece you could use to";
- mes "pry open this door.^000000";
- close;
- }
- case 4:
- set .@KHPryingItem$,"Iron Piece";
- break;
- case 5:
- set .@KHPryingItem$,"Screw";
- break;
- case 6:
- mes "^3355FFLet's look for something";
- mes "heavy we can use to pry";
- mes "open this door.^000000";
- close;
- }
-
- mes "^3355FFThis "+.@KHPryingItem$+" is far";
- mes "to weak for what you're using it for";
- mes "and breaks.^000000";
- close;
- }
- else if ((KielHyreQuest >= 94) && (KielHyreQuest <= 104)) {
- if (.KHDoor5Opened == 0) {
- mes "^3355FFThe large door";
- mes "is wide open, and.";
- mes "you may now enter.^000000";
- next;
- switch(select("Yes:No")) {
- case 1:
- close2;
- donpcevent "Big_Door_5_Warp::OnEnable";
- enablenpc "Big_Door_5_Warp";
- set .KHDoor5Opened,1;
- end;
- case 2:
- mes "^3355FFWho knows what is on the";
- mes "other side of this door. Let's";
- mes "think about it before barging in..^000000";
- close;
- }
- }
- else {
- mes "^3355FFThe door is open.^000000";
- close;
- }
- }
- else {
- mes "^3355FFThis large door..";
- mes "is closed shut.";
- mes "If you listen carefully,";
- mes "you can hear the door";
- mes "hinges slightly squeak.^000000";
- close;
- }
- }
- else {
- mes "^3355FFThis large door..";
- mes "is closed shut.";
- mes "If you listen carefully,";
- mes "you can hear the door";
- mes "hinges slightly squeak.^000000";
- close;
- }
-}
-
-kh_kiehl01,166,186,0 script Big_Door_5_Warp 45,1,1,{
- end;
-
-OnEnable:
- initnpctimer;
- misceffect 215;
- end;
-
-OnTimer30000:
- stopnpctimer;
- misceffect 215;
- disablenpc "Big_Door_5_Warp";
- set getvariableofnpc(.KHDoor5Opened,"Big Door#BigDoorKHQ5"),0;
- end;
-
-OnInit:
- disablenpc "Big_Door_5_Warp";
- end;
-
-OnTouch:
- if (KielHyreQuest >= 46)
- warp "kh_kiehl02",50,7;
- else
- warp "kh_kiehl01",166,183;
- end;
-}
-
-//----------------------------------------------------------------------------
-// Kiehl's Room; Kiehl_Room_Trap (Entry way trap)
-//----------------------------------------------------------------------------
-kh_kiehl02,49,10,0 script Kiehl_Room_Trap -1,5,3,{
- end;
-
-OnTouch:
- if (.KHTrapSprung < 1) {
- set .KHTrapSprung,1;
- set $@KHQuestBusy,1;
- initnpctimer;
- monster "kh_kiehl02",47,13,"Aliot",1740,1;
- monster "kh_kiehl02",45,13,"Alicel",1739,1;
- monster "kh_kiehl02",49,13,"Constant",1745,1;
- monster "kh_kiehl02",51,13,"Aliot",1740,1;
- monster "kh_kiehl02",53,13,"Alicel",1739,1;
- monster "kh_kiehl02",49,13,"Constant",1745,1;
- }
- end;
-
-OnTimer300000:
-OnTimer600000:
-OnTimer900000:
- if (getmapusers("kh_kiehl02") == 0) {
- donpcevent "KiehlRoom::OnReset";
- stopnpctimer;
- }
- end;
-
-OnTimer1200000:
- donpcevent "KiehlRoom::OnReset";
- stopnpctimer;
- end;
-
-OnGlobalTimerOff:
- stopnpctimer;
- end;
-}
-
-//----------------------------------------------------------------------------
-// Kiehl's Room; Kiehl
-// - Timer will drop to 3 minutes once Kiehl is defeated.
-//----------------------------------------------------------------------------
-kh_kiehl02,50,52,4 script Kiehl#Original 902,{
- if (checkweight(908,200) == 0) {
- mes "^3355FFJust a second...";
- mes "You're carrying too";
- mes "many items with you";
- mes "right now, so you'll";
- mes "need to free up more";
- mes "Inventory space first...^000000";
- close;
- }
- cutin "kh_kiel01",2;
- if ((KielHyreQuest < 94) || (KielHyreQuest >= 106)) {
- mes "[Kiehl]";
- mes "......";
- mes ".........";
- mes "............";
- close2;
- cutin "",255;
- end;
- }
- if ((KielHyreQuest == 94) && (getvariableofnpc(.KHKilled,"KiehlRoom") < 5)) {
- mes "[Kiehl]";
- mes "I'm surprised you made";
- mes "it this far, adventurer~";
- mes "I bid you welcome to my";
- mes "humble room. I assume that";
- mes "you've come for the Condensed";
- mes "Memory Scroll... my mind.";
- next;
- mes "[Kiehl]";
- mes "You can understand";
- mes "why I can't let you have it,";
- mes "so if you really want the";
- mes "Condensed Memory Scroll,";
- mes "then show me what you've got!";
- close2;
- cutin "",255;
- set getvariableofnpc(.KHKilled,"KiehlRoom"),0;
- monster "kh_kiehl02",50,52,"Aliot",1740,1,"KiehlRoom::OnKiehlMobDead";
- monster "kh_kiehl02",50,52,"Alicel",1739,1,"KiehlRoom::OnKiehlMobDead";
- monster "kh_kiehl02",50,52,"Constant",1745,1,"KiehlRoom::OnKiehlMobDead";
- monster "kh_kiehl02",50,52,"Aliot",1740,1,"KiehlRoom::OnKiehlMobDead";
- monster "kh_kiehl02",50,52,"Alicel",1739,1,"KiehlRoom::OnKiehlMobDead";
- monster "kh_kiehl02",50,52,"Constant",1745,1,"KiehlRoom::OnKiehlMobDead";
- monster "kh_kiehl02",50,52,"Aliot",1740,1,"KiehlRoom::OnKiehlMobDead";
- hideonnpc "Kiehl#Original";
- end;
- }
- else if ((KielHyreQuest == 94) && (getvariableofnpc(.KHKilled,"KiehlRoom") >= 5)) {
- cutin "kh_kiel03",2;
- mes "[Kiehl]";
- mes "Hmpf! You're pretty good.";
- mes "Father must have spent";
- mes "a lot of money to hire";
- mes "you. So has he sent";
- mes "you to kill me?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Kiel Hyre sent me to ask";
- mes "you to stop turning all of";
- mes "the Third Generation robots";
- mes "into killing machines! How";
- mes "can do something like that";
- mes "to other robots like you?";
- next;
- cutin "kh_kiel01",2;
- mes "[Kiehl]";
- mes "Why not? It's said that man";
- mes "was made in the image of God.";
- mes "Well, robots were made in the";
- mes "image of man. You humans kill";
- mes "each other as much as you";
- mes "like, as far as I can tell.";
- next;
- mes "[Kiehl]";
- mes "It might not be ethical";
- mes "for me to provide weapons";
- mes "to humans that need them...";
- mes "But that's what they are.";
- mes "Weapons. It's more humane";
- mes "for robots to fight than humans.";
- next;
- mes "[Kiehl]";
- mes "Robots don't naturally";
- mes "feel pain or emotions...";
- mes "Not unless they're specially";
- mes "programmed. Sorry, but I don't";
- mes "plans to stop what I'm doing.";
- next;
- cutin "kh_kiel04",2;
- mes "[Kiehl]";
- mes "I am sorry, but I don't have a plan to stop what I am doing.";
- mes "Aside from that, my father showed me a great example of";
- mes "how far a human could go for his own selfinishness by destroying a family.";
- mes "And therefore I don't think that he could create better robots than mine.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Humankind may not be";
- mes "perfect, but think about";
- mes "who you're working with!";
- mes "Rekenber is the epitome of";
- mes "human evil! How can you";
- mes "support them like this?";
- next;
- cutin "kh_kiel02",2;
- mes "[Kiehl]";
- mes "I've had a long relationship";
- mes "with Rekenber. I'm fully aware";
- mes "of their capabilities. Do you";
- mes "remember the first room you";
- mes "passed on your way here, the";
- mes "one with all the toys?";
- next;
- mes "[Kiehl]";
- mes "I bet you didn't know that there";
- mes "were 5 Second Generation";
- mes "robots. Me, and my four other";
- mes "brothers and sisters. Father";
- mes "built that room so that all";
- mes "five of us could live together.";
- next;
- cutin "kh_kiel03",2;
- mes "[Kiehl]";
- mes "I was the only one to";
- mes "survive. I returned to";
- mes "Father and even got a";
- mes "name. But yes, I know";
- mes "how bad Rekenber really is...";
- next;
- mes "[Kiehl]";
- mes "I don't... I don't want";
- mes "to talk about this any more.";
- mes "You've made me... Just leave.";
- mes "I think I will let you live.";
- next;
- cutin "",255;
- mes "[Mitchell]";
- mes "Freeze!";
- mes "Kiehl Hyre, you're";
- mes "under arrest for creating";
- mes "and trading illegal weapons!";
- set KielHyreQuest,100;
- hideoffnpc "Mitchell#KiehlRoom";
- hideoffnpc "Agent#KHAgent1";
- hideoffnpc "Agent#KHAgent2";
- hideoffnpc "Agent#KHAgent3";
- hideoffnpc "Agent#KHAgent4";
- next;
- }
- if ((KielHyreQuest == 100) && (getvariableofnpc(.KHKilledBoss,"KiehlRoom") < 1)) {
- set getvariableofnpc(.KHKilledBoss,"KiehlRoom"),0;
- cutin "kh_kiel01",2;
- mes "[Kiehl]";
- mes "Ah, Schwaltzvalt Republic";
- mes "agents. Heh. I haven't had";
- mes "this many guests before.";
- mes "Well, I guess this means";
- mes "we'll have to fight after";
- mes "all, you and I. *Sigh* Pity.";
- next;
- mes "[Kiehl]";
- mes "First, in all fairness,";
- mes "let me take care of these";
- mes "nuisances. They're just";
- mes "mindlessly doing their";
- mes "jobs--sort of like robots-- but";
- mes "don't worry, they won't be hurt.";
- next;
- donpcevent "::OnKHSpiderWeb";
- mes "[Mitchell]";
- mes "Nooooo!";
- next;
- cutin "kh_kiel03",2;
- mes "[Kiehl]";
- mes "And now, you and I can";
- mes "have a proper duel, human.";
- mes "I'm interested in seeing just";
- mes "how strong you really are~";
- close2;
- cutin "",255;
- monster "kh_kiehl02",50,52,"Kiehl",1733,1,"KiehlRoom::OnKiehlDead";
- hideonnpc "Kiehl#Original";
- end;
- }
- else if ((KielHyreQuest == 100) && (getvariableofnpc(.KHKilledBoss,"KiehlRoom") == 1)) {
- cutin "kh_kiel02",2;
- mes "[Kiehl]";
- mes "D-damn...!";
- mes "Well played, adventurer.";
- mes "Well played. I should have";
- mes "known that Father would send";
- mes "the very best after me. Still,";
- mes "you've failed to truly defeat me.";
- next;
- cutin "kh_kiel03",2;
- mes "[Kiehl]";
- mes "I still have a few";
- mes "trump cards left";
- mes "I think... I'll take you";
- mes "to hell with me... Well,";
- mes "if robots can go there~";
- next;
- mapannounce "kh_kiehl02","*Jeeeezzzgggg~ Geezzz~ Grrrr~ Clank~*",bc_map,"0xFF0000";
- mes "[Mitchell]";
- mes "No...! We're locked";
- mes "in the room! We're...";
- mes "We're trapped in here!";
- next;
- mes "[Kiehl]";
- mes "Yay~ Let's burn";
- mes "everything down~";
- next;
- mes "[Mitchell]";
- mes "Quick, "+strcharinfo(0)+",";
- mes "use Kiel Hyre's power";
- mes "device, the one that's";
- mes "supposed to mess with";
- mes "Kiehl's power supply!";
- mes "Hurry, use it right now!";
- next;
- mapannounce "kh_kiehl02","*Gzzzz~ Gzzzz~*",bc_map,"0xFF0000";
- mes "[Kiehl]";
- mes "Wh-what? I c-can't";
- mes "move! This day is just";
- mes "full of surprises. Oh, well.";
- mes "I guess it's time for me to";
- mes "use my other trump card.";
- next;
- mes "[Mitchell]";
- mes "What...?";
- mes "How many trump";
- mes "cards do you have?";
- next;
- mes "[????]";
- mes "I'm so disappointed...";
- mes "I can't believe none";
- mes "of you thought of this.";
- next;
- mes "[Mitchell]";
- mes "Who are you...?";
- mes "Show yourself!";
- next;
- mes "[????]";
- mes "Please.";
- mes "Don't insult me.";
- mes "You know this voice.";
- mes "It's been talking to";
- mes "you this entire time~";
- next;
- mes "[Mitchell]";
- mes "Impossible...";
- mes "How can there";
- mes "be two of you...?!";
- next;
- hideoffnpc "Kiehl#Copy";
- next;
- cutin "kh_kiel01",0;
- mes "[Kiehl]";
- mes "Hahahahaha!";
- mes "I'm a robot!";
- mes "I can make extra";
- mes "bodies, switch brains";
- mes "with them. It's awfully";
- mes "convenient, let me tell you.";
- next;
- cutin "kh_kiel03",2;
- mes "[Kiehl]";
- mes "Anyway, I don't mean to show";
- mes "off, but I suppose I better";
- mes "reveal to you my final trump";
- mes "card. First of all, I know all";
- mes "about you, Ms. Mitchell Layla~";
- next;
- mes "[Mitchell]";
- mes "What? How do you";
- mes "know my name?";
- next;
- mes "[Kiehl]";
- mes "Well, I have a few";
- mes "spies of my own...";
- mes "I'll allow him to explain...";
- next;
- mes "[Masked Man]";
- mes "Mitchell...";
- mes "I'm sorry that";
- mes "you had to get";
- mes "involved in all this...";
- next;
- mes "[Mitchell]";
- mes "Wolkeus? Wolkeus Kaiser?!";
- mes "You're the spy?! But you risked";
- mes "your life to save our president!";
- mes "No! Oh, God! How can this be";
- mes "happening?! Everything's just...";
- mes "This is all crazy! All of it!";
- next;
- mes "[Wolkeus]";
- mes "This is just the result";
- mes "of elaborate plans that";
- mes "were made years ago. I didn't";
- mes "expect you to be this surprised,";
- mes "Mitchell. It's the way the game";
- mes "is played. You know that.";
- next;
- mes "[Mitchell]";
- mes "Mister President...";
- mes "I failed you... I'm sorry...";
- next;
- mes "[Kiehl]";
- mes "Well, Kaiser, she took";
- mes "it pretty badly, but at least";
- mes "you're being gentlemanly";
- mes "about it. Well, I'd like for";
- mes "all of us to get better";
- mes "acquainted, but...";
- next;
- cutin "kh_kiel01",2;
- mes "[Kiehl]";
- mes "We'd better say our";
- mes "farewells here. This";
- mes "place will be gone in";
- mes "five minutes. Ah, and";
- mes "Ms. Layla, you're coming";
- mes "with us. We have questions~";
- next;
- mes "[Kiehl]";
- mes "I'm curious as to what";
- mes "the president's plans are.";
- mes "Mister Kaiser, if you'll";
- mes "escort Ms. Layla, please...";
- next;
- mes "[Wolkeus Kaiser]";
- mes "...............................";
- mes "Sorry, Mitchell.";
- mes "I gotta do it.";
- next;
- mes "[Mitchell]";
- mes "No, get away! Let me go!";
- mes "Let go of me, Wolkeus!";
- hideonnpc "Mitchell#KiehlRoom";
- hideonnpc "Agent#KHAgent1";
- hideonnpc "Agent#KHAgent2";
- hideonnpc "Agent#KHAgent3";
- hideonnpc "Agent#KHAgent4";
- next;
- cutin "kh_kiel02",2;
- mes "[Kiehl]";
- mes "Great, we're done with";
- mes "that ugly business. Now,";
- mes "where was I? Ah, right.";
- mes "Yes. I'm sorry. We don't";
- mes "have any more time to play.";
- next;
- mes "[Kiehl]";
- mes "Here, adventurer.";
- mes "I'm aware that my father";
- mes "sent you here to get this.";
- mes "Consider it my final gift";
- mes "to him. I'm surprised he left";
- mes "this ring inside me, though...";
- next;
- cutin "kh_kiel04",2;
- mes "[Kiehl]";
- mes "I imagine that it must";
- mes "be precious to him. But";
- mes "I wonder why he placed";
- mes "it inside me? Well, anyway,";
- mes "I have a message I'd like";
- mes "for you to deliver to him.";
- next;
- cutin "kh_kiel01",2;
- mes "[Kiehl]";
- mes "First... I guess we";
- mes "should get rid of this";
- mes "old thing. It was a good";
- mes "body, and it's served me";
- mes "well for 23 years. I'll miss";
- mes "it. Rest well, old Kiehl.";
- next;
- specialeffect EF_DEVIL;
- next;
- mes "[Kiehl]";
- mes "Now, this was the body";
- mes "that my father made.";
- mes "Please tell him that";
- mes "this means that we're";
- mes "no longer related to";
- mes "each other at all.";
- next;
- mes "[Kiehl]";
- mes "The body I'm using right now?";
- mes "I made it myself with the most";
- mes "advanced technology. Consider";
- mes "it... a Fourth Generation robot";
- mes "body if you will. Father will";
- mes "understand what I mean.";
- next;
- mes "[Kiehl]";
- mes "Anyway, please tell him";
- mes "that, and get his old ring";
- mes "out of my old robot body,";
- mes "and then give it to him. For";
- mes "now, let's get out of here: we";
- mes "just have 3 minutes to evacuate.";
- next;
- mes "[Kiehl]";
- mes "You're a worthy opponent,";
- mes "and a human I respect.";
- mes "I don't know if we'll meet";
- mes "again, but who knows?";
- mes "Anyway, I'll open up the";
- mes "exit for you. Farewell~";
- delitem 7504,1; //Toy_Motor
- set KielHyreQuest,104;
- hideonnpc "Kiehl#Copy";
- donpcevent "Kiehl_Room_Exit::OnEnable";
- enablenpc "Kiehl_Room_Exit";
- initnpctimer;
- cutin "",255;
- close;
- }
- if (KielHyreQuest == 104) {
- cutin "kh_kiel02",2;
- mes "^3355FFYou retrieve the";
- mes "ring from the heart of";
- mes "Kiehl's old robotic body.^000000";
- getitem 7508,1; //Elysia_Ring
- set KielHyreQuest,106;
- close2;
- cutin "",255;
- end;
- }
- else{
- cutin "kh_kiel02",2;
- mes "^3355FFKiehl's old";
- mes "robotic body";
- mes "stands alone,";
- mes "lifeless and silent.^000000";
- close2;
- cutin "",255;
- end;
- }
-
-
-OnTimer180000:
- stopnpctimer;
- mapannounce "kh_kiehl02","Beeeeeeeeeeeeep~",bc_npc,0xFF0000;
- donpcevent "KiehlRoom::OnReset";
- end;
-
-OnTimer179000:
- mapannounce "kh_kiehl02","1 second remaining until detonation",bc_npc,0xFF0000;
- end;
-
-OnTimer178000:
- mapannounce "kh_kiehl02","2 seconds remaining until detonation",bc_npc,0xFF0000;
- end;
-
-OnTimer177000:
- mapannounce "kh_kiehl02","3 seconds remaining until detonation",bc_npc,0xFF0000;
- end;
-
-OnTimer176000:
- mapannounce "kh_kiehl02","4 seconds remaining until detonation",bc_npc,0xFF0000;
- end;
-
-OnTimer175000:
- mapannounce "kh_kiehl02","5 seconds remaining until detonation",bc_npc,0xFF0000;
- end;
-
-OnTimer170000:
- mapannounce "kh_kiehl02","10 seconds remaining until detonation",bc_npc,0xFF0000;
- end;
-
-OnTimer160000:
- mapannounce "kh_kiehl02","20 seconds remaining until detonation",bc_npc,0xFF0000;
- end;
-
-OnTimer150000:
- mapannounce "kh_kiehl02","30 seconds remaining until detonation",bc_npc,0xFF0000;
- end;
-
-OnTimer120000:
- mapannounce "kh_kiehl02","1 minute remaining until detonation.",bc_npc,0xFF0000;
- end;
-
-OnTimer60000:
- mapannounce "kh_kiehl02","2 minutes remaining until detonation.",bc_npc,0xFF0000;
- end;
-
-OnTimer1000:
- mapannounce "kh_kiehl02","3 minutes remaining until detonation.",bc_npc,0xFF0000;
- end;
-}
-
-//----------------------------------------------------------------------------
-// Kiehl's Room; NPC for mob control, timers, and other junk.
-//----------------------------------------------------------------------------
-kh_kiehl02,1,1,0 script KiehlRoom -1,{
- end;
-
-OnKiehlMobDead:
- set .KHKilled,.KHKilled+1;
- if (.KHKilled == 5) {
- hideoffnpc "Kiehl#Original";
- }
- end;
-
-OnKiehlDead:
- set .KHKilledBoss,1;
- hideoffnpc "Kiehl#Original";
- end;
-
-OnReset:
- donpcevent "Kiehl_Room_Trap::OnGlobalTimerOff";
- if (getmapusers("kh_kiehl02") > 0)
- mapwarp "kh_kiehl02","lighthalzen",192,200;
- killmonsterall "kh_kiehl02";
- disablenpc "Kiehl_Room_Exit";
- hideonnpc "Mitchell#KiehlRoom";
- hideonnpc "Agent#KHAgent1";
- hideonnpc "Agent#KHAgent2";
- hideonnpc "Agent#KHAgent3";
- hideonnpc "Agent#KHAgent4";
- hideonnpc "Kiehl#Copy";
- hideoffnpc "Kiehl#Original";
- set .KHKilledBoss,0;
- set .KHKilled,0;
- set getvariableofnpc(.KHTrapSprung,"Kiehl_Room_Trap"),0;
- set $@KHQuestBusy,0;
- end;
-}
-
-//----------------------------------------------------------------------------
-// Kiehl's Room; Mitchell and Agents. (Floating NPC + Duplicates)
-//----------------------------------------------------------------------------
-kh_kiehl02,49,55,6 script Mitchell#KiehlRoom 727,{
- end;
-OnInit:
- hideonnpc "Mitchell#KiehlRoom";
- end;
-
-OnKHSpiderWeb:
- misceffect 404;
- end;
-}
-
-kh_kiehl02,53,52,4 script Agent#KHAgent1 880,{
- end;
-OnInit:
- hideonnpc "Agent#KHAgent1";
- end;
-
-OnKHSpiderWeb:
- misceffect 404;
- end;
-}
-
-kh_kiehl02,51,49,1 script Agent#KHAgent2 880,{
- end;
-OnInit:
- hideonnpc "Agent#KHAgent2";
- end;
-
-OnKHSpiderWeb:
- misceffect 404;
- end;
-}
-
-kh_kiehl02,47,50,0 script Agent#KHAgent3 880,{
- end;
-OnInit:
- hideonnpc "Agent#KHAgent3";
- end;
-
-OnKHSpiderWeb:
- misceffect 404;
- end;
-}
-
-kh_kiehl02,46,53,6 script Agent#KHAgent4 880,{
- end;
-OnInit:
- hideonnpc "Agent#KHAgent4";
- end;
-
-OnKHSpiderWeb:
- misceffect 404;
- end;
-}
-
-
-//----------------------------------------------------------------------------
-// Kiehl's Room; Copy of Kiehl.
-//----------------------------------------------------------------------------
-kh_kiehl02,48,53,6 script Kiehl#Copy 902,{
- end;
-
-OnInit:
- hideonnpc "Kiehl#Copy";
- end;
-}
-
-//----------------------------------------------------------------------------
-// Kiehl's Room; Kiehl_Room_Exit
-//----------------------------------------------------------------------------
-kh_kiehl02,50,59,0 script Kiehl_Room_Exit 45,1,1,{
-OnTouch:
- if (getmapusers("kh_kiehl02") < 1)
- donpcevent "KiehlRoom::OnReset";
- warp "lighthalzen",193,202;
- end;
-
-OnEnable:
- misceffect 215;
- end;
-
-OnInit:
- disablenpc "Kiehl_Room_Exit";
- end;
-}
-
-//============================================================================
diff --git a/npc/quests/Lvl4_weapon_quest.txt b/npc/quests/Lvl4_weapon_quest.txt
deleted file mode 100644
index 58945768a..000000000
--- a/npc/quests/Lvl4_weapon_quest.txt
+++ /dev/null
@@ -1,3509 +0,0 @@
-//===== rAthena Script =======================================
-//= Grade A and Grade S weapon quests
-//===== By: ==================================================
-//= Vicious_Pucca, Reddozen & MasterOfMuppets
-//===== Current Version: =====================================
-//= 1.6
-//===== Compatible With: =====================================
-//= rAthena SVN 3422+(Requires jA Script System)
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Grade A and Grade S weapon quests
-//===== Additional Comments: =================================
-//= 1.0 First Version, Credits goes to Vicious_Pucca for converting [MasterOfMuppets]
-//= the quest from aegis format to eA format. Also thanks to
-//= reddozen for fixing bugs.
-//= 1.1 Many fixes to spelling, grammar, and sentence order. [Silent]
-//= 1.2 A small fix, thanks to vicious_pucca [MasterOfMuppets]
-//= 1.21 Fixing MoM's typos (Citrin -> Citrine) [erKURITA]
-//= 1.3 Redirected error message for "LV_16" to "LV_16_NOGEM" (Gepard) [L0ne_W0lf]
-//= 1.4 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
-//= 1.5 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
-//= 1.6 Was using the wrong IDs for the ores needed. [L0ne_W0lf]
-//============================================================
-
-umbala,117,285,3 script Bazo#lv4 85,{
- if (checkweight(908,300) == 0) {
- mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
- close;
- }
- if (lv4_weapon == 0) {
- mes "[Bazo]";
- mes "Hello...";
- mes "Not from around";
- mes "here, are you?";
- next;
- mes "[Bazo]";
- mes "My name is Bazo Heburiech. I'm pleased to make your acquaintance. As you can see, I'm also not from around here either. I feel as if... We were meant to meet.";
- next;
- mes "[Bazo]";
- mes "If you don't mind, let me tell you a little about this place. When I first got here, I could tell there was something different about";
- mes "this village.";
- next;
- mes "[Bazo]";
- mes "For one thing, Umbala is close";
- mes "to Niflheim, realm of the dead. Because it's so near, some of the people here can actually draw evil power from that realm.";
- next;
- mes "[Bazo]";
- mes "Don't worry, the locals here only use this power to produce specialty items. During my stay here, I too have learned some of those crafting methods.";
- next;
- mes "[Bazo]";
- mes "If you like, I'd be willing to show you my skills. Now how does that sound?";
- next;
- switch(select("Sounds good~:No, thanks.")) {
- case 1:
- if (BaseLevel < 70) {
- mes "[Bazo]";
- mes "Hmm. For now, you should level";
- mes "up and get stronger first. Please understand that I mean well when I say that I don't think you're quite ready for my goods.";
- next;
- mes "[Bazo]";
- mes "Like I said before, these";
- mes "goods have some evil power. If you're not strong or experienced enough, you'd be driven insane.";
- next;
- mes "[Bazo]";
- mes "Once you're ready,";
- mes "I'll gladly make you";
- mes "something great~";
- close;
- }
- mes "[Bazo]";
- mes "Excellent! Let me tell you what materials I'll need. There's not that many, but you might want to write them down.";
- next;
- mes "[Bazo]";
- mes "First, I'll need";
- mes "some basic materials.";
- mes "10 Gold,";
- mes "50 Steel and";
- mes "10 Emperium.";
- next;
- mes "[Bazo]";
- mes "Then, I'll need some rare ore to enchant this product. The product's trait will depend on the ore that you use.";
- next;
- mes "[Bazo]";
- mes "Please bring me 30 of either Citrin, Turquoise or Agate. Well then, I wish you luck in finding those things and I'll be waiting for you~";
- set lv4_weapon,1;
- close;
- case 2:
- mes "[Bazo]";
- mes "Oh, okay.";
- mes "That's fine with me.";
- mes "But I'll be right here if you";
- mes "ever change your mind.";
- close;
- }
- }
- if (lv4_weapon > 7) {
- mes "[Bazo]";
- mes "Hmm...";
- mes "I sense something different about you. I can't quite describe it, but I get the distince feeling that there's nothing I can do for you.";
- next;
- mes "[Bazo]";
- mes "In any case, I wish you safety in your travels, adventurer.";
- close;
- }
- if ((lv4_weapon >= 5) && (lv4_weapon <= 7)) {
- mes "[Bazo]";
- mes "Great...!";
- mes "Now, let's do this!";
- mes "Oh, and you should know";
- mes "now that I can't tell what kind of thing we might get. But let's hope that it'll be good.";
- next;
- mes "^3355FFYou feel a mysterious energy gathering around the materials";
- mes "and the air around them begins to crackle. It seems as if the materials were absorbing";
- mes "all of the ambient energy.^000000";
- next;
- mes "^3355FFWithout any discernable action from Bazo, the materials began to fuse into each other.^000000";
- next;
- mes "[Bazo]";
- mes "Can you feel that? The materials are now gathering power on their own. It's out of my hands now. All we can do now is wait and pray.";
- next;
- mes "^3355FFThe materials finish melding";
- mes "and the air grows calm.^000000";
- next;
- mes "[Bazo]";
- mes "Ooooooh! It's done!";
- mes "We've succeeded! Ah,";
- mes "this is amazing! Our prayers";
- mes "must have been answered!";
- next;
- mes "[Bazo]";
- mes "It looks like all those materials turned into some kind of weapon. That ought to be quite useful to you. Now let's see...";
- next;
- mes "[Bazo]";
- if (lv4_weapon == 5) {
- mes "Immaterial Sword!";
- mes "This sword was born to be yours!";
- mes "Congratulations and hopefully it will be useful to you.";
- set lv4_weapon,0;
- getitem 1141,1; //Immaterial_Sword
- }
- else if (lv4_weapon == 6) {
- mes "Slash!";
- mes "This mace was born to be yours!";
- mes "Congratulations and hopefully it will be useful to you.";
- set lv4_weapon,0;
- getitem 1526,1; //Slash
- }
- else if (lv4_weapon == 7) {
- mes "Quadrille!";
- mes "This mace was born to be yours!";
- mes "Congratulations and hopefully it will be useful to you.";
- set lv4_weapon,0;
- getitem 1527,1; //Quadrille
- }
- next;
- mes "[Bazo]";
- mes "Ah, I'm very satisfied with these results. If you wish to have another one, please feel free to visit me anytime. Alright then, enjoy your travels~";
- close;
- }
- if (((lv4_weapon == 2) && (countitem(7295) > 29)) || ((lv4_weapon == 3) && (countitem(7294) > 29)) || ((lv4_weapon == 4) && (countitem(7291) > 29))) {
- if (lv4_weapon == 2) {
- set .@itemreq,7295; // Citrine
- }
- else if (lv4_weapon == 3) {
- set .@itemreq,7294; //Turqoise
- }
- else if (lv4_weapon == 4) {
- set .@itemreq,7291; // Agate
- }
- mes "[Bazo]";
- mes "Okay, it seems like you're";
- mes "ready so let's get started. Now, my favorite monsters are Poring, Hode, Obeaune and Minorous.";
- next;
- for( set .@i, 1; .@i <= 5; set .@i,.@i+1 ) {
- setarray .@mons[.@i],rand(1,4);
- mes "[Bazo]";
- if (.@i == 1) {
- mes "Here's the first question.";
- mes "What monster am I thinking";
- mes "of right now?";
- }
- else if (.@i == 2) {
- mes "Alright...";
- mes "Now guess which monster";
- mes "I'm thinking about right... Now!";
- }
- else if (.@i == 3) {
- mes "Now what monster";
- mes "am I thinking about?";
- }
- else if (.@i == 4) {
- mes "Which monster am";
- mes "I thinking about right now?";
- }
- else if (.@i == 5) {
- mes "Okay, one last time.";
- mes "Guess which monster I'm";
- mes "thinking about right now.";
- }
- next;
- set .@answer,select("Poring:Hode:Obeaune:Minorous");
- if (.@answer == .@mons[.@i]) {
- set .@dap,.@dap + 1;
- }
- }
- mes "[Bazo]";
- mes "Okay, let me give you the answers for the questions in the order I was thinking. Now, it might seem like I'm making them up right now, but I'm not. We gotta trust each other on this.";
- next;
- mes "[Bazo]";
- for( set .@i, 1; .@i <= 5; set .@i,.@i+1 ) {
- if (.@mons[.@i] == 1) {
- mes "Poring";
- }
- else if (.@mons[.@i] == 1) {
- mes "Hode";
- }
- else if (.@mons[.@i] == 2) {
- mes "Obeaune";
- }
- else if (.@mons[.@i] == 3) {
- mes "Minorous";
- }
- }
- if (.@dap > 0) {
- delitem .@itemreq,30;
- set lv4_weapon,lv4_weapon+3;
- }
- else if (.@dap < 1) {
- delitem .@itemreq,10;
- }
- next;
- if (.@dap > 0) {
- mes "[Bazo]";
- mes "You got the right answer " + .@dap + " times! Incredible! As promised, I shall create a specialty Umbala item for you. Give me a little time to get ready, and then we'll get started.";
- close;
- }
- else if (.@dap < 1) {
- mes "[Bazo]";
- mes "Huh. You must not be able to";
- mes "read minds, or you've got really bad luck. Either way, we can't try this until we drive away the ill fortune around you.";
- next;
- mes "[Bazo]";
- mes "Hm, we need at least";
- mes "10 "+getitemname(.@itemreq)+" to try this";
- mes "again, so go ahead";
- mes "and give me that.";
- next;
- mes "[Bazo]";
- mes "Well, if you want to try this mind reading game again, just come";
- mes "back with the materials. I'll be waiting to gauge your luck.";
- close;
- }
- }
- if ((lv4_weapon == 2) || (lv4_weapon == 3) || (lv4_weapon == 4)) {
- mes "[Bazo]";
- mes "Hmm. Something doesn't";
- mes "feel right. We must be missing";
- mes "something. Would you check the";
- mes "materials you've brought again?";
- close;
- }
- if ((lv4_weapon == 1) && (countitem(969) > 9) && (countitem(999) > 49) && (countitem(714) > 9)) {
- mes "[Bazo]";
- mes "Oh, you've brought all the basic materials. Now, let me check to see if you brought any of the rare ores I asked for...";
- next;
- if ((countitem(7295) > 29) || (countitem(7294) > 29) || (countitem(7291) > 29)) {
- if ((countitem(7295) > 29) && (countitem(7294) > 29) && (countitem(7291) > 29)) {
- mes "[Bazo]";
- mes "Hahaha, I asked you to";
- mes "bring one kind of ore, not all of them. So which one would you";
- mes "like to use?";
- next;
- switch(select("Citrin:Turquoise:Agate")) {
- case 1:
- set .@itemreq,7295; // Citrine
- break;
- case 2:
- set .@itemreq,7294; //Turqoise
- break;
- case 3:
- set .@itemreq,7291; // Agate
- break;
- }
- }
- else if ((countitem(7295) > 29) && (countitem(7294) > 29)) {
- mes "Hahaha, I asked you to";
- mes "bring one kind of ore, not";
- mes "two. So which one would";
- mes "you like to use?";
- switch(select("Citrin:Turquoise")) {
- case 1:
- set .@itemreq,7295; // Citrine
- break;
- case 2:
- set .@itemreq,7294; //Turqoise
- break;
- }
- }
- else if ((countitem(7295) > 29) && (countitem(7291) > 29)) {
- mes "Hahaha, I asked you to";
- mes "bring one kind of ore, not";
- mes "two. So which one would";
- mes "you like to use?";
- switch(select("Citrin:Agate")) {
- case 1:
- set .@itemreq,7295; // Citrine
- break;
- case 2:
- set .@itemreq,7291; // Agate
- break;
- }
- }
- else if ((countitem(7294) > 29) && (countitem(7291) > 29)) {
- mes "Hahaha, I asked you to";
- mes "bring one kind of ore, not";
- mes "two. So which one would";
- mes "you like to use?";
- switch(select("Turquoise:Agate")) {
- case 1:
- set .@itemreq,7294; //Turqoise
- break;
- case 2:
- set .@itemreq,7291; // Agate
- break;
- }
- }
- else {
- if (countitem(7295) > 29) {
- set .@itemreq,7295; // Citrine
- }
- if (countitem(7294) > 29) {
- set .@itemreq,7294; //Turqoise
- }
- if (countitem(7291) > 29) {
- set .@itemreq,7291; // Agate
- }
- }
- mes "[Bazo]";
- mes getitemname(.@itemreq)+", huh?";
- mes "Alright then. Before we start, we must first test your luck. As you may have guessed, item crafting in Umbala is a very delicate process.";
- next;
- mes "[Bazo]";
- mes "But if we do this during a time when your luck is high, we'll have a good chance of succeeding in creating something great. That makes sense, right?";
- next;
- mes "[Bazo]";
- mes "Now, we'll test your luck by playing a simple mind reading";
- mes "game. I'll think of a specific monster, and you'll have to";
- mes "guess what it is from among";
- mes "my favorites.";
- next;
- mes "[Bazo]";
- mes "I'll give you five different chances, and if you can guess right once, we'll go ahead and craft the item. But if you get all of them wrong, we've got to drive away all the bad luck!";
- next;
- mes "[Bazo]";
- mes "In order to drive away ill fortune, I'll be taking 10 of the special ore you've brought along. I know it sounds bad, but it's a lot better than losing 30 ores if we failed to create the item, right?";
- next;
- mes "[Bazo]";
- mes "Okay, now I need";
- mes "some time to preprare...";
- mes "Talk to you later!";
- delitem 969,10; //Gold
- delitem 999,50; //Steel
- delitem 714,10; //Emperium
- if (.@itemreq == 7295) {
- set lv4_weapon,2;
- }
- else if (.@itemreq == 7294) {
- set lv4_weapon,3;
- }
- else if (.@itemreq == 7291) {
- set lv4_weapon,4;
- }
- close;
- }
- else {
- mes "[Bazo]";
- mes "Please bring me 30 Citrin, Turquoise or Agate. You must";
- mes "have forgotten to bring any of those, so please go back and get them so we can begin.";
- close;
- }
- }
- if (lv4_weapon == 1) {
- mes "[Bazo]";
- mes "If you'd like me to make you one of Umbala's specialty items, I'll need you to bring me some stuff so I can craft it for you.";
- next;
- mes "[Bazo]";
- mes "First, I'll need";
- mes "some basic materials.";
- mes "10 Gold,";
- mes "50 Steel and";
- mes "10 Emperium.";
- next;
- mes "[Bazo]";
- mes "Then, I'll need some rare ore to enchant this product. The product's trait will depend on the ore that you use.";
- next;
- mes "[Bazo]";
- mes "Please bring me 30 of either Citrin, Turquoise or Agate. Well then, I wish you luck in finding those things and I'll be waiting for you~";
- close;
- }
- mes "[Bazo]";
- mes "Hello...";
- mes "Not from around";
- mes "here, are you?";
- next;
- mes "[Bazo]";
- mes "My name is Bazo Heburiech. I'm pleased to make your acquaintance. As you can see, I'm also not from around here either. I feel as if... We were meant to meet.";
- next;
- mes "[Bazo]";
- mes "If you don't mind, let me tell you a little about this place. When I first got here, I could tell there was something different about";
- mes "this village.";
- next;
- mes "[Bazo]";
- mes "For one thing, Umbala is close";
- mes "to Niflheim, realm of the dead. Because it's so near, some of the people here can actually draw evil power from that realm.";
- next;
- mes "[Bazo]";
- mes "Don't worry, the locals here only use this power to produce specialty items. During my stay here, I too have learned some of those crafting methods.";
- next;
- mes "[Bazo]";
- mes "If you like, I'd be willing to show you my skills. Now how does that sound?";
- next;
- switch(select("Sounds good~:No, thanks.")) {
- case 1:
- if (BaseLevel < 70) {
- mes "[Bazo]";
- mes "Hmm. For now, you should level";
- mes "up and get stronger first. Please understand that I mean well when I say that I don't think you're quite ready for my goods.";
- next;
- mes "[Bazo]";
- mes "Like I said before, these";
- mes "goods have some evil power. If you're not strong or experienced enough, you'd be driven insane.";
- next;
- mes "[Bazo]";
- mes "Once you're ready,";
- mes "I'll gladly make you";
- mes "something great~";
- close;
- }
- mes "[Bazo]";
- mes "Excellent! Let me tell you what materials I'll need. There's not that many, but you might want to write them down.";
- next;
- mes "[Bazo]";
- mes "First, I'll need";
- mes "some basic materials.";
- mes "10 Gold,";
- mes "50 Steel and";
- mes "10 Emperium.";
- next;
- mes "[Bazo]";
- mes "Then, I'll need some rare ore to enchant this product. The product's trait will depend on the ore that you use.";
- next;
- mes "[Bazo]";
- mes "Please bring me 30 of either Citrin, Turquoise or Agate. Well then, I wish you luck in finding those things and I'll be waiting for you~";
- set lv4_weapon,1;
- close;
- case 2:
- mes "[Bazo]";
- mes "Oh, okay.";
- mes "That's fine with me.";
- mes "But I'll be right here if you";
- mes "ever change your mind.";
- close;
- }
-}
-
-umbala,163,257,3 script Hibilaithan#lv4 785,{
- if (checkweight(908,300) == 0) {
- mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
- close;
- }
- if (event_umbala < 3) {
- mes "[Hibilaithan]";
- mes "Umba! Umbaba...umum! Baumba!";
- mes "Umumumbababaumumbabaumba!";
- mes "Umbaumbaumbaumbaumhah!";
- mes "Umumumumumbababababab!";
- close;
- }
- if (lv4_weapon == 0) {
- mes "[Hibilaithan]";
- mes "Eh heh heh...";
- mes "At long last, this";
- mes "day has come. Finally,";
- mes "I've earned recognition as";
- mes "Umbala's greatest artisan!";
- next;
- mes "[Hibilaithan]";
- mes "Yes yes, I'm ^802A2Athat^000000 Hibilaithan.";
- mes "And if you bring me the materials, I shall deign to craft one of my masterpieces for you. Bwahahaha~!";
- next;
- mes "[Hibilaithan]";
- mes "Hm? What was that?";
- mes "Never heard of me?";
- mes "Please, enough jesting!";
- mes "I mean, even though I may be a maestro at my craft, there's no need to feel intimidated.";
- next;
- mes "[Hibilaithan]";
- mes "Now be honest...";
- mes "Do you want to be";
- mes "the recipient of my";
- mes "inspired and oft imitated";
- mes "handiwork or not?";
- next;
- switch(select("Yes. Yes, I do.:Sorry, I don't need it!")) {
- case 1:
- if (BaseLevel < 70) {
- mes "[Hibilaithan]";
- mes "Ooh...";
- mes "Your mind is too weak to handle the power of my creations. I'm sorry, but you need more training.";
- next;
- mes "[Hibilaithan]";
- mes "I know it must be unbearable, waiting to own one of my creations. But for your own sake, get stronger first and then come back to me.";
- close;
- }
- mes "[Hibilaithan]";
- mes "Hahahaha!";
- mes "Of course you do!";
- mes "That was a rhetorical question!";
- mes "But I like your attitude. Now I'm going to tell you what you need";
- mes "to bring me, so don't forget.";
- next;
- mes "[Hibilaithan]";
- mes "Now, I'll need";
- mes "10 Gold,";
- mes "50 Steel and";
- mes "10 Emperium";
- mes "for the basic materials.";
- next;
- mes "[Hibilaithan]";
- mes "I'll also need some rare ore to endow my creation with power. Muscovite, Biotite or Pyroxene. Just bring me 30 of one of those kinds of ores.";
- next;
- mes "[Hibilaithan]";
- mes "Okay, I wish you good luck! In the meantime, I shall relax here and wait for your return.";
- set lv4_weapon,8;
- close;
- case 2:
- mes "[Hibilaithan]";
- mes "Hahahahaha~!";
- mes "There's no need";
- mes "to be modest!";
- mes "Oh, you adventurers";
- mes "can be so silly sometimes.";
- next;
- mes "[Hibilaithan]";
- mes "Well, if you ever muster up the courage to ask me of this favor, come back anytime. Give me the chance to show you my genius!";
- close;
- }
- }
- if ((lv4_weapon < 8) || (lv4_weapon > 14)) {
- mes "[Hibilaithan]";
- mes "...";
- mes "Ah... I don't feel";
- mes "like doing ^820A2Aanything^000000";
- mes "right now. Come back later, alright?";
- close;
- }
- if ((lv4_weapon == 12) || (lv4_weapon == 13) || (lv4_weapon == 14)) {
- mes "[Hibilaithan]";
- mes "Ah, I sense that all is in readiness. Good, good,";
- mes "I can begin! Now, don't peek.";
- mes "I can't risk sharing my";
- mes "awesome secrets!";
- next;
- mes "^3355FFHibilaithan picked up all the materials and turned his back to you. Although you couldn't get a clear look at what he was doing, his motions were deceptively simple and clumsy looking as you feel a strange energy gather around him.^000000";
- next;
- mes "[Hibilaithan]";
- mes "Umm~ umm~ umm~";
- mes "Aww~ aww~ aww~";
- mes "Phew~ phew~ phew~";
- mes "Woo~ woo~ woo~";
- mes "Ho~ ho~ ho~";
- next;
- mes "[Hibilaithan]";
- mes "Haha, it's done!";
- mes "^333333*Phew*^000000 That was pretty tough, but I'm sure you can't wait to see what we've made. Okay, let's take a look...";
- next;
- mes "[Hibilaithan]";
- if (lv4_weapon == 12) {
- mes "Ooh, this is a huge success! But of course, since it's my handiwork, that goes without saying. Hey, this is a weapon... Some sort of... Mailbreaker!";
- set lv4_weapon,0;
- getitem 1225,1; //Mail_Breaker
- }
- else if (lv4_weapon == 13) {
- mes "Ooh, this is a huge success! But of course, since it's my handiwork, that goes without saying. Hey, this is a weapon... Some sort of... Swordbreaker!";
- set lv4_weapon,0;
- getitem 1224,1; //Sword_Breaker
- }
- else if (lv4_weapon == 14) {
- mes "Ooh, this is a huge success! But of course, since it's my handiwork, that goes without saying. Hey, this is a weapon... Some sort of... Slaughter!";
- set lv4_weapon,0;
- getitem 1367,1; //Slaughter
- }
- next;
- mes "[Hibilaithan]";
- mes "Ah, yet another creation that's a testament to my awesome skills! Come back to me whenever you want me to make something truly great for you. See you around~";
- close;
- }
- if (((lv4_weapon == 9) && (countitem(7292) > 29)) || ((lv4_weapon == 10) && (countitem(7297) > 29)) || ((lv4_weapon == 11) && (countitem(7296) > 29))) {
- if (lv4_weapon == 9) {
- set .@itemreq,7292; //Muscovite
- }
- else if (lv4_weapon == 10) {
- set .@itemreq,7297; // Biotite
- }
- else if (lv4_weapon == 11) {
- set .@itemreq,7296; // Pyroxene
- }
- mes "[Hibilaithan]";
- mes "Okay, let's get started!";
- mes "First, we're going to see how";
- mes "lucky you are today. We'll play this simple game where you guess";
- mes "which monster I'm thinking of.";
- next;
- mes "[Hibilaithan]";
- mes "Don't worry, I'll tell you which monsters are my favorite, so this game isn't impossible. If you can guess just one of them right, we'll know your luck is good today!";
- next;
- for( set .@i, 1; .@i <= 5; set .@i,.@i+1 ) {
- setarray .@mons[.@i],rand(1,4);
- mes "[Hibilaithan]";
- if (.@i == 1) {
- mes "Alright...";
- mes "My favorite monsters are";
- mes "Zealotus, Alice, Munak and";
- mes "Isis. Now... Guess which one";
- mes "I'm thinking about right now!";
- }
- else if (.@i == 2) {
- mes "Okay...";
- mes "Now I'm thinking about a different monster. Or am I? Guess which one!";
- }
- else if (.@i == 3) {
- mes "Now...";
- mes "Which monster am";
- mes "I thinking about?";
- }
- else if (.@i == 4) {
- mes "Can you guess which";
- mes "monster is on my mind now?";
- }
- else if (.@i == 5) {
- mes "One more time!";
- mes "What monster";
- mes "am I thinking of?";
- }
- next;
- set .@answer,select("Zealotus:Alice:Munak:Isis");
- if (.@answer == .@mons[.@i]) {
- set .@dap,.@dap + 1;
- }
- }
- mes "[Hibilaithan]";
- mes "Alright, that's it!";
- mes "Now, this is the order";
- mes "of the monsters that";
- mes "I was thinking about...";
- next;
- mes "[Hibilaithan]";
- for( set .@i, 1; .@i <= 5; set .@i,.@i+1 ) {
- if (.@mons[.@i] == 1) {
- mes "Zealotus";
- }
- else if (.@mons[.@i] == 1) {
- mes "Alice";
- }
- else if (.@mons[.@i] == 2) {
- mes "Munak";
- }
- else if (.@mons[.@i] == 3) {
- mes "Isis";
- }
- }
- if (.@dap > 0) {
- delitem .@itemreq,30;
- set lv4_weapon,lv4_weapon+3;
- }
- else if (.@dap < 1) {
- delitem .@itemreq,10;
- }
- next;
- mes "[Hibilaithan]";
- if (.@dap > 0) {
- mes "Amazing...";
- mes "You must have mental powers or something. You answered correctly";
- mes "" + .@dap + " times! Wow, you must have really good luck today!";
- next;
- mes "[Hibilaithan]";
- mes "In that case, there's no reason";
- mes "to delay. Give me a little time to prepare, and then we'll get started on making you something, okay?";
- close;
- }
- else if (.@dap < 1) {
- mes "Oooh...";
- mes "This isn't good.";
- mes "You got all of them ^660000wrong^000000.";
- mes "We better drive away all of your bad luck with 10 "+getitemname(.@itemreq)+".";
- next;
- mes "[Hibilaithan]";
- mes "We can't get started until your luck is strong enough, so we'll need to play this game again. If you don't have enough ores, just get some more before coming back.";
- next;
- mes "[Hibilaithan]";
- mes "I'm not going anywhere,";
- mes "so there's no rush. Take";
- mes "your time, I'll be waiting!";
- close;
- }
- }
- if ((lv4_weapon == 9) || (lv4_weapon == 10) || (lv4_weapon == 11)) {
- mes "[Hibilaithan]";
- mes "Hmm. Something doesn't";
- mes "feel right. We must be missing";
- mes "something. Would you check the";
- mes "materials you've brought again?";
- close;
- }
- if ((lv4_weapon == 8) && (countitem(969) > 9) && (countitem(999) > 49) && (countitem(714) > 9)) {
- mes "[Hibilaithan]";
- mes "Ooh, you're back earlier than I expected. I see that you have all the basic materials, but did you bring the most important thing...?";
- next;
- if ((countitem(7292) > 29) || (countitem(7297) > 29) || (countitem(7296) > 29)) {
- if ((countitem(7292) > 29) && (countitem(7297) > 29) && (countitem(7296) > 29)) {
- mes "[Hibilaithan]";
- mes "Whoa, you brought all three kinds of those ores I asked for? Haha, we can only use one of them, so go ahead and choose.";
- next;
- switch(select("Muscovite:Biotite:Pyroxene")) {
- case 1:
- set .@itemreq,7292; //Muscovite
- break;
- case 2:
- set .@itemreq,7297; // Biotite
- break;
- case 3:
- set .@itemreq,7296; // Pyroxene
- break;
- }
- }
- else if ((countitem(7292) > 29) && (countitem(7297) > 29)) {
- mes "[Hibilaithan]";
- mes "Hahaha, you only needed to bring one kind of ore, not two. Now, which ore would you like to use?";
- next;
- switch(select("Muscovite:Biotite")) {
- case 1:
- set .@itemreq,7292; //Muscovite
- break;
- case 2:
- set .@itemreq,7297; // Biotite
- break;
- }
- }
- else if ((countitem(7292) > 29) && (countitem(7296) > 29)) {
- mes "[Hibilaithan]";
- mes "Hahaha, you only needed to bring one kind of ore, not two. Now, which ore would you like to use?";
- next;
- switch(select("Muscovite:Pyroxene")) {
- case 1:
- set .@itemreq,7292; //Muscovite
- break;
- case 2:
- set .@itemreq,7296; // Pyroxene
- break;
- }
- }
- else if ((countitem(7297) > 29) && (countitem(7296) > 29)) {
- mes "[Hibilaithan]";
- mes "Hahaha, you only needed to bring one kind of ore, not two. Now, which ore would you like to use?";
- next;
- switch(select("Biotite:Pyroxene")) {
- case 1:
- set .@itemreq,7297; // Biotite
- break;
- case 2:
- set .@itemreq,7296; // Pyroxene
- break;
- }
- }
- else {
- if (countitem(7292) > 29) {
- set .@itemreq,7292; //Muscovite
- }
- else if (countitem(7297) > 29) {
- set .@itemreq,7297; // Biotite
- }
- else if (countitem(7296) > 29) {
- set .@itemreq,7296; // Pyroxene
- }
- }
- mes "[Hibilaithan]";
- mes getitemname(.@itemreq)+", eh?";
- mes "Alright, before we start, we need to minimize as much of your negative fortune as we can.";
- next;
- mes "[Hibilaithan]";
- mes "We're investing a lot of material and energy into this, so it'd be a pity if we fail, right?";
- next;
- mes "[Hibilaithan]";
- mes "Now, if I can craft you something on a day on which your fortune is strong, it should be okay. In order to measure your luck, we'll play a mind reading game.";
- next;
- mes "[Hibilaithan]";
- mes "It's simple. You simply guess the name of the monster I'm thinking about among four choices. If you guess correctly once, then we can get started!";
- next;
- mes "[Hibilaithan]";
- mes "I'll be giving you five chances. However, if you get all five wrong, I need to take 10 of the special ore that you brought in order to drive away your misfortune.";
- next;
- mes "[Hibilaithan]";
- mes "Sure, that might sound bad,";
- mes "but it's a small price to pay for insuring success in crafting your special item, right?";
- next;
- mes "[Hibilaithan]";
- mes "Okay, I'll need some time to get ready. Come back to me a little later so that I can judge your";
- mes "luck today~";
- delitem 969,10; //Gold
- delitem 999,50; //Steel
- delitem 714,10; //Emperium
- if (countitem(7292) > 29) {
- set lv4_weapon,9;
- }
- else if (countitem(7297) > 29) {
- set lv4_weapon,10;
- }
- else if (countitem(7296) > 29) {
- set lv4_weapon,11;
- }
- close;
- }
- else {
- mes "[Hibilaithan]";
- mes "Hm...?";
- mes "It looks like you didn't";
- mes "bring any of that special";
- mes "ore I asked for.";
- next;
- mes "[Hibilaithan]";
- mes "Please bring 30 of";
- mes "either, Biotite, Muscovite";
- mes "or Pyroxene since we need";
- mes "one of those kinds of ores";
- mes "for me to start crafting.";
- close;
- }
- }
- if (lv4_weapon == 8) {
- mes "[Hibilaithan]";
- mes "Now, I'll need";
- mes "10 Gold,";
- mes "50 Steel and";
- mes "10 Emperium";
- mes "for the basic materials.";
- next;
- mes "[Hibilaithan]";
- mes "I'll also need some rare ore to endow my creation with power. Muscovite, Biotite or Pyroxene. Just bring me 30 of one of those kinds of ores.";
- next;
- mes "[Hibilaithan]";
- mes "Okay, I wish you good luck! In the meantime, I shall relax here and wait for your return.";
- close;
- }
- mes "[Hibilaithan]";
- mes "Eh heh heh...";
- mes "At long last, this";
- mes "day has come. Finally,";
- mes "I've earned recognition as";
- mes "Umbala's greatest artisan!";
- next;
- mes "[Hibilaithan]";
- mes "Yes yes, I'm ^802A2Athat^000000 Hibilaithan.";
- mes "And if you bring me the materials, I shall deign to craft one of my masterpieces for you. Bwahahaha~!";
- next;
- mes "[Hibilaithan]";
- mes "Hm? What was that?";
- mes "Never heard of me?";
- mes "Please, enough jesting!";
- mes "I mean, even though I may be a maestro at my craft, there's no need to feel intimidated.";
- next;
- mes "[Hibilaithan]";
- mes "Now be honest...";
- mes "Do you want to be";
- mes "the recipient of my";
- mes "inspired and oft imitated";
- mes "handiwork or not?";
- next;
- switch(select("Yes. Yes, I do.:Sorry, I don't need it!")) {
- case 1:
- if (BaseLevel < 70) {
- mes "[Hibilaithan]";
- mes "Ooh...";
- mes "Your mind is too weak to handle the power of my creations. I'm sorry, but you need more training.";
- next;
- mes "[Hibilaithan]";
- mes "I know it must be unbearable, waiting to own one of my creations. But for your own sake, get stronger first and then come back to me.";
- close;
- }
- mes "[Hibilaithan]";
- mes "Hahahaha!";
- mes "Of course you do!";
- mes "That was a rhetorical question!";
- mes "But I like your attitude. Now I'm going to tell you what you need";
- mes "to bring me, so don't forget.";
- next;
- mes "[Hibilaithan]";
- mes "Now, I'll need";
- mes "10 Gold,";
- mes "50 Steel and";
- mes "10 Emperium";
- mes "for the basic materials.";
- next;
- mes "[Hibilaithan]";
- mes "I'll also need some rare ore to endow my creation with power. Muscovite, Biotite or Pyroxene. Just bring me 30 of one of those kinds of ores.";
- next;
- mes "[Hibilaithan]";
- mes "Okay, I wish you good luck! In the meantime, I shall relax here and wait for your return.";
- set lv4_weapon,8;
- close;
- case 2:
- mes "[Hibilaithan]";
- mes "Hahahahaha~!";
- mes "There's no need";
- mes "to be modest!";
- mes "Oh, you adventurers";
- mes "can be so silly sometimes.";
- next;
- mes "[Hibilaithan]";
- mes "Well, if you ever muster up the courage to ask me of this favor, come back anytime. Give me the chance to show you my genius!";
- close;
- }
-}
-
-um_in,156,77,5 script Tabezthan#lv4 788,{
- if (checkweight(908,300) == 0) {
- mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
- close;
- }
- if (event_umbala < 3) {
- mes "[Tabezthan]";
- mes "Umba! Umbaba...umum! Baumba!";
- mes "Umumumbababaumumbabaumba!";
- mes "Umbaumbaumbaumbaumhah!";
- mes "Umumumumumbababababab!";
- close;
- }
- if (lv4_weapon == 0) {
- mes "[Tabezthan]";
- mes "Hmm...";
- mes "I feel something different from you. You are a stranger around here, are you not?";
- next;
- mes "[Tabezthan]";
- mes "Allow me to introduce myself. I am Tabezthan, a veritable fountain of knowledge and a renown genius in Umbala. Ha ha ha!";
- next;
- mes "[Tabezthan]";
- mes "I have two disciples: Hibilaithan, who is a fool, and Bazo, who is quite intelligent and shows potential.";
- next;
- mes "[Tabezthan]";
- mes "Of course, both are very talented and skilled, but I worry about Hibilaithan. He makes many stupid mistakes but he is fairly shameless about his errors.";
- next;
- mes "[Tabezthan]";
- mes "I have taught them how to manipulate the ambient energy";
- mes "here in Umbala in order to create objects. I hear that there is a similar skill in the outside world known to you as alchemy.";
- next;
- mes "[Tabezthan]";
- mes "In any case, do have any use";
- mes "for my skills? If so, please bring me the materials that I need so that I may be of service to you.";
- next;
- switch(select("Yes, please.:No, thank you.")) {
- case 1:
- if (BaseLevel < 70) {
- mes "[Tabezthan]";
- mes "I regret to say that you are not yet capable of handling my crafts. Please train and acquire greater strength before returning to me. I wish you safety in your travels.";
- close;
- }
- mes "[Tabezthan]";
- mes "Good. I ask that you";
- mes "remember what you need";
- mes "to bring me so that I may craft something for you. I shall need...";
- next;
- mes "[Tabezthan]";
- mes "10 Gold,";
- mes "50 Steel";
- mes "and 10 Emperium";
- mes "for the basic materials.";
- mes "I'll also need a rare ore to enchant my creation.";
- next;
- mes "[Tabezthan]";
- mes "In addition, please bring me 30 of either Phlogopite, Peridot or Rose Quartz. Depending on the ore that you choose, my creation will possess a different trait.";
- next;
- mes "[Tabezthan]";
- mes "Please be aware that I do not know exactly what item will be produced. There are too many factors in alchemy and there is a limit to anyone's knowledge.";
- next;
- mes "[Tabezthan]";
- mes "In other words, we will have to trust to luck. However, we'll have time to talk about that later. For now, please go and gather the necessary materials. I shall be waiting here.";
- set lv4_weapon,15;
- close;
- case 2:
- mes "[Tabezthan]";
- mes "Oh... I see.";
- mes "It is a little disappointing to hear that, but please return";
- mes "if you believe that I can be";
- mes "of service to you.";
- close;
- }
- }
- if ((lv4_weapon < 15) || (lv4_weapon > 21)) {
- mes "[Tabezthan]";
- mes "Hm...?";
- mes "You don't have any";
- mes "business with me, do you?";
- next;
- mes "[Tabezthan]";
- mes "Please do not disregard me as merely an old fool. When a man gets older, he can see more clearly into the hearts of others. Please continue what you have been doing, and I wish you good fortune on your journeys.";
- close;
- }
- if ((lv4_weapon == 19) || (lv4_weapon == 20) || (lv4_weapon == 21)) {
- mes "[Tabezthan]";
- mes "Great, I'm ready to begin. Give me a minute to arrange these materials into a mystic circle.";
- next;
- mes "^3355FFHe arranged the materials in a strange circle and began chanting. The air around Tabezthan grew ominously heavy and the materials seemed to surge with newfound energy.^000000";
- next;
- mes "[Tabezthan]";
- mes "Please understand that this power is not coming from me. I am merely using my skills to gather power from the realm of the dead and infusing them into these materials.";
- next;
- mes "[Tabezthan]";
- mes "Let us pray for good results.";
- mes "All we can do now is leave the";
- mes "final result to fate.";
- next;
- mes "^3355FFThe materials slowly melded";
- mes "into each other, combining into a completely new object. It is only";
- mes "a matter of time before we learn whether you and Tabezthan have succeeded or failed.^000000";
- next;
- mes "[Tabezthan]";
- if (lv4_weapon == 19) {
- mes "I don't believe it!";
- mes "This is such an incredibly rare weapon! Yes, I remember its name from what my late father told me. This is... Caesar's Sword!";
- set lv4_weapon,0;
- getitem 1134,1; //Scissores_Sword
- }
- else if (lv4_weapon == 20) {
- mes "I don't believe it!";
- mes "This is such an incredibly rare weapon! Yes, I remember its name from what my late father told me. This is... Tirfing!";
- set lv4_weapon,0;
- getitem 1139,1; //Tale_Fing_
- }
- else if (lv4_weapon == 21) {
- mes "I don't believe it!";
- mes "This is such an incredibly rare weapon! Yes, I remember its name from what my late father told me. This is... Sabbath!";
- set lv4_weapon,0;
- getitem 1365,1; //Sabbath
- }
- next;
- mes "[Tabezthan]";
- mes "This mighty weapon is yours to keep. Feel free to come back to me";
- mes "if you think that I can be of service to you once again.";
- mes "Farewell for now, brave adventurer.";
- close;
- }
- if (((lv4_weapon == 16) && (countitem(7290))) || ((lv4_weapon == 17) && (countitem(7289))) || ((lv4_weapon == 18) && (countitem(7293)))) {
- if (lv4_weapon == 16) {
- set .@itemreq,7290; //Phlogopite
- }
- else if (lv4_weapon == 17) {
- set .@itemreq,7289; //Olivine
- }
- else if (lv4_weapon == 18) {
- set .@itemreq,7293; //Rose_Quartz
- }
- mes "[Tabezthan]";
- mes "Shall we begin?";
- mes "I will tell you the names of 4 different monsters. You will be given five chances to predict which monster I am thinking about.";
- next;
- mes "[Tabezthan]";
- mes "This mind reading game is an effective method of determining whether your fortune is good or bad. Get ready now...";
- next;
- for( set .@i, 1; .@i <= 5; set .@i,.@i+1 ) {
- setarray .@mons[.@i],rand(1,4);
- mes "[Tabezthan]";
- if (.@i == 1) {
- mes "My favorite monsters are";
- mes "Baphomet, Dark Lord, Bloody";
- mes "Knight and Stormy Knight. Now,";
- mes "try to guess which one I am";
- mes "thinking about.";
- }
- else if (.@i == 2) {
- mes "Please try to determine";
- mes "which monster I'm thinking";
- mes "of right this moment.";
- }
- else if (.@i == 3) {
- mes "Now, try to sense";
- mes "which monster I am";
- mes "visualizing in my mind.";
- }
- else if (.@i == 4) {
- mes "Once again, try";
- mes "and guess what monster";
- mes "I'm thinking about right now.";
- }
- else if (.@i == 5) {
- mes "Alright, this is";
- mes "your last chance to";
- mes "correctly guess which";
- mes "monster I'm thinking of.";
- }
- next;
- set .@answer,select("Baphomet:Dark Lord:Bloody Knight:Stormy Knight");
- if (.@answer == .@mons[.@i]) {
- set .@dap,.@dap + 1;
- }
- }
- mes "[Tabezthan]";
- mes "That's the end of the game. Now, this is the order of the monsters that I had in mind...";
- next;
- mes "[Tabezthan]";
- for( set .@i, 1; .@i <= 5; set .@i,.@i+1 ) {
- if (.@mons[.@i] == 1) {
- mes "Baphomet";
- }
- else if (.@mons[.@i] == 2) {
- mes "Dark Lord";
- }
- else if (.@mons[.@i] == 3) {
- mes "Bloody Knight";
- }
- else if (.@mons[.@i] == 4) {
- mes "Stormy Knight";
- }
- }
- if (.@dap > 0) {
- delitem .@itemreq,30;
- set lv4_weapon,lv4_weapon+3;
- }
- else if (.@dap < 1) {
- delitem .@itemreq,10;
- }
- next;
- mes "[Tabezthan]";
- if (.@dap > 0) {
- mes "You have answered " + .@dap + " times correctly. It appears that your luck is at a high point, and it is an ideal time for me to craft something for you. Give me a little time to prepare, and return to me.";
- close;
- }
- else if (.@dap < 1) {
- mes "Unfortunately, you weren't able to guess any of them correctly. It seems that your luck is charged with negative energy. We'll need to expel this bad luck with 10 of your Phologopite.";
- next;
- mes "[Tabezthan]";
- mes "Do not be disheartened. Losing 10 "+getitemname(.@itemreq)+" is much better than losing 30 on a failed crafting attempt.";
- next;
- mes "[Tabezthan]";
- mes "Please come back with 30 Phologopite, and we shall try this mind reading game once again. I shall be waiting for you right here.";
- close;
- }
- }
- if ((lv4_weapon == 16) || (lv4_weapon == 17) || (lv4_weapon == 18)) {
- mes "[Tabezthan]";
- mes "Umm...";
- mes "You do not seem to";
- mes "have enough Rose Quartz.";
- mes "Please try to gather at";
- mes "least 30 of them and then";
- mes "return to me.";
- close;
- }
- if ((lv4_weapon == 15) && (countitem(969) > 9) && (countitem(999) > 49) && (countitem(714) > 9)) {
- mes "[Tabezthan]";
- mes "You've returned to me earlier than I've expected. I sense that you've brought all the basic materials, but did you bring enough special ore as well?";
- next;
- if ((countitem(7290) > 29) || (countitem(7289) > 29) || (countitem(7293) > 29)) {
- if ((countitem(7290) > 29) && (countitem(7289) > 29) && (countitem(7293) > 29)) {
- mes "[Tabezthan]";
- mes "Ah, you've brought all three. However, we can only use one kind of ore at a time, so please choose just one.";
- next;
- switch(select("Phlogopite:Peridot:Rose Quartz")) {
- case 1:
- set .@itemreq,7290; //Phlogopite
- break;
- case 2:
- set .@itemreq,7289; //Olivine
- break;
- case 3:
- set .@itemreq,7293; //Rose_Quartz
- break;
- }
- }
- else if ((countitem(7290) > 29) && (countitem(7289) > 29)) {
- mes "[Tabezthan]";
- mes "Hahaha, you didn't need";
- mes "to bring more than one kind";
- mes "of ore. Now, which one would";
- mes "you like to use?";
- next;
- switch(select("Phlogopite:Peridot")) {
- case 1:
- set .@itemreq,7290; //Phlogopite
- break;
- case 2:
- set .@itemreq,7289; //Olivine
- break;
- }
- }
- else if ((countitem(7290) > 29) && (countitem(7293) > 29)) {
- mes "[Tabezthan]";
- mes "Hahaha, you didn't need";
- mes "to bring more than one kind";
- mes "of ore. Now, which one would";
- mes "you like to use?";
- next;
- switch(select("Phlogopite:Rose Quartz")) {
- case 1:
- set .@itemreq,7290; //Phlogopite
- break;
- case 2:
- set .@itemreq,7293; //Rose_Quartz
- break;
- }
- }
- else if ((countitem(7289) > 29) && (countitem(7293) > 29)) {
- mes "[Tabezthan]";
- mes "Hahaha, you didn't need";
- mes "to bring more than one kind";
- mes "of ore. Now, which one would";
- mes "you like to use?";
- next;
- switch(select("Peridot:Rose Quartz")) {
- case 1:
- set .@itemreq,7289; //Olivine
- break;
- case 2:
- set .@itemreq,7293; //Rose_Quartz
- break;
- }
- }
- else {
- if (countitem(7290) > 29) {
- set .@itemreq,7290; //Phlogopite
- }
- else if (countitem(7289) > 29) {
- set .@itemreq,7289; //Olivine
- }
- else if (countitem(7293) > 29) {
- set .@itemreq,7293; //Rose_Quartz
- }
- }
- mes "[Tabezthan]";
- mes "Good, "+getitemname(.@itemreq)+".";
- mes "Now, before I can begin crafting,";
- mes "I must first determine whether or not you have enough luck for me";
- mes "to proceed.";
- next;
- mes "[Tabezthan]";
- mes "We will play a mind reading game";
- mes "so that I can measure your luck and see if it is high enough to avoid the possibility of crafting failure.";
- next;
- mes "[Tabezthan]";
- mes "You will have 5 chances to guess which one of my four favorite monsters that I am thinking of. If you can answer correctly even just once, I can begin crafting.";
- next;
- mes "[Tabezthan]";
- mes "However, if you answer incorrectly all five times, I must take 10 of your special ore in order to expel your misfortune.";
- next;
- mes "[Tabezthan]";
- mes "Now, please give me a little time to finish my preparations. I shall speak to you later.";
- delitem 999,50; //Steel
- delitem 969,10; //Gold
- delitem 714,10; //Emperium
- if (countitem(7290) > 29) {
- set lv4_weapon,16;
- }
- else if (countitem(7289) > 29) {
- set lv4_weapon,17;
- }
- else if (countitem(7293) > 29) {
- set lv4_weapon,18;
- }
- close;
- }
- else {
- mes "[Tabezthan]";
- mes "Hmmm...";
- mes "It doesn't look like it. Remember, I need 30 of either Phlogopite, Peridot or Rose Quartz before I can begin crafting.";
- close;
- }
- }
- if (lv4_weapon == 15) {
- mes "[Tabezthan]";
- mes "[Tabezthan]";
- mes "Bring me...";
- mes "10 Gold,";
- mes "50 Steel";
- mes "and 10 Emperium.";
- mes "I'll also need a rare ore to enchant my creation.";
- next;
- mes "[Tabezthan]";
- mes "In addition, please bring me 30 of either Phlogopite, Peridot or Rose Quartz. Depending on the ore that you choose, my creation will possess a different trait.";
- close;
- }
- mes "[Tabezthan]";
- mes "Hmm...";
- mes "I feel something different from you. You are a stranger around here, are you not?";
- next;
- mes "[Tabezthan]";
- mes "Allow me to introduce myself. I am Tabezthan, a veritable fountain of knowledge and a renown genius in Umbala. Ha ha ha!";
- next;
- mes "[Tabezthan]";
- mes "I have two disciples: Hibilaithan, who is a fool, and Bazo, who is quite intelligent and shows potential.";
- next;
- mes "[Tabezthan]";
- mes "Of course, both are very talented and skilled, but I worry about Hibilaithan. He makes many stupid mistakes but he is fairly shameless about his errors.";
- next;
- mes "[Tabezthan]";
- mes "I have taught them how to manipulate the ambient energy";
- mes "here in Umbala in order to create objects. I hear that there is a similar skill in the outside world known to you as alchemy.";
- next;
- mes "[Tabezthan]";
- mes "In any case, do have any use";
- mes "for my skills? If so, please bring me the materials that I need so that I may be of service to you.";
- next;
- switch(select("Yes, please.:No, thank you.")) {
- case 1:
- if (BaseLevel < 70) {
- mes "[Tabezthan]";
- mes "I regret to say that you are not yet capable of handling my crafts. Please train and acquire greater strength before returning to me. I wish you safety in your travels.";
- close;
- }
- mes "[Tabezthan]";
- mes "Good. I ask that you";
- mes "remember what you need";
- mes "to bring me so that I may craft something for you. I shall need...";
- next;
- mes "[Tabezthan]";
- mes "10 Gold,";
- mes "50 Steel";
- mes "and 10 Emperium";
- mes "for the basic materials.";
- mes "I'll also need a rare ore to enchant my creation.";
- next;
- mes "[Tabezthan]";
- mes "In addition, please bring me 30 of either Phlogopite, Peridot or Rose Quartz. Depending on the ore that you choose, my creation will possess a different trait.";
- next;
- mes "[Tabezthan]";
- mes "Please be aware that I do not know exactly what item will be produced. There are too many factors in alchemy and there is a limit to anyone's knowledge.";
- next;
- mes "[Tabezthan]";
- mes "In other words, we will have to trust to luck. However, we'll have time to talk about that later. For now, please go and gather the necessary materials. I shall be waiting here.";
- set lv4_weapon,15;
- close;
- case 2:
- mes "[Tabezthan]";
- mes "Oh... I see.";
- mes "It is a little disappointing to hear that, but please return";
- mes "if you believe that I can be";
- mes "of service to you.";
- close;
- }
-}
-
-aldebaran,178,239,3 script Bill Thayer#lv4 712,{
- if (lv4_weapon == 55) {
- mes "[Bill Thayer]";
- mes "Hmm...";
- mes "You'll need 30 Pyroxene, Turquoise and Phlogopite. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
- next;
- mes "[Bill Thayer]";
- mes "^333333*Sniff*^000000";
- mes "All of my sons passed away";
- mes "before they could finish their research. I should have been the one to have died. They were still so young...";
- close;
- }
- if (lv4_weapon == 54) {
- mes "[Bill Thayer]";
- mes "Hmm...";
- mes "You'll need 30 Citrin, Agate";
- mes "and Muscovite. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
- next;
- mes "[Bill Thayer]";
- mes "^333333*Sniff*^000000";
- mes "All of my sons passed away";
- mes "before they could finish their research. I should have been the one to have died. They were still so young...";
- close;
- }
- if (lv4_weapon == 53) {
- mes "[Bill Thayer]";
- mes "What...?";
- mes "Waltboughst's research?";
- next;
- mes "[Bill Thayer]";
- mes "How do you know him?";
- mes "Were you a friend of his while";
- mes "he was still alive? This must be";
- mes "an act of providence...";
- next;
- if (rand(1,2) == 1) {
- mes "[Bill Thayer]";
- mes "Hmm...";
- mes "You'll need 30 Citrin, Agate";
- mes "and Muscovite. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
- next;
- mes "[Bill Thayer]";
- mes "^333333*Sniff*^000000";
- mes "All of my sons passed away";
- mes "before they could finish their research. I should have been the one to have died. They were still so young...";
- set lv4_weapon,54;
- close;
- }
- else {
- mes "[Bill Thayer]";
- mes "Hmm...";
- mes "You'll need 30 Pyroxene, Turquoise and Phlogopite. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
- next;
- mes "[Bill Thayer]";
- mes "^333333*Sniff*^000000";
- mes "All of my sons passed away";
- mes "before they could finish their research. I should have been the one to have died. They were still so young...";
- set lv4_weapon,55;
- close;
- }
- }
- if ((lv4_weapon == 49) || (lv4_weapon == 50)) {
- mes "[Bill Thayer]";
- mes "Don't you have anything better to do? Quit bothering me and do your best to reach your own goals.";
- next;
- mes "[Bill Thayer]";
- mes "^333333*Sigh...*^000000";
- mes "Still, trying your";
- mes "best won't always result";
- mes "in success though.";
- next;
- mes "[Bill Thayer]";
- mes "^660000But that's no excuse!^000000";
- mes "Every successful man in";
- mes "history has tried his best!";
- next;
- mes "[Bill Thayer]";
- mes "I hope you remember that. It's something I used to tell my sons when they were alive. Ha ha ha~";
- set lv4_weapon,50;
- close;
- }
- if (lv4_weapon == 45) {
- mes "[Bill Thayer]";
- mes "Hmm...";
- mes "You'll need 30 Turquoise,";
- mes "Biotite and Rose Quartz. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
- next;
- mes "[Bill Thayer]";
- mes "^333333*Sniff*^000000";
- mes "All of my sons passed away";
- mes "before they could finish their research. I should have been the one to have died. They were still so young...";
- set lv4_weapon,45;
- close;
- }
- if (lv4_weapon == 46) {
- mes "[Bill Thayer]";
- mes "Hmm...";
- mes "You'll need 30 Phlogopite,";
- mes "Citrine and Pyroxene. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
- next;
- mes "[Bill Thayer]";
- mes "^333333*Sniff*^000000";
- mes "All of my sons passed away";
- mes "before they could finish their research. I should have been the one to have died. They were still so young...";
- set lv4_weapon,46;
- close;
- }
- if (lv4_weapon == 44) {
- mes "[Bill Thayer]";
- mes "What...?";
- mes "Hein's research?";
- next;
- mes "[Bill Thayer]";
- mes "How do you know him?";
- mes "Were you a friend of his while";
- mes "he was still alive? This must be";
- mes "an act of providence...";
- next;
- if (rand(1,2) == 1) {
- mes "[Bill Thayer]";
- mes "Hmm...";
- mes "You'll need 30 Turquoise,";
- mes "Biotite and Rose Quartz. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
- next;
- mes "[Bill Thayer]";
- mes "^333333*Sniff*^000000";
- mes "All of my sons passed away";
- mes "before they could finish their research. I should have been the one to have died. They were still so young...";
- set lv4_weapon,45;
- close;
- }
- else {
- mes "[Bill Thayer]";
- mes "Hmm...";
- mes "You'll need 30 Phlogopite,";
- mes "Citrine and Pyroxene. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
- next;
- mes "[Bill Thayer]";
- mes "^333333*Sniff*^000000";
- mes "All of my sons passed away";
- mes "before they could finish their research. I should have been the one to have died. They were still so young...";
- set lv4_weapon,46;
- close;
- }
- }
- if ((lv4_weapon == 40) || (lv4_weapon == 41)) {
- mes "[Bill Thayer]";
- mes "No matter how much you're willing to pay me, I'm not going to forge you any weapons.";
- next;
- mes "[Bill Thayer]";
- mes "Even during my weapon making days,";
- mes "I never accepted money from any of";
- mes "my clients. Do you know why?";
- next;
- mes "[Bill Thayer]";
- mes "I always told my sons: 'Never accept payment to forge a good weapon. ^333333It brings bad luck.^000000' Don't ask me how that works. It just is.";
- set lv4_weapon,41;
- next;
- mes "[Bill Thayer]";
- mes "Even if you offer me something more precious than money, I won't do any weapon smithing for you. Although I might have back when my sons were still alive...";
- close;
- }
- if (lv4_weapon == 37) {
- mes "[Bill Thayer]";
- mes "Hmm...";
- mes "You'll need 30 Biotite,";
- mes "Agate and Citrin. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
- next;
- mes "[Bill Thayer]";
- mes "^333333*Sniff*^000000";
- mes "All of my sons passed away";
- mes "before they could finish their research. I should have been the one to have died. They were still so young...";
- close;
- }
- if (lv4_weapon == 36) {
- mes "[Bill Thayer]";
- mes "Hmm...";
- mes "You'll need 30 Muscovite,";
- mes "Peridot and Rose Quartz. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
- next;
- mes "[Bill Thayer]";
- mes "^333333*Sniff*^000000";
- mes "All of my sons passed away";
- mes "before they could finish their research. I should have been the one to have died. They were still so young...";
- close;
- }
- if (lv4_weapon == 35) {
- mes "[Bill Thayer]";
- mes "What...?";
- mes "Reyghema's research?";
- next;
- mes "[Bill Thayer]";
- mes "How do you know him?";
- mes "Were you a friend of his while";
- mes "he was still alive? This must be";
- mes "an act of providence...";
- next;
- if (rand(1,2) == 1) {
- mes "[Bill Thayer]";
- mes "Hmm...";
- mes "You'll need 30 Muscovite,";
- mes "Peridot and Rose Quartz. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
- next;
- mes "[Bill Thayer]";
- mes "^333333*Sniff*^000000";
- mes "All of my sons passed away";
- mes "before they could finish their research. I should have been the one to have died. They were still so young...";
- set lv4_weapon,36;
- close;
- }
- else {
- mes "[Bill Thayer]";
- mes "Hmm...";
- mes "You'll need 30 Biotite,";
- mes "Agate and Citrin. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
- next;
- mes "[Bill Thayer]";
- mes "^333333*Sniff*^000000";
- mes "All of my sons passed away";
- mes "before they could finish their research. I should have been the one to have died. They were still so young...";
- set lv4_weapon,37;
- close;
- }
- }
- if ((lv4_weapon == 31) || (lv4_weapon == 32)) {
- mes "[Bill Thayer]";
- mes "All of my sons broke my heart by dying too young. I remember that I always used to tell them: 'Enjoy your youth. ^333333Live without regret.^000000'";
- set lv4_weapon,32;
- next;
- mes "[Bill Thayer]";
- mes "But I never suspected that their lives would be cut so short. Please remember to live life in such a way that regret won't haunt you later. That's the best advice I can give to you.";
- close;
- }
- if (lv4_weapon == 27) {
- mes "[Bill Thayer]";
- mes "Hmm...";
- mes "You'll need 30 Turquoise,";
- mes "Peridot and Agate. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
- next;
- mes "[Bill Thayer]";
- mes "^333333*Sniff*^000000";
- mes "All of my sons passed away";
- mes "before they could finish their research. I should have been the one to have died. They were still so young...";
- close;
- }
- if (lv4_weapon == 28) {
- mes "[Bill Thayer]";
- mes "Hmm...";
- mes "You'll need 30 Phlogopite,";
- mes "Pyroxene and Rose Quartz. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
- next;
- mes "[Bill Thayer]";
- mes "^333333*Sniff*^000000";
- mes "All of my sons passed away";
- mes "before they could finish their research. I should have been the one to have died. They were still so young...";
- close;
- }
- if (lv4_weapon == 26) {
- mes "[Bill Thayer]";
- mes "What...?";
- mes "Kayron's research?";
- next;
- mes "[Bill Thayer]";
- mes "How do you know him?";
- mes "Were you a friend of his while";
- mes "he was still alive? This must be";
- mes "an act of providence...";
- next;
- if (rand(1,2) == 1) {
- mes "[Bill Thayer]";
- mes "Hmm...";
- mes "You'll need 30 Turquoise,";
- mes "Peridot and Agate. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
- next;
- mes "[Bill Thayer]";
- mes "^333333*Sniff*^000000";
- mes "All of my sons passed away";
- mes "before they could finish their research. I should have been the one to have died. They were still so young...";
- set lv4_weapon,27;
- close;
- }
- else {
- mes "[Bill Thayer]";
- mes "Hmm...";
- mes "You'll need 30 Phlogopite,";
- mes "Pyroxene and Rose Quartz. I'm sure those are the materials you need, but I have no idea what the end product is supposed to be...";
- next;
- mes "[Bill Thayer]";
- mes "^333333*Sniff*^000000";
- mes "All of my sons passed away";
- mes "before they could finish their research. I should have been the one to have died. They were still so young...";
- set lv4_weapon,28;
- close;
- }
- }
- if ((lv4_weapon == 22) || (lv4_weapon == 23)) {
- mes "[Bill Thayer]";
- mes "Listen, I told you...";
- mes "There's nothing I can do.";
- mes "^333333I'm utterly helpless here.^000000";
- set lv4_weapon,23;
- next;
- mes "[Bill Thayer]";
- mes "There's no point in asking me to do anything. Ever since my sons passed away, I haven't been able to function. Please leave me alone.";
- close;
- }
- mes "[Bill Thayer]";
- mes "Leave me alone...";
- mes "I'm just a broken old man.";
- next;
- mes "[Bill Thayer]";
- mes "I don't make weapons anymore for anyone. Maybe I was a well known weaponsmith once, but I just can't bring myself to do any work ever since my sons passed away...";
- close;
-}
-
-geffen,203,146,5 script Citizen#lv4-1 97,{
- mes "[Citizen]";
- mes "There was a skillful";
- mes "weaponsmith in Al De Baran";
- mes "who had 4 sons. All of them were known throughout the land for their skill in weapon crafting.";
- next;
- mes "[Citizen]";
- mes "Tragically, all of the sons died in their attempt to create a powerful weapon. Only the father survived the accident.";
- next;
- mes "[Citizen]";
- mes "Because of that incident, the weaponsmith retired and went into hiding. No one ever saw the weapon he and his sons were developing.";
- next;
- mes "[Citizen]";
- mes "I don't think his sons";
- mes "were able to peacefully enter the afterlife after sacrificing so much and having to leave their goal unfulfilled...";
- close;
-}
-
-morocc,289,230,3 script Citizen#lv4-2 92,{
- mes "[Citizen]";
- mes "Meeting a person in the realm of the dead is impossible. But I've heard that if you were able to meet a dead person, you'd find that he wouldn't have all of his memories.";
- next;
- mes "[Citizen]";
- mes "But if you brought him something that reminded him of his life, he'd get his memories back for a little while. Of course, you'd have to actually meet someone in the netherworld to find out for sure.";
- next;
- mes "[Citizen]";
- mes "Huh...";
- mes "I know what I'm talking about might be a little morbid, but even the most trivial information might come in handy someday, right?";
- close;
-}
-
-niflheim,240,193,3 script Kayron#lv4 794,{
- if (checkweight(908,300) == 0) {
- mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
- close;
- }
- if (BaseLevel < 80) {
- mes "[Kayron]";
- mes "Hey...";
- mes "How did somebody like";
- mes "you get all the way over here?";
- next;
- mes "[Kayron]";
- mes "Just by looking at that tender face of yours, I can tell you're a little weak. You better get out of here and get real strong in a hurry before you even think of coming back.";
- close;
- }
- if (lv4_weapon == 0) {
- mes "[Kayron]";
- mes "In life, I was known as Kayron.";
- mes "But now I'm just another ghost wandering around this realm of";
- mes "the dead. Without a body, I feel";
- mes "so useless.";
- next;
- switch(select("Show interest.:Ignore him.")) {
- case 1:
- mes "[Kayron]";
- mes "Huh...?";
- mes "I can't remember what I was going to say. M-my memories! I... I can't seem to recollect...";
- set lv4_weapon,22;
- close;
- case 2:
- mes "[Kayron]";
- mes "Useless...";
- mes "Absolutely useless...";
- close;
- }
- }
- if ((lv4_weapon < 22) || (lv4_weapon > 30)) {
- mes "[Kayron]";
- mes "I sense something from";
- mes "you. Almost as if you were";
- mes "here with some sort of goal.";
- next;
- mes "[Kayron]";
- mes "I'm surprised...";
- mes "And a little envious.";
- mes "It can be said that most";
- mes "in Niflheim come here with";
- mes "little or no purpose.";
- close;
- }
- if ((lv4_weapon == 29) || (lv4_weapon == 30)) {
- mes "[Kayron]";
- mes "Heh heh heh...";
- mes "You're just in time.";
- mes "The time has come for";
- mes "me to reveal the results";
- mes "of my work...";
- next;
- if (rand(1,2) == 1) {
- mes "[Kayron]";
- mes "It's a success!";
- mes "I completed the experiment";
- mes "that got me killed! I almost";
- mes "can't believe it! I created";
- if (lv4_weapon == 29) {
- mes "this... Great Axe!";
- getitem 1364,1; //Great_Axe
- }
- else {
- mes "this... Longinus's Spear!";
- getitem 1469,1; //Longinus's_Spear
- }
- set lv4_weapon,0;
- next;
- mes "[Kayron]";
- mes "I'm so glad that my years of research haven't been wasted.";
- mes "If only Father were able to see this, he'd be really happy for me.";
- next;
- mes "[Kayron]";
- mes "Oh no...";
- mes "^333333*Sigh*^000000 I can feel my memories beginning to fade again. If you ever see me, please let me";
- mes "remember my past again.";
- mes "Thank you...";
- close;
- }
- else {
- mes "[Kayron]";
- mes "It's a success!";
- mes "I completed the experiment";
- mes "that got me killed! I almost";
- mes "can't believe it! I created";
- if (lv4_weapon == 29) {
- mes "this... Guillotine!";
- getitem 1369,1; //Guillotine
- }
- else {
- mes "this... Brionac!";
- getitem 1470,1; //Brionac
- }
- set lv4_weapon,0;
- next;
- mes "[Kayron]";
- mes "I'm so glad that my years of research haven't been wasted.";
- mes "If only Father were able to see this, he'd be really happy for me.";
- next;
- mes "[Kayron]";
- mes "Oh no...";
- mes "^333333*Sigh*^000000 I can feel my memories beginning to fade again. If you ever see me, please let me";
- mes "remember my past again.";
- mes "Thank you...";
- close;
- }
- }
- if (((lv4_weapon == 27) && (countitem(7289) > 29) && (countitem(7294) > 29) && (countitem(7291) > 29)) || ((lv4_weapon == 28) && (countitem(7290) > 29) && (countitem(7296) > 29) && (countitem(7293) > 29))) {
- mes "[Kayron]";
- mes "What's this?";
- mes "The stuff you're carrying";
- mes "around looks awfully familiar.";
- mes "Hm, let me take a look, please...";
- next;
- mes "[Kayron]";
- mes "Yes, I was right!";
- mes "I can use these to smith a weapon! How did you know these were the materials I need? In any case, this is great!";
- next;
- mes "[Kayron]";
- mes "Oh, but first, we need to test your luck. No matter how good my skills may be, we need to make sure your luck is good today, or else we can't proceed.";
- next;
- mes "[Kayron]";
- mes "We're gonna play '^660000Rock, Paper, Scissors^000000.' We can go ahead and";
- mes "make the item if you win 2 out of 3 matches.";
- next;
- mes "[Kayron]";
- mes "But if you lose 2 out of 3, your luck isn't strong enough for me to even attempt smithing. We'll need to dump a huge amount of one of the materials you brought to repel your bad luck.";
- next;
- mes "[Kayron]";
- mes "Here's a piece of paper.";
- mes "You'll write 'Rock,' 'Paper,' or 'Scissors,' and I'll do the same. Then we'll compare our results and see what happens. Alright, let's do the first match!";
- next;
- set .@npchand1,rand(1,3);
- set .@myhand1,select("Scissors:Rock:Paper");
- if (((.@myhand1 == 1) && (.@npchand1 == 3)) || ((.@myhand1 == 2) && (.@npchand1 == 1)) || ((.@myhand1 == 3) && (.@npchand1 == 2))) {
- set .@shobu,.@shobu+1;
- }
- mes "[Kayron]";
- mes "Now...";
- mes "Let's play";
- mes "the second match~";
- next;
- set .@npchand2,rand(1,3);
- set .@myhand2,select("Scissors:Rock:Paper");
- if (((.@myhand2 == 1) && (.@npchand2 == 3)) || ((.@myhand2 == 2) && (.@npchand2 == 1)) || ((.@myhand2 == 3) && (.@npchand2 == 2))) {
- set .@shobu,.@shobu+1;
- }
- mes "[Kayron]";
- mes "Alright...";
- mes "One last time.";
- mes "Write down 'Rock,'";
- mes "'Paper' or 'Scissors.'";
- next;
- set .@npchand3,rand(1,3);
- set .@myhand3,select("Scissors:Rock:Paper");
- if (((.@myhand3 == 1) && (.@npchand3 == 3)) || ((.@myhand3 == 2) && (.@npchand3 == 1)) || ((.@myhand3 == 3) && (.@npchand3 == 2))) {
- set .@shobu,.@shobu+1;
- }
- set .@aekddam,rand(1,3);
- if (.@shobu > 1) {
- if (lv4_weapon == 27) {
- delitem 7289,30; //Olivine
- delitem 7294,30; //Turquoise
- delitem 7291,30; //Agate
- }
- else {
- delitem 7290,30; //Phlogopite
- delitem 7296,30; //Pyroxene
- delitem 7293,30; //Rose_Quartz
- }
- set lv4_weapon,lv4_weapon+2;
- }
- else if (.@shobu < 2) {
- if (.@aekddam == 1) {
- if (lv4_weapon == 27) {
- delitem 7289,30; //Olivine
- }
- else {
- delitem 7290,30; //Phlogopite
- }
- }
- else if (.@aekddam == 2) {
- if (lv4_weapon == 27) {
- delitem 7294,30; //Turquoise
- }
- else {
- delitem 7296,30; //Pyroxene
- }
- }
- else if (.@aekddam == 3) {
- if (lv4_weapon == 27) {
- delitem 7291,30; //Agate
- }
- else {
- delitem 7293,30; //Rose_Quartz
- }
- }
- }
- mes "[Kayron]";
- mes "We're done!";
- mes "Now, I wrote down...";
- if (.@npchand1 == 1) {
- mes "Scissors";
- }
- else if (.@npchand1 == 2) {
- mes "Rock";
- }
- else if (.@npchand1 == 3) {
- mes "Paper";
- }
- if (.@npchand2 == 1) {
- mes "Scissors";
- }
- else if (.@npchand2 == 2) {
- mes "Rock";
- }
- else if (.@npchand2 == 3) {
- mes "Paper";
- }
- if (.@npchand3 == 1) {
- mes "Scissors";
- }
- else if (.@npchand3 == 2) {
- mes "Rock";
- }
- else if (.@npchand3 == 3) {
- mes "Paper";
- }
- next;
- mes "[Kayron]";
- mes "You wrote down...";
- if (.@myhand1 == 1) {
- mes "Scissors";
- }
- else if (.@myhand1 == 2) {
- mes "Rock";
- }
- else if (.@myhand1 == 3) {
- mes "Paper";
- }
- if (.@myhand2 == 1) {
- mes "Scissors";
- }
- else if (.@myhand2 == 2) {
- mes "Rock";
- }
- else if (.@myhand2 == 3) {
- mes "Paper";
- }
- if (.@myhand3 == 1) {
- mes "Scissors";
- }
- else if (.@myhand3 == 2) {
- mes "Rock";
- }
- else if (.@myhand3 == 3) {
- mes "Paper";
- }
- next;
- if (.@shobu > 1) {
- mes "[Kayron]";
- mes "Let's see...";
- mes "You won " + shobu + " times.";
- mes "You must be really";
- mes "Without a doubt, you've";
- mes "got some pretty good luck~";
- next;
- mes "[Kayron]";
- mes "Alright, I'll keep my end of the bargain. Give me the materials";
- mes "and some time to finish preparing. I'll talk to you later, okay?";
- close;
- }
- else if (.@shobu < 2) {
- mes "[Kayron]";
- mes "Well, I'm sorry to say that you lost. We have no choice but to drive away your bad luck with";
- mes "some of the ore you brought!";
- next;
- mes "[Kayron]";
- mes "Alright, let's try this again. Go and get the materials we need";
- mes "and come back to me.";
- close;
- }
- }
- if ((lv4_weapon == 26) || (lv4_weapon == 27) || (lv4_weapon == 28)) {
- mes "[Kayron]";
- mes "I can't seem to recall the rest";
- mes "of the materials I need. This is beginning to get really frustrating.";
- next;
- mes "[Kayron]";
- mes "I mean, me and my father used to know this stuff like it was second nature. What's wrong with me...?";
- close;
- }
- if ((lv4_weapon == 25) && (countitem(1005) > 1) && (countitem(989) > 0) && (countitem(710) > 0) && (countitem(969) > 19)) {
- mes "[Kayron]";
- mes "Oh...!";
- mes "I had no idea you were such a reliable person! You brought the things I've asked for pretty quickly!";
- next;
- mes "[Kayron]";
- mes "But I still can't remember the rest of the things that I'll be needing. I'm really sorry...";
- next;
- mes "[Kayron]";
- mes "Is there any way to get more of my memory back? In the meantime, let me keep these materials. I promise they'll be used to make a good weapon for you.";
- delitem 1005,2; //Hammer_Of_Blacksmith
- delitem 989,1; //Emperium_Anvil
- delitem 710,1; //Illusion_Flower
- delitem 969,20; //Gold
- set lv4_weapon,26;
- close;
- }
- if (lv4_weapon == 25) {
- mes "[Kayron]";
- mes "I'll need a lot of materials, but let me remind you of some of";
- mes "the necessary things that I can actually remember.";
- next;
- mes "[Kayron]";
- mes "So far, I know I'll need";
- mes "2 Hammer of Blacksmith";
- mes "1 Emperium Anvil";
- mes "1 Illusion Flower and";
- mes "20 Gold.";
- next;
- mes "[Kayron]";
- mes "I know there were a few more";
- mes "things that are crucial to this weapon's construction, but...";
- mes "I can't seem to concentrate hard enough to remember.";
- close;
- }
- if (lv4_weapon == 24) {
- mes "[Kayron]";
- mes "Alright...";
- mes "I just remembered";
- mes "most of the things";
- mes "I need to make you";
- mes "a great weapon.";
- next;
- mes "[Kayron]";
- mes "I believe it's fair to let you know that I can't guarantee what weapon will be produced from this work since, quite frankly, I can't remember.";
- next;
- mes "[Kayron]";
- mes "So far, I know I'll need";
- mes "2 Hammer of Blacksmith";
- mes "1 Emperium Anvil";
- mes "1 Illusion Flower and";
- mes "20 Gold.";
- next;
- mes "[Kayron]";
- mes "Bring those items to me first. I'm pretty sure there was something else I'll be needing, but I can't seem to remember. This memory";
- mes "of mine is beginning to worry me a little bit...";
- next;
- mes "[Kayron]";
- mes "Anyway, I'll be waiting for you here while you go out and collect those things. Be careful, alright?";
- set lv4_weapon,25;
- close;
- }
- if (lv4_weapon == 23) {
- mes "[Kayron]";
- mes "In life, I was known as Kayron.";
- mes "But now I'm just another ghost wandering around this realm of";
- mes "the dead. Without a body, I feel";
- mes "so useless.";
- next;
- mes "[Kayron]";
- mes "There's nothing I can do.";
- mes "I'm... Um... I'm...?";
- input .@input$;
- next;
- if (.@input$ == "I'm utterly helpless here.") {
- mes "[Kayron]";
- mes "I'm utterly helpless here.";
- mes "Right, right! My father always used to say that! I guess my brothers and I take after our father in a lot of ways.";
- next;
- mes "[Kayron]";
- mes "My mind's been so hazy.";
- mes "I forgot that I even used";
- mes "to be a living human.";
- mes "^333333*Sigh...*^000000";
- next;
- mes "[Kayron]";
- mes "Still, that little memory has brought me a little peace of";
- mes "mind. I really appreciate that.";
- next;
- mes "[Kayron]";
- mes "I used to be a weaponsmith";
- mes "when I was alive, so if you like, I can forge something nice for you. You'll have to bring me the materials, though.";
- next;
- mes "[Kayron]";
- mes "You understand that being";
- mes "dead sort of restricts my mobility. Still, it's actually useful to be stuck in Niflheim. This place is filled with some strange energy that will help in my smithing.";
- next;
- mes "[Kayron]";
- mes "Even though experimental";
- mes "smithing got me killed, I won't have to worry about it this time. After all, I'm already dead! Hahahah~";
- next;
- mes "[Kayron]";
- mes "Alright, just give me a little time so that I can try to remember the things that I'll need, alright?";
- set lv4_weapon,24;
- close;
- }
- else {
- mes "[Kayron]";
- mes "Huh...?";
- mes "What did you just say?";
- mes "I'm sorry, I'm trying to remember something my father always used";
- mes "to say...";
- close;
- }
- }
- if (lv4_weapon == 22) {
- mes "[Kayron]";
- mes "In life, I was known as Kayron.";
- mes "But now I'm just another ghost wandering around this realm of";
- mes "the dead. Without a body, I feel";
- mes "so useless.";
- next;
- mes "[Kayron]";
- mes "Huh...?";
- mes "I can't remember what I was going to say. M-my memories! I... I can't seem to recollect...";
- close;
- }
- mes "[Kayron]";
- mes "In life, I was known as Kayron.";
- mes "But now I'm just another ghost wandering around this realm of";
- mes "the dead. Without a body, I feel";
- mes "so useless.";
- next;
- switch(select("Show interest.:Ignore him.")) {
- case 1:
- mes "[Kayron]";
- mes "Huh...?";
- mes "I can't remember what I was going to say. M-my memories! I... I can't seem to recollect...";
- set lv4_weapon,22;
- close;
- case 2:
- mes "[Kayron]";
- mes "Useless...";
- mes "Absolutely useless...";
- close;
- }
-}
-
-niflheim,99,268,5 script Reyghema#lv4 794,{
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 3000) {
- mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
- close;
- }
- if (BaseLevel < 80) {
- mes "[Reyghema]";
- mes "How...";
- mes "the hell...?";
- next;
- mes "[Reyghema]";
- mes "What's a living person doing here? Stick around and I guarantee that you won't be alive much longer. Come on, you don't want to end up like me. Hurry and get out of here!";
- close;
- }
- if (lv4_weapon == 0) {
- mes "[Reyghema]";
- mes "Damn it...";
- mes "I didn't want to die!";
- next;
- mes "[Reyghema]";
- mes "Well, nothing that's alive really wants to die, but I was so close to finishing what I wanted to do. Ah, youth...";
- next;
- mes "[Reyghema]";
- mes "Youth...";
- mes "Enjoy your youth...";
- mes "I remember hearing";
- mes "something like that,";
- mes "but there was more to it...";
- next;
- switch(select("Show interest.:Ignore him.")) {
- case 1:
- mes "[Reyghema]";
- mes "Enjoy your youth...";
- mes "Enjoy your youth...";
- mes "...What came after that?";
- next;
- mes "[Reyghema]";
- mes "Argh!";
- mes "I can't remember!";
- mes "Everything in my";
- mes "head is so cloudy!";
- set lv4_weapon,31;
- close;
- case 2:
- mes "[Reyghema]";
- mes "Enjoy your youth...";
- mes "Enjoy your youth...";
- mes "...What came after that?";
- close;
- }
- }
- if ((lv4_weapon < 31) || (lv4_weapon > 39)) {
- mes "[Reyghema]";
- mes "Hey...";
- mes "It feels like you came";
- mes "here to finish something.";
- mes "Yeah, there's a complete difference between someone who's aimless and someone with a purpose.";
- next;
- mes "[Reyghema]";
- mes "I almost feel sorry for you though, if you have business to finish in a place like Niflheim.";
- close;
- }
- if ((lv4_weapon == 38) || (lv4_weapon == 39)) {
- mes "[Reyghema]";
- mes "...";
- mes "...Finally.";
- next;
- if (rand(1,2) == 1) {
- mes "[Reyghema]";
- mes "I did it!";
- mes "I died trying to make this,";
- mes "but I finally finished it!";
- if (lv4_weapon == 38) {
- mes "This is... Berserk!";
- getitem 1814,1; //Berserk
- }
- else {
- mes "This is... Tjungkuletti!";
- getitem 1416,1; //Tjungkuletti
- }
- set lv4_weapon,0;
- next;
- mes "[Reyghema]";
- mes "^333333*Sigh*^000000 I can feel it happening again. My memories are starting to slip away. Can't I be allowed to hold on to this memory?";
- next;
- mes "[Reyghema]";
- mes "I guess the dead aren't supposed to remember their past. But thank you for letting achieve my life long desire, even if this moment is short lived.";
- next;
- mes "[Reyghema]";
- mes "If you ever get the chance, come back and help me remember my";
- mes "past so that I can experience the joy of weapon crafting again. Farewell, adventurer...";
- close;
- }
- else {
- mes "[Reyghema]";
- mes "I did it!";
- mes "I died trying to make this,";
- mes "but I finally finished it!";
- if (lv4_weapon == 38) {
- mes "This is... the Rudra Bow!";
- getitem 1720,1; //Bow_Of_Rudra
- }
- else {
- mes "This is... Brocca! Weee~ I made it!";
- getitem 1415,1; //Skewer
- }
- set lv4_weapon,0;
- next;
- mes "[Reyghema]";
- mes "^333333*Sigh*^000000 I can feel it happening again. My memories are starting to slip away. Can't I be allowed to hold on to this memory?";
- next;
- mes "[Reyghema]";
- mes "I guess the dead aren't supposed to remember their past. But thank you for letting achieve my life long desire, even if this moment is short lived.";
- next;
- mes "[Reyghema]";
- mes "If you ever get the chance, come back and help me remember my";
- mes "past so that I can experience the joy of weapon crafting again. Farewell, adventurer...";
- close;
- }
- }
- if (((lv4_weapon == 36) && (countitem(7292) > 29) && (countitem(7293) > 29) && (countitem(7289) > 29)) || ((lv4_weapon == 37) && (countitem(7297) > 29) && (countitem(7291) > 29) && (countitem(7295) > 29))) {
- mes "[Reyghema]";
- mes "Wait...";
- mes "The stuff that you have. Those are things I'll need for my creation! Let me take a look...";
- next;
- mes "[Reyghema]";
- mes "Yes, this is perfect!";
- mes "But how did you know exactly what materials I needed? Oh, it doesn't matter, I guess.";
- next;
- mes "[Reyghema]";
- mes "Now it's time for the hardest,";
- mes "or easiest, part. It's time to test your luck. We can't go through with this if your luck is too weak.";
- next;
- mes "[Reyghema]";
- mes "Alright, we're going to play '^660000Rock, Paper, Scissors^000000.' You've gotta win 2 out of 3 for us to go ahead with the forging.";
- next;
- mes "[Reyghema]";
- mes "If your luck is bad and you lose, we'll need to dump a bunch of one of the ores your brought to get rid of your bad luck. That's how it works.";
- next;
- mes "[Reyghema]";
- mes "Alright, here's a piece of paper. When I say so, you write down 'Rock,' 'Paper' or 'Scissors.' Alright? Let's start.";
- next;
- set .@npchand1,rand(1,3);
- set .@myhand1,select("Scissors:Rock:Paper");
- if (((.@myhand1 == 1) && (.@npchand1 == 3)) || ((.@myhand1 == 2) && (.@npchand1 == 1)) || ((.@myhand1 == 3) && (.@npchand1 == 2))) {
- set .@shobu,.@shobu+1;
- }
- mes "[Reyghema]";
- mes "Okay, now let's";
- mes "try this again.";
- next;
- set .@npchand2,rand(1,3);
- set .@myhand2,select("Scissors:Rock:Paper");
- if (((.@myhand2 == 1) && (.@npchand2 == 3)) || ((.@myhand2 == 2) && (.@npchand2 == 1)) || ((.@myhand2 == 3) && (.@npchand2 == 2))) {
- set .@shobu,.@shobu+1;
- }
- mes "[Reyghema]";
- mes "Last time.";
- mes "Write down 'Rock,'";
- mes "'Paper' or 'Scissors.'";
- next;
- set .@npchand3,rand(1,3);
- set .@myhand3,select("Scissors:Rock:Paper");
- if (((.@myhand3 == 1) && (.@npchand3 == 3)) || ((.@myhand3 == 2) && (.@npchand3 == 1)) || ((.@myhand3 == 3) && (.@npchand3 == 2))) {
- set .@shobu,.@shobu+1;
- }
- set .@aekddam,rand(1,3);
- if (.@shobu > 1) {
- if (lv4_weapon == 36) {
- delitem 7292,30; //Muscovite
- delitem 7293,30; //Rose_Quartz
- delitem 7289,30; //Olivine
- }
- else {
- delitem 7297,30; //Biotite
- delitem 7291,30; //Agate
- delitem 7295,30; //Citrine
- }
- set lv4_weapon,lv4_weapon+2;
- }
- else if (.@shobu < 2) {
- if (.@aekddam == 1) {
- if (lv4_weapon == 36) {
- delitem 7292,30; //Muscovite
- }
- else {
- delitem 7297,30; //Biotite
- }
- }
- else if (.@aekddam == 2) {
- if (lv4_weapon == 36) {
- delitem 7293,30; //Rose_Quartz
- }
- else {
- delitem 7291,30; //Agate
- }
- }
- else if (.@aekddam == 3) {
- if (lv4_weapon == 36) {
- delitem 7289,30; //Olivine
- }
- else {
- delitem 7295,30; //Citrine
- }
- }
- }
- mes "[Reyghema]";
- mes "Alright, now";
- mes "I wrote down...";
- if (.@npchand1 == 1) {
- mes "Scissors";
- }
- else if (.@npchand1 == 2) {
- mes "Rock";
- }
- else if (.@npchand1 == 3) {
- mes "Paper";
- }
- if (.@npchand2 == 1) {
- mes "Scissors";
- }
- else if (.@npchand2 == 2) {
- mes "Rock";
- }
- else if (.@npchand2 == 3) {
- mes "Paper";
- }
- if (.@npchand3 == 1) {
- mes "Scissors";
- }
- else if (.@npchand3 == 2) {
- mes "Rock";
- }
- else if (.@npchand3 == 3) {
- mes "Paper";
- }
- next;
- mes "[Reyghema]";
- mes "You wrote down...";
- if (.@myhand1 == 1) {
- mes "Scissors";
- }
- else if (.@myhand1 == 2) {
- mes "Rock";
- }
- else if (.@myhand1 == 3) {
- mes "Paper";
- }
- if (.@myhand2 == 1) {
- mes "Scissors";
- }
- else if (.@myhand2 == 2) {
- mes "Rock";
- }
- else if (.@myhand2 == 3) {
- mes "Paper";
- }
- if (.@myhand3 == 1) {
- mes "Scissors";
- }
- else if (.@myhand3 == 2) {
- mes "Rock";
- }
- else if (.@myhand3 == 3) {
- mes "Paper";
- }
- next;
- if (.@shobu > 1) {
- mes "[Reyghema]";
- mes "Nice. You won " + .@shobu + " times. Your luck is really good, so now we're finally finished with this nonsense.";
- next;
- mes "[Reyghema]";
- mes "Give me some time to get some things ready. Hand me the ores";
- mes "now, and talk to me a little later, alright?";
- close;
- }
- else if (.@shobu < 2) {
- mes "[Reyghema]";
- mes "Damn...";
- mes "I should be happy I won, but that just means your luck is bad and";
- mes "we need to do this again.";
- next;
- mes "[Reyghema]";
- mes "I'm sorry, but I'll need to take a bunch of one of your ores to get rid of your bad luck. Come back with all of the ore we'll need so we can test your luck again, alright?";
- close;
- }
- }
- if ((lv4_weapon == 35) || (lv4_weapon == 36) || (lv4_weapon == 37)) {
- mes "[Reyghema]";
- mes "Arrrgh!";
- mes "I still can't";
- mes "remember what";
- mes "I need yet! I swear,";
- mes "this is killing me!";
- next;
- mes "[Reyghema]";
- mes "...";
- next;
- mes "[Reyghema]";
- mes "...";
- mes "......";
- next;
- mes "[Reyghema]";
- mes "Damn.";
- mes "Damn, damn, damn!";
- mes "'Killing me?!' I'm already dead!";
- close;
- }
- if ((lv4_weapon == 34) && (countitem(1005) > 1) && (countitem(989) > 0) && (countitem(710) > 0) && (countitem(969) > 19)) {
- mes "[Reyghema]";
- mes "Good work, you've brought everything I asked for. However, there's been a bit of a snafu in the plans...";
- next;
- mes "[Reyghema]";
- mes "The original plan was that I'd remember everything else I need once you came back with this stuff. But I didn't.";
- next;
- mes "[Reyghema]";
- mes "Just give me some time to think about it some more. For now, let";
- mes "me hold on to the things you've brought. You've got my word that I'll be using these to make a weapon for you.";
- delitem 1005,2; //Hammer_Of_Blacksmith
- delitem 989,1; //Emperium_Anvil
- delitem 710,1; //Illusion_Flower
- delitem 969,20; //Gold
- set lv4_weapon,35;
- close;
- }
- if (lv4_weapon == 34) {
- mes "[Reyghema]";
- mes "I better remind";
- mes "you what things I'll";
- mes "be needing. If you need";
- mes "to, write it all down.";
- next;
- mes "[Reyghema]";
- mes "1 Emperium Anvil,";
- mes "2 Hammer of Blacksmith,";
- mes "1 Illusion Flower";
- mes "and 20 Gold...";
- next;
- mes "[Reyghema]";
- mes "There were a few more critically important things, but I can't seem to recall them right now...";
- close;
- }
- if (lv4_weapon == 33) {
- mes "[Reyghema]";
- mes "Alright, you're back. I remember most of the things I'll be needing. Go ahead and note this down.";
- next;
- mes "[Reyghema]";
- mes "1 Emperium Anvil,";
- mes "2 Hammer of Blacksmith,";
- mes "1 Illusion Flower";
- mes "and 20 Gold...";
- next;
- mes "[Reyghema]";
- mes "There were a few other";
- mes "important things, but I can't seem to remember what they were. Hopefully, by the time you come back with the items I'll know by then.";
- next;
- mes "[Reyghema]";
- mes "For now, just go and bring back the things I asked for. The sooner, the better. Hurry, I don't know how long my memories will last...";
- set lv4_weapon,34;
- close;
- }
- if (lv4_weapon == 32) {
- mes "[Reyghema]";
- mes "Damn it...";
- mes "I didn't want to die!";
- next;
- mes "[Reyghema]";
- mes "Well, nothing that's alive really wants to die, but I was so close to finishing what I wanted to do. Ah, youth...";
- next;
- mes "[Reyghema]";
- mes "Youth...";
- mes "Enjoy your youth...";
- mes "I remember hearing";
- mes "something like that,";
- mes "but there was more to it...";
- next;
- input .@input$;
- if (.@input$ == "Live without regret.") {
- mes "[Reyghema]";
- mes "...";
- next;
- mes "[Reyghema]";
- mes "...";
- mes ".......";
- mes "Enjoy your youth.";
- mes "Live without regret.";
- next;
- mes "[Reyghema]";
- mes "Of course...";
- mes "My father, Bill Thayer used to say that all the time! That's right!";
- next;
- mes "[Reyghema]";
- mes "Hey you, thanks for refreshing my memory. It's all coming back to me. I used to be a weaponsmith, but I regret never finishing my final project...";
- next;
- mes "[Reyghema]";
- mes "You just gotta help me realize";
- mes "my final goal. Even if I am dead,";
- mes "I really wanna complete the experiment that got me killed.";
- next;
- mes "[Reyghema]";
- mes "All you need to do for now is bring me the things I need. I don't think I'll be able to gather much, being here in Niflheim and all.";
- next;
- mes "[Reyghema]";
- mes "Come back a little later.";
- mes "By then, I should remember what kinds of things I'll need.";
- set lv4_weapon,33;
- close;
- }
- else {
- mes "[Reyghema]";
- mes "What...?";
- mes "You playin' games";
- mes "with me or what?";
- mes "Get outta my face~";
- close;
- }
- }
- if (lv4_weapon == 31) {
- mes "[Reyghema]";
- mes "Damn it...";
- mes "I didn't want to die!";
- next;
- mes "[Reyghema]";
- mes "Well, nothing that's alive really wants to die, but I was so close to finishing what I wanted to do. Ah, youth...";
- next;
- mes "[Reyghema]";
- mes "Youth...";
- mes "Enjoy your youth...";
- mes "I remember hearing";
- mes "something like that,";
- mes "but there was more to it...";
- next;
- mes "[Reyghema]";
- mes "Enjoy your youth...";
- mes "Enjoy your youth...";
- mes "...What came after that?";
- next;
- mes "[Reyghema]";
- mes "Argh!";
- mes "I can't remember!";
- mes "Everything in my";
- mes "head is so cloudy!";
- close;
- }
- mes "[Reyghema]";
- mes "Damn it...";
- mes "I didn't want to die!";
- next;
- mes "[Reyghema]";
- mes "Well, nothing that's alive really wants to die, but I was so close to finishing what I wanted to do. Ah, youth...";
- next;
- mes "[Reyghema]";
- mes "Youth...";
- mes "Enjoy your youth...";
- mes "I remember hearing";
- mes "something like that,";
- mes "but there was more to it...";
- next;
- switch(select("Show interest.:Ignore him.")) {
- case 1:
- mes "[Reyghema]";
- mes "Enjoy your youth...";
- mes "Enjoy your youth...";
- mes "...What came after that?";
- next;
- mes "[Reyghema]";
- mes "Argh!";
- mes "I can't remember!";
- mes "Everything in my";
- mes "head is so cloudy!";
- set lv4_weapon,31;
- close;
- case 2:
- mes "[Reyghema]";
- mes "Enjoy your youth...";
- mes "Enjoy your youth...";
- mes "...What came after that?";
- close;
- }
-}
-
-niflheim,187,280,3 script Hein#lv4 795,{
- if (checkweight(908,300) == 0) {
- mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
- close;
- }
- if (lv4_weapon == 0) {
- mes "[Hein]";
- mes "It looks like you want to ask me something. Heh, my customers used to have that look on that faces too when I worked as a weaponsmith...";
- next;
- mes "[Hein]";
- mes "Back during those days,";
- mes "I never accepted money for my work. Father always used to say, 'Never accept payment to forge a good weapon. It... It...'";
- next;
- switch(select("Show interest.:Ignore him.")) {
- case 1:
- mes "[Hein]";
- mes "What was the rest of it?";
- mes "Why can't I remember the";
- mes "rest of that saying?!";
- next;
- mes "[Hein]";
- mes "It's so weird.";
- mes "How could I forget";
- mes "something I used to";
- mes "say all the time? I...";
- mes "I hate being dead!";
- set lv4_weapon,40;
- close;
- case 2:
- mes "[Hein]";
- mes "Nuts! Why can't I remember";
- mes "the rest of that saying?!";
- close;
- }
- }
- if ((lv4_weapon < 40) || (lv4_weapon > 48)) {
- mes "[Hein]";
- mes "Mm? I can tell you've here because you've got something to do. It's weird enough to see a living being here, and weirder still to see one who's here for a good reason.";
- next;
- mes "[Hein]";
- mes "Do me a favor";
- mes "and stay alive.";
- mes "Take it from me,";
- mes "there's no pleasure";
- mes "at all in being dead.";
- close;
- }
- if ((lv4_weapon == 47) || (lv4_weapon == 48)) {
- mes "[Hein]";
- mes "You're here!";
- mes "I just finished my work!";
- mes "You want to see it, don't you?";
- mes "Now, take a deep breath...";
- next;
- if (rand(1,2) == 1) {
- mes "[Hein]";
- mes "Haha~!";
- mes "This is great!";
- mes "Finally, my life's";
- mes "work is complete!";
- mes "This weapon's name";
- if (lv4_weapon == 47) {
- mes "is Edge!";
- getitem 1132,1; //Edge
- }
- else {
- mes "is Dragon Slayer!";
- getitem 1166,1; //Dragon_Slayer
- }
- set lv4_weapon,0;
- next;
- }
- else {
- mes "[Hein]";
- mes "Haha~!";
- mes "This is great!";
- mes "Finally, my life's";
- mes "work is complete!";
- mes "This weapon's name";
- if (lv4_weapon == 47) {
- mes "is Excalibur!";
- getitem 1137,1; //Excalibur
- }
- else {
- mes "is Schweizersabel!";
- getitem 1167,1; //Schweizersabel
- }
- set lv4_weapon,0;
- next;
- }
- mes "[Hein]";
- mes "Well...";
- mes "It looks like this is goodbye for now. I can already feel my memory getting hazier. Haha, being dead is definitely not good.";
- next;
- mes "[Hein]";
- mes "Thank you for your help. If you come back and help me retrieve";
- mes "my memories again, I'll try to help you as well. So long, adventurer...";
- close;
- }
- if (((lv4_weapon == 45) && (countitem(7294) > 29) && (countitem(7297) > 29) && (countitem(7293) > 29)) || ((lv4_weapon == 46) && (countitem(7295) > 29) && (countitem(7296) > 29) && (countitem(7290) > 29))) {
- mes "[Hein]";
- mes "Mm...?";
- mes "The stuff you brought seems to be just what I need to finish my work. Let me have a look at them...";
- next;
- mes "[Hein]";
- mes "Wow...";
- mes "How did you know the materials";
- mes "I needed? It's almost too good to be true! Alright, we're that much closer to finishing my life's work!";
- next;
- mes "[Hein]";
- mes "Oh, that's right. Skill alone isn't enough to create this. We'll also need your luck. First of all, we need to test if your luck is good today.";
- next;
- mes "[Hein]";
- mes "We're going to play '^660000Rock, Paper, Scissors^000000.' If you win at least 2 out of 3, we'll go ahead and start crafting this thing!";
- next;
- mes "[Hein]";
- mes "But if you fail in this game, I'll have to expel your negative luck by throwing out a lot of one of the ores you've brought along.";
- next;
- mes "[Hein]";
- mes "Here's a piece of paper.";
- mes "When I tell you to, write down 'Rock,' 'Paper' or 'Scissors.' I'll do the same thing, and we'll compare our results at the end, okay? Let's begin!";
- next;
- set .@npchand1,rand(1,3);
- set .@myhand1,select("Scissors:Rock:Paper");
- if (((.@myhand1 == 1) && (.@npchand1 == 3)) || ((.@myhand1 == 2) && (.@npchand1 == 1)) || ((.@myhand1 == 3) && (.@npchand1 == 2))) {
- set .@shobu,.@shobu+1;
- }
- mes "[Hein]";
- mes "Okay, let's play";
- mes "the second round!";
- next;
- set .@npchand2,rand(1,3);
- set .@myhand2,select("Scissors:Rock:Paper");
- if (((.@myhand2 == 1) && (.@npchand2 == 3)) || ((.@myhand2 == 2) && (.@npchand2 == 1)) || ((.@myhand2 == 3) && (.@npchand2 == 2))) {
- set .@shobu,.@shobu+1;
- }
- mes "[Hein]";
- mes "Okay...";
- mes "Last round.";
- mes "After this, we";
- mes "compare our results.";
- next;
- set .@npchand3,rand(1,3);
- set .@myhand3,select("Scissors:Rock:Paper");
- set .@aekddam,rand(1,3);
- if (((.@myhand3 == 1) && (.@npchand3 == 3)) || ((.@myhand3 == 2) && (.@npchand3 == 1)) || ((.@myhand3 == 3) && (.@npchand3 == 2))) {
- set .@shobu,.@shobu+1;
- }
- if (.@shobu > 1) {
- if (lv4_weapon == 45) {
- delitem 7294,30; //Turquoise
- delitem 7297,30; //Biotite
- delitem 7293,30; //Rose_Quartz
- }
- else {
- delitem 7295,30; //Citrine
- delitem 7296,30; //Pyroxene
- delitem 7290,30; //Phlogopite
- }
- set lv4_weapon,lv4_weapon+2;
- }
- else if (.@shobu < 2) {
- if (.@aekddam == 1) {
- if (lv4_weapon == 45) {
- delitem 7294,30; //Turquoise
- }
- else {
- delitem 7295,30; //Citrine
- }
- }
- else if (.@aekddam == 2) {
- if (lv4_weapon == 45) {
- delitem 7297,30; //Biotite
- }
- else {
- delitem 7296,30; //Pyroxene
- }
- }
- else if (.@aekddam == 3) {
- if (lv4_weapon == 45) {
- delitem 7293,30; //Rose_Quartz
- }
- else {
- delitem 7290,30; //Phlogopite
- }
- }
- }
- mes "[Hein]";
- mes "Ready? This is";
- mes "what I wrote down...";
- if (.@npchand == 1) {
- mes "Scissors";
- }
- else if (.@npchand == 2) {
- mes "Rock";
- }
- else if (.@npchand == 3) {
- mes "Paper";
- }
- if (.@npchand2 == 1) {
- mes "Scissors";
- }
- else if (.@npchand2 == 2) {
- mes "Rock";
- }
- else if (.@npchand2 == 3) {
- mes "Paper";
- }
- if (.@npchand3 == 1) {
- mes "Scissors";
- }
- else if (.@npchand3 == 2) {
- mes "Rock";
- }
- else if (.@npchand3 == 3) {
- mes "Paper";
- }
- next;
- mes "[Hein]";
- mes "You wrote down";
- mes "these answers in";
- mes "this order...";
- if (.@myhand1 == 1) {
- mes "Scissors";
- }
- else if (.@myhand1 == 2) {
- mes "Rock";
- }
- else if (.@myhand1 == 3) {
- mes "Paper";
- }
- if (.@myhand2 == 1) {
- mes "Scissors";
- }
- else if (.@myhand2 == 2) {
- mes "Rock";
- }
- else if (.@myhand2 == 3) {
- mes "Paper";
- }
- if (.@myhand3 == 1) {
- mes "Scissors";
- }
- else if (.@myhand3 == 2) {
- mes "Rock";
- }
- else if (.@myhand3 == 3) {
- mes "Paper";
- }
- next;
- if (.@shobu > 1) {
- mes "[Hein]";
- mes "Let's see...";
- mes "You won " + shobu + " times.";
- mes "You're really good at game!";
- mes "Yes, your luck is at its highest!";
- next;
- mes "[Hein]";
- mes "As promised, I will craft a weapon for you. Give me the materials now, and come back when I'm finished preparing.";
- close;
- }
- else if (.@shobu < 2) {
- mes "[Hein]";
- mes "Well, you lost.";
- mes "I'm sorry, but we";
- mes "need to expel the";
- mes "misfortune around you";
- mes "with the ore you've brought...";
- next;
- mes "[Hein]";
- mes "Okay, I'll wait here.";
- mes "Come back with the materials";
- mes "I need and we'll try this again.";
- close;
- }
- }
- if ((lv4_weapon == 44) || (lv4_weapon == 45) || (lv4_weapon == 46)) {
- mes "[Hein]";
- mes "Would you give me more time to remember the materials? I can't seem to focus very well. It might have to do with the fact that I'm dead...";
- next;
- mes "[Hein]";
- mes "I had a much better memory when I was alive I'm sure. My father would quiz me on this stuff all the time...";
- close;
- }
- if ((lv4_weapon == 43) && (countitem(1005) > 1) && (countitem(989) > 0) && (countitem(710) > 0) && (countitem(969) > 19)) {
- mes "[Hein]";
- mes "Hey, you brought everything I asked for already. You must be ready to get started!";
- next;
- mes "[Hein]";
- mes "Sadly, we can't begin until";
- mes "I remember the rest of the things we need. I can't for the life of me remember the most important materials...";
- next;
- mes "[Hein]";
- mes "Well, for now, let me keep the things you've brought to me. I promise that I'll use this stuff to make you a good weapon once everything is ready.";
- delitem 1005,2; //Hammer_Of_Blacksmith
- delitem 989,1; //Emperium_Anvil
- delitem 710,1; //Illusion_Flower
- delitem 969,20; //Gold
- set lv4_weapon,44;
- close;
- }
- if (lv4_weapon == 43) {
- mes "[Hein]";
- mes "For sure I'll need";
- mes "2 Hammer of Blacksmith,";
- mes "1 Emperium Anvil,";
- mes "1 Illusion Flower and";
- mes "20 Gold...";
- next;
- mes "[Hein]";
- mes "So for now,";
- mes "go ahead and";
- mes "bring that stuff";
- mes "to me, please.";
- close;
- }
- if (lv4_weapon == 42) {
- mes "[Hein]";
- mes "I take it that you";
- mes "really want me to make";
- mes "you a weapon. For a former";
- mes "weaponsmith like me, that in";
- mes "itself is a great compliment.";
- next;
- mes "[Hein]";
- mes "Alright, I'll need...";
- mes "1 Emperium Anvil,";
- mes "2 Hammer of Blacksmith,";
- mes "1 Illusion Flower and";
- mes "20 Gold...";
- next;
- mes "[Hein]";
- mes "There were 3 other things,";
- mes "but I'm not too sure what they were. I guess a bunch of memories from my life are still missing.";
- next;
- mes "[Hein]";
- mes "^333333*Sigh*^000000 I'm sorry to ask this of you, but would you please go out and figure out what those things are? I'm sure you can find some clue in the land of the living.";
- next;
- mes "[Hein]";
- mes "While you do that, I'll try my best to remember what else I need to make this weapon.";
- set lv4_weapon,43;
- close;
- }
- if (lv4_weapon == 41) {
- mes "[Hein]";
- mes "It looks like you want to ask me something. Heh, my customers used to have that look on that faces too when I worked as a weaponsmith...";
- next;
- mes "[Hein]";
- mes "Back during those days,";
- mes "I never accepted money for my work. Father always used to say, 'Never accept payment to forge a good weapon. It... It...'";
- next;
- input .@input$;
- if (.@input$ == "It brings bad luck.") {
- mes "[Hein]";
- mes "That's right!";
- mes "And you need luck when you're creating high quality weapons!";
- next;
- mes "[Hein]";
- mes "Oh... crap.";
- mes "I'm a dead man.";
- mes "I just realized.";
- mes "Or remembered.";
- mes "Perhaps I'm brain";
- mes "dead too, huh?";
- set lv4_weapon,42;
- next;
- mes "[Hein]";
- mes "Well, I must be a lucky dead man for remembering some of my past, right? Hahahaha!";
- next;
- mes "[Hein]";
- mes "Right, I died while trying to finish my weapon research. Maybe this is fate's way of allowing me to finish my uncompleted work?";
- next;
- mes "[Hein]";
- mes "Hey, let me ask you a favor. Would you bring the materials I need to finish my research? If I succeed, the finished product is yours to keep. All yours!";
- next;
- mes "[Hein]";
- mes "Take your time";
- mes "and think about it.";
- mes "It can't be that bad";
- mes "of a deal... Right?";
- close;
- }
- else {
- mes "[Hein]";
- mes "Wha...?";
- mes "What are you talking about?";
- mes "What was I going to say?";
- mes "Oww... My head hurts!";
- close;
- }
- }
- if (lv4_weapon == 40) {
- mes "[Hein]";
- mes "It looks like you want to ask me something. Heh, my customers used to have that look on that faces too when I worked as a weaponsmith...";
- next;
- mes "[Hein]";
- mes "Back during those days,";
- mes "I never accepted money for my work. Father always used to say, 'Never accept payment to forge a good weapon. It... It...'";
- next;
- mes "[Hein]";
- mes "What was the rest of it?";
- mes "Why can't I remember the";
- mes "rest of that saying?!";
- next;
- mes "[Hein]";
- mes "It's so weird.";
- mes "How could I forget";
- mes "something I used to";
- mes "say all the time? I...";
- mes "I hate being dead!";
- close;
- }
- mes "[Hein]";
- mes "It looks like you want to ask me something. Heh, my customers used to have that look on that faces too when I worked as a weaponsmith...";
- next;
- mes "[Hein]";
- mes "Back during those days,";
- mes "I never accepted money for my work. Father always used to say, 'Never accept payment to forge a good weapon. It... It...'";
- next;
- switch(select("Show interest.:Ignore him.")) {
- case 1:
- mes "[Hein]";
- mes "What was the rest of it?";
- mes "Why can't I remember the";
- mes "rest of that saying?!";
- next;
- mes "[Hein]";
- mes "It's so weird.";
- mes "How could I forget";
- mes "something I used to";
- mes "say all the time? I...";
- mes "I hate being dead!";
- set lv4_weapon,40;
- close;
- case 2:
- mes "[Hein]";
- mes "Nuts! Why can't I remember";
- mes "the rest of that saying?!";
- close;
- }
-}
-
-niflheim,331,72,3 script Waltboughst#lv4 795,{
- if (checkweight(908,300) == 0) {
- mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
- close;
- }
- if (BaseLevel < 80) {
- mes "[Waltboughst]";
- mes "Hah...!";
- mes "A living person!";
- mes "But not for long!";
- next;
- mes "[Waltboughst]";
- mes "I hope you came here with some strong allies. Judging from your strength, there's no way you'll survive in this kind of place on";
- mes "your own, you know.";
- close;
- }
- if (lv4_weapon == 0) {
- mes "[Waltboughst]";
- mes "It's so frustrating being dead.";
- mes "I can't do anything without a body, no matter how hard I try.";
- next;
- mes "[Waltboughst]";
- mes "It's funny, you know. My father always used to say, 'Trying your best won't always result in success...' Um, that's ... Huh? There was more, I think.";
- next;
- switch(select("Show interest.:Ignore him.")) {
- case 1:
- mes "[Waltboughst]";
- mes "Let me try it again.";
- mes "'Trying your best won't";
- mes "always result in success...'";
- mes "I'm sure that's not all of it...";
- next;
- mes "[Waltboughst]";
- mes "I...";
- mes "I can't think!";
- mes "What was supposed";
- mes "to come after that part?";
- set lv4_weapon,49;
- close;
- case 2:
- mes "[Waltboughst]";
- mes "Let me try it again.";
- mes "'Trying your best won't";
- mes "always result in success...'";
- mes "I'm sure that's not all of it...";
- close;
- }
- }
- if ((lv4_weapon < 49) || (lv4_weapon > 57)) {
- mes "[Waltboughst]";
- mes "It doesn't look like you're just wandering around. You're here for something specific, aren't you? But what does the realm of the dead have to offer the living?";
- close;
- }
- if ((lv4_weapon == 56) || (lv4_weapon == 57)) {
- mes "[Waltboughst]";
- mes "Take a look at this!";
- mes "In just a short time, I made something with the materials you've given me. You're curious what the result is, aren't you?";
- next;
- if (rand(1,2) == 1) {
- mes "[Waltboughst]";
- mes "Waltboughst never fails!";
- if (lv4_weapon == 56) {
- mes "With my skill and your luck, there was zero probability for failure. Behold... Byeollungum!";
- getitem 1140,1; //Byeorrun_Gum
- }
- else {
- mes "With my skill and your luck, there was zero probability for failure. Behold... Exorcise!";
- getitem 1233,1; //Exercise
- }
- set lv4_weapon,0;
- next;
- mes "[Waltboughst]";
- mes "I'm a genius!";
- mes "Hahahahahahahaha!";
- mes "I succeeded where my brothers";
- mes "could not! Mwahahahaha ha ha ...ha?";
- next;
- mes "[Waltboughst]";
- mes "Damn, I can feel that fuzziness in my head again. This can't be good. But still, I was able to prove my genius even after I died.";
- next;
- mes "[Waltboughst]";
- mes "I'm sure that if you come back and help me retrieve my memories, I can be of service to you again. But for now, I must thank you, even if I do end up forgetting everything...";
- next;
- mes "[Waltboughst]";
- mes "Yes...";
- mes "It will be your job to remember the accomplishments of Waltboughst, and that he was a weaponsmith ahead of his time. Good bye for now, adventurer...";
- close;
- }
- else {
- mes "[Waltboughst]";
- mes "Waltboughst never fails!";
- if (lv4_weapon == 56) {
- mes "With my skill and your luck, there was zero probability for failure. Behold... Combat Knife!";
- getitem 1228,1; //Combat_Knife
- }
- else {
- mes "With my skill and your luck, there was zero probability for failure. Behold...Grand Cross!!";
- getitem 1528,1; //Grand_Cross
- }
- set lv4_weapon,0;
- next;
- mes "[Waltboughst]";
- mes "I'm a genius!";
- mes "Hahahahahahahaha!";
- mes "I succeeded where my brothers";
- mes "could not! Mwahahahaha ha ha ...ha?";
- next;
- mes "[Waltboughst]";
- mes "Damn, I can feel that fuzziness in my head again. This can't be good. But still, I was able to prove my genius even after I died.";
- next;
- mes "[Waltboughst]";
- mes "I'm sure that if you come back and help me retrieve my memories, I can be of service to you again. But for now, I must thank you, even if I do end up forgetting everything...";
- next;
- mes "[Waltboughst]";
- mes "Yes...";
- mes "It will be your job to remember the accomplishments of Waltboughst, and that he was a weaponsmith ahead of his time. Good bye for now, adventurer...";
- close;
- }
- }
- if (((lv4_weapon == 54) && (countitem(7292) > 29) && (countitem(7291) > 29) && (countitem(7295) > 29)) || ((lv4_weapon == 55) && (countitem(7296) > 29) && (countitem(7294) > 29) && (countitem(7290) > 29))) {
- mes "[Waltboughst]";
- mes "Wait, what's that you're holding?";
- mes "I think those are the exact things we need for me to make you a weapon...";
- next;
- mes "[Waltboughst]";
- mes "Yes...!";
- mes "This is perfect.";
- mes "It looks like I'll";
- mes "be able to start work";
- mes "on this really soon.";
- next;
- mes "[Waltboughst]";
- mes "Now we need to test your luck. And to do that, we need to play '^660000Rock, Paper, Scissors^000000.' I'm serious about this...";
- next;
- mes "[Waltboughst]";
- mes "If your luck is strong today, there'll be less risk of failing the weapon creation process. You need to win 2 out of 3 times for us to begin.";
- next;
- mes "[Waltboughst]";
- mes "But if you lose...";
- mes "We'll need to expel your bad luck by getting rid of a good amount of one of the ores you brought.";
- next;
- mes "[Waltboughst]";
- mes "Take this piece of paper.";
- mes "Now, when I tell you to, write down 'Rock,' 'Paper' or 'Scissors.' Let's begin...!";
- next;
- set .@npchand1,rand(1,3);
- set .@myhand1,select("Scissors:Rock:Paper");
- if (((.@myhand1 == 1) && (.@npchand1 == 3)) || ((.@myhand1 == 2) && (.@npchand1 == 1)) || ((.@myhand1 == 3) && (.@npchand1 == 2))) {
- set .@shobu,.@shobu+1;
- }
- mes "[Waltboughst]";
- mes "Alright...";
- mes "Now, let's play";
- mes "a second time.";
- next;
- set .@npchand2,rand(1,3);
- set .@myhand2,select("Scissors:Rock:Paper");
- if (((.@myhand2 == 1) && (.@npchand2 == 3)) || ((.@myhand2 == 2) && (.@npchand2 == 1)) || ((.@myhand2 == 3) && (.@npchand2 == 2))) {
- set .@shobu,.@shobu+1;
- }
- mes "[Waltboughst]";
- mes "One last time.";
- mes "After this, we";
- mes "compare results";
- mes "and check your luck.";
- next;
- set .@npchand3,rand(1,3);
- set .@myhand3,select("Scissors:Rock:Paper");
- if (((.@myhand3 == 1) && (.@npchand3 == 3)) || ((.@myhand3 == 2) && (.@npchand3 == 1)) || ((.@myhand3 == 3) && (.@npchand3 == 2))) {
- set .@shobu,.@shobu+1;
- }
- set .@aekddam,rand(1,3);
- if (.@shobu > 1) {
- if (lv4_weapon == 54) {
- delitem 7292,30; //Muscovite
- delitem 7295,30; //Citrine
- delitem 7291,30; //Agate
- }
- else {
- delitem 7296,30; //Pyroxene
- delitem 7294,30; //Turquoise
- delitem 7290,30; //Phlogopite
- }
- set lv4_weapon,lv4_weapon+2;
- }
- else if (.@shobu < 2) {
- if (.@aekddam == 1) {
- if (lv4_weapon == 54) {
- delitem 7292,30; //Muscovite
- }
- else {
- delitem 7296,30; //Pyroxene
- }
- }
- else if (.@aekddam == 2) {
- if (lv4_weapon == 54) {
- delitem 7295,30; //Citrine
- }
- else {
- delitem 7294,30; //Turquoise
- }
- }
- else if (.@aekddam == 3) {
- if (lv4_weapon == 54) {
- delitem 7291,30; //Agate
- }
- else {
- delitem 7290,30; //Phlogopite
- }
- }
- }
- mes "[Waltboughst]";
- mes "Okay...";
- mes "I wrote down...";
- if (.@npchand == 1) {
- mes "Scissors";
- }
- else if (.@npchand == 2) {
- mes "Rock";
- }
- else if (.@npchand == 3) {
- mes "Paper";
- }
- if (.@npchand2 == 1) {
- mes "Scissors";
- }
- else if (.@npchand2 == 2) {
- mes "Rock";
- }
- else if (.@npchand2 == 3) {
- mes "Paper";
- }
- if (.@npchand3 == 1) {
- mes "Scissors";
- }
- else if (.@npchand3 == 2) {
- mes "Rock";
- }
- else if (.@npchand3 == 3) {
- mes "Paper";
- }
- next;
- mes "[Waltboughst]";
- mes "Now, you wrote...";
- if (.@myhand1 == 1) {
- mes "Scissors";
- }
- else if (.@myhand1 == 2) {
- mes "Rock";
- }
- else if (.@myhand1 == 3) {
- mes "Paper";
- }
- if (.@myhand2 == 1) {
- mes "Scissors";
- }
- else if (.@myhand2 == 2) {
- mes "Rock";
- }
- else if (.@myhand2 == 3) {
- mes "Paper";
- }
- if (.@myhand3 == 1) {
- mes "Scissors";
- }
- else if (.@myhand3 == 2) {
- mes "Rock";
- }
- else if (.@myhand3 == 3) {
- mes "Paper";
- }
- next;
- if (.@shobu > 1) {
- mes "[Waltboughst]";
- mes "Excellent. You won " + shobu + " times,";
- mes "so your luck must be really high.";
- mes "That means we can begin~!";
- next;
- mes "[Waltboughst]";
- mes "Leave the ores here and give";
- mes "me some time to complete my preparations. Come back later, and I should be finished.";
- close;
- }
- else if (.@shobu < 2) {
- mes "[Waltboughst]";
- mes "You lost...";
- mes "I'm sorry, but we";
- mes "need to repel the bad";
- mes "luck by throwing away";
- mes "some of your ores...";
- next;
- mes "[Waltboughst]";
- mes "Gather the required ores again,";
- mes "and come back to me so we can test your luck. I'll be waiting right here.";
- close;
- }
- }
- if ((lv4_weapon == 53) || (lv4_weapon == 54) || (lv4_weapon == 55)) {
- mes "[Waltboughst]";
- mes "Why can't I remember...?!";
- mes "A good weaponsmith is supposed";
- mes "to know these things by heart!";
- mes "When I was alive, I had no such recall problems...";
- next;
- mes "[Waltboughst]";
- mes "If Father were";
- mes "to see me now, I'm";
- mes "sure he'd be ashamed...";
- close;
- }
- if ((lv4_weapon == 52) && (countitem(1005) > 1) && (countitem(989) > 0) && (countitem(710) > 0) && (countitem(969) > 19)) {
- mes "[Waltboughst]";
- mes "You brought everything I needed already? That's great, but somehow, I can't still remember the other materials I need...";
- next;
- mes "[Waltboughst]";
- mes "Tell you what. Let me hold on to these things, and I promise you that I'll use them to create a weapon for you. In the meantime, we need to figure out the rest of the necessary materials...";
- delitem 1005,2; //Hammer_Of_Blacksmith
- delitem 989,1; //Emperium_Anvil
- delitem 710,1; //Illusion_Flower
- delitem 969,20; //Gold
- set lv4_weapon,53;
- close;
- }
- if (lv4_weapon == 52) {
- mes "[Waltboughst]";
- mes "For now, bring";
- mes "the basic things...";
- mes "1 Emperium Anvil,";
- mes "2 Hammer of Blacksmith,";
- mes "1 Illusion Flower and";
- mes "20 Gold...";
- close;
- }
- if (lv4_weapon == 51) {
- mes "[Waltboughst]";
- mes "I just remembered some of the most basic materials we need for me to make a weapon for you.";
- next;
- mes "[Waltboughst]";
- mes "For now, bring";
- mes "the basic things...";
- mes "1 Emperium Anvil,";
- mes "2 Hammer of Blacksmith,";
- mes "1 Illusion Flower and";
- mes "20 Gold...";
- next;
- mes "[Waltboughst]";
- mes "There were a few other necessary materials, but I need some time to focus and remember what they were.";
- set lv4_weapon,52;
- close;
- }
- if (lv4_weapon == 50) {
- mes "[Waltboughst]";
- mes "It's so frustrating being dead.";
- mes "I can't do anything without a body, no matter how hard I try.";
- next;
- mes "[Waltboughst]";
- mes "It's funny, you know. My father always used to say, 'Trying your best won't always result in success...' Um, that's ... Huh? There was more, I think.";
- next;
- input .@input$;
- if (.@input$ == "But that's no excuse!") {
- mes "[Waltboughst]";
- mes "Yes! That was it!";
- mes "But that's no excuse!";
- mes "Every successful man in";
- mes "history has tried his best!";
- set lv4_weapon,51;
- next;
- mes "[Waltboughst]";
- mes "I remember now...";
- mes "I got myself killed trying to make some kind of special weapon.";
- mes "Heh heh, but not this time!";
- next;
- mes "[Waltboughst]";
- mes "We must have been fated to meet. Yes, adventurers of great strength and men of genius naturally attract each other.";
- next;
- mes "[Waltboughst]";
- mes "Lend me your power.";
- mes "Help me complete the experiment";
- mes "I left unfinished in life, and I will let you keep the finished product. All I wish to do is complete my life's work.";
- next;
- mes "[Waltboughst]";
- mes "It seems that being deceased has impaired my rententive faculties. Give me some time to remember the things I'll need to conduct my experiment. We shall talk later.";
- close;
- }
- else {
- mes "[Waltboughst]";
- mes "What...?";
- mes "No, no. That";
- mes "wasn't it at all...";
- mes "Hmmm.";
- close;
- }
- }
- if (lv4_weapon == 49) {
- mes "[Waltboughst]";
- mes "It's so frustrating being dead.";
- mes "I can't do anything without a body, no matter how hard I try.";
- next;
- mes "[Waltboughst]";
- mes "It's funny, you know. My father always used to say, 'Trying your best won't always result in success...' Um, that's ... Huh? There was more, I think.";
- next;
- mes "[Waltboughst]";
- mes "Let me try it again.";
- mes "'Trying your best won't";
- mes "always result in success...'";
- mes "I'm sure that's not all of it...";
- next;
- mes "[Waltboughst]";
- mes "I...";
- mes "I can't think!";
- mes "What was supposed";
- mes "to come after that part?";
- close;
- }
- mes "[Waltboughst]";
- mes "It's so frustrating being dead.";
- mes "I can't do anything without a body, no matter how hard I try.";
- next;
- mes "[Waltboughst]";
- mes "It's funny, you know. My father always used to say, 'Trying your best won't always result in success...' Um, that's ... Huh? There was more, I think.";
- next;
- switch(select("Show interest.:Ignore him.")) {
- case 1:
- mes "[Waltboughst]";
- mes "Let me try it again.";
- mes "'Trying your best won't";
- mes "always result in success...'";
- mes "I'm sure that's not all of it...";
- next;
- mes "[Waltboughst]";
- mes "I...";
- mes "I can't think!";
- mes "What was supposed";
- mes "to come after that part?";
- set lv4_weapon,49;
- close;
- case 2:
- mes "[Waltboughst]";
- mes "Let me try it again.";
- mes "'Trying your best won't";
- mes "always result in success...'";
- mes "I'm sure that's not all of it...";
- close;
- }
-}
diff --git a/npc/quests/The_Sign_Quest.txt b/npc/quests/The_Sign_Quest.txt
deleted file mode 100644
index e5cd814b5..000000000
--- a/npc/quests/The_Sign_Quest.txt
+++ /dev/null
@@ -1,12600 +0,0 @@
-//===== rAthena Script =======================================
-//= The Sign Quest
-//===== By: ==================================================
-//= SinSloth(Most of the NPCs), MasterOfMuppets(Some of the NPCs + bug fixes) & Kargha(The quiz NPCs)
-//===== Current Version: =====================================
-//= 3.7
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Quest for opening the doors to Geffenia.
-//= This script uses sign_01.bmp - sign_04.bmp, these will be
-//= found in the language of your client.
-//===== Additional Comments: =================================
-//= 3.0 Rewritten based on most recent Aegis script. [L0ne_W0lf]
-//= Due to the incompatabity of the old script with this
-//= version, variables will attmept to be translated to the
-//= new version, however it is untested.
-//= 3.1 Corrected time check for Sir Jore. [L0ne_W0lf]
-//= 3.2 Removed mapannounce used while debugging. [L0ne_W0lf]
-//= Moved the disablewaitingroomevent in dancing portion.
-//= 3.3 Applied Kazukin's fix for the dancing portion. (bugreport:3966) [L0ne_W0lf]
-//= 3.4 Added Renewal Changes. [Kisuka]
-//= 3.4 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]
-//= 3.5 Fixed two bugs. 4230 & 4404 [CalciumKid]
-//= 3.6 Corrected the Level Requirements for 'Standby Room' [tr0n]
-//= 3.7 Massive cleaning/optimization (more can still be done). [Euphy]
-//============================================================
-
-//============================================================
-// The Sign (Part 1)
-//============================================================
-- script Sign::TheSign 111,{
- callfunc "F_UpdateSignVars";
- cutin "sign_01",4;
- mes "^3355FFNext^000000";
- next;
- cutin "sign_01",255;
- cutin "sign_02",4;
- mes "^3355FFNext^000000";
- next;
- cutin "sign_02",255;
- cutin "sign_03",4;
- mes "^3355FFNext^000000";
- next;
- cutin "sign_03",255;
- cutin "sign_04",4;
- if (!sign_q) set sign_q,1;
- mes "^3355FFClose^000000";
- close2;
- cutin "sign_04",255;
- end;
-
-OnInit:
- // Remove old depreciated settings.
- set $signbmps,0;
- set $signmazemonster,0;
-
- // Set the time zone of the server.
- // - Not official but seemed like a nice way to handle it.
- set $timezonestring$,"^FF0000GMT^000000";
- end;
-}
-
-prontera,147,305,0 duplicate(TheSign) Sign#prontera 111
-geffen,168,175,0 duplicate(TheSign) Sign#geffen 111
-morocc,168,265,0 duplicate(TheSign) Sign#morroc 111
-payon,160,183,0 duplicate(TheSign) Sign#payon 111
-aldebaran,54,223,0 duplicate(TheSign) Sign#aldebaran 111
-alberta,35,241,0 duplicate(TheSign) Sign#alberta 111
-
-prt_in,227,45,0 script Archeologist#sign 804,{
- callfunc "F_UpdateSignVars";
- cutin "mets_alpha",2;
- mes "[Metz]";
- if (sign_q < 1) {
- mes "Although you need everlasting patience in an archaeological excavation, the feeling you get when you find something makes";
- mes "all those long hours of study and research worth it.";
- }
- else if (sign_q < 4) {
- switch(sign_q) {
- case 1:
- mes "Hm...?";
- mes "Can I help you?";
- next;
- switch(select("I've been following these signs and...:I was just passing by...")) {
- case 1:
- mes "[Metz]";
- mes "Great...!";
- mes "Welcome to my";
- mes "humble lodgings.";
- mes "Hmm, let me see...";
- next;
- if (BaseLevel < 50) {
- mes "[Metz]";
- mes "Uh, it pains me to say this, but I don't think you qualified to help me out. Once you gain enough experience though, I'll be happy to have you on board~";
- break;
- }
- else {
- mes "[Metz]";
- mes "Hey, I think you might";
- mes "be well suited for the job!";
- mes "But do you think you could come back later? I've got my hands full with some other business.";
- next;
- mes "[Metz]";
- mes "Oh right, would you tell";
- mes "me your name? "+ strcharinfo(0) +"?";
- mes "Okay then, I'll remember that.";
- mes "Talk to you later, alright?";
- set sign_q,2;
- break;
- }
- case 2:
- mes "[Metz]";
- mes "Oh really?";
- mes "I see, I thought you";
- mes "were an applicant for";
- mes "the position I'm offering";
- mes "to brave adventurers.";
- break;
- }
- break;
- case 2:
- mes "I'm sorry I made you wait,";
- mes "but I had some research to finish and it took longer than I expected. Now, before I tell you more about the job, I want to test your competency.";
- next;
- mes "[Metz]";
- mes "The job I'm offering is";
- mes "pretty risky and not just";
- mes "anybody can handle it.";
- mes "You'll actually go through";
- mes "a series of tests conducted";
- mes "by my trusted friends.";
- next;
- mes "[Metz]";
- mes "Now, the first person";
- mes "you must visit is ^FF0000Arian^000000";
- mes "in Morroc. Please speak";
- mes "to him and he'll give you";
- mes "all the details about his";
- mes "examination... I hope.";
- next;
- mes "[Metz]";
- mes "Once you're finished with";
- mes "the test, Arian will tell you";
- mes "what to do next. Afterwards,";
- mes "come back to me so that we";
- mes "can finally talk business.";
- next;
- mes "[Metz]";
- mes "Ah, almost forgot.";
- mes "Arian won't talk to anybody";
- mes "unless he knows them or";
- mes "receives a message from me.";
- mes "So if he's snubbed you in the past, just understand that's his way.";
- set sign_q,3;
- break;
- case 3:
- mes "Hm...?";
- mes "Shouldn't you leave";
- mes "for Morroc to see Arian?";
- mes "You better hurry in case";
- mes "somebody else applies";
- mes "for this little job.";
- break;
- }
- }
- else if (sign_q < 13) {
- mes "I don't know if you realize";
- mes "it, but I'm offering a golden";
- mes "opportunity for the adventurer";
- mes "who works for me. So don't";
- mes "hesitate to see Arian.";
- next;
- mes "[Metz]";
- mes "And just so you know,";
- mes "it's not a good idea to";
- mes "judge Arian by his looks.";
- mes "He's more than meets";
- mes "the eye, you know.";
- }
- else if (sign_q < 15) {
- mes "I'm impressed that";
- mes "you managed to get";
- mes "Arian's approval! Oh,";
- mes "and how's Daewoon?";
- mes "He's a character, isn't he?";
- }
- else if (sign_q < 20) {
- mes "I'm not surprised";
- mes "that Daewoon likes";
- mes "you. Ah, but Jore is";
- mes "always busy. Still, if you";
- mes "know his schedule, you";
- mes "should be alright.";
- }
- else if (sign_q < 25) {
- mes "Jesqurienne is";
- mes "a brilliant woman.";
- mes "Although I worry a";
- mes "little bit about her";
- mes "overconfidence, she's";
- mes "a good friend of mine.";
- }
- else if (sign_q < 35) {
- mes "Dearles...?";
- mes "Ah yes, he's one";
- mes "of my shadier friends.";
- mes "He's difficult to find";
- mes "and he's only truly kind";
- mes "to a select few, so...";
- next;
- mes "[Metz]";
- mes "It certainly doesn't";
- mes "help that he's hopelessly";
- mes "addicted to gambling...";
- }
- else if (sign_q < 53) {
- mes "Ah, Bakerlan~";
- mes "I've heard that he's";
- mes "been quite busy lately.";
- mes "But that's how all big";
- mes "businessmen are, I suppose.";
- }
- else if (sign_q == 53) {
- mes "Congratulations~";
- mes "You managed to pass";
- mes "all of the tests! You seem";
- mes "to be the perfect person";
- mes "to carry out this special";
- mes "assignment!";
- next;
- mes "[Metz]";
- mes "By now, you must have";
- mes "six Sobbing Starlight pieces.";
- mes "I'm sure that you want to know";
- mes "more about these fragments.";
- next;
- mes "[Metz]";
- mes "I remember last summer,";
- mes "I found the wholly formed";
- mes "Sobbing Starlight north";
- mes "of Mount Mjolnir during";
- mes "one of my expeditions...";
- next;
- mes "[Metz]";
- mes "Although it was in perfect";
- mes "shape, once it was exposed";
- mes "to the air, it began to crack";
- mes "and shattered into the pieces";
- mes "you now hold in your hand.";
- next;
- mes "[Metz]";
- mes "Now, an ordinary artisan";
- mes "can't put the Sobbing Starlight";
- mes "back together. This mysterious stone has some strange properties. But it's imperative for me to get this stone reassembled.";
- next;
- mes "[Metz]";
- mes "Once restored, a strange";
- mes "pattern can be seen within";
- mes "the Sobbing Starlight. I guess";
- mes "that the pattern is a message";
- mes "written in an ancient language.";
- next;
- mes "[Metz]";
- mes "Would you let me borrow";
- mes "the pieces for a second?";
- mes "I'll show you something";
- mes "quite interesting...";
- next;
- mes "^3355FFOnce you hand the pieces";
- mes "of the Sobbing Starlight to";
- mes "Metz, he pulls out a seventh";
- mes "piece. Once gathered, they";
- mes "begin to emit a strange light.^000000";
- specialeffect EF_TELEPORTATION2;
- next;
- mes "[Metz]";
- mes "Since the pieces still";
- mes "respond to each other,";
- mes "I believe that it's possible";
- mes "for the Sobbing Starlight";
- mes "to be restored to its";
- mes "original form.";
- next;
- mes "[Metz]";
- mes "We're still seeking";
- mes "an artisan of great";
- mes "skill for this task. Once";
- mes "know right away. For now,";
- mes "please hold on to these pieces.";
- set sign_q,54;
- getitem 7177,1; //Part_Of_Star's_Sob
- }
- else if (sign_q == 54) {
- if (rand(1,5) == 4) {
- mes "Ah, you've come";
- mes "just in the nick of time!";
- mes "I just found someone who";
- mes "may be capable of restoring";
- mes "the Sobbing Starlight.";
- next;
- mes "[Metz]";
- mes "His name is";
- mes "^FF0000Engel Howard^000000,";
- mes "a legendary Blacksmith";
- mes "in Rune-Midgard. I don't";
- mes "know where he is, but maybe";
- mes "his family in Geffen may know.";
- next;
- mes "[Metz]";
- mes "Unfortunately, that's all";
- mes "the information that I have";
- mes "to give you for now. You'll";
- mes "have to investigate this lead";
- mes "on your own, "+ strcharinfo(0) +".";
- }
- else {
- mes "Although I've made";
- mes "some progress, I still";
- mes "haven't found an artisan";
- mes "capable of restoring the";
- mes "Sobbing Starlight. Please";
- mes "give me a little more time.";
- }
- }
- else if (sign_q < 71) {
- mes "Keep up the good work.";
- mes "I'm sorry that I don't have";
- mes "have much information for";
- mes "you to follow, but someone";
- mes "with your abilities should";
- mes "be able to find a way.";
- next;
- mes "[Metz]";
- mes "While you work things";
- mes "out with Engel Howard";
- mes "and his family in Geffen,";
- mes "I'll continue my research";
- mes "on the Sobbing Starlight.";
- }
- else if (sign_q == 71) {
- mes "Amazing...! You've";
- mes "managed to restore";
- mes "the Sobbing Starlight!";
- mes "Now, I recently learned that";
- mes "this stone can lead you to";
- mes "an ancient place...";
- next;
- mes "[Metz]";
- mes "That's why we need to";
- mes "know what the message in";
- mes "the Sobbing Starlight means.";
- mes "First, we need a Wizard that";
- mes "is skilled in unlocking the";
- mes "messages stored in gems...";
- next;
- mes "[Metz]";
- mes "Hmm. It would probably";
- mes "be best to visit the Wizards";
- mes "on the top floor of the Geffen";
- mes "Tower. There's someone I know";
- mes "there who might just be up for";
- mes "this task...";
- set sign_q,72;
- }
- else if (sign_q == 72) {
- mes "Now that the";
- mes "Sobbing Starlight";
- mes "is restored, we need";
- mes "to find someone who can";
- mes "break the seal on the";
- mes "gem's message...";
- next;
- mes "[Metz]";
- mes "For now, please visit";
- mes "the Wizards at the top";
- mes "floor of the Geffen Tower.";
- mes "I know that one of them is";
- mes "capable of getting the gem's";
- mes "text on to paper...";
- }
- else if (sign_q < 76) {
- mes "The Wizard we're looking";
- mes "for isn't in Geffen? Hm, at least we know he's near Comodo. Now,";
- mes "while you investigate that lead, I'll continue to gather more";
- mes "information on this gem...";
- }
- else if (sign_q == 76) {
- mes "Great...!";
- mes "You were able to get the";
- mes "text in the gem printed on a";
- mes "Record of Ancient Language?";
- next;
- mes "[Metz]";
- mes "Just as I thought.";
- mes "This language isn't";
- mes "one I recognize. It's";
- mes "probably ^333333too^000000 ancient.";
- next;
- mes "[Metz]";
- mes "Fortunately, I know";
- mes "one person who may";
- mes "be able to translate this.";
- mes "If he's not able to do it...";
- mes "We'll have to give up.";
- next;
- mes "[Metz]";
- mes "Bring this Record";
- mes "of Ancient Language";
- mes "to a man named Frank.";
- mes "I hope he'll be able to";
- mes "understand what it says...";
- next;
- while(1) {
- switch(select("Who is Frank?:Where is he?:I see.")) {
- case 1:
- mes "[Metz]";
- mes "Frank Franklin has lived";
- mes "in seclusion and only a few";
- mes "people are aware of his skill.";
- mes "But I can assure you that his";
- mes "knowledge of ancient languages";
- mes "is unrivaled by any mortal.";
- next;
- mes "[Metz]";
- mes "I suppose his interest";
- mes "in history is what drives";
- mes "him in work. Still, I've";
- mes "heard that he doesn't like";
- mes "meeting people. I hope you";
- mes "can convince him to help us...";
- next;
- break;
- case 2:
- mes "[Metz]";
- mes "It's said that";
- mes "Frank Franklin lives";
- mes "on the Alberta Sunken Ship";
- mes "where he devotes his time";
- mes "to his research. He may not";
- mes "always be home though...";
- set sign_q,77;
- next;
- break;
- case 3:
- mes "[Metz]";
- mes "Good luck, then.";
- mes "I hope that you can";
- mes "find a way to get Frank";
- mes "Franklin to help us...";
- close2;
- cutin "mets_alpha",255;
- end;
- }
- }
- }
- else if (sign_q < 80) {
- mes "Frank Franklin has lived";
- mes "in seclusion and only a few";
- mes "people are aware of his skill.";
- mes "But I can assure you that his";
- mes "knowledge of ancient languages";
- mes "is unrivaled by any mortal.";
- next;
- mes "[Metz]";
- mes "I suppose his interest";
- mes "in history is what drives";
- mes "him in work. Still, I've";
- mes "heard that he doesn't like";
- mes "meeting people. I hope you";
- mes "can convince him to help us...";
- }
- else if (sign_q < 82) {
- mes "So far, I've learned";
- mes "from my research that";
- mes "the gem's message has";
- mes "details about a certain";
- mes "location and an item that";
- mes "serves as some kind of key...";
- next;
- mes "[Metz]";
- mes "While I investigate,";
- mes "please try to have Frank";
- mes "Franklin translate the";
- mes "message in the Record of";
- mes "Ancient Language. Keep up";
- mes "the good work, "+ strcharinfo(0) +".";
- }
- else if (sign_q == 82) {
- mes "I get it now!";
- mes "The 'skyscraper'";
- mes "in this text refers to";
- mes "the Geffen Tower!";
- mes "Alright, let's see...";
- next;
- mes "[Metz]";
- mes "Hmm...";
- mes "''The town where the";
- mes "rejected are left behind.''";
- mes "What does that mean";
- mes "and where could it be...?";
- }
- else if (sign_q < 98) {
- mes "I'm sure the town";
- mes "where the rejected";
- mes "live means something,";
- mes "but I'm unable to figure";
- mes "out the answer to this";
- mes "little riddle...";
- }
- else if ((sign_q > 100) && (sign_q < 105)) {
- mes "Angrboda...?!";
- mes "According to legend,";
- mes "her soul was split into";
- mes "pieces and placed behind";
- mes "seals created by the gods!";
- next;
- mes "[Metz]";
- mes "You'll need a stout,";
- mes "heavy or really sharp";
- mes "weapon. Of course, I'm";
- mes "told that such weapons";
- mes "are truly rare...";
- next;
- mes "[Metz]";
- mes "Supposedly, normal";
- mes "Blacksmiths can't even";
- mes "forge those kinds of rare";
- mes "weapons. But if you manage";
- mes "to get one, you might have a";
- mes "chance of breaking the seals.";
- next;
- mes "[Metz]";
- mes "Of course, I'm worried";
- mes "that may be violating the";
- mes "will of the gods by releasing";
- mes "Angrboda, but we've already";
- mes "gone this far...";
- }
- else if (sign_q < 137) {
- mes "I think you're";
- mes "almost there. All";
- mes "of our efforts will";
- mes "soon come to fruition!";
- }
- else if (sign_q == 137) {
- mes "This is it...!";
- mes "You've brought me,";
- mes "'The Sign!' I've finally";
- mes "proven its existence!";
- mes "Please let me handle";
- mes "this and come back later~";
- delitem 7314,1; //The_Sign
- set sign_q,138;
- set .@stime_s,gettime(3);
- if (.@stime_s < 1) set sign_sq,1;
- else if (.@stime_s < 3) set sign_sq,2;
- else if (.@stime_s < 5) set sign_sq,3;
- else if (.@stime_s < 7) set sign_sq,4;
- else if (.@stime_s < 9) set sign_sq,5;
- else if (.@stime_s < 11) set sign_sq,6;
- else if (.@stime_s < 13) set sign_sq,7;
- else if (.@stime_s < 15) set sign_sq,8;
- else if (.@stime_s < 17) set sign_sq,9;
- else if (.@stime_s < 19) set sign_sq,10;
- else if (.@stime_s < 21) set sign_sq,11;
- else set sign_sq,12;
- }
- else if (sign_q == 138) {
- set .@stime_s1,gettime(3);
- if (.@stime_s1 < 1) {
- if (sign_sq == 11) {
- set .@pass_s,1;
- }
- }
- else if (.@stime_s1 < 3) {
- if (sign_sq == 12) {
- set .@pass_s,1;
- }
- }
- else if (.@stime_s1 < 5) {
- if (sign_sq == 1) {
- set .@pass_s,1;
- }
- }
- else if (.@stime_s1 < 7) {
- if (sign_sq == 2) {
- set .@pass_s,1;
- }
- }
- else if (.@stime_s1 < 9) {
- if (sign_sq == 3) {
- set .@pass_s,1;
- }
- }
- else if (.@stime_s1 < 11) {
- if (sign_sq == 4) {
- set .@pass_s,1;
- }
- }
- else if (.@stime_s1 < 13) {
- if (sign_sq == 5) {
- set .@pass_s,1;
- }
- }
- else if (.@stime_s1 < 15) {
- if (sign_sq == 6) {
- set .@pass_s,1;
- }
- }
- else if (.@stime_s1 < 17) {
- if (sign_sq == 7) {
- set .@pass_s,1;
- }
- }
- else if (.@stime_s1 < 19) {
- if (sign_sq == 8) {
- set .@pass_s,1;
- }
- }
- else if (.@stime_s1 < 21) {
- if (sign_sq == 9) {
- set .@pass_s,1;
- }
- }
- else {
- if (sign_sq == 10) {
- set .@pass_s,1;
- }
- }
- if (.@pass_s == 1) {
- mes "Fascinating...";
- mes "This was made with";
- mes "a material outside of";
- mes "Rune-Midgard! See this";
- mes "blue lens? That must be";
- mes "its incredible power source!";
- next;
- mes "[Metz]";
- mes "I've found that the runes";
- mes "around the lens control some";
- mes "kind of seals placed at the Geffen Tower and Geffen Fountain. But with this in your hands, the seals should be broken...";
- next;
- mes "[Metz]";
- mes "I... I think";
- mes "you can even use this";
- mes "to enter Valhalla. There";
- mes "may be even other applications";
- mes "using the power of this item...";
- next;
- mes "[Metz]";
- mes "I can only think of";
- mes "one person who can";
- mes "handle working with";
- mes "this: Engel Howard,";
- mes "Rune-Midgard's best";
- mes "Blacksmith.";
- set sign_q,139;
- set sign_sq,0;
- getitem 7314,1; //The_Sign
- }
- else {
- mes "I'm sorry, but I'm";
- mes "still examining the";
- mes "artifact you've lent to";
- mes "me. Would you please";
- mes "give me some more time?";
- }
- }
- else if (sign_q < 141) {
- mes "Have you visited";
- mes "Engel Howard yet?";
- mes "He's the only one";
- mes "who can unlock the";
- mes "Sign's power for you...";
- }
- else if (sign_q == 141) {
- if (countitem(2644) == 1) {
- mes "Ah, you're finally";
- mes "here. I've been waiting";
- mes "to speak with you. First,";
- mes "let me thank you again";
- mes "for all of your help.";
- next;
- mes "[Metz]";
- mes "Thanks to you, my wish";
- mes "of proving the existence";
- mes "of the Sign has finally been";
- mes "fulfilled. Its power is now";
- mes "yours to do as you wish.";
- next;
- mes "[Metz]";
- mes "You may have had your doubts,";
- mes "but I'm happy enough to confirm that the Sign really exists. Thanks again, and I hope you stop by and chat from time to time.";
- set sign_q,142;
- getexp 200000,0;
- }
- else {
- mes "Have you visited";
- mes "Engel Howard yet?";
- mes "He's the only one";
- mes "who can unlock the";
- mes "the Sign's power for you...";
- }
- }
- else if (sign_q == 201) {
- mes "You failed?";
- mes "It's disappointing,";
- mes "but I know that you";
- mes "did your best. Let";
- mes "me thank you for";
- mes "all your work.";
- next;
- mes "[Metz]";
- mes "Although I need to";
- mes "take back the Sobbing";
- mes "Starlight, I hope you";
- mes "accept this as a token";
- mes "of my gratitude. Good luck";
- mes "on your travels, adventurer.";
- if (checkweight(7178,1) == 0) {
- next;
- mes "^3355FFWait a second! Right now,";
- mes "you have too many items in your inventory. Please come back after you've freed up more inventory space.^000000";
- close;
- }
- delitem 7178,1; //Star's_Sob
- set sign_q,202;
- getexp 10000,0;
- getitem 617,1; //Old_Violet_Box
- }
- else if (sign_q > 201) {
- if (countitem(7178) == 1) {
- mes "I'm sorry...";
- mes "But I'm taking";
- mes "back the Sobbing";
- mes "Starlight from you.";
- mes "Apparently, you weren't";
- mes "worthy of the task...";
- next;
- mes "[Metz]";
- mes "......";
- mes "Farewell.";
- delitem 7178,1; //Star's_Sob
- }
- else {
- mes "I guess I can't";
- mes "really blame you";
- mes "since I didn't provide";
- mes "you with that much help...";
- }
- }
- else {
- mes "Thank you so much";
- mes "for helping me make";
- mes "my dream come true.";
- mes "can work on another";
- mes "project together.";
- next;
- mes "[Metz]";
- mes "Well then...";
- mes "Good luck on";
- mes "your journeys,";
- mes "brave "+ strcharinfo(0) +".";
- }
- close2;
- cutin "mets_alpha",255;
- end;
-}
-
-prt_in,228,26,5 script Steward#sign 55,{
- callfunc "F_UpdateSignVars";
- mes "[Vandez]";
- if (sign_q < 3) {
- mes "Welcome to the";
- mes "Brayde Estate. How";
- mes "may I be of service?";
- next;
- switch(select("Nothing.:I'm here to see Metz.:Gimmie your cash!")) {
- case 1:
- mes "[Vandez]";
- mes "If you do not have";
- mes "any business to conduct";
- mes "with Master Metz, please";
- mes "leave immediately.";
- close;
- case 2:
- mes "[Vandez]";
- mes "Very good, "+((Sex)?"sir.":"madam.");
- mes "Please wait a moment";
- mes "while I consult with";
- mes "the master in his study.";
- close;
- case 3:
- mes "[Vandez]";
- mes "My apologies,";
- mes "but I insist that";
- mes "you leave the premises";
- mes "^FF0000immediately^000000.";
- close2;
- percentheal -30,0;
- warp "prontera",150,150;
- end;
- }
- }
- else if (sign_q < 14) {
- mes "Ah, Master "+ strcharinfo(0) +".";
- mes "Welcome. How may I be";
- mes "of service today?";
- next;
- switch(select("Who is Arian?:What is Metz doing?:How is Elle?")) {
- case 1:
- mes "[Vandez]";
- mes "Ah yes, Arian.";
- mes "I consider him to be";
- mes "a man of few words. The";
- mes "words he does choose to";
- mes "use are rather harsh and";
- mes "brutish, you might say.";
- close;
- case 2:
- mes "[Vandez]";
- mes "Although I've served";
- mes "the Brayde family for years,";
- mes "I'm unfamiliar with Master";
- mes "Metz's work. My apologies, but";
- mes "I simply cannot even begin to fathom his research...";
- close;
- case 3:
- mes "[Vandez]";
- mes "Ah, Mistress Elle";
- mes "has been working here";
- mes "since she was a very young";
- mes "girl. She is almost like";
- mes "a granddaughter to me.";
- mes "Ha ha-^333333*Ahem*^000000";
- close;
- }
- }
- else if (sign_q < 13) {
- mes "I recall that";
- mes "Master Arian visited";
- mes "the master a while ago.";
- mes "They spent all night";
- mes "discussing something";
- mes "related to the master's work.";
- next;
- mes "[Vandez]";
- mes "Goodness, it sounded";
- mes "dreadfully serious. The";
- mes "term, 'ancient power' is";
- mes "usually not mentioned";
- mes "quite often in conversation.";
- close;
- }
- else if (sign_q < 15) {
- mes "Sometimes I worry";
- mes "about Mistress Elle.";
- mes "She's one of the most";
- mes "beautiful girls in Prontera,";
- mes "but does not have a boyfriend.";
- next;
- mes "[Vandez]";
- mes "Many men have given her";
- mes "a great deal of attention, but";
- mes "she always manages to reject";
- mes "every single suitor...";
- close;
- }
- else if (sign_q < 20) {
- mes "Many travellers have";
- mes "begun to visit the master";
- mes "lastly. Apparently, they've";
- mes "been led here by the sign";
- mes "boards we've posted.";
- next;
- mes "[Vandez]";
- mes "Take heed and";
- mes "do not let anyone";
- mes "else take the opportunity";
- mes "the master has presented";
- mes "away from you.";
- close;
- }
- else if (sign_q < 25) {
- mes "It's most curious,";
- mes "but Elle seems to";
- mes "consider that unrefined";
- mes "Jesqurienne as her rival.";
- mes "Women are truly difficult";
- mes "for me to understand...";
- close;
- }
- else if (sign_q < 35) {
- mes "Avarice knows no bounds.";
- mes "The pastime of gambling";
- mes "seems to best represent";
- mes "mankind's greed.";
- next;
- mes "[Vandez]";
- mes "Winning or losing, some";
- mes "gamblers always seem to find";
- mes "some reason to continue when";
- mes "it's smarter to stop. Then again, the mind usually doesn't take precedence over the heart...";
- close;
- }
- else if (sign_q < 54) {
- mes "Bakerlan is a young,";
- mes "brilliant man. Although";
- mes "he inherited his company,";
- mes "it takes talent to continue";
- mes "his father's successes.";
- next;
- mes "[Vandez]";
- mes "It's amazing that Bakerlan";
- mes "is also managing to expand";
- mes "his business even further.";
- mes "Of course, Master Metz has";
- mes "had a role in Bakerlan's";
- mes "success...";
- close;
- }
- else if (sign_q == 54) {
- mes "Oh, congratulations~";
- mes "You finally passed all";
- mes "of the tests. I know they";
- mes "must have been incredibly";
- mes "taxing and challenging.";
- next;
- mes "[Vandez]";
- mes "Master Metz has informed";
- mes "me that he wishes for you";
- mes "to restore find someone";
- mes "to restore the Sobbing";
- mes "Starlight. I wish you luck";
- mes "in that endeavor.";
- close;
- }
- else if (sign_q == 97 || sign_q == 98) {
- mes "Although humans make";
- mes "mistakes, there are those";
- mes "times when failing cannot";
- mes "be an option.";
- next;
- mes "[Vandez]";
- mes "There will always";
- mes "be situations where";
- mes "you won't be getting";
- mes "any second chances.";
- mes "Anyways remember that.";
- close;
- }
- else {
- mes "There will always";
- mes "be situations where";
- mes "you won't be getting";
- mes "any second chances.";
- mes "Anyways remember that.";
- close;
- }
-}
-
-prt_in,248,23,3 script Maid#sign 1275,{
- end;
-}
-prt_in,248,23,0 script Maid#sign2 111,{
- callfunc "F_UpdateSignVars";
- mes "[Elle]";
- if (sign_q < 3) {
- mes "Wh-what are you";
- mes "doing in Master Metz's";
- mes "room? Please leave";
- mes "immediately!";
- close;
- }
- else if (sign_q < 14) {
- mes "Oh...?";
- mes ""+ strcharinfo(0) +"?";
- mes "Is there anything that";
- mes "I can help you with?";
- next;
- if (Sex == 1) {
- switch(select("You wanna have coffee sometime?:Tell me about Metz.")) {
- case 1:
- mes "[Elle]";
- mes "...?";
- mes "*Blush~*";
- mes "Oh~ A-are you";
- mes "asking me out";
- mes "on a date?";
- next;
- mes "[Elle]";
- mes "Weeeell~";
- mes "Do I have the time";
- mes "to go out with you or";
- mes "not? Hm, maybe if";
- mes "you're really nice";
- mes "to me, , "+ strcharinfo(0) +".";
- close;
- case 2:
- mes "[Elle]";
- mes "Umm....";
- mes "I don't know";
- mes "what to say?";
- next;
- mes "[Elle]";
- mes "He's my employer and";
- mes "I have an opinion of him,";
- mes "but if I told you, it might";
- mes "look unprofessional. But";
- mes "if you have time later, I just";
- mes "might tell you. Ho ho~";
- close;
- }
- }
- else {
- switch(select("You have nice skin, Miss Elle.:Tell me about Metz.")) {
- case 1:
- mes "[Elle]";
- mes "Eh...?";
- mes "Why, thank you!";
- mes "Maybe it's because";
- mes "I don't go out too";
- mes "often. You have nice";
- mes "I don't go out too, "+ strcharinfo(0) +"~";
- close;
- case 2:
- mes "[Elle]";
- mes "Umm....";
- mes "I don't know";
- mes "what to say?";
- next;
- mes "[Elle]";
- mes "He's my employer and";
- mes "I have an opinion of him,";
- mes "but if I told you, it might";
- mes "look unprofessional. But";
- mes "if you have time later, I just";
- mes "might tell you.";
- close;
- }
- }
- }
- else if (sign_q < 13) {
- mes "I'm not so busy";
- mes "nowadays, but I was";
- mes "working hard for a while";
- mes "so my body aches. Oh, what";
- mes "am I saying? Please ignore";
- mes "that--! Ho ho ho~";
- emotion e_swt2;
- close;
- }
- else if (sign_q < 15) {
- mes "Guys never understand";
- mes "what a girl really wants!";
- mes "They're always too afraid";
- mes "of showing their interest~";
- next;
- mes "[Elle]";
- mes "Well, even when they";
- mes "do ask me on dates, I never";
- mes "accept their proposals that";
- mes "easily. Hmph, there's not";
- mes "too many boys I like out";
- mes "there, anyway.";
- emotion e_pif;
- close;
- }
- else if (sign_q < 20) {
- mes "^333333*Phew....*^000000";
- mes "I'm so tired, even";
- mes "though I didn't work";
- mes "that much today. Some";
- mes "days I feel exhausted";
- mes "for no reason at all...";
- next;
- mes "[Elle]";
- mes "I should take";
- mes "the day off and";
- mes "rest. If I had some";
- mes "refreshment, that";
- mes "would be perfect...";
- close2;
- if (countitem(504) > 0) {
- select("Why don't you take this?");
- mes "[Elle]";
- mes "Oh, you didn't";
- mes "need to do this,";
- mes "but that you soooo";
- mes "much! Ahhhhhhh~";
- delitem 504,1; //White_Potion
- close2;
- emotion e_kis2;
- end;
- }
- end;
- }
- else if (sign_q < 25) {
- mes "Jesqurienne?";
- mes "Well, she's beautiful";
- mes "and talented. She's actually";
- mes "really great. That's why...";
- next;
- mes "[Elle]";
- mes "I consider her";
- mes "my rival! She might";
- mes "be smarter than me,";
- mes "but maybe I can become";
- mes "more beautiful than her...";
- emotion e_dots;
- close;
- }
- else if (sign_q < 35) {
- mes "Have you been";
- mes "in Comodo before?";
- mes "It's such a beautiful";
- mes "place with so many";
- mes "things to do!";
- next;
- mes "[Elle]";
- mes "I like gambling in";
- mes "Comodo, but I think";
- mes "it's a little addictive.";
- mes "I've even seen people";
- mes "who seem to live for it...";
- close;
- }
- else if (sign_q < 54) {
- mes "I remember that";
- mes "there was a lady";
- mes "working for Master";
- mes "Bakerlan named Seylin.";
- mes "I hear she's from some";
- mes "distant country...";
- next;
- mes "[Elle]";
- mes "I've seen her";
- mes "once and I think";
- mes "she has a unique";
- mes "style of beauty. Well,";
- mes "different than mine or";
- mes "Jesquienne's anyway...";
- close;
- }
- else if (sign_q == 54) {
- emotion e_ho;
- mes "La la la~~";
- mes "Oh, hello.";
- mes "Long time no see.";
- mes "La la la~~";
- next;
- switch(select("What's up?:What happened?")) {
- case 1:
- mes "[Elle]";
- mes "Oh...?";
- mes "Oops...!";
- mes "Do I really";
- mes "look that excited?";
- next;
- mes "[Elle]";
- mes "I just started";
- mes "going out with someone!";
- mes "He's a tall handsome boy";
- mes "and I'm so in love with";
- mes "him and he's so....";
- next;
- mes "^3355FFElle continued";
- mes "talking about how";
- mes "much she loves her";
- mes "new boyfriend, even";
- mes "after you leave the room.^000000";
- close;
- case 2:
- mes "[Elle]";
- mes "Umm....";
- mes "Yes, something";
- mes "very good happened";
- mes "to me. Ho ho ho ho!";
- mes "But it's a secret~";
- close;
- }
- }
- else if (sign_q == 97) {
- mes "Ah~ Hello!";
- mes "Nice to see";
- mes "you again~";
- next;
- mes "[Elle]";
- mes "Er, I'm sorry, but I heard that something bad happened to you. But don't worry, maybe you'll have better luck next time~";
- close;
- }
- else {
- mes "^333333*Sigh...*^000000";
- mes "Lately, there've";
- mes "been too many guests";
- mes "visiting Master Metz.";
- mes "Why can't they leave their";
- mes "dirt outside of the manor?";
- emotion e_pif;
- close;
- }
-}
-
-morocc_in,115,154,5 script Rogue#sign 810,{
- callfunc "F_UpdateSignVars";
- if (checkweight(1201,1) == 0) {
- mes "^3355FFWait a second! Right now,";
- mes "you have too many items in your inventory. Please come back after you've freed up more inventory space.^000000";
- close;
- }
- if (sign_q < 3) {
- emotion e_dots;
- end;
- }
- else if (sign_q == 3) {
- mes "[Arian]";
- mes "...";
- mes "Who the hell";
- mes "are you, jerkface?";
- next;
- switch(select("Metz sent me here.:^0000FF"+ strcharinfo(0) +"^000000.:Who are you then?")) {
- case 1:
- mes "[Arian]";
- mes "Oh yeah...?";
- mes "Well, I'm sending you";
- mes "back! No way I'm fallin'";
- mes "for that trick, chump!";
- close2;
- warp "morocc",279,173;
- end;
- case 2:
- mes "[Arian]";
- mes "Wha...?";
- mes "^0000FF"+ strcharinfo(0) +"^000000?";
- mes "Yeah, okay. Metz did";
- mes "mention something about";
- mes "about you. You're here";
- mes "for the test, right?";
- next;
- mes "[Arian]";
- mes "Alright, this";
- mes "test is simple.";
- mes "I tell you to bring me";
- mes "a bunch of items and";
- mes "you go get them.";
- next;
- mes "[Arian]";
- mes "I know you jerkward adventurers";
- mes "are always talking and you share the answers for any test some dude is givin' out. 'Course, it doesn't help that I use the same test";
- mes "every frickin' time...";
- next;
- mes "[Arian]";
- mes "Now, you gotta bring and only";
- mes "have the item I ask you for when you come to me. If you know that I'll be asking for something later and you happen to have it, I'll straight up ^FF0000jack it^000000.";
- next;
- mes "[Arian]";
- mes "The first item?";
- mes "Gimme ^FF0000100 Fluff^000000.";
- mes "Bring that and I'll";
- mes "tell you what to";
- mes "bring next.";
- set sign_q,4;
- close;
- case 3:
- mes "[Arian]";
- mes "...";
- mes "......";
- next;
- mes "[Arian]";
- mes "...";
- mes "......";
- mes "Your mom.";
- mes "Now get the";
- mes "hell outta here!";
- specialeffect EF_FIREHIT;
- percentheal -50,0;
- close;
- }
- }
- else if (sign_q < 15) {
- switch(sign_q) {
- case 4:
- mes "[Arian]";
- mes "...";
- if (countitem(914) > 99) {
- delitem 914,100; //Fluff
- if (countitem(7033) > 49) {
- delitem 7033,50; //Poison_Spore
- if (countitem(904) > 29) {
- delitem 904,30; //Scorpion's_Tail
- if (countitem(930) > 19) {
- delitem 930,20; //Rotten_Bandage
- if (countitem(1038) > 14) {
- delitem 1038,15; //Petite_DiablOfs_Horn
- if (countitem(7013) > 9) {
- delitem 7013,10; //Coral_Reef
- }
- }
- }
- }
- }
- }
- else {
- mes "Hey. What the hell's wrong";
- mes "with you? Hurry and get me";
- mes "^FF0000100 Fluff^000000, ya slacker.";
- close;
- }
- mes "Alright, that looks like";
- mes "enough Fluff. Now, go and";
- mes "get me ^FF000050 Poison Spores^000000.";
- set sign_q,5;
- close;
- case 5:
- mes "[Arian]";
- mes "...";
- if (countitem(7033) > 49) {
- delitem 7033,50; //Poison_Spore
- if (countitem(904) > 29) {
- delitem 904,30; //Scorpion's_Tail
- if (countitem(930) > 19) {
- delitem 930,20; //Rotten_Bandage
- if (countitem(1038) > 14) {
- delitem 1038,15; //Petite_DiablOfs_Horn
- if (countitem(7013) > 9) {
- delitem 7013,10; //Coral_Reef
- }
- }
- }
- }
- }
- else {
- mes "Hey. What part of 'Get me";
- mes "^FF000050 Poison Spores^000000 or I'll";
- mes "kick your ass,' don't";
- mes "you understand?";
- close;
- }
- mes "It's about time you";
- mes "got here with those";
- mes "Poison Spores. Now, go";
- mes "and get ^FF000030 Scorpion Tails^000000.";
- set sign_q,6;
- close;
- case 6:
- mes "[Arian]";
- mes "...";
- if (countitem(904) > 29) {
- delitem 904,30; //Scorpion's_Tail
- if (countitem(930) > 19) {
- delitem 930,20; //Rotten_Bandage
- if (countitem(1038) > 14) {
- delitem 1038,15; //Petite_DiablOfs_Horn
- if (countitem(7013) > 9) {
- delitem 7013,10; //Coral_Reef
- }
- }
- }
- }
- else {
- mes "What, your mom drop you on the";
- mes "head right after you were born?";
- mes "Stop bein' stupid and get me";
- mes "^FF000030 Scorpion Tails^000000, nimrod.";
- close;
- }
- mes "Damn, you sure took your";
- mes "sweet time bringing over this";
- mes "over this crap. Okay, now bring";
- mes "^FF000020 Rotten Bandages^000000.";
- set sign_q,7;
- close;
- case 7:
- mes "[Arian]";
- mes "...";
- if (countitem(930) > 19) {
- delitem 930,20; //Rotten_Bandage
- if (countitem(1038) > 14) {
- delitem 1038,15; //Petite_DiablOfs_Horn
- if (countitem(7013) > 9) {
- delitem 7013,10; //Coral_Reef
- }
- }
- }
- else {
- mes "Is it really that hard to get";
- mes "^FF000020 Rotten Bandages^000000? Cuz if it";
- mes "is, then you must really blow.";
- mes "Now hustle it up, punk!";
- close;
- }
- mes "You brought the bandages.";
- mes "Okay short stuff, go and get";
- mes "me ^FF000015 Little Evil Horn^000000. What";
- mes "are you waiting for, a memo?";
- mes "Get outta here~!";
- set sign_q,8;
- close;
- case 8:
- mes "[Arian]";
- mes "...";
- if (countitem(1038) > 14) {
- delitem 1038,15; //Petite_DiablOfs_Horn
- if (countitem(7013) > 9) {
- delitem 7013,10; //Coral_Reef
- }
- }
- else {
- mes "I don't get it.";
- mes "You don't have the";
- mes "^FF000015 Little Evil Horn^000000";
- mes "I told you to get.";
- next;
- mes "[Arian]";
- mes "I see, so it's my";
- mes "fault for not telling you";
- mes "not to bring your crap face";
- mes "back without 'em. ^333333*A-hem*^000000";
- mes "Don't bring your crap face here without 15 Little Evil Horns!!";
- close;
- }
- mes "My grandma coulda grown";
- mes "out her beard in the time";
- mes "it tookyou to come back.";
- mes "Now hurry it up and get";
- mes "me ^FF000010 Coral Reefs^000000!";
- set sign_q,9;
- close;
- case 9:
- mes "[Arian]";
- if (countitem(7013) > 9) {
- delitem 7013,10; //Coral_Reef
- }
- else {
- mes "I don't care how pretty";
- mes "they are or if you're ruining";
- mes "the ecosystem! When I say";
- mes "''bring ^FF000010 Coral Reefs^000000,'' you";
- mes "better have them! All the";
- mes "fish can die for all I care.";
- close;
- }
- mes "Finally you're back.";
- mes "Gimme a sec to count";
- mes "all this stuff so I can make";
- mes "sure you're not trying to";
- mes "cheat. God help you if you";
- mes "try to pull a fast one on me...!";
- set sign_q,10;
- close;
- case 10:
- mes "[Arian]";
- mes "...";
- mes "Alright. Go talk";
- mes "to the guy to my left.";
- mes "The dude at the counter.";
- mes "What's-his-face, Ganaan.";
- set sign_q,11;
- close;
- case 11:
- mes "[Arian]";
- mes "...";
- mes "Alright. Go talk";
- mes "to the guy to my left.";
- mes "The dude at the counter.";
- mes "What's-his-face, Ganaan.";
- next;
- mes "[Arian]";
- mes "You wanna leave me";
- mes "alone now and gimme";
- mes "a little personal space?!";
- mes "I need a break from looking";
- mes "at your ugly mug, you know?";
- close;
- case 12:
- mes "[Arian]";
- mes "Let's see...";
- mes "I'm looking at your";
- mes "answers and they totally";
- mes "suck. Take the test again";
- mes "and do it right this time!";
- next;
- mes "[Arian]";
- mes "Geez...";
- mes "You're givin' Ganaan";
- mes "a hard time. You hear";
- mes "me? That's my job!";
- set sign_q,11;
- close;
- case 13:
- mes "[Arian]";
- mes "Alright. The answers";
- mes "you gave Ganaan tell me";
- mes "you're not a total dumbass.";
- mes "Now you're supposed to go see Daewoon in Payon. And don't forget to show him this Star thingee.";
- if (BaseLevel < 60) getexp 300,0;
- else if (BaseLevel < 70) getexp 750,0;
- else if (BaseLevel < 80) getexp 1000,0;
- else if (BaseLevel < 90) getexp 1300,0;
- else if (BaseLevel < 150) getexp 1800,0;
- set sign_q,14;
- getitem 7177,1; //Part_Of_Star's_Sob
- close;
- case 14:
- mes "[Arian]";
- mes "...........";
- mes "Payon...?";
- mes "Daewoon?";
- mes "Any of it ring a bell?";
- mes "Cuz it really oughtta!";
- close;
- }
- }
- else {
- mes "[Arian]";
- mes "...";
- mes "Shaddup and";
- mes "lemme alone!";
- mes "I'm thinking about";
- mes "solving world hunger";
- mes "here! Or somethin' like that.";
- emotion e_dots;
- close;
- }
-}
-
-morocc_in,114,162,4 script Young Man#sign 118,{
- callfunc "F_UpdateSignVars";
- mes "[Gaanan]";
- if (sign_q < 11) {
- mes "The weather here in";
- mes "Morocc is too hot for me.";
- mes "I'm having a hard time just";
- mes "trying to live here. Do you";
- mes "know a nice and cool place";
- mes "where I can work?";
- emotion e_swt2;
- close;
- }
- else if (sign_q == 11) {
- mes "Oh, Arian sent you to me,";
- mes "right? I'm sorry, but he takes";
- mes "a little getting used to. Even";
- mes "though I still have to get used";
- mes "to his... mannerisms.";
- next;
- mes "[Gaanan]";
- mes "Anyway, since he thinks it's";
- mes "boring, Arian put me in charge";
- mes "of the quiz portion of your test. Please carefully choose an";
- mes "answer when I ask you a";
- mes "question. Are you ready?";
- next;
- mes "[Gaanan]";
- mes "Now, the first question.";
- mes "Let's say that you just";
- mes "found yourself on a deserted";
- mes "island. What is the very first";
- mes "thing that you should do?";
- next;
- switch(select("Look for fresh water.:Just wait for rescue.:Forage for food.:Explore the island.")) {
- case 1:
- set .@point_s,.@point_s+7;
- break;
- case 2:
- set .@point_s,.@point_s+1;
- break;
- case 3:
- set .@point_s,.@point_s+4;
- break;
- case 4:
- set .@point_s,.@point_s+10;
- break;
- }
- mes "[Gaanan]";
- mes "The second question is...";
- mes "You happen to be stuck in";
- mes "a narrow place inside some";
- mes "collapsed building. What";
- mes "do you plan to do first?";
- next;
- switch(select("Scream for help.:Stay quiet.:Wait for death to come.:Find a way out.")) {
- case 1:
- set .@point_s,.@point_s+3;
- break;
- case 2:
- set .@point_s,.@point_s+7;
- break;
- case 3:
- set .@point_s,.@point_s+1;
- break;
- case 4:
- set .@point_s,.@point_s+7;
- break;
- }
- mes "[Gaanan]";
- mes "Now, the third question.";
- mes "You're on some dungeon";
- mes "expedition with your friends,";
- mes "but you got lost somehow.";
- mes "How do you handle it?";
- next;
- switch(select("Try to find my friends.:Find a way out.:Stay put.:Continue exploring the dungeon.")) {
- case 1:
- break;
- case 2:
- set .@point_s,.@point_s+5;
- break;
- case 3:
- set .@point_s,.@point_s+10;
- break;
- case 4:
- set .@point_s,.@point_s+1;
- break;
- }
- mes "[Ganaan]";
- mes "Here's the fourth question.";
- mes "You're with your friends inside";
- mes "a mansion with no exit. What do";
- mes "you do first when a murder happens inside the mansion?";
- next;
- switch(select("Wait for the case to get solved.:Try to find my friends first.:Find a way out.:Solve the murder case on my own.:Kill the others before they kill me.")) {
- case 1:
- set .@point_s,.@point_s+5;
- break;
- case 2:
- set .@point_s,.@point_s+7;
- break;
- case 3:
- set .@point_s,.@point_s+3;
- break;
- case 4:
- set .@point_s,.@point_s+1;
- break;
- case 5:
- set .@point_s,.@point_s+1;
- break;
- }
- mes "[Gaanan]";
- mes "The fifth question is...";
- mes "You hear that the end of";
- mes "the world is in one week.";
- mes "So what do you do during";
- mes "this final week?";
- next;
- switch(select("Wait to see the end.:Plant an apple tree.:Look to move to a different world.:What else? Save the world.:What else? Go on a crime spree.")) {
- case 1:
- set .@point_s,.@point_s+5;
- break;
- case 2:
- set .@point_s,.@point_s+3;
- break;
- case 3:
- set .@point_s,.@point_s+7;
- break;
- case 4:
- set .@point_s,.@point_s+10;
- break;
- case 5:
- set .@point_s,.@point_s+1;
- break;
- }
- mes "[Gaanan]";
- mes "Oh! We're done!";
- mes "Okay, let me give";
- mes "these answers to Arian.";
- mes "Sooo... Talk to him and";
- mes "he'll let you know how";
- mes "you did.";
- if (.@point_s > 33) set sign_q,13;
- else set sign_q,12;
- close;
- }
- else if (sign_q < 14) {
- mes "Hm...?";
- mes "Arian is the one";
- mes "who's grading your";
- mes "test. But I understand.";
- mes "If you failed, I'd want";
- mes "to avoid him too...";
- close;
- }
- else {
- mes "^333333*Sigh...*^000000";
- mes "I wish the weather'd";
- mes "cool down, even just a little.";
- mes "While I'm asking for miracles,";
- mes "I may as well wish for a billion kajillion zeny. And maybe a yacht.";
- close;
- }
-}
-
-payon,154,170,3 script Hagin#sign 78,{
- mes "[Hagin]";
- mes "Have you heard?";
- mes "Payon's most eligible";
- mes "bachelor is back home!";
- next;
- mes "[Hagin]";
- mes "He was a little brat";
- mes "back when he was a kid,";
- mes "but now he's grown up to";
- mes "be the manliest of men!";
- mes "No wonder all the ladies";
- mes "just can't resist him!";
- next;
- mes "[Hagin]";
- mes "Heh heh...";
- mes "With this beautiful";
- mes "face and charming figure...";
- mes "I'm gonna seduce him.";
- next;
- switch(select("Who are you talking about?:You're freaking me out!")) {
- case 1:
- mes "[Hagin]";
- mes "You don't know";
- mes "Daewoon, the most";
- mes "beautiful man in all";
- mes "of Payon and maybe";
- mes "even the world?";
- next;
- mes "[Hagin]";
- mes "He left home to become stronger";
- mes "when he was just a boy. I had no idea he would come back as such ";
- mes "a fine specimen of a man...";
- next;
- select("I'd like to meet this Daewoon.");
- mes "[Hagin]";
- mes "Oh, I see~";
- if (Sex) {
- mes "You plan to ask him";
- mes "to show you some fighting";
- mes "pointers, do you? You men";
- mes "are all the same: not as";
- mes "cool or tough as Daewoon!";
- }
- else {
- mes "Interested, are you?";
- mes "Well, you'll have to get";
- mes "in line. So many women";
- mes "and only one Daewoon...";
- mes "^333333*Sigh*^000000";
- }
- next;
- mes "[Hagin]";
- mes "Anyway, Daewoon";
- mes "is staying in the annex";
- mes "to the Payon Castle. If you";
- mes "want to see him for yourself,";
- mes "why don't you go there?";
- close;
- case 2:
- mes "[Hagin]";
- mes "Freaking you out?";
- mes "Excuuuuse me~!";
- mes "I'll have you know that";
- mes "a flower's life is brief.";
- mes "I better snag Daewoon";
- mes "while I still can~";
- emotion e_an;
- close;
- }
-}
-
-payon_in03,81,22,4 script Maid#a1 1170,{
- end;
-}
-
-payon_in03,81,22,4 script Maid#a2 111,{
- mes "[Maid]";
- mes "Welcome to the";
- mes "Payon Castle annex";
- mes "where Master Daewoon";
- mes "is staying.";
- close;
-}
-
-payon_in03,79,22,4 script Maid#b1 1404,{
- end;
-}
-
-payon_in03,79,22,4 script Maid#b2 111,{
- mes "[Maid]";
- mes "Welcome.";
- mes "Are you another";
- mes "visitor for Master";
- mes "Daewoon?";
- close;
-}
-
-payon_in03,81,15,1 script Maid#c1 1170,{
- end;
-}
-
-payon_in03,81,15,1 script Maid#c2 111,{
- mes "[Maid]";
- mes "Greetings.";
- mes "Welcome to the";
- mes "Annex to Payon Castle.";
- mes "Have you come here to";
- mes "see Master Daewoon?";
- close;
-}
-
-payon_in03,79,15,1 script Maid#d1 1404,{
- end;
-}
-
-payon_in03,79,15,1 script Maid#d2 111,{
- mes "[Maid]";
- mes "Welcome to the";
- mes "Payon Castle Annex.";
- mes "Master Daewoon is";
- mes "currently lodging here.";
- mes "Have you come to see him?";
- close;
-}
-
-payon_in03,8,31,4 script Maid#e1 1416,{
- end;
-}
-
-payon_in03,8,31,4 script Maid#e2 111,{
- mes "[Chamberlain]";
- mes "Please refrain";
- mes "from attacking";
- mes "the servants.";
- next;
- mes "[Chamberlain]";
- mes "Although you may recognize";
- mes "us as monsters, we have";
- mes "all been properly hired and";
- mes "faithfully serve our master,";
- mes "Daewoon. So there's no";
- mes "need to feel uneasy.";
- close;
-}
-
-payon_in03,13,31,4 script Maid#f1 1416,{
- end;
-}
-
-payon_in03,13,31,4 script Maid#f2 111,{
- mes "[Chamberlain]";
- mes "Master Daewoon~!";
- mes "Please try this too!";
- mes "It's Tiger Foot Skin soup,";
- mes "boiled with nine kinds of";
- mes "exotic, potent herbs.";
- next;
- mes "[Chamberlain]";
- mes "It's famous for easing";
- mes "sores and fatigure, preventing";
- mes "cold and ^333333*Ahem*^000000 enhancing male vigor. Now, open wide, master~";
- close;
-}
-
-payon_in03,11,31,4 script Daewoon#sign 808,{
- callfunc "F_UpdateSignVars";
- mes "[Daewoon]";
- mes "Mwah ah hah!";
- mes "Feasting and merriment,";
- mes "wine, women and song!";
- mes "I could ask for nothing more!";
- next;
- mes "[Daewoon]";
- mes "The most scrumptious";
- mes "delicacies are all mine to";
- mes "taste! And I'm not just talking about the food. Mwah ah hah!";
- mes "I'm the king of the world!";
- next;
- if (sign_q == 14) {
- mes "[Daewoon]";
- mes "Oh, a visitor?";
- mes "I'm sorry, but I believe";
- mes "you're an uninvited guest~";
- if (Sex) {
- mes "You'll have to forgive me";
- mes "if I wish to spend my time with maidens as opposed to men.";
- }
- else {
- mes "No matter, a beauty is a beauty, whether or not I know her name.";
- mes "Come and drink with me~";
- }
- next;
- if (countitem(7177) > 0) {
- set .@pay_point,1;
- mes "["+ strcharinfo(0) +"]";
- mes "Sure...";
- mes "But first, would you";
- mes "take a look at this?";
- next;
- mes "^3355FFYou carefully take";
- mes "out the small, lucid";
- mes "jewel that Arian gave";
- mes "you and reveal it to";
- mes "Daewoon's roving eyes.^000000";
- next;
- emotion e_gasp;
- mes "[Daewoon]";
- mes "Eh? Why that's...";
- mes "I see now, Arian must";
- mes "have sent you! Oh you";
- mes "should have said so";
- mes "at the very beginning~";
- next;
- mes "[Daewoon]";
- mes "My apologies~";
- mes "Lately I've been attracting";
- mes "all sorts of strange attention like some kind of teen celebrity. I've gotten used to being too careful in screening out the dangerous sort.";
- next;
- mes "[Daewoon]";
- mes "Now then.";
- mes "Do you have any";
- mes "idea what that jewel";
- mes "you're holding actually is?";
- next;
- switch(select("Kind of?:How the hell would I know?:No, but would you tell me?")) {
- case 1:
- mes "[Daewoon]";
- mes "Oh...!";
- mes "You must be much";
- mes "smarter than I expected.";
- mes "So tell me, what do you";
- mes "understand about this jewel?";
- next;
- switch(select("It's handy.:I actually don't know...")) {
- case 1:
- set .@pay_point,.@pay_point+2;
- mes "[Daewoon]";
- emotion e_dots;
- mes "Mmm...?";
- mes "Handy? If you truly";
- mes "understood, I don't";
- mes "think you'd describe this";
- mes "jewel as merely 'handy.'";
- next;
- break;
- case 2:
- set .@pay_point,.@pay_point+4;
- emotion e_pif;
- mes "[Daewoon]";
- mes "Really?";
- mes "Mm. At least you";
- mes "admit it. *Sigh*";
- next;
- break;
- }
- break;
- case 2:
- mes "[Daewoon]";
- emotion e_dots;
- mes "...";
- mes "A rather crass way";
- mes "of speaking, but perhaps";
- mes "you picked it up from Arian.";
- mes "In any case, let me explain.";
- next;
- break;
- case 3:
- set .@pay_point,.@pay_point+5;
- mes "[Daewoon]";
- mes "Didn't Arian tell you";
- mes "anything? I appreciate";
- mes "your honesty. And I don't";
- mes "mind chatting a while, I much";
- mes "prefer speaking to honest people rather than foolish know-it-alls.";
- next;
- break;
- }
- mes "[Daewoon]";
- mes "That ^31009CSobbing Starlight^000000";
- mes "is no mere jewel. It is a key";
- mes "item for unlocking some incredible power. I believe Metz happened to obtain a piece, though I am";
- mes "unsure how...";
- next;
- mes "[Daewoon]";
- mes "Metz has asked me and";
- mes "some other friends who";
- mes "hold the fragments of the";
- mes "Sobbing Starlight to entrust";
- mes "them to someone worthy of";
- mes "finding the power it leads to.";
- next;
- mes "[Daewoon]";
- mes "Of course, we all agreed";
- mes "and now you're here for me";
- mes "to judge whether or not you're";
- mes "qualified for this task. Now,";
- mes "are you ready for my test?";
- next;
- switch(select("I'M READY! YEEAH!:I'll do my best!:To hell with this!:Fine. Let's get it over with.")) {
- case 1:
- set .@pay_point,.@pay_point+5;
- mes "[Daewoon]";
- mes "Ooh~";
- mes "Such unbridled";
- mes "enthusiasm usually";
- mes "does more good than harm.";
- next;
- break;
- case 2:
- set .@pay_point,.@pay_point+7;
- emotion e_ok;
- mes "[Daewoon]";
- mes "Mwah ah hah!";
- mes "That's exactly what";
- mes "I wanted to hear! That";
- mes "kind of quiet and careful";
- mes "confidence will help you";
- mes "in the future, you'll see~";
- next;
- break;
- case 3:
- emotion e_an;
- set .@pay_point,.@pay_point+2;
- mes "[Daewoon]";
- mes "E...";
- mes "Excuse me?";
- next;
- emotion e_ag;
- mes "[Daewoon]";
- mes "How can you be";
- mes "so ridiculous at";
- mes "at time like this?";
- mes "Either mind your manners";
- mes "or don't take this test at";
- mes "all! ^333333*SLAP--!!*^000000";
- percentheal -10,0;
- next;
- break;
- case 4:
- set .@pay_point,.@pay_point+4;
- emotion e_dots;
- mes "[Daewoon]";
- mes "Hmm. That kind of half-hearted";
- mes "attitude won't get you very far on your adventures. Still, so long as you don't get overly negative, you should have a decent chance of surviving your challenges.";
- next;
- break;
- }
- mes "[Daewoon]";
- mes "Now, Metz expects me to ask";
- mes "some rather serious questions,";
- mes "but that really isn't my style. For this test, why don't we just talk?";
- mes "Just answer me honestly and";
- mes "light heartedly, alright?";
- emotion e_hmm;
- next;
- mes "[Daewoon]";
- mes "So...";
- mes "Do you have a lot";
- mes "of friends that you can";
- mes "constantly party with?";
- next;
- switch(select("Yes, I do.:I prefer soloing.:I am lonely.")) {
- case 1:
- set .@pay_point,.@pay_point+5;
- emotion e_omg;
- mes "[Daewoon]";
- mes "Oh, that's great~!";
- mes "To have many friends";
- mes "is a priceless blessing.";
- mes "Friends bring us joy and";
- mes "aid when we find ourselves";
- mes "suffering from difficulties.";
- next;
- mes "[Daewoon]";
- mes "Wouldn't you";
- mes "agree that being";
- mes "really close friends";
- mes "with someone can be";
- mes "a life long benefit?";
- next;
- break;
- case 2:
- set .@pay_point,.@pay_point+4;
- mes "[Daewoon]";
- mes "Well, everybody";
- mes "needs to be alone once";
- mes "in a while. And there are";
- mes "some battles you must";
- mes "fight all on your own.";
- next;
- mes "[Daewoon]";
- mes "Also, if you never";
- mes "deal with other people,";
- mes "you may grow selfish or";
- mes "needy. It's better to go";
- mes "out and meet people,";
- mes "don't you think?";
- next;
- break;
- case 3:
- set .@pay_point,.@pay_point+3;
- mes "[Daewoon]";
- mes "You don't have any";
- mes "friends at all? Well,";
- mes "you better learn how";
- mes "to get along with others";
- mes "as soon as you can...!";
- next;
- break;
- }
- mes "[Daewoon]";
- mes "Now, what's your opinion";
- mes "on purposely getting lots";
- mes "of monsters to follow you";
- mes "around. I believe this is";
- mes "called ''Mob Training...''";
- next;
- switch(select("Awesome~!:I hate people who do that.:I do it sometimes...")) {
- case 1:
- emotion e_an;
- mes "[Daewoon]";
- mes "But...";
- mes "Wouldn't that be really";
- mes "rude to anyone else hunting";
- mes "on that same map? I think";
- mes "it would even interfere with";
- mes "someone else's gameplay...";
- next;
- emotion e_an;
- mes "[Daewoon]";
- mes "Perhaps you should try";
- mes "to consider other people's";
- mes "feelings. Mob Training seems";
- mes "to only be good at getting other";
- mes "people angry with you...";
- next;
- break;
- case 2:
- set .@pay_point,.@pay_point+5;
- mes "[Daewoon]";
- mes "Really?";
- mes "I do too!";
- next;
- mes "[Daewoon]";
- mes "Just the other day, I've";
- mes "heard some ruffians boasting";
- mes "of their mob training activities. But personally, I feel they were compensating for their own shortcomings. ";
- next;
- emotion e_an;
- mes "[Daewoon]";
- mes "Such behavior truly";
- mes "bothers me. Although I have";
- mes "spent years in developing an";
- mes "unflappable personality, I find";
- mes "myself irked when encountering";
- mes "such troublemakers.";
- next;
- emotion e_no1;
- mes "[Daewoon]";
- mes "When you face obstacles";
- mes "in your own training, never give in to weakness. Assert yourself and find the determination to overcome your tribulations with honor!";
- next;
- break;
- case 3:
- set .@pay_point,.@pay_point+3;
- mes "[Daewoon]";
- mes "At least you're honest.";
- mes "But let me say that I cannot";
- mes "condone that sort of weak willed behavior. True strength can only";
- mes "be found through honor.";
- mes "Remember that.";
- next;
- mes "[Daewoon]";
- mes "In the face of overwhelming";
- mes "odds, do not despair. After all, what is achievement if it is not earned without difficulty? The greater the challenge, the";
- mes "greater the glory.";
- next;
- mes "[Daewoon]";
- mes "Even if you are having hard time,";
- mes "try to take a firm stand.";
- mes "One day, you will realise how strong you have become.";
- next;
- mes "[Daewoon]";
- mes "And...";
- mes "Don't ever partake in";
- mes "mob training again, okay?";
- next;
- break;
- }
- mes "[Daewoon]";
- mes "Anyway, I'm sure you're";
- mes "aware of the War of Emperium";
- mes "in which mighty guilds all across Rune-Midgard battle for guild castle dominion. It's actually quite popular, really.";
- next;
- mes "[Daewoon]";
- mes "Now imagine that both of us";
- mes "are in the midst of a heated guild war. The sounds of explosions and earth shaking magic spells are all we can hear. At any time, we can";
- mes "be lost in that mindless chaos.";
- next;
- mes "[Daewoon]";
- mes "Finally, through incredible";
- mes "good fortune, we manage to";
- mes "infiltrate the enemy guild castle and reach their Emperium. If we destroy that Emperium, that castle will belong to our guild.";
- next;
- mes "[Daewoon]";
- mes "However...! This is";
- mes "no ordinary Emperium!";
- mes "It is a masterful sculpture";
- mes "of a gorgeous Priestess!";
- mes "Answer me, adventurer!";
- mes "Would you still destroy it?!";
- next;
- switch(select("Destroy it!:I can't destroy such beauty...:I'd close my eyes, then destroy it.")) {
- case 1:
- set .@pay_point,.@pay_point+3;
- mes "[Daewoon]";
- mes "Hmm. You have a truly";
- mes "strong will. Then again,";
- if (Sex == 1) {
- mes "perhaps you lack a true";
- mes "appreciation for beauty.";
- mes "Even in Emperium form, how";
- mes "could you harm a Priestess?";
- }
- else {
- mes "perhaps you cannot appreciate";
- mes "a Priestess's beauty in the";
- mes "way that a man would.";
- }
- break;
- case 2:
- set .@pay_point,.@pay_point+5;
- mes "[Daewoon]";
- mes "Ah yes! I felt you would answer that way! We must cherish and protect what is beautiful in this world. I would never be able to harm a Priestess, even in";
- mes "statue form...";
- break;
- case 3:
- set .@pay_point,.@pay_point+6;
- mes "[Daewoon]";
- mes "Interesting...!";
- mes "Although you cherish";
- mes "the beauty of the Priestess,";
- mes "your loyalty to your guild";
- mes "proves stronger. A most";
- mes "admirable attitude!";
- break;
- }
- next;
- mes "[Daewoon]";
- mes "But yes, if it were";
- mes "me, I would protect that";
- mes "Priestess shaped Emperium";
- mes "until the end of the guild war.";
- mes "Mwah ah hah~!";
- next;
- mes "[Daewoon]";
- mes "While we're on the topic";
- mes "of guilds, let me present";
- mes "another guild related scenario. Let's say that you joined a very popular guild with many allies,";
- mes "as well as formidable enemies.";
- next;
- mes "[Daewoon]";
- mes "Now, during one of your.";
- mes "hunts, you happen to meet";
- mes "a member of one of your enemy guilds. The two of you are the only people on that map. Suddenly, he finds himself in mortal danger!";
- next;
- mes "[Daewoon]";
- mes "This enemy guild member";
- mes "begins to yell for help. Now,";
- mes "would you give your enemy";
- mes "the help that he needs?";
- next;
- switch(select("Yes, of course!:I'd pretend not to hear anything.:I'd make fun of him, then run off.")) {
- case 1:
- set .@pay_point,.@pay_point+6;
- mes "[Daewoon]";
- mes "Ah, you would help him!";
- mes "Good, good. I'm glad to see";
- mes "that you understand that such pettiness should not get in the way of doing what is good and right.";
- break;
- case 2:
- set .@pay_point,.@pay_point+5;
- mes "[Daewoon]";
- mes "True, you're not really";
- mes "obligated to help your";
- mes "enemy. Besides, you may";
- mes "hurt his feelings once he";
- mes "realizes that he's had to";
- mes "depend on his rival for help.";
- break;
- case 3:
- set .@pay_point,.@pay_point+4;
- mes "[Daewoon]";
- mes "Even though he is";
- mes "your enemy, I still";
- mes "believe it's important";
- mes "that you treat him with";
- mes "respect. Where is your honor?";
- break;
- }
- next;
- mes "[Daewoon]";
- mes "Well, there's one";
- mes "last thing I want to";
- mes "know about you. It's the";
- mes "most important question";
- mes "in the world once you";
- mes "think about it.";
- next;
- mes "[Daewoon]";
- mes "...";
- mes "......";
- mes "Do you enjoy life?";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Daewoon]";
- emotion e_heh;
- mes "I'm glad.";
- mes "When you don't live";
- mes "with zeal, it's easy to";
- mes "forget your goals and your";
- mes "purpose for living. Don't have";
- mes "any? Then make some up.";
- next;
- mes "[Daewoon]";
- mes "I hope you always enjoy";
- mes "life as much as you can.";
- mes "As for me, I'm always happy";
- mes "with my wine, women and song~";
- mes "Mwah ah hah~!";
- next;
- break;
- case 2:
- mes "[Daewoon]";
- mes "I understand.";
- mes "People cannot be happy";
- mes "all the time. Sometimes";
- mes "it's easy to forget your";
- mes "goals and purpose in life.";
- next;
- mes "[Daewoon]";
- mes "But you know what? If you";
- mes "have just one dream, one goal";
- mes "to strive towards, things shall get better. If you think you don't have dreams, look back to your past. What you remember may surprise you.";
- next;
- mes "[Daewoon]";
- mes "It's important to look forward,";
- mes "but first you must find what is truly precious to you before you can define your happiness. That's why I think it's good to experience new things as well as reflect.";
- next;
- emotion e_no1;
- mes "[Daewoon]";
- mes "Now, what's precious to me?";
- mes "Three things, actually...";
- mes "Wine. Women. And song!";
- mes "Though, if I had to rank them,";
- mes "women would top that list.";
- mes "Mwah ah hah~!";
- next;
- break;
- }
- if (.@pay_point > 29) {
- set sign_q,15;
- getitem 7177,1; //Part_Of_Star's_Sob
- if (BaseLevel < 60) getexp 300,0;
- else if (BaseLevel < 70) getexp 700,0;
- else if (BaseLevel < 80) getexp 1000,0;
- else if (BaseLevel < 90) getexp 1300,0;
- else if (BaseLevel < 150) getexp 1800,0;
- emotion e_heh;
- mes "[Daewoon]";
- mes "Well, I must say that I've";
- mes "grown quite fond of you. Of";
- mes "course, it helps that we have so much in common. Mwah ah hah~!";
- mes "It was an honor to meet you~";
- next;
- mes "[Daewoon]";
- mes "Oh yes! Your next test";
- mes "examiner is ^CE0000Sir Jore^000000, also";
- mes "known as the Ghost of Al de Baran. Although he's always sick, he has great passion for his research.";
- next;
- mes "[Daewoon]";
- mes "Alright, then.";
- mes "Good luck in";
- mes "Al de Baran~!";
- close;
- }
- else if (.@pay_point < 20) {
- mes "[Daewoon]";
- mes "It pains me to say this,";
- mes "but I do not think you're";
- mes "worthy of holding my fragment";
- mes "of the Sobbing Starlight. But";
- mes "I am willing to give you";
- mes "another chance~";
- close;
- }
- else if ((.@pay_point > 26) && (.@pay_point < 30)) {
- set sign_q,15;
- getitem 7177,1; //Part_Of_Star's_Sob
- if (BaseLevel < 60) getexp 300,0;
- else if (BaseLevel < 70) getexp 700,0;
- else if (BaseLevel < 80) getexp 1000,0;
- else if (BaseLevel < 90) getexp 1300,0;
- else if (BaseLevel < 150) getexp 1800,0;
- mes "[Daewoon]";
- mes "You know, after talking with";
- mes "you for a while, I now feel fairly comfortable with leaving you this piece of the Sobbing Starlight. Somehow, I think you're strong enough to get all the pieces.";
- next;
- mes "[Daewoon]";
- mes "I hope you will pass the rest of the test";
- mes "and acquire the power.";
- next;
- mes "[Daewoon]";
- mes "Oh yes! Your next test";
- mes "examiner is ^CE0000Sir Jore^000000, also";
- mes "known as the Ghost of Al de Baran. Although he's always sick, he has great passion for his research.";
- next;
- mes "[Daewoon]";
- mes "Alright, then.";
- mes "Good luck in";
- mes "Al de Baran~!";
- close;
- }
- else {
- mes "[Daewoon]";
- mes "It pains me to say this,";
- mes "but I do not think you're";
- mes "worthy of holding my fragment";
- mes "of the Sobbing Starlight. But";
- mes "I am willing to give you";
- mes "another chance~";
- close;
- }
- close;
- }
- else {
- mes "[Daewoon]";
- mes "I wonder...";
- mes "Someone should have";
- mes "passed Arian's test by now.";
- mes "I can't wait to see who was";
- mes "actually able to impress him...";
- close;
- }
- }
- else if (sign_q < 14) {
- mes "[Daewoon]";
- mes "Mwah ah hah~!";
- mes "I couldn't be happier!";
- mes "What more do I need?";
- mes "Gourmet food, fine wine,";
- mes "nubile women...!";
- close;
- }
- else if (sign_q == 98) {
- mes "[Daewoon]";
- mes "I'm sorry, but ";
- mes "no price can make";
- mes "me change my mind.";
- mes "You... You've failed.";
- mes "I'm sorry, friend.";
- close;
- }
- else if (sign_q == 99) {
- emotion e_gasp;
- mes "[Daewoon]";
- mes "Oh~! It's you!";
- mes "It has been a while since";
- mes "we last conversed. Now that";
- mes "you've accessed the power";
- mes "behind the Sobbing Starlight,";
- mes "do you like it?";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Daewoon]";
- mes "Ah, how great~!";
- mes "Just remember that";
- mes "power can be addictive.";
- mes "Even if you don't agree,";
- mes "it's still wise to avoid";
- mes "greedy tendencies, yes?";
- next;
- mes "[Daewoon]";
- mes "Please make good use of";
- mes "the power you have obtained.";
- mes "I am counting on you to be";
- mes "responsbile and to never lose";
- mes "that smile on your face, okay?";
- mes "Mwah ah hah~!";
- close;
- case 2:
- emotion e_hmm;
- mes "[Daewoon]";
- mes "Eh...?";
- mes "That's quite a surprise.";
- mes "Perhaps Metz didn't know";
- mes "enough about it? Still, I'm";
- mes "sorry to hear you don't like it.";
- next;
- mes "[Daewoon]";
- mes "But in the end, keep in mind";
- mes "that you must have learned some great lesson from this experience. Anyway, please do your best to use the power responsibly, okay?";
- mes "Mwah ah hah~!";
- close;
- }
- }
- else if (sign_q == 15) {
- mes "[Daewoon]";
- mes "Hm...?";
- mes "Weren't you on";
- mes "your way to find";
- mes "^CE0000Sir Jore^000000 in Al de Baran?";
- next;
- mes "[Daewoon]";
- mes "Oh, having trouble";
- mes "finding him, are you?";
- mes "Well, he's fairly shy, but";
- mes "I'm sure he's hiding some";
- mes "place in that town.";
- close;
- }
- else {
- mes "[Daewoon]";
- mes "Ah, I feel so...";
- mes "Satiated. The food was ";
- mes "stupendous and the women";
- mes "have been even more so.";
- mes "Servants! Fan me please~";
- next;
- mes "[Daewoon]";
- mes "^333333*Yawn...*";
- mes "...z...z...Z....ZZzZZ^000000";
- close;
- }
- close;
-}
-
-aldeba_in,139,103,5 script Monograph#sign 111,{
- mes "[Sir Jore]";
- mes "Uwah~!";
- mes "Stop reading my";
- mes "research monograph!";
- mes "Put that back now!";
- close;
-}
-
-aldeba_in,155,101,3 script Sir Jore#sign 805,7,7,{
- callfunc "F_UpdateSignVars";
- if ((gettime(3) > 16) && (gettime(3) < 22)) {
- if (sign_q == 15) {
- mes "["+ strcharinfo(0) +"]";
- mes "Excuse me...";
- next;
- emotion e_omg;
- mes "^313FFF*Clink*^000000";
- next;
- mes "[Sir Jore]";
- mes "...";
- mes "......";
- next;
- emotion e_swt2;
- mes "[Sir Jore]";
- mes "...";
- mes "......";
- mes "...No!";
- mes "Look what";
- mes "you made me do!";
- next;
- emotion e_sob;
- mes "[Sir Jore]";
- mes "I've been fiddling";
- mes "with this sample for";
- mes "five hours. And now";
- mes "it's ruined! ^333333*Sob*^000000";
- next;
- emotion e_sob;
- mes "[Sir Jore]";
- mes "^333333*Sob*^000000";
- mes "I came to this town";
- mes "so I could focus on";
- mes "my research without";
- mes "any interruptions. So";
- mes "why are you here?";
- next;
- switch(select("Daewoon sent me.:Oops, sorry. Later~")) {
- case 1:
- emotion e_swt;
- mes "[Sir Jore]";
- mes "O-oh!";
- mes "That's right.";
- mes "You're here to be";
- mes "tested for the piece";
- mes "of the Sobbing Starlight.";
- next;
- emotion e_swt2;
- mes "[Sir Jore]";
- mes "So...";
- mes "Er. Then, what...";
- mes "W-what's your name?";
- next;
- select(strcharinfo(0) +", thanks.");
- mes "[Sir Jore]";
- mes "N-nice to meet you.";
- mes "My name is Jore. Just";
- mes "a normal person who loves";
- mes "research. S-sorry if I seem";
- mes "a little nervous! I'm actually";
- mes "quite... shy around people.";
- next;
- mes "[Sir Jore]";
- mes "Oh no...!";
- mes "If you were able to";
- mes "find me, there will be";
- mes "others! When would I get";
- mes "the time to do my research?!";
- mes "N-no! I h-h-hate people!!";
- next;
- mes "[Sir Jore]";
- mes "Still, I did promise";
- mes "M-M-Metz and he is my";
- mes "friend. So I must accept";
- mes "some guests. Even if hundreds";
- mes "of them knock on my door...";
- next;
- mes "[Sir Jore]";
- mes "But first of all,";
- mes "I'm going to need";
- mes "a new research sample.";
- mes "I think it's only fair that";
- mes "you get it for me since you";
- mes "made me ruin the last one.";
- next;
- mes "[Sir Jore]";
- mes "N-now, d-don't worry.";
- mes "The items are actually";
- mes "quite easy to get. It's";
- mes "five hours part that's";
- mes "hard. Now, let's see...";
- next;
- set sign_q,16;
- mes "[Sir Jore]";
- mes "Just bring me";
- mes "10 Empty Test Tubes,";
- mes "10 Green Herbs and";
- mes "2 Yggdrasil Leafs.";
- next;
- mes "[Sir Jore]";
- mes "You see, l-lately I've";
- mes "been studying Biology. ";
- mes "I think the secret to life";
- mes "can be found in the Leaf of";
- mes "Yggdrasil. They can be used";
- mes "to revive the dead, after all.";
- next;
- emotion e_swt;
- mes "[Sir Jore]";
- mes "Oh, and make sure to";
- mes "bring those things to me";
- mes "me before I go to bed at";
- mes "precisely 10:00 PM PST.";
- mes "I do have a regular sleeping";
- mes "schedule, you know.";
- close;
- case 2:
- emotion e_sob;
- mes "[Sir Jore]";
- mes "I spent five hours";
- mes "observing the changes";
- mes "in that research sample.";
- mes "All of that hard work lost!";
- mes "^333333*Wah~!*^000000";
- close;
- }
- }
- else if (sign_q == 16) {
- if ((countitem(1092) > 9) && (countitem(610) > 1) && (countitem(511) > 9)) {
- delitem 1092,10; //Empty_Cylinder
- delitem 610,2; //Leaf_Of_Yggdrasil
- delitem 511,10; //Green_Herb
- set sign_q,17;
- emotion e_thx;
- mes "[Sir Jore]";
- mes "Ah! Th-thank you for";
- mes "bringing what I need.";
- mes "Now I can continue my";
- mes "research. Oh, and see if";
- mes "you're worthy of obtaining";
- mes "the Sobbing Starlight.";
- next;
- mes "[Sir Jore]";
- mes "Now, for your assignment.";
- mes "Have you ever heard about";
- mes "the ^CE3131Stone of Sage^000000? Rumors about";
- mes "it have been spreading around, but no one has confirmed the truth about it, "+ strcharinfo(0) +".";
- next;
- mes "[Sir Jore]";
- mes "Although I have no clue";
- mes "what the Stone of S-S-age";
- mes "may actually be, I have a gut";
- mes "feeling that I need it to bring";
- mes "my Biology research to the next step. This is how you'll help me.";
- next;
- set sign_q,17;
- mes "[Sir Jore]";
- mes "I need you to investigate";
- mes "this Stone of Sage by finding";
- mes "a father and daughter who were";
- mes "famous for being great Alchemists. They vanished deep into a forest, but I believe they know something.";
- close;
- }
- else {
- mes "[Sir Jore]";
- mes "Please bring m-me";
- mes "10 Empty Test Tube,";
- mes "10 Green Herb and";
- mes "2 Leaf of Yggdrasil";
- mes "so that I can make a";
- mes "new research sample.";
- close;
- }
- }
- else if (sign_q == 17) {
- mes "[Sir Jore]";
- mes "I want you to find two";
- mes "Alchemists, a father and";
- mes "daughter, who have gone into";
- mes "seclusion deep in some forest";
- mes "so that I can learn more about";
- mes "the Stone of Sage.";
- next;
- mes "[Sir Jore]";
- mes "Of course, this will";
- mes "possibly further my";
- mes "research, but it's also";
- mes "how I'll judge whether or";
- mes "not you're qualified for my";
- mes "piece of the Sobbing Starlight.";
- close;
- }
- else if (sign_q < 15) {
- mes "[Sir Jore]";
- mes "The mystery of life.";
- mes "The desire to discover its";
- mes "secrets drives me through";
- mes "all the research and sacrifice.";
- next;
- mes "[Sir Jore]";
- mes "I-I'm not that confident in";
- mes "my abilities, but I do believe that everything in this world is created by certain rules. Still, would I be punished by God for trying to create life he did not intend?";
- next;
- mes "[Sir Jore]";
- mes "But I can't stop now.";
- mes "One of these days, someone";
- mes "will reveal the secret of life.";
- mes "Why not me? That knowledge";
- mes "would make humans greater";
- mes "than any other race...";
- close;
- }
- else if (sign_q == 19) {
- mes "[Sir Jore]";
- mes "Ah, you've returned.";
- mes "So, did you learn what";
- mes "exactly is the Stone of Sage?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Well, I'm not sure,";
- mes "but I was told that it's";
- mes "red and can cure people.";
- mes "But it might be something";
- mes "we're already familiar with.";
- next;
- mes "[Sir Jore]";
- mes "That's all...?";
- mes "Maybe it was nothing";
- mes "but a rumor after all.";
- mes "A-anyway, please tell me";
- mes "what you think it might be.";
- next;
- input .@input$;
- if (compare(.@input$,"red gemstone")) {
- mes "[Sir Jore]";
- mes "What...! Huh.";
- mes "Perhaps I should just";
- mes "forget about the Stone of";
- mes "Sage and just research.";
- mes "Still, I'm so ashamed of";
- mes "relying on a rumor...";
- next;
- set sign_q,20;
- getitem 7177,1; //Part_Of_Star's_Sob
- mes "[Sir Jore]";
- mes "Thank you very much";
- mes "for helping me. Now I can";
- mes "go back to my studies and";
- mes "hope that nobody bothers me.";
- mes "But that'll never happen.";
- mes "^333333*Sigh...*^000000";
- next;
- mes "[Sir Jore]";
- mes "W-well, you've earned this";
- mes "piece of the Sobbing Starlight.";
- mes "For the next piece, you must visit ^0063FFLady Jesqurienne^000000 in Geffen, the city of magic. Since she travels often, she's probably in the Inn.";
- next;
- mes "[Sir Jore]";
- mes "O-o-okay then.";
- mes "Good luck getting";
- mes "all the pieces of ";
- mes "Sobbing Starlight,";
- mes ""+ strcharinfo(0) +". Farewell~";
- close;
- }
- else {
- mes "[Sir Jore]";
- mes "Err...?";
- mes "I don't think";
- mes "I quite understood";
- mes "you. What did you say?";
- close;
- }
- }
- else if (sign_q == 20) {
- mes "[Sir Jore]";
- mes "Now you must visit";
- mes "^0063FFLady Jesqurienne^000000 in";
- mes "Geffen. Good luck";
- mes "passing her test.";
- close;
- }
- else {
- mes "[Sir Jore]";
- mes "H-how is this supposed";
- mes "to work? Like this? No!";
- mes "No, that's not right!";
- mes "Think, Jore, think...";
- mes "What's the answer?!";
- close;
- }
- }
- else if ((gettime(3) > 6) && (gettime(3) < 17)) {
- mes "^3355FFYou find a tense man";
- mes "holding test tubes between";
- mes "his fingers, standing in a pile";
- mes "of books. He seems to be in";
- mes "agony for some reason.";
- next;
- switch(select("Speak to him.:Ignore him.")) {
- case 1:
- mes "["+ strcharinfo(0) +"]";
- mes "Excuse me...";
- next;
- mes "[Sir Jore]";
- mes "...";
- mes "......";
- next;
- mes "^3355FFToo preoccupied with";
- mes "his thoughts, this strange";
- mes "man is unable to hear you.^000000";
- next;
- switch(select("Try again.:Ignore him.")) {
- case 1:
- mes "["+ strcharinfo(0) +"]";
- mes "EXCUSE ME!";
- next;
- mes "[Sir Jore]";
- mes "...!";
- mes "Oh, h-h-hello.";
- mes "Sorry, but I'm kind of";
- mes "busy right now. Yes, yes,";
- mes "would you come back at";
- mes "precisely 5:00 PM PST?";
- next;
- mes "[Sir Jore]";
- mes "Let's see...";
- mes "Now if I recalibrated";
- mes "the faust exhaust, then";
- mes "the bioneutron analyzer";
- mes "would need to be adjusted";
- mes "for cytoplasmic balance...";
- close;
- case 2:
- mes "^3355FFYou decide to leave";
- mes "him alone and let him";
- mes "continue mumbling to";
- mes "himself and playing";
- mes "with his test tubes.^000000";
- close;
- }
- case 2:
- mes "^3355FFYou decide to leave";
- mes "him alone and let him";
- mes "continue mumbling to";
- mes "himself and playing";
- mes "with his test tubes.^000000";
- close;
- }
- }
- else {
- mes "[Sir Jore]";
- mes "...z...z...Z";
- close;
- }
- close;
-
-OnTouch:
- if (rand(2)) {
- emotion e_ic;
- specialeffect EF_PHARMACY_OK;
- }
- else {
- emotion e_omg;
- specialeffect EF_PHARMACY_FAIL;
- }
- end;
-}
-
-aldeba_in,156,118,4 script Piru Piru#sign 102,{
- callfunc "F_UpdateSignVars";
- mes "[Piru Piru]";
- if ((gettime(3) >= 12) && (gettime(3) <= 24)) { //235959
- if (sign_q == 17) {
- emotion e_sob;
- mes "Oh, I'm sooo tired~";
- mes "But we can't sleep yet.";
- mes "*Sob* Master, can't we";
- mes "just call it a day already?";
- next;
- switch(select("What do you do in here?:About vanished Alchemists:What is the Stone of Sage?")) {
- case 1:
- mes "[Piru Piru]";
- mes "My master, Sir Jore,";
- mes "is researching a way to";
- mes "create artificial life! Still,";
- mes "it's not easy and we haven't";
- mes "accomplished anything yet...";
- next;
- mes "[Piru Piru]";
- mes "It doesn't help that my";
- mes "master spends all of his";
- mes "time on research. He hasn't";
- mes "been taking care of himself";
- mes "and is losing a lot of weight.";
- mes "I'm really worried about him.";
- close;
- case 2:
- mes "[Piru Piru]";
- mes "Oh, the father and daughter";
- mes "who were both Alchemists, right? Did you know they vanished because they invented the monster potion summoning skill?";
- next;
- mes "[Piru Piru]";
- mes "Their discovery caused";
- mes "such great hysteria in the";
- mes "scientific community. In the";
- mes "end they had no choice but";
- mes "to live in seclusion deep";
- mes "in the ^CE3131forest to the south^000000.";
- next;
- mes "[Piru Piru]";
- mes "They devoted their lives";
- mes "to their research, just like";
- mes "my master. If he makes a major";
- mes "breakthrough, we'll have to";
- mes "disappear like they did...";
- close;
- case 3:
- mes "[Piru Piru]";
- mes "Hmm? Well, I wouldn't";
- mes "know anything about that.";
- mes "In fact, I'm always staying";
- mes "in this lab, so I never hear";
- mes "any rumors or news outside.";
- close;
- }
- }
- else {
- emotion e_sob;
- mes "Oh, I'm sooo tired~";
- mes "But we can't sleep yet.";
- mes "*Sob* Master, can't we";
- mes "just call it a day already?";
- next;
- select("What do you do in here?");
- mes "[Piru Piru]";
- mes "My master, Sir Jore,";
- mes "is researching a way to";
- mes "create artificial life! Still,";
- mes "it's not easy and we haven't";
- mes "accomplished anything yet...";
- next;
- mes "[Piru Piru]";
- mes "It doesn't help that my";
- mes "master spends all of his";
- mes "time on research. He hasn't";
- mes "been taking care of himself";
- mes "and is losing a lot of weight.";
- mes "I'm really worried about him.";
- close;
- }
- }
- else if ((gettime(3) >= 6) && (gettime(3) < 12)) {
- mes "Everyday we study and";
- mes "take notes and test and";
- mes "experiment and record";
- mes "results and... Horrible!";
- next;
- mes "[Piru Piru]";
- mes "Although my master and I are the only ones who use this lab, we do have a set working schedule. We work from 10 AM to 5 PM and have our free time from 5 PM to 10 PM, which is when Master goes to bed.";
- next;
- mes "[Piru Piru]";
- mes "Of course, Master";
- mes "is happy if he can";
- mes "just do more research.";
- mes "In any case, please visit";
- mes "us after 5 PM if you have";
- mes "any business with us.";
- close;
- }
- else {
- mes "....Zzz...Zzz...";
- mes "Zzz....Zzz......";
- next;
- switch(select("Wake her up:Leave her sleep")) {
- case 1:
- mes "[Piru Piru]";
- mes "Wh-wha...?";
- mes "Why do you gotta";
- mes "wake me up? Come back";
- mes "after 10:00 AM tomorrow, kay?";
- close;
- case 2:
- mes "[Piru Piru]";
- mes "Zzzz.....Zzzzz...";
- close;
- }
- }
-}
-
-prt_maze02,57,151,1 script Pleur#warp 91,{
- mes "^3355FFYou catch a glimpse";
- mes "of a girl heading directly";
- mes "into a deep forest. You decide";
- mes "to follow her and see if you can";
- mes "learn more.^000000";
- close2;
- set .@warp_s,rand(1,10);
- if (.@warp_s < 5) warp "prt_maze02",11,146;
- if (.@warp_s > 7) warp "prt_maze03",55,8;
- if ((.@warp_s > 4) && (.@warp_s < 8)) warp "prt_maze01",62,129;
- end;
-}
-
-prt_maze02,58,150,0 script #movesign -1,5,5,{
-OnTouch:
- mes "^3355FFYou catch a glimpse";
- mes "of a girl heading directly";
- mes "into a deep forest. You decide";
- mes "to follow her and see if you can";
- mes "learn more.^000000";
- close2;
- set .@warp_s,rand(1,10);
- if (.@warp_s < 5) warp "prt_maze02",11,146;
- if (.@warp_s > 7) warp "prt_maze03",55,8;
- if ((.@warp_s > 4) && (.@warp_s < 8)) warp "prt_maze01",62,129;
- end;
-}
-
-prt_maze02,18,126,0 script #mazewarp -1,3,3,{
-OnTouch:
- warp "prt_maze02",90,170;
- end;
-}
-
-//prt_maze02,25,161,0 script #music -1,7,7,{
-//OnTouch:
-// soundeffect "effect\\������ ��ؽ�.wav",1;
-// end;
-//}
-
-prt_maze02,132,132,0 script #skill -1,{
-OnEnable:
- monster "prt_maze02",14,177,"Flora",1118,1,"#skill::OnMyMobDead";
- monster "prt_maze02",17,171,"Flora",1118,1,"#skill::OnMyMobDead";
- monster "prt_maze02",24,173,"Flora",1118,1,"#skill::OnMyMobDead";
- monster "prt_maze02",17,175,"Marine Sphere",1142,1,"#skill::OnMyMobDead";
- monster "prt_maze02",17,168,"Marine Sphere",1142,1,"#skill::OnMyMobDead";
- end;
-
-OnDisable:
- killmonster "prt_maze02","#skill::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-prt_maze02,16,183,3 script Pleur#sign 91,{
- callfunc "F_UpdateSignVars";
- mes "[Pleur]";
- if (sign_q < 19) {
- mes "La la la~";
- mes "La la la~";
- }
- else {
- mes "Hmmm...?";
- mes "The Stone of Sage...";
- }
- close;
-
-OnHo:
- emotion e_ho;
- end;
-OnKis2:
- emotion e_kis2;
- end;
-OnGasp:
- emotion e_gasp;
- end;
-OnOmg:
- emotion e_omg;
- end;
-}
-
-prt_maze02,14,183,4 script Gordon#sign 51,{
- callfunc "F_UpdateSignVars";
- mes "[Gordon]";
- if (sign_q < 18) {
- emotion e_ho;
- mes "Hello darling.";
- mes "What did you do today?";
- next;
- donpcevent "Pleur#sign::OnHo";
- mes "[Pleur]";
- mes "I played Hide-and-Seek";
- mes "with a white bear and a";
- mes "blue bear, father.";
- next;
- emotion e_ho;
- mes "[Gordon]";
- mes "Darling...";
- mes "Aren't you tired";
- mes "of playing with the";
- mes "animals? We've lived";
- mes "in this forest for so long...";
- next;
- donpcevent "Pleur#sign::OnKis2";
- mes "[Pleur]";
- mes "Don't worry father, I understand. For now, this is the only place where we can relax and live inpeace. I think we deserve to rest after accomplishing our goals...";
- next;
- emotion e_sob;
- mes "[Gordon]";
- mes "Thank you, Pluer.";
- mes "I have no regrets about";
- mes "our work, but sometimes";
- mes "I do wish for a more";
- mes "carefree life for you...";
- if (sign_q < 17) close;
- else if (sign_q == 17) {
- next;
- switch(select("Roar~!:Excuse me.")) {
- case 1:
- set sign_q,18;
- donpcevent "#skill::OnEnable";
- emotion e_omg;
- donpcevent "Pleur#sign::OnOMG";
- mes "[Pleur]";
- mes "No no no!";
- mes "Summon Flora!";
- next;
- mes "[Gordon]";
- mes "Great Schott!";
- mes "Summon... Marine Sphere!";
- close;
- case 2:
- emotion e_gasp;
- donpcevent "Pleur#sign::OnGasp";
- mes "[Gordon]";
- mes "Eh?! Don't you know";
- mes "how dangerous this place";
- mes "is? What are you doing";
- mes "here in the middle of";
- mes "this forest?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Actually, I think";
- mes "I've been looking for";
- mes "you. I've been sent on";
- mes "an errand to find these";
- mes "two famous Alchemists.";
- next;
- mes "[Gordon]";
- mes "Mm...?";
- mes "Well, we're retired";
- mes "now, but I suppose it'd";
- mes "do no harm if you had";
- mes "something to ask us...";
- next;
- switch(select("Ask about Stone of Sage:Ask about Alchemy:Quit")) {
- case 1:
- set sign_q,19;
- mes "[Gordon]";
- mes "Stone of Sage?";
- mes "Huh. To be honest,";
- mes "I don't know anything";
- mes "about it at all. I guess";
- mes "its existence is pretty";
- mes "much just a rumor, really.";
- next;
- mes "[Gordon]";
- mes "All I've heard is that";
- mes "the Stone of Sage might";
- mes "be a catylst to transmute";
- mes "materials into gold. If it";
- mes "really existed, it would be";
- mes "the ultimate alchemic item.";
- next;
- mes "[Pleur]";
- mes "However, I've also heard";
- mes "it's red, can make humans";
- mes "immortal and can cure any";
- mes "sort of disease or ailment.";
- mes "Just where do these rumors";
- mes "come from? It's crazy...";
- next;
- mes "[Gordon]";
- mes "Now, I even hear that some";
- mes "people are working on trying";
- mes "to create the stone themselves.";
- mes "If they succeed, it'll have a huge effect on the entire world!";
- next;
- mes "[Gordon]";
- mes "I'm sorry that you've gone";
- mes "through the trouble of finding";
- mes "us for this kind of information. We're retired after all, so we";
- mes "may be out of the loop.";
- next;
- mes "[Pleur]";
- mes "Although we're retired, we";
- mes "would be much interested in";
- mes "knowing if someone does manage";
- mes "to create such a stone. If that";
- mes "happens, would you tell us?";
- next;
- mes "[Gordon]";
- mes "Now let me guide you";
- mes "on a safe path back out";
- mes "of this maze. I've lived here";
- mes "quite a while, so I can find";
- mes "the exit with my eyes closed.";
- mes "Farewell, adventurer~";
- close2;
- warp "mjolnir_12",44,23;
- end;
- case 2:
- mes "[Pleur]";
- mes "I hope you understand that";
- mes "my father and I devoted and sacrificed so much for our work. Finally, we discovered a way to summon monsters using potions.";
- next;
- mes "[Pleur]";
- mes "However, too many Alchemists";
- mes "hounded us for our information";
- mes "once we announced the results";
- mes "of our research. It was more";
- mes "than we could handle...";
- next;
- mes "[Gordon]";
- mes "I'm sorry, but if you have any";
- mes "questions about Alchemy, there";
- mes "are many qualified researchers and practitioners out there. We came to this forest to find peace...";
- close;
- case 3:
- mes "[Gordon]";
- mes "Hah hah hah~";
- mes "Did you forget";
- mes "what you were";
- mes "going to ask me?";
- close;
- }
- }
- }
- }
- else if (sign_q == 18) {
- emotion e_pif;
- mes "Oh...!";
- mes "You scared us!";
- mes "Roaring like some";
- mes "animal! What do you";
- mes "think you were doing?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Actually, I think";
- mes "I've been looking for";
- mes "you. I've been sent on";
- mes "an errand to find these";
- mes "two famous Alchemists.";
- next;
- mes "[Gordon]";
- mes "Mm...?";
- mes "Well, we're retired";
- mes "now, but I suppose it'd";
- mes "do no harm if you had";
- mes "something to ask us...";
- next;
- switch(select("Ask about Stone of Sage:Ask about Alchemy:Quit")) {
- case 1:
- set sign_q,19;
- mes "[Gordon]";
- mes "Stone of Sage?";
- mes "Huh. To be honest,";
- mes "I don't know anything";
- mes "about it at all. I guess";
- mes "its existence is pretty";
- mes "much just a rumor, really.";
- next;
- mes "[Gordon]";
- mes "All I've heard is that";
- mes "the Stone of Sage might";
- mes "be a catylst to transmute";
- mes "materials into gold. If it";
- mes "really existed, it would be";
- mes "the ultimate alchemic item.";
- next;
- mes "[Pleur]";
- mes "However, I've also heard";
- mes "it's red, can make humans";
- mes "immortal and can cure any";
- mes "sort of disease or ailment.";
- mes "Just where do these rumors";
- mes "come from? It's crazy...";
- next;
- mes "[Gordon]";
- mes "Now, I even hear that some";
- mes "people are working on trying";
- mes "to create the stone themselves.";
- mes "If they succeed, it'll have a huge effect on the entire world!";
- next;
- mes "[Gordon]";
- mes "I'm sorry that you've gone";
- mes "through the trouble of finding";
- mes "us for this kind of information. We're retired after all, so we";
- mes "may be out of the loop.";
- next;
- mes "[Pleur]";
- mes "Although we're retired, we";
- mes "would be much interested in";
- mes "knowing if someone does manage";
- mes "to create such a stone. If that";
- mes "happens, would you tell us?";
- next;
- mes "[Gordon]";
- mes "Now let me guide you";
- mes "on a safe path back out";
- mes "of this maze. I've lived here";
- mes "quite a while, so I can find";
- mes "the exit with my eyes closed.";
- mes "Farewell, adventurer~";
- close2;
- warp "mjolnir_12",44,23;
- end;
- case 2:
- mes "[Pleur]";
- mes "I hope you understand that";
- mes "my father and I devoted and sacrificed so much for our work. Finally, we discovered a way to summon monsters using potions.";
- next;
- mes "[Pleur]";
- mes "However, too many Alchemists";
- mes "hounded us for our information";
- mes "once we announced the results";
- mes "of our research. It was more";
- mes "than we could handle...";
- next;
- mes "[Gordon]";
- mes "I'm sorry, but if you have any";
- mes "questions about Alchemy, there";
- mes "are many qualified researchers and practitioners out there. We came to this forest to find peace...";
- close;
- case 3:
- mes "[Gordon]";
- mes "Hah hah hah~";
- mes "Did you forget";
- mes "what you were";
- mes "going to ask me?";
- close;
- }
- }
- else if (sign_q > 18) {
- mes "Sometimes I miss";
- mes "being an alchemist.";
- mes "But then again, a man";
- mes "of my brilliance and genius";
- mes "would put all those newbie";
- mes "scientists to shame~";
- next;
- emotion e_swt;
- mes "[Pleur]";
- mes "D...";
- mes "D...Daddy!!";
- next;
- emotion e_heh;
- mes "[Gordon]";
- mes "Heh heh~";
- mes "Am I being";
- mes "too arrogant?";
- close;
- }
-}
-
-geffen_in,59,74,4 script Jesqurienne#sign 803,{
- callfunc "F_UpdateSignVars";
- mes "[Jesqurienne]";
- if (sign_q < 21) {
- mes "Bartender~?";
- mes "Give me another drink.";
- if (sign_q < 20) close;
- else if (sign_q == 20) {
- next;
- mes "[Jesqurienne]";
- mes "Ahhhhhh~";
- mes "Hm? Why hello there,";
- if (Sex) mes "you fine speciman of a man~";
- else mes "you precious, adorable girl~";
- mes "I'm Jesqurienne. You've heard";
- mes "of me, haven't you? Aren't you surprised to see me?";
- next;
- switch(select("I've never heard of you.:Oh gosh, it's Jesqurienne!")) {
- case 1:
- mes "[Jesqurienne]";
- emotion e_swt;
- mes "Ho ho ho~!";
- mes "Surely you";
- mes "must be joking~";
- next;
- switch(select("You got me, you got me.:Nope. Doesn't ring a bell.")) {
- case 1:
- emotion e_pif;
- mes "[Jesqurienne]";
- mes "Ohohohohoho~!";
- mes "I knew it! I knew it!";
- mes "Then again, there's little";
- mes "that a famous genius like";
- mes "myself does ^333333not^000000 know!";
- next;
- mes "[Jesqurienne]";
- mes "Gah--!";
- mes "My glass is";
- mes "already empty?";
- mes "Bartender, another";
- mes "drink please~";
- next;
- break;
- case 2:
- emotion e_dots;
- mes "[Jesqurienne]";
- mes "...";
- mes "......";
- mes "Now I understand.";
- mes "You've been living";
- mes "under a rock for all";
- mes "this time, haven't you?";
- next;
- mes "[Jesqurienne]";
- mes "But I guess someone";
- mes "as simple minded as you";
- mes "wouldn't recognize a famous,";
- mes "brilliant genius once you";
- mes "saw her, wouldn't you?";
- next;
- break;
- }
- break;
- case 2:
- mes "[Jesqurienne]";
- mes "Ohohohohoho~!";
- mes "I knew it! I knew it!";
- mes "Then again, there's little";
- mes "that a famous genius like";
- mes "myself does ^333333not^000000 know!";
- next;
- mes "[Jesqurienne]";
- mes "Gah--!";
- mes "My glass is";
- mes "already empty?";
- mes "Bartender, another";
- mes "drink please~";
- next;
- break;
- }
- mes "[Jesqurienne]";
- mes "Anyway, I'm so proud";
- mes "of my supreme intelligence!";
- mes "I may be somewhat obsessive";
- mes "about studying, but that's just another reason to admire me~";
- next;
- mes "[Jesqurienne]";
- mes "The Wizard and Sage";
- mes "exams? No problem~";
- mes "Even the Alchemist test";
- mes "was fairly simple. So far";
- mes "I haven't met anyone";
- mes "smarter than me~";
- next;
- switch(select("^333333Stuck-up chick.^000000:Take it easy on the drinks...")) {
- case 1:
- emotion e_an;
- mes "[Jesqurienne]";
- mes "What...?";
- mes "What did you say?";
- mes "No one has ever";
- mes "said anything like";
- mes "that to me before!";
- mes "H-how dare you...";
- next;
- emotion e_ag;
- mes "[Jesqurienne]";
- mes "Prove that you can";
- mes "hold a candle to my";
- mes "superior intellect and";
- mes "I'll be willing to accept";
- mes "your little insult! It's time";
- mes "for a Quiz Challenge!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Quiz... Challenge?";
- mes "Like a trivia game?";
- mes "But who's going to";
- mes "ask us the questions?";
- next;
- donpcevent "Aaron#sign::onSmile";
- emotion e_gasp;
- emotion e_gasp,1;
- mes "[Aaron]";
- mes "Did someone say";
- mes "''Quiz Challenge?''";
- mes "I believe I can be";
- mes "of assistance.";
- next;
- set sign_q,21;
- emotion e_gg;
- mes "[Jesqurienne]";
- mes "Professor Aaron?";
- mes "Ho ho~ If he's asking";
- mes "the questions, it looks";
- mes "like your chances of";
- mes "beating me are zero!";
- close;
- case 2:
- mes "[Jesqurienne]";
- mes "Ho ho ho~";
- mes "Plenty of people have";
- mes "told me not to drink so";
- mes "much. But once I start";
- mes "I can't stop. I love to";
- mes "drink that much!";
- next;
- mes "[Jesqurienne]";
- mes "And...";
- mes "Sometimes I'd rather";
- mes "look at the world through";
- mes "these hazy eyes. See things";
- mes "the way I want to see them...";
- close;
- }
- }
- }
- else if ((sign_q == 21) || (sign_q == 22)) {
- mes "It amuses me that";
- mes "you think that you'd";
- mes "stand a chance against";
- mes "me in a Quiz Challenge.";
- mes "Ho ho ho ho ho~!";
- next;
- mes "[Jesqurienne]";
- mes "Professor Aaron";
- mes "is waiting for you";
- mes "to ask him to begin.";
- mes "And I'm waiting for the";
- mes "moment when you realize";
- mes "you have no hope of winning!";
- close;
- }
- else if (sign_q == 23) {
- mes "Bwahahahaha!";
- mes "You should have known";
- mes "from the beginning that you";
- mes "never had a chance! Of course,";
- mes "I did, but you know, I guess you had to learn for yourself.";
- next;
- emotion e_an;
- mes "[Jesqurienne]";
- mes "I'd insult you if it weren't for the fact that you embarassed yourself enough during the Quiz Challenge. As a matter of fact, I'll even forgive you for wounding my pride earlier.";
- next;
- emotion e_gg;
- mes "[Jesqurienne]";
- mes "Can you believe it?";
- mes "Even drunk I can beat";
- mes "you in a test of intelligence!";
- mes "Bwahaha! I can't believe how";
- mes "simple minded you are...!";
- next;
- switch(select("I can't let you win!:Darn it...")) {
- case 1:
- set sign_q,22;
- mes "[Jesqurienne]";
- mes "You're a slow learner,";
- mes "aren't you? Well, I welcome";
- mes "your ''challenge'' anytime!";
- mes "Bwah hah hah hah hah~!";
- close;
- case 2:
- mes "[Jesqurienne]";
- mes "Just now you realize";
- mes "how pitiful your intellect";
- mes "is compared to mine? Ho ho ho!";
- mes "There's hope for every fool!";
- close;
- }
- }
- else if (sign_q == 24) {
- mes "What...?";
- mes "I... I...";
- mes "I don't b-believe it.";
- next;
- mes "[Jesqurienne]";
- mes "I lost...";
- mes "M-maybe you were right.";
- mes "I am arrogant after all...";
- mes "I should stop drinking so";
- mes "much. Travel around and";
- mes "broaden my knowledge...";
- next;
- mes "[Jesqurienne]";
- mes "You're the only";
- mes "one who has been";
- mes "able to beat me in";
- mes "a battle of minds.";
- mes "W-who are you...?";
- next;
- input .@input$;
- mes "[Jesqurienne]";
- mes ""+.@input$+"...";
- mes "I will remember that.";
- next;
- mes "[Jesqurienne]";
- set sign_q,25;
- getitem 7177,1; //Part_Of_Star's_Sob
- mes "Here...";
- mes "My old friend, Metz, told";
- mes "me to give this to someone";
- mes "who is worthy. I was going";
- mes "to keep it, but I suppose";
- mes "you're its true owner...";
- next;
- mes "[Jesqurienne]";
- mes "If you want to know more about the Sobbing Starlight, find a man named ^3131CEDearles^000000. It may be hard to find him since he wanders from place to place, but it might help to know that he loves gambling...";
- next;
- mes "[Jesqurienne]";
- mes "Good luck finding";
- mes "Dearles. I'm taking";
- mes "this loss pretty badly,";
- mes "so I think I'll stay here";
- mes "and have another drink.";
- mes "Farewell, "+.@input$+".";
- close;
- }
- else if (sign_q == 25) {
- mes "Ooooh...";
- mes "My head...";
- mes "Oh...! It's you...!";
- mes "So did you find Dearles?";
- next;
- mes "[Jesqurienne]";
- mes "Hmm...";
- mes "He's addicted to";
- mes "gambling, so maybe you";
- mes "can find him some place";
- mes "where you can do that...";
- close;
- }
- else {
- mes "OoOooOhh~";
- mes "Sooooo dizzy.";
- mes "Maybe I drank";
- mes "too much again~";
- close;
- }
-
-OnOmg:
- emotion e_omg;
- end;
-
-OnHo:
- emotion e_ho;
- end;
-}
-
-geffen_in,61,72,7 script Aaron#sign 754,{
- callfunc "F_UpdateSignVars";
- mes "[Aaron]";
- if (sign_q == 21) {
- mes "Alright, before";
- mes "we begin, let me";
- mes "tell you the rules...";
- next;
- emotion e_swt2;
- mes "[Aaron]";
- mes "I'm going to give you";
- mes "ten multiple choice questions.";
- mes "Since this is an impromptu";
- mes "exhibition bout, I'm going to";
- mes "use questions that I use";
- mes "in teaching my class.";
- next;
- set sign_q,22;
- mes "[Aaron]";
- mes "Alright...";
- mes "I'm almost finished";
- mes "compiling the questions.";
- mes "We're ready to go when";
- mes "you're ready to begin!";
- close;
- }
- else if (sign_q == 22) {
- switch(rand(1,3)) {
- case 1:
- mes "1. Which NPC is";
- mes "not relevant to the";
- mes "Blacksmith Job Quest?";
- next;
- if (select("Baisulist:Wickebine:Barcardi:Krongast") == 3) set .@user_p,.@user_p+1;
- break;
- case 2:
- mes "1. Which item is not";
- mes "relevant to the creation";
- mes "of a Counteragent?";
- next;
- if (select("Karvodailnirol:Detrimindexta:Alcohol") != 1) set .@user_p,.@user_p+1;
- break;
- case 3:
- mes "1. Choose the";
- mes "monster that is";
- mes "a different size";
- mes "than the others.";
- next;
- if (select("Giant Whisper:Marine:Cornutus:Kobold Archer") == 2) set .@user_p,.@user_p+1;
- break;
- }
- if (rand(1,10) < 9 ) {
- donpcevent "Jesqurienne#sign::OnHo";
- mes "[Jesqurienne]";
- mes "Heh heh...";
- mes "The first question";
- mes "is always too easy!";
- set .@npc_p,.@npc_p+1;
- }
- else {
- donpcevent "Jesqurienne#sign::OnOmg";
- mes "[Jesqurienne]";
- mes "Huh...?";
- mes "How can I not know";
- mes "the answer to this?!";
- }
- next;
- switch(rand(1,3)) {
- case 1:
- mes "[Aaron]";
- mes "2. Choose the skill";
- mes "related to the Priest's";
- mes "B.S. Sacramenti from the";
- mes "ones displayed in the list.";
- next;
- if (select("Lex Divina:Gloria:Recovery:Sanctuary") == 2) set .@user_p,.@user_p+1;
- break;
- case 2:
- mes "[Aaron]";
- mes "2. Choose the material that";
- mes "is not related to the creation";
- mes "of a Condensed White Potion.";
- next;
- if (select("Medicine Bowl:Witch Starsand:Empty Bottle:Empty Potion Bottle") == 3) set .@user_p,.@user_p+1;
- break;
- case 3:
- mes "[Aaron]";
- mes "2. Choose the item that is";
- mes "necessary for a Blacksmith";
- mes "to create a Gladius.";
- next;
- if (select("Sapphire:Zircon:Topaz:Cursed Ruby") == 1) set .@user_p,.@user_p+1;
- break;
- }
- if (rand(1,10) < 8 ) {
- donpcevent "Jesqurienne#sign::OnHo";
- mes "[Jesqurienne]";
- mes "Ho ho ho ho~!";
- mes "I know the answer.";
- mes "Any fool should know";
- mes "this. But do you?";
- set .@npc_p,.@npc_p+1;
- }
- else {
- donpcevent "Jesqurienne#sign::OnOmg";
- mes "[Jesqurienne]";
- mes "Oh...";
- mes "I knew the answer";
- mes "to this just yesterday!";
- mes "Why can't I think of it now?!";
- }
- next;
- switch(rand(1,3)) {
- case 1:
- mes "[Aaron]";
- mes "3. Choose the";
- mes "property that is";
- mes "unrelated to the";
- mes "Mage's Bolt type skills.";
- next;
- if (select("Water:Earth:Fire:Wind") == 2) set .@user_p,.@user_p+1;
- break;
- case 2:
- mes "[Aaron]";
- mes "3. What is the";
- mes "Bunny Band's DEF";
- mes "and its added ability?";
- next;
- if (select("1 / LUK +2:1 / LUK +5:2 / LUK +2:2 / LUK +5") == 3) set .@user_p,.@user_p+1;
- break;
- case 3:
- mes "[Aaron]";
- mes "3. Choose the prefix or";
- mes "suffix that is incorrectly";
- mes "matched with its Monster";
- mes "Card name.";
- next;
- if (select("Hornet Card - Martyr:Requiem - Chaos:Wormtail - Clever:Golem - Immortal") == 4) set .@user_p,.@user_p+1;
- break;
- }
- if (rand(1,10) < 8 ) {
- donpcevent "Jesqurienne#sign::OnHo";
- mes "[Jesqurienne]";
- mes "Ah...";
- mes "That's another";
- mes "point for me!";
- set .@npc_p,.@npc_p+1;
- }
- else {
- donpcevent "Jesqurienne#sign::OnOmg";
- mes "[Jesqurienne]";
- mes "z...z...Z";
- mes "W-what? Oh!";
- mes "Well, I won't need";
- mes "that point anyway...";
- }
- next;
- mes "[Jesqurienne]";
- mes "Let's check our";
- mes "scores, shall we?";
- mes ".................";
- next;
- if (.@npc_p > .@user_p) {
- mes "[Jesqurienne]";
- mes "Heh heh...";
- mes "It looks like";
- mes "I'm beating you!";
- mes "But you shouldn't";
- mes "be surprised...";
- }
- else if (.@npc_p == .@user_p) {
- mes "[Jesqurienne]";
- mes "Still, you're";
- mes "smarter than";
- mes "I thought you'd be...";
- }
- else {
- mes "[Jesqurienne]";
- mes "W-wait a minute!";
- mes "H-how could you";
- mes "have more points";
- mes "than me?! I better";
- mes "get serious!";
- }
- next;
- mes "[Aaron]";
- mes "^333333*Ahem!*^000000";
- mes "Question";
- mes "number four!";
- next;
- switch(rand(1,2)) {
- case 1:
- mes "[Aaron]";
- mes "4. Choose the correct";
- mes "name of the ruler of the";
- mes "Rune-Midgarts Kingdom.";
- next;
- if (select("Tristan lll:Tristram lll:Tristar lll:Trust lll") == 2) set .@user_p,.@user_p+1;
- break;
- case 2:
- mes "[Aaron]";
- mes "4. Choose the monster";
- mes "that is a different type";
- mes "than the others.";
- next;
- if (select("Penomena:Hatii:Pest:Explosion") == 1) set .@user_p,.@user_p+1;
- break;
- }
- if (rand(1,10) < 8 ) {
- donpcevent "Jesqurienne#sign::OnHo";
- mes "[Jesqurienne]";
- mes "That counts as";
- mes "a question? You're";
- mes "being too easy!";
- set .@npc_p,.@npc_p+1;
- }
- else {
- donpcevent "Jesqurienne#sign::OnOmg";
- mes "[Jesqurienne]";
- mes "I know the";
- mes "answer! W-why";
- mes "can't I think of";
- mes "it right now?!";
- }
- next;
- if (.@npc_p > .@user_p) {
- mes "[Jesqurienne]";
- mes "Heh heh~ It looks";
- mes "like I have the lead.";
- mes "But that's only natural for";
- mes "someone as brilliant as me~";
- }
- else if (.@npc_p == .@user_p) {
- mes "[Jesqurienne]";
- mes "Up till now";
- mes "you've managed";
- mes "to keep up with";
- mes "me. Huh. So you're";
- mes "not a total idiot...";
- }
- else {
- mes "[Jesqurienne]";
- mes "Heh heh~ It looks";
- mes "like I have the lead.";
- mes "But that's only natural for";
- mes "someone as brilliant a--";
- mes "Wait. How do you have";
- mes "more points than me?!";
- }
- next;
- switch(rand(1,3)) {
- case 1:
- mes "[Aaron]";
- mes "5. Choose the monster";
- mes "which does not drop the";
- mes "'Yggdrasil Leaf' item.";
- next;
- if (select("Marduk:Baphomet Jr.:Angeling:Wanderer") == 1) set .@user_p,.@user_p+1;
- break;
- case 2:
- mes "[Aaron]";
- mes "5. Choose the job class";
- mes "that cannot equip Silk Robe.";
- next;
- if (select("Swordman:Merchant:Hunter:Mage") == 3) set .@user_p,.@user_p+1;
- break;
- case 3:
- mes "[Aaron]";
- mes "5. Choose the level";
- mes "requirement for entering";
- mes "the PvP Room.";
- next;
- if (select("30:31:32:33") == 2) set .@user_p,.@user_p+1;
- break;
- }
- set zis_5,rand(1,10);
- if (rand(1,10) < 9 ) {
- donpcevent "Jesqurienne#sign::OnHo";
- mes "[Jesqurienne]";
- mes "I didn't have";
- mes "to think very hard";
- mes "to know the answer.";
- mes "Are you still thinking?";
- mes "I wouldn't think you'd know!";
- set .@npc_p,.@npc_p+1;
- }
- else {
- donpcevent "Jesqurienne#sign::OnOmg";
- mes "[Jesqurienne]";
- mes "I...";
- mes "Hold on,";
- mes "I know this one...";
- mes "(Oh craaaaaap!)";
- }
- next;
- if (.@npc_p > .@user_p) {
- mes "[Jesqurienne]";
- mes "Oh? What a surprise.";
- mes "I'm in the lead. I know";
- mes "the suspense must be";
- mes "killing you, but I'm pretty";
- mes "sure who the winner will";
- mes "be. Me me me meee~";
- }
- else if (.@npc_p == .@user_p) {
- mes "[Jesqurienne]";
- mes "Are you copying";
- mes "my answers? Because";
- mes "there's no way we can";
- mes "be tied right now...";
- }
- else {
- mes "[Jesqurienne]";
- mes "I...";
- mes "I must be more";
- mes "drunk than I thought";
- mes "if I'm losing right now...";
- }
- next;
- switch(rand(1,3)) {
- case 1:
- mes "[Aaron]";
- mes "6. What is the";
- mes "correct weight";
- mes "for 1 Empty Bottle?";
- next;
- if (select("1:2:3") == 2) set .@user_p,.@user_p+1;
- break;
- case 2:
- mes "[Aaron]";
- mes "6. Choose the";
- mes "correct DEF for";
- mes "the Indian Filet item.";
- next;
- if (select("0:1:2:3") == 4) set .@user_p,.@user_p+1;
- break;
- case 3:
- mes "[Aaron]";
- mes "6. What is the";
- mes "city closest to";
- mes "Turtle Island?";
- next;
- if (select("Al De Baran:Alberta:Comodo:Izlude") == 2) set .@user_p,.@user_p+1;
- break;
- }
- if (rand(1,10) < 9 ) {
- donpcevent "Jesqurienne#sign::OnHo";
- mes "[Jesqurienne]";
- mes "^333333*Sigh...*^000000";
- mes "Simple questions,";
- mes "simple answers.";
- mes "Did you get it?";
- set .@npc_p,.@npc_p+1;
- }
- else {
- donpcevent "Jesqurienne#sign::OnOmg";
- mes "[Jesqurienne]";
- mes "W-wait...!";
- mes "I know the";
- mes "answer to this";
- mes "one! Just let me";
- mes "th-think...!";
- }
- next;
- if (.@npc_p > .@user_p) {
- mes "[Jesqurienne]";
- mes "Oh, look at that.";
- mes "I have more points";
- mes "than you. I know, it";
- mes "must be frustrating";
- mes "trying to keep up.";
- }
- else if (.@npc_p == .@user_p) {
- mes "[Jesqurienne]";
- mes "Mmm...?";
- mes "How are you cheating?!";
- mes "You having the same score";
- mes "as me must be impossible!";
- }
- else {
- mes "[Jesqurienne]";
- mes "I don't understand.";
- mes "You have a higher sco--";
- mes "I don't-- How can yo--";
- mes "Why is this happening?";
- }
- next;
- switch(rand(1,3)) {
- case 1:
- mes "[Aaron]";
- mes "7. Fifty-one multiplied";
- mes "by fifteen, divided by three,";
- mes "plus five is equal to...?";
- next;
- if (select("250:255:260:265") == 3) set .@user_p,.@user_p+1;
- break;
- case 2:
- mes "[Aaron]";
- mes "7. Four thousand five hundred sixty divided by four, divided by two, plus three is equal to...?";
- next;
- if (select("573:574:575:576") == 1) set .@user_p,.@user_p+1;
- break;
- case 3:
- mes "[Aaron]";
- mes "7. Three thousand one hundred";
- mes "two added to five hundred, plus four, divided by six equals...";
- next;
- if (select("600:601:602") == 2) set .@user_p,.@user_p+1;
- break;
- }
- if (rand(1,10) < 9 ) {
- donpcevent "Jesqurienne#sign::OnHo";
- mes "[Jesqurienne]";
- mes "Math?";
- mes "My mind is";
- mes "a veritable";
- mes "calculator!";
- mes "Ho ho ho~!";
- set .@npc_p,.@npc_p+1;
- }
- else {
- donpcevent "Jesqurienne#sign::OnOmg";
- mes "[Jesqurienne]";
- mes "What the--?!";
- mes "Why is all the math";
- mes "written out in words";
- mes "instead of the traditional";
- mes "numerics and symbols?!";
- mes "A-answer me--!!";
- }
- next;
- if (.@npc_p > .@user_p) {
- mes "[Jesqurienne]";
- mes "Ah. Did I tell you";
- mes "I was in the lead";
- mes "right now? Well, let";
- mes "me remind you, in case";
- mes "I forget. Ho ho ho ho~!";
- }
- else if (.@npc_p == .@user_p) {
- mes "[Jesqurienne]";
- mes "That's it.";
- mes "I don't understand";
- mes "how your score is";
- mes "equal to mine. Are";
- mes "you getting bonus";
- mes "points somehow?!";
- }
- else {
- mes "[Jesqurienne]";
- mes "There's no other";
- mes "explanation! You've";
- mes "got to be using some";
- mes "sort of crib sheet! But";
- mes "where are you hiding it?";
- }
- next;
- switch(rand(1,2)) {
- case 1:
- mes "[Aaron]";
- mes "8. Choose the building";
- mes "that is the closest to the";
- mes "Item Upgrade Place in Juno.";
- next;
- if (select("Tavern:Monster Library:Tool Shop:Weapon Shop") == 4) set .@user_p,.@user_p+1;
- break;
- case 2:
- mes "[Aaron]";
- mes "8. Choose the Hunter's";
- mes "Trap skill which does not";
- mes "inflict Property Damage.";
- next;
- if (select("Claymore Trap:Freezing Trap:Shockwave Trap:Land Mine") == 3) set .@user_p,.@user_p+1;
- break;
- }
- if ( rand(1,10) < 9 ) {
- donpcevent "Jesqurienne#sign::OnHo";
- mes "[Jesqurienne]";
- mes "Hah hah~!";
- mes "That was a";
- mes "piece of cake!";
- set .@npc_p,.@npc_p+1;
- }
- else {
- donpcevent "Jesqurienne#sign::OnOmg";
- mes "[Jesqurienne]";
- mes "Grrr...";
- mes "Why don't";
- mes "I know this one?!";
- }
- next;
- if (.@npc_p > .@user_p) {
- mes "[Jesqurienne]";
- mes "I know, you're wondering";
- mes "how such an intelligent";
- mes "person can exist. Well,";
- mes "I guess my intellect sort";
- mes "of balances the stupidity";
- mes "of the rest of the world...";
- }
- else if (.@npc_p == .@user_p) {
- mes "[Jesqurienne]";
- mes "How can our scores";
- mes "be equal? No... No...";
- mes "Think, Jesqurienne...";
- mes "Time travel isn't possible.";
- mes "But why would you time travel";
- mes "for the answers to a quiz?";
- }
- else {
- mes "[Jesqurienne]";
- mes "I... I don't";
- mes "get it. H-how are";
- mes "you w-winning? M-my";
- mes "whole perception of";
- mes "reality is starting t-to...";
- }
- next;
- switch(rand(1,2)) {
- case 1:
- mes "[Aaron]";
- mes "9. Which monster would";
- mes "receive the most damage";
- mes "from a Fire Property Dagger?";
- next;
- if (select("Dagger Goblin:Mace Goblin:Morning Star Goblin:Hammer Goblin") == 4) set .@user_p,.@user_p+1;
- break;
- case 2:
- mes "[Aaron]";
- mes "9. Choose the monster";
- mes "on which the Mage skill,";
- mes "''Stone Curse,'' is ineffective. ^FFFFFFaaaaaa aaaaaaa aaaaaa aaaaaaa aaaaaaaaa^000000";
- next;
- if (select("Elder Willow:Evil Druid:Magnolia:Marc") == 2) set .@user_p,.@user_p+1;
- break;
- }
- if ( rand(1,10) < 9 ) {
- donpcevent "Jesqurienne#sign::OnHo";
- mes "[Jesqurienne]";
- mes "Ahhh...";
- mes "I'm just breezing";
- mes "through this Quiz Challenge!";
- mes "Aren't you having a hard time?";
- set .@npc_p,.@npc_p+1;
- }
- else {
- donpcevent "Jesqurienne#sign::OnOmg";
- mes "[Jesqurienne]";
- mes "Huh...?";
- mes "I don't understand";
- mes "why I don't know this...";
- }
- next;
- if (.@npc_p > .@user_p) {
- mes "[Jesqurienne]";
- mes "Bwahahaha!";
- mes "Only one question";
- mes "left! You have to get";
- mes "this one right or I'll";
- mes "call you stupid forever!";
- }
- else if (.@npc_p == .@user_p) {
- mes "[Jesqurienne]";
- mes "We're tied?!";
- mes "Oh no... I better";
- mes "get this last question";
- mes "right. (And I hope that";
- mes "you get it wrong!)";
- }
- else {
- mes "[Jesqurienne]";
- mes "I'm losing?!";
- mes "And we're at the";
- mes "last question already?!";
- }
- next;
- switch(rand(1,2)) {
- case 1:
- mes "[Aaron]";
- mes "10. Choose the NPC";
- mes "that looks different";
- mes "than all the others.";
- next;
- if (select("Prontera Hollgrehenn:Prontera Doll Merchant:Izlude Meat Merchant:Morroc Meat Merchant") == 3) set .@user_p,.@user_p+1;
- break;
- case 2:
- mes "[Aaron]";
- mes "10. Choose the item";
- mes "that cannot be equipped";
- mes "by Novice class characters.";
- next;
- if (select("Funeral Hat:Shackles:Wooden Mail:Pantie") == 3) set .@user_p,.@user_p+1;
- break;
- }
- if ( rand(1,10) < 9 ) {
- donpcevent "Jesqurienne#sign::OnHo";
- mes "[Jesqurienne]";
- mes "As usual, I got";
- mes "the last question";
- mes "absolutely right~";
- set .@npc_p,.@npc_p+1;
- }
- else {
- donpcevent "Jesqurienne#sign::OnOmg";
- mes "[Jesqurienne]";
- mes "Huh...";
- mes "Wh-what was";
- mes "the question again?";
- mes "Nooo, I missed it!";
- }
- next;
- mes "[Aaron]";
- mes "Okay, the quiz";
- mes "is over! Now, I'll";
- mes "reveal the results";
- mes "of the competitors...";
- next;
- mes "[Aaron]";
- mes "Umm...";
- mes ""+ strcharinfo(0) +":";
- mes ""+.@user_p+" points!";
- next;
- mes "[Aaron]";
- mes "Jesqurienne...";
- mes ""+.@npc_p+" points!";
- next;
- if (.@npc_p > .@user_p) {
- set sign_q,23;
- emotion e_gg;
- mes "[Jesqurienne]";
- mes "Bwahahaha!";
- mes "I win! I knew it!";
- mes "Ho ho ho ho ho ho~";
- }
- else if (.@npc_p == .@user_p) {
- set sign_q,24;
- mes "[Jesqurienne]";
- mes "Tied?! ";
- mes "Alright, I'm impressed.";
- mes "I'll admit, you're much";
- mes "smarter than I thought...";
- }
- else {
- set sign_q,24;
- mes "[Jesqurienne]";
- mes "No...!";
- mes "I can't...";
- mes "Believe this...";
- }
- next;
- mes "[Aaron]";
- mes "Thank you";
- mes "for playing!";
- mes ".......................";
- mes "...........................";
- mes "Alright, back to drinking!";
- close;
- }
- else {
- emotion e_omg;
- mes "Goodness...!";
- mes "Either these beer";
- mes "goggles are on too tight,";
- mes "or you're the most gorgeous";
- mes "woman I've seen in my life!";
- next;
- if (Sex == 1) {
- select("Um, I'm a dude...");
- emotion e_sob;
- mes "[Aaron]";
- mes "N-no...!";
- mes "M-maybe I should";
- mes "take it easy on the";
- mes "alcohol. I do have classes";
- mes "to teach tomorrow anyway...";
- }
- else {
- select("Why, thank you~");
- emotion e_no1;
- mes "[Aaron]";
- mes "Ah, yes. Your";
- mes "sense of style, your";
- mes "magnificent body. Everything";
- mes "about you is beautiful! Not just that, but you're also intelligent!";
- next;
- emotion e_lv2;
- mes "[Aaron]";
- mes "I should know!";
- mes "Not only do I teach";
- mes "classes, but I'm also";
- mes "a Quiz Challenge moderater";
- mes "master in my spare time~";
- mes "You're truly a jewel...";
- }
- close;
- }
-OnSmile:
- emotion e_heh;
- end;
-}
-
-cmd_in02,88,51,4 script Strange Guy#sign 806,{
- callfunc "F_UpdateSignVars";
- mes "[Dearles]";
- if (sign_q < 25) {
- mes "No...! Damn it,";
- mes "not again! When's";
- mes "my lucky streak";
- mes "gonna start?";
- next;
- mes "[Dearles]";
- mes "Hey, you've got that look";
- mes "like you want something from";
- if (Zeny < 10000) {
- mes "me. Hah! You are poor!";
- emotion e_pif;
- mes "It also looks like you're low on cash~! Well, this is what guys like me to do to shameless";
- mes "moochers like you!";
- percentheal -10,0;
- close;
- }
- else {
- mes "me. It also looks like you got zeny to spare! I think I'll help myself and borrow some of your cash!";
- mes "^FF0000Yoink!^000000";
- set zeny,zeny-10000;
- specialeffect EF_COIN;
- close;
- }
- }
- else if (sign_q == 25) {
- mes "No...! Damn it,";
- mes "not again! When's";
- mes "my lucky streak";
- mes "gonna start?";
- next;
- switch(select("Excuse me...:Just pass by.")) {
- case 1:
- mes "[Dearles]";
- mes "What is it?!";
- mes "I'm not in the mood";
- mes "for chatting with complete";
- mes "and total strangers, so";
- mes "get to the point~!";
- next;
- switch(select("Oh, nothing.:I'm here for Metz...?")) {
- case 1:
- mes "[Dearles]";
- mes "Wha...? You bother";
- mes "me and make lose this";
- mes "game for nothing? For that,";
- mes "I'll freakin' beat you to near";
- mes "freakin' death! Bam bam bam!";
- close2;
- percentheal -100,0;
- soundeffect "effect\\sign_noise.wav",1;
- percentheal -99,0;
- warp "comodo",122,100;
- end;
- case 2:
- mes "[Dearles]";
- mes "Oh. You're here for";
- mes "the Sobbing Starlight, huh? If you wanna take my test, there's *ahem* a fee of 30,000 zeny. So take it or leave it, capish?";
- next;
- mes "[Dearles]";
- mes "I'll have nothing";
- mes "to do with you if you";
- mes "can't pay up. Just think";
- mes "of the fee as a preliminary";
- mes "for my test. You know, to";
- mes "weed out the riffraff.";
- set sign_q,26;
- close;
- }
- case 2:
- mes "[Dearles]";
- mes "Crap...!";
- mes "I'm almost broke!";
- mes "But I gotta win all";
- mes "my cash back! How can";
- mes "I raise more money fast";
- mes "without actually working...";
- close;
- }
- }
- else if (sign_q == 26) {
- mes "Eh heh heh~";
- mes "Soooooo, did you";
- mes "bring the money?";
- next;
- switch(select("Here you are...:Not yet...")) {
- case 1:
- mes "[Dearles]";
- mes "Ummm.......";
- if (Zeny < 30000) {
- mes "When I say 30,000 zeny,";
- mes "I mean 30,000 zeny! I'll let";
- mes "you off on account of you looking like you're not smart enough to know how to count. But pull this";
- mes "on me again and I'll...!";
- }
- else {
- mes "Heh heh~";
- mes "That's thirty grand,";
- mes "alright! Okay, come back";
- mes "to me tomorrow night and";
- mes "we'll start your test...";
- set sign_q,27;
- set zeny,zeny-30000;
- }
- close;
- case 2:
- mes "[Dearles]";
- mes "Huh...?";
- mes "Alright, but you";
- mes "better hurry. I can";
- mes "change my mind at";
- mes "any time, you know!";
- close;
- }
- }
- else if (sign_q == 27) {
- if ((gettime(3) > 18) && (gettime(3) < 23)) {
- mes "Nice, you're here";
- mes "just in time. Well,";
- mes "all that matters is that";
- mes "you come during the night.";
- next;
- mes "[Dearles]";
- mes "You're wondering how";
- mes "a guy like me is pals with";
- mes "Metz, but that's none of your";
- mes "business. I guess I gotta keep";
- mes "this promise to him, so when";
- mes "you're ready, say the word.";
- set sign_q,28;
- close;
- }
- else {
- mes "Hey... When I say";
- mes "''tomorrow night,'' I mean,";
- mes "come and talk to me at nighttime! Don't you know anything about shady dealings?! Pfft! Adventurers...";
- close;
- }
- }
- else if (sign_q== 28) {
- mes "Alright! I want you to";
- mes "bring me a bunch of items!";
- mes "Yeah, I know, you're a real";
- mes "pro at this, but let me set";
- mes "you straight before you blow";
- mes "this off as a piece of cake...";
- next;
- mes "[Dearles]";
- mes "I'm not gonna give you an";
- mes "exact list of items I want. Oh";
- mes "no, what you gotta do is bring";
- mes "me artsy crafts. This test is";
- mes "gonna judge your appreciation";
- mes "for... Craftsmanship~";
- next;
- mes "[Dearles]";
- mes "Since I'm seeing whether";
- mes "or not you got good taste,";
- mes "variety is the important thing";
- mes "here. So don't bring freakin'";
- mes "a hundred of the same object.";
- mes "Just one of each kind'll do.";
- next;
- mes "[Dearles]";
- mes "What are you";
- mes "standin' around";
- mes "waiting for? Bring";
- mes "those collection items!";
- set sign_q,29;
- close;
- }
- else if (sign_q < 35) {
- switch(sign_q) {
- case 29:
- mes "Ah, so is this";
- mes "the stuff you brought?";
- mes "Lemme take a look-see...";
- if (countitem(734)) set .@diaris_t,.@diaris_t+1;
- if (countitem(735)) set .@diaris_t,.@diaris_t+1;
- if (countitem(736)) set .@diaris_t,.@diaris_t+1;
- if (countitem(7149)) set .@diaris_t,.@diaris_t+1;
- if (countitem(747)) set .@diaris_t,.@diaris_t+2;
- if (countitem(749)) set .@diaris_t,.@diaris_t+4;
- if (countitem(740)) set .@diaris_t,.@diaris_t+1;
- if (countitem(741)) set .@diaris_t,.@diaris_t+1;
- if (countitem(742)) set .@diaris_t,.@diaris_t+2;
- if (countitem(743)) set .@diaris_t,.@diaris_t+3;
- if (countitem(752)) set .@diaris_t,.@diaris_t+3;
- if (countitem(753)) set .@diaris_t,.@diaris_t+4;
- if (countitem(754)) set .@diaris_t,.@diaris_t+4;
- if (countitem(750)) set .@diaris_t,.@diaris_t+7;
- if (countitem(751)) set .@diaris_t,.@diaris_t+7;
- next;
- if (.@diaris_t > 10) {
- mes "[Dearles]";
- mes "Nice, nice~";
- mes "These'll sell for--";
- mes "Er, I'm glad to say";
- mes "that you pass for now.";
- next;
- mes "[Dearles]";
- mes "I think you're ready";
- mes "for the next step. Now,";
- mes "I'm gonna send you to";
- mes "Lamadin for Part Two";
- mes "of my test. Yeah, I know...";
- if (countitem(734)) delitem 734,1; //Red_Frame
- if (countitem(735)) delitem 735,1; //Blue_Porcelain
- if (countitem(736)) delitem 736,1; //White_Platter
- if (countitem(7149)) delitem 7149,1; //Yellow_Plate
- if (countitem(747)) delitem 747,1; //Crystal_Mirror
- if (countitem(749)) delitem 749,1; //Frozen_Rose
- if (countitem(740)) delitem 740,1; //Stuffed_Doll
- if (countitem(741)) delitem 741,1; //Poring_Doll
- if (countitem(742)) delitem 742,1; //Chonchon_Doll
- if (countitem(743)) delitem 743,1; //Spore_Doll
- if (countitem(752)) delitem 752,1; //Grasshopper_Doll
- if (countitem(753)) delitem 753,1; //Monkey_Doll
- if (countitem(754)) delitem 754,1; //Raccoondog_Doll
- if (countitem(750)) delitem 750,1; //Baphomet_Doll
- if (countitem(751)) delitem 751,1; //Osiris_Doll
- set sign_q,30;
- if (BaseLevel < 60) getexp 300,0;
- else if (BaseLevel < 70) getexp 500,0;
- else if (BaseLevel < 80) getexp 800,0;
- else if (BaseLevel < 90) getexp 1000,0;
- else if (BaseLevel < 150) getexp 1300,0;
- next;
- warp "cmd_in01",33,29;
- end;
- }
- else if ((.@diaris_t > 0) && (.@diaris_t < 11)) {
- mes "[Dearles]";
- mes "Hmm... Some of this";
- mes "stuff looks good, but";
- mes "there isn't enough variety";
- mes "here that proves your eye for";
- mes "craftsmanship. Come back";
- mes "with more stuff, alright?";
- close;
- }
- else {
- mes "[Dearles]";
- mes "Hmm...";
- mes "All the stuff you're";
- mes "carrying? Worthless junk!";
- mes "Go and find stuff that was";
- mes "skillfully crafted, okay?";
- next;
- mes "[Dearles]";
- mes "And by crafts I don't mean";
- mes "potions, weapons, equipment,";
- mes "none of that. Just think of, well, stuff you'd show off in your rooom and you'll be on the right track. Remember, variety!";
- close;
- }
- case 30:
- case 31:
- mes "Hey, you gotta";
- mes "finish Part Two of";
- mes "my test. I'm gonna send";
- mes "you to Lamadin now...";
- close2;
- warp "cmd_in01",33,29;
- end;
- case 32:
- mes "You failed Part Two,";
- mes "the rhythm portion of";
- mes "my freakin' test?! If you";
- mes "wanna try again, you're";
- mes "welcome to another chance...";
- next;
- switch(select("Yes.:Maybe later.")) {
- case 1:
- mes "[Dearles]";
- mes "Okay...";
- mes "Just keep in mind";
- mes "that Part Two was ";
- mes "supposed to be";
- mes "the easy part...";
- close2;
- warp "cmd_in01",33,29;
- end;
- case 2:
- mes "[Dearles]";
- mes "What...?";
- mes "Alright, but you";
- mes "really shouldn't give";
- mes "up. I mean, Part Two is";
- mes "supposed to be ridiculously";
- mes "easy. I made it that way...";
- close;
- }
- case 33:
- mes "Alright, Lamadin";
- mes "tells me you passed.";
- mes "Not the best performance,";
- mes "but it's good enough.";
- next;
- mes "[Dearles]";
- mes "Alright, take this chunk";
- mes "of Sobbing Starlight and";
- mes "go find someone named,";
- mes "um, ''Bakerlan'' in Alberta.";
- set sign_q,35;
- getitem 7177,1; //Part_Of_Star's_Sob
- if (BaseLevel < 60) getexp 300,0;
- else if (BaseLevel < 70) getexp 700,0;
- else if (BaseLevel < 80) getexp 1900,0;
- else if (BaseLevel < 90) getexp 1200,0;
- else if (BaseLevel < 150) getexp 1700,0;
- next;
- mes "[Dearles]";
- mes "Well, that's it.";
- mes "There's no reason";
- mes "for you to ever see";
- mes "me again. But yeah,";
- mes "good luck with that";
- mes "Sobbing Starlight business.";
- close;
- case 34:
- mes "Lamadin tells me";
- mes "you passed. Since you";
- mes "did so good, I'm gonna";
- mes "give you ^333333some^000000 of your money";
- mes "back. Not all, but most of it.";
- mes "Isn't that reward enough?";
- next;
- mes "[Dearles]";
- mes "Alright, take this chunk";
- mes "of Sobbing Starlight and";
- mes "go find someone named,";
- mes "um, ''Bakerlan'' in Alberta.";
- set sign_q,35;
- getitem 7177,1; //Part_Of_Star's_Sob
- set zeny,zeny+20000;
- if (BaseLevel < 60) getexp 300,0;
- else if (BaseLevel < 70) getexp 700,0;
- else if (BaseLevel < 80) getexp 1000,0;
- else if (BaseLevel < 90) getexp 1400,0;
- else if (BaseLevel < 150) getexp 1900,0;
- next;
- mes "[Dearles]";
- mes "Well, that's it.";
- mes "There's no reason";
- mes "for you to ever see";
- mes "me again. But yeah,";
- mes "good luck with that";
- mes "Sobbing Starlight business.";
- close;
- }
- }
- else if (sign_q == 97) {
- mes "No...! Damn it,";
- mes "not again! When's";
- mes "my lucky streak";
- mes "gonna start?";
- next;
- mes "[Dearles]";
- mes "Hey, you've got that look";
- mes "like you want something from";
- if (Zeny < 10000) {
- mes "me. It also looks like you're low on cash~! Well, this is what guys like me to do to shameless";
- mes "moochers like you!";
- emotion e_pif;
- percentheal -10,0;
- close;
- }
- else {
- mes "me. It also looks like you got zeny to spare! I think I'll help myself and borrow some of your cash!";
- mes "^FF0000Yoink!^000000";
- mes "Giggle giggle..";
- set zeny,zeny-10000;
- close;
- }
- }
- else if (sign_q == 98) {
- mes "Whaaaaaaaaaat are";
- mes "you doing back here?";
- if (Zeny > 9999) {
- mes "Fine, since we know each";
- mes "other, I'm borrowing some";
- mes "cash. You know, for old";
- mes "time's sake. ^FF0000Yoink!^000000";
- emotion e_gg;
- set zeny,zeny-10000;
- }
- else {
- mes "I got nothin' for you and";
- mes "you obviously have nothing";
- mes "for me! Now lemme gamble!";
- emotion e_pif;
- }
- close;
- }
- else {
- mes "Hey, why are you";
- mes "still talkin' to me?";
- mes "You finished my test.";
- mes "It's over. Not get outta";
- mes "here before I jack some";
- mes "more of your cash!";
- emotion e_gg;
- next;
- switch(select("Okay.:I want to take Part Two again.")) {
- case 1:
- mes "[Dearles]";
- mes "Fine, fine.";
- mes "Geez, why do";
- mes "these guys always";
- mes "come and bother me?";
- emotion e_pif;
- close;
- case 2:
- mes "[Dearles]";
- mes "Wha...?";
- mes "Part Two";
- mes "was really";
- mes "that fun? Fine,";
- mes "knock yourself out.";
- next;
- warp "cmd_in01",33,29;
- end;
- }
- }
-}
-
-cmd_in01,33,25,5 script Examiner#sign 724,{
- callfunc "F_UpdateSignVars";
- mes "[Lamadin]";
- if (sign_q == 30) {
- mes "Welcome to";
- mes "Part Two of Dearles'";
- mes "exam where your sense";
- mes "of rhythm will be tested~";
- next;
- mes "[Lamadin]";
- mes "Please click on the";
- mes "Chat Room to enter the";
- mes "Standby Room. When it's";
- mes "your turn, the test will begin!";
- next;
- mes "[Lamadin]";
- mes "The top left pole";
- mes "means 'Up,' and there";
- mes "are a total of four marks";
- mes "designated as Upper, Lower";
- mes "Left and Right. Hitting each";
- mes "mark will produce a sound.";
- next;
- mes "[Lamadin]";
- mes "During the test,";
- mes "you must hit the marks";
- mes "according to the given";
- mes "instructions in order to";
- mes "play music. Nifty, huh?";
- next;
- mes "[Lamadin]";
- mes "I'm in charge of grading";
- mes "your performance and determining your qualification. Please do your best and come back to me when";
- mes "you finish the test. Good luck~";
- mes "Please do your best.";
- close;
- }
- else if (sign_q == 31) {
- set sign_q,30;
- mes "Please click on the";
- mes "Chat Room to enter the";
- mes "Standby Room. When it's";
- mes "your turn, the test will begin!";
- next;
- mes "[Lamadin]";
- mes "The top left pole";
- mes "means 'Up,' and there";
- mes "are a total of four marks";
- mes "designated as Upper, Lower";
- mes "Left and Right. Hitting each";
- mes "mark will produce a sound.";
- next;
- mes "[Lamadin]";
- mes "During the test,";
- mes "you must hit the marks";
- mes "according to the given";
- mes "instructions in order to";
- mes "play music. Nifty, huh?";
- next;
- mes "[Lamadin]";
- mes "I'm in charge of grading";
- mes "your performance and determining your qualification. Please do your best and come back to me when";
- mes "you finish the test. Good luck~";
- mes "Please do your best.";
- close;
- }
- else if (sign_q == 32) {
- mes "Let's see...";
- mes "You're "+ strcharinfo(0) +"?";
- mes "Oh, what a shame!";
- mes "You failed this time.";
- mes "But don't you worry...";
- next;
- mes "[Lamadin]";
- mes "You're welcome to";
- mes "try again whenever";
- mes "you want, alright?";
- mes "Thank you~";
- set sign_q,30;
- close;
- }
- else if (sign_q == 33) {
- mes "Let's see...";
- mes "You're "+ strcharinfo(0) +"?";
- mes "Congratulations!";
- mes "You passed the test!";
- next;
- mes "[Lamadin]";
- mes "I'll send a message to";
- mes "Mister Dearles right away,";
- mes "so please go speak to him";
- mes "again. Once again, great job~ ";
- close;
- }
- else if (sign_q == 34) {
- mes "Let's see...";
- mes "You're "+ strcharinfo(0) +"?";
- mes "Congratulations!";
- mes "You got a perfect";
- mes "score on this test!";
- next;
- mes "[Lamadin]";
- mes "I'll send a message to";
- mes "Mister Dearles right away,";
- mes "so please go speak to him";
- mes "again. He may even give";
- mes "you a reward since you";
- mes "did such a great job~";
- close;
- }
- else {
- mes "H-how did you";
- mes "find your way here?";
- mes "This is private property,";
- mes "owned by Mister Dearles.";
- mes "Please leave immediately!";
- next;
- warp "comodo",187,164;
- end;
- }
-}
-
-cmd_in01,16,24,0 script Emergency Exit 111,{
- mes "[Exit]";
- mes "Would you like to go out?";
- next;
- switch(select("Yes.:No.")) {
- case 1:
- mes "[Exit]";
- mes "Farewell.";
- next;
- warp "comodo",187,163;
- end;
- case 2:
- mes "[Exit]";
- mes "..........";
- close;
- }
-}
-
-cmd_in01,33,33,1 script Standby Room#sign 66,{
- end;
-
-OnInit:
- waitingroom "DANCE~ DANCE~",20,"Standby Room#sign::OnStartArena",1,0,50;
- enablewaitingroomevent;
- end;
-
-OnStartArena:
- donpcevent "s_dance_timer::Onbutton_off";
- donpcevent "Examiner#sd::OnDisable";
- warpwaitingpc "cmd_in01",16,15,1;
- donpcevent "s_dance_timer::OnEnable";
- disablewaitingroomevent;
- end;
-
-Onreset:
- enablewaitingroomevent;
- end;
-}
-
-cmd_in01,1,1,0 script s_dance_timer -1,{
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- stopnpctimer;
- end;
-
-Onbutton_off:
- callsub OnDisableAll;
- end;
-
-OnDisableAll:
- donpcevent "s_dance#up::OnDisable";
- donpcevent "s_dance#down::OnDisable";
- donpcevent "s_dance#left::OnDisable";
- donpcevent "s_dance#right::OnDisable";
- donpcevent "s_dance#cen::OnDisable";
- return;
-
-OnTimer2000:
- mapannounce "cmd_in01","The test will be begin shortly. Please do your best~",bc_map,"0xFFFF00";
- end;
-
-OnTimer4000:
- mapannounce "cmd_in01"," UP LEFT",bc_map,"0xFFFF00";
- donpcevent "s_dance#up::Onup";
- donpcevent "s_dance#up::OnEnable";
- end;
-
-OnTimer6000:
- callsub OnDisableAll;
- mapannounce "cmd_in01"," DOWN RIGHT",bc_map,"0xFFFF00";
- donpcevent "s_dance#down::Onup";
- donpcevent "s_dance#down::OnEnable";
- end;
-
-OnTimer8000:
- callsub OnDisableAll;
- mapannounce "cmd_in01"," DOWN LEFT & UP RIGHT",bc_map,"0xFFFF00";
- donpcevent "s_dance#left::Onup";
- donpcevent "s_dance#left::OnEnable";
- end;
-
-OnTimer11000:
- callsub OnDisableAll;
- mapannounce "cmd_in01"," DOWN RIGHT",bc_map,"0xFFFF00";
- donpcevent "s_dance#down::Onup";
- donpcevent "s_dance#down::OnEnable";
- end;
-
-OnTimer13000:
- callsub OnDisableAll;
- mapannounce "cmd_in01"," DOWN LEFT & UP RIGHT & UP LEFT & STAY CENTER",bc_map,"0xFFFF00";
- donpcevent "s_dance#left::Onup";
- donpcevent "s_dance#left::OnEnable";
- end;
-
-OnTimer18000:
- callsub OnDisableAll;
- mapannounce "cmd_in01"," DOWN LEFT & DOWN RIGHT & DOWN LEFT",bc_map,"0xFFFF00";
- donpcevent "s_dance#left::Onup";
- donpcevent "s_dance#left::OnEnable";
- end;
-
-OnTimer21000:
- callsub OnDisableAll;
- mapannounce "cmd_in01"," DOWN RIGHT & CENTER & DOWN RIGHT",bc_map,"0xFFFF00";
- donpcevent "s_dance#down::Onup";
- donpcevent "s_dance#down::OnEnable";
- end;
-
-OnTimer24000:
- callsub OnDisableAll;
- mapannounce "cmd_in01"," DOWN LEFT & UP LEFT & UP RIGHT & DOWN RIGHT & CENTER",bc_map,"0xFFFF00";
- donpcevent "s_dance#left::Onup";
- donpcevent "s_dance#left::OnEnable";
- end;
-
-OnTimer30000:
- callsub OnDisableAll;
- mapannounce "cmd_in01"," DOWN LEFT & UP RIGHT & UP LEFT & DOWN RIGHT",bc_map,"0xFFFF00";
- donpcevent "s_dance#left::Onup";
- donpcevent "s_dance#left::OnEnable";
- end;
-
-OnTimer34000:
- callsub OnDisableAll;
- mapannounce "cmd_in01"," UP RIGHT & DOWN RIGHT & UP RIGHT & DOWN RIGHT",bc_map,"0xFFFF00";
- donpcevent "s_dance#right::Onup";
- donpcevent "s_dance#right::OnEnable";
- end;
-
-OnTimer38000:
- callsub OnDisableAll;
- mapannounce "cmd_in01"," UP LEFT & UP RIGHT & CENTER & UP RIGHT & DOWN LEFT & DOWN RIGHT",bc_map,"0xFFFF00";
- donpcevent "s_dance#up::Onup";
- donpcevent "s_dance#up::OnEnable";
- end;
-
-OnTimer44000:
- stopnpctimer;
- donpcevent "s_dance#up::Onreset";
- donpcevent "s_dance#down::Onreset";
- donpcevent "s_dance#left::Onreset";
- donpcevent "s_dance#right::Onreset";
- donpcevent "s_dance#cen::Onreset";
- mapannounce "cmd_in01","Well done.",bc_map,"0xFFFF00";
- enablenpc "Examiner#sd";
- donpcevent "Standby Room#sign::Onreset";
- end;
-}
-
-cmd_in01,16,21,0 script s_dance#up 139,1,3,{
-OnInit:
- disablenpc "s_dance#up";
- end;
-
-OnEnable:
- specialeffect EF_SUMMONSLAVE;
- enablenpc "s_dance#up";
- end;
-
-OnDisable:
- //specialeffect EF_SUMMONSLAVE;
- disablenpc "s_dance#up";
- end;
-
-Onup:
- set .s_up,.s_up + 1;
- end;
-
-Onreset:
- set .s_up,0;
- end;
-
-OnTouch:
- soundeffect "effect\\sign_up.wav",1;
- if (.s_up == 1) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#up::OnDisable";
- }
- else if (.s_up == 2) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#cen::Onup";
- donpcevent "s_dance#cen::OnEnable";
- donpcevent "s_dance#up::OnDisable";
- }
- else if (.s_up == 3) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#right::Onup";
- donpcevent "s_dance#right::OnEnable";
- donpcevent "s_dance#up::OnDisable";
- }
- else if (.s_up == 4) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#down::Onup";
- donpcevent "s_dance#down::OnEnable";
- donpcevent "s_dance#up::OnDisable";
- }
- else if (.s_up == 5) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#right::Onup";
- donpcevent "s_dance#right::OnEnable";
- donpcevent "s_dance#up::OnDisable";
- }
- end;
-}
-
-cmd_in01,16,11,0 script s_dance#down 139,1,3,{
-OnInit:
- donpcevent "s_dance#down::OnDisable";
- end;
-
-OnEnable:
- specialeffect EF_SUMMONSLAVE;
- enablenpc "s_dance#down";
- end;
-
-OnDisable:
- //specialeffect EF_SUMMONSLAVE;
- disablenpc "s_dance#down";
- end;
-
-Onup:
- set .s_down,.s_down + 1;
- end;
-
-Onreset:
- set .s_down,0;
- end;
-
-OnTouch:
- soundeffect "effect\\sign_down.wav",1;
- if (.s_down == 1) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#down::OnDisable";
- }
- else if (.s_down == 2) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#down::OnDisable";
- }
- else if (.s_down == 3) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#left::Onup";
- donpcevent "s_dance#left::OnEnable";
- donpcevent "s_dance#down::OnDisable";
- }
- else if (.s_down == 4) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#cen::Onup";
- donpcevent "s_dance#cen::OnEnable";
- donpcevent "s_dance#down::OnDisable";
- }
- else if (.s_down == 5) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#down::OnDisable";
- }
- else if (.s_down == 6) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#cen::Onup";
- donpcevent "s_dance#cen::OnEnable";
- donpcevent "s_dance#down::OnDisable";
- }
- else if (.s_down == 7) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#down::OnDisable";
- }
- else if (.s_down == 8) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#right::Onup";
- donpcevent "s_dance#right::OnEnable";
- donpcevent "s_dance#down::OnDisable";
- }
- else if (.s_down == 9) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#down::OnDisable";
- }
- else if (.s_down == 10) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#down::OnDisable";
- }
- end;
-}
-
-cmd_in01,11,16,0 script s_dance#left 139,3,1,{
-OnInit:
- donpcevent "s_dance#left::OnDisable";
- end;
-
-
-OnEnable:
- specialeffect EF_SUMMONSLAVE;
- enablenpc "s_dance#left";
- end;
-
-OnDisable:
- //specialeffect EF_SUMMONSLAVE;
- disablenpc "s_dance#left";
- end;
-
-Onup:
- set .s_left,.s_left + 1;
- end;
-
-Onreset:
- set .s_left,0;
- end;
-
-OnTouch:
- soundeffect "effect\\sign_left.wav",1;
- if (.s_left == 1) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#right::Onup";
- donpcevent "s_dance#right::OnEnable";
- donpcevent "s_dance#left::OnDisable";
- }
- else if (.s_left == 2) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#right::Onup";
- donpcevent "s_dance#right::OnEnable";
- donpcevent "s_dance#left::OnDisable";
- }
- else if (.s_left == 3) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#down::Onup";
- donpcevent "s_dance#down::OnEnable";
- donpcevent "s_dance#left::OnDisable";
- }
- else if (.s_left == 4) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#left::OnDisable";
- }
- else if (.s_left == 5) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#up::Onup";
- donpcevent "s_dance#up::OnEnable";
- donpcevent "s_dance#left::OnDisable";
- }
- else if (.s_left == 6) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#right::Onup";
- donpcevent "s_dance#right::OnEnable";
- donpcevent "s_dance#left::OnDisable";
- }
- else if (.s_left == 7) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#down::Onup";
- donpcevent "s_dance#down::OnEnable";
- donpcevent "s_dance#left::OnDisable";
- }
- end;
-}
-
-cmd_in01,21,16,0 script s_dance#right 139,3,1,{
-OnInit:
- donpcevent "s_dance#right::OnDisable";
- end;
-
-OnEnable:
- specialeffect EF_SUMMONSLAVE;
- enablenpc "s_dance#right";
- end;
-
-OnDisable:
- //specialeffect EF_SUMMONSLAVE;
- disablenpc "s_dance#right";
- end;
-
-Onup:
- set .s_right,.s_right + 1;
- end;
-
-Onreset:
- set .s_right,0;
- end;
-
-OnTouch:
- soundeffect "effect\\sign_right.wav",1;
- if (.s_right == 1) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#right::OnDisable";
- }
- else if (.s_right == 2) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#up::Onup";
- donpcevent "s_dance#up::OnEnable";
- donpcevent "s_dance#right::OnDisable";
- }
- else if (.s_right == 3) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#down::Onup";
- donpcevent "s_dance#down::OnEnable";
- donpcevent "s_dance#right::OnDisable";
- }
- else if (.s_right == 4) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#up::Onup";
- donpcevent "s_dance#up::OnEnable";
- donpcevent "s_dance#right::OnDisable";
- }
- else if (.s_right == 5) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#down::Onup";
- donpcevent "s_dance#down::OnEnable";
- donpcevent "s_dance#right::OnDisable";
- }
- else if (.s_right == 6) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#down::Onup";
- donpcevent "s_dance#down::OnEnable";
- donpcevent "s_dance#right::OnDisable";
- }
- else if (.s_right == 7) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#cen::Onup";
- donpcevent "s_dance#cen::OnEnable";
- donpcevent "s_dance#right::OnDisable";
- }
- else if (.s_right == 8) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#left::Onup";
- donpcevent "s_dance#left::OnEnable";
- donpcevent "s_dance#right::OnDisable";
- }
- end;
-}
-
-cmd_in01,16,16,0 script s_dance#cen 139,1,1,{
-OnInit:
- donpcevent "s_dance#cen::OnDisable";
- end;
-
-OnEnable:
- specialeffect EF_SUMMONSLAVE;
- enablenpc "s_dance#cen";
- end;
-
-OnDisable:
- //specialeffect EF_SUMMONSLAVE;
- disablenpc "s_dance#cen";
- end;
-
-Onup:
- set .s_center,.s_center + 1;
- end;
-
-Onreset:
- set .s_center,0;
- end;
-
-OnTouch:
- soundeffect "effect\\sign_center.wav",1;
- if (.s_center == 1) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#cen::OnDisable";
- }
- else if (.s_center == 2) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#down::Onup";
- donpcevent "s_dance#down::OnEnable";
- donpcevent "s_dance#cen::OnDisable";
- }
- else if (.s_center == 3) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#cen::OnDisable";
- }
- else if (.s_center == 4) {
- donpcevent "Examiner#sd::Onup";
- donpcevent "s_dance#right::Onup";
- donpcevent "s_dance#right::OnEnable";
- donpcevent "s_dance#cen::OnDisable";
- }
- end;
-}
-
-cmd_in01,14,14,0 script Examiner#sd -1,6,6,{
-OnInit:
- disablenpc "Examiner#sd";
- end;
-
-OnTouch:
- if (.s_check < 30) {
- if (sign_q == 30) {
- set sign_q,32;
- }
- }
- else if (.s_check < 34) {
- if (sign_q == 30) {
- set sign_q,33;
- }
- }
- else if (.s_check == 34) {
- if (sign_q == 30) {
- set sign_q,34;
- }
- }
- warp "cmd_in01",29,33;
- donpcevent "Examiner#sd::OnDisable";
- end;
-
-Onup:
- set .s_check,.s_check + 1;
- end;
-
-OnDisable:
- set .s_check,0;
- disablenpc "Examiner#sd";
- end;
-}
-
-alberta_in,125,101,5 script Wealthy-looking Merchant 807,{
- callfunc "F_UpdateSignVars";
- mes "[Bakerlan]";
- if (sign_q < 35) {
- mes "Umm...well then...";
- mes "I shall take the action for Prontera...";
- mes "And for Juno...";
- mes "Awww....";
- mes "Gosh, this is such a pain in the ass...";
- mes "Mumble mumble...";
- close;
- }
- else if (sign_q == 35) {
- mes "Gosh.....";
- mes "I do not know what I should do about Juno...";
- mes "?";
- mes "Who are you?";
- next;
- switch(select("Nothing.:Mr. Metz sent me.")) {
- case 1:
- mes "[Bakerlan]";
- mes "Hmm...";
- mes "I am pretty busy at this moment. So please do not interrupt me any further.";
- mes "If you are looking for a job,";
- mes "please inquire of my steward.";
- close;
- case 2:
- mes "[Bakerlan]";
- mes "Ah....";
- mes "He did?....Hmmm..";
- mes "Unfortunately I am kind of busy...";
- mes "will you please come back later?";
- mes "Thank you.";
- set sign_q,36;
- close;
- }
- }
- else if (sign_q == 36) {
- mes "Hmm...? You've";
- mes "finished all of the";
- mes "tests up until Dearle's";
- mes "challenge? Prove it to me";
- mes "with your pieces of the";
- mes "Sobbing Starlight...";
- next;
- switch(select("Give me a minute...:Here...")) {
- case 1:
- mes "[Bakerlan]";
- mes "Well, you better";
- mes "come back soon. I'm";
- mes "a busy businessman, so";
- mes "my time is quite precious.";
- close;
- case 2:
- if (countitem(7177) < 5) {
- mes "[Bakerlan]";
- mes "Hmm, I suppose you";
- mes "still haven't completed";
- mes "all the tests. These aren't";
- mes "enough pieces of the Sobbing";
- mes "Starlight, you know...";
- close;
- }
- else if (countitem(7177) == 5) {
- mes "[Bakerlan]";
- mes "Ah, now I see that";
- mes "you speak the truth.";
- mes "Alright, we can begin my test.";
- next;
- mes "[Bakerlan]";
- mes "First, I wish for you to make";
- mes "a delivery. The object I want you to deliver is expensive and must be handled with care. Don't lose it or you will fail. Now, speak to my steward for more information.";
- set sign_q,37;
- close;
- }
- else {
- mes "[Bakerlan]";
- mes "Hm? It's not possible for";
- mes "you to have this many pieces";
- mes "of the Sobbing Starlight!";
- mes "These must be fakes. How";
- mes "dare you! Leave me!";
- close;
- }
- }
- }
- else if (sign_q < 40) {
- mes "Please speak to my";
- mes "steward for all matters";
- mes "related to the delivery";
- mes "that you must complete";
- mes "for my test.";
- close;
- }
- else if (sign_q == 40) {
- mes "Ah yes, Mahatra tells";
- mes "me that you've completed";
- mes "the delivery. Well, um, he now";
- mes "has another assignment for";
- mes "for you to complete. So";
- mes "please talk to him again.";
- set sign_q,41;
- close;
- }
- else if (sign_q < 52) {
- mes "You have not finished yet.";
- mes "Why don't you go finish them first?";
- mes "I am a busy businessman.";
- close;
- }
- else if (sign_q == 52) {
- mes "Ah, I was informed about you.";
- mes "Well, although you have your goal,";
- mes "that does not necessarily mean to help that kid.";
- mes "Metz must have an eye for a right person, I assume.";
- next;
- mes "[Bakerlan]";
- mes "Well, I wanted to assign you some various tasks";
- mes "on my own plan, but recently I am very busy";
- mes "to take care of tradings with Kunlun and Amatsu.";
- next;
- mes "[Bakerlan]";
- mes "I found Seyling while I was trading with Amatsu few years ago.";
- mes "I introduced her brother to the royal family of Prontera, too.";
- mes "But anyways,";
- next;
- mes "[Bakerlan]";
- mes "I want to test you longer, but";
- mes "I am too busy for that. Also I don't think it is good for you.";
- mes "Let's finish the test now.";
- mes "You are qualified enough already.";
- next;
- mes "[Bakerlan]";
- mes "There you go.";
- mes "I am the last one who tested your qualification.";
- mes "Now bring all of the stone pieces to Metz.";
- mes "He will tell you what you need to do next.";
- set sign_q,53;
- getitem 7177,1; //Part_Of_Star's_Sob
- if (BaseLevel < 60) getexp 500,0;
- else if (BaseLevel < 70) getexp 800,0;
- else if (BaseLevel < 80) getexp 1100,0;
- else if (BaseLevel < 90) getexp 1500,0;
- else if (BaseLevel < 150) getexp 2000,0;
- close;
- }
- else if (sign_q == 97) {
- mes "Umm....";
- mes "Did I see you wrong? Or did Metz do?";
- mes "...I do not have any more business with you.";
- mes "Take care now.";
- close;
- }
- else if (sign_q == 98) {
- mes "Umm...well then...";
- mes "I shall take the action for Prontera...";
- mes "And for Juno...";
- mes "Awww....";
- mes "Gosh, this is such a pain in the ass...";
- mes "Mumble mumble...";
- close;
- }
- else {
- mes "How is it going?";
- mes "In fact, we want to do it on our own...";
- mes "but we are too preoccupied with our works...";
- mes "I hope you will keep up the good work.";
- mes "I am also curious what that stone is.";
- close;
- }
-}
-
-alberta_in,154,171,5 script Maid#s10 758,{
- callfunc "F_UpdateSignVars";
- mes "[Seylin]";
- if (sign_q < 38) {
- mes "I'm sorry, but I'm";
- mes "busy cleaning the manor";
- mes "right now so I don't have";
- mes "time to talk. Oh, and would";
- mes "you please wipe your shoes";
- mes "on the mat before coming in?";
- close;
- }
- else if (sign_q == 38) {
- mes "Leibech...?";
- mes "I remember that he's";
- mes "a regular customer who";
- mes "orders the strangest things.";
- mes "Last I heard, he was traveling";
- mes "near Mount Mjolnir.";
- next;
- mes "[Seylin]";
- mes "Yes, that was where";
- mes "his last order was sent";
- mes "to. Hm, I wonder. Do you";
- mes "think he could have been";
- mes "heading towards the";
- mes "Schwaltzvalt Republic?";
- close;
- }
- else if (sign_q < 42) {
- mes "Ooooh...";
- mes "What am I going";
- mes "to do?! Oh-- You";
- mes "startled me!";
- next;
- mes "[Seylin]";
- mes "I'm sorry, but";
- mes "I was just thinking";
- mes "about something. I hope";
- mes "I didn't bother you. ^333333*Sigh*^000000";
- close;
- }
- else if (sign_q == 42) {
- mes "Ooooh...";
- mes "What am I going";
- mes "to do?! Oh-- You";
- mes "startled me!";
- next;
- mes "[Seylin]";
- mes "I'm sorry, but";
- mes "I was just thinking";
- mes "about something. I hope";
- mes "I didn't bother you. ^333333*Sigh*^000000";
- set sign_q,43;
- close;
- }
- else if (sign_q < 51) {
- switch(sign_q) {
- case 43:
- mes "^333333*Sigh...*^000000";
- mes "Oh dear...";
- mes "What can I do";
- mes "about this...?";
- next;
- switch(select("Ignore her.:Excuse me, but Mahatra sent me...")) {
- case 1:
- mes "[Seylin]";
- mes "Oh, it's no use";
- mes "worrying about";
- mes "something I can do";
- mes "nothing about. I better";
- mes "get back to work...";
- close;
- case 2:
- mes "[Seylin]";
- mes "Mister Mahatra";
- mes "sent you to me?";
- mes "Hm? Does he need";
- mes "me for anything?";
- next;
- switch(select("Actually, he wants me to help you.")) {
- case 1:
- mes "[Seylin]";
- mes "Oh, how very kind!";
- mes "Yes, yes, I could use";
- mes "some help right now!";
- mes "You see, it'll be my brother's";
- mes "birthday, but I'm so busy with";
- mes "work that I can't see him.";
- emotion e_thx;
- next;
- mes "[Seylin]";
- mes "The last time I saw him,";
- mes "he looked so tired and weak";
- mes "so it's worrying me. Now, I've";
- mes "heard there's some new medicine";
- mes "called ^FF0000Vigorgra^000000. I don't know much about it, but it should help him!";
- next;
- mes "[Seylin]";
- mes "Do you think you could";
- mes "find that medicine and";
- mes "bring it to me? If you don't";
- mes "want to, I understand. Plus,";
- mes "I don't know if the master";
- mes "would approve of this...";
- next;
- switch(select("I can't do it.:Let me think about it.:Sure, why not?")) {
- case 1:
- mes "[Seylin]";
- mes "Oh, really?";
- mes "Alright, I can";
- mes "understand. I'm";
- mes "very sorry to bother";
- mes "you with my problems.";
- set sign_q,44;
- close;
- case 2:
- mes "[Seylin]";
- mes "Oh okay.";
- mes "Take your time.";
- mes "If you can help";
- mes "me, I'd really";
- mes "appreciate it~";
- set sign_q,45;
- close;
- case 3:
- mes "[Seylin]";
- mes "Oh, thank you so much!";
- mes "Now, I remember hearing";
- mes "that you can find Vigorgra";
- mes "somewhere in Al de Baran.";
- mes "Somebody in the Alchemist";
- mes "Guild makes it, I think.";
- next;
- mes "[Seylin]";
- mes "I'm sorry, but I don't";
- mes "know much about the medicine.";
- mes "Well, aside from the fact that";
- mes "it makes men feel young again.";
- mes "So that must be good, right?";
- mes "Thanks again for your help~";
- set sign_q,46;
- close;
- }
- }
- }
- case 44:
- mes "Hello there~";
- mes "Oh, have you";
- mes "changed your mind";
- mes "about helping me?";
- mes "I'll repay you,";
- mes "of course.";
- next;
- switch(select("No.:Yes.")) {
- case 1:
- mes "[Seylin]";
- mes "Oh really?";
- mes "I'm sorry, I...";
- mes "I just thought";
- mes "that maybe...";
- close2;
- emotion e_dots;
- end;
- case 2:
- mes "[Seylin]";
- mes "Oh, thank you so much!";
- mes "Now, I remember hearing";
- mes "that you can find Vigorgra";
- mes "somewhere in Al de Baran.";
- mes "Somebody in the Alchemist";
- mes "Guild makes it, I think.";
- next;
- mes "[Seylin]";
- mes "I'm sorry, but I don't";
- mes "know much about the medicine.";
- mes "Well, aside from the fact that";
- mes "it makes men feel young again.";
- mes "So that must be good, right?";
- mes "Thanks again for your help~";
- set sign_q,46;
- close;
- }
- case 45:
- mes "Hello there~";
- mes "So have you decided";
- mes "yet? If you help me,";
- mes "I'll be sure to pay";
- mes "you back somehow.";
- next;
- switch(select("Um, I'm still thinking.:Yes.")) {
- case 1:
- mes "[Seylin]";
- mes "Oh okay.";
- mes "But please hurry~";
- mes "My brother's birthday";
- mes "is coming up soon!";
- close;
- case 2:
- mes "[Seylin]";
- mes "Oh, thank you so much!";
- mes "Now, I remember hearing";
- mes "that you can find Vigorgra";
- mes "somewhere in Al de Baran.";
- mes "Somebody in the Alchemist";
- mes "Guild makes it, I think.";
- next;
- mes "[Seylin]";
- mes "I'm sorry, but I don't";
- mes "know much about the medicine.";
- mes "Well, aside from the fact that";
- mes "it makes men feel young again.";
- mes "So that must be good, right?";
- mes "Thanks again for your help~";
- set sign_q,46;
- close;
- }
- case 46:
- case 47:
- mes "I know that you might";
- mes "be able to find Vigorgra";
- mes "in the Alchemist's Guild";
- mes "in Al de Baran. Aside from";
- mes "that, I don't know much...";
- next;
- mes "[Seylin]";
- mes "Once you get it,";
- mes "would you bring";
- mes "the Vigorgra to me?";
- close;
- case 48:
- if (countitem(7044) < 1) {
- mes "Oh, you know where";
- mes "you can get Vigorgra?";
- mes "That's great news!";
- mes "Oh, when you have it,";
- mes "bring to me, okay?";
- close;
- }
- else {
- mes "Hurray~!";
- mes "You brought the";
- mes "Vigorgra! I hope";
- mes "my brother will";
- mes "be happy with this!";
- next;
- mes "[Seylin]";
- mes "Oh! Would you please";
- mes "bring this Vigorgra to my";
- mes "brother? His name is Maruin";
- mes "and he's working over at";
- mes "the Prontera Castle.";
- next;
- mes "[Seylin]";
- mes "Ah, I almost forgot!";
- mes "I just finished writing";
- mes "him this letter, so would";
- mes "you also make sure he gets";
- mes "this? Thank you so much!";
- set sign_q,49;
- getitem 7183,1; //Sister_Letter
- close;
- }
- case 49:
- mes "Would you please";
- mes "deliver the Vigorgra";
- mes "and my letter to my brother";
- mes "Maruin in the Prontera Castle?";
- mes "And wish him 'Happy Birthday~'";
- close;
- case 50:
- mes "Thanks so much";
- mes "for your help again!";
- mes "I want you to have this";
- mes "as a token of my gratitude.";
- mes "You really are a kind person~";
- set sign_q,51;
- getitem 525,3; //Panacea
- next;
- emotion e_kis2;
- close;
- }
- }
- else if (sign_q == 97) {
- mes "Oh no~!";
- mes "Please don't";
- mes "drag your muddy";
- mes "feet over the carpet!";
- mes "Would you please leave?";
- close;
- }
- else if (sign_q == 98) {
- mes "I'm sorry, but I'm";
- mes "busy cleaning the manor";
- mes "right now so I don't have";
- mes "time to talk. Oh, and would";
- mes "you please wipe your shoes";
- mes "on the mat before coming in?";
- close;
- }
- else {
- mes "Although the master isn't";
- mes "a messy person, he's pretty";
- mes "unorganized. I wish he'd make";
- mes "it easier for me to tell which";
- mes "papers are documents and ";
- mes "which ones are trash...";
- next;
- mes "[Seylin]";
- mes "So how have you been?";
- mes "Is everything okay with you?";
- mes "I hope you have a lot of good";
- mes "experiences in your adventures~";
- close;
- }
-}
-
-prt_castle,107,58,5 script Soldier#s11 105,{
- callfunc "F_UpdateSignVars";
- mes "[Maruin]";
- if (sign_q < 49) {
- mes "Welcome to";
- mes "Prontera Castle.";
- mes "Please be careful";
- mes "and avoid getting lost.";
- next;
- mes "[Maruin]";
- mes "Oh man...";
- mes "I'm so tired~!";
- mes "Enervated, even~";
- mes "If I only had some";
- mes "kind of refreshment...";
- close;
- }
- else if (sign_q == 49) {
- if ((countitem(7044) < 1) && (countitem(7183) < 1)) {
- mes "Welcome to";
- mes "Prontera Castle.";
- mes "Please be careful";
- mes "and avoid getting lost.";
- next;
- mes "[Maruin]";
- mes "Oh man...";
- mes "I'm so tired~!";
- mes "Enervated, even~";
- mes "If I only had some";
- mes "kind of refreshment...";
- close;
- }
- else {
- mes "Welcome to";
- mes "Prontera Castle.";
- mes "Please be careful";
- mes "and avoid getting los--";
- next;
- mes "[Maruin]";
- mes "What's that?";
- mes "You're here for";
- mes "my sister? Um, did";
- mes "something happen...?";
- next;
- select("Oh no, she sent you a birthday gift.");
- mes "[Maruin]";
- mes "Birthday...?";
- mes "What are you sm--";
- mes "OH. It is my birthday.";
- mes "Ha! I completely forgot!";
- next;
- mes "[Maruin]";
- mes "Thanks for coming";
- mes "all the way out here";
- mes "to deliver my present!";
- mes "Wow, I wonder what she";
- mes "got for me this year?";
- next;
- emotion e_gasp;
- mes "[Maruin]";
- mes "Th-this is--!";
- mes "Oh. Snap. That's right.";
- mes "She's been worried about";
- mes "me being tired lately. But";
- mes "does she even know what";
- mes "Vigorgra is supposed to...?";
- next;
- mes "[Maruin]";
- mes "Never mind. It's the";
- mes "thought that counts.";
- mes "But for the record, it's";
- mes "not like I need this stuff.";
- mes "I mean, I have, you know,";
- mes "a girlfr--you know what I mean.";
- next;
- mes "[Maruin]";
- mes "I'd like to pay you";
- mes "back, but since I'm";
- mes "on duty, all I can do";
- mes "is replenish your health.";
- mes "I'm not really supposed to,";
- mes "but no one will say anything.";
- delitem 7044,1; //Vigorgra
- delitem 7183,1; //Sister_Letter
- set sign_q,50;
- percentheal 100,100;
- next;
- mes "[Maruin]";
- mes "Well, thanks for";
- mes "the letter and the";
- mes "male supplement, I guess.";
- mes "I'll send a message to my";
- mes "sister. Good luck on your";
- mes "travels, alright?";
- close;
- }
- }
- else if (sign_q == 97 || sign_q == 98) {
- mes "Welcome to";
- mes "Prontera Castle.";
- mes "Please be careful";
- mes "and avoid getting lost.";
- next;
- mes "[Maruin]";
- mes "Oh man...";
- mes "I'm so tired~!";
- mes "Enervated, even~";
- mes "If I only had some";
- mes "kind of refreshment...";
- close;
- }
- else {
- mes "Oh hey, how's";
- mes "it going? Thanks";
- mes "again for helping";
- mes "out my sister, we";
- mes "really appreciate it.";
- if (Sex == 1) {
- if (rand(1,5) == 5) {
- next;
- mes "[Maruin]";
- mes "Oh...";
- mes "And just between you";
- mes "and me, that Vigorgra";
- mes "really came in handy!";
- mes "That stuff's amazing!";
- }
- }
- close;
- }
-}
-
-alde_alche,169,162,7 script Alchemist#sign 749,{
- callfunc "F_UpdateSignVars";
- mes "[Melkaba]";
- if (sign_q < 46) {
- mes "Most Alchemists seek out the";
- mes "Stone of Sage, but in my opinion, their goals are too short sighted. There are more important studies";
- mes "to be conducted in the name of science for the good of mankind...";
- next;
- switch(select("...:So what are you studying?")) {
- case 1:
- mes "[Melkaba]";
- mes "In the end, the ";
- mes "Stone of Sage may";
- mes "just be a simple rumor.";
- mes "After all, thousands of";
- mes "Alchemists have already";
- mes "failed to create it.";
- close;
- case 2:
- mes "[Melkaba]";
- mes "What am I studying?";
- mes "Well, my expertise is...";
- mes "Different. If you must";
- mes "know, it's a secret~";
- mes "If any man found out";
- mes "about my research...";
- close;
- }
- }
- else if (sign_q == 46) {
- mes "Eh...?";
- mes "What do you need?";
- mes "If it's not important,";
- mes "please leave my";
- mes "laboratory!";
- next;
- switch(select("Vigorgra?:Oh, I'm sorry.")) {
- case 1:
- mes "[Melkaba]";
- mes "What?! Who told you";
- mes "that I could make that?!";
- mes "Oh, no matter. I suppose";
- mes "you want me to get some";
- mes "ready for you. Now tell me...";
- mes "Why do you want it?";
- next;
- switch(select("No, I don't want it!:I need Vigorgra for... a friend.")) {
- case 1:
- mes "[Melkaba]";
- mes "You immature--!";
- mes "You come all this";
- mes "way to bother me?";
- mes "Don't bring your";
- mes "shame into my lab!";
- close;
- case 2:
- mes "[Melkaba]";
- mes "Oh right.";
- mes "Your friend.";
- mes "I understand you.";
- mes "Crystal clear.";
- next;
- mes "[Melkaba]";
- mes "Well, since you know";
- mes "about my secret research,";
- mes "I'll do you a favor so long as";
- mes "you don't tell anyone else!";
- mes "Of course, I can't just give";
- mes "you Vigorgra for free...";
- next;
- mes "[Melkaba]";
- mes "Now, write this";
- mes "down. These are the";
- mes "ingredients I need to";
- mes "make a bottle of Vigorgra.";
- next;
- mes "[Melkaba]";
- mes "^ff00001 Ment";
- mes "20 Honey";
- mes "10 Royal Jelly";
- mes "30 Bear's Footskin";
- mes "1 Hinalle Leaflet";
- mes "1 Empty Bottle.^000000";
- next;
- mes "[Melkaba]";
- mes "Alright.";
- mes "Now go and";
- mes "bring all those";
- mes "items to me. I'll";
- mes "be seeing you later.";
- set sign_q,47;
- close;
- }
- case 2:
- mes "[Melkaba]";
- mes "There's no need";
- mes "to apologize. But";
- mes "I'd appreciate it if";
- mes "you'd let me work";
- mes "in peace.";
- close;
- }
- }
- else if (sign_q == 47) {
- mes "Hmmm...";
- mes "So did you";
- mes "bring everything";
- mes "you need for the";
- mes "Vigorgra...?";
- next;
- switch(select("Not yet...:Yes.")) {
- case 1:
- mes "[Melkaba]";
- mes "Well, let me";
- mes "remind you of";
- mes "what you need to";
- mes "bring to me in case";
- mes "you forgot already...";
- next;
- mes "[Melkaba]";
- mes "^ff00001 Ment";
- mes "20 Honey";
- mes "10 Royal Jelly";
- mes "30 Bear's Footskin";
- mes "1 Hinalle Leaflet";
- mes "1 Empty Bottle.^000000";
- next;
- mes "[Melkaba]";
- mes "Take your time...";
- mes "In the end, you're";
- mes "the one who's got";
- mes "the need for it, anyway.";
- close;
- case 2:
- mes "[Melkaba]";
- mes "Great...!";
- mes "Now let me check";
- mes "to see if you have";
- mes "everything ready...";
- next;
- mes "[Melkaba]";
- if ((countitem(526) < 10) || (countitem(518) < 20) || (countitem(948) < 30) || (countitem(520) < 1) || (countitem(708) < 1) || (countitem(713) < 1)) {
- mes "Hmm, you're still";
- mes "missing some of the";
- mes "ingredients. Now, listen";
- mes "carefully. I need you to get...";
- next;
- mes "[Melkaba]";
- mes "^ff00001 Ment";
- mes "20 Honey";
- mes "10 Royal Jelly";
- mes "30 Bear's Footskin";
- mes "1 Hinalle Leaflet";
- mes "1 Empty Bottle.^000000";
- close;
- }
- else {
- mes "Good work.";
- mes "Everything's here.";
- mes "Alright, just this once";
- mes "I'll make you a bottle";
- mes "of Vigorgra.";
- next;
- mes "[Melkaba]";
- mes "If you ask me again,";
- mes "I won't speak to you!";
- mes "And I'll need to charge";
- mes "you 10,000 zeny.";
- next;
- mes "[Melkaba]";
- if (Zeny < 10000) {
- mes "Huh...";
- mes "It doesn't look like";
- mes "you have enough zeny";
- mes "right now. No matter,";
- mes "I can wait until you";
- mes "bring it all to me.";
- }
- else {
- mes "Alright, I'll be";
- mes "taking my fee from";
- mes "you now. It's not that";
- mes "expensive when you";
- mes "consider Vigorgra's";
- mes "numerous benefits.";
- next;
- mes "^3355FFMelkaba placed";
- mes "all the ingredients";
- mes "into a test tube and";
- mes "began processing it";
- mes "through some strange";
- mes "electronic equipment.^000000";
- next;
- mes "...";
- mes "......";
- next;
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Melkaba]";
- if (rand(1,100) < 98) {
- specialeffect EF_PHARMACY_OK;
- mes "Ah! Success!";
- mes "A lifetime's supply";
- mes "of Vigorgra! I know it's";
- mes "just one bottle, but this";
- mes "stuff is extremely potent!";
- next;
- set zeny,zeny-10000;
- delitem 526,10; //Royal_Jelly
- delitem 518,20; //Honey
- delitem 948,30; //Bear's_Foot
- delitem 520,1; //Leaflet_Of_Hinal
- delitem 708,1; //Ment
- delitem 713,1; //Empty_Bottle
- set sign_q,48;
- getitem 7044,1; //Vigorgra
- mes "[Melkaba]";
- mes "Um, just remember";
- mes "not to take too much";
- mes "at one time. Can't have";
- mes "you getting crazy high";
- mes "blood pressure~";
- close;
- }
- else {
- specialeffect EF_PHARMACY_FAIL;
- delitem 526,10; //Royal_Jelly
- delitem 518,20; //Honey
- delitem 948,30; //Bear's_Foot
- delitem 520,1; //Leaflet_Of_Hinal
- delitem 708,1; //Ment
- delitem 713,1; //Empty_Bottle
- mes "It failed?!";
- mes "Of course, the mixture";
- mes "was too vigorous, even";
- mes "for the machinery! I'm sorry,";
- mes "but would you bring the things";
- mes "we need to make Vigorgra again?";
- close;
- }
- }
- }
- }
- }
- else if (sign_q == 97) {
- mes "Most Alchemists seek out the";
- mes "Stone of Sage, but in my opinion, their goals are too short sighted. There are more important studies";
- mes "to be conducted in the name of science for the good of mankind...";
- next;
- switch(select("...:So what are you studying?")) {
- case 1:
- mes "[Melkaba]";
- mes "In the end, the";
- mes "Stone of Sage may";
- mes "just be a simple rumor.";
- mes "After all, thousands of";
- mes "Alchemists have already";
- mes "failed to create it.";
- close;
- case 2:
- mes "[Melkaba]";
- mes "What am I studying?";
- mes "Well, my expertise is...";
- mes "Different. If you must";
- mes "know, it's a secret~";
- mes "If any man found out";
- mes "about my research...";
- close;
- }
- }
- else if (sign_q == 98) {
- mes "Most Alchemists seek out the";
- mes "Stone of Sage, but in my opinion, their goals are too short sighted. There are more important studies";
- mes "to be conducted in the name of science for the good of mankind...";
- next;
- switch(select("...:So what are you studying?")) {
- case 1:
- mes "[Melkaba]";
- mes "In the end, the";
- mes "Stone of Sage may";
- mes "just be a simple rumor.";
- mes "After all, thousands of";
- mes "Alchemists have already";
- mes "failed to create it.";
- close;
- case 2:
- mes "[Melkaba]";
- mes "What am I studying?";
- mes "Well, my expertise is...";
- mes "Different. If you must";
- mes "know, it's a secret~";
- mes "If any man found out";
- mes "about my research...";
- close;
- }
- }
- else {
- mes "Vigorgra is";
- mes "a miracle of";
- mes "modern science,";
- mes "but it can do more";
- mes "harm than good if";
- mes "you're not careful!";
- close;
- }
-}
-
-alberta_in,114,178,5 script Refined Steward 109,{
- callfunc "F_UpdateSignVars";
- mes "[Mahatra]";
- if (sign_q < 37) {
- mes "Welcome to the";
- mes "Alchesh Estate.";
- mes "The Alcheshs are the";
- mes "most esteemed family";
- mes "in all of Alberta.";
- next;
- mes "[Mahatra]";
- mes "I am Mahatra Mornen,";
- mes "steward of this family.";
- mes "Feel free to ask me if";
- mes "you need anything and";
- mes "I shall do my best";
- mes "to assist you.";
- close;
- }
- else if (sign_q == 37) {
- mes "Ah yes, the master informed";
- mes "me that you would be taking";
- mes "care of an urgent delivery for";
- mes "him. Please take this to a";
- mes "man named ^3355FFLeibech^000000.";
- next;
- mes "[Mahatra]";
- mes "It may be difficult";
- mes "to find him since he";
- mes "travels around the world.";
- mes "Ah yes, I have heard that";
- mes "he was in some other country...";
- next;
- mes "[Mahatra]";
- mes "Now, the item I am";
- mes "about to give you is";
- mes "one of a kind. Don't lose";
- mes "it or you will fall out of favor with the master...";
- next;
- mes "^3355FFMahatra gives you";
- mes "a unique stone that has";
- mes "your name attached to it.^000000";
- set sign_q,38;
- getnameditem 7049,strcharinfo(0);
- close;
- }
- else if (sign_q == 38 || (sign_q == 39 && countitem(7181) < 1)) {
- mes "You haven't delivered";
- mes "the Stone yet? Please take";
- mes "good care of it since it's very";
- mes "rare. Don't use it or lose it.";
- mes "before it's delivered!";
- mes "Take care, now...";
- close;
- }
- else if (sign_q == 39) {
- mes "Ah, you've returned.";
- mes "And I see you already";
- mes "delivered the Stone. Great,";
- mes "well done. Let me send a";
- mes "message to the master, so";
- mes "please visit him later.";
- delitem 7181,1; //Receipt_01
- set sign_q,40;
- close;
- }
- else if (sign_q == 40) {
- mes "Thank you very";
- mes "much for the trouble";
- mes "you've gone through";
- mes "on our behalf.";
- close;
- }
- else if (sign_q == 41) {
- mes "Greetings. Hm?";
- mes "Did the master ask";
- mes "you to perform another";
- mes "task for him already?";
- next;
- switch(select("No.:You have another assignment for me.")) {
- case 1:
- mes "[Mahatra]";
- mes "Very well.";
- mes "Then we shall";
- mes "converse later~";
- close;
- case 2:
- mes "[Mahatra]";
- mes "I... I do...?";
- mes "The master didn't";
- mes "leave me any instructions.";
- mes "Hmmm. Oh, I know what you can";
- mes "do! Why don't you help ^FF0000Seylin^000000? She seems bothered by something...";
- set sign_q,42;
- close;
- }
- }
- else if (sign_q < 51) {
- mes "Although you may only";
- mes "be doing it for the Sobbing";
- mes "Starlight, I really appreciate";
- mes "all your help. Seylin's a very";
- mes "nice girl and doesn't deserve";
- mes "to feel down...";
- close;
- }
- else if (sign_q == 51) {
- mes "Yes.";
- mes "I heard from Seylin.";
- mes "I did not know she was worried about her brother.";
- mes "Ahem ahem...";
- mes "Thank you for helping her.";
- mes "I will send a message to my master.";
- next;
- mes "Mahatra]";
- mes "If there is anything else, he will let you pass the test.";
- mes "Good luck.";
- set sign_q,52;
- close;
- }
- else if (sign_q == 98) {
- mes "I'm very disappointed";
- mes "in you. We put our trust";
- mes "in you and you really";
- mes "let us down.";
- next;
- mes "[Mahatra]";
- mes "Well, I suppose";
- mes "that's the nature";
- mes "of the testing. They're";
- mes "designed so that only";
- mes "the best of the best";
- mes "can pass them.";
- close;
- }
- else {
- mes "I hope the master listens";
- mes "to me and dresses more like";
- mes "a man in his position. Even if";
- mes "he thinks he's just a merchant,";
- mes "he's the master of this estate!";
- mes "But please don't tell him that~";
- close;
- }
-}
-
-alberta,98,202,5 script Guard#s10 105,{
- mes "[Hurubu]";
- mes "Welcome to the";
- mes "Alchesh Estate.";
- if (sign_q < 35) {
- mes "If you have any business";
- mes "with the master, please";
- mes "let me know.";
- close;
- }
- else if (sign_q < 52) {
- mes "If you have any business";
- mes "with the master, please";
- mes "let me know.";
- next;
- switch(select("I'd like to see Mr. Bakerlan.:Have a nice day.")) {
- case 1:
- mes "[Hurubu]";
- mes "Ah, you've";
- mes "come to speak";
- mes "to the master?";
- mes "He's not out on";
- mes "business, so you";
- mes "can probably see him.";
- close;
- case 2:
- mes "[Hurubu]";
- mes "Ah...";
- mes "Good day.";
- close;
- }
- }
- else if (sign_q == 97 || sign_q == 98) {
- mes "Please leave if";
- mes "you do not have";
- mes "any business here.";
- close;
- }
- else {
- mes "Lately, it seems that";
- mes "the master is in a good";
- mes "mood. I believe that we";
- mes "have you to thank for that.";
- close;
- }
-}
-
-alberta,43,49,5 script Poor-looking Merchant 89,{
- callfunc "F_UpdateSignVars";
- mes "[Machen]";
- if (sign_q < 35) {
- mes "Why...?";
- mes "How did my";
- mes "family's wealth";
- mes "and prestige just";
- mes "go down the drain?";
- next;
- mes "[Machen]";
- mes "Ever since the";
- mes "Alcheshs came to Alberta,";
- mes "they quickly took our place";
- mes "as the biggest business owners";
- mes "here. It's our biggest shame...";
- close;
- }
- else if ((sign_q < 52) || (sign_q ==98)) {
- mes "^333333*Sigh...*^000000";
- mes "How did it happen?";
- mes "How did the Alcheshs";
- mes "become so rich so quickly?";
- next;
- switch(select("Alchesh family?:Do you know where Mr. Bakerlan is?")) {
- case 1:
- mes "[Machen]";
- mes "My family, the Tudas,";
- mes "used to run the biggest";
- mes "trading company in Alberta.";
- mes "But when the Alcheshs came";
- mes "fifty years ago, they started";
- mes "to outdo us in everything...";
- next;
- mes "[Machen]";
- mes "It's like they're financial";
- mes "geniuses or something!";
- mes "Under Bakerlan's guidance,";
- mes "their estate has grown to be";
- mes "one of the richest in Alberta,";
- mes "if not all of Rune-Midgard...";
- close;
- case 2:
- mes "[Machen]";
- mes "Bakerlan...?";
- mes "Oh, he's probably";
- mes "in his ten story money";
- mes "vault, swimming in his";
- mes "money by now. You";
- mes "know rich people.";
- next;
- select(".........");
- mes "[Machen]";
- mes "It-was-a-joke!";
- mes "You see that big";
- mes "mansion to the north?";
- mes "That's the Alchesh Estate.";
- mes "He should be home now.";
- next;
- mes "[Machen]";
- mes "He usually travels";
- mes "a lot on business,";
- mes "but if you're lucky you";
- mes "should be able to catch him.";
- close;
- }
- }
- else if (sign_q == 97) {
- mes "Why...?";
- mes "How did my";
- mes "family's wealth";
- mes "and prestige just";
- mes "go down the drain?";
- next;
- mes "[Machen]";
- mes "Ever since the";
- mes "Alcheshs came to Alberta,";
- mes "they quickly took our place";
- mes "as the biggest business owners";
- mes "here. It's our biggest shame...";
- close;
- }
- else {
- mes "You know, if the Alcheshs";
- mes "were greedy, they actually";
- mes "wouldn't be as big as they";
- mes "are today. They've contributed";
- mes "to a lot of social causes and";
- mes "that won them a lot of support.";
- next;
- mes "[Machen]";
- mes "I gotta admit...";
- mes "The whole family";
- mes "is a bunch of financial";
- mes "geniuses, alright.";
- close;
- }
-}
-
-yuno,330,100,4 script Knight#ss 734,{
- callfunc "F_UpdateSignVars";
- mes "[Leibech]";
- if (sign_q < 38) {
- mes "I have a great";
- mes "interest in collecting";
- mes "unique and uncommon";
- mes "goods. You know, things";
- mes "that most people see just";
- mes "once in their lifetimes.";
- next;
- mes "[Leibech]";
- mes "I usually use the";
- mes "Alchesh Trading Company";
- mes "to help add to my collection.";
- mes "Their prices aren't the cheapest, but their service is very reliable.";
- close;
- }
- else if (sign_q == 38) {
- if (countitem(7049) < 1) {
- mes "Excuse me...";
- mes "Are you from the Alchesh";
- mes "Trading Company? I've been";
- mes "waiting for my order and they";
- next;
- switch(select("No, I'm not.:They must be busy.:Yes, I have your order.")) {
- case 1:
- mes "[Leibech]";
- mes "Oh, I'm sorry.";
- mes "My mistake. Well";
- mes "then, be safe in";
- mes "your travels.";
- close;
- case 2:
- mes "[Leibech]";
- mes "I suppose you're";
- mes "right. I mean, Juno";
- mes "is pretty far from";
- mes "Alberta. Maybe I'm";
- mes "just overly excited";
- mes "about my delivery...";
- close;
- case 3:
- mes "[Leibech]";
- mes "Really?!";
- mes "That's great!";
- mes "Do you have the";
- mes "item I ordered?";
- mes "Where is it?";
- next;
- switch(select("I put it somewhere.:Sorry, I lost it.")) {
- case 1:
- mes "[Leibech]";
- mes "Oh, alright. ";
- mes "So long as you didn't";
- mes "lose it, that's fine. I'll wait";
- mes "here, so would you bring it";
- mes "to me as soon as you can?";
- close;
- case 2:
- mes "[Leibech]";
- mes "What...?";
- mes "Hey, man.";
- mes "That's not funny!";
- mes "You're joking, right?";
- next;
- switch(select("No. I'm not joking.:Okay, you got me~")) {
- case 1:
- mes "[Leibech]";
- mes "I don't believe it!";
- mes "I think I'm going to";
- mes "write a letter to your";
- mes "boss, Mister Bakerlan.";
- mes "What do you think ";
- mes "about that?";
- close;
- case 2:
- mes "[Leibech]";
- mes "Oh, thank goodness!";
- mes "I thought you might have";
- mes "really lost it! Say, would you";
- mes "bring it to me as soon as";
- mes "can? I'll wait for you here.";
- close;
- }
- }
- }
- }
- else {
- set .@signid,getcharid(0,strcharinfo(0));
- set .@sign3, .@signid & 65535;
- set .@sign4, .@signid >> 16;
- set .@sign1,254;
- set .@sign2,0;
- if (!countitem2(7049,1,0,0,.@sign1,.@sign2,.@sign3,.@sign4)) {
- mes "Hm...?";
- mes "There must be some";
- mes "mistake. This isn't what";
- mes "I ordered. Well, I can wait... ";
- next;
- mes "[Leibech]";
- mes "Just come back and";
- mes "bring me what I actually";
- mes "ordered, alright? And this";
- mes "time, don't make any mistakes.";
- mes "Thanks, I appreciate it~";
- close;
- }
- else {
- mes "Finally, it's here!";
- mes "Yes, this is what I ordered.";
- mes "Thanks for the delivery!";
- next;
- mes "[Leibech]";
- mes "Well, here's your";
- mes "receipt. Please take";
- mes "this to Mister Bakerlan";
- mes "so he knows you did";
- mes "a good job for me.";
- mes "Thanks again!";
- delitem2 7049,1,1,0,0,.@sign1,.@sign2,.@sign3,.@sign4;
- set sign_q,39;
- getitem 7181,1; //Receipt_01
- if (BaseLevel < 60) getexp 100,0;
- else if (BaseLevel < 70) getexp 200,0;
- else if (BaseLevel < 80) getexp 400,0;
- else if (BaseLevel < 90) getexp 700,0;
- else if (BaseLevel < 150) getexp 1100,0;
- close;
- }
- }
- }
- else if (sign_q == 97) {
- mes "I have a great";
- mes "interest in collecting";
- mes "unique and uncommon";
- mes "goods. You know, things";
- mes "that most people see just";
- mes "once in their lifetimes.";
- next;
- mes "[Leibech]";
- mes "I usually use the";
- mes "Alchesh Trading Company";
- mes "to help add to my collection.";
- mes "Their prices aren't the cheapest, but their service is very reliable.";
- close;
- }
- else if (sign_q == 98) {
- mes "I am interested in collecting uncommon stuffs.";
- mes "For that, I need to find something that I cannot see around here.";
- next;
- mes "[Leibech]";
- mes "Usually, I am using Alchesh Trading Company for that.";
- mes "Although the price is little bit higher than I wish,";
- mes "they are very reliable.";
- close;
- }
- else {
- mes "Hey, thanks for";
- mes "delivering my order";
- mes "for me. It was a great";
- mes "addition to my collection!";
- next;
- mes "[Leibech]";
- mes "It's really tough to";
- mes "find unique and oddball";
- mes "items, but I find great pride";
- mes "in expanding my collection~";
- close;
- }
-}
-
-//============================================================
-// The Sign (Part 2)
-//============================================================
-
-geffen_in,159,48,5 script Lonely-looking Woman 711,{
- callfunc "F_UpdateSignVars";
- mes "[Brenda Howard]";
- if (sign_q < 54) {
- mes "Hmm...";
- mes "What should I make for";
- mes "dinner today? Pickled cabbage?";
- mes "I learned how to make it a while ago, but I've never gotten the chance to make it yet...";
- close;
- }
- else if (sign_q == 54) {
- mes "Hey, who are you anyhow?";
- mes "Don't you know it's rude to";
- mes "enter someone's house without";
- mes "being invited? Besides, I don't have the time to help strangers while I'm busy making dinner...";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "W-wait!";
- mes "I'm here to see...";
- next;
- input .@input$;
- if (.@input$ != "Engel Howard") {
- mes "[Brenda Howard]";
- mes "Huh?";
- mes "What are you";
- mes "talking about?";
- next;
- mes "[Brenda Howard]";
- mes "Hmm...";
- mes "I wonder";
- mes "how my pickled";
- mes "cabbage will turn out?";
- emotion e_ho;
- close;
- }
- else {
- mes "[Brenda Howard]";
- mes "Ah... I see.";
- mes "You're looking for my husband.";
- mes "My husband, my daughter and";
- mes "I just moved to Geffen from";
- mes "Prontera a while ago.";
- next;
- mes "[Brenda Howard]";
- mes "We moved to Geffen for the sake of my husband's business. Apparently, this town is closest to something he really seems to need. Whatever it is, it must be really important to his smithing work.";
- next;
- mes "[Brenda Howard]";
- mes "Oh, and if you're going to look";
- mes "for my husband, please talk to my daughter before you go. I think she has something that she wants to give to her father...";
- set sign_q,55;
- close;
- }
- }
- else if (sign_q < 57) {
- mes "Ho-ho~!";
- mes "Crisp and delicious pickled";
- mes "cabbage~ My kid loves this stuff and finished it all by herself the last time I made it.";
- close;
- }
- else if (sign_q == 57) {
- mes "Ah...";
- mes "So you've seen my husband.";
- mes "How is he doing? I worry about";
- mes "whether or not he's taking care";
- mes "of himself enough...";
- next;
- mes "[Brenda Howard]";
- mes "Oh, I can't help but worry!";
- mes "Thank you for letting me know";
- mes "how he's doing. Still, he should";
- mes "be doing a better job of keeping";
- mes "in touch with us. ^333333*Sigh*^000000";
- emotion e_dots;
- close;
- }
- else if (sign_q < 62) {
- if (countitem(7278) > 0) {
- mes "Thank you so much for bringing";
- mes "this to me. I'm so happy to hear that he's fine and doing well.";
- mes "Although he's not here often enough, it's good to know";
- mes "that he loves his job.";
- next;
- mes "[Brenda Howard]";
- mes "Even so, I should start letting";
- mes "him know that I want him to spend";
- mes "a little more time at home. Oh, and why don't you talk to Liana? She's been waiting to tell you something.";
- delitem 7278,1; //Wellbeing_Letter
- set sign_q,sign_q+4;
- close;
- }
- else {
- mes "Liana's daddy needs to come home more often. ^333333*Sigh*^000000 Even though he's away for long periods of time, I suppose it's for the best...";
- close2;
- emotion e_dots;
- end;
- }
- }
- else if (sign_q < 67) {
- mes "So how have you been?";
- mes "So how have you been?";
- mes "As usual, Liana misses";
- mes "her daddy, but I suppose";
- mes "it can't be helped...";
- next;
- mes "I may be no expert, but I'm";
- mes "certain that my husband is";
- mes "the best blacksmith in the world! Did you know Hollgrehenn and Aragham used to be his apprentices? Ho ho ho~";
- close;
- }
- else {
- mes "Try to cherish your";
- mes "family, especially through the";
- mes "hard times. Even when you're angry with them, try to be more understanding. I know it's hard...";
- close;
- }
-}
-
-geffen_in,171,42,3 script Cute Girl 703,{
- callfunc "F_UpdateSignVars";
- if (checkweight(908,200) == 0) {
- mes "^3355FFWait a second! Right now,";
- mes "you have too many items in your inventory. Please come back after you've made more available inventory space.^000000";
- close;
- }
- mes "[Liana]";
- if (sign_q < 54) {
- mes "*Pout*";
- mes "When's my daddy";
- mes "coming home?!";
- mes "I... I miss him so much~";
- mes "*Cries*";
- emotion e_sob;
- close;
- }
- else if (sign_q == 54) {
- mes "Oh, my mom said she's gonna cook me something good today.";
- mes "I wonder what she's gonna make?";
- mes "I hope it's pickled cabbage again!";
- emotion e_heh;
- close;
- }
- else if (sign_q == 55) {
- mes "Everyone says that daddy is the best blacksmith in the whole world! But now he lets his apprentices do";
- mes "the work so he can go around the world to find a rare ore~ Isn't that amazing?";
- next;
- switch(select("What are you drawing by the way?:Apprentices?")) {
- case 1:
- mes "[Liana]";
- mes "Oh, this?";
- mes "It's a letter for my daddy.";
- mes "Mom said that some "+((Sex)?"guy":"lady")+" is gonna try to find my dad, so I'm making this so "+((Sex)?"":"s")+"he can take it him~";
- close;
- case 2:
- mes "[Liana]";
- mes "Yeah, Uncle Hollegrehenn and Aragham come to visit sometimes and we all play. But, it's more fun to see my dad, even though he's not back yet. ^333333*Pout*^000000";
- next;
- switch(select("Don't you miss your dad?:He also misses you a lot.")) {
- case 1:
- mes "[Liana]";
- mes "I miss him sooo much!";
- mes "^333333*Cries*^000000 But Mom always";
- mes "says that he's too busy.";
- mes "^333333*Pouts*^000000";
- close;
- case 2:
- mes "[Liana]";
- mes "I hope so...";
- mes "But I hate it when";
- mes "he doesn't have enough";
- mes "time to come home and";
- mes "see me. Sooooooooo~";
- mes "I wrote this letter!";
- emotion e_dots;
- next;
- switch(select("....:I'll bring this to him.")) {
- case 1:
- mes "[Brenda Howard]";
- mes "Liana~";
- mes "This nice "+((Sex)?"man":"lady")+" is going to look for your dad. Why don't you ask "+((Sex)?"him":"her")+" to take your letter to him for you?";
- next;
- mes "[Liana]";
- mes "You are...?";
- mes "Really, really?";
- mes "H-hooray!";
- next;
- mes "[Liana]";
- mes "Okay then, don't";
- mes "forget to give this to";
- mes "my dad, okay? Promise?";
- emotion e_ho;
- set sign_q,56;
- getitem 7276,1; //Picture_Letter
- close;
- case 2:
- mes "[Liana]";
- mes "Mmmm...";
- mes "But I don't know you!";
- mes "Mom says I should never";
- mes "ask for anything from strangers.";
- close;
- }
- }
- }
- }
- else if (sign_q < 62) {
- if (rand(1,10) < 6) {
- mes "My dad never broke anything";
- mes "his customers gave him. And my uncle Hollgrehenn and Aragham wouldn't let anything like that";
- mes "happen, would they?";
- close;
- }
- else {
- mes "Would you please bring my letter over to my dad? Heh heh, he'll be";
- mes "so happy to hear from me!";
- close;
- }
- }
- else if (sign_q < 66) {
- mes "Yay~!";
- mes "Thank you for bringing my letter to my dad. Here, here!";
- mes "You have to share my treasure with me, 'kay?";
- set sign_q,sign_q+4;
- getitem 529,10; //Candy
- close;
- }
- else {
- mes "I never saw my dad fail to upgrade a weapon or armor. Mmm? But maybe if he had something really really old and rare and special...";
- close;
- }
-}
-
-mjo_dun02,88,295,4 script Flaming Spirit Man 85,{
- callfunc "F_UpdateSignVars";
- if (checkweight(908,200) == 0) {
- mes "^3355FFWait a second! Right now,";
- mes "you have too many items in your inventory. Please come back after you've freed up more inventory space.^000000";
- close;
- }
- mes "[Engel]";
- if ((sign_q > 1) && (sign_q < 54)) {
- if(countitem(1002) > 0) {
- mes "Just as I suspected...";
- mes "I didn't bring enough of them.";
- mes "Hmm, this is serious. What";
- mes "am I going to do about this?";
- next;
- mes "[Engel]";
- mes "Oh great! I see that you're";
- mes "carrying some Iron Ores with you. Would you be so kind as to lend me 1 Iron Ore? Please, I beg of you...";
- next;
- switch(select("Sure, why not?:Sorry, I can't.")) {
- case 1:
- mes "[Engel]";
- mes "Thank you so much!";
- mes "If it weren't for your help,";
- mes "I'd be in big trouble. I really appreciate you stepping in and volunteering your materials like this.";
- delitem 1002,1; //Iron_Ore
- getexp 1,0;
- close;
- case 2:
- mes "[Engel]";
- mes "I suppose I understand.";
- mes "However, you're lucky that I don't kick you out of my forge right here and right now~";
- close2;
- emotion e_pif;
- end;
- }
- }
- else {
- mes "I hope you understand that";
- mes "this forge isn't really open to the public. I'm doing some intensive training,so I'd appreciate it if you would just leave now.";
- emotion e_pif;
- close2;
- warp "mjo_dun02",372,346;
- end;
- }
- }
- else if (sign_q < 56) {
- mes "I hope you understand that";
- mes "this forge isn't really open to the public. I'm doing some intensive training,so I'd appreciate it if you would just leave now.";
- close2;
- emotion e_pif;
- end;
- }
- else if (sign_q == 56) {
- if (countitem(7276) > 0) {
- mes "^333333*Sigh*^000000";
- mes "It's been a long";
- mes "time since I've seen";
- mes "my family. I really should let them know how I'm doing sooner or later. Hmmm....";
- next;
- mes "[Engel]";
- mes "...?";
- mes "Were you looking for me?";
- mes "I'm sorry, but I'm busy at the moment. Please don't disturb me while I try to get my work done.";
- next;
- switch(select("I need your help.:Here is a letter for you.:I am leaving, leaving.")) {
- case 1:
- mes "[Engel]";
- mes "Well, I'd like to help you,";
- mes "but now isn't a good for me.";
- mes "plenty of other good smiths out there who can help you with the work that you want done. Farewell.";
- close;
- case 2:
- mes "[Engel]";
- mes "Oh, are you serious?";
- mes "Let me read it first.";
- next;
- mes "[Engel]";
- mes "Yes, yes.";
- mes "...Hahaha!";
- mes "It's so good to hear from";
- mes "my darling daughter.";
- next;
- mes "[Engel]";
- mes "Thanks, I really appreciate that you've delivered this letter for me. Now, is there anything you'd like to ask of me? If it's not a big favor, I can probably help you.";
- next;
- switch(select("Please look at this.")) {
- case 1:
- mes "[Engel]";
- mes "Oh?";
- mes "Isn't this...?";
- mes "I see, I see!";
- next;
- mes "[Engel]";
- mes "Long ago, my old master told me that there are these strange ores that have fallen from the sky. The most beautiful and mysterious is the one shines just like a star.";
- next;
- mes "[Engel]";
- mes "Most people may know it as Sobbing Starlight, but my master used to call it God's Tear Drop.";
- next;
- mes "[Engel]";
- mes "However, this ore has been shattered into pieces. Judging from the smoothness of the edges, its inner power must have caused it to break apart. So you want me to put this back together, don't you?";
- next;
- mes "[Engel]";
- mes "This will be a good challenge";
- mes "for me! However, I'll need some";
- mes "special tools and materials to repair this kind of ore. Now, I want you to bring me the following things...";
- next;
- mes "[Engel]";
- mes "^FF00005 Mini Furnace^000000,";
- mes "^FF00002 Oridecon Hammer^000000,";
- mes "and ^ff00001 good quality Anvil^000000.";
- mes "Now keep in mind that ordinary anvils won't be good enough for";
- mes "this kind of work.";
- next;
- mes "[Engel]";
- mes "Now, an Emperium Anvil would be ideal for this job. I used to have one, but a while back I ended up giving it to someone. Anyway, I'll wait here for you while you gather everything you need.";
- next;
- mes "[Engel]";
- mes "Right. Let me guide you to a shortcut to the exit of these mines, just in case you don't know your way out of here. Good luck~";
- delitem 7276,1; //Picture_Letter
- delitem 7177,7; //Part_Of_Star's_Sob
- set sign_q,57;
- close2;
- warp "mjo_dun02",371,344;
- end;
- }
- case 3:
- mes "[Engel]";
- mes "Alright, then.";
- mes "Take care.";
- close;
- }
- }
- else {
- mes "^333333*Sigh*^000000";
- mes "It's been a long";
- mes "time since I've seen";
- mes "my family. I really should let them know how I'm doing sooner or later. Hmmm....";
- next;
- mes "[Engel]";
- mes "...?";
- mes "Do you have any business";
- mes "me? I'm sorry, but right";
- mes "now I'm very busy. Please leave";
- mes "me alone to my research.";
- close;
- }
- }
- else if (sign_q == 57) {
- mes "As I've told you before, I'm more likely to succeed in my work if I'm able to use a higher quality anvil. Let's me see what you've brought...";
- next;
- if ((countitem(612) > 4) && (countitem(615) > 1) && ((countitem(986) > 0) || (countitem(987) > 0) || (countitem(988) > 0) || (countitem(989) > 0))) {
- mes "[Engel]";
- if (countitem(986) > 0) {
- mes "A...";
- mes "Regular Anvil?";
- mes "Alright, I guess I'll try it.";
- mes "But I can't guarantee success.";
- set .@anvil,0;
- }
- else if (countitem(987) > 0) {
- mes "Ah...";
- mes "An Oridecon Avil.";
- mes "This isn't too bad,";
- mes "but there's a good risk";
- mes "that this might not work.";
- set .@anvil,1;
- }
- else if (countitem(988) > 0) {
- mes "Ah...";
- mes "A Golden Anvil.";
- mes "This just might be able to do the job. This might take a while, so I have something to ask of you.";
- set .@anvil,2;
- }
- else if (countitem(989) > 0) {
- mes "Oh wow, an Emperium Anvil!";
- mes "And this looks like one I might have actually made. Great, I should be able to do this so long as I don't make any critical mistakes~";
- set .@anvil,3;
- }
- next;
- mes "[Engel]";
- mes "While I'm working on this, would you deliver a letter to my family for me? I'm sorry, but please consider that I'm waiving the fee for restoring this Sobbing Starlight.";
- next;
- mes "[Engel]";
- mes "Well then...";
- mes "I wish you safety";
- mes "in your travels.";
- delitem 612,5; //Portable_Furnace
- delitem 615,2; //Oridecon_Hammer
- delitem (986+.@anvil),1; //Anvil-Oridecon_Anvil-Golden_Anvil-Emperium_Anvil
- set sign_q, (58+.@anvil);
- getitem 7278,1; //Wellbeing_Letter
- close;
- }
- else {
- if (rand(1,6) == 3) {
- mes "[Engel]";
- mes "Oh, you don't have everything ready yet? Take your time, so long as you didn't forget what you needed to bring. You do remember, right?";
- next;
- mes "[Engel]";
- mes "^FF00005 Mini Furnace^000000,";
- mes "^FF00002 Oridecon Hammer^000000,";
- mes "and ^ff00001 good quality Anvil^000000.";
- mes "That's all you need!";
- next;
- mes "[Engel]";
- mes "Remember that I have a greater chance of repairing the Sobbing Starlight if I have access to a higher quality Anvil. Otherwise...";
- close;
- }
- else {
- mes "[Engel]";
- mes "Still don't have everything ready? That's fine, just take your time. So long as you haven't forgotten all the things that you need. I mean, how can you forget when you have such an important ore on you?";
- close;
- }
- }
- }
- else if (sign_q < 66) {
- mes "Are you back already?";
- mes "Sorry, but I haven't quite finished yet. I won't be done for a while, so why don't you deliver that letter to my family?";
- close;
- }
- else if (sign_q < 70) {
- if ((sign_q == 66 && rand(1,100) < 38) || (sign_q == 67 && rand(1,100) < 67) || (sign_q == 68 && rand(1,100) < 91) || (sign_q== 69)) {
- mes "Are you back already?";
- mes "While you were gone, I managed to restore this Sobbing Starlight. Why don't you go ahead and take a look?";
- next;
- set sign_q,71;
- getitem 7178,1; //Star's_Sob
- specialeffect2 EF_YUFITELHIT;
- next;
- mes "[Engel]";
- mes "This was one of the most difficult jobs I've ever done. But look! It was beautiful when broken in fragments but now it's absolutely dazzling! This was really worth my effort.";
- next;
- mes "[Engel]";
- mes "In any case, I worked really hard to do a good job on this, so I hope you treasure this Sobbling Starlight, young adventurer.";
- close;
- }
- else switch(sign_q) {
- case 66:
- case 67:
- mes "You've returned?";
- mes "Well, I don't know how to put this, but once you hear it, don't take it the wrong way...";
- emotion e_swt2;
- next;
- mes "[Engel]";
- mes "^333333*Ahem*^000000";
- mes "Just as I've warned you, this attempt to restore the Sobbling Starlight failed because the anvil you gave me wasn't up to the job. I'm sorry about that.";
- next;
- mes "[Engel]";
- mes "However, I only";
- mes "broke all of the tools";
- mes "and the ore pieces are still intact. Now, if you bring me the tools one more time, I can try this again.";
- next;
- mes "[Engel]";
- mes "Since I'm a bit more familiar with this material, I won't take so much time. Once again, let me tell you which things you need to bring...";
- next;
- mes "[Engel]";
- mes "^FF00005 Mini Furnace^000000,";
- mes "^FF00002 Oridecon Hammer^000000,";
- mes "and ^ff00001 good quality Anvil^000000.";
- mes "And this time, bring";
- mes "me a better anvil, huh?";
- next;
- mes "[Engel]";
- mes "Although it'd be perfect if I had an Emperium Anvil, I'm pretty sure it'll be alright if we used a Golden Anvil.";
- set sign_q,70;
- close;
- case 68:
- mes "Oh good, you're back.";
- mes "I've got some bad news,";
- mes "so please don't overreact~";
- mes "Um, are you ready?";
- emotion e_swt2;
- next;
- mes "[Engel]";
- mes "While I was trying to restore the ";
- mes "Sobbling Starlight, I was attacked ";
- mes "by monsters all of a sudden. If only";
- mes "I paid more attention to my";
- mes "surroundings...";
- next;
- mes "[Engel]";
- mes "Please understand that I get very deeply engrossed in my smithing work. If you don't mind, I'll try this again you'll bring all the tools just like the last time.";
- next;
- mes "[Engel]";
- mes "^FF00005 Mini Furnace^000000 and";
- mes "^FF00002 Oridecon Hammer^000000.";
- mes "Don't forget the ^FF0000Golden Anvil^000000! But if you can get your hands on one, an ^FF0000Emperium Anvil^000000 would be better.";
- set sign_q,70;
- close;
- }
- }
- else if (sign_q == 70) {
- if ((countitem(612) > 4) && (countitem(615) > 1) && ((countitem(986) > 0) || (countitem(987) > 0) || (countitem(988) > 0) || (countitem(989) > 0))) {
- if ((countitem(986) > 0) || (countitem(987) > 0)) {
- mes "Didn't I tell you to bring me a Golden Anvil or an Emperium Anvil? Anything less isn't good enough to do any restoration work on this Sobbing Starlight.";
- next;
- mes "[Engel]";
- mes "Next time you come";
- mes "here, bring a Golden or Emperium Anvil and make sure to leave all of your other anvils in Kafra Storage or something, okay?";
- close;
- }
- else if (countitem(988) > 0) {
- mes "Good, good.";
- mes "I see that you've brought a Golden Anvil. Now I can get started right away! Still, I'm a little about those monsters showing up again, so would you keep a lookout?";
- }
- else if (countitem(989) > 0) {
- mes "Excellent! You've brought an Emperium Anvil! Now, keep a lookout for monsters while I repair these ore fragments. We can't have those beasts ruin my work again, right? Thank you.";
- }
- next;
- mes "^3355FF*Clink*";
- mes "*Clink Clink Clink*";
- mes "*Clink Clink Clink*";
- mes "*Cliiiiiiiiiiiiink*^000000";
- next;
- specialeffect EF_REPAIRWEAPON;
- next;
- mes "^3355FF*Clink*";
- mes "*Clink-Clink*";
- mes "*Clink-Clink-Clink*";
- mes "*Claaaaaaaaaaack*^000000";
- next;
- specialeffect EF_REPAIRWEAPON;
- next;
- mes "[Engel]";
- mes "It's almost done.";
- mes "Just be a bit more patient...";
- next;
- specialeffect EF_REPAIRWEAPON;
- next;
- mes "^3355FF*Tink Tink*^000000";
- mes " ";
- mes "...*Tonk*^000000";
- next;
- specialeffect EF_REPAIRWEAPON;
- next;
- specialeffect EF_FLASHER;
- next;
- mes "[Engel]";
- mes "Finally... Completed.";
- mes "^333333*Phew!*^000000 That was one of the toughest jobs I've ever done, but this was well worth all of our efforts. Just look at the dazzling beauty of this Sobbing Starlight!";
- next;
- mes "[Engel]";
- mes "We've both gone through a lot of trouble to make this, so I hope you treasure your Sobbing Starlight. Good luck on your adventures...";
- if (countitem(988) > 0) delitem 988,1; //Golden_Anvil
- else if (countitem(989) > 0) delitem 989,1; //Emperium_Anvil
- set sign_q,71;
- getitem 7178,1; //Star's_Sob
- specialeffect2 EF_YUFITELHIT;
- close;
- }
- else {
- if (rand(1,6) == 3) {
- mes "Oh, you don't have everything ready yet? Take your time, so long as you didn't forget what you needed to bring. You do remember, right?";
- next;
- mes "[Engel]";
- mes "^FF00005 Mini Furnace^000000,";
- mes "^FF00002 Oridecon Hammer^000000,";
- mes "and ^ff00001 good quality Anvil^000000.";
- mes "That's all you need!";
- next;
- mes "[Engel]";
- mes "Remember that I have a greater chance of repairing the Sobbing Starlight if I have access to a higher quality Anvil. Otherwise...";
- close;
- }
- else {
- mes "Still don't have everything ready? That's fine, just take your time. So long as you haven't forgotten all the things that you need. I mean, how can you forget when you have such an important ore on you?";
- close;
- }
- }
- }
- else if (sign_q < 139) {
- mes "How have you been doing lately? Feel free to ask me if you ever think that you need my expertise, alright?";
- close;
- }
- else if (sign_q == 139) {
- mes "How have you been";
- mes "doing lately? You seem";
- mes "quite well. So is there anything";
- mes "I can help you with today?";
- next;
- select("I need your help again.");
- mes "[Engel]";
- mes "Haha, so what have";
- mes "you brought me this time?";
- mes "It must be fairly important if you've brought it all the way";
- mes "down here.";
- next;
- select("Please look at this.");
- mes "[Engel]";
- mes "Isn't this...?!";
- mes "Amazing, just by looking at it,";
- mes "I can feel its power! You really";
- mes "are something! How do you come across all of this amazing stuff?";
- next;
- mes "[Engel]";
- mes "You know, I consider myself";
- mes "lucky to even see this kind of stuff. Most smiths might be able to see this kind of thing only once in their entire lives. And to be able to work on it...";
- next;
- mes "[Engel]";
- mes "Hmmm...";
- mes "It's going to take quite";
- mes "a while to work on this. Unfortunately, I can't even";
- mes "give you a time estimate...";
- mes "But I'll do my best for you.";
- delitem 7314,1; //The_Sign
- set sign_q,140;
- set .@stime_e,gettime(3);
- if (.@stime_e < 2) set sign_sq,1;
- else if (.@stime_e < 4) set sign_sq,2;
- else if (.@stime_e < 6) set sign_sq,3;
- else if (.@stime_e < 8) set sign_sq,4;
- else if (.@stime_e < 10) set sign_sq,5;
- else if (.@stime_e < 12) set sign_sq,6;
- else if (.@stime_e < 14) set sign_sq,7;
- else if (.@stime_e < 16) set sign_sq,8;
- else if (.@stime_e < 18) set sign_sq,9;
- else if (.@stime_e < 20) set sign_sq,10;
- else if (.@stime_e < 22) set sign_sq,11;
- else set sign_sq,12;
- close;
- }
- else if (sign_q == 140) {
- set .@stime_e1,gettime(3);
- if (.@stime_e1 < 2) {
- if (sign_sq == 11) {
- set .@pass_s1,1;
- }
- }
- else if (.@stime_e1 < 4) {
- if (sign_sq == 12) {
- set .@pass_s1,1;
- }
- }
- else if (.@stime_e1 < 6) {
- if (sign_sq == 1) {
- set .@pass_s1,1;
- }
- }
- else if (.@stime_e1 < 8) {
- if (sign_sq == 2) {
- set .@pass_s1,1;
- }
- }
- else if (.@stime_e1 < 10) {
- if (sign_sq == 3) {
- set .@pass_s1,1;
- }
- }
- else if (.@stime_e1 < 12) {
- if (sign_sq == 4) {
- set .@pass_s1,1;
- }
- }
- else if (.@stime_e1 < 14) {
- if (sign_sq == 5) {
- set .@pass_s1,1;
- }
- }
- else if (.@stime_e1 < 16) {
- if (sign_sq == 6) {
- set .@pass_s1,1;
- }
- }
- else if (.@stime_e1 < 18) {
- if (sign_sq == 7) {
- set .@pass_s1,1;
- }
- }
- else if (.@stime_e1 < 20) {
- if (sign_sq == 8) {
- set .@pass_s1,1;
- }
- }
- else if (.@stime_e1 < 22) {
- if (sign_sq == 9) {
- set .@pass_s1,1;
- }
- }
- else {
- if (sign_sq == 10) {
- set .@pass_s1,1;
- }
- }
- if (.@pass_s1 == 1) {
- mes "It's so...";
- mes "Beautiful! I don't know";
- mes "if I'll ever see anything";
- mes "like this again in my life...";
- next;
- mes "[Engel]";
- mes "Oh, you're back just in time.";
- mes "Although it was one of my most difficult jobs, I believe you'll be pleased with my work. Only a few smiths are privileged enough to work with this, even just once.";
- next;
- mes "[Engel]";
- mes "This is now yours to keep.";
- mes "Thank you for giving me the";
- mes "honor of working on a worthy";
- mes "smithing challenge.";
- set sign_q,141;
- getitem 2644,1; //The_Sign_
- close;
- }
- else {
- mes "I haven't completed it yet, but please understand that I've got to be really careful when working with something so valuable. But don't worry, its inner power will be revealed when I'm finished.";
- close;
- }
- }
- else {
- mes "Sometimes, you can only";
- mes "improve yourself by training in solitude. But don't ever forget about the ones who really care about you. It's those people who make everything worth it.";
- close2;
- emotion e_dots;
- end;
- }
-}
-
-gef_tower,118,36,4 script Annoyed Man 64,{
- callfunc "F_UpdateSignVars";
- mes "[Dhota]";
- if (sign_q < 72) {
- mes "Hmmm...";
- mes "That can't be right...";
- mes "What could possibly be";
- mes "the answer I'm looking";
- mes "for? ^333333*Sigh...*^000000";
- emotion e_pif;
- close;
- }
- else if (sign_q == 72) {
- if (BaseClass == Job_Mage) {
- mes "Wah~";
- mes "Why the hell did he even go there...!";
- }
- else {
- mes "You're not even a Mage,";
- mes "much less a Wizard, Sage, Warlock or a Sorcerer.";
- mes "Why bother climbing this tower?";
- }
- mes "What are you doing here?!";
- emotion e_pif;
- next;
- input .@input$;
- if ((.@input$ == "Metz Brayde") || (.@input$ == "Sobbing Starlight")) {
- mes "[Dhota]";
- mes "Eh?";
- if (.@input$ == "Metz Brayde") {
- mes "Did you just say you're";
- mes "here for Metz Brayde?";
- }
- if (.@input$ == "Sobbing Starlight") {
- mes "For that Sobbing Starlight, is that right?";
- }
- next;
- mes "[Dhota]";
- mes "...";
- emotion e_dots;
- next;
- mes "[Dhota]";
- mes "...";
- mes "......";
- emotion e_dots;
- next;
- mes "[Dhota]";
- mes "...";
- mes "......";
- mes "BWAAAAH~!";
- emotion e_ag;
- next;
- mes "[Dhota]";
- mes "Right, he wants that guy";
- mes "who's good at working with";
- mes "gems and stuff. Eh, he's not";
- mes "here right now. Went somewhere";
- mes "near Comodo to investigate some";
- mes "tribal people or whatever.";
- set sign_q,73;
- emotion e_pif;
- close;
- }
- else {
- mes "[Dhota]";
- mes "Say what...?";
- mes "I have no idea what";
- mes "you're talking about!";
- mes "If you've got nothing";
- mes "to say, then leave me alone!";
- close;
- }
- }
- else {
- mes "Hmmm...";
- mes "That can't be right...";
- mes "What could possibly be";
- mes "the answer I'm looking";
- mes "for? ^333333*Sigh...*^000000";
- emotion e_pif;
- close;
- }
-}
-
-umbala,163,256,3 script Native#_s 781,{
- callfunc "F_UpdateSignVars";
- if (event_umbala >= 3) {
- mes "[Laotan]";
- if (sign_q < 73) {
- mes "Oh, I wish I had";
- mes "a Mr. Smile mask!";
- mes "But where can I get";
- mes "one of those? Well, I'd";
- mes "be happy if I had some";
- mes "Meat to eat, I guess!";
- emotion e_ho;
- close;
- }
- else if (sign_q == 73) {
- mes "Mmm...?";
- mes "A new guy in our village?";
- mes "I think I know him! Yea, I do!";
- next;
- mes "[Laotan]";
- if (countitem(2278) > 0) {
- mes "Oh my gosh!";
- mes "You've got a Mr. Smile mask!";
- mes "Would you give that to me?";
- mes "Pretty please...?";
- next;
- switch(select("Sure~:^FF0000No.^000000")) {
- case 1:
- mes "[Laotan]";
- mes "Hooooray!";
- mes "Thank you thank you";
- mes "thank you thank you";
- mes "soooooooooo much!";
- next;
- mes "[Laotan]";
- mes "Oh right~!";
- mes "The weird man in the funny clothes was in our village for a while, but ever since he went into that big tree, nobody's seen him!";
- delitem 2278,1; //Mr_Smile
- set sign_q,74;
- close;
- case 2:
- mes "[Laotan]";
- mes "I...";
- mes "I was...";
- mes "I just...";
- mes "Waaaaaaahhhh!";
- close;
- }
- }
- else {
- mes "Waaaait.";
- mes "I knooow~!";
- mes "I know if you get";
- mes "me a Mr. Smile, okay?";
- close;
- }
- }
- else {
- mes "I love my Mr. Smile mask";
- mes "soooo much! I'm gonna show";
- mes "it to all my friends! Thank you";
- mes "so much again! You're really";
- mes "really nice, you know that?";
- close;
- }
- }
- else {
- mes "[??????]";
- mes "Chuuuba?";
- mes "Chu-chu-chu-chu-chaba?";
- mes "Oom oom oom daba. Blip blip?";
- mes "Sabaloo koombah Solo. Ho ho~";
- close;
- }
-}
-
-um_in,27,23,3 script Fastidious-Looking Guy 121,{
- callfunc "F_UpdateSignVars";
- if (checkweight(908,200) == 0) {
- mes "^3355FFWait a second! Right now,";
- mes "you have too many items in your inventory. Please come back after you've freed up more inventory space.^000000";
- close;
- }
- if (sign_q < 74) {
- mes "^333333*Giggle*^000000";
- mes "So if I do this,";
- mes "then that and then...";
- mes "Ooh, these calculations";
- mes "are absolutely perfect!";
- emotion e_gg;
- next;
- mes "[Cyon]";
- mes "Wh-what?!";
- mes "Who are you?";
- mes "H-how did you get";
- mes "in here? I demand";
- mes "that you leave, right now!";
- emotion e_an;
- close2;
- warp "umbala",111,121;
- end;
- }
- else if (sign_q == 74) {
- mes "[Cyon]";
- mes "^333333*Giggle*^000000";
- mes "So if I do this,";
- mes "then that and then...";
- mes "Ooh, these calculations";
- mes "are absolutely perfect!";
- emotion e_gg;
- next;
- mes "[Cyon]";
- mes "Wh-what?!";
- mes "Who are you?";
- mes "H-how did you get";
- mes "in here? I demand";
- mes "that you leave, right now!";
- emotion e_an;
- next;
- switch(select("I'm here for Metz Brayde.:My apologies.:Would you look at this?:...")) {
- case 1:
- mes "[Cyon]";
- mes "Huh? Brayde?";
- mes "Do you expect me";
- mes "to just trust you without";
- mes "a single shred of proof that";
- mes "he sent you? Get out now!";
- close;
- case 2:
- mes "[Cyon]";
- mes "If you're so sorry,";
- mes "then hurry up and get";
- mes "out of here! Not just anyone";
- mes "is allowed here! Leave!";
- emotion e_pif;
- close;
- case 3:
- mes "[Cyon]";
- mes "What could be so";
- mes "special about what";
- mes "you've brought here?!";
- mes "Fine, you've piqued my";
- mes "scientific curiosity...";
- next;
- emotion e_omg;
- next;
- mes "[Cyon]";
- mes "Sweet lord...";
- mes "This is 'God's Tear Drop!'";
- mes "The Sobbling Starlight!";
- mes "He finally made it....";
- next;
- mes "[Cyon]";
- mes "^333333*Giggle*^000000";
- mes "Well, since he's kept his promise, I suppose that I should keep mine";
- mes "as well. Now, within this Sobbing Starlight are these tiny letters... ^FFFFFFcobo^000000";
- next;
- mes "[Cyon]";
- mes "The text is so small that even Hunters skilled in Vulture's Eye are unable to read them. However, I've read that this Sobbing";
- mes "Starlight will respond";
- mes "to really old papers...";
- next;
- mes "[Cyon]";
- mes "Now, if we want to figure out";
- mes "what's written in the Sobbing";
- mes "Starlight, we'd need at least";
- mes "10 ancient pieces of paper...";
- set sign_q,75;
- close;
- case 4:
- specialeffect EF_VENOMDUST;
- mes "[Cyon]";
- mes "Not listening, eh?";
- mes "Fine, if you don't";
- mes "understand words, then";
- mes "I'll have to use force!";
- mes "Get out here right now!";
- close2;
- percentheal -30,0;
- specialeffect2 EF_MAGNUMBREAK;
- end;
- }
- }
- else if (sign_q == 75) {
- mes "[Cyon]";
- mes "You've come back.";
- mes "I hope you were able";
- mes "to find some ancient";
- mes "or really aged paper...";
- next;
- if (countitem(1097) > 9) {
- mes "[Cyon]";
- mes "How did you find these";
- mes "Worn Out Pages? This is great,";
- mes "I'm sure the Sobbing Starlight";
- mes "will respond to these!";
- next;
- mes "[Cyon]";
- mes "Yes. Yes...";
- mes "This should be enough.";
- mes "Now give them to me";
- mes "and wait here while";
- mes "I try a few things...";
- next;
- specialeffect EF_SPHERE;
- next;
- mes "[Cyon]";
- mes "Just as I thought!";
- mes "The Sobbing Starlight is responding to these Worn Out Pages! Excellent! I've finally fulfilled my promise to Metz! Now he can leave";
- mes "me alone!";
- delitem 1097,10; //Worn_Out_Page
- set sign_q,76;
- getitem 7275,1; //Ancient_Document
- close;
- }
- else if (countitem(1097) > 0) {
- mes "[Cyon]";
- mes "How did you find these";
- mes "^FF0000Worn Out Pages^000000? This is great,";
- mes "I'm sure the Sobbing Starlight";
- mes "will respond to these!";
- next;
- mes "[Cyon]";
- mes "Wait, we don't have enough";
- mes "of them to make the Sobbing";
- mes "Starlight respond. Find more";
- mes "of these papers and bring";
- mes "them all to me!";
- close;
- }
- else {
- mes "[Cyon]";
- mes "You haven't found anything?";
- mes "What kind of scientist are you?";
- mes "Now go out and find some old and ancient papers so that we can learn what's written in the Sobbing Starlight! Go!";
- next;
- mes "[Cyon]";
- mes "...?";
- mes "Why are you still here?";
- mes "Leave and do what I told";
- mes "you to do, alright?! Don't";
- mes "make me get violent...";
- next;
- percentheal -30,0;
- specialeffect2 EF_MAGNUMBREAK;
- next;
- warp "umbala",111,121;
- end;
- }
- }
- else if (sign_q == 76) {
- mes "[Cyon]";
- mes "My business with you is finished, so you go along on your way now. And tell Metz not to bother me anymore! I'm done doing favors!";
- close;
- }
- else {
- mes "[Cyon]";
- mes "How dare you intrude";
- mes "on my property?! Now,";
- mes "get out now before I get";
- mes "violent! Didn't you hear me?";
- mes "GET OUT OF HERE!";
- close;
- }
-}
-
-alberta,165,83,4 script Fastidious Old Man 755,{
- callfunc "F_UpdateSignVars";
- if (checkweight(908,200) == 0) {
- mes "^3355FFWait a second! Right now,";
- mes "you have too many items in your inventory. Please come back after you've freed up more inventory space.^000000";
- close;
- }
- mes "[Frank]";
- if (sign_q < 77) {
- mes "My back~";
- mes "It's so sore!";
- mes "And my eyes are";
- mes "hurting worse and worse.";
- mes "^333333*Sigh*^000000 I'm getting old...";
- close;
- }
- else if (sign_q == 77) {
- mes "My vision's getting";
- mes "blurrier and I get headaches";
- mes "when I read. I guess this old";
- mes "man's got no choice but to get";
- mes "some sort of seeing aid...";
- set sign_q,78;
- close;
- }
- else if (sign_q == 78) {
- if ((countitem(2203) > 0) && (countitem(7275) > 0)) {
- mes "My vision's getting";
- mes "blurrier and I get headaches";
- mes "when I read. I guess this old";
- mes "man's got no choice but to get";
- mes "some sort of seeing aid...";
- next;
- switch(select("Wait, I've got a pair of glasses...:Pass on by.")) {
- case 1:
- mes "[Frank]";
- mes "Oh, you've brought me";
- mes "these Glasses? Thanks";
- mes "so much, youngster. Now that";
- mes "I can see better, what can";
- mes "I do for you in return?";
- next;
- while(1) {
- switch(select("About Geffen's Hidden Power:About Sobbing Starlight:Interpret Ancient Document")) {
- case 1:
- mes "[Frank]";
- mes "Geffen's hidden power?";
- mes "I don't know much about it, but I'm sure that Geffen Tower is more than just a simple building. I'm sure it was created to restrain or contain some powerful force.";
- next;
- mes "[Frank]";
- mes "It's even possible that the fountain in front of Geffen Tower also plays the same role, but I've got no hard evidence. Since I'm not too interested in Geffen, I haven't really investigated...";
- next;
- mes "[Frank]";
- mes "Still...";
- mes "There's a strong possibility that some enormous power is being sealed beneath the Geffen Tower.";
- next;
- break;
- case 2:
- mes "[Frank]";
- mes "The Sobbing Starlight?";
- mes "To the experts, it's known as God's Tear Drop. Now, some believe it was created from the voice of God.";
- next;
- mes "[Frank]";
- mes "Of course, it probably isn't made from God's voice or tear drops, but who knows? In any case, it's said that something's written in the Sobbing Starlight. What ever it is, it must be something important...";
- next;
- break;
- case 3:
- mes "[Frank]";
- mes "I don't believe it!";
- mes "This is... I see. You want me to translate this ancient language. Ah, you're rather fortunate. I'm probably the only person in the world who can translate this.";
- next;
- mes "[Frank]";
- mes "Hmm, as far as I can tell, this is a sophisticated language spoken by the ancient gods. It's complex and confusing, but I'll do my best for you. Come back to me later, and I'll what I've learned.";
- delitem 2203,1; //Glasses
- delitem 7275,1; //Ancient_Document
- set sign_q,79;
- close;
- }
- }
- case 2:
- mes "[Frank]";
- mes "Oooh~";
- mes "How will I ever";
- mes "be able to continue";
- mes "my life's work? I'm";
- mes "helpless if I can't read...";
- close;
- }
- }
- else {
- mes "My vision's getting";
- mes "blurrier and I get headaches";
- mes "when I read. I guess this old";
- mes "man's got no choice but to get";
- mes "some sort of seeing aid...";
- close;
- }
- }
- else if (sign_q == 79) {
- if (rand(1,50) == 9) {
- mes "I've finally completed the translation. It was a challenge deciphering the meaning of some";
- mes "of these words. Even translated in our own language, this contents of this text are fairly ambiguous.";
- next;
- mes "[Frank]";
- mes "Well, I've written down the best translation that I could for you. It's been a long time since I've had this kind of challenge. Thanks, youngster.";
- mes "Ha ha ha~";
- set sign_q,80;
- getitem 7274,1; //Ancient_Translator
- close;
- }
- else {
- mes "I'm sorry, but I haven't finished translating this text. It's taking quite a long time since I don't have any reference material for this particular language. Why";
- mes "don't you come back later?";
- close;
- }
- }
- else {
- mes "There are many things out";
- mes "there that defy our understanding of the world and are beyond our imagination. Many fear the unknown, but the truly brave will always seek out the truth.";
- close;
- }
-}
-
-gef_fild07,182,241,0 script #Valkyrie Warp 111,1,1,{
- callfunc "F_UpdateSignVars";
- if ((sign_q == 80) && (countitem(907) > 3) && (countitem(953) > 11) && (countitem(7013) > 364)) {
- mes "^6B8E23It seems that";
- mes "something in the";
- mes "vicinity is reacting";
- mes "with the Sobbing Starlight";
- mes "in your possession. Perhaps";
- mes "you can find it nearby...^000000";
- close;
- }
-
-OnTouch:
- if ((sign_q == 80) && (countitem(907) > 3) && (countitem(953) > 11) && (countitem(7013) > 364)) {
- mes "["+strcharinfo(0)+"]";
- mes "What the...?";
- mes "What's happening?!";
- specialeffect2 EF_BEGINSPELL6;
- next;
- mes "^3355FFFor some reason, in";
- mes "this particular spot, the";
- mes "Sobbing Starlight is reacting";
- mes "with the Resin, Stone Hearts";
- mes "and Coral Reefs that you're";
- mes "holding. All the objects are";
- mes "violently resonating...^000000";
- specialeffect2 EF_ENHANCE;
- next;
- mes "^3355FFAll of a sudden these";
- mes "objects emit a bright flash";
- mes "of light that envelops your";
- mes "entire body, then you gently";
- mes "fall into unconsciousness...^000000";
- specialeffect2 EF_FLASHER;
- next;
- delitem 907,4; //Resin
- delitem 953,12; //Stone_Heart
- delitem 7013,365; //Coral_Reef
- set sign_q,81;
- warp "himinn",49,10;
- end;
- }
- else if (sign_q == 203) {
- mes "^3355FFNothing seems to";
- mes "happen when you";
- mes "approach this area now.^000000";
- close;
- }
- else if (sign_q > 80) {
- warp "himinn",49,10;
- }
- end;
-}
-
-himinn,48,86,5 script Valkyrie#sign 811,{
- callfunc "F_UpdateSignVars";
- mes "[Valkyrie Sandra]";
- if (sign_q < 81) {
- mes "Only the chosen";
- mes "can enter this place.";
- mes "I will not ask how you've";
- mes "gained entrance, but I will";
- mes "require you to leave.";
- close2;
- warp "gef_fild07",180,242;
- end;
- }
- else if (sign_q == 81) {
- mes "Welcome, "+strcharinfo(0)+",";
- mes "to this realm of holiness.";
- mes "You have endured great difficulty and tested your courage to obtain the Sobbing Starlight, which will be the certificate for your test.";
- next;
- select("Test...?");
- mes "[Valkyrie Sandra]";
- mes "The gods have decided that";
- mes "you are worthy of undergoing";
- mes "a special test that will judge";
- mes "your merits. If you are a true";
- mes "hero who is pure of heart,";
- mes "you will certainly succeed...";
- next;
- mes "[Valkyrie Sandra]";
- mes "Now, there is a critical";
- mes "situation in the ^FF0000realm where";
- mes "the fallen warriors dwell^000000. The";
- mes "gods wish for you to restore the balance by quelling a specific";
- mes "evil influence in that place.";
- next;
- mes "[Valkyrie Sandra]";
- mes "There will be many obstacles.";
- mes "First, the fallen, who will target their anger and hatred towards";
- mes "you. Where they have failed to";
- mes "enter Valhalla, you have a rare";
- mes "and wondrous opportunity...";
- next;
- mes "[Valkyrie Sandra]";
- mes "Secondly, and more";
- mes "importantly, you must find";
- mes "this evil influence on your";
- mes "own. This will judge your";
- mes "ability to discern good from evil. Do not trust appearances...";
- next;
- mes "[Valkyrie Sandra]";
- mes "This is your task.";
- mes "I cannot tell you more.";
- mes "It is now your duty to";
- mes "travel there and ferret";
- mes "out true darkness from";
- mes "one of the hearts there...";
- set sign_q,82;
- percentheal 100,100;
- if (BaseLevel < 56) getexp 900,0;
- else if ((BaseLevel > 55) && (BaseLevel < 61)) getexp 1200,0;
- else if ((BaseLevel > 60) && (BaseLevel < 66)) getexp 2000,0;
- else if ((BaseLevel > 65) && (BaseLevel < 71)) getexp 3500,0;
- else if ((BaseLevel > 70) && (BaseLevel < 76)) getexp 7000,0;
- else if ((BaseLevel > 75) && (BaseLevel < 81)) getexp 12000,0;
- else if ((BaseLevel > 80) && (BaseLevel < 86)) getexp 16000,0;
- else if ((BaseLevel > 85) && (BaseLevel < 91)) getexp 21000,0;
- else if (BaseLevel > 90) getexp 35000,0;
- close2;
- warp "geffen",120,100;
- end;
- }
- else if (sign_q < 95) {
- mes "I commend your ability";
- mes "to survive in the realm";
- mes "of the dead. I imagine it";
- mes "must be very difficult for";
- mes "a mortal to endure its cruelty.";
- close;
- }
- else if (sign_q == 95) {
- mes "Regrettably, I can't really";
- mes "provide any answers for you.";
- mes "You must overcome the ordeals";
- mes "of the gods on your own. All I can do is offer my guidance and prayer. ^FFFFFFcobo^000000";
- next;
- mes "[Valkyrie Sandra]";
- mes "Remember that the";
- mes "demonstration of your belief,";
- mes "rather than the decision to";
- mes "blindly adhere to faith, is";
- mes "what the gods want to see.";
- next;
- mes "[Valkyrie Sandra]";
- mes "Always step forward";
- mes "with wisdom and courage.";
- mes "That is all I can tell you.";
- set sign_q,96;
- close;
- }
- else if ((sign_q == 129) || (sign_q == 130)) {
- mes "Welcome back.";
- mes "Not only have you passed the trials that the gods have set for you, you have tested your courage in the realm of the dead and protected Rune-Midgard from attack.";
- next;
- mes "[Valkyrie Sandra]";
- mes "I'm pleased to announce that the gods have been watching you and decided to invite you to Valhalla. However, Rune-Midgard still has great need of you.";
- next;
- mes "[Valkyrie Sandra]";
- mes "As a symbol of this promise to invite you to Valhalla, you shall be rewarded with 'The Sign' which will show all others that you are a great warrior whose courage was tested by the gods themselves.";
- next;
- mes "[Valkyrie Sandra]";
- mes "Congratulations,";
- mes ""+ strcharinfo(0) +". Verily,";
- mes "you are an honorable";
- mes "hero worthy of praise!";
- set sign_q,137;
- getitem 7314,1; //The_Sign
- close;
- }
- else if (sign_q < 150) {
- mes "The gods are watching";
- mes "you. Prove your courage,";
- mes "and at that moment, you";
- mes "will earn the honor of being";
- mes "selected by the gods.";
- close;
- }
- else if ((sign_q > 199) && (sign_q < 202)) {
- mes "You have yet to";
- mes "fully prove your courage.";
- mes "Once you do, you will be";
- mes "summoned by the gods.";
- close;
- }
- else if (sign_q == 202) {
- mes "The gods are disappointed";
- mes "in what you have decided to";
- mes "do. Unfortunately, you have";
- mes "been banished from Valhalla";
- mes "and this place as well.";
- next;
- mes "[Valkyrie Sandra]";
- mes "Although you have failed,";
- mes "I hope that you find your";
- mes "another way to win back";
- mes "the favor of the gods...";
- set sign_q,203;
- close;
- }
- else {
- if (countitem(7314) < 1) {
- mes "Only the chosen";
- mes "can enter this place.";
- mes "I will not ask how you've";
- mes "gained entrance, but I will";
- mes "require you to leave.";
- close2;
- warp "gef_fild07",180,242;
- end;
- }
- else {
- mes "Great warrior,";
- mes "your time has not yet";
- mes "come. Please focus on";
- mes "your training until you";
- mes "are summoned by the gods...";
- close;
- }
- }
-}
-
-//============================================================
-// The Sign (Part 3)
-//============================================================
-
-que_sign01,196,39,4 script Serin#dummy 90,{
- end;
-
-OnDisable:
-OnInit:
- disablenpc "Serin#dummy";
- end;
-
-OnEnable:
- enablenpc "Serin#dummy";
- end;
-
-Onstart:
- initnpctimer;
- end;
-
-OnTimer3000:
- specialeffect EF_GLASSWALL;
- end;
-
-OnTimer6000:
- specialeffect EF_CRASHEARTH;
- end;
-
-OnTimer9000:
- specialeffect EF_LORD;
- end;
-
-OnTimer13000:
- donpcevent "Serin#dummy::OnDisable";
- donpcevent "Dark Lord#serin::OnEnable";
- donpcevent "Serin#serin::OnEnable";
- stopnpctimer;
- end;
-}
-
-que_sign01,196,44,4 script Dark Lord#serin 737,{
- end;
-
-OnDisable:
-OnInit:
- disablenpc "Dark Lord#serin";
- end;
-
-OnEnable:
- enablenpc "Dark Lord#serin";
- end;
-}
-
-que_sign01,196,39,4 script Serin#serin 90,{
- callfunc "F_UpdateSignVars";
- if (sign_q < 132) {
- mes "[Serin]";
- mes "....?";
- close;
- }
- else if (sign_q == 132) {
- mes "[Serin]";
- mes "As its magic power grows,";
- mes "the Magic Circle is nearing completion. The symbol which I've asked you for is the last material needed for summoning Dark Lord.";
- next;
- mes "[Serin]";
- mes "However, the power of that";
- mes "symbol can be used to complete";
- mes "the Magic Circle or destroy it.";
- mes "Would you hand it over to me?";
- mes "I choose to destroy this...";
- next;
- mes "[Serin]";
- mes "Please...";
- mes "Let me have the symbol.";
- next;
- select("Give Serin the symbol.");
- mes "[Serin]";
- mes "This could be";
- mes "pretty dangerous";
- mes "so please step back...";
- delitem 7305,1; //Authority_Of_Nine_World
- set sign_q,133;
- donpcevent "Serin#dummy::OnEnable";
- donpcevent "Serin#dummy::Onstart";
- donpcevent "Serin#serin::OnDisable";
- close;
- }
- else if (sign_q == 133) {
- mes "[Serin]";
- mes "I'm sorry.";
- mes "But I have to do this";
- mes "to summon Dark Lord.";
- next;
- select("But why...?");
- mes "[Serin]";
- mes "It was never the witch";
- mes "that wanted Dark Lord summoned,";
- mes "but me. I've always wanted to return to my human form. I'm sick and tired of being bound here in Niflheim!";
- next;
- mes "[Serin]";
- mes "Unfortunately, the symbol";
- mes "which Lady Hell gave you is";
- mes "limited to a one time use. Its";
- mes "power wasn't enough to bring me";
- mes "back, so summoning Dark Lord is";
- mes "my last chance.";
- next;
- select("But if Dark Lord comes to Rune-Midgard...");
- mes "[Serin]";
- mes "Oh, I'm pretty sure of";
- mes "what will happen if Dark Lord";
- mes "enters the realm of the living. He'll destroy Rune-Midgard and bring death to thousands and thousands of people.";
- next;
- mes "[Serin]";
- mes "So if I came back to life";
- mes "and everyone else were dead,";
- mes "However, by summoning Dark Lord,";
- mes "you might be thinking it'd be pretty pointless for me to come back. But you know what? I don't care.";
- next;
- mes "[Serin]";
- mes "The living don't appreciate";
- mes "what they have, so they ought";
- mes "to be punished. They can all go to Niflheim while I enjoy the warmth of the sun and the fresh outside air.";
- next;
- mes "[Serin]";
- mes "Maybe you might not";
- mes "pity my situation since you've";
- mes "never been bound to Niflheim,";
- mes "but I'm begging you. Don't get";
- mes "in my way.";
- next;
- switch(select("Alright. I'll let you go.:No, you have to be stopped.")) {
- case 1:
- mes "[Serin]";
- mes "Are you really willing";
- mes "to throw so much away for";
- mes "my sake? You do understand";
- mes "that you'll be failing the ordeals set before you by the gods...";
- next;
- switch(select("I changed my mind for Rune-Midgard.:I do, and it's alright...")) {
- case 1:
- mes "[Serin]";
- mes "...";
- mes "I really don't want to fight you,";
- mes "but I've come too far to give up now. If you insist on interfering, then you leave me no choice...";
- next;
- donpcevent "Dark Lord#serin::OnEnable";
- mes "[Dark Lord]";
- mes "^330033Insolent mortal!";
- mes "Do you really think";
- mes "you have a chance of";
- mes "stopping me? Hmpf.";
- mes "Every fool must learn.";
- mes "Prepare to die!^000000";
- set sign_q,134;
- donpcevent "Serin#serin::OnDisable";
- donpcevent "Dark Lord#serin::OnDisable";
- donpcevent "CallMonster#serin::Oncall";
- close;
- case 2:
- mes "[Serin]";
- mes "The least I can";
- mes "do is send you back";
- mes "to Rune-Midgard and";
- mes "ask the Dark Lord to spare";
- mes "you. Thank you so much...";
- set sign_q,200;
- getexp 20000,0;
- set $@sign_w2,0;
- donpcevent "Dark Lord#serin::OnDisable";
- close2;
- warp "umbala",132,203;
- end;
- }
- case 2:
- mes "[Serin]";
- mes "...";
- mes "I really don't want to fight you,";
- mes "but I've come too far to give up now. If you insist on interfering, then you leave me no choice...";
- next;
- emotion e_gg,0,"Dark Lord#serin";
- mes "[Dark Lord]";
- mes "^330033Insolent mortal!";
- mes "Do you really think";
- mes "you have a chance of";
- mes "stopping me? Hmpf.";
- mes "Every fool must learn.";
- mes "Prepare to die!^000000";
- set sign_q,134;
- donpcevent "Serin#serin::OnDisable";
- donpcevent "Dark Lord#serin::OnDisable";
- donpcevent "CallMonster#serin::Oncall";
- close;
- }
- }
- else if (sign_q == 134) {
- mes "[Serin]";
- mes "I see now.";
- mes "Soon, I'll lose my memories";
- mes "and remain dead in Niflheim.";
- mes "Just like all the others. Still,";
- mes "may I ask you one question?";
- next;
- mes "[Serin]";
- mes "With that symbol, you";
- mes "could order the dead to do";
- mes "whatever you want. Why didn't";
- mes "you use it to command me to quit?";
- next;
- mes "[Serin]";
- mes "...";
- mes "......";
- mes "..........";
- next;
- mes "[Serin]";
- mes "I see it now.";
- mes "The kindness in your eyes";
- mes "tells me everything. You wanted to give me another chance. But in the end, I managed to destroy the";
- mes "chance you had given me.";
- next;
- mes "[Serin]";
- mes "Even though I'm nothing but";
- mes "a spirit now, it was an honor";
- mes "for me to meet somebody like you. Although I'll lose my memories, I'll try not to forget you.";
- next;
- mes "[Serin]";
- mes "My memories of your";
- mes "courage and kindness";
- mes "are more precious to";
- mes "me than life itself.";
- next;
- mes "[Serin]";
- mes "Farewell, now.";
- mes "And good luck on";
- mes "your travels, my friend...";
- set sign_q,135;
- close;
- }
- else if (sign_q == 135) {
- mes "^3355FFYou helped the";
- mes "unconscious Serin";
- mes "and returned to Niflheim.^000000";
- close2;
- set sign_q,136;
- set $@sign_w2,0;
- warp "que_sign01",117,137;
- end;
- }
- else if (sign_q == 199) {
- set .@fail_s1,rand(1,800);
- set .@fail_s2,rand(1,700);
- set .@fail_s3,rand(1,600);
- set .@fail_s4,rand(1,500);
- set .@fail_s5,rand(1,400);
- if (countitem(2643) == 1) {
- if (((sign_sq == 0) && (.@fail_s3 == 356)) || ((sign_sq == 1) && (.@fail_s2 == 356)) || (.@fail_s1 == 356)) {
- set sign_q,200;
- mes "[Serin]";
- mes "Even though you tried";
- mes "to stop me, I still don't wish";
- mes "to take your life. I understand";
- mes "that you've merely trying to";
- mes "protect your Rune-Midgard.";
- next;
- mes "[Serin]";
- mes "However...";
- mes "I do not think you";
- mes "have the courage to";
- mes "overcome the ordeals ";
- mes "of the gods. Please don't";
- mes "come here anymore...";
- next;
- mes "[Serin]";
- mes "Farewell...";
- close2;
- set $@sign_w2,0;
- warp "niflheim",30,156;
- end;
- }
- else {
- mes "[Serin]";
- mes "Haven't you";
- mes "given up yet?";
- mes "Please don't";
- mes "try to stop me!";
- close2;
- set sign_q,134;
- donpcevent "Serin#serin::OnDisable";
- donpcevent "Dark Lord#serin::OnDisable";
- donpcevent "CallMonster#serin::Oncall";
- end;
- }
- }
- else {
- if (((sign_sq == 0) && (.@fail_s5 == 356)) || ((sign_sq == 1) && (.@fail_s4 == 356)) || (.@fail_s3 == 356)) {
- set sign_q,200;
- mes "[Serin]";
- mes "Even though you tried";
- mes "to stop me, I still don't wish";
- mes "to take your life. I understand";
- mes "that you've merely trying to";
- mes "protect your Rune-Midgard.";
- next;
- mes "[Serin]";
- mes "However...";
- mes "I do not think you";
- mes "have the courage to";
- mes "overcome the ordeals ";
- mes "of the gods. Please don't";
- mes "come here anymore...";
- next;
- mes "[Serin]";
- mes "Farewell...";
- close2;
- set $@sign_w2,0;
- warp "niflheim",30,156;
- end;
- }
- else {
- mes "[Serin]";
- mes "Haven't you";
- mes "given up yet?";
- mes "Please don't";
- mes "try to stop me!";
- close2;
- set sign_q,134;
- donpcevent "Serin#serin::OnDisable";
- donpcevent "Dark Lord#serin::OnDisable";
- donpcevent "CallMonster#serin::Oncall";
- end;
- }
- }
- }
- else if (sign_q == 200) {
- mes "[Serin]";
- mes "Let me guide";
- mes "you to where";
- mes "you belong.";
- close2;
- warp "umbala",132,203;
- end;
- }
- else {
- mes "..........";
- close;
- }
- end;
-
-OnDisable:
- disablenpc "Serin#serin";
- end;
-
-OnEnable:
- enablenpc "Serin#serin";
- end;
-}
-
-que_sign01,197,195,4 script Serin#witch 90,{
- callfunc "F_UpdateSignVars";
- if (sign_q < 124) {
- mes "[Serin]";
- mes "...";
- mes "......";
- emotion e_dots;
- close;
- }
- else if (sign_q == 124) {
- mes "[Serin]";
- mes "You're finally here.";
- mes "That witch has been watching";
- mes "my every move, so she probably";
- mes "knows what I'm up to by now...";
- next;
- select("Why are you doing this...");
- mes "[Serin]";
- mes "You don't understand";
- mes "the horrific experience";
- mes "of being bound to Niflheim.";
- mes "I'm sick of breathing death";
- mes "and feeding on despair.";
- mes "I want to live again!";
- next;
- select("Is that why you want Dark Lord...?");
- mes "[Serin]";
- mes "Unfortunately, the symbol";
- mes "which Lady Hell gave you is";
- mes "limited to a one time use. Its";
- mes "power wasn't enough to bring me";
- mes "back, so summoning Dark Lord is";
- mes "my last chance.";
- next;
- select("But if Dark Lord comes to Rune-Midgard...");
- mes "[Serin]";
- mes "Oh, I'm pretty sure of";
- mes "what will happen if Dark Lord";
- mes "enters the realm of the living. He'll destroy Rune-Midgard and bring death to thousands and thousands of people.";
- next;
- mes "[Serin]";
- mes "So if I came back to life";
- mes "and everyone else were dead,";
- mes "However, by summoning Dark";
- mes "Lord, you might be thinking it'd be pretty pointless for me to come back. But I don't care.";
- next;
- mes "[Serin]";
- mes "The living don't appreciate";
- mes "what they have, so they ought";
- mes "to be punished. They can all go to Niflheim while I enjoy the warmth of the sun and the fresh outside air. Everyone should die...";
- next;
- mes "[Serin]";
- mes "Maybe you might not";
- mes "pity my situation since you've";
- mes "never been bound to Niflheim,";
- mes "but I'm begging you. Don't get";
- mes "in my way, "+strcharinfo(0)+".";
- next;
- switch(select("I can't let you do this!:Okay, have it your way.")) {
- case 1:
- set sign_q,125;
- close;
- case 2:
- mes "[Serin]";
- mes "Are you really willing";
- mes "to throw so much away for";
- mes "my sake? You do understand";
- mes "that you'll be failing the ordeals set before you by the gods...";
- next;
- switch(select("I changed my mind for Rune-Midgard.:I do, and it's alright...")) {
- case 1:
- set sign_q,125;
- close;
- case 2:
- mes "[Serin]";
- mes "The least I can";
- mes "do is send you back";
- mes "to Rune-Midgard and";
- mes "ask the Dark Lord to spare";
- mes "you. Thank you so much...";
- set sign_q,200;
- getexp 20000,0;
- set $@sign_w1,0;
- close2;
- warp "umbala,",132,203;
- end;
- }
- }
- }
- else if (sign_q == 125) {
- if (countitem(2643) ==1) {
- mes "[Serin]";
- mes "If you think that";
- mes "I can't summon Dark Lord";
- mes "without the symbol, then you're";
- mes "mistaken. I've been collecting";
- mes "the power of despair!";
- next;
- mes "[Serin]";
- mes "Do you remember what";
- mes "happened to the dead that you";
- mes "helped on my behalf? Even if they seemed to have found shelter at first, they cannot escape my";
- mes "deep hollow of despair...";
- next;
- mes "[Serin]";
- mes "And that poor little girl,";
- mes "Alakina Anne? She still";
- mes "hasn't realized that she's dead!";
- next;
- mes "[Serin]";
- mes "You gave her hope,";
- mes "but ultimately, you can't";
- mes "keep your promise to bring her home. Oh, her disappointment";
- mes "must be so crushing...";
- next;
- mes "[Serin]";
- mes "Yes...";
- mes "By trying to help,";
- mes "you gave them nothing";
- mes "but pain, just as I planned.";
- mes "Now I have enough despair";
- mes "to summon Dark Lord!";
- next;
- mes "[Serin]";
- mes "I don't want us to fight,";
- mes "but I can't let you stop me.";
- mes "I've already sold my soul to";
- mes "Dark Lord to become a living";
- mes "human again so I can't give up";
- mes "now! We'll have to battle!";
- close2;
- set sign_q,126;
- donpcevent "CallMonster#witch::Oncall";
- donpcevent "Serin#witch::OnDisable";
- end;
- }
- else {
- mes "[Serin]";
- mes "If you think that";
- mes "I can't summon Dark Lord";
- mes "without the symbol, then you're";
- mes "mistaken. I've been collecting";
- mes "the power of despair!";
- next;
- mes "[Serin]";
- mes "What most adventurers";
- mes "don't know is that many of the";
- mes "souls in Niflheim are simply";
- mes "doomed to suffer. That's the";
- mes "nature of this realm and one";
- mes "of the rules of balance...";
- next;
- mes "[Serin]";
- mes "It was child's play to ask";
- mes "some adventurers to help";
- mes "these souls. But once they learn that these souls can't be helped,";
- mes "it's too late! In failing them, the adventurers add to their despair!";
- next;
- mes "[Serin]";
- mes "And by increasing";
- mes "the despair here, it";
- mes "also adds to the power I'll";
- mes "use to summon Dark Lord!";
- next;
- mes "[Serin]";
- mes "I don't want us to fight,";
- mes "but I can't let you stop me.";
- mes "I've already sold my soul to";
- mes "Dark Lord to become a living";
- mes "human again so I can't give up";
- mes "now! We'll have to battle!";
- close2;
- set sign_q,126;
- donpcevent "CallMonster#witch::Oncall";
- donpcevent "Serin#witch::OnDisable";
- end;
- }
- }
- else if (sign_q == 126) {
- mes "[Serin]";
- mes "I see now.";
- mes "Soon, I'll lose my memories";
- mes "and remain dead in Niflheim.";
- mes "Just like all the others. Still,";
- mes "may I ask you one question?";
- next;
- mes "[Serin]";
- mes "With that symbol, you";
- mes "could order the dead to do";
- mes "whatever you want. Why didn't";
- mes "you use it to command me to quit?";
- next;
- mes "[Serin]";
- mes "...";
- mes "......";
- mes "..........";
- next;
- mes "[Serin]";
- mes "I see it now.";
- mes "The kindness in your eyes";
- mes "tells me everything. You wanted to give me another chance. But in the end, I managed to destroy the";
- mes "chance you had given me.";
- next;
- mes "[Serin]";
- mes "Even though I'm nothing but";
- mes "a spirit now, it was an honor";
- mes "for me to meet somebody like you. Although I'll lose my memories, I'll try not to forget you.";
- next;
- mes "[Serin]";
- mes "My memories of your";
- mes "courage and kindness";
- mes "are more precious to";
- mes "me than life itself.";
- next;
- mes "[Serin]";
- mes "Farewell, now.";
- mes "And good luck on";
- mes "your travels, my friend...";
- delitem 7308,1; //Witch's_Potion
- set sign_q,127;
- close;
- }
- else if (sign_q == 127) {
- mes "^3355FFYou helped the";
- mes "unconscious Serin";
- mes "and returned to Niflheim.^000000";
- close2;
- set sign_q,128;
- set $@sign_w1,0;
- warp "que_sign01",117,137;
- end;
- }
- else if (sign_q == 198) {
- set .@fail_s1,rand(1,1000);
- set .@fail_s2,rand(1,900);
- set .@fail_s3,rand(1,800);
- set .@fail_s4,rand(1,700);
- set .@fail_s5,rand(1,600);
- if (countitem(2643) == 1) {
- if (((sign_sq == 0) && (.@fail_s3 == 356)) || ((sign_sq == 1) && (.@fail_s2 == 356)) || (.@fail_s1 == 356)) {
- delitem 7308,1; //Witch's_Potion
- set sign_q,200;
- mes "[Serin]";
- mes "Even though you tried";
- mes "to stop me, I still don't wish";
- mes "to take your life. I understand";
- mes "that you've merely trying to";
- mes "protect your Rune-Midgard.";
- next;
- mes "[Serin]";
- mes "However...";
- mes "I do not think you";
- mes "have the courage to";
- mes "overcome the ordeals ";
- mes "of the gods. Please don't";
- mes "come here anymore...";
- next;
- mes "^3355FFSerin took";
- mes "1 Witch's Tonic";
- mes "from you.^000000";
- next;
- mes "[Serin]";
- mes "I'm sorry...";
- mes "But I'm taking";
- mes "your Witch's Tonic";
- mes "to help me summon";
- mes "Dark Lord. Farewell...";
- close2;
- set $@sign_w1,0;
- warp "niflheim",30,156;
- end;
- }
- else {
- mes "[Serin]";
- mes "Haven't you";
- mes "given up yet?";
- mes "Please don't";
- mes "try to stop me!";
- close2;
- set sign_q,126;
- donpcevent "Serin#witch::OnDisable";
- donpcevent "CallMonster#witch::Oncall";
- end;
- }
- }
- else {
- if (((sign_sq == 0) && (.@fail_s5 == 356)) || ((sign_sq == 1) && (.@fail_s4 == 356)) || (.@fail_s3 == 356)) {
- delitem 7308,1; //Witch's_Potion
- set sign_q,200;
- mes "[Serin]";
- mes "Even though you tried";
- mes "to stop me, I still don't wish";
- mes "to take your life. I understand";
- mes "that you've merely trying to";
- mes "protect your Rune-Midgard.";
- next;
- mes "[Serin]";
- mes "However...";
- mes "I do not think you";
- mes "have the courage to";
- mes "overcome the ordeals ";
- mes "of the gods. Please don't";
- mes "come here anymore...";
- next;
- mes "^3355FFSerin took";
- mes "1 Witch's Tonic";
- mes "from you.^000000";
- next;
- mes "[Serin]";
- mes "I'm sorry...";
- mes "But I'm taking";
- mes "your Witch's Tonic";
- mes "to help me summon";
- mes "Dark Lord. Farewell...";
- close2;
- set $@sign_w1,0;
- warp "niflheim",30,156;
- end;
- }
- else {
- mes "[Serin]";
- mes "Haven't you";
- mes "given up yet?";
- mes "Please don't";
- mes "try to stop me!";
- close2;
- set sign_q,126;
- donpcevent "Serin#witch::OnDisable";
- donpcevent "CallMonster#witch::Oncall";
- end;
- }
- }
- }
- else if (sign_q == 200) {
- mes "[Serin]";
- mes "Let me guide";
- mes "you to where";
- mes "you belong.";
- mes ".......";
- close2;
- set $@sign_w1,0;
- warp "umbala",132,203;
- end;
- }
- else {
- mes "[Serin]";
- mes ".........";
- close;
- }
- end;
-
-OnDisable:
- disablenpc "Serin#witch";
- end;
-
-OnEnable:
- enablenpc "Serin#witch";
- end;
-}
-
-niflheim,313,70,4 script Pleasant-Featured Lady#s 90,{
- callfunc "F_UpdateSignVars";
- if (sign_q < 82) {
- mes "[Serin]";
- mes "I'm sorry,";
- mes "but you're not";
- mes "the person I'm";
- mes "looking for. No...";
- close;
- }
- else if (sign_q == 82) {
- mes "[Serin]";
- mes "Kind adventurer...";
- mes "You're the one I'm looking";
- mes "for, the one who's been on";
- mes "a long journey to prove";
- if (Sex == 1) {
- mes "his courage.";
- }
- else {
- mes "her courage.";
- }
- next;
- mes "[Serin]";
- mes "Even in the darkness of";
- mes "Niflheim, I can recognize";
- mes "you. You shine out to me like";
- mes "a star! I beg of you, please";
- mes "listen to my story...";
- next;
- switch(select("I'm busy, sorry.:Sure, go ahead.")) {
- case 1:
- mes "[Serin]";
- mes "I know I can't stop";
- mes "you from pursing your";
- mes "path to glory. But if you";
- mes "should change your mind...!";
- close;
- case 2:
- mes "[Serin]";
- mes "Thank you...";
- mes "Now, if you've heard";
- mes "from the others and as";
- mes "you can tell by my appearance,";
- mes "I clearly don't belong here.";
- next;
- mes "[Serin]";
- mes "I might not have";
- mes "the luck to be selected";
- mes "by Valkyrie, but I need";
- mes "your help to get out of";
- mes "here as soon as I can~";
- next;
- switch(select("Er, I'm busy, now that I think about it.:Sure, let's do it.")) {
- case 1:
- mes "[Serin]";
- mes "I know I can't stop";
- mes "you from pursing your";
- mes "path to glory. But if you";
- mes "should change your mind...!";
- close;
- case 2:
- mes "[Serin]";
- mes "I know I'm asking too much";
- mes "of you, but if you'd also help";
- mes "the other unfortunate souls in";
- mes "this place, I'd be truly grateful. Somehow, I think solving their problems will help me get back.";
- next;
- switch(select("Sure, why not?:Why should I help them?")) {
- case 1:
- mes "[Serin]";
- mes "I knew you'd understand!";
- mes "You really are a kind person.";
- mes "Now, in order to help the other";
- mes "misfortunate in Niflheim, you've got to remember to gain their trust first and get close to them, okay?";
- set sign_q,83;
- close;
- case 2:
- mes "[Serin]";
- mes "I... I understand.";
- mes "Although I asked too much in asking you to help the other people here, I was hoping you'd realize that";
- mes "would be the best way to learn clues for a way to escape for now.";
- set sign_q,84;
- close;
- }
- }
- }
- }
- else if (sign_q == 83) {
- if (sign_sq < 8) {
- mes "[Serin]";
- mes "Hmm...?";
- mes "You don't know which";
- mes "people you need to help";
- mes "here in Niflheim? Mmm,";
- mes "let me think about it...";
- next;
- mes "[Serin]";
- mes "In this doomed place,";
- mes "there isn't too much trust";
- mes "amongst some of the people";
- mes "here, but some will share their";
- mes "problems if you ^3355FFapproach them";
- mes "closely^000000, ^3355FFface to face^000000. Okay?";
- next;
- mes "[Serin]";
- mes "In this way, if they talk";
- mes "to you first, they might";
- mes "be more willing to accept";
- mes "help or tell you what you";
- mes "really need to know.";
- mes "I hope this helps...";
- close;
- }
- else if (sign_sq == 8) {
- mes "[Serin]";
- mes "Thank you so much for";
- mes "your help. This is all I have,";
- mes "and it means a lot to me, but";
- mes "I want you to have this ring. It's the only way I can properly express my gratitude for your aid so far.";
- set sign_q,85;
- set sign_sq,0;
- getitem 2642,1; //Serin's_Gold_Ring
- close;
- }
- else {
- mes "[Serin]";
- mes "To the dead,";
- mes "living people";
- mes "are either good";
- mes "prey or good marks.";
- close;
- }
- }
- else if (sign_q == 84) {
- mes "[Serin]";
- mes "Hello, adventurer.";
- mes "How have you been doing?";
- mes "I'm surprised to still see you";
- mes "around this dangerous town.";
- next;
- mes "[Serin]";
- mes "If you wander around";
- mes "Niflheim, you'll find that";
- mes "some of the deceased here are";
- mes "different than most of the others in this town. Please talk to them and see if you can be of any help.";
- set sign_q,87;
- close;
- }
- else if (sign_q == 85) {
- mes "[Serin]";
- mes "There's a Bard in";
- mes "Niflheim with a very";
- mes "sweet, yet melancholy voice.";
- mes "He sings for strangers just";
- mes "like you, adventurer.";
- next;
- mes "[Serin]";
- mes "I think he might know";
- mes "some useful information,";
- mes "so it might be a good";
- mes "idea to speak with him.";
- set sign_q,86;
- close;
- }
- else if (sign_q < 92) {
- mes "[Serin]";
- mes "Hello, "+strcharinfo(0)+",";
- mes "I'm surprised that";
- mes "you've managed to survive";
- mes "here all this time. It's no small feat for a mortal to be able to remain alive in Niflheim...";
- close;
- }
- else if (sign_q == 92) {
- if (countitem(2642) > 0) {
- mes "[Serin]";
- mes "Ah, "+strcharinfo(0)+"~";
- mes "How is everything?";
- mes "Once again, I want to";
- mes "thank you for helping the";
- mes "poor souls in this place.";
- next;
- mes "[Serin]";
- mes "Hmm...?";
- mes "What's with that";
- mes "look on your face?";
- mes "Do you have something";
- mes "you want to ask me?";
- next;
- }
- else {
- mes "[Serin]";
- mes "Ah, "+strcharinfo(0)+"~";
- mes "How is everything?";
- next;
- mes "[Serin]";
- mes "Hmm...?";
- mes "What's with that";
- mes "look on your face?";
- mes "Do you have something";
- mes "you want to ask me?";
- next;
- }
- switch(select("Nothing.:About the Queen of the Dead...")) {
- case 1:
- mes "[Serin]";
- mes "Well, if you ever";
- mes "need my help, please";
- mes "don't hesitate to ask.";
- close;
- case 2:
- mes "[Serin]";
- mes "The Queen of the Dead?";
- mes "Why, she's the ruler of Niflheim.";
- mes "As Loki and Angrboda's last child, she was given complete control of this realm by Odin.";
- next;
- mes "[Serin]";
- mes "She usually rules from her";
- mes "castle, Hell, but sometimes she goes out to tour Niflheim. That's all I really know about her.";
- next;
- select("About the Symbol of Nine Realms");
- mes "[Serin]";
- mes "Oh that...?";
- mes "Sometimes it's called";
- mes "the Voucher of the Dead.";
- mes "Odin gave it to the Queen";
- mes "of the Dead to signify her";
- mes "authority over Niflheim.";
- next;
- mes "[Serin]";
- mes "There are many rumors";
- mes "floating around about that";
- mes "symbol and its abilities, but";
- mes "all we know for sure is that it can be used to command the dead...";
- next;
- select("About Angrboda");
- mes "[Serin]";
- mes "Angrboda...?";
- mes "She's the mother of the";
- mes "Queen of Hell, as well as";
- mes "some of the most powerful";
- mes "monsters in this universe.";
- next;
- mes "[Serin]";
- mes "The gods feared her monstrous";
- mes "children so much that they bound";
- mes "them and sealed Angrboda away.";
- mes "Nothing has been heard";
- mes "of her since...";
- next;
- select("I was told by the Witch that you're...");
- mes "[Serin]";
- mes "Oh, the Witch was";
- mes "talking about me? I'm";
- mes "aware that she doesn't";
- mes "think very highly of me.";
- mes "Then again, it's not like";
- mes "I can trust her either.";
- next;
- mes "[Serin]";
- mes "Well, it can't be helped.";
- mes "At least we both agree that";
- mes "somehow I don't really belong";
- mes "here in Niflheim.";
- emotion e_dots;
- set sign_q,93;
- close;
- }
- }
- else if (sign_q == 93) {
- mes "[Serin]";
- mes "I'm sorry that I sort of";
- mes "rambled on and on that last";
- mes "time we spoke. Now that I think";
- mes "about it, I didn't really give you any information that might have been very useful to you.";
- next;
- mes "[Serin]";
- mes "But lately I've heard that the";
- mes "Queen of the Dead is seeking her";
- mes "mother, Angrboda. It's strange that even the queen, with all of her";
- mes "power, is unable to find her.";
- next;
- mes "[Serin]";
- mes "I have no idea how,";
- mes "but it seems like Angrboda";
- mes "has been sealed away in the";
- mes "world of Rune-Midgard...";
- emotion e_dots;
- set sign_q,94;
- close;
- }
- else if (sign_q == 94) {
- mes "[Serin]";
- mes "I've told you";
- mes "everything I know.";
- mes "But if you want to learn more";
- mes "about Angrboda, you probably need to talk to someone who actually communicates with the gods.";
- next;
- mes "[Serin]";
- mes "Perhaps Valkyrie";
- mes "or someone who actually";
- mes "lived in Asgard may know";
- mes "more about where Angrboda";
- mes "is sealed away.";
- next;
- mes "[Serin]";
- mes "Also, why would you want";
- mes "the Symbol of the Nine Realms?";
- mes "It's a very dangerous object that could cause a lot of trouble if it fell into the wrong hands...";
- next;
- switch(select("What do you mean??:Don't worry, it won't.")) {
- case 1:
- mes "[Serin]";
- mes "There are plenty of dead";
- mes "people in Niflheim that are";
- mes "driven by regret and despair.";
- mes "The rage of being dead may result in some of them performing horrific deeds if they had the symbol.";
- next;
- switch(select("Then what should I do?:Thanks for the concern, but I'm not worried.")) {
- case 1:
- mes "[Serin]";
- mes "I really think that you";
- mes "should bring that symbol";
- mes "to me before you show it to anybody else. Then, I want you to know why I really need its power.";
- next;
- mes "[Serin]";
- mes "I can't explain myself";
- mes "now, but I want to use the";
- mes "power of the symbol to do";
- mes "something really helpful";
- mes "for you. You'll just need";
- mes "to trust me on this.";
- next;
- select("I'll think about it.");
- mes "[Serin]";
- mes "Then I will";
- mes "wait for you here.";
- set sign_q,95;
- close;
- case 2:
- mes "[Serin]";
- mes "Alright...";
- mes "It's your decision.";
- set sign_q,95;
- close;
- }
- case 2:
- mes "[Serin]";
- mes "Ah...";
- mes "Alright, I suppose";
- mes "that if you're worthy";
- mes "of obtaining the symbol,";
- mes "you should also be able";
- mes "to protect it from abuse.";
- set sign_q,95;
- close;
- }
- }
- else if (sign_q < 118) {
- mes "[Serin]";
- mes "If you obtain the";
- mes "Symbol of Nine Realms,";
- mes "please bring it to me";
- mes "right away, "+strcharinfo(0)+".";
- close;
- }
- else if (sign_q == 118) {
- mes "[Serin]";
- mes "Yes...";
- mes "This is the Symbol of the";
- mes "Nine Realms. It only has enough";
- mes "power for one use, but it's still not easy to get this. Now, what were you planning to use this for?";
- next;
- select("Tell her your story.");
- mes "[Serin]";
- mes "Ah, so you're here";
- mes "in Niflheim to overcome";
- mes "the ordeals of the gods and";
- mes "prove your courage to Valkyrie.";
- next;
- mes "[Serin]";
- mes "So wait...";
- mes "You've obtained that symbol";
- mes "just for that witch? This may";
- mes "seem rude, but I want to tell";
- mes "you exactly how I feel about her.";
- next;
- mes "[Serin]";
- mes "Isn't it suspicious that she";
- mes "hasn't explained her intentions to you? The Symbol of Nine Realms";
- mes "is one of the most powerful objects in Niflheim. Whatever she's planning has to be large scale.";
- next;
- mes "[Serin]";
- mes "Then, there's that Metz Brayde.";
- mes "Do you really believe that after he completes his research, he'll just give it back to you? You can't just trust someone to hold an object of enormous power and give it back!";
- next;
- switch(select("W-what should I do?:I can't believe this!")) {
- case 1:
- mes "[Serin]";
- mes "Well, I can't really tell";
- mes "you what to do, but I don't think it's a good idea to let that witch have the Symbol of Nine Realms. There's no telling what she'll";
- mes "use its power for.";
- next;
- mes "[Serin]";
- mes "Actually...";
- mes "There is this rumor";
- mes "going around, but I don't";
- mes "know if you want to hear it...";
- set sign_q,131;
- close;
- case 2:
- mes "[Serin]";
- mes "I'm sorry if you were offended.";
- mes "I know I can't really convince you to believe anything, but please understand that I just don't want anyone to take advantage of you. Forgive my rudeness.";
- close;
- }
- }
- else if (sign_q < 129) {
- mes "^3355FFThis is only";
- mes "a lingering trace";
- mes "of Serin, a manifestation";
- mes "of her definitive memory.^000000";
- close;
- }
- else if (sign_q == 129) {
- mes "[Serin]";
- mes "...";
- mes "......";
- next;
- mes "[Serin]";
- mes "...";
- mes "......";
- mes "..........";
- if (countitem(2643) == 1) {
- next;
- switch(select("Give Serin her ring.:Keep the ring.")) {
- case 1:
- mes "[Serin]";
- mes "...";
- mes "......";
- mes ".............";
- next;
- mes "[Serin]";
- mes "...."+strcharinfo(0)+".....";
- mes "I don't want to forget you.";
- mes "I can forget my obsession with";
- mes "life and all my other memories,";
- mes "But if I can keep just one memory, I want it to be of your kindness.";
- next;
- mes "[Serin]";
- mes "Even now, you're still";
- mes "so very kind to me. Thank";
- mes "you for giving back my ring,";
- mes "my most precious possession.";
- mes "Thank you, thank you...";
- emotion e_sob;
- next;
- mes "^3355FFThe sound of Serin's voice";
- mes "softened and when it grew silent, her eyes blankly stared ahead as";
- mes "if she were in a trance. It looks like she has already forgotten";
- mes "everything...^000000";
- next;
- mes "^3355FFBut Serin has also been able";
- mes "to forget her sadness. The tears streaked across her cheeks and";
- mes "the faint smile on her lips tell you that her memories of you";
- mes "will always remain in her heart.^000000";
- delitem 2643,1; //Serin's_Gold_Ring_
- getexp 50000,0;
- close;
- case 2:
- emotion e_sob;
- close;
- }
- }
- else {
- emotion e_sob;
- close;
- }
- }
- else if (sign_q == 130) {
- mes "[Serin]";
- mes "...........";
- emotion e_sob;
- next;
- mes "[Serin]";
- mes "...........";
- emotion e_dots;
- next;
- mes "[Serin]";
- mes "...........";
- emotion e_dots;
- next;
- mes "[Serin]";
- mes "...........";
- emotion e_sob;
- close;
- }
- else if (sign_q == 131) {
- mes "[Serin]";
- mes "........";
- next;
- select("Tell me the rumors about the witch.");
- next;
- mes "[Serin]";
- mes "Well, I've heard that the witch has been hiding deep in Niflheim and will only speak to those who pass her test. Apparently, she's been preparing some sort of ritual";
- mes "to gain more power...";
- next;
- mes "[Serin]";
- mes "It's almost too horrible";
- mes "to believe, but I think that";
- mes "she's preparing the ritual to";
- mes "summon Dark Lord, ruler of";
- mes "the Realm of Fiends.";
- next;
- select("Dark Lord...?");
- mes "[Serin]";
- mes "Well, most people don't";
- mes "know this, but Dark Lord";
- mes "comes from the Realm of Fiends.";
- mes "In his own domain, he's so powerful that even the gods fear his might.";
- next;
- mes "[Serin]";
- mes "Now, sometimes Dark Lord can";
- mes "enter the world of Rune-Midgard, but only in a manifestation that represents just a small portion";
- mes "of his full power.";
- next;
- mes "[Serin]";
- mes "You see, it takes too much energy to travel from the Realm of Fiends to Rune-Midgard. And since the life force in Rune-Midgard conflicts with his powers, Dark Lord can't reach your world directly.";
- next;
- select("Wouldn't Lady Hell stop him?");
- mes "[Serin]";
- mes "Well, Dark Lord only wants";
- mes "Rune-Midgard, so the Queen of the Dead doesn't feel threatened about her control of Niflheim.";
- next;
- mes "[Serin]";
- mes "In fact, I'm sure she's aware";
- mes "that Dark Lord will cause thousands of deaths in Rune-Midgard, meaning that there would be thousands more souls for her to rule over. So it's not to her advantage to stop him.";
- next;
- select("Then what should we do...?");
- mes "[Serin]";
- mes "No matter what the cost,";
- mes "we've got to stop her from";
- mes "summoning Dark Lord in order";
- mes "to protect Rune-Midgard from";
- mes "total annihiliation.";
- next;
- mes "[Serin]";
- mes "I used to be a pretty";
- mes "skilled Wizard, so I know";
- mes "that she needs to draw a really huge magic circle in Niflheim if she wants to summon Dark Lord.";
- next;
- select("Can you tell me where?");
- mes "[Serin]";
- mes "Well, there are certain rules";
- mes "and conditions to perform the summoning. There aren't any spaces wide enough in the Valley of Gyoll, and Niflheim's entrance is watched by too many people...";
- next;
- mes "[Serin]";
- mes "Now, if I were to summon";
- mes "Dark Lord, I would probably";
- mes "do it somewhere inside town";
- mes "to avoid attention. Hmmm...";
- mes "I'll send you there once I figure out where the circle might be.";
- set sign_q,132;
- close;
- }
- else if (sign_q == 132) {
- if ($@sign_w2 == 1) {
- mes "[Serin]";
- mes "I need to finish";
- mes "my preparations to send";
- mes "you to the magic circle,";
- mes "so I need a little more time...";
- close;
- }
- mes "[Serin]";
- mes "Alright...";
- mes "So are you";
- mes "ready to leave?";
- next;
- switch(select("Yes:Not yet")) {
- case 1:
- mes "[Serin]";
- mes "Okay~";
- mes "Let's go...";
- close2;
- set $@sign_w2,1;
- warp "que_sign01",199,36;
- end;
- case 2:
- close;
- }
- }
- else if ((sign_q < 135) || (sign_q == 199)) {
- if ($@sign_w2 == 1) {
- mes "[Serin]";
- mes "My preparations";
- mes "are taking longer";
- mes "than I thought. Would";
- mes "you wait a little while?";
- close;
- }
- mes "^3355FFThis is just a lingering";
- mes "trace of Serin, an impression";
- mes "of her soul and memories that";
- mes "you can still sense somehow.^000000";
- next;
- switch(select("Follow the trace.:Ignore it.")) {
- case 1:
- close2;
- set sign_q,199;
- set $@sign_w2,1;
- warp "que_sign01",199,36;
- end;
- case 2:
- close;
- }
- }
- else if (sign_q < 137) {
- mes "[Serin]";
- mes "...";
- mes "......";
- mes "W-who...";
- mes "Who are you?";
- emotion e_dots;
- close;
- }
- else if (sign_q > 199) {
- mes "^3355FFThis is just a lingering";
- mes "trace of Serin, an impression";
- mes "of her soul and memories that";
- mes "you can still sense somehow.";
- mes "What could have happened to her?^000000";
- if (countitem(2642) > 0) {
- next;
- mes "^33555FFSuddenly, Serin's";
- mes "gold ring sparkled";
- mes "with a soft glow and";
- mes "faded away.^000000";
- delitem 2642,1; //Serin's_Gold_Ring
- close;
- }
- close;
- }
- else {
- if (countitem(2642) > 0) {
- mes "[Serin]";
- mes "Thank you...";
- emotion e_sob;
- delitem 2642,1; //Serin's_Gold_Ring
- next;
- mes "^3355FFYou returned";
- mes "Serin's gold ring.^000000";
- close;
- }
- mes "[Serin]";
- mes "...";
- mes "......";
- emotion e_dots;
- close;
- }
-}
-
-que_sign01,122,141,4 script Witch#s 792,{
- callfunc "F_UpdateSignVars";
- if (checkweight(1201,1) == 0) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you loose some weight. -";
- close;
- }
- mes "[Kirkena]";
- if ((countitem(7313) == 1) && ((sign_q != 124) || (sign_q != 125) || (sign_q != 126))) {
- mes "That Witch's Medal...";
- mes "You must be here to";
- mes "help your friend take";
- mes "care of Serin. Are you";
- mes "ready to go, "+strcharinfo(0)+"?";
- next;
- switch(select("Yes.:Not yet...")) {
- case 1:
- switch(select("Go directly to Serin:Path Towards Serin")) {
- case 1:
- mes "[Kirkena]";
- mes "Thank you";
- mes "for your help.";
- mes "Serin's threat may";
- mes "be too much for just";
- mes "one adventurer alone...";
- close2;
- warp "que_sign01",195,189;
- end;
- case 2:
- mes "[Kirkena]";
- mes "Thank you";
- mes "for your help.";
- mes "Serin's threat may";
- mes "be too much for just";
- mes "one adventurer alone...";
- close2;
- warp "que_sign02",35,313;
- end;
- }
- case 2:
- mes "[Kirkena]";
- mes "Please hurry...";
- mes "Time is of the essence...";
- close;
- }
- }
- if (sign_q == 90) {
- if (countitem(2642) == 1) {
- mes "That bastard stole";
- mes "two spell books from me.";
- mes "You've brought one of them";
- mes "back, but the other book";
- mes "is still missing.";
- next;
- mes "[Kirkena]";
- mes "Would you please";
- mes "retrieve my other";
- mes "spell book for me,";
- mes "adventurer?";
- set sign_sq,0;
- close;
- }
- else {
- mes "Some bastard stole";
- mes "two of my spell books.";
- mes "I'd be grateful if you can";
- mes "find him in Niflheim and";
- mes "bring my books back to me.";
- close;
- }
- }
- else if (sign_q == 91) {
- if (countitem(7304) > 0) {
- mes "Once that fool stole my spell";
- mes "books, he was cursed after he";
- mes "cast those spells without my";
- mes "permission. I'm so relieved to";
- mes "finally hold these in my";
- mes "hands again.";
- next;
- mes "[Kirkena]";
- mes "Now mortal...";
- mes "Why is it that";
- mes "you've come to see me?";
- mes "I'm sure that there must";
- mes "be something you want.";
- next;
- select("He asked me to see you for....");
- mes "[Kirkena]";
- mes "As I expected,";
- mes "there is something behind";
- mes "all of this. Now, you may";
- mes "know where you are, but";
- mes "do you understand why";
- mes "the dead are here?";
- next;
- mes "[Kirkena]";
- mes "This realm is a place";
- mes "for warriors that have failed";
- mes "to prove their courage. Keep in";
- mes "mind that it's not too late for";
- mes "you to join their ranks.";
- next;
- mes "[Kirkena]";
- mes "The realm of Niflheim";
- mes "is ruled by the Queen of the";
- mes "Dead. Sometimes she appears";
- mes "in her shining armor and makes the rounds. Everyone who sees her is stunned by the image of authority.";
- next;
- mes "[Kirkena]";
- mes "Now...";
- mes "What I need you to do is";
- mes "ask the Queen of the Dead";
- mes "for the Symbol of Nine Realms.";
- next;
- select("What is that?");
- mes "[Kirkena]";
- mes "The symbol acts as";
- mes "a voucher of the queen's";
- mes "authority and represents her";
- mes "undeniable right to rule over";
- mes "the dead. But right now, I can't";
- mes "explain why I need it.";
- next;
- mes "[Kirkena]";
- mes "I'll tell you why I need";
- mes "it once you bring me the";
- mes "queen's symbol. Now, please";
- mes "keep this secret and tell no one that I asked you to bring the symbol to me.";
- next;
- select("How am I supposed to get the symbol?");
- mes "[Kirkena]";
- mes "Taking the symbol";
- mes "by force is out of the";
- mes "question. Not even the gods";
- mes "would consider battling the";
- mes "Queen of the Dead.";
- next;
- mes "[Kirkena]";
- mes "You will need to";
- mes "earn the queen's favor";
- mes "in order to even have";
- mes "a chance of obtaining";
- mes "the Symbol of Nine Realms.";
- next;
- mes "[Kirkena]";
- mes "Now, there is a rumor";
- mes "that the Queen of the Dead";
- mes "is searching for her lost mother, Angrboda. Now, if you could find where Angrboda has been";
- mes "sealed away...";
- delitem 7304,1; //Witch's_Spell_Book
- set sign_q,92;
- close;
- }
- else {
- mes "Hmm...?";
- mes "Why haven't you";
- mes "brought my books";
- mes "back to me yet?";
- emotion e_pif;
- close;
- }
- }
- else if (sign_q == 92) {
- if (rand(1,10) < 9) {
- mes "If you need to learn more";
- mes "about Angrboda, why don't you";
- mes "just ask around? I'm sure that";
- mes "everyone is aware that the queen";
- mes "is searching for her mother.";
- next;
- mes "[Kirkena]";
- mes "Once again, don't let";
- mes "anyone know that I've asked";
- mes "you to bring me the Symbol of";
- mes "the Nine Realms. I especially";
- mes "don't want Serin to find out.";
- next;
- mes "[Kirkena]";
- mes "If I can help it,";
- mes "I won't tolerate";
- mes "Serin's presense here";
- mes "in Niflheim. If I could";
- mes "banish her, I'd do it!";
- close;
- }
- else {
- mes "I almost hate";
- mes "suggesting it, but";
- mes "I think Serin might";
- mes "have some information";
- mes "on Angrboda's whereabouts.";
- next;
- mes "[Kirkena]";
- mes "But remember to be";
- mes "careful around her.";
- mes "Something about that";
- mes "Serin isn't quite right...";
- close;
- }
- }
- else if (sign_q < 118) {
- mes "It may be almost";
- mes "impossible to obtain";
- mes "the Symbol of Nine Realms.";
- mes "Still, you and I both need it.";
- next;
- mes "[Kirkena]";
- mes "I hope you understand";
- mes "that the symbol is more";
- mes "than just a mere voucher.";
- mes "It actually contains";
- mes "enormous power...";
- close;
- }
- else if (sign_q == 118) {
- mes "The Symbol of Nine Realms?";
- mes "How were you able to get that?!";
- mes "Ah, you must have found the Queen of the Dead's mother, Angrboda, right? Great work~";
- next;
- mes "[Kirkena]";
- mes "Now, if you'll just";
- mes "hand me the symbol, I'll tell";
- mes "you what we need to do next.";
- next;
- switch(select("Give the symbol.:Don't give the symbol.")) {
- case 1:
- mes "[Kirkena]";
- mes "Listen carefully.";
- mes "Since you were actually";
- mes "able to get the symbol, I believe that you're the only person capable of performing this next task.";
- next;
- mes "[Kirkena]";
- mes "We're going to use this";
- mes "symbol to create something,";
- mes "but we need one last item.";
- mes "I need you to find something";
- mes "imbued with Serin's vibes.";
- next;
- mes "[Kirkena]";
- mes "Serin's already hid herself";
- mes "deep within Niffleim, but I'm";
- mes "sure you can find something";
- mes "if you can find any remaining";
- mes "trace of her.";
- delitem 7305,1; //Authority_Of_Nine_World
- set sign_q,119;
- close;
- case 2:
- mes "[Kirkena]";
- mes "Huh...?";
- mes "Don't tell me that";
- mes "you've taken that wench's";
- mes "side! Well, I won't take the";
- mes "symbol against your will, but";
- mes "you better think this over...";
- emotion e_dots;
- close;
- }
- }
- else if (sign_q == 119) {
- if (countitem(2642) > 0) {
- mes "This is Serin's gold ring?";
- mes "Excellent, this has been";
- mes "strongly infused with her";
- mes "vibes. It's really tough to find something like this that resonates so strongly with its owner.";
- delitem 2642,1; //Serin's_Gold_Ring
- set sign_q,120;
- close;
- }
- else {
- mes "Hmm, you don't have";
- mes "anything related to Serin.";
- mes "This isn't good. She's hid";
- mes "herself already and it might";
- mes "be too late to find any trace of her. I'll have to do something...";
- set sign_q,121;
- close;
- }
- }
- else if ((sign_q == 120) || (sign_q == 121)) {
- mes "Now that the potion I'm";
- mes "making is being processed,";
- mes "I can finally tell you what";
- mes "I've been trying to do with";
- mes "the objects I've asked you";
- mes "to get for me.";
- next;
- mes "[Kirkena]";
- mes "I didn't explain the";
- mes "reason I wanted the Symbol";
- mes "of Nine Realms to prevent Serin";
- mes "from getting suspicious and forcing you to reveal my plans. You see, Serin isn't fit for Niflheim.";
- next;
- mes "[Kirkena]";
- mes "Although she's in the";
- mes "world of the dead, Serin";
- mes "has never accepted death and";
- mes "has desired to return to life. Of course, that's the natural response for everyone that comes here...";
- next;
- mes "[Kirkena]";
- mes "However, unlike the others";
- mes "who have despaired, lost";
- mes "hope and accepted their fate,";
- mes "Serin has never given up her hope to return to life. With her hope, she retains her beauty and light.";
- next;
- mes "[Kirkena]";
- mes "But she's only denying";
- mes "the fate she deserves.";
- mes "What she's trying to do";
- mes "is wrong and we need to";
- mes "stop her before it's too late.";
- next;
- while(1) {
- switch(select("What does she want?:What is she going to do?:What should I do?")) {
- case 1:
- mes "[Kirkena]";
- mes "Make no mistake:";
- mes "Serin wants the Symbol";
- mes "of the Nine Realms. ";
- next;
- mes "[Kirkena]";
- mes "Now, if she could use it";
- mes "multiple times, she could just";
- mes "command the guards of Niflheim";
- mes "to just let her pass and re-enter the world of the living. But your symbol can be used just once...";
- next;
- set .@kir_talk1,1;
- if ((.@kir_talk1 == 1) && (.@kir_talk2 == 1) && (.@kir_talk3 == 1)) {
- if (sign_q == 120) set sign_q,122;
- else if (sign_q == 121) set sign_q,123;
- }
- break;
- case 2:
- mes "[Kirkena]";
- mes "I believe Serin is going to";
- mes "summon the Dark Lord. Since";
- mes "she used to be a great wizard,";
- mes "it's entirely possible. However, she might need the Symbol of the Nine Realms in order to do it.";
- next;
- mes "[Kirkena]";
- mes "Now, you may believe that";
- mes "Dark Lord can be defeated by";
- mes "humans, but what you might not";
- mes "know is that the manifestation of Dark Lord in your world is limited to a fraction of his true power.";
- next;
- mes "[Kirkena]";
- mes "Sometimes Dark Lord can";
- mes "cross over into Rune-Midgard,";
- mes "but traveling from his world into";
- mes "ours takes vast amounts of energy. Also the life force in your world conflicts with his dark powers.";
- next;
- mes "[Kirkena]";
- mes "Now, if Dark Lord were";
- mes "summoned into Niflheim,";
- mes "he would have easy access";
- mes "to Rune-Midgard and the use";
- mes "of all of his destructive power.";
- next;
- mes "[Kirkena]";
- mes "Serin plans to strike";
- mes "a deal with Dark Lord:";
- mes "In exchange for summoning";
- mes "him to Niflheim, Serin will";
- mes "be brought back to life.";
- next;
- mes "[Kirkena]";
- mes "Although you've found";
- mes "favor with Lady Hell, she";
- mes "will probably not stop Dark";
- mes "Lord's approach. Dark Lord";
- mes "only wants Rune-Midgard.";
- next;
- mes "[Kirkena]";
- mes "Now that I think about";
- mes "it, massive death would";
- mes "actually increase Lady Hell's";
- mes "sphere of influence. I don't think she'll help Dark Lord, but she";
- mes "also won't get in his way.";
- next;
- set .@kir_talk2,1;
- if ((.@kir_talk1 == 1) && (.@kir_talk2 == 1) && (.@kir_talk3 == 1)) {
- if (sign_q == 120) set sign_q,122;
- else if (sign_q == 121) set sign_q,123;
- }
- break;
- case 3:
- mes "[Kirkena]";
- mes "I need you to take";
- mes "this tonic and have";
- mes "Serin drink it. This";
- mes "special potion will erase";
- mes "most of her memories.";
- next;
- mes "[Kirkena]";
- mes "Without her memories,";
- mes "Serin should also lose";
- mes "her twisted ambitions.";
- mes "Now, with the Symbol of Nine Realms, Serin cannot refuse drinking this potion.";
- next;
- mes "[Kirkena]";
- mes "That's why having the";
- mes "symbol is so crucial.";
- mes "Serin is clever enough";
- mes "to avoid drinking this";
- mes "for quite a while now...";
- next;
- set .@kir_talk3,1;
- if ((.@kir_talk1 == 1) && (.@kir_talk2 == 1) && (.@kir_talk3 == 1)) {
- if (sign_q == 120) set sign_q,122;
- else if (sign_q == 121) set sign_q,123;
- }
- }
- if ((sign_q == 122) || (sign_q == 123)) close;
- }
- close;
- }
- else if ((sign_q == 122) || (sign_q == 123)) {
- mes "The potion is finally";
- mes "completed. Now, take this";
- mes "and command Serin to drink it.";
- next;
- mes "[Kirkena]";
- if (sign_q == 122) {
- mes "Luckily, I was able to";
- mes "use Serin's gold ring to";
- mes "trace her location. I'm going";
- mes "to send you there, so please";
- mes "do whatever it takes to stop her.";
- next;
- mes "[Kirkena]";
- mes "Please take these with you";
- mes "as they'll probably be useful";
- mes "when you deal with her. As for";
- mes "these vouchers, give them to your allies. They'll send them straight to where Serin is located.";
- next;
- mes "[Kirkena]";
- mes "When you're finished";
- mes "dealing with Serin, don't";
- mes "forget to bring back all";
- mes "of the vouchers I've";
- mes "given you, alright?";
- set sign_q,124;
- getitem 7308,1; //Witch's_Potion
- getitem 2643,1; //Serin's_Gold_Ring_
- getitem 7313,5; //Seal_Of_Witch
- close;
- }
- else if (sign_q == 123) {
- mes "I'm not exactly sure";
- mes "where Serin is hiding,";
- mes "but I'll send you to her";
- mes "general location. Do";
- mes "everything in your";
- mes "power to stop her.";
- next;
- mes "[Kirkena]";
- mes "Now, I'm lending you";
- mes "these Witch's Medals. You";
- mes "may lend these to your allies";
- mes "to help you deal with Serin.";
- mes "Remember, if they carry more";
- mes "than one, they won't work.";
- next;
- mes "[Kirkena]";
- mes "Let your allies know";
- mes "that they have to take";
- mes "the secret passge through";
- mes "the right side of the portrait";
- mes "on the castle's second floor.";
- mes "Then, I can send them to Serin. ";
- next;
- mes "[Kirkena]";
- mes "When you're finished";
- mes "dealing with Serin, don't";
- mes "forget to bring back all of";
- mes "the Witch's Medals that";
- mes "I've lent to you, alright?";
- set sign_q,124;
- getitem 7308,1; //Witch's_Potion
- getitem 7313,5; //Seal_Of_Witch
- close;
- }
- }
- else if ((sign_q == 124) || (sign_q == 125) || (sign_q == 198)) {
- if ($@sign_w1 == 1) {
- mes "Please wait";
- mes "a bit. I'm still";
- mes "trying to finish";
- mes "these preparations...";
- close;
- }
- if (countitem(2643) == 1) {
- mes "You're finally";
- mes "back. We might not";
- mes "have enough time to";
- mes "stop her, but we have";
- mes "to try. Are you ready?";
- next;
- switch(select("Yes:No")) {
- case 1:
- close2;
- set $@sign_w1,1;
- warp "que_sign01",195,189;
- end;
- case 2:
- mes "[Kirkena]";
- mes "Hurry up, then!";
- mes "There's no time";
- mes "to waste!";
- close;
- }
- }
- else {
- mes "We've got to";
- mes "stop Serin before";
- mes "she does something";
- mes "truly horrible. Are";
- mes "you ready to go?";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Kirkena]";
- mes "Okay then.";
- mes "Good luck,";
- mes ""+strcharinfo(0)+"...";
- close2;
- warp "que_sign02",35,313;
- end;
- case 2:
- mes "[Kirkena]";
- mes "Hurry up, then!";
- mes "There's no time";
- mes "to waste!";
- close;
- }
- }
- }
- else if ((sign_q == 127) || (sign_q == 128)) {
- if (countitem(2643) == 1) {
- if (countitem(7313) < 5) {
- mes "Hmmm...?";
- mes "Where are all the";
- mes "vouchers I've lent to you?";
- mes "Please retrieve them all";
- mes "before coming back to me.";
- close;
- }
- else {
- mes "You've done well.";
- mes "Without her memories of her";
- mes "previous life, Serin can remain";
- mes "here in Niflheim peacefully.";
- next;
- mes "[Kirkena]";
- mes "Although she failed to return to life, I'm sure she is glad to have met you. I think she's also started to learn that life's meaning is not in living alone...";
- next;
- mes "[Kirkena]";
- mes "Once again, thank";
- mes "you so much for your";
- mes "help. Once you finish here,";
- mes "please visit our queen, Lady Hell. I believe she wants to see you for some reason, "+strcharinfo(0)+"...";
- delitem 7313,5; //Seal_Of_Witch
- set sign_q,129;
- getexp 50000,0;
- close;
- }
- }
- else {
- if (countitem(7313) < 5) {
- mes "Hmmm...?";
- mes "Where are all the";
- mes "vouchers I've lent to you?";
- mes "Please retrieve them all";
- mes "before coming back to me.";
- close;
- }
- else {
- mes "You've done well.";
- mes "Without her memories of her";
- mes "previous life, Serin can remain";
- mes "here in Niflheim peacefully.";
- next;
- mes "[Kirkena]";
- mes "Although she failed to return to life, I'm sure she is glad to have met you. I think she's also started to learn that life's meaning is not in living alone...";
- next;
- mes "[Kirkena]";
- mes "Once again, thank";
- mes "you so much for your";
- mes "help. Once you finish here,";
- mes "please visit our queen, Lady Hell. I believe she wants to see you for some reason...";
- delitem 7313,5; //Seal_Of_Witch
- set sign_q,130;
- getexp 30000,0;
- close;
- }
- }
- }
- else if ((sign_q == 136) || (sign_q == 135)) {
- mes "I'm so relieved that";
- mes "my expectations about";
- mes "you weren't wrong.";
- next;
- mes "[Kirkena]";
- mes "You've done well.";
- mes "Without her memories of her";
- mes "previous life, Serin can remain";
- mes "here in Niflheim peacefully.";
- next;
- mes "[Kirkena]";
- mes "Although she failed to return to life, I'm sure she is glad to have met you. I think she's also started to learn that life's meaning is not in living alone...";
- next;
- mes "[Kirkena]";
- mes "Once again, thank";
- mes "you so much for your";
- mes "help. Once you finish here,";
- mes "please visit our queen, Lady Hell. I believe she wants to see you for some reason...";
- if (countitem(2643) == 1) set sign_q,129;
- else set sign_q,130;
- getexp 30000,0;
- close;
- }
- else if (sign_q == 200) {
- mes "How could you fail when";
- mes "the stakes are so high?";
- mes "Serin almost summoned";
- mes "the Dark Lord, but luckily,";
- mes "somebody else stopped";
- mes "her in the nick of time.";
- next;
- mes "[Kirkena]";
- mes "Fortunately, there are many people who are coming to Niflheim as part of the ordeals set before them by the gods. It looks like you just failed that ordeal, and Valkyrie will choose someone else.";
- next;
- mes "[Kirkena]";
- mes "It's over. You failed.";
- mes "Still, consider yourself";
- mes "lucky. Your soul could have";
- mes "been bound to Niflheim if it";
- mes "weren't for Serin's wish for";
- mes "you to remain free.";
- next;
- mes "[Kirkena]";
- mes "You really should thank";
- mes "her for that. Though, it's";
- mes "ironic that you failed your";
- mes "ordeals for her sake...";
- if (countitem(2642) > 0) delitem 2642,1; //Serin's_Gold_Ring
- if (countitem(7308) > 0) delitem 7308,1; //Witch's_Potion
- set sign_q,201;
- getexp 20000,0;
- close;
- }
- else if (sign_q > 200) {
- mes "Hmpf.";
- mes "I don't really";
- mes "want to talk to";
- mes "you anymore.";
- close;
- }
- else if ((sign_q > 130) && (sign_q < 136)) {
- mes "You've got to hurry";
- mes "and stop Serin!";
- close;
- }
- else {
- mes "Hm? Still exploring";
- mes "Niflheim? Although you're";
- mes "strong enough to survive,";
- mes "I still think you're risking";
- mes "your life by remaining here";
- mes "when you don't have to.";
- close;
- }
-}
-
-nif_in,186,168,1 script #witch -1,1,1,{
-OnTouch:
- callfunc "F_UpdateSignVars";
- if (sign_q == 83) {
- if (sign_sq == 2) {
- if (countitem(7304) > 0) {
- mes "[Kirkena]";
- mes "W-what's this?";
- mes "Why is it that";
- mes "you have one of";
- mes "my lost spell books?";
- next;
- switch(select("From a cursed soul...")) {
- case 1:
- mes "[Kirkena]";
- mes "Oh. That bastard must have";
- mes "stolen my spell books and got cursed when he cast the spells without my permission. Still, it's a relief to have my spells back.";
- next;
- mes "[Kirkena]";
- mes "So mortal...";
- mes "You must be here for";
- mes "some reason. Speak";
- mes "your mind.";
- next;
- switch(select("Send me back to my world.:There's a lost child here that I want to help...")) {
- case 1:
- mes "[Kirkena]";
- mes "Understood.";
- mes "Let me send";
- mes "you back to the";
- mes "realm of the living";
- mes "where you belong...";
- close2;
- warp "umbala",132,203;
- end;
- case 2:
- mes "[Kirkena]";
- mes "There's a living child?";
- mes "Here in Niflheim? That's";
- mes "most peculiar. Well, let me";
- mes "give you this. It will send";
- mes "a living human back to one";
- mes "of the towns in your realm.";
- delitem 7304,1; //Witch's_Spell_Book
- set sign_sq,3;
- getitem 7309,1; //Wing_Of_Crow
- close;
- }
- }
- }
- else {
- mes "[Kirkena]";
- mes "A mortal? What are you doing";
- mes "here? I'm not sure how more";
- mes "of you are able to get here,";
- mes "or your reasons for coming,";
- mes "but this place is dangerous";
- mes "for the living.";
- next;
- mes "[Kirkena]";
- mes "I'm sending you back";
- mes "to the realm of the living.";
- mes "If you can help it, you should";
- mes "probably avoid coming back";
- mes "to Niflheim...";
- close2;
- warp "umbala",132,203;
- end;
- }
- }
- else if (sign_sq == 3) {
- if (countitem(7309) < 1) {
- mes "[Kirkena]";
- mes "You lost the wing?";
- mes "Here, let me give you";
- mes "my last one. Now, hurry";
- mes "up and save that lost child!";
- set sign_sq,4;
- getitem 7309,1; //Wing_Of_Crow
- close;
- }
- else {
- mes "[Kirkena]";
- mes "I just gave you";
- mes "that wing, right?";
- mes "Hurry and save that";
- mes "poor child stuck in";
- mes "Niflheim!";
- close;
- }
- }
- else if (sign_sq < 6) {
- mes "[Kirkena]";
- mes "Hmm...";
- mes "If you don't have";
- mes "anything important to";
- mes "accomplish in Niflheim,";
- mes "you should probably return";
- mes "to the realm of the living...";
- close;
- }
- else if (sign_sq == 6) {
- mes "[Kirkena]";
- mes "So did you already";
- mes "use the wing to save";
- mes "that poor, lost child?";
- next;
- mes "[Kirkena]";
- mes "What...?!";
- mes "It didn't work?";
- mes "That's impossible!";
- mes "Wait, give me a moment to";
- mes "think. What could be wrong?";
- set sign_sq,7;
- close;
- }
- else if (sign_sq == 7) {
- mes "[Kirkena]";
- mes "Alright.";
- mes "Now I understand";
- mes "why the wing didn't";
- mes "work for that poor girl...";
- next;
- mes "[Kirkena]";
- mes "She's so young that";
- mes "she doesn't even know";
- mes "that she's dead. It's tragic,";
- mes "but there's no way for her";
- mes "to get out of here...";
- set sign_sq,8;
- close;
- }
- else {
- mes "[Kirkena]";
- mes "When people don't fully";
- mes "know the situation that";
- mes "they're in, they become more";
- mes "willing to take their chances.";
- close;
- }
- }
- else if (sign_q < 88) {
- mes "[Kirkena]";
- mes "When people don't fully";
- mes "know the situation that";
- mes "they're in, they become more";
- mes "willing to take their chances.";
- close;
- }
- else if (sign_q == 88) {
- if (countitem(2642) > 0) {
- mes "[Kirkena]";
- mes "As I expected,";
- mes "there is something behind";
- mes "all of this. Now, you may";
- mes "know where you are, but";
- mes "do you understand why";
- mes "the dead are here?";
- next;
- mes "[Kirkena]";
- mes "This realm is a place";
- mes "for warriors that have failed";
- mes "to prove their courage. Keep in";
- mes "mind that it's not too late for";
- mes "you to join their ranks.";
- next;
- mes "[Kirkena]";
- mes "The realm of Niflheim";
- mes "is ruled by the Queen of the";
- mes "Dead. Sometimes she appears";
- mes "in her shining armor and makes the rounds. Everyone who sees her is stunned by the image of authority.";
- next;
- mes "[Kirkena]";
- mes "Now...";
- mes "What I need you to do is";
- mes "ask the Queen of the Dead";
- mes "for the Symbol of Nine Realms.";
- next;
- select("What is that?");
- mes "[Kirkena]";
- mes "The symbol acts as";
- mes "a voucher of the queen's";
- mes "authority and represents her";
- mes "undeniable right to rule over";
- mes "the dead. But right now, I can't";
- mes "explain why I need it.";
- next;
- mes "[Kirkena]";
- mes "I'll tell you why I need";
- mes "it once you bring me the";
- mes "queen's symbol. Now, please";
- mes "keep this secret and tell no one that I asked you to bring the symbol to me.";
- next;
- switch(select("Alright, I understand.:How am I supposed to get the symbol?")) {
- case 1:
- set sign_q,89;
- close;
- case 2:
- mes "[Kirkena]";
- mes "Taking the symbol";
- mes "by force is out of the";
- mes "question. Not even the gods";
- mes "would consider battling the";
- mes "Queen of the Dead.";
- next;
- mes "[Kirkena]";
- mes "You will need to";
- mes "earn the queen's favor";
- mes "in order to even have";
- mes "a chance of obtaining";
- mes "the Symbol of Nine Realms.";
- next;
- mes "[Kirkena]";
- mes "Now, there is a rumor";
- mes "that the Queen of the Dead";
- mes "is searching for her lost mother, Angrboda. Now, if you could find where Angrboda has been";
- mes "sealed away...";
- next;
- mes "[Kirkena]";
- mes "When you need to meet";
- mes "me from now on, go ahead";
- mes "and take the ^FF0000secret passage";
- mes "through the right side of the";
- mes "portrait on the second floor^000000";
- mes "of this castle, "+strcharinfo(0)+".";
- set sign_q,92;
- next;
- mes "[Kirkena]";
- mes "If you use that piano";
- mes "to find me, I'll probably";
- mes "mistake you for one of the";
- mes "humans that need guidance";
- mes "out of Niflheim. So don't";
- mes "forget to use that passage.";
- close;
- }
- }
- else {
- mes "[Kirkena]";
- mes "Did you need my help?";
- mes "I know that I'm one of the few in Niflheim that are sympathetic with mortals, I've got a problem of my own that I need to deal with...";
- next;
- switch(select("Never mind, sorry!:What happened...?")) {
- case 1:
- mes "[Kirkena]";
- mes "...";
- mes "Hrrmmmpf...";
- emotion e_pif;
- close;
- case 2:
- mes "[Kirkena]";
- mes "Recently, I've found that";
- mes "two of my spell books are";
- mes "missing. They contain some";
- mes "pretty potent spells that";
- mes "could cause disaster in";
- mes "incompetent hands...";
- next;
- mes "[Kirkena]";
- mes "I'm pretty sure they";
- mes "were stolen, so if you'd";
- mes "retrieve them for me from";
- mes "the thief, I'd be truly grateful. Then, I'd have my hands free";
- mes "to give the help you came for.";
- next;
- mes "[Kirkena]";
- mes "Oh, and next time you come";
- mes "to see me, go ahead and use";
- mes "the passage to the right of the portrait on the second floor";
- mes "of the castle.";
- set sign_q,90;
- close;
- }
- }
- }
- else if (sign_q == 89) {
- mes "[Kirkena]";
- mes "...Hm?";
- mes "Is there";
- mes "something that";
- mes "you need to ask me?";
- next;
- select("How can I get the symbol?");
- mes "[Kirkena]";
- mes "Taking the symbol";
- mes "by force is out of the";
- mes "question. Not even the gods";
- mes "would consider battling the";
- mes "Queen of the Dead.";
- next;
- mes "[Kirkena]";
- mes "You will need to";
- mes "earn the queen's favor";
- mes "in order to even have";
- mes "a chance of obtaining";
- mes "the Symbol of Nine Realms.";
- next;
- mes "[Kirkena]";
- mes "Now, there is a rumor";
- mes "that the Queen of the Dead";
- mes "is searching for her lost mother, Angrboda. Now, if you could find where Angrboda has been";
- mes "sealed away...";
- next;
- mes "[Kirkena]";
- mes "When you need to";
- mes "meet me from now on,";
- mes "go ahead and take passage";
- mes "through the right side of the";
- mes "portrait on the second";
- mes "floor of this castle.";
- set sign_q,92;
- close;
- }
- end;
-}
-
-que_sign01,45,227,4 script Queen of the Dead 856,{
- callfunc "F_UpdateSignVars";
- mes "[Lady Hell]";
- if (sign_q < 117) {
- mes "^8C1717You wish to have";
- mes "an audience with the";
- mes "Queen of the Dead without";
- mes "invitation? Insolent mortal!";
- mes "Go back to where you belong!^000000";
- close2;
- percentheal -100,0;
- end;
- }
- else if (sign_q == 117) {
- mes "^8C1717I have been told";
- mes "by Ganglati that you";
- mes "are the mortal that has";
- mes "guided Mother's soul to me.^000000";
- next;
- mes "[Lady Hell]";
- mes "^8C1717Do not fear me,";
- mes "hero of Rune-Midgard.";
- mes "You have won the favor";
- mes "of the Queen of the Dead";
- mes "and may ask me of any";
- mes "reward if I deem it fair.^000000";
- next;
- select("The Symbol of the Nine Realms...");
- mes "[Lady Hell]";
- mes "^8C1717The true Symbol of the";
- mes "Nine Realms cannot be freely";
- mes "given or lent. However, I sense";
- mes "your purpose and will give you";
- mes "a symbol imbued with enough";
- mes "power to be used only once.^000000";
- next;
- mes "[Lady Hell]";
- mes "^8C1717With the symbol I give you,";
- mes "you can command the dead to";
- mes "carry out your will without";
- mes "question. However, keep in";
- mes "mind that after one use,";
- mes "its power will be consumed.^000000";
- next;
- mes "[Lady Hell]";
- mes "^8C1717I have also decided";
- mes "to reward you with one";
- mes "more special permission.";
- mes "You may now freely draw";
- mes "water from the fountain";
- mes "in my mansion, brave hero.^000000";
- next;
- mes "^3355FFYou received the";
- mes "Symbol of the Nine Realms.^000000";
- delitem 7307,1; //Whisper_Of_Soul
- set sign_q,118;
- getitem 7305,1; //Authority_Of_Nine_World
- close;
- }
- else if (sign_q < 142) {
- mes "^8C1717Greetings, mortal.";
- mes "Make sure that you";
- mes "use the power of the";
- mes "symbol wisely. You will";
- mes "be responsible for the";
- mes "consequences...^000000";
- close;
- }
- else if (sign_q == 142) {
- mes "^8C1717Ah.";
- mes "You are the";
- mes "mortal called";
- mes ""+strcharinfo(0)+", are you not?";
- mes "Yes, you are known to me.^000000";
- next;
- mes "[Lady Hell]";
- mes "^8C1717I've wanted to see you";
- mes "as I've sensed that you";
- mes "carry something which feels";
- mes "very familiar to me. Do you";
- mes "have something extraordinarily";
- mes "special in your possession?^000000";
- next;
- switch(select("The Sign:Sobbing Starlight")) {
- case 1:
- mes "[Lady Hell]";
- mes "^8C1717The Sign...?";
- mes "Hmm, no, that's not";
- mes "what I sensed. It's actually";
- mes "something quite different...^000000";
- close;
- case 2:
- mes "[Lady Hell]";
- mes "^8C1717Yes, that's it!";
- mes "I never expected a mortal";
- mes "to have such an interesting";
- mes "artifact in "+((Sex)?"his":"her")+" possession.^000000";
- next;
- mes "[Lady Hell]";
- mes "^8C1717As queen of Niflheim,";
- mes "I command you to lend the";
- mes "Sobbing Starlight to me! Fear";
- mes "not, I shall quickly return it. For a mortal, it must have";
- mes "taken great pains to obtain this...^000000";
- next;
- switch(select("Please take it...:N-no! Don't take it!")) {
- case 1:
- mes "[Lady Hell]";
- mes "^8C1717Thank you mortal.";
- mes "Now, I shall show";
- mes "you something truly";
- mes "interesting...^000000";
- delitem 7178,1; //Star's_Sob
- set sign_q,143;
- close;
- case 2:
- mes "[Lady Hell]";
- mes "^8C1717Ha ha ha!";
- mes "You amuse me,";
- mes "mortal! To think,";
- mes "you even have courage";
- mes "to refuse the queen of";
- mes "Niflheim! Ha ha ha!^000000";
- next;
- mes "[Lady Hell]";
- mes "^8C1717Mercy is not a quality";
- mes "that I am known for, but";
- mes "since you are my favored";
- mes "mortal, I shall not kill you.";
- mes "Still, it would be unwise";
- mes "to displease me~^000000";
- close2;
- warp "niflheim",29,154;
- end;
- }
- }
- }
- else if (sign_q == 143) {
- mes "^8C1717As queen of this realm,";
- mes "I am unaccustomed to labor.";
- mes "But give me a moment to finish";
- mes "my work on this priceless";
- mes "artifact, mortal.^000000";
- next;
- specialeffect EF_GLASSWALL;
- next;
- specialeffect EF_NAPALMBEAT;
- next;
- specialeffect EF_FIREPILLARBOMB;
- next;
- specialeffect EF_LORD;
- next;
- mes "[Lady Hell]";
- mes "^8C1717It is done.";
- mes "This is the true";
- mes "form of the object";
- mes "you humans call the";
- mes "Sobbing Starlight.^000000";
- next;
- set sign_q,144;
- getitem 7025,1; //Lucifer's_Lament
- mes "[Lady Hell]";
- mes "^8C1717Although you may also know";
- mes "this object as God's Tear Drop, keep in mind that history, as you humans know it, may actually be different than the truth.^000000";
- next;
- mes "[Lady Hell]";
- mes "^8C1717In other words, there";
- mes "are some older tales about";
- mes "the gods and their enemies that";
- mes "may have been confused and twisted as they were handed down from generation to generation.^000000";
- next;
- mes "[Lady Hell]";
- mes "^8C1717That is all I can tell";
- mes "you for now, mortal. It will";
- mes "be your job to discover the";
- mes "truth of the legends...^000000";
- close;
- }
- else {
- mes "^8C1717Greetings, mortal.";
- mes "Is the realm of the living";
- mes "that boring and tedious?";
- mes "Ha ha ha! Well, there shall";
- mes "always be a place for you";
- mes "here in Niflheim.^000000";
- close;
- }
-}
-
-niflheim,146,241,0 script Depressing Man 735,{
- callfunc "F_UpdateSignVars";
- if (sign_q < 80) {
- mes "[????]";
- mes "Leave me be,";
- mes "ruffian! I'm disinclined";
- mes "towards conversation";
- mes "at the moment.";
- close;
- }
- else if (sign_q < 87) {
- mes "[????]";
- mes "Don't go judging";
- mes "people based on just";
- mes "how they look. Try to look";
- mes "inside and find the truth";
- mes "within their hearts.";
- close;
- }
- else if (sign_q == 87) {
- if (countitem(2642) > 1) {
- mes "[Gen]";
- mes "You lookin' for";
- mes "something? Crayu";
- mes "must have sent you.";
- mes "Alright then, let's get";
- mes "straight to the point.";
- next;
- mes "[Gen]";
- mes "So, why is it that you";
- mes "wanna become one";
- mes "of Valkyrie's chosen?";
- next;
- switch(select("To prove my courage:For honor:To help people")) {
- case 1:
- if (sign_sq > 2) set sign_sq,0;
- else set sign_sq,sign_sq+1;
- case 2:
- break;
- }
- mes "[Gen]";
- mes "Alright...";
- mes "Now, did Crayu";
- mes "tell you why I'm here?";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Gen]";
- mes "Good, then you";
- mes "already know what";
- mes "you need to do. Now go";
- mes "see the witch of Niflheim.";
- next;
- mes "[Gen]";
- mes "And, off the record,";
- mes "I think you should be";
- mes "really careful if you find";
- mes "yourself dealing with Serin...";
- set sign_q,88;
- close;
- case 2:
- mes "[Gen]";
- mes "You know, I was an";
- mes "adventurer myself. In fact,";
- mes "I even came here to Niflheim";
- mes "for the ordeals set by the gods. However, I failed and ended up being bound to this realm...";
- next;
- mes "[Gen]";
- mes "I just wanted to warn you.";
- mes "Be careful and don't justify";
- mes "your greed for any sort of reward using the excuse that you're just gonna prove your courage.";
- mes "That's what I did...";
- next;
- mes "[Gen]";
- mes "Anyway, I've already talked";
- mes "too much. First, go and see";
- mes "the witch and ask her to";
- mes "help you out, okay?";
- next;
- mes "[Gen]";
- mes "One last thing. Off the";
- mes "record, I think you should";
- mes "be really careful if you find";
- mes "yourself dealing with Serin.";
- mes "She seems nice enough, but";
- mes "something's weird about her.";
- next;
- mes "[Gen]";
- mes "She's awfully persuasive,";
- mes "and the fact that she used";
- mes "to be a great wizard when she";
- mes "was alive bothers me. She's a lot different than the rest of the guys stuck in Niflheim...";
- set sign_q,88;
- close;
- }
- }
- else {
- mes "[Gen]";
- mes "Are you here";
- mes "to prove your";
- mes "courage to the gods?";
- next;
- mes "[Gen]";
- mes "You know, I was an";
- mes "adventurer myself. In fact,";
- mes "I even came here to Niflheim";
- mes "for the ordeals set by the gods. However, I failed and ended up being bound to this realm...";
- next;
- mes "[Gen]";
- mes "I just wanted to warn you.";
- mes "Be careful and don't justify";
- mes "your greed for any sort of reward using the excuse that you're just gonna prove your courage.";
- mes "That's what I did...";
- next;
- mes "[Gen]";
- mes "Anyway, I've already talked";
- mes "too much. First, go and see";
- mes "the witch and ask her to";
- mes "help you out, okay?";
- set sign_q,88;
- close;
- }
- }
- else if (sign_q < 117) {
- mes "[Gen]";
- mes "Huh... I hear you're";
- mes "looking for something";
- mes "pretty important. It's going";
- mes "to be a dangerous search.";
- next;
- mes "[Gen]";
- mes "They are plenty of";
- mes "other parties that are";
- mes "interested in the thing";
- mes "which you're seeking...";
- close;
- }
- else if (sign_q == 117) {
- mes "[Gen]";
- mes "You must be a very";
- mes "resourceful mortal.";
- mes "Not even Lady Hell, with";
- mes "all her power, could find";
- mes "the soul of her mother";
- mes "for a long time.";
- next;
- mes "[Gen]";
- mes "There's no need";
- mes "for me to hide my";
- mes "true identity any longer.";
- mes "My real name is Ganglati,";
- mes "servant of Lady Hell, the";
- mes "ruler of Niflheim.";
- next;
- mes "[Gen]";
- mes "Her highness would";
- mes "have words with you.";
- mes "Shall I send you to her";
- mes "mansion, Eljudnir,";
- mes "right now?";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Gen]";
- mes "Remember to be";
- mes "careful and especially";
- mes "polite when you speak to";
- mes "Lady Hell. Otherwise, the";
- mes "consequences will be severe...";
- close2;
- warp "que_sign01",45,20;
- end;
- case 2:
- mes "[Gen]";
- mes "I understand.";
- mes "Meeting with a deity is";
- mes "no small matter. However,";
- mes "I advise you to make haste";
- mes "as her highness is eager";
- mes "to see you soon.";
- close;
- }
- }
- else if (sign_q == 118) {
- mes "[Gen]";
- mes "You must be most favored";
- mes "to receive the Symbol of the";
- mes "Nine Realms. Of course, it";
- mes "can be used only once, but";
- mes "it is still a great honor.";
- next;
- mes "[Gen]";
- mes "Once again, I ask that";
- mes "you be on guard against";
- mes "Serin. She may already be";
- mes "aware of what you plan to";
- mes "do with this symbol...";
- close;
- }
- else if (sign_q < 129) {
- mes "[Gen]";
- mes "You must hurry and";
- mes "stop the summoning";
- mes "before your world in";
- mes "cast into immense peril!";
- next;
- mes "[Gen]";
- mes "Although Lady Hell";
- mes "is being rather blase";
- mes "about this matter, I beseech";
- mes "you to do what you can for";
- mes "the realm of the living!";
- close;
- }
- else if (sign_q > 200) {
- mes "[Gen]";
- mes "I should have";
- mes "known you couldn't";
- mes "stop her. Still, I had";
- mes "a little hope that you'd";
- mes "be able to do it.";
- next;
- mes "[Gen]";
- mes "Perhaps I expected";
- mes "far too much of you.";
- mes "Goodbye for now, mortal.";
- close;
- }
- else {
- mes "[Gen]";
- mes "You've done a great";
- mes "job of stopping Serin.";
- mes "Excellent! Such great";
- mes "service on behalf of";
- mes "the realm of the living!";
- next;
- mes "[Gen]";
- mes "I'm pleased to inform";
- mes "you that you've been";
- mes "invited to Lady Hell's";
- mes "mansion once again.";
- mes "Are you ready to go?";
- next;
- switch(select("No, thanks.:Yes.")) {
- case 1:
- mes "[Gen]";
- mes "I see.";
- mes "Well then, come";
- mes "back to me when you";
- mes "feel fully prepared.";
- close;
- case 2:
- mes "[Gen]";
- mes "Good, good.";
- mes "Don't forget to";
- mes "speak to her highness";
- mes "with the utmost respect!";
- close2;
- warp "que_sign01",45,20;
- end;
- }
- close;
- }
-}
-
-nif_in,140,177,0 script #Switch 111,{
- callfunc "F_UpdateSignVars";
- if (countitem(7313) == 1) {
- warp "que_sign01",115,135;
- end;
- }
- if (sign_q > 89) {
- if (sign_q == 126) set sign_q,198;
- warp "que_sign01",115,135;
- end;
- }
- end;
-}
-
-niflheim,102,54,4 script Mad Man#s 739,{
- callfunc "F_UpdateSignVars";
- mes "[Laichin]";
- if (sign_q < 82) {
- mes "What? I look familiar to you?";
- mes "Eh, you know what they say.";
- mes "Everyone has a lookalike in the";
- mes "world somewhere. Am I right";
- mes "or am I right?";
- close;
- }
- else if (sign_q < 96) {
- mes "Niflheim ain't such a bad";
- mes "place to live. Sure, Asgard's";
- mes "all pretty and stuff, but there's too many rules. In this place, you";
- mes "can enjoy a lot more freedom. After you get used to all the stink.";
- next;
- mes "[Laichin]";
- mes "Did I say 'stink?'";
- mes "I meant... 'fragrance.'";
- mes "Alright, so the gods expelled";
- mes "me, but I really oughtta thank";
- mes "'em for sending me here!";
- next;
- mes "[Laichin]";
- mes "What's that look for...?";
- mes "What, you can't believe";
- mes "that someone like me used";
- mes "to live in Valhalla? Me neither! They really made a mistake when they put me up to live in Asgard!";
- close;
- }
- else if (sign_q == 96) {
- mes "Angrboda...?";
- mes "Yeah, yeah!";
- mes "I remember hearing something";
- mes "about her when I usedta hang";
- mes "with the gods up in Asgard.";
- next;
- mes "[Laichin]";
- mes "Yeah, those guys were pretty";
- mes "gangster about it. I mean, they took her soul, broke it in four pieces and stashed them in the deepest hole in Rune-Midgard!";
- next;
- mes "[Laichin]";
- mes "Sure, she was a giant, but";
- mes "they were pretty scared of her.";
- mes "All her children ended up to be legendary monsters! Well, I'm";
- mes "not sure if Lady Hell counts.";
- next;
- mes "[Laichin]";
- mes "That's pretty harsh.";
- mes "I mean, even if you die,";
- mes "your soul has no place to";
- mes "rest. Angrboda's soul is";
- mes "all cut up and stuff!";
- next;
- select("So where are the soul pieces again?");
- mes "[Laichin]";
- mes "What...? I just said,";
- mes "the deepest underground";
- mes "place in Rune-Midgard.";
- mes "It's a dangerous joint";
- mes "protected by gangs";
- mes "of monsters.";
- next;
- mes "[Laichin]";
- mes "Wait, you tellin' me";
- mes "that you're gonna find";
- mes "all of Angrboda's soul?!";
- mes "You're crazy! If they end up";
- mes "missing, the gods'll know I was";
- mes "the one who tipped you off!";
- next;
- mes "[Laichin]";
- mes "If I was gonna risk my soul,";
- mes "I'd wanna enjoy the rest of my";
- mes "afterlife as my much as I could";
- mes "before the gods offed me. Man,";
- mes "I'd need at least 40,000 Zeny to even have a decent time...";
- next;
- switch(select("Pay Laichin 40,000 Zeny:Don't pay Laichin.")) {
- case 1:
- if (Zeny < 40000) {
- mes "[Laichin]";
- mes "Hey...";
- mes "This is sooo";
- mes "not enough money";
- mes "for me to enjoy myself";
- mes "if my soul ends up getting";
- mes "busted by the gods.";
- emotion e_pif;
- close;
- }
- else {
- mes "[Laichin]";
- mes "Now we're talkin'!";
- mes "You're a true hero!";
- mes "Right, you gotta go to the";
- mes "lowest part of Glast Heim to";
- mes "find Angrboda's soul pieces.";
- next;
- set .@select_s,rand(1,5);
- if (.@select_s == 1) {
- mes "[Laichin]";
- mes "Check out the";
- mes "big 1 o' clock,";
- mes "big 5 o' clock,";
- mes "big 7 o' clock and";
- mes "the small 6 o' clock.";
- next;
- }
- else if (.@select_s == 2) {
- mes "[Laichin]";
- mes "Check out the";
- mes "big 4 o' clock,";
- mes "big 10 o' clock,";
- mes "small 6 o' clock and the";
- mes "very small 11 o' clock.";
- next;
- }
- else if (.@select_s == 3) {
- mes "[Laichin]";
- mes "Check out the";
- mes "big 5 o' clock,";
- mes "small 11 o' clock,";
- mes "small 6 o' clock and the";
- mes "very small 11 o' clock.";
- next;
- }
- else if (.@select_s == 4) {
- mes "[Laichin]";
- mes "Check out the";
- mes "big 4 o' clock,";
- mes "big 5 o' clock,";
- mes "big 10 o' clock and";
- mes "the small 11 o' clock.";
- next;
- }
- else {
- mes "[Laichin]";
- mes "Heh heh!";
- close;
- }
- mes "[Laichin]";
- mes "Her soul pieces are really";
- mes "well hidden, so you gotta look around, even if you know the general location. And don't";
- mes "tell anyone else about these locations or there'll be trouble.";
- next;
- switch(select("I promise.:What do you mean by big and small?")) {
- case 1:
- mes "[Laichin]";
- mes "Alright, kid.";
- mes "Have fun!";
- if (.@select_s == 1) set sign_q,97;
- else if (.@select_s == 2) set sign_q,98;
- else if (.@select_s == 3) set sign_q,99;
- else if (.@select_s == 4) set sign_q,100;
- else {
- mes "[Laichin]";
- mes "Heh heh!";
- close;
- }
- set zeny,zeny-40000;
- close;
- case 2:
- mes "[Laichin]";
- mes "What do I mean by";
- mes "big and small? Hey man,";
- mes "the answer to that is worth";
- mes "at least... 20,000 Zeny.";
- mes "If you wanna know,";
- mes "cough up the cash!";
- next;
- switch(select("Don't pay him.:Pay him.")) {
- case 1:
- mes "[Laichin]";
- mes "Fine, fine.";
- mes "Just don't come";
- mes "crawling back when";
- mes "you can't figure out";
- mes "where the soul pieces are!";
- set zeny,zeny-40000;
- if (.@select_s == 1) set sign_q,97;
- else if (.@select_s == 2) set sign_q,98;
- else if (.@select_s == 3) set sign_q,99;
- else if (.@select_s == 4) set sign_q,100;
- else {
- mes "[Laichin]";
- mes "Hehehehe~";
- close;
- }
- emotion e_pif;
- close;
- case 2:
- if (Zeny < 60000) {
- mes "[Laichin]";
- mes "What is this?";
- mes "You tryin to welch";
- mes "me or somethin'?";
- emotion e_pif;
- close;
- }
- else {
- mes "[Laichin]";
- mes "Alright, listen up.";
- mes "Big, small and very small";
- mes "mean the distances from the";
- mes "center of the map. So for big,";
- mes "I mean look near the border of";
- mes "the map. Easy, huh?";
- next;
- mes "[Laichin]";
- mes "When I say small, you";
- mes "gotta look in areas closer";
- mes "than the borders of the map.";
- mes "For very small, you gotta";
- mes "look near the center. Got it?";
- set zeny,zeny-60000;
- if (.@select_s == 1) set sign_q,101;
- else if (.@select_s == 2) set sign_q,102;
- else if (.@select_s == 3) set sign_q,103;
- else if (.@select_s == 4) set sign_q,104;
- else {
- mes "[Laichin]";
- mes "Eh heh";
- mes "heh heh heh!";
- close;
- }
- close;
- }
- }
- }
- }
- case 2:
- mes "[Laichin]";
- mes "Huh...?";
- mes "Okay pal.";
- close;
- }
- }
- else if ((sign_q == 97) || (sign_q == 98) || (sign_q == 99) || (sign_q == 100)) {
- mes "Oh yeah, about those";
- mes "directions I gave you";
- mes "last time? They work, but";
- mes "you gotta know what I mean";
- mes "by 'big' or 'small' whatever";
- mes "o' clock means. That's right... ";
- next;
- mes "[Laichin]";
- mes "Matter of fact, I'll";
- mes "tell you all about it.";
- mes "Right after you pay me,";
- mes "oh, I don't know, ^FF000020,000 zeny^000000.";
- next;
- switch(select("Pay him.:Don't pay him.")) {
- case 1:
- if (Zeny < 20000) {
- mes "[Laichin]";
- mes "What is this?";
- mes "You tryin to welch";
- mes "me or somethin'?";
- close;
- }
- else {
- mes "[Laichin]";
- mes "Alright, listen up.";
- mes "Big, small and very small";
- mes "mean the distances from the";
- mes "center of the map. So for big,";
- mes "I mean look near the border of";
- mes "the map. Easy, huh?";
- next;
- mes "[Laichin]";
- mes "When I say small, you";
- mes "gotta look in areas closer";
- mes "than the borders of the map.";
- mes "For very small, you gotta";
- mes "look near the center. Got it?";
- set zeny,zeny-20000;
- if (sign_q == 97) set sign_q,101;
- else if (sign_q == 98) set sign_q,102;
- else if (sign_q == 99) set sign_q,103;
- else if (sign_q == 100) set sign_q,104;
- else {
- mes "[Laichin]";
- mes "Bwahahaha!";
- close;
- }
- close;
- }
- case 2:
- mes "[Laichin]";
- mes "Whatever, dude!";
- mes "Freakin' cheapskate...";
- emotion e_pif;
- close;
- }
- }
- else if (sign_q < 105) {
- mes "Oh yeah. Uh, I forgot to tell";
- mes "you that Angrboda's soul pieces are sealed with the power of the gods. You can't just smash them open.";
- next;
- mes "[Laichin]";
- mes "...Or maybe you could.";
- mes "Anyway, it'll be better";
- mes "if you had a weapon that";
- mes "was solid, heavy and powerful.";
- next;
- mes "[Laichin]";
- mes "But yeah, think about";
- mes "what it means to break";
- mes "a godly seal. Remember there's";
- mes "^FF0000some kinda rule^000000 that the gods imposed which you gotta follow";
- mes "to release Angrboda's soul.";
- next;
- mes "[Laichin]";
- mes "Ah, right. If you wanna";
- mes "try different weapons for";
- mes "breaking those seals, make";
- mes "sure you got 'em in your";
- mes "inventory and that they're";
- mes "not equipped, alright?";
- next;
- switch(select("Thanks~!:Where am I supposed to go again?")) {
- case 1:
- mes "[Laichin]";
- mes "Oh no...";
- mes "Thank you for all";
- mes "of this zeny! Money";
- mes "might not be able to";
- mes "buy happiness, but it";
- mes "sure comes real close!";
- close;
- case 2:
- mes "[Laichin]";
- mes "Hey... You gotta";
- mes "go to the lowest part";
- mes "of Glast Heim to find all";
- mes "of Angrboda's soul pieces.";
- mes "Once you get there...";
- next;
- mes "[Laichin]";
- if (sign_q == 101) {
- mes "Check out the";
- mes "big 1 o' clock,";
- mes "big 5 o' clock,";
- mes "big 7 o' clock and";
- mes "the small 6 o' clock.";
- }
- else if (sign_q == 102) {
- mes "Check out the";
- mes "big 4 o' clock,";
- mes "big 10 o' clock,";
- mes "small 6 o' clock and the";
- mes "very small 11 o' clock.";
- }
- else if (sign_q == 103) {
- mes "Check out the";
- mes "big 5 o' clock,";
- mes "small 11 o' clock,";
- mes "small 6 o' clock and the";
- mes "very small 11 o' clock.";
- }
- else if (sign_q == 104) {
- mes "Check out the";
- mes "big 4 o' clock,";
- mes "big 5 o' clock,";
- mes "big 10 o' clock and";
- mes "the small 11 o' clock.";
- }
- mes "And break those seals";
- mes "in that order, okay?";
- next;
- mes "[Laichin]";
- mes "Big, small and very small";
- mes "mean the distances from the";
- mes "center of the map. So for big,";
- mes "I mean look near the border of";
- mes "the map. Easy, huh?";
- next;
- mes "[Laichin]";
- mes "When I say small, you";
- mes "gotta look in areas closer";
- mes "than the borders of the map.";
- mes "For very small, you gotta";
- mes "look near the center. Got it?";
- close;
- }
- }
- else if (sign_q < 150) {
- mes "Dude, Niflheim rocks.";
- mes "It's like, a million times";
- mes "better than that boring";
- mes "old Asgard. Hell yeah!";
- next;
- mes "[Laichin]";
- mes "Eh, I don't even wanna";
- mes "know if you manage to";
- mes "find all of Angrboda's soul";
- mes "pieces, but if you do, don't";
- mes "go bringin' close to me. If the";
- mes "gods find out you have 'em... ";
- next;
- mes "[Laichin]";
- mes "But for the sake of";
- mes "argument, let's say you";
- mes "do happen to get them all.";
- mes "In that case, you oughta get";
- mes "Angrboda's soul to the Queen";
- mes "of Hell right away, alright?";
- next;
- mes "[Laichin]";
- mes "Ooh.. But not just any";
- mes "yahoo can waltz up to her.";
- mes "The best thing would be to";
- mes "give it to one of her really";
- mes "trusted retainers, I guess.";
- mes "Now, who was he again?";
- next;
- mes "[Laichin]";
- mes "I know he's always in";
- mes "disguise as some sorta";
- mes "really ^666666despressing guy^000000";
- mes "and I can't remember his";
- mes "name for the life of me, but";
- mes "he's around here somewhere...";
- close;
- }
- else if (sign_q == 200) {
- mes "Whoa...";
- mes ".................";
- mes "My freakin' head hurts.";
- close;
- }
- else {
- mes "Whoa...";
- mes ".................";
- close;
- }
-}
-
-niflheim,348,257,1 script #Cursed Soul -1,1,1,{
-OnTouch:
- callfunc "F_UpdateSignVars";
- if ((sign_q == 83) || (sign_q == 90)) {
- if (sign_sq == 0) {
- killmonster "niflheim","#Cursed Soul::OnMyMobDead";
- mes "[Ashe Bruce]";
- mes "Leave now, or I will";
- mes "remove you by force....";
- next;
- mes "[Ashe Bruce]";
- mes "....And...";
- mes "....Whatever you do...";
- mes "....Do NOT touch my books...";
- next;
- switch(select("Pick up the 1st book.:Pick up the 2nd book.:Pick up the 3rd book.:Leave immediately.")) {
- case 1:
- monster "niflheim",349,259,"Rideword",1478,1;
- mes "[Ashe Bruce]";
- mes "...!...";
- mes "How dare you touch my books";
- mes "when I specifically said";
- mes "'Don't touch my books!'";
- next;
- mes "[Ashe Bruce]";
- mes "....!...Grrrrr!";
- mes "I shall tear you apart...!";
- mes "Be bound by an eternal curse...!";
- close;
- break;
- case 2:
- mes "[Ashe Bruce]";
- mes "...!...";
- mes "You dare touch my books?!";
- mes "Right after I said not";
- mes "to touch them...?!";
- mes "Foolish mortal!";
- mes "...BEGONE!";
- close;
- warp "niflheim",34,162;
- break;
- case 3:
- mes "[Ashe Bruce]";
- mes "Muhahahaha....";
- mes "Stubborn mortal~!";
- mes "Fine! I will give you";
- mes "a fighting chance and let";
- mes "you cast a spell.";
- next;
- if (select("Clover:Klaatu:Kleitos") == 2) set .@spell,.@spell+1;
- if (select("Verit:Veritas:Verata") == 3) set .@spell,.@spell+1;
- if (select("Necktie:Necklace:Nero:^FFFFFFNictu^000000") == 4) set .@spell,.@spell+1;
- if (.@spell == 3) {
- if (rand(1,5) == 5) {
- mes "[Ashe Bruce]";
- mes "That was the right";
- mes "spell! But nothing";
- mes "happened. Madness!";
- close;
- }
- else {
- mes "[Ashe Bruce]";
- mes "That spell...";
- mes "You removed my curse?";
- mes "I don't believe it. I'm free!";
- next;
- mes "[Ashe Bruce]";
- mes "But do not underestimate";
- mes "my awesome powers! In fact,";
- mes "I command you to take this";
- mes "book and give it to that";
- mes "weak, pathetic witch!";
- if (sign_q == 83) {
- if(sign_sq == 0) {
- set sign_sq,1;
- getitem 7304,1; //Witch's_Spell_Book
- }
- }
- else if (sign_q == 90) {
- set sign_q,91;
- getitem 7304,1; //Witch's_Spell_Book
- }
- close;
- }
- }
- else {
- monster "niflheim",345,259,"Orc Skeleton",1462,1,"#Cursed Soul::OnMyMobDead";
- monster "niflheim",347,261,"Orc Skeleton",1462,1,"#Cursed Soul::OnMyMobDead";
- monster "niflheim",344,253,"Orc Skeleton",1462,1,"#Cursed Soul::OnMyMobDead";
- monster "niflheim",346,251,"Orc Skeleton",1462,1,"#Cursed Soul::OnMyMobDead";
- monster "niflheim",349,249,"Orc Skeleton",1462,1,"#Cursed Soul::OnMyMobDead";
- monster "niflheim",350,260,"Orc Skeleton",1462,1,"#Cursed Soul::OnMyMobDead";
- monster "niflheim",353,256,"Orc Skeleton",1462,1,"#Cursed Soul::OnMyMobDead";
- mes "[Ashe Bruce]";
- mes "Muhahahahahaha!";
- mes "That's not the right spell!";
- mes "Now, death awaits you!";
- close;
- }
- case 4:
- mes "[Ashe Bruce]";
- mes "Well then.";
- mes "Try not to trip on";
- mes "your feet in your";
- mes "rush to leave.";
- close;
- }
- }
- }
- end;
-
-OnMyMobDead:
- end;
-}
-
-nif_in,102,81,1 script #Crayu -1,1,1,{
-OnTouch:
- callfunc "F_UpdateSignVars";
- if (sign_q < 75) end;
- else if (sign_q < 82) {
- mes "[Crayu]";
- mes "Mountain sunset to the west";
- mes "Where the purple dusk falls ";
- mes "Surrounded by beautiful melody";
- mes "^You become the key that ignores its master";
- close;
- }
- else if (sign_q == 86) {
- mes "[Crayu]";
- mes "Mountain sunset to the west";
- mes "Where the purple dusk falls ";
- mes "Surrounded by beautiful melody";
- mes "You become the key that ignores its master";
- next;
- mes "[Crayu]";
- mes "Hello adventurer.";
- mes "I know this is rather";
- mes "abrupt, but what do";
- mes "you think of Serin?";
- next;
- select("She's good.:She's evil!:She could go either way.");
- mes "[Crayu]";
- mes "Hm...?";
- mes "And why do";
- mes "you think so?";
- next;
- switch(select("Just my opinion.:It's the truth!")) {
- case 1:
- if (sign_sq > 1) set sign_sq,0;
- else set sign_sq,sign_sq+1;
- case 2:
- break;
- }
- mes "[Crayu]";
- mes "Ah, I understand.";
- mes "Now, how may I help you?";
- next;
- switch(select("What exactly is Niflheim?:How do I become one of the chosen?")) {
- case 1:
- mes "[Crayu]";
- mes "Niflheim is commonly";
- mes "known as the city of the";
- mes "dead, but it's also the";
- mes "resting place of warriors";
- mes "who failed to enter Valhalla.";
- next;
- mes "[Crayu]";
- mes "Some heroes may think";
- mes "of Niflheim as the tragic end,";
- mes "but it really all depends on";
- mes "your point of view.";
- close;
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "What do I need";
- mes "to do to become one";
- mes "of the chosen warriors?";
- next;
- mes "[Crayu]";
- mes "First and foremost,";
- mes "you must prove your courage.";
- mes "It will be up to you to decide";
- mes "how you will demonstrate your";
- mes "bravery. The gods will only";
- mes "be watching and judging.";
- next;
- mes "[Crayu]";
- mes "Hmm...";
- mes "I think it would";
- mes "be a good idea if";
- mes "you talk to someone";
- mes "in Niflheim named ^FF0000Gen^000000.";
- set sign_q,87;
- close;
- }
- }
- else if (sign_q == 86) {
- mes "Hmm...";
- mes "I think it would";
- mes "be a good idea if";
- mes "you talk to someone";
- mes "in Niflheim named ^FF0000Gen^000000.";
- close;
- }
- end;
-}
-
-nif_in,156,91,1 script #kidniff -1,1,1,{
-OnTouch:
- callfunc "F_UpdateSignVars";
- if (sign_q == 83) {
- if (sign_sq == 0) {
- mes "[Alakina Ann]";
- mes "^333333*Cries*^000000";
- mes "Where am I?";
- mes "I... I wanna go home~";
- emotion e_sob;
- close;
- }
- else if (sign_sq == 1) {
- mes "[Alakina Ann]";
- mes "W-will you help me get";
- mes "back home? Please? I miss";
- mes "my mommy and my daddy and";
- mes "I don't know how I got here.";
- mes "^333333*Sniff*^000000";
- next;
- switch(select("What can I do?:You can't go back...")) {
- case 1:
- mes "[Alakina Ann]";
- mes "I dunno. I-I think a ";
- mes "singing man told me to";
- mes "go meet a witch, but it's";
- mes "too scary to go outside...";
- set sign_sq,2;
- close;
- case 2:
- mes "[Alakina Ann]";
- mes "^333333*Sniff*^000000";
- mes "N-no...";
- mes "I wanna go home...";
- close2;
- emotion e_sob;
- end;
- }
- }
- else if (sign_sq == 2) {
- mes "[Alakina Ann]";
- mes "^333333*Cries*^000000";
- mes "Where am I?";
- mes "I... I wanna go home~";
- emotion e_sob;
- close;
- }
- else if ((sign_sq == 3) || (sign_sq == 4)) {
- if (countitem(7309) > 0) {
- mes "[Alakina Ann]";
- mes "I... I can use";
- mes "this to go back home?";
- mes "Thank you! Thank you so much!";
- delitem 7309,countitem(7309); //Wing_Of_Crow
- set sign_sq,5;
- close;
- }
- else {
- mes "[Alakina Ann]";
- mes "How am I gonna";
- mes "find that witch?";
- mes "She's the only one";
- mes "who knows how to";
- mes "get me back home...";
- mes "^333333*Cries*^000000";
- emotion e_sob;
- close;
- }
- }
- else if (sign_sq == 5) {
- mes "[Alakina Ann]";
- mes "Y-you lied to me!";
- mes "This wing doesn't do";
- mes "anything! I-I'm still here";
- mes "in this scary place! ^333333*Cries*^000000";
- set sign_sq,6;
- emotion e_sob;
- close;
- }
- else {
- mes "[Alakina Ann]";
- mes "You said that you";
- mes "could help me get home,";
- mes "but you didn't help me";
- mes "at all. Y-you lied to me!";
- mes "I... I hate you! ^333333*Wah~!*^000000";
- emotion e_sob;
- close;
- }
- }
- else {
- mes "[Alakina Ann]";
- mes "^333333*Cries*^000000";
- mes "Where am I?";
- mes "I... I wanna go home~";
- emotion e_sob;
- close;
- }
- end;
-}
-
-function script F_SignSeal {
- function F_SealFail;
- function F_SealFail {
- mes "^3355FFYou hit the seal as hard";
- mes "as you can with the weapon in your hand. However, the seal is merely shaken by the force of your blow. Perhaps you need something";
- mes "more powerful to break the seal...^000000";
- close;
- }
- if (countitem(1558) || countitem(1963)) {
- if (getarg(0) < 980) F_SealFail; }
- else if (countitem(1227) || countitem(1228) || countitem(1240) || countitem(1241) || countitem(1962) || countitem(1813)) {
- if (getarg(0) < 960) F_SealFail; }
- else if (countitem(1719) || countitem(1130) || countitem(1133) || countitem(1223) || countitem(1229) || countitem(1231) || countitem(1413) || countitem(1814) || countitem(1242)) {
- if (getarg(0) < 940) F_SealFail; }
- else if (countitem(1131) || countitem(1230) || countitem(1232)) {
- if (getarg(0) < 920) F_SealFail; }
- else if (countitem(1132) || countitem(1134) || countitem(1233) || countitem(1234) || countitem(1235) || countitem(1414) || countitem(1523) || countitem(1236)) {
- if (getarg(0) < 900) F_SealFail; }
- else if (countitem(1237) || countitem(1524) || countitem(1525) || countitem(1557) || countitem(1415) || countitem(1964)) {
- if (getarg(0) < 880) F_SealFail; }
- else if (countitem(1135) || countitem(1140) || countitem(1141) || countitem(1527)) {
- if (getarg(0) < 860) F_SealFail; }
- else if (countitem(1164) || countitem(1165) || countitem(1467) || countitem(1138) || countitem(1139) || countitem(1224) || countitem(1225) || countitem(1416) || countitem(1526)) {
- if (getarg(0) < 840) F_SealFail; }
- else if (countitem(1305) || countitem(1720) || countitem(1136) || countitem(1137) || countitem(1166)) {
- if (getarg(0) < 820) F_SealFail; }
- else if (countitem(1261) || countitem(1528) || countitem(1167)) {
- if (getarg(0) < 800) F_SealFail; }
- else if (countitem(1364) || countitem(1913)) {
- if (getarg(0) < 780) F_SealFail; }
- else if (countitem(1170) || countitem(1468) || countitem(1168) || countitem(1169)) {
- if (getarg(0) < 760) F_SealFail; }
- else if (countitem(1365) || countitem(1366) || countitem(1473)) {
- if (getarg(0) < 740) F_SealFail; }
- else if (countitem(1367) || countitem(1368) || countitem(1466) || countitem(1469)) {
- if (getarg(0) < 720) F_SealFail; }
- else if (countitem(1369) || countitem(1470)) {
- if (getarg(0) < 700) F_SealFail; }
- else if (countitem(1722) || countitem(1471)) {
- if (getarg(0) < 680) F_SealFail; }
- else if (countitem(1363)) {
- if (getarg(0) < 660) F_SealFail; }
- else if (countitem(1530)) {
- if (getarg(0) < 500) F_SealFail; }
- else {
- mes "^3355FFThe weapon you're holding";
- mes "right now doesn't look like it has any chance of breaking this seal. You'll definitely need something";
- mes "more powerful...^000000";
- close;
- }
- if (getarg(1,0)) {
- mes "^3355FFUpon obtaining the last piece";
- mes "of Agrboda's soul, all four soul pieces emitted a strange light, rose to the air and combined into";
- mes "a single transparent jewel.^000000";
- next;
- mes "^3355FFThe jewel floated";
- mes "down to your waiting";
- mes "hands, and you hear its";
- mes "voice speak directly into";
- mes "the depths of your heart...^000000";
- next;
- mes "[Agrboda's Soul]";
- mes "^333333I'm...";
- mes "I'm leaving my soul";
- mes "with you. Please guide";
- mes "me to the queen of the dead...^000000";
- delitem 7306,3; //Fragment_Of_Soul
- set sign_q,117;
- getitem 7307,1; //Whisper_Of_Soul
- }
- else {
- mes "^3355FFOnce you strike the seal,";
- mes "it cracks open and a flash of mysterious light floods out of it. Inside of the seal, you find a very peculiar object...^000000";
- next;
- mes "^3355FFYou have";
- mes "obtained a^6E7B8B";
- mes "Piece of Spirit^3355FF.^000000";
- getitem 7306,1; //Fragment_Of_Soul
- }
- return;
-}
-
-gl_dun02,262,265,0 script Mysterious Energy#1 111,{
- callfunc "F_UpdateSignVars";
- set .@crash_s,rand(1,1000);
- if (sign_q == 101) {
- callfunc "F_SignSeal",.@crash_s;
- set sign_q,105;
- close;
- }
- else {
- mes "^3355FFYou sense a strange,";
- mes "mysterious energy emanating from this area. For some reason, this power strikes you with a faint feeling of sadness.^000000";
- close;
- }
-}
-
-// Angrboda's Seal 2 big 4 O'clock 270 198
-gl_dun02,271,100,0 script Mysterious Energy#2 111,{
- callfunc "F_UpdateSignVars";
- set .@crash_s,rand(1,1000);
- if ((sign_q == 102) || (sign_q == 104)) {
- callfunc "F_SignSeal",.@crash_s;
- if (sign_q == 102) set sign_q,106;
- else if (sign_q == 104) set sign_q,108;
- close;
- }
- else {
- mes "^3355FFYou sense a strange,";
- mes "mysterious energy emanating from this area. For some reason, this power strikes you with a faint feeling of sadness.^000000";
- close;
- }
-}
-
-// Angrboda's Seal 3 big 5 O'clock 268 32
-gl_dun02,268,32,0 script Mysterious Energy#3 111,{
- callfunc "F_UpdateSignVars";
- set .@crash_s,rand(1,1000);
- if ((sign_q == 103) || (sign_q == 105) || (sign_q == 108)) {
- callfunc "F_SignSeal",.@crash_s;
- if (sign_q == 103) set sign_q,107;
- else if (sign_q == 105) set sign_q,109;
- else if (sign_q == 108) set sign_q,112;
- close;
- }
- else {
- mes "^3355FFYou sense a strange,";
- mes "mysterious energy emanating from this area. For some reason, this power strikes you with a faint feeling of sadness.^000000";
- close;
- }
-}
-
-// Angrboda's Seal 4 big 7 O'clock 16 26
-gl_dun02,16,26,0 script Mysterious Energy#4 111,{
- callfunc "F_UpdateSignVars";
- set .@crash_s,rand(1,1000);
- if (sign_q == 109) {
- callfunc "F_SignSeal",.@crash_s;
- if (sign_q == 109) set sign_q,113;
- close;
- }
- else {
- mes "^3355FFYou sense a strange,";
- mes "mysterious energy emanating from this area. For some reason, this power strikes you with a faint feeling of sadness.^000000";
- close;
- }
-}
-
-// Angrboda's Seal 5 big 11 O'clock 42 251
-gl_dun02,42,251,0 script Mysterious Energy#5 111,{
- callfunc "F_UpdateSignVars";
- set .@crash_s,rand(1,1000);
- if ((sign_q == 106) || (sign_q == 112)) {
- callfunc "F_SignSeal",.@crash_s;
- if (sign_q == 106) set sign_q,110;
- else if (sign_q == 112) set sign_q,116;
- close;
- }
- else {
- mes "^3355FFYou sense a strange,";
- mes "mysterious energy emanating from this area. For some reason, this power strikes you with a faint feeling of sadness.^000000";
- close;
- }
-}
-
-// Angrboda's Seal 6 small 11 O'clock 123 234
-gl_dun02,123,234,0 script Mysterious Energy#6 111,{
- callfunc "F_UpdateSignVars";
- set .@crash_s,rand(1,1000);
- if (sign_q == 107) {
- callfunc "F_SignSeal",.@crash_s;
- if (sign_q == 107) set sign_q,111;
- close;
- }
- else if (sign_q == 116) {
- callfunc "F_SignSeal",.@crash_s,1;
- close;
- }
- else {
- mes "^3355FFYou sense a strange,";
- mes "mysterious energy emanating from this area. For some reason, this power strikes you with a faint feeling of sadness.^000000";
- close;
- }
-}
-
-// Angrboda's Seal 7 small 6 O'clock 140 72
-gl_dun02,140,72,0 script Mysterious Energy#7 111,{
- callfunc "F_UpdateSignVars";
- set .@crash_s,rand(1,1000);
- if ((sign_q == 110) || (sign_q == 111)) {
- callfunc "F_SignSeal",.@crash_s;
- if (sign_q == 110) set sign_q,114;
- else if (sign_q == 111) set sign_q,115;
- close;
- }
- else if (sign_q == 113) {
- callfunc "F_SignSeal",.@crash_s,1;
- close;
- }
- else {
- mes "^3355FFYou sense a strange,";
- mes "mysterious energy emanating from this area. For some reason, this power strikes you with a faint feeling of sadness.^000000";
- close;
- }
-}
-
-// Angrboda's Seal 8 ���� small 119 182
-gl_dun02,119,182,0 script Mysterious Energy#8 111,{
- callfunc "F_UpdateSignVars";
- set .@crash_s,rand(1,1000);
- if ((sign_q == 114) || (sign_q == 115)) {
- callfunc "F_SignSeal",.@crash_s,1;
- close;
- }
- else {
- mes "^3355FFYou sense a strange,";
- mes "mysterious energy emanating from this area. For some reason, this power strikes you with a faint feeling of sadness.^000000";
- close;
- }
-}
-
-que_sign01,46,56,0 script Fountain#sign 111,{
- callfunc "F_UpdateSignVars";
- if (sign_q < 118) {
- mes "^3355FFThe water in this";
- mes "fountain looks clean";
- mes "enough to drink...^000000";
- next;
- switch(select("Drink.:Don't Drink.")) {
- case 1:
- mes "...";
- close2;
- percentheal -100,0;
- end;
- case 2:
- mes "...";
- close;
- }
- }
- else {
- mes "^3355FFThe water in this";
- mes "fountain looks clean";
- mes "enough to be bottled...^000000";
- next;
- switch(select("Bottle the water.:Don't bottle the water.")) {
- case 1:
- if (checkweight(1201,1) == 0) {
- mes "^3355FFUnfortunately, it";
- mes "looks like you don't";
- mes "have enough inventory";
- mes "space to carry any more items...^000000";
- close;
- }
- else {
- if (countitem(713) > 0) {
- delitem 713,1; //Empty_Bottle
- getitem 12020,1; //Water_Of_Darkness
- close;
- }
- else {
- mes "^3355FFUnfortunately, it";
- mes "looks like you don't";
- mes "have any Empty Bottles";
- mes "to carry any of this water... ^000000";
- close;
- }
- }
- case 2:
- mes "...";
- close;
- }
- }
-}
-
-geffen,119,55,0 script Geffenia Warp 45,1,1,{
-OnInit:
- disablenpc "Geffenia Warp";
- end;
-
-OnTouch:
- set geffenia_warp,rand(1,4);
- if (geffenia_warp == 1) warp "gefenia01",58,169;
- else if (geffenia_warp == 2) warp "gefenia02",116,115;
- else if (geffenia_warp == 3) warp "gefenia03",130,206;
- else if (geffenia_warp == 4) warp "gefenia04",133,88;
- else warp "geffen",116,115;
- end;
-
-OnEnable:
- initnpctimer;
- enablenpc "Geffenia Warp";
- specialeffect EF_MAPPILLAR2;
- end;
-
-OnDisable:
- disablenpc "Geffenia Warp";
- end;
-
-OnTimer10000:
-OnTimer20000:
-OnTimer30000:
-OnTimer40000:
- specialeffect EF_MAPPILLAR2;
- end;
-
-OnTimer45000:
- donpcevent "Geffenia Warp::OnDisable";
- mapannounce "geffen","The portal to Geffenia is now closed.",bc_map,"0x9CFF00";
- stopnpctimer;
- end;
-}
-
-geffen,119,48,0 script Fountain#s 111,{
- callfunc "F_UpdateSignVars";
- if (countitem(7025) > 0) {
- mes "^3355FFAs you approach the fountain,";
- mes "a strange light begins to emit from the Lucifer's Lament in your pocket and from something deep within";
- mes "the fountain's water.^000000";
- specialeffect EF_LEVEL99;
- specialeffect2 EF_LEVEL99;
- next;
- switch(select("Throw Lucifer's Lament into the fountain.:Ignore the light.")) {
- case 1:
- mapannounce "geffen","With a flash of light from Geffen Fountain, the door to Geffenia has opened.",bc_map,"0x9CFF00";
- mes "^3355FFOnce the Lucifer's Lament";
- mes "splashes into the water, the";
- mes "light reveals a peculiar warp";
- mes "in front of the fountain...^000000";
- specialeffect EF_MAPPILLAR2;
- donpcevent "Geffenia Warp::OnEnable";
- close;
- case 2:
- mes ".......";
- close;
- }
- }
- else {
- mes "^3355FFThis is the";
- mes "Geffen Fountain.^000000";
- close;
- }
-}
-
-que_sign01,196,44,0 script Starter#serin -1,32,32,{
-OnTouch:
- donpcevent "Timer#serin::Onstart";
- disablenpc "Starter#serin";
- end;
-
-OnEnable:
- enablenpc "Starter#serin";
- end;
-}
-
-que_sign01,196,44,0 script Warp#serin -1,35,35,{
-OnDisable:
-OnInit:
- disablenpc "Warp#serin";
- end;
-
-OnTouch:
- warp "niflheim",30,156;
- end;
-
-OnEnable:
- enablenpc "Warp#serin";
- end;
-}
-
-que_sign01,1,0,0 script Timer#serin -1,{
-Onstart:
- initnpctimer;
- end;
-
-OnTimer600000:
- donpcevent "Warp#serin::OnEnable";
- end;
-
-OnTimer620000:
- set $@sign_w2,0;
- donpcevent "Starter#serin::OnEnable";
- donpcevent "Warp#serin::OnDisable";
- donpcevent "Serin#serin::OnEnable";
- donpcevent "Dark Lord#serin::OnDisable";
- donpcevent "Serin#dummy::OnDisable";
- donpcevent "CallMonster#serin::Onreset";
- stopnpctimer;
- end;
-}
-
-que_sign01,50,1,0 script CallMonster#serin -1,{
-Oncall:
- monster "que_sign01",196,44,"Dark Lord Incarnation",1605,1,"CallMonster#serin::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_sign01","CallMonster#serin::OnMyMobDead") < 1)
- donpcevent "Serin#serin::OnEnable";
- end;
-
-Onreset:
- killmonster "que_sign01","CallMonster#serin::OnMyMobDead";
-}
-
-que_sign01,197,195,0 script Starter#witch -1,32,32,{
-OnTouch:
- donpcevent "Timer#witch::Onstart";
- disablenpc "Starter#witch";
- end;
-
-OnEnable:
- enablenpc "Starter#witch";
- end;
-}
-
-que_sign01,1,1,0 script Timer#witch -1,{
-Onstart:
- initnpctimer;
- end;
-
-OnTimer600000:
- donpcevent "Warp#witch::OnEnable";
- end;
-
-OnTimer620000:
- donpcevent "Starter#witch::OnEnable";
- donpcevent "Warp#witch::OnDisable";
- donpcevent "CallMonster#witch::Onreset";
- donpcevent "Serin#witch::OnEnable";
- set $@sign_w1,0;
- stopnpctimer;
- end;
-}
-
-que_sign01,197,195,0 script Warp#witch -1,35,35,{
-OnDisable:
-OnInit:
- disablenpc "Warp#witch";
- end;
-
-OnEnable:
- enablenpc "Warp#witch";
- end;
-
-OnTouch:
- warp "niflheim",30,156;
- end;
-}
-
-que_sign01,1,2,0 script CallMonster#witch -1,{
-Oncall:
- monster "que_sign01",196,195,"Dark Lord Incarnation",1605,1,"CallMonster#witch::OnMyMobDead";
- monster "que_sign01",180,180,"Ancient Mummy",1522,1,"CallMonster#witch::OnMyMobDead";
- monster "que_sign01",210,210,"Ancient Mummy",1522,1,"CallMonster#witch::OnMyMobDead";
- monster "que_sign01",200,200,"Ancient Wraith",1475,1,"CallMonster#witch::OnMyMobDead";
- monster "que_sign01",200,180,"Ancient Wraith",1475,1,"CallMonster#witch::OnMyMobDead";
- monster "que_sign01",180,200,"Rotten Corpse",1423,1,"CallMonster#witch::OnMyMobDead";
- monster "que_sign01",205,205,"Rotten Corpse",1423,1,"CallMonster#witch::OnMyMobDead";
- monster "que_sign01",190,190,"Rotten Corpse",1423,1,"CallMonster#witch::OnMyMobDead";
- monster "que_sign01",205,190,"Rotten Corpse",1423,1,"CallMonster#witch::OnMyMobDead";
- monster "que_sign01",190,205,"Rotten Corpse",1423,1,"CallMonster#witch::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("gue_sign01","CallMonster#witch::OnMyMobDead") < 1) {
- donpcevent "Serin#witch::OnEnable";
- }
- end;
-
-Onreset:
- killmonster "que_sign01","CallMonster#witch::OnMyMobDead";
- end;
-}
-
-que_sign02,0,0,0,0 monster Ancient Mummy 1522,8,0,0,0
-que_sign02,0,0,0,0 monster Evil Druid 1435,8,0,0,0
-que_sign02,0,0,0,0 monster Ghoul 1423,20,0,0,0
-que_sign02,0,0,0,0 monster Incubus 1580,8,0,0,0
-que_sign02,0,0,0,0 monster Injustice 1446,8,0,0,0
-que_sign02,0,0,0,0 monster Skeleton Prisoner 1479,15,0,0,0
-que_sign02,0,0,0,0 monster Zombie Prisoner 1480,15,0,0,0
-que_sign02,0,0,0,0 monster Wraith 1475,15,0,0,0
-que_sign02,0,0,0,0 monster Wraith Dead 1566,8,0,0,0
-
-que_sign02,378,235,0 script sign_w6 45,1,1,{
-OnTouch:
- callfunc "F_UpdateSignVars";
- if ((countitem(7313) == 1) && ((sign_q != 124) || (sign_q != 125) || (sign_q != 126))) {
- warp "que_sign01",197,190;
- end;
- }
- if ($@sign_w1 == 1) {
- mes "^3355FFSome sort of";
- mes "strange force";
- mes "is blocking you";
- mes "from entering.^000000";
- close;
- }
- else {
- set $@sign_w1,1;
- warp "que_sign01",197,190;
- end;
- }
-}
-
-function script F_UpdateSignVars {
- if (!sign_q) {
- // Attempt to save current progress, to some degree...
- // P.S. I want to slit someone's throat.
-
- // Attmept to save using the main (old) tracting variable
- if (signquest <= 4) { set sign_q,signquest; }
- // ariantest = 5-11
- // gaanantest = 12 & 13
- else if (signquest == 5) { set sign_q,14; }
- else if (signquest == 6) { set sign_q,15; }
- // SighJore = 16
- else if (signquest == 7) { set sign_q,17; }
- // ScareAlchSign = 18
- else if (signquest == 8) { set sign_q,19; }
- else if (signquest == 9) { set sign_q,20; }
- // There is noequivilent for sign_q 21-24
- else if (signquest == 10) { set sign_q,25; }
- // There is noequivilent for sign_q 26
- else if (signquest == 11) { set sign_q,27; }
- // deales_test = 28-30
- // 31 is not used.
- // SignDance = 32 & 33
- // there is no equivilent to sign_q 34
- else if (signquest == 12) { set sign_q,35; }
- // bakerlan_test - 36-42
- // there is no equivilent to sign_q 43-45
- // bakerlan_test - 46-52
- else if (signquest == 13) { set sign_q,53; }
- else if ((signquest >= 14) && (signquest <= 15)) { set sign_q,54; }
- else if ((signquest >= 16) && (signquest <= 18)) { set sign_q,signquest+39; }
- // signanvil = 58-61
- else if ((signquest == 19) && (countitem(7278))) { set sign_q,61; }
- // there is no equivilent to sign_q 62-64
- else if (signquest == 20) { set sign_q,65; }
- // there is no equivilent to sign_q 66-68
- else if (signquest == 21) { set sign_q,69; }
- else if ((signquest >= 22) && (signquest <= 28)) { set sign_q,signquest+48; } // 70-76
- // there is no equivilent to sign_q 77
- else if ((signquest >= 29) && (signquest <= 34)) { set sign_q,signquest+49; } // 78-83
- else if (signquest == 35) { set sign_q,83; set sign_sq,1; }
- else if (signquest == 36) { set sign_q,83; set sign_sq,1; }
- else if (signquest == 37) { set sign_q,83; set sign_sq,2; }
- else if (signquest == 38) { set sign_q,83; set sign_sq,3; }
- // there is no equivilent to sign_sq 4
- else if (signquest == 39) { set sign_q,83; set sign_sq,5; }
- else if (signquest == 40) { set sign_q,83; set sign_sq,6; }
- else if (signquest == 41) { set sign_q,83; set sign_sq,7; }
- else if (signquest == 42) { set sign_q,83; set sign_sq,8; }
- // there is no equivilent to sign_q 84
- else if ((signquest >= 43) && (signquest <= 48)) { set sign_q,signquest+42; } // 85-90
- // 91-92
- else if ((signquest >= 49) && (signquest <= 52)) { set sign_q,signquest+44; } // 93-96
- // signlaichin97-99
- else if (signquest == 53) { set sign_q,100; }
- // 101-116
- else if (signquest == 54) { set sign_q,117; }
- else if (signquest == 55) { set sign_q,118; }
- // 119-126
- else if (signquest == 56) { set sign_q,127; }
- // 128
- else if (signquest == 57) { set sign_q,129; }
- else if (signquest == 58) { set sign_q,130; }
- // 131-136
- else if ((signquest >= 59) && (signquest <= 66)) { set sign_q,signquest+78; } // 137-144
- // 144-199
-
- // Attmept to save using the intermediate variables.
- if (sign_fail == 1) { set sign_q,200; }
- else if (sign_fail >= 2) { set sign_q,201; }
-
- if (ariantest >= 2) { set sign_q,ariantest+3; }
- if (gaanantest == 1) { set sign_q,12; }
-
- if (SignJore == 1) { set sign_q,16; }
- if (ScareAlchSign == 1) { set sign_q,18; }
-
- if (dearles_test == 1) { set sign_q,28; }
- else if (dearles_test == 2) { set sign_q,29; }
- else if (dearles_test == 3) { set sign_q,30; }
-
- if (SignDance == 1) { set sign_q,32; }
- else if (SignDance == 2) { set sign_q,33; }
-
- if ((bakerlan_test >= 1) && (bakerlan_test <= 3)) { set sign_q,bakerlan_test+35; }
- else if ((bakerlan_test >= 4) && (bakerlan_test <= 6)) { set sign_q,bakerlan_test+36; }
- else if ((bakerlan_test >= 7) && (bakerlan_test <= 13)) { set sign_q,bakerlan_test+39; }
-
- if ((signanvil >= 1) && (signanvil <= 4)) { set sign_sq,signanvil+57; }
-
- // Because of the horrible way this was scripted, it's incompatable
- // With the new script, So I am resetting the quest to the start
- // of this step.
- if (signlaichin >= 1) {
- mes "^FF0000You stumble and drop the your^000000";
- if (countitem(7306)) {
- mes "^FF0000"+getitemname(7306)+"^000000";
- }
- if (countitem(7306) && countitem(7307)) {
- mes "^FF0000and^000000";
- }
- if (countitem(7307)) {
- mes "^FF0000"+getitemname(7307)+"^000000";
- }
- mes "^FF0000pieces on the ground and they vanish! Perhaps you should talk to Lachin.^000000";
- delitem 7306,countitem(7306); //Fragment_Of_Soul
- delitem 7307,countitem(7307); //Whisper_Of_Soul
- set sign_q,rand(97,100);
- }
-
- // Same BS as above, unable to save pickup time for 'The Sign' from Engel.
- if (signengelhour) {
- mes "^FF0000You see that Engel has forgotten to look at 'The Sign', how you got it back is a mystery too you, but you should remind Engel that he needs to look at it.^000000";
- getitem 7314,1; //The_Sign
- set sign_q,139;
- }
-
- if (Sign_Branch8A == 1) { set sign_q,119; }
- else if (Sign_Branch8A == 2) { set sign_q,120; }
- else if (Sign_Branch8A == 3) { set sign_q,122; }
- else if (Sign_Branch8A == 4) { set sign_q,124; }
- else if (Sign_Branch8A == 5) { set sign_q,134; }
- else if ((Sign_Branch8A == 7) || (Sign_Branch8A == 8)) { set sign_q,126; }
-
- // Incompatable with the new version.
- if (Sign_Branch8B > 0) {
- mes "^FF0000Something is wrong, perhaps you should go talk to Serin again.^000000";
- set sign_q,132;
- }
-
- // Incompatable with the new version. Again.
- if (Sign_Branch2B) {
- set sign_q,91;
- }
-
- // Unable to save when the Sign should be picked up from Metz
- if (signmetzhour) {
- mes "^FF0000You see that Metz has forgotten to look at 'The Sign', how you got it back is a mystery too you, but you should remind Metz that he needs to look at it.^000000";
- getitem 7314,1; //The_Sign
- set sign_q,138;
- }
-
- // Clear old variables.
- set signquest,0;
- set sign_fail,0;
- set gaananpoint,0;
- set gaanantest,0;
- set arianstest,0;
- set SignJore,0;
- set ScareAlchSign,0;
- set dearles_test,0;
- set SignDance,0;
- set bakerlan_test,0;
- set signanvil,0;
- set signengelhour,0;
- set signlaichin,0;
- set Sign_Seal1,0;
- set Sign_Seal2,0;
- set Sign_Seal3,0;
- set Sign_Seal4,0;
- set Sign_Seal1$,"";
- set Sign_Seal2$,"";
- set Sign_Seal3$,"";
- set Sign_Seal4$,"";
- set brokenseal,0;
- set Sign_Branch8A,0;
- set Sign_Branch8B,0;
- set Sign_Branch2B,0;
- set serinring,0;
- set signmetzhour,0;
- }
- return;
-}
-
-//============================================================
-// Old changelog
-//============================================================
-//= 1.0 First version, beware of potential nasty bugs :x [MasterOfMuppets]
-//= 1.1 Finalized for stable, might still contain bugs though. [MasterOfMuppets]
-//= 1.1a moved #aldesignwarp to fix enless warp [Lupus]
-//= 1.2 Fixed a minor bug that prevented people from advancing [MasterOfMuppets]
-//= quest at one point.
-//= 1.3 Removed duplicates [Toms]
-//= 1.4 Fixed a bug in Dearles script where it was checking for the wrong items.
-//= Fixed a major bug that was allowing players to continue before
-//= getting all the Sobbing Starlight pieces.
-//= Also moved the Alberta sign since another NPC was on top of it. [Llyr]
-//= 1.5 Fixed exploits and bugs. Plus add a removal of exttra sobbing pieces
-//= as suggested Tantarian, to let people Reborn [Lupus]
-//= 1.6 Minor fix, thanks to theultramage for pointing it out. [MasterOfMuppets]
-//= 1.7 Fixed exploit [KarLaeda]
-//= 1.7a Fixed wrong dialogue [Lupus]
-//= 1.7b Fixed possible exploit [Lupus]
-//= 1.7c Reformatted for future bughunt. WIP [Lupus]
-//= 1.8 Fixed some bugs and exploit which allowed players helping in the final
-//= fight to finish the quest as well. Completely revamped quiz system. [SinSloth]
-//= 1.9 Made some changes in last event to reflect recent bug exploit fix. [SinSloth]
-//= 2.0 Fixed some various minor bugs. [SinSloth]
-//= 2.1 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
-//= 2.2 Fixed a small bug which occured when people had to return The Sign around midnight. [SinSloth]
-//= 2.3 Made some adjustments in last event with dialogs/summoning and fixed a possible exploit earlier. [SinSloth]
-//= 2.4 Optimized/simplified some poorly written code; fixed wrong quiz answers [ultramage]
-//= 2.5 Updated to fall within proper name restrictions. [L0ne_W0lf]
-//= 2.5a Corrected a Typo error ";;". [Samuray22]
-//= 2.6 Fixed Engel giving back 7 Sobbing Starlight on failing to refine it, bugreport:1473 [Brainstorm]
-//= 2.7 Replaced effect numerics with constants. [Samuray22]
-//= 2.8 Fixed some bugs with itemids and leftover questitems [Fish0r]
-//= 2.9 Made a delitem causing script to fault use countitem when deleting. [L0ne_W0lf]
-//= 2.9a Added a check for Sign_Branch8A before attempting to run a delitem on items not needed based on Path taken. [Paradox924X]
diff --git a/npc/quests/bunnyband.txt b/npc/quests/bunnyband.txt
deleted file mode 100644
index 629de4e4d..000000000
--- a/npc/quests/bunnyband.txt
+++ /dev/null
@@ -1,153 +0,0 @@
-//===== rAthena Script =======================================
-//= Bunny Band Quest
-//===== By: ==================================================
-//= rAthena Dev Team
-//===== Current Version: =====================================
-//= 1.6
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Quest to obtain a Bunny Band headgear.
-//===== Additional Comments: =================================
-//= 1.5 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
-// Changed @BUNYBAN back to BUNYBND, it should be this way.
-// Removed duplicates. NPC is ALberta-only.
-//= 1.6 Cleaning. [Euphy]
-//============================================================
-
-alberta,26,229,0 script Kafra Employee#bunny 83,{
- if (BUNYBND == 1) {
- mes "[Kafra Employee]";
- mes "Hello there~!";
- mes "How'd you like to";
- mes "participate in Kafra";
- mes "Corporation's special";
- mes "^529DFFBunny Band Event^000000?";
- next;
- switch(select("Sure, I brought the items.:Event Information:Cancel")) {
- case 1:
- mes "[Kafra Employee]";
- mes "Alrighty~";
- mes "Let me check to";
- mes "see if you brought";
- mes "all the items...";
- next;
- setarray .@Items[0],949,100,706,1,722,1,2213,1;
- for(set .@i,0; .@i<8; set .@i,.@i+2)
- if (countitem(.@Items[.@i]) < .@Items[.@i+1]) {
- mes "[Kafra Employee]";
- mes "Ooh, I'm sorry";
- mes "but you need to";
- mes "bring at least";
- mes .@Items[.@i+1]+" "+getitemname(.@Items[.@i])+((!.@i)?"s.":".");
- close;
- }
- mes "[Kafra Employee]";
- mes "Great, I see that";
- mes "you've gathered";
- mes "everything I need to";
- mes "make the Bunny Band.";
- mes "Please wait a moment";
- mes "while I put it together...";
- next;
- for(set .@i,0; .@i<8; set .@i,.@i+2)
- if (countitem(.@Items[.@i]) < .@Items[.@i+1]) {
- mes "[Kafra Employee]";
- mes "Hm? I'm sorry,";
- mes "but I actually can't";
- mes "make this right now. You";
- mes "need "+.@Items[.@i+1]+" "+getitemname(.@Items[.@i])+((!.@i)?"s":"");
- mes "in order for me to put this";
- mes "Bunny Band together...";
- close;
- }
- delitem 949,100; //Feather
- delitem 706,1; //Four_Leaf_Clover
- delitem 722,1; //Scarlet_Jewel
- delitem 2213,1; //Cat_Hairband
- mes "[Kafra Employee]";
- mes "Ah, here you go~";
- mes "The perfect Bunny Band!";
- mes "Well, I hope you enjoy it.";
- getitem 2214,1; //Bunny_Band
- set BUNYBND,0;
- next;
- mes "[Kafra Employee]";
- mes "Thank you for";
- mes "participating in this";
- mes "special event and your";
- mes "continued patronage";
- mes "of the Kafra Services~";
- close;
- case 2:
- goto L_Info;
- case 3:
- close;
- }
- }
- mes "[Kafra Employee]";
- mes "Hi there~! Would you like";
- mes "to join our special ^529DFFBunny";
- mes "Band Event^000000 hosted by the Kafra";
- mes "Corporation and sponsored by";
- mes "the Alberta Merchant Guild?";
- next;
- switch(select("Join the Event:Event Information:Cancel")) {
- case 1:
- set BUNYBND,1;
- mes "[Kafra Employee]";
- mes "Great! Thanks for";
- mes "participating! If you";
- mes "haven't already heard,";
- mes "you need to collect these";
- mes "items if you want me put a";
- mes "Bunny Band together for you...";
- next;
- mes "[Kafra Employee]";
- mes "100 Feathers,";
- mes "1 Four-Leaf Clover,";
- mes "1 Kitty Band and";
- mes "1 Pearl. That's it!";
- mes "Good luck and I'll be";
- mes "waiting for you here~";
- close;
- case 2:
- break;
- case 3:
- close;
- }
-L_Info:
- mes "[Kafra Employee]";
- mes "To thank our valued";
- mes "customers, Kafra Corporation";
- mes "has prepared a special event";
- mes "where Kafra Employee will assemble";
- mes "Bunny Bands for adventurers";
- mes "who bring the required items.";
- next;
- mes "[Kafra Employee]";
- mes "For this special,";
- mes "one of a kind item,";
- mes "bring 100 Feathers,";
- mes "1 Four-Leaf Clover,";
- mes "1 Kitty Band and";
- mes "1 Pearl.";
- next;
- mes "[Kafra Employee]";
- mes "When you're ready,";
- mes "come back and bring";
- mes "those items to me.";
- mes "(Sponsored by the";
- mes "Alberta Merchant Guild).";
- close;
-}
-
-//============================================================
-// Old changelog
-//============================================================
-//= 1.1 using duplicate command
-//= 1.2 Fixed NPC location, removed NPC dupes [Lupus]
-//= 1.3 RE-Fixed exploit V_V, also cleared used VAR [Lupus]
-//= 1.4 replaced BUNYBND with @BUNYBND [Lupus]
-//============================================================
diff --git a/npc/quests/collection/quest_alligator.txt b/npc/quests/collection/quest_alligator.txt
deleted file mode 100644
index 263ea2658..000000000
--- a/npc/quests/collection/quest_alligator.txt
+++ /dev/null
@@ -1,242 +0,0 @@
-//===== rAthena Script =======================================
-//= iRO Repeatable EXP Quests.
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Added Monster Killing quests.
-//= Repeatable EXP Quest (Anolian Skins)
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//============================================================
-
-cmd_fild01,362,256,3 script Cuir#Gator_Hunt 106,{
- if (checkquest(60119) != -1) {
- if (checkquest(60119,HUNTING) != 2 ) {
- mes "[Cuir]";
- mes "Have you finished hunting the 50 Alligators?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Cuir]";
- mes "Hmm, I don't think you've hunted 50 yet...";
- close;
- case 2:
- mes "[Cuir]";
- mes "Remember, I need help hunting Alligators so go and hunt 50 of them.";
- close;
- case 3:
- mes "[Cuir]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Cuir]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60119;
- close;
- case 2:
- mes "[Cuir]";
- mes "Please kill 50 Alligators.";
- close;
- }
- }
- }
- else {
- mes "[Cuir]";
- mes "Amazing, you did that with speed.";
- getexp 68950,43300;
- erasequest 60119;
- close;
- }
- }
- if (checkquest(60120) != -1) {
- if (checkquest(60120,HUNTING) != 2 ) {
- mes "[Cuir]";
- mes "Have you finished hunting the 50 Alligators?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Cuir]";
- mes "Hmm, I don't think you've hunted 100 yet...";
- close;
- case 2:
- mes "[Cuir]";
- mes "Remember, I need help hunting Alligators so go and hunt 100 of them.";
- close;
- case 3:
- mes "[Cuir]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Cuir]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60120;
- close;
- case 2:
- mes "[Cuir]";
- mes "Please kill 100 Alligators.";
- close;
- }
- }
- }
- else {
- mes "[Cuir]";
- mes "Amazing, you did that with speed.";
- getexp 68950,43300;
- getexp 68950,43300;
- erasequest 60120;
- close;
- }
- }
- if (checkquest(60121) != -1) {
- if (checkquest(60121,HUNTING) != 2 ) {
- mes "[Cuir]";
- mes "Have you finished hunting the 150 Alligators?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Cuir]";
- mes "Hmm, I don't think you've hunted 150 yet...";
- close;
- case 2:
- mes "[Cuir]";
- mes "Remember, I need help hunting Alligators so go and hunt 150 of them.";
- close;
- case 3:
- mes "[Cuir]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Cuir]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60121;
- close;
- case 2:
- mes "[Cuir]";
- mes "Please kill 150 Alligators.";
- close;
- }
- }
- }
- else {
- mes "[Cuir]";
- mes "Amazing, you did that with speed.";
- getexp 68950,43300;
- getexp 68950,43300;
- getexp 68950,43300;
- erasequest 60121;
- close;
- }
- }
- //for minimum level
- if (BaseLevel > 44) {
- //for maximum level
- if (BaseLevel < 81) {
- mes "[Cuir]";
- mes "You look like a sturdy adventurer!";
- next;
- mes "[Cuir]";
- mes "I was sent here to minimize the Alligator population but the task is proving to be quite difficult for just me to complete.";
- mes "How'd you like to help me out?";
- next;
- switch(select("Sure:No")) {
- case 1:
- mes "[Cuir]";
- mes "You can help me out by either hunting Alligators or by gathering items for me.";
- mes "Which would you like to do?";
- next;
- switch(select("Gather Items:Hunt Alligators:Cancel")) {
- case 1:
- // Item turn in
- mes "[Cuir]";
- mes "If you can bring me ^00CC0020 Anolian Skins^000000. I'll help you get stronger.";
- next;
- switch(select("I have the Anolian Skins:Gators bite!")) {
- case 1:
- /*
- if (checkweight(503,10) == 0) {
- mes "[Cuir]";
- mes "Hey, it looks like that the weight on";
- mes "your back will crush you. Come back";
- mes "after you have lost some weight.";
- close;
- }
- */
- if (countitem(7003) > 19) {
- mes "[Cuir]";
- mes "Thank you for the ^00CE0020 Anolian Skins^000000!";
- mes "I hope you can continue to help me collect these skins.";
- mes "The armor creators around the world are clamoring for them.";
- delitem 7003,20; //Anolian_Skin
- getexp 68950,43300;
- //getitem 503,10; //Yellow_Potion
- close;
- }
- else {
- mes "[Cuir]";
- mes "I know a gator skin when I see it and I don't see ^00CE0020 Anolian Skins^000000.";
- close;
- }
- case 2:
- mes "[Cuir]";
- mes "I need ^00CE0020 Anolian Skins^000000.";
- close;
- }
- case 2:
- // Kill Count Quest
- mes "[Cuir]";
- mes "Ah, ok I think you can help me out by hunting some Alligators.";
- mes "How many would you like to hunt?";
- next;
- switch(select("50 Alligators:100 Alligators:150 Alligators")) {
- case 1:
- mes "[Cuir]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60119;
- close;
- case 2:
- mes "[Cuir]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60120;
- close;
- case 3:
- mes "[Cuir]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60121;
- close;
- }
- case 3:
- mes "[Cuir]";
- mes "If you change your mind, please come back.";
- close;
- }
- case 2:
- mes "[Cuir]";
- mes "If you change your mind, please come back.";
- close;
- }
- }
- else {
- mes "[Cuir]";
- mes "You are too powerful for this task, I need the skins in fair condition, not exploded!";
- next;
- close;
- }
- }
- else {
- mes "[Cuir]";
- mes "You certainly are brave, but bravery turns to foolishness if you continue going East.";
- mes "Perhaps when you are stronger you and I can do business.";
- close;
- }
-}
diff --git a/npc/quests/collection/quest_caramel.txt b/npc/quests/collection/quest_caramel.txt
deleted file mode 100644
index 4cb379b71..000000000
--- a/npc/quests/collection/quest_caramel.txt
+++ /dev/null
@@ -1,242 +0,0 @@
-//===== rAthena Script =======================================
-//= iRO Repeatable EXP Quests.
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Added Monster Killing quests.
-//= Repeatable EXP Quest (Porcupine Quills)
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//============================================================
-
-mjolnir_01,296,29,6 script Yullo#Caramel_Hunt 95,{
- if (checkquest(60116) != -1) {
- if (checkquest(60116,HUNTING) != 2 ) {
- mes "[Yullo]";
- mes "Have you finished hunting the 50 Caramels?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Yullo]";
- mes "Hmm, I don't think you've hunted 50 yet...";
- close;
- case 2:
- mes "[Yullo]";
- mes "Remember, I need help hunting Caramels so go and hunt 50 of them.";
- close;
- case 3:
- mes "[Yullo]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Yullo]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60116;
- close;
- case 2:
- mes "[Yullo]";
- mes "Please kill 50 Caramels.";
- close;
- }
- }
- }
- else {
- mes "[Yullo]";
- mes "Amazing, you did that with speed.";
- getexp 10425,6272;
- erasequest 60116;
- close;
- }
- }
- if (checkquest(60117) != -1) {
- if (checkquest(60117,HUNTING) != 2 ) {
- mes "[Yullo]";
- mes "Have you finished hunting the 50 Caramels?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Yullo]";
- mes "Hmm, I don't think you've hunted 100 yet...";
- close;
- case 2:
- mes "[Yullo]";
- mes "Remember, I need help hunting Caramels so go and hunt 100 of them.";
- close;
- case 3:
- mes "[Yullo]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Yullo]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60117;
- close;
- case 2:
- mes "[Yullo]";
- mes "Please kill 100 Caramels.";
- close;
- }
- }
- }
- else {
- mes "[Yullo]";
- mes "Amazing, you did that with speed.";
- getexp 10425,6272;
- getexp 10425,6272;
- erasequest 60117;
- close;
- }
- }
- if (checkquest(60118) != -1) {
- if (checkquest(60118,HUNTING) != 2 ) {
- mes "[Yullo]";
- mes "Have you finished hunting the 150 Caramels?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Yullo]";
- mes "Hmm, I don't think you've hunted 150 yet...";
- close;
- case 2:
- mes "[Yullo]";
- mes "Remember, I need help hunting Caramels so go and hunt 150 of them.";
- close;
- case 3:
- mes "[Yullo]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Yullo]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60118;
- close;
- case 2:
- mes "[Yullo]";
- mes "Please kill 150 Caramels.";
- close;
- }
- }
- }
- else {
- mes "[Yullo]";
- mes "Amazing, you did that with speed.";
- getexp 10425,6272;
- getexp 10425,6272;
- getexp 10425,6272;
- erasequest 60118;
- close;
- }
- }
- //for minimum level
- if (BaseLevel > 23) {
- //for maximum level
- if (BaseLevel < 61) {
- mes "[Yullo]";
- mes "I can't, no more and I mean it.";
- mes "Look at me I am serious I can't kill any more of these things.";
- next;
- switch(select("What things?:Ignore.")) {
- case 1:
- mes "[Yullo]";
- mes "You know what, here is an idea.";
- mes "You can gather them and I can give you a reward for your efforts!";
- next;
- switch(select("Gather Items:Hunt Caramels:Cancel")) {
- case 1:
- // Item turn in
- mes "[Yullo]";
- mes "Ok, so I need 25 Porcupine";
- mes "Quill's.";
- mes "Please tell me you have some or can";
- mes "help me";
- next;
- switch(select("I have Porcupine Quills:Well I don't think I can help.")) {
- case 1:
- /*
- if (checkweight(501,10) == 0) {
- mes "[Yullo]";
- mes "Hey, it looks like that the weight on";
- mes "your back will crush you. Come back";
- mes "after you have lost some weight.";
- close;
- }
- */
- if (countitem(1027) > 24) {
- mes "[Yullo]";
- mes "Great, you have enough!";
- mes "Just like I promised a little reward.";
- delitem 1027,25; //Porcupine_Spike
- getexp 10425,6272;
- //getitem 501,10; //Red_Potion
- close;
- }
- else {
- mes "[Yullo]";
- mes "Where are the Porcupine Quills?";
- mes "You think I wouldn't notice?";
- close;
- }
- case 2:
- mes "[Yullo]";
- mes "I need ^00CE0025 Porcupine Quills^000000.";
- close;
- }
- case 2:
- // Kill Count Quest
- mes "[Yullo]";
- mes "Ah, ok I think you can help me out by hunting some Caramels.";
- mes "How many would you like to hunt?";
- next;
- switch(select("50 Caramels:100 Caramels:150 Caramels")) {
- case 1:
- mes "[Yullo]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60116;
- close;
- case 2:
- mes "[Yullo]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60117;
- close;
- case 3:
- mes "[Yullo]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60118;
- close;
- }
- case 3:
- mes "[Yullo]";
- mes "If you change your mind, please come back.";
- close;
- }
- case 2:
- mes "[Yullo]";
- mes "If you change your mind, please come back.";
- close;
- }
- }
- else {
- mes "[Yullo]";
- mes "Hello, my name is Yullo.";
- mes "Now wait a minute, are you not a little too high of level for this?";
- close;
- }
- }
- else {
- mes "[Yullo]";
- mes "Hmm, this maybe a little much of a request for you.";
- mes "Come back when you are taller and stronger.";
- close;
- }
-}
diff --git a/npc/quests/collection/quest_coco.txt b/npc/quests/collection/quest_coco.txt
deleted file mode 100644
index 0915d3988..000000000
--- a/npc/quests/collection/quest_coco.txt
+++ /dev/null
@@ -1,243 +0,0 @@
-//===== rAthena Script =======================================
-//= iRO Repeatable EXP Quests.
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Added Monster Killing quests.
-//= Repeatable EXP Quest (Acorns)
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//============================================================
-
-mjolnir_01,293,20,3 script Nutters#Coco_Hunt 779,{
- if (checkquest(60113) != -1) {
- if (checkquest(60113,HUNTING) != 2 ) {
- mes "[Nutters]";
- mes "Have you finished hunting the 50 Cocos?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Nutters]";
- mes "Hmm, I don't think you've hunted 50 yet...";
- close;
- case 2:
- mes "[Nutters]";
- mes "Remember, I need help hunting Cocos so go and hunt 50 of them.";
- close;
- case 3:
- mes "[Nutters]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Nutters]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60113;
- close;
- case 2:
- mes "[Nutters]";
- mes "Please kill 50 Cocos.";
- close;
- }
- }
- }
- else {
- mes "[Nutters]";
- mes "Amazing, you did that with speed.";
- getexp 3600,3905;
- erasequest 60113;
- close;
- }
- }
- if (checkquest(60114) != -1) {
- if (checkquest(60114,HUNTING) != 2 ) {
- mes "[Nutters]";
- mes "Have you finished hunting the 50 Cocos?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Nutters]";
- mes "Hmm, I don't think you've hunted 100 yet...";
- close;
- case 2:
- mes "[Nutters]";
- mes "Remember, I need help hunting Cocos so go and hunt 100 of them.";
- close;
- case 3:
- mes "[Nutters]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Nutters]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60114;
- close;
- case 2:
- mes "[Nutters]";
- mes "Please kill 100 Cocos.";
- close;
- }
- }
- }
- else {
- mes "[Nutters]";
- mes "Amazing, you did that with speed.";
- getexp 3600,3905;
- getexp 3600,3905;
- erasequest 60114;
- close;
- }
- }
- if (checkquest(60115) != -1) {
- if (checkquest(60115,HUNTING) != 2 ) {
- mes "[Nutters]";
- mes "Have you finished hunting the 150 Cocos?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Nutters]";
- mes "Hmm, I don't think you've hunted 150 yet...";
- close;
- case 2:
- mes "[Nutters]";
- mes "Remember, I need help hunting Cocos so go and hunt 150 of them.";
- close;
- case 3:
- mes "[Nutters]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Nutters]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60115;
- close;
- case 2:
- mes "[Nutters]";
- mes "Please kill 150 Cocos.";
- close;
- }
- }
- }
- else {
- mes "[Nutters]";
- mes "Amazing, you did that with speed.";
- getexp 3600,3905;
- getexp 3600,3905;
- getexp 3600,3905;
- erasequest 60115;
- close;
- }
- }
- //for minimum level
- if (BaseLevel > 17) {
- //for maximum level
- if (BaseLevel < 60) {
- mes "[Nutters]";
- mes "I..I just can't seem to find any.";
- mes "Pesky Coco's have hidden all the Acorns.";
- mes "Do you think you could help me?";
- next;
- switch(select("Sure:No")) {
- case 1:
- mes "[Nutters]";
- mes "Oh, that's great! I knew I could count on you, just from looking at you!";
- next;
- switch(select("Gather Items:Hunt Cocos:Cancel")) {
- case 1:
- // Item turn in
- mes "[Nutters]";
- mes "Can you help me find ^00CE0025 Acorns^000000.";
- mes "I will reward you with much if you can.";
- next;
- switch(select("I have 25 Acorns:Please come again?")) {
- case 1:
- /*
- if (checkweight(502,5) == 0) {
- mes "[Nutters]";
- mes "Hey, it looks like that the weight on";
- mes "your back will crush you. Come back";
- mes "after you have lost some weight.";
- close;
- }
- */
- if (countitem(1026) > 24) {
- mes "[Nutters]";
- mes "Oh great you found out where they were hiding them.";
- mes "Gimme Gimme!!!";
- next;
- mes "[Nutters]";
- mes "Oh that's right, sorry I just love roasting Acorns. Mmm.";
- mes "Here is what I promised you.";
- delitem 1026,25; //Acorn
- getexp 3600,3905;
- //getitem 502,5; //Orange_Potion
- close;
- }
- else {
- mes "[Nutters]";
- mes "Where are my ^00CE00Acorns^000000?";
- mes "Hey, I'm not playing, you better not hold out on me.";
- close;
- }
- case 2:
- mes "[Nutters]";
- mes "I need ^00CE0025 Acorns^000000.";
- close;
- }
- case 2:
- // Kill Count Quest
- mes "[Nutters]";
- mes "Ah, ok I think you can help me out by hunting some Cocos.";
- mes "How many would you like to hunt?";
- next;
- switch(select("50 Cocos:100 Cocos:150 Cocos")) {
- case 1:
- mes "[Nutters]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60113;
- close;
- case 2:
- mes "[Nutters]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60114;
- close;
- case 3:
- mes "[Nutters]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60115;
- close;
- }
- case 3:
- mes "[Nutters]";
- mes "If you change your mind, please come back.";
- close;
- }
- case 2:
- mes "[Nutters]";
- mes "If you change your mind, please come back.";
- close;
- }
- }
- else {
- mes "[Nutters]";
- mes "You are much to strong to be fighting these things!";
- close;
- }
- }
- else {
- mes "[Nutters]";
- mes "You are just too small to fight these things for me.";
- mes "Can you get a little taller then return?";
- close;
- }
-}
diff --git a/npc/quests/collection/quest_creamy.txt b/npc/quests/collection/quest_creamy.txt
deleted file mode 100644
index 4a1844719..000000000
--- a/npc/quests/collection/quest_creamy.txt
+++ /dev/null
@@ -1,248 +0,0 @@
-//===== rAthena Script =======================================
-//= iRO Repeatable EXP Quests.
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Added Monster Killing quests. (Dialog is semi-custom)
-//= Repeatable EXP Quest (Powder of Butterfly)
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//============================================================
-
-prt_fild04,356,148,3 script Laertes#Creamy_Hunt 798,{
- if (checkquest(60122) != -1) {
- if (checkquest(60122,HUNTING) != 2 ) {
- mes "[Laertes]";
- mes "Have you finished hunting the 50 Creamys?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Laertes]";
- mes "Hmm, I don't think you've hunted 50 yet...";
- close;
- case 2:
- mes "[Laertes]";
- mes "Remember, I need help hunting Creamys so go and hunt 50 of them.";
- close;
- case 3:
- mes "[Laertes]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Laertes]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60122;
- close;
- case 2:
- mes "[Laertes]";
- mes "Please kill 50 Creamys.";
- close;
- }
- }
- }
- else {
- mes "[Laertes]";
- mes "Amazing, you did that with speed.";
- getexp 2950,1125;
- erasequest 60122;
- close;
- }
- }
- if (checkquest(60123) != -1) {
- if (checkquest(60123,HUNTING) != 2 ) {
- mes "[Laertes]";
- mes "Have you finished hunting the 50 Creamys?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Laertes]";
- mes "Hmm, I don't think you've hunted 100 yet...";
- close;
- case 2:
- mes "[Laertes]";
- mes "Remember, I need help hunting Creamys so go and hunt 100 of them.";
- close;
- case 3:
- mes "[Laertes]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Laertes]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60123;
- close;
- case 2:
- mes "[Laertes]";
- mes "Please kill 100 Creamys.";
- close;
- }
- }
- }
- else {
- mes "[Laertes]";
- mes "Amazing, you did that with speed.";
- getexp 2950,1125;
- getexp 2950,1125;
- erasequest 60123;
- close;
- }
- }
- if (checkquest(60124) != -1) {
- if (checkquest(60124,HUNTING) != 2 ) {
- mes "[Laertes]";
- mes "Have you finished hunting the 150 Creamys?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Laertes]";
- mes "Hmm, I don't think you've hunted 150 yet...";
- close;
- case 2:
- mes "[Laertes]";
- mes "Remember, I need help hunting Creamys so go and hunt 150 of them.";
- close;
- case 3:
- mes "[Laertes]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Laertes]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60124;
- close;
- case 2:
- mes "[Laertes]";
- mes "Please kill 150 Creamys.";
- close;
- }
- }
- }
- else {
- mes "[Laertes]";
- mes "Amazing, you did that with speed.";
- getexp 2950,1125;
- getexp 2950,1125;
- getexp 2950,1125;
- erasequest 60124;
- close;
- }
- }
- //for minimum level
- if (BaseLevel > 14) {
- //for maximum level
- if (BaseLevel < 45) {
- mes "[Laertes]";
- mes "Good Morning!";
- mes "Perhaps you could help me?";
- next;
- switch(select("Sure:No")) {
- case 1:
- mes "[Laertes]";
- mes "I work for an apothecary in Prontera.";
- mes "I come here to collect materials for medicine.";
- next;
- switch(select("Gather Items:Hunt Creamys:Cancel")) {
- case 1:
- // Item turn in
- mes "[Laertes]";
- mes "I need to have a good supply of ^FF0000Powder of Butterfly^000000";
- next;
- switch(select("I have Powder of Butterfly:What did you need?")) {
- case 1:
- /*
- if (checkweight(502,5) == 0) {
- mes "[Laertes]";
- mes "Hey, it looks like that the weight on";
- mes "your back will crush you. Come back";
- mes "after you have lost some weight.";
- close;
- }
- */
- if (countitem(924) > 24) {
- mes "[Laertes]";
- mes "Hey, thank you again.";
- mes "Here you go, as promised.";
- delitem 924,25; //Powder_Of_Butterfly
- getexp 2950,1125;
- //getitem 502,5; //Orange_Potion
- close;
- }
- else {
- mes "[Laertes]";
- mes "It doesn't look like you have enough.";
- next;
- mes "[Laertes]";
- mes "If you bring me ^FF000025 Powder of Butterfly^000000,";
- mes "I will give you some medical supplies.";
- close;
- }
- case 2:
- mes "[Laertes]";
- mes "If you bring me ^FF000025 Powder of Butterfly^000000,";
- mes "I will give you some medical supplies.";
- close;
- }
- case 2:
- // Kill Count Quest
- mes "[Laertes]";
- mes "Ah, ok I think you can help me out by hunting some Creamys.";
- mes "How many would you like to hunt?";
- next;
- switch(select("50 Creamys:100 Creamys:150 Creamys")) {
- case 1:
- mes "[Laertes]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60122;
- close;
- case 2:
- mes "[Laertes]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60123;
- close;
- case 3:
- mes "[Laertes]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60124;
- close;
- }
- case 3:
- mes "[Laertes]";
- mes "If you change your mind, please come back.";
- close;
- }
- case 2:
- mes "[Laertes]";
- mes "If you change your mind, please come back.";
- close;
- }
- }
- else {
- mes "[Laertes]";
- mes "Good Morning!";
- next;
- mes "[Laertes]";
- mes "I work for an apothecary in Prontera";
- mes "I come here to collect materials for medicine.";
- close;
- }
- }
- else {
- mes "[Laertes]";
- mes "Your level is too low!";
- next;
- mes "[Laertes]";
- mes "Go kill more Porings!";
- close;
- }
-}
diff --git a/npc/quests/collection/quest_demonpungus.txt b/npc/quests/collection/quest_demonpungus.txt
deleted file mode 100644
index 7e659e1ca..000000000
--- a/npc/quests/collection/quest_demonpungus.txt
+++ /dev/null
@@ -1,244 +0,0 @@
-//===== rAthena Script =======================================
-//= iRO Repeatable EXP Quests.
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Added Monster Killing quests.
-//= Repeatable EXP Quest (Bacillus)
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//============================================================
-
-ein_fild01,43,249,0 script Local Villager#hunt 898,{
- if (checkquest(60125) != -1) {
- if (checkquest(60125,HUNTING) != 2 ) {
- mes "[Local Villager]";
- mes "Have you finished hunting the 50 Demon Pungus?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Local Villager]";
- mes "Hmm, I don't think you've hunted 50 yet...";
- close;
- case 2:
- mes "[Local Villager]";
- mes "Remember, I need help hunting Demon Pungus so go and hunt 50 of them.";
- close;
- case 3:
- mes "[Local Villager]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Local Villager]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60125;
- close;
- case 2:
- mes "[Local Villager]";
- mes "Please kill 50 Demon Pungus.";
- close;
- }
- }
- }
- else {
- mes "[Local Villager]";
- mes "Amazing, you did that with speed.";
- getexp 250266,144452;
- erasequest 60125;
- close;
- }
- }
- if (checkquest(60126) != -1) {
- if (checkquest(60126,HUNTING) != 2 ) {
- mes "[Local Villager]";
- mes "Have you finished hunting the 50 Demon Pungus?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Local Villager]";
- mes "Hmm, I don't think you've hunted 100 yet...";
- close;
- case 2:
- mes "[Local Villager]";
- mes "Remember, I need help hunting Demon Pungus so go and hunt 100 of them.";
- close;
- case 3:
- mes "[Local Villager]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Local Villager]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60126;
- close;
- case 2:
- mes "[Local Villager]";
- mes "Please kill 100 Demon Pungus.";
- close;
- }
- }
- }
- else {
- mes "[Local Villager]";
- mes "Amazing, you did that with speed.";
- getexp 250266,144452;
- getexp 250266,144452;
- erasequest 60126;
- close;
- }
- }
- if (checkquest(60127) != -1) {
- if (checkquest(60127,HUNTING) != 2 ) {
- mes "[Local Villager]";
- mes "Have you finished hunting the 150 Demon Pungus?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Local Villager]";
- mes "Hmm, I don't think you've hunted 150 yet...";
- close;
- case 2:
- mes "[Local Villager]";
- mes "Remember, I need help hunting Demon Pungus so go and hunt 150 of them.";
- close;
- case 3:
- mes "[Local Villager]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Local Villager]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60127;
- close;
- case 2:
- mes "[Local Villager]";
- mes "Please kill 150 Demon Pungus.";
- close;
- }
- }
- }
- else {
- mes "[Local Villager]";
- mes "Amazing, you did that with speed.";
- getexp 250266,144452;
- getexp 250266,144452;
- getexp 250266,144452;
- erasequest 60127;
- close;
- }
- }
- //for minimum level
- if (BaseLevel > 59) {
- //for maximum level
- if (BaseLevel < 75) {
- mes "[Local Villager]";
- mes "Hey, you there. Yeah you!";
- mes "Do you think you can help me with something?";
- next;
- switch(select("Sure:No")) {
- case 1:
- mes "[Local Villager]";
- mes "I am trying to make my way through but I can't seem to get past these Demon Pungus.";
- next;
- switch(select("Gather Items:Hunt Demon Pungus:Cancel")) {
- case 1:
- // Item turn in
- mes "[Local Villager]";
- mes "Can you help by collecting ^FF0000Bacillus^000000?";
- mes "I will reward you for helping clear this out for me.";
- next;
- switch(select("I have Bacillus:What did you need?")) {
- case 1:
- /*
- if (checkweight(504,10) == 0) {
- mes "[Local Villager]";
- mes "Hey, it looks like that the weight on";
- mes "your back will crush you. Come back";
- mes "after you have lost some weight.";
- close;
- }
- */
- if (countitem(7119) > 49) {
- mes "[Local Villager]";
- mes "I had my doubts, but you have proven me wrong.";
- delitem 7119,50; //Spawns
- getexp 250266,144452;
- //getitem 504,10; //White_Potion
- close;
- }
- else {
- mes "[Local Villager]";
- mes "It doesn't look like you have enough.";
- next;
- mes "[Local Villager]";
- mes "I need to see that you have gathered ^FF000050 Bacillus^000000, and then I can reward you.";
- close;
- }
- case 2:
- mes "[Local Villager]";
- mes "I need to see that you have gathered ^FF000050 Bacillus^000000, and then I can reward you.";
- close;
- }
- case 2:
- // Kill Count Quest
- mes "[Local Villager]";
- mes "Ah, ok I think you can help me out by hunting some Demon Pungus.";
- mes "How many would you like to hunt?";
- next;
- switch(select("50 Demon Pungus:100 Demon Pungus:150 Demon Pungus")) {
- case 1:
- mes "[Local Villager]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60125;
- close;
- case 2:
- mes "[Local Villager]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60126;
- close;
- case 3:
- mes "[Local Villager]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60127;
- close;
- }
- case 3:
- mes "[Local Villager]";
- mes "If you change your mind, please come back.";
- close;
- }
- case 2:
- mes "[Local Villager]";
- mes "If you change your mind, please come back.";
- close;
- }
- }
- else {
- mes "[Local Villager]";
- mes "Um, um. I don't think..";
- next;
- mes "[Local Villager]";
- mes "Yeah, sorry I can't talk right now.";
- close;
- }
- }
- else {
- mes "[Local Villager]";
- mes "Its amazing, truly it is.";
- mes "I just wish I could get through this all.";
- close;
- }
-}
-
-
diff --git a/npc/quests/collection/quest_disguiseloliruri.txt b/npc/quests/collection/quest_disguiseloliruri.txt
deleted file mode 100644
index 42ff4800c..000000000
--- a/npc/quests/collection/quest_disguiseloliruri.txt
+++ /dev/null
@@ -1,150 +0,0 @@
-//===== rAthena Script =======================================
-//= iRO Repeatable EXP Quests.
-//===== By: ==================================================
-//= Masao
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= Custom Version.
-//= Repeatable EXP Quest : Kill 50 Disguise or Loli Ruri.
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//============================================================
-
-nif_fild02,332,327,4 script Deadman 795,{
-
- if (checkquest(60173) != -1) {
- if (checkquest(60173,HUNTING) != 2 ) {
- mes "[Deadman]";
- mes "Have you finished hunting the 50 Disguise?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Deadman]";
- mes "Hmm, I don't think you've hunted 50 yet.";
- close;
- case 2:
- mes "[Deadman]";
- mes "Remember, I need help hunting Disguise so go and hunt 50 of them.";
- close;
- case 3:
- mes "[Deadman]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Deadman]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60173;
- close;
- case 2:
- mes "[Deadman]";
- mes "Please kill 50 Disguise in order to make this a Place were people can go to and gather Experience.";
- close;
- }
- }
- }
- mes "[Deadman]";
- mes "Amazing, you did that with speed.";
- getexp 140600,95800;
- erasequest 60173;
- close;
- }
- if (checkquest(60176) != -1) {
- if (checkquest(60176,HUNTING) != 2 ) {
- mes "[Deadman]";
- mes "Have you finished hunting the 50 Loli Ruri?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Deadman]";
- mes "Hmm, I don't think you've hunted 50 yet.";
- close;
- case 2:
- mes "[Deadman]";
- mes "Remember, I need help hunting Loli Ruri so go and hunt 50 of them.";
- close;
- case 3:
- mes "[Deadman]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Deadman]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60176;
- close;
- case 2:
- mes "[Deadman]";
- mes "Please kill 50 Loli Ruri in order to make this a Place were people can go to and gather Experience.";
- close;
- }
- }
- }
- mes "[Deadman]";
- mes "Amazing, you did that with speed.";
- getexp 332000,239500;
- erasequest 60176;
- close;
- }
- if ((BaseLevel > 59) && (BaseLevel < 99)) {
- mes "[Deadman]";
- mes "Oh great!";
- mes "You are here to help me right?";
- mes "If not, i don't know what to do with the Monsters in this Place!";
- next;
- switch(select("Sure:No")) {
- case 1:
- mes "[Deadman]";
- mes "Great! I knew the moment i saw you that i can count on you!";
- mes "I need you to reduce the Amount of Monsters which are currently rampaging on this Map!";
- mes "There are to many Disguise and Loli Ruri around, which makes it impossible for the lower level players to gain good experience here.";
- next;
- mes "[Deadman]";
- mes "So, which of those Monsters would you like to hunt for me?";
- next;
- switch(select("Disguise:Loli Ruri:Cancel")) {
- case 1:
- if(BaseLevel > 90){
- mes "[Deadman]";
- mes "Thank you for your great help with the Disguise!";
- mes "Currently the Situation is stable and i'm not in need of your help anymore to kill them.";
- close;
- }
- mes "[Deadman]";
- mes "Kill 50 of those Disguise and let me know when you're done. I will reward you for your efforts.";
- setquest 60173;
- close;
- case 2:
- if(BaseLevel > 98){
- mes "[Deadman]";
- mes "Thank you for your great help with the Loli Ruri!";
- mes "Currently the Situation is stable and i'm not in need of your help anymore to kill them.";
- close;
- }
- mes "[Deadman]";
- mes "Kill 50 of those Loli Ruri and let me know when you're done. I will reward you for your efforts.";
- setquest 60176;
- close;
- case 3:
- mes "[Deadman]";
- mes "If you change your mind, please come back.";
- close;
- }
- case 2:
- mes "[Deadman]";
- mes "If you change your mind, please come back.";
- close;
- }
- }
- mes "[Deadman]";
- mes "Oh boy, Oh boy!";
- next;
- mes "[Deadman]";
- mes "Sorry I can't talk right now I am in a world of pain here, these darn Disguise and Loli Ruri are going to kill me.";
- close;
-}
diff --git a/npc/quests/collection/quest_dokebi.txt b/npc/quests/collection/quest_dokebi.txt
deleted file mode 100644
index 3e6bcf637..000000000
--- a/npc/quests/collection/quest_dokebi.txt
+++ /dev/null
@@ -1,234 +0,0 @@
-//===== rAthena Script =======================================
-//= iRO Repeatable EXP Quests.
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Added Monster Killing quests.
-//= Repeatable EXP Quest (Dokebi Horns)
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//============================================================
-
-pay_fild10,108,357,5 script Li#Dokebi_Hunt 90,{
- if (checkquest(60128) != -1) {
- if (checkquest(60128,HUNTING) != 2 ) {
- mes "[Li]";
- mes "Have you finished hunting the 50 Dokebis?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Li]";
- mes "Hmm, I don't think you've hunted 50 yet...";
- close;
- case 2:
- mes "[Li]";
- mes "Remember, I need help hunting Dokebis so go and hunt 50 of them.";
- close;
- case 3:
- mes "[Li]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Li]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60128;
- close;
- case 2:
- mes "[Li]";
- mes "Please kill 50 Dokebis.";
- close;
- }
- }
- }
- else {
- mes "[Li]";
- mes "Amazing, you did that with speed.";
- getexp 42000,36000;
- erasequest 60128;
- close;
- }
- }
- if (checkquest(60129) != -1) {
- if (checkquest(60129,HUNTING) != 2 ) {
- mes "[Li]";
- mes "Have you finished hunting the 50 Dokebis?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Li]";
- mes "Hmm, I don't think you've hunted 100 yet...";
- close;
- case 2:
- mes "[Li]";
- mes "Remember, I need help hunting Dokebis so go and hunt 100 of them.";
- close;
- case 3:
- mes "[Li]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Li]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60129;
- close;
- case 2:
- mes "[Li]";
- mes "Please kill 100 Dokebis.";
- close;
- }
- }
- }
- else {
- mes "[Li]";
- mes "Amazing, you did that with speed.";
- getexp 42000,36000;
- getexp 42000,36000;
- erasequest 60129;
- close;
- }
- }
- if (checkquest(60130) != -1) {
- if (checkquest(60130,HUNTING) != 2 ) {
- mes "[Li]";
- mes "Have you finished hunting the 150 Dokebis?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Li]";
- mes "Hmm, I don't think you've hunted 150 yet...";
- close;
- case 2:
- mes "[Li]";
- mes "Remember, I need help hunting Dokebis so go and hunt 150 of them.";
- close;
- case 3:
- mes "[Li]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Li]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60130;
- close;
- case 2:
- mes "[Li]";
- mes "Please kill 150 Dokebis.";
- close;
- }
- }
- }
- else {
- mes "[Li]";
- mes "Amazing, you did that with speed.";
- getexp 42000,36000;
- getexp 42000,36000;
- getexp 42000,36000;
- erasequest 60130;
- close;
- }
- }
- //for minimum level
- if (BaseLevel > 34) {
- //for maximum level
- if (BaseLevel < 71) {
- mes "[Li]";
- mes "Hello. DO you think you could help me?";
- next;
- switch(select("Sure:No")) {
- case 1:
- mes "[Li]";
- mes "There are so many Dokebis here...I just don't feel safe.";
- next;
- switch(select("Gather Items:Hunt Dokebis:Cancel")) {
- case 1:
- // Item turn in
- mes "[Li]";
- mes "My fortune teller business needs a good supply of ^FF0000Dokebi Horns^000000 to give my customers good luck.";
- next;
- switch(select("I have some Dokebi Horns:What did you need?")) {
- case 1:
- if (countitem(1021) > 49) {
- mes "[Li]";
- mes "Oh, great!";
- mes "Thank you for the horns.";
- delitem 1021,50; //Dokkaebi_Horn
- getexp 42000,36000;
- close;
- }
- else {
- mes "[Li]";
- mes "It doesn't look like you have enough.";
- next;
- mes "[Li]";
- mes "I need ^FF000050 Dokebi Horns^000000 for my fortune telling.";
- close;
- }
- case 2:
- mes "[Li]";
- mes "If you bring me";
- mes "^FF000050 Dokebi Horns^000000, I can give you some good luck.";
- close;
- }
- case 2:
- // Kill Count Quest
- mes "[Li]";
- mes "Ah, ok I think you can help me out by hunting some Dokebis.";
- mes "How many would you like to hunt?";
- next;
- switch(select("50 Dokebis:100 Dokebis:150 Dokebis")) {
- case 1:
- mes "[Li]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60128;
- close;
- case 2:
- mes "[Li]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60129;
- close;
- case 3:
- mes "[Li]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60130;
- close;
- }
- case 3:
- mes "[Li]";
- mes "If you change your mind, please come back.";
- close;
- }
- case 2:
- mes "[Li]";
- mes "If you change your mind, please come back.";
- close;
- }
- }
- else {
- mes "[Li]";
- mes "Hello";
- mes "I read fortunes in Payon.";
- close;
- }
- }
- else {
- mes "[Li]";
- mes "This place is dangerous!";
- next;
- mes "[Li]";
- mes "You should leave quickly!";
- close;
- }
-}
-
-
diff --git a/npc/quests/collection/quest_dryad.txt b/npc/quests/collection/quest_dryad.txt
deleted file mode 100644
index 348dc75f9..000000000
--- a/npc/quests/collection/quest_dryad.txt
+++ /dev/null
@@ -1,242 +0,0 @@
-//===== rAthena Script =======================================
-//= iRO Repeatable EXP Quests.
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Added Monster Killing quests.
-//= Repeatable EXP Quest (Sharp Leaves)
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//============================================================
-
-um_fild01,34,281,5 script Lilla#Dryad_Hunt 724,{
- if (checkquest(60131) != -1) {
- if (checkquest(60131,HUNTING) != 2 ) {
- mes "[Lilla]";
- mes "Have you finished hunting the 50 Dryads?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Lilla]";
- mes "Hmm, I don't think you've hunted 50 yet...";
- close;
- case 2:
- mes "[Lilla]";
- mes "Remember, I need help hunting Dryads so go and hunt 50 of them.";
- close;
- case 3:
- mes "[Lilla]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Lilla]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60131;
- close;
- case 2:
- mes "[Lilla]";
- mes "Please kill 50 Dryads.";
- close;
- }
- }
- }
- else {
- mes "[Lilla]";
- mes "Amazing, you did that with speed.";
- getexp 262485,141835;
- erasequest 60131;
- close;
- }
- }
- if (checkquest(60132) != -1) {
- if (checkquest(60132,HUNTING) != 2 ) {
- mes "[Lilla]";
- mes "Have you finished hunting the 50 Dryads?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Lilla]";
- mes "Hmm, I don't think you've hunted 100 yet...";
- close;
- case 2:
- mes "[Lilla]";
- mes "Remember, I need help hunting Dryads so go and hunt 100 of them.";
- close;
- case 3:
- mes "[Lilla]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Lilla]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60132;
- close;
- case 2:
- mes "[Lilla]";
- mes "Please kill 100 Dryads.";
- close;
- }
- }
- }
- else {
- mes "[Lilla]";
- mes "Amazing, you did that with speed.";
- getexp 262485,141835;
- getexp 262485,141835;
- erasequest 60132;
- close;
- }
- }
- if (checkquest(60133) != -1) {
- if (checkquest(60133,HUNTING) != 2 ) {
- mes "[Lilla]";
- mes "Have you finished hunting the 150 Dryads?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Lilla]";
- mes "Hmm, I don't think you've hunted 150 yet...";
- close;
- case 2:
- mes "[Lilla]";
- mes "Remember, I need help hunting Dryads so go and hunt 150 of them.";
- close;
- case 3:
- mes "[Lilla]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Lilla]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60133;
- close;
- case 2:
- mes "[Lilla]";
- mes "Please kill 150 Dryads.";
- close;
- }
- }
- }
- else {
- mes "[Lilla]";
- mes "Amazing, you did that with speed.";
- getexp 262485,141835;
- getexp 262485,141835;
- getexp 262485,141835;
- erasequest 60133;
- close;
- }
- }
- //for minimum level
- if (BaseLevel > 59) {
- //for maximum level
- if (BaseLevel < 86) {
- mes "[Lilla]";
- mes "Why hello!";
- mes "You look like someone who is willing to help a lil thing like myself out.";
- next;
- switch(select("Sure:No")) {
- case 1:
- mes "[Lilla]";
- mes "Really?!";
- mes "That's great!";
- next;
- switch(select("Gather Items:Hunt Dryads:Cancel")) {
- case 1:
- // Item turn in
- mes "[Lilla]";
- mes "I really need to gather ^00CE0050 Sharp Leafs^000000 for my garden tea party.";
- mes "Do you have any?";
- next;
- switch(select("I have some Sharp Leafs:What did you need?")) {
- case 1:
- /*
- if (checkweight(504,10) == 0) {
- mes "[Lilla]";
- mes "Hey, it looks like that the weight on";
- mes "your back will crush you. Come back";
- mes "after you have lost some weight.";
- close;
- }
- */
- if (countitem(7100) > 49) {
- mes "[Lilla]";
- mes "Hey, your a sweet little thing.";
- mes "Thanks so much for helping me!";
- next;
- mes "[Lilla]";
- mes "Oh, I almost forgot. I have something for you ^_^";
- mes "Thank you so much again for your help.";
- delitem 7100,50; //Sharp_Leaf
- getexp 262485,141835;
- //getitem 504,10; //White_Potion
- close;
- }
- else {
- mes "[Lilla]";
- mes "Why, I may look cute and silly but please don't play games with me.";
- close;
- }
- case 2:
- mes "[Lilla]";
- mes "I need ^00CE0050 Sharp Leafs^000000.";
- close;
- }
- case 2:
- // Kill Count Quest
- mes "[Lilla]";
- mes "Ah, ok I think you can help me out by hunting some Dryads.";
- mes "How many would you like to hunt?";
- next;
- switch(select("50 Dryads:100 Dryads:150 Dryads")) {
- case 1:
- mes "[Lilla]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60131;
- close;
- case 2:
- mes "[Lilla]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60132;
- close;
- case 3:
- mes "[Lilla]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60133;
- close;
- }
- case 3:
- mes "[Lilla]";
- mes "If you change your mind, please come back.";
- close;
- }
- case 2:
- mes "[Lilla]";
- mes "If you change your mind, please come back.";
- close;
- }
- }
- else {
- mes "[Lilla]";
- mes "Sorry but you are a little too old and scary to talk to!";
- close;
- }
- }
- else {
- mes "[Lilla]";
- mes "You are way too tiny to be helping me.";
- mes "Thank you for your offer though.";
- close;
- }
-}
diff --git a/npc/quests/collection/quest_fabre.txt b/npc/quests/collection/quest_fabre.txt
deleted file mode 100644
index 9c0c016a1..000000000
--- a/npc/quests/collection/quest_fabre.txt
+++ /dev/null
@@ -1,231 +0,0 @@
-//===== rAthena Script =======================================
-//= iRO Repeatable EXP Quests.
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Added Monster Killing quests.
-//= Repeatable EXP Quest (Fluffs)
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//============================================================
-
-gef_fild07,321,193,4 script Langry#Fabre_Hunt 754,{
- if (checkquest(60107) != -1) {
- if (checkquest(60107,HUNTING) != 2 ) {
- mes "[Langry]";
- mes "Have you finished hunting the 50 Fabres?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Langry]";
- mes "Hmm, I don't think you've hunted 50 yet...";
- close;
- case 2:
- mes "[Langry]";
- mes "Remember, I need help hunting Fabres so go and hunt 50 of them.";
- close;
- case 3:
- mes "[Langry]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Langry]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60107;
- close;
- case 2:
- mes "[Langry]";
- mes "Please kill 50 Fabres.";
- close;
- }
- }
- }
- else {
- mes "[Langry]";
- mes "Amazing, you did that with speed.";
- getexp 385,30;
- erasequest 60107;
- close;
- }
- }
- if (checkquest(60108) != -1) {
- if (checkquest(60108,HUNTING) != 2 ) {
- mes "[Langry]";
- mes "Have you finished hunting the 50 Fabres?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Langry]";
- mes "Hmm, I don't think you've hunted 100 yet...";
- close;
- case 2:
- mes "[Langry]";
- mes "Remember, I need help hunting Fabres so go and hunt 100 of them.";
- close;
- case 3:
- mes "[Langry]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Langry]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60108;
- close;
- case 2:
- mes "[Langry]";
- mes "Please kill 100 Fabres.";
- close;
- }
- }
- }
- else {
- mes "[Langry]";
- mes "Amazing, you did that with speed.";
- getexp 385,30;
- getexp 385,30;
- erasequest 60108;
- close;
- }
- }
- if (checkquest(60109) != -1) {
- if (checkquest(60109,HUNTING) != 2 ) {
- mes "[Langry]";
- mes "Have you finished hunting the 150 Fabres?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Langry]";
- mes "Hmm, I don't think you've hunted 150 yet...";
- close;
- case 2:
- mes "[Langry]";
- mes "Remember, I need help hunting Fabres so go and hunt 150 of them.";
- close;
- case 3:
- mes "[Langry]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Langry]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60109;
- close;
- case 2:
- mes "[Langry]";
- mes "Please kill 150 Fabres.";
- close;
- }
- }
- }
- else {
- mes "[Langry]";
- mes "Amazing, you did that with speed.";
- getexp 385,30;
- getexp 385,30;
- getexp 385,30;
- erasequest 60109;
- close;
- }
- }
- //for minimum level
- if (BaseLevel > 1) {
- //for maximum level
- if (BaseLevel < 21) {
- mes "[Langry]";
- mes "Do you think you can help me?";
- mes "Please?";
- next;
- switch(select("Sure:No")) {
- case 1:
- mes "[Langry]";
- mes "Really?!";
- mes "That's great!";
- next;
- switch(select("Gather Items:Hunt Fabres:Cancel")) {
- case 1:
- // Item turn in
- mes "[Langry]";
- mes "I need to collect ^0000CE25 Fluff^000000 to";
- mes "complete this community service project.";
- mes "You know what? I can even reward you a little for helping me.";
- next;
- switch(select("I have some Fluff:What was that again?")) {
- case 1:
- if (countitem(914) > 24) {
- mes "[Langry]";
- mes "Thank you for the Fluff. This helps me out greatly.";
- mes "Oh and here you go, this should help you get stronger, faster!";
- delitem 914,25; //Fluff
- getexp 385,30;
- close;
- }
- else {
- mes "[Langry]";
- mes "I see no Fluff, wait yea I do it's the lies coming from your mouth.";
- close;
- }
- case 2:
- mes "[Langry]";
- mes "I need ^00CE0025 Fluff^000000.";
- close;
- }
- case 2:
- // Kill Count Quest
- mes "[Langry]";
- mes "Ah, ok I think you can help me out by hunting some Fabres.";
- mes "How many would you like to hunt?";
- next;
- switch(select("50 Fabres:100 Fabres:150 Fabres")) {
- case 1:
- mes "[Langry]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60107;
- close;
- case 2:
- mes "[Langry]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60108;
- close;
- case 3:
- mes "[Langry]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60109;
- close;
- }
- case 3:
- mes "[Langry]";
- mes "If you change your mind, please come back.";
- close;
- }
- case 2:
- mes "[Langry]";
- mes "If you change your mind, please come back.";
- close;
- }
- }
- else {
- mes "[Langry]";
- mes "Hello, my name is Langry.";
- mes "I have to complete this community service, but I am just too lazy.";
- close;
- }
- }
- else {
- mes "[Langry]";
- mes "You may just be the most unlikely person ever, recycle a few Fabres and come back.";
- close;
- }
-}
-
-
diff --git a/npc/quests/collection/quest_frilldora.txt b/npc/quests/collection/quest_frilldora.txt
deleted file mode 100644
index f0306d787..000000000
--- a/npc/quests/collection/quest_frilldora.txt
+++ /dev/null
@@ -1,240 +0,0 @@
-//===== rAthena Script =======================================
-//= iRO Repeatable EXP Quests.
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Added Monster Killing quests.
-//= Repeatable EXP Quest (Frills)
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//============================================================
-
-moc_fild17,66,273,5 script Lemly#Frilldora_Hunt 725,{
- if (checkquest(60134) != -1) {
- if (checkquest(60134,HUNTING) != 2 ) {
- mes "[Lemly]";
- mes "Have you finished hunting the 50 Frilldora?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Lemly]";
- mes "Hmm, I don't think you've hunted 50 yet...";
- close;
- case 2:
- mes "[Lemly]";
- mes "Remember, I need help hunting Frilldora so go and hunt 50 of them.";
- close;
- case 3:
- mes "[Lemly]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Lemly]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60134;
- close;
- case 2:
- mes "[Lemly]";
- mes "Please kill 50 Frilldora.";
- close;
- }
- }
- }
- else {
- mes "[Lemly]";
- mes "Amazing, you did that with speed.";
- getexp 30000,23000;
- erasequest 60134;
- close;
- }
- }
- if (checkquest(60135) != -1) {
- if (checkquest(60135,HUNTING) != 2 ) {
- mes "[Lemly]";
- mes "Have you finished hunting the 50 Frilldora?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Lemly]";
- mes "Hmm, I don't think you've hunted 100 yet...";
- close;
- case 2:
- mes "[Lemly]";
- mes "Remember, I need help hunting Frilldora so go and hunt 100 of them.";
- close;
- case 3:
- mes "[Lemly]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Lemly]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60135;
- close;
- case 2:
- mes "[Lemly]";
- mes "Please kill 100 Frilldora.";
- close;
- }
- }
- }
- else {
- mes "[Lemly]";
- mes "Amazing, you did that with speed.";
- getexp 30000,23000;
- getexp 30000,23000;
- erasequest 60135;
- close;
- }
- }
- if (checkquest(60136) != -1) {
- if (checkquest(60136,HUNTING) != 2 ) {
- mes "[Lemly]";
- mes "Have you finished hunting the 150 Frilldora?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Lemly]";
- mes "Hmm, I don't think you've hunted 150 yet...";
- close;
- case 2:
- mes "[Lemly]";
- mes "Remember, I need help hunting Frilldora so go and hunt 150 of them.";
- close;
- case 3:
- mes "[Lemly]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Lemly]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60136;
- close;
- case 2:
- mes "[Lemly]";
- mes "Please kill 150 Frilldora.";
- close;
- }
- }
- }
- else {
- mes "[Lemly]";
- mes "Amazing, you did that with speed.";
- getexp 30000,23000;
- getexp 30000,23000;
- getexp 30000,23000;
- erasequest 60136;
- close;
- }
- }
- //for minimum level
- if (BaseLevel > 29) {
- //for maximum level
- if (BaseLevel < 66) {
- mes "[Lemly]";
- mes "Hey there cutie!";
- next;
- mes "[Lemly]";
- mes "Think you could take some time to give me a hand?";
- next;
- switch(select("Sure:No")) {
- case 1:
- mes "[Lemly]";
- mes "I am looking for lizard ^FF0000Frills^000000.";
- next;
- mes "[Lemly]";
- mes "The lizards around here have a natural stealth, a property that the Assassin's Guild wants to study.";
- next;
- switch(select("Gather Items:Hunt Frilldora:Cancel")) {
- case 1:
- // Item turn in
- switch(select("I have some Frills:What did you need?")) {
- case 1:
- if (countitem(1012) > 24) {
- mes "[Lemly]";
- mes "Hey, thank you.";
- mes "These are pretty icky though.";
- delitem 1012,25; //Lizard_Scruff
- getexp 30000,23000;
- close;
- }
- else {
- mes "[Lemly]";
- mes "Sigh,";
- mes "Please, don't waste my time.";
- next;
- mes "[Lemly]";
- mes "I need ^FF000025 Frills^000000 for the Assassin's Guild.";
- close;
- }
- case 2:
- mes "[Lemly]";
- mes "I need ^FF000025 Frills^000000 for the Assassin's Guild.";
- close;
- }
- case 2:
- // Kill Count Quest
- mes "[Lemly]";
- mes "Ah, ok I think you can help me out by hunting some Frilldora.";
- mes "How many would you like to hunt?";
- next;
- switch(select("50 Frilldora:100 Frilldora:150 Frilldora")) {
- case 1:
- mes "[Lemly]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60134;
- close;
- case 2:
- mes "[Lemly]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60135;
- close;
- case 3:
- mes "[Lemly]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60136;
- close;
- }
- case 3:
- mes "[Lemly]";
- mes "If you change your mind, please come back.";
- close;
- }
- case 2:
- mes "[Lemly]";
- mes "If you change your mind, please come back.";
- close;
- }
- }
- else {
- mes "[Lemly]";
- mes "Hey there.";
- next;
- mes "[Lemly]";
- mes "These lizards are gross.";
- next;
- mes "[Lemly]";
- mes "I can't believe I am stuck doing this.";
- close;
- }
- }
- else {
- mes "[Lemly]";
- mes "What are you doing here?";
- mes "The desert will kill you here!";
- close;
- }
-}
-
-
diff --git a/npc/quests/collection/quest_goat.txt b/npc/quests/collection/quest_goat.txt
deleted file mode 100644
index 64d729386..000000000
--- a/npc/quests/collection/quest_goat.txt
+++ /dev/null
@@ -1,245 +0,0 @@
-//===== rAthena Script =======================================
-//= iRO Repeatable EXP Quests.
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Added Monster Killing quests.
-//= Repeatable EXP Quest (Antelope Horns)
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//============================================================
-
-ein_fild06,82,171,0 script Vegetable Farmer#Goat 919,{
- if (checkquest(60137) != -1) {
- if (checkquest(60137,HUNTING) != 2 ) {
- mes "[Vegetable Farmer]";
- mes "Have you finished hunting the 50 Goats?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Vegetable Farmer]";
- mes "Hmm, I don't think you've hunted 50 yet.";
- close;
- case 2:
- mes "[Vegetable Farmer]";
- mes "Remember, I need help hunting Goats so go and hunt 50 of them.";
- close;
- case 3:
- mes "[Vegetable Farmer]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Vegetable Farmer]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60137;
- close;
- case 2:
- mes "[Vegetable Farmer]";
- mes "Please kill 50 Goats so I can farm my vegetables without any worries.";
- close;
- }
- }
- }
- else {
- mes "[Vegetable Farmer]";
- mes "Amazing, you did that with speed.";
- getexp 258489,155155;
- erasequest 60137;
- close;
- }
- }
- if (checkquest(60138) != -1) {
- if (checkquest(60138,HUNTING) != 2) {
- mes "[Vegetable Farmer]";
- mes "Have you finished hunting the 100 Goats?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Vegetable Farmer]";
- mes "Hmm, I don't think you've hunted 100 yet.";
- close;
- case 2:
- mes "[Vegetable Farmer]";
- mes "Remember, I need help hunting Goats so go and hunt 100 of them.";
- close;
- case 3:
- mes "[Vegetable Farmer]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Vegetable Farmer]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60138;
- close;
- case 2:
- mes "[Vegetable Farmer]";
- mes "Please kill 100 Goats so I can farm my vegetables without any worries.";
- close;
- }
- }
- }
- else {
- mes "[Vegetable Farmer]";
- mes "Amazing, you did that with speed.";
- getexp 258489,155155;
- getexp 258489,155155;
- erasequest 60138;
- close;
- }
- }
- if (checkquest(60139) != -1) {
- if (checkquest(60139,HUNTING) != 2) {
- mes "[Vegetable Farmer]";
- mes "Have you finished hunting the 150 Goats?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Vegetable Farmer]";
- mes "Hmm, I don't think you've hunted 150 yet.";
- close;
- case 2:
- mes "[Vegetable Farmer]";
- mes "Remember, I need help hunting Goats so go and hunt 150 of them.";
- close;
- case 3:
- mes "[Vegetable Farmer]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Vegetable Farmer]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60139;
- close;
- case 2:
- mes "[Vegetable Farmer]";
- mes "Please kill 150 Goats so I can farm my vegetables without any worries.";
- close;
- }
- }
- }
- else {
- mes "[Vegetable Farmer]";
- mes "Amazing, you did that with speed.";
- getexp 258489,155155;
- getexp 258489,155155;
- getexp 258489,155155;
- erasequest 60139;
- close;
- }
- }
- //for minimum level
- if (BaseLevel > 69) {
- //for maximum level
- if (BaseLevel < 85) {
- mes "[Vegetable Farmer]";
- mes "Oh great!";
- mes "You are here to help me right?";
- mes "If not, then I am in a world of hurt.";
- next;
- switch(select("Sure:No")) {
- case 1:
- mes "[Vegetable Farmer]";
- mes "These Goats keep eating my vegetables.";
- mes "Can you do what you can to help me?";
- next;
- switch(select("Gather Items:Hunt Goats:Cancel")) {
- case 1:
- // Item turn in
- mes "[Vegetable Farmer]";
- mes "I need ^FF0000Antelope Horns^000000 to show for your hard work, and I will reward you.";
- next;
- switch(select("I have Antelope Horns:What did you need?")) {
- case 1:
- /*
- if (checkweight(504,10) == 0) {
- mes "[Vegetable Farmer]";
- mes "Hey, it looks like that the weight on";
- mes "your back will crush you. Come back";
- mes "after you have lost some weight.";
- close;
- }
- */
- if (countitem(7106) > 49) {
- mes "[Vegetable Farmer]";
- mes "Amazing, you did that with speed.";
- mes "I am truly grateful.";
- delitem 7106,50; //Goat's_Horn
- getexp 258489,155155;
- //getitem 504,10; //White_Potion
- close;
- }
- else {
- mes "[Vegetable Farmer]";
- mes "It doesn't look like you have enough.";
- next;
- mes "[Vegetable Farmer]";
- mes "I need to see that you have gathered ^FF000050 Antelope Horns^000000, and then I can reward you.";
- close;
- }
- case 2:
- mes "[Vegetable Farmer]";
- mes "I need to see that you have gathered ^FF000050 Antelope Horns^000000, and then I can reward you.";
- close;
- }
- case 2:
- // Kill Count Quest
- mes "[Vegetable Farmer]";
- mes "Thank you.";
- mes "How many Goats would you like to hunt?";
- next;
- switch(select("50 Goats:100 Goats:150 Goats")) {
- case 1:
- mes "[Vegetable Farmer]";
- mes "Kill 50 of those Goats and let me know when you're done. I will reward you for your efforts.";
- setquest 60137;
- close;
- case 2:
- mes "[Vegetable Farmer]";
- mes "Kill 100 of those Goats and let me know when you're done. I will reward you for your efforts.";
- setquest 60138;
- close;
- case 3:
- mes "[Vegetable Farmer]";
- mes "Kill 150 of those Goats and let me know when you're done. I will reward you for your efforts.";
- setquest 60139;
- close;
- }
- case 3:
- mes "[Vegetable Farmer]";
- mes "If you change your mind, please come back.";
- close;
- }
- case 2:
- mes "[Vegetable Farmer]";
- mes "If you change your mind, please come back.";
- close;
- }
- }
- else {
- mes "[Vegetable Farmer]";
- mes "Oh boy, Oh boy!";
- next;
- mes "[Vegetable Farmer]";
- mes "Sorry I can't talk right now I am in a world of hurt here, these darn Goats are going to kill me.";
- close;
- }
- }
- else {
- mes "[Vegetable Farmer]";
- mes "My vegetables, where did they all go?";
- mes "Oh, no..no!!!";
- close;
- }
-}
-
diff --git a/npc/quests/collection/quest_golem.txt b/npc/quests/collection/quest_golem.txt
deleted file mode 100644
index 882d878dd..000000000
--- a/npc/quests/collection/quest_golem.txt
+++ /dev/null
@@ -1,232 +0,0 @@
-//===== rAthena Script =======================================
-//= iRO Repeatable EXP Quests.
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Added Monster Killing quests.
-//= Repeatable EXP Quest (Stone Hearts)
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//============================================================
-
-moc_fild11,57,138,0 script Private Jeremy#hunt 707,{
- if (checkquest(60140) != -1) {
- if (checkquest(60140,HUNTING) != 2 ) {
- mes "[Private Jeremy]";
- mes "Have you finished hunting the 50 Golems?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Private Jeremy]";
- mes "Hmm, I don't think you've hunted 50 yet...";
- close;
- case 2:
- mes "[Private Jeremy]";
- mes "Remember, I need help hunting Golems so go and hunt 50 of them.";
- close;
- case 3:
- mes "[Private Jeremy]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Private Jeremy]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60140;
- close;
- case 2:
- mes "[Private Jeremy]";
- mes "Please kill 50 Golems.";
- close;
- }
- }
- }
- else {
- mes "[Private Jeremy]";
- mes "Amazing, you did that with speed.";
- getexp 14000,9000;
- erasequest 60140;
- close;
- }
- }
- if (checkquest(60141) != -1) {
- if (checkquest(60141,HUNTING) != 2 ) {
- mes "[Private Jeremy]";
- mes "Have you finished hunting the 50 Golems?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Private Jeremy]";
- mes "Hmm, I don't think you've hunted 100 yet...";
- close;
- case 2:
- mes "[Private Jeremy]";
- mes "Remember, I need help hunting Golems so go and hunt 100 of them.";
- close;
- case 3:
- mes "[Private Jeremy]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Private Jeremy]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60141;
- close;
- case 2:
- mes "[Private Jeremy]";
- mes "Please kill 100 Golems.";
- close;
- }
- }
- }
- else {
- mes "[Private Jeremy]";
- mes "Amazing, you did that with speed.";
- getexp 14000,9000;
- getexp 14000,9000;
- erasequest 60141;
- close;
- }
- }
- if (checkquest(60142) != -1) {
- if (checkquest(60142,HUNTING) != 2 ) {
- mes "[Private Jeremy]";
- mes "Have you finished hunting the 150 Golems?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Private Jeremy]";
- mes "Hmm, I don't think you've hunted 150 yet...";
- close;
- case 2:
- mes "[Private Jeremy]";
- mes "Remember, I need help hunting Golems so go and hunt 150 of them.";
- close;
- case 3:
- mes "[Private Jeremy]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Private Jeremy]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60142;
- close;
- case 2:
- mes "[Private Jeremy]";
- mes "Please kill 150 Golems.";
- close;
- }
- }
- }
- else {
- mes "[Private Jeremy]";
- mes "Amazing, you did that with speed.";
- getexp 14000,9000;
- getexp 14000,9000;
- getexp 14000,9000;
- erasequest 60142;
- close;
- }
- }
- //for minimum level
- if (BaseLevel > 24) {
- //for maximum level
- if (BaseLevel < 61) {
- mes "[Private Jeremy]";
- mes "Greetings citizen!";
- mes "Say, how would you like to help me?";
- next;
- switch(select("Sure:No")) {
- case 1:
- mes "[Private Jeremy]";
- mes "Thanks! I really appreciate it.";
- next;
- switch(select("Gather Items:Hunt Golems:Cancel")) {
- case 1:
- // Item turn in
- mes "[Private Jeremy]";
- mes "The Morroc Guard needs ^FF0000Stone Hearts^000000 for our training regimen.";
- next;
- switch(select("I have Stone Hearts:What did you need?")) {
- case 1:
- if (countitem(953) > 24) {
- mes "[Private Jeremy]";
- mes "The Morroc Guard thanks you, citizen.";
- delitem 953,25; //Stone_Heart
- getexp 14000,9000;
- close;
- }
- else {
- mes "[Private Jeremy]";
- mes "It doesn't look like you have enough.";
- next;
- mes "[Private Jeremy]";
- mes "The Morroc Guard needs ^FF000025 Stone Hearts^000000, for our training regimen.";
- close;
- }
- case 2:
- mes "[Private Jeremy]";
- mes "The Morroc Guard needs ^FF000025 Stone Hearts^000000, for our training regimen.";
- close;
- }
- case 2:
- // Kill Count Quest
- mes "[Private Jeremy]";
- mes "Ah, ok I think you can help me out by hunting some Golems.";
- mes "How many would you like to hunt?";
- next;
- switch(select("50 Golems:100 Golems:150 Golems")) {
- case 1:
- mes "[Private Jeremy]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60140;
- close;
- case 2:
- mes "[Private Jeremy]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60141;
- close;
- case 3:
- mes "[Private Jeremy]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60142;
- close;
- }
- case 3:
- mes "[Private Jeremy]";
- mes "If you change your mind, please come back.";
- close;
- }
- case 2:
- mes "[Private Jeremy]";
- mes "If you change your mind, please come back.";
- close;
- }
- }
- else {
- mes "[Private Jeremy]";
- mes "Greetings citizen!";
- next;
- mes "[Private Jeremy]";
- mes "Please do not interrupt my mission for the Morroc Guard.";
- close;
- }
- }
- else {
- mes "[Private Jeremy]";
- mes "It is dangerous here citizen.";
- close;
- }
-}
-
-
diff --git a/npc/quests/collection/quest_hode.txt b/npc/quests/collection/quest_hode.txt
deleted file mode 100644
index 342ba5fc3..000000000
--- a/npc/quests/collection/quest_hode.txt
+++ /dev/null
@@ -1,241 +0,0 @@
-//===== rAthena Script =======================================
-//= iRO Repeatable EXP Quests.
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Added Monster Killing quests.
-//= Repeatable EXP Quest (Earthworm Peelings)
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//============================================================
-
-moc_fild17,208,346,5 script Shone#Hode_Hunt 707,{
- if (checkquest(60104) != -1) {
- if (checkquest(60104,HUNTING) != 2 ) {
- mes "[Shone]";
- mes "Have you finished hunting the 50 Hodes?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Shone]";
- mes "Hmm, I don't think you've hunted 50 yet...";
- close;
- case 2:
- mes "[Shone]";
- mes "Remember, I need help hunting Hodes so go and hunt 50 of them.";
- close;
- case 3:
- mes "[Shone]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Shone]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60104;
- close;
- case 2:
- mes "[Shone]";
- mes "Please kill 50 Hodes.";
- close;
- }
- }
- }
- else {
- mes "[Shone]";
- mes "Amazing, you did that with speed.";
- getexp 15775,1125;
- erasequest 60104;
- close;
- }
- }
- if (checkquest(60105) != -1) {
- if (checkquest(60105,HUNTING) != 2 ) {
- mes "[Shone]";
- mes "Have you finished hunting the 50 Hodes?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Shone]";
- mes "Hmm, I don't think you've hunted 100 yet...";
- close;
- case 2:
- mes "[Shone]";
- mes "Remember, I need help hunting Hodes so go and hunt 100 of them.";
- close;
- case 3:
- mes "[Shone]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Shone]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60105;
- close;
- case 2:
- mes "[Shone]";
- mes "Please kill 100 Hodes.";
- close;
- }
- }
- }
- else {
- mes "[Shone]";
- mes "Amazing, you did that with speed.";
- getexp 15775,1125;
- getexp 15775,1125;
- erasequest 60105;
- close;
- }
- }
- if (checkquest(60106) != -1) {
- if (checkquest(60106,HUNTING) != 2 ) {
- mes "[Shone]";
- mes "Have you finished hunting the 150 Hodes?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Shone]";
- mes "Hmm, I don't think you've hunted 150 yet...";
- close;
- case 2:
- mes "[Shone]";
- mes "Remember, I need help hunting Hodes so go and hunt 150 of them.";
- close;
- case 3:
- mes "[Shone]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Shone]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60106;
- close;
- case 2:
- mes "[Shone]";
- mes "Please kill 150 Hodes.";
- close;
- }
- }
- }
- else {
- mes "[Shone]";
- mes "Amazing, you did that with speed.";
- getexp 15775,1125;
- getexp 15775,1125;
- getexp 15775,1125;
- erasequest 60106;
- close;
- }
- }
- //for minimum level
- if (BaseLevel > 24) {
- //for maximum level
- if (BaseLevel < 61) {
- mes "[Shone]";
- mes "Wait! You can see me?";
- mes "Oh well, I haven't yet mastered my skills.";
- next;
- mes "[Shone]";
- mes "Hey do you think you can help me?";
- next;
- switch(select("Sure:No")) {
- case 1:
- mes "[Shone]";
- mes "Thanks a lot, pal!";
- next;
- switch(select("Gather Items:Hunt Hodes:Cancel")) {
- case 1:
- // Item turn in
- mes "[Shone]";
- mes "I am trying to collect ^00CE0025 Earthworm Peelings^000000.";
- mes "I will reward you if you help.";
- next;
- switch(select("I have 25 Earthworm Peelings:What was it again?")) {
- case 1:
- /*
- if (checkweight(502,10) == 0) {
- mes "[Shone]";
- mes "Hey, it looks like that the weight on";
- mes "your back will crush you. Come back";
- mes "after you have lost some weight.";
- close;
- }
- */
- if (countitem(1055) > 24) {
- mes "Thank you for the 25 Earthworm";
- mes "Peelings!";
- mes "Here is that reward I promised you, I hope take this wisdom I have passed on to you and share it with others.";
- delitem 1055,25; //Earthworm_Peeling
- getexp 15775,1125;
- //getitem 502,10; //Orange_Potion
- close;
- }
- else {
- mes "[Shone]";
- mes "I don't see any ^00CE00Earthworm Peerlings^000000.";
- mes "Are you trying to scam me?";
- close;
- }
- case 2:
- mes "[Shone]";
- mes "I need ^00CE0025 Earthworm Peelings^000000.";
- close;
- }
- case 2:
- // Kill Count Quest
- mes "[Shone]";
- mes "Ah, ok I think you can help me out by hunting some Hodes.";
- mes "How many would you like to hunt?";
- next;
- switch(select("50 Hodes:100 Hodes:150 Hodes")) {
- case 1:
- mes "[Shone]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60104;
- close;
- case 2:
- mes "[Shone]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60105;
- close;
- case 3:
- mes "[Shone]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60106;
- close;
- }
- case 3:
- mes "[Shone]";
- mes "If you change your mind, please come back.";
- close;
- }
- case 2:
- mes "[Shone]";
- mes "If you change your mind, please come back.";
- close;
- }
- }
- else {
- mes "[Shone]";
- mes "You are much too strong to be fighting these things!";
- close;
- }
- }
- else {
- mes "[Shone]";
- mes "You need some help, but I can't provide that for you.";
- mes "Come back when you are stronger and have earned much more wisdom.";
- close;
- }
-}
diff --git a/npc/quests/collection/quest_leafcat.txt b/npc/quests/collection/quest_leafcat.txt
deleted file mode 100644
index 69f313f75..000000000
--- a/npc/quests/collection/quest_leafcat.txt
+++ /dev/null
@@ -1,239 +0,0 @@
-//===== rAthena Script =======================================
-//= iRO Repeatable EXP Quests.
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Added Monster Killing quests.
-//= Repeatable EXP Quest (Huge Leaves)
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//============================================================
-
-ayo_fild01,44,241,5 script Lella#LeafCat_Hunt 877,{
- if (checkquest(60143) != -1) {
- if (checkquest(60143,HUNTING) != 2 ) {
- mes "[Lella]";
- mes "Have you finished hunting the 50 Leaf Cats?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Lella]";
- mes "Hmm, I don't think you've hunted 50 yet...";
- close;
- case 2:
- mes "[Lella]";
- mes "Remember, I need help hunting Leaf Cats so go and hunt 50 of them.";
- close;
- case 3:
- mes "[Lella]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Lella]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60143;
- close;
- case 2:
- mes "[Lella]";
- mes "Please kill 50 Leaf Cats.";
- close;
- }
- }
- }
- else {
- mes "[Lella]";
- mes "Amazing, you did that with speed.";
- getexp 25740,31512;
- erasequest 60143;
- close;
- }
- }
- if (checkquest(60144) != -1) {
- if (checkquest(60144,HUNTING) != 2 ) {
- mes "[Lella]";
- mes "Have you finished hunting the 50 Leaf Cats?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Lella]";
- mes "Hmm, I don't think you've hunted 100 yet...";
- close;
- case 2:
- mes "[Lella]";
- mes "Remember, I need help hunting Leaf Cats so go and hunt 100 of them.";
- close;
- case 3:
- mes "[Lella]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Lella]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60144;
- close;
- case 2:
- mes "[Lella]";
- mes "Please kill 100 Leaf Cats.";
- close;
- }
- }
- }
- else {
- mes "[Lella]";
- mes "Amazing, you did that with speed.";
- getexp 25740,31512;
- getexp 25740,31512;
- erasequest 60144;
- close;
- }
- }
- if (checkquest(60145) != -1) {
- if (checkquest(60145,HUNTING) != 2 ) {
- mes "[Lella]";
- mes "Have you finished hunting the 150 Leaf Cats?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Lella]";
- mes "Hmm, I don't think you've hunted 150 yet...";
- close;
- case 2:
- mes "[Lella]";
- mes "Remember, I need help hunting Leaf Cats so go and hunt 150 of them.";
- close;
- case 3:
- mes "[Lella]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Lella]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60145;
- close;
- case 2:
- mes "[Lella]";
- mes "Please kill 150 Leaf Cats.";
- close;
- }
- }
- }
- else {
- mes "[Lella]";
- mes "Amazing, you did that with speed.";
- getexp 25740,31512;
- getexp 25740,31512;
- getexp 25740,31512;
- erasequest 60145;
- close;
- }
- }
- //for minimum level
- if (BaseLevel > 35) {
- //for maximum level
- if (BaseLevel < 66) {
- mes "[Lella]";
- mes "Why hello!";
- mes "You look like someone who is willing to help someone who is slowly going mad.";
- next;
- mes "[Lella]";
- switch(select("Sure:No")) {
- case 1:
- mes "[Lella]";
- mes "Thanks! You're a life saver!";
- next;
- switch(select("Gather Items:Hunt Leaf Cats:Cancel")) {
- case 1:
- // Item turn in
- mes "I really need to gather ^00CE0050 Huge Leafs^000000 for my sanity.";
- mes "Do you have any?";
- next;
- switch(select("I have 50 Huge Leafs:What, sorry I was day dreaming")) {
- case 1:
- /*
- if (checkweight(503,10) == 0) {
- mes "[Lella]";
- mes "Hey, it looks like that the weight on";
- mes "your back will crush you. Come back";
- mes "after you have lost some weight.";
- close;
- }
- */
- if (countitem(7198) > 49) {
- mes "[Lella]";
- mes "Wonderful I can tell it is just a little bit quieter around here!";
- next;
- mes "[Lella]";
- mes "The more leafs I collect the quieter it seems around here.";
- delitem 7198,50; //Great_Leaf
- getexp 25740,31512;
- //getitem 503,10; //Yellow_Potion
- close;
- }
- else {
- mes "[Lella]";
- mes "Meow meow meow meow meow...";
- mes "NOOOOOOOOOOOO.";
- close;
- }
- case 2:
- mes "[Lella]";
- mes "I need ^00CE0050 Huge Leafs^000000.";
- close;
- }
- case 2:
- // Kill Count Quest
- mes "[Lella]";
- mes "Ah, ok I think you can help me out by hunting some Leaf Cats.";
- mes "How many would you like to hunt?";
- next;
- switch(select("50 Leaf Cats:100 Leaf Cats:150 Leaf Cats")) {
- case 1:
- mes "[Lella]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60143;
- close;
- case 2:
- mes "[Lella]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60144;
- close;
- case 3:
- mes "[Lella]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60145;
- close;
- }
- case 3:
- mes "[Lella]";
- mes "If you change your mind, please come back.";
- close;
- }
- case 2:
- mes "[Lella]";
- mes "If you change your mind, please come back.";
- close;
- }
- }
- else {
- mes "[Lella]";
- mes "Not sure why you are here, but I can't offer you a bounty as there would be no effort in it for you!";
- close;
- }
- }
- else {
- mes "[Lella]";
- mes "Quickly escape before they get their claws into your sanity!";
- close;
- }
-}
diff --git a/npc/quests/collection/quest_mantis.txt b/npc/quests/collection/quest_mantis.txt
deleted file mode 100644
index 5e9249a1c..000000000
--- a/npc/quests/collection/quest_mantis.txt
+++ /dev/null
@@ -1,101 +0,0 @@
-//===== rAthena Script =======================================
-//= iRO Repeatable EXP Quests.
-//===== By: ==================================================
-//= Masao
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= Custom Version.
-//= Repeatable EXP Quest : Kill 50 Mantis.
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//============================================================
-
-lou_fild01,240,354,4 script Mantis Researcher 878,{
-
- if (checkquest(60179) != -1) {
- if (checkquest(60179,HUNTING) != 2 ) {
- mes "[Mantis Researcher]";
- mes "Have you finished hunting the 50 Mantis?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Mantis Researcher]";
- mes "Hmm, I don't think you've hunted 50 yet.";
- close;
- case 2:
- mes "[Mantis Researcher]";
- mes "Remember, I need help hunting Mantis so go and hunt 50 of them.";
- close;
- case 3:
- mes "[Mantis Researcher]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Mantis Researcher]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60179;
- close;
- case 2:
- mes "[Mantis Researcher]";
- mes "Please kill 50 Mantis in order to make this a Place were people can go to and gather Experience.";
- close;
- }
- }
- }
- mes "[Mantis Researcher]";
- mes "Amazing, you did that with speed.";
- getexp 18818,7527;
- erasequest 60179;
- close;
- }
- if ((BaseLevel > 34) && (BaseLevel < 71)) {
- mes "[Mantis Researcher]";
- mes "Oh great!";
- mes "You are here to help me right?";
- mes "If not, i don't know what to do with the Monsters in this Place!";
- next;
- switch(select("Sure:No")) {
- case 1:
- mes "[Mantis Researcher]";
- mes "Great! I knew the moment i saw you that i can count on you!";
- mes "I need you to reduce the Amount of Monsters which are currently rampaging on this Map!";
- mes "There are to many Mantis around, which makes it impossible for the lower level players to gain good experience here.";
- next;
- mes "[Mantis Researcher]";
- mes "So, would you still like to help me?";
- next;
- switch(select("Sure:Cancel")) {
- case 1:
- if(BaseLevel > 70){
- mes "[Mantis Researcher]";
- mes "Thank you for your great help with the Mantis!";
- mes "Currently the Situation is stable and i'm not in need of your help anymore to kill them.";
- close;
- }
- mes "[Mantis Researcher]";
- mes "Kill 50 of those Mantis and let me know when you're done. I will reward you for your efforts.";
- setquest 60179;
- close;
- case 2:
- mes "[Mantis Researcher]";
- mes "If you change your mind, please come back.";
- close;
- }
- case 2:
- mes "[Mantis Researcher]";
- mes "If you change your mind, please come back.";
- close;
- }
- }
- mes "[Mantis Researcher]";
- mes "Oh boy, Oh boy!";
- next;
- mes "[Mantis Researcher]";
- mes "Sorry I can't talk right now I am in a world of pain here, these darn Mantis are going to kill me.";
- close;
-}
diff --git a/npc/quests/collection/quest_pecopeco.txt b/npc/quests/collection/quest_pecopeco.txt
deleted file mode 100644
index 1850180e1..000000000
--- a/npc/quests/collection/quest_pecopeco.txt
+++ /dev/null
@@ -1,251 +0,0 @@
-//===== rAthena Script =======================================
-//= iRO Repeatable EXP Quests.
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Added Monster Killing quests.
-//= Repeatable EXP Quest (Bill of Birds)
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//============================================================
-
-moc_fild02,74,329,3 script Gregor#PecoPeco_Hunt 97,{
- if (checkquest(60101) != -1) {
- if (checkquest(60101,HUNTING) != 2 ) {
- mes "[Gregor]";
- mes "Have you finished hunting the 50 Peco Pecos?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Gregor]";
- mes "Hmm, I don't think you've hunted 50 yet...";
- close;
- case 2:
- mes "[Gregor]";
- mes "Please hurry and kill 50 of those tasty err pesky Peco Pecos.";
- close;
- case 3:
- mes "[Gregor]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Gregor]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60101;
- close;
- case 2:
- mes "[Gregor]";
- mes "Please hurry and kill 50 of those tasty err pesky Peco Pecos.";
- close;
- }
- }
- }
- else {
- mes "[Gregor]";
- mes "Oh thank you so much!";
- mes "I think that I can rest easily now.";
- getexp 4000,2000;
- erasequest 60101;
- close;
- }
- }
- if (checkquest(60102) != -1) {
- if (checkquest(60102,HUNTING) != 2 ) {
- mes "[Gregor]";
- mes "Have you finished hunting the 50 Peco Pecos?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Gregor]";
- mes "Hmm, I don't think you've hunted 100 yet...";
- close;
- case 2:
- mes "[Gregor]";
- mes "Please hurry and kill 100 of those tasty err pesky Peco Pecos.";
- close;
- case 3:
- mes "[Gregor]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Gregor]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60102;
- close;
- case 2:
- mes "[Gregor]";
- mes "Please hurry and kill 100 of those tasty err pesky Peco Pecos.";
- close;
- }
- }
- }
- else {
- mes "[Gregor]";
- mes "Oh thank you so much!";
- mes "I think that I can rest easily now.";
- getexp 4000,2000;
- getexp 4000,2000;
- erasequest 60102;
- close;
- }
- }
- if (checkquest(60103) != -1) {
- if (checkquest(60103,HUNTING) != 2 ) {
- mes "[Gregor]";
- mes "Have you finished hunting the 150 Peco Pecos?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Gregor]";
- mes "Hmm, I don't think you've hunted 150 yet...";
- close;
- case 2:
- mes "[Gregor]";
- mes "Please hurry and kill 150 of those tasty err pesky Peco Pecos.";
- close;
- case 3:
- mes "[Gregor]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Gregor]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60103;
- close;
- case 2:
- mes "[Gregor]";
- mes "Please hurry and kill 150 of those tasty err pesky Peco Pecos.";
- close;
- }
- }
- }
- else {
- mes "[Gregor]";
- mes "Oh thank you so much!";
- mes "I think that I can rest easily now.";
- getexp 4000,2000;
- getexp 4000,2000;
- getexp 4000,2000;
- erasequest 60103;
- close;
- }
- }
- //for minimum level
- if (BaseLevel > 9) {
- //for maximum level
- if (BaseLevel < 31) {
- mes "[Gregor]";
- mes "Peco Pecos are fascinating.";
- mes "I am still doing my, uh, research...";
- mes "But now it is of a different nature.";
- next;
- mes "[Gregor]";
- mes "You see I've been uh, ''researching''";
- mes "these animals by collecting their";
- mes "Bill of Birds but lately they seem";
- mes "to have become hostile towards me.";
- next;
- mes "[Gregor]";
- mes "Can you do me a favor please?";
- next;
- switch(select("What kind of favor?:No")) {
- case 1:
- mes "[Gregor]";
- mes "I am so afraid that these Peco Pecos will hurt me for my, uh, researching activities.";
- next;
- mes "[Gregor]";
- mes "Can you help protect me by killing them?";
- mes "I think I'll feel safer...";
- mes "Please...";
- next;
- switch(select("Gather Items:Hunt Peco Pecos:Cancel")) {
- case 1:
- // Item turn in
- mes "[Gregor]";
- mes "I need some ^FF0000Bill of Birds^000000 for my, uh, research...";
- next;
- switch(select("I have some Bill of Birds:What did you need?")) {
- case 1:
- if (countitem(925) > 24) {
- mes "[Gregor]";
- mes "Thank you so much.";
- delitem 925,25; //Bill_Of_Birds
- getexp 4000,2000;
- next;
- mes "[Gregor]";
- mes "This is gonna be delicious!";
- close;
- }
- else {
- mes "[Gregor]";
- mes "It doesn't look like you have enough.";
- next;
- mes "[Gregor]";
- mes "Can you help me out and bring me ^FF000025 Bill of Birds^000000?";
- close;
- }
- case 2:
- mes "[Gregor]";
- mes "Can you help me out and bring me ^FF000025 Bill of Birds^000000?";
- close;
- }
- case 2:
- // Kill Count Quest
- mes "[Gregor]";
- mes "Ah, ok I think you can help me out by hunting some Peco Pecos.";
- mes "How many would you like to hunt?";
- next;
- switch(select("50 Peco Pecos:100 Peco Pecos:150 Peco Pecos")) {
- case 1:
- mes "[Gregor]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60101;
- close;
- case 2:
- mes "[Gregor]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60102;
- close;
- case 3:
- mes "[Gregor]";
- mes "Come back when you've finished your task and I will give you a small reward.";
- setquest 60103;
- close;
- }
- case 3:
- mes "[Gregor]";
- mes "If you change your mind, please come back.";
- close;
- }
- case 2:
- mes "[Gregor]";
- mes "If you change your mind, please come back.";
- close;
- }
- }
- else {
- mes "[Gregor]";
- mes "Hmmm... you seem to be too strong to be fighting over here.";
- close;
- }
- }
- else {
- mes "[Gregor]";
- mes "Hi there.";
- next;
- mes "[Gregor]";
- mes "Those picky's over there seem to be about your speed.";
- close;
- }
-}
diff --git a/npc/quests/collection/quest_pupa.txt b/npc/quests/collection/quest_pupa.txt
deleted file mode 100644
index b6088a49f..000000000
--- a/npc/quests/collection/quest_pupa.txt
+++ /dev/null
@@ -1,233 +0,0 @@
-//===== rAthena Script =======================================
-//= iRO Repeatable EXP Quests.
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Added Monster Killing quests.
-//= Repeatable EXP Quest (Chrysalis)
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//============================================================
-
-gef_fild04,191,54,3 script Halgus#Pupa_Hunt 123,{
- if (checkquest(60110) != -1) {
- if (checkquest(60110,HUNTING) != 2 ) {
- mes "[Halgus]";
- mes "Have you gotten rid of the Pupa?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Halgus]";
- mes "Hmm, I don't think you've gotten rid of 50 Pupa yet...";
- close;
- case 2:
- mes "[Halgus]";
- mes "Remember, get rid of 50 of those Pupa from the field.";
- close;
- case 3:
- mes "[Halgus]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Halgus]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60110;
- close;
- case 2:
- mes "[Halgus]";
- mes "Remember, get rid of 50 of those Pupa from the field.";
- close;
- }
- }
- }
- else {
- mes "[Halgus]";
- mes "Oh thank you so much.";
- mes "I know that I could've probably done this myself but it's not easy to be standing here all of the time.";
- getexp 385,30;
- erasequest 60110;
- close;
- }
- }
- if (checkquest(60111) != -1) {
- if (checkquest(60111,HUNTING) != 2 ) {
- mes "[Halgus]";
- mes "Have you gotten rid of the Pupa?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Halgus]";
- mes "Hmm, I don't think you've gotten rid of 100 Pupa yet...";
- close;
- case 2:
- mes "[Halgus]";
- mes "Remember, get rid of 100 of those Pupa from the field.";
- close;
- case 3:
- mes "[Halgus]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Halgus]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60111;
- close;
- case 2:
- mes "[Halgus]";
- mes "Remember, get rid of 100 of those Pupa from the field.";
- close;
- }
- }
- }
- else {
- mes "[Halgus]";
- mes "Oh thank you so much.";
- mes "I know that I could've probably done this myself but it's not easy to be standing here all of the time.";
- getexp 385,30;
- getexp 385,30;
- erasequest 60111;
- close;
- }
- }
- if (checkquest(60112) != -1) {
- if (checkquest(60112,HUNTING) != 2 ) {
- mes "[Halgus]";
- mes "Have you gotten rid of the Pupa?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Halgus]";
- mes "Hmm, I don't think you've gotten rid of 150 Pupa yet...";
- close;
- case 2:
- mes "[Halgus]";
- mes "Remember, get rid of 150 of those Pupa from the field.";
- close;
- case 3:
- mes "[Halgus]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Halgus]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60112;
- close;
- case 2:
- mes "[Halgus]";
- mes "Remember, get rid of 150 of those Pupa from the field.";
- close;
- }
- }
- }
- else {
- mes "[Halgus]";
- mes "Oh thank you so much.";
- mes "I know that I could've probably done this myself but it's not easy to be standing here all of the time.";
- getexp 385,30;
- getexp 385,30;
- getexp 385,30;
- erasequest 60112;
- close;
- }
- }
- //for minimum level
- if (BaseLevel > 1) {
- //for maximum level
- if (BaseLevel < 21) {
- mes "[Halgus]";
- mes "New here are you?";
- mes "Well look, I like helping new faces around here.";
- mes "And lets be honest, you are not the prettiest looking face I've seen.";
- next;
- mes "[Halgus]";
- mes "None-the-less my daughter thought it would be fun to gather pupa around this field and it's becoming unsightly.";
- mes "Do you mind helping me get rid of some Pupa to clear out this field?";
- next;
- switch(select("Sure, I don't mind:No")) {
- case 1:
- mes "[Halgus]";
- mes "Really? What would you like to do to help?";
- next;
- switch(select("Gather Items:Get rid of Pupa:Cancel")) {
- case 1:
- // Item turn in
- mes "[Halgus]";
- mes "Can you collect ^00CE0025 Chrysalis^000000 and return them to me, I promise to reward you well.";
- next;
- switch(select("I have Chrysalis:What did you need?")) {
- case 1:
- if (countitem(915) > 24) {
- mes "[Halgus]";
- mes "Amazing you found so many that fast.";
- mes "Like I promised, give me the Chrysalis and I will reward you with my wisdom.";
- delitem 915,25; //Chrysalis
- getexp 385,30;
- close;
- }
- else {
- mes "[Halgus]";
- mes "I need ^00CE0025 Chrysalis^000000 and no less please.";
- close;
- }
- case 2:
- mes "[Halgus]";
- mes "I need ^00CE0025 Chrysalis^000000.";
- close;
- }
- case 2:
- // Kill Count Quest
- mes "[Halgus]";
- mes "Thank you so much!";
- mes "How many would you like to get rid of?";
- next;
- switch(select("50 Pupa:100 Pupa:150 Pupa")) {
- case 1:
- mes "[Halgus]";
- mes "If you can get rid of 50 of those Pupa from the field I will be grateful.";
- setquest 60110;
- close;
- case 2:
- mes "[Halgus]";
- mes "If you can get rid of 100 of those Pupa from the field I will be grateful.";
- setquest 60111;
- close;
- case 3:
- mes "[Halgus]";
- mes "If you can get rid of 150 of those Pupa from the field I will be grateful.";
- setquest 60112;
- close;
- }
- case 3:
- mes "[Halgus]";
- mes "If you change your mind, please come back.";
- close;
- }
- case 2:
- mes "[Halgus]";
- mes "If you change your mind, please come back.";
- close;
- }
- }
- else {
- mes "[Halgus]";
- mes "You could probably easily help me out, but I want to give charity to those who are not as strong as you.";
- close;
- }
- }
- else {
- mes "[Halgus]";
- mes "Please return to me when you are a little stronger.";
- close;
- }
-}
diff --git a/npc/quests/collection/quest_zhupolong.txt b/npc/quests/collection/quest_zhupolong.txt
deleted file mode 100644
index bf3999683..000000000
--- a/npc/quests/collection/quest_zhupolong.txt
+++ /dev/null
@@ -1,101 +0,0 @@
-//===== rAthena Script =======================================
-//= iRO Repeatable EXP Quests.
-//===== By: ==================================================
-//= Masao
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= Custom Version.
-//= Repeatable EXP Quest : Kill 50 Zhu Po Long.
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//============================================================
-
-lou_dun02,161,264,4 script Dragon Hunter 732,{
-
- if (checkquest(60182) != -1) {
- if (checkquest(60182,HUNTING) != 2 ) {
- mes "[Dragon Hunter]";
- mes "Have you finished hunting the 50 Zhu Po Long?";
- next;
- switch(select("Yes:No:I want to quit")) {
- case 1:
- mes "[Dragon Hunter]";
- mes "Hmm, I don't think you've hunted 50 yet.";
- close;
- case 2:
- mes "[Dragon Hunter]";
- mes "Remember, I need help hunting Zhu Po Long so go and hunt 50 of them.";
- close;
- case 3:
- mes "[Dragon Hunter]";
- mes "Are you sure that you want to stop hunting?";
- mes "Any progress that you've made will be erased";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Dragon Hunter]";
- mes "Ok then, well come back here if you change your mind.";
- erasequest 60182;
- close;
- case 2:
- mes "[Dragon Hunter]";
- mes "Please kill 50 Zhu Po Long in order to make this a Place were people can go to and gather Experience.";
- close;
- }
- }
- }
- mes "[Dragon Hunter]";
- mes "Amazing, you did that with speed.";
- getexp 151300,60520;
- erasequest 60182;
- close;
- }
- if ((BaseLevel > 49) && (BaseLevel < 91)) {
- mes "[Dragon Hunter]";
- mes "Oh great!";
- mes "You are here to help me right?";
- mes "If not, i don't know what to do with the Monsters in this Place!";
- next;
- switch(select("Sure:No")) {
- case 1:
- mes "[Dragon Hunter]";
- mes "Great! I knew the moment i saw you that i can count on you!";
- mes "I need you to reduce the Amount of Monsters which are currently rampaging on this Map!";
- mes "There are to many Zhu Po Long around, which makes it impossible for the lower level players to gain good experience here.";
- next;
- mes "[Dragon Hunter]";
- mes "So, would you still like to help me?";
- next;
- switch(select("Sure:Cancel")) {
- case 1:
- if(BaseLevel > 90){
- mes "[Dragon Hunter]";
- mes "Thank you for your great help with the Zhu Po Long!";
- mes "Currently the Situation is stable and i'm not in need of your help anymore to kill them.";
- close;
- }
- mes "[Dragon Hunter]";
- mes "Kill 50 of those Zhu Po Long and let me know when you're done. I will reward you for your efforts.";
- setquest 60182;
- close;
- case 2:
- mes "[Dragon Hunter]";
- mes "If you change your mind, please come back.";
- close;
- }
- case 2:
- mes "[Dragon Hunter]";
- mes "If you change your mind, please come back.";
- close;
- }
- }
- mes "[Dragon Hunter]";
- mes "Oh boy, Oh boy!";
- next;
- mes "[Dragon Hunter]";
- mes "Sorry I can't talk right now I am in a world of pain here, these darn Zhu Po Long are going to kill me.";
- close;
-}
diff --git a/npc/quests/cooking_quest.txt b/npc/quests/cooking_quest.txt
deleted file mode 100644
index 6387dbd21..000000000
--- a/npc/quests/cooking_quest.txt
+++ /dev/null
@@ -1,2440 +0,0 @@
-//===== rAthena Script =======================================
-//= Cooking Quest
-//===== By: ==================================================
-//= Reddozen; L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.8
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Official Cooking Quest (10.3)
-//===== Additional Comments: =================================
-//= 1.1 Fixed wrong item ID, added missing ";, optimized [Lupus]
-//= 1.1a minor bugfix, thx 2 Irmin [Lupus]
-//= 1.2 Fixed exploit, some typos [Lupus]
-//= 1.3 Fixed wrong label [Lupus] 1.3a updated to Reddozen's changes
-//= 1.3b Fixed wrong id, fixed Puch quest, added more Pouch Quest
-//= dialogues [Lupus]
-//= 1.4 Fixed spelling, added some dialoguesm optimized
-//= fixed bugs. Tested, fully working [Lupus]
-//= 1.5 More fixes [Lupus]
-//= 1.6 Quest is now up to iRO 10.3 standards. [L0ne_W0lf]
-//= - Not sure what the EnableItemMove is for, as there is no
-//= command to disable being able to move items.
-//= 1.6a Corrected a bad cutin, a Typo error ";;" and a bad delitem (bugreport:911) [Samuray22]
-//= 1.6b Corrected a "donpcevent" missing a ":". (bugreport:962) [Samuray22]
-//= 1.7 Replaced effect numerics with constants. [L0ne_W0lf]
-//= 1.8 Renamed the variable cooking to cooking_q [ultramage]
-//============================================================
-
-prt_castle,43,30,3 script Charles Orleans#cook 878,{
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 2000) {
- mes "[Charles Orleans]";
- mes "Just one second.";
- mes "You're carrying too";
- mes "many items with you";
- mes "right now, so you better";
- mes "place some of your things";
- mes "into Kafra Storage, yes?";
- close2;
- //EnableItemMove;
- end;
- }
- if (BaseJob == Job_Novice) {
- if (sex) {
- cutin "orleans_5",0;
- mes "[Charles Orleans]";
- mes "Excuse me, monsieur?";
- mes "Yes, you. If you're not";
- mes "here as hired help for the";
- mes "kitchen, then I'd like to";
- mes "ask you to leave now.";
- next;
- emotion e_an;
- mes "[Charles Orleans]";
- mes "Please don't be";
- mes "offended, but I can't";
- mes "concentrate on my ";
- mes "cooking when Novices";
- mes "like yourself are running";
- mes "around here like children.";
- close;
- }
- cutin "orleans_1",0;
- mes "[Charles Orleans]";
- mes "Mademoiselle, what";
- mes "are you doing in this";
- mes "area of the castle?";
- mes "Oh, you must be lost~";
- next;
- cutin "orleans_2",0;
- mes "[Charles Orleans]";
- mes "Please, use the stairs";
- mes "to the right to exit into the";
- mes "main structure. My dear,";
- mes "be careful and watch your";
- mes "step when you climb up";
- mes "the stairs for me, alright?";
- goto L_End;
- }
- else if (getequipid(1) != 5026) {
- if (sex) {
- cutin "orleans_5",0;
- emotion e_an;
- mes "[Charles Orleans]";
- mes "Monsieur, why you look";
- mes "at me so? Is it the Morroc";
- mes "silk shirt I am wearing, my";
- mes "hair styled by Madam Veronica,";
- mes "or my brand name muffler";
- mes "refined by Monsieur Antonio?";
- next;
- cutin "orleans_7",0;
- mes "[Charles Orleans]";
- mes "Perhaps you are in awe";
- mes "of the latest, fashionable";
- mes "spectacles that was designed";
- mes "by the artists from the Rekenber Corporation? Please, do tell~";
- next;
- cutin "orleans_2",0;
- mes "[Charles Orleans]";
- mes "Wait, wait just a";
- mes "moment. Do you know";
- mes "anything about the latest";
- mes "trends? You don't seem";
- mes "to be very fashionable...";
- next;
- cutin "orleans_5",0;
- cutin "orleans_4",0;
- mes "[Charles Orleans]";
- mes "Ugh, if I can avoid it,";
- mes "I usually prefer not to";
- mes "associate with ruffians.";
- mes "But I do find that you";
- mes "adventurers do have";
- mes "your strong points...";
- goto L_End;
- }
- cutin "orleans_1",0;
- mes "[Charles Orleans]";
- mes "Oh! Pardon the squalor";
- mes "of my humble kitchen,";
- mes "Mademoiselle. But even";
- mes "the splendor of the Prontera";
- mes "Castle pales to the radiance";
- mes "of your captivating beauty.";
- next;
- cutin "orleans_2",0;
- mes "[Charles Orleans]";
- mes "Tell me, who is the";
- mes "lovely child holding";
- mes "the cat right next to you?";
- mes "I know it is rude to ask,";
- mes "but I am emboldened by";
- mes "my, shall we say, curiosity.";
- next;
- switch(select("......?:She is my sister:Actually, I don't know her.")) {
- case 1:
- cutin "nyuang_3",2;
- emotion e_ho,0,"Child with Cat#cook";
- mes "[The kid with a cat]";
- mes "Nyahahaha,";
- mes "Nyahahaha~";
- mes "Meow~ Meow~";
- next;
- cutin "orleans_2",0;
- emotion e_heh;
- mes "[Charles Orleans]";
- mes "What a lovely child.";
- mes "Be quiet like a good girl.";
- next;
- break;
- case 2:
- cutin "nyuang_1",2;
- emotion e_what,0,"Child with Cat#cook";
- mes "[Child with Cat]";
- mes "...Nya?";
- mes "...Meow?";
- next;
- cutin "orleans_2",0;
- emotion e_lv2;
- mes "[Charles Orleans]";
- mes "She is lovely and";
- mes "quite although she";
- mes "doesn't look like you.";
- mes "Even her cat looks adorable.";
- break;
- case 3:
- cutin "nyuang_2",2;
- emotion e_pif,0,"Child with Cat#cook";
- mes "[Child with Cat]";
- mes "Nyahahaha,";
- mes "Nyahahaha~";
- mes "Meow, meow~";
- next;
- cutin "orleans_4",0;
- cutin "orleans_3",0;
- emotion e_swt2;
- mes "[Charles Orleans]";
- mes "Ah, again, let me";
- mes "apologize. I had believed";
- mes "that this child was fortunate";
- mes "enough to be a companion";
- mes "of the mademoiselle.";
- break;
- }
- next;
- cutin "orleans_1",0;
- mes "[Charles Orleans]";
- mes "Allow me to introduce";
- mes "myself to you, amour.";
- mes "I am your ever faithful";
- mes "servant whose heart is";
- mes "enraptured by your gaze.";
- mes "My name is Charles Orleans.";
- next;
- cutin "orleans_4",0;
- mes "[Charles Orleans]";
- mes "Yet there is one thing that";
- mes "anguishes me. Ever since his";
- mes "highness, King Tristram III,";
- mes "has vanished, I have found no";
- mes "one worthy of tasting my wares.";
- mes "My life now lacks meaning...";
- next;
- mes "[Charles Orleans]";
- mes "Alas, recently I have been";
- mes "reduced to teaching mere";
- mes "apprentices, tyros in the";
- mes "culinary arts, my skills.";
- mes "It is frustrating--many of";
- mes "them do not have any talent!";
- next;
- cutin "orleans_3",0;
- mes "[Charles Orleans]";
- mes "Ah, forgive me, dear";
- mes "Mademoiselle. I hope you";
- mes "understand the difficulty";
- mes "I am forced to suffer. When";
- mes "next we meet, I would very much like to give you a sweet dessert.";
- next;
- cutin "orleans_1",0;
- mes "[Charles Orleans]";
- mes "Yes, women with your";
- mes "beauty definitely deserve";
- mes "the luscious flavors of the";
- mes "treats that only I can offer.";
- mes "Until that day comes, I shall";
- mes "reluctantly bid you adieu.";
- goto L_End;
- }
- else if (cooking_q == 0) {
- cutin "orleans_5",0;
- emotion e_dots;
- mes "[Charles Orleans]";
- mes "Oh, have you come here";
- mes "to learn cooking? ^333333*Sigh*^000000";
- mes "I don't feel like teaching";
- mes "anything today--in fact,";
- mes "I think teaching is a waste";
- mes "of my time! ^333333*Sigh*^000000 However...";
- next;
- switch(select("Um, are you talking to me?:Wait, don't you remember me?:Sir Orleans?")) {
- case 1:
- cutin "orleans_7",0;
- mes "[Charles Orleans]";
- mes "Who else would";
- mes "I be talking to?";
- mes "To Madeleine over";
- mes "there? Or that child";
- mes "holding that mangy";
- mes "cat? Sacrebleu!";
- next;
- cutin "nyuang_4",2;
- mes "[Child with Cat]";
- mes "Grrrrrrr!";
- mes "Rrrroreow!";
- next;
- cutin "orleans_4",0;
- cutin "orleans_3",0;
- emotion e_omg;
- mes "[Charles Orleans]";
- mes "Goodness, you scared me!";
- mes "What an ill natured kid!";
- mes "Who brought this kid in?";
- break;
- case 2:
- mes "[Charles Orleans]";
- mes "I can't remember every";
- mes "tyro who's begged me for";
- mes "instruction in the culinary";
- mes "arts. I could swear you've";
- mes "come here months ago, it's";
- mes "just--what was your name...?";
- next;
- cutin "orleans_7",0;
- mes "[Charles Orleans]";
- mes "Bah! No matter.";
- mes "I suppose that's";
- mes "of no importance";
- mes "at the moment.";
- break;
- case 3:
- cutin "orleans_4",0;
- mes "[Charles Orleans]";
- mes "E-excuse me? I may be";
- mes "your instructor, but you";
- mes "can call me by my first name.";
- mes "I know that I can be strict,";
- mes "but please: in the end, we are colleagues, even if I am superior.";
- next;
- cutin "orleans_1",0;
- mes "[Charles Orleans]";
- mes "Fine, fine...";
- mes "If you insist on your";
- mes "modicum of expressed";
- mes "respect, then you may";
- mes "call me ''Sir Charles.''";
- next;
- cutin "orleans_7",0;
- mes "[Charles Orleans]";
- mes "Ah... That does have";
- mes "a rather fine ring to it.";
- mes "I actually earned that title";
- mes "from the king himself, even";
- mes "if I'm a knight only in title and manner, rather than strength.";
- break;
- }
- next;
- cutin "orleans_7",0;
- mes "[Charles Orleans]";
- mes "Well then, let's get started";
- mes "today with making a simple";
- mes "dish. Okay, ^FF0000I don't teach recipes";
- mes "more than once^000000, ^FF0000so make sure";
- mes "that you write this down^000000. Now";
- mes "then, what shall we cook?";
- next;
- cutin "orleans_6",0;
- set .@cook_m1,rand(1,6);
- if (.@cook_m1 == 1) {
- set cooking_q,1;
- mes "[Charles Orleans]";
- mes "Ahhh, how about";
- mes "'Fried Grasshopper Legs?'";
- mes "To the uninitiated, it may";
- mes "seem to be a disgusting dish,";
- mes "but trust me, its exquisite taste is pure pleasure for your palate.";
- next;
- mes "[Charles Orleans]";
- mes "Now, please bring";
- mes "^4D4DFF5 Grasshopper Legs^000000,";
- mes "^4D4DFF1 Cooking Oil^000000, and";
- mes "^4D4DFF1 Old Frying Pan^000000.";
- mes "Then, we can begin.";
- goto L_End;
- }
- else if (.@cook_m1 == 2) {
- set cooking_q,2;
- mes "[Charles Orleans]";
- mes "Ah, I've got it!";
- mes "Let's make ''Grape Juice";
- mes "Herbal Tea.'' The weather";
- mes "is perfect right now for";
- mes "a cool, refreshing drink.";
- next;
- mes "[Charles Orleans]";
- mes "Please bring";
- mes "^4D4DFF3 Grapes^000000, and";
- mes "^4D4DFF2 Red Potions^000000";
- mes "so that we can";
- mes "begin the lesson~";
- goto L_End;
- }
- else if (.@cook_m1 == 3) {
- set cooking_q,3;
- mes "[Charles Orleans]";
- mes "I've got it~";
- mes "We can make";
- mes "''Honey Grape Juice.''";
- mes "Please bring me the";
- mes "following ingredients so";
- mes "that we can begin the lesson.";
- next;
- mes "[Charles Orleans]";
- mes "^4D4DFF1 Honey^000000,";
- mes "^4D4DFF2 Grapes^000000, and";
- mes "^4D4DFF1 Red Potion^000000.";
- goto L_End;
- }
- else if (.@cook_m1 == 4) {
- set cooking_q,4;
- mes "[Charles Orleans]";
- mes "Mmm, why don't we";
- mes "make ''Frog Egg and";
- mes "Squid Ink Soup?'' Those";
- mes "bereft of gourmet taste may";
- mes "think it's disgusting, but it's";
- mes "actually quite scrumptious.";
- next;
- mes "[Charles Orleans]";
- mes "Well then,";
- mes "please bring me";
- mes "^4D4DFF1 Bag of Grain^000000,";
- mes "^4D4DFF10 Spawns^000000, and";
- mes "^4D4DFF1 Squid Ink^000000.";
- goto L_End;
- }
- else if (.@cook_m1 == 5) {
- set cooking_q,5;
- mes "[Charles Orleans]";
- mes "Ah, I know what";
- mes "would be perfect right";
- mes "now. ''Steamed Crab";
- mes "Nippers.'' Now, please";
- mes "bring these ingredients";
- mes "so we can make this soup.";
- next;
- mes "[Charles Orleans]";
- mes "We'll need";
- mes "^4D4DFF10 Green Herbs^000000,";
- mes "^4D4DFF10 Nippers^000000, and";
- mes "^4D4DFF1 Yellow Potion^000000.";
- goto L_End;
- }
- set cooking_q,6;
- mes "[Charles Orleans]";
- mes "Ooh, you know what";
- mes "would be scrumptious?";
- mes "''Fried Monkey Tails.'' Yes,";
- mes "that sounds perfect! Please";
- mes "bring these ingredients so";
- mes "that I can teach you this dish.";
- next;
- mes "[Charles Orleans]";
- mes "We'll need";
- mes "^4D4DFF1 Frying Pan^000000,";
- mes "^4D4DFF5 Yoyo Tails^000000, and";
- mes "^4D4DFF1 Cooking Oil^000000.";
- goto L_End;
- }
- else if (cooking_q == 1) {
- if (countitem(940) > 4 && countitem(7031) > 0 && countitem(7457) > 0) {
- cutin "orleans_4",0;
- emotion e_an;
- mes "[Charles Orleans]";
- mes "Finally, you're here! Never";
- mes "forget: your ingredients must";
- mes "always be as fresh as possible.";
- mes "If not, your cuisine will be much poorer in quality. Now, let me";
- mes "explain how to make this dish.";
- next;
- cutin "orleans_6",0;
- mes "[Charles Orleans]";
- mes "Scrub the Grasshopper Legs";
- mes "as cleanly as you can before";
- mes "placing them in the Frying Pan.";
- mes "Afterwards, pour half a bottle of Cooking Oil and fry the legs at";
- mes "high heat for about 20 minutes.";
- next;
- mes "[Charles Orleans]";
- mes "Now, follow the instructions";
- mes "that I've just given you to the";
- mes "letter! Hmmm... Good, good.";
- mes "That's not bad at all. Alright,";
- mes "you're almost there...";
- next;
- cutin "orleans_7",0;
- mes "[Charles Orleans]";
- mes "There, you're done!";
- mes "The presentation can use";
- mes "a little work, but at least you";
- mes "know this recipe now. That's";
- mes "all for today, so please go";
- mes "and practice on your own now.";
- delitem 940,5; //Grasshopper's_Leg
- delitem 7031,1; //Old_Frying_Pan
- delitem 7457,1; //Cooking_Oil
- set cooking_q,7;
- getitem 12041,1; //Str_Dish01
- goto L_End;
- }
- cutin "orleans_6",0;
- set .@talk_j,rand(1,2);
- if (.@talk_j == 1) {
- mes "[Charles Orleans]";
- mes "Hurry and bring me";
- mes "the ingredients to make";
- mes "Fried Grasshopper Legs!";
- mes "If a restaurant patron had";
- mes "ordered this, then you'd";
- mes "already be making him wait!";
- goto L_End;
- }
- mes "[Charles Orleans]";
- mes "Just go and ambush those";
- mes "happy-go-lucky grasshoppers";
- mes "just playing in the fields. Hurry and smash them, then rip their";
- mes "legs off--but be humane about it! ";
- goto L_End;
- }
- else if (cooking_q == 2) {
- if (countitem(514) > 2 && countitem(501) > 1) {
- cutin "orleans_4",0;
- mes "[Charles Orleans]";
- mes "Finally, you're here! Never";
- mes "forget: your ingredients must";
- mes "always be as fresh as possible.";
- mes "If not, your cuisine will be much poorer in quality. Now, let me";
- mes "explain how to make this dish.";
- next;
- cutin "orleans_6",0;
- mes "[Charles Orleans]";
- mes "You extract the juice";
- mes "from the Grapes like this--";
- mes "we can't use pre-made Grape";
- mes "Juice for the sake of freshness. Then, you need to boil the Red";
- mes "Potions in a bain-marie...";
- next;
- mes "[Charles Orleans]";
- mes "When the Red Potions";
- mes "reach the right consistency,";
- mes "gently stir in the juice that you just squeezed from the Grapes.";
- mes "Now, I want you to try it. Hmm... That's not bad... Good, good...";
- next;
- cutin "orleans_7",0;
- mes "[Charles Orleans]";
- mes "There, you're done!";
- mes "The presentation can use";
- mes "a little work, but at least you";
- mes "know this recipe now. That's";
- mes "all for today, so please go";
- mes "and practice on your own now.";
- delitem 514,3; //Grape
- delitem 501,2; //Red_Potion
- set cooking_q,7;
- getitem 12046,1; //Int_Dish01
- goto L_End;
- }
- cutin "orleans_6",0;
- set .@talk_j,rand(1,2);
- if (.@talk_j == 1) {
- mes "[Charles Orleans]";
- mes "What are you doing?";
- mes "Hurry and bring me the";
- mes "ingredients for Grape Juice";
- mes "Herbal Tea! At a real restaurant, you'd never be able to take your";
- mes "time like this! Quickly, now!";
- goto L_End;
- }
- mes "[Charles Orleans]";
- mes "Having trouble finding";
- mes "Grapes? Just pop open";
- mes "those cute little Poporings...";
- mes "Of course, you should try to";
- mes "be humane when you hunt them...";
- goto L_End;
- }
- else if (cooking_q == 3) {
- if (countitem(518) > 0 && countitem(514) > 1 && countitem(501) > 0) {
- cutin "orleans_4",0;
- mes "[Charles Orleans]";
- mes "Finally, you're here! Never";
- mes "forget: your ingredients must";
- mes "always be as fresh as possible.";
- mes "If not, your cuisine will be much poorer in quality. Now, let me";
- mes "explain how to make this dish.";
- next;
- cutin "orleans_6",0;
- mes "[Charles Orleans]";
- mes "First, skin the Grapes";
- mes "and extract the seeds. Then,";
- mes "blend the Grapes with the";
- mes "Honey. Take this blended";
- mes "mixture and carefully stir";
- mes "it into the Red Potion...";
- next;
- mes "[Charles Orleans]";
- mes "When the pulp is fully";
- mes "mixed into the Red Potion,";
- mes "you'll be finished. Now, go";
- mes "and try making it yourself.";
- mes "Right, that's good. Yes...";
- mes "Wait, wait! Okay, there you go~";
- next;
- cutin "orleans_7",0;
- mes "[Charles Orleans]";
- mes "There, you're done!";
- mes "The presentation can use";
- mes "a little work, but at least you";
- mes "know this recipe now. That's";
- mes "all for today, so please go";
- mes "and practice on your own now.";
- delitem 518,1; //Honey
- delitem 514,2; //Grape
- delitem 501,1; //Red_Potion
- set cooking_q,7;
- getitem 12061,1; //Dex_Dish01
- goto L_End;
- }
- cutin "orleans_6",0;
- set .@talk_j,rand(1,2);
- if (.@talk_j == 1) {
- mes "[Charles Orleans]";
- mes "What's taking you so";
- mes "long? You should have";
- mes "brought me the ingredients";
- mes "to make Honey Grape Juice";
- mes "a while ago. Hurry it up!";
- goto L_End;
- }
- mes "[Charles Orleans]";
- mes "You're having trouble";
- mes "finding some Honey for the";
- mes "Honey Grape Juice, aren't you?";
- mes "Just go and hunt some bears,";
- mes "they're always carrying some";
- mes "of that Honey around.";
- goto L_End;
- }
- else if (cooking_q == 4) {
- if (countitem(577) > 0 && countitem(908) > 9 && countitem(1024) > 0) {
- cutin "orleans_4",0;
- mes "[Charles Orleans]";
- mes "Finally, you're here! Never";
- mes "forget: your ingredients must";
- mes "always be as fresh as possible.";
- mes "If not, your cuisine will be much poorer in quality. Now, let me";
- mes "explain how to make this dish.";
- next;
- cutin "orleans_6",0;
- mes "[Charles Orleans]";
- mes "Mill the grain until";
- mes "it's a fine flour, then";
- mes "boil the Squid Ink at";
- mes "medium heat. Once it";
- mes "bubbles, pour in the flour.";
- next;
- mes "[Charles Orleans]";
- mes "Keep stirring, slowly";
- mes "adding the Spawns. When";
- mes "it all boils again, reduce the";
- mes "heat and simmer for about 10";
- mes "minutes. Okay, now you try it.";
- mes "That's good, good... Alright~";
- next;
- cutin "orleans_7",0;
- mes "[Charles Orleans]";
- mes "There, you're done!";
- mes "The presentation can use";
- mes "a little work, but at least you";
- mes "know this recipe now. That's";
- mes "all for today, so please go";
- mes "and practice on your own now.";
- delitem 577,1; //Grain
- delitem 908,10; //Spawn
- delitem 1024,1; //Chinese_ink
- set cooking_q,7;
- getitem 12056,1; //Agi_Dish01
- goto L_End;
- }
- cutin "orleans_6",0;
- set .@talk_j,rand(1,2);
- if (.@talk_j == 1) {
- mes "[Charles Orleans]";
- mes "What are you doing?";
- mes "You're supposed to be";
- mes "preparing ingredients";
- mes "for Frog Egg and Squid";
- mes "Ink Soup right now!";
- goto L_End;
- }
- mes "[Charles Orleans]";
- mes "You have to be careful";
- mes "when you're handling Frog";
- mes "Eggs. If you feed them raw to";
- mes "somebody, well, their flavor is";
- mes "decidely less than magnifique.";
- goto L_End;
- }
- else if (cooking_q == 5) {
- if (countitem(960) > 9 && countitem(511) > 9 && countitem(503) > 0) {
- cutin "orleans_4",0;
- mes "[Charles Orleans]";
- mes "Finally, you're here! Never";
- mes "forget: your ingredients must";
- mes "always be as fresh as possible.";
- mes "If not, your cuisine will be much poorer in quality. Now, let me";
- mes "explain how to make this dish.";
- next;
- cutin "orleans_6",0;
- mes "[Charles Orleans]";
- mes "Boil the Nippers in Yellow";
- mes "Potion on low heat for about";
- mes "30 minutes. Then, bring it down";
- mes "to a simmer and carefully stir";
- mes "in the Green Herbs one by one.";
- next;
- mes "[Charles Orleans]";
- mes "This is an easy recipe, but";
- mes "I still want you to demonstrate";
- mes "for me. Okay, let's see now...";
- mes "You're doing fine. Now, wait...";
- mes "Good, good, okay, it's ready";
- mes "for the Green Herbs now...";
- next;
- cutin "orleans_7",0;
- mes "[Charles Orleans]";
- mes "There, you're done!";
- mes "The presentation can use";
- mes "a little work, but at least you";
- mes "know this recipe now. That's";
- mes "all for today, so please go";
- mes "and practice on your own now.";
- delitem 960,10; //Nipper
- delitem 511,10; //Green_Herb
- delitem 503,1; //Yellow_Potion
- set cooking_q,7;
- getitem 12051,1; //Vit_Dish01
- goto L_End;
- }
- cutin "orleans_6",0;
- set .@talk_j,rand(1,2);
- if (.@talk_j == 1) {
- mes "[Charles Orleans]";
- mes "Shouldn't you be";
- mes "preparing all of the";
- mes "ingredients for Steamed";
- mes "Crab Nippers? You need";
- mes "to work quickly for those";
- mes "hungry restaurant patrons!";
- goto L_End;
- }
- mes "[Charles Orleans]";
- mes "It shouldn't be too hard";
- mes "to gather Nippers. Just";
- mes "find some Vadons and crush";
- mes "them, making sure to rip off";
- mes "their Nippers. That sounds strange, I know, but just do it.";
- goto L_End;
- }
- else if (cooking_q == 6) {
- if (countitem(942) > 4 && countitem(7031) > 0 && countitem(7457) > 0) {
- cutin "orleans_4",0;
- mes "[Charles Orleans]";
- mes "Finally, you're here! Never";
- mes "forget: your ingredients must";
- mes "always be as fresh as possible.";
- mes "If not, your cuisine will be much poorer in quality. Now, let me";
- mes "explain how to make this dish.";
- next;
- cutin "orleans_6",0;
- mes "[Charles Orleans]";
- mes "Pluck the hair from the";
- mes "tails and rinse them well";
- mes "under cold water. Pour half";
- mes "a bottle of Cooking Oil unto";
- mes "a preheated pan, and then";
- mes "quickly fry the tails.";
- next;
- mes "[Charles Orleans]";
- mes "The trick is to fry the";
- mes "tails quickly without burning";
- mes "them, so you'll probably want";
- mes "to cook using medium-high heat.";
- mes "Show me what you've learned now... Alright, that's not bad... Hmmm...";
- next;
- cutin "orleans_7",0;
- mes "[Charles Orleans]";
- mes "There, you're done!";
- mes "The presentation can use";
- mes "a little work, but at least you";
- mes "know this recipe now. That's";
- mes "all for today, so please go";
- mes "and practice on your own now.";
- delitem 942,5; //Yoyo_Tail
- delitem 7031,1; //Old_Frying_Pan
- delitem 7457,1; //Cooking_Oil
- set cooking_q,7;
- getitem 12066,1; //Luk_Dish01
- goto L_End;
- }
- cutin "orleans_6",0;
- set .@talk_j,rand(1,2);
- if (.@talk_j == 1) {
- mes "[Charles Orleans]";
- mes "You better go prepare";
- mes "those ingredients for Fried";
- mes "Monkey Tails are quickly as";
- mes "you can. In a real restaurant,";
- mes "you'd never able to take your";
- mes "time like this. Toute allure!";
- goto L_End;
- }
- mes "[Charles Orleans]";
- mes "You need more tails?";
- mes "Just sneak up on some";
- mes "Yoyos, swiftly kill them,";
- mes "and then slice off their tails.";
- mes "You're a beginner, but I won't";
- mes "allow you to be inhumane!";
- goto L_End;
- }
- else if (cooking_q == 7) {
- cutin "orleans_7",0;
- mes "[Charles Orleans]";
- mes "Oh... I'm so exhausted!";
- mes "I have too much wisdom and";
- mes "skills to pass on! Teaching is";
- mes "not an endeavor I enjoy, but";
- mes "I do realize it is necessary";
- mes "for my cuisine to survive me...";
- next;
- cutin "orleans_1",0;
- mes "[Charles Orleans]";
- mes "Peser le bien et le mal...";
- mes "Even though it pains me,";
- mes "I suppose I have to continue";
- mes "teaching until one of you can";
- mes "become a worthy successor.";
- mes "It will take some time...";
- goto L_End;
- }
- else if (cooking_q == 8) {
- cutin "orleans_5",0;
- mes "[Charles Orleans]";
- mes "Strange, strange...";
- mes "What is that kid and";
- mes "that cat doing here?";
- mes "The kitchen is no place";
- mes "for them--at the very least,";
- mes "not for pets, you know.";
- next;
- cutin "orleans_4",0;
- mes "[Charles Orleans]";
- mes "Pardon moi, child,";
- mes "but would you remove";
- mes "yourself and your cat";
- mes "from the premises? This";
- mes "is a kitchen, and everything";
- mes "here needs to be clean!";
- next;
- cutin "nyuang_1",2;
- mes "[Child with Cat]";
- mes "...Nyaaa?";
- mes "...Meow?";
- next;
- switch(select("What's your name, kid?:Do you want to eat something?:Here, kitty~:Get out!")) {
- case 1:
- emotion e_ok,0,"Child with Cat#cook";
- mes "[Child with Cat]";
- mes "Nyaaa~";
- mes "nyaaa~";
- mes "(Purrrrrr)";
- next;
- cutin "orleans_4",0;
- mes "[Charles Orleans]";
- mes ".....Who told you";
- mes "to ask her name?";
- mes "You don't even understand what she is saying.";
- goto L_End;
- case 2:
- cutin "nyuang_2",2;
- emotion e_pif,0,"Child with Cat#cook";
- mes "[Child with Cat]";
- mes "Nyaaaa~";
- mes "(Purrrrrr~)";
- next;
- cutin "orleans_5",0;
- mes "[Charles Orleans]";
- mes "That was a good idea...";
- mes "Offering them food to get";
- mes "them to leave. Mon dieu, if";
- mes "the child won't talk to us...";
- mes "Still, we need to get those";
- mes "two out of the kitchen.";
- goto L_End;
- case 3:
- cutin "nyuang_3",2;
- emotion e_heh,0,"Child with Cat#cook";
- mes "[Child with Cat]";
- mes "Nyahahaha~";
- mes "Nyhhahaha~";
- mes "(Meow, meow~)";
- next;
- cutin "orleans_4",0;
- mes "[Charles Orleans]";
- mes "...Are you playing with that kid...?";
- mes "...Then I don't need you to be here.";
- goto L_End;
- case 4:
- emotion e_dots,0,"Child with Cat#cook";
- mes "[Child with Cat]";
- mes "...";
- mes "(Meow?)";
- next;
- cutin "nyuang_4",2;
- emotion e_an,0,"Child with Cat#cook";
- specialeffect2 EF_HIT2;
- percentheal -10,0;
- mes "[Child with Cat]";
- mes "Grrrrrrr!";
- mes "(RRRrrreow!)";
- next;
- cutin "orleans_7",0;
- mes "[Charles Orleans]";
- mes "Oh, look out!";
- mes "You should have";
- mes "been more careful";
- mes "handling that cat...";
- goto L_End;
- }
- }
- else if (cooking_q == 9) {
- cutin "orleans_5",0;
- emotion e_an;
- mes "[Charles Orleans]";
- mes "Alright, enough";
- mes "is enough. We can't";
- mes "continue to cook if we";
- mes "have live animals in the";
- mes "kitchen. It's a violation";
- mes "of our sanitary standards!";
- next;
- cutin "orleans_6",0;
- mes "[Charles Orleans]";
- mes "I'm sorry, mon chere,";
- mes "but you have to leave.";
- mes "Child, please take your";
- mes "cat and head out the door";
- mes "before your feline can touch";
- mes "or shed on any of the food!";
- next;
- cutin "nyuang_4",2;
- emotion e_an,0,"Child with Cat#cook";
- mes "[Child with Cat]";
- mes "Grrrrrrr!";
- mes "RRRRreow!";
- next;
- donpcevent "Wickebine#cook::OnEnable";
- emotion e_omg;
- emotion e_ho,0,"Child with Cat#cook";
- next;
- cutin "job_black_hucke01",1;
- mes "[Wickebine]";
- mes "Oh...!";
- mes "Nyuyang, there";
- mes "you are! What are";
- mes "you doing here in";
- mes "Charles's kitchen?";
- next;
- cutin "orleans_3",0;
- mes "[Charles Orleans]";
- mes "M-Madam Wickebine...!";
- mes "Forgive me, you surprised";
- mes "me by appearing from out";
- mes "of nowhere. Do you happen";
- mes "to know this young child?";
- next;
- cutin "job_black_hucke02",1;
- mes "[Wickebine]";
- mes "Oh, Nyuyang here is my";
- mes "little sister. It may be hard";
- mes "to see the resemblance...";
- mes "Anyway, I've been looking";
- mes "all over for her. Are you";
- mes "bothering Charles, Nyuyang?";
- next;
- cutin "nyuang_3",2;
- emotion e_heh,0,"Child with Cat#cook";
- mes "[Child with Cat]";
- mes "Nyuuuunyuuu~";
- mes "nyuuuunyuuu~";
- mes "Meooooow~";
- next;
- cutin "orleans_3",0;
- mes "[Charles Orleans]";
- mes "...!!!";
- next;
- cutin "job_black_hucke03",1;
- mes "[Wickebine]";
- mes "Oh, so you have";
- mes "been bothering him!";
- mes "You think Charles";
- mes "wants you to leave?";
- next;
- cutin "orleans_3",0;
- emotion e_swt2;
- mes "[Charles Orleans]";
- mes "Hahahahah, what";
- mes "are you talking about!";
- mes "Nonsense! How can ";
- mes "such a cute little belle";
- mes "be of any trouble to me?";
- next;
- cutin "orleans_7",0;
- mes "[Charles Orleans]";
- mes "As a matter of fact,";
- mes "I was just about to treat";
- mes "this precious petit and";
- mes "her little cat to some";
- mes "of my delicious cuisine.";
- mes "So do not worry, Madam~";
- next;
- cutin "job_black_hucke01",1;
- emotion e_what,0,"Wickebine#cook";
- mes "[Wickebine]";
- mes "Are you sure, Charles?";
- mes "I know how serious you";
- mes "are about your cooking,";
- mes "and I don't want Nyuyang";
- mes "to disturb you in any way...";
- next;
- cutin "job_black_hucke02",1;
- mes "[Wickebine]";
- mes "Oh, Charles, you've";
- mes "been nothing but kind";
- mes "to me. I'm glad that you're";
- mes "also taking care of Nyuyang.";
- mes "Well then, take care~";
- next;
- cutin "nyuang_3",2;
- emotion e_heh,0,"Child with Cat#cook";
- mes "[Child with Cat]";
- mes "Nyahahaha~";
- mes "Nyahahaha~";
- mes "(Meow, meow~)";
- next;
- cutin "job_black_hucke02",255;
- emotion e_ho,0,"Wickebine#cook";
- donpcevent "Wickebine#cook::OnDisable";
- next;
- emotion e_dots;
- emotion e_dots,0,"Child with Cat#cook";
- mes "[Charles Orleans]";
- mes "......";
- next;
- cutin "orleans_6",0;
- mes "[Charles Orleans]";
- mes "Ah...";
- mes "There goes a true";
- mes "lady... Madam Wickebine...";
- goto L_End;
- }
- else if (cooking_q == 10) {
- cutin "orleans_5",0;
- mes "[Charles Orleans]";
- mes "It's been bothering";
- mes "me that his highness";
- mes "has been missing for";
- mes "a while. Why doesn't";
- mes "anybody know where he is?";
- next;
- cutin "orleans_4",0;
- cutin "orleans_3",0;
- mes "[Charles Orleans]";
- mes "Wise and benevolent";
- mes "King Tristram III would";
- mes "never abandon his subjects.";
- mes "I dearly hope that nothing";
- mes "serious has happened to him...";
- next;
- cutin "orleans_6",0;
- mes "[Charles Orleans]";
- mes "Can it be possible that";
- mes "our beloved king would";
- mes "have enemies? He's done";
- mes "nothing but good for the";
- mes "Rune-Midgarts Kingdom";
- mes "and the rest of the world!";
- next;
- mes "[Charles Orleans]";
- mes "I can't imagine a great";
- mes "man like him to be in any";
- mes "sort of trouble. It makes me";
- mes "me laugh whenever anyone";
- mes "suggests that he is hiding";
- mes "in the Schwaltzvalt Republic...";
- next;
- emotion e_go;
- mes "[Charles Orleans]";
- mes "Praise the glories of the";
- mes "Rune-Midgarts Kingdom!";
- mes "Long live King Tristram III!";
- goto L_End;
- }
- else if (cooking_q == 11) {
- cutin "orleans_5",0;
- emotion e_dots;
- mes "[Charles Orleans]";
- mes "Oh, I'm in great need of";
- mes "some rest. Unless you ";
- mes "have something incredibly";
- mes "important to ask of me,";
- mes "please let me take a break~";
- next;
- switch(select("I want to learn more recipes.:For whom do you cook?:I'm sorry to bother you...")) {
- case 1:
- cutin "orleans_7",0;
- mes "[Charles Orleans]";
- mes "You want to learn more";
- mes "recipes? I suppose that";
- mes "you should borrow another";
- mes "cookbook then. Before that,";
- mes "please return the cookbook";
- mes "that you were studying, okay?";
- next;
- mes "[Charles Orleans]";
- mes "Now, choose the cookbook";
- mes "that you want to borrow by";
- mes "entering a level from 1 to 5.";
- mes "There are more advanced books,";
- mes "but I'm not lending those out.";
- mes "Oh, and enter 0 to cancel.";
- next;
- input .@new_book;
- if (.@new_book < 0 || .@new_book > 5) {
- cutin "orleans_5",0;
- mes "[Charles Orleans]";
- mes "Hmm...";
- mes "I asked to you to";
- mes "enter a level from";
- mes "1 to 5. Those are the";
- mes "only cookbooks that I will";
- mes "lend out to my students.";
- goto L_End;
- }
- else if (.@new_book == 0) {
- cutin "orleans_5",0;
- mes "[Charles Orleans]";
- mes "So you changed your mind?";
- mes "It would be a good idea to";
- mes "study the recipes that you";
- mes "have right now before trying";
- mes "something new, I suppose.";
- goto L_End;
- }
- mes "[Charles Orleans]";
- mes "So you wanted to borrow a";
- mes "Level " + .@new_book + " Cookbook, eh?";
- mes "Oh, would you please tell";
- mes "me the level of the cookbook";
- mes "that you are returning to me?";
- next;
- input .@old_book;
- if (.@old_book < 0 || .@old_book > 5) {
- mes "[Charles Orleans]";
- mes "There must be some";
- mes "kind of mistake-- I only";
- mes "lend out cookbooks from";
- mes "levels 1 to 5. Hmm, well, ask";
- mes "me again when you remember";
- mes "which cookbook you have, okay?";
- goto L_End;
- }
- else if (.@old_book == 0) {
- cutin "orleans_5",0;
- mes "[Charles Orleans]";
- mes "So you changed your mind?";
- mes "It would be a good idea to";
- mes "study the recipes that you";
- mes "have right now before trying";
- mes "something new, I suppose.";
- goto L_End;
- }
- else if (.@old_book == .@new_book) {
- cutin "orleans_4",0;
- mes "[Charles Orleans]";
- mes "Wait, wait...";
- mes "Why do you want to";
- mes "borrow a copy of the";
- mes "cookbook that you already";
- mes "have? I guess you made";
- mes "some sort of mistake?";
- goto L_End;
- }
- else {
- if (.@old_book == 1) {
- if (countitem(7472) < 1) {
- mes "[Charles Orleans]";
- mes "Wait, wait...";
- mes "Why don't you have";
- mes "the book that you said";
- mes "that you'd return to me?";
- mes "Find it first, and then I can";
- mes "lend another cookbook to you.";
- goto L_End;
- }
- cutin "orleans_2",0;
- mes "[Charles Orleans]";
- mes "Ah, so you're done";
- mes "with the Level 1 Cookbook.";
- mes "That's good, that means you're";
- mes "ready to graduate from the most";
- mes "basic of basics. From now on,";
- mes "the recipes will be harder...";
- next;
- }
- else if (.@old_book == 2) {
- if (countitem(7473) < 1) {
- mes "[Charles Orleans]";
- mes "Wait, wait...";
- mes "Why don't you have";
- mes "the book that you said";
- mes "that you'd return to me?";
- mes "Find it first, and then I can";
- mes "lend another cookbook to you.";
- goto L_End;
- }
- cutin "orleans_2",0;
- mes "[Charles Orleans]";
- mes "Ah, so what did you";
- mes "think of the recipes in";
- mes "the Level 2 Cookbook?";
- mes "Homestyle cooking may be";
- mes "simple, but it should never";
- mes "be neglected by chefs.";
- next;
- }
- else if (.@old_book == 3) {
- if (countitem(7474) < 1) {
- mes "[Charles Orleans]";
- mes "Wait, wait...";
- mes "Why don't you have";
- mes "the book that you said";
- mes "that you'd return to me?";
- mes "Find it first, and then I can";
- mes "lend another cookbook to you.";
- goto L_End;
- }
- cutin "orleans_2",0;
- mes "[Charles Orleans]";
- mes "Ah, done with the Level 3";
- mes "Cookbook already? The recipes";
- mes "in there are really good when you're cooking romantic dinners.";
- mes "They'll come in handy someday,";
- mes "if you know what I mean.";
- next;
- }
- else if (.@old_book == 4) {
- if (countitem(7475) < 1) {
- mes "[Charles Orleans]";
- mes "Wait, wait...";
- mes "Why don't you have";
- mes "the book that you said";
- mes "that you'd return to me?";
- mes "Find it first, and then I can";
- mes "lend another cookbook to you.";
- goto L_End;
- }
- cutin "orleans_2",0;
- mes "[Charles Orleans]";
- mes "So you've finished the";
- mes "Level 4 Cookbook. That's";
- mes "no small feat! You've got to";
- mes "use very strange ingredients";
- mes "to create delicious cuisine!";
- next;
- }
- else if (.@old_book == 5) {
- if (countitem(7476) < 1) {
- mes "[Charles Orleans]";
- mes "Wait, wait...";
- mes "Why don't you have";
- mes "the book that you said";
- mes "that you'd return to me?";
- mes "Find it first, and then I can";
- mes "lend another cookbook to you.";
- goto L_End;
- }
- cutin "orleans_2",0;
- mes "[Charles Orleans]";
- mes "You're done with the";
- mes "Level 5 Cookbook? Good";
- mes "work: most beginners don't";
- mes "even get this far. I suppose";
- mes "you'll want to review some";
- mes "of the easier recipes now~";
- next;
- }
- }
- cutin "orleans_1",0;
- mes "[Charles Orleans]";
- mes "Now, before I let you";
- mes "borrow one of my beloved";
- mes "cookbooks, I have a small";
- mes "condition that you must fulfill. ";
- next;
- if (.@new_book == 1) {
- cutin "orleans_7",0;
- mes "[Charles Orleans]";
- mes "When I was a young child,";
- mes "my family was destitute to";
- mes "the point where we live off";
- mes "leftover vegetables. Even";
- mes "Monster's Feed was a prime";
- mes "delicacy back in those days.";
- next;
- mes "[Charles Orleans]";
- mes "Back then, my father would";
- mes "always serve us Pumpkin.";
- mes "I grew sick of it as a boy, but";
- mes "now it brings back memories";
- mes "of those days of innocence.";
- next;
- mes "[Charles Orleans]";
- mes "Why don't we do this?";
- mes "If you bring me 10 Pumpkins,";
- mes "I will let you borrow one of";
- mes "my Level 1 Cookbooks.";
- if (countitem(535) > 9) {
- next;
- if (select("Give 10 Pumpkins and Current Cookbook:Cancel") == 1) {
- cutin "orleans_6",0;
- mes "[Charles Orleans]";
- mes "Perfect, you've brought";
- mes "me 10 Pumpkins! I can't";
- mes "want to taste these flavors";
- mes "that I used to experience";
- mes "everyday in my childhood.";
- next;
- }
- else {
- mes "[Charles Orleans]";
- mes "Oh, how I miss the";
- mes "taste of Pumpkins!";
- mes "Ahhh, how nostalgic~";
- goto L_End;
- }
- }
- else goto L_End;
- }
- else if (.@new_book== 2) {
- cutin "orleans_7",0;
- mes "[Charles Orleans]";
- mes "Today, I have a craving";
- mes "for a cup of tea. Of course,";
- mes "you cannot enjoy tea without";
- mes "crackers or cookies. Please";
- mes "bring me 5 Well-Baked Cookies";
- mes "to borrow my Level 2 Cookbook.";
- if (countitem(538) > 4) {
- next;
- if (select("Give Cookies and Current Cookbook:Cancel") == 1) {
- cutin "orleans_6",0;
- mes "[Charles Orleans]";
- mes "Oh, you brought these";
- mes "cookies much quicker";
- mes "than I had expected!";
- mes "Great, now I can put";
- mes "the tea on, relax, then";
- mes "enjoy a delicious snack~";
- next;
- }
- else {
- mes "[Charles Orleans]";
- mes "Ohh...";
- mes "I must have some tea";
- mes "soon... But the experience";
- mes "isn't complete without any";
- mes "Well-Baked Cookies to munch~";
- goto L_End;
- }
- }
- else goto L_End;
- }
- else if (.@new_book== 3) {
- cutin "orleans_7",0;
- mes "[Charles Orleans]";
- mes "You know that specialty";
- mes "dish from Amatsu? I've";
- mes "been craving that lately.";
- mes "Please bring me 5 Sushi,";
- mes "and I'll let you borrow a";
- mes "Level 3 Cookbook, okay?";
- if (countitem(551) > 4) {
- next;
- if (select("Give Sushi and Current Cookbook:Cancel")) {
- cutin "orleans_6",0;
- mes "[Charles Orleans]";
- mes "Ooh, these look so fresh!";
- mes "And the presentation is also";
- mes "wonderful! These must have";
- mes "been prepared by a skilled chef! ";
- next;
- }
- else {
- mes "[Charles Orleans]";
- mes "Ahhh, Sushi...";
- mes "It's one of the few";
- mes "things I don't know";
- mes "how to make extremely";
- mes "well. Can you believe that?";
- goto L_End;
- }
- }
- else goto L_End;
- }
- else if (.@new_book== 4) {
- cutin "orleans_7",0;
- mes "[Charles Orleans]";
- mes "Oh, I'm in the mood for";
- mes "some cuisine from Kunlun.";
- mes "Would you bring me some of";
- mes "that delicious Bao? 5 would";
- mes "be perfect. Then, I'll let you";
- mes "borrow my Level 4 Cookbook.";
- if (countitem(553) > 4) {
- next;
- if (select("Give Bao and Current Cookbook:Cancel") == 1) {
- cutin "orleans_6",0;
- mes "[Charles Orleans]";
- mes "Great, you actually";
- mes "brought them! These";
- mes "Bao look especially";
- mes "scrumptious! I can't";
- mes "wait to have a taste!";
- next;
- }
- else {
- mes "[Charles Orleans]";
- mes "Oh...";
- mes "It's been so long";
- mes "since I've had a taste";
- mes "of that delicious Bao.";
- mes "I'd cook it myself, but";
- mes "I don't know the secret!";
- goto L_End;
- }
- }
- else goto L_End;
- }
- else if (.@new_book== 5) {
- cutin "orleans_7",0;
- mes "[Charles Orleans]";
- mes "Lately, my pantry has been";
- mes "in some dire need of Shoots.";
- mes "They're a tasty ingredient with";
- mes "unignorable health value. Bring";
- mes "me 10 of those, and you can";
- mes "borrow a Level 5 Cookbook.";
- if (countitem(711) > 9) {
- next;
- if (select("Give Shoots and Current Cookbook:Quit") == 1) {
- cutin "orleans_6",0;
- mes "[Charles Orleans]";
- mes "Goodness, these are";
- mes "some high quality Shoots!";
- mes "These look so good, I'm";
- mes "sure that you you can";
- mes "even eat them raw!";
- next;
- }
- else {
- mes "[Charles Orleans]";
- mes "I'm going to need to";
- mes "cook with those Shoots";
- mes "soon, so I'd appreciate it";
- mes "if you'd do this little favor~";
- goto L_End;
- }
- }
- else goto L_End;
- }
-
- if (.@old_book == 1) delitem 7472,1; //Cookbook01
- else if (.@old_book == 2) delitem 7473,1; //Cookbook02
- else if (.@old_book == 3) delitem 7474,1; //Cookbook03
- else if (.@old_book == 4) delitem 7475,1; //Cookbook04
- else if (.@old_book == 5) delitem 7476,1; //Cookbook05
- if (.@new_book == 1) {
- delitem 535,10; //Pumpkin
- getitem 7472,1; //Cookbook01
- }
- else if (.@new_book== 2) {
- delitem 538,5; //Well_Baked_Cookie
- getitem 7473,1; //Cookbook02
- }
- else if (.@new_book== 3) {
- delitem 551,5; //Shusi
- getitem 7474,1; //Cookbook03
- }
- else if (.@new_book== 4) {
- delitem 553,5; //Bun
- getitem 7475,1; //Cookbook05
- }
- else if (.@new_book== 5) {
- delitem 711,10; //Shoot
- getitem 7476,1; //Cookbook05
- }
- mes "[Charles Orleans]";
- mes "Well, as promised,";
- mes "here's the cookbook";
- mes "that you asked for. Take";
- mes "good care of it--don't sell";
- mes "it or lose it or anything like";
- mes "that. Good luck cooking now~";
- goto L_End;
-
- case 2:
- cutin "orleans_3",0;
- mes "[Charles Orleans]";
- mes "What do you mean,";
- mes "''Who do I cook for?''";
- mes "That's a strange question";
- mes "with a simple answer. I'm";
- mes "an artiste that must bring";
- mes "more of my art into the world.";
- next;
- cutin "orleans_3",0;
- mes "[Charles Orleans]";
- mes "Wait, wait...";
- mes "Have you been speaking";
- mes "to Madeleine Chu? She";
- mes "didn't say anything out";
- mes "of the ordinary did she?";
- mes "Because if she did, ignore her!";
- next;
- cutin "orleans_6",0;
- mes "[Charles Orleans]";
- mes "No. There is";
- mes "no special reason";
- mes "why my spirit to create";
- mes "culinary masterpieces has";
- mes "been reinvigorated lately...";
- goto L_End;
-
- case 3:
- cutin "orleans_5",0;
- mes "[Charles Orleans]";
- mes "Please, do not worry";
- mes "yourself about it. Just";
- mes "let me rest for now~";
- goto L_End;
-
- }
- }
- else {
- mes "[Charles Orleans]";
- mes "Mon dieu!";
- mes "An error has";
- mes "occurred!";
- goto L_End;
- }
-
-L_End:
- close2;
- cutin "",255;
- end;
-}
-
-prt_castle,45,35,5 script Madeleine Chu#cook 886,{
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 2000) {
- mes "[Madeleine Chu]";
- mes "I'm sorry, but right now";
- mes "you're carrying too many";
- mes "items. You should put your";
- mes "extra things in Kafra Storage,";
- mes "and then talk to me again, okay? ";
- close2;
- //EnableItemMove
- end;
- }
- if (cooking_q == 0) {
- mes "[Madeleine Chu]";
- mes "Oh, hello~";
- mes "I'm Madeleine Chu,";
- mes "chef apprentice to";
- mes "Sir Charles. May I help";
- mes "you with anything today?";
- next;
- switch(select("What do you do as a chef?:Which foods can you make?:I want to learn cooking too!")) {
- case 1:
- mes "[Madeleine Chu]";
- mes "What do I do as a chef?";
- mes "Well, I'm just an apprentice now, so I'm still learning how to cook.";
- mes "But someday, I want to become";
- mes "a great chef and have everybody";
- mes "recognize my culinary talents~";
- next;
- mes "[Madeleine Chu]";
- mes "There's a lot of grueling";
- mes "work that goes into cooking,";
- mes "as well as a lot of finesse.";
- mes "I have to control fire better";
- mes "tham a firefighter and craft";
- mes "my dishes like an artist.";
- next;
- mes "[Madeleine Chu]";
- mes "Well, I'm exaggerating";
- mes "a little bit, but cooking";
- mes "at a certain level is much";
- mes "more difficult than it appears.";
- close;
-
- case 2:
- mes "[Madeleine Chu]";
- mes "Well, I only know the basic";
- mes "recipes for now. Sir Charles";
- mes "says that even the best chef";
- mes "knows how to bring out the";
- mes "flavors of even common foods.";
- next;
- mes "[Madeleine Chu]";
- mes "He says that I need to develop";
- mes "my culinary skills until I can";
- mes "learn more advanced recipes.";
- mes "Someday, I'll advance and then";
- mes "I'll know enough to create my";
- mes "own unique, delicious dishes!";
- next;
- mes "[Madeleine Chu]";
- mes "Sir Charles may be harsh to";
- mes "his students, but his skills";
- mes "are unequaled. I tried one of";
- mes "his desserts once, and it was";
- mes "the most heavenly experience.";
- mes "I swear I saw winged hearts~!";
- next;
- mes "[Madeleine Chu]";
- mes "Sadly, I'm a still long way";
- mes "from learning how to make ";
- mes "his specialty, Handmade";
- mes "Chocolates. Before that, I need";
- mes "to master these strange recipes";
- mes "that he keeps teaching me...";
- close;
-
- case 3:
- mes "[Madeleine Chu]";
- mes "If you want to learn cooking,";
- mes "why don't you ask Sir Charles?";
- mes "He's fairly harsh to his students, but he does it out of tough love.";
- mes "He demands nothing less than";
- mes "absolute perfection, you know.";
- next;
- mes "[Madeleine Chu]";
- mes "If you manage to get";
- mes "Sir Charles to teach you";
- mes "a recipe, you should practice";
- mes "it over and over again to hone";
- mes "your skills. Then, you'll find";
- mes "yourself improving at cooking.";
- next;
- mes "[Madeleine Chu]";
- mes "Now, Sir Charles will only";
- mes "teach students that are truly";
- mes "committed to cooking. You";
- mes "might want to show your";
- mes "dedication with the proper";
- mes "attire... like a Chef Hat.";
- next;
- mes "[Madeleine Chu]";
- mes "But yes, Sir Charles";
- mes "has very little patience for";
- mes "beginners, meaning that";
- mes "you'll have to be patient";
- mes "with his teaching methods...";
- close;
- }
- }
- else if (cooking_q > 0 && cooking_q < 7) {
- mes "[Madeleine Chu]";
- mes "Hello, is there any";
- mes "way I can help you today?";
- mes "Oh, if you're studying cooking";
- mes "under Sir Charles, I can remind";
- mes "you of the ingredients you need";
- mes "if you've forgotten them~";
- next;
- switch(select("Fried Grasshopper Legs:Grape Juice Herbal Tea:Honey Grape Juice:Frog Egg and Squid Ink Soup:Steamed Crab Nippers:Fried Monkey Tails")) {
- case 1:
- mes "[Madeleine Chu]";
- mes "Oh! You'll need";
- mes "^4D4DFF5 Grasshopper Legs^000000,";
- mes "^4D4DFF1 Cooking Oil^000000, and";
- mes "^4D4DFF1 Old Frying Pan^000000 to make";
- mes "fried Grasshopper Legs.";
- break;
-
- case 2:
- mes "[Madeleine Chu]";
- mes "Oh! You'll need";
- mes "^4D4DFF3 Grapes^000000, and";
- mes "^4D4DFF2 Red Potions^000000 for";
- mes "Grape Juice Herbal Tea.";
- break;
-
- case 3:
- mes "[Madeleine Chu]";
- mes "Oh! You'll need";
- mes "^4D4DFF1 Honey^000000,";
- mes "^4D4DFF2 Grapes^000000, and";
- mes "^4D4DFF1 Red Potion^000000.";
- break;
-
- case 4:
- mes "[Madeleine Chu]";
- mes "Oh! You'll need";
- mes "^4D4DFF1 Bag of Grain^000000,";
- mes "^4D4DFF10 Spawns^000000, and";
- mes "^4D4DFF1 Squid Ink^000000 for Frog";
- mes "Egg and Squid Ink soup.";
- break;
-
- case 5:
- mes "[Madeleine Chu]";
- mes "Oh! You'll need";
- mes "^4D4DFF10 Green Herbs^000000,";
- mes "^4D4DFF10 Nippers^000000, and";
- mes "^4D4DFF1 Yellow Potion^000000 for";
- mes "Steamed Crab Nippers.";
- break;
-
- case 6:
- mes "[Madeleine Chu]";
- mes "Oh! You'll need";
- mes "^4D4DFF1 Frying Pan^000000,";
- mes "^4D4DFF5 Yoyo Tails^000000, and";
- mes "^4D4DFF1 Cooking Oil^000000 for";
- mes "Fried Monkey Tails.";
- break;
- }
- next;
- mes "[Madeleine Chu]";
- mes "I know that Sir Charles";
- mes "is stubborn and won't tell";
- mes "you the ingredients again";
- mes "if you forget. Anyway, I hope";
- mes "you collect them and complete";
- mes "the recipe as soon as you can~";
- close;
- }
- else if (cooking_q == 7) {
- mes "[Madeleine Chu]";
- mes "Sir Charles taught you";
- mes "a recipe? That's great!";
- mes "I hope you remember that the";
- mes "quality of your dishes mostly";
- mes "relies on your skills, so always remember to keep practicing.";
- next;
- mes "[Madeleine Chu]";
- mes "Ah, you know what might";
- mes "help you improve your";
- mes "culinary skills? Why don't";
- mes "you borrow this cookbook";
- mes "and try some of its recipes?";
- next;
- mes "[Madeleine Chu]";
- mes "Before you cook, make sure";
- mes "that you have enough of the";
- mes "ingredients. Oh, and keep the";
- mes "cookbook nearby while you are";
- mes "cooking. You'll probably need";
- mes "to refer to it pretty often...";
- next;
- mes "[Madeleine Chu]";
- mes "You might fail to make";
- mes "edible food during your";
- mes "first attempts, but you'll";
- mes "improve as you practice. ";
- mes "Please take this cookbook";
- mes "with the basic Level 1 recipes.";
- set cooking_q,8;
- getitem 7472,1; //Cookbook01
- next;
- mes "[Madeleine Chu]";
- mes "Once you learn all the recipes,";
- mes "feel free to come back to me for more, okay? Also, you'll need";
- mes "these cooking kits to practice.";
- mes "You can have these for free, and you can buy more from me later~";
- getitem 12125,10; //Outdoor_Cooking_Kits
- close;
- }
- else if (cooking_q == 8) {
- mes "[Madeleine Chu]";
- mes "So how has your cooking";
- mes "been coming along? You'll";
- mes "need to practice to develop";
- mes "your culinary skills. Now,";
- mes "can I help you with anything?";
- next;
- switch(select("I need some Cooking Kits.:Will you try the food I cooked?:How does the food I cooked look?")) {
- case 1:
- mes "[Madeleine Chu]";
- mes "Sure, which kind";
- mes "of Cooking Kits";
- mes "did you need?";
- next;
- switch(Select("Outdoor Cooking Kit - 500z:Home Cooking Kit - 1,000z:Quit")) {
- case 1:
- callsub S_SellSets,12125;
- close;
- case 2:
- mes "[Madeleine Chu]";
- mes "Oh, I'm sorry, but you";
- mes "don't have enough skills";
- mes "to use a Home Cooking Kit.";
- mes "Please practice some more";
- mes "with the Outdoor Cooking";
- mes "Kits first, alright?";
- close;
- case 3:
- mes "[Madeleine Chu]";
- mes "Please come back and";
- mes "let me know if you need";
- mes "to purchase any Cooking";
- mes "Kits, alright? See you later~";
- close;
- }
-
- case 2:
- if (countitem(12041) > 0 && countitem(12046) > 0 && countitem(12061) > 0 && countitem(12056) > 0 && countitem(12051) > 0 && countitem(12066) > 0) {
- mes "[Madeleine Chu]";
- mes "Oh, you've made a sample";
- mes "of every recipe detailed in";
- mes "that basic cookbook, did you?";
- mes "That must have been very good training for your culinary skills.";
- next;
- mes "[Madeleine Chu]";
- mes "I'd love to taste your";
- mes "food and give my opinion,";
- mes "but do you mind if I ask";
- mes "you a favor first? I have";
- mes "a friend in Payon who used";
- mes "to study cooking in Prontera.";
- next;
- mes "[Madeleine Chu]";
- mes "However, he became frustrated";
- mes "with the culinary classes and";
- mes "moved back to Prontera. Would";
- mes "you mind asking him to taste";
- mes "them? Here, I'll wrap your";
- mes "food in this handy cloth...";
- next;
- delitem 12041,1; //Str_Dish01
- delitem 12046,1; //Int_Dish01
- delitem 12061,1; //Dex_Dish01
- delitem 12056,1; //Agi_Dish01
- delitem 12051,1; //Vit_Dish01
- delitem 12066,1; //Luk_Dish01
- set cooking_q,9;
- getitem 12111,1; //Food_Package
- mes "[Madeleine Chu]";
- mes "There you go, it's ready";
- mes "to be delivered. Now, make";
- mes "sure not to open this before";
- mes "giving it to my old friend,";
- mes "Chulsoo. You can find him";
- mes "somewhere around Payon...";
- next;
- mes "[Madeleine Chu]";
- mes "You should be able to";
- mes "find Chulsoo around the";
- mes "water mill or the pub in";
- mes "Payon. Oh, and don't";
- mes "forget to tell him that";
- mes "I sent you, okay? Thanks~";
- close;
- }
- mes "[Madeleine Chu]";
- mes "Hmm... I think it'd";
- mes "be better if you tried";
- mes "to make every recipe in";
- mes "that basic cookbook I gave";
- mes "you first. That way, I can more";
- mes "accurately judge your skills.";
- next;
- mes "[Madeleine Chu]";
- mes "It's not bad to focus";
- mes "on just one recipe, but";
- mes "as a beginner, you need";
- mes "to cover all of the basics.";
- mes "Please read the cookbook that I gave you very carefully, okay?";
- close;
-
- case 3:
- if (countitem(12041) > 0 || countitem(12046) > 0 || countitem(12061) > 0 || countitem(12056) > 0 || countitem(12051) > 0 || countitem(12066) > 0) {
- mes "[Madeleine Chu]";
- mes "Oh, I see that you've";
- mes "tried some recipes in that";
- mes "basic cookbook that I gave";
- mes "you. Everything you made looks";
- mes "delicious. All that's left now";
- mes "is for someone to taste it...";
- close;
- }
- mes "[Madeleine Chu]";
- mes "Well... I don't know...";
- mes "I think you really should try";
- mes "to make every recipe listed";
- mes "in that basic cookbook that";
- mes "I gave to you first. Then, you";
- mes "can present your dishes~";
- close;
- }
- }
- else if (cooking_q == 9) {
- if (countitem(12111) > 0) {
- mes "[Madeleine Chu]";
- mes "Please find my friend";
- mes "Chulsoo in Payon and";
- mes "give him the Bundle of";
- mes "Food so that he can taste";
- mes "the dishes you've made.";
- close;
- }
- else {
- mes "[Madeleine Chu]";
- mes "Ah, hello~ oh, will you give me a second?";
- mes "Right now, I am frying something so, I need to focus on this work for a while.";
- mes "Hahahaha.";
- next;
- mes "[Madeleine Chu]";
- mes "Oh, so have you met";
- mes "my friend Chulsoo?";
- mes "You brought him the";
- mes "Bundle of Food, right?";
- mes "I'd be disappointed if";
- mes "you lost it or sold it...";
- next;
- if (select("I did!:I lost the Bundle of Food!") == 1) {
- mes "[Madeleine Chu]";
- mes "Hahaha, I suppose you";
- mes "did. But even if you didn't";
- mes "yet, make sure that you do";
- mes "it soon, alright? See you~";
- close;
- }
- if (countitem(7472) > 0) {
- mes "[Madeleine Chu]";
- mes "You lost it? Oh, that's";
- mes "not good. How can you ";
- mes "disrespect the culinary";
- mes "arts in that way? I'm so";
- mes "very ashamed of you...";
- next;
- delitem 7472,1; //Cookbook01
- set cooking_q,0;
- mes "[Madeleine Chu]";
- mes "First of all, I'd like";
- mes "you to return my cookbook.";
- mes "I want you to reflect on what";
- mes "you've done, and then learn";
- mes "cooking skills from Sir Charles, starting from the very beginning.";
- close;
- }
- mes "[Madeleine Chu]";
- mes "Oh, you must be joking~";
- mes "I'm sure you must have";
- mes "hidden it somewhere.";
- mes "Anyway, please deliver that";
- mes "Bundle of Food to Chulsoo.";
- close;
- }
- }
- else if (cooking_q == 10) {
- mes "[Madeleine Chu]";
- mes "I just received a";
- mes "message from Chulsoo";
- mes "thanking me for having";
- mes "you send him that food.";
- mes "I'm guessing that he";
- mes "really liked it a lot.";
- next;
- mes "[Madeleine Chu]";
- mes "I think you're ready to use";
- mes "higher grade cooking tools now.";
- mes "But never forget that your own";
- mes "skills are the most important";
- mes "factor in quality cuisine.";
- next;
- set cooking_q,11;
- getitem 12126,10; //Indoor_Cooking_Kits
- mes "[Madeleine Chu]";
- mes "Please try these Indoor";
- mes "Cooking Kits to help you";
- mes "create more delicate dishes.";
- mes "When you run out, feel free to";
- mes "purchase more from me, okay?";
- next;
- mes "[Madeleine Chu]";
- mes "Also, if you want to";
- mes "learn some new recipes,";
- mes "why don't you talk to Sir";
- mes "Charles again? Okay then,";
- mes "good luck, and I'll see you later~ ";
- close;
- }
- else if (cooking_q == 11) {
- mes "[Madeleine Chu]";
- mes "How are you? I hope";
- mes "that you've been honing";
- mes "your cooking skills since";
- mes "the last time we've met.";
- mes "Now, can I help you with";
- mes "anything in particular?";
- next;
- switch(select("I need some Cooking Kits.:How is Sir Charles?:Um, who's that kid?")) {
- case 1:
- mes "[Madeleine Chu]";
- mes "Sure, which kind";
- mes "of Cooking Kits";
- mes "did you need?";
- next;
- switch(select("Outdoor Cooking Kit - 500z:Home Cooking Kit - 1,000z:Show me a different kit.:Quit")) {
- case 1:
- callsub S_SellSets,12125;
- close;
-
- case 2:
- callsub S_SellSets,12126;
- close;
-
- case 3:
- mes "[Madeleine Chu]";
- mes "Well, I only have two";
- mes "types of cooking kits,";
- mes "although there is a superior";
- mes "Professional Cooking Kit that";
- mes "real experts, like Sir Charles,";
- mes "use. Amazing, isn't it?";
- next;
- mes "[Madeleine Chu]";
- mes "You're still a beginner, so";
- mes "my kits will serve you well. ";
- mes "You know, there's a rumor about a cooking kit that can perfectly";
- mes "make any recipe, so long as all of the ingredients are provided.";
- next;
- mes "[Madeleine Chu]";
- mes "Of course, it's only";
- mes "a rumor, probably just";
- mes "the result of someone's";
- mes "weird imagination. I still";
- mes "believe skill is the most";
- mes "important ingredient~";
- close;
-
- case 4:
- mes "[Madeleine Chu]";
- mes "Please come back and";
- mes "let me know if you need";
- mes "to purchase any Cooking";
- mes "Kits, alright? See you later~";
- close;
- }
-
- case 2:
- mes "[Madeleine Chu]";
- mes "Hm? Sir Charles is";
- mes "fine, but lately he's been";
- mes "getting a little upset at";
- mes "even small things. Still,";
- mes "I guess it's understandable.";
- next;
- set .@talk_j,rand(1,3);
- if (.@talk_j == 1) {
- mes "[Madeleine Chu]";
- mes "You know, when I first";
- mes "met him, I assumed he was";
- mes "only good at cooking sweets";
- mes "like chocolates and caramels.";
- mes "However, he is highly skilled";
- mes "at cooking almost everything!";
- next;
- mes "[Madeleine Chu]";
- mes "I suppose he's been focusing";
- mes "on foods other than desserts";
- mes "ever since our king disappeared. I wonder if King Tristram III's";
- mes "disappearance is related to Sir";
- mes "Charles's change in mood?";
- close;
- }
- else if (.@talk_j == 2) {
- mes "[Madeleine Chu]";
- mes "I mean, Sir Charles seems";
- mes "to be the type that has trouble";
- mes "opening up to other people.";
- mes "That may explain why he's much";
- mes "nicer to women than to men.";
- mes "Doesn't that make sense?";
- close;
- }
- mes "[Madeleine Chu]";
- mes "Maybe it's because he's";
- mes "been experimenting with";
- mes "a new recipe lately. I think he";
- mes "mentioned something about";
- mes "wanting to treat some woman";
- mes "to the finest food ever made.";
- next;
- mes "[Madeleine Chu]";
- mes "I've never seen Sir Charles";
- mes "so excited before. That woman";
- mes "must be very lucky: she has the";
- mes "chance to eat his cooking every";
- mes "day if she wanted! I'm almost";
- mes "jealous of her, you know that?";
- close;
-
- case 3:
- mes "[Madeleine Chu]";
- mes "Oh, you mean the";
- mes "child with the cat?";
- mes "I'm not sure, but I think";
- mes "I overheard that she might";
- mes "be the younger sister of";
- mes "Madam Wickebine.";
- next;
- mes "[Madeleine Chu]";
- mes "I wonder why Sir Charles";
- mes "gives Madam Wickebine such";
- mes "special treatment. Whenever";
- mes "I ask him about it, he gets so";
- mes "upset and doesn't say anything!";
- next;
- cutin "orleans_6",0;
- mes "[Charles Orleans]";
- mes "Mince alors!";
- mes "I just felt a chill down my";
- mes "spine... Could someone";
- mes "be talking about me?";
- close2;
- cutin "",255;
- end;
- }
- }
- mes "[Madeleine Chu]";
- mes "Error occurred.";
- close;
-
-S_SellSets:
- set .@item_cost,getiteminfo(getarg(0),0);
- set .@item_weight,getiteminfo(getarg(0),6);
- mes "[Madeleine Chu]";
- mes "How many " + (getarg(0)==12125 ? "Outdoor":"Indoor");
- mes "Cooking Kits would";
- mes "you like to buy? If you";
- mes "want to cancel, please";
- mes "enter the number 0.";
- next;
- while(1) {
- input .@sell;
- if (.@sell == 0) {
- mes "[Madeleine Chu]";
- mes "You've changed your";
- mes "mind? Well, if you need";
- mes "to buy "+getitemname(getarg(0));
- mes "Kits later, just come back";
- mes "to me at anytime, alright?";
- close;
- }
- else if (.@sell > 100) {
- mes "[Madeleine Chu]";
- mes "Oh, I'm sorry, but";
- mes "I don't sell more than";
- mes "100 "+getitemname(getarg(0));
- mes "at a time, just to be safe.";
- next;
- }
- else break;
- }
- set .@total_cost,.@sell * .@item_cost;
- set .@total_weight,.@sell * .@item_weight;
- if (zeny < .@total_cost) {
- mes "[Madeleine Chu]";
- mes "Oh, I'm sorry, but you";
- mes "can't afford this many";
- mes getitemname(getarg(0));
- mes "Please check your zeny";
- mes "before purchasing my kits~";
- close;
- }
- if (!checkweight(getarg(0),.@sell)) {
- mes "[Madeleine Chu]";
- mes "I'm sorry, but you don't";
- mes "have enough room in your";
- mes "Inventory for this many";
- mes getitemname(getarg(0))+"...";
- close;
- }
- set zeny,zeny-.@total_cost;
- getitem getarg(0),.@sell;
- mes "[Madeleine Chu]";
- mes "Here you are~";
- mes "Best of luck with";
- mes "your culinary training!";
- return;
-}
-
-prt_castle,45,28,3 script Child with Cat#cook 877,{
- set .@nyu,rand(1,2);
- if (.@nyu == 1) {
- cutin "nyuang_1",2;
- emotion e_what;
- mes "[Child with Cat]";
- mes "...Nya?";
- mes "(...Meow?)";
- close2;
- cutin "nyuang_1",255;
- end;
- }
- cutin "nyuang_3",2;
- emotion e_ho;
- mes "[Child with Cat]";
- mes "Nyahahahaha,";
- mes "nyahahahaha~";
- mes "(Meow~, meow~)";
- close2;
- cutin "nyuang_1",255;
- end;
-}
-
-prt_castle,44,30,5 script Wickebine#cook 725,{
- disablenpc "Wickebine#cook";
- end;
-
-OnInit:
- disablenpc "Wickebine#cook";
- end;
-
-OnEnable:
- enablenpc "Wickebine#cook";
- end;
-
-OnDisable:
- disablenpc "Wickebine#cook";
- end;
-}
-
-payon,209,127,3 script Servant 88,{
- if (!checkweight(555,1)) {
- mes "[Chulsoo]";
- mes "Hold on, you're carrying";
- mes "too many items with you.";
- mes "Why don't you put some of";
- mes "your stuff in Kafra Storage";
- mes "before coming back to me?";
- close2;
- //EnableItemMove;
- end;
- }
- if (cooking_q == 10) {
- mes "[Chulsoo]";
- mes "When you get the chance,";
- mes "please give Madeline my";
- mes "thanks. I'll visit Prontera";
- mes "soon to see her, as well as";
- mes "make amends with Sir Charles.";
- close;
- }
- else if (cooking_q == 9) {
- mes "[Chulsoo]";
- mes "How would you like";
- mes "to buy a Rice Cake?";
- mes "It's only 200 zeny, but";
- mes "it's oh-so-delicious~";
- next;
- switch(select("Sure, I'll buy one!:No, thanks.:Actually, Madeleine sent me...")) {
- case 1:
- if (zeny < 200) {
- mes "[Chulsoo]";
- mes "Oh, I'm sorry, but";
- mes "you don't have enough";
- mes "money to buy a Rice Cake...";
- mes "Still, it should be easy to";
- mes "raise 200 zeny, right?";
- close;
- }
- set zeny,zeny-200;
- getitem 555,1; //Rice_Cake
- mes "[Chulsoo]";
- mes "Thank you very";
- mes "much! I hope you";
- mes "enjoy your Rice Cake~";
- close;
-
- case 2:
- mes "[Chulsoo]";
- mes "Are you sure about";
- mes "that? You won't get";
- mes "the chance to have a";
- mes "Rice Cake this delicious";
- mes "anywhere else. Oh well,";
- mes "that means more for me~";
- close;
-
- case 3:
- if (countitem(12111) > 0) {
- mes "["+strcharinfo(0)+"]";
- mes "Actually, Madeleine";
- mes "sent me here to find";
- mes "you. She said that you'd";
- mes "be willing to taste test";
- mes "the food in this bundle...";
- next;
- mes "[Chulsoo]";
- mes "Madeleine? You mean";
- mes "Madeleine Chu? Oh, I haven't";
- mes "heard from her in such a long";
- mes "time! Great, let me see the";
- mes "bundle that she sent me. Ah, everything here looks appetizing!";
- next;
- mes "[Chulsoo]";
- mes "Oh, wait. She even";
- mes "included a message";
- mes "inside this bundle.";
- mes "Let's see, here...";
- next;
- mes "^333333Dear Chulsoo,";
- mes " It's been a long time.";
- mes "I know you left Prontera on";
- mes "bad terms with Sir Charles,";
- mes "but please understand that";
- mes "he was only trying his best to";
- mes "help improve your cooking.^000000";
- next;
- mes "^333333 Sir Charles always wished";
- mes "that you'd expand your repetoire, and that you'd make these kinds";
- mes "of foods someday. The person";
- mes "that delivered this food also";
- mes "cooked it. Please try it...^000000";
- next;
- mes "^333333 Hopefully, you'll be";
- mes "able to understand Sir ";
- mes "Charles a little better ";
- mes "after tasting this food.";
- mes " ";
- mes " Your friend, Madeleine^000000";
- next;
- mes "[Chulsoo]";
- mes "Now I get it...";
- mes "These are the recipes";
- mes "that Sir Charles tried";
- mes "to teach me. But I refused";
- mes "to learn them because I had";
- mes "thought they were too gross...";
- next;
- mes "[Chulsoo]";
- mes "......";
- mes ".........";
- mes "It's so delicious... Are";
- mes "you sure you're just a";
- mes "beginner? No... This must";
- mes "be what I've been missing...";
- next;
- mes "[Chulsoo]";
- mes "It's what my master";
- mes "always tried to teach me,";
- mes "but I was too impatient to";
- mes "properly learn it. The greatest";
- mes "ingredient of them all... ^D02090heart^000000. After all this time, I understand.";
- next;
- mes "[Chulsoo]";
- mes "Thank you for bringing";
- mes "this food to me. I will enjoy";
- mes "it thoroughly, and reflect upon";
- mes "what my old teacher was trying";
- mes "to tell me. In return, please have one of my humble Rice Cakes.";
- next;
- delitem 12111,1; //Food_Package
- set cooking_q,10;
- getitem 555,1; //Rice_Cake
- mes "[Chulsoo]";
- mes "I better visit Prontera";
- mes "again soon. It's been a long";
- mes "time since I've seen Madeleine.";
- mes "More importantly, I think that";
- mes "I should apologize to Sir Charles. ";
- close;
- }
- mes "["+strcharinfo(0)+"]";
- mes "Actually, Madeleine";
- mes "sent me here to find";
- mes "you. She said that you'd";
- mes "be willing to taste test";
- mes "the food in this bundle...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Wait, wait...";
- mes "I don't have it!";
- mes "Where did I put";
- mes "that Bundle of Food?";
- close;
- }
- }
- else if (cooking_q == 8) {
- mes "[Chulsoo]";
- mes "Lately, it seems that";
- mes "no one wants to buy my";
- mes "Rice Cakes. It's been like";
- mes "that ever since I left Prontera... ";
- next;
- mes "[Chulsoo]";
- mes "You see, I used to study";
- mes "in that city as one of Sir";
- mes "Charles's apprentices. It";
- mes "was only a few months, but";
- mes "I was very excited to get the";
- mes "chance to learn under him.";
- next;
- mes "[Chulsoo]";
- mes "At least, I was excited";
- mes "at first. Sir Charles really";
- mes "frustrated me: he would";
- mes "only teach me to make these";
- mes "really gross sounding recipes! Like Grasshopper Legs and-- ugh!";
- next;
- mes "[Chulsoo]";
- mes "He kept insisting that";
- mes "I was forgetting the most";
- mes "important ingredient, and that";
- mes "it was possible to make things";
- mes "like Fried Monkey Tails delicious. But I can't believe that nonsense!";
- next;
- mes "[Chulsoo]";
- mes "In the end, I ran away.";
- mes "For some reason, I feel";
- mes "a little ashamed and regret";
- mes "what I did. Still, I don't see";
- mes "what Sir Charles meant...";
- close;
- }
- else {
- mes "[Chulsoo]";
- mes "How would you like";
- mes "to buy a Rice Cake?";
- mes "It's only 200 zeny, but";
- mes "it's oh-so-delicious~";
- next;
- if (select("Sure, I'll buy one!:No, thanks.") == 1) {
- if (zeny < 200) {
- mes "[Chulsoo]";
- mes "Oh, I'm sorry, but";
- mes "you don't have enough";
- mes "money to buy a Rice Cake...";
- mes "Still, it should be easy to";
- mes "raise 200 zeny, right?";
- close;
- }
- set zeny,zeny-200;
- getitem 555,1; //Rice_Cake
- mes "[Chulsoo]";
- mes "Thank you very";
- mes "much! I hope you";
- mes "enjoy your Rice Cake~";
- close;
- }
- mes "[Chulsoo]";
- mes "Are you sure about";
- mes "that? You won't get";
- mes "the chance to have a";
- mes "Rice Cake this delicious";
- mes "anywhere else. Oh well,";
- mes "that means more for me~";
- close;
- }
-}
diff --git a/npc/quests/counteragent_mixture.txt b/npc/quests/counteragent_mixture.txt
deleted file mode 100644
index f5558586a..000000000
--- a/npc/quests/counteragent_mixture.txt
+++ /dev/null
@@ -1,595 +0,0 @@
-//===== rAthena Script =======================================
-//= Counteragent and Mixture Quest(Morgenstein)
-//===== By: ==================================================
-//= kobra_k88
-//= added some dialogs for Morgenstein by Komurka
-//===== Current Version: =====================================
-//= 2.2b
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis COnversion]
-//= Counteragent and Mixtures for making dyes & Alchemist Job Quest
-//===== Additional Comments: =================================
-//= 2.2 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
-//= 2.2a A few minor fixes. (bugreport:1122) [L0ne_W0lf]
-//= 2.2b Follow up fixes to bugreport:1122 [L0ne_W0lf]
-//============================================================
-
-alberta_in,133,55,3 script Louitz#cm 84,{
- if (molgenstain == 2) {
- mes "[Merchant Louitz]";
- mes "Oh, it's you again.";
- mes "So did you try finding";
- mes "that nutcase scientist";
- mes "who lives over in Geffen?";
- next;
- if (select("Talk About Molgenstein:Cancel") == 1) {
- mes "[Merchant Louitz]";
- mes "You know where he lives";
- mes "but didn't check it out? Hey,";
- mes "he may be off his rocker, but";
- mes "I guess most geniuses are";
- mes "like that. Still, I think it'd be^FFFFFFss^000000 a good idea if you see him.";
- next;
- mes "[Merchant Louitz]";
- mes "I mean...";
- mes "It's only a matter";
- mes "of time until a smart guy";
- mes "like that creates something";
- mes "truly miraculous, right?";
- close;
- }
- mes "[Merchant Louitz]";
- mes "...Hello?";
- mes "Hellooo? Hey.";
- mes "Hey! I'm talkin'";
- mes "to you! Man, I hate";
- mes "it when you adventurers";
- mes "just shut up and space out...";
- close;
- }
- mes "[Merchant Louitz]";
- mes "Heya.";
- mes "What's up?";
- next;
- if (countitem(971) > 0 && countitem(972) > 0) {
- switch(select("Talk:Talk about the solutions.:Cancel")) {
- case 1:
- mes "[Merchant Louitz]";
- mes "When I was in Geffen";
- mes "looking for magic items,";
- mes "I heard rumors of this really";
- mes "crazy scientist guy. So I got";
- mes "curious, asked around, and";
- mes "eventually found this guy.";
- next;
- mes "[Merchant Louitz]";
- mes "Boy, oh boy, this guy was";
- mes "screwy. He didn't even know";
- mes "I was there the whole time and";
- mes "just kept mumbling this mumbo";
- mes "jumbo while working on his";
- mes "experiments. Words like, um...";
- next;
- mes "[Merchant Louitz]";
- mes "Yeah, he kept mumbling";
- mes "words like ''Karvodailnirol''";
- mes "and ''Detrimindexta.'' The";
- mes "first time I heard it, I thought";
- mes "it was just crazy talk, you know?";
- next;
- mes "[Merchant Louitz]";
- mes "But it turns out,";
- mes "this Karvodailnirol";
- mes "and Detrimindexta actually";
- mes "exist. I think they're special";
- mes "liquids that don't work quite";
- mes "like any liquids we're used to.";
- close;
- case 2:
- set molgenstain,1;
- mes "[Merchant Louitz]";
- mes "Hey, this is one of";
- mes "those solutions that";
- mes "scientist kept mentioning.";
- mes "You were able to get one";
- mes "of these? Huh. Now, I have";
- mes "no idea what to do with them... ";
- next;
- mes "[Merchant Louitz]";
- mes "Ah, but that crazy";
- mes "scientist would know.";
- mes "I don't remember exactly";
- mes "where he lives, but I know";
- mes "he's in Geffen and that his";
- mes "name is ^0000FFMolgenstein^000000.";
- next;
- mes "[Merchant Louitz]";
- mes "Hmm... You better";
- mes "go around Geffen and";
- mes "around first. I know for";
- mes "ask around first. I know for";
- mes "sure that somebody knows";
- mes "where you can find Molgenstein.";
- close;
- case 3:
- mes "[Merchant Louitz]";
- mes "Um...";
- mes "Good talking";
- mes "to you pal. Uh,";
- mes "see ya 'round. Take";
- mes "care of yourself, 'kay?";
- close;
- }
- }
- if (countitem(972) > 0) {
- switch(select("Talk:Talk about Karvodailnirol:Cancel")) {
- case 1:
- mes "[Merchant Louitz]";
- mes "When I was in Geffen";
- mes "looking for magic items,";
- mes "I heard rumors of this really";
- mes "crazy scientist guy. So I got";
- mes "curious, asked around, and";
- mes "eventually found this guy.";
- next;
- mes "[Merchant Louitz]";
- mes "Boy, oh boy, this guy was";
- mes "screwy. He didn't even know";
- mes "I was there the whole time and";
- mes "just kept mumbling this mumbo";
- mes "jumbo while working on his";
- mes "experiments. Words like, um...";
- next;
- mes "[Merchant Louitz]";
- mes "Yeah, he kept mumbling";
- mes "words like ''Karvodailnirol''";
- mes "and ''Detrimindexta.'' The";
- mes "first time I heard it, I thought";
- mes "it was just crazy talk, you know?";
- next;
- mes "[Merchant Louitz]";
- mes "But it turns out,";
- mes "this Karvodailnirol";
- mes "and Detrimindexta actually";
- mes "exist. I think they're special";
- mes "liquids that don't work quite";
- mes "like any liquids we're used to.";
- close;
- case 2:
- set molgenstain,1;
- mes "[Merchant Louitz]";
- mes "Oh hey, this is that";
- mes "Karvodailnirol that the";
- mes "old scientist was talking";
- mes "about, huh? Of course, only";
- mes "someone like that guy would";
- mes "know what to do with it...";
- next;
- mes "[Merchant Louitz]";
- mes "Hey, why don't you go";
- mes "and ask him about it?";
- mes "I don't remember exactly";
- mes "where he lives, but I know";
- mes "he's in Geffen and that his";
- mes "name is ^0000FFMolgenstein^000000.";
- next;
- mes "[Merchant Louitz]";
- mes "Hmm... You better";
- mes "go around Geffen and";
- mes "around first. I know for";
- mes "ask around first. I know for";
- mes "sure that somebody knows";
- mes "where you can find Molgenstein.";
- close;
- case 3:
- mes "[Merchant Louitz]";
- mes "Um...";
- mes "Good talking";
- mes "to you pal. Uh,";
- mes "see ya 'round. Take";
- mes "care of yourself, 'kay?";
- close;
- }
- }
- if (countitem(971) > 0) {
- switch(select("Talk:Talk about Detrimindexta:Cancel")) {
- case 1:
- mes "[Merchant Louitz]";
- mes "When I was in Geffen";
- mes "looking for magic items,";
- mes "I heard rumors of this really";
- mes "crazy scientist guy. So I got";
- mes "curious, asked around, and";
- mes "eventually found this guy.";
- next;
- mes "[Merchant Louitz]";
- mes "Boy, oh boy, this guy was";
- mes "screwy. He didn't even know";
- mes "I was there the whole time and";
- mes "just kept mumbling this mumbo";
- mes "jumbo while working on his";
- mes "experiments. Words like, um...";
- next;
- mes "[Merchant Louitz]";
- mes "Yeah, he kept mumbling";
- mes "words like ''Karvodailnirol''";
- mes "and ''Detrimindexta.'' The";
- mes "first time I heard it, I thought";
- mes "it was just crazy talk, you know?";
- next;
- mes "[Merchant Louitz]";
- mes "But it turns out,";
- mes "this Karvodailnirol";
- mes "and Detrimindexta actually";
- mes "exist. I think they're special";
- mes "liquids that don't work quite";
- mes "like any liquids we're used to.";
- close;
- case 2:
- set molgenstain,1;
- mes "[Merchant Louitz]";
- mes "Oh hey, this is that";
- mes "Detrimindexta that the";
- mes "old scientist was talking";
- mes "about, huh? Of course, only";
- mes "someone like that guy would";
- mes "know what to do with it...";
- next;
- mes "[Merchant Louitz]";
- mes "Hey, why don't you go";
- mes "and ask him about it?";
- mes "I don't remember exactly";
- mes "where he lives, but I know";
- mes "he's in Geffen and that his";
- mes "name is ^0000FFMolgenstein^000000.";
- next;
- mes "[Merchant Louitz]";
- mes "Hmm... You better";
- mes "go around Geffen and";
- mes "around first. I know for";
- mes "ask around first. I know for";
- mes "sure that somebody knows";
- mes "where you can find Molgenstein.";
- close;
- case 3:
- mes "[Merchant Louitz]";
- mes "Um...";
- mes "Good talking";
- mes "to you pal. Uh,";
- mes "see ya 'round. Take";
- mes "care of yourself, 'kay?";
- close;
- }
- }
- if (select("Talk:Cancel") == 1) {
- mes "[Merchant Louitz]";
- mes "When I was in Geffen";
- mes "looking for magic items,";
- mes "I heard rumors of this really";
- mes "crazy scientist guy. So I got";
- mes "curious, asked around, and";
- mes "eventually found this guy.";
- next;
- mes "[Merchant Louitz]";
- mes "Boy, oh boy, this guy was";
- mes "screwy. He didn't even know";
- mes "I was there the whole time and";
- mes "just kept mumbling this mumbo";
- mes "jumbo while working on his";
- mes "experiments. Words like, um...";
- next;
- mes "[Merchant Louitz]";
- mes "Yeah, he kept mumbling";
- mes "words like ''Karvodailnirol''";
- mes "and ''Detrimindexta.'' The";
- mes "first time I heard it, I thought";
- mes "it was just crazy talk, you know?";
- next;
- mes "[Merchant Louitz]";
- mes "But it turns out,";
- mes "this Karvodailnirol";
- mes "and Detrimindexta actually";
- mes "exist. I think they're special";
- mes "liquids that don't work quite";
- mes "like any liquids we're used to.";
- close;
- }
- mes "[Merchant Louitz]";
- mes "Um...";
- mes "Good talking";
- mes "to you pal. Uh,";
- mes "see ya 'round. Take";
- mes "care of yourself, 'kay?";
- close;
-}
-
-geffen,181,114,3 script Aure Dupon#cm 82,{
- if (molgenstain == 2) {
- mes "[Aure Dupon]";
- mes "It seems that our";
- mes "paths yet cross again.";
- mes "Coincidence? It's more";
- mes "than that. This is ^0000FFfate^000000.";
- next;
- if (select("Talk About Molgenstein:Cancel") == 1) {
- mes "[Aure Dupon]";
- mes "Have you not met";
- mes "Molgenstein yet? He";
- mes "lives on the second floor";
- mes "of the Forge. Although we've";
- mes "just met, I must warn you not";
- mes "to get too close to him...";
- close;
- }
- mes "[Aure Dupon]";
- mes "Go then, and";
- mes "may the tides of";
- mes "destiny carry you";
- mes "to where you must go.";
- close;
- }
- mes "[Aure Dupon]";
- mes "Time flows gently";
- mes "and subtly, but no";
- mes "force in this world";
- mes "can possibly stop it.";
- mes "Mankind is not even a";
- mes "mote in the grand scheme.";
- next;
- if (molgenstain > 0) {
- switch(select("Talk:Ask About Molgenstein:Cancel")) {
- case 1:
- mes "[Aure Dupon]";
- mes "To have goals and focus";
- mes "is good, but to be obsessive";
- mes "about one single thing can be";
- mes "quite destructive. Relax, empty";
- mes "your mind, and let yourself be";
- mes "carried by the tides of destiny.";
- close;
- case 2:
- set molgenstain,2;
- mes "[Aure Dupon]";
- mes "Molgenstein...?";
- mes "The man is obsessed";
- mes "with conquering the forces";
- mes "that control our world. But";
- mes "you seem to be curious about";
- mes "him for some reason. Hmmm...";
- next;
- mes "[Aure Dupon]";
- mes "It would be best if you";
- mes "were to see Molgenstein";
- mes "and judge his character for";
- mes "yourself. You may find him in";
- mes "the second floor of the Geffen";
- mes "Forge. Go: It is your destiny.";
- close;
- case 3:
- mes "[Aure Dupon]";
- mes "Go then, and";
- mes "may the tides of";
- mes "destiny carry you";
- mes "to where you must go.";
- close;
- }
- }
- if (select("Talk:Cancel") == 1) {
- mes "[Aure Dupon]";
- mes "To have goals and focus";
- mes "is good, but to be obsessive";
- mes "about one single thing can be";
- mes "quite destructive. Relax, empty";
- mes "your mind, and let yourself be";
- mes "carried by the tides of destiny.";
- close;
- }
- mes "[Aure Dupon]";
- mes "Go then, and";
- mes "may the tides of";
- mes "destiny carry you";
- mes "to where you must go.";
- close;
-}
-
-geffen_in,141,140,3 script Molgenstein#cm 121,{
- if (checkweight(1201,1) == 0) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you loose some weight. -";
- close;
- }
- if (MISC_QUEST & 4) {
- mes "[Chemist Molgenstein]";
- mes ".....";
- mes "Welcome.";
- mes "Hehehehe....";
- mes "Heeheeheeheehee....";
- next;
- switch(select("Ask about his research:Ask him to make a new solution.:Cancel")) {
- case 1:
- mes "[Chemist Molgenstein]";
- mes "Heeheeheeheee...";
- mes "You must have heard the rumors about my research. Yes! But since you probably know already, I'll tell you without hiding, I mean, there's nothing to hide.";
- next;
- mes "[Chemist Molgenstein]";
- mes "Actually, you can say my research is complete! Nothing's impossible for my genius! Bwahaha, it's just a matter of time!";
- next;
- mes "[Chemist Molgenstein]";
- mes "Are you still here? Right, you wanted to know about my research. It's actually very simple. I was just trying to invent a super liquid that can melt everything!";
- next;
- mes "[Chemist Molgenstein]";
- mes "Isn't it interesting? No matter how strong you are, you can't break apart stone or steel, but with my new liquid, you can melt those things, making them soft like puddy!";
- next;
- mes "[Chemist Molgenstein]";
- mes "It can't melt everything yet, but I did find that you could combine things that you could never mix before with my invention. Heeheeheehee~!";
- next;
- mes "[Chemist Molgenstein]";
- mes "You can make a whole lot of things that you'd never would have imagined possible! I can make you a lot of new things you never would have imagined using this method... as long as you want it!!";
- next;
- mes "[Chemist Molgenstein]";
- mes "The endorphins are rushing to my face at least 2.1 times faster than the usual rate! Ah! I'm so excited! I... I just can't hide it!";
- close;
- case 2:
- mes "[Chemist Molgenstein]";
- mes "So...";
- mes "You want me to make something totally new, huh? Hehhehheh! I love your sense of scientific adventure!";
- next;
- switch(select("Counteragent:Mixture")) {
- case 1:
- mes "[Chemist Molgenstein]";
- mes "Ooh...!";
- mes "You want to make a Counteragent? Hohohohoho, let's see what we'll need...";
- next;
- mes "[Chemist Molgenstein]";
- mes "Oh, I remember, yes, Alcohol, and um, er, Detrimindexta and an Empty Bottle to put it it all in. Just these three items and 3000 zeny.";
- next;
- mes "[Chemist Molgenstein]";
- mes "Bwahahahah!";
- mes "Oh, I just can't wait to make this! Are you ready to begin?";
- next;
- if (select("Make:Cancel") == 1) {
- if (countitem(970) == 0 || countitem(971) == 0 || countitem(713) == 0 || Zeny < 3000) {
- mes "[Chemist Molgenstein]";
- mes "Heuheuheuheuh.... not enough... not enough.. Haah...Haah... Go..... get the rest of the materials!";
- mes "We'll postpone the fun until then... Heuheuheuheuheuh.";
- close;
- }
- mes "[Chemist Molgenstein]";
- mes "Ooooooooh...... heeheeheeheehee...... yes... like that...... yes... more... more........ heeheeheehee.";
- mes ".... Aaah.... ahah... ha....ahahooooooooohoh!";
- next;
- if (countitem(970) < 1 || countitem(971) < 1 || countitem(713) < 1) {
- mes "[Chemist Molgenstein]";
- mes "Hohohoho.... not enough... not enough... haah...haah... go..... go get the rest of the materials!!";
- close;
- }
- delitem 970,1; //Alchol
- delitem 971,1; //Detrimindexta
- delitem 713,1; //Empty_Bottle
- set zeny,zeny-3000;
- getitem 973,1; //Counteragent
- mes "[Chemist Molgenstein]";
- mes "Hee hee hee...";
- mes "Haaaaah......";
- mes "Oh? We're done already?!";
- close;
- }
- mes "[Chemist Molgenstein]";
- mes "Hee hee hee...!";
- mes "Come back when";
- mes "you're ready~";
- close;
- case 2:
- mes "[Chemist Molgenstein]";
- mes "Ooh...!";
- mes "You want to make a Mixture? Hohohohoho, let's see what we'll need...";
- next;
- mes "[Chemist Molgenstein]";
- mes "Ooh, I remember now, yes, Alcohol, and um, er, Karvodailnirol and an empty bottle to put all of it in. Just these three items and 4000 zeny.";
- next;
- mes "[Chemist Molgenstein]";
- mes "Bwahahahah!";
- mes "Oh, I just can't wait to make this! Are you ready to begin?";
- next;
- if (select("Make:Cancel") == 1) {
- if (countitem(970) == 0 || countitem(972) == 0 || countitem(713) == 0 || Zeny < 4000) {
- mes "[Chemist Molgenstein]";
- mes "Hohohoho.... not enough... not enough... haah...haah... go..... go get the rest of the materials!!";
- mes "We'll have to postpone the fun for later... Hehehehe";
- close;
- }
- mes "[Chemist Molgenstein]";
- mes "Ooooooooh... heehee...... yes... like that...... yes... more... more........ heeheeheehee";
- mes ".... Aaah.... ahah... ha....ahah...oooooooooooooooooh!!!...!!!!!!";
- next;
- if (countitem(970) < 1 || countitem(972) < 1 || countitem(713) < 1) {
- mes "[Chemist Molgenstein]";
- mes "Hohohoho.... not enough... not enough... haah...haah... go..... go get the rest of the materials!!";
- close;
- }
- delitem 970,1; //Alchol
- delitem 972,1; //Karvodailnirol
- delitem 713,1; //Empty_Bottle
- set zeny,zeny-4000;
- getitem 974,1; //Mixture
- mes "[Chemist Molgenstein]";
- mes "Hee hee hee...";
- mes "Haaaaah......";
- mes "Oh? We're done already?!";
- close;
- }
- mes "[Chemist Molgenstein]";
- mes "[Chemist Molgenstein]";
- mes "Hee hee hee...!";
- mes "Come back when";
- mes "you're ready~";
- mes "Heh... heuheuheuheh....";
- close;
- }
- case 3:
- mes "[Chemist Molgenstein]";
- mes "Heehee....heheheheh....";
- close;
- }
- }
- if (molgenstain == 2) {
- set MISC_QUEST,MISC_QUEST | 4;
- set molgenstain,0;
- mes "[Chemist Molgenstein]";
- mes "Heeheeheehee.... welcome. Hehehehe.... heeheeheeheehee....";
- next;
- mes "[Chemist Molgenstein]";
- mes "Ah...?!";
- mes "So sorry if I weirded you out. It's just... I haven't seen a living person in soooo long. So, er, what can I do for you??";
- next;
- if (select("Ask about his research.:Cancel.") == 1) {
- mes "[Chemist Molgenstein]";
- mes "Heeheeheeheee...";
- mes "You must have heard the rumors about my research. Yes! But since you probably know already, I'll tell you without hiding, I mean, there's nothing to hide.";
- next;
- mes "[Chemist Molgenstein]";
- mes "Actually, you can say my research is complete! Nothing's impossible for my genius! Bwahaha, it's just a matter of time!";
- next;
- mes "[Chemist Molgenstein]";
- mes "Are you still here? Right, you wanted to know about my research. It's actually very simple. I was just trying to invent a super liquid that can melt everything!";
- next;
- mes "[Chemist Molgenstein]";
- mes "Isn't it interesting? No matter how strong you are, you can't break apart stone or steel, but with my new liquid, you can melt those things, making them soft like puddy!";
- next;
- mes "[Chemist Molgenstein]";
- mes "It can't melt everything yet, but I did find that you could combine things that you could never mix before with my invention.";
- next;
- mes "[Chemist Molgenstein]";
- mes "I can make you a lot of new things you never would have imagined using this method... as long as you want it!!";
- next;
- mes "[Chemist Molgenstein]";
- mes "The endorphins are rushing to my face at least 2.1 times faster than the usual rate! Ah! I'm so excited! I... I just can't hide it!";
- close;
- }
- close;
- }
- mes "[Chemist Molgenstein]";
- mes "Heeheeheehee...";
- mes "You're not here to be a test subject, are you? Probably not though. Not since my little 'accident.' Heeheeheeee~!";
- close;
-}
-
-//============================================================
-// Old changelog
-//============================================================
-//= 1.0 Fully working
-//= 1.1 Update for Alchemist Quest.
-//= 1.2 added check for Empty Bottle [Lupus]
-//= 1.3 Fixed some lil thingys [Darkchild]
-//= 1.4 More li'l thing, added comments for items IDs [Lupus]
-//= 1.5 Fixed Spelling mistakes. [Nexon]
-//= 1.6 Fixed some bugs, also related to Alch Job quest [Lupus]
-//= 1,7 Fixed exploit
-//= 1.8 Got rid of 'al_morgen' var [Lupus]
-//= 2.1 now uses (MISC_QUEST & 4) bit instead of al_morgen [Lupus]
-//============================================================
diff --git a/npc/quests/cupet.txt b/npc/quests/cupet.txt
deleted file mode 100644
index ac19d237d..000000000
--- a/npc/quests/cupet.txt
+++ /dev/null
@@ -1,242 +0,0 @@
-//===== rAthena Script =======================================
-//= Cute Pet Manager
-//===== By: ==================================================
-//= Z3R0
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Exchanges Hunted Items for Tames
-//===== Additional Comments: =================================
-//= v1.0 First / Optimized Version
-//============================================================
-
-// 1st NPC
-- script CPM1 750,{
-
- set .@npc$, "[Cute Pet Manager]";
-
- setarray .@tame_id[0],619,620,622,623,624,627,628,629,630;
- setarray .@tame_amount[0],3,3,3,3,3,3,3,3,3;
- setarray .@hunt_id[0],909,909,705,916,935,919,919,940,921;
- setarray .@hunt_amount[0],500,600,500,500,500,500,600,500,500;
- setarray .@mob_id[0],1002,1113,1063,1049,1011,1167,1107,1052,1014;
- set .@tame_gets, 3;
-
- if (cpm_one == .@tame_gets) {
- mes "[Cute Pet Manager]";
- mes "You have already exchanged";
- mes .@tame_amount + " times for a taming item.";
- mes "You can't exchange anymore.";
- next;
-
- mes "[Cute Pet Manager]";
- mes "Besides me, there are other";
- mes "Cute Pet Managers. If you want";
- mes "to tame other pets, I suggest";
- mes "you go and see them.";
- close;
- }
-
- callfunc "cute_pet_manager",.@tame_id,.@tame_amount,.@hunt_id,.@hunt_amount,.@mob_id,cpm_one,.@tame_gets,.@hunt_id2,.@hunt_amount2;
-
-}
-
-// 2nd NPC
-- script CPM2 750,{
-
- set .@npc$, "[Cute Pet Manager]";
-
- setarray .@tame_id[0],621,625,632,631,633,634,635,636,659,637,639,640;
- setarray .@tame_amount[0],2,2,2,2,2,2,2,2,2,2,2,2;
- setarray .@hunt_id[0],938,935,925,7033,945,942,931,901,1094,1021,936,1035;
- setarray .@hunt_amount[0],500,600,500,300,500,500,500,500,500,500,500,500;
- setarray .@hunt_item_count[0],1,1,1,1,1,1,1,1,1;
- setarray .@mob_id[0],1031,1042,1019,1077,1056,1057,1023,1026,1188,1110,1029;
- set .@tame_gets, 2;
-
- if (cpm_two == .@tame_gets) {
- mes "[Cute Pet Manager]";
- mes "You have already exchanged";
- mes .@tame_amount + " times for a taming item.";
- mes "You can't exchange anymore.";
- next;
-
- mes "[Cute Pet Manager]";
- mes "Besides me, there are other";
- mes "Cute Pet Managers. If you want";
- mes "to tame other pets, I suggest";
- mes "you go and see them.";
- close;
- }
-
- callfunc "cute_pet_manager",.@tame_id,.@tame_amount,.@hunt_id,.@hunt_amount,.@mob_id,cpm_two,.@tame_gets,.@hunt_id2,.@hunt_amount2;
-
-}
-
-// 3rd NPC
-- script CPM3 750,{
-
- set .@npc$, "[Cute Pet Manager]";
-
- setarray .@tame_id[0],638,626,641,661,660,642;
- setarray .@tame_amount[0],1,1,1,1,1,1;
- setarray .@hunt_id[0],1020,943,1038,7047,1970,923;
- setarray .@hunt_amount[0],600,600,600,500,1,100;
- setarray .@hunt_id2[0],0,0,0,0,7017,0;
- setarray .@hunt_amount2[0],0,0,0,0,20,0;
- setarray .@mob_id[0],1170,1035,1109,1275,1200,1101;
- set .@tame_gets, 1;
-
- if (cpm_three == .@tame_gets) {
- mes "[Cute Pet Manager]";
- mes "You have already exchanged";
- mes .@tame_amount + " times for a taming item.";
- mes "You can't exchange anymore.";
- next;
-
- mes "[Cute Pet Manager]";
- mes "Besides me, there are other";
- mes "Cute Pet Managers. If you want";
- mes "to tame other pets, I suggest";
- mes "you go and see them.";
- close;
- }
-
- callfunc "cute_pet_manager",.@tame_id,.@tame_amount,.@hunt_id,.@hunt_amount,.@mob_id,cpm_three,.@tame_gets,.@hunt_id2,.@hunt_amount2;
-
-}
-
-function script cute_pet_manager {
- // getarg(0) -> .@tame_id Array
- // getarg(1) -> .@tame_amount Array
- // getarg(2) -> .@hunt_id Array
- // getarg(3) -> .@hunt_amount Array
- // getarg(4) -> .@mob_id Array
- // getarg(5) -> Attempt Variable
- // getarg(6) -> .@tame_gets Variable
- // getarg(7) -> .@hunt_id2 Array
- // getarg(8) -> .@hunt_amount2 Array
-
- mes "[Cute Pet Manager]";
- mes "Hello~! I am a Cute Pet Manager";
- mes "who is in charge of public relations";
- mes "for the New Upgraded Cute Pet system.";
- next;
-
- mes "[Cute Pet Manager]";
- mes "If you have any concerns regarding";
- mes "the Cute Pet system I am here to guide you.";
- mes "Let me know which taming";
- mes "item you want,";
- mes "then I will tell you the monster";
- mes "that you can tame with the item.";
- next;
-
- mes "Also I will explain what materials";
- mes "you need to bring in order to";
- mes "get the taming item.";
- next;
-
- mes "[Cute Pet Manager]";
- mes "If you already brought materials";
- mes "to exchange for the taming item,";
- mes "I can exchange it for taming items immediately.";
- next;
-
- mes "[Cute Pet Manager]";
- mes "However, there is a limit";
- mes "for exchanging taming items.";
- mes "You can only get taming items";
- mes getarg(6) + " times. So please make sure";
- mes "how many times you have exchanged.";
- next;
-
- mes "[Cute Pet Manager]";
- mes "So, which taming item do you want?";
- mes "Please choose one from the list.";
- next;
-
- // Create Menu System
- for (set .@a, 0; .@a < getarraysize(getarg(0)); set .@a, .@a + 1) {
- set .@menu$, .@menu$ + (.@menu$ == "" ? "" : ":") + getitemname(getelementofarray(getarg(0), .@a));
- }
-
- // Query Player Choice
- set .@choice, select(.@menu$) - 1;
-
- // Store Variables (Less Lookup)
- set .@tame_id, getelementofarray(getarg(0), .@choice);
- set .@tame_amount, getelementofarray(getarg(1), .@choice);
- set .@hunt_id, getelementofarray(getarg(2), .@choice);
- set .@hunt_amount, getelementofarray(getarg(3), .@choice);
- set .@mob_id, getelementofarray(getarg(4), .@choice);
- set .@hunt_id2, getelementofarray(getarg(7), .@choice);
- set .@hunt_amount2, getelementofarray(getarg(8), .@choice);
-
- dispbottom "Tame ID: " + .@tame_id;
- dispbottom "Tame Amount: " + .@tame_amount;
- dispbottom "Hunt ID: " + .@hunt_id;
- dispbottom "Hunt Name: " + getitemname(.@hunt_id);
- dispbottom "Hunt Amount: " + .@hunt_amount;
- dispbottom "Mob ID: " + .@mob_id;
- dispbottom "Hunt ID2: " + .@hunt_id2;
- dispbottom "Hunt Amount2: " + .@hunt_amount2;
-
- if (.@hunt_id2) { set .@hunt2_count, countitem(.@hunt_id2); }
- if (countitem(.@hunt_id) >= .@hunt_amount && countitem(6083) > 0 && .@hunt2_count >= .@hunt_amount2) {
-
- mes "[Cute Pet Manager]";
- mes "Ah, you have gathered all items";
- mes "with your friends. You can now";
- mes "exchange for an " + getitemname(.@tame_id) + ".";
- mes "Do you want to exchange with me?";
- next;
-
- if (select("Exchange:Don't Exchange") == 2) {
- mes "[Cute Pet Manager]";
- mes "You don't? You will come back again.";
- close;
- }
-
- delitem .@hunt_id, .@hunt_amount;
- delitem 6083, 1;
- set getarg(5), getarg(5) + 1;
- getitem .@tame_id, .@tame_amount;
-
- mes "[Cute Pet Manager]";
- mes "Wise choice.";
- mes "I hope you and your pet get along.";
- close;
- } else {
- mes "[Cute Pet Manager]";
- mes "You have chosen " + getitemname(.@tame_id) + ".";
- mes "You can use it for taming";
- mes "^FF0000" + strmobinfo(1,.@mob_id) + "^000000 monsters.";
- next;
- mes "[Cute Pet Manager]";
- mes "Bring ^FF0000" + .@hunt_amount + " " + getitemname(.@hunt_id) + "^000000s " + (.@hunt_id2 ? ", ^FF0000" + .@hunt_amount2 + " " + getitemname(.@hunt_id2) : "") + " ^000000 and ^FF00001 Dolly Capsule^000000";
- mes "then you can exchange them";
- mes "for an " + getitemname(.@tame_id) + ".";
- close;
- }
-}
-
-// NPC Duplicates
-prontera,67,212,5 duplicate(CPM1) Cute Pet Manager#1 750
-prontera,242,92,3 duplicate(CPM2) Cute Pet Manager#2 750
-prontera,179,92,3 duplicate(CPM3) Cute Pet Manager#3 750
-
-geffen,180,125,5 duplicate(CPM1) Cute Pet Manager#4 750
-geffen,152,66,3 duplicate(CPM2) Cute Pet Manager#5 750
-geffen,197,95,3 duplicate(CPM3) Cute Pet Manager#6 750
-
-morocc,115,83,5 duplicate(CPM1) Cute Pet Manager#7 750
-morocc,218,130,3 duplicate(CPM2) Cute Pet Manager#8 750
-morocc,236,225,3 duplicate(CPM3) Cute Pet Manager#9 750
-
-payon,109,278,5 duplicate(CPM1) Cute Pet Manager#10 750
-payon,157,124,3 duplicate(CPM2) Cute Pet Manager#11 750
-payon,85,237,3 duplicate(CPM3) Cute Pet Manager#12 750
diff --git a/npc/quests/doomed_swords.txt b/npc/quests/doomed_swords.txt
deleted file mode 100644
index 6a5ecc20f..000000000
--- a/npc/quests/doomed_swords.txt
+++ /dev/null
@@ -1,1183 +0,0 @@
-//===== rAthena Script =======================================
-//= Doomed Swords Quest
-//===== By: ==================================================
-//= kobra_k88; L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.4
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Doomed Swords Quest:
-//= - Quest for Doomed Swords: Grimtooth, Mysteltain, Executioner.
-//= Although this quest is enabled on iRO, the Mysteltainn
-//= portion is NOT completable as the item "Young Twig" does
-//= not drop.
-//= - Variable in use: event_magum (max 6)
-//= - Variable in use: dmdswrd_Q2 (bits 1 - 32)
-//===== Additional Comments: =================================
-//= 1.1 Fixed items count check. For all 3 swords... [Lupus]
-//= 1.3 Fixed exploit [Lupus]
-//= 1.4 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
-//= Moved all non-related NPCs to their repsective files.
-//= 1.5 Added missing checkweight. [L0ne_W0lf]
-//============================================================
-
-prt_in,162,11,2 script Ghatu#magum 86,{
- if (event_magum == 0) {
- if (dmdswrd_Q2 & 1 || dmdswrd_Q2 & 2 || dmdswrd_Q2 & 4 || dmdswrd_Q2 & 8 || dmdswrd_Q2 & 16 || dmdswrd_Q2 & 32) {
- mes "[Ghatu]";
- mes "I've heard of a strange";
- mes "blacksmith who lives in";
- mes "seclusion deep in the";
- mes "Payon Forest. The man";
- mes "was once famous for his";
- mes "legendary smithing skill...";
- next;
- mes "[Ghatu]";
- mes "Rumor has it that he's";
- mes "hiding in the mountains";
- mes "since too many people want^FFFFFF ^000000 to use his talents for the wrong";
- mes "purposes. Apparently, there is^FFFFFF ^000000 a godly quality to his weapons...";
- set event_magum,1;
- close;
- }
- mes "[Ghatu]";
- mes "Remember that blacksmith";
- mes "I told you about last time? It";
- mes "seems that his weapons were";
- mes "in such great demand because";
- mes "he would enchant them with ";
- mes "tremendously powerful magic.";
- next;
- mes "[Ghatu]";
- mes "However, the man was forced";
- mes "by the power hungry and the";
- mes "oppressive to create weapons";
- mes "for selfish and immoral ends.";
- mes "It's no surprise that he went";
- mes "into hiding in the end...";
- next;
- mes "[Ghatu]";
- mes "It's sad, really.";
- mes "That smith used to be";
- mes "a pretty easy going guy";
- mes "until he was forced to work";
- mes "against his will. Slowly, he^FFFFFF ^000000 became gloomy and intimidating...";
- next;
- mes "[Ghatu]";
- mes "But I suppose blacksmiths";
- mes "can never really give up the";
- mes "hammer. If you can manage to";
- mes "find him, perhaps you can ask";
- mes "him to forge something for you?";
- set event_magum,5;
- close;
-
- }
- else if (event_magum == 1) {
- mes "[Ghatu]";
- mes "Remember that blacksmith";
- mes "I told you about last time? It";
- mes "seems that his weapons were";
- mes "in such great demand because";
- mes "he would enchant them with ";
- mes "tremendously powerful magic.";
- next;
- mes "[Ghatu]";
- mes "However, the man was forced";
- mes "by the power hungry and the";
- mes "oppressive to create weapons";
- mes "for selfish and immoral ends.";
- mes "It's no surprise that he went";
- mes "into hiding in the end...";
- next;
- mes "[Ghatu]";
- mes "It's sad, really.";
- mes "That smith used to be";
- mes "a pretty easy going guy";
- mes "until he was forced to work";
- mes "against his will. Slowly, he^FFFFFF ^000000 became gloomy and intimidating...";
- next;
- mes "[Ghatu]";
- mes "But I suppose blacksmiths";
- mes "can never really give up the";
- mes "hammer. If you can manage to";
- mes "find him, perhaps you can ask";
- mes "him to forge something for you?";
- set event_magum,5;
- close;
- }
- mes "[Ghatu]";
- mes "That mysterious blacksmith...";
- mes "I wonder how he made those";
- mes "enchanted weapons of his.";
- mes "I've heard that he might have";
- mes "been dabbling in the dark arts,";
- mes "but that doesn't seem right...";
- close;
-}
-
-prontera,197,188,2 script Veeyop#magum 50,{
- if (dmdswrd_Q2 & 1) {
- mes "[Veeyop]";
- mes "You know, talking";
- mes "about Mysteltainn and";
- mes "the death of Baldur just...";
- mes "It didn't occur to me until";
- mes "now just how morbid it all";
- mes "sounds. Yeah, yeah, I know.";
- close;
- }
- mes "[Veeyop]";
- mes "Have you heard the";
- mes "legend of Mysteltainn?";
- mes "It's a tree, known for being";
- mes "the only thing able to harm";
- mes "Baldur, god of light. In fact,";
- mes "just a twig from it killed him.";
- next;
- mes "[Veeyop]";
- mes "Now, I'm not sure if this";
- mes "is true, but I've heard that";
- mes "someone actually forged";
- mes "a sword so powerful, it's";
- mes "worthy of the name,";
- mes "''Mysteltainn.''";
- next;
- mes "[Veeyop]";
- mes "There's only one person";
- mes "in the world who can forge";
- mes "that Mysteltainn sword. I...";
- mes "I think he used to live in";
- mes "Prontera, but then he moved";
- mes "away for some weird reason.";
- if (event_magum == 1)
- set event_magum,5;
- set dmdswrd_Q2,dmdswrd_Q2 | 1;
- close;
-}
-
-morocc,281,178,2 script Cetsu#magum 97,{
- if (dmdswrd_Q2 & 2) {
- mes "[Cetsu]";
- mes "I keep thinking about";
- mes "Grimtooth, and it occurred";
- mes "to me that the spell used to";
- mes "to endow that dagger with its";
- mes "strength probably isn't magic";
- mes "that we're familiar with.";
- next;
- mes "[Cetsu]";
- mes "There's all sorts of";
- mes "creepy stories going";
- mes "around. I even hear";
- mes "that the Grimtooth";
- mes "might have some";
- mes "sort of weird curse?";
- close;
- }
- mes "[Cetsu]";
- mes "You know, there are";
- mes "stories of an incredibly";
- mes "powerful dagger that's";
- mes "stronger than steel.";
- mes "I think it was made";
- mes "out of ogre teeth?";
- next;
- mes "[Cetsu]";
- mes "Anyway, it wasn't just";
- mes "the ogre teeth that gave";
- mes "the dagger its power. I think";
- mes "it had to be enchanted with";
- mes "a special spell or something.";
- next;
- mes "[Cetsu]";
- mes "This dagger, the Grimtooth,";
- mes "can only be made by one person";
- mes "in the entire world. This guy used to live in Prontera, but then he";
- mes "moved away for some reason.";
- next;
- mes "[Cetsu]";
- mes "I wonder...";
- mes "Did he go into";
- mes "hiding? His weapons";
- mes "did seem to be pretty";
- mes "high in demand back then...";
- if (event_magum == 1)
- set event_magum,5;
- set dmdswrd_Q2,dmdswrd_Q2 | 2;
- close;
-}
-
-izlude_in,173,88,2 script Nain#magum 102,{
- if (dmdswrd_Q2 == 4) {
- mes "[Nain]";
- mes "It doesn't matter how";
- mes "powerful the Executioner";
- mes "is: if it were to end up in";
- mes "my hands, I would get rid";
- mes "of it right away. I'd never risk losing my mind to that curse...";
- close;
- }
- mes "[Nain]";
- mes "Long ago, one sword";
- mes "was used to behead all";
- mes "the criminals that had been";
- mes "sentenced to death. That";
- mes "accursed blade is known";
- mes "as the Executioner.";
- next;
- mes "[Nain]";
- mes "As the Executioner slayed";
- mes "more criminals, the rage and";
- mes "bloodlust of its victims began";
- mes "to accumulate upon the blade.";
- mes "Although the sword gained great^FFFFFF ^000000 strength, it was tainted by evil.";
- next;
- mes "[Nain]";
- mes "The last person to wield";
- mes "the Executioner almost lost";
- mes "his mind to the sword. He saved^FFFFFF ^000000 himself by giving it to a talented";
- mes "blacksmith who would destroy^FFFFFF ^000000 it for him, thus saving his soul.";
- next;
- mes "[Nain]";
- mes "This mysterious blacksmith";
- mes "was never seen again in the";
- mes "city of Prontera, but rumor has";
- mes "it that if you can find him, he";
- mes "can forge that accursed";
- mes "Executioner anew...";
- if (event_magum == 1)
- set event_magum,5;
- set dmdswrd_Q2,dmdswrd_Q2 | 4;
- close;
-}
-
-pay_fild08,218,283,2 script Mysterious Man#magum 89,{
- if (checkweight(1201,1) == 0) {
- mes "[Mysterious Man]";
- mes "Hold it.";
- mes "You're carrying";
- mes "far too many items";
- mes "with you. Speak to me";
- mes "after you've placed your";
- mes "goods into Kafra Storage.";
- close;
- }
- if (event_magum == 0) {
- if (dmdswrd_Q2 & 1 || dmdswrd_Q2 & 2 || dmdswrd_Q2 & 4 || dmdswrd_Q2 & 8 || dmdswrd_Q2 & 16 || dmdswrd_Q2 & 32) {
- mes "[Mysterious Man]";
- mes "Well...?";
- mes "What the hell";
- mes "are you looking at?";
- next;
- if (select("Have you heard of the Doomed Swords?:I... I...") == 1) {
- mes "[Mysterious Man]";
- mes "...!";
- mes "How the hell would";
- mes "I know about that?";
- mes "Leave me alone!";
- close;
- }
- mes "[Mysterious Man]";
- mes "...";
- next;
- mes "[Mysterious Man]";
- mes "...";
- mes "......";
- next;
- mes "[Mysterious Man]";
- mes "Get lost.";
- close;
- }
- else {
- mes "[Mysterious Man]";
- mes "Well...?";
- mes "What the hell";
- mes "are you looking at?";
- next;
- if (select("Um, er...:Nothing, sir.") == 1) {
- mes "[Mysterious Man]";
- mes "What...?!";
- next;
- mes "^3355FFThis guy is";
- mes "really intimidating!^000000";
- close;
- }
- mes "[Mysterious Man]";
- mes "Nothing, huh?";
- mes "Well, right now, I'm";
- mes "looking at a bothersome";
- mes "adventurer! Get outta here";
- mes "and leave me the hell alone!";
- close;
- }
- }
- else if (event_magum == 1) {
- mes "[Mysterious Man]";
- mes "Well...?";
- mes "What the hell";
- mes "are you looking at?";
- next;
- if (select("Do you happen to be a blacksmith?:No-Nothing!") == 1) {
- mes "[Mysterious Blacksmith]";
- mes "Hmpf. So you're not";
- mes "a total fool after all. Yes,";
- mes "I used to do smithing, but";
- mes "I don't do the simple work";
- mes "that most Blacksmiths";
- mes "can do nowadays...";
- close;
- }
- mes "[Mysterious Blacksmith]";
- mes "...";
- mes "......";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Get outta my sight.";
- close;
- }
- else if (event_magum == 5) {
- mes "[Mysterious Blacksmith]";
- mes "Well...?";
- mes "What the hell";
- mes "are you looking at?";
- next;
- if (select("I want you to make me a Doomed Sword.:Er, nothing!") == 1) {
- mes "[Mysterious Blacksmith]";
- mes "Hm. I don't know where";
- mes "the hell you may have heard";
- mes "of me, but I guess one of you";
- mes "adventurers would find me soon";
- mes "enough. Now, which doomed";
- mes "sword did you wish to possess?";
- next;
- switch(select("Mysteltainn.:Grimtooth.:Executioner.:I ch-changed my mind!")) {
- case 1:
- if (dmdswrd_Q2 & 1) {
- mes "[Mysterious Blacksmith]";
- mes "You want...";
- mes "that sword?";
- mes "Don't speak its";
- mes "name so lightly!";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Do you understand the curse";
- mes "on that sword? The Mysteltainn";
- mes "derives its dark power from the";
- mes "twig that was used to kill Baldur, god of light. Let me relate the";
- mes "story as briefly as I can...";
- next;
- mes "[Mysterious Blacksmith]";
- mes "In the era of the gods,";
- mes "the beautiful, pure and";
- mes "joyful Baldur was loved by";
- mes "all living creatures, save for";
- mes "one: Loki, the god of trickery.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "When Loki, out of jealousy,";
- mes "decided to kill Baldur, the";
- mes "goddess Freyja had a dream";
- mes "about Baldur's death. Fearing";
- mes "the realization of her dream,";
- mes "she counseled with the gods.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "To protect Baldur, the gods";
- mes "decided to extract an oath";
- mes "to never harm Baldur from";
- mes "every creature, object and";
- mes "natural force. All who were";
- mes "asked agreed to make this oath.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Of all the beings and objects";
- mes "in the universe, Freya only";
- mes "neglected to ask one tree to";
- mes "make this oath: the Mysteltainn. Freyja believed it was far too";
- mes "small and insignificant to ask.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Believing that everything";
- mes "in the universe had sworn";
- mes "not to harm Baldur, the gods";
- mes "made it their new pastime to";
- mes "throw daggers and knives at";
- mes "the now nigh invincible god.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "However, Loki was determined";
- mes "to kill Baldur and, disguising";
- mes "himself, politely asked Freyja";
- mes "if there was any object in the";
- mes "world that did not take the";
- mes "oath to not harm Baldur.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Freyja suspected nothing and";
- mes "told Loki about the secret of";
- mes "Mysteltainn. The next time the^FFFFFF ^000000 gods played their game of throwing";
- mes "objects at Baldur, Loki was there with a small Mysteltainn twig.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Then, to compound his";
- mes "treachery, Loki tricked";
- mes "Hod, Baldur's blind twin";
- mes "brother, into throwing the";
- mes "twig into Baldur's heart. And";
- mes "so, the god of light was slain.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Over the years,";
- mes "Mysteltainn has been";
- mes "fashioned into the sword";
- mes "that you may be familiar";
- mes "with today. Its power is";
- mes "strictly forbidden by the gods.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "However, if you're willing";
- mes "to risk that sword's curse";
- mes "for the sake of its power,";
- mes "I will forge it for you if you";
- mes "can bring me the following";
- mes "items. They'll make sense...";
- next;
- mes "[Mysterious Blacksmith]";
- mes "^0099FF1 Young Twig^000000,";
- mes "^0099FF1 Emperium^000000,";
- mes "^0099FF1 Loki's Whispers^000000,";
- mes "^0099FF1 Mother's Nightmare^000000 and";
- mes "^0099FF1 Foolishness of the Blind^000000.";
- mes "That is what I need.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "I'm not asking for much.";
- mes "You are only bringing the raw";
- mes "materials to forge the sword,";
- mes "and an Emperium to prove your";
- mes "worthiness to me. I will wait";
- mes "for your return, adventurer.";
- set dmdswrd_Q2,dmdswrd_Q2 | 8;
- set event_magum,6;
- close;
- }
- mes "[Mysterious Blacksmith]";
- mes "Just by looking at you,";
- mes "I can tell that you don't know";
- mes "enough about the Mysteltainn";
- mes "to fully understand all of the";
- mes "risks that come with wielding^FFFFFF ^000000 that sword. Yes, you're too green.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "I can't take the risk";
- mes "of creating that accursed";
- mes "sword for you if you haven't";
- mes "learned enough about it to";
- mes "be fully prepared for any of";
- mes "the consequences...";
- close;
- case 2:
- if (dmdswrd_Q2 & 2) {
- mes "[Mysterious Blacksmith]";
- mes "Ah, yes. You must be";
- mes "wondering how such a small";
- mes "dagger can contain such power.";
- mes "It's simple. I cast forbidden";
- mes "curse magic to inbue the dagger^FFFFFF ^000000 with its awesome destructiveness.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "The curse I cast is so";
- mes "powerful that if I use it on";
- mes "a metal dagger, it would";
- mes "immediately melt down. Ogre";
- mes "tooth is the only material that";
- mes "can withstand the curse magic.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Of course, it's only";
- mes "fair to warn you that";
- mes "the power of the curse";
- mes "is such that the more you";
- mes "use the Grimtooth, the more^FFFFFF ^000000 it burns away at your very soul...";
- next;
- mes "[Mysterious Blacksmith]";
- mes "I am willing to forge";
- mes "the Grimtooth if you can";
- mes "prove worthy to wield its";
- mes "power and provide all of the";
- mes "materials I need to create it.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "I will need...";
- mes "^0099FF1 Emperium^000000,";
- mes "^0099FF100 Ogre Teeth^000000,";
- mes "^0099FF10 Blades of Darkness^000000,";
- mes "^0099FF5 Cursed Rubies^000000 and";
- mes "^0099FF1 Broken Sword Handle^000000.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "I don't need the";
- mes "Emperium to create";
- mes "the accursed sword, but I do";
- mes "require you to prove that you";
- mes "are worthy of the Grimtooth's";
- mes "power. Can you truly handle it?";
- set dmdswrd_Q2,dmdswrd_Q2 | 16;
- set event_magum,6;
- close;
- }
- mes "[Mysterious Blacksmith]";
- mes "Hmpf. You don't really";
- mes "know what you're asking";
- mes "for, do you? I won't create";
- mes "that kind of weapon for any";
- mes "ignorant fool. Learn more about";
- mes "Grimtooth before you ask again!";
- close;
- case 3:
- if (dmdswrd_Q2 & 4) {
- mes "[Mysterious Blacksmith]";
- mes "So you're telling me that";
- mes "you want a sword that's been";
- mes "cursed by all the souls that've";
- mes "died from the thousands of death sentences it has carried out?";
- mes "Ha ha ha! Very interesting!";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Yes... Each time this";
- mes "sword cut down a guilty";
- mes "criminal, the blade was";
- mes "cursed by the rage and";
- mes "regret of the slain.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Over time, the Executioner";
- mes "accumulated a truly dreadful";
- mes "power from the hatred of those";
- mes "it had killed. However, he who";
- mes "uses this sword risks becoming consumed by insanity and hatred.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "The last person for whom";
- mes "I created this sword asked";
- mes "me to destroy it, fearing that";
- mes "it would corrupt his mind with";
- mes "its bloodlust. But if you think^FFFFFF ^000000 you can endure, I may forge it...";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Just bring me...";
- mes "^0099FF50 Amulets^000000,";
- mes "^0099FF1 Emperium^000000,";
- mes "^0099FF2 Executioner's Gloves^000000,";
- mes "^0099FF10 Bloody Edges^000000 and";
- mes "^0099FF3 Necklaces of Oblivion^000000.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Those are the items I need";
- mes "to create a sword imbued with";
- mes "evil power. As for the Emperium, consider it my test to see if you";
- mes "are truly capable of wielding";
- mes "the accursed Executioner...";
- set dmdswrd_Q2,dmdswrd_Q2 | 32;
- set event_magum,6;
- close;
- }
- mes "[Mysterious Blacksmith]";
- mes "Do you even know what";
- mes "you are asking of me...?";
- mes "Fool! Go and learn more";
- mes "about the Executioner! Then,";
- mes "maybe you'll understand how";
- mes "dangerous that sword truly is!";
- close;
- case 4:
- mes "[Mysterious Blacksmith]";
- mes "Hmm...?";
- mes "That a fact?";
- close;
- }
- }
- close;
- }
- else if (event_magum == 6) {
- mes "[Mysterious Blacksmith]";
- mes "Hmmm...";
- mes "Have you brought";
- mes "the required items?";
- mes "Or did you forget what";
- mes "you needed to bring to me?";
- next;
- switch(select("Er, what were the items again?:Yes, I brought all the required items.:Oh! Um, never mind!")) {
- case 1:
- mes "[Mysterious Blacksmith]";
- mes "Hmpf. I thought so.";
- mes "Now, which sword did";
- mes "you want me to forge?";
- next;
- switch(select("Mysteltainn.:Grimtooth.:Executioner.:Wait! I just remembered!")) {
- case 1:
- if (dmdswrd_Q2 & 1 || dmdswrd_Q2 & 8) {
- mes "[Mysterious Blacksmith]";
- mes "^0099FF1 Young Twig^000000,";
- mes "^0099FF1 Emperium^000000,";
- mes "^0099FF1 Loki's Whispers^000000,";
- mes "^0099FF1 Mother's Nightmare^000000 and";
- mes "^0099FF1 Foolishness of the Blind^000000.";
- mes "That is what I need.";
- close;
- }
- mes "[Mysterious Blacksmith]";
- mes "Hmm. You don't understand";
- mes "enough about Mysteltainn for";
- mes "me to risk forging that sword";
- mes "for you. Think again: which";
- mes "sword did you ask me to create?";
- close;
- case 2:
- if (dmdswrd_Q2 & 2 || dmdswrd_Q2 & 16) {
- mes "[Mysterious Blacksmith]";
- mes "I will need...";
- mes "^0099FF1 Emperium^000000,";
- mes "^0099FF100 Ogre Teeth^000000,";
- mes "^0099FF10 Blades of Darkness^000000,";
- mes "^0099FF5 Cursed Rubies^000000 and";
- mes "^0099FF1 Broken Sword Handle^000000.";
- close;
- }
- mes "[Mysterious Blacksmith]";
- mes "Hmm. You don't know enough";
- mes "about the Grimtooth for me to";
- mes "risk forging it for you. Learn";
- mes "more about that dagger if you";
- mes "really want to possess it...";
- close;
- case 3:
- if (dmdswrd_Q2 & 4 || dmdswrd_Q2 & 32) {
- mes "[Mysterious Blacksmith]";
- mes "Just bring me...";
- mes "^0099FF50 Amulets^000000,";
- mes "^0099FF1 Emperium^000000,";
- mes "^0099FF2 Executioner's Gloves^000000,";
- mes "^0099FF10 Bloody Edges^000000 and";
- mes "^0099FF3 Necklaces of Oblivion^000000.";
- close;
- }
- mes "[Mysterious Blacksmith]";
- mes "You don't know anything";
- mes "about the Executioner. Learn";
- mes "more about that sword before";
- mes "you consider asking me to";
- mes "forge that monstrocity.";
- close;
- case 4:
- mes "[Mysterious Blacksmith]";
- mes "Fine.";
- mes "Then bring all";
- mes "the items I require";
- mes "when you are ready.";
- close;
- }
- case 2:
- mes "[Mysterious Blacksmith]";
- mes "So you think you're";
- mes "ready. Now, which sword";
- mes "did you want me to craft?";
- next;
- switch(select("Mysteltainn:Grimtooth:Executioner:I ch-changed my mind!")) {
- case 1:
- if (dmdswrd_Q2 & 8) {
- mes "[Mysterious Blacksmith]";
- mes "Mysteltainn. Hm.";
- mes "Let me make sure";
- mes "that you brought";
- mes "everything I need to";
- mes "create this sword...";
- next;
- if (countitem(7018) < 1) {
- mes "[Mysterious Blacksmith]";
- mes "Well, well.";
- mes "You've forgotten";
- mes "to bring ^0099FF1 Young Twig^000000,";
- mes "the embodiment of the";
- mes "Mysteltainn twig used to^FFFFFF ^000000 kill Baldur. Hurry and bring it...";
- close;
- }
- if (countitem(7019) < 1) {
- mes "[Mysterious Blacksmith]";
- mes "Hm. You forgot to bring";
- mes "^0099FF1 Loki's Whispers^000000. We need";
- mes "that to imbue the sword with";
- mes "immense, evil power. Go and";
- mes "find that as quickly as you can! ^FFFFFF ^000000";
- close;
- }
- if (countitem(7020) < 1) {
- mes "[Mysterious Blacksmith]";
- mes "Hm, you still need to";
- mes "bring ^0099FF1 Mother's Nightmare^000000";
- mes "to instill the power of misery";
- mes "and grave portent to this blade... ^FFFFFF ^000000";
- close;
- }
- if (countitem(7021) < 1) {
- mes "[Mysterious Blacksmith]";
- mes "Hm, you still need to";
- mes "bring ^0099FF1 Foolishness";
- mes "of the Blind^000000 to instill the";
- mes "energy of tragic regret into";
- mes "the curse imbued into the blade... ^FFFFFF ^000000";
- close;
- }
- if (countitem(714) < 1) {
- mes "[Mysterious Blacksmith]";
- mes "You have everything";
- mes "I require to forge the";
- mes "Mysteltainn, but you must";
- mes "still prove yourself capable";
- mes "of wielding it. Bring ^0099FF1 Emperium^000000 and I will recognize your worth.";
- close;
- }
- if (countitem(7018) > 0 && countitem(7019) > 0 && countitem(7020) > 0 && countitem(7021) > 0 && countitem(714) > 0) {
- mes "[Mysterious Blacksmith]";
- mes "Well done, adventurer.";
- mes "All seems to be in readiness.";
- mes "Give me a minute to summon";
- mes "the dark power to forge the";
- mes "forbidden sword, Mysteltainn.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "I... I never thought";
- mes "I would ever see this";
- mes "sword again. Take it,";
- mes "quickly! I d-don't want";
- mes "to touch it if I can avoid it.";
- delitem 7018,1; //Young_Twig
- delitem 7019,1; //Loki's_Whispers
- delitem 7020,1; //Mother's_Nightmare
- delitem 7021,1; //Foolishness_Of_Blind
- delitem 714,1; //Emperium
- getitem 1138,1; //Mysteltainn_
- next;
- mes "[Mysterious Blacksmith]";
- mes "Be very careful.";
- mes "Don't let yourself";
- mes "be consumed by the";
- mes "power of that sword!";
- mes "By all means, resist";
- mes "Mysteltainn's tragic curse!";
- close;
- }
- }
- else if (dmdswrd_Q2 & 1) {
- mes "[Mysterious Blacksmith]";
- mes "You want...";
- mes "that sword?";
- mes "Don't speak its";
- mes "name so lightly!";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Do you understand the curse";
- mes "on that sword? The Mysteltainn";
- mes "derives its dark power from the";
- mes "twig that was used to kill Baldur, god of light. Let me relate the";
- mes "story as briefly as I can...";
- next;
- mes "[Mysterious Blacksmith]";
- mes "In the era of the gods,";
- mes "the beautiful, pure and";
- mes "joyful Baldur was loved by";
- mes "all living creatures, save for";
- mes "one: Loki, the god of trickery.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "When Loki, out of jealousy,";
- mes "decided to kill Baldur, the";
- mes "goddess Freyja had a dream";
- mes "about Baldur's death. Fearing";
- mes "the realization of her dream,";
- mes "she counseled with the gods.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "To protect Baldur, the gods";
- mes "decided to extract an oath";
- mes "to never harm Baldur from";
- mes "every creature, object and";
- mes "natural force. All who were";
- mes "asked agreed to make this oath.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Of all the beings and objects";
- mes "in the universe, Freya only";
- mes "neglected to ask one tree to";
- mes "make this oath: the Mysteltainn. Freyja believed it was far too";
- mes "small and insignificant to ask.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Believing that everything";
- mes "in the universe had sworn";
- mes "not to harm Baldur, the gods";
- mes "made it their new pastime to";
- mes "throw daggers and knives at";
- mes "the now nigh invincible god.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "However, Loki was determined";
- mes "to kill Baldur and, disguising";
- mes "himself, politely asked Freyja";
- mes "if there was any object in the";
- mes "world that did not take the";
- mes "oath to not harm Baldur.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Freyja suspected nothing and";
- mes "told Loki about the secret of";
- mes "Mysteltainn. The next time the^FFFFFF ^000000 gods played their game of throwing";
- mes "objects at Baldur, Loki was there with a small Mysteltainn twig.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Then, to compound his";
- mes "treachery, Loki tricked";
- mes "Hod, Baldur's blind twin";
- mes "brother, into throwing the";
- mes "twig into Baldur's heart. And";
- mes "so, the god of light was slain.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Over the years,";
- mes "Mysteltainn has been";
- mes "fashioned into the sword";
- mes "that you may be familiar";
- mes "with today. Its power is";
- mes "strictly forbidden by the gods.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "However, if you're willing";
- mes "to risk that sword's curse";
- mes "for the sake of its power,";
- mes "I will forge it for you if you";
- mes "can bring me the following";
- mes "items. They'll make sense...";
- next;
- mes "[Mysterious Blacksmith]";
- mes "^0099FF1 Young Twig^000000,";
- mes "^0099FF1 Emperium^000000,";
- mes "^0099FF1 Loki's Whispers^000000,";
- mes "^0099FF1 Mother's Nightmare^000000 and";
- mes "^0099FF1 Foolishness of the Blind^000000.";
- mes "That is what I need.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "I'm not asking for much.";
- mes "You are only bringing the raw";
- mes "materials to forge the sword,";
- mes "and an Emperium to prove your";
- mes "worthiness to me. I will wait";
- mes "for your return, adventurer.";
- set dmdswrd_Q2,dmdswrd_Q2 | 8;
- close;
- }
- mes "[Mysterious Blacksmith]";
- mes "Hm. If you truly want";
- mes "Mysteltainn, I advise you";
- mes "to learn more about it. You";
- mes "must know the risks involved";
- mes "in wielding that sort of power... ^FFFFFF ^000000";
- close;
- case 2:
- if (dmdswrd_Q2 & 16) {
- mes "[Mysterious Blacksmith]";
- mes "You want to me";
- mes "to forge Grimtooth.";
- mes "First, let me check";
- mes "if you brought all";
- mes "the items I require.";
- next;
- if (countitem(7002) < 100) {
- mes "[Mysterious Blacksmith]";
- mes "Hm. I still need";
- mes "^0099FF100 Ogre Teeth^000000 to";
- mes "create a blade that can";
- mes "withstand the might of the";
- mes "Grimtooth's curse magic.";
- mes "Go and bring them soon.";
- close;
- }
- if (countitem(724) < 5) {
- mes "[Mysterious Blacksmith]";
- mes "In order to place";
- mes "the curse that grants";
- mes "the Grimtooth its immense";
- mes "power, I need you to bring";
- mes "^0099FF5 Cursed Rubies^000000. Hurry";
- mes "and bring them to me soon.";
- close;
- }
- if (countitem(7023) < 10) {
- mes "[Mysterious Blacksmith]";
- mes "Hm. I still need";
- mes "^0099FF10 Blades of Darkness^000000";
- mes "in order to for me to forge";
- mes "the Grimtooth. Bring those";
- mes "here as soon as you can.";
- close;
- }
- if (countitem(7022) < 1) {
- mes "[Mysterious Blacksmith]";
- mes "Hm. You almost have";
- mes "everything ready, but";
- mes "I'll need ^0099FF1 Broken Sword";
- mes "Handle^000000 in order to forge";
- mes "the Grimtooth. Hurry and";
- mes "bring me one of those...";
- close;
- }
- if (countitem(714) < 1) {
- mes "[Mysterious Blacksmith]";
- mes "You have everything I need";
- mes "to create the sword, but I won't forge it until you prove that you";
- mes "are capable of controlling its";
- mes "power. Bring me 1 Emperium";
- mes "as proof of your worthiness.";
- close;
- }
- if (countitem(7002) > 99 && countitem(724) > 4 && countitem(7023) > 9 && countitem(7022) > 0 && countitem(714) > 0) {
- mes "[Mysterious Blacksmith]";
- mes "I see that you have";
- mes "come fully prepared.";
- mes "Perhaps you have grave";
- mes "need of Grimtooth's power.";
- mes "Give me a moment as I forge";
- mes "this accursed sword for you...";
- next;
- mes "[Mysterious Blacksmith]";
- mes "There, it's finished!";
- mes "Now hurry and take it!";
- mes "I, I don't want to handle";
- mes "the Grimtooth longer than";
- mes "I have to! You'll understand";
- mes "soon enough once you use it...";
- delitem 7002,100; //Ogre_Tooth
- delitem 724,5; //Cardinal_Jewel_
- delitem 7023,10; //Blade_Lost_In_Darkness
- delitem 7022,1; //Old_Hilt
- delitem 714,1; //Emperium
- getitem 1237,1; //Grimtooth_
- next;
- mes "[Mysterious Blacksmith]";
- mes "I know that you might";
- mes "have good intentions for";
- mes "Grimtooth's power, but do";
- mes "not overestimate yourself!";
- mes "Always be wary of Grimtooth,";
- mes "and don't let it eat your soul!";
- close;
- }
- }
- else if (dmdswrd_Q2 & 2) {
- mes "[Mysterious Blacksmith]";
- mes "Ah, yes. You must be";
- mes "wondering how such a small";
- mes "dagger can contain such power.";
- mes "It's simple. I cast forbidden";
- mes "curse magic to inbue the dagger^FFFFFF ^000000 with its awesome destructiveness.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "The curse I cast is so";
- mes "powerful that if I use it on";
- mes "a metal dagger, it would";
- mes "immediately melt down. Ogre";
- mes "tooth is the only material that";
- mes "can withstand the curse magic.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Of course, it's only";
- mes "fair to warn you that";
- mes "the power of the curse";
- mes "is such that the more you";
- mes "use the Grimtooth, the more^FFFFFF ^000000 it burns away at your very soul...";
- next;
- mes "[Mysterious Blacksmith]";
- mes "I am willing to forge";
- mes "the Grimtooth if you can";
- mes "prove worthy to wield its";
- mes "power and provide all of the";
- mes "materials I need to create it.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "I will need...";
- mes "^0099FF1 Emperium^000000,";
- mes "^0099FF100 Ogre Teeth^000000,";
- mes "^0099FF10 Blades of Darkness^000000,";
- mes "^0099FF5 Cursed Rubies^000000 and";
- mes "^0099FF1 Broken Sword Handle^000000.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "I don't need the";
- mes "Emperium to create";
- mes "the accursed sword, but I do";
- mes "require you to prove that you";
- mes "are worthy of the Grimtooth's";
- mes "power. Can you truly handle it?";
- set dmdswrd_Q2,dmdswrd_Q2 | 16;
- close;
- }
- mes "[Mysterious Blacksmith]";
- mes "Hm. I can't even consider";
- mes "forging Grimtooth for you";
- mes "when you know so very little";
- mes "about it. You better learn more";
- mes "about that sword before you";
- mes "ask me about it again.";
- close;
- case 3:
- if (dmdswrd_Q2 & 32) {
- mes "[Mysterious Blacksmith]";
- mes "The Executioner sword.";
- mes "Let me see if you've come";
- mes "prepared to wield that blade";
- mes "with your own two hands...";
- next;
- if (countitem(7017) < 2) {
- mes "[Mysterious Blacksmith]";
- mes "Hm. In order for me";
- mes "to forge the Executioner,";
- mes "I need you to bring me";
- mes "^0099FF2 Executioner's Gloves^000000.";
- close;
- }
- if (countitem(7024) < 10) {
- mes "[Mysterious Blacksmith]";
- mes "In order to craft the";
- mes "blade, I need at least";
- mes "^0099FF10 Bloody Edges^000000. Find";
- mes "those as quickly as you";
- mes "can and bring them to me.";
- close;
- }
- if (countitem(1008) < 3) {
- mes "[Mysterious Blacksmith]";
- mes "In order to enchant";
- mes "the Executioner with";
- mes "its dark power, I will";
- mes "need you to bring me";
- mes "^0099FF3 Necklaces of Oblivion^000000.";
- mes "Go, hurry and get them!";
- close;
- }
- if (countitem(609) < 50) {
- mes "[Mysterious Blacksmith]";
- mes "Hm. You've forgotten to";
- mes "bring me ^0099FF50 Amulets^000000. I need";
- mes "those in order to imbue the";
- mes "incredible energies that";
- mes "give the Executioner its";
- mes "monstrous strength...";
- close;
- }
- if (countitem(714) < 1) {
- mes "[Mysterious Blacksmith]";
- mes "You have everything I need";
- mes "to forge the Executioner, but";
- mes "I'm still unsure of whether you";
- mes "are capable of handling its";
- mes "power. My fears will be allayed";
- mes "if you bring ^0099FF1 Emperium^000000.";
- close;
- }
- if (countitem(7017) > 1 && countitem(7024) > 9 && countitem(1008) > 2 && countitem(609) > 49 && countitem(714) > 0) {
- mes "[Mysterious Blacksmith]";
- mes "Great, I see that you've";
- mes "prepared everything that";
- mes "I asked. Give me a moment";
- mes "while I summon the dark";
- mes "forces required to forge";
- mes "the Executioner...";
- next;
- mes "[Mysterious Blacksmith]";
- mes "It's been a long time";
- mes "since I've seen this";
- mes "terrifying sword. Now";
- mes "take it! Be wary, and don't";
- mes "let its bloodlust consume you!";
- delitem 7017,2; //Executioner's_Mitten
- delitem 7024,10; //Bloody_Edge
- delitem 1008,3; //Frozen_Heart
- delitem 609,50; //Amulet
- getitem 1169,1; //Executioner_
- close;
- }
- }
- else if (dmdswrd_Q2 & 4) {
- mes "[Mysterious Blacksmith]";
- mes "So you're telling me that";
- mes "you want a sword that's been";
- mes "cursed by all the souls that've";
- mes "died from the thousands of death sentences it has carried out?";
- mes "Ha ha ha! Very interesting!";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Yes... Each time this";
- mes "sword cut down a guilty";
- mes "criminal, the blade was";
- mes "cursed by the rage and";
- mes "regret of the slain.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Over time, the Executioner";
- mes "accumulated a truly dreadful";
- mes "power from the hatred of those";
- mes "it had killed. However, he who";
- mes "uses this sword risks becoming consumed by insanity and hatred.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "The last person for whom";
- mes "I created this sword asked";
- mes "me to destroy it, fearing that";
- mes "it would corrupt his mind with";
- mes "its bloodlust. But if you think^FFFFFF ^000000 you can endure, I may forge it...";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Just bring me...";
- mes "^0099FF50 Amulets^000000,";
- mes "^0099FF1 Emperium^000000,";
- mes "^0099FF2 Executioner's Gloves^000000,";
- mes "^0099FF10 Bloody Edges^000000 and";
- mes "^0099FF3 Necklaces of Oblivion^000000.";
- next;
- mes "[Mysterious Blacksmith]";
- mes "Those are the items I need";
- mes "to create a sword imbued with";
- mes "evil power. As for the Emperium, consider it my test to see if you";
- mes "are truly capable of wielding";
- mes "the accursed Executioner...";
- set dmdswrd_Q2,dmdswrd_Q2 | 4;
- close;
- }
- mes "[Mysterious Blacksmith]";
- mes "Hmpf. I don't think";
- mes "you understand enough";
- mes "about the Executioner to";
- mes "ask me to forge it. You better";
- mes "learn more about that accursed";
- mes "sword if you really want it...";
- close;
- case 4:
- mes "[Mysterious Blacksmith]";
- mes "Hmm...?";
- mes "That a fact?";
- close;
- }
- case 3:
- mes "[Mysterious Blacksmith]";
- mes "Hmpf...";
- mes "Well then, come";
- mes "back when you know";
- mes "exactly what you want";
- mes "from me, adventurer.";
- close;
- }
- }
-}
diff --git a/npc/quests/doomed_swords_quest.txt b/npc/quests/doomed_swords_quest.txt
deleted file mode 100644
index 1fa85fed4..000000000
--- a/npc/quests/doomed_swords_quest.txt
+++ /dev/null
@@ -1,1098 +0,0 @@
-//===== rAthena Script =======================================
-//= Doomed Swords Quest Part 3
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= - Creation of Doomed Swords: Grimtooth, Mysteltain, and
-//= Executioner.
-//= - Continuation of the Comodo Quest
-//= - Part 1: Found in Quests_Comodo.txt
-//= - Part 2: Found in Quests_Yuno.txt
-//= - Variable in use: dmdswrd_Q (Max 45)
-//===== Additional Comments: =================================
-//= 1.0 First version. [L0ne_W0lf]
-//============================================================
-
-mjolnir_02,186,193,4 script Middle-Aged Man#magum1 57,{
- if (dmdswrd_Q > 30) {
- if (dmdswrd_Q == 31) {
- mes "[Middle-Aged Man]";
- mes "It's been a while since";
- mes "someone has come this";
- mes "way. Not too many people";
- mes "pass by here, so I rarely";
- mes "receive visitors. Why don't";
- mes "you relax and chat for a while?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What are you doing out";
- mes "here in this secluded";
- mes "area? You don't have";
- mes "to work here, do you?";
- next;
- mes "[Middle-Aged Man]";
- mes "Well, just managing this";
- mes "summer house gets me";
- mes "enough income to get by.";
- mes "Ah, I also craft various";
- mes "things as sort of a hobby.";
- next;
- mes "[Middle-Aged Man]";
- mes "Yeap, when I was younger,";
- mes "I had my own forge in town.";
- mes "It was a good family business,";
- mes "and all of my siblings ended up";
- mes "making wares for town lords";
- mes "and even the royal family.";
- next;
- mes "[Middle-Aged Man]";
- mes "But then, the accident";
- mes "happened, and we had";
- mes "to close shop. Well, that's";
- mes "my story. Not a very happy";
- mes "one, I gu ess, but otherwise";
- mes "I've lived a long, good life.";
- next;
- mes "[Middle-Aged Man]";
- mes "Now what exactly";
- mes "brings you here?";
- mes "Are you just exploring";
- mes "the land, or are you";
- mes "hunting monsters, or...?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Actually, um,";
- mes "I was led here by";
- mes "this thing. It's called";
- mes "the Seal of Muriniel.";
- next;
- mes "[Middle-Aged Man]";
- mes "Oh... Oh my.";
- mes "Let me see that.";
- mes "Oh, yes. This is the";
- mes "real thing. So... It's";
- mes "finally found me. Well,";
- mes "I guess I'm at your service.";
- next;
- next;
- mes "[Middle-Aged Man]";
- mes "My name is Walker, and";
- mes "my brothers and I were the 3";
- mes "most talented blacksmiths";
- mes "in Juno. Seeing as you've";
- mes "been chosen by fate, we'll all";
- mes "help you obtain a doomed sword.";
- next;
- mes "[Walker]";
- mes "First of all, the doomed";
- mes "swords are sealed in magic";
- mes "scrolls as pentagrams. When";
- mes "their true owners appear, they";
- mes "can be released by using";
- mes "Muriniel's Seal.";
- next;
- mes "[Walker]";
- mes "Now, for my part in unsealing";
- mes "the doomed swords, I'll need";
- mes "the highest quality materials.";
- mes "Give me a few minutes and";
- mes "I'll let you know what you";
- mes "need to bring to me.";
- set dmdswrd_Q,32;
- close;
- }
- else if (dmdswrd_Q == 32) {
- mes "[Walker]";
- mes "Now, I should let you";
- mes "know that I can only form";
- mes "a portion of the pentagram";
- mes "that will release one of the";
- mes "doomed swords. You need my";
- mes "brothers' help to complete it.";
- next;
- mes "[Walker]";
- mes "Once the pentagram";
- mes "is complete and activated,";
- mes "you will unseal the doomed";
- mes "sword that is best suited to";
- mes "you. I'm sorry, but I have no";
- mes "way to predict what it may be.";
- next;
- mes "[Walker]";
- mes "For now, you must take";
- mes "the first step and bring";
- mes "me the following items.";
- mes "Make sure to take note";
- mes "of what I will require...";
- next;
- mes "[Walker]";
- mes "I will need";
- mes "^FF00001 Emperium^000000,";
- mes "^FF00003 Tentacles^000000,";
- mes "^FF000025 Amulets^000000,";
- mes "^FF00001 Coal^000000, and";
- mes "^FF00001 Necklace of Oblivion^000000.";
- set dmdswrd_Q,33;
- close;
- }
- else if (dmdswrd_Q == 33) {
- if (countitem(714) > 0 && countitem(962) > 2 && countitem(1003) > 0 && countitem(609) > 24 && countitem(1008) > 0) {
- mes "[Walker]";
- mes "Ah, very good.";
- mes "You've brought";
- mes "everything I need.";
- mes "Now, please wait for";
- mes "a moment while I finish";
- mes "the preparations...";
- delitem 714,1; //Emperium
- delitem 962,3; //Tentacle
- delitem 1003,1; //Coal
- delitem 609,25; //Amulet
- delitem 1008,1; //Frozen_Heart
- set dmdswrd_Q,34;
- close;
- }
- mes "[Walker]";
- mes "Hmm...? You still";
- mes "haven't brought me";
- mes "everything I need to";
- mes "begin the doomed sword";
- mes "pentagram. Let me remind you";
- mes "which materials to get for me.";
- next;
- mes "[Walker]";
- mes "I will need";
- mes "^FF00001 Emperium^000000,";
- mes "^FF00003 Tentacles^000000,";
- mes "^FF000025 Amulets^000000,";
- mes "^FF00001 Coal^000000, and";
- mes "^FF00001 Necklace of Oblivion^000000.";
- close;
- }
- else if (dmdswrd_Q == 34) {
- mes "[Walker]";
- mes "Ah, you're back.";
- mes "I managed to finish this";
- mes "sooner than I expected since";
- mes "you gave me materials of";
- mes "exceptionally good quality.";
- next;
- mes "[Walker]";
- mes "Back when I was 15, my other";
- mes "two brothers were taught by";
- mes "Dwarves to create the pentragram that will release a doomed sword.";
- mes "However, they taught each of us different parts of the pentagram.";
- next;
- mes "[Walker]";
- mes "I guess the Dwarves split";
- mes "up our knowledge because";
- mes "they wanted to prolong the";
- mes "return of the Executioner";
- mes "sword within our generation.";
- next;
- mes "[Walker]";
- mes "Originally, Executioner";
- mes "was one of three swords";
- mes "that the Dwarves were";
- mes "ordered to forge for an evil";
- mes "organization in exchange";
- mes "for their village's safety.";
- next;
- mes "[Walker]";
- mes "Despite their incredible";
- mes "forging skills, the Dwarves";
- mes "had difficulty procuring the";
- mes "rare materials required to";
- mes "forge the weapons within";
- mes "the 15 day deadline.";
- next;
- mes "[Walker]";
- mes "Desperate for help, the";
- mes "Dwarves traveled to meet";
- mes "my father, a renown smith";
- mes "and adventurer at the time. He";
- mes "was sympathetic to their plight";
- mes "and gave them what they needed.";
- next;
- mes "[Walker]";
- mes "In gratitude for my father's";
- mes "help, the Dwarves taught my";
- mes "brothers how to create the";
- mes "doomed sword pentagram,";
- mes "but we could only complete";
- mes "it if we all worked together.";
- next;
- mes "[Walker]";
- mes "Sadly, I heard that the evil";
- mes "organization that forced the";
- mes "Dwarves to forge the swords";
- mes "killed them when they refused";
- mes "to give up their forging secrets. ";
- next;
- mes "[Walker]";
- mes "However, the Dwarves could";
- mes "not reveal that the Executioner";
- mes "was enchanted with a terrible";
- mes "curse powered by the Dwarves'";
- mes "hatred which threatens the life";
- mes "of Executioner's wielder.";
- next;
- mes "[Walker]";
- mes "Oh, don't worry too much.";
- mes "If you happen to obtain the";
- mes "Executioner, the seal should";
- mes "have weakened the curse";
- mes "enough so that it won't kill";
- mes "you that quickly. Well, then...";
- next;
- mes "[Walker]";
- mes "You should visit my brother";
- mes "Morf for the next part of the";
- mes "doomed sword pentagram.";
- mes "Morf should be easy to find,";
- mes "as he's usually drinking";
- mes "all day in Payon's tavern.";
- next;
- mes "[Walker]";
- mes "Please, take this scroll";
- mes "with the pentagram with you,";
- mes "and give my regards to Morf";
- mes "once you see him. If you do";
- mes "succeed in obtaining a doomed sword, use its power responsibly.";
- set dmdswrd_Q,35;
- close;
- }
- else if (dmdswrd_Q == 35) {
- mes "[Walker]";
- mes "Look for my older";
- mes "brother Morf in the";
- mes "tavern in Payon-- He's";
- mes "always drinking over there.";
- mes "Hopefully, he'll help you finish the doomed sword pentagram.";
- close;
- }
- else if (dmdswrd_Q == 36) {
- mes "[Walker]";
- mes "Ah, so you've";
- mes "already met with";
- mes "Morf? When you get";
- mes "the chance, please give";
- mes "him my regards and let";
- mes "him know that I'm doing well.";
- close;
- }
- else if (dmdswrd_Q == 37) {
- mes "[Walker]";
- mes "Ah, so you've";
- mes "already met with";
- mes "Morf? When you get";
- mes "the chance, please give";
- mes "him my regards and let";
- mes "him know that I'm doing well.";
- close;
- }
- else if (dmdswrd_Q == 38) {
- mes "[Walker]";
- mes "So how has Morf been?";
- mes "I know he's eccentric, and";
- mes "perhaps a little rude, but";
- mes "he's really a very good man.";
- close;
- }
- else if (dmdswrd_Q == 39) {
- mes "[Walker]";
- mes "It's good that Morf";
- mes "was able to help you.";
- mes "As for our younger brother,";
- mes "Huey, I haven't heard from";
- mes "him in a while. I think he's";
- mes "travelling around in Morroc?";
- close;
- }
- else if (dmdswrd_Q >= 40 && dmdswrd_Q <= 44) {
- mes "[Walker]";
- mes "I trust that Huey";
- mes "is taking good care";
- mes "of himself. If you happen";
- mes "to see him again, would";
- mes "you ask him to come visit";
- mes "me one of these days?";
- close;
- }
- else {
- mes "[Walker]";
- mes "Oh! You've completed";
- mes "the pentagram and come";
- mes "into possession of one of";
- mes "the doomed swords? I'm";
- mes "glad to hear it. If Father were";
- mes "alive, he would be so proud.";
- close;
- }
- }
- else {
- mes "[Middle-Aged Man]";
- mes "It's been a while since";
- mes "someone has come this";
- mes "way. Not too many people";
- mes "pass by here, so I rarely";
- mes "receive visitors. Feel free";
- mes "to rest and relax a while~";
- close;
- }
-}
-
-payon,248,159,1 script Old Man#magum1 120,{
- if (dmdswrd_Q == 35) {
- mes "[Old Man]";
- mes "Wha--? Who are";
- mes "you? Whaddya want?";
- mes "Lemme alone so I can";
- mes "drink in peace! ^333333*Urp*^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Um, excuse me, but are";
- mes "you Morf? I'm been sent";
- mes "by your brother, Walker,";
- mes "to ask if you can help";
- mes "me with this pentagram.";
- next;
- mes "[Old Man]";
- mes "Huh...? Lemme see...";
- mes "Oh. This is Walker's";
- mes "work alright. Y-you really";
- mes "want a doomed sword, huh?";
- mes "A-and that's really the Seal";
- mes "of Muriel you have there?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Oh, the Seal!";
- mes "Here, take a look";
- mes "if you want. If it's";
- mes "not the real thing, then";
- mes "I went through a lot of";
- mes "trouble to get a fake.";
- next;
- mes "[Old Man]";
- mes "Arrrgh! That's the real";
- mes "thing! Does this mean";
- mes "I have to really work on";
- mes "this now?! I'm still drunk!";
- mes "Damn... I guess I have no";
- mes "choice but to sober up.";
- next;
- mes "[Old Man]";
- mes "Ugh... But I'm gonna";
- mes "have such a hangover.";
- mes "Hey! Bring me 20 Yellow";
- mes "Potions so I can nurse";
- mes "the headache I'm gonna";
- mes "have! I'll need them so bad...";
- set dmdswrd_Q,36;
- close;
- }
- else if (dmdswrd_Q == 36) {
- if (countitem(503) > 19) {
- mes "[Old Man]";
- mes "Oh, thank goodness you've";
- mes "brought me the potions! Now,";
- mes "these'll help me cope with the";
- mes "unfamiliar sensation that you";
- mes "people call sobriety. Ugh...";
- mes "I can think clearly... Damn!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[Old Man]";
- mes "Gimme the scroll";
- mes "with the pentagram.";
- mes "Let's see, here. Hey,";
- mes "Walker did a great job";
- mes "on this. Alright, listen.";
- mes "This is what I need from you...";
- next;
- mes "[Old Man]";
- mes "^FF00001 Coal^000000,";
- mes "^FF00003 Trunks^000000,";
- mes "^FF00003 Old Hilts^000000,";
- mes "^FF000050 Orge Teeth^000000, and";
- mes "^FF00001 Foolishness of the Blind^000000.";
- next;
- mes "[Old Man]";
- mes "You have to bring me";
- mes "those items so that I can";
- mes "continue forming the doomed";
- mes "sword pentagram. I'll just be";
- mes "waiting for you right here.";
- delitem 503,20; //Yellow_Potion
- set dmdswrd_Q,37;
- close;
- }
- mes "[Old Man]";
- mes "Arrrgh! Did you bring";
- mes "me 20 Yellow Potions?";
- mes "This hangover is getting";
- mes "worse and worse! H-hurry";
- mes "up and get me my meds!";
- close;
- }
- else if (dmdswrd_Q == 37) {
- if (countitem(7022) > 2 && countitem(1003) > 0 && countitem(1019) > 2 && countitem(7021) > 0 && countitem(7002) > 49) {
- mes "[Morf]";
- mes "Hey, you've brought";
- mes "everything? Good, the";
- mes "sooner I get this done,";
- mes "the sooner I can get back";
- mes "to drinking. All you need";
- mes "to do now is sit and wait.";
- next;
- mes "[Morf]";
- mes "Alright. Let's get...";
- mes "Started? Where did I put";
- mes "that thing I needed? Um...";
- mes "Ah, there we go. Hrrrm...";
- next;
- mes "^3355FF*Scheeeezzzz*";
- mes "*Clang Clang*";
- mes "*Rattle Rattle*";
- mes "*Th-thump thump*^000000";
- next;
- mes "^3355FF*Crrrrrrunch*";
- mes "*Sh-sh-sh-shoom*";
- mes "*Rub-rub-rub-rub*";
- mes "*Flip ka-chink*^000000";
- next;
- mes ".........";
- mes "............";
- mes "...............";
- mes "..................";
- next;
- mes "^3355FF*Scheeeezzzz*";
- mes "*Clang Clang*";
- mes "*Rattle Rattle*";
- mes "*Th-thump thump*^000000";
- next;
- mes "^3355FF*Crrrrrrunch*";
- mes "*Sh-sh-sh-shoom*";
- mes "*Rub-rub-rub-rub*";
- mes "*Flip ka-chink*^000000";
- next;
- mes "^3355FF*Rub Rub Rub Rub*";
- mes "*Rub-Rub-Rub-Rub*";
- mes "*Rub Rub Rub Rub*";
- mes "*Rub-Rub-Rub-Rub*";
- mes "*Rub Rub Rub Rub*";
- mes "*Rub-Rub-Rub-Rub*^000000";
- next;
- mes "^3355FF*Rub-Rub-Rub-Rub*";
- mes "*Rub Rub Rub Rub*";
- mes "*Rub-Rub-Rub-Rub*";
- mes "*Rub Rub Rub Rub*";
- mes "*Rub-Rub-Rub-Rub*";
- mes "*Rub Rub Rub Rub*^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Excuse me...";
- mes "But is it almost done?";
- next;
- mes ".........";
- mes "............";
- mes "...............";
- mes "..................";
- next;
- mes "^3355FF*Scheeeezzzz*";
- mes "*Clang Clang*";
- mes "*Rattle Rattle*";
- mes "*Th-thump thump*^000000";
- next;
- mes "^3355FF*Crrrrrrunch*";
- mes "*Sh-sh-sh-shoom*";
- mes "*Rub-rub-rub-rub*";
- mes "*Flip ka-chink*^000000";
- next;
- mes "^3355FF*Rub Rub Rub Rub*";
- mes "*Rub-Rub-Rub-Rub*";
- mes "*Rub Rub Rub Rub*";
- mes "*Rub-Rub-Rub-Rub*";
- mes "*Rub Rub Rub Rub*";
- mes "*Rub-Rub-Rub-Rub*^000000";
- next;
- mes "^3355FF*Rub-Rub-Rub-Rub*";
- mes "*Rub Rub Rub Rub*";
- mes "*Rub-Rub-Rub-Rub*";
- mes "*Rub Rub Rub Rub*";
- mes "*Rub-Rub-Rub-Rub*";
- mes "*Rub Rub Rub Rub*^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "H-hey, when is this";
- mes "thing going to be finished?";
- mes "Isn't it about time already?";
- next;
- mes "[Morf]";
- mes "Hey! Be patient,";
- mes "you can't rush";
- mes "perfection. It'll";
- mes "take as long as it";
- mes "has to. But yeah,";
- mes "I'm almost finished...";
- next;
- mes ".........";
- mes "............";
- mes "...............";
- mes "..................";
- next;
- mes "[Morf]";
- mes "Just...";
- mes "Just give me a";
- mes "few more minutes...";
- delitem 7022,3; //Old_Hilt
- delitem 1003,1; //Coal
- delitem 1019,3; //Wooden_Block
- delitem 7021,1; //Foolishness_Of_Blind
- delitem 7002,50; //Ogre_Tooth
- set dmdswrd_Q,38;
- close;
- }
- mes "[Old Man]";
- mes "What, did you forget";
- mes "what I need? Grrr, I'll";
- mes "tell you again, but you";
- mes "better not forget this time!";
- next;
- mes "[Old Man]";
- mes "^FF00001 Coal^000000,";
- mes "^FF00003 Trunks^000000,";
- mes "^FF00003 Old Hilts^000000,";
- mes "^FF000050 Orge Teeth^000000, and";
- mes "^FF00001 Foolishness of the Blind^000000.";
- close;
- }
- else if (dmdswrd_Q == 38) {
- switch(rand(1,10)) {
- case 1:
- case 10:
- mes "[Morf]";
- mes "Ooh, my back~!";
- mes "The searing pain!";
- mes "It looks like I have";
- mes "no choice but to take";
- mes "a break. That's why you";
- mes "shouldn't be pushing me!";
- next;
- mes "[Morf]";
- mes "Hey, while we've got some";
- mes "time, let me tell you a story";
- mes "about Mysteltainn, one of the";
- mes "doomed swords that you may";
- mes "receive if you manage to";
- mes "complete the pentagram.";
- next;
- mes "[Morf]";
- mes "Now, Mysteltainn is the";
- mes "name of the tree from which";
- mes "the twig that was used to";
- mes "kill Baldur, god of light, was";
- mes "obtained. It was the only";
- mes "thing that could harm Baldur...";
- next;
- mes "[Morf]";
- mes "From what I remember, the";
- mes "god Loki plotted to kill Baldur";
- mes "because he was jealous of";
- mes "the god of light that every";
- mes "living thing and inanimate";
- mes "object seemed to adore.";
- next;
- mes "[Morf]";
- mes "Loki tricked Baldur's mother";
- mes "into revealing Baldur's secret";
- mes "weakness. Now, the gods regularly made a game of throwing objects";
- mes "like darts at Baldur since he was immune to everything else.";
- next;
- mes "[Morf]";
- mes "When he learned that";
- mes "Mysteltainn could be used";
- mes "to kill Baldur, he took one of";
- mes "its twigs and tricked Baldur's";
- mes "blind brother into throwing it at Baldur in one of their games.";
- next;
- mes "[Morf]";
- mes "And so...";
- mes "That was how the";
- mes "god of light was killed.";
- mes "By Loki's trickery and the";
- mes "foolishness of the blind.";
- mes "That's Mysteltainn's story.";
- next;
- mes "[Morf]";
- mes "Now, if you do happen to";
- mes "get the Mysteltainn doomed";
- mes "sword from its seal, it won't";
- mes "be as powerful as the original";
- mes "one that, you know, killed a";
- mes "god. It can't be reproduced...";
- next;
- mes "[Morf]";
- mes "However, the fascimile is";
- mes "incredibly powerful, and you";
- mes "must make sure that you wield";
- mes "it responsibly. Now, I know";
- mes "you must be upset that I've";
- mes "taken so long to do this...";
- next;
- mes "[Morf]";
- mes "Please understand that";
- mes "I'm pretty old now, and that";
- mes "pentagram work isn't exactly";
- mes "easy. Anyway, my part is done.";
- mes "Now you gotta find Huey,";
- mes "my youngest brother.";
- next;
- mes "[Morf]";
- mes "Huey's been traveling";
- mes "around, but last I heard, he";
- mes "was in Morroc. If you can";
- mes "find him, he can complete";
- mes "this pentagram for you. Well,";
- mes "care now, and good luck.";
- set dmdswrd_Q,39;
- close;
- case 2:
- mes "[Morf]";
- mes "Be patient, youngster,";
- mes "I need more time! Don't";
- mes "you understand that if";
- mes "I screw up this pentagram,";
- mes "you'll have to start all over";
- mes "again? Yeah, that's right~";
- close;
- case 3:
- mes "[Morf]";
- mes "Not... Done... Yet.";
- mes "It'll be done when it's";
- mes "done, okay? Why don't you";
- mes "take a walk or something";
- mes "to kill the time, yeah?";
- close;
- case 4:
- mes "[Morf]";
- mes "Yeah, you know what?";
- mes "It's time for another break.";
- mes "Let me rest my cramped hands";
- mes "and enjoy one of these Yellow";
- mes "Potions that you've brought";
- mes "me. Yep, that's a good idea.";
- close;
- case 5:
- mes "[Morf]";
- mes "Look...";
- mes "If you're just";
- mes "gonna stand there";
- mes "and breathe down my";
- mes "neck while I'm working,";
- mes "you might as well be useful.";
- next;
- mes "[Mork]";
- mes "Bring me some";
- mes "snacks or something,";
- mes "or get the hell out of";
- mes "here until I'm done!";
- close;
- case 6:
- mes ".........";
- mes "............";
- mes "...............";
- next;
- mes "^3355FFMorf has fallen";
- mes "into a deep sleep.^000000";
- close;
- case 7:
- mes "[Morf]";
- mes "No...";
- mes "Still not done.";
- mes "Just like the last";
- mes "time you asked.";
- mes "Just... Wait...";
- close;
- case 8:
- mes ".........";
- mes "............";
- mes "...............";
- next;
- mes "^3355FFMorf has fallen";
- mes "into a pretty restful";
- mes "slumber that he seems";
- mes "to be thoroughly enjoying.^000000";
- close;
- case 9:
- mes "[Morf]";
- mes "You can see my hands, right?";
- mes "When they're not busy trying";
- mes "to finish this pentagram, that's probably a sign meaning that ";
- mes "I'm finished. Lookee, they're";
- mes "moving, still moving, see that?";
- close;
- }
- }
- else if (dmdswrd_Q == 39) {
- mes "[Morf]";
- mes "If you really want to";
- mes "finish that pentagram,";
- mes "then find my youngest";
- mes "brother Huey in Morroc.";
- mes "He should help you out.";
- mes "I mean, if I did, then he will!";
- close;
- }
- else if (dmdswrd_Q == 40) {
- mes "[Morf]";
- mes "You actually found";
- mes "Huey? How's my little";
- mes "baby brother doing? Well,";
- mes "if he's fine, then make him";
- mes "finish that pentagram. I don't want all my work to go to waste!";
- close;
- }
- else if (dmdswrd_Q > 41 && dmdswrd_Q < 45) {
- mes "[Morf]";
- mes "It's good to hear";
- mes "that Huey is fine and";
- mes "that nothing's wrong with";
- mes "his health. In that case,";
- mes "he should be writing me";
- mes "and Walker more often!";
- close;
- }
- else if (dmdswrd_Q == 45) {
- mes "[Morf]";
- mes "Now that you have one";
- mes "of those doomed swords,";
- mes "I want you to only use it for";
- mes "the right reasons. The curses";
- mes "of the swords are most dangerous when your conviction wavers.";
- close;
- }
- else {
- mes "[Old Man]";
- mes "Arrrrrrrrrghhhh~!";
- mes "My heart freakin' hurts!";
- mes "Times like these, I sure";
- mes "could use a Yellow Potion to";
- mes "help cope with my hangovers.";
- mes "C'mon, I freakin' need my meds!";
- close;
- }
-}
-
-morocc,248,159,4 script Young Man#magum1 86,{
- if (dmdswrd_Q == 39) {
- mes "[Huey]";
- mes "Excuse me, but...";
- mes "Um, did you need";
- mes "something? You";
- mes "look like you have";
- mes "a question for me.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Actually, I'm looking for";
- mes "somebody named Huey.";
- mes "I hear he's the only one";
- mes "that can help me finish";
- mes "this... well... Do you know";
- mes "where I can find him?";
- next;
- mes "[Huey]";
- mes "Y-yes. I-I'm Huey.";
- mes "But why are you looking";
- mes "for me? Oh! Are you some";
- mes "kind of messenger from one";
- mes "of my brothers? I haven't heard";
- mes "from them in quite a while.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Actually, I'm trying to";
- mes "obtain a doomed sword.";
- mes "To do that, I've already";
- mes "got the Seal of Muriniel,";
- mes "and your brothers have";
- mes "started this pentagram.";
- next;
- mes "[Huey]";
- mes "Are you serious?";
- mes "You've come this far to";
- mes "get one of those accursed";
- mes "blades? Mm, would you please";
- mes "let me see the pentagram? Oh,";
- mes "my brothers did such good work!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ah, yes. Here.";
- next;
- mes "[Huey]";
- mes "I don't know if you can";
- mes "appreciate it, but this";
- mes "pentagram has really good";
- mes "craftsmanship! Now, if my";
- mes "older brothers have already^FFFFFF ^000000 helped you, I shall do the same.";
- next;
- mes "[Huey]";
- mes "My older brothers are even";
- mes "better blacksmiths than me,";
- mes "so if you were able to convince";
- mes "them to aid you, I don't really";
- mes "have the right to refuse to help you. Besides, if I don't...";
- next;
- mes "[Huey]";
- mes "...Then my brother's work";
- mes "would have been for nothing.";
- mes "And then... They might just";
- mes "come looking for me. Morf";
- mes "especially. Oh, right! Materials!^FFFFFF ^000000 I need these for the pentagram!";
- next;
- mes "[Huey]";
- mes "Please bring me";
- mes "^FF00009 Rubies^000000,";
- mes "^FF00006 Blades of Darkness^000000,";
- mes "^FF00009 Bloody Edges^000000, and";
- mes "^FF00001 Loki's Whisper^000000.";
- next;
- mes "[Huey]";
- mes "While you gather the";
- mes "necessary items, I'll be";
- mes "finishing my preparations.";
- mes "Oh, and bring me the ^FF0000exact";
- mes "amounts^000000--^FF0000no more^000000, ^FF0000no less^000000.";
- mes "Okay now, I'll see you later~";
- set dmdswrd_Q,40;
- close;
- }
- else if (dmdswrd_Q == 40) {
- if (countitem(7024) == 9 && countitem(7023) == 6 && countitem(723) == 9 && countitem(7019) == 1) {
- mes "[Huey]";
- mes "Oh, you're back. Did";
- mes "you bring everything";
- mes "I need for the pentagram";
- mes "in the exact amounts? Mmm...";
- mes "Ah! Yes, perfect! Nice work~";
- next;
- mes "[Huey]";
- mes "Would you please wait";
- mes "while I finish this pentagram?";
- mes "This is going to take some";
- mes "time, but trust me, we're";
- mes "almost done. All your hard";
- mes "work will pay off soon~";
- delitem 7024,9; //Bloody_Edge
- delitem 7023,6; //Blade_Lost_In_Darkness
- delitem 723,9; //Cardinal_Jewel
- delitem 7019,1; //Loki's_Whispers
- set dmdswrd_Q,41;
- close;
- }
- mes "[Huey]";
- mes "In order to finish the";
- mes "pentagram, I'll need some";
- mes "items in the exact quantities--";
- mes "no more, no less. If you have";
- mes "too many of a required item, why don't you put it in your Storage?";
- next;
- mes "[Huey]";
- mes "Please bring me";
- mes "^FF00009 Rubies^000000,";
- mes "^FF00006 Blades of Darkness^000000,";
- mes "^FF00009 Bloody Edges^000000, and";
- mes "^FF00001 Loki's Whisper^000000.";
- mes "Well, I'll be waiting~";
- close;
- }
- else if (dmdswrd_Q == 41) {
- mes "[Huey]";
- mes "Hey there, your timing's";
- mes "perfect! I just completed";
- mes "the pentagram for unsealing";
- mes "one of the doomed swords.";
- mes "There's just one last step...";
- next;
- mes "[Huey]";
- mes "Would you put the Seal of Murinel to the pentagram? That will unlock";
- mes "the seal, causing the doomed sword best suited for you to manifest.";
- mes "Soon, Grimtooth, Mysteltainn,";
- mes "or Executioner will be yours...";
- next;
- mes "^3355FFYou carefully place the";
- mes "Seal of Muriniel to the";
- mes "pentagram. A few parts of";
- mes "the pentagram immediately";
- mes "begin to quitely pulse with";
- mes "a soft and gentle glow.^000000";
- next;
- mes "[Huey]";
- mes "It's... It's starting! The";
- mes "sections of the pentagram";
- mes "are activating in the order";
- mes "in which they were completed.";
- mes "The parts that are lit now";
- mes "must be Walker's work...";
- next;
- mes "^3355FFSuddenly, another section";
- mes "of the pentagram activates,";
- mes "and parts of the pentagram";
- mes "flare unstably with an";
- mes "intense, unsteady light.^000000";
- next;
- mes "[Huey]";
- mes "That must be...";
- mes "Morf must have done";
- mes "that part. Okay, when";
- mes "the light stabilizes and";
- mes "the entire pentagram is";
- mes "glowing, it'll be ready.";
- next;
- mes "^3355FFThe unactivated portions";
- mes "of the pentagram ignite,";
- mes "and the entire pentagram";
- mes "emits a warm, effusive glow.^000000";
- next;
- mes "[Huey]";
- mes "Okay, this is important!";
- mes "One of the doomed swords";
- mes "is going to manifest very soon.";
- mes "When you can see the sword";
- mes "within the light, grab it quickly! ";
- next;
- mes "[Huey]";
- mes "Wait, can you--?";
- mes "There, I see it! Now";
- mes "quickly, take it! It's yours!";
- next;
- set .@random,rand(1,10);
- if (.@random >= 1 && .@random <= 5) {
- callsub S_GetSword,1237,0,1,42;
- getitem 1237,1; //Grimtooth_
- close;
- }
- else if (.@random >= 6 && .@random <= 8) {
- callsub S_GetSword,1138,1,1,43;
- getitem 1138,1; //Mysteltainn_
- close;
- }
- else {
- callsub S_GetSword,1169,2,1,44;
- getitem 1169,1; //Executioner_
- close;
- }
- }
- else if (dmdswrd_Q == 42) {
- callsub S_GetSword,1237,0,0,0;
- getitem 1237,1; //Grimtooth_
- close;
- }
- else if (dmdswrd_Q == 43) {
- callsub S_GetSword,1138,1,0,0;
- getitem 1138,1; //Mysteltainn_
- close;
- }
- else if (dmdswrd_Q == 44) {
- callsub S_GetSword,1169,2,0,0;
- getitem 1169,1; //Executioner_
- close;
- }
- else if (dmdswrd_Q == 45) {
- mes "[Huey]";
- mes "So how are you handling";
- mes "that doomed sword? Whatever";
- mes "you do, don't abuse its power";
- mes "and you should be fine. I've";
- mes "got faith that you'll never";
- mes "succumb to the blade's curse.";
- next;
- mes "[Huey]";
- mes "Anyway, I really";
- mes "should thank you for";
- mes "the opportunity to use";
- mes "my skills. I mean, I didn't";
- mes "want what I had learned from";
- mes "the Dwarves to go to waste.";
- close;
- }
- else {
- mes "[Huey]";
- mes "You know, I've traveled";
- mes "to all sorts of places, but";
- mes "the heat here in Morroc";
- mes "is the worst I've ever";
- mes "experienced! It's so humid";
- mes "and uncomfortable here...";
- close;
- }
-
-S_GetSword:
- if (getarg(2) == 1) {
- mes "^3355FFYou reach within the";
- mes "blinding light and grasp";
- mes "the sword's handle. When";
- mes "the light dissipates, you";
- mes "can see that you have";
- mes "obtained a "+getitemname(getarg(0))+".^000000";
- set magum,getarg(3);
- next;
- }
- if (checkweight(getarg(0),1) == 0) {
- mes "[Huey]";
- mes "Hold on, you're carrying";
- mes "too many things with you.";
- mes "You better store some things";
- mes "to make more of your inventory";
- mes "space available. Then, we can finally claim your doomed sword.";
- close;
- }
- mes "[Huey]";
- if (getarg(1) == 0) {
- mes "Th-that's the Grimtooth!";
- mes "Ever since I've been taught";
- mes "the pentagram techniques by";
- mes "those Dwarves, I've never once";
- mes "imagined that I'd see that sword. Please use that weapon wisely.";
- }
- else if (getarg(1) == 1) {
- mes "I don't believe it!";
- mes "You... You've been found";
- mes "worthy of the Mysteltainn?";
- mes "Be careful, and don't let";
- mes "its power overwhelm you.";
- mes "Wield it only for just ends...";
- }
- else if (getarg(1) == 2) {
- mes "Th-that's...!";
- mes "The Executionier has";
- mes "chosen you to wield it?";
- mes "You must have an extremely";
- mes "strong will, or something...";
- mes "Don't give in to the bloodlust.";
- }
- next;
- mes "[Huey]";
- mes "Well, it looks like my";
- mes "work here is done. I'm glad";
- mes "I got the chance to use these";
- mes "ancient skills, and it's an honor to meet a worthy adventurer.";
- mes "My brothers should be proud.";
- next;
- mes "[Huey]";
- mes "Speaking of which,";
- mes "please give Morf and";
- mes "Walker my regards if you";
- mes "happen to see them. Well";
- mes "then, take care of yourself, and be cautious in using that sword.";
- set dmdswrd_Q,45;
- return;
-}
diff --git a/npc/quests/eden/11-25.txt b/npc/quests/eden/11-25.txt
deleted file mode 100644
index 66892ae5b..000000000
--- a/npc/quests/eden/11-25.txt
+++ /dev/null
@@ -1,545 +0,0 @@
-//===== rAthena Script =======================================
-// Eden Group Quests - Mission [11 - 25]
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.1
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= Repetable Quests for Players between Baselevel 10 - 26 .
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//= 1.1 Some little optimization here and there. [Masao]
-//============================================================
-
-moc_para01,36,38,3 script Mission [11 - 25]#Tuto 857,{
- if (countitem(6219) > 0) {
- set .@hunting1,checkquest(11114,HUNTING);
- set .@hunting2,checkquest(11115,HUNTING);
- set .@hunting3,checkquest(11116,HUNTING);
- set .@hunting4,checkquest(11117,HUNTING);
- set .@hunting5,checkquest(11118,HUNTING);
- set .@hunting6,checkquest(11119,HUNTING);
- set .@hunting7,checkquest(11120,HUNTING);
- set .@hunting8,checkquest(11121,HUNTING);
- set .@hunting9,checkquest(11122,HUNTING);
- set .@hunting10,checkquest(11123,HUNTING);
- set .@playtime1,checkquest(11124,PLAYTIME);
- set .@playtime2,checkquest(11125,PLAYTIME);
- set .@playtime3,checkquest(11126,PLAYTIME);
- set .@playtime4,checkquest(11127,PLAYTIME);
- set .@playtime5,checkquest(11128,PLAYTIME);
- set .@playtime6,checkquest(11129,PLAYTIME);
- set .@playtime7,checkquest(11130,PLAYTIME);
- set .@playtime8,checkquest(11131,PLAYTIME);
- set .@playtime9,checkquest(11132,PLAYTIME);
- set .@playtime10,checkquest(11133,PLAYTIME);
- if (.@playtime1 == 2) {
- erasequest 11124;
- }
- if (.@playtime2 == 2) {
- erasequest 11125;
- }
- if (.@playtime3 == 2) {
- erasequest 11126;
- }
- if (.@playtime4 == 2) {
- erasequest 11127;
- }
- if (.@playtime5 == 2) {
- erasequest 11128;
- }
- if (.@playtime6 == 2) {
- erasequest 11129;
- }
- if (.@playtime7 == 2) {
- erasequest 11130;
- }
- if (.@playtime8 == 2) {
- erasequest 11131;
- }
- if (.@playtime9 == 2) {
- erasequest 11132;
- }
- if (.@playtime10 == 2) {
- erasequest 11133;
- }
- if (.@hunting1 == 0 || .@hunting2 == 0 || .@hunting3 == 0 || .@hunting4 == 0 || .@hunting5 == 0 || .@hunting6 == 0 || .@hunting7 == 0 || .@hunting8 == 0 || .@hunting9 == 0 || .@hunting10 == 0 || .@hunting1 == 1 || .@hunting2 == 1 || .@hunting3 == 1 || .@hunting4 == 1 || .@hunting5 == 1 || .@hunting6 == 1 || .@hunting7 == 1 || .@hunting8 == 1 || .@hunting9 == 1 || .@hunting10 == 1) {
- mes " - You can only request - ";
- mes " - one mission at a time - ";
- mes "";
- mes " - Manager : Spike - ";
- close;
- }
- if (.@hunting1 == 2 || .@hunting2 == 2 || .@hunting3 == 2 || .@hunting4 == 2 || .@hunting5 == 2 || .@hunting6 == 2 || .@hunting7 == 2 || .@hunting8 == 2 || .@hunting9 == 2 || .@hunting10 == 2) {
- mes " - You must collect your - ";
- mes " - reward before starting - ";
- mes " - a new mission. - ";
- mes "";
- mes " - Manager : Spike - ";
- close;
- }
- if (BaseLevel < 11) {
- mes " - There are no tasks - ";
- mes " - open for you right now. - ";
- close;
- }
- if ((BaseLevel > 10) && (BaseLevel < 26)) {
- mes " - Mission bulletin board -";
- mes " - for beginners. -";
- mes "";
- mes " - Manager : Spike -";
- next;
- switch (select("Hornet Hunting:Condor Hunting:Grasshopper's Leg:Worm Tail Hunting:Spore Hunting:Pest Control:Muka Hunting:Familiar Hunting:Collect Feathers:Collect Poison Spores:Cancel")) {
- case 1:
- if (.@playtime1 == 1) {
- mes " - Mission ^4d4dffHornet Hunting^000000 - ";
- mes " - is already finished for today. - ";
- mes "";
- mes " - Manager : Spike - ";
- close;
- }
- mes " - Mission 'Hornet Hunting' - ";
- mes " - Hunt 10 ^4d4dff'Hornets'^000000 - ";
- mes " - northwest of Prontera. - ";
- mes "";
- mes " - Manager : Spike - ";
- next;
- switch (select("I will do this mission.:Look for other missions.")) {
- case 1:
- mes " - Hunt 10 ^4d4dff'Hornets'^000000 - ";
- mes " - northwest of Prontera. - ";
- setquest 11114;
- close;
- case 2:
- mes " - Let's search for other missions.- ";
- close;
- }
- case 2:
- if (.@playtime2 == 1) {
- mes " - Mission ^4d4dffCondor Hunting^000000 - ";
- mes " - is already finished for today. - ";
- mes "";
- mes " - Manager : Spike - ";
- close;
- }
- mes " - Mission 'Condor Hunting' - ";
- mes " - Hunt 20 ^4d4dff'Condors'^000000 - ";
- mes " - south of Morroc. - ";
- mes "";
- mes " - Manager : Spike - ";
- next;
- switch (select("I will do this mission.:Look for other missions.")) {
- case 1:
- mes " - Hunt 20 ^4d4dff'Condors'^000000 - ";
- mes " - south of Morroc. - ";
- setquest 11115;
- close;
- case 2:
- mes " - Let's search for other missions.- ";
- close;
- }
- case 3:
- if (.@playtime3 == 1) {
- mes " - Mission ^4d4dffGrasshopper's Leg^000000 - ";
- mes " - is already finished for today. - ";
- mes "";
- mes " - Manager : Spike - ";
- close;
- }
- mes " - Mission 'Grasshopper's Leg' - ";
- mes " - Hunt 10 ^4d4dff'Rockers'^000000 - ";
- mes " - southwest of Prontera and - ";
- mes " - bring 10 ^4d4dffGrasshopper's Legs^000000. - ";
- mes " - Manager : Spike - ";
- next;
- switch (select("I will do this mission.:Look for other missions.")) {
- case 1:
- mes " - Hunt 10 ^4d4dff'Rockers'^000000 - ";
- mes " - southwest of Prontera and - ";
- mes " - bring 10 ^4d4dffGrasshopper's Legs^000000. - ";
- setquest 11116;
- close;
- case 2:
- mes " - Let's search for other missions.- ";
- close;
- }
- case 4:
- if (.@playtime4 == 1) {
- mes " - Mission ^4d4dffWorm Tail Hunting^000000 - ";
- mes " - is already finished for today. - ";
- mes "";
- mes " - Manager : Spike - ";
- close;
- }
- mes " - Mission 'Worm Tail Hunting' - ";
- mes " - Hunt 20 ^4d4dff'Worm Tails'^000000 - ";
- mes " - southeast of Payon.- ";
- mes "";
- mes " - Manager : Spike - ";
- next;
- switch (select("I will do this mission.:Look for other missions.")) {
- case 1:
- mes " - Hunt 20 ^4d4dff'Worm Tails'^000000 - ";
- mes " - southeast of Payon.- ";
- setquest 11117;
- close;
- case 2:
- mes " - Let's search for other missions.- ";
- close;
- }
- case 5:
- if (.@playtime5 == 1) {
- mes " - Mission ^4d4dffSpore Hunting^000000 - ";
- mes " - is already finished for today. - ";
- mes "";
- mes " - Manager : Spike - ";
- close;
- }
- mes " - Mission 'Spore Hunting' - ";
- mes " - Hunt 30 ^4d4dff'Spores'^000000 - ";
- mes " - around Payon. - ";
- mes "";
- mes " - Manager : Spike - ";
- next;
- switch (select("I will do this mission.:Look for other missions.")) {
- case 1:
- mes " - Hunt 30 ^4d4dff'Spores'^000000 - ";
- mes " - around Payon. - ";
- setquest 11118;
- close;
- case 2:
- mes " - Let's search for other missions.- ";
- close;
- }
- case 6:
- if (.@playtime6 == 1) {
- mes " - Mission ^4d4dffPest Control^000000 - ";
- mes " - is already finished for today. - ";
- mes "";
- mes " - Manager : Spike - ";
- close;
- }
- mes " - Mission 'Pest Control' - ";
- mes " - Hunt 20 ^4d4dffThief Bug Eggs^000000 - ";
- mes " - in the Prontera Culvert - ";
- mes " - and bring 10 ^4d4dffChrysalis^000000. - ";
- mes " - Manager : Spike - ";
- next;
- switch (select("I will do this mission.:Look for other missions.")) {
- case 1:
- mes " - Hunt 20 ^4d4dffThief Bug Eggs^000000 - ";
- mes " - in the Prontera Culvert - ";
- mes " - and bring 10 ^4d4dffChrysalis^000000. - ";
- setquest 11119;
- close;
- case 2:
- mes " - Let's search for other missions.- ";
- close;
- }
- case 7:
- if (.@playtime7 == 1) {
- mes " - Mission ^4d4dffMuka Hunting^000000 - ";
- mes " - is already finished for today. - ";
- mes "";
- mes " - Manager : Spike - ";
- close;
- }
- mes " - Mission 'Muka Hunting' - ";
- mes " - Hunt 20 ^4d4dff'Muka'^000000 - ";
- mes " - south of Prontera. - ";
- mes "";
- mes " - Manager : Spike - ";
- next;
- switch (select("I will do this mission.:Look for other missions.")) {
- case 1:
- mes " - Hunt 20 ^4d4dff'Muka'^000000 - ";
- mes " - south of Prontera. - ";
- setquest 11120;
- close;
- case 2:
- mes " - Let's search for other missions.- ";
- close;
- }
- case 8:
- if (.@playtime8 == 1) {
- mes " - Mission ^4d4dffFamiliar Hunting^000000 - ";
- mes " - is already finished for today. - ";
- mes "";
- mes " - Manager : Spike - ";
- close;
- }
- mes " - Mission 'Familiar Hunting' - ";
- mes " - Hunt 20 ^4d4dffFamiliar^000000 - ";
- mes " - in the Culvert Sewers - ";
- mes " - west of Prontera. - ";
- mes " - Manager : Spike - ";
- next;
- switch (select("I will do this mission.:Look for other missions.")) {
- case 1:
- mes " - Hunt 20 ^4d4dffFamiliar^000000 - ";
- mes " - in the Culvert Sewers - ";
- mes " - west of Prontera. - ";
- setquest 11121;
- close;
- case 2:
- mes " - Let's search for other missions.- ";
- close;
- }
- case 9:
- if (.@playtime9 == 1) {
- mes " - Mission ^4d4dffCollect Feathers^000000 - ";
- mes " - is already finished for today. - ";
- mes "";
- mes " - Manager : Spike - ";
- close;
- }
- mes " - Mission 'Collect Feathers' - ";
- mes " - Hunt 30 ^4d4dff'Peco Pecos'^000000 - ";
- mes " - south of Prontera. - ";
- mes "";
- mes " - Manager : Spike - ";
- next;
- switch (select("I will do this mission.:Look for other missions.")) {
- case 1:
- mes " - Hunt 30 ^4d4dff'Peco Pecos'^000000 - ";
- mes " - south of Prontera. - ";
- setquest 11122;
- close;
- case 2:
- mes " - Let's search for other missions.- ";
- close;
- }
- case 10:
- if (.@playtime10 == 1) {
- mes " - Mission ^4d4dffCollect Poison Spores^000000 - ";
- mes " - is already finished for today. - ";
- mes "";
- mes " - Manager : Spike - ";
- close;
- }
- mes " - Mission 'Collect Poison Spores' - ";
- mes " - Hunt 30 ^4d4dffPoison Spores^000000 - ";
- mes " - inside the Geffen Tower and - ";
- mes " - bring 5 ^4d4dffPoison Spores^000000. - ";
- mes " - Manager : Spike - ";
- next;
- switch (select("I will do this mission.:Look for other missions.")) {
- case 1:
- mes " - Hunt 30 ^4d4dffPoison Spores^000000 - ";
- mes " - inside the Geffen Tower Dungeon - ";
- mes " - bring 5 ^4d4dffPoison Spores^000000. - ";
- if (.@playtime10 == 2) {
- erasequest 11133;
- }
- setquest 11123;
- close;
- case 2:
- mes " - Let's search for other missions.- ";
- close;
- }
- case 11:
- mes " - Stop reading the bulletin board. - ";
- close;
- }
- }
- mes " - These missions are too - ";
- mes " - easy for your caliber - ";
- mes " - search for a more level - ";
- mes " - appropriate mission. - ";
- close;
- }
- mes "-You need to have a-";
- mes "-^4d4dff'Eden Group Mark'^000000-";
- mes "-to receive these missions-";
- close;
-}
-
-moc_para01,32,30,6 script Spike 914,{
-
- set .@hunting1,checkquest(11114,HUNTING);
- set .@hunting2,checkquest(11115,HUNTING);
- set .@hunting3,checkquest(11116,HUNTING);
- set .@hunting4,checkquest(11117,HUNTING);
- set .@hunting5,checkquest(11118,HUNTING);
- set .@hunting6,checkquest(11119,HUNTING);
- set .@hunting7,checkquest(11120,HUNTING);
- set .@hunting8,checkquest(11121,HUNTING);
- set .@hunting9,checkquest(11122,HUNTING);
- set .@hunting10,checkquest(11123,HUNTING);
- if (.@hunting1 == 0 || .@hunting2 == 0 || .@hunting3 == 0 || .@hunting4 == 0 || .@hunting5 == 0 || .@hunting6 == 0 || .@hunting7 == 0 || .@hunting8 == 0 || .@hunting9 == 0 || .@hunting10 == 0 || .@hunting1 == 1 || .@hunting2 == 1 || .@hunting3 == 1 || .@hunting4 == 1 || .@hunting5 == 1 || .@hunting6 == 1 || .@hunting7 == 1 || .@hunting8 == 1 || .@hunting9 == 1 || .@hunting10 == 1) {
- mes "[Spike]";
- mes "You haven't finished your mission yet.";
- mes "Keep up the good work. You are almost done.";
- close;
- }
- if (.@hunting1 == 2) {
- mes "[Spike]";
- mes "Hmm... let me see~";
- mes "You have completed the 'Hornet Hunting' mission.";
- next;
- mes "[Spike]";
- mes "Good work~!!";
- mes "Our client is so happy with your work. He will appreciate what you have done.";
- mes "Please help us again. Thanks!";
- erasequest 11114;
- setquest 11124;
- getexp 900,0;
- close;
- }
- if (.@hunting2 == 2) {
- mes "[Spike]";
- mes "Hmm... let me see~";
- mes "You have completed the 'Condor Hunting' mission.";
- next;
- mes "[Spike]";
- mes "Good work~!!";
- mes "Our client is so happy with your work. He will appreciate what you have done.";
- mes "Please help us again. Thanks!";
- erasequest 11115;
- setquest 11125;
- getexp 1800,0;
- close;
- }
- if (.@hunting3 == 2) {
- if (countitem(940) > 9) {
- mes "[Spike]";
- mes "Hmm... let me see~";
- mes "You have completed the 'Grasshopper's Leg' mission.";
- next;
- mes "[Spike]";
- mes "Good work~!!";
- mes "Our client is so happy with your work. He will appreciate what you have done.";
- mes "Please help us again. Thanks!";
- delitem 940,10; //Grasshopper's_Leg
- erasequest 11116;
- setquest 11126;
- getexp 1400,0;
- close;
- }
- mes "[Spike]";
- mes "You don't have enough Grasshopper's Legs.";
- mes "You need to bring 10 Grasshopper's Legs.";
- close;
- }
- if (.@hunting4 == 2) {
- mes "[Spike]";
- mes "Hmm... let me see~";
- mes "You have completed the 'Worm Tail Hunting' mission.";
- next;
- mes "[Spike]";
- mes "Good work~!!";
- mes "Our client is so happy with your work. He will appreciate what you have done.";
- mes "Please help us again. Thanks!";
- erasequest 11117;
- setquest 11127;
- getexp 2600,0;
- close;
- }
- if (.@hunting5 == 2) {
- mes "[Spike]";
- mes "Hmm... let me see~";
- mes "You have completed the 'Spore Hunting' mission.";
- next;
- mes "[Spike]";
- mes "Good work~!!";
- mes "Our client is so happy with your work. He will appreciate what you have done.";
- mes "Please help us again. Thanks!";
- erasequest 11118;
- setquest 11128;
- getexp 3900,0;
- close;
- }
- if (.@hunting6 == 2) {
- if (countitem(915) > 9) {
- mes "[Spike]";
- mes "Hmm... let me see~";
- mes "You have completed the 'Extirpate Insects' mission.";
- next;
- mes "[Spike]";
- mes "Good work~!!";
- mes "Our client is so happy with your work. He will appreciate what you have done.";
- mes "Please help us again. Thanks!";
- delitem 915,10; //Chrysalis
- erasequest 11119;
- setquest 11129;
- getexp 2900,0;
- close;
- }
- mes "[Spike]";
- mes "You don't have enough Chrysalis.";
- mes "You need to bring 10 Chrysalis.";
- close;
- }
- if (.@hunting7 == 2) {
- mes "[Spike]";
- mes "Hmm... let me see~";
- mes "You have completed the 'Muka Hunting' mission.";
- next;
- mes "[Spike]";
- mes "Good work~!!";
- mes "Our client is so happy with your work. He will appreciate what you have done.";
- mes "Please help us again. Thanks!";
- erasequest 11120;
- setquest 11130;
- getexp 3200,0;
- close;
- }
- if (.@hunting8 == 2) {
- mes "[Spike]";
- mes "Hmm... let me see~";
- mes "You have completed the 'Familiar Hunting' mission.";
- next;
- mes "[Spike]";
- mes "Good work~!!";
- mes "Our client is so happy with your work. He will appreciate what you have done.";
- mes "Please help us again. Thanks!";
- erasequest 11121;
- setquest 11131;
- getexp 3200,0;
- close;
- }
- if (.@hunting9 == 2) {
- mes "[Spike]";
- mes "Hmm... let me see~";
- mes "You have completed the 'Collect Feathers' mission.";
- next;
- mes "[Spike]";
- mes "Good work~!!";
- mes "Our client is so happy with your work. He will appreciate what you have done.";
- mes "Please help us again. Thanks!";
- erasequest 11122;
- setquest 11132;
- getexp 5400,0;
- close;
- }
- if (.@hunting10 == 2) {
- if (countitem(7033) > 4) {
- mes "[Spike]";
- mes "Hmm... let me see~";
- mes "You have completed the 'Collect Poison Spores' mission.";
- next;
- mes "[Spike]";
- mes "Good work~!!";
- mes "Our client is so happy with your work. He will appreciate what you have done.";
- mes "Please help us again. Thanks!";
- delitem 7033,5; // Poison Spore
- erasequest 11123;
- setquest 11133;
- getexp 6000,0;
- close;
- }
- mes "[Spike]";
- mes "You don't have enough Poison Spores.";
- mes "You need to bring 5 Poison Spores.";
- close;
- }
- mes "[Spike]";
- mes "Are you looking for a job?";
- mes "We always have lots of work to do.";
- next;
- mes "[Spike]";
- mes "Why don't you look around and find some interesting tasks?.";
- close;
-}
diff --git a/npc/quests/eden/26-40.txt b/npc/quests/eden/26-40.txt
deleted file mode 100644
index cdb9fbadc..000000000
--- a/npc/quests/eden/26-40.txt
+++ /dev/null
@@ -1,1430 +0,0 @@
-//===== rAthena Script =======================================
-// Eden Group Quests - Mission [26 - 40]
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.1
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= Repetable Quests for Players between Baselevel 25 - 41 .
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//= 1.1 Some little optimization here and there. [Masao]
-//============================================================
-
-moc_para01,38,38,3 script Mission [26 - 40] 857,{
- if (countitem(6219) > 0) {
- mes "[26 ~ 40 Lv. Mission Board]";
- mes "- Many missions are -";
- mes "- on the bulletin board. -";
- next;
- if ((BaseLevel > 25) && (BaseLevel < 41)) {
- set .@checkquest1,checkquest(8266);
- set .@checkquest2,checkquest(8267);
- set .@checkquest3,checkquest(8268);
- set .@checkquest4,checkquest(8269);
- set .@checkquest5,checkquest(8270);
- set .@checkquest6,checkquest(8271);
- set .@checkquest7,checkquest(8272);
- set .@checkquest8,checkquest(8273);
- set .@checkquest9,checkquest(8274);
- set .@checkquest10,checkquest(8275);
- set .@checkquest11,checkquest(8276);
- set .@checkquest12,checkquest(8277);
- set .@checkquest13,checkquest(8278);
- set .@checkquest14,checkquest(8279);
- switch (select("Hunting Mission:Delivery Mission:Gathering Mission:Escort Mission")) {
- case 1:
- mes "[26 ~ 40 Lv. Hunting Mission Board]";
- mes "- Hunting Mission details -";
- mes "- are on the board. -";
- next;
- switch (select("Hunting Poison Spore:Hunting Smokie:Hunting Elder Willow(Above Lv.30):Hunting Coco(Above Lv.35):Hunting Thara Frog(Above Lv.38)")) {
- case 1:
- mes "[Hunting Poison Spore]";
- mes "Client : Sponiac";
- mes "Client Location : Geffen";
- mes "Requested Mission : Hunt 10 Poison Spores";
- mes " ";
- mes " ";
- mes "Will you accept this mission?";
- next;
- switch (select("No, I won't accept it.:Yes, I will accept it.")) {
- case 1:
- mes "You have declined the Hunting Poison Spore mission.";
- close;
- case 2:
- if (.@checkquest1 == -1 || .@checkquest1 == 0 || .@checkquest1 == 2) {
- setquest 8266;
- mes "You have accepted the Hunting Poison Spore mission.";
- mes "You can get a reward from the client after you finish the mission.";
- next;
- mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
- close;
- }
- mes "You are already doing this mission.";
- mes "You can get a reward from the client after you finish the mission.";
- next;
- mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
- close;
- }
- case 2:
- mes "[Hunting Smokie]";
- mes "Client : Sponiac";
- mes "Client Location : Geffen";
- mes "Requested Mission : Hunt 10 Smokies";
- mes " ";
- mes "Will you accept this mission?";
- next;
- switch (select("No, I won't accept it.:Yes, I will accept it.")) {
- case 1:
- mes "You have declined the Hunting Smokie mission.";
- close;
- case 2:
- if (.@checkquest2 == -1 || .@checkquest2 == 0 || .@checkquest2 == 2) {
- setquest 8267;
- mes "You have accepted the Hunting Smokie mission.";
- mes "You can get a reward from the client after you finish the mission.";
- next;
- mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
- close;
- }
- mes "You are already doing this mission.";
- mes "You can get a reward from the client after you finish the mission.";
- next;
- mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
- close;
- }
- case 3:
- if (BaseLevel < 30) {
- mes "Your level doesn't meet the requirements. You can't take the 'Hunting Elder Willow' mission.";
- close;
- }
- mes "[Hunting Elder Willow !!]";
- mes "Client : Sponiac";
- mes "Client Location : Geffen";
- mes "Requested Mission : Hunt 10 Elder Willows";
- mes " ";
- mes "Will you accept this mission?";
- next;
- switch (select("No, I won't accept it.:Yes, I will accept it.")) {
- case 1:
- mes "You have declined the Hunting Elder Willow mission.";
- close;
- case 2:
- if (.@checkquest3 == -1 || .@checkquest3 == 0 || .@checkquest3 == 2) {
- setquest 8268;
- mes "You have accepted the Hunting Elder Willow mission.";
- mes "You can get a reward from the client after you finish the mission.";
- next;
- mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
- close;
- }
- mes "You are already doing this mission.";
- mes "You can get a reward from the client after you finish the mission.";
- next;
- mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
- close;
- }
- case 4:
- if (BaseLevel < 35) {
- mes "Your level doesn't meet the requirements. You can't take the 'Hunting Coco' mission.";
- close;
- }
- mes "[Hunting Coco !!]";
- mes "Client : Sponiac";
- mes "Client Location : Geffen";
- mes "Requested Mission : Hunt 10 Coco's.";
- mes " ";
- mes "Will you accept this mission?";
- next;
- switch (select("No, I won't accept it.:Yes, I will accept it.")) {
- case 1:
- mes "You have declined the Hunting Coco mission.";
- close;
- case 2:
- if (.@checkquest4 || .@checkquest4 == 0 || .@checkquest4 == 2) {
- setquest 8269;
- mes "You have accepted the Hunting Coco mission.";
- mes "You can get a reward from the client after you finish the mission.";
- next;
- mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
- close;
- }
- mes "You are already doing this mission.";
- mes "You can get a reward from the client after you finish the mission.";
- next;
- mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
- close;
- }
- case 5:
- if (BaseLevel < 38) {
- mes "Your level doesn't meet the requirements. You can't take the 'Hunting Thara Frog' mission.";
- close;
- }
- mes "[Hunting Thara Frog !!]";
- mes "Client : Sponiac";
- mes "Client Location : Geffen";
- mes "Requested Mission : Hunt 10 Thara Frogs.";
- mes " ";
- mes "Will you accept this mission?";
- next;
- switch (select("No, I won't accept it.:Yes, I will accept it.")) {
- case 1:
- mes "You have declined the Hunting Thara Frog mission.";
- close;
- case 2:
- if (.@checkquest5 == -1 || .@checkquest5 == 0 || .@checkquest5 == 2) {
- setquest 8270;
- mes "You have accepted the Hunting Thara Frog mission.";
- mes "You can get a reward from the client after you finish the mission.";
- next;
- mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
- close;
- }
- mes "You are already doing this mission.";
- mes "You can get a reward from the client after you finish the mission.";
- next;
- mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
- close;
- }
- }
- case 2:
- mes "[26 ~ 40 Lv. Delivery Mission Board]";
- mes "- Delivery Mission details -";
- mes "- are on the board. -";
- next;
- switch (select("Deliver an Insecticide:Deliver Honey:Deliver Blanket(Above Lv.35)")) {
- case 1:
- mes "[Deliver an Insecticide !!]";
- mes "Client : Dieshin Man";
- mes "Client Location : Morroc Ruins";
- mes "Requested Mission : Get an 'Insecticide' from Dieshin Man and deliver it south east of Payon";
- mes " ";
- mes "Will you accept this mission?";
- next;
- switch (select("No, I won't accept it.:Yes, I will accept it.")) {
- case 1:
- mes "You have declined the Deliver an Insecticide mission.";
- close;
- case 2:
- if (.@checkquest6 == -1 || .@checkquest6 == 0 || .@checkquest6 == 2) {
- setquest 8271;
- mes "You have accepted the Deliver an Insecticide mission.";
- mes "Please obtain the delivery box from the client first.";
- next;
- mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
- close;
- }
- mes "You are already doing this mission.";
- mes "Please obtain the delivery box from the client first.";
- next;
- mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
- close;
- }
- case 2:
- mes "[Deliver Honey !!]";
- mes "Client : Dieshin Man";
- mes "Client Location : Morroc Ruins";
- mes "Requested Mission : Get 'Honey' from Dieshin Man and deliver it west of St. Capitolina Abbey";
- mes " ";
- mes "Will you accept this mission?";
- next;
- switch (select("No, I won't accept it.:Yes, I will accept it.")) {
- case 1:
- mes "You have declined the Deliver Honey mission.";
- close;
- case 2:
- if (.@checkquest7 == -1 || .@checkquest7 == 0 || .@checkquest7 == 2) {
- setquest 8272;
- mes "You have accepted the Deliver Honey mission.";
- mes "Please obtain the delivery box from the client first.";
- next;
- mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
- close;
- }
- mes "You are already doing this mission.";
- mes "Please obtain the delivery box from the client first.";
- next;
- mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
- close;
- }
- case 3:
- if (BaseLevel < 35) {
- mes "Your level doesn't meet the requirements. You can't take the 'Deliver Blanket' mission.";
- close;
- }
- mes "[Deliver Blanket !!]";
- mes "Client : Dieshin Man";
- mes "Client Location : Morroc Ruins";
- mes "Requested Mission : Get Blankets from Dieshin Man and deliver to the field south of Lutie";
- mes " ";
- mes "Will you accept this mission?";
- next;
- switch (select("No, I won't accept it.:Yes, I will accept it.")) {
- case 1:
- mes "You have declined the Deliver Blanket mission.";
- close;
- case 2:
- if (.@checkquest8 == -1 || .@checkquest8 == 0 || .@checkquest8 == 2) {
- setquest 8273;
- mes "You have accepted the Deliver Blanket mission.";
- mes "Please obtain the delivery box from the client first.";
- next;
- mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
- close;
- }
- mes "You are already doing this mission.";
- mes "Please obtain the delivery box from the client first.";
- next;
- mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
- close;
- }
- }
- case 3:
- mes "[26 ~ 40 Lv. Gathering Mission Board]";
- mes "- Gathering Mission details -";
- mes "- are on the board. -";
- next;
- switch (select("Gather Bones:Gather Animal Skins:Gather Peelings(Above Lv.30):Gather Tails(Above Lv.32):Gather Cookies(Above Lv.35):Gather Mustaches(Above Lv.35)")) {
- case 1:
- mes "[Gather Bones !!]";
- mes "Client : Dashia";
- mes "Client Location : Payon";
- mes "Requested Mission : Gather '10 Skel-Bones' and give them to Dashia";
- mes " ";
- mes "Will you accept this mission?";
- next;
- switch (select("No, I won't accept it.:Yes, I will accept it.")) {
- case 1:
- mes "You have declined the Gather Bones mission.";
- close;
- case 2:
- if (.@checkquest9 == -1 || .@checkquest9 == 0 || .@checkquest9 == 2) {
- setquest 8274;
- mes "You have accepted the Gather Bones mission.";
- mes "You can get a reward from the client after you finish the mission.";
- next;
- mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
- close;
- }
- mes "You are already doing this mission.";
- mes "You can get a reward from the client after you finish the mission.";
- next;
- mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
- close;
- }
- case 2:
- mes "[Gather Animal Skins !!]";
- mes "Client : Dashia";
- mes "Client Location : Payon";
- mes "Requested Mission : Gather '10 Bear's Footskins' and '5 Animal Skins' and give them to Dashia";
- mes " ";
- mes "Will you accept this mission?";
- next;
- switch (select("No, I won't accept it.:Yes, I will accept it.")) {
- case 1:
- mes "You have declined the Gather Animal Skins mission.";
- close;
- case 2:
- if (.@checkquest10 == -1 || .@checkquest10 == 0 || .@checkquest10 == 2) {
- setquest 8275;
- mes "You have accepted the Gather Animal Skins mission.";
- mes "You can get a reward from the client after you finish the mission.";
- next;
- mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
- close;
- }
- mes "You are already doing this mission.";
- mes "You can get a reward from the client after you finish the mission.";
- next;
- mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
- close;
- }
- case 3:
- if (BaseLevel < 30) {
- mes "Your level doesn't meet the requirements. You can't take the 'Gather Peelings' mission.";
- close;
- }
- mes "[Gather Peelings !!]";
- mes "Client : Dashia";
- mes "Client Location : Payon";
- mes "Requested Mission : Gather '20 Worm Peelings' and '20 Garlets' and give them to Dashia";
- mes " ";
- mes "Will you accept this mission?";
- next;
- switch (select("No, I won't accept it.:Yes, I will accept it.")) {
- case 1:
- mes "You have declined the Gather Peelings mission.";
- close;
- case 2:
- if (.@checkquest11 == -1 || .@checkquest11 == 0 || .@checkquest11 == 2) {
- setquest 8276;
- mes "You have accepted the Gather Peelings mission.";
- mes "You can get a reward from the client after you finish the mission.";
- next;
- mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
- close;
- }
- mes "You are already doing this mission.";
- mes "You can get a reward from the client after you finish the mission.";
- next;
- mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
- close;
- }
- case 4:
- if (BaseLevel < 32) {
- mes "Your level doesn't meet the requirements. You can't take the 'Gather Tails' mission.";
- close;
- }
- mes "[Gather Tails !!]";
- mes "Client : Dashia";
- mes "Client Location : Payon";
- mes "Requested Mission : Gather '10 Yoyo Tails', '10 Acorns' and '10 Raccon Leafs' and give them to Dashia";
- mes " ";
- mes "Will you accept this mission?";
- next;
- switch (select("No, I won't accept it.:Yes, I will accept it.")) {
- case 1:
- mes "You have declined the Gather Tails mission.";
- close;
- case 2:
- if (.@checkquest12 == -1 || .@checkquest12 == 0 || .@checkquest12 == 2) {
- setquest 8277;
- mes "You have accepted the Gather Tails mission.";
- mes "You can get a reward from the client after you finish the mission.";
- next;
- mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
- close;
- }
- mes "You are already doing this mission.";
- mes "You can get a reward from the client after you finish the mission.";
- next;
- mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
- close;
- }
- case 5:
- if (BaseLevel < 35) {
- mes "Your level doesn't meet the requirements. You can't take the 'Gather Cookies' mission.";
- close;
- }
- mes "[Gather Cookies !!]";
- mes "Client : Dashia";
- mes "Client Location : Payon";
- mes "Requested Mission : Gather '5 Well-baked Cookies' and '1 Piece of Cake' and give them to Dashia";
- mes " ";
- mes "Will you accept this mission?";
- next;
- switch (select("No, I won't accept it.:Yes, I will accept it.")) {
- case 1:
- mes "You have declined the Gather Cookies mission.";
- close;
- case 2:
- if (.@checkquest13 == -1 || .@checkquest13 == 0 || .@checkquest13 == 2) {
- setquest 8278;
- mes "You have accepted the Gather Cookies mission.";
- mes "You can get a reward from the client after you finish the mission.";
- next;
- mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
- close;
- }
- mes "You are already doing this mission.";
- mes "You can get a reward from the client after you finish the mission.";
- next;
- mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
- close;
- }
- case 6:
- if (BaseLevel < 35) {
- mes "Your level doesn't meet the requirements. You can't take the 'Gather Mustaches' mission.";
- close;
- }
- mes "[Gather Mustaches !!]";
- mes "Client : Dashia";
- mes "Client Location : Payon";
- mes "Requested Mission : Gather '5 Mole Whiskers' and '3 Mole Claws' and give them to Dashia";
- mes " ";
- mes "Will you accept this mission?";
- next;
- switch (select("No, I won't accept it.:Yes, I will accept it.")) {
- case 1:
- mes "You have declined the Gather Mustaches mission.";
- close;
- case 2:
- if (.@checkquest14 == -1 || .@checkquest14 == 0 || .@checkquest14 == 2) {
- setquest 8279;
- mes "You have accepted the Gather Mustaches mission.";
- mes "You can get a reward from the client after you finish the mission.";
- next;
- mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
- close;
- }
- mes "You are already doing this mission.";
- mes "You can get a reward from the client after you finish the mission.";
- next;
- mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
- close;
- }
- }
- case 4:
- mes "[26 ~ 40 Lv. Escort Mission Board]";
- mes "There are currently no Escort Missions registered on the board.";
- close;
- }
- }
- mes "Your level is not qualified. You can not use the bulletin board.";
- close;
- }
- mes "You are not a qualified member. You can not use the bulletin board.";
- close;
-}
-
-geffen,103,42,5 script Sponiac 99,{
-
- if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 3500) {
- mes "[Sponiac]";
- mes "Why are you carrying too many items?";
- mes "Are you in a training course or something?";
- close;
- }
- mes "[Sponiac]";
- mes "Lu~lu~lu~lu~";
- mes "Lu~ Huh?";
- next;
- mes "[Sponiac]";
- mes "Wow, you must be a beginner, right?";
- mes "What an innocent face! Ha~ hahaha.";
- emotion e_gg;
- next;
- mes "[Sponiac]";
- mes "Why don't you do some hunting outside instead of walking around and wasting your time?";
- next;
- switch (select("I am about to leave now.:I've got a Hunting Mission.")) {
- case 1:
- mes "[Sponiac]";
- mes "Oh, well. Then, go figure.";
- mes "Bye~ bye.";
- close;
- case 2:
- break;
- }
- set .@checkquest,checkquest(8266);
- set .@checkquest2,checkquest(8267);
- set .@checkquest3,checkquest(8268);
- set .@checkquest4,checkquest(8269);
- set .@checkquest5,checkquest(8270);
- mes "[Sponiac]";
- mes "Oh, you are from the Eden Group?";
- mes "What mission do you have?";
- next;
- switch (select("Hunting Poison Spore:Hunting Smokie:Hunting Elder Willow:Hunting Coco:Hunting Thara Frog")) {
- case 1:
- if (.@checkquest == 0) {
- mes "[Sponiac]";
- mes "Huh? Are you sure? Something is wrong...";
- next;
- mes "[Sponiac]";
- mes "It is weird.";
- mes "Please check your Quest Window by pressing 'alt + u'.";
- close;
- }
- if (.@checkquest == 1) {
- if (checkquest(8266,HUNTING) == 2) {
- mes "[Sponiac]";
- mes "Hunting Poison Spore!";
- mes "Wow, I didn't expect you would do that mission. I was just about to give up. But you did good job. I appreciate it!";
- next;
- mes "[Sponiac]";
- mes "Well, I requested the mission and you did an excellent job.";
- mes "I will give you a reward as I promised.";
- next;
- mes "[Sponiac]";
- mes "Here it is. Thank you very much. God bless you!";
- getitem 569,100; //Novice_Potion
- getexp 1000,0;
- erasequest 8266;
- close;
- }
- mes "[Sponiac]";
- mes "Oh, you are right.";
- next;
- mes "[Sponiac]";
- mes "But, you haven't done the mission yet. Why did you come to me now? You haven't completed the mission!";
- mes "I will give you a reward if you complete the mission. Ok? Are we good?";
- next;
- mes "[Sponiac]";
- mes "You can find Poison Spores on the Geffen Dungeon 1F or northeast of Prontera. There are other spots but I'll leave it up to you to find out.";
- mes "You can check the world map by pressing 'ctrl + ~' key.";
- next;
- mes "[Sponiac]";
- mes "Anyway, I will be here waiting for you. Please come back when you finish the mission!";
- close;
- }
- mes "[Sponiac]";
- mes "Huh? Are you sure? Something is wrong...";
- next;
- mes "[Sponiac]";
- mes "It is weird.";
- mes "Please check your Quest Window by pressing 'alt + u'.";
- close;
- case 2:
- if (.@checkquest2 == 0) {
- mes "[Sponiac]";
- mes "Huh? Are you sure? Something is wrong...";
- next;
- mes "[Sponiac]";
- mes "It is weird.";
- mes "Please check your Quest Window by pressing 'alt + u'.";
- close;
- }
- if (.@checkquest2 == 1) {
- if (checkquest(8267,HUNTING) == 2) {
- mes "[Sponiac]";
- mes "Hunting Smokie!";
- mes "Wow, I didn't expect you would do that mission. I was just about to give up. But you did good job. I appreciate it!";
- next;
- mes "[Sponiac]";
- mes "Well, I requested the mission and you did an excellent job.";
- mes "I will give you a reward as I promised.";
- next;
- mes "[Sponiac]";
- mes "Here it is. Thank you very much. God bless you!";
- getitem 569,100; //Novice_Potion
- getexp 1000,0;
- erasequest 8267;
- close;
- }
- mes "[Sponiac]";
- mes "Oh, you are right.";
- next;
- mes "[Sponiac]";
- mes "But, you haven't done the mission yet. Why did you come to me now? You haven't completed the mission!";
- mes "I will give you a reward if you complete the mission. Ok? Are we good?";
- next;
- mes "[Sponiac]";
- mes "You can find Smokies northeast and northwest of Geffen. Oh, also the field east of Ayotaya is good spot to find them.";
- mes "You can check the world map by pressing 'ctrl + ~' key.";
- next;
- mes "[Sponiac]";
- mes "Anyway, I will be here waiting for you. Please come back when you finish the mission!";
- close;
- }
- mes "[Sponiac]";
- mes "Huh? Are you sure? Something is wrong...";
- next;
- mes "[Sponiac]";
- mes "It is weird.";
- mes "Please check your Quest Window by pressing 'alt + u'.";
- close;
- case 3:
- if (.@checkquest3 == 0) {
- mes "[Sponiac]";
- mes "Huh? Are you sure? Something is wrong...";
- next;
- mes "[Sponiac]";
- mes "It is weird.";
- mes "Please check your Quest Window by pressing 'alt + u'.";
- close;
- }
- if (.@checkquest3 == 1) {
- if (checkquest(8268,HUNTING) == 2) {
- mes "[Sponiac]";
- mes "Hunting Elder Willow!";
- mes "Wow, I didn't expect you would do that mission. I was just about to give up. But you did good job. I appreciate it!";
- next;
- mes "[Sponiac]";
- mes "Well, I requested the mission and you did an excellent job.";
- mes "I will give you a reward as I promised.";
- next;
- mes "[Sponiac]";
- mes "Here it is. Thank you very much. God bless you!";
- getitem 569,110; //Novice_Potion
- getexp 1000,100;
- erasequest 8268;
- close;
- }
- mes "[Sponiac]";
- mes "Oh, you are right.";
- next;
- mes "[Sponiac]";
- mes "But, you haven't done the mission yet. Why did you come to me now? You haven't completed the mission!";
- mes "I will give you a reward if you complete the mission. Ok? Are we good?";
- next;
- mes "[Sponiac]";
- mes "You can find Elder Willows northeast of Geffen, east of payon and southwest of Prontera.";
- mes "You can check the world map by pressing 'ctrl + ~' key.";
- next;
- mes "[Sponiac]";
- mes "Anyway, I will be here waiting for you. Please come back when you finish the mission!";
- close;
- }
- mes "[Sponiac]";
- mes "Huh? Are you sure? Something is wrong...";
- next;
- mes "[Sponiac]";
- mes "It is weird.";
- mes "Please check your Quest Window by pressing 'alt + u'.";
- close;
- case 4:
- if (.@checkquest4 == 0) {
- mes "[Sponiac]";
- mes "Huh? Are you sure? Something is wrong...";
- next;
- mes "[Sponiac]";
- mes "It is weird.";
- mes "Please check your Quest Window by pressing 'alt + u'.";
- close;
- }
- if (.@checkquest4 == 1) {
- if (checkquest(8269,HUNTING) == 2) {
- mes "[Sponiac]";
- mes "Hunting Coco!";
- mes "Wow, I didn't expect you would do that mission. I was just about to give up. But you did good job. I appreciate it!";
- next;
- mes "[Sponiac]";
- mes "Well, I requested the mission and you did an excellent job.";
- mes "I will give you a reward as I promised.";
- next;
- mes "[Sponiac]";
- mes "Here it is. Thank you very much. God bless you!";
- getitem 569,150; //Novice_Potion
- getexp 1000,200;
- erasequest 8269;
- close;
- }
- mes "[Sponiac]";
- mes "Oh, you are right.";
- next;
- mes "[Sponiac]";
- mes "But, you haven't done the mission yet. Why did you come to me now? You haven't completed the mission!";
- mes "I will give you a reward if you complete the mission. Ok? Are we good?";
- next;
- mes "[Sponiac]";
- mes "You can find Coco's around the east of Payon, southwest of Prontera and the field east of Ayotaya.";
- mes "You can check the world map by pressing 'ctrl + ~' key.";
- next;
- mes "[Sponiac]";
- mes "Anyway, I will be here waiting for you. Please come back when you finish the mission!";
- close;
- }
- mes "[Sponiac]";
- mes "Huh? Are you sure? Something is wrong...";
- next;
- mes "[Sponiac]";
- mes "It is weird.";
- mes "Please check your Quest Window by pressing 'alt + u'.";
- close;
- case 5:
- if (.@checkquest5 == 0) {
- mes "[Sponiac]";
- mes "Huh? Are you sure? Something is wrong...";
- next;
- mes "[Sponiac]";
- mes "It is weird.";
- mes "Please check your Quest Window by pressing 'alt + u'.";
- close;
- }
- if (.@checkquest5 == 1) {
- if (checkquest(8270,HUNTING) == 2) {
- mes "[Sponiac]";
- mes "Hunting Thara Frog!";
- mes "Wow, I didn't expect you would do that mission. I was just about to give up. But you did good job. I appreciate it!";
- next;
- mes "[Sponiac]";
- mes "Well, I requested the mission and you did an excellent job.";
- mes "I will give you a reward as I promised.";
- next;
- mes "[Sponiac]";
- mes "Here it is. Thank you very much. God bless you!";
- getitem 569,200; //Novice_Potion
- getexp 1500,300;
- erasequest 8270;
- close;
- }
- mes "[Sponiac]";
- mes "Oh, you are right.";
- next;
- mes "[Sponiac]";
- mes "But, you haven't done the mission yet. Why did you come to me now? You haven't completed the mission!";
- mes "I will give you a reward if you complete the mission. Ok? Are we good?";
- next;
- mes "[Sponiac]";
- mes "You can find Thara Frogs in the Cave east of Comodo or on Turtle Island.";
- mes "You can check the world map by pressing 'ctrl + ~' key.";
- next;
- mes "[Sponiac]";
- mes "Anyway, I will be here waiting for you. Please come back when you finish the mission!";
- close;
- }
- mes "[Sponiac]";
- mes "Huh? Are you sure? Something is wrong...";
- next;
- mes "[Sponiac]";
- mes "It is weird.";
- mes "Please check your Quest Window by pressing 'alt + u'.";
- close;
- }
-}
-
-moc_ruins,173,55,3 script Dieshin Man 89,{
-
- if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 3500) {
- mes "[Dieshin Man]";
- mes "Why are you carrying too many items?";
- mes "Are you in a training course or something?";
- close;
- }
- mes "[Dieshin Man]";
- mes "Hu hu~~ we are delivery men~";
- mes "We are faster than any flight~!";
- next;
- mes "[Dieshin Man]";
- mes "Welcome~ welcome!";
- mes "We are the fastest delivery company, Dieshin Corperation.";
- next;
- mes "[Dieshin Man]";
- mes "How can I help you?";
- next;
- switch (select("I don't need help.:I've got a Delivery Mission.")) {
- case 1:
- mes "[Dieshin Man]";
- mes "Oh, well. Then, go figure. Bye~!";
- close;
- case 2:
- break;
- }
- set .@checkquest,checkquest(8271);
- set .@checkquest2,checkquest(8272);
- set .@checkquest3,checkquest(8273);
- mes "[Dieshin Man]";
- mes "Oh, you are from the Eden Group?";
- mes "What mission do you have?";
- next;
- switch (select("Deliver an Insecticide.:Deliver Honey.:Deliver Blankets.")) {
- case 1:
- if (.@checkquest == -1 || .@checkquest == 0 || .@checkquest == 2) {
- mes "[Dieshin Man]";
- mes "Huh? Are you sure? Something is wrong...";
- next;
- mes "[Dieshin Man]";
- mes "It is weird.";
- mes "Please check your Quest Window by pressing 'alt + u'.";
- close;
- }
- if (countitem(6218) > 0) {
- mes "[Dieshin Man]";
- mes "Wait, but you already have a delivery box.";
- next;
- mes "[Dieshin Man]";
- mes "We can't allow you to deliver two boxes at once. So, please finish your delivery first.";
- next;
- mes "[Dieshin Man]";
- mes "If you forgot where to deliver, then please check Quest Window by pressing 'alt + u'.";
- close;
- }
- mes "[Dieshin Man]";
- mes "Ah ha! I got it!";
- mes "The insecticide? It must be the Zoologist on the southeast of Payon who ordered the Insecticide.";
- next;
- mes "[Dieshin Man]";
- mes "Dieshin's cooperation motive is to give the fastest and credited delivery. So please deliver it now without any delay.";
- next;
- mes "[Dieshin Man]";
- mes "If you forgot where to make the delivery, then please check the Quest Window by pressing 'alt + u'.";
- getitem 6218,1; //Disin_Delivery_Box
- close;
- case 2:
- if (.@checkquest2 == -1 || .@checkquest2 == 0 || .@checkquest2 == 2) {
- mes "[Dieshin Man]";
- mes "Huh? Are you sure? Something is wrong...";
- next;
- mes "[Dieshin Man]";
- mes "It is weird.";
- mes "Please check your Quest Window by pressing 'alt + u'.";
- close;
- }
- if (countitem(6218) > 0) {
- mes "[Dieshin Man]";
- mes "Wait, but you already have a delivery box.";
- next;
- mes "[Dieshin Man]";
- mes "We can't allow you to deliver two boxes at once. So, please finish your delivery first.";
- next;
- mes "[Dieshin Man]";
- mes "If you forgot where to deliver, then please check Quest Window by pressing 'alt + u'.";
- close;
- }
- mes "[Dieshin Man]";
- mes "Ah ha! I got it!";
- mes "Honey? It must be the Entomologist at the west of St. Capitolina Abbey, wich is northeast of Prontera who ordered the Honey.";
- next;
- mes "[Dieshin Man]";
- mes "Dieshin's cooperation motive is to give the fastest and credited delivery. So please deliver it now without any delay.";
- next;
- mes "[Dieshin Man]";
- mes "If you forgot where to make the delivery, then please check the Quest Window by pressing 'alt + u'.";
- getitem 6218,1; //Disin_Delivery_Box
- close;
- case 3:
- if (.@checkquest3 == -1 || .@checkquest3 == 0 || .@checkquest3 == 2) {
- mes "[Dieshin Man]";
- mes "Huh? Are you sure? Something is wrong...";
- next;
- mes "[Dieshin Man]";
- mes "It is weird.";
- mes "Please check your Quest Window by pressing 'alt + u'.";
- close;
- }
- if (countitem(6218) > 0) {
- mes "[Dieshin Man]";
- mes "Wait, but you already have a delivery box.";
- next;
- mes "[Dieshin Man]";
- mes "We can't allow you to deliver two boxes at once. So, please finish your delivery first.";
- next;
- mes "[Dieshin Man]";
- mes "If you forgot where to deliver, then please check Quest Window by pressing 'alt + u'.";
- close;
- }
- mes "[Dieshin Man]";
- mes "Oh, Right!";
- mes "The blankets! It must be the biologist in the south of Lutie field who ordered the blankets.";
- next;
- mes "[Dieshin Man]";
- mes "You can can go to Lutie by asking Mr. Claus in the northeastern part of Al De Baran.";
- next;
- mes "[Dieshin Man]";
- mes "Dieshin's cooperation motive is to give the fastest and credited delivery. So please deliver it now without any delay.";
- next;
- mes "[Dieshin Man]";
- mes "If you forgot where to make the delivery, then please check the Quest Window by pressing 'alt + u'.";
- getitem 6218,1; //Disin_Delivery_Box
- close;
- }
-}
-
-pay_fild07,83,89,7 script Zoologist 89,{
-
- if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 3500) {
- mes "[Zoologist]";
- mes "Why are you carrying too many items?";
- mes "Are you in a training course or something?";
- close;
- }
- mes "[Zoologist]";
- mes "Have you heard of a monster named Bigfoot?";
- mes "It looks like a bear with red fur and has a 'X' shape scar on his shoulder.";
- next;
- mes "[Zoologist]";
- mes "According to the recent research, flies and Bigfoot monsters have a symbiotic relationship.";
- next;
- mes "[Zoologist]";
- mes "I am currently studying about it and try to prove the theory. So I plan to kill the flies around Bigfoot and observe his reaction.";
- next;
- switch (select("...I am not interested.:Here is the Insecticide.")) {
- case 1:
- mes "[Zoologist]";
- mes "Oh, I need an Insecticide to continue the study.";
- close;
- case 2:
- set .@checkquest,checkquest(8271);
- if (.@checkquest == -1 || .@checkquest == 0 || .@checkquest == 2) {
- mes "[Zoologist]";
- mes "Huh?";
- mes "You are not Dieshin's delivery man?";
- next;
- mes "[Zoologist]";
- mes "I am waiting for a special delivery.";
- close;
- }
- if (countitem(6218) > 0) {
- mes "[Zoologist]";
- mes "Oh ho! Yes! That one!";
- next;
- mes "[Zoologist]";
- mes "That is the Insecticide that I ordered! You were sent by Dieshin right?";
- next;
- mes "[Zoologist]";
- mes "I have been waiting for this!";
- mes "Give it to me!";
- next;
- mes "[Zoologist]";
- mes "It arrived much faster than I thought. I want to test it right away!";
- next;
- mes "[Zoologist]";
- mes "Well done. Good Job! Thank you so much! Here is a little gift for you.";
- delitem 6218,1; //Disin_Delivery_Box
- erasequest 8271;
- getitem 569,100; //Novice_Potion
- getexp 1000,0;
- close;
- }
- mes "[Zoologist]";
- mes "I appreciate your kindness.";
- mes "But, what did you bring?";
- next;
- mes "[Zoologist]";
- mes "Hmm, I thought that Dieshin was fast and accurate, but you brought me an empty box. How disappointing.";
- next;
- mes "[Zoologist]";
- mes "Please bring my order. Dieshin will give you my product.";
- close;
- }
-}
-
-prt_fild03,30,254,3 script Entomologist 83,{
-
- if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 3500) {
- mes "[Entomologist]";
- mes "Why are you carrying too many items?";
- mes "Are you in a training course or something?";
- close;
- }
- mes "[Entomologist]";
- mes "Have you heard about the Horn monster?";
- mes "It's shaped like an insect with black sleek skin and it has a giant horn it's head.";
- next;
- mes "[Entomologist]";
- mes "Recent research came out and showed that this monster can be tamed and trained by Honey.";
- next;
- mes "[Entomologist]";
- mes "I am currently studying about it and trying to prove the theory. So I plan to set a Honey trap on the places he usually passes and observe his reaction.";
- next;
- switch (select("...I am not interested.:Here is the Honey.")) {
- case 1:
- mes "[Entomologist]";
- mes "Oh, I need Honey to continue the study.";
- close;
- case 2:
- set .@checkquest,checkquest(8272);
- if (.@checkquest == -1 || .@checkquest == 0 || .@checkquest == 2) {
- mes "[Entomologist]";
- mes "Huh?";
- mes "You are not Dieshin's delivery man?";
- next;
- mes "[Entomologist]";
- mes "I am waiting for a special delivery.";
- close;
- }
- if (countitem(6218) > 0) {
- mes "[Entomologist]";
- mes "Oh ho! Yes! That one!";
- next;
- mes "[Entomologist]";
- mes "That is the Honey that I ordered! You were sent by Dieshin right?";
- next;
- mes "[Entomologist]";
- mes "I have been waiting for this!";
- mes "Give it to me!";
- next;
- mes "[Entomologist]";
- mes "It arrived much faster than I thought. I want to test it right away!";
- next;
- mes "[Entomologist]";
- mes "Well done. Good Job! Thank you so much! Here is a little gift for you.";
- delitem 6218,1; //Disin_Delivery_Box
- erasequest 8272;
- getitem 569,100; //Novice_Potion
- getexp 1000,0;
- close;
- }
- mes "[Entomologist]";
- mes "I appreciate your kindness.";
- mes "But, what did you bring?";
- next;
- mes "[Entomologist]";
- mes "Hmm, I thought that Dieshin was fast and accurate, but you brought me an empty box. How disappointing.";
- next;
- mes "[Entomologist]";
- mes "Please bring my order. Dieshin will give you my product.";
- close;
- }
-}
-
-xmas_fild01,92,57,3 script Biologist 97,{
-
- if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 3500) {
- mes "[Biologist]";
- mes "Why are you carrying too many items?";
- mes "Are you in a training course or something?";
- close;
- }
- mes "[Biologist]";
- mes "Have you heard about the Marin monster?";
- mes "It does look like the usual poring, but it has unique characteristic.";
- next;
- mes "[Biologist]";
- mes "Porings steal items if they see them on the ground. However, Marin has no interest in dropped items. So I was wondering, how come Marin doesn't pay attention to gathering items even though they are the same kind of monster as Porings.";
- next;
- mes "[Biologist]";
- mes "But, this place is freaking cold.";
- next;
- switch (select("...I am not interested.:Here are the blankets.")) {
- case 1:
- mes "[Biologist]";
- mes "Huh, whatever. But be careful! It's very slippery here.";
- close;
- case 2:
- set .@checkquest,checkquest(8273);
- if (.@checkquest == -1 || .@checkquest == 0 || .@checkquest == 2) {
- mes "[Biologist]";
- mes "Huh?";
- mes "You are not Dieshin's delivery man?";
- next;
- mes "[Biologist]";
- mes "I am waiting for a special delivery.";
- close;
- }
- if (countitem(6218) > 0) {
- mes "[Biologist]";
- mes "Oh ho! Yes! That one!";
- next;
- mes "[Biologist]";
- mes "Those are the Blankets that I ordered! You were sent by Dieshin right?";
- next;
- mes "[Biologist]";
- mes "I have been waiting for this!";
- mes "Give it to me!";
- next;
- mes "[Biologist]";
- mes "It arrived much faster than I thought. I want to test them right away!";
- next;
- mes "[Biologist]";
- mes "Well done. Good Job! Thank you so much! Here is a little gift for you.";
- delitem 6218,1; //Disin_Delivery_Box
- erasequest 8273;
- getitem 569,100; //Novice_Potion
- getexp 1000,0;
- close;
- }
- mes "[Biologist]";
- mes "I appreciate your kindness.";
- mes "But, what did you bring?";
- next;
- mes "[Biologist]";
- mes "Hmm, I thought that Dieshin was fast and accurate, but you brought me an empty box. How disappointing.";
- next;
- mes "[Biologist]";
- mes "Please bring my order. Dieshin will give you my product.";
- close;
- }
-}
-
-payon,179,66,3 script Dashia 931,{
-
- if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 3500) {
- mes "[Dashia]";
- mes "Why are you carrying too many items?";
- mes "Are you in a training course or something?";
- close;
- }
- mes "[Dashia]";
- mes "Here is some hair~ a broken clock~!";
- next;
- mes "[Dashia]";
- mes "Broken clock..? Hu hu..";
- next;
- mes "[Dashia]";
- mes "Hey~! Dude! You look like a very rich adventurer.";
- next;
- switch (select("I am a poor adventurer.:I have a gathering mission.")) {
- case 1:
- mes "[Dashia]";
- mes "Really? Hmm, oh right. You don't look sophisticated.";
- next;
- mes "[Dashia]";
- mes "You are a poor adventurer~! Good luck!";
- close;
- case 2:
- break;
- }
- mes "[Dashia]";
- mes "Oh, you are from the Eden Group?";
- mes "What mission do you have?";
- next;
- switch (select("gather Bones:Gather Animal Skin:Gather Peelings:Gather Tails:Gather Cookies:Gather Mustaches")) {
- case 1:
- set .@checkquest,checkquest(8274);
- if (.@checkquest == -1 || .@checkquest == 0 || .@checkquest == 2) {
- mes "[Dashia]";
- mes "Huh? Are you sure? Something is wrong...";
- next;
- mes "[Dashia]";
- mes "It is weird.";
- mes "Please check your Quest Window by pressing 'alt + u'.";
- close;
- }
- if (countitem(932) > 9) {
- mes "[Dashia]";
- mes "Wow~ you did an excellent job!";
- next;
- mes "[Dashia]";
- mes "Thank you very much. God bless you!";
- emotion e_heh;
- next;
- mes "[Dashia]";
- mes "Ha~! Ha~!";
- mes "I will give you a reward as promised.";
- delitem 932,10; //Skel_Bone
- getitem 569,100; //Novice_Potion
- getexp 1000,100;
- erasequest 8274;
- close;
- }
- mes "[Dashia]";
- mes "I can see that you have a gathering mission.";
- mes "But, where are the Skel-Bones?";
- next;
- mes "[Dashia]";
- mes "You haven't done the mission yet. Why did you come back here?";
- next;
- mes "[Dashia]";
- mes "You don't have enough 'Skel-Bones'... You can find it when you hunt Skeletons.";
- next;
- mes "[Dashia]";
- mes "To find Skeletons, you better check Payon Dungeon 1F, which is located in Archer Village, north of Payon.";
- next;
- mes "[Dashia]";
- mes "Anyway, I will be here waiting for you. Please come back when you finish the mission!";
- close;
- case 2:
- set .@checkquest,checkquest(8275);
- if (.@checkquest == -1 || .@checkquest == 0 || .@checkquest == 2) {
- mes "[Dashia]";
- mes "Huh? Are you sure? Something is wrong...";
- next;
- mes "[Dashia]";
- mes "It is weird.";
- mes "Please check your Quest Window by pressing 'alt + u'.";
- close;
- }
- if ((countitem(948) > 9) && (countitem(919) > 4)) {
- mes "[Dashia]";
- mes "Wow~ you did an excellent job!";
- next;
- mes "[Dashia]";
- mes "Thank you very much. God bless you!";
- emotion e_heh;
- next;
- mes "[Dashia]";
- mes "Ha~! Ha~!";
- mes "I will give you a reward as promised.";
- getitem 569,100; //Novice_Potion
- delitem 948,10; //Bear's_Foot
- delitem 919,5; //Animal's_Skin
- getexp 1000,100;
- erasequest 8275;
- close;
- }
- mes "[Dashia]";
- mes "I can see that you have a gathering mission.";
- mes "But, where is the Bear's Footskins and Animal Skins?";
- next;
- mes "[Dashia]";
- mes "You haven't done the mission yet. Why did you come back here?";
- next;
- mes "[Dashia]";
- mes "You have to bring 10 Bear's Footskins' and '5 Animal Skins!";
- mes "You can find Bear's Footskin from Bigfoot and Animal Skin from Animals.";
- next;
- mes "[Dashia]";
- mes "Bigfoot is around the north of Geffen field or the southeast of Payon field.";
- next;
- mes "[Dashia]";
- mes "Anyway, I will be here waiting for you. Please come back when you finish the mission!";
- close;
- case 3:
- set .@checkquest,checkquest(8276);
- if (.@checkquest == -1 || .@checkquest == 0 || .@checkquest == 2) {
- mes "[Dashia]";
- mes "Huh? Are you sure? Something is wrong...";
- next;
- mes "[Dashia]";
- mes "It is weird.";
- mes "Please check your Quest Window by pressing 'alt + u'.";
- close;
- }
- if ((countitem(955) > 19) && (countitem(910) > 19)) {
- mes "[Dashia]";
- mes "Wow~ you did an excellent job!";
- next;
- mes "[Dashia]";
- mes "Thank you very much. God bless you!";
- emotion e_heh;
- next;
- mes "[Dashia]";
- mes "Ha~! Ha~!";
- mes "I will give you a reward as promised.";
- delitem 955,20; //Worm_Peelings
- delitem 910,20; //Garlet
- getitem 569,100; //Novice_Potion
- getexp 1000,100;
- erasequest 8276;
- close;
- }
- mes "[Dashia]";
- mes "I can see that you have a gathering mission.";
- mes "But, where are the Worm Peelings and Garlets?";
- next;
- mes "[Dashia]";
- mes "You have to bring '20 Worm Peelings' and '20 Garlets' to complete the mission.";
- next;
- mes "[Dashia]";
- mes "You can get those items from 'Piere', 'Andre', 'Deniro', 'Vitata', 'Thief Bug', 'Female Thief Bug' and 'Male Thief Bug'.";
- next;
- mes "[Dashia]";
- mes "'Piere', 'Andre', 'Deniro' and 'Vitata' are in Ant Hell which is located near the Saint Darmain Fortress soutwest of Morroc.";
- next;
- mes "[Dashia]";
- mes "'Thief Bug', 'Female Thief Bug' and 'Male Thief Bug' are int he Prontere Culvert. To get there, you need to be a volunteer of the Prontera Culvert's punitive force.";
- next;
- mes "[Dashia]";
- mes "Anyway, I will be here waiting for you. Please come back when you finish the mission!";
- close;
- case 4:
- set .@checkquest,checkquest(8277);
- if (.@checkquest == -1 || .@checkquest == 0 || .@checkquest == 2) {
- mes "[Dashia]";
- mes "Huh? Are you sure? Something is wrong...";
- next;
- mes "[Dashia]";
- mes "It is weird.";
- mes "Please check your Quest Window by pressing 'alt + u'.";
- close;
- }
- if ((countitem(942) > 9) && (countitem(1026) > 9) && (countitem(945) > 9)) {
- mes "[Dashia]";
- mes "Wow~ you did an excellent job!";
- next;
- mes "[Dashia]";
- mes "Thank you very much. God bless you!";
- emotion e_heh;
- next;
- mes "[Dashia]";
- mes "Ha~! Ha~!";
- mes "I will give you a reward as promised.";
- delitem 942,10; //Yoyo_Tail
- delitem 1026,10; //Acorn
- delitem 945,10; //Raccoon_Leaf
- getitem 569,150; //Novice_Potion
- getexp 1000,200;
- erasequest 8277;
- close;
- }
- mes "[Dashia]";
- mes "I can see that you have a gathering mission.";
- mes "But, where are the Yoyo Tails, Acorns and Raccoon Leafs?";
- next;
- mes "[Dashia]";
- mes "You haven't done the mission yet. Why did you come back here?";
- mes "You have to bring '10 Yoyo Tails,' '10 Acorns' and '10 Raccoon Leafs' to complete the mission.";
- next;
- mes "[Dashia]";
- mes "You can get Yoyo Tails from 'Yoyo's', Acorn from 'Coco's' and Raccoon Leaf from 'Smokies'.";
- next;
- mes "[Dashia]";
- mes "You can find them easily around fields, but the field east of Ayothya is the best spot for hunting all 3 monsters.";
- next;
- mes "[Dashia]";
- mes "To get to Ayotaya, you better go to 'Aibakthing' in Alberta and pay his fare.";
- next;
- mes "[Dashia]";
- mes "Anyway, I will be here waiting for you. Please come back when you finish the mission!";
- close;
- case 5:
- set .@checkquest,checkquest(8278);
- if (.@checkquest == -1 || .@checkquest == 0 || .@checkquest == 2) {
- mes "[Dashia]";
- mes "Huh? Are you sure? Something is wrong...";
- next;
- mes "[Dashia]";
- mes "It is weird.";
- mes "Please check your Quest Window by pressing 'alt + u'.";
- close;
- }
- if ((countitem(538) > 4) && (countitem(539) > 0)) {
- mes "[Dashia]";
- mes "Wow~ you did an excellent job!";
- next;
- mes "[Dashia]";
- mes "Thank you very much. God bless you!";
- emotion e_heh;
- next;
- mes "[Dashia]";
- mes "Ha~! Ha~!";
- mes "I will give you a reward as promised.";
- delitem 538,5; //Well_Baked_Cookie
- delitem 539,1; //Piece_Of_Cake
- getitem 569,150; //Novice_Potion
- getexp 1000,200;
- erasequest 8278;
- close;
- }
- mes "[Dashia]";
- mes "I can see that you have a gathering mission.";
- mes "But, where are the Well-baked Cookies and the Piece of Cake?";
- next;
- mes "[Dashia]";
- mes "You haven't done the mission yet. Why did you come back here?";
- mes "You have to bring '5 Well-baked Cookies' and '1 Piece of Cake' to complete the mission.";
- next;
- mes "[Dashia]";
- mes "You can get Well-baked Cookie from 'Cookies' who wears red or green shirts.";
- mes "For getting Piece of Cake, you should look for 'Mystcases'.";
- next;
- mes "[Dashia]";
- mes "Both monsters canbe found in the Toy Factory Warehouse or Toy Monitoring Room. To get there, ask Mr. Claus in the northeastern part of Al De Baran.";
- next;
- mes "[Dashia]";
- mes "Anyway, I will be here waiting for you. Please come back when you finish the mission!";
- close;
- case 6:
- set .@checkquest,checkquest(8279);
- if (.@checkquest == -1 || .@checkquest == 0 || .@checkquest == 2) {
- mes "[Dashia]";
- mes "Huh? Are you sure? Something is wrong...";
- next;
- mes "[Dashia]";
- mes "It is weird.";
- mes "Please check your Quest Window by pressing 'alt + u'.";
- close;
- }
- if ((countitem(1017) > 4) && (countitem(1018) > 2)) {
- mes "[Dashia]";
- mes "Wow~ you did an excellent job!";
- next;
- mes "[Dashia]";
- mes "Thank you very much. God bless you!";
- emotion e_heh;
- next;
- mes "[Dashia]";
- mes "Ha~! Ha~!";
- mes "I will give you a reward as promised.";
- delitem 1017,5; //Moustache_Of_Mole
- delitem 1018,3; //Nail_Of_Mole
- getitem 569,150; //Novice_Potion
- getexp 1000,200;
- erasequest 8279;
- close;
- }
- mes "[Dashia]";
- mes "I can see that you have a gathering mission.";
- mes "But, where are the Mole Whiskerss and Mole Claws??";
- next;
- mes "[Dashia]";
- mes "You haven't done the mission yet. Why did you come back here?";
- mes "You have to bring '5 Mole Whiskers' and '3 Mole Claws' to complete the mission.";
- next;
- mes "[Dashia]";
- mes "You can get those items from 'Martins'.";
- mes "Martins can be found in the Mjolnir Dead Pit, but the second floor is dangerous, so be careful!";
- next;
- mes "[Dashia]";
- mes "To get there, ask a Kafra Employee in Geffen, they can warp you there.";
- next;
- mes "[Dashia]";
- mes "Anyway, I will be here waiting for you. Please come back when you finish the mission!";
- close;
- }
-}
diff --git a/npc/quests/eden/41-55.txt b/npc/quests/eden/41-55.txt
deleted file mode 100644
index 40e910cb8..000000000
--- a/npc/quests/eden/41-55.txt
+++ /dev/null
@@ -1,434 +0,0 @@
-//===== rAthena Script =======================================
-// Eden Group Quests - Mission [41 - 55]
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.1
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= Repetable Quests for Players between Baselevel 40 - 56 .
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//= 1.1 Some little optimization here and there. [Masao]
-//============================================================
-
-moc_para01,40,38,3 script Mission [41 - 55] 857,{
-
- if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 1000) {
- mes "^008800Wait a sec!!";
- mes "You cannot receive any more items because you're carrying too many items. Please try again after you lighten up.^000000";
- close;
- }
- if (countitem(6219) < 1) {
- mes "You are not an Eden group member. You are not qualified to access the bulletin board.";
- close;
- }
- if (checkquest(12088) == -1) {
- if (BaseLevel < 41 || BaseLevel > 55) {
- mes "[41 ~ 55 Lv. Mission Board]";
- close;
- }
- mes "[Mission Board]";
- mes "Mission bulletin board.";
- next;
- switch (select("Check the Missions.:Cancel.")) {
- case 1:
- switch (select("Thara Frog Hunting:Cruiser Hunting:Kukre Hunting:Orc Baby Hunting:Orc Warrior Hunting:Vadon Hunting:Megalodon Hunting:Marse Hunting:Cornutus Hunting:Myst Hunting:Shellfish Hunting:Marine Sphere Hunting")) {
- case 1:
- mes "[Mission Board Memo]";
- mes "Have you seen a red frog? It is called Thara Frog and it's very rare. We are trying to verify where it inhabits. So please hunt 20 Thara Frogs.";
- next;
- switch (select("Accept the mission.:Cancel.")) {
- case 1:
- mes "[Mission Board]";
- mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window.";
- setquest 12072;
- setquest 12088;
- close;
- case 2:
- close;
- }
- case 2:
- mes "[Mission Board Memo]";
- mes "I heard of some toys attacking people. It is ridiculous! Let's show them our power! We have to hunt 15 Cruisers!";
- next;
- switch (select("Accept the mission.:Cancel.")) {
- case 1:
- mes "[Mission Board]";
- mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window.";
- setquest 12073;
- setquest 12088;
- close;
- case 2:
- close;
- }
- case 3:
- mes "[Mission Board Memo]";
- mes "Someone got robbed near the beach! The possible suspect is a criminal monster called Kukre. Please hunt 30 Kukre.";
- next;
- switch (select("Accept the mission.:Cancel.")) {
- case 1:
- mes "[Mission Board]";
- mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window.";
- setquest 12074;
- setquest 12088;
- close;
- case 2:
- close;
- }
- case 4:
- mes "[Mission Board Memo]";
- mes "Orc Babies are getting more violent these days. Please hunt 15 Orc Babies.";
- next;
- switch (select("Accept the mission.:Cancel.")) {
- case 1:
- mes "[Mission Board]";
- mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window.";
- setquest 12075;
- setquest 12088;
- close;
- case 2:
- close;
- }
- case 5:
- mes "[Mission Board Memo]";
- mes "Orc Warriors are increasing their aggression. Please hunt 20 Orc Warriors.";
- next;
- switch (select("Accept the mission.:Cancel.")) {
- case 1:
- mes "[Mission Board]";
- mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window.";
- setquest 12088;
- setquest 12076;
- close;
- case 2:
- }
- case 6:
- mes "[Mission Board Memo]";
- mes "Have you seen crabs with thick shells? They are Vadons. Please hunt 15 Vadons..";
- next;
- switch (select("Accept the mission.:Cancel.")) {
- case 1:
- mes "[Mission Board]";
- mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window.";
- setquest 12088;
- setquest 12077;
- close;
- case 2:
- close;
- }
- case 7:
- mes "[Mission Board Memo]";
- mes "Dead fish are all around the beach and it is getting worse. Please hunt 30 Megalodon.";
- next;
- switch (select("Accept the mission.:Cancel.")) {
- case 1:
- mes "[Mission Board]";
- mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window.";
- setquest 12088;
- setquest 12078;
- close;
- case 2:
- close;
- }
- case 8:
- mes "[Mission Board Memo]";
- mes "Can you hunt Marse? I need 15 Marse for my study. Please help me.";
- next;
- switch (select("Accept the mission.:Cancel.")) {
- case 1:
- mes "[Mission Board]";
- mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window.";
- setquest 12079;
- setquest 12088;
- close;
- case 2:
- close;
- }
- case 9:
- mes "[Mission Board Memo]";
- mes "An idiot Cornutus bit the Mayor's foot. The Mayor is upset so we need to hunt 20 Cornutus to make him happy!";
- next;
- switch (select("Accept the mission.:Cancel.")) {
- case 1:
- mes "[Mission Board]";
- mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window.";
- setquest 12088;
- setquest 12080;
- close;
- case 2:
- close;
- }
- case 10:
- mes "[Mission Board Memo]";
- mes "People are freaking out because of Myst. It looks like a ghost so, it scares people. Please hunt 15 Myst.";
- next;
- switch (select("Accept the mission.:Cancel.")) {
- case 1:
- mes "[Mission Board]";
- mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window.";
- setquest 12088;
- setquest 12081;
- close;
- case 2:
- close;
- }
- case 11:
- mes "[Mission Board Memo]";
- mes "Don't ask why, but please hunt 30 Shellfish. It is a secret mission!";
- next;
- switch (select("Accept the mission.:Cancel.")) {
- case 1:
- mes "[Mission Board]";
- mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window.";
- setquest 12088;
- setquest 12082;
- close;
- case 2:
- close;
- }
- case 12:
- mes "[Mission Board Memo]";
- mes "Marine Sphere? Do you know what a Marine Sphere is? I got a mission for you to hunt 15 Marine Sphere, so please do so.";
- next;
- switch (select("Accept the mission.:Cancel.")) {
- case 1:
- mes "[Mission Board]";
- mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window.";
- setquest 12088;
- setquest 12083;
- close;
- case 2:
- close;
- }
- case 13:
- mes "[Mission Board Memo]";
- mes "The mayor wants to eat a delicious fish dish. Phen will be the perfect ingredient for it. Please hunt 20 Phen!";
- next;
- switch (select("Accept the mission.:Cancel.")) {
- case 1:
- mes "[Mission Board]";
- mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window.";
- setquest 12088;
- setquest 12084;
- close;
- case 2:
- close;
- }
- case 14:
- mes "[Mission Board Memo]";
- mes "Dead Orc monsters got back to our town and they've revived as Orc Skeletons. We are in chaos! Please hunt 15 Orc Skeleton.";
- next;
- switch (select("Accept the mission.:Cancel.")) {
- case 1:
- mes "[Mission Board]";
- mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window.";
- setquest 12088;
- setquest 12085;
- close;
- case 2:
- close;
- }
- case 15:
- mes "[Mission Board Memo]";
- mes "Some weird monsters called Zenorc are attacking us. Please hunt 30 Zenorc.";
- next;
- switch (select("Accept the mission.:Cancel.")) {
- case 1:
- mes "[Mission Board]";
- mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window.";
- setquest 12088;
- setquest 12086;
- close;
- case 2:
- close;
- }
- case 16:
- mes "[Mission Board Memo]";
- mes "Be prepared! It is a cruel mission! Hunt 15 Mummies!! I tried once, but I couldn't succeed. It is too scary!";
- next;
- switch (select("Accept the mission.:Cancel.")) {
- case 1:
- mes "[Mission Board]";
- mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window.";
- setquest 12088;
- setquest 12087;
- close;
- case 2:
- close;
- }
- }
- case 2:
- mes "^000077Ok. Let's check the missions next time.^000000.";
- close;
- }
- }
- if (checkquest(12072,HUNTING) == 2) {
- mes "[Mission Board]";
- mes "You have completed the mission.";
- mes "Here is your reward.";
- erasequest 12072;
- erasequest 12088;
- specialeffect2 EF_STEAL;
- getexp 9600,0;
- close;
- }
- if (checkquest(12073,HUNTING) == 2) {
- mes "[Mission Board]";
- mes "You have completed the mission.";
- mes "Here is your reward.";
- erasequest 12073;
- erasequest 12088;
- specialeffect2 EF_STEAL;
- getexp 7200,0;
- close;
- }
- if (checkquest(12074,HUNTING) == 2) {
- mes "[Mission Board]";
- mes "You have completed the mission.";
- mes "Here is your reward.";
- erasequest 12074;
- erasequest 12088;
- specialeffect2 EF_STEAL;
- getexp 15750,0;
- close;
- }
- if (checkquest(12075,HUNTING) == 2) {
- mes "[Mission Board]";
- mes "You have completed the mission.";
- mes "Here is your reward.";
- erasequest 12075;
- erasequest 12088;
- specialeffect2 EF_STEAL;
- getexp 7875,0;
- close;
- }
- if (checkquest(12076,HUNTING) == 2) {
- mes "[Mission Board]";
- mes "You have completed the mission.";
- mes "Here is your reward.";
- erasequest 12076;
- erasequest 12088;
- specialeffect2 EF_STEAL;
- getexp 11100,0;
- close;
- }
- if (checkquest(12077,HUNTING) == 2) {
- mes "[Mission Board]";
- mes "You have completed the mission.";
- mes "Here is your reward.";
- erasequest 12077;
- erasequest 12088;
- specialeffect2 EF_STEAL;
- getexp 8550,0;
- close;
- }
- if (checkquest(12078,HUNTING) == 2) {
- mes "[Mission Board]";
- mes "You have completed the mission.";
- mes "Here is your reward.";
- erasequest 12078;
- erasequest 12088;
- specialeffect2 EF_STEAL;
- getexp 17100,0;
- close;
- }
- if (checkquest(12079,HUNTING) == 2) {
- mes "[Mission Board]";
- mes "You have completed the mission.";
- mes "Here is your reward.";
- erasequest 12079;
- erasequest 12088;
- specialeffect2 EF_STEAL;
- getexp 9000,0;
- close;
- }
- if (checkquest(12080,HUNTING) == 2) {
- mes "[Mission Board]";
- mes "You have completed the mission.";
- mes "Here is your reward.";
- erasequest 12080;
- erasequest 12088;
- specialeffect2 EF_STEAL;
- getexp 12300,0;
- close;
- }
- if (checkquest(12081,HUNTING) == 2) {
- mes "[Mission Board]";
- mes "You have completed the mission.";
- mes "Here is your reward.";
- erasequest 12081;
- erasequest 12088;
- specialeffect2 EF_STEAL;
- getexp 9900,0;
- close;
- }
- if (checkquest(12082,HUNTING) == 2) {
- mes "[Mission Board]";
- mes "You have completed the mission.";
- mes "Here is your reward.";
- erasequest 12082;
- erasequest 12088;
- specialeffect2 EF_STEAL;
- getexp 20250,0;
- close;
- }
- if (checkquest(12083,HUNTING) == 2) {
- mes "[Mission Board]";
- mes "You have completed the mission.";
- mes "Here is your reward.";
- erasequest 12083;
- erasequest 12088;
- specialeffect2 EF_STEAL;
- getexp 10350,0;
- close;
- }
- if (checkquest(12084,HUNTING) == 2) {
- mes "[Mission Board]";
- mes "You have completed the mission.";
- mes "Here is your reward.";
- erasequest 12084;
- erasequest 12088;
- specialeffect2 EF_STEAL;
- getexp 13800,0;
- close;
- }
- if (checkquest(12085,HUNTING) == 2) {
- mes "[Mission Board]";
- mes "You have completed the mission.";
- mes "Here is your reward.";
- erasequest 12085;
- erasequest 12088;
- specialeffect2 EF_STEAL;
- getexp 11025,0;
- close;
- }
- if (checkquest(12086,HUNTING) == 2) {
- mes "[Mission Board]";
- mes "You have completed the mission.";
- mes "Here is your reward.";
- erasequest 12086;
- erasequest 12088;
- specialeffect2 EF_STEAL;
- getexp 22500,0;
- close;
- }
- if (checkquest(12087,HUNTING) == 2) {
- mes "[Mission Board]";
- mes "You have completed the mission.";
- mes "Here is your reward.";
- erasequest 12087;
- erasequest 12088;
- specialeffect2 EF_STEAL;
- getexp 11250,0;
- close;
- }
- if ((checkquest(12072,HUNTING) == 0) && (checkquest(12073,HUNTING) == 0) && (checkquest(12074,HUNTING) == 0) && (checkquest(12075,HUNTING) == 0) && (checkquest(12076,HUNTING) == 0) && (checkquest(12077,HUNTING) == 0) && (checkquest(12078,HUNTING) == 0) && (checkquest(12079,HUNTING) == 0) && (checkquest(12080,HUNTING) == 0) && (checkquest(12081,HUNTING) == 0) && (checkquest(12082,HUNTING) == 0) && (checkquest(12083,HUNTING) == 0) && (checkquest(12084,HUNTING) == 0) && (checkquest(12085,HUNTING) == 0) && (checkquest(12086,HUNTING) == 0) && (checkquest(12087,HUNTING) == 0)) {
- mes "You may now view the bulletin board.";
- erasequest 12088;
- close;
- }
- mes "There is nothing special to do.";
- close;
-}
diff --git a/npc/quests/eden/56-70.txt b/npc/quests/eden/56-70.txt
deleted file mode 100644
index c810aa3d3..000000000
--- a/npc/quests/eden/56-70.txt
+++ /dev/null
@@ -1,1439 +0,0 @@
-//===== rAthena Script =======================================
-// Eden Group Quests - Mission [56 - 70]
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.1
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= Repetable Quests for Players between Baselevel 55 - 71 .
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//= 1.1 Some little optimization here and there. [Masao]
-//============================================================
-
-moc_para01,42,38,3 script Mission [56 - 70] 857,{
-
- if (countitem(6219) > 0) {
- if (checkquest(3259) > -1) {
- erasequest 3259;
- }
- if (checkquest(3253) > -1) {
- erasequest 3253;
- }
- if (checkquest(3265) > -1) {
- erasequest 3265;
- }
- mes "Here is the list of various adventures for level 55~70 adventurers.";
- next;
- mes "Lots of missions such as a Monster Hunting, Delivery Goods, Finding People.";
- next;
- switch (select("Mission Numbers 1~5:Mission Numbers 6~10:Mission Numbers 11~15")) {
- case 1:
- switch (select("What is this Bandage?:Dangerous Alligators.:That wasn't a mermaid...:My country is calling me!")) {
- case 1:
- if (checkquest(3250) == 0) {
- mes "This mission is assigned by the Rekenber corporation from Lighthalzen. Below are the details.";
- next;
- mes "Rekenber corporation is about to launch a new project called 'Green Medical Center'. For the first product of the project, we are preparing well-being Bandages.";
- next;
- mes "Regarding the project, we need to research monster's reactions when they are wrapped with Rotten Bandages.";
- next;
- mes "If you are interested, please hunt 30 Mummies and bring 30 Rotten Bandages. You can find them in the Pyramid West of Morroc.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "- Rekenber corporation chief director 'Julie E Delph' -";
- next;
- mes " ";
- next;
- mes "Would you like to accept this mission?";
- next;
- switch (select("Accept the mission.:Do not accept the mission.")) {
- case 1:
- if ((BaseLevel > 54) && (BaseLevel < 71)) {
- setquest 3250;
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- close;
- }
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- case 2:
- close;
- }
- }
- if (checkquest(3250,HUNTING) == 1) {
- mes "You have an on-going mission. Would you like to check the details?";
- next;
- switch (select("Check the details.:Cancel.")) {
- case 1:
- mes "This mission is assigned by the Rekenber corporation from Lighthalzen. Below are the details.";
- next;
- mes "Rekenber corporation is about to launch a new project called 'Green Medical Center'. For the first product of the project, we are preparing well-being Bandages.";
- next;
- mes "Regarding the project, we need to research monster's reactions when they are wrapped with Rotten Bandages.";
- next;
- mes "If you are interested, please hunt 30 Mummies and bring 30 Rotten Bandages. You can find them in the Pyramid West of Morroc.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "- Rekenber corporation chief director 'Julie E Delph' -";
- close;
- case 2:
- close;
- }
- }
- if ((checkquest(3250,HUNTING) == 2) && (countitem(930) > 19)) {
- mes "I have done pretty well for the mission. Should I report it now?";
- next;
- switch (select("Report the mission.:Do not report it yet.")) {
- case 1:
- delitem 930,20; //Rotten_Bandage
- getexp 15000,5000;
- erasequest 3250;
- mes "You have completed the mission. Get rewards.";
- close;
- case 2:
- close;
- }
- }
- if (checkquest(3250) == 2) {
- mes "This mission is assigned by the Rekenber corporation from Lighthalzen. Below are the details.";
- next;
- mes "Rekenber corporation is about to launch a new project called 'Green Medical Center'. For the first product of the project, we are preparing well-being Bandages.";
- next;
- mes "Regarding the project, we need to research monster's reactions when they are wrapped with Rotten Bandages.";
- next;
- mes "If you are interested, please hunt 30 Mummies and bring 30 Rotten Bandages. You can find them in the Pyramid West of Morroc.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "- Rekenber corporation chief director 'Julie E Delph' -";
- next;
- mes " ";
- next;
- mes "Would you like to accept this mission?";
- next;
- switch (select("Accept the mission.:Do not accept the mission.")) {
- case 1:
- if ((BaseLevel > 54) && (BaseLevel < 71)) {
- setquest 3250;
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- close;
- }
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- case 2:
- close;
- }
- }
- close;
- case 2:
- if (checkquest(3251) == 0) {
- mes "This mission is assigned by the Comodo cooperative society. Below are the details.";
- next;
- mes "Alligators have gone wild these days, they attack women and drunken people who hang out near the beach.";
- next;
- mes "This is a very shameful situation for us, the most wonderful vacation spot in Rune-Midgard.";
- next;
- mes "So, it would be very helpful if you hunt 30 Alligators to clean out this situation.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes " ";
- next;
- mes "Would you like to accept this mission?";
- next;
- switch (select("Accept the mission.:Do not accept the mission.")) {
- case 1:
- if ((BaseLevel > 54) && (BaseLevel < 71)) {
- setquest 3251;
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- close;
- }
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- case 2:
- close;
- }
- }
- if (checkquest(3251,HUNTING) == 1) {
- mes "You have an on-going mission. Would you like to check the details?";
- next;
- switch (select("Check the details.:Cancel.")) {
- case 1:
- mes "This mission is assigned by the Comodo cooperative society. Below are the details.";
- next;
- mes "Alligators have gone wild these days, they attack women and drunken people who hang out near the beach.";
- next;
- mes "This is a very shameful situation for us, the most wonderful vacation spot in Rune-Midgard.";
- next;
- mes "So, it would be very helpful if you hunt 30 Alligators to clean out this situation.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- close;
- case 2:
- close;
- }
- }
- if (checkquest(3251,HUNTING) == 2) {
- mes "I have done pretty well for the mission. Should I report it now?";
- next;
- switch (select("Report the mission.:Do not report it yet.")) {
- case 1:
- getexp 16000,6000;
- erasequest 3251;
- mes "You have completed the mission. Get rewards.";
- close;
- case 2:
- close;
- }
- }
- if (checkquest(3251) == 2) {
- mes "This mission is assigned by the Comodo cooperative society. Below are the details.";
- next;
- mes "Alligators have gone wild these days, they attack women and drunken people who hang out near the beach.";
- next;
- mes "This is a very shameful situation for us, the most wonderful vacation spot in Rune-Midgard.";
- next;
- mes "So, it would be very helpful if you hunt 30 Alligators to clean out this situation.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes " ";
- next;
- mes "Would you like to accept this mission?";
- next;
- switch (select("Accept the mission.:Do not accept the mission.")) {
- case 1:
- if ((BaseLevel > 54) && (BaseLevel < 71)) {
- setquest 3251;
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- close;
- }
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- case 2:
- close;
- }
- }
- close;
- case 3:
- if (checkquest(3252) == 0) {
- mes "This mission is assigned by an unknown client from Izlude.";
- next;
- mes "I have admired the beach of Izlude, ever since I was born.";
- next;
- mes "When I was young, I found a mysterious creature in the Izlude dungeon, I had never seen something like that before...";
- next;
- mes "I instantly thought it was a mermaid. I was so supprised, I have studied about mermaids in whole my life.";
- next;
- mes "But, as I studied harder, I found that the creature was not a mermaid... yes, It wasn't beautiful at all like other mermaids...";
- next;
- mes "I finally tracked down the fact that it was a Merman, not a Mermaid!";
- next;
- mes "Merman... I have wasted my life studying this monster! So please hunt 30 Mermans to make me feel better.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Izlude 'The Lost dream mermaid' --";
- next;
- mes " ";
- next;
- mes "Would you like to accept this mission?";
- next;
- switch (select("Accept the mission.:Do not accept the mission.")) {
- case 1:
- if ((BaseLevel > 54) && (BaseLevel < 71)) {
- setquest 3252;
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- close;
- }
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- case 2:
- close;
- }
- }
- if (checkquest(3252,HUNTING) == 1) {
- mes "You have an on-going mission. Would you like to check the details?";
- next;
- switch (select("Check the details.:Cancel.")) {
- case 1:
- mes "This mission is assigned by an unknown client from Izlude.";
- next;
- mes "I have admired the beach of Izlude, ever since I was born.";
- next;
- mes "When I was young, I found a mysterious creature in the Izlude dungeon, I had never seen something like that before.";
- next;
- mes "I instantly thought it was a mermaid. I was so supprised, I have studied about mermaids in whole my life.";
- next;
- mes "But, as I studied harder, I found that the creature was not a mermaid... yes, It wasn't beautiful at all like other mermaids...";
- next;
- mes "I finally tracked down the fact that it was a Merman, not a Mermaid!";
- next;
- mes " Merman... I have wasted my life studying this monster! So please hunt 30 Mermans to make me feel better.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Izlude 'The Lost dream mermaid' --";
- close;
- case 2:
- close;
- }
- }
- if (checkquest(3252,HUNTING) == 2) {
- mes "I have done pretty well for the mission. Should I report it now?";
- next;
- switch (select("Report the mission.:Do not report it yet.")) {
- case 1:
- getexp 17000,8000;
- erasequest 3252;
- mes "You have completed the mission. Get rewards.";
- close;
- case 2:
- close;
- }
- }
- if (checkquest(3252) == 2) {
- mes "This mission is assigned by an unknown client from Izlude.";
- next;
- mes "I have admired the beach of Izlude, ever since I was born.";
- next;
- mes "When I was young, I found a mysterious creature in the Izlude dungeon, I had never seen something like that before.";
- next;
- mes "I instantly thought it was a mermaid. I was so supprised, I have studied about mermaids in whole my life.";
- next;
- mes "But, as I studied harder, I found that the creature was not a mermaid... yes, It wasn't beautiful at all like other mermaids...";
- next;
- mes "I finally tracked down the fact that it was a Merman, not a Mermaid!";
- next;
- mes "Merman... I have wasted my life studying this monster! So please hunt 30 Mermans to make me feel better.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Izlude 'The Lost dream mermaid' --";
- next;
- mes " ";
- next;
- mes "Would you like to accept this mission?";
- next;
- switch (select("Accept the mission.:Do not accept the mission.")) {
- case 1:
- if ((BaseLevel > 54) && (BaseLevel < 71)) {
- setquest 3252;
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- close;
- }
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- case 2:
- close;
- }
- }
- close;
- case 4:
- if (checkquest(3254) == 0) {
- mes "This mission is assigned by the government officer of the Rune-Midgarts Kingdom.";
- next;
- mes "To prevent a flood in Prontera, we decided to build a huge dam to regulate the water supply.";
- next;
- mes "But, we are shorthanded on supplies and we need to collect Fine Sand and Grit.";
- next;
- mes "So, we would like to ask for help. People, please bring us 10 Fine Sand and 30 Grit each so we can build the dam.";
- next;
- mes "You can get those materials from Sand Man, I wish you good luck!";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Government officer of the Rune-Midgarts Kingdom, Dufre Kent --";
- next;
- switch (select("Accept the mission.:Do not accept the mission.")) {
- case 1:
- if ((BaseLevel > 54) && (BaseLevel < 71)) {
- setquest 3254;
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- close;
- }
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- case 2:
- close;
- }
- }
- if ((checkquest(3254) == 1) && (countitem(7043) < 10) && (countitem(1056) < 30)) {
- mes "You have an on-going mission. Would you like to check the details?";
- next;
- switch (select("Check the details.:Cancel.")) {
- case 1:
- mes "This mission is assigned by the government officer of the Rune-Midgarts Kingdom.";
- next;
- mes "To prevent a flood in Prontera, we decided to build a huge dam to regulate the water supply.";
- next;
- mes "But, we are shorthanded on supplies and we need to collect Fine Sand and Grit.";
- next;
- mes "So, we would like to ask for help. People, please bring us 10 Fine Sand and 30 Grit each so we can build the dam.";
- next;
- mes "You can get those materials from Sand Man, I wish you good luck!";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Government officer of the Rune-Midgarts Kingdom, Dufre Kent --";
- close;
- case 2:
- close;
- }
- }
- if ((checkquest(3254) == 1) && (countitem(7043) > 9) && (countitem(1056) > 29)) {
- mes "I have done pretty well for the mission. Should I report it now?";
- next;
- switch (select("Report the mission.:Do not report it yet.")) {
- case 1:
- delitem 7043,10; //Fine_Sand
- delitem 1056,30; //Grit
- getexp 18000,8000;
- erasequest 3254;
- mes "You have completed the mission. Get rewards.";
- close;
- case 2:
- close;
- }
- }
- if (checkquest(3254) == 2) {
- mes "This mission is assigned by the government officer of the Rune-Midgarts Kingdom.";
- next;
- mes "To prevent a flood in Prontera, we decided to build a huge dam to regulate the water supply.";
- next;
- mes "But, we are shorthanded on supplies and we need to collect Fine Sand and Grit.";
- next;
- mes "So, we would like to ask for help. People, please bring us 10 Fine Sand and 30 Grit each so we can build the dam.";
- next;
- mes "You can get those materials from Sand Man, I wish you good luck!";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Government officer of the Rune-Midgarts Kingdom, Dufre Kent --";
- next;
- switch (select("Accept the mission.:Do not accept the mission.")) {
- case 1:
- if ((BaseLevel > 54) && (BaseLevel < 71)) {
- setquest 3254;
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- close;
- }
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- case 2:
- close;
- }
- }
- close;
- }
- case 2:
- switch (select("Hunt Wild Boar:Preparing the Summer:A Woman's Grudge:Special ingredients:Puppet Master's Agony")) {
- case 1:
- if (checkquest(3255) == 0) {
- mes "This mission is assigned by the Payon town hall.";
- next;
- mes "Wild animals are always annoyances to farmers.";
- next;
- mes "They attack our farm and ruin whole crops!! We can't stand it anymore!";
- next;
- mes "So, we would like to ask for the help from brave adventurers.";
- next;
- mes "Please, hunt 30 Savages to save our crops!";
- next;
- mes "You can easily find those monsters around our town and field.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Payon town hall members --";
- next;
- mes " ";
- next;
- switch (select("Accept the mission.:Do not accept the mission.")) {
- case 1:
- if ((BaseLevel > 54) && (BaseLevel < 71)) {
- setquest 3255;
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- close;
- }
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- case 2:
- close;
- }
- }
- if (checkquest(3255,HUNTING) == 1) {
- mes "You have an on-going mission. Would you like to check the details?";
- next;
- switch (select("Check the details.:Cancel.")) {
- case 1:
- mes "This mission is assigned by the Payon town hall.";
- next;
- mes "Wild animals are always annoyances to farmers.";
- next;
- mes "They attack our farm and ruin whole crops!! We can't stand it anymore!";
- next;
- mes "???????????????ð??????????????j??????????????????";
- next;
- mes "Please, hunt 30 Savages to save our crops!";
- next;
- mes "You can easily find those monsters around our town and field.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Payon town hall members --";
- close;
- case 2:
- close;
- }
- }
- if (checkquest(3255,HUNTING) == 2) {
- mes "I have done pretty well for the mission. Should I report it now?";
- next;
- switch (select("Report the mission.:Do not report it yet.")) {
- case 1:
- getexp 16000,7000;
- erasequest 3255;
- mes "You have completed the mission. Get rewards.";
- close;
- case 2:
- close;
- }
- }
- if (checkquest(3255) == 2) {
- mes "This mission is assigned by the Payon town hall.";
- next;
- mes "Wild animals are always annoyances to farmers.";
- next;
- mes "They attack our farm and ruin whole crops!! We can't stand it anymore!";
- next;
- mes "???????????????ð??????????????j??????????????????";
- next;
- mes "Please, hunt 30 Savages to save our crops!";
- next;
- mes "You can easily find those monsters around our town and field.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Payon town hall members --";
- next;
- mes " ";
- next;
- switch (select("Accept the mission.:Do not accept the mission.")) {
- case 1:
- if ((BaseLevel > 54) && (BaseLevel < 71)) {
- setquest 3255;
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- close;
- }
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- case 2:
- close;
- }
- }
- close;
- case 2:
- if (checkquest(3256) == 0) {
- mes "This mission is assigned by the Morroc blacksmith Aragham.";
- next;
- mes "Hello~~~~, Adventurers! This is Aragham, the hottest blacksmith in Morroc!";
- next;
- mes "Anyway, I have a son named Aragam Junior, the cute one. Haha.";
- next;
- mes "He will be attending summer camp this summer, but he doesn't know how to swim.";
- next;
- mes "I want to teach him, but as you know I am a blacksmith, a far cry from swimming! Hehe.";
- next;
- mes "But, I figured that if I make swim fins, it will be great for his confidence~!";
- next;
- mes "To make it, I need 30 Sticky Webfoots from a Roda Frog. Can you bring them to me?";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "PS. Do not compare me with Hollgrehenn or Antonio!!!!";
- next;
- mes "-- The hottest blacksmith, Morroc blacksmith Aragham --";
- next;
- mes " ";
- next;
- switch (select("Accept the mission.:Do not accept the mission.")) {
- case 1:
- if ((BaseLevel > 54) && (BaseLevel < 71)) {
- setquest 3256;
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- close;
- }
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- case 2:
- close;
- }
- }
- if ((checkquest(3256) == 1) && (countitem(918) < 30)) {
- mes "You have an on-going mission. Would you like to check the details?";
- next;
- switch (select("Check the details.:Cancel.")) {
- case 1:
- mes "This mission is assigned by the Morroc blacksmith Aragham.";
- next;
- mes "Hello~~~~, Adventurers! This is Aragham, the hottest blacksmith in Morroc!";
- next;
- mes "Anyway, I have a son named Aragam Junior, the cute one. Haha.";
- next;
- mes "He will be attending summer camp this summer, but he doesn't know how to swim.";
- next;
- mes "I want to teach him, but as you know I am a blacksmith, a far cry from swimming! Hehe.";
- next;
- mes "But, I figured that if I make swim fins, it will be great for his confidence~!";
- next;
- mes "To make it, I need 30 Sticky Webfoots from a Roda Frog. Can you bring them to me?";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "PS. Do not compare me with Hollgrehenn or Antonio!!!!";
- next;
- mes "-- The hottest blacksmith, Morroc blacksmith Aragham --";
- close;
- case 2:
- close;
- }
- }
- if ((checkquest(3256) == 1) && (countitem(918) > 29)) {
- mes "I have done pretty well for the mission. Should I report it now?";
- next;
- switch (select("Report the mission.:Do not report it yet.")) {
- case 1:
- delitem 918,30; //Sticky_Webfoot
- getexp 15000,5000;
- erasequest 3256;
- mes "You have completed the mission. Get rewards.";
- close;
- case 2:
- close;
- }
- }
- if (checkquest(3256) == 2) {
- mes "This mission is assigned by the Morroc blacksmith Aragham.";
- next;
- mes "Hello~~~~, Adventurers! This is Aragham, the hottest blacksmith in Morroc!";
- next;
- mes "Anyway, I have a son named Aragam Junior, the cute one. Haha.";
- next;
- mes "He will be attending summer camp this summer, but he doesn't know how to swim.";
- next;
- mes "I want to teach him, but as you know I am a blacksmith, a far cry from swimming! Hehe.";
- next;
- mes "But, I figured that if I make swim fins, it will be great for his confidence~!";
- next;
- mes "To make it, I need 30 Sticky Webfoots from a Roda Frog. Can you bring them to me?";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "PS. Do not compare me with Hollgrehenn or Antonio!!!!";
- next;
- mes "-- The hottest blacksmith, Morroc blacksmith Aragham --";
- next;
- mes " ";
- next;
- switch (select("Accept the mission.:Do not accept the mission.")) {
- case 1:
- if ((BaseLevel > 54) && (BaseLevel < 71)) {
- setquest 3256;
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- close;
- }
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- case 2:
- close;
- }
- }
- close;
- case 3:
- if (checkquest(3257) == 0) {
- mes "This mission is assigned by an inventor Dorian from Izlude.";
- next;
- mes "Have you heard the story that if women have a grudge on their mind, it will bring natural disasters.";
- next;
- mes "Wow, so guys must watch out for those sensitive women! Make sure they don't have any grudges on you.";
- next;
- mes "Women can bring strange phenomenons with them!";
- next;
- mes "I am so intrigued with that story that I'm trying to prove that it can be true.";
- next;
- mes "So I need to make women upset! Haha, I know what a mean idea, right?";
- next;
- mes "But this is seriously just for studying... So please hunt 30 Sohee's who seems to be revived from victimized souls.";
- next;
- mes "So I can keep observing the case.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Elegance inventor Dorian --";
- next;
- mes " ";
- next;
- switch (select("Accept the mission.:Do not accept the mission.")) {
- case 1:
- if ((BaseLevel > 54) && (BaseLevel < 71)) {
- setquest 3257;
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- close;
- }
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- case 2:
- close;
- }
- }
- if (checkquest(3257,HUNTING) == 1) {
- mes "You have an on-going mission. Would you like to check the details?";
- next;
- switch (select("Check the details.:Cancel.")) {
- case 1:
- mes "This mission is assigned by an inventor Dorian from Izlude.";
- next;
- mes "Have you heard the story that if women have a grudge on their mind, it will bring natural disasters.";
- next;
- mes "Wow, so guys must watch out for those sensitive women! Make sure they don't have any grudges on you.";
- next;
- mes "Women can bring strange phenomenons with them!";
- next;
- mes "I am so intrigued with that story that I'm trying to prove that it can be true.";
- next;
- mes "So I need to make women upset! Haha, I know what a mean idea, right?";
- next;
- mes "But this is seriously just for studying... So please hunt 30 Sohee's who seems to be revived from victimized souls.";
- next;
- mes "So I can keep observing the case.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Elegance inventor Dorian --";
- close;
- case 2:
- close;
- }
- }
- if (checkquest(3257,HUNTING) == 2) {
- mes "I have done pretty well for the mission. Should I report it now?";
- next;
- switch (select("Report the mission.:Do not report it yet.")) {
- case 1:
- getexp 17000,8000;
- erasequest 3257;
- mes "You have completed the mission. Get rewards.";
- close;
- case 2:
- close;
- }
- }
- if (checkquest(3257) == 2) {
- mes "This mission is assigned by an inventor Dorian from Izlude.";
- next;
- mes "Have you heard the story that if women have a grudge on their mind, it will bring natural disasters.";
- next;
- mes "Wow, so guys must watch out for those sensitive women! Make sure they don't have any grudges on you.";
- next;
- mes "Women can bring strange phenomenons with them!";
- next;
- mes "I am so intrigued with that story that I'm trying to prove that it can be true.";
- next;
- mes "So I need to make women upset! Haha, I know what a mean idea, right?";
- next;
- mes "But this is seriously just for studying... So please hunt 30 Sohee's who seems to be revived from victimized souls.";
- next;
- mes "So I can keep observing the case.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Elegance inventor Dorian --";
- next;
- mes " ";
- next;
- switch (select("Accept the mission.:Do not accept the mission.")) {
- case 1:
- if ((BaseLevel > 54) && (BaseLevel < 71)) {
- setquest 3257;
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- close;
- }
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- case 2:
- close;
- }
- }
- close;
- case 4:
- if (checkquest(3258) == 0) {
- mes "This mission is assigned by Wallah from Payon.";
- next;
- mes "Hello, adventurer. How are you? How is your health?";
- next;
- mes "I am a pharmacist and I am having a hard time getting special ingredients lately.";
- next;
- mes "Because I am a little sensitive girl, how can I possibly get those things by myself.";
- next;
- mes "So, please help me. Just bring 40 Huge Leafs to me, that will be enough to complete my special medicine!";
- next;
- mes "Please bring it as soon as possible, people need my medicine.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Wallah --";
- next;
- mes " ";
- next;
- switch (select("Accept the mission.:Do not accept the mission.")) {
- case 1:
- if ((BaseLevel > 54) && (BaseLevel < 71)) {
- setquest 3258;
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- close;
- }
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- case 2:
- close;
- }
- }
- if ((checkquest(3258) == 1) && (countitem(7198) < 40)) {
- mes "You have an on-going mission. Would you like to check the details?";
- next;
- switch (select("Check the details.:Cancel.")) {
- case 1:
- mes "This mission is assigned by Wallah from Payon.";
- next;
- mes "Hello, adventurer. How are you? How is your health?";
- next;
- mes "I am a pharmacist and I am having a hard time getting special ingredients lately.";
- next;
- mes "Because I am a little sensitive girl, how can I possibly get those things by myself.";
- next;
- mes "So, please help me. Just bring 40 Huge Leafs to me, that will be enough to complete my special medicine!";
- next;
- mes "Please bring it as soon as possible, people need my medicine.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Wallah --";
- close;
- case 2:
- close;
- }
- }
- if ((checkquest(3258) == 1) && (countitem(7198) > 39)) {
- mes "I have done pretty well for the mission. Should I report it now?";
- next;
- switch (select("Report the mission.:Do not report it yet.")) {
- case 1:
- delitem 7198,40; //Great_Leaf
- getexp 16000,7000;
- erasequest 3258;
- mes "You have completed the mission. Get rewards.";
- close;
- case 2:
- close;
- }
- }
- if (checkquest(3258) == 2) {
- mes "This mission is assigned by Wallah from Payon.";
- next;
- mes "Hello, adventurer. How are you? How is your health?";
- next;
- mes "I am a pharmacist and I am having a hard time getting special ingredients lately.";
- next;
- mes "Because I am a little sensitive girl, how can I possibly get those things by myself.";
- next;
- mes "So, please help me. Just bring 40 Huge Leafs to me, that will be enough to complete my special medicine!";
- next;
- mes "Please bring it as soon as possible, people need my medicine.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Wallah --";
- next;
- mes " ";
- next;
- switch (select("Accept the mission.:Do not accept the mission.")) {
- case 1:
- if ((BaseLevel > 54) && (BaseLevel < 71)) {
- setquest 3258;
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- close;
- }
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- case 2:
- close;
- }
- }
- close;
- case 5:
- if (checkquest(12217) == 0) {
- mes "This mission is assigned by puppet master Woonute from Geffen.";
- next;
- mes "You know being a puppet master is kind of a hard job to satisfy people.";
- next;
- mes "People can search and see so many different things on their own thesedays.";
- next;
- mes "Their expectations are getting high, I can't satisfy them anymore.";
- next;
- mes "But if I can make new toy concepts, like living toys, it will be ground breaking.";
- next;
- mes "I heard that there are live dolls called Marionettes. Can you hunt 30 Marionettes for me? And also bring 30 Golden Hair, those will be great materials for the new toys.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Puppet Master Woonute --";
- next;
- mes " ";
- next;
- switch (select("Accept the mission.:Do not accept the mission.")) {
- case 1:
- if ((BaseLevel > 54) && (BaseLevel < 71)) {
- setquest 12217;
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- close;
- }
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- case 2:
- close;
- }
- }
- if ((checkquest(12217,HUNTING) == 1) && (countitem(1060) < 30)) {
- mes "You have an on-going mission. Would you like to check the details?";
- next;
- switch (select("Check the details.:Cancel.")) {
- case 1:
- mes "This mission is assigned by puppet master Woonute from Geffen.";
- next;
- mes "You know being a puppet master is kind of a hard job to satisfy people.";
- next;
- mes "People can search and see so many different things on their own thesedays.";
- next;
- mes "Their expectations are getting high, I can't satisfy them anymore.";
- next;
- mes "But if I can make new toy concepts, like living toys, it will be ground breaking.";
- next;
- mes "I heard that there are live dolls called Marionettes. Can you hunt 30 Marionettes for me? And also bring 30 Golden Hair, those will be great materials for the new toys.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Puppet Master Woonute --";
- close;
- case 2:
- close;
- }
- }
- if ((checkquest(12217,HUNTING) == 2) && (countitem(1060) > 29)) {
- mes "I have done pretty well for the mission. Should I report it now?";
- next;
- switch (select("Report the mission.:Do not report it yet.")) {
- case 1:
- delitem 1060,30; //Golden_Hair
- getexp 17000,7000;
- erasequest 3259;
- mes "You have completed the mission. Get rewards.";
- close;
- case 2:
- close;
- }
- }
- if (checkquest(12217) == 2) {
- mes "This mission is assigned by puppet master Woonute from Geffen.";
- next;
- mes "You know being a puppet master is kind of a hard job to satisfy people.";
- next;
- mes "People can search and see so many different things on their own thesedays.";
- next;
- mes "Their expectations are getting high, I can't satisfy them anymore.";
- next;
- mes "But if I can make new toy concepts, like living toys, it will be ground breaking.";
- next;
- mes "I heard that there are live dolls called Marionettes. Can you hunt 30 Marionettes for me? And also bring 30 Golden Hair, those will be great materials for the new toys.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Puppet Master Woonute --";
- next;
- mes " ";
- next;
- switch (select("Accept the mission.:Do not accept the mission.")) {
- case 1:
- if ((BaseLevel > 54) && (BaseLevel < 71)) {
- setquest 12217;
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- close;
- }
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- case 2:
- close;
- }
- }
- close;
- }
- case 3:
- switch (select("Tiresome Flies:Dangerous Munak:Make the World green:Magic Wand")) {
- case 1:
- if (checkquest(3260) == 0) {
- mes "This mission is assigned by an exterminator from Prontera.";
- next;
- mes "As the weather gets warmer, insects multiply more and more. It is already out of control.";
- next;
- mes "People in Prontera cannot sleep because of all the bugs in their house.";
- next;
- mes "So, please help us, hunt 30 Hunter Flies. Then the flies can be reduced slowly.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- The Prontera exterminator --";
- next;
- switch (select("Accept the mission.:Do not accept the mission.")) {
- case 1:
- if ((BaseLevel > 54) && (BaseLevel < 71)) {
- setquest 3260;
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- close;
- }
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- case 2:
- close;
- }
- }
- if (checkquest(3260,HUNTING) == 1) {
- mes "You have an on-going mission. Would you like to check the details?";
- next;
- switch (select("Check the details.:Cancel.")) {
- case 1:
- mes "This mission is assigned by an exterminator from Prontera.";
- next;
- mes "As the weather gets warmer, insects multiply more and more. It is already out of control.";
- next;
- mes "People in Prontera cannot sleep because of all the bugs in their house.";
- next;
- mes "So, please help us, hunt 30 Hunter Flies. Then the flies can be reduced slowly.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- The Prontera exterminator --";
- close;
- case 2:
- close;
- }
- }
- if (checkquest(3260,HUNTING) == 2) {
- mes "I have done pretty well for the mission. Should I report it now?";
- next;
- switch (select("Report the mission.:Do not report it yet.")) {
- case 1:
- getexp 16000,6000;
- erasequest 3260;
- mes "You have completed the mission. Get rewards.";
- close;
- case 2:
- close;
- }
- }
- if (checkquest(3260) == 2) {
- mes "This mission is assigned by an exterminator from Prontera.";
- next;
- mes "As the weather gets warmer, insects multiply more and more. It is already out of control.";
- next;
- mes "People in Prontera cannot sleep because of all the bugs in their house.";
- next;
- mes "So, please help us, hunt 30 Hunter Flies. Then the flies can be reduced slowly.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- The Prontera exterminator --";
- next;
- switch (select("Accept the mission.:Do not accept the mission.")) {
- case 1:
- if ((BaseLevel > 54) && (BaseLevel < 71)) {
- setquest 3260;
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- close;
- }
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- case 2:
- close;
- }
- }
- close;
- case 2:
- if (checkquest(3261) == 0) {
- mes "This mission is assigned by Cheese Dongja from Payon.";
- next;
- mes "Have you heard about Munak?";
- next;
- mes "The ugly monster Munak is threatening people in Payon.";
- next;
- mes "So we need brave adventurers like you!";
- next;
- mes "Please hunt 30 Munaks then Payon will be in peace.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "- Payon Cheese Dongja -";
- next;
- mes " ";
- next;
- switch (select("Accept the mission.:Do not accept the mission.")) {
- case 1:
- if ((BaseLevel > 54) && (BaseLevel < 71)) {
- setquest 3261;
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- close;
- }
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- case 2:
- close;
- }
- }
- if (checkquest(3261,HUNTING) == 1) {
- mes "You have an on-going mission. Would you like to check the details?";
- next;
- switch (select("Check the details.:Cancel.")) {
- case 1:
- mes "This mission is assigned by Cheese Dongja from Payon.";
- next;
- mes "Have you heard about Munak?";
- next;
- mes "The ugly monster Munak is threatening people in Payon.";
- next;
- mes "So we need brave adventurers like you!";
- next;
- mes "Please hunt 30 Munaks then Payon will be in peace.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "- Payon Cheese Dongja -";
- close;
- case 2:
- close;
- }
- }
- if (checkquest(3261,HUNTING) == 2) {
- mes "I have done pretty well for the mission. Should I report it now?";
- next;
- switch (select("Report the mission.:Do not report it yet.")) {
- case 1:
- getexp 16000,7000;
- erasequest 3261;
- mes "You have completed the mission. Get rewards.";
- close;
- case 2:
- close;
- }
- }
- if (checkquest(3261) == 2) {
- mes "This mission is assigned by Cheese Dongja from Payon.";
- next;
- mes "Have you heard about Munak?";
- next;
- mes "The ugly monster Munak is threatening people in Payon.";
- next;
- mes "So we need brave adventurers like you!";
- next;
- mes "Please hunt 30 Munaks then Payon will be in peace.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "- Payon Cheese Dongja -";
- next;
- mes " ";
- next;
- switch (select("Accept the mission.:Do not accept the mission.")) {
- case 1:
- if ((BaseLevel > 54) && (BaseLevel < 71)) {
- setquest 3261;
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- close;
- }
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- case 2:
- close;
- }
- }
- close;
- case 3:
- if (checkquest(3262) == 0) {
- mes "This mission is assigned by a gem dealer, Ibraham from Morroc.";
- next;
- mes "A small beautiful flower in the barren desert... What an incredible scene it would be!";
- next;
- mes "Planting flowers can make the world green and it will be so pretty everywhere.";
- next;
- mes "I plan to plant strong flowers in the Morroc desert so the soil gets better.";
- next;
- mes "I need 40 Maneater Blossom from Flora, I know Maneater Blossom is an ugly flower, but still it is a plant.";
- next;
- mes "I hope you can hunt Flora and get me 40 Maneater Blossoms. You are making the world green! Be proud!";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Morroc Ibraham --";
- next;
- mes " ";
- next;
- switch (select("Accept the mission.:Do not accept the mission.")) {
- case 1:
- if ((BaseLevel > 54) && (BaseLevel < 71)) {
- setquest 3262;
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- close;
- }
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- case 2:
- close;
- }
- }
- if ((checkquest(3262) == 1) && (countitem(1032) < 40)) {
- mes "You have an on-going mission. Would you like to check the details?";
- next;
- switch (select("Check the details.:Cancel.")) {
- case 1:
- mes "This mission is assigned by a gem dealer, Ibraham from Morroc.";
- next;
- mes "A small beautiful flower in the barren desert... What an incredible scene it would be!";
- next;
- mes "Planting flowers can make the world green and it will be so pretty everywhere.";
- next;
- mes "I plan to plant strong flowers in the Morroc desert so the soil gets better.";
- next;
- mes "I need 40 Maneater Blossom from Flora, I know Maneater Blossom is an ugly flower, but still it is a plant.";
- next;
- mes "I hope you can hunt Flora and get me 40 Maneater Blossoms. You are making the world green! Be proud!";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Morroc Ibraham --";
- close;
- case 2:
- close;
- }
- }
- if ((checkquest(3262) == 1) && (countitem(1032) > 39)) {
- mes "I have done pretty well for the mission. Should I report it now?";
- next;
- switch (select("Report the mission.:Do not report it yet.")) {
- case 1:
- delitem 1032,40; //Blossom_Of_Maneater
- getexp 17000,7000;
- erasequest 3262;
- mes "You have completed the mission. Get rewards.";
- close;
- case 2:
- close;
- }
- }
- if (checkquest(3262) == 2) {
- mes "This mission is assigned by a gem dealer, Ibraham from Morroc.";
- next;
- mes "A small beautiful flower in the barren desert... What an incredible scene it would be!";
- next;
- mes "Planting flowers can make the world green and it will be so pretty everywhere.";
- next;
- mes "I plan to plant strong flowers in the Morroc desert so the soil gets better.";
- next;
- mes "I need 40 Maneater Blossom from Flora, I know Maneater Blossom is an ugly flower, but still it is a plant.";
- next;
- mes "I hope you can hunt Flora and get me 40 Maneater Blossoms. You are making the world green! Be proud!";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Morroc Ibraham --";
- next;
- mes " ";
- next;
- switch (select("Accept the mission.:Do not accept the mission.")) {
- case 1:
- if ((BaseLevel > 54) && (BaseLevel < 71)) {
- setquest 3262;
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- close;
- }
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- case 2:
- close;
- }
- }
- close;
- case 4:
- if (checkquest(3263) == 0) {
- mes "This mission is assigned by the Payon blacksmith Antonio.";
- next;
- mes "Magic wand! Have you heard about it? It is an incredible wand!";
- next;
- mes "If you say the magic words and swing the wand, it will make your wishes come true.";
- next;
- mes "So, I decided to make it by myself. Then I will be rich and powerful~! Haha!!";
- next;
- mes "To make the wand, I need some special materials.";
- next;
- mes "Please bring me 30 Dokebi Horns and 30 Trunks. If you do so, I will lend you my magic wand once. Haha, good deal?";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Payon blacksmith Antonio --";
- next;
- mes " ";
- next;
- switch (select("Accept the mission.:Do not accept the mission.")) {
- case 1:
- if ((BaseLevel > 54) && (BaseLevel < 71)) {
- setquest 3263;
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- close;
- }
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- case 2:
- close;
- }
- }
- if ((checkquest(3263) == 1) && (countitem(1021) < 30) && (countitem(7150) < 30)) {
- mes "You have an on-going mission. Would you like to check the details?";
- next;
- switch (select("Check the details.:Cancel.")) {
- case 1:
- mes "This mission is assigned by the Payon blacksmith Antonio.";
- next;
- mes "Magic wand! Have you heard about it? It is an incredible wand!";
- next;
- mes "If you say the magic words and swing the wand, it will make your wishes come true.";
- next;
- mes "So, I decided to make it by myself. Then I will be rich and powerful~! Haha!!";
- next;
- mes "To make the wand, I need some special materials.";
- next;
- mes "Please bring me 30 Dokebi Horns and 30 Trunks. If you do so, I will lend you my magic wand once. Haha, good deal?";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Payon blacksmith Antonio --";
- close;
- case 2:
- close;
- }
- }
- if ((checkquest(3263) == 1) && (countitem(1021) > 29) && (countitem(7150) > 29)) {
- mes "I have done pretty well for the mission. Should I report it now?";
- next;
- switch (select("Report the mission.:Do not report it yet.")) {
- case 1:
- delitem 1021,30; //Dokkaebi_Horn
- delitem 7150,30; //Bamboo_Cut
- getexp 18000,8000;
- erasequest 3263;
- mes "You have completed the mission. Get rewards.";
- close;
- case 2:
- close;
- }
- }
- if (checkquest(3263) == 2) {
- mes "This mission is assigned by the Payon blacksmith Antonio.";
- next;
- mes "Magic wand! Have you heard about it? It is an incredible wand!";
- next;
- mes "If you say the magic words and swing the wand, it will make your wishes come true.";
- next;
- mes "So, I decided to make it by myself. Then I will be rich and powerful~! Haha!!";
- next;
- mes "To make the wand, I need some special materials.";
- next;
- mes "Please bring me 30 Dokebi Horns and 30 Trunks. If you do so, I will lend you my magic wand once. Haha, good deal?";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Payon blacksmith Antonio --";
- next;
- mes " ";
- next;
- switch (select("Accept the mission.:Do not accept the mission.")) {
- case 1:
- if ((BaseLevel > 54) && (BaseLevel < 71)) {
- setquest 3263;
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- close;
- }
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- case 2:
- close;
- }
- }
- close;
- }
- }
- }
- mes "To get these missions, I need to Join the Eden Group first. I must find Secretary Lime Evenor and become a member.";
- close;
-}
diff --git a/npc/quests/eden/71-85.txt b/npc/quests/eden/71-85.txt
deleted file mode 100644
index 160909c93..000000000
--- a/npc/quests/eden/71-85.txt
+++ /dev/null
@@ -1,940 +0,0 @@
-//===== rAthena Script =======================================
-// Eden Group Quests - Mission [71 - 85]
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.1
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= Repetable Quests for Players between Baselevel 70 - 86 .
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//= 1.1 Some little optimization here and there. [Masao]
-//============================================================
-
-moc_para01,44,38,3 script Mission [71 - 85] 857,{
- if (countitem(6219) < 1) {
- mes "- Only members of the -";
- mes "- Eden Group can read -";
- mes "- this bulletin board. -";
- close;
- }
- mes "- Many hunting missions -";
- mes "- are on the bulletin board. -";
- next;
- if ((BaseLevel > 70) && (BaseLevel < 86)) {
- switch (select("Sphinx Dungeon:Glast Heim:Juno Area:Clock Tower:Localized Islands")) {
- case 1:
- mes "- Sphinx Dungeon -";
- mes "- I am Meidi who lives -";
- mes "- in Morocc. I want to hunt -";
- mes "- monsters in the Sphinx -";
- mes "- Dungeon. I will wait for -";
- mes "- you in front of the -";
- mes "- western gate. -";
- next;
- switch (select("Accept mission.:Decline mission.")) {
- case 1:
- if (slv_quest == 2 || slv_quest == 3 || slv_quest == 4 || slv_quest == 5 || slv_quest == 6) {
- mes "- You are already on -";
- mes "- another mission. -";
- mes "- You can't do multiple -";
- mes "- missions. Finish your -";
- mes "- current mission first. -";
- close;
- }
- if (checkquest(10102) == -1 || checkquest(10102) == 0) {
- setquest 10102;
- set slv_quest,1;
- mes "- Good. Now go find Meidi -";
- mes "- at the western gate -";
- mes "- in Morroc. -";
- close;
- }
- mes "- You are already on -";
- mes "- or have recently -";
- mes "- completed a mission. -";
- mes "- You can't do anymore -";
- mes "- missions right now. -";
- close;
- case 2:
- mes "- I don't want to do -";
- mes "- a mission right now. -";
- close;
- }
- case 2:
- mes "- Glast Heim -";
- mes "- I am Ancellia. -";
- mes "- I need some help -";
- mes "- hunting monsters -";
- mes "- in Glast Heim.-";
- mes "- Please help me. -";
- next;
- switch (select("Accept mission.:Decline mission.")) {
- case 1:
- if (slv_quest == 1 || slv_quest == 3 || slv_quest == 4 || slv_quest == 5 || slv_quest == 6) {
- mes "- You are already on -";
- mes "- another mission. -";
- mes "- You can't do multiple -";
- mes "- missions. Finish your -";
- mes "- current mission first. -";
- close;
- }
- if (checkquest(10103) == -1 || checkquest(10103) == 0) {
- setquest 10103;
- set slv_quest,2;
- mes "- Look for Ancellia. -";
- mes "- in Geffen. -";
- close;
- }
- mes "- You are already on -";
- mes "- or have recently -";
- mes "- completed a mission. -";
- mes "- You can't do anymore -";
- mes "- missions right now. -";
- close;
- case 2:
- mes "- I don't want to do -";
- mes "- a mission right now. -";
- close;
- }
- case 3:
- mes "- Juno Area -";
- mes "- I want to go to Juno, -";
- mes "- but the monsters on -";
- mes "- the way there are too -";
- mes "- strong for me. Come -";
- mes "- visit me in Al De Baran. -";
- mes "- My name is Jeanbai. -";
- next;
- switch (select("Accept mission.:Decline mission.")) {
- case 1:
- if (slv_quest == 1 || slv_quest == 2 || slv_quest == 4 || slv_quest == 5 || slv_quest == 6) {
- mes "- You are already on -";
- mes "- another mission. -";
- mes "- You can't do multiple -";
- mes "- missions. Finish your -";
- mes "- current mission first. -";
- close;
- }
- if (checkquest(10104) == -1 || checkquest(10104) == 0) {
- setquest 10104;
- set slv_quest,3;
- mes "- Look for Jeanbai -";
- mes "- in Al De Baran. -";
- close;
- }
- mes "- You are already on -";
- mes "- or have recently -";
- mes "- completed a mission. -";
- mes "- You can't do anymore -";
- mes "- missions right now. -";
- close;
- case 2:
- mes "- I don't want to do -";
- mes "- a mission right now. -";
- close;
- }
- case 4:
- mes "- Clock Tower -";
- mes "- A Clock is the best thing! -";
- mes "- I'm asking you to hunt -";
- mes "- some monster inside of.-";
- mes "- the Clock Tower, -";
- mes "- Risingeter. -";
- next;
- switch (select("Accept mission.:Decline mission.")) {
- case 1:
- if (slv_quest == 1 || slv_quest == 2 || slv_quest == 4 || slv_quest == 5 || slv_quest == 6) {
- mes "- You are already on -";
- mes "- another mission. -";
- mes "- You can't do multiple -";
- mes "- missions. Finish your -";
- mes "- current mission first. -";
- close;
- }
- if (checkquest(10105) == -1 || checkquest(10105) == 0) {
- setquest 10105;
- set slv_quest,4;
- mes "- Look for Risingeter -";
- mes "- in front of the -";
- mes "- Clock Tower. -";
- close;
- }
- mes "- You are already on -";
- mes "- or have recently -";
- mes "- completed a mission. -";
- mes "- You can't do anymore -";
- mes "- missions right now. -";
- close;
- case 2:
- mes "- I don't want to do -";
- mes "- a mission right now. -";
- close;
- }
- case 5:
- mes "- Localized Islands -";
- mes "- I need someone who -";
- mes "- can hunt monsters -";
- mes "- for Funfi in Alberta. -";
- next;
- switch (select("Accept mission.:Decline mission.")) {
- case 1:
- if (slv_quest == 1 || slv_quest == 2 || slv_quest == 3 || slv_quest == 4 || slv_quest == 6) {
- mes "- You are already on -";
- mes "- another mission. -";
- mes "- You can't do multiple -";
- mes "- missions. Finish your -";
- mes "- current mission first. -";
- close;
- }
- if (checkquest(10106) == -1 || checkquest(10106) == 0) {
- setquest 10106;
- set slv_quest,5;
- mes "- Loof for Funfi -";
- mes "- in Alberta. -";
- close;
- }
- mes "- You are already on -";
- mes "- or have recently -";
- mes "- completed a mission. -";
- mes "- You can't do anymore -";
- mes "- missions right now. -";
- close;
- case 2:
- mes "- I don't want to do -";
- mes "- a mission right now. -";
- close;
- }
- }
- }
- mes "- Only members of the -";
- mes "- right level can read -";
- mes "- this bulletin board. -";
- mes "- Try to find a board -";
- mes "- that suits your level. -";
- close;
-}
-
-morocc,35,174,5 script Meidi 729,{
-
- if ((checkquest(10107) == 2) && (checkquest(10108) == 2) && (checkquest(10109) == 2) && (slv_quest == 6)) {
- set slv_quest,0;
- mes "[Meidi]";
- mes "You have completed the hunting missions.";
- mes "I don't have anymore missions for you.";
- mes "Thanks, you did a great job!";
- close;
- }
- if (checkquest(10107) == 1 || checkquest(10108) == 1 || checkquest(10109) == 1) {
- mes "[Meidi]";
- mes "Wow! How did you come back so fast?";
- mes "What monster did you hunt?";
- next;
- switch (select("Requiem:Marduk:Pasana")) {
- case 1:
- if (checkquest(10107,HUNTING) == 2) {
- mes "[Meidi]";
- mes "You've hunted all 10 Requim.";
- mes "Thank you very much.";
- next;
- mes "[Meidi]";
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it will be helpfull to you.";
- next;
- completequest 10107;
- getexp 48000,0;
- mes "[Meidi]";
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- }
- mes "[Meidi]";
- mes "You didn't hunt 10 Requim yet,";
- mes "You should make sure that you hunt all of them.";
- mes "Can you check again?";
- close;
- case 2:
- if (checkquest(10108,HUNTING) == 2) {
- mes "[Meidi]";
- mes "You've hunted all 10 Marduk.";
- mes "Thank you very much.";
- next;
- mes "[Meidi]";
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it will be helpfull to you.";
- next;
- completequest 10108;
- getexp 48000,0;
- mes "[Meidi]";
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- }
- mes "[Meidi]";
- mes "You didn't hunt 10 Marduk yet,";
- mes "You should make sure that you hunt all of them.";
- mes "Can you check again?";
- close;
- case 3:
- if (checkquest(10109,HUNTING) == 2) {
- mes "[Meidi]";
- mes "Wow, you've hunted 10 Pasana.";
- mes "Cool.";
- mes "Thank you very much.";
- next;
- mes "[Meidi]";
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it will be helpfull to you.";
- next;
- completequest 10109;
- getexp 48000,0;
- mes "[Meidi]";
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- }
- mes "[Meidi]";
- mes "You didn't hunt 10 Pasana yet,";
- mes "You should make sure that you hunt all of them.";
- mes "Can you check again?";
- close;
- }
- }
- if (slv_quest == 6) {
- mes "[Meidi]";
- mes "Sphinx Dungeon... many adventurers came back with great injuries.";
- mes "That place is very dangerous.";
- mes "Someone should go inside an make it safer for everyone.";
- mes "Hopefully, very soon!";
- close;
- }
- mes "[Meidi]";
- mes "Sphinx Dungeon... many adventurers came back with great injuries.";
- mes "That place is very dangerous.";
- mes "Someone should go inside an make it safer for everyone.";
- mes "Hopefully, very soon!";
- next;
- if (slv_quest == 1) {
- mes "[Meidi]";
- mes "Oh! Are you from the Eden Group?";
- mes "Are you here for my mission?";
- mes "You came right on time.";
- mes "I was worried that noone would accept the mission that I posted.";
- next;
- mes "[Meidi]";
- mes "So, I need help hunting 3 monsters";
- mes "inside of the Sphinx Dungeon.";
- mes "Got it? Its too dangerous for me so that's why I posted the mission.";
- next;
- mes "[Meidi]";
- mes "Requiem, Marduk and Pasana...";
- mes "I heard they are very dangerous monsters.";
- mes "Can you hunt 10 of those monsters?";
- mes "10 of each sounds good enough, right?";
- next;
- mes "[Meidi]";
- mes "If you succeed, I will give you a small reward for your help.";
- next;
- switch (select("Accept mission.:Decline mission.")) {
- case 1:
- mes "[Meidi]";
- mes "Oh. Thank you so much.";
- mes "How can I pay you backf or your effort?";
- mes "May Freya bless you~";
- next;
- completequest 10102;
- setquest 10107;
- setquest 10108;
- setquest 10109;
- set slv_quest,6;
- mes "[Meidi]";
- mes "Requiem, Marduk and Pasana.";
- mes "Don't forget and good luck.";
- close;
- case 2:
- set slv_quest,0;
- erasequest 10102;
- mes "[Meidi]";
- mes "I see. There is no other way.";
- mes "I will send a message to the Eden Group.";
- mes "Don't worry and nevermind.";
- close;
- }
- }
- close;
-}
-
-geffen,146,132,3 script Ancellia 906,{
- if ((checkquest(10110 == 2)) && (checkquest(10111) == 2) && (checkquest(10112) == 2) && (checkquest(10113) == 2) && (slv_quest == 6)) {
- set slv_quest,0;
- mes "[Ancellia]";
- mes "Wow. You've finished all";
- mes "of my missions. Great!";
- mes "You are of great help.";
- mes "I will inform the Eden Group of your assistance.";
- mes "You can go back, don't worry.";
- close;
- }
- if (checkquest(10110) == 1 || checkquest(10111) == 1 || checkquest(10112) == 1 || checkquest(10113) == 1) {
- mes "[Ancellia]";
- mes "You seem to have hunted all of the monsters.";
- mes "What monster have you hunted?";
- mes "Do you remember its name?";
- next;
- switch (select("Dark Frame:Evil Druid:Wraith:Raydric Archer")) {
- case 1:
- if (checkquest(10110,HUNTING) == 2) {
- mes "[Ancellia]";
- mes "Ah, you've hunted 10 Dark Frames.";
- mes "That was pretty difficult!";
- mes "Thank you very much.";
- next;
- completequest 10110;
- getexp 48000,0;
- mes "[Ancellia]";
- mes "Perhaps you can hunt the rest as well.";
- mes "I will wait for you here.";
- close;
- }
- mes "[Ancellia]";
- mes "Hmm... maybe you were confused.";
- mes "You didn't hunt all 10 Dark Frames.";
- mes "Can you check again?";
- close;
- case 2:
- if (checkquest(10111,HUNTING) == 2) {
- mes "[Ancellia]";
- mes "Ah, you've hunted 10 Evil Druids.";
- mes "That was pretty difficult!";
- mes "Thank you very much.";
- next;
- completequest 10111;
- getexp 48000,0;
- mes "[Ancellia]";
- mes "Perhaps you can hunt the rest as well.";
- mes "I will wait for you here.";
- close;
- }
- mes "[Ancellia]";
- mes "Hmm... maybe you were confused.";
- mes "You didn't hunt all 10 Evil Druids.";
- mes "Can you check again?";
- close;
- case 3:
- if (checkquest(10112,HUNTING) == 2) {
- mes "[Ancellia]";
- mes "Ah, you've hunted 10 Wraith.";
- mes "That was pretty difficult!";
- mes "Thank you very much.";
- next;
- completequest 10112;
- getexp 48000,0;
- mes "[Ancellia]";
- mes "Perhaps you can hunt the rest as well.";
- mes "I will wait for you here.";
- close;
- }
- mes "[Ancellia]";
- mes "Hmm... maybe you were confused.";
- mes "You didn't hunt all 10 Wraith.";
- mes "Can you check again?";
- close;
- case 4:
- if (checkquest(10113,HUNTING) == 2) {
- mes "[Ancellia]";
- mes "Ah, you've hunted 10 Raydric Archers.";
- mes "That was pretty difficult!";
- mes "Thank you very much.";
- next;
- completequest 10113;
- getexp 48000,0;
- mes "[Ancellia]";
- mes "Perhaps you can hunt the rest as well.";
- mes "I will wait for you here.";
- close;
- }
- mes "[Ancellia]";
- mes "Hmm... maybe you were confused.";
- mes "You didn't hunt all 10 Raydric Archers.";
- mes "Can you check again?";
- close;
- }
- }
- if (slv_quest == 6) {
- mes "[Ancellia]";
- mes "Go to Glast Heim and kill";
- mes "Dark Frames, Evil Druids,";
- mes "Wraith and Raydric Archers.";
- mes "10 of each should do just fine.";
- close;
- }
- mes "[Ancellia]";
- mes "Glast Heim is very far away.";
- mes "I heared that the castle was cursed by the ancient King of Prontera.";
- mes "There is a another story.";
- next;
- mes "[Ancellia]";
- mes "One day the came out of the castle and attacked a nearby village, it was terrible.";
- mes "That's why I can't stop worrying.";
- next;
- if (slv_quest == 2) {
- mes "[Ancellia]";
- mes "Oh, you got my mission";
- mes "from the Eden Group. Great~!";
- mes "Thank you very much.";
- next;
- mes "[Ancellia]";
- mes "I already explained.";
- mes "So I expect you understand.";
- mes "You need to hurry hunting";
- mes "Dark Frames, Evil Druids,";
- mes "Wraith and Raydric Archesr.";
- next;
- mes "[Ancellia]";
- mes "You should hunt them all.";
- mes "These are dangerous monsters so please take care of yourself.";
- next;
- switch (select("Accept mission.:Decline mission.")) {
- case 1:
- mes "[Ancellia]";
- mes "Thanks a lot.";
- mes "Be careful when you hunt these monsters. Good luck.";
- next;
- completequest 10103;
- setquest 10110;
- setquest 10111;
- setquest 10112;
- setquest 10113;
- set slv_quest,6;
- mes "[Ancellia]";
- mes "Remember, Dark Frames,";
- mes "Evil Druids, Wraiths";
- mes "and Raydric Archers.";
- close;
- case 2:
- set slv_quest,0;
- erasequest 10103;
- mes "[Ancellia]";
- mes "Was the mission too hard?";
- mes "I guess I'll just have to wait for someone else from the Eden Group to help me.";
- close;
- }
- }
- close;
-}
-
-aldebaran,144,230,3 script Jeanbai 900,{
- if ((checkquest(10114) == 2) && (checkquest(10115) == 2) && (checkquest(10116) == 2) && (checkquest(10117) == 2) && (slv_quest == 6)) {
- set slv_quest,0;
- mes "[Jeanbai]";
- mes "You've hunted all of the monsters.";
- mes "I will inform the Eden Group.";
- mes "Thank you.";
- close;
- }
- if (checkquest(10114) == 1 || checkquest(10115) == 1 || checkquest(10116) == 1 || checkquest(10117) == 1) {
- mes "[Jeanbai]";
- mes "Huh? So... fast...";
- mes "You amaze me!";
- mes "So what monster did you hunt?";
- next;
- switch (select("Grand Peco:Sleeper:Goat:Harpy")) {
- case 1:
- if (checkquest(10114,HUNTING) == 2) {
- mes "[Jeanbai]";
- mes "You've hunted 20 Grand Pecos. Perfect!";
- mes "Thanks a lot.";
- next;
- completequest 10114;
- getexp 48000,0;
- mes "[Jeanbai]";
- mes "Please hunt the others as soon as possible.";
- mes "I have faith in you!";
- close;
- }
- mes "[Jeanbai]";
- mes "What? Maybe you were confused.";
- mes "You haven't hunted all 20 Grand Pecos.";
- mes "Please check again.";
- close;
- case 2:
- if (checkquest(10115,HUNTING) == 2) {
- mes "[Jeanbai]";
- mes "You've hunted 20 Sleepers!";
- mes "Thanks a lot.";
- next;
- completequest 10115;
- getexp 48000,0;
- mes "[Jeanbai]";
- mes "Please hunt the others as soon as possible.";
- mes "I have faith in you!";
- close;
- }
- mes "[Jeanbai]";
- mes "What? Maybe you were confused.";
- mes "You haven't hunted all 20 Sleepers.";
- mes "Please check again.";
- close;
- case 3:
- if (checkquest(10116,HUNTING) == 2) {
- mes "[Jeanbai]";
- mes "You've hunted 20 Goats. Perfect!";
- mes "I checked the amounts and you're right.";
- mes "Thanks a lot.";
- next;
- completequest 10116;
- getexp 48000,0;
- mes "[Jeanbai]";
- mes "Please hunt the others as soon as possible.";
- mes "I have faith in you!";
- close;
- }
- mes "[Jeanbai]";
- mes "What? Maybe you were confused.";
- mes "You haven't hunted all 20 Goats.";
- mes "Please check again.";
- close;
- case 4:
- if (checkquest(10117,HUNTING) == 2) {
- mes "[Jeanbai]";
- mes "You've hunted 20 Harpies. Perfect!";
- mes "Thanks a lot.";
- next;
- completequest 10117;
- getexp 48000,0;
- mes "[Jeanbai]";
- mes "Please hunt the others as soon as possible.";
- mes "I have faith in you!";
- close;
- }
- mes "[Jeanbai]";
- mes "What? Maybe you were confused.";
- mes "You haven't hunted all 20 Harpies.";
- mes "Please check again.";
- close;
- }
- }
- if (slv_quest == 6) {
- mes "[Jeanbai]";
- mes "Grand Pecos, Sleepers, Goats";
- mes "and Harpies. Hunt 20 of each.";
- mes "When you're finished hunting, come back to me.";
- mes "I hope you finish as soon as you can.";
- close;
- }
- mes "[Jeanbai]";
- mes "I am traveler Jeanbai.";
- mes "As I said I'm a traveler not a adventurer so, I am not good at fighting.";
- mes "That's why I can't travel all over the world.";
- next;
- mes "[Jeanbai]";
- mes "Monsters are increasing in numbers so travelers like me have a hard time getting around.";
- mes "I wish I could travel around without having to worry about that.";
- next;
- if (slv_quest == 3) {
- mes "[Jeanbai]";
- mes "Oh, did you get my mission from the Eden Group?";
- mes "Great~! We don't have a lot of time.";
- mes "Let me explain.";
- next;
- mes "[Jeanbai]";
- mes "The monsters around Juno,";
- mes "Grand Pecos, Sleepers, Goats";
- mes "and Harpies. Please hunt 20 of them.";
- mes "I've been hesitating to visit Juno because of those monsters around there.";
- next;
- mes "[Jeanbai]";
- mes "Will you accept this mission?";
- mes "I hope you are the right person for the job.";
- mes "So what do you say?";
- next;
- switch (select("Accept mission.:Decline mission.")) {
- case 1:
- mes "[Jeanbai]";
- mes "Great!";
- mes "You won't regret it.";
- next;
- completequest 10104;
- setquest 10114;
- setquest 10115;
- setquest 10116;
- setquest 10117;
- set slv_quest,6;
- mes "[Jeanbai]";
- mes "When you're finished hunting, come back to me.";
- mes "I hope you finish as soon as you can.";
- close;
- case 2:
- set slv_quest,0;
- erasequest 10104;
- mes "[Jeanbai]";
- mes "Too bad. I'm disappointed.";
- mes "I should inform the Eden Group again.";
- mes "I see, nevermind.";
- close;
- }
- }
- close;
-}
-
-aldebaran,105,116,3 script Risingeter 869,{
- if ((checkquest(10118) == 2) && (checkquest(10119) == 2) && (checkquest(10120 == 2)) && (slv_quest == 6)) {
- set slv_quest,0;
- mes "[Risingeter]";
- mes "You've completed all of my missions.";
- mes "Amazing~! I will inform the Eden Group.";
- mes "of your assistance. Thanks again!";
- close;
- }
- if (checkquest(10118) == 1 || checkquest(10119) == 1 || checkquest(10120) == 1) {
- mes "[Risingeter]";
- mes "Wow. Are you done?";
- mes "So fast~?! Unbelievable~";
- mes "You were the right person for this mission.";
- mes "Which monster did you hunt?";
- next;
- switch (select("Clock:Punk:Rideword")) {
- case 1:
- if (checkquest(10118,HUNTING) == 2) {
- mes "[Risingeter]";
- mes "Good! You've hunted 15 Clocks.";
- mes "Ah, now I can hear the clock sound clearly...";
- mes "Tic!! toc!! tic!! toc!!...";
- next;
- completequest 10118;
- getexp 48000,0;
- mes "[Risingeter]";
- mes "Thanks a lot!";
- mes "I hope you can hunt the rest as well.";
- mes "Go as soon as you can!";
- close;
- }
- mes "[Risingeter]";
- mes "Uh? Something is wrong.";
- mes "15 Clocks, right?";
- mes "You better check how many you've hunted.";
- close;
- case 2:
- if (checkquest(10119,HUNTING) == 2) {
- mes "[Risingeter]";
- mes "Good! You've hunted 15 Punks.";
- mes "Ah, now I can hear the clock sound clearly...";
- mes "Tic!! toc!! tic!! toc!!...";
- next;
- completequest 10119;
- getexp 48000,0;
- mes "[Risingeter]";
- mes "Thanks a lot!";
- mes "I hope you can hunt the rest as well.";
- mes "Go as soon as you can!";
- close;
- }
- mes "[Risingeter]";
- mes "Uh? Something is wrong.";
- mes "15 Punks, right?";
- mes "You better check how many you've hunted.";
- close;
- case 3:
- if (checkquest(10120,HUNTING) == 2) {
- mes "[Risingeter]";
- mes "Good! You've hunted 15 Ridewords.";
- mes "Ah, now I can hear the clock sound clearly...";
- mes "Tic!! toc!! tic!! toc!!...";
- next;
- completequest 10120;
- getexp 48000,0;
- mes "[Risingeter]";
- mes "Thanks a lot!";
- mes "I hope you can hunt the rest as well.";
- mes "Go as soon as you can!";
- close;
- }
- mes "[Risingeter]";
- mes "Uh? Something is wrong.";
- mes "15 Ridewords, right?";
- mes "You better check how many you've hunted.";
- close;
- }
- }
- if (slv_quest == 6) {
- mes "[Risingeter]";
- mes "Hunt 15 Clocks, Punks, and Ridewords.";
- mes "Please hurry.";
- close;
- }
- mes "[Risingeter]";
- mes "I like clocks so much.";
- mes "They move with regular rhythm";
- mes "making tic toc sounds.";
- mes "Ahah!! Hail to the clocks!";
- next;
- mes "[Risingeter]";
- mes "That's why I like the Clock Tower so much.";
- mes "It makes a really nice sound.";
- mes "I like it so much!";
- next;
- if (slv_quest == 4) {
- mes "[Risingeter]";
- mes "Uh? Have you come to help me solve my trouble.";
- mes "You already know I like clocks right?";
- mes "That's why I need your help to hunt these monsters.";
- next;
- mes "[Risingeter]";
- mes "There are too many monsters inside the Clock Tower.";
- mes "Their presence is destroying the Clock Tower.";
- next;
- mes "[Risingeter]";
- mes "Anyway. Can you help me?";
- mes "Please hunt 15 Clocks, Punks and Ridewords before it breaks down.";
- next;
- switch (select("Accept mission.:Decline mission.")) {
- case 1:
- completequest 10105;
- setquest 10118;
- setquest 10119;
- setquest 10120;
- set slv_quest,6;
- mes "[Risingeter]";
- mes "Ok! I expect you will do the right thing.";
- mes "Hunt 15 Clocks, Punks and Ridewords.";
- close;
- case 2:
- set slv_quest,0;
- erasequest 10105;
- mes "[Risingeter]";
- mes "You don't understand my love for clocks";
- mes "I will find another brave adventurer.";
- mes "I will inform the Eden Group.";
- close;
- }
- }
- close;
-}
-
-alberta,215,111,5 script Funfi 828,{
- if ((checkquest(10121) == 2) && (checkquest(10122) == 2) && (checkquest(10123) == 2) && (slv_quest == 6)) {
- set slv_quest,0;
- mes "[Funfi]";
- mes "Um! Thank you so much for all your efforts!";
- mes "I will inform, the Eden Group about your assistance, don't worry!";
- mes "Hahahaha...";
- close;
- }
- if (checkquest(10121) == 1 || checkquest(10122) == 1 || checkquest(10123) == 1) {
- mes "[Funfi]";
- mes "Unbelievable~! So fast~!";
- mes "Which monster did you hunt?";
- next;
- switch (select("Kikimora:Miyabi Doll:Mi Gao")) {
- case 1:
- if (checkquest(10121,HUNTING) == 2) {
- mes "[Funfi]";
- mes "Ok! You've hunted 15 Kikimora!";
- mes "You're the best!";
- next;
- completequest 10121;
- getexp 48000,0;
- mes "[Funfi]";
- mes "Please hunt the others as well.";
- mes "I have faith in you!";
- close;
- }
- mes "[Funfi]";
- mes "Oh~ No no~!!";
- mes "Listen carefully! Hunt 15 Kikimora.";
- close;
- case 2:
- if (checkquest(10122,HUNTING) == 2) {
- mes "[Funfi]";
- mes "Ok! You've hunted 15 Miyabi Dolls!";
- mes "You're the best!";
- next;
- completequest 10122;
- getexp 48000,0;
- mes "[Funfi]";
- mes "Please hunt the others as well.";
- mes "I trust you!";
- close;
- }
- mes "[Funfi]";
- mes "Oh~ No no~!!";
- mes "Listen carefully! Hunt 15 Miyabi Dolls.";
- close;
- case 3:
- if (checkquest(10123,HUNTING) == 2) {
- mes "[Funfi]";
- mes "Ok! You've hunted 15 Mi Gaos!";
- mes "You're the best!";
- next;
- completequest 10123;
- getexp 48000,0;
- mes "[Funfi]";
- mes "Please hunt the others as well.";
- mes "I trust you!";
- close;
- }
- mes "[Funfi]";
- mes "Oh~ No no~!!";
- mes "Listen carefully! Hunt 15 Mi Gaos.";
- close;
- }
- }
- if (slv_quest == 6) {
- mes "[Funfi]";
- mes "Moscovia's Kikimore,";
- mes "Miyabi Dolls from Amatsu";
- mes "and Mi Gaos from Louyang.";
- mes "Please hunt 15 of each of those monsters.";
- close;
- }
- mes "[Funfi]";
- mes "I am a man who wants to experience adventures. But for some reason I can't...";
- next;
- mes "[Funfi]";
- mes "There are a lot of funny things in the world... Wooo!";
- next;
- if (slv_quest == 5) {
- mes "[Funfi]";
- mes "Anyway are you from the Eden Group?";
- mes "You are? Cool! I've been waiting for you~!";
- next;
- mes "[Funfi]";
- mes "No questions! Just do it now!";
- mes "Hunt Kikimora in Moscovia,";
- mes "Miyabi Dolls in Amatsu";
- mes "and Mi Gaos in Louyang!";
- mes "Hunt 15 each of those monsters!";
- next;
- mes "[Funfi]";
- mes "Please~!! haha.";
- mes "Hurry up!";
- next;
- switch (select("Accept mission.:Decline mission.")) {
- case 1:
- completequest 10106;
- setquest 10121;
- setquest 10122;
- setquest 10123;
- set slv_quest,6;
- getitem 7167,10; //Mystery_Iron_Bit
- mes "[Funfi]";
- mes "Ok! Good! Hurry up.";
- mes "Hunt the monsters on each of those 3 islands.";
- next;
- mes "[Funfi]";
- mes "I will give you some materials for use in Moscovia.";
- mes "Go as soon as you can!";
- close;
- case 2:
- set slv_quest,0;
- erasequest 10106;
- mes "[Funfi]";
- mes "What? You don't want to work?! Gosh!";
- mes "I will inform the Eden Group of this!";
- close;
- }
- }
- close;
-}
diff --git a/npc/quests/eden/86-90.txt b/npc/quests/eden/86-90.txt
deleted file mode 100644
index 9aac942ba..000000000
--- a/npc/quests/eden/86-90.txt
+++ /dev/null
@@ -1,550 +0,0 @@
-//===== rAthena Script =======================================
-// Eden Group Quests - Mission [86 - 90]
-//===== By: ==================================================
-//= Chilly
-//===== Current Version: =====================================
-//= 1.1
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= Repetable Quests for Players between Baselevel 85 - 91 .
-//===== Additional Comments: =================================
-//= 1.0 First Version. [Chilly]
-//= 1.1 Some little improvements here and there. [Masao]
-//============================================================
-
-moc_para01,48,175,3 script Mission [86 - 90] 857,{
- if (countitem(6219) < 1) {
- mes "- Only members of the -";
- mes "- Eden Group can read -";
- mes "- this bulletin board. -";
- close;
- }
- if (BaseLevel < 86) {
- mes "- This missions can only be -";
- mes "- read by those who are -";
- mes "- of the correct level. -";
- mes "- There might be another -";
- mes "- board somewhere for -";
- mes "- my level. -";
- close;
- }
- if (BaseLevel > 90) {
- if (checkquest(4167,HUNTING) == 2) {
- mes "You hunted all 30 Dragon Tail.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4167;
- getexp 76000,0;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- } else if (checkquest(4168,HUNTING) == 2) {
- mes "You hunted all 30 Spring Rabbit.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4168;
- getexp 82000,0;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- } else if (checkquest(4169,HUNTING) == 2) {
- mes "You hunted all 30 Pest.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4169;
- getexp 82000,0;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- } else if (checkquest(4170,HUNTING) == 2) {
- mes "You hunted all 30 Bathory.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4170;
- getexp 72000,0;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- } else if (checkquest(4171,HUNTING) == 2) {
- mes "You hunted all 30 Alarm.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4171;
- getexp 76000,0;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- } else if (checkquest(4172,HUNTING) == 2) {
- mes "You hunted all 30 Baba Yaga.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4172;
- getexp 72000,0;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- } else if (checkquest(4173,HUNTING) == 2) {
- mes "You hunted all 30 Hyegun.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4173;
- getexp 117000,0;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- } else if (checkquest(4174,HUNTING) == 2) {
- mes "You hunted all 30 Firelock Soldier.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4174;
- getexp 82000,0;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- } else if (checkquest(4175,HUNTING) == 2) {
- mes "You hunted all 30 Zipper Bear.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4175;
- getexp 120000,0;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- } else if (checkquest(4176,HUNTING) == 2) {
- mes "You hunted all 30 Earth Petite.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4176;
- getexp 72000,0;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- } else if (checkquest(4177,HUNTING) == 2) {
- mes "You hunted all 30 Rafflesia.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4177;
- getexp 72000,0;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- } else if (checkquest(4178,HUNTING) == 2) {
- mes "You hunted all 30 Venomous.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4178;
- getexp 72000,0;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- } else if (checkquest(4179,HUNTING) == 2) {
- mes "You hunted all 30 Pitman.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4179;
- getexp 86000,0;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- } else if (checkquest(4180,HUNTING) == 2) {
- mes "You hunted all 30 Yellow Novus.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4180;
- getexp 80000,0;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- } else {
- mes "- This missions can only be -";
- mes "- read by those who are -";
- mes "- of the correct level. -";
- mes "- There might be another -";
- mes "- board somewhere for -";
- mes "- my level. -";
- close;
- }
- }
- mes "- Many hunting missions -";
- mes "- are on the bulletin board. -";
- next;
- switch(select("Turtle Dungeon Area:Clock Tower Area:Local Area:Other Area")) {
- case 1:
- switch(select("Dragon Tail:Spring Rabbit:Pest")) {
- case 1:
- if (checkquest(4167,HUNTING) == 2) {
- mes "You hunted all 30 Dragon Tail.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4167;
- getexp 76000,0;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- }
- if (checkquest(4167) == -1) {
- setquest 4167;
- mes "Please hunt 30 Dragon Tail and return here.";
- close;
- }
- mes "Umm? You didn't hunt";
- mes "all 30 Dragon Tail yet...";
- mes "Will you check again?";
- close;
- case 2:
- if (checkquest(4168,HUNTING) == 2) {
- mes "You hunted all 30 Spring Rabbit.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4168;
- getexp 82000,0;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- }
- if (checkquest(4168) == -1) {
- setquest 4168;
- mes "Please hunt 30 Spring Rabbit and return here.";
- close;
- }
- mes "Umm? You didn't hunt";
- mes "all 30 Spring Rabbit yet...";
- mes "Will you check again?";
- close;
- case 3:
- if (checkquest(4169,HUNTING) == 2) {
- mes "You hunted all 30 Pest.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4169;
- getexp 82000,0;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- }
- if (checkquest(4169) == -1) {
- setquest 4169;
- mes "Please hunt 30 Pest and return here.";
- close;
- }
- mes "Umm? You didn't hunt";
- mes "all 30 Pest yet...";
- mes "Will you check again?";
- close;
- }
- case 2:
- switch(select("Bathory:Alarm")) {
- case 1:
- if (checkquest(4170,HUNTING) == 2) {
- mes "You hunted all 30 Bathory.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4170;
- getexp 72000,0;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- }
- if (checkquest(4170) == -1) {
- setquest 4170;
- mes "Please hunt 30 Bathory and return here.";
- close;
- }
- mes "Umm? You didn't hunt";
- mes "all 30 Bathory yet...";
- mes "Will you check again?";
- close;
- case 2:
- if (checkquest(4171,HUNTING) == 2) {
- mes "You hunted all 30 Alarm.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4171;
- getexp 76000,0;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- }
- if (checkquest(4171) == -1) {
- setquest 4171;
- mes "Please hunt 30 Alarm and return here.";
- close;
- }
- mes "Umm? You didn't hunt";
- mes "all 30 Alarm yet...";
- mes "Will you check again?";
- close;
- }
- case 3:
- switch(select("Babayaga:Hyegun:Antique Firelock:Zipper Bear")) {
- case 1:
- if (checkquest(4172,HUNTING) == 2) {
- mes "You hunted all 30 Babayaga.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4172;
- getexp 72000,0;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- }
- if (checkquest(4172) == -1) {
- setquest 4172;
- mes "Please hunt 30 Babayaga and return here.";
- close;
- }
- mes "Umm? You didn't hunt";
- mes "all 30 Babayaga yet...";
- mes "Will you check again?";
- close;
- case 2:
- if (checkquest(4173,HUNTING) == 2) {
- mes "You hunted all 30 Hyegun.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4173;
- getexp 117000,0;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- }
- if (checkquest(4173) == -1) {
- setquest 4173;
- mes "Please hunt 30 Hyegun and return here.";
- close;
- }
- mes "Umm? You didn't hunt";
- mes "all 30 Hyegun yet...";
- mes "Will you check again?";
- close;
- case 3:
- if (checkquest(4174,HUNTING) == 2) {
- mes "You hunted all 30 Antique Firelock.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4174;
- getexp 82000,0;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- }
- if (checkquest(4174) == -1) {
- setquest 4174;
- mes "Please hunt 30 Antique Firelock and return here.";
- close;
- }
- mes "Umm? You didn't hunt";
- mes "all 30 Antique Firelock yet...";
- mes "Will you check again?";
- close;
- case 4:
- if (checkquest(4175,HUNTING) == 2) {
- mes "You hunted all 30 Zipper Bear.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4175;
- getexp 120000,0;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- }
- if (checkquest(4175) == -1) {
- setquest 4175;
- mes "Please hunt 30 Zipper Bear and return here.";
- close;
- }
- mes "Umm? You didn't hunt";
- mes "all 30 Zipper Bear yet...";
- mes "Will you check again?";
- close;
- }
- case 4:
- switch(select("Earth Petite:Rafflesia:Venomous:Pitman:Yellow Novus")) {
- case 1:
- if (checkquest(4176,HUNTING) == 2) {
- mes "You hunted all 30 Earth Petite.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4176;
- getexp 72000,0;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- }
- if (checkquest(4176) == -1) {
- setquest 4176;
- mes "Please hunt 30 Earth Petite and return here.";
- close;
- }
- mes "Umm? You didn't hunt";
- mes "all 30 Earth Petite yet...";
- mes "Will you check again?";
- close;
- case 2:
- if (checkquest(4177,HUNTING) == 2) {
- mes "You hunted all 30 Rafflesia.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4177;
- getexp 72000,0;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- }
- if (checkquest(4177) == -1) {
- setquest 4177;
- mes "Please hunt 30 Rafflesia and return here.";
- close;
- }
- mes "Umm? You didn't hunt";
- mes "all 30 Rafflesia yet...";
- mes "Will you check again?";
- close;
- case 3:
- if (checkquest(4178,HUNTING) == 2) {
- mes "You hunted all 30 Venomous.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4178;
- getexp 72000,0;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- }
- if (checkquest(4178) == -1) {
- setquest 4178;
- mes "Please hunt 30 Venomous and return here.";
- close;
- }
- mes "Umm? You didn't hunt";
- mes "all 30 Venomous yet...";
- mes "Will you check again?";
- close;
- case 4:
- if (checkquest(4179,HUNTING) == 2) {
- mes "You hunted all 30 Pitman.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4179;
- getexp 86000,0;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- }
- if (checkquest(4179) == -1) {
- setquest 4179;
- mes "Please hunt 30 Pitman and return here.";
- close;
- }
- mes "Umm? You didn't hunt";
- mes "all 30 Pitman yet...";
- mes "Will you check again?";
- close;
- case 5:
- if (checkquest(4180,HUNTING) == 2) {
- mes "You hunted all 30 Yellow Novus.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4180;
- getexp 80000,0;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- }
- if (checkquest(4180) == -1) {
- setquest 4180;
- mes "Please hunt 30 Yellow Novus and return here.";
- close;
- }
- mes "Umm? You didn't hunt";
- mes "all 30 Yellow Novus yet...";
- mes "Will you check again?";
- close;
- }
- }
-}
diff --git a/npc/quests/eden/91-99.txt b/npc/quests/eden/91-99.txt
deleted file mode 100644
index 04944a10d..000000000
--- a/npc/quests/eden/91-99.txt
+++ /dev/null
@@ -1,623 +0,0 @@
-//===== rAthena Script =======================================
-// Eden Group Quests - Mission [91 - 99]
-//===== By: ==================================================
-//= Chilly
-//===== Current Version: =====================================
-//= 1.1
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= Repetable Quests for Players between Baselevel 90 - 100 .
-//===== Additional Comments: =================================
-//= 1.0 First Version. [Chilly]
-//= 1.1 Some little improvements here and there. [Masao]
-//============================================================
-
-moc_para01,48,177,3 script Mission [91 - 99] 857,{
- if (countitem(6219) < 1) {
- mes "- Only members of the -";
- mes "- Eden Group can read -";
- mes "- this bulletin board. -";
- close;
- }
- if (BaseLevel < 91) {
- mes "- This missions can only be -";
- mes "- read by those who are -";
- mes "- of the correct level. -";
- mes "- There might be another -";
- mes "- board somewhere for -";
- mes "- my level. -";
- close;
- }
- if (BaseLevel > 99) {
- if (checkquest(4181,HUNTING) == 2) {
- mes "You hunted all 30 Solider.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4181;
- getexp 90000,311000;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- } else if (checkquest(4182,HUNTING) == 2) {
- mes "You hunted all 30 Freezer.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4182;
- getexp 94000,311000;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- } else if (checkquest(4183,HUNTING) == 2) {
- mes "You hunted all 30 Heater.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4183;
- getexp 114000,311000;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- } else if (checkquest(4184,HUNTING) == 2) {
- mes "You hunted all 30 Injustice.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4184;
- getexp 96000,311000;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- } else if (checkquest(4185,HUNTING) == 2) {
- mes "You hunted all 30 Rybio.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4185;
- getexp 96000,311000;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- } else if (checkquest(4186,HUNTING) == 2) {
- mes "You hunted all 30 Dark Priest.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4186;
- getexp 146000,311000;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- } else if (checkquest(4187,HUNTING) == 2) {
- mes "You hunted all 30 Stapo.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4187;
- getexp 96000,311000;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- } else if (checkquest(4188,HUNTING) == 2) {
- mes "You hunted all 30 Roween.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4188;
- getexp 102000,311000;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- } else if (checkquest(4189,HUNTING) == 2) {
- mes "You hunted all 30 Siroma.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4189;
- getexp 110000,311000;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- } else if (checkquest(4190,HUNTING) == 2) {
- mes "You hunted all 30 Shinobi.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4190;
- getexp 102000,311000;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- } else if (checkquest(4191,HUNTING) == 2) {
- mes "You hunted all 30 Evil Nymph.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4191;
- getexp 108000,311000;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- } else if (checkquest(4192,HUNTING) == 2) {
- mes "You hunted all 30 Deviruchi.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4192;
- getexp 110000,311000;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- } else if (checkquest(4193,HUNTING) == 2) {
- mes "You hunted all 30 Mineral.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4193;
- getexp 138000,311000;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- } else if (checkquest(4194,HUNTING) == 2) {
- mes "You hunted all 30 Kaho.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4194;
- getexp 118000,311000;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- } else if (checkquest(4195,HUNTING) == 2) {
- mes "You hunted all 30 Neraid.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4195;
- getexp 96000,311000;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- } else if (checkquest(4196,HUNTING) == 2) {
- mes "You hunted all 30 Disguise.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4196;
- getexp 134000,311000;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- } else {
- mes "- This missions can only be -";
- mes "- read by those who are -";
- mes "- of the correct level. -";
- mes "- There might be another -";
- mes "- board somewhere for -";
- mes "- my level. -";
- close;
- }
- }
- mes "- Many hunting missions -";
- mes "- are on the bulletin board. -";
- next;
- switch(select("Turtle Dungeon Area:Glast Heim Area:Rachel Area:Local Area:Other Area")) {
- case 1:
- switch(select("Solider:Freezer:Heater")) {
- case 1:
- if (checkquest(4181,HUNTING) == 2) {
- mes "You hunted all 30 Solider.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4181;
- getexp 90000,311000;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- }
- if (checkquest(4181) == -1) {
- setquest 4181;
- mes "Please hunt 30 Solider and return here.";
- close;
- }
- mes "Umm? You didn't hunt";
- mes "all 30 Solider yet...";
- mes "Will you check again?";
- close;
- case 2:
- if (checkquest(4182,HUNTING) == 2) {
- mes "You hunted all 30 Freezer.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4182;
- getexp 94000,311000;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- }
- if (checkquest(4182) == -1) {
- setquest 4182;
- mes "Please hunt 30 Freezer and return here.";
- close;
- }
- mes "Umm? You didn't hunt";
- mes "all 30 Freezer yet...";
- mes "Will you check again?";
- close;
- case 3:
- if (checkquest(4183,HUNTING) == 2) {
- mes "You hunted all 30 Heater.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4183;
- getexp 114000,311000;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- }
- if (checkquest(4183) == -1) {
- setquest 4183;
- mes "Please hunt 30 Heater and return here.";
- close;
- }
- mes "Umm? You didn't hunt";
- mes "all 30 Heater yet...";
- mes "Will you check again?";
- close;
- }
- case 2:
- switch(select("Injustice:Rybio:Dark Priest")) {
- case 1:
- if (checkquest(4184,HUNTING) == 2) {
- mes "You hunted all 30 Injustice.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4184;
- getexp 96000,311000;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- }
- if (checkquest(4184) == -1) {
- setquest 4184;
- mes "Please hunt 30 Injustice and return here.";
- close;
- }
- mes "Umm? You didn't hunt";
- mes "all 30 Injustice yet...";
- mes "Will you check again?";
- close;
- case 2:
- if (checkquest(4185,HUNTING) == 2) {
- mes "You hunted all 30 Rybio.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4185;
- getexp 96000,311000;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- }
- if (checkquest(4185) == -1) {
- setquest 4185;
- mes "Please hunt 30 Rybio and return here.";
- close;
- }
- mes "Umm? You didn't hunt";
- mes "all 30 Rybio yet...";
- mes "Will you check again?";
- close;
- case 3:
- if (checkquest(4186,HUNTING) == 2) {
- mes "You hunted all 30 Dark Priest.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4186;
- getexp 146000,311000;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- }
- if (checkquest(4186) == -1) {
- setquest 4186;
- mes "Please hunt 30 Dark Priest and return here.";
- close;
- }
- mes "Umm? You didn't hunt";
- mes "all 30 Dark Priest yet...";
- mes "Will you check again?";
- close;
- }
- case 3:
- switch(select("Stapo:Roween:Siroma")) {
- case 1:
- if (checkquest(4187,HUNTING) == 2) {
- mes "You hunted all 30 Stapo.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4187;
- getexp 96000,311000;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- }
- if (checkquest(4187) == -1) {
- setquest 4187;
- mes "Please hunt 30 Stapo and return here.";
- close;
- }
- mes "Umm? You didn't hunt";
- mes "all 30 Stapo yet...";
- mes "Will you check again?";
- close;
- case 2:
- if (checkquest(4188,HUNTING) == 2) {
- mes "You hunted all 30 Roween.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4188;
- getexp 102000,311000;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- }
- if (checkquest(4188) == -1) {
- setquest 4188;
- mes "Please hunt 30 Roween and return here.";
- close;
- }
- mes "Umm? You didn't hunt";
- mes "all 30 Roween yet...";
- mes "Will you check again?";
- close;
- case 3:
- if (checkquest(4189,HUNTING) == 2) {
- mes "You hunted all 30 Siroma.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4189;
- getexp 110000,311000;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- }
- if (checkquest(4189) == -1) {
- setquest 4189;
- mes "Please hunt 30 Siroma and return here.";
- close;
- }
- mes "Umm? You didn't hunt";
- mes "all 30 Siroma yet...";
- mes "Will you check again?";
- close;
- }
- case 4:
- switch(select("Shinobi:Evil Nymph")) {
- case 1:
- if (checkquest(4190,HUNTING) == 2) {
- mes "You hunted all 30 Shinobi.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4190;
- getexp 102000,311000;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- }
- if (checkquest(4190) == -1) {
- setquest 4190;
- mes "Please hunt 30 Shinobi and return here.";
- close;
- }
- mes "Umm? You didn't hunt";
- mes "all 30 Shinobi yet...";
- mes "Will you check again?";
- close;
- case 2:
- if (checkquest(4191,HUNTING) == 2) {
- mes "You hunted all 30 Evil Nymph.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4191;
- getexp 108000,311000;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- }
- if (checkquest(4191) == -1) {
- setquest 4191;
- mes "Please hunt 30 Evil Nymph and return here.";
- close;
- }
- mes "Umm? You didn't hunt";
- mes "all 30 Evil Nymph yet...";
- mes "Will you check again?";
- close;
- }
- case 5:
- switch(select("Deviruchi:Mineral:Kaho:Neraid:Disguise")) {
- case 1:
- if (checkquest(4192,HUNTING) == 2) {
- mes "You hunted all 30 Deviruchi.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4192;
- getexp 110000,311000;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- }
- if (checkquest(4192) == -1) {
- setquest 4192;
- mes "Please hunt 30 Deviruchi and return here.";
- close;
- }
- mes "Umm? You didn't hunt";
- mes "all 30 Deviruchi yet...";
- mes "Will you check again?";
- close;
- case 2:
- if (checkquest(4193,HUNTING) == 2) {
- mes "You hunted all 30 Mineral.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4193;
- getexp 138000,311000;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- }
- if (checkquest(4193) == -1) {
- setquest 4193;
- mes "Please hunt 30 Mineral and return here.";
- close;
- }
- mes "Umm? You didn't hunt";
- mes "all 30 Mineral yet...";
- mes "Will you check again?";
- close;
- case 3:
- if (checkquest(4194,HUNTING) == 2) {
- mes "You hunted all 30 Kaho.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4194;
- getexp 118000,311000;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- }
- if (checkquest(4194) == -1) {
- setquest 4194;
- mes "Please hunt 30 Kaho and return here.";
- close;
- }
- mes "Umm? You didn't hunt";
- mes "all 30 Kaho yet...";
- mes "Will you check again?";
- close;
- case 4:
- if (checkquest(4195,HUNTING) == 2) {
- mes "You hunted all 30 Neraid.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4195;
- getexp 96000,311000;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- }
- if (checkquest(4195) == -1) {
- setquest 4195;
- mes "Please hunt 30 Neraid and return here.";
- close;
- }
- mes "Umm? You didn't hunt";
- mes "all 30 Neraid yet...";
- mes "Will you check again?";
- close;
- case 5:
- if (checkquest(4196,HUNTING) == 2) {
- mes "You hunted all 30 Disguise.";
- mes "Thank you very much.";
- next;
- mes "I know it isn't much but here's a small gift.";
- mes "I hope that it helps you at least a little bit.";
- next;
- erasequest 4196;
- getexp 134000,311000;
- mes "Wooohoo!";
- mes "Good luck.";
- close;
- }
- if (checkquest(4196) == -1) {
- setquest 4196;
- mes "Please hunt 30 Disguise and return here.";
- close;
- }
- mes "Umm? You didn't hunt";
- mes "all 30 Disguise yet...";
- mes "Will you check again?";
- close;
- }
- }
-}
diff --git a/npc/quests/eden/eden_common.txt b/npc/quests/eden/eden_common.txt
deleted file mode 100644
index 327b034c9..000000000
--- a/npc/quests/eden/eden_common.txt
+++ /dev/null
@@ -1,374 +0,0 @@
-//===== rAthena Script =======================================
-// Eden Group Quests - Common NPCs
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.3
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= Eden Group Headquarter NPC's.
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//= 1.1 Removed showevent use, and use of duplicates.
-//= Commented out warps that should not be active.
-//= 1.2 Reduced 300+ copy-paste lines to 1 duplicated NPC. [Brian]
-//= 1.3 Some little optimization here and there. [Masao]
-//============================================================
-
-moc_para01,27,35,5 script Secretary Lime Evenor 952,{
-
- if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 2000) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you loose some weight. -";
- close;
- }
- mes "[Lime Evenor]";
- mes "People who follow their dreams and romances listen to me. We are representatives of the paradise called 'The garden of Eden' called the Eden group . There is no place like this anywhere.";
- mes "Hello. Can I help you?";
- next;
- while (1) {
- switch (select("What is Eden group?:Join the Eden Group.:Register new mission.:Search for missions.:Cancel.")) {
- case 1:
- mes "[Lime Evenor]";
- mes "Eden Group is a group that helps people who are suffering from distresses in Rune-Midgard.";
- next;
- mes "[Lime Evenor]";
- mes "If people need help, we put up the case on the bulletin board and introduce it to our members who are eager to help those in need.";
- next;
- mes "[Lime Evenor]";
- mes "Eden members will review the missions and help those who post them up.";
- mes "Members do these missions for rewards.";
- next;
- mes "[Lime Evenor]";
- mes "If you are not too familiar with Rune-Midgard, this is a great way to explore the world.";
- mes "Or, if you are mature enough, you can travel the world and make new friends while doing missions. Your honorable name will be spread out among lands.";
- next;
- break;
- case 2:
- if (countitem(6219) < 1) {
- mes "[Lime Evenor]";
- mes "You can be a Eden's member by simply registering with me.";
- mes "Would you like to join Eden Group?";
- next;
- switch (select("Yes, I want to join.:No, I don't want to join.")) {
- case 1:
- mes "[Lime Evenor]";
- mes "Aright. Excellent! Please write down your name here.";
- input .@input$;
- next;
- mes "[Lime Evenor]";
- mes "Are you done?";
- mes "Let me see.";
- next;
- mes "[Lime Evenor]";
- mes "Your name is ^3131FFBo"+.@input$+"Ba^000000..? Is that right?";
- mes "Huh? Isn't it??";
- next;
- emotion e_swt;
- mes "[Lime Evenor]";
- mes "Hmm that isn't what you wrote?.";
- mes "Ok, hmm, it seems a bit hard to read.";
- next;
- mes "[Lime Evenor]";
- mes "Would you please write your name again? Please write it ^3131FFClearly^000000.";
- input .@input$;
- next;
- mes "[Lime Evenor]";
- mes "Ah~ ha. You are ^3131FF"+strcharinfo(0)+"^000000.";
- mes "I got it right this time.";
- next;
- emotion e_no1;
- mes "[Lime Evenor]";
- mes "We already put your name on the list.";
- mes "Welcome to Eden's group new member!";
- next;
- mes "[Lime Evenor]";
- mes "Hopefully you can do great work as an Eden's member.";
- getitem 6219,1; //Para_Team_Mark
- next;
- break;
- case 2:
- mes "[Lime Evenor]";
- mes "Do you still have questions about Eden Group?";
- next;
- break;
- }
- } else {
- mes "[Lime Evenor]";
- mes "You are already a member of Eden Group.";
- next;
- }
- break;
- case 3:
- mes "[Lime Evenor]";
- mes "Do you want to register some missions that you want us to do?";
- next;
- switch (select("Yes, I want to register.:No, I don't.")) {
- case 1:
- mes "[Lime Evenor]";
- mes "Alrigh. Please write down your name on it.";
- input .@input$;
- next;
- mes "[Lime Evenor]";
- mes "^3131FF"+strcharinfo(0)+"^000000.. Is that your name?";
- mes "Hmm, your handwriting is not clear. I can't read. it";
- next;
- mes "[Lime Evenor]";
- mes "^3131FF"+strcharinfo(0)+"^000000, tell me what you want to register. for";
- mes "Which map should we go to?";
- input .@input$;
- next;
- mes "[Lime Evenor]";
- mes "^3131FFMission Map: "+.@inputstr$+"^000000";
- mes "hum, I will note that.";
- next;
- mes "[Lime Evenor]";
- mes "Please let me know what kind of missions your are lookng for.";
- mes "It should be briefly like 'Hunt 10 Porings.'";
- input .@input$;
- next;
- mes "[Lime Evenor]";
- mes "Are you done?";
- mes "Let me check.";
- next;
- mes "[Lime Evenor]";
- mes "Huh...........";
- next;
- mes "[Lime Evenor]";
- mes "Hum.. huh??..................";
- next;
- emotion e_dots;
- mes "[Lime Evenor]";
- mes "I think you should complete one of our missions first before you take up a new mission.";
- next;
- emotion e_pif;
- mes "[Lime Evenor]";
- mes "^3131FFClient: Lime Evenor^000000";
- mes "^3131FFMission: Practice your handwriting for one month.^000000";
- mes "You've got really bad penmanship!";
- next;
- mes "[Lime Evenor]";
- mes "^3131FFMission:"+.@input$+"^000000";
- mes "Anyway, you are done registering for a new mission.";
- next;
- mes "[Lime Evenor]";
- mes "Missions are fully booked. You have to wait for an spot to clear up.";
- mes "Please kindly wait until your turn.";
- next;
- break;
- case 2:
- break;
- }
- break;
- case 4:
- if (countitem(6219) > 0) {
- mes "[Lime Evenor]";
- mes "Would like to try some missions as an Eden member?";
- next;
- mes "[Lime Evenor]";
- mes "Check the right side of the bulletin board, there are various kinds of missions waiting for you.";
- mes "Please carefully read the mission list and the qualifications and choose one of them.";
- next;
- }
- else {
- mes "[Lime Evenor]";
- mes "You need to join Eden Group first if you want to do some missions.";
- close;
- }
- break;
- case 5:
- mes "[Lime Evenor]";
- mes "If you have any questions please come back again.";
- close;
- }
- }
- close;
-}
-
-- script Eden Teleport Officer#0::eto -1,{
- mes "[Eden Teleport Officer]";
- mes "Those who are wandering around this strange world with aimless eyes listen up and come to me!";
- mes "Eden group is here to help you and will show you the great future.";
- next;
- mes "[Eden Teleport Officer]";
- mes "You have nothing to do but waste your time?";
- mes "You are eager to do something good but no one offers you work?";
- mes "Would you like to be a problem solver?";
- mes "Eden group is here to solve your problem.";
- next;
- switch (select("Move to Eden Group.:Don't want to talk anymore.")) {
- case 1:
- mes "[Eden Teleport Officer]";
- mes "Let's go to our secret base!";
- set nak_warp,strnpcinfo(2);
- close2;
- warp "moc_para01",31,14;
- end;
- case 2:
- mes "[Eden Teleport Officer]";
- mes "If you don't know what to do for your future, don't hesitate to tell me. Just drop by and talk to me! Ok?";
- close;
- }
-}
-
-prontera,124,76,3 duplicate(eto) Eden Teleport Officer#1 729
-moc_ruins,68,164,3 duplicate(eto) Eden Teleport Officer#2 729
-geffen,132,66,3 duplicate(eto) Eden Teleport Officer#3 729
-alberta,124,67,3 duplicate(eto) Eden Teleport Officer#4 729
-aldebaran,133,119,5 duplicate(eto) Eden Teleport Officer#5 729
-izlude_in,68,162,1 duplicate(eto) Eden Teleport Officer#6 729
-prt_church,103,78,3 duplicate(eto) Eden Teleport Officer#7 729
-geffen_in,160,104,5 duplicate(eto) Eden Teleport Officer#8 729
-moc_prydb1,53,126,3 duplicate(eto) Eden Teleport Officer#9 729
-alberta_in,75,39,3 duplicate(eto) Eden Teleport Officer#10 729
-payon_in02,58,58,1 duplicate(eto) Eden Teleport Officer#11 729
-payon,177,111,3 duplicate(eto) Eden Teleport Officer#12 729
-que_ng,33,73,3 duplicate(eto) Eden Teleport Officer#13 729
-que_ng,144,161,5 duplicate(eto) Eden Teleport Officer#14 729
-yuno,144,189,5 duplicate(eto) Eden Teleport Officer#15 729
-rachel,125,144,3 duplicate(eto) Eden Teleport Officer#16 729
-
-moc_para01,30,10,0 script #eden_out 45,1,1,{
-
-OnTouch:
- switch (nak_warp) {
- case 1: warp "prontera",116,72; end;
- case 2: warp "moc_ruins",64,161; end;
- case 3: warp "geffen",120,39; end;
- case 4: warp "alberta",117,56; end;
- case 5: warp "aldebaran",168,112; end;
- case 6: warp "izlude_in",73,165; end;
- case 7: warp "prt_church",99,78; end;
- case 8: warp "geffen_in",162,99; end;
- case 9: warp "moc_prydb1",51,118; end;
- case 10: warp "alberta_in",73,43; end;
- case 11: warp "payon_in02",64,60; end;
- case 12: warp "payon",161,58; end;
- case 13: warp "que_ng",33,63; end;
- case 14: warp "que_ng",144,166; end;
- case 15: warp "yuno",158,125; end;
- case 16: warp "rachel",115,125; end;
- default: warp "prontera",116,72; end;
- }
- end;
-}
-
-moc_para01,47,39,3 script #warp_2_pass 111,{
- if (countitem(6219) > 0) {
- mes "[Lime Evenor]";
- mes "Oh, it is an exclusive place only for Eden's members.";
- mes "If you are a member, you can come whenever you want!";
- next;
- switch (select("Enter.:Don't Enter.")) {
- case 1:
- mes "This door is beautifully decorated but seems a little bit too heavy.";
- close2;
- warp "moc_para01",106,14;
- end;
- case 2:
- mes "[Lime Evenor]";
- mes "Well, if you are not interested.";
- close;
- }
- }
- mes "[Lime Evenor]";
- mes "Oh, this is an exclusive place for Eden's members only.";
- mes "If you want to go inside, you have to join the Eden Group.";
- close;
-}
-
-moc_para01,16,22,7 script Old Adventurer#eden 900,{
- mes "[Old Adventurer]";
- mes "Harsh, I am strong enough even if I look old! What is his name? Lime Evenor? He just ignores me like I am a some kind of old senile bastard.";
- next;
- mes "[Old Adventurer]";
- mes "I came here to join the Eden group! I don't deserve this!";
- mes "Do you also think I look like I'm senile?";
- close;
-}
-
-moc_para01,182,48,3 script Eden's Chief#eden 886,{
- set .@eggf,rand(1,118);
- set .@eggf_1,.@eggf + 1;
- set .@eggf_2,.@eggf + 2;
- set .@eggf_6,.@eggf + 6;
- mes "[Eden's Chief]";
- mes ""+.@eggf+".. "+.@eggf_1+"... "+.@eggf_2+".... "+.@eggf_6+"..?";
- next;
- emotion e_sob;
- mes "[Eden's Chief]";
- mes "Oh, Shoot! How many eggs have I done?";
- mes "Aww!!! I totally forgot! I have to count again!";
- next;
- emotion e_sob;
- mes "[Eden's Chief]";
- mes "Why have you asked me to do this? What kind of mission is that?";
- next;
- emotion e_sob;
- mes "[Eden's Chief]";
- mes "What are you going to with all of those fried eggs? I am sure you can't eat all of them. You just want to bother me, right?";
- close;
-}
-
-moc_para01,172,28,5 script Eden's Intern#eden 883,{
- mes "[Eden's Intern]";
- mes "Actually, I realized that.";
- next;
- mes "[Eden's Intern]";
- mes "We have to work really hard unless you want to fail.";
- next;
- mes "[Eden's Intern]";
- mes "But, I have never learned about pharmaceuticals yet.";
- next;
- mes "[Eden's Intern]";
- mes "I'm going to fail. I can't do this.";
- close;
-}
-
-moc_para01,20,35,5 script Office Assistant Neede 814,{
- mes "[Neede]";
- mes "I became a Eden's member several years ago, but it feels like it was yesterday.";
- mes "I have been doing lots of work, so I didn't even notice how many years I spent here.";
- next;
- mes "[Neede]";
- mes "It reminds me that it was like a war everyday.";
- next;
- mes "[Neede]";
- mes "The chief of ^3131FFthe restaurant on the right side^000000";
- mes "uses too much seasoning every time he cooks, the smell is all over the lobby. We have to open the window regularly because we can't stand the smell!";
- next;
- mes "[Neede]";
- mes "And, do you see the ^3131FFgymnasium^000000 on the cross of ^3131FFthe north side of the lobby^000000? They always shout when they exercise, I can even hear them from here!";
- next;
- emotion e_ag;
- mes "[Neede]";
- mes "Besides, the weird girl from ^3131FFthe second floor^000000 is crying all the time. Her cries drive me crazy.";
- next;
- mes "[Neede]";
- mes "Ah, that weird girl is actually our boss...";
- next;
- mes "[Neede]";
- mes "I don't know what she has been up to. But she cries and shouts all the time. Oh, sometimes I hear 'Bang!', loud booming sounds... I don't know where it came from.";
- next;
- emotion e_omg;
- mes "[Neede]";
- mes "Wait!";
- mes "Shh! It is a secret, you can't tell anybody!";
- next;
- mes "[Neede]";
- emotion e_sigh;
- mes "I don't trust Evenor. She never shows her feelings... she's going to snitch on me to my boss.";
- next;
- emotion e_pif,0,"Secretary Lime Evenor";
- mes "[Lime Evenor]";
- mes "I am not that kind of guy.";
- next;
- emotion e_wah;
- mes "[Neede]";
- mes "Huh? Did you hear that? Gosh~!";
- close;
-}
diff --git a/npc/quests/eden/eden_quests.txt b/npc/quests/eden/eden_quests.txt
deleted file mode 100644
index dc8cacf9c..000000000
--- a/npc/quests/eden/eden_quests.txt
+++ /dev/null
@@ -1,6025 +0,0 @@
-//===== rAthena Script =======================================
-// Eden Group Quest - Quests NPCs
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.3
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= Eden Group Headquarter NPC's.
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//= 1.1 Removed unencoded comments (Korean -> Gibberish)
-//= Readded the GM helper NPC, commented out.
-//= 1.2 Some little optimization here and there. [Masao]
-//= 1.3 Added Instructor Ur and the new Quests which come
-//= alongside him. Special thanks to Chilly for the base. [Masao]
-//============================================================
-
-moc_para01,25,35,4 script Instructor Boya#para01 469,{
-
- if (countitem(6219) > 0) {
- if (para_suv01 == 0) {
- mes "[Boya]";
- mes "What's up?";
- mes "If you have any normal missions use the bulletin board.";
- next;
- switch (select("What is your responsiblily?:Don't you have equipment?:Ignore.")) {
- case 1:
- mes "[Boya]";
- mes "I give training missions to members.";
- mes "That's why they participate in it.";
- mes "If they don't want to get in trouble, it's essential.";
- next;
- mes "[Boya]";
- mes "Through battle training they can improve their real experience.";
- mes "The members that prove themselves will even get a reward.";
- next;
- mes "[Boya]";
- mes "We gave them special equipmant that we have made.";
- mes "These gifts are for people who are really doing their best.";
- next;
- mes "[Boya]";
- mes "If you are curious, you can join.";
- mes "The training battle course is not very difficult.";
- mes "There's nothing to worry about.";
- next;
- mes "[Boya]";
- mes "If you want to join, don't hesitate.";
- next;
- switch (select("Participate in the training.:Ignore.")) {
- case 1:
- mes "[Boya]";
- mes "Really? You already seem ready.";
- mes "We have a total of 3 steps for the training.";
- mes "Let me see...";
- next;
- if (BaseLevel < 12) {
- mes "[Boya]";
- mes "Umm. You should raise your level more!";
- mes "You need to be at least level 12!";
- mes "I'm sorry but those are the rules.";
- close;
- }
- if ((BaseLevel > 11) && (BaseLevel < 20)) {
- mes "[Boya]";
- mes "Really? You already seem ready.";
- mes "We have a total of 3 steps for the training.";
- mes "Let me see...";
- next;
- mes "[Boya]";
- mes "The first step is course A.";
- mes "Course A is called 'Conquer the Desert!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "^4d4dffThere is a desert town called Morroc.";
- mes "From there go south and then east. There is small oasis in the center of that field.^000000";
- next;
- mes "[Boya]";
- mes "If you go there, you will find a dog around the oasis.";
- mes "He is really mysterious and he can speak so don't be suprised.";
- next;
- mes "[Boya]";
- mes "Tell the dog ^4d4dffBoya is really great.^000000";
- mes "If you have any questions ask that dog.";
- next;
- mes "[Boya]";
- mes "Why are you staring at me?";
- mes "I had to come up with a password right?";
- mes "What's wrong with that password?";
- next;
- mes "[Boya]";
- mes "Anyway, that place is not far from here so, it is a reasonable place for a beginner like you.";
- mes "Ok, may Freya bless you~!";
- set para_suv01,1;
- setquest 7128;
- close;
- }
- if ((BaseLevel > 19) && (BaseLevel < 26)) {
- mes "[Boya]";
- mes "I'll send you to the first step of course B.";
- mes "Course B is called 'Conquer the Culvert!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "You need to register to explore the culvert in Prontera at the Knight Guild.";
- mes "After registering there go to the western gate of Prontera. The manager of the culvert is near the entrance.";
- next;
- mes "[Boya]";
- mes "Once you enter the culvert you can find a dispatched cat. Don't be surprised if he talks to you.";
- next;
- mes "[Boya]";
- mes "Tell the cat ^4d4dffBoya's help is like a giant and beautiful tuna^000000.";
- mes "He is really mysterious and he can speak so don't be suprised.";
- mes "He will give you a battle target when you tell him that.";
- mes "If you have any questions ask the cat.";
- next;
- mes "[Boya]";
- mes "Why are you staring at me like that?";
- mes "It's just a password that I made up.";
- next;
- mes "[Boya]";
- mes "Anyway...";
- mes "That place is nor far from here so, it is a reasonable place for a beginner like you.";
- mes "Ok, may Freya bless you~!";
- set para_suv01,6;
- setquest 7133;
- close;
- }
- if ((BaseLevel > 25) && (BaseLevel < 33)) {
- mes "[Boya]";
- mes "Cool.";
- mes "Let me choose a proper place for you.";
- next;
- mes "[Boya]";
- mes "I'll send you to the second step of course A.";
- mes "This course is called 'Conquer the Ghost Cave!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "There is a small archer village north of Payon.";
- mes "There is a cave on the western hill of the archer village.";
- next;
- mes "[Boya]";
- mes "We have dispatched someone in front of the cave.";
- mes "His name is... um...";
- mes "...";
- next;
- mes "[Boya]";
- mes "Anyway he is one of us so he will know me.";
- mes "He will give you a mission.";
- mes "If you have questions ask him.";
- next;
- mes "[Boya]";
- mes "Why are you staring at me?";
- mes "We haven't met for a long time that's why I can't remember his name!";
- next;
- mes "[Boya]";
- mes "Anyway...";
- mes "That place is not far from here so, come back quickly.";
- mes "Ok, may Freya bless you~!";
- set para_suv01,13;
- setquest 7138;
- close;
- }
- if ((BaseLevel > 32) && (BaseLevel < 40)) {
- mes "[Boya]";
- mes "I'll send you to the 2nd step of course B.";
- mes "This course is called 'Conquer Anthell!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "Travel just southwest of Morroc City.";
- mes "There you will find a hole in the ground to a cave called Anthell.";
- next;
- mes "[Boya]";
- mes "There are lots of ants in there. kk?";
- mes "It is also covered in sand so be careful in there ok.";
- next;
- mes "[Boya]";
- mes "That's why it's called ant hell.";
- mes "One of our members will be waiting there.";
- mes "His name is... K? M? Hmm? Anyway I can't remember.";
- next;
- mes "[Boya]";
- mes "He is one of us so he will know me.";
- mes "He will give you a mission.";
- mes "If you have any questions ask him.";
- next;
- mes "[Boya]";
- mes "Why are you staring at me?";
- mes "We haven't met for a long time that's why I can't remember his name!";
- next;
- mes "[Boya]";
- mes "Anyway...";
- mes "That place is not far from here so, come back quickly.";
- mes "Ok, blessing you~!!";
- set para_suv01,17;
- setquest 7142;
- close;
- }
- if ((BaseLevel > 39) && (BaseLevel < 50)) {
- mes "[Boya]";
- mes "You are on the third step of course A.";
- mes "This course is called 'Conquer Orc village!'.";
- mes "Let me see...";
- next;
- mes "[Boya]";
- mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
- mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
- next;
- mes "[Boya]";
- mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
- mes "It's up to you.";
- next;
- mes "[Boya]";
- mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
- next;
- mes "[Boya]";
- mes "She will explain what needs to be done there.";
- mes "If you have any questions ask her.";
- next;
- mes "[Boya]";
- mes "Ok, may Freya bless you!";
- set para_suv01,24;
- setquest 7147;
- close;
- }
- if ((BaseLevel > 49) && (BaseLevel < 60)) {
- mes "[Boya]";
- mes "You are on the third step of course B.";
- mes "This course is called 'Conquer Orc dungeon!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
- mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
- next;
- mes "[Boya]";
- mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
- mes "It's up to you.";
- next;
- mes "[Boya]";
- mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
- next;
- mes "[Boya]";
- mes "She will explain what needs to be done there.";
- mes "If you have any questions ask her.";
- next;
- mes "[Boya]";
- mes "Ok, may Freya bless you!";
- set para_suv01,29;
- setquest 7152;
- close;
- }
- if (BaseLevel > 59) {
- mes "[Boya]";
- mes "You are on the last step.";
- mes "This course is called 'Conquer the Ocean City!'.";
- mes "I don't know if it is the proper course or not, but anyway it's the last course of our training.";
- next;
- mes "[Boya]";
- mes "First take a ship to to Byalan Island from Izlude!";
- mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
- next;
- mes "[Boya]";
- mes "Although it's underwater, you can breath so don't worry.";
- mes "There is a dispatched trainee around the entrance of the Ocean City.";
- next;
- mes "[Boya]";
- mes "Tell him that I sent you and follow his directions.";
- mes "Ok, may Freya bless you!";
- set para_suv01,33;
- setquest 7156;
- close;
- }
- case 2:
- mes "[Boya]";
- mes "It's all your decision.";
- mes "It's not my business but you should probably reconsider.";
- close;
- }
- case 2:
- mes "[Boya]";
- mes "Huh?";
- mes "You are so honest!";
- mes "Gosh. You wanted to know something about equipment?";
- next;
- mes "[Boya]";
- mes "I have a uniform set which is free for our group members.";
- mes "But, I can't give it for free.";
- next;
- mes "[Boya]";
- mes "We give it to great participants who do their best in the training.";
- next;
- mes "-Boya eyes you from top to bottom.";
- mes "Hmm... he seems to think something is wrong.-";
- next;
- mes "[Boya]";
- mes "Due to emotion.";
- next;
- select("What?!");
- mes "[Boya]";
- mes "So, will you join the training or not?";
- mes "I look a little bit funny, actually I am really busy I was called shining Rune Knight.";
- mes "Make a decision, hurry.";
- next;
- switch (select("Participate in the training.:Refuse!!")) {
- case 1:
- mes "[Boya]";
- mes "Really? You already seem ready.";
- mes "We have a total of 3 steps for the training.";
- mes "Let me see...";
- next;
- if (BaseLevel < 12) {
- mes "[Boya]";
- mes "Umm. You should raise your level more!";
- mes "You need to be at least level 12!";
- mes "I'm sorry but those are the rules.";
- close;
- }
- if ((BaseLevel > 11) && (BaseLevel < 20)) {
- mes "[Boya]";
- mes "Really? You already seem ready.";
- mes "We have a total of 3 steps for the training.";
- mes "Let me see...";
- next;
- mes "[Boya]";
- mes "The first step is course A.";
- mes "Course A is called 'Conquer the Desert!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "^4d4dffThere is a desert town called Morroc.";
- mes "From there go south and then east. There is small oasis in the center of that field.^000000";
- next;
- mes "[Boya]";
- mes "If you go there, you will find a dog around the oasis.";
- mes "He is really mysterious and he can speak so don't be suprised.";
- next;
- mes "[Boya]";
- mes "Tell the dog ^4d4dffBoya is really great.^000000";
- mes "If you have any questions ask that dog.";
- next;
- mes "[Boya]";
- mes "Why are you staring at me?";
- mes "I had to come up with a password right?";
- mes "What's wrong with that password?";
- next;
- mes "[Boya]";
- mes "Anyway, that place is not far from here so, it is a reasonable place for a beginner like you.";
- mes "Ok, may Freya bless you~!";
- set para_suv01,1;
- setquest 7128;
- close;
- }
- if ((BaseLevel > 19) && (BaseLevel < 26)) {
- mes "[Boya]";
- mes "I'll send you to the first step of course B.";
- mes "Course B is called 'Conquer the Culvert!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "You need to register to explore the culvert in Prontera at the Knight Guild.";
- mes "After registering there go to the western gate of Prontera. The manager of the culvert is near the entrance.";
- next;
- mes "[Boya]";
- mes "Once you enter the culvert you can find a dispatched cat. Don't be surprised if he talks to you.";
- next;
- mes "[Boya]";
- mes "Tell the cat ^4d4dffBoya's help is like a giant and beautiful tuna^000000.";
- mes "He is really mysterious and he can speak so don't be suprised.";
- mes "He will give you a battle target when you tell him that.";
- mes "If you have any questions ask the cat.";
- next;
- mes "[Boya]";
- mes "Why are you staring at me like that?";
- mes "It's just a password that I made up.";
- next;
- mes "[Boya]";
- mes "Anyway...";
- mes "That place is nor far from here so, it is a reasonable place for a beginner like you.";
- mes "Ok, may Freya bless you~!";
- set para_suv01,6;
- setquest 7133;
- close;
- }
- if ((BaseLevel > 25) && (BaseLevel < 33)) {
- mes "[Boya]";
- mes "Cool.";
- mes "Let me choose a proper place for you.";
- next;
- mes "[Boya]";
- mes "I'll send you to the second step of course A.";
- mes "This course is called 'Conquer the Ghost Cave!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "There is a small archer village north of Payon.";
- mes "There is a cave on the western hill of the archer village.";
- next;
- mes "[Boya]";
- mes "We have dispatched someone in front of the cave.";
- mes "His name is... um...";
- mes "...";
- next;
- mes "[Boya]";
- mes "Anyway he is one of us so he will know me.";
- mes "He will give you a mission.";
- mes "If you have questions ask him.";
- next;
- mes "[Boya]";
- mes "Why are you staring at me?";
- mes "We haven't met for a long time that's why I can't remember his name!";
- next;
- mes "[Boya]";
- mes "Anyway...";
- mes "That place is not far from here so, come back quickly.";
- mes "Ok, may Freya bless you~!";
- set para_suv01,13;
- setquest 7138;
- close;
- }
- if ((BaseLevel > 32) && (BaseLevel < 40)) {
- mes "[Boya]";
- mes "I'll send you to the 2nd step of course B.";
- mes "This course is called 'Conquer Anthell!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "Travel just southwest of Morroc City.";
- mes "There you will find a hole in the ground to a cave called Anthell.";
- next;
- mes "[Boya]";
- mes "There are lots of ants in there. kk?";
- mes "It is also covered in sand so be careful in there ok.";
- next;
- mes "[Boya]";
- mes "That's why it's called ant hell.";
- mes "One of our members will be waiting there.";
- mes "His name is... K? M? Hmm? Anyway I can't remember.";
- next;
- mes "[Boya]";
- mes "He is one of us so he will know me.";
- mes "He will give you a mission.";
- mes "If you have any questions ask him.";
- next;
- mes "[Boya]";
- mes "Why are you staring at me?";
- mes "We haven't met for a long time that's why I can't remember his name!";
- next;
- mes "[Boya]";
- mes "Anyway...";
- mes "That place is not far from here so, come back quickly.";
- mes "Ok, blessing you~!!";
- set para_suv01,17;
- setquest 7142;
- close;
- }
- if ((BaseLevel > 39) && (BaseLevel < 50)) {
- mes "[Boya]";
- mes "You are on the third step of course A.";
- mes "This course is called 'Conquer Orc village!'.";
- mes "Let me see...";
- next;
- mes "[Boya]";
- mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
- mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
- next;
- mes "[Boya]";
- mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
- mes "It's up to you.";
- next;
- mes "[Boya]";
- mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
- next;
- mes "[Boya]";
- mes "She will explain what needs to be done there.";
- mes "If you have any questions ask her.";
- next;
- mes "[Boya]";
- mes "Ok, may Freya bless you!";
- set para_suv01,24;
- setquest 7147;
- close;
- }
- if ((BaseLevel > 49) && (BaseLevel < 60)) {
- mes "[Boya]";
- mes "You are on the third step of course B.";
- mes "This course is called 'Conquer Orc dungeon!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
- mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
- next;
- mes "[Boya]";
- mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
- mes "It's up to you.";
- next;
- mes "[Boya]";
- mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
- next;
- mes "[Boya]";
- mes "She will explain what needs to be done there.";
- mes "If you have any questions ask her.";
- next;
- mes "[Boya]";
- mes "Ok, may Freya bless you!";
- set para_suv01,29;
- setquest 7152;
- close;
- }
- if (BaseLevel > 59) {
- mes "[Boya]";
- mes "You are on the last step.";
- mes "This course is called 'Conquer the Ocean City!'.";
- mes "I don't know if it is the proper course or not, but anyway it's the last course of our training.";
- next;
- mes "[Boya]";
- mes "First take a ship to to Byalan Island from Izlude!";
- mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
- next;
- mes "[Boya]";
- mes "Although it's underwater, you can breath so don't worry.";
- mes "There is a dispatched trainee around the entrance of the Ocean City.";
- next;
- mes "[Boya]";
- mes "Tell him that I sent you and follow his directions.";
- mes "Ok, may Freya bless you!";
- set para_suv01,33;
- setquest 7156;
- close;
- }
- case 2:
- mes "[Boya]";
- mes "You are so rude!";
- specialeffect2 EF_HIT1;
- percentheal -50,0;
- next;
- mes "-Beats quickly and this shining Rune Knight turns invisible.";
- mes "It hurts too much-";
- close;
- }
- case 3:
- mes "[Boya]";
- mes "Don't bother me.";
- close;
- }
- }
- if ((para_suv01 > 0) && (para_suv01 < 5)) {
- mes "[Boya]";
- mes "Hey, I already talked all about the training areas.";
- mes "I will explain again please concentrate.";
- next;
- mes "[Boya]";
- mes "An oasis souteast of Morroc.";
- mes "There is a big dog in the center.";
- mes "The detailed story is written in the log, see?";
- close;
- }
- if (para_suv01 == 5) {
- mes "[Boya]";
- mes "Oh you've come back.";
- mes "Good job.";
- mes "Now you are adapting.";
- next;
- mes "[Boya]";
- mes "Completed step 1.";
- mes "Congratulations.";
- mes "We will give you a uniform and some equipment.";
- next;
- mes "[Boya]";
- mes "Can you see a large blue gate next to the board?";
- mes "Go inside then keep walking until the end of the right passage. There is an equipment storage there.";
- next;
- mes "[Boya]";
- mes "Inform the manager that I sent you. He will give you some stuff.";
- mes "Go go go!";
- set para_suv01,11;
- completequest 7132;
- close;
- }
- if ((para_suv01 > 5) && (para_suv01 < 10)) {
- mes "[Boya]";
- mes "The training name was 'Conquer the Culvert!.";
- mes "Did you explore the culvert fully?";
- next;
- mes "[Boya]";
- mes "Come back when you've completed all the courses from the local trainer.";
- close;
- }
- if (para_suv01 == 10) {
- mes "[Boya]";
- mes "Oh you're back.";
- mes "Good job.";
- mes "Now you are adapting.";
- next;
- mes "[Boya]";
- mes "Completed step 1.";
- mes "Congratulations.";
- mes "My team will give you a uniform and some equipment.";
- next;
- mes "[Boya]";
- mes "Can you see a large blue gate next to the board?";
- mes "Go inside then keep walking until the end of the right passage. There is an equipment storage there.";
- next;
- mes "[Boya]";
- mes "Inform the manager that I sent you. He will give you some stuff.";
- mes "Go go go!";
- set para_suv01,11;
- completequest 7137;
- close;
- }
- if (para_suv01 == 11) {
- mes "[Boya]";
- mes "What are you doing?";
- mes "Get the equipment from the storage manager.";
- mes "Our uniform is pretty awesome haha.";
- close;
- }
- if (para_suv01 == 12) {
- mes "[Boya]";
- mes "Um, did you like the supplies?";
- mes "I like the red hat.";
- mes "The red ribbon is really cute.";
- next;
- if (BaseLevel > 25) {
- mes "[Boya]";
- mes "And you seem to.";
- mes "Able to take upper class, now.";
- mes "What about it, do you want?";
- next;
- switch (select("No, way.:Absolutely, I will.")) {
- case 1:
- mes "[Boya]";
- mes "Really?";
- mes "Actually I don't care but the uniform will be changed as upper class.";
- close;
- case 2:
- mes "[Boya]";
- mes "Cool.";
- mes "Let me choose a proper place for you.";
- next;
- if ((BaseLevel > 25) && (BaseLevel < 33)) {
- mes "[Boya]";
- mes "Cool.";
- mes "Let me choose a proper place for you.";
- next;
- mes "[Boya]";
- mes "I'll send you to the second step of course A.";
- mes "This course is called 'Conquer the Ghost Cave!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "There is a small archer village north of Payon.";
- mes "There is a cave on the western hill of the archer village.";
- next;
- mes "[Boya]";
- mes "We have dispatched someone in front of the cave.";
- mes "His name is... um...";
- mes "...";
- next;
- mes "[Boya]";
- mes "Anyway he is one of us so he will know me.";
- mes "He will give you a mission.";
- mes "If you have questions ask him.";
- next;
- mes "[Boya]";
- mes "Why are you staring at me?";
- mes "We haven't met for a long time that's why I can't remember his name!";
- next;
- mes "[Boya]";
- mes "Anyway...";
- mes "That place is not far from here so, come back quickly.";
- mes "Ok, may Freya bless you~!";
- set para_suv01,13;
- setquest 7138;
- close;
- }
- if ((BaseLevel > 32) && (BaseLevel < 40)) {
- mes "[Boya]";
- mes "I'll send you to the 2nd step of course B.";
- mes "This course is called 'Conquer Anthell!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "Travel just southwest of Morroc City.";
- mes "There you will find a hole in the ground to a cave called Anthell.";
- next;
- mes "[Boya]";
- mes "There are lots of ants in there. kk?";
- mes "It is also covered in sand so be careful in there ok.";
- next;
- mes "[Boya]";
- mes "That's why it's called ant hell.";
- mes "One of our members will be waiting there.";
- mes "His name is... K? M? Hmm? Anyway I can't remember.";
- next;
- mes "[Boya]";
- mes "He is one of us so he will know me.";
- mes "He will give you a mission.";
- mes "If you have any questions ask him.";
- next;
- mes "[Boya]";
- mes "Why are you staring at me?";
- mes "We haven't met for a long time that's why I can't remember his name!";
- next;
- mes "[Boya]";
- mes "Anyway...";
- mes "That place is not far from here so, come back quickly.";
- mes "Ok, blessing you~!!";
- set para_suv01,17;
- setquest 7142;
- close;
- }
- if ((BaseLevel > 39) && (BaseLevel < 50)) {
- mes "[Boya]";
- mes "You are on the third step of course A.";
- mes "This course is called 'Conquer Orc village!'.";
- mes "Let me see...";
- next;
- mes "[Boya]";
- mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
- mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
- next;
- mes "[Boya]";
- mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
- mes "It's up to you.";
- next;
- mes "[Boya]";
- mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
- next;
- mes "[Boya]";
- mes "She will explain what needs to be done there.";
- mes "If you have any questions ask her.";
- next;
- mes "[Boya]";
- mes "Ok, may Freya bless you!";
- set para_suv01,24;
- setquest 7147;
- close;
- }
- if ((BaseLevel > 49) && (BaseLevel < 60)) {
- mes "[Boya]";
- mes "You are on the third step of course B.";
- mes "This course is called 'Conquer Orc dungeon!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
- mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
- next;
- mes "[Boya]";
- mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
- mes "It's up to you.";
- next;
- mes "[Boya]";
- mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
- next;
- mes "[Boya]";
- mes "She will explain what needs to be done there.";
- mes "If you have any questions ask her.";
- next;
- mes "[Boya]";
- mes "Ok, may Freya bless you!";
- set para_suv01,29;
- setquest 7152;
- close;
- }
- if (BaseLevel > 59) {
- mes "[Boya]";
- mes "You are on the last step.";
- mes "This course is called 'Conquer the Ocean City!'.";
- mes "I don't know if it is the proper course or not, but anyway it's the last course of our training.";
- next;
- mes "[Boya]";
- mes "First take a ship to to Byalan Island from Izlude!";
- mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
- next;
- mes "[Boya]";
- mes "Although it's underwater, you can breath so don't worry.";
- mes "There is a dispatched trainee around the entrance of the Ocean City.";
- next;
- mes "[Boya]";
- mes "Tell him that I sent you and follow his directions.";
- mes "Ok, may Freya bless you!";
- set para_suv01,33;
- setquest 7156;
- close;
- }
- }
- }
- mes "[Boya]";
- mes "The battle training is organized into steps.";
- mes "When you able to join next step come back again after leveling more.";
- next;
- mes "[Boya]";
- mes "The next training step is available for those over Level 26.";
- mes "When you reach that level, come by again. get it?";
- close;
- }
- if ((para_suv01 > 12) && (para_suv01 < 16)) {
- mes "[Boya]";
- mes "The training area is at the north cave of Payon.";
- mes "A staff member is already dispatched there.";
- mes "Find him and follow his directions.";
- close;
- }
- if (para_suv01 == 16) {
- mes "[Boya]";
- mes "You finished the second step of training.";
- mes "Now do you understand how this world is organized?";
- next;
- mes "[Boya]";
- mes "I will certify that you completed the training.";
- mes "The person in charge of equipment storage will supply you with what you need.";
- next;
- mes "[Boya]";
- mes "Choose an equipment that fits your particular set of skills.";
- set para_suv01,22;
- completequest 7141;
- close;
- }
- if ((para_suv01 > 16) && (para_suv01 < 21)) {
- mes "[Boya]";
- mes "The training area is southwest of Morroc.";
- mes "Enter the Saint Darmain Fortress to reach it directly.";
- next;
- mes "[Boya]";
- mes "There's someone there named... Uh... he is waiting for you to follow his direction.";
- close;
- }
- if (para_suv01 == 21) {
- mes "[Boya]";
- mes "You finished the second step of training.";
- mes "Now do you understand how this world is organized?";
- next;
- mes "[Boya]";
- mes "I will certify that you completed the training.";
- mes "The person in charge of equipment storage will supply you with what you need.";
- next;
- mes "[Boya]";
- mes "The person in charge of equipment storage will supply you with what you need.";
- set para_suv01,22;
- completequest 7146;
- close;
- }
- if (para_suv01 == 22) {
- mes "[Boya]";
- mes "We serve trainees with equipment and armor after passing the second step of training.";
- mes "Go to the storage and meet the person in charge there.";
- next;
- mes "[Boya]";
- mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side.";
- close;
- }
- if (para_suv01 == 23) {
- mes "[Boya]";
- mes "Hey long time no see.";
- mes "So what's up?";
- next;
- switch (select("I want to join training.:Nothing.")) {
- case 1:
- mes "[Boya]";
- mes "Hmm... really?";
- mes "Let me see... which step is good for you...";
- next;
- if ((BaseLevel > 39) && (BaseLevel < 50)) {
- mes "[Boya]";
- mes "You are on the third step of course A.";
- mes "This course is called 'Conquer Orc village!'.";
- mes "Let me see...";
- next;
- mes "[Boya]";
- mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
- mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
- next;
- mes "[Boya]";
- mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
- mes "It's up to you.";
- next;
- mes "[Boya]";
- mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
- next;
- mes "[Boya]";
- mes "She will explain what needs to be done there.";
- mes "If you have any questions ask her.";
- next;
- mes "[Boya]";
- mes "Ok, may Freya bless you!";
- set para_suv01,24;
- setquest 7147;
- close;
- }
- if ((BaseLevel > 49) && (BaseLevel < 60)) {
- mes "[Boya]";
- mes "You are on the third step of course B.";
- mes "This course is called 'Conquer Orc dungeon!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
- mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
- next;
- mes "[Boya]";
- mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
- mes "It's up to you.";
- next;
- mes "[Boya]";
- mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
- next;
- mes "[Boya]";
- mes "She will explain what needs to be done there.";
- mes "If you have any questions ask her.";
- next;
- mes "[Boya]";
- mes "Ok, may Freya bless you!";
- set para_suv01,29;
- setquest 7152;
- close;
- }
- if (BaseLevel > 59) {
- mes "[Boya]";
- mes "You are on the last step.";
- mes "This course is called 'Conquer the Ocean City!'.";
- mes "I don't know if it is the proper course or not, but anyway it's the last course of our training.";
- next;
- mes "[Boya]";
- mes "First take a ship to to Byalan Island from Izlude!";
- mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
- next;
- mes "[Boya]";
- mes "Although it's underwater, you can breath so don't worry.";
- mes "There is a dispatched trainee around the entrance of the Ocean City.";
- next;
- mes "[Boya]";
- mes "Tell him that I sent you and follow his directions.";
- mes "Ok, may Freya bless you!";
- set para_suv01,33;
- setquest 7156;
- close;
- }
- mes "[Boya]";
- mes "Sooo sorry but to join this training You need to be at least level 40.";
- mes "Concentrate to become higher level then come back.";
- close;
- case 2:
- mes "[Boya]";
- mes "Did you come to see me?";
- mes "Just that? Without anything?";
- mes "At could have least brought some chocolate...";
- next;
- mes "[Boya]";
- mes "Banana roll or stripe straw... anything.";
- mes "Oh, I don't eat snacks with cinnamon...";
- close;
- }
- }
- if ((para_suv01 > 23) && (para_suv01 < 28)) {
- mes "[Boya]";
- mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra services.";
- next;
- mes "[Boya]";
- mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
- close;
- }
- if (para_suv01 == 28) {
- mes "[Boya]";
- mes "Cool! You passed the third step of training.";
- mes "I will certify that you completed the training.";
- mes "The person in charge of equipment storage will supply you with some equipment.";
- next;
- mes "[Boya]";
- mes "We serve trainees with equipment and armor after passing the second step of training.";
- mes "Go to the storage and meet the person in charge there.";
- next;
- mes "[Boya]";
- mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side.";
- set para_suv01,37;
- completequest 7151;
- close;
- }
- if ((para_suv01 > 28) && (para_suv01 < 32)) {
- mes "[Boya]";
- mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra services there.";
- next;
- mes "[Boya]";
- mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
- close;
- }
- if (para_suv01 == 32) {
- mes "[Boya]";
- mes "Cool! You passed the third step of training.";
- mes "I will certify that you completed the training.";
- mes "The person in charge of equipment storage will supply you with some equipment.";
- next;
- mes "[Boya]";
- mes "We serve trainees with equipment and armor after passing the second step of training.";
- mes "Go to the storage and meet the person in charge there.";
- next;
- mes "[Boya]";
- mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side.";
- set para_suv01,37;
- completequest 7155;
- close;
- }
- if ((para_suv01 > 32) && (para_suv01 < 36)) {
- mes "[Boya]";
- mes "First take a ship toward to Bayalan from Izlude!";
- mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
- next;
- mes "[Boya]";
- mes "There is a dispatched trainee around the entrance of the Ocean City.";
- close;
- }
- if (para_suv01 == 36) {
- mes "[Boya]";
- mes "Cool! You passed the third step of training.";
- mes "I will certify that you completed the training.";
- mes "The person in charge of equipment storage will supply you with some equipment.";
- next;
- mes "[Boya]";
- mes "We serve trainees with equipment and armor after passing the second step of training.";
- mes "Go to the storage and meet the person in charge there.";
- next;
- mes "[Boya]";
- mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side.";
- set para_suv01,37;
- completequest 7159;
- close;
- }
- if (para_suv01 == 37) {
- mes "[Boya]";
- mes "If you finish all of the steps go and get your supplies.";
- mes "We offer equipment to those who complete the training.";
- next;
- mes "[Boya]";
- mes "We might serve you other things.";
- mes "If you have any questions, ask the person in charge of the arsenal.";
- next;
- mes "[Boya]";
- mes "The arsenal is past the blue gate and at the end of the right side of the passage.";
- close;
- }
- if (para_suv01 >= 38) {
- mes "[Boya]";
- mes "My boss created all the courses for the training.";
- mes "After he manufactured the uniform and supplies he changed his mind and said that he can't give them for free.";
- next;
- mes "[Boya]";
- mes "People who show their effort for my team and the world can get some supplies.";
- mes "That's why these courses were made.";
- next;
- mes "[Boya]";
- mes "Basically we are supposed to offer these supplies for beginners";
- mes "but if experts want to participate this training, we accept them.";
- next;
- mes "[Boya]";
- mes "Although the uniform and equipment might be useless.";
- mes "participating in this training means they want to become a member of our group.";
- next;
- mes "[Boya]";
- mes "Yes that's all.";
- mes "That's why when we decided a hat design it was really difficult.";
- next;
- mes "[Boya]";
- mes "Remember this when you use the equipment.";
- mes "But if you decide to sell or trade them off, it is none of our concern.";
- close;
- }
- mes "[Boya]";
- mes "What do you want?";
- mes "I doubt that you need more training.";
- next;
- mes "[Boya]";
- mes "There is nothing more I can teach a battle master such as yourself.";
- close;
- }
- mes "[Boya]";
- mes "You are not in my group are you?";
- mes "I don't have anything to say to outsiders.";
- mes "If you want something register with my group.";
- next;
- mes "[Boya]";
- mes "To register with the Eden Group ask Laime Evenor next to me.";
- close;
-}
-
-moc_fild11,180,253,5 script Talking Dog#para03 972,{
-
- if (para_suv01 == 1) {
- mes "[Talking Dog]";
- mes "kkkkuuuuahhh.";
- mes "rrrrrruuuuhh.";
- mes "bowwow..";
- next;
- mes "[Talking Dog]";
- mes "What's up?";
- mes "You are!";
- mes "A member of the Eden Group.";
- mes "Have you come to give me a meal? I don't like drinks.";
- next;
- switch (select("Boya is really perfect.:Boya is really great.:Boya is really soft.")) {
- case 1:
- mes "[Talking Dog]";
- mes "Uhh...";
- mes "What are you saying.";
- close;
- case 2:
- mes "[Talking Dog]";
- mes "Ahh... um...";
- mes "Gosh, did you come here to participate in the training?";
- mes "If Boya sent you then you know that it's battle training.";
- mes "Bow wow...";
- next;
- mes "[Talking Dog]";
- mes "If so, should I start securing this oasis more clearly?";
- mes "Can you see a Condor flying?";
- next;
- mes "[Talking Dog]";
- mes "Can you scare them away for me?";
- mes "So people can use this oasis safer and more comfortably.";
- next;
- mes "[Talking Dog]";
- mes "We should hunt at least 10 Condors, ok?";
- mes "I will sleep for a while.";
- mes "Krrrr woo bow...";
- set para_suv01,2;
- changequest 7128,7129;
- close;
- case 3:
- mes "[Talking Dog]";
- mes "Are you ok?";
- mes "Haven't you seen a talking dog before?";
- mes "What are you talking about?";
- close;
- }
- }
- if (para_suv01 == 2) {
- if (checkquest(7129,HUNTING) == 2) {
- mes "[Talking Dog]";
- mes "Woooohh...";
- mes "Great!";
- mes "I can feel my youth from you.";
- next;
- mes "[Talking Dog]";
- mes "Nevermind.";
- mes "Let's find the next target kk!";
- mes "Ok. Let's drive the Desert Wolves out of here.";
- next;
- mes "[Talking Dog]";
- mes "If they grow up they will become dangerous.";
- mes "......";
- next;
- mes "[Talking Dog]";
- mes "Why, why are you looking at me like that?";
- mes "They are wolves and I am a nice dog.";
- mes "But I haven't always been a dog my entire life.";
- next;
- mes "[Talking Dog]";
- mes "I will show you that don't have to pity me at all.";
- next;
- mes "[Talking Dog]";
- mes "They pee wherever and have no shame.";
- mes "Just waving their tails when they grow up and biting people without any care!";
- next;
- mes "[Talking Dog]";
- mes "You must hunt at least 10!";
- mes "Exactly 10!";
- mes "Go go go!";
- set para_suv01,3;
- changequest 7129,7130;
- close;
- }
- mes "[Talking Dog]";
- mes "First lets follow the bald and noisy bird.";
- mes "Yes Condors.";
- mes "Kill 10 Condors. It seems to easy, right?";
- mes "Oh, if you are tired I will help you.";
- next;
- mes "-When the dog barked, your HP and SP recovered.-";
-// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
- percentheal 100,100;
- close;
- }
- if (para_suv01 == 3) {
- if (checkquest(7130,HUNTING) == 2) {
- mes "[Talking Dog]";
- mes "You are so perfect.";
- next;
- mes "[Talking Dog]";
- mes "Or not. Hehe, anyway thanks for your help.";
- mes "The oasis has almost been secured now.";
- mes "Ok, it's the last step!";
- next;
- mes "[Talking Dog]";
- mes "There's an annoying monster that hides in the sand and poisons people out of nowhere.";
- next;
- mes "[Talking Dog]";
- mes "All beautiful things have some poison inside but these actually kill.";
- mes "Kill Scorpions which are called the poison of the desert!";
- next;
- mes "[Talking Dog]";
- mes "It's the last step so let's make it simple";
- mes "Just hunt 5!";
- mes "Bow wow!";
- set para_suv01,4;
- changequest 7130,7131;
- close;
- }
- mes "[Talking Dog]";
- mes "I don't want you to show any pity.";
- mes "I am dog with a golden heart.";
- next;
- mes "[Talking Dog]";
- mes "After hunting the 10 Desert Wolves come back again.";
- mes "Oh, if you are tired I will help you.";
- next;
- mes "-When the dog barked, your HP and SP recovered.-";
-// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
- percentheal 100,100;
- close;
- }
- if (para_suv01 == 4) {
- if (checkquest(7131,HUNTING) == 2) {
- mes "[Talking Dog]";
- mes "Um. Excellent.";
- mes "You are awesome!";
- next;
- mes "[Talking Dog]";
- mes "Thanks to your effort the oasis is secure.";
- mes "Don't look around!";
- mes "If I say it's secure!";
- mes "Uhuhuhuh aaaang!";
- next;
- mes "[Talking Dog]";
- mes "Here here here.";
- mes "If I dig more and more, I can find Scorpions but";
- mes "this oasis will be safer for sure.";
- next;
- mes "[Talking Dog]";
- mes "You can be proud and confident by yourself and do your best.";
- mes "You've helped a lot to make my rest comfortable.";
- next;
- mes "[Talking Dog]";
- mes "You've helped to conquer the desert,";
- mes "and passed the beginner training steps so I will stamp my feet.";
- mes "krrrrreuung. hup.";
- next;
- mes "[Talking Dog]";
- mes "Go back to the Eden Group headquarters and show it to the flashy Rune Knight.";
- mes "Let me say again that you are great!";
- mes "Hooooohooo~";
- set para_suv01,5;
- changequest 7131,7132;
- close;
- }
- mes "[Talking Dog]";
- mes "Let's hunt only 5 Scorpions.";
- mes "So we can make peace in this oasis.";
- next;
- mes "[Talking Dog]";
- mes "When I take a nap they won't chew my tail any more.";
- mes "Due to his mistake my feet won't be hurt at all.";
- next;
- mes "[Talking Dog]";
- mes "You can fight.";
- mes "I can rest more comfortably.";
- mes "Other people are going to be safer too.";
- next;
- mes "[Talking Dog]";
- mes "Everyone will think fondly of the Eden Group.";
- mes "Oh, if you are tired I will help you.";
- next;
- mes "-When the dog barked, your HP and SP recovered.-";
-// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
- percentheal 100,100;
- close;
- }
- if (para_suv01 == 5) {
- mes "[Talking Dog]";
- mes "kkkkkaaaaauuuunnng.";
- mes "oopssss kup.";
- next;
- mes "[Talking Dog]";
- mes "Why are you still here?";
- mes "You are done here.";
- mes "Hooooo bow wow.";
- close;
- }
- if (para_suv01 > 5) {
- mes "[Talking Dog]";
- mes "Hey man~ What's going on?";
- mes "What about the Rune Knight?";
- mes "Krrrrr...";
- mes "Hyuk huk...";
- next;
- mes "[Talking Dog]";
- mes "The Eden Group is cool.";
- mes "They're a really good group.";
- mes "They accepted a wandering talking dog.";
- mes "Take care and good luck.";
- close;
- }
- mes "Hey look.";
- mes "I'm a talking dog.";
- mes "Not a wolf.";
- mes "I wasn't a dog originally...";
- next;
- if (countitem(6219) > 0) {
- mes "[Talking Dog]";
- mes "Anyway are you a Eden Group member?";
- mes "Oh good to see you.";
- mes "I am also a member of Eden Group.";
- mes "Take care and good luck.";
- close;
- }
- mes "[Talking Dog]";
- mes "Why are you looking at me like that?";
- mes "......";
- close;
-}
-
-prt_sewb1,131,262,3 script Timid Cat#para04 422,{
- if (para_suv01 < 6) {
- mes "[Timid Cat]";
- mes "Meow...";
- mes "Who are you meow?";
- mes "Why are you here meow?";
- close;
- }
- if (para_suv01 == 6) {
- mes "[Timid Cat]";
- mes "Come on meow...";
- mes "I may be standing here and talking to you like this meow but I am a still a cat meow...";
- next;
- mes "[Timid Cat]";
- mes "Dear human you are";
- mes "a member of my group?";
- mes "Re... really...!";
- mes "Dear Boya's help is like a giant and...";
- next;
- switch (select("Beautiful Saury:Fresh Mackerel:Beautiful Tuna")) {
- case 1:
- mes "[Timid Cat]";
- mes "Big and beautiful Saury...";
- mes "I am shy.";
- close;
- case 2:
- mes "[Timid Cat]";
- mes "I want to eat mackerel.";
- mes "Where are the big and fresh mackerel meow?";
- close;
- case 3:
- mes "[Timid Cat]";
- mes "Do you know the big and beautiful tuna?";
- mes "Dear Boya sent you here for sure.";
- mes "How do I explain this...?";
- next;
- mes "[Timid Cat]";
- mes "Did something pass under my feet just now meow?";
- mes "Do you want to kill a cat.";
- mes "The environment here is terrible.";
- next;
- mes "[Timid Cat]";
- mes "Anyway I'm doing what I was assigned to do.";
- mes "So hi, hello and welcome.";
- next;
- mes "[Timid Cat]";
- mes "Did you come here to have a battle?";
- mes "Hunt those Thief Bugs, hurry up!";
- mes "Hunt at least 10!";
- mes "Meooow!";
- next;
- mes "[Timid Cat]";
- mes "I really don't like those nasty crawlers...";
- mes "Meow~!";
- next;
- mes "^4d4dffThe cat was suprised by";
- mes "a thief bug and froze in";
- mes "place. Hunt those";
- mes "Thief Bugs around here.^000000";
- set para_suv01,7;
- changequest 7133,7134;
- close;
- }
- }
- if (para_suv01 == 7) {
- if (checkquest(7134,HUNTING) == 2) {
- mes "[Timid Cat]";
- mes "Now do you understand the dirty and humid underground sewers?";
- mes "Eeeh look what's next meow.";
- next;
- mes "[Timid Cat]";
- mes "It's a symbol of dirt next to those Thief Bugs.";
- mes "Hunt some Tarou to make the sewers cleaner.";
- next;
- mes "[Timid Cat]";
- mes "For our members joining this mission.";
- mes "Hunt 10 Tarou.";
- mes "Easy, ain't it?";
- next;
- mes "[Timid Cat]";
- mes "Why didn't I ask you at once? kkk..??";
- mes "Umm........";
- mes "Because it's just a training mission.";
- next;
- mes "[Timid Cat]";
- mes "Training missions are hard and anoying.";
- mes "So go hurry and hunt 10 Tarou.";
- set para_suv01,8;
- changequest 7134,7135;
- close;
- }
- mes "[Timid Cat]";
- mes "Clean the sewers. Now the first step is hunting Thief Bugs.";
- mes "Isn't that simple, meow?";
- next;
- mes "[Timid Cat]";
- mes "Take care to check your map so you don't get lost.";
- mes "It's a service meeow.";
-// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
- percentheal 0,100;
- close;
- }
- if (para_suv01 == 8) {
- if (checkquest(7135,HUNTING) == 2) {
- mes "[Timid Cat]";
- mes "Great job~!";
- mes "How'd you get rid of those dirty bugs and Tarou. You are brave.";
- next;
- mes "[Timid Cat]";
- mes "Now have courage because I'm sending you to a stronger opponent.";
- mes "But first in order to test your courage, hunt Familiars.";
- next;
- mes "[Timid Cat]";
- mes "Familiars will bite you so be careful.";
- mes "They are mean.";
- mes "They scare me so just hunt 5 and that should be enough.";
- next;
- mes "[Timid Cat]";
- mes "That will show me that you are brave.";
- mes "Meow~!";
- next;
- mes "[Timid Cat]";
- mes "I don't have anything...";
- mes "......";
- mes "What do you want meow? Familiars are waiting to fight with you, hurry up, move~!";
- set para_suv01,9;
- changequest 7135,7136;
- close;
- }
- mes "[Timid Cat]";
- mes "If you can't kill the Tarou you might get all kinds of dirty diseases.";
- mes "So be proud of yourself and do your best to kill them.";
- next;
- mes "[Timid Cat]";
- mes "I will help you a little.";
- mes "Here, I have recovered your strengh meow..";
-// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
- percentheal 100,100;
- close;
- }
- if (para_suv01 == 9) {
- if (checkquest(7136,HUNTING) == 2) {
- mes "[Timid Cat]";
- mes "You are great meow~";
- mes "You killed them so quickly!";
- mes "Meow...";
- next;
- mes "[Timid Cat]";
- mes "Now you are not scared of bugs and tarou at all.";
- mes "Thanks for participating in the Conquer the Culvert training mission.";
- next;
- mes "[Timid Cat]";
- mes "Now go back to the headquarters and ask Instructor Boya to make sure he has the beautiful tuna...";
- mes "I will be waiting here.";
- next;
- mes "[Timid Cat]";
- mes "Do you know how to get to the Eden Group Headquarters?";
- mes "Prontera is the closest city from here.";
- mes "Go to Prontera and find an Eden Group Teleporter.";
- set para_suv01,10;
- changequest 7136,7137;
- close;
- }
- mes "[Timid Cat]";
- mes "Familiars are really scary.";
- mes "They're always flying.";
- next;
- mes "[Timid Cat]";
- mes "It's the last course so cheer up.";
- mes "I will help you a little.";
- mes "Here, I have recovered your strengh meow..";
-// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
- percentheal 0,100;
- close;
- }
- if (para_suv01 >= 10) {
- mes "[Timid Cat]";
- mes "You've completed 'Conquer the Culvert'.";
- mes "Go back to the Eden Group headquarters to report to Boya.";
- next;
- mes "[Timid Cat]";
- mes "Boya might eat my tuna while he is waiting for you.";
- close;
- }
- mes "[Timid Cat]";
- mes "How are you meeow?";
- mes "Did you volunteer to conquer the Culvert?";
- mes "You are a member of the Edgen Group for sure.";
- mes "You are helping to make the world a better place.";
- close;
-}
-
-pay_arche,41,136,3 script Eden Member Karl#para05 904,{
- if (para_suv01 < 13) {
- if (countitem(6219) > 0) {
- mes "[Karl]";
- mes "Hey, how are you?";
- mes "Good to see you~";
- mes "Are you going inside?";
- close;
- }
- mes "[Karl]";
- mes "Umm...?";
- mes "You are not the one I am waiting for.";
- close;
- }
- if (para_suv01 == 13) {
- mes "[Karl]";
- mes "Hello?";
- mes "Since I got a report, I was waiting for you.";
- mes "You came here to join the training mission, right?";
- next;
- mes "[Karl]";
- mes "Have you ever entered this cave before?";
- mes "I don't know if you already heard some stories in this village.";
- next;
- mes "[Karl]";
- mes "There are many of dead souls that change their appearance as if they are real people and make threatening remarks.";
- mes "It's too bad, isn't it?";
- next;
- mes "[Karl]";
- mes "That's why we chose this place as step 2 of the battle training mission.";
- mes "This step is called 'Conquer Ghost Cave~'.";
- mes "Help people to enjoy their nights comfortably.";
- next;
- mes "[Karl]";
- mes "There are many dangerous things there. Hmm...";
- mes "To you the 1st floor is enough.";
- next;
- mes "[Karl]";
- mes "Lets conquer the dangerous ghost cave...";
- mes "Kill the bone Skeletons in there.";
- next;
- mes "[Karl]";
- mes "The bones are from Skeletons.";
- mes "Actually Skeletons or just normal bones are all the same but...";
- next;
- mes "[Karl]";
- mes "Skeletons are one of the basic undead classes.";
- mes "Undead never ever. Hunt 15 undead Skeletons.";
- next;
- mes "[Karl]";
- mes "If you feel like you're in danger don't hesitate to just leave.";
- mes "You're not worried about getting hurt are you?";
- set para_suv01,14;
- changequest 7138,7139;
- close;
- }
- if (para_suv01 == 14) {
- if (checkquest(7139,HUNTING) == 2) {
- mes "[Karl]";
- mes "Did you get how the undead work?";
- mes "As you know undead never die so, blessing of live person it's same as curse to them.";
- next;
- mes "[Karl]";
- mes "So... skills which can save people like Heal and Resurrection.";
- mes "Those things are really strong attacks to undead class.";
- next;
- mes "[Karl]";
- mes "Anyway... that's it..";
- mes "Next... I guess you already see while you were killing Skeletons.";
- mes "Some green things are picking up all of the stuff dropped by the dead monsters.";
- next;
- mes "[Karl]";
- mes "Do you know Porings? Maybe they are related to them.";
- mes "They look really bad, maybe they have been eating poison or something.";
- next;
- mes "[Karl]";
- mes "Ok if you're ready go and kill those Poporings.";
- mes "You should hunt 10 of them.";
- next;
- set para_suv01,15;
- changequest 7139,7140;
- close;
- }
- mes "[Karl]";
- mes "Skeletons are basic undead.";
- mes "Use the Heal or Resurrection skill.";
- mes "If you can.";
- next;
- mes "[Karl]";
- mes "Just in case I will recover all your energy.";
- mes "It's the last step so be careful.";
-// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
- percentheal 100,100;
- close;
- }
- if (para_suv01 == 15) {
- if (checkquest(7140,HUNTING) == 2) {
- mes "[Karl]";
- mes "Did you get back what the Poporing stole?";
- mes "This cave is really deep and there are lots of precious things that they could have picked up.";
- next;
- mes "[Karl]";
- mes "You did really great job. Excellent.";
- mes "The 1st floor is safer now. Thanks for helping.";
- next;
- mes "[Karl]";
- mes "You've completed all of the training missions so go back to the headquarters and get approval from the flashy Rune Knight.";
- next;
- mes "[Karl]";
- mes "You might get a new uniform.";
- mes "Haha. I will keep tabs on your progression.";
- set para_suv01,16;
- changequest 7140,7141;
- close;
- }
- mes "[Karl]";
- mes "Poporings are stronger than you expect.";
- mes "If you treat them the same as a normal Poring it will get you in trouble.";
- next;
- mes "[Karl]";
- mes "Just in case I will recover all your energy.";
- mes "It's the last step so be careful.";
-// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
- percentheal 0,100;
- close;
- }
- if (para_suv01 >= 16) {
- mes "[Karl]";
- mes "I already informed Boya at the Eden Group headquarters.";
- mes "If you go there he will give you a big welcome.";
- next;
- mes "[Karl]";
- mes "You will get a new uniform, aren't you excited?";
- mes "Hahaha..";
- close;
- }
- mes "[Karl]";
- mes "Killing undead?";
- mes "Do your best to make the world safer.";
- mes "It's one of the goals of the Eden Group.";
- close;
-}
-
-anthell01,29,264,5 script Eden Member Cloud#para06 899,{
-
- if (para_suv01 < 17) {
- if (countitem(6219) > 0) {
- mes "[Cloud]";
- mes "Oops.";
- mes "You are a member of my group.";
- mes "Why did you come here, are you looking for danger?";
- next;
- mes "[Cloud]";
- mes "One of the strongest boss monsters is in here.";
- mes "Be careful when exploring here.";
- close;
- }
- mes "[Cloud ]";
- mes "What are you looking at?";
- mes "We are not related to each other, are we...";
- close;
- }
- if (para_suv01 == 17) {
- mes "[Cloud]";
- mes "Hello?";
- mes "Why did you come here, looking for danger?";
- next;
- switch (select("Conquer Ant Hell:Just wanted to meet you:Where am I?")) {
- case 1:
- mes "[Cloud]";
- mes "Uh. Conquer Ant Hell? Did you say that?";
- mes "You are a trainee.";
- mes "You have come to the right place.";
- next;
- mes "[Cloud]";
- mes "At first I will explain about Ant Hell.";
- mes "Ants dug a cave in the sand and it is linked to the surface. That's Ant Hell.";
- next;
- mes "[Cloud]";
- mes "Sand flowed into the hole gradually.";
- mes "If anyone steps on the hole they will fall into the cave through the hole in the sand..";
- next;
- mes "[Cloud]";
- mes "It's hard to survive from there.";
- mes "To us it seems like a normal happening so it isn't a matter of survival like to normal people.";
- next;
- mes "[Cloud]";
- mes "Many kinds of ants have come to live here.";
- mes "There is a boss monster named Maya so you should be more cautious.";
- next;
- mes "[Cloud]";
- mes "Ok let's try to hunt the weakest ant first.";
- mes "Pierre is the name of the weakest ant.";
- mes "They are just down here.";
- next;
- mes "[Cloud]";
- mes "In the case of ants, they assist eachother when attacked.";
- mes "Be careful and kill 15 Pierre ants.";
- set para_suv01,18;
- changequest 7142,7143;
- close;
- case 2:
- mes "[Cloud]";
- mes "......";
- mes "Haha... are you joking?";
- mes "You are exhausted from the extremely hot weather in the desert.";
- next;
- mes "[Cloud]";
- mes "I am a busy man.";
- mes "One of the trainees was planning to visit me but that person still hasn't showed yet. I am getting nervous.";
- close;
- case 3:
- mes "[Cloud]";
- mes "Where you are?";
- mes "You are in Anth Hell southwest of Morroc.";
- mes "Morroc is the closest city, northeast of here.";
- close;
- }
- }
- if (para_suv01 == 18) {
- if (checkquest(7143,HUNTING) == 2) {
- mes "[Cloud]";
- mes "Hey, what was it?";
- mes "Maybe you saw an Andre when you were hunting Pierre.";
- next;
- mes "[Cloud]";
- mes "Well, now let's hunt Andre aswel.";
- mes "Ahah the way you're looking at me, ''why didn't I ask you to do this all at once'' right?";
- next;
- mes "[Cloud]";
- mes "Ain't it more fun this way?";
- mes "Hey, now your next target is 15 Andre!";
- mes "You are strong so it will be fine!";
- next;
- mes "[Cloud]";
- mes "If you can't find Andre go deeper into the cave.";
- mes "Ah, and be careful of Maya.";
- set para_suv01,19;
- changequest 7143,7144;
- close;
- }
- mes "[Cloud]";
- mes "What do you think of Ant Hell?";
- mes "Can you stay longer?";
- mes "Ok, I will recover your strengh so, keep going.";
-// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
- percentheal 100,100;
- close;
- }
- if (para_suv01 == 19) {
- if (checkquest(7144,HUNTING) == 2) {
- mes "[Cloud]";
- mes "Great. You seem to have killed all of the Andre.";
- mes "How do you think about fighting ants?";
- mes "Was it good?";
- next;
- mes "[Cloud]";
- mes "Hey, cheer up.";
- mes "To conquer Ant Hell you have one step left.";
- mes "You might have guessed your next target already.";
- next;
- mes "[Cloud]";
- mes "Vitata!";
- mes "How can I say... He seems like honey.";
- mes "Pierre is a worker. Andre is a guardian and so... Vitata is like a mother.";
- next;
- mes "[Cloud]";
- mes "They are really kind to kids and women but don't show any pity to ants.";
- mes "Hunt the Vitata who takes care of the ant eggs.";
- next;
- mes "[Cloud]";
- mes "If somebody falls into Ant Hell it might be a bit safer than before.";
- mes "Now it's the last step so cheer up and let's kill 10 Vitata.";
- next;
- mes "[Cloud]";
- mes "If you feel you're in too much danger. Just come back.";
- mes "I will heal you.";
- set para_suv01,20;
- changequest 7144,7145;
- close;
- }
- mes "[Cloud]";
- mes "See, to cheer you up I will heal you until you finish the training.";
- mes "Chin up and cheer up.";
-// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
- percentheal 100,100;
- close;
- }
- if (para_suv01 == 20) {
- if (checkquest(7145,HUNTING) == 2) {
- mes "[Cloud]";
- mes "Oh... it might have been an anoying fight.";
- mes "You finished so fast.";
- next;
- mes "[Cloud]";
- mes "Good job. Go back to the headquarters and report.";
- mes "You've completed the training quickly.";
- next;
- mes "[Cloud]";
- mes "You will get good news.";
- mes "You did a really good job even under the hot weather.";
- set para_suv01,21;
- changequest 7145,7146;
- close;
- }
- mes "[Cloud]";
- mes "See, to cheer up I will heal you until you finish the training.";
- mes "Chin up and cheer up.";
- next;
- mes "[Cloud]";
- mes "Just Vitata, isn't that an easy opponent?";
- mes "If you see Maya just run away.";
-// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
- percentheal 100,100;
- close;
- }
- if (para_suv01 >= 21) {
- mes "[Cloud]";
- mes "It's enough to say that you've conquered Ant Hell.";
- mes "Aren't you getting used to it here?";
- next;
- mes "[Cloud]";
- mes "Go back to the headquarters and report that you completed the mission, hurry up";
- mes "you will receive good news.";
- mes "You will receive the Eden Group uniform aswel.";
- close;
- }
- mes "[Cloud]";
- mes "I am really proud of the Eden Group.";
- mes "Does the uniform look good on me?";
- mes "Haha...";
- close;
-}
-
-in_orcs01,38,175,3 script Eden Member Hooksha 803,{
- if (para_suv01 < 24) {
- if (countitem(6219) > 0) {
- mes "[Hooksha]";
- mes "Unbelievable why did you come here?";
- mes "Um... You are not on the third step of the training?";
- mes "Yeeee~ I'm excited~";
- next;
- mes "[Hooksha]";
- mes "I am a little bored waiting for trainees. Where are they?";
- close;
- }
- mes "[Hooksha]";
- mes "Hello.";
- mes "Why did you come here?";
- mes "Umm... Aaaaa...";
- next;
- mes "[Hooksha]";
- mes "Why don't you join my group?";
- mes "If you have interest in joining us,";
- mes "you won't regret your decision.";
- close;
- }
- if (para_suv01 == 24) {
- mes "[Hooksha]";
- mes "Hello.";
- mes "Are you a trainee?";
- mes "Yeah I can tell.";
- mes "So shall we begin?";
- next;
- mes "[Hooksha]";
- mes "Actually I don't like this training mission much but anyway let me explain it to you.";
- next;
- mes "[Hooksha]";
- mes "As you know this is Orc Village.";
- mes "Orcs don't like humans.";
- mes "They don't try to communicate with us. When they see humans they immediately attack us.";
- next;
- mes "[Hooksha]";
- mes "Sadly humans don't want to communicate with them either.";
- mes "So we decided to take a strong approach towards them.";
- mes "Actually we'd like to get rid of them all.";
- next;
- mes "[Hooksha]";
- mes "We're trying to conquer Orc Village.";
- mes "It's the proper place to finish the beginners training mission for an adventurer like you.";
- next;
- mes "[Hooksha]";
- mes "That's why we've chosen this place for this mission.";
- mes "Ok, we don't have a lot of time so let's begin.";
- mes "First let's eliminate the weakest one.";
- next;
- mes "[Hooksha]";
- mes "It's better to kill them before they grow up.";
- mes "Hunt 10 Orc Babies.";
- mes "Don't pity them because when they grow up they become aggressive Orc Warriors.";
- next;
- mes "[Hooksha]";
- mes "Good or bad this is how it is going to be.";
- mes "Even if they are babies don't hesitate.";
- set para_suv01,25;
- changequest 7147,7148;
- close;
- }
- if (para_suv01 == 25) {
- if (checkquest(7148,HUNTING) == 2) {
- mes "[Hooksha]";
- mes "Great. Awesome.";
- mes "It's not very pleasant so let's move on.";
- next;
- mes "[Hooksha]";
- mes "On the next step we will fight with Orc Warriors.";
- mes "When Orc Babies grow up they become strong Orc Warriors.";
- next;
- mes "[Hooksha]";
- mes "They all are powerful warriors.";
- mes "When you were fighting Orc Babies, you probably have been attacked by them.";
- next;
- mes "[Hooksha]";
- mes "Now it's time to hunt 10 Orc Warriors.";
- mes "If you are in trouble just come back here to safety.";
- mes "Do you understand?";
- set para_suv01,26;
- changequest 7148,7149;
- close;
- }
- mes "[Hooksha]";
- mes "There are Orc Warriors, Orc Ladies and Orc Babies in Orc Village.";
- mes "They are really aggressive.";
- next;
- mes "[Hooksha]";
- mes "You look tired I will recover your health.";
- mes "If you are in trouble just come back here to safety.";
-// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
- percentheal 100,100;
- close;
- }
- if (para_suv01 == 26) {
- if (checkquest(7149,HUNTING) == 2) {
- mes "[Hooksha]";
- mes "Now you can move on to the next step.";
- next;
- mes "[Hooksha]";
- mes "Exactly... now it's time to hunt Orc Ladies.";
- mes "If you want to conquer Orc Village completely, you should kill them before they have more Orc Babies.";
- next;
- mes "[Hooksha]";
- mes "But you don't need to kill all of them.";
- mes "Go and hunt 10 Orc Ladies.";
- next;
- mes "[Hooksha]";
- mes "You can already feel the strong power from outside...";
- mes "Don't hesitate to attack them.";
- set para_suv01,27;
- changequest 7149,7150;
- close;
- }
- mes "[Hooksha]";
- mes "You should be exhausted by now.";
- mes "But you still have more targets, understand.";
- next;
- mes "[Hooksha]";
- mes "You look tired, I will recover your health.";
- mes "If you are in trouble just come back here to safety.";
-// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
- percentheal 100,100;
- close;
- }
- if (para_suv01 == 27) {
- if (checkquest(7150,HUNTING) == 2) {
- mes "[Hooksha]";
- mes "Great job.";
- mes "Now you should understand how the orc tribe works here in Orc Village.";
- mes "You've followed the training mission well under hot and humid circumstances.";
- mes "You have now completed the 'Conquer Orc Village!' training mission. Congratulations.";
- next;
- mes "[Hooksha]";
- mes "Go back and report to the Eden Group headquarters.";
- mes "I'm sure they will have good news for you.";
- set para_suv01,28;
- changequest 7150,7151;
- close;
- }
- mes "[Hooksha]";
- mes "Orc Lady is the last target.";
- mes "Cheer up~!";
- next;
- mes "[Hooksha]";
- mes "You look tired, I will recover your health.";
- mes "If you are in trouble just come back here to safety.";
-// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
- percentheal 100,100;
- close;
- }
- if (para_suv01 == 28) {
- mes "[Hooksha]";
- mes "You have completed the training mission.";
- mes "Go back to the Eden Group headquarters and report there.";
- close;
- }
- if (para_suv01 == 29) {
- mes "[Hooksha]";
- mes "Have you come here to join in the training?";
- mes "You look like an expert.";
- next;
- mes "[Hooksha]";
- mes "This isn't a good place to talk so let's hurry.";
- mes "This place is linked with the dungeon of Orc Village.";
- next;
- mes "[Hooksha]";
- mes "Can you see that way.";
- mes "There is a cave under the ground, normal orcs don't come here.";
- next;
- mes "[Hooksha]";
- mes "The safest place is in here.";
- mes "There are many undead monsters down there.";
- next;
- mes "[Hooksha]";
- mes "The undead monsters are dangerous and threatening.";
- mes "Don't hesitate when fighting them.";
- next;
- mes "[Hooksha]";
- mes "Now hunt those undead monsters down there.";
- next;
- mes "[Hooksha]";
- mes "Try to hunt 20 Orc zombies in the dungeon.";
- mes "They are really well organized.";
- next;
- mes "[Hooksha]";
- mes "They will attack you anywhere without hesitating.";
- mes "May Freya bless you.";
- set para_suv01,30;
- changequest 7152,7153;
- close;
- }
- if (para_suv01 == 30) {
- if (checkquest(7153,HUNTING) == 2) {
- mes "[Hooksha]";
- mes "It's different from what you saw in Payon, right?";
- mes "Although you managed to kill the Orc Zombies, you can't be sure you are much stronger..";
- next;
- mes "[Hooksha]";
- mes "So don't go deeper into that cave or you will die for sure.";
- next;
- mes "[Hooksha]";
- mes "The next target is the Orc Skeleton who was walking next to the Orc Zombies.";
- mes "Hunt 20 Orc Skeletons.";
- next;
- mes "[Hooksha]";
- mes "It's the last step of the training mission in the Orc Dungeon.";
- mes "It's all up to you.";
- next;
- mes "[Hooksha]";
- mes "Ok, cheer up and see you again.";
- mes "Hunt 20 Orc Skeletons.";
- set para_suv01,31;
- changequest 7153,7154;
- close;
- }
- mes "[Hooksha]";
- mes "Can you stay longer?";
- mes "You look tired, I will recover your health.";
- mes "If you are in trouble just come back here to safety.";
-// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
- percentheal 100,100;
- close;
- }
- if (para_suv01 == 31) {
- if (checkquest(7154,HUNTING) == 2) {
- mes "[Hooksha]";
- mes "Your training mission has been completed.";
- mes "Go back to the Eden Group headquarters and report.";
- mes "I would like to say more in detail but I'm getting so tired.";
- next;
- mes "[Hooksha]";
- mes "Recently trainees have come here more and more so, I can't sleep at all.";
- mes "I mean not due to you.";
- mes "Anyway I will inform the group so go there and report.";
- next;
- set para_suv01,32;
- changequest 7154,7155;
- close;
- }
- mes "[Hooksha]";
- mes "Can you stay longer?";
- mes "You look tired I will recover your health.";
- mes "If you are in trouble just come back here to safety.";
-// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
- percentheal 100,100;
- close;
- }
- if (para_suv01 == 32) {
- mes "[Hooksha]";
- mes "Don't you have to report back to the Eden Group headquarters?";
- mes "I am so tired leave me alone.";
- close;
- }
- if (para_suv01 > 32) {
- mes "[Hooksha]";
- mes "Uh? What Orc? Explore the dungeon?";
- mes "You are having such a hard time.";
- next;
- mes "[Hooksha]";
- mes "This place is really good to take a rest because Orcs don't come here.";
- mes "Ho hum...";
- close;
- }
-}
-
-iz_dun04,43,46,3 script Eden Member Callandiva 745,{
-
- if (para_suv01 < 33) {
- if (countitem(6219) > 0) {
- mes "[Callandiva]";
- mes "How did you get so deep in this ocean city?";
- mes "Ah, that symbol is of our group.";
- mes "You're a trainee for sure.";
- next;
- mes "[Callandiva]";
- mes "What? You aren't?";
- mes "I... see... I see...";
- mes "Ok... keep going.";
- close;
- }
- mes "[Callandiva]";
- mes "Mysteriously although we're under the sea you can still breathe here.";
- mes "Do you know why?";
- next;
- mes "[Callandiva]";
- mes "Let's see due to the moisture my skin is so soft.";
- mes "My fingers and toes are not attached to each other amazing.";
- next;
- mes "[Callandiva]";
- mes "I was really shocked and scared when the Eden Group dispatched me here.";
- mes "Now I love this environment so much.";
- mes "It's really calm...";
- close;
- }
- if (para_suv01 == 33) {
- mes "[Callandiva]";
- mes "How did you get so deep in this ocean city?";
- mes "Ah, that symbol is of our group.";
- mes "You're a trainee for sure.";
- next;
- mes "[Callandiva]";
- mes "Good to see you!";
- mes "Alright, look down.";
- mes "Ancient buildings are sleeping under the water. They were actually built under the sea.";
- next;
- mes "[Callandiva]";
- mes "As you know we don't have any trouble living here.";
- mes "But if you see over there... yes right there.";
- next;
- mes "[Callandiva]";
- mes "Can you see a humanoid fish with a very threatening spear?";
- mes "He is called a Merman and is a really professional warrior.";
- next;
- mes "[Callandiva]";
- mes "Okay, go and hunt 15 Merman.";
- mes "That will be your 1st training mission here.";
- set para_suv01,34;
- changequest 7156,7157;
- close;
- }
- if (para_suv01 == 34) {
- if (checkquest(7157,HUNTING) == 2) {
- mes "[Callandiva]";
- mes "Oh, you came back~!";
- mes "What did you think of those threatening Mermans?";
- mes "Actually, I thought that you would chicken out~";
- next;
- mes "[Callandiva]";
- mes "Good your next opponent will be...~";
- mes "Yes, this one...";
- mes "The monster that is holding a trident.";
- next;
- mes "[Callandiva]";
- mes "His main abilities are magical.";
- mes "The monster is called Strouf!";
- mes "Now, it's time to fight with a real magician!";
- next;
- mes "[Callandiva]";
- mes "Try avoiding the Mermans and hunt 10 Strouf, kill them.";
- set para_suv01,35;
- changequest 7157,7158;
- close;
- }
- mes "[Callandiva]";
- mes "Oh are you tired?";
- mes "Mermans are not easy opponents.";
- mes "I will help you recover so cheer up.";
-// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
- percentheal 0,100;
- close;
- }
- if (para_suv01 == 35) {
- if (checkquest(7158,HUNTING) == 2) {
- mes "[Callandiva]";
- mes "Did you kill all the Strouf already?";
- mes "I wasn't counting that you'd make it.";
- mes "I have eyes on the top of my head haha.";
- next;
- mes "[Callandiva]";
- mes "Of course I'm just kidding.";
- mes "Don't look at me like that~ it was a joke~!";
- mes "Now you're feeling more at ease about this.";
- next;
- mes "[Callandiva]";
- mes "Go back to the headquarters and report it.~";
- mes "You will receive the last uniform from the Eden Group headquarters.";
- next;
- mes "[Callandiva]";
- mes "This training mission is made for beginners.";
- mes "So it might be useless to you or not.";
- next;
- mes "[Callandiva]";
- mes "Anyway you did great job!";
- set para_suv01,36;
- changequest 7158,7159;
- close;
- }
- mes "[Callandiva]";
- mes "Oh are you tired?";
- mes "Strouf are not easy opponents.";
- mes "I can help you recover so cheer up.";
-// UseSkillToPC 28 10 99 60
- percentheal 100,100;
- close;
- }
- if (para_suv01 >= 36) {
- mes "[Callandiva]";
- mes "I won't give help to you anymore.";
- mes "Go back to our headquarters and report about this training mission.";
- close;
- }
- mes "[Callandiva]";
- mes "Mysteriously although we're under the sea you can still breathe here.";
- mes "Do you know why?";
- next;
- mes "[Callandiva]";
- mes "Let's see due to the moisture my skin is so soft.";
- mes "My fingers and toes are not attached to each other amazing.";
- next;
- mes "[Callandiva]";
- mes "I was really shocked and scared when the Eden Group dispatched me here.";
- mes "Now I love this environment so much.";
- mes "It's really calm...";
- close;
-}
-
-moc_para01,112,96,5 script Administrator Michael 967,{
-
- mes "[Michael]";
- mes "Why did you come here?";
- next;
- switch (select("To get supplies:Where is here?:Upgrade equipment")) {
- case 1:
- if (para_suv01 == 11) {
- mes "[Michael]";
- mes "If you've completed step 1";
- mes "we can supply you with a Eden Group Hat, Uniform, Manteau and Boots.";
- mes "^4d4dffCheck your inventory first.^000000";
- next;
- switch (select("Let me check my inventory:I have enough room.")) {
- case 1:
- mes "[Michael]";
- mes "Make sure you have enough room for the supplies.";
- close;
- case 2:
- mes "[Michael]";
- mes "Two of the supplies, the ^4d4dffHat and Manteau^000000,";
- mes "will only be given out once.";
- mes "So treat them with caution and care.";
- next;
- mes "[Michael]";
- mes "As for the Boots and the Uniforms, you will receive better quality ones based on your course grades.";
- next;
- mes "[Michael]";
- mes "One Eden Group Hat.";
- mes "One Eden Group Uniform I.";
- mes "One pair of Eden Group Boots I.";
- mes "One Eden Group Manteau.";
- mes "A total of 4 supplies, that's all.";
- set para_suv01,12;
- set para_suv02,1;
- getitem 5583,1; //Para_Team_Hat1
- getitem 2560,1; //Para_Team_Manteau1
- getitem 2456,1; //Para_Team_Boots1
- getitem 15009,1; //Para_Team_Uniform1
- next;
- mes "[Michael]";
- mes "Is that correct?";
- mes "It is manufactured for beginners so they don't have the best effect but they're still cheaper than equipment in the shops.";
- next;
- mes "[Michael]";
- mes "We made them especially for the Eden Group.";
- close;
- }
- }
- if (para_suv01 == 22) {
- mes "[Michael]";
- mes "If you've completed step 2, we offer extra weapons including the basic equipment.";
- next;
- mes "[Michael]";
- mes "We have chosen the proper weapon for each class.";
- mes "But we can't support some classes that can't join us.";
- next;
- mes "[Michael]";
- mes "We can't manufacture all of the weapons in the world, don't you agree?";
- next;
- mes "[Michael]";
- mes "We will supply 1 Weapon, Shoes and Uniform so a total of three things.";
- mes "Also we supply extra things to consider some members who can't use some of the supplies.";
- next;
- mes "[Michael]";
- mes "^4d4dffPlease check your inventory to get those items.^000000";
- next;
- switch (select("I will make more space.:I have got enough space.")) {
- case 1:
- mes "[Michael]";
- mes "Make enough space.";
- close;
- case 2:
- if (Class == Job_Swordman || Class == Job_Swordman_High || Class == Job_Knight || Class == Job_Crusader){
- mes "[Michael]";
- mes "What kind of weapon do you want?";
- mes "We have one and Two-handed swords.";
- mes "Here are the options.";
- next;
- mes "[Michael]";
- mes "Eden Slayer I: Two-handed sword. attack 162.";
- mes "Eden Saber I: One-handed sword. attack 147.";
- mes "Both are Lv. 2 and the required level is 26.";
- next;
- mes "[Michael]";
- mes "They also can't be traded with other players or be refined.";
- next;
- switch (select("Eden Slayer I:Eden Sabre I")) {
- case 1:
- mes "[Michael]";
- mes "You've chosen the Eden Slayer I.";
- mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- set para_suv01,23;
- set para_suv02,2;
- getitem 1192,1; //P_Slayer1
- getitem 18514,1; //Para_Team_Hat2
- getitem 2571,1; //Para_Team_Manteau2
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Two-handed sword, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- set para_suv01,23;
- set para_suv02,2;
- getitem 1192,1; //P_Slayer1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- case 2:
- mes "[Michael]";
- mes "You've chosen the Eden Sabre I.";
- mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- set para_suv01, 23;
- set para_suv02, 2;
- getitem 13423,1; //P_Sabre1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A One-handed sword, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- set para_suv01,23;
- set para_suv02,2;
- getitem 13423,1; //P_Sabre1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- mes "This is what we strive for.";
- close;
- }
- } if (Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Rogue || Class == Job_Ninja || Class == Job_Novice || Class == Job_Novice_High) {
- mes "[Michael]";
- mes "We only have 1 weapon for you.";
- next;
- mes "[Michael]";
- mes "Eden Dagger I: Dagger. MATK+60, attack 124.";
- mes "It is Lv. 2 and the required level is 26.";
- next;
- mes "[Michael]";
- mes "It also can't be traded with other players or be refined.";
- next;
- mes "[Michael]";
- mes "You'll receive the Eden Dagger I.";
- next;
- mes "[Michael]";
- mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- set para_suv01,23;
- set para_suv02,2;
- getitem 13050,1; //P_Dagger1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Dagger, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- set para_suv01,23;
- set para_suv02,2;
- getitem 13050,1; //P_Dagger1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- mes "This is what we strive for.";
- close;
- }
- if (Class == Job_Merchant || Class == Job_Merchant_High || Class == Job_Blacksmith || Class == Job_Alchemist) {
- mes "[Michael]";
- mes "What kind of weapon do you want?";
- mes "We have a mace and a One-handed sword.";
- mes "Here are the options.";
- next;
- mes "[Michael]";
- mes "Eden Saber I: One-handed sword. attack 147.";
- mes "Eden Mace I: Mace. attack 142.";
- mes "Both are level 2 and the required level is 26.";
- next;
- mes "[Michael]";
- mes "They also can't be traded with other players or be refined.";
- next;
- switch (select("Eden Sabre I:Eden Mace I")) {
- case 1:
- mes "[Michael]";
- mes "You've chosen the Eden Sabre I.";
- mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- set para_suv01,23;
- set para_suv02,2;
- getitem 13423,1; //P_Sabre1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A One-handed Sword, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- set para_suv01,23;
- set para_suv02,2;
- getitem 13423,1; //P_Sabre1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- mes "This is what we strive for.";
- close;
- case 2:
- mes "[Michael]";
- mes "You've chosen the Eden Mace I.";
- mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- set para_suv01,23;
- set para_suv02,2;
- getitem 16004,1; //P_Mace1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Mace, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- set para_suv01,23;
- set para_suv02,2;
- getitem 16004,1; //P_Mace1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- }
- if (Class == Job_Archer || Class == Job_Archer_High || Class == Job_Hunter || Class == Job_Dancer || Class == Job_Bard) {
- mes "[Michael]";
- mes "We only have 1 weapon for you.";
- next;
- mes "[Michael]";
- mes "Eden Bow I: Bow. attack 82.";
- mes "It is Lv. 2 and the required level is 26.";
- next;
- mes "[Michael]";
- mes "It also can't be traded with other players or be refined.";
- next;
- mes "[Michael]";
- mes "You'll receive the Eden Bow I.";
- next;
- mes "[Michael]";
- mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- set para_suv01, 23;
- set para_suv02, 2;
- getitem 1747,1; //P_Bow1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Bow, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- set para_suv01,23;
- set para_suv02,2;
- getitem 1747,1; //P_Bow1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- if (Class == Job_Acolyte || Class == Job_Acolyte_High || Class == Job_Priest || Class == Job_Monk) {
- mes "[Michael]";
- mes "What kind of weapon do you want?";
- mes "We have a mace and a staff.";
- mes "Here are the options.";
- next;
- mes "[Michael]";
- mes "Eden Mace I: Mace. attack 142.";
- mes "Eden Staff I: Staff. INT+2, MATK+125, attack 60.";
- mes "Both are Lv. 2 and the required level is 26.";
- next;
- mes "[Michael]";
- mes "They also can't be traded with other players or be refined.";
- next;
- switch (select("Eden Staff I:Eden Mace I")) {
- case 1:
- mes "[Michael]";
- mes "You've chosen the Eden Staff I.";
- mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- set para_suv01,23;
- set para_suv02,2;
- getitem 1650,1; //P_Staff1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Staff, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- set para_suv01,23;
- set para_suv02,2;
- getitem 1650,1; //P_Staff1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- case 2:
- mes "[Michael]";
- mes "You've chosen the Eden Mace I.";
- mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- set para_suv01,23;
- set para_suv02,2;
- getitem 16004,1; //P_Mace1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Mace, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- set para_suv01,23;
- set para_suv02,2;
- getitem 16004,1; //P_Mace1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- }
- if (Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_Sage) {
- mes "[Michael]";
- mes "We only have 1 weapon for you.";
- next;
- mes "[Michael]";
- mes "Eden Staff I: Staff. INT+2, MATK+125, attack 60.";
- mes "It is Lv. 2 and the required level is 26.";
- next;
- mes "[Michael]";
- mes "It also can't be traded with other players or be refined.";
- next;
- mes "[Michael]";
- mes "You'll receive the Eden Staff I.";
- next;
- mes "[Michael]";
- mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- set para_suv01, 23;
- set para_suv02, 2;
- getitem 1650,1; //P_Staff1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Staff, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- set para_suv01,23;
- set para_suv02,2;
- getitem 1650,1; //P_Staff1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- if (Class == Job_Gunslinger) {
- mes "[Michael]";
- mes "We only have 1 weapon for you.";
- next;
- mes "[Michael]";
- mes "Eden Revolver I: Revolver. HIT-5, attack 44.";
- mes "It is Lv. 2 and the required level is 26.";
- next;
- mes "[Michael]";
- mes "It also can't be traded with other players or be refined.";
- next;
- mes "[Michael]";
- mes "You'll receive the Eden Revolver I.";
- next;
- mes "[Michael]";
- mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- set para_suv01, 23;
- set para_suv02, 2;
- getitem 13112,1; //P_Revolver1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Revolver, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- set para_suv01,23;
- set para_suv02,2;
- getitem 13112,1; //P_Revolver1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- mes "[Michael]";
- mes "Let me see... you will receive..";
- mes "the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "I don't know what weapon will suit you so, you'll get a Dagger.";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- set para_suv01,23;
- set para_suv02,2;
- getitem 13050,1; //P_Dagger1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Weapon, Uniform and Boots all 3 supplies.";
- mes "I don't know what weapon will suit you so, you'll get a Dagger.";
- mes "Please check it again.";
- set para_suv01,23;
- set para_suv02,2;
- getitem 13050,1; //P_Dagger1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- }
- if (para_suv01 == 37) {
- mes "[Michael]";
- mes "You've completed the last training course.";
- mes "It's time for you to receive a new weapon.";
- next;
- mes "[Michael]";
- mes "We have more upgraded weapons, uniforms and boots.";
- mes "Ah, in case of the weapon that was made only for 1st jobs.";
- mes "So, I can't offer them to higher jobs.";
- next;
- mes "[Michael]";
- mes "^4d4dffPlease check you inventory to get those supplies.^000000";
- next;
- switch (select("I'll come back.:I have enough room.")) {
- case 1:
- mes "[Michael]";
- mes "Make sure you have enough room.";
- close;
- case 2:
- if (Class == Job_Swordman || Class == Job_Swordman_High || Class == Job_Knight || Class == Job_Crusader) {
- mes "[Michael]";
- mes "What kind of weapon do you want?";
- mes "We have one and Two-handed swords.";
- mes "Here are the options.";
- next;
- mes "[Michael]";
- mes "Eden Saber II: One-handed sword. attack 170.";
- mes "Eden Slayer II: Two-handed sword. attack 185.";
- mes "Both of them are Lv. 2 weapons and the required level is 40.";
- next;
- mes "[Michael]";
- mes "They also can't be traded with other players or be refined.";
- next;
- switch (select("Eden Saber II:Eden Slayer II")) {
- case 1:
- mes "[Michael]";
- mes "You've chosen the Eden Sabre II.";
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- set para_suv01, 38;
- set para_suv02, 3;
- getitem 13424,1; //P_Sabre2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A One-handed sword, Uniform, and Boots all 3 supplies.";
- mes "Please check it again.";
- set para_suv01,38;
- set para_suv02,3;
- getitem 13424,1; //P_Sabre2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- case 2:
- mes "[Michael]";
- mes "You've chosen the Eden Slayer II.";
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- set para_suv01,38;
- set para_suv02,3;
- getitem 1193,1; //P_Slayer2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Two-handed sword, Uniform, and Boots all 3 supplies.";
- mes "Please check it again.";
- set para_suv01,38;
- set para_suv02,3;
- getitem 1193,1; //P_Slayer2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- }
- if (Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Rogue) {
- mes "[Michael]";
- mes "We only have 1 weapon for you.";
- next;
- mes "[Michael]";
- mes "Eden Dagger II: Dagger. MATK+70, attack 158.";
- mes "It is Lv. 2 and the required level is 40.";
- next;
- mes "[Michael]";
- mes "It also can't be traded with other players or be refined.";
- next;
- mes "[Michael]";
- mes "You'll receive the Eden Dagger II.";
- next;
- mes "[Michael]";
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- set para_suv02, 3;
- getitem 13051,1; //P_Dagger2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Dagger, Uniform, and Boots all 3 supplies.";
- mes "Please check it again.";
- set para_suv01,38;
- set para_suv02,3;
- getitem 13051,1; //P_Dagger2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- if (Class == Job_Acolyte || Class == Job_Acolyte_High || Class == Job_Priest || Class == Job_Monk) {
- mes "[Michael]";
- mes "What kind of weapon do you want?";
- mes "We have a mace and a staff.";
- mes "Here are the options.";
- next;
- mes "[Michael]";
- mes "Eden Mace II: Mace. attack 163.";
- mes "Eden Staff II: Staff. INT+3, MATK+150, attack 60.";
- mes "Both of them are Lv. 2 weapons and the required level is 40.";
- next;
- mes "[Michael]";
- mes "They also can't be traded with other players or be refined.";
- next;
- switch (select("Eden Staff II:Eden Mace II")) {
- case 1:
- mes "[Michael]";
- mes "You've chosen the Eden Staff II.";
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- set para_suv01,38;
- set para_suv02,3;
- getitem 1651,1; //P_Staff2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Staff, Uniform, and Boots all 3 supplies.";
- mes "Please check it again.";
- set para_suv01,38;
- set para_suv02,3;
- getitem 1651,1; //P_Staff2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- case 2:
- mes "[Michael]";
- mes "You've chosen the Eden Mace II.";
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- set para_suv01,38;
- set para_suv02,3;
- getitem 16005,1; //P_Mace2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Mace, Uniform, and Boots all 3 supplies.";
- mes "Please check it again.";
- set para_suv01,38;
- set para_suv02,3;
- getitem 16005,1; //P_Mace2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- }
- if (Class == Job_Archer || Class == Job_Archer_High || Class == Job_Hunter || Class == Job_Dancer || Class == Job_Bard) {
- mes "[Michael]";
- mes "We only have 1 weapon for you.";
- next;
- mes "[Michael]";
- mes "Eden Bow II: Bow. attack 82.";
- mes "It is Lv. 2 and the required level is 40.";
- next;
- mes "[Michael]";
- mes "It also can't be traded with other players or be refined.";
- next;
- mes "[Michael]";
- mes "You'll receive the Eden Bow II.";
- next;
- mes "[Michael]";
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- set para_suv01,38;
- set para_suv02,3;
- getitem 1748,1; //P_Bow2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Bow, Uniform, and Boots all 3 supplies.";
- mes "Please check it again.";
- set para_suv01,38;
- set para_suv02,3;
- getitem 1748,1; //P_Bow2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- if (Class == Job_Novice || Class == Job_Novice_High || Class == Job_SuperNovice || Class == Job_Soul_Linker || Class == Job_Ninja) {
- mes "[Michael]";
- mes "We only have 1 weapon for you.";
- next;
- mes "[Michael]";
- mes "Eden Dagger II: Dagger. MATK+70, attack 158.";
- mes "It is Lv. 2 and the required level is 40.";
- next;
- mes "[Michael]";
- mes "It also can't be traded with other players or be refined.";
- next;
- mes "[Michael]";
- mes "You'll receive the Eden Dagger II.";
- next;
- mes "[Michael]";
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- set para_suv01,38;
- set para_suv02,3;
- getitem 13051,1; //P_Dagger2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Dagger, Uniform, and Boots all 3 supplies.";
- mes "Please check it again.";
- set para_suv01, 38;
- set para_suv02, 3;
- getitem 13051,1; //P_Dagger2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- if (Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_Sage) {
- mes "[Michael]";
- mes "We only have 1 weapon for you.";
- next;
- mes "[Michael]";
- mes "Eden Staff II: Staff. INT+3, MATK+155, attack 60.";
- mes "It is Lv. 2 and the required level is 40.";
- next;
- mes "[Michael]";
- mes "It also can't be traded with other players or be refined.";
- next;
- mes "[Michael]";
- mes "You'll receive the Eden Staff II.";
- next;
- mes "[Michael]";
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- set para_suv01,38;
- set para_suv02,3;
- getitem 1651,1; //P_Staff2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Staff, Uniform, and Boots all 3 supplies.";
- mes "Please check it again.";
- set para_suv01,38;
- set para_suv02,3;
- getitem 1651,1; //P_Staff2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- if (Class == Job_Merchant || Class == Job_Merchant_High || Class == Job_Blacksmith || Class == Job_Alchemist) {
- mes "[Michael]";
- mes "What kind of weapon do you want?";
- mes "We have a mace and a one-handed sword.";
- mes "Here are the options.";
- next;
- mes "[Michael]";
- mes "Eden Saber II: One-handed sword. attack 170.";
- mes "Eden Mace II: Mace. attack 163.";
- mes "Both of them are Lv. 2 weapons and the required level is 40.";
- next;
- mes "[Michael]";
- mes "They also can't be traded with other players or be refined.";
- next;
- switch (select("Eden Saber II:Eden Mace II")) {
- case 1:
- mes "[Michael]";
- mes "You've chosen the Eden Sabre II.";
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- set para_suv01,38;
- set para_suv02,3;
- getitem 13424,1; //P_Sabre2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A One-handed sword, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- set para_suv01,38;
- set para_suv02,3;
- getitem 13424,1; //P_Sabre2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- case 2:
- mes "[Michael]";
- mes "You've chosen the Eden Mace II.";
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- set para_suv01, 38;
- set para_suv02, 3;
- getitem 16005,1; //P_Mace2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Mace, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- set para_suv01,38;
- set para_suv02,3;
- getitem 16005,1; //P_Mace2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- }
- if (Class == Job_Gunslinger) {
- mes "[Michael]";
- mes "We only have 1 weapon for you.";
- next;
- mes "[Michael]";
- mes "Eden Revolver II: Revolver. HIT-5, attack 60.";
- mes "It is Lv. 2 and the required level is 40.";
- next;
- mes "[Michael]";
- mes "It also can't be traded with other players or be refined.";
- next;
- mes "[Michael]";
- mes "You'll receive the Eden Revolver II.";
- next;
- mes "[Michael]";
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- set para_suv01,38;
- set para_suv02,3;
- getitem 13113,1; //P_Revolver2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Revolver, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- set para_suv01,38;
- set para_suv02,3;
- getitem 13113,1; //P_Revolver2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- mes "[Michael]";
- mes "Let me see... you will receive..";
- mes "the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- set para_suv01,38;
- set para_suv02,3;
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Uniform and Boots all 2 supplies.";
- mes "Please check it again.";
- set para_suv01,38;
- set para_suv02,3;
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- mes "[Michael]";
- mes "Wait...I will check the record...";
- mes "...";
- mes "...hummmm.";
- next;
- mes "[Michael]";
- mes "Sorry, but I can't find any record that you can obtain supplies.";
- mes "Are you sure?";
- close;
- }
- case 2:
- mes "[Michael]";
- mes "We store weapons, armor and other goods which were created by the Eden Group here.";
- mes "We also have a lot of special stuff.";
- next;
- mes "[Michael]";
- mes "To prepare for emergencies, we hav enough equipment and supplies for an entire army.";
- mes "Frankly... we don't have a use for it now but in case soemthing happens like in Morroc.";
- next;
- mes "[Michael]";
- mes "Just take a look around and don't touch anything.";
- next;
- mes "[Michael]";
- mes "If I make a mistake, Reke will punish me.";
- close;
- case 3:
- mes "[Michael]";
- mes "You mean upgrading equipment, right?";
- mes "We can only upgrade the Eden Group Hat.";
- if (para_suv02 == 3) {
- if (countitem(5583) > 0) {
- mes "[Michael]";
- mes "What status bonus do you want to upgrade?";
- next;
- switch (select("Upgrade STR:Upgrade AGI:Upgrade VIT:Upgrade INT:Upgrade DEX:Upgrade LUK:Nevermind.")) {
- case 1:
- mes "[Michael]";
- mes "I see.";
- mes "I will ^4d4dffUpgrade STR^000000.";
- mes "Are you sure?";
- next;
- switch (select("Yes I am.:No wait.")) {
- case 1:
- mes "[Michael]";
- mes "I will start to upgrade.";
- next;
- mes "[Michael]";
- mes "Here you are.";
- set para_suv02,4;
- delitem 5583,1;
- getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4701;
- close;
- case 2:
- mes "[Michael]";
- mes "Don't you want to upgrade?";
- close;
- }
- case 2:
- mes "[Michael]";
- mes "I see.";
- mes "I will ^4d4dffUpgrade AGI^000000.";
- mes "Are you sure?";
- next;
- switch (select("Yes I am.:No wait.")) {
- case 1:
- mes "[Michael]";
- mes "I will start to upgrade.";
- next;
- mes "[Michael]";
- mes "Here you are.";
- set para_suv02,4;
- delitem 5583,1;
- getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4731;
- close;
- case 2:
- mes "[Michael]";
- mes "Don't you want to upgrade?";
- close;
- }
- case 3:
- mes "[Michael]";
- mes "I see.";
- mes "I will ^4d4dffUpgrade VIT^000000.";
- mes "Are you sure?";
- next;
- switch (select("Yes I am.:No wait.")) {
- case 1:
- mes "[Michael]";
- mes "I will start to upgrade.";
- next;
- mes "[Michael]";
- mes "Here you are.";
- set para_suv02,4;
- delitem 5583,1;
- getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4741;
- close;
- case 2:
- mes "[Michael]";
- mes "Don't you want to upgrade?";
- close;
- }
- case 4:
- mes "[Michael]";
- mes "I see.";
- mes "I will ^4d4dffUpgrade INT^000000.";
- mes "Are you sure?";
- next;
- switch (select("Yes I am.:No wait.")) {
- case 1:
- mes "[Michael]";
- mes "I will start to upgrade.";
- next;
- mes "[Michael]";
- mes "Here you are.";
- set para_suv02,4;
- delitem 5583,1;
- getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4711;
- close;
- case 2:
- mes "[Michael]";
- mes "Don't you want to upgrade?";
- close;
- }
- case 5:
- mes "[Michael]";
- mes "I see.";
- mes "I will ^4d4dffUpgrade DEX^000000.";
- mes "Are you sure?";
- next;
- switch (select("Yes I am.:No wait.")) {
- case 1:
- mes "[Michael]";
- mes "I will start to upgrade.";
- next;
- mes "[Michael]";
- mes "Here you are.";
- set para_suv02, 4;
- delitem 5583,1;
- getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4721;
- close;
- case 2:
- mes "[Michael]";
- mes "Don't you want to upgrade?";
- close;
- }
- case 6:
- mes "[Michael]";
- mes "I see.";
- mes "I will ^4d4dffUpgrade LUK^000000.";
- mes "Are you sure?";
- next;
- switch (select("Yes I am.:No wait.")) {
- case 1:
- mes "[Michael]";
- mes "I will start to upgrade.";
- next;
- mes "[Michael]";
- mes "Here you are.";
- set para_suv02, 4;
- delitem 5583,1;
- getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4751;
- close;
- case 2:
- mes "[Michael]";
- mes "Don't you want to upgrade?";
- close;
- }
- case 7:
- mes "[Michael]";
- mes "Why? It'll be beter than it is.";
- mes "Anyway, we can only offer you one Hat.";
- next;
- mes "[Michael]";
- mes "What you do with it is up to you.";
- close;
- }
- }
- mes "[Michael]";
- mes "First come with a Hat that you want me to upgrade.";
- mes "Make sure that it's in your inventory, got it?";
- close;
- }
- if (para_suv02 == 4) {
- mes "[Michael]";
- mes "Umm, didn't you upgrade this already?";
- mes "According to the records";
- mes ""+strcharinfo(0)+": Has already upgraded their Hat.";
- next;
- mes "[Michael]";
- mes "We can only offer 1 upgrade.";
- mes "Sorry but I can't do it twice.";
- close;
- }
- mes "[Michael]";
- mes "You haven't received all the supplies up to step 3.";
- mes "Upgrading your Hat is a special service.";
- next;
- mes "[Michael]";
- mes "Sorry but I can't help you.";
- close;
- }
-}
-
-moc_para01,179,44,3 script Chef 820,{
-
- mes "[Chef]";
- mes "What's up?";
- mes "Do you want a Meal? Or do you have other business?";
- next;
- switch (select("Order a meal.:Talk.")) {
- case 1:
- mes "[Chef]";
- mes "Choose one of the three course meals A, B or C.";
- mes "Do you want a explanation?";
- next;
- switch (select("I want a explanation.:Order course meal A:Order course meal B:Order course meal C:End Conversation.")) {
- case 1:
- mes "[Chef]";
- mes "Uh? what do you want to know?";
- next;
- switch (select("About course meal A.:About course meal B.:About course meal C.:End Conversation.")) {
- case 1:
- mes "[Chef]";
- mes "Course meal A is for nomal people.";
- mes "It has three kinds of dishes and the main is....";
- mes " ";
- mes "-Chef is trying to point to a dish in the picture. There is a black roll.-";
- next;
- mes "[Chef]";
- mes "It's made of sea grass so, it's dry like paper.";
- mes "It's a roll with steamed rice, vegetables and meat inside.";
- mes "It seems simple but it is really good and healthy.";
- next;
- mes "[Chef]";
- mes "The ingredients mix well with the spicy sauce.";
- mes "It is also mixed with chopped meat like sausages.";
- next;
- mes "[Chef]";
- mes "It's simple and cheap so it is really popular with everyone.";
- mes "Just 3,000 Zeny.";
- mes "You will feel satisfied after eating it.";
- close;
- case 2:
- mes "[Chef]";
- mes "Um course meal B is.";
- mes "I make a sauce with aromatic vegetables and meat in a soup.";
- next;
- mes "[Chef]";
- mes "The meat is boiled so it is fork tender in the soup.";
- mes "When the soup is almost done I add noodles for the finishing touch.";
- next;
- mes "[Chef]";
- mes "It's a good dish to share with your friends.";
- mes "It's 4,000 Zeny.";
- mes "It's a very fun dish to enjoy.";
- close;
- case 3:
- mes "[Chef]";
- mes "Now for course meal C...";
- mes "It's a masterpiece of meat... Legend of the meat class!";
- next;
- mes "[Chef]";
- mes "Beef, bacon,";
- mes "strip loin,";
- mes "rib eye roll";
- mes "...";
- next;
- mes "[Chef]";
- mes "Do you need more information?";
- mes "Don't worry.";
- mes "I use the besk oak to smoke it.";
- mes "Ah, it's 5,000 Zeny. Cheap isn't it? I only use the best meat so don't worry.";
- close;
- case 4:
- mes "[Chef]";
- mes "I don't have enough time to chat with you...";
- close;
- }
- case 2:
- mes "[Chef]";
- mes "Course meal A?";
- mes "Ah, Kim-dduck-soon.";
- mes "It's the representative meal for normal citizens.";
- next;
- if (countitem(6219) > 0) {
- if (Zeny > 2699) {
- mes "[Chef]";
- mes "Hey, here you are.";
- mes "Enjoy your meal.";
- next;
- mes "- After eating the meal, You feel a little bit full.";
- mes "You've recovered some HP and SP. -";
- set Zeny, Zeny - 2700;
- percentheal 50,0;
- percentheal 0,50;
- close;
- }
- mes "[Chef]";
- mes "This meal costs 3,000 zeny but I will serve it for 2,700.";
- mes "Since you are a eden member you get a 10% discount so, it's 2,700 zeny.";
- close;
- }
- if (Zeny > 2999) {
- mes "[Chef]";
- mes "Hey, here you are.";
- mes "Enjoy your meal.";
- next;
- mes "- After eating the meal, You feel a little bit full.";
- mes "You've recovered some HP and SP. -";
- set Zeny, Zeny - 3000;
- percentheal 50,0;
- percentheal 0,50;
- close;
- }
- mes "[Chef]";
- mes "This meal costs 3,000 zeny.";
- mes "How many times do I have to tell you?";
- close;
- case 3:
- mes "[Chef]";
- mes "Course meal B?";
- mes "This food with meat and vegetables in hot soup has it's origins from nomadic life under the cold and dry nature.";
- next;
- if (countitem(6219) > 0) {
- if (Zeny > 3599) {
- mes "[Chef]";
- mes "Hey, here you are.";
- mes "Enjoy your meal.";
- next;
- mes "- After eating the meal, You feel a little bit full.";
- mes "You've recovered some HP and SP. -";
- set Zeny, Zeny - 3600;
- percentheal 75,0;
- percentheal 0,75;
- close;
- }
- mes "[Chef]";
- mes "This meal costs 4,000 zeny but I will serve it for 3,600.";
- mes "Since you are a eden member you get a 10% discount so, it's 3,600 zeny.";
- close;
- }
- if (Zeny > 3999) {
- mes "[Chef]";
- mes "Hey, here you are.";
- mes "Enjoy your meal.";
- next;
- mes "- After eating the meal, You feel a little bit full.";
- mes "You've recovered some HP and SP. -";
- set Zeny, Zeny - 4000;
- percentheal 75,0;
- percentheal 0,75;
- close;
- }
- mes "[Chef]";
- mes "This meal costs 4,000 zeny.";
- mes "How many times do I have to tell you?";
- close;
- case 4:
- if (countitem(6219) > 0) {
- if (Zeny > 4499) {
- mes "[Chef]";
- mes "Hey, here you are.";
- mes "Enjoy your meal.";
- next;
- mes "- The Rib Eye Roll is grilled on the oak.";
- mes "- After eating the meal, You feel a little bit full.";
- mes "You've recovered your HP and SP. -";
- set Zeny, Zeny - 4500;
- percentheal 100,0;
- percentheal 0,100;
- close;
- }
- mes "[Chef]";
- mes "This meal costs 5,000 zeny but I will serve it for 4,500.";
- mes "Since you are a eden member you get a 10% discount so, it's 4,500 zeny.";
- close;
- }
- if (Zeny > 4999) {
- mes "[Chef]";
- mes "Hey, here you are.";
- mes "Enjoy your meal.";
- next;
- mes "Hey, here you are.";
- mes "- The Rib Eye Roll is grilled on the oak.";
- mes "- After eating the meal, You feel a little bit full.";
- mes "You've recovered your HP and SP. -";
- set Zeny, Zeny - 5000;
- percentheal 100,0;
- percentheal 0,100;
- close;
- }
- mes "[Chef]";
- mes "This meal costs 5,000 zeny.";
- mes "How many times do I have to tell you?";
- close;
- case 5:
- mes "[Chef]";
- mes "It's up to you.";
- close;
- }
- case 2:
- if (countitem(6219) > 0) {
- mes "[Chef]";
- mes "Most jobs should be managed by yourself. So it might be difficult, right?";
- mes "Actually it's harmful so they have requested continuously.";
- next;
- mes "[Chef]";
- mes "Can't we all work together by helping each other out?";
- mes "Anyway, you...";
- next;
- if (para_suv01 == 0) {
- if (BaseLevel < 41) {
- mes "[Chef]";
- mes "How are you?";
- mes "Ah... now you don't look like a beginner.";
- mes "Do you want to know some good information?";
- next;
- mes "[Chef]";
- mes "The Eden Group... sometimes receives jobs.";
- mes "But they also manufacture armor and weapons by themselves.";
- next;
- mes "[Chef]";
- mes "If you want, you can get a uniform from the Eden Group.";
- next;
- mes "[Chef]";
- mes "To get it you need to complete their missions.";
- mes "If you have any interest, meet Instructor Boya at the desk.";
- close;
- }
- mes "[Chef]";
- mes "You look like an expert...";
- mes "umm emm.. ";
- mes "umm emm.. ummm..";
- next;
- mes "[Chef]";
- mes "Yes! I found a thing that you are missing!";
- mes "You didn't get eden group uniform?";
- next;
- mes "[Chef]";
- mes "Hmm, it's not neccessary but if you remain with the eden group, it would be a good symbol.";
- next;
- mes "[Chef]";
- mes "You can't get it easily but..";
- mes "If you have an interest, ask Instructor Boya at the desk.";
- close;
- }
- mes "[Chef]";
- mes "Sure, the uniform goes well with you.";
- mes "Oh, sure.";
- mes "The leader makes the designs these days.";
- next;
- mes "[Chef]";
- mes "Ahah..especially the hat.";
- mes "To.. me.. the hat... um.";
- mes "It goes well with Laime but with Luke... I don't know..";
- next;
- switch (select("What about the hat?:Luke?")) {
- case 1:
- mes "[Chef]";
- mes "Nothing. It's so cute.";
- mes "I am concerned about the ribbon.";
- mes "But, it is essential that I wear this hat..";
- next;
- mes "[Chef]";
- mes "Hahahah I don't care.";
- mes "I don't care at all!";
- mes "Hahaha.. aaaahahahaha... ";
- close;
- case 2:
- mes "[Chef]";
- mes "He is a knife expert.";
- mes "One of our guard leaders.";
- mes "Who is also in charge of the security in this office.";
- next;
- mes "[Chef]";
- mes "Almost everyone just hired wonders about him.";
- mes "But Laime and Luke are totally different.";
- next;
- mes "[Chef]";
- mes "The leaders have worked together for a long time.";
- mes "But the leader wants to hide his past...";
- next;
- mes "[Chef]";
- mes "What I guess is... he might be a son of a rich family.";
- mes "Rumor is that Luke was the family guard.";
- mes "Laime was a servant? Wasn't she?";
- mes "What do you think about my story?";
- next;
- select(".....");
- mes "[Chef]";
- mes "............";
- mes "Ahah..hey~ even if I talked useless things don't look at me like that";
- mes "but it's really true that three people established this Eden Group.";
- close;
- }
- }
- mes "[Chef]";
- mes "Uh? Missions. Did you find the right place?";
- mes "Also let me se... you are not one of our members. How can I give you work?";
- next;
- mes "[Chef]";
- mes "Just eat in the restaurant.";
- mes "We serve meals to everyone.";
- mes "I am pretty sure they taste great!";
- close;
- }
-}
-
-moc_para01,23,35,4 script Instructor Ur 468,{
- if (countitem(6219) > 0) {
- if (BaseLevel < 60) {
- mes "[Instructor Ur]";
- mes "Umm. You should raise your level more!";
- mes "You need to be at least level 60!";
- mes "I'm sorry but those are the rules.";
- close;
- }
- if ((BaseLevel >= 60) && (BaseLevel < 70) && (para_suv01 < 39)) {
- mes "[Instructor Ur]";
- mes "You are just in time! I have a new quest for you, would you like to start it now?";
- next;
- switch(select("Yes!:No, thanks.")) {
- case 1:
- mes "[Instructor Ur]";
- mes "Great! I want you to go find ^0000FFRomeo in Comodo^000000.";
- next;
- set para_suv01,39;
- setquest 7214;
- mes "[Instructor Ur]";
- mes "You should see him near the entrance to the ^0000FFNorth Cave in Comodo^000000.";
- close;
- case 2:
- mes "[Instructor Ur]";
- mes "Thats to bad. I have some nice rewards i could have given to you for helping me.";
- close;
- }
- }
- if ((para_suv01 == 39) && (romeo < 4)) {
- mes "[Instructor Ur]";
- mes "What are you waiting for? Go find ^0000FFRomeo in Comodo^000000.";
- next;
- mes "[Instructor Ur]";
- mes "You should see him near the entrance to the ^0000FFNorth Cave in Comodo^000000.";
- close;
- }
- if ((para_suv01 == 40) && (romeo == 4)) {
- mes "[Instructor Ur]";
- mes "Done already? Great work!";
- next;
- set para_suv01,41;
- completequest 7218;
- if (para_suv02 < 5) {
- set para_suv02,5;
- }
- mes "[Instructor Ur]";
- mes "Go to the back room and talk to ^0000FFToren^000000 for your reward!";
- close;
- }
- if (para_suv01 == 41) {
- mes "[Instructor Ur]";
- mes "Go to the back room and talk to ^0000FFToren^000000 for your reward!";
- close;
- }
- if ((para_suv01 == 42) && (BaseLevel < 70)) {
- mes "[Instructor Ur]";
- mes "I'm sorry, I have no new quests available for you at this time. Come back when you are at least ^FF0000Base Level 70^000000.";
- close;
- }
- if ((BaseLevel >= 70) && (BaseLevel < 80) && (para_suv01 < 39 || para_suv01 == 42)) {
- mes "[Instructor Ur]";
- mes "You are just in time! I have a new quest for you, would you like to start it now?";
- next;
- switch(select("Yes!:No, thanks.")) {
- case 1:
- mes "[Instructor Ur]";
- mes "Great! I want you to go find ^0000FFJohan in Glast Heim^000000.";
- next;
- set para_suv01,43;
- setquest 7219;
- mes "[Instructor Ur]";
- mes "You should see him near the entrance of the ^0000FFGlast Heim Church^000000.";
- close;
- case 2:
- mes "[Instructor Ur]";
- mes "Thats to bad. I have some nice rewards i could have given to you for helping me.";
- close;
- }
- }
- if ((para_suv01 == 43) && (johan < 3)) {
- mes "[Instructor Ur]";
- mes "What are you waiting for? Go find ^0000FFJohan in Glast Heim^000000.";
- next;
- mes "[Instructor Ur]";
- mes "You should see him near the entrance of the ^0000FFGlast Heim Church^000000.";
- close;
- }
- if ((para_suv01 == 43) && (johan == 3)) {
- mes "[Instructor Ur]";
- mes "Done already? Great work!";
- next;
- set para_suv01,44;
- completequest 7222;
- if (para_suv02 < 7) {
- set para_suv02,7;
- }
- mes "[Instructor Ur]";
- mes "Go to the back room and talk to ^0000FFToren and the Weapons Expert^000000 for your rewards!";
- close;
- }
- if (para_suv01 == 44) {
- mes "[Instructor Ur]";
- mes "Go to the back room and talk to ^0000FFToren^000000 for your reward!";
- close;
- }
- if ((para_suv01 == 45) && (BaseLevel < 80)) {
- mes "[Instructor Ur]";
- mes "I'm sorry, I have no new quests available for you at this time. Come back when you are at least ^FF0000Base Level 80^000000.";
- close;
- }
- if ((BaseLevel >= 80) && (BaseLevel < 90) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45)) {
- mes "[Instructor Ur]";
- mes "You are just in time! I have a new quest for you, would you like to start it now?";
- next;
- switch(select("Yes!:No, thanks.")) {
- case 1:
- mes "[Instructor Ur]";
- mes "Great! I want you to go find ^0000FFKiren in Einbroch^000000.";
- next;
- set para_suv01,46;
- setquest 7223;
- mes "[Instructor Ur]";
- mes "You should see her near the ^0000FFSouth Enterance^000000 outside of town.";
- close;
- case 2:
- mes "[Instructor Ur]";
- mes "Thats to bad. I have some nice rewards i could have given to you for helping me.";
- close;
- }
- }
- if ((para_suv01 == 46) && (kiren < 3)) {
- mes "[Instructor Ur]";
- mes "What are you waiting for? Go find ^0000FFKiren in Einbroch^000000.";
- next;
- mes "[Instructor Ur]";
- mes "You should see her near the ^0000FFSouth Enterance^000000 outside of town.";
- close;
- }
- if ((para_suv01 == 46) && (kiren == 3)) {
- mes "[Instructor Ur]";
- mes "Done already? Great work!";
- next;
- set para_suv01,47;
- completequest 7228;
- if (para_suv02 < 9) {
- set para_suv02,9;
- }
- mes "[Instructor Ur]";
- mes "Go to the back room and talk to ^0000FFToren and the Weapons Expert^000000 for your rewards!";
- close;
- }
- if (para_suv01 == 47) {
- mes "[Instructor Ur]";
- mes "Go to the back room and talk to ^0000FFToren^000000 for your reward!";
- close;
- }
- if ((para_suv01 == 48) && (BaseLevel < 90)) {
- mes "[Instructor Ur]";
- mes "I'm sorry, I have no new quests available for you at this time. Come back when you are at least ^FF0000Base Level 90^000000.";
- close;
- }
- if ((BaseLevel >= 90) && (BaseLevel < 100) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45 || para_suv01 == 48)) {
- mes "[Instructor Ur]";
- mes "You are just in time! I have a new quest for you, would you like to start it now?";
- next;
- switch(select("Yes!:No, thanks.")) {
- case 1:
- mes "[Instructor Ur]";
- mes "Great! I want you to go find ^0000FFNaomi in Ice Dungeon^000000.";
- next;
- set para_suv01,49;
- setquest 7229;
- mes "[Instructor Ur]";
- mes "You should see her near the ^0000FFEnterance^000000 when you enter the dungeon.";
- close;
- case 2:
- mes "[Instructor Ur]";
- mes "Thats to bad. I have some nice rewards i could have given to you for helping me.";
- close;
- }
- }
- if ((para_suv01 == 49) && (naomi < 3)) {
- mes "[Instructor Ur]";
- mes "What are you waiting for? Go find ^0000FFNaomi in Ice Dungeon^000000.";
- next;
- mes "[Instructor Ur]";
- mes "You should see her near the ^0000FFEnterance^000000 when you enter the dungeon.";
- close;
- }
- if ((para_suv01 == 49) && (naomi == 3)) {
- mes "[Instructor Ur]";
- mes "Done already? Great work!";
- next;
- set para_suv01,50;
- completequest 7232;
- if (para_suv02 < 11) {
- set para_suv02,11;
- }
- mes "[Instructor Ur]";
- mes "Go to the back room and talk to ^0000FFToren and the Weapons Expert^000000 for your rewards!";
- close;
- }
- if (para_suv01 == 50) {
- mes "[Instructor Ur]";
- mes "Go to the back room and talk to ^0000FFToren^000000 for your reward!";
- close;
- }
- if ((BaseLevel >= 100) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45 || para_suv01 == 48 || para_suv01 == 51)) {
- mes "[Instructor Ur]";
- mes "You are just in time! I have a new quest for you, would you like to start it now?";
- next;
- switch(select("Yes!:No, thanks.")) {
- case 1:
- mes "[Instructor Ur]";
- mes "Great! I want you to go find ^0000FFMargaret in the Expedition Camp^000000.";
- next;
- set para_suv01,52;
- setquest 7233;
- mes "[Instructor Ur]";
- mes "You should see her near the ^0000FFBuilding in the Center^000000 of the Expedition Camp.";
- close;
- case 2:
- mes "[Instructor Ur]";
- mes "Thats too bad. I had some nice rewards to give you.";
- close;
- }
- }
- if ((para_suv01 == 52) && (margaret < 7)) {
- mes "[Instructor Ur]";
- mes "What are you waiting for? Go find ^0000FFMargaret in the Expedition Camp^000000.";
- next;
- mes "[Instructor Ur]";
- mes "You should see her near the ^0000FFBuilding in the Center^000000 of the Expedition Camp.";
- close;
- }
- if ((para_suv01 == 52) && (margaret == 7)) {
- mes "[Instructor Ur]";
- mes "Done already? Great work!";
- next;
- set para_suv01,53;
- completequest 7237;
- if (para_suv02 < 13) {
- set para_suv02,13;
- }
- mes "[Instructor Ur]";
- mes "Go to the back room and talk to ^0000FFToren and the Weapons Expert^000000 for your rewards!";
- close;
- }
- if (para_suv01 == 53) {
- mes "[Instructor Ur]";
- mes "Go to the back room and talk to ^0000FFToren^000000 for your reward!";
- close;
- }
- if (para_suv01 > 53) {
- mes "[Instructor Ur]";
- mes "I'm out of rewards to give to you. But don't worry, there are much better gears out there for you to obtain.";
- close;
- }
- }
- mes "[Instructor Ur]";
- mes "You are not in my group are you?";
- mes "I don't have anything to say to outsiders.";
- mes "If you want something register with my group.";
- next;
- mes "[Instructor Ur]";
- mes "To register with the Eden Group ask Laime Evenor next to me.";
- close;
-}
-
-comodo,173,354,6 script Romeo#01 55,{
- if ((para_suv01 == 39) && (romeo < 1)) {
- mes "[Romeo]";
- mes "Ah, there you are.";
- next;
- mes "[Romeo]";
- mes "Before we begin, I want to test you.";
- next;
- set romeo,1;
- changequest 7214,7215;
- mes "[Romeo]";
- mes "Enter the cave and kill ^0000FF3 Stalactic Golems^000000, then return to me.";
- close;
- }
- if (romeo == 1) {
- if (checkquest(7215,HUNTING) == 2) {
- mes "[Romeo]";
- mes "You did it? Thats all the proof I needed.";
- next;
- mes "[Romeo]";
- mes "You should then have no trouble killing ^0000FF10 more Stalactic Golems^000000, right?";
- next;
- getexp 10000,10000;
- set romeo,2;
- changequest 7215,7216;
- mes "[Romeo]";
- mes "^0000FFMeet me at the north-east exit of the cave^000000 when you are done, I will be waiting for you outside.";
- close;
- }
- mes "[Romeo]";
- mes "Don't give up, I'm only asking you to kill ^0000FF3 Stalactic Golems^000000.";
- close;
- }
- if (romeo == 2) {
- mes "[Romeo]";
- mes "You should then have no trouble killing ^0000FF10 more Stalactic Golems^000000, right?";
- next;
- mes "[Romeo]";
- mes "After you have killed all ^0000FF10 Stalactic Golems^000000, ^0000FFmeet me at the north-east exit of the cave^000000. I will be waiting for you outside.";
- close;
- }
- mes "[Romeo]";
- mes "The person I'm waiting for is late...";
- close;
-}
-
-um_fild01,34,280,6 script Romeo#02 55,{
- if (romeo == 2) {
- if (checkquest(7216,HUNTING) == 2) {
- mes "[Romeo]";
- mes "Wow, you have arrived sooner than I expected.";
- next;
- mes "[Romeo]";
- mes "There is only one more thing I need you to do for me.";
- next;
- getexp 10000,10000;
- set romeo,3;
- changequest 7216,7217;
- mes "[Romeo]";
- mes "Bring me ^0000FF5 Shoulder Pads and 7 Sharp Leafs^000000.";
- close;
- }
- mes "[Romeo]";
- mes "You are early, but you didn't kill ^0000FF10 Stalactic Golems^000000 like I asked you to do.";
- close;
- }
- if (romeo == 3) {
- if ((countitem(7196) >= 5) && (countitem(7100) >= 7)) {
- mes "[Romeo]";
- mes "Your work here is done my friend.";
- next;
- delitem 7196,5; // Shoulder Pad
- delitem 7100,7; // Sharp Leaf
- getexp 10000,10000;
- set romeo,4;
- set para_suv01,40;
- changequest 7217,7218;
- mes "[Romeo]";
- mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
- close;
- }
- mes "[Romeo]";
- mes "Bring me ^0000FF5 Shoulder Pads and 7 Sharp Leafs^000000.";
- close;
- }
- if (romeo == 4) {
- mes "[Romeo]";
- mes "Thank you again for all your help.";
- next;
- mes "[Romeo]";
- mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
- close;
- }
- mes "[Romeo]";
- mes "What is taking so long...";
- close;
-}
-
-glast_01,195,131,6 script Johan 95,{
- if ((para_suv01 == 43) && (johan < 1)) {
- mes "[Johan]";
- mes "...";
- next;
- mes "[Johan]";
- mes "I don't need to explain anything to you.";
- next;
- set johan,1;
- changequest 7219,7220;
- mes "[Johan]";
- mes "Go kill ^0000FF20 Wraiths^000000.";
- close;
- }
- if (johan == 1) {
- if (checkquest(7220,HUNTING) == 2) {
- mes "[Johan]";
- mes "Good.";
- next;
- mes "[Johan]";
- mes "Next I want you to kill ^0000FF10 Evil Druids^000000.";
- next;
- getexp 20000,20000;
- set johan,2;
- changequest 7220,7221;
- mes "[Johan]";
- mes "This time kill them quickly, I don't like to wait.";
- close;
- }
- mes "[Johan]";
- mes "... ^0000FF20 Wraiths^000000 shouldn't take this long.";
- close;
- }
- if (johan == 2) {
- if (checkquest(7221,HUNTING) == 2) {
- mes "[Johan]";
- mes "Hmmmm, better.";
- next;
- mes "[Johan]";
- mes "Ok, I'm done with you.";
- next;
- getexp 20000,20000;
- set johan,3;
- changequest 7221,7222;
- mes "[Johan]";
- mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
- close;
- }
- mes "[Johan]";
- mes "Hurry up, it is only ^0000FF10 Evil Druids^000000.";
- close;
- }
- if (johan == 3) {
- mes "[Johan]";
- mes "Why are you still here?";
- next;
- mes "[Johan]";
- mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
- close;
- }
- mes "[Johan]";
- mes "Go away... I'm busy.";
- close;
-}
-
-ein_fild08,172,359,4 script Kiren 989,{
- if ((para_suv01 == 46) && (kiren < 1)) {
- mes "[Kiren]";
- mes "Hey there.";
- next;
- mes "[Kiren]";
- mes "You must be a member of the Paradise Group, come help me for a second.";
- next;
- set kiren,1;
- changequest 7223,7224;
- mes "[kiren]";
- mes "Can you kill ^0000FF30 Porcellios^000000 for me and then return to me?";
- close;
- }
- if (kiren == 1) {
- if (checkquest(7224,HUNTING) == 2) {
- mes "[Kiren]";
- mes "Wow, most people spend twice as long as you did to kill those Porcellios!";
- next;
- mes "[Kiren]";
- mes "I think you need a challenge.";
- next;
- getexp 30000,30000;
- set kiren,2;
- changequest 7224,7226;
- setquest 7227;
- mes "[Kiren]";
- mes "How about this: Kill ^0000FF30 Venomous and 5 Teddy Bears^000000.";
- close;
- }
- mes "[Kiren]";
- mes "Come back to me when you have killed the ^0000FF30 Porcellios^000000.";
- close;
- }
- if (kiren == 2) {
- if ((checkquest(7226,HUNTING) == 2) && (checkquest(7227,HUNTING) == 2)) {
- mes "[Kiren]";
- mes "Incredible, you set a new record!";
- next;
- mes "[Kiren]";
- mes "I have never seen anyone kill them all so fast, you are good at this.";
- next;
- getexp 30000,30000;
- set kiren,3;
- changequest 7226,7228;
- completequest 7227;
- mes "[Kiren]";
- mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
- close;
- }
- mes "[Kiren]";
- mes "Remember, you need to kill ^0000FF30 Venomous and 5 Teddy Bears^000000.";
- close;
- }
- if (kiren == 3) {
- mes "[Kiren]";
- mes "Don't worry, nobody else has beaten your record yet.";
- next;
- mes "[Kiren]";
- mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
- close;
- }
- mes "[Kiren]";
- mes "Be careful, there are some fast monsters around here.";
- close;
-}
-
-ice_dun01,154,13,6 script Naomi 726,{
- if ((para_suv01 == 49) && (naomi < 1)) {
- mes "[Naomi]";
- mes "It is so cold in here.";
- next;
- mes "[Naomi]";
- mes "I blame those annoying Siromas.";
- next;
- set naomi,1;
- changequest 7229,7230;
- mes "[Naomi]";
- mes "Can you kill ^0000FF30 Siromas^000000 for me, please?";
- close;
- }
- if (naomi == 1) {
- if (checkquest(7230,HUNTING) == 2) {
- mes "[Naomi]";
- mes "Thank you, but there are still so many Siromas here!";
- next;
- mes "[Naomi]";
- mes "I need to make a special drink to stay warm, please help me make it.";
- next;
- getexp 40000,40000;
- set naomi,2;
- changequest 7230,7231;
- mes "[Naomi]";
- mes "Can you kill another ^0000FF30 Siromas^000000 and bring me ^0000FF30 Ice Cubics, 1 Milk and 1 Sweet Sauce^000000?";
- close;
- }
- mes "[Naomi]";
- mes "Please kill ^0000FF30 Siromas^000000, I just hate them.";
- close;
- }
- if (naomi == 2) {
- if ((checkquest(7231,HUNTING) == 2) && (countitem(7066) >= 30) && (countitem(519) >= 1) && (countitem(7453) >= 1)) {
- mes "[Naomi]";
- mes "Yay, you did it!";
- next;
- mes "[Naomi]";
- mes "I will be fine now, don't worry about me.";
- next;
- delitem 7066,30; // Ice Cubic
- delitem 519,1; // Milk
- delitem 7453,1; // Sweet Sauce
- getexp 40000,40000;
- set naomi,3;
- changequest 7231,7232;
- mes "[Naomi]";
- mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
- close;
- }
- mes "[Naomi]";
- mes "Can you kill another ^0000FF30 Siromas^000000 and bring me ^0000FF30 Ice Cubics, 1 Milk and 1 Sweet Sauce^000000?";
- close;
- }
- if (naomi == 3) {
- mes "[Naomi]";
- mes "I will be fine now, don't worry about me.";
- next;
- mes "[Naomi]";
- mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
- close;
- }
- mes "[Naomi]";
- mes "So... cold...";
- close;
-}
-
-mid_camp,212,229,4 script Margaret 893,{
- if ((para_suv01 == 52) && (margaret < 1)) {
- mes "[Margaret]";
- mes "Oh, hello there.";
- next;
- mes "[Margaret]";
- mes "I have two friends here in the New World which need your help.";
- next;
- set margaret,1;
- changequest 7233,7234;
- mes "[Margaret]";
- mes "Please start by helping the ^0000FFParadise Dispatch in Manuk Field^000000.";
- close;
- }
- if (margaret == 1 || margaret == 2) {
- mes "[Margaret]";
- mes "Please start by helping the ^0000FFParadise Dispatch in Manuk Field^000000.";
- close;
- }
- if (margaret == 3) {
- mes "[Margaret]";
- mes "Ah good, you were able to help him.";
- next;
- set margaret,4;
- mes "[Margaret]";
- mes "Next can you help the ^0000FFParadise Dispatch in Splendide Field^000000, please?";
- close;
- }
- if (margaret == 4 || margaret == 5) {
- mes "[Margaret]";
- mes "Next can you help the ^0000FFParadise Dispatch in Splendide Field^000000, please?";
- close;
- }
- if (margaret == 6) {
- mes "[Margaret]";
- mes "Haha, so he still wants a zoom out hack...";
- next;
- mes "[Margaret]";
- mes "Thanks for helping them, I knew you could do it.";
- next;
- set margaret,7;
- changequest 7234,7237;
- mes "[Margaret]";
- mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
- close;
- }
- mes "[Margaret]";
- mes "The New World... What a beautiful place!";
- close;
-}
-
-man_fild01,43,234,2 script Paradise Dispatch#01 939,{
- if (margaret == 1) {
- mes "[Paradise Dispatch]";
- mes "Hey you, can you help me here?";
- next;
- mes "[Paradise Dispatch]";
- mes "The plant monsters in this area have a long ranged attack.";
- next;
- set margaret,2;
- changequest 7234,7235;
- mes "[Paradise Dispatch]";
- mes "Can you please kill ^0000FF1 Nepenthes^000000 so I can go back to the camp?";
- close;
- }
- if (margaret == 2) {
- if (checkquest(7235,HUNTING) == 2) {
- mes "[Paradise Dispatch]";
- mes "Thanks!";
- next;
- mes "[Paradise Dispatch]";
- mes "Ok, I'm out of here.";
- next;
- getexp 50000,50000;
- set margaret,3;
- changequest 7235,7234;
- mes "[Paradise Dispatch]";
- mes "Head back to ^0000FFMargaret^000000 and tell her thanks for me too!";
- close;
- }
- mes "[Paradise Dispatch]";
- mes "Can you kill ^0000FF1 Nepenthes^000000 so I can go back to the camp?";
- close;
- }
- if (margaret == 3) {
- mes "[Paradise Dispatch]";
- mes "...";
- next;
- mes "[Paradise Dispatch]";
- mes "Don't rush me, just head back to ^0000FFMargaret^000000.";
- close;
- }
- mes "[Paradise Dispatch]";
- mes "Those Nepenthes are so scary!";
- close;
-}
-
-spl_fild02,377,149,4 script Paradise Dispatch#02 946,{
- if (margaret == 4) {
- mes "[Paradise Dispatch]";
- mes "So Margaret sent you to help me?";
- next;
- mes "[Paradise Dispatch]";
- mes "Ok, lets get started!";
- next;
- set margaret,5;
- changequest 7234,7236;
- mes "[Paradise Dispatch]";
- mes "Kill ^0000FF5 Pinguicula^000000 and then return to me.";
- close;
- }
- if (margaret == 5) {
- if (checkquest(7236,HUNTING) == 2) {
- mes "[Paradise Dispatch]";
- mes "You make it look so easy, but I couldn't even kill 1...";
- next;
- mes "[Paradise Dispatch]";
- mes "Now is my chance to run to Splendide!";
- next;
- getexp 50000,50000;
- set margaret,6;
- changequest 7236,7234;
- mes "[Paradise Dispatch]";
- mes "Head back to ^0000FFMargaret^000000, I will be ok now.";
- close;
- }
- mes "[Paradise Dispatch]";
- mes "Kill ^0000FF5 Pinguicula^000000 and return to me.";
- close;
- }
- if (margaret == 6) {
- mes "[Paradise Dispatch]";
- mes "Now, if only I had a hack for zooming out more...";
- next;
- mes "[Paradise Dispatch]";
- mes "Head back to ^0000FFMargaret^000000, I will be ok now.";
- close;
- }
- mes "[Paradise Dispatch]";
- mes "I need a hack to zoom out more so I can see if it is safe...";
- close;
-}
-
-moc_para01,111,83,3 script Toren 813,{
- if (checkweight(1101,5) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "to many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- mes "[Toren]";
- mes "Hello adventurer, what can I do for you?";
- next;
- switch(select("Where is my reward?:I want an enchantment!")) {
- case 1:
- if (para_suv02 == 5 || para_suv02 == 7 || para_suv02 == 9 || para_suv02 == 11 || para_suv02 == 13) {
- mes "[Toren]";
- mes "You must be ^0000FF" + strcharinfo(0) + "^000000, right? Instructor Ur told me about you.";
- next;
- mes "[Toren]";
- mes "Here is a set of our advanced gears for you to use, wear them proudly as a member of the ^33CC33Paradise Group^000000 and don't think about selling them to anyone else.";
- next;
- if (BaseJob == Job_Swordman || BaseJob == Job_Knight || BaseJob == Job_Crusader || BaseJob == Job_Knight2 || BaseJob == Job_Crusader2 || Class == Job_Lord_Knight || Class == Job_Paladin || Class == Job_Lord_Knight2 || Class == Job_Paladin2) {
- mes "[Toren]";
- mes "Swordman Class gets a choice of weapons, would you like to have a sword or a spear?";
- next;
- mes "[Toren]";
- mes "Slayer: Two-handed Sword, 200 Atk.";
- mes " ";
- mes "Saber: One-handed Sword, 185 Atk.";
- mes " ";
- mes "Spear: One-handed, 165 Atk.";
- next;
- switch(select("Slayer.:Saber.:Spear.")) {
- case 1:
- getitem 1197,1; //P.Slayer III
- break;
- case 2:
- getitem 13434,1; //P.Saber III
- break;
- case 3:
- getitem 1434,1; //P.Spear I
- break;
- }
- }
- if (BaseJob == Job_Merchant || BaseJob == Job_Blacksmith || BaseJob == Job_Alchemist || Class == Job_Whitesmith || Class == Job_Creator) {
- mes "[Toren]";
- mes "Merchant Class gets a choice of weapons, would you like to have a axe, dagger or a sword?";
- next;
- mes "[Toren]";
- mes "Axe: Two-handed, 195 Atk.";
- mes " ";
- mes "Dagger: One-handed, 165 Atk, 80 Matk.";
- mes " ";
- mes "Sword: One-handed, 185 Atk.";
- next;
- switch(select("Axe.:Dagger.:Sword.")) {
- case 1:
- getitem 1391,1; //P.Two-Handed Axe I
- break;
- case 2:
- getitem 13066,1; //P.Dagger III
- break;
- case 3:
- getitem 13434,1; //P.Saber III
- break;
- }
- }
- if (BaseJob == Job_Assassin || Class == Job_Assassin_Cross) {
- mes "[Toren]";
- mes "Assassin Class gets a choice of weapons, would you like to have a katar, dagger or a sword?";
- next;
- mes "[Toren]";
- mes "Katar: Two-handed, 155 Atk.";
- mes " ";
- mes "Dagger: One-handed, 165 Atk, 80 Matk.";
- mes " ";
- mes "Sword: One-handed, 185 Atk.";
- next;
- switch(select("Katar.:Dagger.:Sword.")) {
- case 1:
- getitem 1289,1; //P.Katar I
- break;
- case 2:
- getitem 13066,1; //P.Dagger III
- break;
- case 3:
- getitem 13434,1; //P.Saber III
- break;
- }
- }
- if (BaseJob == Job_Rogue || Class == Job_Stalker) {
- mes "[Toren]";
- mes "Rogue Class gets a choice of weapons, would you like to have a dagger, bow or a sword?";
- next;
- mes "[Toren]";
- mes "Dagger: One-handed, 165 Atk, 80 Matk.";
- mes " ";
- mes "Bow: Two-handed, 140 Atk.";
- mes " ";
- mes "Sword: One-handed, 185 Atk.";
- next;
- switch(select("Dagger.:Bow.:Sword")) {
- case 1:
- getitem 13066,1; //P.Dagger III
- break;
- case 2:
- getitem 18106,1; //P.Bow III
- break;
- case 3:
- getitem 13434,1; //P.Saber III
- break;
- }
- }
- if (BaseJob == Job_Thief) {
- mes "[Toren]";
- mes "Thief Class gets a choice of weapons, would you like to have a dagger or a sword?";
- next;
- mes "[Toren]";
- mes "Dagger: One-handed, 165 Atk, 80 Matk.";
- mes " ";
- mes "Sword: One-handed, 185 Atk.";
- next;
- switch(select("Dagger.:Sword.")) {
- case 1:
- getitem 13066,1; //P.Dagger III
- break;
- case 2:
- getitem 13434,1; //P.Saber III
- break;
- }
- }
- if (BaseJob == Job_Bard || Class == Job_Clown) {
- mes "[Toren]";
- mes "Bard Class gets a choice of weapons, would you like to have a guitar, bow or a dagger?";
- next;
- mes "[Toren]";
- mes "Guitar: One-handed, 125 Atk.";
- mes " ";
- mes "Bow: Two-handed, 140 Atk.";
- mes " ";
- mes "Dagger: One-handed, 165 Atk, 80 Matk.";
- next;
- switch(select("Guitar.:Bow.:Dagger.")) {
- case 1:
- getitem 1931,1; //P.Guitar I
- break;
- case 2:
- getitem 18106,1; //P.Bow III
- break;
- case 3:
- getitem 13066,1; //P.Dagger III
- break;
- }
- }
- if (BaseJob == Job_Dancer || Class == Job_Gypsy) {
- mes "[Toren]";
- mes "Dancer Class gets a choice of weapons, would you like to have a whip, bow or a dagger?";
- next;
- mes "[Toren]";
- mes "Whip: One-handed, 125 Atk.";
- mes " ";
- mes "Bow: Two-handed, 140 Atk.";
- mes " ";
- mes "Dagger: One-handed, 165 Atk, 80 Matk.";
- next;
- switch(select("Whip.:Bow.:Dagger.")) {
- case 1:
- getitem 1986,1; //P.Tail I
- break;
- case 2:
- getitem 18106,1; //P.Bow III
- break;
- case 3:
- getitem 13066,1; //P.Dagger III
- break;
- }
- }
- if (BaseJob == Job_Archer || BaseJob == Job_Hunter || Class == Job_Sniper) {
- mes "[Toren]";
- mes "Archer Class gets a choice of weapons, would you like to have a bow or a dagger?";
- next;
- mes "[Toren]";
- mes "Bow: Two-handed, 140 Atk.";
- mes " ";
- mes "Dagger: One-handed, 165 Atk, 80 Matk.";
- next;
- switch(select("Bow.:Dagger.")) {
- case 1:
- getitem 18106,1; //P.Bow III
- break;
- case 2:
- getitem 13066,1; //P.Dagger III
- break;
- }
- }
- if (BaseJob == Job_Priest || Class == Job_High_Priest) {
- mes "[Toren]";
- mes "Priest Class gets a choice of weapons, would you like to have a staff, mace or a book?";
- next;
- mes "[Toren]";
- mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int.";
- mes " ";
- mes "Mace: One-handed, 172 Atk.";
- mes " ";
- mes "Book: One-handed, 135 Atk, Matk 110.";
- next;
- switch(select("Staff.:Mace.:Book.")) {
- case 1:
- getitem 1658,1; //P.Staff III
- break;
- case 2:
- getitem 16014,1; //P.Mace III
- break;
- case 3:
- getitem 1583,1; //P.Book I
- break;
- }
- }
- if (BaseJob == Job_Monk || Class == Job_Champion) {
- mes "[Toren]";
- mes "Monk Class gets a choice of weapons, would you like to have a knuckle, mace or a staff?";
- next;
- mes "[Toren]";
- mes "Knuckle: One-handed, 120 Atk.";
- mes " ";
- mes "Mace: One-handed, 172 Atk.";
- mes " ";
- mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int.";
- next;
- switch(select("Knuckle.:Mace.:Staff.")) {
- case 1:
- getitem 1831,1; //P.Knuckle I
- break;
- case 2:
- getitem 16014,1; //P.Mace III
- break;
- case 3:
- getitem 1658,1; //P.Staff III
- break;
- }
- }
- if (BaseJob == Job_Acolyte) {
- mes "[Toren]";
- mes "Acolyte Class gets a choice of weapons, would you like to ave a staff or a mace?";
- next;
- mes "[Toren]";
- mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int.";
- mes " ";
- mes "Mace: One-handed, 172 Atk.";
- next;
- switch(select("Staff.:Mace.")) {
- case 1:
- getitem 1658,1; //P.Staff III
- break;
- case 2:
- getitem 16014,1; //P.Mace III
- break;
- }
- }
- if (BaseJob == Job_Sage || Class == Job_Professor) {
- mes "[Toren]";
- mes "Sage Class gets a choice of weapons, would you like to have a staff, book or a dagger?";
- next;
- mes "[Toren]";
- mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int.";
- mes " ";
- mes "Book: One-handed, 135 Atk, 110 Matk.";
- mes " ";
- mes "Dagger: One-handed, 165 Atk, Matk 80.";
- next;
- switch(select("Staff.:Book.:Dagger.")) {
- case 1:
- getitem 1658,1; //P.Staff III
- break;
- case 2:
- getitem 1583,1; //P.Book I
- break;
- case 3:
- getitem 13066,1; //P.Dagger III
- break;
- }
- }
- if (BaseJob == Job_Mage || BaseJob == Job_Wizard || Class == Job_High_Wizard || Class == Job_Soul_Linker) {
- mes "[Toren]";
- mes "Mage and Soul Linker Class gets a choice of weapons, would you like to have a staff or a dagger?";
- next;
- mes "[Toren]";
- mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int.";
- mes " ";
- mes "Dagger: One-handed, 165 Atk, Matk 80.";
- next;
- switch(select("Staff.:Dagger.")) {
- case 1:
- getitem 1658,1; //P.Staff III
- break;
- case 2:
- getitem 13066,1; //P.Dagger III
- break;
- }
- }
- if (Class == Job_Ninja) {
- mes "[Toren]";
- mes "Ninja Class gets a choice of weapons, would you like to have a huuma suriken or a dagger?";
- next;
- mes "[Toren]";
- mes "Huuma Suriken: Two-handed, 170 Atk, 50 Matk.";
- mes " ";
- mes "Dagger: One-handed, 165 Atk, Matk 80.";
- next;
- switch(select("Huuma Suriken.:Dagger.")) {
- case 1:
- getitem 13310,1; //P.Huuma Suriken I
- break;
- case 2:
- getitem 13066,1; //P.Dagger III
- break;
- }
- }
- if (Class == Job_Star_Gladiator || Class == Job_Star_Gladiator2) {
- getitem 1583,1; //P.Book I
- }
- if (Class == Job_Gunslinger) {
- getitem 13114,1; //P.Revolver III
- }
- if (BaseJob == Job_Novice || BaseJob == Job_SuperNovice || BaseJob == Job_SuperNovice2) {
- getitem 13066,1; //P.Dagger III
- }
- getitem 18514,1; //Paradise Hat II
- getitem 2571,1; //Paradise Mantle II
- getitem 2473,1; //Paradise Boots IV
- getitem 15031,1; //Paradise Uniform IV
- if(para_suv02 == 5){
- set para_suv02,6;
- }
- if(para_suv02 == 7){
- set para_suv02,8;
- }
- if(para_suv02 == 9){
- set para_suv02,10;
- }
- if(para_suv02 == 11){
- set para_suv02,12;
- }
- if(para_suv02 == 13){
- set para_suv02,14;
- }
- if (Class == Job_Taekwon) {
- mes "[Toren]";
- mes "I'm sorry, but Teakwon Class can't wear any of our weapons...";
- next;
- }
- mes "[Toren]";
- mes "See you later, and good luck on your adventures!";
- close;
- }
- if ((para_suv02 == 14) && (countitem(18514) < 1)) {
- mes "[Toren]";
- mes "Where is the Paradise Hat I gave you?";
- next;
- mes "[Toren]";
- mes "... Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time.";
- next;
- switch(select("Ok.","No, thanks.")) {
- case 1:
- if (Zeny >= 250000) {
- set Zeny, Zeny - 250000;
- getitem 18514,1; //Paradise Hat II
- mes "[Toren]";
- mes "These advanced gears are not easy to make, please take better care of this one.";
- close;
- }
- mes "[Toren]";
- mes "You dont have enough zeny.";
- close;
- case 2:
- mes "[Toren]";
- mes "Come back if you change your mind.";
- close;
- }
- }
- if ((para_suv02 == 14) && (countitem(2571) < 1)) {
- mes "[Toren]";
- mes "Where is the Paradise Mantle I gave you?";
- next;
- mes "[Toren]";
- mes "... Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time.";
- next;
- switch(select("Ok.","No, thanks.")) {
- case 1:
- if (Zeny >= 250000) {
- set Zeny, Zeny - 250000;
- getitem 2571,1; //Paradise Mantle II
- mes "[Toren]";
- mes "These advanced gears are not easy to make, please take better care of this one.";
- close;
- }
- mes "[Toren]";
- mes "You dont have enough zeny.";
- close;
- case 2:
- mes "[Toren]";
- mes "Come back if you change your mind.";
- close;
- }
- }
- if ((para_suv02 == 14) && (countitem(2473) < 1)) {
- mes "[Toren]";
- mes "Where is the Paradise Boots I gave you?";
- next;
- mes "[Toren]";
- mes "... Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time.";
- next;
- switch(select("Ok.","No, thanks.")) {
- case 1:
- if (Zeny >= 250000) {
- set Zeny, Zeny - 250000;
- getitem 2473,1; //Paradise Boots IV
- mes "[Toren]";
- mes "These advanced gears are not easy to make, please take better care of this one.";
- close;
- }
- mes "[Toren]";
- mes "You dont have enough zeny.";
- close;
- case 2:
- mes "[Toren]";
- mes "Come back if you change your mind.";
- close;
- }
- }
- if ((para_suv02 == 14) && (countitem(15031) < 1)) {
- mes "[Toren]";
- mes "Where is the Paradise Uniform I gave you?";
- next;
- mes "[Toren]";
- mes "... Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time.";
- next;
- switch(select("Ok.","No, thanks.")) {
- case 1:
- if (Zeny >= 250000) {
- set Zeny, Zeny - 250000;
- getitem 15031,1; //Paradise Uniform IV
- mes "[Toren]";
- mes "These advanced gears are not easy to make, please take better care of this one.";
- close;
- }
- mes "[Toren]";
- mes "You dont have enough zeny.";
- close;
- case 2:
- mes "[Toren]";
- mes "Come back if you change your mind.";
- close;
- }
- }
- if (para_suv02 == 14) {
- mes "[Toren]";
- mes "I already gave you the most advanced gears we have to offer.";
- close;
- }
- mes "[Toren]";
- mes "You need to complete quests given to you by ^0000FFInstructor Ur^000000 if you want a reward.";
- close;
- case 2:
- if (para_suv02 < 14) {
- mes "[Toren]";
- mes "First you need the ^0000FFAdvanced Paradise Gears^000000.";
- close;
- }
- if (paragearenchant < 1) {
- mes "[Toren]";
- mes "Alright, but I'll need a few items for the enchantment process.";
- next;
- if (BaseLevel >= 90) {
- set paragearenchant,1;
- setquest 7239;
- mes "[Toren]";
- mes "Just bring me ^0000FF20 Used Iron Plates^000000.";
- close;
- }
- set paragearenchant,2;
- setquest 7238;
- mes "[Toren]";
- mes "Just bring me ^0000FF20 Iron Ores and 10 Irons^000000.";
- close;
- }
- if (paragearenchant == 1) {
- if (countitem(7319) >= 20) {
- mes "[Toren]";
- mes "Thanks, that's what I needed!";
- next;
- delitem 7319,20; // Used Iron Plate
- set paragearenchant,3;
- changequest 7239,7240;
- mes "[Toren]";
- mes "Give me a second to prepare before I enchant your gears.";
- close;
- }
- mes "[Toren]";
- mes "Just bring me ^0000FF20 Used Iron Plates^000000.";
- close;
- }
- if (paragearenchant == 2) {
- if ((countitem(1002) >= 20) && (countitem(998) >= 10)) {
- mes "[Toren]";
- mes "Thanks, that's what I needed!";
- next;
- delitem 1002,20; // Iron Ore
- delitem 998,10; // Iron
- set paragearenchant,3;
- changequest 7238,7240;
- mes "[Toren]";
- mes "Give me a second to prepare before I enchant your gears.";
- close;
- }
- mes "[Toren]";
- mes "Just bring me ^0000FF20 Iron Ores and 10 Irons^000000.";
- close;
- }
- if (paragearenchant == 3) {
- mes "[Toren]";
- mes "Before we begin I would like to mention that this enchantment proccess ^FF0000can not fail^000000.";
- next;
- mes "[Toren]";
- mes "I am able to add 2 enchantments at once, and if something is already enchanted I will ^FF0000re-do the current enchantments^000000 for you.";
- next;
- mes "[Toren]";
- mes "Now pick which gear you would like me to enchant.";
- next;
- switch(select("Paradise Mantle II.:Paradise Boots IV.:Paradise Uniform IV.")) {
- case 1:
- if (countitem(2571) < 1) {
- mes "[Toren]";
- mes "Bring one and I'll enchant it.";
- close;
- }
- else {
- set .@paragearcount,2571;
- }
- break;
- case 2:
- if (countitem(2473) < 1) {
- mes "[Toren]";
- mes "Bring one and I'll enchant it.";
- close;
- }
- else {
- set .@paragearcount,2473;
- }
- break;
- case 3:
- if (countitem(15031) < 1) {
- mes "[Toren]";
- mes "Bring one and I'll enchant it.";
- close;
- }
- else {
- set .@paragearcount,15031;
- }
- break;
- }
- mes "[Toren]";
- mes "Here we go!";
- close2;
- specialeffect2 EF_MAPPILLAR;
- progressbar "ffff00",4;
- set .@enc_paragear,rand(1,42);
- if (.@enc_paragear == 1) {
- set .@addpart,4763;
- }
- else if (.@enc_paragear == 2) {
- set .@addpart,4765;
- }
- else if (.@enc_paragear == 3) {
- set .@addpart,4790;
- }
- else if (.@enc_paragear == 4) {
- set .@addpart,4794;
- }
- else if ((.@enc_paragear > 4) && (.@enc_paragear < 7)) {
- set .@addpart,4762;
- }
- else if ((.@enc_paragear > 6) && (.@enc_paragear < 9)) {
- set .@addpart,4764;
- }
- else if ((.@enc_paragear > 8) && (.@enc_paragear < 11)) {
- set .@addpart,4789;
- }
- else if ((.@enc_paragear > 10) && (.@enc_paragear < 13)) {
- set .@addpart,4793;
- }
- else if ((.@enc_paragear > 12) && (.@enc_paragear < 15)) {
- set .@addpart,4701;
- }
- else if ((.@enc_paragear > 14) && (.@enc_paragear < 17)) {
- set .@addpart,4711;
- }
- else if ((.@enc_paragear > 16) && (.@enc_paragear < 19)) {
- set .@addpart,4721;
- }
- else if ((.@enc_paragear > 18) && (.@enc_paragear < 21)) {
- set .@addpart,4731;
- }
- else if ((.@enc_paragear > 20) && (.@enc_paragear < 23)) {
- set .@addpart,4741;
- }
- else if ((.@enc_paragear > 22) && (.@enc_paragear < 25)) {
- set .@addpart,4751;
- }
- else if ((.@enc_paragear > 24) && (.@enc_paragear < 28)) {
- set .@addpart,4788;
- }
- else if ((.@enc_paragear > 27) && (.@enc_paragear < 31)) {
- set .@addpart,4792;
- }
- else if ((.@enc_paragear > 30) && (.@enc_paragear < 35)) {
- set .@addpart,4787;
- }
- else if ((.@enc_paragear > 34) && (.@enc_paragear < 39)) {
- set .@addpart,4791;
- }
- else if ((.@enc_paragear > 38) && (.@enc_paragear < 43)) {
- set .@addpart,4786;
- }
- set .@enc_paragear2,rand(1,6);
- if (.@enc_paragear2 == 1) {
- set .@addpart2,4701;
- }
- else if (.@enc_paragear2 == 2) {
- set .@addpart2,4711;
- }
- else if (.@enc_paragear2 == 3) {
- set .@addpart2,4721;
- }
- else if (.@enc_paragear2 == 4) {
- set .@addpart2,4731;
- }
- else if (.@enc_paragear2 == 5) {
- set .@addpart2,4741;
- }
- else if (.@enc_paragear2 == 6) {
- set .@addpart2,4751;
- }
- delitem .@paragearcount,1;
- getitem2 .@paragearcount, 1, 1, 0, 0, 0, 0, .@addpart2, .@addpart;
- set paragearenchant,4;
- changequest 7240,7241;
- mes "[Toren]";
- mes "It is finished! Come back tomorrow if you want to enchant more.";
- close;
- }
- if ((paragearenchant == 4) && (checkquest(7241,PLAYTIME) != 2)) {
- mes "[Toren]";
- mes "Please come back tomorrow if you want to enchant more.";
- close;
- }
- if ((paragearenchant == 4) && (checkquest(7241,PLAYTIME) == 2)) {
- set paragearenchant,0;
- erasequest 7241;
- mes "[Toren]";
- mes "Another day, another piece of equipment to enchant!";
- close;
- }
- }
-}
-
-moc_para01,112,79,3 script Weapons Expert 851,{
- if (checkweight(1101,5) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you are carrying";
- mes "to many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- mes "[Weapons Expert]";
- mes "Hello adventurer, what can I do for you today?";
- next;
- switch(select("Where is my reward?","I want an enchantment!")) {
- case 1:
- if ((para_suv02 == 14) && (countitem(1197) < 1) && (countitem(1289) < 1) && (countitem(1391) < 1) && (countitem(1434) < 1) && (countitem(1583) < 1) && (countitem(1658) < 1) && (countitem(1831) < 1) && (countitem(1931) < 1) && (countitem(1986) < 1) && (countitem(13066) < 1) && (countitem(13114) < 1) && (countitem(13310) < 1) && (countitem(13434) < 1) && (countitem(16014) < 1) && (countitem(18106) < 1)) {
- mes "[Weapons Expert]";
- mes "Where is the Paradise Weapon I gave you?";
- next;
- mes "[Weapons Expert]";
- mes "... Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time.";
- next;
- switch(select("Ok.","No, thanks.")) {
- case 1:
- if (Zeny >= 250000) {
- if (Class == Job_Taekwon) {
- mes "[Weapons Expert]";
- mes "Wait... Your Class doesn't have a weapon.";
- close;
- }
- set Zeny, Zeny - 250000;
- if (BaseJob == Job_Swordman || BaseJob == Job_Knight || BaseJob == Job_Crusader || BaseJob == Job_Knight2 || BaseJob == Job_Crusader2 || Class == Job_Lord_Knight || Class == Job_Paladin || Class == Job_Lord_Knight2 || Class == Job_Paladin2) {
- mes "[Weapons Expert]";
- mes "Swordman Class gets a choice of weapons, would you like to have a sword or a spear?";
- next;
- mes "[Weapons Expert]";
- mes "Slayer: Two-handed Sword, 200 Atk.";
- mes " ";
- mes "Saber: One-handed Sword, 185 Atk.";
- mes " ";
- mes "Spear: One-handed, 165 Atk.";
- next;
- switch(select("Slayer.:Saber.:Spear.")) {
- case 1:
- getitem 1197,1; //P.Slayer III
- break;
- case 2:
- getitem 13434,1; //P.Saber III
- break;
- case 3:
- getitem 1434,1; //P.Spear I
- break;
- }
- }
- if (BaseJob == Job_Merchant || BaseJob == Job_Blacksmith || BaseJob == Job_Alchemist || Class == Job_Whitesmith || Class == Job_Creator) {
- mes "[Weapons Expert]";
- mes "Merchant Class gets a choice of weapons, would you like to have an axe, dagger or a sword?";
- next;
- mes "[Weapons Expert]";
- mes "Axe: Two-handed, 195 Atk.";
- mes " ";
- mes "Dagger: One-handed, 165 Atk, 80 Matk.";
- mes " ";
- mes "Sword: One-handed, 185 Atk.";
- next;
- switch(select("Axe.:Dagger.:Sword.")) {
- case 1:
- getitem 1391,1; //P.Two-Handed Axe I
- break;
- case 2:
- getitem 13066,1; //P.Dagger III
- break;
- case 3:
- getitem 13434,1; //P.Saber III
- break;
- }
- }
- if (BaseJob == Job_Assassin || Class == Job_Assassin_Cross) {
- mes "[Weapons Expert]";
- mes "Assassin Class gets a choice of weapons, would you like to have a katar, dagger or a sword?";
- next;
- mes "[Weapons Expert]";
- mes "Katar: Two-handed, 155 Atk.";
- mes " ";
- mes "Dagger: One-handed, 165 Atk, 80 Matk.";
- mes " ";
- mes "Sword: One-handed, 185 Atk.";
- next;
- switch(select("Katar.:Dagger.:Sword.")) {
- case 1:
- getitem 1289,1; //P.Katar I
- break;
- case 2:
- getitem 13066,1; //P.Dagger III
- break;
- case 3:
- getitem 13434,1; //P.Saber III
- break;
- }
- }
- if (BaseJob == Job_Rogue || Class == Job_Stalker) {
- mes "[Weapons Expert]";
- mes "Rogue Class gets a choice of weapons, would you like to have a dagger, bow or a sword?";
- next;
- mes "[Weapons Expert]";
- mes "Dagger: One-handed, 165 Atk, 80 Matk.";
- mes " ";
- mes "Bow: Two-handed, 140 Atk.";
- mes " ";
- mes "Sword: One-handed, 185 Atk.";
- next;
- switch(select("Dagger.:Bow.:Sword")) {
- case 1:
- getitem 13066,1; //P.Dagger III
- break;
- case 2:
- getitem 18106,1; //P.Bow III
- break;
- case 3:
- getitem 13434,1; //P.Saber III
- break;
- }
- }
- if (BaseJob == Job_Thief) {
- mes "[Weapons Expert]";
- mes "Thief Class gets a choice of weapons, would you like to have a dagger or a sword?";
- next;
- mes "[Weapons Expert]";
- mes "Dagger: One-handed, 165 Atk, 80 Matk.";
- mes " ";
- mes "Sword: One-handed, 185 Atk.";
- next;
- switch(select("Dagger.:Sword.")) {
- case 1:
- getitem 13066,1; //P.Dagger III
- break;
- case 2:
- getitem 13434,1; //P.Saber III
- break;
- }
- }
- if (BaseJob == Job_Bard || Class == Job_Clown) {
- mes "[Weapons Expert]";
- mes "Bard Class gets a choice of weapons, would you like to have a guitar, bow or a dagger?";
- next;
- mes "[Weapons Expert]";
- mes "Guitar: One-handed, 125 Atk.";
- mes " ";
- mes "Bow: Two-handed, 140 Atk.";
- mes " ";
- mes "Dagger: One-handed, 165 Atk, 80 Matk.";
- next;
- switch(select("Guitar.:Bow.:Dagger.")) {
- case 1:
- getitem 1931,1; //P.Guitar I
- break;
- case 2:
- getitem 18106,1; //P.Bow III
- break;
- case 3:
- getitem 13066,1; //P.Dagger III
- break;
- }
- }
- if (BaseJob == Job_Dancer || Class == Job_Gypsy) {
- mes "[Weapons Expert]";
- mes "Dancer Class gets a choice of weapons, would you like to have a whip, bow or a dagger?";
- next;
- mes "[Weapons Expert]";
- mes "Whip: One-handed, 125 Atk.";
- mes " ";
- mes "Bow: Two-handed, 140 Atk.";
- mes " ";
- mes "Dagger: One-handed, 165 Atk, 80 Matk.";
- next;
- switch(select("Whip.:Bow.:Dagger.")) {
- case 1:
- getitem 1986,1; //P.Tail I
- break;
- case 2:
- getitem 18106,1; //P.Bow III
- break;
- case 3:
- getitem 13066,1; //P.Dagger III
- break;
- }
- }
- if (BaseJob == Job_Archer || BaseJob == Job_Hunter || Class == Job_Sniper) {
- mes "[Weapons Expert]";
- mes "Archer Class gets a choice of weapons, would you like to have a bow or a dagger?";
- next;
- mes "[Weapons Expert]";
- mes "Bow: Two-handed, 140 Atk.";
- mes " ";
- mes "Dagger: One-handed, 165 Atk, 80 Matk.";
- next;
- switch(select("Bow.:Dagger.")) {
- case 1:
- getitem 18106,1; //P.Bow III
- break;
- case 2:
- getitem 13066,1; //P.Dagger III
- break;
- }
- }
- if (BaseJob == Job_Priest || Class == Job_High_Priest) {
- mes "[Weapons Expert]";
- mes "Priest Class gets a choice of weapons, would you like to have a staff, mace or a book?";
- next;
- mes "[Weapons Expert]";
- mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int.";
- mes " ";
- mes "Mace: One-handed, 172 Atk.";
- mes " ";
- mes "Book: One-handed, 135 Atk, Matk 110.";
- next;
- switch(select("Staff.:Mace.:Book.")) {
- case 1:
- getitem 1658,1; //P.Staff III
- break;
- case 2:
- getitem 16014,1; //P.Mace III
- break;
- case 3:
- getitem 1583,1; //P.Book I
- break;
- }
- }
- if (BaseJob == Job_Monk || Class == Job_Champion) {
- mes "[Weapons Expert]";
- mes "Monk Class gets a choice of weapons, would you like to have a knuckle, mace or a staff?";
- next;
- mes "[Weapons Expert]";
- mes "Knuckle: One-handed, 120 Atk.";
- mes " ";
- mes "Mace: One-handed, 172 Atk.";
- mes " ";
- mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int.";
- next;
- switch(select("Knuckle.:Mace.:Staff.")) {
- case 1:
- getitem 1831,1; //P.Knuckle I
- break;
- case 2:
- getitem 16014,1; //P.Mace III
- break;
- case 3:
- getitem 1658,1; //P.Staff III
- break;
- }
- }
- if (BaseJob == Job_Acolyte) {
- mes "[Weapons Expert]";
- mes "Acolyte Class gets a choice of weapons, would you like to have a staff or a mace?";
- next;
- mes "[Weapons Expert]";
- mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int.";
- mes " ";
- mes "Mace: One-handed, 172 Atk.";
- next;
- switch(select("Staff.:Mace.")) {
- case 1:
- getitem 1658,1; //P.Staff III
- break;
- case 2:
- getitem 16014,1; //P.Mace III
- break;
- }
- }
- if (BaseJob == Job_Sage || Class == Job_Professor) {
- mes "[Weapons Expert]";
- mes "Sage Class gets a choice of weapons, would you like to have a staff, book or a dagger?";
- next;
- mes "[Weapons Expert]";
- mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int.";
- mes " ";
- mes "Book: One-handed, 135 Atk, 110 Matk.";
- mes " ";
- mes "Dagger: One-handed, 165 Atk, Matk 80.";
- next;
- switch(select("Staff.:Book.:Dagger.")) {
- case 1:
- getitem 1658,1; //P.Staff III
- break;
- case 2:
- getitem 1583,1; //P.Book I
- break;
- case 3:
- getitem 13066,1; //P.Dagger III
- break;
- }
- }
- if (BaseJob == Job_Mage || BaseJob == Job_Wizard || Class == Job_High_Wizard || Class == Job_Soul_Linker) {
- mes "[Weapons Expert]";
- mes "Mage and Soul Linker Class gets a choice of weapons, would you like to have a staff or a dagger?";
- next;
- mes "[Weapons Expert]";
- mes "Staff: One-handed, 60 Atk, 170 Matk, 4 Int.";
- mes " ";
- mes "Dagger: One-handed, 165 Atk, Matk 80.";
- next;
- switch(select("Staff.:Dagger.")) {
- case 1:
- getitem 1658,1; //P.Staff III
- break;
- case 2:
- getitem 13066,1; //P.Dagger III
- break;
- }
- }
- if (Class == Job_Ninja) {
- mes "[Weapons Expert]";
- mes "Ninja Class gets a choice of weapons, would you like to have a huuma suriken or a dagger?";
- next;
- mes "[Weapons Expert]";
- mes "Huuma Suriken: Two-handed, 170 Atk, 50 Matk.";
- mes " ";
- mes "Dagger: One-handed, 165 Atk, Matk 80.";
- next;
- switch(select("Huuma Suriken.:Dagger.")) {
- case 1:
- getitem 13310,1; //P.Huuma Suriken I
- break;
- case 2:
- getitem 13066,1; //P.Dagger III
- break;
- }
- }
- if (Class == Job_Star_Gladiator || Class == Job_Star_Gladiator2) {
- getitem 1583,1; //P.Book I
- }
- if (Class == Job_Gunslinger) {
- getitem 13114,1; //P.Revolver III
- }
- if (BaseJob == Job_Novice || BaseJob == Job_SuperNovice || BaseJob == Job_SuperNovice2) {
- getitem 13066,1; //P.Dagger III
- }
- mes "[Weapons Expert]";
- mes "These weapons aren't easy to make, please take better care of this one.";
- close;
- }
- mes "[Weapons Expert]";
- mes "You dont have enough zeny.";
- close;
- case 2:
- mes "[Weapons Expert]";
- mes "Come back if you change your mind.";
- close;
- }
- }
- mes "[Weapons Expert]";
- mes "My reward for you is enchantments on your ^0000FFParadise Weapon^000000.";
- next;
- mes "[Weapons Expert]";
- mes "The number of enchantments I can give you depends on which level of ^0000FFAdvanced Paradise Quests^000000 you have completed.";
- close;
- case 2:
- if (para_suv02 < 14) {
- mes "[Weapons Expert]";
- mes "First you need the ^0000FFAdvanced Paradise Gears^000000.";
- close;
- }
- if ((countitem(1197) < 1) && (countitem(1289) < 1) && (countitem(1391) < 1) && (countitem(1434) < 1) && (countitem(1583) < 1) && (countitem(1658) < 1) && (countitem(1831) < 1) && (countitem(1931) < 1) && (countitem(1986) < 1) && (countitem(13066) < 1) && (countitem(13114) < 1) && (countitem(13310) < 1) && (countitem(13434) < 1) && (countitem(16014) < 1) && (countitem(18106) < 1)) {
- mes "[Weapons Expert]";
- mes "Did you sell your new Paradise Weapon? No enchantments for you.";
- close;
- }
- if (para_suv01 < 44) {
- mes "[Weapons Expert]";
- mes "You haven't completed enough quests for an enchantment yet.";
- next;
- mes "[Weapons Expert]";
- mes "Make sure to pick a weapon from Toren too.";
- close;
- }
- if (para_suv01 == 44) {
- mes "[Weapons Expert]";
- mes "It seems you have earned your first weapon enchantment.";
- next;
- mes "[Weapons Expert]";
- mes "There are only 2 to choose from, which one would you like?";
- next;
- switch(select("Atk + 3%","Matk + 3%")) {
- case 1:
- set paraweaponenchant,4767;
- break;
- case 2:
- set paraweaponenchant,4806;
- break;
- }
- if (countitem(1197) == 1) {
- set paraweaponcount,1197;
- }
- if (countitem(1289) == 1) {
- set paraweaponcount,1289;
- }
- if (countitem(1391) == 1) {
- set paraweaponcount,1391;
- }
- if (countitem(1434) == 1) {
- set paraweaponcount,1434;
- }
- if (countitem(1583) == 1) {
- set paraweaponcount,1583;
- }
- if (countitem(1658) == 1) {
- set paraweaponcount,1658;
- }
- if (countitem(1831) == 1) {
- set paraweaponcount,1831;
- }
- if (countitem(1931) == 1) {
- set paraweaponcount,1931;
- }
- if (countitem(1986) == 1) {
- set paraweaponcount,1986;
- }
- if (countitem(13066) == 1) {
- set paraweaponcount,13066;
- }
- if (countitem(13114) == 1) {
- set paraweaponcount,13114;
- }
- if (countitem(13310) == 1) {
- set paraweaponcount,13310;
- }
- if (countitem(13434) == 1) {
- set paraweaponcount,13434;
- }
- if (countitem(16014) == 1) {
- set paraweaponcount,16014;
- }
- if (countitem(18106) == 1) {
- set paraweaponcount,18106;
- }
- mes "[Weapons Expert]";
- mes "OK, gimmy a sec.";
- close2;
- specialeffect2 EF_MAPPILLAR;
- progressbar "ffff00",4;
- delitem paraweaponcount,1;
- getitem2 paraweaponcount, 1, 1, 0, 0, 0, 0, 0, paraweaponenchant;
- set para_suv01,45;
- mes "[Weapons Expert]";
- mes "All done.";
- close;
- }
- if (para_suv01 == 47) {
- mes "[Weapons Expert]";
- mes "It seems you have earned your second weapon enchantment.";
- next;
- if (paraweaponenchant < 1) {
- mes "[Weapons Expert]";
- mes "Before I do the second enchantment, you need to pick the first one.";
- next;
- mes "[Weapons Expert]";
- mes "There are only 2 to choose from, which one would you like?";
- next;
- switch(select("Atk + 3%","Matk + 3%")) {
- case 1:
- set paraweaponenchant,4767;
- break;
- case 2:
- set paraweaponenchant,4806;
- break;
- }
- if (countitem(1197) == 1) {
- set paraweaponcount,1197;
- }
- if (countitem(1289) == 1) {
- set paraweaponcount,1289;
- }
- if (countitem(1391) == 1) {
- set paraweaponcount,1391;
- }
- if (countitem(1434) == 1) {
- set paraweaponcount,1434;
- }
- if (countitem(1583) == 1) {
- set paraweaponcount,1583;
- }
- if (countitem(1658) == 1) {
- set paraweaponcount,1658;
- }
- if (countitem(1831) == 1) {
- set paraweaponcount,1831;
- }
- if (countitem(1931) == 1) {
- set paraweaponcount,1931;
- }
- if (countitem(1986) == 1) {
- set paraweaponcount,1986;
- }
- if (countitem(13066) == 1) {
- set paraweaponcount,13066;
- }
- if (countitem(13114) == 1) {
- set paraweaponcount,13114;
- }
- if (countitem(13310) == 1) {
- set paraweaponcount,13310;
- }
- if (countitem(13434) == 1) {
- set paraweaponcount,13434;
- }
- if (countitem(16014) == 1) {
- set paraweaponcount,16014;
- }
- if (countitem(18106) == 1) {
- set paraweaponcount,18106;
- }
- mes "[Weapons Expert]";
- mes "Gotcha, now for the second enchantment.";
- next;
- }
- mes "[Weapons Expert]";
- mes "This one is a little different, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with.";
- next;
- mes "[Weapons Expert]";
- mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?";
- next;
- switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) {
- case 1:
- if (paraweaponenchant == 4767) {
- set paraweaponenchant2,4060;
- }
- if (paraweaponenchant == 4806) {
- set paraweaponenchant2,4472;
- }
- break;
- case 2:
- if (paraweaponenchant == 4767) {
- set paraweaponenchant2,4068;
- }
- if (paraweaponenchant == 4806) {
- set paraweaponenchant2,4470;
- }
- break;
- case 3:
- if (paraweaponenchant == 4767) {
- set paraweaponenchant2,4063;
- }
- if (paraweaponenchant == 4806) {
- set paraweaponenchant2,4476;
- }
- break;
- case 4:
- if (paraweaponenchant == 4767) {
- set paraweaponenchant2,4080;
- }
- if (paraweaponenchant == 4806) {
- set paraweaponenchant2,4469;
- }
- break;
- case 5:
- if (paraweaponenchant == 4767) {
- set paraweaponenchant2,4118;
- }
- if (paraweaponenchant == 4806) {
- set paraweaponenchant2,4471;
- }
- break;
- case 6:
- set paraweaponenchant2,4805;
- break;
- }
- mes "[Weapons Expert]";
- mes "OK, gimmy a sec.";
- close2;
- specialeffect2 EF_MAPPILLAR;
- progressbar "ffff00",4;
- delitem paraweaponcount,1;
- getitem2 paraweaponcount, 1, 1, 0, 0, 0, 0, paraweaponenchant2, paraweaponenchant;
- set para_suv01,48;
- mes "[Weapons Expert]";
- mes "All done.";
- close;
- }
- if (para_suv01 == 50 || para_suv01 == 53) {
- mes "[Weapons Expert]";
- mes "It seems you have earned your third weapon enchantment.";
- next;
- if (paraweaponenchant < 1) {
- mes "[Weapons Expert]";
- mes "Before I do the other enchantments, you need to pick the first one.";
- next;
- mes "[Weapons Expert]";
- mes "There are only 2 to choose from, which one would you like?";
- next;
- switch(select("Atk + 3%","Matk + 3%")) {
- case 1:
- set paraweaponenchant,4767;
- break;
- case 2:
- set paraweaponenchant,4806;
- break;
- }
- if (countitem(1197) == 1) {
- set paraweaponcount,1197;
- }
- if (countitem(1289) == 1) {
- set paraweaponcount,1289;
- }
- if (countitem(1391) == 1) {
- set paraweaponcount,1391;
- }
- if (countitem(1434) == 1) {
- set paraweaponcount,1434;
- }
- if (countitem(1583) == 1) {
- set paraweaponcount,1583;
- }
- if (countitem(1658) == 1) {
- set paraweaponcount,1658;
- }
- if (countitem(1831) == 1) {
- set paraweaponcount,1831;
- }
- if (countitem(1931) == 1) {
- set paraweaponcount,1931;
- }
- if (countitem(1986) == 1) {
- set paraweaponcount,1986;
- }
- if (countitem(13066) == 1) {
- set paraweaponcount,13066;
- }
- if (countitem(13114) == 1) {
- set paraweaponcount,13114;
- }
- if (countitem(13310) == 1) {
- set paraweaponcount,13310;
- }
- if (countitem(13434) == 1) {
- set paraweaponcount,13434;
- }
- if (countitem(16014) == 1) {
- set paraweaponcount,16014;
- }
- if (countitem(18106) == 1) {
- set paraweaponcount,18106;
- }
- mes "[Weapons Expert]";
- mes "Gotcha, on to the next one.";
- next;
- }
- if (paraweaponenchant2 < 1) {
- mes "[Weapons Expert]";
- mes "Before I do the third enchantment, you need to pick the second one.";
- next;
- mes "[Weapons Expert]";
- mes "This one is a little different, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with.";
- next;
- mes "[Weapons Expert]";
- mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?";
- next;
- switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) {
- case 1:
- if (paraweaponenchant == 4767) {
- set paraweaponenchant2,4060;
- }
- if (paraweaponenchant == 4806) {
- set paraweaponenchant2,4472;
- }
- break;
- case 2:
- if (paraweaponenchant == 4767) {
- set paraweaponenchant2,4068;
- }
- if (paraweaponenchant == 4806) {
- set paraweaponenchant2,4470;
- }
- break;
- case 3:
- if (paraweaponenchant == 4767) {
- set paraweaponenchant2,4063;
- }
- if (paraweaponenchant == 4806) {
- set paraweaponenchant2,4476;
- }
- break;
- case 4:
- if (paraweaponenchant == 4767) {
- set paraweaponenchant2,4080;
- }
- if (paraweaponenchant == 4806) {
- set paraweaponenchant2,4469;
- }
- break;
- case 5:
- if (paraweaponenchant == 4767) {
- set paraweaponenchant2,4118;
- }
- if (paraweaponenchant == 4806) {
- set paraweaponenchant2,4471;
- }
- break;
- case 6:
- set paraweaponenchant2,4805;
- break;
- }
- mes "[Weapons Expert]";
- mes "Gotcha, now for the third one.";
- next;
- }
- mes "[Weapons Expert]";
- mes "The third enchantment is the same as the second one, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with.";
- next;
- mes "[Weapons Expert]";
- mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?";
- next;
- switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) {
- case 1:
- if (paraweaponenchant == 4767) {
- set paraweaponenchant3,4060;
- }
- if (paraweaponenchant == 4806) {
- set paraweaponenchant3,4472;
- }
- break;
- case 2:
- if (paraweaponenchant == 4767) {
- set paraweaponenchant3,4068;
- }
- if (paraweaponenchant == 4806) {
- set paraweaponenchant3,4470;
- }
- break;
- case 3:
- if (paraweaponenchant == 4767) {
- set paraweaponenchant3,4063;
- }
- if (paraweaponenchant == 4806) {
- set paraweaponenchant3,4476;
- }
- break;
- case 4:
- if (paraweaponenchant == 4767) {
- set paraweaponenchant3,4080;
- }
- if (paraweaponenchant == 4806) {
- set paraweaponenchant3,4469;
- }
- break;
- case 5:
- if (paraweaponenchant == 4767) {
- set paraweaponenchant3,4118;
- }
- if (paraweaponenchant == 4806) {
- set paraweaponenchant3,4471;
- }
- break;
- case 6:
- set paraweaponenchant3,4805;
- break;
- }
- mes "[Weapons Expert]";
- mes "OK, gimmy a sec.";
- close2;
- specialeffect2 EF_MAPPILLAR;
- progressbar "ffff00",4;
- delitem paraweaponcount,1;
- getitem2 paraweaponcount, 1, 1, 0, 0, 0, paraweaponenchant3, paraweaponenchant2, paraweaponenchant;
- set para_suv01,54;
- mes "[Weapons Expert]";
- mes "All done.";
- close;
- }
- if (para_suv01 > 53) {
- mes "[Weapons Expert]";
- mes "That is the maximum number of enchanments I can do, enjoy them.";
- close;
- }
- mes "[Weapons Expert]";
- mes "I've already enchanted your weapon, you need to complete more quests for the next enchantment.";
- close;
- }
-}
-
-/* sec_in02,25,33,4 script Assistant 422,{
- mes "Password";
- next;
- input .@input;
- if (.@input == 1854) {
- mes "Please select the variable you want to modify.";
- next;
- switch (select("para_suv01:para_suv02")) {
- case 1:
- mes "Enter the modified value";
- next;
- input .@input;
- mes "Value of para_suv01 has been changed to "+.@input+".";
- set para_suv01,.@input;
- close;
- case 2:
- mes "Enter the modified value";
- next;
- input .@input;
- mes "Value of para_suv02 has been changed to "+.@input+".";
- set para_suv02,.@input;
- close;
- }
- }
- mes "......meow wee.";
- close;
-}*/
diff --git a/npc/quests/eden/eden_service.txt b/npc/quests/eden/eden_service.txt
deleted file mode 100644
index 5479ba092..000000000
--- a/npc/quests/eden/eden_service.txt
+++ /dev/null
@@ -1,64 +0,0 @@
-//===== rAthena Script =======================================
-// Eden Group Quests - Service NPCs
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.1
-//===== Compatible With: =====================================
-//= Any rAthena SVN
-//===== Description: =========================================
-//= Paradise Group storage access.
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//= 1.1 Replaced 2nd NPC with duplicate function. [Masao]
-//============================================================
-
-- script Goods Cabinet#00::pggc -1,{
- mes "It is a Goods Storage Cabinet.";
- mes "A message is written on a piece of paper.";
- next;
- mes "+ Cabinet is exclusively +";
- mes "+ for the Eden group +";
- mes "If you want to use this";
- mes "cabinet please check";
- mes "the following:";
- next;
- mes "1.Are you a member";
- mes " of Eden group?";
- mes "2.Have you learned";
- mes " enough basic skills?";
- mes "3.Cabinet fee is";
- mes " ^4d4dff500 zeny^000000!";
- next;
- if (countitem(6219) > 0) {
- mes "You need to insert zeny to use the cabinet.";
- mes "Cost : 500 Zeny ";
- mes "Would you like to use it?";
- next;
- switch (select("Use the Cabinet.:Cancel.")) {
- case 1:
- if (Zeny > 499) {
- if (getskilllv("NV_BASIC") < 6) {
- mes "The cabinet is not working for me.";
- mes "Maybe I am not yet qualified to use Cabinet.";
- close;
- }
- set Zeny, Zeny - 500;
- close2;
- openstorage;
- end;
- }
- mes "I don't have enough zeny.";
- mes "I need at least 500 zeny to use the Cabinet.";
- close;
- case 2:
- mes "I will use it next time.";
- close;
- }
- }
- mes "I need an Eden Group Mark to use this Cabinet.";
- close;
-}
-
-moc_para01,173,120,0 duplicate(pggc) Goods Cabinet#01 111
-moc_para01,170,120,0 duplicate(pggc) Goods Cabinet#02 111
diff --git a/npc/quests/eye_of_hellion.txt b/npc/quests/eye_of_hellion.txt
deleted file mode 100644
index 7ad4c4e32..000000000
--- a/npc/quests/eye_of_hellion.txt
+++ /dev/null
@@ -1,2448 +0,0 @@
-//===== rAthena Script =======================================
-//= The Eye of Hellion Quest.
-//===== By: ==================================================
-//= MasterOfMuppets
-//===== Current Version: =====================================
-//= 1.9
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Quest for getting a Nile Rose
-//= There are two versions of this quest.
-//= Version 1 (Not implemented) was used on iRO as an event
-//= for it's anniversary, while version 2 (this version),
-//= is the one that remained active on main servers.
-//===== Additional Comments: =================================
-//= 1.5 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
-//= Tracking variable is not backwards compatable meaning
-//= you can again repeat this quest from the start.
-//= 1.6 Fixed issue with #prt_key-1-1. [L0ne_W0lf]
-//= 1.7 Corrected reminants from aegis conversion. [L0en_w0lf]
-//= 1.8 Replaced effect numerics with constants. [L0ne_W0lf]
-//= 1.9 Removed duplicate text. [Kisuka]
-//============================================================
-
-morocc_in,116,101,3 script Old Scholar Tyus#hellion 735,3,3,{
- if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
- mes "^3355FFHold it right there!";
- mes "You're carrying too many items and don't have enough inventory space to receive any rewards. Please make more inventory space available and come back to take this challenge.";
- close;
- }
- if (HELLIONQ < 36) {
- mes "[Sir Chilias'Tyus]";
- mes "Greetings...";
- mes "My name is Sir Chilias'Tyus.";
- mes "I've lived a long time here in";
- mes "Rune-Midgard and I've come";
- mes "to see and know a lot of things. Power, jealously, hardship...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "So what exactly";
- mes "brings you here to";
- mes "the middle of Morroc?";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "This land has grown corrupt";
- mes "with the diseases of greed";
- mes "and selfishness. Everywhere";
- mes "you go, people are heartless,";
- mes "but I still believe that I'll find the one worthy enough to help me...";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "There is no shortage of";
- mes "brave and strong warriors";
- mes "in these dangerous times.";
- mes "But for the thing I seek,";
- mes "I must have the help of one";
- mes "who is truly pure of heart...";
- next;
- if (select("What are you looking for?:Pure of heart? Hah! Good luck!") == 1) {
- if (BaseLevel < 60 ) {
- mes "[Sir Chilias'Tyus]";
- mes "Heh heh~ I see your eyes";
- mes "glimmer with enthusiasm,";
- mes "but it seems this task might";
- mes "be a little too much for you.";
- mes "I'm sorry, but that's the";
- mes "reality I can't ignore...";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "Go out in to the world,";
- mes "and grow in strength.";
- mes "Perhaps after you become";
- mes "more capable, I'll find that";
- mes "I can rely on your help.";
- close;
- }
- mes "[Sir Chilias'Tyus]";
- mes "I suppose I should tell you";
- mes "first about my grandfather,";
- mes "who was once a young and";
- mes "feareless adventurer, much";
- mes "like yourself. Yes, he traveled the world with his three friends...";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "The four of them went on";
- mes "many expeditions together";
- mes "and earned themselves a";
- mes "reputation as a courageous";
- mes "team that worked especially";
- mes "well together after many years.";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "Then, on what was supposed";
- mes "to be a typical journey, they found an uncharted cave. Curious, and";
- mes "in need of rest, the four ventured inside. There, they encountered";
- mes "that most horrible creature...";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "It was a ferocious beast";
- mes "with horns as large and as";
- mes "sharp as their weapons, with";
- mes "eyes that blazed with hellfire.";
- mes "My grandfather could tell that";
- mes "it was thirsty for blood.";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "They ran from the beast";
- mes "as quickly as they could,";
- mes "but the four were separated";
- mes "in the cave's darkness. It was";
- mes "all they could do to hide in";
- mes "the darkness of the cave...";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "From his hiding place, my";
- mes "grandfather heard the screams";
- mes "of his friends as the monster";
- mes "slaughtered them, one by one.";
- mes "The screams and the monster's";
- mes "growls were getting closer...";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "Unable to endure the";
- mes "suffering of his trusted";
- mes "comrades, my grandfather";
- mes "jumped out hiding and tried";
- mes "to save his friends. The beast";
- mes "found him and they battled.";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "It was no use. The beast";
- mes "was too powerful and my";
- mes "grandfather was knocked out.";
- mes "When he came to, his friends";
- mes "were all dead and a shining";
- mes "gem lay in a pool of blood.";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "My grandfather buried";
- mes "his friends that day. He";
- mes "took that gem as a memento";
- mes "of their final expedition, but";
- mes "wondered why the beast";
- mes "had decided to spare him.";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "It wasn't long before he";
- mes "experienced the gem's curse";
- mes "firsthand. The gem inexplicably";
- mes "drew people to it, taking the";
- mes "greed in their hearts and";
- mes "twisting their minds...";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "Grandfather believed the";
- mes "beast let him live so that";
- mes "the gem would be set loose";
- mes "upon the outside world, free";
- mes "to pollute it with its evil. He had to do something...";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "However, the gem proved";
- mes "to be formed out of pure evil";
- mes "and could not be destroyed";
- mes "by human means. In the end,";
- mes "my grandfather hid the gem";
- mes "someplace safe...";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "However, the threat of the";
- mes "gem still exists. Grandfather";
- mes "and my father worked for years to find a way to seal its darkness.";
- mes "Only now have I been able to create a bracelet to seal its evil power.";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "For my grandfather and his";
- mes "friends to truly rest in peace,";
- mes "I must find an adventurer of";
- mes "pure heart who can find the";
- mes "gem and bring it to me so that";
- mes "I can finally seal its power.";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "I think... I think you";
- mes "might be the hero that";
- mes "I've been waiting for. Will";
- mes "you help an old man for the";
- mes "sake of all that is good?";
- next;
- if (select("Of course, I will.:I'm sorry, but I can't.") == 1) {
- mes "[Sir Chilias'Tyus]";
- mes "Good, good, but first";
- mes "I must test to see if you";
- mes "are worthy of holding the";
- mes "Hellion's gem. I can't tell";
- mes "you exactly where it is, but";
- mes "I will give you some clues.";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "First, speak to Clanux";
- mes "Heffron in Prontera. He";
- mes "has offered to help me find";
- mes "the gem, but I do not know if";
- mes "I can trust him. Please help me protect this world from the gem...";
- set HELLIONQ,36;
- close;
- }
- mes "[Sir Chilias'Tyus]";
- mes "I understand...";
- mes "I know I am asking much";
- mes "of you, and this task is not";
- mes "one to take lightly. However,";
- mes "I believe that you are wholly";
- mes "capable of accomplishing this.";
- set HELLIONQ,37;
- close;
- }
- mes "[Sir Chilias'Tyus]";
- mes "Times are bad when";
- mes "even the youth have";
- mes "been jaded. But I refuse";
- mes "to believe that hope is";
- mes "truly lost in this age...";
- close;
- }
- else if (HELLIONQ == 36) {
- mes "[Sir Chilias'Tyus]";
- mes "Please seek out";
- mes "Clanux Heffron in";
- mes "Prontera. He may have";
- mes "information regarding a";
- mes "clue leading to the Hellion";
- mes "gem. Good luck to you.";
- close;
- }
- else if (HELLIONQ == 37) {
- mes "[Sir Chilias'Tyus]";
- mes "So have you considered";
- mes "my proposal? I believe that";
- mes "you may be the one who will";
- mes "help me in sealing away the";
- mes "Hellion gem's evil forever.";
- next;
- if (select("I will help you.:...Sorry about that.") == 1) {
- mes "[Sir Chilias'Tyus]";
- mes "Good, good, but first";
- mes "I must test to see if you";
- mes "are worthy of holding the";
- mes "Hellion's gem. I can't tell";
- mes "you exactly where it is, but";
- mes "I will give you some clues.";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "First, speak to Clanux";
- mes "Heffron in Prontera. He";
- mes "has offered to help me find";
- mes "the gem, but I do not know if";
- mes "I can trust him. Please help me protect this world from the gem...";
- set HELLIONQ,36;
- close;
- }
- mes "[Sir Chilias'Tyus]";
- mes "I understand...";
- mes "I know I am asking much";
- mes "of you, and this task is not";
- mes "one to take lightly. However,";
- mes "I believe that you are wholly";
- mes "capable of accomplishing this.";
- close;
- }
- else if (HELLIONQ > 37 && HELLIONQ < 45) {
- mes "[Sir Chilias'Tyus]";
- mes "Try to see what you can";
- mes "learn from Clanux Heffron.";
- mes "I don't know how cooperative";
- mes "he will be, but I'm sure that";
- mes "he'll tell you something one";
- mes "way or another.";
- close;
- }
- else if (HELLIONQ == 45 || HELLIONQ == 46) {
- mes "[Sir Chilias'Tyus]";
- mes "Ah, yes! This is one piece";
- mes "of the tablet that will lead";
- mes "you to the Hellion's gem!";
- mes "This engraving was definitely";
- mes "made by my grandfather, and Christopher was one of his friends.";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "I suppose he hid these pieces";
- mes "in the places that reminded him";
- mes "of his friends. Now according";
- mes "to the tablet's message, you";
- mes "should find the next piece in ''the city of thickest forest.''";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "I'm sure that the";
- mes "next tablet piece is";
- mes "in Payon, so go there";
- mes "and see if you can find";
- mes "it. Good luck to you,";
- mes "kind adventurer.";
- set HELLIONQ,47;
- close;
- }
- else if (HELLIONQ == 47) {
- mes "[Sir Chilias'Tyus]";
- mes "Now that I think about";
- mes "it, there's a guy in Payon";
- mes "that I know named Grout'the";
- mes "Tuccok who knew my grandfather.";
- mes "He might know something, but";
- mes "he's a little, well... Hmm...";
- close;
- }
- else if (HELLIONQ > 47 && HELLIONQ < 57) {
- mes "[Sir Chilias'Tyus]";
- mes "I think you're doing";
- mes "a good job in finding";
- mes "those clues in Payon.";
- mes "Please do your best in";
- mes "finding the rest of the";
- mes "pieces of that tablet.";
- close;
- }
- else if (HELLIONQ == 57) {
- if (countitem(7333) > 0 && countitem(7334) > 0) {
- mes "[Sir Chilias'Tyus]";
- mes "While you were gone,";
- mes "I felt a little bad that you";
- mes "were searching for the";
- mes "tablets pieces on your own,";
- mes "so I managed to find this";
- mes "piece here in Morroc. But...";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "Why are they glowing like";
- mes "this? In any case, we have";
- mes "this piece I found here in";
- mes "Morroc, and the pieces you";
- mes "found in Prontera and Payon. There's one more left in Geffen.";
- specialeffect2 EF_HEAL2;
- specialeffect EF_HEAL2;
- next;
- mes "[Sir Chilias'Tyus]";
- mes "Anyway, on the tablet";
- mes "piece that I found, it";
- mes "says ''Hakim loved magic,";
- mes "and always enjoyed its";
- mes "wondrous city,'' so I'm sure";
- mes "the last piece is in Geffen.";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "Please, take this third";
- mes "tablet piece and find the";
- mes "final piece so that we can";
- mes "fulfill my dear grandfather's";
- mes "greatest wish and forever";
- mes "seal away the Hellion's gem.";
- set HELLIONQ,58;
- getitem 7335,1; //Piece_Of_Slate_3
- next;
- mes "[Sir Chilias'Tyus]";
- mes "When you get to Geffen,";
- mes "please speak to Welshyun,";
- mes "who's been helping me in";
- mes "creating a device to seal the";
- mes "gem's darkness. He is worthy of trust and will surely help us.";
- close;
- }
- mes "[Sir Chilias'Tyus]";
- mes "Where are the tablet pieces?";
- mes "Have you hoarded them away";
- mes "to steal the Hellion's gem";
- mes "for yourself?! I must smite";
- mes "you now before you are";
- mes "consumed by its darkness!";
- close2;
- percentheal -100,0;
- end;
- }
- else if (HELLIONQ > 57 && HELLIONQ < 66) {
- mes "[Sir Chilias'Tyus]";
- mes "Please visit the";
- mes "sage named Welshyun";
- mes "in Geffen. We are good";
- mes "friends, so I am sure";
- mes "that you can trust him.";
- close;
- }
- else if (HELLIONQ == 66) {
- if (countitem(7333) > 0 && countitem(7334) > 0 && countitem(7335) > 0 && countitem(7336) > 0) {
- mes "[Sir Chilias'Tyus]";
- mes "You have all four";
- mes "pieces of the tablet?";
- mes "That's great news! Ah,";
- mes "and the gem is embedded";
- mes "in each of the tablet pieces.";
- mes "We're so close to finishing!";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "Ah, would you go back";
- mes "to Welshyun? I know it's";
- mes "a hassle, but he is probably";
- mes "the only one who can combine";
- mes "the tablet pieces into the its";
- mes "complete form. Thank you...";
- set HELLIONQ,67;
- close;
- }
- mes "[Sir Chilias'Tyus]";
- mes "Where are the tablet pieces?";
- mes "Have you hoarded them away";
- mes "to steal the Hellion's gem";
- mes "for yourself?! I must smite";
- mes "you now before you are";
- mes "consumed by its darkness!";
- close;
- percentheal -100,0;
- end;
- }
- else if (HELLIONQ == 67) {
- mes "[Sir Chilias'Tyus]";
- mes "Ah, would you go back";
- mes "to Welshyun? I know it's";
- mes "a hassle, but he is probably";
- mes "the only one who can combine";
- mes "the tablet pieces into the its";
- mes "complete form. Thank you...";
- close;
- }
- else if (HELLIONQ == 68) {
- if (countitem(7332) > 0 && countitem(7337) > 0) {
- mes "[Sir Chilias'Tyus]";
- mes "At long last. We have";
- mes "everything. The Tablet";
- mes "and the Hellion's gem.";
- mes "Now I can finally use";
- mes "this bracelet to seal";
- mes "its power forever...";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "But your eyes...";
- mes "They seem so tired";
- mes "and I can sense some";
- mes "sort of pain from them.";
- mes "Did something happen?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I learned the secret of";
- mes "the Hellion's gem. It...";
- mes "It turns people into";
- mes "Hellion Revenants.";
- mes "It's what happened";
- mes "to your grandfather...";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "What...";
- mes "What did you just say?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "The tablet had a map that";
- mes "let me to the chamber where";
- mes "your grandfather locked himself";
- mes "up before he completed turned";
- mes "into the Hellion Revenant.";
- mes "It was horrible...";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "At the entrance, he";
- mes "left a message that said";
- mes "that he wanted to be killed.";
- mes "So that he could finally join";
- mes "his friends instead of living";
- mes "as a monster. So I... So I...";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "It's okay. I know you";
- mes "did the right thing. It's";
- mes "what my grandfather";
- mes "would have wanted most.";
- mes "Thank you for finally freeing";
- mes "his soul and giving him peace.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Here, I think you";
- mes "should have this Eye";
- mes "of Hellion, in case you";
- mes "wanted a memento of";
- mes "your dear grandfather.";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "I'd appreciate that.";
- mes "Grandfather's eye...";
- mes "It's full of the painful";
- mes "experiences of the people";
- mes "who were turned into Hellion";
- mes "Revenants against their will.";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "But... Now is not the";
- mes "time for sentiment. For";
- mes "the sake of my grandfather,";
- mes "I must seal the power of";
- mes "the Hellion's gem now!";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "Darkness that writhes,";
- mes "souls lost in the inferno,";
- mes "I offer you comfort, I offer";
- mes "you peace. To the despairing";
- mes "ones, to the shameless ones,";
- mes "I give guidance to heaven...";
- specialeffect EF_BEGINSPELL;
- next;
- mes "[Sir Chilias'Tyus]";
- mes "Instead of sadness,";
- mes "let there be joy. Instead";
- mes "of anger, let there be";
- mes "love. Souls that are";
- mes "lost will now find";
- mes "their way...";
- specialeffect EF_BEGINSPELL6;
- next;
- mes "[Sir Chilias'Tyus]";
- mes "Light and hope...";
- mes "Heaven and earth...";
- mes "Cast away the darkness.";
- specialeffect EF_SANCTUARY;
- next;
- mes "[Sir Chilias'Tyus]";
- mes "I did it.";
- mes "After all these";
- mes "long years, I finally did";
- mes "it. Thanks to your help.";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "Please take this";
- mes "Nile Rose, which will";
- mes "keep the power of the gem";
- mes "in check. I trust that you will";
- mes "keep its secret and protect it";
- mes "from those motivated by greed.";
- delitem 7332,1; //Slate
- delitem 7337,countitem(7337); //Eye_Of_Hellion
- set HELLIONQ,69;
- getitem 2658,1; //Nile_Rose_
- getitem 603,1; //Old_Blue_Box
- getexp 120000,0;
- next;
- mes "[Sir Chilias'Tyus]";
- mes "Thank you, kind";
- mes "adventurer, for bringing";
- mes "peace to my grandfather's";
- mes "soul and for working to";
- mes "protect peace in our world.";
- mes "You are the truest of heroes.";
- next;
- mes "^3355FFYou have received the";
- mes "Nile Rose in which the";
- mes "Hellion's gem is sealed.";
- mes "The Eye of the Hellion has";
- mes "granted you some experience";
- mes "through its strange powers.^000000";
- close;
- }
- else if (countitem(7332) > 0) {
- mes "[Sir Chilias'Tyus]";
- mes "At long last. We have";
- mes "everything. The Tablet";
- mes "and the Hellion's gem.";
- mes "Now I can finally use";
- mes "this bracelet to seal";
- mes "its power forever...";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "Darkness that writhes,";
- mes "souls lost in the inferno,";
- mes "I offer you comfort, I offer";
- mes "you peace. To the despairing";
- mes "ones, to the shameless ones,";
- mes "I give guidance to heaven...";
- specialeffect EF_BEGINSPELL;
- next;
- mes "[Sir Chilias'Tyus]";
- mes "Instead of sadness,";
- mes "let there be joy. Instead";
- mes "of anger, let there be";
- mes "love. Souls that are";
- mes "lost will now find";
- mes "their way...";
- specialeffect EF_BEGINSPELL6;
- next;
- mes "[Sir Chilias'Tyus]";
- mes "Light and hope...";
- mes "Heaven and earth...";
- mes "Cast away the darkness.";
- specialeffect EF_SANCTUARY;
- next;
- mes "[Sir Chilias'Tyus]";
- mes "I did it.";
- mes "After all these";
- mes "long years, I finally did";
- mes "it. Thanks to your help.";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "Please take this";
- mes "Nile Rose, which will";
- mes "keep the power of the gem";
- mes "in check. I trust that you will";
- mes "keep its secret and protect it";
- mes "from those motivated by greed.";
- delitem 7332,1; //Slate
- set HELLIONQ,70;
- getitem 2658,1; //Nile_Rose_
- getexp 100000,0;
- next;
- mes "[Sir Chilias'Tyus]";
- mes "Thank you, kind";
- mes "adventurer, for bringing";
- mes "peace to my grandfather's";
- mes "soul and for working to";
- mes "protect peace in our world.";
- mes "You are the truest of heroes.";
- close;
- }
- mes "[Sir Chilias'Tyus]";
- mes "Where is the complete";
- mes "tablet? We need that in";
- mes "order to extract the Hellion's";
- mes "gem in order to seal its power!";
- close;
- }
- else if (HELLIONQ > 68 && HELLIONQ < 71) {
- if (countitem(7337) > 0) {
- mes "[Sir Chilias'Tyus]";
- mes "Long time no see. So, are you doing well to keep the promise with me?";
- mes "Please handle it with care";
- mes "to prevent the evil power within from being released.";
- next;
- mes "[Sir Chilias'Tyus]";
- mes "You still have the Hellion's Eye.";
- mes "I can see the pain in your eyes.";
- mes "Let me lighten your burden. It will be better this way.";
- delitem 7337,countitem(7337); //Eye_Of_Hellion
- next;
- mes "[Sir Chilias'Tyus]";
- mes "May God bless you.";
- close;
- }
- mes "[Sir Chilias'Tyus]";
- mes "Long time no see. So, are you doing well to keep the promise with me?";
- mes "Please handle it with care";
- mes "to prevent the evil power within from being released.";
- close;
- }
- mes "[Sir Chilias'Tyus]";
- mes "... ... ...";
- close;
-
-OnTouch:
- if (HELLIONQ == 57 && countitem(7334) > 0) {
- specialeffect2 EF_HEAL2;
- specialeffect EF_HEAL2;
- mes "^3355FFOne of the Tablet Pieces";
- mes "that you have is beginning to";
- mes "shine with light, as if it were";
- mes "responding to something...^000000";
- close;
- }
- end;
-}
-
-prontera,269,326,3 script Clanux Heffron#hellion 50,{
- if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
- mes "^3355FFHold it right there!";
- mes "You're carrying too many items and don't have enough inventory space to receive any rewards. Please make more inventory space available and come back to take this challenge.";
- close;
- }
- if (HELLIONQ < 36) {
- mes "[Clanux Heffron]";
- mes "What's wrong with";
- mes "this map?! I can't";
- mes "find a blasted thing";
- mes "on it! How can finding";
- mes "something be so hard?";
- close;
- }
- else if (HELLIONQ == 36) {
- mes "[" + strcharinfo(0) + "]";
- mes "Excuse me, but are";
- mes "you Clanux Heffron?";
- next;
- mes "[Clanux Heffron]";
- mes "Why, who are you";
- mes "and what the heck";
- mes "do you want? Oh...";
- mes "Sent by Chilias, eh?";
- mes "What does he want?";
- next;
- if (select("He wants me to help you.:He wants you to help me.") == 1) {
- mes "[Clanux Heffron]";
- mes "So he sent me an";
- mes "assistant, huh? Well...";
- mes "Seeing as he gave me this";
- mes "clue and I've taken so long";
- mes "and still don't have anything to show for it, I don't blame him.";
- next;
- mes "[Clanux Heffron]";
- mes "Well, if he sent you to";
- mes "help me out, I guess I can";
- mes "tell you everything. For the";
- mes "clues he had me look for,";
- mes "I've only found two so far.";
- mes "But I can't figure them out...";
- next;
- mes "[Clanux Heffron]";
- mes "Let's see, there's this";
- mes "broken sword and this";
- mes "strange lookin' cogwheel.";
- mes "What do these clues mean?!";
- mes "Did the old man give you";
- mes "any hints to help me out?";
- next;
- if (select("Where did you find these?:No, I'm sorry.") == 1) {
- mes "[Clanux Heffron]";
- mes "Oh, these I found in Prontera.";
- mes "That old coot hid these real";
- mes "good. But yeah, I doubt you'd";
- mes "find anything, but would you try";
- mes "checking out the old Swordman";
- mes "Training ground for more clues?";
- next;
- mes "[Clanux Heffron]";
- mes "Man, that Hellion's gem";
- mes "must really be worth a pretty";
- mes "penny if the old man went";
- mes "through so much trouble to";
- mes "even hide these clues. Oh";
- mes "man, I want it so bad...";
- set HELLIONQ,39;
- close;
- }
- mes "[Clanux Heffron]";
- mes "Wha--? Then why are";
- mes "you even here to help";
- mes "me then? Huh. That old";
- mes "coot must not trust me";
- mes "enough, but I can't exactly";
- mes "blame him. Alright then...";
- next;
- mes "[Clanux Heffron]";
- mes "If you're gonna help me,";
- mes "go search the old Swordman";
- mes "Training Grounds over here in";
- mes "Prontera. I doubt it, but there's";
- mes "a chance I mighta missed";
- mes "something there. Get to it!";
- set HELLIONQ,39;
- close;
- }
- mes "[Clanux Heffron]";
- mes "Help you...? What, with";
- mes "clues to the location of";
- mes "the Hellion's gem? Screw";
- mes "that, pal! Why should I help";
- mes "you if we're gonna compete";
- mes "for the same prize?!";
- set HELLIONQ,38;
- close;
- }
- else if (HELLIONQ == 38) {
- mes "[Clanux Heffron]";
- mes "Hey, why do you keep";
- mes "botherin' me?! Go and";
- mes "find your own clues for the";
- mes "Hellion's gem on your own,";
- mes "jerkface! Now getouttahere!";
- next;
- if (select("W-wait! Let's work together!:Fine. I don't need your help!") == 1) {
- mes "[Clanux Heffron]";
- mes "Work together, eh? You";
- mes "know, normally I'd tell you";
- mes "to make like a moonwalker";
- mes "and just beat it, but I gotta";
- mes "admit that I ain't doin' so";
- mes "good on my own on this...";
- next;
- mes "[Clanux Heffron]";
- mes "Alright, fine.";
- mes "First, look through";
- mes "the old Swordman Training";
- mes "Grounds here in Prontera.";
- mes "There might be some clues left over there for you to find...";
- set HELLIONQ,39;
- close;
- }
- mes "[" + strcharinfo(0) + "]";
- mes "Fine.";
- mes "I don't need";
- mes "your help!";
- next;
- mes "[Clannux Heffron]";
- mes "Yeah right!";
- mes "You'll be back!";
- mes "...They always";
- mes "come back.";
- close;
- }
- else if (HELLIONQ == 39) {
- mes "[Clanux Heffron]";
- mes "Look pal, I found this broken";
- mes "sword, a bonafide clue if I ever saw one, in the old Swordman";
- mes "Training Grounds in Prontera.";
- mes "You should be able to find";
- mes "something else there... maybe.";
- close;
- }
- else if (HELLIONQ == 40) {
- mes "[Clanux Heffron]";
- mes "Hey, you're done";
- mes "searching? Were you";
- mes "able to find anything?";
- next;
- if (select("Nothing...:In fact, I found this.") == 1) {
- mes "[" + strcharinfo(0) + "]";
- mes "^333333(This guy's a real punk!";
- mes "I better not share any new";
- mes "information I've found, just";
- mes "in case he doesn't already";
- mes "know about it.)^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I... I wasn't able to";
- mes "find anything that looked";
- mes "like a clue. I'm sorry, but";
- mes "I let you down big time...";
- next;
- mes "[Clanux Heffron]";
- mes "Aw nuts! Alright, if you";
- mes "go back to the old man, let";
- mes "him know that I found a broken";
- mes "sword from the old Swordman";
- mes "Training Grounds and this";
- mes "cogwheel from the Tool Shop.";
- next;
- mes "[Clanux Heffron]";
- mes "The clues I've found so";
- mes "far don't make any sense!";
- mes "So if you can, convince him to";
- mes "drop me a couple more hints.";
- mes "And give this to the old guy";
- mes "to prove I found it, will you?";
- set HELLIONQ,41;
- getitem 7093,1; //Wheel
- next;
- mes "[Clanux Heffron]";
- mes "That's all I know.";
- mes "At this point you're";
- mes "probably better off";
- mes "searching for these";
- mes "clues on your own...";
- close;
- }
- mes "[Clanux Heffron]";
- mes "So that's what you";
- mes "found? Huh. I'm even";
- mes "more confused. Alright.";
- mes "Well, I found a broken";
- mes "sword in the Swordman";
- mes "Training Grounds.";
- next;
- mes "[Clanux Heffron]";
- mes "Oh, and I also found";
- mes "this old cogwheel in the";
- mes "Tool Shop around here.";
- mes "Here, just take it. Maybe";
- mes "you'll have better luck";
- mes "figuring out what it means.";
- next;
- mes "[Clanux Heffron]";
- mes "But once you do";
- mes "learn anything new,";
- mes "to me and let me know!";
- mes "That's an order, got it?";
- set HELLIONQ,41;
- getitem 7093,1; //Wheel
- close;
- }
- else if (HELLIONQ == 41) {
- mes "[Clanux Heffron]";
- mes "Hey... Didn't I tell";
- mes "you to check out the";
- mes "Tool Shop in case there";
- mes "was anything I missed?";
- mes "Now go! That's an order!";
- close;
- }
- else if (HELLIONQ == 42) {
- mes "[Clanux Heffron]";
- mes "Wha--? I had no idea";
- mes "that sort of thing could";
- mes "be hidden in that training";
- mes "I missed it. Oh, so the Veggie Lady gave you a password and all?";
- next;
- mes "[Clanux Heffron]";
- mes "Huh, I can't make heads";
- mes "or tails of that password.";
- mes "I guess I have no choice but";
- mes "to give you this, the cogwheel clue I found from the Tool Shop.";
- next;
- mes "[Clanux Heffron]";
- mes "I mean, you've been lucky";
- mes "enough till now, so you'll";
- mes "probably be able to stumble";
- mes "upon the answer behind this";
- mes "weird, weird riddle. But you";
- mes "gotta tell me the answer too!";
- next;
- mes "[Clanux Heffron]";
- mes "Alright, now take your";
- mes "cogwheel and get outta";
- mes "here. The sooner you get";
- mes "that clue, the sooner I'll";
- mes "get that Hellion's gem.";
- set HELLIONQ,43;
- getitem 7093,1; //Wheel
- close;
- }
- else if (HELLIONQ == 43) {
- mes "[Clanux Heffron]";
- mes "Hey, hurry up and check";
- mes "the Tool Shop and figure";
- mes "out the meaning of that";
- mes "password! Maybe that weird";
- mes "machine there is a part of";
- mes "this whole puzzle? Nah...";
- close;
- }
- else if (HELLIONQ == 44) {
- mes "[Clanux Heffron]";
- mes "Hey...";
- mes "Didja find anything";
- mes "new in the Tool Shop?";
- next;
- if (select("Pretend that nothing happened.:Share what you learned.") == 1) {
- mes "[" + strcharinfo(0) + "]";
- mes "Nope...";
- mes "I couldn't find any";
- mes "new leads. I guess";
- mes "I have no choice but to";
- mes "go back to Chilias'Tyus,";
- mes "unless you know anything...";
- next;
- mes "[Clanux Heffron]";
- mes "Bah!";
- mes "Freakin' useless!";
- mes "What kind of assistant";
- mes "are you anyway, huh?";
- close;
- }
- mes "[" + strcharinfo(0) + "]";
- mes "Well, I put that cogwheel";
- mes "into that weird machine in";
- mes "the Tool Shop and some kind";
- mes "of number pad came out. Then...";
- mes "Uh, I couldn't figure out what";
- mes "the password was. I'm stuck!";
- next;
- mes "[Clanux Heffron]";
- mes "Oh yeah? Hah! Well, now";
- mes "that the easy part is done, I'll just figure out that secret";
- mes "password myself! Hahaha! That Hellion's gem is as good as mine!";
- close;
- }
- else if (HELLIONQ == 45) {
- mes "[Clanux Heffron]";
- mes "Hey, so you have";
- mes "anything new to report?";
- mes "Oh, and did you learn";
- mes "anything from that weird";
- mes "machine in the Tool Shop?";
- next;
- if (select("Tell him just a little bit.:Don't tell him.") == 1) {
- mes "[" + strcharinfo(0) + "]";
- mes "Well, I put that cogwheel";
- mes "into that weird machine in";
- mes "the Tool Shop and some kind";
- mes "of number pad came out. Then...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "^333333(Wait, I can't trust this";
- mes "guy!)^000000 I put in every single";
- mes "password that I could think";
- mes "of, but nothing happened!";
- mes "I think I'm stuck...";
- next;
- mes "[Clanux Heffron]";
- mes "Oh yeah? Hah! Well, now";
- mes "that the easy part is done, I'll just figure out that secret";
- mes "password myself! Hahaha! That Hellion's gem is as good as mine!";
- set HELLIONQ,46;
- close;
- }
- mes "[Clanux Heffron]";
- mes "Huh. You should be able";
- mes "to get some number pad to";
- mes "come out from that machine.";
- mes "Yeah, I was able to get that";
- mes "far, but I haven't been able";
- mes "to figure out the password...";
- set HELLIONQ,46;
- close;
- }
- else if (HELLIONQ > 45 && HELLIONQ < 71) {
- mes "[Clanux Heffron]";
- mes "Oh hey, it's you.";
- mes "Listen I got this number";
- mes "pad to pop out of that old";
- mes "machine in the Tool Shop,";
- mes "I still don't know what the";
- mes "password for it might be.";
- next;
- mes "[Clanux Heffron]";
- mes "If I couldn't figure";
- mes "it out, and I understand";
- mes "if you couldn't figure this";
- mes "out, then this puzzle must";
- mes "be freakin' impossible!";
- close;
- }
- mes "[Clanux Heffron]";
- mes "Oh man, I am totally";
- mes "lost. What the heck";
- mes "should I be looking for?";
- close;
-}
-
-prontera,223,82,0 script #prt_key-1 111,{
- if (HELLIONQ == 39) {
- mes "^3355FFIt's a training dummy";
- mes "with a gash in its body";
- mes "that looks like it was made";
- mes "by the thrust of a sharp sword.^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Didn't Clanux mention that he";
- mes "found a broken sword around";
- mes "here? Maybe this was exactly";
- mes "where he found it. Let's see...";
- next;
- select("Inspect the dummy's gash");
- mes "^3355FFInside of the dummy's body is";
- mes "a steel bearing with a roughly";
- mes "etched message that reads:^000000";
- mes "^4d4dff''Veggie Lady N9 W3 BINGO.''^000000";
- set HELLIONQ,40;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "What the heck does this";
- mes "even mean? A Veggie Lady?";
- mes "Does Clanux know anything";
- mes "at all about this clue...?";
- close;
- }
- mes "^3355FFIt's a training dummy";
- mes "that was used to hone the";
- mes "skills of new Swordmen...";
- mes "But the Swordman Training";
- mes "Grounds have moved to Izlude.";
- close;
-}
-
-prontera,45,67,0 script #prt_key-1-1 111,1,1,{
-OnTouch:
- if (HELLIONQ == 40 || HELLIONQ == 41) {
- mes "[" + strcharinfo(0) + "]";
- mes "Well, according to the";
- mes "message in that old training";
- mes "dummy, this is where I'm";
- mes "supposed to go. Nine steps";
- mes "north, 3 steps west. And now...";
- mes "Veggie Lady. Okay, okay...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Huh. That's creepy.";
- mes "There's one right there";
- mes "staring at me. But after";
- mes "the words ''Veggie Lady,''";
- mes "all the message says is, um,";
- mes "what was that last word again?";
- next;
- input .@input$;
- if (.@input$ == "BINGO") {
- mes "[" + strcharinfo(0) + "]";
- mes "Of course!";
- mes "''BINGO!'' But";
- mes "I don't see a hall";
- mes "full of old people";
- mes "around here, I--";
- next;
- mes "[Veggie Lady]";
- mes "Finally, you say it.";
- mes "Yeesh, I thought I was";
- mes "going to wait forever for";
- mes "somebody to say that";
- mes "password. Okay, here's";
- mes "the code number you want...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "C-code number?";
- mes "Wait, wh-what...?";
- next;
- mes "[Veggie Lady]";
- mes "Awww...I don't know!";
- mes "I'm only gonna say it";
- mes "now:^4D4DFF 3847147298^000000. One";
- mes "more time, in case you";
- mes "didn't get it:^4D4DFF 3847147298^000000.";
- mes "Don't forget it, adventurer.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Wait... What does";
- mes "this all mean? Won't";
- mes "you tell me more?";
- next;
- mes "[Veggie Lady]";
- mes "No. I've been given";
- mes "explicit instructions";
- mes "to not tell you more.";
- mes "In fact, I hate talking.";
- mes "That's why I sell vegetables.";
- if (HELLIONQ == 40)
- set HELLIONQ,42;
- else if (HELLIONQ == 41)
- set HELLIONQ,43;
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Holy cow...";
- mes "This is all";
- mes "really cloak and";
- mes "dagger type stuff!";
- close;
- }
- mes "[" + strcharinfo(0) + "]";
- mes ""+ .@input$ + "!";
- mes "Hmmm. No, no that couldn't";
- mes "be it. What in the world was that word and why can't I remember it";
- mes "when I seemingly need it most?";
- close;
- }
- end;
-}
-
-prt_in,128,79,0 script Unknown Machine#prt_key 111,{
- if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
- mes "^3355FFHold it right there!";
- mes "You're carrying too many items and don't have enough inventory space to receive any rewards. Please make more inventory space available and come back to take this challenge.";
- close;
- }
- if (HELLIONQ == 43) {
- mes "^3355FFIt's a weird looking";
- mes "machine that looks like";
- mes "it hasn't been used in a";
- mes "while. It looks like the";
- mes "cogwheel that you have";
- mes "would fit perfectly in it...^000000";
- next;
- if (countitem(7093) > 0) {
- if (select("Insert Cogwheel.:Ignore it.") == 1) {
- mes "[" + strcharinfo(0) + "]";
- mes "I just know this";
- mes "cogwheel will fit";
- mes "into this machine!";
- mes "What I don't know is";
- mes "what will happen once";
- mes "this machine works...";
- next;
- mes "^3355FF*Click...!*";
- mes "Once the cogwheel is";
- mes "fit into the machine and";
- mes "turned, the device hums";
- mes "to life and a panel opens,";
- mes "revealing a numeric keypad.^000000";
- delitem 7093,1; //Wheel
- set HELLIONQ,44;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I guess that I've got";
- mes "to input some kind of";
- mes "numeric password...";
- mes "Ah, right, the numbers";
- mes "that Veggie Lady gave me!";
- next;
- input .@input$;
- if (.@input$ == "3847147298") {
- mes "^3355FFThe machine responds to";
- mes "the password with a pleasant";
- mes "chime, confirming that you've";
- mes "input the correct numbers.";
- mes "The keypad slides open to";
- mes "reveal a piece of a tablet.^000000";
- next;
- mes "^3355FFThe message engraved on";
- mes "this tablet reads: ''This is for";
- mes "Christopher, my dear friend";
- mes "who I met in Prontera. To the";
- mes "one who finds this, please seek";
- mes "out the next piece of this tablet";
- mes "in the city of thickest forest.''^000000";
- next;
- mes "^3355FFThe message is signed";
- mes "by someone named Tyus.";
- mes "It would be best to bring";
- mes "this back to Sir Chilia'Tyus";
- mes "and confirm that this was";
- mes "made by his grandfather...^000000";
- set HELLIONQ,45;
- getitem 7333,1; //Piece_Of_Slate_1
- close;
- }
- mes "The machine responds to";
- mes "the password with an abrupt,";
- mes "screeching beep and the entire";
- mes "machine shuts down. You'll have to try entering the password again.";
- close;
- }
- mes "["+ strcharinfo(0) +"]";
- mes "Eh...";
- mes "Forget it.";
- close;
- }
- mes "[" + strcharinfo(0) + "]";
- mes "Uh oh...";
- mes "Where did I put";
- mes "the cogwheel that";
- mes "Clanux Heffron gave me?";
- close;
- }
- else if (HELLIONQ == 44) {
- mes "[" + strcharinfo(0) + "]";
- mes "Okay, let me see";
- mes "if I can enter the";
- mes "right number this time...";
- next;
- input .@input$;
- if (.@input$ == "3847147298") {
- mes "^3355FFThe machine responds to";
- mes "the password with a pleasant";
- mes "chime, confirming that you've";
- mes "input the correct numbers.";
- mes "The keypad slides open to";
- mes "reveal a piece of a tablet.^000000";
- next;
- mes "^3355FFThe message engraved on";
- mes "this tablet reads: ''This is for";
- mes "Christopher, my dear friend";
- mes "who I met in Prontera. To the";
- mes "one who finds this, please seek";
- mes "out the next piece of this tablet";
- mes "in the city of thickest forest.''^000000";
- next;
- mes "^3355FFThe message is signed";
- mes "by someone named Tyus.";
- mes "It would be best to bring";
- mes "this back to Sir Chilia'Tyus";
- mes "and confirm that this was";
- mes "made by his grandfather...^000000";
- set HELLIONQ,45;
- getitem 7333,1; //Piece_Of_Slate_1
- close;
- }
- mes "[" + strcharinfo(0) + "]";
- mes "The machine responds to";
- mes "the password with an abrupt,";
- mes "screeching beep and the entire";
- mes "machine shuts down. You'll have to try entering the password again.";
- close;
- }
- mes "^3355FFIt's some sort of";
- mes "strange looking machine";
- mes "with a mysterious purpose.^000000";
- close;
-}
-
-payon,182,132,3 script Grout'he Tuccok#hellion 48,{
- if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
- mes "^3355FFHold it right there!";
- mes "You're carrying too many items and don't have enough inventory space to receive any rewards. Please make more inventory space available and come back to take this challenge.";
- close;
- }
- if (HELLIONQ < 47) {
- mes "[Grout'he]";
- mes "Hey...";
- mes "Hey you!";
- mes "What are you";
- mes "looking at?!";
- mes "Get outta my";
- mes "face, ya jerkwad.";
- close;
- }
- else if (HELLIONQ == 47) {
- mes "[Grout'he]";
- mes "What...?";
- mes "You got something";
- mes "to tell me or are you";
- mes "just bein' a rude prick";
- mes "and staring at me like";
- mes "this is your turf?!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I'm sorry, but well...";
- mes "Chilias'Tyus told me that";
- mes "you might know something";
- mes "about a piece of a tablet--";
- next;
- mes "[Grout'he]";
- mes "What? Oh, so Chilias'Tyus";
- mes "is lookin for the gem too, eh?";
- mes "Ooh, that's right. He wants to";
- mes "seal its evil or something.";
- mes "Yeah, yeah. That's a good";
- mes "cause. Real noble and all...";
- next;
- mes "[Grout'he]";
- mes "Tell you what. The only reason";
- mes "I want that gem is to sell it so I can pay off all my debts. But";
- mes "if I sell you the clues I found, I'll get the zeny I need and the";
- mes "gem will be in good hands too.";
- next;
- mes "[Grout'he]";
- mes "So what do you say?";
- mes "It's not a bad deal if";
- mes "you think about it and";
- mes "we might as well kill";
- mes "two birds with one stone...";
- next;
- if (select("Alright, I'll buy your clues.:Why the hell should I pay you?!") == 1) {
- mes "[Grout'he]";
- mes "Oh man, thanks a lot.";
- mes "Alright, all I'm asking";
- mes "for is 10,000 zeny. You get";
- mes "my clues and I'll let you know";
- mes "where I found 'em, in case";
- mes "you can find something new.";
- next;
- if (Zeny > 9999) {
- if ((MaxWeight-Weight) > 1000 ) {
- mes "[Grout'he]";
- mes "There you go!";
- mes "Thanks for the cash~";
- mes "(Now I won't have to";
- mes "get my knees all broken!)";
- mes "Oh, and let me mark your";
- mes "Mini-Map for you real quick...";
- next;
- mes "[Grout'he]";
- mes "You see this here?";
- mes "It's where I found the";
- mes "Skirt of Virgin I'm about";
- mes "to give you. So check that";
- mes "spot out and see if you find";
- mes "anything new and interesting.";
- viewpoint 1,101,190,1,0xFFFF00;
- next;
- mes "[Grout'he]";
- mes "Here you go, pal...";
- mes "A Stone Heart, Green Herb,";
- mes "some Grape Juice and one";
- mes "clean and pure Skirt of Virgin.";
- mes "If you got any more questions,";
- mes "I guess you can ask me later~";
- set zeny,zeny-10000;
- set HELLIONQ,48;
- getitem 953,1; //Stone_Heart
- getitem 511,1; //Green_Herb
- getitem 533,1; //Grape_Juice
- getitem 1049,1; //Skirt_Of_Virgin
- close;
- }
- mes "[Grout'he]";
- mes "Whoa whoa...";
- mes "But you don't got any room";
- mes "in your inventory to hold";
- mes "what I wanna give you. It'd";
- mes "probably be best to stash your";
- mes "stuff in Kafra Storage, yeah?";
- close;
- }
- mes "[Grout'he]";
- mes "Oh hey...";
- mes "You don't got the zeny.";
- mes "Sorry pal, but I've really got";
- mes "to pay my debts somehow.";
- mes "I don't know if I'm allowed";
- mes "to really talk about it...";
- mes "^333333*Sob*^000000";
- close;
- }
- mes "[Grout'he]";
- mes "Why the hell should you";
- mes "pay me?! Hey, aren't you";
- mes "looking for the gem to help";
- mes "the world? Well, I happen to";
- mes "be a little part of this world,";
- mes "so why don't you help me first?";
- next;
- mes "[Grout'he]";
- mes "Man, you might not";
- mes "know it, but the money";
- mes "you give me will save";
- mes "a life. My own! Dude, how";
- mes "can you be so insensitive?";
- close;
- }
- else if (HELLIONQ == 48) {
- mes "[Grout'he]";
- mes "You forgot where I told";
- mes "you to look for more clues?";
- mes "Eh, I'll let you know once";
- mes "again, sure. Keep your eye";
- mes "on your Mini-Map, got it?";
- viewpoint 1,101,190,1,0xFFFF00;
- next;
- mes "[Grout'he]";
- mes "Alright...";
- mes "Good luck out there.";
- mes "I really hope you can";
- mes "keep the gem out of the";
- mes "wrong hands. Of course, I was gonna just sell it, but...";
- close;
- }
- else if (HELLIONQ == 49) {
- mes "[Grout'he]";
- mes "You've been to the";
- mes "first location? Good.";
- mes "Okay, now look over here.";
- mes "Check your Mini-Map to";
- mes "see where I found that";
- mes "Stone Heart, got it?";
- viewpoint 1,82,109,2,0xFFFF00;
- close;
- }
- else if (HELLIONQ == 50) {
- mes "[Grout'he]";
- mes "Alright, here's where";
- mes "I found that Green Herb.";
- mes "You know you can use that";
- mes "to counter poison, right?";
- mes "Check that place to see if";
- mes "there's anything I missed.";
- viewpoint 1,239,56,3,0xFFFF00;
- close;
- }
- else if (HELLIONQ == 51) {
- mes "[Grout'he]";
- mes "Okay, here's the last";
- mes "place you should double";
- mes "check, the place where";
- mes "I nabbed that Grape";
- mes "Juice. Good luck~";
- viewpoint 1,243,160,4,0xFFFF00;
- close;
- }
- else if (HELLIONQ == 52) {
- mes "[Grout'he]";
- mes "Oh, you need some help";
- mes "in figuring out the clues?";
- mes "Heh. Alright, let's see.";
- mes "You want me to help";
- mes "you in making sense of";
- mes "this weird riddle?";
- next;
- if (select("Yes, please!:No, thanks~") == 1) {
- mes "[Grout'he]";
- mes "Alright now. All those";
- mes "messages said stuff about";
- mes "one sized clothing, dried";
- mes "fish and green herbs, wine...";
- mes "Huh. It doesn't make sense.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "What...?";
- mes "I could have";
- mes "told you that!";
- next;
- mes "[Grout'he]";
- mes "Wait, wait.";
- mes "Let's mark all the";
- mes "clue locations again";
- mes "on your Mini-Map.";
- mes "Okay, we've got four";
- mes "dots around Payon.";
- viewpoint 1,243,160,4,0xFFFF00;
- viewpoint 1,239,56,3,0xFFFF00;
- viewpoint 1,82,109,2,0xFFFF00;
- viewpoint 1,101,190,1,0xFFFF00;
- next;
- mes "[Grout'he]";
- mes "Alright, now if";
- mes "I connect and intersect";
- mes "all the lines, there's";
- mes "a point in the middle.";
- mes "Why don't you check";
- mes "this middle point, eh?";
- viewpoint 1,159,129,5,0xFFFF00;
- next;
- mes "[Grout'he]";
- mes "Now, this location";
- mes "is a house, and I know";
- mes "it's pretty random, but";
- mes "it's all we got. Heck,";
- mes "all these clues make";
- mes "less sense than this!";
- set HELLIONQ,53;
- close;
- }
- mes "[Grout'he]";
- mes "Oh yeah?";
- mes "Well listen, I dunno,";
- mes "but this looks to be one";
- mes "of those situations where";
- mes "two heads are better than one.";
- mes "I think we oughta team up~";
- close;
- }
- else if (HELLIONQ > 52 && HELLIONQ < 55) {
- mes "[Grout'he]";
- mes "Hey, how's it goin'";
- mes "looking for that one";
- mes "piece of the tablet?";
- mes "It's a lot of trouble,";
- mes "but I guess that's the";
- mes "case with all treasure.";
- close;
- }
- else if (HELLIONQ == 55) {
- mes "[Grout'he]";
- mes "Oh, so all of those";
- mes "items came in handy?";
- mes "I don't believe it! So";
- mes "this puzzle actually";
- mes "makes sense?! So";
- mes "what'd the slab say?";
- next;
- mes "[Grout'he]";
- mes "''Compassionate one?''";
- mes "Oh hey, there's a giant";
- mes "stone statue over in the";
- mes "Archer Village that fits";
- mes "that description perfectly!";
- mes "You should check it out.";
- set HELLIONQ,56;
- close;
- }
- else if (HELLIONQ == 56) {
- mes "[Grout'he]";
- mes "Hey, you really ought";
- mes "to check out the huge";
- mes "stone statue over in the";
- mes "Archer Village. Now that";
- mes "I think about it, it's the";
- mes "perfect hiding place!";
- close;
- }
- else if (HELLIONQ == 57) {
- mes "[Grout'he]";
- mes "Hey, this is great!";
- mes "You actually found the";
- mes "next piece of the tablet!";
- mes "You better take this back";
- mes "to Chilias'Tyus right now~";
- next;
- mes "[Grout'he]";
- mes "Oh. And um, thanks";
- mes "for being willing to pay";
- mes "me in cash for all those";
- mes "little bitty clues. I won't";
- mes "forget your help, pal~";
- close;
- }
- else if (HELLIONQ > 57 && HELLIONQ < 71) {
- mes "[Grout'he]";
- mes "Hey, be careful if";
- mes "you manage to find that";
- mes "Hellion's gem. I dunno if";
- mes "it's true, but maybe old";
- mes "Tyus was right. Maybe it";
- mes "does hold a wicked power...";
- close;
- }
- else {
- mes "[Grout'he]";
- mes "Life sure is a lot";
- mes "less tense without";
- mes "having debt to worry";
- mes "about. I could get";
- mes "real used to this...";
- close;
- }
-}
-
-payon,101,190,0 script #paypuzz1 -1,1,1,{
-OnTouch:
- if (HELLIONQ == 48) {
- mes "[" + strcharinfo(0) + "]";
- mes "Well, this is where";
- mes "Grout'he told me to look.";
- mes "Ooh, there's something";
- mes "written on the ceiling. Um,";
- mes "let's see... ''This garment";
- mes "is one size fits all.''";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "That's it...?";
- mes "Hopefully this will";
- mes "make more sense once";
- mes "I find more clues. I hope.";
- set HELLIONQ,49;
- close;
- }
- end;
-}
-
-payon,82,109,3 script Pile of Stone#paypuzz2 111,{
- if (HELLIONQ == 49) {
- mes "[" + strcharinfo(0) + "]";
- mes "Well, this is the place";
- mes "that Grout'he told me about.";
- mes "Let's see, there's an engraving";
- mes "here that says, ''I used to pray for peaceful days here.'' Okay.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Man...";
- mes "This better not be";
- mes "one of those puzzles";
- mes "that looks easy once";
- mes "I get the answer. Well,";
- mes "if I ever get it, that is.";
- set HELLIONQ,50;
- close;
- }
-}
-
-payon,239,56,3 script Dried Fish#paypuzz3 111,{
- if (HELLIONQ == 50) {
- mes "[" + strcharinfo(0) + "]";
- mes "So... Dried fish all";
- mes "around me. This is getting";
- mes "to be nonsense. Let's see,";
- mes "this message says, ''Green";
- mes "Herbs are very useful for";
- mes "getting rid of fish smells.''";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I got it...!";
- mes "Whoever made up";
- mes "these clues must be";
- mes "some sort of crazy man!";
- mes "It's the only explanation!";
- set HELLIONQ,51;
- close;
- }
-}
-
-payon,240,160,3 script Vat#paypuzz4 111,{
- if (HELLIONQ == 51) {
- mes "[" + strcharinfo(0) + "]";
- mes "Alright, the last";
- mes "place I have to check.";
- mes "It's a big old vat with a";
- mes "message here too. Now";
- mes "let me see, there should";
- mes "be a message here too. Ah--!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "This says, ''What will it be?";
- mes "Wine or Grape Juice? Oh,";
- mes "but I much prefer wine.'' Okay,";
- mes "what does this have to do with";
- mes "that Hellion's gem? Weird...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Am I missing something?";
- mes "I think I really need help in";
- mes "figuring this out. Hmm...";
- set HELLIONQ,52;
- close;
- }
-}
-
-payon,159,129,3 script Wooden Floor#paypuzz5 111,{
- if (HELLIONQ == 53) {
- mes "[" + strcharinfo(0) + "]";
- mes "Hey, the floor around";
- mes "here doesn't seem very";
- mes "solid. Maybe there's";
- mes "something underneath?";
- next;
- if (select("Just check the floor.:Dig through the dust.") == 1) {
- mes "^3355FFYou examine the floor,";
- mes "but are unable to find";
- mes "anything that resembles";
- mes "a clue to the location";
- mes "of the Hellion's gem";
- mes "or a tablet piece.^000000";
- close;
- }
- mes "[" + strcharinfo(0) + "]";
- mes "Oh man, there's";
- mes "so much dust! What";
- mes "can I do about all of";
- mes "this nasty dirt in the air?";
- next;
- if (countitem(953) > 0 && countitem(533) > 0 && countitem(511) > 0 && countitem(1049) > 0) {
- mes "[" + strcharinfo(0) + "]";
- mes "Well, there are all these";
- mes "clues Grout'he found. It sucks,";
- mes "but I'll use this Grape Juice";
- mes "to sort of keep this dust from";
- mes "kicking up. And if I put my morals^FFFFFFa^000000 on hold, I'll cover my face...";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "...With this Skirt of Virgin.";
- mes "Oh, and I can use this Stone";
- mes "Heart to prop any floor boards";
- mes "I tilt while I look underneath";
- mes "this floor. Oh hey! I found it!";
- mes "It's... It's another clue!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Wait, wait...";
- mes "I can't read the";
- mes "engraving on this";
- mes "stone slab, it's way";
- mes "too old. Let's see...";
- next;
- mes "^3355FFYou cover the surface";
- mes "of the slab and begin";
- mes "to rub a Green Herb over";
- mes "it. Fortunately, the juice from";
- mes "the Green Herb makes the";
- mes "engraving appear more clearly.^000000";
- delitem 953,1; //Stone_Heart
- delitem 511,1; //Green_Herb
- delitem 533,1; //Grape_Juice
- delitem 1049,1; //Skirt_Of_Virgin
- set HELLIONQ,54;
- next;
- mes "[Stone Engraving]";
- mes "^4D4DFF''This has been entrusted to";
- mes "the care of the compassionate";
- mes "one so that my friends may";
- mes "find peace. To he who finds";
- mes "this, remember that avarice";
- mes "knows no bounds. --Tyus.''^000000";
- set HELLIONQ,55;
- close;
- }
- mes "[" + strcharinfo(0) + "]";
- mes "Where did I leave";
- mes "all that stuff I got from";
- mes "Grout'he? Let's see,";
- mes "there was a Green Herb,";
- mes "a Stone Heart, Grape Juice";
- mes "and one Skirt of Virgin...";
- close;
- }
- else if (HELLIONQ == 54) {
- mes "[Stone Engraving]";
- mes "^4D4DFF''This has been entrusted to";
- mes "the care of the compassionate";
- mes "one so that my friends may";
- mes "find peace. To he who finds";
- mes "this, remember that avarice";
- mes "knows no bounds. --Tyus.''^000000";
- set HELLIONQ,55;
- close;
- }
- else if (HELLIONQ > 54) {
- mes "[Stone Engraving]";
- mes "^4D4DFF''This has been entrusted to";
- mes "the care of the compassionate";
- mes "one so that my friends may";
- mes "find peace. To he who finds";
- mes "this, remember that avarice";
- mes "knows no bounds. --Tyus.''^000000";
- close;
- }
-}
-
-pay_arche,142,28,0 script Buddha Statue#paypuzz6 111,5,5,{
- if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
- mes "^3355FFHold it right there!";
- mes "You're carrying too many items and don't have enough inventory space to receive any rewards. Please make more inventory space available and come back to take this challenge.";
- close;
- }
- if (HELLIONQ == 56) {
- mes "[" + strcharinfo(0) + "]";
- mes "Hey, here's a huge";
- mes "stone statue. This";
- mes "must be what Grout'he";
- mes "was telling me about.";
- next;
- mes "[Echoing Voice]";
- mes "^4d4dffYou must...";
- mes "You must be...^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "What the--?";
- mes "There's a voice";
- mes "inside my head!";
- mes "And it's not even mine!";
- next;
- mes "[Echoing Voice]";
- mes "You who have come";
- mes "for the Tablet Piece,";
- mes "I shall judge whether";
- mes "or not you are worthy.";
- mes "Answer this one question.";
- next;
- mes "[Echoing Voice]";
- mes "You are in a situation";
- mes "in which you will die,";
- mes "but if you cause the death";
- mes "of another person, you will";
- mes "surely save yourself. So...";
- mes "What do you do?";
- next;
- switch(select("I will kill to survive.:I have no choice, but to die.:I won't kill, but I'll find a way to live!:I'll ask that person if it's okay to kill him.")) {
- case 1:
- mes "[Echoing Voice]";
- mes "There is a primal truth";
- mes "to your answer. However...";
- mes "You have chosen poorly.";
- close2;
- percentheal -100,0;
- end;
- case 2:
- mes "[Echoing Voice]";
- mes "There is a kindness and";
- mes "compassion in your answer";
- mes "that is indeed rare. However,";
- mes "where is the respect for your";
- mes "own life? If you are that willing to throw it away, you are no hero.";
- close2;
- percentheal -100,0;
- end;
- case 3:
- mes "[Echoing Voice]";
- mes "Yes. Love for all life,";
- mes "including your own, is";
- mes "a trait that all true heroes";
- mes "must have. You have chosen...";
- mes "Wisely. Please, take this into";
- mes "your capable hands, adventurer.";
- next;
- mes "^3355FFA stone slab at the foot";
- mes "of the statue slides open,";
- mes "revealing a piece of the";
- mes "tablet that will lead you";
- mes "to the Hellion's gem.";
- set HELLIONQ,57;
- getitem 7334,1; //Piece_Of_Slate_2
- close;
- case 4:
- mes "[Echoing Voice]";
- mes "The veneer of honesty in";
- mes "your answer is surpassed by";
- mes "your own cowardice. You have";
- mes "chosen extremely poorly...";
- close2;
- percentheal -100,0;
- end;
- }
- }
-
-OnTouch:
- if (HELLIONQ == 56 && countitem(7333) > 0) {
- specialeffect2 EF_HEAL2;
- specialeffect EF_HEAL2;
- mes "^3355FFThe piece of tablet";
- mes "that you have is shining";
- mes "with light as if in response";
- mes "to something in the area.^000000";
- close;
- }
- end;
-}
-
-geffen,110,200,3 script Sage Welshyun#hellion 754,3,3,{
- if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
- mes "^3355FFHold it right there!";
- mes "You're carrying too many items and don't have enough inventory space to receive any rewards. Please make more inventory space available and come back to take this challenge.";
- close;
- }
- if (HELLIONQ < 58) {
- mes "[Welshyun]";
- mes "Hm? Oh, pardon me.";
- mes "I didn't notice you. I was";
- mes "far too occupied thinking";
- mes "deep important thoughts";
- mes "that your puny little mind";
- mes "couldn't possibly fathom.";
- close;
- }
- else if (HELLIONQ == 58) {
- specialeffect2 EF_HEAL2;
- specialeffect EF_HEAL2;
- mes "[Welshyun]";
- mes "That...";
- mes "That eerie glow...";
- next;
- mes "[Welshyun]";
- mes "You! Identify yourself";
- mes "and explain how you came";
- mes "about to get those tablet";
- mes "pieces! Now answer me!";
- next;
- mes "[Welshyun]";
- mes "Ah, forgive me. You're";
- mes "helping Chilias, are you?";
- mes "I see. So you must be here";
- mes "to seek my help in finding";
- mes "the final piece, am I correct?";
- next;
- if (select("Shut up, I know you have it, so give it!:Yes, please help me.") == 1) {
- mes "[Welshyun]";
- mes "Such insolence!";
- mes "Huh. I suppose Chilias";
- mes "may have misjudged you";
- mes "when he entrusted you with";
- mes "this important mission. Huh.";
- mes "A reevaluation is in order...";
- set HELLIONQ,60;
- close;
- }
- mes "[Welshyun]";
- mes "Of course, in the";
- mes "interest of mankind,";
- mes "I shall help you. But first,";
- mes "I have a favor to ask of you.";
- next;
- mes "[Welshyun]";
- mes "My student in the Geffen";
- mes "Tower has not reported back to";
- mes "me about his research project,";
- mes "so I would like for you to find";
- mes "him and retrieve the report";
- mes "for me. Not a big deal, right?";
- next;
- mes "[Welshyun]";
- mes "The title of his report";
- mes "should be, ''^4D4DFFMonster Life";
- mes "in the Geffen Area^000000,'' so";
- mes "please remember that.";
- mes "Ah, and my student's";
- mes "name is Enoz.";
- set HELLIONQ,59;
- close;
- }
- else if (HELLIONQ == 59) {
- mes "[Welshyun]";
- mes "Please bring me the";
- mes "report entitled, ''^4D4DFFMonster";
- mes "Life in the Geffen Area^000000,''";
- mes "from my student Enoz in";
- mes "the Geffen Tower. Thank";
- mes "you, I appreciate your help.";
- close;
- }
- else if (HELLIONQ == 60) {
- mes "[Welshyun]";
- mes "^333333*Ahem*^000000 Oh dear me...";
- mes "I'm unfathomably thirsty...";
- mes "There's no way I can do any";
- mes "serious thinking with such";
- mes "a dry, parched throat...";
- set HELLIONQ,61;
- close;
- }
- else if (HELLIONQ == 61) {
- if (countitem(504) > 0) {
- mes "[Welshyun]";
- mes "Oh, a White Potion?";
- mes "Yes, may I please have";
- mes "one? Ahh, most refreshing~";
- mes "You may not be such a bad";
- mes "person after all! Now shall I help you find that tablet piece?";
- next;
- mes "[Welshyun]";
- mes "Of course, in the";
- mes "interest of mankind,";
- mes "I shall help you. But first,";
- mes "I have a favor to ask of you.";
- next;
- mes "[Welshyun]";
- mes "My student in the Geffen";
- mes "Tower has not reported back to";
- mes "me about his research project,";
- mes "so I would like for you to find";
- mes "him and retrieve the report";
- mes "for me. Not a big deal, right?";
- next;
- mes "[Welshyun]";
- mes "The title of his report";
- mes "should be, ''^4D4DFFMonster Life";
- mes "in the Geffen Area^000000,'' so";
- mes "please remember that.";
- mes "Ah, and my student's";
- mes "name is Enoz.";
- delitem 504,1; //White_Potion
- set HELLIONQ,62;
- close;
- }
- mes "[Welshyun]";
- mes "Oh...! Still so...";
- mes "Exasperatingly thirsty!";
- mes "If I only had something";
- mes "cool, refreshing and with";
- mes "a high restorative value";
- mes "to quench this thirst!";
- close;
- }
- else if (HELLIONQ == 62) {
- mes "[Welshyun]";
- mes "Please bring me the";
- mes "report entitled, ''^4D4DFFMonster";
- mes "Life in the Geffen Area^000000,''";
- mes "from my student Enoz in";
- mes "the Geffen Tower. Thank";
- mes "you, I appreciate your help.";
- close;
- }
- else if (HELLIONQ == 63) {
- mes "[Welshyun]";
- mes "Hm? What's that strange";
- mes "expression on your face?";
- mes "Prank? Oh please. Such";
- mes "chicanery is beneath me...";
- mes "But even if I did play a joke, believe me. It builds character.";
- next;
- mes "[Welshyun]";
- mes "First and foremost,";
- mes "I want to test you to see";
- mes "if you are worthy of this";
- mes "tablet piece. I want to see";
- mes "for myself if you are a person";
- mes "of honor. Someone of character.";
- next;
- mes "[Welshyun]";
- mes "Oh yes, I accidentally";
- mes "took this Master Science";
- mes "Reference Book from Enoz,";
- mes "so would you please return it";
- mes "to him for me? Oh, and please";
- mes "bring back 1 Blue Gemstone.";
- next;
- mes "^3355FFYou received the";
- mes "incredibly heavy tome,";
- mes "the Master Science";
- mes "Reference Book.^000000";
- set HELLIONQ,64;
- close;
- }
- else if (HELLIONQ == 64) {
- mes "[Welshyun]";
- mes "Please deliver the Master";
- mes "Science Reference Book to";
- mes "Enoz, and come back to me";
- mes "with 1 Blue Gemstone.";
- close;
- }
- else if (HELLIONQ == 65) {
- if (countitem(717) > 0) {
- mes "[Welshyun]";
- mes "Thank you. You've";
- mes "brought the book to Enoz";
- mes "and delivered a Gemstone";
- mes "to me as I've asked. Now,";
- mes "there is one final test...";
- next;
- mes "[Welshyun]";
- mes "Answer this question.";
- mes "Where is the abode of the";
- mes "departed souls with a shining";
- mes "silver roof that is mentioned";
- mes "in the third part of the ballad";
- mes "of Grimnir? Well, adventurer?";
- next;
- input .@input$;
- if (.@input$ == "Valaskjalf") {
- mes "[Welshyun]";
- mes "Ah, well met, well met.";
- mes "You are as well learned as";
- mes "you are brave. As promised,";
- mes "you may have this piece of";
- mes "the tablet, which I've already found. The clues were too simple...";
- delitem 717,1; //Blue_Gemstone
- set HELLIONQ,66;
- getitem 7336,1; //Piece_Of_Slate_4
- next;
- mes "[Welshyun]";
- mes "Please send my regards";
- mes "to my dear friend, Chilias,";
- mes "who has dedicated his life";
- mes "to sealing the evil within";
- mes "the Hellion's gem.";
- close;
- }
- mes "[Welshyun]";
- mes "Bwahahaah! Only";
- mes "a superior mind could";
- mes "know the answer to such";
- mes "a question! Go forth and";
- mes "learn the answer, else";
- mes "I cannot help you, adventurer~";
- close;
- }
- mes "[Welshyun]";
- mes "Ah, I've heard that";
- mes "Enoz received the Master";
- mes "Science Reference Book";
- mes "from you. But did you remember";
- mes "to bring me a Blue Gemstone?";
- close;
- }
- else if (HELLIONQ == 66) {
- mes "[Welshyun]";
- mes "Hm. You should visit";
- mes "Chilias and determine";
- mes "your next course of action,";
- mes "now that you have all four";
- mes "of the pieces of the tablet.";
- close;
- }
- else if (HELLIONQ == 67) {
- if (countitem(7333) > 0 && countitem(7334) > 0 && countitem(7335) > 0 && countitem(7336) > 0) {
- mes "[Welshyun]";
- mes "Hm? Did you need";
- mes "me to combine all four";
- mes "pieces of the tablet and";
- mes "make it whole again? Oh.";
- mes "All this time I thought you";
- mes "knew how to do it. Alright.";
- next;
- mes "[Welshyun]";
- mes "As a matter of fact,";
- mes "I was planning on using";
- mes "the Blue Gemstone you gave";
- mes "me to do this. But since you";
- mes "never really asked... In any";
- mes "case, let me concentrate.";
- next;
- mes "[Welshyun]";
- mes "Shadows remembered by time.";
- mes "Help me retrieve the forgotten";
- mes "stories that have been scattered in the wind. Right here. Right now.";
- specialeffect EF_BEGINSPELL2;
- next;
- mes "[Welshyun]";
- mes "...";
- mes "Okay...";
- mes "That was tough.";
- specialeffect EF_SPELLBREAKER;
- next;
- mes "[Welshyun]";
- mes "That was tough";
- mes "complete tablet.";
- mes "Please bring this";
- mes "safely back to Chilias.";
- delitem 7333,1; //Piece_Of_Slate_1
- delitem 7334,1; //Piece_Of_Slate_2
- delitem 7335,1; //Piece_Of_Slate_3
- delitem 7336,1; //Piece_Of_Slate_4
- set HELLIONQ,68;
- getitem 7332,1; //Slate
- next;
- mes "[Welshyun]";
- mes "Wait, take a look!";
- mes "There's a map on the back";
- mes "of the tablet. Although the gem";
- mes "is already embedded within the";
- mes "tablet, who knows where this map may lead? Perhaps Hellion Revenant?";
- next;
- mes "[Welshyun]";
- mes "I don't know if Chilias";
- mes "told you, but the name of";
- mes "the monster that guards and";
- mes "follows this gem is Hellion";
- mes "Revenant. But why mark its";
- mes "location on this tablet?";
- next;
- mes "[Welshyun]";
- mes "Well, it will be dangerous, but";
- mes "I'm sure that you're strong enough to confront this monster. I believe";
- mes "it was the wish of this tablet's creator for someone to defeat";
- mes "the Hellion Revenant...";
- next;
- if (select("Alright, I'll do it!:I better get this tablet to Chilias...") == 1) {
- mes "[Welshyun]";
- mes "Well, I'm almost certain";
- mes "this map will lead you to";
- mes "Hellion Revenant. Let me";
- mes "warp you to the location";
- mes "marked on the tablet's map...";
- close2;
- warp "gef_fild09",368,88;
- end;
- }
- mes "[Welshyun]";
- mes "Yes, that's true.";
- mes "Chilias has been waiting";
- mes "his whole life to seal this";
- mes "gem. Plus, who knows what";
- mes "may happen while it is in";
- mes "your possession?";
- close;
- }
- mes "[Welshyun]";
- mes "So, were you able";
- mes "to deliver the tablet";
- mes "and the Hellion's gem to";
- mes "Chilias safely? I hope so...";
- close;
- }
- else if (HELLIONQ > 67 && HELLIONQ < 71) {
- mes "[Welshyun]";
- mes "So, were you able";
- mes "to deliver the tablet";
- mes "and the Hellion's gem to";
- mes "Chilias safely? Ah, and";
- mes "how has my friend been?";
- close;
- }
- else {
- mes "[Welshyun]";
- mes "Heh heh~";
- mes "Enoz must be";
- mes "panicking right";
- mes "about now. Oh,";
- mes "students are always";
- mes "good for a laugh...";
- close;
- }
-
-OnTouch:
- if (HELLIONQ == 58 && countitem(7335) > 0) {
- specialeffect2 EF_HEAL2;
- specialeffect EF_HEAL2;
- mes "^3355FFThe piece of tablet";
- mes "that you have is shining";
- mes "with light as if in response";
- mes "to something in the area.^000000";
- close;
- }
- end;
-}
-
-gef_tower,116,37,0 script Enoz#hellion 748,{
- if (HELLIONQ == 59 || HELLIONQ == 62) {
- mes "[Enoz]";
- mes "It's gone, it's gone!";
- mes "Where the hell did it go?!";
- mes "Oh man, who could have";
- mes "taken it? Wait, was it... You?!";
- next;
- if (select("Actually, Welshyun sent me.:No way man, don't go nuts.") == 1) {
- mes "[Enoz]";
- mes "My mentor, Welshyun?";
- mes "Huh. Is there a report";
- mes "I haven't submitted to him";
- mes "yet? So what was it called?";
- next;
- input .@input$;
- if (.@input$ == "Monster Life in the Geffen Area") {
- mes "[Enoz]";
- mes "''Monster Life in";
- mes "the Geffen Area?''";
- mes "Oh no. My mentor took";
- mes "that three days ago!";
- mes "Is he still up to his";
- mes "old tricks again?";
- next;
- mes "[Enoz]";
- mes "Awww nuts!";
- mes "Where the heck is";
- mes "my Master Science";
- mes "Reference Book? ";
- mes "It was right here";
- mes "three days ago...";
- set HELLIONQ,63;
- close;
- }
- mes "[Enoz]";
- mes "" + .@input$ + "?";
- mes "I haven't completed";
- mes "any research related";
- mes "to that subject. Or did I?";
- mes "Anyway, I need the exact";
- mes "name of the report you want!";
- close;
- }
- mes "[Enoz]";
- mes "Nuts?! Oh, you wanna";
- mes "see crazy, is that it?! You";
- mes "wanna see insaaaane?!";
- mes "Cuz I'll go freakin' medieval";
- mes "if you keep bothering me!!";
- close;
- }
- else if (HELLIONQ == 63) {
- mes "[Enoz]";
- mes "My mentor Welshyun's";
- mes "been playing jokes again,";
- mes "so you better go talk to him.";
- mes "Damn. Where is that Master";
- mes "Science Reference Book?";
- close;
- }
- else if (HELLIONQ == 64) {
- mes "[Enoz]";
- mes "Oh hey, I remember you~";
- mes "So did my mentor send you";
- mes "to me again for some reason?";
- next;
- mes "^3355FFYou cautiously hand Enoz the";
- mes "Master Science Reference Book.^000000";
- next;
- mes "[Enoz]";
- mes "Yes! Oh yes!";
- mes "This is the book";
- mes "I lost three days";
- mes "ago! Thanks so much!";
- mes "Now I can finally finish";
- mes "this research project that--";
- next;
- mes "[Enoz]";
- mes "Wait, the page I really";
- mes "need is missing! And there's";
- mes "some sort of note... Umm...";
- mes "^333333''Enoz, I think this page";
- mes "is worth at least one Apple";
- mes "Juice. Right? --Welshyun.''^000000";
- next;
- mes "[Enoz]";
- mes "NOooOOoOo!";
- mes "Not agaaaaain!";
- mes "Why is he always";
- mes "playing these pranks?!";
- mes "Apple Juice! I need";
- mes "some Apple Juice!";
- set HELLIONQ,65;
- next;
- mes "^3355FFIt looks like it's time";
- mes "to get 1 Blue Gemstone,";
- mes "and then bring it back";
- mes "to Welshyun the Sage.^000000";
- close;
- }
- mes "[Enoz]";
- mes "Gone! It's gone!";
- mes "Where did the book";
- mes "I really need go to?";
- mes "Oh no oh no oh no oh no!";
- mes "Waaaaaah, I'm gonna cry!";
- close;
-}
-
-gef_fild09,296,59,0 script Hidden Cave#hellion 111,3,3,{
- if (HELLIONQ == 68) {
- mes "^3355FFAmongst the wild bushes";
- mes "and overgrown grass, you";
- mes "see a large rock slab that";
- mes "resembles a door. As you";
- mes "come closer, you can see a";
- mes "groove on the rock's surface.^000000";
- next;
- if (select("Insert the Tablet.:Ignore.") == 1) {
- mes "^3355FFYou insert the tablet into";
- mes "the rock's groove and the";
- mes "Hellion's gem begins to hum";
- mes "and glow. The rock slides open,";
- mes "revealing an engraved message";
- mes "on the ground for you to read.^000000";
- next;
- mes "^4D4DFF''To you who have found this";
- mes "place, I reveal the truth about";
- mes "the Hellion Revenant. It was";
- mes "never a devil, like we believed, but a human being, slowly";
- mes "corrupted by the darkness";
- mes "of the Hellion's gem.''^000000";
- next;
- mes "^4D4DFF''I learned this horrible";
- mes "truth too late. Already,";
- mes "I can feel the darkness";
- mes "welling up within me.";
- mes "It is all I can do to trap";
- mes "myself in this chamber";
- mes "before I lose all reason.''^000000";
- next;
- mes "^4D4DFF''I failed and it's too";
- mes "late for me, but I hope";
- mes "someone in the future";
- mes "can seal the Hellion gem's";
- mes "dark power. And I hope that";
- mes "someone will grant me the";
- mes "sweet release I crave...''^000000";
- next;
- mes "^4D4DFF''Brave hero, I beg of";
- mes "you. Please kill me and";
- mes "bring salvation to my soul.";
- mes "Please release me so that";
- mes "I can finally join my friends.";
- mes "^FFFFFF_^000000";
- mes "^FFFFFFOOOOOOOOOOO^4D4DFF-Tyus''^000000";
- close2;
- warp "gef_dun03",140,119;
- end;
- }
- mes "^3355FFYou do nothing.";
- mes "And nothing happens.^000000";
- close;
- }
-
-OnTouch:
- if (HELLIONQ == 68 && countitem(7332) > 0) {
- specialeffect2 EF_HEAL2;
- specialeffect EF_HEAL2;
- mes "^3355FFThe tablet in your";
- mes "hands begins to shine";
- mes "with light, responding";
- mes "to something in the area.^000000";
- close;
- }
- end;
-}
-
-//============================================================
-// Old changelog
-//============================================================
-//= 1.0 First version [MasterOfMuppets]
-//= 1.1 a ',' that should be ';' [FlavioJS]
-//= 1.2 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
-//= 1.3 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
-//= 1.4 Moved Enoz from the wizard quest skill to here. [L0ne_W0lf]
-//============================================================
diff --git a/npc/quests/first_class/tu_acolyte.txt b/npc/quests/first_class/tu_acolyte.txt
deleted file mode 100644
index d60e0580d..000000000
--- a/npc/quests/first_class/tu_acolyte.txt
+++ /dev/null
@@ -1,1775 +0,0 @@
-//===== rAthena Script =======================================
-//= Acolyte Class Tutorial and Job Specific Quest
-//===== By: ==================================================
-//= Fix up by Jukka
-//===== Current Version: =====================================
-//= 1.5
-//===== Compatible With: =====================================
-//= rAthena SVN (Testet in Trunk 88xx)
-//===== Description: =========================================
-//=
-//===== Additional Comments: =================================
-//= 1.0 Fully working
-//= 1.1 optimized [Lupus]
-//= TODO: Test, Add correct misceffects numbers
-//= 1.2 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
-//= 1.3 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
-//= 1.4 Misc. updates. [L0ne_W0lf]
-//= 1.5 Adjusted EXP gains to Renewal values.
-//============================================================
-
-
-//=================================================Priest Praupin====================================================
-prt_church,179,15,1 script Priest Praupin 110,{
- mes "[Priest Praupin]";
- if(BaseClass != Job_Acolyte){
- if(tu_acolyte01 == 25){
- mes "Oh...!";
- mes "You're "+strcharinfo(0)+" !";
- mes "You've grown so much!";
- mes "I'm truly proud of you.";
- } else {
- mes "May you";
- mes "always be blessed...";
- }
- close;
- }
- switch(tu_acolyte01){
- case 0:
- mes "Welcome, little one.";
- mes "Fate must have brought";
- mes "us together so that we'd";
- mes "meet today. It's nice to meet you.";
- next;
- mes "[Priest Praupin]";
- mes "But I am concerned that";
- mes "you may not know what to do";
- mes "as an Acolyte from here on...";
- next;
- switch(select("I'm not worried.:What should I do?")){
- case 1:
- mes "[Priest Praupin]";
- mes "Seeing your eyes filled with such determination assures me. But if you run into any trouble, feel free to ask me for help. Good bye for now, blessed child.";
- close;
- break;
- case 2:
- mes "[Priest Praupin]";
- mes "There is a convent northeast";
- mes "of Prontera called the Saint Capitolina Convent. Go there and look for ^3131FF Sister Asthe^000000. She is a sweet and gentle soul who has";
- mes "much to teach you.";
- next;
- mes "[Priest Praupin]";
- mes "I look forward to seeing you";
- mes "become a better Acolyte after learning from Sister Asthe's instructions. If you like, I can send you to the convent.";
- set tu_acolyte01, 1;
- next;
- if(select("Go to the convent.:Do not go.")==1){
- mes "[Priest Praupin]";
- mes "Please say hello";
- mes "to Sister Asthe for me.";
- mes "Have a safe trip, little one...";
- close2;
- warp "prt_monk",30,250;
- end;
- } else {
- mes "[Priest Praupin]";
- mes "If you'd like,";
- mes "I can send you to";
- mes "the convent at anytime.";
- mes "Whenever you feel like";
- mes "you need help, come to me.";
- close;
- }
- break;
- }
- case 7:
- mes "You're looking for someone";
- mes "that handles things with Archers";
- mes "at the church? Hmm...";
- next;
- mes "[Priest Praupin]";
- mes "Ah, he's away at the convent right now. If you want to meet Bishop Maugins in the Saint Capitolina Convent, travel ^3131FFnorth^000000, ^3131FFeast^000000, ^3131FFeast^000000 and then ^3131FFeast^000000 from Prontera.";
- close;
- break;
- case 22:
- if(countitem(7181) > 0){ // Receipt_01
- emotion e_gasp;
- mes "Oh my, you seem";
- mes "to be growing quickly";
- mes "into your role as an Acolyte.";
- mes "Was the training difficult?";
- next;
- mes "[Priest Praupin]";
- mes "You have something";
- mes "to give me? Oh yes, the";
- mes "receipt! I was wondering";
- mes "what had happened. Thank";
- mes "you for all of your trouble.";
- next;
- mes "[Priest Praupin]";
- mes "Oh my, oh my.";
- mes "It's been a while.";
- mes "I wonder if there is";
- mes "anything I can give you?";
- next;
- mes "[Priest Praupin]";
- mes "How about one of these?";
- mes "I know I'm not offering much,";
- mes "but they were quite helpful to me when I was a young Acolyte like yourself.";
- next;
- switch(select("Wand:Flail")) {
- case 1:
- delitem 7181,1; //Receipt_01
- set tu_acolyte01,23;
- getitem 1604,1; //Wand
- break;
- case 2:
- delitem 7181,1; //Receipt_01
- set tu_acolyte01,23;
- getitem 1510,1; //Flail
- break;
- }
- close;
- } else {
- mes "You are such a good person,";
- mes "a true child of the light. I hope that many others will benefit from the purity of your heart and mind.";
- close;
- }
- break;
- case 25:
- mes "You must now find";
- mes "your own path and become";
- mes "a better Acolyte using";
- mes "your own strength.";
- next;
- mes "[Priest Praupin]";
- mes "I am worried, but I trust in your courage and affection. May you always be protected and may";
- mes "you always be blessed.";
- close;
- }
- mes "Sister Asthe in the Saint Capitolina Convent is such";
- mes "a sincere and loving person.";
- next;
- mes "[Priest Praupin]";
- mes "Would you like me to send you to the convent so that you can learn from this wonderful teacher?";
- next;
- if(select("Yes, please.:No thanks.")==1){
- mes "[Priest Praupin]";
- mes "Please say hello";
- mes "to Sister Asthe for me.";
- mes "Have a safe trip, little one...";
- close2;
- warp "prt_monk",30,250;
- end;
- } else {
- mes "[Priest Praupin]";
- mes "If you'd like,";
- mes "I can send you to";
- mes "the convent at anytime.";
- mes "Whenever you feel like";
- mes "you need help, come to me.";
- }
- close;
-}
-
-//=================================================Asthe====================================================
-prt_monk,230,106,3 script Asthe#tu 79,{
- mes "[Asthe]";
- switch(tu_acolyte01){
- case 1:
- mes "Oh my...";
- mes "How did such";
- mes "a young Acolyte";
- mes "manage to reach";
- mes "this remote place?";
- next;
- if(select("I came for fun.:Priest Praupin suggested I come here.")==1){
- mes "[Asthe]";
- mes "This convent is always quiet and peaceful. Sitting on the benches and feeling the almighty presense all around you is such a relaxing, meditative experience.";
- close;
- } else {
- mes "[Asthe]";
- mes "Priest Praupin?";
- mes "He's a very kind man";
- mes "who's always thinking";
- mes "about others. So he's";
- mes "sent you to me for training?";
- next;
- mes "[Asthe]";
- mes "Before we begin,";
- mes "why don't you rest";
- mes "for a little bit? You must be tired after traveling all the way here. When you're ready, just come";
- mes "see me, okay?";
- set tu_acolyte01, 2;
- close;
- }
- break;
- case 2:
- mes "This castle, Saint Capitolina Convent, is a beautiful and peaceful place that brings";
- mes "calm to any heart.";
- next;
- mes "[Asthe]";
- mes "Well then...";
- mes "Shall we begin";
- mes "the lessons?";
- next;
- mes "[Asthe]";
- mes ""+strcharinfo(0)+",";
- mes "have you thought about what kind of Acolyte you would like to become? It's very important that you plan for the future that you want.";
- next;
- if(select("One that supports others.:One that punishes evil.")==1){
- mes "[Asthe]";
- mes "Ah, you have such";
- mes "a generous heart!";
- mes "Healing the pain of others and supporting your comrades in battle. You must have become an Acolyte in order to become a ^3131FFPriest^000000.";
- next;
- mes "[Asthe]";
- mes "Priests have great supportive abilities and the power to battle evil. They use weapons to battle monsters like other fighters, but are ^3131FFforbidden from using blades^000000.";
- } else {
- mes "[Asthe]";
- mes "We call those who use their fists as tools of divine punishment Monks. They deliver our message";
- mes "of love and peace in a more... colorful manner.";
- next;
- mes "[Asthe]";
- mes "But the path towards becoming";
- mes "a Monk will require great patience and self-restraint. You'll often see Monks training their minds";
- mes "and bodies throughout the land.";
- }
- next;
- mes "[Asthe]";
- mes "Well, you still have a long way to go. The best thing to do would be to take your time planning and consider your future seriously.";
- next;
- mes "[Asthe]";
- mes "Now,";
- mes ""+strcharinfo(0)+"...";
- mes "What do you think";
- mes "is the most necessary";
- mes "skill for an Acolyte?";
- next;
- switch(select("Heal:Aqua Benedicta:Teleport")){
- case 1:
- mes "[Asthe]";
- mes "Ah, yes.";
- mes "^3131FFHeal ^000000 is a basic, yet important skill for people like us. It can recover your own health as";
- mes "well as that of others.";
- next;
- break;
- case 2:
- mes "[Asthe]";
- mes "^3131FFAqua Benedicta^000000 blesses";
- mes "normal water and turns it into Holy Water. This is an important skill, but not considered one of the essentials that all Acolytes";
- mes "should know.";
- next;
- mes "[Asthe]";
- mes "In my opinion,";
- mes "^3131FFHeal^000000 is the most important";
- mes "skill that an Acolyte can learn. It's a special ability that can save others and defeat the";
- mes "monsters borne of darkness.";
- next;
- break;
- case 3:
- mes "[Asthe]";
- mes "^3131FFTeleport^000000 allows you to instantly move to another place. It is a great skill, but it's difficult to consider it necessary for all Acolytes.";
- next;
- mes "[Asthe]";
- mes "In my opinion,";
- mes "^3131FFHeal^000000 is the most important skill that an Acolyte can learn. It's a special ability that can save others and defeat the";
- mes "monsters borne of darkness.";
- next;
- break;
- }
-
- mes "[Asthe]";
- mes "You can use the holy power";
- mes "in the Heal skill to attack Undead monsters (^3131FFShift + Heal^000000). The light of truth protects the righteous and destroys the wicked.";
- next;
- mes "[Asthe]";
- mes "Just gather the";
- mes "strength within your";
- mes "heart into your hands...";
- next;
- mes "[Asthe]";
- mes "HEAL !!";
- unitskilluseid getcharid(3),28,10;
- set tu_acolyte01, 3;
- if(getskilllv("AL_HEAL") == 0){
- getexp 0,10;
- specialeffect2 EF_CONE;
- }
- close;
- break;
- case 3:
- mes "I would like to give you an assignment, but what do you";
- mes "think? I believe learning the basics is your most important";
- mes "task for now.";
- next;
- if(getskilllv("AL_HEAL") < 3){
- mes "[Asthe]";
- mes "Well then, learn";
- mes "the Heal skill up to";
- mes "^3131FFLevel 3 ^000000 and then";
- mes "return to me.";
- next;
- mes "[Asthe]";
- mes "Your strength is undeveloped,";
- mes "so fight weaker monsters for now.";
- mes "I will lend you a Mace from the church, so use it well and ^3131FFreturn it^000000 when you're done, alright?";
- next;
- mes "[Asthe]";
- mes "First ^0033FFstart fighting monsters around each town such as Prontera^000000. It'd be more convenient to fight the monsters here, but they might be too strong for you right now.";
- next;
- mes "[Asthe]";
- mes "I'll change your Save Point so that you will respawn in the convent. Once you've learned Level 3 Heal, you can use a Butterfly Wing to return here.";
- next;
- mes "[Asthe]";
- mes "You can also speak to ^3131FFPriest Praupin at the Prontera Church^000000";
- mes "and he will send you back here.";
- mes "He takes special care in helping young Acolytes.";
- next;
- mes "[Asthe]";
- mes "Well then,";
- mes "I hope you";
- mes "have a safe trip.";
- set tu_acolyte01,4;
- getitem 1504,1; //Mace
- getitem 602,1; //Wing_Of_Butterfly
- savepoint "prt_monk",30,250;
- close;
- } else {
- mes "[Asthe]";
- mes "Oh my!";
- mes "You've already";
- mes "learned how to";
- mes "properly use the";
- mes "Heal skill. Very good!";
- next;
- mes "[Asthe]";
- mes "I believe you're";
- mes "ready for me to discuss";
- mes "the next subject. Now,";
- mes "let's see... Hmm...";
- set tu_acolyte01, 5;
- close;
- }
- break;
- case 4:
- if(getskilllv("AL_HEAL") > 2){
- if(countitem(1504) > 0){
- mes "Oh my!";
- mes "Welcome back~";
- mes "I see that you've";
- mes "completed the assignment";
- mes "already. Good work!";
- next;
- mes "[Asthe]";
- mes "Now, I would like to have the Mace back, if you don't mind.";
- mes "By any chance, do you carry ^FF0000any other Mace with an elemental Property^000000?";
- mes "If so, please store the mace somewhere first.";
- mes "I am afraid that my sight is too bad to distinguish the difference...Hoho.";
- next;
- mes "[Asthe]";
- mes "Would you like me to take the mace away from your inventory now?";
- next;
- switch(select("Sure.:Let me check again.")) {
- case 1:
- break;
- case 2:
- mes "[Asthe]";
- mes "Okay, no problem.";
- mes "Please make sure that you do not carry any ^FF0000Mace with an elemental Property^000000.";
- close;
- }
- mes "[Asthe]";
- mes "Thank you so much.";
- mes "You have returned the Mace.";
- emotion e_heh;
- set tu_acolyte01, 5;
- delitem 1504, 1; //Mace
- if(Class == Job_Acolyte_High){
- getexp 200,100;
- specialeffect2 EF_CONE;
- close;
- } else {
- getexp 100,50;
- specialeffect2 EF_CONE;
- close;
- }
- } else {
- mes "Oh my!";
- mes "Welcome back~";
- mes "I see that you've";
- mes "completed the assignment.";
- next;
- mes "[Asthe]";
- mes "But you must have forgotten the Mace I've lent you. Would you bring it back so that I can return it to the church?";
- close;
- }
- }
- mes "Are you having";
- mes "a hard time training";
- mes "to learn Level 3 Heal?";
- mes "Please don't be discouraged.";
- next;
- mes "[Asthe]";
- mes "The basics are crucial to gaining mastery of the more advanced skills that you'll learn later. Just keep in mind that all of your efforts and suffering will become glory";
- mes "and happiness.";
- close;
- break;
- case 5:
- mes "I suppose I can tell you a little more about the Acolyte job. You already know that Novices must train and go to Prontera Church to become an Acolyte, your First Job Class.";
- next;
- mes "[Asthe]";
- mes "After you become an Acolyte";
- mes "at ^3131FFJob Level 40^000000, you will have the opportunity to change to a more specialized Second Job Class.";
- next;
- mes "[Asthe]";
- mes "When changing";
- mes "to the Second Jobs,";
- mes "Acolytes can become ^3131FFPriests^000000,";
- mes "the apostles of mercy, or ^3131FFMonks^000000";
- mes "who carry out God's wrath.";
- next;
- mes "[Asthe]";
- mes "Priests and Monks can";
- mes "change to the Transcendent Class";
- mes "by visiting Valkyrie in Valhalla. Priests can become ^3131FFHigh Priests^000000 and Monks can become ^3131FFChampions^000000.";
- next;
- mes "[Asthe]";
- mes "Did you undertand all that?";
- mes "Ho ho ho~ No need to try to remember everything right now. You'll get the hang of it.";
- set tu_acolyte01, 6;
- close;
- break;
- case 6:
- mes ""+strcharinfo(0)+",";
- mes "I just received this letter, but it seems to have been a mistake.";
- mes "It's actually addressed";
- mes "to Priest Gardron.";
- next;
- mes "[Asthe]";
- mes "However, I'm a little busy with";
- mes "my work right now, so would you deliver this to Priest Gardron in the next building for me?";
- set tu_acolyte01,7;
- getitem 7148,1; //Mother_Letter
- close;
- break;
- case 7:
- mes "Would you please";
- mes "deliver this letter";
- mes "to Priest Gardron for me?";
- mes "You can find him in the";
- mes "building nearby.";
- close;
- break;
- case 9:
- mes "You went to Prontera on behalf of the convent for Priest Gardron? That must have been tough...";
- next;
- mes "[Asthe]";
- mes "Blessing!";
- unitskilluseid getcharid(3),34,10;
- next;
- mes "[Asthe]";
- mes "Now I'm going to teach you";
- mes "about ^FF0000Blessing^000000. This is a holy skill that delivers the blessing of God. Blessing will temporarily raise ^3131FFSTR^000000,^3131FFINT^000000,^3131FFDEX^000000 and remove ^3131FFCurse^000000.";
- next;
- mes "[Asthe]";
- mes "Like Heal,";
- mes "Blessing can be used";
- mes "against Undead monsters.";
- mes "(^3131FFSHIFT + Blessing^000000)";
- mes "Blessing will actually";
- mes "place a curse on the Undead.";
- next;
- mes "[Asthe]";
- mes "Blessing can be learned after you learn Level 5 ^3131FFDivine Protection^000000. That's the skill that will increase your resistance to damage from Undead and Demon monsters.";
- next;
- mes "[Asthe]";
- mes "Being able to serve God and";
- mes "bless others with his glory is a great honor. Well, that's all for this lesson.";
- next;
- mes "[Asthe]";
- mes "Oh, yes...!";
- mes "In the cemetary northwest";
- mes "of here, I've been taking care of a lost dog. Right now, it's time to feed him.";
- next;
- mes "[Asthe]";
- mes "Sorry for the hassle,";
- mes "but would you go and";
- mes "feed the dog for me?";
- next;
- mes "^3355FFSister Asthe gives";
- mes "you some dog food.^000000";
- set tu_acolyte01, 10;
- close;
- break;
- case 11:
- case 12:
- mes "How to expel";
- mes "an evil spirit?";
- mes "Why, it's the same";
- mes "way that you would";
- mes "remove a curse...";
- next;
- mes "[Asthe]";
- mes "Ah...";
- mes "I believe";
- mes "this is a test";
- mes "given to you by God.";
- next;
- mes "[Asthe]";
- mes "You already";
- mes "know the answer.";
- mes "Think carefully";
- mes "and it will come.";
- set tu_acolyte01, 12;
- close;
- break;
- case 13:
- mes "You remember that";
- mes "you can learn Divine";
- mes "Protection after learning";
- mes "Blessing, right?";
- next;
- mes "[Asthe]";
- mes "When you open the";
- mes "Skill Window, you'll see that you can also learn ^3131FFDemon Bane^000000 and ^3131FFAngelus^000000, depending on your level of Divine Protection.";
- next;
- mes "[Asthe]";
- mes "Now, ^3131FFDemon Bane^000000 increases your Attack Strength against Undead and Demon monsters, so it's useful for those of us who serve God by expelling evil.";
- next;
- mes "[Asthe]";
- mes "Once you have learned Level 3 Demon Bane, you can learn ^3131FFSignum Crucis^000000 which decreases the defense of the targeted Undead or Ghost monster.";
- specialeffect EF_SIGNUM;
- next;
- mes "[Asthe]";
- mes "^3131FFAngelus^000000 increases the defense in your party, including yourself. It is affected by the VIT stat, so the higher your VIT, the better it works.";
- specialeffect EF_ANGELUS;
- next;
- mes "[Asthe]";
- mes "That's about it";
- mes "for Divine Protection.";
- mes "Let's take a break before";
- mes "we proceed to the next lesson,";
- mes "alright? I'll be right here.";
- set tu_acolyte01, 14;
- close;
- break;
- case 14:
- mes "Now it's time";
- mes "for your next lesson.";
- mes "Let's talk about the";
- mes "^3131FFIncrease AGI^000000 skill which is";
- mes "part of the Heal skill tree.";
- next;
- mes "[Asthe]";
- mes "You can learn Increase AGI after you learn Level 3 ^3131FFHeal^000000. True to its name, Increase AGI temporarily increases the ^3131FFagility (AGI)^000000 of its target.";
- next;
- mes "[Asthe]";
- mes "Increase AGI";
- mes "also increases";
- mes "^3131FFDodge Rate^000000,";
- mes "^3131FFAttack Speed^000000,";
- mes "and ^3131FFMovement Speed^000000.";
- next;
- mes "[Asthe]";
- mes "Try it for";
- mes "yourself, okay?";
- set tu_acolyte01, 15;
- unitskilluseid getcharid(3),29,10;
- close;
- break;
- case 15:
- mes "Once you learn";
- mes "Level 1 Increase AGI,";
- mes "you can begin learning";
- mes "^3131FFDecrease AGI^000000.";
- next;
- mes "[Asthe]";
- mes "Like you'd expect, Decrease AGI slows down enemies, reducing their agility, Movement Speed, Dodge Rate and Attack Speed. Its effect is the exact reverse of Increase AGI.";
- set tu_acolyte01, 15;
- next;
- mes "[Asthe]";
- mes "The last skill in the Heal skill tree is ^3131FFCure^000000. You can learn Cure after learning Level 2 Heal.";
- next;
- mes "[Asthe]";
- mes "Cure can remove irregular";
- mes "statuses like ^3131FFSilence^000000, ^3131FFCurse^000000,";
- mes "and ^3131FFStone Curse^000000. When used on Undead monsters, Cure will";
- mes "actually curse them.";
- specialeffect EF_CURE;
- next;
- mes "[Asthe]";
- mes "For now, don't forget that the Increase AGI, Decrease AGI and";
- mes "Cure skills can only be learned";
- mes "by learning the Heal skill.";
- set tu_acolyte01, 16;
- close;
- break;
- case 16:
- mes "You've been learning";
- mes "really quickly. I'm glad";
- mes "that we've gotten to this";
- mes "point already.";
- next;
- mes "[Asthe]";
- mes "Once you become";
- mes "an Acolyte, you can";
- mes "learn the ^3131FFRuwach^000000 skill.";
- next;
- mes "[Asthe]";
- mes "Ruwach is used to detect ^3131FFhidden enemies^000000. Mages have a similar skill called Sight, but only it can only detect enemies. Ruwach will simultaneously detect and";
- mes "damage hidden enemies.";
- specialeffect EF_RUWACH;
- next;
- mes "[Asthe]";
- mes "After you have learned Ruwach,";
- mes "you can learn ^3131FFTeleport^000000. Teleport will instantly send you to a random spot on the map or to your Save Point.";
- next;
- mes "[Asthe]";
- mes "After learning Level 2 Teleport, you can learn ^3131FFWarp Portal^000000 which will allow you to warp to a Memo Point, or saved destination, by consuming ^FF00001 Blue Gemstone^000000.";
- next;
- mes "[Asthe]";
- mes "Once you have mastered Warp Portal you can ^3131FFremember three Memo Points^000000. You can't save Memo Points in in most fields or dungeons, but you can use the ^FF0000/memo^000000 command in";
- mes "towns and certain fields.";
- next;
- mes "[Asthe]";
- mes "Was that confusing?";
- mes "Just think that Teleport";
- mes "and Warp Portal allow servants";
- mes "of God to move swiftly from place";
- mes "to place.";
- next;
- mes "[Asthe]";
- mes "I have my home and the convent saved as Memo Points, so I simply warp back and forth between work and home.";
- next;
- mes "[Asthe]";
- mes "Now...";
- mes "The last skill";
- mes "of the Ruwach tree";
- mes "is called ^3131FFPneuma^000000.";
- next;
- mes "[Asthe]";
- mes "Pneuma shields characters";
- mes "within a 3*3 block, or a 9 cell area, from ^FF0000long range attacks^000000. If you party with Archers or other Bow users, be careful since you might accidentally block their attacks.";
- specialeffect2 EF_PNEUMA;
- next;
- mes "[Asthe]";
- mes "There are some Undead monsters";
- mes "that can attack from a distance, so protecting yourself with Pneuma and attacking with Heal would be a good strategy.";
- next;
- mes "[Asthe]";
- mes "Now, we've covered some";
- mes "pretty complicated material in this lesson. Would you like to hear this again?";
- next;
- if(select("Listen again.:Move to the next topic.")==1){
- mes "[Asthe]";
- mes "Alright,";
- mes "give me a moment";
- mes "to catch my breath~";
- close;
- } else {
- mes "[Asthe]";
- mes "Ho ho!";
- mes "What a smart Acolyte~";
- set tu_acolyte01, 17;
- close;
- }
- break;
- case 17:
- mes "Oh dear...!";
- mes "All of these things were delivered to me by accident! And some of these packages were supposed to";
- mes "be sent to the Prontera Sanctuary!";
- next;
- mes "[Asthe]";
- mes "Would you do another favor for me again? Please distribute the mail here and to Prontera Church since";
- mes "I simply don't have the time.";
- next;
- mes "[Asthe]";
- mes "It seems that some of these are more urgent than others, so would you please deliver them in a certain order?";
- next;
- mes "[Asthe]";
- mes "The first is a package to a worker in the north. His name is ^3131FFVeiner^000000. The next delivery is for ^3131FFHedrick^000000, who's near the convent entrance.";
- next;
- mes "[Asthe]";
- mes "The third one is from the Blacksmith Guild to the ^3131FFBlacksmith^000000 who makes weapons and armor for Monks. The fourth delivery goes to ^3131FFPriest Karven^000000 in the next building.";
- next;
- mes "[Asthe]";
- mes "Oh, and this last delivery is a receipt for ^3131FFPriest Praupin^000000, the priest who told you about me.";
- mes "Here you go, the letters and packages...";
- if(MaxWeight - Weight < 2430){
- next;
- mes "[Asthe]";
- mes "Oh...!";
- mes "You don't seem to";
- mes "have enough space";
- mes "to carry everything.";
- mes "Why don't you put some of your things in Kafra Storage first?";
- } else {
- set tu_acolyte01, 18;
- getitem 7183,1; //Sister_Letter
- getitem 7181,1; //Receipt_01
- getitem 1081,2; //Merchant_Box_1
- getitem 7148,1; //Mother_Letter
- }
- close;
- break;
- case 18:
- case 19:
- case 20:
- case 21:
- case 22:
- mes "Okay, don't";
- mes "forget the order";
- mes "in which you need";
- mes "to deliver the letters";
- mes "and packages. That's";
- mes "very important.";
- next;
- mes "[Asthe]";
- mes "The first is a package to a worker in the north. His name is ^3131FFVeiner^000000. The next delivery is for ^3131FFHedrick^000000, who's near the convent entrance.";
- next;
- mes "[Asthe]";
- mes "The third one is from the Blacksmith Guild to the ^3131FFBlacksmith^000000 who makes weapons and armor for Monks. The fourth delivery goes to ^3131FFPriest Karven^000000 in the next building.";
- next;
- mes "[Asthe]";
- mes "Oh, and this last delivery is a receipt for ^3131FFPriest Praupin^000000, the priest who told you about me. Alright, have a safe trip~";
- close;
- break;
- case 23:
- mes "Ah, you're finishing";
- mes "making all of those deliveries? Thank you very much! How was it meeting Priest Praupin after such";
- mes "a long time?";
- next;
- mes "[Asthe]";
- mes "We make relationships with other people throughout our lives and our memories of them live on in our hearts, you know.";
- next;
- mes "[Asthe]";
- mes "When you feel lonely, let those memories shine through your dark gloom. Just thinking about the people you care about can heal your emotional wounds when times are rough.";
- next;
- mes "[Asthe]";
- mes "Those who can cherish the present can form lasting relationships. They're the first who will embrace happiness in the future. Remember that.";
- next;
- mes "[Asthe]";
- mes "I get the feeling that you have become a good friend to Priest Praupin. I hope that Priest Praupin continues to be a good friend to you as well.";
- next;
- mes "[Asthe]";
- mes "Alright then,";
- mes "the next time we";
- mes "meet, I will give";
- mes "you my final lesson.";
- set tu_acolyte01, 24;
- close;
- break;
- case 24:
- mes "The last skill";
- mes "I will teach you";
- mes "about is ^3131FFAqua Benedicta^000000.";
- next;
- mes "[Asthe]";
- mes "Water is so commonplace that";
- mes "we forget that it's at the center of nature. It's very basic, but essential.";
- next;
- mes "[Asthe]";
- mes "Place the water into a cup like so and focus all of your holy energy like this... And then...";
- next;
- specialeffect EF_AQUA;
- mes "[Asthe]";
- mes "Aqua";
- mes "Benedicta!";
- next;
- mes "[Asthe]";
- mes "This is how you create ^3131FFHoly Water^000000. Remember that your ^3131FFfeet must be touching water^000000 in order to use the Aqua Benedicta skill.";
- next;
- mes "[Asthe]";
- mes "Ho ho~";
- mes "Well, that's all";
- mes "I have to teach you.";
- mes "It may have been rough,";
- mes "but you did a good job.";
- next;
- mes "[Asthe]";
- mes "Oh! If you go back to the Prontera Sanctuary, I believe you can learn a secret skill. It couldn't hurt to stop by and check.";
- next;
- mes "[Asthe]";
- mes "Well, please don't forget what I've taught you. I hope you look back with fondness at our time together amongst these beautiful flowers. May God bless you~";
- set tu_acolyte01, 25;
- getexp 500,300;
- specialeffect2 EF_CONE;
- close;
- }
- mes "If you get into an";
- mes "argument with someone,";
- mes "talk it over while sharing";
- mes "a nice, warm meal.";
- next;
- mes "[Asthe]";
- mes "With such warm delicious food in your body, all angry feelings will melt away like the snow.";
- next;
- mes "[Asthe]";
- mes "I'm not joking!";
- mes "If you happen to get in a fight with someone close to you, this might help. I'm speaking from life experience, you know.";
- close;
-}
-
-
-//=================================================Priest Gardron====================================================
-monk_in,18,38,6 script Priest Gardron#tu 110,{
- mes "[Priest Gardron]";
- if(tu_acolyte01 == 7){
- if(countitem(7148) >= 1){
- mes "Hmm...?";
- mes "What's that?";
- mes "You have something for me?";
- next;
- emotion e_gasp;
- mes "[Priest Gardron]";
- mes "Oh! This is a letter from my mother back home. Thank you for bringing this to me, young Acolyte.";
- next;
- mes "[Priest Gardron]";
- mes "I've worried about";
- mes "her, especially since";
- mes "she is getting old now, but I'm relieved to hear that her health";
- mes "is good. We are truly blessed...";
- delitem 7148,1; //Mother_Letter
- set tu_acolyte01,8;
- close;
- } else {
- mes "Hmm...?";
- mes "What's that?";
- mes "You have something for";
- mes "me? A letter you say?";
- next;
- mes "[Priest Gardron]";
- mes "Well, it seems that";
- mes "you must have forgotten";
- mes "it or misplaced it somewhere.";
- close;
- }
- } else if(tu_acolyte01 == 8){
- if(countitem(939) > 4){
- mes "Oh..!";
- mes "You've returned!";
- mes "Let's see... One...";
- mes "Two... Three...";
- next;
- mes "[Priest Gardron]";
- mes "Thank you very much!";
- mes "You've done a great job";
- mes "on behalf of the convent,";
- mes "not to mention the fact that";
- mes "you've protected the citizens";
- mes "of Prontera from danger.";
- next;
- mes "[Priest Gardron]";
- mes "May you always";
- mes "be blessed. Now, you";
- mes "should return to Sister";
- mes "Asthe to continue your";
- mes "Acolyte training.";
- set tu_acolyte01, 9;
- percentheal 100,100;
- getexp 200,200;
- specialeffect2 EF_CONE;
- //getitem 505,1; //Blue_Potion
- close;
- } else {
- mes "A little while ago, a Prontere Sister sent me a message. Apparently,";
- mes "the residents of Prontera are being plagued by Hornets.";
-
- next;
- mes "[Priest Gardron]";
- mes "She has requested the convent for help, but we've got a big problem. We're running out of people here that can deal with this situation...";
- next;
- mes "[Priest Gardron]";
- mes "....!";
- emotion e_gasp;
- next;
- mes "[Priest Gardron]";
- mes ""+strcharinfo(0)+",";
- mes "may I ask";
- mes "you to take care";
- mes "of this task? Exterminate the Hornets west of Prontera.";
- next;
- mes "[Priest Gardron]";
- mes "Since you're still in basic training, I will give you some";
- mes "help if you return with";
- mes "^3131FF5 Bee Stings^000000.";
- next;
- mes "[Priest Gardron]";
- mes "Now then...";
- mes "Will you go to Prontera?";
- next;
- if(select("Let's go to Prontera!:Um, let me get ready first.")==1){
- mes "[Priest Gardron]";
- mes "Good, good.";
- mes "I shall send you";
- mes "there to fight the monsters west of Prontera so that you can return with 5 Bee Stings. May God bless you...";
- close2;
- warp "prontera",116,72;
- end;
- }
- close;
- }
- }
- mes "May light always";
- mes "come and illuminate";
- mes "the darkness. In times";
- mes "of hardship, remind us";
- mes "that there are no miracles";
- mes "without hope...";
- close;
-}
-
-//=================================================Dog====================================================
-prt_monk,235,245,5 script Dog#tu 81,{
- mes "[Dog]";
- mes "^CDB79EBark bark!";
- mes "Woof woof!^000000";
- next;
- if(tu_acolyte01 == 10){
- set .@dog_food, 0;
- while((1)){
- switch(select("Give a treat.:Pet the dog.:End actions.")){
- case 1:
- set .@dog_food, .@dog_food + 1;
- if(.@dog_food > 4){
- mes "[Dog]";
- mes "^CDB79EGrrrrrr...!^000000";
- emotion e_an;
- next;
- mes "^3355FFThe dog grinds";
- mes "its teeth and glares";
- mes "at you menacingly.^000000";
- next;
- } else {
- mes "[Dog]";
- mes "^CDB79ERoof roof!^000000";
- emotion e_lv;
- next;
- }
- break;
- case 2:
- mes "[Dog]";
- mes "^CDB79ERoof roof~^000000";
- emotion e_lv;
- next;
- break;
- case 3:
- mes "[Dog]";
- mes "^CDB79ERoof roof!^000000";
- next;
- break;
- }
- }
- }
- mes "["+strcharinfo(0)+"]";
- mes "So cute~!";
- close;
-}
-
-//=================================================Boy====================================================
-prt_monk,243,238,5 script Boy#boy_voi 139,5,5,{
-OnTouch_:
- if(tu_acolyte01 != 10)end;
- mes "[??]";
- mes "^333333*Sniff*^000000";
- mes "Sister...";
- close;
-}
-
-//=================================================Ill Girl====================================================
-prt_monk,226,257,6 script Ill Girl#tu 93,{
- mes "[Angelic]";
- if(tu_acolyte01 > 12){
- mes "Thanks for helping me.";
- mes "I'm sad my older sister is no longer with me, but I oughta";
- mes "cheer up, right? I'll try my best!";
- emotion e_heh;
- close;
- }
- mes "Sister, don't go...";
- mes "^333333*Sniff* *Cough cough!*^000000";
- mes "It h-hurts so... much...!";
- mes "Sis...ter...";
- if(tu_acolyte01 == 10){
- next;
- mes "[Angelic]";
- mes "^333333*Sniff...*^000000";
- mes "Are you from";
- mes "the convent?";
- next;
- mes "[Angelic]";
- mes "...";
- mes "......";
- next;
- mes "[Angelic]";
- mes "Save...";
- mes "My sister...";
- next;
- mes "[Angelic]";
- mes "^333333*Sniff sniff*";
- mes "^333333*Cough cough*";
- mes "H-hurts...";
- next;
- select("Are you alright?");
-
- mes "[Angelic]";
- mes "My sister...";
- mes "She was so beautiful...";
- mes "She was such a nice girl.";
- mes "But then, one day...";
- next;
- mes "[Angelic]";
- mes "This disgusting looking";
- mes "person was coated in this icky stuff and attacked her. She was poisoned and her body became";
- mes "colder and... ^333333*Sniff*^000000";
- next;
- mes "[Angelic]";
- mes "I was with her and I got sick too. I wasn't poisoned as badly, but";
- mes "my whole body feels heavy and I've been having these nightmares...";
- next;
- mes "[Angelic]";
- mes "^333333*Cough cough!*^000000";
- mes "Will I join my";
- mes "sister like this?";
- next;
- mes "^3355FFThis girl looks";
- mes "really sick. Maybe you";
- mes "should take a better look";
- mes "and see what's wrong.^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Are you alright?";
- next;
- specialeffect EF_CURSEATTACK ;
- soundeffectall "_curse.wav",0;
- emotion e_omg;
- mes "["+strcharinfo(0)+"]";
- mes "This is....!";
- mes "A cursed spirit";
- mes "is tormenting this";
- mes "poor young girl!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I'll cure you...";
- mes "For sure.";
- set tu_acolyte01, 11;
- close;
- } else
- if(tu_acolyte01 == 11){
- next;
- mes "[Angelic]";
- mes "It hurts...!";
- mes "I... I can't...!";
- close;
- } else
- if(tu_acolyte01 == 12){
- next;
- mes "^3355FFYou go towards";
- mes "the girl, place your hands";
- mes "on her back and perform";
- mes "a holy spell...^000000";
- next;
- switch(select("Heal!:Blessing!:Cure!:Recovery!:Signum Crucis!:B.S Sacramenti!")){
- case 1:
- mes "["+strcharinfo(0)+"]";
- mes "H...";
- mes "Heal !!";
- specialeffect EF_HEAL ;
- next;
- mes "^3355FFNothing happened.";
- mes "It doesn't look like";
- mes "that skill will work.^000000";
- close;
- break;
- case 2:
- if(getskilllv("AL_BLESSING") > 0){
- mes "["+strcharinfo(0)+"]";
- mes "B...";
- mes "Blessing!";
- next;
- if(rand(100) < getskilllv("AL_BLESSING")*10){
- specialeffect EF_BLESSING;
- mes "["+strcharinfo(0)+"]";
- mes "I...";
- mes "I did it!!";
- next;
- mes "^3355FFWhat a great";
- mes "chance for you to";
- mes "practice your abilities!";
- mes "It seemed that this good";
- mes "deed has improved your skills.^000000";
- set tu_acolyte01, 13;
- getexp 0,100;
- specialeffect2 EF_CONE;
- next;
- break;
- } else {
- mes "["+strcharinfo(0)+"]";
- mes "Huh...?";
- mes "It's not working...";
- mes "Maybe it's because";
- mes "I'm still learning?";
- close;
- }
- } else {
- mes "^3355FFYou didn't learn";
- mes "this skill yet, so you're";
- mes "not able to use it for now.^000000";
- close;
- }
- break;
- case 3:
- if(getskilllv("AL_CURE") > 0){
- mes "["+strcharinfo(0)+"]";
- mes "C-Cure...!";
- specialeffect EF_CURE;
- next;
- mes "^3355FFNothing happened.";
- mes "It doesn't look like";
- mes "that skill will work.^000000";
- close;
- } else {
- mes "^3355FFYou didn't learn";
- mes "this skill yet, so you're";
- mes "not able to use it for now.^000000";
- close;
- }
- break;
- case 4:
- mes "^3355FFThis isn't a skill";
- mes "that Acolytes can use...^000000";
- close;
- break;
- case 5:
- if(getskilllv("AL_CRUCIS") > 0){
- mes "["+strcharinfo(0)+"]";
- mes "S-Signum...";
- mes "Signum Crucis!";
- specialeffect EF_SIGNUM;
- next;
- mes "^3355FFNothing happened.";
- mes "It doesn't look like";
- mes "that skill will work.^000000";
- close;
- } else {
- mes "^3355FFYou didn't learn";
- mes "this skill yet, so you're";
- mes "not able to use it for now.^000000";
- close;
- }
- break;
- case 6:
- mes "^3355FFThis isn't a skill";
- mes "that Acolytes can use...^000000";
- close;
- break;
- }
-
- mes "[Angelic]";
- mes "Ah...";
- mes "I feel...";
- mes "So relaxed.";
- mes "So much lighter...";
- next;
- mes "[Angelic]";
- mes "Did you";
- mes "do this?";
- mes "Is this the";
- mes "power of God?";
- }
- close;
-}
-
-//=================================================Veiner====================================================
-prt_monk,197,228,3 script Veiner 89,{
- mes "[Veiner]";
- if(countitem(1081) && tu_acolyte01 == 18){
- mes "So very exhausted...";
- mes "Should I just go back home?";
- next;
- mes "[Veiner]";
- mes "What's that?";
- mes "You have a delivery";
- mes "for me? Why, what";
- mes "ever could it be?";
- next;
- mes "[Veiner]";
- mes "This is...!";
- mes "It's Handmade Chocolate";
- mes "from my honey bunny!";
- mes "Oh Bibi! You're the best!";
- specialeffect EF_VALLENTINE;
- specialeffect EF_HEARTCASTING;
- next;
- mes "[Veiner]";
- mes "Oh right!";
- mes "Thank you very much for delivering this to me. Sorry, but I'm always excited to hear from my cutie pie~";
- emotion e_thx;
- set tu_acolyte01,19;
- delitem 1081,1; //Merchant_Box_1
- close;
- } else if(tu_acolyte01 > 18){
- mes "I can't wait";
- mes "to see her again!";
- mes "Bibi...! I loooove you!";
- emotion e_kis2;
- close;
- }
- mes "So very";
- mes "exhausted...";
- mes "Would you help";
- mes "me carry my stuff?";
- mes "P-please...";
- close;
-}
-
-//=================================================Hedrick====================================================
-prt_monk,28,260,5 script Hedrick 50,{
- mes "[Hedrick]";
- mes "^333333*Whew!*^000000";
- mes "Man I worked hard today!";
- mes "And so efficiently too!";
- mes "Awesome job as usual,";
- mes "Hedrick. You're number one!";
- if(countitem(7148)==0 || tu_acolyte01 != 19) close;
- next;
- mes "[Hedrick]";
- mes "Oh...?";
- mes "Is this letter for me?";
- mes "I wonder who it's from.";
- mes "Ah, it's from my mom!";
- next;
- mes "[Hedrick]";
- mes "Whoa...!";
- mes "Holy cow!";
- mes "This letter is";
- mes "full of the energy";
- mes "of motherly love!";
- specialeffect EF_STEELBODY;
- next;
- mes "[Hedrick]";
- mes "Thanks a lot!";
- mes "Here, why don't";
- mes "you have one of the";
- mes "cookies she sent me?";
- delitem 7148,1; //Mother_Letter
- set tu_acolyte01,20;
- getitem 538,1; //Well_Baked_Cookie
- close;
-}
-
-//=================================================Weapon Merchant====================================================
-prt_monk,136,261,0 script Weapon Merchant#tu 139,9,9,{
-OnTouch:
- if(tu_acolyte01 != 20 || countitem(1081)==0) end;
- mes "[Weapon Merchant]";
- mes "The stuff I requested from the guild is finally here!";
- mes "It's pretty tough to keep everything in stock since this is such a remote place.";
- next;
- mes "[Weapon Merchant]";
- mes "Hey, thanks so much!";
- mes "Oh, and come here if";
- mes "you need anything, okay?";
- delitem 1081,1; //Merchant_Box_1
- set tu_acolyte01,21;
- close;
-}
-
-//=================================================Karven====================================================
-monk_in,103,176,7 script Karven 60,{
- mes "[Karven]";
- mes "May you rest";
- if(tu_acolyte01 == 21 && countitem(7183)){
- delitem 7183, 1;
- set tu_acolyte01, 22;
- mes "in peace forever...";
- next;
- mes "[Karven]";
- mes "I'm saying prayers";
- mes "for the recently departed.";
- mes "If it's not urgent, please";
- mes "come again at another time.";
- next;
- mes "[Karven]";
- mes "A letter?";
- mes "Oh. It must be from";
- mes "my younger sister.";
- mes "What could she want";
- mes "this time?";
- next;
- mes "[Karven]";
- mes "I hope she realizes";
- mes "the word of God and returns";
- mes "to living a good life once";
- mes "again. Thank you very much.";
- close;
- }
- mes "rest in peace...";
- close;
-}
-
-//=================================================Gloria====================================================
-prt_monk,219,164,3 script Gloria#tu 95,{
- mes "[Gloria]";
- if(BaseJob != Job_Acolyte){
- mes "Hi, hi~";
- mes "I'm Gloria.";
- mes "You wanna know";
- mes "something neat";
- mes "about my name?";
- next;
- mes "[Gloria]";
- mes "My father was a Blacksmith in Geffen, and supposedly he finished an incredible weapon on the day";
- mes "I was born. He thought it was a sign of good luck, so he named";
- mes "the weapon after me!";
- next;
- mes "[Gloria]";
- mes "It's a little strange knowing that there's a weapon named after";
- mes "you, but I like my name very much. I mean, it's not like my parents named me after that weapon, right?";
- close;
- }
- if(tu_acolyte01 > 0 && tu_acolyte01 < 25){
- mes "I'm still";
- mes "a young Acolyte";
- mes "in training and I'm";
- mes "always making mistakes!";
- next;
- mes "[Gloria]";
- mes "^333333*Sniff*^000000";
- mes "And I get scolded";
- mes "almost all the time...";
- mes "But there's one thing";
- mes "that I can do really well!";
- next;
- mes "[Gloria]";
- mes "Warp portal!";
- mes "I know Level 2 Warp Portal!";
- mes "One of my Memo Points is here";
- mes "and the other is in Prontera.";
- next;
- mes "[Gloria]";
- mes "Anyway, whenever";
- mes "you need to, I can";
- mes "send you to Prontera.";
- mes "Just let me know, okay?";
- next;
- switch(select("I'm okay for now.:Send me to Prontera.")){
- case 1:
- mes "[Gloria]";
- mes "In order to use";
- mes "Warp Portal, you need";
- mes "one ^3131FFBlue Gemstone^000000.";
- mes "Is this to help me?";
- mes "Wow, I'm touched!";
- emotion e_sob;
- close;
- break;
- case 2:
- mes "[Gloria]";
- mes "Leave it to me!";
- mes "Here we go~!!";
- mes "W-warp Portal!";
- close2;
- warp "prontera",116,72;
- end;
- break;
- }
- }
- mes "Wow...";
- mes "Did you learn all that from Asthe? That's so great...";
- mes "You must be so much better than me that I can't even brag about warping to";
- mes "Prontera anymore. ^333333*Sniff*^000000";
- close;
-}
-
-//=================================================Cleope Verce====================================================
-prt_monk,153,210,3 script Cleope Verce 95,{
- mes "[Cleope Verce]";
- if(BaseJob != Job_Acolyte){
- if (JobLevel < 40) {
- if (BaseLevel < 26) {
- mes "Oh my.. ";
- mes "A newbie Acolyte?";
- mes "It doesn't even seem";
- mes "like you've learned";
- mes "that many skills?";
- next;
- mes "[Cleope Verce]";
- mes "Ho ho~!";
- mes "In my days";
- mes "as an Acolyte,";
- switch(rand(1,4)){
- case 1:
- mes "I trained by attacking";
- mes "^3131FFgreen frogs^000000 till my knuckles";
- mes "bled from all the punching!";
- break;
- case 2:
- mes "I beat up ^3131FFwooden sticks";
- mes "about to collapse^000000 and these";
- mes "^3131FFhuge mushrooms^000000 all the time!";
- break;
- case 3:
- mes "I trained by fighting those ^3131FFdisgusting cockroaches^000000.";
- next;
- mes "[Cleope Verce]";
- mes "Ugh...";
- mes "Actually, that's not such a good memory when I think about it.";
- break;
- case 4:
- mes "I trained by fighting ^3131FFZombies^000000 in the dungeon of that town with all of those trees.";
- break;
- }
- next;
- mes "[Cleope Verce]";
- mes "You'll have to go through a lot until you reach the point where I'm at right now. Ho ho ho! You still have a looong way to go~";
- next;
- emotion e_gg;
- mes "[Cleope Verce]";
- mes "Good luck...";
- mes "Rookie.";
- close;
- } else if(BaseLevel < 36){
- mes "Oh my.. ";
- mes "A young Acolyte?";
- mes "You seem to have just";
- mes "started learning your skills?";
- next;
- mes "[Cleope Verce]";
- mes "Ho ho~!";
- mes "When I was";
- mes "around your age,";
- switch(rand(1,5)){
- case 1:
- mes "I'd fight with those ^3131FFwhite";
- mes "mice^000000 and ^3131FFbig roaches^000000~";
- break;
- case 2:
- mes "I'd walk straight into the";
- mes "^3131FFdepths of the ocean^000000 to find monsters to hunt.";
- break;
- case 3:
- mes "I used to fight ^3131FFcreepy";
- mes "looking tree monsters^000000.";
- break;
- case 4:
- mes "I used to fight hundreds";
- mes "of ^3131FFuuuuuug~ly orcs^000000.";
- break;
- case 5:
- mes "I would fight the ^3131FFmonkeys";
- mes "in front of the convent^000000.";
- break;
- }
- next;
- mes "[Cleope Verce]";
- mes "Those were";
- mes "bad memories.";
- mes "If someone told me";
- mes "to go there again,";
- mes "I'd go insane.";
- next;
- mes "[Cleope Verce]";
- mes "Still, it seems you";
- mes "have a long way to go";
- mes "until you become a well";
- mes "experienced Acolyte. Ho ho~";
- next;
- emotion e_gg;
- mes "[Cleope Verce]";
- mes "Good luck,";
- mes "young friend.";
- close;
- } else if(BaseLevel < 46){
- mes "Well, well, well~";
- mes "Hello, young Acolyte.";
- mes "You're still kind of";
- mes "green, but I guess you're";
- mes "not exactly a beginner either.";
- next;
- mes "[Cleope Verce]";
- mes "I remember that when";
- mes "I was your age, I used to";
- switch(rand(1,6)){
- case 1:
- mes "fight these ^3131FFfearsome evil spirits^000000 all the time in that castle ^3131FFwest of Geffen^000000. I wonder how I survived";
- mes "all that?";
- break;
- case 2:
- mes "play with these ^3131FFcute";
- mes "Poporings^000000 all the time!";
- next;
- mes "[Cleope Verce]";
- mes "Still, I had to be careful from their attacks. At that time they were pretty strong!";
- break;
- case 3:
- mes "fight with ^3131FFgun shooting ghosts!^000000 Sure, they were scary, but beating them was a piece of cake if you have Pneuma!";
- break;
- case 4:
- mes "beat up those ^3131FFarrow shooting devils^000000 almost everyday in the castle west of Geffen. Boy, was there a lot of them back then.";
- break;
- case 5:
- mes "battle these really ^3131FFfat pigs^000000. They were pretty strong, so they always gave me a hard time.";
- break;
- case 6:
- mes "beat up these ^3131FFliving chunks of";
- mes "sand in the desert^000000. I swear, they were alive!";
- break;
- }
- next;
- mes "[Cleope Verce]";
- mes "^333333*Sigh*^000000";
- mes "Ah, memories~";
- mes "Of course, if I had";
- mes "the chance to do it all";
- mes "over again, I don't know";
- mes "if I would take it...";
- next;
- mes "[Cleope Verce]";
- mes "Anyway, you have";
- mes "plenty of adventures";
- mes "waiting for you. I hope";
- mes "you'll make many fond";
- mes "memories when you're";
- mes "still an Acolyte.";
- next;
- emotion e_gg;
- mes "[Cleope Verce]";
- mes "Good luck,";
- mes "young friend~";
- close;
- }
- mes "Hmmm?";
- mes "It looks like you've";
- mes "learned quite a lot as";
- mes "an Acolyte! I hate to admit it,";
- mes "but you're too good for me to";
- mes "call you a rookie anymore~";
- close;
- }
- mes "Hello hello.";
- mes "The sun is very";
- mes "warm today, don't";
- mes "think? Very pleasant";
- mes "weather today...";
- close;
- }
-}
-//=================================================Range NPC====================================================
-prt_monk,217,123,0 script #tu_monk 139,10,10,{
-OnTouch_:
- if(BaseJob == Job_Acolyte){
- switch(tu_acolyte01){
- case 4:
- case 10:
- case 25:
- mes "[Sound by Window]";
- mes "...";
- next;
- mes "^3355FFThere's some kind";
- mes "of noise coming from";
- mes "yonder window...^000000";
- close;
- }
- }
- end;
-}
-
-//=================================================Eavesdrop====================================================
-prt_monk,223,123,3 script Eavesdrop#tu 111,{
- if(BaseJob != Job_Acolyte){
- mes "^3355FFThere's nothing here.^000000";
- close;
- }
- if(tu_acolyte01 > 3 && tu_acolyte01 < 10){
- mes "[Voices from Window]";
- mes "^A68064Sir...";
- mes "Something doesn't";
- mes "seem right at the palace.^000000";
- next;
- mes "[Voices from Window]";
- mes "^CD6600What's wrong?";
- mes "Did something happen?^000000";
- next;
- mes "[Voices from Window]";
- mes "^A68064I'm not sure.";
- mes "I can't explain exactly what it is, but the officials seem frightened about something. Maybe there";
- mes "was some sort of accident?^000000";
- next;
- mes "[Voices from Window]";
- mes "^CD6600Hmm, I wouldn't know.";
- mes "Why don't we just wait and see";
- mes "what happens? I'm sure the truth will come out one way or another.^000000";
- next;
- mes "[Voices from Window]";
- mes "^A68064 Alright, sir.";
- mes "Still, I can't help";
- mes "but feel uneasy...^000000";
- close;
- } else if(tu_acolyte01 > 9 && tu_acolyte01 < 25){
- mes "[Voices from Window]";
- mes "^A68064I heard from an";
- mes "official at the palace";
- mes "that they're requesting";
- mes "us for an exorcism.^000000";
- next;
- mes "[Voices from Window]";
- mes "^CD6600Exorcism?";
- mes "Did Zombies attack";
- mes "the kingdom or something?^000000";
- next;
- mes "[Voices from Window]";
- mes "^A68064No, I don't think";
- mes "that's the case, but";
- mes "they are requesting";
- mes "a highly skilled holy person...^000000";
- next;
- mes "[Voices from Window]";
- mes "^CD6600Hmm...";
- mes "I wonder what";
- mes "exactly is going on...^000000";
- next;
- mes "[Voices from Window]";
- mes "^A68064I will inform you";
- mes "as soon as I hear";
- mes "something.^000000";
- next;
- mes "[Voices from Window]";
- mes "^CD6600Thank you...^000000";
- close;
- } else if(tu_acolyte01 > 24){
- mes "[Voices from Window]";
- mes "^A68064...Sir, do you know anything about the ^855E42curse of the Gaebolg family^A68064?^000000";
- next;
- mes "[Voices from Window]";
- mes "^CD6600The Gaebolg?";
- mes "Are you telling me";
- mes "there's a curse on";
- mes "the royal family?^000000";
- next;
- mes "[Voices from Window]";
- mes "^A68064Yes...";
- mes "That may be why his";
- mes "highness, King Tristam III,";
- mes "and his courtiers have been";
- mes "acting strangely lately...^000000";
- next;
- mes "[Voices from Window]";
- mes "^A68064You see...";
- mes "Yormungard is";
- mes "said to have cursed";
- mes "the Gaebolg family when Rune-Midgarts was first established.^000000";
- next;
- mes "[Voices from Window]";
- mes "^CD6600Yormungard?!";
- mes "How can we hope";
- mes "to combat its magic?";
- mes "Not even the Asgardians";
- mes "could deal with that";
- mes "giant serpent's power!^000000";
- next;
- mes "[Voices from Window]";
- mes "^A68064It's horrible...";
- mes "Because of the curse,";
- mes "the first child of every generation of the Gaebolg family will supposedly die an early death...^000000";
- next;
- mes "[Voices from Window]";
- mes "^CD6600Are you saying that all of the first princes and princesses";
- mes "have died to this day? If this is true, it'd cause trouble if word got out...^000000";
- next;
- mes "[Voices from Window]";
- mes "^CD6600Is that what happened";
- mes "in the palace? Did the eldest prince pass away recently?^000000";
- next;
- mes "[Voices from Window]";
- mes "^A68064 No...";
- mes "Actually, the second";
- mes "eldest prince passed";
- mes "away, not the first.^000000";
- next;
- mes "[Voices from Window]";
- mes "^CD6600What!?^000000";
- next;
- mes "[Voices from Window]";
- mes "^A68064L-lower your voice!^000000";
- next;
- mes "[Voices from Window]";
- mes "^CD6600So...";
- mes "How did it happen?";
- mes "Was it an accident?^000000";
- next;
- mes "[Voices from Window]";
- mes "^A68064 They haven't determined";
- mes "the exact reason of the death yet. But the court officials want us to see if we can undo Yormungard's curse once and for all.^000000";
- next;
- mes "[Voices from Window]";
- mes "^CD6600Yormungard's curse?";
- mes "Is it possible to remove it after so many years? Such ancient";
- mes "magic may be too powerful for";
- mes "any of us in the Church...^000000";
- next;
- mes "[Voice from Window]";
- mes "^A68064This task is monumentally huge!";
- mes "And if we should fail, we'd lose the faith of our constituents. The Church and the Royal Court truly need a miracle...^000000";
- next;
- mes "[Voice from Window]";
- mes "^CD6600Well, what's the Church's response? Are we really going to send someone to lift the curse of a monster that can challenge the Asgardians?^000000";
- next;
- mes "[Voice from Window]";
- mes "^A68064I'm not quite sure.";
- mes "Those that might have";
- mes "the necessary skill are";
- mes "too old. Still, they're";
- mes "not giving up hope...^000000";
- next;
- mes "[Voice from Window]";
- mes "^A68064This situation is very important to the reputation of the royal family and stability of the kingdom, so everyone's been very careful";
- mes "about keeping quiet.^000000";
- next;
- mes "[Voice from Window]";
- mes "^A68064For now, I'll return to the kingdom and let you know if I hear of any other news. Still, since everyone needs to be so careful, it may be";
- mes "a while until I learn anything new.^000000";
- next;
- mes "[Voice from Window]";
- mes "^CD6600Thank you very much.";
- mes "I'll be waiting to hear";
- mes "from you again.^000000";
- next;
- mes "[Voice from Window]";
- mes "^CD6600Oh dear God.";
- mes "Please expel the darkness that approaches the Rune-Midgarts Kingdom. Please protect us with your light and compassion.^000000";
- close;
- }
-}
-
-/*
-sec_in02,17,156,3 script 1st Job Quest Reset 726,{
- mes "[1st Job Quest]";
- mes "Which would you like to reset?";
- next;
- switch(select("Swordsman:Merchant:Archer:Acolyte:Thief:Mage")) {
- case 1:
- set tu_swordman,0;
- break;
- case 2:
- set tu_merchant,0;
- break;
- case 3:
- set tu_archer01,0;
- set tu_archer02,0;
- break;
- case 4:
- set tu_acolyte01,0;
- break;
- case 5:
- set tu_thief01,0;
- break;
- case 6:
- set tu_magician01,0;
- break;
- }
- mes "Completed.";
- close;
-}
-*/
diff --git a/npc/quests/first_class/tu_archer.txt b/npc/quests/first_class/tu_archer.txt
deleted file mode 100644
index 98554b615..000000000
--- a/npc/quests/first_class/tu_archer.txt
+++ /dev/null
@@ -1,1934 +0,0 @@
-//===== rAthena Script =======================================
-//= Archer Class Tutorial and Job Specific Quest
-//===== By: ==================================================
-//= Fix up by Jukka
-//===== Current Version: =====================================
-//= 1.9
-//===== Compatible With: =====================================
-//= rAthena SVN (Testet in Trunk 88xx)
-//===== Description: =========================================
-//=
-//===== Additional Comments: =================================
-//= 1.0 Fully working
-//= 1.1 optimized [Lupus] 1.2 fixed Weight check
-//= TODO: Test, Add correct misceffects numbers
-//= 1.3 Moved Master Kavaruk (overlapped Phantasmic Arrow
-//= Skill quest NPC) [Lupus]
-//= 1.4 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
-//= 1.5 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
-//= 1.6 Fixed infinate loop. (bugreport:2393) [L0ne_W0lf]
-//= 1.7 Added 10.3 dialog and moved Arpesto to hunter skill quest. [Kisuka]
-//= 1.8 Updated slightly, removed additional emotions from Reiden. [L0ne_W0lf]
-//= 1.9 Misc. updates. [L0ne_W0lf]
-//============================================================
-
-
-//=================================================Bard Jet====================================================
-payon_in02,67,65,3 script Bard Jet#tu 51,{
- mes "[Jet]";
- mes "Every god never grows old";
- mes "Because of beautiful";
- mes "Goddess, Idun.";
- mes "Keeper of the apples of youth";
- mes "Goddess of immortality.";
- next;
- mes "[Jet]";
- if(Class == Job_Archer || Class == Job_Baby_Archer || Class == Job_Archer_High){
- mes "Ooh, you're an Archer?";
- mes "There was a time when I too";
- mes "was an Archer. But I've changed jobs, so now I entertain the masses with my songs and humor.";
- next;
- mes "[Jet]";
- mes "Speaking of which...";
- mes "Let me tell you a joke!";
- mes "Trust me, it's hilarious~";
- mes "^333333*Ahem*^000000";
- emotion e_gasp;
- next;
- mes "[Jet]";
- mes "A termite walks";
- mes "into a bar and says,";
- mes "'Is the bar tender here?'";
- mes "Hahahahaha!";
- mes "Bwehehehehe!";
- emotion e_lv;
- next;
- mes "[Jet]";
- mes "Hahaha~!";
- mes "Goodness,";
- mes "I'm funny!";
- mes "Now, you try!";
- mes "Come on, make";
- mes "up a joke~!";
- emotion e_gg;
- next;
- if (Sex == 1) {
- select("A joke, eh?");
- specialeffect2 EF_TALK_FROSTJOKE;
- mes "[Jet]";
- mes "Oh...";
- mes "My...";
- mes "God...";
- next;
- mes "[Jet]";
- mes "That was the greatest";
- mes "joke I've ever heard in my";
- mes "life! You really have a natural";
- mes "talent for showmanship! You";
- mes "just have to become a Bard!";
- } else {
- select("Scream!");
- specialeffect2 EF_TALK_SCREAM;
- mes "[Jet]";
- mes "W-Wow...";
- mes "I don't know why, but that was truly amazing. You must have";
- mes "what it takes to become a Dancer...";
- }
- emotion e_no1;
- next;
- mes "[Jet]";
- mes "But before any of that, you've got to get rid of the Archer look, no?";
- next;
- mes "[Jet]";
- mes "Actually I'm a member of";
- mes "the ^3131FFArcher's Guild^000000 'Icarus' which is to the ^3131FFleft of the job change office^000000. You should be able to";
- mes "learn a lot from there.";
- next;
- mes "[Jet]";
- mes "Now now, go learn";
- mes "everything and change";
- mes "jobs so that you can";
- mes "come play with me!";
- close;
- } else if(Class == Job_Bard || Class == Job_Clown || Class == Job_Baby_Bard){ //CHECK
- mes "Ooh...!";
- mes "You're...!";
- next;
- specialeffect2 EF_TALK_FROSTJOKE;
- //specialeffect EF_TALK_FROSTJOKE,"Bard Jet#tu";
- emotion e_no1;
- mes "[Jet]";
- mes "Let's see...";
- mes "I've been working";
- mes "on a new joke here,";
- mes "but I could use some";
- mes "feedback. You ready?";
- next;
- mes "[Jet]";
- mes "What did the male";
- mes "Merchant say to the";
- mes "dancing Isis? Give up?";
- next;
- mes "[Jet]";
- mes "'Mammonite!'";
- mes "Get it? 'Cuz he";
- mes "throws money at her";
- mes "and the word Mammonite";
- mes "sounds-- wait. It's not funny";
- mes "if I have to explain it, huh?";
- close;
- } else if(Class == Job_Dancer || Class == Job_Gypsy || Class == Job_Baby_Dancer){
- mes "Ooh...!";
- mes "Hello, hello!";
- mes "Wouldn't it be";
- mes "nice if we could";
- mes "perform together";
- mes "one of these days?";
- close;
- } else {
- mes "You look bored...";
- mes "Is life really that";
- mes "mundane and tiresome?";
- mes "Then... I shall make";
- mes "you laugh...";
- next;
- mes "[Jet]";
- mes "^333333*Ahem*^000000";
- mes "These are the";
- mes "famous last words";
- mes "of a mafia hit man...";
- next;
- mes "[Jet]";
- mes "'Who put the";
- mes "violin in this";
- mes "violin case?!'";
- mes "Bwahahahahahahah!";
- mes "Get the joke?";
- }
- close;
-}
-
-//=================================================Sign====================================================
-pay_arche,127,154,4 script Sign#arc 835,{
- mes " ";
- mes " Archer Job Change Office ---> ";
- mes " <--- Icarus ";
- mes " ";
- close;
-}
-
-//=================================================Master Kavaruk====================================================
-payon_in02,54,13,3 script Master Kavaruk 55,{
- mes "[Master Kavaruk]";
- mes "Hello, young one.";
- mes "I am Master Kavaruk";
- mes "of the Icarus Archer Guild.";
- mes "I bid you welcome.";
- next;
- switch(select("Ask about 'Icarus.':Ask about recent news.:Talk about Archers.")) {
- case 1:
- mes "[Master Kavaruk]";
- mes "Have you ever";
- mes "heard the story";
- mes "of Icarus before?";
- next;
- mes "[Master Kavaruk]";
- mes "Icarus was a brave young man who flew through the sky using wings held together by beeswax. Out of curiosity, he flew too close to the sun, his wings melted, and he fell to his death.";
- next;
- mes "[Master Kavaruk]";
- mes "Although his is a tragic story, Icarus had a courageous heart";
- mes "that we should look up to as";
- mes "our standard.";
- next;
- mes "[Master Kavaruk]";
- mes "The members of our guild are those who not only wish to be brave, but to reach out for our dreams like Icarus did. Our members are aspiring Archers, former Archers and current Archers.";
- next;
- mes "[Master Kavaruk]";
- if(Class == Job_Novice || Class == Job_Baby){
- mes "If you'd like to become an Archer, why don't you go around and learn";
- mes "a few things about the profession? I'm sure you'll be able to hear plenty of stories around here.";
- close;
-
- } else if(Class == Job_Archer){
- mes "Since you're an Archer, you might";
- mes "benefit from going around and listening to everyone else's battle experiences. Becoming familiar with different fight scenarios will help you in the future.";
- close;
-
- } else if(Class == Job_Hunter || Class == Job_Sniper || Class == Job_Baby_Hunter){ //CHECK
- mes "[Master Kavaruk]";
- mes "Arpesto is waiting";
- mes "outside. Since he's a";
- mes "veteran hunter, he can";
- mes "be of great help to you.";
- close;
-
- } else if(Class == Job_Dancer || Class == Job_Gypsy || Class == Job_Baby_Dancer){ //CHECK
- mes "In fact, a few of our";
- mes "members specialize in";
- mes "capturing the fascination";
- mes "of those watching with their";
- mes "graceful dances, just like you.";
- next;
- mes "[Master Kavaruk]";
- mes "...But I don't seem to see";
- mes "any of them around here right now. They never seem to remain in one";
- mes "place for very long. Still, I'm sure of them will turn up here";
- mes "one of these days.";
- close;
-
- } else if(Class == Job_Bard || Class == Job_Clown || Class == Job_Baby_Bard){ //CHECK
- mes "In fact, a few of our members";
- mes "are highly skilled in singing and entertaining their allies, much in the same way you do.";
- next;
- mes "[Master Kavaruk]";
- mes "...But I don't seem to see any of them around here right now. They always wander wherever the wind takes them, but I'm sure one of them will wander back here one";
- mes "of these days.";
- close;
- }
- mes "They happen to know a lot of information about jobs related to Archers. Why don't you speak to them and learn more about";
- mes "these other jobs?";
- close;
- break;
- case 2:
- mes "[Master Kavaruk]";
- if(Class == Job_Archer || Class == Job_Baby_Archer || Class == Job_Archer_High){
- if(tu_archer02 == 0){
- mes "Oh, it's a good thing";
- mes "you're here, "+strcharinfo(0)+".";
- mes "I've just received request for support from the Alchemist";
- mes "Guild in Al De Baran.";
- next;
- mes "[Master Kavaruk]";
- mes "They've been taking care";
- mes "of a Flora field as a way of supplying their funds, but recently some stray cats seem to have been destroying the plants there.";
- next;
- mes "[Master Kavaruk]";
- mes "Although the Alchemists have been using Alchemy to summon the Flora again to keep the field running, it's causing a strain on their resources.";
- next;
- mes "[Master Kavaruk]";
- mes "They are willing to give rewards for bringing materials such as ^3131FFManeater Blossoms^000000 and ^3131FFStems^000000 which will help them restore";
- mes "their Flora.";
- next;
- mes "[Master Kavaruk]";
- mes "If you're interested, it would probably be best to speak to the Alchemist Guild member who is waiting to hear from us at the ^3131FFshop next to the road south of Icarus^000000.";
- set tu_archer02,1;
- close;
-
- } else if(tu_archer02 == 1){
- mes "Hmmm...";
- mes "..........";
- next;
- select("Is something the matter?");
- mes "[Master Kavaruk]";
- mes "Actually, we have a problem.";
- mes "The position of master seems to have a lot of power, but I always need to remain here. I don't have the luxury of being able to leave my post.";
- next;
- mes "[Master Kavaruk]";
- mes "I asked a member of Icarus to";
- mes "wander about the Rune-Midgarts Kingdom and gather news and information about what has been going on recenty.";
- next;
- mes "[Master Kavaruk]";
- mes "He has been sending me letters containing detailed information, but all of a sudden, I've lost contact with him. I'm concerned over what may have happened.";
- next;
- mes "[Master Kavaruk]";
- mes "Would you please go find";
- mes "^3131FFArthail of the Wind^000000 for me? Although he doesn't like people, I've ordered for him to wander within the crowds to gather information.";
- next;
- mes "[Master Kavaruk]";
- mes "Please find out if he is all right and help him with whatever he";
- mes "may need. In the meantime, I will be waiting to hear from you. Thank you very much.";
- set tu_archer02, 2;
- close;
-
- } else if(tu_archer02 == 2){
- mes "Find Arthail";
- mes "of the Wind for me.";
- mes "He must be somewhere";
- mes "in Prontera...";
- close;
-
- } else if(tu_archer02 == 9){
- mes "Hmmm, I see. Thank you";
- mes "for bringing me the news. As Arthail has said, I shall wait until he has more news for me.";
- mes "You should also train and prepare for the future as well.";
- set tu_archer02, 10;
- getexp 200,100;
- close;
- }
- }
- mes "I don't know...";
- mes "Recently, I haven't heard any noteworthy news. For now, the warmth of the sun seems to be protecting the peace here.";
- next;
- mes "[Master Kavaruk]";
- mes "But if I hear of";
- mes "any interesting rumors,";
- mes "I will let you know.";
- close;
- break;
-
- case 3:
- mes "[Master Kavaruk]";
- if(tu_archer01 < 1){
- if(Class == Job_Novice || Class == Job_Baby){
- mes "Ah...";
- mes "So are you";
- mes "interested in";
- mes "becoming an Archer?";
-
- } else if(BaseClass == Job_Archer){
- mes "Although I can't deny that you're an expert, I suppose it is a good idea to review the basics of archery from time to time. Would you like to try some refresher training?";
- } else if(Class == Job_Hunter || Class == Job_Sniper){ //CHECK
- mes "[Master Kavaruk]";
- mes "Arpesto is waiting";
- mes "outside. Since he's a";
- mes "veteran hunter, he can";
- mes "be of great help to you.";
- close;
-
- } else if(Class == Job_Archer || Class == Job_Baby_Archer){
- mes "As an Archer, I can see that you'd want to make sure that you have a strong grasp on the fundamentals";
- mes "of our job. Would you like some specialized instruction?";
-
- } else {
- mes "Although you may not be able";
- mes "to directly apply archery related knowledge, it's a good idea to understand the capabilities of";
- mes "your Archer allies.";
- next;
- mes "[Master Kavaruk]";
- mes "How would you like";
- mes "some specialized instruction to learn more about the Archer job?";
- }
- next;
- switch(select("Yes:No")){
- case 1:
- set tu_archer01, 1;
- mes "[Master Kavaruk]";
- mes "Ah yes. Well then, please";
- mes "take this message over to ^3131FFSeisner^000000 who is in the Training Grounds west of Icarus.";
- next;
- mes "^3355FFYou've received";
- mes "Kavaruk's message";
- mes "for Seisner.^000000";
- next;
- mes "[Master Kavaruk]";
- mes "Seisner is very diligent,";
- mes "composed, intelligent and";
- mes "extremely capable. I believe";
- mes "that you can learn much from her.";
- close;
- break;
- case 2:
- mes "[Master Kavaruk]";
- mes "Ah, I see. Well,";
- mes "Icarus will always welcome";
- mes "you with open arms. If you";
- mes "ever change your mind, feel";
- mes "free to come back.";
- close;
- break;
- }
- } else if(tu_archer01 == 1 || tu_archer01 == 2){
- mes "Hmm...?";
- mes "What are you still";
- mes "doing here? Go to the";
- mes "hills west of Icarus and";
- mes "talk to ^3131FFSeisner^000000 to begin your special training.";
- close;
-
- } else if(tu_archer01 == 3){
- mes "So "+strcharinfo(0)+",";
- mes "Did you have a good experience? Learning theory alone is never too enjoyable, but it is necessary.";
- next;
- mes "[Master Kavaruk]";
- if(Class == Job_Archer || Class == Job_Archer_High || Class == Job_Baby_Archer){
- mes "Now it is time to experience the principles you've just learned firsthand. Go speak to ^3131FFReidin Corse^000000, who is just outside of this building, and he'll tell you about the different skills.";
- set tu_archer01, 4;
- } else {
- mes "Still, there's no need for you to do any field training since only Archers can actually participate";
- mes "in that.";
- }
- close;
-
- } else if(tu_archer01 == 4){
- mes "Reidin Corse is just outside of this building. Didn't you see him on your way in?";
- close;
-
- }
- }
- mes "You're great";
- mes "just as you are now.";
- mes "Still, if you feel like you need something, speak to any of the guild members and listen to their life experiences.";
- close;
-}
-
-//=================================================Reidin Corse====================================================
-pay_arche,103,165,5 script Reidin Corse#tu 832,{
- mes "[Reidin Corse]";
- if(MaxWeight - Weight < 2000){
- mes "Hey, you're carrying an";
- mes "awful lot of stuff. You ought";
- mes "to put some of your things";
- mes "into Kafra Storage...";
- close;
- }
- if(tu_archer01 > 0){
- if(tu_archer01 == 4){
- mes "Ah, what is it?";
- mes "Can I help you";
- mes "with something?";
- next;
- switch(select("Tell me about skills.:Er, not really...")) {
- case 1:
- mes "[Reidin Corse]";
- mes "Huh. So Master";
- mes "Kavaruk told you";
- mes "to come to me, eh?";
- mes "Alright. Okay.";
- emotion e_gg;
- next;
- break;
- case 2:
- mes "[Reidin Corse]";
- mes "Huh...?";
- mes "Alright. You sure";
- mes "you've got nothing";
- mes "to ask me? You had";
- mes "that look, you know?";
- close;
- break;
- }
- mes "[Reidin Corse]";
- mes "Fine. I'm an incredibly";
- mes "busy guy, but I'll make time for you. I'll teach you what I know about Archer skills... On one condition!";
- next;
- mes "[Reidin Corse]";
- mes "From here on out, you gotta";
- mes "call me ^3131FFChief^000000, got it? Stick with me and you'll become the second best archer in the world! How";
- mes "about it, kid?";
- next;
- switch(select("You got it, Chief!:Ugh, no thanks~!")) {
- case 1:
- mes "[Reidin Corse]";
- mes "Ho ho!";
- mes "That's the way to go!";
- mes "Good good~ Call me Chief";
- mes "from now on, you hear?";
- next;
- break;
- case 2:
- mes "[Reidin Corse]";
- mes "Huh? What kind of attitude";
- mes "is that? Ah, I get it. You're not mature enough to recognize greatness when it's right";
- mes "before you.";
- next;
- mes "[Reidin Corse]";
- mes "Don't worry...";
- mes "When you come crawlin'";
- mes "back, I'll reconsider";
- mes "teaching you.";
- close;
- break;
- }
- mes "[Reidin Corse]";
- mes "Let's see...";
- mes "How much do you know?";
- mes "Mmmmmmmmmm...";
- next;
- mes "^3355FFReidin Corse narrows his experienced eyes and sizes you up.^000000";
- next;
- mes "[Reidin Corse]";
- if(JobLevel > 39){
- mes "Hey! You're ready to change jobs, aren't you? Don't waste time here and just get a new job already! Eh, or you can ask Master Kavaruk for something to do.";
- close;
- } else if(JobLevel < 5){
- mes "Alright! We got a fresh Archer here! You're lucky you came to me, I'm the best teacher you can find! But let me warn you, I teach at a really fast pace, so try to keep";
- mes "up. Okay? Good.";
- next;
- set tu_archer01, 5;
- mes "[Reidin Corse]";
- mes "Okay, I'm ready to begin the lessons! Come back over here once you've got your bow and arrows and everything else ready, got it?";
- close;
- } else {
- mes "Okay. It looks like you know";
- mes "some stuff. But even if you're";
- mes "a little experienced, there's still room for you to learn. So try and keep up, got it?";
- next;
- set tu_archer01, 5;
- mes "[Reidin Corse]";
- mes "Well, I'm ready to teach whenever you're ready to learn. Come back once your bow and arrows and everything else is ready, alright?";
- close;
- }
- } else if(tu_archer01 == 5){
- mes "You ready? I think it's fair to remind you that I won't tolerate any complaining! Just do what";
- mes "I say and you'll be the second best Archer in the world! After me, of course~";
- next;
- mes "[Reidin Corse]";
- mes "If you don't like it, you can just quit! No reason to stick around";
- mes "if you can't keep up with the Chief, anyway.";
- next;
- switch(select("Please teach me... Chief!:I want to quit.")) {
- case 1:
- mes "[Reidin Corse]";
- mes "That's what I'm talkin' about! Yeah! Just trust me and you'll learn almost everything about Archer skills! Let's get started!";
- next;
- select("Yes, Chief!");
- emotion e_ok;
- mes "[Reidin Corse]";
- mes "Great...!";
- mes "I like your style!";
- next;
- mes "[Reidin Corse]";
- mes "Now, open your Skill Window (Alt+S). You oughta be able to see two skills: ^FF0000Owl's Eye^000000 and ^FF0000Double Strafe^000000. First, I'll talk about Owl's Eye.";
- next;
- mes "[Reidin Corse]";
- mes "We Archers need to be able to preceive the movements of our targets from far away. Now, even during the night, nothing can escape the eyes of an owl.";
- next;
- mes "[Reidin Corse]";
- mes "So we gotta train our vision so that we see the way owls do. Now";
- mes "if you can't aim at your targets, you'd be horrible at archery, right? You gotta have Accuracy!";
- next;
- mes "[Reidin Corse]";
- set .@skill_owl, getskilllv("AC_OWL");
- if(.@skill_owl < 3){
- set tu_archer01, 6;
- mes "Now, your first assignment";
- mes "is to learn ^3131FFLevel 3 Owl's Eye^000000!";
- mes "From Morroc, if you travel south, you can fight Condors for your training.";
- next;
- mes "[Reidin Corse]";
- mes "You can head somewhere";
- mes "else if you want, but if you don't know any training areas, then";
- mes "just follow my great advice.";
- next;
- switch(select("I'll follow your advice, Chief!:I'll hunt somewhere else...")) {
- case 1:
- mes "[Reidin Corse]";
- mes "I'll send you to";
- mes "Morroc for now,";
- mes "so don't forget the";
- mes "directions I gave you.";
- mes "Travel ^3131FFsouth^000000.";
- next;
- switch(select("Leave right away~:W-wait, let me get ready!")) {
- case 1:
- mes "[Reidin Corse]";
- mes "When you struggle";
- mes "through the hardships";
- mes "of training, just think";
- mes "about trying to become as";
- mes "good as the greatest Archer";
- mes "ever: me.";
- emotion e_dots;
- next;
- mes "[Reidin Corse]";
- mes "Okay...!";
- mes "Off you go!";
- mes "To Morroc!";
- close2;
- warp "morocc",156,46;
- end;
- break;
- case 2:
- mes "[Reidin Corse]";
- mes "Hm...?";
- mes "What do you possibly";
- mes "need to prepare? Alright,";
- mes "do whatever it is you";
- mes "need to do...";
- close;
- break;
- }
- break;
- case 2:
- emotion e_an;
- mes "[Reidin Corse]";
- mes "Say what...?";
- mes "Alright, then.";
- mes "But the next time";
- mes "you come here, you better";
- mes "know Level 3 Owl's Eye!";
- close;
- break;
- }
-
- } else {
- emotion e_ag;
- mes "Huh. So you already know a little about Owl's Eye already, huh? Well then, I guess I oughta talk about something you don't know about!";
- set tu_archer01, 7;
- getexp 50,0;
- close;
- }
- break;
- case 2:
- mes "[Reidin Corse]";
- mes "Huh. Okay.";
- mes "And here I was";
- mes "getting ready to";
- mes "teach you all my";
- mes "archery secrets!";
- close;
- break;
- }
- } else if(tu_archer01 == 6){
- set .@owl, getskilllv(43);
- if(.@owl > 2){
- mes "Ah, you're";
- mes "finally back.";
- mes "You've kept me";
- mes "waiting for a while!";
- next;
- emotion e_gasp;
- mes "[Reidin Corse]";
- mes "Ah, but your eyes look a lot sharper than they used to be.";
- mes "Here, this is a small, special reward for you.";
- specialeffect2 EF_WIND;
- set tu_archer01, 7;
- getexp 50,0;
- next;
- emotion e_pif;
- mes "[Reidin Corse]";
- mes "Not bad, but you really should master Owl's Eye. That means";
- mes "you need to learn it all the way";
- mes "up to Level 10!";
- next;
- mes "[Reidin Corse]";
- mes "Now, I guess I'll";
- mes "talk about a different";
- mes "skill in my next lecture, kay?";
- mes "Come back when you're ready";
- mes "to learn something new~";
- close;
- } else {
- mes "Hey! I told";
- mes "you to learn";
- mes "Level 3 Owl's Eye!";
- mes "Try not to learn something";
- mes "else by accident, okay?";
- close;
- }
- } else if(tu_archer01 == 7){
- mes "Alright, open";
- mes "your Skill Window.";
- mes "Since you have Level 3";
- mes "Owl's Eye, now you oughta be";
- mes "able to see the Vulture's Eye";
- mes "skill in the list too.";
- next;
- mes "[Reidin Corse]";
- mes "Now when you think";
- mes "about vultures, what";
- mes "exactly comes to mind?";
- next;
- switch(select("Sharp, precise eyes.:You, Chief.")) {
- case 1:
- mes "[Reidin Corse]";
- mes "Exactly!";
- break;
- case 2:
- emotion e_lv2;
- mes "[Reidin Corse]";
- mes "Hahahaha!";
- mes "Well, I am famous";
- mes "for my incredible";
- mes "vision and precision!";
- mes "^333333*Ahem*^000000 Anyway...";
- break;
- }
- next;
- mes "[Reidin Corse]";
- mes "Vultures circle the sky, find a target on the ground, and then very swiftly swoop down and ensnare their prey in their claws.";
- next;
- emotion e_lv;
- mes "[Reidin Corse]";
- mes "No doubt about it.";
- mes "Vultures are awesome!";
- next;
- mes "[Reidin Corse]";
- mes "The ^3131FFVulture's Eye^000000 skill allows";
- mes "you to train your vision to be like a vulture's. You'll increase your Attack Accuracy and can target enemies from further away.";
- next;
- emotion e_no;
- mes "[Reidin Corse]";
- mes "I know that you can attack";
- mes "from a distance now, but don't";
- mes "be satisfied with just your current attack range. Learn Vulture's Eye so you can attack from even further distances.";
- next;
- mes "[Reidin Corse]";
- mes "Now for your";
- mes "second assignment!";
- mes "Go hunt Mandagora!";
- mes "Mandagora don't move,";
- mes "so they're perfect for target";
- mes "practice from a distance!";
- next;
-
- set .@eagle, getskilllv("AC_VULTURE");
- if(.@eagle < 3){
- mes "Alright, Mandagora usually live around Geffen. I can send you to Geffen, so just travel north from there to find";
- mes "some of them.";
- next;
- mes "[Reidin Corse]";
- mes "Remember, the most";
- mes "important thing is to level the Vulture's Eye skill and test the distance of your attack range.";
- if(MaxWeight - Weight < 1000){
- mes "You've got plenty of arrows";
- mes "for that, so go for it!";
- set tu_archer01, 8;
- next;
- } else {
- next;
- mes "[Reidin Corse]";
- mes "Here's a little something to encourage you. Since Mandagora are Earth property monsters, these Fire Arrows will work really well.";
- set tu_archer01,8;
- getitem 1752,300; //Fire_Arrow
- next;
- }
- mes "[Reidin Corse]";
- mes "Alright~";
- mes "Ready to go?";
- next;
- switch(select("Let's go!:W-wait a minute!")) {
- case 1:
- mes "[Reidin Corse]";
- mes "Alright...!";
- mes "Get a move on!";
- close2;
- warp "geffen",120,39;
- end;
- break;
- case 2:
- mes "[Reidin Corse]";
- mes "You still need";
- mes "to get ready?";
- mes "Hurry it up!";
- close;
- break;
- }
- } else {
- mes "Eh?";
- mes "Wait a minute...";
- emotion e_what;
- next;
- mes "[Reidin Corse]";
- mes "You already";
- mes "learned Vulture's Eye!";
- mes "Why did I spend so much time explaining about it? Well, I guess we're ready to move on to the next lesson...";
- set tu_archer01,9;
- getitem 1752,500; //Fire_Arrow
- close;
- }
- } else if(tu_archer01 == 8){
- set .@eagle, getskilllv("AC_VULTURE");
- if(.@eagle < 3){
- mes "Mandagora lives in the area north of Geffen. Learn up to Level 3 Vulture's Eye and get acquainted with your attack range.";
- next;
- mes "[Reidin Corse]";
- mes "Okay...";
- mes "Are you";
- mes "ready to go?";
- next;
- switch(select("Go.:Wait a moment.")) {
- case 1:
- mes "[Reidin Corse]";
- mes "Alright...!";
- mes "Get a move on!";
- close2;
- warp "geffen",120,39;
- end;
- break;
- case 2:
- mes "[Reidin Corse]";
- mes "You still need";
- mes "to get ready?";
- mes "Hurry it up!";
- close;
- break;
- }
- } else {
- mes "Ah, so you've learned";
- mes "a little something about Vulture's Eye! What do you think about it now? Ah, and here's a little reward for you before I start the next lesson~";
- set tu_archer01,9;
- getitem 1752,500; //Fire_Arrow
- close;
- }
- } else if(tu_archer01 == 9){
- mes "Okay...";
- mes "Up till now we've";
- mes "studied Passive Skills.";
- mes "You know, Owl's Eye";
- mes "and Vulture's Eye.";
- next;
- mes "[Reidin Corse]";
- mes "Even though you may not be doing anything, Passive Skills are always in effect. Now, it's time for me to teach you about an Active Skill";
- mes "for Archers. Ready?";
- next;
- mes "[Reidin Corse]";
- mes "Today I'll tell";
- mes "you all about";
- mes "^3131FFDouble Strafe^000000!";
- mes "Whaddya think?";
- mes "Exciting, yes?";
- next;
- set .@eagle, getskilllv("AC_DOUBLE");
- if(.@eagle > 2){
- mes "["+strcharinfo(0)+"]";
- mes "I...";
- mes "I already know";
- mes "about Double Strafe.";
- next;
- mes "[Reidin Corse]";
- mes "...";
- mes "......";
- next;
- mes "[Reidin Corse]";
- mes "^333333*Sigh*^000000";
- mes "Next lesson...";
- set tu_archer01, 10;
- close;
- } else {
- mes "[Reidin Corse]";
- mes "Just like its name, Double Strafe allows you to attack enemies with your arrows twice in a row! Booyah~";
- next;
- mes "[Reidin Corse]";
- mes "As Double Strafe's level rises, its attack strength also increases. If you master this skill, you can do a great amount of damage to your enemies!";
- next;
- mes "[Reidin Corse]";
- mes "Hold your bow and arrow";
- mes "like this, concentrate, aim,";
- mes "then fire twice with all your";
- mes "might! Practice Double Strafe";
- mes "enough and you'll get used to it!";
- next;
- if(.@eagle == 0){
- specialeffect2 EF_WIND;
- set tu_archer01, 10;
- getexp 0,50;
- }
- emotion e_no1;
- next;
- mes "[Reidin Corse]";
- mes "Now, there's another skill known as ^FF0000Arrow Shower^000000. Where Double Strafe uses 2 Arrows, Arrow Shower fires a bunch of arrows at once.";
- next;
- mes "[Reidin Corse]";
- mes "Not even I can handle";
- mes "Arrow Shower all that well since it's really hard. Still, maybe if you trained more at it, you'd manage to pull it off?";
- emotion e_heh;
- close;
- }
- } else if(tu_archer01 == 10){
- mes "Now, I've taught you a lot of stuff and I wanna make sure you retain all of it. That's why I want you to take this midterm. Your mission: ^FF0000Attack the Rockers^000000!";
- emotion e_no1;
- next;
- mes "[Reidin Corse]";
- mes "Rockers live just southwest of Prontera.";
- next;
- mes "[Reidin Corse]";
- mes "Be aware that Rockers are earth element monsters!! ^3131FFSo they should be weak against fire^000000.";
- next;
- mes "[Reidin Corse]";
- mes "Now go and bring ^3131FF10 Grasshopper's Leg^000000 from hunting Rockers.";
- mes "Bring all of that and you pass~";
- next;
- mes "[Reidin Corse]";
- mes "It's easier to find them if you pass by the southern gate of Prontera and then head west. Alright, off you go, " + strcharinfo(0) + "~";
- set tu_archer01,11;
- close;
- } else if(tu_archer01 == 11){
- if(countitem(940) > 9){
- if(MaxWeight - Weight < 1000){
- mes "Why are you carrying";
- mes "so much stuff? You better put everything you don't need into Kafra Storage.";
- close;
- } else {
- mes "Hey, you're back!";
- mes "Let's see now...";
- next;
- emotion e_no1;
- mes "[Reidin Corse]";
- mes "Good! You pass.";
- mes "Don't forget that you gotta keep training and improve your skills. Before you know it, you'll be an expert almost as good as me!";
- specialeffect2 EF_WIND;
- set tu_archer01, 12;
- getexp 100,100;
- getitem 1707,1; //Great_Bow
- close;
- }
- } else {
- mes "Hey...";
- mes "You gotta bring";
- mes "^3131FF10 Grasshopper's Leg^000000 to pass my midterm! Go back to the southwest area of Prontera and get them!";
- close;
- }
- } else if(tu_archer01 == 12){
- mes "Alright, now there's only";
- mes "one more skill you need to know about. Personally, I think this one is crucial for every Archer...";
- next;
- mes "[Reidin Corse]";
- mes "Open your Skill Window.";
- mes "Make sure that you learn";
- mes "^FF0000Increase Concentration^000000.";
- mes "Now, how can I describe";
- mes "how to do it?";
- next;
- mes "[Reidin Corse]";
- mes "I guess that first, you gotta quiet your mind and enter a state of complete concentration. Steadily draw your bowstring back. If there's even a millisecond of imbalance, you'll miss.";
- next;
- mes "[Reidin Corse]";
- mes "We use Increase Concentration";
- mes "to keep ourselves calm and focused to ^3131FFmaximize certain abilities and stats^000000. This skill enhances our performance as Archers immensely!";
- next;
- mes "[Reidin Corse]";
- mes "You might not be able";
- mes "to see it now, but as you become more skilled, you'll eventually recognize all the benefits of this skill.";
- set tu_archer01, 13;
- close;
- } else if(tu_archer01 == 13){
- mes "^333333*Sigh*^000000";
- mes "It was a pain in the";
- mes "ass, but we're finally";
- mes "done with all of your lessons.";
- emotion e_pif;
- next;
- mes "[Reidin Corse]";
- mes "Ah, but it's not time for";
- mes "you to relax yet! Since I've given you a midterm, it's only fitting that I also give you a final!";
- next;
- mes "[Reidin Corse]";
- mes "Surprised, huh?";
- mes "Well, this test is a little harder, but I'll help you out so there's";
- mes "no need for you to fret.";
- next;
- mes "[Reidin Corse]";
- mes "Now, go into the forest east of Payon and hunt Spores and Wormtails. Your test will be to bring back ^3131FF10 Mushroom Spores^000000 and";
- mes "^3131FF10 Pointed Scales^000000.";
- next;
- mes "[Reidin Corse]";
- mes "I know it's a little dangerous,";
- mes "but I've got a pal who'll be there to help you. Of course, she's still in training, but...";
- next;
- mes "[Reidin Corse]";
- mes "Oh...";
- mes "And one last thing.";
- mes "Take some of these.";
- next;
- mes "[Reidin Corse]";
- if(MaxWeight - Weight < 2100){
- mes "H-hey!";
- mes "Why are you carrying";
- mes "so much stuff? You better put everything you don't need into Kafra Storage.";
- close;
- } else {
- mes "This stuff is just a little something to encourage you, so don't take it the wrong way! Now hurry up, get what I asked for,";
- mes "and come back!";
- set tu_archer01,14;
- getitem 601,10; //Wing_Of_Fly
- getitem 501,10; //Red_Potion
- getitem 602,1; //Wing_Of_Butterfly
- close;
- }
- } else if((tu_archer01 == 14) || (tu_archer01 == 15)){
- if((countitem(906) > 9) && (countitem(921) > 9)){
- mes "Ha-ha~!";
- mes "You look more like";
- mes "a veteran than a rookie";
- mes "now! Yeap, I can see it";
- mes "in your eyes.";
- next;
- mes "[Reidin Corse]";
- mes "Right, did you get a chance to meet my Acolyte pal, Mafra? She's pretty shy, but I hope you two got along.";
- next;
- mes "[Reidin Corse]";
- mes "I'm happy to tell";
- mes "you that you've passed";
- mes "my final exam! Here, take";
- mes "this little reward!";
- specialeffect2 EF_WIND;
- set tu_archer01,16;
- getexp 300,300;
- getitem 1770,500; //Iron_Arrow
- next;
- mes "[Reidin Corse]";
- mes "Well, it's like you're a full fledged Archer now. Honestly,";
- mes "I've got nothing more to teach you. Well, about archery, anyway.";
- emotion e_heh;
- next;
- mes "[Reidin Corse]";
- mes "Well, if you talk to him, Master Kavaruk might have something for you to do. He happens to have me running around to doing errands";
- mes "for him too. That creep!";
- emotion e_pif;
- next;
- mes "[Reidin Corse]";
- mes "Well, "+ strcharinfo(0) +",";
- mes "It'd make me really happy if you get to the point where you develop a true love for the art of archery. I'll see you sometime, okay?";
- emotion e_no1;
- close;
- } else {
- mes "Remember, you";
- mes "need to head into";
- mes "the forest east of Payon and get me";
- mes "^3131FF10 Mushroom Spores^000000";
- mes "and ^3131FF10 Pointed Scales^000000.";
- close;
- }
- } else if(tu_archer01 == 16){
- mes "I really like this town.";
- mes "There's so much lush greenery";
- mes "and the birds are always singing. Payon really is peaceful.";
- next;
- mes "[Reidin Corse]";
- mes "Of course, I've got friends here that I can trust with my life. We always argue, but we all want what's best for each other.";
- emotion e_pif;
- next;
- mes "[Reidin Corse]";
- mes "Wouldn't you";
- mes "agree that it's";
- mes "wonderful to have";
- mes "great friends?";
- close;
- } else {
- mes "I really like this town.";
- mes "Everything is green and birds singing all around.. such a peaceful place Payon is.";
- next;
- mes "[Reidin Corse]";
- mes "I feel so happy laying in the grass and looking up at the sky.";
- next;
- mes "[Reidin Corse]";
- mes "It might also be because I have my trustable friends here with me. Haha.";
- mes "We always argue, but we care for each other deep down inside.";
- emotion e_pif;
- next;
- mes "[Reidin Corse]";
- mes "..'friend' is a wonderful word. Don't you agree?";
- close;
- }
- }
- mes "Allow me to introduce myself. I'm the Archer of all Archers, ^3131FFReidin Corse^000000, Master of the Icarus Guild!";
- next;
- emotion e_no1;
- mes "[Reidin Corse]";
- mes "Right now, we're having a special event! The application fee for the Icarus Guild has been slashed by 50%! Join now and there'll be no annual fees!";
- next;
- emotion e_lv;
- mes "[Reidin Corse]";
- mes "During our special event, we'll have no job class restrictions!";
- mes "As an added bonus, all new male members will be introduced to beautiful Dancer girls!";
- next;
- emotion e_heh;
- mes "[Reidin Corse]";
- mes "And new female members will have the special opportunity to go out on a date with me! Don't miss out!";
- next;
- emotion e_cash;
- mes "[Reidin Corse]";
- mes "Join right now";
- mes "for a one time fee of only ^3131FF1,000,000, zeny^000000! Hurry and join the Icarus Guild while";
- mes "this offer still lasts!";
- next;
- emotion e_pif,"Arpesto";
- mes "[Arpesto]";
- mes "Reiden...";
- mes "Stop messing around.";
- mes "Hey there, kid. The real";
- mes "master of the Icarus Guild";
- mes "is in that building.";
- next;
- emotion e_omg;
- mes "[Reidin Corse]";
- mes "Arpesto...!";
- mes "Why'd you...?!";
- next;
- emotion e_ag;
- mes "[Reidin Corse]";
- mes "^333333*Sigh*^000000";
- mes "You got me, you got me.";
- mes "There's no application fee.";
- mes "But I'll still date all of";
- mes "those cute girls...";
- close;
-}
-
-//=================================================Seisner====================================================
-pay_arche,84,139,3 script Seisner 727,{
- specialeffect EF_HIT2,"#Target";
- mes "[Seisner]";
- mes "Aaaah!";
- mes "Double Strafe!";
- specialeffect EF_HIT2,"#Target";
- next;
- mes "[Seisner]";
- mes "I did it!";
- mes "Only an Archer";
- mes "could make that shot!";
- next;
- mes "[Seisner]";
- mes "Now, there are some";
- mes "Thief class people who also use arrows, but they're better suited to using Knives. We Archers are";
- mes "the arrow specialists!";
- if(tu_archer01 == 1 || tu_archer01 > 2){
- next;
- mes "^3355FFYou show Seisner";
- mes "the letter that Master";
- mes "Kavaruk has written";
- mes "to her for you.^000000";
- next;
- mes "[Seisner]";
- mes "So Master Kavaruk";
- mes "wants me to teach you";
- mes "about Archers and Archery? Alright, what would you like to know more about?";
- next;
- while(1){
- switch(select("About Archers.:Stats for Archers:End Conversation.")){
- case 1:
- mes "[Seisner]";
- mes "Archers specialize";
- mes "in shooting ^3131FFarrows^000000. We usually attack from a distance, but before we increase our Dodge Rate, we're pretty weak when it comes to one on one battles.";
- next;
- mes "[Seisner]";
- mes "Therefore, Archers tend to attack before the enemy gets too close.";
- mes "We also like to party with other people who can offer close";
- mes "range protection.";
- next;
- mes "[Seisner]";
- mes "Now, only Novices can";
- mes "become Archers after reaching";
- mes "Job Level 10 and learning all of the Basic Skills.";
- next;
- mes "[Seisner]";
- mes "Well experienced Archers can move on and change to the Second Job Class, becoming ^3131FFHunters^000000, ^3131FFBards^000000 if they are male, or ^3131FFDancers^000000 if they are female.";
- next;
- mes "[Seisner]";
- mes "If you reach Level 99";
- mes "as a Second Job Class character, you can change to a Transcendent Class with Valkyrie's help.";
- next;
- mes "[Seisner]";
- mes "Hunters can ultimately transcend into ^3131FFSnipers^000000, Bards into ^3131FFMinstrels^000000, and Dancers into ^3131FFGypsies^000000. I know that's pretty complex.";
- if(tu_archer01 == 1) set tu_archer01, 2;
- next;
- break;
- case 2:
- mes "[Seisner]";
- mes "So you want to";
- mes "know more about Stats";
- mes "and how they affect Archer abilities? I'll do my best to explain.";
- next;
- while(1) {
- switch(select("STR:^3131FFAGI^000000:VIT:^FF9900INT^000000:^FF3131DEX^000000:LUK:End Conversation.")) {
- case 1:
- mes "[Seisner]";
- mes "STR typically increases the damage of attacks. However, Archer class characters use weapons that rely on ^FF3131DEX^000000 to increase their damage.";
- next;
- mes "[Seisner]";
- mes "In a sense, STR might not be necessary for Archers, although I'm sure there are skills or situations where STR will come in handy.";
- next;
- mes "[Seisner]";
- mes "For instance, if you run out of arrows (which is every Archer's nightmare) and need to equip a Knife, having some STR might";
- mes "be helpful.";
- next;
- mes "[Seisner]";
- mes "Increasing STR will also";
- mes "increase the amount of weight";
- mes "that any character can carry. So if you have more STR, you can carry around more arrows.";
- next;
- if(tu_archer01 == 1) set tu_archer01, 2;
- break;
- case 2:
- mes "[Seisner]";
- mes "^FF3131AGI^000000 as you know, ";
- mes "^3131Ffincreases Attack Speed";
- mes "(ASPD)^000000 and affects ^3131FF Dodge Rate^000000.";
- next;
- mes "[Seisner]";
- mes "One of the drawbacks of being an Archer is having weaker strength and lower Dodge Rate. However, the Dodge Rate disadvantage is lessened by increasing your ^FF3131AGI^000000.";
- next;
- if(tu_archer01 == 1) set tu_archer01, 2;
- break;
- case 3:
- mes "[Seisner]";
- mes "^3131FFVIT^000000 will increase";
- mes "your Maximum HP and";
- mes "resistance to damage.";
- next;
- mes "[Seisner]";
- mes "Although Archers don't";
- mes "specialize in having any special kind of defense, having VIT will help alleviate the defensive weakness of the Archer class.";
- next;
- mes "[Seisner]";
- mes "VIT might be helpful";
- mes "depending on how you use it. Still, I wouldn't recommend focusing too much on increasing your VIT if you're an Archer.";
- next;
- if(tu_archer01 == 1) set tu_archer01, 2;
- break;
- case 4:
- mes "[Seisner]";
- mes "^FF0000INT^000000 is more";
- mes "important to the";
- mes "Archer class than";
- mes "you would think~";
- next;
- mes "[Seisner]";
- mes "As you increase ^FF0000INT^000000, you'll raise your Maximum SP, meaning you";
- mes "can use special skills more often.";
- next;
- mes "[Seisner]";
- mes "For Hunters, one of the Second Job Classes for Archers, having higher INT will increase the damage inflicted by ^3131FFFalcons^000000.";
- next;
- if(tu_archer01 == 1) set tu_archer01, 2;
- break;
- case 5:
- mes "[Seisner]";
- mes "Now DEX is almost";
- mes "without a doubt the";
- mes "most important stat";
- mes "for any Archer.";
- next;
- mes "[Seisner]";
- mes "^FF3131DEX^000000 ^3131Ffincreases the damage^000000";
- mes "of Archer class weapons that fire arrows. These include ^3131FFBows^000000, ^3131FFInstruments^000000 and ^3131FFWhips^000000.";
- next;
- mes "[Seisner]";
- mes "Dexterity enhances an Archer's ability to hit weak points and do more damage, which is why weapons that use arrows don't rely on STR like weapons used by other classes.";
- next;
- mes "[Seisner]";
- mes "Just like any other class, ^FF3131DEX^000000 increases ^3131FFAccuracy (HIT)^000000 and slightly enhances Attack Speed (ASPD).";
- next;
- if(tu_archer01 == 1) set tu_archer01, 2;
- break;
- case 6:
- mes "[Seisner]";
- mes "^FF0000LUK^000000 affects your";
- mes "Perfect Dodge rate";
- mes "and Critical rate.";
- next;
- mes "[Seisner]";
- mes "For Hunters, one of the Second Classes for the Archer, LUK increases the chance of ^3131FFBlitz Beat^000000 occurring automatically. So Hunters who rely on their Falcons might want to invest in LUK.";
- next;
- if(tu_archer01 == 1) set tu_archer01, 2;
- break;
- case 7:
- mes "[Seisner]";
- mes "So is there";
- mes "anything else that";
- mes "you want to ask me?";
- next;
- set .@exitwhile,1;
- break;
- }
- if (.@exitwhile) break;
- }
- break;
- case 3:
- mes "[Seisner]";
- mes "Once an Archer shoots an arrow,";
- mes "he can't stop its flight or change his target. That's why Archers need to be level headed and really careful in battle.";
- next;
- mes "[Seisner]";
- mes "Someday, I'd like to become a great Archer and use my skills for the good of Rune-Midgard.";
- close;
- break;
- }
- }
- } else if(tu_archer01 == 2){
- next;
- mes "[Seisner]";
- mes "Thanks for listening.";
- mes "I know I gave you a lot of information, but I think it's important that everyone";
- mes "understands archery.";
- next;
- mes "[Seisner]";
- mes "If you feel comfortable enough with the knowledge I've taught you, you should go back to Master Kavaruk. But if you still have questions, you can always come and ask me.";
- close2;
- specialeffect2 EF_WIND;
- set tu_archer01, 3;
- if(JobLevel == 1){
- getexp 0,5;
- } else if((JobLevel > 1) && (JobLevel < 11)){
- getexp 0,10;
- } else if((JobLevel > 10) && (JobLevel < 21)){
- getexp 0,25;
- } else {
- getexp 0,50;
- }
- end;
- }
- close;
-}
-
-//=================================================Target====================================================
-pay_arche,76,135,3 script Target#Target 111,{ end; } // empty NPC?? [Jukka]
-
-//=================================================Acolyte====================================================
-pay_fild08,40,83,5 script Acolyte#tu 95,{
- mes "[Acolyte]";
- if(tu_archer01 == 14){
- if(gettime(3) >= 18 && gettime(3) < 22){
- mes "H-hello!";
- mes "Umm, umm...";
- mes "Are you R-Reidin Corse's";
- mes "friend t-too?";
- next;
- mes "[Acolyte]";
- mes "M-my name is Mafra.";
- mes "Ever since he saved my life, Reidin has a-always been a good f-friend to me. He's such a great Archer";
- mes "and a really nice person!";
- next;
- mes "[Acolyte]";
- mes "Um, and...";
- mes "Uh... Oh no~";
- mes "What am I supposed";
- mes "t-to tell you...?";
- emotion e_swt2;
- next;
- mes "[Acolyte]";
- mes "Oh, since I'm training to be an Acolyte, I'm supposed to help out the people he's teaching. So...";
- mes "Let's h-help each other train!";
- mes "Um, is that okay?";
- next;
- switch(select("Sure.:No thanks.:Reidin Corse is mine!")) {
- case 1:
- mes "[Acolyte]";
- mes "Wow!";
- mes "Thank you, thank you!";
- mes "I''ll try my very best!";
- set tu_archer01, 15;
- close;
- break;
- case 2:
- mes "[Acolyte]";
- mes "Oh... Oh.";
- mes "I'm so sorry.";
- mes "If you don't need";
- mes "my help, I guess";
- mes "that's alright...";
- emotion e_sob;
- close;
- break;
- case 3:
- mes "[Acolyte]";
- mes "Eh?!";
- mes "R-really?";
- mes "I guess he doesn't";
- mes "need to tell me if";
- mes "he already has a girlfriend...";
- next;
- mes "[Acolyte]";
- if(Sex){
- mes "W-wait!";
- mes "Y-you're a man!";
- mes "D-d-d-don't tease me";
- mes "like that! I'm serious!";
- set tu_archer01, 15;
- close;
- } else {
- mes "And he's so brave";
- mes "and funny and smart.";
- mes "Y-you're lucky to have him.";
- mes "^333333*Sniff*^000000 I... I...";
- next;
- mes "[Acolyte]";
- mes "^333333*Sniffle*^000000";
- mes "I'll d-do my best to help you!";
- mes "I wish you both happiness! (Waaaaaah~!)";
- set tu_archer01, 15;
- close;
- }
- break;
- }
- end;
- } else {
- mes "^666666Zzzzz...^000000";
- mes "Wh-wha...?";
- mes "Who are you?";
- specialeffect EF_SLEEPATTACK;
- next;
- mes "[Acolyte]";
- mes "Wait, I know...";
- mes "Y-you're... ^666666*Yawn*^000000";
- mes "So sleepy. Take this for now...";
- set .@kurae_heal, rand(1,4);
- if(.@kurae_heal == 1){
- unitskilluseid getcharid(3),28,3;
- } else if(.@kurae_heal == 2){
- unitskilluseid getcharid(3),28,9;
- } else if(.@kurae_heal == 3){
- unitskilluseid getcharid(3),28,10;
- } else if(.@kurae_heal == 4){
- }
-
- set .@kurae_agi, rand(1,3);
- if(.@kurae_agi == 1){
- unitskilluseid getcharid(3),29,0;
- } else if(.@kurae_agi == 2){
- unitskilluseid getcharid(3),29,5;
- } else if(.@kurae_agi == 3){
- unitskilluseid getcharid(3),29,10;
- }
-
- set .@kurae_bls, rand(1,3);
- if(.@kurae_bls == 1){
- unitskilluseid getcharid(3),34,0;
- } else if(.@kurae_bls == 2){
- unitskilluseid getcharid(3),34,5;
- } else if(.@kurae_bls == 3){
- unitskilluseid getcharid(3),34,10;
- }
- close;
- }
- } else if(tu_archer01 == 15){
- if((gettime(3) >= 18) && (gettime(3) < 22)){
- mes "^666666Zzzzz...^000000";
- mes "Wh-wha...?";
- mes "Who are you?";
- specialeffect EF_SLEEPATTACK;
- next;
- mes "[Acolyte]";
- mes "Reidin Corse?";
- mes "I can't believe";
- mes "I feel asleep fo--";
- mes "^666666Zzzzzzz...^000000";
- next;
- mes "[Acolyte]";
- mes "^666666Zzzz^000000--Oooh!";
- mes "J-just take this before";
- mes "I fall asleep again~! ^666666*Yawn*^000000";
-
- set .@kurae_heal, rand(1,4);
- if(.@kurae_heal == 1){
- unitskilluseid getcharid(3),28,3;
- } else if(.@kurae_heal == 2){
- unitskilluseid getcharid(3),28,10;
- } else if(.@kurae_heal == 3){
- unitskilluseid getcharid(3),28,8;
- }
-
- set .@kurae_agi, rand(1,3);
- if(.@kurae_agi == 1){
- unitskilluseid getcharid(3),29,0;
- } else if(.@kurae_agi == 2){
- unitskilluseid getcharid(3),29,5;
- } else if(.@kurae_agi == 3){
- unitskilluseid getcharid(3),29,10;
- }
-
- set .@kurae_bls, rand(1,3);
- if(.@kurae_bls == 1){
- unitskilluseid getcharid(3),34,0;
- } else if(.@kurae_bls == 2){
- unitskilluseid getcharid(3),34,5;
- } else if(.@kurae_bls == 3){
- unitskilluseid getcharid(3),34,10;
- }
- close;
- } else {
- mes "Okay~!";
- mes "Let me try";
- mes "casting a spell";
- mes "to help you! Yaa~p!";
-
- set .@kurae_heal, rand(1,3);
- if(.@kurae_heal == 1){
- unitskilluseid getcharid(3),28,3;
- } else if(.@kurae_heal == 2){
- unitskilluseid getcharid(3),28,10;
- } else if(.@kurae_heal == 3){
- unitskilluseid getcharid(3),28,8;
- }
-
- set .@kurae_agi, rand(1,2);
- if(.@kurae_agi == 1){
- unitskilluseid getcharid(3),29,10;
- } else if(.@kurae_agi == 2){
- unitskilluseid getcharid(3),29,5;
- }
-
- set .@kurae_bls, rand(1,2);
- if(.@kurae_bls == 1){
- unitskilluseid getcharid(3),34,10;
- } else if(.@kurae_bls == 2){
- unitskilluseid getcharid(3),34,5;
- }
- close;
- }
- }
- mes "...";
- mes "W-why does";
- mes "traveling make";
- mes "me sooo sleepy...?";
- mes "^666666Zzzzzzzz...^000000";
- specialeffect EF_SLEEPATTACK;
- close;
-}
-
-//=================================================Alchemist Guildmember====================================================
-pay_arche,130,113,3 script Alchemist Guildmember#tu 740,{
- mes "[Alchemist Guildmember]";
- if(tu_archer02 > 0){
- if((countitem(1032) > 0) || (countitem(905) > 0 )){ // Blossom_Of_Maneater & Stem
- mes "Great...!";
- mes "I've been waiting";
- mes "for the Icarus Guild";
- mes "to send somebody";
- mes "to help us! Finally!";
- emotion e_sob;
- next;
- mes "[Alchemist Guildmember]";
- mes "Would you like to sell ^3131FFStems^000000";
- mes "and ^3131FFManeater Blossoms^000000 to";
- mes "the Alchemist Guild? We'll buy";
- mes "each Stem for ^3131FF30 Zeny^000000 and each";
- mes "Maneater Blossom for ^3131FF130 Zeny^000000.";
- next;
- switch(select("Sell all Stems and Maneater Blossoms:Don't sell anything.")) {
- case 1:
- mes "[Alchemist Guildmember]";
- mes "Thank you very much!";
- mes "This will really help";
- mes "us in maintaining our";
- mes "Flora field! I really";
- mes "appreciate your help~";
-
- set .@alche_f,countitem(1032); // Blossom_Of_Maneater
- set .@alche_s,countitem(905); // Stem
- set .@f_zeny, .@alche_f * 130;
- set .@s_zeny, .@alche_s * 30;
- set .@total_zeny, .@f_zeny + .@s_zeny;
- if(countitem(1032) == 0){
- delitem 905, .@alche_s; //Stem
- } else if(countitem(905) == 0){
- delitem 1032, .@alche_f; //Blossom_Of_Maneater
- } else {
- delitem 1032, .@alche_f; //Blossom_Of_Maneater
- delitem 905, .@alche_s; //Stem
- }
- set Zeny,Zeny+.@total_zeny;
- close;
- break;
- case 2:
- mes "[Alchemist Guildmember]";
- mes "Seriously...";
- mes "I'm on the verge of begging!";
- mes "The Alchemist Guild really needs lots of new supplies to keep our Flora field running!";
- emotion e_sob;
- close;
- break;
- }
- } else {
- mes "I don't know if you've heard";
- mes "from Kavaruk, but our Flora field is getting ruined by stray cats.";
- emotion e_sob;
- next;
- mes "[Alchemist Guildmember]";
- mes "No matter how much we chase";
- mes "them away, they always manage to come back. We really have no choice but to replace what they destroy.";
- next;
- mes "[Alchemist Guildmember]";
- mes "We'll reward you if you can bring us ^3131FFStems^000000 and ^3131FFManeater Blossoms^000000";
- mes "to help us in our field maintenance efforts. These Flora are crucial since they provide funds for our guild. Without them...";
- close;
- }
- }
- mes "^666666*Sigh...*^000000";
- mes "Isn't anyone coming";
- mes "to help us? We're facing";
- mes "a really huge crisis here!";
- close;
-}
-
-//=================================================Arthail====================================================
-prontera,126,335,5 script Arthail 51,{
- mes "[Arthail]";
- if(tu_archer02 < 3){
- mes "I am the Bard";
- mes "who sings only for";
- mes "himself. The gentle";
- mes "breeze is the only";
- mes "audience I have.";
- next;
- mes "[Arthail]";
- mes "I am Arthail";
- mes "of the Wind.";
- mes "I sing for no man,";
- mes "so you had best be on";
- mes "your way. I'm sorry, but";
- mes "I have no songs to share.";
- if(tu_archer02 == 2) {
- next;
- select("Master Kavaruk told me to find you!");
- mes "[Arthail]";
- mes "Really now?";
- mes "I suppose it";
- mes "can't be helped.";
- mes "I really should";
- mes "have contacted him.";
- next;
- mes "[Arthail]";
- mes "However, I'm very tired from the long trip. I'm exhausted from the crowding of this city and the hundreds of talking people.";
- mes "I can't handle it all...";
- next;
- mes "[Arthail]";
- mes "Why can't I be like everyone else? It seems that as I approach people, my heart retreats further away from them. I wonder why that is?";
- next;
- mes "[Arthail]";
- mes "I became a Bard to try to fix this social complex of mine, but to";
- mes "no avail. Still, I feel much more at ease when I sing. Ah, but I've said too much already.";
- next;
- mes "[Arthail]";
- mes "Master Kavaruk";
- mes "asked you to help";
- mes "me? Well then, I have";
- mes "a favor to ask of you.";
- next;
- mes "[Arthail]";
- mes "Here in the capital of the";
- mes "Rune-Midgarts Kingdom, there's supposed to be a fountain in the central plaza. Everyone seems to stop and chat over there.";
- next;
- mes "[Arthail]";
- mes "However, I have a fear of other people and I can't bring myself to go near the crowds of people there. It's embarassing for me to admit this as a Bard...";
- next;
- mes "[Arthail]";
- mes "Would you please go and see if there's any news being spread around in that area for me?";
- set tu_archer02, 3;
- }
- close;
- } else if(tu_archer02 == 3){
- mes "I'm ashamed to ask,";
- mes "but would you go the fountain in Prontera's central plaza and see";
- mes "if there's any news?";
- close;
-
- } else if(tu_archer02 == 4){
- mes "I see...";
- mes "Nothing much.";
- mes "Another person";
- mes "found an Emperium";
- mes "and is starting a";
- mes "brand new guild...";
- next;
- mes "[Arthail]";
- mes "^3131FFEmperium^000000...";
- mes "There are a lot of ambitious people in Morroc that want one of those. Even in my hometown of Payon,";
- mes "there are people clamoring to obtain one...";
- next;
- mes "[Arthail]";
- mes "Supposedly, having an Emperium";
- mes "will give you the power to change the world. People are bound to be attracted to it.";
- next;
- mes "[Arthail]";
- mes "Hmm...?";
- mes "I sense something";
- mes "dark and ominous...";
- mes "I wonder what it could be?";
- emotion e_hmm;
- next;
- mes "[Arthail]";
- mes "I'm probably just stressed and exhausted. I'll feel better once";
- mes "I get some rest. Would you like to join me and listen to the flowing water?";
- next;
- mes "[Arthail]";
- mes "It's not the greatest feeling if you stay here for too long, but the sound of this water reminds me of home. Did you see the lake by the Icarus Guild? These waters remind me of that place.";
- next;
- mes "[Arthail]";
- mes "^333333*Yawn...*^000000";
- mes "I haven't talked";
- mes "like this in so long.";
- mes "I'm so tired, I think";
- mes "I'll rest just a little...";
- next;
- mes "[Arthail]";
- mes "..........";
- next;
- mes "^3355FFArthail of the Wind";
- mes "has fallen fast asleep.^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ah...";
- mes "So peaceful~";
- next;
- mes "^3355FFThe rhythm of the lapping waters gently eases you into a state of perfect relaxation. The cold, crisp water would feel so refreshing if you dipped your feet into it...^000000";
- //sound "se_subterranean_waterwave.wav" 1 0 0
- next;
- mes "[???]";
- mes "...";
- soundeffectall "se_littlewaves02.wav",0;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Huh?";
- mes "What was";
- mes "that noise?";
- next;
- mes "[????]";
- mes "AAAAAAAAAAAAAAAHHHHHHHHHHH!!!!!";
- emotion e_omg;
- soundeffectall "se_scream_w01.wav",0;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What the--?!";
- mes "That sounds like";
- mes "screams coming from";
- mes "inside Prontera Castle!";
- next;
- mes "^3355FFYou try to wake Arthail";
- mes "but he's deeply asleep";
- mes "and won't budge at all.^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I can't help it then.";
- mes "I'd better go check";
- mes "this out on my own.";
- set tu_archer02, 5;
- close2;
- end;
-
- } else if(tu_archer02 > 4 && tu_archer02 < 7){
- mes "^333333Zzzzz...^000000";
- close;
-
- } else if(tu_archer02 == 8){
- mes "Where did you go?";
- mes "I thought you might have been kidnapped since you weren't";
- mes "here when I woke up.";
- next;
- mes "[Arthail]";
- mes "So everyone said nothing";
- mes "happened when you asked";
- mes "about the shrieks you heard?";
- mes "That's really peculiar...";
- next;
- mes "[Arthail]";
- mes "Even the Emperium you mentioned earlier. I thought it was supposed to be a rare item, but why is it so easy for so many people to get";
- mes "one? It's very strange...";
- next;
- mes "[Arthail]";
- mes "Huh. I better investigate this";
- mes "a little more, so I'll stay here to gather more information. For now, you should head back to Payon and let Master Kavaruk know that I'm doing alright.";
- next;
- mes "[Arthail]";
- mes "And one day...";
- mes "I guess I'll finally";
- mes "have a song that";
- mes "I can share with you.";
- set tu_archer02, 9;
- close2;
- end;
- }
- mes "...";
- mes "......";
- close2;
- end;
-}
-
-//=================================================New Guild Master====================================================
-prontera,167,281,3 script New Guild Master#tu 753,{
- mes "[New Guild Master]";
- mes "Hearken, all";
- mes "of you who seek";
- mes "fame and glory!";
- next;
- mes "[New Guild Master]";
- mes "I hold in my hand this ^3131FFEmperium^000000, sign that I am favored by destiny! Brave ones, I bid you, lend me";
- mes "your power!";
- next;
- mes "[New Guild Master]";
- mes "Nothing can stop us!";
- mes "So long as this jewel";
- mes "is in my possession,";
- mes "those who call themselves";
- mes "my comrades will never";
- mes "know the taste of defeat!";
- if(tu_archer02 == 3) set tu_archer02, 4;
- close;
-}
-
-//=================================================Mage====================================================
-prontera,144,301,5 script Mage#tu 123,{
- mes "[Mage]";
- mes "Did you see that";
- mes "new guild master?";
- mes "Talk about getting";
- mes "on your soapbox!";
- next;
- emotion e_pif;
- mes "[Mage]";
- mes "Doesn't he know that there";
- mes "are a lot of famous guilds around nowadays? Why would anyone want";
- mes "to join his small no-name guild?";
- next;
- mes "[Mage]";
- mes "Now, if I become a Wizard,";
- mes "I'm going to join the best guild around. Casting spells to help the strongest Knights and the most powerful Priests would make me";
- mes "look really cool!";
- next;
- mes "[Mage]";
- mes "Bwahahah!";
- mes "Just thinking";
- mes "about it makes";
- mes "me so excited!";
- close;
-}
-
-//=================================================Minister====================================================
-prt_castle,76,165,6 script Minister#tu 55,{
- mes "[Minister]";
- mes "The royal family";
- mes "is extremely busy";
- mes "at the moment, handling";
- mes "our nation's administration.";
- if(tu_archer02 == 5){
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I heard screams";
- mes "from outside! Did";
- mes "something happen?";
- next;
- mes "[Minister]";
- mes "...";
- mes "......";
- next;
- mes "[Minister]";
- mes "Ah, there are a few stray cats running around, those Wild Roses, so those noises you heard must have been them. Everything is fine here in the palace.";
- set tu_archer02, 6;
- close;
- } else if(tu_archer02 == 7){
- next;
- mes "^3355FFThe urgency that the Minister expressed earlier has been";
- mes "replaced with a stone cold feeling of sternness. He probably won't tell you much more information,";
- mes "no matter how much you ask him.";
- close;
- } else if(tu_acolyte01 == 25){
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Um...";
- mes "I hear that";
- mes "the royal family";
- mes "might be in sort of";
- mes "trouble. Is there any";
- mes "way I could help?";
- next;
- mes "[Minister]";
- mes "...";
- mes "......";
- next;
- mes "[Minister]";
- mes "You must be mistaken.";
- mes "The royal family is fine,";
- mes "especially since our";
- mes "kingdom is at peace.";
- next;
- mes "[Minister]";
- mes "Perhaps you've gotten that idea because it's very difficult to meet any member of the royal family. Please understand that they're";
- mes "all very busy trying to serve";
- mes "the people.";
- next;
- mes "[Minister]";
- mes "As a holy servant, I'm sure that you'll find plenty of other people who have need of your help and abilities outside of the palace.";
- }
- close;
-}
-
-//=================================================Range NPC====================================================
-prt_castle,94,150,4 script #sound_tu 139,10,10,{
-OnTouch_:
- if(tu_archer02 == 6) {
- mes "[Minister]";
- mes "Contact the";
- mes "Prontera Church.";
- mes "Hurry, this is urgent!";
- set tu_archer02, 7;
- close;
- }
- end;
-}
-
-//=================================================Bishop Maugins====================================================
-monk_in,19,43,1 script Bishop Maugins 60,{
- mes "[Bishop Maugins]";
- if(tu_archer02 == 7){
- mes "Greetings.";
- mes "I doubt that you're here to change to the Monk job, but may I help you with something? Perhaps you're";
- mes "here for a confession?";
- next;
- mes "[Bishop Maugins]";
- mes "Hm? Work related to";
- mes "the Palace? Yes, I'm in";
- mes "charge of that area. So";
- mes "how may I help you?";
- next;
- switch(select("Has something happened to the Kingdom?:Nothing.")) {
- case 1:
- mes "[Bishop Maugins]";
- mes "...!!";
- next;
- mes "[Bishop Maugins]";
- mes "...";
- mes "......";
- next;
- mes "[Bishop Maugins]";
- mes "Ho ho~";
- mes "Of course not!";
- mes "The king and I regularly write to each other, but I haven't heard of anything in particular. Please don't worry yourself.";
- next;
- set tu_archer02, 8;
- break;
- }
- mes "[Bishop Maugins]";
- mes "Good luck on";
- mes "your journeys,";
- mes "brave adventurer.";
- unitskilluseid getcharid(3),29,10;
- unitskilluseid getcharid(3),34,10;
- close;
- }
- mes "I'm sorry, but I have";
- mes "some pressing matter";
- mes "to think about right now.";
- mes "Would you come back later?";
- close;
-}
diff --git a/npc/quests/first_class/tu_ma_th01.txt b/npc/quests/first_class/tu_ma_th01.txt
deleted file mode 100644
index 0399a5112..000000000
--- a/npc/quests/first_class/tu_ma_th01.txt
+++ /dev/null
@@ -1,1337 +0,0 @@
-//===== rAthena Script =======================================
-//= Theif Mage Quest Story Mode
-//===== By: ==================================================
-//= Fix up by Jukka
-//===== Current Version: =====================================
-//= 1.3
-//===== Compatible With: =====================================
-//= rAthena SVN (Testet in Trunk 88xx)
-//===== Description: =========================================
-//=
-//===== Additional Comments: =================================
-//= 1.0 Fully working
-//= 1.1 optimized [Lupus]
-//= TODO: Test, Add correct misceffects numbers
-//= 1.2 Changed "battle_trace" to "Trace of Battle". [L0ne_W0lf]
-//= 1.3 Misc. updates. [L0ne_W0lf]
-//============================================================
-
-
-//=================================================Battle Traces 1====================================================
-moc_fild12,166,369,0 script Trace of Battle#1 844,{
- if(BaseClass == Job_Thief){
- if(tu_thief01 < 5){
- mes "^3355FFYou find traces of poison";
- mes "used in a battle. You sense";
- mes "its potency and decide not";
- mes "to get too close to it.^000000";
- close;
- } else if(tu_thief01 == 5){
- mes "^3355FFYou find traces of poison";
- mes "used in a battle. A feeling";
- mes "of acute dizziness overcomes";
- mes "you after examining the scene.^000000";
- set tu_thief01, 6;
- sc_start SC_Poison,60000,0;
- specialeffect EF_VENOMDUST2;
- close;
- } else if(tu_thief01 == 6){
- mes "^3355FFYou find traces of poison";
- mes "used in a battle. A feeling";
- mes "of acute dizziness overcomes";
- mes "you after examining the scene.^000000";
- sc_start SC_Poison,60000,0;
- specialeffect EF_VENOMDUST2;
- close;
- } else if(tu_thief01 == 7){
- mes "^3355FFYou find traces of poison";
- mes "used in a battle. You sense";
- mes "its potency and decide not";
- mes "to get too close to it.^000000";
- close;
- } else if(tu_thief01 == 8){
- mes "^3355FFThere are traces of a battle";
- mes "that seem to be leading in";
- mes "different directions. From the";
- mes "peculiar smell that permeates";
- mes "the area, it seems that some";
- mes "kind of lethal poison was used.^000000";
- next;
- mes "^3355FFStill...";
- mes "The trail of this";
- mes "battle decidedly";
- mes "heads southward.^000000";
- set tu_thief01, 9;
- close;
- } else {
- mes "^3355FFYou find signs of";
- mes "a heated pursuit";
- mes "that head south.";
- close;
- }
- }
- if(BaseClass == Job_Mage){
- if(tu_magician01 < 8){
- mes "^3355FFYou find traces of poison";
- mes "used in a battle. You sense";
- mes "its potency and decide not";
- mes "to get too close to it.^000000";
- specialeffect EF_VENOMDUST2;
- close;
- } else if(tu_magician01 == 8){
- mes "^3355FFThere are traces of a battle";
- mes "that seem to be leading in";
- mes "different directions. From the";
- mes "peculiar smell that permeates";
- mes "the area, it seems that some";
- mes "kind of lethal poison was used.^000000";
- next;
- mes "^3355FFStill...";
- mes "The trail of this";
- mes "battle decidedly";
- mes "heads southward.^000000";
- set tu_magician01, 9;
- close;
- } else {
- mes "^3355FFYou find signs of";
- mes "a heated pursuit";
- mes "that head south.";
- close;
- }
- }
- mes "^3355FFThere are signs that show";
- mes "that some violent scuffle";
- mes "might have occurred here,";
- mes "but you can't tell what had";
- mes "happened exactly...^000000";
- close;
-}
-
-//=================================================Battle Traces 2====================================================
-moc_fild12,173,215,0 script Trace of Battle#2 844,{
- if(BaseClass == Job_Thief){
- if(tu_thief01 < 9){
- mes "^3355FFThere are signs";
- mes "that many people";
- mes "have traveled through";
- mes "this particular area.^000000";
- close;
- } else if(tu_thief01 == 9){
- mes "^3355FFYou've found traces";
- mes "of the pursuit which";
- mes "continue eastward.^000000";
- set tu_thief01, 10;
- close;
- } else {
- mes "^3355FFThese traces of";
- mes "the pursuit lead";
- mes "towards the east.^000000";
- close;
- }
- } else if(BaseClass == Job_Mage){
- if(tu_magician01 < 9){
- mes "^3355FFThere are signs";
- mes "that many people";
- mes "have traveled through";
- mes "this particular area.^000000";
- close;
- } else if(tu_magician01 == 9){
- mes "^3355FFYou've found traces";
- mes "of the pursuit which";
- mes "continue eastward.^000000";
- set tu_magician01, 10;
- close;
- } else {
- mes "^3355FFThese traces of";
- mes "the pursuit lead";
- mes "towards the east.^000000";
- close;
- }
- }
- mes "^3355FFThere are signs that show";
- mes "that some violent scuffle";
- mes "might have occurred here,";
- mes "but you can't tell what had";
- mes "happened exactly...^000000";
- close;
-}
-
-//=================================================Battle Traces 3====================================================
-moc_fild12,276,165,0 script Trace of Battle#3 844,{
- if(BaseClass == Job_Thief){
- if(tu_thief01 < 10){
- mes "^3355FFThere are signs";
- mes "that many people";
- mes "have traveled through";
- mes "this particular area.^000000";
- close;
- } else if(tu_thief01 == 10){
- mes "^3355FFYou examine these traces";
- mes "and notice that one set of";
- mes "footprints looks almost too";
- mes "pronounced, as if it had been";
- mes "made for somebody to find.^000000";
- set tu_thief01, 11;
- close;
- } else {
- mes "^3355FFIt's a very";
- mes "strange looking";
- mes "set of footprints.^000000";
- close;
- }
- } else if(BaseClass == Job_Mage){
- if(tu_magician01 < 10){
- mes "^3355FFThere are signs";
- mes "that many people";
- mes "have traveled through";
- mes "this particular area.^000000";
- close;
- } else if(tu_magician01 == 10){
- mes "^3355FFYou examine these traces";
- mes "and notice that one set of";
- mes "footprints looks almost too";
- mes "pronounced, as if it had been";
- mes "made for somebody to find.^000000";
- set tu_magician01, 11;
- close;
- } else {
- mes "^3355FFIt's a very";
- mes "strange looking";
- mes "set of footprints.^000000";
- close;
- }
- }
- mes "^3355FFThese look like";
- mes "traces of some kind";
- mes "of pursuit or battle, but";
- mes "you can't really tell for sure.^000000";
- close;
-}
-
-//=================================================Battle Traces 4====================================================
-moc_fild11,39,163,0 script Trace of Battle#4 844,{
- if(BaseClass == Job_Thief){
- if(tu_thief01 < 11){
- mes "^3355FFThere are signs";
- mes "that many people";
- mes "have traveled through";
- mes "this particular area.^000000";
- close;
- } else if(tu_thief01 == 11){
- mes "^3355FFFrom these traces,";
- mes "you see that another";
- mes "set of footprints has";
- mes "been added. It looks like";
- mes "someone } else got involved.";
- mes "These prints are distinctly";
- mes "clearer and much smaller.^000000";
- set tu_thief01, 12;
- close;
- } else {
- mes "^3355FFFrom these traces,";
- mes "you see that another";
- mes "person has gotten involved";
- mes "in this heated scuffle.^000000";
- close;
- }
- } else if(BaseClass == Job_Mage){
- if(tu_magician01 < 11){
- mes "^3355FFThere are signs";
- mes "that many people";
- mes "have traveled through";
- mes "this particular area.^000000";
- close;
- } else if(tu_magician01 == 11){
- mes "^3355FFFrom these traces,";
- mes "you see that another";
- mes "set of footprints has";
- mes "been added. It looks like";
- mes "someone } else got involved.";
- mes "These prints are distinctly";
- mes "clearer and much smaller.^000000";
- set tu_magician01, 12;
- close;
- } else {
- mes "^3355FFFrom these traces,";
- mes "you see that another";
- mes "person has gotten involved";
- mes "in this heated scuffle.^000000";
- close;
- }
- }
- mes "^3355FFThere are signs that show";
- mes "that some violent scuffle";
- mes "might have occurred here,";
- mes "but you can't tell what had";
- mes "happened exactly...^000000";
- close;
-}
-
-//=================================================Battle Traces 5====================================================
-moc_fild11,205,52,0 script Trace of Battle#5 844,{
- if(BaseClass == Job_Thief){
- if(tu_thief01 < 12){
- mes "^3355FFThere are signs";
- mes "that many people";
- mes "have traveled through";
- mes "this particular area.^000000";
- close;
- } else if(tu_thief01 == 12){
- mes "^3355FFThe traces of the battle";
- mes "now split and head towards";
- mes "the north and south. However,^000000";
- if(countitem(506) == 0){
- mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000";
- close;
- } else {
- mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000";
- next;
- mes "^3355FFFortunately, you can";
- mes "temporarily nullify the";
- mes "poison by using one";
- mes "of your Green Potions.^000000";
- next;
- switch(select("Use Green Potion.:Don't use it.")){
- case 1:
- mes "^3355FFThe poison weakens";
- mes "and some of it evaporates,";
- mes "revealing a piece of cloth that";
- mes "was hidden in that puddle.^000000";
- next;
- switch(select("Don't investigate.:Investigate.")){
- case 1:
- mes "["+strcharinfo(0)+"]";
- mes "A piece of cloth";
- mes "is nothing to be";
- mes "concerned about.";
- close;
- break;
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "Hey... There's";
- mes "blood on this cloth";
- mes "and some writing on";
- mes "it that I can't recognize.";
- mes "Hopefully, this'll provide";
- mes "some sort of clue to all this?";
- set tu_thief01, 13;
- next;
- mes "^3355FFYou take the piece";
- mes "of cloth from the puddle";
- mes "of poison and keep it with you.^000000";
- close;
- break;
- }
- break;
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "Hmm...";
- mes "It'll probably be";
- mes "faster if I follow this";
- mes "trail, rather than stop to";
- mes "investigate this scene.";
- close;
- break;
- }
- }
- } else {
- mes "^3355FFYou can't find";
- mes "anything } else here,";
- mes "aside from the traces";
- mes "that split and lead both";
- mes "northward and southward.^000000";
- close;
- }
- } else if(BaseClass == Job_Mage){
- if(tu_magician01 < 12){
- mes "^3355FFThere are signs";
- mes "that many people";
- mes "have traveled through";
- mes "this particular area.^000000";
- close;
- } else if(tu_magician01 == 12){
- mes "^3355FFThe traces of the battle";
- mes "now split and head towards";
- mes "the north and south. However,^000000";
- if(countitem(506) == 0){
- mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000";
- close;
- } else {
- mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000";
- next;
- mes "^3355FFFortunately, you can";
- mes "temporarily nullify the";
- mes "poison by using one";
- mes "of your Green Potions.^000000";
- next;
- switch(select("Use Green Potion.:Don't use it.")){
- case 1:
- mes "^3355FFThe poison weakens";
- mes "and some of it evaporates,";
- mes "revealing a piece of cloth that";
- mes "was hidden in that puddle.^000000";
- next;
- switch(select("Don't investigate.:Investigate.")){
- case 1:
- mes "["+strcharinfo(0)+"]";
- mes "A piece of cloth";
- mes "is nothing to be";
- mes "concerned about.";
- close;
- break;
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "Hey... There's";
- mes "blood on this cloth";
- mes "and some writing on";
- mes "it that I can't recognize.";
- mes "Hopefully, this'll provide";
- mes "some sort of clue to all this?";
- set tu_magician01,13;
- next;
- mes "^3355FFYou take the piece";
- mes "of cloth from the puddle";
- mes "of poison and keep it with you.^000000";
- close;
- break;
- }
- break;
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "Hmm...";
- mes "It'll probably be";
- mes "faster if I follow this";
- mes "trail, rather than stop to";
- mes "investigate this scene.";
- close;
- break;
- }
- }
- } else {
- mes "^3355FFYou can't find";
- mes "anything } else here,";
- mes "aside from the traces";
- mes "that split and lead both";
- mes "northward and southward.^000000";
- close;
- }
- }
- mes "^3355FFThese look like";
- mes "traces of some kind";
- mes "of pursuit or battle, but";
- mes "you can't really tell for sure.^000000";
- close;
-}
-
-//=================================================Battle Traces 6====================================================
-moc_fild11,226,235,0 script Trace of Battle#6 844,{
- if(BaseClass == Job_Thief){
- if(tu_thief01 < 13){
- mes "^3355FFThere are signs";
- mes "that many people";
- mes "have traveled through";
- mes "this particular area.^000000";
- close;
- } else {
- mes "^3355FFThese footprints";
- mes "look like they're";
- mes "heading towards the";
- mes "north from the south.";
- mes "But you can't really";
- mes "be sure just yet.^000000";
- close;
- }
- } else if(BaseClass == Job_Mage){
- if(tu_magician01 < 13){
- mes "^3355FFThere are signs";
- mes "that many people";
- mes "have traveled through";
- mes "this particular area.^000000";
- close;
- } else {
- mes "^3355FFThese footprints";
- mes "look like they're";
- mes "heading towards the";
- mes "north from the south.";
- mes "But you can't really";
- mes "be sure just yet.^000000";
- close;
- }
- }
- mes "^3355FFThese look like";
- mes "traces of some kind";
- mes "of pursuit or battle, but";
- mes "you can't really tell for sure.^000000";
- close;
-}
-
-//=================================================Battle Traces 7====================================================
-moc_fild11,184,342,0 script Trace of Battle#7 844,{
- if(BaseClass == Job_Thief){
- if(tu_thief01 < 13){
- mes "^3355FFThere are signs";
- mes "that many people";
- mes "have traveled through";
- mes "this particular area.^000000";
- close;
- } else {
- mes "^3355FFThe trail here looks pretty";
- mes "muddled, since it looks like";
- mes "they battled here for quite a";
- mes "while. But the footprints are";
- mes "definitely heading south.^000000";
- close;
- }
- } else if(BaseClass == Job_Mage){
- if(tu_magician01 < 13){
- mes "^3355FFThere are signs";
- mes "that many people";
- mes "have traveled through";
- mes "this particular area.^000000";
- close;
- } else {
- mes "^3355FFThe trail here looks pretty";
- mes "muddled, since it looks like";
- mes "they battled here for quite a";
- mes "while. But the footprints are";
- mes "definitely heading south.^000000";
- close;
- }
- }
- mes "^3355FFThese look like";
- mes "traces of some kind";
- mes "of pursuit or battle, but";
- mes "you can't really tell for sure.^000000";
- close;
-}
-
-//=================================================Battle Traces 8====================================================
-moc_fild17,213,358,0 script Trace of Battle#8 844,{
- if(BaseClass == Job_Thief){
- if(tu_thief01 < 13){
- mes "^3355FFThere are two";
- mes "distinct sets of";
- mes "footprints in this";
- mes "area, but they don't";
- mes "hold any significance";
- mes "right about now.^000000";
- close;
- } else if(tu_thief01 == 13){
- mes "^3355FFAround here, it";
- mes "looks like there are";
- mes "only two sets of footprints.";
- mes "What happened to the other";
- mes "set that you found earlier?^000000";
- set tu_thief01, 14;
- close;
- } else {
- mes "^3355FFFrom the evidence";
- mes "that you've found here,";
- mes "it looks like the battle";
- mes "involves only two people";
- mes "from this point onward.^000000";
- close;
- }
- } else if(BaseClass == Job_Mage){
- if(tu_magician01 < 13){
- mes "^3355FFThere are two";
- mes "distinct sets of";
- mes "footprints in this";
- mes "area, but they don't";
- mes "hold any significance";
- mes "right about now.^000000";
- close;
- } else if(tu_magician01 == 13){
- mes "^3355FFAround here, it";
- mes "looks like there are";
- mes "only two sets of footprints.";
- mes "What happened to the other";
- mes "set that you found earlier?^000000";
- set tu_magician01, 14;
- close;
- } else {
- mes "^3355FFFrom the evidence";
- mes "that you've found here,";
- mes "it looks like the battle";
- mes "involves only two people";
- mes "from this point onward.^000000";
- close;
- }
- }
- mes "^3355FFThese look like";
- mes "traces of some kind";
- mes "of pursuit or battle, but";
- mes "you can't really tell for sure.^000000";
- close;
-}
-
-//=================================================Battle Traces 9====================================================
-moc_fild17,228,274,0 script Trace of Battle#9 844,{
- if(BaseClass == Job_Thief){
- if(tu_thief01 < 14){
- mes "^3355FFTraces of some";
- mes "sort of battle are";
- mes "scattered all over";
- mes "this particular area.^000000";
- close;
- } else if(tu_thief01 == 14){
- mes "^3355FFYou follow the trail";
- mes "and although traces from";
- mes "the north and southeast mix";
- mes "together, it looks like the battle continues towards the east.";
- mes "But you should check this";
- mes "spot a little bit more...^000000";
- set tu_thief01, 15;
- close;
- } else if(tu_thief01 == 15){
- set .@seek_tm, rand(1,10);
- if(.@seek_tm == 7){
- mes "^3355FFAfter investigating this";
- mes "area more thoroughly,";
- mes "you find another piece of";
- mes "cloth stained with blood.";
- mes "You decide to keep it with";
- mes "you, hoping that it will";
- mes "provide more clues.^000000";
- set tu_thief01, 16;
- close;
- } else {
- mes "^3355FFYou don't find anything,";
- mes "but you still can't shake";
- mes "the feeling that there is";
- mes "some important clue that";
- mes "you have to find here. It won't hurt to keep investigating here.^000000";
- close;
- }
- } else {
- mes "^3355FFYou better continue";
- mes "following this trail";
- mes "which leads westward.^000000";
- close;
- }
- } else if(BaseClass == Job_Mage){
- if(tu_magician01 < 14){
- mes "^3355FFTraces of some";
- mes "sort of battle are";
- mes "scattered all over";
- mes "this particular area.^000000";
- close;
- } else if(tu_magician01 == 14){
- mes "^3355FFYou follow the trail";
- mes "and although traces from";
- mes "the north and southeast mix";
- mes "together, it looks like the battle continues towards the east.";
- mes "But you should check this";
- mes "spot a little bit more...^000000";
- set tu_magician01, 15;
- close;
- } else if(tu_magician01 == 15){
- set .@seek_tm1, rand(1,10);
- if(.@seek_tm1 == 7){
- mes "^3355FFAfter investigating this";
- mes "area more thoroughly,";
- mes "you find another piece of";
- mes "cloth stained with blood.";
- mes "You decide to keep it with";
- mes "you, hoping that it will";
- mes "provide more clues.^000000";
- set tu_magician01, 16;
- close;
- } else {
- mes "^3355FFYou don't find anything,";
- mes "but you still can't shake";
- mes "the feeling that there is";
- mes "some important clue that";
- mes "you have to find here. It won't hurt to keep investigating here.^000000";
- close;
- }
- } else {
- mes "^3355FFYou better continue";
- mes "following this trail";
- mes "which leads westward.^000000";
- close;
- }
- }
- mes "^3355FFThese look like";
- mes "traces of some kind";
- mes "of pursuit or battle, but";
- mes "you can't really tell for sure.^000000";
- close;
-}
-
-//=================================================Battle Traces 10====================================================
-moc_fild17,34,292,0 script Trace of Battle#10 844,{
- if(BaseClass == Job_Thief){
- if(tu_thief01 < 16){
- mes "^3355FFThere are signs";
- mes "showing that a lot";
- mes "of people were in";
- mes "this area earlier.^000000";
- close;
- } else if(tu_thief01 == 16){
- mes "^3355FFThe lead set of footprints,";
- mes "probably belonging to the one";
- mes "who was being pursued, look";
- mes "more erratic, as if exhaustion";
- mes "and desperation were setting in. These traces lead to the west.^000000";
- set tu_thief01, 17;
- close;
- } else {
- mes "^3355FFThe trail from";
- mes "this point heads";
- mes "towards the west.^000000";
- close;
- }
- } else if(BaseClass == Job_Mage){
- if(tu_magician01 < 16){
- mes "^3355FFThere are signs";
- mes "showing that a lot";
- mes "of people were in";
- mes "this area earlier.^000000";
- close;
- } else if(tu_magician01 == 16){
- mes "^3355FFThe lead set of footprints,";
- mes "probably belonging to the one";
- mes "who was being pursued, look";
- mes "more erratic, as if exhaustion";
- mes "and desperation were setting in. These traces lead to the west.^000000";
- set tu_magician01, 17;
- close;
- } else {
- mes "^3355FFThe trail from";
- mes "this point heads";
- mes "towards the west.^000000";
- close;
- }
- }
- mes "^3355FFThese look like";
- mes "traces of some kind";
- mes "of pursuit or battle, but";
- mes "you can't really tell for sure.^000000";
- close;
-}
-
-//=================================================Battle Traces 11====================================================
-moc_fild18,346,296,0 script Trace of Battle#11 844,{
- if(BaseClass == Job_Thief){
- if(tu_thief01 < 17){
- mes "^3355FFThere are signs";
- mes "showing that a lot";
- mes "of people were in";
- mes "this area earlier.^000000";
- close;
- } else if(tu_thief01 == 17){
- mes "^3355FFFollowing the";
- mes "trail, you see signs";
- mes "that blood was spilled";
- mes "in this area. It looks like";
- mes "someone was injured";
- mes "pretty badly around here.^000000";
- set tu_thief01, 18;
- close;
- } else {
- mes "^3355FFSince someone involved";
- mes "in this conflict was bleeding,";
- mes "further traces of this pursuit";
- mes "might be easier to find now.^000000";
- close;
- }
- } else if(BaseClass == Job_Mage){
- if(tu_magician01 < 17){
- mes "^3355FFThere are signs";
- mes "showing that a lot";
- mes "of people were in";
- mes "this area earlier.^000000";
- close;
- } else if(tu_magician01 == 17){
- mes "^3355FFFollowing the";
- mes "trail, you see signs";
- mes "that blood was spilled";
- mes "in this area. It looks like";
- mes "someone was injured";
- mes "pretty badly around here.^000000";
- set tu_magician01, 18;
- close;
- } else {
- mes "^3355FFSince someone involved";
- mes "in this conflict was bleeding,";
- mes "further traces of this pursuit";
- mes "might be easier to find now.^000000";
- close;
- }
- }
- mes "^3355FFThese look like";
- mes "traces of some kind";
- mes "of pursuit or battle, but";
- mes "you can't really tell for sure.^000000";
- close;
-}
-
-//=================================================Battle Traces 12====================================================
-moc_fild18,309,257,0 script Trace of Battle#12 844,{
- if(BaseClass == Job_Thief){
- if(tu_thief01 < 18){
- mes "^3355FFThere are signs";
- mes "showing that a lot";
- mes "of people were in";
- mes "this area earlier.^000000";
- close;
- } else if(tu_thief01 == 18){
- mes "^3355FFThese traces lead";
- mes "northward and it looks";
- mes "like whoever is doing";
- mes "the chasing is getting";
- mes "much closer to his prey.^000000";
- set tu_thief01, 19;
- close;
- } else {
- mes "^3355FFThe trail of this";
- mes "pursuit now leads";
- mes "towards the north.^000000";
- close;
- }
- } else if(BaseClass == Job_Mage){
- if(tu_magician01 < 18){
- mes "^3355FFThere are signs";
- mes "showing that a lot";
- mes "of people were in";
- mes "this area earlier.^000000";
- close;
- } else if(tu_magician01 == 18){
- mes "^3355FFThese traces lead";
- mes "northward and it looks";
- mes "like whoever is doing";
- mes "the chasing is getting";
- mes "much closer to his prey.^000000";
- set tu_magician01, 19;
- close;
- } else {
- mes "^3355FFThe trail of this";
- mes "pursuit now leads";
- mes "towards the north.^000000";
- close;
- }
- }
- mes "^3355FFThese look like";
- mes "traces of some kind";
- mes "of pursuit or battle, but";
- mes "you can't really tell for sure.^000000";
- close;
-}
-
-//=================================================Battle Traces 13====================================================
-moc_fild18,177,333,0 script Trace of Battle#13 844,{
- if(BaseClass == Job_Thief){
- if(tu_thief01 < 19){
- mes "^3355FFThere are signs";
- mes "showing that a lot";
- mes "of people were in";
- mes "this area earlier.^000000";
- close;
- } else if(tu_thief01 == 19){
- mes "^3355FFJudging from these";
- mes "traces, it looks like";
- mes "even more people have";
- mes "joined the battle which";
- mes "now seems to be leading";
- mes "in the southwest direction.^000000";
- set tu_thief01, 20;
- close;
- } else {
- mes "^3355FFIt looks like";
- mes "the battle heads";
- mes "towards the southwest";
- mes "from this particular point.^000000";
- close;
- }
- } else if(BaseClass == Job_Mage){
- if(tu_magician01 < 19){
- mes "A large group of people seem to have gone by.";
- close;
- } else if(tu_magician01 == 19){
- mes "^3355FFJudging from these";
- mes "traces, it looks like";
- mes "even more people have";
- mes "joined the battle which";
- mes "now seems to be leading";
- mes "in the southwest direction.^000000";
- set tu_magician01, 20;
- close;
- } else {
- mes "^3355FFIt looks like";
- mes "the battle heads";
- mes "towards the southwest";
- mes "from this particular point.^000000";
- close;
- }
- }
- mes "^3355FFThese look like";
- mes "traces of some kind";
- mes "of pursuit or battle, but";
- mes "you can't really tell for sure.^000000";
- close;
-}
-
-//=================================================Battle Traces 14====================================================
-moc_fild18,111,303,0 script Trace of Battle#14 844,{
- if(BaseClass == Job_Thief){
- if(tu_thief01 < 20){
- mes "^3355FFThere are signs";
- mes "showing that a lot";
- mes "of people were in";
- mes "this area earlier.^000000";
- close;
- } else if(tu_thief01 == 20){
- mes "^3355FFIn this area, it looks";
- mes "like even more people";
- mes "joined in this battle and";
- mes "the pursuit clearly heads";
- mes "towards the south.^000000";
- set tu_thief01, 21;
- close;
- } else {
- mes "^3355FFThe trail of";
- mes "this battle heads";
- mes "towards the south.^000000";
- close;
- }
- } else if(BaseClass == Job_Mage){
- if(tu_magician01 < 20){
- mes "^3355FFThere are signs";
- mes "showing that a lot";
- mes "of people were in";
- mes "this area earlier.^000000";
- close;
- } else if(tu_magician01 == 20){
- mes "^3355FFIn this area, it looks";
- mes "like even more people";
- mes "joined in this battle and";
- mes "the pursuit clearly heads";
- mes "towards the south.^000000";
- set tu_magician01, 21;
- close;
- } else {
- mes "^3355FFThe trail of";
- mes "this battle heads";
- mes "towards the south.^000000";
- close;
- }
- }
- mes "^3355FFThese look like";
- mes "traces of some kind";
- mes "of pursuit or battle, but";
- mes "you can't really tell for sure.^000000";
- close;
-}
-
-//=================================================Battle Traces 15====================================================
-moc_fild18,109,197,0 script Trace of Battle#15 844,{
- if(BaseClass == Job_Thief){
- if(tu_thief01 < 21){
- mes "^3355FFThere are signs";
- mes "showing that a lot";
- mes "of people were in";
- mes "this area earlier.^000000";
- close;
- } else if(tu_thief01 == 21){
- mes "^3355FFThis area is clearly";
- mes "marked with signs";
- mes "of a violent battle, with";
- mes "traces of poison strewn";
- mes "all over the ground.^000000";
- next;
- switch(select("Continue following the traces.:Further investigate the area.")){
- case 1:
- mes "^3355FFYou examine the";
- mes "trail, but can't really";
- mes "discern the direction";
- mes "in which the battle";
- mes "continues...^000000";
- close;
- break;
- case 2:
- mes "^3355FFYou find a bunch of";
- mes "traps that use different";
- mes "kinds of poison. The ones";
- mes "that have been set off are";
- mes "mixed with the ones which";
- mes "haven't been triggered.^000000";
- set tu_thief01, 22;
- close;
- break;
- }
- } else if(tu_thief01 == 22){
- set .@trap_tm, rand(1,3);
- if(.@trap_tm == 3){
- mes "^3355FFOne trap in particular";
- mes "stands out to you more";
- mes "than the rest. Perhaps";
- mes "you should pour some";
- mes "Green Potion on it to";
- mes "neutralize it first.^000000";
- next;
- switch(select("Pour Green Potion.:Don't use Green Potion.")){
- case 1:
- if(countitem(506) < 1){
- mes "^3355FFUnfortunately, you";
- mes "don't have a Green";
- mes "Potion that you can";
- mes "use to pour on this trap...^000000";
- close;
- } else {
- mes "^3355FFPouring that";
- mes "Green Potion didn't";
- mes "really make anything";
- mes "happen. Perhaps you";
- mes "should try something else.^000000";
- delitem 506,1; //Green_Potion
- set tu_thief01, 23;
- close;
- }
- break;
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "I guess...";
- mes "I'll try investigating";
- mes "this area a little more?";
- close;
- break;
- }
- } else {
- mes "^3355FFBy sheer accident,";
- mes "you set off one of";
- mes "the traps in the area.^000000";
- sc_start SC_Poison,60000,0;
- specialeffect EF_VENOMDUST2;
- percentheal -30,0;
- close;
- }
- } else if(tu_thief01 == 23){
- if(countitem(511) > 0 || countitem(716) > 0){
- if(countitem(511) > 0 && countitem(716) > 0){
- mes "^3355FFYou try grinding";
- mes "a Green Herb and";
- mes "sprinkling it on the";
- mes "trap and then place";
- mes "a Red Gemstone on it.";
- mes "The gem glows and";
- mes "slowly melts away...^000000";
- next;
- mes "^3355FFAlthough you don't";
- mes "fully understand the";
- mes "science of using poisons";
- mes "or antidotes, you managed";
- mes "to successfully dismantle";
- mes "the trap. Now you can safely";
- mes "check what might be inside.^000000";
- delitem 511,1; //Green_Herb
- delitem 716,1; //Red_Gemstone
- set tu_thief01, 24;
- close;
- } else if(countitem(511) > 0){
- mes "^3355FFYou should try to";
- mes "dismantle this trap";
- mes "by using other catalysts";
- mes "related to the curing or";
- mes "use of poison. You do have";
- mes "a Green Herb on you, so you";
- mes "try sprinkling it on the trap.^000000";
- next;
- mes "^3355FFHowever, nothing";
- mes "happens. It seems that";
- mes "you need another catalyst";
- mes "in addition to the Green Herb";
- mes "that you have in order to";
- mes "dismantle this trap.^000000";
- close;
- } else {
- mes "^3355FFYou should try to";
- mes "dismantle this trap";
- mes "by using other catalysts";
- mes "related to the curing or use";
- mes "of poison. You do have a";
- mes "Red Gemstone, so you grind";
- mes "it and sprinkle it on the trap.^000000";
- next;
- mes "^3355FFHowever, nothing";
- mes "happens. It seems that";
- mes "you need another catalyst to";
- mes "use with the Red Gemstone";
- mes "that you have in order to";
- mes "dismantle this trap.^000000";
- close;
- }
- } else {
- mes "^3355FFYou should try to";
- mes "dismantle this trap";
- mes "by using other catalysts";
- mes "related to the curing or";
- mes "use of poison. But what";
- mes "items should you bring?^000000";
- close;
- }
- } else if(tu_thief01 == 24){
- mes "^3355FFInside the dismantled";
- mes "trap, you find another";
- mes "piece of strange cloth";
- mes "that's stained with blood.";
- mes "You take it with you in";
- mes "hopes that it provides";
- mes "some kind of evidence.^000000";
- set tu_thief01, 25;
- close;
- } else {
- mes "^3355FFYou examine the area";
- mes "a little further and guess";
- mes "that the battle might head";
- mes "towards the south.^000000";
- close;
- }
- } else if(BaseClass == Job_Mage){
- if(tu_magician01 < 21){
- mes "A large group of people seem to have gone by.";
- close;
- } else if(tu_magician01 == 21){
- mes "^3355FFThis area is clearly";
- mes "marked with signs";
- mes "of a violent battle, with";
- mes "traces of poison strewn";
- mes "all over the ground.^000000";
- next;
- switch(select("Continue following the traces.:Further investigate the area.")){
- case 1:
- mes "^3355FFYou examine the";
- mes "trail, but can't really";
- mes "discern the direction";
- mes "in which the battle";
- mes "continues...^000000";
- close;
- break;
- case 2:
- mes "^3355FFYou find a bunch of";
- mes "traps that use different";
- mes "kinds of poison. The ones";
- mes "that have been set off are";
- mes "mixed with the ones which";
- mes "haven't been triggered.^000000";
- set tu_magician01, 22;
- close;
- break;
- }
- } else if(tu_magician01 == 22){
- set .@trap_tm, rand(1,3);
- if(.@trap_tm == 3){
- mes "^3355FFOne trap in particular";
- mes "stands out to you more";
- mes "than the rest. Perhaps";
- mes "you should pour some";
- mes "Green Potion on it to";
- mes "neutralize it first.^000000";
- next;
- switch(select("Pour Green Potion.:Don't use Green Potion.")){
- case 1:
- if(countitem(506) < 1){
- mes "^3355FFUnfortunately, you";
- mes "don't have a Green";
- mes "Potion that you can";
- mes "use to pour on this trap...^000000";
- close;
- } else {
- mes "^3355FFPouring that";
- mes "Green Potion didn't";
- mes "really make anything";
- mes "happen. Perhaps you";
- mes "should try something else.^000000";
- delitem 506,1; //Green_Potion
- set tu_magician01, 23;
- close;
- }
- break;
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "I guess...";
- mes "I'll try investigating";
- mes "this area a little more?";
- close;
- break;
- }
- } else {
- mes "^3355FFBy sheer accident,";
- mes "you set off one of";
- mes "the traps in the area.^000000";
- sc_start SC_Poison,60000,0;
- specialeffect EF_VENOMDUST2;
- percentheal -30,0;
- close;
- }
- } else if(tu_magician01 == 23){
- if(countitem(511) > 0 || countitem(716) > 0){
- if(countitem(511) > 0 && countitem(716) > 0){
- mes "^3355FFYou try grinding";
- mes "a Green Herb and";
- mes "sprinkling it on the";
- mes "trap and then place";
- mes "a Red Gemstone on it.";
- mes "The gem glows and";
- mes "slowly melts away...^000000";
- next;
- mes "^3355FFAlthough you don't";
- mes "fully understand the";
- mes "science of using poisons";
- mes "or antidotes, you managed";
- mes "to successfully dismantle";
- mes "the trap. Now you can safely";
- mes "check what might be inside.^000000";
- delitem 511,1; //Green_Herb
- delitem 716,1; //Red_Gemstone
- set tu_magician01, 24;
- close;
- } else if(countitem(511) > 0){
- mes "^3355FFYou should try to";
- mes "dismantle this trap";
- mes "by using other catalysts";
- mes "related to the curing or";
- mes "use of poison. You do have";
- mes "a Green Herb on you, so you";
- mes "try sprinkling it on the trap.^000000";
- next;
- mes "^3355FFHowever, nothing";
- mes "happens. It seems that";
- mes "you need another catalyst";
- mes "in addition to the Green Herb";
- mes "that you have in order to";
- mes "dismantle this trap.^000000";
- close;
- } else {
- mes "^3355FFYou should try to";
- mes "dismantle this trap";
- mes "by using other catalysts";
- mes "related to the curing or use";
- mes "of poison. You do have a";
- mes "Red Gemstone, so you grind";
- mes "it and sprinkle it on the trap.^000000";
- next;
- mes "^3355FFHowever, nothing";
- mes "happens. It seems that";
- mes "you need another catalyst to";
- mes "use with the Red Gemstone";
- mes "that you have in order to";
- mes "dismantle this trap.^000000";
- close;
- }
- } else {
- mes "^3355FFYou should try to";
- mes "dismantle this trap";
- mes "by using other catalysts";
- mes "related to the curing or";
- mes "use of poison. But what";
- mes "items should you bring?^000000";
- close;
- }
- } else if(tu_magician01 == 24){
- mes "^3355FFInside the dismantled";
- mes "trap, you find another";
- mes "piece of strange cloth";
- mes "that's stained with blood.";
- mes "You take it with you in";
- mes "hopes that it provides";
- mes "some kind of evidence.^000000";
- set tu_magician01, 25;
- close;
- } else {
- mes "^3355FFYou examine the area";
- mes "a little further and guess";
- mes "that the battle might head";
- mes "towards the south.^000000";
- close;
- }
-
- }
- mes "^3355FFThese look like";
- mes "traces of some kind";
- mes "of pursuit or battle, but";
- mes "you can't really tell for sure.^000000";
- close;
-}
-
-//=================================================Battle Traces 16====================================================
-moc_fild18,156,96,0 script Trace of Battle#16 844,{
- if(BaseClass == Job_Thief){
- if(tu_thief01 < 25){
- mes "^3355FFThere are signs";
- mes "that a large group";
- mes "of people have been in";
- mes "this area for some reason.^000000";
- close;
- } else if(tu_thief01 == 25){
- mes "^3355FFThese traces lead";
- mes "to the edge of the cliff.";
- mes "marking the end of the trail.";
- mes "Apparently, the one who was";
- mes "being chased met his fate here.^000000";
- next;
- mes "^3355FFThere are many footprints";
- mes "leading to the edge of the";
- mes "cliff and all of them leave";
- mes "this scene, save for the set";
- mes "of footprints that distinctly";
- mes "belong to the person who";
- mes "was pursued all this time...^3355FF";
- next;
- mes "^3355FFIt looks like you've";
- mes "learned all that you can";
- mes "from this investigation. You";
- mes "better return and report your";
- mes "findings to Yierhan soon.^000000";
- set tu_thief01, 26;
- close;
- } else {
- mes "^3355FFThis is the end";
- mes "of the trail. There";
- mes "aren't any more traces";
- mes "of the battle left to find.^000000";
- close;
- }
- } else if(BaseClass == Job_Mage){
- if(tu_magician01 < 25){
- mes "^3355FFThere are signs";
- mes "that a large group";
- mes "of people have been in";
- mes "this area for some reason.^000000";
- close;
- } else if(tu_magician01 == 25){
- mes "^3355FFThese traces lead";
- mes "to the edge of the cliff.";
- mes "marking the end of the trail.";
- mes "Apparently, the one who was";
- mes "being chased met his fate here.^000000";
- next;
- mes "^3355FFThere are many footprints";
- mes "leading to the edge of the";
- mes "cliff and all of them leave";
- mes "this scene, save for the set";
- mes "of footprints that distinctly";
- mes "belong to the person who";
- mes "was pursued all this time...^3355FF";
- next;
- mes "^3355FFIt looks like you've";
- mes "learned all that you can";
- mes "from this investigation. You";
- mes "better return and report your";
- mes "findings to Yierhan soon.^000000";
- set tu_magician01, 26;
- close;
- } else {
- mes "^3355FFThis is the end";
- mes "of the trail. There";
- mes "aren't any more traces";
- mes "of the battle left to find.^000000";
- close;
- }
- }
- mes "^3355FFThese look like";
- mes "traces of some kind";
- mes "of pursuit or battle, but";
- mes "you can't really tell for sure.^000000";
- close;
-}
diff --git a/npc/quests/first_class/tu_magician01.txt b/npc/quests/first_class/tu_magician01.txt
deleted file mode 100644
index f28d8cf71..000000000
--- a/npc/quests/first_class/tu_magician01.txt
+++ /dev/null
@@ -1,849 +0,0 @@
-//===== rAthena Script =======================================
-//= Magican Class Tutorial and Job Specific Quest
-//===== By: ==================================================
-//= Fix up by Jukka
-//===== Current Version: =====================================
-//= 1.3
-//===== Compatible With: =====================================
-//= rAthena SVN (Testet in Trunk 88xx)
-//===== Description: =========================================
-//=
-//===== Additional Comments: =================================
-//= 1.0 Fully working
-//= 1.1 Optimized [Lupus]
-//= TODO: Test, Add proper misceffects
-//= 1.2 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
-//= 1.3 Misc. updates. [L0ne_W0lf]
-//============================================================
-
-
-//=================================================Sign====================================================
-geffen,61,174,4 script Sign#M 111,{
- mes "- Mage Job Change -";
- close;
-}
-
-
-//=================================================New Mage Manager====================================================
-geffen,67,180,4 script New Mage Manager#M 102,{
- mes "[Mana]";
- if(Class == Job_Novice){
- mes "[Mana]";
- mes "You're not ready for";
- mes "any of the training I have";
- mes "to offer. You'll have to train";
- mes "some more and become";
- mes "a Mage first. Alright, dear?";
- close;
- }
- if(BaseClass != Job_Mage){
- mes "You know, sometimes";
- mes "other jobs might look a";
- mes "little better in some battle";
- mes "situations, but always have";
- mes "pride in yourself. Not just";
- mes "anyone can do what you do~";
- close;
- }
- if(eaclass()&(EAJL_UPPER|EAJL_2) && tu_magician01 < 7){
- mes "[Mana]";
- mes "My training isn't very helpful to those that are already skilled in magic. I'm afraid you'll have to rely on yourself to improve your skills.";
- close;
- }
- switch(tu_magician01){
- case 0:
- mes "Ah, welcome~";
- mes "My name is Mana,";
- mes "a trainer in charge";
- mes "of new recruits in the";
- mes "Mage Guild. That means";
- mes "I'm responsible for you~";
- next;
- mes "[Mana]";
- mes "I've only been doing";
- mes "this for just a little while,";
- mes "but I'm here to help you if";
- mes "you want to learn more on";
- mes "the basics of the Mage job.";
- next;
- switch(select("Will you teach me?:Perhaps later...")) {
- case 1:
- mes "[Mana]";
- mes "Of course!";
- mes "And don't worry,";
- mes "everyone is a beginner";
- mes "at one point or another.";
- mes "You can only get better!";
- next;
- break;
- case 2:
- mes "[Mana]";
- mes "Well, I guess";
- mes "it'll all work out.";
- mes "But I look forward";
- mes "to meeting you again";
- mes "if you decide that you";
- mes "do want some instruction~";
- close;
- }
- mes "[Mana]";
- mes "Alright, let's begin with";
- mes "a general description";
- mes "of our job, shall we?";
- mes "What exactly are Mages?";
- next;
- mes "[Mana]";
- mes "Instead of physical strength,";
- mes "Mages use the power of the";
- mes "elements in battle. These are";
- mes "^ff0000Fire^000000, ^5C4033Earth^000000, ^93DB70Wind^000000, ^0000FFWater^000000.";
- mes "We also have access to spells";
- mes "to spells with the ^CFB53BGhost^000000 property.";
- next;
- mes "[Mana]";
- mes "Now, when an enemy has";
- mes "an elemental property, it will";
- mes "be able to resist that element, but will be susceptible to others.";
- mes "That's why knowing elemental properties is so important to us.";
- next;
- mes "[Mana]";
- mes "Listen carefully to these";
- mes "elemental relationships.";
- mes "^FF0000Fire^000000 is strong against Earth,";
- mes "but is weak against Water.";
- mes "^5C4033Earth^000000 is strong against Wind,";
- mes "but is weak against Fire.";
- next;
- mes "[Mana]";
- mes "^0000FFWater^000000 is strong against";
- mes "Fire, but weak against Wind.";
- mes "Finally, ^93DB70Wind^000000 is strong against";
- mes "Water, but weak against Earth.";
- next;
- mes "[Mana]";
- mes "I can't remember";
- mes "the last time I've";
- mes "spoken so much in one";
- mes "sitting! I'm bushed, so it's";
- mes "time for a break. But we'll";
- mes "continue this later, okay?";
- set tu_magician01, 1;
- getexp BaseLevel*3,BaseLevel*2;
- //misceffect EF_HIT5;
- close;
- break;
- case 1:
- mes "Are you ready";
- mes "to continue our";
- mes "discussion on the";
- mes "elemental properties?";
- next;
- mes "[Mana]";
- mes "You should know that";
- mes "each monster has an";
- mes "elemental property and that";
- mes "there are different levels for";
- mes "all of these elements. It's";
- mes "important to understand this...";
- next;
- mes "[Mana]";
- mes "Let me explain to you";
- mes "all of the nuances of";
- mes "each element. Just ask";
- mes "me which specific element";
- mes "you'd like to learn more about.";
- next;
- mes "[Mana]";
- mes "In other words, even the same properties";
- mes "have different features that must be considered.";
- mes "I will explain the properties now.";
- next;
- while((1)){
- switch(select("^ff0000Fire^000000", "^5C4033Earth^000000", "^93DB70Wind^000000", "^0000FFWater^000000", "^CFB53BGhost^000000", "Quit.")){
- case 1:
- mes "[Mana]";
- mes "Monsters with the ^ff0000Fire^000000";
- mes "property tend to have strong";
- mes "attacks. Since we Mages are";
- mes "physically weaker, even slight";
- mes "hits from these monsters can";
- mes "be extremely damaging to us.";
- next;
- mes "[Mana]";
- mes "So if we have to fight";
- mes "monsters with the ^FF0000Fire^000000";
- mes "property on our own, we";
- mes "can use Frost Diver to";
- mes "freeze them in their tracks.";
- next;
- mes "[Mana]";
- mes "But if we use Fire";
- mes "property skills on Fire";
- mes "monsters, we'd do little to no";
- mes "damage and that's not good.";
- next;
- mes "[Mana]";
- mes "For reference, our Fire";
- mes "property skills are Sight,";
- mes "Fire Bolt, Fire Ball and Fire";
- mes "Wall. Ooh, let me tell you";
- mes "a little more about Fire Wall.";
- next;
- mes "[Mana]";
- mes "Fire Wall is very distinctive";
- mes "in that it can be used up to";
- mes "3 times on one screen. Any";
- mes "monsters that run into it will";
- mes "get damaged, then move away";
- mes "in the opposite direction.";
- next;
- mes "[Mana]";
- mes "But if an Undead monster";
- mes "runs into a Fire Wall, it's ";
- mes "only slightly injured and the";
- mes "Fire Wall won't necessarily";
- mes "block its approach. So beware!";
- set tu_mana,tu_mana|1;
- next;
- break;
- case 2:
- mes "[Mana]";
- mes "Alright, ^5C4033Earth^000000 property";
- mes "monsters usually have";
- mes "good targeting, so even";
- mes "if your Dodge Rate is high,";
- mes "you might find it hard to";
- mes "evade all of their attacks.";
- next;
- mes "[Mana]";
- mes "When dealing with these";
- mes "monsters, use Fire property";
- mes "spells. Fire Wall is usually";
- mes "pretty effective, since it'll";
- mes "stop the monster and also";
- mes "cause some good damage.";
- next;
- mes "[Mana]";
- mes "It's also handy to know";
- mes "that when you use Stone";
- mes "Curse on a monster, that";
- mes "monster becomes Earth";
- mes "property while the spell";
- mes "is in effect. Cool, huh?";
- next;
- mes "[Mana]";
- mes "So if you use Stone Curse,";
- mes "a good strategy would be to";
- mes "use Fire property skills right";
- mes "afterwards, like Fire Bolt and";
- mes "Fire Ball, to take advantage of";
- mes "the monster's Earth property.";
- set tu_mana,tu_mana|2;
- next;
- break;
- case 3:
- mes "[Mana]";
- mes "Now, don't be too surprised";
- mes "if you keep missing when you";
- mes "attack ^93DB70Wind^000000 property monsters.";
- mes "Most of them can avoid physical";
- mes "attacks really well because of";
- mes "their high Dodge Rates.";
- next;
- mes "[Mana]";
- mes "But since we Mages";
- mes "mostly attack with our";
- mes "spells, we don't need to";
- mes "worry so much about that.";
- mes "Still, Wind monsters tend to";
- mes "be pretty quick, so be careful.";
- next;
- mes "[Mana]";
- mes "When it comes to attacking";
- mes "Wind monsters, it'd be ideal";
- mes "to use Earth property skills.";
- mes "But since only Wizards have";
- mes "access to Earth property attacks,";
- mes "we should settle for Fire skills.";
- next;
- mes "[Mana]";
- mes "Fire property skills might";
- mes "not do a whole lot of damage,";
- mes "but they'll have a greater effect than Wind or Water property skills, which would do very little or no damage at all to Wind monsters.";
- next;
- mes "[Mana]";
- mes "Just so you know,";
- mes "the ^93DB70Wind^000000 property skills";
- mes "that we Mages can use are";
- mes "Lighning Bolt and Thunder Storm.";
- next;
- set tu_mana,tu_mana|4;
- next;
- break;
- case 4:
- mes "[Mana]";
- mes "^0000FFWater^000000 property monsters";
- mes "tend to have a lot of health,";
- mes "so they can take more damage";
- mes "than other monsters, making";
- mes "battles with them longer.";
- next;
- mes "[Mana]";
- mes "Now, remember how I said";
- mes "that there are differing levels";
- mes "for properties? Water property monsters are actually a bit more";
- mes "sensitive to damage from their opposing element at higher levels.";
- next;
- mes "[Mana]";
- mes "In other words, monsters";
- mes "that are higher in level for";
- mes "the Water property are going";
- mes "to take even more damage";
- mes "from Wind property attacks.";
- next;
- mes "[Mana]";
- mes "Water property skills";
- mes "in the Mage's repertoire";
- mes "include Cold Bolt and Frost";
- mes "Diver. These skills are very";
- mes "effective against Fire monsters.";
- next;
- mes "[Mana]";
- mes "Frost Diver is special in";
- mes "that it has the chance to";
- mes "actually freeze monsters.";
- mes "While monsters are frozen by";
- mes "Frost Diver, they're considered Water monsters. Interesting, huh?";
- set tu_mana,tu_mana|8;
- next;
- break;
- case 5:
- mes "[Mana]";
- mes "Now, there aren't many";
- mes "^CFB53BGhost^000000 property monsters";
- mes "around. But if you do run into";
- mes "them, go ahead and use your";
- mes "Ghost property skills, which";
- mes "should be effective.";
- next;
- mes "[Mana]";
- mes "The Ghost property attacks";
- mes "that we Mages can use are";
- mes "Napalm Beat and Soul Strike.";
- mes "These skills generally tend";
- mes "to work pretty well, except on";
- mes "high Holy property monsters.";
- next;
- mes "[Mana]";
- mes "Now, the Safety Wall spell";
- mes "is sort of a Ghost property";
- mes "skill, but it's hard to classify. Casting Safety Wall creates";
- mes "a barrier than protects against";
- mes "close range physical attacks.";
- next;
- mes "[Mana]";
- mes "However, this barrier only";
- mes "fits one person and doesn't";
- mes "shield against long range";
- mes "attacks or strong property";
- mes "attacks, so be really careful!";
- set tu_mana,tu_mana|16;
- next;
- break;
- case 6:
- mes "[Mana]";
- mes "Are you sure that you've";
- mes "heard enough about the";
- mes "nuances of the elemental";
- mes "properties? Because if you're";
- mes "ready, we'll cover some new";
- mes "material for you to learn.";
- next;
- switch(select("W-wait, not yet!:I'm ready to go on.")) {
- case 1:
- break;
- case 2:
- mes "[Mana]";
- mes "Alrighty, we'll";
- mes "move on to the next";
- mes "subject then. Ho ho ho~!";
- set tu_magician01,2;
- specialeffect2 EF_HIT5;
- if(tu_mana&1){
- getexp 15,7;
- }
- if(tu_mana&2){
- getexp 15,7;
- }
- if(tu_mana&4){
- getexp 15,7;
- }
- if(tu_mana&8){
- getexp 15,7;
- }
- if(tu_mana&16){
- getexp 15,7;
- }
- set tu_mana,0;
- }
- close;
- break;
- }
- }
- break;
- case 2:
- mes "I know that the concept";
- mes "of properties might be";
- mes "confusing now, but over";
- mes "time you'll get the hang";
- mes "of it. Now it's time to talk";
- mes "about magic skills in depth~";
- next;
- mes "[Mana]";
- mes "Now, the most basic magic";
- mes "attack spells are Fire Bolt,";
- mes "Cold Bolt, Lightning Bolt and";
- mes "Napalm Beat. Learning these";
- mes "enables Mages to learn their";
- mes "more advanced skills.";
- specialeffect2 EF_NAPALMBEAT;
- next;
- mes "[Mana]";
- mes "Increasing the levels of";
- mes "these skills not only opens";
- mes "access to other spells, but";
- mes "the damage of those basic";
- mes "attack skills is also increased.";
- specialeffect2 EF_LIGHTBOLT;
- next;
- mes "[Mana]";
- mes "Other skills that are";
- mes "basic to the Mage class";
- mes "are Sight, Stone Curse and";
- mes "Increase SP Recovery. They're";
- mes "not really attack spells, but are useful in certain situations.";
- next;
- specialeffect2 EF_SIGHT;
- mes "[Mana]";
- mes "Sight is used to";
- mes "reveal enemies that";
- mes "are hiding. Keep in";
- mes "mind that this skill's";
- mes "range doesn't go too far.";
- next;
- specialeffect2 EF_STONECURSE;
- mes "[Mana]";
- mes "Stone Curse has the chance";
- mes "to curse a target, temporarily";
- mes "immobilizing it and making it";
- mes "^5C4033Earth^000000 property. However, each";
- mes "attempt to cast Stone Curse";
- mes "requires 1 Red Gemstone.";
- next;
- mes "[Mana]";
- mes "Increase SP Recovery is";
- mes "a passive skill which helps";
- mes "you recover more SP while sitting down to rest. It doesn't directly affect battle, but having more SP is always better.";
- next;
- mes "[Mana]";
- mes "Well, I feel like I've";
- mes "explained the basic spells";
- mes "enough. Now, before I talk";
- mes "about our advanced skills,";
- mes "there's an assignment I want";
- mes "you to complete for training.";
- next;
- mes "[Mana]";
- mes "If you head west from";
- mes "here, you'll find a big bridge";
- mes "bridge where you can encounter";
- mes "these monsters called Pupa.";
- mes "Pupa don't move and can't";
- mes "attack to save their lives.";
- next;
- mes "[Mana]";
- mes "Hunt these Pupa";
- mes "until you've collected";
- mes "10 Chrysalis from them.";
- mes "Then bring them to me, okay?";
- set tu_magician01, 3;
- getexp 40,20;
- specialeffect2 EF_HIT5;
-
- close;
- break;
- case 3:
- mes "Ah, you're back?";
- mes "Let's see if you gathered";
- mes "all 10 Chrysalis from hunting";
- mes "all of those Pupa. Hmmmm...";
- next;
- if (countitem(915) < 10) {
- mes "[Mana]";
- mes "Aw, you don't";
- mes "have enough of";
- mes "them yet. Head west";
- mes "from here and hunt Pupa";
- mes "to get more Chrysalis, okay?";
- mes "For now, I'll just heal you up.";
- set tu_magician01, 4;
- percentheal 100,100;
- close;
- } else {
- mes "[Mana]";
- mes "...Nine, ten.";
- mes "Alright, you pass!";
- mes "By now, you must be more";
- mes "used to using your skills, huh?";
- mes "Anyway, let me know when you're ready for the next lesson, okay?";
- set tu_magician01, 5;
- getexp 40,20;
- specialeffect2 EF_HIT5;
- close;
- }
- break;
- case 4:
- mes "So...";
- mes "Did you get";
- mes "10 Chrysalis";
- mes "from hunting Pupa";
- mes "like I asked? I hope so...";
- mes "Because I'm going to check~";
- next;
- if(countitem(915) < 10){
- mes "[Mana]";
- mes "Whoa, you need";
- mes "more than just this.";
- mes "I know you can do it...";
- mes "Pupas are completely";
- mes "defenseless monsters!";
- close;
- } else {
- mes "[Mana]";
- mes "...Nine, ten.";
- mes "Alright, you pass!";
- mes "By now, you must be more";
- mes "used to using your skills, huh?";
- mes "Anyway, let me know when you're ready for the next lesson, okay?";
- set tu_magician01, 5;
- getexp 40,20;
- specialeffect2 EF_HIT5;
- close;
- }
- break;
- case 5:
- mes "Now I'll tell you";
- mes "what I know about the";
- mes "more advanced Mage";
- mes "skills. Which one would";
- mes "you like me to explain?";
- next;
- while(1){
- switch(select("Soul Strike:Safety Wall:Fire Ball:Frost Diver:Thunderstorm:Fire Wall:Energy Coat:Quit.")) {
- case 1:
- mes "[Mana]";
- mes "Soul Strike is a ^CFB53BGhost^000000";
- mes "property skill that you can";
- mes "learn after increasing the";
- mes "Napalm Beat skill up to";
- mes "a certain level. It attacks";
- mes "with ancient spiritual power~";
- next;
- specialeffect2 EF_SOULSTRIKE;
- next;
- mes "[Mana]";
- mes "As you train in the use";
- mes "of Soul Strike and increase";
- mes "that skill's level, it will grow in strength and you'll be able";
- mes "to cast it much more quickly.";
- set tu_mana,tu_mana|1;
- next;
- break;
- case 2:
- mes "[Mana]";
- mes "You can learn Safety Wall";
- mes "after training in the use of";
- mes "Napalm Beat and Soul Strike.";
- mes "Safety Wall protects against";
- mes "most close range attacks.";
- next;
- specialeffect2 EF_GLASSWALL;
- next;
- mes "[Mana]";
- mes "However, Safety Wall";
- mes "has a time duration and";
- mes "can only protect from a";
- mes "certain number of attacks,";
- mes "depending on the level of the";
- mes "Safety Wall skill that you use.";
- set tu_mana,tu_mana|2;
- next;
- break;
- case 3:
- mes "[Mana]";
- mes "Fire Ball is a ^FF0000Fire^000000";
- mes "property skill that you";
- mes "can learn after training";
- mes "in the use of Fire Bolt.";
- next;
- specialeffect2 EF_FIREBALL;
- next;
- mes "[Mana]";
- mes "Fire Ball can actually";
- mes "inflict damage on multiple";
- mes "enemies if they are within";
- mes "the range of the skill. Make";
- mes "good use of the destructive";
- mes "power of the Fire Ball!";
- next;
- set tu_mana,tu_mana|4;
- break;
- case 4:
- mes "[Mana]";
- mes "Frost Diver is a ^0000FFWater^000000";
- mes "property skill that can be";
- mes "learned after increasing";
- mes "the Cold Bolt skill to";
- mes "a certain level.";
- specialeffect2 EF_FROSTDIVER;
- next;
- specialeffect2 EF_FROSTDIVER2;
- mes "[Mana]";
- mes "Frost Diver will damage";
- mes "enemies and has the chance";
- mes "to freeze them as well. Once";
- mes "frozen, the monster will be";
- mes "considered to be a Water";
- mes "property creature.";
- next;
- mes "[Mana]";
- mes "Now, as you increase";
- mes "the level of the Frost Diver";
- mes "skill, its damage and chance";
- mes "of freezing monsters will also";
- mes "increase. Pretty dangerous, eh? ^FFFFFFkamenriderblack^000000";
- set tu_mana,tu_mana|8;
- next;
- break;
- case 5:
- mes "[Mana]";
- mes "Thunderstorm is a";
- mes "^93DB70Wind^000000 property skill";
- mes "that you can learn after";
- mes "increasing the Lightning";
- mes "Bolt skill to a certain level.";
- next;
- specialeffect2 EF_THUNDERSTORM;
- mes "[Mana]";
- mes "Thunderstorm is similar";
- mes "to Fire Ball in that it can";
- mes "attack multiple enemies";
- mes "within a certain range.";
- mes "It's an incredibly potent";
- mes "ground targeting attack.";
- set tu_mana,tu_mana|16;
- next;
- break;
- case 6:
- mes "[Mana]";
- mes "Fire Wall is a ^FF0000Fire^000000";
- mes "property skill that can";
- mes "be learned after training";
- mes "in the use of Fire Ball and";
- mes "Sight. Unlike other skills,";
- mes "Fire Wall targets an area.";
- next;
- specialeffect2 EF_FIREWALL;
- mes "[Mana]";
- mes "So you can place";
- mes "a Fire Wall in locations";
- mes "where you think the enemy";
- mes "will move towards. And it's";
- mes "especially useful when";
- mes "monsters approach you!";
- next;
- mes "[Mana]";
- mes "So if you can use";
- mes "Fire Well strategically";
- mes "and effectively, it can";
- mes "be a very powerful skill~";
- set tu_mana,tu_mana|32;
- next;
- break;
- case 7:
- mes "[Mana]";
- mes "Energy Coat is, well,";
- mes "a unique skill that you";
- mes "can't just learn on your own.";
- mes "You'll have to ask Blizardis";
- mes "inside the Mage Guild to";
- mes "teach you how to use it.";
- next;
- specialeffect2 EF_ENERGYCOAT;
- next;
- mes "[Mana]";
- mes "If you do decide to";
- mes "learn Energy Coat, I'm";
- mes "sure Blizardis will tell";
- mes "you all you need to know.";
- set tu_mana,tu_mana|64;
- next;
- break;
- case 8:
- mes "[Mana]";
- mes "Did you understand";
- mes "all of that? Good, because";
- mes "now I have a mission to give";
- mes "you on behalf of the Mage";
- mes "Guild. When you're ready for";
- mes "briefing, talk to me, okay?";
- next;
- mes "[Mana]";
- mes "Oh, and please take";
- mes "this. It's a present for";
- mes "you to help you in your";
- mes "training. I hope it comes";
- mes "in handy when fighting...";
- set tu_magician01, 6;
- getitem 1604,1; //Wand
- specialeffect2 EF_HIT5;
- if(tu_mana&1){
- getexp 30,10;
- }
- if(tu_mana&2){
- getexp 30,10;
- }
- if(tu_mana&4){
- getexp 30,10;
- }
- if(tu_mana&8){
- getexp 30,10;
- }
- if(tu_mana&16){
- getexp 30,10;
- }
- if(tu_mana&32){
- getexp 30,10;
- }
- if(tu_mana&64){
- getexp 30,10;
- }
- set tu_mana,0;
- close;
- default:
- break;
- }
- }
- close;
- break;
- case 6:
- mes "Oh good, you're back.";
- mes "Let me tell you about";
- mes "your mission. Recently,";
- mes "something has happened in";
- mes "Morroc and the Thief Guild";
- mes "is requesting our assistance.";
- next;
- mes "[Mana]";
- mes "It's not mandatory";
- mes "for you to do this, but";
- mes "you will be compensated";
- mes "for your efforts and we'll";
- mes "give you some support.";
- mes "So what do you think?";
- next;
- switch(select("I'll do it.:Sorry, but...")) {
- case 1:
- mes "[Mana]";
- mes "Great! Alright,";
- mes "I'll send you straight";
- mes "to Morroc, then. Once you";
- mes "get there, go to the front";
- mes "of the Morroc Pyramid and";
- mes "speak to Yierhan. Thanks~";
- next;
- mes "[Mana]";
- mes "Oh, and when you're";
- mes "done with what Yierhan";
- mes "has you do, come back";
- mes "and report to me, okay?";
- set tu_magician01, 7;
- emotion e_heh;
- warp "morocc",182,286;
- close;
- case 2:
- mes "[Mana]";
- mes "Mmm...?";
- mes "Oh, I see. Well, if";
- mes "you happen to change";
- mes "your mind, come back";
- mes "and ask me later, okay?";
- close;
- }
- break;
- case 7:
- mes "I don't know";
- mes "what kind of work";
- mes "Yierhan has in store";
- mes "for you, but hopefully";
- mes "it won't be too difficult.";
- close;
- break;
- case 27:
- mes "Yierhan just sent me";
- mes "a message, saying that";
- mes "you've done a great job in";
- mes "completing your mission.";
- mes "Very nice work, "+PcName+"~";
- next;
- mes "[Mana]";
- mes "It seems like there are";
- mes "two secret organizations";
- mes "involved in all of this dirty";
- mes "business. Why would they";
- mes "be working together?";
- next;
- mes "[Mana]";
- mes "Well, in any case...";
- mes "This is some pretty";
- mes "major business that";
- mes "I guess the higher-ups";
- mes "will handle, so you don't";
- mes "need to worry about it for now.";
- next;
- mes "[Mana]";
- mes "Please take this as";
- mes "a little reward for helping";
- mes "out both of our guilds. Once";
- mes "again, thanks very much~";
- set tu_magician01, 28;
- getitem 2321,1; //Silk_Robe
- set Zeny, Zeny + 3000;
- getexp 300,100;
- close;
- break;
- default:
- if(tu_magician01 < 27){
- mes "So...";
- mes "It looks like something is";
- mes "going on in the Rune-Midgarts";
- mes "Kingdom for sure. No wonder";
- mes "all the guilds are so busy...";
- next;
- mes "[Mana]";
- mes "Anyway, please ";
- mes "keep up the good";
- mes "work. And, um, is";
- mes "Yierhan doing well?";
- close;
- } else {
- mes "You seem to be well";
- mes "experienced now and there";
- mes "isn't anything else that I can";
- mes "really teach you. Now it's up";
- mes "to you to find ways to master";
- mes "the ways of magic on your own.";
- close;
- }
- }
-}
diff --git a/npc/quests/first_class/tu_merchant.txt b/npc/quests/first_class/tu_merchant.txt
deleted file mode 100644
index 44470c483..000000000
--- a/npc/quests/first_class/tu_merchant.txt
+++ /dev/null
@@ -1,1432 +0,0 @@
-//===== rAthena Script =======================================
-//= Merchant Class Tutorial and Job Specific Quest
-//===== By: ==================================================
-//= Fix up by Jukka
-//===== Current Version: =====================================
-//= 1.3
-//===== Compatible With: =====================================
-//= rAthena SVN (Testet in Trunk 88xx)
-//===== Description: =========================================
-//=
-//===== Additional Comments: =================================
-//= 1.0 Fully working
-//= 1.1 Fixed bugs, optimized [Lupus] 1.2 fixed Weight check
-//= TODO: Test, add missing misceffects
-//= 1.2 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
-//= 1.3 Misc. updates. [L0ne_W0lf]
-//============================================================
-
-
-//=================================================Guarnien====================================================
-alberta_in,70,51,5 script Guarnien 98,{
- mes "[Guarnien]";
- if(Class != Job_Merchant && Class != Job_Baby_Merchant){
- mes "Hello stranger.";
- mes "I wish I could";
- mes "offer you help";
- mes "on your adventures...";
- next;
- mes "[Guarnien]";
- mes "However, what I have to teach would only benefit Merchants. Trading and money making are my areas of expertise. If you have any Merchant friends, send them to me.";
- if(Class == Job_Merchant_High){
- next;
- mes "[Guarnien]";
- mes "Technically, yes, you're a Merchant, but I know an expert when I see one. You've been through the Merchant life before, I can tell!";
- }
- close;
- }
- switch(tu_merchant){
- case 17:
- mes "We can't even begin";
- mes "to fathom the number";
- mes "of markets and people";
- mes "out there in this wide,";
- mes "wide world of ours.";
- next;
- mes "[Guarnien]";
- mes "All of them are possible customers and business partners. Of course, it'll be up to you to meet them.";
- mes "If you can be sincerely kind to everyone that you meet, you'll";
- mes "have no problem.";
- close;
- break;
- case 16:
- mes "So...";
- mes "How much have";
- mes "you learned";
- mes "about Vending?";
- next;
- set .@chk_vend, getskilllv("MC_VENDING");
- if((.@chk_vend > 3) && (.@chk_vend < 10)){
- mes "[Guarnien]";
- mes "Excellent!";
- mes "You've taught yourself well. Here, you've earned this little reward~";
- set tu_merchant, 17;
- completequest 8240;
- getexp 186,43;
- next;
- } else if(.@chk_vend == 10){
- mes "[Guarnien]";
- mes "Oh, I see that you're very serious about being a Merchant. I'm proud that you've managed to master this skill! Here, you deserve this reward!";
- set tu_merchant, 17;
- completequest 8240;
- getexp 199,69;
- next;
- } else {
- mes "[Guarnien]";
- mes "Hmm...";
- mes "Haven't learned Level 4 Vending yet, huh? Just keep in mind that being able to vend things is one";
- mes "of the defining characteristics of being a Merchant!";
- close;
- }
- mes "[Guarnien]";
- mes "Ah, now you have mastered the fundamentals of the Merchant class. Just keep practicing the basic principles, like researching the market for item prices, and you should be fine.";
- next;
- mes "[Guarnien]";
- mes "Although everything we do is for money, never forget customer needs and always sell your products at a suitably fair price. Otherwise, no one may buy your goods!";
- next;
- mes "[Guarnien]";
- mes "Well, there's nothing more I can teach you for now. Go out into the world and make your mark as a Merchant.";
- next;
- mes "[Guarnien]";
- mes "And feel free to";
- mes "visit me whenever";
- mes "the mood strikes you.";
- mes "Good luck to you~";
- close;
- break;
- case 15:
- mes "I believe it's time";
- mes "for my final lecture.";
- mes "I'll discuss the definitive";
- mes "skill of the Merchant: ^871F78Vending^000000. Please listen carefully.";
- next;
- mes "[Guarnien]";
- mes "The Vending skill is an active skill which allows you to open your own shop where you stand. Vending allows you to do real business with other people.";
- next;
- mes "[Guarnien]";
- mes "However, you can only vend items that are stored in your PushCart,";
- mes "so you'll need one of those. The maximum price you can set for";
- mes "each item is 99,990,000 Zeny.";
- next;
- mes "[Guarnien]";
- mes "Basically, you've got to learn the Push Cart skill first before you can learn the Vending skill.";
- next;
- mes "[Guarnien]";
- mes "The higher the level of the Vending skill, the more items you can vend at one time. Vending is mastered at Skill Level 10.";
- next;
- mes "[Guarnien]";
- mes "Level 1 Vending allows you";
- mes "to vend a total of 3 items at one time. Each time you level up the Vending skill, the total number of items you can vend will";
- mes "increase by one.";
- next;
- set .@chk_vend, getskilllv("MC_VENDING");
- if((.@chk_vend > 3) && (.@chk_vend < 10)){
- mes "[Guarnien]";
- mes "But I see that you must already know that, huh? Well, seeing as you're so clever, I think you've earned this little prize~";
- set tu_merchant, 17;
- completequest 8239;
- getexp 186,60;
- next;
- } else if(.@chk_vend == 10){
- mes "[Guarnien]";
- mes "But it looks like I just put my foot in my mouth. I'm sorry, I didn't notice that you already mastered the Vending skill...";
- next;
- mes "[Guarnien]";
- mes "You're such an";
- mes "excellent student!";
- mes "Please, take this";
- mes "little reward for";
- mes "all your efforts~";
- set tu_merchant, 17;
- completequest 8239;
- getexp 199,69;
-
- next;
- } else {
- mes "[Guarnien]";
- mes "For your final assignment, I will ask you to learn the Vending skill up to Skill Level 4. Of course, once you do, I'll give you a little reward. I'll be waiting, so do your best~";
- set tu_merchant, 16;
- erasequest 8239;
- setquest 8240;
- close;
- }
-
- mes "[Guarnien]";
- mes "Ah, now you have mastered the fundamentals of the Merchant class. Just keep practicing the basic principles, like researching the market for item prices, and you should be fine.";
- next;
- mes "[Guarnien]";
- mes "Although everything we do is for money, never forget customer needs and always sell your products at a suitably fair price. Otherwise, no one may buy your goods!";
- next;
- mes "[Guarnien]";
- mes "Well, there's nothing more I can teach you for now. Go out into the world and make your mark as a Merchant.";
- next;
- mes "[Guarnien]";
- mes "And feel free to";
- mes "visit me whenever";
- mes "the mood strikes you.";
- mes "Good luck to you~";
- close;
- break;
- case 14:
- mes "So, have you";
- mes "learned Push Cart up";
- mes "to Level 4 like I asked?";
- next;
- set .@chk_cart, getskilllv("MC_PUSHCART");
- if(.@chk_cart > 3 && .@chk_cart < 10){
- mes "[Guarnien]";
- mes "Well done~";
- mes "You've been a very";
- mes "cooperative student.";
- mes "You deserve a little";
- mes "reward for your effort~";
- set tu_merchant, 15;
- erasequest 8238;
- setquest 8239;
- getexp 162,52;
- next;
- mes "[Guarnien]";
- mes "Next time, I'll talk about the skill that sets Merchants apart from all the other classes: ^871F78Vending^000000. So don't miss it!";
- close;
- } else if(.@chk_cart == 10){
- mes "[Guarnien]";
- mes "Excellent!";
- mes "You've actually went above and beyond mastered the Push Cart skill. Great work!";
- set tu_merchant, 15;
- erasequest 8238;
- setquest 8239;
- getexp 186,60;
- next;
- mes "[Guarnien]";
- mes "Next time, I'll talk about the skill that sets Merchants apart from all the other classes: ^871F78Vending^000000. So don't miss it!";
- close;
- } else {
- mes "[Guarnien]";
- mes "Still not there, huh?";
- mes "Well, remember that you need";
- mes "Level 5 Increase Weight Limit before you can learn the Push";
- mes "Cart skill. I hope that helps.";
- close;
- }
- break;
- case 13:
- mes "Now to talk about";
- mes "^871F78Push Cart^000000. First off, you need to know Level 5 Increase Weight Limit before you can even learn the Push Cart skill.";
- next;
- mes "[Guarnien]";
- mes "Push Cart can be mastered at";
- mes "Skill Level 10. This skill allows you to carry a Push Cart with you. You can carry a maximum of 100 different kinds of items that weigh less than 8,000.";
- next;
- mes "[Guarnien]";
- mes "As you can see, this skill is an advanced form of the Increase Weight Limit skill. You can procure a PushCart from most Kafra Ladies for a certain fee.";
- next;
- mes "[Guarnien]";
- mes "Once you have rented a Cart, you can hold on to it so long as you don't take it off. The disadvantage to using a PushCart is that your movement speed is reduced to";
- mes "almost half! Horrible, isn't it?";
- next;
- mes "[Guarnien]";
- mes "Fortunately, when you increase";
- mes "the level of the Push Cart skill, your movement speed will slowly be restored. With Push Cart Level 10, a PushCart won't slow you";
- mes "down at all!";
- next;
- set .@chk_cart, getskilllv("MC_PUSHCART");
- if(.@chk_cart > 3 && .@chk_cart < 10){
- mes "[Guarnien]";
- mes "Ah, and I see that you've been focusing on learning Push Cart. Although you might still have a problem with your movement";
- mes "speed, it shouldn't be a big deal.";
- mes "Well done~";
- set tu_merchant, 15;
- erasequest 8237;
- setquest 8238;
- getexp 162,52;
- next;
- mes "[Guarnien]";
- mes "Next time, I'll talk about the skill that sets Merchants apart from all the other classes: ^871F78Vending^000000. So don't miss it!";
- close;
- } else if(.@chk_cart == 10){
- mes "[Guarnien]";
- mes "Wonderful! You've already";
- mes "mastered the Push Cart skill.";
- mes "You truly deserve a little bit of a reward~";
- set tu_merchant, 15;
- erasequest 8237;
- setquest 8238;
- getexp 186,60;
-
- next;
- mes "[Guarnien]";
- mes "Next time, I'll talk about the skill that sets Merchants apart from all the other classes: ^871F78Vending^000000. So don't miss it!";
- close;
- } else {
- mes "[Guarnien]";
- mes "For now, why don't";
- mes "you learn the Push Cart";
- mes "skill up to Level 4? Once";
- mes "you do that, I can go on to";
- mes "my next lecture.";
- set tu_merchant, 14;
- close;
- }
- break;
- case 12:
- mes "So...";
- mes "How is it going";
- mes "with learning that";
- mes "^871F78Over Charge^000000 skill?";
- next;
- set .@chk_over, getskilllv("MC_OVERCHARGE");
- if(.@chk_over > 3 && .@chk_over < 10){
- mes "[Guarnien]";
- mes "Nice work!";
- mes "I can tell that";
- mes "you've done just";
- mes "as I asked. Please,";
- mes "take this little reward~";
- set tu_merchant, 13;
- erasequest 8236;
- setquest 8237;
- getexp 126,27;
- next;
- mes "[Guarnien]";
- mes "Next time, I'll discuss the Push Cart skill. Be ready for this lecture, as Push Cart is one of the more important skills for a Merchant.";
- close;
- } else if(.@chk_over == 10){
- mes "[Guarnien]";
- mes "Whoa...";
- mes "You actually";
- mes "mastered Over Charge?";
- mes "Most impressive! You deserve a small reward for your work!";
- set tu_merchant, 13;
- erasequest 8236;
- setquest 8237;
- getexp 142,33;
- next;
- mes "[Guarnien]";
- mes "Next time, I'll discuss the Push Cart skill. Be ready for this lecture, as Push Cart is one of the more important skills for a Merchant.";
- close;
- } else {
- mes "[Guarnien]";
- mes "Mm? You haven't";
- mes "learned Over Charge";
- mes "up to Skill Level 4 yet?";
- mes "There's no rush, but I won't be able to lecture on anything until you finish this little task.";
- close;
- }
- break;
- case 11:
- mes "Ah, ready to";
- mes "learn already,";
- mes "are you? Alright,";
- mes "let me tell you";
- mes "about ^871F78Over Charge^000000.";
- next;
- mes "[Guarnien]";
- mes "Like Discount, Over Charge is a Passive skill that can be mastered at Skill Level 10. Therefore, it doesn't require SP to use it.";
- next;
- mes "[Guarnien]";
- mes "Over Charge allows you to sell items to NPC shops for more Zeny. The higher your Over Charge Skill Level, the more Zeny you'll receive for items sold to NPCs.";
- next;
- set .@chk_over, getskilllv("MC_OVERCHARGE");
- if(.@chk_over > 3 && .@chk_over < 10){
- mes "[Guarnien]";
- mes "Ah, you've already learned Level 4 Over Charge. Perfect! Let me give you a little reward~";
- set tu_merchant, 13;
- erasequest 8235;
- setquest 8236;
- getexp 126,27;
- next;
- mes "[Guarnien]";
- mes "Next time, I'll discuss the";
- mes "Push Cart skill. Be ready for this lecture, as Push Cart is one of the more important skills for a Merchant.";
- close;
- } else if(.@chk_over == 10){
- mes "[Guarnien]";
- mes "Amazing! You've already mastered the Over Charge skill! You must have wanted this reward badly~";
- set tu_merchant, 13;
- erasequest 8235;
- setquest 8236;
- getexp 142,33;
- next;
- mes "[Guarnien]";
- mes "Next time, I'll discuss the";
- mes "Push Cart skill. Be ready for this lecture, as Push Cart is one of the more important skills for a Merchant.";
- close;
- } else {
- mes "[Guarnien]";
- mes "Personally, I think you should learn this skill for sure! For your next assignment, learn Over Charge up to Level 4. It shouldn't be too difficult to do.";
- set tu_merchant, 12;
- erasequest 8235;
- setquest 8236;
- next;
- mes "[Guarnien]";
- mes "Once you do that,";
- mes "we can talk about";
- mes "more advanced stuff.";
- mes "Do your best~";
- close;
- }
- break;
- case 10:
- mes "Let me see those";
- mes "Red Potions. Now,";
- mes "how much did you";
- mes "pay for these...?";
- next;
- mes "[Guarnien]";
- mes "Ah...!";
- mes "It looks like...";
- mes "You were scammed!";
- mes "D-don't worry, though,";
- mes "I won't tell anybody.";
- next;
- mes "[Guarnien]";
- mes "Oh well, it happens even to the best of us. Just think of this as an invaluable learning experience.";
- next;
- mes "[Guarnien]";
- mes "Now, why don't you go to Prontera and try to buy 10 Red Potions from an NPC for the cheapest price again?";
- set tu_merchant, rand(6,8);
- close;
- break;
- case 9:
- mes "Let me see those";
- mes "Red Potions. Ah, it seems you researched the market and bought the cheapest ones! Great work!";
- set tu_merchant, 11;
- changequest 8234,8235;
- getexp 112,22;
- next;
- mes "[Guarnien]";
- mes "Alright, next time, we'll talk about the skill that you can learn after knowing how to Discount:";
- mes "^871F78Over Charge^000000.";
- close;
- break;
- case 6:
- case 7:
- case 8:
- mes "Hmm...";
- mes "You'll find some NPCs";
- mes "selling 10 Red Potions";
- mes "in Prontera. Your task";
- mes "is to buy the potions";
- mes "for the cheapest price.";
- next;
- mes "[Guarnien]";
- mes "First, you'll probably want to research the market price for Red Potions. And always, be careful of scammers and cheats!";
- close;
- break;
- case 5:
- mes "Alright...";
- mes "I've given it some thought and I've come up with a little challenge for you. Bring me... 10 Red Potions!";
- next;
- mes "[Guarnien]";
- mes "It's not too hard, but the stipulation I'm adding is that you've got to find the merchant selling Red Potions for the cheapest price.";
- next;
- mes "[Guarnien]";
- mes "So first, you'll need to research the market price for Red Potions. Also, be careful of scammers! If the price is too good to be true, it usually is.";
- next;
- mes "[Guarnien]";
- mes "Ha ha ha, let me make your goal a bit less confusing. You will need to buy 10 Red Potions from an NPC in Prontera.";
- next;
- mes "[Guarnien]";
- mes "Prontera's a bit far from here, isn't it? I'll just use this Kafra Warp-- Mahnsoo has a bunch for";
- mes "some reason --to send you there right now. Get ready...!";
- next;
- set tu_merchant, rand(6,8);
- warp "prontera",155,46;
- end;
- break;
- case 4:
- mes "So, how is it going with learning the Discount skill? Like I always say, if you can't make a bargain, you can't be a Merchant!";
- next;
- mes "[Guarnien]";
- set .@chk_disc, getskilllv("MC_DISCOUNT");
- if(.@chk_disc > 3 && .@chk_disc < 10){
- mes "Ah, you've learned";
- mes "how to use the Discount skill";
- mes "well enough. Good, here's a little reward for your hard work~";
- set tu_merchant, 5;
- erasequest 8232;
- setquest 8233;
- getexp 83,11;
- next;
- mes "[Guarnien]";
- mes "Alright, my next lesson will hopefully offer you a bit more of a challenge. Come back when you think you're ready, alright?";
- close;
- } else if(.@chk_disc == 10){
- mes "Incredible!";
- mes "You've actually mastered the Discount skill! You're such a great student. You deserve a bit of a reward!";
- set tu_merchant, 5;
- erasequest 8232;
- setquest 8233;
- getexp 97,18;
- next;
- mes "[Guarnien]";
- mes "Alright, my next lesson will hopefully offer you a bit more of a challenge. Come back when you think you're ready, alright?";
- close;
- } else {
- mes "Not yet, huh?";
- mes "Well, you should be able to reach that goal soon. After all, it's one of the basics of being a Merchant!";
- close;
- }
- break;
- case 3:
- mes "Ah, you're back!";
- mes "Now, I was going";
- mes "to tell you about";
- mes "the Discount skill, right?";
- next;
- mes "[Guarnien]";
- mes "The ^871F78Discount^000000 skill allows you to buy items at lower prices from NPC shops. It is a ^871F78Passive Skill^000000 which is always in effect and does not consume SP.";
- next;
- mes "[Guarnien]";
- mes "The Discount skill is";
- mes "mastered at ^871F78Level 10^000000. The higher the skill level, the less you have to pay for items at NPC shops.";
- next;
- mes "[Guarnien]";
- set .@chk_disc, getskilllv("MC_DISCOUNT");
- if(.@chk_disc > 3 && .@chk_disc < 10){
- mes "Oooh, good work.";
- mes "I see that you've";
- mes "raised your Discount";
- mes "to Level 4 already.";
- mes "Here, take this";
- mes "small reward~";
- set tu_merchant, 5;
- erasequest 8231;
- setquest 8232;
- getexp 83,11;
- next;
- mes "[Guarnien]";
- mes "Alright, my next lesson will hopefully offer you a bit more of a challenge. Come back when you";
- mes "think you're ready, alright?";
- close;
- } else if(.@chk_disc == 10){
- mes "Incredible!";
- mes "You've actually mastered the Discount skill! You're such a great student. You deserve a bit of a reward!";
- set tu_merchant, 5;
- erasequest 8231;
- setquest 8232;
- getexp 97,18;
- next;
- mes "[Guarnien]";
- mes "Alright, my next lesson will hopefully offer you a bit more of a challenge. Come back when you";
- mes "think you're ready, alright?";
- close;
- } else {
- mes "Alright! Now, in order to become closer towards becoming a true Merchant, I want you to learn the Discount skill up to Level 4.";
- next;
- mes "[Guarnien]";
- mes "It'd be nicer if you could";
- mes "master it, but you might be more interested in devoting your time to other skills.";
- next;
- mes "[Guarnien]";
- mes "Still, you can't ignore the fact that bargaining is an essential skill for a Merchant! Come back to me when you're ready~";
- set tu_merchant, 4;
- erasequest 8231;
- setquest 8232;
- close;
- }
- break;
- case 2:
- mes "Ah, you've come back to learn more. Let's see, what was I going to tell you about... Right, Mammonite!";
- next;
- mes "[Guarnien]";
- mes "^871F78Mammonite^000000 is a skill that lets you greatly damage targets with Zeny. Money really is power!";
- next;
- mes "[Guarnien]";
- mes "The upside is that it inflicts great damage and only uses a little SP. However, the downside is that it will also consume your Zeny!";
- next;
- mes "[Guarnien]";
- mes "So if you use this skill too often, you might end up bankrupt! So be really careful. Also, as the Skill Level for Mammonite increases, so does the attack strength and Zeny consumption.";
- next;
- mes "[Guarnien]";
- set .@chk_mam, getskilllv("MC_MAMMONITE");
- if(.@chk_mam > 3 && .@chk_mam < 10){
- mes "Ah, I see that you've already tried this skill. How much money have you wasted using Mammonite? Not too much, I hope.";
- next;
- mes "[Guarnien]";
- mes "Well, since you're still green, I feel awfully sorry if you've wasted Zeny. Why don't you take this as compensation?";
- set tu_merchant, 3;
- erasequest 8230;
- setquest 8231;
- getexp 70,12;
- next;
- mes "[Guarnien]";
- mes "Okay. Now I think we're ready for me to discuss the ^871F78Discount^000000 skill. Come back when you'd like me to tell you more about it, okay?";
- close;
- } else {
- mes "Okay. Now I think we're ready for me to discuss the ^871F78Discount^000000 skill. Come back when you'd like me to tell you more about it, okay?";
- set tu_merchant, 3;
- erasequest 8230;
- setquest 8231;
- close;
- }
- break;
- case 1:
- mes "So...";
- mes "Did you learn the";
- mes "Increase Weight Limit";
- mes "skill up to Level 4";
- mes "like I asked?";
- next;
- mes "[Guarnien]";
- set .@chk_soji, getskilllv("MC_INCCARRY");
- if(.@chk_soji > 3 && .@chk_soji < 10){
- mes "Ah. I can tell that you have. Not bad! By now you should be able to learn the ^871F78Discount^000000 skill, but I'll teach you about that later.";
- next;
- mes "[Guarnien]";
- mes "There are a few other basic skills which you can learn right away that I'll talk about first. Let's not rush~";
- next;
- mes "[Guarnien]";
- mes "First, there's the ^871F78Item Appraisal^000000 skill. This ability, once you've learned it, allows you to ^871F78identify unknown items^000000.";
- next;
- mes "[Guarnien]";
- mes "This skill works exactly like a ^871F78Magnifier^000000, so you won't have to spend any Zeny on them. Also, this skill is mastered at ^871F78Level 1^000000.";
- next;
- if(getskilllv("MC_IDENTIFY")){
- mes "[Guarnien]";
- mes "I see in your eyes that you've already learned to appraise items. Haha, although having that knowledge is reward in itself, let me give you something extra!";
- set tu_merchant, 2;
- erasequest 8229;
- setquest 8230;
- getexp 58,11;
- getitem 1351,1; //Battle_Axe
- next;
- mes "[Guarnien]";
- mes "Alright, next time";
- mes "I'll talk about the Mammonite skill. For now, let me take a little bit of a break from all of this arduous lecture. ^666666*Whew!*^000000";
- close;
- }
- } else {
- mes "No? That's fine.";
- mes "But I can't teach you";
- mes "much more if you can't grasp these simple basics, so hurry and learn those skills, okay?";
- close;
- }
- mes "Alright, next time";
- mes "I'll talk about the Mammonite skill. For now, let me take a little bit of a break from all of this arduous lecture. ^666666*Whew!*^000000";
- set tu_merchant, 2;
- erasequest 8229;
- setquest 8230;
- close;
- }
-
- mes "You've just started out as a Merchant, haven't you? How would you like to learn the fundamentals of business from an experienced colleague?";
- next;
- if(select("Sure!:I'll make it on my own!")==1){
- set tu_merchant, 1;
- if(getskilllv("MC_INCCARRY") < 4){
- setquest 8229;
- mes "[Guarnien]";
- if(Sex == 1){
- mes "Atta boy~!";
- } else {
- mes "Atta girl~!";
- }
- mes "But first things first!";
- mes "You better learn the";
- mes "^871F78Increase Weight Limit^000000 skill!";
- next;
- mes "[Guarnien]";
- mes "You can't really be a Merchant if you can't even carry around goods to sell. As you increase the level of this skill, you can carry around more items.";
- next;
- mes "[Guarnien]";
- mes "Why don't you upgrade your";
- mes "Increase Weight Limit skill up to Level 4? After that, we can talk more about becoming a true Merchant.";
- close;
- } else {
- mes "[Guarnien]";
- mes "Great...!";
- mes "Ah, and I see that you've learned the ^871F78Increase Weight Limit^000000 skill to at least Level 4. You're a real go-getter, aren't you?";
- next;
- mes "[Guarnien]";
- mes "Since your Increase Weight";
- mes "Limit skill level is high enough, you must be able to see a new skill in your Skill Window: ^871F78Discount^000000!";
- next;
- mes "[Guarnien]";
- mes "But we'll discuss the Discount skill later. There are a few other basic skills which you can learn right away that I'll talk about first. Let's not rush~";
- next;
- mes "[Guarnien]";
- mes "First, there's the ^871F78Item Appraisal^000000 skill. This ability, once you've learned it, allows you to ^871F78identify unknown items^000000.";
- next;
- mes "[Guarnien]";
- mes "This skill works exactly like a ^871F78Magnifier^000000, so you won't have to spend any Zeny on them. Also, this skill is mastered at ^871F78Level 1^000000.";
- next;
- mes "[Guarnien]";
- if(getskilllv("MC_IDENTIFY")){
- mes "I see in your eyes that you've already learned to appraise items. Haha, although having that knowledge is reward in itself, let me give you something extra!";
- set tu_merchant, 2;
- erasequest 8229;
- setquest 8230;
- getexp 58,11;
- getitem 1351,1; //Battle_Axe
- next;
- mes "[Guarnien]";
- mes "Alright, next time";
- mes "I'll talk about the Mammonite skill. For now, let me take a little bit of a break from all of this arduous lecture. ^666666*Whew!*^000000";
- close;
- }
- mes "Alright, next time";
- mes "I'll talk about the Mammonite skill. For now, let me take a little bit of a break from all of this arduous study.";
- next;
- mes "[Guarnien]";
- mes "Oh...";
- mes "And I'll tell you";
- mes "more about the Discount";
- mes "skill later. I always manage";
- mes "to forget about that!";
- set tu_merchant,2;
- erasequest 8229;
- setquest 8230;
- close;
- }
- } else {
- mes "[Guarnien]";
- mes "On your own?";
- mes "Hahaha, that's the spirit!";
- mes "But still, the advice I'm giving is free. It couldn't hurt to give what I say a little bit of thought.";
- next;
- mes "[Guarnien]";
- mes "Well, if you ever change your mind, stop by and talk to me anytime. And as a Merchant, you should know that free advice is the best!";
- close;
- }
-}
-
-//=================================================Sagle====================================================
-prontera,66,111,3 script Sagle 82,{
- mes "[Sagle]";
- if(tu_merchant == 8){
- mes "Hello, hello~";
- mes "Why don't you buy";
- mes "some Red Potions?";
- mes "They're essential for travel, and these Red Potions are the best for newer adventurers~";
- next;
- mes "[Sagle]";
- mes "I will sell you 10 Red Potions for ^871F78420 zeny^000000. You'd better get them now while they're still here!";
- next;
- switch(select("Buy:Cancel")){
- case 1:
- mes "[Sagle]";
- mes "Excellent!";
- mes "You certainly have an eye for bargains. Here you go, 10 Red Potions fresh from the... Potioner...";
- if(Zeny < 420){
- next;
- mes "[Sagle]";
- mes "Whoa, hold on!";
- mes "You can't afford";
- mes "these potions...";
- mes "Please come back";
- mes "when you have enough";
- mes "Zeny, alright?";
- close;
- }
- if(MaxWeight - Weight < 71){
- next;
- mes "[Sagle]";
- mes "Whoa, hold on!";
- mes "There's no way you carry all of this! Why don't you put some of your stuff in Kafra Storage before coming back?";
- close;
- } else {
- set Zeny, Zeny - 420;
- set tu_merchant, 10;
- getitem 501,10; //Red_Potion
- close;
- }
- break;
- case 2:
- mes "[Sagle]";
- mes "Alright...";
- mes "But don't";
- mes "complain if";
- mes "these potions";
- mes "are sold out!";
- close;
- break;
- }
- }
- if(tu_merchant == 7){
- mes "Hello, hello~";
- mes "Why don't you buy";
- mes "some Red Potions?";
- mes "They're essential for travel, and these Red Potions are the best for newer adventurers~";
- next;
- mes "[Sagle]";
- mes "I will sell you 10 Red Potions for ^871F78410 zeny^000000. You'd better get them now while they're still here!";
- next;
- switch(select("Buy:Cancel")){
- case 1:
- mes "[Sagle]";
- mes "Excellent!";
- mes "You certainly have an eye for bargains. Here you go, 10 Red Potions fresh from the... Potioner...";
- if(Zeny < 410){
- next;
- mes "[Sagle]";
- mes "Whoa, hold on!";
- mes "You can't afford";
- mes "these potions...";
- mes "Please come back";
- mes "when you have enough";
- mes "Zeny, alright?";
- close;
- }
- if(MaxWeight - Weight < 71){
- next;
- mes "[Sagle]";
- mes "Whoa, hold on!";
- mes "There's no way you carry all of this! Why don't you put some of your stuff in Kafra Storage before coming back?";
- close2;
- end;
- } else {
- set Zeny, Zeny - 410;
- set tu_merchant, 10;
- getitem 501,10; //Red_Potion
- close;
- }
- break;
- case 2:
- mes "[Sagle]";
- mes "Alright...";
- mes "But don't";
- mes "complain if";
- mes "these potions";
- mes "are sold out!";
- close;
- break;
- }
- }
- if(tu_merchant == 6){
- mes "Hello, hello~";
- mes "Why don't you buy";
- mes "some Red Potions?";
- mes "They're essential for travel, and these Red Potions are the best for newer adventurers~";
- next;
- mes "[Sagle]";
- mes "I will sell you 10 Red Potions for ^871F78390 zeny^000000. You'd better get them now while they're still here!";
- next;
- switch(select("Buy:Cancel")){
- case 1:
- mes "[Sagle]";
- mes "Excellent!";
- mes "You certainly have an eye for bargains. Here you go, 10 Red Potions fresh from the... Potioner...";
- if(Zeny < 390){
- next;
- mes "[Sagle]";
- mes "Whoa, hold on!";
- mes "You can't afford";
- mes "these potions...";
- mes "Please come back";
- mes "when you have enough";
- mes "Zeny, alright?";
- close;
- }
- if(MaxWeight - Weight < 71){
- next;
- mes "[Sagle]";
- mes "Whoa, hold on!";
- mes "There's no way you carry all of this! Why don't you put some of your stuff in Kafra Storage before coming back?";
- close;
- } else {
- set Zeny, Zeny - 390;
- set tu_merchant, 9;
- getitem 501,10; //Red_Potion
- close;
- }
- break;
- case 2:
- mes "[Sagle]";
- mes "Alright...";
- mes "But don't";
- mes "complain if";
- mes "these potions";
- mes "are sold out!";
- close;
- break;
- }
- }
- mes "It's on the tip";
- mes "of my tongue, but";
- mes "I can't quite remember...";
- next;
- mes "[Sagle]";
- mes "You know, the name of the company that has all those beautiful ladies working for it. Ka... Ka-something. Anyway, I hear they're concerned about their growing competition. ";
- next;
- mes "[Sagle]";
- mes "It's none of my business, but it's good to know what's going on in";
- mes "the world, particularly if it'll affect the markets.";
- close;
-}
-
-//=================================================Kellion====================================================
-prontera,93,330,3 script Kellion 97,{
- mes "[Kellion]";
- if(tu_merchant == 8){
- mes "I'm selling sets of";
- mes "10 Red Potions for 340 Zeny.";
- mes "Would you like some?";
- next;
- switch(select("Buy:Cancel")){
- case 1:
- mes "[Kellion]";
- mes "Good choice~";
- mes "Thank you for";
- mes "using my shop.";
- if(Zeny < 340){
- next;
- mes "[Kellion]";
- mes "Ooops!";
- mes "I'm sorry, but you don't have enough Zeny. I've got to stay in business somehow, you know?";
- close;
- }
- if(MaxWeight - Weight < 71){
- next;
- mes "[Kellion]";
- mes "...Huh?";
- mes "You better put some of your stuff in Kafra Storage, you can't carry much else!";
- close;
- } else {
- set Zeny, Zeny - 340;
- set tu_merchant, 10;
- getitem 569,10; //Novice_Potion
- close;
- }
- break;
- case 2:
- mes "[Kellion]";
- mes "Well, I'm sorry";
- mes "to hear that. But";
- mes "I guess I'll see";
- mes "you later.";
- close;
- break;
- }
- }
- if(tu_merchant == 7){
- mes "I'm selling sets of";
- mes "10 Red Potions for 390 Zeny.";
- mes "Would you like some?";
- next;
- switch(select("Buy:Cancel")){
- case 1:
- mes "[Kellion]";
- mes "Good choice~";
- mes "Thank you for";
- mes "using my shop.";
- if(Zeny < 390){
- next;
- mes "[Kellion]";
- mes "Ooops!";
- mes "I'm sorry, but you don't have enough Zeny. I've got to stay in business somehow, you know?";
- close;
- }
- if(MaxWeight - Weight < 71){
- next;
- mes "[Kellion]";
- mes "...Huh?";
- mes "You better put some of your stuff in Kafra Storage, you can't carry much else!";
- close;
- } else {
- set Zeny, Zeny - 390;
- set tu_merchant, 9;
- getitem 501,10; //Red_Potion
- close;
- }
- break;
- case 2:
- mes "[Kellion]";
- mes "Well, I'm sorry";
- mes "to hear that. But";
- mes "I guess I'll see";
- mes "you later.";
- close;
- break;
- }
- }
- if(tu_merchant == 6){
- mes "I'm selling sets of";
- mes "10 Red Potions for 400 Zeny.";
- mes "Would you like some?";
- next;
- switch(select("Buy:Cancel")){
- case 1:
- mes "[Kellion]";
- mes "Good choice~";
- mes "Thank you for";
- mes "using my shop.";
- if(Zeny < 400){
- next;
- mes "[Kellion]";
- mes "Ooops!";
- mes "I'm sorry, but you don't have enough Zeny. I've got to stay in business somehow, you know?";
- close;
- }
- if(MaxWeight - Weight < 71){
- next;
- mes "[Kellion]";
- mes "...Huh?";
- mes "You better put some of your stuff in Kafra Storage, you can't carry much else!";
- close;
- } else {
- set Zeny, Zeny - 400;
- set tu_merchant, 10;
- getitem 501,10; //Red_Potion
- close;
- }
- break;
- case 2:
- mes "[Kellion]";
- mes "Well, I'm sorry";
- mes "to hear that. But";
- mes "I guess I'll see";
- mes "you later.";
- close;
- break;
- }
- }
- mes "Recently, I hear that something";
- mes "has happened to the royal family.";
- next;
- mes "[Kellion]";
- mes "It's probably not even a reliable rumor, but I've heard that members of the royal family have been dying from some unknown cause.";
- next;
- mes "[Kellion]";
- mes "Huh.";
- mes "Now that's some morbid news!";
- mes "Well, hopefully, there's no truth to it whatsoever. None at all...";
- close;
-}
-
-//=================================================Aigie====================================================
-prt_in,169,11,3 script Aigie 92,{
- if(tu_merchant == 8){
- mes "[Aigie]";
- mes "Welcome to my shop.";
- mes "I'm just a young girl who's a victim of circumstance, forced to sell potions on the street for dirt cheap prices.";
- next;
- mes "[Aigie]";
- mes "Would you like";
- mes "to buy 10 Red Potions";
- mes "for 390 Zeny, kind adventurer?";
- next;
- switch(select("Buy:Cancel")){
- case 1:
- mes "[Aigie]";
- mes "Thank you so much.";
- mes "Now I can finally";
- mes "afford food again...";
- if(Zeny < 390){
- next;
- mes "[Aigie]";
- mes "Wait, wait!";
- mes "I am sorry, but you don't have enough money. Would you please get some more Zeny before coming back?";
- close;
- }
- if(MaxWeight - Weight < 71){
- next;
- mes "[Aigie]";
- mes "Wait, wait!";
- mes "You can't possibly carry any more items. Why don't you put your things in Kafra Storage first?";
- close;
- } else {
- set Zeny, Zeny - 390;
- set tu_merchant, 9;
- getitem 501,10; //Red_Potion
- close;
- }
- break;
- case 2:
- mes "[Aigie]";
- mes "I understand.";
- mes "But I hope you";
- mes "see that I'm offering";
- mes "you a really good price.";
- mes "^666666*Sniff Sniff*^000000";
- close;
- break;
- }
- }
- if(tu_merchant == 7){
- mes "[Aigie]";
- mes "Welcome to my shop.";
- mes "I'm just a young girl who's a victim of circumstance, forced to sell potions on the street for dirt cheap prices.";
- next;
- mes "[Aigie]";
- mes "Would you like";
- mes "to buy 10 Red Potions";
- mes "for 420 Zeny, kind adventurer?";
- next;
- switch(select("Buy:Cancel")){
- case 1:
- mes "[Aigie]";
- mes "Thank you so much.";
- mes "Now I can finally";
- mes "afford food again...";
- if(Zeny < 420){
- next;
- mes "[Aigie]";
- mes "Wait, wait!";
- mes "I am sorry, but you don't have enough money. Would you please get some more Zeny before coming back?";
- close;
- }
- if(MaxWeight - Weight < 71){
- next;
- mes "[Aigie]";
- mes "Wait, wait!";
- mes "You can't possibly carry any more items. Why don't you put your things in Kafra Storage first?";
- close;
- } else {
- set Zeny, Zeny - 420;
- set tu_merchant, 10;
- getitem 501,10; //Red_Potion
- close;
- }
- break;
- case 2:
- mes "[Aigie]";
- mes "I understand.";
- mes "But I hope you";
- mes "see that I'm offering";
- mes "you a really good price.";
- mes "^666666*Sniff Sniff*^000000";
- close;
- break;
- }
- }
- if(tu_merchant == 6){
- mes "[Aigie]";
- mes "Welcome to my shop.";
- mes "I'm just a young girl who's a victim of circumstance, forced to sell potions on the street for dirt cheap prices.";
- next;
- mes "[Aigie]";
- mes "Would you like";
- mes "to buy 10 Red Potions";
- mes "for 340 Zeny, kind adventurer?";
- next;
- switch(select("Buy:Cancel")){
- case 1:
- mes "[Aigie]";
- mes "Thank you so much.";
- mes "Now I can finally";
- mes "afford food again...";
- if(Zeny < 340){
- next;
- mes "[Aigie]";
- mes "Wait, wait!";
- mes "I am sorry, but you don't have enough money. Would you please get some more Zeny before coming back?";
- close;
- }
- if(MaxWeight - Weight < 71){
- next;
- mes "[Aigie]";
- mes "Wait, wait!";
- mes "You can't possibly carry any more items. Why don't you put your things in Kafra Storage first?";
- close;
- } else {
- set Zeny, Zeny - 340;
- set tu_merchant, 10;
- getitem 569,10; //Novice_Potion
- close;
- }
- break;
- case 2:
- mes "[Aigie]";
- mes "I understand.";
- mes "But I hope you";
- mes "see that I'm offering";
- mes "you a really good price.";
- mes "^666666*Sniff Sniff*^000000";
- close;
- break;
- }
- }
- mes "[Aigie]";
- mes "It's true that money isn't everything. I'm sure other things are important to have in order to be happy.";
- next;
- mes "[Aigie]";
- mes "However, money can be much more dependable than some people I know. You can rely on money more than anything else in this world.";
- close;
-}
-
-//=================================================Jayon====================================================
-prontera,247,129,3 script Jayon 85,{
- if(tu_merchant == 8){
- mes "[Jayon]";
- mes "If you've checked out the market for Red Potions, you know that my price is the best. I'm offering 10 Red Potions for only 410 Zeny!";
- next;
- switch(select("Buy:Cancel")){
- case 1:
- mes "[Jayon]";
- mes "Heh heh...!";
- mes "It looks like";
- mes "you know your";
- mes "stuff. You're a";
- mes "Merchant yourself,";
- mes "aren't you?";
- if(Zeny < 410){
- next;
- mes "[Jayon]";
- mes "But sorry buddy.";
- mes "Rules are rules.";
- mes "You gotta meet my price";
- mes "if you want these potions.";
- close;
- }
- if(MaxWeight - Weight < 71){
- next;
- mes "[Jayon]";
- mes "But sorry buddy. I can't let you carry more than you can handle.";
- mes "You ought to free up some of your inventory space when you get the chance.";
- close;
- } else {
- set Zeny, Zeny - 410;
- set tu_merchant, 10;
- getitem 501,10; //Red_Potion
- close;
- }
- break;
- case 2:
- mes "[Jayon]";
- mes "Just looking";
- mes "around, eh?";
- mes "I understand.";
- mes "But you better take";
- mes "advantage of a real";
- mes "deal when you see one!";
- close;
- break;
- }
- }
-
- if(tu_merchant == 7){
- mes "[Jayon]";
- mes "If you've checked out the market for Red Potions, you know that my price is the best. I'm offering 10 Red Potions for only 400 Zeny!";
- next;
- switch(select("Buy:Cancel")){
- case 1:
- mes "[Jayon]";
- mes "Heh heh...!";
- mes "It looks like";
- mes "you know your";
- mes "stuff. You're a";
- mes "Merchant yourself,";
- mes "aren't you?";
- if(Zeny < 400){
- next;
- mes "[Jayon]";
- mes "But sorry buddy.";
- mes "Rules are rules.";
- mes "You gotta meet my price";
- mes "if you want these potions.";
- close;
- }
- if(MaxWeight - Weight < 71){
- next;
- mes "[Jayon]";
- mes "But sorry buddy. I can't let you carry more than you can handle.";
- mes "You ought to free up some of your inventory space when you get the chance.";
- close;
- } else {
- set Zeny, Zeny - 400;
- set tu_merchant, 10;
- getitem 501,10; //Red_Potion
- close;
- }
- break;
- case 2:
- mes "[Jayon]";
- mes "Just looking";
- mes "around, eh?";
- mes "I understand.";
- mes "But you better take";
- mes "advantage of a real";
- mes "deal when you see one!";
- close2;
- end;
- break;
- }
- }
-
- if(tu_merchant == 6){
- mes "[Jayon]";
- mes "If you've checked out the market for Red Potions, you know that my price is the best. I'm offering 10 Red Potions for only 410 Zeny!";
- next;
- switch(select("Buy:Cancel")){
- case 1:
- mes "[Jayon]";
- mes "Heh heh...!";
- mes "It looks like";
- mes "you know your";
- mes "stuff. You're a";
- mes "Merchant yourself,";
- mes "aren't you?";
- if(Zeny < 410){
- next;
- mes "[Jayon]";
- mes "But sorry buddy.";
- mes "Rules are rules.";
- mes "You gotta meet my price";
- mes "if you want these potions.";
- close;
- }
- if(MaxWeight - Weight < 71){
- next;
- mes "[Jayon]";
- mes "But sorry buddy. I can't let you carry more than you can handle.";
- mes "You ought to free up some of your inventory space when you get the chance.";
- close;
- } else {
- set Zeny, Zeny - 410;
- set tu_merchant, 10;
- getitem 501,10; //Red_Potion
- close;
- }
- break;
- case 2:
- mes "[Jayon]";
- mes "Just looking";
- mes "around, eh?";
- mes "I understand.";
- mes "But you better take";
- mes "advantage of a real";
- mes "deal when you see one!";
- close;
- break;
- }
- }
-
- mes "[Jayon]";
- mes "The Schwaltzvalt Republic...";
- mes "It's a really interesting country. There's Juno and a few other places worth looking around. ";
- next;
- mes "[Jayon]";
- mes "They may not be the best places";
- mes "for sight seeing, but I'm sure they'll offer something of interest to you adventurers.";
- close;
-}
-
-//=================================================Maos====================================================
-prt_in,251,129,3 script Maos 709,{
- if(tu_merchant == 8){
- mes "[Maos]";
- mes "Don't say anything.";
- mes "I know what you want.";
- mes "10 Red Potions, right?";
- mes "I'll sell them to you";
- mes "for the low price of 420 Zeny~";
- next;
- switch(select("Buy:Cancel")){
- case 1:
- mes "[Maos]";
- mes "Excellent choice!";
- mes "Good products at affordable prices! That's my ethic as a merchant.";
- if(Zeny < 420){
- next;
- mes "[Maos]";
- mes "Ooh, but you don't even have enough Zeny to purchase these potions. I'm sorry, but I can't sell these just to lose money, you know?";
- close;
- }
- if(MaxWeight - Weight < 71){
- next;
- mes "[Maos]";
- mes "Ooh, but it doesn't look like you've got enough inventory space to carry any more items.";
- close;
- } else {
- set Zeny, Zeny - 420;
- set tu_merchant, 10;
- getitem 501,10; //Red_Potion
- close;
- }
- break;
- case 2:
- mes "[Maos]";
- mes "Well, I can't force you to buy these, but I'm telling you that you're passing up a real bargain!";
- close;
- break;
- }
- }
- if(tu_merchant == 7){
- mes "[Maos]";
- mes "Don't say anything.";
- mes "I know what you want.";
- mes "10 Red Potions, right?";
- mes "I'll sell them to you";
- mes "for the low price of 340 Zeny~";
- next;
- switch(select("Buy:Cancel")){
- case 1:
- mes "[Maos]";
- mes "Excellent choice!";
- mes "Good products at affordable prices! That's my ethic as a merchant.";
- if(Zeny < 340){
- next;
- mes "[Maos]";
- mes "Ooh, but you don't even have enough Zeny to purchase these potions. I'm sorry, but I can't sell these just to lose money, you know?";
- close;
- }
- if(MaxWeight - Weight < 71){
- mes "[Maos]";
- mes "Ooh, but it doesn't look like you've got enough inventory space to carry any more items.";
- close;
- } else {
- set Zeny, Zeny - 340;
- set tu_merchant, 10;
- getitem 501,10; //Red_Potion
- close;
- }
- break;
- case 2:
- mes "[Maos]";
- mes "Well, I can't force you to buy these, but I'm telling you that you're passing up a real bargain!";
- close;
- break;
- }
- }
- if(tu_merchant == 6){
- mes "[Maos]";
- mes "Don't say anything.";
- mes "I know what you want.";
- mes "10 Red Potions, right?";
- mes "I'll sell them to you";
- mes "for the low price of 400 Zeny~";
- next;
- switch(select("Buy:Cancel")){
- case 1:
- mes "[Maos]";
- mes "Excellent choice!";
- mes "Good products at affordable prices! That's my ethic as a merchant.";
- if(Zeny < 400){
- next;
- mes "[Maos]";
- mes "Ooh, but you don't even have enough Zeny to purchase these potions. I'm sorry, but I can't sell these just to lose money, you know?";
- close;
- }
- if(MaxWeight - Weight < 71){
- mes "[Maos]";
- mes "Ooh, but it doesn't look like you've got enough inventory space to carry any more items.";
- close;
- } else {
- set Zeny, Zeny - 400;
- set tu_merchant, 10;
- getitem 501,10; //Red_Potion
- close;
- }
- break;
- case 2:
- mes "[Maos]";
- mes "Well, I can't force you to buy these, but I'm telling you that you're passing up a real bargain!";
- close;
- break;
- }
- }
- mes "[Maos]";
- mes "I see too many people struggling to scrape every penny and put it all into their savings...";
- next;
- mes "[Maos]";
- mes "Now, don't get me wrong. It's a good idea to invest in the future. But money exists to be spent! Enjoy every moment, that's what I say~";
- next;
- mes "[Maos]";
- mes "Besides...";
- mes "You can't take";
- mes "your money with you";
- mes "when your time's up,";
- mes "you know?";
- close;
-}
diff --git a/npc/quests/first_class/tu_sword.txt b/npc/quests/first_class/tu_sword.txt
deleted file mode 100644
index 2219810b4..000000000
--- a/npc/quests/first_class/tu_sword.txt
+++ /dev/null
@@ -1,2475 +0,0 @@
-//===== rAthena Script =======================================
-//= Swordman Class Tutorial and Job Specific Quest
-//===== By: ==================================================
-//= Fix up by Jukka
-//===== Current Version: =====================================
-//= 1.4
-//===== Compatible With: =====================================
-//= rAthena SVN (Testet in Trunk 88xx)
-//===== Description: =========================================
-//=
-//===== Additional Comments: =================================
-//= 1.0 Fully working
-//= 1.1 optimized [Lupus]
-//= TODO: Test, Add correct misceffects numbers
-//= 1.2 Fixed a typo on NPC name. [SinSloth]
-//= 1.3 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
-//= 1.4 Misc. updates. [L0ne_W0lf]
-//============================================================
-
-
-//=================================================Shurank====================================================
-izlude_in,82,163,3 script Shurank 733,{
- mes "[Shurank]";
- if(Class == Job_Novice || Class == Job_Baby){
- mes "Still wondering";
- mes "what to do with";
- mes "your future, eh?";
- next;
- mes "[Shurank]";
- mes "If I may be so bold,";
- mes "I suggest that you follow";
- mes "the path of strength.";
- mes "Become... A Swordman.";
- next;
- mes "[Shurank]";
- mes "If you wish to stake your life on the way of the sword, speak to the Swordman Association representative to the left.";
- next;
- mes "[Shurank]";
- mes "Whatever you do,";
- mes "I hope that you live out your life without any regrets. And if you do happen to become a Swordman,";
- mes "come back to me...";
- close;
- }
- if(BaseClass == Job_Swordman && eaclass()&(EAJL_2|EAJL_UPPER)){
- mes "From your raiment,";
- mes "I see that you are";
- if(Sex)
- mes "a man of the sword.";
- else
- mes "a woman of the sword.";
- mes "Your eyes tell me that";
- mes "you've seen many a battle.";
- next;
- mes "[Shurank]";
- mes "There's nothing that I can actually offer to teach you. But if you know any new Swordmen that show potential, please direct them to me.";
- close;
- }
- if(BaseClass != Job_Swordman){
- mes "Greetings adventurer.";
- mes "If you happen to know";
- mes "any new Swordmen,";
- mes "please direct them to me.";
- next;
- mes "[Shurank]";
- mes "My specialty happens to be teaching the fundamentals of the Swordman job to green recruits that have just made the job change.";
- next;
- mes "[Shurank]";
- mes "Although it would be great if everyone can wield a sword,";
- mes "I'm afraid there's nothing I can effectively teach to you. The methods of your job are...";
- mes "Foreign to me.";
- close;
- }
- switch(tu_swordman){
- case 23:
- mes "Greetings, my friend.";
- mes "There is nothing more";
- mes "that I can teach you...";
- next;
- mes "[Shurank]";
- mes "To improve your skills,";
- mes "you must explore this vast world and experience all sorts of battle situations. And always commit yourself to your training.";
- close;
- break;
- case 22:
- mes "This will be my";
- mes "final lecture to you.";
- mes "Please listen carefully";
- mes "as I tell you all about";
- mes "Magnum Break.";
- next;
- mes "[Shurank]";
- mes "Magnum Break, mastered at Skill Level 10, requires ^5D478BLevel 5 Bash^000000. When used, this skill inflicts splash damage to enemies surrounding the caster.";
- next;
- mes "[Shurank]";
- mes "Enemies struck by Magnum Break";
- mes "will be pushed back by a Fire property attack. Afterwards, your weapon will temporarily inflict 20% more damage with Fire property attacks.";
- next;
- mes "[Shurank]";
- mes "Magnum Break is ideal for use";
- mes "when surrounded by foes, but also keep in mind that it also inflicts a little damage on its caster.";
- next;
- set .@chk_magnum, getskilllv("SM_MAGNUM");
- if(.@chk_magnum > 5){
- mes "[Shurank]";
- mes "I see that you've been training in the use of Magnum Break. Although it is an awesome skill, it's not for every Swordman. Still, there's no harm in learning it.";
- next;
- mes "[Shurank]";
- mes "Here is a humble reward for";
- mes "your great efforts. But do not let your talents allow you to grow arrogant!";
- set tu_swordman, 23;
- completequest 8228;
- getexp 186,0;
- getitem 1113,1; //Scimiter
- next;
- mes "[Shurank]";
- mes "That is all I have to teach you about Swordman skills. Hopefully, I've been able to clear up anything you haven't understood about your job and skills.";
- next;
- mes "[Shurank]";
- mes "As for the matter concerning";
- mes "that murderer, it's no longer in our hands. At this time, there's nothing that we can effectively";
- mes "do about it.";
- next;
- mes "[Shurank]";
- mes "However, I'd like";
- mes "to ask that you keep the";
- mes "information you've learned";
- mes "to yourself. This matter is considered highly classified...";
- next;
- mes "[Shurank]";
- mes "In any case, there's no need to worry about it anymore. But if we ever need assistance, I'll remember to ask you for your help.";
- next;
- mes "[Shurank]";
- mes "You've done very well. Continue training and if you reach ^5D478BJob Level 40^000000, you can be promoted to a Knight or a Crusader.";
- next;
- mes "[Shurank]";
- mes "Well...";
- mes "We Swordmen typically aren't prone to being sentimental, but I'm glad to have met you. Do your best and become a splendid Swordman.";
- close;
- }
- mes "[Shurank]";
- mes "That is all I have to teach you about Swordman skills. Hopefully, I've been able to clear up anything you haven't understood about your job and skills.";
- next;
- mes "[Shurank]";
- mes "As for the matter concerning";
- mes "that murderer, it's no longer in our hands. At this time, there's nothing that we can effectively do about it.";
- next;
- mes "[Shurank]";
- mes "However, I'd like";
- mes "to ask that you keep the";
- mes "information you've learned";
- mes "to yourself. This matter is considered highly classified...";
- next;
- mes "[Shurank]";
- mes "In any case, there's no need to worry about it anymore. But if we ever need assistance, I'll remember to ask you for your help.";
- next;
- mes "[Shurank]";
- mes "You've done very well. Continue training and if you reach ^5D478BJob Level 40^000000, you can be promoted to a Knight or a Crusader.";
- next;
- mes "[Shurank]";
- mes "Well...";
- mes "We Swordmen typically aren't prone to being sentimental, but I'm glad to have met you. Do your best and become a splendid Swordman.";
- next;
- mes "[Shurank]";
- mes "Before you go, please take this.";
- mes "I hope that you make good use of it as you train to become stronger and stronger. Good luck out there.";
- set tu_swordman, 23;
- completequest 8228;
- getitem 1113,1; //Scimiter
- close;
- break;
- case 21:
- mes "Ah, you've returned. I've just received a communique from";
- mes "Dequ'ee. It seems you've been working very hard and that you've made the most of this experience.";
- next;
- mes "[Shurank]";
- mes "For now, I believe you'll benefit from learning some more about Swordman skills. First, let me tell you more about the Sword Masteries.";
- next;
- mes "[Shurank]";
- mes "There are two different kinds:";
- mes "^5D478BOne Handed Sword Mastery^000000 and";
- mes "^5D478BTwo Handed Sword Mastery^000000. Both";
- mes "are Passive Skills that increase your Attack Power as these skills are leveled up.";
- next;
- mes "[Shurank]";
- mes "One Handed Sword Mastery";
- mes "increases the damage of Daggers and One Handed Swords while Two Handed Sword Mastery increases the damage of Two Handed Swords.";
- next;
- set .@chk_hanson, getskilllv("SM_SWORD");
- set .@chk_yangson, getskilllv("SM_TWOHAND");
- if((.@chk_hanson > 9) || (.@chk_yangson > 9)){
- mes "[Shurank]";
- mes "Ah, from the way you handle your Sword, I see that you have mastered a Sword Mastery. I'm thoroughly impressed.";
- next;
- mes "[Shurank]";
- mes "Let me give you";
- mes "this small reward";
- mes "in recognition of";
- mes "your accomplishment.";
- set tu_swordman, 22;
- changequest 8227,8228;
- getexp 186,0;
- next;
- mes "[Shurank]";
- mes "Next time, I will tell you more about the Magnum Break skill.";
- mes "I'll be here when you're ready to learn more.";
- close;
- }
- mes "[Shurank]";
- mes "Next time, I will tell you more about the Magnum Break skill.";
- mes "I'll be here when you're ready to learn more.";
- set tu_swordman, 22;
- close;
- break;
- case 13:
- mes "You should leave as soon as possible to meet Dequ'ee in Geffen. You do remember where to find him, don't you?";
- close;
- break;
- case 12:
- mes "So how has your";
- mes "training for the Endure";
- mes "skill coming along?";
- next;
- set .@chk_endure, getskilllv("SM_ENDURE");
- if(.@chk_endure > 1){
- mes "[Shurank]";
- mes "From that gleen of toughness upon your skin, I see now that I was foolish to ask. Well done~";
- set tu_swordman, 13;
- erasequest 8221;
- setquest 8222;
- getexp 126,0;
- next;
- mes "[Shurank]";
- mes "Ah, once again, I have";
- mes "another task for you to perform. Please visit Dequ'ee in Geffen since it seems he has something";
- mes "to ask of you.";
- next;
- mes "[Shurank]";
- mes "Hurry and meet with Dequ'ee and return to me when you complete whatever it is that he wishes for you to do.";
- close;
- } else {
- mes "[Shurank]";
- mes "Hmm...";
- mes "You're not quite";
- mes "there yet. In the";
- mes "meantime, I encourage";
- mes "you to double your efforts!";
- close;
- }
- break;
- case 11:
- mes "So have you";
- mes "learned how to use";
- mes "the Endure skill yet?";
- next;
- set .@chk_endure, getskilllv("SM_ENDURE");
- if((.@chk_endure > 0) && (.@chk_endure < 2)){
- mes "[Shurank]";
- mes "I see that you";
- mes "know how to use the";
- mes "Endure skill. Still, it wouldn't hurt if I review the basic details regarding its use...";
- next;
- mes "[Shurank]";
- mes "As you've noticed, receiving any damage causes you to reel in pain, stunning you for an instant. Thus, rapidly attacking enemies are dangerous since it's difficult to counter or escape them.";
- next;
- mes "[Shunrank]";
- mes "Activating Endure enables you to shrug off attacks. You'll receive damage, but enemy attacks will not impede you as much. This means you can counter enemy attacks or escape if you need to.";
- next;
- mes "[Shurank]";
- mes "Of course, you can't use Endure forever. However, the more you increase the level of the Endure";
- mes "skill, the longer Endure's effect will last. Also, remember that Endure also has a skill delay.";
- next;
- mes "[Shurank]";
- mes "Since you've learned the Endure skill already, I don't think I need to explain it any further. You've done well.";
- erasequest 8221;
- setquest 8222;
- set tu_swordman, 13;
- next;
- mes "[Shurank]";
- mes "Ah, once again, I have";
- mes "another task for you to perform. Please visit Dequ'ee in Geffen since it seems he has something";
- mes "to ask of you.";
- next;
- mes "[Shurank]";
- mes "Hurry and meet with Dequ'ee and return to me when you complete whatever it is that he wishes for you to do.";
- close2;
- end;
- } else if(.@chk_endure > 1){
- mes "[Shurank]";
- mes "From that gleen of toughness upon your skin, I see now that I was foolish to ask. Well done~";
- set tu_swordman, 13;
- erasequest 8221;
- setquest 8222;
- getexp 126,0;
- next;
- mes "[Shurank]";
- mes "Ah, once again, I have";
- mes "another task for you to perform. Please visit Dequ'ee in Geffen since it seems he has something";
- mes "to ask of you.";
- next;
- mes "[Shurank]";
- mes "Hurry and meet with Dequ'ee and return to me when you complete whatever it is that he wishes for you to do.";
- close;
- } else {
- mes "[Shurank]";
- mes "No...?";
- mes "I recommend that you learn it as soon as you can. Endure is an invaluable skill for any Swordman to have!";
- close;
- }
- break;
- case 10:
- mes "The time has come";
- mes "for me to tell you";
- mes "all I know about";
- mes "the Endure skill.";
- next;
- set .@chk_endure, getskilllv("SM_ENDURE");
- if(.@chk_endure == 0){
- mes "[Shurank]";
- mes "As you've noticed, receiving any damage causes you to reel in pain, stunning you for an instant. Thus, rapidly attacking enemies are dangerous since it's difficult to counter or escape them.";
- next;
- mes "[Shunrank]";
- mes "Activating Endure enables you to shrug off attacks. You'll receive damage, but enemy attacks will not impede you as much. This means you can counter enemy attacks or escape if you need to.";
- next;
- mes "[Shurank]";
- mes "Of course, you can't use Endure forever. However, the more you increase the level of the Endure";
- mes "skill, the longer Endure's effect will last. Also, remember that Endure also has a skill delay.";
- next;
- mes "[Shurank]";
- mes "Alright. Now I want you to train in the use of the Endure skill. You can become a great Swordman";
- mes "if you can endure attacks";
- mes "from your enemies!";
- set tu_swordman, 11;
- changequest 8220,8221;
- close;
- } else if((.@chk_endure > 0) && (.@chk_endure < 2)){
- mes "[Shurank]";
- mes "I see that you";
- mes "know how to use the";
- mes "Endure skill. Still, it wouldn't hurt if I review the basic details regarding its use...";
- next;
- mes "[Shurank]";
- mes "As you've noticed, receiving any damage causes you to reel in pain, stunning you for an instant. Thus, rapidly attacking enemies are dangerous since it's difficult to counter or escape them.";
- next;
- mes "[Shurank]";
- mes "Activating Endure enables you to shrug off attacks. You'll receive damage, but enemy attacks will not impede you as much. This means you can counter enemy attacks or escape if you need to.";
- next;
- mes "[Shurank]";
- mes "Of course, you can't use Endure forever. However, the more you increase the level of the Endure";
- mes "skill, the longer Endure's effect will last. Also, remember that Endure also has a skill delay.";
- next;
- mes "[Shurank]";
- mes "Since you've learned the Endure skill already, I don't think I need to explain it any further. You've done well.";
- set tu_swordman, 13;
- erasequest 8221;
- setquest 8222;
- next;
- mes "[Shurank]";
- mes "Ah, once again, I have";
- mes "another task for you to perform. Please visit Dequ'ee in Geffen since it seems he has something";
- mes "to ask of you.";
- next;
- mes "[Shurank]";
- mes "Hurry and meet with Dequ'ee and return to me when you complete whatever it is that he wishes for you to do.";
- close;
- } else if(.@chk_endure > 1){
- mes "[Shurank]";
- mes "Hm. But judging from the gleen of toughness on your skin, I suppose teaching you about Endure would be a waste of your time. Well done!";
- set tu_swordman, 13;
- erasequest 8221;
- setquest 8222;
- getexp 126,0;
- next;
- mes "[Shurank]";
- mes "Ah, once again, I have";
- mes "another task for you to perform. Please visit Dequ'ee in Geffen since it seems he has something";
- mes "to ask of you.";
- next;
- mes "[Shurank]";
- mes "Hurry and meet with Dequ'ee and return to me when you complete whatever it is that he wishes for you to do.";
- close;
- }
- break;
- case 9:
- mes "So have you been";
- mes "learning more about";
- mes "the use of the Provoke skill?";
- next;
- set .@chk_provoke, getskilllv("SM_PROVOKE");
- if((.@chk_provoke > 4) && (.@chk_provoke < 10)){
- mes "[Shurank]";
- mes "Ah, I see that you have a fairly good understanding of the Provoke skill. Let me reward you in this small way for your efforts.";
- set tu_swordman, 10;
- getexp 112,0;
- next;
- mes "[Shurank]";
- mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me.";
- close;
- } else if(.@chk_provoke == 10){
- mes "[Shurank]";
- mes "Y-you've mastered";
- mes "Provoke? Impressive!";
- mes "I see that you've made";
- mes "up your mind to become";
- mes "an outstanding Swordman.";
- mes "Here is a small reward...";
- set tu_swordman, 10;
- getexp 126,0;
- next;
- mes "[Shurank]";
- mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me.";
- close;
- } else {
- mes "[Shurank]";
- mes "Hmm, I acknowledge";
- mes "your progress, but you're not quite there yet. You've got to become more skilled in Provoke before";
- mes "I can continue my lectures.";
- close;
- }
- break;
- case 8:
- mes "Ah, you've returned.";
- mes "So how has your training";
- mes "in the use of the Provoke";
- mes "skill been progressing?";
- next;
- set .@chk_provoke, getskilllv("SM_PROVOKE");
- if((.@chk_provoke > 0) && (.@chk_provoke < 5)){
- mes "[Shurank]";
- mes "Ah, now I can see that you";
- mes "know how to use it. That's a vast improvement over not being able to use it at all. Let me refesh you on Provoke's details.";
- next;
- mes "[Shurank]";
- mes "In order to effectively use Provoke, you must understand";
- mes "how it works: Provoke infuriates your opponents, making them";
- mes "want to attack you.";
- next;
- mes "[Shurank]";
- mes "When provoked, an enemy will have greater attack strength, making it more dangerous, but will also have reduced defense, making your enemy easier to defeat.";
- next;
- mes "[Shurank]";
- mes "Ideally, you may wish to use Provoke on enemies when they are weakened enough so that you can finish them off more quickly. But that's up to you.";
- next;
- mes "[Shurank]";
- mes "Also, the higher the level of Provoke that is used, the higher the attack increase and defense decrease of your target.";
- next;
- mes "[Shurank]";
- mes "As an Active Skill, Provoke will consume a small amount of SP, just like Bash. So be careful not to run out of SP when using this skill.";
- next;
- mes "[Shurank]";
- mes "Alright, come back to me when you become sufficiently skilled in the use of Provoke. In the meantime, keep training.";
- set tu_swordman, 9;
- close;
- } else if((.@chk_provoke > 4) && (.@chk_provoke < 10)){
- mes "[Shurank]";
- mes "Ah, I see that you have a fairly good understanding of the Provoke skill. Let me reward you in this small way for your efforts.";
- set tu_swordman, 10;
- getexp 112,0;
- next;
- mes "[Shurank]";
- mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me.";
- close;
- } else if(.@chk_provoke == 10){
- mes "[Shurank]";
- mes "Y-you've mastered";
- mes "Provoke? Impressive!";
- mes "I see that you've made";
- mes "up your mind to become";
- mes "an outstanding Swordman.";
- mes "Here is a small reward...";
- set tu_swordman, 10;
- getexp 126,0;
- next;
- mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me.";
- close;
- } else {
- mes "[Shurank]";
- mes "Still haven't learned Provoke, eh? As a Swordman, I believe that it's important that you at least be able to use Provoke!";
- close;
- }
- break;
- case 7:
- mes "Ah, you've returned. For a new Swordman, you are doing quite";
- mes "well. So what is the message";
- mes "from Dequ'ee?";
- next;
- mes "[Shurank]";
- mes "I see...";
- mes "Well, now that we taken care";
- mes "of that, let me continue your instruction on Swordman skills. This time, we'll cover Provoke.";
- next;
- set .@chk_provoke, getskilllv("SM_PROVOKE");
- if(.@chk_provoke == 0){
- mes "[Shurank]";
- mes "You haven't";
- mes "learned Provoke yet?";
- mes "Hm. All the more reason why";
- mes "I should explain it to you then.";
- next;
- mes "[Shurank]";
- mes "In order to effectively use Provoke, you must understand";
- mes "how it works: Provoke infuriates your opponents, making them";
- mes "want to attack you.";
- next;
- mes "[Shurank]";
- mes "When provoked, an enemy will have greater attack strength, making it more dangerous, but will also have reduced defense, making your enemy easier to defeat.";
- next;
- mes "[Shurank]";
- mes "Ideally, you may wish to use Provoke on enemies when they are weakened enough so that you can finish them off more quickly. But that's up to you.";
- next;
- mes "[Shurank]";
- mes "Also, the higher the level of Provoke that is used, the higher the attack increase and defense decrease of your target.";
- next;
- mes "[Shurank]";
- mes "As an Active Skill, Provoke will consume a small amount of SP, just like Bash. So be careful not to run out of SP when using this skill.";
- next;
- mes "[Shurank]";
- mes "Now I ask that you train yourself in the use of Provoke. Come back";
- mes "to me when you have a sufficient understanding of the use of the Provoke skill.";
- set tu_swordman, 8;
- changequest 8217,8218;
- close;
- } else if((.@chk_provoke > 0) && (.@chk_provoke < 5)){
- mes "[Shurank]";
- mes "Hm. You seem to have a basic understanding of Provoke, but let me give you a few details so that you can better understand the use of that skill.";
- next;
- mes "[Shurank]";
- mes "In order to effectively use Provoke, you must understand";
- mes "how it works: Provoke infuriates your opponents, making them";
- mes "want to attack you.";
- next;
- mes "[Shurank]";
- mes "When provoked, an enemy will have greater attack strength, making it more dangerous, but will also have reduced defense, making your enemy easier to defeat.";
- next;
- mes "[Shurank]";
- mes "Ideally, you may wish to use Provoke on enemies when they are weakened enough so that you can finish them off more quickly. But that's up to you.";
- next;
- mes "[Shurank]";
- mes "Also, the higher the level of Provoke that is used, the higher the attack increase and defense decrease of your target.";
- next;
- mes "[Shurank]";
- mes "As an Active Skill, Provoke will consume a small amount of SP, just like Bash. So be careful not to run out of SP when using this skill.";
- next;
- mes "[Shurank]";
- mes "Now I ask that you train yourself in the use of Provoke. Come back";
- mes "to me when you have a sufficient understanding of the use of the Provoke skill.";
- set tu_swordman, 9;
- changequest 8218,8219;
- close;
- } else if((.@chk_provoke > 4) && (.@chk_provoke < 10)){
- mes "[Shurank]";
- mes "Ah, I see that you have a fairly good understanding of the Provoke skill. Let me reward you in this small way for your efforts.";
- set tu_swordman, 10;
- changequest 8219,8220;
- getexp 112,0;
- next;
- mes "[Shurank]";
- mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me.";
- close;
- } else if(.@chk_provoke == 10){
- mes "[Shurank]";
- mes "Y-you've mastered";
- mes "Provoke? Impressive!";
- mes "I see that you've made";
- mes "up your mind to become";
- mes "an outstanding Swordman.";
- mes "Here is a small reward...";
- set tu_swordman, 10;
- completequest 8218;
- completequest 8219;
- completequest 8220;
- setquest 8221;
- getexp 126,0;
- next;
- mes "[Shurank]";
- mes "Next time we speak, I will tell you what I know about the ^5D478BEndure^000000 skill. When you're ready to learn, come back to me.";
- close;
- }
- break;
- case 6:
- mes "I wish for you to find a Knight named ^5D478BDequ'ee^000000 in ^5D478BGeffen^000000. Listen carefully, this is the message";
- mes "I want you to give him.";
- next;
- mes "[Shurank]";
- mes "^0000FFWhat happened";
- mes "to the murderer?^000000";
- mes "^0000FFDid you find out who he is? If you did, what are we supposed to do now?^000000";
- next;
- mes "[Shurank]";
- mes "If you use those exact words, Dequ'ee will understand what";
- mes "you're talking about. Remember his response and let me know his answer.";
- next;
- mes "[Shurank]";
- mes "It shouldn't be too hard fighting the monsters on the way to Geffen, but if you encounter any that are too strong, there's no shame in running away.";
- next;
- mes "[Shurank]";
- mes "But now that I think about it, it may take you a while to travel to Geffen. I shall send you there myself! Good luck!";
- next;
- warp "gef_fild07",35,192;
- close;
- break;
- case 5:
- mes "Ah, you've returned. I know I said that I would teach you what I know about the Provoke skill, but...";
- next;
- mes "[Shurank]";
- mes "I actually have an important task that I'd like for you to perform. It's not very difficult: All you must do is deliver a message.";
- next;
- mes "[Shurank]";
- mes "I wish for you to find a Knight named ^5D478BDequ'ee^000000 in ^5D478BGeffen^000000. Listen carefully, this is the message";
- mes "I want you to give him.";
- next;
- mes "[Shurank]";
- mes "^0000FFWhat happened";
- mes "to the murderer?^000000";
- mes "^0000FFDid you find out who he is? If you did, what are we supposed to do now?^000000";
- next;
- mes "[Shurank]";
- mes "If you use those exact words, Dequ'ee will understand what";
- mes "you're talking about. Remember his response and let me know his answer.";
- next;
- mes "[Shurank]";
- mes "It shouldn't be too hard fighting the monsters on the way to Geffen, but if you encounter any that are too strong, there's no shame in running away.";
- next;
- mes "[Shurank]";
- mes "Although there's a Warp service,";
- mes "I recommend traveling by foot. You cannot grow strong without testing your strength and practicing your skills!";
- set tu_swordman, 6;
- changequest 8215,8216;
- close;
- break;
- case 4:
- mes "Since you've mastered Bash,";
- mes "I feel that you're ready to learn more about Swordman skills.";
- next;
- mes "[Shurank]";
- mes "Now, you must be familiar with the ^5D478BIncrease HP Recovery Skill^000000. When";
- mes "it comes to damage, you must be";
- mes "able to both take it and dish it out.";
- next;
- set .@chk_hp, getskilllv("SM_RECOVERY");
- if(.@chk_hp == 0){
- mes "[Shurank]";
- mes "But judging from that";
- mes "scrawny frame of yours,";
- mes "its looks like you haven't learned the Increase HP Recovery Skill at all...!";
- next;
- mes "[Shurank]";
- mes "The Increase HP Recovery Skill";
- mes "is a passive skill that is always in effect and does not consume";
- mes "any of your SP.";
- next;
- mes "[Shurank]";
- mes "It enables you to regenerate your health twice as fast. This might not seem like a big deal, but it will reduce the time you need to rest from battles.";
- next;
- mes "[Shurank]";
- mes "I strongly suggest that you";
- mes "learn this skill! Of course, there are other Swordman skills that are just as important, though...";
- set tu_swordman, 5;
- next;
- } else if(.@chk_hp == 10){
- mes "[Shurank]";
- mes "Ah! That healthy glow!";
- mes "I see that you've mastered this skill already. Let me give you a little reward for your hard training!";
- set tu_swordman, 5;
- getexp 112,0;
- next;
- } else {
- mes "[Shurank]";
- mes "Ah, and I see that you've already learned a little bit about it. But let me briefly tell you more about Increase HP Recovery.";
- next;
- mes "[Shurank]";
- mes "The Increase HP Recovery Skill";
- mes "is a passive skill that is always in effect and does not consume";
- mes "any of your SP.";
- next;
- mes "[Shurank]";
- mes "It enables you to regenerate your health twice as fast. This might not seem like a big deal, but it will reduce the time you need to rest from battles.";
- next;
- mes "[Shurank]";
- mes "Increase HP Recovery is a fairly important skill, but whether or not you want to master that is really up to you.";
- set tu_swordman, 5;
- next;
- }
- mes "[Shurank]";
- mes "By now, I believe that you know enough about the Increase HP Recovery skill. Next time, I shall teach you what I know about the Provoke skill.";
- close;
- break;
- case 3:
- mes "If you want to be";
- mes "able to use the full";
- mes "power of the Bash skill,";
- mes "you better have mastered it";
- mes "if you want me to acknowledge";
- mes "you as a fellow Swordman.";
- next;
- set .@chk_bash, getskilllv("SM_BASH");
- if(.@chk_bash == 10){
- mes "[Shurank]";
- mes "Those calluses...!";
- mes "Only a master of the Bash skill has those kinds of hands. Great work, Swordman. I'm very impressed.";
- next;
- mes "[Shurank]";
- mes "Here's a small prize in recognition of your efforts thus far. But don't relax yet! You still have a long way to go before grasping";
- mes "all of the basics.";
- set tu_swordman, 4;
- getexp 97,0;
- getitem 2503,1; //Muffler
- close;
- } else {
- mes "[Shurank]";
- mes "Hmm, you might be able to";
- mes "use Bash quite well, but you are not a master of it yet. I encourage you to master Bash in order to unleash its true potential!";
- close;
- }
- break;
- case 2:
- mes "I hope you've been";
- mes "training yourself in using";
- mes "Bash. If you want to grow as a Swordman, you will have great";
- mes "need to master this skill.";
- next;
- set .@chk_bash, getskilllv("SM_BASH");
- if((.@chk_bash > 4) && (.@chk_bash < 10)){
- mes "[Shurank]";
- mes "Hm. It doesn't look like you've gained mastery of Bash, but it seems like you're trying hard.";
- next;
- mes "[Shurank]";
- mes "Let me review the use of the Bash skill to you. If you've heard this before, it'll be a good refresher.";
- next;
- mes "[Shurank]";
- mes "Bash is an active skill, mastered at Level 10, which allows you to smash your target. In essense,";
- mes "it's a highly damaging attack!";
- next;
- mes "[Shurank]";
- mes "Since it's an active skill, Bash consumes SP each time it is";
- mes "used. If you're not careful, you'll be out of SP in no time...!";
- next;
- mes "[Shurank]";
- mes "Here's a little reward for all of your hard work. I hope you realize the importance of using Bash as";
- mes "you grow stronger.";
- set tu_swordman, 3;
- getexp 83,0;
- close;
- } else if(.@chk_bash == 10){
- mes "[Shurank]";
- mes "Those calluses...!";
- mes "Only a master of the Bash skill has those kinds of hands. Great work, Swordman. I'm very impressed.";
- next;
- mes "[Shurank]";
- mes "Here's a small prize in recognition of your efforts thus far. But don't relax yet! You still have a long way to go before grasping";
- mes "all of the basics.";
- set tu_swordman, 4;
- getexp 97,0;
- getitem 2503,1; //Muffler
- close;
- } else {
- mes "[Shurank]";
- mes "Hmm, you might be able to";
- mes "use Bash quite well, but you are not a master of it yet. I encourage you to master Bash in order to unleash its true potential!";
- close;
- }
- break;
- case 1:
- mes "Have you been learning";
- mes "the art of using Bash? I fervently believe that the Bash skill is the essense of Swordmanship!";
- next;
- set .@chk_bash, getskilllv("SM_BASH");
- if((.@chk_bash > 0) && (.@chk_bash < 5)){
- mes "[Shurank]";
- mes "I see that you understand";
- mes "a little bit about the Bash skill. But still, it's not enough. Let me explain in detail...";
- next;
- mes "[Shurank]";
- mes "Bash is an active skill, mastered at Level 10, which allows you to smash your target. In essense,";
- mes "it's a highly damaging attack!";
- next;
- mes "[Shurank]";
- mes "Since it's an active skill, Bash consumes SP each time it is";
- mes "used. If you're not careful, you'll be out of SP in no time...!";
- next;
- mes "[Shurank]";
- mes "Well, that's all I can tell you about Bash for now. As for its subtle nuances, you'll have to experience them for yourself";
- mes "in battle.";
- next;
- mes "[Shurank]";
- mes "Still, for your training efforts, let me give you a humble reward. But remember, we still have more";
- mes "of the fundamentals to cover!";
- set tu_swordman, 2;
- getexp 58,0;
- close;
- } else if((.@chk_bash > 4) && (.@chk_bash < 10)){
- mes "[Shurank]";
- mes "Hmm...";
- mes "Still haven't mastered Bash, eh? Well, in any case, I think you've made some progress.";
- next;
- mes "[Shurank]";
- mes "Let me explain the use of the Bash skill to you. If you've heard this before, it'll be a good refresher.";
- next;
- mes "[Shurank]";
- mes "I see that you understand";
- mes "a little bit about the Bash skill. But still, it's not enough. Let me explain in detail...";
- next;
- mes "[Shurank]";
- mes "Bash is an active skill, mastered at Level 10, which allows you to smash your target. In essense,";
- mes "it's a highly damaging attack!";
- next;
- mes "[Shurank]";
- mes "Since it's an active skill, Bash consumes SP each time it is";
- mes "used. If you're not careful, you'll be out of SP in no time...!";
- next;
- mes "[Shurank]";
- mes "Well, that's all I can tell you about Bash for now. As for its subtle nuances, you'll have to experience them for yourself";
- mes "in battle.";
- next;
- mes "[Shurank]";
- mes "For your efforts and patience, I offer you this small reward. Please take it and grow even stronger...";
- set tu_swordman, 3;
- setquest 8211;
- getexp 83,0;
- next;
- mes "[Shurank]";
- mes "I believe that every true Swordman should master the Bash skill. If you ever do master the skill as a Swordman, come back to me.";
- close;
- } else if(.@chk_bash == 10){
- mes "[Shurank]";
- mes "Those calluses...!";
- mes "Only a master of the Bash skill has those kinds of hands. Great work, Swordman. I'm very impressed.";
- next;
- mes "[Shurank]";
- mes "Here's a small prize in recognition of your efforts thus far. But don't relax yet! You still have a long way to go before grasping";
- mes "all of the basics.";
- set tu_swordman, 4;
- getexp 97,0;
- getitem 2503,1; //Muffler
- close;
- } else {
- mes "[Shurank]";
- mes "You still can't even use Bash...? What's the use of a sword if not to smash things?! Come back to me";
- mes "once you've learned how to use";
- mes "that skill!";
- close;
- }
- break;
- case 0:
- mes "Ah, a comrade in arms.";
- mes "Allow me to introduce myself. I am Shurank Chainlier, a Knight in the service of the Prontera Chivalry.";
- next;
- mes "[Shurank]";
- mes "It concerns me deeply that the Swordmen of today may not truly understand the way of the sword. And to think that they may become Knights later...";
- next;
- mes "[Shurank]";
- mes "Have you been training";
- mes "to be an expert Swordman?";
- mes "If so, you must learn the";
- mes "fundamentals, the first of";
- mes "which is the ^5D478BBash^000000 skill.";
- next;
- set .@chk_bash, getskilllv("SM_BASH");
- if(.@chk_bash == 0){
- mes "[Shurank]";
- mes "^333333*Gasp*^000000";
- mes "Those soft, delicate hands! You've never learned how to use Bash, haven't you?! How do you expect to lead battles without knowing Bash?";
- next;
- mes "[Shurank]";
- mes "Now, if you wish to become a true Swordman, you must learn the Bash skill. There's no question about it: You've got to know these basics! Take this, and learn to Bash!";
- set tu_swordman, 1;
- getexp 49,0;
- setquest 8211;
- close;
- } else if((.@chk_bash > 0) && (.@chk_bash < 5)){
- mes "[Shurank]";
- mes "I see that you understand";
- mes "a little bit about the Bash skill. But still, it's not enough. Let me explain in detail...";
- next;
- mes "[Shurank]";
- mes "Bash is an active skill, mastered at Level 10, which allows you to smash your target. In essense,";
- mes "it's a highly damaging attack!";
- next;
- mes "[Shurank]";
- mes "Since it's an active skill, Bash consumes SP each time it is";
- mes "used. If you're not careful, you'll be out of SP in no time...!";
- next;
- mes "[Shurank]";
- mes "Well, that's all I can tell you about Bash for now. As for its subtle nuances, you'll have to experience them for yourself";
- mes "in battle.";
- next;
- mes "[Shurank]";
- mes "Still, for your training efforts, let me give you a humble reward. But remember, we still have more";
- mes "of the fundamentals to cover!";
- set tu_swordman, 2;
- changequest 8211,8212;
- getexp 58,0;
- close;
- } else if((.@chk_bash > 4) && (.@chk_bash < 10)){
- mes "[Shurank]";
- mes "I see that you've gained some proficiency with the Bash skill. But still, it's not enough. Let me explain...";
- next;
- mes "[Shurank]";
- mes "Bash is an active skill, mastered at Level 10, which allows you to smash your target. In essense,";
- mes "it's a highly damaging attack!";
- next;
- mes "[Shurank]";
- mes "Since it's an active skill, Bash consumes SP each time it is";
- mes "used. If you're not careful, you'll be out of SP in no time...!";
- next;
- mes "[Shurank]";
- mes "Well, that's all I can tell you about Bash for now. As for its subtle nuances, you'll have to experience them for yourself";
- mes "in battle.";
- next;
- mes "[Shurank]";
- mes "Still, for your training efforts, let me give you a humble reward. But remember, we still have more";
- mes "of the fundamentals to cover!";
- set tu_swordman, 3;
- changequest 8212,8213;
- getexp 83,0;
- next;
- mes "[Shurank]";
- mes "But if you wish to become an expert Swordman in my eyes, you must master Bash!";
- close;
- } else if(.@chk_bash == 10){
- mes "[Shurank]";
- mes "Those calluses...!";
- mes "Only a master of the Bash skill has those kinds of hands. Great work, Swordman. I'm very impressed.";
- next;
- mes "[Shurank]";
- mes "Here's a small prize in recognition of your efforts thus far. But don't relax yet! You still have a long way to go before grasping";
- mes "all of the basics.";
- set tu_swordman, 4;
- completequest 8211;
- completequest 8212;
- completequest 8213;
- setquest 8214;
- getexp 97,0;
- getitem 2503,1; //Muffler
- close;
- }
- break;
- }
- mes "...";
- mes "......";
- close;
-}
-
-//=================================================Daqu'ee====================================================
-geffen,154,143,3 script Dequ'ee 734,{
- if(BaseJob == Job_Novice){
- mes "[Dequ'ee]";
- mes "Hey there.";
- mes "Frustrated with";
- mes "being a Novice?";
- mes "I know, I know,";
- mes "we've all been";
- mes "there once.";
- next;
- mes "[Dequ'ee]";
- mes "If you want to become stronger,";
- mes "why don't you consider becoming a Swordman? It'll require discipline on your part, but that job will shape you into a tough warrior.";
- next;
- mes "[Dequ'ee]";
- mes "It's ultimately your decision.";
- mes "I don't know how you want to live your life, but you should give the Swordman job some serious thought...";
- close;
- }
- if(BaseClass == Job_Swordman && eaclass()&(EAJL_2|EAJL_UPPER)){
- mes "[Dequ'ee]";
- mes "Ah...";
- mes "A fellow sword wielder!";
- mes "How have you been doing?";
- next;
- mes "[Dequ'ee]";
- mes "There must be many who must";
- mes "depend on the strength of your blade. It's an awesome responsibility, but we can never let our allies down in battle...";
- close;
- }
- if(BaseClass != Job_Swordman){
- mes "[Dequ'ee]";
- mes "Hello there.";
- mes "Not a fan of swords, are you?";
- mes "Well, if you were, we'd have";
- mes "something to talk about.";
- next;
- mes "[Dequ'ee]";
- mes "Yeah.";
- mes "Not much";
- mes "conversation";
- mes "happening here.";
- mes "Pretty boring...";
- close;
- }
- if(tu_swordman > 20){
- mes "[Dequ'ee]";
- mes "I hope you continue";
- mes "to train yourself in";
- mes "the ways of the sword.";
- mes "There's an art to";
- mes "wielding a blade...";
- close;
- }
- if(tu_swordman == 20){
- mes "[Dequ'ee]";
- mes "Huh...?";
- mes "Aren't you supposed";
- mes "to keep an eye on Bankley?";
- mes "What happened?";
- next;
- mes "[Dequ'ee]";
- mes "Suicide...?";
- mes "Are you serious?!";
- mes "But there's no need to kill";
- mes "himself if he suspected that he's been caught. Something shady's going on here!";
- next;
- mes "[Dequ'ee]";
- mes "Well, you've done a good job.";
- mes "As for the other three suspects, I'll make sure that they're monitored by members of the Swordman Association.";
- next;
- mes "[Dequ'ee]";
- mes "Still, I don't think we'll learn anything new from those three.";
- mes "It looks like this case is closed for now. Once again, thanks for your help.";
- next;
- mes "[Dequ'ee]";
- mes "Why don't you report back to Shurank now? I guess he still";
- mes "wants to show you the ropes of Swordmanship.";
- set tu_swordman, 21;
- changequest 8226,8227;
- close2;
- warp "izlude",35,78;
- end;
- }
- if(tu_swordman == 19){
- mes "[Dequ'ee]";
- mes "What are still doing here?";
- mes "Hurry and check on Bankley!";
- mes "There's no telling what";
- mes "he might be up to!";
- close;
- }
- if((tu_swordman == 17) || (tu_swordman == 18)){
- mes "[Dequ'ee]";
- if(tu_swordman == 17){
- mes "TheisWesomeof";
- mes "ConBanfoevidehi";
- mes "victkleyundncem";
- mes "hekdlfiDrindkelsd";
- next;
- } else if(tu_swordman == 18){
- mes "hekdlfiDrindkelsd";
- mes "TheisWesomeof";
- mes "ConBanfoevidehi";
- mes "victkleyundncem";
- next;
- }
- mes "[Dequ'ee]";
- mes "I get it now!";
- mes "This is a complex transposition cipher in which we remove one person's code from the rest of them. So who do you think is";
- mes "the murderer?";
- next;
- switch(select("Hans:Bankley:Geil:Muetro")) {
- case 1:
- mes "[Dequ'ee]";
- mes "Hans...?";
- mes "That can't be right.";
- mes "It doesn't match with";
- mes "this algorithm I just";
- mes "made up. You've got";
- mes "to try it again!";
- close;
- break;
- case 2:
- mes "[Dequ'ee]";
- mes "Bankley...?";
- mes "Hey, you might be";
- mes "right. Let me check...";
- next;
- mes "[Dequ'ee]";
- mes "Yeah, when you take out Bankley's password from the rest of them and read it all in the right order...";
- next;
- mes "[Dequ'ee]";
- mes "Alright! It looks like Bankley is the murderer! Although we can't trust this 100%, this evidence is pretty conclusive.";
- next;
- mes "[Dequ'ee]";
- mes "Hurry over to Morroc and monitor Bankley in case he does anything desperate. If something happens, report to me right away!";
- set tu_swordman, 19;
- changequest 8224,8225;
- getexp 162,0;
- close2;
- warp "moc_fild07",359,201;
- end;
- break;
- case 3:
- mes "[Dequ'ee]";
- mes "Geil...?";
- mes "That can't be right.";
- mes "It doesn't match with";
- mes "this algorithm I just";
- mes "made up. You've got";
- mes "to try it again!";
- close;
- break;
- case 4:
- mes "[Dequ'ee]";
- mes "Muetro...?";
- mes "That can't be right.";
- mes "It doesn't match with";
- mes "this algorithm I just";
- mes "made up. You've got";
- mes "to try it again!";
- close;
- break;
- }
- }
- if(tu_swordman == 16){
- mes "[Dequ'ee]";
- mes "I guess these codes need to be arranged in a certain order before we can figure out its secrets.";
- next;
- mes "[Dequ'ee]";
- mes "Hm, you guess the order and I'll try to formulate a cryptanalysis based on your guess.";
- next;
- switch(select("Muetro:Hans:Geil:Bankley")) {
- case 1:
- mes "[Dequ'ee]";
- mes "Okay, Muetro's";
- mes "code is what we'll";
- mes "use first. Now, whose";
- mes "code do you think";
- mes "should go second?";
- next;
- switch(select("Hans:Geil:Bankley")) {
- case 1:
- mes "[Dequ'ee]";
- mes "Hans...?";
- mes "Alright, then";
- mes "the person with";
- mes "the third code";
- mes "would be...?";
- next;
- switch(select("Geil:Bankley")) {
- case 1:
- mes "[Dequ'ee]";
- mes "Muetro, Hans,";
- mes "Geil and Bankley.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "ConBanfoevidehi";
- mes "victkleyundncem";
- mes "TheisWesomeof";
- mes "hekdlfiDrindkelsd";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- break;
- case 2:
- mes "[Dequ'ee]";
- mes "Muetro, Hans,";
- mes "Geil and Bankley.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "ConBanfoevidehi";
- mes "victkleyundncem";
- mes "hekdlfiDrindkelsd";
- mes "TheisWesomeof";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- break;
- }
- break;
- case 2:
- mes "[Dequ'ee]";
- mes "Geil's...?";
- mes "Alright, then";
- mes "the person with";
- mes "the third code";
- mes "would be...?";
- next;
- switch(select("Hans:Bankley")) {
- case 1:
- mes "[Dequ'ee]";
- mes "Muetro, Geil,";
- mes "Hans and Bankley.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "ConBanfoevidehi";
- mes "TheisWesomeof";
- mes "victkleyundncem";
- mes "hekdlfiDrindkelsd";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- break;
- case 2:
- mes "[Dequ'ee]";
- mes "Muetro, Geil,";
- mes "Bankley and Hans.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "ConBanfoevidehi";
- mes "TheisWesomeof";
- mes "hekdlfiDrindkelsd";
- mes "victkleyundncem";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- break;
- }
- break;
- case 3:
- mes "[Dequ'ee]";
- mes "Bankley's...?";
- mes "Alright, then";
- mes "the person with";
- mes "the third code";
- mes "would be...?";
- next;
- switch(select("Hans:Geil")) {
- case 1:
- mes "[Dequ'ee]";
- mes "Muetro, Bankley,";
- mes "Hans and Geil.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "ConBanfoevidehi";
- mes "hekdlfiDrindkelsd";
- mes "victkleyundncem";
- mes "TheisWesomeof";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- break;
- case 2:
- mes "[Dequ'ee]";
- mes "Muetro, Bankley,";
- mes "Geil and Hans.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "ConBanfoevidehi";
- mes "hekdlfiDrindkelsd";
- mes "TheisWesomeof";
- mes "victkleyundncem";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- break;
- }
- break;
- }
- break;
- case 2:
- mes "[Dequ'ee]";
- mes "Okay, Hans's";
- mes "code is what we'll";
- mes "use first. Now, whose";
- mes "code do you think";
- mes "should go second?";
- next;
- switch(select("Muetro:Geil:Bankley")) {
- case 1:
- mes "[Dequ'ee]";
- mes "Muestro's...?";
- mes "Alright, then";
- mes "the person with";
- mes "the third code";
- mes "would be...?";
- next;
- switch(select("Geil:Bankley")) {
- case 1:
- mes "[Dequ'ee]";
- mes "Hans, Muetro,";
- mes "Geil and Bankley.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "victkleyundncem";
- mes "ConBanfoevidehi";
- mes "TheisWesomeof";
- mes "hekdlfiDrindkelsd";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- break;
- case 2:
- mes "[Dequ'ee]";
- mes "Hans, Muetro,";
- mes "Bankley and Geil.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "victkleyundncem";
- mes "ConBanfoevidehi";
- mes "hekdlfiDrindkelsd";
- mes "TheisWesomeof";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- break;
- }
- break;
- case 2:
- mes "[Dequ'ee]";
- mes "Geil's...?";
- mes "Alright, then";
- mes "the person with";
- mes "the third code";
- mes "would be...?";
- next;
- switch(select("Muetro:Bankley")) {
- case 1:
- mes "[Dequ'ee]";
- mes "Hans, Geil,";
- mes "Muetro and Bankley.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "victkleyundncem";
- mes "TheisWesomeof";
- mes "ConBanfoevidehi";
- mes "hekdlfiDrindkelsd";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- break;
- case 2:
- mes "[Dequ'ee]";
- mes "Hans, Geil,";
- mes "Bankley and Muetro.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "victkleyundncem";
- mes "TheisWesomeof";
- mes "hekdlfiDrindkelsd";
- mes "ConBanfoevidehi";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- break;
- }
- break;
- case 3:
- mes "[Dequ'ee]";
- mes "Bankley's...?";
- mes "Alright, then";
- mes "the person with";
- mes "the third code";
- mes "would be...?";
- next;
- switch(select("Muetro:Geil")) {
- case 1:
- mes "[Dequ'ee]";
- mes "Hans, Bankley,";
- mes "Muetro and Geil.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "victkleyundncem";
- mes "hekdlfiDrindkelsd";
- mes "ConBanfoevidehi";
- mes "TheisWesomeof";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- break;
- case 2:
- mes "[Dequ'ee]";
- mes "Hans, Bankley,";
- mes "Geil and Muetro.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "victkleyundncem";
- mes "hekdlfiDrindkelsd";
- mes "TheisWesomeof";
- mes "ConBanfoevidehi";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- break;
- }
- break;
- }
- break;
- case 3:
- mes "[Dequ'ee]";
- mes "Okay, Geil's";
- mes "code is what we'll";
- mes "use first. Now, whose";
- mes "code do you think";
- mes "should go second?";
- next;
- switch(select("Muetro:Hans:Bankley")) {
- case 1:
- mes "[Dequ'ee]";
- mes "Muestro's...?";
- mes "Alright, then";
- mes "the person with";
- mes "the third code";
- mes "would be...?";
- next;
- switch(select("Hans:Bankley")) {
- case 1:
- mes "[Dequ'ee]";
- mes "Geil, Muetro,";
- mes "Hans and Bankley.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "TheisWesomeof";
- mes "ConBanfoevidehi";
- mes "victkleyundncem";
- mes "hekdlfiDrindkelsd";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try... Wait!";
- next;
- mes "[Dequ'ee]";
- mes "I think that we";
- mes "can make sense of this";
- mes "thing! Give me a while";
- mes "to formulate an algorithm!";
- set tu_swordman, 17;
- close;
- break;
- case 2:
- mes "[Dequ'ee]";
- mes "Geil, Muetro,";
- mes "Bankley and Hans.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "TheisWesomeof";
- mes "ConBanfoevidehi";
- mes "hekdlfiDrindkelsd";
- mes "victkleyundncem";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- break;
- }
- break;
- case 2:
- mes "[Dequ'ee]";
- mes "Han's...?";
- mes "Alright, then";
- mes "the person with";
- mes "the third code";
- mes "would be...?";
- next;
- switch(select("Muetro:Bankley")) {
- case 1:
- mes "[Dequ'ee]";
- mes "Geil, Hans,";
- mes "Muetro and Bankley.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "TheisWesomeof";
- mes "victkleyundncem";
- mes "ConBanfoevidehi";
- mes "hekdlfiDrindkelsd";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- break;
- case 2:
- mes "[Dequ'ee]";
- mes "Geil, Hans,";
- mes "Bankley and Muetro.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "TheisWesomeof";
- mes "victkleyundncem";
- mes "hekdlfiDrindkelsd";
- mes "ConBanfoevidehi";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- break;
- }
- break;
- case 3:
- mes "[Dequ'ee]";
- mes "Bankley's...?";
- mes "Alright, then";
- mes "the person with";
- mes "the third code";
- mes "would be...?";
- next;
- switch(select("Muetro:Hans")) {
- case 1:
- mes "[Dequ'ee]";
- mes "Geil, Bankley,";
- mes "Muetro and Hans.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "TheisWesomeof";
- mes "hekdlfiDrindkelsd";
- mes "ConBanfoevidehi";
- mes "victkleyundncem";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- break;
- case 2:
- mes "[Dequ'ee]";
- mes "Geil, Bankley,";
- mes "Hans and Muetro.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "TheisWesomeof";
- mes "hekdlfiDrindkelsd";
- mes "victkleyundncem";
- mes "ConBanfoevidehi";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- break;
- }
- break;
- }
- break;
- case 4:
- mes "[Dequ'ee]";
- mes "Okay, Bankley's";
- mes "code is what we'll";
- mes "use first. Now, whose";
- mes "code do you think";
- mes "should go second?";
- next;
- switch(select("Muetro:Hans:Geil")) {
- case 1:
- mes "[Dequ'ee]";
- mes "Muestro's...?";
- mes "Alright, then";
- mes "the person with";
- mes "the third code";
- mes "would be...?";
- next;
- switch(select("Hans:Geil")) {
- case 1:
- mes "[Dequ'ee]";
- mes "Bankley, Muetro,";
- mes "Hans and Geil.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "hekdlfiDrindkelsd";
- mes "ConBanfoevidehi";
- mes "victkleyundncem";
- mes "TheisWesomeof";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- break;
- case 2:
- mes "[Dequ'ee]";
- mes "Bankley, Muetro,";
- mes "Geil and Hans.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "hekdlfiDrindkelsd";
- mes "ConBanfoevidehi";
- mes "TheisWesomeof";
- mes "victkleyundncem";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- break;
- }
- break;
- case 2:
- mes "[Dequ'ee]";
- mes "Hans's...?";
- mes "Alright, then";
- mes "the person with";
- mes "the third code";
- mes "would be...?";
- next;
- switch(select("Muetro:Geil")) {
- case 1:
- mes "[Dequ'ee]";
- mes "Bankley, Hans,";
- mes "Muetro and Geil.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "hekdlfiDrindkelsd";
- mes "victkleyundncem";
- mes "ConBanfoevidehi";
- mes "TheisWesomeof";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- break;
- case 2:
- mes "[Dequ'ee]";
- mes "Bankley, Hans,";
- mes "Geil and Muetro.";
- mes "So then the full";
- mes "code would be...";
- mes " ";
- mes "hekdlfiDrindkelsd";
- mes "victkleyundncem";
- mes "TheisWesomeof";
- mes "ConBanfoevidehi";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- break;
- }
- break;
- case 3:
- mes "[Dequ'ee]";
- mes "Geil's...?";
- mes "Alright, then";
- mes "the person with";
- mes "the third code";
- mes "would be...?";
- next;
- switch(select("Muetro:Hans")) {
- case 1:
- mes "[Dequ'ee]";
- mes "Bankley, Geil,";
- mes "Muetro, and Hans.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "hekdlfiDrindkelsd";
- mes "TheisWesomeof";
- mes "ConBanfoevidehi";
- mes "victkleyundncem";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try... Wait!";
- next;
- mes "[Dequ'ee]";
- mes "I think that we";
- mes "can make sense of this";
- mes "thing! Give me a while";
- mes "to formulate an algorithm!";
- set tu_swordman, 18;
- close;
- break;
- case 2:
- mes "[Dequ'ee]";
- mes "Bankley, Geil,";
- mes "Hans, Muetro.";
- mes "So then the full";
- mes "code would be...";
- next;
- mes "[Dequ'ee]";
- mes " ";
- mes "hekdlfiDrindkelsd";
- mes "TheisWesomeof";
- mes "victkleyundncem";
- mes "ConBanfoevidehi";
- next;
- mes "[Dequ'ee]";
- mes "No...";
- mes "There's no way";
- mes "I can decode it the";
- mes "way it is now. Let's";
- mes "try another combination.";
- close;
- break;
- }
- break;
- }
- break;
- }
- }
- if(tu_swordman == 15){
- set .@hans$, "victkleyundncem";
- set .@bang$, "hekdlfiDrindkelsd";
- set .@mutr$, "ConBanfoevidehi";
- set .@geil$, "TheisWesomeof";
- mes "[Dequ'ee]";
- mes "Ah, you're back.";
- mes "I've just got a new";
- mes "lead on the possible";
- mes "identity of the killer.";
- next;
- mes "[Dequ'ee]";
- mes "I've just heard that all our suspects have pieces of some";
- mes "sort of code. If we can put the code together and decipher it, we can figure out who the murderer might be.";
- next;
- mes "[Dequ'ee]";
- mes "Did you get all the codes";
- mes "from all the suspects? First,";
- mes "tell me the code that Hans had.";
- next;
- input .@inputstr$;
- if(.@inputstr$ == .@hans$){
- mes "[Dequ'ee]";
- mes "victkleyundncem?";
- mes "That's certainly";
- mes "strange sounding.";
- mes "Now, tell me Bankley's.";
- next;
- input .@inputstr$;
- if(.@inputstr$ == .@bang$){
- mes "[Dequ'ee]";
- mes "hekdlfiDrindkelsd..";
- mes "What the hell is that...?";
- mes "It's certainly cryptic.";
- mes "What about Muetro's?";
- next;
- input .@inputstr$;
- if(.@inputstr$ == .@mutr$){
- mes "[Dequ'ee]";
- mes "ConBanfoevidehi.";
- mes "This is going to";
- mes "be tough to figure";
- mes "out. Alright, now";
- mes "tell me Geil's.";
- next;
- input .@inputstr$;
- if(.@inputstr$ == .@geil$){
- mes "[Dequ'ee]";
- mes "TheisWesomeof...";
- mes "Alright, great.";
- mes "Now all we have to";
- mes "do is figure out what";
- mes "all of this means.";
- next;
- mes "[Dequ'ee]";
- mes "This is going to";
- mes "be really difficult.";
- mes "Do you have any ideas?";
- mes "We have to figure this";
- mes "out, it's the only clue";
- mes "that we have...";
- set tu_swordman, 16;
- changequest 8223,8224;
- close;
- } else {
- mes "[Dequ'ee]";
- mes "...Are you sure that you heard";
- mes "him right? Why don't you go check it out again?";
- close;
- }
- } else {
-
- mes "[Dequ'ee]";
- mes "...Are you sure that you heard";
- mes "him right? Why don't you go check it out again?";
- close;
-
- }
- } else {
- mes "[Dequ'ee]";
- mes "...Are you sure that you heard";
- mes "him right? Why don't you go check it out again?";
- close;
- }
- } else {
-
- mes "[Dequ'ee]";
- mes "Are you sure that's right?";
- mes "No, no, I don't think it is.";
- mes "Would you check that code and interrogate the suspects again";
- mes "if you need to?";
- close;
-
- }
- }
- if(tu_swordman == 14){
- mes "[Dequ'ee]";
- mes "Didn't I ask you";
- mes "to interrogate the";
- mes "suspects over in Morroc?";
- mes "We need to finish this";
- mes "investigation as soon";
- mes "as possible!";
- close;
- }
- if(tu_swordman == 13){
- mes "[Dequ'ee]";
- mes "Ah, you're here!";
- mes "Shurank must have";
- mes "asked you to help me.";
- mes "I really appreciate that.";
- next;
- mes "[Dequ'ee]";
- mes "As you've probably figured out, I'm currently investigating a murder. Basically, I want you to help me figure out who the killer is.";
- next;
- mes "[Dequ'ee]";
- mes "As for the victim, well, that's classified information. You understand, don't you?";
- next;
- mes "[Dequ'ee]";
- mes "Now, I want you to go to Morroc and interrogate four suspects. Their names are ^5D478BMuetro^000000, ^5D478BGeil^000000, ^5D478BHans^000000";
- mes "and ^5D478BBankley^000000. It shouldn't be too difficult.";
- next;
- mes "[Dequ'ee]";
- mes "After you speak to all of them, come back and report to me. And it's especially important that you remember or write down any important clues you might get";
- mes "from our suspects.";
- next;
- mes "[Dequ'ee]";
- mes "Also, keep in mind that this is a special mission for the Swordman Association. So keep everything you learn a secret. Understood?";
- next;
- mes "[Dequ'ee]";
- mes "Now go and see if you can learn anything from Muetro, Geil, Hans and Bankley. We've got to figure out the killer's identity as soon as we can!";
- next;
- mes "[Dequ'ee]";
- mes "Oh wait...";
- mes "Morroc is a little far. Alright, I'll drop you off somewhere";
- mes "near that city.";
- next;
- set tu_swordman, 14;
- changequest 8222,8223;
- warp "moc_fild07",359,201;
- close;
- }
- if((tu_swordman > 7) && (tu_swordman < 13)){
- mes "[Dequ'ee]";
- mes "Hmm...";
- mes "Still receiving";
- mes "special training";
- mes "from Shurank?";
- next;
- mes "[Dequ'ee]";
- mes "That's great.";
- mes "Swordmen nowadays are getting sloppier and sloppier. Someone has to keep the new guys in line and on their toes!";
- close;
- }
- if(tu_swordman == 7){
- mes "[Dequ'ee]";
- mes "What are you";
- mes "still doing here?";
- mes "Go and deliver my";
- mes "message to Shurank.";
- next;
- mes "[Dequ'ee]";
- mes "Let him now that we aren't";
- mes "sure of the killer's identity,";
- mes "but we have a list of suspects.";
- mes "Sooner or later, we'll figure";
- mes "out who he is.";
- close;
- }
- if(tu_swordman == 6){
- mes "[Dequ'ee]";
- mes "Ah...!";
- mes "Are you the Swordman";
- mes "sent by Shurank? Good,";
- mes "I've been waiting...";
- next;
- mes "[Dequ'ee]";
- mes "Now tell me...";
- mes "What message does";
- mes "Shurank have for me?";
- next;
- switch(select("Killer...:Murderer...")) {
- case 1:
- mes "[" + strcharinfo(0) + "]";
- mes "What happened";
- mes "to the killer?";
- next;
- switch(select("Who he is...:Who is behind...")) {
- case 1:
- mes "[" + strcharinfo(0) + "]";
- mes "Did you find";
- mes "out who he is?";
- mes "If you did...";
- next;
- switch(select("Why are we...:What are we...")) {
- case 1:
- mes "[" + strcharinfo(0) + "]";
- mes "Why are sitting";
- mes "around, doing nothing?!";
- next;
- mes "[Dequ'ee]";
- mes "So Shurank is asking,";
- mes "'What happened to the killer?";
- mes "Did you find out who he is? If you did, why are we sitting around, doing nothing?'";
- next;
- mes "[Dequ'ee]";
- mes "Hmm...";
- mes "That doesn't seem to";
- mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
- mes "a response...";
- close;
- break;
- case 2:
- mes "[" + strcharinfo(0) + "]";
- mes "What are we";
- mes "supposed to do now?";
- next;
- mes "[Dequ'ee]";
- mes "So Shurank is asking,";
- mes "'What happened to the killer?";
- mes "Did you find out who he is? If you did, what are we supposed to do now?'";
- next;
- mes "[Dequ'ee]";
- mes "Hmm...";
- mes "That doesn't seem to";
- mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
- mes "a response...";
- close;
- break;
- }
- break;
- case 2:
- mes "[" + strcharinfo(0) + "]";
- mes "Did you figure out";
- mes "who's behind all this?";
- mes "If you did...";
- next;
- switch(select("Why are we...:What are we...")) {
- case 1:
- mes "[" + strcharinfo(0) + "]";
- mes "Why are sitting";
- mes "around, doing nothing?!";
- next;
- mes "[Dequ'ee]";
- mes "So Shurank is asking,";
- mes "'What happened to the killer?";
- mes "Did you figure out who's behind all this? If you did, why are we sitting around, doing nothing?'";
- next;
- mes "[Dequ'ee]";
- mes "Hmm...";
- mes "That doesn't seem to";
- mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
- mes "a response...";
- close;
- break;
- case 2:
- mes "[" + strcharinfo(0) + "]";
- mes "What are we";
- mes "supposed to do now?";
- next;
- mes "[Dequ'ee]";
- mes "So Shurank is asking,";
- mes "'What happened to the killer?";
- mes "Did you figure out who's behind all this? If you did, what are we supposed to do now?'";
- next;
- mes "[Dequ'ee]";
- mes "Hmm...";
- mes "That doesn't seem to";
- mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
- mes "a response...";
- close;
- break;
- }
- break;
- }
- break;
- case 2:
- mes "[" + strcharinfo(0) + "]";
- mes "What happened";
- mes "to the murderer?";
- next;
- switch(select("Who he is...:Who is behind...")) {
- case 1:
- mes "[" + strcharinfo(0) + "]";
- mes "Did you find";
- mes "out who he is?";
- mes "If you did...";
- next;
- switch(select("Why are we...:What are we...")) {
- case 1:
- mes "[" + strcharinfo(0) + "]";
- mes "Why are sitting";
- mes "around, doing nothing?!";
- next;
- mes "[Dequ'ee]";
- mes "So Shurank is asking,";
- mes "'What happened to the";
- mes "murderer? Did you find";
- mes "out who he is? If you did,";
- mes "why are we sitting around,";
- mes "doing nothing?'";
- next;
- mes "[Dequ'ee]";
- mes "Hmm...";
- mes "That doesn't seem to";
- mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
- mes "a response...";
- close;
- break;
- case 2:
- mes "[" + strcharinfo(0) + "]";
- mes "What are we";
- mes "supposed to do now?";
- next;
- mes "[Dequ'ee]";
- mes "So Shurank is asking,";
- mes "'What happened to the";
- mes "murderer? Did you find";
- mes "out who he is? If you did,";
- mes "what are we supposed to do now?'";
- next;
- mes "[Dequ'ee]";
- mes "Hmm...";
- mes "I understand";
- mes "his concerns.";
- mes "Alright, now please";
- mes "give him this answer.";
- next;
- mes "[Dequ'ee]";
- mes "We haven't found";
- mes "out who the murderer";
- mes "is for sure. However,";
- mes "we have a list of suspects";
- mes "and we'll figure it out soon.";
- next;
- mes "[Dequ'ee]";
- mes "Thank you for taking the trouble to come this far. Let me reward you with some experience points.";
- set tu_swordman, 7;
- changequest 8216,8217;
- getexp 112,0;
- next;
- mes "[Dequ'ee]";
- mes "Take care";
- mes "of yourself,";
- mes "brave Swordman.";
- next;
- warp "izlude",35,78;
- close;
- break;
- }
- break;
- case 2:
- mes "[" + strcharinfo(0) + "]";
- mes "Did you figure out";
- mes "who's behind all this?";
- mes "If you did...";
- next;
- switch(select("Why are we...:What are we...")) {
- case 1:
- mes "[" + strcharinfo(0) + "]";
- mes "Why are sitting";
- mes "around, doing nothing?!";
- next;
- mes "[Dequ'ee]";
- mes "So Shurank is asking,";
- mes "'What happened to the";
- mes "murderer? Did you figure";
- mes "out who's behind all this?";
- mes "If you did, why are we sitting around, doing nothing?'";
- next;
- mes "[Dequ'ee]";
- mes "Hmm...";
- mes "That doesn't seem to";
- mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
- mes "a response...";
- close;
- break;
- case 2:
- mes "[" + strcharinfo(0) + "]";
- mes "What are we";
- mes "supposed to do now?";
- next;
- mes "[Dequ'ee]";
- mes "So Shurank is asking,";
- mes "'What happened to the";
- mes "murderer? Did you figure";
- mes "out who's behind all this?";
- mes "If you did, what are we";
- mes "supposed to do now?";
- next;
- mes "[Dequ'ee]";
- mes "Hmm...";
- mes "That doesn't seem to";
- mes "be the message I'm supposed to receive from Shurack. I need his exact message or I can't send";
- mes "a response...";
- close;
- break;
- }
- break;
- }
- break;
- }
- }
-
- mes "Hmm...?";
- mes "Do you have any";
- mes "business with me?";
- close;
-}
-
-//=================================================Geil====================================================
-morocc_in,51,101,3 script Geil 89,{
- mes "[Geil]";
- if(tu_swordman == 15){
- mes "Were you sent by the authorities? Quit giving me such a hard time! I'm not the murderer! I don't even know who was killed. I'm not the one you're looking for!";
- next;
- mes "[Geil]";
- mes "Sure, some weird";
- mes "guy told me some";
- mes "kind of code related to all this, but that's it! That's all I know! I'm not the killer, I'm not an accessory, nothing!";
- next;
- mes "[Geil]";
- mes "^5D478BTheisWesomeof^000000";
- mes "That's the code. I can't believe that I'm unable to forget this.";
- mes "I mean, I think I was drunk";
- mes "when that guy told me.";
- next;
- mes "[Geil]";
- mes "What's so important about this code, and why do you guys keep hounding me about the murder?!";
- close;
- }
- if(tu_swordman == 14){
- mes "Were you sent by the authorities? Quit giving me such a hard time! I'm not the murderer! I don't even know who was killed. I'm not the one you're looking for!";
- next;
- mes "[Geil]";
- mes "Sure, some weird";
- mes "guy told me some";
- mes "kind of code related to all this, but that's it! That's all I know! I'm not the killer, I'm not an accessory, nothing!";
- next;
- mes "[Geil]";
- mes "^5D478BTheisWesomeof^000000";
- mes "That's the code. I can't believe that I'm unable to forget this.";
- mes "I mean, I think I was drunk";
- mes "when that guy told me.";
- next;
- mes "[Geil]";
- mes "What's so important about this code, and why do you guys keep hounding me about the murder?!";
- set tu_swordman, 15;
- close;
- }
- mes "We should all";
- mes "strive to live in";
- mes "peace and harmony";
- mes "with our fellow man.";
- next;
- mes "[Geil]";
- mes "But fear, distrust and panic always seem to get in the way and mess up world events. We've got to find it within ourselves to get along with others. Don't you agree?";
- close;
-}
-
-//=================================================Meutro====================================================
-morocc,82,292,5 script Muetro 84,{
- mes "[Muetro]";
- if(tu_swordman == 15){
- mes "You're just";
- mes "like all the others.";
- mes "You want the code";
- mes "I know, right?";
- next;
- mes "[Muetro]";
- mes "^5D478BConBanfoevidehi^000000";
- mes "Happy now? Now";
- mes "leave me alone and";
- mes "catch the murderer.";
- close;
- }
- if(tu_swordman == 14){
- mes "You're just";
- mes "like all the others.";
- mes "You want the code";
- mes "I know, right?";
- next;
- mes "[Muetro]";
- mes "^5D478BConBanfoevidehi^000000";
- mes "Happy now? Now";
- mes "leave me alone and";
- mes "catch the murderer.";
- set tu_swordman, 15;
- close;
- }
- mes "^666666*Sigh*^000000";
- mes "I try and I try, but sometimes ridiculous things happen and";
- mes "I can't do anything about them.";
- next;
- mes "[Muetro]";
- mes "I suppose it's fate. There's no escaping what I can't possibly";
- mes "hope to control or understand.";
- close;
-}
-
-//=================================================Hans====================================================
-morocc,240,72,3 script Hans 86,{
- mes "[Hans]";
- if(tu_swordman == 15){
- mes "Help me!";
- mes "Please help me!";
- mes "I'm no murderer!";
- mes "I'm practically";
- mes "harmless!";
- next;
- mes "[Hans]";
- mes "^5D478Bvictkleyundncem^000000";
- mes "This is code I know.";
- mes "Some strange person";
- mes "told it to me earlier and said";
- mes "that I'd need to know it soon!";
- next;
- mes "[Hans]";
- mes "He said that this code";
- mes "would save my life. First,";
- mes "I thought he was crazy, but for";
- mes "some reason I can't forget it.";
- next;
- mes "[Hans]";
- mes "It's like he used magic or something to make it stick out in my brain. Please leave me alone, this is all I know!";
- close;
- }
- if(tu_swordman == 14){
- mes "Help me!";
- mes "Please help me!";
- mes "I'm no murderer!";
- mes "I'm practically";
- mes "harmless!";
- next;
- mes "[Hans]";
- mes "^5D478Bvictkleyundncem^000000";
- mes "This is code I know.";
- mes "Some strange person";
- mes "told it to me earlier and said";
- mes "that I'd need to know it soon!";
- next;
- mes "[Hans]";
- mes "He said that this code";
- mes "would save my life. First,";
- mes "I thought he was crazy, but for";
- mes "some reason I can't forget it.";
- next;
- mes "[Hans]";
- mes "It's like he used magic or something to make it stick out in my brain. Please leave me alone, this is all I know!";
- set tu_swordman, 15;
- close;
- }
- mes "I'm sorry...";
- mes "But I don't think I can be of any help to you. Right now, it seems that I've got problems of my own...";
- close;
-}
-
-//=================================================Bankley====================================================
-morocc_in,12,156,3 script Bankley 97,{
- if(tu_swordman > 19){
- mes "^3355FFBankley had a pitiable";
- mes "expression on his face.^000000";
- mes "^3355FFHis body is completely lifeless. There's a long, deep wound in his chest, and a blood drenched knife is clenched in his right hand.^000000";
- close;
- }
- if(tu_swordman == 19){
- mes "...";
- mes "......";
- next;
- mes "^3355FFHe's dead!^000000";
- next;
- mes "^3355FFBankley had a sad, pitiable expression on his face. Since the color is still fresh in his cheeks, he died only a little while ago.";
- mes "^3355FFThere is a long, deep wound in his chest, and a blood drenched knife is clenched in his right hand.^000000";
- set tu_swordman, 20;
- changequest 8225,8226;
- close;
- }
- mes "[Bankley]";
- if(tu_swordman == 15){
- mes "I didn't kill anybody...!";
- mes "I'm innocent and don't";
- mes "have anything to hide!";
- next;
- mes "[Bankley]";
- mes "But look...";
- mes "If it helps, let me give you this weird code that some strange guy gave me. I guess it's supposed to be some kind of clue.";
- next;
- mes "[Bankley]";
- mes "^5D478BhekdlfiDrindkelsd^000000";
- mes "Do you understand what";
- mes "it means? I have no idea, but";
- mes "I told you everything I know!";
- next;
- mes "[Bankley]";
- mes "I feel so violated!";
- mes "Once you prove I'm innocent, are you going to compensate me for";
- mes "my mental suffering!?";
- next;
- mes "[Bankley]";
- mes "Stop bothering me";
- mes "and wasting your time.";
- mes "You're better off hunting";
- mes "for the real culprit!";
- close;
- }
- if(tu_swordman == 14){
- mes "I didn't kill anybody...!";
- mes "I'm innocent and don't";
- mes "have anything to hide!";
- next;
- mes "[Bankley]";
- mes "But look...";
- mes "If it helps, let me give you this weird code that some strange guy gave me. I guess it's supposed to be some kind of clue.";
- next;
- mes "[Bankley]";
- mes "^5D478BhekdlfiDrindkelsd^000000";
- mes "Do you understand what";
- mes "it means? I have no idea, but";
- mes "I told you everything I know!";
- next;
- mes "[Bankley]";
- mes "I feel so violated!";
- mes "Once you prove I'm innocent, are you going to compensate me for";
- mes "my mental suffering!?";
- next;
- mes "[Bankley]";
- mes "Stop bothering me";
- mes "and wasting your time.";
- mes "You're better off hunting";
- mes "for the real culprit!";
- set tu_swordman, 15;
- close;
- }
- mes "Even though I can't afford it now, my dream is to travel around the world and visit all of its great cities!";
- next;
- mes "[Bankley]";
- mes "Someday, I'm sure I'll get the chance to make my dreams";
- mes "come true. But for now, I'll have to live as best as I can.";
- close;
-}
diff --git a/npc/quests/first_class/tu_thief01.txt b/npc/quests/first_class/tu_thief01.txt
deleted file mode 100644
index 75d8f4ba8..000000000
--- a/npc/quests/first_class/tu_thief01.txt
+++ /dev/null
@@ -1,749 +0,0 @@
-//===== rAthena Script =======================================
-//= Thief Class Tutorial and Job Specific Quest
-//===== By: ==================================================
-//= Fix up by Jukka
-//===== Current Version: =====================================
-//= 1.4
-//===== Compatible With: =====================================
-//= rAthena SVN (Testet in Trunk 88xx)
-//===== Description: =========================================
-//=
-//===== Additional Comments: =================================
-//= 1.0 Fully working
-//= 1.1 optimized [Lupus]
-//= TODO: Test, Add correct misceffects numbers
-//= 1.2 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
-//= 1.3 Fixed a few minor mistakes [Playtester]
-//= 1.4 Misc. updates. [L0ne_W0lf]
-//============================================================
-
-//=================================================Thief Trainer====================================================
-moc_ruins,66,164,4 script Thief Trainer#T 84,{
- mes "[Yierhan]";
- if(Class == Job_Novice){
- mes "Eh...?";
- mes "A Novice?";
- mes "Still thinking";
- mes "what job you're";
- mes "gonna choose...";
- mes "Am I right?";
- next;
- mes "[Yierhan]";
- mes "Listen, if you ever decide to become a Thief--a smart choice";
- mes "I might add--come and talk to me. I'll show you the ropes!";
- close;
-
- } else if(Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class ==Job_Assassin_Cross || Class == Job_Rogue || Class == Job_Stalker){
- if(Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Assassin_Cross || Class == Job_Rogue || Class == Job_Stalker){
- if(tu_thief01 < 8){
- mes "Whaaaat are you";
- mes "doin' here? There's";
- mes "nothing I can teach you!";
- mes "You're waaay beyond me!";
- next;
- mes "[Yierhan]";
- mes "In fact, I think";
- mes "you're qualified";
- mes "to teach me some stuff!";
- mes "Come on! I need new moves!";
- close;
- }
- }
- if(tu_thief01 == 0){
- mes "Heya pal.";
- mes "I'm Yierhan.";
- mes "I happen to be";
- mes "the guy in charge";
- mes "of training new Thieves.";
- next;
- switch(select("Training?:Training? Right now?")){
- case 1:
- mes "[Yierhan]";
- mes "Yeah, training. I mean, this kind of stuff is second nature to some people, but other guys need a little more help. So this is one of those 'just in case' things.";
- next;
- break;
- case 2:
- mes "[Yierhan]";
- mes "Right now?";
- mes "Yeah, right now!";
- mes "But if you're not ready for some reason, I guess I can wait.";
- close;
- break;
- }
- mes "[Yierhan]";
- mes "Alright, first of all, Thieves use melee attacks. Well, most of us do. There are a few who like using long range Bows. But all of us are good at bein' fast!";
- next;
- mes "[Yierhan]";
- mes "So for melee attacks, which stat increases your damage? Come on";
- mes "now, you should know this if you didn't skip the Novice Training Grounds.";
- next;
- switch(select("^6B8E23INT^000000:^2F4F2FSTR^000000:^23238EDEX^000000")){
- case 1:
- mes "[Yierhan]";
- mes "Say whaaat? ^6B8E23INT^000000 affects magic damage, magic defense and some skills. Thieves don't even work with magic!";
- next;
- mes "[Yierhan]";
- mes "You musta skipped the Novice Training Grounds altogether! Not that I blame you though. Anyway, it's ^2F4F2FSTR^000000 that increases your attack damage, got it?";
- next;
- mes "[Yierhan]";
- mes "So if you're feeling like the damage you're making is pretty weak, you might want more stat points in ^2F4F2FSTR^000000. How high your raise your own STR is really up to you.";
- set tu_thief01, 1;
- getexp 20,10;
- specialeffect2 EF_HIT5;
- close;
- break;
- case 2:
- mes "[Yierhan]";
- mes "Yeah, that's right! If you wanna increase your damage, you need";
- mes "to put some stat points into ^2F4F2FSTR^000000. Increasing STR also increases";
- mes "your Max Weight Limit too.";
- next;
- mes "[Yierhan]";
- mes "So if you're feeling like the damage you're making is pretty weak, you might want more stat points in ^2F4F2FSTR^000000. How high your raise your own STR is really up to you.";
- next;
- mes "[Yierhan]";
- mes "Sure, ^23238EDEX^000000 and LUK can";
- mes "also increase your attack damage, but they're insignificant compared to STR. I repeat: ^660000insignificant^000000.";
- set tu_thief01, 1;
- getexp 40,20;
- specialeffect2 EF_HIT5;
- close;
- break;
- case 3:
- mes "[Yierhan]";
- mes "Say whaaat? ^23238EDEX^000000 affects";
- mes "your attack accuracy, not your damage! Well, unless you're using";
- mes "a Bow. Otherwise, it increases your damage only by a tiny bit.";
- next;
- mes "[Yierhan]";
- mes "You musta skipped the Novice Training Grounds altogether! Not that I blame you though. Anyway, it's ^2F4F2FSTR^000000 that increases your attack damage, got it?";
- next;
- mes "[Yierhan]";
- mes "So if you're feeling like the damage you're making is pretty weak, you might want more stat points in ^2F4F2FSTR^000000. How high your raise your own STR is really up to you.";
- set tu_thief01, 1;
- getexp 20,10;
- specialeffect2 EF_HIT5;
- close;
- break;
- }
- } else if(tu_thief01 == 1){
- mes "Alright, enough about stats.";
- mes "You know what? I think I'll just talk to you about the skills that we Thieves use.";
- next;
- mes "[Yierhan]";
- mes "So level up your skills, learn a few new ones if you want, and";
- mes "then come back over here.";
- set tu_thief01, 2;
- close;
- } else if(tu_thief01 == 2){
- mes "Okay, let me see your skills. You know you gotta change your battle strategy depending on what skills you have, right? Skills are just as important as stats!";
- next;
- set .@chk_th_skill1, getskilllv("TF_DOUBLE");
- set .@chk_th_skill2, getskilllv("TF_MISS");
- set .@chk_th_skill3, getskilllv("TF_STEAL");
- set .@chk_th_skill4, getskilllv("TF_HIDING");
- set .@chk_th_skill5, getskilllv("TF_POISON");
- set .@chk_th_skill6, getskilllv("TF_DETOXIFY");
-
- if(.@chk_th_skill1 == 0 && .@chk_th_skill2 == 0 && .@chk_th_skill3 == 0 && .@chk_th_skill4 == 0 && .@chk_th_skill5 == 0 && .@chk_th_skill6 == 0){
- mes "[Yierhan]";
- mes "You haven't learned any skills yet? Come on, it's your skills that'll set you apart from Novices and everyone else!";
- close;
- } else {
- if(.@chk_th_skill1 > 0){
- mes "[Yierhan]";
- mes "Ah, so you've learned";
- mes "Level "+.@chk_th_skill1+" Double Attack.";
- mes "Nice! This skill gives you the chance to attack twice in one";
- mes "attack. Wicked!";
- next;
- mes "[Yierhan]";
- mes "It's a Passive skill, so it's always in effect and won't have to use any SP to use it. The higher your Double Attack skill level, the more double attacks you'll do.";
- next;
- }
- if(.@chk_th_skill2 > 0){
- mes "[Yierhan]";
- mes "Let's see...";
- mes "Level "+.@chk_th_skill2+" Increase Dodge?";
- mes "That increases your Flee Rate, meaning you've got a better chance of dodging attacks from your enemies.";
- next;
- mes "[Yierhan]";
- mes "Just like the Double Attack skill, Increase Dodge is a Passive skill. It won't use SP and it's always in";
- mes "effect. If you don't like to bruise, this is your skill.";
- next;
- }
- if(.@chk_th_skill3 > 0){
- mes "[Yierhan]";
- mes "Whoa, so you've";
- mes "got Level "+.@chk_th_skill3+" Steal~";
- mes "Now that's the skill which gives our job its name! You can't use";
- mes "it against people, though...";
- next;
- mes "[Yierhan]";
- mes "But you can use Steal to take items from monsters. If you're lucky, you can get some good items that way. Oh, and Steal doesn't affect monster drop rates.";
- next;
- }
- if(.@chk_th_skill4 > 0){
- mes "[Yierhan]";
- mes "You've learned";
- mes "Level "+.@chk_th_skill4+" Hiding?";
- mes "Let's see, you can only learn";
- mes "that after learning the Steal skill up to a certain level.";
- next;
- mes "[Yierhan]";
- mes "Of course, you use ";
- mes "the Hiding skill to hide underground in an emergency, like when you're surrounded by tough enemies. Be careful though...";
- next;
- mes "[Yierhan]";
- mes "Certain monsters will still be able to find you, no matter how well you hide. There are even a few monsters that can flush you out of hiding!";
- next;
- }
- if(.@chk_th_skill5 > 0){
- mes "[Yierhan]";
- mes "Alright, I see that you";
- mes "know Level "+.@chk_th_skill5+" Envenom.";
- mes "You like being dangerous,";
- mes "don't you?";
- next;
- mes "[Yierhan]";
- mes "This attack skill has the chance";
- mes "to poison your enemy for a set amount of time. While poisoned, an enemy will constantly lose its HP and will have decreased defense.";
- next;
- mes "[Yierhan]";
- mes "Eh, but remember.";
- mes "If the monster's too strong for you, you might not be able to poison it. So don't go crazy.";
- next;
- }
- if(.@chk_th_skill6 > 0){
- mes "[Yierhan]";
- mes "Level "+.@chk_th_skill6+" Detoxify.";
- mes "If you took the trouble to learn that, you must be the cautious";
- mes "type or something.";
- next;
- mes "[Yierhan]";
- mes "You can only learn Detoxify";
- mes "after you learn the Envenom skill. Detoxify allows you to counteract the effects of poison on a target.";
- next;
- }
- }
- mes "[Yierhan]";
- mes "Alright, I guess";
- mes "if you want to know";
- mes "about any other skills,";
- mes "I can explain real quick.";
- set tu_thief01, 3;
- getexp BaseLevel*3,BaseLevel*2;
- specialeffect2 EF_HIT5;
- close;
- } else if(tu_thief01 == 3){
- mes "So...";
- mes "Are there any";
- mes "skills you want";
- mes "explained or is this";
- mes "pretty much stuff you";
- mes "already know?";
- next;
- while(1){
- switch(select("Double Attack:Increase Dodge:Steal:Hiding:Envenom:Detoxify:I know enough.")) {
- case 1:
- mes "[Yierhan]";
- mes "Just like its name,";
- mes "Double Attack gives your attacks the chance to be a double attack, two strikes in one blow.";
- next;
- mes "[Yierhan]";
- mes "It's a Passive skill, so it's always in effect and won't have to use any SP to use it. The higher your Double Attack skill level, the more double attacks you'll do.";
- set .@read_d, 1;
- next;
- break;
- case 2:
- mes "[Yierhan]";
- mes "Increase Dodge";
- mes "gives a nice boost";
- mes "to your Flee Rate that";
- mes "the other jobs don't offer.";
- mes "Why take your lumps when you";
- mes "can avoid them altogether?";
- next;
- mes "[Yierhan]";
- mes "Just like the Double Attack skill, Increase Dodge is a Passive skill. It won't use SP and it's always in";
- mes "effect. If you don't like to bruise, this is your skill.";
- set .@read_f, 1;
- next;
- break;
- case 3:
- mes "[Yierhan]";
- mes "Steal is an Active Skill that has the chance of nabbing you some";
- mes "free items! You can't use it against other people, though.";
- next;
- specialeffect2 EF_STEAL;
- mes "[Yierhan]";
- mes "But you can use Steal to take items from monsters! If you're lucky, you can get some good items that way. Oh, and Steal doesn't affect monster drop rates.";
- set .@read_s, 1;
- next;
- break;
- case 4:
- mes "[Yierhan]";
- mes "Hiding is an active skill where you submerge yourself underground. You can only stay hidden so long, and you can't move, but sometimes it's better than being found!";
- next;
- mes "[Yierhan]";
- mes "Of course, you use ";
- mes "the Hiding skill to hide underground in an emergency, like when you're surrounded by tough enemies. Be careful though...";
- next;
- mes "[Yierhan]";
- mes "Certain monsters will still be able to find you, no matter how well you hide. There are even a few monsters that can flush you out of hiding!";
- set .@read_p, 1;
- next;
- break;
- case 5:
- mes "[Yierhan]";
- mes "Envenom is an offensive Active Skill that every Thief should know. But that's just what I think.";
- next;
- mes "[Yierhan]";
- mes "This attack skill has the chance";
- mes "to poison your enemy for a set amount of time. While poisoned, an enemy will constantly lose its HP and will have decreased defense.";
- mes "Remember that.";
- set .@read_h, 1;
- next;
- break;
- case 6:
- mes "[Yierhan]";
- mes "Since Thieves deal";
- mes "quite a bit with poison,";
- mes "we've got to have a way";
- mes "to, well, have a taste";
- mes "of our own medicine.";
- next;
- mes "[Yierhan]";
- mes "You can learn Detoxify";
- mes "after you learn the Envenom skill. Detoxify allows you to counteract the effects of poison on a target.";
- set .@read_r, 1;
- next;
- specialeffect2 EF_DETOXICATION;
- next;
- break;
- case 7:
- mes "[Yierhan]";
- mes "Yeah...";
- mes "I'm tired of explaining these skills anyway. Let's move on to";
- mes "the next part of Thief training...";
- next;
- mes "[Yierhan]";
- mes "Now that you're such an expert on skills, I want you to level up your skills and come back, got it?";
- set tu_thief01, 4;
- specialeffect2 EF_HIT5;
- if(.@read_d){
- getexp 30,10;
- }
- if(.@read_f){
- getexp 30,10;
- }
- if(.@read_s){
- getexp 30,10;
- }
- if(.@read_p){
- getexp 30,10;
- }
- if(.@read_h){
- getexp 30,10;
- }
- if(.@read_r){
- getexp 30,10;
- }
- close;
- break;
- }
- }
- } else if(tu_thief01 == 4){
- mes "Alright, we studied the skills and you've been practicing a little, right? You better have...";
- next;
- mes "[Yierhan]";
- mes "Alright, now I got some actual fight training I want you to do. Here's a chance for you to figure what skills are best for which situations.";
- next;
- mes "[Yierhan]";
- mes "Go and get me";
- mes "10 ^ff0000Feather of Birds^000000.";
- mes "You can go ahead and kill Pickies to get those. It really shouldn't be that hard. Oh, and use this Wing thingee to come back.";
- set tu_thief01, 5;
- savepoint "moc_ruins",80,164;
- getitem 602,1; //Wing_Of_Butterfly
- getexp 10,5;
- specialeffect2 EF_HIT5;
- close2;
- warp "moc_fild12",158,373;
- end;
- } else if(tu_thief01 == 5 || tu_thief01 == 6){
- if(countitem(916) < 10){
- mes "'Ey, you don't have the 10 ^ff0000Feather of Birds^000000 I asked you for! You gotta apply what you know, you know.";
- mes "Now hurry up and do it!";
- close2;
- warp "moc_fild07",203,38;
- end;
- } else {
- mes "Alright...!";
- mes "Nice work, pal.";
- mes "Seeing as you got these feathers, you must be really gung-ho about becoming a good Thief.";
- next;
- mes "[Yierhan]";
- mes "I hope you keep";
- mes "putting in the work";
- mes "to get better and better.";
- mes "Always do your best! Oh,";
- mes "and do you have any questions?";
- next;
- if(tu_thief01 == 6){
- switch(select("About those traces...:Nope.")) {
- case 1:
- mes "[Yierhan]";
- mes "You found out, eh?";
- mes "Well, I didn't really";
- mes "wanna tell you this, on";
- mes "account of you bein' a brand";
- mes "brand new Thief and all, but...";
- next;
- mes "[Yierhan]";
- mes "There was this";
- mes "fight that was in";
- mes "the Southern part";
- mes "of this town.";
- next;
- mes "[Yierhan]";
- mes "Since it happened late at night, only a few people actually know about it. As for me, I stayed late at a guild meeting, so it was";
- mes "dumb luck that I saw it.";
- next;
- mes "[Yierhan]";
- mes "I went back to where the fight happened and I found traces that showed that the guys who were fighting went south.";
- next;
- mes "[Yierhan]";
- mes "Since poison was used in";
- mes "the fight, I'm guessing an Assassin was involved, but I can't be too sure. If you wanna check it out, follow the traces of that fight.";
- next;
- mes "[Yierhan]";
- mes "Eh, but be careful";
- mes "not to get too close";
- mes "to the poison! That stuff";
- mes "is pretty strong!";
- set tu_thief01, 8;
- getitem 1207,1; //Main_Gauche
- getexp 100,50;
- specialeffect2 EF_HIT5;
- close;
- break;
- case 2:
- mes "[Yierhan]";
- mes "Good!";
- mes "Less work for me!";
- mes "Alright, you better get stronger the next time I see you. Oh, and you can have this stuff. You know, since you're so gangster and all.";
- set tu_thief01, 7;
- getitem 1207,1; //Main_Gauche
- getexp 50,20;
- specialeffect2 EF_HIT5;
- close;
- break;
- }
- } else {
- switch(select("It was nice to meet you.:Nope.")) {
- case 1:
- mes "[Yierhan]";
- mes "Yeah, it was pretty cool just hanging out. Keep fighting";
- mes "monsters the way you do and";
- mes "you'll be a great Thief in no time.";
- next;
- mes "[Yierhan]";
- mes "And since I like";
- mes "you so much, kid,";
- mes "you can have this.";
- mes "Take it, it's yours!";
- set tu_thief01, 7;
- getitem 1207,1; //Main_Gauche
- getexp 50,20;
- specialeffect2 EF_HIT5;
- close;
- break;
- case 2:
- mes "[Yierhan]";
- mes "Good!";
- mes "Less work for me!";
- mes "Alright, you better get stronger the next time I see you. Oh, and you can have this stuff. You know, since you're so gangster and all.";
- set tu_thief01, 7;
- getitem 1207,1; //Main_Gauche
- getexp 50,20;
- specialeffect2 EF_HIT5;
- close;
- break;
- }
- }
- }
- } else if(tu_thief01 == 7){
- mes "[Yierhan]";
- mes "You know...";
- mes "There was this";
- mes "fight that was in";
- mes "the Southern part";
- mes "of this town.";
- next;
- mes "[Yierhan]";
- mes "Since it happened late at night, only a few people actually know about it. As for me, I stayed late at a guild meeting, so it was";
- mes "dumb luck that I saw it.";
- next;
- mes "[Yierhan]";
- mes "I went back to where the fight happened and I found traces that showed that the guys who were fighting went south.";
- next;
- mes "[Yierhan]";
- mes "Since poison was used in";
- mes "the fight, I'm guessing an Assassin was involved, but I can't be too sure. If you wanna check it out, follow the traces of that fight.";
- next;
- mes "[Yierhan]";
- mes "Eh, but be careful";
- mes "not to get too close";
- mes "to the poison! That stuff";
- mes "is pretty strong!";
- next;
- mes "[Yierhan]";
- mes "Hey, you might run into";
- mes "poison, so remember that";
- mes "Green Herbs and Green Potions";
- mes "will counteract it. Oh, and keep in mind that Red Gemstones can";
- mes "be used in poison attacks.";
- next;
- mes "[Yierhan]";
- mes "Hey, if you do";
- mes "decide to check it";
- mes "out, be real careful";
- mes "other there, okay?";
- set tu_thief01, 8;
- getexp 20,10;
- specialeffect2 EF_HIT5;
- close;
- } else if(tu_thief01 == 8){
- mes "Heya pal.";
- mes "You doin' alright?";
- next;
- mes "[Yierhan]";
- mes "Fighting against something";
- mes "you know nothing about is always risky. Since I've heard there are outsiders around flaunting their power, you better be careful.";
- next;
- mes "[Yierhan]";
- mes "It's a good policy to just be really careful on your adventures. Look out for monsters and look";
- mes "out for people! Got it?";
- close;
- } else if(tu_thief01 < 26){
- mes "I heard there was";
- mes "this one Assassin";
- mes "that went on a mission";
- mes "and never returned.";
- next;
- mes "[Yierhan]";
- mes "What's so weird about it was that the Assassin Guild reported that the mission was completed!";
- mes "I remember hearing that guy";
- mes "was really good...";
- next;
- mes "[Yierhan]";
- mes "Crazy, isn't it?";
- mes "Anyway, take";
- mes "care of yourself.";
- close;
- } else if(tu_thief01 == 26){
- mes "'Ey, did you";
- mes "complete your mission?";
- mes "I know, I know, the thing you've gotta do is pretty rough.";
- next;
- switch(select("I'm still investigating.:Not yet.:Yes, I did.")) {
- case 1:
- mes "[Yierhan]";
- mes "Ah, gotcha. Well, that's understandable. I mean, these things take time, you know?";
- close;
- break;
- case 2:
- mes "[Yierhan]";
- mes "Yeah...?";
- mes "That's alright.";
- mes "I guess these kinds of things require patience. And thinking.";
- mes "You know, things I'm horrible at.";
- close;
- break;
- case 3:
- mes "[Yierhan]";
- mes "Alright...!";
- mes "So what's up?";
- mes "Hit me up with";
- mes "what you know~";
- next;
- mes "^3355FFYou explain the results of your investigation to Yierhan and tell him about the scrap of cloth you found on your mission.^000000";
- next;
- mes "[Yierhan]";
- mes "Scrap of cloth?";
- mes "Huh, alright. Say,";
- mes "lemme have a looksee.";
- next;
- mes "[Yierhan]";
- mes "Whoa!";
- mes "You did great.";
- mes "This is some pretty";
- mes "important information!";
- next;
- mes "[Yierhan]";
- mes "You see, the pattern on this cloth is sort of like one of the codes Assassins use. And this particular pattern looks like something from one of those higher Assassins.";
- next;
- mes "[Yierhan]";
- mes "I might be able to figure out what happened that night with the new information this cloth might lead me to. Thanks a lot!";
- next;
- mes "[Yierhan]";
- mes "From here on,";
- mes "the higher ups in the";
- mes "guild will take over this investigation. You did your job perfectly, so it's time for you to hone your skills.";
- next;
- mes "[Yierhan]";
- mes "Hey, this stuff is yours. Think of it as a reward for helping us out. Take care of yourself now~";
- set tu_thief01, 27;
- getitem 2307,1; //Mantle
- set Zeny, Zeny + 5000;
- getexp 800,300;
- close;
- break;
- }
- } else {
- mes "[Yierhan]";
- mes "Hey...";
- mes "You got dreams,";
- mes "don't you? I know,";
- mes "it's a bit of a deep";
- mes "subject I pulled outta";
- mes "nowhere, but...";
- next;
- mes "[Yierhan]";
- mes "I just like telling people to follow their dreams. So do it. Life without anything to look forward to is pretty boring, doncha think?";
- close2;
- }
- } else if(Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_High_Wizard || Class == Job_Sage || Class == Job_Professor){
- if(tu_magician01 < 7){
- mes "[Yierhan]";
- mes "Heya.";
- mes "I'm the Thief trainer around here. Sure, it looks like we don't got much in common, but...";
- next;
- mes "[Yierhan]";
- mes "I actually got a few magic using friends here and there. That mystic stuff is waaay over my head, but";
- mes "I got a lotta respect for it.";
- close;
- } else if(tu_magician01 == 7){
- mes "Hm...?";
- mes "That's weird, usually only";
- mes "Thieves hang around this joint. What's someone like you doing";
- mes "here? Unless...";
- next;
- switch(select("I'm here on behalf of 'Mana.'")) {
- case 1:
- mes "[Yierhan]";
- mes "Right, you must be the help that Mana sent! You came just at the right time. You see, we found something weird in South Morroc.";
- next;
- mes "[Yierhan]";
- mes "Basically, we found traces of poison that were used in a fight. We were going to investigate it, but we've been swamped with all this other work.";
- next;
- mes "[Yierhan]";
- mes "That's why we've been asking";
- mes "for help from the Mage Guild. Fortunately, I'm pals with Mana, so...";
- next;
- mes "[Yierhan]";
- mes "Anyway, head over to";
- mes "South Morroc since it seems to be a good place to start investigating. You'll see what we found right outside the South Morroc gate.";
- set tu_magician01, 8;
- break;
- }
- } else if(tu_magician01 < 26){
- mes "I heard there was";
- mes "this one Assassin";
- mes "that went on a mission";
- mes "and never returned.";
- next;
- mes "[Yierhan]";
- mes "What's so weird about it was that the Assassin Guild reported that the mission was completed!";
- mes "I remember hearing that guy";
- mes "was really good...";
- next;
- mes "[Yierhan]";
- mes "Be careful, pal.";
- mes "It seems your";
- mes "investigation";
- mes "might be related to";
- mes "that mysterious Assassin...";
- close;
- } else if(tu_magician01 == 26){
- mes "So how's the";
- mes "investigation";
- mes "coming along?";
- mes "I've been so busy,";
- mes "I couldn't focus";
- mes "on it at all...";
- next;
- switch(select("I'm still investigating.:I'm not done yet...:Oh, I finished~")) {
- case 1:
- mes "[Yierhan]";
- mes "Ah, gotcha. Well, that's understandable. I mean, these things take time, you know?";
- close;
- break;
- case 2:
- mes "[Yierhan]";
- mes "Yeah...?";
- mes "That's alright.";
- mes "I guess these kinds of things require patience. And thinking.";
- mes "You know, things I'm horrible at.";
- close;
- break;
- case 3:
- mes "[Yierhan]";
- mes "Alright...!";
- mes "So what's up?";
- mes "Hit me up with";
- mes "what you know~";
- next;
- mes "^3355FFYou explain the results of your investigation to Yierhan and tell him about the scrap of cloth you found on your mission.^000000";
- next;
- mes "[Yierhan]";
- mes "Scrap of cloth?";
- mes "Huh, alright. Say,";
- mes "lemme have a looksee.";
- next;
- mes "[Yierhan]";
- mes "Whoa!";
- mes "You did great.";
- mes "This is some pretty";
- mes "important information!";
- next;
- mes "[Yierhan]";
- mes "You see, the pattern on this cloth is sort of like one of the codes Assassins use. And this particular pattern looks like something from one of those higher Assassins.";
- next;
- mes "[Yierhan]";
- mes "I might be able to figure out what happened that night with the new information this cloth might lead me to. Thanks a lot!";
- next;
- mes "[Yierhan]";
- mes "From here on,";
- mes "the higher ups in the";
- mes "guild will take over this investigation. You did your job perfectly, so it's time for you to hone your skills.";
- next;
- mes "[Yierhan]";
- mes "Hey, this stuff is yours. Think of it as a reward for helping us out. Right, and I'll let Mana know you did a great job. Take care of yourself now~";
- set tu_magician01, 27;
- set Zeny, Zeny + 5000;
- getexp 500,200;
- close2;
- break;
- }
- } else {
- mes "Just as I thought,";
- mes "more than one group";
- mes "was involved in all this.";
- mes "Huh. Something real bad";
- mes "might happen soon...";
- close;
- }
- }
- mes "Some people think";
- mes "the desert is just a";
- mes "dangerous, uncomfortable";
- mes "place where no one wants";
- mes "to be. But there's all";
- mes "sorts of great stuff here.";
- next;
- mes "[Yierhan]";
- mes "We got the blazing heat that encourages skimpy outfits, we got... Cacti. We got more sand than the beach. Um... Sandstorms?";
- close;
-}
diff --git a/npc/quests/guildrelay.txt b/npc/quests/guildrelay.txt
deleted file mode 100644
index b4158c31e..000000000
--- a/npc/quests/guildrelay.txt
+++ /dev/null
@@ -1,3231 +0,0 @@
-//===== rAthena Script =======================================
-//= Guild Relay Quest
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.1
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Guild Relay Quest.
-//= Quest designed for multiple users at once.
-//= Variable in use: guildrelay_q (Max: ??)
-//= Variable in use: guildtime (Max: ??)
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//= 1.1 Fixed errors reported by NoHealing (Bugreport:3934) [L0ne_W0lf]
-//= NPCs now duplicate from FLOATING npcs instead of Luina 1 npcs.
-//============================================================
-
-// Floating NPCs to duplicate from.
-//============================================================
-- script RelayDummy1::GuildRelay1 754,{
- set .@name$,strnpcinfo(1);
- if (.@name$ == "Buzz") {
- set .@name2$,"Lenya";
- set .@name3$,"Gealuve";
- set .@name4$,"Pariz";
- set .@GID, GetCastleData("aldeg_cas"+strnpcinfo(2),1);
- }
- else if (.@name$ == "Jody") {
- set .@name2$,"Ron Haware";
- set .@name3$,"Vers";
- set .@name4$,"Gen Garish";
- set .@GID, GetCastleData("gefg_cas"+strnpcinfo(2),1);
- }
- else if (.@name$ == "Chungye") {
- set .@name2$,"Dosuhlji";
- set .@name3$,"Yayula";
- set .@name4$,"Ashin";
- set .@GID, GetCastleData("payg_cas"+strnpcinfo(2),1);
- }
- else if (.@name$ == "Hermod") {
- set .@name2$,"Atila";
- set .@name3$,"Cecil";
- set .@name4$,"Diligo";
- set .@GID, GetCastleData("prtg_cas"+strnpcinfo(2),1);
- }
- if (checkweight(908,630) == 0) {
- mes "^3355FFWait a minute! You're";
- mes "carrying too many items";
- mes "right now: store some of";
- mes "your extra things in Kafra";
- mes "Storage, and then come back.^000000";
- close;
- }
- if (.@GID == 0) {
- mes "^3355FFYou're not sure why, but";
- mes "this guy seems to be pretty";
- mes "depressed. He briefly makes";
- mes "eye contact with you, but then";
- mes "breaks it off. Apparently,";
- mes "he wants to be left alone.^000000";
- next;
- mes "^3355FFThere's no reason for you";
- mes "to stick around an ownerless";
- mes "stronghold. You may as well";
- mes "head on your way.^000000";
- close;
- }
- if (getcharid(2) == .@GID) {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- if (guildrelay_q == 100) {
- if (guildtime > 22) {
- if ((gettime(3) > 1) && (gettime(3) < guildtime)) {
- mes "[" + .@name$ + "]";
- mes "Oh, you're back. So did you";
- mes "rest up enough? I'm sure the";
- mes "other guild members are";
- mes "feeling refreshed by now.";
- mes "From the looks of it, you're";
- mes "ready for your next mission.";
- next;
- mes "[" + .@name$ + "]";
- mes "The next step for";
- mes "you is to take this, the";
- mes "''Spirit of Trust.'' If this";
- mes "guild is going to be solid,";
- mes "you need to think how much";
- mes "trust there is in the guild.";
- set guildrelay_q,8;
- getitem 7240,1; //Soul_Of_Confidence
- next;
- mes "[" + .@name$ + "]";
- mes "Your second test will be";
- mes "to give that ^4D4DFFSpirit of Trust^000000";
- mes "to a sage that can manipulate";
- mes "nature's attributes. In other";
- mes "words, a Sage or Scholar";
- mes "must carry out this task.";
- next;
- mes "[" + .@name$ + "]";
- mes "The Spirit of Trust must";
- mes "be delivered to ^4D4DFF" + .@name3$ + "^000000,";
- mes "so don't forget to relay";
- mes "that information to your";
- mes "Sage or Scholar. Very well,";
- mes "good luck on your journey.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "Ah, did you rest we-- Oh.";
- mes "Why do you look so pale?";
- mes "You can't accomplish great";
- mes "deeds when you're overworked!";
- mes "Rest. Your guild must be able";
- mes "to depend on your strength.";
- emotion e_gasp;
- next;
- mes "[" + .@name$ + "]";
- mes "Your determination and";
- mes "spirit is commendable, but";
- mes "have the patience to recollect";
- mes "yourself when you must. I will";
- mes "be waiting here, so please";
- mes "come back to me later.";
- close;
- }
- }
- else if (guildtime > 22) {
- if ((gettime(3) > 0) && (gettime(3) < guildtime)) {
- mes "[" + .@name$ + "]";
- mes "Oh, you're back. So did you";
- mes "rest up enough? I'm sure the";
- mes "other guild members are";
- mes "feeling refreshed by now.";
- mes "From the looks of it, you're";
- mes "ready for your next mission.";
- next;
- mes "[" + .@name$ + "]";
- mes "The next step for";
- mes "you is to take this, the";
- mes "''Spirit of Trust.'' If this";
- mes "guild is going to be solid,";
- mes "you need to think how much";
- mes "trust there is in the guild.";
- set guildrelay_q,8;
- getitem 7240,1; //Soul_Of_Confidence
- next;
- mes "[" + .@name$ + "]";
- mes "Your second test will be";
- mes "to give that ^4D4DFFSpirit of Trust^000000";
- mes "to a sage that can manipulate";
- mes "nature's attributes. In other";
- mes "words, a Sage or Scholar";
- mes "must carry out this task.";
- next;
- mes "[" + .@name$ + "]";
- mes "The Spirit of Trust must";
- mes "be delivered to ^4D4DFF" + .@name3$ + "^000000,";
- mes "so don't forget to relay";
- mes "that information to your";
- mes "Sage or Scholar. Very well,";
- mes "good luck on your journey.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "Ah, did you rest we-- Oh.";
- mes "Why do you look so pale?";
- mes "You can't accomplish great";
- mes "deeds when you're overworked!";
- mes "Rest. Your guild must be able";
- mes "to depend on your strength.";
- emotion e_gasp;
- next;
- mes "[" + .@name$ + "]";
- mes "Your determination and";
- mes "spirit is commendable, but";
- mes "have the patience to recollect";
- mes "yourself when you must. I will";
- mes "be waiting here, so please";
- mes "come back to me later.";
- close;
- }
- }
- else if ((gettime(3) - guildtime) > 2) {
- mes "[" + .@name$ + "]";
- mes "Oh, you're back. So did you";
- mes "rest up enough? I'm sure the";
- mes "other guild members are";
- mes "feeling refreshed by now.";
- mes "From the looks of it, you're";
- mes "ready for your next mission.";
- next;
- mes "[" + .@name$ + "]";
- mes "The next step for";
- mes "you is to take this, the";
- mes "''Spirit of Trust.'' If this";
- mes "guild is going to be solid,";
- mes "you need to think how much";
- mes "trust there is in the guild.";
- set guildrelay_q,8;
- getitem 7240,1; //Soul_Of_Confidence
- next;
- mes "[" + .@name$ + "]";
- mes "Your second test will be";
- mes "to give that ^4D4DFFSpirit of Trust^000000";
- mes "to a sage that can manipulate";
- mes "nature's attributes. In other";
- mes "words, a Sage or Scholar";
- mes "must carry out this task.";
- next;
- mes "[" + .@name$ + "]";
- mes "The Spirit of Trust must";
- mes "be delivered to ^4D4DFFY" + .@name3$ + "^000000,";
- mes "so don't forget to relay";
- mes "that information to your";
- mes "Sage or Scholar. Very well,";
- mes "good luck on your journey.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "Ah, did you rest we-- Oh.";
- mes "Why do you look so pale?";
- mes "You can't accomplish great";
- mes "deeds when you're overworked!";
- mes "Rest. Your guild must be able";
- mes "to depend on your strength.";
- emotion e_gasp;
- next;
- mes "[" + .@name$ + "]";
- mes "Your determination and";
- mes "spirit is commendable, but";
- mes "have the patience to recollect";
- mes "yourself when you must. I will";
- mes "be waiting here, so please";
- mes "come back to me later.";
- close;
- }
- }
- else if (guildrelay_q == 150) {
- if (((guildtime > 22) && (gettime(3) > 1) && (gettime(3) < guildtime)) || ((guildtime > 21) && (gettime(3) > 0) && (gettime(3) < guildtime)) || ((gettime(3) - guildtime) > 2)) {
- mes "[" + .@name$ + "]";
- mes "Ah, you look well rested,";
- mes "master. It is now time for";
- mes "you to proceed with the third";
- mes "test. Let me remind you that";
- mes "these spirits are incredibly";
- mes "precious. Do not lose them.";
- next;
- mes "[" + .@name$ + "]";
- mes "Like all the other spirits,";
- mes "please keep this one safely.";
- mes "This is the ^4D4DFFSpirit of Peace^000000.";
- mes "It seems contradictive that";
- mes "strongholds and might can";
- mes "bring peace, but it's true.";
- set guildrelay_q,15;
- getitem 7246,1; //Soul_Of_Peace
- next;
- mes "[" + .@name$ + "]";
- mes "If power isn't used to";
- mes "protect the weak, then";
- mes "some bully, in one form or";
- mes "another, will always come";
- mes "to exploit them. That is why";
- mes "Tristan III built the strongholds.";
- next;
- mes "[" + .@name$ + "]";
- mes "Please dispatch a Rogue";
- mes "or Stalker to bring this";
- mes "Spirit of Peace to ^4D4DFF" + .@name4$ + "^000000.";
- mes "If you don't know any Rogues";
- mes "or Stalkers, then it would be";
- mes "prudent for you to meet one.";
- next;
- mes "[" + .@name$ + "]";
- mes "Yes, there's no substitute";
- mes "for the subterfuge and intel";
- mes "gathering that a Rogue can";
- mes "provide. Anyway, " + .@name4$ + " will";
- mes "guide you on your third test.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "Ah, did you rest we-- Oh.";
- mes "Why do you look so pale?";
- mes "You can't accomplish great";
- mes "deeds when you're overworked!";
- mes "Rest. Your guild must be able";
- mes "to depend on your strength.";
- emotion e_gasp;
- next;
- mes "[" + .@name$ + "]";
- mes "Your determination and";
- mes "spirit is commendable, but";
- mes "have the patience to recollect";
- mes "yourself when you must. I will";
- mes "be waiting here, so please";
- mes "come back to me later.";
- close;
- }
- }
- else if (guildrelay_q == 25) {
- if (((guildtime > 22) && ((gettime(3) > 4) && (gettime(3) < guildtime)))
- || ((guildtime > 21) && ((gettime(3) > 3) && (gettime(3) < guildtime)))
- || ((guildtime > 20) && ((gettime(3) > 2) && (gettime(3) < guildtime)))
- || ((guildtime > 19) && ((gettime(3) > 1) && (gettime(3) < guildtime)))
- || ((guildtime > 18) && ((gettime(3) > 0) && (gettime(3) < guildtime)))
- || ((gettime(3) - guildtime) > 5)) {
- mes "[" + .@name$ + "]";
- mes "Ah, have you rested well,";
- mes "master? Please excuse my";
- mes "manners a while ago. I had";
- mes "to report your trial results,";
- mes "and lost my composure for a";
- mes "moment. It won't happen again.";
- set guildrelay_q,999;
- close;
- }
- else {
- mes "...............................";
- mes "...............................";
- next;
- mes "...............................";
- mes "...............................";
- mes "...............................";
- next;
- mes "[" + .@name$ + "]";
- emotion e_omg;
- mes "Oh! M-master? Wh-when";
- mes "did you...? I'm so sorry.";
- mes "I was busy working.";
- next;
- mes "[" + .@name$ + "]";
- mes "It's only been a few days";
- mes "since you finished the trials.";
- mes "For now, you should rest and";
- mes "take care of your guild, okay?";
- mes "Please come back later.";
- mes "I've got much to attend to...";
- close;
- }
- }
- else if (guildrelay_q == 999) {
- mes "[" + .@name$ + "]";
- mes "Good day, master.";
- mes "Is something wrong?";
- mes "You look as though";
- mes "something is on your mind.";
- next;
- switch(select("N-no, nothing.:I want to take a lesson.")) {
- case 1:
- mes "[" + .@name$ + "]";
- mes "Hm? That's strange.";
- emotion e_swt;
- mes "You didn't want to take";
- mes "the trials again, did you?";
- close;
- case 2:
- mes "[" + .@name$ + "]";
- mes "I see. You know it won't";
- mes "be easy, but I suppose you";
- mes "are prepared. Here, take";
- mes "the ^4D4DFFSpirit of Guild^000000, and";
- mes "give it to your most trusted";
- mes "Knight or Lord Knight.";
- set guildrelay_q,1;
- getitem 7234,1; //Soul_Of_Guild
- next;
- mes "[" + .@name$ + "]";
- mes "This Knight should take";
- mes "the Spirit of Guild over";
- mes "to ^4D4DFF" + .@name2$ + "^000000. Good luck, and";
- mes "may the gods be with you.";
- close;
- }
- }
- else if (guildrelay_q == 1) {
- if (countitem(7234) > 0) {
- mes "[" + .@name$ + "]";
- mes "You still have the Spirit of";
- mes "Guild I gave you? I suppose";
- mes "you haven't found a Knight or";
- mes "Lord Knight to which it can";
- mes "be entrusted. It is imperative";
- mes "that you find someone soon.";
- next;
- mes "[" + .@name$ + "]";
- mes "For the sake of the guild, it";
- mes "will be advantageous to have";
- mes "a Knight or Lord Knight on";
- mes "your side: their combat skills";
- mes "can turn the tide of battles.";
- next;
- mes "[" + .@name$ + "]";
- mes "When you do find a Knight,";
- mes "give him the Spirit of Guild";
- mes "and ask him to find " + .@name2$ + "";
- mes "since he will conducting";
- mes "the trial. Good luck";
- mes "to you, master.";
- close;
- }
- else if (countitem(7239) > 0) {
- mes "[" + .@name$ + "]";
- mes "Ah, is this the Spirit";
- mes "of Advance? This must mean";
- mes "that you completed the first";
- mes "test. Keep up the good work.";
- mes "Hand me the spirit, and allow";
- mes "me to give you your guild's reward.";
- delitem 7239,1; //Soul_Of_Proceeding
- set guildtime,gettime(3);
- set guildrelay_q,100;
- set .@incen_item,rand(1,100);
- if ((.@incen_item > 0) && (.@incen_item < 25)) {
- getitem 608,20; //Seed_Of_Yggdrasil
- getitem 678,2; //Poison_Bottle
- }
- else if ((.@incen_item > 24) && (.@incen_item < 50)) {
- getitem 607,10; //Yggdrasilberry
- getitem 678,2; //Poison_Bottle
- }
- else if ((.@incen_item > 50) && (.@incen_item < 75)) {
- getitem 644,5; //Gift_Box
- getitem 678,2; //Poison_Bottle
- }
- else if ((.@incen_item > 74) && (.@incen_item < 101)) {
- getitem 603,3; //Old_Blue_Box
- getitem 678,2; //Poison_Bottle
- }
- next;
- mes "[" + .@name$ + "]";
- mes "You've done well, but";
- mes "there are more trials";
- mes "ahead of you. For now,";
- mes "you should rest before";
- mes "undertaking the second test.";
- mes "Please come when you are ready.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "If you're not busy, then";
- mes "why don't you spend your";
- mes "time increasing morale";
- mes "among your guild members?";
- mes "Perhaps some team building";
- mes "exercise can be of help.";
- close;
- }
- }
- else if (guildrelay_q == 8) {
- if (countitem(7240) > 0) {
- mes "[" + .@name$ + "]";
- mes "You must be having";
- mes "trouble finding " + .@name3$ + ".";
- mes "Make sure that you have";
- mes "a Sage or Scholar friend";
- mes "give that Spirit of Trust to";
- mes "him once you locate him.";
- close;
- }
- else if (countitem(7245) > 0) {
- mes "[" + .@name$ + "]";
- mes "Ah, so you already completed";
- mes "the test and earned the Spirit";
- mes "of Friendship? Good work.";
- mes "You must now recognize the";
- mes "value of teamwork. Please give";
- mes "the Spirit of Friendship to me.";
- next;
- mes "[" + .@name$ + "]";
- mes "Now, please take this";
- mes "reward and share it with";
- mes "your guild members. This";
- mes "may come in handy in future";
- mes "challenges that you will all";
- mes "face together. Good work!";
- delitem 7245,1; //Soul_Of_Friendship
- set guildtime,gettime(3);
- set guildrelay_q,150;
- set .@incen_item,rand(1,100);
- if ((.@incen_item > 0) && (.@incen_item < 16)) {
- getitem 607,10; //Yggdrasilberry
- getitem 644,5; //Gift_Box
- getitem 678,3; //Poison_Bottle
- }
- else if ((.@incen_item > 14) && (.@incen_item < 31)) {
- getitem 607,10; //Yggdrasilberry
- getitem 603,3; //Old_Blue_Box
- getitem 678,3; //Poison_Bottle
- }
- else if ((.@incen_item > 29) && (.@incen_item < 46)) {
- getitem 607,10; //Yggdrasilberry
- getitem 617,3; //Old_Violet_Box
- getitem 678,3; //Poison_Bottle
- }
- else if ((.@incen_item > 44) && (.@incen_item < 61)) {
- getitem 644,4; //Gift_Box
- getitem 603,2; //Old_Blue_Box
- getitem 678,3; //Poison_Bottle
- }
- else if ((.@incen_item > 59) && (.@incen_item < 76)) {
- getitem 644,3; //Gift_Box
- getitem 617,2; //Old_Violet_Box
- getitem 678,3; //Poison_Bottle
- }
- else if ((.@incen_item > 74) && (.@incen_item < 91)) {
- getitem 603,2; //Old_Blue_Box
- getitem 617,2; //Old_Violet_Box
- getitem 678,3; //Poison_Bottle
- }
- else if ((.@incen_item > 89) && (.@incen_item < 101)) {
- getitem 607,10; //Yggdrasilberry
- getitem 644,3; //Gift_Box
- getitem 603,2; //Old_Blue_Box
- getitem 617,1; //Old_Violet_Box
- }
- next;
- mes "[" + .@name$ + "]";
- mes "You should rest and";
- mes "recuperate before you";
- mes "undertake the third test.";
- mes "I too would benefit from";
- mes "a brief respite. Please come";
- mes "back to me when you are ready.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "If you're not busy, then";
- mes "why don't you spend your";
- mes "time increasing morale";
- mes "among your guild members?";
- mes "Perhaps some team building";
- mes "exercise can be of help.";
- next;
- mes "[" + .@name$ + "]";
- mes "If it suits your fancy,";
- mes "you may simply come here";
- mes "and join me for a cup of tea.";
- close;
- }
- }
- else if (guildrelay_q == 15) {
- if (countitem(7246) > 0) {
- mes "[" + .@name$ + "]";
- mes "You still have the";
- mes "Spirit of Peace? If you";
- mes "don't have any Rogues or";
- mes "Stalkers in your guild, now";
- mes "would be the time to recruit";
- mes "them. Heed my advice...";
- close;
- }
- else if (countitem(7251) > 0) {
- mes "[" + .@name$ + "]";
- mes "I see that you've completed";
- mes "the last test and received";
- mes "the Spirit of Victory. Heh.";
- mes "Victory is the natural result";
- mes "when your guild works together";
- mes "in harmony as a united team.";
- next;
- mes "[" + .@name$ + "]";
- mes "Congratulations on";
- mes "completing all the trials.";
- mes "Please accept this reward,";
- mes "given on the behalf of King";
- mes "Tristan III, and share it with";
- mes "guild. Once again, good work.";
- delitem 7251,1; //Soul_Of_Victory
- set guildtime,gettime(3);
- set guildrelay_q,25;
- set .@incen_item,rand(1,100);
- if ((.@incen_item > 0) && (.@incen_item < 26)) {
- getitem 608,10; //Seed_Of_Yggdrasil
- getitem 607,5; //Yggdrasilberry
- getitem 644,4; //Gift_Box
- }
- else if ((.@incen_item > 25) && (.@incen_item < 51)) {
- getitem 608,10; //Seed_Of_Yggdrasil
- getitem 607,5; //Yggdrasilberry
- getitem 603,3; //Old_Blue_Box
- }
- else if ((.@incen_item > 50) && (.@incen_item < 76)) {
- getitem 608,10; //Seed_Of_Yggdrasil
- getitem 617,2; //Old_Violet_Box
- getitem 607,5; //Yggdrasilberry
- }
- else if ((.@incen_item > 75) && (.@incen_item < 91)) {
- getitem 608,10; //Seed_Of_Yggdrasil
- getitem 644,4; //Gift_Box
- getitem 603,2; //Old_Blue_Box
- getitem 617,1; //Old_Violet_Box
- }
- else if ((.@incen_item > 90) && (.@incen_item < 101)) {
- getitem 5074,1; //Ear_Of_Angel's_Wing
- }
- next;
- mes "[" + .@name$ + "]";
- mes "You and your guild must be";
- mes "quite tired now. Your rooms";
- mes "are ready for you if you decide";
- mes "to rest. Please visit me again";
- mes "if you wish to take the trials";
- mes "again. I'll see you later.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "If you aren't particularly";
- mes "busy, then why don't you";
- mes "spend some time with your";
- mes "guild members? Building";
- mes "strong camaraderie never";
- mes "fails to pay off. Never.";
- close;
- }
- }
- else {
- mes "[" + .@name$ + "]";
- mes "Greetings, master.";
- mes "I am " + .@name$ + ", one of the four";
- mes "Great Sages, and I am here";
- mes "to serve you under the orders";
- mes "of wise and benevolent";
- mes "King Tristan III.";
- next;
- mes "[" + .@name$ + "]";
- mes "We test guilds that own";
- mes "strongholds, and see if they";
- mes "are qualified to be considered";
- mes "elite guilds. Our goal is to";
- mes "train guilds to strengthen";
- mes "our military forces.";
- next;
- mes "[" + .@name$ + "]";
- mes "Although your guild has the";
- mes "strength and courage to conquer";
- mes "a stronghold, we want you to";
- mes "prove that your guild has";
- mes "a strong sense of justice,";
- mes "honor, and compassion.";
- next;
- mes "[" + .@name$ + "]";
- mes "It is up to you. Will";
- mes "you take the test I have";
- mes "for you? I will do my best to";
- mes "help your guild grow stronger";
- mes "so that you will be better";
- mes "able to protect the weak.";
- next;
- switch(select("I want to take the test.:Let me think about it.")) {
- case 1:
- mes "[" + .@name$ + "]";
- mes "Is that so? In this test,";
- mes "you will be given orders";
- mes "and special spirits. These";
- mes "spirits will only be given";
- mes "once: you must not lose them.";
- next;
- mes "[" + .@name$ + "]";
- mes "If you lose the spirit,";
- mes "you will be judged as";
- mes "irresponsible, and will be";
- mes "unable to complete the tests.";
- mes "You must find any lost spirit to";
- mes "proceed. There's no second chance.";
- next;
- mes "[" + .@name$ + "]";
- mes "There are a few things you";
- mes "should know. Firstly, you can";
- mes "only take care of one spirit";
- mes "at a time. Secondly, you need";
- mes "to do the tests in order and";
- mes "follow the guide's instructions.";
- next;
- mes "[" + .@name$ + "]";
- mes "Thirdly, the spirit should";
- mes "be given to the type of person";
- mes "specified in the test. Those";
- mes "are the rules. Remember them.";
- next;
- mes "[" + .@name$ + "]";
- mes "Okay, this is the first";
- mes "spirit that will be entrusted";
- mes "to you. Make sure to give this";
- mes "to a Knight or Lord Knight.";
- mes "The test has now officially";
- mes "begun. Good luck to you.";
- set guildrelay_q,1;
- getitem 7234,1; //Soul_Of_Guild
- close;
- case 2:
- mes "[" + .@name$ + "]";
- mes "I suppose it would be";
- mes "a good idea to discuss";
- mes "this with your guild before";
- mes "you decide to commit to";
- mes "taking the test. Feel free";
- mes "free to visit me again later.";
- close;
- }
- }
- }
- else {
- if (countitem(7234) > 0) {
- if (BaseJob == Job_Knight) {
- mes "[" + .@name$ + "]";
- mes "Hello," + strcharinfo(0) + ".";
- mes "So you were the one chosen";
- mes "by your guild master? I see.";
- mes "You should deliver that Spirit";
- mes "of Guild over to " + .@name2$ + ".";
- mes "He'll instruct you further.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "The Spirit of Guild is";
- mes "useless unless it is in the";
- mes "hands of a Knight or Lord";
- mes "Knight. You should speak";
- mes "to " + .@name2$ + " to learn more.";
- close;
- }
- }
- else if (countitem(7235) > 0) {
- if ((guildrelay_q == 88) && (BaseJob == Job_Knight)) {
- mes "[" + .@name$ + "]";
- mes "Ah," + strcharinfo(0) + "";
- mes "Congratulations. It looks";
- mes "like you did a good job.";
- mes "Please give the Spirit of";
- mes "Charge to the next person";
- mes "to continue the testing.";
- next;
- mes "[" + .@name$ + "]";
- mes "" + .@name2$ + " should have";
- mes "explained everything, but";
- mes "if you forgot, then please";
- mes "go and ask him again.";
- close;
- }
- else if (BaseJob == Job_Blacksmith) {
- mes "[" + .@name$ + "]";
- mes "Hello," + strcharinfo(0) + ".";
- mes "Ah, I see that you have";
- mes "the Spirit of Charge.";
- mes "Heh heh, it's always exciting";
- mes "to charge into battle, isn't";
- mes "it? Well then, do your best.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "That spirit won't be very";
- mes "useful if it's not in the";
- mes "hands of the right person.";
- mes "" + .@name2$ + " knows more about the";
- mes "Spirit of Charge, so you should";
- mes "ask him more about that spirit.";
- close;
- }
- }
- else if (countitem(7237) > 0) {
- if ((guildrelay_q == 87) && (BaseJob == Job_Blacksmith)) {
- mes "[" + .@name$ + "]";
- mes "Hello," + strcharinfo(0) + ".";
- mes "I commend you on your work.";
- mes "Please give that spirit to";
- mes "the next person so that the";
- mes "testing can continue.";
- next;
- mes "[" + .@name$ + "]";
- mes "" + .@name2$ + " should have";
- mes "explained everything, but";
- mes "if you forgot, then please";
- mes "go and ask him again.";
- close;
- }
- else if (BaseJob == Job_Alchemist) {
- mes "[" + .@name$ + "]";
- mes "Hello, " + strcharinfo(0) + ".";
- mes "I see that you posess";
- mes "the Spirit of Association.";
- mes "Good luck with your test.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "That spirit won't be very";
- mes "useful if it's not in the";
- mes "hands of the right person.";
- mes "Talk to " + .@name2$ + " if you want";
- mes "to know more about the";
- mes "Spirit of Association.";
- close;
- }
- }
- else if (countitem(7238) > 0) {
- if ((guildrelay_q == 86) && (BaseJob == Job_Alchemist)) {
- mes "[" + .@name$ + "]";
- mes "Hello," + strcharinfo(0) + ".";
- mes "I commend you on your work.";
- mes "Please give that spirit to";
- mes "the next person so that the";
- mes "testing can continue.";
- next;
- mes "[" + .@name$ + "]";
- mes "" + .@name2$ + " should have";
- mes "explained everything, but";
- mes "if you forgot, then please";
- mes "go and ask him again.";
- close;
- }
- else if (BaseJob == Job_Hunter) {
- mes "[" + .@name$ + "]";
- mes "Hello, " + strcharinfo(0) + ".";
- mes "I see that you posess";
- mes "the Spirit of Coordination.";
- mes "Good luck on your test.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "That spirit won't be very";
- mes "useful if it's not in the";
- mes "hands of the right person.";
- mes "" + .@name2$ + " will know more about";
- mes "the Spirit of Coordination";
- mes "so you should consult him.";
- close;
- }
- }
- else if (countitem(7239) > 0) {
- if ((guildrelay_q == 85) && (BaseJob == Job_Hunter)) {
- mes "[" + .@name$ + "]";
- mes "Hello, " + strcharinfo(0) + ".";
- mes "Congratulations, it looks";
- mes "like you finished the test.";
- mes "You may now give the Spirit of";
- mes "Advance to your guild master.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "That spirit won't be very";
- mes "useful if it's not in the";
- mes "hands of the right person.";
- mes "" + .@name2$ + " will know more about";
- mes "the Spirit of Advance so";
- mes "you should consult him.";
- close;
- }
- }
- else if (countitem(7240) > 0) {
- if (BaseJob == Job_Sage) {
- mes "[" + .@name$ + "]";
- mes "Hello, " + strcharinfo(0) + ".";
- mes "I see that you possess";
- mes "the Spirit of Trust.";
- mes "Good luck, and do not";
- mes "fail the trust placed in";
- mes "you by your guild.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "That spirit won't be very";
- mes "useful if it's not in the";
- mes "hands of the right person.";
- mes "" + .@name3$ + " will know more";
- mes "about the Spirit of Trust";
- mes "so you should consult him.";
- close;
- }
- }
- else if (countitem(7241) > 0) {
- if ((guildrelay_q == 71) && (BaseJob == Job_Sage)) {
- mes "[" + .@name$ + "]";
- mes "Hello," + strcharinfo(0) + ".";
- mes "I commend you on your work.";
- mes "Please give that spirit to";
- mes "the next person so that the";
- mes "testing can continue.";
- next;
- mes "[" + .@name$ + "]";
- mes "If you don't remember";
- mes "" + .@name3$ + "'s explanation,";
- mes "then you might want to";
- mes "go back to him and ask";
- mes "him to tell you again.";
- close;
- }
- else if ((BaseJob == Job_Bard) || (BaseJob == Job_Dancer)) {
- mes "[" + .@name$ + "]";
- mes "Ah, " + strcharinfo(0) + ",";
- mes "I see that you have the";
- mes "Spirit of Union. Always keep";
- mes "in mind that the strength of";
- mes "your guild is directly";
- mes "related to its unity.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "That spirit won't be very";
- mes "useful if it's not in the";
- mes "hands of the right person.";
- mes "" + .@name3$ + " will know more";
- mes "about the Spirit of Union";
- mes "so you should consult him.";
- close;
- }
- }
- else if (countitem(7242) > 0) {
- if ((guildrelay_q == 72) && ((BaseJob == Job_Bard) || (BaseJob == Job_Dancer))) {
- mes "[" + .@name$ + "]";
- mes "Hello," + strcharinfo(0) + ".";
- mes "I commend you on your work.";
- mes "Please give that spirit to";
- mes "the next person so that the";
- mes "testing can continue.";
- next;
- mes "[" + .@name$ + "]";
- mes "If you don't remember";
- mes "" + .@name3$ + "'s explanation,";
- mes "then you might want to";
- mes "go back to him and ask";
- mes "him to tell you again.";
- close;
- }
- else if (BaseJob == Job_Assassin) {
- mes "[" + .@name$ + "]";
- mes "Ah, " + strcharinfo(0) + ",";
- mes "I see that you have the Spirit";
- mes "of Combination. Remember that";
- mes "working in tandem, combining";
- mes "your guild's skills and talents,";
- mes "will realize your true potential.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "That spirit won't be very";
- mes "useful if it's not in the";
- mes "hands of the right person.";
- mes "" + .@name3$ + " will know more about";
- mes "the Spirit of Combination so";
- mes "you should consult him.";
- close;
- }
- }
- else if (countitem(7244) > 0) {
- if ((guildrelay_q == 74) && (BaseJob == Job_Assassin)) {
- mes "[" + .@name$ + "]";
- mes "Greetings, " + strcharinfo(0) + ",";
- mes "did you rest well? Please";
- mes "give that spirit to the next";
- mes "person so that the testing";
- mes "of your guild may continue.";
- next;
- mes "[" + .@name$ + "]";
- mes "If you don't remember";
- mes "" + .@name3$ + "'s explanation,";
- mes "then you might want to";
- mes "go back to him and ask";
- mes "him to tell you again.";
- close;
- }
- else if (BaseJob == Job_Wizard) {
- mes "[" + .@name$ + "]";
- mes "Hello, " + strcharinfo(0) + ",";
- mes "I see that you've been";
- mes "entrusted with the Spirit";
- mes "of Solidarity. Do your best";
- mes "on this test for the sake";
- mes "of your guild, alright?";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "That spirit won't be very";
- mes "useful if it's not in the";
- mes "hands of the right person.";
- mes "" + .@name3$ + " will know more";
- mes "about the Spirit of Solidarity";
- mes "so you should consult him.";
- close;
- }
- }
- else if (countitem(7245) > 0) {
- if ((guildrelay_q == 75) && (BaseJob == Job_Wizard)) {
- mes "[" + .@name$ + "]";
- mes "Ah, " + strcharinfo(0) + ",";
- mes "congratulations on a job";
- mes "well done. Please give the";
- mes "Spirit of Friendship to your";
- mes "guild master to continue";
- mes "the guild testing.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "That spirit won't be very";
- mes "useful if it's not in the";
- mes "hands of the right person.";
- mes "" + .@name3$ + " will know more";
- mes "about the Spirit of Friendship";
- mes "so you should consult him.";
- close;
- }
- }
- else if (countitem(7246) > 0) {
- if (BaseJob == Job_Rogue) {
- mes "[" + .@name$ + "]";
- mes "Ah, " + strcharinfo(0) + ",";
- mes "I see that you have the";
- mes "Spirit of Peace. Please";
- mes "do your best for the sake";
- mes "of the guild, though I do not";
- mes "doubt you'll pass this test.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "That spirit won't be very";
- mes "useful if it's not in the";
- mes "hands of the right person.";
- mes "" + .@name4$ + " will know more";
- mes "about the Spirit of Peace";
- mes "so you should consult him.";
- close;
- }
- }
- else if (countitem(7247) > 0) {
- if ((guildrelay_q == 95) && (BaseJob == Job_Priest)) {
- mes "[" + .@name$ + "]";
- mes "Hello," + strcharinfo(0) + ".";
- mes "I commend you on your work.";
- mes "Please give that spirit to";
- mes "the next person so that the";
- mes "testing can continue.";
- next;
- mes "[" + .@name$ + "]";
- mes "If you don't remember";
- mes "" + .@name4$ + "'s explanation,";
- mes "then you might want to";
- mes "go back to him and ask";
- mes "him to tell you again.";
- close;
- }
- else if (BaseJob == Job_Priest) {
- mes "[" + .@name$ + "]";
- mes "Ah, " + strcharinfo(0) + ",";
- mes "please take good care of";
- mes "that Spirit of Determination.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "That spirit won't be very";
- mes "useful if it's not in the";
- mes "hands of the right person.";
- mes "" + .@name4$ + " will know more about";
- mes "the Spirit of Determination";
- mes "so you should consult him.";
- close;
- }
- }
- else if (countitem(7249) > 0) {
- if ((guildrelay_q == 98) && (BaseJob == Job_Priest)) {
- mes "[" + .@name$ + "]";
- mes "Hello," + strcharinfo(0) + ".";
- mes "I commend you on your work.";
- mes "Please give that spirit to";
- mes "the next person so that the";
- mes "testing can continue.";
- next;
- mes "[" + .@name$ + "]";
- mes "If you don't remember";
- mes "" + .@name4$ + "'s explanation,";
- mes "then you might want to";
- mes "go back to him and ask";
- mes "him to tell you again.";
- close;
- }
- else if (BaseJob == Job_Crusader) {
- mes "[" + .@name$ + "]";
- mes "Ah, " + strcharinfo(0) + ",";
- mes "please take good care";
- mes "of that Spirit of Service.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "That spirit won't be very";
- mes "useful if it's not in the";
- mes "hands of the right person.";
- mes "" + .@name4$ + " will know more about";
- mes "the Spirit of Service so";
- mes "you should consult him.";
- close;
- }
- }
- else if (countitem(7250) > 0) {
- if ((guildrelay_q == 96) && (BaseJob == Job_Crusader)) {
- mes "[" + .@name$ + "]";
- mes "Hello," + strcharinfo(0) + ".";
- mes "I commend you on your work.";
- mes "Please give that spirit to";
- mes "the next person so that the";
- mes "testing can continue.";
- next;
- mes "[" + .@name$ + "]";
- mes "If you don't remember";
- mes "" + .@name4$ + "'s explanation,";
- mes "then you might want to";
- mes "go back to him and ask";
- mes "him to tell you again.";
- close;
- }
- else if (BaseJob == Job_Monk) {
- mes "[" + .@name$ + "]";
- mes "Ah, " + strcharinfo(0) + ",";
- mes "please take good care";
- mes "of that Spirit of Glory.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "That spirit won't be very";
- mes "useful if it's not in the";
- mes "hands of the right person.";
- mes "" + .@name4$ + " will know more about";
- mes "the Spirit of Glory so you";
- mes "should consult him.";
- close;
- }
- }
- else if (countitem(7251) > 0) {
- if ((guildrelay_q == 97) && (Class == Job_Monk)) {
- mes "[" + .@name$ + "]";
- mes "Ah, " + strcharinfo(0) + ",";
- mes "congratulations on a job";
- mes "well done. Please give";
- mes "the Spirit of Victory to your";
- mes "guild master. That's it for now.";
- mes "Good luck to you in the future.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "That spirit won't be very";
- mes "useful if it's not in the";
- mes "hands of the right person.";
- mes "" + .@name4$ + " will know more about";
- mes "the Spirit of Victory so you";
- mes "should consult him.";
- close;
- }
- }
- else {
- mes "[" + .@name$ + "]";
- mes "I'm sorry, but I'm too";
- mes "busy with my work to offer";
- mes "you any help right now.";
- mes "You'll have to forgive me.";
- close;
- }
- }
- }
- else {
- if (getcharid(2) == 0) {
- mes "[" + .@name$ + "]";
- mes "You haven't joined";
- mes "a guild yet? Why don't";
- mes "you think about joining";
- mes "one? Well, it's your decision,";
- mes "but I don't think you'd regret";
- mes "being part of a strong guild.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "Ah, I see that you are";
- mes "affiliated with a guild.";
- mes "Have you come here";
- mes "as an invited guest?";
- next;
- switch(select("No, not really...:I was invited by the guild master.")) {
- case 1:
- mes "[" + .@name$ + "]";
- mes "Oh, really?";
- mes "That's too bad...";
- mes "My apologies, but";
- mes "I can't allow strangers";
- mes "to simply come and go";
- mes "around here. Farewell, then.";
- next;
- warp "alde_gld",186,157;
- close;
- case 2:
- mes "[" + .@name$ + "]";
- mes "Oh, really? Ah, now";
- mes "I recognize you, ^4d4dff" + strcharinfo(0) + "^000000.";
- mes "Please come in, and make";
- mes "yourself comfortable.";
- close;
- }
- }
- }
-}
-
-- script RelayDummy2::GuildRelay2 754,{
- set .@name$,strnpcinfo(1);
- getmapxy(.@m$,.@x,.@x,1);
- set .@GID, GetCastleData(.@m$,1);
- if (checkweight(1201,1) == 0) {
- mes "^3355FFWait a minute! You're";
- mes "carrying too many items";
- mes "right now: store some of";
- mes "your extra things in Kafra";
- mes "Storage, and then come back.^000000";
- close;
- }
- if (.@GID == 0) {
- mes "^3355FFYou're not sure why, but";
- mes "this guy seems to be pretty";
- mes "depressed. He briefly makes";
- mes "eye contact with you, but then";
- mes "breaks it off. Apparently,";
- mes "he wants to be left alone.^000000";
- next;
- mes "^3355FFThere's no reason for you";
- mes "to stick around an ownerless";
- mes "stronghold. You may as well";
- mes "head on your way.^000000";
- close;
- }
- if (getcharid(2) == .@GID) {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- if (countitem(7234) > 0) {
- mes "[" + .@name$ + "]";
- mes "Hm. You can't just keep";
- mes "that spirit to yourself.";
- mes "Give it to a ^FF0000Knight^000000 or";
- mes "a ^FF0000Lord Knight^000000. Hurry it up!";
- mes "You need to work fast to";
- mes "expand your guild.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "Hm. You seem awfully";
- mes "busy. Why don't you just";
- mes "take a break, and relax?";
- mes "It's alright to have fun";
- mes "if you're feeling a lot of";
- mes "pressure. Heh heh heh~";
- close;
- }
- }
- else {
- if ((BaseJob == Job_Knight) && (countitem(7234) > 0)) {
- mes "[" + .@name$ + "]";
- mes "For your first test,";
- mes "I'll start you off with";
- mes "something pretty simple.";
- mes "Just collect some items,";
- mes "and bring them to me. Ah, and";
- mes "your guild can help you too.";
- next;
- switch(rand(1,3)) {
- case 1:
- mes "[" + .@name$ + "]";
- mes "^FF000030 Tongues^000000,";
- mes "^FF000030 Dark Masks^000000, and";
- mes "^FF000030 Shoulder Protectors^000000.";
- mes "That shouldn't be too";
- mes "hard now, right?";
- delitem 7234,1; //Soul_Of_Guild
- set guildrelay_q,2;
- close;
- case 2:
- mes "[" + .@name$ + "]";
- mes "^FF000030 Worn Out Pages^000000,";
- mes "^FF000030 Round Shells^000000, and";
- mes "^FF000030 Mole Whiskers^000000.";
- mes "That shouldn't be too";
- mes "hard now, right?";
- delitem 7234,1; //Soul_Of_Guild
- set guildrelay_q,3;
- close;
- case 3:
- mes "[" + .@name$ + "]";
- mes "^FF000030 Frills^000000,";
- mes "^FF000030 Sharp Papers^000000, and";
- mes "^FF000030 Elder Pixie's Moustaches^000000.";
- mes "That shouldn't be too";
- mes "hard now, right?";
- delitem 7234,1; //Soul_Of_Guild
- set guildrelay_q,89;
- close;
- }
- }
- if ((countitem(1015) > 29) && (countitem(7196) > 29) && (countitem(7157) > 29) && (guildrelay_q == 2)) {
- mes "[" + .@name$ + "]";
- mes "Huh. I didn't actually";
- mes "expect that you'd collect";
- mes "all these items. Good job.";
- mes "Now, take this and give it to";
- mes "a Blacksmith or Mastersmith.";
- mes "Your guild's pretty good...";
- delitem 1015,30; //Thin_N'_Long_Tongue
- delitem 7196,30; //Shoulder_Protection
- delitem 7157,30; //Black_Mask
- set guildrelay_q,88;
- getitem 7235,1; //Soul_Of_Courage
- close;
- }
- if ((BaseJob == Job_Knight) && (guildrelay_q == 2)) {
- mes "[" + .@name$ + "]";
- mes "Did you forget what";
- mes "to bring me? I wanted";
- mes "^FF000030 Tongues^000000,";
- mes "^FF000030 Dark Masks^000000, and";
- mes "^FF000030 Shoulder Protectors^000000.";
- mes "Don't forget this time.";
- close;
- }
- if ((countitem(1097) > 29) && (countitem(1017) > 29) && (countitem(1096) > 29) && (guildrelay_q == 3)) {
- mes "[" + .@name$ + "]";
- mes "Huh. I didn't actually";
- mes "expect that you'd collect";
- mes "all these items. Good job.";
- mes "Now, take this and give it to";
- mes "a Blacksmith or Mastersmith.";
- mes "Your guild's pretty good...";
- delitem 1097,30; //Worn_Out_Page
- delitem 1017,30; //Moustache_Of_Mole
- delitem 1096,30; //Round_Shell
- set guildrelay_q,88;
- getitem 7235,1; //Soul_Of_Courage
- close;
- }
- if ((BaseJob == Job_Knight) && (guildrelay_q == 3)) {
- mes "[" + .@name$ + "]";
- mes "Did you forget what";
- mes "to bring me? I wanted";
- mes "^FF000030 Worn Out Pages^000000,";
- mes "^FF000030 Round Shells^000000, and";
- mes "^FF000030 Mole Whiskers^000000.";
- mes "Don't forget this time.";
- close;
- }
- if ((countitem(7112) > 29) && (countitem(1012) > 29) && (countitem(1040) > 29) && (guildrelay_q == 89)) {
- mes "[" + .@name$ + "]";
- mes "Huh. I didn't actually";
- mes "expect that you'd collect";
- mes "all these items. Good job.";
- mes "Now, take this and give it to";
- mes "a Blacksmith or Mastersmith.";
- mes "Your guild's pretty good...";
- delitem 7112,30; //Fright_Paper_Blade
- delitem 1012,30; //Lizard_Scruff
- delitem 1040,30; //Elder_Pixie's_Beard
- set guildrelay_q,88;
- getitem 7235,1; //Soul_Of_Courage
- close;
- }
- if ((BaseJob == Job_Knight) && (guildrelay_q == 89)) {
- mes "[" + .@name$ + "]";
- mes "Did you forget what";
- mes "to bring me? I wanted";
- mes "^FF000030 Frills^000000,";
- mes "^FF000030 Sharp Papers^000000, and";
- mes "^FF000030 Elder Pixie's Moustaches^000000.";
- mes "Don't forget this time.";
- close;
- }
- if ((BaseJob == Job_Blacksmith) && (countitem(7235) > 0)) {
- mes "[" + .@name$ + "]";
- mes "Wow, you brought the";
- mes "items sooner than I had";
- mes "expected. Great! Well then,";
- mes "your next task for me will";
- mes "be to... Wait. Wait and";
- mes "kill some time. Easy, huh?";
- next;
- mes "[" + .@name$ + "]";
- mes "^FF0000just waiting.^000000";
- mes "Justing wait and kill";
- mes "some time. You can do";
- mes "whatever you want to";
- mes "do during that time.";
- next;
- mes "[" + .@name$ + "]";
- mes "Come back after you've";
- mes "relaxed and enjoyed yourself.";
- mes "We can continue the testing";
- mes "when the time is right so";
- mes "don't you worry about it.";
- delitem 7235,1; //Soul_Of_Courage
- set guildrelay_q,4;
- set guildtime,gettime(3);
- close;
- }
- if ((guildtime > 22) && (guildrelay_q == 4) && (BaseJob == Job_Blacksmith)) {
- if ((gettime(3) > 2) && (gettime(3) < guildtime)) {
- mes "[" + .@name$ + "]";
- mes "I guess enough time";
- mes "has passed. You ready";
- mes "to resume the testing?";
- mes "Please give this to an";
- mes "Alchemist or Biochemist.";
- mes "Your work here is done.";
- set guildrelay_q,87;
- getitem 7237,1; //Soul_Of_Partnership
- close;
- }
- }
- if ((guildtime > 21) && (guildrelay_q == 4) && (BaseJob == Job_Blacksmith)) {
- if ((gettime(3) > 0101) && (gettime(3) < guildtime)) {
- mes "[" + .@name$ + "]";
- mes "I guess enough time";
- mes "has passed. You ready";
- mes "to resume the testing?";
- mes "Please give this to an";
- mes "Alchemist or Biochemist.";
- mes "Your work here is done.";
- set guildrelay_q,87;
- getitem 7237,1; //Soul_Of_Partnership
- close;
- }
- }
- if ((guildtime > 20) && (guildrelay_q == 4) && (BaseJob == Job_Blacksmith)) {
- if ((gettime(3) > 0001) && (gettime(3) < guildtime)) {
- mes "[" + .@name$ + "]";
- mes "I guess enough time";
- mes "has passed. You ready";
- mes "to resume the testing?";
- mes "Please give this to an";
- mes "Alchemist or Biochemist.";
- mes "Your work here is done.";
- set guildrelay_q,87;
- getitem 7237,1; //Soul_Of_Partnership
- close;
- }
- }
- if ((gettime(3) - guildtime > 0300) && (guildrelay_q == 4) && (BaseJob == Job_Blacksmith)) {
- mes "[" + .@name$ + "]";
- mes "I guess enough time";
- mes "has passed. You ready";
- mes "to resume the testing?";
- mes "Please give this to an";
- mes "Alchemist or Biochemist.";
- mes "Your work here is done.";
- set guildrelay_q,87;
- getitem 7237,1; //Soul_Of_Partnership
- close;
- }
- if ((guildrelay_q == 4) && (BaseJob == Job_Blacksmith)) {
- mes "[" + .@name$ + "]";
- mes "You must be rarin'";
- mes "to take on the next";
- mes "test. Please be patient,";
- mes "kill some time, and just";
- mes "come back to me later.";
- close;
- }
- if ((BaseJob == Job_Alchemist) && (countitem(7237) > 0)) {
- mes "[" + .@name$ + "]";
- mes "Oh, you got it, eh?";
- mes "You might not think this";
- mes "will be so hard, but I'm";
- mes "going to give you a much";
- mes "different challenge now.";
- mes "Are you ready for it?";
- next;
- if ((BaseLevel > 1) && (BaseLevel < 58)) {
- mes "[" + .@name$ + "]";
- mes "Your test will be to";
- mes "grow a little stronger!";
- mes "You'll pass once you";
- mes "gain 3 more levels.";
- mes "How about that, eh?";
- delitem 7237,1; //Soul_Of_Partnership
- set guildrelay_q,5;
- close;
- }
- if ((BaseLevel > 57) && (BaseLevel < 76)) {
- mes "[" + .@name$ + "]";
- mes "Your test will be to";
- mes "grow a little stronger!";
- mes "You'll pass once you";
- mes "gain 2 more levels.";
- mes "How about that, eh?";
- delitem 7237,1; //Soul_Of_Partnership
- set guildrelay_q,6;
- close;
- }
- if ((BaseLevel > 75) && (BaseLevel < 94)) {
- mes "[" + .@name$ + "]";
- mes "Your test will be to";
- mes "grow a little stronger!";
- mes "You'll pass once you";
- mes "gain 1 more level.";
- mes "How about that, eh?";
- delitem 7237,1; //Soul_Of_Partnership
- set guildrelay_q,7;
- close;
- }
- if (BaseLevel > 93) {
- mes "[" + .@name$ + "]";
- mes "Wait a minute. Forget it!";
- mes "I was going to ask you to";
- mes "raise your Base Level, but";
- mes "you're tough enough as it is.";
- mes "Fine, fine. You pass! Give this";
- mes "to a ^FF0000Hunter^000000 or ^FF0000Sniper^000000 now~";
- delitem 7237,1; //Soul_Of_Partnership
- set guildrelay_q,86;
- getitem 7238,1; //Soul_Of_Correspondence
- close;
- }
- }
- if (((BaseLevel + 2) < (BaseLevel)) && (guildrelay_q == 5)) {
- mes "[" + .@name$ + "]";
- mes "You got a little stronger,";
- mes "eh? Fine, fine. You pass.";
- mes "Here, now take this and";
- mes "give it to a ^FF0000Hunter^000000 or ^FF0000Sniper^000000";
- mes "in your guild. Nice work,";
- mes "and I'll see you around.";
- set guildrelay_q,86;
- getitem 7238,1; //Soul_Of_Correspondence
- close;
- }
- if (((BaseLevel + 1) < (BaseLevel)) && (guildrelay_q == 6)) {
- mes "[" + .@name$ + "]";
- mes "You got a little stronger,";
- mes "eh? Fine, fine. You pass.";
- mes "Here, now take this and";
- mes "give it to a ^FF0000Hunter^000000 or ^FF0000Sniper^000000";
- mes "in your guild. Nice work,";
- mes "and I'll see you around.";
- set guildrelay_q,86;
- getitem 7238,1; //Soul_Of_Correspondence
- close;
- }
- if ((BaseLevel < (BaseLevel)) && (guildrelay_q == 7)) {
- mes "[" + .@name$ + "]";
- mes "You got a little stronger,";
- mes "eh? Fine, fine. You pass.";
- mes "Here, now take this and";
- mes "give it to a ^FF0000Hunter^000000 or ^FF0000Sniper^000000";
- mes "in your guild. Nice work,";
- mes "and I'll see you around.";
- set guildrelay_q,86;
- getitem 7238,1; //Soul_Of_Correspondence
- close;
- }
- if ((guildrelay_q == 5) || (guildrelay_q == 6) || (guildrelay_q == 7)) {
- mes "[" + .@name$ + "]";
- mes "You're still not strong";
- mes "enough to pass this test.";
- mes "Hurry up, kill some monsters,";
- mes "and gain some ^FF0000Base Levels^000000.";
- mes "You have to become stronger!";
- close;
- }
- if ((BaseJob == Job_Hunter) && (countitem(7238) > 0)) {
- mes "[" + .@name$ + "]";
- mes "Ah, good, you're here.";
- mes "Now, my request for you";
- mes "is this: please donate";
- mes "your Falcon for the";
- mes "sake of your guild.";
- next;
- switch(select("Donate Falcon:No way!")) {
- case 1:
- if (checkfalcon()) {
- mes "[" + .@name$ + "]";
- mes "Great! Don't worry,";
- mes "your Falcon will be safe";
- mes "under our care, and will";
- mes "be use to scout areas and";
- mes "deliver mail. That's why";
- mes "I asked you for it.";
- next;
- mes "[" + .@name$ + "]";
- mes "Now, please take this";
- mes "spirit, and give it to";
- mes "your guild master as";
- mes "soon as you can, alright?";
- setfalcon;
- delitem 7238,1; //Soul_Of_Correspondence
- set guildrelay_q,85;
- getitem 7239,1; //Soul_Of_Proceeding
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "I'm glad that you're";
- mes "willing to part with your";
- mes "Falcon, but it doesn't seem";
- mes "to be with you right now.";
- mes "Go get one, and come back.";
- close;
- }
- case 2:
- mes "[" + .@name$ + "]";
- mes "Well, I can't help it if you";
- mes "really want to keep your";
- mes "Falcon, but please come";
- mes "back if you change your mind.";
- mes "I can't do anything for you";
- mes "unless you cooperate.";
- close;
- }
- }
- if ((guildrelay_q == 88) && (countitem(7235) > 0)) {
- mes "[" + .@name$ + "]";
- mes "Please give the";
- mes "Spirit of Charge to";
- mes "a ^FF0000Blacksmith^000000 or ^FF0000Mastersmith^000000.";
- mes "It won't do any good in the";
- mes "hands of anybody else.";
- close;
- }
- if (guildrelay_q == 88) {
- mes "[" + .@name$ + "]";
- mes "You don't have";
- mes "anything to do?";
- mes "Why don't you help";
- mes "your guild hunt monsters?";
- mes "It'll be a good chance to";
- mes "show them your skills~";
- close;
- }
- if ((guildrelay_q == 87) && (countitem(7237) > 0)) {
- mes "[" + .@name$ + "]";
- mes "Please give the";
- mes "Spirit of Association to";
- mes "an ^FF0000Alchemist^000000 or ^FF0000Biochemist^000000.";
- mes "It won't do any good in the";
- mes "hands of anybody else.";
- close;
- }
- if (guildrelay_q == 87) {
- mes "[" + .@name$ + "]";
- mes "Hm. Don't you have";
- mes "anything to do? I suppose";
- mes "it's better to be bored";
- mes "than to be overwhelmed.";
- mes "Oh well, you'll figure";
- mes "something out.";
- close;
- }
- if ((guildrelay_q == 86) && (countitem(7238) > 0)) {
- mes "[" + .@name$ + "]";
- mes "Please give the";
- mes "Spirit of Coordination";
- mes "to a ^FF0000Hunter^000000 or ^FF0000Sniper^000000.";
- mes "It won't do any good in the";
- mes "hands of anybody else.";
- close;
- }
- if (guildrelay_q == 86) {
- mes "[" + .@name$ + "]";
- mes "Good work. Please";
- mes "go ahead and take a rest,";
- mes "and then come back to me";
- mes "later. I'll have something";
- mes "to give you by then.";
- close;
- }
- if ((guildrelay_q == 85) && (countitem(7239) > 0)) {
- mes "[" + .@name$ + "]";
- mes "Please give the";
- mes "Spirit of Advance";
- mes "to your ^FF0000guild master^000000.";
- mes "It won't do any good in the";
- mes "hands of anybody else.";
- close;
- }
- if (guildrelay_q == 85) {
- mes "[" + .@name$ + "]";
- mes "Your falcon's been";
- mes "a great help in the";
- mes "guild. Hm? You already";
- mes "miss it? Hahahaha!";
- close;
- }
- mes "[" + .@name$ + "]";
- mes "Hm? What brings you";
- mes "here? I don't think we";
- mes "have any business to";
- mes "conduct. Am I mistaken?";
- close;
- }
- }
- else {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- mes "[" + .@name$ + "]";
- mes "Hm? What brings you";
- mes "here? Feel free to take";
- mes "your time and look around";
- mes "if that's what pleases you.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "There isn't much to see";
- mes "around here, but you're";
- mes "welcome to stay and look";
- mes "around here if you wish.";
- close;
- }
- }
-}
-
-- script RelayDummy3::GuildRelay3 754,{
- set .@name$,strnpcinfo(1);
- getmapxy(.@m$,.@x,.@x,1);
- set .@GID, GetCastleData(.@m$,1);
- if (checkweight(1201,1) == 0) {
- mes "^3355FFWait a minute! You're";
- mes "carrying too many items";
- mes "right now: store some of";
- mes "your extra things in Kafra";
- mes "Storage, and then come back.^000000";
- close;
- }
- if (.@GID == 0) {
- mes "^3355FFThis exhausted man";
- mes "notices you staring at";
- mes "him, but chooses to leave";
- mes "you alone. There's no one";
- mes "else in this stronghold so";
- mes "there's no reason to be here.^000000";
- close;
- }
- if (getcharid(2) == .@GID) {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- if (countitem(7240) > 0) {
- mes "[" + .@name$ + "]";
- mes "Hm? What are you doing?";
- mes "You're not supposed to";
- mes "be the one holding onto";
- mes "this soul. A Sage or a";
- mes "Professor was supposed";
- mes "to come here with it.";
- next;
- mes "[" + .@name$ + "]";
- mes "Make sure you give";
- mes "that soul you're holding";
- mes "to a ^FF0000Sage^000000 or ^FF0000Professor^000000, and";
- mes "then have him bring it to me.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "Our business together";
- mes "has concluded. If you're";
- mes "not busy, why don't you try";
- mes "helping out your guild? Yes,";
- mes "I'm sure they'd appreciate it.";
- close;
- }
- }
- else {
- if ((BaseJob == Job_Sage) && (countitem(7240) > 0)) {
- mes "[" + .@name$ + "]";
- mes "I see that you've brought";
- mes "the ^42426FSpirit of Trust^000000. Now, the";
- mes "first thing I want you to do is";
- mes "to build the trust between you";
- mes "and your guild members.";
- mes "Spend time with them.";
- next;
- mes "[" + .@name$ + "]";
- mes "I want you to build";
- mes "up some friendly bonds";
- mes "within your guild before";
- mes "coming back to me. Your";
- mes "guild must have solidarity";
- mes "in order to be successful.";
- delitem 7240,1; //Soul_Of_Confidence
- set guildrelay_q,9;
- set guildtime,gettime(3);
- close;
- }
- if ((guildtime > 22) && (guildrelay_q == 9) && (BaseJob == Job_Sage)) {
- if ((gettime(3) > 02) && (gettime(3) < guildtime)) {
- mes "[" + .@name$ + "]";
- mes "So did you spend some";
- mes "quality time with your";
- mes "guild members, and get";
- mes "a chance to really learn";
- mes "who they are? You must";
- mes "love your comrades.";
- next;
- mes "[" + .@name$ + "]";
- mes "Now you know how";
- mes "important bonding truly";
- mes "is. Please give this spirit";
- mes "to a ^42426FBard^000000, ^42426FMinstrel^000000, ^42426FDancer^000000,";
- mes "or ^42426FGypsy^000000. Good luck to you.";
- set guildrelay_q,81;
- getitem 7241,1; //Soul_Of_Agreement
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "Hm? Back so soon?";
- mes "That hasn't been enough";
- mes "time for you to really bond";
- mes "with your guild members.";
- mes "Go back, ask them about their";
- mes "dreams, passions, and goals!";
- close;
- }
- }
- else if ((guildtime > 21) && (guildrelay_q == 9) && (BaseJob == Job_Sage)) {
- if ((gettime(3) > 01) && (gettime(3) < guildtime)) {
- mes "[" + .@name$ + "]";
- mes "So did you spend some";
- mes "quality time with your";
- mes "guild members, and get";
- mes "a chance to really learn";
- mes "who they are? You must";
- mes "love your comrades.";
- next;
- mes "[" + .@name$ + "]";
- mes "Now you know how";
- mes "important bonding truly";
- mes "is. Please give this spirit";
- mes "to a ^42426FBard^000000, ^42426FMinstrel^000000, ^42426FDancer^000000,";
- mes "or ^42426FGypsy^000000. Good luck to you.";
- set guildrelay_q,71;
- getitem 7241,1; //Soul_Of_Agreement
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "Hm? Back so soon?";
- mes "That hasn't been enough";
- mes "time for you to really bond";
- mes "with your guild members.";
- mes "Go back, ask them about their";
- mes "dreams, passions, and goals!";
- close;
- }
- }
- else if ((guildtime > 20) && (guildrelay_q == 9) && (BaseJob == Job_Sage)) {
- if ((gettime(3) > 0) && (gettime(3) < guildtime)) {
- mes "[" + .@name$ + "]";
- mes "So did you spend some";
- mes "quality time with your";
- mes "guild members, and get";
- mes "a chance to really learn";
- mes "who they are? You must";
- mes "love your comrades.";
- next;
- mes "[" + .@name$ + "]";
- mes "Now you know how";
- mes "important bonding truly";
- mes "is. Please give this spirit";
- mes "to a ^42426FBard^000000, ^42426FMinstrel^000000, ^42426FDancer^000000,";
- mes "or ^42426FGypsy^000000. Good luck to you.";
- set guildrelay_q,71;
- getitem 7241,1; //Soul_Of_Agreement
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "Hm? Back so soon?";
- mes "That hasn't been enough";
- mes "time for you to really bond";
- mes "with your guild members.";
- mes "Go back, ask them about their";
- mes "dreams, passions, and goals!";
- close;
- }
- }
- else if ((gettime(3) - guildtime > 3) && (guildrelay_q == 9) && (BaseJob == Job_Sage)) {
- mes "[" + .@name$ + "]";
- mes "So did you spend some";
- mes "quality time with your";
- mes "guild members, and get";
- mes "a chance to really learn";
- mes "who they are? You must";
- mes "love your comrades.";
- next;
- mes "[" + .@name$ + "]";
- mes "You have done";
- mes "what you had to do for now.";
- mes "Please give it to a ^42426FBard^000000 or ^42426FClown^000000";
- mes "You can also give it to ^42426FDancer^000000 or ^42426FGypsy^000000";
- mes "Good luck.";
- set guildrelay_q,71;
- getitem 7241,1; //Soul_Of_Agreement
- close;
- }
- else if ((BaseJob == Job_Sage) && (guildrelay_q == 9)) {
- mes "[" + .@name$ + "]";
- mes "Hm? Back so soon?";
- mes "That hasn't been enough";
- mes "time for you to really bond";
- mes "with your guild members.";
- mes "Go back, ask them about their";
- mes "dreams, passions, and goals!";
- close;
- }
- if (((BaseJob == Job_Bard) || (BaseJob == Job_Dancer)) && (countitem(7241) > 0)) {
- mes "[" + .@name$ + "]";
- mes "For the sake of promoting";
- mes "teamwork amongst your guild,";
- mes "my test will be for you to";
- mes "gather specific items for me.";
- next;
- mes "[" + .@name$ + "]";
- mes "This is a difficult task";
- mes "to complete alone, but it";
- mes "will be much easier if you";
- mes "and your guild cooperate to";
- mes "get all the items. Now listen,";
- mes "this is what I want you to get.";
- next;
- switch(rand(1,3)) {
- case 1:
- mes "[" + .@name$ + "]";
- mes "^8C171730 Burning Hearts^000000,";
- mes "^8C171730 Wolf Claws^000000, and";
- mes "^8C171730 Leopard Claws^000000.";
- mes "You might want to write";
- mes "these down so you don't";
- mes "forget. Good luck to you.";
- delitem 7241,1; //Soul_Of_Agreement
- set guildrelay_q,10;
- break;
- case 2:
- mes "[" + .@name$ + "]";
- mes "^8C171730 Soft Blades of Grass^000000,";
- mes "^8C171730 Wooden Hearts^000000, and";
- mes "^8C171730 Poisonous Toad Skins^000000.";
- mes "You might want to write";
- mes "these down so you don't";
- mes "forget. Good luck to you.";
- delitem 7241,1; //Soul_Of_Agreement
- set guildrelay_q,11;
- break;
- case 3:
- mes "[" + .@name$ + "]";
- mes "^8C171730 Antelope Horns^000000,";
- mes "^8C171730 Honey Pots^000000, and";
- mes "^8C171730 Porcupine Quills^000000.";
- mes "You might want to write";
- mes "these down so you don't";
- mes "forget. Good luck to you.";
- delitem 7241,1; //Soul_Of_Agreement
- set guildrelay_q,80;
- break;
- }
- next;
- mes "[" + .@name$ + "]";
- mes "You should be bonding";
- mes "with your guild while you";
- mes "gather those items I asked";
- mes "you to bring. I know enough";
- mes "time hasn't passed for your";
- mes "guild to work together on this.";
- close;
- }
- if ((countitem(7097) > 29) && (countitem(7172) > 29) && (countitem(920) > 29) && (guildrelay_q == 10)) {
- mes "[" + .@name$ + "]";
- mes "Oh, perfect! You brought";
- mes "all the items. Well then,";
- mes "I guess you're ready to";
- mes "take this spirit now. Please";
- mes "give it to an ^42426FAssassin^000000 or an";
- mes "^42426FAssassin Cross^000000. Thank you.";
- delitem 7097,30; //Burning_Heart
- delitem 7172,30; //Leopard_Talon
- delitem 920,30; //Claw_Of_Wolves
- if (BaseJob == Job_Dancer) {
- set guildrelay_q,72;
- }
- else {
- set guildrelay_q,72;
- }
- getitem 7242,1; //Soul_Of_Harmony
- close;
- }
- else if ((countitem(7189) > 29) && (countitem(7194) > 29) && (countitem(7155) > 29) && (guildrelay_q == 11)) {
- mes "[" + .@name$ + "]";
- mes "Oh, perfect! You brought";
- mes "all the items. Well then,";
- mes "I guess you're ready to";
- mes "take this spirit now. Please";
- mes "give it to an ^42426FAssassin^000000 or an";
- mes "^42426FAssassin Cross^000000. Thank you.";
- delitem 7189,30; //Heart_Of_Tree
- delitem 7194,30; //Soft_Leaf
- delitem 7155,30; //Poison_Toad's_Skin
- if (BaseJob == Job_Dancer) {
- set guildrelay_q,72;
- }
- else {
- set guildrelay_q,72;
- }
- getitem 7242,1; //Soul_Of_Harmony
- close;
- }
- else if ((countitem(7106) > 29) && (countitem(7121) > 29) && (countitem(1027) > 29) && (guildrelay_q == 80)) {
- mes "[" + .@name$ + "]";
- mes "Oh, perfect! You brought";
- mes "all the items. Well then,";
- mes "I guess you're ready to";
- mes "take this spirit now. Please";
- mes "give it to an ^42426FAssassin^000000 or an";
- mes "^42426FAssassin Cross^000000. Thank you.";
- delitem 7106,30; //Goat's_Horn
- delitem 7121,30; //Honey_Jar
- delitem 1027,30; //Porcupine_Spike
- if (BaseJob == Job_Dancer) {
- set guildrelay_q,72;
- }
- else {
- set guildrelay_q,72;
- }
- getitem 7242,1; //Soul_Of_Harmony
- close;
- }
- else if (guildrelay_q == 10) {
- mes "[" + .@name$ + "]";
- mes "Hm? You still haven't";
- mes "gathered all the items";
- mes "with your guild yet?";
- mes "Let me remind you what";
- mes "you need to bring me.";
- next;
- mes "[" + .@name$ + "]";
- mes "^8C171730 Burning Hearts^000000,";
- mes "^8C171730 Wolf Claws^000000, and";
- mes "^8C171730 Leopard Claws^000000.";
- mes "You might want to write";
- mes "these down so you don't";
- mes "forget. Good luck to you.";
- close;
- }
- else if (guildrelay_q == 11) {
- mes "[" + .@name$ + "]";
- mes "Hm? You still haven't";
- mes "gathered all the items";
- mes "with your guild yet?";
- mes "Let me remind you what";
- mes "you need to bring me.";
- next;
- mes "[" + .@name$ + "]";
- mes "^8C171730 Soft Blades of Grass^000000,";
- mes "^8C171730 Wooden Hearts^000000, and";
- mes "^8C171730 Poisonous Toad Skins^000000.";
- mes "You might want to write";
- mes "these down so you don't";
- mes "forget. Good luck to you.";
- close;
- }
- else if (guildrelay_q == 80) {
- mes "[" + .@name$ + "]";
- mes "Hm? You still haven't";
- mes "gathered all the items";
- mes "with your guild yet?";
- mes "Let me remind you what";
- mes "you need to bring me.";
- next;
- mes "[" + .@name$ + "]";
- mes "^8C171730 Antelope Horns^000000,";
- mes "^8C171730 Honey Pots^000000, and";
- mes "^8C171730 Porcupine Quills^000000.";
- mes "You might want to write";
- mes "these down so you don't";
- mes "forget. Good luck to you.";
- close;
- }
- if ((BaseJob == Job_Assassin) && (countitem(7242) > 0)) {
- mes "[" + .@name$ + "]";
- mes "You brought the";
- mes "Spirit of Combination?";
- mes "Make sure that you give";
- mes "that to a ^2F4F2FWizard^000000 or";
- mes "a ^2F4F2FHigh Wizard^000000.";
- delitem 7242,1; //Soul_Of_Harmony
- set guildrelay_q,74;
- getitem 7244,1; //Soul_Of_Unity
- close;
- }
- if ((BaseJob == Job_Wizard) && (countitem(7244) > 0)) {
- mes "[" + .@name$ + "]";
- mes "For the sake of your";
- mes "guild, you must become";
- mes "stronger. Sometimes";
- mes "your spells will make the";
- mes "difference between victory";
- mes "and defeat. Remember that.";
- next;
- mes "[" + .@name$ + "]";
- mes "Hey," + strcharinfo(0) + ",";
- mes "if you really want to become";
- mes "strong enough to protect your";
- mes "guild, then you must level up.";
- mes "Come back to me once you've";
- mes "raised your Base Level.";
- next;
- if ((BaseLevel > 0) && (BaseLevel < 61)) {
- mes "[" + .@name$ + "]";
- mes "You will be ready";
- mes "for your task after you";
- mes "gain ^FF00003 Base Levels^000000.";
- mes "Don't despair: I know";
- mes "you'll be able to reach";
- mes "this goal. Good luck to you.";
- delitem 7244,1; //Soul_Of_Unity
- set guildrelay_q,12;
- close;
- }
- else if ((BaseLevel > 60) && (BaseLevel < 76)) {
- mes "[" + .@name$ + "]";
- mes "You will be ready";
- mes "for your task after you";
- mes "gain ^FF00002 Base Levels^000000.";
- mes "Don't despair: I know";
- mes "you'll be able to reach";
- mes "this goal. Good luck to you.";
- delitem 7244,1; //Soul_Of_Unity
- set guildrelay_q,13;
- close;
- }
- else if ((BaseLevel > 75) && (BaseLevel < 97)) {
- mes "[" + .@name$ + "]";
- mes "You will be ready";
- mes "for your task after you";
- mes "gain ^FF00001 Base Level^000000.";
- mes "Don't despair: I know";
- mes "you'll be able to reach";
- mes "this goal. Good luck to you.";
- delitem 7244,1; //Soul_Of_Unity
- set guildrelay_q,14;
- close;
- }
- else if (BaseLevel > 96) {
- mes "[" + .@name$ + "]";
- mes "Hm. You're much stronger";
- mes "that I expected. There's no";
- mes "need for me to encourage";
- mes "you to develop your strength.";
- mes "I admit that you are strong.";
- next;
- mes "[" + .@name$ + "]";
- mes "Acknowledge the extent and";
- mes "limits of your strength, but";
- mes "never allow conceit to pollute";
- mes "your heart. Pride will always";
- mes "shackle your power if you";
- mes "let it. Remember humility.";
- next;
- mes "[" + .@name$ + "]";
- mes "You qualified enough";
- mes "for me to trust you.";
- mes "Please give this spirit";
- mes "to your ^FF0000Guild Master^000000.";
- mes "You're done for now.";
- delitem 7244,1; //Soul_Of_Unity
- set guildrelay_q,75;
- getitem 7245,1; //Soul_Of_Friendship
- close;
- }
- }
- if ((BaseLevel + 2) < (BaseLevel) && (guildrelay_q == 12)) {
- mes "[" + .@name$ + "]";
- mes "I see that you've";
- mes "completed the task";
- mes "I have given you. It may";
- mes "have been difficult, but";
- mes "you'll see that I had your";
- mes "guild's best interests in mind.";
- next;
- mes "[" + .@name$ + "]";
- mes "You've earned my trust.";
- mes "Please give this spirit";
- mes "to your ^FF0000Guild Master^000000.";
- mes "You've done well.";
- set guildrelay_q,75;
- getitem 7245,1; //Soul_Of_Friendship
- close;
- }
- else if ((BaseLevel + 1) < (BaseLevel) && (guildrelay_q == 13)) {
- mes "[" + .@name$ + "]";
- mes "I see that you've";
- mes "completed the task";
- mes "I have given you. It may";
- mes "have been difficult, but";
- mes "you'll see that I had your";
- mes "guild's best interests in mind.";
- next;
- mes "[" + .@name$ + "]";
- mes "You've earned my trust.";
- mes "Please give this spirit";
- mes "to your ^FF0000Guild Master^000000.";
- mes "You've done well.";
- set guildrelay_q,75;
- getitem 7245,1; //Soul_Of_Friendship
- close;
- }
- else if ((BaseLevel < BaseLevel) && (guildrelay_q == 14)) {
- mes "[" + .@name$ + "]";
- mes "I see that you've";
- mes "completed the task";
- mes "I have given you. It may";
- mes "have been difficult, but";
- mes "you'll see that I had your";
- mes "guild's best interests in mind.";
- next;
- mes "[" + .@name$ + "]";
- mes "You've earned my trust.";
- mes "Please give this spirit";
- mes "to your ^FF0000Guild Master^000000.";
- mes "You've done well.";
- set guildrelay_q,75;
- getitem 7245,1; //Soul_Of_Friendship
- close;
- }
- if ((guildrelay_q == 12) && (BaseJob == Job_Wizard)) {
- mes "[" + .@name$ + "]";
- mes "You're not strong enough";
- mes "yet for your guild to fully";
- mes "rely on you in a crisis.";
- mes "You must level up!";
- close;
- }
- else if ((guildrelay_q == 13) && (BaseJob == Job_Wizard)) {
- mes "[" + .@name$ + "]";
- mes "You're not strong enough";
- mes "yet for your guild to fully";
- mes "rely on you in a crisis.";
- mes "You must level up!";
- close;
- }
- else if ((guildrelay_q == 14) && (BaseJob == Job_Wizard)) {
- mes "[" + .@name$ + "]";
- mes "Hmm... I don't think you've";
- mes "spent enough time leveling";
- mes "up yet. Keep working on it.";
- close;
- }
- }
- }
- else {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- mes "[" + .@name$ + "]";
- mes "Hm. You're the master";
- mes "of another guild, aren't";
- mes "you? I have no loyalty";
- mes "towards you. Please...";
- mes "Leave this place.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "Hm? You have no reason";
- mes "to linger in this stronghold.";
- mes "Please leave this place now.";
- close;
- }
- }
- if ((guildrelay_q == 71) && (countitem(7241) > 0)) {
- mes "[" + .@name$ + "]";
- mes "There's no need for you";
- mes "to hold onto that Spirit";
- mes "of Union. Please give it to";
- mes "a Bard, Minstrel, Dancer";
- mes "or Gypsy in your guild.";
- close;
- }
- else if (guildrelay_q == 71) {
- mes "[" + .@name$ + "]";
- mes "When you improve yourself,";
- mes "you'll also be strengthening";
- mes "your guild. Always devote some";
- mes "time for yourself and for your";
- mes "team. You cannot have one";
- mes "without the other.";
- next;
- mes "[" + .@name$ + "]";
- mes "I suppose you really";
- mes "don't have much use";
- mes "for me anymore... But I'll";
- mes "always offer my support.";
- close;
- }
- if ((guildrelay_q == 72) && (countitem(7242) > 0)) {
- mes "[" + .@name$ + "]";
- mes "There's no need for you";
- mes "to hold onto that Spirit of";
- mes "Combination. Please give";
- mes "it to an Assassin or Assassin";
- mes "Cross in your guild.";
- close;
- }
- else if (guildrelay_q == 72) {
- mes "[" + .@name$ + "]";
- mes "Your songs bolster your";
- mes "guild's morale, and will";
- mes "help them stand and fight,";
- mes "no matter how deseperate";
- mes "the situation may seem.";
- mes "Your voice can make miracles.";
- next;
- mes "[" + .@name$ + "]";
- mes "I suppose you really";
- mes "don't have much use";
- mes "for me anymore... But I'll";
- mes "always offer my support.";
- close;
- }
- if ((guildrelay_q == 73) && (countitem(7242) > 0)) {
- mes "[" + .@name$ + "]";
- mes "There's no need for you";
- mes "to hold onto that Spirit of";
- mes "Combination. Please give";
- mes "it to an Assassin or Assassin";
- mes "Cross in your guild.";
- close;
- }
- else if (guildrelay_q == 73) {
- mes "[" + .@name$ + "]";
- mes "Your dances bolster your";
- mes "guild's morale, and will";
- mes "help them stand and fight,";
- mes "no matter how deseperate";
- mes "the situation may seem.";
- mes "Your voice can make miracles.";
- next;
- mes "[" + .@name$ + "]";
- mes "I suppose you really";
- mes "don't have much use";
- mes "for me anymore... But I'll";
- mes "always offer my support.";
- close;
- }
- if ((guildrelay_q == 74) && (countitem(7244) > 0)) {
- mes "[" + .@name$ + "]";
- mes "There's no need for you";
- mes "to hold onto that Spirit";
- mes "of Solidarity. Please give";
- mes "it to a Wizard or High";
- mes "Wizard in your guild.";
- close;
- }
- else if (guildrelay_q == 74) {
- mes "[" + .@name$ + "]";
- mes "I suppose you really";
- mes "don't have much use";
- mes "for me anymore... But I'll";
- mes "always offer my support.";
- next;
- mes "[" + .@name$ + "]";
- mes "Know who your enemies are.";
- mes "If anybody opposes your guild,";
- mes "you must crush them without";
- mes "any hesitation. Your justice";
- mes "must be meted swiftly!";
- close;
- }
- if ((guildrelay_q == 75) && (countitem(7245) > 0)) {
- mes "[" + .@name$ + "]";
- mes "There's no need for you";
- mes "to hold onto that Spirit of";
- mes "Friendship. Please give";
- mes "it to your Guild Master.";
- close;
- }
- else if (guildrelay_q == 75) {
- mes "[" + .@name$ + "]";
- mes "I can tell that you're";
- mes "always trying to help all";
- mes "the members of your guild.";
- mes "Your loyalty will bring them";
- mes "to your side in times of";
- mes "joy and of tribulation.";
- next;
- mes "[" + .@name$ + "]";
- mes "I suppose you really";
- mes "don't have much use";
- mes "for me anymore... But I'll";
- mes "always offer my support.";
- close;
- }
- mes "[" + .@name$ + "]";
- mes "We have nothing to";
- mes "do with each other.";
- mes "Leave me be, and";
- mes "just go on your way.";
- close;
-}
-
-- script GuildDummy4::GuildRelay4 754,{
- set .@name$,strnpcinfo(1);
- getmapxy(.@m$,.@x,.@x,1);
- set .@GID, GetCastleData(.@m$,1);
- if (checkweight(1201,1) == 0) {
- mes "^3355FFWait a minute! You're";
- mes "carrying too many items";
- mes "right now: store some of";
- mes "your extra things in Kafra";
- mes "Storage, and then come back.^000000";
- close;
- }
- if (.@GID == 0) {
- mes "^3355FFThis exhausted man";
- mes "notices you staring at";
- mes "him, but chooses to leave";
- mes "you alone. There's no one";
- mes "else in this stronghold so";
- mes "there's no reason to be here.^000000";
- close;
- }
- if (getcharid(2) == .@GID) {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- if (countitem(7246) > 0) {
- mes "[" + .@name$ + "]";
- mes "Hm? That spirit that";
- mes "you've brought with you...";
- mes "I'm sorry, but it's useless";
- mes "for you to carry it around.";
- next;
- mes "[" + .@name$ + "]";
- mes "Please give that to";
- mes "a ^FF0000Rogue^000000 or ^FF0000Stalker^000000";
- mes "in your guild, and then";
- mes "ask him bring it to me.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "Our business together";
- mes "has concluded. If you're";
- mes "not busy, why don't you try";
- mes "helping out your guild? Yes,";
- mes "I'm sure they'd appreciate it.";
- close;
- }
- }
- else {
- if ((BaseJob == Job_Rogue) && (countitem(7246) > 0)) {
- mes "[" + .@name$ + "]";
- mes "So you're the one that's";
- mes "been entrusted with the";
- mes "Spirit of Peace? Well then...";
- mes "My task for you is to ^FF0000form";
- switch(rand(1,3)) {
- case 1:
- mes "a party with 6 members^000000.";
- mes "No more and no less.";
- next;
- mes "[" + .@name$ + "]";
- mes "This is a strange test,";
- mes "but if you can do this, it";
- mes "will clearly demonstrate";
- mes "to me that your people";
- mes "skills are up to par.";
- delitem 7246,1; //Soul_Of_Peace
- set guildrelay_q,91;
- close;
- case 2:
- mes "a party with 8 members^000000.";
- mes "No more and no less.";
- next;
- mes "[" + .@name$ + "]";
- mes "This is a strange test,";
- mes "but if you can do this, it";
- mes "will clearly demonstrate";
- mes "to me that your people";
- mes "skills are up to par.";
- delitem 7246,1; //Soul_Of_Peace
- set guildrelay_q,92;
- close;
- case 3:
- mes "a party with 10 members^000000.";
- mes "No more and no less.";
- next;
- mes "[" + .@name$ + "]";
- mes "This is a strange test,";
- mes "but if you can do this, it";
- mes "will clearly demonstrate";
- mes "to me that your people";
- mes "skills are up to par.";
- delitem 7246,1; //Soul_Of_Peace
- set guildrelay_q,93;
- close;
- }
- }
- getpartymember(getcharid(1));
- set .@partymembercount,$@partymembercount;
- set .@partyleader,getpartyleader(getcharid(1),2);
- if (guildrelay_q == 91) {
- if (.@partymembercount == 6) {
- mes "[" + .@name$ + "]";
- mes "I see that you've";
- mes "formed a party with";
- mes "the exact number of";
- mes "people that I asked. Hmm.";
- mes "I guess you can be trusted";
- mes "to lead when you must.";
- next;
- mes "[" + .@name$ + "]";
- mes "Here. I want you to take";
- mes "this spirit, and then give";
- mes "it to a Priest or High";
- mes "Priest in your guild.";
- set guildrelay_q,95;
- getitem 7247,1; //Soul_Of_Spirit
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "I thought I asked you to";
- mes "^FF0000form a party of 6 members^000000?";
- mes "No more and no less. Hmm.";
- mes "Come back to me after you've";
- mes "finished this simple task.";
- close;
- }
- }
- if (guildrelay_q == 92) {
- if (.@partymembercount == 8) {
- mes "[" + .@name$ + "]";
- mes "I see that you've";
- mes "formed a party with";
- mes "the exact number of";
- mes "people that I asked. Hmm.";
- mes "I guess you can be trusted";
- mes "to lead when you must.";
- next;
- mes "[" + .@name$ + "]";
- mes "Here. I want you to take";
- mes "this spirit, and then give";
- mes "it to a Priest or High";
- mes "Priest in your guild.";
- set guildrelay_q,95;
- getitem 7247,1; //Soul_Of_Spirit
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "I thought I asked you to";
- mes "^FF0000form a party of 8 members^000000?";
- mes "No more and no less. Hmm.";
- mes "Come back to me after you've";
- mes "finished this simple task.";
- close; }
- }
- if (guildrelay_q == 93) {
- if (.@partymembercount == 10) {
- mes "[" + .@name$ + "]";
- mes "I see that you've";
- mes "formed a party with";
- mes "the exact number of";
- mes "people that I asked. Hmm.";
- mes "I guess you can be trusted";
- mes "to lead when you must.";
- next;
- mes "[" + .@name$ + "]";
- mes "Here. I want you to take";
- mes "this spirit, and then give";
- mes "it to a Priest or High";
- mes "Priest in your guild.";
- set guildrelay_q,95;
- getitem 7247,1; //Soul_Of_Spirit
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "I thought I asked you to";
- mes "^FF0000form a party of 10 members^000000?";
- mes "No more and no less. Hmm.";
- mes "Come back to me after you've";
- mes "finished this simple task.";
- close;
- }
- }
- if ((BaseJob == Job_Priest) && (countitem(7247) > 0)) {
- mes "[" + .@name$ + "]";
- mes "Good work getting the";
- mes "Spirit of Determination,";
- mes "but I want you to work on";
- mes "getting stronger. If you";
- mes "intend to protect others,";
- mes "you can't afford to lose.";
- next;
- if ((BaseLevel > 1) && (BaseLevel < 61)) {
- mes "[" + .@name$ + "]";
- mes "I want you to gain";
- mes "^FF00003 Base Levels^000000 for the";
- mes "sake of strengthening";
- mes "yourself and your guild.";
- mes "This is my test for you.";
- next;
- mes "[" + .@name$ + "]";
- mes "Try not to worry";
- mes "over this task so much.";
- mes "I'm certain you can do";
- mes "this. Come back to me";
- mes "when you are ready.";
- delitem 7247,1; //Soul_Of_Spirit
- set guildrelay_q,18;
- close;
- }
- if ((BaseLevel > 60) && (BaseLevel < 76)) {
- mes "[" + .@name$ + "]";
- mes "I want you to gain";
- mes "^FF00002 Base Levels^000000 for the";
- mes "sake of strengthening";
- mes "yourself and your guild.";
- mes "This is my test for you.";
- next;
- mes "[" + .@name$ + "]";
- mes "Try not to worry";
- mes "over this task so much.";
- mes "I'm certain you can do";
- mes "this. Come back to me";
- mes "when you are ready.";
- delitem 7247,1; //Soul_Of_Spirit
- set guildrelay_q,19;
- close;
- }
- if ((BaseLevel > 75) && (BaseLevel < 97)) {
- mes "[" + .@name$ + "]";
- mes "I want you to gain";
- mes "^FF00001 Base Level^000000 for the";
- mes "sake of strengthening";
- mes "yourself and your guild.";
- mes "This is my test for you.";
- next;
- mes "[" + .@name$ + "]";
- mes "Try not to worry";
- mes "over this task so much.";
- mes "I'm certain you can do";
- mes "this. Come back to me";
- mes "when you are ready.";
- delitem 7247,1; //Soul_Of_Spirit
- set guildrelay_q,20;
- close;
- }
- if (BaseLevel > 96) {
- mes "[" + .@name$ + "]";
- mes "Hum, You are stronger than";
- mes "I was expected.";
- mes "You don't need any more quests";
- mes "for becoming stronger.";
- mes "But, do not be so proud of yourself.";
- next;
- mes "[" + .@name$ + "]";
- mes "Alright then...";
- mes "I entrust you with";
- mes "this spirit. Please be";
- mes "sure to give it to a";
- mes "^4D4DFFCrusader^000000 or ^4D4DFFPaladin^000000";
- mes "in your guild.";
- delitem 7247,1; //Soul_Of_Spirit
- set guildrelay_q,98;
- getitem 7249,1; //Soul_Of_Service
- close;
- }
- }
- if (((BaseLevel + 2) < (BaseLevel)) && (guildrelay_q == 18)) {
- mes "[" + .@name$ + "]";
- mes "Huh. I see that you've";
- mes "become much stronger,";
- mes "just as I asked. No wonder";
- mes "your guild mates can rely";
- mes "on you. Congratulations";
- mes "on a job well done.";
- next;
- mes "[" + .@name$ + "]";
- mes "Alright then...";
- mes "I entrust you with";
- mes "this spirit. Please be";
- mes "sure to give it to a";
- mes "^4D4DFFCrusader^000000 or ^4D4DFFPaladin^000000";
- mes "in your guild.";
- set guildrelay_q,98;
- getitem 7249,1; //Soul_Of_Service
- close;
- }
- if (((BaseLevel + 1) < (BaseLevel)) && (guildrelay_q == 19)) {
- mes "[" + .@name$ + "]";
- mes "Huh. I see that you've";
- mes "become much stronger,";
- mes "just as I asked. No wonder";
- mes "your guild mates can rely";
- mes "on you. Congratulations";
- mes "on a job well done.";
- next;
- mes "[" + .@name$ + "]";
- mes "Alright then...";
- mes "I entrust you with";
- mes "this spirit. Please be";
- mes "sure to give it to a";
- mes "^4D4DFFCrusader^000000 or ^4D4DFFPaladin^000000";
- mes "in your guild.";
- set guildrelay_q,98;
- getitem 7249,1; //Soul_Of_Service
- close;
- }
- if ((BaseLevel < BaseLevel) && (guildrelay_q == 20)) {
- mes "[" + .@name$ + "]";
- mes "Huh. I see that you've";
- mes "become much stronger,";
- mes "just as I asked. No wonder";
- mes "your guild mates can rely";
- mes "on you. Congratulations";
- mes "on a job well done.";
- next;
- mes "[" + .@name$ + "]";
- mes "Ok, take this and give to";
- mes "Crusader or Paladin";
- mes "who is in our guild.";
- mes "Good luck!";
- set guildrelay_q,98;
- getitem 7249,1; //Soul_Of_Service
- close;
- }
- if ((BaseJob == Job_Crusader) && (countitem(7249) > 0)) {
- mes "[" + .@name$ + "]";
- mes "I see that you possess";
- mes "the Spirit of Service. Hmm.";
- mes "Good job. Now, your next";
- mes "task will test your patience.";
- mes "All you have to do is ^FF0000wait^000000.";
- mes "Wait until the time is right.";
- next;
- mes "[" + .@name$ + "]";
- mes "I want you to spend this";
- mes "time to look into yourself,";
- mes "and examine your relationship";
- mes "with your guild members.";
- mes "When you feel that the time";
- mes "is right, come talk to me.";
- next;
- mes "[" + .@name$ + "]";
- mes "I'm not going to tell you";
- mes "when you should come back.";
- mes "I'll merely confirm whether";
- mes "you've come early or on time.";
- mes "You'll need to really listen";
- mes "to your feelings this time...";
- delitem 7249,1; //Soul_Of_Service
- set guildrelay_q,21;
- set guildtime,gettime(3);
- close;
- }
- if ((guildtime > 22) && (guildrelay_q == 21) && (BaseJob == Job_Crusader)) {
- if ((gettime(3) > 2) && (gettime(3) < guildtime)) {
- mes "[" + .@name$ + "]";
- mes "Yes. You've come at just";
- mes "the right time. Remember";
- mes "that feeling in your heart,";
- mes "and trust it when it comes";
- mes "again. Now give this spirit to";
- mes "a ^FF0000Monk^000000 or ^FF0000Champion^000000 for me...";
- set guildrelay_q,96;
- getitem 7250,1; //Soul_Of_Glory
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "Too early.";
- mes "Still too early.";
- mes "Have you been listening";
- mes "to your heart? Listen harder.";
- close;
- }
- }
- if ((guildtime > 21) && (guildrelay_q == 21) && (BaseJob == Job_Crusader)) {
- if ((gettime(3) > 1) && (gettime(3) < guildtime)) {
- mes "[" + .@name$ + "]";
- mes "Yes. You've come at just";
- mes "the right time. Remember";
- mes "that feeling in your heart,";
- mes "and trust it when it comes";
- mes "again. Now give this spirit to";
- mes "a ^FF0000Monk^000000 or ^FF0000Champion^000000 for me...";
- set guildrelay_q,96;
- getitem 7250,1; //Soul_Of_Glory
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "Too early.";
- mes "Still too early.";
- mes "Have you been listening";
- mes "to your heart? Listen harder.";
- close;
- }
- }
- if ((guildtime > 20) && (guildrelay_q == 21) && (BaseJob == Job_Crusader)) {
- if ((gettime(3) > 0) && (gettime(3) < guildtime)) {
- mes "[" + .@name$ + "]";
- mes "Yes. You've come at just";
- mes "the right time. Remember";
- mes "that feeling in your heart,";
- mes "and trust it when it comes";
- mes "again. Now give this spirit to";
- mes "a ^FF0000Monk^000000 or ^FF0000Champion^000000 for me...";
- set guildrelay_q,96;
- getitem 7250,1; //Soul_Of_Glory
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes "Too early.";
- mes "Still too early.";
- mes "Have you been listening";
- mes "to your heart? Listen harder.";
- close;
- }
- }
- if ((gettime(3) - guildtime > 3) && (guildrelay_q == 21) && (BaseJob == Job_Crusader)) {
- mes "[" + .@name$ + "]";
- mes "Yes. You've come at just";
- mes "the right time. Remember";
- mes "that feeling in your heart,";
- mes "and trust it when it comes";
- mes "again. Now give this spirit to";
- mes "a ^FF0000Monk^000000 or ^FF0000Champion^000000 for me...";
- set guildrelay_q,96;
- getitem 7250,1; //Soul_Of_Glory
- close;
- }
- if ((guildrelay_q == 21) && (BaseJob == Job_Crusader)) {
- mes "[" + .@name$ + "]";
- mes "Not yet. Just wait";
- mes "a little longer. Relax,";
- mes "and come back later.";
- close;
- }
- if ((BaseJob == Job_Monk) && (countitem(7250) > 0)) {
- mes "[" + .@name$ + "]";
- mes "Most of the souls have";
- mes "been shared, and there is";
- mes "but one thing I want to ask";
- mes "you to do. Please bring me";
- mes "some items. Having your friends";
- mes "help you do this is acceptable.";
- next;
- switch(rand(1,3)) {
- case 1:
- mes "[" + .@name$ + "]";
- mes "Please bring";
- mes "^FF000030 Dokebi Horns^000000,";
- mes "^FF000030 Fish Tails^000000, and";
- mes "^FF000030 Celestial Robes^000000.";
- mes "I shall be waiting";
- mes "for you right here.";
- delitem 7250,1; //Soul_Of_Glory
- set guildrelay_q,23;
- close;
- case 2:
- mes "[" + .@name$ + "]";
- mes "Please bring";
- mes "^FF000030 Rainbow Shells^000000,";
- mes "^FF000030 Elastic Bands^000000, and";
- mes "^FF000030 Horrendous Hairs^000000.";
- mes "I shall be waiting";
- mes "for you right here.";
- delitem 7250,1; //Soul_Of_Glory
- set guildrelay_q,24;
- close;
- case 3:
- mes "[" + .@name$ + "]";
- mes "Please bring";
- mes "^FF000030 Worn-out Kimonos^000000,";
- mes "^FF000030 Anolian Skins^000000, and";
- mes "^FF000030 PecoPeco Feathers^000000.";
- mes "I shall be waiting";
- mes "for you right here.";
- delitem 7250,1; //Soul_Of_Glory
- set guildrelay_q,94;
- close;
- }
- }
- if ((countitem(7165) > 29) && (countitem(1021) > 29) && (countitem(1023) > 29) && (guildrelay_q == 23)) {
- mes "[" + .@name$ + "]";
- mes "Well, well. You've";
- mes "gathered those items";
- mes "more quickly that I thought";
- mes "you would. Good job. Now,";
- mes "please give this to your ^FF0000Guild";
- mes "Master^000000 as soon as you can.";
- delitem 7165,30; //Limpid_Celestial_Robe
- delitem 1021,30; //Dokkaebi_Horn
- delitem 1023,30; //Fish_Tail
- set guildrelay_q,97;
- getitem 7251,1; //Soul_Of_Victory
- close;
- }
- if ((BaseJob == Job_Monk) && (guildrelay_q == 23)) {
- mes "[" + .@name$ + "]";
- mes "You have to give ^FF0000Transparent Celestial Robe ^00000030ea,";
- mes "^FF0000Dokebi Horn ^00000030ea, ^FF0000Fish Tail ^00000030ea.";
- mes "You know that, right?";
- mes "Good luck~";
- close;
- }
- if ((countitem(1048) > 29) && (countitem(1013) > 29) && (countitem(7200) > 29) && (guildrelay_q == 24)) {
- mes "[" + .@name$ + "]";
- mes "Well, well. You've";
- mes "gathered those items";
- mes "more quickly that I thought";
- mes "you would. Good job. Now,";
- mes "please give this to your ^FF0000Guild";
- mes "Master^000000 as soon as you can.";
- delitem 1048,30; //Slender_Snake
- delitem 1013,30; //Colorful_Shell
- delitem 7200,30; //Flexible_String
- set guildrelay_q,97;
- getitem 7251,1; //Soul_Of_Victory
- close;
- }
- if ((BaseJob == Job_Monk) && (guildrelay_q == 24)) {
- mes "[" + .@name$ + "]";
- mes "Please bring";
- mes "^FF000030 Rainbow Shells^000000,";
- mes "^FF000030 Elastic Bands^000000, and";
- mes "^FF000030 Horrendous Hairs^000000.";
- mes "I shall be waiting";
- mes "for you right here.";
- close;
- }
- if ((countitem(7003) > 29) && (countitem(7101) > 29) && (countitem(7153) > 29) && (guildrelay_q == 94)) {
- mes "[" + .@name$ + "]";
- mes "Well, well. You've";
- mes "gathered those items";
- mes "more quickly that I thought";
- mes "you would. Good job. Now,";
- mes "please give this to your ^FF0000Guild";
- mes "Master^000000 as soon as you can.";
- delitem 7003,30; //Anolian_Skin
- delitem 7101,30; //Peco_Wing_Feather
- delitem 7153,30; //Old_Japaness_Clothes
- set guildrelay_q,97;
- getitem 7251,1; //Soul_Of_Victory
- close;
- }
- if ((BaseJob == Job_Monk) && (guildrelay_q == 94)) {
- mes "[" + .@name$ + "]";
- mes "Please bring";
- mes "^FF000030 Worn-out Kimonos^000000,";
- mes "^FF000030 Anolian Skins^000000, and";
- mes "^FF000030 PecoPeco Feathers^000000.";
- mes "I shall be waiting";
- mes "for you right here.";
- close;
- }
- if ((guildrelay_q == 95) && (countitem(7247) > 0)) {
- mes "[" + .@name$ + "]";
- mes "Please give the";
- mes "Spirit of Determination";
- mes "to a ^FF0000Priest^000000 or ^FF0000High Priest^000000.";
- mes "You knew that already,";
- mes "didn't you? Please hurry";
- mes "and deliver it soon.";
- close;
- }
- if (guildrelay_q == 95) {
- mes "[" + .@name$ + "]";
- mes "For now, it would be";
- mes "best for you to rest and";
- mes "recoup your strength. Your";
- mes "chance to help your guild";
- mes "will come soon enough so";
- mes "there's no need to rush.";
- close;
- }
- if ((guildrelay_q == 98) && (countitem(7249) > 0)) {
- mes "[" + .@name$ + "]";
- mes "Please give the";
- mes "Spirit of Service to";
- mes "a ^FF0000Crusader^000000 or ^FF0000Paladin^000000.";
- mes "You knew that already,";
- mes "didn't you? Please hurry";
- mes "and deliver it soon.";
- close;
- }
- if (guildrelay_q == 98) {
- mes "[" + .@name$ + "]";
- mes "Hmm. You need to wait";
- mes "for the right time to act.";
- mes "Why don't you help out";
- mes "your guild in the meantime?";
- close;
- }
- if ((guildrelay_q == 96) && (countitem(7250) > 0)) {
- mes "[" + .@name$ + "]";
- mes "Please give the";
- mes "Spirit of Glory to";
- mes "a ^FF0000Monk^000000 or ^FF0000Champion^000000.";
- mes "You knew that already,";
- mes "didn't you? Please hurry";
- mes "and deliver it soon.";
- close;
- }
- if (guildrelay_q == 96) {
- mes "[" + .@name$ + "]";
- mes "I see that you have";
- mes "the potential to become";
- mes "a great leader. Be sure";
- mes "not to waste it, and lead";
- mes "your guild as well as you can.";
- close;
- }
- if ((guildrelay_q == 97) && (countitem(7251) > 0)) {
- mes "[" + .@name$ + "]";
- mes "You need to give";
- mes "the ^FF0000Spirit of Victory^000000";
- mes "to your Guild Master.";
- mes "Please make sure that";
- mes "it gets delivered soon.";
- close;
- }
- if (guildrelay_q == 97) {
- mes "[" + .@name$ + "]";
- mes "You're a nenown explorer,";
- mes "and I see in you the potential";
- mes "to accomplish even more";
- mes "great things. However,";
- mes "I doubt there is anything";
- mes "more that you can do here.";
- close;
- }
- mes "[" + .@name$ + "]";
- mes "Hmm. You have no business";
- mes "being here. Why don't you";
- mes "find something productive";
- mes "to do? There is nothing";
- mes "for you here, I assure you.";
- close;
- }
- }
- else {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- mes "[" + .@name$ + "]";
- mes "You might be the master";
- mes "of a guild, but you and I";
- mes "have nothing to do with";
- mes "each other. I'm sorry.";
- next;
- mes "[" + .@name$ + "]";
- mes "Then again, I suppose";
- mes "you came here to see";
- mes "how a real guild operates.";
- mes "If that's the case, you're";
- mes "welcome to stay and observe.";
- close;
- }
- else {
- mes "[" + .@name$ + "]";
- mes ".........................";
- next;
- mes "[" + .@name$ + "]";
- mes ".........................";
- next;
- mes "[" + .@name$ + "]";
- mes "What brings you here?";
- mes "I don't think I've seen";
- mes "you around before. Hm.";
- close;
- }
- }
-}
-
-// Luina 1
-//============================================================
-aldeg_cas01,51,102,5 duplicate(GuildRelay1) Buzz#01 754,{
-aldeg_cas01,75,39,3 duplicate(GuildRelay2) Lenya#01 754,{
-aldeg_cas01,200,175,3 duplicate(GuildRelay3) Gealuve#01 754,{
-aldeg_cas01,59,224,3 duplicate(GuildRelay4) Pariz#01 754,{
-
-// Luina 2
-//============================================================
-aldeg_cas02,120,51,5 duplicate(GuildRelay1) Buzz#02 754
-aldeg_cas02,180,184,3 duplicate(GuildRelay2) Lenya#02 754
-aldeg_cas02,62,65,3 duplicate(GuildRelay3) Gealuve#02 754
-aldeg_cas02,62,201,3 duplicate(GuildRelay4) Pariz#02 754
-
-// Luina 3
-//============================================================
-aldeg_cas03,70,252,5 duplicate(GuildRelay1) Buzz#03 754
-aldeg_cas03,72,115,3 duplicate(GuildRelay2) Lenya#03 754
-aldeg_cas03,114,119,3 duplicate(GuildRelay3) Gealuve#03 754
-aldeg_cas03,188,181,3 duplicate(GuildRelay4) Pariz#03 754
-
-// Luina 4
-//============================================================
-aldeg_cas04,31,116,5 duplicate(GuildRelay1) Buzz#04 754
-aldeg_cas04,66,117,3 duplicate(GuildRelay2) Lenya#04 754
-aldeg_cas04,24,80,3 duplicate(GuildRelay3) Gealuve#04 754
-aldeg_cas04,181,97,3 duplicate(GuildRelay4) Pariz#04 754
-
-// Luina 5
-//============================================================
-aldeg_cas05,31,191,5 duplicate(GuildRelay1) Buzz#05 754
-aldeg_cas05,140,196,3 duplicate(GuildRelay2) Lenya#05 754
-aldeg_cas05,148,224,3 duplicate(GuildRelay3) Gealuve#05 754
-aldeg_cas05,165,51,3 duplicate(GuildRelay4) Pariz#05 754
-
-// Britoniah 1
-//============================================================
-gefg_cas01,85,47,4 duplicate(GuildRelay1) Jody#01 754
-gefg_cas01,67,83,3 duplicate(GuildRelay2) Ron Haware#01 754
-gefg_cas01,184,40,3 duplicate(GuildRelay3) Vers#01 754
-gefg_cas01,35,34,6 duplicate(GuildRelay4) Gen Garish#01 754
-
-// Britoniah 2
-//============================================================
-gefg_cas02,15,69,4 duplicate(GuildRelay1) Jody#02 754
-gefg_cas02,23,22,3 duplicate(GuildRelay2) Ron Haware#02 754
-gefg_cas02,178,38,3 duplicate(GuildRelay3) Vers#02 754
-gefg_cas02,18,159,5 duplicate(GuildRelay4) Gen Garish#02 754
-
-// Britoniah 3
-//============================================================
-gefg_cas03,257,41,4 duplicate(GuildRelay1) Jody#03 754
-gefg_cas03,110,91,3 duplicate(GuildRelay2) Ron Haware#03 754
-gefg_cas03,158,57,3 duplicate(GuildRelay3) Vers#03 754
-gefg_cas03,124,24,3 duplicate(GuildRelay4) Gen Garish#03 754
-
-// Britoniah 4
-//============================================================
-gefg_cas04,26,73,4 duplicate(GuildRelay1) Jody#04 754
-gefg_cas04,34,16,1 duplicate(GuildRelay2) Ron Haware#04 754
-gefg_cas04,55,70,5 duplicate(GuildRelay3) Vers#04 754
-gefg_cas04,73,38,6 duplicate(GuildRelay4) Gen Garish#04 754
-
-// Britoniah 5
-//============================================================
-gefg_cas05,47,47,4 duplicate(GuildRelay1) Jody#05 754
-gefg_cas05,65,28,3 duplicate(GuildRelay2) Ron Haware#05 754
-gefg_cas05,87,31,3 duplicate(GuildRelay3) Vers#05 754
-gefg_cas05,46,28,3 duplicate(GuildRelay4) Gen Garish#05 754
-
-// Greenwood Lake 1
-//============================================================
-payg_cas01,87,35,3 duplicate(GuildRelay1) Chungye#01 106
-payg_cas01,129,29,3 duplicate(GuildRelay2) Dosuhlji#01 754
-payg_cas01,13,146,5 duplicate(GuildRelay3) Yayula#01 741
-payg_cas01,91,49,3 duplicate(GuildRelay4) Ashin#01 59
-
-// Greenwood Lake 2
-//============================================================
-payg_cas02,34,253,3 duplicate(GuildRelay1) Chungye#02 106
-payg_cas02,77,229,3 duplicate(GuildRelay2) Dosuhlji#02 754
-payg_cas02,252,287,3 duplicate(GuildRelay3) Yayula#02 741
-payg_cas02,289,264,3 duplicate(GuildRelay4) Ashin#02 59
-
-// Greenwood Lake 3
-//============================================================
-payg_cas03,48,265,3 duplicate(GuildRelay1) Chungye#03 106
-payg_cas03,7,265,5 duplicate(GuildRelay2) Dosuhlji#03 754
-payg_cas03,16,16,5 duplicate(GuildRelay3) Yayula#03 741
-payg_cas03,10,266,3 duplicate(GuildRelay4) Ashin#03 59
-
-// Greenwood Lake 4
-//============================================================
-payg_cas04,24,285,3 duplicate(GuildRelay1) Chungye#04 106
-payg_cas04,21,16,3 duplicate(GuildRelay2) Dosuhlji#04 754
-payg_cas04,69,270,3 duplicate(GuildRelay3) Yayula#04 741
-payg_cas04,18,239,3 duplicate(GuildRelay4) Ashin#04 59
-
-// Greenwood Lake 5
-//============================================================
-payg_cas05,277,271,3 duplicate(GuildRelay1) Chungye#05 106
-payg_cas05,273,15,3 duplicate(GuildRelay2) Dosuhlji#05 754
-payg_cas05,283,24,3 duplicate(GuildRelay3) Yayula#05 741
-payg_cas05,276,287,3 duplicate(GuildRelay4) Ashin#05 59
-
-// Valkyrie Realms 1
-//============================================================
-prtg_cas01,96,205,5 duplicate(GuildRelay1) Hermod#01 754
-prtg_cas01,157,117,3 duplicate(GuildRelay2) Atila#01 728
-prtg_cas01,149,78,3 duplicate(GuildRelay3) Cecil#01 92
-prtg_cas01,125,191,3 duplicate(GuildRelay4) Diligo#01 754
-
-// Valkyrie Realms 2
-//============================================================
-prtg_cas02,73,35,5 duplicate(GuildRelay1) Hermod#02 754
-prtg_cas02,43,41,5 duplicate(GuildRelay2) Atila#02 728
-prtg_cas02,52,63,3 duplicate(GuildRelay3) Cecil#02 92
-prtg_cas02,100,62,3 duplicate(GuildRelay4) Diligo#02 754
-
-// Valkyrie Realms 3
-//============================================================
-prtg_cas03,5,68,5 duplicate(GuildRelay1) Hermod#03 754
-prtg_cas03,18,109,3 duplicate(GuildRelay2) Atila#03 728
-prtg_cas03,71,81,5 duplicate(GuildRelay3) Cecil#03 92
-prtg_cas03,183,215,3 duplicate(GuildRelay4) Diligo#03 754
-
-// Valkyrie Realms 4
-//============================================================
-prtg_cas04,39,263,3 duplicate(GuildRelay1) Hermod#04 754
-prtg_cas04,259,251,3 duplicate(GuildRelay2) Atila#04 728
-prtg_cas04,6,281,5 duplicate(GuildRelay3) Cecil#04 92
-prtg_cas04,59,282,5 duplicate(GuildRelay4) Diligo#04 754
-
-// Valkyrie Realms 5
-//============================================================
-prtg_cas05,52,70,5 duplicate(GuildRelay1) Hermod#05 754
-prtg_cas05,253,91,3 duplicate(GuildRelay2) Atila#05 728
-prtg_cas05,276,93,3 duplicate(GuildRelay3) Cecil#05 92
-prtg_cas05,211,36,3 duplicate(GuildRelay4) Diligo#05 754
diff --git a/npc/quests/gunslinger_quests.txt b/npc/quests/gunslinger_quests.txt
deleted file mode 100644
index 2f1c5b317..000000000
--- a/npc/quests/gunslinger_quests.txt
+++ /dev/null
@@ -1,1616 +0,0 @@
-//===== rAthena Script =======================================
-//= Gunslinger quests
-//===== By: ==================================================
-//= Playtester
-//===== Current Version: =====================================
-//= 1.6c
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= Gunslinger guns and bullet quests
-//===== Additional Comments: =================================
-//= 1.0 Only Garrison Gun done yet [Playtester]
-//= 1.1 Added Garrison[2] [Playtester]
-//= 1.2 Added Drifter, Destroyer and Inferno [Playtester]
-//= 1.3 Added official Gatling quests [Playtester]
-//= 1.4 Updated Destroyer Quest - Credits to Sinoco for first
-//= official version. [SinSloth]
-//= 1.5 Updated Inferno Quest to official version [SinSloth]
-//= 1.6 Updated Garrison Quest - Credits to Lazarus^ for
-//= making the first official version. [SinSloth]
-//= 1.6a Removed .GATs [Lupus]
-//= 1.6b Changed item names to item IDs on some scripts. [Samuray22]
-//= 1.6c Corrected a bad delitem. (bugreport:763) [Samuray22]
-//============================================================
-
-
-//===================== Garrison =====================================================
-
-que_ng,182,85,3 script Garrison 109,{
-
- if(BaseJob != Job_Gunslinger)
- {
- mes "[Garrison]";
- mes "You're not a gunslinger.";
- mes "You're distracting me from my work. Go on.";
- close;
- }
- else if(BaseLevel < 55)
- {
- mes "[Garrison]";
- mes "My name is Garrison. I'm a master in crafting guns.";
- mes "The gun I make is also called the Garrison. I named it that because I think the Garrison is as cool and perfect as myself.";
- next;
- mes "[Garrison]";
- mes "Why don't you commission a Garrison from me?";
- next;
- callsub SubGarrison;
- }
- switch(gun_gs)
- {
- case 0:
- if(countitem(13104) < 1)
- {
- mes "[Garrison]";
- mes "My name is Garrison. I'm a master in crafting guns.";
- mes "The gun I make is also called the Garrison. I named it that because I think the Garrison is as cool and perfect as myself.";
- next;
- mes "[Garrison]";
- mes "Are you here to commission a Garrison from me?";
- next;
- callsub SubGarrison;
- }
- mes "[Garrison]";
- mes "Hmm~ What's going on?";
- mes "Are you here because you need a weapon?";
- next;
- switch( select( "I need a Garrison.","Not really.","Cancel") )
- {
- case 1:
- mes "[Garrison]";
- mes "Oh~ Welcome";
- mes "Everyone needs me~!";
- mes "It just proves that my gun, the Garrison, is the best of the best.";
- mes "So, are you going to ask me to make one now?";
- next;
- callsub SubGarrison;
-
- case 2:
- mes "[Garrison]";
- mes "Hmm~ You look like you're wandering around without a mission.";
- mes "If you've got the time, will you do me a favor?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What is it?";
- next;
- mes "[Garrison]";
- mes "Mmm~ Well, I had actually received a letter recently stating that there are many defective makes of a gun I created called the Six Shooter.";
- next;
- mes "[Garrison]";
- mes "I'm a perfectionist, but due to my old age, my eyes are growing dark, and I think I may have sold defective Six Shooters.";
- next;
- mes "[Garrison]";
- mes "So what I'm trying to say is, I'm hoping someone will find me spare parts which I can use to replace defective parts in the detective Six Shooters.";
- next;
- mes "[Garrison]";
- mes "If you help me, I'll put a slot in that Garrison you're holding right now.";
- mes "What do you say?";
- next;
- mes "[Garrison]";
- mes "Just so you know, if I slot your Garrison, any current refine points or slotted cards will disappear. Decide carefully.";
- next;
- switch( select( "I don't like the sound of this.","Ok, I'll try it out.") )
- {
- case 1:
- mes "[Garrison]";
- mes "Hmm, I see.";
- mes "I understand.";
- mes "I guess I'll look for a different man.";
- close;
-
- case 2:
- mes "[Garrison]";
- mes "Oh, would you?";
- mes "I'm so thankful.";
- mes "These are the materials I need to make spare parts...";
- next;
- mes "[Garrison]";
- mes "10 Steel, 1 Elunium, 10 Emveretarcon, 30 Coal, and 10 Rusty Screws.";
- mes "I need this exact amount. Don't forget.";
- set gun_gs,1;
- close;
- }
-
- case 3:
- mes "[Garrison]";
- mes "Hmm... Come and see me later.";
- close;
- }
-
- case 1:
- if((countitem(999) < 10) || (countitem(7317) < 10) || (countitem(1011) < 10) || (countitem(1003) < 30) || (countitem(985) < 1))
- {
- mes "[Garrison]";
- mes "10 Steel, 1 Elunium, 10 Emveretarcon, 30 Coal, and 10 Rusty Screws.";
- mes "Don't forget -- the amount has to be exact.";
- close;
- }
- mes "[Garrison]";
- mes "Oh~ You're back with what I need~";
- mes "I'm so grateful.";
- mes "Oh.. there's another favor I need to have done. Err...";
- next;
- mes "[Garrison]";
- mes "I need to deliver the spare parts once I make them to another person, but I've got so much work to do around here.";
- next;
- mes "[Garrison]";
- mes "Sorry to ask, but I was hoping you can deliver what I make out of these materials to the next person.";
- next;
- mes "[Garrison]";
- mes "While you are on delivery, I will make preparations to slot your Garrison, as promised.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "-Hmm, I don't want to do it, but I'll do it anyway.-";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ok.";
- next;
- mes "[Garrison]";
- mes "Oh, thanks a lot.";
- mes "Then deliver this to a person called Ravey. He lives in the slums of Lighthalzen.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You receive the delivery goods from Garrison.";
- mes "Let's deliver them to a person named Ravey, who lives in the slums of Lighthalzen.";
- delitem 999,10;
- delitem 1011,10;
- delitem 7317,10;
- delitem 985,1;
- delitem 1003,30;
- set gun_gs,2;
- close;
-
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "You receive the delivery goods from Garrison.";
- mes "Let's deliver them to a person named Ravey, who lives in the slums of Lighthalzen.";
- close;
-
- case 3:
- mes "[Garrison]";
- mes "Oh~ How was your trip?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Gyah~";
- mes "I nearly died!!!";
- mes "That man tried to attack me when he saw me. I barely escaped death!";
- next;
- mes "[Garrison]";
- mes "Ahh~ Oh no.";
- mes "I had no idea the person who sent the letter was actually plotting to assassinate me. He was probably sent by one of our enemy guilds...";
- next;
- mes "[Garrison]";
- mes "It looks like I've sent you unintentionally on a very dangerous mission.";
- next;
- mes "[Garrison]";
- mes "I'm so sorry.";
- mes "You may also know, but there's bad guys plotting to attack the Professor and the Gunslinger Guild all over the place.";
- next;
- mes "[Garrison]";
- mes "Consider this a part of your training as an Gunslinger.";
- next;
- mes "[Garrison]";
- mes "I'm sorry about what happened.";
- mes "But, as promised, I will slot your Garrison ...";
- next;
- if(countitem(13104) < 1)
- {
- mes "[Garrison]";
- mes "Huh? Sigh.";
- mes "Did you sell off your gun while you were gone?";
- mes "I said I'd slot your gun, but I never said I'd slot a gun that isn't here.";
- mes "Go and get your Garrison and then get back to me.";
- set gun_gs,4;
- close;
- }
- mes "[Garrison]";
- mes "Let's see~";
- mes "*tonk* *tonk* *thump* *whump*";
- mes "Here is your modified";
- mes "Garrison.";
- mes "Please use it well.";
- delitem 13104,1;
- getitem 13105,1;
- set gun_gs, 5;
- close;
- case 4:
- if(countitem(13104) < 1)
- {
- mes "[Garrison]";
- mes "Go and get your Garrison and then get back to me.";
- close;
- }
- mes "[Garrison]";
- mes "Ah, there it is.";
- mes "Here is your modified";
- mes "Garrison.";
- mes "Do use it well.";
- delitem 13104, 1;
- getitem 13105, 1;
- set gun_gs,5;
- close;
- case 5:
- mes "[Garrison]";
- mes "Hmm~ You're back again~";
- mes "What's the matter?";
- mes "Did you come back because you need a weapon?";
- mes "What do you need?";
- next;
- switch( select( "Garrison","Slot a Garrison","Cancel"))
- {
- case 1:
- callsub SubGarrison;
- case 2:
- callsub SubGarrison_;
- case 3:
- mes "[Garrison]";
- mes "I'll see you when I see you~";
- close;
- }
- }
-
-SubGarrison:
- mes "[Garrison]";
- mes "To create a Garrison, I need...";
- mes "50 Steel, 3 Eluniums,";
- mes "1 Oridecon, 50 Coal,";
- mes "20 Rusty Screws, and";
- mes "there's a fee of 30,000 Zeny.";
- mes "Well, do you want one?.";
- next;
- switch( select( "Maybe later.","Yes, make it for me immediately.","Cancel") )
- {
- case 1:
- mes "[Garrison]";
- mes "Hmmm~ I got worked up for nothing~";
- mes "Think about it. Come see me if you decide.";
- close;
-
- case 2:
- if((countitem(999) < 50) || (countitem(7317) < 20) || (countitem(984) < 1) || (countitem(1003) < 50) ||(countitem(985) < 3) )
- {
- mes "[Garrison]";
- mes "You didn't bring enough materials";
- mes "To create a Garrison, I need...";
- mes "50 Steel, 3 Eluniums,";
- mes "1 Oridecon, 50 Coal,";
- mes "50 Rusty Screws,";
- mes "and there's a fee of 30,000 Zeny";
- mes "Don't forget.";
- close;
- }
- else if(Zeny < 30000)
- {
- mes "[Garrison]";
- mes "You need more Zeny~!";
- mes "More Zeny!!";
- close;
- }
- else if(checkweight(13104,1) == 0)
- {
- mes "[Garrison]";
- mes "There's no room in your inventory";
- mes "for my creation.";
- mes "Make some room";
- mes "in your inventory, and then";
- mes "Come and see me.";
- close;
- }
- mes "[Garrison]";
- mes "Hmm, looks like the correct amount of materials and Zeny.";
- mes "Here's a Garrison~";
- mes "If you need one again, come and see me~";
- delitem 984,1; //Oridecon
- delitem 985,3; //Elunium
- delitem 999,50; //Steel
- delitem 1003,50; //Coal
- delitem 7317,20; //Rusty Screw
- set Zeny,Zeny-30000;
- getitem 13104,1; //Garrison
- close;
-
- case 3:
- mes "[Garrison]";
- mes "I'll see you when I see you~";
- close;
- }
-
-SubGarrison_:
- mes "[Garrison]";
- mes "In order to slot a Garrison, I need";
- mes "10 Steel, 1 Elunium,";
- mes "10 Emveretarcon, 30 Coal,";
- mes "10 Rusty Screws, and";
- mes "1 Garrison.";
- mes "Well, do you want one?.";
- next;
- switch( select( "Maybe later.","Yes, make it for me immediately.","Cancel" ))
- {
- case 1:
- mes "[Garrison]";
- mes "You've got me worked up for nothing~";
- mes "Get back to me when you've made up your mind.";
- close;
-
- case 2:
- if((countitem(999) < 10) || (countitem(7317) < 10) || (countitem(1011) < 10) || (countitem(1003) < 30) || (countitem(985) < 1) || (countitem(13104) < 1))
- {
- mes "[Garrison]";
- mes "You didn't bring enough materials";
- mes "In order to slot a Garrison, I need";
- mes "10 Steel, 1 Elunium,";
- mes "10 Emveretarcon, 30 Coal,";
- mes "10 Rusty Screws, and";
- mes "1 Garrison.";
- mes "Don't forget.";
- close;
- }
- else if(checkweight(13105,1) != 1)
- {
- mes "[Garrison]";
- mes "There's no room in your inventory";
- mes "for my creation.";
- mes "Make some room";
- mes "in your inventory, and then";
- mes "Come and see me.";
- close;
- }
- mes "[Garrison]";
- mes "Hmm, looks like the correct amount of materials and Zeny.";
- mes "Here's a modified Garrison with a slot.";
- mes "If you need one again, come and see me~";
- delitem 999, 10;
- delitem 1011, 10;
- delitem 7317, 10;
- delitem 985, 1;
- delitem 1003, 30;
- delitem 13104, 1;
- getitem 13105, 1;
- close;
-
- case 3:
- mes "[Garrison]";
- mes "I'll see you when I see you~";
- close;
- }
-}
-
-lighthalzen,322,247,6 script Ravey 86,{
-
- if(gun_gs == 2)
- {
- mes "["+strcharinfo(0)+"]";
- mes "Excuse me. Hello.";
- mes "I'm here to give you replacement parts for defective Gunslin...";
- next;
- mes "[Ravey]";
- mes "You!!!";
- mes "Huuut~!!";
- mes "Die!!!";
- set gun_gs,3;
- percentheal 100,0;
- percentheal -90,0;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "- The man called Ravey suddenly attacks, as if he was waiting for the word Gunslinger...-";
- mes "You nearly died.-";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You run away without looking back.";
- mes "Let's hurry back to Garrison.-";
- close;
- }
- if(gun_gs == 3)
- {
- mes "["+strcharinfo(0)+"]";
- mes "- The man called Ravey suddenly attacks, as if he was waiting for the word Gunslinger...-";
- mes "You nearly died.-";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Let's hurry back to Garrison.-";
- close;
- }
- mes "[Ravey]";
- mes "Ugh...";
- mes "Err.. Err..";
- mes "......";
- close;
-}
-
-
-que_ng,187,163,3 script Ingrid 744,{
-
- if(BaseJob != Job_Gunslinger)
- {
- mes "[Ingrid]";
- mes "How are you!";
- mes "I've been appointed the new Gunslinger Weapons Creator. The name is Ingrid.";
- next;
- mes "[Ingrid]";
- mes "However, you don't seem to be a member of the Gunslinger Guild, so I can't help you with anything. Sorry.";
- close;
- }
- switch(gun_inf)
- {
- case 0:
- mes "[Ingrid]";
- mes "How are you!";
- mes "I've been appointed the new Gunslinger";
- mes "Weapons Creator. The name is Ingrid.";
- mes "A pleasure to serve you!";
- next;
- mes "[Ingrid]";
- mes "It's only been a short while";
- mes "since I've started working,";
- mes "But I'll try my best to";
- mes "assist you.";
- next;
- mes "[Ingrid]";
- mes "Ahh ... I feel so anxious.";
- mes "As of now, I'm doing the job of creating a weapon called the Inferno for customers.";
- next;
- mes "[Ingrid]";
- mes "The Inferno is the most advanced weapon made in our Guild laboratory.";
- next;
- mes "[Ingrid]";
- mes "It features incredible power and range, and an ergonomic design so that it can be held well and significantly minimize kickback when fired.";
- mes "It's a weapon worthy of being called the ultimate weapon for any Gunslinger.";
- mes "huff huff...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You know quite a lot about it";
- mes ".....";
- next;
- mes "[Ingrid]";
- mes "Ah. Of course~";
- mes "I am the person who designed this weapon..";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Wooow~ That's incredible~";
- next;
- mes "[Ingrid]";
- mes "Ah Oops...";
- mes "Did I end up bragging?";
- mes "I'm still nothing compared to Professor Serena.";
- next;
- mes "[Ingrid]";
- mes "Actually, I wanted to become a gunslinger too, but because of my physical shortcomings weak determination, I had to give up.";
- next;
- mes "[Ingrid]";
- mes "While I was applying to become a gunslinger, I was lucky enough to have Professor Serena see my talents, and with her help, I'm where I am now helping with the manufacturing and sales of Gunslinger Weapons";
- next;
- mes "[Ingrid]";
- mes "I'm still remorseful that I wasn't able to become a Gunslinger, but at least my brother, who took the Gunslinger test with me, passed and become one.";
- next;
- mes "[Ingrid]";
- mes "I'm glad that even though I fell, my brother was able to fulfill our dream.";
- next;
- mes "[Ingrid]";
- mes "Haha~ Look at me telling you all these things when you didn't even ask.";
- mes "Sorry.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "No, it's ok.";
- mes "You may not have become a Gunslinger, but I think you've become a great person.";
- next;
- mes "[Ingrid]";
- mes "Really? Thank you~";
- mes "I'll try my best.";
- next;
- mes "[Ingrid]";
- mes "To produce an Inferno,";
- mes "I need 100 Used Iron Plates, 10 Oridecons, 50 Old Rusty Screws, 100 Burning Hearts, and 200,000 Zeny.";
- mes "Would you like to produce it for you?";
- next;
- switch( select( "I'll think about it.", "Yes, please." ) )
- {
- case 1:
- mes "[Ingrid]";
- mes "Ah~ I see.";
- mes "I understand.";
- mes "Ok, well, think about it.";
- mes "Come back when you've made up your mind.";
- close;
-
- case 2:
- mes "[Ingrid]";
- mes "I understand.";
- mes "Here are the materials again.";
- next;
- mes "[Inferno]";
- mes "To produce an Inferno,";
- mes "I need 100 Used Iron Plates, 10 Oridecons, 50 Rusty Old Screws, 100 Burning Hearts, and 200,000 Zeny.";
- mes "You must bring me the correct number of materials.";
- mes "Please don't forget that.";
- set gun_inf,1;
- close;
- }
-
- case 1:
- callsub SubInferno;
-
- case 2:
- mes "[Ingrid]";
- mes "Hello~ You're back~";
- mes "Are you back because you need an Inferno?";
- next;
- switch( select( "Nah, I'm back just because..","Yes, make me an Inferno." ) )
- {
- case 1:
- mes "[Ingrid]";
- mes "Ah~ I see.";
- mes "I understand.";
- mes "Ok, well, think about it.";
- mes "Come back when you've made up your mind.";
- close;
-
- case 2:
- callsub SubInferno;
- }
- }
-
-SubInferno:
- if ((countitem(7319) < 100) || (countitem(7317) < 50) || (countitem(984) < 10) || countitem(7097) < 100)
- {
- mes "[Ingrid]";
- mes "Yeah, the required materials are 100 Used Iron Plates, 10 Oridecons, 50 Rusty Old Screws, 100 Burning Hearts, and 200,000 Zeny";
- mes "You must bring me the correct number of materials.";
- mes "Please don't forget that.";
- close;
- }
- else if(Zeny < 200000)
- {
- mes "[Ingrid]";
- mes "You've brought plenty of material,";
- mes "but did you bring enough Zeny?";
- mes "The price of creating an Inferno is 200,000 Zeny.";
- mes "Please don't forget that.";
- close;
- }
- else if(checkweight(13162,1) != 1)
- {
- mes "[Ingrid]";
- mes "It looks like you have too many items to carry my creation, so I can't give it to you.";
- mes "Why don't you come and see me again when you're ready to receive it?";
- close;
- }
- else
- {
- mes "[Ingrid]";
- mes "I see you have the proper amount of materials and Zeny.";
- mes "Here is the Inferno I've created for you.";
- mes "Use it well.";
- set Zeny,Zeny-200000;
- delitem 7319,100;
- delitem 984,10;
- delitem 7317,50;
- delitem 7097,100;
- getitem 13162,1;
- if(gun_inf == 1) set gun_inf,2;
- close;
- }
-}
-
-que_ng,185,180,3 script Vanessa 726,{
-
- if(BaseJob != Job_Gunslinger)
- {
- mes "[Vanessa]";
- mes "Hah !Hah !!";
- mes "Ballitude! Commander Sambo!";
- mes "Wrestling!, Muye Tai!";
- mes "Pancracion!,Lucharibre!";
- mes "I'm going to master all the bare hand weapons in this world!!";
- next;
- mes "[Vanessa]";
- mes "Hmm?!";
- mes "Who are you? You're inturrupting my practice!";
- mes "Get lost!";
- close;
- }
- switch(gunst)
- {
- case 0:
- mes "[Vanessa]";
- mes "Ha!Hyaa!!";
- mes "Vale Tudo!Commando Sambo!";
- mes "Wrestling!,Muay Thai!";
- mes "Pankration!,Mucho Libre!";
- mes "I will master all fighting styles";
- mes "in this world!!";
- next;
- mes "[Vanessa]";
- mes "Mm?";
- mes "You are a Gunslinger, huh?";
- mes "Why are you disturbing";
- mes "my exercises and me";
- mes "standing beside me?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "It's just watching exercise";
- mes "looks good...";
- mes ".............";
- next;
- mes "[Vanessa]";
- mes "Oh! You like martial arts?";
- mes "Come here~ I'll lock";
- mes "you in an arm-bar~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "N~ No thanks~";
- mes "it's okay~";
- next;
- mes "[Vanessa]";
- mes "What's okay~";
- mes "Come here~!";
- mes "-Bam!Bam!-";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Aah~Ugh~ Don't do that~";
- mes "Aa..Aaaahhhh~~!!";
- mes "Argh~";
- mes "-Sound of something broken-";
- mes "Owww~~";
- mes "*Sobs*~~";
- next;
- mes "[Vanessa]";
- mes "Hmm...Did I do it too strong.";
- mes "Mm~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Well obviously!";
- mes "Idiot!Idiot!!";
- mes "*sobs*~";
- next;
- mes "[Vanessa]";
- mes "Umm~umm~";
- mes "Sorry~";
- mes "Okay, okay,";
- mes "Don't cry.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "*sob*~";
- next;
- mes "[Vanessa]";
- mes "Okay~ okay..";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "*sob*~";
- next;
- mes "[Vanessa]";
- mes "Stop! Arrgh!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "........";
- next;
- mes "[Vanessa]";
- mes "Fine, okay.";
- mes "I'm sorry what happened";
- mes "I'll make a weapon for you";
- mes "if you gather some";
- mes "materials...";
- next;
- mes "[Vanessa]";
- mes "I'm Vanessa Louise.";
- mes "Originally a Martial Artist Applicant";
- mes "but I took a wrong turn";
- mes "and I'm stuck making weapons.";
- mes "Oh my god~oh my~ my miserable life~";
- next;
- mes "[Vanessa]";
- mes "Now onto the subject.";
- mes "The weapon I can create is";
- mes "called the Destroyer.";
- next;
- mes "[Vanessa]";
- mes "I especially named it";
- mes "after a technique I used in an arena";
- mes "Hehe~";
- mes "Take this~!Destroyer~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "*sob*~ Please~Stop~";
- next;
- mes "[Vanessa]";
- mes "Ah uh..Sorry...";
- mes "First Destroyer needs";
- mes "materials before creating it.";
- next;
- mes "[Vanessa]";
- mes "A considerable amount of items is needed";
- mes "so think carefully.";
- next;
- mes "[Vanessa]";
- mes "How about it? This kind of";
- mes "opportunity is not common.";
- mes "Want to make a request?";
- next;
- switch( select( "Maybe next time.","Okay.") )
- {
- case 1:
- mes "[Vanessa]";
- mes "Mm~ Is that so~";
- mes "It will be an opportunity for you.";
- mes "You'll regret it~";
- mes "Then see you next time~";
- mes "Bye~Bye~";
- close;
-
- case 2:
- mes "[Vanessa]";
- mes "Mm, Okay.";
- mes "To make a Destroyer,";
- mes "You need 50 Used Iron Plates";
- mes "5 Oridecons, 70 Rusty Old Screws";
- mes "and a fee of 100,000 zeny.";
- mes "You must bring me these exact materials. Understood?";
- set gunst,1;
- close;
- }
-
- case 1:
- callsub SubDestroyer;
-
- case 2:
- mes "[Vanessa]";
- mes "Oh~ You're back.?";
- mes "How are you nowadays?";
- mes "There's a new item in the store.";
- mes "Go ahead and choose.";
- next;
- switch(select( "Destroyer","Slotted Destroyer","Cancel") )
- {
- case 1:
- mes "[Vanessa]";
- mes "Yeah, that's nice";
- mes "That's a normal Destroyer.";
- mes "It takes 50 Used Iron Plates,";
- mes "5 Oridecons, 70 Rusty Old Screws,";
- mes "and 100,000 Zeny to make it.";
- mes "You have to bring me the correct amount of materials.";
- mes "Do you want it?";
- next;
- switch( select( "Maybe next time.","Okay.") )
- {
- case 1:
- mes "[Vanessa]";
- mes "What~ C'mon";
- mes "What's there to think about?";
- mes "Ok, well, think about it";
- mes "and come back...";
- close;
- case 2:
- callsub SubDestroyer;
- }
-
- case 2:
- mes "[Vanessa]";
- mes "Oh~ The Slotted Destroyer~";
- mes "Unlike the normal Destroyer,";
- mes "I want you to find me one of the rare items I'm collecting.";
- mes "Then I'll give it to you.";
- next;
- mes "[Vanessa]";
- mes "I'm looking for a Finger[2].";
- mes "I want 5 Oridecons too.";
- mes "You have to bring me the correct amount of materials.";
- mes "Do you still want a Slotted Destroyer?";
- next;
- switch( select( "I'll think about it.","OK! I do!") )
- {
- case 1:
- mes "[Vanessa]";
- mes "What~ C'mon";
- mes "What's there to think about?";
- mes "Ok, well, think about it";
- mes "and come back...";
- close;
-
- case 2:
- callsub SubDestroyer_;
-
- }
-
- case 3:
- mes "[Vanessa]";
- mes "Hmm~ Yeah~";
- mes "Take your time.";
- mes "Maybe you'd like to spar with me?";
- close;
- }
- }
-
-SubDestroyer:
-
- if ((countitem(7319) < 50) || (countitem(7317) < 70) || (countitem(984) < 5))
- {
- mes "[Vanessa]";
- mes "Yeah, the required materials are 50 Used Iron Plates,";
- mes "5 Oridecons, 70 Rusty Old Screws, and 100,000 Zeny.";
- mes "Keep in mind that you have to bring the correct amount.";
- close;
- }
- else if(Zeny < 100000)
- {
- mes "[Vanessa]";
- mes "You've brought plenty of material,";
- mes "But the fee is 100,000.";
- mes "Keep that in mind.";
- close;
- }
- else if(checkweight(13160,1) != 1)
- {
- mes "[Vanessa]";
- mes "It looks like you wouldn't be able to carry my creation with you even if I made it.";
- mes "Go and empty your inventory a bit.";
- close;
- }
- else
- {
- mes "[Vanessa]";
- mes "Okay~ Very well~";
- mes "All Checked~";
- mes "You've got the perfect materials and Zeny~";
- mes "Here's the Destroyer I made ahead of time for you.";
- mes "Use it well.";
- set Zeny,Zeny-100000;
- delitem 7319,50;
- delitem 984,5;
- delitem 7317,70;
- getitem 13160,1;
- if(gunst == 1) set gunst,2;
- next;
- mes "[Vanessa]";
- mes "If you ever need one again later,";
- mes "Come and fine me anytime~";
- mes "Next time I'll cast a different kind of bare hand technique.";
- close;
- }
-
-SubDestroyer_:
-
- if ((countitem(1812) < 1) || (countitem(984) < 5))
- {
- mes "[Vanessa]";
- mes "Yeah, the required materials are 1 Finger[2]";
- mes "and 5 Oridecons.";
- mes "Keep in mind that the materials need to be exact.";
- close;
- }
- else if(checkweight(13161,1) != 1)
- {
- mes "[Vanessa]";
- mes "There's no space in your inventory.";
- mes "Even if I made you one,";
- mes "You wouldn't be able to carry it";
- mes "Come back after you've cleared out your inventory.";
- close;
- }
- else
- {
- mes "[Vanessa]";
- mes "Okay~ Very well~";
- mes "All Checked~";
- mes "You've got the perfect materials and Zeny~";
- mes "Here's the Slotted Destroyer I made ahead of time for you.";
- mes "Use it well.";
- delitem 1812,1;
- delitem 984,5;
- getitem 13161,1;
- next;
- mes "[Vanessa]";
- mes "If you ever need one again later,";
- mes "Come and fine me anytime~";
- mes "Next time I'll cast a different kind of bare hand technique.";
- close;
- }
-}
-
-que_ng,149,178,4 script Lab Director 744,{
-
- if(gun_na == 1){
- if(countitem(1043) > 999 && countitem(932) > 999){
- delitem 1043,1000;
- delitem 932,1000;
- set gun_na,2;
- mes "[N. A]";
- mes "Ahh, it's all here! Ahh, and I";
- mes "was worried about that no one";
- mes "would be able to handle my ^ff0000Butcher^000000";
- mes "when I've finished creating it!";
- next;
- mes "[N. A]";
- mes "Alright, I'll give the ^ff0000Butcher^000000 to you.";
- mes "However, we don't do work for";
- mes "free, so we need to charge you";
- mes "for it. Also, you need to obtain";
- mes "permission to use the Butcher from";
- mes "Lady Celena.";
- next;
- mes "[N. A]";
- mes "Once you get the permission, I will";
- mes "give the Butcher to you, after paying";
- mes "the fee of 100000 zeny.";
- close;
- }else{
- mes "[N. A]";
- mes "Have you found ^ff00001000 Orc Claw^000000 and ^ff00001000 Skel Bone^000000 yet?";
- mes "If you think it's too difficult,";
- mes "you can choose to give up.";
- next;
- if(select("I'm not giving up!:I give up...") == 1){
- mes "[N. A]";
- mes "Alright, I trust you.";
- mes "Good luck.";
- close;
- }else{
- mes "[N. A]";
- mes "You're giving up huh?";
- mes "Well, I'll admit that the";
- mes "test is quite difficult, but";
- mes "you can't handle this weapon";
- mes "if you can't handle the test.";
- mes "You may come back later to";
- mes "take the challenge again.";
- set gun_na,0;
- close;
- }
- }
- }
- else if(gun_na == 2){
- mes "[N. A]";
- mes "I already got Lady Celena's";
- mes "permission to let you use the";
- mes "Butcher. You can use it once";
- mes "you've paid me 100000 zeny.";
- mes "Do you want to pay now?";
- next;
- if(select("Nope.:Yeah.") == 1){
- mes "[N. A]";
- mes "Alright. I await you to return";
- mes "with the money.";
- close;
- }else{
- if(Zeny < 100000){
- mes "[N. A]";
- mes "Huh, I don't think you have";
- mes "enough money on you.";
- mes "Come back with the money,";
- mes "alright?";
- close;
- }
- if(checkweight(13158,1) == 0){
- mes "[N. A]";
- mes "You are overweight.";
- mes "Even if I give you the";
- mes "weapon, you cannot carry it.";
- mes "Please clear your inventory.";
- close;
- }
- set Zeny,Zeny-100000;
- set gun_na,0;
- getitem 13158,1;
- mes "[N. A]";
- mes "One, two, three, four, five,";
- mes "six... 99997, 99998, 99999...";
- mes "100000. *ding~!* Very well!";
- mes "The fee is clear now. You may";
- mes "take the ^ff0000Butcher^000000 now!";
- next;
- mes "[N. A]";
- mes "Mr. F. Harrison from Lighthalzen";
- mes "is quite interested in your new";
- mes "toy there. Show it to him some";
- mes "time. He'll be glad.";
- next;
- mes "[N. A]";
- mes "Make good use of it!";
- mes "See ya!";
- close;
- }
- }
- else if(gun_na == 10){
- if (countitem(999) > 69 && countitem(985) > 4 && countitem(984) > 2 && countitem(1003) > 69 && countitem(7317) > 49 && Zeny > 50000){
- delitem 999,70;
- delitem 985,5;
- delitem 984,3;
- delitem 1003,70;
- delitem 7317,50;
- set Zeny,Zeny-50000;
- set gun_na,11;
- mes "[N. A]";
- mes "Aha, you got me all the";
- mes "materials. Here, let me get down";
- mes "to it right away! It'll take";
- mes "some time, so wait up...";
- close;
- }else{
- mes "[N. A]";
- mes "Eh? You don't have the materials";
- mes "with you yet?";
- next;
- mes "[N. A]";
- mes "To make Drifter, I will need";
- mes "70 Steel, 5 Elunium,";
- mes "3 Oridecon, 70 Coal, 50 Rusty";
- mes "Screws, and also a fee of";
- mes "50000 zeny.";
- mes "Come back to me once you have";
- mes "everything ready.";
- next;
- mes "[N. A]";
- mes "If you don't want it anymore,";
- mes "you can cancel the request.";
- next;
- if(select("Don't cancel.:Cancel it.") == 1){
- mes "[N. A]";
- mes "Well, please come back with the";
- mes "materials. I'll be waiting.";
- close;
- }else{
- mes "[N. A]";
- mes "Alright, request to make";
- mes "a Drifter for you is cancelled.";
- mes "I wish you good luck";
- mes "in your future.";
- set gun_na,0;
- close;
- }
- }
- }
- else if(gun_na == 11){
- if(checkweight(13157,1) == 0){
- mes "[N. A]";
- mes "You are overweight.";
- mes "Even if I made you the";
- mes "weapon, you cannot carry it.";
- mes "Please clear your inventory.";
- close;
- }
- set gun_na,0;
- getitem 13157,1;
- mes "[N. A]";
- mes "Ahh, here's the completed";
- mes "Drifter for you.";
- next;
- mes "[N. A]";
- mes "Please learn to use the";
- mes "Gatlings well. The crazy";
- mes "destruction will definitely";
- mes "be mentally helpful to you.";
- close;
- }
- else if(gun_na == 101){
- mes "[N. A]";
- mes "Ah, hello?";
- mes "I'm the Coordinator of";
- mes "Einbroch Weapon Development.";
- mes "My name is 'Lab Director'.";
- mes "Do you need something?";
- next;
- menu "I need a Special Metal Rod.",-;
- mes "[N. A]";
- mes "Huh...? Hey, weren't you that guy";
- mes "who walked out of here with a";
- mes "Butcher a while ago? How was the";
- mes "Butcher?";
- next;
- mes "[N. A]";
- mes "...... WHAT!? YOU BROKE IT!?";
- mes "I thought you would be able to";
- mes "use it well... You disappoint me!!!";
- next;
- mes "[N. A]";
- mes "You betrayed my faith in you!";
- mes "You traitor! Traitor!! TRAITOR!!!!";
- next;
- menu "Explain everything.",-;
- mes "[N. A]";
- mes "...... Whew.";
- mes "So it was Mr. F. Harrison who";
- mes "broke it, huh? I'm sorry, I should";
- mes "not have suspected you.";
- next;
- mes "[N. A]";
- mes "Lady Celena has the special metal";
- mes "rod that you want, but the doc is";
- mes "not in right now, and no one else";
- mes "knows where it is...";
- next;
- mes "[N. A]";
- mes "I have other research right now";
- mes "so I can't waste my time looking";
- mes "for that... Grr... I need the";
- mes "Elemental Spheres to keep going";
- mes "with my research...";
- next;
- menu "Make him an offer.",-;
- mes "[N. A]";
- mes "An offer? Like what?";
- next;
- menu "We find things for each other.",-;
- mes "[N. A]";
- mes "Hmm... That sounds good.";
- mes "Well, according to the offer,";
- mes "I'll look for the rod for you,";
- mes "while you find me those";
- mes "Elemental Spheres.";
- next;
- mes "[N. A]";
- mes "30 Poison Sphere, 30 Flare Sphere,";
- mes "30 Lightning Sphere, 30 Blind";
- mes "Sphere, or 30 Freezing Sphere.";
- mes "Find me 30 of each Element.";
- set gun_na,102;
- close;
- }
- else if(gun_na == 102){
- mes "[N. A]";
- mes "30 Poison Sphere, 30 Flare Sphere,";
- mes "30 Lightning Sphere, 30 Blind";
- mes "Sphere, or 30 Freezing Sphere.";
- mes "Find me 30 of each Element.";
- mes "Did you find them?";
- next;
-
- switch(select("Nope.:I found 30 Poison Spheres.:I found 30 Flare Spheres.:I found 30 Lightning Spheres.:I found 30 Blind Spheres.:I found 30 Freezing Spheres.")){
-
- case 1:
- mes "[N. A]";
- mes "Just bring me whatever type";
- mes "you could find.";
- close;
- break;
- case 2:
- if(countitem(13205) >= 30){
- delitem 13205,30;
- set gun_na,103;
- }
- else goto L_MORE;
- break;
- case 3:
- if(countitem(13203) >= 30){
- delitem 13203,30;
- set gun_na,103;
- }
- else goto L_MORE;
- break;
- case 4:
- if(countitem(13204) >= 30){
- delitem 13204,30;
- set gun_na,103;
- }
- else goto L_MORE;
- break;
- case 5:
- if(countitem(13206) >= 30){
- delitem 13206,30;
- set gun_na,103;
- }
- else goto L_MORE;
- break;
- case 6:
- if(countitem(13207) >= 30){
- delitem 13207,30;
- set gun_na,103;
- }
- else goto L_MORE;
- break;
- }
- mes "[N. A]";
- mes "Wow, you found them all for me!";
- mes "I had to turn Lady Celena's lab";
- mes "over to find this rod too.";
- mes "Let's trade then!";
- next;
- mes "-You gave the Elemental";
- mes "Spheres to Research Coordinator and got";
- mes "the Metal Rod in return.-";
- next;
- mes "[N. A]";
- mes "Mr. F. Harrison is very good.";
- mes "I'm sure he can fix your";
- mes "Butcher for you.";
- mes "Well, see you later!";
- close;
- }
- else if(gun_na == 103 || gun_na == 104){
- mes "[N. A]";
- mes "Mr. F. Harrison is very good.";
- mes "I'm sure he can fix your";
- mes "Butcher for you.";
- mes "Well, see you later!";
- close;
- }
- mes "[N. A]";
- mes "Ah, hello?";
- mes "I'm the Coordinator of";
- mes "Einbroch Weapon Development.";
- mes "My name is 'Lab Director'.";
- mes "Do you need something?";
- next;
- if (BaseJob != Job_Gunslinger){
- menu "Talk to him.",-;
- mes "[N. A]";
- mes "If you see Gunslingers around,";
- mes "please tell them that I have";
- mes "the latest news on weapons.";
- mes "If necessary, please send them";
- mes "here. Heheheheh...";
- close;
- }
- if (BaseLevel > 67){
- menu "Ask about 'Butcher'.",L_BUTCHER,"Ask about the 'Drifter'.",L_DRIFTER,"Cancel",L_CANCEL;
- }
- else if(BaseLevel > 54){
- menu "Ask about the 'Drifter'.",L_DRIFTER,"Cancel",L_CANCEL;
- }
- else{
- menu "Talk.",-;
- mes "[N. A]";
- mes "... Destruction... Madness...";
- mes "Hmm... Attack speed over 180...";
- next;
- mes "[N. A]";
- mes "Ah, sorry, I'm developing some";
- mes "new weapons. Please don't";
- mes "disturb me.";
- close;
- }
-
-L_CANCEL:
- mes "[N. A]";
- mes "I have news on the latest";
- mes "weapons but... I guess you're";
- mes "too busy to hear them.";
- mes "Maybe next time I guess.";
- close;
-
-L_BUTCHER:
- mes "[N. A]";
- mes "Ah, you heard the news";
- mes "shortly after the end";
- mes "of the development eh?";
- next;
- mes "[N. A]";
- mes "^ff0000Butcher^000000 is the newest development";
- mes "by us, the Einbroch Firearm Lab.";
- mes "It is the newest type of Gatling";
- mes "we have developed. While";
- mes "^ff0000Drifter^000000 is a good weapon";
- mes "as well, the ^ff0000Butcher^000000 definitely has";
- mes "a much stronger firepower!";
- next;
- mes "[N. A]";
- mes "Due to its strong firepower,";
- mes "the Butcher was also dubbed";
- mes "as the 'Murderer'.";
- next;
- mes "[N. A]";
- mes "However, even Gunslingers could";
- mes "have troubles controlling such";
- mes "a powerful weapon.";
- next;
- mes "[N. A]";
- mes "Do you think you can handle it?";
- next;
- if(select("I'm not sure...:Of course I can!!") == 1){
- mes "[N. A]";
- mes "The ^ff0000Butcher^000000 is a weapon that you";
- mes "can't handle without a strong";
- mes "will. I'll see you again when";
- mes "you have enough confidence to";
- mes "handle this monster.";
- close;
- }else{
- mes "[N. A]";
- mes "Aha, how self-confident you";
- mes "are! However, I see people with";
- mes "such self-confidence everywhere.";
- mes "You'll need to prove it...";
- mes "But how... Hmm...";
- next;
- mes "[N. A]";
- mes "Hmmm......";
- next;
- mes "[N. A]";
- mes "Aha! I got it!";
- next;
- mes "[N. A]";
- mes "Here, bring me ^ff00001000 Orc Claws^000000 and ^ff00001000 Skel Bone^000000.";
- mes "If you can bring me these items,";
- mes "I'll let you use the Butcher.";
- next;
- mes "[N. A]";
- mes "Easy, ain't it? Go and prove";
- mes "your ability then! Heheheh...";
- set gun_na,1;
- close;
- }
-
-L_DRIFTER:
- mes "[N. A]";
- mes "Ah, you're here to learn about";
- mes "the ^ff0000Drifter^000000 eh?";
- next;
- mes "[N. A]";
- mes "The ^ff0000Drifter^000000 is one of the many";
- mes "highest-classed weapons developed";
- mes "by Lady Celena. It's an automatic";
- mes "Gatling which boasts very high";
- mes "rate of fire, which is the highest";
- mes "among all Gunslinger weapons.";
- next;
- mes "[N. A]";
- mes "Of course, you will need the Skill";
- mes "to allow you to control Gatlings,";
- mes "but he who contorls Gatlings well";
- mes "will receive full aid from the";
- mes "^ff0000Drifter^000000.";
- next;
- mes "[N. A]";
- mes "Do you want to try using the ^ff0000Drifter^000000?";
- next;
- if(select("Um, no.:Yeah!") == 1){
- mes "[N. A]";
- mes "If you want to try it out";
- mes "some time, come back here.";
- close;
- }else{
- set gun_na,10;
- mes "[N. A]";
- mes "Since it's really hard to find";
- mes "the materials for constructing";
- mes "the ^ff0000Drifter^000000, we only make them";
- mes "on requests, and we require those";
- mes "who want to use the ^ff0000Drifter^000000 to bring";
- mes "us the materials.";
- next;
- mes "[N. A]";
- mes "I'll tell you the materials";
- mes "needed, just bring them and";
- mes "we'll construct it for you.";
- next;
- mes "[N. A]";
- mes "To make a Drifter, we need";
- mes "70 Steel, 5 Eluniums, 3";
- mes "Oridecons, 70 Coal, 50 Rusty";
- mes "Screws, and a fee of";
- mes "50,000 zeny.";
- mes "Come back after you found";
- mes "them all.";
- close;
- }
-
-L_MORE:
- mes "[N. A]";
- mes "Eh? What? Am I the only";
- mes "person who can't see them?";
- mes "Bring me more!";
- close;
-}
-
-lighthalzen,205,284,6 script F. Harrison 85,{
-
- if (gun_na == 100){
- if(checkweight(13102,1) == 0){
- mes "[F. Harrison]";
- mes "You are overweight.";
- mes "Even if I gave you the";
- mes "weapon, you cannot carry it.";
- mes "Please clear your inventory.";
- close;
- }
- mes "[F. Harrison]";
- mes "Hmm... Oh?";
- mes "Ahh...... Eh?";
- next;
- mes "[F. Harrison]";
- mes "Heheh... Hmm... Huh...?";
- next;
- menu "May I have my Butcher back now?",-;
- mes "[F. Harrison]";
- mes "Uh? Oh, umm... Heheh...";
- next;
- mes "[F. Harrison]";
- mes "Th-that, huh? Eh... Heheh...";
- next;
- mes "[F. Harrison]";
- mes "Ahahahah! I uh...";
- next;
- mes "[F. Harrison]";
- mes "That thing! BOOM!";
- next;
- mes "[F. Harrison]";
- mes "Bam bam! I was gonna fire it!";
- mes "Yeah!";
- next;
- mes "[F. Harrison]";
- mes "But it resisted! So I went 'BAM!' with";
- mes "my hand! MUAHAHAHAH!!";
- next;
- mes "[F. Harrison]";
- mes "And it broke...... *sob sob*";
- next;
- mes "[F. Harrison]";
- mes "I call myself 'Dr. Everything' and";
- mes "I wanted to fix it myself, but I";
- mes "don't seem to have the materials";
- mes "to fix it... And the materials are";
- mes "so rare too... *sob sob*";
- next;
- mes "[F. Harrison]";
- mes "Umm... I'm sorry for breaking";
- mes "it but... Could you get me the";
- mes "materials I need for fixing it?";
- mes "Bring me those items, and I can";
- mes "fix it, plus I'll modify it for";
- mes "you! I promise!!";
- next;
- mes "So please bring me the materials...";
- mes "*sob sob sob*";
- next;
- mes "[F. Harrison]";
- mes "The materials I need are";
- mes "10 Steel, 2 Eluniums,";
- mes "1 Oridecon, 20 Coal...";
- mes "And a Special Metal Rod";
- mes "used in the Butcher...";
- mes "I think only Lady Celena can";
- mes "make those rods......";
- next;
- mes "[F. Harrison]";
- mes "But first, you'll need to talk";
- mes "to Lady Celena's assistant, the 'Lab Director',";
- mes "and ask for his help.";
- mes "That kid's a bit hysterical, but";
- mes "she'll be nice help if you talk";
- mes "to her nicely...";
- next;
- mes "[F. Harrison]";
- mes "I'm really sorry... Here, I'll";
- mes "lend you my prized weapon,";
- mes "'Crimson Bolt'. But make sure";
- mes "you bring all those materials";
- mes "to me once you find them all!";
- mes "Promise me!!!";
- set gun_na,101;
- getitem 13102,1;
- close;
- }
- else if(gun_na == 101 || gun_na == 102){
- mes "[F. Harrison]";
- mes "The materials I need are";
- mes "10 Steel, 2 Eluniums,";
- mes "1 Oridecon, 20 Coal...";
- mes "And a Special Metal Rod";
- mes "used in the Butcher...";
- mes "Talk to the 'Lab Director' for his";
- mes "assistance on the Rod.";
- close;
- }
- else if(gun_na == 103){
- if(countitem(999) >= 10 && countitem(985) >= 2 && countitem(984) >= 1 && countitem(1003) >= 20){
- if(countitem(13102) > 0){
- delitem 999,10;
- delitem 985,2;
- delitem 984,1;
- delitem 1003,20;
- delitem 13102,1;
- set gun_na,104;
- mes "[F. Harrison]";
- mes "Aha! You got all the materials";
- mes "for me! I'll get to the repair";
- mes "right away, please hold on...";
- close;
- }
- else{
- mes "[F. Harrison]";
- mes "Aha! You got all the materials";
- mes "for me!";
- mes "... But where's my treasured";
- mes "'Crimson Bolt'!? I will not fix";
- mes "your Butcher for you if you don't";
- mes "bring it back to me!!";
- close;
- }
- }
- else{
- mes "[F. Harrison]";
- mes "The materials I need are";
- mes "10 Steel, 2 Eluniums,";
- mes "1 Oridecon, 20 Coal...";
- mes "And a Special Metal Rod";
- mes "used in the Butcher...";
- mes "Good thing you found the";
- mes "Special Metal Rod already.";
- close;
- }
- }
- else if(gun_na == 104){
- if(checkweight(13159,1) == 0){
- mes "-You're overweight already.-";
- mes "-Come back after dropping some";
- mes "stuff first.-";
- close;
- }
- set gun_na,0;
- getitem 13159,1;
- mes "[F. Harrison]";
- mes "Whew... Finally it's fixed, thanks";
- mes "to your effort. I'm very sorry";
- mes "for breaking it, and thank you";
- mes "for your effort. I feel guilty";
- mes "for just fixing it, so I added";
- mes "some extra power on it. I hope";
- mes "it'll work nicely for you.";
- mes "Well, enjoy it.";
- close;
- }
- else if(gun_na == 0){
- if(BaseJob != Job_Gunslinger) goto L_BORED;
- if(BaseLevel > 67 && countitem(13158) > 0){
- mes "[F. Harrison]";
- mes "Man, I'm so bored...";
- mes "I wonder if there's anything";
- mes "interesting...";
- next;
- mes "[F. Harrison]";
- mes "Eh? Are you a Gunslinger?";
- mes "I haven't seen that weapon";
- mes "in your hand before...";
- next;
- mes "[F. Harrison]";
- mes "May I take a look? Please?";
- mes "C'mon, let me take a look!";
- mes "I'm bored out of my mind here!";
- mes "Pleeeeeeeeeeeease~?";
- next;
- if(select("No way.:Here...") == 1){
- mes "[F. Harrison]";
- mes "Hah! You think you're the only";
- mes "one with a cool weapon!? Well";
- mes "I got my beautiful Crimson Bolt!";
- mes "Hmph!!";
- close;
- }
- mes "[F. Harrison]";
- mes "Heheh... This is the newest";
- mes "development by Einbroch Firearms";
- mes "Lab, the so-called uncontrollable";
- mes "'Destroyer Butcher', eh?";
- mes "Interesting... VERY interesting...";
- next;
- mes "[F. Harrison]";
- mes "Hey, let me try it out for a";
- mes "bit, alright? Don't worry, I";
- mes "know how to handle weapons,";
- mes "I won't break it!";
- mes "That's that! Let's go~";
- delitem 13158,1;
- set gun_na,100;
- close;
- }
- }
-
-L_BORED:
- mes "[F. Harrison]";
- mes "Man, I'm so bored...";
- mes "I wonder if there's anything";
- mes "interesting...";
- next;
- mes "[F. Harrison]";
- mes "Oh well... I'll just play with my";
- mes "beautiful 'Crimson Bolt'.";
- close;
-}
diff --git a/npc/quests/juice_maker.txt b/npc/quests/juice_maker.txt
deleted file mode 100644
index 1a84a377e..000000000
--- a/npc/quests/juice_maker.txt
+++ /dev/null
@@ -1,352 +0,0 @@
-//===== rAthena Script =======================================
-//= Juice Maker Quest
-//===== By: ==================================================
-//= kobra_k88
-//===== Current Version: =====================================
-//= 2.1
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis COnversion]
-//= Learn where to turn apples, bananas, carrots, and grapes
-//= into juice.
-//= Condition if done: (MISC_QUEST & 1)
-//===== Additional Comments: =================================
-//= 1.9 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
-//= Added tracking variables in, which are unset when complete.
-//= 2.0 Added missing checkweight. [L0ne_W0lf]
-//= 2.1 Fixed dialog for if your missing the needed items (He always said the dialog for grape juice). [Kisuka]
-//============================================================
-
-prt_in,49,172,3 script Marianne#juice 53,{
- if (MISC_QUEST&1 || morison_meat == 15) {
- mes "[Housewife Marianne]";
- mes "Whew...!";
- mes "Still, he won't eat anything unless it's Meat. But maybe he will eat fruit if it was cut so that it was easy to eat. Like, if it was blended into juice...";
- next;
- set mother_marienu,0;
- set morison_meat,0;
- set MISC_QUEST,MISC_QUEST | 1;
- mes "[Housewife Marianne]";
- mes "Ah! Come to think of it, I heard they were making fruit juice somewhere. Now where was it... Payon Village, or Morroc?";
- close;
- }
- if (mother_marienu == 1) {
- mes "[Housewife Marianne]";
- mes "Morrison!! Eat some fruits!! You don't want to become a slobby fat pig when you grow up, do you?";
- next;
- if (select("Talk:Cancel") == 1) {
- mes "[Housewife Marianne]";
- mes "Hm? ...You!";
- mes "You're the one who gave, my little Morrison that Meat?! Did you come here thinking I wouldn't know about it?!";
- next;
- mes "[Housewife Marianne]";
- mes "Go away, get out of my house NOW!!";
- close;
- }
- mes "[Housewife Marianne]";
- mes "Morrison!! I'm going to be very very mad if you keep doing this!";
- close;
- }
- if (morison_meat > 0) {
- set mother_marienu,1;
- mes "[Housewife Marianne]";
- mes "Oh!!.... This...";
- mes "what is this...??";
- mes "How could you do something like this to my boy?!";
- next;
- mes "[Housewife Marianne]";
- mes "Argh! Get out of my house right this instant!";
- close;
- }
- mes "[Housewife Marianne]";
- mes "Morrison!! Please eat some fruits!! Please~!";
- next;
- mes "[Housewife Marinaa]";
- mes "Sigh~!! Like father, like son...";
- next;
- switch(select("Talk:Cancel")) {
- mes "[Housewife Marianne]";
- mes "*Sigh*... This is Morrison...";
- mes "My one and only son.";
- next;
- mes "[Housewife Marianne]";
- mes "But these days, he just won't eat fruits. His face is so dull because he refuses to eat healthy. He just wants to eat Meat. I need to find a way to feed him fruits or vegetables....";
- close;
- }
- mes "[Housewife Marianne]";
- mes "Morrison!! You're going to be in big trouble if you keep this up!";
- close;
-}
-
-prt_in,47,173,3 script Morrison#juice 97,{
- if (MISC_QUEST&1 || morison_meat == 15) {
- mes "[Little Morrison]";
- mes "Bleh... Forget it.";
- mes "I'm just going to shrivel to death just eating fruits. Don't bother worrying about me .";
- close;
- }
- if (morison_meat > 9) {
- mes "[Little Morrison]";
- mes "Ah... so full~";
- mes "I think I can live now.";
- mes "You don't have to give me any more Meat. I feel like I'm going to explode if I eat any more.";
- if (morison_meat == 10) {
- next;
- set morison_meat,morison_meat+1;
- mes "[Little Morrison]";
- mes "Oh... and... um.";
- mes "Take this.";
- next;
- mes "[Little Morrison]";
- mes "It's a little something I've been saving to eat for later, but since you gave me Meat, I think I can pass on the sweets.";
- close;
- getitem 529,3; //Candy
- getitem 530,1; //Candy_Striper
- }
- close;
- }
- mes "[Little Morrison]";
- mes "Agh....Noooo!!!";
- mes "No, don't make me eat it! I can't bear to taste fruits!";
- next;
- if (countitem(517) > 0) {
- switch(select("Talk:Show the Meat:Cancel")) {
- case 1:
- mes "[Little Morrison]";
- mes "Aaaagh!! Once or twice is enough!! I refuse to eat any more fruits! You have to peel them and there's so much juice that it makes you feel icky...";
- next;
- mes "[Little Morrison]";
- mes "And they're all slippery and sour... Even if I eat it, I still feel hungry. Aaaah~! Give me Meat!";
- close;
- case 2:
- mes "[Little Morrison]";
- mes "Ooh! M-Meaaat~";
- mes "Ah... hu...hungry...";
- mes "The scent of Meat...";
- mes "Excuse me...";
- mes "C-can I please have one?";
- next;
- if (select("Give Meat:Don't Give Meat") == 1) {
- delitem 517,1; //Meat
- set morison_meat,morison_meat+1;
- mes "[Little Morrison]";
- mes "Wow~!!! Meat!!";
- mes "So yummy!";
- mes "Thank you,";
- mes "I think I can";
- mes "live now.";
- mes "*Chew chew*";
- close;
- }
- set morison_meat,15;
- mes "[Little Morrison]";
- mes "Waah...!";
- mes "Fine, I get it now.";
- mes "Adults are all the same!";
- close;
- case 3:
- mes "[Little Morrison]";
- mes "Aaaaah!!! No matter what, I'm not going to eat fruits and vegetables!";
- close;
- }
- }
- if (select("Talk:Cancel") == 1) {
- mes "[Little Morrison]";
- mes "Aaah!! I can't eat any more fruits!";
- next;
- mes "[Little Morrison]";
- mes "I refuse to eat any more fruits! You have to peel them and there's so much juice that it makes you feel icky...";
- next;
- mes "[Little Morrison]";
- mes "And they're all slippery and sour... Even if I eat it, I still feel hungry.";
- mes "Aaaah~!";
- mes "Give me Meat!";
- close;
- }
- mes "[Little Morrison]";
- mes "Aaaaah!!! No matter what, I'm not going to eat fruits and vegetables!";
- close;
-}
-
-payon_in03,188,146,5 script Marx Hansen#juice 86,{
- if (checkweight(1201,1) == 0) {
- mes "- Wait a moment! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please come back later -";
- mes "- after you put some items into kafra storage. -";
- close;
- }
- if (MISC_QUEST&1) {
- mes "[Merchant Marx Hansen]";
- mes "Welcome.";
- mes "Did you come to";
- mes "process fruits as well?";
- next;
- switch(select("Make Juice.:Talk and get information about fruit processing.:Cancel.")) {
- case 1:
- mes "[Merchant Marx Hansen]";
- mes "What kind of fruit juice would you like to make?";
- next;
- switch(select("Apple Juice:Banana Juice:Carrot Juice:Grape Juice:Cancel")) {
- case 1:
- set .@fruit,512;
- set .@juice,531;
- break;
- case 2:
- set .@fruit,513;
- set .@juice,532;
- break;
- case 3:
- set .@fruit,515;
- set .@juice,534;
- break;
- case 4:
- set .@fruit,514;
- set .@juice,533;
- break;
- case 5:
- mes "[Merchant Marx Hansen]";
- mes "Well then...";
- mes "See you next time.";
- close;
- }
- if (countitem(.@fruit) == 0 || countitem(713) == 0 || Zeny < 3) {
- mes "[Merchant Marx Hansen]";
- mes "Oh no...";
- mes "You don't have all the necessary materials. To make "+getitemname(.@juice)+", I need 1 "+getitemname(.@fruit)+" and 1 Empty Bottle. I will also need a 3 zeny fee.";
- next;
- mes "[Merchant Marx Hansen]";
- mes "When you have prepared everything, I will blend the fruit to give you delicious juice.";
- close;
- }
-
- mes "[Merchant Marx Hansen]";
- mes "How many would you like?";
- next;
- switch(select("As many as I can.:I want a certain amount.:Cancel.")) {
- case 1:
- set .@make,countitem(.@fruit);
- if (countitem(713) < .@make) set .@make, countitem(713);
- if (Zeny/3 < .@make) set .@make, Zeny/3;
- break;
- case 2:
- mes "[Merchant Marx Hansen]";
- mes "Choose a number less than 100. If you don't want to, put '0'. You can make up to " + countitem(.@fruit) + " bottles of juice.";
- next;
- while(1) {
- input .@input;
- if (.@input == 0) {
- mes "[Merchant Marx Hansen]";
- mes "Well then...";
- mes "Come again.";
- close;
- }
- else if (.@input > 100) {
- mes "[Merchant Marx Hansen]";
- mes "More than 100 bottles is impossible. Choose a different amount.";
- next;
- }
- else {
- break;
- }
- }
- set .@make,.@input;
- break;
- case 3:
- mes "[Merchant Marx Hansen]";
- mes "Well then...";
- mes "Come again.";
- close;
- }
-
- set .@total_zeny,3 * .@make;
-
- if (countitem(.@fruit) < .@make || countitem(713) < .@make || Zeny < .@total_zeny) {
- mes "[Merchant Marx Hansen]";
- mes "Oh no...";
- mes "You don't have all the necessary materials. I can't help a situation like this. I guess you collect what you need.";
- close;
- }
- delitem .@fruit,.@make;
- delitem 713,.@make;
- set zeny,zeny-.@total_zeny;
- getitem .@juice,.@make;
-
- mes "[Merchant Marx Hansen]";
- mes "Here you go! Fresh and delicious juice as promised. It should be very refreshing and palatable.";
- next;
- mes "[Merchant Marx Hansen]";
- mes "Well then...";
- mes "Come again.";
- close;
- case 2:
- mes "[Merchant Marx Hansen]";
- mes "Before humans were able to develop such vast societies, they gathered fruit from trees to survive. Fruits may have been nature's blessing that allowed us to exist in the world.";
- next;
- mes "[Merchant Marx Hansen]";
- mes "Since life became so prosperous, the younger generation seems not to eat fruit any more. So, I started thinking of ways to make fruit easier to eat.";
- next;
- mes "[Merchant Marx Hansen]";
- mes "I realized that when you make fruit juice, it's more convenient to eat and has a much better taste.";
- next;
- mes "# Fruit Juice Information #";
- mes "^CC4E5C- Apple Juice -^000000";
- mes "Apple x 1 ea, Empty Bottle x 1 ea, 3 zeny.";
- mes "";
- mes "^E3CF57- Banana Juice -^000000";
- mes "Banana x 1 ea, Empty Bottle x 1 ea, 3 zeny.";
- mes "";
- mes "^ED9121- Carrot Juice -^000000";
- mes "Carrot x 1 ea, Empty Bottle x 1 ea, 3 zeny.";
- mes "";
- mes "^CC00FF- Grape Juice -^000000";
- mes "Grape x 1 ea, Empty Bottle x 1 ea, 3 zeny.";
- close;
- case 3:
- mes "[Merchant Marx Hansen]";
- mes "Hey!";
- mes "If you visit";
- mes "somebody, talk to them!";
- close;
- }
- }
- else {
- mes "[Merchant Marx Hansen]";
- mes "Welcome.";
- mes "How may I help you?";
- next;
- if (select("Talk:Cancel") == 1) {
- mes "[Merchant Marx Hansen]";
- mes "Before humans were able to develop such vast societies, they gathered fruit from trees to survive. Fruits may have been nature's blessing that allowed us to exist in the world.";
- next;
- mes "[Merchant Marx Hansen]";
- mes "Since life became so prosperous, the younger generation seems not to eat fruit any more. So, I started thinking of ways to make fruit easier to eat.";
- next;
- mes "[Merchant Marx Hansen]";
- mes "I realized that when you make fruit juice, it's more convenient to eat and has a much better taste.";
- close;
- }
- mes "[Merchant Marx Hansen]";
- mes "Hey!";
- mes "If you vist";
- mes "somebody, talk to them!";
- close;
- }
-}
-
-//============================================================
-// Old changelog
-//============================================================
-//= 1.1 fixed input number check [Lupus]
-//= 1.2 fixed misplaced Grape<->Carrot juices [Lupus]
-//= 1.3 added a loopless menu 'as many as possible' [Lupus]
-//= 1.3a Turned the juice making part of the Juicer npc into a
-//= subfunc. Changed fruit amount needed to 1.[kobra_k88]
-//= Fixed exploits [Lupus]
-//= 1.6 fixed typo (where did @ipnut came from?) [Lance]
-//= 1.8 got rid of vars: 'MEAT',"MARIANNE","MORRISON"
-//= From now, all common quests start using bits of the
-//= same variable MISC_QUEST [Lupus]
-//============================================================
diff --git a/npc/quests/magic_books.txt b/npc/quests/magic_books.txt
deleted file mode 100644
index d85bfb0d3..000000000
--- a/npc/quests/magic_books.txt
+++ /dev/null
@@ -1,2161 +0,0 @@
-//===== rAthena Script =======================================
-//= Magic Book Seller
-//===== By: ==================================================
-//= Masao
-//= Credits to Muad_Dib for the translation.
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= rAthena
-//===== Description: =========================================
-//= An NPC which sells you different kinds of Magic Books.
-//===== Additional Comments: =================================
-//= 1.0 First Version. [Masao]
-//============================================================
-
-geffen_in,176,105,4 script Magic Book Master Velof 64,{
-
- if (checkweight(1201,1) == 0) {
- mes "You're carrying too many items. Please make some room in your bag first.";
- close;
- }
- if ((MaxWeight - Weight) < 1000) {
- mes "You're overweight with items. Please lose some item weight first.";
- close;
- }
- if ((Upper == 2) && (Class != Job_Baby_Warlock)) {
- mes "[Magic Book Master Velof]";
- mes "What are you, a baby?";
- mes "I'm not here to babysit. Get lost!";
- close;
- }
- if ((Class != Job_Warlock) && (Class != Job_Warlock_T) && (Class != Job_Baby_Warlock)) {
- mes "[Magic Book Master Velof]";
- mes "Ha ha, are you also seeking new knowledge?";
- next;
- mes "[Magic Book Master Velof]";
- mes "I'm sorry, but my knowledge doesn't concern you.";
- close;
- }
- if (getskilllv(2230) < 1) { // WL_RELEASE
- mes "[Magic Book Master Velof]";
- mes "Well you've met all the qualifications except one: you need the Release spell.";
- next;
- mes "[Magic Book Master Velof]";
- mes "Learn the spell first. I've got so many things to tell you.";
- close;
- }
- if ((getskilllv(2230) > 0) && (Class == Job_Warlock) || (Class == Job_Warlock_T) || (Class == Job_Baby_Warlock)) {
- mes "[Magic Book Master Velof]";
- mes "Welcome, my friend.";
- mes "Congratulations on entering a brand new world of magic.";
- next;
- mes "[Magic Book Master Velof]";
- mes "We magic practitioners are always thirsty for new knowledge and power.";
- next;
- mes "[Magic Book Master Velof]";
- mes "We endure great hardship and pain to achieve what we want. When we finally do, the sense of accomplishment defies description. That's why both you and I have chosen the way of magic.";
- next;
- mes "[Magic Book Master Velof]";
- mes "By the way, what brings you to me today?";
- next;
- switch (select("Nothing.:Do you know the Reading Spell Book?:What's the Freezing Spell?:Can I have a Magic Book?:Can I use the Reading Spell Book without the Freezing Spell?:About the Ultimate Magic Book")) {
- case 1:
- mes "[Magic Book Master Velof]";
- mes "Hah! You're silly.";
- close;
- case 2:
- mes "[Magic Book Master Velof]";
- mes "Reading Spell Book literally means 'read a spell book.' Do you know how to use Magic Books?";
- next;
- switch (select("Yes, I do.:No, I don't.")) {
- case 1:
- mes "[Magic Book Master Velof]";
- mes "Well then, you don't need an additional lecture.";
- close;
- case 2:
- mes "[Magic Book Master Velof]";
- mes "Magic Books are an advanced type of magic scroll. While spells on scrolls disappear after one use, the ones in Magic Books can be cast multiple times.";
- next;
- mes "[Magic Book Master Velof]";
- mes "Let's compare a spell on a scroll to a wire. When the wire is used to open a door or do something else, it's bent and crushed, losing its original shape. A spell from a Magic Book is more like a shape memory alloy.";
- next;
- mes "[Magic Book Master Velof]";
- mes "Huh, don't you now what shape memory alloy is? Eh, just remember this: a wire made from shape memory alloy restores its shape over time.";
- next;
- mes "[Magic Book Master Velof]";
- mes "Like the alloy, a spell on a Magic Book remains after a use, although reusing the spell has a downtime for its restoration.";
- next;
- mes "[Magic Book Master Velof]";
- mes "...Oh, I didn't mean to talk for too long. Anyways, you can use Magic Books to cast spells that you've learned. Its concept is different from normal spells.";
- next;
- select("What's the difference?");
- mes "[Magic Book Master Velof]";
- mes "Why do you have to write your existing spells in Magic Books, you asked?";
- next;
- mes "[Magic Book Master Velof]";
- mes "That's a good question. It's related to Magic Binding.";
- next;
- mes "[Magic Book Master Velof]";
- mes "You already learned Release, which allows you to hold the energy of the four different elements before the actual casting. Magic Binding is similar to Release.";
- next;
- mes "[Magic Book Master Velof]";
- mes "Since you've learned Release, you're capable of using Magic Binding as well. Well, let's talk about that later.";
- next;
- mes "[Magic Book Master Velof]";
- mes "You know how to hold an existing spell, and then cast it at a desired timing via Release.";
- next;
- mes "[Magic Book Master Velof]";
- mes "Carrying the globes of the four elements is also related to Magic Binding.";
- next;
- mes "[Magic Book Master Velof]";
- mes "As you know, the four elements are Fire, Water, Wind, and Earth. Being able to employ them freely is the essential principle of magic.";
- next;
- mes "[Magic Book Master Velof]";
- mes "We Humans use torches to keep fire, fans to blow wind, and bowls to hold water. We also use clay to make earthenware.";
- next;
- mes "[Magic Book Master Velof]";
- mes "Those activities may differ from magic, but both are the same in the sense of employing the four elements.";
- next;
- mes "[Magic Book Master Velof]";
- mes "When you use complex magic spells to summon a storm, drop lightning, or burn an area, that consumes a lot of your energy, both physically and mentally.";
- next;
- mes "[Magic Book Master Velof]";
- mes "When you fail to bind such powerful magic spells or fail to control them,";
- next;
- mes "[Magic Book Master Velof]";
- mes "you can receive irreparable damage to your mind and body.";
- next;
- mes "[Magic Book Master Velof]";
- mes "That's why we use Magic Books to reduce that burden. It helps summon pre-cast spells while you're focusing on binding their magic power.";
- next;
- mes "[Magic Book Master Velof]";
- mes "There's one downside though: Magic Books cannot be used for spells that you haven't learned.";
- next;
- mes "[Magic Book Master Velof]";
- mes "As I said earlier, spells in Magic Books tend to go back to what they are.";
- next;
- mes "[Magic Book Master Velof]";
- mes "That said, as a Circler, you cannot change or create spells in Magic Books.";
- next;
- mes "[Magic Book Master Velof]";
- mes "Even if you create one, its power will be beyond your capacity.";
- next;
- mes "[Magic Book Master Velof]";
- mes "In order to use the Reading Spell Book, you must learn the Freezing Spell to bind magic.";
- close;
- }
- case 3:
- mes "[Magic Book Master Velof]";
- mes "The Freezing Spell is used for Magic Binding. It helps you to insert a magic spell to a circle.";
- next;
- mes "[Magic Book Master Velof]";
- mes "Circles of magic work organically with each other. When you use the Freezing Spell to bind a spell, the spell won't activate until you cast the release spell.";
- next;
- mes "[Magic Book Master Velof]";
- mes "Of course, binding a spell continuously consumes your mana, but it consumes less mana than conventional magic spells.";
- next;
- mes "[Magic Book Master Velof]";
- mes "Magic Binding becomes more difficult when you use more powerful magic spells.";
- next;
- mes "[Magic Book Master Velof]";
- mes "For weak spells, you can bind two to three of them with your circle. For more powerful spells, maybe one or two is possible.";
- next;
- mes "[Magic Book Master Velof]";
- mes "That all depends on your ability to control your spells. You'll have to try and experience Magic Binding after you first learn it to really understand.";
- close;
- case 4:
- mes "[Magic Book Master Velof]";
- mes "I'm sorry, but I only have Magic Books for beginners, but they're obviously not suitable for you. Do you still want one?";
- next;
- switch (select("Sure thing.:Where can I find advanced books?")) {
- case 1:
- mes "[Magic Book Master Velof]";
- mes "Please go talk to [Lea] in the Archive. Tell her that you need one of the Magic Books that I've stored in there.";
- next;
- mes "[Magic Book Master Velof]";
- mes "For your information, she won't give it to you without anything in return. Expect her to ask you for something!";
- if (wm_book < 1) {
- set wm_book, 1;
- }
- close;
- case 2:
- mes "[Magic Book Master Velof]";
- mes "I'm sorry, but our management has recently decided to limit the availability of Magic Books for Multi Circlers. It's because their numbers are increasing more quickly than we expected.";
- next;
- mes "[Magic Book Master Velof]";
- mes "You could find one if you try hard, but I don't have any with me.";
- next;
- mes "[Magic Book Master Velof]";
- mes "If our management releases the restriction, you'll be the first one to know. Don't worry.";
- close;
- }
- case 5:
- mes "[Magic Book Master Velof]";
- mes "Nothing will happen when you try to bind magic without using Magic Binding because you have nothing to hold magic.";
- next;
- mes "[Magic Book Master Velof]";
- mes "It's like water that needs a bowl to stay in place.";
- next;
- mes "[Magic Book Master Velof]";
- mes "The problem is when you try to forcefully cast a spell that you haven't learned. It'll definately backfire on you.";
- next;
- mes "[Magic Book Master Velof]";
- mes "Of course, the damage won't be severe: you'll fall asleep or be thrown into confusion. This is all because there's a conflict between your Magic Book and the force of Magic Binding when you're trying to summon and hold a unlearned spell.";
- next;
- mes "[Magic Book Master Velof]";
- mes "Don't try it out just to see what happens for yourself! Falling asleep while casting a spell? There's nothing more humiliating than that to magic practitioners like us.";
- close;
- case 6:
- if ((BaseLevel > 139) && (getskilllv(2217) > 0) || (getskilllv(2213) > 0)) {
- if(mac_book < 1){
- mes "[Magic Book Master Velof]";
- mes "I'm sorry, but could you ask someone else? I'm kind of busy right now.";
- close;
- }
- if (mac_book == 1) {
- mes "[Magic Book Master Velof]";
- mes "Huh, are you looking for the Ultimate Magic Book? Who sent you?";
- next;
- select("Ms. Lea.");
- mes "[Magic Book Master Velof]";
- mes "I'm sorry, but there's not much information left about the Ultimate Magic Book.";
- next;
- mes "[Magic Book Master Velof]";
- mes "A few scholars in the Midgard Continent once tried to collect ancient Magic Books and reproduce that book, but...";
- next;
- select("But what?");
- mes "[Magic Book Master Velof]";
- mes "Oh yes, perhaps he might know something.";
- next;
- select("Yes, I knew this was coming!");
- mes "[Magic Book Master Velof]";
- mes "My brother is just like you. He's very interested in recreating the Ultimate Magic Book.";
- next;
- mes "[Magic Book Master Velof]";
- mes "His name is Galfos.";
- mes "He's been taking a great interest in the ancient Magic Books.";
- next;
- mes "[Magic Book Master Velof]";
- mes "I didn't support him or give him any advice for his research since I thought he'd give on it pretty quickly, but...";
- next;
- mes "[Magic Book Master Velof]";
- mes "If he's discovered anything useful, maybe it can helpful to you.";
- next;
- select("Where's Galfos now?");
- mes "[Magic Book Master Velof]";
- mes "I've heard that he's near the Expedition Camp beyond the Dimensional Rift to seek information about the ancient Magic Books.";
- next;
- mes "[Magic Book Master Velof]";
- mes "If you want to see him, you should prepare for a long journey.";
- set mac_book,2;
- close;
- }
- if (mac_book > 1) {
- mes "[Magic Book Master Velof]";
- mes "Galfos is near the Expedition Camp beyond the Dimensional Rift.";
- next;
- mes "[Magic Book Master Velof]";
- mes "If you want to see him, you should prepare for a long journey.";
- close;
- }
- }
- mes "[Magic Book Master Velof]";
- mes "Ha ha, I'm sorry, but you should focus on strengthening your body rather than creating Magic Books.";
- close;
- }
- }
- mes "[Magic Book Master Velof]";
- mes "Ha ha, are you also seeking new knowledge?";
- next;
- mes "[Magic Book Master Velof]";
- mes "I'm sorry, but my knowledge doesn't concern you.";
- close;
-}
-
-geffen_in,175,112,4 script Lea 123,{
-
- if (checkweight(1201,1) == 0) {
- mes "You're carrying too many items. Please make some room in your bag first.";
- close;
- }
- if ((MaxWeight - Weight) < 1000) {
- mes "You're overweight with items. Please lose some item weight first.";
- close;
- }
- if ((wm_book > 0) && (Class == Job_Warlock) || (Class == Job_Warlock_T) || (Class == Job_Baby_Warlock)) {
- mes "[Lea]";
- mes "You can only read books here. If you'd like to borrow any books, please receive an approval from 1 manager and 1 High Mage.";
- next;
- mes "[Lea]";
- mes "How may I help you?";
- next;
- select("Master Velof asked me to bring his Magic Book.");
- mes "[Lea]";
- mes "Are you borrowing a book?";
- next;
- switch (select("Let me think.:I want the Beginner's Magic Books.:I want the Intermediate Magic Books.:I want the Superior Magic Books.:I want the Ultimate Magic Book.")) {
- case 1:
- mes "[Lea]";
- mes "No problem.";
- close;
- case 2:
- mes "[Lea]";
- mes "We're in trouble because so many people want to borrow our Magic Books.";
- next;
- mes "[Lea]";
- mes "Unfortunately, many of our lent books aren't returned on time. That's why we've decided to charge a security deposit.";
- next;
- select("A security deposit?");
- mes "[Lea]";
- mes "Yes. You may pay a minimum of 10,000 Rune-Midgarts zeny. Alternatively, you can bring 2 Old Magic Books or 50 Old Pages. Once you pay the deposit, I'll let you borrow some Magic Books.";
- next;
- switch (select("Where can I find Old Magic Books and Old Pages?:I'll pay with zeny.:I'll pay with Old Magic Books.:I'll pay with Old Pages.")) {
- case 1:
- mes "[Lea]";
- mes "I heard that you can find them from Ride Words, Death Words, Bathorys, and other monsters. I ask that you please don't strain yourself to find those items.";
- next;
- mes "[Lea]";
- mes "Your life is more important than anything else, you know?";
- close;
- case 2:
- if (Zeny > 10000) {
- mes "[Lea]";
- mes "What kind of Magic Book do you want?";
- next;
- switch (select("Let me think.:Magic Book (Fire Bolt):Magic Book (Cold Bolt):Magic Book (Lightning Bolt)")) {
- case 1:
- mes "[Lea]";
- mes "No problem.";
- close;
- case 2:
- if (countitem(6189) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if (Zeny > 10000) {
- mes "[Lea]";
- mes "The book's return date is written on the lending card on the back cover of the book.";
- next;
- mes "[Lea]";
- mes "Please try not to lose or damage the book to avoid paying any extra charges.";
- set Zeny, Zeny - 10000;
- getitem 6189,1; //Magic_Book_FB
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 3:
- if (countitem(6190) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if (Zeny > 10000) {
- mes "[Lea]";
- mes "The book's return date is written on the lending card on the back cover of the book.";
- next;
- mes "[Lea]";
- mes "Please try not to lose or damage the book to avoid paying any extra charges.";
- set Zeny, Zeny - 10000;
- getitem 6190,1; //Magic_Book_CB
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 4:
- if (countitem(6191) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if (Zeny > 10000) {
- mes "[Lea]";
- mes "The book's return date is written on the lending card on the back cover of the book.";
- next;
- mes "[Lea]";
- mes "Please try not to lose or damage the book to avoid paying any extra charges.";
- set Zeny, Zeny - 10000;
- getitem 6191,1; //Magic_Book_LB
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- }
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 3:
- if (countitem(1006) > 1) {
- mes "[Lea]";
- mes "What kind of Magic Book do you want?";
- next;
- switch (select("Let me think.:Magic Book (Fire Bolt):Magic Book (Cold Bolt):Magic Book (Lightning Bolt)")) {
- case 1:
- mes "[Lea]";
- mes "No problem.";
- close;
- case 2:
- if (countitem(6189) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if (countitem(1006) > 1) {
- mes "[Lea]";
- mes "The book's return date is written on the lending card on the back cover of the book.";
- next;
- mes "[Lea]";
- mes "Please try not to lose or damage the book to avoid paying any extra charges.";
- delitem 1006,2; //Old_Magic_Book
- getitem 6189,1; //Magic_Book_FB
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 3:
- if (countitem(6190) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if (countitem(1006) > 1) {
- mes "[Lea]";
- mes "The book's return date is written on the lending card on the back cover of the book.";
- next;
- mes "[Lea]";
- mes "Please try not to lose or damage the book to avoid paying any extra charges.";
- delitem 1006,2; //Old_Magic_Book
- getitem 6190,1; //Magic_Book_CB
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 4:
- if (countitem(6191) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if (countitem(1006) > 1) {
- mes "[Lea]";
- mes "The book's return date is written on the lending card on the back cover of the book.";
- next;
- mes "[Lea]";
- mes "Please try not to lose or damage the book to avoid paying any extra charges.";
- delitem 1006,2; //Old_Magic_Book
- getitem 6191,1; //Magic_Book_LB
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- }
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 4:
- if (countitem(1097) > 49) {
- mes "[Lea]";
- mes "What kind of Magic Book do you want?";
- next;
- switch (select("Let me think.:Magic Book (Fire Bolt):Magic Book (Cold Bolt):Magic Book (Lightning Bolt)")) {
- case 1:
- mes "[Lea]";
- mes "No problem.";
- close;
- case 2:
- if (countitem(6189) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if (countitem(1097) > 49) {
- mes "[Lea]";
- mes "The book's return date is written on the lending card on the back cover of the book.";
- next;
- mes "[Lea]";
- mes "Please try not to lose or damage the book to avoid paying any extra charges.";
- delitem 1097,50; //Worn_Out_Page
- getitem 6189,1; //Magic_Book_FB
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 3:
- if (countitem(6190) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if (countitem(1097) > 49) {
- mes "[Lea]";
- mes "The book's return date is written on the lending card on the back cover of the book.";
- next;
- mes "[Lea]";
- mes "Please try not to lose or damage the book to avoid paying any extra charges.";
- delitem 1097,50; //Worn_Out_Page
- getitem 6190,1; //Magic_Book_CB
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 4:
- if (countitem(6191) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- else if (countitem(1097) > 49) {
- mes "[Lea]";
- mes "The book's return date is written on the lending card on the back cover of the book.";
- next;
- mes "[Lea]";
- mes "Please try not to lose or damage the book to avoid paying any extra charges.";
- delitem 1097,50; //Worn_Out_Page
- getitem 6191,1; //Magic_Book_LB
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- }
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- }
- case 3:
- mes "[Lea]";
- mes "Ah, so you want the Intermediate Magic Books. Please pay 50,000 Rune-Midgartian zeny, or you can bring me 2 Old Blue Boxes or 9 Eluniums to borrow the Intermediate Magic Books.";
- next;
- switch (select("Where can I find Old Blue Boxes and Eluniums?:I'll pay 50,000 zeny.:I'll pay with Old Blue Boxes.:I'll pay with Eluniums.")) {
- case 1:
- mes "[Lea]";
- mes "Old Blue Boxes are quite rare to find, but they can be obtained from monsters everywhere in the world, including Myst Cases, Megalogons, Mimics, Nightmares, Krabens, Requiems, Nine Tails, Noxiouses, and Byorgues.";
- mes "If you have sufficient funds, you may buy the boxes from street vendors.";
- next;
- mes "[Lea]";
- mes "Eluniums can be obtained from Hyeguns, Zombie Prisoners, Teddy Bears, Obsedians, and Loli Ruris. Or you can refine Rough Eluniums to Eluniums at the Forge in town, and that may be easier.";
- close;
- case 2:
- if (Zeny > 50000) {
- mes "[Lea]";
- mes "What kind of Magic Book do you want?";
- next;
- switch (select("Let me think.:Magic Book (Storm Gust):Magic Book (Lord of Vermillion):Magic Book (Meteor Storm):Magic Book (Thunderstorm):Magic Book (Jupitel Thunder):Magic Book (Water Ball):Magic Book (Heaven's Drive):Magic Book (Earth Spike)")) {
- case 1:
- mes "[Lea]";
- mes "No problem.";
- close;
- case 2:
- if (countitem(6192) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if (Zeny > 50000) {
- mes "[Lea]";
- mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
- next;
- mes "[Lea]";
- mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
- set Zeny, Zeny - 50000;
- getitem 6192,1; //Magic_Book_SG
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 3:
- if (countitem(6193) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if (Zeny > 50000) {
- mes "[Lea]";
- mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
- next;
- mes "[Lea]";
- mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
- set Zeny, Zeny - 50000;
- getitem 6193,1; //Magic_Book_LOV
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 4:
- if (countitem(6194) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- else if (Zeny > 50000) {
- mes "[Lea]";
- mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
- next;
- mes "[Lea]";
- mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
- set Zeny, Zeny - 50000;
- getitem 6194,1; //Magic_Book_MS
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 5:
- if (countitem(6197) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if (Zeny > 50000) {
- mes "[Lea]";
- mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
- next;
- mes "[Lea]";
- mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
- set Zeny, Zeny - 50000;
- getitem 6197,1; //Magic_Book_TS
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 6:
- if (countitem(6198) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if (Zeny > 50000) {
- mes "[Lea]";
- mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
- next;
- mes "[Lea]";
- mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
- set Zeny, Zeny - 50000;
- getitem 6198,1; //Magic_Book_JT
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 7:
- if (countitem(6199) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if (Zeny > 50000) {
- mes "[Lea]";
- mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
- next;
- mes "[Lea]";
- mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
- set Zeny, Zeny - 50000;
- getitem 6199,1; //Magic_Book_WB
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 8:
- if (countitem(6200) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- else if (Zeny > 50000) {
- mes "[Lea]";
- mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
- next;
- mes "[Lea]";
- mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
- set Zeny, Zeny - 50000;
- getitem 6200,1; //Magic_Book_HD
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 9:
- if (countitem(6201) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if (Zeny > 50000) {
- mes "[Lea]";
- mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
- next;
- mes "[Lea]";
- mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
- set Zeny, Zeny - 50000;
- getitem 6201,1; //Magic_Book_ES
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- }
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 3:
- if (countitem(603) > 1) {
- mes "[Lea]";
- mes "What kind of Magic Book do you want?";
- next;
- switch (select("Let me think.:Magic Book (Storm Gust):Magic Book (Lord of Vermillion):Magic Book (Meteor Storm):Magic Book (Thunderstorm):Magic Book (Jupitel Thunder):Magic Book (Water Ball):Magic Book (Heaven's Drive):Magic Book (Earth Spike)")) {
- case 1:
- mes "[Lea]";
- mes "No problem.";
- close;
- case 2:
- if (countitem(6192) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if (countitem(603) > 1) {
- mes "[Lea]";
- mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
- next;
- mes "[Lea]";
- mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
- delitem 603,2; //Old_Blue_Box
- getitem 6192,1; //Magic_Book_SG
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 3:
- if (countitem(6193) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if (countitem(603) > 1) {
- mes "[Lea]";
- mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
- next;
- mes "[Lea]";
- mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
- delitem 603,2; //Old_Blue_Box
- getitem 6193,1; //Magic_Book_LOV
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 4:
- if (countitem(6194) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if (countitem(603) > 1) {
- mes "[Lea]";
- mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
- next;
- mes "[Lea]";
- mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
- delitem 603,2; //Old_Blue_Box
- getitem 6194,1; //Magic_Book_MS
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 5:
- if (countitem(6197) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if (countitem(603) > 1) {
- mes "[Lea]";
- mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
- next;
- mes "[Lea]";
- mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
- delitem 603,2; //Old_Blue_Box
- getitem 6197,1; //Magic_Book_TS
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 6:
- if (countitem(6198) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if (countitem(603) > 1) {
- mes "[Lea]";
- mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
- next;
- mes "[Lea]";
- mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
- delitem 603,2; //Old_Blue_Box
- getitem 6198,1; //Magic_Book_JT
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 7:
- if (countitem(6199) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if (countitem(603) > 1) {
- mes "[Lea]";
- mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
- next;
- mes "[Lea]";
- mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
- delitem 603,2; //Old_Blue_Box
- getitem 6199,1; //Magic_Book_WB
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 8:
- if (countitem(6200) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if (countitem(603) > 1) {
- mes "[Lea]";
- mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
- next;
- mes "[Lea]";
- mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
- delitem 603,2; //Old_Blue_Box
- getitem 6200,1; //Magic_Book_HD
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 9:
- if (countitem(6201) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if (countitem(603) > 1) {
- mes "[Lea]";
- mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
- next;
- mes "[Lea]";
- mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
- delitem 603,2; //Old_Blue_Box
- getitem 6201,1; //Magic_Book_ES
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- }
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 4:
- if (countitem(985) > 8) {
- mes "[Lea]";
- mes "What kind of Magic Book do you want?";
- next;
- switch (select("Let me think.:Magic Book (Storm Gust):Magic Book (Lord of Vermillion):Magic Book (Meteor Storm):Magic Book (Thunderstorm):Magic Book (Jupitel Thunder):Magic Book (Water Ball):Magic Book (Heaven's Drive):Magic Book (Earth Spike)")) {
- case 1:
- mes "[Lea]";
- mes "No problem.";
- close;
- case 2:
- if (countitem(6192) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if (countitem(985) > 8) {
- mes "[Lea]";
- mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
- next;
- mes "[Lea]";
- mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
- delitem 985,9; //Elunium
- getitem 6192,1; //Magic_Book_SG
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 3:
- if (countitem(6193) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if (countitem(985) > 8) {
- mes "[Lea]";
- mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
- next;
- mes "[Lea]";
- mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
- delitem 985,9; //Elunium
- getitem 6193,1; //Magic_Book_LOV
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 4:
- if (countitem(6194) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if (countitem(985) > 8) {
- mes "[Lea]";
- mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
- next;
- mes "[Lea]";
- mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
- delitem 985,9; //Elunium
- getitem 6194,1; //Magic_Book_MS
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 5:
- if (countitem(6197) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if (countitem(985) > 8) {
- mes "[Lea]";
- mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
- next;
- mes "[Lea]";
- mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
- delitem 985,9; //Elunium
- getitem 6197,1; //Magic_Book_TS
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 6:
- if (countitem(6198) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if (countitem(985) > 8) {
- mes "[Lea]";
- mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
- next;
- mes "[Lea]";
- mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
- delitem 985,9; //Elunium
- getitem 6198,1; //Magic_Book_JT
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 7:
- if (countitem(6199) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if (countitem(985) > 8) {
- mes "[Lea]";
- mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
- next;
- mes "[Lea]";
- mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
- delitem 985,9; //Elunium
- getitem 6199,1; //Magic_Book_WB
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 8:
- if (countitem(6200) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if (countitem(985) > 8) {
- mes "[Lea]";
- mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
- next;
- mes "[Lea]";
- mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
- delitem 985,9; //Elunium
- getitem 6200,1; //Magic_Book_HD
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 9:
- if (countitem(6201) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if (countitem(985) > 8) {
- mes "[Lea]";
- mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
- next;
- mes "[Lea]";
- mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
- delitem 985,9; //Elunium
- getitem 6201,1; //Magic_Book_ES
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- }
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- }
- case 4:
- mes "[Lea]";
- mes "Oh, do you want the Superior Magic Books? For your information, borrowing those Magic Books requires many conditions and restrictions. Are you sure that you want it?";
- next;
- select("Yes.");
- mes "[Lea]";
- mes "I see. If you're determined to borrow the Superior Magic Books, please choose one of the following tyes of payment for the security deposit.";
- next;
- mes "[Lea]";
- mes "[12 Mystery Pieces and 100,000 zeny], [7 Oridecons and 100,000 zeny], or [1 Old Violet Box and 100,000 zeny]. Now how would you like to pay your deposit?";
- switch (select("Where can I find those items?:Let me think.:I'll pay with 12 Mystery Pieces and 100,000 zeny.:I'll pay with 7 Oridecons and 100,000 zeny.:I'll pay with 1 Old Violet Box and 100,000 zeny.")) {
- next;
- case 1:
- mes "[Lea] ";
- mes "Mystery Pieces can be obtained from machine creatures in the Juperos Dungeon, and they're the fountain of knowledge from the ancient civilization. Ah, I get excited thinking about those artifacts.";
- next;
- mes "[Lea]";
- mes "Oridecons can be obtained from Executioners, Gryphons, Jokers, and Abysmal Knights, but it'll be easier to collect Rough Oridecons than Oridecons.";
- next;
- mes "[Lea]";
- mes "You can refine Rough Oridecons to Oridecons at the Forge in town.";
- next;
- mes "[Lea]";
- mes "Old Violet Boxes can be obtained from Mimics, Megaliths, Orc Lords, Stormy Knights, and Osirises.";
- next;
- mes "[Lea]";
- mes "The boxes are a subject worthy of serious study since they're used to test Schrodinger's pet cat.";
- close;
- case 2:
- mes "[Lea]";
- mes "If you're unable to collect the items for the security deposit, I can offer you an alternate payment method.";
- next;
- mes "[Lea]";
- mes "How does 200,000 Rune-Midgartian zeny sound?";
- switch (select("I'm sorry, but I can't pay that much.:Sounds good.")) {
- next;
- case 1:
- mes "[Lea]";
- mes "I see.";
- close;
- case 2:
- if (Zeny > 199999) {
- mes "[Lea]";
- mes "What kind of Magic Book do you want?";
- next;
- switch (select("Let me think.:Magic Book (Earth Strain):Magic Book (Chain Lightning):Magic Book (Crimson Rock):Magic Book (Drain Life)")) {
- case 1:
- mes "[Lea]";
- mes "No problem.";
- close;
- case 2:
- if (countitem(6202) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if (Zeny > 199999) {
- mes "[Lea]";
- mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
- next;
- mes "[Lea]";
- mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
- set Zeny, Zeny - 200000;
- getitem 6202,1; //Magic_Book_ES_
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 3:
- if (countitem(6203) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if (Zeny > 199999) {
- mes "[Lea]";
- mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
- next;
- mes "[Lea]";
- mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
- set Zeny, Zeny - 200000;
- getitem 6203,1; //Magic_Book_CL
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 4:
- if (countitem(6204) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if (Zeny > 199999) {
- mes "[Lea]";
- mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
- next;
- mes "[Lea]";
- mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
- set Zeny, Zeny - 200000;
- getitem 6204,1; //Magic_Book_CR
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 5:
- if (countitem(6205) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if (Zeny > 199999) {
- mes "[Lea]";
- mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
- next;
- mes "[Lea]";
- mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
- set Zeny, Zeny - 200000;
- getitem 6205,1; //Magic_Book_DL
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- }
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- }
- case 3:
- if ((Zeny > 99999) && (countitem(7094) > 11)) {
- mes "[Lea]";
- mes "What kind of Magic Book do you want?";
- next;
- switch (select("Let me think.:Magic Book (Earth Strain):Magic Book (Chain Lightning):Magic Book (Crimson Rock):Magic Book (Drain Life)")) {
- case 1:
- mes "[Lea]";
- mes "No problem.";
- close;
- case 2:
- if (countitem(6202) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if ((Zeny > 99999) && (countitem(7094) > 11)) {
- mes "[Lea]";
- mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
- next;
- mes "[Lea]";
- mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
- set Zeny, Zeny - 100000;
- delitem 7094,12; //Mystery_Piece
- getitem 6202,1; //Magic_Book_ES_
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 3:
- if (countitem(6203) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if ((Zeny > 99999) && (countitem(7094) > 11)) {
- mes "[Lea]";
- mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
- next;
- mes "[Lea]";
- mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
- set Zeny, Zeny - 100000;
- delitem 7094,12; //Mystery_Piece
- getitem 6203,1; //Magic_Book_CL
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 4:
- if (countitem(6204) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if ((Zeny > 99999) && (countitem(7094) > 11)) {
- mes "[Lea]";
- mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
- next;
- mes "[Lea]";
- mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
- set Zeny, Zeny - 100000;
- delitem 7094,12; //Mystery_Piece
- getitem 6204,1; //Magic_Book_CR
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 5:
- if (countitem(6205) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if ((Zeny > 99999) && (countitem(7094) > 11)) {
- mes "[Lea]";
- mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
- next;
- mes "[Lea]";
- mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
- set Zeny, Zeny - 100000;
- delitem 7094,12; //Mystery_Piece
- getitem 6205,1; //Magic_Book_DL
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- }
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 4:
- if ((Zeny > 99999) && (countitem(984) > 6)) {
- mes "[Lea]";
- mes "What kind of Magic Book do you want?";
- next;
- switch (select("Let me think.:Magic Book (Earth Strain):Magic Book (Chain Lightning):Magic Book (Crimson Rock):Magic Book (Drain Life)")) {
- case 1:
- mes "[Lea]";
- mes "No problem.";
- close;
- case 2:
- if (countitem(6202) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if ((Zeny > 99999) && (countitem(984) > 6)) {
- mes "[Lea]";
- mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
- next;
- mes "[Lea]";
- mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
- set Zeny, Zeny - 100000;
- delitem 984,7; //Oridecon
- getitem 6202,1; //Magic_Book_ES_
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 3:
- if (countitem(6203) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if ((Zeny > 99999) && (countitem(984) > 6)) {
- mes "[Lea]";
- mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
- next;
- mes "[Lea]";
- mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
- set Zeny, Zeny - 100000;
- delitem 984,7; //Oridecon
- getitem 6203,1; //Magic_Book_CL
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 4:
- if (countitem(6204) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if ((Zeny > 99999) && (countitem(984) > 6)) {
- mes "[Lea]";
- mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
- next;
- mes "[Lea]";
- mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
- set Zeny, Zeny - 100000;
- delitem 984,7; //Oridecon
- getitem 6204,1; //Magic_Book_CR
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 5:
- if (countitem(6205) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if ((Zeny > 99999) && (countitem(984) > 6)) {
- mes "[Lea]";
- mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
- next;
- mes "[Lea]";
- mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
- set Zeny, Zeny - 100000;
- delitem 984,7; //Oridecon
- getitem 6205,1; //Magic_Book_DL
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- }
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 5:
- if ((Zeny > 99999) && (countitem(617) > 0)) {
- mes "[Lea]";
- mes "What kind of Magic Book do you want?";
- next;
- switch (select("Let me think.:Magic Book (Earth Strain):Magic Book (Chain Lightning):Magic Book (Crimson Rock):Magic Book (Drain Life)")) {
- case 1:
- mes "[Lea]";
- mes "No problem.";
- close;
- case 2:
- if (countitem(6202) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if ((Zeny > 99999) && (countitem(617) > 0)) {
- mes "[Lea]";
- mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
- next;
- mes "[Lea]";
- mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
- set Zeny, Zeny - 100000;
- delitem 617,1; //Old_Violet_Box
- getitem 6202,1; //Magic_Book_ES_
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 3:
- if (countitem(6203) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if ((Zeny > 99999) && (countitem(617) > 0)) {
- mes "[Lea]";
- mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
- next;
- mes "[Lea]";
- mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
- set Zeny, Zeny - 100000;
- delitem 617,1; //Old_Violet_Box
- getitem 6203,1; //Magic_Book_CL
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 4:
- if (countitem(6204) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if ((Zeny > 99999) && (countitem(617) > 0)) {
- mes "[Lea]";
- mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
- next;
- mes "[Lea]";
- mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
- set Zeny, Zeny - 100000;
- delitem 617,1; //Old_Violet_Box
- getitem 6204,1; //Magic_Book_CR
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 5:
- if (countitem(6205) > 0) {
- mes "[Lea]";
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if ((Zeny > 99999) && (countitem(617) > 0)) {
- mes "[Lea]";
- mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
- next;
- mes "[Lea]";
- mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
- set Zeny, Zeny - 100000;
- delitem 617,1; //Old_Violet_Box
- getitem 6205,1; //Magic_Book_DL
- close;
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- }
- }
- mes "[Lea]";
- mes "I'm sorry, but you don't have enough funds.";
- close;
- }
- case 5:
- if ((BaseLevel > 139) && (mac_book < 1) && ((getskilllv(2217) > 0) || (getskilllv(2213) > 0))) {
- mes "[Lea]";
- mes "Did... Did you just say the Ultimate Magic Book?";
- next;
- mes "[Lea]";
- mes "Oh, my....";
- mes "I can't believe someone actually wants that book.";
- next;
- select("Please don't say that you don't have it.");
- mes "[Lea]";
- mes "Frankly, I've never even seen the Ultimate Magic Book.";
- next;
- mes "[Lea]";
- mes "You should ask Master Velof if you want to know more about that book.";
- next;
- mes "[Lea]";
- mes "I'm sorry that I can't help you more than that.";
- set mac_book,1;
- close;
- }
- if ((BaseLevel > 139) && (mac_book > 0) && ((getskilllv(2217) > 0) || (getskilllv(2213) > 0))) {
- mes "[Lea]";
- mes "You should ask Master Velof for some information about that book.";
- close;
- }
- mes "[Lea]";
- mes "How about practicing your magic spells for now?";
- next;
- mes "[Lea]";
- mes "In order to obtain the Ultimate Magic Book, you must reach Level 140 and learn Tetera Bolt and Comet.";
- next;
- mes "[Lea]";
- mes "That book can't be used by just anyone, you know?";
- close;
- }
- }
- mes "[Lea]";
- mes "Welcome to the Magic Archive. You can read and borrow books from here under certain conditions.";
- close;
-}
-
-mid_camp,255,244,4 script Galfos 735,{
-
- if (checkweight(1201,1) == 0) {
- mes "You're carrying too many items. Please make some room in your bag first.";
- close;
- }
- if ((MaxWeight - Weight) < 1000) {
- mes "You're overweight with items. Please lose some item weight first.";
- close;
- }
- if (Upper == 2) {
- mes "[Galfos]";
- mes "What are you, a baby?";
- mes "I'm not here to babysit. Get lost!";
- close;
- }
- if ((Class != Job_Warlock) && (Class != Job_Warlock_T) && (Class != Job_Baby_Warlock)) {
- mes "[Galfos]";
- mes "My right arm feels hot while my left arm feels cold. I can never get used to this weird weather!";
- close;
- }
- if (getskilllv(2230) < 1) {
- mes "[Galfos]";
- mes "Ah, I'll get myself in trouble if I stay here any longer. Maybe I'm already in...";
- close;
- }
- if ((BaseLevel < 140) || (getskilllv(2217) < 1) && (getskilllv(2213) < 1)) {
- mes "[Galfos]";
- mes "I'm sorry, but I don't talk to people that aren't even ready for this.";
- close;
- }
- if (mac_book < 2) {
- mes "[Galfos]";
- mes "You look strong, but you don't seem to have any business with me.";
- close;
- }
- if (mac_book == 2) {
- mes "[Galfos]";
- mes "What brings you to me?";
- next;
- select("I heard that you've studied the Ultimate Magic Book.");
- mes "[Galfos]";
- mes "Why, are you interested too?";
- mes "I didn't know someone would actually take an interest in that book. Yes, I'm studying that magic book. How did you find that out?";
- next;
- select("You're Velof's brother, right?");
- mes "[Galfos]";
- mes "Yes, I'm Galfos, and Velof is my brother.";
- next;
- mes "[Galfos]";
- mes "Wait a minute,";
- mes "did the old man recommend me to you?";
- next;
- select("That's right.");
- mes "[Galfos]";
- mes "Wow!";
- mes "This is surprising. He never took my research very seriously. I'm glad that he finally changed his mind.";
- next;
- mes "[Galfos]";
- mes "Heh! Your timing couldn't be better: I was looking for a test object.";
- next;
- select("A test object?");
- mes "[Galfos]";
- mes "Frankly, I'm only interested in creating the Ultimate Magic Book.";
- next;
- mes "[Galfos]";
- mes "I'm not good at using magic, not to mention that I prefer fists in fighting. Nevertheless, I find Magic Books to be incredibly intriguing.";
- next;
- mes "[Galfos]";
- mes "The problem is that I can't use the Ultimate Magic Book, even if I made one. That's why I can't really test it on my own.";
- next;
- mes "[Galfos]";
- mes "That's why I've been waiting for a true magic practitioner like you that can help me test my Ultimate Magic Book.";
- next;
- select("(What is he talking about?)");
- mes "[Galfos]";
- mes "My research is almost done,";
- mes "and I need to solve one last problem to create the Magic Book.";
- next;
- mes "[Galfos]";
- mes "To make the ancient Ultimate Magic Book, I need an artifact and some spells to fuse into it.";
- next;
- mes "[Galfos]";
- mes "I've perfectly restored the spells based on the ancient documents, but I still have no information about the necessary artifact.";
- next;
- mes "[Galfos]";
- mes "Ah, but there's a silver lining!";
- next;
- select("(Now we're getting somewhere!)");
- mes "[Galfos]";
- mes "Ha ha...";
- mes "There's a great archive in El Dicastes, the Capital City of the Evil Giants, where all knowledge in this world is stored.";
- next;
- mes "[Galfos]";
- mes "Maybe that's the place to find some information about the artifact for this Ultimate Magic Book.";
- next;
- mes "[Galfos]";
- mes "You know what to do, don't you? Find information about the artifact in the El Dicastes archive, using everything in your power.";
- next;
- mes "[Galfos]";
- mes "Afterwards, create and bring me the artifact. We'll talk about creating the Magic Book afterwards.";
- set mac_book,3;
- close;
- }
- if (mac_book == 3) {
- mes "[Galfos]";
- mes "You know what to do, don't you? Find information about the artifact in the El Dicastes archive, using everything in your power.";
- next;
- mes "[Galfos]";
- mes "Afterwards, create and bring me the artifact. We'll talk about creating the Magic Book afterwards.";
- close;
- }
- if (mac_book == 4) {
- mes "[Galfos]";
- mes "Oh, did you find";
- mes "anything useful?";
- next;
- switch (select("I've discovered everything about Comet.:I've mastered the zenith of Tetra Vortex.")) {
- case 1:
- if (countitem(6195) > 0) {
- mes "[Galfos]";
- mes "Are you kidding me? You already have the book!";
- close;
- }
- if (checkquest(12218) == 2) {
- mes "[Galfos]";
- mes "Oh my, I sense incredible energy coming from you. This is great! Now we're ready to make the Ultimate Magic Book.";
- next;
- mes "[Galfos]";
- mes "There's one problem, though: I'm so broke that I don't even have enough money to buy the tools to make the book.";
- next;
- mes "[Galfos]";
- mes "I need at least ^0000aa1000,000 zeny^000000 to buy all the necessary tools. Do you have the money?";
- next;
- switch (select("Wh-what? No!:Sure.")) {
- case 1:
- mes "[Galfos]";
- mes "Aw, you don't? It's disappointing, but there's nothing I can do. Come back when you have enough money, okay?";
- close;
- case 2:
- if (Zeny > 1000000) {
- mes "[Galfos]";
- mes "Alright then, let's get started!";
- next;
- specialeffect2 EF_DISPELL;
- progressbar "ffff00",4;
- specialeffect2 EF_LORD;
- set Zeny, Zeny - 1000000;
- getitem 6195,1; //Magic_Book_CM
- mes "[Galfos]";
- mes "Man, I almost lost my control to the incredible magic energy! Here's your Magic Book.";
- next;
- mes "[Galfos]";
- mes "Thank you for making my dream come true. Feel free to come back if you need another one of these books.";
- close;
- }
- mes "[Galfos]";
- mes "Hey, what did I tell you? I can't buy the tools to make the book without money!";
- close;
- }
- }
- mes "[Galfos]";
- mes "Are you sure that you've found something? It doesn't seem like you've learned what we need...";
- close;
- case 2:
- if (countitem(6196) > 0) {
- mes "[Galfos]";
- mes "Are you kidding me? You already have the book!";
- close;
- }
- if ((checkquest(12219) == 2) && (checkquest(12220) == 2) && (checkquest(12221) == 2) && (checkquest(12222) == 2)) {
- mes "[Galfos]";
- mes "Oh my, I sense incredible energy coming from you. This is great! Now we're ready to make the Ultimate Magic Book.";
- next;
- mes "[Galfos]";
- mes "There's one problem, though: I'm so broke that I don't even have enough money to buy the tools to make the book.";
- next;
- mes "[Galfos]";
- mes "I need at least ^0000aa1000,000 zeny^000000 to buy all the necessary tools. Do you have the money?";
- next;
- switch (select("Wh-what? No!:Sure.")) {
- case 1:
- mes "[Galfos]";
- mes "Aw, you don't? It's disappointing, but there's nothing I can do. Come back when you have enough money, okay?";
- close;
- case 2:
- if (Zeny > 1000000) {
- mes "[Galfos]";
- mes "Alright then, let's get started!";
- next;
- specialeffect2 EF_DISPELL;
- progressbar "ffff00",4;
- specialeffect2 EF_LORD;
- set Zeny, Zeny - 1000000;
- getitem 6196,1; //Magic_Book_TV
- mes "[Galfos]";
- mes "Man, I almost lost my control to the incredible magic energy. Here's your Magic Book.";
- next;
- mes "[Galfos]";
- mes "Thank you for making my dream come true. Feel free to come back if you need another one of these books.";
- close;
- }
- mes "[Galfos]";
- mes "Hey, what did I tell you? I can't buy the tools to make the book without money!";
- close;
- }
- }
- mes "[Galfos]";
- mes "Are you sure that you've found something? It doesn't seem like you've learned what we need...";
- close;
- }
- }
- mes "[Galfos]";
- mes "Is there anything else you need?";
- close;
-}
-
-dic_in01,25,190,0 script Mysterious Documents 844,{
-
- if (isequipped(2782) < 1) {
- mes "I better not forget to equip my ring.";
- close;
- }
- if (ep13_3_invite < 6) {
- mes "When you approach the documents, an Evil Giant that looks like the archive manager tries to call Guard Galton. You should get out of here quickly.";
- close;
- }
- if (checkquest(12165,"PLAYTIME") == 1) {
- mes "The documents are making you feel nauseous. You should come back later after your stomach settles.";
- close;
- }
- if (checkquest(12165,"PLAYTIME") == 2) {
- mes "You don't feel as nauseous anymore. It should be safe to proceed now.";
- erasequest 12165;
- close;
- }
- if ((BaseLevel < 140) || (getskilllv(2217) < 1) && (getskilllv(2213) < 1)) {
- mes "The documents in this container aren't legible. It's not use trying to read them.";
- close;
- }
- specialeffect2 EF_DISPELL;
- progressbar "ffff00",4;
- if (mac_book < 3) {
- mes "You have discovered records about magic, acceleration, and particle waves.";
- close;
- }
- if (mac_book == 3) {
- mes "You have discovered records about magic, acceleration, and particle waves. These documents must be the ones that Galfos is looking for.";
- set mac_book, 4;
- close;
- }
- if (mac_book == 4) {
- if (rand(1,10) == 1) {
- if (getskilllv(2213) > 0) {
- if (checkquest(12218) == 1) {
- mes "You already own this document.";
- close;
- }
- mes "^660066In order to create the essence of lava, you must refine 40 Burning Hearts at the hottest place on the 2nd floor of the Thor's Volcano Dungeon.^000000";
- mes "^660066You must do this by using the greatest power in that place. The Humans have used this method to study the acceleration of magic particles since ancient times.^000000";
- next;
- mes "You have discovered the ^990099Lava Essence Creation Method^000000. Please check your Quest window for more details.";
- specialeffect2 EF_STEAL;
- close2;
- setquest 12218;
- end;
- }
- mes "Nothing in this document looks useful.";
- close;
- }
- if (rand(1,10) == 2) {
- if (getskilllv(2217) > 0) {
- if (checkquest(12219) == 1) {
- mes "You already own this document.";
- close;
- }
- mes "^660066The essence of flame can be refined on stable ground on the 1st floor of the Thor's Volcano Dungeon. 10 Love Coals are necessary to refine the essence.^000000";
- mes "^660066According to Humans' information, this essence constitutes one of the four natural elements.^000000";
- next;
- mes "You have discovered the ^990099Flame Essence Creation Method^000000. Please check your Quest window for more details.";
- specialeffect2 EF_STEAL;
- close2;
- setquest 12219;
- end;
- }
- mes "Nothing in this document looks useful.";
- close;
- }
- if (rand(1,10) == 3) {
- if (getskilllv(2217) > 0) {
- if (checkquest(12220) == 1) {
- mes "You already own this document.";
- close;
- }
- mes "^660066I succeeded in refining the essence of glacier deep inside the 3rd floor of the Ice Cave. If you'd like to try, prepare 10 Ice Hearts and go to the following location.^000000";
- next;
- mes "You have discovered the ^990099Glacier Essence Creation Method^000000. Please check your Quest window for more details.";
- specialeffect2 EF_STEAL;
- close2;
- setquest 12220;
- end;
- }
- mes "Nothing in this document looks useful.";
- close;
- }
- if (rand(1,10) == 4) {
- if (getskilllv(2217) > 0) {
- if (checkquest(12221) == 1) {
- mes "You already own this document.";
- close;
- }
- mes "^660066I was able to refine the essence of fossil from old rocks on the 2nd floor of the Mine Dungeon. So far, that place is the most stable among all the testing grounds.";
- mes "If you'd like to try, prepare 10 Jubilees and go to the dungeon. Good luck.^000000";
- next;
- mes "You have discovered the ^990099Fossil Essence Creation Method^000000. Please check your Quest window for more details.";
- specialeffect2 EF_STEAL;
- close2;
- setquest 12221;
- end;
- }
- mes "Nothing in this document looks useful.";
- close;
- }
- if (rand(1,10) == 5) {
- if (getskilllv(2217) > 0) {
- if (checkquest(12222) == 1) {
- mes "You already own this document.";
- close;
- }
- mes "^660066In order to refine the essence of storm, I visited the Hermit's Checkerboard in Kunlun where the spirit of the wind resides.";
- mes "The refining process was easy, but I had a hard time finding the catalyst, Dragon Teeth.^000000";
- next;
- mes "You have discovered the ^990099Storm Essence Creation Method^000000. Please check your Quest window for more details.";
- specialeffect2 EF_STEAL;
- close2;
- setquest 12222;
- end;
- }
- mes "Nothing in this document looks useful.";
- close;
- }
- if (rand(1,10) == 10) {
- mes "You suddenly feel sick, and this nausea won't go away easily. You should try finding the documents you need later.";
- setquest 12165;
- close;
- }
- mes "Nothing here looks special.";
- close;
- }
- mes "You no longer need to search this place.";
- close;
-}
-
-thor_v02,163,104,0 script Powerful Lava Energy#33 844,{
-
- if ((MaxWeight - Weight) < 1000) {
- mes "Please lighten your bag.";
- close;
- }
- if ((checkquest(12218) == 1) && (countitem(7097) > 39)) {
- specialeffect2 EF_BLIND;
- specialeffect2 EF_BEGINSPELL;
- progressbar "ffff00",4;
- delitem 7097,40; //Burning_Heart
- if (rand(1,2) == 1) {
- mes "You have used 40 Burning Hearts to create ^999900Lava Essence^000000.";
- next;
- mes "^008800The Lava Essence will last permanently, unless there's a problem.^000000";
- completequest 12218;
- specialeffect2 EF_LORD;
- close;
- }
- mes "^008888You have failed to refine the essence using 40 Burning Hearts.^000000";
- close;
- }
- if (checkquest(12218) == 2) {
- mes "You've already created Lava Essence in this area.";
- close;
- }
- mes "Someone already used this area.";
- close;
-}
-
-thor_v01,185,91,0 script Powerful Flame Energy#33 844,{
-
- if ((MaxWeight - Weight) < 1000) {
- mes "Please lighten your bag.";
- close;
- }
- if ((checkquest(12219) == 1) && (countitem(7098) > 9)) {
- specialeffect2 EF_BLIND;
- specialeffect2 EF_BEGINSPELL;
- progressbar "ffff00",4;
- delitem 7098,10; //Live_Coal
- if (rand(1,3) == 1) {
- mes "You have used 10 Live Coals to create ^999900Flame Essence^000000.";
- next;
- mes "^008800The Flame Essence will last permanently, unless there's a problem.^000000";
- completequest 12219;
- specialeffect2 EF_LORD;
- close;
- }
- mes "^008888You have failed to refine the essence using 10 Live Coals.^000000";
- close;
- }
- if (checkquest(12219) == 2) {
- mes "You've already created Flame Essence in this area.";
- close;
- }
- mes "Someone already used this area.";
- close;
-}
-
-ice_dun03,137,148,0 script Powerful Glacier Energy 844,{
-
- if ((MaxWeight - Weight) < 1000) {
- mes "Please lighten your bag.";
- close;
- }
- if ((checkquest(12220) == 1) && (countitem(7561) > 9)) {
- specialeffect2 EF_BLIND;
- specialeffect2 EF_BEGINSPELL;
- progressbar "ffff00",4;
- delitem 7561,10; //Ice_Heart
- if (rand(1,3) == 1) {
- mes "You have used 10 Glacial Hearts to create ^999900Glacier Essence^000000.";
- next;
- mes "^008800The Glacier Essence will last permanently, unless there's a problem.^000000";
- completequest 12220;
- specialeffect2 EF_LORD;
- close;
- }
- mes "^008888You have failed to refine the essence using 10 Glacial Hearts.^000000";
- close;
- }
- if (checkquest(12220) == 2) {
- mes "You've already created Glacier Essence in this area.";
- close;
- }
- mes "Someone already used this area.";
- close;
-}
-
-ein_dun02,181,124,0 script Powerful Fossil Energy 844,{
-
- if ((MaxWeight - Weight) < 1000) {
- mes "Please lighten your bag.";
- close;
- }
- if ((checkquest(12221) == 1) && (countitem(7312) > 9)) {
- specialeffect2 EF_BLIND;
- specialeffect2 EF_BEGINSPELL;
- progressbar "ffff00",4;
- delitem 7312,10; //Jubilee
- if (rand(1,3) == 1) {
- mes "You have used 10 Jubilees to create ^999900Fossil Essence^000000.";
- next;
- mes "^008800The Fossil Essence will last permanently, unless there's a problem.^000000";
- specialeffect2 EF_LORD;
- completequest 12221;
- close;
- }
- mes "^008888You have failed to refine the essence using 10 Jubilees.^000000";
- close;
- }
- if (checkquest(12221) == 2) {
- mes "You've already created Fossil Essence in this area.";
- close;
- }
- mes "Someone already used this area.";
- close;
-}
-
-gon_dun02,252,198,0 script Powerful Storm Energy#33 844,{
-
- if ((MaxWeight - Weight) < 1000) {
- mes "Please lighten your bag.";
- close;
- }
- if ((checkquest(12222) == 1) && (countitem(7266) > 9)) {
- specialeffect2 EF_BLIND;
- specialeffect2 EF_BEGINSPELL;
- progressbar "ffff00",4;
- delitem 7266,10; //Dragon_Fang
- if (rand(1,3) == 1) {
- mes "You have used 10 Dragon Teeth to create ^999900Storm Essence^000000.";
- next;
- mes "^008800The Storm Essence will last permanently, unless there's a problem.^000000";
- specialeffect2 EF_LORD;
- completequest 12222;
- close;
- }
- mes "^008888You have failed to refine the essence using 10 Dragon Teeth.^000000";
- close;
- }
- if (checkquest(12222) == 2) {
- mes "You've already created Storm Essence in this area.";
- close;
- }
- mes "Someone already used this area.";
- close;
-}
diff --git a/npc/quests/monstertamers.txt b/npc/quests/monstertamers.txt
deleted file mode 100644
index 75bc84b1b..000000000
--- a/npc/quests/monstertamers.txt
+++ /dev/null
@@ -1,762 +0,0 @@
-//===== rAthena Script =======================================
-//= Monster Tamers
-//===== By: ==================================================
-//= kobra_k88, Darkchild, x[tsk]
-//===== Current Version: =====================================
-//= 1.4b
-//===== Compatible With: =====================================
-//= rAthena 1.0
-//===== Description: =========================================
-//= Cute pet quest items
-//===== Additional Comments: =================================
-//= May not have all of the Monster Tamers, but the ones here are fully working.
-//= 1.1 Fixed exploits [Lupus]
-//= 1.2 Removed Duplicates [Silent]
-//= 1.3 Added Bongun's taming item quest. Credits to Lone_Wolf. [SinSloth]
-//= 1.4 Updated Monster taming item quests. [L0ne_W0lf]
-//= 1.4a FIXED item requirement for stellar hairpin. [L0ne_W0lf]
-//= 1.4b Fixed the delitem assosiated with the last uptate. [L0ne_W0lf]
-//============================================================
-
-alberta_in,173,76,4 script Monster Tamer#alb 125,{
- mes "[Iwado]";
- mes "This is the height of the era of Monster Taming! Don't you feel the need to gather monster items to be able to connect and to communicate with the Cute Monsters!?";
- next;
- switch(select("^3355FF' Monster Taming '^000000 ?:Order ^3355FF' Monster Juice '^000000:Order ^3355FF' Singing Flower '^000000:Order ^3355FF' Wild Flower '^000000:Cancel")) {
- case 1:
- mes "[Iwado]";
- mes "These monster items, necessary to communicate with monsters, are a must have! We, the members of the Monster Tamer Guild, have a very reasonable offer.";
- next;
- mes "[Iwado]";
- mes "We have a system that allows you";
- mes "to get your hands on these";
- mes "cool items without burden!";
- mes "Monster Juice !";
- mes "Singing Flower !";
- mes "Aaand....Wild Flower !";
- next;
- mes "[Iwado]";
- mes "To make";
- mes "Monster Juice, you need";
- mes "^3355FF1 Animal Gore^000000 and";
- mes "^3355FF2 Apple^000000.";
- next;
- mes "[Iwado]";
- mes "For 1 Singing Flower,";
- mes "you will need";
- mes "^3355FF1 Singing Plant^000000.";
- next;
- mes "[Iwado]";
- mes "If you want me to make";
- mes "1 Wild Flower,";
- mes "just give me";
- mes "^3355FF1 Fancy Flower^000000 and";
- mes "^3355FF1 Clover^000000.";
- close;
- case 2:
- mes "[Iwado]";
- mes "This is an item that is far beyond";
- mes "anything we humans can drink!";
- mes "Its name? ^3355FFMonster Juice^000000 !!";
- mes "The extremely sour taste";
- mes "is perfect for monsters. . .";
- next;
- if ((countitem(702) > 0) && (countitem(512) > 1)) {
- mes "[Iwado]";
- mes "Oh ! You have all the items to make 1 Monster Juice! Good, good! With all my pride as a monster tamer, I will make one for you right now.";
- next;
- mes "[Iwado]";
- mes "Got to twist these apples...";
- mes "Just right...";
- next;
- mes "^3355FF*Splash splash swoosh swhoosh splash splash*^000000";
- next;
- mes "[Iwado]";
- mes "Okay. All done!";
- mes "Please take it for the";
- mes "cute monster you";
- mes "are raising.";
- mes "Monster Juice!";
- delitem 512,2; //Apple
- delitem 702,1; //Animal_Blood
- getitem 626,1; // Monster_Juice
- close;
- }
- else {
- mes "[Iwado]";
- mes "For the monster owner";
- mes "that loves to use monster juice...";
- mes "I have mastered the recipe for Monster Juice!";
- next;
- mes "[Iwado]";
- mes "If you bring me";
- mes "^3355FF1 Animal Gore^000000 and";
- mes "^3355FF2 Apple^000000";
- mes "With all my pride as a monster tamer, I will make it for you!";
- close;
- }
- case 3:
- mes "[Iwado]";
- mes "A flower with a song that is";
- mes "far beyond human comprehension!";
- mes "Its name? ^3355FFSinging Flower^000000!!";
- mes "A scent that makes you dizzy with pleasure. A perfect item for monsters...";
- next;
- if (countitem(707) > 0) {
- mes "[Iwado]";
- mes "Oh! You have all the items necessary to make 1 Singing Flower!! Good, good! With all my pride as a monster tamer, I will make it for you right away.";
- next;
- mes "[Iwado]";
- mes "Got to...";
- mes "Twist this...";
- mes "Just right...";
- next;
- mes "^3355FF*Crumble crumble scratch scratch*^000000";
- next;
- mes "[Iwado]";
- mes "Okay. All done!";
- mes "Please take it for the";
- mes "cute monster you";
- mes "are raising.";
- mes "Singing Flower!";
- delitem 707,1; //Singing_Plant
- getitem 629,1; // Singing_Flower
- close;
- }
- else {
- mes "[Iwado]";
- mes "For the monster owner";
- mes "that loves to use Singing Flower...";
- mes "I provide a way to make";
- mes "1 Singing Flower!";
- next;
- mes "[Iwado]";
- mes "If you bring me";
- mes "^3355FF1 Singing Plant ^000000,";
- mes "With all my pride as a monster tamer, I will make one for you right away!";
- close;
- }
- case 4:
- mes "[Iwado]";
- mes "This is a flower that is far beyond what humans can gaze at! Its name? ^3355FFWild Flower^000000 !! A troublesome design, but perfect for monsters!";
- next;
- if ((countitem(2207) > 0) && (countitem(705) > 0)) {
- mes "[Iwado]";
- mes "Oh! You have all the items necessary to make 1 Wild Flower! Good! Good! With all my pride as a monster tamer, I will make one for you right away.";
- next;
- mes "[IWado]";
- mes "Got to twist this...";
- mes "Just right...";
- next;
- mes "^3355FF*Crumble crumble rip rip*^000000";
- next;
- mes "[Iwado]";
- mes "Okay. All done!";
- mes "Please take it for the";
- mes "cute monsters you";
- mes "are raising.";
- mes "Wild Flower!";
- delitem 2207,1; //Fancy_Flower
- delitem 705,1; //Clover
- getitem 10009,1; // Wild_Flower
- close;
- }
- else {
- mes "[Iwado]";
- mes "For the monster owner";
- mes "that loves to use Wild Flower...";
- mes "I provide a way to make";
- mes "1 Wild Flower!";
- next;
- mes "[Iwado]";
- mes "^3355FF1 Fancy Flower^000000 and";
- mes "^3355FF1 Clover^000000";
- mes "is all I need! If you bring those to me, I will make one for you with all my pride as a monster tamer!";
- close;
- }
- case 5:
- mes "[Iwado]";
- mes "Ah...!";
- mes "You must have not decided which Monster you want to raise.";
- next;
- mes "[Iwado]";
- mes "Definitely not a decision to be made carelessly! Your pet monster will accompany you throughout your life. Please take your time and return when you have decided.";
- close;
- }
-}
-
-
-aldeba_in,168,175,4 script Monster Tamer#alde 125,{
- mes "[YuU]";
- mes "You must be looking for monster items! In making monster items, there is no monster tamer in Rune Midgard that's better than me.";
- next;
- mes "[YuU]";
- mes "I can make all sorts of neat things for your Cute Pet monster.";
- mes "Just ask~";
- next;
- switch(select("^3355FF' Monster Taming '^000000?:Order ^3355FF' Skull Helm '^000000:Order ^3355FF' Monster Oxygen Mask '^000000:Order ^3355FF' Silk Ribbon '^000000:Order ^3355FF' Stellar Hairpin '^000000:Order ^3355FF' Tiny Egg Shell '^000000:Order ^3355FF' Rocker Glasses '^000000:Cancel")) {
- case 1:
- mes "[YuU]";
- mes "The monster items that are";
- mes "necessary to communicate";
- mes "with monsters...";
- mes "These are a must have!";
- mes "We Monster Tamer guild members'";
- mes "have a very reasonable offer.";
- next;
- mes "[YuU]";
- mes "We provide a system that allows you to get your hands on these cool items with less of the hassle!";
- mes "Silk Ribbon !";
- mes "Monster Oxygen Mask !";
- mes "Skull Helm !";
- next;
- mes "[YuU]";
- mes "Stellar Hairpin !";
- mes "Tiny Egg Shell !!";
- mes "Rocker Glasses !!!";
- next;
- mes "[YuU]";
- mes "1 Skull Helm requires";
- mes "1 ^3355FFBone Helm^000000";
- next;
- mes "[YuU]";
- mes "1 Monster Oxygen Mask requires";
- mes "1 ^3355FFOxygen Mask^000000.";
- next;
- mes "[YuU]";
- mes "1 Silk Ribbon requires";
- mes "1 ^3355FFRibbon^000000.";
- next;
- mes "[YuU]";
- mes "1 Stellar Hairpin requires";
- mes "1 ^3355FFStellar^000000.";
- next;
- mes "[YuU]";
- mes "1 Tiny Egg Shell requires";
- mes "1 ^3355FFEgg Shell^000000.";
- next;
- mes "[YuU]";
- mes "1 Rocker Glassess requires";
- mes "^3355FF400 Zeny^000000,";
- mes "2 ^3355FFZargon^000000 and";
- mes "1 ^3355FFRibbon^000000. ";
- next;
- mes "[YuU]";
- mes "Try your best to find these items so that you can raise a Cute Monster! Good luck!";
- close;
- case 2:
- mes "[YuU]";
- mes "This is an item far beyond what humans can wear! Its name? ^3355FFSkull Helm^000000! Disgusting on humans, but cute on monsters.";
- next;
- if (countitem(5017) > 0) {
- mes "[YuU]";
- mes "Oh! You have all the items necessary to make Skull Helm! Good, good! With all my pride as a monster tamer, I will make it for you right away.";
- next;
- mes "[YuU]";
- mes "Got to rub";
- mes "this Bone Helm";
- mes "just right...";
- next;
- mes "[YuU]";
- mes "Okay. All done!";
- mes "Please take this for";
- mes "the cute monster you";
- mes "are raising.";
- mes "Skull Helm!";
- delitem 5017,1; //Bone_Helm
- getitem 10001,1; // Skull_Helm
- close;
- }
- else {
- mes "[YuU]";
- mes "For the monster owner that loves to spoil his or her monster, we provide one way to make a Skull Helm.";
- next;
- mes "[YuU]";
- mes "Just bring me...";
- mes "^3355FF1 Bone Helm^000000!";
- mes "With all my pride as a monster tamer, I will make it for you!";
- close;
- }
- case 3:
- mes "[YuU]";
- mes "This item is far beyond what humans can wear. Its name? ^3355FFMonster Oxygen Mask^000000! Show your monster that you care with this special gift.";
- next;
- if (countitem(5004) > 0) {
- mes "[YuU]";
- mes "Oh! You have all the items necessary to make 1 Monster Oxygen Mask! Good, Good! With all my pride as a monster tamer, I will make it for you right away.";
- next;
- mes "[YuU]";
- mes "Got to pull apart";
- mes "this Oxygen Mask";
- mes "just right...";
- next;
- mes "^3355FF*Flip flop... Zowie!*^000000";
- next;
- mes "[YuU]";
- mes "Okay. All done.";
- mes "Please take it for";
- mes "the cute monster you";
- mes "are raising...";
- mes "Monster Oxygen Mask!";
- delitem 5004,1; //Oxygen_Mask
- getitem 10002,1; // Monster_Oxygen_Mask
- close;
- }
- else {
- mes "[YuU]";
- mes "For the monster owner that wants to pamper his or her monster with its very own breathing apparatus, we provide a way to create 1 Monster Oxygen Mask!";
- next;
- mes "[YuU]";
- mes "Bring me...";
- mes "^3355FF1 Oxygen Mask^000000.";
- mes "With all my pride as a monster tamer, I will make it for you right away!";
- close;
- }
- case 4:
- mes "[YuU]";
- mes "This is not an item that a normal human would dare to wear! Its name? ^3355FFSilk Ribbon^000000! Its perfect for monsters!";
- next;
- if (countitem(2208) > 0) {
- mes "[YuU]";
- mes "Oh! You have all the items necessary to make 1 Silk Ribbon! Good, good! With all my pride as a monster tamer, I will make it for you right away!";
- next;
- mes "[YuU]";
- mes "Got to unravel";
- mes "this ribbon";
- mes "just right...";
- next;
- mes "[YuU]";
- mes "Okay. All done.";
- mes "Please take it for";
- mes "the cute monster you";
- mes "are raising.";
- mes "Silk Ribbon!";
- delitem 2208,1; //Ribbon
- getitem 10007,1; // Silk_Ribbon
- close;
- }
- else {
- mes "[YuU]";
- mes "For the monster owner that is fond of elegantly dressing their pets, we provide a way to create 1 Silk Ribbon!";
- next;
- mes "[YuU]";
- mes "Just bring me...";
- mes "^3355FF1 Ribbon^000000!";
- mes "with all my pride as a monster tamer, I will make it for you!";
- close;
- }
- case 5:
- mes "[YuU]";
- mes "This is an item far beyond the fashion sense of humans! Its name? ^3355FFStellar Hairpin^000000! It's dangerous for humans to wear, but fashionable of monsters.";
- next;
- if (countitem(2294) > 0) {
- mes "[YuU]";
- mes "Oh! You have all the items necessary to make 1 Stellar! Good, good! With all my pride as a monster tamer, I will make it for you right away.";
- next;
- mes "[YuU]";
- mes "Now, if I can";
- mes "only peel this";
- mes "without breaking it...";
- next;
- mes "^3355FF*Shine shine*^000000";
- next;
- mes "[YuU]";
- mes "Okay. All done.";
- mes "Please take it for";
- mes "the cute monster you";
- mes "are raising";
- mes "Stellar Hairpin!";
- delitem 2294,1; // Stellar
- getitem 10011,1; // Stellar_Hairpin
- close;
- }
- else {
- mes "[YuU]";
- mes "For the monster owner that want the best for their cute pet, we provide a wait to create 1 Stellar Hairpin!";
- next;
- mes "[YuU]";
- mes "Just bring me...";
- mes "^3355FF 1 Stellar !^000000";
- mes "with all my pride as a monster tamer, I will make it for you!";
- close;
- }
- case 6:
- mes "[YuU]";
- mes "This is far beyond what the headwear that humans can don. Its name? ^3355FFTiny Egg Shell^000000! It has the shine of marble and the glow of youth!";
- next;
- if (countitem(5015) > 0) {
- mes "[YuU]";
- mes "Oh! You have all the items necessary to make 1 Tiny Egg Shell! Good, good! With all my pride as a monster tamer, I will make it for you right away!";
- next;
- mes "[YuU]";
- mes "Got to";
- mes "shatter this";
- mes "just right...";
- next;
- mes "^3355FF*Scrub scrub squeeze squeeze*^000000";
- next;
- mes "[YuU]";
- mes "Okay. All done.";
- mes "Please take it for";
- mes "the cute monster you";
- mes "are raising";
- mes "Tiny Egg Shell!";
- delitem 5015,1; //Egg_Shell
- getitem 10012,1; // Tiny_Egg_Shell
- close;
- }
- else {
- mes "[YuU]";
- mes "For the monster owner that is fond of eggs and fonder of egg shells, we provide a way to create 1 Tiny Egg Shell!";
- next;
- mes "[YuU]";
- mes "Just bring me...";
- mes "^3355FF1 Tiny Egg Shell^000000!";
- mes "with all my pride as a monster tamer, I will make it for you!";
- close;
- }
- case 7:
- mes "[YuU]";
- mes "Ah yes, this is eyewear far beyond the glasses of normal humans. Its name? ^3355FFRocker Glasses^000000! Suave eyewear for suave monsters~";
- next;
- if ((countitem(912) > 1) && (countitem(2208) > 0) && (Zeny > 399)) {
- mes "[YuU]";
- mes "Oh! You have all the items necessary to make 1 Rocker Glasses! Good, good! With all my pride as a monster tamer, I will make it for you right away!";
- next;
- mes "[YuU]";
- mes "Okay, now all I gotta do is take this Zargon and, um, make glasses lenses out of them. Somehow.";
- next;
- mes "^3355FF*Squeak squeak crush snap*^000000";
- next;
- mes "[YuU]";
- mes "Whew! Lucky!";
- mes "Somehow I did it.";
- mes "Please take this for";
- mes "the cute monster you";
- mes "are raising.";
- mes "Rocker Glasses!";
- delitem 912,2; //Zargon
- delitem 2208,1; //Ribbon
- set Zeny,Zeny-400;
- getitem 10014,1; // Rocker_Glasses
- close;
- }
- else {
- mes "[YuU]";
- mes "For the monster owner that likes monster glasses, we provide a way to make Rocker Glasses!";
- next;
- mes "[YuU]";
- mes "Just bring me...";
- mes "^3355FF2 Zargon^000000";
- mes "^3355FF1 Ribbon^000000 and";
- mes "^3355FF400 zeny^000000. ";
- mes "I will make it for you, with all my pride as a monster tamer!";
- close;
- }
- case 8:
- mes "[YuU]";
- mes "Ah...!";
- mes "You must have not decided which Monster you want to raise.";
- next;
- mes "[YuU]";
- mes "Definitely not a decision to be made carelessly! Your pet monster will accompany you throughout your life. Please take your time and return when you have decided.";
- close;
- }
-}
-
-izlude_in,129,64,4 script Monster Tamer#izu 125,{
- mes "[Shogo]";
- mes "Are you pre-occupied with";
- mes "gathering items for monsters";
- mes "and want a break? ";
- mes "We will gather items";
- mes "for your Cute Pets.";
- next;
- switch(select("^3355FF' Monster Taming '^000000?:Order ^3355FF' Book of Devil '^000000:Order ^3355FF' No Recipient '^000000:Order ^3355FF' Orc Trophy '^000000:Cancel")) {
- case 1:
- mes "[Shogo]";
- mes "The monster taming items are necessary to communicate with the monster of your choice! We Monster Tamer guild members have a very reasonable offer...";
- next;
- mes "[Shogo]";
- mes "We provide a system that allows you to get your hands on these cool items with less of the hassle!";
- mes "Book of Devil!";
- mes "No Recipient!";
- mes "Orc Trophy!";
- next;
- mes "[Shogo]";
- mes "For 1 Book of Devil, you can exchange:";
- mes "^3355FF1 Old Magic Book^000000";
- mes "^3355FF2 Horrendous Mouth^000000.";
- next;
- mes "[Shogo]";
- mes "For 1 No Recipient, you can exchange ^3355FF1 Old Portrait^000000.";
- next;
- mes "[Shogo]";
- mes "Lastly, you can exchange";
- mes "^3355FF1 Chivalry Emblem^000000 and";
- mes "^3355FF1 Scorpion Tail^000000";
- mes "for 1 Orc Trophy.";
- mes "Try these fantastic items!";
- close;
- case 2:
- mes "[Shogo]";
- mes "This is an item far beyond what humans can read! Its name? ^3355FFBook of Devil^000000! A very mysterious item that can supposedly summon demons...";
- next;
- if ((countitem(1006) > 0) && (countitem(958) > 1)) {
- mes "[Shogo]";
- mes "Oh! You have all the items necessary to make 1 Book of Devil! Good, good! With all my pride as a monster tamer, I will make one for you right away.";
- next;
- mes "[Shogo]";
- mes "Let's see...";
- mes "Hmm, this is going to be hard.";
- next;
- mes "^3355FF*Knock knock scrape scrape*^000000";
- next;
- mes "[Shogo]";
- mes "Okay. All done.";
- mes "Please take it for";
- mes "the cute monster you";
- mes "are raising.";
- mes "Book of Devil!";
- delitem 958,2; //Horrendous_Mouth
- delitem 1006,1; //Old_Magic_Book
- getitem 642,1; // Book_Of_Devil
- close;
- }
- else {
- mes "[Shogo]";
- mes "For the owner that wishes to raise a monster that can be summoned using the Book of Devil, we provide a way to create 1 Book of Devil!";
- next;
- mes "[Shogo]";
- mes "Just bring me...";
- mes "^3355FF1 Old Magicbook^000000 and";
- mes "^3355FF2 Horrendous Mouth^000000!";
- mes "If you bring me these items, with all my pride as a monster tamer, I will make it for you!";
- close;
- }
- case 3:
- mes "[Shogo]";
- mes "This is an item which expresses feelings beyond what a human can feel. Its name? ^3355FFNo Recipient^000000! Who sent this letter, and who was supposed to receive it?";
- next;
- if (countitem(7014) > 0) {
- mes "[Shogo]";
- mes "Oh! You have all the items necessary to make No Recipient! Good, good! With all my pride as a monster tamer, I will make one for you right away.";
- next;
- mes "[Shogo]";
- mes "Got to fold this Old Portrait just right...";
- next;
- mes "^3355FF*Scrape scrape brush brush*^000000";
- next;
- mes "[Shogo]";
- mes "Okay. All done.";
- mes "Please take this item";
- mes "for the cute monster";
- mes "you are raising.";
- mes "No Recipient!";
- delitem 7014,1; //Old_Portrait
- getitem 636,1; // No_Recipient
- close;
- }
- else {
- mes "[Shogo]";
- mes "For the monster owner that is fond of No Recipient, we provide a way to create to special item!";
- next;
- mes "[Shogo]";
- mes "Just bring me...";
- mes "^3355FF1 Old Portrait^000000!";
- mes "If you bring this to me, with all my pride as a monster tamer, I will make it for you!";
- close;
- }
- case 4:
- mes "[Shogo]";
- mes "This is an item far beyond the pride of humans!";
- mes "Its name?";
- mes "^3355FFOrc Trophy^000000!";
- next;
- if ((countitem(1004) > 0) && (countitem(904) > 0)) {
- mes "[Shogo]";
- mes "Oh! You have all the items necessary to make an Orc Trophy! Good, good! With all my pride as a monster tamer, let me make one for you right away!";
- next;
- mes "[Shogo]";
- mes "Got to...";
- mes "Fit this Scorpion Tail...";
- mes "Just right...";
- next;
- mes "^3355FF*Clang clang Boong*^000000";
- next;
- mes "[Shogo]";
- mes "Okay. All done.";
- mes "Please take this for";
- mes "the cute monster";
- mes "you are raising...";
- mes "Orc Trophy!";
- delitem 904,1; //Scorpion's_Tail
- delitem 1004,1; //Patriotism_Marks
- getitem 635,1; // Horror_Of_Tribe
- close;
- }
- else {
- mes "[Shogo]";
- mes "For the monster owner";
- mes "who is fond of Horror of Tribe...";
- mes "One way to make Horror of Tribe !";
- mes "^3355FF 1 Chivalry Emblem^000000!";
- mes "^3355FF 1 Scorpion Tail^000000!";
- next;
- mes "[Shogo]";
- mes "If you bring these items to me,";
- mes "with all my pride as a monster";
- mes "tamer, I will make it for you!";
- close;
- }
- case 5:
- mes "[Shogo]";
- mes "Ah...!";
- mes "You must have not decided which Monster you want to raise.";
- next;
- mes "[Shogo]";
- mes "Definitely not a decision to be made carelessly! Your pet monster will accompany you throughout your life. Please take your time and return when you have decided.";
- close;
- }
-}
-
-comodo,112,182,0 script Munak's Grandma 103,{
- if (countitem(1558) > 0) {
- mes "[Munak's grandma]";
- mes "Oh my...";
- mes "Have you seen my granddaughter,";
- if (Sex == 1) {
- mes "boy? My poor granddaughter";
- }
- else {
- mes "young lady? My poor granddaughter";
- }
- mes "has been missing...";
- next;
- mes "[Munak's Grandma]";
- mes "I can't remember exactly when it";
- mes "was, but when I lived in Payon, I";
- mes "had a cute granddaughter. She";
- mes "was really happy when I made her";
- mes "hair like ^000077Danggie^000000...";
- next;
- mes "[Munak's Grandma]";
- mes "She was alwaying working with the";
- mes "village chief... She was such a sweet";
- mes "girl, and always got along with";
- mes "chief's son...";
- next;
- mes "[Munak's Grandma]";
- mes "But one day our deity became angry";
- mes "and cursed the chief's son with a";
- mes "sickness! The village had to offer";
- mes "my granddaughter to him as a";
- mes "companion to lift the curse...";
- next;
- mes "[Munak's Grandma]";
- mes "The chief's son regained his";
- mes "health, but I lost my";
- mes "granddaughter! I can't look at him";
- mes "and not think of her, so I tried to";
- mes "leave my misery behind and came";
- mes "here to Comodo...";
- next;
- switch(select("Oh come on! Cheer up!:Um, is this diary...?")) {
- case 1:
- mes "[Munak's Grandma]";
- mes "It seems my granddaughter haunts my";
- mes "dreams every night. I believe I've";
- mes "been trying to cheer up for years";
- mes "now...";
- close;
- case 2:
- if (countitem(901) > 0) {
- mes "[Munak's Grandma]";
- mes "Oh god!";
- mes "It's my granddaughter's diary!";
- mes "Th-This is her writing! Oh my...!";
- next;
- mes "[Munak's Grandma]";
- if (Sex == 1) {
- mes "Young man... I'll read this to you if";
- }
- else {
- mes "Young lady... I'll read this to you if";
- }
- mes "you give it to me with a Danggie,";
- mes "please. I no longer have anything";
- mes "that belonged to her now...";
- next;
- switch(select("No way.:Ok, I will.")) {
- case 1:
- mes "[Munak's Grandma]";
- mes "Oh...?";
- if (Sex == 1) {
- mes "Alright, young man.";
- mes "Thank you anyway.";
- }
- else {
- mes "Thank you anyway,";
- mes "young lady";
- }
- next;
- mes "[Munak's Grandma]";
- mes "It's alright...";
- mes "I can only hope that the deity is";
- mes "taking good care of her!";
- close;
- case 2:
- delitem 1558,1;
- delitem 901,1;
- mes "[Munak's Grandma]";
- if (Sex == 1) {
- mes "Oh!";
- mes "Thank you,";
- mes "young man~!";
- }
- else {
- mes "Goodness!";
- mes "Thank you,";
- mes "young lady...";
- }
- next;
- mes "[Munak's Grandma]";
- mes "Alright...";
- mes "I'll read this.";
- mes "Let me see...";
- next;
- mes "[Munak's Grandma]";
- mes "It seems that my granddaughter was";
- mes "treated by the chief like his own";
- mes "child! There are so many happy";
- mes "memories in this book!";
- next;
- getitem 659,1;
- mes "[Munak's Grandma]";
- mes "Oh, thank you. I now have a good";
- mes "keepsake of my granddaughter. Thank";
- mes "you so much! May God-Poing bless";
- mes "you!";
- close;
- }
- }
- else {
- mes "[Munak's Grandma]";
- mes "What? A diary? What's that diary...?";
- mes "I don't... I can't remember, oh my...";
- next;
- mes "[Munak's Grandma]";
- mes "I really wish I could make her hair";
- mes "into a ^000077Danggie^000000 again. I really";
- mes "wish... Oh, oh my granddaughter...";
- close;
- }
- }
- }
- else {
- mes "[Munak's Grandma]";
- mes "My own granddaughter...";
- mes "Why did she have to leave...?";
- close;
- }
-}
diff --git a/npc/quests/mrsmile.txt b/npc/quests/mrsmile.txt
deleted file mode 100644
index faf2402f1..000000000
--- a/npc/quests/mrsmile.txt
+++ /dev/null
@@ -1,112 +0,0 @@
-//===== rAthena Script =======================================
-//= Mr. Smile Quest
-//===== By: ==================================================
-//= kobra_k88, Akaru
-//===== Current Version: =====================================
-//= 1.4a
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Trade Clover, Fluff and Jellopy for a Mr. Smile mask.
-//===== Additional Comments: =================================
-//= 1.4 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
-//= 1.4a Fixed a little Typo error in duplicates. (bugreport:749) [Samuray22]
-//============================================================
-
-- script Smile Assistance::SmileHelper 92,{
- mes "[Smile Girl]";
- mes "Hi ~ Hi ~";
- mes "This is Smile Assistance.";
- mes "How may I help you ?";
- next;
- switch(select("^3355FFMr. Smile^000000 ?:Construct ^3355FFMr. Smile^000000 :Quit")) {
- case 1:
- mes "[Smile Girl]";
- mes "National Event held by the command of ^5577FFHis majesty Tristram the 3rd^000000,";
- mes "that intends to encourage the nation of the Rune-Midgarts Kingdom";
- mes " to play in more enjoyable atmosphere!";
- mes "I am ^3355FF' Smile Assistance '^000000,";
- mes ".. who leads the national event under the name of ";
- mes "^3355FFSmile throughout the Rune-Midgarts Kingdom~^000000";
- next;
- mes "[Smile Girl]";
- mes "With simple and easy-to-get items,";
- mes "I can provide you";
- mes "^3355FF' Mr. Smile '^000000.";
- mes "The requirements are followings.";
- next;
- mes "[Smile Girl]";
- mes "^3355FF10 Jellopy^000000";
- mes "^3355FF10 Fluff^000000";
- mes "^3355FF10 Clover^000000";
- next;
- mes "[Smile Girl]";
- mes "With this event";
- mes "Everybody will be happy and smile,";
- mes "getting together with other people,";
- mes "And will try to make Ragnarok the most enjoyable game in the world.";
- close;
- case 2:
- if (countitem(909) > 9 && countitem(914) > 9 && countitem(705) > 9) {
- mes "[Smile Girl]";
- mes "Congratulations !";
- mes "Now please take this Mr.Smile.";
- next;
- delitem 909,10; //Jellopy
- delitem 914,10; //Fluff
- delitem 705,10; //Clover
- getitem 2278,1; //Mr_Smile
- mes "[Smile Girl]";
- mes "His majesty,Tristram the 3rd";
- mes "has promised to try his best to make Ragnarok better and more enjoyable.";
- next;
- mes "The fact mentioned above";
- mes "was announced by";
- mes "the Public Information Bureau of the Rune-Midgarts Kingom.";
- close;
- }
- else {
- mes "[Smile Girl]";
- mes "Oh - unfortunately";
- mes "You have not brought";
- mes "enough items for Mr. Smile.";
- mes "^3355FF10 Jellopy^000000";
- mes "^3355FF10 Fluff^000000";
- mes "^3355FF10 Clover^000000";
- mes "Please check the requirements above.";
- close;
- }
- case 3:
- mes "[Smile Girl]";
- mes "Thank you for visiting us.";
- mes "We ..";
- mes "The Rune-Midgarts Kingdom";
- mes "always try to make Ragnarok";
- mes "better and more enjoyable game.";
- next;
- mes "[Smile Girl]";
- mes "We sincerely ask you";
- mes "to cooperate.";
- mes "The fact mentioned above";
- mes "was announced by the Public Information Bureau of the Rune-Midgarts Kingom.";
- close;
- }
-}
-
-// Additional Smile Assistance staff
-alberta,113,53,4 duplicate(SmileHelper) Smile Assistance#alb 92
-aldebaran,136,135,4 duplicate(SmileHelper) Smile Assistance#alde 92
-geffen,119,107,4 duplicate(SmileHelper) Smile Assistance#gef 92
-izlude,129,118,4 duplicate(SmileHelper) Smile Assistance#iz 92
-moc_ruins,59,154,3 duplicate(SmileHelper) Smile Assistance#moc 92
-payon,186,104,5 duplicate(SmileHelper) Smile Assistance#pay 92
-prontera,157,187,4 duplicate(SmileHelper) Smile Assistance#prt 92
-
-//============================================================
-// Old changelog
-//============================================================
-//= Fully working. 1.1 Optimized
-//= 1.2 updated Payon coords [Lupus]
-//= 1.3 fixed exploit [Lupus]
-//============================================================
diff --git a/npc/quests/newgears/2004_headgears.txt b/npc/quests/newgears/2004_headgears.txt
deleted file mode 100644
index 42e5ceb12..000000000
--- a/npc/quests/newgears/2004_headgears.txt
+++ /dev/null
@@ -1,3641 +0,0 @@
-//===== rAthena Script =======================================
-//= 2004 Headgear Quests
-//===== By: ==================================================
-//= Dj-Yhn
-//===== Current Version: =====================================
-//= 1.6
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= 2004 New Headgears. Official Quests
-//= 1) Black Cat Ears (payon 115 131)
-//= 2) X Hairpin, Band Aid, Flower Hairpin (geffen 129 148)
-//= 3) Hot-blooded Headband (yuno 300 188)
-//= 4) Red Ribbon (prontera 165 232)
-//= 5) Indian Headband (comodo 237 217)
-//= 6) Mushroom Band (geffen 67 87)
-//= 7) Angel Wing Ears, Devil Wing Ears (yuno 241 52)
-//= 8) Sea-Otter Hat (xmas 183 267)
-//= 9) Teddybear Hat (xmas 175 156)
-//= 10) Model Training Hat (payon_in03 8 193)
-//= 11) Tulip Haipin (geffen 83 189)
-//= 12) Party Hat, Straw Hat, Cowboy Hat, (xmas_in 35 30)
-//= Sombrero, Beanie
-//= 13) Decorative Golden Bell, (yuno_in03 20 18)
-//= Crown of Ancient Queen, Crown of Mistress
-//= 14) Alarm Mask (alde_alche 88 180)
-//= 15) Drooping Cat, Smokie Leaf, Lazy Smokie, (morocc 273 79)
-// Blue Fish
-//= 16) Kitsune Mask (pay_dun03 48 84)
-//= 17) Orc Hero Helm (in_orcs01 31 93 & 162 33)
-//===== Additional Comments: =================================
-//= 1.4 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
-//= 1.5 Vito'd function call for checkweight. [L0ne_W0lf]
-//= 1.6 Replaced effect numerics with constants. [L0ne_W0lf]
-//============================================================
-
-// Black Cat Ears
-//============================================================
-payon,115,131,3 script Neko Neko#1 725,{
- if (checkweight(1201,1) == 0) {
- mes "- Wait a minute! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again after -";
- mes "- you put some items into Kafra Storage. -";
- close;
- }
- if (countitem(2213) > 0 && countitem(983) > 0 && countitem(914) > 199 && Zeny > 9999) {
- mes "[Neko Neko]";
- mes "Heh? You brought all the items~";
- mes "Okay, give me some time.";
- next;
- mes "[Neko Neko]";
- mes "*Squish Squish Bang Bang Bang Tap Tap Scrape Scrape*";
- mes "*Scratch Scratch Tap Tap Tap Tap*";
- next;
- mes "[Neko Neko]";
- mes "*Squish Squish Bang Bang Bang Tap Tap Scrape Scrape*";
- mes "*Scratch Scratch Tap Tap Tap Tap*";
- next;
- mes "[Neko Neko]";
- mes "Phew! There you go.";
- mes "Now you can wear";
- mes "Black Cat Ears";
- mes "of your very own~";
- delitem 2213,1; //Cat_Hairband
- delitem 983,1; //Black_Dyestuffs
- delitem 914,200; //Fluff
- set zeny,zeny-10000;
- getitem 5057,1; //Ear_Of_Black_Cat
- next;
- mes "[Neko Neko]";
- mes "Thank you for using my service~!";
- close;
- }
- mes "[Neko Neko]";
- mes "Umm...?";
- mes "Excuse me?";
- mes "Do I know you?...";
- mes "Oh, I know why you";
- mes "want to talk to me.";
- mes "Heh heh~!";
- next;
- mes "[Neko Neko]";
- mes "You want to know where I got these tiny little cute black cat ears on my head, don't you? I knew it! Hahaha~!";
- next;
- mes "[Neko Neko]";
- mes "Well, I made these myself.";
- mes "If you want, I can make one for you too for a small price.";
- mes "Heh heh heh~";
- next;
- mes "[Neko Neko]";
- mes "Just bring me";
- mes "1 ^FF0000Kitty Band^000000,";
- mes "1 ^FF0000Black Dyestuffs^000000,";
- mes "200 ^FF0000Fluff^000000 and";
- mes "^FF000010,000 zeny^000000!";
- next;
- mes "[Neko Neko]";
- mes "^FF0000Just remember, if you bring me any item that has a card inserted, or has been upgraded, the additional abilities of the item will disappear after I have used them. So please keep that in mind.";
- close;
-}
-
-// X Hairpin, Band Aid, Flower Hairpin
-//============================================================
-geffen,129,148,3 script Argen#1 779,{
- if (checkweight(1201,1) == 0) {
- mes "[Argen]";
- mes "Hey~ why are you carrying so many items?";
- mes "You mind sharing them with me?";
- close;
- }
- emotion e_hmm;
- mes "[Argen]";
- mes "Man, oh man~";
- mes "Am I bored~!";
- mes "If I only knew more tricks with this yo-yo. Then I could really impress the ladies.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Impress the ladies...?";
- next;
- emotion e_gasp;
- if (Sex) {
- mes "[Argen]";
- mes "Yeah dude. There are two things chicks dig. Small, adorable presents. And suave dudes.";
- next;
- mes "[Argen]";
- mes "So, I got the cutesy present junk down. You know, instead of like, spending money on like a real gift, I make these little hairpin thingees.";
- next;
- mes "[Argen]";
- mes "As for being suave? Well, I do have this yo-yo...";
- next;
- mes "[Argen]";
- mes "Heh. You look like you don't like wasting cash on girls either. I'm down with that. If you like, I can make you a hairpin that you can give as gifts to the ^FF3333ladies^000000.";
- next;
- mes "[Argen]";
- mes "All you gotta do is bring me the stuff to make it. And if that hairpin's for yourself, well, I'm down with that jive too.";
- }
- else {
- mes "[Argen]";
- mes "Whoa~! A lady...";
- mes "Wow, you're really cute! Tell you what...";
- next;
- mes "[Argen]";
- mes "Since you're such a cutie, I'll put together a nice little hairpin for you. All you gotta do is bring me the stuff to make it.";
- next;
- mes "[Argen]";
- mes "So go ahead and tell me what kinda hairpin you're interested in.";
- }
- next;
- emotion e_heh;
- switch(select("^3131FFX Hairpin^000000:^3131FFBand Aid^000000:^3131FFFlower Hairpin^000000:No thanks.")) {
- case 1:
- if (countitem(2294) > 0 && countitem(7220) > 399) {
- mes "[Argen]";
- mes "X Hairpin!";
- mes "Nice choice~!";
- next;
- emotion e_gasp;
- mes "[Argen]";
- mes "Ah... Right.";
- mes "About the Stellar...";
- mes "^CE3100If you use an upgraded Stellar to make this item, any upgrades will be lost. That okay with you?^000000";
- next;
- switch(select("I don't mind.:I will come back later.")) {
- case 1:
- mes "[Argen]";
- mes "Alright, let's get to work.";
- next;
- mes "^3131FF * Scrape Scrape * ^000000";
- mes "^3131FF * Scrape Scrape * ^000000";
- next;
- emotion e_no1;
- mes "[Argen]";
- mes "Alright, I'm done!";
- mes "So what do you think?";
- mes "Pretty cool, eh?";
- delitem 2294,1; //Star_Dust
- delitem 7220,400; //Ectoplasm
- getitem 5079,1; //Crossed_Hair_Band
- next;
- break;
- case 2:
- mes "[Argen]";
- mes "No problem, take your time.";
- close;
- }
- }
- else {
- mes "[Argen]";
- mes "Oh~";
- mes "You want a ^3131FFX Hairpin?^000000";
- mes "That's easy!";
- next;
- mes "[Argen]";
- mes "I need ^FF00001 Stellar^000000";
- mes "and ^FF0000400 Ectoplasm^000000.";
- mes "Tell me when you're ready!";
- close;
- }
- break;
- case 2:
- if (countitem(970) > 0 && countitem(930) > 499) {
- mes "[Argen]";
- mes "Band Aid, eh?";
- mes "Got it! Hold on";
- mes "a sec, I'll be";
- mes "done in a bit.";
- next;
- mes "^3131FF * Scrape Scrape * ^000000";
- mes "^3131FF * Scrape Scrape * ^000000";
- next;
- emotion e_no1;
- mes "[Argen]";
- mes "*Whew~!*";
- mes "I'm finished!";
- mes "Pretty cool, huh?";
- delitem 970,1; //Alchol
- delitem 930,500; //Rotten_Bandage
- getitem 5063,1; //Plaster
- next;
- }
- else {
- mes "[Argen]";
- mes "Ah, a ^3131FFBand Aid^000000!";
- mes "That stuff is great for faking injuries, or hiding a bald spot. Handy to have when you wanna ditch school.";
- next;
- mes "[Argen]";
- mes "Bring me ^FF00001 Alcohol^000000 and";
- mes "^FF0000500 Rotten Bandage^000000!";
- mes "Tell me when you're ready, yeah?";
- close;
- }
- break;
- case 3:
- if (countitem(2269) > 0 && countitem(999) > 9 && Zeny > 19999) {
- mes "[Argen]";
- mes "You wanna a Flower Hairpin~?";
- mes "Alright, gimmie a minute, yeah?";
- next;
- mes "^3131FF - Scrape Scrape - ^000000";
- mes "^3131FF - Scrape Scrape - ^000000";
- next;
- emotion e_no1;
- mes "[Argen]";
- mes "Ah... It's done!";
- mes "Hey, that looks pretty smooth! Oh, and uh, you can keep this leftover Stem.";
- delitem 2269,1; //Centimental_Flower
- delitem 999,10; //Steel
- set zeny,zeny-20000;
- getitem 5061,1; //Flower_Hairpin
- getitem 905,1; //Stem
- next;
- }
- else {
- mes "[Argen]";
- mes "You wanna a ^3131FFFlower Hairpin^000000!";
- mes "Yeah, I've noticed cuties just love walking around with flowers in their mouths, and I was always like 'Whaaaat~?' But then I got this great idea!";
- next;
- mes "[Argen]";
- mes "Wouldn't some kinda... ^3131FFFlower Hairpin^000000 be a hit with chicks? So I tried making one, and it seemed to be pretty popular among my lady friends.";
- next;
- mes "[Argen]";
- mes "And it's a much better way to use a flower than to put it on Pet Orc Warriors. Man, those things just look gnarly~";
- next;
- mes "[Argen]";
- mes "Well, if you want one, I'll make it. But I want you should pay me some royalties for my services. It's pretty hard to attach a flower to a hairpin, you know?";
- next;
- mes "[Argen]";
- mes "It takes mad skill.";
- next;
- mes "[Argen]";
- mes "So, I want you to bring...";
- mes "^FF00001 Romantic Flower^000000,";
- mes "^FF000010 Steel^000000";
- mes "and ^3131FF20,000 zeny^000000!";
- mes "Got it? Cool~";
- close;
- }
- break;
- case 4:
- mes "[Argen]";
- mes "I'm down with that.";
- mes "If you want some kinda hairpin, just come back. I'll just be here, looking ^FF3333suaaave^000000 with this yo-yo.";
- close;
- }
- emotion e_paper;
- mes "[Argen]";
- mes "Feel free to come ask me if you want more hairpins. Hey, I know I look lazy, but I do like to make things for the ladies. See ya later~!";
- close;
-}
-
-// Hot-blooded Headband
-//============================================================
-yuno,300,188,5 script Zhenbolt#1 753,{
- if (checkweight(1201,1) == 0) {
- mes "- Wait a minute! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again after -";
- mes "- you put some items into Kafra Storage. -";
- close;
- }
- if (countitem(7216) > 299 && countitem(7097) > 299 && countitem(2211) > 0 && countitem(982) > 0) {
- mes "[Zhenbolt]";
- mes "What's this?!";
- mes "You've already brought everything I've asked! Good job, hero~! Let me get to work right away...";
- next;
- mes "[Zhenbolt]";
- mes "...";
- next;
- mes "[Zhenbolt]";
- mes "......";
- next;
- mes "[Zhenbolt]";
- mes "......*Cling*";
- next;
- mes "[Zhenbolt]";
- mes "Take this...";
- mes "It's known as the ^FF0000Hot-blooded Headband^000000, my personal symbol of fighting spirit! With this on your head, nothing can stop you!";
- delitem 7216,300; //Red_Scarf
- delitem 7097,300; //Burning_Heart
- delitem 2211,1; //Bandana
- delitem 982,1; //White_Dyestuffs
- getitem 5070,1; //Headband_Of_Power
- next;
- mes "[Zhenbolt]";
- mes "Now, go!";
- mes "Unleash your fighting spirit upon the villains of the world!";
- close;
- }
- mes "[Zhenbolt]";
- mes "I...";
- mes "am called ^FF0000Zhenbolt^000000!!";
- next;
- if (select("THE Zhenbolt!?:Oh my gosh, it's Zhenbolt!") == 1) {
- mes "[Zhenbolt]";
- mes "Yes, it is I, the man who has pummelled over a trillion foes and rising. Raging Hurricane Hero of Justice: Zhenbolt!";
- next;
- mes "[Zhenbolt]";
- mes "I see in your eyes that you also fight with a heart of purity, a heart of passion!";
- next;
- mes "[Zhenbolt]";
- mes "It is decided! If you bring me the following items, I will give you the famous symbol of battle by which villains fear Zhenbolt.";
- next;
- mes "[Zhenbolt]";
- mes "Bring me...";
- mes "300 ^FF0000Red Muffler^000000,";
- mes "300 ^FF0000Burning Heart^000000,";
- mes "1 ^FF0000Bandana^000000 and 1 ^FF0000White Dyestuffs^000000.";
- mes "That's all I need.";
- next;
- mes "[Zhenbolt]";
- mes "Come back soon, adventurer!";
- mes "I expect great things of you!";
- close;
- }
- mes "[Zhenbolt]";
- mes "Yes.";
- mes "It is I, Zhenbolt.";
- mes "Warrior of Might!";
- mes "Whirling Tempest";
- mes "of Raging Passion!";
- next;
- mes "[Zhenbolt]";
- mes "I see in your eyes that you have seen many a skirmish. To have survived this long, you must know the secret to victory...";
- next;
- mes "[Zhenbolt]";
- mes "Pure, unbridled rage!";
- mes "Battles are won with vigor and passion!";
- next;
- mes "[Zhenbolt]";
- mes "Seeing as you understand this fundamental, I recognize you as an ally in the eternal struggle for justice! I shall bestow upon you the very symbol with which I have struck fear into evil hearts...";
- next;
- mes "[Zhenbolt]";
- mes "Bring me";
- mes "300 ^FF0000Red Muffler^000000,";
- mes "300 ^FF0000Burning Heart^000000,";
- mes "1 ^FF0000Bandana^000000 and 1 ^FF0000White Dyestuffs^000000.";
- mes "That's all I need.";
- next;
- mes "[Zhenbolt]";
- mes "Bring me those items...";
- mes "And you too can become a fighting legend...";
- close;
-}
-
-// Red Ribbon
-//============================================================
-prontera,165,232,3 script Nephia#1 744,{
- if (checkweight(1201,1) == 0) {
- mes "- Wait a minute! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again after -";
- mes "- you put some items into Kafra Storage. -";
- close;
- }
- if (countitem(2244) > 0 && countitem(2209) > 0 && countitem(10007) > 0) {
- mes "[Nephia]";
- mes "Oh...";
- mes "You've brought all these ribbons! I can't wait to tie you a new ribbon to put on your ^FF66CCbeautiful hair!^000000";
- next;
- mes "[Nephia]";
- mes "...";
- next;
- mes "[Nephia]";
- mes "......";
- next;
- mes "[Nephia]";
- mes ".......*Cling*";
- next;
- mes "[Nephia]";
- mes "That's it~! We're done! Oh, I just know you're going to look precious wearing this.";
- delitem 2244,1; //Big_Sis'_Ribbon
- delitem 2209,1; //Ribbon_
- delitem 10007,1; //Silk_Ribbon
- getitem 5083,1; //Red_Tailed_Ribbon
- next;
- mes "[Nephia]";
- mes "Hopefully, we can get together and do each other's hair sometime! Wouldn't that be soooo much fun?";
- close;
- }
- mes "[Nephia]";
- mes "Wow~";
- mes "Such beautiful hair! I'm sorry, it's just that I love pretty hairstyles, and accessories!";
- next;
- mes "[Nephia]";
- mes "Ooh~! You know what would make your hair so much cuter? I think if you tied it back with a big, red ribbon, you would look sooo ^FF66CCadorable^000000!";
- next;
- if (Sex) {
- if (select("Um, lady, I'm a dude.:^FF66CCOoh~! You're right!^000000") == 1) {
- mes "["+ strcharinfo(0) +"]";
- mes "Woman, can't you that I'm a man?";
- next;
- mes "[Nephia]";
- mes "Awww...";
- mes "But you would look so ^FF66CCpretty~!^000000";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "That...";
- mes "Was the worst";
- mes "compliment anyone";
- mes "has ever given me.";
- close;
- }
- mes "["+ strcharinfo(0) +"]";
- mes "Oooh~!";
- mes "That sounds great!";
- next;
- mes "[Nephia]";
- mes "Like, oh my God! That's what I was thinking! Oh hey~! I can go ahead and tie that ribbon for you if you want!";
- next;
- mes "[Nephia]";
- mes "Ooh! Bring...";
- mes "1 ^FF0000Big Ribbon^000000,";
- mes "1 ^FF0000slotted Ribbon^000000 and";
- mes "1 ^FF0000Silk Ribbon^000000!";
- next;
- mes "[Nephia]";
- mes "Oh, I almost forgot!";
- mes "^FF0000If you bring me any upgraded items, or items compounded with cards, those cards and upgrades will be lost once I create the new item for you. So please don't forget that!^000000";
- next;
- mes "[Nephia]";
- mes "Ooh, hurry hurry! I can't wait to accessorize your hair!";
- close;
- }
- else {
- if (select("No thanks.:^FF66CCOoh~! You're right!^000000") == 1) {
- mes "["+ strcharinfo(0) +"]";
- mes "Er...";
- mes "No thanks.";
- next;
- mes "[Nephia]";
- mes "Awwww~";
- mes "But you're just the cutest little thing. I just know you would look so preeeetty!";
- close;
- }
- mes "["+ strcharinfo(0) +"]";
- mes "Oooh~!";
- mes "That sounds great!";
- next;
- mes "[Nephia]";
- mes "Like, oh my God! That's what I was thinking! Oh hey~! I can go ahead and tie a ribbon for you if you want!";
- next;
- mes "[Nephia]";
- mes "Ooh! To do that I need";
- mes "1 ^FF0000Big Ribbon^000000,";
- mes "1 ^FF0000slotted Ribbon^000000 and";
- mes "1 ^FF0000Silk Ribbon^000000!";
- next;
- mes "[Nephia]";
- mes "Oh, I almost forgot!";
- mes "^FF0000If you bring me any upgraded items, or items compounded with cards, those cards and upgrades will be lost once I create the new item for you. So please don't forget that!^000000";
- next;
- mes "[Nephia]";
- mes "Ooh, hurry hurry! I can't wait to accessorize your hair!";
- close;
- }
-}
-
-// Indian Headband
-//============================================================
-comodo,237,217,5 script Meruntei#1 732,{
- if (checkweight(1201,1) == 0) {
- mes "- Wait a minute! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again after -";
- mes "- you put some items into Kafra Storage. -";
- close;
- }
- if (countitem(5010) > 0 && countitem(5049) > 0 && countitem(7101) > 9 && Zeny > 9999) {
- mes "[Meruntei]";
- mes "Oh! You brought all of them! Now I shall make you an Indian Headband of your very own.";
- next;
- mes "[Meruntei]";
- mes "Take this! The items you have brought will be very useful for continuing my work in spreading headbands around Rune-Midgard.";
- delitem 5010,1; //Indian_Hair_Piece
- delitem 5049,1; //Stripe_Band
- delitem 7101,10; //Peco_Wing_Feather
- set zeny,zeny-10000;
- getitem 5071,1; //Indian_Headband
- next;
- mes "[Meruntei]";
- mes "iiiyiyiyiyiyiyiiiiii~~!";
- close;
- }
- mes "[Meruntei]";
- mes "iiiyiyiyiyiyiyiiiiii~~!";
- mes " ";
- mes "Indian spirit, forever~!";
- mes "On behalf of the Comodo Indians, I give reverence to all Indian Tribes!";
- next;
- mes "[Meruntei]";
- mes "Would you like to have an Indian Headband? You wouldn't become an official member of my tribe, but wearing it would show your respect if you happen to encounter tribal Indians in your adventures.";
- next;
- mes "[Meruntei]";
- mes "You could just bring...";
- mes "1 ^FF0000Indian Fillet^000000,";
- mes "1 ^FF0000Striped Hairband^000000,";
- mes "10 ^FF0000PecoPeco Feather^000000";
- mes "and ^FF000010,000 zeny!";
- next;
- mes "[Meruntei]";
- mes "I will be using the items you've given me so I can continue my work in spreading Indian Headbands, and paying homage to the tribes of Rune-Midgard.";
- next;
- mes "[Meruntei]";
- mes "^FF0000For your information, if you bring me any item that has a card inserted, or has been upgraded, the additional abilities of the item will disappear after I have used them. So please keep that in mind.^000000";
- next;
- mes "[Meruntei]";
- mes "iiiyiyiyiyiyiyiiiiii~~!";
- close;
-}
-
-// Mushroom Band
-//============================================================
-geffen,67,87,3 script Ipore#1 700,{
- if (checkweight(1201,1) == 0) {
- mes "- Wait a minute! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again after -";
- mes "- you put some items into Kafra Storage. -";
- close;
- }
- if (countitem(921) > 299) {
- mes "[Ipore]";
- mes "Wow! Did you really gather these 300 Mushroom Spores all by yoruself? Nice! Now it's time to use my magic~";
- next;
- mes "^3355FF*Sprinkle Sprinkle*";
- mes "Ipore pours the Mushroom Spores onto your head.^000000";
- next;
- mes "[Ipore]";
- mes "Hocus pocus!";
- next;
- mes "[Ipore]";
- mes ".......................";
- mes "Phew! Success! There's a mushroom growing out of your head!";
- next;
- mes "[Ipore]";
- mes "But...";
- mes "I don't like the way it's tilting. It should have grown in the ^FF3333other^000000 direction.";
- next;
- mes "[Ipore]";
- mes "I guess...";
- mes "I guess we should make that mushroom into a headband so that you can adjust it to your style.";
- next;
- mes "[Ipore]";
- mes "I know, I know...";
- mes "It's not as cool as having the mushroom actually attached to your skull, but it's all we can do. I'm sorry I let you down.";
- next;
- mes "[Ipore]";
- mes "...There.";
- mes "It's done. But are you okay? Luckily, I don't think I scalped you.";
- next;
- mes "[Ipore]";
- mes "Anyway, now you can wear that mushroom at a rakish angle, the way it's supposed to be worn. Stay cool, you fashion rebel, you.";
- delitem 921,300; //Mushroom_Spore
- getitem 5082,1; //Mushroom_Band
- close;
- }
- mes "[Ipore]";
- mes "Finally...";
- mes "I've created a magic spell that can make mushrooms grow anywhere! Anyplace you can imagine, I can make a mushroom grow there.";
- next;
- mes "[Ipore]";
- mes "Even...";
- mes "On top of the human head...";
- next;
- mes "[Ipore]";
- mes "Some may think it grotesque, but wouldn't you agree that sporting a mushroom, grown from your head, would start an art revolution?";
- next;
- mes "[Ipore]";
- mes "Just think! It's the perfect fusion of magic and art, fashion and living life...";
- mes "Man and mushroom?";
- mes "Ah...I've piqued your curiosity I see.";
- next;
- mes "[Ipore]";
- mes "So...";
- mes "But in order to cast this spell, I need the magical power in ^FF0000300 Mushroom Spores^000000. So, if you bring me all of those Mushroom Spores, you can see my magic for yourself!";
- next;
- mes "[Ipore]";
- mes "Now now, you do understand that I have to make the mushroom grow out of your head. Anywhere else, you could suspect that there's some kind of trick or illusion involved.";
- next;
- mes "[Ipore]";
- mes "Besides, nothing says 'rebel without a cause' like a mushroom growing out of your head! You would look soooo cool, independent and countercultured!";
- next;
- mes "[Ipore]";
- mes "Remember, bring me...";
- mes "^FF0000300 Mushroom Spore^000000,";
- mes "so that I can let you experience my amazing magic for yourself~!";
- close;
-}
-
-// Angel Wing Ears, Devil Wing Ears
-//============================================================
-yuno,241,52,3 script Old Blacksmith#hgear 813,{
- //DisableItemMove
- if (checkweight(1201,1) == 0) {
- mes "- Wait a minute! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again after -";
- mes "- you put some items into Kafra Storage. -";
- close;
- // close2;
- // EnableItemMove
- // end;
- }
- mes "[Skillful Looking Artisan]";
- mes "Aha~";
- mes "You must really like to travel! You're certainly not from around here.";
- next;
- mes "[Skillful Looking Artisan]";
- mes "Allow me to introduce myself. My name is Hatbyr Mhore, a travelling Blacksmith.";
- next;
- if (countitem(2254) > 0 && countitem(2286) > 0) {
- mes "[Hatbyr Mhore]";
- mes "Oh? It seems that you're carrying some valuable stuff with you.";
- next;
- mes "[Hatbyr Mhore]";
- mes "Hmm, if you like, I could make you something truly amazing with that ^4d4dffAngel Wing^000000 and ^4d4dffElven Ears^000000 that you have.";
- next;
- mes "[Hatbyr Mhore]";
- mes "How does that sound?";
- mes "Oh, and don't you worry about my skill! I'm pretty well known among Blacksmiths for my talent, and my knack of making great things out of junk.";
- next;
- switch(select("Umm, let me think.:Okay, make it for me then.:Can you make it with an Evil Wing..?")) {
- case 1:
- mes "[Hatbyr Mhore]";
- mes "Huh. What's to think about?! I was gonna use all of my skill to create something special for you. Ah well...";
- close;
- case 2:
- mes "[Hatbyr Mhore]";
- mes "Aha~ Good good good.";
- mes "Let's see let's see...";
- mes "1 Angel Wing";
- mes "1 Elven Ears...";
- next;
- mes "[Hatbyr Mhore]";
- mes "Some other crap and";
- mes "...20,000 zeny.";
- mes "I must say this is a very cheap price to pay for such a great item. But before I start, I should tell you...";
- next;
- mes "[Hatbyr Mhore]";
- mes "I don't care how many times you've upgraded the items you brought, but please ^4d4dff carry only items that you need to create this item.^000000 I can't mess up my artwork because of some mistake you might make.";
- next;
- if (select("I am ready.:Okay, let me go store my other items first.") == 1) {
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 2000) {
- mes "[Hatbyr Mhore]";
- mes "Ouch...!";
- mes "Why are you carrying so many items with you? Leave all your extra baggage somewhere else and come back.";
- close;
- }
- else {
- if (countitem(2254) > 0 && countitem(2286) > 0 && Zeny > 19999) {
- mes "[Hatbyr Mhore]";
- mes "Alright...";
- mes "Let's get a groove on!";
- specialeffect EF_REPAIRWEAPON;
- next;
- mes "[Hatbyr Mhore]";
- mes "There you go, buddy.";
- mes "I am proud to say this is my masterpiece. Please take this item. I call it...";
- mes "'Angel Wing Ears!'";
- delitem 2254,1; //Angelic_Chain
- delitem 2286,1; //Elven_Ears
- set zeny,zeny-20000;
- getitem 5074,1; //Ear_Of_Angel's_Wing
- next;
- mes "[Hatbyr Mhore]";
- mes "There's no doubt that you'll be the talk of the town sporting these fashionable things.";
- next;
- mes "[Hatbyr Mhore]";
- mes "The glamour of an angel and the cuteness of Elven Ears is almost too much goodness for one headgear~!";
- close;
- }
- mes "[Hatbyr Mhore]";
- mes "I'm sorry buddy, but I can't make this item without having the things I need. Remember, I need 1 Angel Wing, 1 Elven Ears and 20,000 zeny.";
- close;
- }
- }
- mes "[Hatbyr Mhore]";
- mes "No problem.";
- mes "Come back anytime you want.";
- mes "I'll just be here enjoying the view.";
- close;
- case 3:
- mes "[Hatbyr Mhore]";
- mes "Of course, I can make an item";
- mes "out of an Evil Wing as well!";
- mes "That sort of thing is simple for me!";
- next;
- mes "[Hatbyr Mhore]";
- mes "Okay then, I will need...?";
- mes "1 Evil Wing,";
- mes "1 Elven Ears,";
- mes "...and 20,000 zeny.";
- next;
- mes "[Hatbyr Mhore]";
- mes "I must say this is a very cheap price considering the item I will make for you. But before I start, I should tell you...";
- next;
- mes "[Hatbyr Mhore]";
- mes "I don't care how many times you've upgraded the items you brought, but please ^4d4dff carry only items that you need to create this item.^000000 I can't mess up my artwork because of some mistake you might make.";
- next;
- if (select("I am ready.:Okay, let me go store my other items first.") == 1) {
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 2000) {
- mes "[Hatbyr Mhore]";
- mes "Ouch...!";
- mes "Why are you carrying so many items with you? Leave all your extra baggage somewhere else and come back.";
- close;
- }
- else {
- if (countitem(2255) > 0 && countitem(2286) > 0 && Zeny > 19999) {
- mes "[Hatbyr Mhore]";
- mes "Alright, it's time to roll!";
- specialeffect EF_REPAIRWEAPON;
- next;
- mes "[Hatbyr Mhore]";
- mes "There you go, buddy. I am proud to say this is my masterpiece. I call it... 'Devil Wing Ears!'";
- delitem 2255,1; //Satanic_Chain
- delitem 2286,1; //Elven_Ears
- set zeny,zeny-20000;
- getitem 5068,1; //Ear_Of_Devil's_Wing
- next;
- mes "[Hatbyr Mhore]";
- mes "You'll be wowing everyone on the streets with your fashionable new look that says 'It feels so good to be so bad.' Glad to be of service~!";
- close;
- }
- mes "[Hatbyr Mhore]";
- mes "I'm sorry buddy, but I can't make this item without the stuff I need. Remember I need 1 Devil Wing, 1 Elven Ears and 20,000 zeny.";
- close;
- }
- }
- mes "[Hatbyr Mhore]";
- mes "No problem.";
- mes "Come back anytime you want.";
- mes "I'll just be here enjoying the view.";
- close;
- }
- }
- else if (countitem(2255) > 0 && countitem(2286) > 0) {
- mes "[Hatbyr Mhore]";
- mes "Oh? It seems that you're carrying some valuable stuff with you.";
- next;
- mes "[Hatbyr Mhore]";
- mes "Hmm, if you like, I could make you something truly amazing with that ^4d4dffEvil Wing^000000 and ^4d4dffElven Ears^000000 that you have.";
- next;
- mes "[Hatbyr Mhore]";
- mes "How does that sound?";
- mes "Oh, and don't you worry about my skill! I'm pretty well known among Blacksmiths for my talent, and my knack of making great things out of junk.";
- next;
- switch(select("Umm, let me think.:Okay, make it for me then.:Can you make it with an Angel Wing..?")) {
- case 1:
- mes "[Hatbyr Mhore]";
- mes "Huh. What's to think about?! I was gonna use all of my skill to create something special for you. Ah well...";
- close;
- case 2:
- mes "[Hatbyr Mhore]";
- mes "Aha~ Good good good.";
- mes "Let's see let's see...";
- mes "1 Devil Wing";
- mes "1 Elven Ears...";
- next;
- mes "[Hatbyr Mhore]";
- mes "Some other crap and";
- mes "...20,000 zeny.";
- mes "I must say this is a very cheap price to pay for such a great item. But before I start, I should tell you...";
- next;
- mes "[Hatbyr Mhore]";
- mes "I don't care how many times you've upgraded the items you brought, but please ^4d4dff carry only items that you need to create this item. I can't mess up my artwork because of some mistake you might make. ^000000";
- next;
- if (select("I am ready.:Okay, let me go store my other items first.") == 1) {
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 2000) {
- mes "[Hatbyr Mhore]";
- mes "Ouch, why are you carrying";
- mes "so many items with you?";
- mes "Leave all your extra baggage somewhere else and come back.";
- close;
- }
- else {
- if (countitem(2255) > 0 && countitem(2286) > 0 && Zeny > 19999) {
- mes "[Hatbyr Mhore]";
- mes "Alright...";
- mes "Let's get a groove on!";
- specialeffect EF_REPAIRWEAPON;
- next;
- mes "[Hatbyr Mhore]";
- mes "There you go, buddy.";
- mes "I am proud to say this is my masterpiece. Please take this item. I call it... 'Devil Wing Ears!'";
- delitem 2255,1; //Satanic_Chain
- delitem 2286,1; //Elven_Ears
- set zeny,zeny-20000;
- getitem 5068,1; //Ear_Of_Devil's_Wing
- next;
- mes "[Hatbyr Mhore]";
- mes "You'll be wowing everyone on the streets with your fashionable new look that says 'It feels so good to be so bad.' Glad to be of service~!";
- close;
- }
- mes "[Hatbyr Mhore]";
- mes "I'm sorry buddy, but I can't make this item without having the things I need. Remember, I need 1 Devil Wing, 1 Elven Ears and 20,000 zeny.";
- close;
- }
- }
- mes "[Hatbyr Mhore]";
- mes "No problem.";
- mes "Come back anytime you want.";
- mes "I'll just be here enjoying the view.";
- close;
- case 3:
- mes "[Hatbyr Mhore]";
- mes "Of course, I can make an item";
- mes "out of an Angel Wing as well!";
- mes "That sort of thing is simple for me!";
- next;
- mes "[Hatbyr Mhore]";
- mes "Okay then, then I'll need...";
- mes "1 Angel Wing,";
- mes "1 Elven Ears,";
- mes "...and 20,000 zeny.";
- next;
- mes "[Hatbyr Mhore]";
- mes "I must say this is a very cheap price considering the item I will make for you. But before I start, I should tell you...";
- next;
- mes "[Hatbyr Mhore]";
- mes "I don't care how many times you've upgraded the items you brought, but please ^4d4dff carry only items that you need to create this item.^000000 I can't mess up my artwork because of some mistake you might make.";
- next;
- if (select("I am ready.:Okay, let me go store my other items first.") == 1) {
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 2000) {
- mes "[Hatbyr Mhore]";
- mes "Ouch, why are you carrying";
- mes "so many items with you?";
- mes "Leave all your extra baggage somewhere else and come back.";
- close;
- }
- else {
- if (countitem(2254) > 0 && countitem(2286) > 0 && Zeny > 19999) {
- mes "Alright...";
- mes "Let's get a groove on!";
- specialeffect EF_REPAIRWEAPON;
- next;
- mes "[Hatbyr Mhore]";
- mes "There you go, buddy.";
- mes "I am proud to say this is my masterpiece. Please take this item. I call it... 'Angel Wing Ears!'";
- delitem 2254,1; //Angelic_Chain
- delitem 2286,1; //Elven_Ears
- set zeny,zeny-20000;
- getitem 5074,1; //Ear_Of_Angel's_Wing
- next;
- mes "[Hatbyr Mhore]";
- mes "There's no doubt that you'll be the talk of the town sporting these fashionable things.";
- next;
- mes "[Hatbyr Mhore]";
- mes "The glamour of an angel and the cuteness of Elven Ears is almost too much goodness for one headgear~!";
- close;
- }
- mes "[Hatbyr Mhore]";
- mes "I'm sorry buddy, but I can't make this item without having the things I need. Remember, I need 1 Angel Wing, 1 Elven Ears and 20,000 zeny.";
- close;
- }
- }
- mes "[Hatbyr Mhore]";
- mes "No problem.";
- mes "Come back anytime you want.";
- mes " ";
- mes "I'll just be here enjoying the view.";
- close;
- }
- }
- else {
- mes "[Hatbyr Mhore]";
- mes "I happened to come to Juno while I was traveling around the world. Being someplace up in the clouds makes me a little nervous, but still, the scenery looks great from up here.";
- next;
- mes "[Hatbyr Mhore]";
- mes "Although I really enjoy traveling more than staying in my shop, I'm still a Blacksmith at heart and I always gotta be making something. It's been a while since I've made my last creation...";
- next;
- mes "[Hatbyr Mhore]";
- mes "Hmm...";
- mes "If I had some materials, I think I could put together some pretty amazing stuff.";
- next;
- mes "[Hatbyr Mhore]";
- mes "If by any chance, you have an Angel Wing or Evil Wing, and";
- mes "Elven Ears, would you give me a chance to smith something?";
- next;
- mes "[Hatbyr Mhore]";
- mes "I was thinking...";
- mes "Elven Ears are great...";
- mes "And everyone loves Angel Wing or Devil Wing. Wouldn't it be totally fab if I could combine the Elven Ears with one of the wings?!";
- next;
- if (select("Give me more information.:Yeah, I will think about it.") == 1) {
- mes "[Hatbyr Mhore]";
- mes "Oh, right.";
- mes "Let me tell";
- mes "you exactly I need.";
- next;
- mes "[Hatbyr Mhore]";
- mes "For creating Angel Wing Ears, I need 1 ^4d4dffAngel Wing^000000,";
- mes "1 ^4d4dffElven Ears^000000 and";
- mes "^4d4dff20,000 zeny^000000.";
- next;
- mes "[Hatbyr Mhore]";
- mes "For creating Devil Wing Ears,";
- mes "I need 1 ^4d4dffDevil Wing^000000,";
- mes "1 ^4d4dffElven Ears^000000 and";
- mes "^4d4dff20,000 zeny^000000.";
- next;
- mes "[Hatbyr Mhore]";
- mes "Come back anytime when you have those materials.";
- mes "I will let you have either the elegance of an angel or the charisma of a demon with the wearables only I can craft.";
- close;
- }
- mes "[Hatbyr Mhore]";
- mes "No problem.";
- mes "I'm always here at this scenic spot so I can enjoy the view. Just come back whenever you feel like it.";
- close;
- }
- //EnableItemMove
-}
-
-// Sea-Otter Hat
-//============================================================
-xmas,183,267,3 script Pretty Lindsay#1 793,{
- if (checkweight(1201,1) == 0) {
- mes "- Wait a minute! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again after -";
- mes "- you put some items into Kafra Storage. -";
- close;
- }
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 2000) {
- mes "[Pretty Lindsay]";
- mes "I know you brought everything you need for me to make you a hat, but you're carrying too much stuff. Why don't you put some of your things in Kafra Storage?";
- close;
- }
- else if (countitem(5033) > 0 && countitem(5064) > 0) {
- emotion e_gasp;
- mes "[Pretty Lindsay]";
- mes "Whoa~";
- mes "You brought everything!";
- mes "Okay, hold on a bit.";
- mes "Let me make your hat.";
- next;
- mes "[Pretty Lindsay]";
- mes "As my mom taught me,";
- mes "put this down on the ground...";
- mes "Okay, I am ready...";
- next;
- mes "^FF0000Lindsay put the Raccoon Hat on the ground, threw the Smokie Leaf onto the hat and mumbled some words while hugging herself.^000000";
- next;
- mes "^FF0000Then, suddenly with a dazzling light, the Raccoon Hat turned blue and slowly transformed into a Sea-Otter Hat.^000000";
- specialeffect EF_FLASHER;
- next;
- mes "[Pretty Lindsay]";
- mes "Phew! It's done!";
- mes "Gosh! I think I";
- mes "spent all my energy.";
- mes "Okay, take this~";
- delitem 5033,1; //Smokie_Hat
- delitem 5064,1; //Leaf_Headgear
- getitem 5078,1; //Sea_Otter_Cap
- next;
- mes "[Pretty Lindsay]";
- mes "I made this hat with all my heart, so you gotta promise me you will take care of this, okay?";
- close;
- }
- if (Sex == 1) {
- mes "[Pretty Lindsay]";
- mes "Hello, there?";
- mes "Mister...?";
- next;
- emotion e_heh;
- mes "[Pretty Lindsay]";
- mes "You look like you're freezing...";
- mes "Um, I know! How about I make you a cute, warm and fuzzy Sea-Otter hat?";
- next;
- mes "[Pretty Lindsay]";
- mes "It's really really cute! Also, it's the only hat I know how to make, because I love playing with Sea Otters so much!";
- next;
- mes "[Pretty Lindsay]";
- mes "I have to put together ^0000FF1 Raccoon Hat^000000 and ^0000FF1 Smokie Leaf^000000 to make a ^4D4DFFSea-Otter Hat^000000 for you, though.";
- next;
- if (select("Okay, I will come back with the stuff.:Um... How come you need a Raccoon Hat?") == 1) {
- emotion e_heh;
- mes "[Pretty Lindsay]";
- mes "Cool~! Come back soon as you can~!";
- close;
- }
- mes "[Pretty Lindsay]";
- mes "Well, it's supposed to be a seeeecret, but my mommy taught me some magic to make Sea-Otter hats with Raccoon hats.";
- next;
- mes "[Pretty Lindsay]";
- mes "It's the bestest magic ever because it comes from my heart!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "That...";
- mes "That still doesn't explain anything!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Alright...";
- mes "Yeah...";
- mes "I'll come back later, kid.";
- close;
- }
- mes "[Pretty Lindsay]";
- mes "Hello, hello~!";
- mes "You're such a pretty lady!";
- next;
- emotion e_heh;
- mes "[Pretty Lindsay]";
- mes "Hey hey! Can I make you a Sea-Otter hat! It's really really really really cute!";
- next;
- mes "[Pretty Lindsay]";
- mes "I need ^0000FF1 Raccoon Hat^000000 and ^0000FF1 Smokie Leaf^000000 so I can make a ^4D4DFFSea-Otter Hat^000000 for you.";
- next;
- if (select("Okay, I will come back with the stuff.:Um, why do you want to make hats so much?") == 1) {
- emotion e_heh;
- mes "[Pretty Lindsay]";
- mes "Cool~!";
- mes "Come back as";
- mes "soon as you can~!";
- close;
- }
- mes "[Pretty Lindsay]";
- mes "Because...!";
- mes "If everyone in Lutie was wearing a fuzzy Sea-Otter cap, it would look so so cute!";
- next;
- mes "[Pretty Lindsay]";
- mes "We could play games in the snow, and play with real Sea Otters and have them give us rides and...";
- mes ".....";
- close;
-}
-
-// Teddybear Hat
-//============================================================
-xmas,175,156,3 script Fuzzy Fuzz#1 712,{
- if (checkweight(1201,1) == 0) {
- mes "- Wait a minute! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again after -";
- mes "- you put some items into Kafra Storage. -";
- close;
- }
- if (countitem(5030) > 0 && countitem(7213) > 99 && countitem(7217) > 99 && countitem(7161) > 299) {
- if ((MaxWeight-Weight) < 2000) {
- mes "[Fuzzy Fuzz]";
- mes "You brought every material I need, but unfortunately you don't have enough space in your inventory. Try and place some of your items into Kafra Storage first.";
- close;
- }
- mes "[Fuzzy Fuzz]";
- mes "Excellent! You brought everything! Please make yourself comfortable while I make you your Teddybear Hat.";
- next;
- emotion e_ho;
- mes "[Fuzzy Fuzz]";
- mes "Hmm Hm Hmm...";
- mes "Tear this off...";
- mes "Knit this on....";
- mes "Okay, it's almost done...";
- next;
- mes "[Fuzzy Fuzz]";
- emotion e_an;
- mes "There is an old saying, 'Everything comes to those who wait.' Oh, are you freezing? Why don't you rub your hands together?";
- next;
- mes "[Fuzzy Fuzz]";
- emotion e_ic;
- mes "It's complete! There you go. I think this one will look really good on you! Please take good care of this hat.";
- delitem 5030,1; //Panda_Cap
- delitem 7213,100; //Needle_Pouch
- delitem 7217,100; //Spool
- delitem 7161,300; //Black_Bear's_Skin
- getitem 5059,1; //Brown_Bear_Cap
- close;
- }
- emotion e_gasp;
- mes "[Fuzzy Fuzz]";
- mes "Hello there, young man.";
- mes "What brings you to Lutie, town of goodwill and year round Christmas cheer?";
- next;
- mes "[Fuzzy Fuzz]";
- mes "I'm a master of creating stuffed animals, which make great presents. As we all know, everyone loves to hug cute and cuddly stuffed animals.";
- next;
- mes "[Fuzzy Fuzz]";
- mes "My specialty is the 'Teddybear Hat.' When it's worn, it makes you as cute as a teddy bear, and your hugs twice as warm and cuddly.";
- next;
- mes "[Fuzzy Fuzz]";
- if (Sex) {
- mes "The 'Teddybear Hat' can't be worn by just anyone, since it's cuddling powers are easily abused.";
- next;
- mes "[Fuzzy Fuzz]";
- mes "But I sense that you are an adventurer with a pure heart and would not use the Teddybear Hat for selfish gain.";
- next;
- mes "[Fuzzy Fuzz]";
- mes "You can learn a lot about telling good people from the naughty after working for Santa for a loooong time...";
- }
- else {
- mes "[Fuzzy Fuzz]";
- mes "I sense that you are an adventurer with a good heart, and that a sweet girl like you deserves a nice gift.";
- next;
- mes "[Fuzzy Fuzz]";
- mes "You know more about such things after working for Santa for so long.";
- }
- next;
- mes "[Fuzzy Fuzz]";
- mes "Unfortunately, I don't have any material to make the headgear right now. But if you bring the materials, I will make you a 'Teddybear Hat' for free.";
- next;
- mes "[Fuzzy Fuzz]";
- mes "Let's see...";
- mes "I'll need...";
- mes "^0000FF1 Panda Hat^000000,";
- mes "^0000FF100 Needle Packet^000000,";
- mes "^0000FF100 Spool^000000 and";
- mes "^0000FF300 Black Bear Skin^000000.";
- next;
- mes "[Fuzzy Fuzz]";
- mes "So, do you think you can get all of them? I will be here waiting for you.";
- emotion e_heh;
- close;
-}
-
-// Model Training Hat
-//============================================================
-payon_in03,8,193,4 script Nanhyang#1 77,{
- if (checkweight(1201,1) == 0) {
- mes "- Wait a minute! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again after -";
- mes "- you put some items into Kafra Storage. -";
- close;
- }
- if ((MaxWeight-Weight) < 2430) {
- mes "[Nanhyang]";
- mes "Hmmm...";
- mes "You look like you're having trouble carrying all of your things. Why don't you place some of your extra items into the Kafra Storage?";
- close;
- }
- if (countitem(5073) > 0 && countitem(1750) > 0) {
- mes "[Nanhyang]";
- mes "Hello, there.";
- mes "Ah, I can tell that you already have a ^8C1717'Model Training Hat'^000000. I see that using it has corrected your posture.";
- next;
- mes "[Nanhyang]";
- mes "Oh...";
- mes "I forgot to tell you that I can not only put together a 'Model Training Hat,' I can disassemble it into its original parts.";
- next;
- mes "[Nanhyang]";
- mes "If you give me ^0000FF1 'Model Training Hat'^000000 and ^0000FF1 'Arrow'^000000, I give you ^8C17171 'Apple of Archer'^000000 and ^8C17171 'Book'^000000. So, would you like to disassemble the items?";
- next;
- if (select("Disassemble:Cancel") == 1) {
- mes "[Nanhyang]";
- mes "Thank you.";
- mes "It will not take that much time to make this hat, so please wait a moment.";
- next;
- mes "[Nanhyang]";
- mes " . . . . . . . . . . . . . .";
- mes " . . . . . . . . . . . . . ";
- mes " . . . . . . . . . . . . . .";
- mes " . . . . . . . . . . . . . ";
- next;
- mes "[Nanhyang]";
- delitem 5073,1; //Cap_Of_Concentration
- delitem 1750,1; //Arrow
- getitem 2285,1; //Apple_Of_Archer
- getitem 1550,1; //Book
- mes "There you go.";
- next;
- mes "[Nanhyang]";
- mes "If you want to make a";
- mes "'Model Training Hat' again,";
- mes "feel free to come back.";
- close;
- }
- mes "[Nanhyang]";
- mes "I see.";
- mes "I hope you will";
- mes "continue to use that hat";
- mes "to improve your posture";
- mes "and glamorous poise.";
- close;
- }
- if (countitem(2285) > 0 && countitem(1550) > 0) {
- mes "[Nanhyang]";
- emotion e_heh;
- mes "You brought the materials~";
- next;
- mes "[Nanhyang]";
- mes "Before I start to create the item, I'm obligated to warn you...";
- next;
- mes "[Nanhyang]";
- mes "If the ^FF0000'Book' and 'Apple of Archer' items you have brought to make a 'Model Training Hat' was ^FF0000upgraded^000000, after I create the hat out of the book, ^FF0000these upgrades, including compounded cards, will be lost.^000000";
- next;
- mes "[Hanhyang]";
- mes "So would you like to create the Model Training Hat right now?";
- next;
- if (select("Create:Cancel") == 1) {
- mes "[Nanhyang]";
- emotion e_ok;
- mes "Thank you.";
- mes "Let me create one for you right away. Please have a seat and make yourself comfortable.";
- next;
- mes "[Nanhyang]";
- mes "Usually we have a zeny service charge, but since you've got ^3355FFthe look^000000, I'll waive it.";
- next;
- mes "[Nanhyang]";
- mes "Please wait a moment while I put this together.";
- next;
- mes " . . . . . . . . . . . . . .";
- mes " . . . . . . . . . . . . . ";
- mes " . . . . . . . . . . . . . .";
- mes " . . . . . . . . . . . . . ";
- next;
- mes "[Nanhyang]";
- emotion e_ic;
- mes "That wasn't too difficult. I hope you wear this hat everyday to improve your posture.";
- next;
- mes "[Nanhyang]";
- mes "You may have trouble at first, keeping your balance and trying not to drop the apple. You may even feel incredible neck pain. But for the sake of beauty, it'll all be worth it.";
- next;
- mes "[Nanhyang]";
- mes "Here it is.";
- mes "Oh, right, this arrow from the Apple of Archer is left over, so you can go ahead and take that.";
- delitem 2285,1; //Apple_Of_Archer
- delitem 1550,1; //Book
- getitem 5073,1; //Cap_Of_Concentration
- next;
- mes "[Nanhyang]";
- mes "Also, I can disassemble the Model Training Hat into its original materials. So if you want the original items back, bring the Model Training Hat and the arrow I gave you.";
- getitem 1750,1; //Arrow
- next;
- mes "[Nanhyang]";
- mes "I hope you";
- mes "will have a";
- mes "good day.";
- mes "Farewell.";
- close;
- }
- mes "[Nanhyang]";
- emotion e_dots;
- mes "I see. You must have brought items with cards or upgrades that you didn't want to lose. Feel free to come back anytime when you are ready.";
- close;
- }
- mes "[Nanhyang]";
- emotion e_gasp;
- mes "Hello~";
- mes "Welcome to the Handsome Charm Modeling School. May I help you?";
- next;
- if (select("I want to be a model~!:Cancel") == 1) {
- mes "[Nanhyang]";
- mes "I see~";
- mes "Although it's clear that you've got '^3355FFthe look^000000,' we can't accept any students at the moment.";
- next;
- mes "[Nanhyang]";
- mes "Lately, our director has been gone, and we aren't sure when he'll come back. ^333333*Sigh* I can't even remember the last time we got paid.^000000";
- next;
- mes "[Nanhyang]";
- mes "Hmm... Wait a minute!";
- mes "At the very least, we could train you to improve your posture so that you can walk with regal poise.";
- next;
- mes "[Nanhyang]";
- mes "Although we can't offer any classes at this time, I can create a special 'Model Training Hat' for you. That way, you can practice the glamourous way of walking down the catwalk on your own.";
- next;
- mes "[Nanhyang]";
- emotion e_what;
- mes "But since our director is gone, we can't really use our budget to give you a hat. If you want, please bring me the following items...";
- next;
- mes "[Nanhyang]";
- mes "Please bring...";
- mes "^0000FF1 Apple of Archer^000000 and";
- mes "^0000FF1 Book^000000.";
- mes "Then I can fashion a 'Model Training Hat' for you right away.";
- close;
- }
- mes "[Nanhyang]";
- mes "I understand.";
- mes "Well, have a good day.";
- mes "Thank you~";
- close;
-}
-
-// Tulip Hairpin
-//============================================================
-geffen,83,189,5 script Seth#1 716,{
- if (checkweight(1201,1) == 0) {
- mes " [Seth]";
- mes "Whoa, why are you carrying so many items with you?";
- mes "You look so heavy...! Maybe you can walk more easily if you put some of your stuff away?";
- close;
- }
- mes " [Seth]";
- mes "Hello, my name is Seth!";
- mes "I like folding paper and making origami. I made my mommy a big paper boat, and she gave me a big smile and patted my head!";
- emotion e_heh;
- next;
- mes "[Seth]";
- mes "Today at school, I learned how to make a paper flower! The flower was sort of hard, but now I can do it! Then I made a tiny tiny flower and put in on my head~";
- emotion e_lv;
- next;
- if (countitem(2278) > 0 && countitem(975) > 0) {
- mes "[Seth]";
- mes "Hey~!";
- mes "You have a Mr. Smile and Scarlet Dyestuffs! Yaaay~! I could use those and make you a paper flower. C'mon, lemme show you!";
- emotion e_swt2;
- next;
- mes "[Seth]";
- mes "Lemme make";
- mes "one for you,";
- mes "pwease pwease?";
- emotion e_swt2;
- next;
- switch(select("Alright!:No thanks kid.:Boys aren't supposed to make flowers.")) {
- case 1:
- emotion e_heh;
- mes "[Seth]";
- mes "Yay~";
- mes "You're the best!";
- next;
- mes "[Seth]";
- mes "Let's see...";
- mes "I cut Mr. Smile this way~.";
- mes "*Snip Snip Snip~~*";
- mes "*Snip...Snip...*";
- mes "Yyyyyaaaeeep...";
- emotion e_ho;
- next;
- mes "[Seth]";
- mes "Tah dah~!";
- next;
- delitem 2278,1; //Mr_Smile
- delitem 975,1; //Scarlet_Dyestuffs
- getitem 5077,1; //Tulip_Hairpin
- mes "[Seth]";
- mes "Heheheh~!";
- mes "I'm done!";
- mes "I did a good job, didn't I?";
- next;
- if (BaseJob == Job_Novice && Upper != 1) {
- mes "[Seth]";
- mes "Oh, here's the leftovers. Mommy says that we should always save things. Heh heh~";
- getitem 935,1; //Shell
- next;
- }
- mes "[Seth]";
- mes "I'm a good boy!";
- mes "I'm gonna make one for my little sister~! And everybody I love!";
- next;
- mes "[Seth]";
- mes "If you want to see me make another one, just bring more Scarlet Dyestuffs and Mr.Smile, okay? Bye bye~!";
- close;
- case 2:
- mes "[Seth]";
- mes "*Sniff sniff*";
- mes "O-okay...";
- mes "But I just wanted to show you how good I am...";
- emotion e_sob;
- close;
- case 3:
- mes "[" + strcharinfo(0) + "]";
- mes "Hey.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Boys aren't supposed to make flowers.";
- next;
- mes "[Seth]";
- mes "Waaaaaaah~!";
- mes "But flowers are so nice and pweety!!!";
- emotion e_sob;
- close;
- }
- }
- else {
- mes "[Seth]";
- mes "You want me to show you? Huh?";
- mes "I can do it you want!";
- next;
- mes "[Seth]";
- mes "Uh oh...";
- mes "But I don't have anything to make paper flowers out of.";
- next;
- if (select("I'll get what you need.:Too bad!") == 1) {
- mes "[Seth]";
- mes "Okay okay...";
- mes "I neeeeed...";
- mes "^3131FF1 Mr. Smile^000000 and";
- mes "^3131FF1 Scarlet Dyestuffs^000000.";
- mes "Then I can make you a tiiiiny little flower.";
- next;
- mes "[Seth]";
- mes "Seth will wait for you here. Promise me you'll come back?";
- close;
- }
- emotion e_sob;
- mes "[Seth]";
- mes "Wah~~~~~!";
- close;
- }
-}
-
-// Party Hat, Straw Hat, Cowboy Hat, Sombrero, Beanie
-//============================================================
-xmas_in,35,30,3 script Hat Merchant#zero 797,{
- if (checkweight(1201,1) == 0) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you lose some weight. -";
- close;
- }
- mes "[Mad Hatter]";
- mes "Hey there. Um...";
- mes "I'm the 'Mad Hatter.' Well, at least that's what I call myself.";
- next;
- mes "[Mad Hatter]";
- mes "If you give me some stuff, I can renovate some of your old hats so that they really show your personality. Whether you're laid back or a party animal, I'll be able to make a hat just for you!";
- next;
- mes "[Mad Hatter]";
- mes "You wanna take a look at the trendy, stylish hats I can make for you?";
- next;
- switch(select("Party Hat:Straw Hat:Cowboy Hat:Sombrero:Beanie")) {
- case 1:
- if (countitem(2236) > 0 && countitem(7151) > 99 && countitem(7111) > 99) {
- mes "[Mad Hatter]";
- mes "Party Hat! It's a Santa Hat I've remade by adding colorful paper for a festive look. Celebrate good times with a Party Hat! Come on!";
- next;
- mes "[Mad Hatter]";
- mes "Oh wait! Please check one thing before we start.";
- next;
- mes "[Mad Hatter]";
- mes "If the Santa Hat you use to create this hat was upgraded or compounded with a card, all those upgrades will be lost. So, to be safe, I suggest you put everything in your inventory, other than the things to make the Party Hat, into Kafra Storage.";
- next;
- mes "[Mad Hatter]";
- mes "It seems to me that you have everything. Alright! Shall I make you a Party Hat?";
- next;
- if (select("No thanks.:Yes.") == 1) {
- mes "[Mad Hatter]";
- mes "Umm, okay...";
- mes "I guess being the life of the party is a bit too much for you, eh? Hmpf. Well, I know a good library in Juno where you can hang out...";
- close;
- }
- mes "^3355FF*Rustle Rustle Splat Splat*^000000";
- mes "^3355FF*Squick Squick Grind Grind*^000000";
- mes "^3355FF*Swish Swish Rustle Rustle*^000000";
- next;
- delitem 2236,1; //Santa's_Hat
- delitem 7151,100; //Oil_Paper
- delitem 7111,100; //Smooth_Paper
- mes "[Mad Hatter]";
- mes "It's done! Your new life, as the life of the party, has officially begun. All you need to do is wear this Party Hat. Though, knowing a couple jokes would probably help too.";
- getitem 5060,1; //Party_Hat
- next;
- mes "[Mad Hatter]";
- mes "Oh by the way, there's some stuff left over. I guess you should hold onto it. You know, in case you need it later.";
- getitem 914,10; //Fluff
- close;
- }
- else {
- mes "[Mad Hatter]";
- mes "Oh... man. Everyone needs a Party Hat! Even boring types get jazzed with pizazz wearing one of these!";
- next;
- mes "[Mad Hatter]";
- mes "You can wear them for birthday parties, Christmas parties. Um, slumber parties. P-political parties.";
- mes "......";
- mes "And hunting parties?";
- next;
- mes "[Mad Hatter]";
- mes "Anyway, this is what I need to make a Party Hat...";
- mes "1 ^3355FFSanta Hat^000000,";
- mes "100 ^3355FFOil Paper^000000 and";
- mes "100 ^3355FFSlick Paper^000000.";
- next;
- mes "[Mad Hatter]";
- mes "I'll be right here when you decide to crank your life up a notch with a Party Hat.";
- close;
- }
- case 2:
- if (countitem(2280) > 0 && countitem(7197) > 299 && countitem(7150) > 299) {
- mes "[Mad Hatter]";
- mes "A Straw Hat! Made out of a Sakkat with bamboo and tough vines, it gives you a relaxed, rustic feeling when you wear it.";
- next;
- mes "[Mad Hatter]";
- mes "Oh wait! Please check one thing before we start.";
- mes "If the Sakkat you use to create this hat was upgraded, any cards, slots or upgrades will disappear once I make a new hat out of it.";
- next;
- mes "[Mad Hatter]";
- mes "To be safe, I suggest you put everything else, other than the required hat items, into Kafra Storage.";
- next;
- mes "[Mad Hatter]";
- mes "Ah! I see you brought everything. Alright! Do you want me to make you a Straw Hat now?";
- next;
- if (select("No thanks.:Yes.") == 1) {
- mes "[Mad Hatter]";
- mes "Man...";
- mes "I think you need this hat more than I thought. You have got to learn to just chill and relax~!";
- close;
- }
- mes "^3355FF*Crunch Chew Chew Chew*^000000";
- mes "^3355FF*Squish Squish Fwsht Fwsht*^000000";
- mes "^3355FF*Crunch Crunch Tap Tap*^000000";
- next;
- delitem 2280,1; //Sahkkat
- delitem 7197,300; //Tough_Vines
- delitem 7150,300; //Bamboo_Cut
- mes "[Mad Hatter]";
- mes "It's done!";
- mes "Now you can wear this hat, feel cool, and relax with style.";
- mes "Please come again~";
- getitem 5062,1; //Straw_Hat
- close;
- }
- else {
- mes "[Mad Hatter]";
- mes "A Straw Hat! It shades you from the heat of the sun and keeps farmers cool when they're working on the fields. It's a hat for cool, relaxed types and the hat of choice for some famous heroes!";
- next;
- mes "[Mad Hatter]";
- mes "Anyways, I need all these to make you a Straw Hat...";
- mes "1 ^3355FFSakkat^000000,";
- mes "300 ^3355FFTough Vines^000000 and";
- mes "300 ^3355FFPiece of Bamboo^000000.";
- next;
- mes "[Mad Hatter]";
- mes "I'll be right here when you decide that you want the perfect hat for laid back, kick back moods. Be cool~";
- close;
- }
- case 3:
- if (countitem(2248) > 0 && countitem(7030) > 107 && countitem(7194) > 107 && countitem(7120) > 3) {
- mes "[Mad Hatter]";
- mes "I take a Western Grace, add some manliness, um, do some finangling, and Voila~! A Cowboy Hat!";
- next;
- mes "[Mad Hatter]";
- mes "It's a hat for adventure and exploration. Although it's a manly hat like no other, with a manly factor of 9, it also looks great on girls.";
- next;
- mes "[Mad Hatter]";
- mes "Oh wait! Please check one thing before we start.";
- mes "If the Western Grace you use to create this hat was upgraded, any cards or upgrades will be lost once I make a new hat out of it.";
- next;
- mes "[Mad Hatter]";
- mes "To be safe, I suggest you put everything, other than the required materials, into Kafra Storage.";
- next;
- mes "[Mad Hatter]";
- mes "Ah! You brought everything already. Excellent. Do you want me to make a Cowboy Hat now?";
- next;
- if (select("No thanks.:Yes.") == 1) {
- mes "[Mad Hatter]";
- mes "Well, I see.";
- mes "I guess you just don't appreciate the value of cowboy heroes, do you?";
- close;
- }
- mes "^3355FF*Clik-clak Clik-clak Pam Pam Pam Pam*^000000";
- mes "^3355FF*Bang Bang Ping Ping*^000000";
- mes "^3355FF*Uk Uk Uk Uk Uhoh Uhoh*^000000";
- next;
- delitem 2248,1; //Western_Grace
- delitem 7030,108; //Claw_Of_Desert_Wolf
- delitem 7194,108; //Soft_Leaf
- delitem 7120,4; //Burning_Horse_Shoe
- mes "[Mad Hatter]";
- mes "Yeeeeehaw! With this hat on, you can tame broncos, rob stagecoaches, and look really stylish in duels!";
- getitem 5075,1; //Cowboy_Hat
- close;
- }
- else {
- mes "[Mad Hatter]";
- mes "A Cowboy Hat! This is a very popular that brings up images of frontier life and gunplay.";
- next;
- mes "[Mad Hatter]";
- mes "Wearing a Cowboy Hat will make guys look tougher and more heroic, and will add untamed cuteness to the ladies.";
- next;
- mes "[Mad Hatter]";
- mes "I need these items to make a Cowboy Hat...";
- mes "1 ^3355FFWestern Grace^000000,";
- mes "108 ^3355FFClaw of Desert Wolf^000000,";
- mes "108 ^3355FFSoft Blade of Grass^000000 and";
- mes "4 ^3355FFBurning Horseshoe^000000.";
- next;
- mes "[Mad Hatter]";
- mes "So when you decide to give your life a boost with rustic style, come back to me with those items so I can make you a Cowboy Hat.";
- close;
- }
- case 4:
- if (countitem(5062) > 0 && countitem(952) > 49 && countitem(1907) > 0) {
- mes "[Mad Hatter]";
- mes "Ah yes. Now here's a classy hat for mariachi heroes and Latin lovers. You can't deny the sex appeal that just pours from someone wearing a Sombrero.";
- next;
- mes "[Mad Hatter]";
- mes "Oh wait! Please check one thing before we start.";
- mes "If the Straw Hat you use to creating this hat was upgraded, any cards or upgrades in this hat will be lost once I make the Sombrero.";
- next;
- mes "[Mad Hatter]";
- mes "To be safe, I suggest you put everything you don't need to make this hat into Kafra Storage.";
- next;
- mes "[Mad Hatter]";
- mes "Ah! You brought everything already. Alright! Do you want me to make you a Sombrero right away?";
- next;
- if (select("No thanks.:Yes.") == 1) {
- mes "[Mad Hatter]";
- mes "Fine, fine.";
- mes "But think of all the sex appeal you're missing out on. Come on, you know you need a Sombrero.";
- close;
- }
- mes "^3355FFZinga Zinga Zang Zang^000000";
- mes "^3355FFDing Ding Ding Dan Dan Dan^000000";
- mes "^3355FFAdios Amigo^000000";
- next;
- delitem 5062,1; //Straw_Hat
- delitem 952,50; //Cactus_Needle
- delitem 1907,1; //Guitar
- mes "[Mad Hatter]";
- mes "With this Sombrero, you'll look like you have all kinds of style. Adios, cool guy~";
- getitem 5067,1; //Sombrero
- close;
- }
- else {
- mes "[Mad Hatter]";
- mes "Now, everyone needs a Sombrero. They're one of the most versatile hats in existence. You can wear them to formal events, you can wear them while napping, you can wear them just to hang out...";
- next;
- mes "[Mad Hatter]";
- mes "Look, you don't need me to explain how cool a Sombrero is. It's just one of those things that everyone naturally knows. So I know you want one.";
- next;
- mes "[Mad Hatter]";
- mes "So this is what I need to make a Sombrero...";
- mes "1 ^3355FFStraw Hat^000000,";
- mes "50 ^3355FFCactus Needle^000000 and";
- mes "1 ^3355FFGuitar^000000.";
- next;
- mes "[Mad Hatter]";
- mes "That's all you need to have the coolest hat ever.";
- mes "(Woohoo~!)";
- close;
- }
- case 5:
- if (countitem(2226) > 0 && countitem(7038) > 499) {
- mes "[Mad Hatter]";
- mes "A Beanie...!";
- mes "Whaddup, broham. This hat keeps your head toasty, but let's you play things cool with your homeys. And, um, fly girls.";
- next;
- mes "[Mad Hatter]";
- mes "Oh wait! Please check one thing before we start.";
- mes "If the Cap you use to make this Beanie was upgraded, any cards or upgrades will be lost once I make this hat!";
- next;
- mes "[Mad Hatter]";
- mes "To be safe, I suggest you put everything not needed to make this hat into Kafra Storage.";
- next;
- mes "[Mad Hatter]";
- mes "Ah! You brought everything already. Alright! How about I make you that Beanie right now?";
- next;
- if (select("No thanks.:Yes.") == 1) {
- mes "[Mad Hatter]";
- mes "Okay...";
- mes "Dork. Come back When you decide to join the cool guys, word?";
- close;
- }
- mes "^3355FF*Crunch Chew Chew Chew*^000000";
- mes "^3355FF*Squish Squish Fwsht Fwsht*^000000";
- mes "^3355FF*Crunch Crunch Tap Tap*^000000";
- next;
- delitem 2226,1; //Cap
- delitem 7038,500; //Yarn
- mes "[Mad Hatter]";
- mes "There you go! Your very own Beanie! Cute, but still 'dope!'";
- next;
- mes "[Mad Hatter]";
- mes "Uh! Uh!";
- mes "I'm in da house!";
- getitem 5076,1; //Fur_Hat
- close;
- }
- else {
- mes "[Mad Hatter]";
- mes "A Beanie!";
- mes "Whether you plan to go to a house party, get your groove back, or be as fresh as a prince, you'll be chillin' with this fly style.";
- next;
- mes "[Mad Hatter]";
- mes "But well...";
- mes "Although it can be a street fashion, Beanies also look really cute on some people.";
- next;
- mes "[Mad Hatter]";
- mes "Anyway, this is what I need to make a Beanie...";
- mes "1 ^3355FFCap^000000 and";
- mes "500 ^3355FFYarn^000000.";
- next;
- mes "[Mad Hatter]";
- mes "When you decide to represent yo' hood, come to me with the stuff. I'll hook you up.";
- close;
- }
- }
-}
-
-// Decorative Golden Bell, Crown of Ancient Queen, Crown of Mistress
-//============================================================
-yuno_in03,20,18,6 script Nehris#1 726,{
- if (checkweight(1201,1) == 0) {
- mes "- Wait a minute! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again after -";
- mes "- you put some items into Kafra Storage. -";
- close;
- }
- mes "[Nehris]";
- mes "The Monster Museum has prepared a special event for your support~!";
- next;
- mes "[Nehris]";
- mes "Accessories typically worn by monsters are now available for adventurers to wear!";
- next;
- mes "[Nehris]";
- mes "Of course, since we're on a trial period, we can only provide 3 monster accessories to our fans. However, according to your response, we may add more monster accessories in the future.";
- next;
- mes "[Nehris]";
- mes "Simply bring the required materials, and pay a small fee, and we will provide you with the monsters accessory of your choice.";
- next;
- mes "[Nehris]";
- mes "Please choose the";
- mes "accessory you are";
- mes "interested in.";
- next;
- switch(select("Decorative Golden Bell:Crown of Ancient Queen:Crown of Mistress")) {
- case 1:
- mes "[Nehris]";
- mes "This Golden Bell is fashioned after the one worn by the 'Sohee' monster. It's a cute accessory I personally recommend for us ladies. A little oversized, but I believe you'll like it a lot.";
- next;
- if (countitem(10016) > 0 && countitem(714) > 0 && countitem(969) > 2 && Zeny > 19999) {
- mes "[Nehris]";
- mes "Thank you for";
- mes "bringing everything.";
- mes "Please wait one moment.";
- next;
- mes "^3355FF* Clang Clang! Scrape Scrape! Jingle Jingle! *^000000";
- next;
- delitem 10016,1; //Golden_Bell
- delitem 714,1; //Emperium
- delitem 969,3; //Gold
- set zeny,zeny-20000;
- getitem 5091,1; //Big_Golden_Bell
- mes "[Nehris]";
- mes "Yoohoo~";
- mes "There you go. Here's your beautiful Golden Bell. I doubt it will jingle if you shake your head, though.";
- next;
- mes "[Nehris]";
- mes "Oh, one more thing, don't confuse yourself with Sohee and commit suicide!";
- next;
- mes "[Nehris]";
- mes "If you'd like me to make another one, please come again. Thank you for visiting the Monster Museum.";
- close;
- }
- mes "[Nehris]";
- mes "The required materials for the Decorative Golden Bell are...";
- mes "^3355FF1 Golden Bell, 1 Emperium, 3 Gold^000000 and";
- mes "20,000 zeny.";
- next;
- mes "[Nehris]";
- mes "Just come ask me";
- mes "when you're ready.";
- mes "Thank you.";
- close;
- case 2:
- mes "[Nehris]";
- mes "This crown is inspired by the the one worn by the 'Isis' monster. It has a elegant look fitting for ancient royalty.";
- next;
- if (countitem(10006) > 0 && countitem(714) > 0 && countitem(969) > 2 && Zeny > 19999) {
- mes "[Nehris]";
- mes "Thank you for";
- mes "bringing everything.";
- mes "Please wait one moment.";
- next;
- mes "^3355FF* Clang Clang! Scrape Scrape! Jingle Jingle! *^000000";
- next;
- delitem 10006,1; //Queen's_Hair_Ornament
- delitem 714,1; //Emperium
- delitem 969,3; //Gold
- set zeny,zeny-20000;
- getitem 5080,1; //Headgear_Of_Queen
- mes "[Nehris]";
- mes "Tah dah!";
- mes "Here's your Crown of Ancient Queen! I don't know if you can get anyone to bow before you while wearing this, but at least you'll look elegant.";
- next;
- mes "[Nehris]";
- mes "If you'd like me to make another one, please come again. Thank you for visiting the Monster Museum.";
- close;
- }
- mes "[Nehris]";
- mes "The required materials for the Crown of Ancient Queen are...";
- mes "^3355FF1 Queen's Hair Ornament, 1 Emperium, 3 Gold^000000 and";
- mes "20,000 zeny.";
- next;
- mes "[Nehris]";
- mes "Just come ask me";
- mes "when you're ready.";
- mes "Thank you.";
- close;
- case 3:
- mes "[Nehris]";
- mes "This crown is an imitation of the one worn by the 'Mistress' monster. Wearing this will give you a look of brusque authority.";
- next;
- if (countitem(2249) > 0 && countitem(714) > 0 && countitem(969) > 2 && Zeny > 39999) {
- mes "[Nehris]";
- mes "Thank you for";
- mes "bringing everything.";
- next;
- mes "[Nehris]";
- mes "^FF0000By the way, if you use an upgraded";
- mes "Coronet for making this item,";
- mes "the item you create out of the Coronet";
- mes "will not have its upgraded status.^000000";
- next;
- mes "[Nehris]";
- mes "^FF0000Also, please only have one Coronet in your inventory to make the Crown of Mistress. We are not responsible for any loss.";
- next;
- mes "[Nehris]";
- mes "Are you sure you want to create the Crown of Mistress?";
- next;
- if (select("Yes:Wait a minute...!") == 1) {
- mes "[Nehris]";
- mes "Please wait one moment.";
- next;
- mes "^3355FF* Clang Clang! Scrape Scrape! Jingle Jingle! *^000000";
- next;
- delitem 2249,1; //Coronet
- delitem 714,1; //Emperium
- delitem 969,3; //Gold
- set zeny,zeny-40000;
- getitem 5081,1; //Mistress_Crown
- mes "[Nehris]";
- mes "Yay! You've got a great looking crown!";
- next;
- mes "[Nehris]";
- mes "I don't know if everyone will obey your commands while wearing this, but at least you can feel beautifully regal.";
- next;
- mes "[Nehris]";
- mes "Why don't you go take a picture with Mistress? That would be funny to see if she wasn't too busy trying to maul you.";
- next;
- mes "[Nehris]";
- mes "If you'd like me to make you another one, please come again. Thank you for visiting the Monster Museum.";
- close;
- }
- mes "[Nehris]";
- mes "No problem, just be sure to understand our precautions well, okay?";
- close;
- }
- mes "[Nehris]";
- mes "The required materials for the Crown of Mistress are...";
- mes "^3355FF1 Coronet, 1 Emperium, 3 Gold^000000 and";
- mes "40,000 zeny.";
- next;
- mes "[Nehris]";
- mes "Just come ask me";
- mes "when you're ready.";
- mes "Thank you.";
- close;
- }
-}
-
-// Alarm Mask
-//============================================================
-alde_alche,88,180,0 script Muscle Man#Alarm Mask 748,{
- if (checkweight(1201,1) == 0) {
- mes "[Muscle Man]";
- mes "Hmmm...";
- mes "It's seems you're carrying too much stuff for me to give anything to you.";
- next;
- mes "[Muscle Man]";
- mes "Talk to me again after you've freed up some of your inventory space by putting some of your things into the Kafra Storage.";
- close;
- }
- mes "[Muscle Man]";
- mes "Oooh yeah!";
- mes "Sometimes, even I can't believe how much this body of mine ripples with sexy love muscles~! I can barely hold them all in...";
- next;
- mes "[Muscle Man]";
- mes "It's...";
- mes "It's sexy time!";
- next;
- specialeffect EF_FLASHER;
- setnpcdisplay "Muscle Man#Alarm Mask", 1193;
- enablenpc " #Alarm Mask Man1";
- enablenpc " #Alarm Mask Man2";
- enablenpc " #Alarm Mask Man3";
- enablenpc " #Alarm Mask Man4";
- specialeffect EF_CLAYMORE,AREA," #Alarm Mask Man1";
- specialeffect EF_CLAYMORE,AREA," #Alarm Mask Man2";
- specialeffect EF_CLAYMORE,AREA," #Alarm Mask Man3";
- specialeffect EF_CLAYMORE,AREA," #Alarm Mask Man4";
- initnpctimer;
- if (countitem(1095) > 2999 && countitem(2288) > 0) {
- if (select("Give him items:Cancel") == 1) {
- mes "[Muscle Man]";
- mes "Ooh... Finally!";
- mes "You brought them!";
- mes "Excellent, excellent!";
- next;
- mes "[Muscle Man]";
- mes "Alright...";
- mes "Now I can use this Mr.Scream and all these clock hands to continue my testing.";
- next;
- delitem 1095,3000; //Needle_Of_Alarm
- delitem 2288,1; //Mr_Scream
- getitem 5086,1; //Alarm_Mask
- mes "[Muscle Man]";
- mes "And, this is yours. All yours.";
- next;
- mes "[Muscle Man]";
- mes "Well then... Farewell!";
- mes "Don't forget to bring me more Mr.Screams and clock hands if you find more of them!";
- close;
- }
- mes "[Muscle Man]";
- mes "Hmmm...?";
- mes "That's funny, I thought you would have that Mr. Scream mask and all those clock hands by now...";
- close;
- }
- mes "[Muscle Man]";
- mes "But...";
- mes "Not everyone is fortunate to have a magnificent, flawless physique. There are people in this world that have tragically lost appendages in accidents.";
- next;
- mes "[Muscle Man]";
- mes "When I realized this, I decided to help these people and began to research technology for artificial limbs. My studies have lead me to Alarms and their own mechanical limbs known as 'Ruimento.'";
- next;
- mes "[Muscle Man]";
- mes "The Alarms, and their 'Ruimento,' are made from an ancient mysterious technology. You can only find these in the Clock Tower.";
- next;
- mes "[Muscle Man]";
- mes "So I am trying to research a method to reproduce Ruimetto, except in a smaller form for the human body. If I'm successful, it would be a medical miracle!";
- next;
- mes "[Muscle Man]";
- mes "However, I need help in completing my research. Hence, the reason I've told you my story, adventurer.";
- next;
- mes "[Muscle Man]";
- mes "I desperately need materials to continuing testing so that I can develop a prototype. I'll need ^0000FFClock Hand^000000 from Alarms and ^0000FFMr. Scream^000000 in order to continue my research.";
- next;
- mes "[Muscle Man]";
- mes "I would collect these things myself but everytime I go up to the Clock Tower, I can't bear to break the Alarms, and just stare in awe at their mechanical, masculine physiques.";
- next;
- mes "[Muscle Man]";
- mes "So...";
- mes "If you help me out, I promise to give you, um...";
- next;
- mes "[Muscle Man]";
- mes "...this Alarm Mask!";
- mes ".....";
- next;
- mes "[Muscle Man]";
- mes "I'd wear it myself, if it weren't for the fact that people never look at my face anyway. Everyone I meet seems to be fixated on my chiseled form. But trust me, this mask is pretty cool.";
- next;
- mes "[Muscle Man]";
- mes "Please adventurer...";
- mes "Help me give muscles to the world.";
- next;
- if (select("Alright.:.........") == 1) {
- mes "[Muscle Man]";
- mes "Oh~~! You know how I feel about Alarm's beautiful mechanic muscle! I am glad to have met someone who shares my good sense of taste.";
- next;
- mes "[Muscle Man]";
- mes "Okay, here's the deal.";
- mes "Bring me...";
- mes "^0000FF3000 Clock Hand^000000 and";
- mes "^0000FF1 Mr. Scream^000000.";
- next;
- mes "[Muscle Man]";
- mes "With those, I will be able to continue my research, at least for a while. As I told you, I will give you this awesome ^0000FFAlarm Mask^000000 for those items!";
- next;
- mes "[Muscle Man]";
- mes "Now! Go for it!";
- mes "Let's spread our love for muscle around the globe!";
- close;
- }
- mes "[Muscle Man]";
- mes "Oh~! I'm sorry!!";
- mes "I guess I must have pumped one of these glorious biceps on accident.";
- next;
- mes "[Muscle Man]";
- mes "I forget how breathtaking the sheer majesty of my body can be. It's alright, take your time, savor the visual pleasure...";
- next;
- mes "[Muscle Man]";
- mes "But listen, I'll need:";
- mes "^0000FF3000 Clock Hand^000000 and";
- mes "^0000FF1 Mr. Scream^000000";
- mes "in order to continue my research.";
- next;
- mes "[Muscle Man]";
- mes "As I told you, I will give you this really nifty ^0000FFAlarm Mask^000000 for those items, as well as do any sort of pose for you.";
- next;
- mes "[Muscle Man]";
- mes "Now! Go for it!";
- mes "Let's spread our love for muscle around the globe!";
- close;
-
-OnTimer4000:
- specialeffect EF_FLASHER;
- setnpcdisplay "Muscle Man#Alarm Mask", 748;
- disablenpc " #Alarm Mask Man1";
- disablenpc " #Alarm Mask Man2";
- disablenpc " #Alarm Mask Man3";
- disablenpc " #Alarm Mask Man4";
- specialeffect EF_CLAYMORE,AREA," #Alarm Mask Man1";
- specialeffect EF_CLAYMORE,AREA," #Alarm Mask Man2";
- specialeffect EF_CLAYMORE,AREA," #Alarm Mask Man3";
- specialeffect EF_CLAYMORE,AREA," #Alarm Mask Man4";
- stopnpctimer;
- end;
-}
-
-alde_alche,86,184,0 script #Alarm Mask Man1 1193,{
-OnInit:
- disablenpc " #Alarm Mask Man1";
- end;
-}
-
-alde_alche,89,184,0 script #Alarm Mask Man2 1193,{
-OnInit:
- disablenpc " #Alarm Mask Man2";
- end;
-}
-
-alde_alche,92,184,0 script #Alarm Mask Man3 1193,{
-OnInit:
- disablenpc " #Alarm Mask Man3";
- end;
-}
-
-alde_alche,95,184,0 script #Alarm Mask Man4 1193,{
-OnInit:
- disablenpc " #Alarm Mask Man4";
- end;
-}
-
-// Drooping Cat, Smokie Leaf, Lazy Smokie, Blue Fish
-//============================================================
-morocc,273,79,4 script Educated Traveller 99,{
- if ((MaxWeight-Weight) < 5000 || checkweight(1201,1) == 0) {
- mes "- Wait a minute! -";
- mes "- Currently you're over weight -";
- mes "- to receive more items from this NPC. -";
- mes "- Please try again after -";
- mes "- you put some items into Kafra Storage. -";
- close;
- }
- if (countitem(7030) > 0) {
- mes "[Lee Hester]";
- mes "Hm...?";
- mes "What's that";
- mes "you have on you?";
- mes "Ah, a Claw of Desert Wolf~!";
- next;
- mes "[Lee Hester]";
- mes "You can only get one of those if you've been traveling for a long time in the desert. I guess someone like you also appreciates the beauty of my homeland.";
- next;
- mes "[Lee Hester]";
- mes "Ahahaha~";
- mes "If you've spent enough time in the Morocc desert, I'm sure you also appreciate the value of a high quality hat to beat the heat.";
- next;
- mes "[Lee Hester]";
- mes "Tell you what. I've learned a lot studying about animals, so if you give me the right materials, I'll make you a ^3355FFtruly great hat^000000.";
- next;
- mes "[Lee Hester]";
- mes "Just remember...";
- mes "If you give me any equipment compounded with cards or with upgrades, ^ff0000any upgraded abilities and cards in those items will be lost after I make something out of them.^000000 So, please keep that in mind.";
- next;
- switch(select("Drooping Cat:Smokie Leaf:Lazy Smokie:Blue Fish:That's... okay.")) {
- case 1:
- if (countitem(2233) > 0 && countitem(983) > 0 && countitem(7206) > 299) {
- mes "[Lee Hester]";
- mes "Ah...";
- mes "You brought everything.";
- mes "Excellent! Okay, give me some time to create the 'Drooping Cat.'";
- next;
- mes "*Scratch scratch...*";
- next;
- mes "*Scratch scratch...*";
- mes "*Tap tap...*";
- next;
- mes "*Scratch scratch...*";
- mes "*Tap tap...*";
- mes "*Scratch scratch...*";
- next;
- mes "^3355FFHmm...";
- mes "Those don't sound like hat-making noises...^000000";
- next;
- mes "[Lee Hester]";
- mes "Oh, don't worry. It's almost done.";
- next;
- mes "*Swish swish...*";
- next;
- mes "*Swish swish...*";
- mes "*Chomp chomp...*";
- next;
- mes "*Swish swish...*";
- mes "*Chomp chomp...*";
- mes "*Chikachikachoom*";
- next;
- mes "[Lee Hester]";
- mes "There you go. *Phew~*";
- mes "Your own 'Drooping Cat' hat, powered by a scientific principle! Also, would you mind if I keep that Desert Wolf Claw? Heh heh, thanks~";
- delitem 2233,1; //Circlet_
- delitem 983,1; //Black_Dyestuffs
- delitem 7206,300; //Black_Kitty_Doll
- delitem 7030,1; //Claw_Of_Desert_Wolf
- getitem 5058,1; //Drooping_Kitty
- emotion e_ho;
- close;
- }
- else {
- mes "[Lee Hester]";
- mes "Why don't I make you...";
- mes "a 'Drooping Cat?'";
- mes "Having a cat for a hat makes a certain sort of sense if you'll just hear me out...";
- next;
- mes "[Lee Hester]";
- mes "At the Juno Library, I read in this issue of 'Funtime Kid Science' that all cats, whether they're wild or domesticated, are hunters that have mastered the art of saving their energy.";
- next;
- mes "[Lee Hester]";
- mes "After investing many hours napping in the sun, they've developed the perfect position to nap in any place and in any condition: the lazy feline droop.";
- next;
- mes "[Lee Hester]";
- mes "It's impossible for humans to even imitate this special feline skill without the inspiration from this hat!";
- next;
- mes "[Lee Hester]";
- mes "And even if you don't manage to copy the napping cat droop, at least this'll keep the sun off the top of your head, if not out of your eyes.";
- next;
- mes "[Lee Hester]";
- mes "The items I need are...";
- mes "1 ^ff0000slotted Circlet^000000,";
- mes "1 ^ff0000Black Dyestuffs^000000";
- mes "and 300 ^ff0000Black Cat Doll^000000.";
- next;
- mes "[Lee Hester]";
- mes "I will make a Drooping Cat right away when you bring all of those items.";
- close;
- }
- case 2:
- if (countitem(945) > 599) {
- mes "[Lee Hester]";
- mes "Ah...";
- mes "You brought everything.";
- mes "Excellent! Okay, give me some time to put this 'Smokie Leaf' together.";
- next;
- mes "*Scratch scratch...*";
- next;
- mes "*Scratch scratch...*";
- mes "*Tap tap...*";
- next;
- mes "*Scratch scratch...*";
- mes "*Tap tap...*";
- mes "*Scratch scratch...*";
- next;
- mes "^3355FFHmm...";
- mes "Those don't sound like hat-making noises...^000000";
- next;
- mes "[Lee Hester]";
- mes "Oh, don't worry. It's almost done.";
- next;
- mes ".........";
- next;
- mes "*Swish swish...*";
- next;
- mes "*Swish swish...*";
- mes "*Chomp chomp...*";
- next;
- mes "*Swish swish...*";
- mes "*Chomp chomp...*";
- mes "*P-peeeeeeeeep*";
- next;
- mes "[Lee Hester]";
- mes "There you go. *Phew~*";
- mes "Your own 'Smokie Leaf' hat, powered by a scientific principle! Also, would you mind if I keep that Desert Wolf Claw? Heh heh, thanks~";
- delitem 945,600; //Raccoon_Leaf
- delitem 7030,1; //Claw_Of_Desert_Wolf
- getitem 5064,1; //Leaf_Headgear
- emotion e_gasp;
- close;
- }
- else {
- mes "[Lee Hester]";
- mes "How about...";
- mes "a 'Smokie Leaf?'";
- next;
- mes "[Lee Hester]";
- mes "I know, I know, wearing a big ol' Leaf on top of your head sounds impractical. But, it makes a certain sort of sense if you'll just hear me out.";
- next;
- mes "[Lee Hester]";
- mes "Do you ever notice how on a hot day, you feel a lot cooler when you wear white, but you're a lot warmer when you wear black?";
- next;
- mes "[Lee Hester]";
- mes "After some intense thinking, and reading some 'Funtime Kid Science' magazines in Juno, I realized that the color black absorbs sunlight and heat, and that the color white reflects it.";
- next;
- mes "[Lee Hester]";
- mes "So...";
- mes "What happens if you're wearing no colors? If my ^333333*ahem*^000000 hypothesis is correct, you wouldn't feel any heat if you were invisible!";
- next;
- mes "[Lee Hester]";
- mes "That's why I've created this Racoon Leaf, in an attempt to imitate Smokie's uncanny invisibility powers.";
- next;
- mes "[Lee Hester]";
- mes "It...";
- mes "I haven't gotten it to work the way I want to yet. But it's a big leaf! It'll offer some shade.";
- next;
- mes "[Lee Hester]";
- mes "All I need to make this is...";
- mes "600 ^ff0000Raccoon Leaf^000000.";
- mes "It's weird, but I need a whole lot of little leaves to make a big one.";
- close;
- }
- case 3:
- if (countitem(1026) > 999 && countitem(7065) > 99 && countitem(945) > 9) {
- mes "[Lee Hester]";
- mes "Ah....";
- mes "You brought everything.";
- mes "Excellent! Okay, give me some time to create the 'Lazy Smokie' hat.";
- mes "....";
- next;
- mes "*Scratch scratch...*";
- next;
- mes "*Scratch scratch...*";
- mes "*Tap tap...*";
- next;
- mes "*Scratch scratch...*";
- mes "*Tap tap...*";
- mes "*Scratch scratch...*";
- next;
- mes "^3355FFHmm...";
- mes "Those don't sound like hat-making noises...^000000";
- next;
- next;
- mes "[Lee Hester]";
- mes "Oh, don't worry. It's almost done.";
- next;
- mes ".........";
- next;
- mes "*Swish swish...*";
- next;
- mes "*Swish swish...*";
- mes "*Chomp chomp...*";
- next;
- mes "*Swish swish...*";
- mes "*Chomp chomp...*";
- mes "*Glunk.*";
- next;
- mes "[Lee Hester]";
- mes "There you go. *Phew~*";
- mes "Your own 'Lazy Smokie' hat, powered by a scientific principle! Also, would you mind if I keep that Desert Wolf Claw? Heh heh, thanks~";
- delitem 1026,1000; //Acorn
- delitem 7065,100; //Sea_Otter_Leather
- delitem 945,10; //Raccoon_Leaf
- delitem 7030,1; //Claw_Of_Desert_Wolf
- getitem 5084,1; //Lazy_Raccoon
- emotion e_heh;
- close;
- }
- else {
- mes "[Lee Hester]";
- mes "Why don't I make...";
- mes "a 'Lazy Smokie?'";
- next;
- mes "[Lee Hester]";
- mes "I know, I know, having a Racoon on your head sounds ridiculous, but it makes a certain sort of sense if you'll just hear me out.";
- next;
- mes "[Lee Hester]";
- mes "So I learned from an issue of 'Funtime Kid Science' at Juno Library that different colors absorb or reflect sunlight.";
- next;
- mes "[Lee Hester]";
- mes "Wearing one color makes you feel warmer, and another makes you feel cooler on a hot day.";
- next;
- mes "[Lee Hester]";
- mes "So I was thinking...";
- mes "What if I had no colors?";
- next;
- mes "[Lee Hester]";
- mes "And, as we all know, you wear no colors if you're invisible, or when you're completely nude. I've already conducted my nudity experiment with sad and pitiable results...";
- next;
- mes "[Lee Hester]";
- mes "So now I'm experimenting with invisibility. I've tried using a human sized Smokie Leaf to become invisible, but it didn't really work yet. So I got to thinking...";
- next;
- mes "[Lee Hester]";
- mes "If I somehow connected a Smokie to me, would I become invisible when he becomes invisible?";
- next;
- mes "[Lee Hester]";
- mes "I haven't been able to try it yet, because Smokies are pretty heavy and I've got to build up my neck muscles before I can strap a Smokie to my head.";
- next;
- mes "[Lee Hester]";
- mes "So of course I need a practice Smokie to wear on my head before I'm ready for the real thing.";
- next;
- mes "[Lee Hester]";
- mes "And that was how I invented the 'Lazy Smokie' hat.";
- next;
- mes "[Lee Hester]";
- mes "The items I need are...";
- mes "1000 ^ff0000Acorn^000000,";
- mes "100 ^ff0000Sea-Otter Fur^000000 and";
- mes "10 ^ff0000Raccoon Leaf^000000.";
- close;
- }
- case 4:
- if (countitem(624) > 0 && countitem(959) > 299 && countitem(551) > 49 && countitem(1023) > 0 && countitem(938) > 99) {
- mes "[Lee Hester]";
- mes "Ah...";
- mes "You brought everything.";
- mes "Excellent! Okay, give me some time to create the 'Blue Fish' hat out of all this fish.";
- next;
- mes "*Scratch scratch...*";
- next;
- mes "*Scratch scratch...*";
- mes "*Tap tap...*";
- next;
- mes "*Scratch scratch...*";
- mes "*Tap tap...*";
- mes "*Scratch scratch...*";
- next;
- mes "^3355FFHmm...";
- mes "Those don't sound like hat-making noises...^000000";
- next;
- mes "[Lee Hester]";
- mes "Oh, don't worry. It's almost done.";
- next;
- mes "*Swish swish...*";
- next;
- mes "*Swish swish...*";
- mes "*Chomp chomp...*";
- next;
- mes "*Swish swish...*";
- mes "*Chomp chomp...*";
- mes "*Wataaaaa~!*";
- next;
- mes "[Lee Hester]";
- mes "There you go. *Phew~*";
- mes "Your own 'Blue Fish' hat, powered by a scientific principle! Also, would you mind if I keep that Desert Wolf Claw? Heh heh, thanks~";
- delitem 624,1; //Rotten_Fish
- delitem 959,300; //Rotten_Scale
- delitem 551,50; //Shusi
- delitem 1023,1; //Fish_Tail
- delitem 938,100; //Sticky_Mucus
- delitem 7030,1; //Claw_Of_Desert_Wolf
- getitem 5065,1; //Fish_On_Head
- emotion e_ic;
- close;
- }
- else {
- mes "[Lee Hester]";
- mes "Ah! I got it!";
- mes "How about I make you...";
- mes "a 'Blue Fish' hat?";
- next;
- mes "[Lee Hester]";
- mes "I know putting a Fish on top of your head doesn't sound like the best idea, but it makes a certain sort of sense if you'll just hear me out.";
- next;
- mes "[Lee Hester]";
- mes "So I was reading some issues of 'Funtime Kid Science' at the Juno Library, and read about animals that take naps under the sun when they feel really hot.";
- next;
- mes "[Lee Hester]";
- mes " So then I thought...";
- mes "Animals that don't take naps under the sun must never feel hot?";
- next;
- mes "[Lee Hester]";
- mes "I decided to make a hat of that one perfect beast that was immune to the sun, never having to succumb its power.";
- next;
- mes "[Lee Hester]";
- mes "I set to work immediately, listing all the animals I know that don't take naps in the sun. Then, I removed any animals from the list that I didn't like, especially the ones with really long names.";
- next;
- mes "[Lee Hester]";
- mes "Finally, I had only three creatures on my list: the Emu, the Giraffe and the Fish.";
- next;
- mes "[Lee Hester]";
- mes "First, I removed Emu, because everyone kept telling me I was spelling it wrong. And as everyone knows, a Giraffe hat would just look ridiculous. So, of course, I chose the Fish.";
- next;
- mes "[Lee Hester]";
- mes "And that, my friend, was how I invented the 'Blue Fish' hat.";
- next;
- mes "[Lee Hester]";
- mes "The items I need are...";
- mes "^ff00001 Rotten Fish,";
- mes "300 Stinky Scale,";
- mes "50 Sushi,";
- mes "1 Fish Tail^000000 and";
- mes "^ff0000100 Sticky Mucus^000000.";
- close;
- }
- case 5:
- mes "[Lee Hester]";
- mes "Oh... I see.";
- mes "I'm a little disappointed, but you probably already have a nice hat to keep the sun out of your eyes. Well, if you change your mind, I'll be here.";
- close;
- }
- }
- else {
- mes "[Lee Hester]";
- mes "Isn't it such";
- mes "a beautiful day";
- mes "today?";
- next;
- mes "[Lee Hester]";
- mes "Beautiful...";
- mes "But insanely hot.";
- mes "I live here, I should know. Still, nothing can beat the Morroc sunset.";
- next;
- mes "[Lee Hester]";
- mes "It's amazing how so many different animals can live in the desert. I've been spending some time researching the ways of animals, reading books in the Juno Library...";
- next;
- mes "[Lee Hester]";
- mes "Trying to figure out the Animal Kingdom's secrets of dealing with the heat.";
- next;
- mes "[Lee Hester]";
- mes "I hope you're having a good time here in Morroc. If you ever question the special abilities of animals, just think of the majestic Desert Wolf that's able to thrive in the harsh Morroc deserts.";
- emotion e_paper;
- close;
- }
-}
-
-// Kitsune Mask
-//============================================================
-pay_dun03,48,84,4 script Nine Tails#Kitsune Mask 1180,1,1,{
- end;
-
-OnInit:
- disablenpc "Nine Tails#Kitsune Mask";
- end;
-
-OnTouch:
- mes "[Nine Tails]";
- mes "Yelp! Yelp yelp!";
- mes "Yelp! Yelp yelp!";
- next;
- if (select("Shake head:Nod head") == 1) {
- mes "[Nine Tails]";
- mes "Yelp! Yelp yelp!";
- close2;
- set getvariableofnpc(.MyMobs1,"SpawnManager#Kitsune"),1;
- switch(rand(1,25)) {
- case 1: set .@x,118; set .@y,66; break;
- case 2: set .@x,103; set .@y,194; break;
- case 3: set .@x,116; set .@y,50; break;
- case 4: set .@x,49; set .@y,94; break;
- case 5: set .@x,232; set .@y,232; break;
- case 6: set .@x,245; set .@y,86; break;
- case 7: set .@x,217; set .@y,133; break;
- case 8: set .@x,50; set .@y,157; break;
- case 9: set .@x,245; set .@y,60; break;
- case 10: set .@x,220; set .@y,77; break;
- case 11: set .@x,198; set .@y,62; break;
- case 12: set .@x,158; set .@y,41; break;
- case 13: set .@x,57; set .@y,210; break;
- case 14: set .@x,251; set .@y,207; break;
- case 15: set .@x,86; set .@y,130; break;
- case 16: set .@x,216; set .@y,233; break;
- case 17: set .@x,192; set .@y,245; break;
- case 18: set .@x,117; set .@y,234; break;
- case 19: set .@x,144; set .@y,255; break;
- case 20: set .@x,190; set .@y,216; break;
- case 21: set .@x,63; set .@y,66; break;
- case 22: set .@x,247; set .@y,183; break;
- case 23: set .@x,37; set .@y,225; break;
- case 24: set .@x,247; set .@y,118; break;
- case 25: set .@x,154; set .@y,130; break;
- }
- monster "pay_dun03",.@x,.@y,"Nine Tail",1180,1,"SpawnManager#Kitsune::OnMyMobDead";
- specialeffect EF_FLASHER;
- disablenpc "Nine Tails#Kitsune Mask";
- end;
- }
- close2;
- specialeffect EF_FLASHER;
- disablenpc "Nine Tails#Kitsune Mask";
- enablenpc "Nine Tails#Kitsune Man";
- end;
-}
-
-pay_dun03,48,84,4 script Nine Tails#Kitsune Man 762,{
- if (checkweight(1201,1) == 0) {
- mes "- Wait a moment! -";
- mes "- Currently you are carrying -";
- mes "- too many items with you. -";
- mes "- Please come back after -";
- mes "- you put some items into Kafra Storage. -";
- close;
- }
- if (countitem(1022) > 998) {
- mes "[Nine Tails]";
- mes "Oh! You finally brought what I've asked, human. Okay, now I can bring her back to life!";
- next;
- if (select("Give items:Cancel") == 1) {
- delitem 1022,999; //Fox_Tail
- getitem 5069,1; //Mask_Of_Fox
- mes "[Nine Tails]";
- mes "Now...";
- mes "Take this";
- mes "and get out";
- mes "of my sight~!";
- close;
- }
- close2;
- }
- else {
- mes "[Nine Tails]";
- mes "......Errr?";
- mes "Now why am I in human form again?";
- next;
- mes "[Nine Tails]";
- mes "I guess... I need to practice transformation more often. *Sigh*";
- next;
- mes "[Nine Tails]";
- mes "Anyway, I've got a bone to pick with you humans. You're an aggressive and greedy race, always killing things and taking stuff. And despite all the hunting, you never seem to be satisfied.";
- next;
- mes "[Nine Tails]";
- mes "You always intrude our territory to slay us foxes for our nice, soft fur. But it's not only us you harass. The Sohees always complain that you barbaric humans keep stealing their clothing!";
- next;
- mes "[Nine Tails]";
- mes "My wife was killed as a victim of human greed, probably skinned for her fabulous pelt...";
- next;
- mes "[Nine Tails]";
- mes "All I want is to bring her back to life, no matter what the cost. That's why I'm swallowing my pride and asking you for help.";
- next;
- mes "[Nine Tails]";
- mes "I need...";
- mes "^0000FF999^000000 ^FF0000Nine Tail^000000";
- mes "in order to cast the Fox Resurrection spell.";
- next;
- mes "[Nine Tails]";
- mes "I know how you humans think...";
- mes "You want some sort of reward for whatever mayhem you cause. Alright then...";
- next;
- mes "[Nine Tails]";
- mes "I will give you this ^0000FFKitsune Mask^000000 if you bring me what I asked. How does that sound? Remember, ^0000FF999 ^FF0000Nine Tail^000000.";
- close;
- }
- set getvariableofnpc(.MyMobs2,"SpawnManager#Kitsune"),1;
- switch(rand(1,25)) {
- case 1: set .@x,118; set .@y,66; break;
- case 2: set .@x,103; set .@y,194; break;
- case 3: set .@x,116; set .@y,50; break;
- case 4: set .@x,49; set .@y,94; break;
- case 5: set .@x,232; set .@y,232; break;
- case 6: set .@x,245; set .@y,86; break;
- case 7: set .@x,217; set .@y,133; break;
- case 8: set .@x,50; set .@y,157; break;
- case 9: set .@x,245; set .@y,60; break;
- case 10: set .@x,220; set .@y,77; break;
- case 11: set .@x,198; set .@y,62; break;
- case 12: set .@x,158; set .@y,41; break;
- case 13: set .@x,57; set .@y,210; break;
- case 14: set .@x,251; set .@y,207; break;
- case 15: set .@x,86; set .@y,130; break;
- case 16: set .@x,216; set .@y,233; break;
- case 17: set .@x,192; set .@y,245; break;
- case 18: set .@x,117; set .@y,234; break;
- case 19: set .@x,144; set .@y,255; break;
- case 20: set .@x,190; set .@y,216; break;
- case 21: set .@x,63; set .@y,66; break;
- case 22: set .@x,247; set .@y,183; break;
- case 23: set .@x,37; set .@y,225; break;
- case 24: set .@x,247; set .@y,118; break;
- case 25: set .@x,154; set .@y,130; break;
- }
- monster "pay_dun03",.@x,.@y,"Nine Tail",1180,1,"SpawnManager#Kitsune::OnMyMobDead2";
- specialeffect EF_BLASTMINEBOMB;
- disablenpc "Nine Tails#Kitsune Man";
- end;
-
-OnInit:
- set getvariableofnpc(.MyMobs2,"SpawnManager#Kitsune"),1;
- monster "pay_dun03",48,83,"Nine Tail",1180,1,"SpawnManager#Kitsune::OnMyMobDead2";
- disablenpc "Nine Tails#Kitsune Man";
- end;
-}
-
-pay_dun03,48,84,4 script SpawnManager#Kitsune -1,{
-OnInit:
- set .MyMobs1,1;
- set .MyMobs2,1;
- end;
-
-OnMyMobDead:
- set .MyMobs1,.MyMobs1-1;
- if (.MyMobs1 < 1)
- enablenpc "Nine Tails#Kitsune Man";
- end;
-
-OnMyMobDead2:
- set .MyMobs2,.MyMobs2-1;
- if (.MyMobs2 < 1)
- enablenpc "Nine Tails#Kitsune Mask";
- end;
-
-}
-
-// Orc Hero Helmet
-//============================================================
-in_orcs01,31,93,1 script Orc Warrior#1 1023,2,2,{
-OnTouch:
- if (checkweight(1201,1) == 0) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you lose some weight. -";
- close;
- }
- if (orcs_hero_hat < 1) {
- mes "[Orc Warrior]";
- mes ".......";
- mes ".........";
- mes "Human, what are you doing in my home?!";
- next;
- mes "[Orc Warrior]";
- mes "Hurrumph.";
- mes "I guess you decided to come inside, thinking no one was around, to rest after killing others of my kind.";
- next;
- mes "[Orc Warrior]";
- mes "Well! We Orcs are a proud race!";
- mes "So don't expect me to talk to you.";
- mes "Though, I must admit that you have courage to enter an Orc's home.";
- next;
- mes "[Orc Warrior]";
- mes "I'm too tired to kill you today, but keep silent! If you're wounded, you can bleed quietly on the floor and die with some honor I suppose.";
- if (rand(1,5) == 5 && BaseLevel >= 55) {
- next;
- if (select(".....:Come on, let's talk.") == 1) {
- close;
- }
- mes "[Orc Warrior]";
- mes "You dare invite an Orc to conversation?! We Orcs are a savage race! Born out suffering, we only live to fight and do battle!";
- next;
- mes "[Orc Warrior]";
- mes "Talk with humans?!";
- mes "Hah! The only way I will suffer such humiliation would be if you too, lost your dignity.";
- next;
- mes "[Orc Warrior]";
- mes "You can bleed in my house, but I will only talk with you if...";
- mes "You bring ^FF00001000 Jellopy^000000!";
- next;
- if (select("I challenge you to a duel, Orc!:1000 Jellopies it is.") == 1) {
- mes "[Orc Warrior]";
- mes "Humans... such annoying bastards!";
- mes "If you want to fight, go outside!";
- mes "So get out of my house!";
- close2;
- warp "gef_fild10",100,100;
- end;
- }
- set orcs_hero_hat,1;
- mes "[Orc Warrior]";
- mes "Hah! It's a promise then!";
- mes "Bwahahahahhahahahahahaha!";
- mes "That's 1000 Jellopies!";
- mes "Are all you humans so foolish?!";
- close;
- }
- close;
- }
- else if (orcs_hero_hat == 1) {
- if (countitem(909) > 999) {
- mes "[Orc Warrior]";
- mes "WHAT?!";
- mes "That's so much Jellopy!!";
- next;
- mes "[Orc Warrior]";
- mes "I do not like this joke you have played on me human. Still, I refuse to believe that you have really brought ^FF00001000 Jellopy^000000.";
- next;
- mes "[Orc Warrior]";
- mes "We Orcs are a proud race and do not like to admit when we are wrong.";
- next;
- mes "[Orc Warrior]";
- mes "One...";
- next;
- mes "[Orc Warrior]";
- mes "One... T-two...";
- next;
- mes "[Orc Warrior]";
- mes "One... T-two...";
- mes "Three...";
- next;
- mes "[Orc Warrior]";
- mes "One... T-two...";
- mes "Three...";
- mes "....F-f-fooooour...";
- next;
- mes "[Orc Warrior]";
- mes ".......";
- next;
- mes "[Orc Warrior]";
- mes ".......";
- mes ".........";
- next;
- mes "[Orc Warrior]";
- mes ".......";
- mes ".........";
- mes "............";
- next;
- mes "[Orc Warrior]";
- mes "Nine hundred ninety-eight...";
- next;
- mes "[Orc Warrior]";
- mes "Nine hundred ninety-eight...";
- mes "Nine hundred ninety-nine...";
- next;
- mes "[Orc Warrior]";
- mes "Nine hundred ninety-eight...";
- mes "Nine hundred ninety-nine...";
- mes "One...";
- next;
- mes "[Orc Warrior]";
- mes "Nine hundred ninety-eight...";
- mes "Nine hundred ninety-nine...";
- mes "One... One thousand.";
- next;
- mes "[Orc Warrior]";
- mes "Curse you, human.";
- mes "You have shall your 'conversation.'";
- next;
- mes "[Orc Warrior]";
- mes "I hate humans! In fact, all Orcs hate humans! Hate you hate you hate you with a passion!";
- next;
- delitem 909,1000; //Jellopy
- set orcs_hero_hat,2;
- mes "[Orc Warrior]";
- mes "So...";
- mes "Still in the mood to talk?!";
- next;
- mes "[Orc Warrior]";
- mes "Tough!";
- mes "If you want to";
- mes "hear more, bring...";
- mes "^FF00001000 Jellopy^000000!";
- next;
- mes "[Orc Warrior]";
- mes "Now get out of here, you horrible stinking, poor excuse for an animal!!";
- close;
- }
- mes "[Orc Warrior]";
- mes "Did you already forget?!";
- mes "^FF00001000 Jellopy^000000!";
- mes "Show me your respect";
- mes "if you want to talk.";
- close;
- }
- else if (orcs_hero_hat == 2) {
- if (countitem(909) > 999) {
- mes "[Orc Warrior]";
- mes "No.... Not again!!";
- mes "What are you doing with so much Jellopy?!";
- next;
- mes "[Orc Warrior]";
- mes "Damn...!";
- mes "I refuse to speak to you until I've finished counting all of this Jellopy.";
- next;
- mes "[Orc Warrior]";
- mes "...";
- next;
- mes "[Orc Warrior]";
- mes "...";
- mes ".....";
- next;
- mes "[Orc Warrior]";
- mes "...";
- mes ".....";
- mes "ONE THOUSAND.";
- next;
- mes "[Orc Warrior]";
- mes "Once again, human, you've managed to infuriate me. But we Orcs are a proud race. I shall fulfill my part of this pathetic deal.";
- next;
- mes "[Orc Warrior]";
- mes "Now, where was I?";
- mes "Oh right.";
- mes "How much I hate humans.";
- next;
- mes "[Orc Warrior]";
- mes "Humans are always invading our village, intruding on our land! They kill our warriors not out of honor, but for selfish human reasons!!";
- next;
- mes "[Orc Warrior]";
- mes "Bah! Humans have built their own towns and cities. Do they keep their senseless killing amongst each other?! NO! Humans have to rampage and ravage everything!!";
- next;
- delitem 909,1000; //Jellopy
- set orcs_hero_hat,3;
- mes "[Orc Warrior]";
- mes "Now, if you want";
- mes "to listen to more,";
- mes "bring me...";
- next;
- mes "[Orc Warrior]";
- mes "^FF00001000 Jellopy^000000 again!";
- mes "I do not think that you can endure much more of this torture.";
- mes "Bwahahahahahha~!";
- close;
- }
- mes "[Orc Warrior]";
- mes "Did you already forget!?";
- mes "^FF00001000 Jellopy^000000!";
- mes "Show me your respect";
- mes "if you want to talk.";
- close;
- }
- else if (orcs_hero_hat == 3) {
- if (countitem(909) > 999) {
- mes "[Orc Warrior]";
- mes ".....";
- mes "Again, human, you confound me with your stubborness. I see that humans are masochists. Or just like to annoy Orcs by making them count a thousand Jellopies.";
- next;
- mes "[Orc Warrior]";
- mes "*sigh* Let me count...";
- next;
- mes "[Orc Warrior]";
- mes "...";
- next;
- mes "[Orc Warrior]";
- mes "...";
- mes ".......";
- next;
- mes "[Orc Warrior]";
- mes "Nine hundred ninety-nine...";
- next;
- mes "[Orc Warrior]";
- mes "Nine hundred ninety-nine...";
- mes "...A thousand.";
- next;
- mes "[Orc Warrior]";
- mes "Argh~!";
- mes "Now where was I?";
- mes "Oh right, why humans are scum.";
- next;
- mes "[Orc Warrior]";
- mes "How dare humans think they're so great?! We Orcs have also made contributions to the world!";
- next;
- mes "[Orc Warrior]";
- mes "Humans may have built cities and towns, but we Orcs have also created our own cave complexes and canals!";
- next;
- mes "[Orc Warrior]";
- mes "We Orcs have invented many useful things! Of course, now we've had to keep these things to ourselves. Why? Because of the stupidity and greed of humans!!";
- next;
- mes "[Orc Warrior]";
- mes "We Orcs have once constructed a tower for a human, but were then trapped and enslaved there. Needless to say, humans are deserving of our wrath and fury.";
- next;
- mes "[Orc Warrior]";
- mes "*Sigh*";
- mes "I don't understand why I am sharing this story about my tribe.";
- mes "That's enough for today!";
- next;
- delitem 909,1000; //Jellopy
- set orcs_hero_hat,4;
- mes "[Orc Warrior]";
- mes "Grrr~! If you want to listen longer go bring me ^FF00001000 Jellopy^000000 again.";
- close;
- }
- mes "[Orc Warrior]";
- mes "Did you already forget!?";
- mes "^FF00001000 Jellopy^000000!";
- mes "Show me your respect if";
- mes "you wish to talk!!";
- mes "I don't take the 2,000 jellopies you have given to me seriously!!";
- close;
- }
- else if (orcs_hero_hat == 4) {
- if (countitem(909) > 999) {
- mes "[Orc Warrior]";
- mes "Oh... it's you again.";
- mes "I can see the Jellopy in your hands, and I'm pretty sure you've brought a thousand again, so let's get this over with.";
- next;
- mes "[Orc Warrior]";
- mes "*Sigh* I suppose it's time for our conversation.";
- next;
- mes "[Orc Warrior]";
- mes "Once upon a time, Orcs and humans were allies. I... I miss those times. But it's no use to long for old comraderies. It's impossible to clear up such misunderstandings from ages ago...";
- next;
- mes "[Orc Warrior]";
- mes "There are too many wicked humans that have pursued wealth and fame at any cost. They don't understand ideals like honor and loyalty, and use any means to get whatever they want.";
- next;
- mes "[Orc Warrior]";
- mes "Those hateful humans started to get rid of every obstacle that stood between them and what they wanted, not caring if friend or foe stood in their way.";
- next;
- mes "[Orc Warrior]";
- mes "...I've talked too much already.";
- mes "That's the end of the conversation for today.";
- next;
- delitem 909,1000; //Jellopy
- set orcs_hero_hat,5;
- mes "[Orc Warrior]";
- mes "Now, if you want to listen some more, go bring me";
- mes "^FF00001000 Jellopy^000000 again tomorrow.";
- close;
- }
- mes "[Orc Warrior]";
- mes "Did you already forget?";
- mes "^FF00001000 Jellopy^000000!";
- mes "Show me your respect";
- mes "if you want to talk.";
- mes "I don't take the 3,000 jellopies you have given to me seriously.";
- close;
- }
- else if (orcs_hero_hat == 5) {
- if (countitem(909) > 999) {
- mes "[Orc Warrior]";
- mes "*Sigh...*";
- mes "You're too tough to get rid of.";
- mes "Do you really want to listen to me so much...?";
- mes "Okay... I will tell you a little bit more then.";
- next;
- mes "[Orc Warrior]";
- mes "For us Orcs, victory in battle is the greatest honor.";
- mes "We fight boldly and fearlessly with our opponent, giving our all in hopes of a fair victory. We would die for victory in battle.";
- next;
- mes "[Orc Warrior]";
- mes "Even after death, we never lose the spirit of combat. It is said that some Orcs that have died unfairly will stand from their graves to seek even more battle.";
- next;
- mes "[Orc Warrior]";
- mes "The difference between you humans and us is that we would never tolerate foul play in battle. But more importantly, Orcs never, ever retreat. An Orc will always fight till the last breath...";
- next;
- mes "[Orc Warrior]";
- mes "Orcs never restore health during battle using your silly medicines. Hmpf. Humans can be so weak, drinking bottles of Potion to keep up in a fight. Oh well, though, I'm not sure if you're the same.";
- next;
- delitem 909,1000; //Jellopy
- set orcs_hero_hat,6;
- mes "[Orc Warrior]";
- mes "Now, if you want";
- mes "to listen to me";
- mes "some more, go and";
- mes "bring me ^FF00001000 Jellopy^000000";
- mes "again tomorrow.";
- close;
- }
- mes "[Orc Warrior]";
- mes "Did you already forget?";
- mes "^FF00001000 Jellopy^000000!";
- mes "Show me your respect";
- mes "if you want to talk.";
- mes "I don't take the 4,000 jellopies you have given to me seriously.";
- close;
- }
- else if (orcs_hero_hat == 6) {
- if (countitem(909) > 999) {
- mes "[Orc Warrior]";
- mes "What the...! Don't you know when to stop? I do not believe a human would like to hear about Orcs so much. But...";
- mes "We Orcs are a proud race, and I shall oblige.";
- next;
- mes "[Orc Warrior]";
- mes "We only select the strongest of our tribe to become warriors. When Orcs reach adulthood, they are sent to the forest to survive alone in its environment.";
- next;
- mes "[Orc Warrior]";
- mes "Those Orcs that come back alive are recognized as true members of the tribe. The strongest males are chosen to become Orc Warriors, and the strongest females are chosen as Orc Ladies.";
- next;
- mes "[Orc Warrior]";
- mes "Orcs that have proven to have good sight and dexterity are given bows and arrows and become Orc Archers.";
- next;
- mes "[Orc Warrior]";
- mes "We Orcs have a special training course called 'The Trial of Fire.' If any Orc Warrior passes this course, he will be protected by our fire god...";
- next;
- mes "[Orc Warrior]";
- mes "That Orc will have stronger physical strength and abilities than normal Orc Warriors. These warriors are known as High Orcs.";
- next;
- mes "[Orc Warrior]";
- mes "Hm, well to you humans, we may all look the same, but we Orcs can tell each other apart. How about you, human? Do I look the same as every Warrior outside to you?";
- next;
- delitem 909,1000; //Jellopy
- set orcs_hero_hat,7;
- mes "[Orc Warrior]";
- mes "Now...";
- mes "If you want to";
- mes "listen longer,";
- mes "go bring me";
- mes "^FF00001000 Jellopy^000000";
- mes "again tomorrow.";
- close;
- }
- mes "[Orc Warrior]";
- mes "Did you already forget?";
- mes "^FF00001000 Jellopy^000000!";
- mes "Show me your respect";
- mes "if you want to talk.";
- mes "I don't take the 5,000 jellopies you have given to me seriously.";
- close;
- }
- else if (orcs_hero_hat == 7) {
- if (countitem(909) > 999) {
- mes "[Orc Warrior]";
- mes "I expected you to quit by now. But I was wrong, because you're here once again. We made a deal and I will keep my promise.";
- next;
- mes "[Orc Warrior]";
- mes "Last time, we were";
- mes "talking about our";
- mes "warriors...";
- next;
- mes "[Orc Warrior]";
- mes "Sometimes, a few Orcs are born among us, possessing phenomenal strength and talent. It is rumored that they could compete with 10,000 warriors at a time...";
- next;
- mes "[Orc Warrior]";
- mes "They are the best warriors of the Orc tribe, and are known to you as Orc Heroes. Not only are they the strongest ones among us, but they also our leaders in battle.";
- next;
- mes "[Orc Warrior]";
- mes "As proof of their status, Orc Heroes are given Vouchers of Orcish Hero, as well as special swords that are only allowed to be used by our heroes.";
- next;
- mes "[Orc Warrior]";
- mes "That sword can tear the sky, sever the earth and make a waterfall flow backwards.";
- next;
- mes "[Orc Warrior]";
- mes "The special helmet that is only worn by Orc Heroes represents the power and honor of the Orc Warriors.";
- next;
- mes "[Orc Warrior]";
- mes "Well, humans rarely get the chance to see this helmet unless they're in battle with an Orc Hero themselves...";
- next;
- delitem 909,1000; //Jellopy
- set orcs_hero_hat,8;
- mes "[Orc Warrior]";
- mes "Now, if you want";
- mes "to listen longer,";
- mes "go and bring me";
- mes "^FF00001000 Jellopy^000000";
- mes "again tomorrow.";
- close;
- }
- mes "[Orc Warrior]";
- mes "Did you already forget?";
- mes "^FF00001000 Jellopy^000000!";
- mes "Show me your respect";
- mes "if you want to talk.";
- next;
- mes "[Orc Warrior]";
- mes "I don't take the 6,000 jellopies you have given to me that seriously.";
- close;
- }
- else if (orcs_hero_hat == 8) {
- if (countitem(909) > 999) {
- mes "[Orc Warrior]";
- mes "Oh, hello. You're back.";
- mes "Go ahead and put the 1000 Jellopies over there on the table by the skulls.";
- next;
- mes "[Orc Warrior]";
- mes "Ah yes, we were talking about Orc Heroes. Now, unlike Orc Heroes who are blessed with might from the day they were born, there are older, seasoned warriors that have managed to survive many years of combat.";
- next;
- mes "[Orc Warrior]";
- mes "To Orc Warriors, we do not see age as weakness. We look up to old warriors as our trainers due to their experience in battle and their fighting skills.";
- next;
- mes "[Orc Warrior]";
- mes "Those old warriors have shown outstanding fighting abilities, even without the use of weapons.";
- next;
- mes "[Orc Warrior]";
- mes "They could endure in battle for at least few days without axes. When you get to a certain fighting skill level, weapons can actually become a burden...";
- next;
- mes "[Orc Warrior]";
- mes "Among those well-experienced warriors, the greatest one of all is given the title of Orc Lord, and is given our respect as the leader of our tribe.";
- next;
- mes "[Orc Warrior]";
- mes "Every Orc can recognize him by his distinguished helm with the three horns.";
- next;
- delitem 909,1000; //Jellopy
- set orcs_hero_hat,9;
- mes "[Orc Warrior]";
- mes "Now...";
- mes "If you want to";
- mes "listen longer,";
- mes "go bring me";
- mes "^FF00001000 Jellopy^000000";
- mes "again tomorrow.";
- close;
- }
- mes "[Orc Warrior]";
- mes "Did you already forget?";
- mes "^FF00001000 Jellopy^000000!";
- mes "Show me your respect";
- mes "if you want to talk.";
- mes "I don't take the 7,000 jellopies you have given to me seriously.";
- close;
- }
- else if (orcs_hero_hat == 9) {
- if (countitem(909) > 999) {
- mes "[Orc Warrior]";
- mes "It's been a while I've seen such a determined human such as yourself. Just leave the Jellopy near the bed.";
- next;
- mes "[Orc Warrior]";
- mes "Now...";
- mes "Let me tell you";
- mes "more about the";
- mes "Orc Tribe.";
- next;
- mes "[Orc Warrior]";
- mes "Although I don't like to admit it, there are cowardly Orcs that run away from battle, or fight using dishonorable methods.";
- mes "Needless to say, they have brought shame and disgrace to our tribe.";
- next;
- mes "[Orc Warrior]";
- mes "A curse is placed on those dishonorable Orcs so that they can be singled out by the tribe and banished from the village.";
- next;
- mes "[Orc Warrior]";
- mes "You may recognize those cursed Orcs by their shrunken bodies and long teeth.";
- next;
- mes "[Orc Warrior]";
- mes "We call these cursed Orcs Zenorc. They are forced to live inside of caves or dungeons, away from from honorable Orcs. It's difficult to believe that Zenorcs were once one of us...";
- next;
- mes "[Orc Warrior]";
- mes "I don't think there is a curse which transforms humans into a totally ugly creature depending on their deeds. So it is difficult to tell which humans are honorable...";
- next;
- delitem 909,1000; //Jellopy
- set orcs_hero_hat,10;
- mes "[Orc Warrior]";
- mes "Now...";
- mes "If you want";
- mes "to hear more,";
- mes "go bring me";
- mes "^FF00001000 Jellopy^000000";
- mes "again tomorrow.";
- close;
- }
- mes "[Orc Warrior]";
- mes "Did you already forget?";
- mes "^FF00001000 Jellopy^000000!";
- mes "Show me your respect";
- mes "if you want to talk.";
- mes "I don't take the 8,000 jellopies you have given to me seriously.";
- close;
- }
- else if (orcs_hero_hat == 10) {
- if (countitem(909) > 999) {
- mes "[Orc Warrior]";
- mes "With these...";
- mes "You have brought me 10,000 Jellopies. I must say that I am impressed. Since you have shown me your respect, I will repay you with my honesty.";
- next;
- mes "[Orc Warrior]";
- mes "Considering the stories about my tribe, it's enough for me if you just listen. However, merely listening is totally different from having the experience as your own.";
- next;
- mes "[Orc Warrior]";
- mes "I suggest you that you experience more battles with the many different Orcs out there. That's the best way of understanding and learning about the Orc tribe.";
- next;
- delitem 909,1000; //Jellopy
- set orcs_hero_hat,11;
- getitem 1304,1; //Orcish_Axe
- mes "[Orc Warrior]";
- mes "This is a small token of my gratitue. This axe used to aid me in many battles and is very precious to me. I hope you will take care of this.";
- next;
- mes "[Orc Warrior]";
- mes "You have made a lot of effort to show me respect, despite being a human. Now, if you want to learn more about Orcs, feel free to come back anytime, my friend.";
- close;
- }
- mes "[Orc Warrior]";
- mes "Did you already forget?";
- mes "^FF00001000 Jellopy^000000!";
- mes "Show me your respect";
- mes "if you want to talk.";
- mes "I don't take 9,000 jellopies you have given to me seriously.";
- close;
- }
- else if (orcs_hero_hat == 11) {
- if (countitem(1304) > 0) {
- mes "[Orc Warrior]";
- mes "You have made a lot of effort to show me your respect. Now, if you want to learn more about Orcs, feel free to come back anytime, my friend.";
- close;
- }
- else if (countitem(931) > 99) {
- if (rand(1,5) == 5) {
- mes "[Orc Warrior]";
- mes "Oh, I see you've taken my advice and have been meeting many other Orcs through battle.";
- mes "You must have learned much about the Orc's spirit of battle by seeing it for yourself firsthand.";
- next;
- mes "[Orc Warrior]";
- mes "These Orchish Vouchers you have been collecting are the true token of Orc warriors. We recognize an Orc who won over 1,000 battles as a true Orc Warrior.";
- next;
- mes "[Orc Warrior]";
- mes "Still...";
- mes "You're a human, so I don't give we can give you that honor so easily...";
- next;
- mes "[Orc Warrior]";
- mes "Alright...";
- mes "Go win over 10,000 battles.";
- next;
- mes "[Orc Warrior]";
- mes "Then, I'm sure you can be granted status as a real Orc warrior. But, make sure you are fighting for honorable purposes, and that you have no other motive.";
- next;
- mes "[Orc Warrior]";
- mes "You only achieve honor by winning battles. Even among Orcs, I'm sure you can prove your battle prowess by defeating 10,000 Orc Warriors.";
- next;
- if (select("I don't think that is necessary.:I will win 10,000 battles!") == 1) {
- mes "[Orc Warrior]";
- mes "I see. I will not force you to choose what I wish to see you do. I respect your decision.";
- next;
- mes "[Orc Warrior]";
- mes "Although...";
- mes "I wished for other Orcs to see and understand that not all humans are wicked and selfish.";
- close;
- }
- mes "[Orc Warrior]";
- mes "Ah, spoken like a true warrior. Alright then, go forth and do battle with others of my tribe, and bring me 10,000 Orcish Vouchers.";
- next;
- delitem 931,100; //Orcish_Voucher
- set orcs_hero_hat,13;
- set orcs_hero_hat2,100;
- mes "[Orc Warrior]";
- mes "I took 100 Orcish Voucher from you now. Now, fight and fight until you have defeated 10,000 more Orc Warriors so that the whole tribe will have to recognize you!";
- close;
- }
- mes "[Orc Warrior]";
- mes "Hm? You don't seem to understand our way of life completely. It's strange that you are so curious about other races, human.";
- close;
- }
- else {
- if (rand(1,5) == 5) {
- mes "[Orc Warrior]";
- mes "The best way of understanding the Orc tribe is to do battle with them. By competing in power and skills, eventually you will understand and respect your opponent.";
- next;
- mes "[Orc Warrior]";
- mes "So, go outside and fight.";
- mes "Although you may be learning theory by talking with me, you must experience our way of life for yourself.";
- close;
- }
- mes "[Orc Warrior]";
- mes "Hm? You don't seem to understand our way of life completely. It's strange that you are so curious about other races, human.";
- close;
- }
- }
- else if (orcs_hero_hat2 > 99 && orcs_hero_hat2 < 10000) {
- if (countitem(931) > 0) {
- if (orcs_hero_hat2 > 9999)
- set orcs_hero_hat2,10000;
- mes "[Orc Warrior]";
- mes "You've come back...";
- mes "It doesn't seem that you've accomplished your goal yet, but I do not expect you to defeat 10,000 Orc Warriors so easily.";
- next;
- mes "[Orc Warrrior]";
- mes "If you wish, you may rest here. " + orcs_hero_hat2 + " victories over Orc Warriors are recognized by our tribe.";
- next;
- mes "[Orc Warrior]";
- mes "Do you wish to";
- mes "record your current";
- mes "victory with me?";
- next;
- if (select("Yes, I do.:I will do it later.") == 1) {
- set .@total_vouchers,orcs_hero_hat2+countitem(931);
- if (.@total_vouchers < 10000) {
- delitem 931,countitem(931); //Orcish_Voucher
- set orcs_hero_hat2,.@total_vouchers;
- mes "[Orc Warrior]";
- mes "I hope you will";
- mes "continue your efforts";
- mes "in understanding the Orc";
- mes "way of life through battle.";
- mes "Don't give up.";
- next;
- mes "[Orc Warrior]";
- mes "There are " + (10000-.@total_vouchers) + " battles ahead of you before you reach your goal. I understand the difficulty of this challenge, but I hope you make it.";
- close;
- }
- else {
- mes "[Orc Warrior]";
- mes "Now...";
- mes "You won over";
- mes "10,000 battles";
- mes "with Orcs.";
- next;
- mes "[Orc Warrior";
- mes "For a human, accomplishing such a feat is truly astonishing. Through all of that fighting, I'm sure that you have learned both good and bad things about my tribe.";
- next;
- mes "[Orc Warrior]";
- mes "Although you're a";
- mes "human, you have";
- mes "demonstrated incredible";
- mes "bravery and honor...";
- mes "I shall grant you true";
- mes "Orc Warrior status!!";
- next;
- mes "[Orc Warrior]";
- mes "You are now...";
- if (Sex)
- mes "an Orc Warrior!!";
- else
- mes "an Orc Lady!!";
- next;
- delitem 931,countitem(931); //Orcish_Voucher
- set orcs_hero_hat,14;
- set orcs_hero_hat2,10000;
- getitem 2299,1; //Viking_Helm
- mes "[Orc Warrior]";
- mes "This is a present for you. I am not sure if it will fit to your head or not, but try it. If your head is too big to wear this, I suggest that you carry this with you.";
- next;
- getitem 931,1; //Orcish_Voucher
- mes "[Orc Warrior]";
- mes "As an Orc Warrior,";
- mes "I will now give you";
- mes "an Orcish Voucher";
- mes "of your very own.";
- next;
- mes "[Orc Warrior]";
- mes "Although it doesn't look different from the others, please keep this with care. You can only be recognized as an Orc warrior with this.";
- next;
- mes "[Orc Warrior]";
- mes "Now, you may go back to where you have come from. Come drop by whenever my tribe comes to your mind.";
- next;
- mes "[Orc Warrior]";
- mes "As you are now one who feels the true intent of the opponent after endless battles, I will now return you to the battleground.";
- close;
- }
- }
- mes "[Orc Warrior]";
- mes "I see, do as you wish.";
- mes "I will be really disappointed in you if you quit in a challenge you have undertaken.";
- close;
- }
- mes "[Orc Warrior]";
- mes "Come take a rest here.";
- mes "You have won " + orcs_hero_hat2 + " victories over Orc Warriors.";
- close;
- }
- else if (orcs_hero_hat == 14) {
- if (countitem(931) == 1 && (countitem(2299) > 0 || isequipped(2299))) {
- mes "[Orc Warrior]";
- mes "Hm? You don't think you cannot come back to where you originally came, just because now you're an Orc Warrior, do you? Hahahahaha!";
- close;
- }
- else if (countitem(2299) > 0 || isequipped(2299)) {
- mes "[Orc Warrior]";
- mes "Warrior...";
- mes "May a fresh";
- mes "light be with";
- mes "you in battle.";
- next;
- mes "[Orc Warrior]";
- mes "Show your opponents your indomitable spirit. Take pride in being a human that has been given the title of Orc Warrior!";
- close;
- }
- else {
- if (rand(1,10) == 1) {
- mes "[Orc Warrior]";
- mes "My my...";
- mes "Are you still";
- mes "hungry for blood...?";
- next;
- mes "[Orc Warrior]";
- mes "You don't seem to be satisfied even after being recognized as a warrior. But... I suppose the path of the warrior is to seek new and more difficult challenges.";
- next;
- mes "[Orc Warrior]";
- mes "Okay, would you like to go through another test? It may reduce all your effort in coming here to nothing. Even seasoned Orc Warriors fear taking this test.";
- next;
- mes "[Orc Warrior]";
- mes "But, since you're an exceptional case, it might be possible for you to accomplish...";
- next;
- if (select("I am already satisfied.:...I will take this challenge.") == 1) {
- mes "[Orc Warrior]";
- mes "Yes, that's a good";
- mes "attitude. Sometimes,";
- mes "you must accept your";
- mes "limitations, or that";
- mes "you cannot beat";
- mes "certain opponents.";
- close;
- }
- mes "[Orc Warrior]";
- mes "Excellent, I admire your enthusiasm. This is a very rare chance to do battle with the strongest Orc Warriors.";
- next;
- mes "[Orc Warrior]";
- mes "Go fight with 100 Orc Heroes and bring me the tokens of the battles you have endured. Even if you're an excellent warrior, I assure you this test will be the hardest one you'll ever get.";
- next;
- set orcs_hero_hat,15;
- mes "[Orc Warrior]";
- mes "Now, go, warrior! I believe that you have a chance to succeed. Fight with 100 Orc Heroes, and I will grant you, a human, recognition as an Orc Hero!";
- close;
- }
- mes "[Orc Warrior]";
- mes "Warrior, may a fresh light be with you in battle. Show your opponents your indomitable spirit. Take pride in being a human that has been given the title of Orc Warrior!";
- close;
- }
- }
- else if (orcs_hero_hat == 15) {
- if (countitem(968) > 99) {
- mes "[Orc Warrior]";
- mes "Ah...";
- mes "I knew you would succeed!";
- next;
- mes "[Orc Warrior]";
- mes "The Orc Heroes who were defeated by you also must have recognized your courage. Thank you, human, for showing us what is true strength.";
- next;
- mes "[Orc Warrior]";
- mes "On behalf of";
- mes "the Orc tribe,";
- mes "let me pay";
- mes "you homage.";
- next;
- mes "[Orc Warrior]";
- mes "Now, make one last choice. What would you do with those Heroic Emblems? They might not be valuable to you humans, but for Orcs, they are treasured by those who own them.";
- next;
- mes "[Orc Warrior]";
- mes "Since you are the victor of those battles, you have every right to keep them. But you could also return them to the Orc Heroes, meaning that you wish to meet them in battle once again.";
- next;
- mes "[Orc Warrior]";
- mes "Now, what would";
- mes "you want to do";
- mes "with the vouchers?";
- next;
- switch(select("I want to keep them.:I shall return them to the Orc Heroes.")) {
- case 1:
- mes "[Orc Warrior]";
- mes "Yes, that's";
- mes "not bad...";
- mes "Not bad at all.";
- next;
- mes "[Orc Warrior]";
- mes "Nobody has the right to tell you what you can or cannot do. Please keep them as a memory of your victory.";
- close;
- case 2:
- mes "[Orc Warrior]";
- mes "What a great attitude for a warrior...! It will be a model to other Orcs to show respect to opponents that you have defeated!";
- next;
- mes "[Orc Warrior]";
- mes "You deserve to be an Orc Hero, the most powerful Orc warrior! As of today, you are now an Orc Hero!";
- next;
- delitem 968,100; //Voucher_Of_Orcish_Hero
- set orcs_hero_hat,16;
- getitem 1124,1; //Orcish_Sword
- mes "[Orc Warrior]";
- mes "This is a sword only given to our heroes. I am not sure if you can use this or not, but as an Orc Hero, you're obligated to carry this with you always.";
- next;
- getitem 968,1; //Voucher_Of_Orcish_Hero
- mes "[Orc Warrior]";
- mes "Now that you";
- mes "are an Orc Hero,";
- mes "let me give you";
- mes "your own Heroic";
- mes "Emblem.";
- next;
- mes "[Orc Warrior]";
- mes "Although it doesn't look different from the others, I hope you will keep it with care. You can only be recognized as an Orc Hero with this token.";
- next;
- mes "[Orc Warrior]";
- mes "Then, you may leave now....";
- mes "A human who has a better understanding than other humans. One who showed others power regardless of the race, I leave you to the future of Chaos.";
- close;
- }
- }
- mes "[Orc Warrior]";
- mes "Hm...";
- mes "Struggling, are you?";
- next;
- mes "[Orc Warrior]";
- mes "Well, Orc Hero is held in high regard by other Orcs for their great power. As a human, you will probably have difficulty in dealing with him.";
- next;
- mes "[Orc Warrior]";
- mes "However, you made the decision to go through with this test! Still, there's no need to rush it. Life is an endless series of battles, so the combat will come.";
- close;
- }
- else if (orcs_hero_hat > 15) {
- if (countitem(968) < 1) {
- mes "[Orc Warrior]";
- mes "Warrior, where did you leave your Heroic Emblem? Without the token, I cannot recognize you as an Orc Hero. Please find it and keep it with you anywhere you go.";
- close;
- }
- else if (countitem(1124) < 1 && isequipped(1124) == 0) {
- mes "[Orc Warrior]";
- mes "Warrior, where did you leave your sword? Without the sword, I cannot recognize you as an Orc Hero. Please find it and keep it with you anywhere you go.";
- close;
- }
- mes "[Orc Warrior]";
- mes "The most";
- mes "powerful warrior...";
- mes "Orc Hero!";
- mes "That's who you are!";
- mes "May God be with you in battle!";
- close;
- }
- else {
- mes "[Orc Warrior]";
- mes "....................";
- close;
- }
-}
-
-in_orcs01,162,33,1 script Orc Hero#1 1087,2,2,{
-OnTouch:
- if (checkweight(1201,1) == 0) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you lose some weight. -";
- close;
- }
- if (orcs_hero_hat < 16) {
- mes "[Orc Hero]";
- mes "Stop bugging me";
- mes "and get outta here!";
- next;
- mes "[Orc Hero]";
- mes "If you wish to challenge me, wait inside the forest at the west. I'm not in the mood to deal with humans right now.";
- next;
- mes "[Orc Hero]";
- mes "Now, hurry";
- mes "up and scram!!";
- close;
- }
- else if (orcs_hero_hat == 16) {
- if (countitem(968) == 1 && (countitem(1124) > 0 || isequipped(1124) == 1)) {
- if (rand(1,10) == 1) {
- mes "[Orc Hero]";
- mes "Hm, are you the human who was granted status as an Orc Hero?";
- next;
- mes "[Orc Hero]";
- mes "I hope you know the meaning of returning my Emblem. I expect that we will meet again on the battlefield.";
- if (countitem(2299) > 0) {
- next;
- mes "[Orc Hero]";
- mes "Wait...";
- mes "Isn't that an Orc Warrior's Helm...?";
- next;
- mes "[Orc Hero]";
- mes "Wait a second...";
- mes "It's not! Ha...!";
- mes "Interesting!";
- mes "That's very";
- mes "interesting.";
- next;
- mes "[Orc Hero]";
- mes "I guess you don't know what's so special about this particular helm...";
- next;
- mes "[Orc Hero]";
- mes "It actually belonged to one of our Orc Lords who was defeated by a human. He was so furious about losing that he broke the middle horn and threw it away!";
- next;
- mes "[Orc Hero]";
- mes "I was told that it somehow ended in the hands of a human, but I didn't know it was you, the human Orc Hero.";
- next;
- mes "[Orc Hero]";
- mes "Alright, that belongs to the Orc Lord. I mean, even though it's now yours, it was given to you by mistake.";
- next;
- mes "[Orc Hero]";
- mes "Would you mind giving the item back to its owner, my human Orc Hero?";
- next;
- if (select("Yes, I mind.:No, I don't mind.") == 1) {
- mes "[Orc Hero]";
- mes "Wow, you're so stubborn! Just treat the helm with care, and wear it with respect. Recognize that it has a long history...";
- close;
- }
- mes "[Orc Hero]";
- mes "Good, that's a good decision. I will give this back to him. Muhahahahaha... I didn't expect to see this thing again.";
- next;
- mes "[Orc Hero]";
- mes "Okay...";
- mes "Let me give you";
- mes "something useful!";
- next;
- mes "[Orc Hero]";
- mes "Although you're a human, you're an Orc Hero amongst us now, so you should have a helm suitable for your position...";
- next;
- delitem 2299,1; //Viking_Helm
- set orcs_hero_hat,17;
- getnameditem 5094,strcharinfo(0); //Orc_Hero_Helm
- mes "[Orc Hero]";
- mes "There you go. I marked a small indication on it. So wear this helm from now on. Do you understand? My human Orc Hero.";
- close;
- }
- close;
- }
- mes "[Orc Hero]";
- mes "Hm, are you the human who was granted status as an Orc Hero?";
- next;
- mes "[Orc Hero]";
- mes " I hope you know the meaning of returning my Emblem. I expect that we will meet again on the battlefield.";
- close;
- }
- mes "[Orc Hero]";
- mes "Hm, are you the human that was granted status as an Orc Hero?";
- next;
- mes "[Orc Hero]";
- mes "Hmpf, I'm not convinced. Are you really the one who gave us our Emblems back? I don't think I can trust you...";
- next;
- mes "[Orc Hero]";
- mes "Yeh, you would think I'd remember getting whupped by an ugly human, but I tend not to remember faces when I'm too busy getting whomped on.";
- next;
- mes "[Orc Hero]";
- mes "I refuse to";
- mes "acknowledge someone";
- mes "like you who forgets";
- mes "our most basic customs!";
- next;
- mes "[Orc Hero]";
- mes "Grrrr...";
- mes "Come on!";
- mes "Let's meet outside west of the forest, and I'll test your strength again!";
- close;
- }
- else if (orcs_hero_hat == 17) {
- mes "[Orc Hero]";
- mes "Muhahahaha~";
- mes "You're the";
- mes "strangest human";
- mes "I've ever met.";
- mes "Hahahahaha...";
- next;
- mes "[Orc Hero]";
- mes "I like you,";
- mes "human, I like you.";
- close;
- }
- mes "[Orc Hero]";
- mes "....................";
- close;
-}
-
-//============================================================
-// Old changelog
-//============================================================
-//= 1.01 Fixed items names iRO->kRO, fixed some bugs [Qwadrat]
-//= Fixed possible item exploits, fixed Straw Hat
-//= Added missing checks [Lupus]
-//= 1.1 Fixed a bug in Giant-band-aid that didn't counting rotten bandages
-//= Fixed a bug in Fur Hat that didn't count yarn [Evera]
-//= 1.2 Syntax fixes for parenthesis, reformatting [KarLaeda]
-//= 1.3 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
-//============================================================
diff --git a/npc/quests/newgears/2005_headgears.txt b/npc/quests/newgears/2005_headgears.txt
deleted file mode 100644
index d638d777c..000000000
--- a/npc/quests/newgears/2005_headgears.txt
+++ /dev/null
@@ -1,2252 +0,0 @@
-//===== rAthena Script =======================================
-//= 2005 Headgear Quests
-//===== By: ==================================================
-//= MasterOfMuppets
-//===== Current Version: =====================================
-//= 1.3
-//===== Compatible With: =====================================
-//= rAthena
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= 2005 Headgears Official Quest.
-//===== Additional Comments: =================================
-//= 1.0 First version, converted from the official aegis script. [MasterOfMuppets]
-//= 1.1 Updated item ids in the zealotus mask npc, now requires a whip [ultramage]
-//= 1.2 Replaced effect numerics with constants. [L0ne_W0lf]
-//= 1.3 Fixed item check bugs, added missing airport NPC,
-// and took out unneeded breaks [Xantara] [Muad_Dib]
-//============================================================
-
-yuno,222,116,3 script Kasis#LhzHat 851,{
- if(countitem(519) > 49 && countitem(7031) > 49 && countitem(548) > 49 && countitem(539) > 49)
- {
- mes "[Kasis]";
- mes "Milk, Cheese,";
- mes "Old Frying Pans,";
- mes "Pieces of Cake...";
- mes "Th-that's everything";
- mes "I need to make lunch for";
- mes "my friends in the Factory!";
- next;
- switch( select( "Well, I did promise to help you.", "What are you talking about?" ) )
- {
- case 1:
- mes "[Kasis]";
- mes "Finally, I can treat my";
- mes "buddies to a wonderful";
- mes "feast! They'll be so pleased!";
- mes "Oh, I'd really like to repay you";
- mes "somehow, but I'm not sure";
- mes "what I could possibly give...";
- next;
- mes "[Kasis]";
- mes "Of course! Why don't";
- mes "you treat yourself to";
- mes "my specialty, Kasis's";
- mes "Crunch Toast? It looks";
- mes "simple, but it actually";
- mes "requires great skill to make.";
- next;
- mes "[Kasis]";
- mes "Here you are!";
- mes "Please enjoy this and always";
- mes "remember that breakfast is the";
- mes "most important meal of the day!";
- mes "Now, I better prepare those";
- mes "lunches. Goodbye, my friend~";
- delitem 519,50;
- delitem 7031,50;
- delitem 548,50;
- delitem 539,50;
- getitem 5107,1;
- close;
- case 2:
- mes "[Kasis]";
- mes "Oh...";
- mes "Oh, I'm so sorry.";
- mes "I must have confused";
- mes "you with someone else.";
- next;
- mes "[Kasis]";
- mes "You see, I've been asking";
- mes "adventurers that have been";
- mes "passing through to provide";
- mes "me with food supplies so that";
- mes "I can make lunch for my friends";
- mes "that are working in Einbroch.";
- next;
- mes "[Kasis]";
- mes "Yes...";
- mes "So...";
- mes "Sorry...";
- mes "To... Bother you.";
- next;
- mes "^3355FFAs if entranced,";
- mes "Kasis continues to";
- mes "stare at the Milk, Cheese";
- mes "Old Frying Pans and Pieces";
- mes "of Cake that you are carrying.^000000";
- next;
- switch( select( "You can have these if you want.", "Um, why are you staring?" ) )
- {
- case 1:
- mes "[Kasis]";
- mes "Really? Is it alright";
- mes "with you for me to have";
- mes "all of this Milk, Cheese,";
- mes "Pieces of Cake and these";
- mes "Old Frying Pans? Oh, bless";
- mes "your kind heart, adventurer~";
- next;
- mes "[Kasis]";
- mes "Finally, I can treat my";
- mes "buddies to a wonderful";
- mes "feast! They'll be so pleased!";
- mes "Oh, I'd really like to repay you";
- mes "somehow, but I'm not sure";
- mes "what I could possibly give...";
- next;
- mes "[Kasis]";
- mes "Of course! Why don't";
- mes "you treat yourself to";
- mes "my specialty, Kasis's";
- mes "Crunch Toast? It looks";
- mes "simple, but it actually";
- mes "requires great skill to make.";
- next;
- mes "[Kasis]";
- mes "Here you are!";
- mes "Please enjoy this and always";
- mes "remember that breakfast is the";
- mes "most important meal of the day!";
- mes "Now, I better prepare those";
- mes "lunches. Goodbye, my friend~";
- delitem 519,50;
- delitem 7031,50;
- delitem 548,50;
- delitem 539,50;
- getitem 5107,1;
- close;
- case 2:
- mes "[Kasis]";
- mes "Oh, let me apologize";
- mes "again. But I can't help";
- mes "but admire the quality of";
- mes "your goods. Er, you know,";
- mes "the food you're carrying. I'm";
- mes "a chef by trade, after all.";
- close;
- }
- }
- }
- mes "[Kasis]";
- mes "I'm sorry, but we're closed";
- mes "right now. Unfortunately, we";
- mes "don't have any more bread";
- mes "in stock. ^333333*Siiiiiiiiigh...*^000000";
- next;
- switch( select( "Is something wrong?", "End Conversation." ) )
- {
- case 1:
- mes "[Kasis]";
- mes "Well, my current contract";
- mes "with the company that's been";
- mes "providing me with ingredients";
- mes "has expired. Of course, it's";
- mes "bad enough that I don't have";
- mes "the food to run this business.";
- next;
- mes "[Kasis]";
- mes "But I also feel like I'm";
- mes "letting my friends down.";
- mes "You see, I've been sending";
- mes "them lunch every day since";
- mes "they've been working in the";
- mes "Factory over in Einbroch.";
- next;
- mes "[Kasis]";
- mes "I'm unable to make";
- mes "lunch for them at the";
- mes "moment, but I really want to";
- mes "help my buddies, especially";
- mes "since their financial situation";
- mes "seems pretty bad right now.";
- next;
- switch( select( "Do you want me to help you?", "I'm so sorry to hear that." ) )
- {
- case 1:
- mes "[Kasis]";
- mes "Sure, I'm willing to accept";
- mes "help from wherever I can find";
- mes "it. If you would, I'd like you to bring me some food supplies";
- mes "that I can use to make lunches";
- mes "for my friends at the Factory.";
- next;
- mes "[Kasis]";
- mes "Would you";
- mes "please get me";
- mes "^4D4DFF50 Milk^000000,";
- mes "^4D4DFF50 Cheese^000000,";
- mes "^4D4DFF50 Pieces of Cake^000000 and";
- mes "^4D4DFF50 Old Frying Pans^000000?";
- next;
- mes "[Kasis]";
- mes "I'd really appreciate";
- mes "your help. My friends seem";
- mes "so depressed to be working";
- mes "in the Factory and I want to";
- mes "do all I can to cheer them up.";
- mes "Thanks for your kind offer~";
- close;
- case 2:
- mes "[Kasis]";
- mes "I'm trying to renew";
- mes "my contract with the";
- mes "company that's been";
- mes "providing me with food";
- mes "supplies, but it hasn't";
- mes "been working out so far...";
- next;
- mes "[Kasis]";
- mes "I don't know what's";
- mes "happening, but hopefully";
- mes "I can find a new supplier";
- mes "soon. There are my friends";
- mes "to worry about, as well as";
- mes "the sake of my business.";
- close;
- }
- case 2:
- mes "[Kasis]";
- mes "Anyway, please come";
- mes "again. Hopefully, we'll";
- mes "have some good bread";
- mes "in stock next time, okay?";
- close;
- }
-}
-
-lighthalzen,143,68,0 script Strange Guy#LhzHat 47,{
- if(DTHATQ == 0)
- {
- mes "[Strange Guy]";
- mes "Wait! Don't say";
- mes "anything! You must be";
- mes "an adventurer from the";
- mes "Rune-Midgarts Kingdom!";
- mes "So... I'm right, aren't I?";
- next;
- switch( select( "Who are you?", "How did you know?", "Ignore him." ) )
- {
- case 1:
- mes "[Morris]";
- mes "Allow me to";
- mes "introduce myself.";
- mes "My name is Morris Poe,";
- mes "detective of great acclaim";
- mes "and world wide fame.";
- next;
- switch( select( "I've never heard of you.", "You're kidding me.", "I'm outta here." ) )
- {
- case 1:
- mes "[Morris]";
- mes "Morris Poe?";
- mes "Renown detective?";
- mes "Advocate for justice in";
- mes "the Schwarzwald Republic?";
- mes "Surely you recognize one";
- mes "of my esteemed titles.";
- next;
- switch( select( "Nope, I don't know you.", "You're Morris Poe?!" ) )
- {
- case 1:
- mes "[Morris]";
- mes "You don't...?";
- mes "But I'm a famous hero.";
- mes "Children look up to me";
- mes "and wish they'd grow";
- mes "up to be as smart as me.";
- next;
- mes "[Morris]";
- mes "I don't get it.";
- mes "I'm famouser than";
- mes "that. A household name";
- mes "even. I've got a sterling";
- mes "public image, how could";
- mes "you never have heard of me...?";
- close;
- case 2:
- break;
- }
- break;
- case 2:
- mes "[Morris]";
- mes "Kidding? Ha ha!";
- mes "Look at these keen,";
- mes "deductive and deeply";
- mes "analytical eyes and";
- mes "tell me I'm joking.";
- next;
- switch( select( "Whoa, those ARE keen eyes.", "Okay. You're joking." ) )
- {
- case 1:
- mes "[Morris]";
- mes "Yes, this sharp,";
- mes "penetrating, yet";
- mes "highly intelligent gaze";
- mes "belongs to the world";
- mes "detective and crime";
- mes "fighter, Morris Poe!";
- next;
- switch( select( "I've never heard of you.", "Golly, Morris Poe?!" ) )
- {
- case 1:
- mes "[Morris]";
- mes "Never heard of...?";
- mes "Impossible! If there are";
- mes "two things I hate more";
- mes "than crime, they would be";
- mes "dishonesty... And rejection";
- mes "from beautiful women.";
- next;
- mes "[Morris]";
- mes "When you get over your";
- mes "sense of pride and gain";
- mes "a little maturity, then we";
- mes "might share an actual";
- mes "conversation. Until then,";
- mes "you'll just have to grow up.";
- close;
- case 2:
- break;
- }
- break;
- case 2:
- mes "[Morris]";
- mes "Hahahahahaah--Huh.";
- mes "If there are two things";
- mes "I hate more than criminals,";
- mes "they would be sarcasm...";
- mes "And receiving fake phone";
- mes "numbers from really cute girls.";
- next;
- switch( select( "Yeah, you're no Don Juan.", "I'm... I'm sorry." ) )
- {
- case 1:
- mes "[Morris]";
- mes "Wah...!";
- mes "Did you just--?!";
- mes "Ugh, you're the worst";
- mes "type of person, you know that?";
- emotion e_omg;
- close;
- case 2:
- mes "[Morris]";
- mes "I think it's too late to";
- mes "apologize. Why would you";
- mes "treat someone of my stature";
- mes "with such caustic sarcasm?!";
- mes "What excuse could possibly";
- mes "exonerate your behavior?!";
- next;
- switch( select( "I... I was intimidated...", "It's how I treat all losers." ) )
- {
- case 1:
- mes "[Morris]";
- mes "Of course: intense feelings";
- mes "of awe and fear of my vast";
- mes "intellect would result in that";
- mes "kind of deviant behavior. I'll";
- mes "have to forgive you, I suppose.";
- next;
- case 2:
- mes "[Morris]";
- mes "What...?!";
- mes "Morris Poe, a loser?";
- mes "Such defamatory remarks";
- mes "cannot be forgiven, no";
- mes "matter how unfounded";
- mes "and groundless they are!";
- emotion e_omg;
- close;
- }
- }
- }
- break;
- case 3:
- mes "[Morris]";
- mes "Hahaha, oh, that's";
- mes "funny. Wait. You're...";
- mes "You're really leaving.";
- mes "N-no, come baaaack!";
- close;
- }
- break;
- case 2:
- mes "[Strange Guy]";
- mes "How did I know?";
- mes "Elementary, my friend.";
- mes "There was an abundance";
- mes "of clues for me to make";
- mes "that sort of simple deduction.";
- close;
- case 3:
- mes "[Strange Guy]";
- mes "Hello...?";
- mes "...............";
- mes "Oh, this is embarassing.";
- mes "I can't believe I'm getting";
- mes "the silent treatment...";
- close;
- }
- mes "[Morris]";
- mes "Yes, I know it's";
- mes "difficult to believe that";
- mes "you would be fortunate";
- mes "enough to stand in the";
- mes "presence of genius. Now,";
- mes "you must be wondering...";
- next;
- select("Um, wondering what?");
- mes "[Morris]";
- mes "You're wondering,";
- mes "\"How in the world";
- mes "can I be as brilliant";
- mes "as Morris Poe, the";
- mes "genius detective?\"";
- next;
- mes "[Morris]";
- mes "First, I think it's fair";
- mes "to let you know that it's";
- mes "an impossible dream. Men like";
- mes "myself only arise in this world";
- mes "perhaps once every generation.";
- mes "I'm sorry, but don't give up!";
- next;
- mes "[Morris]";
- mes "Now, you can try to reach";
- mes "a level of intelligence that";
- mes "is comparable to my own by";
- mes "joining the Young Detective's";
- mes "Club. To become a member, you just need one essential article.";
- next;
- mes "[Morris]";
- mes "Yes, you will need the";
- mes "^0000FFRenown Detective's Cap^000000!";
- mes "Luckily, I'm giving them";
- mes "away for a relatively small";
- mes "material cost, but you must";
- mes "hurry while supplies last.";
- next;
- mes "[Morris]";
- mes "Simply bring me";
- mes "^0000FF10 Magnifiers^000000,";
- mes "^0000FF1887 Tassels^000000,";
- mes "^0000FF1 Slotted Bucket Hat^000000";
- mes "and ^0000FF1,887 zeny^000000. That's all!";
- next;
- mes "[Morris]";
- mes "But first, let me warn you";
- mes "not to bring a ^FF0000slotted Bucket";
- mes "Hat with a card compounded to";
- mes "it, or any upgraded Bucket Hats. I'm not responsible for any";
- mes "loss resulting from that.";
- next;
- mes "[Morris]";
- mes "Hurry and bring me";
- mes "those items! There are";
- mes "only 20,000,000 Renown";
- mes "Detective Caps left!";
- mes "Once they're gone,";
- mes "they'll be extinct!";
- set DTHATQ,1;
- close;
- }
- else if(DTHATQ == 1)
- {
- mes "[Morris]";
- mes "So, did you want to";
- mes "buy, er, receive this";
- mes "Renown Detective's Cap";
- mes "and become an honored";
- mes "member of the Young";
- mes "Detective's Club?";
- next;
- mes "[Morris]";
- mes "Remember, make sure";
- mes "that you don't bring any";
- mes "^FF0000slotted Bucket Hats that";
- mes "have been upgraded or have";
- mes "cards compounded to them, or";
- mes "you'll lose those enhancements^000000.";
- next;
- mes "[Morris]";
- mes "Now, if you have only";
- mes "1 Bucket Hat, we can begin.";
- mes "Young Detective's Club... Salute! ";
- next;
- switch( select( "Salute.", "Whatever..." ) )
- {
- case 1:
- mes "[Morris]";
- mes "Great, done like a pro!";
- mes "Now, I need to check your";
- mes "fee--I mean qualifications.";
- mes "Let's see now, I need to";
- mes "look through your Inventory...";
- next;
- set @lhzhatfailed,0;
- if(countitem(611) < 10)
- {
- mes "[Morris]";
- mes "Wait. You don't have";
- mes "enough Magnifiers. You";
- mes "do want to join this club,";
- mes "don't you? Did you need to";
- mes "hear the requirements again?";
- set @lhzhatfailed,1;
- next;
- }
- if(countitem(7301) < 1887 && @lhzhatfailed == 0)
- {
- mes "[Morris]";
- mes "Magnifiers. Check.";
- mes "Not enough Tassels? Check.";
- set @lhzhatfailed,1;
- next;
- }
- if(countitem(5120) < 1 && @lhzhatfailed == 0)
- {
- mes "[Morris]";
- mes "Magnifiers. Check.";
- mes "Tassels... Check.";
- mes "Hm. You're missing";
- mes "the slotted Bucket Hat.";
- mes "You were so close...";
- set @lhzhatfailed,1;
- next;
- }
- if(Zeny < 1887 && @lhzhatfailed == 0)
- {
- mes "[Morris]";
- mes "Magnifiers. Check.";
- mes "Tassels... Check.";
- mes "Slotted Bucket Hat. Got it.";
- mes "Hey. Where's the zeny?!";
- mes "That's the most important,";
- mes "er, qualification of all!";
- set @lhzhatfailed,1;
- next;
- }
- if(@lhzhatfailed == 1)
- {
- mes "[Morris]";
- mes "^333333*Sigh*^000000 You need";
- mes "^0000FF10 Magnifiers^000000,";
- mes "^0000FF1887 Tassels^000000,";
- mes "^0000FF1 Slotted Bucket Hat^000000";
- mes "and ^0000FF1,887 zeny^000000. That's all!";
- emotion e_an;
- next;
- mes "[Morris]";
- mes "Now, remember everything";
- mes "that you need this time, okay?";
- mes "I'll be waiting to welcome";
- mes "you into the elite ranks of ";
- mes "the Young Detective's Club.";
- close;
- }
- mes "[Morris]";
- mes "Magnifiers. Check.";
- mes "Tassels... Check.";
- mes "Slotted Bucket Hat. Got it.";
- mes "Aaaand zeny. Heh heh. Perfect.";
- next;
- mes "[Morris]";
- mes "Great, that's everything!";
- mes "Welcome to the club! Here's";
- mes "your Renown Detective's Cap,";
- mes "so wear it with pride as you";
- mes "take an active part in our club's";
- mes "activities and promotion!";
- delitem 7301,1887;
- delitem 5120,1;
- delitem 611,10;
- set Zeny, Zeny - 1887;
- set DTHATQ,2;
- getitem 5108,1;
- next;
- switch( select( "Wait, promotion?", "Hooray!" ) )
- {
- case 1:
- mes "[Morris]";
- mes "Of course, isn't it obvious?";
- mes "As a member, one of your duties";
- mes "will be to sing accolades of this club so that more members";
- mes "will join and earn their own";
- mes "Renown Detective's Caps.";
- next;
- mes "[Morris]";
- mes "Alright, scurry off";
- mes "now and proudly display";
- mes "your new, rakishly stylish";
- mes "Renown Detective's Cap";
- mes "to all of your friends!";
- close;
- case 2:
- mes "[Morris]";
- mes "Alright, scurry off";
- mes "now and proudly display";
- mes "your new, rakishly stylish";
- mes "Renown Detective's Cap";
- mes "to all of your friends!";
- close;
- }
- case 2:
- mes "[Morris]";
- mes "Huh. You just failed";
- mes "the \"Test of Respect.\"";
- mes "You don't deserve the";
- mes "honor of wearing the";
- mes "Renowned Detective's Cap!";
- close;
- }
- }
- else if(DTHATQ == 2)
- {
- mes "[Morris]";
- mes "Have you come to me";
- mes "in order to obtain another";
- mes "Renown Detective's Cap?";
- mes "I realize that such a stylish";
- mes "headgear is in high demand.";
- next;
- mes "[Morris]";
- mes "Remember, make sure";
- mes "that you don't bring any";
- mes "^FF0000slotted Bucket Hats that";
- mes "have been upgraded or have";
- mes "cards compounded to them, or";
- mes "you'll lose those enhancements^000000.";
- next;
- mes "[Morris]";
- mes "As a proud member of";
- mes "the Young Detective's Club,";
- mes "did you bring everything";
- mes "you need in order to earn";
- mes "a Renown Detective's Cap?";
- next;
- switch( select( "I'm not sure~", "Sure!" ) )
- {
- case 1:
- mes "[Morris]";
- mes "What...?! Every good";
- mes "detective must have a";
- mes "photographic memory";
- mes "and be able to recall";
- mes "minute details in order";
- mes "to crack the case.";
- emotion e_sob;
- next;
- mes "[Morris]";
- mes "Remember...";
- mes "^0000FF10 Magnifiers^000000,";
- mes "^0000FF1887 Tassels^000000,";
- mes "^0000FF1 Slotted Bucket Hat^000000";
- mes "and ^0000FF1,887 zeny^000000. Okay?";
- close;
- case 2:
- mes "[Morris]";
- mes "Great!";
- mes "Now let me just";
- mes "check to see if you";
- mes "brought everything...";
- next;
- set @lhzhatfailed,0;
- if(countitem(611) < 10)
- {
- mes "[Morris]";
- mes "Hmm, you don't have";
- mes "enough Magnifiers? But";
- mes "those are essential tools";
- mes "for sleuthing. Come now,";
- mes "hurry back with them!";
- set @lhzhatfailed,1;
- next;
- }
- if(countitem(7301) < 1887 && @lhzhatfailed == 0)
- {
- mes "[Morris]";
- mes "Magnifiers. Check.";
- mes "Not enough Tassels? Check.";
- set @lhzhatfailed,1;
- next;
- }
- if(countitem(5120) < 1 && @lhzhatfailed == 0)
- {
- mes "[Morris]";
- mes "Magnifiers. Check.";
- mes "Tassels... Check.";
- mes "Hm. You're missing";
- mes "the slotted Bucket Hat.";
- mes "You were so close...";
- set @lhzhatfailed,1;
- next;
- }
- if(Zeny < 1887 && @lhzhatfailed == 0)
- {
- mes "[Morris]";
- mes "Magnifiers. Check.";
- mes "Tassels... Check.";
- mes "Slotted Bucket Hat. Got it.";
- mes "Hey. Where's the zeny?!";
- mes "That's the most important,";
- mes "er, qualification of all!";
- set @lhzhatfailed,1;
- next;
- }
- if(@lhzhatfailed == 1)
- {
- mes "[Morris]";
- mes "Remember...";
- mes "^0000FF10 Magnifiers^000000,";
- mes "^0000FF1887 Tassels^000000,";
- mes "^0000FF1 Slotted Bucket Hat^000000";
- mes "and ^0000FF1,887 zeny^000000. Okay?";
- emotion e_an;
- close;
- }
- mes "[Morris]";
- mes "Magnifiers. Check.";
- mes "Tassels... Check.";
- mes "Slotted Bucket Hat. Got it.";
- mes "Aaaand zeny. Heh heh. Perfect.";
- next;
- mes "[Morris]";
- mes "Great! You've just qualified";
- mes "to own yet another Renowned";
- mes "Detective's Cap. Congratulations! Now, let me collect all of these";
- mes "goods and zeny from you...";
- delitem 7301,1887;
- delitem 5120,1;
- delitem 611,10;
- set Zeny, Zeny - 1887;
- set DTHATQ,2;
- getitem 5108,1;
- next;
- mes "[Morris]";
- mes "Hahaha! It's what";
- mes "I expect from one of";
- mes "our Junior Gold Members!";
- mes "How does it feel like to be";
- mes "the cream of the cream of";
- mes "the crop? Great, isn't it?";
- close;
- }
- }
-}
-
-lighthalzen,360,313,3 script Kid#LhzHat 706,{
- mes "[Kid]";
- if(sex)
- mes "Hello, mister!";
- else
- mes "Hello, ma'am!";
- mes "Um, would you do";
- mes "me a favor, please?";
- next;
- if(countitem(526) && countitem(7270) && countitem(941) && countitem(10004))
- {
- mes "[Kid]";
- mes "Oh! You brought me";
- mes "some Royal Jelly to";
- mes "eat, as well as everything";
- mes "I need to make a Baby Pacifier.";
- mes "Okay, let me get started on that right away. Just a moment...";
- next;
- mes "...";
- mes "......";
- next;
- mes "[Kid]";
- mes "Damn.";
- mes "That Royal Jelly";
- mes "was frickin' delicious!";
- mes "Now I can make your";
- mes "Baby Pacifier. Let's see";
- mes "here. Ah, here we go...";
- next;
- mes "[Kid]";
- mes "It's done!";
- mes "Now, you're the";
- mes "proud owner of your";
- mes "very own Baby Pacifier!";
- mes "I hope you're happy with";
- mes "yourself. Travel safe, okay?";
- delitem 526,1;
- delitem 7270,1;
- delitem 941,1;
- delitem 10004,1;
- getitem 5110,1;
- close;
- }
- switch( select( "What do you need?", "Sorry, kid..." ) )
- {
- case 1:
- mes "[Kid]";
- mes "Well, my mom has been";
- mes "sick recently, so both of";
- mes "us haven't been able to eat";
- mes "for the past few days. But";
- mes "if she doesn't eat, how does";
- mes "she expect to get better?";
- emotion e_sob;
- next;
- mes "[Kid]";
- mes "So I guess what I'm";
- mes "asking is, would you be";
- mes "able to spare some food?";
- next;
- switch( select( "Help him.", "Refuse to help." ) )
- {
- case 1:
- if(!countitem(526))
- {
- mes "[Kid]";
- mes "If you would, do you think";
- mes "you can get some Royal Jelly";
- mes "that I can give to my mom? The old lady next door says that it's";
- mes "really nutritious and helps you get better faster if you're sick.";
- next;
- mes "[Kid]";
- mes "My mom would be mad";
- mes "at me if she found out";
- mes "I was begging for it, but";
- mes "Royal Jelly is too expensive";
- mes "for me to get without any help!";
- close;
- }
- mes "[Kid]";
- mes "Oh, would it be alright";
- mes "if I have this Royal Jelly?";
- mes "It would really help my mom";
- mes "feel better. Thanks so much~";
- delitem 526,1;
- next;
- mes "[Kid]";
- mes "Hey, to pay you back, why";
- mes "don't I make a Baby Pacifier";
- mes "for you? I learned how to make";
- mes "one when my baby brother was";
- mes "born. But first, I'll need some";
- mes "materials to put it together...";
- next;
- mes "[Kid]";
- mes "Would you";
- mes "please bring";
- mes "^3131FF1 Nursing Bottle^000000,";
- mes "^3131FF1 Nose Ring^000000 and";
- mes "^3131FF1 Pacifier^000000? Oh, and one";
- mes "more ^3131FFRoyal Jelly^000000 for me~";
- close;
- case 2:
- mes "[Kid]";
- mes "Oh... Um, that's";
- mes "alright. Maybe I was";
- mes "asking too much from";
- mes "you. I mean, it's true";
- mes "that you barely know me...";
- emotion e_sob;
- close;
- }
- case 2:
- mes "[Kid]";
- mes "Th-that's okay.";
- mes "I guess you must";
- mes "be so busy that you";
- mes "don't even have the";
- mes "time to listen to some";
- mes "little boy's problems...";
- emotion e_sob;
- close;
- }
-}
-
-einbech,70,222,5 script Metelle#LhzHat 91,{
- if(countitem(983) && countitem(7267) > 998 && countitem(749) && Zeny > 49999)
- {
- mes "[Metelle]";
- mes "Oh, hello, what's this?";
- mes "You're carrying 1 Black";
- mes "Dyestuffs, 1 Frozen Rose,";
- mes "999 Tiger Panties and even";
- mes "50,000 zeny with you. That's";
- mes "enough to make a Winter Hat...";
- next;
- mes "[Metelle]";
- mes "Um, would you mind letting";
- mes "me have those items so that";
- mes "I can make a Winter Hat?";
- mes "I'd never be able to gather";
- mes "those things on my own...";
- next;
- switch( select( "Let her have the items.", "Don't give her the items." ) )
- {
- case 1:
- mes "[Metelle]";
- mes "Oh, thank you so much!";
- mes "I've always wanted to make";
- mes "this hat and try it on, even";
- mes "if it's just once. But don't";
- mes "worry, I'll give it to you~";
- mes "Now please next; a moment...";
- next;
- mes "[Metelle]";
- mes "Let's see...";
- mes "I've got to fold";
- mes "the rose like this...";
- mes "Be careful with the dye...";
- mes "Where did I put all those";
- mes "pan--Oh, here we are.";
- next;
- mes "[Metelle]";
- mes "^333333*Whew!*^000000";
- mes "Finally, it's done!";
- mes "Now, if you don't mind,";
- mes "let me try this hat on";
- mes "for just a little while.";
- delitem 983,1;
- delitem 7267,999;
- delitem 749,1;
- set Zeny,Zeny - 50000;
- getitem 5115,1;
- next;
- mes "...";
- mes "......";
- next;
- mes "[Metelle]";
- mes "Ahhhhhh~";
- mes "It just feels...";
- mes "I felt so free~";
- mes "It was everything";
- mes "I imagined it to be.";
- next;
- mes "[Metelle]";
- mes "Here, please take";
- mes "this Winter Hat. I really";
- mes "hope that you'll enjoy it";
- mes "as much as I do. Well then,";
- mes "be safe in your travels, okay?";
- close;
- case 2:
- mes "[Metelle]";
- mes "I'm sorry, I know that";
- mes "I was asking a pretty big";
- mes "favor from someone I just";
- mes "met. I hope you understand";
- mes "how much I really want to";
- mes "make that Winter Hat...";
- close;
- }
- }
- mes "[Metelle]";
- mes "Look at that blue";
- mes "sky. Don't you wish";
- mes "you could just soar";
- mes "through the heavens";
- mes "with your own wings?";
- next;
- mes "[Metelle]";
- mes "Of course, it's an";
- mes "impossible dream,";
- mes "but with this Winter Hat,";
- mes "you can at least enjoy the";
- mes "sensation of freedom that";
- mes "a bird in flight must feel.";
- next;
- mes "[Metelle]";
- mes "If you would like";
- mes "a hat like this, I would";
- mes "need to have some items";
- mes "that I don't think I can ever";
- mes "obtain on my very own.";
- next;
- mes "[Metelle]";
- mes "^FF00001 Black Dyestuffs^000000,";
- mes "^FF0000999 Tiger Panties^000000,";
- mes "^FF00001 Frozen Rose^000000 and";
- mes "^FF000050,000 zeny^000000. If you can";
- mes "bring those to me, I shall";
- mes "make you a Winter Hat.";
- close;
-
-}
-
-lhz_in02,91,38,5 script Margaret Mary#LhzHat 90,{
-
- mes "[Margaret Mary]";
- mes "The white rose, in its";
- mes "purity and simplicity, is";
- mes "like a woman who doesn't";
- mes "need jewels or fancy dresses";
- mes "to look noble and beautiful. It's the perfect gift for a lady.";
- next;
- switch( select( "Make a Mystic Rose.", "End Conversation." ) )
- {
- case 1:
- if(countitem(731) > 9 && countitem(748) > 2 && countitem(982) && Zeny > 49999)
- {
- mes "[Margaret Mary]";
- mes "Ah, I see that you've brought";
- mes "what I need to bleach the blood";
- mes "red hue from these Witherless";
- mes "Roses and adorn these flowers";
- mes "with eternal elegance. May I use these items to make a Mystic Rose?";
- next;
- switch( select( "Yes", "No" ) )
- {
- case 1:
- mes "[Margaret Mary]";
- mes "Thank you. Please";
- mes "next; a moment while";
- mes "I concentrate in order to";
- mes "preserve the natural beauty";
- mes "of these gorgeous flowers...";
- next;
- mes "[Margaret Mary]";
- mes "The rose truly is the";
- mes "undisputed queen of all";
- mes "flowers. All other flora must";
- mes "humbly bow to its regal beauty.";
- next;
- mes "...";
- mes "......";
- next;
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Margaret Mary]";
- mes "There, it is finished.";
- mes "Please remember to wear";
- mes "your hair in an elegant and";
- mes "refined manner when wearing";
- mes "the Mystic Rose so as not to disgrace these beautiful flowers.";
- delitem 731,10;
- delitem 748,3;
- delitem 982,1;
- set Zeny,Zeny - 50000;
- getitem 5117,1;
- close;
-
- case 2:
- mes "[Margaret Mary]";
- mes "White roses with thorns";
- mes "makes my heart beat with";
- mes "unceasing trepidation. What";
- mes "if I prick my finger and shed";
- mes "blood on its snow white petals?";
- close;
- }
- }
- mes "[Margaret Mary]";
- mes "I love roses, but it makes";
- mes "me sad that their beauty";
- mes "fades far too soon. And so,";
- mes "I've found a way to preserve";
- mes "the beauty of the roses, so";
- mes "that it lasts for all eternity.";
- next;
- mes "[Margaret Mary]";
- mes "Do you love roses as well?";
- mes "If you like, I can make a";
- mes "^3131FFMystic Rose^000000 that you can wear";
- mes "upon your crown. It's not easy";
- mes "for me to create, but I believe that you would enjoy it greatly.";
- next;
- mes "[Margaret Mary]";
- mes "Please bring me";
- mes "^3131FF10 2 Carat Diamonds^000000,";
- mes "^3131FF3 Witherless Roses^000000,";
- mes "^3131FF1 White Dyestuffs^000000 and";
- mes "^3131FF50,000 zeny^000000 if you would";
- mes "like to have a Mystic Rose.";
- close;
-
- case 2:
- mes "[Margaret Mary]";
- mes "White roses with thorns";
- mes "makes my heart beat with";
- mes "unceasing trepidation. What";
- mes "if I prick my finger and shed";
- mes "blood on its snow white petals?";
- close;
- }
-
-}
-
-lighthalzen,182,89,0 script Relaxed-Looking Lady 91,{
- if(LHZBTQ == 0)
- {
- mes "[Relaxed-Looking Lady]";
- mes "Hmmm...?";
- mes "What? Did you";
- mes "need something?";
- next;
- switch( select( "N-Nothing.", "Um, you look so relaxed." ) )
- {
- case 1:
- mes "[Relaxed-Looking Lady]";
- mes "Huh.";
- mes "Alright then.";
- mes "Well, try not to stare";
- mes "at people so much.";
- close;
- case 2:
- mes "[Relaxed-Looking Lady]";
- mes "Really? You are probably";
- mes "the twentieth person to";
- mes "tell me that today. Mmm.";
- mes "That's strange, isn't it?";
- next;
- select("I guess.","It's not strange at all.");
- mes "[Relaxed-Looking Lady]";
- mes "Oh yeah.";
- mes "What's your name?";
- mes "That is, if you don't";
- mes "mind me asking you.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "My name is " + strcharinfo(0) + "";
- mes "and I'm an adventurer~";
- next;
- mes "[Achiha]";
- mes "Oh, one of those?";
- mes "My name is Achiha, nice";
- mes "to meet you. I don't really";
- mes "do much of anything.";
- mes "Just sit. Relax.";
- set LHZBTQ,1;
- emotion e_heh;
- next;
- mes "[Achiha]";
- mes "I do have a hobby,";
- mes "though. Once in a while,";
- mes "I'll sew a hat. Do you think";
- mes "an adventurer like you would";
- mes "want to have a hat I made?";
- next;
- switch( select( "Er, I dunno.", "Sure." ) )
- {
- case 1:
- mes "[Achiha]";
- mes "Mm. I mean, the";
- mes "Red Bonnets I make";
- mes "might not be sturdy";
- mes "enough for battles.";
- mes "But what about those";
- mes "fish and cake hats?";
- next;
- mes "[Achiha]";
- mes "Hats...?";
- mes "That look like";
- mes "fish or cake? Mm.";
- mes "Haha. I just got it.";
- mes "That's, that's funny.";
- close;
- case 2:
- mes "[Achiha]";
- mes "Really? Well, I can sew";
- mes "together a ^0000FFRed Bonnet^000000.";
- mes "It reminds most people";
- mes "of a baby's bonnet, but";
- mes "it does look good on";
- mes "most people I know.";
- next;
- mes "[Achiha]";
- mes "Um, did you want me";
- mes "to make you one? I can";
- mes "go ahead and do it if you";
- mes "bring me some materials.";
- mes "Since it's just for fun,";
- mes "I won't ask for too much.";
- next;
- mes "[Achiha]";
- mes "Just bring";
- mes "^0000FF1 Green Lace^000000,";
- mes "^0000FF1 Silk Ribbon^000000,";
- mes "^0000FF1 Scarlet Dyestuffs^000000,";
- mes "^0000FF1 Sunday Hat^000000 and";
- mes "^0000FF50,000 zeny^000000.";
- next;
- mes "[Achiha]";
- mes "I think I'm going";
- mes "to just sit and relax";
- mes "a little bit longer. But";
- mes "if you want me to make";
- mes "a hat for you, come back";
- mes "with those materials, okay?";
- set LHZBTQ,2;
- close;
- }
- }
- }
- else if(LHZBTQ == 1)
- {
- mes "[Achiha]";
- mes "Oh, hello.";
- mes "Isn't it such a nice,";
- mes "quiet, pleasant day?";
- next;
- switch( select( "Indeed.", "Would you please make a hat for me?" ) )
- {
- case 1:
- mes "[Achiha]";
- mes "Yeah. Today would";
- mes "be a nice day for a";
- mes "picnic or a long stroll.";
- mes "But all I want to do is";
- mes "just sit and relax...";
- close;
- case 2:
- mes "[Achiha]";
- mes "What are you talking";
- mes "about? Oh, you mean the";
- mes "Red Bonnet? Well, I guess";
- mes "I can make one. But I think";
- mes "I need some materials first.";
- next;
- mes "[Achiha]";
- mes "^0000FF1 Green Lace^000000,";
- mes "^0000FF1 Silk Ribbon^000000,";
- mes "^0000FF1 Scarlet Dyestuffs^000000,";
- mes "^0000FF1 Sunday Hat^000000 and";
- mes "^0000FF50,000 zeny^000000.";
- mes "That's what I need.";
- next;
- mes "[Achiha]";
- mes "Oh, but I don't";
- mes "feel like making it";
- mes "right now. I'm soooo";
- mes "tired. Let me just sit,";
- mes "relax, even if it's just";
- mes "a little while longer...";
- set LHZBTQ,2;
- close;
- }
- }
- else if(LHZBTQ == 2)
- {
- mes "[Achiha]";
- mes "Oh, good, you're here.";
- mes "I've been waiting for you.";
- mes "Did you bring everything that";
- mes "you need to make a ^0000FFRed Bonnet^000000?";
- next;
- switch( select( "Yes.", "I forgot what I need." ) )
- {
- case 1:
- if(countitem(10015) < 1 || countitem(10007) < 1 || countitem(975) < 1 || countitem(5032) < 1 || Zeny < 50000)
- {
- mes "[Achiha]";
- mes "Uh oh.";
- mes "You forgot";
- mes "a couple things.";
- mes "Would you like me";
- mes "to remind you what";
- mes "you need to bring?";
- next;
- mes "[Achiha]";
- mes "^0000FF1 Green Lace^000000,";
- mes "^0000FF1 Silk Ribbon^000000,";
- mes "^0000FF1 Scarlet Dyestuffs^000000,";
- mes "^0000FF1 Sunday Hat^000000 and";
- mes "^0000FF50,000 zeny^000000. Come back";
- mes "when you're ready, okay?";
- close;
- }
- mes "[Achiha]";
- mes "Oh, you brought";
- mes "everything. That's";
- mes "good. Okay, just give";
- mes "it to me. Um, let's see.";
- next;
- mes "[Achiha]";
- mes "Well, I'm finished.";
- mes "^333333*Yawn*^000000 And now I'm";
- mes "even more tired. Here,";
- mes "take this Red Bonnet.";
- mes "I hope you like it~";
- mes "I think I'll relax now...";
- delitem 10015,1;
- delitem 10007,1;
- delitem 975,1;
- delitem 5032,1;
- set Zeny,Zeny - 50000;
- getitem 5109,1;
- set LHZBTQ,3;
- next;
- mes "[Achiha]";
- mes "I hope you will enjoy the hat~";
- close;
- case 2:
- mes "[Achiha]";
- mes "Oh, you really";
- mes "forgot? Oh dear,";
- mes "let me try to remember.";
- mes "I didn't forget too, did I?";
- mes "Oh next;, I remember now...";
- next;
- mes "[Achiha]";
- mes "^0000FF1 Green Lace^000000,";
- mes "^0000FF1 Silk Ribbon^000000,";
- mes "^0000FF1 Scarlet Dyestuffs^000000,";
- mes "^0000FF1 Sunday Hat^000000 and";
- mes "^0000FF50,000 zeny^000000. Come back";
- mes "when you're ready, okay?";
- close;
- }
- }
- else if(LHZBTQ == 3)
- {
- mes "[Achiha]";
- mes "Oh, I remember you.";
- mes "You're the adventurer";
- mes "who likes my Red Bonnets";
- mes "so much. Did you want me";
- mes "to make another one for you?";
- next;
- switch( select( "Yes.", "I forgot what I need." ) )
- {
- case 1:
- if(countitem(10015) < 1 || countitem(10007) < 1 || countitem(975) < 1 || countitem(5032) < 1 || Zeny < 50000)
- {
- mes "[Achiha]";
- mes "Uh oh.";
- mes "You forgot";
- mes "a couple things.";
- mes "Would you like me";
- mes "to remind you what";
- mes "you need to bring?";
- next;
- mes "[Achiha]";
- mes "^0000FF1 Green Lace^000000,";
- mes "^0000FF1 Silk Ribbon^000000,";
- mes "^0000FF1 Scarlet Dyestuffs^000000,";
- mes "^0000FF1 Sunday Hat^000000 and";
- mes "^0000FF50,000 zeny^000000. Come back";
- mes "when you're ready, okay?";
- close;
- }
- mes "[Achiha]";
- mes "Oh, you brought";
- mes "everything. That's";
- mes "good. Okay, just give";
- mes "it to me. Um, let's see.";
- next;
- mes "[Achiha]";
- mes "Well, I'm finished.";
- mes "^333333*Yawn*^000000 And now I'm";
- mes "even more tired. Here,";
- mes "take this Red Bonnet.";
- mes "I hope you like it~";
- mes "I think I'll relax now...";
- delitem 10015,1;
- delitem 10007,1;
- delitem 975,1;
- delitem 5032,1;
- set Zeny,Zeny - 50000;
- getitem 5109,1;
- next;
- mes "[Achiha]";
- mes "I hope you will enjoy the hat~";
- close;
- case 2:
- mes "[Achiha]";
- mes "Oh, you really";
- mes "forgot? Oh dear,";
- mes "let me try to remember.";
- mes "I didn't forget too, did I?";
- mes "Oh next;, I remember now...";
- next;
- mes "[Achiha]";
- mes "^0000FF1 Green Lace^000000,";
- mes "^0000FF1 Silk Ribbon^000000,";
- mes "^0000FF1 Scarlet Dyestuffs^000000,";
- mes "^0000FF1 Sunday Hat^000000 and";
- mes "^0000FF50,000 zeny^000000. Come back";
- mes "when you're ready, okay?";
- close;
- }
- }
-}
-
-gl_prison1,137,138,5 script Zealotus#LhzHat 1200,{
- if(ZLMASKQ == 0)
- {
- mes "[Zealotus]";
- mes "Kneel, worm!";
- mes "As ruler of this";
- mes "Underground Prison,";
- mes "I command all who step";
- mes "into my private realm!";
- next;
- mes "[Zealotus]";
- mes "Resist, and you shall be";
- mes "punished! Grovel and kiss";
- mes "my feet, and perhaps you";
- mes "might be spared. Hohohohoho!";
- next;
- switch( select( "Oh, your highness!", "Whatever." ) )
- {
- case 1:
- mes "[Zealotus]";
- mes "The submissive woman is";
- mes "nothing but an ideal dream";
- mes "for the arrogant male! A true";
- mes "woman revels in her power to";
- mes "have her man do her bidding!";
- next;
- switch( select( "Yes, it's so true!", "Boooo!" ) )
- {
- case 1:
- mes "[Zealotus]";
- mes "However, in my lust for power, I may have inadventently crushed";
- mes "the spirits of my beloved a little too harshly. His pride crumbled,";
- mes "my man even cowers in front of the humans! It pains me to see it.";
- next;
- mes "[Zealotus]";
- mes "It is beneath me to ask";
- mes "this of you, but it will take";
- mes "a human like you to make";
- mes "him remember who he truly is,";
- mes "a proud creature of darkness";
- mes "who should fear only me!";
- next;
- mes "[Zealotus]";
- mes "Human. I offer you a small";
- mes "share of my power if you can";
- mes "take the pathetic, weeping lump";
- mes "of monster crying in the corner";
- mes "of this prison and make him";
- mes "realize his true nature.";
- set ZLMASKQ,1;
- close;
- case 2:
- mes "[Zealotus]";
- mes "You dirty, dirty human...";
- mes "How dare you have an ";
- mes "opinion different than mine!";
- mes "No matter. The day will come";
- mes "when all of your race shall";
- mes "address me only as \"queen.\"";
- close;
- }
- case 2:
- mes "[Zealotus]";
- mes "Mortal simpleton!";
- mes "Bah! The mocking of";
- mes "a boorish cur is worthless";
- mes "to me. I have all the time in";
- mes "the world to grind your pride";
- mes "to dust beneath my heels.";
- close;
- }
- }
- else if(ZLMASKQ > 0 && ZLMASKQ < 6)
- {
- mes "[Zealotus]";
- mes "Hm. If my beloved is";
- mes "acting stubborn or refuses";
- mes "to listen, feel free to take";
- mes "drastic measures. Just think";
- mes "of what I would do in your";
- mes "place. Ohohohohoho~!";
- close;
- }
- else if(ZLMASKQ == 6)
- {
- mes "[Zealotus]";
- mes "Ooh, you're back.";
- mes "Phendark is certainly";
- mes "back to his old self again,";
- mes "thanks to your efforts, human.";
- mes "Yes, his anger, his courage";
- mes "and passion are all restored~";
- next;
- mes "[Zealotus]";
- mes "As I promised, I shall";
- mes "grant you a share of my";
- mes "power. However, I will need";
- mes "some items to form this minor";
- mes "contract between you and me.";
- next;
- mes "[Zealotus]";
- mes "I will need";
- mes "^3131FF1 Cat's Eye^000000,";
- mes "^3131FF1 Forbidden Red Candle^000000 and";
- mes "^3131FF30 Worn-Out Magic Scrolls^000000.";
- mes "Then, I can grant you a measure";
- mes "of my power as I've promised.";
- set ZLMASKQ,7;
- close;
- }
- else if(ZLMASKQ == 7)
- {
- if(countitem(7263) && countitem(660) && countitem(7099) > 29)
- {
- mes "[Zealotus]";
- mes "I see that you have";
- mes "brought what I need to";
- mes "complete the contract";
- mes "between you and me,";
- mes "human. Let's begin...";
- next;
- mes "^3355FFZealotus takes the red";
- mes "candle you've given her and";
- mes "drips the wax into her open";
- mes "palm. The Cat's Eye begins";
- mes "to glow with an eerie light.^000000";
- next;
- mes "[Zealotus]";
- mes "Now, place your index";
- mes "finger into my palm so";
- mes "that we may complete the";
- mes "final step of this contract...";
- next;
- switch( select( "Don't complete the contract.", "Complete the contract." ) )
- {
- case 1:
- mes "[Zealotus]";
- mes "Hm? What are you";
- mes "afraid of? This is a";
- mes "minor contract, so";
- mes "you are not selling me";
- mes "your soul, or anything";
- mes "else for that matter.";
- close;
- case 2:
- mes "[Zealotus]";
- mes "I, Zealotus, as ruler";
- mes "of this realm, seal this";
- mes "eternal contract with this";
- mes "Forbidden Red Candle.";
- next;
- mes "[Zealotus]";
- mes "" + strcharinfo(0) + " will";
- mes "forever have a share";
- mes "in my power. Those that";
- mes "bow to me must also bow";
- mes "to " + strcharinfo(0) + ". It shall be done.";
- specialeffect EF_DEVIL;
- specialeffect EF_POISONHIT;
- next;
- mes "[Zealotus]";
- mes "Human, take this";
- mes "mask with you as an";
- mes "everlasting token of our";
- mes "contract. So long as you";
- mes "carry this, I will be at your";
- mes "side. So says Zealotus!";
- delitem 7263,1;
- delitem 660,1;
- delitem 7099,30;
- getnameditem 5121,strcharinfo(0);
- set ZLMASKQ,8;
- close;
- }
- }
- mes "[Zealotus]";
- mes "I will need";
- mes "^3131FF1 Cat's Eye^000000,";
- mes "^3131FF1 Forbidden Red Candle^000000 and";
- mes "^3131FF30 Worn-Out Magic Scrolls^000000.";
- mes "Then, I can grant you a measure";
- mes "of my power as I've promised.";
- close;
- }
- else if(ZLMASKQ == 8)
- {
- mes "[Zealotus]";
- mes "Ah, I greet you in";
- mes "peace, human. Behold,";
- mes "the splendor of our realm!";
- mes "Though, I do not blame you";
- mes "if you have no interest in";
- mes "commanding these Injustices...";
- next;
- mes "[Zealotus]";
- mes "Thanks to your help,";
- mes "my Phendark has returned";
- mes "to his old, monstrously";
- mes "passionate ways. Now I can";
- mes "show him the stinging love";
- mes "of my whip! Hohohohohoho!";
- emotion e_kis;
- close;
- }
-
-}
-
-gl_prison1,97,104,1 script Phendark#LhzHat 1202,{
- if(ZLMASKQ == 0)
- {
- mes "[Phendark]";
- mes "Huh? Oh no!";
- mes "Another h-human?!";
- mes "P-please! S-stay away,";
- mes "don't come near me!";
- close;
- }
- else if(ZLMASKQ == 1)
- {
- mes "[Phendark]";
- mes "Huh? Oh no!";
- mes "Another h-human?!";
- mes "P-please! S-stay away,";
- mes "don't come near me!";
- next;
- mes "[Phendark]";
- mes "I... I swear!";
- mes "I'm not carrying any";
- mes "rare items or stuff you";
- mes "can wear, so please don't";
- mes "beat me! I... Oh my god, you";
- mes "don't believe me, don't you?";
- next;
- mes "[Phendark]";
- mes "You humans never leave";
- mes "me alone! Why do you have";
- mes "to bully me like this?! I'm";
- mes "honestly not carrying anything";
- mes "of value! Z-Zealotus, please!";
- mes "Zealotus, heeeeeelp me~!";
- emotion e_sob;
-
- if(!(
- countitem(1950) || countitem(1951) || countitem(1952) ||
- countitem(1953) || countitem(1954) || countitem(1955) ||
- countitem(1956) || countitem(1957) || countitem(1958) ||
- countitem(1959) || countitem(1960) || countitem(1961) ||
- countitem(1962) || countitem(1963) || countitem(1964) ||
- countitem(1965) || countitem(1966) || countitem(1967) ||
- countitem(1968) || countitem(1969) || countitem(1970) ||
- countitem(1971)
- ))
- close; // no whip equipped or in inventory
-
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "You're pathetic!";
- mes "Aren't you supposed";
- mes "to be a monster? You know";
- mes "what Zealotus would do if";
- mes "she were actually here?";
- next;
- mes "[Phendark]";
- mes "^333333*Sniff...*^000000";
- mes "P-probably...";
- mes "Probably whip me.";
- next;
- mes "^3355FFYou nonchalantly^000000";
- mes "^3355FFbrandish your Whip.^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "That's right.";
- next;
- mes "^3355FF*Snap!*";
- mes "*Snap!*";
- mes "*Crack crack crack!*";
- mes "*Snap snap snap crack!*^000000";
- next;
- mes "[Phendark]";
- mes "Oh! That stinging pain";
- mes "that burns with bloodlust!";
- mes "It's almost as good as";
- mes "Zealtos's whip of love!";
- next;
- mes "[Phendark]";
- mes "Zealotus...";
- mes "She must be pissed";
- mes "at me, but I just can't";
- mes "stop being afraid of all";
- mes "you humans! Damn it all!";
- set ZLMASKQ,2;
- close;
- }
- else if(ZLMASKQ == 2 || ZLMASKQ == 3)
- {
- if(countitem(7315) > 368 && ZLMASKQ == 3)
- {
- mes "[Phendark]";
- mes "Y-you again!";
- mes "Why do you hound me?!";
- mes "Th-there's nothing I can";
- mes "give you, so please don't";
- mes "hurt me! Oh, oh p-please...!";
- emotion e_swt2;
- next;
- switch( select( "Feed him Dark Crystal Fragment.", "Threaten him." ) )
- {
- case 1:
- mes "[Phendark]";
- mes "What...? You want";
- mes "me to eat these?";
- mes "It doesn't seem natural,";
- mes "but if Rybio says I should,";
- mes "it might not be that bad.";
- next;
- mes "...";
- mes "......";
- next;
- mes "[Phendark]";
- mes "What's supposed to";
- mes "happen now? My inner";
- mes "demon is supposed to";
- mes "awaken by eating these?";
- mes "That sounds ridiculous!";
- mes "Though, I did just eat crystal.";
- next;
- mes "[Phendark]";
- mes "Wh-whoa. Ugh!";
- mes "My chest! Something's";
- mes "burning inside! I c-can't--!";
- mes "Can't think straight... I'm...";
- mes "Slowly... Losing my humanity!";
- next;
- mes "[Phendark]";
- mes "Huh... Huuurg--!";
- mes "Huk-huk! Heeeeh!";
- mes "Heeeeeh! Waaoooooh!";
- next;
- mes "[Phendark]";
- mes "...";
- mes "Grrrrr...!";
- next;
- mes "[Phendark]";
- mes "^333333*Pant pant*^000000";
- mes "What... just...";
- mes "What happened?";
- set ZLMASKQ,4;
- delitem 7315,369;
- close;
- case 2:
- mes "[" + strcharinfo(0) + "]";
- mes "So what happens";
- mes "if I don't decide not";
- mes "to hurt you? Whatcha";
- mes "gonna do then, huh?";
- next;
- mes "...";
- mes "......";
- next;
- mes "[Phendark]";
- mes "S-stop it!";
- mes "Just--Just stop it!";
- close;
- }
- }
- mes "[Phendark]";
- mes "Humans...";
- mes "They're everywhere!";
- mes "You guys--I can't...";
- mes "You're torturing me!";
- emotion e_sob;
- close;
- }
- else if(ZLMASKQ == 4)
- {
- mes "[Phendark]";
- mes "My chest was on fire,";
- mes "like I was, I dunno,";
- mes "burning with anger or";
- mes "something. It's gone";
- mes "now, but what were";
- mes "those crystals?";
- close;
- }
- else if(ZLMASKQ == 5)
- {
- mes "[Phendark]";
- mes "You again? Oh no,";
- mes "you're not going to hurt";
- mes "me or make me eat those";
- mes "weird crystals again, are you?";
- next;
- mes "^3131FF[" + strcharinfo(0) + "]^000000";
- switch( select( "Rybio", "Injustice", "Zealotus" ) )
- {
- case 1:
- mes "Rybio";
- break;
- case 2:
- mes "Injustice";
- break;
- case 3:
- mes "Zealotus";
- set .@phen_point,.@phen_point+1;
- break;
- }
- switch( select( "hates", "likes" ) )
- {
- case 1:
- mes "hates";
- set .@phen_point,.@phen_point+2;
- break;
- case 2:
- mes "likes";
- set .@phen_point,.@phen_point+1;
- break;
- }
- switch( select( "Rybio.", "Injustice.", "Phendark.", "Zealotus." ) )
- {
- case 1:
- mes "Rybio.";
- break;
- case 2:
- mes "Injustice.";
- break;
- case 3:
- mes "Phendark.";
- set .@phen_point,.@phen_point+1;
- break;
- case 4:
- mes "Zealotus.";
- next;
- }
- if(.@phen_point == 1)
- {
- mes "[Phendark]";
- mes "I don't think";
- mes "congratulations are";
- mes "in order, but I guess";
- mes "that's good news to hear.";
- mes "Still, what a surprise!";
- close;
- }
- else if(.@phen_point == 2)
- {
- mes "[Phendark]";
- mes "Hey...!";
- mes "I don't know if";
- mes "that's something";
- mes "I want to hear about!";
- }
- else if(.@phen_point == 3)
- {
- mes "[Phendark]";
- mes "I can't believe";
- mes "something like that!";
- mes "Oh, that doesn't matter.";
- mes "Zealotus is too good for me.";
- mes "I'm not even worthy of tasting";
- mes "the sting of her Love Whip.";
- emotion e_sob;
- close;
- }
- else if(.@phen_point == 4)
- {
- mes "[Phendark]";
- mes "...";
- mes "......";
- mes "Hates me?";
- mes "N-no, that can't--";
- mes "I didn't, that doesn't--";
- next;
- }
- else
- {
- mes "[Phendark]";
- mes "Huh...?";
- mes "What is that";
- mes "supposed to mean?";
- close;
- }
-
- switch( select( "Insult him.", "Apologize." ) )
- {
- case 1:
- mes "[" + strcharinfo(0) + "]";
- mes "First of all,";
- mes "what exactly sets";
- mes "you apart from all the";
- mes "other eligible monsters";
- mes "that she can choose from?";
- mes "Not like you're much better...";
- next;
- mes "[Phendark]";
- mes "...";
- mes "......";
- next;
- switch( select( "Break his pride.", "Tell him you were joking." ) )
- {
- case 1:
- mes "^3131FF[" + strcharinfo(0) + "]^000000";
- mes "I mean, there are guys";
- mes "like Bloody Murderer out";
- mes "there who are more evil";
- mes "than you, and best of all,";
- mes "not afraid of humans!";
- next;
- switch( select( "Go for the low blow.", "Try to salvage his confidence." ) )
- {
- case 1:
- mes "[" + strcharinfo(0) + "]";
- mes "You know, me and Zealotus";
- mes "were actually talking about";
- mes "you recently. She told me that";
- mes "the sight of you makes her";
- mes "feel sick! I mean, what kind";
- mes "of monster is afraid of humans?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Now you've reached the";
- mes "point where even Injustice";
- mes "is manlier than you now,";
- mes "if you know what I mean!";
- mes "Hahahahahahahahaha!";
- next;
- mes "[Phendark]";
- mes "...";
- mes "......";
- next;
- mes "[Phendark]";
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Phendark]";
- mes "...";
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[Phendark]";
- mes "GRRRRRR!";
- mes "THAT'S ENOUGH!";
- emotion e_ag;
- next;
- mes "[Phendark]";
- mes "I don't care who the";
- mes "hell she is, I'm going";
- mes "to see Zealotus and give";
- mes "that tramp a piece of my";
- mes "mind! Grrrr! She'll be sorry!";
- set ZLMASKQ,6;
- emotion e_an;
- close;
- case 2:
- mes "^3131FF[" + strcharinfo(0) + "]^000000";
- mes "But know that I think";
- mes "about it, maybe you look";
- mes "much tougher than that";
- mes "Bloody Murderer guy.";
- next;
- mes "[Phendark]";
- mes "*Sniff sniff*";
- mes "You really think so?";
- next;
- mes "...";
- mes "......";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "...Yeeeeeah.";
- close;
- }
- case 2:
- mes "[" + strcharinfo(0) + "]";
- mes "But now that I think";
- mes "about it, you actually";
- mes "are much better than all";
- mes "those other monsters.";
- mes "That stuff I said before?";
- mes "I was just kidding you.";
- next;
- mes "[Phendark]";
- mes "^333333*Sniff!*^000000";
- mes "You're...";
- mes "Not helping!";
- close;
- }
- case 2:
- mes "[" + strcharinfo(0) + "]";
- mes "I...";
- mes "I was just kidding!";
- mes "How could she hate";
- mes "somebody like you?";
- next;
- mes "[Phendark]";
- mes "No... No.";
- mes "You're right.";
- mes "I don't deserve love.";
- mes "Not from Zealotus or";
- mes "from anybody else...";
- close;
- }
- }
- else if(ZLMASKQ > 5)
- {
- mes "[Phendark]";
- mes "Zealotus! How dare";
- mes "she say those things";
- mes "against me! Less manly";
- mes "than Injustice?! I'll just";
- mes "have to prove her wrong!";
- mes "Out the way, pithy human!";
- close;
- }
-}
-
-gl_prison1,100,48,5 script Rybio#LhzHat 1201,{
- if(ZLMASKQ == 2)
- {
- mes "[Rybio]";
- mes "You know, I usually just";
- mes "run up and slash like crazy";
- mes "once I see you humans, but";
- mes "my heart's not in it today, so";
- mes "I'm gonna give you just one";
- mes "chance to run for your life.";
- next;
- switch( select( "Talk about Phendark.", "Run for your life." ) )
- {
- case 1:
- mes "[Rybio]";
- mes "What th--? You know the";
- mes "same Phendark I know?";
- mes "Dayam, that's weird. But";
- mes "yeah, him and Zealotus have";
- mes "some kind of... I dunno what";
- mes "it is, actually. Um, love?";
- next;
- mes "[Rybio]";
- mes "Anyway, Phendark has";
- mes "been acting really weird";
- mes "lately. I guess Zealotus";
- mes "loved him to the point that";
- mes "she abused him to the point";
- mes "that he's scared of humans now.";
- next;
- mes "[Rybio]";
- mes "Huh. You know what'd help?";
- mes "Dark Crystal Fragments. It's";
- mes "worthless to humans, but if";
- mes "creatures of darkness eat it,";
- mes "it brings out more of their";
- mes "inner demon. Scary, huh?";
- next;
- mes "[Rybio]";
- mes "Since Phendark's pretty big, and he's acting like a total wuss, you";
- mes "you should probably get him to eat ^3131FF369 Dark Crystal Fragments^000000. Don't";
- mes "worry, you should be able to find those all over Rune-Midgard.";
- next;
- mes "[Rybio]";
- mes "I dunno why a human";
- mes "like you would want to";
- mes "help one of us out, though.";
- mes "What's in it for you, exactly?";
- set ZLMASKQ,3;
- close;
- case 2:
- mes "[Rybio]";
- mes "That's right!";
- mes "Run, get outta here!";
- mes "If you're not fast enough,";
- mes "I might eat you, human!";
- mes "...Well... Probably not.";
- close;
- }
- }
- else if(ZLMASKQ == 3)
- {
- mes "[Rybio]";
- mes "I don't get why someone";
- mes "like you, a seemingly heroic";
- mes "adventurer, would want to help";
- mes "out Phendark? Did Zealotus";
- mes "blackmail you or something?";
- next;
- mes "[Rybio]";
- mes "Well, you could";
- mes "probably help him";
- mes "by getting him to eat";
- mes "^3131FF369 Dark Crystal Fragments^000000";
- mes "to sort of stir up the demon";
- mes "that sleeping within, you know?";
- close;
- }
- else if(ZLMASKQ == 4)
- {
- mes "[Rybio]";
- mes "Feeding him all of those";
- mes "Dark Crystal Fragments didn't";
- mes "work? But that was supposed";
- mes "to be foolproof! Dayam, what";
- mes "the hell happened to Phendark's";
- mes "inner demon?! Man oh man...";
- next;
- mes "[Rybio]";
- mes "Well, I don't know what";
- mes "else you could try. I mean,";
- mes "maybe you could try motivating";
- mes "him. Reverse psychology?";
- mes "It's weird talking about this";
- mes "with a human. Hahahaha~";
- set ZLMASKQ,5;
- close;
- }
- else if(ZLMASKQ == 5)
- {
- mes "[Rybio]";
- mes "Phendark sure looks";
- mes "tough, but I guess even";
- mes "he isn't totally evil. Yeah.";
- mes "We monsters aren't all";
- mes "bad... Just mostly bad.";
- close;
- }
-}
-
-airport,148,41,3 script Freight Manager#toast 852,{
- mes "[Kirishu]";
- mes "Oh man...";
- mes "It's almost lunchtime,";
- mes "but he hasn't come by";
- mes "yet. Where could h--Oh!";
- mes "Hello, welcome to Einbroch~";
- next;
- if (isequipped(5107) || countitem(5107)) {
- mes "[Kirishu]";
- mes "Wait a sec, that";
- mes "Crunch Toast! You must";
- mes "be the guy who helped out";
- mes "my buddy, Kasis. I owe you";
- mes "my gratitude since without your help, I wouldn't eat lunch!";
- next;
- mes "[Kirishu]";
- mes "It sounds like Kasis";
- mes "has been having business";
- mes "troubles lately, but I'm sure";
- mes "he'll weather it out. I just don't know what's taking him so long";
- mes "to get here. I'm sooo hungry!";
- close;
- }
- else {
- mes "[Kirishu]";
- mes "By any chance, are you";
- mes "heading to Juno? I have";
- mes "a favor to ask if you're";
- mes "going there. Or did you";
- mes "need help finding your";
- mes "way around this city?";
- next;
- switch(select("Sure, I'm heading to Juno.","I need help finding my way around!","Cancel.")) {
- case 1:
- mes "[Kirishu]";
- mes "Well, if you're going to";
- mes "Juno and you're not busy,";
- mes "would you visit a pastry";
- mes "chef named Kasis for me?";
- mes "He's an old friend and I'm";
- mes "a little worried about him.";
- next;
- mes "[Kirishu]";
- mes "Usually, he sends us";
- mes "lunches around this time";
- mes "without fail, but since lunch";
- mes "hasn't arrived yet, I can't help but wonder, ''What happened?''";
- next;
- mes "[Kirishu]";
- mes "Of course, I'd be lying if";
- mes "I said my hunger didn't factor";
- mes "into my concern for his welfare. Anyway, if you have the time,";
- mes "you can find Kasis in Juno's";
- mes "Bakery. Thanks, adventurer.";
- close;
- case 2:
- mes "[Kirishu]";
- mes "First of all, if you";
- mes "go just outside of the";
- mes "Airport, you can find";
- mes "Guides that can tell you";
- mes "about all the important";
- mes "places of interest in Einbroch.";
- next;
- mes "[Kirishu]";
- mes "Now, if you want to take";
- mes "a rest before or after a";
- mes "flight on one of the Airships,";
- mes "you can use the passenger";
- mes "lounge on the second floor.";
- mes "It's a good tip to know~";
- next;
- mes "[Kirishu]";
- mes "Did you have any";
- mes "other questions to ask";
- mes "me while you're here?";
- next;
- switch(select("Can I take a picture with you?","About Einbroch","No, thanks.")) {
- case 1:
- mes "[Kirishu]";
- mes "Pardon me?";
- mes "I don't hear that";
- mes "request often, but";
- mes "I suppose it couldn't";
- mes "do any harm to pose";
- mes "for just one picture.";
- next;
- cutin "ein_soldier.bmp",1;
- mes "[Kirishu]";
- mes "Cheese~";
- close2;
- cutin "",255;
- end;
- case 2:
- mes "[Kirishu]";
- mes "You know, it's hard to";
- mes "believe that Einbroch has";
- mes "become a major industrial";
- mes "so quickly. I guess it's the";
- mes "result of the demand for the";
- mes "ores mined over in Einbech.";
- next;
- mes "[Kirishu]";
- mes "Although Einbech and Einbroch";
- mes "can't survive without each other, Einbech is in a pretty sorry state";
- mes "compared to Einbroch. If you've";
- mes "ever been there, you know what";
- mes "I mean. It's almost tragic.";
- next;
- mes "[Kirishu]";
- mes "Most of the prosperity of";
- mes "this city is attributed to the";
- mes "productivity of the factories.";
- mes "But along with great wealth,";
- mes "these factories have also";
- mes "brought pollution problems.";
- next;
- mes "[Kirishu]";
- mes "If you hear the";
- mes "Smog Alert, you should";
- mes "run to safety as quickly";
- mes "as you can! It's dangerous";
- mes "to be out in the open when";
- mes "the pollution levels are high!";
- close;
- case 3:
- mes "[Kirishu]";
- mes "Well then, I hope";
- mes "that you enjoy your";
- mes "travels here in Einbroch.";
- close;
- }
- case 3:
- mes "[Kirishu]";
- mes "Have a good time in";
- mes "Einbroch, adventurer.";
- mes "I hope you enjoy your";
- mes "travels here in the";
- mes "Schwaltzvalt Republic.";
- close;
- }
- }
-}
diff --git a/npc/quests/newgears/2006_headgear.txt b/npc/quests/newgears/2006_headgear.txt
deleted file mode 100644
index 2d9fd8236..000000000
--- a/npc/quests/newgears/2006_headgear.txt
+++ /dev/null
@@ -1,1133 +0,0 @@
-//===== rAthena Script =======================================
-//= 2006 Headgear
-//===== By: ==================================================
-//= DiviniaRO members, cleaned by reddozen
-//===== Current Version: =====================================
-//= 1.4
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Censor Bar, Feather Beret, Valk. Helm, Hahoe Mask,
-//= Mythical Lion Mask, Bride Mask, Magistrate Hat and Ayam
-//===== Additional Comments: =================================
-//= NPC id's and dialog are custom, please replace
-//= 1.0a fixed typos, added missing names, more cleaned and
-//= standartized stuff a bit [Lupus]
-//= 1.0b fixed Helm of Valkyries ingredients
-//= 1.0c corrected item names according to item_db [Lupus]
-//= 1.1 Full update. EuRO (?) dialogs, and positions. [L0ne_W0lf]
-//= 1.2 Fixed bugs in the Hahoe/Lion/Bride Mask NPC. [L0ne_W0lf]
-//= Fixed some of the names to iRO.
-//= 1.3 Fixed some color code bugs in Ghenirhemin. Thanks to yyCC. [L0ne_W0lf]
-//= 1.3a Fixed wrong item names (due to copy/paste) [Lupus]
-//= 1.4 Chungwolmang now checks if the last item set should be deleted. (bugreport:4719) [L0ne_W0lf]
-//============================================================
-
-//===================== Censor Bar =====================================================
-rachel,91,273,8 script ? 930,{
- if (countitem(983) > 0 && countitem(7111) > 99 && countitem(938) > 98 && Zeny > 99999) {
- mes "[?]";
- mes "Giggle giggle...isn't it my partner, eh?";
- mes "So, did you bring everything that I asked?";
- mes "Great, now I can make the item which will help you";
- mes "to cover your identity! Giggle giggle...";
- next;
- mes "- Bzzz Bzzz Click Click -";
- mes "- Fumble Fumble Fumble Fumble -";
- mes "- Bzzz Bzzz Click Click -";
- mes "- Fumble Fumble Fumble Fumble -";
- next;
- mes "[?]";
- mes "...Hey, don't look over my shoulder.";
- mes "I don't want to share";
- mes "my business secret with you, you know?";
- next;
- mes "- Bzzz Bzzz Click Click -";
- mes "- Fumble Fumble Fumble Fumble -";
- mes "- Bzzz Bzzz Click Click -";
- mes "- Fumble Fumble Fumble Fumble -";
- next;
- delitem 983,1; //Black_Dyestuffs
- delitem 7111,100; //Smooth_Paper
- delitem 938,99; //Sticky_Mucus
- set Zeny,Zeny-100000;
- getitem 5175,1; //Anonimity_Request
- mes "[?]";
- mes "Phew...it's done. Well, it was not that difficult to make, but...";
- mes "Giggle giggle, what is important is that";
- mes "now you can hide your identity. Now, take this.";
- mes "Hopefully, this mask will help you";
- mes "to avoid encountering your enemies. Ahahaha!";
- close;
- }
- mes "[?]";
- mes "...No way! Don't you dare to find out about me!";
- mes "Don't you even speak to me!";
- mes "Shushhh! Don't let my enemy know where I am!";
- next;
- mes "[?]";
- mes "Err? You are a my kind person.";
- mes "So, you are running away from something,";
- mes "and you want to hide your identity, am I right?";
- mes "Yeah...I guess that I am right... Giggle giggle.";
- next;
- mes "[?]";
- mes "Well, I should be kind to my comrade.";
- mes "Although I can't reveal my identity to you,";
- mes "I can help you to safely hide from your enemies.";
- next;
- mes "[?]";
- mes "Bring me ^FF00001 Black Dyestuffs^000000,";
- mes "^FF0000100 Slick Paper^000000, ^FF000099 Sticky Mucus^000000,";
- mes "and ^FF0000100,000 zeny^000000.";
- mes "Then I will help you, giggle giggle.";
- next;
- mes "[?]";
- mes "You may leave now.";
- mes "Somehow we can be so helpful to each other.";
- mes "Once you finish gathering all the material,";
- mes "come back without anyone knowning. Giggle giggle.";
- close;
-}
-
-//======================== Feather Beret ================================================
-rachel,152,131,3 script Sakjul 928,{
- if (countitem(5172) > 0 && countitem(7063) > 99 && countitem(982) > 0) {
- mes "[Sakjul]";
- mes "Great, you have brought everything";
- mes "to make ^FF0000Feather Beret^000000!";
- mes "To reward for your labor,";
- mes "I shall personally proceed with the hat creation.";
- next;
- mes "[Sakjul]";
- mes "Stand next to me, and watch the creation process solemnly.";
- mes "Keep your integrity by standing straight,";
- mes "and looking straight forward!";
- next;
- mes "[Sakjul]";
- mes "If you do not do what I just said,";
- mes "^FF0000this hat creation could result in failure!";
- mes "And, if you fail to create the hat,";
- mes "you will lose all the materials,";
- mes "and I am not going to take the responsibility for your mistake!^000000";
- next;
- mes "- THUD THUD -";
- mes "- THUD THUD -";
- mes "- THUD THUD -";
- mes "- BOOM -";
- next;
- mes "- THUD THUD -";
- mes "- THUD THUD -";
- mes "- THUD THUD -";
- mes "- BOOM -";
- next;
- set .@result,rand(1,10);
- if (.@result == 4) {
- delitem 5172,1; //Beret
- delitem 7063,100; //Soft_Feather
- delitem 982,1; //White_Dyestuffs
- mes "[Sakjul]";
- mes "I did succeed in making the hat,";
- mes "but I cannot let it fall into someone else's hand!";
- mes "The essential of Feather Beret is";
- mes "the precise angle of the beret and the feather,";
- mes "but this hat's angle has become slightly crooked,";
- mes "and the quality has become too poor to be my artwork!";
- next;
- mes "[Sakjul]";
- mes "I understand that you feel quite unfortunate";
- mes "with this result. However, I urge you to not to be";
- mes "so disappointed, and try again!";
- mes "There is no impossibility in the world, so you can do it!";
- next;
- mes "[Sakjul]";
- mes "Now, brace yourself up!";
- mes "You have done this already,";
- mes "so you can easily do it again.";
- mes "If you understood, now, go, go gather the materials again!";
- close;
- }
- delitem 5172,1; //Beret
- delitem 7063,100; //Soft_Feather
- delitem 982,1; //White_Dyestuffs
- getitem 5170,1; //Feather_Beret
- mes "[Sakjul]";
- mes "Great, I have made it! Look at this beautiful coordination";
- mes "between the feather and the beret,";
- mes "and you can feel moderation in the coordination.";
- mes "I must say that this hat must be";
- mes "one of the needful things for young men in nowadays.";
- next;
- mes "[Sakjul]";
- mes "Since I have created this hat with your materials,";
- mes "it belongs to you.";
- mes "Keep this hat with care, and be a great, confident person.";
- close;
- }
- mes "[Sakjul]";
- mes "Straighten yourself, and keep your tension!";
- mes "Keep yourself under control, and move with integrity!";
- mes "That's how a respectable man carry himself!";
- mes "Young men in nowadays are too weak and tender.";
- mes "Don't you agree with me, young adventurer?";
- next;
- if (select("Yes, sir!:No.") == 1) {
- mes "[Sakjul]";
- mes "Ah! I like your answer!";
- mes "Lately, I found it very hard to see a diciplined young man like you.";
- mes "Unfortunately, even you are not yet diciplined as well as I expect!";
- mes "Hmm....Oh, yes, probably ^FF0000Feather Beret^000000";
- mes "might help you to look more diciplined.";
- next;
- mes "[Sakjul]";
- mes "I like to compliment your attitude.";
- mes "Thus, I am willing to create Feather Beret for you";
- mes "only if you bring me the materials to me. Understand?";
- next;
- mes "[Sakjul]";
- mes "Materials are ^FF00001 Beret^000000, ^FF0000100 Soft Feather^000000,";
- mes "and ^FF00001 White Dyestuffs^000000.";
- mes "Make sure that you will remember all of them, and bring me";
- mes "the exact amount of materials!";
- next;
- mes "[Sakjul]";
- mes "Thank me for the offer";
- mes "because the hat will finish your look";
- mes "to be more majestic and elegant!";
- mes "If you understood, go,";
- mes "go gather the material as soon as you can!";
- close;
- }
- mes "[Sakjul]";
- mes "I can't hear you! I don't feel any confidence from your voice!";
- mes "How can you live this tough world with that weak attitude?";
- mes "Put yourself together, right now!";
- close;
-}
-
-//============================ Valkyrie Helm =====================================================
-hugel,147,103,3 script Ghenirhemin 897,{
- if (moza_valkylie == 5) {
- set .@val2,rand(1,10);
- if (.@val2 == 3) {
- misceffect 348; //EF_LIGHTSPHERE
- mes "[Ghenirhemin]";
- mes "The materials are still being fused.";
- next;
- mes "[Ghenirhemin]";
- mes "Umm?! Oh...oh?! Isn't this...";
- mes "Isn't this...?!";
- next;
- misceffect 322; //EF_FORESTLIGHT2
- mes "[Ghenirhemin]";
- mes "Ah...ahahaha, we've made it! We've made it!";
- mes "Valkyre's Helm...We've recreated Valkyre's Helm,";
- mes "a glorious godly armor!";
- mes "Ah...does this mean...?";
- next;
- mes "[Ghenirhemin]";
- mes "We are writing new history!";
- mes "Yes, we just have started writing new history.";
- next;
- mes "[Ghenirhemin]";
- mes "Thank you so much for giving me a chance to participate in this.";
- mes "I am sure that my ancestors in heaven will be glad";
- mes "to see this successful recreation of Valkyre's Helm.";
- mes "Hahahahaha!";
- next;
- mes "[Ghenirhemin]";
- mes "Please take this helm.";
- mes "As I promised, this is yours.";
- mes "Please take pride in yourself, and";
- mes "do not disgrace this Helm through evil doings.";
- next;
- set moza_valkylie,0;
- getitem 5171,1; //Valkyrie_Helm
- mes "[Ghenirhemin]";
- mes "May God bless this adventurer";
- mes "who has written new history.";
- mes "I, Gheirhemin pray to god for his safe journey";
- mes "who is now heading toward the new history.";
- close;
- }
- misceffect 348; //EF_LIGHTSPHERE
- mes "[Ghenirhemin]";
- mes "The materials are still being fused.";
- close;
- }
- else if (moza_valkylie == 4) {
- set .@val,rand(1,10);
- if (.@val == 7) {
- mes "[Ghenirhemin]";
- mes "............";
- next;
- misceffect 348; //EF_LIGHTSPHERE
- mes "[Ghenirhemin]";
- mes "Oh...oh? They....they just have started being fused!";
- mes "Look at this shining light!";
- mes "I can't...I can't believe that";
- mes "this is what happens in Valhala!";
- next;
- set moza_valkylie,5;
- mes "[Ghenirhemin]";
- mes "We are now witnessess of the God's grace...ah....";
- close;
- }
- mes "[Ghenirhemin]";
- mes "....Let's wait a little longer.";
- close;
- }
- else if (moza_valkylie == 3) {
- set moza_valkylie,4;
- mes "[Ghenirhemin]";
- mes "Will you stop being anxious?";
- mes "Just relax and wait, will you?";
- mes "In a sense, we are holding a holy rite,";
- mes "and it is not going to happen faster,";
- mes "only because you, a human wants it to happen faster.";
- close;
- }
- else if (moza_valkylie == 2 && Zeny > 9999999 && countitem(4219) > 0 && countitem(4114) > 0 && countitem(4177) > 0 && countitem(4259) > 0 && countitem(4212) > 0 && countitem(4073) > 0 && countitem(4112) > 0 && countitem(4081) > 0 && countitem(4251) > 0 && countitem(4166) > 0 && countitem(7511) > 999 && countitem(7563) > 999) {
- mes "[Ghenirhemin]";
- mes "Hmm...I am impressed that you have brought everything";
- mes "despite of the difficulty in gathering them. It was difficult, wasn't it?";
- mes "Haha, I can tell just by looking at your face.";
- mes "Good job, my friend, you did a good job.";
- next;
- mes "[Ghenirhemin]";
- mes "Now, please hand them to me.";
- mes "If I place them together in one place,";
- mes "I am pretty sure that they will start";
- mes "being fused into the helm with their own mysterious powers.";
- next;
- if (select("Give him the items.:Don't give him the items.") == 1) {
- mes "[Ghenirhemin]";
- mes "Excellent. Now, all we have to do";
- mes "is just waiting until they finish being fused into one.";
- next;
- delitem 4219,1; //Sageworm_Card
- delitem 4114,1; //Argiope_Card
- delitem 4177,1; //Dryad_Card
- delitem 4259,1; //Wooden_Golem_Card
- delitem 4212,1; //Bon_Gun_Card
- delitem 4073,1; //Pirate_Skel_Card
- delitem 4112,1; //Marduk_Card
- delitem 4081,1; //Hode_Card
- delitem 4251,1; //Elder_Card
- delitem 4166,1; //Nightmare_Terror_Card
- delitem 7511,1000; //Rune_Of_Darkness
- delitem 7563,1000; //Bloody_Rune
- set Zeny,Zeny-10000000;
- set moza_valkylie,3;
- mes "[Ghenirhemin]";
- mes "Now I am all nervous";
- mes "in anticipation of a good result. Hahahaha.";
- close;
- }
- mes "[Ghenirhemin]";
- mes "?";
- close;
- }
- else if (moza_valkylie == 2) {
- mes "[Ghenirhemin]";
- mes "Please bring me";
- mes "^FF00001 Sage Worm Card, 1Argiope Card,";
- mes "^FF00001 Dryad Card, 1 Wooden Golem Card,";
- mes "^FF00001 Bongun Card, 1 Pirate Skeleton Card,";
- mes "^FF00001 Marduk Card, 1 Hode Card,";
- mes "^FF00001 Elder Card, 1 Nightmare Terror Card,^000000";
- next;
- mes "[Ghenirhemin]";
- mes "^FF00001,000 Rune of the Darkness,";
- mes "^FF00001,000 Bloody Rune,";
- mes "^FF0000and the helm price, 10,000,000 zeny^000000.";
- next;
- mes "[Ghenirhemin]";
- mes "It surely is a reasonable price considering that ";
- mes "you are about to obtain a godly power, don't you think?";
- next;
- set moza_valkylie,2;
- mes "[Ghenirhemin]";
- mes "Let's discuss it later";
- mes "once you prepare the money and the items.";
- mes "Now I am so exhausted";
- mes "as it has been a while since the last time that I talked this much.";
- mes "Excuse me.";
- close;
- }
- else if (moza_valkylie == 1) {
- mes "[Ghenirhemin]";
- mes "You must be pretty surprised by now.";
- mes "Yes, it is surely understandable.";
- mes "If you have travelled many places,";
- mes "and heard many stories, you would know what this is.";
- mes "Yes, it is ^FF0000Valkyre's Helm^000000.";
- next;
- mes "[Ghenirhemin]";
- mes "A legendary helm only allowed to men";
- mes "who have transcended their limit.";
- mes "A godly armor that is blessed with an incredible power.";
- mes "Can you see now that my story is true?";
- next;
- mes "[Ghenirhemin]";
- mes "It has passed so many years, and thus";
- mes "its power has become weakened,";
- mes "but you can still feel something holy about the helm.";
- mes "Don't you think?";
- next;
- mes "[Ghenirhemin]";
- mes "Well...I am not allowed to wear this helm.";
- mes "Thus, if I find someone who is just perfect for this helm,";
- mes "I am going to give this to him without any regret.";
- next;
- mes "[Ghenirhemin]";
- mes "Of course, I can't give away";
- mes "such a valuable thing for nothing in return.";
- mes "That's how it goes, you know?";
- mes "I maybe think about giving it to you";
- mes "because you seem to be wealthier than others,";
- mes "and I can sense special aura from you.";
- next;
- mes "[Ghenirhemin]";
- mes "So, what do you say?";
- mes "I think that I have an eye for right men.";
- mes "I feel that you will be able to fully recreate this Valkyre's Helm";
- mes "as well as use it to its full potential.";
- next;
- if (select("Sure.:No, thanks.") == 1) {
- mes "[Ghenirhemin]";
- mes "You are an ambitious young man as I expected.";
- mes "It is surely a great advantage.";
- mes "Okay, I will tell you what I know from now on.";
- mes "So, listen carefully.";
- next;
- mes "[Ghenirhemin]";
- mes "First, we have to fully restore the helm's power.";
- mes "To do so, we must find monster cards";
- mes "that possess mysterious powers.";
- next;
- mes "[Ghenirhemin]";
- mes "That's not all. You know,";
- mes "we can't just glue those monster cards";
- mes "on the helm. Thus, we need a power that";
- mes "enables us to fuse the cards and the helm into one.";
- next;
- mes "[Ghenirhemin]";
- mes "Ancient runes are perfect to supply the power,";
- mes "especially we need Rune of the Darkness, and Bloody Rune.";
- mes "Perhaps, they were chosen because of their sealed dark power";
- mes "and bloody sticky power? That's just my guess, hahahaha!";
- next;
- mes "[Ghenirhemin]";
- mes "Once we successfully restore the helm's power,";
- mes "you are expected to purchase the helm from me.";
- mes "As I said earlier, I am not going to";
- mes "give away such a valuable thing with nothing in return.";
- mes "It will also demonstrate your qualification to become the helm's owner.";
- next;
- mes "[Ghenirhemin]";
- mes "Basically, you have to bring me...";
- mes "Ah, there are so many things that you need to bring me.";
- mes "I suggest you to write down, and memorize them.";
- next;
- mes "Please bring me";
- mes "^FF00001 Sage Worm Card, 1Argiope Card,";
- mes "1 Dryad Card, 1 Wooden Golem Card,";
- mes "1 Bongun Card, 1 Pirate Skeleton Card,";
- mes "1 Marduk Card, 1 Hode Card,";
- mes "1 Elder Card, 1 Nightmare Terror Card,^000000";
- next;
- mes "[Ghenirhemin]";
- mes "^FF00001,000 Rune of the Darkness,";
- mes "1,000 Bloody Rune,";
- mes "and the helm price, 10,000,000 zeny^000000.";
- next;
- mes "[Ghenirhemin]";
- mes "It surely is a reasonable price considering that ";
- mes "you are about to obtain a godly power, don't you think?";
- next;
- set moza_valkylie,2;
- mes "[Ghenirhemin]";
- mes "Let's discuss it later";
- mes "once you prepare the money and the items.";
- mes "Now I am so exhausted";
- mes "as it has been a while since the last time that I talked this much.";
- mes "Excuse me.";
- close;
- }
- mes "[Ghenirhemin]";
- mes "Haha, I understand that";
- mes "it is not an easy choice to make.";
- mes "Take your time, my friend.";
- mes "If you still don't want the helm, I respect your decision.";
- close;
- }
- else if (Zeny > 9999999) {
- mes "[Ghenirhemin]";
- mes "Hmm...you look like a poor-looking wanderer,";
- mes "but you seem to have an enormous amount of money with you.";
- mes "I guess that the old saying was right:";
- mes "''Don't judge a book by its cover.''";
- next;
- mes "[Ghenirhemin]";
- mes "You maybe understand my story.";
- mes "Would you like to listen to my long story?";
- mes "It may or may not be interesting to you,";
- mes "but I gurantee that it will never bore you in either way.";
- next;
- if (select("Listen.:Don't listen.") == 1) {
- mes "[Ghenirhemin]";
- mes "Good, let me introduce myself.";
- mes "My name is Ghenirhemin.";
- mes "I am no different than others,";
- mes "if I may speak of my only advantage,";
- mes "I have little more money than them. Hahaha.";
- next;
- mes "[Ghenirhemin]";
- mes "However, I did not earn my money,";
- mes "but I inherited the fortune from my ancestors,";
- mes "who were all gifted businessmen.";
- mes "I thank to him for handing over such great fortune.";
- next;
- mes "[Ghenirhemin]";
- mes "In fact, I am ashamed to tell you that";
- mes "I do not know what exactly my ancestors did";
- mes "to make this much fortune. Perhaps some would have held business,";
- mes "some others would have been great artists...";
- next;
- mes "[Ghenirhemin]";
- mes "Our family is just blessed enough to have";
- mes "such great ancestors, who brought wealth to their family.";
- mes "It would take me at least a week to list";
- mes "every single successful ancestor of mine.";
- next;
- mes "[Ghenirhemin]";
- mes "However, I like to tell you about one of my amazing ancestors,";
- mes "who has become our family hero.";
- next;
- mes "[Ghenirhemin]";
- mes "Well, actually I do not know exactly";
- mes "what he did, but I know that";
- mes "he brought glory and fame";
- mes "to our family for the first time.";
- mes "However, since it has been so long, we do not have";
- mes "any document about him, so...";
- next;
- mes "[Ghenirhemin]";
- mes "I clearly remember one thing about him though.";
- mes "He was the only human who was able to";
- mes "become close to the gods, and he demonstrated";
- mes "his godly power to bring light to us, humans.";
- next;
- mes "[Ghenirhemin]";
- mes "I don't know how he obtained the godly power,";
- mes "or how he could become close to the gods.";
- mes "I just remember these things because I was repeatedly told";
- mes "about his amazing story ever since I was born...";
- next;
- mes "[Ghenirhemin]";
- mes "I can show you that I am not making things up.";
- mes "I told you that we do not have any document about him, right?";
- mes "However, there is something that I can show you.";
- mes "Now, take a look at this.";
- next;
- set moza_valkylie,1;
- mes "[Ghenirhemin]";
- mes "See? This surely tells you that";
- mes "I am not making things up!";
- mes "This is what my ancestor used to use!";
- close;
- }
- mes "[Ghenirhemin]";
- mes "What a shame! However, I don't want to force you to";
- mes "do something that you don't want to do. Hahaha.";
- mes "Just remember, you just have made another choice for your life.";
- close;
- }
- mes "[Ghenirhemin]";
- mes "Everything has meaning and reason to exist in this world.";
- mes "You and I, we are destined to meet with each other today.";
- next;
- mes "[Ghenirhemin]";
- mes "Well...although I said that everything has meaning,";
- mes "unfortunately you are not interesting to me at all.";
- mes "Call me a money monger,";
- mes "but I like the rich.";
- next;
- mes "[Ghenirhemin]";
- mes "If you prove me that you are wealthy,";
- mes "I maybe change my mind, and become interested in you.";
- mes "But, I will decide whether or not I will be interested in you";
- mes "when you show me your money. Hahahaha!";
- close;
-}
-//======================= Hahoe Mask / Mythical Lion Mask / Bride Mask ===============================
-payon,135,320,3 script Chungwolmang 97,{
- if (moza_tal == 2) {
- if (countitem(7015) > 19 && countitem(952) > 99 && countitem(1028) > 99) {
- //Hahoe_Mask: Bookclip_In_Memory, Cactus_Needle, Wild_Boar's_Mane
- callsub S_MakeMask,5176,7015,20,952,100,1028,100,0,0;
- }
- if (countitem(1048) > 499 && countitem(1053) > 1 && countitem(980) > 0) {
- //Guardian_Lion_Mask: Slender_Snake, Tooth_Of_Ancient_Fishm Orange_Dyestuffs
- callsub S_MakeMask,5177,1048,500,1053,2,980,1,0,0;
- }
- if (countitem(1049) > 19 && countitem(1059) > 499 && countitem(1054) > 1 && countitem(1024) > 99) {
- //Bride_Mask: Skirt_Of_Virgin, Transparent_Cloth, Lip_Of_Ancient_Fish, Chinese_Ink
- callsub S_MakeMask,5169,1049,20,1059,500,1054,2,1024,100;
- }
- mes "[Chungwolmang]";
- mes "Well well, have you not gathered the materials yet?";
- mes "You'd better hurry because I can't wait so long!";
- mes "Wait, what mask did you ask me to make anyways?";
- next;
- switch(select("Hahoe Mask:Bride Mask:Mythical Lion Mask")) {
- case 1:
- mes "[Chungwolmang]";
- mes "Oh, yes, you want Hahoe Mask.";
- mes "Then you need to bring... ^FF000020 Bookclip in Memory^000000,";
- mes "^FF0000100 Cactus Needle^000000, and";
- mes "^FF0000100 Mane^000000.";
- break;
- case 2:
- mes "[Chungwolmang]";
- mes "Oh, yes, you want Bride Mask.";
- mes "Then you need to bring... ^FF000020 Skirt of Virgin^000000,";
- mes "^FF0000500 Fabric^000000, ^FF00002 Ancient Lips^000000,";
- mes "and ^FF0000100 Squid Ink^000000.";
- break;
- case 3:
- mes "[Chungwolmang]";
- mes "Oh, yes, you want Mythical Lion Mask.";
- mes "Then you need to bring... ^FF0000500 Horrendous Hair^000000,";
- mes "^FF00002 Ancient Tooth^000000, and";
- mes "^FF00001 Orange Dyestuffs^000000.";
- break;
- }
- mes "Bring the exact amount of materials, then I will give you the mask right away.";
- close;
- }
- if (countitem(7201) > 499) && (countitem(7200) > 9 && moza_tal == 1) {
- mes "[Chungwolmang]";
- mes "Ah, Four Leaf Clover must bring me luck";
- mes "because you came back faster than I thought! Wow...";
- mes "Thank you so much, now I think that";
- mes "I have fortune on my side. Hahaha!";
- next;
- mes "[Chungwolmang]";
- mes "Alright! I will return your favor as I promised.";
- mes "I will tell you everything. In fact,";
- mes "I am a traditional mask craftsman.";
- mes "I am proud to tell you that no one can beat me";
- mes "in crafting traditional masks! Ahem!";
- next;
- mes "[Chungwolmang]";
- mes "I had experienced emotional instability";
- mes "as well as had bad luck with everything due to various reasons.";
- mes "But, that's history now! I am back, hahahaha!";
- next;
- mes "[Chungwolmang]";
- mes "I feel good, and I have fortune back to my side.";
- mes "I really appreciate you for helping me to feel better.";
- mes "In return, I am going to make you a traditional mask! Hahaha!";
- mes "You should be thankful for that I am offering you a great gift.";
- next;
- mes "[Chungwolmang]";
- mes "You know why? Because there is no one who can offer you";
- mes "such a valuable item except me.";
- mes "Anyhow, I can make 3 different masks:";
- mes "Hahoe Mask, Bride Mask and Mythical Lion Mask.";
- mes "Which one whould you like to have? Pick one.";
- next;
- switch(select("Hahoe Mask:Bride Mask:Mythical Lion Mask")) {
- case 1:
- mes "[Chungwolmang]";
- mes "Great, you want Hahoe Mask, eh? That's easy!";
- mes "Then you need to bring... ^FF000020 Bookclip in Memory^000000,";
- mes "^FF0000100 Cactus Needle^000000, and";
- mes "^FF0000100 Mane^000000.";
- mes "Bring the exact amount of materials, then I will give you the mask right away.";
- break;
- case 2:
- mes "[Chungwolmang]";
- mes "Great, you want Bride Mask, eh? That's easy!";
- mes "Then you need to bring... ^FF000020 Skirt of Virgin^000000,";
- mes "^FF0000500 Fabric^000000, ^FF00002 Ancient Lips^000000,";
- mes "and ^FF0000100 Squid Ink^000000.";
- mes "Bring the exact amount of materials, then I will give you the mask right away.";
- break;
- case 3:
- mes "[Chungwolmang]";
- mes "Great, you want Mythical Lion Mask, eh? That's easy!";
- mes "Then you need to bring... ^FF0000500 Horrendous Hair^000000,";
- mes "^FF00002 Ancient Tooth^000000, and";
- mes "^FF00001 Orange Dyestuffs^000000.";
- mes "Bring the exact amount of materials, then I will give you the mask right away.";
- break;
- }
- delitem 7201,500; //Log
- delitem 7200,10; //Flexible_String
- set moza_tal,2;
- next;
- mes "[Chungwolmang]";
- mes "...Why are you eyeing at me?";
- mes "What, did you expect me to make the mask for free?";
- mes "If you did, you must think of it this way.";
- mes "My term of payback is to use my skills,";
- mes "and let you have my precious mask,";
- mes "not making the mask for you at free of charge, understood?";
- next;
- mes "[Chungwolmang]";
- mes "At least I am not charging you with service fee, am I?";
- mes "Just bring me the materials, I will do my best";
- mes "to make an incredible mask for you!";
- next;
- mes "[Chungwolmang]";
- mes "In the meantime, I am going to prepare";
- mes "the work by using these Log and Elastic Band.";
- mes "So come back as soon as you can, okay?";
- close;
- }
- if (moza_tal == 1) {
- mes "[Chungwolmang]";
- mes "Umm...the things that I've asked you were";
- mes "^FF0000500 Log^000000 and ^FF000010 Elastic Band^000000.";
- mes "Thanks in advance.";
- close;
- }
- if (countitem(706) > 0) {
- mes "[Chungwolmang]";
- mes "Ah...! Hey! I can tell something unique about you.";
- mes "Do you have a Four Leaf Clover by any chance?";
- mes "Do you mind if I ask you to give me the clover?";
- next;
- mes "[Chungwolmang]";
- mes "I am not asking you to give it to me for free.";
- mes "Although I can't gurantee it,";
- mes "I will be able to pay back your favor sooner or later.";
- mes "So, can I take it?";
- next;
- if (select("Sure.:No, you can't.") == 1) {
- mes "[Chungwolmang]";
- mes "Oh! Thank you so much!";
- mes "Muhahahahahaha! Now I will become a lucky guy!";
- mes "With the clover, fortune will be on my side again!";
- next;
- mes "[Chungwolmang]";
- mes "Oh, right! I almost forgot.";
- mes "I promised you to pay back your favor, right?";
- mes "I know that this might sound selfish,";
- mes "but, hey, can you do me one more favor?";
- mes "Since you did me a favor already,";
- mes "I don't think that it would be";
- mes "that hard for you to help me one more time?";
- mes "Please, show me your generosity~";
- next;
- mes "[Chungwolmang]";
- mes "I need... ^FF0000500 Log^000000 and";
- mes "^FF000010 Elastic Band^000000.";
- mes "Will you be so kind to bring them to me?";
- mes "In fact, I can't pay you back unless I have them.";
- next;
- delitem 706,1; //Four_Leaf_Clover
- set moza_tal,1;
- mes "[Chungwolmang]";
- mes "You want me to pay you back, don't you?";
- mes "So, please bring them to me, please~";
- close;
- }
- mes "[Chungwolmang]";
- mes "I see... Well, it is not easy to give away the lucky charm";
- mes "to a stranger without a second thought.";
- mes "...Haha, but that doesn't make me stop being upset.";
- mes "How dare you to refuse my request? Hah!";
- close;
- }
- mes "[Chungwolmang]";
- mes "Arrrgghhh... I neeed... I need...";
- next;
- mes "[Chungwolmang]";
- mes "I want to be lucky! Someone, please bring me luck!";
- mes "I am not asking too much! I need one thing!";
- next;
- mes "[Chungwolmang]";
- mes "I need a ^FF0000Four Leaf Clover^000000!";
- mes "Somebody, please bring me a Four Leaf Clover!";
- close;
-
-S_MakeMask:
- mes "[Chungwolmang]";
- mes "Oh, you have brought everything";
- mes "to make a "+getitemname(getarg(0))+". Excellent.";
- mes "Please give me the materials. I will make the mask right away.";
- next;
- if (select("Give him the items.:Don't give him the items.") == 1) {
- mes "[Chungwolmang]";
- mes "Great, I like your unhesitating attitude!";
- mes "Alright then, I will make the mask as quickly as I can!";
- next;
- mes "[Chungwolmang]";
- mes "- Fumble Fumble Fumble -";
- mes "- Fumble Fumble Fumble -";
- mes "- Fumble Fumble Fumble -";
- mes "- Thud Thud Thud Thud -";
- next;
- mes "[Chungwolmang]";
- mes "- Fumble Fumble Fumble -";
- mes "- Fumble Fumble Fumble -";
- mes "- Fumble Fumble Fumble -";
- mes "- Thud Thud Thud Thud -";
- next;
- delitem getarg(1),getarg(2);
- delitem getarg(3),getarg(4);
- delitem getarg(5),getarg(6);
- if (getarg(0) == 5169)
- delitem getarg(7),getarg(8);
- getitem getarg(0),1;
- set moza_tal,0;
- mes "[Chungwolmang]";
- mes "Wow, it was a piece of cake!";
- mes "You know, I am not an artisan only in title.";
- mes "Hahaha, here, take your "+getitemname(getarg(0))+".";
- mes "I hope that you will wear it with pride, hahaha!";
- next;
- mes "[Chungwolmang]";
- mes "Aright, I need to take a rest";
- mes "until I have next customer. Hahaha, bye!";
- close;
- }
- mes "[Chungwolmang]";
- mes "Err? Don't you want "+getitemname(getarg(0))+"?";
- mes "Alright then...coward.";
- close;
-}
-
-
-//====================== Magistrate Hat / Ayam =============================================
-payon_in03,139,124,3 script Han Garam 88,{
- if (moza_korea == 2 && countitem(954) > 299 && countitem(733) > 4 && countitem(975) > 0 && countitem(7166) > 49) {
- mes "[Han Garam]";
- mes "You came back faster than I expected.";
- mes "Great, I am also highly motivated for the fact that";
- mes "my Ayam will belong to someone like you,";
- mes "who are competent and trustworthy.";
- next;
- mes "[Han Garam]";
- mes "Okay then, I will make the hat as quickly as I can.";
- mes "Now, hand me all the materials.";
- next;
- if (select("Give him the items.:Don't give him the items.") == 1) {
- mes "[Han Garam]";
- mes "Excellent! I don't have to be mediumized";
- mes "by the Dragon God for this work";
- mes "because I can perfectly do it on my own.";
- mes "So, hold it right there, okay?";
- next;
- mes "[Han Garam]";
- mes "Yes...right...umm hmm.";
- next;
- mes "[Han Garam]";
- mes ".................";
- next;
- mes "- Han Garam started hammering, -";
- mes "- and assembling the materials without a word. -";
- next;
- mes "[Han Garam]";
- mes ".................";
- next;
- mes "[Han Garam]";
- mes "Phew, it was quite difficult,";
- mes "as I had not done this for quite a while.";
- next;
- mes "[Han Garam]";
- mes "I still feel good that I had a chance";
- mes "to exercise my skills, you know. It was fun, too.";
- mes "Please take this Ayam.";
- mes "As I promised, this is my gift for you.";
- next;
- delitem 954,300; //Shining_Scales
- delitem 733,5; //Crystal_Jewel___
- delitem 975,1; //Scarlet_Dyestuffs
- delitem 7166,50; //Soft_Silk_Cloth
- set moza_korea,0;
- getitem 5174,1; //A_yam
- mes "[Han Garam]";
- mes "Now I need to meet with the Dragon God again,";
- mes "if I want to make another hat...umm...";
- mes "Oh well, somehow I was able to make one this time with your help,";
- mes "so I guess that it will happen when the time is right.";
- next;
- mes "[Han Garam]";
- mes "Thank you so much! Please take my Ayam with care,";
- mes "and be proud that you are the owner of Ayam!";
- close;
- }
- mes "[Han Garam]";
- mes "...? What? Do you need more time?";
- mes "Can't you just give them to me already?";
- close;
- }
- else if (moza_korea == 2 && countitem(954) > 299 && countitem(733) > 4 && countitem(983) > 0 && countitem(2221) > 0) {
- mes "[Han Garam]";
- mes "You came back faster than I expected.";
- mes "Great, I am also highly motivated for the fact that";
- mes "my Magistrate Hat will belong to someone like you,";
- mes "who are competent and trustworthy.";
- next;
- mes "[Han Garam]";
- mes "Okay then, I will make the hat as quickly as I can.";
- mes "Now, hand me all the materials.";
- next;
- if (select("Give him the items.:Don't give him the items.") == 1) {
- mes "[Han Garam]";
- mes "Excellent! I don't have to be mediumized";
- mes "by the Dragon God for this work";
- mes "because I can perfectly do it on my own.";
- mes "So, hold it right there, okay?";
- next;
- mes "[Han Garam]";
- mes "Yes...right...umm hmm.";
- next;
- mes "[Han Garam]";
- mes ".................";
- next;
- mes "- Han Garam started hammering, -";
- mes "- and assembling the materials without a word. -";
- next;
- mes "[Han Garam]";
- mes ".................";
- next;
- mes "[Han Garam]";
- mes "Phew, it was quite difficult,";
- mes "as I had not done this for quite a while.";
- next;
- mes "[Han Garam]";
- mes "I still feel good that I had a chance";
- mes "to exercise my skills, you know. It was fun, too.";
- mes "Please take this Magistrate Hat.";
- mes "As I promised, this is my gift for you.";
- next;
- delitem 954,300; //Shining_Scales
- delitem 733,5; //Crystal_Jewel___
- delitem 983,1; //Black_Dyestuffs
- delitem 2221,1; //Hat_
- set moza_korea,0;
- getitem 5173,1; //Judge_Hat
- mes "[Han Garam]";
- mes "Now I need to meet with the Dragon God again,";
- mes "if I want to make another hat...umm...";
- mes "Oh well, somehow I was able to make one this time with your help,";
- mes "so I guess that it will happen when the time is right.";
- next;
- mes "[Han Garam]";
- mes "Thank you so much! Please take my Magistrate Hat with care,";
- mes "and be proud that you are the owner of Magistrate Hat!";
- close;
- }
- mes "[Han Garam]";
- mes "...? What? Do you need more time?";
- mes "Can't you just give them to me already?";
- close;
- }
- else if (moza_korea == 2) {
- mes "[Han Garam]";
- mes "To make Ayam, I need";
- mes "^FF0000300 Shining Scale^000000, ^FF00005 Cracked Diamond^000000,";
- mes "^FF00001 Scarlet Dyestuffs^000000, and";
- mes "^FF000050 Soft Silk^000000!";
- next;
- mes "[Han Garam]";
- mes "To make Magistrate Hat, I need";
- mes "^FF0000300 Shining Scale^000000, ^FF00005 Cracked Diamond^000000,";
- mes "^FF00001 Black Dyestuffs^000000, and ^FF00001 Slotted Hat^000000!";
- next;
- mes "[Han Garam]";
- mes "...That's what I said.";
- mes "So, choose a hat, and bring me";
- mes "its materials without missing anything.";
- next;
- mes "[Han Garam]";
- mes "Ah~ it's been a while since the last time that I felt the Dragon God in me.";
- mes "I felt like that I have learned something unworldly.";
- close;
- }
- else if (moza_korea == 1) {
- mes "[Han Garam]";
- mes ".............";
- next;
- mes "[Han Garam]";
- mes ".............";
- next;
- mes "[Han Garam]";
- mes ".............";
- next;
- mes "[Han Garam]";
- mes "...*Tremble Tremble*...He...He's here...He's here!";
- mes "*Tremble Tremble* I can feel";
- mes "the Dragon God inside of me! Waaah!";
- mes "He is waving his tail, and showing me future!";
- mes "Aaaaaahhhhhhh!";
- next;
- misceffect 90; //EF_LORD;
- mes "[Han Garam]";
- mes "Waaaahhhh!";
- next;
- mes "[Han Garam]";
- mes ".............";
- next;
- mes "[Han Garam]";
- mes ".............";
- next;
- mes "[Han Garam]";
- mes "Yes... yes, I can! I can make ^FF0000Ayam^000000";
- mes "and ^FF0000Magistrate Hat^000000 now!";
- mes "Oh, I can see how to make them,";
- mes "I know what I need to make them! Everything is in my vision!";
- mes "I feel like that I am alreadying making one!";
- next;
- mes "[Han Garam]";
- mes "To make Ayam, I need";
- mes "^FF0000300 Shining Scale^000000, ^FF00005 Cracked Diamond^000000,";
- mes "^FF00001 Scarlet Dyestuffs^000000, and";
- mes "^FF000050 Soft Silk^000000!";
- next;
- mes "[Han Garam]";
- mes "To make Magistrate Hat, I need";
- mes "^FF0000300 Shining Scale^000000, ^FF00005 Cracked Diamond^000000,";
- mes "^FF00001 Black Dyestuffs^000000, and ^FF00001 Slotted Hat^000000!";
- next;
- mes "[Han Garam]";
- mes "Anyone who brings these, I will create hat for him!";
- mes "Ahhh~ Dragon God!";
- next;
- misceffect 7; //EF_EXIT;
- mes "[Han Garam]";
- mes ".............";
- next;
- mes "[Han Garam]";
- mes ".............";
- next;
- mes "[Han Garam]";
- mes "Phew... Dragon God has gone now.";
- mes "However, I still clearly remember";
- mes "what I need, and how to make the hats.";
- mes "So, you don't have to worry about that.";
- mes "You know...are they Ayam and Magistrate Hat?";
- next;
- mes "[Han Garam]";
- mes "You heard what materials I need, don't you?";
- mes "Choose a hat, and bring me its materials without missing anything.";
- next;
- set moza_korea,2;
- mes "[Han Garam]";
- mes "Okay then, I will be waiting you to come back.";
- close;
- }
- if (countitem(7446) > 6 && countitem(7448) > 6 && countitem(7445) > 6 && countitem(7447) > 6) {
- mes "[Han Garam]";
- mes "My name is Han Garam,";
- mes "and I am a proud heir of a renown family... eh?";
- mes "Wait, I feel something mysteriously familiar from you...";
- mes "Hey, do you have 7 Bijous for each of the 4 Bijou colors?";
- next;
- mes "[Han Garam]";
- mes "...Wow! This is crazy! You do have them, don't you?";
- mes "Wow, how did you gather all of them? They are so hard to find...";
- next;
- mes "[Han Garam]";
- mes "........Umm.";
- next;
- mes "[Han Garam]";
- mes "Hey, if you don't mind, can I have them?";
- mes "In fact, I am the only traditional hat craftsman";
- mes "in this Rune-Midgarts Kingdom.";
- mes "However, I have recently gotten into trouble,";
- mes "and have not been able to focus on my business.";
- next;
- mes "[Han Garam]";
- mes "The trouble is that I have ran out of those Bijous.";
- mes "You know, those colorful beads that you have.";
- mes "I could restart my business again,";
- mes "only if I have them...*Sigh*";
- next;
- mes "[Han Garam]";
- mes "Can you please let me have them?";
- mes "I will pay you back with one of my proud traditional hats.";
- mes "Well, since I am the only one who can make them,";
- mes "in fact, you are not doing a losing business with me, don't you think?";
- next;
- mes "[Han Garam]";
- mes "Please? I assure you that I can make traditional hats.";
- next;
- if (select("Give him the items.:Don't give him the items.") == 1) {
- mes "[Han Garam]";
- mes "Wow, wow, thank you so much!";
- mes "As I promised, I will make you a hat in return.";
- mes "But, can you wait for a while?";
- mes "To make hat, I have to contact the Dragon God first.";
- next;
- delitem 7446,7; //Blue_Orb
- delitem 7448,7; //Yellow_Orb
- delitem 7445,7; //Green_Orb
- delitem 7447,7; //Red_Orb
- set moza_korea,1;
- mes "[Han Garam]";
- mes "...Okay, give me some time to focus.";
- close;
- }
- mes "[Han Garam]";
- mes "Bah, that's your choice.";
- mes "If you change your mind, tell me immediately though.";
- mes "You should know that";
- mes "those things belong to someone else, not you.";
- close;
- }
- mes "[Han Garam]";
- mes "I am Han Garam, and a heir of a formerly renown family.";
- mes "Do you want to know why I say ''formerly renown''?";
- mes "It is because my grandfather lost my family's wealth,";
- mes "and now we are just like other ordinary families, hahahaha!";
- next;
- mes "[Han Garam]";
- mes "I have inherited nothing but this traditional hat making skill.";
- mes "Even then, it is a quite extraordinary inheritance,";
- mes "since I am the only one in the Rune-Midgarts Kingdom";
- mes "who can make traditional hats.";
- next;
- mes "[Han Garam]";
- mes "Unfortunately, I haven't been able to";
- mes "exercise my skill because I haven't met with the Dragon God...";
- mes "Eh? What do I mean, you ask?";
- mes "You know what mediums do, right?";
- mes "They receive spirits into their bodies,";
- mes "and communicate with them.";
- next;
- mes "[Han Garam]";
- mes "So, in my case, a Dragon God comes into my body,";
- mes "and gives me strength and wisdom.";
- mes "When my family was wealthy,";
- mes "we had enough invocation materials";
- mes "to summon the Dragon God,";
- mes "but now, as you see,";
- mes "we cannot afford such expensive things.";
- next;
- mes "[Han Garam]";
- mes "Basically, I may have inherited my family's heirloom,";
- mes "but I can't use it";
- mes "because I cannot afford buying the invocation materials.";
- next;
- mes "[Han Garam]";
- mes "To summon the Dragon God,";
- mes "I must have ^FF00007 Bijous for each of the 4 Bijou colors^000000.";
- mes "^FF0000I need 7 Bijous for each of the Blue, ";
- mes "^FF0000Yellow, Green, and Red colors^000000.";
- mes "Basically I need total 28 Bijous...umm.";
- next;
- mes "[Han Garam]";
- mes "As I said earlier, not only they are expensive,";
- mes "but also they are hard to find...";
- mes "*Sigh* I am afraid that my family's heirloom skill";
- mes "might be discontinued at my generation...";
- close;
-}
diff --git a/npc/quests/ninja_quests.txt b/npc/quests/ninja_quests.txt
deleted file mode 100644
index 76fb137b3..000000000
--- a/npc/quests/ninja_quests.txt
+++ /dev/null
@@ -1,1366 +0,0 @@
-//===== rAthena Script =======================================
-//= Ninja quests
-//===== By: ==================================================
-//= Playtester
-//===== Current Version: =====================================
-//= 1.2
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= Ninja quests
-//===== Additional Comments: =================================
-//= 1.0 Ninja Arm Guards only yet [Playtester]
-//= 1.1 Added Kaibara [Playtester]
-//= 1.2 Added Tetsu [Playtester]
-// (original NPC Taitsu was made by Auron)
-//============================================================
-
-que_ng,28,50,3 script Boshuu 709,{
-
- if (BaseJob != Job_Ninja){
- mes "[Boshuu]";
- mes "I'm the best craftsman out of what people call the Three Craftsmen of Ninja Tools.";
- mes "They call me Murata Boshuu.";
- next;
- mes "[Boshuu]";
- mes "I know how to create any armor and shield of the eastern world, and my shields are considered the best there is.";
- next;
- mes "[Boshuu]";
- mes "But seeing how you are an outsider...";
- mes "Looks like I have no business with you.";
- mes "Ehem~";
- close;
- }
- if (BaseLevel < 20){
- mes "[Boshuu]";
- mes "I make the best shields for Ninjas of all ages,";
- mes "But even I have some minimum requirements";
- next;
- mes "[Boshuu]";
- mes "It looks like what you need isn't a shield, but more levels.";
- mes "Come back after you've grown a bit more.";
- close;
- }
- if (countitem(2102) < 1 && !(MISC_QUEST & 2048)){
- mes "[Boshuu]";
- mes "I'm the best craftsman out of what people call the Three Craftsmen of Ninja Tools.";
- mes "They call me Murata Boshuu.";
- next;
- mes "[Boshuu]";
- mes "They say it's three craftsmen, but the other two are probably scammers.";
- mes "There's not a single craftsman better than I for ninjas in this world.";
- next;
- mes "[Boshuu]";
- mes "I know how to make all the eastern armor and shield.";
- next;
- mes "[Boshuu]";
- mes "Because the armor I'd create was so superior and defensive, when two people battle wearing armor made by me, no one can win!";
- next;
- mes "[Boshuu]";
- mes "For that reason, I no longer make any armor.";
- mes "I'm only collecting armors nowadays, just to make sure my skills do not go to waste..";
- next;
- mes "[Boshuu]";
- mes "But I feel so bored nowadays.";
- next;
- mes "[Boshuu]";
- mes "Now that I only collect armor, I feel like the creative flame within me is dying out.";
- next;
- mes "[Boshuu]";
- mes "From what I heard, there's an armor overseas which I haven't even heard of.";
- mes "It was called a... hmm.. what was it called?";
- next;
- mes "[Boshuu]";
- mes "^ff0000Guard[1]^000000? Well, it's a name like that.";
- mes "I wish to see the real thing myself.";
- next;
- mes "[Boshuu]";
- mes "But obviously, it's probably worthless compared to the armor I make.";
- next;
- mes "[Boshuu]";
- mes "Do me a favor and I'll make you something special.";
- next;
- mes "[Boshuu]";
- mes "I'm not sure what I'll do, but I get the feeling I'll feel inspired once I see that armor.";
- mes "How 'bout it~ Will you find me a ^ff0000Guard[1]^000000?";
- next;
- if(select("Hmm.. I don't feel like it.:Very well.") == 1){
- mes "[Boshuu]";
- mes "Ah~ What a shame..";
- mes "You're missing out on an opportunity to get your hands on something made by a genius craftsman like myself...";
- close;
- }else{
- mes "[Boshuu]";
- mes "Oh, Very well.";
- mes "Get a move on.";
- mes "Find the shield called ^ff0000Guard[1]^000000 and bring it to me.";
- set ninbo,1;
- close;
- }
- }
- if (ninbo == 1){
- mes "[Boshuu]";
- mes "Oh.. so did you bring it?";
- mes "Show it to me...";
- mes "Hmmmmm...";
- next;
- mes "[Boshuu]";
- mes "Oh~ ! I see, it's even possible to slot armor!";
- next;
- mes "[Boshuu]";
- mes "Ahh, Now I'm just itching to imitating this armor and making a slot on other armors.";
- next;
- mes "[Boshuu]";
- mes "If you have a regular non-slotted Arm Guard and a slotted Guard, I'll make the non-slotted one slotted at the cost of 10,000 Zeny.";
- next;
- mes "[Boshuu]";
- mes "How 'bout it? Want to try?";
- next;
- if(select("No thanks.:Ok, sounds good.") == 1){
- mes "[Boshuu]";
- mes "Hmm, Ok.";
- mes "I'm so grateful that I was able to see such a rare thing from overseas.";
- mes "Thanks for everything.";
- set ninbo,0;
- close;
- }else{
- mes "[Boshuu]";
- mes "Oh ok.";
- mes "I can't wait to begin.";
- mes "If you bring me 1 Arm Guard";
- mes "1 Slotted Guard, and";
- mes "10,000 Zeny..";
- next;
- mes "[Boshuu]";
- mes "Then I'll slot your slotless Arm Guard.";
- mes "Come back when you have all the required materials.";
- set ninbo,2;
- close;
- }
- }
- else if (ninbo == 2){
- if (countitem(2102) < 1 || countitem(2117) < 1){
- mes "[Boshuu]";
- mes "Hmm... It looks like you didn't bring me enough materials.";
- mes "In order to create a Slotted Arm Guard, I need 1 Slotted Guard";
- mes "1 Arm Guard, and 10,000 Zeny";
- mes "Come back when you're sure you have everything.";
- close;
- }
- if (Zeny < 10000){
- mes "[Boshuu]";
- mes "Hmm.. You brought plenty of materials, but you're short on zeny.";
- next;
- mes "[Boshuu]";
- mes "In order to create a Slotted Arm Guard, I need 1 Guard[1]";
- mes "1 Arm Guard, and 10,000 Zeny.";
- mes "Come back when you're sure you have everything.";
- close;
- }
- mes "[Boshuu]";
- mes "Oh, I see you're back with all the required materials.";
- mes "But before I start, I must ask you one more time.";
- mes "Do you want to give me the materials you've brought and receive a Slotted Arm Guard instead?";
- next;
- if(select("No:Yes") == 1){
- mes "[Boshuu]";
- mes "Ok";
- mes "Well, if you make up your mind again, come and see me.";
- close;
- }else{
- mes "[Boshuu]";
- mes "All right!";
- mes "This should only take a second";
- mes "Bang Clang~ Bang Clang~";
- next;
- if(countitem(2102) < 1 || countitem(2117) < 1 || Zeny < 10000){
- mes "HACK DETECTED";
- close;
- }
- mes "[Boshuu]";
- mes "Here, it's finally complete.";
- mes "I present to you a Slotted Arm Guard.";
- mes "Come and find me whenever you're ready to request more.";
- delitem 2102,1;
- delitem 2117,1;
- set Zeny,Zeny-10000;
- set ninbo,0;
- set MISC_QUEST,MISC_QUEST | 2048;
- getitem 2118,1;
- close;
- }
- }
- else if (MISC_QUEST & 2048){
- set ninbo,0;
- mes "[Boshuu]";
- mes "Oh~ I see you've come back.";
- mes "Is it because you need another slotted Arm Guard?";
- next;
- if(select("Nope, not really.:Yes, make me another one.") == 1){
- mes "[Boshuu]";
- mes "Hmmph~ You sure a weird one.";
- mes "Well, I'll see you later~";
- close;
- }else{
- if (countitem(2102) < 1 || countitem(2117) < 1){
- mes "[Boshuu]";
- mes "Hmm... It looks like you didn't bring me enough materials.";
- mes "In order to make a Slotted Arm Guard,";
- mes "I need 1 Slotted Guard";
- mes "1 Arm Guard, and";
- mes "10,000 Zeny.";
- mes "Come back when you're sure you have everything.";
- close;
- }
- if (Zeny < 10000){
- mes "[Boshuu]";
- mes "Hmm.. You brought plenty of materials, but you're short on zeny.";
- next;
- mes "[Boshuu]";
- mes "In order to create one Slotted Arm Guard,";
- mes "I need 1 Slotted Guard, 1 Arm Guard, and 10,000 Zeny.";
- mes "Come back when you're sure you have everything.";
- close;
- }
- mes "[Boshuu]";
- mes "Oh, You've brought me the needed materials.";
- mes "Before I begin, let me ask one final time...";
- mes "Will you give me the materials you've gathered, and in turn, receive a slotted Arm Guard?";
- next;
- if(select("No:Yes") == 1){
- mes "[Boshuu]";
- mes "Ok";
- mes "If you ever make up your mind";
- mes "come and find me again.";
- close;
- }else{
- mes "[Boshuu]";
- mes "All right!";
- mes "This should only take a second";
- mes "Bang Clang ~Bang Clang ~";
- next;
- mes "[Boshuu]";
- mes "Here, it's finally complete.";
- mes "I present to you a Slotted Arm Guard.";
- next;
- if(countitem(2102) < 1 || countitem(2117) < 1 || Zeny < 10000){
- mes "HACK DETECTED";
- close;
- }
- mes "[Boshuu]";
- mes "If you ever want to ask me to make you more items, feel free to come back anytime.";
- delitem 2102,1;
- delitem 2117,1;
- set Zeny,Zeny-10000;
- getitem 2118,1;
- close;
- }
- }
- }
- else{
- set ninbo,0;
- mes "[Boshuu]";
- mes "Oh~ You~!";
- mes "Is what you have there the shield from overseas called a Guard? Let me take a look.";
- next;
- mes "[Boshuu]";
- mes "Unbelievable!! It is~!";
- mes "If all shields had a slot, they could become more effective than ever.";
- mes "How is it that I've only realised this now?";
- next;
- mes "[Boshuu]";
- mes "I'm the best out of the three craftsmen of Ninja tools called Murata Boshuu.";
- mes "I know how to create all the armor and shields of the eastern world.";
- next;
- mes "[Boshuu]";
- mes "But because the armor I would create was so refined and high in defense, when people wearing my armor would fight again each other, neither side could win.";
- next;
- mes "[Boshuu]";
- mes "For that reason, I no longer make shields and armor.";
- next;
- mes "[Boshuu]";
- mes "Nowadays, all I do is collect shields and armor.";
- next;
- mes "[Boshuu]";
- mes "But life is kind of boring without crafting things.";
- next;
- mes "[Boshuu]";
- mes "Since all I do is collect now, I feel like the creative spirit within me is disappearing.";
- next;
- mes "[Boshuu]";
- mes "But at the sight of your shield, I feel like my sleeping spirit of creativity has awoken.";
- next;
- mes "[Boshuu]";
- mes "I you want to, bring me an Arm Guard, a Slotted Guard, and 10,000 Zeny, and I'll make you a Slotted Arm Guard.";
- mes "How 'bout it? Would you like to obtain a Slotted Arm Guard?";
- next;
- if(select("No, I'd rather not.:Yes~!! Please make it for me!") == 1){
- mes "[Boshuu]";
- mes "Hmm, is that so?";
- mes "What a shame...";
- mes "Well, if you change your mind later, come back and see me.";
- close;
- }else{
- if (countitem(2102) < 1 || countitem(2117) < 1){
- mes "[Boshuu]";
- mes "Hmm... It looks like you didn't bring me enough materials.";
- next;
- mes "[Boshuu]";
- mes "In order to make a Slotted Arm Guard,";
- mes "I need 1 Slotted Guard";
- mes "1 Arm Guard, and";
- mes "10,000 Zeny.";
- mes "Come back when you're sure you have everything.";
- close;
- }
- if (Zeny < 10000){
- mes "[Boshuu]";
- mes "Hmm.. You brought plenty of materials, but you're short on zeny.";
- next;
- mes "[Boshuu]";
- mes "In order to make a Slotted Arm Guard,";
- mes "I need 1 Slotted Guard";
- mes "1 Arm Guard, and";
- mes "10,000 Zeny.";
- mes "Come back when you're sure you have everything.";
- close;
- }
- mes "[Boshuu]";
- mes "Oh, You've brought me the needed materials.";
- mes "Before I begin, let me ask one final time...";
- mes "Will you give me the materials you've gathered,";
- mes "and in turn, receive a Slotted Arm Guard?";
- next;
- if(select("No:Yes") == 1){
- mes "[Boshuu]";
- mes "Ok";
- mes "If you ever make up your mind";
- mes "come and find me again.";
- close;
- }else{
- mes "[Boshuu]";
- mes "All right!";
- mes "This should only take a second";
- mes "Bang Clang ~Bang Clang ~";
- next;
- if(countitem(2102) < 1 || countitem(2117) < 1 || Zeny < 10000){
- mes "HACK DETECTED";
- close;
- }
- mes "[Boshuu]";
- mes "Here, it's finally complete.";
- mes "I present to you a Slotted Arm Guard.";
- mes "If you ever want to ask me to make you more items, feel free to come back anytime.";
- delitem 2102,1;
- delitem 2117,1;
- set Zeny,Zeny-10000;
- set MISC_QUEST,MISC_QUEST | 2048;
- getitem 2118,1;
- close;
- }
- }
- }
-}
-
-que_ng,28,45,3 script Basshu 86,{
-
- if(BaseJob != Job_Ninja){
- mes "[Basshu]";
- mes "I am one of the brothers of the three brothers in charge of crafting shields in the east named Murata Basshu";
- next;
- mes "[Basshu]";
- mes "People normally call us the Three Craftsmen, but the other two craftsmen are my brothers.";
- next;
- mes "[Basshu]";
- mes "But It looks like you're not my usual customer type, so I cannot make you any shields.";
- mes "Sorry.";
- close;
- }
- if(BaseLevel < 50){
- mes "[Basshu]";
- mes "I am one of the brothers of the three brothers in charge of crafting shields in the east named Murata Basshu";
- next;
- mes "[Basshu]";
- mes "Unfortunately, many of my shields have minimum requirements, and I'm afraid you would not meet them.";
- next;
- mes "[Basshu]";
- mes "Come back when you're stronger.";
- close;
- }
- if (countitem(2107) < 1 && !(MISC_QUEST & 4096)){
- mes "[Basshu]";
- mes "I am one of the brothers of the three craftsmen in charge of crafting shields in the east named Murata Basshu";
- next;
- mes "[Basshu]";
- mes "We are called the Three Craftsmen, but the other two craftsmen are my brothers.";
- mes "I've learned my craft by sneaking looks over my brothers, so my skill is a little less than them, but many people praise me highly.";
- next;
- mes "[Basshu]";
- mes "As of now, I've given up making shields and am currently running an antique shop for shields.";
- mes "I'm researching to see if shields can be enchanted with magic.";
- next;
- mes "[Basshu]";
- mes "Do you happen to know a shield called the Mirror shield from overseas?";
- mes "I'd love to see that item, but I can't get my hands on one.";
- next;
- mes "[Basshu]";
- mes "It'd help me greatly if I could see that shield up close.";
- mes "Can you help me?";
- next;
- if(select("Hmm...I don't feel like it.:Very well.") == 1){
- mes "[Basshu]";
- mes "Ah~ I guess it was an impossible request.";
- mes "I'm sorry.";
- mes "If you ever find a Mirror shield and want to get rid of it, please come and see me.";
- close;
- }else{
- mes "[Basshu]";
- mes "Oh, thank you.";
- mes "If you could really find me a Mirror Shield, I might get some really good ideas.";
- set ninbot,1;
- close;
- }
- }
- if (ninbot == 1){
- mes "[Basshu]";
- mes "Oh. You have it?";
- mes "Let me see...";
- mes "Hmm ...";
- next;
- mes "[Basshu]";
- mes "Oh! That's it! This proves it's not impossible to make a shield resistant to magical attacks.";
- mes "Whew...";
- next;
- mes "[Basshu]";
- mes "This sure gets me excited.";
- mes "If you have a normal Arm Guard, bring me your Arm Guard, and...";
- next;
- mes "[Basshu]";
- mes "1 Mirror Shield, and";
- mes "20,000 Zeny, and I'll improve your Arm Guard into an Improved Arm Guard.";
- next;
- mes "[Basshu]";
- mes "How about it? Would you like that?";
- next;
- if(select("No, I wouldn't.:Yes, I would.") == 1){
- mes "[Basshu]";
- mes "Hmm, Very Well.";
- mes "I'm so grateful you showed me that rare shield from overseas.";
- next;
- mes "[Basshu]";
- mes "Thanks for everything.";
- set ninbot,0;
- close;
- }else{
- mes "[Basshu]";
- mes "Very Well.";
- mes "I'm looking forward to this.";
- next;
- mes "[Basshu]";
- mes "Bring me 1 Arm Guard,";
- mes "1 Mirror Shield, and";
- mes "20,000 Zeny,";
- mes "and I'll make you an Improved Arm Guard.";
- next;
- mes "[Basshu]";
- mes "Come and see me when you have everything ready.";
- set ninbot,2;
- close;
- }
- }
- else if (ninbot == 2){
- if(countitem(2107) < 1 || countitem(2117) < 1){
- mes "[Basshu]";
- mes "Hmm.. It looks like there aren't enough materials.";
- mes "For an Improved Arm Guard, I require...";
- mes "1 Mirror Shield, 1 Arm Guard";
- mes "and 20,000 Zeny.";
- mes "Come again when you have these materials.";
- close;
- }
- if(Zeny < 20000){
- mes "[Basshu]";
- mes "Hmm.. You brought plenty of materials, but you're short on zeny.";
- mes "In order to create an Improved Arm Guard, I require...";
- mes "1 Mirror Shield, 1 Arm Guard";
- mes "and 20,000 Zeny.";
- mes "Come again when you have these materials.";
- close;
- }
- mes "[Basshu]";
- mes "The proper ingredients";
- mes "have been gathered.";
- mes "Before I begin,";
- mes "I'll ask one last time.";
- next;
- mes "[Basshu]";
- mes "In trade of the magical defence of the Arm Guard increasing, the shield's ability to block physical attacks may inevitably decrease.";
- next;
- mes "[Basshu]";
- mes "Will you give me the materials you've gathered";
- mes "and in trade, receive an Improved Arm Guard?";
- next;
- if(select("No:Yes") == 1){
- mes "[Basshu]";
- mes "Very Well.";
- mes "If you ever make up your mind";
- mes "come and find me again.";
- close;
- }else{
- mes "[Basshu]";
- mes "Hmm~ Well then~";
- mes "Shall we begin?";
- mes "Bang Clang ~Bang Clang ~";
- mes "Sweep Sweep~ Saw Saw~";
- next;
- if(countitem(2107) < 1 || countitem(2117) < 1 || Zeny < 20000){
- mes "HACK DETECTED";
- close;
- }
- mes "[Basshu]";
- mes "Here it is -- it's complete.";
- mes "I've made you an Improved Arm Guard.";
- mes "If you ever want me to create more items, come and ask me anytime.";
- delitem 2107,1;
- delitem 2117,1;
- set Zeny,Zeny-20000;
- set ninbot,0;
- set MISC_QUEST,MISC_QUEST | 4096;
- getitem 2119,1;
- close;
- }
- }
- else if (MISC_QUEST & 4096){
- set ninbot,0;
- mes "[Basshu]";
- mes "Oh~ I see you've come back.";
- mes "Are you here because you need an Improved Arm Guard?";
- next;
- if(select("Nope, not really.:Yes, make me another one.") == 1){
- mes "[Basshu]";
- mes "Aha~ I see~.";
- mes "Come back and talk to me anytime.";
- close;
- }else{
- if(countitem(2107) < 1 || countitem(2117) < 1){
- mes "[Basshu]";
- mes "Hmm.. It looks like there aren't enough materials.";
- mes "In order to make an Improved Arm Guard, I require...";
- mes "1 Mirror Shield, 1 Arm Guard,";
- mes "And 20,000 Zeny.";
- mes "Come again when you have these materials.";
- close;
- }
- if(Zeny < 20000){
- mes "[Basshu]";
- mes "Hmm.. You brought plenty of materials, but you're short on zeny.";
- mes "In order to make an Improved Arm Guard, I require...";
- mes "1 Mirror Shield, 1 Arm Guard,";
- mes "and 20,000 Zeny.";
- mes "Come again when you have these materials.";
- close;
- }
- mes "[Basshu]";
- mes "Looks like you brought me the correct ingredients.";
- mes "Before I begin,";
- mes "I'll ask one last time.";
- next;
- mes "[Basshu]";
- mes "In trade of the magical defence of the Arm Guard increasing, the shield's ability to block physical attacks may inevitably decrease.";
- next;
- mes "[Basshu]";
- mes "Will you give me the materials you've gathered to receive an Improved Arm Guard?";
- next;
- if(select("No:Yes") == 1){
- mes "[Basshu]";
- mes "Very Well.";
- mes "If you make up your mind";
- mes "come and find me again.";
- close;
- }else{
- mes "[Basshu]";
- mes "Hmm~ Well then~";
- mes "Shall we begin?";
- mes "Bang Clang ~Bang Clang ~";
- mes "Sweep Sweep~ Saw Saw~";
- next;
- mes "[Basshu]";
- mes "Here it is -- it's complete.";
- mes "I've made you an Improved Arm Guard";
- next;
- if(countitem(2107) < 1 || countitem(2117) < 1 || Zeny < 20000){
- mes "HACK DETECTED";
- close;
- }
- mes "[Basshu]";
- mes "If you ever want me to create more items, come and ask me anytime.";
- delitem 2107,1;
- delitem 2117,1;
- set Zeny,Zeny-20000;
- getitem 2119,1;
- close;
- }
- }
- }
- else{
- set ninbot,0;
- mes "[Basshu]";
- mes "Why~ That's~!";
- mes "Is what you have there that shield which is called a 'Mirror Shield' overseas?";
- next;
- mes "[Basshu]";
- mes "Excuse me, but may I take a look?";
- next;
- mes "[Basshu]";
- mes "I knew it!! It is a Mirror Shield~!";
- mes "There must be a way any shield can posess magical powers!!";
- next;
- mes "[Basshu]";
- mes "Shields could be much more useful than now.";
- mes "Why didn't I think of this before?";
- next;
- mes "[Basshu]";
- mes "I have two brothers, and together we are the Three Craftsmen of the East.";
- mes "I learned my crafting skill by watching my older brothers.";
- next;
- mes "[Basshu]";
- mes "Due to that, my skill is not as good as theirs, but many people say I am skilled...";
- next;
- mes "[Basshu]";
- mes "As of now, I have also given up making shields and am currently running an antique shop for shields.";
- next;
- mes "[Basshu]";
- mes "I'm researching to see if shields can be enchanted with magic.";
- next;
- mes "[Basshu]";
- mes "Therefore, I wanted to get an idea of how magic works on shields by studying a shield from overseas called the Mirror Shield, but I couldn't get my hands on one.";
- mes "What stress that had caused me.";
- next;
- mes "[Basshu]";
- mes "But luckily, you, a traveller, happened to have a mirror shield, and now I feel my creative spirit burning lively inside.";
- next;
- mes "[Basshu]";
- mes "If you want, I will make you an Improved Arm Guard if you bring me 1 Arm Guard, 1 Mirror Shield, And 20,000 Zeny.";
- mes "Would you like to try using one?";
- next;
- if(select("No, I don't wanna!:Yeah~!! Hurry and make it for me!") == 1){
- mes "[Basshu]";
- mes "Hmm, is that so.";
- mes "What a shame.";
- mes "Come and find me if you change your mind.";
- close;
- }else{
- if(countitem(2107) < 1 || countitem(2117) < 1){
- mes "[Basshu]";
- mes "Hmm.. It looks like there aren't enough materials.";
- mes "In order to create an Improved Arm Guard, I require...";
- mes "1 Mirror Shield, 1 Arm Guard";
- mes "And 20,000 Zeny";
- mes "Come again when you have these materials.";
- close;
- }
- if(Zeny < 20000){
- mes "[Basshu]";
- mes "Hmm.. You brought plenty of materials, but you're short on zeny.";
- mes "In order to make an Improved Arm Guard, I require...";
- mes "1 Mirror Shield, 1 Arm Guard,";
- mes "And 20,000 Zeny.";
- mes "Come again when you have these materials.";
- close;
- }
- mes "[Basshu]";
- mes "The proper ingredients";
- mes "have been gathered.";
- mes "Before I begin,";
- mes "I'll ask one last time.";
- next;
- mes "[Basshu]";
- mes "In trade of the magical defence of the Arm Guard increasing, the shield's ability to block physical attacks may inevitably decrease.";
- next;
- mes "[Basshu]";
- mes "Will you give me the materials you've gathered";
- mes "to receive an Improved Arm Guard?";
- next;
- if(select("No:Yes") == 1){
- mes "[Basshu]";
- mes "Very Well.";
- mes "If you ever make up your mind";
- mes "come and find me again.";
- close;
- }else{
- mes "[Basshu]";
- mes "Hmm~ Well then~";
- mes "Shall we begin?";
- mes "Bang Clang ~Bang Clang ~";
- mes "Sweep Sweep~ Saw Saw~";
- next;
- if(countitem(2107) < 1 || countitem(2117) < 1 || Zeny < 20000){
- mes "HACK DETECTED";
- close;
- }
- mes "[Basshu]";
- mes "Here it is -- it's complete.";
- mes "I've made you an Improved Arm Guard";
- mes "If you ever want me to create more items, come and ask me anytime.";
- delitem 2107,1;
- delitem 2117,1;
- set Zeny,Zeny-20000;
- set MISC_QUEST,MISC_QUEST | 4096;
- getitem 2119,1;
- close;
- }
- }
- }
-}
-
-que_ng,27,18,3 script Toshu 709,{
-
- if(BaseJob != Job_Ninja){
- mes "[Toshu]";
- mes "How are you~";
- mes "My young friend~";
- mes "I am one of the three brothers of the eastern world who craft armor. The name is Murata Toshu.";
- next;
- mes "[Toshu]";
- mes "I've learned how to slot things from a land overseas.";
- mes "I'm thinking about earning some money using this ability.";
- next;
- mes "[Toshu]";
- mes "But you don't seem like the kind of customer which I can do business with...";
- close;
- }
- mes "[Toshu]";
- mes "How are you, my young friend~";
- mes "I'm the middle brother of the three brothers in charge of crafting shields in the east.";
- mes "They call me Murata Toshu.";
- next;
- mes "[Toshu]";
- mes "I learned how to slot things from overseas, so I'm thinking about earning some money with that ability part time.";
- next;
- mes "[Toshu]";
- mes "If you want, I can create a Slotted Improved Arm Guard if you bring me";
- mes "1 Improved Arm Guard, 1 Slotted Buckler";
- mes "and 40,000 Zeny.";
- next;
- mes "[Toshu]";
- mes "By the way, I'm sorry to say this, but there's a chance I might break your materials and fail slotting the Improved Arm Guard, so you might want to think about it.";
- mes "How 'bout it? Do we have a deal?";
- next;
- if(select("No. I don't want to do this.:Yes! Let's do this!") == 1){
- mes "[Toshu]";
- mes "Ok.";
- mes "Of course, the shields are important to you.";
- mes "If you decide to go foward with this afterwards, come and find me.";
- close;
- }else{
- if(countitem(2104) < 1 || countitem(2119) < 1){
- mes "[Toshu]";
- mes "It doesn't look like you brought me enough materials.";
- mes "The required materials are 1 Slotted Buckler";
- mes "1 Improved Arm Guard, and";
- mes "40,000 Zeny.";
- mes "You must bring me the right number of materials and Zeny.";
- mes "Don't forget that.";
- close;
- }
- if(Zeny < 40000){
- mes "[Toshu]";
- mes "It looks like you brought the right amount of materials.";
- mes "However.. you didn't bring enough Zeny.";
- mes "The required materials are 1 Slotted Buckler";
- mes "1 Improved Arm Guard, and 40,000 Zeny.";
- mes "You must bring me the right number of materials and Zeny.";
- mes "Don't forget that.";
- close;
- }
- mes "[Toshu]";
- mes "Hmm. materials and zeny checked!";
- mes "Time to begin my part.";
- mes "Just to warn you..";
- next;
- mes "[Toshu]";
- mes "While I am in production, I may fail to create your gear, so you may want to think it over.";
- next;
- mes "[Toshu]";
- mes "Do you want me to produce your gear, even if there's a chance I may fail?";
- next;
- if(select("I think I better back off. Sob..:Yes! Let's try anyway!") == 1){
- mes "[Toshu]";
- mes "Ok.";
- mes "Well, come back later when you've got the guts to try.";
- mes "Erherherherher~";
- close;
- }else{
- mes "[Toshu]";
- mes "OK! I have your order!";
- mes "Just wait 3 seconds!!";
- mes "Clink Clank~!Clink Clank~!!";
- mes "Sweep Sweep~ Saw Saw~";
- next;
- if(countitem(2104) < 1 || countitem(2119) < 1 || Zeny < 40000){
- mes "HACK DETECTED";
- close;
- }
- delitem 2104,1;
- delitem 2119,1;
- set Zeny,Zeny-40000;
-
- switch (rand(5)) {
- case 1:
- getitem 12043,1;
- mes "[Toshu]";
- mes "Aaah!!!";
- mes "Ah.. this";
- mes "is bad news.";
- mes "Slotting the shield has failed";
- mes "as I feared.";
- mes "I'm very sorry about this.";
- mes "Eat this and cheer up.";
- close;
- break;
- case 2:
- getitem 12043,1;
- mes "[Toshu]";
- mes "Aaah!!!";
- mes "Ah.. this";
- mes "is bad news.";
- mes "Slotting the shield has failed";
- mes "as I feared.";
- mes "I'm very sorry about this.";
- mes "Eat this and cheer up.";
- close;
- break;
- default:
- getitem 2120,1;
- mes "[Toshu]";
- mes "Hmm~~ Looks like everything went all right.";
- mes "Here is your completed Slotted";
- mes "Improved Arm Guard.";
- mes "I was nervous that it might fail, but hey, there's a reason why I'm called a Craftsman, right?";
- mes "If you need me again, come and seek me.";
- close;
- break;
- }
- }
- }
-}
-
-que_ng,72,34,3 script Craftsman Kaibara 847,{
-
- if (BaseJob != Job_Ninja){
- mes "[Kaibara]";
- mes "I am a Craftsman called Kaibara";
- mes "I create weapons for Ninjas.";
- mes "However, It doesn't look like you are a ninja.";
- next;
- mes "[Kaibara]";
- mes "Even if I created a sword for you, I doubt you would be able to appreciate it. What a shame...";
- close;
- }
- mes "[Kaibara]";
- mes "I am the last Craftsman who knows how to make a sword out of a Black Dragon's scales. They call me Kaibara.";
- mes "You look like a Ninja.";
- mes "If you're interested, take a look at my goods while you decide what you want.";
- next;
- switch(select("Gokurin:Jitte:Ashura[3]:Murasame:Hakujin:Cancel")){
- case 1:
- mes "[Kaibara]";
- mes "Hmm~ I see you've picked the Gokurin.";
- mes "Gokurin is made with various materials, one of them being Dragon's Scale.";
- next;
- mes "[Kaibara]";
- mes "The required material for this sword is 400 Dragon Scales,";
- mes "5 Oridecons, and 30 Dragon Skins.";
- mes "and 200,000 Zeny.";
- mes "Do you want me to create this item for you?";
- next;
- if(select("No thanks. It's too expensive.:Yes! I want one!") == 1){
- mes "[Kaibara]";
- mes "Hrm. I understand. These are materials that are difficult to attain...";
- mes "If you ever happen to gather all these materials one day, feel free to come back.";
- close;
- }else{
- if(countitem(1036) < 400 || countitem(984) < 5 || countitem(7123) < 30){
- mes "[Kaibara]";
- mes "It looks like there are not enough ingredients for me to make you a Gokurin.";
- next;
- mes "[Kaibara]";
- mes "In order to make the Gokurin,";
- mes "I require ^ff0000 400 Dragon's Scale,^000000";
- mes "^ff00005 Oridecons^000000, ^ff000030 Dragon Skins^000000";
- mes "and ^ff0000200000 Zeny^000000.";
- mes "Make sure you have those items when you return to me.";
- close;
- }
- if(Zeny < 200000){
- mes "[Kaibara]";
- mes "Hmm, it looks like you have enough materials, but you're short on Zeny.";
- next;
- mes "[Kaibara]";
- mes "In order to make the Gokurin,";
- mes "I require ^ff0000 400 Dragon Scales,^000000";
- mes "^ff00005 Oridecons^000000, ^ff000030 Dragon Skins^000000";
- mes "and ^ff0000200,000 Zeny^000000.";
- mes "Make sure you have those items when you return to me.";
- close;
- }
- delitem 1036,400;
- delitem 984,5;
- delitem 7123,30;
- set Zeny,Zeny-200000;
- getitem 13006,1;
- mes "[Kaibara]";
- mes "Hmm, looks good.";
- mes "I've checked your ingredients and fees.";
- mes "Here is your completed Gokurin.";
- close;
- }
- break;
- case 2:
- mes "[Kaibara]";
- mes "Hmm~ You've picked the ^ff0000Jitte^000000.";
- mes "This sword has a legend that the more enemies you slay with it, the stronger it gets.";
- next;
- mes "[Kaibara]";
- mes "The required materials are 30 Steel, one Old Hilt";
- mes "and 20,000 Zeny.";
- mes "Do you want me to create this item for you?";
- next;
- if(select("No thanks. It's too expensive.:Yes! I want one!") == 1){
- mes "[Kaibara]";
- mes "Hrm. I understand. These are materials that are difficult to attain...";
- mes "If you ever happen to gather all these materials one day, feel free to come back.";
- close;
- }else{
- if(countitem(999) < 30 || countitem(7022) < 1){
- mes "[Kaibara]";
- mes "It looks like you need more materials before I can make you a Jitte.";
- next;
- mes "[Kaibara]";
- mes "In order to create a Jitte, I require";
- mes "^ff000030 Steel^000000, ";
- mes "^f00001 Old Hilt^000000,";
- mes "and ^ff000020,000 Zeny^000000.";
- mes "Remember these needed materials, and come back after you're positive you have them all.";
- close;
- }
- if(Zeny < 20000){
- mes "[Kaibara]";
- mes "Hmm.. You brought plenty of materials, but you're short on zeny.";
- next;
- mes "[Kaibara]";
- mes "In order to create the Jitte, I require";
- mes "^ff000030 Steel,^000000";
- mes "^f00001 Old Hilt^000000,";
- mes "and ^ff000020,000 Zeny^000000.";
- mes "Remember these needed materials, and come back after you're positive you have them all.";
- close;
- }
- delitem 999,30;
- delitem 7022,1;
- set Zeny,Zeny-20000;
- getitem 13007,1;
- mes "[Kaibara]";
- mes "Hmm, very well.";
- mes "I've checked your ingredients and fees.";
- mes "Here is your completed Jitte.";
- close;
- }
- break;
- case 3:
- mes "[Kaibara]";
- mes "Hmm~ You've chose the ^ff0000Ashura[3]^000000.";
- mes "In order to create an Ashura[3], I require ";
- mes "25 Steel, 5 Worn-out Magic Scrolls";
- mes "And 32,000 Zeny.";
- mes "Do you want me to create this item for you?";
- next;
- if(select("No thanks. It's too expensive.:Yes! I want one!") == 1){
- mes "[Kaibara]";
- mes "Hrm. I understand. These are materials that are difficult to attain...";
- mes "If you ever happen to gather all these materials one day, feel free to come back.";
- close;
- }else{
- if(countitem(999) < 25 || countitem(7099) < 5){
- mes "[Kaibara]";
- mes "It looks like you don't have all the materials I need to create an Ashura[3] for you.";
- next;
- mes "[Kaibara]";
- mes "I require ^ff000025 Steel,^000000";
- mes "^ff0000Five Worn-out Magic Scrolls,^000000";
- mes "and ^ff0000 32,000 Zeny^000000 in order to create an Ashura[3].";
- mes "Remember these needed materials, and come back after you're positive you have them all.";
- close;
- }
- if(Zeny < 32000){
- mes "[Kaibara]";
- mes "Hmm.. You brought plenty of materials, but you're short on zeny.";
- next;
- mes "[Kaibara]";
- mes "In order to create an Ashura[3], I require the following materials - ";
- mes "^ff000025 Steel,^000000";
- mes "^ff00005 Worn-out Magic Scrolls^000000,";
- mes "and ^ff0000 32,000 Zeny^000000";
- mes "Remember these needed materials, and come back after you're positive you have them all.";
- close;
- }
- delitem 999,25;
- delitem 7099,5;
- set Zeny,Zeny-32000;
- getitem 13011,1;
- mes "[Kaibara]";
- mes "Hmm, very well.";
- mes "I've checked your ingredients and fees.";
- mes "Here is your completed Ashura[3].";
- close;
- }
- break;
- case 4:
- mes "[Kaibara]";
- mes "Hmm~ You've chose the ^ff0000Murasame^000000.";
- mes "To create the Murasame, I require";
- mes "30 Steel, 10 Aquamarines";
- mes "And 48,000 Zeny.";
- mes "Do you want me to create this item for you?";
- next;
- if(select("No thanks. It's too expensive.:Yes! I want one!") == 1){
- mes "[Kaibara]";
- mes "Hrm. I understand. These are materials that are difficult to attain...";
- mes "If you ever happen to gather all these materials one day, feel free to come back.";
- close;
- }else{
- if(countitem(999) < 30 || countitem(720) < 10){
- mes "[Kaibara]";
- mes "It looks like your short on materials for me to create you a Murasame.";
- next;
- mes "[Kaibara]";
- mes "I require ^ff000030 Steel^000000, ";
- mes "^ff000010 Aquamarines^000000,";
- mes "and ^ff000048,000 Zeny^000000";
- mes "in order to create a Murasame.";
- mes "Remember these needed materials, and come back after you're positive you have them all.";
- close;
- }
- if(Zeny < 48000){
- mes "[Kaibara]";
- mes "Hmm.. You brought plenty of materials, but you're short on zeny.";
- next;
- mes "[Kaibara]";
- mes "In order to create a Murasame, I require..";
- mes "^ff000030 Steel^000000, ";
- mes "^ff000010 Aquamarines^000000,";
- mes "and ^ff000048,000 Zeny^000000.";
- mes "Remember these needed materials, and come back after you're positive you have them all.";
- close;
- }
- delitem 999,30;
- delitem 720,10;
- set Zeny,Zeny-48000;
- getitem 13012,1;
- mes "[Kaibara]";
- mes "Hmm, very well.";
- mes "I've checked your ingredients and fees.";
- mes "Here is your completed Murasame.";
- close;
- }
- break;
- case 5:
- mes "[Kaibara]";
- mes "Hmm~ You've chose the ^ff0000Hakujin^000000.";
- mes "In order to create a Hakujin, I require...";
- mes "500 Skel-Bones, 5 Pearls";
- mes "10 Level 3 Heal Scrolls";
- mes "and 120,000 Zeny.";
- mes "Do you want me to create this item for you?";
- next;
- if(select("No thanks. It's too expensive.:Yes! I want one!") == 1){
- mes "[Kaibara]";
- mes "Hrm. I understand. These are materials that are difficult to attain...";
- mes "If you ever happen to gather all these materials one day, feel free to come back.";
- close;
- }else{
- if(countitem(932) < 500 || countitem(12001) < 10 || countitem(722) < 5){
- mes "[Kaibara]";
- mes "It looks like you're short on raw materials for me to be able to make you a Hakujin.";
- next;
- mes "[Kaibara]";
- mes "In order to create a Hakujin, I require...";
- mes "500 Skel-Bones, 5 Pearls";
- mes "10 Level 3 Heal Scrolls";
- mes "and 120,000 Zeny.";
- mes "Remember these needed materials, and come back after you're positive you have them all.";
- close;
- }
- if(Zeny < 120000){
- mes "[Kaibara]";
- mes "Hmm.. You brought plenty of materials, but you're short on zeny.";
- next;
- mes "[Kaibara]";
- mes "In order to create a Hakujin, I require...";
- mes "500 Skel-Bones, 5 Pearls";
- mes "10 Level 3 Heal Scrolls";
- mes "and 120,000 Zeny.";
- mes "Remember these needed materials, and come back after you're positive you have them all.";
- close;
- }
- delitem 932,500;
- delitem 12001,10;
- delitem 722,5;
- set Zeny,Zeny-120000;
- getitem 13014,1;
- mes "[Kaibara]";
- mes "Hmm, very well.";
- mes "I've double checked the materials and Zeny you've brought.";
- mes "Here is your completed Hakujin.";
- close;
- }
- break;
- default:
- mes "[Kaibara]";
- mes "Hmm, Very well.";
- mes "Come and look for me again.";
- close;
- break;
- }
-}
-
-que_ng,22,62,3 script Tetsu 709,{
-
- mes "[Tetsu]";
- if(BaseJob != Job_Ninja){
- mes "I'm The Craftman of Fuuma Ninjas called Tetsu.";
- next;
- mes "[Tetsu]";
- mes "My living is getting tough because of my gambling, so I've started to make weapons part time.";
- next;
- mes "[Tetsu]";
- mes "However, it looks like you're not a ninja.";
- mes "There's no point of me explaining any further then.";
- next;
- mes "[Tetsu]";
- mes "Perhaps when I have some money to spare, we could play a game of Mah-jong together.";
- close;
- }
- mes "I am the Craftman of the Fuuma Ninja. I am called Tetsu.";
- next;
- mes "[Tetsu]";
- mes "Things have become tough for me due to my habit of gambling... So, here I am making weapons again, at long last.";
- next;
- mes "[Tetsu]";
- mes "I may not look it, but if it's about any items related to Fuuma, there's none who come close to my craftsmenship.";
- mes "Well, look around, look around.";
- next;
- menu "Fuuma Shuriken Beneki",M_BENEKI,"Fuuma Shuriken Daisharin",M_DAIS,
- "Fuuma Shuriken Daisharin[4]",M_DAIS4,"Fuuma Shuriken Rekka",M_REKKA,"Cancel",M_CANCEL;
-
-//=====================BENEKI========================
-M_BENEKI:
- mes "[Tetsu]";
- mes "Hmm~ You've chose the ^ff0000Fuuma Beneki^000000.";
- mes "In order to make the Fuuma Beneki, I need";
- mes "50 Steel, 20 Harpy Feather";
- mes "5 Oridecon, and 90,000 Zeny.";
- mes "Do you want me to create this item for you?";
- next;
- menu "Well .. erm .. it's kind of pricey.",M_NOPE,"Yes! Make it for me!",-;
-
- if(countitem(999)<50 || countitem(7115)<20 || countitem(984)<5){
- mes "[Tetsu]";
- mes "It looks like you haven't brought me enough materials to make you a Fuuma Shuriken Beneki.";
- next;
- mes "[Tetsu]";
- mes "In order to create a Fuuma shuriken Beneki, I require...";
- mes "^ff000050 Steel,^000000";
- mes "^ff000020 Harpy Feathers^000000,";
- mes "^ff00005 Oridecons^000000,";
- mes "and ^ff000090,000 Zeny^000000.";
- mes "Remember these needed materials, and come back after you're positive you have them all.";
- close;
- }
- if(Zeny < 90000){
- mes "[Tetsu]";
- mes "Hmm.. You brought plenty of materials, but you're short on zeny.";
- next;
- mes "[Tetsu]";
- mes "In order to create a Fuuma Shuriken Beneki, I require...";
- mes "^ff000050 Steel,^000000";
- mes "^ff000020 Harpy Feathers^000000,";
- mes "^ff00005 Oridecons^000000,";
- mes "and ^ff000090,000 Zeny^000000.";
- mes "Remember these needed materials, and come back after you're positive you have them all.";
- close;
- }
- delitem 999,50;
- delitem 7115,20;
- delitem 984,5;
- set Zeny,Zeny-90000;
- getitem 13300,1;
- mes "[Tetsu]";
- mes "Hmm, very well.";
- mes "Looks like you've brought me the correct amount of materials and Zeny";
- mes "Here is your completed Fuuma Shuriken Beneki";
- close;
-
-//=====================DAISHARIN========================
-M_DAIS:
- mes "[Tetsu]";
- mes "Hmm~ I see you've chose the ^ff0000Fuuma Shuriken Daisharin^000000.";
- mes "Fuuma Shuriken Daisharin In order to create Fuuma Shuriken Daisharin, I require...";
- mes "30 Steel, 100 Tassels";
- mes "2 Oridecons, and 40,000 Zeny.";
- mes "Do you want me to create this item for you?";
- next;
- menu "Well .. erm .. it's kind of pricey.",M_NOPE,"Yes! Make it for me!",-;
-
- if(countitem(999)<30 || countitem(7301)<100 || countitem(984)<2){
- mes "[Tetsu]";
- mes "It looks like you haven't brought me enough materials to make you a Fuuma Shuriken Daisharin.";
- next;
- mes "[Tetsu]";
- mes "Fuuma Shuriken Daisharin, I require...";
- mes "^ff000030 Steel^000000, ";
- mes "^ff0000100 Tassels^000000,";
- mes "^ff00002 Oridecons^000000,";
- mes "and ^ff000040,000 Zeny^000000.";
- mes "Remember these needed materials, and come back after you're positive you have them all.";
- close;
- }
- if(Zeny < 40000){
- mes "[Tetsu]";
- mes "Hmm.. You brought plenty of materials, but you're short on zeny.";
- next;
- mes "[Tetsu]";
- mes "Fuuma Shuriken Daisharin, I require...";
- mes "^ff000030 Steel^000000, ";
- mes "^ff0000100 Tassels^000000,";
- mes "^ff00002 Oridecons^000000,";
- mes "and ^ff000040,000 Zeny^000000.";
- mes "Remember these needed materials, and come back after you're positive you have them all.";
- close;
- }
- delitem 999,30;
- delitem 7301,100;
- delitem 984,2;
- set Zeny,Zeny-40000;
- getitem 13301,1;
- mes "[Tetsu]";
- mes "Hmm, very well.";
- mes "Looks like you've brought me the correct amount of materials and Zeny";
- mes "Here is your completed Fuuma Shuriken Daisharin";
- close;
-
-//=====================DAISHARIN4========================
-M_DAIS4:
- mes "[Tetsu]";
- mes "Hmm~ I see you've chose the ^ff0000Fuuma Shuriken Daisharin[4]^000000.";
- mes "In order to create Fuuma Shuriken Daisharin[4], I require...";
- mes "20 Cracked Diamonds, 1 Fuuma Shuriken Daisharin";
- mes "3 Oridecons, and 40,000 Zeny.";
- mes "Do you want me to create this item for you?";
- next;
- mes "[Tetsu]";
- mes "And in case you don't know...";
- mes "In the process of slotting a weapon, your weapon will lose any refine points and slotted cards, if any.";
- mes "Think this over with caution, and then decide if you really want to do this or not.";
- next;
- menu "No thanks.. It's a little pricey..",M_NOPE,"Yes! Make it for me!",-;
-
- if(countitem(733)<20 || countitem(13301)<1 || countitem(984)<3){
- mes "[Tetsu]";
- mes "It looks like you haven't brought me enough materials to make you a Fuuma Shuriken Daisharin[4].";
- next;
- mes "[Tetsu]";
- mes "In order to create a Fuuma Shuriken Daisharin[4], I require...";
- mes "^ff000020 Cracked Diamonds^000000,";
- mes "^ff00003 Oridecons^000000,";
- mes "1 Fuuma Shuriken Daisharin, and";
- mes "^ff000040,000 Zeny^000000.";
- mes "Remember these needed materials, and come back after you're positive you have them all.";
- close;
- }
- if(Zeny < 40000){
- mes "[Tetsu]";
- mes "Hmm.. You brought plenty of materials, but you're short on zeny.";
- next;
- mes "[Tetsu]";
- mes "In order to create a Fuuma Shuriken Daisharin[4], I require...";
- mes "^ff000020 Cracked Diamonds^000000,";
- mes "^ff00003 Oridecons^000000,";
- mes "1 Fuuma Shuriken Daisharin, and";
- mes "^ff000040,000 Zeny^000000.";
- mes "Remember these needed materials, and come back after you're positive you have them all.";
- close;
- }
- delitem 733,20;
- delitem 984,3;
- set Zeny,Zeny-40000;
- delitem 13301,1;
- getitem 13302,1;
- mes "[Tetsu]";
- mes "Hmm, very well.";
- mes "Looks like you've brought me the correct amount of materials and Zeny";
- mes "Here is your completed Fuuma Shuriken Daisharin[4].";
- close;
-
-//=====================REKKA========================
-M_REKKA:
- mes "[Tetsu]";
- mes "Hmm~ I see you've chose the ^ff0000Fuuma Shuriken Rekka^000000.";
- mes "In order to create a Fuuma Shuriken Rekka, I require";
- mes "50 Steel, 100 Live Coal";
- mes "100 Burning Hearts, 50 Burning Stones";
- mes "and 78,000 Zeny.";
- mes "Do you want me to create this item for you?";
- next;
- menu "Well .. erm .. it's kind of pricey",M_NOPE,"Yes! Make it for me!",-;
-
- if(countitem(999)<50 || countitem(7098)<100 || countitem(7097)<100 || countitem(7521)<50){
- mes "[Tetsu]";
- mes "It looks like you haven't brought me enough materials to make you a Fuuma Shuriken Rekka.";
- next;
- mes "[Tetsu]";
- mes "In order to create a Fuuma Shuriken Rekka, I require...";
- mes "^ff000050 Steel^000000,^ff000050 Burning Stones^000000,";
- mes "^ff0000100 Burning Hearts^000000,^ff0000100 Live Coal^000000,";
- mes "and ^ff000078,000 Zeny^000000";
- mes "Remember these needed materials, and come back after you're positive you have them all.";
- close;
- }
- if(Zeny < 78000){
- mes "[Tetsu]";
- mes "Hmm.. You brought plenty of materials, but you're short on zeny.";
- next;
- mes "[Tetsu]";
- mes "In order to create a Fuuma Shuriken Rekka, I require...";
- mes "^ff000050 Steel^000000,^ff000050 Burning Stones^000000,";
- mes "^ff0000100 Burning Hearts^000000,^ff0000100 Live Coal^000000,";
- mes "and ^ff000078,000 Zeny^000000";
- mes "Remember these needed materials, and come back after you're positive you have them all.";
- close;
- }
- delitem 999,50;
- delitem 7098,100;
- delitem 7097,100;
- delitem 7521,50;
- set Zeny,Zeny-78000;
- getitem 13303,1;
- mes "[Tetsu]";
- mes "Hmm, very well.";
- mes "Looks like you've brought me the correct amount of materials and Zeny";
- mes "Here is your completed Fuuma Shuriken Rekka.";
- close;
-
-//=====================I'M SORRY========================
-M_NOPE:
- mes "[Tetsu]";
- mes "Hmm. The cost to create this item is kind of expensive...";
- mes "All right. If you do gather all the required materials one day, come back and see me.";
- close;
-
-M_CANCEL:
- mes "[Tetsu]";
- mes "What a shame.";
- mes "I wanted to show you the weapons I put my heart and soul into making them.";
- mes "If you ever have second thoughts, it's never too late to come back and ask.";
- close;
-}
diff --git a/npc/quests/obb_quest.txt b/npc/quests/obb_quest.txt
deleted file mode 100644
index 097d7f78b..000000000
--- a/npc/quests/obb_quest.txt
+++ /dev/null
@@ -1,1948 +0,0 @@
-//===== rAthena Script =======================================
-//= Old Blue Box Quest
-//===== By ===================================================
-//= Celesta, Lupus
-//===== Version ==============================================
-//= 2.0
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-// [Aegis Conversion]
-//= Old Blue Box quest (?)
-//= Officially this quest gave an OBB in exhange for a the
-//= required items unlimitedly, however this was changed by
-//= Gravity, who claimed this behavior as a bug.
-//= The exact purpose of this quest is undetermined, but
-//= Gravity claimed that another quest would eventually
-//= branch from this one.
-//===== Additional Comments: =================================
-//= 1.7 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
-//= 1.8 Added missing checkweights. [L0ne_W0lf]
-//= 1.9 Moved Morroc NPCs to Morroc Ruins. [L0ne_W0lf]
-//= 2.0 Removed unused "name" variable. [L0ne_W0lf]
-//============================================================
-
-alberta,43,244,0 script Tourist#thai 99,{
- if (checkweight(1201,1) == 0) {
- mes "- Wait a moment! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please enlighten your weight -";
- mes "- and try again. -";
- close;
- }
- if (thai_head >= 1 && thai_head <= 5) {
- switch(thai_head) {
- case 1:
- set .@th_rand,rand(1,100);
- if (.@th_rand > 6 && .@th_rand < 20) {
- mes "[Tourist]";
- mes "...........";
- next;
- mes "[Tourist]";
- mes "You're that meanie...";
- next;
- mes "[Tourist]";
- mes "...........";
- next;
- mes "[Tourist]";
- mes "...........";
- next;
- mes "[Tourist]";
- mes "...........";
- next;
- mes "[Tourist]";
- mes "Aren't you...?";
- next;
- mes "[Tourist]";
- mes "...........";
- next;
- mes "[Tourist]";
- mes "...........";
- next;
- mes "[Tourist]";
- mes "...........";
- next;
- mes "[Tourist]";
- mes "Alright, alright, but you don't have to be mean.";
- set thai_head,2;
- close;
- }
- mes "[Tourist]";
- mes "...........";
- next;
- mes "[Tourist]";
- mes "I didn't think you were that";
- mes "mean. Scram, I ain't in the mood";
- mes "to talk to you.";
- close;
- case 2:
- mes "[Tourist]";
- mes "..........";
- next;
- switch(select("So do you have business in Lutie?:You don't want to go to Lutie for a tour.:What made you come over here?")) {
- case 1:
- mes "[Tourist]";
- mes "Yes.";
- mes "Well, actually...";
- next;
- mes "[Tourist]";
- mes "I wanted to give my girlfriend";
- mes "some well baked cookies.";
- mes "Sadly, in my hometown of";
- mes "Morroc, we don't have fancy";
- mes "foods like that.";
- next;
- mes "[Tourist]";
- mes "I've been asking all these";
- mes "merchants about it, and I was";
- mes "told that I could only get them";
- mes "in Lutie...that's my story.";
- next;
- mes "[Tourist]";
- mes "Now I'm running out of money and";
- mes "food...I can't stay here much longer...";
- next;
- if (select("Do you want me to help you?:Well, good luck with everything.") == 1) {
- set thai_head,3;
- mes "[Tourist]";
- mes "Thank god! Thank you so much.";
- mes "I knew you would help me~!";
- next;
- mes "[Tourist]";
- mes "Umm...";
- mes "Before we talk about that help...";
- mes "Er, hmmmm...";
- mes "Well, you know I'm pretty";
- mes "much starving to death now...";
- next;
- mes "[Tourist]";
- mes "Could you please get me some Meat?";
- mes "I know I'm asking you too much,";
- mes "but I'm pretty much penniless";
- mes "so I don't really have much";
- mes "of a choice...";
- close;
- }
- set thai_head,1;
- mes "[Tourist]";
- mes ".........";
- mes "How could you be so cold";
- mes "hearted after hearing my story?";
- mes "...You're pretty mean!";
- close;
- case 2:
- mes "[Tourist]";
- mes "...Oh really? Hmm...people said I";
- mes "could only get the well baked";
- mes "cookie in Lutie.";
- next;
- mes "[Tourist]";
- mes "I wanted to give my girlfriend";
- mes "some well baked cookies.";
- mes "Sadly, in my hometown of";
- mes "Morroc, we don't have fancy";
- mes "foods like that.";
- next;
- mes "[Tourist]";
- mes "I've been asking all these";
- mes "merchants about it, and I was";
- mes "told that I could only get them";
- mes "in Lutie...that's my story.";
- next;
- mes "[Tourist]";
- mes "Now I'm running out of money and";
- mes "food...I can't stay here much longer...";
- next;
- if (select("Do you want me to help you?:Well, good luck with everything.") == 1) {
- set thai_head,3;
- mes "[Tourist]";
- mes "Thank god! Thank you so much.";
- mes "I knew you would help me~!";
- next;
- mes "[Tourist]";
- mes "Umm...";
- mes "Before we talk about that help...";
- mes "Er, hmmmm...";
- mes "Well, you know I'm pretty";
- mes "much starving to death now...";
- next;
- mes "[Tourist]";
- mes "Could you please get me some Meat?";
- mes "I know I'm asking you too much,";
- mes "but I'm pretty much penniless";
- mes "so I don't really have much";
- mes "of a choice...";
- close;
- }
- set thai_head,1;
- mes "[Tourist]";
- mes ".........";
- mes "How could you be so cold";
- mes "hearted after hearing my story?";
- mes "...You're pretty mean!";
- close;
- case 3:
- mes "[Tourist]";
- mes "I was told that I could only find";
- mes "the entrance to Lutie in";
- mes "Al De Baran...";
- next;
- mes "[Tourist]";
- mes "So I came here after searching";
- mes "for Al De Baran...almost";
- mes "killing myself when I passed the desert...*Sob*";
- close;
- }
- case 3:
- if (countitem(517) == 0) {
- mes "[Tourist]";
- mes "I see...I can understand that you";
- mes "can't help me. It's alright...";
- mes "It's not like I have the right";
- mes "to demand anything of you...";
- mes "But...";
- next;
- mes "[Tourist]";
- mes "*Sob*...so... hungry...";
- close;
- }
- set .@th_rand,rand(1,100);
- if (.@th_rand > 0 && .@th_rand < 10) {
- if (countitem(517) == 10) {
- mes "[Tourist]";
- mes "Ah...thanks! Thank you so much!";
- delitem 517,10; //Meat
- next;
- }
- else if (countitem(517) < 10) {
- mes "[Tourist]";
- mes "I appreciate that you're";
- mes "helping me out of the";
- mes "goodness of your heart,";
- mes "but...";
- next;
- mes "[Tourist]";
- mes "What are you...";
- mes "Cheap?! You can feed";
- mes "a starving man more";
- mes "than this...bring me";
- mes "more Meat!";
- close;
- }
- else if (countitem(517) > 10) {
- mes "[Tourist]";
- mes "I appreciate you bringing";
- mes "all this for me but...";
- next;
- mes "[Tourist]";
- mes "Geez, you want I should";
- mes "choke myself to death?";
- mes "I can't eat all of this!";
- mes "Bring me less Meat, yeah?";
- close;
- }
- }
- else if (.@th_rand > 11 && .@th_rand < 80) {
- if (countitem(517) == 20) {
- mes "[Tourist]";
- mes "Ah...thanks! Thank you so much!";
- delitem 517,20; //Meat
- next;
- }
- else if (countitem(517) < 20) {
- mes "[Tourist]";
- mes "I appreciate that you're";
- mes "helping me out of the";
- mes "goodness of your heart,";
- mes "but...";
- next;
- mes "[Tourist]";
- mes "What are you...";
- mes "Cheap?! You can feed";
- mes "a starving man more";
- mes "than this...bring me";
- mes "more Meat!";
- close;
- }
- else if (countitem(517) > 20) {
- mes "[Tourist]";
- mes "I appreciate you bringing";
- mes "all this for me but...";
- next;
- mes "[Tourist]";
- mes "Geez, you want I should";
- mes "choke myself to death?";
- mes "I can't eat all of this!";
- mes "Bring me less Meat, yeah?";
- close;
- }
- }
- else {
- if (countitem(517) == 40) {
- mes "[Tourist]";
- mes "Ah...thanks! Thank you so much!";
- delitem 517,40; //Meat
- next;
- }
- else if (countitem(517) < 40) {
- mes "[Tourist]";
- mes "I appreciate that you're";
- mes "helping me out of the";
- mes "goodness of your heart,";
- mes "but...";
- next;
- mes "[Tourist]";
- mes "What are you...";
- mes "Cheap?! You can feed";
- mes "a starving man more";
- mes "than this...bring me";
- mes "more Meat!";
- close;
- }
- else if (countitem(517) > 40) {
- mes "[Tourist]";
- mes "Geez, you want I should";
- mes "choke myself to death?";
- mes "I can't eat all of this!";
- mes "Bring me less Meat, yeah?";
- close;
- }
- }
- set thai_head,4;
- mes "^3355FFHe seemed to have been";
- mes "starving for a long time.";
- mes "He ate all the meat I gave him";
- mes "and it was all gone in a flash.^000000";
- if (countitem(538) > 0) {
- mes "^0000FF...Oh my! He took my cookies without even asking and ate all of those too!!^000000";
- delitem 538,countitem(538); //Well_Baked_Cookie
- }
- next;
- mes "[Tourist]";
- mes "*Phew*...thanks.";
- mes "At long last...";
- mes "I feel stuffed.";
- mes "...Oh. Right.";
- mes "My girlfriend.";
- next;
- mes "[Tourist]";
- mes "Er...about the well-baked";
- mes "cookie I told you about? Um... I";
- mes "know I'm being rude and selfish";
- mes "...But I don't think I can find";
- mes "it on my own.";
- next;
- mes "[Tourist]";
- mes "So, could you bring me ^0000FF20 Well-baked Cookies^000000?";
- next;
- mes "[Tourist]";
- mes "Although I shouldn't be asking for";
- mes "any more favors, and you'd have";
- mes "to go through all this trouble...";
- mes "while I'd be safe over here...";
- next;
- mes "[Tourist]";
- mes "I really want to make my";
- mes "girlfriend happy. Everything";
- mes "would be worth it for";
- mes "that smile on her face...";
- mes "I just can't pass this chance up!";
- next;
- mes "[Tourist]";
- mes "Haven't you been in love...?";
- mes "Surely you understand the";
- mes "sway that this woman has";
- mes "over me! Otherwise...I'd be";
- mes "selling jewels...anything";
- mes "other than this.";
- next;
- mes "[Tourist]";
- mes "I'm begging you, since you're";
- mes "stronger and less delicate";
- mes "than me, please bring me";
- mes "^0000FF20 Well-baked Cookies^000000!";
- mes "For me, it's impossible!!";
- close;
- case 4:
- if (countitem(538) > 19) {
- mes "[Tourist]";
- mes "Ah~!! Thank you so much!!";
- mes "There really are many good";
- mes "people like you in this world.";
- next;
- set thai_head,5;
- delitem 538,20; //Well_Baked_Cookie
- mes "[Tourist]";
- mes "I appreciate what you've done for";
- mes "me...now I can see her smile with";
- mes "happiness.";
- next;
- mes "[Tourist]";
- mes "Hmm, there is still one problem";
- mes "left for me though...How do I";
- mes "get back home to Morroc??";
- mes "Well, if it can make my girl";
- mes "happy...";
- next;
- mes "[Tourist]";
- mes "...I'll get around to it.";
- mes "Sooner or later. Man,";
- mes "that desert's really big,";
- mes "you know?";
- close;
- }
- mes "[Tourist]";
- mes "I see...I can understand that you";
- mes "can't help me. It's alright...";
- mes "It's not like I have the right";
- mes "to demand anything of you...";
- mes "But...";
- close;
- case 5:
- mes "[Tourist]";
- mes "Thank you so much!";
- next;
- mes "[Tourist]";
- mes "Hmm...I wanna pay you back...";
- mes "And you're an adventurer...";
- mes "But I don't got any like...";
- mes "magic armor or those";
- mes "cards you guys are";
- mes "always playing with...";
- next;
- mes "[Tourist]";
- mes "Hmmm...";
- mes "....I got it!";
- mes "Sooner or later, you";
- mes "wanna visit some sort";
- mes "of wise man or...";
- mes "...something, right?";
- next;
- mes "[Tourist]";
- mes "Visit my pal ^649664Jacob^000000 in";
- mes "Morroc. Tell him that I";
- mes "introduced you. He knows";
- mes "about a wise man...";
- mes "Though, he isn't one";
- mes "himself...";
- next;
- mes "[Tourist]";
- mes "Ah, sorry, I haven't even told";
- mes "you my name. My name is...";
- mes "^0000FFPandger Mayer^000000.";
- next;
- mes "[Tourist]";
- mes "So yeah, tell my pal Jacob";
- mes "that Pandger Mayer introduced you.";
- next;
- mes "[Tourist]";
- mes "So...you tell 'em:";
- mes "^0000FFPandger Mayer introduced you^000000";
- mes "Exactly like that~";
- mes "^0000FFPandger Mayer introduced you^000000";
- mes "^FF0000Don't forget it~^000000";
- next;
- mes "[Tourist]";
- mes "Sorry I can't pay you back with";
- mes "more than this, though. Kinda";
- mes "stinks, huh?";
- next;
- mes "[Tourist]";
- mes "Here, take this as an extra";
- mes "token of my gratitute.";
- mes "This doohickey has been";
- mes "pretty handy in sticky";
- mes "situations...";
- next;
- mes "[Tourist]";
- mes "Hopefully, it'll be useful.";
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 500) {
- mes "Umm...it seems you're carrying too much stuff with you.";
- mes "Doncha want me to help you?";
- close;
- }
- set thai_head,6;
- getitem 1205,1; //Cutter_
- next;
- mes "[Tourist]";
- mes "Heh...once gain, thanks for";
- mes "the help. Take care, guy.";
- close;
- }
- }
- else if (thai_head > 5) {
- switch(rand(1,3)) {
- case 1:
- mes "[Tourist]";
- mes "Hey, thanks a bunch for your";
- mes "help. Anyways...now I remember";
- mes "I gotta go back through the";
- mes "desert again...*Sigh*";
- mes "Yeah, I better get back...";
- next;
- mes "[Tourist]";
- mes "...no matter how hard it is.";
- mes "But...yeah. It's gonna be pretty";
- mes "hard. Crossing the desert...";
- mes "alone. By myself...crud.";
- close;
- case 2:
- mes "[Tourist]";
- mes "Hey, thanks a bunch for your";
- mes "help....I ain't sure if I";
- mes "can make it back to Morroc";
- mes "in one piece...";
- next;
- mes "[Tourist]";
- mes "But I better go back";
- mes "to my girlfriend. That's";
- mes "the point of me coming";
- mes "here in the first place,";
- mes "anyway.";
- close;
- case 3:
- mes "[Tourist]";
- mes "Hey, thanks a bunch for your";
- mes "help. Man...Morroc is a long";
- mes "way off, isn't it? Aw nuts...";
- mes "I guess if I was crazy";
- mes "enough to come here because";
- mes "of my girlfriend...";
- next;
- mes "[Tourist]";
- mes "I'm crazy enough to walk all";
- mes "way back to Morroc...";
- mes "...";
- mes "...unless...";
- mes "You'll gimme a piggy-back ride?";
- next;
- mes "[Tourist]";
- mes "...kidding. I'm not that";
- mes "big of a jerk, I guess.";
- mes "Try not to look so";
- mes "surprised!";
- close;
- }
- }
- else {
- if (JobLevel < 36) {
- mes "[Tourist]";
- mes "Where am I...?";
- mes "...Who am I?";
- next;
- mes "[Tourist]";
- mes ".........";
- next;
- mes "[Tourist]";
- mes ".....";
- next;
- mes "[Tourist]";
- mes ".........";
- next;
- mes "[Tourist]";
- mes "Mahahahahahaha!!";
- next;
- mes "[Tourist]";
- mes "*Drools*...I love chocolate!";
- next;
- mes "[Tourist]";
- mes "Wait...";
- mes "I have a girlfriend...";
- mes "and...and...";
- mes "cookies...?";
- mes "I feel sooo lost...";
- next;
- mes "^3355FFWe don't talk to crazy people~^000000";
- close;
- }
- mes "[Tourist]";
- mes "Where am I?";
- mes "*Sob*...I guess I got lost...";
- mes "Hey, where is this!?";
- next;
- switch(select("Ignore him.:This is Alberta.:This is Al De Baran.")) {
- case 1:
- mes "[Tourist]";
- mes "..........";
- close;
- case 2:
- mes "[Tourist]";
- mes "Ah...I see. So this is";
- mes "Alberta...crud. I'm";
- mes "supposed to go to ^0000FFLutie^000000...";
- next;
- mes "[Tourist]";
- mes "Hey, thanks for letting me know.";
- mes "Now at least I know where I am.";
- mes "Geez...they got boats here";
- mes "that go everywhere, yeah?";
- next;
- mes "[Tourist]";
- mes "Oh right, everywhere...but Lutie.";
- mes "Man, this stinks.";
- close2;
- set thai_head,2;
- end;
- case 3:
- mes "[Tourist]";
- mes "Oh...oh right!";
- mes "Yeah, Al De Baran...";
- mes "Guess I'm not lost";
- mes "after all.";
- next;
- mes "[Tourist]";
- mes "I was told that I can see a ^FF0000Clock Tower^000000 in Al De Baran.";
- mes "Can you tell me where I can find the ^FF0000Clock Tower^000000?";
- next;
- if (select("It's in the center of the town.:Eh, I think I gave you the wrong town name.") == 1) {
- mes "[Tourist]";
- mes "..............";
- mes "You know, I'm beginning";
- mes "to feel like...";
- mes "you're pullin' my";
- mes "chain...";
- set thai_head,1;
- close;
- }
- mes "[Tourist]";
- mes "Hah~!...I knew it! Well, it's";
- mes "pretty hard to admit when";
- mes "you do something wrong.";
- mes "Thanks for being honest, pal.";
- close;
- }
- }
-}
-
-moc_ruins,105,62,4 script Jacob#thai 50,{
- if (thai_head >= 6 && thai_head <= 11) {
- switch (thai_head) {
- case 6:
- mes "[Tommy]";
- mes "Wahhhh~~~!!";
- mes "Dad~~ let me have a Munak~~~!";
- mes "Waaahhhh!";
- next;
- mes "[Tommy]";
- mes "I want Munak, Munakkkk~~!!";
- mes "Other people have a Munak, why can't I~~?";
- next;
- mes "[Tommy]";
- mes "Munak Munak Munak Munak~~~!";
- next;
- mes "[Jacob]";
- mes "Er...Ummm...";
- next;
- mes "[Tommy]";
- mes "Munak Munak Munak Munak~~~!";
- next;
- mes "[Jacob]";
- mes "Tommy, daddy is kind of busy right now...";
- next;
- mes "[Tommy]";
- mes "Munak Munak Munak Munak~~~!";
- next;
- mes "[Jacob]";
- mes "*Sigh*...alright...alright. If you want it that bad...";
- next;
- mes "[Jacob]";
- mes "Gosh...being a dad is not an easy";
- mes "thing to do...Hmmm? Do you have any business with me?";
- mes " ";
- mes "[Tommy]";
- mes "^FF0000Munak Munak Munak Munak!!^000000";
- next;
- input .@input$;
- if (.@input$ != "Pandger Mayer introduced you") {
- mes "["+strcharinfo(0)+"]";
- mes ""+.@input$+"";
- next;
- mes "[Jacob]";
- mes "....Sorry, what did you say? I have no idea what you're talking about.";
- close;
- }
- mes "["+strcharinfo(0)+"]";
- mes "Pandger Mayer introduced you.";
- next;
- mes "[Jacob]";
- mes "Oh, you mean that guy in love?";
- mes "Last time I saw him, he was";
- mes "leaving to find cookies somewhere...";
- next;
- mes "[Jacob]";
- mes "There is only one reason he could have mentioned my name to you...";
- mes " ";
- mes " ";
- mes "[Tommy]";
- mes "^FF0000Munak Munak Munak Munak!!^000000";
- next;
- mes "[Jacob]";
- mes "......";
- mes "*Sigh* For now, I have a favor to";
- mes "ask of you. Could you bring me";
- mes "^0000FF1 No Recipient^000000?";
- set thai_head,7;
- next;
- mes "[Jacob]";
- mes "I need this kid to calm down first...";
- mes " ";
- mes " ";
- mes "[Tommy]";
- mes "^FF0000Munak Munak Munak Munak!!^000000";
- close;
- case 7:
- if (countitem(636) > 0) {
- delitem 636,1; //No_Recipient
- mes "[Tommy]";
- mes "^FF0000Munak Munak Munak Munak!!^000000";
- next;
- mes "[Jacob]";
- mes "Oh, thank you so much...";
- mes "Let me calm this kid down";
- mes "first. Sorry my little boy is being so loud.";
- next;
- mes "[Jacob]";
- mes "Tommy, Tommy?";
- next;
- mes "[Tommy]";
- mes "^FF0000Moo^9F0000naah^5F0000ahhh^3F0000ahhh^000000kkk!!..Err?";
- mes "What's this, Daddy?";
- next;
- mes "[Jacob]";
- mes "This is called No Recipient~";
- mes "With this, I can get you a Munak~";
- next;
- mes "[Tommy]";
- mes "Are you serious, Daddy?!";
- next;
- mes "[Jacob]";
- mes "Yes, I am~";
- mes "Have you ever heard me lie?";
- next;
- mes "[Tommy]";
- mes ".......";
- mes "I know you always lie to Mommy.";
- next;
- mes "[Jacob]";
- mes "..........";
- mes "No no no no no...that's not";
- mes "considered lying, Tommy.";
- mes "I am just trying to make it sound better to Mommy~";
- next;
- mes "[Tommy]";
- mes ".......";
- next;
- mes "^3355FFHe looks at his father in";
- mes "doubt. Kids are too smart";
- mes "to lie to nowadays...^000000";
- next;
- mes "[Tommy]";
- if (Sex)
- mes "So, mister, do you think my Daddy can catch a Munak with this?";
- else
- mes "So, lady, do you think my Daddy can catch a Munak with this?";
- next;
- switch(select("Yes.:...not sure.:No, ^FF0000never^000000.")) {
- case 1:
- mes "[Tommy]";
- mes "Heh!! I knew my Daddy";
- mes "wouldn't tell me a lie!! Thank you!!";
- next;
- mes "[Jacob]";
- mes "(...*Phew!* Thank you~)";
- set thai_head,9;
- close;
- case 2:
- mes "[Tommy]";
- if (Sex)
- mes "So tell me, mister. Did he lie to me, then?";
- else
- mes "So tell me, lady. Did he lie to me, then?";
- next;
- mes "[Jacob]";
- mes "Wait...wait, Tommy, that's not true...";
- mes "(^0000FFGosh, why are you doing this to me, help me already!!^000000)";
- next;
- mes "[Tommy]";
- mes "Can we catch a Munak with this or";
- mes "not, huh? Tell meeeeehhhh~~~!";
- next;
- switch(select("Yes, we can.:No, we can't.")) {
- case 1:
- mes "[Tommy]";
- mes "Heh heh! I knew it!";
- mes "Thank you~!!!";
- next;
- mes "[Tommy]";
- mes "Now I can have a Munak!";
- next;
- mes "[Jacob]";
- mes "(...*Phew* Thank you~)";
- set thai_head,9;
- close;
- case 2:
- set thai_head,8;
- mes "[Tommy]";
- mes "I knew it!! Daddy, you're a liar!!";
- next;
- mes "[Tommy]";
- mes "I hate you...I hate you!!!";
- mes "I wish Baphomet would take you somewhere and eat you!!";
- next;
- mes "[Jacob]";
- mes "Shoot...Tommy, Tommy...";
- mes "Listen to me....";
- next;
- mes "[Tommy]";
- mes "I don't wanna listen to you!!!";
- mes "I hate yoooooouhhhh!!";
- next;
- mes "[Jacob]";
- mes "....You.";
- mes "";
- next;
- mes "[Jacob]";
- mes "I don't want to see your ugly face";
- mes "around here any more...";
- mes "Leave~!";
- mes "How could you do this to me, huh?";
- next;
- mes "[Tommy]";
- mes "I hate yoooooouhhhh!!";
- mes " ";
- mes " ";
- mes "[Jacob]";
- mes "Tommy...Tommy please...";
- mes "Will you let me explain...?";
- set thai_head,8;
- close;
- }
- case 3:
- set thai_head,8;
- mes "[Tommy]";
- mes "I knew it!! Daddy, you're a liar!!";
- next;
- mes "[Tommy]";
- mes "I hate you...I hate you!!!";
- mes "I wish Baphomet will take you somewhere and eat you!!";
- next;
- mes "[Jacob]";
- mes "Shoot...Tommy, Tommy...";
- mes "Listen to me....";
- next;
- mes "[Tommy]";
- mes "I don't wanna listen to you!!!";
- mes "I hate yoooooouhhhh!!";
- next;
- mes "[Jacob]";
- mes "....You.";
- next;
- mes "[Jacob]";
- mes "I don't want to see";
- mes "your ugly face any more.";
- mes "Leave!";
- mes "How could you do this to me, huh?";
- next;
- mes "[Tommy]";
- mes "I hate yoooooouhhhh!!";
- mes "[Jacob]";
- mes "Tommy...Tommy, please...";
- mes "Will you let me explain...?";
- set thai_head,8;
- close;
- }
- }
- mes "[Tommy]";
- mes "^FF0000Munak Munak Munak Munak!!^000000";
- next;
- mes "[Jacob]";
- mes "*Sigh*...that's my boy. Please get me a No Recipient as soon as you can!";
- close;
- case 8:
- if (rand(1,1000) == 792) {
- mes "[Tommy]";
- mes "^FF0000Munak Munak Munak Munak!!^000000";
- next;
- mes "[Jacob]";
- mes "....*Sigh* Okay.";
- mes "I will give you a chance";
- mes "to make up for your mistake.";
- mes "Please get me a No Recipient as soon as you can.";
- set thai_head,7;
- close;
- }
- mes "[Jacob]";
- mes "....I don't want to talk to YOU";
- mes "anymore. Get outta here~!";
- mes "It's your fault my little";
- mes "boy thinks I'm a big liar!";
- close;
- case 9:
- mes "[Jacob]";
- mes "*Phew* Now I can leave him alone.";
- mes "Kids nowadays are so impatient...I am worried about my son.";
- next;
- mes "[Jacob]";
- mes "However, I can't do anything";
- mes "about his temper...I think";
- mes "he's just too young to know";
- mes "what he's doing.";
- next;
- mes "[Jacob]";
- mes "I'm having a hard time trying to";
- mes "be a good parent, and I'm";
- mes "beginning to appreciate my";
- mes "own parents' efforts to raise me.";
- next;
- mes "[Jacob]";
- mes "Respect your parents while they're";
- mes "still alive. It's too late to be";
- mes "sorry after you've lost them.";
- next;
- mes "[Jacob]";
- mes "I was a wild kid as well...my";
- mes "parents had a hard time raising";
- mes "me. I'm ashamed of what I've done";
- mes "when I was young...";
- next;
- mes "[Jacob]";
- mes "Those days, my parents couldn't";
- mes "afford to feed me three meals a";
- mes "day. And there were many";
- mes "creditors that always came";
- mes "to our house early";
- mes "early in the morning.";
- next;
- mes "[Jacob]";
- mes "Have you every heard about";
- mes "distraint-papers? As soon";
- mes "as those creditors put that";
- mes "distraint-paper on any of my";
- mes "things,it would no longer be";
- mes "mine.";
- next;
- mes "[Jacob]";
- mes "I hated my parents for not providing me with a sweet home,";
- mes "and I became rebellious.";
- mes "But, no matter how bad I was,";
- mes "Even in those difficult circumstances...";
- next;
- mes "[Jacob]";
- mes "They never gave up on me.";
- mes "Later, they told me that I was their one and only hope...";
- mes "even though I was more of a burden than anything else at the moment.";
- next;
- mes "[Tommy]";
- mes "Daddy, do you realize you've told";
- mes "that story hundreds of times already? *Piff~*";
- mes "Stop it already~";
- next;
- mes "^3355FFTommy was jumping and running";
- mes "around like a crazy rabbit and";
- mes "eventually bumped against me.^000000";
- next;
- mes "[Jacob]";
- mes "...Tommy, respect your dad.";
- mes "This is the story of your father's life.";
- next;
- mes "[Jacob]";
- mes "A.aa.aand.!!!";
- next;
- mes "[Jacob]";
- mes "How many times have I told you";
- mes "to behave in front of other people?!";
- next;
- mes "[Jacob]";
- if (Sex)
- mes "Say you're sorry to him!";
- else
- mes "Say you're sorry to her!";
- next;
- mes "[Tommy]";
- mes "*Piff~*";
- next;
- mes "[Jacob]";
- mes "I don't hear it~!!";
- next;
- mes "[Tommy]";
- mes "...I'm sorry...*bows head*";
- set thai_head,10;
- close;
- case 10:
- set .@rem,rand(1,11);
- if (.@rem == 1) {
- mes "[Jacob]";
- mes "Ah~ yes! Didn't you say Pandger Mayer introduced me to you?";
- mes "He wouldn't introduce me to just anyone. Oh, you must be";
- mes "...an adventurer.";
- next;
- mes "[Jacob]";
- mes "Right.";
- mes "I have something to tell you.";
- next;
- mes "[Jacob]";
- mes "When you go west from Morroc, and";
- mes "pass through a cave, you will";
- mes "arrive at a town called Comodo.";
- next;
- mes "[Jacob]";
- mes "When you get there, you will see an old man named ^0000FFElder Creek^000000.";
- mes "As a Sage, he has gained the respect of many.";
- next;
- mes "[Jacob]";
- mes "People say that many adventurers";
- mes "are visiting this man for some";
- mes "reason. Why don't you go talk to him and see if he has some wisdom for you?";
- set thai_head,11;
- close;
- }
- else if (.@rem > 1 && .@remrem < 7) {
- mes "[Jacob]";
- mes "Respect your parents when they're";
- mes "still alive. It's too late to be sorry after you've lost them.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "(Hmmm...I just know that there's more that this guy can tell me...)";
- close;
- }
- else {
- mes "[Jacob]";
- mes "When you have a kid,";
- mes "don't forget to teach them";
- mes "this one thing:";
- next;
- mes "[Jacob]";
- mes "'^0000FFBe good to other people.^000000'";
- mes "'^0000FFTry to be in someone else's shoes before judging that person.^000000'";
- mes "Do you understand?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "(There's more this guy can tell me, I just know it...)";
- close;
- }
- case 11:
- mes "[Jacob]";
- mes "Now, why don't you visit the Sage?";
- mes "And I thank you for your kindness.";
- next;
- mes "[Jacob]";
- mes "He's in Comodo, if you didn't";
- mes "catch that. An adventurer like you should be able to get there with no problem.";
- close;
- }
- }
- else if (thai_head > 11) {
- mes "[Jacob]";
- mes "Thank you for the favour you did";
- mes "for me...although we couldn't";
- mes "catch a Munak in the end...";
- next;
- mes "[Jacob]";
- mes "It seems he learned something";
- mes "through the experience.";
- mes "He no longer demands something";
- mes "I cannot do for him, or";
- mes "misbehaves.";
- next;
- mes "[Jacob]";
- mes "That was another favor you did for me, even if you didn't mean to. Thank you.";
- close;
- }
- else {
- mes "[Jacob]";
- mes "*Yawns*....";
- mes "Today is such a boring day~.";
- mes "I guess I'd better go take a walk";
- mes "with my son. Do you want to walk with me?";
- next;
- mes "[Jacob's son]";
- mes "I'm happy to hear that, daddy~";
- close;
- }
-}
-
-comodo,68,195,0 script Old Man#thai 120,{
- if (checkweight(1201,1) == 0) {
- mes "- Wait a moment! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please enlighten your weight -";
- mes "- and try again. -";
- close;
- }
- if (thai_head >= 11 && thai_head <= 15) {
- switch(thai_head) {
- case 11:
- mes "[Elder Creek]";
- mes "Good day, adventurer.";
- mes "What kind of business";
- mes "do you have with me?";
- next;
- mes "[Elder Creek]";
- mes "Are you seeking fortune or";
- mes "mental relief? If not, do";
- mes "you wish to finish something";
- mes "you've started?";
- next;
- mes "[Elder Creek]";
- mes "Answer me, adventurer!";
- next;
- switch(select("I seek fortune!:I seek...wisdom.:I want to finish what I've started.")) {
- case 1:
- mes "[Elder Creek]";
- mes "You're honest...!";
- mes "However, I suggest that you try not to be enamored with wealth.";
- next;
- mes "[Elder Creek]";
- mes "Do you know the exact meaning";
- mes "of the old saying...";
- mes "^0000FFToo much is as bad as too little^000000?";
- mes "I will give you what you want if";
- mes "you answer the way I expect you to.";
- next;
- switch(select("It's necessary to have a lot!:Too dumb to see the future.:Too much of a good thing can be bad.:Cringe to the powerful.")) {
- case 1:
- mes "[Elder Creek]";
- mes "...";
- mes "Get out of my sight,";
- mes "you greedy fool.";
- set thai_head,12;
- close;
- case 2:
- mes "[Elder Creek]";
- mes "Bah! The more ignorant they are, the more arrogantly they act!";
- mes "Did you think that I would accept just any meaning?";
- mes "Take care, you ignorant fool.";
- set thai_head,12;
- close;
- case 3:
- mes "[Elder Creek]";
- mes "That's right. You know it pretty";
- mes "well. That adage serves as a lesson in greed.";
- next;
- mes "[Elder Creek]";
- mes "There is a man I've known for a";
- mes "long time...he was so greedy for";
- mes "money and fortune, he didn't care what other people thought of him.";
- next;
- mes "[Elder Creek]";
- mes "Consequently, people around him";
- mes "didn't like him at all. In the end, he lost his friends due to his greed.";
- next;
- mes "[Elder Creek]";
- mes "Of course, this rule applies to";
- mes "you as well. That sort of thing is a universal principle, after all.";
- set thai_head,13;
- close;
- case 4:
- mes "[Elder Creek]";
- mes ".....";
- mes "Did you think that I would accept just any meaning??";
- mes "Take care, you ignorant fool.";
- set thai_head,12;
- close;
- }
- case 2:
- mes "[Elder Creek]";
- mes "I see. I have been trying to help";
- mes "other people who need advice in";
- mes "order to improve their lives.";
- next;
- mes "[Elder Creek]";
- mes "Since you need my advice";
- mes "as well, I will try to";
- mes "impart my wisdom in a";
- mes "way that you will understand.";
- next;
- mes "[Elder Creek]";
- mes "Now, tell me what is bothering right now.";
- next;
- switch(select("Boy/girlfriend issue.:Financial problem.:Bored to death.:Career issue.:I want money.:Give me items, old man.")) {
- case 1:
- mes "[Elder Creek]";
- mes "I'm envious of you! Still, young";
- mes "folk like you are lucky to";
- mes "have such problems...sadly,";
- mes "no one but yourself can really";
- mes "help you in those kinds of";
- mes "situations...";
- next;
- mes "[Elder Creek]";
- mes "However, the advice I can give you";
- mes "is this: Be honest with your";
- mes "beloved. One lie leads to";
- mes "another lie in no time.";
- next;
- mes "[Elder Creek]";
- mes "If you treat the person you love";
- mes "as special to you, that person";
- mes "will eventually come to";
- mes "understand your feelings...";
- next;
- mes "[Elder Creek]";
- mes "And, remember this...";
- mes "Everyone has a different way of showing that they love someone.";
- mes "So...don't be discouraged if your feelings aren't returned.";
- next;
- mes "[Elder Creek]";
- mes "But still, I believe being honest";
- mes "is the best way to gain your";
- mes "true love.";
- next;
- mes "[Elder Creek]";
- mes "....well, that is all I can tell";
- mes "you. I hope you will be happy";
- mes "with that nugget of wisdom.";
- close2;
- set thai_head,14;
- end;
- case 2:
- mes "[Elder Creek]";
- mes "...yes, everybody has their own";
- mes "financial problems. However, think of it in this way:";
- next;
- mes "[Elder Creek]";
- mes "Money is important to make";
- mes "a living, but it's not what life is all about.";
- next;
- mes "[Elder Creek]";
- mes "Some may have the life goal of";
- mes "making fortunes, but I don't think it's the happiest way of living.";
- next;
- mes "[Elder Creek]";
- mes "As you see, there are powerful";
- mes "people in this world who can control our lives. But oftentimes...";
- next;
- mes "[Elder Creek]";
- mes "They are too greedy to be in that";
- mes "position and they don't have";
- mes "their priorities straight.";
- mes "Instead of improving the world, they use their power to only help themselves.";
- next;
- mes "[Elder Creek]";
- mes "If I were them, I wouldn't want to";
- mes "rule the world in that way.";
- next;
- mes "[Elder Creek]";
- mes "Don't you think we need somebody who can change this world??";
- next;
- mes "[Elder Creek]";
- mes ".....I apologize for being short";
- mes "tempered. I just wanted to let";
- mes "you know that money is not everything. But, it is something you need to live.";
- next;
- mes "[Elder Creek]";
- mes "I'm aware that greedy people";
- mes "ridicule this belief, saying";
- mes "that it is a poor man's effort";
- mes "to protect his pride.";
- next;
- mes "[Elder Creek]";
- mes "But, I still believe I am right.";
- mes "After all...I am a Sage.";
- mes "I hope you will be happy with my wise advice.";
- close2;
- set thai_head,14;
- end;
- case 3:
- mes "[Elder Creek]";
- mes "Yes, we always need to be";
- mes "entertained. But...it";
- mes "seems you may not be satisfied with anything.";
- next;
- mes "[Elder Creek]";
- mes "It's all about the various tastes";
- mes "and interests people will have.";
- mes "Things other people enjoy might not";
- mes "displease you. Also, if your";
- mes "mind is unwilling to be happy,";
- mes "you will not enjoy life.";
- next;
- mes "[Elder Creek]";
- mes "Here's an example of having";
- mes "the right frame of mind.";
- mes "Let's say we're cleaning";
- mes "the street for the town,";
- mes "which can be hard, grueling work...";
- next;
- mes "[Elder Creek]";
- mes "You're always covered in dust.";
- mes "In the summer, your body is";
- mes "sticky with sweat...";
- mes "In the winter, you'll be";
- mes "be out in the freezing cold...";
- next;
- mes "[Elder Creek]";
- mes "However, even so, it will be different to someone with a different perspective.";
- next;
- mes "[Elder Creek]";
- mes "Ideally, we should try";
- mes "to find joy in making";
- mes "other people happy.";
- mes "By cleaning the street, we can";
- mes "give others a reason to smile.";
- next;
- mes "[Elder Creek]";
- mes "Tourists passing through the street";
- mes "can enjoy its cleanliness...";
- mes "Overall, it makes the entire community look good.";
- next;
- mes "[Elder Creek]";
- mes "If your parents see you cleaning";
- mes "the street, they will be proud of";
- mes "their child.";
- mes "...But now, I think I'm beginning to make no sense.";
- next;
- mes "[Elder Creek]";
- mes "Oh well, I apologize.";
- mes "Just try to think positively.";
- mes "With the right attitude, eventually you will find something to enjoy.";
- next;
- mes "[Elder Creek]";
- mes "Haha~ I can see you're just";
- mes "clicking the 'next' button on these";
- mes "windows, because you're sick and tired of this NPC conversation.";
- next;
- mes "[Elder Creek]";
- mes "....anyway, that is all.";
- mes "I hope you will be happy";
- mes "with my wise advice.";
- close2;
- set thai_head,14;
- end;
- case 4:
- mes "[Elder Creek]";
- mes "That's an agonizing thought for every young person.";
- mes "But you have a lot time to think about what you want to do in the future.";
- next;
- mes "[Elder Creek]";
- mes "Experience more in many different";
- mes "places, and read as many books";
- mes "as you can. Focus on broadening your perspective.";
- next;
- mes "[Elder Creek]";
- mes "Then, you will realize what you really want to do.";
- mes "....that's all I can say.";
- mes "I hope you will be happy with my wise advice.";
- close2;
- set thai_head,14;
- end;
- case 5:
- mes "[Elder Creek]";
- mes "....";
- mes "I see, you chose the wrong answer in the first place.";
- next;
- mes "[Elder Creek]";
- mes "I believe this will be a lesson to be more honest with yourself.";
- mes "Choose the right answer next time!";
- close;
- case 6:
- mes "[Elder Creek]";
- mes "You rascal!";
- next;
- mes "[Elder Creek]";
- mes "Get out of my sight immediately! I don't talk to trash!";
- set thai_head,12;
- close;
- }
- case 3:
- mes "[Elder Creek]";
- mes "Yes, you need to see things to the end.";
- close;
- }
- case 12:
- if (rand(1,1000) == 792) {
- mes "[Elder Creek]";
- mes "....*Sigh* Okay.";
- mes "I forgive you.";
- set thai_head,11;
- close;
- }
- mes "[Elder Creek]";
- mes "I do not wish to continue this conversation with you.";
- mes "Get out of my sight immediately!";
- close;
- case 13:
- mes "[Elder Creek]";
- mes "...I was just testing you";
- mes "in order to give you something";
- mes "special. I'm the only person in the world that can give you this...";
- next;
- mes "[Elder Creek]";
- mes "I had to check if you are the right person as I initially thought.";
- mes "....Hmm.";
- next;
- mes "[Elder Creek]";
- mes "But you don't expect me to give something special without any compensation, do you?";
- mes "Would you bring the items I want?";
- next;
- mes "[Elder Creek]";
- mes "It's not a hard thing to do.";
- mes "That is...";
- next;
- mes "[Elder Creek]";
- mes "10 Brigan,";
- mes "15 Clam Shell,";
- mes "10 Crab Shell";
- mes "and 50 Cyfar.";
- next;
- mes "[Elder Creek]";
- mes "Well, I am collecting those as my hobby.";
- next;
- mes "[Elder Creek]";
- mes "I have no doubt that you will be able to gather them all.";
- next;
- mes "[Elder Creek]";
- mes "Do me this favor, young man.";
- set thai_head,15;
- close;
- case 14:
- if (rand(1,30) == 5) {
- mes "[Elder Creek]";
- mes "....hmm. I see you want more.";
- mes "Come back later.";
- set thai_head,13;
- close;
- }
- mes "[Elder Creek]";
- mes "Is there any business left between";
- mes "us? Tell me, young adventurer...";
- next;
- mes "^3355FFYou feel there may be something you missed.^000000";
- close;
- case 15:
- if (countitem(7054) > 9 && countitem(965) > 14 && countitem(964) > 9 && countitem(7053) > 49) {
- mes "[Elder Creek]";
- mes "I see you know how the world";
- mes "works. When you need something";
- mes "from someone, you must give";
- mes "in order to receive.";
- mes "Thank you for your kindness.";
- delitem 7054,10; //Brigan
- delitem 965,15; //Clam_Shell
- delitem 964,10; //Crap_Shell
- delitem 7053,50; //Cyfar
- next;
- set thai_head,16;
- getitem 603,1; //Old_Blue_Box
- mes "[Elder Creek]";
- mes "Please, take this first.";
- mes "If you would, please go talk to my";
- mes "grandson later. He seemed to witness something horrible a while ago...";
- next;
- mes "[Elder Creek]";
- mes "I have no idea what he saw,";
- mes "because the shock took away";
- mes "his ability to speak.";
- mes "When he recovers, I will tell you.";
- next;
- mes "[Elder Creek]";
- mes "In fact, the items I have asked";
- mes "for will be used to cure";
- mes "his condition. I don't";
- mes "really collect these as a";
- mes "hobby...";
- next;
- mes "[Elder Creek]";
- mes "I am sorry to cause you";
- mes "much trouble for my own good.";
- close;
- }
- mes "[Elder Creek]";
- mes "Remember, when you want something,";
- mes "especially when it's special, you";
- mes "should always offer something in exchange.";
- next;
- mes "[Elder Creek]";
- mes "I want...";
- next;
- mes "[Elder Creek]";
- mes "10 Brigan,";
- mes "15 Clam Shell,";
- mes "10 Crab Shell and";
- mes "50 Cyfar.";
- close;
- }
- }
- else if (thai_head > 15) {
- mes "[Elder Creek]";
- mes "Feel free to come back anytime...";
- mes "And if you need advice, I am more than willing to help you.";
- next;
- mes "[Elder Creek]";
- mes "Do you wish for me to give you advice, adventurer?";
- next;
- if (select("Yes.:No.") == 1) {
- mes "[Elder Creek]";
- mes "Now, tell me what bothers you at the moment.";
- next;
- switch(select("Boy/girlfriend issue.:Financial problem.:Bored to death.:Career issue.:Give me items, old man.")) {
- case 1:
- mes "[Elder Creek]";
- mes "I'm envious of you! Still, young";
- mes "folk like you are lucky to";
- mes "have such problems...sadly,";
- mes "no one but yourself can really";
- mes "help you in those kinds of";
- mes "situations...";
- next;
- mes "[Elder Creek]";
- mes "However, the advice I can give you";
- mes "is this: Be honest with your";
- mes "beloved. One lie leads to";
- mes "another lie in no time.";
- next;
- mes "[Elder Creek]";
- mes "If you treat the person you love";
- mes "as special to you, that person";
- mes "will eventually come to";
- mes "understand your feelings...";
- next;
- mes "[Elder Creek]";
- mes "And, remember this...";
- mes "Everyone has a different way of showing that they love someone.";
- mes "So...don't be discouraged if your feelings aren't returned.";
- next;
- mes "[Elder Creek]";
- mes "But still, I believe being honest";
- mes "is the best way to gain your";
- mes "true love.";
- next;
- mes "[Elder Creek]";
- mes "....well, that is all I can tell";
- mes "you. I hope you will be happy";
- mes "with that nugget of wisdom.";
- close;
- case 2:
- mes "[Elder Creek]";
- mes "...yes, everybody has their own";
- mes "financial problems. However, think of it in this way:";
- next;
- mes "[Elder Creek]";
- mes "Money is important to make";
- mes "a living, but it's not what life is all about.";
- next;
- mes "[Elder Creek]";
- mes "Some may have the life goal of";
- mes "making fortunes, but I don't think it's the happiest way of living.";
- next;
- mes "[Elder Creek]";
- mes "As you see, there are powerful";
- mes "people in this world who can control our lives. But oftentimes...";
- next;
- mes "[Elder Creek]";
- mes "They are too greedy to be in that";
- mes "position and they don't have";
- mes "their priorities straight.";
- mes "Instead of improving the world, they use their power to only help themselves.";
- next;
- mes "[Elder Creek]";
- mes "If I were them, I wouldn't want to";
- mes "rule the world in that way.";
- next;
- mes "[Elder Creek]";
- mes "Don't you think we need somebody who can change this world??";
- next;
- mes "[Elder Creek]";
- mes ".....I apologize for being short";
- mes "tempered. I just wanted to let";
- mes "you know that money is not everything. But, it is something you need to live.";
- next;
- mes "[Elder Creek]";
- mes "I'm aware that greedy people";
- mes "ridicule this belief, saying";
- mes "that it is a poor man's effort";
- mes "to protect his pride.";
- next;
- mes "[Elder Creek]";
- mes "But, I still believe I am right.";
- mes "After all...I am a Sage.";
- mes "I hope you will be happy with my wise advice.";
- close;
- case 3:
- mes "[Elder Creek]";
- mes "Yes, we always need to be";
- mes "entertained. But...it seems";
- mes "you may not be satisfied";
- mes "with anything.";
- next;
- mes "[Elder Creek]";
- mes "It's all about the various tastes";
- mes "and interests people will have.";
- mes "Things other people enjoy might";
- mes "displease you. Also, if your";
- mes "mind is unwilling to be happy,";
- mes "you will not enjoy life.";
- next;
- mes "[Elder Creek]";
- mes "Here's an example of having";
- mes "the right frame of mind.";
- mes "Let's say we're cleaning";
- mes "the street for the town,";
- mes "which can be hard, grueling work...";
- next;
- mes "[Elder Creek]";
- mes "You're always covered in dust.";
- mes "In the summer, your body is";
- mes "sticky with sweat...";
- mes "In the winter, you'll be";
- mes "be out in the freezing cold...";
- next;
- mes "[Elder Creek]";
- mes "However, even so, it will be different to someone with a different perspective.";
- next;
- mes "[Elder Creek]";
- mes "Ideally, we should try";
- mes "to find joy in making";
- mes "other people happy.";
- mes "By cleaning the street, we can";
- mes "give others a reason to smile.";
- next;
- mes "[Elder Creek]";
- mes "Tourists passing through the";
- mes "street can enjoy its";
- mes "cleanliness...";
- mes "Overall, it makes the entire community look good.";
- next;
- mes "[Elder Creek]";
- mes "If your parents see you cleaning";
- mes "the street, they will be proud of";
- mes "their child.";
- mes "...But now, I think I'm beginning to make no sense.";
- next;
- mes "[Elder Creek]";
- mes "Oh well, I apologize.";
- mes "Just try to think positively.";
- mes "With the right attitude, eventually you will find something to enjoy.";
- next;
- mes "[Elder Creek]";
- mes "Haha~ I can see you're just";
- mes "clicking the 'next' button on";
- mes "these windows, because you're sick and tired of this NPC conversation.";
- next;
- mes "[Elder Creek]";
- mes "....anyway, that is all.";
- mes "I hope you will be happy";
- mes "with my wise advice.";
- close;
- case 4:
- mes "[Elder Creek]";
- mes "That's an agonizing thought for every young person.";
- mes "But you have a lot time to think about what you want to do in the future.";
- next;
- mes "[Elder Creek]";
- mes "Experience more in many different";
- mes "places, and read as many books";
- mes "as you can. Focus on broadening your perspective.";
- next;
- mes "[Elder Creek]";
- mes "Then, you will realize what you really want to do.";
- mes "....that's all I can say.";
- mes "I hope you will be happy with my wise advice.";
- close;
- case 5:
- mes "[Elder Creek]";
- mes "You rascal!";
- next;
- mes "[Elder Creek]";
- mes "Get out of my sight immediately! I don't talk to trash!";
- close2;
- warp "comodo",196,255;
- end;
- }
- }
- mes "[Elder Creek]";
- mes "I hope you will enjoy your life. Remember, time flies and you live only once.";
- close;
- }
- else {
- mes "[Elder Creek]";
- mes "I have been helping people by giving them advice to improve their lives.";
- next;
- mes "[Elder Creek]";
- mes "Since you need my help as well, I shall endeavor to impart some wisdom.";
- next;
- mes "[Elder Creek]";
- mes "Now tell me, what bothers you right now?";
- next;
- switch(select("Boy/girlfriend issue.:Financial problem.:Bored to death.:Career issue.:Give me items, old man.")) {
- case 1:
- mes "[Elder Creek]";
- mes "I'm envious of you! Still, young";
- mes "folk like you are lucky to";
- mes "have such problems...sadly,";
- mes "no one but yourself can really";
- mes "help you in those kinds of";
- mes "situations...";
- next;
- mes "[Elder Creek]";
- mes "However, the advice I can give you";
- mes "is this: Be honest with your";
- mes "beloved. One lie leads to";
- mes "another lie in no time.";
- next;
- mes "[Elder Creek]";
- mes "If you treat the person you love";
- mes "as special to you, that person";
- mes "will eventually come to";
- mes "understand your feelings...";
- next;
- mes "[Elder Creek]";
- mes "And, remember this...";
- mes "Everyone has a different way of showing that they love someone.";
- mes "So...don't be discouraged if your feelings aren't returned.";
- next;
- mes "[Elder Creek]";
- mes "But still, I believe being honest";
- mes "is the best way to gain your";
- mes "true love.";
- next;
- mes "[Elder Creek]";
- mes "....well, that is all I can tell";
- mes "you. I hope you will be happy";
- mes "with that nugget of wisdom.";
- close;
- case 2:
- mes "[Elder Creek]";
- mes "...yes, everybody has their own";
- mes "financial problems. However, think of it in this way:";
- next;
- mes "[Elder Creek]";
- mes "Money is important to make";
- mes "a living, but it's not what life is all about.";
- next;
- mes "[Elder Creek]";
- mes "Some may have the life goal of";
- mes "making fortunes, but I don't think it's the happiest way of living.";
- next;
- mes "[Elder Creek]";
- mes "As you see, there are powerful";
- mes "people in this world who can control our lives. But oftentimes...";
- next;
- mes "[Elder Creek]";
- mes "They are too greedy to be in that";
- mes "position and they don't have";
- mes "their priorities straight.";
- mes "Instead of improving the world, they use their power to only help themselves.";
- next;
- mes "[Elder Creek]";
- mes "If I were them, I wouldn't want to";
- mes "rule the world in that way.";
- next;
- mes "[Elder Creek]";
- mes "Don't you think we need somebody who can change this world??";
- next;
- mes "[Elder Creek]";
- mes ".....I apologize for being short";
- mes "tempered. I just wanted to let";
- mes "you know that money is not everything. But, it is something you need to live.";
- next;
- mes "[Elder Creek]";
- mes "I'm aware that greedy people";
- mes "ridicule this belief, saying";
- mes "that it is a poor man's effort";
- mes "to protect his pride.";
- next;
- mes "[Elder Creek]";
- mes "But, I still believe I am right.";
- mes "After all...I am a Sage.";
- mes "I hope you will be happy with my wise advice.";
- close;
- case 3:
- mes "[Elder Creek]";
- mes "Yes, we always need to be";
- mes "entertained. But...it seems";
- mes "you may not be satisfied";
- mes "with anything.";
- next;
- mes "[Elder Creek]";
- mes "It's all about the various tastes";
- mes "and interests people will have.";
- mes "Things other people enjoy might";
- mes "displease you. Also, if your";
- mes "mind is unwilling to be happy,";
- mes "you will not enjoy life.";
- next;
- mes "[Elder Creek]";
- mes "Here's an example of having";
- mes "the right frame of mind.";
- mes "Let's say we're cleaning";
- mes "the street for the town,";
- mes "which can be hard, grueling work...";
- next;
- mes "[Elder Creek]";
- mes "You're always covered in dust.";
- mes "In the summer, your body is";
- mes "sticky with sweat...";
- mes "In the winter, you'll be";
- mes "be out in the freezing cold...";
- next;
- mes "[Elder Creek]";
- mes "However, even so, it will be different to someone with a different perspective.";
- next;
- mes "[Elder Creek]";
- mes "Ideally, we should try";
- mes "to find joy in making";
- mes "other people happy.";
- mes "By cleaning the street, we can";
- mes "give others a reason to smile.";
- next;
- mes "[Elder Creek]";
- mes "Tourists passing through the";
- mes "street can enjoy its";
- mes "cleanliness...";
- mes "Overall, it makes the entire community look good.";
- next;
- mes "[Elder Creek]";
- mes "If your parents see you cleaning";
- mes "the street, they will be proud of";
- mes "their child.";
- mes "...But now, I think I'm beginning to make no sense.";
- next;
- mes "[Elder Creek]";
- mes "Oh well, I apologize.";
- mes "Just try to think positively.";
- mes "With the right attitude, eventually you will find something to enjoy.";
- next;
- mes "[Elder Creek]";
- mes "Haha~ I can see you're just";
- mes "clicking the 'next' button on";
- mes "these windows, because you're sick and tired of this NPC conversation.";
- next;
- mes "[Elder Creek]";
- mes "....anyway, that is all.";
- mes "I hope you will be happy";
- mes "with my wise advice.";
- close;
- case 4:
- mes "[Elder Creek]";
- mes "That's an agonizing thought for every young person.";
- mes "But you have a lot time to think about what you want to do in the future.";
- next;
- mes "[Elder Creek]";
- mes "Experience more in many different";
- mes "places, and read as many books";
- mes "as you can. Focus on broadening your perspective.";
- next;
- mes "[Elder Creek]";
- mes "Then, you will realize what you really want to do.";
- mes "....that's all I can say.";
- mes "I hope you will be happy with my wise advice.";
- close;
- case 5:
- mes "[Elder Creek]";
- mes "You rascal!";
- next;
- mes "[Elder Creek]";
- mes "Get out of my sight immediately! I don't talk to trash!";
- close2;
- warp "comodo",196,255;
- end;
- }
- }
-}
-
-moc_ruins,107,62,0 script Tommy#thai 716,{
- if (thai_head >= 6 && thai_head <= 11) {
- switch(thai_head) {
- case 6:
- mes "[Tommy]";
- mes "Wahhhhhh~~~!!";
- mes "Daddy~~ let me have a Munak~~~!";
- mes "Waaaahhhh....";
- next;
- mes "[Tommy]";
- mes "I want my Munak~~!!";
- mes "Other people have one, why can't I have one too?!";
- next;
- mes "[Tommy]";
- mes "Munak Munak Munak Munak~~~";
- next;
- mes "[Jacob]";
- mes "Umm..Tommy...";
- next;
- mes "[Tommy]";
- mes "Munak Munak Munak Munak~~~";
- next;
- mes "[Jacob]";
- mes "Tommy, your daddy is kind of busy now...";
- next;
- mes "[Tommy]";
- mes "Munak Munak Munak Munak!";
- next;
- mes "[Jacob]";
- mes "Sigh...alright, alright...";
- close;
- case 7:
- mes "[Tommy]";
- mes "*cries*...I want Munak!....*cries*";
- mes "My friends all have Munak, and I don't have it...";
- mes "Waaaahhhhh~~";
- close;
- case 8:
- mes "[Tommy]";
- mes "Daddy, I hate you!!";
- mes "I hate all of you!!!";
- next;
- mes "[Tommy]";
- mes "Waaaahhh~~~!";
- mes "I don't care what anybody's telling";
- mes "me! I'll be bad because I hate everyone!";
- close;
- case 9:
- mes "[Tommy]";
- mes "Heh~!";
- mes "I'm so happy~";
- mes "We're gonna get a Munak~!";
- mes "Heh heh heh~!";
- close;
- case 10:
- mes "[Tommy]";
- mes "Heh~!";
- mes "I am so happy~";
- mes "We're gonna get a Munak~!";
- mes "Heh heh heh~!";
- close;
- case 11:
- mes "[Tommy]";
- mes "Heh~!";
- mes "I like you~ ";
- mes "Cuz now we're gonna";
- mes "get a Munak~";
- mes "So happy! *smiles*";
- close;
- }
- }
- else if (thai_head > 11) {
- mes "[Tommy]";
- mes "Daddy...I won't ask you for something that's too hard for you.";
- next;
- mes "[Tommy]";
- mes "I saw you're huffing and puffing when we went to catch a Munak.";
- mes "I'm so sorry that I gave you a hard time, daddy...";
- next;
- mes "[Tommy]";
- mes "I will be good from now on.";
- mes "I will be nice to my Daddy, to you and to anyone.";
- next;
- mes "[Tommy]";
- mes "My dad told me that I will be a good kid if I don't behave bad sometimes.";
- close;
- }
- else {
- mes "[Tommy]";
- mes "I hate to see my daddy resting in his room all day in the weekends.";
- mes "But I am so happy today because my daddy and I will take a walk together!!";
- close;
- }
-}
-
-//============================================================
-// Old changelog
-//============================================================
-//= Official OBB Quest. You can pass it any times you want.
-//= 1.6 Updated, fixed, optimized and translated into English [Lupus]
-//= 1.6a Halved the required items to make an obb, thanks to marquis007 [MasterOfMuppets]
-//============================================================
diff --git a/npc/quests/okolnir/godse_aru01.txt b/npc/quests/okolnir/godse_aru01.txt
deleted file mode 100644
index 5fb53aca2..000000000
--- a/npc/quests/okolnir/godse_aru01.txt
+++ /dev/null
@@ -1,3287 +0,0 @@
-//===== rAthena Script =======================================
-//= Falicious Okolnir - Valfreja 1
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.3
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= God Item SE Creation scipt (Asprika)
-//===== Additional Comments: =================================
-//= 1.0 First version. [L0ne_W0lf]
-//= 1.1 First round of bug fixes. (bugreport:3085) [L0ne_W0lf]
-//= Fixed two spawn locations of the key stones in Piamete's room.
-//= Fixed calling an event that doesn't exist when killing Piamete.
-//= Fixed the Wish Maiden not enabling when the boss is killed.
-//= Fixed two NPC named that were missed when translating.
-//= Fixed Dialog that was overlooked in some files and not others.
-//= 1.2 More bug fixes, sorry it took so long. [L0ne_W0lf]
-//= Fixed message on the portal when the okolnir section is full.
-//= Corrected non-angry Piamette not disabling.
-//= Removed extra dialog that was used in the Brynhild quest.
-//= 1.2a Fixed Wish maiden asking for soft feathers. [L0ne_W0lf]
-//= 1.3 Corrected invalid coordinates in maze. (bugreport:4220)
-//= Corrected typo in Guard of Shadow NPC.
-//============================================================
-
-arug_cas01,161,371,3 script Guide#gq_aru01 899,{
- set .@GID, GetCastleData("arug_cas01",1);
- if (getcharid(2) == .@GID) {
- if ($siz_aru01_on == 0) {
- mes "[Guide]";
- mes "This castle has a hidden secret.";
- mes "That is the ^4d4dff'Okolnir'^000000.";
- next;
- switch(select("About Okolnir.:Go to Okolnir.:Cancel.")) {
- case 1:
- mes "[Guide]";
- mes "Okolnir is a kind of virtual realm...";
- mes "I don't know how Okolnir exists, but I guess only Valkyrie knows.";
- next;
- mes "[Guide]";
- mes "As you know this is a place to test the adventurers made by Valkyrie...";
- mes "...you know the qualifications to enter Okolnir.";
- next;
- select("Qualifications?");
- mes "[Guide]";
- mes "Yes, Valkyrie definitely prefers strong adventurers.";
- mes "Only the qualified can enter Okolnir and Valhalla.";
- next;
- mes "[Guide]";
- mes "It only opens when everyone comes together to work it out.";
- mes "The key is in the castle.";
- next;
- mes "[Guide]";
- mes "If a castle's ^4d4dffeconomy is over 65 and defense also over 30^000000, this will be acceptable to access Okolnir.";
- next;
- mes "[Guide]";
- mes "And, if you pass all of the tests given by Valkyrie in Okolnir!";
- mes "You will also receive a mysterious gift.";
- next;
- mes "[Guide]";
- mes "Would you like to try to enter here?";
- close;
- case 2:
- set .@Defence,GetCastleData("arug_cas01",3);
- set .@Economy,GetCastleData("arug_cas01",2);
- if ((.@Economy > 64) && (.@Defence > 29)) {
- mes "[Guide]";
- mes "Great! Economy and Defense are OK.";
- mes "You can enter Okolnir now....";
- mes "Do you want to go there?";
- next;
- switch(select("Sure let's go there.:No.")) {
- case 1:
- if (countitem(7839) > 0) {
- delitem 7839,countitem(7839); //Crystal_Key
- }
- mes "[Guide]";
- mes "Ok......";
- mes "Please follow me...";
- close2;
- warp "que_qaru01",346,32;
- end;
- case 2:
- mes "[Guide]";
- mes "You can try this anytime in the future...";
- mes "If you are ready to protect this castle.";
- close;
- }
- }
- else {
- mes "[Guide]";
- mes "You are not qualified yet.";
- mes "Please develop your castle more...";
- close;
- }
- }
- }
- else if ($siz_aru01_on == 1) {
- mes "[Guide]";
- mes "... OK...";
- mes "Good luck.";
- next;
- switch(select("Enter now.:No.")) {
- case 1:
- if (countitem(7839) > 0) {
- delitem 7839,countitem(7839); //Crystal_Key
- }
- mes "[Guide]";
- mes "Hope you get everything you want...";
- close2;
- warp "que_qaru01",346,32;
- end;
- case 2:
- mes "[Guide]";
- mes "Really?";
- mes "Sorry to hear that.";
- close;
- }
- }
- else if ($siz_aru01_on == 2) {
- mes "[Guide]";
- mes "Building Okolnir needs quite a long time.";
- mes "....even though it's only virtual...";
- next;
- mes "[Guide]";
- mes "It takes about 12 -13 hours to create the virtual realm.";
- close;
- }
- else {
- mes "[Guide]";
- mes "You'll have to wait.";
- close;
- }
- }
- else {
- mes "[Guide]";
- mes "... I've never seen you before.";
- mes "You are strangers here. You'd better get out of here right now.";
- close;
- }
- end;
-
-OnInit:
- set $gqse_aru01_miro,0;
- set $gqse_aru01_pcc,0;
- set $gqse_aru01_gd,0;
- set $gqse_aru01_nm,0;
- if ($siz_aru01_on == 1) {
- set $siz_aru01_on,0;
- }
- enablenpc "Guide#gq_aru01";
- end;
-}
-
-que_qaru01,345,23,0 warp Gate02#gq_aru01 1,1,arug_cas01,157,369
-
-que_qaru01,345,82,3 script Wish Maiden#gq_aru01 403,{
- set .@GID, GetCastleData("arug_cas01",1);
- if (getcharid(2) == .@GID) {
- cutin "wish_maiden31",1;
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- mes "[Wish Maiden]";
- mes "I am... Wish maiden.";
- mes "Mourning in this virtual realm, Okolnir.";
- mes "On behalf of the humanbeings who defeated God here.";
- next;
- if ((countitem(7835) > 0) && (countitem(7836) > 0) && (countitem(7837) > 0) && (countitem(7838) > 0) && (countitem(2513) > 0) && (countitem(7291) > 9) && (countitem(7293) > 9) && (countitem(7063) > 99) && (countitem(985) > 19)) {
- cutin "wish_maiden11",1;
- mes "[Wish Maiden]";
- mes "Are you ready to endure the trials to get the Goddess' glory?";
- next;
- switch(select("Yes, I am:Sorry, I'll try later")) {
- case 1:
- cutin "wish_maiden12",1;
- mes "[Wish Maiden]";
- mes "I will test whether or not you deserve the Goddess shine...";
- mes "Isn't it simple?";
- next;
- mes "[Wish Maiden]";
- mes "Okolnir is a virtual place.";
- mes "There is no room for error there.";
- mes "^ff0000You only have one hour.^000000";
- next;
- cutin "wish_maiden31",1;
- mes "[Wish Maiden]";
- mes "If you have not finished in that time, Okolnir will be destroyed, and I will go to rest.";
- mes "You will have to wait again...";
- next;
- mes "[Wish Maiden]";
- mes "Are you ready to go through?";
- mes "^4d4dffYou need to have 16 to 20 members present^000000.";
- next;
- cutin "wish_maiden11",1;
- mes "[Wish Maiden]";
- mes "I will open the gate of Okolnir if your members are ready.";
- next;
- switch(select("We are ready.:We need more time.")) {
- case 1:
- set .@saram,getmapusers("que_qaru01");
- if (((.@saram > 15) && (.@saram < 21)) || (getgmlevel() == 99)) {
- cutin "wish_maiden12",1;
- mes "[Wish Maiden]";
- mes "Now I will open the gate of Okolnir where I am.";
- mes "I will wait for you on the top of Okolnir...";
- next;
- mes "[Wish Maiden]";
- mes "I hope that you can complete all of the trials before the virtual Okolnir is destroyed...";
- mes "Good luck.";
- mapannounce "que_qaru01","Wish Maiden: The gate of Okolnir is open! Don't forget you only have one hour.",bc_map,"0x00ff00";
- close2;
- set $gqse_aru01_pcc,.@saram;
- set $siz_aru01_on,1;
- donpcevent "#okolnir_aru01::OnEnable";
- disablenpc "Wish Maiden#gq_aru01";
- cutin "wish_maiden11",255;
- announce "["+ strcharinfo(0) +"], of the guild ["+ GetGuildName(.@GID) +"] has opened the gates to the realm of Okolnir.",bc_all,"0x70dbdb";
- end;
- }
- else {
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "You need to have 16 to 20 members present to open the gate of Okolnir.";
- mes "Come back when you are ready.";
- close2;
- }
- break;
- case 2:
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "Don't hesitate to try.";
- mes "You should catch the chance when it comes to you.";
- mes "Just gather your fellow members.";
- close2;
- }
- break;
- case 2:
- cutin "wish_maiden32",1;
- mes "[Wish Maiden]";
- mes "... Are you afraid of";
- mes "the trials facing you?";
- mes "....";
- next;
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "Do you think that you can defeat the Goddess shine easily?";
- mes "I feel disappointed by all of you.";
- mes "Just go away...";
- close2;
- }
- }
- else {
- cutin "wish_maiden11",1;
- mes "[Wish Maiden]";
- mes "Do you wish to enter?";
- mes "Only those prepared may enter here.";
- mes "You must bring several items to enter Okolnir.";
- next;
- mes "[Wish Maiden]";
- mes "Dusk Glow";
- mes "Dawn Essence";
- mes "Cold Moonlight";
- mes "Hazy Starlight.";
- next;
- mes "[Wish Maiden]";
- mes "Please bring those four things, 10 Agate, 10 Rose Quartz, and 20 Elunium,";
- mes "a Heavenly Maiden's Robe, as well as Soft feathers.";
- next;
- mes "[Wish Maiden]";
- mes "Once all of those are prepared, the gate will open.";
- next;
- mes "[Wish Maiden]";
- mes ".... ";
- mes "...........The Goddess shines brightly down on you, you should be stronger to deserve it...";
- next;
- mes "[Wish Maiden]";
- mes "Remember...";
- mes "You need to collect many soft feathers.";
- mes "I hope that your dreams come true.";
- next;
- mes "[Wish Maiden]";
- mes "I will answer all your requests if you bring these to me.";
- close2;
- }
- }
- else {
- cutin "wish_maiden31",1;
- mes "[Wish Maiden]";
- mes "I am... Wish maiden.";
- mes "Mourning in this virtual realm, Okolnir.";
- mes "On behalf of the humanbeings who defeated God here.";
- next;
- mes "[Wish Maiden]";
- mes "Bring me the one who brought you to this place.";
- mes ".. Deliver him to my will.";
- close2;
- }
- }
- else {
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "...You are not qualified.";
- close2;
- percentheal -100,0;
- cutin "wish_maiden11",255;
- end;
- }
- cutin "wish_maiden11",255;
- end;
-
-OnInit:
- if ($siz_aru01_on == 0) {
- enablenpc "Wish Maiden#gq_aru01";
- }
- else {
- disablenpc "Wish Maiden#gq_aru01";
- }
- end;
-}
-
-que_qaru01,346,81,0 script Gate01#gq_aru01 45,1,1,{
- end;
-
-OnInit:
- disablenpc "Gate01#gq_aru01";
- end;
-
-OnEnable:
- enablenpc "Gate01#gq_aru01";
- setcell "que_qaru01",58,302,63,302,cell_walkable,0;
- setcell "que_qaru01",58,302,63,302,cell_shootable,0;
- end;
-
-OnDisable:
- disablenpc "Gate01#gq_aru01";
- killmonsterall "que_qaru01";
- end;
-
-OnTouch:
- set .@saram,getmapusers("que_qaru01");
- if (.@saram < 21) {
- if ($gqse_aru01_miro == $gqse_aru01_pcc) {
- set .@point,rand(1,5);
- if (.@point == 1) {
- warp "que_qaru01",72,271;
- end;
- }
- else if (.@point == 2) {
- warp "que_qaru01",45,243;
- end;
- }
- else if (.@point == 3) {
- warp "que_qaru01",102,248;
- end;
- }
- else if (.@point == 4) {
- warp "que_qaru01",102,300;
- end;
- }
- else {
- warp "que_qaru01",46,300;
- end;
- }
- }
- else if ($gqse_aru01_miro == 0) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru01",77,271,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru01",77,271,strcharinfo(0),1659,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru01",77,271,strcharinfo(0),1662,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru01",77,271,strcharinfo(0),1663,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru01",77,271,strcharinfo(0),1660,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru01",77,271,strcharinfo(0),1661,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else {
- monster "que_qaru01",77,271,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- set $gqse_aru01_miro,1;
- warp "que_qaru01",72,271;
- end;
- }
- else if ($gqse_aru01_miro == 1) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru01",63,278,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru01",63,278,strcharinfo(0),1659,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru01",63,278,strcharinfo(0),1662,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru01",63,278,strcharinfo(0),1663,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru01",63,278,strcharinfo(0),1660,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru01",63,278,strcharinfo(0),1661,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else {
- monster "que_qaru01",63,278,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- set $gqse_aru01_miro,2;
- warp "que_qaru01",63,282;
- end;
- }
- else if ($gqse_aru01_miro == 2) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru01",63,294,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru01",63,294,strcharinfo(0),1659,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru01",63,294,strcharinfo(0),1662,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru01",63,294,strcharinfo(0),1663,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru01",63,294,strcharinfo(0),1660,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru01",63,294,strcharinfo(0),1661,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else {
- monster "que_qaru01",63,294,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- set $gqse_aru01_miro,3;
- warp "que_qaru01",59,294;
- end;
- }
- else if ($gqse_aru01_miro == 3) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru01",50,300,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru01",50,300,strcharinfo(0),1659,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru01",50,300,strcharinfo(0),1662,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru01",50,300,strcharinfo(0),1663,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru01",50,300,strcharinfo(0),1660,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru01",50,300,strcharinfo(0),1661,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else {
- monster "que_qaru01",50,300,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- set $gqse_aru01_miro,4;
- warp "que_qaru01",46,300;
- end;
- }
- else if ($gqse_aru01_miro == 4) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru01",51,280,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru01",51,280,strcharinfo(0),1659,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru01",51,280,strcharinfo(0),1662,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru01",51,280,strcharinfo(0),1663,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru01",51,280,strcharinfo(0),1660,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru01",51,280,strcharinfo(0),1661,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else {
- monster "que_qaru01",51,280,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- set $gqse_aru01_miro,5;
- warp "que_qaru01",51,285;
- end;
- }
- else if ($gqse_aru01_miro == 5) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru01",51,258,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru01",51,258,strcharinfo(0),1659,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru01",51,258,strcharinfo(0),1662,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru01",51,258,strcharinfo(0),1663,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru01",51,258,strcharinfo(0),1660,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru01",51,258,strcharinfo(0),1661,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else {
- monster "que_qaru01",51,258,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- set $gqse_aru01_miro,6;
- warp "que_qaru01",51,262;
- end;
- }
- else if ($gqse_aru01_miro == 6) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru01",49,243,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru01",49,243,strcharinfo(0),1659,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru01",49,243,strcharinfo(0),1662,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru01",49,243,strcharinfo(0),1663,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru01",49,243,strcharinfo(0),1660,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru01",49,243,strcharinfo(0),1661,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else {
- monster "que_qaru01",49,243,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- set $gqse_aru01_miro,7;
- warp "que_qaru01",45,243;
- end;
- }
- else if ($gqse_aru01_miro == 7) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru01",86,249,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru01",86,249,strcharinfo(0),1659,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru01",86,249,strcharinfo(0),1662,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru01",86,249,strcharinfo(0),1663,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru01",86,249,strcharinfo(0),1660,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru01",86,249,strcharinfo(0),1661,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else {
- monster "que_qaru01",86,249,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- set $gqse_aru01_miro,8;
- warp "que_qaru01",82,249;
- end;
- }
- else if ($gqse_aru01_miro == 8) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru01",102,243,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru01",102,243,strcharinfo(0),1659,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru01",102,243,strcharinfo(0),1662,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru01",102,243,strcharinfo(0),1663,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru01",102,243,strcharinfo(0),1660,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru01",102,243,strcharinfo(0),1661,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else {
- monster "que_qaru01",102,243,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- set $gqse_aru01_miro,9;
- warp "que_qaru01",102,248;
- end;
- }
- else if ($gqse_aru01_miro == 9) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru01",90,256,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru01",90,256,strcharinfo(0),1659,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru01",90,256,strcharinfo(0),1662,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru01",90,256,strcharinfo(0),1663,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru01",90,256,strcharinfo(0),1660,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru01",90,256,strcharinfo(0),1661,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else {
- monster "que_qaru01",90,256,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- set $gqse_aru01_miro,10;
- warp "que_qaru01",90,260;
- end;
- }
- else if ($gqse_aru01_miro == 10) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru01",90,283,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru01",90,283,strcharinfo(0),1659,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru01",90,283,strcharinfo(0),1662,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru01",90,283,strcharinfo(0),1663,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru01",90,283,strcharinfo(0),1660,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru01",90,283,strcharinfo(0),1661,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else {
- monster "que_qaru01",90,283,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- set $gqse_aru01_miro,11;
- warp "que_qaru01",90,280;
- end;
- }
- else if ($gqse_aru01_miro == 11) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru01",102,295,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru01",102,295,strcharinfo(0),1659,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru01",102,295,strcharinfo(0),1662,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru01",102,295,strcharinfo(0),1663,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru01",102,295,strcharinfo(0),1660,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru01",102,295,strcharinfo(0),1661,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else {
- monster "que_qaru01",102,295,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- set $gqse_aru01_miro,12;
- warp "que_qaru01",102,300;
- end;
- }
- else if ($gqse_aru01_miro == 12) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru01",96,285,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru01",96,285,strcharinfo(0),1659,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru01",96,285,strcharinfo(0),1662,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru01",96,285,strcharinfo(0),1663,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru01",96,285,strcharinfo(0),1660,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru01",96,285,strcharinfo(0),1661,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else {
- monster "que_qaru01",96,285,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- set $gqse_aru01_miro,13;
- warp "que_qaru01",96,290;
- end;
- }
- else if ($gqse_aru01_miro == 13) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru01",63,278,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru01",63,278,strcharinfo(0),1659,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru01",63,278,strcharinfo(0),1662,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru01",63,278,strcharinfo(0),1663,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru01",63,278,strcharinfo(0),1660,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru01",63,278,strcharinfo(0),1661,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else {
- monster "que_qaru01",63,278,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- set $gqse_aru01_miro,14;
- warp "que_qaru01",63,282;
- end;
- }
- else if ($gqse_aru01_miro == 14) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru01",65,243,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru01",65,243,strcharinfo(0),1659,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru01",65,243,strcharinfo(0),1662,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru01",65,243,strcharinfo(0),1663,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru01",65,243,strcharinfo(0),1660,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru01",65,243,strcharinfo(0),1661,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else {
- monster "que_qaru01",65,243,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- set $gqse_aru01_miro,15;
- warp "que_qaru01",61,243;
- end;
- }
- else if ($gqse_aru01_miro == 15) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru01",73,249,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru01",73,249,strcharinfo(0),1659,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru01",73,249,strcharinfo(0),1662,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru01",73,249,strcharinfo(0),1663,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru01",73,249,strcharinfo(0),1660,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru01",73,249,strcharinfo(0),1661,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else {
- monster "que_qaru01",73,249,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- set $gqse_aru01_miro,16;
- warp "que_qaru01",70,249;
- end;
- }
- else if ($gqse_aru01_miro == 16) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru01",102,275,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru01",102,275,strcharinfo(0),1659,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru01",102,275,strcharinfo(0),1662,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru01",102,275,strcharinfo(0),1663,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru01",102,275,strcharinfo(0),1660,1,"#Gate_manager_aru01::OnMyMobDead";
- end;
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru01",102,275,strcharinfo(0),1661,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else {
- monster "que_qaru01",102,275,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- set $gqse_aru01_miro,17;
- warp "que_qaru01",102,282;
- end;
- }
- else if ($gqse_aru01_miro == 17) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru01",70,300,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru01",70,300,strcharinfo(0),1659,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru01",70,300,strcharinfo(0),1662,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru01",70,300,strcharinfo(0),1663,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru01",70,300,strcharinfo(0),1660,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru01",70,300,strcharinfo(0),1661,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else {
- monster "que_qaru01",70,300,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- set $gqse_aru01_miro,18;
- warp "que_qaru01",66,300;
- end;
- }
- else if ($gqse_aru01_miro == 18) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru01",57,255,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru01",57,255,strcharinfo(0),1659,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru01",57,255,strcharinfo(0),1662,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru01",57,255,strcharinfo(0),1663,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru01",57,255,strcharinfo(0),1660,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru01",57,255,strcharinfo(0),1661,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else {
- monster "que_qaru01",57,255,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- set $gqse_aru01_miro,19;
- warp "que_qaru01",57,258;
- end;
- }
- else if ($gqse_aru01_miro == 19) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru01",84,277,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru01",84,277,strcharinfo(0),1659,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru01",84,277,strcharinfo(0),1662,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru01",84,277,strcharinfo(0),1663,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru01",84,277,strcharinfo(0),1660,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru01",84,277,strcharinfo(0),1661,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- else {
- monster "que_qaru01",84,277,strcharinfo(0),1652,1,"#Gate_manager_aru01::OnMyMobDead";
- }
- set $gqse_aru01_miro,20;
- warp "que_qaru01",84,280;
- end;
- }
- }
- else {
- mes "There are too many people, you can't enter.";
- close;
- }
- end;
-}
-
-que_qaru01,1,4,0 script #Gate_manager_aru01 844,{
-OnMyMobDead:
- if ($gqse_aru01_miro == $gqse_aru01_pcc) {
- if (mobcount("que_qaru01","#Gate_manager_aru01::OnMyMobDead") == 0) {
- donpcevent "#gq_miromob2_aru01::OnEnable";
- }
- }
- end;
-}
-
-que_qaru01,1,4,0 script #gq_miromob2_aru01 844,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qaru01","Wish Maiden: How does it feel to see shadows of the past. This is only the beginning.",bc_map,"0x00ff00";
- end;
-
-OnTimer6000:
- mapannounce "que_qaru01","Wish Maiden: The things you seeing are not real, don't be caught in the Mystic garden.",bc_map,"0x00ff00";
- monster "que_qaru01",72,271,"Seyren Windsor",1640,1,"#gq_miromob2_aru01::OnMyMobDead";
- monster "que_qaru01",63,282,"Kathryne Keyron",1645,1,"#gq_miromob2_aru01::OnMyMobDead";
- monster "que_qaru01",59,294,"Cecil Damon",1644,1,"#gq_miromob2_aru01::OnMyMobDead";
- monster "que_qaru01",46,300,"Margaretha Sorin",1643,1,"#gq_miromob2_aru01::OnMyMobDead";
- monster "que_qaru01",51,285,"Eremes Guile",1641,1,"#gq_miromob2_aru01::OnMyMobDead";
- monster "que_qaru01",51,262,"Howard Alt-Eisen",1642,1,"#gq_miromob2_aru01::OnMyMobDead";
-
- monster "que_qaru01",45,243,"Seyren Windsor",1640,1,"#gq_miromob2_aru01::OnMyMobDead";
- monster "que_qaru01",82,249,"Kathryne Keyron",1645,1,"#gq_miromob2_aru01::OnMyMobDead";
- monster "que_qaru01",102,248,"Cecil Damon",1644,1,"#gq_miromob2_aru01::OnMyMobDead";
- monster "que_qaru01",90,260,"Margaretha Sorin",1643,1,"#gq_miromob2_aru01::OnMyMobDead";
- monster "que_qaru01",90,280,"Eremes Guile",1641,1,"#gq_miromob2_aru01::OnMyMobDead";
- monster "que_qaru01",102,300,"Howard Alt-Eisen",1642,1,"#gq_miromob2_aru01::OnMyMobDead";
-
- monster "que_qaru01",63,282,"Seyren Windsor",1640,1,"#gq_miromob2_aru01::OnMyMobDead";
- monster "que_qaru01",61,243,"Kathryne Keyron",1645,1,"#gq_miromob2_aru01::OnMyMobDead";
- monster "que_qaru01",70,249,"Cecil Damon",1644,1,"#gq_miromob2_aru01::OnMyMobDead";
- monster "que_qaru01",102,282,"Margaretha Sorin",1643,1,"#gq_miromob2_aru01::OnMyMobDead";
- monster "que_qaru01",66,300,"Eremes Guile",1641,1,"#gq_miromob2_aru01::OnMyMobDead";
- monster "que_qaru01",57,258,"Howard Alt-Eisen",1642,1,"#gq_miromob2_aru01::OnMyMobDead";
- stopnpctimer;
- end;
-
-Onreset:
- killmonster "que_qaru01","#gq_miromob2_aru01::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- if (mobcount("que_qaru01","#gq_miromob2_aru01::OnMyMobDead") == 0) {
- mapannounce "que_qaru01","The Mystic garden exit is now open.",bc_map,"0x00ff00";
- setcell "que_qaru01",58,302,63,302,cell_walkable,1;
- setcell "que_qaru01",58,302,63,302,cell_shootable,1;
- donpcevent "#Maze_Manager_aru01::OnDisable";
- }
- end;
-}
-
-que_qaru01,1,1,0 script #okolnir_aru01 844,{
-
-OnEnable:
- donpcevent "Gate01#gq_aru01::OnEnable";
- donpcevent "#Maze_Manager_aru01::OnEnable";
- donpcevent "#event_start01_aru01::OnEnable";
- donpcevent "#gd_aru01_mobctrl::OnEnable";
- enablenpc "Guard of Shadow#aru01_01";
- enablenpc "Guard of Shadow#aru01_02";
- enablenpc "Guard of Shadow#aru01_03";
- enablenpc "Guard of Shadow#aru01_04";
- enablenpc "Bloody Hunter#aru01_ac01";
- enablenpc "Bloody Hunter#aru01_ac02";
- enablenpc "Bloody Hunter#aru01_ac03";
- enablenpc "Bloody Hunter#aru01_ac04";
- enablenpc "Temple Keeper#aru01_ac01";
- enablenpc "Temple Keeper#aru01_ac02";
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc "Wish Maiden#gq_aru01";
- donpcevent "#gq_miromob2_aru01::Onreset";
- disablenpc "Piamette#aru01";
- donpcevent "#gdtimer01_aru01::Onstop";
- donpcevent "#gdtimer02_aru01::Onstop";
- donpcevent "#piamette_aru01::Onreset";
- donpcevent "Wish Maiden#aru01_boss::OnDisable";
- donpcevent "Wish Maiden#aru01_gift::OnDisable";
- donpcevent "#gd_aru01_mobctrl::Onreset";
- donpcevent "Gate01#gq_aru01::OnDisable";
- donpcevent "#Maze_Manager_aru01::OnDisable";
- donpcevent "#event_start01_aru01::OnDisable";
- donpcevent "#nm_switch_aru01::OnDisable";
- donpcevent "#nmsomaru01_jin01::OnDisable";
- donpcevent "#nmsomaru01_jin02::OnDisable";
- donpcevent "#nmsomaru01_jin03::OnDisable";
- donpcevent "Guard of Shadow#aru01_01::OnDisable";
- donpcevent "Guard of Shadow#aru01_02::OnDisable";
- donpcevent "Guard of Shadow#aru01_03::OnDisable";
- donpcevent "Guard of Shadow#aru01_04::OnDisable";
- donpcevent "Bloody Hunter#aru01_ac01::OnDisable";
- donpcevent "Bloody Hunter#aru01_ac02::OnDisable";
- donpcevent "Bloody Hunter#aru01_ac03::OnDisable";
- donpcevent "Bloody Hunter#aru01_ac04::OnDisable";
- donpcevent "Temple Keeper#aru01_ac01::OnDisable";
- donpcevent "Temple Keeper#aru01_ac02::OnDisable";
- disablenpc "#to_agit_aru01_gate";
- donpcevent "#aru01_stone01::Onreset";
- donpcevent "#aru01_stone02::Onreset";
- donpcevent "#aru01_stone03::Onreset";
- disablenpc "#aru01_cage01";
- disablenpc "#aru01_cage02";
- disablenpc "#aru01_cage03";
- disablenpc "#aru01_cage04";
- disablenpc "#aru01_cage05";
- disablenpc "#aru01_cage06";
- disablenpc "windpath03_aru01";
- disablenpc "windpath04_aru01";
- set $gqse_aru01_miro,0;
- set $gqse_aru01_pcc,0;
- set $gqse_aru01_gd,0;
- set $gqse_aru01_nm,0;
- stopnpctimer;
- end;
-
-Onstop:
- stopnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qaru01","Wish Maiden : Do your best, Okolnir will disappear in one hour!",bc_map,"0x00ff00";
- end;
-
-OnTimer1800000:
- mapannounce "que_qaru01","Okolnir will disappear in 30 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer2400000:
- mapannounce "que_qaru01","Okolnir will disappear in 20 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3000000:
- mapannounce "que_qaru01","Okolnir will disappear in 10 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3300000:
- mapannounce "que_qaru01","Okolnir will disappear in 5 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3360000:
- mapannounce "que_qaru01","Okolnir will disappear in 4 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3420000:
- mapannounce "que_qaru01","Okolnir will disappear in 3 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3480000:
- mapannounce "que_qaru01","Okolnir will disappear in 2 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3540000:
- mapannounce "que_qaru01","Okolnir will disappear in 1 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3600000:
- mapannounce "que_qaru01","Okolnir has begun to disappear.",bc_map,"0x4d4dff";
- disablenpc "Wish Maiden#gq_aru01";
- donpcevent "#gq_miromob2_aru01::Onreset";
- disablenpc "Piamette#aru01";
- donpcevent "#gdtimer01_aru01::Onstop";
- donpcevent "#gdtimer02_aru01::Onstop";
- donpcevent "#piamette_aru01::Onreset";
- donpcevent "Wish Maiden#aru01_boss::onDisable";
- donpcevent "Wish Maiden#aru01_gift::OnDisable";
- donpcevent "#gd_aru01_mobctrl::Onreset";
- donpcevent "Gate01#gq_aru01::OnDisable";
- donpcevent "#Maze_Manager_aru01::OnDisable";
- donpcevent "#event_start01_aru01::OnDisable";
- donpcevent "#nm_switch_aru01::OnDisable";
- donpcevent "#nmsomaru01_jin01::OnDisable";
- donpcevent "#nmsomaru01_jin02::OnDisable";
- donpcevent "#nmsomaru01_jin03::OnDisable";
- donpcevent "Guard of Shadow#aru01_01::OnDisable";
- donpcevent "Guard of Shadow#aru01_02::OnDisable";
- donpcevent "Guard of Shadow#aru01_03::OnDisable";
- donpcevent "Guard of Shadow#aru01_04::OnDisable";
- donpcevent "Bloody Hunter#aru01_ac01::OnDisable";
- donpcevent "Bloody Hunter#aru01_ac02::OnDisable";
- donpcevent "Bloody Hunter#aru01_ac03::OnDisable";
- donpcevent "Bloody Hunter#aru01_ac04::OnDisable";
- donpcevent "Temple Keeper#aru01_ac01::OnDisable";
- donpcevent "Temple Keeper#aru01_ac02::OnDisable";
- disablenpc "#to_agit_aru01_gate";
- donpcevent "#aru01_stone01::Onreset";
- donpcevent "#aru01_stone02::Onreset";
- donpcevent "#aru01_stone03::Onreset";
- disablenpc "#aru01_cage01";
- disablenpc "#aru01_cage02";
- disablenpc "#aru01_cage03";
- disablenpc "#aru01_cage04";
- disablenpc "#aru01_cage05";
- disablenpc "#aru01_cage06";
- disablenpc "windpath03_aru01";
- disablenpc "windpath04_aru01";
- end;
-
-OnTimer3605000:
- mapannounce "que_qaru01","Wish Maiden: ... You will fall into a deep sleep within Okolnir... ",bc_map,"0x00ff00";
- end;
-
-OnTimer3608000:
- mapannounce "que_qaru01","Wish Maiden: ..Have courage ... and await your chance again... ",bc_map,"0x00ff00";
- end;
-
-OnTimer3610000:
- set $gqse_aru01_miro,0;
- set $gqse_aru01_pcc,0;
- set $gqse_aru01_gd,0;
- set $gqse_aru01_nm,0;
- mapwarp "que_qaru01","arug_cas01",157,369;
- end;
-
-OnTimer3611000:
- donpcevent "#okolnir_aru01_time01::OnEnable";
- stopnpctimer;
- end;
-}
-
-que_qaru01,1,2,0 script #Maze_Manager_aru01 844,{
-OnInit:
- donpcevent "#miro_bf_aru01::OnDisable";
- donpcevent "#miro_rf_aru01::OnDisable";
- donpcevent "#miro_yf_aru01::OnDisable";
- end;
-
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- donpcevent "#miro_bf_aru01::OnDisable";
- donpcevent "#miro_rf_aru01::OnDisable";
- donpcevent "#miro_yf_aru01::OnDisable";
- stopnpctimer;
- end;
-
-OnTimer1000:
- donpcevent "#miro_rf_aru01::OnDisable";
- end;
-
-OnTimer2000:
- donpcevent "#miro_yf_aru01::OnDisable";
- end;
-
-OnTimer3000:
- donpcevent "#miro_bf_aru01::OnEnable";
- end;
-
-OnTimer120000:
- donpcevent "#miro_bf_aru01::OnDisable";
- end;
-
-OnTimer121000:
- donpcevent "#miro_yf_aru01::OnDisable";
- end;
-
-OnTimer123000:
- donpcevent "#miro_rf_aru01::OnEnable";
- end;
-
-OnTimer240000:
- donpcevent "#miro_bf_aru01::OnDisable";
- end;
-
-OnTimer241000:
- donpcevent "#miro_rf_aru01::OnDisable";
- end;
-
-OnTimer242000:
- donpcevent "#miro_yf_aru01::OnEnable";
- end;
-
-OnTimer360000:
- donpcevent "#Maze_Manager_aru01::OnEnable";
- end;
-}
-
-que_qaru01,2,1,0 script #miro_bf_aru01 844,{
-
-OnEnable:
- monster "que_qaru01",44,270," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
- monster "que_qaru01",46,270," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
- monster "que_qaru01",50,287," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
- monster "que_qaru01",52,287," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
- monster "que_qaru01",50,265," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
- monster "que_qaru01",52,265," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
- monster "que_qaru01",56,279," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
- monster "que_qaru01",58,279," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
- monster "que_qaru01",64,301," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
- monster "que_qaru01",64,298," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
- monster "que_qaru01",62,272," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
- monster "que_qaru01",64,272," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
- monster "que_qaru01",58,245," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
- monster "que_qaru01",58,243," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
- monster "que_qaru01",72,289," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
- monster "que_qaru01",72,287," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
- monster "que_qaru01",68,257," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
- monster "que_qaru01",68,255," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
- monster "que_qaru01",73,263," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
- monster "que_qaru01",73,261," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
- monster "que_qaru01",75,251," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
- monster "que_qaru01",75,249," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
- monster "que_qaru01",79,283," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
- monster "que_qaru01",79,281," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
- monster "que_qaru01",82,271," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
- monster "que_qaru01",84,271," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
- monster "que_qaru01",89,295," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
- monster "que_qaru01",89,293," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
- monster "que_qaru01",88,276," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
- monster "que_qaru01",90,276," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
- monster "que_qaru01",88,266," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
- monster "que_qaru01",90,266," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
- monster "que_qaru01",94,256," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
- monster "que_qaru01",96,256," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
- monster "que_qaru01",64,301," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
- monster "que_qaru01",64,299," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
- monster "que_qaru01",100,251," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
- monster "que_qaru01",102,251," ",1934,1,"#miro_bf_aru01::OnMyMobDead";
- setcell "que_qaru01",44,270,47,270,cell_walkable,0;
- setcell "que_qaru01",44,270,47,270,cell_shootable,0;
- setcell "que_qaru01",50,287,53,287,cell_walkable,0;
- setcell "que_qaru01",50,287,53,287,cell_shootable,0;
- setcell "que_qaru01",50,265,53,265,cell_walkable,0;
- setcell "que_qaru01",50,265,53,265,cell_shootable,0;
- setcell "que_qaru01",56,279,59,279,cell_walkable,0;
- setcell "que_qaru01",56,279,59,279,cell_shootable,0;
- setcell "que_qaru01",64,298,64,301,cell_walkable,0;
- setcell "que_qaru01",64,298,64,301,cell_shootable,0;
- setcell "que_qaru01",62,272,65,272,cell_walkable,0;
- setcell "que_qaru01",62,272,65,272,cell_shootable,0;
- setcell "que_qaru01",58,242,58,245,cell_walkable,0;
- setcell "que_qaru01",58,242,58,245,cell_shootable,0;
- setcell "que_qaru01",72,286,72,289,cell_walkable,0;
- setcell "que_qaru01",72,286,72,289,cell_shootable,0;
- setcell "que_qaru01",68,254,68,259,cell_walkable,0;
- setcell "que_qaru01",68,254,68,259,cell_shootable,0;
- setcell "que_qaru01",73,260,73,263,cell_walkable,0;
- setcell "que_qaru01",73,260,73,263,cell_shootable,0;
- setcell "que_qaru01",75,248,75,251,cell_walkable,0;
- setcell "que_qaru01",75,248,75,251,cell_shootable,0;
- setcell "que_qaru01",79,280,79,283,cell_walkable,0;
- setcell "que_qaru01",79,280,79,283,cell_shootable,0;
- setcell "que_qaru01",82,271,85,271,cell_walkable,0;
- setcell "que_qaru01",82,271,85,271,cell_shootable,0;
- setcell "que_qaru01",89,292,89,295,cell_walkable,0;
- setcell "que_qaru01",89,292,89,295,cell_shootable,0;
- setcell "que_qaru01",88,276,91,276,cell_walkable,0;
- setcell "que_qaru01",88,276,91,276,cell_shootable,0;
- setcell "que_qaru01",88,266,91,266,cell_walkable,0;
- setcell "que_qaru01",88,266,91,266,cell_shootable,0;
- setcell "que_qaru01",94,256,97,256,cell_walkable,0;
- setcell "que_qaru01",94,256,97,256,cell_shootable,0;
- setcell "que_qaru01",64,298,64,301,cell_walkable,0;
- setcell "que_qaru01",64,298,64,301,cell_shootable,0;
- setcell "que_qaru01",100,251,103,251,cell_walkable,0;
- setcell "que_qaru01",100,251,103,251,cell_shootable,0;
- end;
-
-OnDisable:
- killmonster "que_qaru01","#miro_bf_aru01::OnMyMobDead";
- setcell "que_qaru01",44,270,47,270,cell_walkable,1;
- setcell "que_qaru01",44,270,47,270,cell_shootable,1;
- setcell "que_qaru01",50,287,53,287,cell_walkable,1;
- setcell "que_qaru01",50,287,53,287,cell_shootable,1;
- setcell "que_qaru01",50,265,53,265,cell_walkable,1;
- setcell "que_qaru01",50,265,53,265,cell_shootable,1;
- setcell "que_qaru01",56,279,59,279,cell_walkable,1;
- setcell "que_qaru01",56,279,59,279,cell_shootable,1;
- setcell "que_qaru01",64,298,64,301,cell_walkable,1;
- setcell "que_qaru01",64,298,64,301,cell_shootable,1;
- setcell "que_qaru01",62,272,65,272,cell_walkable,1;
- setcell "que_qaru01",62,272,65,272,cell_shootable,1;
- setcell "que_qaru01",58,242,58,245,cell_walkable,1;
- setcell "que_qaru01",58,242,58,245,cell_shootable,1;
- setcell "que_qaru01",72,286,72,289,cell_walkable,1;
- setcell "que_qaru01",72,286,72,289,cell_shootable,1;
- setcell "que_qaru01",68,254,68,259,cell_walkable,1;
- setcell "que_qaru01",68,254,68,259,cell_shootable,1;
- setcell "que_qaru01",73,260,73,263,cell_walkable,1;
- setcell "que_qaru01",73,260,73,263,cell_shootable,1;
- setcell "que_qaru01",75,248,75,251,cell_walkable,1;
- setcell "que_qaru01",75,248,75,251,cell_shootable,1;
- setcell "que_qaru01",79,280,79,283,cell_walkable,1;
- setcell "que_qaru01",79,280,79,283,cell_shootable,1;
- setcell "que_qaru01",82,271,85,271,cell_walkable,1;
- setcell "que_qaru01",82,271,85,271,cell_shootable,1;
- setcell "que_qaru01",89,292,89,295,cell_walkable,1;
- setcell "que_qaru01",89,292,89,295,cell_shootable,1;
- setcell "que_qaru01",88,276,91,276,cell_walkable,1;
- setcell "que_qaru01",88,276,91,276,cell_shootable,1;
- setcell "que_qaru01",88,266,91,266,cell_walkable,1;
- setcell "que_qaru01",88,266,91,266,cell_shootable,1;
- setcell "que_qaru01",94,256,97,256,cell_walkable,1;
- setcell "que_qaru01",94,256,97,256,cell_shootable,1;
- setcell "que_qaru01",64,298,64,301,cell_walkable,1;
- setcell "que_qaru01",64,298,64,301,cell_shootable,1;
- setcell "que_qaru01",100,251,103,251,cell_walkable,1;
- setcell "que_qaru01",100,251,103,251,cell_shootable,1;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru01,2,2,0 script #miro_rf_aru01 844,{
-
-OnEnable:
- monster "que_qaru01",57,301," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
- monster "que_qaru01",57,299," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
- monster "que_qaru01",48,291," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
- monster "que_qaru01",48,289," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
- monster "que_qaru01",68,290," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
- monster "que_qaru01",70,290," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
- monster "que_qaru01",72,295," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
- monster "que_qaru01",72,293," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
- monster "que_qaru01",90,296," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
- monster "que_qaru01",92,296," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
- monster "que_qaru01",56,282," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
- monster "que_qaru01",58,282," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
- monster "que_qaru01",66,283," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
- monster "que_qaru01",66,281," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
- monster "que_qaru01",80,284," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
- monster "que_qaru01",82,284," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
- monster "que_qaru01",44,273," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
- monster "que_qaru01",46,273," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
- monster "que_qaru01",50,273," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
- monster "que_qaru01",52,273," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
- monster "que_qaru01",54,269," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
- monster "que_qaru01",54,267," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
- monster "que_qaru01",66,271," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
- monster "que_qaru01",66,270," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
- monster "que_qaru01",81,273," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
- monster "que_qaru01",81,272," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
- monster "que_qaru01",88,276," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
- monster "que_qaru01",90,276," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
- monster "que_qaru01",94,276," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
- monster "que_qaru01",96,276," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
- monster "que_qaru01",64,258," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
- monster "que_qaru01",66,258," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
- monster "que_qaru01",76,263," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
- monster "que_qaru01",76,261," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
- monster "que_qaru01",87,265," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
- monster "que_qaru01",87,263," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
- monster "que_qaru01",50,252," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
- monster "que_qaru01",52,252," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
- monster "que_qaru01",76,252," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
- monster "que_qaru01",78,252," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
- monster "que_qaru01",99,255," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
- monster "que_qaru01",99,253," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
- monster "que_qaru01",53,245," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
- monster "que_qaru01",53,243," ",1935,1,"#miro_rf_aru01::OnMyMobDead";
- setcell "que_qaru01",57,298,57,301,cell_walkable,0;
- setcell "que_qaru01",57,298,57,301,cell_shootable,0;
- setcell "que_qaru01",48,288,48,291,cell_walkable,0;
- setcell "que_qaru01",48,288,48,291,cell_shootable,0;
- setcell "que_qaru01",68,290,71,290,cell_walkable,0;
- setcell "que_qaru01",68,290,71,290,cell_shootable,0;
- setcell "que_qaru01",72,292,72,295,cell_walkable,0;
- setcell "que_qaru01",72,292,72,295,cell_shootable,0;
- setcell "que_qaru01",90,296,93,296,cell_walkable,0;
- setcell "que_qaru01",90,296,93,296,cell_shootable,0;
- setcell "que_qaru01",56,282,59,282,cell_walkable,0;
- setcell "que_qaru01",56,282,59,282,cell_shootable,0;
- setcell "que_qaru01",66,280,66,283,cell_walkable,0;
- setcell "que_qaru01",66,280,66,283,cell_shootable,0;
- setcell "que_qaru01",80,284,83,284,cell_walkable,0;
- setcell "que_qaru01",80,284,83,284,cell_shootable,0;
- setcell "que_qaru01",44,273,47,273,cell_walkable,0;
- setcell "que_qaru01",44,273,47,273,cell_shootable,0;
- setcell "que_qaru01",50,273,53,273,cell_walkable,0;
- setcell "que_qaru01",50,273,53,273,cell_shootable,0;
- setcell "que_qaru01",54,266,54,269,cell_walkable,0;
- setcell "que_qaru01",54,266,54,269,cell_shootable,0;
- setcell "que_qaru01",66,270,66,271,cell_walkable,0;
- setcell "que_qaru01",66,270,66,271,cell_shootable,0;
- setcell "que_qaru01",81,272,81,273,cell_walkable,0;
- setcell "que_qaru01",81,272,81,273,cell_shootable,0;
- setcell "que_qaru01",88,276,91,276,cell_walkable,0;
- setcell "que_qaru01",88,276,91,276,cell_shootable,0;
- setcell "que_qaru01",94,276,97,276,cell_walkable,0;
- setcell "que_qaru01",94,276,97,276,cell_shootable,0;
- setcell "que_qaru01",64,258,67,258,cell_walkable,0;
- setcell "que_qaru01",64,258,67,258,cell_shootable,0;
- setcell "que_qaru01",76,260,76,263,cell_walkable,0;
- setcell "que_qaru01",76,260,76,263,cell_shootable,0;
- setcell "que_qaru01",87,262,87,265,cell_walkable,0;
- setcell "que_qaru01",87,262,87,265,cell_shootable,0;
- setcell "que_qaru01",50,252,53,252,cell_walkable,0;
- setcell "que_qaru01",50,252,53,252,cell_shootable,0;
- setcell "que_qaru01",76,252,79,252,cell_walkable,0;
- setcell "que_qaru01",76,252,79,252,cell_shootable,0;
- setcell "que_qaru01",99,252,99,255,cell_walkable,0;
- setcell "que_qaru01",99,252,99,255,cell_shootable,0;
- setcell "que_qaru01",53,242,53,245,cell_walkable,0;
- setcell "que_qaru01",53,242,53,245,cell_shootable,0;
- end;
-
-OnDisable:
- killmonster "que_qaru01","#miro_rf_aru01::OnMyMobDead";
- setcell "que_qaru01",57,298,57,301,cell_walkable,1;
- setcell "que_qaru01",57,298,57,301,cell_shootable,1;
- setcell "que_qaru01",48,288,48,291,cell_walkable,1;
- setcell "que_qaru01",48,288,48,291,cell_shootable,1;
- setcell "que_qaru01",68,290,71,290,cell_walkable,1;
- setcell "que_qaru01",68,290,71,290,cell_shootable,1;
- setcell "que_qaru01",72,292,72,295,cell_walkable,1;
- setcell "que_qaru01",72,292,72,295,cell_shootable,1;
- setcell "que_qaru01",90,296,93,296,cell_walkable,1;
- setcell "que_qaru01",90,296,93,296,cell_shootable,1;
- setcell "que_qaru01",56,282,59,282,cell_walkable,1;
- setcell "que_qaru01",56,282,59,282,cell_shootable,1;
- setcell "que_qaru01",66,280,66,283,cell_walkable,1;
- setcell "que_qaru01",66,280,66,283,cell_shootable,1;
- setcell "que_qaru01",80,284,83,284,cell_walkable,1;
- setcell "que_qaru01",80,284,83,284,cell_shootable,1;
- setcell "que_qaru01",44,273,47,273,cell_walkable,1;
- setcell "que_qaru01",44,273,47,273,cell_shootable,1;
- setcell "que_qaru01",50,273,53,273,cell_walkable,1;
- setcell "que_qaru01",50,273,53,273,cell_shootable,1;
- setcell "que_qaru01",54,266,54,269,cell_walkable,1;
- setcell "que_qaru01",54,266,54,269,cell_shootable,1;
- setcell "que_qaru01",66,270,66,271,cell_walkable,1;
- setcell "que_qaru01",66,270,66,271,cell_shootable,1;
- setcell "que_qaru01",81,272,81,273,cell_walkable,1;
- setcell "que_qaru01",81,272,81,273,cell_shootable,1;
- setcell "que_qaru01",88,276,91,276,cell_walkable,1;
- setcell "que_qaru01",88,276,91,276,cell_shootable,1;
- setcell "que_qaru01",94,276,97,276,cell_walkable,1;
- setcell "que_qaru01",94,276,97,276,cell_shootable,1;
- setcell "que_qaru01",64,258,67,258,cell_walkable,1;
- setcell "que_qaru01",64,258,67,258,cell_shootable,1;
- setcell "que_qaru01",76,260,76,263,cell_walkable,1;
- setcell "que_qaru01",76,260,76,263,cell_shootable,1;
- setcell "que_qaru01",87,262,87,265,cell_walkable,1;
- setcell "que_qaru01",87,262,87,265,cell_shootable,1;
- setcell "que_qaru01",50,252,53,252,cell_walkable,1;
- setcell "que_qaru01",50,252,53,252,cell_shootable,1;
- setcell "que_qaru01",76,252,79,252,cell_walkable,1;
- setcell "que_qaru01",76,252,79,252,cell_shootable,1;
- setcell "que_qaru01",99,252,99,255,cell_walkable,1;
- setcell "que_qaru01",99,252,99,255,cell_shootable,1;
- setcell "que_qaru01",53,242,53,245,cell_walkable,1;
- setcell "que_qaru01",53,242,53,245,cell_shootable,1;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru01,2,3,0 script #miro_yf_aru01 844,{
-
-OnEnable:
- monster "que_qaru01",44,292," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",46,292," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",67,295," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",67,293," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",94,301," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",94,299," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",79,289," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",79,287," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",56,282," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",58,282," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",71,283," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",71,281," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",100,281," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",102,281," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",44,261," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",46,261," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",50,265," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",52,265," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",56,270," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",58,270," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",72,278," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",73,278," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",82,266," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",84,266," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",88,266," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",90,266," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",94,271," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",96,271," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",60,257," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",60,255," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",73,263," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",73,261," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",75,257," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",75,255," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",87,257," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",87,255," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",58,251," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",58,249," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",80,251," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",80,249," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",53,245," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",53,243," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",75,245," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",75,243," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",100,251," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",102,251," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",100,256," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- monster "que_qaru01",102,256," ",1936,1,"#miro_yf_aru01::OnMyMobDead";
- setcell "que_qaru01",44,292,47,292,cell_walkable,0;
- setcell "que_qaru01",44,292,47,292,cell_shootable,0;
- setcell "que_qaru01",67,292,67,295,cell_walkable,0;
- setcell "que_qaru01",67,292,67,295,cell_shootable,0;
- setcell "que_qaru01",94,298,94,301,cell_walkable,0;
- setcell "que_qaru01",94,298,94,301,cell_shootable,0;
- setcell "que_qaru01",79,286,79,289,cell_walkable,0;
- setcell "que_qaru01",79,286,79,289,cell_shootable,0;
- setcell "que_qaru01",56,282,59,282,cell_walkable,0;
- setcell "que_qaru01",56,282,59,282,cell_shootable,0;
- setcell "que_qaru01",71,280,71,283,cell_walkable,0;
- setcell "que_qaru01",71,280,71,283,cell_shootable,0;
- setcell "que_qaru01",100,281,103,281,cell_walkable,0;
- setcell "que_qaru01",100,281,103,281,cell_shootable,0;
- setcell "que_qaru01",44,261,47,261,cell_walkable,0;
- setcell "que_qaru01",44,261,47,261,cell_shootable,0;
- setcell "que_qaru01",50,265,53,265,cell_walkable,0;
- setcell "que_qaru01",50,265,53,265,cell_shootable,0;
- setcell "que_qaru01",56,270,59,270,cell_walkable,0;
- setcell "que_qaru01",56,270,59,270,cell_shootable,0;
- setcell "que_qaru01",72,278,73,278,cell_walkable,0;
- setcell "que_qaru01",72,278,73,278,cell_shootable,0;
- setcell "que_qaru01",82,266,85,266,cell_walkable,0;
- setcell "que_qaru01",82,266,85,266,cell_shootable,0;
- setcell "que_qaru01",88,266,91,266,cell_walkable,0;
- setcell "que_qaru01",88,266,91,266,cell_shootable,0;
- setcell "que_qaru01",94,271,97,271,cell_walkable,0;
- setcell "que_qaru01",94,271,97,271,cell_shootable,0;
- setcell "que_qaru01",60,254,60,257,cell_walkable,0;
- setcell "que_qaru01",60,254,60,257,cell_shootable,0;
- setcell "que_qaru01",73,260,73,263,cell_walkable,0;
- setcell "que_qaru01",73,260,73,263,cell_shootable,0;
- setcell "que_qaru01",75,254,75,257,cell_walkable,0;
- setcell "que_qaru01",75,254,75,257,cell_shootable,0;
- setcell "que_qaru01",87,254,87,257,cell_walkable,0;
- setcell "que_qaru01",87,254,87,257,cell_shootable,0;
- setcell "que_qaru01",58,248,58,251,cell_walkable,0;
- setcell "que_qaru01",58,248,58,251,cell_shootable,0;
- setcell "que_qaru01",80,248,80,251,cell_walkable,0;
- setcell "que_qaru01",80,248,80,251,cell_shootable,0;
- setcell "que_qaru01",53,242,53,245,cell_walkable,0;
- setcell "que_qaru01",53,242,53,245,cell_shootable,0;
- setcell "que_qaru01",75,242,75,245,cell_walkable,0;
- setcell "que_qaru01",75,242,75,245,cell_shootable,0;
- setcell "que_qaru01",100,251,103,251,cell_walkable,0;
- setcell "que_qaru01",100,251,103,251,cell_shootable,0;
- setcell "que_qaru01",100,256,103,256,cell_walkable,0;
- setcell "que_qaru01",100,256,103,256,cell_shootable,0;
- end;
-
-OnDisable:
- killmonster "que_qaru01","#miro_yf_aru01::OnMyMobDead";
- setcell "que_qaru01",44,292,47,292,cell_walkable,1;
- setcell "que_qaru01",44,292,47,292,cell_shootable,1;
- setcell "que_qaru01",67,292,67,295,cell_walkable,1;
- setcell "que_qaru01",67,292,67,295,cell_shootable,1;
- setcell "que_qaru01",94,298,94,301,cell_walkable,1;
- setcell "que_qaru01",94,298,94,301,cell_shootable,1;
- setcell "que_qaru01",79,286,79,289,cell_walkable,1;
- setcell "que_qaru01",79,286,79,289,cell_shootable,1;
- setcell "que_qaru01",56,282,59,282,cell_walkable,1;
- setcell "que_qaru01",56,282,59,282,cell_shootable,1;
- setcell "que_qaru01",71,280,71,283,cell_walkable,1;
- setcell "que_qaru01",71,280,71,283,cell_shootable,1;
- setcell "que_qaru01",100,281,103,281,cell_walkable,1;
- setcell "que_qaru01",100,281,103,281,cell_shootable,1;
- setcell "que_qaru01",44,261,47,261,cell_walkable,1;
- setcell "que_qaru01",44,261,47,261,cell_shootable,1;
- setcell "que_qaru01",50,265,53,265,cell_walkable,1;
- setcell "que_qaru01",50,265,53,265,cell_shootable,1;
- setcell "que_qaru01",56,270,59,270,cell_walkable,1;
- setcell "que_qaru01",56,270,59,270,cell_shootable,1;
- setcell "que_qaru01",72,278,73,278,cell_walkable,1;
- setcell "que_qaru01",72,278,73,278,cell_shootable,1;
- setcell "que_qaru01",82,266,85,266,cell_walkable,1;
- setcell "que_qaru01",82,266,85,266,cell_shootable,1;
- setcell "que_qaru01",88,266,91,266,cell_walkable,1;
- setcell "que_qaru01",88,266,91,266,cell_shootable,1;
- setcell "que_qaru01",94,271,97,271,cell_walkable,1;
- setcell "que_qaru01",94,271,97,271,cell_shootable,1;
- setcell "que_qaru01",60,254,60,257,cell_walkable,1;
- setcell "que_qaru01",60,254,60,257,cell_shootable,1;
- setcell "que_qaru01",73,260,73,263,cell_walkable,1;
- setcell "que_qaru01",73,260,73,263,cell_shootable,1;
- setcell "que_qaru01",75,254,75,257,cell_walkable,1;
- setcell "que_qaru01",75,254,75,257,cell_shootable,1;
- setcell "que_qaru01",87,254,87,257,cell_walkable,1;
- setcell "que_qaru01",87,254,87,257,cell_shootable,1;
- setcell "que_qaru01",58,248,58,251,cell_walkable,1;
- setcell "que_qaru01",58,248,58,251,cell_shootable,1;
- setcell "que_qaru01",80,248,80,251,cell_walkable,1;
- setcell "que_qaru01",80,248,80,251,cell_shootable,1;
- setcell "que_qaru01",53,242,53,245,cell_walkable,1;
- setcell "que_qaru01",53,242,53,245,cell_shootable,1;
- setcell "que_qaru01",75,242,75,245,cell_walkable,1;
- setcell "que_qaru01",75,242,75,245,cell_shootable,1;
- setcell "que_qaru01",100,251,103,251,cell_walkable,1;
- setcell "que_qaru01",100,251,103,251,cell_shootable,1;
- setcell "que_qaru01",100,256,103,256,cell_walkable,1;
- setcell "que_qaru01",100,256,103,256,cell_shootable,1;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru01,132,172,0 script windpath01_aru01 45,1,1,{
-OnTouch:
- if (countitem(7839) > 0) {
- mes "The Warp Gate responds to the Crystal Key.";
- delitem 7839,1; //Crystal_Key
- close2;
- warp "que_qaru01",114,158;
- end;
- }
- else {
- mes "You need the Crystal Key to activate the Warp Gate.";
- close;
- }
-}
-
-que_qaru01,113,165,0 warp windpath02_aru01 1,1,que_qaru01,139,172
-
-
-que_qaru01,131,136,3 script Piamette#aru01 1930,{
-OnInit:
- enablenpc "Piamette#aru01";
- end;
-}
-
-que_qaru01,114,158,0 script #event_start01_aru01 -1,1,1,{
-
-OnInit:
- disablenpc "#event_start01_aru01";
- end;
-
-OnEnable:
- enablenpc "#event_start01_aru01";
- end;
-
-OnDisable:
- disablenpc "#event_start01_aru01";
- stopnpctimer;
- end;
-
-OnTouch:
- initnpctimer;
- disablenpc "#event_start01_aru01";
- end;
-
-OnTimer2000:
- mapannounce "que_qaru01","Piamette mumblings : ..There were six birds, Teo. But one is....",bc_map,"0xdb7093";
- end;
-
-OnTimer6000:
- mapannounce "que_qaru01","Piamette mumblings : ...Shh.. Teo. The birds have returned..Are they birds that ran away before...? Or breakers who disguises themselves as good adventurers?",bc_map,"0xdb7093";
- end;
-
-OnTimer10000:
- mapannounce "que_qaru01","Piamette mumblings : Ha! They are caged in.",bc_map,"0xdb7093";
- end;
-
-OnTimer14000:
- mapannounce "que_qaru01","Piamette : Teo, Catch the birds! Put the cage away from here!",bc_map,"0x00ff00";
- donpcevent "#gdtimer01_aru01::OnEnable";
- stopnpctimer;
- end;
-}
-
-que_qaru01,2,2,0 script #gdtimer01_aru01 844,{
-
-OnEnable:
- initnpctimer;
- end;
-
-Onstop:
- donpcevent "#getspell01_aru01::OnDisable";
- donpcevent "#getspell02_aru01::OnDisable";
- donpcevent "#getspell03_aru01::OnDisable";
- donpcevent "#getspell04_aru01::OnDisable";
- donpcevent "#getspell05_aru01::OnDisable";
- donpcevent "#getspell06_aru01::OnDisable";
- donpcevent "#getspell07_aru01::OnDisable";
- donpcevent "#getspell08_aru01::OnDisable";
- stopnpctimer;
- end;
-
-OnTimer1000:
- donpcevent "#getspell08_aru01::OnDisable";
- donpcevent "#getspell01_aru01::OnEnable";
- end;
-
-OnTimer10000:
- donpcevent "#getspell01_aru01::OnDisable";
- donpcevent "#getspell02_aru01::OnEnable";
- end;
-
-OnTimer20000:
- donpcevent "#getspell02_aru01::OnDisable";
- donpcevent "#getspell03_aru01::OnEnable";
- end;
-
-OnTimer30000:
- donpcevent "#getspell03_aru01::OnDisable";
- donpcevent "#getspell04_aru01::OnEnable";
- end;
-
-OnTimer40000:
- donpcevent "#getspell04_aru01::OnDisable";
- donpcevent "#getspell05_aru01::OnEnable";
- end;
-
-OnTimer50000:
- donpcevent "#getspell05_aru01::OnDisable";
- donpcevent "#getspell06_aru01::OnEnable";
- end;
-
-OnTimer60000:
- donpcevent "#getspell06_aru01::OnDisable";
- donpcevent "#getspell07_aru01::OnEnable";
- end;
-
-OnTimer70000:
- donpcevent "#getspell07_aru01::OnDisable";
- donpcevent "#getspell08_aru01::OnEnable";
- end;
-
-OnTimer75000:
- if ($gqse_aru01_gd < 6) {
- mapannounce "que_qaru01","Piamette : Silly birds! Silly Teo! Why can't you put away the cage at once?!",bc_map,"0x00ff00";
- enablenpc "#aru01_cage01";
- enablenpc "#aru01_cage02";
- enablenpc "#aru01_cage03";
- enablenpc "#aru01_cage04";
- enablenpc "#aru01_cage05";
- enablenpc "#aru01_cage06";
- set $gqse_aru01_gd,0;
- }
- end;
-
-OnTimer76000:
- disablenpc "#aru01_cage01";
- disablenpc "#aru01_cage02";
- disablenpc "#aru01_cage03";
- disablenpc "#aru01_cage04";
- disablenpc "#aru01_cage05";
- disablenpc "#aru01_cage06";
- end;
-
-OnTimer80000:
- donpcevent "#gdtimer01_aru01::OnEnable";
- end;
-}
-
-que_qaru01,2,3,0 script #gdtimer02_aru01 844,{
-
-OnEnable:
- initnpctimer;
- end;
-
-Onstop:
- stopnpctimer;
- killmonster "que_qaru01","#gdtimer02_aru01::OnMyMobDead";
- end;
-
-OnTimer4000:
- mapannounce "que_qaru01","Piamette : All of them are caught!",bc_map,"0xdb7093";
- end;
-
-OnTimer8000:
- mapannounce "que_qaru01","Piamette : Let's call out the keeper of the key not to let the birds go far away.",bc_map,"0xdb7093";
- end;
-
-OnTimer12000:
- mapannounce "que_qaru01","Piamette : The keeper of the key is protecting my cage.",bc_map,"0xdb7093";
- monster "que_qaru01",108,151,"Key Stone",1905,1,"#gdtimer02_aru01::OnMyMobDead";
- monster "que_qaru01",109,135,"Key Stone",1905,1,"#gdtimer02_aru01::OnMyMobDead";
- monster "que_qaru01",115,116,"Key Stone",1905,1,"#gdtimer02_aru01::OnMyMobDead";
- monster "que_qaru01",158,106,"Key Stone",1905,1,"#gdtimer02_aru01::OnMyMobDead";
- monster "que_qaru01",163,133,"Key Stone",1905,1,"#gdtimer02_aru01::OnMyMobDead";
- monster "que_qaru01",150,154,"Key Stone",1905,1,"#gdtimer02_aru01::OnMyMobDead";
- end;
-
-OnTimer112000:
- mapannounce "que_qaru01","Piamette : Whooping fun times are back! Now, Go! I'll get back to!!",bc_map,"0xdb7093";
- killmonster "que_qaru01","#gdtimer02_aru01::OnMyMobDead";
- enablenpc "#aru01_cage01";
- enablenpc "#aru01_cage02";
- enablenpc "#aru01_cage03";
- enablenpc "#aru01_cage04";
- enablenpc "#aru01_cage05";
- enablenpc "#aru01_cage06";
- set $gqse_aru01_gd,0;
- end;
-
-OnTimer113000:
- disablenpc "#aru01_cage01";
- disablenpc "#aru01_cage02";
- disablenpc "#aru01_cage03";
- disablenpc "#aru01_cage04";
- disablenpc "#aru01_cage05";
- disablenpc "#aru01_cage06";
- donpcevent "#gdtimer01_aru01::OnEnable";
- stopnpctimer;
- end;
-
-Onreset:
- killmonster "que_qaru01","#gdtimer02_aru01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qaru01","#gdtimer02_aru01::OnMyMobDead") == 0) {
- enablenpc "#aru01_cage01";
- enablenpc "#aru01_cage02";
- enablenpc "#aru01_cage03";
- enablenpc "#aru01_cage04";
- enablenpc "#aru01_cage05";
- enablenpc "#aru01_cage06";
- donpcevent "#piamette_aru01::OnEnable";
- stopnpctimer;
- }
- end;
-}
-
-que_qaru01,1,4,0 script #piamette_aru01 844,{
-OnEnable:
- initnpctimer;
- end;
-
-Onreset:
- killmonster "que_qaru01","#piamette_aru01::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qaru01","Piamette : All the keeper of keys are dead now? Who freed my birds? Teo, who did it?",bc_map,"0xdb7093";
- end;
-
-OnTimer5000:
- mapannounce "que_qaru01","Piamette : I'm pissed off now!",bc_map,"0xdb7093";
- disablenpc "Piamette#aru01";
- monster "que_qaru01",131,135,"Angry Piamette",1930,1,"#piamette_aru01::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- mapannounce "que_qaru01","Piamette has been released, so the warp gate toward the South is working now.",bc_map,"0x00ff00";
- enablenpc "windpath03_aru01";
- enablenpc "windpath04_aru01";
- donpcevent "#nm_switch_aru01::OnEnable";
- end;
-}
-
-que_qaru01,113,135,0 script #getspell01_aru01 -1,1,1,{
-OnInit:
- disablenpc "#getspell01_aru01";
- end;
-
-OnEnable:
- enablenpc "#getspell01_aru01";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell01_aru01";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_aru01_gd == 0) {
- warp "que_qaru01",103,153;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,1;
- mapannounce "que_qaru01","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru01_gd == 1) {
- warp "que_qaru01",102,135;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,2;
- mapannounce "que_qaru01","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru01_gd == 2) {
- warp "que_qaru01",113,111;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,3;
- mapannounce "que_qaru01","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru01_gd == 3) {
- warp "que_qaru01",161,105;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,4;
- mapannounce "que_qaru01","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru01_gd == 4) {
- warp "que_qaru01",168,135;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,5;
- mapannounce "que_qaru01","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru01_gd == 5) {
- warp "que_qaru01",150,159;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,6;
- mapannounce "que_qaru01","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_aru01::OnEnable";
- donpcevent "#gdtimer01_aru01::Onstop";
- }
- end;
-}
-
-que_qaru01,146,150,0 script #getspell02_aru01 -1,1,1,{
-OnInit:
- disablenpc "#getspell02_aru01";
- end;
-
-OnEnable:
- enablenpc "#getspell02_aru01";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell02_aru01";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_aru01_gd == 0) {
- warp "que_qaru01",103,153;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,1;
- mapannounce "que_qaru01","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru01_gd == 1) {
- warp "que_qaru01",102,135;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,2;
- mapannounce "que_qaru01","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru01_gd == 2) {
- warp "que_qaru01",113,111;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,3;
- mapannounce "que_qaru01","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru01_gd == 3) {
- warp "que_qaru01",161,105;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,4;
- mapannounce "que_qaru01","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru01_gd == 4) {
- warp "que_qaru01",168,135;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,5;
- mapannounce "que_qaru01","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru01_gd == 5) {
- warp "que_qaru01",150,159;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,6;
- mapannounce "que_qaru01","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_aru01::OnEnable";
- donpcevent "#gdtimer01_aru01::Onstop";
- }
- end;
-}
-
-que_qaru01,131,117,0 script #getspell03_aru01 -1,1,1,{
-OnInit:
- disablenpc "#getspell03_aru01";
- end;
-
-OnEnable:
- enablenpc "#getspell03_aru01";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell03_aru01";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_aru01_gd == 0) {
- warp "que_qaru01",103,153;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,1;
- mapannounce "que_qaru01","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru01_gd == 1) {
- warp "que_qaru01",102,135;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,2;
- mapannounce "que_qaru01","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru01_gd == 2) {
- warp "que_qaru01",113,111;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,3;
- mapannounce "que_qaru01","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru01_gd == 3) {
- warp "que_qaru01",161,105;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,4;
- mapannounce "que_qaru01","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru01_gd == 4) {
- warp "que_qaru01",168,135;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,5;
- mapannounce "que_qaru01","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru01_gd == 5) {
- warp "que_qaru01",150,159;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,6;
- mapannounce "que_qaru01","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_aru01::OnEnable";
- donpcevent "#gdtimer01_aru01::Onstop";
- }
- end;
-}
-
-que_qaru01,117,150,0 script #getspell04_aru01 -1,1,1,{
-OnInit:
- disablenpc "#getspell04_aru01";
- end;
-
-OnEnable:
- enablenpc "#getspell04_aru01";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell04_aru01";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_aru01_gd == 0) {
- warp "que_qaru01",103,153;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,1;
- mapannounce "que_qaru01","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru01_gd == 1) {
- warp "que_qaru01",102,135;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,2;
- mapannounce "que_qaru01","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru01_gd == 2) {
- warp "que_qaru01",113,111;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,3;
- mapannounce "que_qaru01","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru01_gd == 3) {
- warp "que_qaru01",161,105;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,4;
- mapannounce "que_qaru01","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru01_gd == 4) {
- warp "que_qaru01",168,135;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,5;
- mapannounce "que_qaru01","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru01_gd == 5) {
- warp "que_qaru01",150,159;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,6;
- mapannounce "que_qaru01","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_aru01::OnEnable";
- donpcevent "#gdtimer01_aru01::Onstop";
- }
- end;
-}
-
-que_qaru01,150,135,0 script #getspell05_aru01 -1,1,1,{
-OnInit:
- disablenpc "#getspell05_aru01";
- end;
-
-OnEnable:
- enablenpc "#getspell05_aru01";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell05_aru01";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_aru01_gd == 0) {
- warp "que_qaru01",103,153;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,1;
- mapannounce "que_qaru01","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru01_gd == 1) {
- warp "que_qaru01",102,135;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,2;
- mapannounce "que_qaru01","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru01_gd == 2) {
- warp "que_qaru01",113,111;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,3;
- mapannounce "que_qaru01","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru01_gd == 3) {
- warp "que_qaru01",161,105;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,4;
- mapannounce "que_qaru01","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru01_gd == 4) {
- warp "que_qaru01",168,135;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,5;
- mapannounce "que_qaru01","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru01_gd == 5) {
- warp "que_qaru01",150,159;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,6;
- mapannounce "que_qaru01","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_aru01::OnEnable";
- donpcevent "#gdtimer01_aru01::Onstop";
- }
- end;
-}
-
-que_qaru01,117,121,0 script #getspell06_aru01 -1,1,1,{
-OnInit:
- disablenpc "#getspell06_aru01";
- end;
-
-OnEnable:
- enablenpc "#getspell06_aru01";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell06_aru01";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_aru01_gd == 0) {
- warp "que_qaru01",103,153;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,1;
- mapannounce "que_qaru01","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru01_gd == 1) {
- warp "que_qaru01",102,135;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,2;
- mapannounce "que_qaru01","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru01_gd == 2) {
- warp "que_qaru01",113,111;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,3;
- mapannounce "que_qaru01","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru01_gd == 3) {
- warp "que_qaru01",161,105;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,4;
- mapannounce "que_qaru01","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru01_gd == 4) {
- warp "que_qaru01",168,135;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,5;
- mapannounce "que_qaru01","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru01_gd == 5) {
- warp "que_qaru01",150,159;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,6;
- mapannounce "que_qaru01","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_aru01::OnEnable";
- donpcevent "#gdtimer01_aru01::Onstop";
- }
- end;
-}
-
-que_qaru01,131,154,0 script #getspell07_aru01 -1,1,1,{
-OnInit:
- disablenpc "#getspell07_aru01";
- end;
-
-OnEnable:
- enablenpc "#getspell07_aru01";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell07_aru01";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_aru01_gd == 0) {
- warp "que_qaru01",103,153;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,1;
- mapannounce "que_qaru01","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru01_gd == 1) {
- warp "que_qaru01",102,135;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,2;
- mapannounce "que_qaru01","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru01_gd == 2) {
- warp "que_qaru01",113,111;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,3;
- mapannounce "que_qaru01","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru01_gd == 3) {
- warp "que_qaru01",161,105;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,4;
- mapannounce "que_qaru01","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru01_gd == 4) {
- warp "que_qaru01",168,135;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,5;
- mapannounce "que_qaru01","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru01_gd == 5) {
- warp "que_qaru01",150,159;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,6;
- mapannounce "que_qaru01","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_aru01::OnEnable";
- donpcevent "#gdtimer01_aru01::Onstop";
- }
- end;
-}
-
-que_qaru01,146,121,0 script #getspell08_aru01 -1,1,1,{
-OnInit:
- disablenpc "#getspell08_aru01";
- end;
-
-OnEnable:
- enablenpc "#getspell08_aru01";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell08_aru01";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_aru01_gd == 0) {
- warp "que_qaru01",103,153;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,1;
- mapannounce "que_qaru01","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru01_gd == 1) {
- warp "que_qaru01",102,135;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,2;
- mapannounce "que_qaru01","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru01_gd == 2) {
- warp "que_qaru01",113,111;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,3;
- mapannounce "que_qaru01","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru01_gd == 3) {
- warp "que_qaru01",161,105;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,4;
- mapannounce "que_qaru01","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru01_gd == 4) {
- warp "que_qaru01",168,135;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,5;
- mapannounce "que_qaru01","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru01_gd == 5) {
- warp "que_qaru01",150,159;
- disablenpc "#getspell01_aru01";
- set $gqse_aru01_gd,6;
- mapannounce "que_qaru01","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_aru01::OnEnable";
- donpcevent "#gdtimer01_aru01::Onstop";
- }
- end;
-}
-
-que_qaru01,103,153,0 script #aru01_cage01 -1,1,1,{
-OnInit:
- disablenpc "#aru01_cage01";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qaru01",108,151;
- disablenpc "#aru01_cage01";
- end;
-}
-
-que_qaru01,102,135,0 script #aru01_cage02 -1,1,1,{
-OnInit:
- disablenpc "#aru01_cage02";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qaru01",107,135;
- disablenpc "#aru01_cage02";
- end;
-}
-
-que_qaru01,113,111,0 script #aru01_cage03 -1,1,1,{
-OnInit:
- disablenpc "#aru01_cage03";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qaru01",113,114;
- disablenpc "#aru01_cage03";
- end;
-}
-
-que_qaru01,161,105,0 script #aru01_cage04 -1,1,1,{
-OnInit:
- disablenpc "#aru01_cage04";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qaru01",158,106;
- disablenpc "#aru01_cage04";
- end;
-}
-
-que_qaru01,168,135,0 script #aru01_cage05 -1,1,1,{
-OnInit:
- disablenpc "#aru01_cage05";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qaru01",163,133;
- disablenpc "#aru01_cage05";
- end;
-}
-
-que_qaru01,150,159,0 script #aru01_cage06 -1,1,1,{
-OnInit:
- disablenpc "#aru01_cage06";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qaru01",150,154;
- disablenpc "#aru01_cage06";
- end;
-}
-
-que_qaru01,1,8,0 script #gd_aru01_mobctrl 844,{
-OnEnable:
- monster "que_qaru01",107,152,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",109,135,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",113,116,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",157,107,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",163,133,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",149,156,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",130,139,"Alice",1275,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",135,137,"Alice",1275,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",130,132,"Alice",1275,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",128,137,"Alice",1275,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",109,145,"Alice",1275,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",109,130,"Alice",1275,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",128,114,"Alice",1275,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",147,114,"Alice",1275,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",154,128,"Alice",1275,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",151,145,"Alice",1275,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",130,151,"Alice",1275,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",131,139,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",135,136,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",131,132,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",128,136,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",110,145,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",129,114,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",148,114,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",155,128,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",152,145,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",131,151,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",110,130,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",132,139,"Violy",1390,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",135,135,"Violy",1390,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",132,132,"Violy",1390,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",128,135,"Violy",1390,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",111,145,"Violy",1390,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",111,130,"Violy",1390,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",130,114,"Violy",1390,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",149,114,"Violy",1390,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",156,128,"Violy",1390,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",153,145,"Violy",1390,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",132,151,"Violy",1390,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",133,139,"Ancient Mimic",1699,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",135,134,"Ancient Mimic",1699,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",133,132,"Ancient Mimic",1699,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",128,135,"Ancient Mimic",1699,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",112,145,"Ancient Mimic",1699,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",131,114,"Ancient Mimic",1699,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",150,114,"Ancient Mimic",1699,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",157,128,"Ancient Mimic",1699,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",154,145,"Ancient Mimic",1699,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",133,151,"Ancient Mimic",1699,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",112,130,"Ancient Mimic",1699,1,"#gd_aru01_mobctrl::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "que_qaru01","#gd_aru01_mobctrl::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qaru01","#gd_aru01_mobctrl::OnMyMobDead") < 7) {
- monster "que_qaru01",107,152,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",109,135,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",113,116,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",157,107,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",163,133,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
- monster "que_qaru01",149,156,"Ball of Piamette",1738,1,"#gd_aru01_mobctrl::OnMyMobDead";
- }
- end;
-}
-
-que_qaru01,149,105,0 script windpath03_aru01 45,1,1,{
-OnInit:
- disablenpc "windpath03_aru01";
- end;
-
-OnTouch:
- warp "que_qaru01",119,103;
- end;
-}
-
-que_qaru01,128,104,0 script windpath04_aru01 45,1,1,{
-OnInit:
- disablenpc "windpath04_aru01";
- end;
-
-OnTouch:
- warp "que_qaru01",146,109;
- end;
-}
-
-que_qaru01,253,273,0 script #nm_switch_aru01 -1,5,5,{
-OnInit:
- disablenpc "#nm_switch_aru01";
- end;
-
-OnEnable:
- enablenpc "#nm_switch_aru01";
- end;
-
-OnDisable:
- disablenpc "#nm_switch_aru01";
- stopnpctimer;
- end;
-
-OnTouch:
- disablenpc "#nm_switch_aru01";
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qaru01","Wish Maiden: Did you have a good time with Piamette?",bc_map,"0x00ff00";
- end;
-
-OnTimer4000:
- mapannounce "que_qaru01","Wish Maiden: But it's the end. There will be summoned monsters coming soon...",bc_map,"0x00ff00";
- end;
-
-OnTimer9000:
- mapannounce "que_qaru01","Wish Maiden: So come here to me safely...",bc_map,"0x00ff00";
- end;
-
-OnTimer10000:
- donpcevent "#nmsomaru01_jin01::OnEnable";
- donpcevent "#aru01_stone01::OnEnable";
- end;
-
-OnTimer190000:
- donpcevent "#nmsomaru01_jin02::OnEnable";
- donpcevent "#aru01_stone02::OnEnable";
- end;
-
-OnTimer370000:
- donpcevent "#nmsomaru01_jin03::OnEnable";
- donpcevent "#aru01_stone03::OnEnable";
- stopnpctimer;
- end;
-}
-
-que_qaru01,229,297,0 script #nmsomaru01_jin01 -1,{
-OnEnable:
- donpcevent "#aru01_stone01::OnEnable";
- initnpctimer;
- end;
-
-OnDisable:
- killmonster "que_qaru01","#nmsomaru01_jin01::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer5000:
- mapannounce "que_qaru01","The Western magic formation is working to summon Guard of Shadow.",bc_map,"0x4d4dff";
- monster "que_qaru01",226,288,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",227,289,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",228,290,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",229,291,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",230,292,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",231,293,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",232,294,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",233,295,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",234,296,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",235,297,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",228,286,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",229,287,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",230,288,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",231,289,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",232,290,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",233,291,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",234,292,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",235,293,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",236,294,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",237,295,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",230,284,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",231,285,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",232,286,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",233,287,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",234,288,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",235,289,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",236,290,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",237,291,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",238,292,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",239,293,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- end;
-
-OnTimer25000:
-OnTimer55000:
-OnTimer85000:
-OnTimer120000:
- monster "que_qaru01",226,294,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",227,294,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",228,294,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",229,294,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",230,295,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",231,296,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",231,297,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",231,298,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",231,299,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",230,300,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",229,301,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",228,301,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",227,301,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",226,301,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",225,300,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",224,299,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",224,298,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",224,297,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",224,296,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- monster "que_qaru01",225,295,"Guard of Shadow",1752,1,"#nmsomaru01_jin01::OnMyMobDead";
- end;
-
-OnTimer180000:
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru01,2,8,0 script #aru01_stone01 844,{
-OnEnable:
- monster "que_qaru01",227,294,"Western Magic Guardian",1752,1,"#aru01_stone01::OnMyMobDead";
- monster "que_qaru01",229,294,"Western Magic Guardian",1752,1,"#aru01_stone01::OnMyMobDead";
- monster "que_qaru01",231,296,"Western Magic Guardian",1752,1,"#aru01_stone01::OnMyMobDead";
- monster "que_qaru01",231,298,"Western Magic Guardian",1752,1,"#aru01_stone01::OnMyMobDead";
- monster "que_qaru01",230,300,"Western Magic Guardian",1752,1,"#aru01_stone01::OnMyMobDead";
- monster "que_qaru01",228,301,"Western Magic Guardian",1752,1,"#aru01_stone01::OnMyMobDead";
- monster "que_qaru01",226,301,"Western Magic Guardian",1752,1,"#aru01_stone01::OnMyMobDead";
- monster "que_qaru01",224,299,"Western Magic Guardian",1752,1,"#aru01_stone01::OnMyMobDead";
- monster "que_qaru01",224,297,"Western Magic Guardian",1752,1,"#aru01_stone01::OnMyMobDead";
- monster "que_qaru01",225,295,"Western Magic Guardian",1752,1,"#aru01_stone01::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "que_qaru01","#aru01_stone01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qaru01","#aru01_stone01::OnMyMobDead") == 0) {
- set $gqse_aru01_nm,$gqse_aru01_nm+1;
- donpcevent "#nmsomaru01_jin01::OnDisable";
- if ($gqse_aru01_nm == 3) {
- donpcevent "Wish Maiden#aru01_boss::Onfight";
- }
- }
- end;
-}
-
-que_qaru01,275,299,0 script #nmsomaru01_jin02 -1,{
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- killmonster "que_qaru01","#nmsomaru01_jin02::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer5000:
- mapannounce "que_qaru01","The Eastern magic formation is working to summon Bloody Hunter.",bc_map,"0x4d4dff";
- monster "que_qaru01",263,292,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",264,291,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",265,290,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",266,289,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",267,288,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",268,287,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",269,286,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",270,285,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",271,284,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",272,283,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",265,294,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",266,293,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",267,292,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",268,291,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",269,290,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",270,289,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",271,288,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",272,287,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",273,286,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",274,285,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",267,296,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",268,295,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",269,294,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",270,283,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",271,282,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",272,281,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",273,280,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",274,279,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",275,276,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",276,275,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- end;
-
-OnTimer25000:
-OnTimer55000:
-OnTimer85000:
-OnTimer120000:
- monster "que_qaru01",274,301,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",275,301,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",276,301,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",277,301,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",278,300,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",279,299,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",279,298,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",279,297,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",279,296,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",278,295,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",277,294,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",276,294,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",275,294,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",274,294,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",273,295,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",272,296,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",272,297,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",272,298,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",272,299,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- monster "que_qaru01",273,300,"Bloody Hunter",1753,1,"#nmsomaru01_jin02::OnMyMobDead";
- end;
-
-OnTimer180000:
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru01,2,9,0 script #aru01_stone02 844,{
-OnEnable:
- monster "que_qaru01",275,301,"Eastern Magic Guardian",1753,1,"#aru01_stone02::OnMyMobDead";
- monster "que_qaru01",277,301,"Eastern Magic Guardian",1753,1,"#aru01_stone02::OnMyMobDead";
- monster "que_qaru01",279,299,"Eastern Magic Guardian",1753,1,"#aru01_stone02::OnMyMobDead";
- monster "que_qaru01",279,297,"Eastern Magic Guardian",1753,1,"#aru01_stone02::OnMyMobDead";
- monster "que_qaru01",278,295,"Eastern Magic Guardian",1753,1,"#aru01_stone02::OnMyMobDead";
- monster "que_qaru01",276,294,"Eastern Magic Guardian",1753,1,"#aru01_stone02::OnMyMobDead";
- monster "que_qaru01",274,294,"Eastern Magic Guardian",1753,1,"#aru01_stone02::OnMyMobDead";
- monster "que_qaru01",272,296,"Eastern Magic Guardian",1753,1,"#aru01_stone02::OnMyMobDead";
- monster "que_qaru01",272,298,"Eastern Magic Guardian",1753,1,"#aru01_stone02::OnMyMobDead";
- monster "que_qaru01",273,300,"Eastern Magic Guardian",1753,1,"#aru01_stone02::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "que_qaru01","#aru01_stone02::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qaru01","#aru01_stone02::OnMyMobDead") == 0) {
- set $gqse_aru01_nm,$gqse_aru01_nm+1;
- donpcevent "#nmsomaru01_jin02::OnDisable";
- if ($gqse_aru01_nm == 3) {
- donpcevent "Wish Maiden#aru01_boss::Onfight";
- }
- }
- end;
-}
-
-que_qaru01,251,340,0 script #nmsomaru01_jin03 -1,{
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- killmonster "que_qaru01","#nmsomaru01_jin03::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer5000:
- mapannounce "que_qaru01","The Northern magic formation is working to summon Keeper of the Temple.",bc_map,"0x4d4dff";
- monster "que_qaru01",247,329,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
- monster "que_qaru01",249,329,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
- monster "que_qaru01",251,329,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
- monster "que_qaru01",253,329,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
- monster "que_qaru01",255,329,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
- monster "que_qaru01",243,339,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
- monster "que_qaru01",245,337,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
- monster "que_qaru01",247,335,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
- monster "que_qaru01",247,333,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
- monster "que_qaru01",254,333,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
- monster "que_qaru01",256,335,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
- monster "que_qaru01",258,337,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
- monster "que_qaru01",260,339,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
- end;
-
-OnTimer120000:
- monster "que_qaru01",251,343,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
- monster "que_qaru01",252,343,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
- monster "que_qaru01",255,341,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
- monster "que_qaru01",255,340,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
- monster "que_qaru01",254,337,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
- monster "que_qaru01",253,336,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
- monster "que_qaru01",250,336,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
- monster "que_qaru01",249,337,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
- monster "que_qaru01",248,340,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
- monster "que_qaru01",248,341,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
- end;
-
-OnTimer240000:
- monster "que_qaru01",250,343,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
- monster "que_qaru01",252,343,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
- monster "que_qaru01",254,342,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
- monster "que_qaru01",255,340,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
- monster "que_qaru01",255,338,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
- monster "que_qaru01",253,336,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
- monster "que_qaru01",250,336,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
- monster "que_qaru01",248,338,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
- monster "que_qaru01",248,340,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
- monster "que_qaru01",249,342,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
- end;
-
-OnTimer360000:
- monster "que_qaru01",250,343,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
- monster "que_qaru01",252,343,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
- monster "que_qaru01",254,342,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
- monster "que_qaru01",255,340,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
- monster "que_qaru01",255,338,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
- monster "que_qaru01",253,336,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
- monster "que_qaru01",251,336,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
- monster "que_qaru01",249,337,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
- monster "que_qaru01",248,339,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
- monster "que_qaru01",248,341,"Keeper Of The Temple",1933,1,"#nmsomaru01_jin03::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru01,2,10,0 script #aru01_stone03 844,{
-OnEnable:
- monster "que_qaru01",251,343,"Northern Magic Guardian",1933,1,"#aru01_stone03::OnMyMobDead";
- monster "que_qaru01",252,343,"Northern Magic Guardian",1933,1,"#aru01_stone03::OnMyMobDead";
- monster "que_qaru01",255,341,"Northern Magic Guardian",1933,1,"#aru01_stone03::OnMyMobDead";
- monster "que_qaru01",255,340,"Northern Magic Guardian",1933,1,"#aru01_stone03::OnMyMobDead";
- monster "que_qaru01",254,337,"Northern Magic Guardian",1933,1,"#aru01_stone03::OnMyMobDead";
- monster "que_qaru01",253,336,"Northern Magic Guardian",1933,1,"#aru01_stone03::OnMyMobDead";
- monster "que_qaru01",250,336,"Northern Magic Guardian",1933,1,"#aru01_stone03::OnMyMobDead";
- monster "que_qaru01",249,337,"Northern Magic Guardian",1933,1,"#aru01_stone03::OnMyMobDead";
- monster "que_qaru01",248,340,"Northern Magic Guardian",1933,1,"#aru01_stone03::OnMyMobDead";
- monster "que_qaru01",248,341,"Northern Magic Guardian",1933,1,"#aru01_stone03::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "que_qaru01","#aru01_stone03::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qaru01","#aru01_stone03::OnMyMobDead") == 0) {
- set $gqse_aru01_nm,$gqse_aru01_nm+1;
- donpcevent "#nmsomaru01_jin03::OnDisable";
-
- if ($gqse_aru01_nm == 3) {
- donpcevent "Wish Maiden#aru01_boss::Onfight";
- }
- }
- end;
-}
-
-que_qaru01,235,285,5 script Guard of Shadow#aru01_01 1752,4,4,{
-OnInit:
- disablenpc "Guard of Shadow#aru01_01";
- end;
-
-OnDisable:
- killmonster "que_qaru01","Guard of Shadow#aru01_01::OnMyMobDead";
- disablenpc "Guard of Shadow#aru01_01";
- end;
-
-OnTouch:
- disablenpc "Guard of Shadow#aru01_01";
- monster "que_qaru01",234,284,"Guard of Shadow",1752,1,"Guard of Shadow#aru01_01::OnMyMobDead";
- monster "que_qaru01",235,285,"Guard of Shadow",1752,1,"Guard of Shadow#aru01_01::OnMyMobDead";
- monster "que_qaru01",236,286,"Guard of Shadow",1752,1,"Guard of Shadow#aru01_01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru01,224,290,5 script Guard of Shadow#aru01_02 1752,4,4,{
-OnInit:
- disablenpc "Guard of Shadow#aru01_02";
- end;
-
-OnDisable:
- killmonster "que_qaru01","Guard of Shadow#aru01_02::OnMyMobDead";
- disablenpc "Guard of Shadow#aru01_02";
- end;
-
-OnTouch:
- disablenpc "Guard of Shadow#aru01_02";
- monster "que_qaru01",223,289,"Guard of Shadow",1752,1,"Guard of Shadow#aru01_02::OnMyMobDead";
- monster "que_qaru01",224,290,"Guard of Shadow",1752,1,"Guard of Shadow#aru01_02::OnMyMobDead";
- monster "que_qaru01",225,291,"Guard of Shadow",1752,1,"Guard of Shadow#aru01_02::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru01,236,296,5 script Guard of Shadow#aru01_03 1752,4,4,{
-OnInit:
- disablenpc "Guard of Shadow#aru01_03";
- end;
-
-OnDisable:
- killmonster "que_qaru01","Guard of Shadow#aru01_03::OnMyMobDead";
- disablenpc "Guard of Shadow#aru01_03";
- end;
-
-OnTouch:
- disablenpc "Guard of Shadow#aru01_03";
- monster "que_qaru01",235,295,"Guard of Shadow",1752,1,"Guard of Shadow#aru01_03::OnMyMobDead";
- monster "que_qaru01",236,296,"Guard of Shadow",1752,1,"Guard of Shadow#aru01_03::OnMyMobDead";
- monster "que_qaru01",237,297,"Guard of Shadow",1752,1,"Guard of Shadow#aru01_03::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru01,225,303,5 script Guard of Shadow#aru01_04 1752,4,4,{
-OnInit:
- disablenpc "Guard of Shadow#aru01_04";
- end;
-
-OnDisable:
- killmonster "que_qaru01","Guard of Shadow#aru01_04::OnMyMobDead";
- disablenpc "Guard of Shadow#aru01_04";
- end;
-
-OnTouch:
- disablenpc "Guard of Shadow#aru01_04";
- monster "que_qaru01",224,302,"Guard of Shadow",1752,1,"Guard of Shadow#aru01_04::OnMyMobDead";
- monster "que_qaru01",225,303,"Guard of Shadow",1752,1,"Guard of Shadow#aru01_04::OnMyMobDead";
- monster "que_qaru01",226,304,"Guard of Shadow",1752,1,"Guard of Shadow#aru01_04::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru01,266,296,3 script Bloody Hunter#aru01_ac01 1753,4,4,{
-OnInit:
- disablenpc "Bloody Hunter#aru01_ac01";
- end;
-
-OnDisable:
- killmonster "que_qaru01","Bloody Hunter#aru01_ac01::OnMyMobDead";
- disablenpc "Bloody Hunter#aru01_ac01";
- end;
-
-OnTouch:
- disablenpc "Bloody Hunter#aru01_ac01";
- monster "que_qaru01",265,297,"Bloody Hunter",1753,1,"Bloody Hunter#aru01_ac01::OnMyMobDead";
- monster "que_qaru01",266,296,"Bloody Hunter",1753,1,"Bloody Hunter#aru01_ac01::OnMyMobDead";
- monster "que_qaru01",267,295,"Bloody Hunter",1753,1,"Bloody Hunter#aru01_ac01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru01,271,283,3 script Bloody Hunter#aru01_ac02 1753,4,4,{
-OnInit:
- disablenpc "Bloody Hunter#aru01_ac02";
- end;
-
-OnDisable:
- killmonster "que_qaru01","Bloody Hunter#aru01_ac02::OnMyMobDead";
- disablenpc "Bloody Hunter#aru01_ac02";
- end;
-
-OnTouch:
- disablenpc "Bloody Hunter#aru01_ac02";
- monster "que_qaru01",270,284,"Bloody Hunter",1753,1,"Bloody Hunter#aru01_ac02::OnMyMobDead";
- monster "que_qaru01",271,283,"Bloody Hunter",1753,1,"Bloody Hunter#aru01_ac02::OnMyMobDead";
- monster "que_qaru01",272,282,"Bloody Hunter",1753,1,"Bloody Hunter#aru01_ac02::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru01,270,307,3 script Bloody Hunter#aru01_ac03 1753,4,4,{
-OnInit:
- disablenpc "Bloody Hunter#aru01_ac03";
- end;
-
-OnDisable:
- killmonster "que_qaru01","Bloody Hunter#aru01_ac03::OnMyMobDead";
- disablenpc "Bloody Hunter#aru01_ac03";
- end;
-
-OnTouch:
- disablenpc "Bloody Hunter#aru01_ac03";
- monster "que_qaru01",269,308,"Bloody Hunter",1753,1,"Bloody Hunter#aru01_ac03::OnMyMobDead";
- monster "que_qaru01",270,307,"Bloody Hunter",1753,1,"Bloody Hunter#aru01_ac03::OnMyMobDead";
- monster "que_qaru01",271,306,"Bloody Hunter",1753,1,"Bloody Hunter#aru01_ac03::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru01,279,300,3 script Bloody Hunter#aru01_ac04 1753,4,4,{
-OnInit:
- disablenpc "Bloody Hunter#aru01_ac04";
- end;
-
-OnDisable:
- killmonster "que_qaru01","Bloody Hunter#aru01_ac04::OnMyMobDead";
- disablenpc "Bloody Hunter#aru01_ac04";
- end;
-
-OnTouch:
- disablenpc "Bloody Hunter#aru01_ac04";
- monster "que_qaru01",278,301,"Bloody Hunter",1753,1,"Bloody Hunter#aru01_ac04::OnMyMobDead";
- monster "que_qaru01",279,300,"Bloody Hunter",1753,1,"Bloody Hunter#aru01_ac04::OnMyMobDead";
- monster "que_qaru01",280,299,"Bloody Hunter",1753,1,"Bloody Hunter#aru01_ac04::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru01,247,330,5 script Temple Keeper#aru01_ac01 1933,4,4,{
-OnInit:
- disablenpc "Temple Keeper#aru01_ac01";
- end;
-
-OnDisable:
- killmonster "que_qaru01","Temple Keeper#aru01_ac01::OnMyMobDead";
- disablenpc "Temple Keeper#aru01_ac01";
- end;
-
-OnTouch:
- disablenpc "Temple Keeper#aru01_ac01";
- monster "que_qaru01",246,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru01_ac01::OnMyMobDead";
- monster "que_qaru01",247,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru01_ac01::OnMyMobDead";
- monster "que_qaru01",248,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru01_ac01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru01,255,330,3 script Temple Keeper#aru01_ac02 1933,4,4,{
-OnInit:
- disablenpc "Temple Keeper#aru01_ac02";
- end;
-
-OnDisable:
- killmonster "que_qaru01","Temple Keeper#aru01_ac02::OnMyMobDead";
- disablenpc "Temple Keeper#aru01_ac02";
- end;
-
-OnTouch:
- disablenpc "Temple Keeper#aru01_ac02";
- monster "que_qaru01",254,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru01_ac02::OnMyMobDead";
- monster "que_qaru01",255,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru01_ac02::OnMyMobDead";
- monster "que_qaru01",256,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru01_ac02::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru01,251,255,3 script Wish Maiden#aru01_boss 1931,{
-OnInit:
- hideonnpc "Wish Maiden#aru01_boss";
- end;
-
-OnDisable:
- killmonster "que_qaru01","Wish Maiden#aru01_boss::OnMyMobDead";
- hideonnpc "Wish Maiden#aru01_boss";
- stopnpctimer;
- end;
-
-Onfight:
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qaru01","Wish Maiden : You guys reached here.. Are your guardians dead...?",bc_map,"0x00ff00";
- end;
-
-OnTimer4000:
- mapannounce "que_qaru01","Wish Maiden : I sincerely welcome all your best efforts!",bc_map,"0x00ff00";
- end;
-
-OnTimer5000:
- specialeffect EF_ICECRASH;
- hideonnpc "Wish Maiden#aru01_boss";
- specialeffect EF_SPHERE;
- monster "que_qaru01",252,340,"Wish Maiden",1931,1,"Wish Maiden#aru01_boss::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- if (mobcount("que_qaru01","Wish Maiden#aru01_boss::OnMyMobDead") == 0) {
- donpcevent "#okolnir_aru01::Onstop";
- donpcevent "Wish Maiden#aru01_gift::OnEnable";
- mapannounce "que_qaru01","Wish Maiden : ..Good, you deserve the Goddess' shine.",bc_map,"0x00ff00";
- }
- end;
-}
-
-que_qaru01,252,340,3 script Wish Maiden#aru01_gift 403,{
- set .@GID, GetCastleData("arug_cas01",1);
- if (getcharid(2) == .@GID) {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- if ((countitem(7835) > 0) && (countitem(7836) > 0) && (countitem(7837) > 0) && (countitem(7838) > 0) && (countitem(2513) > 0) && (countitem(7291) > 9) && (countitem(7293) > 9) && (countitem(7063) > 99) && (countitem(985) > 19)) {
- cutin "wish_maiden12",1;
- mes "[Wish Maiden]";
- mes "As I declared, I will give the Goddess' shine to you.";
- mes "You have the requirements to carry it...";
- next;
- mes "[Wish Maiden]";
- mes "You will be granted the power of the great Valkyrie...";
- next;
- mes "[Wish Maiden]";
- mes "I will give you some things for fun.";
- mes "All of you enjoy them together...";
- next;
- mes "[Wish Maiden]";
- mes "Go to Rachel and Juno to meet the Ravies sisters.";
- next;
- cutin "wish_maiden32",1;
- mes "[Wish Maiden]";
- mes "I will open the gate for you to come back here.";
- mes "...Okolnir won't last forever...";
- delitem 7835,1; //Dusk_Glow
- delitem 7836,1; //Dawn_Essence
- delitem 7837,1; //Cold_Moonlight
- delitem 7838,1; //Hazy_Starlight
- delitem 2513,1; //Celestial_Robe
- delitem 7063,100; //Soft_Feather
- delitem 7291,10; //Agate
- delitem 7293,10; //Rose_Quartz
- delitem 985,20; //Elunium
- getitem 2541,1; //Asprika
- getitem 7840,1; //Valkyrie_Gift
- announce "["+ strcharinfo(0) +"], of guild ["+ GetGuildName(.@GID) +"] has brought a Asprika into this world.",bc_all,"0x70dbdb";
- close2;
- cutin "wish_maiden11",255;
- disablenpc "Wish Maiden#aru01_gift";
- enablenpc "#to_agit_aru01_gate";
- end;
- }
- else {
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "As I declared, you are worthy of holding the Asprika.";
- mes "However, you do not have the requirements on you...";
- next;
- mes "[Wish Maiden]";
- mes "...Did you forget something?";
- close2;
- }
- }
- else {
- cutin "wish_maiden12",1;
- mes "[Wish Maiden]";
- mes "� All of you worked together as a team...";
- mes "Humans are strong when they are united, but are easily swayed by lust.";
- next;
- mes "[Wish Maiden]";
- mes "Humans are imperfect, so their chief god is there for them when they need help.";
- mes "....";
- next;
- mes "[Wish Maiden]";
- mes "Always be real.";
- mes "Do not regret your actions...";
- close2;
- }
- }
- cutin "wish_maiden11",255;
- end;
-
-OnInit:
- disablenpc "Wish Maiden#aru01_gift";
- end;
-
-OnEnable:
- enablenpc "Wish Maiden#aru01_gift";
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc "Wish Maiden#aru01_gift";
- stopnpctimer;
- end;
-
-OnTimer280000:
- mapannounce "que_qaru01","Wish Maiden : ... Okolnir will soon disappear... I will send you back to where you originally came from.",bc_map,"0x00ff00";
- end;
-
-OnTimer290000:
- mapwarp "que_qaru01","arug_cas01",157,369;
- donpcevent "#to_agit_aru01_gate::OnDisable";
- end;
-
-OnTimer300000:
- donpcevent "#okolnir_aru01::OnDisable";
- set $gqse_aru01_miro,0;
- set $gqse_aru01_pcc,0;
- set $gqse_aru01_gd,0;
- set $gqse_aru01_nm,0;
- set $siz_aru01_on,2;
- donpcevent "#okolnir_aru01_time01::OnEnable";
- stopnpctimer;
- end;
-}
-
-que_qaru01,252,339,0 script #to_agit_aru01_gate 45,1,1,{
-OnInit:
- disablenpc "#to_agit_aru01_gate";
- end;
-
-OnTouch:
- warp "arug_cas01",157,369;
- end;
-}
-
-que_qaru01,1,6,0 script #okolnir_aru01_time01 844,{
-OnInit:
- if ($siz_aru01_on == 2) {
- initnpctimer;
- }
- end;
-
-OnEnable:
- set $gqse_aru01_time,0;
- initnpctimer;
- end;
-
-Onreset:
- set $siz_aru01_on,0;
- set $gqse_aru01_time,0;
- stopnpctimer;
- end;
-
-OnTimer3600000:
- if ($gqse_aru01_time < 12) {
- set $gqse_aru01_time,$gqse_aru01_time+1;
- initnpctimer;
- }
- else if ($gqse_aru01_time == 12) {
- set $siz_aru01_on,0;
- set $gqse_aru01_time,0;
- enablenpc "Wish Maiden#gq_aru01";
- enablenpc "Piamette#aru01";
- hideoffnpc "Wish Maiden#aru01_boss";
- stopnpctimer;
- }
- end;
-}
-
-que_qaru01,116,313,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru01,120,285,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru01,117,236,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru01,103,223,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru01,85,204,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru01,79,186,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru01,73,167,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru01,68,150,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru01,71,128,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru01,69,118,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru01,117,78,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru01,110,79,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru01,141,80,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru01,158,84,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru01,193,104,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru01,119,269,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru01,155,77,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru01,110,317,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru01,115,295,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru01,116,256,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru01,113,242,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru01,99,223,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru01,94,216,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru01,77,198,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru01,70,174,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru01,72,147,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru01,64,134,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru01,77,107,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru01,84,88,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru01,98,82,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru01,129,79,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru01,91,124,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru01,173,95,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru01,179,127,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru01,195,120,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru01,178,159,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru01,88,145,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru01,94,157,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru01,95,177,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru01,129,196,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru01,154,196,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru01,170,187,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru01,194,180,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru01,214,181,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru01,243,199,0,0 monster Garden Watcher 1933,1,1200000,0,0
diff --git a/npc/quests/okolnir/godse_aru02.txt b/npc/quests/okolnir/godse_aru02.txt
deleted file mode 100644
index 78e52fd6c..000000000
--- a/npc/quests/okolnir/godse_aru02.txt
+++ /dev/null
@@ -1,3287 +0,0 @@
-//===== rAthena Script =======================================
-//= Falicious Okolnir - Valfreja 2
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.3
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= God Item SE Creation scipt (Asprika)
-//===== Additional Comments: =================================
-//= 1.0 First version. [L0ne_W0lf]
-//= 1.1 First round of bug fixes. (bugreport:3085) [L0ne_W0lf]
-//= Fixed two spawn locations of the key stones in Piamete's room.
-//= Fixed calling an event that doesn't exist when killing Piamete.
-//= Fixed the Wish Maiden not enabling when the boss is killed.
-//= Fixed two NPC named that were missed when translating.
-//= Fixed Dialog that was overlooked in some files and not others.
-//= 1.2 More bug fixes, sorry it took so long. [L0ne_W0lf]
-//= Fixed message on the portal when the okolnir section is full.
-//= Corrected non-angry Piamette not disabling.
-//= Removed extra dialog that was used in the Brynhild quest.
-//= 1.2a Fixed Wish maiden asking for soft feathers. [L0ne_W0lf]
-//= 1.3 Corrected invalid coordinates in maze. (bugreport:4220)
-//= Corrected typo in Guard of Shadow NPC.
-//============================================================
-
-arug_cas02,349,347,3 script Guide#gq_aru02 899,{
- set .@GID, GetCastleData("arug_cas02",1);
- if (getcharid(2) == .@GID) {
- if ($siz_aru02_on == 0) {
- mes "[Guide]";
- mes "This castle has a hidden secret.";
- mes "That is the ^4d4dff'Okolnir'^000000.";
- next;
- switch(select("About Okolnir.:Go to Okolnir.:Cancel.")) {
- case 1:
- mes "[Guide]";
- mes "Okolnir is a kind of virtual realm...";
- mes "I don't know how Okolnir exists, but I guess only Valkyrie knows.";
- next;
- mes "[Guide]";
- mes "As you know this is a place to test the adventurers made by Valkyrie...";
- mes "...you know the qualifications to enter Okolnir.";
- next;
- select("Qualifications?");
- mes "[Guide]";
- mes "Yes, Valkyrie definitely prefers strong adventurers.";
- mes "Only the qualified can enter Okolnir and Valhalla.";
- next;
- mes "[Guide]";
- mes "It only opens when everyone comes together to work it out.";
- mes "The key is in the castle.";
- next;
- mes "[Guide]";
- mes "If a castle's ^4d4dffeconomy is over 65 and defense also over 30^000000, this will be acceptable to access Okolnir.";
- next;
- mes "[Guide]";
- mes "And, if you pass all of the tests given by Valkyrie in Okolnir!";
- mes "You will also receive a mysterious gift.";
- next;
- mes "[Guide]";
- mes "Would you like to try to enter here?";
- close;
- case 2:
- set .@Defence,GetCastleData("arug_cas02",3);
- set .@Economy,GetCastleData("arug_cas02",2);
- if ((.@Economy > 64) && (.@Defence > 29)) {
- mes "[Guide]";
- mes "Great! Economy and Defense are OK.";
- mes "You can enter Okolnir now....";
- mes "Do you want to go there?";
- next;
- switch(select("Sure let's go there.:No.")) {
- case 1:
- if (countitem(7839) > 0) {
- delitem 7839,countitem(7839); //Crystal_Key
- }
- mes "[Guide]";
- mes "Ok......";
- mes "Please follow me...";
- close2;
- warp "que_qaru02",346,32;
- end;
- case 2:
- mes "[Guide]";
- mes "You can try this anytime in the future...";
- mes "If you are ready to protect this castle.";
- close;
- }
- }
- else {
- mes "[Guide]";
- mes "You are not qualified yet.";
- mes "Please develop your castle more...";
- close;
- }
- }
- }
- else if ($siz_aru02_on == 1) {
- mes "[Guide]";
- mes "... OK...";
- mes "Good luck.";
- next;
- switch(select("Enter now.:No.")) {
- case 1:
- if (countitem(7839) > 0) {
- delitem 7839,countitem(7839); //Crystal_Key
- }
- mes "[Guide]";
- mes "Hope you get everything you want...";
- close2;
- warp "que_qaru02",346,32;
- end;
- case 2:
- mes "[Guide]";
- mes "Really?";
- mes "Sorry to hear that.";
- close;
- }
- }
- else if ($siz_aru02_on == 2) {
- mes "[Guide]";
- mes "Building Okolnir needs quite a long time.";
- mes "....even though it's only virtual...";
- next;
- mes "[Guide]";
- mes "It takes about 12 -13 hours to create the virtual realm.";
- close;
- }
- else {
- mes "[Guide]";
- mes "You'll have to wait.";
- close;
- }
- }
- else {
- mes "[Guide]";
- mes "... I've never seen you before.";
- mes "You are strangers here. You'd better get out of here right now.";
- close;
- }
- end;
-
-OnInit:
- set $gqse_aru02_miro,0;
- set $gqse_aru02_pcc,0;
- set $gqse_aru02_gd,0;
- set $gqse_aru02_nm,0;
- if ($siz_aru02_on == 1) {
- set $siz_aru02_on,0;
- }
- enablenpc "Guide#gq_aru02";
- end;
-}
-
-que_qaru02,345,23,0 warp Gate02#gq_aru02 1,1,arug_cas02,349,355
-
-que_qaru02,345,82,3 script Wish Maiden#gq_aru02 403,{
- set .@GID, GetCastleData("arug_cas02",1);
- if (getcharid(2) == .@GID) {
- cutin "wish_maiden31",1;
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- mes "[Wish Maiden]";
- mes "I am... Wish maiden.";
- mes "Mourning in this virtual realm, Okolnir.";
- mes "On behalf of the humanbeings who defeated God here.";
- next;
- if ((countitem(7835) > 0) && (countitem(7836) > 0) && (countitem(7837) > 0) && (countitem(7838) > 0) && (countitem(2513) > 0) && (countitem(7291) > 9) && (countitem(7293) > 9) && (countitem(7063) > 99) && (countitem(985) > 19)) {
- cutin "wish_maiden11",1;
- mes "[Wish Maiden]";
- mes "Are you ready to endure the trials to get the Goddess' glory?";
- next;
- switch(select("Yes, I am:Sorry, I'll try later")) {
- case 1:
- cutin "wish_maiden12",1;
- mes "[Wish Maiden]";
- mes "I will test whether or not you deserve the Goddess shine...";
- mes "Isn't it simple?";
- next;
- mes "[Wish Maiden]";
- mes "Okolnir is a virtual place.";
- mes "There is no room for error there.";
- mes "^ff0000You only have one hour.^000000";
- next;
- cutin "wish_maiden31",1;
- mes "[Wish Maiden]";
- mes "If you have not finished in that time, Okolnir will be destroyed, and I will go to rest.";
- mes "You will have to wait again...";
- next;
- mes "[Wish Maiden]";
- mes "Are you ready to go through?";
- mes "^4d4dffYou need to have 16 to 20 members present^000000.";
- next;
- cutin "wish_maiden11",1;
- mes "[Wish Maiden]";
- mes "I will open the gate of Okolnir if your members are ready.";
- next;
- switch(select("We are ready.:We need more time.")) {
- case 1:
- set .@saram,getmapusers("que_qaru02");
- if (((.@saram > 15) && (.@saram < 21)) || (getgmlevel() == 99)) {
- cutin "wish_maiden12",1;
- mes "[Wish Maiden]";
- mes "Now I will open the gate of Okolnir where I am.";
- mes "I will wait for you on the top of Okolnir...";
- next;
- mes "[Wish Maiden]";
- mes "I hope that you can complete all of the trials before the virtual Okolnir is destroyed...";
- mes "Good luck.";
- mapannounce "que_qaru02","Wish Maiden: The gate of Okolnir is open! Don't forget you only have one hour.",bc_map,"0x00ff00";
- close2;
- set $gqse_aru02_pcc,.@saram;
- set $siz_aru02_on,1;
- donpcevent "#okolnir_aru02::OnEnable";
- disablenpc "Wish Maiden#gq_aru02";
- cutin "wish_maiden11",255;
- announce "["+ strcharinfo(0) +"], of the guild ["+ GetGuildName(.@GID) +"] has opened the gates to the realm of Okolnir.",bc_all,"0x70dbdb";
- end;
- }
- else {
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "You need to have 16 to 20 members present to open the gate of Okolnir.";
- mes "Come back when you are ready.";
- close2;
- }
- break;
- case 2:
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "Don't hesitate to try.";
- mes "You should catch the chance when it comes to you.";
- mes "Just gather your fellow members.";
- close2;
- }
- break;
- case 2:
- cutin "wish_maiden32",1;
- mes "[Wish Maiden]";
- mes "... Are you afraid of";
- mes "the trials facing you?";
- mes "....";
- next;
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "Do you think that you can defeat the Goddess shine easily?";
- mes "I feel disappointed by all of you.";
- mes "Just go away...";
- close2;
- }
- }
- else {
- cutin "wish_maiden11",1;
- mes "[Wish Maiden]";
- mes "Do you wish to enter?";
- mes "Only those prepared may enter here.";
- mes "You must bring several items to enter Okolnir.";
- next;
- mes "[Wish Maiden]";
- mes "Dusk Glow";
- mes "Dawn Essence";
- mes "Cold Moonlight";
- mes "Hazy Starlight.";
- next;
- mes "[Wish Maiden]";
- mes "Please bring those four things, 10 Agate, 10 Rose Quartz, and 20 Elunium,";
- mes "a Heavenly Maiden's Robe, as well as Soft feathers.";
- next;
- mes "[Wish Maiden]";
- mes "Once all of those are prepared, the gate will open.";
- next;
- mes "[Wish Maiden]";
- mes ".... ";
- mes "...........The Goddess shines brightly down on you, you should be stronger to deserve it...";
- next;
- mes "[Wish Maiden]";
- mes "Remember...";
- mes "You need to collect many soft feathers.";
- mes "I hope that your dreams come true.";
- next;
- mes "[Wish Maiden]";
- mes "I will answer all your requests if you bring these to me.";
- close2;
- }
- }
- else {
- cutin "wish_maiden31",1;
- mes "[Wish Maiden]";
- mes "I am... Wish maiden.";
- mes "Mourning in this virtual realm, Okolnir.";
- mes "On behalf of the humanbeings who defeated God here.";
- next;
- mes "[Wish Maiden]";
- mes "Bring me the one who brought you to this place.";
- mes ".. Deliver him to my will.";
- close2;
- }
- }
- else {
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "...You are not qualified.";
- close2;
- percentheal -100,0;
- cutin "wish_maiden11",255;
- end;
- }
- cutin "wish_maiden11",255;
- end;
-
-OnInit:
- if ($siz_aru02_on == 0) {
- enablenpc "Wish Maiden#gq_aru02";
- }
- else {
- disablenpc "Wish Maiden#gq_aru02";
- }
- end;
-}
-
-que_qaru02,346,81,0 script Gate01#gq_aru02 45,1,1,{
- end;
-
-OnInit:
- disablenpc "Gate01#gq_aru02";
- end;
-
-OnEnable:
- enablenpc "Gate01#gq_aru02";
- setcell "que_qaru02",58,302,63,302,cell_walkable,0;
- setcell "que_qaru02",58,302,63,302,cell_shootable,0;
- end;
-
-OnDisable:
- disablenpc "Gate01#gq_aru02";
- killmonsterall "que_qaru02";
- end;
-
-OnTouch:
- set .@saram,getmapusers("que_qaru02");
- if (.@saram < 21) {
- if ($gqse_aru02_miro == $gqse_aru02_pcc) {
- set .@point,rand(1,5);
- if (.@point == 1) {
- warp "que_qaru02",72,271;
- end;
- }
- else if (.@point == 2) {
- warp "que_qaru02",45,243;
- end;
- }
- else if (.@point == 3) {
- warp "que_qaru02",102,248;
- end;
- }
- else if (.@point == 4) {
- warp "que_qaru02",102,300;
- end;
- }
- else {
- warp "que_qaru02",46,300;
- end;
- }
- }
- else if ($gqse_aru02_miro == 0) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru02",77,271,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru02",77,271,strcharinfo(0),1659,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru02",77,271,strcharinfo(0),1662,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru02",77,271,strcharinfo(0),1663,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru02",77,271,strcharinfo(0),1660,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru02",77,271,strcharinfo(0),1661,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else {
- monster "que_qaru02",77,271,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- set $gqse_aru02_miro,1;
- warp "que_qaru02",72,271;
- end;
- }
- else if ($gqse_aru02_miro == 1) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru02",63,278,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru02",63,278,strcharinfo(0),1659,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru02",63,278,strcharinfo(0),1662,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru02",63,278,strcharinfo(0),1663,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru02",63,278,strcharinfo(0),1660,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru02",63,278,strcharinfo(0),1661,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else {
- monster "que_qaru02",63,278,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- set $gqse_aru02_miro,2;
- warp "que_qaru02",63,282;
- end;
- }
- else if ($gqse_aru02_miro == 2) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru02",63,294,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru02",63,294,strcharinfo(0),1659,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru02",63,294,strcharinfo(0),1662,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru02",63,294,strcharinfo(0),1663,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru02",63,294,strcharinfo(0),1660,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru02",63,294,strcharinfo(0),1661,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else {
- monster "que_qaru02",63,294,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- set $gqse_aru02_miro,3;
- warp "que_qaru02",59,294;
- end;
- }
- else if ($gqse_aru02_miro == 3) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru02",50,300,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru02",50,300,strcharinfo(0),1659,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru02",50,300,strcharinfo(0),1662,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru02",50,300,strcharinfo(0),1663,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru02",50,300,strcharinfo(0),1660,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru02",50,300,strcharinfo(0),1661,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else {
- monster "que_qaru02",50,300,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- set $gqse_aru02_miro,4;
- warp "que_qaru02",46,300;
- end;
- }
- else if ($gqse_aru02_miro == 4) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru02",51,280,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru02",51,280,strcharinfo(0),1659,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru02",51,280,strcharinfo(0),1662,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru02",51,280,strcharinfo(0),1663,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru02",51,280,strcharinfo(0),1660,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru02",51,280,strcharinfo(0),1661,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else {
- monster "que_qaru02",51,280,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- set $gqse_aru02_miro,5;
- warp "que_qaru02",51,285;
- end;
- }
- else if ($gqse_aru02_miro == 5) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru02",51,258,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru02",51,258,strcharinfo(0),1659,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru02",51,258,strcharinfo(0),1662,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru02",51,258,strcharinfo(0),1663,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru02",51,258,strcharinfo(0),1660,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru02",51,258,strcharinfo(0),1661,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else {
- monster "que_qaru02",51,258,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- set $gqse_aru02_miro,6;
- warp "que_qaru02",51,262;
- end;
- }
- else if ($gqse_aru02_miro == 6) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru02",49,243,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru02",49,243,strcharinfo(0),1659,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru02",49,243,strcharinfo(0),1662,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru02",49,243,strcharinfo(0),1663,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru02",49,243,strcharinfo(0),1660,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru02",49,243,strcharinfo(0),1661,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else {
- monster "que_qaru02",49,243,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- set $gqse_aru02_miro,7;
- warp "que_qaru02",45,243;
- end;
- }
- else if ($gqse_aru02_miro == 7) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru02",86,249,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru02",86,249,strcharinfo(0),1659,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru02",86,249,strcharinfo(0),1662,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru02",86,249,strcharinfo(0),1663,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru02",86,249,strcharinfo(0),1660,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru02",86,249,strcharinfo(0),1661,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else {
- monster "que_qaru02",86,249,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- set $gqse_aru02_miro,8;
- warp "que_qaru02",82,249;
- end;
- }
- else if ($gqse_aru02_miro == 8) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru02",102,243,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru02",102,243,strcharinfo(0),1659,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru02",102,243,strcharinfo(0),1662,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru02",102,243,strcharinfo(0),1663,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru02",102,243,strcharinfo(0),1660,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru02",102,243,strcharinfo(0),1661,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else {
- monster "que_qaru02",102,243,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- set $gqse_aru02_miro,9;
- warp "que_qaru02",102,248;
- end;
- }
- else if ($gqse_aru02_miro == 9) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru02",90,256,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru02",90,256,strcharinfo(0),1659,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru02",90,256,strcharinfo(0),1662,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru02",90,256,strcharinfo(0),1663,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru02",90,256,strcharinfo(0),1660,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru02",90,256,strcharinfo(0),1661,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else {
- monster "que_qaru02",90,256,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- set $gqse_aru02_miro,10;
- warp "que_qaru02",90,260;
- end;
- }
- else if ($gqse_aru02_miro == 10) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru02",90,283,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru02",90,283,strcharinfo(0),1659,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru02",90,283,strcharinfo(0),1662,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru02",90,283,strcharinfo(0),1663,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru02",90,283,strcharinfo(0),1660,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru02",90,283,strcharinfo(0),1661,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else {
- monster "que_qaru02",90,283,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- set $gqse_aru02_miro,11;
- warp "que_qaru02",90,280;
- end;
- }
- else if ($gqse_aru02_miro == 11) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru02",102,295,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru02",102,295,strcharinfo(0),1659,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru02",102,295,strcharinfo(0),1662,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru02",102,295,strcharinfo(0),1663,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru02",102,295,strcharinfo(0),1660,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru02",102,295,strcharinfo(0),1661,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else {
- monster "que_qaru02",102,295,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- set $gqse_aru02_miro,12;
- warp "que_qaru02",102,300;
- end;
- }
- else if ($gqse_aru02_miro == 12) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru02",96,285,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru02",96,285,strcharinfo(0),1659,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru02",96,285,strcharinfo(0),1662,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru02",96,285,strcharinfo(0),1663,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru02",96,285,strcharinfo(0),1660,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru02",96,285,strcharinfo(0),1661,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else {
- monster "que_qaru02",96,285,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- set $gqse_aru02_miro,13;
- warp "que_qaru02",96,290;
- end;
- }
- else if ($gqse_aru02_miro == 13) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru02",63,278,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru02",63,278,strcharinfo(0),1659,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru02",63,278,strcharinfo(0),1662,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru02",63,278,strcharinfo(0),1663,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru02",63,278,strcharinfo(0),1660,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru02",63,278,strcharinfo(0),1661,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else {
- monster "que_qaru02",63,278,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- set $gqse_aru02_miro,14;
- warp "que_qaru02",63,282;
- end;
- }
- else if ($gqse_aru02_miro == 14) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru02",65,243,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru02",65,243,strcharinfo(0),1659,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru02",65,243,strcharinfo(0),1662,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru02",65,243,strcharinfo(0),1663,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru02",65,243,strcharinfo(0),1660,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru02",65,243,strcharinfo(0),1661,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else {
- monster "que_qaru02",65,243,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- set $gqse_aru02_miro,15;
- warp "que_qaru02",61,243;
- end;
- }
- else if ($gqse_aru02_miro == 15) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru02",73,249,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru02",73,249,strcharinfo(0),1659,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru02",73,249,strcharinfo(0),1662,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru02",73,249,strcharinfo(0),1663,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru02",73,249,strcharinfo(0),1660,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru02",73,249,strcharinfo(0),1661,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else {
- monster "que_qaru02",73,249,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- set $gqse_aru02_miro,16;
- warp "que_qaru02",70,249;
- end;
- }
- else if ($gqse_aru02_miro == 16) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru02",102,275,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru02",102,275,strcharinfo(0),1659,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru02",102,275,strcharinfo(0),1662,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru02",102,275,strcharinfo(0),1663,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru02",102,275,strcharinfo(0),1660,1,"#Gate_manager_aru02::OnMyMobDead";
- end;
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru02",102,275,strcharinfo(0),1661,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else {
- monster "que_qaru02",102,275,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- set $gqse_aru02_miro,17;
- warp "que_qaru02",102,282;
- end;
- }
- else if ($gqse_aru02_miro == 17) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru02",70,300,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru02",70,300,strcharinfo(0),1659,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru02",70,300,strcharinfo(0),1662,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru02",70,300,strcharinfo(0),1663,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru02",70,300,strcharinfo(0),1660,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru02",70,300,strcharinfo(0),1661,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else {
- monster "que_qaru02",70,300,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- set $gqse_aru02_miro,18;
- warp "que_qaru02",66,300;
- end;
- }
- else if ($gqse_aru02_miro == 18) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru02",57,255,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru02",57,255,strcharinfo(0),1659,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru02",57,255,strcharinfo(0),1662,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru02",57,255,strcharinfo(0),1663,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru02",57,255,strcharinfo(0),1660,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru02",57,255,strcharinfo(0),1661,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else {
- monster "que_qaru02",57,255,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- set $gqse_aru02_miro,19;
- warp "que_qaru02",57,258;
- end;
- }
- else if ($gqse_aru02_miro == 19) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru02",84,277,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru02",84,277,strcharinfo(0),1659,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru02",84,277,strcharinfo(0),1662,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru02",84,277,strcharinfo(0),1663,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru02",84,277,strcharinfo(0),1660,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru02",84,277,strcharinfo(0),1661,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- else {
- monster "que_qaru02",84,277,strcharinfo(0),1652,1,"#Gate_manager_aru02::OnMyMobDead";
- }
- set $gqse_aru02_miro,20;
- warp "que_qaru02",84,280;
- end;
- }
- }
- else {
- mes "There are too many people, you can't enter.";
- close;
- }
- end;
-}
-
-que_qaru02,1,4,0 script #Gate_manager_aru02 844,{
-OnMyMobDead:
- if ($gqse_aru02_miro == $gqse_aru02_pcc) {
- if (mobcount("que_qaru02","#Gate_manager_aru02::OnMyMobDead") == 0) {
- donpcevent "#gq_miromob2_aru02::OnEnable";
- }
- }
- end;
-}
-
-que_qaru02,1,4,0 script #gq_miromob2_aru02 844,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qaru02","Wish Maiden: How does it feel to see shadows of the past. This is only the beginning.",bc_map,"0x00ff00";
- end;
-
-OnTimer6000:
- mapannounce "que_qaru02","Wish Maiden: The things you seeing are not real, don't be caught in the Mystic garden.",bc_map,"0x00ff00";
- monster "que_qaru02",72,271,"Seyren Windsor",1640,1,"#gq_miromob2_aru02::OnMyMobDead";
- monster "que_qaru02",63,282,"Kathryne Keyron",1645,1,"#gq_miromob2_aru02::OnMyMobDead";
- monster "que_qaru02",59,294,"Cecil Damon",1644,1,"#gq_miromob2_aru02::OnMyMobDead";
- monster "que_qaru02",46,300,"Margaretha Sorin",1643,1,"#gq_miromob2_aru02::OnMyMobDead";
- monster "que_qaru02",51,285,"Eremes Guile",1641,1,"#gq_miromob2_aru02::OnMyMobDead";
- monster "que_qaru02",51,262,"Howard Alt-Eisen",1642,1,"#gq_miromob2_aru02::OnMyMobDead";
-
- monster "que_qaru02",45,243,"Seyren Windsor",1640,1,"#gq_miromob2_aru02::OnMyMobDead";
- monster "que_qaru02",82,249,"Kathryne Keyron",1645,1,"#gq_miromob2_aru02::OnMyMobDead";
- monster "que_qaru02",102,248,"Cecil Damon",1644,1,"#gq_miromob2_aru02::OnMyMobDead";
- monster "que_qaru02",90,260,"Margaretha Sorin",1643,1,"#gq_miromob2_aru02::OnMyMobDead";
- monster "que_qaru02",90,280,"Eremes Guile",1641,1,"#gq_miromob2_aru02::OnMyMobDead";
- monster "que_qaru02",102,300,"Howard Alt-Eisen",1642,1,"#gq_miromob2_aru02::OnMyMobDead";
-
- monster "que_qaru02",63,282,"Seyren Windsor",1640,1,"#gq_miromob2_aru02::OnMyMobDead";
- monster "que_qaru02",61,243,"Kathryne Keyron",1645,1,"#gq_miromob2_aru02::OnMyMobDead";
- monster "que_qaru02",70,249,"Cecil Damon",1644,1,"#gq_miromob2_aru02::OnMyMobDead";
- monster "que_qaru02",102,282,"Margaretha Sorin",1643,1,"#gq_miromob2_aru02::OnMyMobDead";
- monster "que_qaru02",66,300,"Eremes Guile",1641,1,"#gq_miromob2_aru02::OnMyMobDead";
- monster "que_qaru02",57,258,"Howard Alt-Eisen",1642,1,"#gq_miromob2_aru02::OnMyMobDead";
- stopnpctimer;
- end;
-
-Onreset:
- killmonster "que_qaru02","#gq_miromob2_aru02::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- if (mobcount("que_qaru02","#gq_miromob2_aru02::OnMyMobDead") == 0) {
- mapannounce "que_qaru02","The Mystic garden exit is now open.",bc_map,"0x00ff00";
- setcell "que_qaru02",58,302,63,302,cell_walkable,1;
- setcell "que_qaru02",58,302,63,302,cell_shootable,1;
- donpcevent "#Maze_Manager_aru02::OnDisable";
- }
- end;
-}
-
-que_qaru02,1,1,0 script #okolnir_aru02 844,{
-
-OnEnable:
- donpcevent "Gate01#gq_aru02::OnEnable";
- donpcevent "#Maze_Manager_aru02::OnEnable";
- donpcevent "#event_start01_aru02::OnEnable";
- donpcevent "#gd_aru02_mobctrl::OnEnable";
- enablenpc "Guard of Shadow#aru02_01";
- enablenpc "Guard of Shadow#aru02_02";
- enablenpc "Guard of Shadow#aru02_03";
- enablenpc "Guard of Shadow#aru02_04";
- enablenpc "Bloody Hunter#aru02_ac01";
- enablenpc "Bloody Hunter#aru02_ac02";
- enablenpc "Bloody Hunter#aru02_ac03";
- enablenpc "Bloody Hunter#aru02_ac04";
- enablenpc "Temple Keeper#aru02_ac01";
- enablenpc "Temple Keeper#aru02_ac02";
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc "Wish Maiden#gq_aru02";
- donpcevent "#gq_miromob2_aru02::Onreset";
- disablenpc "Piamette#aru02";
- donpcevent "#gdtimer01_aru02::Onstop";
- donpcevent "#gdtimer02_aru02::Onstop";
- donpcevent "#piamette_aru02::Onreset";
- donpcevent "Wish Maiden#aru02_boss::OnDisable";
- donpcevent "Wish Maiden#aru02_gift::OnDisable";
- donpcevent "#gd_aru02_mobctrl::Onreset";
- donpcevent "Gate01#gq_aru02::OnDisable";
- donpcevent "#Maze_Manager_aru02::OnDisable";
- donpcevent "#event_start01_aru02::OnDisable";
- donpcevent "#nm_switch_aru02::OnDisable";
- donpcevent "#nmsomaru02_jin01::OnDisable";
- donpcevent "#nmsomaru02_jin02::OnDisable";
- donpcevent "#nmsomaru02_jin03::OnDisable";
- donpcevent "Guard of Shadow#aru02_01::OnDisable";
- donpcevent "Guard of Shadow#aru02_02::OnDisable";
- donpcevent "Guard of Shadow#aru02_03::OnDisable";
- donpcevent "Guard of Shadow#aru02_04::OnDisable";
- donpcevent "Bloody Hunter#aru02_ac01::OnDisable";
- donpcevent "Bloody Hunter#aru02_ac02::OnDisable";
- donpcevent "Bloody Hunter#aru02_ac03::OnDisable";
- donpcevent "Bloody Hunter#aru02_ac04::OnDisable";
- donpcevent "Temple Keeper#aru02_ac01::OnDisable";
- donpcevent "Temple Keeper#aru02_ac02::OnDisable";
- disablenpc "#to_agit_aru02_gate";
- donpcevent "#aru02_stone01::Onreset";
- donpcevent "#aru02_stone02::Onreset";
- donpcevent "#aru02_stone03::Onreset";
- disablenpc "#aru02_cage01";
- disablenpc "#aru02_cage02";
- disablenpc "#aru02_cage03";
- disablenpc "#aru02_cage04";
- disablenpc "#aru02_cage05";
- disablenpc "#aru02_cage06";
- disablenpc "windpath03_aru02";
- disablenpc "windpath04_aru02";
- set $gqse_aru02_miro,0;
- set $gqse_aru02_pcc,0;
- set $gqse_aru02_gd,0;
- set $gqse_aru02_nm,0;
- stopnpctimer;
- end;
-
-Onstop:
- stopnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qaru02","Wish Maiden : Do your best, Okolnir will disappear in one hour!",bc_map,"0x00ff00";
- end;
-
-OnTimer1800000:
- mapannounce "que_qaru02","Okolnir will disappear in 30 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer2400000:
- mapannounce "que_qaru02","Okolnir will disappear in 20 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3000000:
- mapannounce "que_qaru02","Okolnir will disappear in 10 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3300000:
- mapannounce "que_qaru02","Okolnir will disappear in 5 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3360000:
- mapannounce "que_qaru02","Okolnir will disappear in 4 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3420000:
- mapannounce "que_qaru02","Okolnir will disappear in 3 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3480000:
- mapannounce "que_qaru02","Okolnir will disappear in 2 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3540000:
- mapannounce "que_qaru02","Okolnir will disappear in 1 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3600000:
- mapannounce "que_qaru02","Okolnir has begun to disappear.",bc_map,"0x4d4dff";
- disablenpc "Wish Maiden#gq_aru02";
- donpcevent "#gq_miromob2_aru02::Onreset";
- disablenpc "Piamette#aru02";
- donpcevent "#gdtimer01_aru02::Onstop";
- donpcevent "#gdtimer02_aru02::Onstop";
- donpcevent "#piamette_aru02::Onreset";
- donpcevent "Wish Maiden#aru02_boss::onDisable";
- donpcevent "Wish Maiden#aru02_gift::OnDisable";
- donpcevent "#gd_aru02_mobctrl::Onreset";
- donpcevent "Gate01#gq_aru02::OnDisable";
- donpcevent "#Maze_Manager_aru02::OnDisable";
- donpcevent "#event_start01_aru02::OnDisable";
- donpcevent "#nm_switch_aru02::OnDisable";
- donpcevent "#nmsomaru02_jin01::OnDisable";
- donpcevent "#nmsomaru02_jin02::OnDisable";
- donpcevent "#nmsomaru02_jin03::OnDisable";
- donpcevent "Guard of Shadow#aru02_01::OnDisable";
- donpcevent "Guard of Shadow#aru02_02::OnDisable";
- donpcevent "Guard of Shadow#aru02_03::OnDisable";
- donpcevent "Guard of Shadow#aru02_04::OnDisable";
- donpcevent "Bloody Hunter#aru02_ac01::OnDisable";
- donpcevent "Bloody Hunter#aru02_ac02::OnDisable";
- donpcevent "Bloody Hunter#aru02_ac03::OnDisable";
- donpcevent "Bloody Hunter#aru02_ac04::OnDisable";
- donpcevent "Temple Keeper#aru02_ac01::OnDisable";
- donpcevent "Temple Keeper#aru02_ac02::OnDisable";
- disablenpc "#to_agit_aru02_gate";
- donpcevent "#aru02_stone01::Onreset";
- donpcevent "#aru02_stone02::Onreset";
- donpcevent "#aru02_stone03::Onreset";
- disablenpc "#aru02_cage01";
- disablenpc "#aru02_cage02";
- disablenpc "#aru02_cage03";
- disablenpc "#aru02_cage04";
- disablenpc "#aru02_cage05";
- disablenpc "#aru02_cage06";
- disablenpc "windpath03_aru02";
- disablenpc "windpath04_aru02";
- end;
-
-OnTimer3605000:
- mapannounce "que_qaru02","Wish Maiden: ... You will fall into a deep sleep within Okolnir... ",bc_map,"0x00ff00";
- end;
-
-OnTimer3608000:
- mapannounce "que_qaru02","Wish Maiden: ..Have courage ... and await your chance again... ",bc_map,"0x00ff00";
- end;
-
-OnTimer3610000:
- set $gqse_aru02_miro,0;
- set $gqse_aru02_pcc,0;
- set $gqse_aru02_gd,0;
- set $gqse_aru02_nm,0;
- mapwarp "que_qaru02","arug_cas02",349,355;
- end;
-
-OnTimer3611000:
- donpcevent "#okolnir_aru02_time01::OnEnable";
- stopnpctimer;
- end;
-}
-
-que_qaru02,1,2,0 script #Maze_Manager_aru02 844,{
-OnInit:
- donpcevent "#miro_bf_aru02::OnDisable";
- donpcevent "#miro_rf_aru02::OnDisable";
- donpcevent "#miro_yf_aru02::OnDisable";
- end;
-
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- donpcevent "#miro_bf_aru02::OnDisable";
- donpcevent "#miro_rf_aru02::OnDisable";
- donpcevent "#miro_yf_aru02::OnDisable";
- stopnpctimer;
- end;
-
-OnTimer1000:
- donpcevent "#miro_rf_aru02::OnDisable";
- end;
-
-OnTimer2000:
- donpcevent "#miro_yf_aru02::OnDisable";
- end;
-
-OnTimer3000:
- donpcevent "#miro_bf_aru02::OnEnable";
- end;
-
-OnTimer120000:
- donpcevent "#miro_bf_aru02::OnDisable";
- end;
-
-OnTimer121000:
- donpcevent "#miro_yf_aru02::OnDisable";
- end;
-
-OnTimer123000:
- donpcevent "#miro_rf_aru02::OnEnable";
- end;
-
-OnTimer240000:
- donpcevent "#miro_bf_aru02::OnDisable";
- end;
-
-OnTimer241000:
- donpcevent "#miro_rf_aru02::OnDisable";
- end;
-
-OnTimer242000:
- donpcevent "#miro_yf_aru02::OnEnable";
- end;
-
-OnTimer360000:
- donpcevent "#Maze_Manager_aru02::OnEnable";
- end;
-}
-
-que_qaru02,2,1,0 script #miro_bf_aru02 844,{
-
-OnEnable:
- monster "que_qaru02",44,270," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
- monster "que_qaru02",46,270," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
- monster "que_qaru02",50,287," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
- monster "que_qaru02",52,287," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
- monster "que_qaru02",50,265," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
- monster "que_qaru02",52,265," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
- monster "que_qaru02",56,279," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
- monster "que_qaru02",58,279," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
- monster "que_qaru02",64,301," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
- monster "que_qaru02",64,298," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
- monster "que_qaru02",62,272," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
- monster "que_qaru02",64,272," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
- monster "que_qaru02",58,245," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
- monster "que_qaru02",58,243," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
- monster "que_qaru02",72,289," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
- monster "que_qaru02",72,287," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
- monster "que_qaru02",68,257," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
- monster "que_qaru02",68,255," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
- monster "que_qaru02",73,263," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
- monster "que_qaru02",73,261," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
- monster "que_qaru02",75,251," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
- monster "que_qaru02",75,249," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
- monster "que_qaru02",79,283," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
- monster "que_qaru02",79,281," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
- monster "que_qaru02",82,271," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
- monster "que_qaru02",84,271," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
- monster "que_qaru02",89,295," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
- monster "que_qaru02",89,293," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
- monster "que_qaru02",88,276," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
- monster "que_qaru02",90,276," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
- monster "que_qaru02",88,266," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
- monster "que_qaru02",90,266," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
- monster "que_qaru02",94,256," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
- monster "que_qaru02",96,256," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
- monster "que_qaru02",64,301," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
- monster "que_qaru02",64,299," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
- monster "que_qaru02",100,251," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
- monster "que_qaru02",102,251," ",1934,1,"#miro_bf_aru02::OnMyMobDead";
- setcell "que_qaru02",44,270,47,270,cell_walkable,0;
- setcell "que_qaru02",44,270,47,270,cell_shootable,0;
- setcell "que_qaru02",50,287,53,287,cell_walkable,0;
- setcell "que_qaru02",50,287,53,287,cell_shootable,0;
- setcell "que_qaru02",50,265,53,265,cell_walkable,0;
- setcell "que_qaru02",50,265,53,265,cell_shootable,0;
- setcell "que_qaru02",56,279,59,279,cell_walkable,0;
- setcell "que_qaru02",56,279,59,279,cell_shootable,0;
- setcell "que_qaru02",64,298,64,301,cell_walkable,0;
- setcell "que_qaru02",64,298,64,301,cell_shootable,0;
- setcell "que_qaru02",62,272,65,272,cell_walkable,0;
- setcell "que_qaru02",62,272,65,272,cell_shootable,0;
- setcell "que_qaru02",58,242,58,245,cell_walkable,0;
- setcell "que_qaru02",58,242,58,245,cell_shootable,0;
- setcell "que_qaru02",72,286,72,289,cell_walkable,0;
- setcell "que_qaru02",72,286,72,289,cell_shootable,0;
- setcell "que_qaru02",68,254,68,259,cell_walkable,0;
- setcell "que_qaru02",68,254,68,259,cell_shootable,0;
- setcell "que_qaru02",73,260,73,263,cell_walkable,0;
- setcell "que_qaru02",73,260,73,263,cell_shootable,0;
- setcell "que_qaru02",75,248,75,251,cell_walkable,0;
- setcell "que_qaru02",75,248,75,251,cell_shootable,0;
- setcell "que_qaru02",79,280,79,283,cell_walkable,0;
- setcell "que_qaru02",79,280,79,283,cell_shootable,0;
- setcell "que_qaru02",82,271,85,271,cell_walkable,0;
- setcell "que_qaru02",82,271,85,271,cell_shootable,0;
- setcell "que_qaru02",89,292,89,295,cell_walkable,0;
- setcell "que_qaru02",89,292,89,295,cell_shootable,0;
- setcell "que_qaru02",88,276,91,276,cell_walkable,0;
- setcell "que_qaru02",88,276,91,276,cell_shootable,0;
- setcell "que_qaru02",88,266,91,266,cell_walkable,0;
- setcell "que_qaru02",88,266,91,266,cell_shootable,0;
- setcell "que_qaru02",94,256,97,256,cell_walkable,0;
- setcell "que_qaru02",94,256,97,256,cell_shootable,0;
- setcell "que_qaru02",64,298,64,301,cell_walkable,0;
- setcell "que_qaru02",64,298,64,301,cell_shootable,0;
- setcell "que_qaru02",100,251,103,251,cell_walkable,0;
- setcell "que_qaru02",100,251,103,251,cell_shootable,0;
- end;
-
-OnDisable:
- killmonster "que_qaru02","#miro_bf_aru02::OnMyMobDead";
- setcell "que_qaru02",44,270,47,270,cell_walkable,1;
- setcell "que_qaru02",44,270,47,270,cell_shootable,1;
- setcell "que_qaru02",50,287,53,287,cell_walkable,1;
- setcell "que_qaru02",50,287,53,287,cell_shootable,1;
- setcell "que_qaru02",50,265,53,265,cell_walkable,1;
- setcell "que_qaru02",50,265,53,265,cell_shootable,1;
- setcell "que_qaru02",56,279,59,279,cell_walkable,1;
- setcell "que_qaru02",56,279,59,279,cell_shootable,1;
- setcell "que_qaru02",64,298,64,301,cell_walkable,1;
- setcell "que_qaru02",64,298,64,301,cell_shootable,1;
- setcell "que_qaru02",62,272,65,272,cell_walkable,1;
- setcell "que_qaru02",62,272,65,272,cell_shootable,1;
- setcell "que_qaru02",58,242,58,245,cell_walkable,1;
- setcell "que_qaru02",58,242,58,245,cell_shootable,1;
- setcell "que_qaru02",72,286,72,289,cell_walkable,1;
- setcell "que_qaru02",72,286,72,289,cell_shootable,1;
- setcell "que_qaru02",68,254,68,259,cell_walkable,1;
- setcell "que_qaru02",68,254,68,259,cell_shootable,1;
- setcell "que_qaru02",73,260,73,263,cell_walkable,1;
- setcell "que_qaru02",73,260,73,263,cell_shootable,1;
- setcell "que_qaru02",75,248,75,251,cell_walkable,1;
- setcell "que_qaru02",75,248,75,251,cell_shootable,1;
- setcell "que_qaru02",79,280,79,283,cell_walkable,1;
- setcell "que_qaru02",79,280,79,283,cell_shootable,1;
- setcell "que_qaru02",82,271,85,271,cell_walkable,1;
- setcell "que_qaru02",82,271,85,271,cell_shootable,1;
- setcell "que_qaru02",89,292,89,295,cell_walkable,1;
- setcell "que_qaru02",89,292,89,295,cell_shootable,1;
- setcell "que_qaru02",88,276,91,276,cell_walkable,1;
- setcell "que_qaru02",88,276,91,276,cell_shootable,1;
- setcell "que_qaru02",88,266,91,266,cell_walkable,1;
- setcell "que_qaru02",88,266,91,266,cell_shootable,1;
- setcell "que_qaru02",94,256,97,256,cell_walkable,1;
- setcell "que_qaru02",94,256,97,256,cell_shootable,1;
- setcell "que_qaru02",64,298,64,301,cell_walkable,1;
- setcell "que_qaru02",64,298,64,301,cell_shootable,1;
- setcell "que_qaru02",100,251,103,251,cell_walkable,1;
- setcell "que_qaru02",100,251,103,251,cell_shootable,1;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru02,2,2,0 script #miro_rf_aru02 844,{
-
-OnEnable:
- monster "que_qaru02",57,301," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
- monster "que_qaru02",57,299," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
- monster "que_qaru02",48,291," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
- monster "que_qaru02",48,289," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
- monster "que_qaru02",68,290," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
- monster "que_qaru02",70,290," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
- monster "que_qaru02",72,295," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
- monster "que_qaru02",72,293," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
- monster "que_qaru02",90,296," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
- monster "que_qaru02",92,296," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
- monster "que_qaru02",56,282," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
- monster "que_qaru02",58,282," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
- monster "que_qaru02",66,283," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
- monster "que_qaru02",66,281," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
- monster "que_qaru02",80,284," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
- monster "que_qaru02",82,284," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
- monster "que_qaru02",44,273," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
- monster "que_qaru02",46,273," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
- monster "que_qaru02",50,273," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
- monster "que_qaru02",52,273," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
- monster "que_qaru02",54,269," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
- monster "que_qaru02",54,267," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
- monster "que_qaru02",66,271," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
- monster "que_qaru02",66,270," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
- monster "que_qaru02",81,273," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
- monster "que_qaru02",81,272," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
- monster "que_qaru02",88,276," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
- monster "que_qaru02",90,276," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
- monster "que_qaru02",94,276," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
- monster "que_qaru02",96,276," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
- monster "que_qaru02",64,258," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
- monster "que_qaru02",66,258," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
- monster "que_qaru02",76,263," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
- monster "que_qaru02",76,261," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
- monster "que_qaru02",87,265," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
- monster "que_qaru02",87,263," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
- monster "que_qaru02",50,252," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
- monster "que_qaru02",52,252," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
- monster "que_qaru02",76,252," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
- monster "que_qaru02",78,252," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
- monster "que_qaru02",99,255," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
- monster "que_qaru02",99,253," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
- monster "que_qaru02",53,245," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
- monster "que_qaru02",53,243," ",1935,1,"#miro_rf_aru02::OnMyMobDead";
- setcell "que_qaru02",57,298,57,301,cell_walkable,0;
- setcell "que_qaru02",57,298,57,301,cell_shootable,0;
- setcell "que_qaru02",48,288,48,291,cell_walkable,0;
- setcell "que_qaru02",48,288,48,291,cell_shootable,0;
- setcell "que_qaru02",68,290,71,290,cell_walkable,0;
- setcell "que_qaru02",68,290,71,290,cell_shootable,0;
- setcell "que_qaru02",72,292,72,295,cell_walkable,0;
- setcell "que_qaru02",72,292,72,295,cell_shootable,0;
- setcell "que_qaru02",90,296,93,296,cell_walkable,0;
- setcell "que_qaru02",90,296,93,296,cell_shootable,0;
- setcell "que_qaru02",56,282,59,282,cell_walkable,0;
- setcell "que_qaru02",56,282,59,282,cell_shootable,0;
- setcell "que_qaru02",66,280,66,283,cell_walkable,0;
- setcell "que_qaru02",66,280,66,283,cell_shootable,0;
- setcell "que_qaru02",80,284,83,284,cell_walkable,0;
- setcell "que_qaru02",80,284,83,284,cell_shootable,0;
- setcell "que_qaru02",44,273,47,273,cell_walkable,0;
- setcell "que_qaru02",44,273,47,273,cell_shootable,0;
- setcell "que_qaru02",50,273,53,273,cell_walkable,0;
- setcell "que_qaru02",50,273,53,273,cell_shootable,0;
- setcell "que_qaru02",54,266,54,269,cell_walkable,0;
- setcell "que_qaru02",54,266,54,269,cell_shootable,0;
- setcell "que_qaru02",66,270,66,271,cell_walkable,0;
- setcell "que_qaru02",66,270,66,271,cell_shootable,0;
- setcell "que_qaru02",81,272,81,273,cell_walkable,0;
- setcell "que_qaru02",81,272,81,273,cell_shootable,0;
- setcell "que_qaru02",88,276,91,276,cell_walkable,0;
- setcell "que_qaru02",88,276,91,276,cell_shootable,0;
- setcell "que_qaru02",94,276,97,276,cell_walkable,0;
- setcell "que_qaru02",94,276,97,276,cell_shootable,0;
- setcell "que_qaru02",64,258,67,258,cell_walkable,0;
- setcell "que_qaru02",64,258,67,258,cell_shootable,0;
- setcell "que_qaru02",76,260,76,263,cell_walkable,0;
- setcell "que_qaru02",76,260,76,263,cell_shootable,0;
- setcell "que_qaru02",87,262,87,265,cell_walkable,0;
- setcell "que_qaru02",87,262,87,265,cell_shootable,0;
- setcell "que_qaru02",50,252,53,252,cell_walkable,0;
- setcell "que_qaru02",50,252,53,252,cell_shootable,0;
- setcell "que_qaru02",76,252,79,252,cell_walkable,0;
- setcell "que_qaru02",76,252,79,252,cell_shootable,0;
- setcell "que_qaru02",99,252,99,255,cell_walkable,0;
- setcell "que_qaru02",99,252,99,255,cell_shootable,0;
- setcell "que_qaru02",53,242,53,245,cell_walkable,0;
- setcell "que_qaru02",53,242,53,245,cell_shootable,0;
- end;
-
-OnDisable:
- killmonster "que_qaru02","#miro_rf_aru02::OnMyMobDead";
- setcell "que_qaru02",57,298,57,301,cell_walkable,1;
- setcell "que_qaru02",57,298,57,301,cell_shootable,1;
- setcell "que_qaru02",48,288,48,291,cell_walkable,1;
- setcell "que_qaru02",48,288,48,291,cell_shootable,1;
- setcell "que_qaru02",68,290,71,290,cell_walkable,1;
- setcell "que_qaru02",68,290,71,290,cell_shootable,1;
- setcell "que_qaru02",72,292,72,295,cell_walkable,1;
- setcell "que_qaru02",72,292,72,295,cell_shootable,1;
- setcell "que_qaru02",90,296,93,296,cell_walkable,1;
- setcell "que_qaru02",90,296,93,296,cell_shootable,1;
- setcell "que_qaru02",56,282,59,282,cell_walkable,1;
- setcell "que_qaru02",56,282,59,282,cell_shootable,1;
- setcell "que_qaru02",66,280,66,283,cell_walkable,1;
- setcell "que_qaru02",66,280,66,283,cell_shootable,1;
- setcell "que_qaru02",80,284,83,284,cell_walkable,1;
- setcell "que_qaru02",80,284,83,284,cell_shootable,1;
- setcell "que_qaru02",44,273,47,273,cell_walkable,1;
- setcell "que_qaru02",44,273,47,273,cell_shootable,1;
- setcell "que_qaru02",50,273,53,273,cell_walkable,1;
- setcell "que_qaru02",50,273,53,273,cell_shootable,1;
- setcell "que_qaru02",54,266,54,269,cell_walkable,1;
- setcell "que_qaru02",54,266,54,269,cell_shootable,1;
- setcell "que_qaru02",66,270,66,271,cell_walkable,1;
- setcell "que_qaru02",66,270,66,271,cell_shootable,1;
- setcell "que_qaru02",81,272,81,273,cell_walkable,1;
- setcell "que_qaru02",81,272,81,273,cell_shootable,1;
- setcell "que_qaru02",88,276,91,276,cell_walkable,1;
- setcell "que_qaru02",88,276,91,276,cell_shootable,1;
- setcell "que_qaru02",94,276,97,276,cell_walkable,1;
- setcell "que_qaru02",94,276,97,276,cell_shootable,1;
- setcell "que_qaru02",64,258,67,258,cell_walkable,1;
- setcell "que_qaru02",64,258,67,258,cell_shootable,1;
- setcell "que_qaru02",76,260,76,263,cell_walkable,1;
- setcell "que_qaru02",76,260,76,263,cell_shootable,1;
- setcell "que_qaru02",87,262,87,265,cell_walkable,1;
- setcell "que_qaru02",87,262,87,265,cell_shootable,1;
- setcell "que_qaru02",50,252,53,252,cell_walkable,1;
- setcell "que_qaru02",50,252,53,252,cell_shootable,1;
- setcell "que_qaru02",76,252,79,252,cell_walkable,1;
- setcell "que_qaru02",76,252,79,252,cell_shootable,1;
- setcell "que_qaru02",99,252,99,255,cell_walkable,1;
- setcell "que_qaru02",99,252,99,255,cell_shootable,1;
- setcell "que_qaru02",53,242,53,245,cell_walkable,1;
- setcell "que_qaru02",53,242,53,245,cell_shootable,1;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru02,2,3,0 script #miro_yf_aru02 844,{
-
-OnEnable:
- monster "que_qaru02",44,292," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",46,292," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",67,295," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",67,293," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",94,301," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",94,299," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",79,289," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",79,287," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",56,282," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",58,282," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",71,283," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",71,281," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",100,281," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",102,281," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",44,261," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",46,261," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",50,265," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",52,265," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",56,270," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",58,270," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",72,278," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",73,278," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",82,266," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",84,266," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",88,266," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",90,266," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",94,271," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",96,271," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",60,257," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",60,255," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",73,263," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",73,261," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",75,257," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",75,255," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",87,257," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",87,255," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",58,251," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",58,249," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",80,251," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",80,249," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",53,245," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",53,243," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",75,245," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",75,243," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",100,251," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",102,251," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",100,256," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- monster "que_qaru02",102,256," ",1936,1,"#miro_yf_aru02::OnMyMobDead";
- setcell "que_qaru02",44,292,47,292,cell_walkable,0;
- setcell "que_qaru02",44,292,47,292,cell_shootable,0;
- setcell "que_qaru02",67,292,67,295,cell_walkable,0;
- setcell "que_qaru02",67,292,67,295,cell_shootable,0;
- setcell "que_qaru02",94,298,94,301,cell_walkable,0;
- setcell "que_qaru02",94,298,94,301,cell_shootable,0;
- setcell "que_qaru02",79,286,79,289,cell_walkable,0;
- setcell "que_qaru02",79,286,79,289,cell_shootable,0;
- setcell "que_qaru02",56,282,59,282,cell_walkable,0;
- setcell "que_qaru02",56,282,59,282,cell_shootable,0;
- setcell "que_qaru02",71,280,71,283,cell_walkable,0;
- setcell "que_qaru02",71,280,71,283,cell_shootable,0;
- setcell "que_qaru02",100,281,103,281,cell_walkable,0;
- setcell "que_qaru02",100,281,103,281,cell_shootable,0;
- setcell "que_qaru02",44,261,47,261,cell_walkable,0;
- setcell "que_qaru02",44,261,47,261,cell_shootable,0;
- setcell "que_qaru02",50,265,53,265,cell_walkable,0;
- setcell "que_qaru02",50,265,53,265,cell_shootable,0;
- setcell "que_qaru02",56,270,59,270,cell_walkable,0;
- setcell "que_qaru02",56,270,59,270,cell_shootable,0;
- setcell "que_qaru02",72,278,73,278,cell_walkable,0;
- setcell "que_qaru02",72,278,73,278,cell_shootable,0;
- setcell "que_qaru02",82,266,85,266,cell_walkable,0;
- setcell "que_qaru02",82,266,85,266,cell_shootable,0;
- setcell "que_qaru02",88,266,91,266,cell_walkable,0;
- setcell "que_qaru02",88,266,91,266,cell_shootable,0;
- setcell "que_qaru02",94,271,97,271,cell_walkable,0;
- setcell "que_qaru02",94,271,97,271,cell_shootable,0;
- setcell "que_qaru02",60,254,60,257,cell_walkable,0;
- setcell "que_qaru02",60,254,60,257,cell_shootable,0;
- setcell "que_qaru02",73,260,73,263,cell_walkable,0;
- setcell "que_qaru02",73,260,73,263,cell_shootable,0;
- setcell "que_qaru02",75,254,75,257,cell_walkable,0;
- setcell "que_qaru02",75,254,75,257,cell_shootable,0;
- setcell "que_qaru02",87,254,87,257,cell_walkable,0;
- setcell "que_qaru02",87,254,87,257,cell_shootable,0;
- setcell "que_qaru02",58,248,58,251,cell_walkable,0;
- setcell "que_qaru02",58,248,58,251,cell_shootable,0;
- setcell "que_qaru02",80,248,80,251,cell_walkable,0;
- setcell "que_qaru02",80,248,80,251,cell_shootable,0;
- setcell "que_qaru02",53,242,53,245,cell_walkable,0;
- setcell "que_qaru02",53,242,53,245,cell_shootable,0;
- setcell "que_qaru02",75,242,75,245,cell_walkable,0;
- setcell "que_qaru02",75,242,75,245,cell_shootable,0;
- setcell "que_qaru02",100,251,103,251,cell_walkable,0;
- setcell "que_qaru02",100,251,103,251,cell_shootable,0;
- setcell "que_qaru02",100,256,103,256,cell_walkable,0;
- setcell "que_qaru02",100,256,103,256,cell_shootable,0;
- end;
-
-OnDisable:
- killmonster "que_qaru02","#miro_yf_aru02::OnMyMobDead";
- setcell "que_qaru02",44,292,47,292,cell_walkable,1;
- setcell "que_qaru02",44,292,47,292,cell_shootable,1;
- setcell "que_qaru02",67,292,67,295,cell_walkable,1;
- setcell "que_qaru02",67,292,67,295,cell_shootable,1;
- setcell "que_qaru02",94,298,94,301,cell_walkable,1;
- setcell "que_qaru02",94,298,94,301,cell_shootable,1;
- setcell "que_qaru02",79,286,79,289,cell_walkable,1;
- setcell "que_qaru02",79,286,79,289,cell_shootable,1;
- setcell "que_qaru02",56,282,59,282,cell_walkable,1;
- setcell "que_qaru02",56,282,59,282,cell_shootable,1;
- setcell "que_qaru02",71,280,71,283,cell_walkable,1;
- setcell "que_qaru02",71,280,71,283,cell_shootable,1;
- setcell "que_qaru02",100,281,103,281,cell_walkable,1;
- setcell "que_qaru02",100,281,103,281,cell_shootable,1;
- setcell "que_qaru02",44,261,47,261,cell_walkable,1;
- setcell "que_qaru02",44,261,47,261,cell_shootable,1;
- setcell "que_qaru02",50,265,53,265,cell_walkable,1;
- setcell "que_qaru02",50,265,53,265,cell_shootable,1;
- setcell "que_qaru02",56,270,59,270,cell_walkable,1;
- setcell "que_qaru02",56,270,59,270,cell_shootable,1;
- setcell "que_qaru02",72,278,73,278,cell_walkable,1;
- setcell "que_qaru02",72,278,73,278,cell_shootable,1;
- setcell "que_qaru02",82,266,85,266,cell_walkable,1;
- setcell "que_qaru02",82,266,85,266,cell_shootable,1;
- setcell "que_qaru02",88,266,91,266,cell_walkable,1;
- setcell "que_qaru02",88,266,91,266,cell_shootable,1;
- setcell "que_qaru02",94,271,97,271,cell_walkable,1;
- setcell "que_qaru02",94,271,97,271,cell_shootable,1;
- setcell "que_qaru02",60,254,60,257,cell_walkable,1;
- setcell "que_qaru02",60,254,60,257,cell_shootable,1;
- setcell "que_qaru02",73,260,73,263,cell_walkable,1;
- setcell "que_qaru02",73,260,73,263,cell_shootable,1;
- setcell "que_qaru02",75,254,75,257,cell_walkable,1;
- setcell "que_qaru02",75,254,75,257,cell_shootable,1;
- setcell "que_qaru02",87,254,87,257,cell_walkable,1;
- setcell "que_qaru02",87,254,87,257,cell_shootable,1;
- setcell "que_qaru02",58,248,58,251,cell_walkable,1;
- setcell "que_qaru02",58,248,58,251,cell_shootable,1;
- setcell "que_qaru02",80,248,80,251,cell_walkable,1;
- setcell "que_qaru02",80,248,80,251,cell_shootable,1;
- setcell "que_qaru02",53,242,53,245,cell_walkable,1;
- setcell "que_qaru02",53,242,53,245,cell_shootable,1;
- setcell "que_qaru02",75,242,75,245,cell_walkable,1;
- setcell "que_qaru02",75,242,75,245,cell_shootable,1;
- setcell "que_qaru02",100,251,103,251,cell_walkable,1;
- setcell "que_qaru02",100,251,103,251,cell_shootable,1;
- setcell "que_qaru02",100,256,103,256,cell_walkable,1;
- setcell "que_qaru02",100,256,103,256,cell_shootable,1;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru02,132,172,0 script windpath01_aru02 45,1,1,{
-OnTouch:
- if (countitem(7839) > 0) {
- mes "The Warp Gate responds to the Crystal Key.";
- delitem 7839,1; //Crystal_Key
- close2;
- warp "que_qaru02",114,158;
- end;
- }
- else {
- mes "You need the Crystal Key to activate the Warp Gate.";
- close;
- }
-}
-
-que_qaru02,113,165,0 warp windpath02_aru02 1,1,que_qaru02,139,172
-
-
-que_qaru02,131,136,3 script Piamette#aru02 1930,{
-OnInit:
- enablenpc "Piamette#aru02";
- end;
-}
-
-que_qaru02,114,158,0 script #event_start01_aru02 -1,1,1,{
-
-OnInit:
- disablenpc "#event_start01_aru02";
- end;
-
-OnEnable:
- enablenpc "#event_start01_aru02";
- end;
-
-OnDisable:
- disablenpc "#event_start01_aru02";
- stopnpctimer;
- end;
-
-OnTouch:
- initnpctimer;
- disablenpc "#event_start01_aru02";
- end;
-
-OnTimer2000:
- mapannounce "que_qaru02","Piamette mumblings : ..There were six birds, Teo. But one is....",bc_map,"0xdb7093";
- end;
-
-OnTimer6000:
- mapannounce "que_qaru02","Piamette mumblings : ...Shh.. Teo. The birds have returned..Are they birds that ran away before...? Or breakers who disguises themselves as good adventurers?",bc_map,"0xdb7093";
- end;
-
-OnTimer10000:
- mapannounce "que_qaru02","Piamette mumblings : Ha! They are caged in.",bc_map,"0xdb7093";
- end;
-
-OnTimer14000:
- mapannounce "que_qaru02","Piamette : Teo, Catch the birds! Put the cage away from here!",bc_map,"0x00ff00";
- donpcevent "#gdtimer01_aru02::OnEnable";
- stopnpctimer;
- end;
-}
-
-que_qaru02,2,2,0 script #gdtimer01_aru02 844,{
-
-OnEnable:
- initnpctimer;
- end;
-
-Onstop:
- donpcevent "#getspell01_aru02::OnDisable";
- donpcevent "#getspell02_aru02::OnDisable";
- donpcevent "#getspell03_aru02::OnDisable";
- donpcevent "#getspell04_aru02::OnDisable";
- donpcevent "#getspell05_aru02::OnDisable";
- donpcevent "#getspell06_aru02::OnDisable";
- donpcevent "#getspell07_aru02::OnDisable";
- donpcevent "#getspell08_aru02::OnDisable";
- stopnpctimer;
- end;
-
-OnTimer1000:
- donpcevent "#getspell08_aru02::OnDisable";
- donpcevent "#getspell01_aru02::OnEnable";
- end;
-
-OnTimer10000:
- donpcevent "#getspell01_aru02::OnDisable";
- donpcevent "#getspell02_aru02::OnEnable";
- end;
-
-OnTimer20000:
- donpcevent "#getspell02_aru02::OnDisable";
- donpcevent "#getspell03_aru02::OnEnable";
- end;
-
-OnTimer30000:
- donpcevent "#getspell03_aru02::OnDisable";
- donpcevent "#getspell04_aru02::OnEnable";
- end;
-
-OnTimer40000:
- donpcevent "#getspell04_aru02::OnDisable";
- donpcevent "#getspell05_aru02::OnEnable";
- end;
-
-OnTimer50000:
- donpcevent "#getspell05_aru02::OnDisable";
- donpcevent "#getspell06_aru02::OnEnable";
- end;
-
-OnTimer60000:
- donpcevent "#getspell06_aru02::OnDisable";
- donpcevent "#getspell07_aru02::OnEnable";
- end;
-
-OnTimer70000:
- donpcevent "#getspell07_aru02::OnDisable";
- donpcevent "#getspell08_aru02::OnEnable";
- end;
-
-OnTimer75000:
- if ($gqse_aru02_gd < 6) {
- mapannounce "que_qaru02","Piamette : Silly birds! Silly Teo! Why can't you put away the cage at once?!",bc_map,"0x00ff00";
- enablenpc "#aru02_cage01";
- enablenpc "#aru02_cage02";
- enablenpc "#aru02_cage03";
- enablenpc "#aru02_cage04";
- enablenpc "#aru02_cage05";
- enablenpc "#aru02_cage06";
- set $gqse_aru02_gd,0;
- }
- end;
-
-OnTimer76000:
- disablenpc "#aru02_cage01";
- disablenpc "#aru02_cage02";
- disablenpc "#aru02_cage03";
- disablenpc "#aru02_cage04";
- disablenpc "#aru02_cage05";
- disablenpc "#aru02_cage06";
- end;
-
-OnTimer80000:
- donpcevent "#gdtimer01_aru02::OnEnable";
- end;
-}
-
-que_qaru02,2,3,0 script #gdtimer02_aru02 844,{
-
-OnEnable:
- initnpctimer;
- end;
-
-Onstop:
- stopnpctimer;
- killmonster "que_qaru02","#gdtimer02_aru02::OnMyMobDead";
- end;
-
-OnTimer4000:
- mapannounce "que_qaru02","Piamette : All of them are caught!",bc_map,"0xdb7093";
- end;
-
-OnTimer8000:
- mapannounce "que_qaru02","Piamette : Let's call out the keeper of the key not to let the birds go far away.",bc_map,"0xdb7093";
- end;
-
-OnTimer12000:
- mapannounce "que_qaru02","Piamette : The keeper of the key is protecting my cage.",bc_map,"0xdb7093";
- monster "que_qaru02",108,151,"Key Stone",1905,1,"#gdtimer02_aru02::OnMyMobDead";
- monster "que_qaru02",109,135,"Key Stone",1905,1,"#gdtimer02_aru02::OnMyMobDead";
- monster "que_qaru02",115,116,"Key Stone",1905,1,"#gdtimer02_aru02::OnMyMobDead";
- monster "que_qaru02",158,106,"Key Stone",1905,1,"#gdtimer02_aru02::OnMyMobDead";
- monster "que_qaru02",163,133,"Key Stone",1905,1,"#gdtimer02_aru02::OnMyMobDead";
- monster "que_qaru02",150,154,"Key Stone",1905,1,"#gdtimer02_aru02::OnMyMobDead";
- end;
-
-OnTimer112000:
- mapannounce "que_qaru02","Piamette : Whooping fun times are back! Now, Go! I'll get back to!!",bc_map,"0xdb7093";
- killmonster "que_qaru02","#gdtimer02_aru02::OnMyMobDead";
- enablenpc "#aru02_cage01";
- enablenpc "#aru02_cage02";
- enablenpc "#aru02_cage03";
- enablenpc "#aru02_cage04";
- enablenpc "#aru02_cage05";
- enablenpc "#aru02_cage06";
- set $gqse_aru02_gd,0;
- end;
-
-OnTimer113000:
- disablenpc "#aru02_cage01";
- disablenpc "#aru02_cage02";
- disablenpc "#aru02_cage03";
- disablenpc "#aru02_cage04";
- disablenpc "#aru02_cage05";
- disablenpc "#aru02_cage06";
- donpcevent "#gdtimer01_aru02::OnEnable";
- stopnpctimer;
- end;
-
-Onreset:
- killmonster "que_qaru02","#gdtimer02_aru02::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qaru02","#gdtimer02_aru02::OnMyMobDead") == 0) {
- enablenpc "#aru02_cage01";
- enablenpc "#aru02_cage02";
- enablenpc "#aru02_cage03";
- enablenpc "#aru02_cage04";
- enablenpc "#aru02_cage05";
- enablenpc "#aru02_cage06";
- donpcevent "#piamette_aru02::OnEnable";
- stopnpctimer;
- }
- end;
-}
-
-que_qaru02,1,4,0 script #piamette_aru02 844,{
-OnEnable:
- initnpctimer;
- end;
-
-Onreset:
- killmonster "que_qaru02","#piamette_aru02::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qaru02","Piamette : All the keeper of keys are dead now? Who freed my birds? Teo, who did it?",bc_map,"0xdb7093";
- end;
-
-OnTimer5000:
- mapannounce "que_qaru02","Piamette : I'm pissed off now!",bc_map,"0xdb7093";
- disablenpc "Piamette#aru02";
- monster "que_qaru02",131,135,"Angry Piamette",1930,1,"#piamette_aru02::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- mapannounce "que_qaru02","Piamette has been released, so the warp gate toward the South is working now.",bc_map,"0x00ff00";
- enablenpc "windpath03_aru02";
- enablenpc "windpath04_aru02";
- donpcevent "#nm_switch_aru02::OnEnable";
- end;
-}
-
-que_qaru02,113,135,0 script #getspell01_aru02 -1,1,1,{
-OnInit:
- disablenpc "#getspell01_aru02";
- end;
-
-OnEnable:
- enablenpc "#getspell01_aru02";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell01_aru02";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_aru02_gd == 0) {
- warp "que_qaru02",103,153;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,1;
- mapannounce "que_qaru02","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru02_gd == 1) {
- warp "que_qaru02",102,135;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,2;
- mapannounce "que_qaru02","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru02_gd == 2) {
- warp "que_qaru02",113,111;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,3;
- mapannounce "que_qaru02","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru02_gd == 3) {
- warp "que_qaru02",161,105;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,4;
- mapannounce "que_qaru02","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru02_gd == 4) {
- warp "que_qaru02",168,135;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,5;
- mapannounce "que_qaru02","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru02_gd == 5) {
- warp "que_qaru02",150,159;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,6;
- mapannounce "que_qaru02","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_aru02::OnEnable";
- donpcevent "#gdtimer01_aru02::Onstop";
- }
- end;
-}
-
-que_qaru02,146,150,0 script #getspell02_aru02 -1,1,1,{
-OnInit:
- disablenpc "#getspell02_aru02";
- end;
-
-OnEnable:
- enablenpc "#getspell02_aru02";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell02_aru02";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_aru02_gd == 0) {
- warp "que_qaru02",103,153;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,1;
- mapannounce "que_qaru02","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru02_gd == 1) {
- warp "que_qaru02",102,135;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,2;
- mapannounce "que_qaru02","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru02_gd == 2) {
- warp "que_qaru02",113,111;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,3;
- mapannounce "que_qaru02","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru02_gd == 3) {
- warp "que_qaru02",161,105;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,4;
- mapannounce "que_qaru02","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru02_gd == 4) {
- warp "que_qaru02",168,135;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,5;
- mapannounce "que_qaru02","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru02_gd == 5) {
- warp "que_qaru02",150,159;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,6;
- mapannounce "que_qaru02","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_aru02::OnEnable";
- donpcevent "#gdtimer01_aru02::Onstop";
- }
- end;
-}
-
-que_qaru02,131,117,0 script #getspell03_aru02 -1,1,1,{
-OnInit:
- disablenpc "#getspell03_aru02";
- end;
-
-OnEnable:
- enablenpc "#getspell03_aru02";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell03_aru02";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_aru02_gd == 0) {
- warp "que_qaru02",103,153;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,1;
- mapannounce "que_qaru02","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru02_gd == 1) {
- warp "que_qaru02",102,135;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,2;
- mapannounce "que_qaru02","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru02_gd == 2) {
- warp "que_qaru02",113,111;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,3;
- mapannounce "que_qaru02","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru02_gd == 3) {
- warp "que_qaru02",161,105;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,4;
- mapannounce "que_qaru02","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru02_gd == 4) {
- warp "que_qaru02",168,135;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,5;
- mapannounce "que_qaru02","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru02_gd == 5) {
- warp "que_qaru02",150,159;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,6;
- mapannounce "que_qaru02","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_aru02::OnEnable";
- donpcevent "#gdtimer01_aru02::Onstop";
- }
- end;
-}
-
-que_qaru02,117,150,0 script #getspell04_aru02 -1,1,1,{
-OnInit:
- disablenpc "#getspell04_aru02";
- end;
-
-OnEnable:
- enablenpc "#getspell04_aru02";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell04_aru02";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_aru02_gd == 0) {
- warp "que_qaru02",103,153;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,1;
- mapannounce "que_qaru02","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru02_gd == 1) {
- warp "que_qaru02",102,135;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,2;
- mapannounce "que_qaru02","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru02_gd == 2) {
- warp "que_qaru02",113,111;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,3;
- mapannounce "que_qaru02","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru02_gd == 3) {
- warp "que_qaru02",161,105;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,4;
- mapannounce "que_qaru02","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru02_gd == 4) {
- warp "que_qaru02",168,135;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,5;
- mapannounce "que_qaru02","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru02_gd == 5) {
- warp "que_qaru02",150,159;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,6;
- mapannounce "que_qaru02","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_aru02::OnEnable";
- donpcevent "#gdtimer01_aru02::Onstop";
- }
- end;
-}
-
-que_qaru02,150,135,0 script #getspell05_aru02 -1,1,1,{
-OnInit:
- disablenpc "#getspell05_aru02";
- end;
-
-OnEnable:
- enablenpc "#getspell05_aru02";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell05_aru02";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_aru02_gd == 0) {
- warp "que_qaru02",103,153;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,1;
- mapannounce "que_qaru02","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru02_gd == 1) {
- warp "que_qaru02",102,135;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,2;
- mapannounce "que_qaru02","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru02_gd == 2) {
- warp "que_qaru02",113,111;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,3;
- mapannounce "que_qaru02","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru02_gd == 3) {
- warp "que_qaru02",161,105;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,4;
- mapannounce "que_qaru02","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru02_gd == 4) {
- warp "que_qaru02",168,135;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,5;
- mapannounce "que_qaru02","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru02_gd == 5) {
- warp "que_qaru02",150,159;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,6;
- mapannounce "que_qaru02","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_aru02::OnEnable";
- donpcevent "#gdtimer01_aru02::Onstop";
- }
- end;
-}
-
-que_qaru02,117,121,0 script #getspell06_aru02 -1,1,1,{
-OnInit:
- disablenpc "#getspell06_aru02";
- end;
-
-OnEnable:
- enablenpc "#getspell06_aru02";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell06_aru02";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_aru02_gd == 0) {
- warp "que_qaru02",103,153;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,1;
- mapannounce "que_qaru02","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru02_gd == 1) {
- warp "que_qaru02",102,135;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,2;
- mapannounce "que_qaru02","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru02_gd == 2) {
- warp "que_qaru02",113,111;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,3;
- mapannounce "que_qaru02","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru02_gd == 3) {
- warp "que_qaru02",161,105;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,4;
- mapannounce "que_qaru02","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru02_gd == 4) {
- warp "que_qaru02",168,135;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,5;
- mapannounce "que_qaru02","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru02_gd == 5) {
- warp "que_qaru02",150,159;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,6;
- mapannounce "que_qaru02","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_aru02::OnEnable";
- donpcevent "#gdtimer01_aru02::Onstop";
- }
- end;
-}
-
-que_qaru02,131,154,0 script #getspell07_aru02 -1,1,1,{
-OnInit:
- disablenpc "#getspell07_aru02";
- end;
-
-OnEnable:
- enablenpc "#getspell07_aru02";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell07_aru02";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_aru02_gd == 0) {
- warp "que_qaru02",103,153;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,1;
- mapannounce "que_qaru02","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru02_gd == 1) {
- warp "que_qaru02",102,135;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,2;
- mapannounce "que_qaru02","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru02_gd == 2) {
- warp "que_qaru02",113,111;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,3;
- mapannounce "que_qaru02","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru02_gd == 3) {
- warp "que_qaru02",161,105;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,4;
- mapannounce "que_qaru02","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru02_gd == 4) {
- warp "que_qaru02",168,135;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,5;
- mapannounce "que_qaru02","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru02_gd == 5) {
- warp "que_qaru02",150,159;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,6;
- mapannounce "que_qaru02","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_aru02::OnEnable";
- donpcevent "#gdtimer01_aru02::Onstop";
- }
- end;
-}
-
-que_qaru02,146,121,0 script #getspell08_aru02 -1,1,1,{
-OnInit:
- disablenpc "#getspell08_aru02";
- end;
-
-OnEnable:
- enablenpc "#getspell08_aru02";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell08_aru02";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_aru02_gd == 0) {
- warp "que_qaru02",103,153;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,1;
- mapannounce "que_qaru02","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru02_gd == 1) {
- warp "que_qaru02",102,135;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,2;
- mapannounce "que_qaru02","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru02_gd == 2) {
- warp "que_qaru02",113,111;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,3;
- mapannounce "que_qaru02","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru02_gd == 3) {
- warp "que_qaru02",161,105;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,4;
- mapannounce "que_qaru02","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru02_gd == 4) {
- warp "que_qaru02",168,135;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,5;
- mapannounce "que_qaru02","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru02_gd == 5) {
- warp "que_qaru02",150,159;
- disablenpc "#getspell01_aru02";
- set $gqse_aru02_gd,6;
- mapannounce "que_qaru02","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_aru02::OnEnable";
- donpcevent "#gdtimer01_aru02::Onstop";
- }
- end;
-}
-
-que_qaru02,103,153,0 script #aru02_cage01 -1,1,1,{
-OnInit:
- disablenpc "#aru02_cage01";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qaru02",108,151;
- disablenpc "#aru02_cage01";
- end;
-}
-
-que_qaru02,102,135,0 script #aru02_cage02 -1,1,1,{
-OnInit:
- disablenpc "#aru02_cage02";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qaru02",107,135;
- disablenpc "#aru02_cage02";
- end;
-}
-
-que_qaru02,113,111,0 script #aru02_cage03 -1,1,1,{
-OnInit:
- disablenpc "#aru02_cage03";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qaru02",113,114;
- disablenpc "#aru02_cage03";
- end;
-}
-
-que_qaru02,161,105,0 script #aru02_cage04 -1,1,1,{
-OnInit:
- disablenpc "#aru02_cage04";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qaru02",158,106;
- disablenpc "#aru02_cage04";
- end;
-}
-
-que_qaru02,168,135,0 script #aru02_cage05 -1,1,1,{
-OnInit:
- disablenpc "#aru02_cage05";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qaru02",163,133;
- disablenpc "#aru02_cage05";
- end;
-}
-
-que_qaru02,150,159,0 script #aru02_cage06 -1,1,1,{
-OnInit:
- disablenpc "#aru02_cage06";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qaru02",150,154;
- disablenpc "#aru02_cage06";
- end;
-}
-
-que_qaru02,1,8,0 script #gd_aru02_mobctrl 844,{
-OnEnable:
- monster "que_qaru02",107,152,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",109,135,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",113,116,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",157,107,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",163,133,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",149,156,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",130,139,"Alice",1275,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",135,137,"Alice",1275,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",130,132,"Alice",1275,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",128,137,"Alice",1275,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",109,145,"Alice",1275,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",109,130,"Alice",1275,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",128,114,"Alice",1275,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",147,114,"Alice",1275,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",154,128,"Alice",1275,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",151,145,"Alice",1275,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",130,151,"Alice",1275,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",131,139,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",135,136,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",131,132,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",128,136,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",110,145,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",129,114,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",148,114,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",155,128,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",152,145,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",131,151,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",110,130,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",132,139,"Violy",1390,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",135,135,"Violy",1390,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",132,132,"Violy",1390,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",128,135,"Violy",1390,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",111,145,"Violy",1390,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",111,130,"Violy",1390,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",130,114,"Violy",1390,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",149,114,"Violy",1390,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",156,128,"Violy",1390,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",153,145,"Violy",1390,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",132,151,"Violy",1390,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",133,139,"Ancient Mimic",1699,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",135,134,"Ancient Mimic",1699,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",133,132,"Ancient Mimic",1699,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",128,135,"Ancient Mimic",1699,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",112,145,"Ancient Mimic",1699,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",131,114,"Ancient Mimic",1699,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",150,114,"Ancient Mimic",1699,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",157,128,"Ancient Mimic",1699,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",154,145,"Ancient Mimic",1699,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",133,151,"Ancient Mimic",1699,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",112,130,"Ancient Mimic",1699,1,"#gd_aru02_mobctrl::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "que_qaru02","#gd_aru02_mobctrl::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qaru02","#gd_aru02_mobctrl::OnMyMobDead") < 7) {
- monster "que_qaru02",107,152,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",109,135,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",113,116,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",157,107,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",163,133,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
- monster "que_qaru02",149,156,"Ball of Piamette",1738,1,"#gd_aru02_mobctrl::OnMyMobDead";
- }
- end;
-}
-
-que_qaru02,149,105,0 script windpath03_aru02 45,1,1,{
-OnInit:
- disablenpc "windpath03_aru02";
- end;
-
-OnTouch:
- warp "que_qaru02",119,103;
- end;
-}
-
-que_qaru02,128,104,0 script windpath04_aru02 45,1,1,{
-OnInit:
- disablenpc "windpath04_aru02";
- end;
-
-OnTouch:
- warp "que_qaru02",146,109;
- end;
-}
-
-que_qaru02,253,273,0 script #nm_switch_aru02 -1,5,5,{
-OnInit:
- disablenpc "#nm_switch_aru02";
- end;
-
-OnEnable:
- enablenpc "#nm_switch_aru02";
- end;
-
-OnDisable:
- disablenpc "#nm_switch_aru02";
- stopnpctimer;
- end;
-
-OnTouch:
- disablenpc "#nm_switch_aru02";
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qaru02","Wish Maiden: Did you have a good time with Piamette?",bc_map,"0x00ff00";
- end;
-
-OnTimer4000:
- mapannounce "que_qaru02","Wish Maiden: But it's the end. There will be summoned monsters coming soon...",bc_map,"0x00ff00";
- end;
-
-OnTimer9000:
- mapannounce "que_qaru02","Wish Maiden: So come here to me safely...",bc_map,"0x00ff00";
- end;
-
-OnTimer10000:
- donpcevent "#nmsomaru02_jin01::OnEnable";
- donpcevent "#aru02_stone01::OnEnable";
- end;
-
-OnTimer190000:
- donpcevent "#nmsomaru02_jin02::OnEnable";
- donpcevent "#aru02_stone02::OnEnable";
- end;
-
-OnTimer370000:
- donpcevent "#nmsomaru02_jin03::OnEnable";
- donpcevent "#aru02_stone03::OnEnable";
- stopnpctimer;
- end;
-}
-
-que_qaru02,229,297,0 script #nmsomaru02_jin01 -1,{
-OnEnable:
- donpcevent "#aru02_stone01::OnEnable";
- initnpctimer;
- end;
-
-OnDisable:
- killmonster "que_qaru02","#nmsomaru02_jin01::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer5000:
- mapannounce "que_qaru02","The Western magic formation is working to summon Guard of Shadow.",bc_map,"0x4d4dff";
- monster "que_qaru02",226,288,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",227,289,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",228,290,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",229,291,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",230,292,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",231,293,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",232,294,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",233,295,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",234,296,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",235,297,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",228,286,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",229,287,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",230,288,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",231,289,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",232,290,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",233,291,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",234,292,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",235,293,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",236,294,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",237,295,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",230,284,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",231,285,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",232,286,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",233,287,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",234,288,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",235,289,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",236,290,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",237,291,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",238,292,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",239,293,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- end;
-
-OnTimer25000:
-OnTimer55000:
-OnTimer85000:
-OnTimer120000:
- monster "que_qaru02",226,294,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",227,294,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",228,294,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",229,294,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",230,295,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",231,296,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",231,297,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",231,298,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",231,299,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",230,300,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",229,301,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",228,301,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",227,301,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",226,301,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",225,300,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",224,299,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",224,298,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",224,297,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",224,296,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- monster "que_qaru02",225,295,"Guard of Shadow",1752,1,"#nmsomaru02_jin01::OnMyMobDead";
- end;
-
-OnTimer180000:
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru02,2,8,0 script #aru02_stone01 844,{
-OnEnable:
- monster "que_qaru02",227,294,"Western Magic Guardian",1752,1,"#aru02_stone01::OnMyMobDead";
- monster "que_qaru02",229,294,"Western Magic Guardian",1752,1,"#aru02_stone01::OnMyMobDead";
- monster "que_qaru02",231,296,"Western Magic Guardian",1752,1,"#aru02_stone01::OnMyMobDead";
- monster "que_qaru02",231,298,"Western Magic Guardian",1752,1,"#aru02_stone01::OnMyMobDead";
- monster "que_qaru02",230,300,"Western Magic Guardian",1752,1,"#aru02_stone01::OnMyMobDead";
- monster "que_qaru02",228,301,"Western Magic Guardian",1752,1,"#aru02_stone01::OnMyMobDead";
- monster "que_qaru02",226,301,"Western Magic Guardian",1752,1,"#aru02_stone01::OnMyMobDead";
- monster "que_qaru02",224,299,"Western Magic Guardian",1752,1,"#aru02_stone01::OnMyMobDead";
- monster "que_qaru02",224,297,"Western Magic Guardian",1752,1,"#aru02_stone01::OnMyMobDead";
- monster "que_qaru02",225,295,"Western Magic Guardian",1752,1,"#aru02_stone01::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "que_qaru02","#aru02_stone01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qaru02","#aru02_stone01::OnMyMobDead") == 0) {
- set $gqse_aru02_nm,$gqse_aru02_nm+1;
- donpcevent "#nmsomaru02_jin01::OnDisable";
- if ($gqse_aru02_nm == 3) {
- donpcevent "Wish Maiden#aru02_boss::Onfight";
- }
- }
- end;
-}
-
-que_qaru02,275,299,0 script #nmsomaru02_jin02 -1,{
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- killmonster "que_qaru02","#nmsomaru02_jin02::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer5000:
- mapannounce "que_qaru02","The Eastern magic formation is working to summon Bloody Hunter.",bc_map,"0x4d4dff";
- monster "que_qaru02",263,292,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",264,291,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",265,290,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",266,289,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",267,288,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",268,287,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",269,286,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",270,285,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",271,284,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",272,283,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",265,294,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",266,293,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",267,292,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",268,291,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",269,290,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",270,289,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",271,288,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",272,287,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",273,286,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",274,285,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",267,296,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",268,295,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",269,294,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",270,283,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",271,282,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",272,281,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",273,280,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",274,279,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",275,276,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",276,275,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- end;
-
-OnTimer25000:
-OnTimer55000:
-OnTimer85000:
-OnTimer120000:
- monster "que_qaru02",274,301,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",275,301,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",276,301,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",277,301,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",278,300,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",279,299,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",279,298,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",279,297,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",279,296,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",278,295,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",277,294,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",276,294,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",275,294,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",274,294,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",273,295,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",272,296,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",272,297,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",272,298,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",272,299,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- monster "que_qaru02",273,300,"Bloody Hunter",1753,1,"#nmsomaru02_jin02::OnMyMobDead";
- end;
-
-OnTimer180000:
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru02,2,9,0 script #aru02_stone02 844,{
-OnEnable:
- monster "que_qaru02",275,301,"Eastern Magic Guardian",1753,1,"#aru02_stone02::OnMyMobDead";
- monster "que_qaru02",277,301,"Eastern Magic Guardian",1753,1,"#aru02_stone02::OnMyMobDead";
- monster "que_qaru02",279,299,"Eastern Magic Guardian",1753,1,"#aru02_stone02::OnMyMobDead";
- monster "que_qaru02",279,297,"Eastern Magic Guardian",1753,1,"#aru02_stone02::OnMyMobDead";
- monster "que_qaru02",278,295,"Eastern Magic Guardian",1753,1,"#aru02_stone02::OnMyMobDead";
- monster "que_qaru02",276,294,"Eastern Magic Guardian",1753,1,"#aru02_stone02::OnMyMobDead";
- monster "que_qaru02",274,294,"Eastern Magic Guardian",1753,1,"#aru02_stone02::OnMyMobDead";
- monster "que_qaru02",272,296,"Eastern Magic Guardian",1753,1,"#aru02_stone02::OnMyMobDead";
- monster "que_qaru02",272,298,"Eastern Magic Guardian",1753,1,"#aru02_stone02::OnMyMobDead";
- monster "que_qaru02",273,300,"Eastern Magic Guardian",1753,1,"#aru02_stone02::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "que_qaru02","#aru02_stone02::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qaru02","#aru02_stone02::OnMyMobDead") == 0) {
- set $gqse_aru02_nm,$gqse_aru02_nm+1;
- donpcevent "#nmsomaru02_jin02::OnDisable";
- if ($gqse_aru02_nm == 3) {
- donpcevent "Wish Maiden#aru02_boss::Onfight";
- }
- }
- end;
-}
-
-que_qaru02,251,340,0 script #nmsomaru02_jin03 -1,{
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- killmonster "que_qaru02","#nmsomaru02_jin03::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer5000:
- mapannounce "que_qaru02","The Northern magic formation is working to summon Keeper of the Temple.",bc_map,"0x4d4dff";
- monster "que_qaru02",247,329,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
- monster "que_qaru02",249,329,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
- monster "que_qaru02",251,329,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
- monster "que_qaru02",253,329,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
- monster "que_qaru02",255,329,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
- monster "que_qaru02",243,339,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
- monster "que_qaru02",245,337,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
- monster "que_qaru02",247,335,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
- monster "que_qaru02",247,333,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
- monster "que_qaru02",254,333,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
- monster "que_qaru02",256,335,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
- monster "que_qaru02",258,337,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
- monster "que_qaru02",260,339,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
- end;
-
-OnTimer120000:
- monster "que_qaru02",251,343,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
- monster "que_qaru02",252,343,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
- monster "que_qaru02",255,341,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
- monster "que_qaru02",255,340,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
- monster "que_qaru02",254,337,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
- monster "que_qaru02",253,336,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
- monster "que_qaru02",250,336,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
- monster "que_qaru02",249,337,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
- monster "que_qaru02",248,340,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
- monster "que_qaru02",248,341,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
- end;
-
-OnTimer240000:
- monster "que_qaru02",250,343,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
- monster "que_qaru02",252,343,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
- monster "que_qaru02",254,342,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
- monster "que_qaru02",255,340,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
- monster "que_qaru02",255,338,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
- monster "que_qaru02",253,336,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
- monster "que_qaru02",250,336,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
- monster "que_qaru02",248,338,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
- monster "que_qaru02",248,340,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
- monster "que_qaru02",249,342,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
- end;
-
-OnTimer360000:
- monster "que_qaru02",250,343,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
- monster "que_qaru02",252,343,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
- monster "que_qaru02",254,342,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
- monster "que_qaru02",255,340,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
- monster "que_qaru02",255,338,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
- monster "que_qaru02",253,336,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
- monster "que_qaru02",251,336,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
- monster "que_qaru02",249,337,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
- monster "que_qaru02",248,339,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
- monster "que_qaru02",248,341,"Keeper Of The Temple",1933,1,"#nmsomaru02_jin03::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru02,2,10,0 script #aru02_stone03 844,{
-OnEnable:
- monster "que_qaru02",251,343,"Northern Magic Guardian",1933,1,"#aru02_stone03::OnMyMobDead";
- monster "que_qaru02",252,343,"Northern Magic Guardian",1933,1,"#aru02_stone03::OnMyMobDead";
- monster "que_qaru02",255,341,"Northern Magic Guardian",1933,1,"#aru02_stone03::OnMyMobDead";
- monster "que_qaru02",255,340,"Northern Magic Guardian",1933,1,"#aru02_stone03::OnMyMobDead";
- monster "que_qaru02",254,337,"Northern Magic Guardian",1933,1,"#aru02_stone03::OnMyMobDead";
- monster "que_qaru02",253,336,"Northern Magic Guardian",1933,1,"#aru02_stone03::OnMyMobDead";
- monster "que_qaru02",250,336,"Northern Magic Guardian",1933,1,"#aru02_stone03::OnMyMobDead";
- monster "que_qaru02",249,337,"Northern Magic Guardian",1933,1,"#aru02_stone03::OnMyMobDead";
- monster "que_qaru02",248,340,"Northern Magic Guardian",1933,1,"#aru02_stone03::OnMyMobDead";
- monster "que_qaru02",248,341,"Northern Magic Guardian",1933,1,"#aru02_stone03::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "que_qaru02","#aru02_stone03::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qaru02","#aru02_stone03::OnMyMobDead") == 0) {
- set $gqse_aru02_nm,$gqse_aru02_nm+1;
- donpcevent "#nmsomaru02_jin03::OnDisable";
-
- if ($gqse_aru02_nm == 3) {
- donpcevent "Wish Maiden#aru02_boss::Onfight";
- }
- }
- end;
-}
-
-que_qaru02,235,285,5 script Guard of Shadow#aru02_01 1752,4,4,{
-OnInit:
- disablenpc "Guard of Shadow#aru02_01";
- end;
-
-OnDisable:
- killmonster "que_qaru02","Guard of Shadow#aru02_01::OnMyMobDead";
- disablenpc "Guard of Shadow#aru02_01";
- end;
-
-OnTouch:
- disablenpc "Guard of Shadow#aru02_01";
- monster "que_qaru02",234,284,"Guard of Shadow",1752,1,"Guard of Shadow#aru02_01::OnMyMobDead";
- monster "que_qaru02",235,285,"Guard of Shadow",1752,1,"Guard of Shadow#aru02_01::OnMyMobDead";
- monster "que_qaru02",236,286,"Guard of Shadow",1752,1,"Guard of Shadow#aru02_01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru02,224,290,5 script Guard of Shadow#aru02_02 1752,4,4,{
-OnInit:
- disablenpc "Guard of Shadow#aru02_02";
- end;
-
-OnDisable:
- killmonster "que_qaru02","Guard of Shadow#aru02_02::OnMyMobDead";
- disablenpc "Guard of Shadow#aru02_02";
- end;
-
-OnTouch:
- disablenpc "Guard of Shadow#aru02_02";
- monster "que_qaru02",223,289,"Guard of Shadow",1752,1,"Guard of Shadow#aru02_02::OnMyMobDead";
- monster "que_qaru02",224,290,"Guard of Shadow",1752,1,"Guard of Shadow#aru02_02::OnMyMobDead";
- monster "que_qaru02",225,291,"Guard of Shadow",1752,1,"Guard of Shadow#aru02_02::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru02,236,296,5 script Guard of Shadow#aru02_03 1752,4,4,{
-OnInit:
- disablenpc "Guard of Shadow#aru02_03";
- end;
-
-OnDisable:
- killmonster "que_qaru02","Guard of Shadow#aru02_03::OnMyMobDead";
- disablenpc "Guard of Shadow#aru02_03";
- end;
-
-OnTouch:
- disablenpc "Guard of Shadow#aru02_03";
- monster "que_qaru02",235,295,"Guard of Shadow",1752,1,"Guard of Shadow#aru02_03::OnMyMobDead";
- monster "que_qaru02",236,296,"Guard of Shadow",1752,1,"Guard of Shadow#aru02_03::OnMyMobDead";
- monster "que_qaru02",237,297,"Guard of Shadow",1752,1,"Guard of Shadow#aru02_03::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru02,225,303,5 script Guard of Shadow#aru02_04 1752,4,4,{
-OnInit:
- disablenpc "Guard of Shadow#aru02_04";
- end;
-
-OnDisable:
- killmonster "que_qaru02","Guard of Shadow#aru02_04::OnMyMobDead";
- disablenpc "Guard of Shadow#aru02_04";
- end;
-
-OnTouch:
- disablenpc "Guard of Shadow#aru02_04";
- monster "que_qaru02",224,302,"Guard of Shadow",1752,1,"Guard of Shadow#aru02_04::OnMyMobDead";
- monster "que_qaru02",225,303,"Guard of Shadow",1752,1,"Guard of Shadow#aru02_04::OnMyMobDead";
- monster "que_qaru02",226,304,"Guard of Shadow",1752,1,"Guard of Shadow#aru02_04::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru02,266,296,3 script Bloody Hunter#aru02_ac01 1753,4,4,{
-OnInit:
- disablenpc "Bloody Hunter#aru02_ac01";
- end;
-
-OnDisable:
- killmonster "que_qaru02","Bloody Hunter#aru02_ac01::OnMyMobDead";
- disablenpc "Bloody Hunter#aru02_ac01";
- end;
-
-OnTouch:
- disablenpc "Bloody Hunter#aru02_ac01";
- monster "que_qaru02",265,297,"Bloody Hunter",1753,1,"Bloody Hunter#aru02_ac01::OnMyMobDead";
- monster "que_qaru02",266,296,"Bloody Hunter",1753,1,"Bloody Hunter#aru02_ac01::OnMyMobDead";
- monster "que_qaru02",267,295,"Bloody Hunter",1753,1,"Bloody Hunter#aru02_ac01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru02,271,283,3 script Bloody Hunter#aru02_ac02 1753,4,4,{
-OnInit:
- disablenpc "Bloody Hunter#aru02_ac02";
- end;
-
-OnDisable:
- killmonster "que_qaru02","Bloody Hunter#aru02_ac02::OnMyMobDead";
- disablenpc "Bloody Hunter#aru02_ac02";
- end;
-
-OnTouch:
- disablenpc "Bloody Hunter#aru02_ac02";
- monster "que_qaru02",270,284,"Bloody Hunter",1753,1,"Bloody Hunter#aru02_ac02::OnMyMobDead";
- monster "que_qaru02",271,283,"Bloody Hunter",1753,1,"Bloody Hunter#aru02_ac02::OnMyMobDead";
- monster "que_qaru02",272,282,"Bloody Hunter",1753,1,"Bloody Hunter#aru02_ac02::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru02,270,307,3 script Bloody Hunter#aru02_ac03 1753,4,4,{
-OnInit:
- disablenpc "Bloody Hunter#aru02_ac03";
- end;
-
-OnDisable:
- killmonster "que_qaru02","Bloody Hunter#aru02_ac03::OnMyMobDead";
- disablenpc "Bloody Hunter#aru02_ac03";
- end;
-
-OnTouch:
- disablenpc "Bloody Hunter#aru02_ac03";
- monster "que_qaru02",269,308,"Bloody Hunter",1753,1,"Bloody Hunter#aru02_ac03::OnMyMobDead";
- monster "que_qaru02",270,307,"Bloody Hunter",1753,1,"Bloody Hunter#aru02_ac03::OnMyMobDead";
- monster "que_qaru02",271,306,"Bloody Hunter",1753,1,"Bloody Hunter#aru02_ac03::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru02,279,300,3 script Bloody Hunter#aru02_ac04 1753,4,4,{
-OnInit:
- disablenpc "Bloody Hunter#aru02_ac04";
- end;
-
-OnDisable:
- killmonster "que_qaru02","Bloody Hunter#aru02_ac04::OnMyMobDead";
- disablenpc "Bloody Hunter#aru02_ac04";
- end;
-
-OnTouch:
- disablenpc "Bloody Hunter#aru02_ac04";
- monster "que_qaru02",278,301,"Bloody Hunter",1753,1,"Bloody Hunter#aru02_ac04::OnMyMobDead";
- monster "que_qaru02",279,300,"Bloody Hunter",1753,1,"Bloody Hunter#aru02_ac04::OnMyMobDead";
- monster "que_qaru02",280,299,"Bloody Hunter",1753,1,"Bloody Hunter#aru02_ac04::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru02,247,330,5 script Temple Keeper#aru02_ac01 1933,4,4,{
-OnInit:
- disablenpc "Temple Keeper#aru02_ac01";
- end;
-
-OnDisable:
- killmonster "que_qaru02","Temple Keeper#aru02_ac01::OnMyMobDead";
- disablenpc "Temple Keeper#aru02_ac01";
- end;
-
-OnTouch:
- disablenpc "Temple Keeper#aru02_ac01";
- monster "que_qaru02",246,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru02_ac01::OnMyMobDead";
- monster "que_qaru02",247,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru02_ac01::OnMyMobDead";
- monster "que_qaru02",248,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru02_ac01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru02,255,330,3 script Temple Keeper#aru02_ac02 1933,4,4,{
-OnInit:
- disablenpc "Temple Keeper#aru02_ac02";
- end;
-
-OnDisable:
- killmonster "que_qaru02","Temple Keeper#aru02_ac02::OnMyMobDead";
- disablenpc "Temple Keeper#aru02_ac02";
- end;
-
-OnTouch:
- disablenpc "Temple Keeper#aru02_ac02";
- monster "que_qaru02",254,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru02_ac02::OnMyMobDead";
- monster "que_qaru02",255,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru02_ac02::OnMyMobDead";
- monster "que_qaru02",256,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru02_ac02::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru02,251,255,3 script Wish Maiden#aru02_boss 1931,{
-OnInit:
- hideonnpc "Wish Maiden#aru02_boss";
- end;
-
-OnDisable:
- killmonster "que_qaru02","Wish Maiden#aru02_boss::OnMyMobDead";
- hideonnpc "Wish Maiden#aru02_boss";
- stopnpctimer;
- end;
-
-Onfight:
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qaru02","Wish Maiden : You guys reached here.. Are your guardians dead...?",bc_map,"0x00ff00";
- end;
-
-OnTimer4000:
- mapannounce "que_qaru02","Wish Maiden : I sincerely welcome all your best efforts!",bc_map,"0x00ff00";
- end;
-
-OnTimer5000:
- specialeffect EF_ICECRASH;
- hideonnpc "Wish Maiden#aru02_boss";
- specialeffect EF_SPHERE;
- monster "que_qaru02",252,340,"Wish Maiden",1931,1,"Wish Maiden#aru02_boss::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- if (mobcount("que_qaru02","Wish Maiden#aru02_boss::OnMyMobDead") == 0) {
- donpcevent "#okolnir_aru02::Onstop";
- donpcevent "Wish Maiden#aru02_gift::OnEnable";
- mapannounce "que_qaru02","Wish Maiden : ..Good, you deserve the Goddess' shine.",bc_map,"0x00ff00";
- }
- end;
-}
-
-que_qaru02,252,340,3 script Wish Maiden#aru02_gift 403,{
- set .@GID, GetCastleData("arug_cas02",1);
- if (getcharid(2) == .@GID) {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- if ((countitem(7835) > 0) && (countitem(7836) > 0) && (countitem(7837) > 0) && (countitem(7838) > 0) && (countitem(2513) > 0) && (countitem(7291) > 9) && (countitem(7293) > 9) && (countitem(7063) > 99) && (countitem(985) > 19)) {
- cutin "wish_maiden12",1;
- mes "[Wish Maiden]";
- mes "As I declared, I will give the Goddess' shine to you.";
- mes "You have the requirements to carry it...";
- next;
- mes "[Wish Maiden]";
- mes "You will be granted the power of the great Valkyrie...";
- next;
- mes "[Wish Maiden]";
- mes "I will give you some things for fun.";
- mes "All of you enjoy them together...";
- next;
- mes "[Wish Maiden]";
- mes "Go to Rachel and Juno to meet the Ravies sisters.";
- next;
- cutin "wish_maiden32",1;
- mes "[Wish Maiden]";
- mes "I will open the gate for you to come back here.";
- mes "...Okolnir won't last forever...";
- delitem 7835,1; //Dusk_Glow
- delitem 7836,1; //Dawn_Essence
- delitem 7837,1; //Cold_Moonlight
- delitem 7838,1; //Hazy_Starlight
- delitem 2513,1; //Celestial_Robe
- delitem 7063,100; //Soft_Feather
- delitem 7291,10; //Agate
- delitem 7293,10; //Rose_Quartz
- delitem 985,20; //Elunium
- getitem 2541,1; //Asprika
- getitem 7840,1; //Valkyrie_Gift
- announce "["+ strcharinfo(0) +"], of guild ["+ GetGuildName(.@GID) +"] has brought a Asprika into this world.",bc_all,"0x70dbdb";
- close2;
- cutin "wish_maiden11",255;
- disablenpc "Wish Maiden#aru02_gift";
- enablenpc "#to_agit_aru02_gate";
- end;
- }
- else {
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "As I declared, you are worthy of holding the Asprika.";
- mes "However, you do not have the requirements on you...";
- next;
- mes "[Wish Maiden]";
- mes "...Did you forget something?";
- close2;
- }
- }
- else {
- cutin "wish_maiden12",1;
- mes "[Wish Maiden]";
- mes "� All of you worked together as a team...";
- mes "Humans are strong when they are united, but are easily swayed by lust.";
- next;
- mes "[Wish Maiden]";
- mes "Humans are imperfect, so their chief god is there for them when they need help.";
- mes "....";
- next;
- mes "[Wish Maiden]";
- mes "Always be real.";
- mes "Do not regret your actions...";
- close2;
- }
- }
- cutin "wish_maiden11",255;
- end;
-
-OnInit:
- disablenpc "Wish Maiden#aru02_gift";
- end;
-
-OnEnable:
- enablenpc "Wish Maiden#aru02_gift";
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc "Wish Maiden#aru02_gift";
- stopnpctimer;
- end;
-
-OnTimer280000:
- mapannounce "que_qaru02","Wish Maiden : ... Okolnir will soon disappear... I will send you back to where you originally came from.",bc_map,"0x00ff00";
- end;
-
-OnTimer290000:
- mapwarp "que_qaru02","arug_cas02",349,355;
- donpcevent "#to_agit_aru02_gate::OnDisable";
- end;
-
-OnTimer300000:
- donpcevent "#okolnir_aru02::OnDisable";
- set $gqse_aru02_miro,0;
- set $gqse_aru02_pcc,0;
- set $gqse_aru02_gd,0;
- set $gqse_aru02_nm,0;
- set $siz_aru02_on,2;
- donpcevent "#okolnir_aru02_time01::OnEnable";
- stopnpctimer;
- end;
-}
-
-que_qaru02,252,339,0 script #to_agit_aru02_gate 45,1,1,{
-OnInit:
- disablenpc "#to_agit_aru02_gate";
- end;
-
-OnTouch:
- warp "arug_cas02",349,355;
- end;
-}
-
-que_qaru02,1,6,0 script #okolnir_aru02_time01 844,{
-OnInit:
- if ($siz_aru02_on == 2) {
- initnpctimer;
- }
- end;
-
-OnEnable:
- set $gqse_aru02_time,0;
- initnpctimer;
- end;
-
-Onreset:
- set $siz_aru02_on,0;
- set $gqse_aru02_time,0;
- stopnpctimer;
- end;
-
-OnTimer3600000:
- if ($gqse_aru02_time < 12) {
- set $gqse_aru02_time,$gqse_aru02_time+1;
- initnpctimer;
- }
- else if ($gqse_aru02_time == 12) {
- set $siz_aru02_on,0;
- set $gqse_aru02_time,0;
- enablenpc "Wish Maiden#gq_aru02";
- enablenpc "Piamette#aru02";
- hideoffnpc "Wish Maiden#aru02_boss";
- stopnpctimer;
- }
- end;
-}
-
-que_qaru02,116,313,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru02,120,285,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru02,117,236,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru02,103,223,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru02,85,204,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru02,79,186,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru02,73,167,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru02,68,150,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru02,71,128,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru02,69,118,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru02,117,78,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru02,110,79,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru02,141,80,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru02,158,84,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru02,193,104,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru02,119,269,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru02,155,77,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru02,110,317,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru02,115,295,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru02,116,256,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru02,113,242,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru02,99,223,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru02,94,216,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru02,77,198,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru02,70,174,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru02,72,147,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru02,64,134,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru02,77,107,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru02,84,88,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru02,98,82,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru02,129,79,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru02,91,124,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru02,173,95,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru02,179,127,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru02,195,120,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru02,178,159,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru02,88,145,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru02,94,157,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru02,95,177,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru02,129,196,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru02,154,196,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru02,170,187,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru02,194,180,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru02,214,181,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru02,243,199,0,0 monster Garden Watcher 1933,1,1200000,0,0
diff --git a/npc/quests/okolnir/godse_aru03.txt b/npc/quests/okolnir/godse_aru03.txt
deleted file mode 100644
index e2d7c3831..000000000
--- a/npc/quests/okolnir/godse_aru03.txt
+++ /dev/null
@@ -1,3287 +0,0 @@
-//===== rAthena Script =======================================
-//= Falicious Okolnir - Valfreja 3
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.3
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= God Item SE Creation scipt (Asprika)
-//===== Additional Comments: =================================
-//= 1.0 First version. [L0ne_W0lf]
-//= 1.1 First round of bug fixes. (bugreport:3085) [L0ne_W0lf]
-//= Fixed two spawn locations of the key stones in Piamete's room.
-//= Fixed calling an event that doesn't exist when killing Piamete.
-//= Fixed the Wish Maiden not enabling when the boss is killed.
-//= Fixed two NPC named that were missed when translating.
-//= Fixed Dialog that was overlooked in some files and not others.
-//= 1.2 More bug fixes, sorry it took so long. [L0ne_W0lf]
-//= Fixed message on the portal when the okolnir section is full.
-//= Corrected non-angry Piamette not disabling.
-//= Removed extra dialog that was used in the Brynhild quest.
-//= 1.2a Fixed Wish maiden asking for soft feathers. [L0ne_W0lf]
-//= 1.3 Corrected invalid coordinates in maze. (bugreport:4220)
-//= Corrected typo in Guard of Shadow NPC.
-//============================================================
-
-arug_cas03,324,161,3 script Guide#gq_aru03 899,{
- set .@GID, GetCastleData("arug_cas03",1);
- if (getcharid(2) == .@GID) {
- if ($siz_aru03_on == 0) {
- mes "[Guide]";
- mes "This castle has a hidden secret.";
- mes "That is the ^4d4dff'Okolnir'^000000.";
- next;
- switch(select("About Okolnir.:Go to Okolnir.:Cancel.")) {
- case 1:
- mes "[Guide]";
- mes "Okolnir is a kind of virtual realm...";
- mes "I don't know how Okolnir exists, but I guess only Valkyrie knows.";
- next;
- mes "[Guide]";
- mes "As you know this is a place to test the adventurers made by Valkyrie...";
- mes "...you know the qualifications to enter Okolnir.";
- next;
- select("Qualifications?");
- mes "[Guide]";
- mes "Yes, Valkyrie definitely prefers strong adventurers.";
- mes "Only the qualified can enter Okolnir and Valhalla.";
- next;
- mes "[Guide]";
- mes "It only opens when everyone comes together to work it out.";
- mes "The key is in the castle.";
- next;
- mes "[Guide]";
- mes "If a castle's ^4d4dffeconomy is over 65 and defense also over 30^000000, this will be acceptable to access Okolnir.";
- next;
- mes "[Guide]";
- mes "And, if you pass all of the tests given by Valkyrie in Okolnir!";
- mes "You will also receive a mysterious gift.";
- next;
- mes "[Guide]";
- mes "Would you like to try to enter here?";
- close;
- case 2:
- set .@Defence,GetCastleData("arug_cas03",3);
- set .@Economy,GetCastleData("arug_cas03",2);
- if ((.@Economy > 64) && (.@Defence > 29)) {
- mes "[Guide]";
- mes "Great! Economy and Defense are OK.";
- mes "You can enter Okolnir now....";
- mes "Do you want to go there?";
- next;
- switch(select("Sure let's go there.:No.")) {
- case 1:
- if (countitem(7839) > 0) {
- delitem 7839,countitem(7839); //Crystal_Key
- }
- mes "[Guide]";
- mes "Ok......";
- mes "Please follow me...";
- close2;
- warp "que_qaru03",346,32;
- end;
- case 2:
- mes "[Guide]";
- mes "You can try this anytime in the future...";
- mes "If you are ready to protect this castle.";
- close;
- }
- }
- else {
- mes "[Guide]";
- mes "You are not qualified yet.";
- mes "Please develop your castle more...";
- close;
- }
- }
- }
- else if ($siz_aru03_on == 1) {
- mes "[Guide]";
- mes "... OK...";
- mes "Good luck.";
- next;
- switch(select("Enter now.:No.")) {
- case 1:
- if (countitem(7839) > 0) {
- delitem 7839,countitem(7839); //Crystal_Key
- }
- mes "[Guide]";
- mes "Hope you get everything you want...";
- close2;
- warp "que_qaru03",346,32;
- end;
- case 2:
- mes "[Guide]";
- mes "Really?";
- mes "Sorry to hear that.";
- close;
- }
- }
- else if ($siz_aru03_on == 2) {
- mes "[Guide]";
- mes "Building Okolnir needs quite a long time.";
- mes "....even though it's only virtual...";
- next;
- mes "[Guide]";
- mes "It takes about 12 -13 hours to create the virtual realm.";
- close;
- }
- else {
- mes "[Guide]";
- mes "You'll have to wait.";
- close;
- }
- }
- else {
- mes "[Guide]";
- mes "... I've never seen you before.";
- mes "You are strangers here. You'd better get out of here right now.";
- close;
- }
- end;
-
-OnInit:
- set $gqse_aru03_miro,0;
- set $gqse_aru03_pcc,0;
- set $gqse_aru03_gd,0;
- set $gqse_aru03_nm,0;
- if ($siz_aru03_on == 1) {
- set $siz_aru03_on,0;
- }
- enablenpc "Guide#gq_aru03";
- end;
-}
-
-que_qaru03,345,23,0 warp Gate02#gq_aru03 1,1,arug_cas03,321,153
-
-que_qaru03,345,82,3 script Wish Maiden#gq_aru03 403,{
- set .@GID, GetCastleData("arug_cas03",1);
- if (getcharid(2) == .@GID) {
- cutin "wish_maiden31",1;
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- mes "[Wish Maiden]";
- mes "I am... Wish maiden.";
- mes "Mourning in this virtual realm, Okolnir.";
- mes "On behalf of the humanbeings who defeated God here.";
- next;
- if ((countitem(7835) > 0) && (countitem(7836) > 0) && (countitem(7837) > 0) && (countitem(7838) > 0) && (countitem(2513) > 0) && (countitem(7291) > 9) && (countitem(7293) > 9) && (countitem(7063) > 99) && (countitem(985) > 19)) {
- cutin "wish_maiden11",1;
- mes "[Wish Maiden]";
- mes "Are you ready to endure the trials to get the Goddess' glory?";
- next;
- switch(select("Yes, I am:Sorry, I'll try later")) {
- case 1:
- cutin "wish_maiden12",1;
- mes "[Wish Maiden]";
- mes "I will test whether or not you deserve the Goddess shine...";
- mes "Isn't it simple?";
- next;
- mes "[Wish Maiden]";
- mes "Okolnir is a virtual place.";
- mes "There is no room for error there.";
- mes "^ff0000You only have one hour.^000000";
- next;
- cutin "wish_maiden31",1;
- mes "[Wish Maiden]";
- mes "If you have not finished in that time, Okolnir will be destroyed, and I will go to rest.";
- mes "You will have to wait again...";
- next;
- mes "[Wish Maiden]";
- mes "Are you ready to go through?";
- mes "^4d4dffYou need to have 16 to 20 members present^000000.";
- next;
- cutin "wish_maiden11",1;
- mes "[Wish Maiden]";
- mes "I will open the gate of Okolnir if your members are ready.";
- next;
- switch(select("We are ready.:We need more time.")) {
- case 1:
- set .@saram,getmapusers("que_qaru03");
- if (((.@saram > 15) && (.@saram < 21)) || (getgmlevel() == 99)) {
- cutin "wish_maiden12",1;
- mes "[Wish Maiden]";
- mes "Now I will open the gate of Okolnir where I am.";
- mes "I will wait for you on the top of Okolnir...";
- next;
- mes "[Wish Maiden]";
- mes "I hope that you can complete all of the trials before the virtual Okolnir is destroyed...";
- mes "Good luck.";
- mapannounce "que_qaru03","Wish Maiden: The gate of Okolnir is open! Don't forget you only have one hour.",bc_map,"0x00ff00";
- close2;
- set $gqse_aru03_pcc,.@saram;
- set $siz_aru03_on,1;
- donpcevent "#okolnir_aru03::OnEnable";
- disablenpc "Wish Maiden#gq_aru03";
- cutin "wish_maiden11",255;
- announce "["+ strcharinfo(0) +"], of the guild ["+ GetGuildName(.@GID) +"] has opened the gates to the realm of Okolnir.",bc_all,"0x70dbdb";
- end;
- }
- else {
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "You need to have 16 to 20 members present to open the gate of Okolnir.";
- mes "Come back when you are ready.";
- close2;
- }
- break;
- case 2:
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "Don't hesitate to try.";
- mes "You should catch the chance when it comes to you.";
- mes "Just gather your fellow members.";
- close2;
- }
- break;
- case 2:
- cutin "wish_maiden32",1;
- mes "[Wish Maiden]";
- mes "... Are you afraid of";
- mes "the trials facing you?";
- mes "....";
- next;
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "Do you think that you can defeat the Goddess shine easily?";
- mes "I feel disappointed by all of you.";
- mes "Just go away...";
- close2;
- }
- }
- else {
- cutin "wish_maiden11",1;
- mes "[Wish Maiden]";
- mes "Do you wish to enter?";
- mes "Only those prepared may enter here.";
- mes "You must bring several items to enter Okolnir.";
- next;
- mes "[Wish Maiden]";
- mes "Dusk Glow";
- mes "Dawn Essence";
- mes "Cold Moonlight";
- mes "Hazy Starlight.";
- next;
- mes "[Wish Maiden]";
- mes "Please bring those four things, 10 Agate, 10 Rose Quartz, and 20 Elunium,";
- mes "a Heavenly Maiden's Robe, as well as Soft feathers.";
- next;
- mes "[Wish Maiden]";
- mes "Once all of those are prepared, the gate will open.";
- next;
- mes "[Wish Maiden]";
- mes ".... ";
- mes "...........The Goddess shines brightly down on you, you should be stronger to deserve it...";
- next;
- mes "[Wish Maiden]";
- mes "Remember...";
- mes "You need to collect many soft feathers.";
- mes "I hope that your dreams come true.";
- next;
- mes "[Wish Maiden]";
- mes "I will answer all your requests if you bring these to me.";
- close2;
- }
- }
- else {
- cutin "wish_maiden31",1;
- mes "[Wish Maiden]";
- mes "I am... Wish maiden.";
- mes "Mourning in this virtual realm, Okolnir.";
- mes "On behalf of the humanbeings who defeated God here.";
- next;
- mes "[Wish Maiden]";
- mes "Bring me the one who brought you to this place.";
- mes ".. Deliver him to my will.";
- close2;
- }
- }
- else {
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "...You are not qualified.";
- close2;
- percentheal -100,0;
- cutin "wish_maiden11",255;
- end;
- }
- cutin "wish_maiden11",255;
- end;
-
-OnInit:
- if ($siz_aru03_on == 0) {
- enablenpc "Wish Maiden#gq_aru03";
- }
- else {
- disablenpc "Wish Maiden#gq_aru03";
- }
- end;
-}
-
-que_qaru03,346,81,0 script Gate01#gq_aru03 45,1,1,{
- end;
-
-OnInit:
- disablenpc "Gate01#gq_aru03";
- end;
-
-OnEnable:
- enablenpc "Gate01#gq_aru03";
- setcell "que_qaru03",58,302,63,302,cell_walkable,0;
- setcell "que_qaru03",58,302,63,302,cell_shootable,0;
- end;
-
-OnDisable:
- disablenpc "Gate01#gq_aru03";
- killmonsterall "que_qaru03";
- end;
-
-OnTouch:
- set .@saram,getmapusers("que_qaru03");
- if (.@saram < 21) {
- if ($gqse_aru03_miro == $gqse_aru03_pcc) {
- set .@point,rand(1,5);
- if (.@point == 1) {
- warp "que_qaru03",72,271;
- end;
- }
- else if (.@point == 2) {
- warp "que_qaru03",45,243;
- end;
- }
- else if (.@point == 3) {
- warp "que_qaru03",102,248;
- end;
- }
- else if (.@point == 4) {
- warp "que_qaru03",102,300;
- end;
- }
- else {
- warp "que_qaru03",46,300;
- end;
- }
- }
- else if ($gqse_aru03_miro == 0) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru03",77,271,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru03",77,271,strcharinfo(0),1659,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru03",77,271,strcharinfo(0),1662,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru03",77,271,strcharinfo(0),1663,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru03",77,271,strcharinfo(0),1660,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru03",77,271,strcharinfo(0),1661,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else {
- monster "que_qaru03",77,271,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- set $gqse_aru03_miro,1;
- warp "que_qaru03",72,271;
- end;
- }
- else if ($gqse_aru03_miro == 1) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru03",63,278,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru03",63,278,strcharinfo(0),1659,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru03",63,278,strcharinfo(0),1662,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru03",63,278,strcharinfo(0),1663,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru03",63,278,strcharinfo(0),1660,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru03",63,278,strcharinfo(0),1661,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else {
- monster "que_qaru03",63,278,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- set $gqse_aru03_miro,2;
- warp "que_qaru03",63,282;
- end;
- }
- else if ($gqse_aru03_miro == 2) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru03",63,294,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru03",63,294,strcharinfo(0),1659,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru03",63,294,strcharinfo(0),1662,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru03",63,294,strcharinfo(0),1663,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru03",63,294,strcharinfo(0),1660,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru03",63,294,strcharinfo(0),1661,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else {
- monster "que_qaru03",63,294,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- set $gqse_aru03_miro,3;
- warp "que_qaru03",59,294;
- end;
- }
- else if ($gqse_aru03_miro == 3) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru03",50,300,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru03",50,300,strcharinfo(0),1659,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru03",50,300,strcharinfo(0),1662,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru03",50,300,strcharinfo(0),1663,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru03",50,300,strcharinfo(0),1660,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru03",50,300,strcharinfo(0),1661,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else {
- monster "que_qaru03",50,300,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- set $gqse_aru03_miro,4;
- warp "que_qaru03",46,300;
- end;
- }
- else if ($gqse_aru03_miro == 4) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru03",51,280,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru03",51,280,strcharinfo(0),1659,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru03",51,280,strcharinfo(0),1662,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru03",51,280,strcharinfo(0),1663,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru03",51,280,strcharinfo(0),1660,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru03",51,280,strcharinfo(0),1661,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else {
- monster "que_qaru03",51,280,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- set $gqse_aru03_miro,5;
- warp "que_qaru03",51,285;
- end;
- }
- else if ($gqse_aru03_miro == 5) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru03",51,258,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru03",51,258,strcharinfo(0),1659,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru03",51,258,strcharinfo(0),1662,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru03",51,258,strcharinfo(0),1663,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru03",51,258,strcharinfo(0),1660,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru03",51,258,strcharinfo(0),1661,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else {
- monster "que_qaru03",51,258,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- set $gqse_aru03_miro,6;
- warp "que_qaru03",51,262;
- end;
- }
- else if ($gqse_aru03_miro == 6) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru03",49,243,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru03",49,243,strcharinfo(0),1659,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru03",49,243,strcharinfo(0),1662,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru03",49,243,strcharinfo(0),1663,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru03",49,243,strcharinfo(0),1660,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru03",49,243,strcharinfo(0),1661,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else {
- monster "que_qaru03",49,243,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- set $gqse_aru03_miro,7;
- warp "que_qaru03",45,243;
- end;
- }
- else if ($gqse_aru03_miro == 7) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru03",86,249,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru03",86,249,strcharinfo(0),1659,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru03",86,249,strcharinfo(0),1662,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru03",86,249,strcharinfo(0),1663,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru03",86,249,strcharinfo(0),1660,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru03",86,249,strcharinfo(0),1661,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else {
- monster "que_qaru03",86,249,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- set $gqse_aru03_miro,8;
- warp "que_qaru03",82,249;
- end;
- }
- else if ($gqse_aru03_miro == 8) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru03",102,243,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru03",102,243,strcharinfo(0),1659,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru03",102,243,strcharinfo(0),1662,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru03",102,243,strcharinfo(0),1663,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru03",102,243,strcharinfo(0),1660,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru03",102,243,strcharinfo(0),1661,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else {
- monster "que_qaru03",102,243,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- set $gqse_aru03_miro,9;
- warp "que_qaru03",102,248;
- end;
- }
- else if ($gqse_aru03_miro == 9) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru03",90,256,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru03",90,256,strcharinfo(0),1659,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru03",90,256,strcharinfo(0),1662,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru03",90,256,strcharinfo(0),1663,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru03",90,256,strcharinfo(0),1660,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru03",90,256,strcharinfo(0),1661,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else {
- monster "que_qaru03",90,256,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- set $gqse_aru03_miro,10;
- warp "que_qaru03",90,260;
- end;
- }
- else if ($gqse_aru03_miro == 10) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru03",90,283,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru03",90,283,strcharinfo(0),1659,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru03",90,283,strcharinfo(0),1662,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru03",90,283,strcharinfo(0),1663,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru03",90,283,strcharinfo(0),1660,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru03",90,283,strcharinfo(0),1661,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else {
- monster "que_qaru03",90,283,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- set $gqse_aru03_miro,11;
- warp "que_qaru03",90,280;
- end;
- }
- else if ($gqse_aru03_miro == 11) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru03",102,295,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru03",102,295,strcharinfo(0),1659,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru03",102,295,strcharinfo(0),1662,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru03",102,295,strcharinfo(0),1663,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru03",102,295,strcharinfo(0),1660,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru03",102,295,strcharinfo(0),1661,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else {
- monster "que_qaru03",102,295,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- set $gqse_aru03_miro,12;
- warp "que_qaru03",102,300;
- end;
- }
- else if ($gqse_aru03_miro == 12) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru03",96,285,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru03",96,285,strcharinfo(0),1659,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru03",96,285,strcharinfo(0),1662,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru03",96,285,strcharinfo(0),1663,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru03",96,285,strcharinfo(0),1660,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru03",96,285,strcharinfo(0),1661,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else {
- monster "que_qaru03",96,285,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- set $gqse_aru03_miro,13;
- warp "que_qaru03",96,290;
- end;
- }
- else if ($gqse_aru03_miro == 13) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru03",63,278,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru03",63,278,strcharinfo(0),1659,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru03",63,278,strcharinfo(0),1662,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru03",63,278,strcharinfo(0),1663,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru03",63,278,strcharinfo(0),1660,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru03",63,278,strcharinfo(0),1661,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else {
- monster "que_qaru03",63,278,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- set $gqse_aru03_miro,14;
- warp "que_qaru03",63,282;
- end;
- }
- else if ($gqse_aru03_miro == 14) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru03",65,243,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru03",65,243,strcharinfo(0),1659,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru03",65,243,strcharinfo(0),1662,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru03",65,243,strcharinfo(0),1663,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru03",65,243,strcharinfo(0),1660,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru03",65,243,strcharinfo(0),1661,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else {
- monster "que_qaru03",65,243,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- set $gqse_aru03_miro,15;
- warp "que_qaru03",61,243;
- end;
- }
- else if ($gqse_aru03_miro == 15) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru03",73,249,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru03",73,249,strcharinfo(0),1659,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru03",73,249,strcharinfo(0),1662,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru03",73,249,strcharinfo(0),1663,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru03",73,249,strcharinfo(0),1660,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru03",73,249,strcharinfo(0),1661,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else {
- monster "que_qaru03",73,249,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- set $gqse_aru03_miro,16;
- warp "que_qaru03",70,249;
- end;
- }
- else if ($gqse_aru03_miro == 16) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru03",102,275,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru03",102,275,strcharinfo(0),1659,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru03",102,275,strcharinfo(0),1662,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru03",102,275,strcharinfo(0),1663,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru03",102,275,strcharinfo(0),1660,1,"#Gate_manager_aru03::OnMyMobDead";
- end;
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru03",102,275,strcharinfo(0),1661,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else {
- monster "que_qaru03",102,275,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- set $gqse_aru03_miro,17;
- warp "que_qaru03",102,282;
- end;
- }
- else if ($gqse_aru03_miro == 17) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru03",70,300,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru03",70,300,strcharinfo(0),1659,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru03",70,300,strcharinfo(0),1662,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru03",70,300,strcharinfo(0),1663,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru03",70,300,strcharinfo(0),1660,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru03",70,300,strcharinfo(0),1661,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else {
- monster "que_qaru03",70,300,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- set $gqse_aru03_miro,18;
- warp "que_qaru03",66,300;
- end;
- }
- else if ($gqse_aru03_miro == 18) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru03",57,255,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru03",57,255,strcharinfo(0),1659,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru03",57,255,strcharinfo(0),1662,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru03",57,255,strcharinfo(0),1663,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru03",57,255,strcharinfo(0),1660,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru03",57,255,strcharinfo(0),1661,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else {
- monster "que_qaru03",57,255,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- set $gqse_aru03_miro,19;
- warp "que_qaru03",57,258;
- end;
- }
- else if ($gqse_aru03_miro == 19) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru03",84,277,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru03",84,277,strcharinfo(0),1659,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru03",84,277,strcharinfo(0),1662,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru03",84,277,strcharinfo(0),1663,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru03",84,277,strcharinfo(0),1660,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru03",84,277,strcharinfo(0),1661,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- else {
- monster "que_qaru03",84,277,strcharinfo(0),1652,1,"#Gate_manager_aru03::OnMyMobDead";
- }
- set $gqse_aru03_miro,20;
- warp "que_qaru03",84,280;
- end;
- }
- }
- else {
- mes "There are too many people, you can't enter.";
- close;
- }
- end;
-}
-
-que_qaru03,1,4,0 script #Gate_manager_aru03 844,{
-OnMyMobDead:
- if ($gqse_aru03_miro == $gqse_aru03_pcc) {
- if (mobcount("que_qaru03","#Gate_manager_aru03::OnMyMobDead") == 0) {
- donpcevent "#gq_miromob2_aru03::OnEnable";
- }
- }
- end;
-}
-
-que_qaru03,1,4,0 script #gq_miromob2_aru03 844,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qaru03","Wish Maiden: How does it feel to see shadows of the past. This is only the beginning.",bc_map,"0x00ff00";
- end;
-
-OnTimer6000:
- mapannounce "que_qaru03","Wish Maiden: The things you seeing are not real, don't be caught in the Mystic garden.",bc_map,"0x00ff00";
- monster "que_qaru03",72,271,"Seyren Windsor",1640,1,"#gq_miromob2_aru03::OnMyMobDead";
- monster "que_qaru03",63,282,"Kathryne Keyron",1645,1,"#gq_miromob2_aru03::OnMyMobDead";
- monster "que_qaru03",59,294,"Cecil Damon",1644,1,"#gq_miromob2_aru03::OnMyMobDead";
- monster "que_qaru03",46,300,"Margaretha Sorin",1643,1,"#gq_miromob2_aru03::OnMyMobDead";
- monster "que_qaru03",51,285,"Eremes Guile",1641,1,"#gq_miromob2_aru03::OnMyMobDead";
- monster "que_qaru03",51,262,"Howard Alt-Eisen",1642,1,"#gq_miromob2_aru03::OnMyMobDead";
-
- monster "que_qaru03",45,243,"Seyren Windsor",1640,1,"#gq_miromob2_aru03::OnMyMobDead";
- monster "que_qaru03",82,249,"Kathryne Keyron",1645,1,"#gq_miromob2_aru03::OnMyMobDead";
- monster "que_qaru03",102,248,"Cecil Damon",1644,1,"#gq_miromob2_aru03::OnMyMobDead";
- monster "que_qaru03",90,260,"Margaretha Sorin",1643,1,"#gq_miromob2_aru03::OnMyMobDead";
- monster "que_qaru03",90,280,"Eremes Guile",1641,1,"#gq_miromob2_aru03::OnMyMobDead";
- monster "que_qaru03",102,300,"Howard Alt-Eisen",1642,1,"#gq_miromob2_aru03::OnMyMobDead";
-
- monster "que_qaru03",63,282,"Seyren Windsor",1640,1,"#gq_miromob2_aru03::OnMyMobDead";
- monster "que_qaru03",61,243,"Kathryne Keyron",1645,1,"#gq_miromob2_aru03::OnMyMobDead";
- monster "que_qaru03",70,249,"Cecil Damon",1644,1,"#gq_miromob2_aru03::OnMyMobDead";
- monster "que_qaru03",102,282,"Margaretha Sorin",1643,1,"#gq_miromob2_aru03::OnMyMobDead";
- monster "que_qaru03",66,300,"Eremes Guile",1641,1,"#gq_miromob2_aru03::OnMyMobDead";
- monster "que_qaru03",57,258,"Howard Alt-Eisen",1642,1,"#gq_miromob2_aru03::OnMyMobDead";
- stopnpctimer;
- end;
-
-Onreset:
- killmonster "que_qaru03","#gq_miromob2_aru03::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- if (mobcount("que_qaru03","#gq_miromob2_aru03::OnMyMobDead") == 0) {
- mapannounce "que_qaru03","The Mystic garden exit is now open.",bc_map,"0x00ff00";
- setcell "que_qaru03",58,302,63,302,cell_walkable,1;
- setcell "que_qaru03",58,302,63,302,cell_shootable,1;
- donpcevent "#Maze_Manager_aru03::OnDisable";
- }
- end;
-}
-
-que_qaru03,1,1,0 script #okolnir_aru03 844,{
-
-OnEnable:
- donpcevent "Gate01#gq_aru03::OnEnable";
- donpcevent "#Maze_Manager_aru03::OnEnable";
- donpcevent "#event_start01_aru03::OnEnable";
- donpcevent "#gd_aru03_mobctrl::OnEnable";
- enablenpc "Guard of Shadow#aru03_01";
- enablenpc "Guard of Shadow#aru03_02";
- enablenpc "Guard of Shadow#aru03_03";
- enablenpc "Guard of Shadow#aru03_04";
- enablenpc "Bloody Hunter#aru03_ac01";
- enablenpc "Bloody Hunter#aru03_ac02";
- enablenpc "Bloody Hunter#aru03_ac03";
- enablenpc "Bloody Hunter#aru03_ac04";
- enablenpc "Temple Keeper#aru03_ac01";
- enablenpc "Temple Keeper#aru03_ac02";
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc "Wish Maiden#gq_aru03";
- donpcevent "#gq_miromob2_aru03::Onreset";
- disablenpc "Piamette#aru03";
- donpcevent "#gdtimer01_aru03::Onstop";
- donpcevent "#gdtimer02_aru03::Onstop";
- donpcevent "#piamette_aru03::Onreset";
- donpcevent "Wish Maiden#aru03_boss::OnDisable";
- donpcevent "Wish Maiden#aru03_gift::OnDisable";
- donpcevent "#gd_aru03_mobctrl::Onreset";
- donpcevent "Gate01#gq_aru03::OnDisable";
- donpcevent "#Maze_Manager_aru03::OnDisable";
- donpcevent "#event_start01_aru03::OnDisable";
- donpcevent "#nm_switch_aru03::OnDisable";
- donpcevent "#nmsomaru03_jin01::OnDisable";
- donpcevent "#nmsomaru03_jin02::OnDisable";
- donpcevent "#nmsomaru03_jin03::OnDisable";
- donpcevent "Guard of Shadow#aru03_01::OnDisable";
- donpcevent "Guard of Shadow#aru03_02::OnDisable";
- donpcevent "Guard of Shadow#aru03_03::OnDisable";
- donpcevent "Guard of Shadow#aru03_04::OnDisable";
- donpcevent "Bloody Hunter#aru03_ac01::OnDisable";
- donpcevent "Bloody Hunter#aru03_ac02::OnDisable";
- donpcevent "Bloody Hunter#aru03_ac03::OnDisable";
- donpcevent "Bloody Hunter#aru03_ac04::OnDisable";
- donpcevent "Temple Keeper#aru03_ac01::OnDisable";
- donpcevent "Temple Keeper#aru03_ac02::OnDisable";
- disablenpc "#to_agit_aru03_gate";
- donpcevent "#aru03_stone01::Onreset";
- donpcevent "#aru03_stone02::Onreset";
- donpcevent "#aru03_stone03::Onreset";
- disablenpc "#aru03_cage01";
- disablenpc "#aru03_cage02";
- disablenpc "#aru03_cage03";
- disablenpc "#aru03_cage04";
- disablenpc "#aru03_cage05";
- disablenpc "#aru03_cage06";
- disablenpc "windpath03_aru03";
- disablenpc "windpath04_aru03";
- set $gqse_aru03_miro,0;
- set $gqse_aru03_pcc,0;
- set $gqse_aru03_gd,0;
- set $gqse_aru03_nm,0;
- stopnpctimer;
- end;
-
-Onstop:
- stopnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qaru03","Wish Maiden : Do your best, Okolnir will disappear in one hour!",bc_map,"0x00ff00";
- end;
-
-OnTimer1800000:
- mapannounce "que_qaru03","Okolnir will disappear in 30 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer2400000:
- mapannounce "que_qaru03","Okolnir will disappear in 20 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3000000:
- mapannounce "que_qaru03","Okolnir will disappear in 10 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3300000:
- mapannounce "que_qaru03","Okolnir will disappear in 5 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3360000:
- mapannounce "que_qaru03","Okolnir will disappear in 4 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3420000:
- mapannounce "que_qaru03","Okolnir will disappear in 3 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3480000:
- mapannounce "que_qaru03","Okolnir will disappear in 2 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3540000:
- mapannounce "que_qaru03","Okolnir will disappear in 1 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3600000:
- mapannounce "que_qaru03","Okolnir has begun to disappear.",bc_map,"0x4d4dff";
- disablenpc "Wish Maiden#gq_aru03";
- donpcevent "#gq_miromob2_aru03::Onreset";
- disablenpc "Piamette#aru03";
- donpcevent "#gdtimer01_aru03::Onstop";
- donpcevent "#gdtimer02_aru03::Onstop";
- donpcevent "#piamette_aru03::Onreset";
- donpcevent "Wish Maiden#aru03_boss::onDisable";
- donpcevent "Wish Maiden#aru03_gift::OnDisable";
- donpcevent "#gd_aru03_mobctrl::Onreset";
- donpcevent "Gate01#gq_aru03::OnDisable";
- donpcevent "#Maze_Manager_aru03::OnDisable";
- donpcevent "#event_start01_aru03::OnDisable";
- donpcevent "#nm_switch_aru03::OnDisable";
- donpcevent "#nmsomaru03_jin01::OnDisable";
- donpcevent "#nmsomaru03_jin02::OnDisable";
- donpcevent "#nmsomaru03_jin03::OnDisable";
- donpcevent "Guard of Shadow#aru03_01::OnDisable";
- donpcevent "Guard of Shadow#aru03_02::OnDisable";
- donpcevent "Guard of Shadow#aru03_03::OnDisable";
- donpcevent "Guard of Shadow#aru03_04::OnDisable";
- donpcevent "Bloody Hunter#aru03_ac01::OnDisable";
- donpcevent "Bloody Hunter#aru03_ac02::OnDisable";
- donpcevent "Bloody Hunter#aru03_ac03::OnDisable";
- donpcevent "Bloody Hunter#aru03_ac04::OnDisable";
- donpcevent "Temple Keeper#aru03_ac01::OnDisable";
- donpcevent "Temple Keeper#aru03_ac02::OnDisable";
- disablenpc "#to_agit_aru03_gate";
- donpcevent "#aru03_stone01::Onreset";
- donpcevent "#aru03_stone02::Onreset";
- donpcevent "#aru03_stone03::Onreset";
- disablenpc "#aru03_cage01";
- disablenpc "#aru03_cage02";
- disablenpc "#aru03_cage03";
- disablenpc "#aru03_cage04";
- disablenpc "#aru03_cage05";
- disablenpc "#aru03_cage06";
- disablenpc "windpath03_aru03";
- disablenpc "windpath04_aru03";
- end;
-
-OnTimer3605000:
- mapannounce "que_qaru03","Wish Maiden: ... You will fall into a deep sleep within Okolnir... ",bc_map,"0x00ff00";
- end;
-
-OnTimer3608000:
- mapannounce "que_qaru03","Wish Maiden: ..Have courage ... and await your chance again... ",bc_map,"0x00ff00";
- end;
-
-OnTimer3610000:
- set $gqse_aru03_miro,0;
- set $gqse_aru03_pcc,0;
- set $gqse_aru03_gd,0;
- set $gqse_aru03_nm,0;
- mapwarp "que_qaru03","arug_cas03",321,153;
- end;
-
-OnTimer3611000:
- donpcevent "#okolnir_aru03_time01::OnEnable";
- stopnpctimer;
- end;
-}
-
-que_qaru03,1,2,0 script #Maze_Manager_aru03 844,{
-OnInit:
- donpcevent "#miro_bf_aru03::OnDisable";
- donpcevent "#miro_rf_aru03::OnDisable";
- donpcevent "#miro_yf_aru03::OnDisable";
- end;
-
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- donpcevent "#miro_bf_aru03::OnDisable";
- donpcevent "#miro_rf_aru03::OnDisable";
- donpcevent "#miro_yf_aru03::OnDisable";
- stopnpctimer;
- end;
-
-OnTimer1000:
- donpcevent "#miro_rf_aru03::OnDisable";
- end;
-
-OnTimer2000:
- donpcevent "#miro_yf_aru03::OnDisable";
- end;
-
-OnTimer3000:
- donpcevent "#miro_bf_aru03::OnEnable";
- end;
-
-OnTimer120000:
- donpcevent "#miro_bf_aru03::OnDisable";
- end;
-
-OnTimer121000:
- donpcevent "#miro_yf_aru03::OnDisable";
- end;
-
-OnTimer123000:
- donpcevent "#miro_rf_aru03::OnEnable";
- end;
-
-OnTimer240000:
- donpcevent "#miro_bf_aru03::OnDisable";
- end;
-
-OnTimer241000:
- donpcevent "#miro_rf_aru03::OnDisable";
- end;
-
-OnTimer242000:
- donpcevent "#miro_yf_aru03::OnEnable";
- end;
-
-OnTimer360000:
- donpcevent "#Maze_Manager_aru03::OnEnable";
- end;
-}
-
-que_qaru03,2,1,0 script #miro_bf_aru03 844,{
-
-OnEnable:
- monster "que_qaru03",44,270," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
- monster "que_qaru03",46,270," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
- monster "que_qaru03",50,287," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
- monster "que_qaru03",52,287," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
- monster "que_qaru03",50,265," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
- monster "que_qaru03",52,265," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
- monster "que_qaru03",56,279," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
- monster "que_qaru03",58,279," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
- monster "que_qaru03",64,301," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
- monster "que_qaru03",64,298," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
- monster "que_qaru03",62,272," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
- monster "que_qaru03",64,272," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
- monster "que_qaru03",58,245," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
- monster "que_qaru03",58,243," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
- monster "que_qaru03",72,289," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
- monster "que_qaru03",72,287," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
- monster "que_qaru03",68,257," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
- monster "que_qaru03",68,255," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
- monster "que_qaru03",73,263," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
- monster "que_qaru03",73,261," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
- monster "que_qaru03",75,251," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
- monster "que_qaru03",75,249," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
- monster "que_qaru03",79,283," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
- monster "que_qaru03",79,281," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
- monster "que_qaru03",82,271," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
- monster "que_qaru03",84,271," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
- monster "que_qaru03",89,295," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
- monster "que_qaru03",89,293," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
- monster "que_qaru03",88,276," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
- monster "que_qaru03",90,276," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
- monster "que_qaru03",88,266," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
- monster "que_qaru03",90,266," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
- monster "que_qaru03",94,256," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
- monster "que_qaru03",96,256," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
- monster "que_qaru03",64,301," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
- monster "que_qaru03",64,299," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
- monster "que_qaru03",100,251," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
- monster "que_qaru03",102,251," ",1934,1,"#miro_bf_aru03::OnMyMobDead";
- setcell "que_qaru03",44,270,47,270,cell_walkable,0;
- setcell "que_qaru03",44,270,47,270,cell_shootable,0;
- setcell "que_qaru03",50,287,53,287,cell_walkable,0;
- setcell "que_qaru03",50,287,53,287,cell_shootable,0;
- setcell "que_qaru03",50,265,53,265,cell_walkable,0;
- setcell "que_qaru03",50,265,53,265,cell_shootable,0;
- setcell "que_qaru03",56,279,59,279,cell_walkable,0;
- setcell "que_qaru03",56,279,59,279,cell_shootable,0;
- setcell "que_qaru03",64,298,64,301,cell_walkable,0;
- setcell "que_qaru03",64,298,64,301,cell_shootable,0;
- setcell "que_qaru03",62,272,65,272,cell_walkable,0;
- setcell "que_qaru03",62,272,65,272,cell_shootable,0;
- setcell "que_qaru03",58,242,58,245,cell_walkable,0;
- setcell "que_qaru03",58,242,58,245,cell_shootable,0;
- setcell "que_qaru03",72,286,72,289,cell_walkable,0;
- setcell "que_qaru03",72,286,72,289,cell_shootable,0;
- setcell "que_qaru03",68,254,68,259,cell_walkable,0;
- setcell "que_qaru03",68,254,68,259,cell_shootable,0;
- setcell "que_qaru03",73,260,73,263,cell_walkable,0;
- setcell "que_qaru03",73,260,73,263,cell_shootable,0;
- setcell "que_qaru03",75,248,75,251,cell_walkable,0;
- setcell "que_qaru03",75,248,75,251,cell_shootable,0;
- setcell "que_qaru03",79,280,79,283,cell_walkable,0;
- setcell "que_qaru03",79,280,79,283,cell_shootable,0;
- setcell "que_qaru03",82,271,85,271,cell_walkable,0;
- setcell "que_qaru03",82,271,85,271,cell_shootable,0;
- setcell "que_qaru03",89,292,89,295,cell_walkable,0;
- setcell "que_qaru03",89,292,89,295,cell_shootable,0;
- setcell "que_qaru03",88,276,91,276,cell_walkable,0;
- setcell "que_qaru03",88,276,91,276,cell_shootable,0;
- setcell "que_qaru03",88,266,91,266,cell_walkable,0;
- setcell "que_qaru03",88,266,91,266,cell_shootable,0;
- setcell "que_qaru03",94,256,97,256,cell_walkable,0;
- setcell "que_qaru03",94,256,97,256,cell_shootable,0;
- setcell "que_qaru03",64,298,64,301,cell_walkable,0;
- setcell "que_qaru03",64,298,64,301,cell_shootable,0;
- setcell "que_qaru03",100,251,103,251,cell_walkable,0;
- setcell "que_qaru03",100,251,103,251,cell_shootable,0;
- end;
-
-OnDisable:
- killmonster "que_qaru03","#miro_bf_aru03::OnMyMobDead";
- setcell "que_qaru03",44,270,47,270,cell_walkable,1;
- setcell "que_qaru03",44,270,47,270,cell_shootable,1;
- setcell "que_qaru03",50,287,53,287,cell_walkable,1;
- setcell "que_qaru03",50,287,53,287,cell_shootable,1;
- setcell "que_qaru03",50,265,53,265,cell_walkable,1;
- setcell "que_qaru03",50,265,53,265,cell_shootable,1;
- setcell "que_qaru03",56,279,59,279,cell_walkable,1;
- setcell "que_qaru03",56,279,59,279,cell_shootable,1;
- setcell "que_qaru03",64,298,64,301,cell_walkable,1;
- setcell "que_qaru03",64,298,64,301,cell_shootable,1;
- setcell "que_qaru03",62,272,65,272,cell_walkable,1;
- setcell "que_qaru03",62,272,65,272,cell_shootable,1;
- setcell "que_qaru03",58,242,58,245,cell_walkable,1;
- setcell "que_qaru03",58,242,58,245,cell_shootable,1;
- setcell "que_qaru03",72,286,72,289,cell_walkable,1;
- setcell "que_qaru03",72,286,72,289,cell_shootable,1;
- setcell "que_qaru03",68,254,68,259,cell_walkable,1;
- setcell "que_qaru03",68,254,68,259,cell_shootable,1;
- setcell "que_qaru03",73,260,73,263,cell_walkable,1;
- setcell "que_qaru03",73,260,73,263,cell_shootable,1;
- setcell "que_qaru03",75,248,75,251,cell_walkable,1;
- setcell "que_qaru03",75,248,75,251,cell_shootable,1;
- setcell "que_qaru03",79,280,79,283,cell_walkable,1;
- setcell "que_qaru03",79,280,79,283,cell_shootable,1;
- setcell "que_qaru03",82,271,85,271,cell_walkable,1;
- setcell "que_qaru03",82,271,85,271,cell_shootable,1;
- setcell "que_qaru03",89,292,89,295,cell_walkable,1;
- setcell "que_qaru03",89,292,89,295,cell_shootable,1;
- setcell "que_qaru03",88,276,91,276,cell_walkable,1;
- setcell "que_qaru03",88,276,91,276,cell_shootable,1;
- setcell "que_qaru03",88,266,91,266,cell_walkable,1;
- setcell "que_qaru03",88,266,91,266,cell_shootable,1;
- setcell "que_qaru03",94,256,97,256,cell_walkable,1;
- setcell "que_qaru03",94,256,97,256,cell_shootable,1;
- setcell "que_qaru03",64,298,64,301,cell_walkable,1;
- setcell "que_qaru03",64,298,64,301,cell_shootable,1;
- setcell "que_qaru03",100,251,103,251,cell_walkable,1;
- setcell "que_qaru03",100,251,103,251,cell_shootable,1;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru03,2,2,0 script #miro_rf_aru03 844,{
-
-OnEnable:
- monster "que_qaru03",57,301," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
- monster "que_qaru03",57,299," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
- monster "que_qaru03",48,291," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
- monster "que_qaru03",48,289," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
- monster "que_qaru03",68,290," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
- monster "que_qaru03",70,290," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
- monster "que_qaru03",72,295," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
- monster "que_qaru03",72,293," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
- monster "que_qaru03",90,296," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
- monster "que_qaru03",92,296," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
- monster "que_qaru03",56,282," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
- monster "que_qaru03",58,282," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
- monster "que_qaru03",66,283," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
- monster "que_qaru03",66,281," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
- monster "que_qaru03",80,284," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
- monster "que_qaru03",82,284," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
- monster "que_qaru03",44,273," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
- monster "que_qaru03",46,273," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
- monster "que_qaru03",50,273," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
- monster "que_qaru03",52,273," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
- monster "que_qaru03",54,269," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
- monster "que_qaru03",54,267," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
- monster "que_qaru03",66,271," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
- monster "que_qaru03",66,270," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
- monster "que_qaru03",81,273," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
- monster "que_qaru03",81,272," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
- monster "que_qaru03",88,276," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
- monster "que_qaru03",90,276," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
- monster "que_qaru03",94,276," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
- monster "que_qaru03",96,276," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
- monster "que_qaru03",64,258," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
- monster "que_qaru03",66,258," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
- monster "que_qaru03",76,263," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
- monster "que_qaru03",76,261," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
- monster "que_qaru03",87,265," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
- monster "que_qaru03",87,263," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
- monster "que_qaru03",50,252," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
- monster "que_qaru03",52,252," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
- monster "que_qaru03",76,252," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
- monster "que_qaru03",78,252," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
- monster "que_qaru03",99,255," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
- monster "que_qaru03",99,253," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
- monster "que_qaru03",53,245," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
- monster "que_qaru03",53,243," ",1935,1,"#miro_rf_aru03::OnMyMobDead";
- setcell "que_qaru03",57,298,57,301,cell_walkable,0;
- setcell "que_qaru03",57,298,57,301,cell_shootable,0;
- setcell "que_qaru03",48,288,48,291,cell_walkable,0;
- setcell "que_qaru03",48,288,48,291,cell_shootable,0;
- setcell "que_qaru03",68,290,71,290,cell_walkable,0;
- setcell "que_qaru03",68,290,71,290,cell_shootable,0;
- setcell "que_qaru03",72,292,72,295,cell_walkable,0;
- setcell "que_qaru03",72,292,72,295,cell_shootable,0;
- setcell "que_qaru03",90,296,93,296,cell_walkable,0;
- setcell "que_qaru03",90,296,93,296,cell_shootable,0;
- setcell "que_qaru03",56,282,59,282,cell_walkable,0;
- setcell "que_qaru03",56,282,59,282,cell_shootable,0;
- setcell "que_qaru03",66,280,66,283,cell_walkable,0;
- setcell "que_qaru03",66,280,66,283,cell_shootable,0;
- setcell "que_qaru03",80,284,83,284,cell_walkable,0;
- setcell "que_qaru03",80,284,83,284,cell_shootable,0;
- setcell "que_qaru03",44,273,47,273,cell_walkable,0;
- setcell "que_qaru03",44,273,47,273,cell_shootable,0;
- setcell "que_qaru03",50,273,53,273,cell_walkable,0;
- setcell "que_qaru03",50,273,53,273,cell_shootable,0;
- setcell "que_qaru03",54,266,54,269,cell_walkable,0;
- setcell "que_qaru03",54,266,54,269,cell_shootable,0;
- setcell "que_qaru03",66,270,66,271,cell_walkable,0;
- setcell "que_qaru03",66,270,66,271,cell_shootable,0;
- setcell "que_qaru03",81,272,81,273,cell_walkable,0;
- setcell "que_qaru03",81,272,81,273,cell_shootable,0;
- setcell "que_qaru03",88,276,91,276,cell_walkable,0;
- setcell "que_qaru03",88,276,91,276,cell_shootable,0;
- setcell "que_qaru03",94,276,97,276,cell_walkable,0;
- setcell "que_qaru03",94,276,97,276,cell_shootable,0;
- setcell "que_qaru03",64,258,67,258,cell_walkable,0;
- setcell "que_qaru03",64,258,67,258,cell_shootable,0;
- setcell "que_qaru03",76,260,76,263,cell_walkable,0;
- setcell "que_qaru03",76,260,76,263,cell_shootable,0;
- setcell "que_qaru03",87,262,87,265,cell_walkable,0;
- setcell "que_qaru03",87,262,87,265,cell_shootable,0;
- setcell "que_qaru03",50,252,53,252,cell_walkable,0;
- setcell "que_qaru03",50,252,53,252,cell_shootable,0;
- setcell "que_qaru03",76,252,79,252,cell_walkable,0;
- setcell "que_qaru03",76,252,79,252,cell_shootable,0;
- setcell "que_qaru03",99,252,99,255,cell_walkable,0;
- setcell "que_qaru03",99,252,99,255,cell_shootable,0;
- setcell "que_qaru03",53,242,53,245,cell_walkable,0;
- setcell "que_qaru03",53,242,53,245,cell_shootable,0;
- end;
-
-OnDisable:
- killmonster "que_qaru03","#miro_rf_aru03::OnMyMobDead";
- setcell "que_qaru03",57,298,57,301,cell_walkable,1;
- setcell "que_qaru03",57,298,57,301,cell_shootable,1;
- setcell "que_qaru03",48,288,48,291,cell_walkable,1;
- setcell "que_qaru03",48,288,48,291,cell_shootable,1;
- setcell "que_qaru03",68,290,71,290,cell_walkable,1;
- setcell "que_qaru03",68,290,71,290,cell_shootable,1;
- setcell "que_qaru03",72,292,72,295,cell_walkable,1;
- setcell "que_qaru03",72,292,72,295,cell_shootable,1;
- setcell "que_qaru03",90,296,93,296,cell_walkable,1;
- setcell "que_qaru03",90,296,93,296,cell_shootable,1;
- setcell "que_qaru03",56,282,59,282,cell_walkable,1;
- setcell "que_qaru03",56,282,59,282,cell_shootable,1;
- setcell "que_qaru03",66,280,66,283,cell_walkable,1;
- setcell "que_qaru03",66,280,66,283,cell_shootable,1;
- setcell "que_qaru03",80,284,83,284,cell_walkable,1;
- setcell "que_qaru03",80,284,83,284,cell_shootable,1;
- setcell "que_qaru03",44,273,47,273,cell_walkable,1;
- setcell "que_qaru03",44,273,47,273,cell_shootable,1;
- setcell "que_qaru03",50,273,53,273,cell_walkable,1;
- setcell "que_qaru03",50,273,53,273,cell_shootable,1;
- setcell "que_qaru03",54,266,54,269,cell_walkable,1;
- setcell "que_qaru03",54,266,54,269,cell_shootable,1;
- setcell "que_qaru03",66,270,66,271,cell_walkable,1;
- setcell "que_qaru03",66,270,66,271,cell_shootable,1;
- setcell "que_qaru03",81,272,81,273,cell_walkable,1;
- setcell "que_qaru03",81,272,81,273,cell_shootable,1;
- setcell "que_qaru03",88,276,91,276,cell_walkable,1;
- setcell "que_qaru03",88,276,91,276,cell_shootable,1;
- setcell "que_qaru03",94,276,97,276,cell_walkable,1;
- setcell "que_qaru03",94,276,97,276,cell_shootable,1;
- setcell "que_qaru03",64,258,67,258,cell_walkable,1;
- setcell "que_qaru03",64,258,67,258,cell_shootable,1;
- setcell "que_qaru03",76,260,76,263,cell_walkable,1;
- setcell "que_qaru03",76,260,76,263,cell_shootable,1;
- setcell "que_qaru03",87,262,87,265,cell_walkable,1;
- setcell "que_qaru03",87,262,87,265,cell_shootable,1;
- setcell "que_qaru03",50,252,53,252,cell_walkable,1;
- setcell "que_qaru03",50,252,53,252,cell_shootable,1;
- setcell "que_qaru03",76,252,79,252,cell_walkable,1;
- setcell "que_qaru03",76,252,79,252,cell_shootable,1;
- setcell "que_qaru03",99,252,99,255,cell_walkable,1;
- setcell "que_qaru03",99,252,99,255,cell_shootable,1;
- setcell "que_qaru03",53,242,53,245,cell_walkable,1;
- setcell "que_qaru03",53,242,53,245,cell_shootable,1;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru03,2,3,0 script #miro_yf_aru03 844,{
-
-OnEnable:
- monster "que_qaru03",44,292," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",46,292," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",67,295," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",67,293," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",94,301," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",94,299," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",79,289," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",79,287," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",56,282," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",58,282," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",71,283," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",71,281," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",100,281," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",102,281," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",44,261," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",46,261," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",50,265," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",52,265," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",56,270," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",58,270," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",72,278," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",73,278," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",82,266," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",84,266," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",88,266," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",90,266," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",94,271," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",96,271," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",60,257," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",60,255," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",73,263," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",73,261," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",75,257," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",75,255," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",87,257," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",87,255," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",58,251," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",58,249," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",80,251," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",80,249," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",53,245," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",53,243," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",75,245," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",75,243," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",100,251," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",102,251," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",100,256," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- monster "que_qaru03",102,256," ",1936,1,"#miro_yf_aru03::OnMyMobDead";
- setcell "que_qaru03",44,292,47,292,cell_walkable,0;
- setcell "que_qaru03",44,292,47,292,cell_shootable,0;
- setcell "que_qaru03",67,292,67,295,cell_walkable,0;
- setcell "que_qaru03",67,292,67,295,cell_shootable,0;
- setcell "que_qaru03",94,298,94,301,cell_walkable,0;
- setcell "que_qaru03",94,298,94,301,cell_shootable,0;
- setcell "que_qaru03",79,286,79,289,cell_walkable,0;
- setcell "que_qaru03",79,286,79,289,cell_shootable,0;
- setcell "que_qaru03",56,282,59,282,cell_walkable,0;
- setcell "que_qaru03",56,282,59,282,cell_shootable,0;
- setcell "que_qaru03",71,280,71,283,cell_walkable,0;
- setcell "que_qaru03",71,280,71,283,cell_shootable,0;
- setcell "que_qaru03",100,281,103,281,cell_walkable,0;
- setcell "que_qaru03",100,281,103,281,cell_shootable,0;
- setcell "que_qaru03",44,261,47,261,cell_walkable,0;
- setcell "que_qaru03",44,261,47,261,cell_shootable,0;
- setcell "que_qaru03",50,265,53,265,cell_walkable,0;
- setcell "que_qaru03",50,265,53,265,cell_shootable,0;
- setcell "que_qaru03",56,270,59,270,cell_walkable,0;
- setcell "que_qaru03",56,270,59,270,cell_shootable,0;
- setcell "que_qaru03",72,278,73,278,cell_walkable,0;
- setcell "que_qaru03",72,278,73,278,cell_shootable,0;
- setcell "que_qaru03",82,266,85,266,cell_walkable,0;
- setcell "que_qaru03",82,266,85,266,cell_shootable,0;
- setcell "que_qaru03",88,266,91,266,cell_walkable,0;
- setcell "que_qaru03",88,266,91,266,cell_shootable,0;
- setcell "que_qaru03",94,271,97,271,cell_walkable,0;
- setcell "que_qaru03",94,271,97,271,cell_shootable,0;
- setcell "que_qaru03",60,254,60,257,cell_walkable,0;
- setcell "que_qaru03",60,254,60,257,cell_shootable,0;
- setcell "que_qaru03",73,260,73,263,cell_walkable,0;
- setcell "que_qaru03",73,260,73,263,cell_shootable,0;
- setcell "que_qaru03",75,254,75,257,cell_walkable,0;
- setcell "que_qaru03",75,254,75,257,cell_shootable,0;
- setcell "que_qaru03",87,254,87,257,cell_walkable,0;
- setcell "que_qaru03",87,254,87,257,cell_shootable,0;
- setcell "que_qaru03",58,248,58,251,cell_walkable,0;
- setcell "que_qaru03",58,248,58,251,cell_shootable,0;
- setcell "que_qaru03",80,248,80,251,cell_walkable,0;
- setcell "que_qaru03",80,248,80,251,cell_shootable,0;
- setcell "que_qaru03",53,242,53,245,cell_walkable,0;
- setcell "que_qaru03",53,242,53,245,cell_shootable,0;
- setcell "que_qaru03",75,242,75,245,cell_walkable,0;
- setcell "que_qaru03",75,242,75,245,cell_shootable,0;
- setcell "que_qaru03",100,251,103,251,cell_walkable,0;
- setcell "que_qaru03",100,251,103,251,cell_shootable,0;
- setcell "que_qaru03",100,256,103,256,cell_walkable,0;
- setcell "que_qaru03",100,256,103,256,cell_shootable,0;
- end;
-
-OnDisable:
- killmonster "que_qaru03","#miro_yf_aru03::OnMyMobDead";
- setcell "que_qaru03",44,292,47,292,cell_walkable,1;
- setcell "que_qaru03",44,292,47,292,cell_shootable,1;
- setcell "que_qaru03",67,292,67,295,cell_walkable,1;
- setcell "que_qaru03",67,292,67,295,cell_shootable,1;
- setcell "que_qaru03",94,298,94,301,cell_walkable,1;
- setcell "que_qaru03",94,298,94,301,cell_shootable,1;
- setcell "que_qaru03",79,286,79,289,cell_walkable,1;
- setcell "que_qaru03",79,286,79,289,cell_shootable,1;
- setcell "que_qaru03",56,282,59,282,cell_walkable,1;
- setcell "que_qaru03",56,282,59,282,cell_shootable,1;
- setcell "que_qaru03",71,280,71,283,cell_walkable,1;
- setcell "que_qaru03",71,280,71,283,cell_shootable,1;
- setcell "que_qaru03",100,281,103,281,cell_walkable,1;
- setcell "que_qaru03",100,281,103,281,cell_shootable,1;
- setcell "que_qaru03",44,261,47,261,cell_walkable,1;
- setcell "que_qaru03",44,261,47,261,cell_shootable,1;
- setcell "que_qaru03",50,265,53,265,cell_walkable,1;
- setcell "que_qaru03",50,265,53,265,cell_shootable,1;
- setcell "que_qaru03",56,270,59,270,cell_walkable,1;
- setcell "que_qaru03",56,270,59,270,cell_shootable,1;
- setcell "que_qaru03",72,278,73,278,cell_walkable,1;
- setcell "que_qaru03",72,278,73,278,cell_shootable,1;
- setcell "que_qaru03",82,266,85,266,cell_walkable,1;
- setcell "que_qaru03",82,266,85,266,cell_shootable,1;
- setcell "que_qaru03",88,266,91,266,cell_walkable,1;
- setcell "que_qaru03",88,266,91,266,cell_shootable,1;
- setcell "que_qaru03",94,271,97,271,cell_walkable,1;
- setcell "que_qaru03",94,271,97,271,cell_shootable,1;
- setcell "que_qaru03",60,254,60,257,cell_walkable,1;
- setcell "que_qaru03",60,254,60,257,cell_shootable,1;
- setcell "que_qaru03",73,260,73,263,cell_walkable,1;
- setcell "que_qaru03",73,260,73,263,cell_shootable,1;
- setcell "que_qaru03",75,254,75,257,cell_walkable,1;
- setcell "que_qaru03",75,254,75,257,cell_shootable,1;
- setcell "que_qaru03",87,254,87,257,cell_walkable,1;
- setcell "que_qaru03",87,254,87,257,cell_shootable,1;
- setcell "que_qaru03",58,248,58,251,cell_walkable,1;
- setcell "que_qaru03",58,248,58,251,cell_shootable,1;
- setcell "que_qaru03",80,248,80,251,cell_walkable,1;
- setcell "que_qaru03",80,248,80,251,cell_shootable,1;
- setcell "que_qaru03",53,242,53,245,cell_walkable,1;
- setcell "que_qaru03",53,242,53,245,cell_shootable,1;
- setcell "que_qaru03",75,242,75,245,cell_walkable,1;
- setcell "que_qaru03",75,242,75,245,cell_shootable,1;
- setcell "que_qaru03",100,251,103,251,cell_walkable,1;
- setcell "que_qaru03",100,251,103,251,cell_shootable,1;
- setcell "que_qaru03",100,256,103,256,cell_walkable,1;
- setcell "que_qaru03",100,256,103,256,cell_shootable,1;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru03,132,172,0 script windpath01_aru03 45,1,1,{
-OnTouch:
- if (countitem(7839) > 0) {
- mes "The Warp Gate responds to the Crystal Key.";
- delitem 7839,1; //Crystal_Key
- close2;
- warp "que_qaru03",114,158;
- end;
- }
- else {
- mes "You need the Crystal Key to activate the Warp Gate.";
- close;
- }
-}
-
-que_qaru03,113,165,0 warp windpath02_aru03 1,1,que_qaru03,139,172
-
-
-que_qaru03,131,136,3 script Piamette#aru03 1930,{
-OnInit:
- enablenpc "Piamette#aru03";
- end;
-}
-
-que_qaru03,114,158,0 script #event_start01_aru03 -1,1,1,{
-
-OnInit:
- disablenpc "#event_start01_aru03";
- end;
-
-OnEnable:
- enablenpc "#event_start01_aru03";
- end;
-
-OnDisable:
- disablenpc "#event_start01_aru03";
- stopnpctimer;
- end;
-
-OnTouch:
- initnpctimer;
- disablenpc "#event_start01_aru03";
- end;
-
-OnTimer2000:
- mapannounce "que_qaru03","Piamette mumblings : ..There were six birds, Teo. But one is....",bc_map,"0xdb7093";
- end;
-
-OnTimer6000:
- mapannounce "que_qaru03","Piamette mumblings : ...Shh.. Teo. The birds have returned..Are they birds that ran away before...? Or breakers who disguises themselves as good adventurers?",bc_map,"0xdb7093";
- end;
-
-OnTimer10000:
- mapannounce "que_qaru03","Piamette mumblings : Ha! They are caged in.",bc_map,"0xdb7093";
- end;
-
-OnTimer14000:
- mapannounce "que_qaru03","Piamette : Teo, Catch the birds! Put the cage away from here!",bc_map,"0x00ff00";
- donpcevent "#gdtimer01_aru03::OnEnable";
- stopnpctimer;
- end;
-}
-
-que_qaru03,2,2,0 script #gdtimer01_aru03 844,{
-
-OnEnable:
- initnpctimer;
- end;
-
-Onstop:
- donpcevent "#getspell01_aru03::OnDisable";
- donpcevent "#getspell02_aru03::OnDisable";
- donpcevent "#getspell03_aru03::OnDisable";
- donpcevent "#getspell04_aru03::OnDisable";
- donpcevent "#getspell05_aru03::OnDisable";
- donpcevent "#getspell06_aru03::OnDisable";
- donpcevent "#getspell07_aru03::OnDisable";
- donpcevent "#getspell08_aru03::OnDisable";
- stopnpctimer;
- end;
-
-OnTimer1000:
- donpcevent "#getspell08_aru03::OnDisable";
- donpcevent "#getspell01_aru03::OnEnable";
- end;
-
-OnTimer10000:
- donpcevent "#getspell01_aru03::OnDisable";
- donpcevent "#getspell02_aru03::OnEnable";
- end;
-
-OnTimer20000:
- donpcevent "#getspell02_aru03::OnDisable";
- donpcevent "#getspell03_aru03::OnEnable";
- end;
-
-OnTimer30000:
- donpcevent "#getspell03_aru03::OnDisable";
- donpcevent "#getspell04_aru03::OnEnable";
- end;
-
-OnTimer40000:
- donpcevent "#getspell04_aru03::OnDisable";
- donpcevent "#getspell05_aru03::OnEnable";
- end;
-
-OnTimer50000:
- donpcevent "#getspell05_aru03::OnDisable";
- donpcevent "#getspell06_aru03::OnEnable";
- end;
-
-OnTimer60000:
- donpcevent "#getspell06_aru03::OnDisable";
- donpcevent "#getspell07_aru03::OnEnable";
- end;
-
-OnTimer70000:
- donpcevent "#getspell07_aru03::OnDisable";
- donpcevent "#getspell08_aru03::OnEnable";
- end;
-
-OnTimer75000:
- if ($gqse_aru03_gd < 6) {
- mapannounce "que_qaru03","Piamette : Silly birds! Silly Teo! Why can't you put away the cage at once?!",bc_map,"0x00ff00";
- enablenpc "#aru03_cage01";
- enablenpc "#aru03_cage02";
- enablenpc "#aru03_cage03";
- enablenpc "#aru03_cage04";
- enablenpc "#aru03_cage05";
- enablenpc "#aru03_cage06";
- set $gqse_aru03_gd,0;
- }
- end;
-
-OnTimer76000:
- disablenpc "#aru03_cage01";
- disablenpc "#aru03_cage02";
- disablenpc "#aru03_cage03";
- disablenpc "#aru03_cage04";
- disablenpc "#aru03_cage05";
- disablenpc "#aru03_cage06";
- end;
-
-OnTimer80000:
- donpcevent "#gdtimer01_aru03::OnEnable";
- end;
-}
-
-que_qaru03,2,3,0 script #gdtimer02_aru03 844,{
-
-OnEnable:
- initnpctimer;
- end;
-
-Onstop:
- stopnpctimer;
- killmonster "que_qaru03","#gdtimer02_aru03::OnMyMobDead";
- end;
-
-OnTimer4000:
- mapannounce "que_qaru03","Piamette : All of them are caught!",bc_map,"0xdb7093";
- end;
-
-OnTimer8000:
- mapannounce "que_qaru03","Piamette : Let's call out the keeper of the key not to let the birds go far away.",bc_map,"0xdb7093";
- end;
-
-OnTimer12000:
- mapannounce "que_qaru03","Piamette : The keeper of the key is protecting my cage.",bc_map,"0xdb7093";
- monster "que_qaru03",108,151,"Key Stone",1905,1,"#gdtimer02_aru03::OnMyMobDead";
- monster "que_qaru03",109,135,"Key Stone",1905,1,"#gdtimer02_aru03::OnMyMobDead";
- monster "que_qaru03",115,116,"Key Stone",1905,1,"#gdtimer02_aru03::OnMyMobDead";
- monster "que_qaru03",158,106,"Key Stone",1905,1,"#gdtimer02_aru03::OnMyMobDead";
- monster "que_qaru03",163,133,"Key Stone",1905,1,"#gdtimer02_aru03::OnMyMobDead";
- monster "que_qaru03",150,154,"Key Stone",1905,1,"#gdtimer02_aru03::OnMyMobDead";
- end;
-
-OnTimer112000:
- mapannounce "que_qaru03","Piamette : Whooping fun times are back! Now, Go! I'll get back to!!",bc_map,"0xdb7093";
- killmonster "que_qaru03","#gdtimer02_aru03::OnMyMobDead";
- enablenpc "#aru03_cage01";
- enablenpc "#aru03_cage02";
- enablenpc "#aru03_cage03";
- enablenpc "#aru03_cage04";
- enablenpc "#aru03_cage05";
- enablenpc "#aru03_cage06";
- set $gqse_aru03_gd,0;
- end;
-
-OnTimer113000:
- disablenpc "#aru03_cage01";
- disablenpc "#aru03_cage02";
- disablenpc "#aru03_cage03";
- disablenpc "#aru03_cage04";
- disablenpc "#aru03_cage05";
- disablenpc "#aru03_cage06";
- donpcevent "#gdtimer01_aru03::OnEnable";
- stopnpctimer;
- end;
-
-Onreset:
- killmonster "que_qaru03","#gdtimer02_aru03::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qaru03","#gdtimer02_aru03::OnMyMobDead") == 0) {
- enablenpc "#aru03_cage01";
- enablenpc "#aru03_cage02";
- enablenpc "#aru03_cage03";
- enablenpc "#aru03_cage04";
- enablenpc "#aru03_cage05";
- enablenpc "#aru03_cage06";
- donpcevent "#piamette_aru03::OnEnable";
- stopnpctimer;
- }
- end;
-}
-
-que_qaru03,1,4,0 script #piamette_aru03 844,{
-OnEnable:
- initnpctimer;
- end;
-
-Onreset:
- killmonster "que_qaru03","#piamette_aru03::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qaru03","Piamette : All the keeper of keys are dead now? Who freed my birds? Teo, who did it?",bc_map,"0xdb7093";
- end;
-
-OnTimer5000:
- mapannounce "que_qaru03","Piamette : I'm pissed off now!",bc_map,"0xdb7093";
- disablenpc "Piamette#aru03";
- monster "que_qaru03",131,135,"Angry Piamette",1930,1,"#piamette_aru03::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- mapannounce "que_qaru03","Piamette has been released, so the warp gate toward the South is working now.",bc_map,"0x00ff00";
- enablenpc "windpath03_aru03";
- enablenpc "windpath04_aru03";
- donpcevent "#nm_switch_aru03::OnEnable";
- end;
-}
-
-que_qaru03,113,135,0 script #getspell01_aru03 -1,1,1,{
-OnInit:
- disablenpc "#getspell01_aru03";
- end;
-
-OnEnable:
- enablenpc "#getspell01_aru03";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell01_aru03";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_aru03_gd == 0) {
- warp "que_qaru03",103,153;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,1;
- mapannounce "que_qaru03","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru03_gd == 1) {
- warp "que_qaru03",102,135;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,2;
- mapannounce "que_qaru03","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru03_gd == 2) {
- warp "que_qaru03",113,111;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,3;
- mapannounce "que_qaru03","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru03_gd == 3) {
- warp "que_qaru03",161,105;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,4;
- mapannounce "que_qaru03","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru03_gd == 4) {
- warp "que_qaru03",168,135;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,5;
- mapannounce "que_qaru03","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru03_gd == 5) {
- warp "que_qaru03",150,159;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,6;
- mapannounce "que_qaru03","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_aru03::OnEnable";
- donpcevent "#gdtimer01_aru03::Onstop";
- }
- end;
-}
-
-que_qaru03,146,150,0 script #getspell02_aru03 -1,1,1,{
-OnInit:
- disablenpc "#getspell02_aru03";
- end;
-
-OnEnable:
- enablenpc "#getspell02_aru03";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell02_aru03";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_aru03_gd == 0) {
- warp "que_qaru03",103,153;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,1;
- mapannounce "que_qaru03","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru03_gd == 1) {
- warp "que_qaru03",102,135;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,2;
- mapannounce "que_qaru03","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru03_gd == 2) {
- warp "que_qaru03",113,111;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,3;
- mapannounce "que_qaru03","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru03_gd == 3) {
- warp "que_qaru03",161,105;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,4;
- mapannounce "que_qaru03","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru03_gd == 4) {
- warp "que_qaru03",168,135;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,5;
- mapannounce "que_qaru03","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru03_gd == 5) {
- warp "que_qaru03",150,159;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,6;
- mapannounce "que_qaru03","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_aru03::OnEnable";
- donpcevent "#gdtimer01_aru03::Onstop";
- }
- end;
-}
-
-que_qaru03,131,117,0 script #getspell03_aru03 -1,1,1,{
-OnInit:
- disablenpc "#getspell03_aru03";
- end;
-
-OnEnable:
- enablenpc "#getspell03_aru03";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell03_aru03";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_aru03_gd == 0) {
- warp "que_qaru03",103,153;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,1;
- mapannounce "que_qaru03","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru03_gd == 1) {
- warp "que_qaru03",102,135;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,2;
- mapannounce "que_qaru03","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru03_gd == 2) {
- warp "que_qaru03",113,111;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,3;
- mapannounce "que_qaru03","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru03_gd == 3) {
- warp "que_qaru03",161,105;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,4;
- mapannounce "que_qaru03","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru03_gd == 4) {
- warp "que_qaru03",168,135;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,5;
- mapannounce "que_qaru03","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru03_gd == 5) {
- warp "que_qaru03",150,159;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,6;
- mapannounce "que_qaru03","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_aru03::OnEnable";
- donpcevent "#gdtimer01_aru03::Onstop";
- }
- end;
-}
-
-que_qaru03,117,150,0 script #getspell04_aru03 -1,1,1,{
-OnInit:
- disablenpc "#getspell04_aru03";
- end;
-
-OnEnable:
- enablenpc "#getspell04_aru03";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell04_aru03";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_aru03_gd == 0) {
- warp "que_qaru03",103,153;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,1;
- mapannounce "que_qaru03","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru03_gd == 1) {
- warp "que_qaru03",102,135;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,2;
- mapannounce "que_qaru03","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru03_gd == 2) {
- warp "que_qaru03",113,111;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,3;
- mapannounce "que_qaru03","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru03_gd == 3) {
- warp "que_qaru03",161,105;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,4;
- mapannounce "que_qaru03","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru03_gd == 4) {
- warp "que_qaru03",168,135;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,5;
- mapannounce "que_qaru03","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru03_gd == 5) {
- warp "que_qaru03",150,159;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,6;
- mapannounce "que_qaru03","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_aru03::OnEnable";
- donpcevent "#gdtimer01_aru03::Onstop";
- }
- end;
-}
-
-que_qaru03,150,135,0 script #getspell05_aru03 -1,1,1,{
-OnInit:
- disablenpc "#getspell05_aru03";
- end;
-
-OnEnable:
- enablenpc "#getspell05_aru03";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell05_aru03";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_aru03_gd == 0) {
- warp "que_qaru03",103,153;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,1;
- mapannounce "que_qaru03","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru03_gd == 1) {
- warp "que_qaru03",102,135;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,2;
- mapannounce "que_qaru03","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru03_gd == 2) {
- warp "que_qaru03",113,111;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,3;
- mapannounce "que_qaru03","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru03_gd == 3) {
- warp "que_qaru03",161,105;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,4;
- mapannounce "que_qaru03","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru03_gd == 4) {
- warp "que_qaru03",168,135;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,5;
- mapannounce "que_qaru03","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru03_gd == 5) {
- warp "que_qaru03",150,159;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,6;
- mapannounce "que_qaru03","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_aru03::OnEnable";
- donpcevent "#gdtimer01_aru03::Onstop";
- }
- end;
-}
-
-que_qaru03,117,121,0 script #getspell06_aru03 -1,1,1,{
-OnInit:
- disablenpc "#getspell06_aru03";
- end;
-
-OnEnable:
- enablenpc "#getspell06_aru03";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell06_aru03";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_aru03_gd == 0) {
- warp "que_qaru03",103,153;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,1;
- mapannounce "que_qaru03","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru03_gd == 1) {
- warp "que_qaru03",102,135;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,2;
- mapannounce "que_qaru03","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru03_gd == 2) {
- warp "que_qaru03",113,111;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,3;
- mapannounce "que_qaru03","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru03_gd == 3) {
- warp "que_qaru03",161,105;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,4;
- mapannounce "que_qaru03","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru03_gd == 4) {
- warp "que_qaru03",168,135;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,5;
- mapannounce "que_qaru03","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru03_gd == 5) {
- warp "que_qaru03",150,159;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,6;
- mapannounce "que_qaru03","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_aru03::OnEnable";
- donpcevent "#gdtimer01_aru03::Onstop";
- }
- end;
-}
-
-que_qaru03,131,154,0 script #getspell07_aru03 -1,1,1,{
-OnInit:
- disablenpc "#getspell07_aru03";
- end;
-
-OnEnable:
- enablenpc "#getspell07_aru03";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell07_aru03";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_aru03_gd == 0) {
- warp "que_qaru03",103,153;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,1;
- mapannounce "que_qaru03","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru03_gd == 1) {
- warp "que_qaru03",102,135;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,2;
- mapannounce "que_qaru03","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru03_gd == 2) {
- warp "que_qaru03",113,111;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,3;
- mapannounce "que_qaru03","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru03_gd == 3) {
- warp "que_qaru03",161,105;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,4;
- mapannounce "que_qaru03","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru03_gd == 4) {
- warp "que_qaru03",168,135;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,5;
- mapannounce "que_qaru03","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru03_gd == 5) {
- warp "que_qaru03",150,159;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,6;
- mapannounce "que_qaru03","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_aru03::OnEnable";
- donpcevent "#gdtimer01_aru03::Onstop";
- }
- end;
-}
-
-que_qaru03,146,121,0 script #getspell08_aru03 -1,1,1,{
-OnInit:
- disablenpc "#getspell08_aru03";
- end;
-
-OnEnable:
- enablenpc "#getspell08_aru03";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell08_aru03";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_aru03_gd == 0) {
- warp "que_qaru03",103,153;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,1;
- mapannounce "que_qaru03","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru03_gd == 1) {
- warp "que_qaru03",102,135;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,2;
- mapannounce "que_qaru03","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru03_gd == 2) {
- warp "que_qaru03",113,111;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,3;
- mapannounce "que_qaru03","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru03_gd == 3) {
- warp "que_qaru03",161,105;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,4;
- mapannounce "que_qaru03","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru03_gd == 4) {
- warp "que_qaru03",168,135;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,5;
- mapannounce "que_qaru03","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru03_gd == 5) {
- warp "que_qaru03",150,159;
- disablenpc "#getspell01_aru03";
- set $gqse_aru03_gd,6;
- mapannounce "que_qaru03","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_aru03::OnEnable";
- donpcevent "#gdtimer01_aru03::Onstop";
- }
- end;
-}
-
-que_qaru03,103,153,0 script #aru03_cage01 -1,1,1,{
-OnInit:
- disablenpc "#aru03_cage01";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qaru03",108,151;
- disablenpc "#aru03_cage01";
- end;
-}
-
-que_qaru03,102,135,0 script #aru03_cage02 -1,1,1,{
-OnInit:
- disablenpc "#aru03_cage02";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qaru03",107,135;
- disablenpc "#aru03_cage02";
- end;
-}
-
-que_qaru03,113,111,0 script #aru03_cage03 -1,1,1,{
-OnInit:
- disablenpc "#aru03_cage03";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qaru03",113,114;
- disablenpc "#aru03_cage03";
- end;
-}
-
-que_qaru03,161,105,0 script #aru03_cage04 -1,1,1,{
-OnInit:
- disablenpc "#aru03_cage04";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qaru03",158,106;
- disablenpc "#aru03_cage04";
- end;
-}
-
-que_qaru03,168,135,0 script #aru03_cage05 -1,1,1,{
-OnInit:
- disablenpc "#aru03_cage05";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qaru03",163,133;
- disablenpc "#aru03_cage05";
- end;
-}
-
-que_qaru03,150,159,0 script #aru03_cage06 -1,1,1,{
-OnInit:
- disablenpc "#aru03_cage06";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qaru03",150,154;
- disablenpc "#aru03_cage06";
- end;
-}
-
-que_qaru03,1,8,0 script #gd_aru03_mobctrl 844,{
-OnEnable:
- monster "que_qaru03",107,152,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",109,135,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",113,116,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",157,107,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",163,133,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",149,156,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",130,139,"Alice",1275,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",135,137,"Alice",1275,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",130,132,"Alice",1275,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",128,137,"Alice",1275,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",109,145,"Alice",1275,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",109,130,"Alice",1275,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",128,114,"Alice",1275,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",147,114,"Alice",1275,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",154,128,"Alice",1275,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",151,145,"Alice",1275,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",130,151,"Alice",1275,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",131,139,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",135,136,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",131,132,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",128,136,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",110,145,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",129,114,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",148,114,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",155,128,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",152,145,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",131,151,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",110,130,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",132,139,"Violy",1390,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",135,135,"Violy",1390,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",132,132,"Violy",1390,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",128,135,"Violy",1390,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",111,145,"Violy",1390,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",111,130,"Violy",1390,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",130,114,"Violy",1390,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",149,114,"Violy",1390,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",156,128,"Violy",1390,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",153,145,"Violy",1390,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",132,151,"Violy",1390,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",133,139,"Ancient Mimic",1699,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",135,134,"Ancient Mimic",1699,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",133,132,"Ancient Mimic",1699,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",128,135,"Ancient Mimic",1699,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",112,145,"Ancient Mimic",1699,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",131,114,"Ancient Mimic",1699,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",150,114,"Ancient Mimic",1699,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",157,128,"Ancient Mimic",1699,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",154,145,"Ancient Mimic",1699,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",133,151,"Ancient Mimic",1699,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",112,130,"Ancient Mimic",1699,1,"#gd_aru03_mobctrl::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "que_qaru03","#gd_aru03_mobctrl::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qaru03","#gd_aru03_mobctrl::OnMyMobDead") < 7) {
- monster "que_qaru03",107,152,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",109,135,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",113,116,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",157,107,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",163,133,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
- monster "que_qaru03",149,156,"Ball of Piamette",1738,1,"#gd_aru03_mobctrl::OnMyMobDead";
- }
- end;
-}
-
-que_qaru03,149,105,0 script windpath03_aru03 45,1,1,{
-OnInit:
- disablenpc "windpath03_aru03";
- end;
-
-OnTouch:
- warp "que_qaru03",119,103;
- end;
-}
-
-que_qaru03,128,104,0 script windpath04_aru03 45,1,1,{
-OnInit:
- disablenpc "windpath04_aru03";
- end;
-
-OnTouch:
- warp "que_qaru03",146,109;
- end;
-}
-
-que_qaru03,253,273,0 script #nm_switch_aru03 -1,5,5,{
-OnInit:
- disablenpc "#nm_switch_aru03";
- end;
-
-OnEnable:
- enablenpc "#nm_switch_aru03";
- end;
-
-OnDisable:
- disablenpc "#nm_switch_aru03";
- stopnpctimer;
- end;
-
-OnTouch:
- disablenpc "#nm_switch_aru03";
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qaru03","Wish Maiden: Did you have a good time with Piamette?",bc_map,"0x00ff00";
- end;
-
-OnTimer4000:
- mapannounce "que_qaru03","Wish Maiden: But it's the end. There will be summoned monsters coming soon...",bc_map,"0x00ff00";
- end;
-
-OnTimer9000:
- mapannounce "que_qaru03","Wish Maiden: So come here to me safely...",bc_map,"0x00ff00";
- end;
-
-OnTimer10000:
- donpcevent "#nmsomaru03_jin01::OnEnable";
- donpcevent "#aru03_stone01::OnEnable";
- end;
-
-OnTimer190000:
- donpcevent "#nmsomaru03_jin02::OnEnable";
- donpcevent "#aru03_stone02::OnEnable";
- end;
-
-OnTimer370000:
- donpcevent "#nmsomaru03_jin03::OnEnable";
- donpcevent "#aru03_stone03::OnEnable";
- stopnpctimer;
- end;
-}
-
-que_qaru03,229,297,0 script #nmsomaru03_jin01 -1,{
-OnEnable:
- donpcevent "#aru03_stone01::OnEnable";
- initnpctimer;
- end;
-
-OnDisable:
- killmonster "que_qaru03","#nmsomaru03_jin01::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer5000:
- mapannounce "que_qaru03","The Western magic formation is working to summon Guard of Shadow.",bc_map,"0x4d4dff";
- monster "que_qaru03",226,288,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",227,289,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",228,290,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",229,291,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",230,292,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",231,293,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",232,294,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",233,295,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",234,296,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",235,297,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",228,286,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",229,287,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",230,288,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",231,289,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",232,290,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",233,291,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",234,292,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",235,293,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",236,294,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",237,295,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",230,284,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",231,285,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",232,286,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",233,287,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",234,288,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",235,289,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",236,290,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",237,291,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",238,292,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",239,293,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- end;
-
-OnTimer25000:
-OnTimer55000:
-OnTimer85000:
-OnTimer120000:
- monster "que_qaru03",226,294,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",227,294,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",228,294,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",229,294,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",230,295,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",231,296,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",231,297,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",231,298,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",231,299,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",230,300,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",229,301,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",228,301,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",227,301,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",226,301,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",225,300,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",224,299,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",224,298,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",224,297,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",224,296,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- monster "que_qaru03",225,295,"Guard of Shadow",1752,1,"#nmsomaru03_jin01::OnMyMobDead";
- end;
-
-OnTimer180000:
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru03,2,8,0 script #aru03_stone01 844,{
-OnEnable:
- monster "que_qaru03",227,294,"Western Magic Guardian",1752,1,"#aru03_stone01::OnMyMobDead";
- monster "que_qaru03",229,294,"Western Magic Guardian",1752,1,"#aru03_stone01::OnMyMobDead";
- monster "que_qaru03",231,296,"Western Magic Guardian",1752,1,"#aru03_stone01::OnMyMobDead";
- monster "que_qaru03",231,298,"Western Magic Guardian",1752,1,"#aru03_stone01::OnMyMobDead";
- monster "que_qaru03",230,300,"Western Magic Guardian",1752,1,"#aru03_stone01::OnMyMobDead";
- monster "que_qaru03",228,301,"Western Magic Guardian",1752,1,"#aru03_stone01::OnMyMobDead";
- monster "que_qaru03",226,301,"Western Magic Guardian",1752,1,"#aru03_stone01::OnMyMobDead";
- monster "que_qaru03",224,299,"Western Magic Guardian",1752,1,"#aru03_stone01::OnMyMobDead";
- monster "que_qaru03",224,297,"Western Magic Guardian",1752,1,"#aru03_stone01::OnMyMobDead";
- monster "que_qaru03",225,295,"Western Magic Guardian",1752,1,"#aru03_stone01::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "que_qaru03","#aru03_stone01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qaru03","#aru03_stone01::OnMyMobDead") == 0) {
- set $gqse_aru03_nm,$gqse_aru03_nm+1;
- donpcevent "#nmsomaru03_jin01::OnDisable";
- if ($gqse_aru03_nm == 3) {
- donpcevent "Wish Maiden#aru03_boss::Onfight";
- }
- }
- end;
-}
-
-que_qaru03,275,299,0 script #nmsomaru03_jin02 -1,{
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- killmonster "que_qaru03","#nmsomaru03_jin02::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer5000:
- mapannounce "que_qaru03","The Eastern magic formation is working to summon Bloody Hunter.",bc_map,"0x4d4dff";
- monster "que_qaru03",263,292,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",264,291,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",265,290,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",266,289,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",267,288,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",268,287,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",269,286,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",270,285,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",271,284,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",272,283,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",265,294,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",266,293,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",267,292,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",268,291,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",269,290,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",270,289,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",271,288,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",272,287,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",273,286,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",274,285,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",267,296,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",268,295,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",269,294,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",270,283,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",271,282,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",272,281,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",273,280,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",274,279,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",275,276,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",276,275,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- end;
-
-OnTimer25000:
-OnTimer55000:
-OnTimer85000:
-OnTimer120000:
- monster "que_qaru03",274,301,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",275,301,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",276,301,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",277,301,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",278,300,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",279,299,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",279,298,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",279,297,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",279,296,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",278,295,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",277,294,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",276,294,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",275,294,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",274,294,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",273,295,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",272,296,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",272,297,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",272,298,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",272,299,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- monster "que_qaru03",273,300,"Bloody Hunter",1753,1,"#nmsomaru03_jin02::OnMyMobDead";
- end;
-
-OnTimer180000:
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru03,2,9,0 script #aru03_stone02 844,{
-OnEnable:
- monster "que_qaru03",275,301,"Eastern Magic Guardian",1753,1,"#aru03_stone02::OnMyMobDead";
- monster "que_qaru03",277,301,"Eastern Magic Guardian",1753,1,"#aru03_stone02::OnMyMobDead";
- monster "que_qaru03",279,299,"Eastern Magic Guardian",1753,1,"#aru03_stone02::OnMyMobDead";
- monster "que_qaru03",279,297,"Eastern Magic Guardian",1753,1,"#aru03_stone02::OnMyMobDead";
- monster "que_qaru03",278,295,"Eastern Magic Guardian",1753,1,"#aru03_stone02::OnMyMobDead";
- monster "que_qaru03",276,294,"Eastern Magic Guardian",1753,1,"#aru03_stone02::OnMyMobDead";
- monster "que_qaru03",274,294,"Eastern Magic Guardian",1753,1,"#aru03_stone02::OnMyMobDead";
- monster "que_qaru03",272,296,"Eastern Magic Guardian",1753,1,"#aru03_stone02::OnMyMobDead";
- monster "que_qaru03",272,298,"Eastern Magic Guardian",1753,1,"#aru03_stone02::OnMyMobDead";
- monster "que_qaru03",273,300,"Eastern Magic Guardian",1753,1,"#aru03_stone02::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "que_qaru03","#aru03_stone02::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qaru03","#aru03_stone02::OnMyMobDead") == 0) {
- set $gqse_aru03_nm,$gqse_aru03_nm+1;
- donpcevent "#nmsomaru03_jin02::OnDisable";
- if ($gqse_aru03_nm == 3) {
- donpcevent "Wish Maiden#aru03_boss::Onfight";
- }
- }
- end;
-}
-
-que_qaru03,251,340,0 script #nmsomaru03_jin03 -1,{
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- killmonster "que_qaru03","#nmsomaru03_jin03::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer5000:
- mapannounce "que_qaru03","The Northern magic formation is working to summon Keeper of the Temple.",bc_map,"0x4d4dff";
- monster "que_qaru03",247,329,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
- monster "que_qaru03",249,329,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
- monster "que_qaru03",251,329,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
- monster "que_qaru03",253,329,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
- monster "que_qaru03",255,329,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
- monster "que_qaru03",243,339,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
- monster "que_qaru03",245,337,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
- monster "que_qaru03",247,335,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
- monster "que_qaru03",247,333,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
- monster "que_qaru03",254,333,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
- monster "que_qaru03",256,335,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
- monster "que_qaru03",258,337,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
- monster "que_qaru03",260,339,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
- end;
-
-OnTimer120000:
- monster "que_qaru03",251,343,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
- monster "que_qaru03",252,343,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
- monster "que_qaru03",255,341,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
- monster "que_qaru03",255,340,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
- monster "que_qaru03",254,337,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
- monster "que_qaru03",253,336,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
- monster "que_qaru03",250,336,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
- monster "que_qaru03",249,337,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
- monster "que_qaru03",248,340,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
- monster "que_qaru03",248,341,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
- end;
-
-OnTimer240000:
- monster "que_qaru03",250,343,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
- monster "que_qaru03",252,343,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
- monster "que_qaru03",254,342,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
- monster "que_qaru03",255,340,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
- monster "que_qaru03",255,338,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
- monster "que_qaru03",253,336,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
- monster "que_qaru03",250,336,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
- monster "que_qaru03",248,338,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
- monster "que_qaru03",248,340,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
- monster "que_qaru03",249,342,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
- end;
-
-OnTimer360000:
- monster "que_qaru03",250,343,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
- monster "que_qaru03",252,343,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
- monster "que_qaru03",254,342,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
- monster "que_qaru03",255,340,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
- monster "que_qaru03",255,338,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
- monster "que_qaru03",253,336,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
- monster "que_qaru03",251,336,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
- monster "que_qaru03",249,337,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
- monster "que_qaru03",248,339,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
- monster "que_qaru03",248,341,"Keeper Of The Temple",1933,1,"#nmsomaru03_jin03::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru03,2,10,0 script #aru03_stone03 844,{
-OnEnable:
- monster "que_qaru03",251,343,"Northern Magic Guardian",1933,1,"#aru03_stone03::OnMyMobDead";
- monster "que_qaru03",252,343,"Northern Magic Guardian",1933,1,"#aru03_stone03::OnMyMobDead";
- monster "que_qaru03",255,341,"Northern Magic Guardian",1933,1,"#aru03_stone03::OnMyMobDead";
- monster "que_qaru03",255,340,"Northern Magic Guardian",1933,1,"#aru03_stone03::OnMyMobDead";
- monster "que_qaru03",254,337,"Northern Magic Guardian",1933,1,"#aru03_stone03::OnMyMobDead";
- monster "que_qaru03",253,336,"Northern Magic Guardian",1933,1,"#aru03_stone03::OnMyMobDead";
- monster "que_qaru03",250,336,"Northern Magic Guardian",1933,1,"#aru03_stone03::OnMyMobDead";
- monster "que_qaru03",249,337,"Northern Magic Guardian",1933,1,"#aru03_stone03::OnMyMobDead";
- monster "que_qaru03",248,340,"Northern Magic Guardian",1933,1,"#aru03_stone03::OnMyMobDead";
- monster "que_qaru03",248,341,"Northern Magic Guardian",1933,1,"#aru03_stone03::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "que_qaru03","#aru03_stone03::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qaru03","#aru03_stone03::OnMyMobDead") == 0) {
- set $gqse_aru03_nm,$gqse_aru03_nm+1;
- donpcevent "#nmsomaru03_jin03::OnDisable";
-
- if ($gqse_aru03_nm == 3) {
- donpcevent "Wish Maiden#aru03_boss::Onfight";
- }
- }
- end;
-}
-
-que_qaru03,235,285,5 script Guard of Shadow#aru03_01 1752,4,4,{
-OnInit:
- disablenpc "Guard of Shadow#aru03_01";
- end;
-
-OnDisable:
- killmonster "que_qaru03","Guard of Shadow#aru03_01::OnMyMobDead";
- disablenpc "Guard of Shadow#aru03_01";
- end;
-
-OnTouch:
- disablenpc "Guard of Shadow#aru03_01";
- monster "que_qaru03",234,284,"Guard of Shadow",1752,1,"Guard of Shadow#aru03_01::OnMyMobDead";
- monster "que_qaru03",235,285,"Guard of Shadow",1752,1,"Guard of Shadow#aru03_01::OnMyMobDead";
- monster "que_qaru03",236,286,"Guard of Shadow",1752,1,"Guard of Shadow#aru03_01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru03,224,290,5 script Guard of Shadow#aru03_02 1752,4,4,{
-OnInit:
- disablenpc "Guard of Shadow#aru03_02";
- end;
-
-OnDisable:
- killmonster "que_qaru03","Guard of Shadow#aru03_02::OnMyMobDead";
- disablenpc "Guard of Shadow#aru03_02";
- end;
-
-OnTouch:
- disablenpc "Guard of Shadow#aru03_02";
- monster "que_qaru03",223,289,"Guard of Shadow",1752,1,"Guard of Shadow#aru03_02::OnMyMobDead";
- monster "que_qaru03",224,290,"Guard of Shadow",1752,1,"Guard of Shadow#aru03_02::OnMyMobDead";
- monster "que_qaru03",225,291,"Guard of Shadow",1752,1,"Guard of Shadow#aru03_02::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru03,236,296,5 script Guard of Shadow#aru03_03 1752,4,4,{
-OnInit:
- disablenpc "Guard of Shadow#aru03_03";
- end;
-
-OnDisable:
- killmonster "que_qaru03","Guard of Shadow#aru03_03::OnMyMobDead";
- disablenpc "Guard of Shadow#aru03_03";
- end;
-
-OnTouch:
- disablenpc "Guard of Shadow#aru03_03";
- monster "que_qaru03",235,295,"Guard of Shadow",1752,1,"Guard of Shadow#aru03_03::OnMyMobDead";
- monster "que_qaru03",236,296,"Guard of Shadow",1752,1,"Guard of Shadow#aru03_03::OnMyMobDead";
- monster "que_qaru03",237,297,"Guard of Shadow",1752,1,"Guard of Shadow#aru03_03::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru03,225,303,5 script Guard of Shadow#aru03_04 1752,4,4,{
-OnInit:
- disablenpc "Guard of Shadow#aru03_04";
- end;
-
-OnDisable:
- killmonster "que_qaru03","Guard of Shadow#aru03_04::OnMyMobDead";
- disablenpc "Guard of Shadow#aru03_04";
- end;
-
-OnTouch:
- disablenpc "Guard of Shadow#aru03_04";
- monster "que_qaru03",224,302,"Guard of Shadow",1752,1,"Guard of Shadow#aru03_04::OnMyMobDead";
- monster "que_qaru03",225,303,"Guard of Shadow",1752,1,"Guard of Shadow#aru03_04::OnMyMobDead";
- monster "que_qaru03",226,304,"Guard of Shadow",1752,1,"Guard of Shadow#aru03_04::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru03,266,296,3 script Bloody Hunter#aru03_ac01 1753,4,4,{
-OnInit:
- disablenpc "Bloody Hunter#aru03_ac01";
- end;
-
-OnDisable:
- killmonster "que_qaru03","Bloody Hunter#aru03_ac01::OnMyMobDead";
- disablenpc "Bloody Hunter#aru03_ac01";
- end;
-
-OnTouch:
- disablenpc "Bloody Hunter#aru03_ac01";
- monster "que_qaru03",265,297,"Bloody Hunter",1753,1,"Bloody Hunter#aru03_ac01::OnMyMobDead";
- monster "que_qaru03",266,296,"Bloody Hunter",1753,1,"Bloody Hunter#aru03_ac01::OnMyMobDead";
- monster "que_qaru03",267,295,"Bloody Hunter",1753,1,"Bloody Hunter#aru03_ac01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru03,271,283,3 script Bloody Hunter#aru03_ac02 1753,4,4,{
-OnInit:
- disablenpc "Bloody Hunter#aru03_ac02";
- end;
-
-OnDisable:
- killmonster "que_qaru03","Bloody Hunter#aru03_ac02::OnMyMobDead";
- disablenpc "Bloody Hunter#aru03_ac02";
- end;
-
-OnTouch:
- disablenpc "Bloody Hunter#aru03_ac02";
- monster "que_qaru03",270,284,"Bloody Hunter",1753,1,"Bloody Hunter#aru03_ac02::OnMyMobDead";
- monster "que_qaru03",271,283,"Bloody Hunter",1753,1,"Bloody Hunter#aru03_ac02::OnMyMobDead";
- monster "que_qaru03",272,282,"Bloody Hunter",1753,1,"Bloody Hunter#aru03_ac02::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru03,270,307,3 script Bloody Hunter#aru03_ac03 1753,4,4,{
-OnInit:
- disablenpc "Bloody Hunter#aru03_ac03";
- end;
-
-OnDisable:
- killmonster "que_qaru03","Bloody Hunter#aru03_ac03::OnMyMobDead";
- disablenpc "Bloody Hunter#aru03_ac03";
- end;
-
-OnTouch:
- disablenpc "Bloody Hunter#aru03_ac03";
- monster "que_qaru03",269,308,"Bloody Hunter",1753,1,"Bloody Hunter#aru03_ac03::OnMyMobDead";
- monster "que_qaru03",270,307,"Bloody Hunter",1753,1,"Bloody Hunter#aru03_ac03::OnMyMobDead";
- monster "que_qaru03",271,306,"Bloody Hunter",1753,1,"Bloody Hunter#aru03_ac03::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru03,279,300,3 script Bloody Hunter#aru03_ac04 1753,4,4,{
-OnInit:
- disablenpc "Bloody Hunter#aru03_ac04";
- end;
-
-OnDisable:
- killmonster "que_qaru03","Bloody Hunter#aru03_ac04::OnMyMobDead";
- disablenpc "Bloody Hunter#aru03_ac04";
- end;
-
-OnTouch:
- disablenpc "Bloody Hunter#aru03_ac04";
- monster "que_qaru03",278,301,"Bloody Hunter",1753,1,"Bloody Hunter#aru03_ac04::OnMyMobDead";
- monster "que_qaru03",279,300,"Bloody Hunter",1753,1,"Bloody Hunter#aru03_ac04::OnMyMobDead";
- monster "que_qaru03",280,299,"Bloody Hunter",1753,1,"Bloody Hunter#aru03_ac04::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru03,247,330,5 script Temple Keeper#aru03_ac01 1933,4,4,{
-OnInit:
- disablenpc "Temple Keeper#aru03_ac01";
- end;
-
-OnDisable:
- killmonster "que_qaru03","Temple Keeper#aru03_ac01::OnMyMobDead";
- disablenpc "Temple Keeper#aru03_ac01";
- end;
-
-OnTouch:
- disablenpc "Temple Keeper#aru03_ac01";
- monster "que_qaru03",246,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru03_ac01::OnMyMobDead";
- monster "que_qaru03",247,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru03_ac01::OnMyMobDead";
- monster "que_qaru03",248,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru03_ac01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru03,255,330,3 script Temple Keeper#aru03_ac02 1933,4,4,{
-OnInit:
- disablenpc "Temple Keeper#aru03_ac02";
- end;
-
-OnDisable:
- killmonster "que_qaru03","Temple Keeper#aru03_ac02::OnMyMobDead";
- disablenpc "Temple Keeper#aru03_ac02";
- end;
-
-OnTouch:
- disablenpc "Temple Keeper#aru03_ac02";
- monster "que_qaru03",254,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru03_ac02::OnMyMobDead";
- monster "que_qaru03",255,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru03_ac02::OnMyMobDead";
- monster "que_qaru03",256,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru03_ac02::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru03,251,255,3 script Wish Maiden#aru03_boss 1931,{
-OnInit:
- hideonnpc "Wish Maiden#aru03_boss";
- end;
-
-OnDisable:
- killmonster "que_qaru03","Wish Maiden#aru03_boss::OnMyMobDead";
- hideonnpc "Wish Maiden#aru03_boss";
- stopnpctimer;
- end;
-
-Onfight:
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qaru03","Wish Maiden : You guys reached here.. Are your guardians dead...?",bc_map,"0x00ff00";
- end;
-
-OnTimer4000:
- mapannounce "que_qaru03","Wish Maiden : I sincerely welcome all your best efforts!",bc_map,"0x00ff00";
- end;
-
-OnTimer5000:
- specialeffect EF_ICECRASH;
- hideonnpc "Wish Maiden#aru03_boss";
- specialeffect EF_SPHERE;
- monster "que_qaru03",252,340,"Wish Maiden",1931,1,"Wish Maiden#aru03_boss::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- if (mobcount("que_qaru03","Wish Maiden#aru03_boss::OnMyMobDead") == 0) {
- donpcevent "#okolnir_aru03::Onstop";
- donpcevent "Wish Maiden#aru03_gift::OnEnable";
- mapannounce "que_qaru03","Wish Maiden : ..Good, you deserve the Goddess' shine.",bc_map,"0x00ff00";
- }
- end;
-}
-
-que_qaru03,252,340,3 script Wish Maiden#aru03_gift 403,{
- set .@GID, GetCastleData("arug_cas03",1);
- if (getcharid(2) == .@GID) {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- if ((countitem(7835) > 0) && (countitem(7836) > 0) && (countitem(7837) > 0) && (countitem(7838) > 0) && (countitem(2513) > 0) && (countitem(7291) > 9) && (countitem(7293) > 9) && (countitem(7063) > 99) && (countitem(985) > 19)) {
- cutin "wish_maiden12",1;
- mes "[Wish Maiden]";
- mes "As I declared, I will give the Goddess' shine to you.";
- mes "You have the requirements to carry it...";
- next;
- mes "[Wish Maiden]";
- mes "You will be granted the power of the great Valkyrie...";
- next;
- mes "[Wish Maiden]";
- mes "I will give you some things for fun.";
- mes "All of you enjoy them together...";
- next;
- mes "[Wish Maiden]";
- mes "Go to Rachel and Juno to meet the Ravies sisters.";
- next;
- cutin "wish_maiden32",1;
- mes "[Wish Maiden]";
- mes "I will open the gate for you to come back here.";
- mes "...Okolnir won't last forever...";
- delitem 7835,1; //Dusk_Glow
- delitem 7836,1; //Dawn_Essence
- delitem 7837,1; //Cold_Moonlight
- delitem 7838,1; //Hazy_Starlight
- delitem 2513,1; //Celestial_Robe
- delitem 7063,100; //Soft_Feather
- delitem 7291,10; //Agate
- delitem 7293,10; //Rose_Quartz
- delitem 985,20; //Elunium
- getitem 2541,1; //Asprika
- getitem 7840,1; //Valkyrie_Gift
- announce "["+ strcharinfo(0) +"], of guild ["+ GetGuildName(.@GID) +"] has brought a Asprika into this world.",bc_all,"0x70dbdb";
- close2;
- cutin "wish_maiden11",255;
- disablenpc "Wish Maiden#aru03_gift";
- enablenpc "#to_agit_aru03_gate";
- end;
- }
- else {
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "As I declared, you are worthy of holding the Asprika.";
- mes "However, you do not have the requirements on you...";
- next;
- mes "[Wish Maiden]";
- mes "...Did you forget something?";
- close2;
- }
- }
- else {
- cutin "wish_maiden12",1;
- mes "[Wish Maiden]";
- mes "� All of you worked together as a team...";
- mes "Humans are strong when they are united, but are easily swayed by lust.";
- next;
- mes "[Wish Maiden]";
- mes "Humans are imperfect, so their chief god is there for them when they need help.";
- mes "....";
- next;
- mes "[Wish Maiden]";
- mes "Always be real.";
- mes "Do not regret your actions...";
- close2;
- }
- }
- cutin "wish_maiden11",255;
- end;
-
-OnInit:
- disablenpc "Wish Maiden#aru03_gift";
- end;
-
-OnEnable:
- enablenpc "Wish Maiden#aru03_gift";
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc "Wish Maiden#aru03_gift";
- stopnpctimer;
- end;
-
-OnTimer280000:
- mapannounce "que_qaru03","Wish Maiden : ... Okolnir will soon disappear... I will send you back to where you originally came from.",bc_map,"0x00ff00";
- end;
-
-OnTimer290000:
- mapwarp "que_qaru03","arug_cas03",321,153;
- donpcevent "#to_agit_aru03_gate::OnDisable";
- end;
-
-OnTimer300000:
- donpcevent "#okolnir_aru03::OnDisable";
- set $gqse_aru03_miro,0;
- set $gqse_aru03_pcc,0;
- set $gqse_aru03_gd,0;
- set $gqse_aru03_nm,0;
- set $siz_aru03_on,2;
- donpcevent "#okolnir_aru03_time01::OnEnable";
- stopnpctimer;
- end;
-}
-
-que_qaru03,252,339,0 script #to_agit_aru03_gate 45,1,1,{
-OnInit:
- disablenpc "#to_agit_aru03_gate";
- end;
-
-OnTouch:
- warp "arug_cas03",321,153;
- end;
-}
-
-que_qaru03,1,6,0 script #okolnir_aru03_time01 844,{
-OnInit:
- if ($siz_aru03_on == 2) {
- initnpctimer;
- }
- end;
-
-OnEnable:
- set $gqse_aru03_time,0;
- initnpctimer;
- end;
-
-Onreset:
- set $siz_aru03_on,0;
- set $gqse_aru03_time,0;
- stopnpctimer;
- end;
-
-OnTimer3600000:
- if ($gqse_aru03_time < 12) {
- set $gqse_aru03_time,$gqse_aru03_time+1;
- initnpctimer;
- }
- else if ($gqse_aru03_time == 12) {
- set $siz_aru03_on,0;
- set $gqse_aru03_time,0;
- enablenpc "Wish Maiden#gq_aru03";
- enablenpc "Piamette#aru03";
- hideoffnpc "Wish Maiden#aru03_boss";
- stopnpctimer;
- }
- end;
-}
-
-que_qaru03,116,313,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru03,120,285,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru03,117,236,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru03,103,223,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru03,85,204,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru03,79,186,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru03,73,167,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru03,68,150,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru03,71,128,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru03,69,118,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru03,117,78,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru03,110,79,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru03,141,80,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru03,158,84,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru03,193,104,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru03,119,269,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru03,155,77,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru03,110,317,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru03,115,295,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru03,116,256,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru03,113,242,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru03,99,223,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru03,94,216,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru03,77,198,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru03,70,174,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru03,72,147,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru03,64,134,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru03,77,107,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru03,84,88,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru03,98,82,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru03,129,79,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru03,91,124,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru03,173,95,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru03,179,127,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru03,195,120,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru03,178,159,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru03,88,145,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru03,94,157,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru03,95,177,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru03,129,196,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru03,154,196,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru03,170,187,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru03,194,180,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru03,214,181,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru03,243,199,0,0 monster Garden Watcher 1933,1,1200000,0,0
diff --git a/npc/quests/okolnir/godse_aru04.txt b/npc/quests/okolnir/godse_aru04.txt
deleted file mode 100644
index 0f980744a..000000000
--- a/npc/quests/okolnir/godse_aru04.txt
+++ /dev/null
@@ -1,3287 +0,0 @@
-//===== rAthena Script =======================================
-//= Falicious Okolnir - Valfreja 4
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.3
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= God Item SE Creation scipt (Asprika)
-//===== Additional Comments: =================================
-//= 1.0 First version. [L0ne_W0lf]
-//= 1.1 First round of bug fixes. (bugreport:3085) [L0ne_W0lf]
-//= Fixed two spawn locations of the key stones in Piamete's room.
-//= Fixed calling an event that doesn't exist when killing Piamete.
-//= Fixed the Wish Maiden not enabling when the boss is killed.
-//= Fixed two NPC named that were missed when translating.
-//= Fixed Dialog that was overlooked in some files and not others.
-//= 1.2 More bug fixes, sorry it took so long. [L0ne_W0lf]
-//= Fixed message on the portal when the okolnir section is full.
-//= Corrected non-angry Piamette not disabling.
-//= Removed extra dialog that was used in the Brynhild quest.
-//= 1.2a Fixed Wish maiden asking for soft feathers. [L0ne_W0lf]
-//= 1.3 Corrected invalid coordinates in maze. (bugreport:4220)
-//= Corrected typo in Guard of Shadow NPC.
-//============================================================
-
-arug_cas04,324,161,3 script Guide#gq_aru04 899,{
- set .@GID, GetCastleData("arug_cas04",1);
- if (getcharid(2) == .@GID) {
- if ($siz_aru04_on == 0) {
- mes "[Guide]";
- mes "This castle has a hidden secret.";
- mes "That is the ^4d4dff'Okolnir'^000000.";
- next;
- switch(select("About Okolnir.:Go to Okolnir.:Cancel.")) {
- case 1:
- mes "[Guide]";
- mes "Okolnir is a kind of virtual realm...";
- mes "I don't know how Okolnir exists, but I guess only Valkyrie knows.";
- next;
- mes "[Guide]";
- mes "As you know this is a place to test the adventurers made by Valkyrie...";
- mes "...you know the qualifications to enter Okolnir.";
- next;
- select("Qualifications?");
- mes "[Guide]";
- mes "Yes, Valkyrie definitely prefers strong adventurers.";
- mes "Only the qualified can enter Okolnir and Valhalla.";
- next;
- mes "[Guide]";
- mes "It only opens when everyone comes together to work it out.";
- mes "The key is in the castle.";
- next;
- mes "[Guide]";
- mes "If a castle's ^4d4dffeconomy is over 65 and defense also over 30^000000, this will be acceptable to access Okolnir.";
- next;
- mes "[Guide]";
- mes "And, if you pass all of the tests given by Valkyrie in Okolnir!";
- mes "You will also receive a mysterious gift.";
- next;
- mes "[Guide]";
- mes "Would you like to try to enter here?";
- close;
- case 2:
- set .@Defence,GetCastleData("arug_cas04",3);
- set .@Economy,GetCastleData("arug_cas04",2);
- if ((.@Economy > 64) && (.@Defence > 29)) {
- mes "[Guide]";
- mes "Great! Economy and Defense are OK.";
- mes "You can enter Okolnir now....";
- mes "Do you want to go there?";
- next;
- switch(select("Sure let's go there.:No.")) {
- case 1:
- if (countitem(7839) > 0) {
- delitem 7839,countitem(7839); //Crystal_Key
- }
- mes "[Guide]";
- mes "Ok......";
- mes "Please follow me...";
- close2;
- warp "que_qaru04",346,32;
- end;
- case 2:
- mes "[Guide]";
- mes "You can try this anytime in the future...";
- mes "If you are ready to protect this castle.";
- close;
- }
- }
- else {
- mes "[Guide]";
- mes "You are not qualified yet.";
- mes "Please develop your castle more...";
- close;
- }
- }
- }
- else if ($siz_aru04_on == 1) {
- mes "[Guide]";
- mes "... OK...";
- mes "Good luck.";
- next;
- switch(select("Enter now.:No.")) {
- case 1:
- if (countitem(7839) > 0) {
- delitem 7839,countitem(7839); //Crystal_Key
- }
- mes "[Guide]";
- mes "Hope you get everything you want...";
- close2;
- warp "que_qaru04",346,32;
- end;
- case 2:
- mes "[Guide]";
- mes "Really?";
- mes "Sorry to hear that.";
- close;
- }
- }
- else if ($siz_aru04_on == 2) {
- mes "[Guide]";
- mes "Building Okolnir needs quite a long time.";
- mes "....even though it's only virtual...";
- next;
- mes "[Guide]";
- mes "It takes about 12 -13 hours to create the virtual realm.";
- close;
- }
- else {
- mes "[Guide]";
- mes "You'll have to wait.";
- close;
- }
- }
- else {
- mes "[Guide]";
- mes "... I've never seen you before.";
- mes "You are strangers here. You'd better get out of here right now.";
- close;
- }
- end;
-
-OnInit:
- set $gqse_aru04_miro,0;
- set $gqse_aru04_pcc,0;
- set $gqse_aru04_gd,0;
- set $gqse_aru04_nm,0;
- if ($siz_aru04_on == 1) {
- set $siz_aru04_on,0;
- }
- enablenpc "Guide#gq_aru04";
- end;
-}
-
-que_qaru04,345,23,0 warp Gate02#gq_aru04 1,1,arug_cas04,321,153
-
-que_qaru04,345,82,3 script Wish Maiden#gq_aru04 403,{
- set .@GID, GetCastleData("arug_cas04",1);
- if (getcharid(2) == .@GID) {
- cutin "wish_maiden31",1;
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- mes "[Wish Maiden]";
- mes "I am... Wish maiden.";
- mes "Mourning in this virtual realm, Okolnir.";
- mes "On behalf of the humanbeings who defeated God here.";
- next;
- if ((countitem(7835) > 0) && (countitem(7836) > 0) && (countitem(7837) > 0) && (countitem(7838) > 0) && (countitem(2513) > 0) && (countitem(7291) > 9) && (countitem(7293) > 9) && (countitem(7063) > 99) && (countitem(985) > 19)) {
- cutin "wish_maiden11",1;
- mes "[Wish Maiden]";
- mes "Are you ready to endure the trials to get the Goddess' glory?";
- next;
- switch(select("Yes, I am:Sorry, I'll try later")) {
- case 1:
- cutin "wish_maiden12",1;
- mes "[Wish Maiden]";
- mes "I will test whether or not you deserve the Goddess shine...";
- mes "Isn't it simple?";
- next;
- mes "[Wish Maiden]";
- mes "Okolnir is a virtual place.";
- mes "There is no room for error there.";
- mes "^ff0000You only have one hour.^000000";
- next;
- cutin "wish_maiden31",1;
- mes "[Wish Maiden]";
- mes "If you have not finished in that time, Okolnir will be destroyed, and I will go to rest.";
- mes "You will have to wait again...";
- next;
- mes "[Wish Maiden]";
- mes "Are you ready to go through?";
- mes "^4d4dffYou need to have 16 to 20 members present^000000.";
- next;
- cutin "wish_maiden11",1;
- mes "[Wish Maiden]";
- mes "I will open the gate of Okolnir if your members are ready.";
- next;
- switch(select("We are ready.:We need more time.")) {
- case 1:
- set .@saram,getmapusers("que_qaru04");
- if (((.@saram > 15) && (.@saram < 21)) || (getgmlevel() == 99)) {
- cutin "wish_maiden12",1;
- mes "[Wish Maiden]";
- mes "Now I will open the gate of Okolnir where I am.";
- mes "I will wait for you on the top of Okolnir...";
- next;
- mes "[Wish Maiden]";
- mes "I hope that you can complete all of the trials before the virtual Okolnir is destroyed...";
- mes "Good luck.";
- mapannounce "que_qaru04","Wish Maiden: The gate of Okolnir is open! Don't forget you only have one hour.",bc_map,"0x00ff00";
- close2;
- set $gqse_aru04_pcc,.@saram;
- set $siz_aru04_on,1;
- donpcevent "#okolnir_aru04::OnEnable";
- disablenpc "Wish Maiden#gq_aru04";
- cutin "wish_maiden11",255;
- announce "["+ strcharinfo(0) +"], of the guild ["+ GetGuildName(.@GID) +"] has opened the gates to the realm of Okolnir.",bc_all,"0x70dbdb";
- end;
- }
- else {
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "You need to have 16 to 20 members present to open the gate of Okolnir.";
- mes "Come back when you are ready.";
- close2;
- }
- break;
- case 2:
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "Don't hesitate to try.";
- mes "You should catch the chance when it comes to you.";
- mes "Just gather your fellow members.";
- close2;
- }
- break;
- case 2:
- cutin "wish_maiden32",1;
- mes "[Wish Maiden]";
- mes "... Are you afraid of";
- mes "the trials facing you?";
- mes "....";
- next;
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "Do you think that you can defeat the Goddess shine easily?";
- mes "I feel disappointed by all of you.";
- mes "Just go away...";
- close2;
- }
- }
- else {
- cutin "wish_maiden11",1;
- mes "[Wish Maiden]";
- mes "Do you wish to enter?";
- mes "Only those prepared may enter here.";
- mes "You must bring several items to enter Okolnir.";
- next;
- mes "[Wish Maiden]";
- mes "Dusk Glow";
- mes "Dawn Essence";
- mes "Cold Moonlight";
- mes "Hazy Starlight.";
- next;
- mes "[Wish Maiden]";
- mes "Please bring those four things, 10 Agate, 10 Rose Quartz, and 20 Elunium,";
- mes "a Heavenly Maiden's Robe, as well as Soft feathers.";
- next;
- mes "[Wish Maiden]";
- mes "Once all of those are prepared, the gate will open.";
- next;
- mes "[Wish Maiden]";
- mes ".... ";
- mes "...........The Goddess shines brightly down on you, you should be stronger to deserve it...";
- next;
- mes "[Wish Maiden]";
- mes "Remember...";
- mes "You need to collect many soft feathers.";
- mes "I hope that your dreams come true.";
- next;
- mes "[Wish Maiden]";
- mes "I will answer all your requests if you bring these to me.";
- close2;
- }
- }
- else {
- cutin "wish_maiden31",1;
- mes "[Wish Maiden]";
- mes "I am... Wish maiden.";
- mes "Mourning in this virtual realm, Okolnir.";
- mes "On behalf of the humanbeings who defeated God here.";
- next;
- mes "[Wish Maiden]";
- mes "Bring me the one who brought you to this place.";
- mes ".. Deliver him to my will.";
- close2;
- }
- }
- else {
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "...You are not qualified.";
- close2;
- percentheal -100,0;
- cutin "wish_maiden11",255;
- end;
- }
- cutin "wish_maiden11",255;
- end;
-
-OnInit:
- if ($siz_aru04_on == 0) {
- enablenpc "Wish Maiden#gq_aru04";
- }
- else {
- disablenpc "Wish Maiden#gq_aru04";
- }
- end;
-}
-
-que_qaru04,346,81,0 script Gate01#gq_aru04 45,1,1,{
- end;
-
-OnInit:
- disablenpc "Gate01#gq_aru04";
- end;
-
-OnEnable:
- enablenpc "Gate01#gq_aru04";
- setcell "que_qaru04",58,302,63,302,cell_walkable,0;
- setcell "que_qaru04",58,302,63,302,cell_shootable,0;
- end;
-
-OnDisable:
- disablenpc "Gate01#gq_aru04";
- killmonsterall "que_qaru04";
- end;
-
-OnTouch:
- set .@saram,getmapusers("que_qaru04");
- if (.@saram < 21) {
- if ($gqse_aru04_miro == $gqse_aru04_pcc) {
- set .@point,rand(1,5);
- if (.@point == 1) {
- warp "que_qaru04",72,271;
- end;
- }
- else if (.@point == 2) {
- warp "que_qaru04",45,243;
- end;
- }
- else if (.@point == 3) {
- warp "que_qaru04",102,248;
- end;
- }
- else if (.@point == 4) {
- warp "que_qaru04",102,300;
- end;
- }
- else {
- warp "que_qaru04",46,300;
- end;
- }
- }
- else if ($gqse_aru04_miro == 0) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru04",77,271,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru04",77,271,strcharinfo(0),1659,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru04",77,271,strcharinfo(0),1662,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru04",77,271,strcharinfo(0),1663,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru04",77,271,strcharinfo(0),1660,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru04",77,271,strcharinfo(0),1661,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else {
- monster "que_qaru04",77,271,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- set $gqse_aru04_miro,1;
- warp "que_qaru04",72,271;
- end;
- }
- else if ($gqse_aru04_miro == 1) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru04",63,278,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru04",63,278,strcharinfo(0),1659,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru04",63,278,strcharinfo(0),1662,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru04",63,278,strcharinfo(0),1663,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru04",63,278,strcharinfo(0),1660,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru04",63,278,strcharinfo(0),1661,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else {
- monster "que_qaru04",63,278,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- set $gqse_aru04_miro,2;
- warp "que_qaru04",63,282;
- end;
- }
- else if ($gqse_aru04_miro == 2) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru04",63,294,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru04",63,294,strcharinfo(0),1659,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru04",63,294,strcharinfo(0),1662,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru04",63,294,strcharinfo(0),1663,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru04",63,294,strcharinfo(0),1660,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru04",63,294,strcharinfo(0),1661,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else {
- monster "que_qaru04",63,294,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- set $gqse_aru04_miro,3;
- warp "que_qaru04",59,294;
- end;
- }
- else if ($gqse_aru04_miro == 3) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru04",50,300,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru04",50,300,strcharinfo(0),1659,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru04",50,300,strcharinfo(0),1662,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru04",50,300,strcharinfo(0),1663,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru04",50,300,strcharinfo(0),1660,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru04",50,300,strcharinfo(0),1661,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else {
- monster "que_qaru04",50,300,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- set $gqse_aru04_miro,4;
- warp "que_qaru04",46,300;
- end;
- }
- else if ($gqse_aru04_miro == 4) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru04",51,280,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru04",51,280,strcharinfo(0),1659,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru04",51,280,strcharinfo(0),1662,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru04",51,280,strcharinfo(0),1663,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru04",51,280,strcharinfo(0),1660,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru04",51,280,strcharinfo(0),1661,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else {
- monster "que_qaru04",51,280,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- set $gqse_aru04_miro,5;
- warp "que_qaru04",51,285;
- end;
- }
- else if ($gqse_aru04_miro == 5) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru04",51,258,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru04",51,258,strcharinfo(0),1659,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru04",51,258,strcharinfo(0),1662,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru04",51,258,strcharinfo(0),1663,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru04",51,258,strcharinfo(0),1660,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru04",51,258,strcharinfo(0),1661,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else {
- monster "que_qaru04",51,258,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- set $gqse_aru04_miro,6;
- warp "que_qaru04",51,262;
- end;
- }
- else if ($gqse_aru04_miro == 6) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru04",49,243,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru04",49,243,strcharinfo(0),1659,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru04",49,243,strcharinfo(0),1662,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru04",49,243,strcharinfo(0),1663,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru04",49,243,strcharinfo(0),1660,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru04",49,243,strcharinfo(0),1661,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else {
- monster "que_qaru04",49,243,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- set $gqse_aru04_miro,7;
- warp "que_qaru04",45,243;
- end;
- }
- else if ($gqse_aru04_miro == 7) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru04",86,249,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru04",86,249,strcharinfo(0),1659,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru04",86,249,strcharinfo(0),1662,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru04",86,249,strcharinfo(0),1663,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru04",86,249,strcharinfo(0),1660,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru04",86,249,strcharinfo(0),1661,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else {
- monster "que_qaru04",86,249,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- set $gqse_aru04_miro,8;
- warp "que_qaru04",82,249;
- end;
- }
- else if ($gqse_aru04_miro == 8) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru04",102,243,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru04",102,243,strcharinfo(0),1659,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru04",102,243,strcharinfo(0),1662,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru04",102,243,strcharinfo(0),1663,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru04",102,243,strcharinfo(0),1660,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru04",102,243,strcharinfo(0),1661,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else {
- monster "que_qaru04",102,243,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- set $gqse_aru04_miro,9;
- warp "que_qaru04",102,248;
- end;
- }
- else if ($gqse_aru04_miro == 9) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru04",90,256,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru04",90,256,strcharinfo(0),1659,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru04",90,256,strcharinfo(0),1662,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru04",90,256,strcharinfo(0),1663,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru04",90,256,strcharinfo(0),1660,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru04",90,256,strcharinfo(0),1661,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else {
- monster "que_qaru04",90,256,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- set $gqse_aru04_miro,10;
- warp "que_qaru04",90,260;
- end;
- }
- else if ($gqse_aru04_miro == 10) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru04",90,283,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru04",90,283,strcharinfo(0),1659,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru04",90,283,strcharinfo(0),1662,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru04",90,283,strcharinfo(0),1663,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru04",90,283,strcharinfo(0),1660,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru04",90,283,strcharinfo(0),1661,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else {
- monster "que_qaru04",90,283,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- set $gqse_aru04_miro,11;
- warp "que_qaru04",90,280;
- end;
- }
- else if ($gqse_aru04_miro == 11) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru04",102,295,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru04",102,295,strcharinfo(0),1659,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru04",102,295,strcharinfo(0),1662,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru04",102,295,strcharinfo(0),1663,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru04",102,295,strcharinfo(0),1660,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru04",102,295,strcharinfo(0),1661,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else {
- monster "que_qaru04",102,295,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- set $gqse_aru04_miro,12;
- warp "que_qaru04",102,300;
- end;
- }
- else if ($gqse_aru04_miro == 12) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru04",96,285,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru04",96,285,strcharinfo(0),1659,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru04",96,285,strcharinfo(0),1662,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru04",96,285,strcharinfo(0),1663,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru04",96,285,strcharinfo(0),1660,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru04",96,285,strcharinfo(0),1661,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else {
- monster "que_qaru04",96,285,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- set $gqse_aru04_miro,13;
- warp "que_qaru04",96,290;
- end;
- }
- else if ($gqse_aru04_miro == 13) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru04",63,278,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru04",63,278,strcharinfo(0),1659,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru04",63,278,strcharinfo(0),1662,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru04",63,278,strcharinfo(0),1663,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru04",63,278,strcharinfo(0),1660,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru04",63,278,strcharinfo(0),1661,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else {
- monster "que_qaru04",63,278,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- set $gqse_aru04_miro,14;
- warp "que_qaru04",63,282;
- end;
- }
- else if ($gqse_aru04_miro == 14) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru04",65,243,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru04",65,243,strcharinfo(0),1659,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru04",65,243,strcharinfo(0),1662,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru04",65,243,strcharinfo(0),1663,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru04",65,243,strcharinfo(0),1660,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru04",65,243,strcharinfo(0),1661,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else {
- monster "que_qaru04",65,243,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- set $gqse_aru04_miro,15;
- warp "que_qaru04",61,243;
- end;
- }
- else if ($gqse_aru04_miro == 15) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru04",73,249,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru04",73,249,strcharinfo(0),1659,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru04",73,249,strcharinfo(0),1662,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru04",73,249,strcharinfo(0),1663,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru04",73,249,strcharinfo(0),1660,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru04",73,249,strcharinfo(0),1661,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else {
- monster "que_qaru04",73,249,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- set $gqse_aru04_miro,16;
- warp "que_qaru04",70,249;
- end;
- }
- else if ($gqse_aru04_miro == 16) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru04",102,275,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru04",102,275,strcharinfo(0),1659,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru04",102,275,strcharinfo(0),1662,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru04",102,275,strcharinfo(0),1663,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru04",102,275,strcharinfo(0),1660,1,"#Gate_manager_aru04::OnMyMobDead";
- end;
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru04",102,275,strcharinfo(0),1661,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else {
- monster "que_qaru04",102,275,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- set $gqse_aru04_miro,17;
- warp "que_qaru04",102,282;
- end;
- }
- else if ($gqse_aru04_miro == 17) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru04",70,300,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru04",70,300,strcharinfo(0),1659,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru04",70,300,strcharinfo(0),1662,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru04",70,300,strcharinfo(0),1663,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru04",70,300,strcharinfo(0),1660,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru04",70,300,strcharinfo(0),1661,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else {
- monster "que_qaru04",70,300,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- set $gqse_aru04_miro,18;
- warp "que_qaru04",66,300;
- end;
- }
- else if ($gqse_aru04_miro == 18) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru04",57,255,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru04",57,255,strcharinfo(0),1659,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru04",57,255,strcharinfo(0),1662,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru04",57,255,strcharinfo(0),1663,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru04",57,255,strcharinfo(0),1660,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru04",57,255,strcharinfo(0),1661,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else {
- monster "que_qaru04",57,255,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- set $gqse_aru04_miro,19;
- warp "que_qaru04",57,258;
- end;
- }
- else if ($gqse_aru04_miro == 19) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru04",84,277,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru04",84,277,strcharinfo(0),1659,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru04",84,277,strcharinfo(0),1662,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru04",84,277,strcharinfo(0),1663,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru04",84,277,strcharinfo(0),1660,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru04",84,277,strcharinfo(0),1661,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- else {
- monster "que_qaru04",84,277,strcharinfo(0),1652,1,"#Gate_manager_aru04::OnMyMobDead";
- }
- set $gqse_aru04_miro,20;
- warp "que_qaru04",84,280;
- end;
- }
- }
- else {
- mes "There are too many people, you can't enter.";
- close;
- }
- end;
-}
-
-que_qaru04,1,4,0 script #Gate_manager_aru04 844,{
-OnMyMobDead:
- if ($gqse_aru04_miro == $gqse_aru04_pcc) {
- if (mobcount("que_qaru04","#Gate_manager_aru04::OnMyMobDead") == 0) {
- donpcevent "#gq_miromob2_aru04::OnEnable";
- }
- }
- end;
-}
-
-que_qaru04,1,4,0 script #gq_miromob2_aru04 844,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qaru04","Wish Maiden: How does it feel to see shadows of the past. This is only the beginning.",bc_map,"0x00ff00";
- end;
-
-OnTimer6000:
- mapannounce "que_qaru04","Wish Maiden: The things you seeing are not real, don't be caught in the Mystic garden.",bc_map,"0x00ff00";
- monster "que_qaru04",72,271,"Seyren Windsor",1640,1,"#gq_miromob2_aru04::OnMyMobDead";
- monster "que_qaru04",63,282,"Kathryne Keyron",1645,1,"#gq_miromob2_aru04::OnMyMobDead";
- monster "que_qaru04",59,294,"Cecil Damon",1644,1,"#gq_miromob2_aru04::OnMyMobDead";
- monster "que_qaru04",46,300,"Margaretha Sorin",1643,1,"#gq_miromob2_aru04::OnMyMobDead";
- monster "que_qaru04",51,285,"Eremes Guile",1641,1,"#gq_miromob2_aru04::OnMyMobDead";
- monster "que_qaru04",51,262,"Howard Alt-Eisen",1642,1,"#gq_miromob2_aru04::OnMyMobDead";
-
- monster "que_qaru04",45,243,"Seyren Windsor",1640,1,"#gq_miromob2_aru04::OnMyMobDead";
- monster "que_qaru04",82,249,"Kathryne Keyron",1645,1,"#gq_miromob2_aru04::OnMyMobDead";
- monster "que_qaru04",102,248,"Cecil Damon",1644,1,"#gq_miromob2_aru04::OnMyMobDead";
- monster "que_qaru04",90,260,"Margaretha Sorin",1643,1,"#gq_miromob2_aru04::OnMyMobDead";
- monster "que_qaru04",90,280,"Eremes Guile",1641,1,"#gq_miromob2_aru04::OnMyMobDead";
- monster "que_qaru04",102,300,"Howard Alt-Eisen",1642,1,"#gq_miromob2_aru04::OnMyMobDead";
-
- monster "que_qaru04",63,282,"Seyren Windsor",1640,1,"#gq_miromob2_aru04::OnMyMobDead";
- monster "que_qaru04",61,243,"Kathryne Keyron",1645,1,"#gq_miromob2_aru04::OnMyMobDead";
- monster "que_qaru04",70,249,"Cecil Damon",1644,1,"#gq_miromob2_aru04::OnMyMobDead";
- monster "que_qaru04",102,282,"Margaretha Sorin",1643,1,"#gq_miromob2_aru04::OnMyMobDead";
- monster "que_qaru04",66,300,"Eremes Guile",1641,1,"#gq_miromob2_aru04::OnMyMobDead";
- monster "que_qaru04",57,258,"Howard Alt-Eisen",1642,1,"#gq_miromob2_aru04::OnMyMobDead";
- stopnpctimer;
- end;
-
-Onreset:
- killmonster "que_qaru04","#gq_miromob2_aru04::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- if (mobcount("que_qaru04","#gq_miromob2_aru04::OnMyMobDead") == 0) {
- mapannounce "que_qaru04","The Mystic garden exit is now open.",bc_map,"0x00ff00";
- setcell "que_qaru04",58,302,63,302,cell_walkable,1;
- setcell "que_qaru04",58,302,63,302,cell_shootable,1;
- donpcevent "#Maze_Manager_aru04::OnDisable";
- }
- end;
-}
-
-que_qaru04,1,1,0 script #okolnir_aru04 844,{
-
-OnEnable:
- donpcevent "Gate01#gq_aru04::OnEnable";
- donpcevent "#Maze_Manager_aru04::OnEnable";
- donpcevent "#event_start01_aru04::OnEnable";
- donpcevent "#gd_aru04_mobctrl::OnEnable";
- enablenpc "Guard of Shadow#aru04_01";
- enablenpc "Guard of Shadow#aru04_02";
- enablenpc "Guard of Shadow#aru04_03";
- enablenpc "Guard of Shadow#aru04_04";
- enablenpc "Bloody Hunter#aru04_ac01";
- enablenpc "Bloody Hunter#aru04_ac02";
- enablenpc "Bloody Hunter#aru04_ac03";
- enablenpc "Bloody Hunter#aru04_ac04";
- enablenpc "Temple Keeper#aru04_ac01";
- enablenpc "Temple Keeper#aru04_ac02";
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc "Wish Maiden#gq_aru04";
- donpcevent "#gq_miromob2_aru04::Onreset";
- disablenpc "Piamette#aru04";
- donpcevent "#gdtimer01_aru04::Onstop";
- donpcevent "#gdtimer02_aru04::Onstop";
- donpcevent "#piamette_aru04::Onreset";
- donpcevent "Wish Maiden#aru04_boss::OnDisable";
- donpcevent "Wish Maiden#aru04_gift::OnDisable";
- donpcevent "#gd_aru04_mobctrl::Onreset";
- donpcevent "Gate01#gq_aru04::OnDisable";
- donpcevent "#Maze_Manager_aru04::OnDisable";
- donpcevent "#event_start01_aru04::OnDisable";
- donpcevent "#nm_switch_aru04::OnDisable";
- donpcevent "#nmsomaru04_jin01::OnDisable";
- donpcevent "#nmsomaru04_jin02::OnDisable";
- donpcevent "#nmsomaru04_jin03::OnDisable";
- donpcevent "Guard of Shadow#aru04_01::OnDisable";
- donpcevent "Guard of Shadow#aru04_02::OnDisable";
- donpcevent "Guard of Shadow#aru04_03::OnDisable";
- donpcevent "Guard of Shadow#aru04_04::OnDisable";
- donpcevent "Bloody Hunter#aru04_ac01::OnDisable";
- donpcevent "Bloody Hunter#aru04_ac02::OnDisable";
- donpcevent "Bloody Hunter#aru04_ac03::OnDisable";
- donpcevent "Bloody Hunter#aru04_ac04::OnDisable";
- donpcevent "Temple Keeper#aru04_ac01::OnDisable";
- donpcevent "Temple Keeper#aru04_ac02::OnDisable";
- disablenpc "#to_agit_aru04_gate";
- donpcevent "#aru04_stone01::Onreset";
- donpcevent "#aru04_stone02::Onreset";
- donpcevent "#aru04_stone03::Onreset";
- disablenpc "#aru04_cage01";
- disablenpc "#aru04_cage02";
- disablenpc "#aru04_cage03";
- disablenpc "#aru04_cage04";
- disablenpc "#aru04_cage05";
- disablenpc "#aru04_cage06";
- disablenpc "windpath03_aru04";
- disablenpc "windpath04_aru04";
- set $gqse_aru04_miro,0;
- set $gqse_aru04_pcc,0;
- set $gqse_aru04_gd,0;
- set $gqse_aru04_nm,0;
- stopnpctimer;
- end;
-
-Onstop:
- stopnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qaru04","Wish Maiden : Do your best, Okolnir will disappear in one hour!",bc_map,"0x00ff00";
- end;
-
-OnTimer1800000:
- mapannounce "que_qaru04","Okolnir will disappear in 30 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer2400000:
- mapannounce "que_qaru04","Okolnir will disappear in 20 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3000000:
- mapannounce "que_qaru04","Okolnir will disappear in 10 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3300000:
- mapannounce "que_qaru04","Okolnir will disappear in 5 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3360000:
- mapannounce "que_qaru04","Okolnir will disappear in 4 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3420000:
- mapannounce "que_qaru04","Okolnir will disappear in 3 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3480000:
- mapannounce "que_qaru04","Okolnir will disappear in 2 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3540000:
- mapannounce "que_qaru04","Okolnir will disappear in 1 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3600000:
- mapannounce "que_qaru04","Okolnir has begun to disappear.",bc_map,"0x4d4dff";
- disablenpc "Wish Maiden#gq_aru04";
- donpcevent "#gq_miromob2_aru04::Onreset";
- disablenpc "Piamette#aru04";
- donpcevent "#gdtimer01_aru04::Onstop";
- donpcevent "#gdtimer02_aru04::Onstop";
- donpcevent "#piamette_aru04::Onreset";
- donpcevent "Wish Maiden#aru04_boss::onDisable";
- donpcevent "Wish Maiden#aru04_gift::OnDisable";
- donpcevent "#gd_aru04_mobctrl::Onreset";
- donpcevent "Gate01#gq_aru04::OnDisable";
- donpcevent "#Maze_Manager_aru04::OnDisable";
- donpcevent "#event_start01_aru04::OnDisable";
- donpcevent "#nm_switch_aru04::OnDisable";
- donpcevent "#nmsomaru04_jin01::OnDisable";
- donpcevent "#nmsomaru04_jin02::OnDisable";
- donpcevent "#nmsomaru04_jin03::OnDisable";
- donpcevent "Guard of Shadow#aru04_01::OnDisable";
- donpcevent "Guard of Shadow#aru04_02::OnDisable";
- donpcevent "Guard of Shadow#aru04_03::OnDisable";
- donpcevent "Guard of Shadow#aru04_04::OnDisable";
- donpcevent "Bloody Hunter#aru04_ac01::OnDisable";
- donpcevent "Bloody Hunter#aru04_ac02::OnDisable";
- donpcevent "Bloody Hunter#aru04_ac03::OnDisable";
- donpcevent "Bloody Hunter#aru04_ac04::OnDisable";
- donpcevent "Temple Keeper#aru04_ac01::OnDisable";
- donpcevent "Temple Keeper#aru04_ac02::OnDisable";
- disablenpc "#to_agit_aru04_gate";
- donpcevent "#aru04_stone01::Onreset";
- donpcevent "#aru04_stone02::Onreset";
- donpcevent "#aru04_stone03::Onreset";
- disablenpc "#aru04_cage01";
- disablenpc "#aru04_cage02";
- disablenpc "#aru04_cage03";
- disablenpc "#aru04_cage04";
- disablenpc "#aru04_cage05";
- disablenpc "#aru04_cage06";
- disablenpc "windpath03_aru04";
- disablenpc "windpath04_aru04";
- end;
-
-OnTimer3605000:
- mapannounce "que_qaru04","Wish Maiden: ... You will fall into a deep sleep within Okolnir... ",bc_map,"0x00ff00";
- end;
-
-OnTimer3608000:
- mapannounce "que_qaru04","Wish Maiden: ..Have courage ... and await your chance again... ",bc_map,"0x00ff00";
- end;
-
-OnTimer3610000:
- set $gqse_aru04_miro,0;
- set $gqse_aru04_pcc,0;
- set $gqse_aru04_gd,0;
- set $gqse_aru04_nm,0;
- mapwarp "que_qaru04","arug_cas04",321,153;
- end;
-
-OnTimer3611000:
- donpcevent "#okolnir_aru04_time01::OnEnable";
- stopnpctimer;
- end;
-}
-
-que_qaru04,1,2,0 script #Maze_Manager_aru04 844,{
-OnInit:
- donpcevent "#miro_bf_aru04::OnDisable";
- donpcevent "#miro_rf_aru04::OnDisable";
- donpcevent "#miro_yf_aru04::OnDisable";
- end;
-
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- donpcevent "#miro_bf_aru04::OnDisable";
- donpcevent "#miro_rf_aru04::OnDisable";
- donpcevent "#miro_yf_aru04::OnDisable";
- stopnpctimer;
- end;
-
-OnTimer1000:
- donpcevent "#miro_rf_aru04::OnDisable";
- end;
-
-OnTimer2000:
- donpcevent "#miro_yf_aru04::OnDisable";
- end;
-
-OnTimer3000:
- donpcevent "#miro_bf_aru04::OnEnable";
- end;
-
-OnTimer120000:
- donpcevent "#miro_bf_aru04::OnDisable";
- end;
-
-OnTimer121000:
- donpcevent "#miro_yf_aru04::OnDisable";
- end;
-
-OnTimer123000:
- donpcevent "#miro_rf_aru04::OnEnable";
- end;
-
-OnTimer240000:
- donpcevent "#miro_bf_aru04::OnDisable";
- end;
-
-OnTimer241000:
- donpcevent "#miro_rf_aru04::OnDisable";
- end;
-
-OnTimer242000:
- donpcevent "#miro_yf_aru04::OnEnable";
- end;
-
-OnTimer360000:
- donpcevent "#Maze_Manager_aru04::OnEnable";
- end;
-}
-
-que_qaru04,2,1,0 script #miro_bf_aru04 844,{
-
-OnEnable:
- monster "que_qaru04",44,270," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
- monster "que_qaru04",46,270," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
- monster "que_qaru04",50,287," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
- monster "que_qaru04",52,287," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
- monster "que_qaru04",50,265," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
- monster "que_qaru04",52,265," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
- monster "que_qaru04",56,279," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
- monster "que_qaru04",58,279," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
- monster "que_qaru04",64,301," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
- monster "que_qaru04",64,298," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
- monster "que_qaru04",62,272," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
- monster "que_qaru04",64,272," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
- monster "que_qaru04",58,245," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
- monster "que_qaru04",58,243," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
- monster "que_qaru04",72,289," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
- monster "que_qaru04",72,287," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
- monster "que_qaru04",68,257," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
- monster "que_qaru04",68,255," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
- monster "que_qaru04",73,263," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
- monster "que_qaru04",73,261," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
- monster "que_qaru04",75,251," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
- monster "que_qaru04",75,249," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
- monster "que_qaru04",79,283," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
- monster "que_qaru04",79,281," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
- monster "que_qaru04",82,271," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
- monster "que_qaru04",84,271," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
- monster "que_qaru04",89,295," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
- monster "que_qaru04",89,293," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
- monster "que_qaru04",88,276," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
- monster "que_qaru04",90,276," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
- monster "que_qaru04",88,266," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
- monster "que_qaru04",90,266," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
- monster "que_qaru04",94,256," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
- monster "que_qaru04",96,256," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
- monster "que_qaru04",64,301," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
- monster "que_qaru04",64,299," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
- monster "que_qaru04",100,251," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
- monster "que_qaru04",102,251," ",1934,1,"#miro_bf_aru04::OnMyMobDead";
- setcell "que_qaru04",44,270,47,270,cell_walkable,0;
- setcell "que_qaru04",44,270,47,270,cell_shootable,0;
- setcell "que_qaru04",50,287,53,287,cell_walkable,0;
- setcell "que_qaru04",50,287,53,287,cell_shootable,0;
- setcell "que_qaru04",50,265,53,265,cell_walkable,0;
- setcell "que_qaru04",50,265,53,265,cell_shootable,0;
- setcell "que_qaru04",56,279,59,279,cell_walkable,0;
- setcell "que_qaru04",56,279,59,279,cell_shootable,0;
- setcell "que_qaru04",64,298,64,301,cell_walkable,0;
- setcell "que_qaru04",64,298,64,301,cell_shootable,0;
- setcell "que_qaru04",62,272,65,272,cell_walkable,0;
- setcell "que_qaru04",62,272,65,272,cell_shootable,0;
- setcell "que_qaru04",58,242,58,245,cell_walkable,0;
- setcell "que_qaru04",58,242,58,245,cell_shootable,0;
- setcell "que_qaru04",72,286,72,289,cell_walkable,0;
- setcell "que_qaru04",72,286,72,289,cell_shootable,0;
- setcell "que_qaru04",68,254,68,259,cell_walkable,0;
- setcell "que_qaru04",68,254,68,259,cell_shootable,0;
- setcell "que_qaru04",73,260,73,263,cell_walkable,0;
- setcell "que_qaru04",73,260,73,263,cell_shootable,0;
- setcell "que_qaru04",75,248,75,251,cell_walkable,0;
- setcell "que_qaru04",75,248,75,251,cell_shootable,0;
- setcell "que_qaru04",79,280,79,283,cell_walkable,0;
- setcell "que_qaru04",79,280,79,283,cell_shootable,0;
- setcell "que_qaru04",82,271,85,271,cell_walkable,0;
- setcell "que_qaru04",82,271,85,271,cell_shootable,0;
- setcell "que_qaru04",89,292,89,295,cell_walkable,0;
- setcell "que_qaru04",89,292,89,295,cell_shootable,0;
- setcell "que_qaru04",88,276,91,276,cell_walkable,0;
- setcell "que_qaru04",88,276,91,276,cell_shootable,0;
- setcell "que_qaru04",88,266,91,266,cell_walkable,0;
- setcell "que_qaru04",88,266,91,266,cell_shootable,0;
- setcell "que_qaru04",94,256,97,256,cell_walkable,0;
- setcell "que_qaru04",94,256,97,256,cell_shootable,0;
- setcell "que_qaru04",64,298,64,301,cell_walkable,0;
- setcell "que_qaru04",64,298,64,301,cell_shootable,0;
- setcell "que_qaru04",100,251,103,251,cell_walkable,0;
- setcell "que_qaru04",100,251,103,251,cell_shootable,0;
- end;
-
-OnDisable:
- killmonster "que_qaru04","#miro_bf_aru04::OnMyMobDead";
- setcell "que_qaru04",44,270,47,270,cell_walkable,1;
- setcell "que_qaru04",44,270,47,270,cell_shootable,1;
- setcell "que_qaru04",50,287,53,287,cell_walkable,1;
- setcell "que_qaru04",50,287,53,287,cell_shootable,1;
- setcell "que_qaru04",50,265,53,265,cell_walkable,1;
- setcell "que_qaru04",50,265,53,265,cell_shootable,1;
- setcell "que_qaru04",56,279,59,279,cell_walkable,1;
- setcell "que_qaru04",56,279,59,279,cell_shootable,1;
- setcell "que_qaru04",64,298,64,301,cell_walkable,1;
- setcell "que_qaru04",64,298,64,301,cell_shootable,1;
- setcell "que_qaru04",62,272,65,272,cell_walkable,1;
- setcell "que_qaru04",62,272,65,272,cell_shootable,1;
- setcell "que_qaru04",58,242,58,245,cell_walkable,1;
- setcell "que_qaru04",58,242,58,245,cell_shootable,1;
- setcell "que_qaru04",72,286,72,289,cell_walkable,1;
- setcell "que_qaru04",72,286,72,289,cell_shootable,1;
- setcell "que_qaru04",68,254,68,259,cell_walkable,1;
- setcell "que_qaru04",68,254,68,259,cell_shootable,1;
- setcell "que_qaru04",73,260,73,263,cell_walkable,1;
- setcell "que_qaru04",73,260,73,263,cell_shootable,1;
- setcell "que_qaru04",75,248,75,251,cell_walkable,1;
- setcell "que_qaru04",75,248,75,251,cell_shootable,1;
- setcell "que_qaru04",79,280,79,283,cell_walkable,1;
- setcell "que_qaru04",79,280,79,283,cell_shootable,1;
- setcell "que_qaru04",82,271,85,271,cell_walkable,1;
- setcell "que_qaru04",82,271,85,271,cell_shootable,1;
- setcell "que_qaru04",89,292,89,295,cell_walkable,1;
- setcell "que_qaru04",89,292,89,295,cell_shootable,1;
- setcell "que_qaru04",88,276,91,276,cell_walkable,1;
- setcell "que_qaru04",88,276,91,276,cell_shootable,1;
- setcell "que_qaru04",88,266,91,266,cell_walkable,1;
- setcell "que_qaru04",88,266,91,266,cell_shootable,1;
- setcell "que_qaru04",94,256,97,256,cell_walkable,1;
- setcell "que_qaru04",94,256,97,256,cell_shootable,1;
- setcell "que_qaru04",64,298,64,301,cell_walkable,1;
- setcell "que_qaru04",64,298,64,301,cell_shootable,1;
- setcell "que_qaru04",100,251,103,251,cell_walkable,1;
- setcell "que_qaru04",100,251,103,251,cell_shootable,1;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru04,2,2,0 script #miro_rf_aru04 844,{
-
-OnEnable:
- monster "que_qaru04",57,301," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
- monster "que_qaru04",57,299," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
- monster "que_qaru04",48,291," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
- monster "que_qaru04",48,289," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
- monster "que_qaru04",68,290," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
- monster "que_qaru04",70,290," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
- monster "que_qaru04",72,295," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
- monster "que_qaru04",72,293," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
- monster "que_qaru04",90,296," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
- monster "que_qaru04",92,296," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
- monster "que_qaru04",56,282," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
- monster "que_qaru04",58,282," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
- monster "que_qaru04",66,283," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
- monster "que_qaru04",66,281," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
- monster "que_qaru04",80,284," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
- monster "que_qaru04",82,284," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
- monster "que_qaru04",44,273," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
- monster "que_qaru04",46,273," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
- monster "que_qaru04",50,273," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
- monster "que_qaru04",52,273," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
- monster "que_qaru04",54,269," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
- monster "que_qaru04",54,267," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
- monster "que_qaru04",66,271," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
- monster "que_qaru04",66,270," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
- monster "que_qaru04",81,273," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
- monster "que_qaru04",81,272," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
- monster "que_qaru04",88,276," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
- monster "que_qaru04",90,276," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
- monster "que_qaru04",94,276," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
- monster "que_qaru04",96,276," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
- monster "que_qaru04",64,258," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
- monster "que_qaru04",66,258," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
- monster "que_qaru04",76,263," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
- monster "que_qaru04",76,261," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
- monster "que_qaru04",87,265," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
- monster "que_qaru04",87,263," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
- monster "que_qaru04",50,252," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
- monster "que_qaru04",52,252," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
- monster "que_qaru04",76,252," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
- monster "que_qaru04",78,252," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
- monster "que_qaru04",99,255," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
- monster "que_qaru04",99,253," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
- monster "que_qaru04",53,245," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
- monster "que_qaru04",53,243," ",1935,1,"#miro_rf_aru04::OnMyMobDead";
- setcell "que_qaru04",57,298,57,301,cell_walkable,0;
- setcell "que_qaru04",57,298,57,301,cell_shootable,0;
- setcell "que_qaru04",48,288,48,291,cell_walkable,0;
- setcell "que_qaru04",48,288,48,291,cell_shootable,0;
- setcell "que_qaru04",68,290,71,290,cell_walkable,0;
- setcell "que_qaru04",68,290,71,290,cell_shootable,0;
- setcell "que_qaru04",72,292,72,295,cell_walkable,0;
- setcell "que_qaru04",72,292,72,295,cell_shootable,0;
- setcell "que_qaru04",90,296,93,296,cell_walkable,0;
- setcell "que_qaru04",90,296,93,296,cell_shootable,0;
- setcell "que_qaru04",56,282,59,282,cell_walkable,0;
- setcell "que_qaru04",56,282,59,282,cell_shootable,0;
- setcell "que_qaru04",66,280,66,283,cell_walkable,0;
- setcell "que_qaru04",66,280,66,283,cell_shootable,0;
- setcell "que_qaru04",80,284,83,284,cell_walkable,0;
- setcell "que_qaru04",80,284,83,284,cell_shootable,0;
- setcell "que_qaru04",44,273,47,273,cell_walkable,0;
- setcell "que_qaru04",44,273,47,273,cell_shootable,0;
- setcell "que_qaru04",50,273,53,273,cell_walkable,0;
- setcell "que_qaru04",50,273,53,273,cell_shootable,0;
- setcell "que_qaru04",54,266,54,269,cell_walkable,0;
- setcell "que_qaru04",54,266,54,269,cell_shootable,0;
- setcell "que_qaru04",66,270,66,271,cell_walkable,0;
- setcell "que_qaru04",66,270,66,271,cell_shootable,0;
- setcell "que_qaru04",81,272,81,273,cell_walkable,0;
- setcell "que_qaru04",81,272,81,273,cell_shootable,0;
- setcell "que_qaru04",88,276,91,276,cell_walkable,0;
- setcell "que_qaru04",88,276,91,276,cell_shootable,0;
- setcell "que_qaru04",94,276,97,276,cell_walkable,0;
- setcell "que_qaru04",94,276,97,276,cell_shootable,0;
- setcell "que_qaru04",64,258,67,258,cell_walkable,0;
- setcell "que_qaru04",64,258,67,258,cell_shootable,0;
- setcell "que_qaru04",76,260,76,263,cell_walkable,0;
- setcell "que_qaru04",76,260,76,263,cell_shootable,0;
- setcell "que_qaru04",87,262,87,265,cell_walkable,0;
- setcell "que_qaru04",87,262,87,265,cell_shootable,0;
- setcell "que_qaru04",50,252,53,252,cell_walkable,0;
- setcell "que_qaru04",50,252,53,252,cell_shootable,0;
- setcell "que_qaru04",76,252,79,252,cell_walkable,0;
- setcell "que_qaru04",76,252,79,252,cell_shootable,0;
- setcell "que_qaru04",99,252,99,255,cell_walkable,0;
- setcell "que_qaru04",99,252,99,255,cell_shootable,0;
- setcell "que_qaru04",53,242,53,245,cell_walkable,0;
- setcell "que_qaru04",53,242,53,245,cell_shootable,0;
- end;
-
-OnDisable:
- killmonster "que_qaru04","#miro_rf_aru04::OnMyMobDead";
- setcell "que_qaru04",57,298,57,301,cell_walkable,1;
- setcell "que_qaru04",57,298,57,301,cell_shootable,1;
- setcell "que_qaru04",48,288,48,291,cell_walkable,1;
- setcell "que_qaru04",48,288,48,291,cell_shootable,1;
- setcell "que_qaru04",68,290,71,290,cell_walkable,1;
- setcell "que_qaru04",68,290,71,290,cell_shootable,1;
- setcell "que_qaru04",72,292,72,295,cell_walkable,1;
- setcell "que_qaru04",72,292,72,295,cell_shootable,1;
- setcell "que_qaru04",90,296,93,296,cell_walkable,1;
- setcell "que_qaru04",90,296,93,296,cell_shootable,1;
- setcell "que_qaru04",56,282,59,282,cell_walkable,1;
- setcell "que_qaru04",56,282,59,282,cell_shootable,1;
- setcell "que_qaru04",66,280,66,283,cell_walkable,1;
- setcell "que_qaru04",66,280,66,283,cell_shootable,1;
- setcell "que_qaru04",80,284,83,284,cell_walkable,1;
- setcell "que_qaru04",80,284,83,284,cell_shootable,1;
- setcell "que_qaru04",44,273,47,273,cell_walkable,1;
- setcell "que_qaru04",44,273,47,273,cell_shootable,1;
- setcell "que_qaru04",50,273,53,273,cell_walkable,1;
- setcell "que_qaru04",50,273,53,273,cell_shootable,1;
- setcell "que_qaru04",54,266,54,269,cell_walkable,1;
- setcell "que_qaru04",54,266,54,269,cell_shootable,1;
- setcell "que_qaru04",66,270,66,271,cell_walkable,1;
- setcell "que_qaru04",66,270,66,271,cell_shootable,1;
- setcell "que_qaru04",81,272,81,273,cell_walkable,1;
- setcell "que_qaru04",81,272,81,273,cell_shootable,1;
- setcell "que_qaru04",88,276,91,276,cell_walkable,1;
- setcell "que_qaru04",88,276,91,276,cell_shootable,1;
- setcell "que_qaru04",94,276,97,276,cell_walkable,1;
- setcell "que_qaru04",94,276,97,276,cell_shootable,1;
- setcell "que_qaru04",64,258,67,258,cell_walkable,1;
- setcell "que_qaru04",64,258,67,258,cell_shootable,1;
- setcell "que_qaru04",76,260,76,263,cell_walkable,1;
- setcell "que_qaru04",76,260,76,263,cell_shootable,1;
- setcell "que_qaru04",87,262,87,265,cell_walkable,1;
- setcell "que_qaru04",87,262,87,265,cell_shootable,1;
- setcell "que_qaru04",50,252,53,252,cell_walkable,1;
- setcell "que_qaru04",50,252,53,252,cell_shootable,1;
- setcell "que_qaru04",76,252,79,252,cell_walkable,1;
- setcell "que_qaru04",76,252,79,252,cell_shootable,1;
- setcell "que_qaru04",99,252,99,255,cell_walkable,1;
- setcell "que_qaru04",99,252,99,255,cell_shootable,1;
- setcell "que_qaru04",53,242,53,245,cell_walkable,1;
- setcell "que_qaru04",53,242,53,245,cell_shootable,1;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru04,2,3,0 script #miro_yf_aru04 844,{
-
-OnEnable:
- monster "que_qaru04",44,292," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",46,292," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",67,295," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",67,293," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",94,301," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",94,299," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",79,289," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",79,287," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",56,282," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",58,282," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",71,283," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",71,281," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",100,281," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",102,281," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",44,261," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",46,261," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",50,265," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",52,265," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",56,270," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",58,270," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",72,278," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",73,278," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",82,266," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",84,266," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",88,266," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",90,266," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",94,271," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",96,271," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",60,257," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",60,255," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",73,263," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",73,261," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",75,257," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",75,255," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",87,257," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",87,255," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",58,251," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",58,249," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",80,251," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",80,249," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",53,245," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",53,243," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",75,245," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",75,243," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",100,251," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",102,251," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",100,256," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- monster "que_qaru04",102,256," ",1936,1,"#miro_yf_aru04::OnMyMobDead";
- setcell "que_qaru04",44,292,47,292,cell_walkable,0;
- setcell "que_qaru04",44,292,47,292,cell_shootable,0;
- setcell "que_qaru04",67,292,67,295,cell_walkable,0;
- setcell "que_qaru04",67,292,67,295,cell_shootable,0;
- setcell "que_qaru04",94,298,94,301,cell_walkable,0;
- setcell "que_qaru04",94,298,94,301,cell_shootable,0;
- setcell "que_qaru04",79,286,79,289,cell_walkable,0;
- setcell "que_qaru04",79,286,79,289,cell_shootable,0;
- setcell "que_qaru04",56,282,59,282,cell_walkable,0;
- setcell "que_qaru04",56,282,59,282,cell_shootable,0;
- setcell "que_qaru04",71,280,71,283,cell_walkable,0;
- setcell "que_qaru04",71,280,71,283,cell_shootable,0;
- setcell "que_qaru04",100,281,103,281,cell_walkable,0;
- setcell "que_qaru04",100,281,103,281,cell_shootable,0;
- setcell "que_qaru04",44,261,47,261,cell_walkable,0;
- setcell "que_qaru04",44,261,47,261,cell_shootable,0;
- setcell "que_qaru04",50,265,53,265,cell_walkable,0;
- setcell "que_qaru04",50,265,53,265,cell_shootable,0;
- setcell "que_qaru04",56,270,59,270,cell_walkable,0;
- setcell "que_qaru04",56,270,59,270,cell_shootable,0;
- setcell "que_qaru04",72,278,73,278,cell_walkable,0;
- setcell "que_qaru04",72,278,73,278,cell_shootable,0;
- setcell "que_qaru04",82,266,85,266,cell_walkable,0;
- setcell "que_qaru04",82,266,85,266,cell_shootable,0;
- setcell "que_qaru04",88,266,91,266,cell_walkable,0;
- setcell "que_qaru04",88,266,91,266,cell_shootable,0;
- setcell "que_qaru04",94,271,97,271,cell_walkable,0;
- setcell "que_qaru04",94,271,97,271,cell_shootable,0;
- setcell "que_qaru04",60,254,60,257,cell_walkable,0;
- setcell "que_qaru04",60,254,60,257,cell_shootable,0;
- setcell "que_qaru04",73,260,73,263,cell_walkable,0;
- setcell "que_qaru04",73,260,73,263,cell_shootable,0;
- setcell "que_qaru04",75,254,75,257,cell_walkable,0;
- setcell "que_qaru04",75,254,75,257,cell_shootable,0;
- setcell "que_qaru04",87,254,87,257,cell_walkable,0;
- setcell "que_qaru04",87,254,87,257,cell_shootable,0;
- setcell "que_qaru04",58,248,58,251,cell_walkable,0;
- setcell "que_qaru04",58,248,58,251,cell_shootable,0;
- setcell "que_qaru04",80,248,80,251,cell_walkable,0;
- setcell "que_qaru04",80,248,80,251,cell_shootable,0;
- setcell "que_qaru04",53,242,53,245,cell_walkable,0;
- setcell "que_qaru04",53,242,53,245,cell_shootable,0;
- setcell "que_qaru04",75,242,75,245,cell_walkable,0;
- setcell "que_qaru04",75,242,75,245,cell_shootable,0;
- setcell "que_qaru04",100,251,103,251,cell_walkable,0;
- setcell "que_qaru04",100,251,103,251,cell_shootable,0;
- setcell "que_qaru04",100,256,103,256,cell_walkable,0;
- setcell "que_qaru04",100,256,103,256,cell_shootable,0;
- end;
-
-OnDisable:
- killmonster "que_qaru04","#miro_yf_aru04::OnMyMobDead";
- setcell "que_qaru04",44,292,47,292,cell_walkable,1;
- setcell "que_qaru04",44,292,47,292,cell_shootable,1;
- setcell "que_qaru04",67,292,67,295,cell_walkable,1;
- setcell "que_qaru04",67,292,67,295,cell_shootable,1;
- setcell "que_qaru04",94,298,94,301,cell_walkable,1;
- setcell "que_qaru04",94,298,94,301,cell_shootable,1;
- setcell "que_qaru04",79,286,79,289,cell_walkable,1;
- setcell "que_qaru04",79,286,79,289,cell_shootable,1;
- setcell "que_qaru04",56,282,59,282,cell_walkable,1;
- setcell "que_qaru04",56,282,59,282,cell_shootable,1;
- setcell "que_qaru04",71,280,71,283,cell_walkable,1;
- setcell "que_qaru04",71,280,71,283,cell_shootable,1;
- setcell "que_qaru04",100,281,103,281,cell_walkable,1;
- setcell "que_qaru04",100,281,103,281,cell_shootable,1;
- setcell "que_qaru04",44,261,47,261,cell_walkable,1;
- setcell "que_qaru04",44,261,47,261,cell_shootable,1;
- setcell "que_qaru04",50,265,53,265,cell_walkable,1;
- setcell "que_qaru04",50,265,53,265,cell_shootable,1;
- setcell "que_qaru04",56,270,59,270,cell_walkable,1;
- setcell "que_qaru04",56,270,59,270,cell_shootable,1;
- setcell "que_qaru04",72,278,73,278,cell_walkable,1;
- setcell "que_qaru04",72,278,73,278,cell_shootable,1;
- setcell "que_qaru04",82,266,85,266,cell_walkable,1;
- setcell "que_qaru04",82,266,85,266,cell_shootable,1;
- setcell "que_qaru04",88,266,91,266,cell_walkable,1;
- setcell "que_qaru04",88,266,91,266,cell_shootable,1;
- setcell "que_qaru04",94,271,97,271,cell_walkable,1;
- setcell "que_qaru04",94,271,97,271,cell_shootable,1;
- setcell "que_qaru04",60,254,60,257,cell_walkable,1;
- setcell "que_qaru04",60,254,60,257,cell_shootable,1;
- setcell "que_qaru04",73,260,73,263,cell_walkable,1;
- setcell "que_qaru04",73,260,73,263,cell_shootable,1;
- setcell "que_qaru04",75,254,75,257,cell_walkable,1;
- setcell "que_qaru04",75,254,75,257,cell_shootable,1;
- setcell "que_qaru04",87,254,87,257,cell_walkable,1;
- setcell "que_qaru04",87,254,87,257,cell_shootable,1;
- setcell "que_qaru04",58,248,58,251,cell_walkable,1;
- setcell "que_qaru04",58,248,58,251,cell_shootable,1;
- setcell "que_qaru04",80,248,80,251,cell_walkable,1;
- setcell "que_qaru04",80,248,80,251,cell_shootable,1;
- setcell "que_qaru04",53,242,53,245,cell_walkable,1;
- setcell "que_qaru04",53,242,53,245,cell_shootable,1;
- setcell "que_qaru04",75,242,75,245,cell_walkable,1;
- setcell "que_qaru04",75,242,75,245,cell_shootable,1;
- setcell "que_qaru04",100,251,103,251,cell_walkable,1;
- setcell "que_qaru04",100,251,103,251,cell_shootable,1;
- setcell "que_qaru04",100,256,103,256,cell_walkable,1;
- setcell "que_qaru04",100,256,103,256,cell_shootable,1;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru04,132,172,0 script windpath01_aru04 45,1,1,{
-OnTouch:
- if (countitem(7839) > 0) {
- mes "The Warp Gate responds to the Crystal Key.";
- delitem 7839,1; //Crystal_Key
- close2;
- warp "que_qaru04",114,158;
- end;
- }
- else {
- mes "You need the Crystal Key to activate the Warp Gate.";
- close;
- }
-}
-
-que_qaru04,113,165,0 warp windpath02_aru04 1,1,que_qaru04,139,172
-
-
-que_qaru04,131,136,3 script Piamette#aru04 1930,{
-OnInit:
- enablenpc "Piamette#aru04";
- end;
-}
-
-que_qaru04,114,158,0 script #event_start01_aru04 -1,1,1,{
-
-OnInit:
- disablenpc "#event_start01_aru04";
- end;
-
-OnEnable:
- enablenpc "#event_start01_aru04";
- end;
-
-OnDisable:
- disablenpc "#event_start01_aru04";
- stopnpctimer;
- end;
-
-OnTouch:
- initnpctimer;
- disablenpc "#event_start01_aru04";
- end;
-
-OnTimer2000:
- mapannounce "que_qaru04","Piamette mumblings : ..There were six birds, Teo. But one is....",bc_map,"0xdb7093";
- end;
-
-OnTimer6000:
- mapannounce "que_qaru04","Piamette mumblings : ...Shh.. Teo. The birds have returned..Are they birds that ran away before...? Or breakers who disguises themselves as good adventurers?",bc_map,"0xdb7093";
- end;
-
-OnTimer10000:
- mapannounce "que_qaru04","Piamette mumblings : Ha! They are caged in.",bc_map,"0xdb7093";
- end;
-
-OnTimer14000:
- mapannounce "que_qaru04","Piamette : Teo, Catch the birds! Put the cage away from here!",bc_map,"0x00ff00";
- donpcevent "#gdtimer01_aru04::OnEnable";
- stopnpctimer;
- end;
-}
-
-que_qaru04,2,2,0 script #gdtimer01_aru04 844,{
-
-OnEnable:
- initnpctimer;
- end;
-
-Onstop:
- donpcevent "#getspell01_aru04::OnDisable";
- donpcevent "#getspell02_aru04::OnDisable";
- donpcevent "#getspell03_aru04::OnDisable";
- donpcevent "#getspell04_aru04::OnDisable";
- donpcevent "#getspell05_aru04::OnDisable";
- donpcevent "#getspell06_aru04::OnDisable";
- donpcevent "#getspell07_aru04::OnDisable";
- donpcevent "#getspell08_aru04::OnDisable";
- stopnpctimer;
- end;
-
-OnTimer1000:
- donpcevent "#getspell08_aru04::OnDisable";
- donpcevent "#getspell01_aru04::OnEnable";
- end;
-
-OnTimer10000:
- donpcevent "#getspell01_aru04::OnDisable";
- donpcevent "#getspell02_aru04::OnEnable";
- end;
-
-OnTimer20000:
- donpcevent "#getspell02_aru04::OnDisable";
- donpcevent "#getspell03_aru04::OnEnable";
- end;
-
-OnTimer30000:
- donpcevent "#getspell03_aru04::OnDisable";
- donpcevent "#getspell04_aru04::OnEnable";
- end;
-
-OnTimer40000:
- donpcevent "#getspell04_aru04::OnDisable";
- donpcevent "#getspell05_aru04::OnEnable";
- end;
-
-OnTimer50000:
- donpcevent "#getspell05_aru04::OnDisable";
- donpcevent "#getspell06_aru04::OnEnable";
- end;
-
-OnTimer60000:
- donpcevent "#getspell06_aru04::OnDisable";
- donpcevent "#getspell07_aru04::OnEnable";
- end;
-
-OnTimer70000:
- donpcevent "#getspell07_aru04::OnDisable";
- donpcevent "#getspell08_aru04::OnEnable";
- end;
-
-OnTimer75000:
- if ($gqse_aru04_gd < 6) {
- mapannounce "que_qaru04","Piamette : Silly birds! Silly Teo! Why can't you put away the cage at once?!",bc_map,"0x00ff00";
- enablenpc "#aru04_cage01";
- enablenpc "#aru04_cage02";
- enablenpc "#aru04_cage03";
- enablenpc "#aru04_cage04";
- enablenpc "#aru04_cage05";
- enablenpc "#aru04_cage06";
- set $gqse_aru04_gd,0;
- }
- end;
-
-OnTimer76000:
- disablenpc "#aru04_cage01";
- disablenpc "#aru04_cage02";
- disablenpc "#aru04_cage03";
- disablenpc "#aru04_cage04";
- disablenpc "#aru04_cage05";
- disablenpc "#aru04_cage06";
- end;
-
-OnTimer80000:
- donpcevent "#gdtimer01_aru04::OnEnable";
- end;
-}
-
-que_qaru04,2,3,0 script #gdtimer02_aru04 844,{
-
-OnEnable:
- initnpctimer;
- end;
-
-Onstop:
- stopnpctimer;
- killmonster "que_qaru04","#gdtimer02_aru04::OnMyMobDead";
- end;
-
-OnTimer4000:
- mapannounce "que_qaru04","Piamette : All of them are caught!",bc_map,"0xdb7093";
- end;
-
-OnTimer8000:
- mapannounce "que_qaru04","Piamette : Let's call out the keeper of the key not to let the birds go far away.",bc_map,"0xdb7093";
- end;
-
-OnTimer12000:
- mapannounce "que_qaru04","Piamette : The keeper of the key is protecting my cage.",bc_map,"0xdb7093";
- monster "que_qaru04",108,151,"Key Stone",1905,1,"#gdtimer02_aru04::OnMyMobDead";
- monster "que_qaru04",109,135,"Key Stone",1905,1,"#gdtimer02_aru04::OnMyMobDead";
- monster "que_qaru04",115,116,"Key Stone",1905,1,"#gdtimer02_aru04::OnMyMobDead";
- monster "que_qaru04",158,106,"Key Stone",1905,1,"#gdtimer02_aru04::OnMyMobDead";
- monster "que_qaru04",163,133,"Key Stone",1905,1,"#gdtimer02_aru04::OnMyMobDead";
- monster "que_qaru04",150,154,"Key Stone",1905,1,"#gdtimer02_aru04::OnMyMobDead";
- end;
-
-OnTimer112000:
- mapannounce "que_qaru04","Piamette : Whooping fun times are back! Now, Go! I'll get back to!!",bc_map,"0xdb7093";
- killmonster "que_qaru04","#gdtimer02_aru04::OnMyMobDead";
- enablenpc "#aru04_cage01";
- enablenpc "#aru04_cage02";
- enablenpc "#aru04_cage03";
- enablenpc "#aru04_cage04";
- enablenpc "#aru04_cage05";
- enablenpc "#aru04_cage06";
- set $gqse_aru04_gd,0;
- end;
-
-OnTimer113000:
- disablenpc "#aru04_cage01";
- disablenpc "#aru04_cage02";
- disablenpc "#aru04_cage03";
- disablenpc "#aru04_cage04";
- disablenpc "#aru04_cage05";
- disablenpc "#aru04_cage06";
- donpcevent "#gdtimer01_aru04::OnEnable";
- stopnpctimer;
- end;
-
-Onreset:
- killmonster "que_qaru04","#gdtimer02_aru04::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qaru04","#gdtimer02_aru04::OnMyMobDead") == 0) {
- enablenpc "#aru04_cage01";
- enablenpc "#aru04_cage02";
- enablenpc "#aru04_cage03";
- enablenpc "#aru04_cage04";
- enablenpc "#aru04_cage05";
- enablenpc "#aru04_cage06";
- donpcevent "#piamette_aru04::OnEnable";
- stopnpctimer;
- }
- end;
-}
-
-que_qaru04,1,4,0 script #piamette_aru04 844,{
-OnEnable:
- initnpctimer;
- end;
-
-Onreset:
- killmonster "que_qaru04","#piamette_aru04::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qaru04","Piamette : All the keeper of keys are dead now? Who freed my birds? Teo, who did it?",bc_map,"0xdb7093";
- end;
-
-OnTimer5000:
- mapannounce "que_qaru04","Piamette : I'm pissed off now!",bc_map,"0xdb7093";
- disablenpc "Piamette#aru04";
- monster "que_qaru04",131,135,"Angry Piamette",1930,1,"#piamette_aru04::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- mapannounce "que_qaru04","Piamette has been released, so the warp gate toward the South is working now.",bc_map,"0x00ff00";
- enablenpc "windpath03_aru04";
- enablenpc "windpath04_aru04";
- donpcevent "#nm_switch_aru04::OnEnable";
- end;
-}
-
-que_qaru04,113,135,0 script #getspell01_aru04 -1,1,1,{
-OnInit:
- disablenpc "#getspell01_aru04";
- end;
-
-OnEnable:
- enablenpc "#getspell01_aru04";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell01_aru04";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_aru04_gd == 0) {
- warp "que_qaru04",103,153;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,1;
- mapannounce "que_qaru04","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru04_gd == 1) {
- warp "que_qaru04",102,135;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,2;
- mapannounce "que_qaru04","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru04_gd == 2) {
- warp "que_qaru04",113,111;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,3;
- mapannounce "que_qaru04","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru04_gd == 3) {
- warp "que_qaru04",161,105;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,4;
- mapannounce "que_qaru04","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru04_gd == 4) {
- warp "que_qaru04",168,135;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,5;
- mapannounce "que_qaru04","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru04_gd == 5) {
- warp "que_qaru04",150,159;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,6;
- mapannounce "que_qaru04","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_aru04::OnEnable";
- donpcevent "#gdtimer01_aru04::Onstop";
- }
- end;
-}
-
-que_qaru04,146,150,0 script #getspell02_aru04 -1,1,1,{
-OnInit:
- disablenpc "#getspell02_aru04";
- end;
-
-OnEnable:
- enablenpc "#getspell02_aru04";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell02_aru04";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_aru04_gd == 0) {
- warp "que_qaru04",103,153;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,1;
- mapannounce "que_qaru04","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru04_gd == 1) {
- warp "que_qaru04",102,135;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,2;
- mapannounce "que_qaru04","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru04_gd == 2) {
- warp "que_qaru04",113,111;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,3;
- mapannounce "que_qaru04","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru04_gd == 3) {
- warp "que_qaru04",161,105;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,4;
- mapannounce "que_qaru04","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru04_gd == 4) {
- warp "que_qaru04",168,135;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,5;
- mapannounce "que_qaru04","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru04_gd == 5) {
- warp "que_qaru04",150,159;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,6;
- mapannounce "que_qaru04","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_aru04::OnEnable";
- donpcevent "#gdtimer01_aru04::Onstop";
- }
- end;
-}
-
-que_qaru04,131,117,0 script #getspell03_aru04 -1,1,1,{
-OnInit:
- disablenpc "#getspell03_aru04";
- end;
-
-OnEnable:
- enablenpc "#getspell03_aru04";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell03_aru04";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_aru04_gd == 0) {
- warp "que_qaru04",103,153;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,1;
- mapannounce "que_qaru04","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru04_gd == 1) {
- warp "que_qaru04",102,135;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,2;
- mapannounce "que_qaru04","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru04_gd == 2) {
- warp "que_qaru04",113,111;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,3;
- mapannounce "que_qaru04","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru04_gd == 3) {
- warp "que_qaru04",161,105;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,4;
- mapannounce "que_qaru04","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru04_gd == 4) {
- warp "que_qaru04",168,135;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,5;
- mapannounce "que_qaru04","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru04_gd == 5) {
- warp "que_qaru04",150,159;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,6;
- mapannounce "que_qaru04","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_aru04::OnEnable";
- donpcevent "#gdtimer01_aru04::Onstop";
- }
- end;
-}
-
-que_qaru04,117,150,0 script #getspell04_aru04 -1,1,1,{
-OnInit:
- disablenpc "#getspell04_aru04";
- end;
-
-OnEnable:
- enablenpc "#getspell04_aru04";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell04_aru04";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_aru04_gd == 0) {
- warp "que_qaru04",103,153;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,1;
- mapannounce "que_qaru04","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru04_gd == 1) {
- warp "que_qaru04",102,135;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,2;
- mapannounce "que_qaru04","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru04_gd == 2) {
- warp "que_qaru04",113,111;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,3;
- mapannounce "que_qaru04","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru04_gd == 3) {
- warp "que_qaru04",161,105;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,4;
- mapannounce "que_qaru04","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru04_gd == 4) {
- warp "que_qaru04",168,135;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,5;
- mapannounce "que_qaru04","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru04_gd == 5) {
- warp "que_qaru04",150,159;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,6;
- mapannounce "que_qaru04","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_aru04::OnEnable";
- donpcevent "#gdtimer01_aru04::Onstop";
- }
- end;
-}
-
-que_qaru04,150,135,0 script #getspell05_aru04 -1,1,1,{
-OnInit:
- disablenpc "#getspell05_aru04";
- end;
-
-OnEnable:
- enablenpc "#getspell05_aru04";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell05_aru04";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_aru04_gd == 0) {
- warp "que_qaru04",103,153;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,1;
- mapannounce "que_qaru04","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru04_gd == 1) {
- warp "que_qaru04",102,135;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,2;
- mapannounce "que_qaru04","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru04_gd == 2) {
- warp "que_qaru04",113,111;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,3;
- mapannounce "que_qaru04","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru04_gd == 3) {
- warp "que_qaru04",161,105;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,4;
- mapannounce "que_qaru04","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru04_gd == 4) {
- warp "que_qaru04",168,135;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,5;
- mapannounce "que_qaru04","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru04_gd == 5) {
- warp "que_qaru04",150,159;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,6;
- mapannounce "que_qaru04","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_aru04::OnEnable";
- donpcevent "#gdtimer01_aru04::Onstop";
- }
- end;
-}
-
-que_qaru04,117,121,0 script #getspell06_aru04 -1,1,1,{
-OnInit:
- disablenpc "#getspell06_aru04";
- end;
-
-OnEnable:
- enablenpc "#getspell06_aru04";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell06_aru04";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_aru04_gd == 0) {
- warp "que_qaru04",103,153;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,1;
- mapannounce "que_qaru04","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru04_gd == 1) {
- warp "que_qaru04",102,135;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,2;
- mapannounce "que_qaru04","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru04_gd == 2) {
- warp "que_qaru04",113,111;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,3;
- mapannounce "que_qaru04","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru04_gd == 3) {
- warp "que_qaru04",161,105;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,4;
- mapannounce "que_qaru04","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru04_gd == 4) {
- warp "que_qaru04",168,135;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,5;
- mapannounce "que_qaru04","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru04_gd == 5) {
- warp "que_qaru04",150,159;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,6;
- mapannounce "que_qaru04","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_aru04::OnEnable";
- donpcevent "#gdtimer01_aru04::Onstop";
- }
- end;
-}
-
-que_qaru04,131,154,0 script #getspell07_aru04 -1,1,1,{
-OnInit:
- disablenpc "#getspell07_aru04";
- end;
-
-OnEnable:
- enablenpc "#getspell07_aru04";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell07_aru04";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_aru04_gd == 0) {
- warp "que_qaru04",103,153;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,1;
- mapannounce "que_qaru04","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru04_gd == 1) {
- warp "que_qaru04",102,135;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,2;
- mapannounce "que_qaru04","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru04_gd == 2) {
- warp "que_qaru04",113,111;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,3;
- mapannounce "que_qaru04","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru04_gd == 3) {
- warp "que_qaru04",161,105;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,4;
- mapannounce "que_qaru04","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru04_gd == 4) {
- warp "que_qaru04",168,135;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,5;
- mapannounce "que_qaru04","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru04_gd == 5) {
- warp "que_qaru04",150,159;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,6;
- mapannounce "que_qaru04","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_aru04::OnEnable";
- donpcevent "#gdtimer01_aru04::Onstop";
- }
- end;
-}
-
-que_qaru04,146,121,0 script #getspell08_aru04 -1,1,1,{
-OnInit:
- disablenpc "#getspell08_aru04";
- end;
-
-OnEnable:
- enablenpc "#getspell08_aru04";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell08_aru04";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_aru04_gd == 0) {
- warp "que_qaru04",103,153;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,1;
- mapannounce "que_qaru04","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru04_gd == 1) {
- warp "que_qaru04",102,135;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,2;
- mapannounce "que_qaru04","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru04_gd == 2) {
- warp "que_qaru04",113,111;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,3;
- mapannounce "que_qaru04","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru04_gd == 3) {
- warp "que_qaru04",161,105;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,4;
- mapannounce "que_qaru04","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru04_gd == 4) {
- warp "que_qaru04",168,135;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,5;
- mapannounce "que_qaru04","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru04_gd == 5) {
- warp "que_qaru04",150,159;
- disablenpc "#getspell01_aru04";
- set $gqse_aru04_gd,6;
- mapannounce "que_qaru04","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_aru04::OnEnable";
- donpcevent "#gdtimer01_aru04::Onstop";
- }
- end;
-}
-
-que_qaru04,103,153,0 script #aru04_cage01 -1,1,1,{
-OnInit:
- disablenpc "#aru04_cage01";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qaru04",108,151;
- disablenpc "#aru04_cage01";
- end;
-}
-
-que_qaru04,102,135,0 script #aru04_cage02 -1,1,1,{
-OnInit:
- disablenpc "#aru04_cage02";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qaru04",107,135;
- disablenpc "#aru04_cage02";
- end;
-}
-
-que_qaru04,113,111,0 script #aru04_cage03 -1,1,1,{
-OnInit:
- disablenpc "#aru04_cage03";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qaru04",113,114;
- disablenpc "#aru04_cage03";
- end;
-}
-
-que_qaru04,161,105,0 script #aru04_cage04 -1,1,1,{
-OnInit:
- disablenpc "#aru04_cage04";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qaru04",158,106;
- disablenpc "#aru04_cage04";
- end;
-}
-
-que_qaru04,168,135,0 script #aru04_cage05 -1,1,1,{
-OnInit:
- disablenpc "#aru04_cage05";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qaru04",163,133;
- disablenpc "#aru04_cage05";
- end;
-}
-
-que_qaru04,150,159,0 script #aru04_cage06 -1,1,1,{
-OnInit:
- disablenpc "#aru04_cage06";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qaru04",150,154;
- disablenpc "#aru04_cage06";
- end;
-}
-
-que_qaru04,1,8,0 script #gd_aru04_mobctrl 844,{
-OnEnable:
- monster "que_qaru04",107,152,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",109,135,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",113,116,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",157,107,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",163,133,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",149,156,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",130,139,"Alice",1275,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",135,137,"Alice",1275,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",130,132,"Alice",1275,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",128,137,"Alice",1275,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",109,145,"Alice",1275,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",109,130,"Alice",1275,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",128,114,"Alice",1275,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",147,114,"Alice",1275,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",154,128,"Alice",1275,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",151,145,"Alice",1275,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",130,151,"Alice",1275,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",131,139,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",135,136,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",131,132,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",128,136,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",110,145,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",129,114,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",148,114,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",155,128,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",152,145,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",131,151,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",110,130,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",132,139,"Violy",1390,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",135,135,"Violy",1390,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",132,132,"Violy",1390,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",128,135,"Violy",1390,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",111,145,"Violy",1390,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",111,130,"Violy",1390,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",130,114,"Violy",1390,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",149,114,"Violy",1390,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",156,128,"Violy",1390,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",153,145,"Violy",1390,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",132,151,"Violy",1390,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",133,139,"Ancient Mimic",1699,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",135,134,"Ancient Mimic",1699,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",133,132,"Ancient Mimic",1699,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",128,135,"Ancient Mimic",1699,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",112,145,"Ancient Mimic",1699,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",131,114,"Ancient Mimic",1699,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",150,114,"Ancient Mimic",1699,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",157,128,"Ancient Mimic",1699,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",154,145,"Ancient Mimic",1699,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",133,151,"Ancient Mimic",1699,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",112,130,"Ancient Mimic",1699,1,"#gd_aru04_mobctrl::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "que_qaru04","#gd_aru04_mobctrl::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qaru04","#gd_aru04_mobctrl::OnMyMobDead") < 7) {
- monster "que_qaru04",107,152,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",109,135,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",113,116,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",157,107,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",163,133,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
- monster "que_qaru04",149,156,"Ball of Piamette",1738,1,"#gd_aru04_mobctrl::OnMyMobDead";
- }
- end;
-}
-
-que_qaru04,149,105,0 script windpath03_aru04 45,1,1,{
-OnInit:
- disablenpc "windpath03_aru04";
- end;
-
-OnTouch:
- warp "que_qaru04",119,103;
- end;
-}
-
-que_qaru04,128,104,0 script windpath04_aru04 45,1,1,{
-OnInit:
- disablenpc "windpath04_aru04";
- end;
-
-OnTouch:
- warp "que_qaru04",146,109;
- end;
-}
-
-que_qaru04,253,273,0 script #nm_switch_aru04 -1,5,5,{
-OnInit:
- disablenpc "#nm_switch_aru04";
- end;
-
-OnEnable:
- enablenpc "#nm_switch_aru04";
- end;
-
-OnDisable:
- disablenpc "#nm_switch_aru04";
- stopnpctimer;
- end;
-
-OnTouch:
- disablenpc "#nm_switch_aru04";
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qaru04","Wish Maiden: Did you have a good time with Piamette?",bc_map,"0x00ff00";
- end;
-
-OnTimer4000:
- mapannounce "que_qaru04","Wish Maiden: But it's the end. There will be summoned monsters coming soon...",bc_map,"0x00ff00";
- end;
-
-OnTimer9000:
- mapannounce "que_qaru04","Wish Maiden: So come here to me safely...",bc_map,"0x00ff00";
- end;
-
-OnTimer10000:
- donpcevent "#nmsomaru04_jin01::OnEnable";
- donpcevent "#aru04_stone01::OnEnable";
- end;
-
-OnTimer190000:
- donpcevent "#nmsomaru04_jin02::OnEnable";
- donpcevent "#aru04_stone02::OnEnable";
- end;
-
-OnTimer370000:
- donpcevent "#nmsomaru04_jin03::OnEnable";
- donpcevent "#aru04_stone03::OnEnable";
- stopnpctimer;
- end;
-}
-
-que_qaru04,229,297,0 script #nmsomaru04_jin01 -1,{
-OnEnable:
- donpcevent "#aru04_stone01::OnEnable";
- initnpctimer;
- end;
-
-OnDisable:
- killmonster "que_qaru04","#nmsomaru04_jin01::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer5000:
- mapannounce "que_qaru04","The Western magic formation is working to summon Guard of Shadow.",bc_map,"0x4d4dff";
- monster "que_qaru04",226,288,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",227,289,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",228,290,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",229,291,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",230,292,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",231,293,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",232,294,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",233,295,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",234,296,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",235,297,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",228,286,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",229,287,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",230,288,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",231,289,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",232,290,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",233,291,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",234,292,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",235,293,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",236,294,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",237,295,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",230,284,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",231,285,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",232,286,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",233,287,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",234,288,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",235,289,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",236,290,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",237,291,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",238,292,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",239,293,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- end;
-
-OnTimer25000:
-OnTimer55000:
-OnTimer85000:
-OnTimer120000:
- monster "que_qaru04",226,294,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",227,294,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",228,294,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",229,294,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",230,295,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",231,296,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",231,297,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",231,298,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",231,299,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",230,300,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",229,301,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",228,301,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",227,301,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",226,301,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",225,300,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",224,299,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",224,298,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",224,297,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",224,296,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- monster "que_qaru04",225,295,"Guard of Shadow",1752,1,"#nmsomaru04_jin01::OnMyMobDead";
- end;
-
-OnTimer180000:
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru04,2,8,0 script #aru04_stone01 844,{
-OnEnable:
- monster "que_qaru04",227,294,"Western Magic Guardian",1752,1,"#aru04_stone01::OnMyMobDead";
- monster "que_qaru04",229,294,"Western Magic Guardian",1752,1,"#aru04_stone01::OnMyMobDead";
- monster "que_qaru04",231,296,"Western Magic Guardian",1752,1,"#aru04_stone01::OnMyMobDead";
- monster "que_qaru04",231,298,"Western Magic Guardian",1752,1,"#aru04_stone01::OnMyMobDead";
- monster "que_qaru04",230,300,"Western Magic Guardian",1752,1,"#aru04_stone01::OnMyMobDead";
- monster "que_qaru04",228,301,"Western Magic Guardian",1752,1,"#aru04_stone01::OnMyMobDead";
- monster "que_qaru04",226,301,"Western Magic Guardian",1752,1,"#aru04_stone01::OnMyMobDead";
- monster "que_qaru04",224,299,"Western Magic Guardian",1752,1,"#aru04_stone01::OnMyMobDead";
- monster "que_qaru04",224,297,"Western Magic Guardian",1752,1,"#aru04_stone01::OnMyMobDead";
- monster "que_qaru04",225,295,"Western Magic Guardian",1752,1,"#aru04_stone01::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "que_qaru04","#aru04_stone01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qaru04","#aru04_stone01::OnMyMobDead") == 0) {
- set $gqse_aru04_nm,$gqse_aru04_nm+1;
- donpcevent "#nmsomaru04_jin01::OnDisable";
- if ($gqse_aru04_nm == 3) {
- donpcevent "Wish Maiden#aru04_boss::Onfight";
- }
- }
- end;
-}
-
-que_qaru04,275,299,0 script #nmsomaru04_jin02 -1,{
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- killmonster "que_qaru04","#nmsomaru04_jin02::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer5000:
- mapannounce "que_qaru04","The Eastern magic formation is working to summon Bloody Hunter.",bc_map,"0x4d4dff";
- monster "que_qaru04",263,292,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",264,291,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",265,290,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",266,289,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",267,288,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",268,287,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",269,286,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",270,285,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",271,284,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",272,283,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",265,294,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",266,293,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",267,292,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",268,291,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",269,290,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",270,289,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",271,288,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",272,287,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",273,286,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",274,285,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",267,296,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",268,295,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",269,294,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",270,283,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",271,282,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",272,281,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",273,280,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",274,279,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",275,276,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",276,275,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- end;
-
-OnTimer25000:
-OnTimer55000:
-OnTimer85000:
-OnTimer120000:
- monster "que_qaru04",274,301,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",275,301,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",276,301,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",277,301,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",278,300,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",279,299,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",279,298,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",279,297,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",279,296,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",278,295,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",277,294,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",276,294,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",275,294,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",274,294,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",273,295,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",272,296,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",272,297,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",272,298,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",272,299,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- monster "que_qaru04",273,300,"Bloody Hunter",1753,1,"#nmsomaru04_jin02::OnMyMobDead";
- end;
-
-OnTimer180000:
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru04,2,9,0 script #aru04_stone02 844,{
-OnEnable:
- monster "que_qaru04",275,301,"Eastern Magic Guardian",1753,1,"#aru04_stone02::OnMyMobDead";
- monster "que_qaru04",277,301,"Eastern Magic Guardian",1753,1,"#aru04_stone02::OnMyMobDead";
- monster "que_qaru04",279,299,"Eastern Magic Guardian",1753,1,"#aru04_stone02::OnMyMobDead";
- monster "que_qaru04",279,297,"Eastern Magic Guardian",1753,1,"#aru04_stone02::OnMyMobDead";
- monster "que_qaru04",278,295,"Eastern Magic Guardian",1753,1,"#aru04_stone02::OnMyMobDead";
- monster "que_qaru04",276,294,"Eastern Magic Guardian",1753,1,"#aru04_stone02::OnMyMobDead";
- monster "que_qaru04",274,294,"Eastern Magic Guardian",1753,1,"#aru04_stone02::OnMyMobDead";
- monster "que_qaru04",272,296,"Eastern Magic Guardian",1753,1,"#aru04_stone02::OnMyMobDead";
- monster "que_qaru04",272,298,"Eastern Magic Guardian",1753,1,"#aru04_stone02::OnMyMobDead";
- monster "que_qaru04",273,300,"Eastern Magic Guardian",1753,1,"#aru04_stone02::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "que_qaru04","#aru04_stone02::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qaru04","#aru04_stone02::OnMyMobDead") == 0) {
- set $gqse_aru04_nm,$gqse_aru04_nm+1;
- donpcevent "#nmsomaru04_jin02::OnDisable";
- if ($gqse_aru04_nm == 3) {
- donpcevent "Wish Maiden#aru04_boss::Onfight";
- }
- }
- end;
-}
-
-que_qaru04,251,340,0 script #nmsomaru04_jin03 -1,{
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- killmonster "que_qaru04","#nmsomaru04_jin03::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer5000:
- mapannounce "que_qaru04","The Northern magic formation is working to summon Keeper of the Temple.",bc_map,"0x4d4dff";
- monster "que_qaru04",247,329,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
- monster "que_qaru04",249,329,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
- monster "que_qaru04",251,329,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
- monster "que_qaru04",253,329,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
- monster "que_qaru04",255,329,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
- monster "que_qaru04",243,339,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
- monster "que_qaru04",245,337,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
- monster "que_qaru04",247,335,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
- monster "que_qaru04",247,333,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
- monster "que_qaru04",254,333,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
- monster "que_qaru04",256,335,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
- monster "que_qaru04",258,337,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
- monster "que_qaru04",260,339,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
- end;
-
-OnTimer120000:
- monster "que_qaru04",251,343,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
- monster "que_qaru04",252,343,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
- monster "que_qaru04",255,341,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
- monster "que_qaru04",255,340,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
- monster "que_qaru04",254,337,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
- monster "que_qaru04",253,336,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
- monster "que_qaru04",250,336,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
- monster "que_qaru04",249,337,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
- monster "que_qaru04",248,340,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
- monster "que_qaru04",248,341,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
- end;
-
-OnTimer240000:
- monster "que_qaru04",250,343,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
- monster "que_qaru04",252,343,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
- monster "que_qaru04",254,342,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
- monster "que_qaru04",255,340,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
- monster "que_qaru04",255,338,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
- monster "que_qaru04",253,336,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
- monster "que_qaru04",250,336,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
- monster "que_qaru04",248,338,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
- monster "que_qaru04",248,340,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
- monster "que_qaru04",249,342,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
- end;
-
-OnTimer360000:
- monster "que_qaru04",250,343,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
- monster "que_qaru04",252,343,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
- monster "que_qaru04",254,342,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
- monster "que_qaru04",255,340,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
- monster "que_qaru04",255,338,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
- monster "que_qaru04",253,336,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
- monster "que_qaru04",251,336,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
- monster "que_qaru04",249,337,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
- monster "que_qaru04",248,339,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
- monster "que_qaru04",248,341,"Keeper Of The Temple",1933,1,"#nmsomaru04_jin03::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru04,2,10,0 script #aru04_stone03 844,{
-OnEnable:
- monster "que_qaru04",251,343,"Northern Magic Guardian",1933,1,"#aru04_stone03::OnMyMobDead";
- monster "que_qaru04",252,343,"Northern Magic Guardian",1933,1,"#aru04_stone03::OnMyMobDead";
- monster "que_qaru04",255,341,"Northern Magic Guardian",1933,1,"#aru04_stone03::OnMyMobDead";
- monster "que_qaru04",255,340,"Northern Magic Guardian",1933,1,"#aru04_stone03::OnMyMobDead";
- monster "que_qaru04",254,337,"Northern Magic Guardian",1933,1,"#aru04_stone03::OnMyMobDead";
- monster "que_qaru04",253,336,"Northern Magic Guardian",1933,1,"#aru04_stone03::OnMyMobDead";
- monster "que_qaru04",250,336,"Northern Magic Guardian",1933,1,"#aru04_stone03::OnMyMobDead";
- monster "que_qaru04",249,337,"Northern Magic Guardian",1933,1,"#aru04_stone03::OnMyMobDead";
- monster "que_qaru04",248,340,"Northern Magic Guardian",1933,1,"#aru04_stone03::OnMyMobDead";
- monster "que_qaru04",248,341,"Northern Magic Guardian",1933,1,"#aru04_stone03::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "que_qaru04","#aru04_stone03::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qaru04","#aru04_stone03::OnMyMobDead") == 0) {
- set $gqse_aru04_nm,$gqse_aru04_nm+1;
- donpcevent "#nmsomaru04_jin03::OnDisable";
-
- if ($gqse_aru04_nm == 3) {
- donpcevent "Wish Maiden#aru04_boss::Onfight";
- }
- }
- end;
-}
-
-que_qaru04,235,285,5 script Guard of Shadow#aru04_01 1752,4,4,{
-OnInit:
- disablenpc "Guard of Shadow#aru04_01";
- end;
-
-OnDisable:
- killmonster "que_qaru04","Guard of Shadow#aru04_01::OnMyMobDead";
- disablenpc "Guard of Shadow#aru04_01";
- end;
-
-OnTouch:
- disablenpc "Guard of Shadow#aru04_01";
- monster "que_qaru04",234,284,"Guard of Shadow",1752,1,"Guard of Shadow#aru04_01::OnMyMobDead";
- monster "que_qaru04",235,285,"Guard of Shadow",1752,1,"Guard of Shadow#aru04_01::OnMyMobDead";
- monster "que_qaru04",236,286,"Guard of Shadow",1752,1,"Guard of Shadow#aru04_01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru04,224,290,5 script Guard of Shadow#aru04_02 1752,4,4,{
-OnInit:
- disablenpc "Guard of Shadow#aru04_02";
- end;
-
-OnDisable:
- killmonster "que_qaru04","Guard of Shadow#aru04_02::OnMyMobDead";
- disablenpc "Guard of Shadow#aru04_02";
- end;
-
-OnTouch:
- disablenpc "Guard of Shadow#aru04_02";
- monster "que_qaru04",223,289,"Guard of Shadow",1752,1,"Guard of Shadow#aru04_02::OnMyMobDead";
- monster "que_qaru04",224,290,"Guard of Shadow",1752,1,"Guard of Shadow#aru04_02::OnMyMobDead";
- monster "que_qaru04",225,291,"Guard of Shadow",1752,1,"Guard of Shadow#aru04_02::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru04,236,296,5 script Guard of Shadow#aru04_03 1752,4,4,{
-OnInit:
- disablenpc "Guard of Shadow#aru04_03";
- end;
-
-OnDisable:
- killmonster "que_qaru04","Guard of Shadow#aru04_03::OnMyMobDead";
- disablenpc "Guard of Shadow#aru04_03";
- end;
-
-OnTouch:
- disablenpc "Guard of Shadow#aru04_03";
- monster "que_qaru04",235,295,"Guard of Shadow",1752,1,"Guard of Shadow#aru04_03::OnMyMobDead";
- monster "que_qaru04",236,296,"Guard of Shadow",1752,1,"Guard of Shadow#aru04_03::OnMyMobDead";
- monster "que_qaru04",237,297,"Guard of Shadow",1752,1,"Guard of Shadow#aru04_03::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru04,225,303,5 script Guard of Shadow#aru04_04 1752,4,4,{
-OnInit:
- disablenpc "Guard of Shadow#aru04_04";
- end;
-
-OnDisable:
- killmonster "que_qaru04","Guard of Shadow#aru04_04::OnMyMobDead";
- disablenpc "Guard of Shadow#aru04_04";
- end;
-
-OnTouch:
- disablenpc "Guard of Shadow#aru04_04";
- monster "que_qaru04",224,302,"Guard of Shadow",1752,1,"Guard of Shadow#aru04_04::OnMyMobDead";
- monster "que_qaru04",225,303,"Guard of Shadow",1752,1,"Guard of Shadow#aru04_04::OnMyMobDead";
- monster "que_qaru04",226,304,"Guard of Shadow",1752,1,"Guard of Shadow#aru04_04::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru04,266,296,3 script Bloody Hunter#aru04_ac01 1753,4,4,{
-OnInit:
- disablenpc "Bloody Hunter#aru04_ac01";
- end;
-
-OnDisable:
- killmonster "que_qaru04","Bloody Hunter#aru04_ac01::OnMyMobDead";
- disablenpc "Bloody Hunter#aru04_ac01";
- end;
-
-OnTouch:
- disablenpc "Bloody Hunter#aru04_ac01";
- monster "que_qaru04",265,297,"Bloody Hunter",1753,1,"Bloody Hunter#aru04_ac01::OnMyMobDead";
- monster "que_qaru04",266,296,"Bloody Hunter",1753,1,"Bloody Hunter#aru04_ac01::OnMyMobDead";
- monster "que_qaru04",267,295,"Bloody Hunter",1753,1,"Bloody Hunter#aru04_ac01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru04,271,283,3 script Bloody Hunter#aru04_ac02 1753,4,4,{
-OnInit:
- disablenpc "Bloody Hunter#aru04_ac02";
- end;
-
-OnDisable:
- killmonster "que_qaru04","Bloody Hunter#aru04_ac02::OnMyMobDead";
- disablenpc "Bloody Hunter#aru04_ac02";
- end;
-
-OnTouch:
- disablenpc "Bloody Hunter#aru04_ac02";
- monster "que_qaru04",270,284,"Bloody Hunter",1753,1,"Bloody Hunter#aru04_ac02::OnMyMobDead";
- monster "que_qaru04",271,283,"Bloody Hunter",1753,1,"Bloody Hunter#aru04_ac02::OnMyMobDead";
- monster "que_qaru04",272,282,"Bloody Hunter",1753,1,"Bloody Hunter#aru04_ac02::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru04,270,307,3 script Bloody Hunter#aru04_ac03 1753,4,4,{
-OnInit:
- disablenpc "Bloody Hunter#aru04_ac03";
- end;
-
-OnDisable:
- killmonster "que_qaru04","Bloody Hunter#aru04_ac03::OnMyMobDead";
- disablenpc "Bloody Hunter#aru04_ac03";
- end;
-
-OnTouch:
- disablenpc "Bloody Hunter#aru04_ac03";
- monster "que_qaru04",269,308,"Bloody Hunter",1753,1,"Bloody Hunter#aru04_ac03::OnMyMobDead";
- monster "que_qaru04",270,307,"Bloody Hunter",1753,1,"Bloody Hunter#aru04_ac03::OnMyMobDead";
- monster "que_qaru04",271,306,"Bloody Hunter",1753,1,"Bloody Hunter#aru04_ac03::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru04,279,300,3 script Bloody Hunter#aru04_ac04 1753,4,4,{
-OnInit:
- disablenpc "Bloody Hunter#aru04_ac04";
- end;
-
-OnDisable:
- killmonster "que_qaru04","Bloody Hunter#aru04_ac04::OnMyMobDead";
- disablenpc "Bloody Hunter#aru04_ac04";
- end;
-
-OnTouch:
- disablenpc "Bloody Hunter#aru04_ac04";
- monster "que_qaru04",278,301,"Bloody Hunter",1753,1,"Bloody Hunter#aru04_ac04::OnMyMobDead";
- monster "que_qaru04",279,300,"Bloody Hunter",1753,1,"Bloody Hunter#aru04_ac04::OnMyMobDead";
- monster "que_qaru04",280,299,"Bloody Hunter",1753,1,"Bloody Hunter#aru04_ac04::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru04,247,330,5 script Temple Keeper#aru04_ac01 1933,4,4,{
-OnInit:
- disablenpc "Temple Keeper#aru04_ac01";
- end;
-
-OnDisable:
- killmonster "que_qaru04","Temple Keeper#aru04_ac01::OnMyMobDead";
- disablenpc "Temple Keeper#aru04_ac01";
- end;
-
-OnTouch:
- disablenpc "Temple Keeper#aru04_ac01";
- monster "que_qaru04",246,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru04_ac01::OnMyMobDead";
- monster "que_qaru04",247,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru04_ac01::OnMyMobDead";
- monster "que_qaru04",248,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru04_ac01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru04,255,330,3 script Temple Keeper#aru04_ac02 1933,4,4,{
-OnInit:
- disablenpc "Temple Keeper#aru04_ac02";
- end;
-
-OnDisable:
- killmonster "que_qaru04","Temple Keeper#aru04_ac02::OnMyMobDead";
- disablenpc "Temple Keeper#aru04_ac02";
- end;
-
-OnTouch:
- disablenpc "Temple Keeper#aru04_ac02";
- monster "que_qaru04",254,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru04_ac02::OnMyMobDead";
- monster "que_qaru04",255,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru04_ac02::OnMyMobDead";
- monster "que_qaru04",256,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru04_ac02::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru04,251,255,3 script Wish Maiden#aru04_boss 1931,{
-OnInit:
- hideonnpc "Wish Maiden#aru04_boss";
- end;
-
-OnDisable:
- killmonster "que_qaru04","Wish Maiden#aru04_boss::OnMyMobDead";
- hideonnpc "Wish Maiden#aru04_boss";
- stopnpctimer;
- end;
-
-Onfight:
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qaru04","Wish Maiden : You guys reached here.. Are your guardians dead...?",bc_map,"0x00ff00";
- end;
-
-OnTimer4000:
- mapannounce "que_qaru04","Wish Maiden : I sincerely welcome all your best efforts!",bc_map,"0x00ff00";
- end;
-
-OnTimer5000:
- specialeffect EF_ICECRASH;
- hideonnpc "Wish Maiden#aru04_boss";
- specialeffect EF_SPHERE;
- monster "que_qaru04",252,340,"Wish Maiden",1931,1,"Wish Maiden#aru04_boss::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- if (mobcount("que_qaru04","Wish Maiden#aru04_boss::OnMyMobDead") == 0) {
- donpcevent "#okolnir_aru04::Onstop";
- donpcevent "Wish Maiden#aru04_gift::OnEnable";
- mapannounce "que_qaru04","Wish Maiden : ..Good, you deserve the Goddess' shine.",bc_map,"0x00ff00";
- }
- end;
-}
-
-que_qaru04,252,340,3 script Wish Maiden#aru04_gift 403,{
- set .@GID, GetCastleData("arug_cas04",1);
- if (getcharid(2) == .@GID) {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- if ((countitem(7835) > 0) && (countitem(7836) > 0) && (countitem(7837) > 0) && (countitem(7838) > 0) && (countitem(2513) > 0) && (countitem(7291) > 9) && (countitem(7293) > 9) && (countitem(7063) > 99) && (countitem(985) > 19)) {
- cutin "wish_maiden12",1;
- mes "[Wish Maiden]";
- mes "As I declared, I will give the Goddess' shine to you.";
- mes "You have the requirements to carry it...";
- next;
- mes "[Wish Maiden]";
- mes "You will be granted the power of the great Valkyrie...";
- next;
- mes "[Wish Maiden]";
- mes "I will give you some things for fun.";
- mes "All of you enjoy them together...";
- next;
- mes "[Wish Maiden]";
- mes "Go to Rachel and Juno to meet the Ravies sisters.";
- next;
- cutin "wish_maiden32",1;
- mes "[Wish Maiden]";
- mes "I will open the gate for you to come back here.";
- mes "...Okolnir won't last forever...";
- delitem 7835,1; //Dusk_Glow
- delitem 7836,1; //Dawn_Essence
- delitem 7837,1; //Cold_Moonlight
- delitem 7838,1; //Hazy_Starlight
- delitem 2513,1; //Celestial_Robe
- delitem 7063,100; //Soft_Feather
- delitem 7291,10; //Agate
- delitem 7293,10; //Rose_Quartz
- delitem 985,20; //Elunium
- getitem 2541,1; //Asprika
- getitem 7840,1; //Valkyrie_Gift
- announce "["+ strcharinfo(0) +"], of guild ["+ GetGuildName(.@GID) +"] has brought a Asprika into this world.",bc_all,"0x70dbdb";
- close2;
- cutin "wish_maiden11",255;
- disablenpc "Wish Maiden#aru04_gift";
- enablenpc "#to_agit_aru04_gate";
- end;
- }
- else {
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "As I declared, you are worthy of holding the Asprika.";
- mes "However, you do not have the requirements on you...";
- next;
- mes "[Wish Maiden]";
- mes "...Did you forget something?";
- close2;
- }
- }
- else {
- cutin "wish_maiden12",1;
- mes "[Wish Maiden]";
- mes "� All of you worked together as a team...";
- mes "Humans are strong when they are united, but are easily swayed by lust.";
- next;
- mes "[Wish Maiden]";
- mes "Humans are imperfect, so their chief god is there for them when they need help.";
- mes "....";
- next;
- mes "[Wish Maiden]";
- mes "Always be real.";
- mes "Do not regret your actions...";
- close2;
- }
- }
- cutin "wish_maiden11",255;
- end;
-
-OnInit:
- disablenpc "Wish Maiden#aru04_gift";
- end;
-
-OnEnable:
- enablenpc "Wish Maiden#aru04_gift";
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc "Wish Maiden#aru04_gift";
- stopnpctimer;
- end;
-
-OnTimer280000:
- mapannounce "que_qaru04","Wish Maiden : ... Okolnir will soon disappear... I will send you back to where you originally came from.",bc_map,"0x00ff00";
- end;
-
-OnTimer290000:
- mapwarp "que_qaru04","arug_cas04",321,153;
- donpcevent "#to_agit_aru04_gate::OnDisable";
- end;
-
-OnTimer300000:
- donpcevent "#okolnir_aru04::OnDisable";
- set $gqse_aru04_miro,0;
- set $gqse_aru04_pcc,0;
- set $gqse_aru04_gd,0;
- set $gqse_aru04_nm,0;
- set $siz_aru04_on,2;
- donpcevent "#okolnir_aru04_time01::OnEnable";
- stopnpctimer;
- end;
-}
-
-que_qaru04,252,339,0 script #to_agit_aru04_gate 45,1,1,{
-OnInit:
- disablenpc "#to_agit_aru04_gate";
- end;
-
-OnTouch:
- warp "arug_cas04",321,153;
- end;
-}
-
-que_qaru04,1,6,0 script #okolnir_aru04_time01 844,{
-OnInit:
- if ($siz_aru04_on == 2) {
- initnpctimer;
- }
- end;
-
-OnEnable:
- set $gqse_aru04_time,0;
- initnpctimer;
- end;
-
-Onreset:
- set $siz_aru04_on,0;
- set $gqse_aru04_time,0;
- stopnpctimer;
- end;
-
-OnTimer3600000:
- if ($gqse_aru04_time < 12) {
- set $gqse_aru04_time,$gqse_aru04_time+1;
- initnpctimer;
- }
- else if ($gqse_aru04_time == 12) {
- set $siz_aru04_on,0;
- set $gqse_aru04_time,0;
- enablenpc "Wish Maiden#gq_aru04";
- enablenpc "Piamette#aru04";
- hideoffnpc "Wish Maiden#aru04_boss";
- stopnpctimer;
- }
- end;
-}
-
-que_qaru04,116,313,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru04,120,285,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru04,117,236,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru04,103,223,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru04,85,204,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru04,79,186,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru04,73,167,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru04,68,150,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru04,71,128,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru04,69,118,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru04,117,78,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru04,110,79,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru04,141,80,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru04,158,84,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru04,193,104,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru04,119,269,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru04,155,77,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru04,110,317,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru04,115,295,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru04,116,256,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru04,113,242,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru04,99,223,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru04,94,216,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru04,77,198,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru04,70,174,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru04,72,147,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru04,64,134,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru04,77,107,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru04,84,88,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru04,98,82,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru04,129,79,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru04,91,124,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru04,173,95,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru04,179,127,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru04,195,120,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru04,178,159,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru04,88,145,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru04,94,157,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru04,95,177,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru04,129,196,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru04,154,196,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru04,170,187,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru04,194,180,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru04,214,181,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru04,243,199,0,0 monster Garden Watcher 1933,1,1200000,0,0
diff --git a/npc/quests/okolnir/godse_aru05.txt b/npc/quests/okolnir/godse_aru05.txt
deleted file mode 100644
index dfeecd6cf..000000000
--- a/npc/quests/okolnir/godse_aru05.txt
+++ /dev/null
@@ -1,3287 +0,0 @@
-//===== rAthena Script =======================================
-//= Falicious Okolnir - Valfreja 5
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.3
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= God Item SE Creation scipt (Asprika)
-//===== Additional Comments: =================================
-//= 1.0 First version. [L0ne_W0lf]
-//= 1.1 First round of bug fixes. (bugreport:3085) [L0ne_W0lf]
-//= Fixed two spawn locations of the key stones in Piamete's room.
-//= Fixed calling an event that doesn't exist when killing Piamete.
-//= Fixed the Wish Maiden not enabling when the boss is killed.
-//= Fixed two NPC named that were missed when translating.
-//= Fixed Dialog that was overlooked in some files and not others.
-//= 1.2 More bug fixes, sorry it took so long. [L0ne_W0lf]
-//= Fixed message on the portal when the okolnir section is full.
-//= Corrected non-angry Piamette not disabling.
-//= Removed extra dialog that was used in the Brynhild quest.
-//= 1.2a Fixed Wish maiden asking for soft feathers. [L0ne_W0lf]
-//= 1.3 Corrected invalid coordinates in maze. (bugreport:4220)
-//= Corrected typo in Guard of Shadow NPC.
-//============================================================
-
-arug_cas05,324,161,3 script Guide#gq_aru05 899,{
- set .@GID, GetCastleData("arug_cas05",1);
- if (getcharid(2) == .@GID) {
- if ($siz_aru05_on == 0) {
- mes "[Guide]";
- mes "This castle has a hidden secret.";
- mes "That is the ^4d4dff'Okolnir'^000000.";
- next;
- switch(select("About Okolnir.:Go to Okolnir.:Cancel.")) {
- case 1:
- mes "[Guide]";
- mes "Okolnir is a kind of virtual realm...";
- mes "I don't know how Okolnir exists, but I guess only Valkyrie knows.";
- next;
- mes "[Guide]";
- mes "As you know this is a place to test the adventurers made by Valkyrie...";
- mes "...you know the qualifications to enter Okolnir.";
- next;
- select("Qualifications?");
- mes "[Guide]";
- mes "Yes, Valkyrie definitely prefers strong adventurers.";
- mes "Only the qualified can enter Okolnir and Valhalla.";
- next;
- mes "[Guide]";
- mes "It only opens when everyone comes together to work it out.";
- mes "The key is in the castle.";
- next;
- mes "[Guide]";
- mes "If a castle's ^4d4dffeconomy is over 65 and defense also over 30^000000, this will be acceptable to access Okolnir.";
- next;
- mes "[Guide]";
- mes "And, if you pass all of the tests given by Valkyrie in Okolnir!";
- mes "You will also receive a mysterious gift.";
- next;
- mes "[Guide]";
- mes "Would you like to try to enter here?";
- close;
- case 2:
- set .@Defence,GetCastleData("arug_cas05",3);
- set .@Economy,GetCastleData("arug_cas05",2);
- if ((.@Economy > 64) && (.@Defence > 29)) {
- mes "[Guide]";
- mes "Great! Economy and Defense are OK.";
- mes "You can enter Okolnir now....";
- mes "Do you want to go there?";
- next;
- switch(select("Sure let's go there.:No.")) {
- case 1:
- if (countitem(7839) > 0) {
- delitem 7839,countitem(7839); //Crystal_Key
- }
- mes "[Guide]";
- mes "Ok......";
- mes "Please follow me...";
- close2;
- warp "que_qaru05",346,32;
- end;
- case 2:
- mes "[Guide]";
- mes "You can try this anytime in the future...";
- mes "If you are ready to protect this castle.";
- close;
- }
- }
- else {
- mes "[Guide]";
- mes "You are not qualified yet.";
- mes "Please develop your castle more...";
- close;
- }
- }
- }
- else if ($siz_aru05_on == 1) {
- mes "[Guide]";
- mes "... OK...";
- mes "Good luck.";
- next;
- switch(select("Enter now.:No.")) {
- case 1:
- if (countitem(7839) > 0) {
- delitem 7839,countitem(7839); //Crystal_Key
- }
- mes "[Guide]";
- mes "Hope you get everything you want...";
- close2;
- warp "que_qaru05",346,32;
- end;
- case 2:
- mes "[Guide]";
- mes "Really?";
- mes "Sorry to hear that.";
- close;
- }
- }
- else if ($siz_aru05_on == 2) {
- mes "[Guide]";
- mes "Building Okolnir needs quite a long time.";
- mes "....even though it's only virtual...";
- next;
- mes "[Guide]";
- mes "It takes about 12 -13 hours to create the virtual realm.";
- close;
- }
- else {
- mes "[Guide]";
- mes "You'll have to wait.";
- close;
- }
- }
- else {
- mes "[Guide]";
- mes "... I've never seen you before.";
- mes "You are strangers here. You'd better get out of here right now.";
- close;
- }
- end;
-
-OnInit:
- set $gqse_aru05_miro,0;
- set $gqse_aru05_pcc,0;
- set $gqse_aru05_gd,0;
- set $gqse_aru05_nm,0;
- if ($siz_aru05_on == 1) {
- set $siz_aru05_on,0;
- }
- enablenpc "Guide#gq_aru05";
- end;
-}
-
-que_qaru05,345,23,0 warp Gate02#gq_aru05 1,1,arug_cas05,321,153
-
-que_qaru05,345,82,3 script Wish Maiden#gq_aru05 403,{
- set .@GID, GetCastleData("arug_cas05",1);
- if (getcharid(2) == .@GID) {
- cutin "wish_maiden31",1;
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- mes "[Wish Maiden]";
- mes "I am... Wish maiden.";
- mes "Mourning in this virtual realm, Okolnir.";
- mes "On behalf of the humanbeings who defeated God here.";
- next;
- if ((countitem(7835) > 0) && (countitem(7836) > 0) && (countitem(7837) > 0) && (countitem(7838) > 0) && (countitem(2513) > 0) && (countitem(7291) > 9) && (countitem(7293) > 9) && (countitem(7063) > 99) && (countitem(985) > 19)) {
- cutin "wish_maiden11",1;
- mes "[Wish Maiden]";
- mes "Are you ready to endure the trials to get the Goddess' glory?";
- next;
- switch(select("Yes, I am:Sorry, I'll try later")) {
- case 1:
- cutin "wish_maiden12",1;
- mes "[Wish Maiden]";
- mes "I will test whether or not you deserve the Goddess shine...";
- mes "Isn't it simple?";
- next;
- mes "[Wish Maiden]";
- mes "Okolnir is a virtual place.";
- mes "There is no room for error there.";
- mes "^ff0000You only have one hour.^000000";
- next;
- cutin "wish_maiden31",1;
- mes "[Wish Maiden]";
- mes "If you have not finished in that time, Okolnir will be destroyed, and I will go to rest.";
- mes "You will have to wait again...";
- next;
- mes "[Wish Maiden]";
- mes "Are you ready to go through?";
- mes "^4d4dffYou need to have 16 to 20 members present^000000.";
- next;
- cutin "wish_maiden11",1;
- mes "[Wish Maiden]";
- mes "I will open the gate of Okolnir if your members are ready.";
- next;
- switch(select("We are ready.:We need more time.")) {
- case 1:
- set .@saram,getmapusers("que_qaru05");
- if (((.@saram > 15) && (.@saram < 21)) || (getgmlevel() == 99)) {
- cutin "wish_maiden12",1;
- mes "[Wish Maiden]";
- mes "Now I will open the gate of Okolnir where I am.";
- mes "I will wait for you on the top of Okolnir...";
- next;
- mes "[Wish Maiden]";
- mes "I hope that you can complete all of the trials before the virtual Okolnir is destroyed...";
- mes "Good luck.";
- mapannounce "que_qaru05","Wish Maiden: The gate of Okolnir is open! Don't forget you only have one hour.",bc_map,"0x00ff00";
- close2;
- set $gqse_aru05_pcc,.@saram;
- set $siz_aru05_on,1;
- donpcevent "#okolnir_aru05::OnEnable";
- disablenpc "Wish Maiden#gq_aru05";
- cutin "wish_maiden11",255;
- announce "["+ strcharinfo(0) +"], of the guild ["+ GetGuildName(.@GID) +"] has opened the gates to the realm of Okolnir.",bc_all,"0x70dbdb";
- end;
- }
- else {
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "You need to have 16 to 20 members present to open the gate of Okolnir.";
- mes "Come back when you are ready.";
- close2;
- }
- break;
- case 2:
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "Don't hesitate to try.";
- mes "You should catch the chance when it comes to you.";
- mes "Just gather your fellow members.";
- close2;
- }
- break;
- case 2:
- cutin "wish_maiden32",1;
- mes "[Wish Maiden]";
- mes "... Are you afraid of";
- mes "the trials facing you?";
- mes "....";
- next;
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "Do you think that you can defeat the Goddess shine easily?";
- mes "I feel disappointed by all of you.";
- mes "Just go away...";
- close2;
- }
- }
- else {
- cutin "wish_maiden11",1;
- mes "[Wish Maiden]";
- mes "Do you wish to enter?";
- mes "Only those prepared may enter here.";
- mes "You must bring several items to enter Okolnir.";
- next;
- mes "[Wish Maiden]";
- mes "Dusk Glow";
- mes "Dawn Essence";
- mes "Cold Moonlight";
- mes "Hazy Starlight.";
- next;
- mes "[Wish Maiden]";
- mes "Please bring those four things, 10 Agate, 10 Rose Quartz, and 20 Elunium,";
- mes "a Heavenly Maiden's Robe, as well as Soft feathers.";
- next;
- mes "[Wish Maiden]";
- mes "Once all of those are prepared, the gate will open.";
- next;
- mes "[Wish Maiden]";
- mes ".... ";
- mes "...........The Goddess shines brightly down on you, you should be stronger to deserve it...";
- next;
- mes "[Wish Maiden]";
- mes "Remember...";
- mes "You need to collect many soft feathers.";
- mes "I hope that your dreams come true.";
- next;
- mes "[Wish Maiden]";
- mes "I will answer all your requests if you bring these to me.";
- close2;
- }
- }
- else {
- cutin "wish_maiden31",1;
- mes "[Wish Maiden]";
- mes "I am... Wish maiden.";
- mes "Mourning in this virtual realm, Okolnir.";
- mes "On behalf of the humanbeings who defeated God here.";
- next;
- mes "[Wish Maiden]";
- mes "Bring me the one who brought you to this place.";
- mes ".. Deliver him to my will.";
- close2;
- }
- }
- else {
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "...You are not qualified.";
- close2;
- percentheal -100,0;
- cutin "wish_maiden11",255;
- end;
- }
- cutin "wish_maiden11",255;
- end;
-
-OnInit:
- if ($siz_aru05_on == 0) {
- enablenpc "Wish Maiden#gq_aru05";
- }
- else {
- disablenpc "Wish Maiden#gq_aru05";
- }
- end;
-}
-
-que_qaru05,346,81,0 script Gate01#gq_aru05 45,1,1,{
- end;
-
-OnInit:
- disablenpc "Gate01#gq_aru05";
- end;
-
-OnEnable:
- enablenpc "Gate01#gq_aru05";
- setcell "que_qaru05",58,302,63,302,cell_walkable,0;
- setcell "que_qaru05",58,302,63,302,cell_shootable,0;
- end;
-
-OnDisable:
- disablenpc "Gate01#gq_aru05";
- killmonsterall "que_qaru05";
- end;
-
-OnTouch:
- set .@saram,getmapusers("que_qaru05");
- if (.@saram < 21) {
- if ($gqse_aru05_miro == $gqse_aru05_pcc) {
- set .@point,rand(1,5);
- if (.@point == 1) {
- warp "que_qaru05",72,271;
- end;
- }
- else if (.@point == 2) {
- warp "que_qaru05",45,243;
- end;
- }
- else if (.@point == 3) {
- warp "que_qaru05",102,248;
- end;
- }
- else if (.@point == 4) {
- warp "que_qaru05",102,300;
- end;
- }
- else {
- warp "que_qaru05",46,300;
- end;
- }
- }
- else if ($gqse_aru05_miro == 0) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru05",77,271,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru05",77,271,strcharinfo(0),1659,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru05",77,271,strcharinfo(0),1662,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru05",77,271,strcharinfo(0),1663,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru05",77,271,strcharinfo(0),1660,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru05",77,271,strcharinfo(0),1661,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else {
- monster "que_qaru05",77,271,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- set $gqse_aru05_miro,1;
- warp "que_qaru05",72,271;
- end;
- }
- else if ($gqse_aru05_miro == 1) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru05",63,278,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru05",63,278,strcharinfo(0),1659,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru05",63,278,strcharinfo(0),1662,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru05",63,278,strcharinfo(0),1663,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru05",63,278,strcharinfo(0),1660,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru05",63,278,strcharinfo(0),1661,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else {
- monster "que_qaru05",63,278,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- set $gqse_aru05_miro,2;
- warp "que_qaru05",63,282;
- end;
- }
- else if ($gqse_aru05_miro == 2) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru05",63,294,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru05",63,294,strcharinfo(0),1659,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru05",63,294,strcharinfo(0),1662,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru05",63,294,strcharinfo(0),1663,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru05",63,294,strcharinfo(0),1660,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru05",63,294,strcharinfo(0),1661,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else {
- monster "que_qaru05",63,294,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- set $gqse_aru05_miro,3;
- warp "que_qaru05",59,294;
- end;
- }
- else if ($gqse_aru05_miro == 3) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru05",50,300,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru05",50,300,strcharinfo(0),1659,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru05",50,300,strcharinfo(0),1662,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru05",50,300,strcharinfo(0),1663,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru05",50,300,strcharinfo(0),1660,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru05",50,300,strcharinfo(0),1661,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else {
- monster "que_qaru05",50,300,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- set $gqse_aru05_miro,4;
- warp "que_qaru05",46,300;
- end;
- }
- else if ($gqse_aru05_miro == 4) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru05",51,280,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru05",51,280,strcharinfo(0),1659,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru05",51,280,strcharinfo(0),1662,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru05",51,280,strcharinfo(0),1663,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru05",51,280,strcharinfo(0),1660,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru05",51,280,strcharinfo(0),1661,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else {
- monster "que_qaru05",51,280,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- set $gqse_aru05_miro,5;
- warp "que_qaru05",51,285;
- end;
- }
- else if ($gqse_aru05_miro == 5) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru05",51,258,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru05",51,258,strcharinfo(0),1659,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru05",51,258,strcharinfo(0),1662,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru05",51,258,strcharinfo(0),1663,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru05",51,258,strcharinfo(0),1660,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru05",51,258,strcharinfo(0),1661,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else {
- monster "que_qaru05",51,258,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- set $gqse_aru05_miro,6;
- warp "que_qaru05",51,262;
- end;
- }
- else if ($gqse_aru05_miro == 6) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru05",49,243,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru05",49,243,strcharinfo(0),1659,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru05",49,243,strcharinfo(0),1662,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru05",49,243,strcharinfo(0),1663,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru05",49,243,strcharinfo(0),1660,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru05",49,243,strcharinfo(0),1661,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else {
- monster "que_qaru05",49,243,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- set $gqse_aru05_miro,7;
- warp "que_qaru05",45,243;
- end;
- }
- else if ($gqse_aru05_miro == 7) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru05",86,249,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru05",86,249,strcharinfo(0),1659,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru05",86,249,strcharinfo(0),1662,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru05",86,249,strcharinfo(0),1663,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru05",86,249,strcharinfo(0),1660,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru05",86,249,strcharinfo(0),1661,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else {
- monster "que_qaru05",86,249,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- set $gqse_aru05_miro,8;
- warp "que_qaru05",82,249;
- end;
- }
- else if ($gqse_aru05_miro == 8) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru05",102,243,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru05",102,243,strcharinfo(0),1659,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru05",102,243,strcharinfo(0),1662,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru05",102,243,strcharinfo(0),1663,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru05",102,243,strcharinfo(0),1660,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru05",102,243,strcharinfo(0),1661,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else {
- monster "que_qaru05",102,243,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- set $gqse_aru05_miro,9;
- warp "que_qaru05",102,248;
- end;
- }
- else if ($gqse_aru05_miro == 9) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru05",90,256,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru05",90,256,strcharinfo(0),1659,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru05",90,256,strcharinfo(0),1662,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru05",90,256,strcharinfo(0),1663,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru05",90,256,strcharinfo(0),1660,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru05",90,256,strcharinfo(0),1661,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else {
- monster "que_qaru05",90,256,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- set $gqse_aru05_miro,10;
- warp "que_qaru05",90,260;
- end;
- }
- else if ($gqse_aru05_miro == 10) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru05",90,283,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru05",90,283,strcharinfo(0),1659,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru05",90,283,strcharinfo(0),1662,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru05",90,283,strcharinfo(0),1663,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru05",90,283,strcharinfo(0),1660,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru05",90,283,strcharinfo(0),1661,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else {
- monster "que_qaru05",90,283,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- set $gqse_aru05_miro,11;
- warp "que_qaru05",90,280;
- end;
- }
- else if ($gqse_aru05_miro == 11) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru05",102,295,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru05",102,295,strcharinfo(0),1659,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru05",102,295,strcharinfo(0),1662,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru05",102,295,strcharinfo(0),1663,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru05",102,295,strcharinfo(0),1660,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru05",102,295,strcharinfo(0),1661,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else {
- monster "que_qaru05",102,295,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- set $gqse_aru05_miro,12;
- warp "que_qaru05",102,300;
- end;
- }
- else if ($gqse_aru05_miro == 12) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru05",96,285,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru05",96,285,strcharinfo(0),1659,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru05",96,285,strcharinfo(0),1662,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru05",96,285,strcharinfo(0),1663,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru05",96,285,strcharinfo(0),1660,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru05",96,285,strcharinfo(0),1661,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else {
- monster "que_qaru05",96,285,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- set $gqse_aru05_miro,13;
- warp "que_qaru05",96,290;
- end;
- }
- else if ($gqse_aru05_miro == 13) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru05",63,278,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru05",63,278,strcharinfo(0),1659,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru05",63,278,strcharinfo(0),1662,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru05",63,278,strcharinfo(0),1663,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru05",63,278,strcharinfo(0),1660,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru05",63,278,strcharinfo(0),1661,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else {
- monster "que_qaru05",63,278,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- set $gqse_aru05_miro,14;
- warp "que_qaru05",63,282;
- end;
- }
- else if ($gqse_aru05_miro == 14) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru05",65,243,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru05",65,243,strcharinfo(0),1659,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru05",65,243,strcharinfo(0),1662,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru05",65,243,strcharinfo(0),1663,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru05",65,243,strcharinfo(0),1660,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru05",65,243,strcharinfo(0),1661,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else {
- monster "que_qaru05",65,243,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- set $gqse_aru05_miro,15;
- warp "que_qaru05",61,243;
- end;
- }
- else if ($gqse_aru05_miro == 15) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru05",73,249,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru05",73,249,strcharinfo(0),1659,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru05",73,249,strcharinfo(0),1662,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru05",73,249,strcharinfo(0),1663,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru05",73,249,strcharinfo(0),1660,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru05",73,249,strcharinfo(0),1661,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else {
- monster "que_qaru05",73,249,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- set $gqse_aru05_miro,16;
- warp "que_qaru05",70,249;
- end;
- }
- else if ($gqse_aru05_miro == 16) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru05",102,275,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru05",102,275,strcharinfo(0),1659,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru05",102,275,strcharinfo(0),1662,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru05",102,275,strcharinfo(0),1663,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru05",102,275,strcharinfo(0),1660,1,"#Gate_manager_aru05::OnMyMobDead";
- end;
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru05",102,275,strcharinfo(0),1661,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else {
- monster "que_qaru05",102,275,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- set $gqse_aru05_miro,17;
- warp "que_qaru05",102,282;
- end;
- }
- else if ($gqse_aru05_miro == 17) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru05",70,300,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru05",70,300,strcharinfo(0),1659,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru05",70,300,strcharinfo(0),1662,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru05",70,300,strcharinfo(0),1663,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru05",70,300,strcharinfo(0),1660,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru05",70,300,strcharinfo(0),1661,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else {
- monster "que_qaru05",70,300,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- set $gqse_aru05_miro,18;
- warp "que_qaru05",66,300;
- end;
- }
- else if ($gqse_aru05_miro == 18) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru05",57,255,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru05",57,255,strcharinfo(0),1659,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru05",57,255,strcharinfo(0),1662,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru05",57,255,strcharinfo(0),1663,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru05",57,255,strcharinfo(0),1660,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru05",57,255,strcharinfo(0),1661,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else {
- monster "que_qaru05",57,255,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- set $gqse_aru05_miro,19;
- warp "que_qaru05",57,258;
- end;
- }
- else if ($gqse_aru05_miro == 19) {
- if (BaseClass == Job_Swordman) {
- monster "que_qaru05",84,277,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qaru05",84,277,strcharinfo(0),1659,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qaru05",84,277,strcharinfo(0),1662,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qaru05",84,277,strcharinfo(0),1663,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qaru05",84,277,strcharinfo(0),1660,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qaru05",84,277,strcharinfo(0),1661,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- else {
- monster "que_qaru05",84,277,strcharinfo(0),1652,1,"#Gate_manager_aru05::OnMyMobDead";
- }
- set $gqse_aru05_miro,20;
- warp "que_qaru05",84,280;
- end;
- }
- }
- else {
- mes "There are too many people, you can't enter.";
- close;
- }
- end;
-}
-
-que_qaru05,1,4,0 script #Gate_manager_aru05 844,{
-OnMyMobDead:
- if ($gqse_aru05_miro == $gqse_aru05_pcc) {
- if (mobcount("que_qaru05","#Gate_manager_aru05::OnMyMobDead") == 0) {
- donpcevent "#gq_miromob2_aru05::OnEnable";
- }
- }
- end;
-}
-
-que_qaru05,1,4,0 script #gq_miromob2_aru05 844,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qaru05","Wish Maiden: How does it feel to see shadows of the past. This is only the beginning.",bc_map,"0x00ff00";
- end;
-
-OnTimer6000:
- mapannounce "que_qaru05","Wish Maiden: The things you seeing are not real, don't be caught in the Mystic garden.",bc_map,"0x00ff00";
- monster "que_qaru05",72,271,"Seyren Windsor",1640,1,"#gq_miromob2_aru05::OnMyMobDead";
- monster "que_qaru05",63,282,"Kathryne Keyron",1645,1,"#gq_miromob2_aru05::OnMyMobDead";
- monster "que_qaru05",59,294,"Cecil Damon",1644,1,"#gq_miromob2_aru05::OnMyMobDead";
- monster "que_qaru05",46,300,"Margaretha Sorin",1643,1,"#gq_miromob2_aru05::OnMyMobDead";
- monster "que_qaru05",51,285,"Eremes Guile",1641,1,"#gq_miromob2_aru05::OnMyMobDead";
- monster "que_qaru05",51,262,"Howard Alt-Eisen",1642,1,"#gq_miromob2_aru05::OnMyMobDead";
-
- monster "que_qaru05",45,243,"Seyren Windsor",1640,1,"#gq_miromob2_aru05::OnMyMobDead";
- monster "que_qaru05",82,249,"Kathryne Keyron",1645,1,"#gq_miromob2_aru05::OnMyMobDead";
- monster "que_qaru05",102,248,"Cecil Damon",1644,1,"#gq_miromob2_aru05::OnMyMobDead";
- monster "que_qaru05",90,260,"Margaretha Sorin",1643,1,"#gq_miromob2_aru05::OnMyMobDead";
- monster "que_qaru05",90,280,"Eremes Guile",1641,1,"#gq_miromob2_aru05::OnMyMobDead";
- monster "que_qaru05",102,300,"Howard Alt-Eisen",1642,1,"#gq_miromob2_aru05::OnMyMobDead";
-
- monster "que_qaru05",63,282,"Seyren Windsor",1640,1,"#gq_miromob2_aru05::OnMyMobDead";
- monster "que_qaru05",61,243,"Kathryne Keyron",1645,1,"#gq_miromob2_aru05::OnMyMobDead";
- monster "que_qaru05",70,249,"Cecil Damon",1644,1,"#gq_miromob2_aru05::OnMyMobDead";
- monster "que_qaru05",102,282,"Margaretha Sorin",1643,1,"#gq_miromob2_aru05::OnMyMobDead";
- monster "que_qaru05",66,300,"Eremes Guile",1641,1,"#gq_miromob2_aru05::OnMyMobDead";
- monster "que_qaru05",57,258,"Howard Alt-Eisen",1642,1,"#gq_miromob2_aru05::OnMyMobDead";
- stopnpctimer;
- end;
-
-Onreset:
- killmonster "que_qaru05","#gq_miromob2_aru05::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- if (mobcount("que_qaru05","#gq_miromob2_aru05::OnMyMobDead") == 0) {
- mapannounce "que_qaru05","The Mystic garden exit is now open.",bc_map,"0x00ff00";
- setcell "que_qaru05",58,302,63,302,cell_walkable,1;
- setcell "que_qaru05",58,302,63,302,cell_shootable,1;
- donpcevent "#Maze_Manager_aru05::OnDisable";
- }
- end;
-}
-
-que_qaru05,1,1,0 script #okolnir_aru05 844,{
-
-OnEnable:
- donpcevent "Gate01#gq_aru05::OnEnable";
- donpcevent "#Maze_Manager_aru05::OnEnable";
- donpcevent "#event_start01_aru05::OnEnable";
- donpcevent "#gd_aru05_mobctrl::OnEnable";
- enablenpc "Guard of Shadow#aru05_01";
- enablenpc "Guard of Shadow#aru05_02";
- enablenpc "Guard of Shadow#aru05_03";
- enablenpc "Guard of Shadow#aru05_04";
- enablenpc "Bloody Hunter#aru05_ac01";
- enablenpc "Bloody Hunter#aru05_ac02";
- enablenpc "Bloody Hunter#aru05_ac03";
- enablenpc "Bloody Hunter#aru05_ac04";
- enablenpc "Temple Keeper#aru05_ac01";
- enablenpc "Temple Keeper#aru05_ac02";
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc "Wish Maiden#gq_aru05";
- donpcevent "#gq_miromob2_aru05::Onreset";
- disablenpc "Piamette#aru05";
- donpcevent "#gdtimer01_aru05::Onstop";
- donpcevent "#gdtimer02_aru05::Onstop";
- donpcevent "#piamette_aru05::Onreset";
- donpcevent "Wish Maiden#aru05_boss::OnDisable";
- donpcevent "Wish Maiden#aru05_gift::OnDisable";
- donpcevent "#gd_aru05_mobctrl::Onreset";
- donpcevent "Gate01#gq_aru05::OnDisable";
- donpcevent "#Maze_Manager_aru05::OnDisable";
- donpcevent "#event_start01_aru05::OnDisable";
- donpcevent "#nm_switch_aru05::OnDisable";
- donpcevent "#nmsomaru05_jin01::OnDisable";
- donpcevent "#nmsomaru05_jin02::OnDisable";
- donpcevent "#nmsomaru05_jin03::OnDisable";
- donpcevent "Guard of Shadow#aru05_01::OnDisable";
- donpcevent "Guard of Shadow#aru05_02::OnDisable";
- donpcevent "Guard of Shadow#aru05_03::OnDisable";
- donpcevent "Guard of Shadow#aru05_04::OnDisable";
- donpcevent "Bloody Hunter#aru05_ac01::OnDisable";
- donpcevent "Bloody Hunter#aru05_ac02::OnDisable";
- donpcevent "Bloody Hunter#aru05_ac03::OnDisable";
- donpcevent "Bloody Hunter#aru05_ac04::OnDisable";
- donpcevent "Temple Keeper#aru05_ac01::OnDisable";
- donpcevent "Temple Keeper#aru05_ac02::OnDisable";
- disablenpc "#to_agit_aru05_gate";
- donpcevent "#aru05_stone01::Onreset";
- donpcevent "#aru05_stone02::Onreset";
- donpcevent "#aru05_stone03::Onreset";
- disablenpc "#aru05_cage01";
- disablenpc "#aru05_cage02";
- disablenpc "#aru05_cage03";
- disablenpc "#aru05_cage04";
- disablenpc "#aru05_cage05";
- disablenpc "#aru05_cage06";
- disablenpc "windpath03_aru05";
- disablenpc "windpath04_aru05";
- set $gqse_aru05_miro,0;
- set $gqse_aru05_pcc,0;
- set $gqse_aru05_gd,0;
- set $gqse_aru05_nm,0;
- stopnpctimer;
- end;
-
-Onstop:
- stopnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qaru05","Wish Maiden : Do your best, Okolnir will disappear in one hour!",bc_map,"0x00ff00";
- end;
-
-OnTimer1800000:
- mapannounce "que_qaru05","Okolnir will disappear in 30 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer2400000:
- mapannounce "que_qaru05","Okolnir will disappear in 20 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3000000:
- mapannounce "que_qaru05","Okolnir will disappear in 10 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3300000:
- mapannounce "que_qaru05","Okolnir will disappear in 5 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3360000:
- mapannounce "que_qaru05","Okolnir will disappear in 4 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3420000:
- mapannounce "que_qaru05","Okolnir will disappear in 3 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3480000:
- mapannounce "que_qaru05","Okolnir will disappear in 2 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3540000:
- mapannounce "que_qaru05","Okolnir will disappear in 1 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3600000:
- mapannounce "que_qaru05","Okolnir has begun to disappear.",bc_map,"0x4d4dff";
- disablenpc "Wish Maiden#gq_aru05";
- donpcevent "#gq_miromob2_aru05::Onreset";
- disablenpc "Piamette#aru05";
- donpcevent "#gdtimer01_aru05::Onstop";
- donpcevent "#gdtimer02_aru05::Onstop";
- donpcevent "#piamette_aru05::Onreset";
- donpcevent "Wish Maiden#aru05_boss::onDisable";
- donpcevent "Wish Maiden#aru05_gift::OnDisable";
- donpcevent "#gd_aru05_mobctrl::Onreset";
- donpcevent "Gate01#gq_aru05::OnDisable";
- donpcevent "#Maze_Manager_aru05::OnDisable";
- donpcevent "#event_start01_aru05::OnDisable";
- donpcevent "#nm_switch_aru05::OnDisable";
- donpcevent "#nmsomaru05_jin01::OnDisable";
- donpcevent "#nmsomaru05_jin02::OnDisable";
- donpcevent "#nmsomaru05_jin03::OnDisable";
- donpcevent "Guard of Shadow#aru05_01::OnDisable";
- donpcevent "Guard of Shadow#aru05_02::OnDisable";
- donpcevent "Guard of Shadow#aru05_03::OnDisable";
- donpcevent "Guard of Shadow#aru05_04::OnDisable";
- donpcevent "Bloody Hunter#aru05_ac01::OnDisable";
- donpcevent "Bloody Hunter#aru05_ac02::OnDisable";
- donpcevent "Bloody Hunter#aru05_ac03::OnDisable";
- donpcevent "Bloody Hunter#aru05_ac04::OnDisable";
- donpcevent "Temple Keeper#aru05_ac01::OnDisable";
- donpcevent "Temple Keeper#aru05_ac02::OnDisable";
- disablenpc "#to_agit_aru05_gate";
- donpcevent "#aru05_stone01::Onreset";
- donpcevent "#aru05_stone02::Onreset";
- donpcevent "#aru05_stone03::Onreset";
- disablenpc "#aru05_cage01";
- disablenpc "#aru05_cage02";
- disablenpc "#aru05_cage03";
- disablenpc "#aru05_cage04";
- disablenpc "#aru05_cage05";
- disablenpc "#aru05_cage06";
- disablenpc "windpath03_aru05";
- disablenpc "windpath04_aru05";
- end;
-
-OnTimer3605000:
- mapannounce "que_qaru05","Wish Maiden: ... You will fall into a deep sleep within Okolnir... ",bc_map,"0x00ff00";
- end;
-
-OnTimer3608000:
- mapannounce "que_qaru05","Wish Maiden: ..Have courage ... and await your chance again... ",bc_map,"0x00ff00";
- end;
-
-OnTimer3610000:
- set $gqse_aru05_miro,0;
- set $gqse_aru05_pcc,0;
- set $gqse_aru05_gd,0;
- set $gqse_aru05_nm,0;
- mapwarp "que_qaru05","arug_cas05",321,153;
- end;
-
-OnTimer3611000:
- donpcevent "#okolnir_aru05_time01::OnEnable";
- stopnpctimer;
- end;
-}
-
-que_qaru05,1,2,0 script #Maze_Manager_aru05 844,{
-OnInit:
- donpcevent "#miro_bf_aru05::OnDisable";
- donpcevent "#miro_rf_aru05::OnDisable";
- donpcevent "#miro_yf_aru05::OnDisable";
- end;
-
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- donpcevent "#miro_bf_aru05::OnDisable";
- donpcevent "#miro_rf_aru05::OnDisable";
- donpcevent "#miro_yf_aru05::OnDisable";
- stopnpctimer;
- end;
-
-OnTimer1000:
- donpcevent "#miro_rf_aru05::OnDisable";
- end;
-
-OnTimer2000:
- donpcevent "#miro_yf_aru05::OnDisable";
- end;
-
-OnTimer3000:
- donpcevent "#miro_bf_aru05::OnEnable";
- end;
-
-OnTimer120000:
- donpcevent "#miro_bf_aru05::OnDisable";
- end;
-
-OnTimer121000:
- donpcevent "#miro_yf_aru05::OnDisable";
- end;
-
-OnTimer123000:
- donpcevent "#miro_rf_aru05::OnEnable";
- end;
-
-OnTimer240000:
- donpcevent "#miro_bf_aru05::OnDisable";
- end;
-
-OnTimer241000:
- donpcevent "#miro_rf_aru05::OnDisable";
- end;
-
-OnTimer242000:
- donpcevent "#miro_yf_aru05::OnEnable";
- end;
-
-OnTimer360000:
- donpcevent "#Maze_Manager_aru05::OnEnable";
- end;
-}
-
-que_qaru05,2,1,0 script #miro_bf_aru05 844,{
-
-OnEnable:
- monster "que_qaru05",44,270," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
- monster "que_qaru05",46,270," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
- monster "que_qaru05",50,287," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
- monster "que_qaru05",52,287," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
- monster "que_qaru05",50,265," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
- monster "que_qaru05",52,265," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
- monster "que_qaru05",56,279," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
- monster "que_qaru05",58,279," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
- monster "que_qaru05",64,301," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
- monster "que_qaru05",64,298," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
- monster "que_qaru05",62,272," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
- monster "que_qaru05",64,272," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
- monster "que_qaru05",58,245," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
- monster "que_qaru05",58,243," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
- monster "que_qaru05",72,289," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
- monster "que_qaru05",72,287," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
- monster "que_qaru05",68,257," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
- monster "que_qaru05",68,255," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
- monster "que_qaru05",73,263," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
- monster "que_qaru05",73,261," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
- monster "que_qaru05",75,251," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
- monster "que_qaru05",75,249," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
- monster "que_qaru05",79,283," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
- monster "que_qaru05",79,281," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
- monster "que_qaru05",82,271," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
- monster "que_qaru05",84,271," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
- monster "que_qaru05",89,295," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
- monster "que_qaru05",89,293," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
- monster "que_qaru05",88,276," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
- monster "que_qaru05",90,276," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
- monster "que_qaru05",88,266," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
- monster "que_qaru05",90,266," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
- monster "que_qaru05",94,256," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
- monster "que_qaru05",96,256," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
- monster "que_qaru05",64,301," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
- monster "que_qaru05",64,299," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
- monster "que_qaru05",100,251," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
- monster "que_qaru05",102,251," ",1934,1,"#miro_bf_aru05::OnMyMobDead";
- setcell "que_qaru05",44,270,47,270,cell_walkable,0;
- setcell "que_qaru05",44,270,47,270,cell_shootable,0;
- setcell "que_qaru05",50,287,53,287,cell_walkable,0;
- setcell "que_qaru05",50,287,53,287,cell_shootable,0;
- setcell "que_qaru05",50,265,53,265,cell_walkable,0;
- setcell "que_qaru05",50,265,53,265,cell_shootable,0;
- setcell "que_qaru05",56,279,59,279,cell_walkable,0;
- setcell "que_qaru05",56,279,59,279,cell_shootable,0;
- setcell "que_qaru05",64,298,64,301,cell_walkable,0;
- setcell "que_qaru05",64,298,64,301,cell_shootable,0;
- setcell "que_qaru05",62,272,65,272,cell_walkable,0;
- setcell "que_qaru05",62,272,65,272,cell_shootable,0;
- setcell "que_qaru05",58,242,58,245,cell_walkable,0;
- setcell "que_qaru05",58,242,58,245,cell_shootable,0;
- setcell "que_qaru05",72,286,72,289,cell_walkable,0;
- setcell "que_qaru05",72,286,72,289,cell_shootable,0;
- setcell "que_qaru05",68,254,68,259,cell_walkable,0;
- setcell "que_qaru05",68,254,68,259,cell_shootable,0;
- setcell "que_qaru05",73,260,73,263,cell_walkable,0;
- setcell "que_qaru05",73,260,73,263,cell_shootable,0;
- setcell "que_qaru05",75,248,75,251,cell_walkable,0;
- setcell "que_qaru05",75,248,75,251,cell_shootable,0;
- setcell "que_qaru05",79,280,79,283,cell_walkable,0;
- setcell "que_qaru05",79,280,79,283,cell_shootable,0;
- setcell "que_qaru05",82,271,85,271,cell_walkable,0;
- setcell "que_qaru05",82,271,85,271,cell_shootable,0;
- setcell "que_qaru05",89,292,89,295,cell_walkable,0;
- setcell "que_qaru05",89,292,89,295,cell_shootable,0;
- setcell "que_qaru05",88,276,91,276,cell_walkable,0;
- setcell "que_qaru05",88,276,91,276,cell_shootable,0;
- setcell "que_qaru05",88,266,91,266,cell_walkable,0;
- setcell "que_qaru05",88,266,91,266,cell_shootable,0;
- setcell "que_qaru05",94,256,97,256,cell_walkable,0;
- setcell "que_qaru05",94,256,97,256,cell_shootable,0;
- setcell "que_qaru05",64,298,64,301,cell_walkable,0;
- setcell "que_qaru05",64,298,64,301,cell_shootable,0;
- setcell "que_qaru05",100,251,103,251,cell_walkable,0;
- setcell "que_qaru05",100,251,103,251,cell_shootable,0;
- end;
-
-OnDisable:
- killmonster "que_qaru05","#miro_bf_aru05::OnMyMobDead";
- setcell "que_qaru05",44,270,47,270,cell_walkable,1;
- setcell "que_qaru05",44,270,47,270,cell_shootable,1;
- setcell "que_qaru05",50,287,53,287,cell_walkable,1;
- setcell "que_qaru05",50,287,53,287,cell_shootable,1;
- setcell "que_qaru05",50,265,53,265,cell_walkable,1;
- setcell "que_qaru05",50,265,53,265,cell_shootable,1;
- setcell "que_qaru05",56,279,59,279,cell_walkable,1;
- setcell "que_qaru05",56,279,59,279,cell_shootable,1;
- setcell "que_qaru05",64,298,64,301,cell_walkable,1;
- setcell "que_qaru05",64,298,64,301,cell_shootable,1;
- setcell "que_qaru05",62,272,65,272,cell_walkable,1;
- setcell "que_qaru05",62,272,65,272,cell_shootable,1;
- setcell "que_qaru05",58,242,58,245,cell_walkable,1;
- setcell "que_qaru05",58,242,58,245,cell_shootable,1;
- setcell "que_qaru05",72,286,72,289,cell_walkable,1;
- setcell "que_qaru05",72,286,72,289,cell_shootable,1;
- setcell "que_qaru05",68,254,68,259,cell_walkable,1;
- setcell "que_qaru05",68,254,68,259,cell_shootable,1;
- setcell "que_qaru05",73,260,73,263,cell_walkable,1;
- setcell "que_qaru05",73,260,73,263,cell_shootable,1;
- setcell "que_qaru05",75,248,75,251,cell_walkable,1;
- setcell "que_qaru05",75,248,75,251,cell_shootable,1;
- setcell "que_qaru05",79,280,79,283,cell_walkable,1;
- setcell "que_qaru05",79,280,79,283,cell_shootable,1;
- setcell "que_qaru05",82,271,85,271,cell_walkable,1;
- setcell "que_qaru05",82,271,85,271,cell_shootable,1;
- setcell "que_qaru05",89,292,89,295,cell_walkable,1;
- setcell "que_qaru05",89,292,89,295,cell_shootable,1;
- setcell "que_qaru05",88,276,91,276,cell_walkable,1;
- setcell "que_qaru05",88,276,91,276,cell_shootable,1;
- setcell "que_qaru05",88,266,91,266,cell_walkable,1;
- setcell "que_qaru05",88,266,91,266,cell_shootable,1;
- setcell "que_qaru05",94,256,97,256,cell_walkable,1;
- setcell "que_qaru05",94,256,97,256,cell_shootable,1;
- setcell "que_qaru05",64,298,64,301,cell_walkable,1;
- setcell "que_qaru05",64,298,64,301,cell_shootable,1;
- setcell "que_qaru05",100,251,103,251,cell_walkable,1;
- setcell "que_qaru05",100,251,103,251,cell_shootable,1;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru05,2,2,0 script #miro_rf_aru05 844,{
-
-OnEnable:
- monster "que_qaru05",57,301," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
- monster "que_qaru05",57,299," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
- monster "que_qaru05",48,291," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
- monster "que_qaru05",48,289," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
- monster "que_qaru05",68,290," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
- monster "que_qaru05",70,290," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
- monster "que_qaru05",72,295," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
- monster "que_qaru05",72,293," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
- monster "que_qaru05",90,296," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
- monster "que_qaru05",92,296," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
- monster "que_qaru05",56,282," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
- monster "que_qaru05",58,282," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
- monster "que_qaru05",66,283," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
- monster "que_qaru05",66,281," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
- monster "que_qaru05",80,284," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
- monster "que_qaru05",82,284," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
- monster "que_qaru05",44,273," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
- monster "que_qaru05",46,273," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
- monster "que_qaru05",50,273," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
- monster "que_qaru05",52,273," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
- monster "que_qaru05",54,269," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
- monster "que_qaru05",54,267," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
- monster "que_qaru05",66,271," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
- monster "que_qaru05",66,270," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
- monster "que_qaru05",81,273," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
- monster "que_qaru05",81,272," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
- monster "que_qaru05",88,276," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
- monster "que_qaru05",90,276," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
- monster "que_qaru05",94,276," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
- monster "que_qaru05",96,276," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
- monster "que_qaru05",64,258," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
- monster "que_qaru05",66,258," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
- monster "que_qaru05",76,263," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
- monster "que_qaru05",76,261," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
- monster "que_qaru05",87,265," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
- monster "que_qaru05",87,263," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
- monster "que_qaru05",50,252," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
- monster "que_qaru05",52,252," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
- monster "que_qaru05",76,252," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
- monster "que_qaru05",78,252," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
- monster "que_qaru05",99,255," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
- monster "que_qaru05",99,253," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
- monster "que_qaru05",53,245," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
- monster "que_qaru05",53,243," ",1935,1,"#miro_rf_aru05::OnMyMobDead";
- setcell "que_qaru05",57,298,57,301,cell_walkable,0;
- setcell "que_qaru05",57,298,57,301,cell_shootable,0;
- setcell "que_qaru05",48,288,48,291,cell_walkable,0;
- setcell "que_qaru05",48,288,48,291,cell_shootable,0;
- setcell "que_qaru05",68,290,71,290,cell_walkable,0;
- setcell "que_qaru05",68,290,71,290,cell_shootable,0;
- setcell "que_qaru05",72,292,72,295,cell_walkable,0;
- setcell "que_qaru05",72,292,72,295,cell_shootable,0;
- setcell "que_qaru05",90,296,93,296,cell_walkable,0;
- setcell "que_qaru05",90,296,93,296,cell_shootable,0;
- setcell "que_qaru05",56,282,59,282,cell_walkable,0;
- setcell "que_qaru05",56,282,59,282,cell_shootable,0;
- setcell "que_qaru05",66,280,66,283,cell_walkable,0;
- setcell "que_qaru05",66,280,66,283,cell_shootable,0;
- setcell "que_qaru05",80,284,83,284,cell_walkable,0;
- setcell "que_qaru05",80,284,83,284,cell_shootable,0;
- setcell "que_qaru05",44,273,47,273,cell_walkable,0;
- setcell "que_qaru05",44,273,47,273,cell_shootable,0;
- setcell "que_qaru05",50,273,53,273,cell_walkable,0;
- setcell "que_qaru05",50,273,53,273,cell_shootable,0;
- setcell "que_qaru05",54,266,54,269,cell_walkable,0;
- setcell "que_qaru05",54,266,54,269,cell_shootable,0;
- setcell "que_qaru05",66,270,66,271,cell_walkable,0;
- setcell "que_qaru05",66,270,66,271,cell_shootable,0;
- setcell "que_qaru05",81,272,81,273,cell_walkable,0;
- setcell "que_qaru05",81,272,81,273,cell_shootable,0;
- setcell "que_qaru05",88,276,91,276,cell_walkable,0;
- setcell "que_qaru05",88,276,91,276,cell_shootable,0;
- setcell "que_qaru05",94,276,97,276,cell_walkable,0;
- setcell "que_qaru05",94,276,97,276,cell_shootable,0;
- setcell "que_qaru05",64,258,67,258,cell_walkable,0;
- setcell "que_qaru05",64,258,67,258,cell_shootable,0;
- setcell "que_qaru05",76,260,76,263,cell_walkable,0;
- setcell "que_qaru05",76,260,76,263,cell_shootable,0;
- setcell "que_qaru05",87,262,87,265,cell_walkable,0;
- setcell "que_qaru05",87,262,87,265,cell_shootable,0;
- setcell "que_qaru05",50,252,53,252,cell_walkable,0;
- setcell "que_qaru05",50,252,53,252,cell_shootable,0;
- setcell "que_qaru05",76,252,79,252,cell_walkable,0;
- setcell "que_qaru05",76,252,79,252,cell_shootable,0;
- setcell "que_qaru05",99,252,99,255,cell_walkable,0;
- setcell "que_qaru05",99,252,99,255,cell_shootable,0;
- setcell "que_qaru05",53,242,53,245,cell_walkable,0;
- setcell "que_qaru05",53,242,53,245,cell_shootable,0;
- end;
-
-OnDisable:
- killmonster "que_qaru05","#miro_rf_aru05::OnMyMobDead";
- setcell "que_qaru05",57,298,57,301,cell_walkable,1;
- setcell "que_qaru05",57,298,57,301,cell_shootable,1;
- setcell "que_qaru05",48,288,48,291,cell_walkable,1;
- setcell "que_qaru05",48,288,48,291,cell_shootable,1;
- setcell "que_qaru05",68,290,71,290,cell_walkable,1;
- setcell "que_qaru05",68,290,71,290,cell_shootable,1;
- setcell "que_qaru05",72,292,72,295,cell_walkable,1;
- setcell "que_qaru05",72,292,72,295,cell_shootable,1;
- setcell "que_qaru05",90,296,93,296,cell_walkable,1;
- setcell "que_qaru05",90,296,93,296,cell_shootable,1;
- setcell "que_qaru05",56,282,59,282,cell_walkable,1;
- setcell "que_qaru05",56,282,59,282,cell_shootable,1;
- setcell "que_qaru05",66,280,66,283,cell_walkable,1;
- setcell "que_qaru05",66,280,66,283,cell_shootable,1;
- setcell "que_qaru05",80,284,83,284,cell_walkable,1;
- setcell "que_qaru05",80,284,83,284,cell_shootable,1;
- setcell "que_qaru05",44,273,47,273,cell_walkable,1;
- setcell "que_qaru05",44,273,47,273,cell_shootable,1;
- setcell "que_qaru05",50,273,53,273,cell_walkable,1;
- setcell "que_qaru05",50,273,53,273,cell_shootable,1;
- setcell "que_qaru05",54,266,54,269,cell_walkable,1;
- setcell "que_qaru05",54,266,54,269,cell_shootable,1;
- setcell "que_qaru05",66,270,66,271,cell_walkable,1;
- setcell "que_qaru05",66,270,66,271,cell_shootable,1;
- setcell "que_qaru05",81,272,81,273,cell_walkable,1;
- setcell "que_qaru05",81,272,81,273,cell_shootable,1;
- setcell "que_qaru05",88,276,91,276,cell_walkable,1;
- setcell "que_qaru05",88,276,91,276,cell_shootable,1;
- setcell "que_qaru05",94,276,97,276,cell_walkable,1;
- setcell "que_qaru05",94,276,97,276,cell_shootable,1;
- setcell "que_qaru05",64,258,67,258,cell_walkable,1;
- setcell "que_qaru05",64,258,67,258,cell_shootable,1;
- setcell "que_qaru05",76,260,76,263,cell_walkable,1;
- setcell "que_qaru05",76,260,76,263,cell_shootable,1;
- setcell "que_qaru05",87,262,87,265,cell_walkable,1;
- setcell "que_qaru05",87,262,87,265,cell_shootable,1;
- setcell "que_qaru05",50,252,53,252,cell_walkable,1;
- setcell "que_qaru05",50,252,53,252,cell_shootable,1;
- setcell "que_qaru05",76,252,79,252,cell_walkable,1;
- setcell "que_qaru05",76,252,79,252,cell_shootable,1;
- setcell "que_qaru05",99,252,99,255,cell_walkable,1;
- setcell "que_qaru05",99,252,99,255,cell_shootable,1;
- setcell "que_qaru05",53,242,53,245,cell_walkable,1;
- setcell "que_qaru05",53,242,53,245,cell_shootable,1;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru05,2,3,0 script #miro_yf_aru05 844,{
-
-OnEnable:
- monster "que_qaru05",44,292," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",46,292," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",67,295," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",67,293," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",94,301," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",94,299," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",79,289," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",79,287," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",56,282," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",58,282," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",71,283," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",71,281," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",100,281," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",102,281," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",44,261," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",46,261," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",50,265," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",52,265," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",56,270," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",58,270," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",72,278," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",73,278," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",82,266," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",84,266," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",88,266," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",90,266," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",94,271," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",96,271," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",60,257," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",60,255," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",73,263," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",73,261," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",75,257," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",75,255," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",87,257," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",87,255," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",58,251," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",58,249," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",80,251," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",80,249," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",53,245," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",53,243," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",75,245," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",75,243," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",100,251," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",102,251," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",100,256," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- monster "que_qaru05",102,256," ",1936,1,"#miro_yf_aru05::OnMyMobDead";
- setcell "que_qaru05",44,292,47,292,cell_walkable,0;
- setcell "que_qaru05",44,292,47,292,cell_shootable,0;
- setcell "que_qaru05",67,292,67,295,cell_walkable,0;
- setcell "que_qaru05",67,292,67,295,cell_shootable,0;
- setcell "que_qaru05",94,298,94,301,cell_walkable,0;
- setcell "que_qaru05",94,298,94,301,cell_shootable,0;
- setcell "que_qaru05",79,286,79,289,cell_walkable,0;
- setcell "que_qaru05",79,286,79,289,cell_shootable,0;
- setcell "que_qaru05",56,282,59,282,cell_walkable,0;
- setcell "que_qaru05",56,282,59,282,cell_shootable,0;
- setcell "que_qaru05",71,280,71,283,cell_walkable,0;
- setcell "que_qaru05",71,280,71,283,cell_shootable,0;
- setcell "que_qaru05",100,281,103,281,cell_walkable,0;
- setcell "que_qaru05",100,281,103,281,cell_shootable,0;
- setcell "que_qaru05",44,261,47,261,cell_walkable,0;
- setcell "que_qaru05",44,261,47,261,cell_shootable,0;
- setcell "que_qaru05",50,265,53,265,cell_walkable,0;
- setcell "que_qaru05",50,265,53,265,cell_shootable,0;
- setcell "que_qaru05",56,270,59,270,cell_walkable,0;
- setcell "que_qaru05",56,270,59,270,cell_shootable,0;
- setcell "que_qaru05",72,278,73,278,cell_walkable,0;
- setcell "que_qaru05",72,278,73,278,cell_shootable,0;
- setcell "que_qaru05",82,266,85,266,cell_walkable,0;
- setcell "que_qaru05",82,266,85,266,cell_shootable,0;
- setcell "que_qaru05",88,266,91,266,cell_walkable,0;
- setcell "que_qaru05",88,266,91,266,cell_shootable,0;
- setcell "que_qaru05",94,271,97,271,cell_walkable,0;
- setcell "que_qaru05",94,271,97,271,cell_shootable,0;
- setcell "que_qaru05",60,254,60,257,cell_walkable,0;
- setcell "que_qaru05",60,254,60,257,cell_shootable,0;
- setcell "que_qaru05",73,260,73,263,cell_walkable,0;
- setcell "que_qaru05",73,260,73,263,cell_shootable,0;
- setcell "que_qaru05",75,254,75,257,cell_walkable,0;
- setcell "que_qaru05",75,254,75,257,cell_shootable,0;
- setcell "que_qaru05",87,254,87,257,cell_walkable,0;
- setcell "que_qaru05",87,254,87,257,cell_shootable,0;
- setcell "que_qaru05",58,248,58,251,cell_walkable,0;
- setcell "que_qaru05",58,248,58,251,cell_shootable,0;
- setcell "que_qaru05",80,248,80,251,cell_walkable,0;
- setcell "que_qaru05",80,248,80,251,cell_shootable,0;
- setcell "que_qaru05",53,242,53,245,cell_walkable,0;
- setcell "que_qaru05",53,242,53,245,cell_shootable,0;
- setcell "que_qaru05",75,242,75,245,cell_walkable,0;
- setcell "que_qaru05",75,242,75,245,cell_shootable,0;
- setcell "que_qaru05",100,251,103,251,cell_walkable,0;
- setcell "que_qaru05",100,251,103,251,cell_shootable,0;
- setcell "que_qaru05",100,256,103,256,cell_walkable,0;
- setcell "que_qaru05",100,256,103,256,cell_shootable,0;
- end;
-
-OnDisable:
- killmonster "que_qaru05","#miro_yf_aru05::OnMyMobDead";
- setcell "que_qaru05",44,292,47,292,cell_walkable,1;
- setcell "que_qaru05",44,292,47,292,cell_shootable,1;
- setcell "que_qaru05",67,292,67,295,cell_walkable,1;
- setcell "que_qaru05",67,292,67,295,cell_shootable,1;
- setcell "que_qaru05",94,298,94,301,cell_walkable,1;
- setcell "que_qaru05",94,298,94,301,cell_shootable,1;
- setcell "que_qaru05",79,286,79,289,cell_walkable,1;
- setcell "que_qaru05",79,286,79,289,cell_shootable,1;
- setcell "que_qaru05",56,282,59,282,cell_walkable,1;
- setcell "que_qaru05",56,282,59,282,cell_shootable,1;
- setcell "que_qaru05",71,280,71,283,cell_walkable,1;
- setcell "que_qaru05",71,280,71,283,cell_shootable,1;
- setcell "que_qaru05",100,281,103,281,cell_walkable,1;
- setcell "que_qaru05",100,281,103,281,cell_shootable,1;
- setcell "que_qaru05",44,261,47,261,cell_walkable,1;
- setcell "que_qaru05",44,261,47,261,cell_shootable,1;
- setcell "que_qaru05",50,265,53,265,cell_walkable,1;
- setcell "que_qaru05",50,265,53,265,cell_shootable,1;
- setcell "que_qaru05",56,270,59,270,cell_walkable,1;
- setcell "que_qaru05",56,270,59,270,cell_shootable,1;
- setcell "que_qaru05",72,278,73,278,cell_walkable,1;
- setcell "que_qaru05",72,278,73,278,cell_shootable,1;
- setcell "que_qaru05",82,266,85,266,cell_walkable,1;
- setcell "que_qaru05",82,266,85,266,cell_shootable,1;
- setcell "que_qaru05",88,266,91,266,cell_walkable,1;
- setcell "que_qaru05",88,266,91,266,cell_shootable,1;
- setcell "que_qaru05",94,271,97,271,cell_walkable,1;
- setcell "que_qaru05",94,271,97,271,cell_shootable,1;
- setcell "que_qaru05",60,254,60,257,cell_walkable,1;
- setcell "que_qaru05",60,254,60,257,cell_shootable,1;
- setcell "que_qaru05",73,260,73,263,cell_walkable,1;
- setcell "que_qaru05",73,260,73,263,cell_shootable,1;
- setcell "que_qaru05",75,254,75,257,cell_walkable,1;
- setcell "que_qaru05",75,254,75,257,cell_shootable,1;
- setcell "que_qaru05",87,254,87,257,cell_walkable,1;
- setcell "que_qaru05",87,254,87,257,cell_shootable,1;
- setcell "que_qaru05",58,248,58,251,cell_walkable,1;
- setcell "que_qaru05",58,248,58,251,cell_shootable,1;
- setcell "que_qaru05",80,248,80,251,cell_walkable,1;
- setcell "que_qaru05",80,248,80,251,cell_shootable,1;
- setcell "que_qaru05",53,242,53,245,cell_walkable,1;
- setcell "que_qaru05",53,242,53,245,cell_shootable,1;
- setcell "que_qaru05",75,242,75,245,cell_walkable,1;
- setcell "que_qaru05",75,242,75,245,cell_shootable,1;
- setcell "que_qaru05",100,251,103,251,cell_walkable,1;
- setcell "que_qaru05",100,251,103,251,cell_shootable,1;
- setcell "que_qaru05",100,256,103,256,cell_walkable,1;
- setcell "que_qaru05",100,256,103,256,cell_shootable,1;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru05,132,172,0 script windpath01_aru05 45,1,1,{
-OnTouch:
- if (countitem(7839) > 0) {
- mes "The Warp Gate responds to the Crystal Key.";
- delitem 7839,1; //Crystal_Key
- close2;
- warp "que_qaru05",114,158;
- end;
- }
- else {
- mes "You need the Crystal Key to activate the Warp Gate.";
- close;
- }
-}
-
-que_qaru05,113,165,0 warp windpath02_aru05 1,1,que_qaru05,139,172
-
-
-que_qaru05,131,136,3 script Piamette#aru05 1930,{
-OnInit:
- enablenpc "Piamette#aru05";
- end;
-}
-
-que_qaru05,114,158,0 script #event_start01_aru05 -1,1,1,{
-
-OnInit:
- disablenpc "#event_start01_aru05";
- end;
-
-OnEnable:
- enablenpc "#event_start01_aru05";
- end;
-
-OnDisable:
- disablenpc "#event_start01_aru05";
- stopnpctimer;
- end;
-
-OnTouch:
- initnpctimer;
- disablenpc "#event_start01_aru05";
- end;
-
-OnTimer2000:
- mapannounce "que_qaru05","Piamette mumblings : ..There were six birds, Teo. But one is....",bc_map,"0xdb7093";
- end;
-
-OnTimer6000:
- mapannounce "que_qaru05","Piamette mumblings : ...Shh.. Teo. The birds have returned..Are they birds that ran away before...? Or breakers who disguises themselves as good adventurers?",bc_map,"0xdb7093";
- end;
-
-OnTimer10000:
- mapannounce "que_qaru05","Piamette mumblings : Ha! They are caged in.",bc_map,"0xdb7093";
- end;
-
-OnTimer14000:
- mapannounce "que_qaru05","Piamette : Teo, Catch the birds! Put the cage away from here!",bc_map,"0x00ff00";
- donpcevent "#gdtimer01_aru05::OnEnable";
- stopnpctimer;
- end;
-}
-
-que_qaru05,2,2,0 script #gdtimer01_aru05 844,{
-
-OnEnable:
- initnpctimer;
- end;
-
-Onstop:
- donpcevent "#getspell01_aru05::OnDisable";
- donpcevent "#getspell02_aru05::OnDisable";
- donpcevent "#getspell03_aru05::OnDisable";
- donpcevent "#getspell04_aru05::OnDisable";
- donpcevent "#getspell05_aru05::OnDisable";
- donpcevent "#getspell06_aru05::OnDisable";
- donpcevent "#getspell07_aru05::OnDisable";
- donpcevent "#getspell08_aru05::OnDisable";
- stopnpctimer;
- end;
-
-OnTimer1000:
- donpcevent "#getspell08_aru05::OnDisable";
- donpcevent "#getspell01_aru05::OnEnable";
- end;
-
-OnTimer10000:
- donpcevent "#getspell01_aru05::OnDisable";
- donpcevent "#getspell02_aru05::OnEnable";
- end;
-
-OnTimer20000:
- donpcevent "#getspell02_aru05::OnDisable";
- donpcevent "#getspell03_aru05::OnEnable";
- end;
-
-OnTimer30000:
- donpcevent "#getspell03_aru05::OnDisable";
- donpcevent "#getspell04_aru05::OnEnable";
- end;
-
-OnTimer40000:
- donpcevent "#getspell04_aru05::OnDisable";
- donpcevent "#getspell05_aru05::OnEnable";
- end;
-
-OnTimer50000:
- donpcevent "#getspell05_aru05::OnDisable";
- donpcevent "#getspell06_aru05::OnEnable";
- end;
-
-OnTimer60000:
- donpcevent "#getspell06_aru05::OnDisable";
- donpcevent "#getspell07_aru05::OnEnable";
- end;
-
-OnTimer70000:
- donpcevent "#getspell07_aru05::OnDisable";
- donpcevent "#getspell08_aru05::OnEnable";
- end;
-
-OnTimer75000:
- if ($gqse_aru05_gd < 6) {
- mapannounce "que_qaru05","Piamette : Silly birds! Silly Teo! Why can't you put away the cage at once?!",bc_map,"0x00ff00";
- enablenpc "#aru05_cage01";
- enablenpc "#aru05_cage02";
- enablenpc "#aru05_cage03";
- enablenpc "#aru05_cage04";
- enablenpc "#aru05_cage05";
- enablenpc "#aru05_cage06";
- set $gqse_aru05_gd,0;
- }
- end;
-
-OnTimer76000:
- disablenpc "#aru05_cage01";
- disablenpc "#aru05_cage02";
- disablenpc "#aru05_cage03";
- disablenpc "#aru05_cage04";
- disablenpc "#aru05_cage05";
- disablenpc "#aru05_cage06";
- end;
-
-OnTimer80000:
- donpcevent "#gdtimer01_aru05::OnEnable";
- end;
-}
-
-que_qaru05,2,3,0 script #gdtimer02_aru05 844,{
-
-OnEnable:
- initnpctimer;
- end;
-
-Onstop:
- stopnpctimer;
- killmonster "que_qaru05","#gdtimer02_aru05::OnMyMobDead";
- end;
-
-OnTimer4000:
- mapannounce "que_qaru05","Piamette : All of them are caught!",bc_map,"0xdb7093";
- end;
-
-OnTimer8000:
- mapannounce "que_qaru05","Piamette : Let's call out the keeper of the key not to let the birds go far away.",bc_map,"0xdb7093";
- end;
-
-OnTimer12000:
- mapannounce "que_qaru05","Piamette : The keeper of the key is protecting my cage.",bc_map,"0xdb7093";
- monster "que_qaru05",108,151,"Key Stone",1905,1,"#gdtimer02_aru05::OnMyMobDead";
- monster "que_qaru05",109,135,"Key Stone",1905,1,"#gdtimer02_aru05::OnMyMobDead";
- monster "que_qaru05",115,116,"Key Stone",1905,1,"#gdtimer02_aru05::OnMyMobDead";
- monster "que_qaru05",158,106,"Key Stone",1905,1,"#gdtimer02_aru05::OnMyMobDead";
- monster "que_qaru05",163,133,"Key Stone",1905,1,"#gdtimer02_aru05::OnMyMobDead";
- monster "que_qaru05",150,154,"Key Stone",1905,1,"#gdtimer02_aru05::OnMyMobDead";
- end;
-
-OnTimer112000:
- mapannounce "que_qaru05","Piamette : Whooping fun times are back! Now, Go! I'll get back to!!",bc_map,"0xdb7093";
- killmonster "que_qaru05","#gdtimer02_aru05::OnMyMobDead";
- enablenpc "#aru05_cage01";
- enablenpc "#aru05_cage02";
- enablenpc "#aru05_cage03";
- enablenpc "#aru05_cage04";
- enablenpc "#aru05_cage05";
- enablenpc "#aru05_cage06";
- set $gqse_aru05_gd,0;
- end;
-
-OnTimer113000:
- disablenpc "#aru05_cage01";
- disablenpc "#aru05_cage02";
- disablenpc "#aru05_cage03";
- disablenpc "#aru05_cage04";
- disablenpc "#aru05_cage05";
- disablenpc "#aru05_cage06";
- donpcevent "#gdtimer01_aru05::OnEnable";
- stopnpctimer;
- end;
-
-Onreset:
- killmonster "que_qaru05","#gdtimer02_aru05::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qaru05","#gdtimer02_aru05::OnMyMobDead") == 0) {
- enablenpc "#aru05_cage01";
- enablenpc "#aru05_cage02";
- enablenpc "#aru05_cage03";
- enablenpc "#aru05_cage04";
- enablenpc "#aru05_cage05";
- enablenpc "#aru05_cage06";
- donpcevent "#piamette_aru05::OnEnable";
- stopnpctimer;
- }
- end;
-}
-
-que_qaru05,1,4,0 script #piamette_aru05 844,{
-OnEnable:
- initnpctimer;
- end;
-
-Onreset:
- killmonster "que_qaru05","#piamette_aru05::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qaru05","Piamette : All the keeper of keys are dead now? Who freed my birds? Teo, who did it?",bc_map,"0xdb7093";
- end;
-
-OnTimer5000:
- mapannounce "que_qaru05","Piamette : I'm pissed off now!",bc_map,"0xdb7093";
- disablenpc "Piamette#aru05";
- monster "que_qaru05",131,135,"Angry Piamette",1930,1,"#piamette_aru05::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- mapannounce "que_qaru05","Piamette has been released, so the warp gate toward the South is working now.",bc_map,"0x00ff00";
- enablenpc "windpath03_aru05";
- enablenpc "windpath04_aru05";
- donpcevent "#nm_switch_aru05::OnEnable";
- end;
-}
-
-que_qaru05,113,135,0 script #getspell01_aru05 -1,1,1,{
-OnInit:
- disablenpc "#getspell01_aru05";
- end;
-
-OnEnable:
- enablenpc "#getspell01_aru05";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell01_aru05";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_aru05_gd == 0) {
- warp "que_qaru05",103,153;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,1;
- mapannounce "que_qaru05","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru05_gd == 1) {
- warp "que_qaru05",102,135;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,2;
- mapannounce "que_qaru05","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru05_gd == 2) {
- warp "que_qaru05",113,111;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,3;
- mapannounce "que_qaru05","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru05_gd == 3) {
- warp "que_qaru05",161,105;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,4;
- mapannounce "que_qaru05","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru05_gd == 4) {
- warp "que_qaru05",168,135;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,5;
- mapannounce "que_qaru05","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru05_gd == 5) {
- warp "que_qaru05",150,159;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,6;
- mapannounce "que_qaru05","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_aru05::OnEnable";
- donpcevent "#gdtimer01_aru05::Onstop";
- }
- end;
-}
-
-que_qaru05,146,150,0 script #getspell02_aru05 -1,1,1,{
-OnInit:
- disablenpc "#getspell02_aru05";
- end;
-
-OnEnable:
- enablenpc "#getspell02_aru05";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell02_aru05";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_aru05_gd == 0) {
- warp "que_qaru05",103,153;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,1;
- mapannounce "que_qaru05","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru05_gd == 1) {
- warp "que_qaru05",102,135;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,2;
- mapannounce "que_qaru05","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru05_gd == 2) {
- warp "que_qaru05",113,111;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,3;
- mapannounce "que_qaru05","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru05_gd == 3) {
- warp "que_qaru05",161,105;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,4;
- mapannounce "que_qaru05","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru05_gd == 4) {
- warp "que_qaru05",168,135;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,5;
- mapannounce "que_qaru05","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru05_gd == 5) {
- warp "que_qaru05",150,159;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,6;
- mapannounce "que_qaru05","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_aru05::OnEnable";
- donpcevent "#gdtimer01_aru05::Onstop";
- }
- end;
-}
-
-que_qaru05,131,117,0 script #getspell03_aru05 -1,1,1,{
-OnInit:
- disablenpc "#getspell03_aru05";
- end;
-
-OnEnable:
- enablenpc "#getspell03_aru05";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell03_aru05";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_aru05_gd == 0) {
- warp "que_qaru05",103,153;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,1;
- mapannounce "que_qaru05","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru05_gd == 1) {
- warp "que_qaru05",102,135;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,2;
- mapannounce "que_qaru05","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru05_gd == 2) {
- warp "que_qaru05",113,111;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,3;
- mapannounce "que_qaru05","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru05_gd == 3) {
- warp "que_qaru05",161,105;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,4;
- mapannounce "que_qaru05","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru05_gd == 4) {
- warp "que_qaru05",168,135;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,5;
- mapannounce "que_qaru05","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru05_gd == 5) {
- warp "que_qaru05",150,159;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,6;
- mapannounce "que_qaru05","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_aru05::OnEnable";
- donpcevent "#gdtimer01_aru05::Onstop";
- }
- end;
-}
-
-que_qaru05,117,150,0 script #getspell04_aru05 -1,1,1,{
-OnInit:
- disablenpc "#getspell04_aru05";
- end;
-
-OnEnable:
- enablenpc "#getspell04_aru05";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell04_aru05";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_aru05_gd == 0) {
- warp "que_qaru05",103,153;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,1;
- mapannounce "que_qaru05","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru05_gd == 1) {
- warp "que_qaru05",102,135;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,2;
- mapannounce "que_qaru05","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru05_gd == 2) {
- warp "que_qaru05",113,111;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,3;
- mapannounce "que_qaru05","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru05_gd == 3) {
- warp "que_qaru05",161,105;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,4;
- mapannounce "que_qaru05","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru05_gd == 4) {
- warp "que_qaru05",168,135;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,5;
- mapannounce "que_qaru05","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru05_gd == 5) {
- warp "que_qaru05",150,159;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,6;
- mapannounce "que_qaru05","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_aru05::OnEnable";
- donpcevent "#gdtimer01_aru05::Onstop";
- }
- end;
-}
-
-que_qaru05,150,135,0 script #getspell05_aru05 -1,1,1,{
-OnInit:
- disablenpc "#getspell05_aru05";
- end;
-
-OnEnable:
- enablenpc "#getspell05_aru05";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell05_aru05";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_aru05_gd == 0) {
- warp "que_qaru05",103,153;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,1;
- mapannounce "que_qaru05","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru05_gd == 1) {
- warp "que_qaru05",102,135;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,2;
- mapannounce "que_qaru05","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru05_gd == 2) {
- warp "que_qaru05",113,111;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,3;
- mapannounce "que_qaru05","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru05_gd == 3) {
- warp "que_qaru05",161,105;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,4;
- mapannounce "que_qaru05","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru05_gd == 4) {
- warp "que_qaru05",168,135;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,5;
- mapannounce "que_qaru05","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru05_gd == 5) {
- warp "que_qaru05",150,159;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,6;
- mapannounce "que_qaru05","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_aru05::OnEnable";
- donpcevent "#gdtimer01_aru05::Onstop";
- }
- end;
-}
-
-que_qaru05,117,121,0 script #getspell06_aru05 -1,1,1,{
-OnInit:
- disablenpc "#getspell06_aru05";
- end;
-
-OnEnable:
- enablenpc "#getspell06_aru05";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell06_aru05";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_aru05_gd == 0) {
- warp "que_qaru05",103,153;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,1;
- mapannounce "que_qaru05","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru05_gd == 1) {
- warp "que_qaru05",102,135;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,2;
- mapannounce "que_qaru05","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru05_gd == 2) {
- warp "que_qaru05",113,111;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,3;
- mapannounce "que_qaru05","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru05_gd == 3) {
- warp "que_qaru05",161,105;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,4;
- mapannounce "que_qaru05","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru05_gd == 4) {
- warp "que_qaru05",168,135;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,5;
- mapannounce "que_qaru05","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru05_gd == 5) {
- warp "que_qaru05",150,159;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,6;
- mapannounce "que_qaru05","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_aru05::OnEnable";
- donpcevent "#gdtimer01_aru05::Onstop";
- }
- end;
-}
-
-que_qaru05,131,154,0 script #getspell07_aru05 -1,1,1,{
-OnInit:
- disablenpc "#getspell07_aru05";
- end;
-
-OnEnable:
- enablenpc "#getspell07_aru05";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell07_aru05";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_aru05_gd == 0) {
- warp "que_qaru05",103,153;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,1;
- mapannounce "que_qaru05","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru05_gd == 1) {
- warp "que_qaru05",102,135;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,2;
- mapannounce "que_qaru05","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru05_gd == 2) {
- warp "que_qaru05",113,111;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,3;
- mapannounce "que_qaru05","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru05_gd == 3) {
- warp "que_qaru05",161,105;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,4;
- mapannounce "que_qaru05","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru05_gd == 4) {
- warp "que_qaru05",168,135;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,5;
- mapannounce "que_qaru05","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru05_gd == 5) {
- warp "que_qaru05",150,159;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,6;
- mapannounce "que_qaru05","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_aru05::OnEnable";
- donpcevent "#gdtimer01_aru05::Onstop";
- }
- end;
-}
-
-que_qaru05,146,121,0 script #getspell08_aru05 -1,1,1,{
-OnInit:
- disablenpc "#getspell08_aru05";
- end;
-
-OnEnable:
- enablenpc "#getspell08_aru05";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell08_aru05";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_aru05_gd == 0) {
- warp "que_qaru05",103,153;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,1;
- mapannounce "que_qaru05","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru05_gd == 1) {
- warp "que_qaru05",102,135;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,2;
- mapannounce "que_qaru05","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru05_gd == 2) {
- warp "que_qaru05",113,111;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,3;
- mapannounce "que_qaru05","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru05_gd == 3) {
- warp "que_qaru05",161,105;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,4;
- mapannounce "que_qaru05","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru05_gd == 4) {
- warp "que_qaru05",168,135;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,5;
- mapannounce "que_qaru05","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_aru05_gd == 5) {
- warp "que_qaru05",150,159;
- disablenpc "#getspell01_aru05";
- set $gqse_aru05_gd,6;
- mapannounce "que_qaru05","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_aru05::OnEnable";
- donpcevent "#gdtimer01_aru05::Onstop";
- }
- end;
-}
-
-que_qaru05,103,153,0 script #aru05_cage01 -1,1,1,{
-OnInit:
- disablenpc "#aru05_cage01";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qaru05",108,151;
- disablenpc "#aru05_cage01";
- end;
-}
-
-que_qaru05,102,135,0 script #aru05_cage02 -1,1,1,{
-OnInit:
- disablenpc "#aru05_cage02";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qaru05",107,135;
- disablenpc "#aru05_cage02";
- end;
-}
-
-que_qaru05,113,111,0 script #aru05_cage03 -1,1,1,{
-OnInit:
- disablenpc "#aru05_cage03";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qaru05",113,114;
- disablenpc "#aru05_cage03";
- end;
-}
-
-que_qaru05,161,105,0 script #aru05_cage04 -1,1,1,{
-OnInit:
- disablenpc "#aru05_cage04";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qaru05",158,106;
- disablenpc "#aru05_cage04";
- end;
-}
-
-que_qaru05,168,135,0 script #aru05_cage05 -1,1,1,{
-OnInit:
- disablenpc "#aru05_cage05";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qaru05",163,133;
- disablenpc "#aru05_cage05";
- end;
-}
-
-que_qaru05,150,159,0 script #aru05_cage06 -1,1,1,{
-OnInit:
- disablenpc "#aru05_cage06";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qaru05",150,154;
- disablenpc "#aru05_cage06";
- end;
-}
-
-que_qaru05,1,8,0 script #gd_aru05_mobctrl 844,{
-OnEnable:
- monster "que_qaru05",107,152,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",109,135,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",113,116,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",157,107,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",163,133,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",149,156,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",130,139,"Alice",1275,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",135,137,"Alice",1275,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",130,132,"Alice",1275,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",128,137,"Alice",1275,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",109,145,"Alice",1275,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",109,130,"Alice",1275,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",128,114,"Alice",1275,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",147,114,"Alice",1275,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",154,128,"Alice",1275,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",151,145,"Alice",1275,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",130,151,"Alice",1275,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",131,139,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",135,136,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",131,132,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",128,136,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",110,145,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",129,114,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",148,114,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",155,128,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",152,145,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",131,151,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",110,130,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",132,139,"Violy",1390,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",135,135,"Violy",1390,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",132,132,"Violy",1390,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",128,135,"Violy",1390,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",111,145,"Violy",1390,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",111,130,"Violy",1390,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",130,114,"Violy",1390,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",149,114,"Violy",1390,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",156,128,"Violy",1390,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",153,145,"Violy",1390,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",132,151,"Violy",1390,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",133,139,"Ancient Mimic",1699,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",135,134,"Ancient Mimic",1699,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",133,132,"Ancient Mimic",1699,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",128,135,"Ancient Mimic",1699,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",112,145,"Ancient Mimic",1699,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",131,114,"Ancient Mimic",1699,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",150,114,"Ancient Mimic",1699,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",157,128,"Ancient Mimic",1699,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",154,145,"Ancient Mimic",1699,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",133,151,"Ancient Mimic",1699,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",112,130,"Ancient Mimic",1699,1,"#gd_aru05_mobctrl::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "que_qaru05","#gd_aru05_mobctrl::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qaru05","#gd_aru05_mobctrl::OnMyMobDead") < 7) {
- monster "que_qaru05",107,152,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",109,135,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",113,116,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",157,107,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",163,133,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
- monster "que_qaru05",149,156,"Ball of Piamette",1738,1,"#gd_aru05_mobctrl::OnMyMobDead";
- }
- end;
-}
-
-que_qaru05,149,105,0 script windpath03_aru05 45,1,1,{
-OnInit:
- disablenpc "windpath03_aru05";
- end;
-
-OnTouch:
- warp "que_qaru05",119,103;
- end;
-}
-
-que_qaru05,128,104,0 script windpath04_aru05 45,1,1,{
-OnInit:
- disablenpc "windpath04_aru05";
- end;
-
-OnTouch:
- warp "que_qaru05",146,109;
- end;
-}
-
-que_qaru05,253,273,0 script #nm_switch_aru05 -1,5,5,{
-OnInit:
- disablenpc "#nm_switch_aru05";
- end;
-
-OnEnable:
- enablenpc "#nm_switch_aru05";
- end;
-
-OnDisable:
- disablenpc "#nm_switch_aru05";
- stopnpctimer;
- end;
-
-OnTouch:
- disablenpc "#nm_switch_aru05";
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qaru05","Wish Maiden: Did you have a good time with Piamette?",bc_map,"0x00ff00";
- end;
-
-OnTimer4000:
- mapannounce "que_qaru05","Wish Maiden: But it's the end. There will be summoned monsters coming soon...",bc_map,"0x00ff00";
- end;
-
-OnTimer9000:
- mapannounce "que_qaru05","Wish Maiden: So come here to me safely...",bc_map,"0x00ff00";
- end;
-
-OnTimer10000:
- donpcevent "#nmsomaru05_jin01::OnEnable";
- donpcevent "#aru05_stone01::OnEnable";
- end;
-
-OnTimer190000:
- donpcevent "#nmsomaru05_jin02::OnEnable";
- donpcevent "#aru05_stone02::OnEnable";
- end;
-
-OnTimer370000:
- donpcevent "#nmsomaru05_jin03::OnEnable";
- donpcevent "#aru05_stone03::OnEnable";
- stopnpctimer;
- end;
-}
-
-que_qaru05,229,297,0 script #nmsomaru05_jin01 -1,{
-OnEnable:
- donpcevent "#aru05_stone01::OnEnable";
- initnpctimer;
- end;
-
-OnDisable:
- killmonster "que_qaru05","#nmsomaru05_jin01::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer5000:
- mapannounce "que_qaru05","The Western magic formation is working to summon Guard of Shadow.",bc_map,"0x4d4dff";
- monster "que_qaru05",226,288,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",227,289,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",228,290,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",229,291,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",230,292,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",231,293,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",232,294,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",233,295,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",234,296,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",235,297,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",228,286,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",229,287,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",230,288,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",231,289,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",232,290,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",233,291,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",234,292,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",235,293,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",236,294,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",237,295,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",230,284,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",231,285,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",232,286,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",233,287,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",234,288,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",235,289,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",236,290,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",237,291,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",238,292,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",239,293,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- end;
-
-OnTimer25000:
-OnTimer55000:
-OnTimer85000:
-OnTimer120000:
- monster "que_qaru05",226,294,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",227,294,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",228,294,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",229,294,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",230,295,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",231,296,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",231,297,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",231,298,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",231,299,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",230,300,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",229,301,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",228,301,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",227,301,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",226,301,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",225,300,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",224,299,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",224,298,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",224,297,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",224,296,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- monster "que_qaru05",225,295,"Guard of Shadow",1752,1,"#nmsomaru05_jin01::OnMyMobDead";
- end;
-
-OnTimer180000:
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru05,2,8,0 script #aru05_stone01 844,{
-OnEnable:
- monster "que_qaru05",227,294,"Western Magic Guardian",1752,1,"#aru05_stone01::OnMyMobDead";
- monster "que_qaru05",229,294,"Western Magic Guardian",1752,1,"#aru05_stone01::OnMyMobDead";
- monster "que_qaru05",231,296,"Western Magic Guardian",1752,1,"#aru05_stone01::OnMyMobDead";
- monster "que_qaru05",231,298,"Western Magic Guardian",1752,1,"#aru05_stone01::OnMyMobDead";
- monster "que_qaru05",230,300,"Western Magic Guardian",1752,1,"#aru05_stone01::OnMyMobDead";
- monster "que_qaru05",228,301,"Western Magic Guardian",1752,1,"#aru05_stone01::OnMyMobDead";
- monster "que_qaru05",226,301,"Western Magic Guardian",1752,1,"#aru05_stone01::OnMyMobDead";
- monster "que_qaru05",224,299,"Western Magic Guardian",1752,1,"#aru05_stone01::OnMyMobDead";
- monster "que_qaru05",224,297,"Western Magic Guardian",1752,1,"#aru05_stone01::OnMyMobDead";
- monster "que_qaru05",225,295,"Western Magic Guardian",1752,1,"#aru05_stone01::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "que_qaru05","#aru05_stone01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qaru05","#aru05_stone01::OnMyMobDead") == 0) {
- set $gqse_aru05_nm,$gqse_aru05_nm+1;
- donpcevent "#nmsomaru05_jin01::OnDisable";
- if ($gqse_aru05_nm == 3) {
- donpcevent "Wish Maiden#aru05_boss::Onfight";
- }
- }
- end;
-}
-
-que_qaru05,275,299,0 script #nmsomaru05_jin02 -1,{
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- killmonster "que_qaru05","#nmsomaru05_jin02::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer5000:
- mapannounce "que_qaru05","The Eastern magic formation is working to summon Bloody Hunter.",bc_map,"0x4d4dff";
- monster "que_qaru05",263,292,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",264,291,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",265,290,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",266,289,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",267,288,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",268,287,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",269,286,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",270,285,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",271,284,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",272,283,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",265,294,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",266,293,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",267,292,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",268,291,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",269,290,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",270,289,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",271,288,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",272,287,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",273,286,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",274,285,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",267,296,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",268,295,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",269,294,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",270,283,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",271,282,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",272,281,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",273,280,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",274,279,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",275,276,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",276,275,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- end;
-
-OnTimer25000:
-OnTimer55000:
-OnTimer85000:
-OnTimer120000:
- monster "que_qaru05",274,301,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",275,301,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",276,301,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",277,301,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",278,300,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",279,299,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",279,298,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",279,297,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",279,296,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",278,295,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",277,294,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",276,294,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",275,294,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",274,294,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",273,295,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",272,296,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",272,297,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",272,298,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",272,299,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- monster "que_qaru05",273,300,"Bloody Hunter",1753,1,"#nmsomaru05_jin02::OnMyMobDead";
- end;
-
-OnTimer180000:
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru05,2,9,0 script #aru05_stone02 844,{
-OnEnable:
- monster "que_qaru05",275,301,"Eastern Magic Guardian",1753,1,"#aru05_stone02::OnMyMobDead";
- monster "que_qaru05",277,301,"Eastern Magic Guardian",1753,1,"#aru05_stone02::OnMyMobDead";
- monster "que_qaru05",279,299,"Eastern Magic Guardian",1753,1,"#aru05_stone02::OnMyMobDead";
- monster "que_qaru05",279,297,"Eastern Magic Guardian",1753,1,"#aru05_stone02::OnMyMobDead";
- monster "que_qaru05",278,295,"Eastern Magic Guardian",1753,1,"#aru05_stone02::OnMyMobDead";
- monster "que_qaru05",276,294,"Eastern Magic Guardian",1753,1,"#aru05_stone02::OnMyMobDead";
- monster "que_qaru05",274,294,"Eastern Magic Guardian",1753,1,"#aru05_stone02::OnMyMobDead";
- monster "que_qaru05",272,296,"Eastern Magic Guardian",1753,1,"#aru05_stone02::OnMyMobDead";
- monster "que_qaru05",272,298,"Eastern Magic Guardian",1753,1,"#aru05_stone02::OnMyMobDead";
- monster "que_qaru05",273,300,"Eastern Magic Guardian",1753,1,"#aru05_stone02::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "que_qaru05","#aru05_stone02::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qaru05","#aru05_stone02::OnMyMobDead") == 0) {
- set $gqse_aru05_nm,$gqse_aru05_nm+1;
- donpcevent "#nmsomaru05_jin02::OnDisable";
- if ($gqse_aru05_nm == 3) {
- donpcevent "Wish Maiden#aru05_boss::Onfight";
- }
- }
- end;
-}
-
-que_qaru05,251,340,0 script #nmsomaru05_jin03 -1,{
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- killmonster "que_qaru05","#nmsomaru05_jin03::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer5000:
- mapannounce "que_qaru05","The Northern magic formation is working to summon Keeper of the Temple.",bc_map,"0x4d4dff";
- monster "que_qaru05",247,329,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
- monster "que_qaru05",249,329,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
- monster "que_qaru05",251,329,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
- monster "que_qaru05",253,329,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
- monster "que_qaru05",255,329,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
- monster "que_qaru05",243,339,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
- monster "que_qaru05",245,337,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
- monster "que_qaru05",247,335,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
- monster "que_qaru05",247,333,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
- monster "que_qaru05",254,333,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
- monster "que_qaru05",256,335,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
- monster "que_qaru05",258,337,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
- monster "que_qaru05",260,339,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
- end;
-
-OnTimer120000:
- monster "que_qaru05",251,343,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
- monster "que_qaru05",252,343,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
- monster "que_qaru05",255,341,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
- monster "que_qaru05",255,340,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
- monster "que_qaru05",254,337,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
- monster "que_qaru05",253,336,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
- monster "que_qaru05",250,336,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
- monster "que_qaru05",249,337,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
- monster "que_qaru05",248,340,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
- monster "que_qaru05",248,341,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
- end;
-
-OnTimer240000:
- monster "que_qaru05",250,343,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
- monster "que_qaru05",252,343,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
- monster "que_qaru05",254,342,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
- monster "que_qaru05",255,340,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
- monster "que_qaru05",255,338,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
- monster "que_qaru05",253,336,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
- monster "que_qaru05",250,336,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
- monster "que_qaru05",248,338,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
- monster "que_qaru05",248,340,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
- monster "que_qaru05",249,342,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
- end;
-
-OnTimer360000:
- monster "que_qaru05",250,343,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
- monster "que_qaru05",252,343,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
- monster "que_qaru05",254,342,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
- monster "que_qaru05",255,340,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
- monster "que_qaru05",255,338,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
- monster "que_qaru05",253,336,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
- monster "que_qaru05",251,336,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
- monster "que_qaru05",249,337,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
- monster "que_qaru05",248,339,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
- monster "que_qaru05",248,341,"Keeper Of The Temple",1933,1,"#nmsomaru05_jin03::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru05,2,10,0 script #aru05_stone03 844,{
-OnEnable:
- monster "que_qaru05",251,343,"Northern Magic Guardian",1933,1,"#aru05_stone03::OnMyMobDead";
- monster "que_qaru05",252,343,"Northern Magic Guardian",1933,1,"#aru05_stone03::OnMyMobDead";
- monster "que_qaru05",255,341,"Northern Magic Guardian",1933,1,"#aru05_stone03::OnMyMobDead";
- monster "que_qaru05",255,340,"Northern Magic Guardian",1933,1,"#aru05_stone03::OnMyMobDead";
- monster "que_qaru05",254,337,"Northern Magic Guardian",1933,1,"#aru05_stone03::OnMyMobDead";
- monster "que_qaru05",253,336,"Northern Magic Guardian",1933,1,"#aru05_stone03::OnMyMobDead";
- monster "que_qaru05",250,336,"Northern Magic Guardian",1933,1,"#aru05_stone03::OnMyMobDead";
- monster "que_qaru05",249,337,"Northern Magic Guardian",1933,1,"#aru05_stone03::OnMyMobDead";
- monster "que_qaru05",248,340,"Northern Magic Guardian",1933,1,"#aru05_stone03::OnMyMobDead";
- monster "que_qaru05",248,341,"Northern Magic Guardian",1933,1,"#aru05_stone03::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "que_qaru05","#aru05_stone03::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qaru05","#aru05_stone03::OnMyMobDead") == 0) {
- set $gqse_aru05_nm,$gqse_aru05_nm+1;
- donpcevent "#nmsomaru05_jin03::OnDisable";
-
- if ($gqse_aru05_nm == 3) {
- donpcevent "Wish Maiden#aru05_boss::Onfight";
- }
- }
- end;
-}
-
-que_qaru05,235,285,5 script Guard of Shadow#aru05_01 1752,4,4,{
-OnInit:
- disablenpc "Guard of Shadow#aru05_01";
- end;
-
-OnDisable:
- killmonster "que_qaru05","Guard of Shadow#aru05_01::OnMyMobDead";
- disablenpc "Guard of Shadow#aru05_01";
- end;
-
-OnTouch:
- disablenpc "Guard of Shadow#aru05_01";
- monster "que_qaru05",234,284,"Guard of Shadow",1752,1,"Guard of Shadow#aru05_01::OnMyMobDead";
- monster "que_qaru05",235,285,"Guard of Shadow",1752,1,"Guard of Shadow#aru05_01::OnMyMobDead";
- monster "que_qaru05",236,286,"Guard of Shadow",1752,1,"Guard of Shadow#aru05_01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru05,224,290,5 script Guard of Shadow#aru05_02 1752,4,4,{
-OnInit:
- disablenpc "Guard of Shadow#aru05_02";
- end;
-
-OnDisable:
- killmonster "que_qaru05","Guard of Shadow#aru05_02::OnMyMobDead";
- disablenpc "Guard of Shadow#aru05_02";
- end;
-
-OnTouch:
- disablenpc "Guard of Shadow#aru05_02";
- monster "que_qaru05",223,289,"Guard of Shadow",1752,1,"Guard of Shadow#aru05_02::OnMyMobDead";
- monster "que_qaru05",224,290,"Guard of Shadow",1752,1,"Guard of Shadow#aru05_02::OnMyMobDead";
- monster "que_qaru05",225,291,"Guard of Shadow",1752,1,"Guard of Shadow#aru05_02::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru05,236,296,5 script Guard of Shadow#aru05_03 1752,4,4,{
-OnInit:
- disablenpc "Guard of Shadow#aru05_03";
- end;
-
-OnDisable:
- killmonster "que_qaru05","Guard of Shadow#aru05_03::OnMyMobDead";
- disablenpc "Guard of Shadow#aru05_03";
- end;
-
-OnTouch:
- disablenpc "Guard of Shadow#aru05_03";
- monster "que_qaru05",235,295,"Guard of Shadow",1752,1,"Guard of Shadow#aru05_03::OnMyMobDead";
- monster "que_qaru05",236,296,"Guard of Shadow",1752,1,"Guard of Shadow#aru05_03::OnMyMobDead";
- monster "que_qaru05",237,297,"Guard of Shadow",1752,1,"Guard of Shadow#aru05_03::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru05,225,303,5 script Guard of Shadow#aru05_04 1752,4,4,{
-OnInit:
- disablenpc "Guard of Shadow#aru05_04";
- end;
-
-OnDisable:
- killmonster "que_qaru05","Guard of Shadow#aru05_04::OnMyMobDead";
- disablenpc "Guard of Shadow#aru05_04";
- end;
-
-OnTouch:
- disablenpc "Guard of Shadow#aru05_04";
- monster "que_qaru05",224,302,"Guard of Shadow",1752,1,"Guard of Shadow#aru05_04::OnMyMobDead";
- monster "que_qaru05",225,303,"Guard of Shadow",1752,1,"Guard of Shadow#aru05_04::OnMyMobDead";
- monster "que_qaru05",226,304,"Guard of Shadow",1752,1,"Guard of Shadow#aru05_04::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru05,266,296,3 script Bloody Hunter#aru05_ac01 1753,4,4,{
-OnInit:
- disablenpc "Bloody Hunter#aru05_ac01";
- end;
-
-OnDisable:
- killmonster "que_qaru05","Bloody Hunter#aru05_ac01::OnMyMobDead";
- disablenpc "Bloody Hunter#aru05_ac01";
- end;
-
-OnTouch:
- disablenpc "Bloody Hunter#aru05_ac01";
- monster "que_qaru05",265,297,"Bloody Hunter",1753,1,"Bloody Hunter#aru05_ac01::OnMyMobDead";
- monster "que_qaru05",266,296,"Bloody Hunter",1753,1,"Bloody Hunter#aru05_ac01::OnMyMobDead";
- monster "que_qaru05",267,295,"Bloody Hunter",1753,1,"Bloody Hunter#aru05_ac01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru05,271,283,3 script Bloody Hunter#aru05_ac02 1753,4,4,{
-OnInit:
- disablenpc "Bloody Hunter#aru05_ac02";
- end;
-
-OnDisable:
- killmonster "que_qaru05","Bloody Hunter#aru05_ac02::OnMyMobDead";
- disablenpc "Bloody Hunter#aru05_ac02";
- end;
-
-OnTouch:
- disablenpc "Bloody Hunter#aru05_ac02";
- monster "que_qaru05",270,284,"Bloody Hunter",1753,1,"Bloody Hunter#aru05_ac02::OnMyMobDead";
- monster "que_qaru05",271,283,"Bloody Hunter",1753,1,"Bloody Hunter#aru05_ac02::OnMyMobDead";
- monster "que_qaru05",272,282,"Bloody Hunter",1753,1,"Bloody Hunter#aru05_ac02::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru05,270,307,3 script Bloody Hunter#aru05_ac03 1753,4,4,{
-OnInit:
- disablenpc "Bloody Hunter#aru05_ac03";
- end;
-
-OnDisable:
- killmonster "que_qaru05","Bloody Hunter#aru05_ac03::OnMyMobDead";
- disablenpc "Bloody Hunter#aru05_ac03";
- end;
-
-OnTouch:
- disablenpc "Bloody Hunter#aru05_ac03";
- monster "que_qaru05",269,308,"Bloody Hunter",1753,1,"Bloody Hunter#aru05_ac03::OnMyMobDead";
- monster "que_qaru05",270,307,"Bloody Hunter",1753,1,"Bloody Hunter#aru05_ac03::OnMyMobDead";
- monster "que_qaru05",271,306,"Bloody Hunter",1753,1,"Bloody Hunter#aru05_ac03::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru05,279,300,3 script Bloody Hunter#aru05_ac04 1753,4,4,{
-OnInit:
- disablenpc "Bloody Hunter#aru05_ac04";
- end;
-
-OnDisable:
- killmonster "que_qaru05","Bloody Hunter#aru05_ac04::OnMyMobDead";
- disablenpc "Bloody Hunter#aru05_ac04";
- end;
-
-OnTouch:
- disablenpc "Bloody Hunter#aru05_ac04";
- monster "que_qaru05",278,301,"Bloody Hunter",1753,1,"Bloody Hunter#aru05_ac04::OnMyMobDead";
- monster "que_qaru05",279,300,"Bloody Hunter",1753,1,"Bloody Hunter#aru05_ac04::OnMyMobDead";
- monster "que_qaru05",280,299,"Bloody Hunter",1753,1,"Bloody Hunter#aru05_ac04::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru05,247,330,5 script Temple Keeper#aru05_ac01 1933,4,4,{
-OnInit:
- disablenpc "Temple Keeper#aru05_ac01";
- end;
-
-OnDisable:
- killmonster "que_qaru05","Temple Keeper#aru05_ac01::OnMyMobDead";
- disablenpc "Temple Keeper#aru05_ac01";
- end;
-
-OnTouch:
- disablenpc "Temple Keeper#aru05_ac01";
- monster "que_qaru05",246,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru05_ac01::OnMyMobDead";
- monster "que_qaru05",247,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru05_ac01::OnMyMobDead";
- monster "que_qaru05",248,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru05_ac01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru05,255,330,3 script Temple Keeper#aru05_ac02 1933,4,4,{
-OnInit:
- disablenpc "Temple Keeper#aru05_ac02";
- end;
-
-OnDisable:
- killmonster "que_qaru05","Temple Keeper#aru05_ac02::OnMyMobDead";
- disablenpc "Temple Keeper#aru05_ac02";
- end;
-
-OnTouch:
- disablenpc "Temple Keeper#aru05_ac02";
- monster "que_qaru05",254,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru05_ac02::OnMyMobDead";
- monster "que_qaru05",255,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru05_ac02::OnMyMobDead";
- monster "que_qaru05",256,330,"Keeper Of The Temple",1933,1,"Temple Keeper#aru05_ac02::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qaru05,251,255,3 script Wish Maiden#aru05_boss 1931,{
-OnInit:
- hideonnpc "Wish Maiden#aru05_boss";
- end;
-
-OnDisable:
- killmonster "que_qaru05","Wish Maiden#aru05_boss::OnMyMobDead";
- hideonnpc "Wish Maiden#aru05_boss";
- stopnpctimer;
- end;
-
-Onfight:
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qaru05","Wish Maiden : You guys reached here.. Are your guardians dead...?",bc_map,"0x00ff00";
- end;
-
-OnTimer4000:
- mapannounce "que_qaru05","Wish Maiden : I sincerely welcome all your best efforts!",bc_map,"0x00ff00";
- end;
-
-OnTimer5000:
- specialeffect EF_ICECRASH;
- hideonnpc "Wish Maiden#aru05_boss";
- specialeffect EF_SPHERE;
- monster "que_qaru05",252,340,"Wish Maiden",1931,1,"Wish Maiden#aru05_boss::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- if (mobcount("que_qaru05","Wish Maiden#aru05_boss::OnMyMobDead") == 0) {
- donpcevent "#okolnir_aru05::Onstop";
- donpcevent "Wish Maiden#aru05_gift::OnEnable";
- mapannounce "que_qaru05","Wish Maiden : ..Good, you deserve the Goddess' shine.",bc_map,"0x00ff00";
- }
- end;
-}
-
-que_qaru05,252,340,3 script Wish Maiden#aru05_gift 403,{
- set .@GID, GetCastleData("arug_cas05",1);
- if (getcharid(2) == .@GID) {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- if ((countitem(7835) > 0) && (countitem(7836) > 0) && (countitem(7837) > 0) && (countitem(7838) > 0) && (countitem(2513) > 0) && (countitem(7291) > 9) && (countitem(7293) > 9) && (countitem(7063) > 99) && (countitem(985) > 19)) {
- cutin "wish_maiden12",1;
- mes "[Wish Maiden]";
- mes "As I declared, I will give the Goddess' shine to you.";
- mes "You have the requirements to carry it...";
- next;
- mes "[Wish Maiden]";
- mes "You will be granted the power of the great Valkyrie...";
- next;
- mes "[Wish Maiden]";
- mes "I will give you some things for fun.";
- mes "All of you enjoy them together...";
- next;
- mes "[Wish Maiden]";
- mes "Go to Rachel and Juno to meet the Ravies sisters.";
- next;
- cutin "wish_maiden32",1;
- mes "[Wish Maiden]";
- mes "I will open the gate for you to come back here.";
- mes "...Okolnir won't last forever...";
- delitem 7835,1; //Dusk_Glow
- delitem 7836,1; //Dawn_Essence
- delitem 7837,1; //Cold_Moonlight
- delitem 7838,1; //Hazy_Starlight
- delitem 2513,1; //Celestial_Robe
- delitem 7063,100; //Soft_Feather
- delitem 7291,10; //Agate
- delitem 7293,10; //Rose_Quartz
- delitem 985,20; //Elunium
- getitem 2541,1; //Asprika
- getitem 7840,1; //Valkyrie_Gift
- announce "["+ strcharinfo(0) +"], of guild ["+ GetGuildName(.@GID) +"] has brought a Asprika into this world.",bc_all,"0x70dbdb";
- close2;
- cutin "wish_maiden11",255;
- disablenpc "Wish Maiden#aru05_gift";
- enablenpc "#to_agit_aru05_gate";
- end;
- }
- else {
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "As I declared, you are worthy of holding the Asprika.";
- mes "However, you do not have the requirements on you...";
- next;
- mes "[Wish Maiden]";
- mes "...Did you forget something?";
- close2;
- }
- }
- else {
- cutin "wish_maiden12",1;
- mes "[Wish Maiden]";
- mes "� All of you worked together as a team...";
- mes "Humans are strong when they are united, but are easily swayed by lust.";
- next;
- mes "[Wish Maiden]";
- mes "Humans are imperfect, so their chief god is there for them when they need help.";
- mes "....";
- next;
- mes "[Wish Maiden]";
- mes "Always be real.";
- mes "Do not regret your actions...";
- close2;
- }
- }
- cutin "wish_maiden11",255;
- end;
-
-OnInit:
- disablenpc "Wish Maiden#aru05_gift";
- end;
-
-OnEnable:
- enablenpc "Wish Maiden#aru05_gift";
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc "Wish Maiden#aru05_gift";
- stopnpctimer;
- end;
-
-OnTimer280000:
- mapannounce "que_qaru05","Wish Maiden : ... Okolnir will soon disappear... I will send you back to where you originally came from.",bc_map,"0x00ff00";
- end;
-
-OnTimer290000:
- mapwarp "que_qaru05","arug_cas05",321,153;
- donpcevent "#to_agit_aru05_gate::OnDisable";
- end;
-
-OnTimer300000:
- donpcevent "#okolnir_aru05::OnDisable";
- set $gqse_aru05_miro,0;
- set $gqse_aru05_pcc,0;
- set $gqse_aru05_gd,0;
- set $gqse_aru05_nm,0;
- set $siz_aru05_on,2;
- donpcevent "#okolnir_aru05_time01::OnEnable";
- stopnpctimer;
- end;
-}
-
-que_qaru05,252,339,0 script #to_agit_aru05_gate 45,1,1,{
-OnInit:
- disablenpc "#to_agit_aru05_gate";
- end;
-
-OnTouch:
- warp "arug_cas05",321,153;
- end;
-}
-
-que_qaru05,1,6,0 script #okolnir_aru05_time01 844,{
-OnInit:
- if ($siz_aru05_on == 2) {
- initnpctimer;
- }
- end;
-
-OnEnable:
- set $gqse_aru05_time,0;
- initnpctimer;
- end;
-
-Onreset:
- set $siz_aru05_on,0;
- set $gqse_aru05_time,0;
- stopnpctimer;
- end;
-
-OnTimer3600000:
- if ($gqse_aru05_time < 12) {
- set $gqse_aru05_time,$gqse_aru05_time+1;
- initnpctimer;
- }
- else if ($gqse_aru05_time == 12) {
- set $siz_aru05_on,0;
- set $gqse_aru05_time,0;
- enablenpc "Wish Maiden#gq_aru05";
- enablenpc "Piamette#aru05";
- hideoffnpc "Wish Maiden#aru05_boss";
- stopnpctimer;
- }
- end;
-}
-
-que_qaru05,116,313,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru05,120,285,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru05,117,236,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru05,103,223,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru05,85,204,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru05,79,186,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru05,73,167,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru05,68,150,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru05,71,128,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru05,69,118,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru05,117,78,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru05,110,79,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru05,141,80,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru05,158,84,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru05,193,104,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru05,119,269,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru05,155,77,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qaru05,110,317,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru05,115,295,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru05,116,256,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru05,113,242,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru05,99,223,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru05,94,216,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru05,77,198,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru05,70,174,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru05,72,147,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru05,64,134,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru05,77,107,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru05,84,88,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru05,98,82,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru05,129,79,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru05,91,124,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru05,173,95,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru05,179,127,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru05,195,120,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru05,178,159,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru05,88,145,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru05,94,157,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru05,95,177,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru05,129,196,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru05,154,196,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru05,170,187,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru05,194,180,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qaru05,214,181,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qaru05,243,199,0,0 monster Garden Watcher 1933,1,1200000,0,0
diff --git a/npc/quests/okolnir/godse_sch01.txt b/npc/quests/okolnir/godse_sch01.txt
deleted file mode 100644
index 27f747829..000000000
--- a/npc/quests/okolnir/godse_sch01.txt
+++ /dev/null
@@ -1,3287 +0,0 @@
-//===== rAthena Script =======================================
-//= Falicious Okolnir - Nidhoggr 1
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.3
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= God Item SE Creation scipt (Brynhild)
-//===== Additional Comments: =================================
-//= 1.0 First version. [L0ne_W0lf]
-//= 1.1 First round of bug fixes. (bugreport:3085) [L0ne_W0lf]
-//= Fixed two spawn locations of the key stones in Piamete's room.
-//= Fixed calling an event that doesn't exist when killing Piamete.
-//= Fixed the Wish Maiden not enabling when the boss is killed.
-//= fixed two NPC named that were missed when translating.
-//= Fixed Dialog that was overlooked in some files and not others.
-//= 1.2 More bug fixes, sorry it took so long. [L0ne_W0lf]
-//= Fixed message on the portal when the okolnir section is full.
-//= Corrected non-angry Piamette not disabling.
-//= 1.3 Corrected invalid coordinates in maze. (bugreport:4220)
-//= Corrected typo in Guard of Shadow NPC.
-//============================================================
-
-schg_cas01,376,307,3 script Guide#gq_sch01 899,{
- set .@GID, GetCastleData("schg_cas01",1);
- if (getcharid(2) == .@GID) {
- if ($siz_sch01_on == 0) {
- mes "[Guide]";
- mes "This castle has a hidden secret.";
- mes "That is the ^4d4dff'Okolnir'^000000.";
- next;
- switch(select("About Okolnir.:Go to Okolnir.:Cancel.")) {
- case 1:
- mes "[Guide]";
- mes "Okolnir is a kind of virtual realm...";
- mes "I don't know how Okolnir exists, but I guess only Valkyrie knows.";
- next;
- mes "[Guide]";
- mes "As you know this is a place to test the adventurers made by Valkyrie...";
- mes "...you know the qualifications to enter Okolnir.";
- next;
- select("Qualifications?");
- mes "[Guide]";
- mes "Yes, Valkyrie definitely prefers strong adventurers.";
- mes "Only the qualified can enter Okolnir and Valhalla.";
- next;
- mes "[Guide]";
- mes "It only opens when everyone comes together to work it out.";
- mes "The key is in the castle.";
- next;
- mes "[Guide]";
- mes "If a castle's ^4d4dffeconomy is over 65 and defense also over 30^000000, this will be acceptable to access Okolnir.";
- next;
- mes "[Guide]";
- mes "And, if you pass all of the tests given by Valkyrie in Okolnir!";
- mes "You will also receive a mysterious gift.";
- next;
- mes "[Guide]";
- mes "Would you like to try to enter here?";
- close;
- case 2:
- set .@Defence,GetCastleData("schg_cas01",3);
- set .@Economy,GetCastleData("schg_cas01",2);
- if ((.@Economy > 64) && (.@Defence > 29)) {
- mes "[Guide]";
- mes "Great! Economy and Defense are OK.";
- mes "You can enter Okolnir now....";
- mes "Do you want to go there?";
- next;
- switch(select("Sure let's go there.:No.")) {
- case 1:
- if (countitem(7839) > 0) {
- delitem 7839,countitem(7839); //Crystal_Key
- }
- mes "[Guide]";
- mes "Ok......";
- mes "Please follow me...";
- close2;
- warp "que_qsch01",346,32;
- end;
- case 2:
- mes "[Guide]";
- mes "You can try this anytime in the future...";
- mes "If you are ready to protect this castle.";
- close;
- }
- }
- else {
- mes "[Guide]";
- mes "You are not qualified yet.";
- mes "Please develop your castle more...";
- close;
- }
- }
- }
- else if ($siz_sch01_on == 1) {
- mes "[Guide]";
- mes "... OK...";
- mes "Good luck.";
- next;
- switch(select("Enter now.:No.")) {
- case 1:
- if (countitem(7839) > 0) {
- delitem 7839,countitem(7839); //Crystal_Key
- }
- mes "[Guide]";
- mes "Hope you get everything you want...";
- close2;
- warp "que_qsch01",346,32;
- end;
- case 2:
- mes "[Guide]";
- mes "Really?";
- mes "Sorry to hear that.";
- close;
- }
- }
- else if ($siz_sch01_on == 2) {
- mes "[Guide]";
- mes "Building Okolnir needs quite a long time.";
- mes "....even though it's only virtual...";
- next;
- mes "[Guide]";
- mes "It takes about 12 -13 hours to create the virtual realm.";
- close;
- }
- else {
- mes "[Guide]";
- mes "You'll have to wait.";
- close;
- }
- }
- else {
- mes "[Guide]";
- mes "... I've never seen you before.";
- mes "You are strangers here. You'd better get out of here right now.";
- close;
- }
- end;
-
-OnInit:
- set $gqse_sch01_miro,0;
- set $gqse_sch01_pcc,0;
- set $gqse_sch01_gd,0;
- set $gqse_sch01_nm,0;
- if ($siz_sch01_on == 1) {
- set $siz_sch01_on,0;
- }
- enablenpc "Guide#gq_sch01";
- end;
-}
-
-que_qsch01,345,23,0 warp Gate02#gq_sch01 1,1,schg_cas01,369,306
-
-que_qsch01,345,82,3 script Wish Maiden#gq_sch01 403,{
- set .@GID, GetCastleData("schg_cas01",1);
- if (getcharid(2) == .@GID) {
- cutin "wish_maiden31",1;
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- mes "[Wish Maiden]";
- mes "I am... Wish maiden.";
- mes "Mourning in this virtual realm, Okolnir.";
- mes "On behalf of the humanbeings who defeated God here.";
- next;
- if ((countitem(7830) > 0) && (countitem(7831) > 0) && (countitem(7832) > 0) && (countitem(7833) > 0) && (countitem(7834) > 0) && (countitem(2357) > 0) && (countitem(7510) > 99) && (countitem(969) > 9) && (countitem(985) > 19)) {
- cutin "wish_maiden11",1;
- mes "[Wish Maiden]";
- mes "Are you ready to endure the trials to get the Goddess' glory?";
- next;
- switch(select("Yes, I am:Sorry, I'll try later")) {
- case 1:
- cutin "wish_maiden12",1;
- mes "[Wish Maiden]";
- mes "I will test whether or not you deserve the Goddess shine...";
- mes "Isn't it simple?";
- next;
- mes "[Wish Maiden]";
- mes "Okolnir is a virtual place.";
- mes "There is no room for error there.";
- mes "^ff0000You only have one hour.^000000";
- next;
- cutin "wish_maiden31",1;
- mes "[Wish Maiden]";
- mes "If you have not finished in that time, Okolnir will be destroyed, and I will go to rest.";
- mes "You will have to wait again...";
- next;
- mes "[Wish Maiden]";
- mes "Are you ready to go through?";
- mes "^4d4dffYou need to have 16 to 20 members present^000000.";
- next;
- cutin "wish_maiden11",1;
- mes "[Wish Maiden]";
- mes "I will open the gate of Okolnir if your members are ready.";
- next;
- switch(select("We are ready.:We need more time.")) {
- case 1:
- set .@saram,getmapusers("que_qsch01");
- if (((.@saram > 15) && (.@saram < 21)) || (getgmlevel() == 99)) {
- cutin "wish_maiden12",1;
- mes "[Wish Maiden]";
- mes "Now I will open the gate of Okolnir where I am.";
- mes "I will wait for you on the top of Okolnir...";
- next;
- mes "[Wish Maiden]";
- mes "I hope that you can complete all of the trials before the virtual Okolnir is destroyed...";
- mes "Good luck.";
- mapannounce "que_qsch01","Wish Maiden: The gate of Okolnir is open! Don't forget you only have one hour.",bc_map,"0x00ff00";
- close2;
- set $gqse_sch01_pcc,.@saram;
- set $siz_sch01_on,1;
- donpcevent "#okolnir_sch01::OnEnable";
- disablenpc "Wish Maiden#gq_sch01";
- cutin "wish_maiden11",255;
- announce "["+ strcharinfo(0) +"], of the guild ["+ GetGuildName(.@GID) +"] has opened the gates to the realm of Okolnir.",bc_all,"0x70dbdb";
- end;
- }
- else {
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "You need to have 16 to 20 members present to open the gate of Okolnir.";
- mes "Come back when you are ready.";
- close2;
- }
- break;
- case 2:
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "Don't hesitate to try.";
- mes "You should catch the chance when it comes to you.";
- mes "Just gather your fellow members.";
- close2;
- }
- break;
- case 2:
- cutin "wish_maiden32",1;
- mes "[Wish Maiden]";
- mes "... Are you afraid of";
- mes "the trials facing you?";
- mes "....";
- next;
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "Do you think that you can defeat the Goddess shine easily?";
- mes "I feel disappointed by all of you.";
- mes "Just go away...";
- close2;
- }
- }
- else {
- cutin "wish_maiden11",1;
- mes "[Wish Maiden]";
- mes "Do you wish to enter?";
- mes "Only those prepared may enter here.";
- mes "You must bring several items to enter Okolnir.";
- next;
- mes "[Wish Maiden]";
- mes "Goddess Tear";
- mes "Valkyrie's Token";
- mes "Brynhild Armor Piece";
- mes "Hero Remains";
- mes "Valkyrie Armor";
- mes "Andvari's Ring.";
- next;
- mes "[Wish Maiden]";
- mes "You must bring those six things, 10 Gold, and 20 Elunium.";
- mes "Many Valhala's Flowers are also required as an offering.";
- next;
- mes "[Wish Maiden]";
- mes "Once all of those are prepared, the gate will open.";
- next;
- mes "[Wish Maiden]";
- mes ".... ";
- mes "...........The Goddess shines brightly down on you, you should be stronger to deserve it...";
- next;
- mes "[Wish Maiden]";
- mes "Remember...";
- mes "You need to collect many Valhalla flowers.";
- mes "I hope that your dreams come true.";
- next;
- mes "[Wish Maiden]";
- mes "I will answer all your requests if you bring these to me.";
- close2;
- }
- }
- else {
- cutin "wish_maiden31",1;
- mes "[Wish Maiden]";
- mes "I am... Wish maiden.";
- mes "Mourning in this virtual realm, Okolnir.";
- mes "On behalf of the humanbeings who defeated God here.";
- next;
- mes "[Wish Maiden]";
- mes "Bring me the one who brought you to this place.";
- mes ".. Deliver him to my will.";
- close2;
- }
- }
- else {
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "...You are not qualified.";
- close2;
- percentheal -100,0;
- cutin "wish_maiden11",255;
- end;
- }
- cutin "wish_maiden11",255;
- end;
-
-OnInit:
- if ($siz_sch01_on == 0) {
- enablenpc "Wish Maiden#gq_sch01";
- }
- else {
- disablenpc "Wish Maiden#gq_sch01";
- }
- end;
-}
-
-que_qsch01,346,81,0 script Gate01#gq_sch01 45,1,1,{
- end;
-
-OnInit:
- disablenpc "Gate01#gq_sch01";
- end;
-
-OnEnable:
- enablenpc "Gate01#gq_sch01";
- setcell "que_qsch01",58,302,63,302,cell_walkable,0;
- setcell "que_qsch01",58,302,63,302,cell_shootable,0;
- end;
-
-OnDisable:
- disablenpc "Gate01#gq_sch01";
- killmonsterall "que_qsch01";
- end;
-
-OnTouch:
- set .@saram,getmapusers("que_qsch01");
- if (.@saram < 21) {
- if ($gqse_sch01_miro == $gqse_sch01_pcc) {
- set .@point,rand(1,5);
- if (.@point == 1) {
- warp "que_qsch01",72,271;
- end;
- }
- else if (.@point == 2) {
- warp "que_qsch01",45,243;
- end;
- }
- else if (.@point == 3) {
- warp "que_qsch01",102,248;
- end;
- }
- else if (.@point == 4) {
- warp "que_qsch01",102,300;
- end;
- }
- else {
- warp "que_qsch01",46,300;
- end;
- }
- }
- else if ($gqse_sch01_miro == 0) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch01",77,271,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch01",77,271,strcharinfo(0),1659,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch01",77,271,strcharinfo(0),1662,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch01",77,271,strcharinfo(0),1663,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch01",77,271,strcharinfo(0),1660,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch01",77,271,strcharinfo(0),1661,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else {
- monster "que_qsch01",77,271,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- set $gqse_sch01_miro,1;
- warp "que_qsch01",72,271;
- end;
- }
- else if ($gqse_sch01_miro == 1) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch01",63,278,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch01",63,278,strcharinfo(0),1659,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch01",63,278,strcharinfo(0),1662,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch01",63,278,strcharinfo(0),1663,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch01",63,278,strcharinfo(0),1660,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch01",63,278,strcharinfo(0),1661,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else {
- monster "que_qsch01",63,278,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- set $gqse_sch01_miro,2;
- warp "que_qsch01",63,282;
- end;
- }
- else if ($gqse_sch01_miro == 2) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch01",63,294,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch01",63,294,strcharinfo(0),1659,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch01",63,294,strcharinfo(0),1662,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch01",63,294,strcharinfo(0),1663,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch01",63,294,strcharinfo(0),1660,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch01",63,294,strcharinfo(0),1661,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else {
- monster "que_qsch01",63,294,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- set $gqse_sch01_miro,3;
- warp "que_qsch01",59,294;
- end;
- }
- else if ($gqse_sch01_miro == 3) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch01",50,300,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch01",50,300,strcharinfo(0),1659,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch01",50,300,strcharinfo(0),1662,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch01",50,300,strcharinfo(0),1663,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch01",50,300,strcharinfo(0),1660,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch01",50,300,strcharinfo(0),1661,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else {
- monster "que_qsch01",50,300,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- set $gqse_sch01_miro,4;
- warp "que_qsch01",46,300;
- end;
- }
- else if ($gqse_sch01_miro == 4) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch01",51,280,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch01",51,280,strcharinfo(0),1659,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch01",51,280,strcharinfo(0),1662,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch01",51,280,strcharinfo(0),1663,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch01",51,280,strcharinfo(0),1660,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch01",51,280,strcharinfo(0),1661,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else {
- monster "que_qsch01",51,280,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- set $gqse_sch01_miro,5;
- warp "que_qsch01",51,285;
- end;
- }
- else if ($gqse_sch01_miro == 5) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch01",51,258,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch01",51,258,strcharinfo(0),1659,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch01",51,258,strcharinfo(0),1662,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch01",51,258,strcharinfo(0),1663,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch01",51,258,strcharinfo(0),1660,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch01",51,258,strcharinfo(0),1661,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else {
- monster "que_qsch01",51,258,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- set $gqse_sch01_miro,6;
- warp "que_qsch01",51,262;
- end;
- }
- else if ($gqse_sch01_miro == 6) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch01",49,243,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch01",49,243,strcharinfo(0),1659,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch01",49,243,strcharinfo(0),1662,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch01",49,243,strcharinfo(0),1663,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch01",49,243,strcharinfo(0),1660,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch01",49,243,strcharinfo(0),1661,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else {
- monster "que_qsch01",49,243,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- set $gqse_sch01_miro,7;
- warp "que_qsch01",45,243;
- end;
- }
- else if ($gqse_sch01_miro == 7) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch01",86,249,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch01",86,249,strcharinfo(0),1659,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch01",86,249,strcharinfo(0),1662,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch01",86,249,strcharinfo(0),1663,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch01",86,249,strcharinfo(0),1660,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch01",86,249,strcharinfo(0),1661,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else {
- monster "que_qsch01",86,249,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- set $gqse_sch01_miro,8;
- warp "que_qsch01",82,249;
- end;
- }
- else if ($gqse_sch01_miro == 8) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch01",102,243,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch01",102,243,strcharinfo(0),1659,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch01",102,243,strcharinfo(0),1662,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch01",102,243,strcharinfo(0),1663,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch01",102,243,strcharinfo(0),1660,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch01",102,243,strcharinfo(0),1661,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else {
- monster "que_qsch01",102,243,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- set $gqse_sch01_miro,9;
- warp "que_qsch01",102,248;
- end;
- }
- else if ($gqse_sch01_miro == 9) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch01",90,256,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch01",90,256,strcharinfo(0),1659,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch01",90,256,strcharinfo(0),1662,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch01",90,256,strcharinfo(0),1663,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch01",90,256,strcharinfo(0),1660,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch01",90,256,strcharinfo(0),1661,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else {
- monster "que_qsch01",90,256,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- set $gqse_sch01_miro,10;
- warp "que_qsch01",90,260;
- end;
- }
- else if ($gqse_sch01_miro == 10) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch01",90,283,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch01",90,283,strcharinfo(0),1659,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch01",90,283,strcharinfo(0),1662,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch01",90,283,strcharinfo(0),1663,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch01",90,283,strcharinfo(0),1660,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch01",90,283,strcharinfo(0),1661,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else {
- monster "que_qsch01",90,283,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- set $gqse_sch01_miro,11;
- warp "que_qsch01",90,280;
- end;
- }
- else if ($gqse_sch01_miro == 11) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch01",102,295,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch01",102,295,strcharinfo(0),1659,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch01",102,295,strcharinfo(0),1662,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch01",102,295,strcharinfo(0),1663,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch01",102,295,strcharinfo(0),1660,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch01",102,295,strcharinfo(0),1661,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else {
- monster "que_qsch01",102,295,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- set $gqse_sch01_miro,12;
- warp "que_qsch01",102,300;
- end;
- }
- else if ($gqse_sch01_miro == 12) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch01",96,285,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch01",96,285,strcharinfo(0),1659,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch01",96,285,strcharinfo(0),1662,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch01",96,285,strcharinfo(0),1663,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch01",96,285,strcharinfo(0),1660,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch01",96,285,strcharinfo(0),1661,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else {
- monster "que_qsch01",96,285,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- set $gqse_sch01_miro,13;
- warp "que_qsch01",96,290;
- end;
- }
- else if ($gqse_sch01_miro == 13) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch01",63,278,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch01",63,278,strcharinfo(0),1659,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch01",63,278,strcharinfo(0),1662,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch01",63,278,strcharinfo(0),1663,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch01",63,278,strcharinfo(0),1660,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch01",63,278,strcharinfo(0),1661,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else {
- monster "que_qsch01",63,278,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- set $gqse_sch01_miro,14;
- warp "que_qsch01",63,282;
- end;
- }
- else if ($gqse_sch01_miro == 14) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch01",65,243,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch01",65,243,strcharinfo(0),1659,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch01",65,243,strcharinfo(0),1662,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch01",65,243,strcharinfo(0),1663,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch01",65,243,strcharinfo(0),1660,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch01",65,243,strcharinfo(0),1661,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else {
- monster "que_qsch01",65,243,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- set $gqse_sch01_miro,15;
- warp "que_qsch01",61,243;
- end;
- }
- else if ($gqse_sch01_miro == 15) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch01",73,249,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch01",73,249,strcharinfo(0),1659,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch01",73,249,strcharinfo(0),1662,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch01",73,249,strcharinfo(0),1663,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch01",73,249,strcharinfo(0),1660,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch01",73,249,strcharinfo(0),1661,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else {
- monster "que_qsch01",73,249,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- set $gqse_sch01_miro,16;
- warp "que_qsch01",70,249;
- end;
- }
- else if ($gqse_sch01_miro == 16) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch01",102,275,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch01",102,275,strcharinfo(0),1659,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch01",102,275,strcharinfo(0),1662,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch01",102,275,strcharinfo(0),1663,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch01",102,275,strcharinfo(0),1660,1,"#Gate_manager_sch01::OnMyMobDead";
- end;
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch01",102,275,strcharinfo(0),1661,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else {
- monster "que_qsch01",102,275,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- set $gqse_sch01_miro,17;
- warp "que_qsch01",102,282;
- end;
- }
- else if ($gqse_sch01_miro == 17) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch01",70,300,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch01",70,300,strcharinfo(0),1659,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch01",70,300,strcharinfo(0),1662,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch01",70,300,strcharinfo(0),1663,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch01",70,300,strcharinfo(0),1660,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch01",70,300,strcharinfo(0),1661,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else {
- monster "que_qsch01",70,300,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- set $gqse_sch01_miro,18;
- warp "que_qsch01",66,300;
- end;
- }
- else if ($gqse_sch01_miro == 18) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch01",57,255,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch01",57,255,strcharinfo(0),1659,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch01",57,255,strcharinfo(0),1662,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch01",57,255,strcharinfo(0),1663,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch01",57,255,strcharinfo(0),1660,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch01",57,255,strcharinfo(0),1661,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else {
- monster "que_qsch01",57,255,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- set $gqse_sch01_miro,19;
- warp "que_qsch01",57,258;
- end;
- }
- else if ($gqse_sch01_miro == 19) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch01",84,277,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch01",84,277,strcharinfo(0),1659,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch01",84,277,strcharinfo(0),1662,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch01",84,277,strcharinfo(0),1663,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch01",84,277,strcharinfo(0),1660,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch01",84,277,strcharinfo(0),1661,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- else {
- monster "que_qsch01",84,277,strcharinfo(0),1652,1,"#Gate_manager_sch01::OnMyMobDead";
- }
- set $gqse_sch01_miro,20;
- warp "que_qsch01",84,280;
- end;
- }
- }
- else {
- mes "There are too many people, you can't enter.";
- close;
- }
- end;
-}
-
-que_qsch01,1,4,0 script #Gate_manager_sch01 844,{
-OnMyMobDead:
- if ($gqse_sch01_miro == $gqse_sch01_pcc) {
- if (mobcount("que_qsch01","#Gate_manager_sch01::OnMyMobDead") == 0) {
- donpcevent "#gq_miromob2_sch01::OnEnable";
- }
- }
- end;
-}
-
-que_qsch01,1,4,0 script #gq_miromob2_sch01 844,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qsch01","Wish Maiden: How does it feel to see shadows of the past. This is only the beginning.",bc_map,"0x00ff00";
- end;
-
-OnTimer6000:
- mapannounce "que_qsch01","Wish Maiden: The things you seeing are not real, don't be caught in the Mystic garden.",bc_map,"0x00ff00";
- monster "que_qsch01",72,271,"Seyren Windsor",1640,1,"#gq_miromob2_sch01::OnMyMobDead";
- monster "que_qsch01",63,282,"Kathryne Keyron",1645,1,"#gq_miromob2_sch01::OnMyMobDead";
- monster "que_qsch01",59,294,"Cecil Damon",1644,1,"#gq_miromob2_sch01::OnMyMobDead";
- monster "que_qsch01",46,300,"Margaretha Sorin",1643,1,"#gq_miromob2_sch01::OnMyMobDead";
- monster "que_qsch01",51,285,"Eremes Guile",1641,1,"#gq_miromob2_sch01::OnMyMobDead";
- monster "que_qsch01",51,262,"Howard Alt-Eisen",1642,1,"#gq_miromob2_sch01::OnMyMobDead";
-
- monster "que_qsch01",45,243,"Seyren Windsor",1640,1,"#gq_miromob2_sch01::OnMyMobDead";
- monster "que_qsch01",82,249,"Kathryne Keyron",1645,1,"#gq_miromob2_sch01::OnMyMobDead";
- monster "que_qsch01",102,248,"Cecil Damon",1644,1,"#gq_miromob2_sch01::OnMyMobDead";
- monster "que_qsch01",90,260,"Margaretha Sorin",1643,1,"#gq_miromob2_sch01::OnMyMobDead";
- monster "que_qsch01",90,280,"Eremes Guile",1641,1,"#gq_miromob2_sch01::OnMyMobDead";
- monster "que_qsch01",102,300,"Howard Alt-Eisen",1642,1,"#gq_miromob2_sch01::OnMyMobDead";
-
- monster "que_qsch01",63,282,"Seyren Windsor",1640,1,"#gq_miromob2_sch01::OnMyMobDead";
- monster "que_qsch01",61,243,"Kathryne Keyron",1645,1,"#gq_miromob2_sch01::OnMyMobDead";
- monster "que_qsch01",70,249,"Cecil Damon",1644,1,"#gq_miromob2_sch01::OnMyMobDead";
- monster "que_qsch01",102,282,"Margaretha Sorin",1643,1,"#gq_miromob2_sch01::OnMyMobDead";
- monster "que_qsch01",66,300,"Eremes Guile",1641,1,"#gq_miromob2_sch01::OnMyMobDead";
- monster "que_qsch01",57,258,"Howard Alt-Eisen",1642,1,"#gq_miromob2_sch01::OnMyMobDead";
- stopnpctimer;
- end;
-
-Onreset:
- killmonster "que_qsch01","#gq_miromob2_sch01::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- if (mobcount("que_qsch01","#gq_miromob2_sch01::OnMyMobDead") == 0) {
- mapannounce "que_qsch01","The Mystic garden exit is now open.",bc_map,"0x00ff00";
- setcell "que_qsch01",58,302,63,302,cell_walkable,1;
- setcell "que_qsch01",58,302,63,302,cell_shootable,1;
- donpcevent "#Maze_Manager_sch01::OnDisable";
- }
- end;
-}
-
-que_qsch01,1,1,0 script #okolnir_sch01 844,{
-
-OnEnable:
- donpcevent "Gate01#gq_sch01::OnEnable";
- donpcevent "#Maze_Manager_sch01::OnEnable";
- donpcevent "#event_start01_sch01::OnEnable";
- donpcevent "#gd_sch01_mobctrl::OnEnable";
- enablenpc "Guard of Shadow#sch01_01";
- enablenpc "Guard of Shadow#sch01_02";
- enablenpc "Guard of Shadow#sch01_03";
- enablenpc "Guard of Shadow#sch01_04";
- enablenpc "Bloody Hunter#sch01_ac01";
- enablenpc "Bloody Hunter#sch01_ac02";
- enablenpc "Bloody Hunter#sch01_ac03";
- enablenpc "Bloody Hunter#sch01_ac04";
- enablenpc "Temple Keeper#sch01_ac01";
- enablenpc "Temple Keeper#sch01_ac02";
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc "Wish Maiden#gq_sch01";
- donpcevent "#gq_miromob2_sch01::Onreset";
- disablenpc "Piamette#sch01";
- donpcevent "#gdtimer01_sch01::Onstop";
- donpcevent "#gdtimer02_sch01::Onstop";
- donpcevent "#piamette_sch01::Onreset";
- donpcevent "Wish Maiden#sch01_boss::OnDisable";
- donpcevent "Wish Maiden#sch01_gift::OnDisable";
- donpcevent "#gd_sch01_mobctrl::Onreset";
- donpcevent "Gate01#gq_sch01::OnDisable";
- donpcevent "#Maze_Manager_sch01::OnDisable";
- donpcevent "#event_start01_sch01::OnDisable";
- donpcevent "#nm_switch_sch01::OnDisable";
- donpcevent "#nmsomsch01_jin01::OnDisable";
- donpcevent "#nmsomsch01_jin02::OnDisable";
- donpcevent "#nmsomsch01_jin03::OnDisable";
- donpcevent "Guard of Shadow#sch01_01::OnDisable";
- donpcevent "Guard of Shadow#sch01_02::OnDisable";
- donpcevent "Guard of Shadow#sch01_03::OnDisable";
- donpcevent "Guard of Shadow#sch01_04::OnDisable";
- donpcevent "Bloody Hunter#sch01_ac01::OnDisable";
- donpcevent "Bloody Hunter#sch01_ac02::OnDisable";
- donpcevent "Bloody Hunter#sch01_ac03::OnDisable";
- donpcevent "Bloody Hunter#sch01_ac04::OnDisable";
- donpcevent "Temple Keeper#sch01_ac01::OnDisable";
- donpcevent "Temple Keeper#sch01_ac02::OnDisable";
- disablenpc "#to_agit_sch01_gate";
- donpcevent "#sch01_stone01::Onreset";
- donpcevent "#sch01_stone02::Onreset";
- donpcevent "#sch01_stone03::Onreset";
- disablenpc "#sch01_cage01";
- disablenpc "#sch01_cage02";
- disablenpc "#sch01_cage03";
- disablenpc "#sch01_cage04";
- disablenpc "#sch01_cage05";
- disablenpc "#sch01_cage06";
- disablenpc "windpath03_sch01";
- disablenpc "windpath04_sch01";
- set $gqse_sch01_miro,0;
- set $gqse_sch01_pcc,0;
- set $gqse_sch01_gd,0;
- set $gqse_sch01_nm,0;
- stopnpctimer;
- end;
-
-Onstop:
- stopnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qsch01","Wish Maiden : Do your best, Okolnir will disappear in one hour!",bc_map,"0x00ff00";
- end;
-
-OnTimer1800000:
- mapannounce "que_qsch01","Okolnir will disappear in 30 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer2400000:
- mapannounce "que_qsch01","Okolnir will disappear in 20 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3000000:
- mapannounce "que_qsch01","Okolnir will disappear in 10 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3300000:
- mapannounce "que_qsch01","Okolnir will disappear in 5 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3360000:
- mapannounce "que_qsch01","Okolnir will disappear in 4 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3420000:
- mapannounce "que_qsch01","Okolnir will disappear in 3 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3480000:
- mapannounce "que_qsch01","Okolnir will disappear in 2 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3540000:
- mapannounce "que_qsch01","Okolnir will disappear in 1 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3600000:
- mapannounce "que_qsch01","Okolnir has begun to disappear.",bc_map,"0x4d4dff";
- disablenpc "Wish Maiden#gq_sch01";
- donpcevent "#gq_miromob2_sch01::Onreset";
- disablenpc "Piamette#sch01";
- donpcevent "#gdtimer01_sch01::Onstop";
- donpcevent "#gdtimer02_sch01::Onstop";
- donpcevent "#piamette_sch01::Onreset";
- donpcevent "Wish Maiden#sch01_boss::onDisable";
- donpcevent "Wish Maiden#sch01_gift::OnDisable";
- donpcevent "#gd_sch01_mobctrl::Onreset";
- donpcevent "Gate01#gq_sch01::OnDisable";
- donpcevent "#Maze_Manager_sch01::OnDisable";
- donpcevent "#event_start01_sch01::OnDisable";
- donpcevent "#nm_switch_sch01::OnDisable";
- donpcevent "#nmsomsch01_jin01::OnDisable";
- donpcevent "#nmsomsch01_jin02::OnDisable";
- donpcevent "#nmsomsch01_jin03::OnDisable";
- donpcevent "Guard of Shadow#sch01_01::OnDisable";
- donpcevent "Guard of Shadow#sch01_02::OnDisable";
- donpcevent "Guard of Shadow#sch01_03::OnDisable";
- donpcevent "Guard of Shadow#sch01_04::OnDisable";
- donpcevent "Bloody Hunter#sch01_ac01::OnDisable";
- donpcevent "Bloody Hunter#sch01_ac02::OnDisable";
- donpcevent "Bloody Hunter#sch01_ac03::OnDisable";
- donpcevent "Bloody Hunter#sch01_ac04::OnDisable";
- donpcevent "Temple Keeper#sch01_ac01::OnDisable";
- donpcevent "Temple Keeper#sch01_ac02::OnDisable";
- disablenpc "#to_agit_sch01_gate";
- donpcevent "#sch01_stone01::Onreset";
- donpcevent "#sch01_stone02::Onreset";
- donpcevent "#sch01_stone03::Onreset";
- disablenpc "#sch01_cage01";
- disablenpc "#sch01_cage02";
- disablenpc "#sch01_cage03";
- disablenpc "#sch01_cage04";
- disablenpc "#sch01_cage05";
- disablenpc "#sch01_cage06";
- disablenpc "windpath03_sch01";
- disablenpc "windpath04_sch01";
- end;
-
-OnTimer3605000:
- mapannounce "que_qsch01","Wish Maiden: ... You will fall into a deep sleep within Okolnir... ",bc_map,"0x00ff00";
- end;
-
-OnTimer3608000:
- mapannounce "que_qsch01","Wish Maiden: ..Have courage ... and await your chance again... ",bc_map,"0x00ff00";
- end;
-
-OnTimer3610000:
- set $gqse_sch01_miro,0;
- set $gqse_sch01_pcc,0;
- set $gqse_sch01_gd,0;
- set $gqse_sch01_nm,0;
- mapwarp "que_qsch01","schg_cas01",369,306;
- end;
-
-OnTimer3611000:
- donpcevent "#okolnir_sch01_time01::OnEnable";
- stopnpctimer;
- end;
-}
-
-que_qsch01,1,2,0 script #Maze_Manager_sch01 844,{
-OnInit:
- donpcevent "#miro_bf_sch01::OnDisable";
- donpcevent "#miro_rf_sch01::OnDisable";
- donpcevent "#miro_yf_sch01::OnDisable";
- end;
-
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- donpcevent "#miro_bf_sch01::OnDisable";
- donpcevent "#miro_rf_sch01::OnDisable";
- donpcevent "#miro_yf_sch01::OnDisable";
- stopnpctimer;
- end;
-
-OnTimer1000:
- donpcevent "#miro_rf_sch01::OnDisable";
- end;
-
-OnTimer2000:
- donpcevent "#miro_yf_sch01::OnDisable";
- end;
-
-OnTimer3000:
- donpcevent "#miro_bf_sch01::OnEnable";
- end;
-
-OnTimer120000:
- donpcevent "#miro_bf_sch01::OnDisable";
- end;
-
-OnTimer121000:
- donpcevent "#miro_yf_sch01::OnDisable";
- end;
-
-OnTimer123000:
- donpcevent "#miro_rf_sch01::OnEnable";
- end;
-
-OnTimer240000:
- donpcevent "#miro_bf_sch01::OnDisable";
- end;
-
-OnTimer241000:
- donpcevent "#miro_rf_sch01::OnDisable";
- end;
-
-OnTimer242000:
- donpcevent "#miro_yf_sch01::OnEnable";
- end;
-
-OnTimer360000:
- donpcevent "#Maze_Manager_sch01::OnEnable";
- end;
-}
-
-que_qsch01,2,1,0 script #miro_bf_sch01 844,{
-
-OnEnable:
- monster "que_qsch01",44,270," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
- monster "que_qsch01",46,270," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
- monster "que_qsch01",50,287," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
- monster "que_qsch01",52,287," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
- monster "que_qsch01",50,265," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
- monster "que_qsch01",52,265," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
- monster "que_qsch01",56,279," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
- monster "que_qsch01",58,279," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
- monster "que_qsch01",64,301," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
- monster "que_qsch01",64,298," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
- monster "que_qsch01",62,272," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
- monster "que_qsch01",64,272," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
- monster "que_qsch01",58,245," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
- monster "que_qsch01",58,243," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
- monster "que_qsch01",72,289," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
- monster "que_qsch01",72,287," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
- monster "que_qsch01",68,257," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
- monster "que_qsch01",68,255," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
- monster "que_qsch01",73,263," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
- monster "que_qsch01",73,261," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
- monster "que_qsch01",75,251," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
- monster "que_qsch01",75,249," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
- monster "que_qsch01",79,283," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
- monster "que_qsch01",79,281," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
- monster "que_qsch01",82,271," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
- monster "que_qsch01",84,271," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
- monster "que_qsch01",89,295," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
- monster "que_qsch01",89,293," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
- monster "que_qsch01",88,276," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
- monster "que_qsch01",90,276," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
- monster "que_qsch01",88,266," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
- monster "que_qsch01",90,266," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
- monster "que_qsch01",94,256," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
- monster "que_qsch01",96,256," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
- monster "que_qsch01",64,301," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
- monster "que_qsch01",64,299," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
- monster "que_qsch01",100,251," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
- monster "que_qsch01",102,251," ",1934,1,"#miro_bf_sch01::OnMyMobDead";
- setcell "que_qsch01",44,270,47,270,cell_walkable,0;
- setcell "que_qsch01",44,270,47,270,cell_shootable,0;
- setcell "que_qsch01",50,287,53,287,cell_walkable,0;
- setcell "que_qsch01",50,287,53,287,cell_shootable,0;
- setcell "que_qsch01",50,265,53,265,cell_walkable,0;
- setcell "que_qsch01",50,265,53,265,cell_shootable,0;
- setcell "que_qsch01",56,279,59,279,cell_walkable,0;
- setcell "que_qsch01",56,279,59,279,cell_shootable,0;
- setcell "que_qsch01",64,298,64,301,cell_walkable,0;
- setcell "que_qsch01",64,298,64,301,cell_shootable,0;
- setcell "que_qsch01",62,272,65,272,cell_walkable,0;
- setcell "que_qsch01",62,272,65,272,cell_shootable,0;
- setcell "que_qsch01",58,242,58,245,cell_walkable,0;
- setcell "que_qsch01",58,242,58,245,cell_shootable,0;
- setcell "que_qsch01",72,286,72,289,cell_walkable,0;
- setcell "que_qsch01",72,286,72,289,cell_shootable,0;
- setcell "que_qsch01",68,254,68,259,cell_walkable,0;
- setcell "que_qsch01",68,254,68,259,cell_shootable,0;
- setcell "que_qsch01",73,260,73,263,cell_walkable,0;
- setcell "que_qsch01",73,260,73,263,cell_shootable,0;
- setcell "que_qsch01",75,248,75,251,cell_walkable,0;
- setcell "que_qsch01",75,248,75,251,cell_shootable,0;
- setcell "que_qsch01",79,280,79,283,cell_walkable,0;
- setcell "que_qsch01",79,280,79,283,cell_shootable,0;
- setcell "que_qsch01",82,271,85,271,cell_walkable,0;
- setcell "que_qsch01",82,271,85,271,cell_shootable,0;
- setcell "que_qsch01",89,292,89,295,cell_walkable,0;
- setcell "que_qsch01",89,292,89,295,cell_shootable,0;
- setcell "que_qsch01",88,276,91,276,cell_walkable,0;
- setcell "que_qsch01",88,276,91,276,cell_shootable,0;
- setcell "que_qsch01",88,266,91,266,cell_walkable,0;
- setcell "que_qsch01",88,266,91,266,cell_shootable,0;
- setcell "que_qsch01",94,256,97,256,cell_walkable,0;
- setcell "que_qsch01",94,256,97,256,cell_shootable,0;
- setcell "que_qsch01",64,298,64,301,cell_walkable,0;
- setcell "que_qsch01",64,298,64,301,cell_shootable,0;
- setcell "que_qsch01",100,251,103,251,cell_walkable,0;
- setcell "que_qsch01",100,251,103,251,cell_shootable,0;
- end;
-
-OnDisable:
- killmonster "que_qsch01","#miro_bf_sch01::OnMyMobDead";
- setcell "que_qsch01",44,270,47,270,cell_walkable,1;
- setcell "que_qsch01",44,270,47,270,cell_shootable,1;
- setcell "que_qsch01",50,287,53,287,cell_walkable,1;
- setcell "que_qsch01",50,287,53,287,cell_shootable,1;
- setcell "que_qsch01",50,265,53,265,cell_walkable,1;
- setcell "que_qsch01",50,265,53,265,cell_shootable,1;
- setcell "que_qsch01",56,279,59,279,cell_walkable,1;
- setcell "que_qsch01",56,279,59,279,cell_shootable,1;
- setcell "que_qsch01",64,298,64,301,cell_walkable,1;
- setcell "que_qsch01",64,298,64,301,cell_shootable,1;
- setcell "que_qsch01",62,272,65,272,cell_walkable,1;
- setcell "que_qsch01",62,272,65,272,cell_shootable,1;
- setcell "que_qsch01",58,242,58,245,cell_walkable,1;
- setcell "que_qsch01",58,242,58,245,cell_shootable,1;
- setcell "que_qsch01",72,286,72,289,cell_walkable,1;
- setcell "que_qsch01",72,286,72,289,cell_shootable,1;
- setcell "que_qsch01",68,254,68,259,cell_walkable,1;
- setcell "que_qsch01",68,254,68,259,cell_shootable,1;
- setcell "que_qsch01",73,260,73,263,cell_walkable,1;
- setcell "que_qsch01",73,260,73,263,cell_shootable,1;
- setcell "que_qsch01",75,248,75,251,cell_walkable,1;
- setcell "que_qsch01",75,248,75,251,cell_shootable,1;
- setcell "que_qsch01",79,280,79,283,cell_walkable,1;
- setcell "que_qsch01",79,280,79,283,cell_shootable,1;
- setcell "que_qsch01",82,271,85,271,cell_walkable,1;
- setcell "que_qsch01",82,271,85,271,cell_shootable,1;
- setcell "que_qsch01",89,292,89,295,cell_walkable,1;
- setcell "que_qsch01",89,292,89,295,cell_shootable,1;
- setcell "que_qsch01",88,276,91,276,cell_walkable,1;
- setcell "que_qsch01",88,276,91,276,cell_shootable,1;
- setcell "que_qsch01",88,266,91,266,cell_walkable,1;
- setcell "que_qsch01",88,266,91,266,cell_shootable,1;
- setcell "que_qsch01",94,256,97,256,cell_walkable,1;
- setcell "que_qsch01",94,256,97,256,cell_shootable,1;
- setcell "que_qsch01",64,298,64,301,cell_walkable,1;
- setcell "que_qsch01",64,298,64,301,cell_shootable,1;
- setcell "que_qsch01",100,251,103,251,cell_walkable,1;
- setcell "que_qsch01",100,251,103,251,cell_shootable,1;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch01,2,2,0 script #miro_rf_sch01 844,{
-
-OnEnable:
- monster "que_qsch01",57,301," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
- monster "que_qsch01",57,299," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
- monster "que_qsch01",48,291," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
- monster "que_qsch01",48,289," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
- monster "que_qsch01",68,290," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
- monster "que_qsch01",70,290," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
- monster "que_qsch01",72,295," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
- monster "que_qsch01",72,293," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
- monster "que_qsch01",90,296," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
- monster "que_qsch01",92,296," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
- monster "que_qsch01",56,282," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
- monster "que_qsch01",58,282," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
- monster "que_qsch01",66,283," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
- monster "que_qsch01",66,281," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
- monster "que_qsch01",80,284," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
- monster "que_qsch01",82,284," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
- monster "que_qsch01",44,273," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
- monster "que_qsch01",46,273," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
- monster "que_qsch01",50,273," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
- monster "que_qsch01",52,273," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
- monster "que_qsch01",54,269," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
- monster "que_qsch01",54,267," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
- monster "que_qsch01",66,271," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
- monster "que_qsch01",66,270," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
- monster "que_qsch01",81,273," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
- monster "que_qsch01",81,272," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
- monster "que_qsch01",88,276," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
- monster "que_qsch01",90,276," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
- monster "que_qsch01",94,276," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
- monster "que_qsch01",96,276," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
- monster "que_qsch01",64,258," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
- monster "que_qsch01",66,258," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
- monster "que_qsch01",76,263," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
- monster "que_qsch01",76,261," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
- monster "que_qsch01",87,265," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
- monster "que_qsch01",87,263," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
- monster "que_qsch01",50,252," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
- monster "que_qsch01",52,252," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
- monster "que_qsch01",76,252," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
- monster "que_qsch01",78,252," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
- monster "que_qsch01",99,255," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
- monster "que_qsch01",99,253," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
- monster "que_qsch01",53,245," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
- monster "que_qsch01",53,243," ",1935,1,"#miro_rf_sch01::OnMyMobDead";
- setcell "que_qsch01",57,298,57,301,cell_walkable,0;
- setcell "que_qsch01",57,298,57,301,cell_shootable,0;
- setcell "que_qsch01",48,288,48,291,cell_walkable,0;
- setcell "que_qsch01",48,288,48,291,cell_shootable,0;
- setcell "que_qsch01",68,290,71,290,cell_walkable,0;
- setcell "que_qsch01",68,290,71,290,cell_shootable,0;
- setcell "que_qsch01",72,292,72,295,cell_walkable,0;
- setcell "que_qsch01",72,292,72,295,cell_shootable,0;
- setcell "que_qsch01",90,296,93,296,cell_walkable,0;
- setcell "que_qsch01",90,296,93,296,cell_shootable,0;
- setcell "que_qsch01",56,282,59,282,cell_walkable,0;
- setcell "que_qsch01",56,282,59,282,cell_shootable,0;
- setcell "que_qsch01",66,280,66,283,cell_walkable,0;
- setcell "que_qsch01",66,280,66,283,cell_shootable,0;
- setcell "que_qsch01",80,284,83,284,cell_walkable,0;
- setcell "que_qsch01",80,284,83,284,cell_shootable,0;
- setcell "que_qsch01",44,273,47,273,cell_walkable,0;
- setcell "que_qsch01",44,273,47,273,cell_shootable,0;
- setcell "que_qsch01",50,273,53,273,cell_walkable,0;
- setcell "que_qsch01",50,273,53,273,cell_shootable,0;
- setcell "que_qsch01",54,266,54,269,cell_walkable,0;
- setcell "que_qsch01",54,266,54,269,cell_shootable,0;
- setcell "que_qsch01",66,270,66,271,cell_walkable,0;
- setcell "que_qsch01",66,270,66,271,cell_shootable,0;
- setcell "que_qsch01",81,272,81,273,cell_walkable,0;
- setcell "que_qsch01",81,272,81,273,cell_shootable,0;
- setcell "que_qsch01",88,276,91,276,cell_walkable,0;
- setcell "que_qsch01",88,276,91,276,cell_shootable,0;
- setcell "que_qsch01",94,276,97,276,cell_walkable,0;
- setcell "que_qsch01",94,276,97,276,cell_shootable,0;
- setcell "que_qsch01",64,258,67,258,cell_walkable,0;
- setcell "que_qsch01",64,258,67,258,cell_shootable,0;
- setcell "que_qsch01",76,260,76,263,cell_walkable,0;
- setcell "que_qsch01",76,260,76,263,cell_shootable,0;
- setcell "que_qsch01",87,262,87,265,cell_walkable,0;
- setcell "que_qsch01",87,262,87,265,cell_shootable,0;
- setcell "que_qsch01",50,252,53,252,cell_walkable,0;
- setcell "que_qsch01",50,252,53,252,cell_shootable,0;
- setcell "que_qsch01",76,252,79,252,cell_walkable,0;
- setcell "que_qsch01",76,252,79,252,cell_shootable,0;
- setcell "que_qsch01",99,252,99,255,cell_walkable,0;
- setcell "que_qsch01",99,252,99,255,cell_shootable,0;
- setcell "que_qsch01",53,242,53,245,cell_walkable,0;
- setcell "que_qsch01",53,242,53,245,cell_shootable,0;
- end;
-
-OnDisable:
- killmonster "que_qsch01","#miro_rf_sch01::OnMyMobDead";
- setcell "que_qsch01",57,298,57,301,cell_walkable,1;
- setcell "que_qsch01",57,298,57,301,cell_shootable,1;
- setcell "que_qsch01",48,288,48,291,cell_walkable,1;
- setcell "que_qsch01",48,288,48,291,cell_shootable,1;
- setcell "que_qsch01",68,290,71,290,cell_walkable,1;
- setcell "que_qsch01",68,290,71,290,cell_shootable,1;
- setcell "que_qsch01",72,292,72,295,cell_walkable,1;
- setcell "que_qsch01",72,292,72,295,cell_shootable,1;
- setcell "que_qsch01",90,296,93,296,cell_walkable,1;
- setcell "que_qsch01",90,296,93,296,cell_shootable,1;
- setcell "que_qsch01",56,282,59,282,cell_walkable,1;
- setcell "que_qsch01",56,282,59,282,cell_shootable,1;
- setcell "que_qsch01",66,280,66,283,cell_walkable,1;
- setcell "que_qsch01",66,280,66,283,cell_shootable,1;
- setcell "que_qsch01",80,284,83,284,cell_walkable,1;
- setcell "que_qsch01",80,284,83,284,cell_shootable,1;
- setcell "que_qsch01",44,273,47,273,cell_walkable,1;
- setcell "que_qsch01",44,273,47,273,cell_shootable,1;
- setcell "que_qsch01",50,273,53,273,cell_walkable,1;
- setcell "que_qsch01",50,273,53,273,cell_shootable,1;
- setcell "que_qsch01",54,266,54,269,cell_walkable,1;
- setcell "que_qsch01",54,266,54,269,cell_shootable,1;
- setcell "que_qsch01",66,270,66,271,cell_walkable,1;
- setcell "que_qsch01",66,270,66,271,cell_shootable,1;
- setcell "que_qsch01",81,272,81,273,cell_walkable,1;
- setcell "que_qsch01",81,272,81,273,cell_shootable,1;
- setcell "que_qsch01",88,276,91,276,cell_walkable,1;
- setcell "que_qsch01",88,276,91,276,cell_shootable,1;
- setcell "que_qsch01",94,276,97,276,cell_walkable,1;
- setcell "que_qsch01",94,276,97,276,cell_shootable,1;
- setcell "que_qsch01",64,258,67,258,cell_walkable,1;
- setcell "que_qsch01",64,258,67,258,cell_shootable,1;
- setcell "que_qsch01",76,260,76,263,cell_walkable,1;
- setcell "que_qsch01",76,260,76,263,cell_shootable,1;
- setcell "que_qsch01",87,262,87,265,cell_walkable,1;
- setcell "que_qsch01",87,262,87,265,cell_shootable,1;
- setcell "que_qsch01",50,252,53,252,cell_walkable,1;
- setcell "que_qsch01",50,252,53,252,cell_shootable,1;
- setcell "que_qsch01",76,252,79,252,cell_walkable,1;
- setcell "que_qsch01",76,252,79,252,cell_shootable,1;
- setcell "que_qsch01",99,252,99,255,cell_walkable,1;
- setcell "que_qsch01",99,252,99,255,cell_shootable,1;
- setcell "que_qsch01",53,242,53,245,cell_walkable,1;
- setcell "que_qsch01",53,242,53,245,cell_shootable,1;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch01,2,3,0 script #miro_yf_sch01 844,{
-
-OnEnable:
- monster "que_qsch01",44,292," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",46,292," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",67,295," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",67,293," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",94,301," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",94,299," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",79,289," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",79,287," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",56,282," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",58,282," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",71,283," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",71,281," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",100,281," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",102,281," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",44,261," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",46,261," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",50,265," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",52,265," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",56,270," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",58,270," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",72,278," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",73,278," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",82,266," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",84,266," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",88,266," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",90,266," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",94,271," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",96,271," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",60,257," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",60,255," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",73,263," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",73,261," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",75,257," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",75,255," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",87,257," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",87,255," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",58,251," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",58,249," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",80,251," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",80,249," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",53,245," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",53,243," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",75,245," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",75,243," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",100,251," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",102,251," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",100,256," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- monster "que_qsch01",102,256," ",1936,1,"#miro_yf_sch01::OnMyMobDead";
- setcell "que_qsch01",44,292,47,292,cell_walkable,0;
- setcell "que_qsch01",44,292,47,292,cell_shootable,0;
- setcell "que_qsch01",67,292,67,295,cell_walkable,0;
- setcell "que_qsch01",67,292,67,295,cell_shootable,0;
- setcell "que_qsch01",94,298,94,301,cell_walkable,0;
- setcell "que_qsch01",94,298,94,301,cell_shootable,0;
- setcell "que_qsch01",79,286,79,289,cell_walkable,0;
- setcell "que_qsch01",79,286,79,289,cell_shootable,0;
- setcell "que_qsch01",56,282,59,282,cell_walkable,0;
- setcell "que_qsch01",56,282,59,282,cell_shootable,0;
- setcell "que_qsch01",71,280,71,283,cell_walkable,0;
- setcell "que_qsch01",71,280,71,283,cell_shootable,0;
- setcell "que_qsch01",100,281,103,281,cell_walkable,0;
- setcell "que_qsch01",100,281,103,281,cell_shootable,0;
- setcell "que_qsch01",44,261,47,261,cell_walkable,0;
- setcell "que_qsch01",44,261,47,261,cell_shootable,0;
- setcell "que_qsch01",50,265,53,265,cell_walkable,0;
- setcell "que_qsch01",50,265,53,265,cell_shootable,0;
- setcell "que_qsch01",56,270,59,270,cell_walkable,0;
- setcell "que_qsch01",56,270,59,270,cell_shootable,0;
- setcell "que_qsch01",72,278,73,278,cell_walkable,0;
- setcell "que_qsch01",72,278,73,278,cell_shootable,0;
- setcell "que_qsch01",82,266,85,266,cell_walkable,0;
- setcell "que_qsch01",82,266,85,266,cell_shootable,0;
- setcell "que_qsch01",88,266,91,266,cell_walkable,0;
- setcell "que_qsch01",88,266,91,266,cell_shootable,0;
- setcell "que_qsch01",94,271,97,271,cell_walkable,0;
- setcell "que_qsch01",94,271,97,271,cell_shootable,0;
- setcell "que_qsch01",60,254,60,257,cell_walkable,0;
- setcell "que_qsch01",60,254,60,257,cell_shootable,0;
- setcell "que_qsch01",73,260,73,263,cell_walkable,0;
- setcell "que_qsch01",73,260,73,263,cell_shootable,0;
- setcell "que_qsch01",75,254,75,257,cell_walkable,0;
- setcell "que_qsch01",75,254,75,257,cell_shootable,0;
- setcell "que_qsch01",87,254,87,257,cell_walkable,0;
- setcell "que_qsch01",87,254,87,257,cell_shootable,0;
- setcell "que_qsch01",58,248,58,251,cell_walkable,0;
- setcell "que_qsch01",58,248,58,251,cell_shootable,0;
- setcell "que_qsch01",80,248,80,251,cell_walkable,0;
- setcell "que_qsch01",80,248,80,251,cell_shootable,0;
- setcell "que_qsch01",53,242,53,245,cell_walkable,0;
- setcell "que_qsch01",53,242,53,245,cell_shootable,0;
- setcell "que_qsch01",75,242,75,245,cell_walkable,0;
- setcell "que_qsch01",75,242,75,245,cell_shootable,0;
- setcell "que_qsch01",100,251,103,251,cell_walkable,0;
- setcell "que_qsch01",100,251,103,251,cell_shootable,0;
- setcell "que_qsch01",100,256,103,256,cell_walkable,0;
- setcell "que_qsch01",100,256,103,256,cell_shootable,0;
- end;
-
-OnDisable:
- killmonster "que_qsch01","#miro_yf_sch01::OnMyMobDead";
- setcell "que_qsch01",44,292,47,292,cell_walkable,1;
- setcell "que_qsch01",44,292,47,292,cell_shootable,1;
- setcell "que_qsch01",67,292,67,295,cell_walkable,1;
- setcell "que_qsch01",67,292,67,295,cell_shootable,1;
- setcell "que_qsch01",94,298,94,301,cell_walkable,1;
- setcell "que_qsch01",94,298,94,301,cell_shootable,1;
- setcell "que_qsch01",79,286,79,289,cell_walkable,1;
- setcell "que_qsch01",79,286,79,289,cell_shootable,1;
- setcell "que_qsch01",56,282,59,282,cell_walkable,1;
- setcell "que_qsch01",56,282,59,282,cell_shootable,1;
- setcell "que_qsch01",71,280,71,283,cell_walkable,1;
- setcell "que_qsch01",71,280,71,283,cell_shootable,1;
- setcell "que_qsch01",100,281,103,281,cell_walkable,1;
- setcell "que_qsch01",100,281,103,281,cell_shootable,1;
- setcell "que_qsch01",44,261,47,261,cell_walkable,1;
- setcell "que_qsch01",44,261,47,261,cell_shootable,1;
- setcell "que_qsch01",50,265,53,265,cell_walkable,1;
- setcell "que_qsch01",50,265,53,265,cell_shootable,1;
- setcell "que_qsch01",56,270,59,270,cell_walkable,1;
- setcell "que_qsch01",56,270,59,270,cell_shootable,1;
- setcell "que_qsch01",72,278,73,278,cell_walkable,1;
- setcell "que_qsch01",72,278,73,278,cell_shootable,1;
- setcell "que_qsch01",82,266,85,266,cell_walkable,1;
- setcell "que_qsch01",82,266,85,266,cell_shootable,1;
- setcell "que_qsch01",88,266,91,266,cell_walkable,1;
- setcell "que_qsch01",88,266,91,266,cell_shootable,1;
- setcell "que_qsch01",94,271,97,271,cell_walkable,1;
- setcell "que_qsch01",94,271,97,271,cell_shootable,1;
- setcell "que_qsch01",60,254,60,257,cell_walkable,1;
- setcell "que_qsch01",60,254,60,257,cell_shootable,1;
- setcell "que_qsch01",73,260,73,263,cell_walkable,1;
- setcell "que_qsch01",73,260,73,263,cell_shootable,1;
- setcell "que_qsch01",75,254,75,257,cell_walkable,1;
- setcell "que_qsch01",75,254,75,257,cell_shootable,1;
- setcell "que_qsch01",87,254,87,257,cell_walkable,1;
- setcell "que_qsch01",87,254,87,257,cell_shootable,1;
- setcell "que_qsch01",58,248,58,251,cell_walkable,1;
- setcell "que_qsch01",58,248,58,251,cell_shootable,1;
- setcell "que_qsch01",80,248,80,251,cell_walkable,1;
- setcell "que_qsch01",80,248,80,251,cell_shootable,1;
- setcell "que_qsch01",53,242,53,245,cell_walkable,1;
- setcell "que_qsch01",53,242,53,245,cell_shootable,1;
- setcell "que_qsch01",75,242,75,245,cell_walkable,1;
- setcell "que_qsch01",75,242,75,245,cell_shootable,1;
- setcell "que_qsch01",100,251,103,251,cell_walkable,1;
- setcell "que_qsch01",100,251,103,251,cell_shootable,1;
- setcell "que_qsch01",100,256,103,256,cell_walkable,1;
- setcell "que_qsch01",100,256,103,256,cell_shootable,1;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch01,132,172,0 script windpath01_sch01 45,1,1,{
-OnTouch:
- if (countitem(7839) > 0) {
- mes "The Warp Gate responds to the Crystal Key.";
- delitem 7839,1; //Crystal_Key
- close2;
- warp "que_qsch01",114,158;
- end;
- }
- else {
- mes "You need the Crystal Key to activate the Warp Gate.";
- close;
- }
-}
-
-que_qsch01,113,165,0 warp windpath02_sch01 1,1,que_qsch01,139,172
-
-
-que_qsch01,131,136,3 script Piamette#sch01 1930,{
-OnInit:
- enablenpc "Piamette#sch01";
- end;
-}
-
-que_qsch01,114,158,0 script #event_start01_sch01 -1,1,1,{
-
-OnInit:
- disablenpc "#event_start01_sch01";
- end;
-
-OnEnable:
- enablenpc "#event_start01_sch01";
- end;
-
-OnDisable:
- disablenpc "#event_start01_sch01";
- stopnpctimer;
- end;
-
-OnTouch:
- initnpctimer;
- disablenpc "#event_start01_sch01";
- end;
-
-OnTimer2000:
- mapannounce "que_qsch01","Piamette mumblings : ..There were six birds, Teo. But one is....",bc_map,"0xdb7093";
- end;
-
-OnTimer6000:
- mapannounce "que_qsch01","Piamette mumblings : ...Shh.. Teo. The birds have returned..Are they birds that ran away before...? Or breakers who disguises themselves as good adventurers?",bc_map,"0xdb7093";
- end;
-
-OnTimer10000:
- mapannounce "que_qsch01","Piamette mumblings : Ha! They are caged in.",bc_map,"0xdb7093";
- end;
-
-OnTimer14000:
- mapannounce "que_qsch01","Piamette : Teo, Catch the birds! Put the cage away from here!",bc_map,"0x00ff00";
- donpcevent "#gdtimer01_sch01::OnEnable";
- stopnpctimer;
- end;
-}
-
-que_qsch01,2,2,0 script #gdtimer01_sch01 844,{
-
-OnEnable:
- initnpctimer;
- end;
-
-Onstop:
- donpcevent "#getspell01_sch01::OnDisable";
- donpcevent "#getspell02_sch01::OnDisable";
- donpcevent "#getspell03_sch01::OnDisable";
- donpcevent "#getspell04_sch01::OnDisable";
- donpcevent "#getspell05_sch01::OnDisable";
- donpcevent "#getspell06_sch01::OnDisable";
- donpcevent "#getspell07_sch01::OnDisable";
- donpcevent "#getspell08_sch01::OnDisable";
- stopnpctimer;
- end;
-
-OnTimer1000:
- donpcevent "#getspell08_sch01::OnDisable";
- donpcevent "#getspell01_sch01::OnEnable";
- end;
-
-OnTimer10000:
- donpcevent "#getspell01_sch01::OnDisable";
- donpcevent "#getspell02_sch01::OnEnable";
- end;
-
-OnTimer20000:
- donpcevent "#getspell02_sch01::OnDisable";
- donpcevent "#getspell03_sch01::OnEnable";
- end;
-
-OnTimer30000:
- donpcevent "#getspell03_sch01::OnDisable";
- donpcevent "#getspell04_sch01::OnEnable";
- end;
-
-OnTimer40000:
- donpcevent "#getspell04_sch01::OnDisable";
- donpcevent "#getspell05_sch01::OnEnable";
- end;
-
-OnTimer50000:
- donpcevent "#getspell05_sch01::OnDisable";
- donpcevent "#getspell06_sch01::OnEnable";
- end;
-
-OnTimer60000:
- donpcevent "#getspell06_sch01::OnDisable";
- donpcevent "#getspell07_sch01::OnEnable";
- end;
-
-OnTimer70000:
- donpcevent "#getspell07_sch01::OnDisable";
- donpcevent "#getspell08_sch01::OnEnable";
- end;
-
-OnTimer75000:
- if ($gqse_sch01_gd < 6) {
- mapannounce "que_qsch01","Piamette : Silly birds! Silly Teo! Why can't you put away the cage at once?!",bc_map,"0x00ff00";
- enablenpc "#sch01_cage01";
- enablenpc "#sch01_cage02";
- enablenpc "#sch01_cage03";
- enablenpc "#sch01_cage04";
- enablenpc "#sch01_cage05";
- enablenpc "#sch01_cage06";
- set $gqse_sch01_gd,0;
- }
- end;
-
-OnTimer76000:
- disablenpc "#sch01_cage01";
- disablenpc "#sch01_cage02";
- disablenpc "#sch01_cage03";
- disablenpc "#sch01_cage04";
- disablenpc "#sch01_cage05";
- disablenpc "#sch01_cage06";
- end;
-
-OnTimer80000:
- donpcevent "#gdtimer01_sch01::OnEnable";
- end;
-}
-
-que_qsch01,2,3,0 script #gdtimer02_sch01 844,{
-
-OnEnable:
- initnpctimer;
- end;
-
-Onstop:
- stopnpctimer;
- killmonster "que_qsch01","#gdtimer02_sch01::OnMyMobDead";
- end;
-
-OnTimer4000:
- mapannounce "que_qsch01","Piamette : All of them are caught!",bc_map,"0xdb7093";
- end;
-
-OnTimer8000:
- mapannounce "que_qsch01","Piamette : Let's call out the keeper of the key not to let the birds go far away.",bc_map,"0xdb7093";
- end;
-
-OnTimer12000:
- mapannounce "que_qsch01","Piamette : The keeper of the key is protecting my cage.",bc_map,"0xdb7093";
- monster "que_qsch01",108,151,"Key Stone",1905,1,"#gdtimer02_sch01::OnMyMobDead";
- monster "que_qsch01",109,135,"Key Stone",1905,1,"#gdtimer02_sch01::OnMyMobDead";
- monster "que_qsch01",115,116,"Key Stone",1905,1,"#gdtimer02_sch01::OnMyMobDead";
- monster "que_qsch01",158,106,"Key Stone",1905,1,"#gdtimer02_sch01::OnMyMobDead";
- monster "que_qsch01",163,133,"Key Stone",1905,1,"#gdtimer02_sch01::OnMyMobDead";
- monster "que_qsch01",150,154,"Key Stone",1905,1,"#gdtimer02_sch01::OnMyMobDead";
- end;
-
-OnTimer112000:
- mapannounce "que_qsch01","Piamette : Whooping fun times are back! Now, Go! I'll get back to!!",bc_map,"0xdb7093";
- killmonster "que_qsch01","#gdtimer02_sch01::OnMyMobDead";
- enablenpc "#sch01_cage01";
- enablenpc "#sch01_cage02";
- enablenpc "#sch01_cage03";
- enablenpc "#sch01_cage04";
- enablenpc "#sch01_cage05";
- enablenpc "#sch01_cage06";
- set $gqse_sch01_gd,0;
- end;
-
-OnTimer113000:
- disablenpc "#sch01_cage01";
- disablenpc "#sch01_cage02";
- disablenpc "#sch01_cage03";
- disablenpc "#sch01_cage04";
- disablenpc "#sch01_cage05";
- disablenpc "#sch01_cage06";
- donpcevent "#gdtimer01_sch01::OnEnable";
- stopnpctimer;
- end;
-
-Onreset:
- killmonster "que_qsch01","#gdtimer02_sch01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qsch01","#gdtimer02_sch01::OnMyMobDead") == 0) {
- enablenpc "#sch01_cage01";
- enablenpc "#sch01_cage02";
- enablenpc "#sch01_cage03";
- enablenpc "#sch01_cage04";
- enablenpc "#sch01_cage05";
- enablenpc "#sch01_cage06";
- donpcevent "#piamette_sch01::OnEnable";
- stopnpctimer;
- }
- end;
-}
-
-que_qsch01,1,4,0 script #piamette_sch01 844,{
-OnEnable:
- initnpctimer;
- end;
-
-Onreset:
- killmonster "que_qsch01","#piamette_sch01::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qsch01","Piamette : All the keeper of keys are dead now? Who freed my birds? Teo, who did it?",bc_map,"0xdb7093";
- end;
-
-OnTimer5000:
- mapannounce "que_qsch01","Piamette : I'm pissed off now!",bc_map,"0xdb7093";
- disablenpc "Piamette#sch01";
- monster "que_qsch01",131,135,"Angry Piamette",1930,1,"#piamette_sch01::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- mapannounce "que_qsch01","Piamette has been released, so the warp gate toward the South is working now.",bc_map,"0x00ff00";
- enablenpc "windpath03_sch01";
- enablenpc "windpath04_sch01";
- donpcevent "#nm_switch_sch01::OnEnable";
- end;
-}
-
-que_qsch01,113,135,0 script #getspell01_sch01 -1,1,1,{
-OnInit:
- disablenpc "#getspell01_sch01";
- end;
-
-OnEnable:
- enablenpc "#getspell01_sch01";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell01_sch01";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_sch01_gd == 0) {
- warp "que_qsch01",103,153;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,1;
- mapannounce "que_qsch01","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch01_gd == 1) {
- warp "que_qsch01",102,135;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,2;
- mapannounce "que_qsch01","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch01_gd == 2) {
- warp "que_qsch01",113,111;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,3;
- mapannounce "que_qsch01","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch01_gd == 3) {
- warp "que_qsch01",161,105;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,4;
- mapannounce "que_qsch01","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch01_gd == 4) {
- warp "que_qsch01",168,135;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,5;
- mapannounce "que_qsch01","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch01_gd == 5) {
- warp "que_qsch01",150,159;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,6;
- mapannounce "que_qsch01","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_sch01::OnEnable";
- donpcevent "#gdtimer01_sch01::Onstop";
- }
- end;
-}
-
-que_qsch01,146,150,0 script #getspell02_sch01 -1,1,1,{
-OnInit:
- disablenpc "#getspell02_sch01";
- end;
-
-OnEnable:
- enablenpc "#getspell02_sch01";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell02_sch01";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_sch01_gd == 0) {
- warp "que_qsch01",103,153;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,1;
- mapannounce "que_qsch01","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch01_gd == 1) {
- warp "que_qsch01",102,135;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,2;
- mapannounce "que_qsch01","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch01_gd == 2) {
- warp "que_qsch01",113,111;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,3;
- mapannounce "que_qsch01","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch01_gd == 3) {
- warp "que_qsch01",161,105;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,4;
- mapannounce "que_qsch01","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch01_gd == 4) {
- warp "que_qsch01",168,135;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,5;
- mapannounce "que_qsch01","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch01_gd == 5) {
- warp "que_qsch01",150,159;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,6;
- mapannounce "que_qsch01","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_sch01::OnEnable";
- donpcevent "#gdtimer01_sch01::Onstop";
- }
- end;
-}
-
-que_qsch01,131,117,0 script #getspell03_sch01 -1,1,1,{
-OnInit:
- disablenpc "#getspell03_sch01";
- end;
-
-OnEnable:
- enablenpc "#getspell03_sch01";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell03_sch01";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_sch01_gd == 0) {
- warp "que_qsch01",103,153;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,1;
- mapannounce "que_qsch01","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch01_gd == 1) {
- warp "que_qsch01",102,135;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,2;
- mapannounce "que_qsch01","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch01_gd == 2) {
- warp "que_qsch01",113,111;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,3;
- mapannounce "que_qsch01","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch01_gd == 3) {
- warp "que_qsch01",161,105;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,4;
- mapannounce "que_qsch01","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch01_gd == 4) {
- warp "que_qsch01",168,135;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,5;
- mapannounce "que_qsch01","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch01_gd == 5) {
- warp "que_qsch01",150,159;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,6;
- mapannounce "que_qsch01","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_sch01::OnEnable";
- donpcevent "#gdtimer01_sch01::Onstop";
- }
- end;
-}
-
-que_qsch01,117,150,0 script #getspell04_sch01 -1,1,1,{
-OnInit:
- disablenpc "#getspell04_sch01";
- end;
-
-OnEnable:
- enablenpc "#getspell04_sch01";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell04_sch01";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_sch01_gd == 0) {
- warp "que_qsch01",103,153;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,1;
- mapannounce "que_qsch01","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch01_gd == 1) {
- warp "que_qsch01",102,135;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,2;
- mapannounce "que_qsch01","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch01_gd == 2) {
- warp "que_qsch01",113,111;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,3;
- mapannounce "que_qsch01","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch01_gd == 3) {
- warp "que_qsch01",161,105;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,4;
- mapannounce "que_qsch01","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch01_gd == 4) {
- warp "que_qsch01",168,135;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,5;
- mapannounce "que_qsch01","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch01_gd == 5) {
- warp "que_qsch01",150,159;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,6;
- mapannounce "que_qsch01","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_sch01::OnEnable";
- donpcevent "#gdtimer01_sch01::Onstop";
- }
- end;
-}
-
-que_qsch01,150,135,0 script #getspell05_sch01 -1,1,1,{
-OnInit:
- disablenpc "#getspell05_sch01";
- end;
-
-OnEnable:
- enablenpc "#getspell05_sch01";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell05_sch01";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_sch01_gd == 0) {
- warp "que_qsch01",103,153;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,1;
- mapannounce "que_qsch01","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch01_gd == 1) {
- warp "que_qsch01",102,135;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,2;
- mapannounce "que_qsch01","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch01_gd == 2) {
- warp "que_qsch01",113,111;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,3;
- mapannounce "que_qsch01","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch01_gd == 3) {
- warp "que_qsch01",161,105;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,4;
- mapannounce "que_qsch01","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch01_gd == 4) {
- warp "que_qsch01",168,135;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,5;
- mapannounce "que_qsch01","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch01_gd == 5) {
- warp "que_qsch01",150,159;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,6;
- mapannounce "que_qsch01","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_sch01::OnEnable";
- donpcevent "#gdtimer01_sch01::Onstop";
- }
- end;
-}
-
-que_qsch01,117,121,0 script #getspell06_sch01 -1,1,1,{
-OnInit:
- disablenpc "#getspell06_sch01";
- end;
-
-OnEnable:
- enablenpc "#getspell06_sch01";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell06_sch01";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_sch01_gd == 0) {
- warp "que_qsch01",103,153;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,1;
- mapannounce "que_qsch01","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch01_gd == 1) {
- warp "que_qsch01",102,135;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,2;
- mapannounce "que_qsch01","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch01_gd == 2) {
- warp "que_qsch01",113,111;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,3;
- mapannounce "que_qsch01","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch01_gd == 3) {
- warp "que_qsch01",161,105;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,4;
- mapannounce "que_qsch01","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch01_gd == 4) {
- warp "que_qsch01",168,135;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,5;
- mapannounce "que_qsch01","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch01_gd == 5) {
- warp "que_qsch01",150,159;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,6;
- mapannounce "que_qsch01","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_sch01::OnEnable";
- donpcevent "#gdtimer01_sch01::Onstop";
- }
- end;
-}
-
-que_qsch01,131,154,0 script #getspell07_sch01 -1,1,1,{
-OnInit:
- disablenpc "#getspell07_sch01";
- end;
-
-OnEnable:
- enablenpc "#getspell07_sch01";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell07_sch01";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_sch01_gd == 0) {
- warp "que_qsch01",103,153;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,1;
- mapannounce "que_qsch01","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch01_gd == 1) {
- warp "que_qsch01",102,135;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,2;
- mapannounce "que_qsch01","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch01_gd == 2) {
- warp "que_qsch01",113,111;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,3;
- mapannounce "que_qsch01","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch01_gd == 3) {
- warp "que_qsch01",161,105;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,4;
- mapannounce "que_qsch01","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch01_gd == 4) {
- warp "que_qsch01",168,135;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,5;
- mapannounce "que_qsch01","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch01_gd == 5) {
- warp "que_qsch01",150,159;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,6;
- mapannounce "que_qsch01","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_sch01::OnEnable";
- donpcevent "#gdtimer01_sch01::Onstop";
- }
- end;
-}
-
-que_qsch01,146,121,0 script #getspell08_sch01 -1,1,1,{
-OnInit:
- disablenpc "#getspell08_sch01";
- end;
-
-OnEnable:
- enablenpc "#getspell08_sch01";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell08_sch01";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_sch01_gd == 0) {
- warp "que_qsch01",103,153;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,1;
- mapannounce "que_qsch01","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch01_gd == 1) {
- warp "que_qsch01",102,135;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,2;
- mapannounce "que_qsch01","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch01_gd == 2) {
- warp "que_qsch01",113,111;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,3;
- mapannounce "que_qsch01","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch01_gd == 3) {
- warp "que_qsch01",161,105;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,4;
- mapannounce "que_qsch01","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch01_gd == 4) {
- warp "que_qsch01",168,135;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,5;
- mapannounce "que_qsch01","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch01_gd == 5) {
- warp "que_qsch01",150,159;
- disablenpc "#getspell01_sch01";
- set $gqse_sch01_gd,6;
- mapannounce "que_qsch01","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_sch01::OnEnable";
- donpcevent "#gdtimer01_sch01::Onstop";
- }
- end;
-}
-
-que_qsch01,103,153,0 script #sch01_cage01 -1,1,1,{
-OnInit:
- disablenpc "#sch01_cage01";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qsch01",108,151;
- disablenpc "#sch01_cage01";
- end;
-}
-
-que_qsch01,102,135,0 script #sch01_cage02 -1,1,1,{
-OnInit:
- disablenpc "#sch01_cage02";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qsch01",107,135;
- disablenpc "#sch01_cage02";
- end;
-}
-
-que_qsch01,113,111,0 script #sch01_cage03 -1,1,1,{
-OnInit:
- disablenpc "#sch01_cage03";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qsch01",113,114;
- disablenpc "#sch01_cage03";
- end;
-}
-
-que_qsch01,161,105,0 script #sch01_cage04 -1,1,1,{
-OnInit:
- disablenpc "#sch01_cage04";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qsch01",158,106;
- disablenpc "#sch01_cage04";
- end;
-}
-
-que_qsch01,168,135,0 script #sch01_cage05 -1,1,1,{
-OnInit:
- disablenpc "#sch01_cage05";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qsch01",163,133;
- disablenpc "#sch01_cage05";
- end;
-}
-
-que_qsch01,150,159,0 script #sch01_cage06 -1,1,1,{
-OnInit:
- disablenpc "#sch01_cage06";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qsch01",150,154;
- disablenpc "#sch01_cage06";
- end;
-}
-
-que_qsch01,1,8,0 script #gd_sch01_mobctrl 844,{
-OnEnable:
- monster "que_qsch01",107,152,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",109,135,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",113,116,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",157,107,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",163,133,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",149,156,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",130,139,"Alice",1275,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",135,137,"Alice",1275,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",130,132,"Alice",1275,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",128,137,"Alice",1275,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",109,145,"Alice",1275,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",109,130,"Alice",1275,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",128,114,"Alice",1275,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",147,114,"Alice",1275,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",154,128,"Alice",1275,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",151,145,"Alice",1275,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",130,151,"Alice",1275,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",131,139,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",135,136,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",131,132,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",128,136,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",110,145,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",129,114,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",148,114,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",155,128,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",152,145,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",131,151,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",110,130,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",132,139,"Violy",1390,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",135,135,"Violy",1390,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",132,132,"Violy",1390,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",128,135,"Violy",1390,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",111,145,"Violy",1390,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",111,130,"Violy",1390,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",130,114,"Violy",1390,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",149,114,"Violy",1390,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",156,128,"Violy",1390,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",153,145,"Violy",1390,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",132,151,"Violy",1390,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",133,139,"Ancient Mimic",1699,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",135,134,"Ancient Mimic",1699,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",133,132,"Ancient Mimic",1699,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",128,135,"Ancient Mimic",1699,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",112,145,"Ancient Mimic",1699,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",131,114,"Ancient Mimic",1699,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",150,114,"Ancient Mimic",1699,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",157,128,"Ancient Mimic",1699,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",154,145,"Ancient Mimic",1699,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",133,151,"Ancient Mimic",1699,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",112,130,"Ancient Mimic",1699,1,"#gd_sch01_mobctrl::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "que_qsch01","#gd_sch01_mobctrl::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qsch01","#gd_sch01_mobctrl::OnMyMobDead") < 7) {
- monster "que_qsch01",107,152,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",109,135,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",113,116,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",157,107,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",163,133,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
- monster "que_qsch01",149,156,"Ball of Piamette",1738,1,"#gd_sch01_mobctrl::OnMyMobDead";
- }
- end;
-}
-
-que_qsch01,149,105,0 script windpath03_sch01 45,1,1,{
-OnInit:
- disablenpc "windpath03_sch01";
- end;
-
-OnTouch:
- warp "que_qsch01",119,103;
- end;
-}
-
-que_qsch01,128,104,0 script windpath04_sch01 45,1,1,{
-OnInit:
- disablenpc "windpath04_sch01";
- end;
-
-OnTouch:
- warp "que_qsch01",146,109;
- end;
-}
-
-que_qsch01,253,273,0 script #nm_switch_sch01 -1,5,5,{
-OnInit:
- disablenpc "#nm_switch_sch01";
- end;
-
-OnEnable:
- enablenpc "#nm_switch_sch01";
- end;
-
-OnDisable:
- disablenpc "#nm_switch_sch01";
- stopnpctimer;
- end;
-
-OnTouch:
- disablenpc "#nm_switch_sch01";
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qsch01","Wish Maiden: Did you have a good time with Piamette?",bc_map,"0x00ff00";
- end;
-
-OnTimer4000:
- mapannounce "que_qsch01","Wish Maiden: But it's the end. There will be summoned monsters coming soon...",bc_map,"0x00ff00";
- end;
-
-OnTimer9000:
- mapannounce "que_qsch01","Wish Maiden: So come here to me safely...",bc_map,"0x00ff00";
- end;
-
-OnTimer10000:
- donpcevent "#nmsomsch01_jin01::OnEnable";
- donpcevent "#sch01_stone01::OnEnable";
- end;
-
-OnTimer190000:
- donpcevent "#nmsomsch01_jin02::OnEnable";
- donpcevent "#sch01_stone02::OnEnable";
- end;
-
-OnTimer370000:
- donpcevent "#nmsomsch01_jin03::OnEnable";
- donpcevent "#sch01_stone03::OnEnable";
- stopnpctimer;
- end;
-}
-
-que_qsch01,229,297,0 script #nmsomsch01_jin01 -1,{
-OnEnable:
- donpcevent "#sch01_stone01::OnEnable";
- initnpctimer;
- end;
-
-OnDisable:
- killmonster "que_qsch01","#nmsomsch01_jin01::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer5000:
- mapannounce "que_qsch01","The Western magic formation is working to summon Guard of Shadow.",bc_map,"0x4d4dff";
- monster "que_qsch01",226,288,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",227,289,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",228,290,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",229,291,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",230,292,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",231,293,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",232,294,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",233,295,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",234,296,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",235,297,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",228,286,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",229,287,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",230,288,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",231,289,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",232,290,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",233,291,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",234,292,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",235,293,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",236,294,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",237,295,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",230,284,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",231,285,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",232,286,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",233,287,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",234,288,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",235,289,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",236,290,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",237,291,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",238,292,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",239,293,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- end;
-
-OnTimer25000:
-OnTimer55000:
-OnTimer85000:
-OnTimer120000:
- monster "que_qsch01",226,294,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",227,294,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",228,294,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",229,294,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",230,295,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",231,296,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",231,297,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",231,298,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",231,299,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",230,300,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",229,301,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",228,301,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",227,301,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",226,301,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",225,300,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",224,299,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",224,298,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",224,297,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",224,296,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- monster "que_qsch01",225,295,"Guard of Shadow",1752,1,"#nmsomsch01_jin01::OnMyMobDead";
- end;
-
-OnTimer180000:
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch01,2,8,0 script #sch01_stone01 844,{
-OnEnable:
- monster "que_qsch01",227,294,"Western Magic Guardian",1752,1,"#sch01_stone01::OnMyMobDead";
- monster "que_qsch01",229,294,"Western Magic Guardian",1752,1,"#sch01_stone01::OnMyMobDead";
- monster "que_qsch01",231,296,"Western Magic Guardian",1752,1,"#sch01_stone01::OnMyMobDead";
- monster "que_qsch01",231,298,"Western Magic Guardian",1752,1,"#sch01_stone01::OnMyMobDead";
- monster "que_qsch01",230,300,"Western Magic Guardian",1752,1,"#sch01_stone01::OnMyMobDead";
- monster "que_qsch01",228,301,"Western Magic Guardian",1752,1,"#sch01_stone01::OnMyMobDead";
- monster "que_qsch01",226,301,"Western Magic Guardian",1752,1,"#sch01_stone01::OnMyMobDead";
- monster "que_qsch01",224,299,"Western Magic Guardian",1752,1,"#sch01_stone01::OnMyMobDead";
- monster "que_qsch01",224,297,"Western Magic Guardian",1752,1,"#sch01_stone01::OnMyMobDead";
- monster "que_qsch01",225,295,"Western Magic Guardian",1752,1,"#sch01_stone01::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "que_qsch01","#sch01_stone01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qsch01","#sch01_stone01::OnMyMobDead") == 0) {
- set $gqse_sch01_nm,$gqse_sch01_nm+1;
- donpcevent "#nmsomsch01_jin01::OnDisable";
- if ($gqse_sch01_nm == 3) {
- donpcevent "Wish Maiden#sch01_boss::Onfight";
- }
- }
- end;
-}
-
-que_qsch01,275,299,0 script #nmsomsch01_jin02 -1,{
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- killmonster "que_qsch01","#nmsomsch01_jin02::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer5000:
- mapannounce "que_qsch01","The Eastern magic formation is working to summon Bloody Hunter.",bc_map,"0x4d4dff";
- monster "que_qsch01",263,292,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",264,291,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",265,290,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",266,289,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",267,288,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",268,287,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",269,286,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",270,285,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",271,284,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",272,283,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",265,294,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",266,293,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",267,292,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",268,291,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",269,290,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",270,289,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",271,288,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",272,287,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",273,286,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",274,285,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",267,296,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",268,295,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",269,294,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",270,283,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",271,282,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",272,281,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",273,280,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",274,279,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",275,276,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",276,275,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- end;
-
-OnTimer25000:
-OnTimer55000:
-OnTimer85000:
-OnTimer120000:
- monster "que_qsch01",274,301,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",275,301,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",276,301,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",277,301,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",278,300,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",279,299,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",279,298,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",279,297,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",279,296,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",278,295,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",277,294,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",276,294,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",275,294,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",274,294,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",273,295,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",272,296,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",272,297,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",272,298,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",272,299,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- monster "que_qsch01",273,300,"Bloody Hunter",1753,1,"#nmsomsch01_jin02::OnMyMobDead";
- end;
-
-OnTimer180000:
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch01,2,9,0 script #sch01_stone02 844,{
-OnEnable:
- monster "que_qsch01",275,301,"Eastern Magic Guardian",1753,1,"#sch01_stone02::OnMyMobDead";
- monster "que_qsch01",277,301,"Eastern Magic Guardian",1753,1,"#sch01_stone02::OnMyMobDead";
- monster "que_qsch01",279,299,"Eastern Magic Guardian",1753,1,"#sch01_stone02::OnMyMobDead";
- monster "que_qsch01",279,297,"Eastern Magic Guardian",1753,1,"#sch01_stone02::OnMyMobDead";
- monster "que_qsch01",278,295,"Eastern Magic Guardian",1753,1,"#sch01_stone02::OnMyMobDead";
- monster "que_qsch01",276,294,"Eastern Magic Guardian",1753,1,"#sch01_stone02::OnMyMobDead";
- monster "que_qsch01",274,294,"Eastern Magic Guardian",1753,1,"#sch01_stone02::OnMyMobDead";
- monster "que_qsch01",272,296,"Eastern Magic Guardian",1753,1,"#sch01_stone02::OnMyMobDead";
- monster "que_qsch01",272,298,"Eastern Magic Guardian",1753,1,"#sch01_stone02::OnMyMobDead";
- monster "que_qsch01",273,300,"Eastern Magic Guardian",1753,1,"#sch01_stone02::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "que_qsch01","#sch01_stone02::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qsch01","#sch01_stone02::OnMyMobDead") == 0) {
- set $gqse_sch01_nm,$gqse_sch01_nm+1;
- donpcevent "#nmsomsch01_jin02::OnDisable";
- if ($gqse_sch01_nm == 3) {
- donpcevent "Wish Maiden#sch01_boss::Onfight";
- }
- }
- end;
-}
-
-que_qsch01,251,340,0 script #nmsomsch01_jin03 -1,{
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- killmonster "que_qsch01","#nmsomsch01_jin03::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer5000:
- mapannounce "que_qsch01","The Northern magic formation is working to summon Keeper of the Temple.",bc_map,"0x4d4dff";
- monster "que_qsch01",247,329,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
- monster "que_qsch01",249,329,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
- monster "que_qsch01",251,329,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
- monster "que_qsch01",253,329,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
- monster "que_qsch01",255,329,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
- monster "que_qsch01",243,339,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
- monster "que_qsch01",245,337,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
- monster "que_qsch01",247,335,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
- monster "que_qsch01",247,333,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
- monster "que_qsch01",254,333,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
- monster "que_qsch01",256,335,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
- monster "que_qsch01",258,337,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
- monster "que_qsch01",260,339,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
- end;
-
-OnTimer120000:
- monster "que_qsch01",251,343,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
- monster "que_qsch01",252,343,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
- monster "que_qsch01",255,341,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
- monster "que_qsch01",255,340,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
- monster "que_qsch01",254,337,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
- monster "que_qsch01",253,336,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
- monster "que_qsch01",250,336,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
- monster "que_qsch01",249,337,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
- monster "que_qsch01",248,340,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
- monster "que_qsch01",248,341,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
- end;
-
-OnTimer240000:
- monster "que_qsch01",250,343,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
- monster "que_qsch01",252,343,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
- monster "que_qsch01",254,342,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
- monster "que_qsch01",255,340,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
- monster "que_qsch01",255,338,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
- monster "que_qsch01",253,336,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
- monster "que_qsch01",250,336,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
- monster "que_qsch01",248,338,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
- monster "que_qsch01",248,340,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
- monster "que_qsch01",249,342,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
- end;
-
-OnTimer360000:
- monster "que_qsch01",250,343,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
- monster "que_qsch01",252,343,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
- monster "que_qsch01",254,342,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
- monster "que_qsch01",255,340,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
- monster "que_qsch01",255,338,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
- monster "que_qsch01",253,336,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
- monster "que_qsch01",251,336,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
- monster "que_qsch01",249,337,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
- monster "que_qsch01",248,339,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
- monster "que_qsch01",248,341,"Keeper Of The Temple",1933,1,"#nmsomsch01_jin03::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch01,2,10,0 script #sch01_stone03 844,{
-OnEnable:
- monster "que_qsch01",251,343,"Northern Magic Guardian",1933,1,"#sch01_stone03::OnMyMobDead";
- monster "que_qsch01",252,343,"Northern Magic Guardian",1933,1,"#sch01_stone03::OnMyMobDead";
- monster "que_qsch01",255,341,"Northern Magic Guardian",1933,1,"#sch01_stone03::OnMyMobDead";
- monster "que_qsch01",255,340,"Northern Magic Guardian",1933,1,"#sch01_stone03::OnMyMobDead";
- monster "que_qsch01",254,337,"Northern Magic Guardian",1933,1,"#sch01_stone03::OnMyMobDead";
- monster "que_qsch01",253,336,"Northern Magic Guardian",1933,1,"#sch01_stone03::OnMyMobDead";
- monster "que_qsch01",250,336,"Northern Magic Guardian",1933,1,"#sch01_stone03::OnMyMobDead";
- monster "que_qsch01",249,337,"Northern Magic Guardian",1933,1,"#sch01_stone03::OnMyMobDead";
- monster "que_qsch01",248,340,"Northern Magic Guardian",1933,1,"#sch01_stone03::OnMyMobDead";
- monster "que_qsch01",248,341,"Northern Magic Guardian",1933,1,"#sch01_stone03::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "que_qsch01","#sch01_stone03::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qsch01","#sch01_stone03::OnMyMobDead") == 0) {
- set $gqse_sch01_nm,$gqse_sch01_nm+1;
- donpcevent "#nmsomsch01_jin03::OnDisable";
-
- if ($gqse_sch01_nm == 3) {
- donpcevent "Wish Maiden#sch01_boss::Onfight";
- }
- }
- end;
-}
-
-que_qsch01,235,285,5 script Guard of Shadow#sch01_01 1752,4,4,{
-OnInit:
- disablenpc "Guard of Shadow#sch01_01";
- end;
-
-OnDisable:
- killmonster "que_qsch01","Guard of Shadow#sch01_01::OnMyMobDead";
- disablenpc "Guard of Shadow#sch01_01";
- end;
-
-OnTouch:
- disablenpc "Guard of Shadow#sch01_01";
- monster "que_qsch01",234,284,"Guard of Shadow",1752,1,"Guard of Shadow#sch01_01::OnMyMobDead";
- monster "que_qsch01",235,285,"Guard of Shadow",1752,1,"Guard of Shadow#sch01_01::OnMyMobDead";
- monster "que_qsch01",236,286,"Guard of Shadow",1752,1,"Guard of Shadow#sch01_01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch01,224,290,5 script Guard of Shadow#sch01_02 1752,4,4,{
-OnInit:
- disablenpc "Guard of Shadow#sch01_02";
- end;
-
-OnDisable:
- killmonster "que_qsch01","Guard of Shadow#sch01_02::OnMyMobDead";
- disablenpc "Guard of Shadow#sch01_02";
- end;
-
-OnTouch:
- disablenpc "Guard of Shadow#sch01_02";
- monster "que_qsch01",223,289,"Guard of Shadow",1752,1,"Guard of Shadow#sch01_02::OnMyMobDead";
- monster "que_qsch01",224,290,"Guard of Shadow",1752,1,"Guard of Shadow#sch01_02::OnMyMobDead";
- monster "que_qsch01",225,291,"Guard of Shadow",1752,1,"Guard of Shadow#sch01_02::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch01,236,296,5 script Guard of Shadow#sch01_03 1752,4,4,{
-OnInit:
- disablenpc "Guard of Shadow#sch01_03";
- end;
-
-OnDisable:
- killmonster "que_qsch01","Guard of Shadow#sch01_03::OnMyMobDead";
- disablenpc "Guard of Shadow#sch01_03";
- end;
-
-OnTouch:
- disablenpc "Guard of Shadow#sch01_03";
- monster "que_qsch01",235,295,"Guard of Shadow",1752,1,"Guard of Shadow#sch01_03::OnMyMobDead";
- monster "que_qsch01",236,296,"Guard of Shadow",1752,1,"Guard of Shadow#sch01_03::OnMyMobDead";
- monster "que_qsch01",237,297,"Guard of Shadow",1752,1,"Guard of Shadow#sch01_03::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch01,225,303,5 script Guard of Shadow#sch01_04 1752,4,4,{
-OnInit:
- disablenpc "Guard of Shadow#sch01_04";
- end;
-
-OnDisable:
- killmonster "que_qsch01","Guard of Shadow#sch01_04::OnMyMobDead";
- disablenpc "Guard of Shadow#sch01_04";
- end;
-
-OnTouch:
- disablenpc "Guard of Shadow#sch01_04";
- monster "que_qsch01",224,302,"Guard of Shadow",1752,1,"Guard of Shadow#sch01_04::OnMyMobDead";
- monster "que_qsch01",225,303,"Guard of Shadow",1752,1,"Guard of Shadow#sch01_04::OnMyMobDead";
- monster "que_qsch01",226,304,"Guard of Shadow",1752,1,"Guard of Shadow#sch01_04::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch01,266,296,3 script Bloody Hunter#sch01_ac01 1753,4,4,{
-OnInit:
- disablenpc "Bloody Hunter#sch01_ac01";
- end;
-
-OnDisable:
- killmonster "que_qsch01","Bloody Hunter#sch01_ac01::OnMyMobDead";
- disablenpc "Bloody Hunter#sch01_ac01";
- end;
-
-OnTouch:
- disablenpc "Bloody Hunter#sch01_ac01";
- monster "que_qsch01",265,297,"Bloody Hunter",1753,1,"Bloody Hunter#sch01_ac01::OnMyMobDead";
- monster "que_qsch01",266,296,"Bloody Hunter",1753,1,"Bloody Hunter#sch01_ac01::OnMyMobDead";
- monster "que_qsch01",267,295,"Bloody Hunter",1753,1,"Bloody Hunter#sch01_ac01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch01,271,283,3 script Bloody Hunter#sch01_ac02 1753,4,4,{
-OnInit:
- disablenpc "Bloody Hunter#sch01_ac02";
- end;
-
-OnDisable:
- killmonster "que_qsch01","Bloody Hunter#sch01_ac02::OnMyMobDead";
- disablenpc "Bloody Hunter#sch01_ac02";
- end;
-
-OnTouch:
- disablenpc "Bloody Hunter#sch01_ac02";
- monster "que_qsch01",270,284,"Bloody Hunter",1753,1,"Bloody Hunter#sch01_ac02::OnMyMobDead";
- monster "que_qsch01",271,283,"Bloody Hunter",1753,1,"Bloody Hunter#sch01_ac02::OnMyMobDead";
- monster "que_qsch01",272,282,"Bloody Hunter",1753,1,"Bloody Hunter#sch01_ac02::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch01,270,307,3 script Bloody Hunter#sch01_ac03 1753,4,4,{
-OnInit:
- disablenpc "Bloody Hunter#sch01_ac03";
- end;
-
-OnDisable:
- killmonster "que_qsch01","Bloody Hunter#sch01_ac03::OnMyMobDead";
- disablenpc "Bloody Hunter#sch01_ac03";
- end;
-
-OnTouch:
- disablenpc "Bloody Hunter#sch01_ac03";
- monster "que_qsch01",269,308,"Bloody Hunter",1753,1,"Bloody Hunter#sch01_ac03::OnMyMobDead";
- monster "que_qsch01",270,307,"Bloody Hunter",1753,1,"Bloody Hunter#sch01_ac03::OnMyMobDead";
- monster "que_qsch01",271,306,"Bloody Hunter",1753,1,"Bloody Hunter#sch01_ac03::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch01,279,300,3 script Bloody Hunter#sch01_ac04 1753,4,4,{
-OnInit:
- disablenpc "Bloody Hunter#sch01_ac04";
- end;
-
-OnDisable:
- killmonster "que_qsch01","Bloody Hunter#sch01_ac04::OnMyMobDead";
- disablenpc "Bloody Hunter#sch01_ac04";
- end;
-
-OnTouch:
- disablenpc "Bloody Hunter#sch01_ac04";
- monster "que_qsch01",278,301,"Bloody Hunter",1753,1,"Bloody Hunter#sch01_ac04::OnMyMobDead";
- monster "que_qsch01",279,300,"Bloody Hunter",1753,1,"Bloody Hunter#sch01_ac04::OnMyMobDead";
- monster "que_qsch01",280,299,"Bloody Hunter",1753,1,"Bloody Hunter#sch01_ac04::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch01,247,330,5 script Temple Keeper#sch01_ac01 1933,4,4,{
-OnInit:
- disablenpc "Temple Keeper#sch01_ac01";
- end;
-
-OnDisable:
- killmonster "que_qsch01","Temple Keeper#sch01_ac01::OnMyMobDead";
- disablenpc "Temple Keeper#sch01_ac01";
- end;
-
-OnTouch:
- disablenpc "Temple Keeper#sch01_ac01";
- monster "que_qsch01",246,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch01_ac01::OnMyMobDead";
- monster "que_qsch01",247,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch01_ac01::OnMyMobDead";
- monster "que_qsch01",248,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch01_ac01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch01,255,330,3 script Temple Keeper#sch01_ac02 1933,4,4,{
-OnInit:
- disablenpc "Temple Keeper#sch01_ac02";
- end;
-
-OnDisable:
- killmonster "que_qsch01","Temple Keeper#sch01_ac02::OnMyMobDead";
- disablenpc "Temple Keeper#sch01_ac02";
- end;
-
-OnTouch:
- disablenpc "Temple Keeper#sch01_ac02";
- monster "que_qsch01",254,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch01_ac02::OnMyMobDead";
- monster "que_qsch01",255,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch01_ac02::OnMyMobDead";
- monster "que_qsch01",256,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch01_ac02::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch01,251,255,3 script Wish Maiden#sch01_boss 1931,{
-OnInit:
- hideonnpc "Wish Maiden#sch01_boss";
- end;
-
-OnDisable:
- killmonster "que_qsch01","Wish Maiden#sch01_boss::OnMyMobDead";
- hideonnpc "Wish Maiden#sch01_boss";
- stopnpctimer;
- end;
-
-Onfight:
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qsch01","Wish Maiden : You guys reached here.. Are your guardians dead...?",bc_map,"0x00ff00";
- end;
-
-OnTimer4000:
- mapannounce "que_qsch01","Wish Maiden : I sincerely welcome all your best efforts!",bc_map,"0x00ff00";
- end;
-
-OnTimer5000:
- specialeffect EF_ICECRASH;
- hideonnpc "Wish Maiden#sch01_boss";
- specialeffect EF_SPHERE;
- monster "que_qsch01",252,340,"Wish Maiden",1931,1,"Wish Maiden#sch01_boss::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- if (mobcount("que_qsch01","Wish Maiden#sch01_boss::OnMyMobDead") == 0) {
- donpcevent "#okolnir_sch01::Onstop";
- donpcevent "Wish Maiden#sch01_gift::OnEnable";
- mapannounce "que_qsch01","Wish Maiden : ..Good, you deserve the Goddess' shine.",bc_map,"0x00ff00";
- }
- end;
-}
-
-que_qsch01,252,340,3 script Wish Maiden#sch01_gift 403,{
- set .@GID, GetCastleData("schg_cas01",1);
- if (getcharid(2) == .@GID) {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- if ((countitem(7830) > 0) && (countitem(7831) > 0) && (countitem(7832) > 0) && (countitem(7833) > 0) && (countitem(7834) > 0) && (countitem(2357) > 0) && (countitem(7510) > 99) && (countitem(969) > 9) && (countitem(985) > 19)) {
- cutin "wish_maiden12",1;
- mes "[Wish Maiden]";
- mes "As I declared, I will give the Goddess' shine to you.";
- mes "You have the requirements to carry it...";
- next;
- mes "[Wish Maiden]";
- mes "You will be granted the power of the great Valkyrie...";
- next;
- mes "[Wish Maiden]";
- mes "I will give you some things for fun.";
- mes "All of you enjoy them together...";
- next;
- mes "[Wish Maiden]";
- mes "Go to Rachel and Juno to meet the Ravies sisters.";
- next;
- cutin "wish_maiden32",1;
- mes "[Wish Maiden]";
- mes "I will open the gate for you to come back here.";
- mes "...Okolnir won't last forever...";
- delitem 7830,1; //Goddess_Tear
- delitem 7831,1; //Valkyrie_Token
- delitem 7832,1; //Brynhild_Armor_Piece
- delitem 7833,1; //Hero_Remains
- delitem 7834,1; //Andvari_Ring
- delitem 2357,1; //Valkyrie_Armor
- delitem 7510,100; //Valhalla_Flower
- delitem 969,10; //Gold
- delitem 985,20; //Elunium
- getitem 2383,1; //Brynhild
- getitem 7840,1; //Valkyrie_Gift
- announce "["+ strcharinfo(0) +"], of guild ["+ GetGuildName(.@GID) +"] has brought a Brynhild into this world.",bc_all,"0x70dbdb";
- close2;
- cutin "wish_maiden11",255;
- disablenpc "Wish Maiden#sch01_gift";
- enablenpc "#to_agit_sch01_gate";
- end;
- }
- else {
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "As I declared, you are worthy of holding the Brynhild.";
- mes "However, you do not have the requirements on you...";
- next;
- mes "[Wish Maiden]";
- mes "...Did you forget something?";
- close2;
- }
- }
- else {
- cutin "wish_maiden12",1;
- mes "[Wish Maiden]";
- mes "� All of you worked together as a team...";
- mes "Humans are strong when they are united, but are easily swayed by lust.";
- next;
- mes "[Wish Maiden]";
- mes "Humans are imperfect, so their chief god is there for them when they need help.";
- mes "....";
- next;
- mes "[Wish Maiden]";
- mes "Always be real.";
- mes "Do not regret your actions...";
- close2;
- }
- }
- cutin "wish_maiden11",255;
- end;
-
-OnInit:
- disablenpc "Wish Maiden#sch01_gift";
- end;
-
-OnEnable:
- enablenpc "Wish Maiden#sch01_gift";
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc "Wish Maiden#sch01_gift";
- stopnpctimer;
- end;
-
-OnTimer280000:
- mapannounce "que_qsch01","Wish Maiden : ... Okolnir will soon disappear... I will send you back to where you originally came from.",bc_map,"0x00ff00";
- end;
-
-OnTimer290000:
- mapwarp "que_qsch01","schg_cas01",369,306;
- donpcevent "#to_agit_sch01_gate::OnDisable";
- end;
-
-OnTimer300000:
- donpcevent "#okolnir_sch01::OnDisable";
- set $gqse_sch01_miro,0;
- set $gqse_sch01_pcc,0;
- set $gqse_sch01_gd,0;
- set $gqse_sch01_nm,0;
- set $siz_sch01_on,2;
- donpcevent "#okolnir_sch01_time01::OnEnable";
- stopnpctimer;
- end;
-}
-
-que_qsch01,252,339,0 script #to_agit_sch01_gate 45,1,1,{
-OnInit:
- disablenpc "#to_agit_sch01_gate";
- end;
-
-OnTouch:
- warp "schg_cas01",369,306;
- end;
-}
-
-que_qsch01,1,6,0 script #okolnir_sch01_time01 844,{
-OnInit:
- if ($siz_sch01_on == 2) {
- initnpctimer;
- }
- end;
-
-OnEnable:
- set $gqse_sch01_time,0;
- initnpctimer;
- end;
-
-Onreset:
- set $siz_sch01_on,0;
- set $gqse_sch01_time,0;
- stopnpctimer;
- end;
-
-OnTimer3600000:
- if ($gqse_sch01_time < 12) {
- set $gqse_sch01_time,$gqse_sch01_time+1;
- initnpctimer;
- }
- else if ($gqse_sch01_time == 12) {
- set $siz_sch01_on,0;
- set $gqse_sch01_time,0;
- enablenpc "Wish Maiden#gq_sch01";
- enablenpc "Piamette#sch01";
- hideoffnpc "Wish Maiden#sch01_boss";
- stopnpctimer;
- }
- end;
-}
-
-que_qsch01,116,313,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch01,120,285,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch01,117,236,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch01,103,223,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch01,85,204,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch01,79,186,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch01,73,167,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch01,68,150,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch01,71,128,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch01,69,118,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch01,117,78,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch01,110,79,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch01,141,80,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch01,158,84,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch01,193,104,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch01,119,269,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch01,155,77,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch01,110,317,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch01,115,295,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch01,116,256,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch01,113,242,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch01,99,223,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch01,94,216,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch01,77,198,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch01,70,174,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch01,72,147,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch01,64,134,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch01,77,107,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch01,84,88,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch01,98,82,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch01,129,79,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch01,91,124,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch01,173,95,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch01,179,127,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch01,195,120,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch01,178,159,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch01,88,145,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch01,94,157,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch01,95,177,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch01,129,196,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch01,154,196,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch01,170,187,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch01,194,180,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch01,214,181,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch01,243,199,0,0 monster Garden Watcher 1933,1,1200000,0,0
diff --git a/npc/quests/okolnir/godse_sch02.txt b/npc/quests/okolnir/godse_sch02.txt
deleted file mode 100644
index b9f4ab943..000000000
--- a/npc/quests/okolnir/godse_sch02.txt
+++ /dev/null
@@ -1,3286 +0,0 @@
-//===== rAthena Script =======================================
-//= Falicious Okolnir - Nidhoggr 2
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.3
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= God Item SE Creation scipt (Brynhild)
-//===== Additional Comments: =================================
-//= 1.0 First version. [L0ne_W0lf]
-//= 1.1 First round of bug fixes. (bugreport:3085) [L0ne_W0lf]
-//= Fixed two spawn locations of the key stones in Piamete's room.
-//= Fixed calling an event that doesn't exist when killing Piamete.
-//= Fixed the Wish Maiden not enabling when the boss is killed.
-//= fixed two NPC named that were missed when translating.
-//= 1.2 More bug fixes, sorry it took so long. [L0ne_W0lf]
-//= Fixed message on the portal when the okolnir section is full.
-//= Corrected non-angry Piamette not disabling.
-//= 1.3 Corrected invalid coordinates in maze. (bugreport:4220)
-//= Corrected typo in Guard of Shadow NPC.
-//============================================================
-
-schg_cas02,181,335,3 script Guide#gq_sch02 899,{
- set .@GID, GetCastleData("schg_cas02",1);
- if (getcharid(2) == .@GID) {
- if ($siz_sch02_on == 0) {
- mes "[Guide]";
- mes "This castle has a hidden secret.";
- mes "That is the ^4d4dff'Okolnir'^000000.";
- next;
- switch(select("About Okolnir.:Go to Okolnir.:Cancel.")) {
- case 1:
- mes "[Guide]";
- mes "Okolnir is a kind of virtual realm...";
- mes "I don't know how Okolnir exists, but I guess only Valkyrie knows.";
- next;
- mes "[Guide]";
- mes "As you know this is a place to test the adventurers made by Valkyrie...";
- mes "...you know the qualifications to enter Okolnir.";
- next;
- select("Qualifications?");
- mes "[Guide]";
- mes "Yes, Valkyrie definitely prefers strong adventurers.";
- mes "Only the qualified can enter Okolnir and Valhalla.";
- next;
- mes "[Guide]";
- mes "It only opens when everyone comes together to work it out.";
- mes "The key is in the castle.";
- next;
- mes "[Guide]";
- mes "If a castle's ^4d4dffeconomy is over 65 and defense also over 30^000000, this will be acceptable to access Okolnir.";
- next;
- mes "[Guide]";
- mes "And, if you pass all of the tests given by Valkyrie in Okolnir!";
- mes "You will also receive a mysterious gift.";
- next;
- mes "[Guide]";
- mes "Would you like to try to enter here?";
- close;
- case 2:
- set .@Defence,GetCastleData("schg_cas02",3);
- set .@Economy,GetCastleData("schg_cas02",2);
- if ((.@Economy > 64) && (.@Defence > 29)) {
- mes "[Guide]";
- mes "Great! Economy and Defense are OK.";
- mes "You can enter Okolnir now....";
- mes "Do you want to go there?";
- next;
- switch(select("Sure let's go there.:No.")) {
- case 1:
- if (countitem(7839) > 0) {
- delitem 7839,countitem(7839); //Crystal_Key
- }
- mes "[Guide]";
- mes "Ok......";
- mes "Please follow me...";
- close2;
- warp "que_qsch02",346,32;
- end;
- case 2:
- mes "[Guide]";
- mes "You can try this anytime in the future...";
- mes "If you are ready to protect this castle.";
- close;
- }
- }
- else {
- mes "[Guide]";
- mes "You are not qualified yet.";
- mes "Please develop your castle more...";
- close;
- }
- }
- }
- else if ($siz_sch02_on == 1) {
- mes "[Guide]";
- mes "... OK...";
- mes "Good luck.";
- next;
- switch(select("Enter now.:No.")) {
- case 1:
- if (countitem(7839) > 0) {
- delitem 7839,countitem(7839); //Crystal_Key
- }
- mes "[Guide]";
- mes "Hope you get everything you want...";
- close2;
- warp "que_qsch02",346,32;
- end;
- case 2:
- mes "[Guide]";
- mes "Really?";
- mes "Sorry to hear that.";
- close;
- }
- }
- else if ($siz_sch02_on == 2) {
- mes "[Guide]";
- mes "Building Okolnir needs quite a long time.";
- mes "....even though it's only virtual...";
- next;
- mes "[Guide]";
- mes "It takes about 12 -13 hours to create the virtual realm.";
- close;
- }
- else {
- mes "[Guide]";
- mes "You'll have to wait.";
- close;
- }
- }
- else {
- mes "[Guide]";
- mes "... I've never seen you before.";
- mes "You are strangers here. You'd better get out of here right now.";
- close;
- }
- end;
-
-OnInit:
- set $gqse_sch02_miro,0;
- set $gqse_sch02_pcc,0;
- set $gqse_sch02_gd,0;
- set $gqse_sch02_nm,0;
- if ($siz_sch02_on == 1) {
- set $siz_sch02_on,0;
- }
- enablenpc "Guide#gq_sch02";
- end;
-}
-
-que_qsch02,345,23,0 warp Gate02#gq_sch02 1,1,schg_cas02,177,355
-
-que_qsch02,345,82,3 script Wish Maiden#gq_sch02 403,{
- set .@GID, GetCastleData("schg_cas02",1);
- if (getcharid(2) == .@GID) {
- cutin "wish_maiden31",1;
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- mes "[Wish Maiden]";
- mes "I am... Wish maiden.";
- mes "Mourning in this virtual realm, Okolnir.";
- mes "On behalf of the humanbeings who defeated God here.";
- next;
- if ((countitem(7830) > 0) && (countitem(7831) > 0) && (countitem(7832) > 0) && (countitem(7833) > 0) && (countitem(7834) > 0) && (countitem(2357) > 0) && (countitem(7510) > 99) && (countitem(969) > 9) && (countitem(985) > 19)) {
- cutin "wish_maiden11",1;
- mes "[Wish Maiden]";
- mes "Are you ready to endure the trials to get the Goddess' glory?";
- next;
- switch(select("Yes, I am:Sorry, I'll try later")) {
- case 1:
- cutin "wish_maiden12",1;
- mes "[Wish Maiden]";
- mes "I will test whether or not you deserve the Goddess shine...";
- mes "Isn't it simple?";
- next;
- mes "[Wish Maiden]";
- mes "Okolnir is a virtual place.";
- mes "There is no room for error there.";
- mes "^ff0000You only have one hour.^000000";
- next;
- cutin "wish_maiden31",1;
- mes "[Wish Maiden]";
- mes "If you have not finished in that time, Okolnir will be destroyed, and I will go to rest.";
- mes "You will have to wait again...";
- next;
- mes "[Wish Maiden]";
- mes "Are you ready to go through?";
- mes "^4d4dffYou need to have 16 to 20 members present^000000.";
- next;
- cutin "wish_maiden11",1;
- mes "[Wish Maiden]";
- mes "I will open the gate of Okolnir if your members are ready.";
- next;
- switch(select("We are ready.:We need more time.")) {
- case 1:
- set .@saram,getmapusers("que_qsch02");
- if (((.@saram > 15) && (.@saram < 21)) || (getgmlevel() == 99)) {
- cutin "wish_maiden12",1;
- mes "[Wish Maiden]";
- mes "Now I will open the gate of Okolnir where I am.";
- mes "I will wait for you on the top of Okolnir...";
- next;
- mes "[Wish Maiden]";
- mes "I hope that you can complete all of the trials before the virtual Okolnir is destroyed...";
- mes "Good luck.";
- mapannounce "que_qsch02","Wish Maiden: The gate of Okolnir is open! Don't forget you only have one hour.",bc_map,"0x00ff00";
- close2;
- set $gqse_sch02_pcc,.@saram;
- set $siz_sch02_on,1;
- donpcevent "#okolnir_sch02::OnEnable";
- disablenpc "Wish Maiden#gq_sch02";
- cutin "wish_maiden11",255;
- announce "["+ strcharinfo(0) +"], of the guild ["+ GetGuildName(.@GID) +"] has opened the gates to the realm of Okolnir.",bc_all,"0x70dbdb";
- end;
- }
- else {
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "You need to have 16 to 20 members present to open the gate of Okolnir.";
- mes "Come back when you are ready.";
- close2;
- }
- break;
- case 2:
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "Don't hesitate to try.";
- mes "You should catch the chance when it comes to you.";
- mes "Just gather your fellow members.";
- close2;
- }
- break;
- case 2:
- cutin "wish_maiden32",1;
- mes "[Wish Maiden]";
- mes "... Are you afraid of";
- mes "the trials facing you?";
- mes "....";
- next;
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "Do you think that you can defeat the Goddess shine easily?";
- mes "I feel disappointed by all of you.";
- mes "Just go away...";
- close2;
- }
- }
- else {
- cutin "wish_maiden11",1;
- mes "[Wish Maiden]";
- mes "Do you wish to enter?";
- mes "Only those prepared may enter here.";
- mes "You must bring several items to enter Okolnir.";
- next;
- mes "[Wish Maiden]";
- mes "Goddess Tear";
- mes "Valkyrie's Token";
- mes "Brynhild Armor Piece";
- mes "Hero Remains";
- mes "Valkyrie Armor";
- mes "Andvari's Ring.";
- next;
- mes "[Wish Maiden]";
- mes "You must bring those six things, 10 Gold, and 20 Elunium.";
- mes "Many Valhala's Flowers are also required as an offering.";
- next;
- mes "[Wish Maiden]";
- mes "Once all of those are prepared, the gate will open.";
- next;
- mes "[Wish Maiden]";
- mes ".... ";
- mes "...........The Goddess shines brightly down on you, you should be stronger to deserve it...";
- next;
- mes "[Wish Maiden]";
- mes "Remember...";
- mes "You need to collect many Valhalla flowers.";
- mes "I hope that your dreams come true.";
- next;
- mes "[Wish Maiden]";
- mes "I will answer all your requests if you bring these to me.";
- close2;
- }
- }
- else {
- cutin "wish_maiden31",1;
- mes "[Wish Maiden]";
- mes "I am... Wish maiden.";
- mes "Mourning in this virtual realm, Okolnir.";
- mes "On behalf of the humanbeings who defeated God here.";
- next;
- mes "[Wish Maiden]";
- mes "Bring me the one who brought you to this place.";
- mes ".. Deliver him to my will.";
- close2;
- }
- }
- else {
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "...You are not qualified.";
- close2;
- percentheal -100,0;
- cutin "wish_maiden11",255;
- end;
- }
- cutin "wish_maiden11",255;
- end;
-
-OnInit:
- if ($siz_sch02_on == 0) {
- enablenpc "Wish Maiden#gq_sch02";
- }
- else {
- disablenpc "Wish Maiden#gq_sch02";
- }
- end;
-}
-
-que_qsch02,346,81,0 script Gate01#gq_sch02 45,1,1,{
- end;
-
-OnInit:
- disablenpc "Gate01#gq_sch02";
- end;
-
-OnEnable:
- enablenpc "Gate01#gq_sch02";
- setcell "que_qsch02",58,302,63,302,cell_walkable,0;
- setcell "que_qsch02",58,302,63,302,cell_shootable,0;
- end;
-
-OnDisable:
- disablenpc "Gate01#gq_sch02";
- killmonsterall "que_qsch02";
- end;
-
-OnTouch:
- set .@saram,getmapusers("que_qsch02");
- if (.@saram < 21) {
- if ($gqse_sch02_miro == $gqse_sch02_pcc) {
- set .@point,rand(1,5);
- if (.@point == 1) {
- warp "que_qsch02",72,271;
- end;
- }
- else if (.@point == 2) {
- warp "que_qsch02",45,243;
- end;
- }
- else if (.@point == 3) {
- warp "que_qsch02",102,248;
- end;
- }
- else if (.@point == 4) {
- warp "que_qsch02",102,300;
- end;
- }
- else {
- warp "que_qsch02",46,300;
- end;
- }
- }
- else if ($gqse_sch02_miro == 0) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch02",77,271,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch02",77,271,strcharinfo(0),1659,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch02",77,271,strcharinfo(0),1662,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch02",77,271,strcharinfo(0),1663,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch02",77,271,strcharinfo(0),1660,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch02",77,271,strcharinfo(0),1661,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else {
- monster "que_qsch02",77,271,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- set $gqse_sch02_miro,1;
- warp "que_qsch02",72,271;
- end;
- }
- else if ($gqse_sch02_miro == 1) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch02",63,278,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch02",63,278,strcharinfo(0),1659,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch02",63,278,strcharinfo(0),1662,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch02",63,278,strcharinfo(0),1663,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch02",63,278,strcharinfo(0),1660,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch02",63,278,strcharinfo(0),1661,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else {
- monster "que_qsch02",63,278,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- set $gqse_sch02_miro,2;
- warp "que_qsch02",63,282;
- end;
- }
- else if ($gqse_sch02_miro == 2) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch02",63,294,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch02",63,294,strcharinfo(0),1659,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch02",63,294,strcharinfo(0),1662,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch02",63,294,strcharinfo(0),1663,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch02",63,294,strcharinfo(0),1660,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch02",63,294,strcharinfo(0),1661,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else {
- monster "que_qsch02",63,294,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- set $gqse_sch02_miro,3;
- warp "que_qsch02",59,294;
- end;
- }
- else if ($gqse_sch02_miro == 3) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch02",50,300,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch02",50,300,strcharinfo(0),1659,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch02",50,300,strcharinfo(0),1662,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch02",50,300,strcharinfo(0),1663,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch02",50,300,strcharinfo(0),1660,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch02",50,300,strcharinfo(0),1661,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else {
- monster "que_qsch02",50,300,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- set $gqse_sch02_miro,4;
- warp "que_qsch02",46,300;
- end;
- }
- else if ($gqse_sch02_miro == 4) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch02",51,280,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch02",51,280,strcharinfo(0),1659,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch02",51,280,strcharinfo(0),1662,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch02",51,280,strcharinfo(0),1663,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch02",51,280,strcharinfo(0),1660,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch02",51,280,strcharinfo(0),1661,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else {
- monster "que_qsch02",51,280,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- set $gqse_sch02_miro,5;
- warp "que_qsch02",51,285;
- end;
- }
- else if ($gqse_sch02_miro == 5) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch02",51,258,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch02",51,258,strcharinfo(0),1659,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch02",51,258,strcharinfo(0),1662,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch02",51,258,strcharinfo(0),1663,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch02",51,258,strcharinfo(0),1660,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch02",51,258,strcharinfo(0),1661,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else {
- monster "que_qsch02",51,258,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- set $gqse_sch02_miro,6;
- warp "que_qsch02",51,262;
- end;
- }
- else if ($gqse_sch02_miro == 6) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch02",49,243,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch02",49,243,strcharinfo(0),1659,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch02",49,243,strcharinfo(0),1662,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch02",49,243,strcharinfo(0),1663,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch02",49,243,strcharinfo(0),1660,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch02",49,243,strcharinfo(0),1661,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else {
- monster "que_qsch02",49,243,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- set $gqse_sch02_miro,7;
- warp "que_qsch02",45,243;
- end;
- }
- else if ($gqse_sch02_miro == 7) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch02",86,249,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch02",86,249,strcharinfo(0),1659,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch02",86,249,strcharinfo(0),1662,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch02",86,249,strcharinfo(0),1663,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch02",86,249,strcharinfo(0),1660,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch02",86,249,strcharinfo(0),1661,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else {
- monster "que_qsch02",86,249,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- set $gqse_sch02_miro,8;
- warp "que_qsch02",82,249;
- end;
- }
- else if ($gqse_sch02_miro == 8) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch02",102,243,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch02",102,243,strcharinfo(0),1659,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch02",102,243,strcharinfo(0),1662,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch02",102,243,strcharinfo(0),1663,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch02",102,243,strcharinfo(0),1660,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch02",102,243,strcharinfo(0),1661,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else {
- monster "que_qsch02",102,243,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- set $gqse_sch02_miro,9;
- warp "que_qsch02",102,248;
- end;
- }
- else if ($gqse_sch02_miro == 9) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch02",90,256,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch02",90,256,strcharinfo(0),1659,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch02",90,256,strcharinfo(0),1662,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch02",90,256,strcharinfo(0),1663,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch02",90,256,strcharinfo(0),1660,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch02",90,256,strcharinfo(0),1661,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else {
- monster "que_qsch02",90,256,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- set $gqse_sch02_miro,10;
- warp "que_qsch02",90,260;
- end;
- }
- else if ($gqse_sch02_miro == 10) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch02",90,283,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch02",90,283,strcharinfo(0),1659,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch02",90,283,strcharinfo(0),1662,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch02",90,283,strcharinfo(0),1663,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch02",90,283,strcharinfo(0),1660,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch02",90,283,strcharinfo(0),1661,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else {
- monster "que_qsch02",90,283,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- set $gqse_sch02_miro,11;
- warp "que_qsch02",90,280;
- end;
- }
- else if ($gqse_sch02_miro == 11) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch02",102,295,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch02",102,295,strcharinfo(0),1659,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch02",102,295,strcharinfo(0),1662,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch02",102,295,strcharinfo(0),1663,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch02",102,295,strcharinfo(0),1660,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch02",102,295,strcharinfo(0),1661,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else {
- monster "que_qsch02",102,295,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- set $gqse_sch02_miro,12;
- warp "que_qsch02",102,300;
- end;
- }
- else if ($gqse_sch02_miro == 12) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch02",96,285,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch02",96,285,strcharinfo(0),1659,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch02",96,285,strcharinfo(0),1662,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch02",96,285,strcharinfo(0),1663,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch02",96,285,strcharinfo(0),1660,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch02",96,285,strcharinfo(0),1661,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else {
- monster "que_qsch02",96,285,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- set $gqse_sch02_miro,13;
- warp "que_qsch02",96,290;
- end;
- }
- else if ($gqse_sch02_miro == 13) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch02",63,278,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch02",63,278,strcharinfo(0),1659,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch02",63,278,strcharinfo(0),1662,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch02",63,278,strcharinfo(0),1663,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch02",63,278,strcharinfo(0),1660,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch02",63,278,strcharinfo(0),1661,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else {
- monster "que_qsch02",63,278,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- set $gqse_sch02_miro,14;
- warp "que_qsch02",63,282;
- end;
- }
- else if ($gqse_sch02_miro == 14) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch02",65,243,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch02",65,243,strcharinfo(0),1659,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch02",65,243,strcharinfo(0),1662,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch02",65,243,strcharinfo(0),1663,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch02",65,243,strcharinfo(0),1660,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch02",65,243,strcharinfo(0),1661,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else {
- monster "que_qsch02",65,243,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- set $gqse_sch02_miro,15;
- warp "que_qsch02",61,243;
- end;
- }
- else if ($gqse_sch02_miro == 15) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch02",73,249,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch02",73,249,strcharinfo(0),1659,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch02",73,249,strcharinfo(0),1662,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch02",73,249,strcharinfo(0),1663,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch02",73,249,strcharinfo(0),1660,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch02",73,249,strcharinfo(0),1661,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else {
- monster "que_qsch02",73,249,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- set $gqse_sch02_miro,16;
- warp "que_qsch02",70,249;
- end;
- }
- else if ($gqse_sch02_miro == 16) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch02",102,275,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch02",102,275,strcharinfo(0),1659,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch02",102,275,strcharinfo(0),1662,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch02",102,275,strcharinfo(0),1663,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch02",102,275,strcharinfo(0),1660,1,"#Gate_manager_sch02::OnMyMobDead";
- end;
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch02",102,275,strcharinfo(0),1661,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else {
- monster "que_qsch02",102,275,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- set $gqse_sch02_miro,17;
- warp "que_qsch02",102,282;
- end;
- }
- else if ($gqse_sch02_miro == 17) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch02",70,300,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch02",70,300,strcharinfo(0),1659,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch02",70,300,strcharinfo(0),1662,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch02",70,300,strcharinfo(0),1663,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch02",70,300,strcharinfo(0),1660,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch02",70,300,strcharinfo(0),1661,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else {
- monster "que_qsch02",70,300,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- set $gqse_sch02_miro,18;
- warp "que_qsch02",66,300;
- end;
- }
- else if ($gqse_sch02_miro == 18) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch02",57,255,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch02",57,255,strcharinfo(0),1659,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch02",57,255,strcharinfo(0),1662,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch02",57,255,strcharinfo(0),1663,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch02",57,255,strcharinfo(0),1660,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch02",57,255,strcharinfo(0),1661,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else {
- monster "que_qsch02",57,255,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- set $gqse_sch02_miro,19;
- warp "que_qsch02",57,258;
- end;
- }
- else if ($gqse_sch02_miro == 19) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch02",84,277,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch02",84,277,strcharinfo(0),1659,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch02",84,277,strcharinfo(0),1662,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch02",84,277,strcharinfo(0),1663,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch02",84,277,strcharinfo(0),1660,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch02",84,277,strcharinfo(0),1661,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- else {
- monster "que_qsch02",84,277,strcharinfo(0),1652,1,"#Gate_manager_sch02::OnMyMobDead";
- }
- set $gqse_sch02_miro,20;
- warp "que_qsch02",84,280;
- end;
- }
- }
- else {
- mes "There are too many people, you can't enter.";
- close;
- }
- end;
-}
-
-que_qsch02,1,4,0 script #Gate_manager_sch02 844,{
-OnMyMobDead:
- if ($gqse_sch02_miro == $gqse_sch02_pcc) {
- if (mobcount("que_qsch02","#Gate_manager_sch02::OnMyMobDead") == 0) {
- donpcevent "#gq_miromob2_sch02::OnEnable";
- }
- }
- end;
-}
-
-que_qsch02,1,4,0 script #gq_miromob2_sch02 844,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qsch02","Wish Maiden: How does it feel to see shadows of the past. This is only the beginning.",bc_map,"0x00ff00";
- end;
-
-OnTimer6000:
- mapannounce "que_qsch02","Wish Maiden: The things you seeing are not real, don't be caught in the Mystic garden.",bc_map,"0x00ff00";
- monster "que_qsch02",72,271,"Seyren Windsor",1640,1,"#gq_miromob2_sch02::OnMyMobDead";
- monster "que_qsch02",63,282,"Kathryne Keyron",1645,1,"#gq_miromob2_sch02::OnMyMobDead";
- monster "que_qsch02",59,294,"Cecil Damon",1644,1,"#gq_miromob2_sch02::OnMyMobDead";
- monster "que_qsch02",46,300,"Margaretha Sorin",1643,1,"#gq_miromob2_sch02::OnMyMobDead";
- monster "que_qsch02",51,285,"Eremes Guile",1641,1,"#gq_miromob2_sch02::OnMyMobDead";
- monster "que_qsch02",51,262,"Howard Alt-Eisen",1642,1,"#gq_miromob2_sch02::OnMyMobDead";
-
- monster "que_qsch02",45,243,"Seyren Windsor",1640,1,"#gq_miromob2_sch02::OnMyMobDead";
- monster "que_qsch02",82,249,"Kathryne Keyron",1645,1,"#gq_miromob2_sch02::OnMyMobDead";
- monster "que_qsch02",102,248,"Cecil Damon",1644,1,"#gq_miromob2_sch02::OnMyMobDead";
- monster "que_qsch02",90,260,"Margaretha Sorin",1643,1,"#gq_miromob2_sch02::OnMyMobDead";
- monster "que_qsch02",90,280,"Eremes Guile",1641,1,"#gq_miromob2_sch02::OnMyMobDead";
- monster "que_qsch02",102,300,"Howard Alt-Eisen",1642,1,"#gq_miromob2_sch02::OnMyMobDead";
-
- monster "que_qsch02",63,282,"Seyren Windsor",1640,1,"#gq_miromob2_sch02::OnMyMobDead";
- monster "que_qsch02",61,243,"Kathryne Keyron",1645,1,"#gq_miromob2_sch02::OnMyMobDead";
- monster "que_qsch02",70,249,"Cecil Damon",1644,1,"#gq_miromob2_sch02::OnMyMobDead";
- monster "que_qsch02",102,282,"Margaretha Sorin",1643,1,"#gq_miromob2_sch02::OnMyMobDead";
- monster "que_qsch02",66,300,"Eremes Guile",1641,1,"#gq_miromob2_sch02::OnMyMobDead";
- monster "que_qsch02",57,258,"Howard Alt-Eisen",1642,1,"#gq_miromob2_sch02::OnMyMobDead";
- stopnpctimer;
- end;
-
-Onreset:
- killmonster "que_qsch02","#gq_miromob2_sch02::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- if (mobcount("que_qsch02","#gq_miromob2_sch02::OnMyMobDead") == 0) {
- mapannounce "que_qsch02","The Mystic garden exit is now open.",bc_map,"0x00ff00";
- setcell "que_qsch02",58,302,63,302,cell_walkable,1;
- setcell "que_qsch02",58,302,63,302,cell_shootable,1;
- donpcevent "#Maze_Manager_sch02::OnDisable";
- }
- end;
-}
-
-que_qsch02,1,1,0 script #okolnir_sch02 844,{
-
-OnEnable:
- donpcevent "Gate01#gq_sch02::OnEnable";
- donpcevent "#Maze_Manager_sch02::OnEnable";
- donpcevent "#event_start01_sch02::OnEnable";
- donpcevent "#gd_sch02_mobctrl::OnEnable";
- enablenpc "Guard of Shadow#sch02_01";
- enablenpc "Guard of Shadow#sch02_02";
- enablenpc "Guard of Shadow#sch02_03";
- enablenpc "Guard of Shadow#sch02_04";
- enablenpc "Bloody Hunter#sch02_ac01";
- enablenpc "Bloody Hunter#sch02_ac02";
- enablenpc "Bloody Hunter#sch02_ac03";
- enablenpc "Bloody Hunter#sch02_ac04";
- enablenpc "Temple Keeper#sch02_ac01";
- enablenpc "Temple Keeper#sch02_ac02";
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc "Wish Maiden#gq_sch02";
- donpcevent "#gq_miromob2_sch02::Onreset";
- disablenpc "Piamette#sch02";
- donpcevent "#gdtimer01_sch02::Onstop";
- donpcevent "#gdtimer02_sch02::Onstop";
- donpcevent "#piamette_sch02::Onreset";
- donpcevent "Wish Maiden#sch02_boss::OnDisable";
- donpcevent "Wish Maiden#sch02_gift::OnDisable";
- donpcevent "#gd_sch02_mobctrl::Onreset";
- donpcevent "Gate01#gq_sch02::OnDisable";
- donpcevent "#Maze_Manager_sch02::OnDisable";
- donpcevent "#event_start01_sch02::OnDisable";
- donpcevent "#nm_switch_sch02::OnDisable";
- donpcevent "#nmsomsch02_jin01::OnDisable";
- donpcevent "#nmsomsch02_jin02::OnDisable";
- donpcevent "#nmsomsch02_jin03::OnDisable";
- donpcevent "Guard of Shadow#sch02_01::OnDisable";
- donpcevent "Guard of Shadow#sch02_02::OnDisable";
- donpcevent "Guard of Shadow#sch02_03::OnDisable";
- donpcevent "Guard of Shadow#sch02_04::OnDisable";
- donpcevent "Bloody Hunter#sch02_ac01::OnDisable";
- donpcevent "Bloody Hunter#sch02_ac02::OnDisable";
- donpcevent "Bloody Hunter#sch02_ac03::OnDisable";
- donpcevent "Bloody Hunter#sch02_ac04::OnDisable";
- donpcevent "Temple Keeper#sch02_ac01::OnDisable";
- donpcevent "Temple Keeper#sch02_ac02::OnDisable";
- disablenpc "#to_agit_sch02_gate";
- donpcevent "#sch02_stone01::Onreset";
- donpcevent "#sch02_stone02::Onreset";
- donpcevent "#sch02_stone03::Onreset";
- disablenpc "#sch02_cage01";
- disablenpc "#sch02_cage02";
- disablenpc "#sch02_cage03";
- disablenpc "#sch02_cage04";
- disablenpc "#sch02_cage05";
- disablenpc "#sch02_cage06";
- disablenpc "windpath03_sch02";
- disablenpc "windpath04_sch02";
- set $gqse_sch02_miro,0;
- set $gqse_sch02_pcc,0;
- set $gqse_sch02_gd,0;
- set $gqse_sch02_nm,0;
- stopnpctimer;
- end;
-
-Onstop:
- stopnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qsch02","Wish Maiden : Do your best, Okolnir will disappear in one hour!",bc_map,"0x00ff00";
- end;
-
-OnTimer1800000:
- mapannounce "que_qsch02","Okolnir will disappear in 30 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer2400000:
- mapannounce "que_qsch02","Okolnir will disappear in 20 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3000000:
- mapannounce "que_qsch02","Okolnir will disappear in 10 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3300000:
- mapannounce "que_qsch02","Okolnir will disappear in 5 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3360000:
- mapannounce "que_qsch02","Okolnir will disappear in 4 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3420000:
- mapannounce "que_qsch02","Okolnir will disappear in 3 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3480000:
- mapannounce "que_qsch02","Okolnir will disappear in 2 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3540000:
- mapannounce "que_qsch02","Okolnir will disappear in 1 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3600000:
- mapannounce "que_qsch02","Okolnir has begun to disappear.",bc_map,"0x4d4dff";
- disablenpc "Wish Maiden#gq_sch02";
- donpcevent "#gq_miromob2_sch02::Onreset";
- disablenpc "Piamette#sch02";
- donpcevent "#gdtimer01_sch02::Onstop";
- donpcevent "#gdtimer02_sch02::Onstop";
- donpcevent "#piamette_sch02::Onreset";
- donpcevent "Wish Maiden#sch02_boss::onDisable";
- donpcevent "Wish Maiden#sch02_gift::OnDisable";
- donpcevent "#gd_sch02_mobctrl::Onreset";
- donpcevent "Gate01#gq_sch02::OnDisable";
- donpcevent "#Maze_Manager_sch02::OnDisable";
- donpcevent "#event_start01_sch02::OnDisable";
- donpcevent "#nm_switch_sch02::OnDisable";
- donpcevent "#nmsomsch02_jin01::OnDisable";
- donpcevent "#nmsomsch02_jin02::OnDisable";
- donpcevent "#nmsomsch02_jin03::OnDisable";
- donpcevent "Guard of Shadow#sch02_01::OnDisable";
- donpcevent "Guard of Shadow#sch02_02::OnDisable";
- donpcevent "Guard of Shadow#sch02_03::OnDisable";
- donpcevent "Guard of Shadow#sch02_04::OnDisable";
- donpcevent "Bloody Hunter#sch02_ac01::OnDisable";
- donpcevent "Bloody Hunter#sch02_ac02::OnDisable";
- donpcevent "Bloody Hunter#sch02_ac03::OnDisable";
- donpcevent "Bloody Hunter#sch02_ac04::OnDisable";
- donpcevent "Temple Keeper#sch02_ac01::OnDisable";
- donpcevent "Temple Keeper#sch02_ac02::OnDisable";
- disablenpc "#to_agit_sch02_gate";
- donpcevent "#sch02_stone01::Onreset";
- donpcevent "#sch02_stone02::Onreset";
- donpcevent "#sch02_stone03::Onreset";
- disablenpc "#sch02_cage01";
- disablenpc "#sch02_cage02";
- disablenpc "#sch02_cage03";
- disablenpc "#sch02_cage04";
- disablenpc "#sch02_cage05";
- disablenpc "#sch02_cage06";
- disablenpc "windpath03_sch02";
- disablenpc "windpath04_sch02";
- end;
-
-OnTimer3605000:
- mapannounce "que_qsch02","Wish Maiden: ... You will fall into a deep sleep within Okolnir... ",bc_map,"0x00ff00";
- end;
-
-OnTimer3608000:
- mapannounce "que_qsch02","Wish Maiden: ..Have courage ... and await your chance again... ",bc_map,"0x00ff00";
- end;
-
-OnTimer3610000:
- set $gqse_sch02_miro,0;
- set $gqse_sch02_pcc,0;
- set $gqse_sch02_gd,0;
- set $gqse_sch02_nm,0;
- mapwarp "que_qsch02","schg_cas02",177,355;
- end;
-
-OnTimer3611000:
- donpcevent "#okolnir_sch02_time01::OnEnable";
- stopnpctimer;
- end;
-}
-
-que_qsch02,1,2,0 script #Maze_Manager_sch02 844,{
-OnInit:
- donpcevent "#miro_bf_sch02::OnDisable";
- donpcevent "#miro_rf_sch02::OnDisable";
- donpcevent "#miro_yf_sch02::OnDisable";
- end;
-
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- donpcevent "#miro_bf_sch02::OnDisable";
- donpcevent "#miro_rf_sch02::OnDisable";
- donpcevent "#miro_yf_sch02::OnDisable";
- stopnpctimer;
- end;
-
-OnTimer1000:
- donpcevent "#miro_rf_sch02::OnDisable";
- end;
-
-OnTimer2000:
- donpcevent "#miro_yf_sch02::OnDisable";
- end;
-
-OnTimer3000:
- donpcevent "#miro_bf_sch02::OnEnable";
- end;
-
-OnTimer120000:
- donpcevent "#miro_bf_sch02::OnDisable";
- end;
-
-OnTimer121000:
- donpcevent "#miro_yf_sch02::OnDisable";
- end;
-
-OnTimer123000:
- donpcevent "#miro_rf_sch02::OnEnable";
- end;
-
-OnTimer240000:
- donpcevent "#miro_bf_sch02::OnDisable";
- end;
-
-OnTimer241000:
- donpcevent "#miro_rf_sch02::OnDisable";
- end;
-
-OnTimer242000:
- donpcevent "#miro_yf_sch02::OnEnable";
- end;
-
-OnTimer360000:
- donpcevent "#Maze_Manager_sch02::OnEnable";
- end;
-}
-
-que_qsch02,2,1,0 script #miro_bf_sch02 844,{
-
-OnEnable:
- monster "que_qsch02",44,270," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
- monster "que_qsch02",46,270," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
- monster "que_qsch02",50,287," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
- monster "que_qsch02",52,287," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
- monster "que_qsch02",50,265," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
- monster "que_qsch02",52,265," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
- monster "que_qsch02",56,279," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
- monster "que_qsch02",58,279," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
- monster "que_qsch02",64,301," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
- monster "que_qsch02",64,298," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
- monster "que_qsch02",62,272," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
- monster "que_qsch02",64,272," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
- monster "que_qsch02",58,245," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
- monster "que_qsch02",58,243," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
- monster "que_qsch02",72,289," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
- monster "que_qsch02",72,287," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
- monster "que_qsch02",68,257," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
- monster "que_qsch02",68,255," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
- monster "que_qsch02",73,263," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
- monster "que_qsch02",73,261," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
- monster "que_qsch02",75,251," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
- monster "que_qsch02",75,249," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
- monster "que_qsch02",79,283," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
- monster "que_qsch02",79,281," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
- monster "que_qsch02",82,271," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
- monster "que_qsch02",84,271," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
- monster "que_qsch02",89,295," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
- monster "que_qsch02",89,293," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
- monster "que_qsch02",88,276," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
- monster "que_qsch02",90,276," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
- monster "que_qsch02",88,266," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
- monster "que_qsch02",90,266," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
- monster "que_qsch02",94,256," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
- monster "que_qsch02",96,256," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
- monster "que_qsch02",64,301," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
- monster "que_qsch02",64,299," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
- monster "que_qsch02",100,251," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
- monster "que_qsch02",102,251," ",1934,1,"#miro_bf_sch02::OnMyMobDead";
- setcell "que_qsch02",44,270,47,270,cell_walkable,0;
- setcell "que_qsch02",44,270,47,270,cell_shootable,0;
- setcell "que_qsch02",50,287,53,287,cell_walkable,0;
- setcell "que_qsch02",50,287,53,287,cell_shootable,0;
- setcell "que_qsch02",50,265,53,265,cell_walkable,0;
- setcell "que_qsch02",50,265,53,265,cell_shootable,0;
- setcell "que_qsch02",56,279,59,279,cell_walkable,0;
- setcell "que_qsch02",56,279,59,279,cell_shootable,0;
- setcell "que_qsch02",64,298,64,301,cell_walkable,0;
- setcell "que_qsch02",64,298,64,301,cell_shootable,0;
- setcell "que_qsch02",62,272,65,272,cell_walkable,0;
- setcell "que_qsch02",62,272,65,272,cell_shootable,0;
- setcell "que_qsch02",58,242,58,245,cell_walkable,0;
- setcell "que_qsch02",58,242,58,245,cell_shootable,0;
- setcell "que_qsch02",72,286,72,289,cell_walkable,0;
- setcell "que_qsch02",72,286,72,289,cell_shootable,0;
- setcell "que_qsch02",68,254,68,259,cell_walkable,0;
- setcell "que_qsch02",68,254,68,259,cell_shootable,0;
- setcell "que_qsch02",73,260,73,263,cell_walkable,0;
- setcell "que_qsch02",73,260,73,263,cell_shootable,0;
- setcell "que_qsch02",75,248,75,251,cell_walkable,0;
- setcell "que_qsch02",75,248,75,251,cell_shootable,0;
- setcell "que_qsch02",79,280,79,283,cell_walkable,0;
- setcell "que_qsch02",79,280,79,283,cell_shootable,0;
- setcell "que_qsch02",82,271,85,271,cell_walkable,0;
- setcell "que_qsch02",82,271,85,271,cell_shootable,0;
- setcell "que_qsch02",89,292,89,295,cell_walkable,0;
- setcell "que_qsch02",89,292,89,295,cell_shootable,0;
- setcell "que_qsch02",88,276,91,276,cell_walkable,0;
- setcell "que_qsch02",88,276,91,276,cell_shootable,0;
- setcell "que_qsch02",88,266,91,266,cell_walkable,0;
- setcell "que_qsch02",88,266,91,266,cell_shootable,0;
- setcell "que_qsch02",94,256,97,256,cell_walkable,0;
- setcell "que_qsch02",94,256,97,256,cell_shootable,0;
- setcell "que_qsch02",64,298,64,301,cell_walkable,0;
- setcell "que_qsch02",64,298,64,301,cell_shootable,0;
- setcell "que_qsch02",100,251,103,251,cell_walkable,0;
- setcell "que_qsch02",100,251,103,251,cell_shootable,0;
- end;
-
-OnDisable:
- killmonster "que_qsch02","#miro_bf_sch02::OnMyMobDead";
- setcell "que_qsch02",44,270,47,270,cell_walkable,1;
- setcell "que_qsch02",44,270,47,270,cell_shootable,1;
- setcell "que_qsch02",50,287,53,287,cell_walkable,1;
- setcell "que_qsch02",50,287,53,287,cell_shootable,1;
- setcell "que_qsch02",50,265,53,265,cell_walkable,1;
- setcell "que_qsch02",50,265,53,265,cell_shootable,1;
- setcell "que_qsch02",56,279,59,279,cell_walkable,1;
- setcell "que_qsch02",56,279,59,279,cell_shootable,1;
- setcell "que_qsch02",64,298,64,301,cell_walkable,1;
- setcell "que_qsch02",64,298,64,301,cell_shootable,1;
- setcell "que_qsch02",62,272,65,272,cell_walkable,1;
- setcell "que_qsch02",62,272,65,272,cell_shootable,1;
- setcell "que_qsch02",58,242,58,245,cell_walkable,1;
- setcell "que_qsch02",58,242,58,245,cell_shootable,1;
- setcell "que_qsch02",72,286,72,289,cell_walkable,1;
- setcell "que_qsch02",72,286,72,289,cell_shootable,1;
- setcell "que_qsch02",68,254,68,259,cell_walkable,1;
- setcell "que_qsch02",68,254,68,259,cell_shootable,1;
- setcell "que_qsch02",73,260,73,263,cell_walkable,1;
- setcell "que_qsch02",73,260,73,263,cell_shootable,1;
- setcell "que_qsch02",75,248,75,251,cell_walkable,1;
- setcell "que_qsch02",75,248,75,251,cell_shootable,1;
- setcell "que_qsch02",79,280,79,283,cell_walkable,1;
- setcell "que_qsch02",79,280,79,283,cell_shootable,1;
- setcell "que_qsch02",82,271,85,271,cell_walkable,1;
- setcell "que_qsch02",82,271,85,271,cell_shootable,1;
- setcell "que_qsch02",89,292,89,295,cell_walkable,1;
- setcell "que_qsch02",89,292,89,295,cell_shootable,1;
- setcell "que_qsch02",88,276,91,276,cell_walkable,1;
- setcell "que_qsch02",88,276,91,276,cell_shootable,1;
- setcell "que_qsch02",88,266,91,266,cell_walkable,1;
- setcell "que_qsch02",88,266,91,266,cell_shootable,1;
- setcell "que_qsch02",94,256,97,256,cell_walkable,1;
- setcell "que_qsch02",94,256,97,256,cell_shootable,1;
- setcell "que_qsch02",64,298,64,301,cell_walkable,1;
- setcell "que_qsch02",64,298,64,301,cell_shootable,1;
- setcell "que_qsch02",100,251,103,251,cell_walkable,1;
- setcell "que_qsch02",100,251,103,251,cell_shootable,1;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch02,2,2,0 script #miro_rf_sch02 844,{
-
-OnEnable:
- monster "que_qsch02",57,301," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
- monster "que_qsch02",57,299," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
- monster "que_qsch02",48,291," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
- monster "que_qsch02",48,289," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
- monster "que_qsch02",68,290," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
- monster "que_qsch02",70,290," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
- monster "que_qsch02",72,295," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
- monster "que_qsch02",72,293," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
- monster "que_qsch02",90,296," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
- monster "que_qsch02",92,296," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
- monster "que_qsch02",56,282," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
- monster "que_qsch02",58,282," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
- monster "que_qsch02",66,283," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
- monster "que_qsch02",66,281," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
- monster "que_qsch02",80,284," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
- monster "que_qsch02",82,284," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
- monster "que_qsch02",44,273," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
- monster "que_qsch02",46,273," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
- monster "que_qsch02",50,273," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
- monster "que_qsch02",52,273," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
- monster "que_qsch02",54,269," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
- monster "que_qsch02",54,267," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
- monster "que_qsch02",66,271," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
- monster "que_qsch02",66,270," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
- monster "que_qsch02",81,273," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
- monster "que_qsch02",81,272," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
- monster "que_qsch02",88,276," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
- monster "que_qsch02",90,276," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
- monster "que_qsch02",94,276," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
- monster "que_qsch02",96,276," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
- monster "que_qsch02",64,258," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
- monster "que_qsch02",66,258," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
- monster "que_qsch02",76,263," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
- monster "que_qsch02",76,261," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
- monster "que_qsch02",87,265," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
- monster "que_qsch02",87,263," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
- monster "que_qsch02",50,252," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
- monster "que_qsch02",52,252," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
- monster "que_qsch02",76,252," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
- monster "que_qsch02",78,252," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
- monster "que_qsch02",99,255," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
- monster "que_qsch02",99,253," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
- monster "que_qsch02",53,245," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
- monster "que_qsch02",53,243," ",1935,1,"#miro_rf_sch02::OnMyMobDead";
- setcell "que_qsch02",57,298,57,301,cell_walkable,0;
- setcell "que_qsch02",57,298,57,301,cell_shootable,0;
- setcell "que_qsch02",48,288,48,291,cell_walkable,0;
- setcell "que_qsch02",48,288,48,291,cell_shootable,0;
- setcell "que_qsch02",68,290,71,290,cell_walkable,0;
- setcell "que_qsch02",68,290,71,290,cell_shootable,0;
- setcell "que_qsch02",72,292,72,295,cell_walkable,0;
- setcell "que_qsch02",72,292,72,295,cell_shootable,0;
- setcell "que_qsch02",90,296,93,296,cell_walkable,0;
- setcell "que_qsch02",90,296,93,296,cell_shootable,0;
- setcell "que_qsch02",56,282,59,282,cell_walkable,0;
- setcell "que_qsch02",56,282,59,282,cell_shootable,0;
- setcell "que_qsch02",66,280,66,283,cell_walkable,0;
- setcell "que_qsch02",66,280,66,283,cell_shootable,0;
- setcell "que_qsch02",80,284,83,284,cell_walkable,0;
- setcell "que_qsch02",80,284,83,284,cell_shootable,0;
- setcell "que_qsch02",44,273,47,273,cell_walkable,0;
- setcell "que_qsch02",44,273,47,273,cell_shootable,0;
- setcell "que_qsch02",50,273,53,273,cell_walkable,0;
- setcell "que_qsch02",50,273,53,273,cell_shootable,0;
- setcell "que_qsch02",54,266,54,269,cell_walkable,0;
- setcell "que_qsch02",54,266,54,269,cell_shootable,0;
- setcell "que_qsch02",66,270,66,271,cell_walkable,0;
- setcell "que_qsch02",66,270,66,271,cell_shootable,0;
- setcell "que_qsch02",81,272,81,273,cell_walkable,0;
- setcell "que_qsch02",81,272,81,273,cell_shootable,0;
- setcell "que_qsch02",88,276,91,276,cell_walkable,0;
- setcell "que_qsch02",88,276,91,276,cell_shootable,0;
- setcell "que_qsch02",94,276,97,276,cell_walkable,0;
- setcell "que_qsch02",94,276,97,276,cell_shootable,0;
- setcell "que_qsch02",64,258,67,258,cell_walkable,0;
- setcell "que_qsch02",64,258,67,258,cell_shootable,0;
- setcell "que_qsch02",76,260,76,263,cell_walkable,0;
- setcell "que_qsch02",76,260,76,263,cell_shootable,0;
- setcell "que_qsch02",87,262,87,265,cell_walkable,0;
- setcell "que_qsch02",87,262,87,265,cell_shootable,0;
- setcell "que_qsch02",50,252,53,252,cell_walkable,0;
- setcell "que_qsch02",50,252,53,252,cell_shootable,0;
- setcell "que_qsch02",76,252,79,252,cell_walkable,0;
- setcell "que_qsch02",76,252,79,252,cell_shootable,0;
- setcell "que_qsch02",99,252,99,255,cell_walkable,0;
- setcell "que_qsch02",99,252,99,255,cell_shootable,0;
- setcell "que_qsch02",53,242,53,245,cell_walkable,0;
- setcell "que_qsch02",53,242,53,245,cell_shootable,0;
- end;
-
-OnDisable:
- killmonster "que_qsch02","#miro_rf_sch02::OnMyMobDead";
- setcell "que_qsch02",57,298,57,301,cell_walkable,1;
- setcell "que_qsch02",57,298,57,301,cell_shootable,1;
- setcell "que_qsch02",48,288,48,291,cell_walkable,1;
- setcell "que_qsch02",48,288,48,291,cell_shootable,1;
- setcell "que_qsch02",68,290,71,290,cell_walkable,1;
- setcell "que_qsch02",68,290,71,290,cell_shootable,1;
- setcell "que_qsch02",72,292,72,295,cell_walkable,1;
- setcell "que_qsch02",72,292,72,295,cell_shootable,1;
- setcell "que_qsch02",90,296,93,296,cell_walkable,1;
- setcell "que_qsch02",90,296,93,296,cell_shootable,1;
- setcell "que_qsch02",56,282,59,282,cell_walkable,1;
- setcell "que_qsch02",56,282,59,282,cell_shootable,1;
- setcell "que_qsch02",66,280,66,283,cell_walkable,1;
- setcell "que_qsch02",66,280,66,283,cell_shootable,1;
- setcell "que_qsch02",80,284,83,284,cell_walkable,1;
- setcell "que_qsch02",80,284,83,284,cell_shootable,1;
- setcell "que_qsch02",44,273,47,273,cell_walkable,1;
- setcell "que_qsch02",44,273,47,273,cell_shootable,1;
- setcell "que_qsch02",50,273,53,273,cell_walkable,1;
- setcell "que_qsch02",50,273,53,273,cell_shootable,1;
- setcell "que_qsch02",54,266,54,269,cell_walkable,1;
- setcell "que_qsch02",54,266,54,269,cell_shootable,1;
- setcell "que_qsch02",66,270,66,271,cell_walkable,1;
- setcell "que_qsch02",66,270,66,271,cell_shootable,1;
- setcell "que_qsch02",81,272,81,273,cell_walkable,1;
- setcell "que_qsch02",81,272,81,273,cell_shootable,1;
- setcell "que_qsch02",88,276,91,276,cell_walkable,1;
- setcell "que_qsch02",88,276,91,276,cell_shootable,1;
- setcell "que_qsch02",94,276,97,276,cell_walkable,1;
- setcell "que_qsch02",94,276,97,276,cell_shootable,1;
- setcell "que_qsch02",64,258,67,258,cell_walkable,1;
- setcell "que_qsch02",64,258,67,258,cell_shootable,1;
- setcell "que_qsch02",76,260,76,263,cell_walkable,1;
- setcell "que_qsch02",76,260,76,263,cell_shootable,1;
- setcell "que_qsch02",87,262,87,265,cell_walkable,1;
- setcell "que_qsch02",87,262,87,265,cell_shootable,1;
- setcell "que_qsch02",50,252,53,252,cell_walkable,1;
- setcell "que_qsch02",50,252,53,252,cell_shootable,1;
- setcell "que_qsch02",76,252,79,252,cell_walkable,1;
- setcell "que_qsch02",76,252,79,252,cell_shootable,1;
- setcell "que_qsch02",99,252,99,255,cell_walkable,1;
- setcell "que_qsch02",99,252,99,255,cell_shootable,1;
- setcell "que_qsch02",53,242,53,245,cell_walkable,1;
- setcell "que_qsch02",53,242,53,245,cell_shootable,1;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch02,2,3,0 script #miro_yf_sch02 844,{
-
-OnEnable:
- monster "que_qsch02",44,292," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",46,292," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",67,295," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",67,293," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",94,301," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",94,299," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",79,289," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",79,287," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",56,282," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",58,282," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",71,283," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",71,281," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",100,281," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",102,281," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",44,261," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",46,261," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",50,265," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",52,265," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",56,270," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",58,270," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",72,278," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",73,278," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",82,266," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",84,266," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",88,266," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",90,266," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",94,271," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",96,271," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",60,257," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",60,255," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",73,263," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",73,261," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",75,257," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",75,255," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",87,257," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",87,255," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",58,251," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",58,249," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",80,251," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",80,249," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",53,245," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",53,243," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",75,245," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",75,243," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",100,251," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",102,251," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",100,256," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- monster "que_qsch02",102,256," ",1936,1,"#miro_yf_sch02::OnMyMobDead";
- setcell "que_qsch02",44,292,47,292,cell_walkable,0;
- setcell "que_qsch02",44,292,47,292,cell_shootable,0;
- setcell "que_qsch02",67,292,67,295,cell_walkable,0;
- setcell "que_qsch02",67,292,67,295,cell_shootable,0;
- setcell "que_qsch02",94,298,94,301,cell_walkable,0;
- setcell "que_qsch02",94,298,94,301,cell_shootable,0;
- setcell "que_qsch02",79,286,79,289,cell_walkable,0;
- setcell "que_qsch02",79,286,79,289,cell_shootable,0;
- setcell "que_qsch02",56,282,59,282,cell_walkable,0;
- setcell "que_qsch02",56,282,59,282,cell_shootable,0;
- setcell "que_qsch02",71,280,71,283,cell_walkable,0;
- setcell "que_qsch02",71,280,71,283,cell_shootable,0;
- setcell "que_qsch02",100,281,103,281,cell_walkable,0;
- setcell "que_qsch02",100,281,103,281,cell_shootable,0;
- setcell "que_qsch02",44,261,47,261,cell_walkable,0;
- setcell "que_qsch02",44,261,47,261,cell_shootable,0;
- setcell "que_qsch02",50,265,53,265,cell_walkable,0;
- setcell "que_qsch02",50,265,53,265,cell_shootable,0;
- setcell "que_qsch02",56,270,59,270,cell_walkable,0;
- setcell "que_qsch02",56,270,59,270,cell_shootable,0;
- setcell "que_qsch02",72,278,73,278,cell_walkable,0;
- setcell "que_qsch02",72,278,73,278,cell_shootable,0;
- setcell "que_qsch02",82,266,85,266,cell_walkable,0;
- setcell "que_qsch02",82,266,85,266,cell_shootable,0;
- setcell "que_qsch02",88,266,91,266,cell_walkable,0;
- setcell "que_qsch02",88,266,91,266,cell_shootable,0;
- setcell "que_qsch02",94,271,97,271,cell_walkable,0;
- setcell "que_qsch02",94,271,97,271,cell_shootable,0;
- setcell "que_qsch02",60,254,60,257,cell_walkable,0;
- setcell "que_qsch02",60,254,60,257,cell_shootable,0;
- setcell "que_qsch02",73,260,73,263,cell_walkable,0;
- setcell "que_qsch02",73,260,73,263,cell_shootable,0;
- setcell "que_qsch02",75,254,75,257,cell_walkable,0;
- setcell "que_qsch02",75,254,75,257,cell_shootable,0;
- setcell "que_qsch02",87,254,87,257,cell_walkable,0;
- setcell "que_qsch02",87,254,87,257,cell_shootable,0;
- setcell "que_qsch02",58,248,58,251,cell_walkable,0;
- setcell "que_qsch02",58,248,58,251,cell_shootable,0;
- setcell "que_qsch02",80,248,80,251,cell_walkable,0;
- setcell "que_qsch02",80,248,80,251,cell_shootable,0;
- setcell "que_qsch02",53,242,53,245,cell_walkable,0;
- setcell "que_qsch02",53,242,53,245,cell_shootable,0;
- setcell "que_qsch02",75,242,75,245,cell_walkable,0;
- setcell "que_qsch02",75,242,75,245,cell_shootable,0;
- setcell "que_qsch02",100,251,103,251,cell_walkable,0;
- setcell "que_qsch02",100,251,103,251,cell_shootable,0;
- setcell "que_qsch02",100,256,103,256,cell_walkable,0;
- setcell "que_qsch02",100,256,103,256,cell_shootable,0;
- end;
-
-OnDisable:
- killmonster "que_qsch02","#miro_yf_sch02::OnMyMobDead";
- setcell "que_qsch02",44,292,47,292,cell_walkable,1;
- setcell "que_qsch02",44,292,47,292,cell_shootable,1;
- setcell "que_qsch02",67,292,67,295,cell_walkable,1;
- setcell "que_qsch02",67,292,67,295,cell_shootable,1;
- setcell "que_qsch02",94,298,94,301,cell_walkable,1;
- setcell "que_qsch02",94,298,94,301,cell_shootable,1;
- setcell "que_qsch02",79,286,79,289,cell_walkable,1;
- setcell "que_qsch02",79,286,79,289,cell_shootable,1;
- setcell "que_qsch02",56,282,59,282,cell_walkable,1;
- setcell "que_qsch02",56,282,59,282,cell_shootable,1;
- setcell "que_qsch02",71,280,71,283,cell_walkable,1;
- setcell "que_qsch02",71,280,71,283,cell_shootable,1;
- setcell "que_qsch02",100,281,103,281,cell_walkable,1;
- setcell "que_qsch02",100,281,103,281,cell_shootable,1;
- setcell "que_qsch02",44,261,47,261,cell_walkable,1;
- setcell "que_qsch02",44,261,47,261,cell_shootable,1;
- setcell "que_qsch02",50,265,53,265,cell_walkable,1;
- setcell "que_qsch02",50,265,53,265,cell_shootable,1;
- setcell "que_qsch02",56,270,59,270,cell_walkable,1;
- setcell "que_qsch02",56,270,59,270,cell_shootable,1;
- setcell "que_qsch02",72,278,73,278,cell_walkable,1;
- setcell "que_qsch02",72,278,73,278,cell_shootable,1;
- setcell "que_qsch02",82,266,85,266,cell_walkable,1;
- setcell "que_qsch02",82,266,85,266,cell_shootable,1;
- setcell "que_qsch02",88,266,91,266,cell_walkable,1;
- setcell "que_qsch02",88,266,91,266,cell_shootable,1;
- setcell "que_qsch02",94,271,97,271,cell_walkable,1;
- setcell "que_qsch02",94,271,97,271,cell_shootable,1;
- setcell "que_qsch02",60,254,60,257,cell_walkable,1;
- setcell "que_qsch02",60,254,60,257,cell_shootable,1;
- setcell "que_qsch02",73,260,73,263,cell_walkable,1;
- setcell "que_qsch02",73,260,73,263,cell_shootable,1;
- setcell "que_qsch02",75,254,75,257,cell_walkable,1;
- setcell "que_qsch02",75,254,75,257,cell_shootable,1;
- setcell "que_qsch02",87,254,87,257,cell_walkable,1;
- setcell "que_qsch02",87,254,87,257,cell_shootable,1;
- setcell "que_qsch02",58,248,58,251,cell_walkable,1;
- setcell "que_qsch02",58,248,58,251,cell_shootable,1;
- setcell "que_qsch02",80,248,80,251,cell_walkable,1;
- setcell "que_qsch02",80,248,80,251,cell_shootable,1;
- setcell "que_qsch02",53,242,53,245,cell_walkable,1;
- setcell "que_qsch02",53,242,53,245,cell_shootable,1;
- setcell "que_qsch02",75,242,75,245,cell_walkable,1;
- setcell "que_qsch02",75,242,75,245,cell_shootable,1;
- setcell "que_qsch02",100,251,103,251,cell_walkable,1;
- setcell "que_qsch02",100,251,103,251,cell_shootable,1;
- setcell "que_qsch02",100,256,103,256,cell_walkable,1;
- setcell "que_qsch02",100,256,103,256,cell_shootable,1;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch02,132,172,0 script windpath01_sch02 45,1,1,{
-OnTouch:
- if (countitem(7839) > 0) {
- mes "The Warp Gate responds to the Crystal Key.";
- delitem 7839,1; //Crystal_Key
- close2;
- warp "que_qsch02",114,158;
- end;
- }
- else {
- mes "You need the Crystal Key to activate the Warp Gate.";
- close;
- }
-}
-
-que_qsch02,113,165,0 warp windpath02_sch02 1,1,que_qsch02,139,172
-
-
-que_qsch02,131,136,3 script Piamette#sch02 1930,{
-OnInit:
- enablenpc "Piamette#sch02";
- end;
-}
-
-que_qsch02,114,158,0 script #event_start01_sch02 -1,1,1,{
-
-OnInit:
- disablenpc "#event_start01_sch02";
- end;
-
-OnEnable:
- enablenpc "#event_start01_sch02";
- end;
-
-OnDisable:
- disablenpc "#event_start01_sch02";
- stopnpctimer;
- end;
-
-OnTouch:
- initnpctimer;
- disablenpc "#event_start01_sch02";
- end;
-
-OnTimer2000:
- mapannounce "que_qsch02","Piamette mumblings : ..There were six birds, Teo. But one is....",bc_map,"0xdb7093";
- end;
-
-OnTimer6000:
- mapannounce "que_qsch02","Piamette mumblings : ...Shh.. Teo. The birds have returned..Are they birds that ran away before...? Or breakers who disguises themselves as good adventurers?",bc_map,"0xdb7093";
- end;
-
-OnTimer10000:
- mapannounce "que_qsch02","Piamette mumblings : Ha! They are caged in.",bc_map,"0xdb7093";
- end;
-
-OnTimer14000:
- mapannounce "que_qsch02","Piamette : Teo, Catch the birds! Put the cage away from here!",bc_map,"0x00ff00";
- donpcevent "#gdtimer01_sch02::OnEnable";
- stopnpctimer;
- end;
-}
-
-que_qsch02,2,2,0 script #gdtimer01_sch02 844,{
-
-OnEnable:
- initnpctimer;
- end;
-
-Onstop:
- donpcevent "#getspell01_sch02::OnDisable";
- donpcevent "#getspell02_sch02::OnDisable";
- donpcevent "#getspell03_sch02::OnDisable";
- donpcevent "#getspell04_sch02::OnDisable";
- donpcevent "#getspell05_sch02::OnDisable";
- donpcevent "#getspell06_sch02::OnDisable";
- donpcevent "#getspell07_sch02::OnDisable";
- donpcevent "#getspell08_sch02::OnDisable";
- stopnpctimer;
- end;
-
-OnTimer1000:
- donpcevent "#getspell08_sch02::OnDisable";
- donpcevent "#getspell01_sch02::OnEnable";
- end;
-
-OnTimer10000:
- donpcevent "#getspell01_sch02::OnDisable";
- donpcevent "#getspell02_sch02::OnEnable";
- end;
-
-OnTimer20000:
- donpcevent "#getspell02_sch02::OnDisable";
- donpcevent "#getspell03_sch02::OnEnable";
- end;
-
-OnTimer30000:
- donpcevent "#getspell03_sch02::OnDisable";
- donpcevent "#getspell04_sch02::OnEnable";
- end;
-
-OnTimer40000:
- donpcevent "#getspell04_sch02::OnDisable";
- donpcevent "#getspell05_sch02::OnEnable";
- end;
-
-OnTimer50000:
- donpcevent "#getspell05_sch02::OnDisable";
- donpcevent "#getspell06_sch02::OnEnable";
- end;
-
-OnTimer60000:
- donpcevent "#getspell06_sch02::OnDisable";
- donpcevent "#getspell07_sch02::OnEnable";
- end;
-
-OnTimer70000:
- donpcevent "#getspell07_sch02::OnDisable";
- donpcevent "#getspell08_sch02::OnEnable";
- end;
-
-OnTimer75000:
- if ($gqse_sch02_gd < 6) {
- mapannounce "que_qsch02","Piamette : Silly birds! Silly Teo! Why can't you put away the cage at once?!",bc_map,"0x00ff00";
- enablenpc "#sch02_cage01";
- enablenpc "#sch02_cage02";
- enablenpc "#sch02_cage03";
- enablenpc "#sch02_cage04";
- enablenpc "#sch02_cage05";
- enablenpc "#sch02_cage06";
- set $gqse_sch02_gd,0;
- }
- end;
-
-OnTimer76000:
- disablenpc "#sch02_cage01";
- disablenpc "#sch02_cage02";
- disablenpc "#sch02_cage03";
- disablenpc "#sch02_cage04";
- disablenpc "#sch02_cage05";
- disablenpc "#sch02_cage06";
- end;
-
-OnTimer80000:
- donpcevent "#gdtimer01_sch02::OnEnable";
- end;
-}
-
-que_qsch02,2,3,0 script #gdtimer02_sch02 844,{
-
-OnEnable:
- initnpctimer;
- end;
-
-Onstop:
- stopnpctimer;
- killmonster "que_qsch02","#gdtimer02_sch02::OnMyMobDead";
- end;
-
-OnTimer4000:
- mapannounce "que_qsch02","Piamette : All of them are caught!",bc_map,"0xdb7093";
- end;
-
-OnTimer8000:
- mapannounce "que_qsch02","Piamette : Let's call out the keeper of the key not to let the birds go far away.",bc_map,"0xdb7093";
- end;
-
-OnTimer12000:
- mapannounce "que_qsch02","Piamette : The keeper of the key is protecting my cage.",bc_map,"0xdb7093";
- monster "que_qsch02",108,151,"Key Stone",1905,1,"#gdtimer02_sch02::OnMyMobDead";
- monster "que_qsch02",109,135,"Key Stone",1905,1,"#gdtimer02_sch02::OnMyMobDead";
- monster "que_qsch02",115,116,"Key Stone",1905,1,"#gdtimer02_sch02::OnMyMobDead";
- monster "que_qsch02",158,106,"Key Stone",1905,1,"#gdtimer02_sch02::OnMyMobDead";
- monster "que_qsch02",163,133,"Key Stone",1905,1,"#gdtimer02_sch02::OnMyMobDead";
- monster "que_qsch02",150,154,"Key Stone",1905,1,"#gdtimer02_sch02::OnMyMobDead";
- end;
-
-OnTimer112000:
- mapannounce "que_qsch02","Piamette : Whooping fun times are back! Now, Go! I'll get back to!!",bc_map,"0xdb7093";
- killmonster "que_qsch02","#gdtimer02_sch02::OnMyMobDead";
- enablenpc "#sch02_cage01";
- enablenpc "#sch02_cage02";
- enablenpc "#sch02_cage03";
- enablenpc "#sch02_cage04";
- enablenpc "#sch02_cage05";
- enablenpc "#sch02_cage06";
- set $gqse_sch02_gd,0;
- end;
-
-OnTimer113000:
- disablenpc "#sch02_cage01";
- disablenpc "#sch02_cage02";
- disablenpc "#sch02_cage03";
- disablenpc "#sch02_cage04";
- disablenpc "#sch02_cage05";
- disablenpc "#sch02_cage06";
- donpcevent "#gdtimer01_sch02::OnEnable";
- stopnpctimer;
- end;
-
-Onreset:
- killmonster "que_qsch02","#gdtimer02_sch02::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qsch02","#gdtimer02_sch02::OnMyMobDead") == 0) {
- enablenpc "#sch02_cage01";
- enablenpc "#sch02_cage02";
- enablenpc "#sch02_cage03";
- enablenpc "#sch02_cage04";
- enablenpc "#sch02_cage05";
- enablenpc "#sch02_cage06";
- donpcevent "#piamette_sch02::OnEnable";
- stopnpctimer;
- }
- end;
-}
-
-que_qsch02,1,4,0 script #piamette_sch02 844,{
-OnEnable:
- initnpctimer;
- end;
-
-Onreset:
- killmonster "que_qsch02","#piamette_sch02::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qsch02","Piamette : All the keeper of keys are dead now? Who freed my birds? Teo, who did it?",bc_map,"0xdb7093";
- end;
-
-OnTimer5000:
- mapannounce "que_qsch02","Piamette : I'm pissed off now!",bc_map,"0xdb7093";
- disablenpc "Piamette#sch02";
- monster "que_qsch02",131,135,"Angry Piamette",1930,1,"#piamette_sch02::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- mapannounce "que_qsch02","Piamette has been released, so the warp gate toward the South is working now.",bc_map,"0x00ff00";
- enablenpc "windpath03_sch02";
- enablenpc "windpath04_sch02";
- donpcevent "#nm_switch_sch02::OnEnable";
- end;
-}
-
-que_qsch02,113,135,0 script #getspell01_sch02 -1,1,1,{
-OnInit:
- disablenpc "#getspell01_sch02";
- end;
-
-OnEnable:
- enablenpc "#getspell01_sch02";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell01_sch02";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_sch02_gd == 0) {
- warp "que_qsch02",103,153;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,1;
- mapannounce "que_qsch02","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch02_gd == 1) {
- warp "que_qsch02",102,135;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,2;
- mapannounce "que_qsch02","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch02_gd == 2) {
- warp "que_qsch02",113,111;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,3;
- mapannounce "que_qsch02","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch02_gd == 3) {
- warp "que_qsch02",161,105;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,4;
- mapannounce "que_qsch02","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch02_gd == 4) {
- warp "que_qsch02",168,135;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,5;
- mapannounce "que_qsch02","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch02_gd == 5) {
- warp "que_qsch02",150,159;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,6;
- mapannounce "que_qsch02","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_sch02::OnEnable";
- donpcevent "#gdtimer01_sch02::Onstop";
- }
- end;
-}
-
-que_qsch02,146,150,0 script #getspell02_sch02 -1,1,1,{
-OnInit:
- disablenpc "#getspell02_sch02";
- end;
-
-OnEnable:
- enablenpc "#getspell02_sch02";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell02_sch02";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_sch02_gd == 0) {
- warp "que_qsch02",103,153;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,1;
- mapannounce "que_qsch02","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch02_gd == 1) {
- warp "que_qsch02",102,135;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,2;
- mapannounce "que_qsch02","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch02_gd == 2) {
- warp "que_qsch02",113,111;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,3;
- mapannounce "que_qsch02","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch02_gd == 3) {
- warp "que_qsch02",161,105;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,4;
- mapannounce "que_qsch02","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch02_gd == 4) {
- warp "que_qsch02",168,135;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,5;
- mapannounce "que_qsch02","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch02_gd == 5) {
- warp "que_qsch02",150,159;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,6;
- mapannounce "que_qsch02","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_sch02::OnEnable";
- donpcevent "#gdtimer01_sch02::Onstop";
- }
- end;
-}
-
-que_qsch02,131,117,0 script #getspell03_sch02 -1,1,1,{
-OnInit:
- disablenpc "#getspell03_sch02";
- end;
-
-OnEnable:
- enablenpc "#getspell03_sch02";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell03_sch02";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_sch02_gd == 0) {
- warp "que_qsch02",103,153;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,1;
- mapannounce "que_qsch02","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch02_gd == 1) {
- warp "que_qsch02",102,135;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,2;
- mapannounce "que_qsch02","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch02_gd == 2) {
- warp "que_qsch02",113,111;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,3;
- mapannounce "que_qsch02","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch02_gd == 3) {
- warp "que_qsch02",161,105;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,4;
- mapannounce "que_qsch02","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch02_gd == 4) {
- warp "que_qsch02",168,135;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,5;
- mapannounce "que_qsch02","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch02_gd == 5) {
- warp "que_qsch02",150,159;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,6;
- mapannounce "que_qsch02","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_sch02::OnEnable";
- donpcevent "#gdtimer01_sch02::Onstop";
- }
- end;
-}
-
-que_qsch02,117,150,0 script #getspell04_sch02 -1,1,1,{
-OnInit:
- disablenpc "#getspell04_sch02";
- end;
-
-OnEnable:
- enablenpc "#getspell04_sch02";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell04_sch02";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_sch02_gd == 0) {
- warp "que_qsch02",103,153;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,1;
- mapannounce "que_qsch02","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch02_gd == 1) {
- warp "que_qsch02",102,135;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,2;
- mapannounce "que_qsch02","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch02_gd == 2) {
- warp "que_qsch02",113,111;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,3;
- mapannounce "que_qsch02","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch02_gd == 3) {
- warp "que_qsch02",161,105;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,4;
- mapannounce "que_qsch02","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch02_gd == 4) {
- warp "que_qsch02",168,135;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,5;
- mapannounce "que_qsch02","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch02_gd == 5) {
- warp "que_qsch02",150,159;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,6;
- mapannounce "que_qsch02","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_sch02::OnEnable";
- donpcevent "#gdtimer01_sch02::Onstop";
- }
- end;
-}
-
-que_qsch02,150,135,0 script #getspell05_sch02 -1,1,1,{
-OnInit:
- disablenpc "#getspell05_sch02";
- end;
-
-OnEnable:
- enablenpc "#getspell05_sch02";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell05_sch02";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_sch02_gd == 0) {
- warp "que_qsch02",103,153;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,1;
- mapannounce "que_qsch02","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch02_gd == 1) {
- warp "que_qsch02",102,135;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,2;
- mapannounce "que_qsch02","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch02_gd == 2) {
- warp "que_qsch02",113,111;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,3;
- mapannounce "que_qsch02","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch02_gd == 3) {
- warp "que_qsch02",161,105;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,4;
- mapannounce "que_qsch02","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch02_gd == 4) {
- warp "que_qsch02",168,135;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,5;
- mapannounce "que_qsch02","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch02_gd == 5) {
- warp "que_qsch02",150,159;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,6;
- mapannounce "que_qsch02","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_sch02::OnEnable";
- donpcevent "#gdtimer01_sch02::Onstop";
- }
- end;
-}
-
-que_qsch02,117,121,0 script #getspell06_sch02 -1,1,1,{
-OnInit:
- disablenpc "#getspell06_sch02";
- end;
-
-OnEnable:
- enablenpc "#getspell06_sch02";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell06_sch02";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_sch02_gd == 0) {
- warp "que_qsch02",103,153;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,1;
- mapannounce "que_qsch02","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch02_gd == 1) {
- warp "que_qsch02",102,135;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,2;
- mapannounce "que_qsch02","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch02_gd == 2) {
- warp "que_qsch02",113,111;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,3;
- mapannounce "que_qsch02","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch02_gd == 3) {
- warp "que_qsch02",161,105;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,4;
- mapannounce "que_qsch02","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch02_gd == 4) {
- warp "que_qsch02",168,135;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,5;
- mapannounce "que_qsch02","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch02_gd == 5) {
- warp "que_qsch02",150,159;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,6;
- mapannounce "que_qsch02","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_sch02::OnEnable";
- donpcevent "#gdtimer01_sch02::Onstop";
- }
- end;
-}
-
-que_qsch02,131,154,0 script #getspell07_sch02 -1,1,1,{
-OnInit:
- disablenpc "#getspell07_sch02";
- end;
-
-OnEnable:
- enablenpc "#getspell07_sch02";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell07_sch02";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_sch02_gd == 0) {
- warp "que_qsch02",103,153;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,1;
- mapannounce "que_qsch02","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch02_gd == 1) {
- warp "que_qsch02",102,135;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,2;
- mapannounce "que_qsch02","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch02_gd == 2) {
- warp "que_qsch02",113,111;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,3;
- mapannounce "que_qsch02","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch02_gd == 3) {
- warp "que_qsch02",161,105;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,4;
- mapannounce "que_qsch02","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch02_gd == 4) {
- warp "que_qsch02",168,135;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,5;
- mapannounce "que_qsch02","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch02_gd == 5) {
- warp "que_qsch02",150,159;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,6;
- mapannounce "que_qsch02","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_sch02::OnEnable";
- donpcevent "#gdtimer01_sch02::Onstop";
- }
- end;
-}
-
-que_qsch02,146,121,0 script #getspell08_sch02 -1,1,1,{
-OnInit:
- disablenpc "#getspell08_sch02";
- end;
-
-OnEnable:
- enablenpc "#getspell08_sch02";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell08_sch02";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_sch02_gd == 0) {
- warp "que_qsch02",103,153;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,1;
- mapannounce "que_qsch02","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch02_gd == 1) {
- warp "que_qsch02",102,135;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,2;
- mapannounce "que_qsch02","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch02_gd == 2) {
- warp "que_qsch02",113,111;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,3;
- mapannounce "que_qsch02","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch02_gd == 3) {
- warp "que_qsch02",161,105;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,4;
- mapannounce "que_qsch02","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch02_gd == 4) {
- warp "que_qsch02",168,135;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,5;
- mapannounce "que_qsch02","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch02_gd == 5) {
- warp "que_qsch02",150,159;
- disablenpc "#getspell01_sch02";
- set $gqse_sch02_gd,6;
- mapannounce "que_qsch02","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_sch02::OnEnable";
- donpcevent "#gdtimer01_sch02::Onstop";
- }
- end;
-}
-
-que_qsch02,103,153,0 script #sch02_cage01 -1,1,1,{
-OnInit:
- disablenpc "#sch02_cage01";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qsch02",108,151;
- disablenpc "#sch02_cage01";
- end;
-}
-
-que_qsch02,102,135,0 script #sch02_cage02 -1,1,1,{
-OnInit:
- disablenpc "#sch02_cage02";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qsch02",107,135;
- disablenpc "#sch02_cage02";
- end;
-}
-
-que_qsch02,113,111,0 script #sch02_cage03 -1,1,1,{
-OnInit:
- disablenpc "#sch02_cage03";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qsch02",113,114;
- disablenpc "#sch02_cage03";
- end;
-}
-
-que_qsch02,161,105,0 script #sch02_cage04 -1,1,1,{
-OnInit:
- disablenpc "#sch02_cage04";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qsch02",158,106;
- disablenpc "#sch02_cage04";
- end;
-}
-
-que_qsch02,168,135,0 script #sch02_cage05 -1,1,1,{
-OnInit:
- disablenpc "#sch02_cage05";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qsch02",163,133;
- disablenpc "#sch02_cage05";
- end;
-}
-
-que_qsch02,150,159,0 script #sch02_cage06 -1,1,1,{
-OnInit:
- disablenpc "#sch02_cage06";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qsch02",150,154;
- disablenpc "#sch02_cage06";
- end;
-}
-
-que_qsch02,1,8,0 script #gd_sch02_mobctrl 844,{
-OnEnable:
- monster "que_qsch02",107,152,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",109,135,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",113,116,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",157,107,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",163,133,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",149,156,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",130,139,"Alice",1275,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",135,137,"Alice",1275,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",130,132,"Alice",1275,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",128,137,"Alice",1275,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",109,145,"Alice",1275,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",109,130,"Alice",1275,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",128,114,"Alice",1275,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",147,114,"Alice",1275,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",154,128,"Alice",1275,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",151,145,"Alice",1275,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",130,151,"Alice",1275,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",131,139,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",135,136,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",131,132,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",128,136,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",110,145,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",129,114,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",148,114,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",155,128,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",152,145,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",131,151,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",110,130,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",132,139,"Violy",1390,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",135,135,"Violy",1390,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",132,132,"Violy",1390,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",128,135,"Violy",1390,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",111,145,"Violy",1390,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",111,130,"Violy",1390,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",130,114,"Violy",1390,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",149,114,"Violy",1390,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",156,128,"Violy",1390,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",153,145,"Violy",1390,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",132,151,"Violy",1390,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",133,139,"Ancient Mimic",1699,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",135,134,"Ancient Mimic",1699,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",133,132,"Ancient Mimic",1699,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",128,135,"Ancient Mimic",1699,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",112,145,"Ancient Mimic",1699,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",131,114,"Ancient Mimic",1699,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",150,114,"Ancient Mimic",1699,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",157,128,"Ancient Mimic",1699,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",154,145,"Ancient Mimic",1699,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",133,151,"Ancient Mimic",1699,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",112,130,"Ancient Mimic",1699,1,"#gd_sch02_mobctrl::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "que_qsch02","#gd_sch02_mobctrl::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qsch02","#gd_sch02_mobctrl::OnMyMobDead") < 7) {
- monster "que_qsch02",107,152,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",109,135,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",113,116,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",157,107,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",163,133,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
- monster "que_qsch02",149,156,"Ball of Piamette",1738,1,"#gd_sch02_mobctrl::OnMyMobDead";
- }
- end;
-}
-
-que_qsch02,149,105,0 script windpath03_sch02 45,1,1,{
-OnInit:
- disablenpc "windpath03_sch02";
- end;
-
-OnTouch:
- warp "que_qsch02",119,103;
- end;
-}
-
-que_qsch02,128,104,0 script windpath04_sch02 45,1,1,{
-OnInit:
- disablenpc "windpath04_sch02";
- end;
-
-OnTouch:
- warp "que_qsch02",146,109;
- end;
-}
-
-que_qsch02,253,273,0 script #nm_switch_sch02 -1,5,5,{
-OnInit:
- disablenpc "#nm_switch_sch02";
- end;
-
-OnEnable:
- enablenpc "#nm_switch_sch02";
- end;
-
-OnDisable:
- disablenpc "#nm_switch_sch02";
- stopnpctimer;
- end;
-
-OnTouch:
- disablenpc "#nm_switch_sch02";
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qsch02","Wish Maiden: Did you have a good time with Piamette?",bc_map,"0x00ff00";
- end;
-
-OnTimer4000:
- mapannounce "que_qsch02","Wish Maiden: But it's the end. There will be summoned monsters coming soon...",bc_map,"0x00ff00";
- end;
-
-OnTimer9000:
- mapannounce "que_qsch02","Wish Maiden: So come here to me safely...",bc_map,"0x00ff00";
- end;
-
-OnTimer10000:
- donpcevent "#nmsomsch02_jin01::OnEnable";
- donpcevent "#sch02_stone01::OnEnable";
- end;
-
-OnTimer190000:
- donpcevent "#nmsomsch02_jin02::OnEnable";
- donpcevent "#sch02_stone02::OnEnable";
- end;
-
-OnTimer370000:
- donpcevent "#nmsomsch02_jin03::OnEnable";
- donpcevent "#sch02_stone03::OnEnable";
- stopnpctimer;
- end;
-}
-
-que_qsch02,229,297,0 script #nmsomsch02_jin01 -1,{
-OnEnable:
- donpcevent "#sch02_stone01::OnEnable";
- initnpctimer;
- end;
-
-OnDisable:
- killmonster "que_qsch02","#nmsomsch02_jin01::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer5000:
- mapannounce "que_qsch02","The Western magic formation is working to summon Guard of Shadow.",bc_map,"0x4d4dff";
- monster "que_qsch02",226,288,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",227,289,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",228,290,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",229,291,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",230,292,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",231,293,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",232,294,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",233,295,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",234,296,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",235,297,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",228,286,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",229,287,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",230,288,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",231,289,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",232,290,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",233,291,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",234,292,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",235,293,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",236,294,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",237,295,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",230,284,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",231,285,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",232,286,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",233,287,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",234,288,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",235,289,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",236,290,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",237,291,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",238,292,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",239,293,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- end;
-
-OnTimer25000:
-OnTimer55000:
-OnTimer85000:
-OnTimer120000:
- monster "que_qsch02",226,294,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",227,294,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",228,294,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",229,294,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",230,295,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",231,296,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",231,297,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",231,298,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",231,299,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",230,300,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",229,301,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",228,301,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",227,301,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",226,301,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",225,300,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",224,299,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",224,298,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",224,297,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",224,296,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- monster "que_qsch02",225,295,"Guard of Shadow",1752,1,"#nmsomsch02_jin01::OnMyMobDead";
- end;
-
-OnTimer180000:
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch02,2,8,0 script #sch02_stone01 844,{
-OnEnable:
- monster "que_qsch02",227,294,"Western Magic Guardian",1752,1,"#sch02_stone01::OnMyMobDead";
- monster "que_qsch02",229,294,"Western Magic Guardian",1752,1,"#sch02_stone01::OnMyMobDead";
- monster "que_qsch02",231,296,"Western Magic Guardian",1752,1,"#sch02_stone01::OnMyMobDead";
- monster "que_qsch02",231,298,"Western Magic Guardian",1752,1,"#sch02_stone01::OnMyMobDead";
- monster "que_qsch02",230,300,"Western Magic Guardian",1752,1,"#sch02_stone01::OnMyMobDead";
- monster "que_qsch02",228,301,"Western Magic Guardian",1752,1,"#sch02_stone01::OnMyMobDead";
- monster "que_qsch02",226,301,"Western Magic Guardian",1752,1,"#sch02_stone01::OnMyMobDead";
- monster "que_qsch02",224,299,"Western Magic Guardian",1752,1,"#sch02_stone01::OnMyMobDead";
- monster "que_qsch02",224,297,"Western Magic Guardian",1752,1,"#sch02_stone01::OnMyMobDead";
- monster "que_qsch02",225,295,"Western Magic Guardian",1752,1,"#sch02_stone01::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "que_qsch02","#sch02_stone01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qsch02","#sch02_stone01::OnMyMobDead") == 0) {
- set $gqse_sch02_nm,$gqse_sch02_nm+1;
- donpcevent "#nmsomsch02_jin01::OnDisable";
- if ($gqse_sch02_nm == 3) {
- donpcevent "Wish Maiden#sch02_boss::Onfight";
- }
- }
- end;
-}
-
-que_qsch02,275,299,0 script #nmsomsch02_jin02 -1,{
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- killmonster "que_qsch02","#nmsomsch02_jin02::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer5000:
- mapannounce "que_qsch02","The Eastern magic formation is working to summon Bloody Hunter.",bc_map,"0x4d4dff";
- monster "que_qsch02",263,292,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",264,291,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",265,290,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",266,289,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",267,288,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",268,287,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",269,286,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",270,285,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",271,284,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",272,283,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",265,294,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",266,293,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",267,292,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",268,291,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",269,290,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",270,289,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",271,288,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",272,287,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",273,286,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",274,285,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",267,296,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",268,295,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",269,294,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",270,283,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",271,282,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",272,281,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",273,280,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",274,279,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",275,276,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",276,275,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- end;
-
-OnTimer25000:
-OnTimer55000:
-OnTimer85000:
-OnTimer120000:
- monster "que_qsch02",274,301,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",275,301,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",276,301,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",277,301,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",278,300,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",279,299,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",279,298,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",279,297,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",279,296,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",278,295,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",277,294,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",276,294,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",275,294,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",274,294,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",273,295,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",272,296,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",272,297,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",272,298,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",272,299,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- monster "que_qsch02",273,300,"Bloody Hunter",1753,1,"#nmsomsch02_jin02::OnMyMobDead";
- end;
-
-OnTimer180000:
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch02,2,9,0 script #sch02_stone02 844,{
-OnEnable:
- monster "que_qsch02",275,301,"Eastern Magic Guardian",1753,1,"#sch02_stone02::OnMyMobDead";
- monster "que_qsch02",277,301,"Eastern Magic Guardian",1753,1,"#sch02_stone02::OnMyMobDead";
- monster "que_qsch02",279,299,"Eastern Magic Guardian",1753,1,"#sch02_stone02::OnMyMobDead";
- monster "que_qsch02",279,297,"Eastern Magic Guardian",1753,1,"#sch02_stone02::OnMyMobDead";
- monster "que_qsch02",278,295,"Eastern Magic Guardian",1753,1,"#sch02_stone02::OnMyMobDead";
- monster "que_qsch02",276,294,"Eastern Magic Guardian",1753,1,"#sch02_stone02::OnMyMobDead";
- monster "que_qsch02",274,294,"Eastern Magic Guardian",1753,1,"#sch02_stone02::OnMyMobDead";
- monster "que_qsch02",272,296,"Eastern Magic Guardian",1753,1,"#sch02_stone02::OnMyMobDead";
- monster "que_qsch02",272,298,"Eastern Magic Guardian",1753,1,"#sch02_stone02::OnMyMobDead";
- monster "que_qsch02",273,300,"Eastern Magic Guardian",1753,1,"#sch02_stone02::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "que_qsch02","#sch02_stone02::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qsch02","#sch02_stone02::OnMyMobDead") == 0) {
- set $gqse_sch02_nm,$gqse_sch02_nm+1;
- donpcevent "#nmsomsch02_jin02::OnDisable";
- if ($gqse_sch02_nm == 3) {
- donpcevent "Wish Maiden#sch02_boss::Onfight";
- }
- }
- end;
-}
-
-que_qsch02,251,340,0 script #nmsomsch02_jin03 -1,{
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- killmonster "que_qsch02","#nmsomsch02_jin03::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer5000:
- mapannounce "que_qsch02","The Northern magic formation is working to summon Keeper of the Temple.",bc_map,"0x4d4dff";
- monster "que_qsch02",247,329,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
- monster "que_qsch02",249,329,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
- monster "que_qsch02",251,329,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
- monster "que_qsch02",253,329,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
- monster "que_qsch02",255,329,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
- monster "que_qsch02",243,339,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
- monster "que_qsch02",245,337,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
- monster "que_qsch02",247,335,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
- monster "que_qsch02",247,333,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
- monster "que_qsch02",254,333,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
- monster "que_qsch02",256,335,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
- monster "que_qsch02",258,337,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
- monster "que_qsch02",260,339,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
- end;
-
-OnTimer120000:
- monster "que_qsch02",251,343,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
- monster "que_qsch02",252,343,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
- monster "que_qsch02",255,341,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
- monster "que_qsch02",255,340,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
- monster "que_qsch02",254,337,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
- monster "que_qsch02",253,336,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
- monster "que_qsch02",250,336,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
- monster "que_qsch02",249,337,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
- monster "que_qsch02",248,340,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
- monster "que_qsch02",248,341,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
- end;
-
-OnTimer240000:
- monster "que_qsch02",250,343,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
- monster "que_qsch02",252,343,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
- monster "que_qsch02",254,342,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
- monster "que_qsch02",255,340,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
- monster "que_qsch02",255,338,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
- monster "que_qsch02",253,336,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
- monster "que_qsch02",250,336,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
- monster "que_qsch02",248,338,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
- monster "que_qsch02",248,340,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
- monster "que_qsch02",249,342,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
- end;
-
-OnTimer360000:
- monster "que_qsch02",250,343,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
- monster "que_qsch02",252,343,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
- monster "que_qsch02",254,342,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
- monster "que_qsch02",255,340,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
- monster "que_qsch02",255,338,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
- monster "que_qsch02",253,336,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
- monster "que_qsch02",251,336,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
- monster "que_qsch02",249,337,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
- monster "que_qsch02",248,339,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
- monster "que_qsch02",248,341,"Keeper Of The Temple",1933,1,"#nmsomsch02_jin03::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch02,2,10,0 script #sch02_stone03 844,{
-OnEnable:
- monster "que_qsch02",251,343,"Northern Magic Guardian",1933,1,"#sch02_stone03::OnMyMobDead";
- monster "que_qsch02",252,343,"Northern Magic Guardian",1933,1,"#sch02_stone03::OnMyMobDead";
- monster "que_qsch02",255,341,"Northern Magic Guardian",1933,1,"#sch02_stone03::OnMyMobDead";
- monster "que_qsch02",255,340,"Northern Magic Guardian",1933,1,"#sch02_stone03::OnMyMobDead";
- monster "que_qsch02",254,337,"Northern Magic Guardian",1933,1,"#sch02_stone03::OnMyMobDead";
- monster "que_qsch02",253,336,"Northern Magic Guardian",1933,1,"#sch02_stone03::OnMyMobDead";
- monster "que_qsch02",250,336,"Northern Magic Guardian",1933,1,"#sch02_stone03::OnMyMobDead";
- monster "que_qsch02",249,337,"Northern Magic Guardian",1933,1,"#sch02_stone03::OnMyMobDead";
- monster "que_qsch02",248,340,"Northern Magic Guardian",1933,1,"#sch02_stone03::OnMyMobDead";
- monster "que_qsch02",248,341,"Northern Magic Guardian",1933,1,"#sch02_stone03::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "que_qsch02","#sch02_stone03::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qsch02","#sch02_stone03::OnMyMobDead") == 0) {
- set $gqse_sch02_nm,$gqse_sch02_nm+1;
- donpcevent "#nmsomsch02_jin03::OnDisable";
-
- if ($gqse_sch02_nm == 3) {
- donpcevent "Wish Maiden#sch02_boss::Onfight";
- }
- }
- end;
-}
-
-que_qsch02,235,285,5 script Guard of Shadow#sch02_01 1752,4,4,{
-OnInit:
- disablenpc "Guard of Shadow#sch02_01";
- end;
-
-OnDisable:
- killmonster "que_qsch02","Guard of Shadow#sch02_01::OnMyMobDead";
- disablenpc "Guard of Shadow#sch02_01";
- end;
-
-OnTouch:
- disablenpc "Guard of Shadow#sch02_01";
- monster "que_qsch02",234,284,"Guard of Shadow",1752,1,"Guard of Shadow#sch02_01::OnMyMobDead";
- monster "que_qsch02",235,285,"Guard of Shadow",1752,1,"Guard of Shadow#sch02_01::OnMyMobDead";
- monster "que_qsch02",236,286,"Guard of Shadow",1752,1,"Guard of Shadow#sch02_01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch02,224,290,5 script Guard of Shadow#sch02_02 1752,4,4,{
-OnInit:
- disablenpc "Guard of Shadow#sch02_02";
- end;
-
-OnDisable:
- killmonster "que_qsch02","Guard of Shadow#sch02_02::OnMyMobDead";
- disablenpc "Guard of Shadow#sch02_02";
- end;
-
-OnTouch:
- disablenpc "Guard of Shadow#sch02_02";
- monster "que_qsch02",223,289,"Guard of Shadow",1752,1,"Guard of Shadow#sch02_02::OnMyMobDead";
- monster "que_qsch02",224,290,"Guard of Shadow",1752,1,"Guard of Shadow#sch02_02::OnMyMobDead";
- monster "que_qsch02",225,291,"Guard of Shadow",1752,1,"Guard of Shadow#sch02_02::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch02,236,296,5 script Guard of Shadow#sch02_03 1752,4,4,{
-OnInit:
- disablenpc "Guard of Shadow#sch02_03";
- end;
-
-OnDisable:
- killmonster "que_qsch02","Guard of Shadow#sch02_03::OnMyMobDead";
- disablenpc "Guard of Shadow#sch02_03";
- end;
-
-OnTouch:
- disablenpc "Guard of Shadow#sch02_03";
- monster "que_qsch02",235,295,"Guard of Shadow",1752,1,"Guard of Shadow#sch02_03::OnMyMobDead";
- monster "que_qsch02",236,296,"Guard of Shadow",1752,1,"Guard of Shadow#sch02_03::OnMyMobDead";
- monster "que_qsch02",237,297,"Guard of Shadow",1752,1,"Guard of Shadow#sch02_03::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch02,225,303,5 script Guard of Shadow#sch02_04 1752,4,4,{
-OnInit:
- disablenpc "Guard of Shadow#sch02_04";
- end;
-
-OnDisable:
- killmonster "que_qsch02","Guard of Shadow#sch02_04::OnMyMobDead";
- disablenpc "Guard of Shadow#sch02_04";
- end;
-
-OnTouch:
- disablenpc "Guard of Shadow#sch02_04";
- monster "que_qsch02",224,302,"Guard of Shadow",1752,1,"Guard of Shadow#sch02_04::OnMyMobDead";
- monster "que_qsch02",225,303,"Guard of Shadow",1752,1,"Guard of Shadow#sch02_04::OnMyMobDead";
- monster "que_qsch02",226,304,"Guard of Shadow",1752,1,"Guard of Shadow#sch02_04::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch02,266,296,3 script Bloody Hunter#sch02_ac01 1753,4,4,{
-OnInit:
- disablenpc "Bloody Hunter#sch02_ac01";
- end;
-
-OnDisable:
- killmonster "que_qsch02","Bloody Hunter#sch02_ac01::OnMyMobDead";
- disablenpc "Bloody Hunter#sch02_ac01";
- end;
-
-OnTouch:
- disablenpc "Bloody Hunter#sch02_ac01";
- monster "que_qsch02",265,297,"Bloody Hunter",1753,1,"Bloody Hunter#sch02_ac01::OnMyMobDead";
- monster "que_qsch02",266,296,"Bloody Hunter",1753,1,"Bloody Hunter#sch02_ac01::OnMyMobDead";
- monster "que_qsch02",267,295,"Bloody Hunter",1753,1,"Bloody Hunter#sch02_ac01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch02,271,283,3 script Bloody Hunter#sch02_ac02 1753,4,4,{
-OnInit:
- disablenpc "Bloody Hunter#sch02_ac02";
- end;
-
-OnDisable:
- killmonster "que_qsch02","Bloody Hunter#sch02_ac02::OnMyMobDead";
- disablenpc "Bloody Hunter#sch02_ac02";
- end;
-
-OnTouch:
- disablenpc "Bloody Hunter#sch02_ac02";
- monster "que_qsch02",270,284,"Bloody Hunter",1753,1,"Bloody Hunter#sch02_ac02::OnMyMobDead";
- monster "que_qsch02",271,283,"Bloody Hunter",1753,1,"Bloody Hunter#sch02_ac02::OnMyMobDead";
- monster "que_qsch02",272,282,"Bloody Hunter",1753,1,"Bloody Hunter#sch02_ac02::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch02,270,307,3 script Bloody Hunter#sch02_ac03 1753,4,4,{
-OnInit:
- disablenpc "Bloody Hunter#sch02_ac03";
- end;
-
-OnDisable:
- killmonster "que_qsch02","Bloody Hunter#sch02_ac03::OnMyMobDead";
- disablenpc "Bloody Hunter#sch02_ac03";
- end;
-
-OnTouch:
- disablenpc "Bloody Hunter#sch02_ac03";
- monster "que_qsch02",269,308,"Bloody Hunter",1753,1,"Bloody Hunter#sch02_ac03::OnMyMobDead";
- monster "que_qsch02",270,307,"Bloody Hunter",1753,1,"Bloody Hunter#sch02_ac03::OnMyMobDead";
- monster "que_qsch02",271,306,"Bloody Hunter",1753,1,"Bloody Hunter#sch02_ac03::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch02,279,300,3 script Bloody Hunter#sch02_ac04 1753,4,4,{
-OnInit:
- disablenpc "Bloody Hunter#sch02_ac04";
- end;
-
-OnDisable:
- killmonster "que_qsch02","Bloody Hunter#sch02_ac04::OnMyMobDead";
- disablenpc "Bloody Hunter#sch02_ac04";
- end;
-
-OnTouch:
- disablenpc "Bloody Hunter#sch02_ac04";
- monster "que_qsch02",278,301,"Bloody Hunter",1753,1,"Bloody Hunter#sch02_ac04::OnMyMobDead";
- monster "que_qsch02",279,300,"Bloody Hunter",1753,1,"Bloody Hunter#sch02_ac04::OnMyMobDead";
- monster "que_qsch02",280,299,"Bloody Hunter",1753,1,"Bloody Hunter#sch02_ac04::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch02,247,330,5 script Temple Keeper#sch02_ac01 1933,4,4,{
-OnInit:
- disablenpc "Temple Keeper#sch02_ac01";
- end;
-
-OnDisable:
- killmonster "que_qsch02","Temple Keeper#sch02_ac01::OnMyMobDead";
- disablenpc "Temple Keeper#sch02_ac01";
- end;
-
-OnTouch:
- disablenpc "Temple Keeper#sch02_ac01";
- monster "que_qsch02",246,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch02_ac01::OnMyMobDead";
- monster "que_qsch02",247,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch02_ac01::OnMyMobDead";
- monster "que_qsch02",248,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch02_ac01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch02,255,330,3 script Temple Keeper#sch02_ac02 1933,4,4,{
-OnInit:
- disablenpc "Temple Keeper#sch02_ac02";
- end;
-
-OnDisable:
- killmonster "que_qsch02","Temple Keeper#sch02_ac02::OnMyMobDead";
- disablenpc "Temple Keeper#sch02_ac02";
- end;
-
-OnTouch:
- disablenpc "Temple Keeper#sch02_ac02";
- monster "que_qsch02",254,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch02_ac02::OnMyMobDead";
- monster "que_qsch02",255,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch02_ac02::OnMyMobDead";
- monster "que_qsch02",256,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch02_ac02::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch02,251,255,3 script Wish Maiden#sch02_boss 1931,{
-OnInit:
- hideonnpc "Wish Maiden#sch02_boss";
- end;
-
-OnDisable:
- killmonster "que_qsch02","Wish Maiden#sch02_boss::OnMyMobDead";
- hideonnpc "Wish Maiden#sch02_boss";
- stopnpctimer;
- end;
-
-Onfight:
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qsch02","Wish Maiden : You guys reached here.. Are your guardians dead...?",bc_map,"0x00ff00";
- end;
-
-OnTimer4000:
- mapannounce "que_qsch02","Wish Maiden : I sincerely welcome all your best efforts!",bc_map,"0x00ff00";
- end;
-
-OnTimer5000:
- specialeffect EF_ICECRASH;
- hideonnpc "Wish Maiden#sch02_boss";
- specialeffect EF_SPHERE;
- monster "que_qsch02",252,340,"Wish Maiden",1931,1,"Wish Maiden#sch02_boss::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- if (mobcount("que_qsch02","Wish Maiden#sch02_boss::OnMyMobDead") == 0) {
- donpcevent "#okolnir_sch02::Onstop";
- donpcevent "Wish Maiden#sch02_gift::OnEnable";
- mapannounce "que_qsch02","Wish Maiden : ..Good, you deserve the Goddess' shine.",bc_map,"0x00ff00";
- }
- end;
-}
-
-que_qsch02,252,340,3 script Wish Maiden#sch02_gift 403,{
- set .@GID, GetCastleData("schg_cas02",1);
- if (getcharid(2) == .@GID) {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- if ((countitem(7830) > 0) && (countitem(7831) > 0) && (countitem(7832) > 0) && (countitem(7833) > 0) && (countitem(7834) > 0) && (countitem(2357) > 0) && (countitem(7510) > 99) && (countitem(969) > 9) && (countitem(985) > 19)) {
- cutin "wish_maiden12",1;
- mes "[Wish Maiden]";
- mes "As I declared, I will give the Goddess' shine to you.";
- mes "You have the requirements to carry it...";
- next;
- mes "[Wish Maiden]";
- mes "You will be granted the power of the great Valkyrie...";
- next;
- mes "[Wish Maiden]";
- mes "I will give you some things for fun.";
- mes "All of you enjoy them together...";
- next;
- mes "[Wish Maiden]";
- mes "Go to Rachel and Juno to meet the Ravies sisters.";
- next;
- cutin "wish_maiden32",1;
- mes "[Wish Maiden]";
- mes "I will open the gate for you to come back here.";
- mes "...Okolnir won't last forever...";
- delitem 7830,1; //Goddess_Tear
- delitem 7831,1; //Valkyrie_Token
- delitem 7832,1; //Brynhild_Armor_Piece
- delitem 7833,1; //Hero_Remains
- delitem 7834,1; //Andvari_Ring
- delitem 2357,1; //Valkyrie_Armor
- delitem 7510,100; //Valhalla_Flower
- delitem 969,10; //Gold
- delitem 985,20; //Elunium
- getitem 2383,1; //Brynhild
- getitem 7840,1; //Valkyrie_Gift
- announce "["+ strcharinfo(0) +"], of guild ["+ GetGuildName(.@GID) +"] has brought a Brynhild into this world.",bc_all,"0x70dbdb";
- close2;
- cutin "wish_maiden11",255;
- disablenpc "Wish Maiden#sch02_gift";
- enablenpc "#to_agit_sch02_gate";
- end;
- }
- else {
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "As I declared, you are worthy of holding the Brynhild.";
- mes "However, you do not have the requirements on you...";
- next;
- mes "[Wish Maiden]";
- mes "...Did you forget something?";
- close2;
- }
- }
- else {
- cutin "wish_maiden12",1;
- mes "[Wish Maiden]";
- mes "� All of you worked together as a team...";
- mes "Humans are strong when they are united, but are easily swayed by lust.";
- next;
- mes "[Wish Maiden]";
- mes "Humans are imperfect, so their chief god is there for them when they need help.";
- mes "....";
- next;
- mes "[Wish Maiden]";
- mes "Always be real.";
- mes "Do not regret your actions...";
- close2;
- }
- }
- cutin "wish_maiden11",255;
- end;
-
-OnInit:
- disablenpc "Wish Maiden#sch02_gift";
- end;
-
-OnEnable:
- enablenpc "Wish Maiden#sch02_gift";
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc "Wish Maiden#sch02_gift";
- stopnpctimer;
- end;
-
-OnTimer280000:
- mapannounce "que_qsch02","Wish Maiden : ... Okolnir will soon disappear... I will send you back to where you originally came from.",bc_map,"0x00ff00";
- end;
-
-OnTimer290000:
- mapwarp "que_qsch02","schg_cas02",177,355;
- donpcevent "#to_agit_sch02_gate::OnDisable";
- end;
-
-OnTimer300000:
- donpcevent "#okolnir_sch02::OnDisable";
- set $gqse_sch02_miro,0;
- set $gqse_sch02_pcc,0;
- set $gqse_sch02_gd,0;
- set $gqse_sch02_nm,0;
- set $siz_sch02_on,2;
- donpcevent "#okolnir_sch02_time01::OnEnable";
- stopnpctimer;
- end;
-}
-
-que_qsch02,252,339,0 script #to_agit_sch02_gate 45,1,1,{
-OnInit:
- disablenpc "#to_agit_sch02_gate";
- end;
-
-OnTouch:
- warp "schg_cas02",177,355;
- end;
-}
-
-que_qsch02,1,6,0 script #okolnir_sch02_time01 844,{
-OnInit:
- if ($siz_sch02_on == 2) {
- initnpctimer;
- }
- end;
-
-OnEnable:
- set $gqse_sch02_time,0;
- initnpctimer;
- end;
-
-Onreset:
- set $siz_sch02_on,0;
- set $gqse_sch02_time,0;
- stopnpctimer;
- end;
-
-OnTimer3600000:
- if ($gqse_sch02_time < 12) {
- set $gqse_sch02_time,$gqse_sch02_time+1;
- initnpctimer;
- }
- else if ($gqse_sch02_time == 12) {
- set $siz_sch02_on,0;
- set $gqse_sch02_time,0;
- enablenpc "Wish Maiden#gq_sch02";
- enablenpc "Piamette#sch02";
- hideoffnpc "Wish Maiden#sch02_boss";
- stopnpctimer;
- }
- end;
-}
-
-que_qsch02,116,313,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch02,120,285,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch02,117,236,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch02,103,223,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch02,85,204,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch02,79,186,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch02,73,167,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch02,68,150,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch02,71,128,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch02,69,118,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch02,117,78,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch02,110,79,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch02,141,80,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch02,158,84,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch02,193,104,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch02,119,269,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch02,155,77,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch02,110,317,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch02,115,295,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch02,116,256,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch02,113,242,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch02,99,223,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch02,94,216,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch02,77,198,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch02,70,174,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch02,72,147,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch02,64,134,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch02,77,107,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch02,84,88,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch02,98,82,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch02,129,79,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch02,91,124,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch02,173,95,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch02,179,127,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch02,195,120,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch02,178,159,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch02,88,145,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch02,94,157,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch02,95,177,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch02,129,196,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch02,154,196,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch02,170,187,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch02,194,180,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch02,214,181,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch02,243,199,0,0 monster Garden Watcher 1933,1,1200000,0,0
diff --git a/npc/quests/okolnir/godse_sch03.txt b/npc/quests/okolnir/godse_sch03.txt
deleted file mode 100644
index fd260f30e..000000000
--- a/npc/quests/okolnir/godse_sch03.txt
+++ /dev/null
@@ -1,3286 +0,0 @@
-//===== rAthena Script =======================================
-//= Falicious Okolnir - Nidhoggr 3
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.3
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= God Item SE Creation scipt (Brynhild)
-//===== Additional Comments: =================================
-//= 1.0 First version. [L0ne_W0lf]
-//= 1.1 First round of bug fixes. (bugreport:3085) [L0ne_W0lf]
-//= Fixed two spawn locations of the key stones in Piamete's room.
-//= Fixed calling an event that doesn't exist when killing Piamete.
-//= Fixed the Wish Maiden not enabling when the boss is killed.
-//= fixed two NPC named that were missed when translating.
-//= 1.2 More bug fixes, sorry it took so long. [L0ne_W0lf]
-//= Fixed message on the portal when the okolnir section is full.
-//= Corrected non-angry Piamette not disabling.
-//= 1.3 Corrected invalid coordinates in maze. (bugreport:4220)
-//= Corrected typo in Guard of Shadow NPC.
-//============================================================
-
-schg_cas03,84,101,3 script Guide#gq_sch03 899,{
- set .@GID, GetCastleData("schg_cas03",1);
- if (getcharid(2) == .@GID) {
- if ($siz_sch03_on == 0) {
- mes "[Guide]";
- mes "This castle has a hidden secret.";
- mes "That is the ^4d4dff'Okolnir'^000000.";
- next;
- switch(select("About Okolnir.:Go to Okolnir.:Cancel.")) {
- case 1:
- mes "[Guide]";
- mes "Okolnir is a kind of virtual realm...";
- mes "I don't know how Okolnir exists, but I guess only Valkyrie knows.";
- next;
- mes "[Guide]";
- mes "As you know this is a place to test the adventurers made by Valkyrie...";
- mes "...you know the qualifications to enter Okolnir.";
- next;
- select("Qualifications?");
- mes "[Guide]";
- mes "Yes, Valkyrie definitely prefers strong adventurers.";
- mes "Only the qualified can enter Okolnir and Valhalla.";
- next;
- mes "[Guide]";
- mes "It only opens when everyone comes together to work it out.";
- mes "The key is in the castle.";
- next;
- mes "[Guide]";
- mes "If a castle's ^4d4dffeconomy is over 65 and defense also over 30^000000, this will be acceptable to access Okolnir.";
- next;
- mes "[Guide]";
- mes "And, if you pass all of the tests given by Valkyrie in Okolnir!";
- mes "You will also receive a mysterious gift.";
- next;
- mes "[Guide]";
- mes "Would you like to try to enter here?";
- close;
- case 2:
- set .@Defence,GetCastleData("schg_cas03",3);
- set .@Economy,GetCastleData("schg_cas03",2);
- if ((.@Economy > 64) && (.@Defence > 29)) {
- mes "[Guide]";
- mes "Great! Economy and Defense are OK.";
- mes "You can enter Okolnir now....";
- mes "Do you want to go there?";
- next;
- switch(select("Sure let's go there.:No.")) {
- case 1:
- if (countitem(7839) > 0) {
- delitem 7839,countitem(7839); //Crystal_Key
- }
- mes "[Guide]";
- mes "Ok......";
- mes "Please follow me...";
- close2;
- warp "que_qsch03",346,32;
- end;
- case 2:
- mes "[Guide]";
- mes "You can try this anytime in the future...";
- mes "If you are ready to protect this castle.";
- close;
- }
- }
- else {
- mes "[Guide]";
- mes "You are not qualified yet.";
- mes "Please develop your castle more...";
- close;
- }
- }
- }
- else if ($siz_sch03_on == 1) {
- mes "[Guide]";
- mes "... OK...";
- mes "Good luck.";
- next;
- switch(select("Enter now.:No.")) {
- case 1:
- if (countitem(7839) > 0) {
- delitem 7839,countitem(7839); //Crystal_Key
- }
- mes "[Guide]";
- mes "Hope you get everything you want...";
- close2;
- warp "que_qsch03",346,32;
- end;
- case 2:
- mes "[Guide]";
- mes "Really?";
- mes "Sorry to hear that.";
- close;
- }
- }
- else if ($siz_sch03_on == 2) {
- mes "[Guide]";
- mes "Building Okolnir needs quite a long time.";
- mes "....even though it's only virtual...";
- next;
- mes "[Guide]";
- mes "It takes about 12 -13 hours to create the virtual realm.";
- close;
- }
- else {
- mes "[Guide]";
- mes "You'll have to wait.";
- close;
- }
- }
- else {
- mes "[Guide]";
- mes "... I've never seen you before.";
- mes "You are strangers here. You'd better get out of here right now.";
- close;
- }
- end;
-
-OnInit:
- set $gqse_sch03_miro,0;
- set $gqse_sch03_pcc,0;
- set $gqse_sch03_gd,0;
- set $gqse_sch03_nm,0;
- if ($siz_sch03_on == 1) {
- set $siz_sch03_on,0;
- }
- enablenpc "Guide#gq_sch03";
- end;
-}
-
-que_qsch03,345,23,0 warp Gate02#gq_sch03 1,1,schg_cas03,81,95
-
-que_qsch03,345,82,3 script Wish Maiden#gq_sch03 403,{
- set .@GID, GetCastleData("schg_cas03",1);
- if (getcharid(2) == .@GID) {
- cutin "wish_maiden31",1;
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- mes "[Wish Maiden]";
- mes "I am... Wish maiden.";
- mes "Mourning in this virtual realm, Okolnir.";
- mes "On behalf of the humanbeings who defeated God here.";
- next;
- if ((countitem(7830) > 0) && (countitem(7831) > 0) && (countitem(7832) > 0) && (countitem(7833) > 0) && (countitem(7834) > 0) && (countitem(2357) > 0) && (countitem(7510) > 99) && (countitem(969) > 9) && (countitem(985) > 19)) {
- cutin "wish_maiden11",1;
- mes "[Wish Maiden]";
- mes "Are you ready to endure the trials to get the Goddess' glory?";
- next;
- switch(select("Yes, I am:Sorry, I'll try later")) {
- case 1:
- cutin "wish_maiden12",1;
- mes "[Wish Maiden]";
- mes "I will test whether or not you deserve the Goddess shine...";
- mes "Isn't it simple?";
- next;
- mes "[Wish Maiden]";
- mes "Okolnir is a virtual place.";
- mes "There is no room for error there.";
- mes "^ff0000You only have one hour.^000000";
- next;
- cutin "wish_maiden31",1;
- mes "[Wish Maiden]";
- mes "If you have not finished in that time, Okolnir will be destroyed, and I will go to rest.";
- mes "You will have to wait again...";
- next;
- mes "[Wish Maiden]";
- mes "Are you ready to go through?";
- mes "^4d4dffYou need to have 16 to 20 members present^000000.";
- next;
- cutin "wish_maiden11",1;
- mes "[Wish Maiden]";
- mes "I will open the gate of Okolnir if your members are ready.";
- next;
- switch(select("We are ready.:We need more time.")) {
- case 1:
- set .@saram,getmapusers("que_qsch03");
- if (((.@saram > 15) && (.@saram < 21)) || (getgmlevel() == 99)) {
- cutin "wish_maiden12",1;
- mes "[Wish Maiden]";
- mes "Now I will open the gate of Okolnir where I am.";
- mes "I will wait for you on the top of Okolnir...";
- next;
- mes "[Wish Maiden]";
- mes "I hope that you can complete all of the trials before the virtual Okolnir is destroyed...";
- mes "Good luck.";
- mapannounce "que_qsch03","Wish Maiden: The gate of Okolnir is open! Don't forget you only have one hour.",bc_map,"0x00ff00";
- close2;
- set $gqse_sch03_pcc,.@saram;
- set $siz_sch03_on,1;
- donpcevent "#okolnir_sch03::OnEnable";
- disablenpc "Wish Maiden#gq_sch03";
- cutin "wish_maiden11",255;
- announce "["+ strcharinfo(0) +"], of the guild ["+ GetGuildName(.@GID) +"] has opened the gates to the realm of Okolnir.",bc_all,"0x70dbdb";
- end;
- }
- else {
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "You need to have 16 to 20 members present to open the gate of Okolnir.";
- mes "Come back when you are ready.";
- close2;
- }
- break;
- case 2:
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "Don't hesitate to try.";
- mes "You should catch the chance when it comes to you.";
- mes "Just gather your fellow members.";
- close2;
- }
- break;
- case 2:
- cutin "wish_maiden32",1;
- mes "[Wish Maiden]";
- mes "... Are you afraid of";
- mes "the trials facing you?";
- mes "....";
- next;
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "Do you think that you can defeat the Goddess shine easily?";
- mes "I feel disappointed by all of you.";
- mes "Just go away...";
- close2;
- }
- }
- else {
- cutin "wish_maiden11",1;
- mes "[Wish Maiden]";
- mes "Do you wish to enter?";
- mes "Only those prepared may enter here.";
- mes "You must bring several items to enter Okolnir.";
- next;
- mes "[Wish Maiden]";
- mes "Goddess Tear";
- mes "Valkyrie's Token";
- mes "Brynhild Armor Piece";
- mes "Hero Remains";
- mes "Valkyrie Armor";
- mes "Andvari's Ring.";
- next;
- mes "[Wish Maiden]";
- mes "You must bring those six things, 10 Gold, and 20 Elunium.";
- mes "Many Valhala's Flowers are also required as an offering.";
- next;
- mes "[Wish Maiden]";
- mes "Once all of those are prepared, the gate will open.";
- next;
- mes "[Wish Maiden]";
- mes ".... ";
- mes "...........The Goddess shines brightly down on you, you should be stronger to deserve it...";
- next;
- mes "[Wish Maiden]";
- mes "Remember...";
- mes "You need to collect many Valhalla flowers.";
- mes "I hope that your dreams come true.";
- next;
- mes "[Wish Maiden]";
- mes "I will answer all your requests if you bring these to me.";
- close2;
- }
- }
- else {
- cutin "wish_maiden31",1;
- mes "[Wish Maiden]";
- mes "I am... Wish maiden.";
- mes "Mourning in this virtual realm, Okolnir.";
- mes "On behalf of the humanbeings who defeated God here.";
- next;
- mes "[Wish Maiden]";
- mes "Bring me the one who brought you to this place.";
- mes ".. Deliver him to my will.";
- close2;
- }
- }
- else {
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "...You are not qualified.";
- close2;
- percentheal -100,0;
- cutin "wish_maiden11",255;
- end;
- }
- cutin "wish_maiden11",255;
- end;
-
-OnInit:
- if ($siz_sch03_on == 0) {
- enablenpc "Wish Maiden#gq_sch03";
- }
- else {
- disablenpc "Wish Maiden#gq_sch03";
- }
- end;
-}
-
-que_qsch03,346,81,0 script Gate01#gq_sch03 45,1,1,{
- end;
-
-OnInit:
- disablenpc "Gate01#gq_sch03";
- end;
-
-OnEnable:
- enablenpc "Gate01#gq_sch03";
- setcell "que_qsch03",58,302,63,302,cell_walkable,0;
- setcell "que_qsch03",58,302,63,302,cell_shootable,0;
- end;
-
-OnDisable:
- disablenpc "Gate01#gq_sch03";
- killmonsterall "que_qsch03";
- end;
-
-OnTouch:
- set .@saram,getmapusers("que_qsch03");
- if (.@saram < 21) {
- if ($gqse_sch03_miro == $gqse_sch03_pcc) {
- set .@point,rand(1,5);
- if (.@point == 1) {
- warp "que_qsch03",72,271;
- end;
- }
- else if (.@point == 2) {
- warp "que_qsch03",45,243;
- end;
- }
- else if (.@point == 3) {
- warp "que_qsch03",102,248;
- end;
- }
- else if (.@point == 4) {
- warp "que_qsch03",102,300;
- end;
- }
- else {
- warp "que_qsch03",46,300;
- end;
- }
- }
- else if ($gqse_sch03_miro == 0) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch03",77,271,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch03",77,271,strcharinfo(0),1659,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch03",77,271,strcharinfo(0),1662,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch03",77,271,strcharinfo(0),1663,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch03",77,271,strcharinfo(0),1660,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch03",77,271,strcharinfo(0),1661,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else {
- monster "que_qsch03",77,271,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- set $gqse_sch03_miro,1;
- warp "que_qsch03",72,271;
- end;
- }
- else if ($gqse_sch03_miro == 1) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch03",63,278,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch03",63,278,strcharinfo(0),1659,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch03",63,278,strcharinfo(0),1662,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch03",63,278,strcharinfo(0),1663,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch03",63,278,strcharinfo(0),1660,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch03",63,278,strcharinfo(0),1661,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else {
- monster "que_qsch03",63,278,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- set $gqse_sch03_miro,2;
- warp "que_qsch03",63,282;
- end;
- }
- else if ($gqse_sch03_miro == 2) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch03",63,294,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch03",63,294,strcharinfo(0),1659,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch03",63,294,strcharinfo(0),1662,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch03",63,294,strcharinfo(0),1663,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch03",63,294,strcharinfo(0),1660,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch03",63,294,strcharinfo(0),1661,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else {
- monster "que_qsch03",63,294,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- set $gqse_sch03_miro,3;
- warp "que_qsch03",59,294;
- end;
- }
- else if ($gqse_sch03_miro == 3) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch03",50,300,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch03",50,300,strcharinfo(0),1659,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch03",50,300,strcharinfo(0),1662,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch03",50,300,strcharinfo(0),1663,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch03",50,300,strcharinfo(0),1660,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch03",50,300,strcharinfo(0),1661,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else {
- monster "que_qsch03",50,300,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- set $gqse_sch03_miro,4;
- warp "que_qsch03",46,300;
- end;
- }
- else if ($gqse_sch03_miro == 4) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch03",51,280,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch03",51,280,strcharinfo(0),1659,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch03",51,280,strcharinfo(0),1662,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch03",51,280,strcharinfo(0),1663,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch03",51,280,strcharinfo(0),1660,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch03",51,280,strcharinfo(0),1661,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else {
- monster "que_qsch03",51,280,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- set $gqse_sch03_miro,5;
- warp "que_qsch03",51,285;
- end;
- }
- else if ($gqse_sch03_miro == 5) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch03",51,258,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch03",51,258,strcharinfo(0),1659,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch03",51,258,strcharinfo(0),1662,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch03",51,258,strcharinfo(0),1663,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch03",51,258,strcharinfo(0),1660,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch03",51,258,strcharinfo(0),1661,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else {
- monster "que_qsch03",51,258,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- set $gqse_sch03_miro,6;
- warp "que_qsch03",51,262;
- end;
- }
- else if ($gqse_sch03_miro == 6) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch03",49,243,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch03",49,243,strcharinfo(0),1659,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch03",49,243,strcharinfo(0),1662,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch03",49,243,strcharinfo(0),1663,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch03",49,243,strcharinfo(0),1660,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch03",49,243,strcharinfo(0),1661,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else {
- monster "que_qsch03",49,243,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- set $gqse_sch03_miro,7;
- warp "que_qsch03",45,243;
- end;
- }
- else if ($gqse_sch03_miro == 7) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch03",86,249,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch03",86,249,strcharinfo(0),1659,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch03",86,249,strcharinfo(0),1662,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch03",86,249,strcharinfo(0),1663,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch03",86,249,strcharinfo(0),1660,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch03",86,249,strcharinfo(0),1661,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else {
- monster "que_qsch03",86,249,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- set $gqse_sch03_miro,8;
- warp "que_qsch03",82,249;
- end;
- }
- else if ($gqse_sch03_miro == 8) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch03",102,243,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch03",102,243,strcharinfo(0),1659,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch03",102,243,strcharinfo(0),1662,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch03",102,243,strcharinfo(0),1663,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch03",102,243,strcharinfo(0),1660,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch03",102,243,strcharinfo(0),1661,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else {
- monster "que_qsch03",102,243,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- set $gqse_sch03_miro,9;
- warp "que_qsch03",102,248;
- end;
- }
- else if ($gqse_sch03_miro == 9) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch03",90,256,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch03",90,256,strcharinfo(0),1659,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch03",90,256,strcharinfo(0),1662,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch03",90,256,strcharinfo(0),1663,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch03",90,256,strcharinfo(0),1660,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch03",90,256,strcharinfo(0),1661,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else {
- monster "que_qsch03",90,256,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- set $gqse_sch03_miro,10;
- warp "que_qsch03",90,260;
- end;
- }
- else if ($gqse_sch03_miro == 10) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch03",90,283,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch03",90,283,strcharinfo(0),1659,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch03",90,283,strcharinfo(0),1662,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch03",90,283,strcharinfo(0),1663,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch03",90,283,strcharinfo(0),1660,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch03",90,283,strcharinfo(0),1661,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else {
- monster "que_qsch03",90,283,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- set $gqse_sch03_miro,11;
- warp "que_qsch03",90,280;
- end;
- }
- else if ($gqse_sch03_miro == 11) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch03",102,295,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch03",102,295,strcharinfo(0),1659,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch03",102,295,strcharinfo(0),1662,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch03",102,295,strcharinfo(0),1663,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch03",102,295,strcharinfo(0),1660,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch03",102,295,strcharinfo(0),1661,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else {
- monster "que_qsch03",102,295,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- set $gqse_sch03_miro,12;
- warp "que_qsch03",102,300;
- end;
- }
- else if ($gqse_sch03_miro == 12) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch03",96,285,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch03",96,285,strcharinfo(0),1659,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch03",96,285,strcharinfo(0),1662,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch03",96,285,strcharinfo(0),1663,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch03",96,285,strcharinfo(0),1660,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch03",96,285,strcharinfo(0),1661,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else {
- monster "que_qsch03",96,285,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- set $gqse_sch03_miro,13;
- warp "que_qsch03",96,290;
- end;
- }
- else if ($gqse_sch03_miro == 13) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch03",63,278,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch03",63,278,strcharinfo(0),1659,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch03",63,278,strcharinfo(0),1662,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch03",63,278,strcharinfo(0),1663,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch03",63,278,strcharinfo(0),1660,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch03",63,278,strcharinfo(0),1661,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else {
- monster "que_qsch03",63,278,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- set $gqse_sch03_miro,14;
- warp "que_qsch03",63,282;
- end;
- }
- else if ($gqse_sch03_miro == 14) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch03",65,243,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch03",65,243,strcharinfo(0),1659,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch03",65,243,strcharinfo(0),1662,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch03",65,243,strcharinfo(0),1663,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch03",65,243,strcharinfo(0),1660,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch03",65,243,strcharinfo(0),1661,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else {
- monster "que_qsch03",65,243,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- set $gqse_sch03_miro,15;
- warp "que_qsch03",61,243;
- end;
- }
- else if ($gqse_sch03_miro == 15) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch03",73,249,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch03",73,249,strcharinfo(0),1659,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch03",73,249,strcharinfo(0),1662,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch03",73,249,strcharinfo(0),1663,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch03",73,249,strcharinfo(0),1660,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch03",73,249,strcharinfo(0),1661,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else {
- monster "que_qsch03",73,249,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- set $gqse_sch03_miro,16;
- warp "que_qsch03",70,249;
- end;
- }
- else if ($gqse_sch03_miro == 16) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch03",102,275,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch03",102,275,strcharinfo(0),1659,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch03",102,275,strcharinfo(0),1662,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch03",102,275,strcharinfo(0),1663,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch03",102,275,strcharinfo(0),1660,1,"#Gate_manager_sch03::OnMyMobDead";
- end;
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch03",102,275,strcharinfo(0),1661,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else {
- monster "que_qsch03",102,275,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- set $gqse_sch03_miro,17;
- warp "que_qsch03",102,282;
- end;
- }
- else if ($gqse_sch03_miro == 17) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch03",70,300,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch03",70,300,strcharinfo(0),1659,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch03",70,300,strcharinfo(0),1662,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch03",70,300,strcharinfo(0),1663,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch03",70,300,strcharinfo(0),1660,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch03",70,300,strcharinfo(0),1661,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else {
- monster "que_qsch03",70,300,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- set $gqse_sch03_miro,18;
- warp "que_qsch03",66,300;
- end;
- }
- else if ($gqse_sch03_miro == 18) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch03",57,255,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch03",57,255,strcharinfo(0),1659,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch03",57,255,strcharinfo(0),1662,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch03",57,255,strcharinfo(0),1663,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch03",57,255,strcharinfo(0),1660,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch03",57,255,strcharinfo(0),1661,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else {
- monster "que_qsch03",57,255,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- set $gqse_sch03_miro,19;
- warp "que_qsch03",57,258;
- end;
- }
- else if ($gqse_sch03_miro == 19) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch03",84,277,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch03",84,277,strcharinfo(0),1659,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch03",84,277,strcharinfo(0),1662,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch03",84,277,strcharinfo(0),1663,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch03",84,277,strcharinfo(0),1660,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch03",84,277,strcharinfo(0),1661,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- else {
- monster "que_qsch03",84,277,strcharinfo(0),1652,1,"#Gate_manager_sch03::OnMyMobDead";
- }
- set $gqse_sch03_miro,20;
- warp "que_qsch03",84,280;
- end;
- }
- }
- else {
- mes "There are too many people, you can't enter.";
- close;
- }
- end;
-}
-
-que_qsch03,1,4,0 script #Gate_manager_sch03 844,{
-OnMyMobDead:
- if ($gqse_sch03_miro == $gqse_sch03_pcc) {
- if (mobcount("que_qsch03","#Gate_manager_sch03::OnMyMobDead") == 0) {
- donpcevent "#gq_miromob2_sch03::OnEnable";
- }
- }
- end;
-}
-
-que_qsch03,1,4,0 script #gq_miromob2_sch03 844,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qsch03","Wish Maiden: How does it feel to see shadows of the past. This is only the beginning.",bc_map,"0x00ff00";
- end;
-
-OnTimer6000:
- mapannounce "que_qsch03","Wish Maiden: The things you seeing are not real, don't be caught in the Mystic garden.",bc_map,"0x00ff00";
- monster "que_qsch03",72,271,"Seyren Windsor",1640,1,"#gq_miromob2_sch03::OnMyMobDead";
- monster "que_qsch03",63,282,"Kathryne Keyron",1645,1,"#gq_miromob2_sch03::OnMyMobDead";
- monster "que_qsch03",59,294,"Cecil Damon",1644,1,"#gq_miromob2_sch03::OnMyMobDead";
- monster "que_qsch03",46,300,"Margaretha Sorin",1643,1,"#gq_miromob2_sch03::OnMyMobDead";
- monster "que_qsch03",51,285,"Eremes Guile",1641,1,"#gq_miromob2_sch03::OnMyMobDead";
- monster "que_qsch03",51,262,"Howard Alt-Eisen",1642,1,"#gq_miromob2_sch03::OnMyMobDead";
-
- monster "que_qsch03",45,243,"Seyren Windsor",1640,1,"#gq_miromob2_sch03::OnMyMobDead";
- monster "que_qsch03",82,249,"Kathryne Keyron",1645,1,"#gq_miromob2_sch03::OnMyMobDead";
- monster "que_qsch03",102,248,"Cecil Damon",1644,1,"#gq_miromob2_sch03::OnMyMobDead";
- monster "que_qsch03",90,260,"Margaretha Sorin",1643,1,"#gq_miromob2_sch03::OnMyMobDead";
- monster "que_qsch03",90,280,"Eremes Guile",1641,1,"#gq_miromob2_sch03::OnMyMobDead";
- monster "que_qsch03",102,300,"Howard Alt-Eisen",1642,1,"#gq_miromob2_sch03::OnMyMobDead";
-
- monster "que_qsch03",63,282,"Seyren Windsor",1640,1,"#gq_miromob2_sch03::OnMyMobDead";
- monster "que_qsch03",61,243,"Kathryne Keyron",1645,1,"#gq_miromob2_sch03::OnMyMobDead";
- monster "que_qsch03",70,249,"Cecil Damon",1644,1,"#gq_miromob2_sch03::OnMyMobDead";
- monster "que_qsch03",102,282,"Margaretha Sorin",1643,1,"#gq_miromob2_sch03::OnMyMobDead";
- monster "que_qsch03",66,300,"Eremes Guile",1641,1,"#gq_miromob2_sch03::OnMyMobDead";
- monster "que_qsch03",57,258,"Howard Alt-Eisen",1642,1,"#gq_miromob2_sch03::OnMyMobDead";
- stopnpctimer;
- end;
-
-Onreset:
- killmonster "que_qsch03","#gq_miromob2_sch03::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- if (mobcount("que_qsch03","#gq_miromob2_sch03::OnMyMobDead") == 0) {
- mapannounce "que_qsch03","The Mystic garden exit is now open.",bc_map,"0x00ff00";
- setcell "que_qsch03",58,302,63,302,cell_walkable,1;
- setcell "que_qsch03",58,302,63,302,cell_shootable,1;
- donpcevent "#Maze_Manager_sch03::OnDisable";
- }
- end;
-}
-
-que_qsch03,1,1,0 script #okolnir_sch03 844,{
-
-OnEnable:
- donpcevent "Gate01#gq_sch03::OnEnable";
- donpcevent "#Maze_Manager_sch03::OnEnable";
- donpcevent "#event_start01_sch03::OnEnable";
- donpcevent "#gd_sch03_mobctrl::OnEnable";
- enablenpc "Guard of Shadow#sch03_01";
- enablenpc "Guard of Shadow#sch03_02";
- enablenpc "Guard of Shadow#sch03_03";
- enablenpc "Guard of Shadow#sch03_04";
- enablenpc "Bloody Hunter#sch03_ac01";
- enablenpc "Bloody Hunter#sch03_ac02";
- enablenpc "Bloody Hunter#sch03_ac03";
- enablenpc "Bloody Hunter#sch03_ac04";
- enablenpc "Temple Keeper#sch03_ac01";
- enablenpc "Temple Keeper#sch03_ac02";
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc "Wish Maiden#gq_sch03";
- donpcevent "#gq_miromob2_sch03::Onreset";
- disablenpc "Piamette#sch03";
- donpcevent "#gdtimer01_sch03::Onstop";
- donpcevent "#gdtimer02_sch03::Onstop";
- donpcevent "#piamette_sch03::Onreset";
- donpcevent "Wish Maiden#sch03_boss::OnDisable";
- donpcevent "Wish Maiden#sch03_gift::OnDisable";
- donpcevent "#gd_sch03_mobctrl::Onreset";
- donpcevent "Gate01#gq_sch03::OnDisable";
- donpcevent "#Maze_Manager_sch03::OnDisable";
- donpcevent "#event_start01_sch03::OnDisable";
- donpcevent "#nm_switch_sch03::OnDisable";
- donpcevent "#nmsomsch03_jin01::OnDisable";
- donpcevent "#nmsomsch03_jin02::OnDisable";
- donpcevent "#nmsomsch03_jin03::OnDisable";
- donpcevent "Guard of Shadow#sch03_01::OnDisable";
- donpcevent "Guard of Shadow#sch03_02::OnDisable";
- donpcevent "Guard of Shadow#sch03_03::OnDisable";
- donpcevent "Guard of Shadow#sch03_04::OnDisable";
- donpcevent "Bloody Hunter#sch03_ac01::OnDisable";
- donpcevent "Bloody Hunter#sch03_ac02::OnDisable";
- donpcevent "Bloody Hunter#sch03_ac03::OnDisable";
- donpcevent "Bloody Hunter#sch03_ac04::OnDisable";
- donpcevent "Temple Keeper#sch03_ac01::OnDisable";
- donpcevent "Temple Keeper#sch03_ac02::OnDisable";
- disablenpc "#to_agit_sch03_gate";
- donpcevent "#sch03_stone01::Onreset";
- donpcevent "#sch03_stone02::Onreset";
- donpcevent "#sch03_stone03::Onreset";
- disablenpc "#sch03_cage01";
- disablenpc "#sch03_cage02";
- disablenpc "#sch03_cage03";
- disablenpc "#sch03_cage04";
- disablenpc "#sch03_cage05";
- disablenpc "#sch03_cage06";
- disablenpc "windpath03_sch03";
- disablenpc "windpath04_sch03";
- set $gqse_sch03_miro,0;
- set $gqse_sch03_pcc,0;
- set $gqse_sch03_gd,0;
- set $gqse_sch03_nm,0;
- stopnpctimer;
- end;
-
-Onstop:
- stopnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qsch03","Wish Maiden : Do your best, Okolnir will disappear in one hour!",bc_map,"0x00ff00";
- end;
-
-OnTimer1800000:
- mapannounce "que_qsch03","Okolnir will disappear in 30 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer2400000:
- mapannounce "que_qsch03","Okolnir will disappear in 20 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3000000:
- mapannounce "que_qsch03","Okolnir will disappear in 10 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3300000:
- mapannounce "que_qsch03","Okolnir will disappear in 5 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3360000:
- mapannounce "que_qsch03","Okolnir will disappear in 4 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3420000:
- mapannounce "que_qsch03","Okolnir will disappear in 3 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3480000:
- mapannounce "que_qsch03","Okolnir will disappear in 2 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3540000:
- mapannounce "que_qsch03","Okolnir will disappear in 1 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3600000:
- mapannounce "que_qsch03","Okolnir has begun to disappear.",bc_map,"0x4d4dff";
- disablenpc "Wish Maiden#gq_sch03";
- donpcevent "#gq_miromob2_sch03::Onreset";
- disablenpc "Piamette#sch03";
- donpcevent "#gdtimer01_sch03::Onstop";
- donpcevent "#gdtimer02_sch03::Onstop";
- donpcevent "#piamette_sch03::Onreset";
- donpcevent "Wish Maiden#sch03_boss::onDisable";
- donpcevent "Wish Maiden#sch03_gift::OnDisable";
- donpcevent "#gd_sch03_mobctrl::Onreset";
- donpcevent "Gate01#gq_sch03::OnDisable";
- donpcevent "#Maze_Manager_sch03::OnDisable";
- donpcevent "#event_start01_sch03::OnDisable";
- donpcevent "#nm_switch_sch03::OnDisable";
- donpcevent "#nmsomsch03_jin01::OnDisable";
- donpcevent "#nmsomsch03_jin02::OnDisable";
- donpcevent "#nmsomsch03_jin03::OnDisable";
- donpcevent "Guard of Shadow#sch03_01::OnDisable";
- donpcevent "Guard of Shadow#sch03_02::OnDisable";
- donpcevent "Guard of Shadow#sch03_03::OnDisable";
- donpcevent "Guard of Shadow#sch03_04::OnDisable";
- donpcevent "Bloody Hunter#sch03_ac01::OnDisable";
- donpcevent "Bloody Hunter#sch03_ac02::OnDisable";
- donpcevent "Bloody Hunter#sch03_ac03::OnDisable";
- donpcevent "Bloody Hunter#sch03_ac04::OnDisable";
- donpcevent "Temple Keeper#sch03_ac01::OnDisable";
- donpcevent "Temple Keeper#sch03_ac02::OnDisable";
- disablenpc "#to_agit_sch03_gate";
- donpcevent "#sch03_stone01::Onreset";
- donpcevent "#sch03_stone02::Onreset";
- donpcevent "#sch03_stone03::Onreset";
- disablenpc "#sch03_cage01";
- disablenpc "#sch03_cage02";
- disablenpc "#sch03_cage03";
- disablenpc "#sch03_cage04";
- disablenpc "#sch03_cage05";
- disablenpc "#sch03_cage06";
- disablenpc "windpath03_sch03";
- disablenpc "windpath04_sch03";
- end;
-
-OnTimer3605000:
- mapannounce "que_qsch03","Wish Maiden: ... You will fall into a deep sleep within Okolnir... ",bc_map,"0x00ff00";
- end;
-
-OnTimer3608000:
- mapannounce "que_qsch03","Wish Maiden: ..Have courage ... and await your chance again... ",bc_map,"0x00ff00";
- end;
-
-OnTimer3610000:
- set $gqse_sch03_miro,0;
- set $gqse_sch03_pcc,0;
- set $gqse_sch03_gd,0;
- set $gqse_sch03_nm,0;
- mapwarp "que_qsch03","schg_cas03",81,95;
- end;
-
-OnTimer3611000:
- donpcevent "#okolnir_sch03_time01::OnEnable";
- stopnpctimer;
- end;
-}
-
-que_qsch03,1,2,0 script #Maze_Manager_sch03 844,{
-OnInit:
- donpcevent "#miro_bf_sch03::OnDisable";
- donpcevent "#miro_rf_sch03::OnDisable";
- donpcevent "#miro_yf_sch03::OnDisable";
- end;
-
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- donpcevent "#miro_bf_sch03::OnDisable";
- donpcevent "#miro_rf_sch03::OnDisable";
- donpcevent "#miro_yf_sch03::OnDisable";
- stopnpctimer;
- end;
-
-OnTimer1000:
- donpcevent "#miro_rf_sch03::OnDisable";
- end;
-
-OnTimer2000:
- donpcevent "#miro_yf_sch03::OnDisable";
- end;
-
-OnTimer3000:
- donpcevent "#miro_bf_sch03::OnEnable";
- end;
-
-OnTimer120000:
- donpcevent "#miro_bf_sch03::OnDisable";
- end;
-
-OnTimer121000:
- donpcevent "#miro_yf_sch03::OnDisable";
- end;
-
-OnTimer123000:
- donpcevent "#miro_rf_sch03::OnEnable";
- end;
-
-OnTimer240000:
- donpcevent "#miro_bf_sch03::OnDisable";
- end;
-
-OnTimer241000:
- donpcevent "#miro_rf_sch03::OnDisable";
- end;
-
-OnTimer242000:
- donpcevent "#miro_yf_sch03::OnEnable";
- end;
-
-OnTimer360000:
- donpcevent "#Maze_Manager_sch03::OnEnable";
- end;
-}
-
-que_qsch03,2,1,0 script #miro_bf_sch03 844,{
-
-OnEnable:
- monster "que_qsch03",44,270," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
- monster "que_qsch03",46,270," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
- monster "que_qsch03",50,287," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
- monster "que_qsch03",52,287," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
- monster "que_qsch03",50,265," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
- monster "que_qsch03",52,265," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
- monster "que_qsch03",56,279," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
- monster "que_qsch03",58,279," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
- monster "que_qsch03",64,301," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
- monster "que_qsch03",64,298," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
- monster "que_qsch03",62,272," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
- monster "que_qsch03",64,272," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
- monster "que_qsch03",58,245," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
- monster "que_qsch03",58,243," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
- monster "que_qsch03",72,289," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
- monster "que_qsch03",72,287," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
- monster "que_qsch03",68,257," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
- monster "que_qsch03",68,255," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
- monster "que_qsch03",73,263," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
- monster "que_qsch03",73,261," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
- monster "que_qsch03",75,251," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
- monster "que_qsch03",75,249," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
- monster "que_qsch03",79,283," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
- monster "que_qsch03",79,281," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
- monster "que_qsch03",82,271," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
- monster "que_qsch03",84,271," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
- monster "que_qsch03",89,295," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
- monster "que_qsch03",89,293," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
- monster "que_qsch03",88,276," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
- monster "que_qsch03",90,276," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
- monster "que_qsch03",88,266," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
- monster "que_qsch03",90,266," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
- monster "que_qsch03",94,256," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
- monster "que_qsch03",96,256," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
- monster "que_qsch03",64,301," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
- monster "que_qsch03",64,299," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
- monster "que_qsch03",100,251," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
- monster "que_qsch03",102,251," ",1934,1,"#miro_bf_sch03::OnMyMobDead";
- setcell "que_qsch03",44,270,47,270,cell_walkable,0;
- setcell "que_qsch03",44,270,47,270,cell_shootable,0;
- setcell "que_qsch03",50,287,53,287,cell_walkable,0;
- setcell "que_qsch03",50,287,53,287,cell_shootable,0;
- setcell "que_qsch03",50,265,53,265,cell_walkable,0;
- setcell "que_qsch03",50,265,53,265,cell_shootable,0;
- setcell "que_qsch03",56,279,59,279,cell_walkable,0;
- setcell "que_qsch03",56,279,59,279,cell_shootable,0;
- setcell "que_qsch03",64,298,64,301,cell_walkable,0;
- setcell "que_qsch03",64,298,64,301,cell_shootable,0;
- setcell "que_qsch03",62,272,65,272,cell_walkable,0;
- setcell "que_qsch03",62,272,65,272,cell_shootable,0;
- setcell "que_qsch03",58,242,58,245,cell_walkable,0;
- setcell "que_qsch03",58,242,58,245,cell_shootable,0;
- setcell "que_qsch03",72,286,72,289,cell_walkable,0;
- setcell "que_qsch03",72,286,72,289,cell_shootable,0;
- setcell "que_qsch03",68,254,68,259,cell_walkable,0;
- setcell "que_qsch03",68,254,68,259,cell_shootable,0;
- setcell "que_qsch03",73,260,73,263,cell_walkable,0;
- setcell "que_qsch03",73,260,73,263,cell_shootable,0;
- setcell "que_qsch03",75,248,75,251,cell_walkable,0;
- setcell "que_qsch03",75,248,75,251,cell_shootable,0;
- setcell "que_qsch03",79,280,79,283,cell_walkable,0;
- setcell "que_qsch03",79,280,79,283,cell_shootable,0;
- setcell "que_qsch03",82,271,85,271,cell_walkable,0;
- setcell "que_qsch03",82,271,85,271,cell_shootable,0;
- setcell "que_qsch03",89,292,89,295,cell_walkable,0;
- setcell "que_qsch03",89,292,89,295,cell_shootable,0;
- setcell "que_qsch03",88,276,91,276,cell_walkable,0;
- setcell "que_qsch03",88,276,91,276,cell_shootable,0;
- setcell "que_qsch03",88,266,91,266,cell_walkable,0;
- setcell "que_qsch03",88,266,91,266,cell_shootable,0;
- setcell "que_qsch03",94,256,97,256,cell_walkable,0;
- setcell "que_qsch03",94,256,97,256,cell_shootable,0;
- setcell "que_qsch03",64,298,64,301,cell_walkable,0;
- setcell "que_qsch03",64,298,64,301,cell_shootable,0;
- setcell "que_qsch03",100,251,103,251,cell_walkable,0;
- setcell "que_qsch03",100,251,103,251,cell_shootable,0;
- end;
-
-OnDisable:
- killmonster "que_qsch03","#miro_bf_sch03::OnMyMobDead";
- setcell "que_qsch03",44,270,47,270,cell_walkable,1;
- setcell "que_qsch03",44,270,47,270,cell_shootable,1;
- setcell "que_qsch03",50,287,53,287,cell_walkable,1;
- setcell "que_qsch03",50,287,53,287,cell_shootable,1;
- setcell "que_qsch03",50,265,53,265,cell_walkable,1;
- setcell "que_qsch03",50,265,53,265,cell_shootable,1;
- setcell "que_qsch03",56,279,59,279,cell_walkable,1;
- setcell "que_qsch03",56,279,59,279,cell_shootable,1;
- setcell "que_qsch03",64,298,64,301,cell_walkable,1;
- setcell "que_qsch03",64,298,64,301,cell_shootable,1;
- setcell "que_qsch03",62,272,65,272,cell_walkable,1;
- setcell "que_qsch03",62,272,65,272,cell_shootable,1;
- setcell "que_qsch03",58,242,58,245,cell_walkable,1;
- setcell "que_qsch03",58,242,58,245,cell_shootable,1;
- setcell "que_qsch03",72,286,72,289,cell_walkable,1;
- setcell "que_qsch03",72,286,72,289,cell_shootable,1;
- setcell "que_qsch03",68,254,68,259,cell_walkable,1;
- setcell "que_qsch03",68,254,68,259,cell_shootable,1;
- setcell "que_qsch03",73,260,73,263,cell_walkable,1;
- setcell "que_qsch03",73,260,73,263,cell_shootable,1;
- setcell "que_qsch03",75,248,75,251,cell_walkable,1;
- setcell "que_qsch03",75,248,75,251,cell_shootable,1;
- setcell "que_qsch03",79,280,79,283,cell_walkable,1;
- setcell "que_qsch03",79,280,79,283,cell_shootable,1;
- setcell "que_qsch03",82,271,85,271,cell_walkable,1;
- setcell "que_qsch03",82,271,85,271,cell_shootable,1;
- setcell "que_qsch03",89,292,89,295,cell_walkable,1;
- setcell "que_qsch03",89,292,89,295,cell_shootable,1;
- setcell "que_qsch03",88,276,91,276,cell_walkable,1;
- setcell "que_qsch03",88,276,91,276,cell_shootable,1;
- setcell "que_qsch03",88,266,91,266,cell_walkable,1;
- setcell "que_qsch03",88,266,91,266,cell_shootable,1;
- setcell "que_qsch03",94,256,97,256,cell_walkable,1;
- setcell "que_qsch03",94,256,97,256,cell_shootable,1;
- setcell "que_qsch03",64,298,64,301,cell_walkable,1;
- setcell "que_qsch03",64,298,64,301,cell_shootable,1;
- setcell "que_qsch03",100,251,103,251,cell_walkable,1;
- setcell "que_qsch03",100,251,103,251,cell_shootable,1;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch03,2,2,0 script #miro_rf_sch03 844,{
-
-OnEnable:
- monster "que_qsch03",57,301," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
- monster "que_qsch03",57,299," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
- monster "que_qsch03",48,291," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
- monster "que_qsch03",48,289," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
- monster "que_qsch03",68,290," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
- monster "que_qsch03",70,290," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
- monster "que_qsch03",72,295," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
- monster "que_qsch03",72,293," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
- monster "que_qsch03",90,296," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
- monster "que_qsch03",92,296," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
- monster "que_qsch03",56,282," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
- monster "que_qsch03",58,282," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
- monster "que_qsch03",66,283," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
- monster "que_qsch03",66,281," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
- monster "que_qsch03",80,284," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
- monster "que_qsch03",82,284," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
- monster "que_qsch03",44,273," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
- monster "que_qsch03",46,273," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
- monster "que_qsch03",50,273," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
- monster "que_qsch03",52,273," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
- monster "que_qsch03",54,269," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
- monster "que_qsch03",54,267," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
- monster "que_qsch03",66,271," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
- monster "que_qsch03",66,270," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
- monster "que_qsch03",81,273," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
- monster "que_qsch03",81,272," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
- monster "que_qsch03",88,276," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
- monster "que_qsch03",90,276," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
- monster "que_qsch03",94,276," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
- monster "que_qsch03",96,276," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
- monster "que_qsch03",64,258," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
- monster "que_qsch03",66,258," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
- monster "que_qsch03",76,263," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
- monster "que_qsch03",76,261," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
- monster "que_qsch03",87,265," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
- monster "que_qsch03",87,263," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
- monster "que_qsch03",50,252," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
- monster "que_qsch03",52,252," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
- monster "que_qsch03",76,252," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
- monster "que_qsch03",78,252," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
- monster "que_qsch03",99,255," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
- monster "que_qsch03",99,253," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
- monster "que_qsch03",53,245," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
- monster "que_qsch03",53,243," ",1935,1,"#miro_rf_sch03::OnMyMobDead";
- setcell "que_qsch03",57,298,57,301,cell_walkable,0;
- setcell "que_qsch03",57,298,57,301,cell_shootable,0;
- setcell "que_qsch03",48,288,48,291,cell_walkable,0;
- setcell "que_qsch03",48,288,48,291,cell_shootable,0;
- setcell "que_qsch03",68,290,71,290,cell_walkable,0;
- setcell "que_qsch03",68,290,71,290,cell_shootable,0;
- setcell "que_qsch03",72,292,72,295,cell_walkable,0;
- setcell "que_qsch03",72,292,72,295,cell_shootable,0;
- setcell "que_qsch03",90,296,93,296,cell_walkable,0;
- setcell "que_qsch03",90,296,93,296,cell_shootable,0;
- setcell "que_qsch03",56,282,59,282,cell_walkable,0;
- setcell "que_qsch03",56,282,59,282,cell_shootable,0;
- setcell "que_qsch03",66,280,66,283,cell_walkable,0;
- setcell "que_qsch03",66,280,66,283,cell_shootable,0;
- setcell "que_qsch03",80,284,83,284,cell_walkable,0;
- setcell "que_qsch03",80,284,83,284,cell_shootable,0;
- setcell "que_qsch03",44,273,47,273,cell_walkable,0;
- setcell "que_qsch03",44,273,47,273,cell_shootable,0;
- setcell "que_qsch03",50,273,53,273,cell_walkable,0;
- setcell "que_qsch03",50,273,53,273,cell_shootable,0;
- setcell "que_qsch03",54,266,54,269,cell_walkable,0;
- setcell "que_qsch03",54,266,54,269,cell_shootable,0;
- setcell "que_qsch03",66,270,66,271,cell_walkable,0;
- setcell "que_qsch03",66,270,66,271,cell_shootable,0;
- setcell "que_qsch03",81,272,81,273,cell_walkable,0;
- setcell "que_qsch03",81,272,81,273,cell_shootable,0;
- setcell "que_qsch03",88,276,91,276,cell_walkable,0;
- setcell "que_qsch03",88,276,91,276,cell_shootable,0;
- setcell "que_qsch03",94,276,97,276,cell_walkable,0;
- setcell "que_qsch03",94,276,97,276,cell_shootable,0;
- setcell "que_qsch03",64,258,67,258,cell_walkable,0;
- setcell "que_qsch03",64,258,67,258,cell_shootable,0;
- setcell "que_qsch03",76,260,76,263,cell_walkable,0;
- setcell "que_qsch03",76,260,76,263,cell_shootable,0;
- setcell "que_qsch03",87,262,87,265,cell_walkable,0;
- setcell "que_qsch03",87,262,87,265,cell_shootable,0;
- setcell "que_qsch03",50,252,53,252,cell_walkable,0;
- setcell "que_qsch03",50,252,53,252,cell_shootable,0;
- setcell "que_qsch03",76,252,79,252,cell_walkable,0;
- setcell "que_qsch03",76,252,79,252,cell_shootable,0;
- setcell "que_qsch03",99,252,99,255,cell_walkable,0;
- setcell "que_qsch03",99,252,99,255,cell_shootable,0;
- setcell "que_qsch03",53,242,53,245,cell_walkable,0;
- setcell "que_qsch03",53,242,53,245,cell_shootable,0;
- end;
-
-OnDisable:
- killmonster "que_qsch03","#miro_rf_sch03::OnMyMobDead";
- setcell "que_qsch03",57,298,57,301,cell_walkable,1;
- setcell "que_qsch03",57,298,57,301,cell_shootable,1;
- setcell "que_qsch03",48,288,48,291,cell_walkable,1;
- setcell "que_qsch03",48,288,48,291,cell_shootable,1;
- setcell "que_qsch03",68,290,71,290,cell_walkable,1;
- setcell "que_qsch03",68,290,71,290,cell_shootable,1;
- setcell "que_qsch03",72,292,72,295,cell_walkable,1;
- setcell "que_qsch03",72,292,72,295,cell_shootable,1;
- setcell "que_qsch03",90,296,93,296,cell_walkable,1;
- setcell "que_qsch03",90,296,93,296,cell_shootable,1;
- setcell "que_qsch03",56,282,59,282,cell_walkable,1;
- setcell "que_qsch03",56,282,59,282,cell_shootable,1;
- setcell "que_qsch03",66,280,66,283,cell_walkable,1;
- setcell "que_qsch03",66,280,66,283,cell_shootable,1;
- setcell "que_qsch03",80,284,83,284,cell_walkable,1;
- setcell "que_qsch03",80,284,83,284,cell_shootable,1;
- setcell "que_qsch03",44,273,47,273,cell_walkable,1;
- setcell "que_qsch03",44,273,47,273,cell_shootable,1;
- setcell "que_qsch03",50,273,53,273,cell_walkable,1;
- setcell "que_qsch03",50,273,53,273,cell_shootable,1;
- setcell "que_qsch03",54,266,54,269,cell_walkable,1;
- setcell "que_qsch03",54,266,54,269,cell_shootable,1;
- setcell "que_qsch03",66,270,66,271,cell_walkable,1;
- setcell "que_qsch03",66,270,66,271,cell_shootable,1;
- setcell "que_qsch03",81,272,81,273,cell_walkable,1;
- setcell "que_qsch03",81,272,81,273,cell_shootable,1;
- setcell "que_qsch03",88,276,91,276,cell_walkable,1;
- setcell "que_qsch03",88,276,91,276,cell_shootable,1;
- setcell "que_qsch03",94,276,97,276,cell_walkable,1;
- setcell "que_qsch03",94,276,97,276,cell_shootable,1;
- setcell "que_qsch03",64,258,67,258,cell_walkable,1;
- setcell "que_qsch03",64,258,67,258,cell_shootable,1;
- setcell "que_qsch03",76,260,76,263,cell_walkable,1;
- setcell "que_qsch03",76,260,76,263,cell_shootable,1;
- setcell "que_qsch03",87,262,87,265,cell_walkable,1;
- setcell "que_qsch03",87,262,87,265,cell_shootable,1;
- setcell "que_qsch03",50,252,53,252,cell_walkable,1;
- setcell "que_qsch03",50,252,53,252,cell_shootable,1;
- setcell "que_qsch03",76,252,79,252,cell_walkable,1;
- setcell "que_qsch03",76,252,79,252,cell_shootable,1;
- setcell "que_qsch03",99,252,99,255,cell_walkable,1;
- setcell "que_qsch03",99,252,99,255,cell_shootable,1;
- setcell "que_qsch03",53,242,53,245,cell_walkable,1;
- setcell "que_qsch03",53,242,53,245,cell_shootable,1;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch03,2,3,0 script #miro_yf_sch03 844,{
-
-OnEnable:
- monster "que_qsch03",44,292," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",46,292," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",67,295," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",67,293," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",94,301," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",94,299," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",79,289," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",79,287," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",56,282," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",58,282," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",71,283," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",71,281," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",100,281," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",102,281," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",44,261," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",46,261," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",50,265," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",52,265," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",56,270," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",58,270," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",72,278," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",73,278," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",82,266," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",84,266," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",88,266," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",90,266," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",94,271," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",96,271," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",60,257," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",60,255," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",73,263," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",73,261," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",75,257," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",75,255," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",87,257," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",87,255," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",58,251," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",58,249," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",80,251," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",80,249," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",53,245," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",53,243," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",75,245," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",75,243," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",100,251," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",102,251," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",100,256," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- monster "que_qsch03",102,256," ",1936,1,"#miro_yf_sch03::OnMyMobDead";
- setcell "que_qsch03",44,292,47,292,cell_walkable,0;
- setcell "que_qsch03",44,292,47,292,cell_shootable,0;
- setcell "que_qsch03",67,292,67,295,cell_walkable,0;
- setcell "que_qsch03",67,292,67,295,cell_shootable,0;
- setcell "que_qsch03",94,298,94,301,cell_walkable,0;
- setcell "que_qsch03",94,298,94,301,cell_shootable,0;
- setcell "que_qsch03",79,286,79,289,cell_walkable,0;
- setcell "que_qsch03",79,286,79,289,cell_shootable,0;
- setcell "que_qsch03",56,282,59,282,cell_walkable,0;
- setcell "que_qsch03",56,282,59,282,cell_shootable,0;
- setcell "que_qsch03",71,280,71,283,cell_walkable,0;
- setcell "que_qsch03",71,280,71,283,cell_shootable,0;
- setcell "que_qsch03",100,281,103,281,cell_walkable,0;
- setcell "que_qsch03",100,281,103,281,cell_shootable,0;
- setcell "que_qsch03",44,261,47,261,cell_walkable,0;
- setcell "que_qsch03",44,261,47,261,cell_shootable,0;
- setcell "que_qsch03",50,265,53,265,cell_walkable,0;
- setcell "que_qsch03",50,265,53,265,cell_shootable,0;
- setcell "que_qsch03",56,270,59,270,cell_walkable,0;
- setcell "que_qsch03",56,270,59,270,cell_shootable,0;
- setcell "que_qsch03",72,278,73,278,cell_walkable,0;
- setcell "que_qsch03",72,278,73,278,cell_shootable,0;
- setcell "que_qsch03",82,266,85,266,cell_walkable,0;
- setcell "que_qsch03",82,266,85,266,cell_shootable,0;
- setcell "que_qsch03",88,266,91,266,cell_walkable,0;
- setcell "que_qsch03",88,266,91,266,cell_shootable,0;
- setcell "que_qsch03",94,271,97,271,cell_walkable,0;
- setcell "que_qsch03",94,271,97,271,cell_shootable,0;
- setcell "que_qsch03",60,254,60,257,cell_walkable,0;
- setcell "que_qsch03",60,254,60,257,cell_shootable,0;
- setcell "que_qsch03",73,260,73,263,cell_walkable,0;
- setcell "que_qsch03",73,260,73,263,cell_shootable,0;
- setcell "que_qsch03",75,254,75,257,cell_walkable,0;
- setcell "que_qsch03",75,254,75,257,cell_shootable,0;
- setcell "que_qsch03",87,254,87,257,cell_walkable,0;
- setcell "que_qsch03",87,254,87,257,cell_shootable,0;
- setcell "que_qsch03",58,248,58,251,cell_walkable,0;
- setcell "que_qsch03",58,248,58,251,cell_shootable,0;
- setcell "que_qsch03",80,248,80,251,cell_walkable,0;
- setcell "que_qsch03",80,248,80,251,cell_shootable,0;
- setcell "que_qsch03",53,242,53,245,cell_walkable,0;
- setcell "que_qsch03",53,242,53,245,cell_shootable,0;
- setcell "que_qsch03",75,242,75,245,cell_walkable,0;
- setcell "que_qsch03",75,242,75,245,cell_shootable,0;
- setcell "que_qsch03",100,251,103,251,cell_walkable,0;
- setcell "que_qsch03",100,251,103,251,cell_shootable,0;
- setcell "que_qsch03",100,256,103,256,cell_walkable,0;
- setcell "que_qsch03",100,256,103,256,cell_shootable,0;
- end;
-
-OnDisable:
- killmonster "que_qsch03","#miro_yf_sch03::OnMyMobDead";
- setcell "que_qsch03",44,292,47,292,cell_walkable,1;
- setcell "que_qsch03",44,292,47,292,cell_shootable,1;
- setcell "que_qsch03",67,292,67,295,cell_walkable,1;
- setcell "que_qsch03",67,292,67,295,cell_shootable,1;
- setcell "que_qsch03",94,298,94,301,cell_walkable,1;
- setcell "que_qsch03",94,298,94,301,cell_shootable,1;
- setcell "que_qsch03",79,286,79,289,cell_walkable,1;
- setcell "que_qsch03",79,286,79,289,cell_shootable,1;
- setcell "que_qsch03",56,282,59,282,cell_walkable,1;
- setcell "que_qsch03",56,282,59,282,cell_shootable,1;
- setcell "que_qsch03",71,280,71,283,cell_walkable,1;
- setcell "que_qsch03",71,280,71,283,cell_shootable,1;
- setcell "que_qsch03",100,281,103,281,cell_walkable,1;
- setcell "que_qsch03",100,281,103,281,cell_shootable,1;
- setcell "que_qsch03",44,261,47,261,cell_walkable,1;
- setcell "que_qsch03",44,261,47,261,cell_shootable,1;
- setcell "que_qsch03",50,265,53,265,cell_walkable,1;
- setcell "que_qsch03",50,265,53,265,cell_shootable,1;
- setcell "que_qsch03",56,270,59,270,cell_walkable,1;
- setcell "que_qsch03",56,270,59,270,cell_shootable,1;
- setcell "que_qsch03",72,278,73,278,cell_walkable,1;
- setcell "que_qsch03",72,278,73,278,cell_shootable,1;
- setcell "que_qsch03",82,266,85,266,cell_walkable,1;
- setcell "que_qsch03",82,266,85,266,cell_shootable,1;
- setcell "que_qsch03",88,266,91,266,cell_walkable,1;
- setcell "que_qsch03",88,266,91,266,cell_shootable,1;
- setcell "que_qsch03",94,271,97,271,cell_walkable,1;
- setcell "que_qsch03",94,271,97,271,cell_shootable,1;
- setcell "que_qsch03",60,254,60,257,cell_walkable,1;
- setcell "que_qsch03",60,254,60,257,cell_shootable,1;
- setcell "que_qsch03",73,260,73,263,cell_walkable,1;
- setcell "que_qsch03",73,260,73,263,cell_shootable,1;
- setcell "que_qsch03",75,254,75,257,cell_walkable,1;
- setcell "que_qsch03",75,254,75,257,cell_shootable,1;
- setcell "que_qsch03",87,254,87,257,cell_walkable,1;
- setcell "que_qsch03",87,254,87,257,cell_shootable,1;
- setcell "que_qsch03",58,248,58,251,cell_walkable,1;
- setcell "que_qsch03",58,248,58,251,cell_shootable,1;
- setcell "que_qsch03",80,248,80,251,cell_walkable,1;
- setcell "que_qsch03",80,248,80,251,cell_shootable,1;
- setcell "que_qsch03",53,242,53,245,cell_walkable,1;
- setcell "que_qsch03",53,242,53,245,cell_shootable,1;
- setcell "que_qsch03",75,242,75,245,cell_walkable,1;
- setcell "que_qsch03",75,242,75,245,cell_shootable,1;
- setcell "que_qsch03",100,251,103,251,cell_walkable,1;
- setcell "que_qsch03",100,251,103,251,cell_shootable,1;
- setcell "que_qsch03",100,256,103,256,cell_walkable,1;
- setcell "que_qsch03",100,256,103,256,cell_shootable,1;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch03,132,172,0 script windpath01_sch03 45,1,1,{
-OnTouch:
- if (countitem(7839) > 0) {
- mes "The Warp Gate responds to the Crystal Key.";
- delitem 7839,1; //Crystal_Key
- close2;
- warp "que_qsch03",114,158;
- end;
- }
- else {
- mes "You need the Crystal Key to activate the Warp Gate.";
- close;
- }
-}
-
-que_qsch03,113,165,0 warp windpath02_sch03 1,1,que_qsch03,139,172
-
-
-que_qsch03,131,136,3 script Piamette#sch03 1930,{
-OnInit:
- enablenpc "Piamette#sch03";
- end;
-}
-
-que_qsch03,114,158,0 script #event_start01_sch03 -1,1,1,{
-
-OnInit:
- disablenpc "#event_start01_sch03";
- end;
-
-OnEnable:
- enablenpc "#event_start01_sch03";
- end;
-
-OnDisable:
- disablenpc "#event_start01_sch03";
- stopnpctimer;
- end;
-
-OnTouch:
- initnpctimer;
- disablenpc "#event_start01_sch03";
- end;
-
-OnTimer2000:
- mapannounce "que_qsch03","Piamette mumblings : ..There were six birds, Teo. But one is....",bc_map,"0xdb7093";
- end;
-
-OnTimer6000:
- mapannounce "que_qsch03","Piamette mumblings : ...Shh.. Teo. The birds have returned..Are they birds that ran away before...? Or breakers who disguises themselves as good adventurers?",bc_map,"0xdb7093";
- end;
-
-OnTimer10000:
- mapannounce "que_qsch03","Piamette mumblings : Ha! They are caged in.",bc_map,"0xdb7093";
- end;
-
-OnTimer14000:
- mapannounce "que_qsch03","Piamette : Teo, Catch the birds! Put the cage away from here!",bc_map,"0x00ff00";
- donpcevent "#gdtimer01_sch03::OnEnable";
- stopnpctimer;
- end;
-}
-
-que_qsch03,2,2,0 script #gdtimer01_sch03 844,{
-
-OnEnable:
- initnpctimer;
- end;
-
-Onstop:
- donpcevent "#getspell01_sch03::OnDisable";
- donpcevent "#getspell02_sch03::OnDisable";
- donpcevent "#getspell03_sch03::OnDisable";
- donpcevent "#getspell04_sch03::OnDisable";
- donpcevent "#getspell05_sch03::OnDisable";
- donpcevent "#getspell06_sch03::OnDisable";
- donpcevent "#getspell07_sch03::OnDisable";
- donpcevent "#getspell08_sch03::OnDisable";
- stopnpctimer;
- end;
-
-OnTimer1000:
- donpcevent "#getspell08_sch03::OnDisable";
- donpcevent "#getspell01_sch03::OnEnable";
- end;
-
-OnTimer10000:
- donpcevent "#getspell01_sch03::OnDisable";
- donpcevent "#getspell02_sch03::OnEnable";
- end;
-
-OnTimer20000:
- donpcevent "#getspell02_sch03::OnDisable";
- donpcevent "#getspell03_sch03::OnEnable";
- end;
-
-OnTimer30000:
- donpcevent "#getspell03_sch03::OnDisable";
- donpcevent "#getspell04_sch03::OnEnable";
- end;
-
-OnTimer40000:
- donpcevent "#getspell04_sch03::OnDisable";
- donpcevent "#getspell05_sch03::OnEnable";
- end;
-
-OnTimer50000:
- donpcevent "#getspell05_sch03::OnDisable";
- donpcevent "#getspell06_sch03::OnEnable";
- end;
-
-OnTimer60000:
- donpcevent "#getspell06_sch03::OnDisable";
- donpcevent "#getspell07_sch03::OnEnable";
- end;
-
-OnTimer70000:
- donpcevent "#getspell07_sch03::OnDisable";
- donpcevent "#getspell08_sch03::OnEnable";
- end;
-
-OnTimer75000:
- if ($gqse_sch03_gd < 6) {
- mapannounce "que_qsch03","Piamette : Silly birds! Silly Teo! Why can't you put away the cage at once?!",bc_map,"0x00ff00";
- enablenpc "#sch03_cage01";
- enablenpc "#sch03_cage02";
- enablenpc "#sch03_cage03";
- enablenpc "#sch03_cage04";
- enablenpc "#sch03_cage05";
- enablenpc "#sch03_cage06";
- set $gqse_sch03_gd,0;
- }
- end;
-
-OnTimer76000:
- disablenpc "#sch03_cage01";
- disablenpc "#sch03_cage02";
- disablenpc "#sch03_cage03";
- disablenpc "#sch03_cage04";
- disablenpc "#sch03_cage05";
- disablenpc "#sch03_cage06";
- end;
-
-OnTimer80000:
- donpcevent "#gdtimer01_sch03::OnEnable";
- end;
-}
-
-que_qsch03,2,3,0 script #gdtimer02_sch03 844,{
-
-OnEnable:
- initnpctimer;
- end;
-
-Onstop:
- stopnpctimer;
- killmonster "que_qsch03","#gdtimer02_sch03::OnMyMobDead";
- end;
-
-OnTimer4000:
- mapannounce "que_qsch03","Piamette : All of them are caught!",bc_map,"0xdb7093";
- end;
-
-OnTimer8000:
- mapannounce "que_qsch03","Piamette : Let's call out the keeper of the key not to let the birds go far away.",bc_map,"0xdb7093";
- end;
-
-OnTimer12000:
- mapannounce "que_qsch03","Piamette : The keeper of the key is protecting my cage.",bc_map,"0xdb7093";
- monster "que_qsch03",108,151,"Key Stone",1905,1,"#gdtimer02_sch03::OnMyMobDead";
- monster "que_qsch03",109,135,"Key Stone",1905,1,"#gdtimer02_sch03::OnMyMobDead";
- monster "que_qsch03",115,116,"Key Stone",1905,1,"#gdtimer02_sch03::OnMyMobDead";
- monster "que_qsch03",158,106,"Key Stone",1905,1,"#gdtimer02_sch03::OnMyMobDead";
- monster "que_qsch03",163,133,"Key Stone",1905,1,"#gdtimer02_sch03::OnMyMobDead";
- monster "que_qsch03",150,154,"Key Stone",1905,1,"#gdtimer02_sch03::OnMyMobDead";
- end;
-
-OnTimer112000:
- mapannounce "que_qsch03","Piamette : Whooping fun times are back! Now, Go! I'll get back to!!",bc_map,"0xdb7093";
- killmonster "que_qsch03","#gdtimer02_sch03::OnMyMobDead";
- enablenpc "#sch03_cage01";
- enablenpc "#sch03_cage02";
- enablenpc "#sch03_cage03";
- enablenpc "#sch03_cage04";
- enablenpc "#sch03_cage05";
- enablenpc "#sch03_cage06";
- set $gqse_sch03_gd,0;
- end;
-
-OnTimer113000:
- disablenpc "#sch03_cage01";
- disablenpc "#sch03_cage02";
- disablenpc "#sch03_cage03";
- disablenpc "#sch03_cage04";
- disablenpc "#sch03_cage05";
- disablenpc "#sch03_cage06";
- donpcevent "#gdtimer01_sch03::OnEnable";
- stopnpctimer;
- end;
-
-Onreset:
- killmonster "que_qsch03","#gdtimer02_sch03::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qsch03","#gdtimer02_sch03::OnMyMobDead") == 0) {
- enablenpc "#sch03_cage01";
- enablenpc "#sch03_cage02";
- enablenpc "#sch03_cage03";
- enablenpc "#sch03_cage04";
- enablenpc "#sch03_cage05";
- enablenpc "#sch03_cage06";
- donpcevent "#piamette_sch03::OnEnable";
- stopnpctimer;
- }
- end;
-}
-
-que_qsch03,1,4,0 script #piamette_sch03 844,{
-OnEnable:
- initnpctimer;
- end;
-
-Onreset:
- killmonster "que_qsch03","#piamette_sch03::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qsch03","Piamette : All the keeper of keys are dead now? Who freed my birds? Teo, who did it?",bc_map,"0xdb7093";
- end;
-
-OnTimer5000:
- mapannounce "que_qsch03","Piamette : I'm pissed off now!",bc_map,"0xdb7093";
- disablenpc "Piamette#sch03";
- monster "que_qsch03",131,135,"Angry Piamette",1930,1,"#piamette_sch03::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- mapannounce "que_qsch03","Piamette has been released, so the warp gate toward the South is working now.",bc_map,"0x00ff00";
- enablenpc "windpath03_sch03";
- enablenpc "windpath04_sch03";
- donpcevent "#nm_switch_sch03::OnEnable";
- end;
-}
-
-que_qsch03,113,135,0 script #getspell01_sch03 -1,1,1,{
-OnInit:
- disablenpc "#getspell01_sch03";
- end;
-
-OnEnable:
- enablenpc "#getspell01_sch03";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell01_sch03";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_sch03_gd == 0) {
- warp "que_qsch03",103,153;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,1;
- mapannounce "que_qsch03","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch03_gd == 1) {
- warp "que_qsch03",102,135;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,2;
- mapannounce "que_qsch03","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch03_gd == 2) {
- warp "que_qsch03",113,111;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,3;
- mapannounce "que_qsch03","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch03_gd == 3) {
- warp "que_qsch03",161,105;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,4;
- mapannounce "que_qsch03","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch03_gd == 4) {
- warp "que_qsch03",168,135;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,5;
- mapannounce "que_qsch03","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch03_gd == 5) {
- warp "que_qsch03",150,159;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,6;
- mapannounce "que_qsch03","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_sch03::OnEnable";
- donpcevent "#gdtimer01_sch03::Onstop";
- }
- end;
-}
-
-que_qsch03,146,150,0 script #getspell02_sch03 -1,1,1,{
-OnInit:
- disablenpc "#getspell02_sch03";
- end;
-
-OnEnable:
- enablenpc "#getspell02_sch03";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell02_sch03";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_sch03_gd == 0) {
- warp "que_qsch03",103,153;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,1;
- mapannounce "que_qsch03","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch03_gd == 1) {
- warp "que_qsch03",102,135;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,2;
- mapannounce "que_qsch03","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch03_gd == 2) {
- warp "que_qsch03",113,111;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,3;
- mapannounce "que_qsch03","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch03_gd == 3) {
- warp "que_qsch03",161,105;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,4;
- mapannounce "que_qsch03","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch03_gd == 4) {
- warp "que_qsch03",168,135;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,5;
- mapannounce "que_qsch03","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch03_gd == 5) {
- warp "que_qsch03",150,159;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,6;
- mapannounce "que_qsch03","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_sch03::OnEnable";
- donpcevent "#gdtimer01_sch03::Onstop";
- }
- end;
-}
-
-que_qsch03,131,117,0 script #getspell03_sch03 -1,1,1,{
-OnInit:
- disablenpc "#getspell03_sch03";
- end;
-
-OnEnable:
- enablenpc "#getspell03_sch03";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell03_sch03";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_sch03_gd == 0) {
- warp "que_qsch03",103,153;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,1;
- mapannounce "que_qsch03","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch03_gd == 1) {
- warp "que_qsch03",102,135;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,2;
- mapannounce "que_qsch03","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch03_gd == 2) {
- warp "que_qsch03",113,111;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,3;
- mapannounce "que_qsch03","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch03_gd == 3) {
- warp "que_qsch03",161,105;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,4;
- mapannounce "que_qsch03","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch03_gd == 4) {
- warp "que_qsch03",168,135;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,5;
- mapannounce "que_qsch03","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch03_gd == 5) {
- warp "que_qsch03",150,159;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,6;
- mapannounce "que_qsch03","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_sch03::OnEnable";
- donpcevent "#gdtimer01_sch03::Onstop";
- }
- end;
-}
-
-que_qsch03,117,150,0 script #getspell04_sch03 -1,1,1,{
-OnInit:
- disablenpc "#getspell04_sch03";
- end;
-
-OnEnable:
- enablenpc "#getspell04_sch03";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell04_sch03";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_sch03_gd == 0) {
- warp "que_qsch03",103,153;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,1;
- mapannounce "que_qsch03","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch03_gd == 1) {
- warp "que_qsch03",102,135;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,2;
- mapannounce "que_qsch03","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch03_gd == 2) {
- warp "que_qsch03",113,111;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,3;
- mapannounce "que_qsch03","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch03_gd == 3) {
- warp "que_qsch03",161,105;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,4;
- mapannounce "que_qsch03","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch03_gd == 4) {
- warp "que_qsch03",168,135;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,5;
- mapannounce "que_qsch03","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch03_gd == 5) {
- warp "que_qsch03",150,159;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,6;
- mapannounce "que_qsch03","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_sch03::OnEnable";
- donpcevent "#gdtimer01_sch03::Onstop";
- }
- end;
-}
-
-que_qsch03,150,135,0 script #getspell05_sch03 -1,1,1,{
-OnInit:
- disablenpc "#getspell05_sch03";
- end;
-
-OnEnable:
- enablenpc "#getspell05_sch03";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell05_sch03";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_sch03_gd == 0) {
- warp "que_qsch03",103,153;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,1;
- mapannounce "que_qsch03","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch03_gd == 1) {
- warp "que_qsch03",102,135;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,2;
- mapannounce "que_qsch03","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch03_gd == 2) {
- warp "que_qsch03",113,111;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,3;
- mapannounce "que_qsch03","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch03_gd == 3) {
- warp "que_qsch03",161,105;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,4;
- mapannounce "que_qsch03","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch03_gd == 4) {
- warp "que_qsch03",168,135;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,5;
- mapannounce "que_qsch03","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch03_gd == 5) {
- warp "que_qsch03",150,159;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,6;
- mapannounce "que_qsch03","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_sch03::OnEnable";
- donpcevent "#gdtimer01_sch03::Onstop";
- }
- end;
-}
-
-que_qsch03,117,121,0 script #getspell06_sch03 -1,1,1,{
-OnInit:
- disablenpc "#getspell06_sch03";
- end;
-
-OnEnable:
- enablenpc "#getspell06_sch03";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell06_sch03";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_sch03_gd == 0) {
- warp "que_qsch03",103,153;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,1;
- mapannounce "que_qsch03","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch03_gd == 1) {
- warp "que_qsch03",102,135;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,2;
- mapannounce "que_qsch03","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch03_gd == 2) {
- warp "que_qsch03",113,111;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,3;
- mapannounce "que_qsch03","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch03_gd == 3) {
- warp "que_qsch03",161,105;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,4;
- mapannounce "que_qsch03","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch03_gd == 4) {
- warp "que_qsch03",168,135;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,5;
- mapannounce "que_qsch03","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch03_gd == 5) {
- warp "que_qsch03",150,159;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,6;
- mapannounce "que_qsch03","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_sch03::OnEnable";
- donpcevent "#gdtimer01_sch03::Onstop";
- }
- end;
-}
-
-que_qsch03,131,154,0 script #getspell07_sch03 -1,1,1,{
-OnInit:
- disablenpc "#getspell07_sch03";
- end;
-
-OnEnable:
- enablenpc "#getspell07_sch03";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell07_sch03";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_sch03_gd == 0) {
- warp "que_qsch03",103,153;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,1;
- mapannounce "que_qsch03","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch03_gd == 1) {
- warp "que_qsch03",102,135;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,2;
- mapannounce "que_qsch03","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch03_gd == 2) {
- warp "que_qsch03",113,111;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,3;
- mapannounce "que_qsch03","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch03_gd == 3) {
- warp "que_qsch03",161,105;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,4;
- mapannounce "que_qsch03","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch03_gd == 4) {
- warp "que_qsch03",168,135;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,5;
- mapannounce "que_qsch03","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch03_gd == 5) {
- warp "que_qsch03",150,159;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,6;
- mapannounce "que_qsch03","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_sch03::OnEnable";
- donpcevent "#gdtimer01_sch03::Onstop";
- }
- end;
-}
-
-que_qsch03,146,121,0 script #getspell08_sch03 -1,1,1,{
-OnInit:
- disablenpc "#getspell08_sch03";
- end;
-
-OnEnable:
- enablenpc "#getspell08_sch03";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell08_sch03";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_sch03_gd == 0) {
- warp "que_qsch03",103,153;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,1;
- mapannounce "que_qsch03","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch03_gd == 1) {
- warp "que_qsch03",102,135;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,2;
- mapannounce "que_qsch03","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch03_gd == 2) {
- warp "que_qsch03",113,111;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,3;
- mapannounce "que_qsch03","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch03_gd == 3) {
- warp "que_qsch03",161,105;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,4;
- mapannounce "que_qsch03","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch03_gd == 4) {
- warp "que_qsch03",168,135;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,5;
- mapannounce "que_qsch03","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch03_gd == 5) {
- warp "que_qsch03",150,159;
- disablenpc "#getspell01_sch03";
- set $gqse_sch03_gd,6;
- mapannounce "que_qsch03","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_sch03::OnEnable";
- donpcevent "#gdtimer01_sch03::Onstop";
- }
- end;
-}
-
-que_qsch03,103,153,0 script #sch03_cage01 -1,1,1,{
-OnInit:
- disablenpc "#sch03_cage01";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qsch03",108,151;
- disablenpc "#sch03_cage01";
- end;
-}
-
-que_qsch03,102,135,0 script #sch03_cage02 -1,1,1,{
-OnInit:
- disablenpc "#sch03_cage02";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qsch03",107,135;
- disablenpc "#sch03_cage02";
- end;
-}
-
-que_qsch03,113,111,0 script #sch03_cage03 -1,1,1,{
-OnInit:
- disablenpc "#sch03_cage03";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qsch03",113,114;
- disablenpc "#sch03_cage03";
- end;
-}
-
-que_qsch03,161,105,0 script #sch03_cage04 -1,1,1,{
-OnInit:
- disablenpc "#sch03_cage04";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qsch03",158,106;
- disablenpc "#sch03_cage04";
- end;
-}
-
-que_qsch03,168,135,0 script #sch03_cage05 -1,1,1,{
-OnInit:
- disablenpc "#sch03_cage05";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qsch03",163,133;
- disablenpc "#sch03_cage05";
- end;
-}
-
-que_qsch03,150,159,0 script #sch03_cage06 -1,1,1,{
-OnInit:
- disablenpc "#sch03_cage06";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qsch03",150,154;
- disablenpc "#sch03_cage06";
- end;
-}
-
-que_qsch03,1,8,0 script #gd_sch03_mobctrl 844,{
-OnEnable:
- monster "que_qsch03",107,152,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",109,135,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",113,116,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",157,107,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",163,133,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",149,156,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",130,139,"Alice",1275,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",135,137,"Alice",1275,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",130,132,"Alice",1275,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",128,137,"Alice",1275,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",109,145,"Alice",1275,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",109,130,"Alice",1275,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",128,114,"Alice",1275,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",147,114,"Alice",1275,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",154,128,"Alice",1275,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",151,145,"Alice",1275,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",130,151,"Alice",1275,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",131,139,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",135,136,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",131,132,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",128,136,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",110,145,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",129,114,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",148,114,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",155,128,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",152,145,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",131,151,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",110,130,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",132,139,"Violy",1390,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",135,135,"Violy",1390,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",132,132,"Violy",1390,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",128,135,"Violy",1390,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",111,145,"Violy",1390,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",111,130,"Violy",1390,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",130,114,"Violy",1390,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",149,114,"Violy",1390,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",156,128,"Violy",1390,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",153,145,"Violy",1390,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",132,151,"Violy",1390,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",133,139,"Ancient Mimic",1699,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",135,134,"Ancient Mimic",1699,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",133,132,"Ancient Mimic",1699,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",128,135,"Ancient Mimic",1699,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",112,145,"Ancient Mimic",1699,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",131,114,"Ancient Mimic",1699,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",150,114,"Ancient Mimic",1699,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",157,128,"Ancient Mimic",1699,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",154,145,"Ancient Mimic",1699,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",133,151,"Ancient Mimic",1699,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",112,130,"Ancient Mimic",1699,1,"#gd_sch03_mobctrl::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "que_qsch03","#gd_sch03_mobctrl::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qsch03","#gd_sch03_mobctrl::OnMyMobDead") < 7) {
- monster "que_qsch03",107,152,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",109,135,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",113,116,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",157,107,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",163,133,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
- monster "que_qsch03",149,156,"Ball of Piamette",1738,1,"#gd_sch03_mobctrl::OnMyMobDead";
- }
- end;
-}
-
-que_qsch03,149,105,0 script windpath03_sch03 45,1,1,{
-OnInit:
- disablenpc "windpath03_sch03";
- end;
-
-OnTouch:
- warp "que_qsch03",119,103;
- end;
-}
-
-que_qsch03,128,104,0 script windpath04_sch03 45,1,1,{
-OnInit:
- disablenpc "windpath04_sch03";
- end;
-
-OnTouch:
- warp "que_qsch03",146,109;
- end;
-}
-
-que_qsch03,253,273,0 script #nm_switch_sch03 -1,5,5,{
-OnInit:
- disablenpc "#nm_switch_sch03";
- end;
-
-OnEnable:
- enablenpc "#nm_switch_sch03";
- end;
-
-OnDisable:
- disablenpc "#nm_switch_sch03";
- stopnpctimer;
- end;
-
-OnTouch:
- disablenpc "#nm_switch_sch03";
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qsch03","Wish Maiden: Did you have a good time with Piamette?",bc_map,"0x00ff00";
- end;
-
-OnTimer4000:
- mapannounce "que_qsch03","Wish Maiden: But it's the end. There will be summoned monsters coming soon...",bc_map,"0x00ff00";
- end;
-
-OnTimer9000:
- mapannounce "que_qsch03","Wish Maiden: So come here to me safely...",bc_map,"0x00ff00";
- end;
-
-OnTimer10000:
- donpcevent "#nmsomsch03_jin01::OnEnable";
- donpcevent "#sch03_stone01::OnEnable";
- end;
-
-OnTimer190000:
- donpcevent "#nmsomsch03_jin02::OnEnable";
- donpcevent "#sch03_stone02::OnEnable";
- end;
-
-OnTimer370000:
- donpcevent "#nmsomsch03_jin03::OnEnable";
- donpcevent "#sch03_stone03::OnEnable";
- stopnpctimer;
- end;
-}
-
-que_qsch03,229,297,0 script #nmsomsch03_jin01 -1,{
-OnEnable:
- donpcevent "#sch03_stone01::OnEnable";
- initnpctimer;
- end;
-
-OnDisable:
- killmonster "que_qsch03","#nmsomsch03_jin01::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer5000:
- mapannounce "que_qsch03","The Western magic formation is working to summon Guard of Shadow.",bc_map,"0x4d4dff";
- monster "que_qsch03",226,288,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",227,289,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",228,290,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",229,291,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",230,292,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",231,293,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",232,294,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",233,295,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",234,296,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",235,297,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",228,286,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",229,287,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",230,288,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",231,289,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",232,290,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",233,291,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",234,292,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",235,293,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",236,294,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",237,295,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",230,284,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",231,285,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",232,286,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",233,287,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",234,288,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",235,289,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",236,290,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",237,291,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",238,292,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",239,293,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- end;
-
-OnTimer25000:
-OnTimer55000:
-OnTimer85000:
-OnTimer120000:
- monster "que_qsch03",226,294,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",227,294,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",228,294,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",229,294,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",230,295,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",231,296,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",231,297,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",231,298,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",231,299,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",230,300,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",229,301,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",228,301,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",227,301,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",226,301,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",225,300,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",224,299,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",224,298,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",224,297,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",224,296,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- monster "que_qsch03",225,295,"Guard of Shadow",1752,1,"#nmsomsch03_jin01::OnMyMobDead";
- end;
-
-OnTimer180000:
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch03,2,8,0 script #sch03_stone01 844,{
-OnEnable:
- monster "que_qsch03",227,294,"Western Magic Guardian",1752,1,"#sch03_stone01::OnMyMobDead";
- monster "que_qsch03",229,294,"Western Magic Guardian",1752,1,"#sch03_stone01::OnMyMobDead";
- monster "que_qsch03",231,296,"Western Magic Guardian",1752,1,"#sch03_stone01::OnMyMobDead";
- monster "que_qsch03",231,298,"Western Magic Guardian",1752,1,"#sch03_stone01::OnMyMobDead";
- monster "que_qsch03",230,300,"Western Magic Guardian",1752,1,"#sch03_stone01::OnMyMobDead";
- monster "que_qsch03",228,301,"Western Magic Guardian",1752,1,"#sch03_stone01::OnMyMobDead";
- monster "que_qsch03",226,301,"Western Magic Guardian",1752,1,"#sch03_stone01::OnMyMobDead";
- monster "que_qsch03",224,299,"Western Magic Guardian",1752,1,"#sch03_stone01::OnMyMobDead";
- monster "que_qsch03",224,297,"Western Magic Guardian",1752,1,"#sch03_stone01::OnMyMobDead";
- monster "que_qsch03",225,295,"Western Magic Guardian",1752,1,"#sch03_stone01::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "que_qsch03","#sch03_stone01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qsch03","#sch03_stone01::OnMyMobDead") == 0) {
- set $gqse_sch03_nm,$gqse_sch03_nm+1;
- donpcevent "#nmsomsch03_jin01::OnDisable";
- if ($gqse_sch03_nm == 3) {
- donpcevent "Wish Maiden#sch03_boss::Onfight";
- }
- }
- end;
-}
-
-que_qsch03,275,299,0 script #nmsomsch03_jin02 -1,{
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- killmonster "que_qsch03","#nmsomsch03_jin02::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer5000:
- mapannounce "que_qsch03","The Eastern magic formation is working to summon Bloody Hunter.",bc_map,"0x4d4dff";
- monster "que_qsch03",263,292,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",264,291,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",265,290,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",266,289,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",267,288,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",268,287,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",269,286,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",270,285,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",271,284,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",272,283,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",265,294,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",266,293,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",267,292,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",268,291,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",269,290,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",270,289,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",271,288,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",272,287,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",273,286,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",274,285,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",267,296,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",268,295,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",269,294,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",270,283,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",271,282,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",272,281,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",273,280,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",274,279,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",275,276,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",276,275,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- end;
-
-OnTimer25000:
-OnTimer55000:
-OnTimer85000:
-OnTimer120000:
- monster "que_qsch03",274,301,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",275,301,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",276,301,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",277,301,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",278,300,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",279,299,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",279,298,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",279,297,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",279,296,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",278,295,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",277,294,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",276,294,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",275,294,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",274,294,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",273,295,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",272,296,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",272,297,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",272,298,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",272,299,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- monster "que_qsch03",273,300,"Bloody Hunter",1753,1,"#nmsomsch03_jin02::OnMyMobDead";
- end;
-
-OnTimer180000:
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch03,2,9,0 script #sch03_stone02 844,{
-OnEnable:
- monster "que_qsch03",275,301,"Eastern Magic Guardian",1753,1,"#sch03_stone02::OnMyMobDead";
- monster "que_qsch03",277,301,"Eastern Magic Guardian",1753,1,"#sch03_stone02::OnMyMobDead";
- monster "que_qsch03",279,299,"Eastern Magic Guardian",1753,1,"#sch03_stone02::OnMyMobDead";
- monster "que_qsch03",279,297,"Eastern Magic Guardian",1753,1,"#sch03_stone02::OnMyMobDead";
- monster "que_qsch03",278,295,"Eastern Magic Guardian",1753,1,"#sch03_stone02::OnMyMobDead";
- monster "que_qsch03",276,294,"Eastern Magic Guardian",1753,1,"#sch03_stone02::OnMyMobDead";
- monster "que_qsch03",274,294,"Eastern Magic Guardian",1753,1,"#sch03_stone02::OnMyMobDead";
- monster "que_qsch03",272,296,"Eastern Magic Guardian",1753,1,"#sch03_stone02::OnMyMobDead";
- monster "que_qsch03",272,298,"Eastern Magic Guardian",1753,1,"#sch03_stone02::OnMyMobDead";
- monster "que_qsch03",273,300,"Eastern Magic Guardian",1753,1,"#sch03_stone02::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "que_qsch03","#sch03_stone02::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qsch03","#sch03_stone02::OnMyMobDead") == 0) {
- set $gqse_sch03_nm,$gqse_sch03_nm+1;
- donpcevent "#nmsomsch03_jin02::OnDisable";
- if ($gqse_sch03_nm == 3) {
- donpcevent "Wish Maiden#sch03_boss::Onfight";
- }
- }
- end;
-}
-
-que_qsch03,251,340,0 script #nmsomsch03_jin03 -1,{
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- killmonster "que_qsch03","#nmsomsch03_jin03::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer5000:
- mapannounce "que_qsch03","The Northern magic formation is working to summon Keeper of the Temple.",bc_map,"0x4d4dff";
- monster "que_qsch03",247,329,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
- monster "que_qsch03",249,329,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
- monster "que_qsch03",251,329,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
- monster "que_qsch03",253,329,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
- monster "que_qsch03",255,329,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
- monster "que_qsch03",243,339,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
- monster "que_qsch03",245,337,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
- monster "que_qsch03",247,335,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
- monster "que_qsch03",247,333,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
- monster "que_qsch03",254,333,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
- monster "que_qsch03",256,335,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
- monster "que_qsch03",258,337,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
- monster "que_qsch03",260,339,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
- end;
-
-OnTimer120000:
- monster "que_qsch03",251,343,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
- monster "que_qsch03",252,343,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
- monster "que_qsch03",255,341,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
- monster "que_qsch03",255,340,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
- monster "que_qsch03",254,337,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
- monster "que_qsch03",253,336,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
- monster "que_qsch03",250,336,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
- monster "que_qsch03",249,337,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
- monster "que_qsch03",248,340,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
- monster "que_qsch03",248,341,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
- end;
-
-OnTimer240000:
- monster "que_qsch03",250,343,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
- monster "que_qsch03",252,343,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
- monster "que_qsch03",254,342,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
- monster "que_qsch03",255,340,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
- monster "que_qsch03",255,338,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
- monster "que_qsch03",253,336,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
- monster "que_qsch03",250,336,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
- monster "que_qsch03",248,338,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
- monster "que_qsch03",248,340,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
- monster "que_qsch03",249,342,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
- end;
-
-OnTimer360000:
- monster "que_qsch03",250,343,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
- monster "que_qsch03",252,343,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
- monster "que_qsch03",254,342,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
- monster "que_qsch03",255,340,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
- monster "que_qsch03",255,338,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
- monster "que_qsch03",253,336,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
- monster "que_qsch03",251,336,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
- monster "que_qsch03",249,337,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
- monster "que_qsch03",248,339,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
- monster "que_qsch03",248,341,"Keeper Of The Temple",1933,1,"#nmsomsch03_jin03::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch03,2,10,0 script #sch03_stone03 844,{
-OnEnable:
- monster "que_qsch03",251,343,"Northern Magic Guardian",1933,1,"#sch03_stone03::OnMyMobDead";
- monster "que_qsch03",252,343,"Northern Magic Guardian",1933,1,"#sch03_stone03::OnMyMobDead";
- monster "que_qsch03",255,341,"Northern Magic Guardian",1933,1,"#sch03_stone03::OnMyMobDead";
- monster "que_qsch03",255,340,"Northern Magic Guardian",1933,1,"#sch03_stone03::OnMyMobDead";
- monster "que_qsch03",254,337,"Northern Magic Guardian",1933,1,"#sch03_stone03::OnMyMobDead";
- monster "que_qsch03",253,336,"Northern Magic Guardian",1933,1,"#sch03_stone03::OnMyMobDead";
- monster "que_qsch03",250,336,"Northern Magic Guardian",1933,1,"#sch03_stone03::OnMyMobDead";
- monster "que_qsch03",249,337,"Northern Magic Guardian",1933,1,"#sch03_stone03::OnMyMobDead";
- monster "que_qsch03",248,340,"Northern Magic Guardian",1933,1,"#sch03_stone03::OnMyMobDead";
- monster "que_qsch03",248,341,"Northern Magic Guardian",1933,1,"#sch03_stone03::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "que_qsch03","#sch03_stone03::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qsch03","#sch03_stone03::OnMyMobDead") == 0) {
- set $gqse_sch03_nm,$gqse_sch03_nm+1;
- donpcevent "#nmsomsch03_jin03::OnDisable";
-
- if ($gqse_sch03_nm == 3) {
- donpcevent "Wish Maiden#sch03_boss::Onfight";
- }
- }
- end;
-}
-
-que_qsch03,235,285,5 script Guard of Shadow#sch03_01 1752,4,4,{
-OnInit:
- disablenpc "Guard of Shadow#sch03_01";
- end;
-
-OnDisable:
- killmonster "que_qsch03","Guard of Shadow#sch03_01::OnMyMobDead";
- disablenpc "Guard of Shadow#sch03_01";
- end;
-
-OnTouch:
- disablenpc "Guard of Shadow#sch03_01";
- monster "que_qsch03",234,284,"Guard of Shadow",1752,1,"Guard of Shadow#sch03_01::OnMyMobDead";
- monster "que_qsch03",235,285,"Guard of Shadow",1752,1,"Guard of Shadow#sch03_01::OnMyMobDead";
- monster "que_qsch03",236,286,"Guard of Shadow",1752,1,"Guard of Shadow#sch03_01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch03,224,290,5 script Guard of Shadow#sch03_02 1752,4,4,{
-OnInit:
- disablenpc "Guard of Shadow#sch03_02";
- end;
-
-OnDisable:
- killmonster "que_qsch03","Guard of Shadow#sch03_02::OnMyMobDead";
- disablenpc "Guard of Shadow#sch03_02";
- end;
-
-OnTouch:
- disablenpc "Guard of Shadow#sch03_02";
- monster "que_qsch03",223,289,"Guard of Shadow",1752,1,"Guard of Shadow#sch03_02::OnMyMobDead";
- monster "que_qsch03",224,290,"Guard of Shadow",1752,1,"Guard of Shadow#sch03_02::OnMyMobDead";
- monster "que_qsch03",225,291,"Guard of Shadow",1752,1,"Guard of Shadow#sch03_02::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch03,236,296,5 script Guard of Shadow#sch03_03 1752,4,4,{
-OnInit:
- disablenpc "Guard of Shadow#sch03_03";
- end;
-
-OnDisable:
- killmonster "que_qsch03","Guard of Shadow#sch03_03::OnMyMobDead";
- disablenpc "Guard of Shadow#sch03_03";
- end;
-
-OnTouch:
- disablenpc "Guard of Shadow#sch03_03";
- monster "que_qsch03",235,295,"Guard of Shadow",1752,1,"Guard of Shadow#sch03_03::OnMyMobDead";
- monster "que_qsch03",236,296,"Guard of Shadow",1752,1,"Guard of Shadow#sch03_03::OnMyMobDead";
- monster "que_qsch03",237,297,"Guard of Shadow",1752,1,"Guard of Shadow#sch03_03::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch03,225,303,5 script Guard of Shadow#sch03_04 1752,4,4,{
-OnInit:
- disablenpc "Guard of Shadow#sch03_04";
- end;
-
-OnDisable:
- killmonster "que_qsch03","Guard of Shadow#sch03_04::OnMyMobDead";
- disablenpc "Guard of Shadow#sch03_04";
- end;
-
-OnTouch:
- disablenpc "Guard of Shadow#sch03_04";
- monster "que_qsch03",224,302,"Guard of Shadow",1752,1,"Guard of Shadow#sch03_04::OnMyMobDead";
- monster "que_qsch03",225,303,"Guard of Shadow",1752,1,"Guard of Shadow#sch03_04::OnMyMobDead";
- monster "que_qsch03",226,304,"Guard of Shadow",1752,1,"Guard of Shadow#sch03_04::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch03,266,296,3 script Bloody Hunter#sch03_ac01 1753,4,4,{
-OnInit:
- disablenpc "Bloody Hunter#sch03_ac01";
- end;
-
-OnDisable:
- killmonster "que_qsch03","Bloody Hunter#sch03_ac01::OnMyMobDead";
- disablenpc "Bloody Hunter#sch03_ac01";
- end;
-
-OnTouch:
- disablenpc "Bloody Hunter#sch03_ac01";
- monster "que_qsch03",265,297,"Bloody Hunter",1753,1,"Bloody Hunter#sch03_ac01::OnMyMobDead";
- monster "que_qsch03",266,296,"Bloody Hunter",1753,1,"Bloody Hunter#sch03_ac01::OnMyMobDead";
- monster "que_qsch03",267,295,"Bloody Hunter",1753,1,"Bloody Hunter#sch03_ac01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch03,271,283,3 script Bloody Hunter#sch03_ac02 1753,4,4,{
-OnInit:
- disablenpc "Bloody Hunter#sch03_ac02";
- end;
-
-OnDisable:
- killmonster "que_qsch03","Bloody Hunter#sch03_ac02::OnMyMobDead";
- disablenpc "Bloody Hunter#sch03_ac02";
- end;
-
-OnTouch:
- disablenpc "Bloody Hunter#sch03_ac02";
- monster "que_qsch03",270,284,"Bloody Hunter",1753,1,"Bloody Hunter#sch03_ac02::OnMyMobDead";
- monster "que_qsch03",271,283,"Bloody Hunter",1753,1,"Bloody Hunter#sch03_ac02::OnMyMobDead";
- monster "que_qsch03",272,282,"Bloody Hunter",1753,1,"Bloody Hunter#sch03_ac02::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch03,270,307,3 script Bloody Hunter#sch03_ac03 1753,4,4,{
-OnInit:
- disablenpc "Bloody Hunter#sch03_ac03";
- end;
-
-OnDisable:
- killmonster "que_qsch03","Bloody Hunter#sch03_ac03::OnMyMobDead";
- disablenpc "Bloody Hunter#sch03_ac03";
- end;
-
-OnTouch:
- disablenpc "Bloody Hunter#sch03_ac03";
- monster "que_qsch03",269,308,"Bloody Hunter",1753,1,"Bloody Hunter#sch03_ac03::OnMyMobDead";
- monster "que_qsch03",270,307,"Bloody Hunter",1753,1,"Bloody Hunter#sch03_ac03::OnMyMobDead";
- monster "que_qsch03",271,306,"Bloody Hunter",1753,1,"Bloody Hunter#sch03_ac03::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch03,279,300,3 script Bloody Hunter#sch03_ac04 1753,4,4,{
-OnInit:
- disablenpc "Bloody Hunter#sch03_ac04";
- end;
-
-OnDisable:
- killmonster "que_qsch03","Bloody Hunter#sch03_ac04::OnMyMobDead";
- disablenpc "Bloody Hunter#sch03_ac04";
- end;
-
-OnTouch:
- disablenpc "Bloody Hunter#sch03_ac04";
- monster "que_qsch03",278,301,"Bloody Hunter",1753,1,"Bloody Hunter#sch03_ac04::OnMyMobDead";
- monster "que_qsch03",279,300,"Bloody Hunter",1753,1,"Bloody Hunter#sch03_ac04::OnMyMobDead";
- monster "que_qsch03",280,299,"Bloody Hunter",1753,1,"Bloody Hunter#sch03_ac04::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch03,247,330,5 script Temple Keeper#sch03_ac01 1933,4,4,{
-OnInit:
- disablenpc "Temple Keeper#sch03_ac01";
- end;
-
-OnDisable:
- killmonster "que_qsch03","Temple Keeper#sch03_ac01::OnMyMobDead";
- disablenpc "Temple Keeper#sch03_ac01";
- end;
-
-OnTouch:
- disablenpc "Temple Keeper#sch03_ac01";
- monster "que_qsch03",246,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch03_ac01::OnMyMobDead";
- monster "que_qsch03",247,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch03_ac01::OnMyMobDead";
- monster "que_qsch03",248,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch03_ac01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch03,255,330,3 script Temple Keeper#sch03_ac02 1933,4,4,{
-OnInit:
- disablenpc "Temple Keeper#sch03_ac02";
- end;
-
-OnDisable:
- killmonster "que_qsch03","Temple Keeper#sch03_ac02::OnMyMobDead";
- disablenpc "Temple Keeper#sch03_ac02";
- end;
-
-OnTouch:
- disablenpc "Temple Keeper#sch03_ac02";
- monster "que_qsch03",254,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch03_ac02::OnMyMobDead";
- monster "que_qsch03",255,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch03_ac02::OnMyMobDead";
- monster "que_qsch03",256,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch03_ac02::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch03,251,255,3 script Wish Maiden#sch03_boss 1931,{
-OnInit:
- hideonnpc "Wish Maiden#sch03_boss";
- end;
-
-OnDisable:
- killmonster "que_qsch03","Wish Maiden#sch03_boss::OnMyMobDead";
- hideonnpc "Wish Maiden#sch03_boss";
- stopnpctimer;
- end;
-
-Onfight:
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qsch03","Wish Maiden : You guys reached here.. Are your guardians dead...?",bc_map,"0x00ff00";
- end;
-
-OnTimer4000:
- mapannounce "que_qsch03","Wish Maiden : I sincerely welcome all your best efforts!",bc_map,"0x00ff00";
- end;
-
-OnTimer5000:
- specialeffect EF_ICECRASH;
- hideonnpc "Wish Maiden#sch03_boss";
- specialeffect EF_SPHERE;
- monster "que_qsch03",252,340,"Wish Maiden",1931,1,"Wish Maiden#sch03_boss::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- if (mobcount("que_qsch03","Wish Maiden#sch03_boss::OnMyMobDead") == 0) {
- donpcevent "#okolnir_sch03::Onstop";
- donpcevent "Wish Maiden#sch03_gift::OnEnable";
- mapannounce "que_qsch03","Wish Maiden : ..Good, you deserve the Goddess' shine.",bc_map,"0x00ff00";
- }
- end;
-}
-
-que_qsch03,252,340,3 script Wish Maiden#sch03_gift 403,{
- set .@GID, GetCastleData("schg_cas03",1);
- if (getcharid(2) == .@GID) {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- if ((countitem(7830) > 0) && (countitem(7831) > 0) && (countitem(7832) > 0) && (countitem(7833) > 0) && (countitem(7834) > 0) && (countitem(2357) > 0) && (countitem(7510) > 99) && (countitem(969) > 9) && (countitem(985) > 19)) {
- cutin "wish_maiden12",1;
- mes "[Wish Maiden]";
- mes "As I declared, I will give the Goddess' shine to you.";
- mes "You have the requirements to carry it...";
- next;
- mes "[Wish Maiden]";
- mes "You will be granted the power of the great Valkyrie...";
- next;
- mes "[Wish Maiden]";
- mes "I will give you some things for fun.";
- mes "All of you enjoy them together...";
- next;
- mes "[Wish Maiden]";
- mes "Go to Rachel and Juno to meet the Ravies sisters.";
- next;
- cutin "wish_maiden32",1;
- mes "[Wish Maiden]";
- mes "I will open the gate for you to come back here.";
- mes "...Okolnir won't last forever...";
- delitem 7830,1; //Goddess_Tear
- delitem 7831,1; //Valkyrie_Token
- delitem 7832,1; //Brynhild_Armor_Piece
- delitem 7833,1; //Hero_Remains
- delitem 7834,1; //Andvari_Ring
- delitem 2357,1; //Valkyrie_Armor
- delitem 7510,100; //Valhalla_Flower
- delitem 969,10; //Gold
- delitem 985,20; //Elunium
- getitem 2383,1; //Brynhild
- getitem 7840,1; //Valkyrie_Gift
- announce "["+ strcharinfo(0) +"], of guild ["+ GetGuildName(.@GID) +"] has brought a Brynhild into this world.",bc_all,"0x70dbdb";
- close2;
- cutin "wish_maiden11",255;
- disablenpc "Wish Maiden#sch03_gift";
- enablenpc "#to_agit_sch03_gate";
- end;
- }
- else {
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "As I declared, you are worthy of holding the Brynhild.";
- mes "However, you do not have the requirements on you...";
- next;
- mes "[Wish Maiden]";
- mes "...Did you forget something?";
- close2;
- }
- }
- else {
- cutin "wish_maiden12",1;
- mes "[Wish Maiden]";
- mes "� All of you worked together as a team...";
- mes "Humans are strong when they are united, but are easily swayed by lust.";
- next;
- mes "[Wish Maiden]";
- mes "Humans are imperfect, so their chief god is there for them when they need help.";
- mes "....";
- next;
- mes "[Wish Maiden]";
- mes "Always be real.";
- mes "Do not regret your actions...";
- close2;
- }
- }
- cutin "wish_maiden11",255;
- end;
-
-OnInit:
- disablenpc "Wish Maiden#sch03_gift";
- end;
-
-OnEnable:
- enablenpc "Wish Maiden#sch03_gift";
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc "Wish Maiden#sch03_gift";
- stopnpctimer;
- end;
-
-OnTimer280000:
- mapannounce "que_qsch03","Wish Maiden : ... Okolnir will soon disappear... I will send you back to where you originally came from.",bc_map,"0x00ff00";
- end;
-
-OnTimer290000:
- mapwarp "que_qsch03","schg_cas03",81,95;
- donpcevent "#to_agit_sch03_gate::OnDisable";
- end;
-
-OnTimer300000:
- donpcevent "#okolnir_sch03::OnDisable";
- set $gqse_sch03_miro,0;
- set $gqse_sch03_pcc,0;
- set $gqse_sch03_gd,0;
- set $gqse_sch03_nm,0;
- set $siz_sch03_on,2;
- donpcevent "#okolnir_sch03_time01::OnEnable";
- stopnpctimer;
- end;
-}
-
-que_qsch03,252,339,0 script #to_agit_sch03_gate 45,1,1,{
-OnInit:
- disablenpc "#to_agit_sch03_gate";
- end;
-
-OnTouch:
- warp "schg_cas03",81,95;
- end;
-}
-
-que_qsch03,1,6,0 script #okolnir_sch03_time01 844,{
-OnInit:
- if ($siz_sch03_on == 2) {
- initnpctimer;
- }
- end;
-
-OnEnable:
- set $gqse_sch03_time,0;
- initnpctimer;
- end;
-
-Onreset:
- set $siz_sch03_on,0;
- set $gqse_sch03_time,0;
- stopnpctimer;
- end;
-
-OnTimer3600000:
- if ($gqse_sch03_time < 12) {
- set $gqse_sch03_time,$gqse_sch03_time+1;
- initnpctimer;
- }
- else if ($gqse_sch03_time == 12) {
- set $siz_sch03_on,0;
- set $gqse_sch03_time,0;
- enablenpc "Wish Maiden#gq_sch03";
- enablenpc "Piamette#sch03";
- hideoffnpc "Wish Maiden#sch03_boss";
- stopnpctimer;
- }
- end;
-}
-
-que_qsch03,116,313,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch03,120,285,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch03,117,236,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch03,103,223,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch03,85,204,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch03,79,186,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch03,73,167,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch03,68,150,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch03,71,128,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch03,69,118,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch03,117,78,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch03,110,79,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch03,141,80,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch03,158,84,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch03,193,104,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch03,119,269,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch03,155,77,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch03,110,317,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch03,115,295,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch03,116,256,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch03,113,242,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch03,99,223,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch03,94,216,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch03,77,198,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch03,70,174,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch03,72,147,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch03,64,134,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch03,77,107,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch03,84,88,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch03,98,82,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch03,129,79,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch03,91,124,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch03,173,95,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch03,179,127,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch03,195,120,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch03,178,159,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch03,88,145,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch03,94,157,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch03,95,177,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch03,129,196,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch03,154,196,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch03,170,187,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch03,194,180,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch03,214,181,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch03,243,199,0,0 monster Garden Watcher 1933,1,1200000,0,0
diff --git a/npc/quests/okolnir/godse_sch04.txt b/npc/quests/okolnir/godse_sch04.txt
deleted file mode 100644
index 8891e15ff..000000000
--- a/npc/quests/okolnir/godse_sch04.txt
+++ /dev/null
@@ -1,3286 +0,0 @@
-//===== rAthena Script =======================================
-//= Falicious Okolnir - Nidhoggr 4
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.3
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= God Item SE Creation scipt (Brynhild)
-//===== Additional Comments: =================================
-//= 1.0 First version. [L0ne_W0lf]
-//= 1.1 First round of bug fixes. (bugreport:3085) [L0ne_W0lf]
-//= Fixed two spawn locations of the key stones in Piamete's room.
-//= Fixed calling an event that doesn't exist when killing Piamete.
-//= Fixed the Wish Maiden not enabling when the boss is killed.
-//= fixed two NPC named that were missed when translating.
-//= 1.2 More bug fixes, sorry it took so long. [L0ne_W0lf]
-//= Fixed message on the portal when the okolnir section is full.
-//= Corrected non-angry Piamette not disabling.
-//= 1.3 Corrected invalid coordinates in maze. (bugreport:4220)
-//= Corrected typo in Guard of Shadow NPC.
-//============================================================
-
-schg_cas04,376,307,3 script Guide#gq_sch04 899,{
- set .@GID, GetCastleData("schg_cas04",1);
- if (getcharid(2) == .@GID) {
- if ($siz_sch04_on == 0) {
- mes "[Guide]";
- mes "This castle has a hidden secret.";
- mes "That is the ^4d4dff'Okolnir'^000000.";
- next;
- switch(select("About Okolnir.:Go to Okolnir.:Cancel.")) {
- case 1:
- mes "[Guide]";
- mes "Okolnir is a kind of virtual realm...";
- mes "I don't know how Okolnir exists, but I guess only Valkyrie knows.";
- next;
- mes "[Guide]";
- mes "As you know this is a place to test the adventurers made by Valkyrie...";
- mes "...you know the qualifications to enter Okolnir.";
- next;
- select("Qualifications?");
- mes "[Guide]";
- mes "Yes, Valkyrie definitely prefers strong adventurers.";
- mes "Only the qualified can enter Okolnir and Valhalla.";
- next;
- mes "[Guide]";
- mes "It only opens when everyone comes together to work it out.";
- mes "The key is in the castle.";
- next;
- mes "[Guide]";
- mes "If a castle's ^4d4dffeconomy is over 65 and defense also over 30^000000, this will be acceptable to access Okolnir.";
- next;
- mes "[Guide]";
- mes "And, if you pass all of the tests given by Valkyrie in Okolnir!";
- mes "You will also receive a mysterious gift.";
- next;
- mes "[Guide]";
- mes "Would you like to try to enter here?";
- close;
- case 2:
- set .@Defence,GetCastleData("schg_cas04",3);
- set .@Economy,GetCastleData("schg_cas04",2);
- if ((.@Economy > 64) && (.@Defence > 29)) {
- mes "[Guide]";
- mes "Great! Economy and Defense are OK.";
- mes "You can enter Okolnir now....";
- mes "Do you want to go there?";
- next;
- switch(select("Sure let's go there.:No.")) {
- case 1:
- if (countitem(7839) > 0) {
- delitem 7839,countitem(7839); //Crystal_Key
- }
- mes "[Guide]";
- mes "Ok......";
- mes "Please follow me...";
- close2;
- warp "que_qsch04",346,32;
- end;
- case 2:
- mes "[Guide]";
- mes "You can try this anytime in the future...";
- mes "If you are ready to protect this castle.";
- close;
- }
- }
- else {
- mes "[Guide]";
- mes "You are not qualified yet.";
- mes "Please develop your castle more...";
- close;
- }
- }
- }
- else if ($siz_sch04_on == 1) {
- mes "[Guide]";
- mes "... OK...";
- mes "Good luck.";
- next;
- switch(select("Enter now.:No.")) {
- case 1:
- if (countitem(7839) > 0) {
- delitem 7839,countitem(7839); //Crystal_Key
- }
- mes "[Guide]";
- mes "Hope you get everything you want...";
- close2;
- warp "que_qsch04",346,32;
- end;
- case 2:
- mes "[Guide]";
- mes "Really?";
- mes "Sorry to hear that.";
- close;
- }
- }
- else if ($siz_sch04_on == 2) {
- mes "[Guide]";
- mes "Building Okolnir needs quite a long time.";
- mes "....even though it's only virtual...";
- next;
- mes "[Guide]";
- mes "It takes about 12 -13 hours to create the virtual realm.";
- close;
- }
- else {
- mes "[Guide]";
- mes "You'll have to wait.";
- close;
- }
- }
- else {
- mes "[Guide]";
- mes "... I've never seen you before.";
- mes "You are strangers here. You'd better get out of here right now.";
- close;
- }
- end;
-
-OnInit:
- set $gqse_sch04_miro,0;
- set $gqse_sch04_pcc,0;
- set $gqse_sch04_gd,0;
- set $gqse_sch04_nm,0;
- if ($siz_sch04_on == 1) {
- set $siz_sch04_on,0;
- }
- enablenpc "Guide#gq_sch04";
- end;
-}
-
-que_qsch04,345,23,0 warp Gate02#gq_sch04 1,1,schg_cas04,369,306
-
-que_qsch04,345,82,3 script Wish Maiden#gq_sch04 403,{
- set .@GID, GetCastleData("schg_cas04",1);
- if (getcharid(2) == .@GID) {
- cutin "wish_maiden31",1;
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- mes "[Wish Maiden]";
- mes "I am... Wish maiden.";
- mes "Mourning in this virtual realm, Okolnir.";
- mes "On behalf of the humanbeings who defeated God here.";
- next;
- if ((countitem(7830) > 0) && (countitem(7831) > 0) && (countitem(7832) > 0) && (countitem(7833) > 0) && (countitem(7834) > 0) && (countitem(2357) > 0) && (countitem(7510) > 99) && (countitem(969) > 9) && (countitem(985) > 19)) {
- cutin "wish_maiden11",1;
- mes "[Wish Maiden]";
- mes "Are you ready to endure the trials to get the Goddess' glory?";
- next;
- switch(select("Yes, I am:Sorry, I'll try later")) {
- case 1:
- cutin "wish_maiden12",1;
- mes "[Wish Maiden]";
- mes "I will test whether or not you deserve the Goddess shine...";
- mes "Isn't it simple?";
- next;
- mes "[Wish Maiden]";
- mes "Okolnir is a virtual place.";
- mes "There is no room for error there.";
- mes "^ff0000You only have one hour.^000000";
- next;
- cutin "wish_maiden31",1;
- mes "[Wish Maiden]";
- mes "If you have not finished in that time, Okolnir will be destroyed, and I will go to rest.";
- mes "You will have to wait again...";
- next;
- mes "[Wish Maiden]";
- mes "Are you ready to go through?";
- mes "^4d4dffYou need to have 16 to 20 members present^000000.";
- next;
- cutin "wish_maiden11",1;
- mes "[Wish Maiden]";
- mes "I will open the gate of Okolnir if your members are ready.";
- next;
- switch(select("We are ready.:We need more time.")) {
- case 1:
- set .@saram,getmapusers("que_qsch04");
- if (((.@saram > 15) && (.@saram < 21)) || (getgmlevel() == 99)) {
- cutin "wish_maiden12",1;
- mes "[Wish Maiden]";
- mes "Now I will open the gate of Okolnir where I am.";
- mes "I will wait for you on the top of Okolnir...";
- next;
- mes "[Wish Maiden]";
- mes "I hope that you can complete all of the trials before the virtual Okolnir is destroyed...";
- mes "Good luck.";
- mapannounce "que_qsch04","Wish Maiden: The gate of Okolnir is open! Don't forget you only have one hour.",bc_map,"0x00ff00";
- close2;
- set $gqse_sch04_pcc,.@saram;
- set $siz_sch04_on,1;
- donpcevent "#okolnir_sch04::OnEnable";
- disablenpc "Wish Maiden#gq_sch04";
- cutin "wish_maiden11",255;
- announce "["+ strcharinfo(0) +"], of the guild ["+ GetGuildName(.@GID) +"] has opened the gates to the realm of Okolnir.",bc_all,"0x70dbdb";
- end;
- }
- else {
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "You need to have 16 to 20 members present to open the gate of Okolnir.";
- mes "Come back when you are ready.";
- close2;
- }
- break;
- case 2:
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "Don't hesitate to try.";
- mes "You should catch the chance when it comes to you.";
- mes "Just gather your fellow members.";
- close2;
- }
- break;
- case 2:
- cutin "wish_maiden32",1;
- mes "[Wish Maiden]";
- mes "... Are you afraid of";
- mes "the trials facing you?";
- mes "....";
- next;
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "Do you think that you can defeat the Goddess shine easily?";
- mes "I feel disappointed by all of you.";
- mes "Just go away...";
- close2;
- }
- }
- else {
- cutin "wish_maiden11",1;
- mes "[Wish Maiden]";
- mes "Do you wish to enter?";
- mes "Only those prepared may enter here.";
- mes "You must bring several items to enter Okolnir.";
- next;
- mes "[Wish Maiden]";
- mes "Goddess Tear";
- mes "Valkyrie's Token";
- mes "Brynhild Armor Piece";
- mes "Hero Remains";
- mes "Valkyrie Armor";
- mes "Andvari's Ring.";
- next;
- mes "[Wish Maiden]";
- mes "You must bring those six things, 10 Gold, and 20 Elunium.";
- mes "Many Valhala's Flowers are also required as an offering.";
- next;
- mes "[Wish Maiden]";
- mes "Once all of those are prepared, the gate will open.";
- next;
- mes "[Wish Maiden]";
- mes ".... ";
- mes "...........The Goddess shines brightly down on you, you should be stronger to deserve it...";
- next;
- mes "[Wish Maiden]";
- mes "Remember...";
- mes "You need to collect many Valhalla flowers.";
- mes "I hope that your dreams come true.";
- next;
- mes "[Wish Maiden]";
- mes "I will answer all your requests if you bring these to me.";
- close2;
- }
- }
- else {
- cutin "wish_maiden31",1;
- mes "[Wish Maiden]";
- mes "I am... Wish maiden.";
- mes "Mourning in this virtual realm, Okolnir.";
- mes "On behalf of the humanbeings who defeated God here.";
- next;
- mes "[Wish Maiden]";
- mes "Bring me the one who brought you to this place.";
- mes ".. Deliver him to my will.";
- close2;
- }
- }
- else {
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "...You are not qualified.";
- close2;
- percentheal -100,0;
- cutin "wish_maiden11",255;
- end;
- }
- cutin "wish_maiden11",255;
- end;
-
-OnInit:
- if ($siz_sch04_on == 0) {
- enablenpc "Wish Maiden#gq_sch04";
- }
- else {
- disablenpc "Wish Maiden#gq_sch04";
- }
- end;
-}
-
-que_qsch04,346,81,0 script Gate01#gq_sch04 45,1,1,{
- end;
-
-OnInit:
- disablenpc "Gate01#gq_sch04";
- end;
-
-OnEnable:
- enablenpc "Gate01#gq_sch04";
- setcell "que_qsch04",58,302,63,302,cell_walkable,0;
- setcell "que_qsch04",58,302,63,302,cell_shootable,0;
- end;
-
-OnDisable:
- disablenpc "Gate01#gq_sch04";
- killmonsterall "que_qsch04";
- end;
-
-OnTouch:
- set .@saram,getmapusers("que_qsch04");
- if (.@saram < 21) {
- if ($gqse_sch04_miro == $gqse_sch04_pcc) {
- set .@point,rand(1,5);
- if (.@point == 1) {
- warp "que_qsch04",72,271;
- end;
- }
- else if (.@point == 2) {
- warp "que_qsch04",45,243;
- end;
- }
- else if (.@point == 3) {
- warp "que_qsch04",102,248;
- end;
- }
- else if (.@point == 4) {
- warp "que_qsch04",102,300;
- end;
- }
- else {
- warp "que_qsch04",46,300;
- end;
- }
- }
- else if ($gqse_sch04_miro == 0) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch04",77,271,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch04",77,271,strcharinfo(0),1659,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch04",77,271,strcharinfo(0),1662,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch04",77,271,strcharinfo(0),1663,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch04",77,271,strcharinfo(0),1660,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch04",77,271,strcharinfo(0),1661,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else {
- monster "que_qsch04",77,271,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- set $gqse_sch04_miro,1;
- warp "que_qsch04",72,271;
- end;
- }
- else if ($gqse_sch04_miro == 1) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch04",63,278,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch04",63,278,strcharinfo(0),1659,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch04",63,278,strcharinfo(0),1662,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch04",63,278,strcharinfo(0),1663,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch04",63,278,strcharinfo(0),1660,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch04",63,278,strcharinfo(0),1661,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else {
- monster "que_qsch04",63,278,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- set $gqse_sch04_miro,2;
- warp "que_qsch04",63,282;
- end;
- }
- else if ($gqse_sch04_miro == 2) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch04",63,294,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch04",63,294,strcharinfo(0),1659,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch04",63,294,strcharinfo(0),1662,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch04",63,294,strcharinfo(0),1663,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch04",63,294,strcharinfo(0),1660,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch04",63,294,strcharinfo(0),1661,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else {
- monster "que_qsch04",63,294,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- set $gqse_sch04_miro,3;
- warp "que_qsch04",59,294;
- end;
- }
- else if ($gqse_sch04_miro == 3) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch04",50,300,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch04",50,300,strcharinfo(0),1659,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch04",50,300,strcharinfo(0),1662,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch04",50,300,strcharinfo(0),1663,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch04",50,300,strcharinfo(0),1660,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch04",50,300,strcharinfo(0),1661,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else {
- monster "que_qsch04",50,300,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- set $gqse_sch04_miro,4;
- warp "que_qsch04",46,300;
- end;
- }
- else if ($gqse_sch04_miro == 4) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch04",51,280,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch04",51,280,strcharinfo(0),1659,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch04",51,280,strcharinfo(0),1662,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch04",51,280,strcharinfo(0),1663,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch04",51,280,strcharinfo(0),1660,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch04",51,280,strcharinfo(0),1661,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else {
- monster "que_qsch04",51,280,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- set $gqse_sch04_miro,5;
- warp "que_qsch04",51,285;
- end;
- }
- else if ($gqse_sch04_miro == 5) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch04",51,258,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch04",51,258,strcharinfo(0),1659,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch04",51,258,strcharinfo(0),1662,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch04",51,258,strcharinfo(0),1663,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch04",51,258,strcharinfo(0),1660,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch04",51,258,strcharinfo(0),1661,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else {
- monster "que_qsch04",51,258,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- set $gqse_sch04_miro,6;
- warp "que_qsch04",51,262;
- end;
- }
- else if ($gqse_sch04_miro == 6) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch04",49,243,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch04",49,243,strcharinfo(0),1659,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch04",49,243,strcharinfo(0),1662,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch04",49,243,strcharinfo(0),1663,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch04",49,243,strcharinfo(0),1660,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch04",49,243,strcharinfo(0),1661,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else {
- monster "que_qsch04",49,243,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- set $gqse_sch04_miro,7;
- warp "que_qsch04",45,243;
- end;
- }
- else if ($gqse_sch04_miro == 7) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch04",86,249,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch04",86,249,strcharinfo(0),1659,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch04",86,249,strcharinfo(0),1662,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch04",86,249,strcharinfo(0),1663,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch04",86,249,strcharinfo(0),1660,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch04",86,249,strcharinfo(0),1661,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else {
- monster "que_qsch04",86,249,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- set $gqse_sch04_miro,8;
- warp "que_qsch04",82,249;
- end;
- }
- else if ($gqse_sch04_miro == 8) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch04",102,243,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch04",102,243,strcharinfo(0),1659,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch04",102,243,strcharinfo(0),1662,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch04",102,243,strcharinfo(0),1663,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch04",102,243,strcharinfo(0),1660,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch04",102,243,strcharinfo(0),1661,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else {
- monster "que_qsch04",102,243,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- set $gqse_sch04_miro,9;
- warp "que_qsch04",102,248;
- end;
- }
- else if ($gqse_sch04_miro == 9) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch04",90,256,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch04",90,256,strcharinfo(0),1659,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch04",90,256,strcharinfo(0),1662,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch04",90,256,strcharinfo(0),1663,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch04",90,256,strcharinfo(0),1660,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch04",90,256,strcharinfo(0),1661,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else {
- monster "que_qsch04",90,256,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- set $gqse_sch04_miro,10;
- warp "que_qsch04",90,260;
- end;
- }
- else if ($gqse_sch04_miro == 10) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch04",90,283,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch04",90,283,strcharinfo(0),1659,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch04",90,283,strcharinfo(0),1662,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch04",90,283,strcharinfo(0),1663,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch04",90,283,strcharinfo(0),1660,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch04",90,283,strcharinfo(0),1661,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else {
- monster "que_qsch04",90,283,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- set $gqse_sch04_miro,11;
- warp "que_qsch04",90,280;
- end;
- }
- else if ($gqse_sch04_miro == 11) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch04",102,295,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch04",102,295,strcharinfo(0),1659,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch04",102,295,strcharinfo(0),1662,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch04",102,295,strcharinfo(0),1663,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch04",102,295,strcharinfo(0),1660,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch04",102,295,strcharinfo(0),1661,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else {
- monster "que_qsch04",102,295,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- set $gqse_sch04_miro,12;
- warp "que_qsch04",102,300;
- end;
- }
- else if ($gqse_sch04_miro == 12) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch04",96,285,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch04",96,285,strcharinfo(0),1659,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch04",96,285,strcharinfo(0),1662,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch04",96,285,strcharinfo(0),1663,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch04",96,285,strcharinfo(0),1660,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch04",96,285,strcharinfo(0),1661,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else {
- monster "que_qsch04",96,285,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- set $gqse_sch04_miro,13;
- warp "que_qsch04",96,290;
- end;
- }
- else if ($gqse_sch04_miro == 13) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch04",63,278,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch04",63,278,strcharinfo(0),1659,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch04",63,278,strcharinfo(0),1662,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch04",63,278,strcharinfo(0),1663,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch04",63,278,strcharinfo(0),1660,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch04",63,278,strcharinfo(0),1661,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else {
- monster "que_qsch04",63,278,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- set $gqse_sch04_miro,14;
- warp "que_qsch04",63,282;
- end;
- }
- else if ($gqse_sch04_miro == 14) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch04",65,243,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch04",65,243,strcharinfo(0),1659,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch04",65,243,strcharinfo(0),1662,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch04",65,243,strcharinfo(0),1663,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch04",65,243,strcharinfo(0),1660,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch04",65,243,strcharinfo(0),1661,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else {
- monster "que_qsch04",65,243,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- set $gqse_sch04_miro,15;
- warp "que_qsch04",61,243;
- end;
- }
- else if ($gqse_sch04_miro == 15) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch04",73,249,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch04",73,249,strcharinfo(0),1659,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch04",73,249,strcharinfo(0),1662,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch04",73,249,strcharinfo(0),1663,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch04",73,249,strcharinfo(0),1660,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch04",73,249,strcharinfo(0),1661,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else {
- monster "que_qsch04",73,249,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- set $gqse_sch04_miro,16;
- warp "que_qsch04",70,249;
- end;
- }
- else if ($gqse_sch04_miro == 16) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch04",102,275,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch04",102,275,strcharinfo(0),1659,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch04",102,275,strcharinfo(0),1662,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch04",102,275,strcharinfo(0),1663,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch04",102,275,strcharinfo(0),1660,1,"#Gate_manager_sch04::OnMyMobDead";
- end;
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch04",102,275,strcharinfo(0),1661,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else {
- monster "que_qsch04",102,275,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- set $gqse_sch04_miro,17;
- warp "que_qsch04",102,282;
- end;
- }
- else if ($gqse_sch04_miro == 17) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch04",70,300,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch04",70,300,strcharinfo(0),1659,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch04",70,300,strcharinfo(0),1662,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch04",70,300,strcharinfo(0),1663,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch04",70,300,strcharinfo(0),1660,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch04",70,300,strcharinfo(0),1661,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else {
- monster "que_qsch04",70,300,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- set $gqse_sch04_miro,18;
- warp "que_qsch04",66,300;
- end;
- }
- else if ($gqse_sch04_miro == 18) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch04",57,255,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch04",57,255,strcharinfo(0),1659,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch04",57,255,strcharinfo(0),1662,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch04",57,255,strcharinfo(0),1663,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch04",57,255,strcharinfo(0),1660,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch04",57,255,strcharinfo(0),1661,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else {
- monster "que_qsch04",57,255,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- set $gqse_sch04_miro,19;
- warp "que_qsch04",57,258;
- end;
- }
- else if ($gqse_sch04_miro == 19) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch04",84,277,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch04",84,277,strcharinfo(0),1659,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch04",84,277,strcharinfo(0),1662,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch04",84,277,strcharinfo(0),1663,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch04",84,277,strcharinfo(0),1660,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch04",84,277,strcharinfo(0),1661,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- else {
- monster "que_qsch04",84,277,strcharinfo(0),1652,1,"#Gate_manager_sch04::OnMyMobDead";
- }
- set $gqse_sch04_miro,20;
- warp "que_qsch04",84,280;
- end;
- }
- }
- else {
- mes "There are too many people, you can't enter.";
- close;
- }
- end;
-}
-
-que_qsch04,1,4,0 script #Gate_manager_sch04 844,{
-OnMyMobDead:
- if ($gqse_sch04_miro == $gqse_sch04_pcc) {
- if (mobcount("que_qsch04","#Gate_manager_sch04::OnMyMobDead") == 0) {
- donpcevent "#gq_miromob2_sch04::OnEnable";
- }
- }
- end;
-}
-
-que_qsch04,1,4,0 script #gq_miromob2_sch04 844,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qsch04","Wish Maiden: How does it feel to see shadows of the past. This is only the beginning.",bc_map,"0x00ff00";
- end;
-
-OnTimer6000:
- mapannounce "que_qsch04","Wish Maiden: The things you seeing are not real, don't be caught in the Mystic garden.",bc_map,"0x00ff00";
- monster "que_qsch04",72,271,"Seyren Windsor",1640,1,"#gq_miromob2_sch04::OnMyMobDead";
- monster "que_qsch04",63,282,"Kathryne Keyron",1645,1,"#gq_miromob2_sch04::OnMyMobDead";
- monster "que_qsch04",59,294,"Cecil Damon",1644,1,"#gq_miromob2_sch04::OnMyMobDead";
- monster "que_qsch04",46,300,"Margaretha Sorin",1643,1,"#gq_miromob2_sch04::OnMyMobDead";
- monster "que_qsch04",51,285,"Eremes Guile",1641,1,"#gq_miromob2_sch04::OnMyMobDead";
- monster "que_qsch04",51,262,"Howard Alt-Eisen",1642,1,"#gq_miromob2_sch04::OnMyMobDead";
-
- monster "que_qsch04",45,243,"Seyren Windsor",1640,1,"#gq_miromob2_sch04::OnMyMobDead";
- monster "que_qsch04",82,249,"Kathryne Keyron",1645,1,"#gq_miromob2_sch04::OnMyMobDead";
- monster "que_qsch04",102,248,"Cecil Damon",1644,1,"#gq_miromob2_sch04::OnMyMobDead";
- monster "que_qsch04",90,260,"Margaretha Sorin",1643,1,"#gq_miromob2_sch04::OnMyMobDead";
- monster "que_qsch04",90,280,"Eremes Guile",1641,1,"#gq_miromob2_sch04::OnMyMobDead";
- monster "que_qsch04",102,300,"Howard Alt-Eisen",1642,1,"#gq_miromob2_sch04::OnMyMobDead";
-
- monster "que_qsch04",63,282,"Seyren Windsor",1640,1,"#gq_miromob2_sch04::OnMyMobDead";
- monster "que_qsch04",61,243,"Kathryne Keyron",1645,1,"#gq_miromob2_sch04::OnMyMobDead";
- monster "que_qsch04",70,249,"Cecil Damon",1644,1,"#gq_miromob2_sch04::OnMyMobDead";
- monster "que_qsch04",102,282,"Margaretha Sorin",1643,1,"#gq_miromob2_sch04::OnMyMobDead";
- monster "que_qsch04",66,300,"Eremes Guile",1641,1,"#gq_miromob2_sch04::OnMyMobDead";
- monster "que_qsch04",57,258,"Howard Alt-Eisen",1642,1,"#gq_miromob2_sch04::OnMyMobDead";
- stopnpctimer;
- end;
-
-Onreset:
- killmonster "que_qsch04","#gq_miromob2_sch04::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- if (mobcount("que_qsch04","#gq_miromob2_sch04::OnMyMobDead") == 0) {
- mapannounce "que_qsch04","The Mystic garden exit is now open.",bc_map,"0x00ff00";
- setcell "que_qsch04",58,302,63,302,cell_walkable,1;
- setcell "que_qsch04",58,302,63,302,cell_shootable,1;
- donpcevent "#Maze_Manager_sch04::OnDisable";
- }
- end;
-}
-
-que_qsch04,1,1,0 script #okolnir_sch04 844,{
-
-OnEnable:
- donpcevent "Gate01#gq_sch04::OnEnable";
- donpcevent "#Maze_Manager_sch04::OnEnable";
- donpcevent "#event_start01_sch04::OnEnable";
- donpcevent "#gd_sch04_mobctrl::OnEnable";
- enablenpc "Guard of Shadow#sch04_01";
- enablenpc "Guard of Shadow#sch04_02";
- enablenpc "Guard of Shadow#sch04_03";
- enablenpc "Guard of Shadow#sch04_04";
- enablenpc "Bloody Hunter#sch04_ac01";
- enablenpc "Bloody Hunter#sch04_ac02";
- enablenpc "Bloody Hunter#sch04_ac03";
- enablenpc "Bloody Hunter#sch04_ac04";
- enablenpc "Temple Keeper#sch04_ac01";
- enablenpc "Temple Keeper#sch04_ac02";
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc "Wish Maiden#gq_sch04";
- donpcevent "#gq_miromob2_sch04::Onreset";
- disablenpc "Piamette#sch04";
- donpcevent "#gdtimer01_sch04::Onstop";
- donpcevent "#gdtimer02_sch04::Onstop";
- donpcevent "#piamette_sch04::Onreset";
- donpcevent "Wish Maiden#sch04_boss::OnDisable";
- donpcevent "Wish Maiden#sch04_gift::OnDisable";
- donpcevent "#gd_sch04_mobctrl::Onreset";
- donpcevent "Gate01#gq_sch04::OnDisable";
- donpcevent "#Maze_Manager_sch04::OnDisable";
- donpcevent "#event_start01_sch04::OnDisable";
- donpcevent "#nm_switch_sch04::OnDisable";
- donpcevent "#nmsomsch04_jin01::OnDisable";
- donpcevent "#nmsomsch04_jin02::OnDisable";
- donpcevent "#nmsomsch04_jin03::OnDisable";
- donpcevent "Guard of Shadow#sch04_01::OnDisable";
- donpcevent "Guard of Shadow#sch04_02::OnDisable";
- donpcevent "Guard of Shadow#sch04_03::OnDisable";
- donpcevent "Guard of Shadow#sch04_04::OnDisable";
- donpcevent "Bloody Hunter#sch04_ac01::OnDisable";
- donpcevent "Bloody Hunter#sch04_ac02::OnDisable";
- donpcevent "Bloody Hunter#sch04_ac03::OnDisable";
- donpcevent "Bloody Hunter#sch04_ac04::OnDisable";
- donpcevent "Temple Keeper#sch04_ac01::OnDisable";
- donpcevent "Temple Keeper#sch04_ac02::OnDisable";
- disablenpc "#to_agit_sch04_gate";
- donpcevent "#sch04_stone01::Onreset";
- donpcevent "#sch04_stone02::Onreset";
- donpcevent "#sch04_stone03::Onreset";
- disablenpc "#sch04_cage01";
- disablenpc "#sch04_cage02";
- disablenpc "#sch04_cage03";
- disablenpc "#sch04_cage04";
- disablenpc "#sch04_cage05";
- disablenpc "#sch04_cage06";
- disablenpc "windpath03_sch04";
- disablenpc "windpath04_sch04";
- set $gqse_sch04_miro,0;
- set $gqse_sch04_pcc,0;
- set $gqse_sch04_gd,0;
- set $gqse_sch04_nm,0;
- stopnpctimer;
- end;
-
-Onstop:
- stopnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qsch04","Wish Maiden : Do your best, Okolnir will disappear in one hour!",bc_map,"0x00ff00";
- end;
-
-OnTimer1800000:
- mapannounce "que_qsch04","Okolnir will disappear in 30 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer2400000:
- mapannounce "que_qsch04","Okolnir will disappear in 20 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3000000:
- mapannounce "que_qsch04","Okolnir will disappear in 10 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3300000:
- mapannounce "que_qsch04","Okolnir will disappear in 5 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3360000:
- mapannounce "que_qsch04","Okolnir will disappear in 4 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3420000:
- mapannounce "que_qsch04","Okolnir will disappear in 3 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3480000:
- mapannounce "que_qsch04","Okolnir will disappear in 2 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3540000:
- mapannounce "que_qsch04","Okolnir will disappear in 1 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3600000:
- mapannounce "que_qsch04","Okolnir has begun to disappear.",bc_map,"0x4d4dff";
- disablenpc "Wish Maiden#gq_sch04";
- donpcevent "#gq_miromob2_sch04::Onreset";
- disablenpc "Piamette#sch04";
- donpcevent "#gdtimer01_sch04::Onstop";
- donpcevent "#gdtimer02_sch04::Onstop";
- donpcevent "#piamette_sch04::Onreset";
- donpcevent "Wish Maiden#sch04_boss::onDisable";
- donpcevent "Wish Maiden#sch04_gift::OnDisable";
- donpcevent "#gd_sch04_mobctrl::Onreset";
- donpcevent "Gate01#gq_sch04::OnDisable";
- donpcevent "#Maze_Manager_sch04::OnDisable";
- donpcevent "#event_start01_sch04::OnDisable";
- donpcevent "#nm_switch_sch04::OnDisable";
- donpcevent "#nmsomsch04_jin01::OnDisable";
- donpcevent "#nmsomsch04_jin02::OnDisable";
- donpcevent "#nmsomsch04_jin03::OnDisable";
- donpcevent "Guard of Shadow#sch04_01::OnDisable";
- donpcevent "Guard of Shadow#sch04_02::OnDisable";
- donpcevent "Guard of Shadow#sch04_03::OnDisable";
- donpcevent "Guard of Shadow#sch04_04::OnDisable";
- donpcevent "Bloody Hunter#sch04_ac01::OnDisable";
- donpcevent "Bloody Hunter#sch04_ac02::OnDisable";
- donpcevent "Bloody Hunter#sch04_ac03::OnDisable";
- donpcevent "Bloody Hunter#sch04_ac04::OnDisable";
- donpcevent "Temple Keeper#sch04_ac01::OnDisable";
- donpcevent "Temple Keeper#sch04_ac02::OnDisable";
- disablenpc "#to_agit_sch04_gate";
- donpcevent "#sch04_stone01::Onreset";
- donpcevent "#sch04_stone02::Onreset";
- donpcevent "#sch04_stone03::Onreset";
- disablenpc "#sch04_cage01";
- disablenpc "#sch04_cage02";
- disablenpc "#sch04_cage03";
- disablenpc "#sch04_cage04";
- disablenpc "#sch04_cage05";
- disablenpc "#sch04_cage06";
- disablenpc "windpath03_sch04";
- disablenpc "windpath04_sch04";
- end;
-
-OnTimer3605000:
- mapannounce "que_qsch04","Wish Maiden: ... You will fall into a deep sleep within Okolnir... ",bc_map,"0x00ff00";
- end;
-
-OnTimer3608000:
- mapannounce "que_qsch04","Wish Maiden: ..Have courage ... and await your chance again... ",bc_map,"0x00ff00";
- end;
-
-OnTimer3610000:
- set $gqse_sch04_miro,0;
- set $gqse_sch04_pcc,0;
- set $gqse_sch04_gd,0;
- set $gqse_sch04_nm,0;
- mapwarp "que_qsch04","schg_cas04",369,306;
- end;
-
-OnTimer3611000:
- donpcevent "#okolnir_sch04_time01::OnEnable";
- stopnpctimer;
- end;
-}
-
-que_qsch04,1,2,0 script #Maze_Manager_sch04 844,{
-OnInit:
- donpcevent "#miro_bf_sch04::OnDisable";
- donpcevent "#miro_rf_sch04::OnDisable";
- donpcevent "#miro_yf_sch04::OnDisable";
- end;
-
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- donpcevent "#miro_bf_sch04::OnDisable";
- donpcevent "#miro_rf_sch04::OnDisable";
- donpcevent "#miro_yf_sch04::OnDisable";
- stopnpctimer;
- end;
-
-OnTimer1000:
- donpcevent "#miro_rf_sch04::OnDisable";
- end;
-
-OnTimer2000:
- donpcevent "#miro_yf_sch04::OnDisable";
- end;
-
-OnTimer3000:
- donpcevent "#miro_bf_sch04::OnEnable";
- end;
-
-OnTimer120000:
- donpcevent "#miro_bf_sch04::OnDisable";
- end;
-
-OnTimer121000:
- donpcevent "#miro_yf_sch04::OnDisable";
- end;
-
-OnTimer123000:
- donpcevent "#miro_rf_sch04::OnEnable";
- end;
-
-OnTimer240000:
- donpcevent "#miro_bf_sch04::OnDisable";
- end;
-
-OnTimer241000:
- donpcevent "#miro_rf_sch04::OnDisable";
- end;
-
-OnTimer242000:
- donpcevent "#miro_yf_sch04::OnEnable";
- end;
-
-OnTimer360000:
- donpcevent "#Maze_Manager_sch04::OnEnable";
- end;
-}
-
-que_qsch04,2,1,0 script #miro_bf_sch04 844,{
-
-OnEnable:
- monster "que_qsch04",44,270," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
- monster "que_qsch04",46,270," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
- monster "que_qsch04",50,287," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
- monster "que_qsch04",52,287," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
- monster "que_qsch04",50,265," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
- monster "que_qsch04",52,265," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
- monster "que_qsch04",56,279," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
- monster "que_qsch04",58,279," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
- monster "que_qsch04",64,301," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
- monster "que_qsch04",64,298," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
- monster "que_qsch04",62,272," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
- monster "que_qsch04",64,272," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
- monster "que_qsch04",58,245," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
- monster "que_qsch04",58,243," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
- monster "que_qsch04",72,289," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
- monster "que_qsch04",72,287," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
- monster "que_qsch04",68,257," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
- monster "que_qsch04",68,255," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
- monster "que_qsch04",73,263," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
- monster "que_qsch04",73,261," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
- monster "que_qsch04",75,251," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
- monster "que_qsch04",75,249," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
- monster "que_qsch04",79,283," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
- monster "que_qsch04",79,281," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
- monster "que_qsch04",82,271," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
- monster "que_qsch04",84,271," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
- monster "que_qsch04",89,295," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
- monster "que_qsch04",89,293," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
- monster "que_qsch04",88,276," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
- monster "que_qsch04",90,276," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
- monster "que_qsch04",88,266," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
- monster "que_qsch04",90,266," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
- monster "que_qsch04",94,256," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
- monster "que_qsch04",96,256," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
- monster "que_qsch04",64,301," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
- monster "que_qsch04",64,299," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
- monster "que_qsch04",100,251," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
- monster "que_qsch04",102,251," ",1934,1,"#miro_bf_sch04::OnMyMobDead";
- setcell "que_qsch04",44,270,47,270,cell_walkable,0;
- setcell "que_qsch04",44,270,47,270,cell_shootable,0;
- setcell "que_qsch04",50,287,53,287,cell_walkable,0;
- setcell "que_qsch04",50,287,53,287,cell_shootable,0;
- setcell "que_qsch04",50,265,53,265,cell_walkable,0;
- setcell "que_qsch04",50,265,53,265,cell_shootable,0;
- setcell "que_qsch04",56,279,59,279,cell_walkable,0;
- setcell "que_qsch04",56,279,59,279,cell_shootable,0;
- setcell "que_qsch04",64,298,64,301,cell_walkable,0;
- setcell "que_qsch04",64,298,64,301,cell_shootable,0;
- setcell "que_qsch04",62,272,65,272,cell_walkable,0;
- setcell "que_qsch04",62,272,65,272,cell_shootable,0;
- setcell "que_qsch04",58,242,58,245,cell_walkable,0;
- setcell "que_qsch04",58,242,58,245,cell_shootable,0;
- setcell "que_qsch04",72,286,72,289,cell_walkable,0;
- setcell "que_qsch04",72,286,72,289,cell_shootable,0;
- setcell "que_qsch04",68,254,68,259,cell_walkable,0;
- setcell "que_qsch04",68,254,68,259,cell_shootable,0;
- setcell "que_qsch04",73,260,73,263,cell_walkable,0;
- setcell "que_qsch04",73,260,73,263,cell_shootable,0;
- setcell "que_qsch04",75,248,75,251,cell_walkable,0;
- setcell "que_qsch04",75,248,75,251,cell_shootable,0;
- setcell "que_qsch04",79,280,79,283,cell_walkable,0;
- setcell "que_qsch04",79,280,79,283,cell_shootable,0;
- setcell "que_qsch04",82,271,85,271,cell_walkable,0;
- setcell "que_qsch04",82,271,85,271,cell_shootable,0;
- setcell "que_qsch04",89,292,89,295,cell_walkable,0;
- setcell "que_qsch04",89,292,89,295,cell_shootable,0;
- setcell "que_qsch04",88,276,91,276,cell_walkable,0;
- setcell "que_qsch04",88,276,91,276,cell_shootable,0;
- setcell "que_qsch04",88,266,91,266,cell_walkable,0;
- setcell "que_qsch04",88,266,91,266,cell_shootable,0;
- setcell "que_qsch04",94,256,97,256,cell_walkable,0;
- setcell "que_qsch04",94,256,97,256,cell_shootable,0;
- setcell "que_qsch04",64,298,64,301,cell_walkable,0;
- setcell "que_qsch04",64,298,64,301,cell_shootable,0;
- setcell "que_qsch04",100,251,103,251,cell_walkable,0;
- setcell "que_qsch04",100,251,103,251,cell_shootable,0;
- end;
-
-OnDisable:
- killmonster "que_qsch04","#miro_bf_sch04::OnMyMobDead";
- setcell "que_qsch04",44,270,47,270,cell_walkable,1;
- setcell "que_qsch04",44,270,47,270,cell_shootable,1;
- setcell "que_qsch04",50,287,53,287,cell_walkable,1;
- setcell "que_qsch04",50,287,53,287,cell_shootable,1;
- setcell "que_qsch04",50,265,53,265,cell_walkable,1;
- setcell "que_qsch04",50,265,53,265,cell_shootable,1;
- setcell "que_qsch04",56,279,59,279,cell_walkable,1;
- setcell "que_qsch04",56,279,59,279,cell_shootable,1;
- setcell "que_qsch04",64,298,64,301,cell_walkable,1;
- setcell "que_qsch04",64,298,64,301,cell_shootable,1;
- setcell "que_qsch04",62,272,65,272,cell_walkable,1;
- setcell "que_qsch04",62,272,65,272,cell_shootable,1;
- setcell "que_qsch04",58,242,58,245,cell_walkable,1;
- setcell "que_qsch04",58,242,58,245,cell_shootable,1;
- setcell "que_qsch04",72,286,72,289,cell_walkable,1;
- setcell "que_qsch04",72,286,72,289,cell_shootable,1;
- setcell "que_qsch04",68,254,68,259,cell_walkable,1;
- setcell "que_qsch04",68,254,68,259,cell_shootable,1;
- setcell "que_qsch04",73,260,73,263,cell_walkable,1;
- setcell "que_qsch04",73,260,73,263,cell_shootable,1;
- setcell "que_qsch04",75,248,75,251,cell_walkable,1;
- setcell "que_qsch04",75,248,75,251,cell_shootable,1;
- setcell "que_qsch04",79,280,79,283,cell_walkable,1;
- setcell "que_qsch04",79,280,79,283,cell_shootable,1;
- setcell "que_qsch04",82,271,85,271,cell_walkable,1;
- setcell "que_qsch04",82,271,85,271,cell_shootable,1;
- setcell "que_qsch04",89,292,89,295,cell_walkable,1;
- setcell "que_qsch04",89,292,89,295,cell_shootable,1;
- setcell "que_qsch04",88,276,91,276,cell_walkable,1;
- setcell "que_qsch04",88,276,91,276,cell_shootable,1;
- setcell "que_qsch04",88,266,91,266,cell_walkable,1;
- setcell "que_qsch04",88,266,91,266,cell_shootable,1;
- setcell "que_qsch04",94,256,97,256,cell_walkable,1;
- setcell "que_qsch04",94,256,97,256,cell_shootable,1;
- setcell "que_qsch04",64,298,64,301,cell_walkable,1;
- setcell "que_qsch04",64,298,64,301,cell_shootable,1;
- setcell "que_qsch04",100,251,103,251,cell_walkable,1;
- setcell "que_qsch04",100,251,103,251,cell_shootable,1;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch04,2,2,0 script #miro_rf_sch04 844,{
-
-OnEnable:
- monster "que_qsch04",57,301," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
- monster "que_qsch04",57,299," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
- monster "que_qsch04",48,291," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
- monster "que_qsch04",48,289," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
- monster "que_qsch04",68,290," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
- monster "que_qsch04",70,290," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
- monster "que_qsch04",72,295," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
- monster "que_qsch04",72,293," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
- monster "que_qsch04",90,296," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
- monster "que_qsch04",92,296," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
- monster "que_qsch04",56,282," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
- monster "que_qsch04",58,282," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
- monster "que_qsch04",66,283," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
- monster "que_qsch04",66,281," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
- monster "que_qsch04",80,284," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
- monster "que_qsch04",82,284," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
- monster "que_qsch04",44,273," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
- monster "que_qsch04",46,273," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
- monster "que_qsch04",50,273," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
- monster "que_qsch04",52,273," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
- monster "que_qsch04",54,269," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
- monster "que_qsch04",54,267," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
- monster "que_qsch04",66,271," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
- monster "que_qsch04",66,270," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
- monster "que_qsch04",81,273," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
- monster "que_qsch04",81,272," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
- monster "que_qsch04",88,276," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
- monster "que_qsch04",90,276," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
- monster "que_qsch04",94,276," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
- monster "que_qsch04",96,276," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
- monster "que_qsch04",64,258," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
- monster "que_qsch04",66,258," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
- monster "que_qsch04",76,263," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
- monster "que_qsch04",76,261," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
- monster "que_qsch04",87,265," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
- monster "que_qsch04",87,263," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
- monster "que_qsch04",50,252," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
- monster "que_qsch04",52,252," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
- monster "que_qsch04",76,252," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
- monster "que_qsch04",78,252," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
- monster "que_qsch04",99,255," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
- monster "que_qsch04",99,253," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
- monster "que_qsch04",53,245," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
- monster "que_qsch04",53,243," ",1935,1,"#miro_rf_sch04::OnMyMobDead";
- setcell "que_qsch04",57,298,57,301,cell_walkable,0;
- setcell "que_qsch04",57,298,57,301,cell_shootable,0;
- setcell "que_qsch04",48,288,48,291,cell_walkable,0;
- setcell "que_qsch04",48,288,48,291,cell_shootable,0;
- setcell "que_qsch04",68,290,71,290,cell_walkable,0;
- setcell "que_qsch04",68,290,71,290,cell_shootable,0;
- setcell "que_qsch04",72,292,72,295,cell_walkable,0;
- setcell "que_qsch04",72,292,72,295,cell_shootable,0;
- setcell "que_qsch04",90,296,93,296,cell_walkable,0;
- setcell "que_qsch04",90,296,93,296,cell_shootable,0;
- setcell "que_qsch04",56,282,59,282,cell_walkable,0;
- setcell "que_qsch04",56,282,59,282,cell_shootable,0;
- setcell "que_qsch04",66,280,66,283,cell_walkable,0;
- setcell "que_qsch04",66,280,66,283,cell_shootable,0;
- setcell "que_qsch04",80,284,83,284,cell_walkable,0;
- setcell "que_qsch04",80,284,83,284,cell_shootable,0;
- setcell "que_qsch04",44,273,47,273,cell_walkable,0;
- setcell "que_qsch04",44,273,47,273,cell_shootable,0;
- setcell "que_qsch04",50,273,53,273,cell_walkable,0;
- setcell "que_qsch04",50,273,53,273,cell_shootable,0;
- setcell "que_qsch04",54,266,54,269,cell_walkable,0;
- setcell "que_qsch04",54,266,54,269,cell_shootable,0;
- setcell "que_qsch04",66,270,66,271,cell_walkable,0;
- setcell "que_qsch04",66,270,66,271,cell_shootable,0;
- setcell "que_qsch04",81,272,81,273,cell_walkable,0;
- setcell "que_qsch04",81,272,81,273,cell_shootable,0;
- setcell "que_qsch04",88,276,91,276,cell_walkable,0;
- setcell "que_qsch04",88,276,91,276,cell_shootable,0;
- setcell "que_qsch04",94,276,97,276,cell_walkable,0;
- setcell "que_qsch04",94,276,97,276,cell_shootable,0;
- setcell "que_qsch04",64,258,67,258,cell_walkable,0;
- setcell "que_qsch04",64,258,67,258,cell_shootable,0;
- setcell "que_qsch04",76,260,76,263,cell_walkable,0;
- setcell "que_qsch04",76,260,76,263,cell_shootable,0;
- setcell "que_qsch04",87,262,87,265,cell_walkable,0;
- setcell "que_qsch04",87,262,87,265,cell_shootable,0;
- setcell "que_qsch04",50,252,53,252,cell_walkable,0;
- setcell "que_qsch04",50,252,53,252,cell_shootable,0;
- setcell "que_qsch04",76,252,79,252,cell_walkable,0;
- setcell "que_qsch04",76,252,79,252,cell_shootable,0;
- setcell "que_qsch04",99,252,99,255,cell_walkable,0;
- setcell "que_qsch04",99,252,99,255,cell_shootable,0;
- setcell "que_qsch04",53,242,53,245,cell_walkable,0;
- setcell "que_qsch04",53,242,53,245,cell_shootable,0;
- end;
-
-OnDisable:
- killmonster "que_qsch04","#miro_rf_sch04::OnMyMobDead";
- setcell "que_qsch04",57,298,57,301,cell_walkable,1;
- setcell "que_qsch04",57,298,57,301,cell_shootable,1;
- setcell "que_qsch04",48,288,48,291,cell_walkable,1;
- setcell "que_qsch04",48,288,48,291,cell_shootable,1;
- setcell "que_qsch04",68,290,71,290,cell_walkable,1;
- setcell "que_qsch04",68,290,71,290,cell_shootable,1;
- setcell "que_qsch04",72,292,72,295,cell_walkable,1;
- setcell "que_qsch04",72,292,72,295,cell_shootable,1;
- setcell "que_qsch04",90,296,93,296,cell_walkable,1;
- setcell "que_qsch04",90,296,93,296,cell_shootable,1;
- setcell "que_qsch04",56,282,59,282,cell_walkable,1;
- setcell "que_qsch04",56,282,59,282,cell_shootable,1;
- setcell "que_qsch04",66,280,66,283,cell_walkable,1;
- setcell "que_qsch04",66,280,66,283,cell_shootable,1;
- setcell "que_qsch04",80,284,83,284,cell_walkable,1;
- setcell "que_qsch04",80,284,83,284,cell_shootable,1;
- setcell "que_qsch04",44,273,47,273,cell_walkable,1;
- setcell "que_qsch04",44,273,47,273,cell_shootable,1;
- setcell "que_qsch04",50,273,53,273,cell_walkable,1;
- setcell "que_qsch04",50,273,53,273,cell_shootable,1;
- setcell "que_qsch04",54,266,54,269,cell_walkable,1;
- setcell "que_qsch04",54,266,54,269,cell_shootable,1;
- setcell "que_qsch04",66,270,66,271,cell_walkable,1;
- setcell "que_qsch04",66,270,66,271,cell_shootable,1;
- setcell "que_qsch04",81,272,81,273,cell_walkable,1;
- setcell "que_qsch04",81,272,81,273,cell_shootable,1;
- setcell "que_qsch04",88,276,91,276,cell_walkable,1;
- setcell "que_qsch04",88,276,91,276,cell_shootable,1;
- setcell "que_qsch04",94,276,97,276,cell_walkable,1;
- setcell "que_qsch04",94,276,97,276,cell_shootable,1;
- setcell "que_qsch04",64,258,67,258,cell_walkable,1;
- setcell "que_qsch04",64,258,67,258,cell_shootable,1;
- setcell "que_qsch04",76,260,76,263,cell_walkable,1;
- setcell "que_qsch04",76,260,76,263,cell_shootable,1;
- setcell "que_qsch04",87,262,87,265,cell_walkable,1;
- setcell "que_qsch04",87,262,87,265,cell_shootable,1;
- setcell "que_qsch04",50,252,53,252,cell_walkable,1;
- setcell "que_qsch04",50,252,53,252,cell_shootable,1;
- setcell "que_qsch04",76,252,79,252,cell_walkable,1;
- setcell "que_qsch04",76,252,79,252,cell_shootable,1;
- setcell "que_qsch04",99,252,99,255,cell_walkable,1;
- setcell "que_qsch04",99,252,99,255,cell_shootable,1;
- setcell "que_qsch04",53,242,53,245,cell_walkable,1;
- setcell "que_qsch04",53,242,53,245,cell_shootable,1;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch04,2,3,0 script #miro_yf_sch04 844,{
-
-OnEnable:
- monster "que_qsch04",44,292," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",46,292," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",67,295," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",67,293," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",94,301," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",94,299," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",79,289," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",79,287," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",56,282," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",58,282," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",71,283," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",71,281," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",100,281," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",102,281," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",44,261," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",46,261," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",50,265," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",52,265," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",56,270," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",58,270," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",72,278," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",73,278," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",82,266," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",84,266," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",88,266," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",90,266," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",94,271," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",96,271," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",60,257," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",60,255," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",73,263," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",73,261," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",75,257," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",75,255," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",87,257," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",87,255," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",58,251," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",58,249," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",80,251," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",80,249," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",53,245," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",53,243," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",75,245," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",75,243," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",100,251," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",102,251," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",100,256," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- monster "que_qsch04",102,256," ",1936,1,"#miro_yf_sch04::OnMyMobDead";
- setcell "que_qsch04",44,292,47,292,cell_walkable,0;
- setcell "que_qsch04",44,292,47,292,cell_shootable,0;
- setcell "que_qsch04",67,292,67,295,cell_walkable,0;
- setcell "que_qsch04",67,292,67,295,cell_shootable,0;
- setcell "que_qsch04",94,298,94,301,cell_walkable,0;
- setcell "que_qsch04",94,298,94,301,cell_shootable,0;
- setcell "que_qsch04",79,286,79,289,cell_walkable,0;
- setcell "que_qsch04",79,286,79,289,cell_shootable,0;
- setcell "que_qsch04",56,282,59,282,cell_walkable,0;
- setcell "que_qsch04",56,282,59,282,cell_shootable,0;
- setcell "que_qsch04",71,280,71,283,cell_walkable,0;
- setcell "que_qsch04",71,280,71,283,cell_shootable,0;
- setcell "que_qsch04",100,281,103,281,cell_walkable,0;
- setcell "que_qsch04",100,281,103,281,cell_shootable,0;
- setcell "que_qsch04",44,261,47,261,cell_walkable,0;
- setcell "que_qsch04",44,261,47,261,cell_shootable,0;
- setcell "que_qsch04",50,265,53,265,cell_walkable,0;
- setcell "que_qsch04",50,265,53,265,cell_shootable,0;
- setcell "que_qsch04",56,270,59,270,cell_walkable,0;
- setcell "que_qsch04",56,270,59,270,cell_shootable,0;
- setcell "que_qsch04",72,278,73,278,cell_walkable,0;
- setcell "que_qsch04",72,278,73,278,cell_shootable,0;
- setcell "que_qsch04",82,266,85,266,cell_walkable,0;
- setcell "que_qsch04",82,266,85,266,cell_shootable,0;
- setcell "que_qsch04",88,266,91,266,cell_walkable,0;
- setcell "que_qsch04",88,266,91,266,cell_shootable,0;
- setcell "que_qsch04",94,271,97,271,cell_walkable,0;
- setcell "que_qsch04",94,271,97,271,cell_shootable,0;
- setcell "que_qsch04",60,254,60,257,cell_walkable,0;
- setcell "que_qsch04",60,254,60,257,cell_shootable,0;
- setcell "que_qsch04",73,260,73,263,cell_walkable,0;
- setcell "que_qsch04",73,260,73,263,cell_shootable,0;
- setcell "que_qsch04",75,254,75,257,cell_walkable,0;
- setcell "que_qsch04",75,254,75,257,cell_shootable,0;
- setcell "que_qsch04",87,254,87,257,cell_walkable,0;
- setcell "que_qsch04",87,254,87,257,cell_shootable,0;
- setcell "que_qsch04",58,248,58,251,cell_walkable,0;
- setcell "que_qsch04",58,248,58,251,cell_shootable,0;
- setcell "que_qsch04",80,248,80,251,cell_walkable,0;
- setcell "que_qsch04",80,248,80,251,cell_shootable,0;
- setcell "que_qsch04",53,242,53,245,cell_walkable,0;
- setcell "que_qsch04",53,242,53,245,cell_shootable,0;
- setcell "que_qsch04",75,242,75,245,cell_walkable,0;
- setcell "que_qsch04",75,242,75,245,cell_shootable,0;
- setcell "que_qsch04",100,251,103,251,cell_walkable,0;
- setcell "que_qsch04",100,251,103,251,cell_shootable,0;
- setcell "que_qsch04",100,256,103,256,cell_walkable,0;
- setcell "que_qsch04",100,256,103,256,cell_shootable,0;
- end;
-
-OnDisable:
- killmonster "que_qsch04","#miro_yf_sch04::OnMyMobDead";
- setcell "que_qsch04",44,292,47,292,cell_walkable,1;
- setcell "que_qsch04",44,292,47,292,cell_shootable,1;
- setcell "que_qsch04",67,292,67,295,cell_walkable,1;
- setcell "que_qsch04",67,292,67,295,cell_shootable,1;
- setcell "que_qsch04",94,298,94,301,cell_walkable,1;
- setcell "que_qsch04",94,298,94,301,cell_shootable,1;
- setcell "que_qsch04",79,286,79,289,cell_walkable,1;
- setcell "que_qsch04",79,286,79,289,cell_shootable,1;
- setcell "que_qsch04",56,282,59,282,cell_walkable,1;
- setcell "que_qsch04",56,282,59,282,cell_shootable,1;
- setcell "que_qsch04",71,280,71,283,cell_walkable,1;
- setcell "que_qsch04",71,280,71,283,cell_shootable,1;
- setcell "que_qsch04",100,281,103,281,cell_walkable,1;
- setcell "que_qsch04",100,281,103,281,cell_shootable,1;
- setcell "que_qsch04",44,261,47,261,cell_walkable,1;
- setcell "que_qsch04",44,261,47,261,cell_shootable,1;
- setcell "que_qsch04",50,265,53,265,cell_walkable,1;
- setcell "que_qsch04",50,265,53,265,cell_shootable,1;
- setcell "que_qsch04",56,270,59,270,cell_walkable,1;
- setcell "que_qsch04",56,270,59,270,cell_shootable,1;
- setcell "que_qsch04",72,278,73,278,cell_walkable,1;
- setcell "que_qsch04",72,278,73,278,cell_shootable,1;
- setcell "que_qsch04",82,266,85,266,cell_walkable,1;
- setcell "que_qsch04",82,266,85,266,cell_shootable,1;
- setcell "que_qsch04",88,266,91,266,cell_walkable,1;
- setcell "que_qsch04",88,266,91,266,cell_shootable,1;
- setcell "que_qsch04",94,271,97,271,cell_walkable,1;
- setcell "que_qsch04",94,271,97,271,cell_shootable,1;
- setcell "que_qsch04",60,254,60,257,cell_walkable,1;
- setcell "que_qsch04",60,254,60,257,cell_shootable,1;
- setcell "que_qsch04",73,260,73,263,cell_walkable,1;
- setcell "que_qsch04",73,260,73,263,cell_shootable,1;
- setcell "que_qsch04",75,254,75,257,cell_walkable,1;
- setcell "que_qsch04",75,254,75,257,cell_shootable,1;
- setcell "que_qsch04",87,254,87,257,cell_walkable,1;
- setcell "que_qsch04",87,254,87,257,cell_shootable,1;
- setcell "que_qsch04",58,248,58,251,cell_walkable,1;
- setcell "que_qsch04",58,248,58,251,cell_shootable,1;
- setcell "que_qsch04",80,248,80,251,cell_walkable,1;
- setcell "que_qsch04",80,248,80,251,cell_shootable,1;
- setcell "que_qsch04",53,242,53,245,cell_walkable,1;
- setcell "que_qsch04",53,242,53,245,cell_shootable,1;
- setcell "que_qsch04",75,242,75,245,cell_walkable,1;
- setcell "que_qsch04",75,242,75,245,cell_shootable,1;
- setcell "que_qsch04",100,251,103,251,cell_walkable,1;
- setcell "que_qsch04",100,251,103,251,cell_shootable,1;
- setcell "que_qsch04",100,256,103,256,cell_walkable,1;
- setcell "que_qsch04",100,256,103,256,cell_shootable,1;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch04,132,172,0 script windpath01_sch04 45,1,1,{
-OnTouch:
- if (countitem(7839) > 0) {
- mes "The Warp Gate responds to the Crystal Key.";
- delitem 7839,1; //Crystal_Key
- close2;
- warp "que_qsch04",114,158;
- end;
- }
- else {
- mes "You need the Crystal Key to activate the Warp Gate.";
- close;
- }
-}
-
-que_qsch04,113,165,0 warp windpath02_sch04 1,1,que_qsch04,139,172
-
-
-que_qsch04,131,136,3 script Piamette#sch04 1930,{
-OnInit:
- enablenpc "Piamette#sch04";
- end;
-}
-
-que_qsch04,114,158,0 script #event_start01_sch04 -1,1,1,{
-
-OnInit:
- disablenpc "#event_start01_sch04";
- end;
-
-OnEnable:
- enablenpc "#event_start01_sch04";
- end;
-
-OnDisable:
- disablenpc "#event_start01_sch04";
- stopnpctimer;
- end;
-
-OnTouch:
- initnpctimer;
- disablenpc "#event_start01_sch04";
- end;
-
-OnTimer2000:
- mapannounce "que_qsch04","Piamette mumblings : ..There were six birds, Teo. But one is....",bc_map,"0xdb7093";
- end;
-
-OnTimer6000:
- mapannounce "que_qsch04","Piamette mumblings : ...Shh.. Teo. The birds have returned..Are they birds that ran away before...? Or breakers who disguises themselves as good adventurers?",bc_map,"0xdb7093";
- end;
-
-OnTimer10000:
- mapannounce "que_qsch04","Piamette mumblings : Ha! They are caged in.",bc_map,"0xdb7093";
- end;
-
-OnTimer14000:
- mapannounce "que_qsch04","Piamette : Teo, Catch the birds! Put the cage away from here!",bc_map,"0x00ff00";
- donpcevent "#gdtimer01_sch04::OnEnable";
- stopnpctimer;
- end;
-}
-
-que_qsch04,2,2,0 script #gdtimer01_sch04 844,{
-
-OnEnable:
- initnpctimer;
- end;
-
-Onstop:
- donpcevent "#getspell01_sch04::OnDisable";
- donpcevent "#getspell02_sch04::OnDisable";
- donpcevent "#getspell03_sch04::OnDisable";
- donpcevent "#getspell04_sch04::OnDisable";
- donpcevent "#getspell05_sch04::OnDisable";
- donpcevent "#getspell06_sch04::OnDisable";
- donpcevent "#getspell07_sch04::OnDisable";
- donpcevent "#getspell08_sch04::OnDisable";
- stopnpctimer;
- end;
-
-OnTimer1000:
- donpcevent "#getspell08_sch04::OnDisable";
- donpcevent "#getspell01_sch04::OnEnable";
- end;
-
-OnTimer10000:
- donpcevent "#getspell01_sch04::OnDisable";
- donpcevent "#getspell02_sch04::OnEnable";
- end;
-
-OnTimer20000:
- donpcevent "#getspell02_sch04::OnDisable";
- donpcevent "#getspell03_sch04::OnEnable";
- end;
-
-OnTimer30000:
- donpcevent "#getspell03_sch04::OnDisable";
- donpcevent "#getspell04_sch04::OnEnable";
- end;
-
-OnTimer40000:
- donpcevent "#getspell04_sch04::OnDisable";
- donpcevent "#getspell05_sch04::OnEnable";
- end;
-
-OnTimer50000:
- donpcevent "#getspell05_sch04::OnDisable";
- donpcevent "#getspell06_sch04::OnEnable";
- end;
-
-OnTimer60000:
- donpcevent "#getspell06_sch04::OnDisable";
- donpcevent "#getspell07_sch04::OnEnable";
- end;
-
-OnTimer70000:
- donpcevent "#getspell07_sch04::OnDisable";
- donpcevent "#getspell08_sch04::OnEnable";
- end;
-
-OnTimer75000:
- if ($gqse_sch04_gd < 6) {
- mapannounce "que_qsch04","Piamette : Silly birds! Silly Teo! Why can't you put away the cage at once?!",bc_map,"0x00ff00";
- enablenpc "#sch04_cage01";
- enablenpc "#sch04_cage02";
- enablenpc "#sch04_cage03";
- enablenpc "#sch04_cage04";
- enablenpc "#sch04_cage05";
- enablenpc "#sch04_cage06";
- set $gqse_sch04_gd,0;
- }
- end;
-
-OnTimer76000:
- disablenpc "#sch04_cage01";
- disablenpc "#sch04_cage02";
- disablenpc "#sch04_cage03";
- disablenpc "#sch04_cage04";
- disablenpc "#sch04_cage05";
- disablenpc "#sch04_cage06";
- end;
-
-OnTimer80000:
- donpcevent "#gdtimer01_sch04::OnEnable";
- end;
-}
-
-que_qsch04,2,3,0 script #gdtimer02_sch04 844,{
-
-OnEnable:
- initnpctimer;
- end;
-
-Onstop:
- stopnpctimer;
- killmonster "que_qsch04","#gdtimer02_sch04::OnMyMobDead";
- end;
-
-OnTimer4000:
- mapannounce "que_qsch04","Piamette : All of them are caught!",bc_map,"0xdb7093";
- end;
-
-OnTimer8000:
- mapannounce "que_qsch04","Piamette : Let's call out the keeper of the key not to let the birds go far away.",bc_map,"0xdb7093";
- end;
-
-OnTimer12000:
- mapannounce "que_qsch04","Piamette : The keeper of the key is protecting my cage.",bc_map,"0xdb7093";
- monster "que_qsch04",108,151,"Key Stone",1905,1,"#gdtimer02_sch04::OnMyMobDead";
- monster "que_qsch04",109,135,"Key Stone",1905,1,"#gdtimer02_sch04::OnMyMobDead";
- monster "que_qsch04",115,116,"Key Stone",1905,1,"#gdtimer02_sch04::OnMyMobDead";
- monster "que_qsch04",158,106,"Key Stone",1905,1,"#gdtimer02_sch04::OnMyMobDead";
- monster "que_qsch04",163,133,"Key Stone",1905,1,"#gdtimer02_sch04::OnMyMobDead";
- monster "que_qsch04",150,154,"Key Stone",1905,1,"#gdtimer02_sch04::OnMyMobDead";
- end;
-
-OnTimer112000:
- mapannounce "que_qsch04","Piamette : Whooping fun times are back! Now, Go! I'll get back to!!",bc_map,"0xdb7093";
- killmonster "que_qsch04","#gdtimer02_sch04::OnMyMobDead";
- enablenpc "#sch04_cage01";
- enablenpc "#sch04_cage02";
- enablenpc "#sch04_cage03";
- enablenpc "#sch04_cage04";
- enablenpc "#sch04_cage05";
- enablenpc "#sch04_cage06";
- set $gqse_sch04_gd,0;
- end;
-
-OnTimer113000:
- disablenpc "#sch04_cage01";
- disablenpc "#sch04_cage02";
- disablenpc "#sch04_cage03";
- disablenpc "#sch04_cage04";
- disablenpc "#sch04_cage05";
- disablenpc "#sch04_cage06";
- donpcevent "#gdtimer01_sch04::OnEnable";
- stopnpctimer;
- end;
-
-Onreset:
- killmonster "que_qsch04","#gdtimer02_sch04::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qsch04","#gdtimer02_sch04::OnMyMobDead") == 0) {
- enablenpc "#sch04_cage01";
- enablenpc "#sch04_cage02";
- enablenpc "#sch04_cage03";
- enablenpc "#sch04_cage04";
- enablenpc "#sch04_cage05";
- enablenpc "#sch04_cage06";
- donpcevent "#piamette_sch04::OnEnable";
- stopnpctimer;
- }
- end;
-}
-
-que_qsch04,1,4,0 script #piamette_sch04 844,{
-OnEnable:
- initnpctimer;
- end;
-
-Onreset:
- killmonster "que_qsch04","#piamette_sch04::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qsch04","Piamette : All the keeper of keys are dead now? Who freed my birds? Teo, who did it?",bc_map,"0xdb7093";
- end;
-
-OnTimer5000:
- mapannounce "que_qsch04","Piamette : I'm pissed off now!",bc_map,"0xdb7093";
- disablenpc "Piamette#sch04";
- monster "que_qsch04",131,135,"Angry Piamette",1930,1,"#piamette_sch04::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- mapannounce "que_qsch04","Piamette has been released, so the warp gate toward the South is working now.",bc_map,"0x00ff00";
- enablenpc "windpath03_sch04";
- enablenpc "windpath04_sch04";
- donpcevent "#nm_switch_sch04::OnEnable";
- end;
-}
-
-que_qsch04,113,135,0 script #getspell01_sch04 -1,1,1,{
-OnInit:
- disablenpc "#getspell01_sch04";
- end;
-
-OnEnable:
- enablenpc "#getspell01_sch04";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell01_sch04";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_sch04_gd == 0) {
- warp "que_qsch04",103,153;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,1;
- mapannounce "que_qsch04","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch04_gd == 1) {
- warp "que_qsch04",102,135;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,2;
- mapannounce "que_qsch04","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch04_gd == 2) {
- warp "que_qsch04",113,111;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,3;
- mapannounce "que_qsch04","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch04_gd == 3) {
- warp "que_qsch04",161,105;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,4;
- mapannounce "que_qsch04","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch04_gd == 4) {
- warp "que_qsch04",168,135;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,5;
- mapannounce "que_qsch04","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch04_gd == 5) {
- warp "que_qsch04",150,159;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,6;
- mapannounce "que_qsch04","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_sch04::OnEnable";
- donpcevent "#gdtimer01_sch04::Onstop";
- }
- end;
-}
-
-que_qsch04,146,150,0 script #getspell02_sch04 -1,1,1,{
-OnInit:
- disablenpc "#getspell02_sch04";
- end;
-
-OnEnable:
- enablenpc "#getspell02_sch04";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell02_sch04";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_sch04_gd == 0) {
- warp "que_qsch04",103,153;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,1;
- mapannounce "que_qsch04","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch04_gd == 1) {
- warp "que_qsch04",102,135;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,2;
- mapannounce "que_qsch04","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch04_gd == 2) {
- warp "que_qsch04",113,111;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,3;
- mapannounce "que_qsch04","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch04_gd == 3) {
- warp "que_qsch04",161,105;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,4;
- mapannounce "que_qsch04","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch04_gd == 4) {
- warp "que_qsch04",168,135;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,5;
- mapannounce "que_qsch04","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch04_gd == 5) {
- warp "que_qsch04",150,159;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,6;
- mapannounce "que_qsch04","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_sch04::OnEnable";
- donpcevent "#gdtimer01_sch04::Onstop";
- }
- end;
-}
-
-que_qsch04,131,117,0 script #getspell03_sch04 -1,1,1,{
-OnInit:
- disablenpc "#getspell03_sch04";
- end;
-
-OnEnable:
- enablenpc "#getspell03_sch04";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell03_sch04";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_sch04_gd == 0) {
- warp "que_qsch04",103,153;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,1;
- mapannounce "que_qsch04","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch04_gd == 1) {
- warp "que_qsch04",102,135;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,2;
- mapannounce "que_qsch04","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch04_gd == 2) {
- warp "que_qsch04",113,111;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,3;
- mapannounce "que_qsch04","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch04_gd == 3) {
- warp "que_qsch04",161,105;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,4;
- mapannounce "que_qsch04","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch04_gd == 4) {
- warp "que_qsch04",168,135;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,5;
- mapannounce "que_qsch04","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch04_gd == 5) {
- warp "que_qsch04",150,159;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,6;
- mapannounce "que_qsch04","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_sch04::OnEnable";
- donpcevent "#gdtimer01_sch04::Onstop";
- }
- end;
-}
-
-que_qsch04,117,150,0 script #getspell04_sch04 -1,1,1,{
-OnInit:
- disablenpc "#getspell04_sch04";
- end;
-
-OnEnable:
- enablenpc "#getspell04_sch04";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell04_sch04";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_sch04_gd == 0) {
- warp "que_qsch04",103,153;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,1;
- mapannounce "que_qsch04","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch04_gd == 1) {
- warp "que_qsch04",102,135;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,2;
- mapannounce "que_qsch04","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch04_gd == 2) {
- warp "que_qsch04",113,111;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,3;
- mapannounce "que_qsch04","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch04_gd == 3) {
- warp "que_qsch04",161,105;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,4;
- mapannounce "que_qsch04","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch04_gd == 4) {
- warp "que_qsch04",168,135;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,5;
- mapannounce "que_qsch04","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch04_gd == 5) {
- warp "que_qsch04",150,159;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,6;
- mapannounce "que_qsch04","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_sch04::OnEnable";
- donpcevent "#gdtimer01_sch04::Onstop";
- }
- end;
-}
-
-que_qsch04,150,135,0 script #getspell05_sch04 -1,1,1,{
-OnInit:
- disablenpc "#getspell05_sch04";
- end;
-
-OnEnable:
- enablenpc "#getspell05_sch04";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell05_sch04";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_sch04_gd == 0) {
- warp "que_qsch04",103,153;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,1;
- mapannounce "que_qsch04","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch04_gd == 1) {
- warp "que_qsch04",102,135;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,2;
- mapannounce "que_qsch04","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch04_gd == 2) {
- warp "que_qsch04",113,111;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,3;
- mapannounce "que_qsch04","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch04_gd == 3) {
- warp "que_qsch04",161,105;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,4;
- mapannounce "que_qsch04","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch04_gd == 4) {
- warp "que_qsch04",168,135;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,5;
- mapannounce "que_qsch04","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch04_gd == 5) {
- warp "que_qsch04",150,159;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,6;
- mapannounce "que_qsch04","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_sch04::OnEnable";
- donpcevent "#gdtimer01_sch04::Onstop";
- }
- end;
-}
-
-que_qsch04,117,121,0 script #getspell06_sch04 -1,1,1,{
-OnInit:
- disablenpc "#getspell06_sch04";
- end;
-
-OnEnable:
- enablenpc "#getspell06_sch04";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell06_sch04";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_sch04_gd == 0) {
- warp "que_qsch04",103,153;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,1;
- mapannounce "que_qsch04","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch04_gd == 1) {
- warp "que_qsch04",102,135;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,2;
- mapannounce "que_qsch04","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch04_gd == 2) {
- warp "que_qsch04",113,111;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,3;
- mapannounce "que_qsch04","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch04_gd == 3) {
- warp "que_qsch04",161,105;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,4;
- mapannounce "que_qsch04","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch04_gd == 4) {
- warp "que_qsch04",168,135;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,5;
- mapannounce "que_qsch04","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch04_gd == 5) {
- warp "que_qsch04",150,159;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,6;
- mapannounce "que_qsch04","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_sch04::OnEnable";
- donpcevent "#gdtimer01_sch04::Onstop";
- }
- end;
-}
-
-que_qsch04,131,154,0 script #getspell07_sch04 -1,1,1,{
-OnInit:
- disablenpc "#getspell07_sch04";
- end;
-
-OnEnable:
- enablenpc "#getspell07_sch04";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell07_sch04";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_sch04_gd == 0) {
- warp "que_qsch04",103,153;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,1;
- mapannounce "que_qsch04","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch04_gd == 1) {
- warp "que_qsch04",102,135;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,2;
- mapannounce "que_qsch04","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch04_gd == 2) {
- warp "que_qsch04",113,111;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,3;
- mapannounce "que_qsch04","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch04_gd == 3) {
- warp "que_qsch04",161,105;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,4;
- mapannounce "que_qsch04","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch04_gd == 4) {
- warp "que_qsch04",168,135;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,5;
- mapannounce "que_qsch04","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch04_gd == 5) {
- warp "que_qsch04",150,159;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,6;
- mapannounce "que_qsch04","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_sch04::OnEnable";
- donpcevent "#gdtimer01_sch04::Onstop";
- }
- end;
-}
-
-que_qsch04,146,121,0 script #getspell08_sch04 -1,1,1,{
-OnInit:
- disablenpc "#getspell08_sch04";
- end;
-
-OnEnable:
- enablenpc "#getspell08_sch04";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell08_sch04";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_sch04_gd == 0) {
- warp "que_qsch04",103,153;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,1;
- mapannounce "que_qsch04","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch04_gd == 1) {
- warp "que_qsch04",102,135;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,2;
- mapannounce "que_qsch04","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch04_gd == 2) {
- warp "que_qsch04",113,111;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,3;
- mapannounce "que_qsch04","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch04_gd == 3) {
- warp "que_qsch04",161,105;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,4;
- mapannounce "que_qsch04","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch04_gd == 4) {
- warp "que_qsch04",168,135;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,5;
- mapannounce "que_qsch04","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch04_gd == 5) {
- warp "que_qsch04",150,159;
- disablenpc "#getspell01_sch04";
- set $gqse_sch04_gd,6;
- mapannounce "que_qsch04","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_sch04::OnEnable";
- donpcevent "#gdtimer01_sch04::Onstop";
- }
- end;
-}
-
-que_qsch04,103,153,0 script #sch04_cage01 -1,1,1,{
-OnInit:
- disablenpc "#sch04_cage01";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qsch04",108,151;
- disablenpc "#sch04_cage01";
- end;
-}
-
-que_qsch04,102,135,0 script #sch04_cage02 -1,1,1,{
-OnInit:
- disablenpc "#sch04_cage02";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qsch04",107,135;
- disablenpc "#sch04_cage02";
- end;
-}
-
-que_qsch04,113,111,0 script #sch04_cage03 -1,1,1,{
-OnInit:
- disablenpc "#sch04_cage03";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qsch04",113,114;
- disablenpc "#sch04_cage03";
- end;
-}
-
-que_qsch04,161,105,0 script #sch04_cage04 -1,1,1,{
-OnInit:
- disablenpc "#sch04_cage04";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qsch04",158,106;
- disablenpc "#sch04_cage04";
- end;
-}
-
-que_qsch04,168,135,0 script #sch04_cage05 -1,1,1,{
-OnInit:
- disablenpc "#sch04_cage05";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qsch04",163,133;
- disablenpc "#sch04_cage05";
- end;
-}
-
-que_qsch04,150,159,0 script #sch04_cage06 -1,1,1,{
-OnInit:
- disablenpc "#sch04_cage06";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qsch04",150,154;
- disablenpc "#sch04_cage06";
- end;
-}
-
-que_qsch04,1,8,0 script #gd_sch04_mobctrl 844,{
-OnEnable:
- monster "que_qsch04",107,152,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",109,135,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",113,116,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",157,107,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",163,133,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",149,156,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",130,139,"Alice",1275,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",135,137,"Alice",1275,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",130,132,"Alice",1275,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",128,137,"Alice",1275,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",109,145,"Alice",1275,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",109,130,"Alice",1275,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",128,114,"Alice",1275,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",147,114,"Alice",1275,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",154,128,"Alice",1275,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",151,145,"Alice",1275,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",130,151,"Alice",1275,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",131,139,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",135,136,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",131,132,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",128,136,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",110,145,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",129,114,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",148,114,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",155,128,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",152,145,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",131,151,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",110,130,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",132,139,"Violy",1390,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",135,135,"Violy",1390,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",132,132,"Violy",1390,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",128,135,"Violy",1390,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",111,145,"Violy",1390,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",111,130,"Violy",1390,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",130,114,"Violy",1390,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",149,114,"Violy",1390,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",156,128,"Violy",1390,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",153,145,"Violy",1390,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",132,151,"Violy",1390,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",133,139,"Ancient Mimic",1699,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",135,134,"Ancient Mimic",1699,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",133,132,"Ancient Mimic",1699,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",128,135,"Ancient Mimic",1699,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",112,145,"Ancient Mimic",1699,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",131,114,"Ancient Mimic",1699,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",150,114,"Ancient Mimic",1699,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",157,128,"Ancient Mimic",1699,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",154,145,"Ancient Mimic",1699,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",133,151,"Ancient Mimic",1699,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",112,130,"Ancient Mimic",1699,1,"#gd_sch04_mobctrl::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "que_qsch04","#gd_sch04_mobctrl::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qsch04","#gd_sch04_mobctrl::OnMyMobDead") < 7) {
- monster "que_qsch04",107,152,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",109,135,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",113,116,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",157,107,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",163,133,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
- monster "que_qsch04",149,156,"Ball of Piamette",1738,1,"#gd_sch04_mobctrl::OnMyMobDead";
- }
- end;
-}
-
-que_qsch04,149,105,0 script windpath03_sch04 45,1,1,{
-OnInit:
- disablenpc "windpath03_sch04";
- end;
-
-OnTouch:
- warp "que_qsch04",119,103;
- end;
-}
-
-que_qsch04,128,104,0 script windpath04_sch04 45,1,1,{
-OnInit:
- disablenpc "windpath04_sch04";
- end;
-
-OnTouch:
- warp "que_qsch04",146,109;
- end;
-}
-
-que_qsch04,253,273,0 script #nm_switch_sch04 -1,5,5,{
-OnInit:
- disablenpc "#nm_switch_sch04";
- end;
-
-OnEnable:
- enablenpc "#nm_switch_sch04";
- end;
-
-OnDisable:
- disablenpc "#nm_switch_sch04";
- stopnpctimer;
- end;
-
-OnTouch:
- disablenpc "#nm_switch_sch04";
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qsch04","Wish Maiden: Did you have a good time with Piamette?",bc_map,"0x00ff00";
- end;
-
-OnTimer4000:
- mapannounce "que_qsch04","Wish Maiden: But it's the end. There will be summoned monsters coming soon...",bc_map,"0x00ff00";
- end;
-
-OnTimer9000:
- mapannounce "que_qsch04","Wish Maiden: So come here to me safely...",bc_map,"0x00ff00";
- end;
-
-OnTimer10000:
- donpcevent "#nmsomsch04_jin01::OnEnable";
- donpcevent "#sch04_stone01::OnEnable";
- end;
-
-OnTimer190000:
- donpcevent "#nmsomsch04_jin02::OnEnable";
- donpcevent "#sch04_stone02::OnEnable";
- end;
-
-OnTimer370000:
- donpcevent "#nmsomsch04_jin03::OnEnable";
- donpcevent "#sch04_stone03::OnEnable";
- stopnpctimer;
- end;
-}
-
-que_qsch04,229,297,0 script #nmsomsch04_jin01 -1,{
-OnEnable:
- donpcevent "#sch04_stone01::OnEnable";
- initnpctimer;
- end;
-
-OnDisable:
- killmonster "que_qsch04","#nmsomsch04_jin01::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer5000:
- mapannounce "que_qsch04","The Western magic formation is working to summon Guard of Shadow.",bc_map,"0x4d4dff";
- monster "que_qsch04",226,288,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",227,289,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",228,290,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",229,291,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",230,292,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",231,293,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",232,294,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",233,295,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",234,296,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",235,297,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",228,286,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",229,287,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",230,288,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",231,289,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",232,290,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",233,291,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",234,292,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",235,293,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",236,294,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",237,295,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",230,284,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",231,285,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",232,286,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",233,287,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",234,288,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",235,289,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",236,290,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",237,291,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",238,292,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",239,293,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- end;
-
-OnTimer25000:
-OnTimer55000:
-OnTimer85000:
-OnTimer120000:
- monster "que_qsch04",226,294,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",227,294,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",228,294,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",229,294,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",230,295,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",231,296,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",231,297,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",231,298,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",231,299,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",230,300,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",229,301,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",228,301,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",227,301,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",226,301,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",225,300,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",224,299,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",224,298,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",224,297,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",224,296,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- monster "que_qsch04",225,295,"Guard of Shadow",1752,1,"#nmsomsch04_jin01::OnMyMobDead";
- end;
-
-OnTimer180000:
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch04,2,8,0 script #sch04_stone01 844,{
-OnEnable:
- monster "que_qsch04",227,294,"Western Magic Guardian",1752,1,"#sch04_stone01::OnMyMobDead";
- monster "que_qsch04",229,294,"Western Magic Guardian",1752,1,"#sch04_stone01::OnMyMobDead";
- monster "que_qsch04",231,296,"Western Magic Guardian",1752,1,"#sch04_stone01::OnMyMobDead";
- monster "que_qsch04",231,298,"Western Magic Guardian",1752,1,"#sch04_stone01::OnMyMobDead";
- monster "que_qsch04",230,300,"Western Magic Guardian",1752,1,"#sch04_stone01::OnMyMobDead";
- monster "que_qsch04",228,301,"Western Magic Guardian",1752,1,"#sch04_stone01::OnMyMobDead";
- monster "que_qsch04",226,301,"Western Magic Guardian",1752,1,"#sch04_stone01::OnMyMobDead";
- monster "que_qsch04",224,299,"Western Magic Guardian",1752,1,"#sch04_stone01::OnMyMobDead";
- monster "que_qsch04",224,297,"Western Magic Guardian",1752,1,"#sch04_stone01::OnMyMobDead";
- monster "que_qsch04",225,295,"Western Magic Guardian",1752,1,"#sch04_stone01::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "que_qsch04","#sch04_stone01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qsch04","#sch04_stone01::OnMyMobDead") == 0) {
- set $gqse_sch04_nm,$gqse_sch04_nm+1;
- donpcevent "#nmsomsch04_jin01::OnDisable";
- if ($gqse_sch04_nm == 3) {
- donpcevent "Wish Maiden#sch04_boss::Onfight";
- }
- }
- end;
-}
-
-que_qsch04,275,299,0 script #nmsomsch04_jin02 -1,{
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- killmonster "que_qsch04","#nmsomsch04_jin02::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer5000:
- mapannounce "que_qsch04","The Eastern magic formation is working to summon Bloody Hunter.",bc_map,"0x4d4dff";
- monster "que_qsch04",263,292,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",264,291,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",265,290,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",266,289,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",267,288,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",268,287,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",269,286,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",270,285,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",271,284,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",272,283,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",265,294,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",266,293,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",267,292,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",268,291,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",269,290,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",270,289,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",271,288,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",272,287,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",273,286,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",274,285,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",267,296,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",268,295,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",269,294,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",270,283,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",271,282,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",272,281,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",273,280,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",274,279,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",275,276,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",276,275,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- end;
-
-OnTimer25000:
-OnTimer55000:
-OnTimer85000:
-OnTimer120000:
- monster "que_qsch04",274,301,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",275,301,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",276,301,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",277,301,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",278,300,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",279,299,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",279,298,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",279,297,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",279,296,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",278,295,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",277,294,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",276,294,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",275,294,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",274,294,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",273,295,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",272,296,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",272,297,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",272,298,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",272,299,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- monster "que_qsch04",273,300,"Bloody Hunter",1753,1,"#nmsomsch04_jin02::OnMyMobDead";
- end;
-
-OnTimer180000:
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch04,2,9,0 script #sch04_stone02 844,{
-OnEnable:
- monster "que_qsch04",275,301,"Eastern Magic Guardian",1753,1,"#sch04_stone02::OnMyMobDead";
- monster "que_qsch04",277,301,"Eastern Magic Guardian",1753,1,"#sch04_stone02::OnMyMobDead";
- monster "que_qsch04",279,299,"Eastern Magic Guardian",1753,1,"#sch04_stone02::OnMyMobDead";
- monster "que_qsch04",279,297,"Eastern Magic Guardian",1753,1,"#sch04_stone02::OnMyMobDead";
- monster "que_qsch04",278,295,"Eastern Magic Guardian",1753,1,"#sch04_stone02::OnMyMobDead";
- monster "que_qsch04",276,294,"Eastern Magic Guardian",1753,1,"#sch04_stone02::OnMyMobDead";
- monster "que_qsch04",274,294,"Eastern Magic Guardian",1753,1,"#sch04_stone02::OnMyMobDead";
- monster "que_qsch04",272,296,"Eastern Magic Guardian",1753,1,"#sch04_stone02::OnMyMobDead";
- monster "que_qsch04",272,298,"Eastern Magic Guardian",1753,1,"#sch04_stone02::OnMyMobDead";
- monster "que_qsch04",273,300,"Eastern Magic Guardian",1753,1,"#sch04_stone02::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "que_qsch04","#sch04_stone02::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qsch04","#sch04_stone02::OnMyMobDead") == 0) {
- set $gqse_sch04_nm,$gqse_sch04_nm+1;
- donpcevent "#nmsomsch04_jin02::OnDisable";
- if ($gqse_sch04_nm == 3) {
- donpcevent "Wish Maiden#sch04_boss::Onfight";
- }
- }
- end;
-}
-
-que_qsch04,251,340,0 script #nmsomsch04_jin03 -1,{
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- killmonster "que_qsch04","#nmsomsch04_jin03::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer5000:
- mapannounce "que_qsch04","The Northern magic formation is working to summon Keeper of the Temple.",bc_map,"0x4d4dff";
- monster "que_qsch04",247,329,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
- monster "que_qsch04",249,329,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
- monster "que_qsch04",251,329,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
- monster "que_qsch04",253,329,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
- monster "que_qsch04",255,329,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
- monster "que_qsch04",243,339,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
- monster "que_qsch04",245,337,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
- monster "que_qsch04",247,335,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
- monster "que_qsch04",247,333,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
- monster "que_qsch04",254,333,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
- monster "que_qsch04",256,335,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
- monster "que_qsch04",258,337,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
- monster "que_qsch04",260,339,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
- end;
-
-OnTimer120000:
- monster "que_qsch04",251,343,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
- monster "que_qsch04",252,343,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
- monster "que_qsch04",255,341,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
- monster "que_qsch04",255,340,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
- monster "que_qsch04",254,337,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
- monster "que_qsch04",253,336,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
- monster "que_qsch04",250,336,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
- monster "que_qsch04",249,337,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
- monster "que_qsch04",248,340,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
- monster "que_qsch04",248,341,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
- end;
-
-OnTimer240000:
- monster "que_qsch04",250,343,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
- monster "que_qsch04",252,343,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
- monster "que_qsch04",254,342,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
- monster "que_qsch04",255,340,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
- monster "que_qsch04",255,338,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
- monster "que_qsch04",253,336,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
- monster "que_qsch04",250,336,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
- monster "que_qsch04",248,338,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
- monster "que_qsch04",248,340,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
- monster "que_qsch04",249,342,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
- end;
-
-OnTimer360000:
- monster "que_qsch04",250,343,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
- monster "que_qsch04",252,343,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
- monster "que_qsch04",254,342,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
- monster "que_qsch04",255,340,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
- monster "que_qsch04",255,338,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
- monster "que_qsch04",253,336,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
- monster "que_qsch04",251,336,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
- monster "que_qsch04",249,337,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
- monster "que_qsch04",248,339,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
- monster "que_qsch04",248,341,"Keeper Of The Temple",1933,1,"#nmsomsch04_jin03::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch04,2,10,0 script #sch04_stone03 844,{
-OnEnable:
- monster "que_qsch04",251,343,"Northern Magic Guardian",1933,1,"#sch04_stone03::OnMyMobDead";
- monster "que_qsch04",252,343,"Northern Magic Guardian",1933,1,"#sch04_stone03::OnMyMobDead";
- monster "que_qsch04",255,341,"Northern Magic Guardian",1933,1,"#sch04_stone03::OnMyMobDead";
- monster "que_qsch04",255,340,"Northern Magic Guardian",1933,1,"#sch04_stone03::OnMyMobDead";
- monster "que_qsch04",254,337,"Northern Magic Guardian",1933,1,"#sch04_stone03::OnMyMobDead";
- monster "que_qsch04",253,336,"Northern Magic Guardian",1933,1,"#sch04_stone03::OnMyMobDead";
- monster "que_qsch04",250,336,"Northern Magic Guardian",1933,1,"#sch04_stone03::OnMyMobDead";
- monster "que_qsch04",249,337,"Northern Magic Guardian",1933,1,"#sch04_stone03::OnMyMobDead";
- monster "que_qsch04",248,340,"Northern Magic Guardian",1933,1,"#sch04_stone03::OnMyMobDead";
- monster "que_qsch04",248,341,"Northern Magic Guardian",1933,1,"#sch04_stone03::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "que_qsch04","#sch04_stone03::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qsch04","#sch04_stone03::OnMyMobDead") == 0) {
- set $gqse_sch04_nm,$gqse_sch04_nm+1;
- donpcevent "#nmsomsch04_jin03::OnDisable";
-
- if ($gqse_sch04_nm == 3) {
- donpcevent "Wish Maiden#sch04_boss::Onfight";
- }
- }
- end;
-}
-
-que_qsch04,235,285,5 script Guard of Shadow#sch04_01 1752,4,4,{
-OnInit:
- disablenpc "Guard of Shadow#sch04_01";
- end;
-
-OnDisable:
- killmonster "que_qsch04","Guard of Shadow#sch04_01::OnMyMobDead";
- disablenpc "Guard of Shadow#sch04_01";
- end;
-
-OnTouch:
- disablenpc "Guard of Shadow#sch04_01";
- monster "que_qsch04",234,284,"Guard of Shadow",1752,1,"Guard of Shadow#sch04_01::OnMyMobDead";
- monster "que_qsch04",235,285,"Guard of Shadow",1752,1,"Guard of Shadow#sch04_01::OnMyMobDead";
- monster "que_qsch04",236,286,"Guard of Shadow",1752,1,"Guard of Shadow#sch04_01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch04,224,290,5 script Guard of Shadow#sch04_02 1752,4,4,{
-OnInit:
- disablenpc "Guard of Shadow#sch04_02";
- end;
-
-OnDisable:
- killmonster "que_qsch04","Guard of Shadow#sch04_02::OnMyMobDead";
- disablenpc "Guard of Shadow#sch04_02";
- end;
-
-OnTouch:
- disablenpc "Guard of Shadow#sch04_02";
- monster "que_qsch04",223,289,"Guard of Shadow",1752,1,"Guard of Shadow#sch04_02::OnMyMobDead";
- monster "que_qsch04",224,290,"Guard of Shadow",1752,1,"Guard of Shadow#sch04_02::OnMyMobDead";
- monster "que_qsch04",225,291,"Guard of Shadow",1752,1,"Guard of Shadow#sch04_02::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch04,236,296,5 script Guard of Shadow#sch04_03 1752,4,4,{
-OnInit:
- disablenpc "Guard of Shadow#sch04_03";
- end;
-
-OnDisable:
- killmonster "que_qsch04","Guard of Shadow#sch04_03::OnMyMobDead";
- disablenpc "Guard of Shadow#sch04_03";
- end;
-
-OnTouch:
- disablenpc "Guard of Shadow#sch04_03";
- monster "que_qsch04",235,295,"Guard of Shadow",1752,1,"Guard of Shadow#sch04_03::OnMyMobDead";
- monster "que_qsch04",236,296,"Guard of Shadow",1752,1,"Guard of Shadow#sch04_03::OnMyMobDead";
- monster "que_qsch04",237,297,"Guard of Shadow",1752,1,"Guard of Shadow#sch04_03::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch04,225,303,5 script Guard of Shadow#sch04_04 1752,4,4,{
-OnInit:
- disablenpc "Guard of Shadow#sch04_04";
- end;
-
-OnDisable:
- killmonster "que_qsch04","Guard of Shadow#sch04_04::OnMyMobDead";
- disablenpc "Guard of Shadow#sch04_04";
- end;
-
-OnTouch:
- disablenpc "Guard of Shadow#sch04_04";
- monster "que_qsch04",224,302,"Guard of Shadow",1752,1,"Guard of Shadow#sch04_04::OnMyMobDead";
- monster "que_qsch04",225,303,"Guard of Shadow",1752,1,"Guard of Shadow#sch04_04::OnMyMobDead";
- monster "que_qsch04",226,304,"Guard of Shadow",1752,1,"Guard of Shadow#sch04_04::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch04,266,296,3 script Bloody Hunter#sch04_ac01 1753,4,4,{
-OnInit:
- disablenpc "Bloody Hunter#sch04_ac01";
- end;
-
-OnDisable:
- killmonster "que_qsch04","Bloody Hunter#sch04_ac01::OnMyMobDead";
- disablenpc "Bloody Hunter#sch04_ac01";
- end;
-
-OnTouch:
- disablenpc "Bloody Hunter#sch04_ac01";
- monster "que_qsch04",265,297,"Bloody Hunter",1753,1,"Bloody Hunter#sch04_ac01::OnMyMobDead";
- monster "que_qsch04",266,296,"Bloody Hunter",1753,1,"Bloody Hunter#sch04_ac01::OnMyMobDead";
- monster "que_qsch04",267,295,"Bloody Hunter",1753,1,"Bloody Hunter#sch04_ac01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch04,271,283,3 script Bloody Hunter#sch04_ac02 1753,4,4,{
-OnInit:
- disablenpc "Bloody Hunter#sch04_ac02";
- end;
-
-OnDisable:
- killmonster "que_qsch04","Bloody Hunter#sch04_ac02::OnMyMobDead";
- disablenpc "Bloody Hunter#sch04_ac02";
- end;
-
-OnTouch:
- disablenpc "Bloody Hunter#sch04_ac02";
- monster "que_qsch04",270,284,"Bloody Hunter",1753,1,"Bloody Hunter#sch04_ac02::OnMyMobDead";
- monster "que_qsch04",271,283,"Bloody Hunter",1753,1,"Bloody Hunter#sch04_ac02::OnMyMobDead";
- monster "que_qsch04",272,282,"Bloody Hunter",1753,1,"Bloody Hunter#sch04_ac02::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch04,270,307,3 script Bloody Hunter#sch04_ac03 1753,4,4,{
-OnInit:
- disablenpc "Bloody Hunter#sch04_ac03";
- end;
-
-OnDisable:
- killmonster "que_qsch04","Bloody Hunter#sch04_ac03::OnMyMobDead";
- disablenpc "Bloody Hunter#sch04_ac03";
- end;
-
-OnTouch:
- disablenpc "Bloody Hunter#sch04_ac03";
- monster "que_qsch04",269,308,"Bloody Hunter",1753,1,"Bloody Hunter#sch04_ac03::OnMyMobDead";
- monster "que_qsch04",270,307,"Bloody Hunter",1753,1,"Bloody Hunter#sch04_ac03::OnMyMobDead";
- monster "que_qsch04",271,306,"Bloody Hunter",1753,1,"Bloody Hunter#sch04_ac03::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch04,279,300,3 script Bloody Hunter#sch04_ac04 1753,4,4,{
-OnInit:
- disablenpc "Bloody Hunter#sch04_ac04";
- end;
-
-OnDisable:
- killmonster "que_qsch04","Bloody Hunter#sch04_ac04::OnMyMobDead";
- disablenpc "Bloody Hunter#sch04_ac04";
- end;
-
-OnTouch:
- disablenpc "Bloody Hunter#sch04_ac04";
- monster "que_qsch04",278,301,"Bloody Hunter",1753,1,"Bloody Hunter#sch04_ac04::OnMyMobDead";
- monster "que_qsch04",279,300,"Bloody Hunter",1753,1,"Bloody Hunter#sch04_ac04::OnMyMobDead";
- monster "que_qsch04",280,299,"Bloody Hunter",1753,1,"Bloody Hunter#sch04_ac04::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch04,247,330,5 script Temple Keeper#sch04_ac01 1933,4,4,{
-OnInit:
- disablenpc "Temple Keeper#sch04_ac01";
- end;
-
-OnDisable:
- killmonster "que_qsch04","Temple Keeper#sch04_ac01::OnMyMobDead";
- disablenpc "Temple Keeper#sch04_ac01";
- end;
-
-OnTouch:
- disablenpc "Temple Keeper#sch04_ac01";
- monster "que_qsch04",246,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch04_ac01::OnMyMobDead";
- monster "que_qsch04",247,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch04_ac01::OnMyMobDead";
- monster "que_qsch04",248,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch04_ac01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch04,255,330,3 script Temple Keeper#sch04_ac02 1933,4,4,{
-OnInit:
- disablenpc "Temple Keeper#sch04_ac02";
- end;
-
-OnDisable:
- killmonster "que_qsch04","Temple Keeper#sch04_ac02::OnMyMobDead";
- disablenpc "Temple Keeper#sch04_ac02";
- end;
-
-OnTouch:
- disablenpc "Temple Keeper#sch04_ac02";
- monster "que_qsch04",254,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch04_ac02::OnMyMobDead";
- monster "que_qsch04",255,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch04_ac02::OnMyMobDead";
- monster "que_qsch04",256,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch04_ac02::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch04,251,255,3 script Wish Maiden#sch04_boss 1931,{
-OnInit:
- hideonnpc "Wish Maiden#sch04_boss";
- end;
-
-OnDisable:
- killmonster "que_qsch04","Wish Maiden#sch04_boss::OnMyMobDead";
- hideonnpc "Wish Maiden#sch04_boss";
- stopnpctimer;
- end;
-
-Onfight:
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qsch04","Wish Maiden : You guys reached here.. Are your guardians dead...?",bc_map,"0x00ff00";
- end;
-
-OnTimer4000:
- mapannounce "que_qsch04","Wish Maiden : I sincerely welcome all your best efforts!",bc_map,"0x00ff00";
- end;
-
-OnTimer5000:
- specialeffect EF_ICECRASH;
- hideonnpc "Wish Maiden#sch04_boss";
- specialeffect EF_SPHERE;
- monster "que_qsch04",252,340,"Wish Maiden",1931,1,"Wish Maiden#sch04_boss::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- if (mobcount("que_qsch04","Wish Maiden#sch04_boss::OnMyMobDead") == 0) {
- donpcevent "#okolnir_sch04::Onstop";
- donpcevent "Wish Maiden#sch04_gift::OnEnable";
- mapannounce "que_qsch04","Wish Maiden : ..Good, you deserve the Goddess' shine.",bc_map,"0x00ff00";
- }
- end;
-}
-
-que_qsch04,252,340,3 script Wish Maiden#sch04_gift 403,{
- set .@GID, GetCastleData("schg_cas04",1);
- if (getcharid(2) == .@GID) {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- if ((countitem(7830) > 0) && (countitem(7831) > 0) && (countitem(7832) > 0) && (countitem(7833) > 0) && (countitem(7834) > 0) && (countitem(2357) > 0) && (countitem(7510) > 99) && (countitem(969) > 9) && (countitem(985) > 19)) {
- cutin "wish_maiden12",1;
- mes "[Wish Maiden]";
- mes "As I declared, I will give the Goddess' shine to you.";
- mes "You have the requirements to carry it...";
- next;
- mes "[Wish Maiden]";
- mes "You will be granted the power of the great Valkyrie...";
- next;
- mes "[Wish Maiden]";
- mes "I will give you some things for fun.";
- mes "All of you enjoy them together...";
- next;
- mes "[Wish Maiden]";
- mes "Go to Rachel and Juno to meet the Ravies sisters.";
- next;
- cutin "wish_maiden32",1;
- mes "[Wish Maiden]";
- mes "I will open the gate for you to come back here.";
- mes "...Okolnir won't last forever...";
- delitem 7830,1; //Goddess_Tear
- delitem 7831,1; //Valkyrie_Token
- delitem 7832,1; //Brynhild_Armor_Piece
- delitem 7833,1; //Hero_Remains
- delitem 7834,1; //Andvari_Ring
- delitem 2357,1; //Valkyrie_Armor
- delitem 7510,100; //Valhalla_Flower
- delitem 969,10; //Gold
- delitem 985,20; //Elunium
- getitem 2383,1; //Brynhild
- getitem 7840,1; //Valkyrie_Gift
- announce "["+ strcharinfo(0) +"], of guild ["+ GetGuildName(.@GID) +"] has brought a Brynhild into this world.",bc_all,"0x70dbdb";
- close2;
- cutin "wish_maiden11",255;
- disablenpc "Wish Maiden#sch04_gift";
- enablenpc "#to_agit_sch04_gate";
- end;
- }
- else {
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "As I declared, you are worthy of holding the Brynhild.";
- mes "However, you do not have the requirements on you...";
- next;
- mes "[Wish Maiden]";
- mes "...Did you forget something?";
- close2;
- }
- }
- else {
- cutin "wish_maiden12",1;
- mes "[Wish Maiden]";
- mes "� All of you worked together as a team...";
- mes "Humans are strong when they are united, but are easily swayed by lust.";
- next;
- mes "[Wish Maiden]";
- mes "Humans are imperfect, so their chief god is there for them when they need help.";
- mes "....";
- next;
- mes "[Wish Maiden]";
- mes "Always be real.";
- mes "Do not regret your actions...";
- close2;
- }
- }
- cutin "wish_maiden11",255;
- end;
-
-OnInit:
- disablenpc "Wish Maiden#sch04_gift";
- end;
-
-OnEnable:
- enablenpc "Wish Maiden#sch04_gift";
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc "Wish Maiden#sch04_gift";
- stopnpctimer;
- end;
-
-OnTimer280000:
- mapannounce "que_qsch04","Wish Maiden : ... Okolnir will soon disappear... I will send you back to where you originally came from.",bc_map,"0x00ff00";
- end;
-
-OnTimer290000:
- mapwarp "que_qsch04","schg_cas04",369,306;
- donpcevent "#to_agit_sch04_gate::OnDisable";
- end;
-
-OnTimer300000:
- donpcevent "#okolnir_sch04::OnDisable";
- set $gqse_sch04_miro,0;
- set $gqse_sch04_pcc,0;
- set $gqse_sch04_gd,0;
- set $gqse_sch04_nm,0;
- set $siz_sch04_on,2;
- donpcevent "#okolnir_sch04_time01::OnEnable";
- stopnpctimer;
- end;
-}
-
-que_qsch04,252,339,0 script #to_agit_sch04_gate 45,1,1,{
-OnInit:
- disablenpc "#to_agit_sch04_gate";
- end;
-
-OnTouch:
- warp "schg_cas04",369,306;
- end;
-}
-
-que_qsch04,1,6,0 script #okolnir_sch04_time01 844,{
-OnInit:
- if ($siz_sch04_on == 2) {
- initnpctimer;
- }
- end;
-
-OnEnable:
- set $gqse_sch04_time,0;
- initnpctimer;
- end;
-
-Onreset:
- set $siz_sch04_on,0;
- set $gqse_sch04_time,0;
- stopnpctimer;
- end;
-
-OnTimer3600000:
- if ($gqse_sch04_time < 12) {
- set $gqse_sch04_time,$gqse_sch04_time+1;
- initnpctimer;
- }
- else if ($gqse_sch04_time == 12) {
- set $siz_sch04_on,0;
- set $gqse_sch04_time,0;
- enablenpc "Wish Maiden#gq_sch04";
- enablenpc "Piamette#sch04";
- hideoffnpc "Wish Maiden#sch04_boss";
- stopnpctimer;
- }
- end;
-}
-
-que_qsch04,116,313,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch04,120,285,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch04,117,236,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch04,103,223,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch04,85,204,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch04,79,186,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch04,73,167,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch04,68,150,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch04,71,128,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch04,69,118,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch04,117,78,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch04,110,79,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch04,141,80,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch04,158,84,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch04,193,104,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch04,119,269,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch04,155,77,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch04,110,317,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch04,115,295,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch04,116,256,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch04,113,242,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch04,99,223,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch04,94,216,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch04,77,198,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch04,70,174,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch04,72,147,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch04,64,134,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch04,77,107,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch04,84,88,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch04,98,82,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch04,129,79,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch04,91,124,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch04,173,95,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch04,179,127,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch04,195,120,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch04,178,159,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch04,88,145,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch04,94,157,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch04,95,177,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch04,129,196,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch04,154,196,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch04,170,187,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch04,194,180,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch04,214,181,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch04,243,199,0,0 monster Garden Watcher 1933,1,1200000,0,0
diff --git a/npc/quests/okolnir/godse_sch05.txt b/npc/quests/okolnir/godse_sch05.txt
deleted file mode 100644
index a7996a67d..000000000
--- a/npc/quests/okolnir/godse_sch05.txt
+++ /dev/null
@@ -1,3286 +0,0 @@
-//===== rAthena Script =======================================
-//= Falicious Okolnir - Nidhoggr 5
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.3
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= God Item SE Creation scipt (Brynhild)
-//===== Additional Comments: =================================
-//= 1.0 First version. [L0ne_W0lf]
-//= 1.1 First round of bug fixes. (bugreport:3085) [L0ne_W0lf]
-//= Fixed two spawn locations of the key stones in Piamete's room.
-//= Fixed calling an event that doesn't exist when killing Piamete.
-//= Fixed the Wish Maiden not enabling when the boss is killed.
-//= fixed two NPC named that were missed when translating.
-//= 1.2 More bug fixes, sorry it took so long. [L0ne_W0lf]
-//= Fixed message on the portal when the okolnir section is full.
-//= Corrected non-angry Piamette not disabling.
-//= 1.3 Corrected invalid coordinates in maze. (bugreport:4220)
-//= Corrected typo in Guard of Shadow NPC.
-//============================================================
-
-schg_cas05,376,307,3 script Guide#gq_sch05 899,{
- set .@GID, GetCastleData("schg_cas05",1);
- if (getcharid(2) == .@GID) {
- if ($siz_sch05_on == 0) {
- mes "[Guide]";
- mes "This castle has a hidden secret.";
- mes "That is the ^4d4dff'Okolnir'^000000.";
- next;
- switch(select("About Okolnir.:Go to Okolnir.:Cancel.")) {
- case 1:
- mes "[Guide]";
- mes "Okolnir is a kind of virtual realm...";
- mes "I don't know how Okolnir exists, but I guess only Valkyrie knows.";
- next;
- mes "[Guide]";
- mes "As you know this is a place to test the adventurers made by Valkyrie...";
- mes "...you know the qualifications to enter Okolnir.";
- next;
- select("Qualifications?");
- mes "[Guide]";
- mes "Yes, Valkyrie definitely prefers strong adventurers.";
- mes "Only the qualified can enter Okolnir and Valhalla.";
- next;
- mes "[Guide]";
- mes "It only opens when everyone comes together to work it out.";
- mes "The key is in the castle.";
- next;
- mes "[Guide]";
- mes "If a castle's ^4d4dffeconomy is over 65 and defense also over 30^000000, this will be acceptable to access Okolnir.";
- next;
- mes "[Guide]";
- mes "And, if you pass all of the tests given by Valkyrie in Okolnir!";
- mes "You will also receive a mysterious gift.";
- next;
- mes "[Guide]";
- mes "Would you like to try to enter here?";
- close;
- case 2:
- set .@Defence,GetCastleData("schg_cas05",3);
- set .@Economy,GetCastleData("schg_cas05",2);
- if ((.@Economy > 64) && (.@Defence > 29)) {
- mes "[Guide]";
- mes "Great! Economy and Defense are OK.";
- mes "You can enter Okolnir now....";
- mes "Do you want to go there?";
- next;
- switch(select("Sure let's go there.:No.")) {
- case 1:
- if (countitem(7839) > 0) {
- delitem 7839,countitem(7839); //Crystal_Key
- }
- mes "[Guide]";
- mes "Ok......";
- mes "Please follow me...";
- close2;
- warp "que_qsch05",346,32;
- end;
- case 2:
- mes "[Guide]";
- mes "You can try this anytime in the future...";
- mes "If you are ready to protect this castle.";
- close;
- }
- }
- else {
- mes "[Guide]";
- mes "You are not qualified yet.";
- mes "Please develop your castle more...";
- close;
- }
- }
- }
- else if ($siz_sch05_on == 1) {
- mes "[Guide]";
- mes "... OK...";
- mes "Good luck.";
- next;
- switch(select("Enter now.:No.")) {
- case 1:
- if (countitem(7839) > 0) {
- delitem 7839,countitem(7839); //Crystal_Key
- }
- mes "[Guide]";
- mes "Hope you get everything you want...";
- close2;
- warp "que_qsch05",346,32;
- end;
- case 2:
- mes "[Guide]";
- mes "Really?";
- mes "Sorry to hear that.";
- close;
- }
- }
- else if ($siz_sch05_on == 2) {
- mes "[Guide]";
- mes "Building Okolnir needs quite a long time.";
- mes "....even though it's only virtual...";
- next;
- mes "[Guide]";
- mes "It takes about 12 -13 hours to create the virtual realm.";
- close;
- }
- else {
- mes "[Guide]";
- mes "You'll have to wait.";
- close;
- }
- }
- else {
- mes "[Guide]";
- mes "... I've never seen you before.";
- mes "You are strangers here. You'd better get out of here right now.";
- close;
- }
- end;
-
-OnInit:
- set $gqse_sch05_miro,0;
- set $gqse_sch05_pcc,0;
- set $gqse_sch05_gd,0;
- set $gqse_sch05_nm,0;
- if ($siz_sch05_on == 1) {
- set $siz_sch05_on,0;
- }
- enablenpc "Guide#gq_sch05";
- end;
-}
-
-que_qsch05,345,23,0 warp Gate02#gq_sch05 1,1,schg_cas05,369,306
-
-que_qsch05,345,82,3 script Wish Maiden#gq_sch05 403,{
- set .@GID, GetCastleData("schg_cas05",1);
- if (getcharid(2) == .@GID) {
- cutin "wish_maiden31",1;
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- mes "[Wish Maiden]";
- mes "I am... Wish maiden.";
- mes "Mourning in this virtual realm, Okolnir.";
- mes "On behalf of the humanbeings who defeated God here.";
- next;
- if ((countitem(7830) > 0) && (countitem(7831) > 0) && (countitem(7832) > 0) && (countitem(7833) > 0) && (countitem(7834) > 0) && (countitem(2357) > 0) && (countitem(7510) > 99) && (countitem(969) > 9) && (countitem(985) > 19)) {
- cutin "wish_maiden11",1;
- mes "[Wish Maiden]";
- mes "Are you ready to endure the trials to get the Goddess' glory?";
- next;
- switch(select("Yes, I am:Sorry, I'll try later")) {
- case 1:
- cutin "wish_maiden12",1;
- mes "[Wish Maiden]";
- mes "I will test whether or not you deserve the Goddess shine...";
- mes "Isn't it simple?";
- next;
- mes "[Wish Maiden]";
- mes "Okolnir is a virtual place.";
- mes "There is no room for error there.";
- mes "^ff0000You only have one hour.^000000";
- next;
- cutin "wish_maiden31",1;
- mes "[Wish Maiden]";
- mes "If you have not finished in that time, Okolnir will be destroyed, and I will go to rest.";
- mes "You will have to wait again...";
- next;
- mes "[Wish Maiden]";
- mes "Are you ready to go through?";
- mes "^4d4dffYou need to have 16 to 20 members present^000000.";
- next;
- cutin "wish_maiden11",1;
- mes "[Wish Maiden]";
- mes "I will open the gate of Okolnir if your members are ready.";
- next;
- switch(select("We are ready.:We need more time.")) {
- case 1:
- set .@saram,getmapusers("que_qsch05");
- if (((.@saram > 15) && (.@saram < 21)) || (getgmlevel() == 99)) {
- cutin "wish_maiden12",1;
- mes "[Wish Maiden]";
- mes "Now I will open the gate of Okolnir where I am.";
- mes "I will wait for you on the top of Okolnir...";
- next;
- mes "[Wish Maiden]";
- mes "I hope that you can complete all of the trials before the virtual Okolnir is destroyed...";
- mes "Good luck.";
- mapannounce "que_qsch05","Wish Maiden: The gate of Okolnir is open! Don't forget you only have one hour.",bc_map,"0x00ff00";
- close2;
- set $gqse_sch05_pcc,.@saram;
- set $siz_sch05_on,1;
- donpcevent "#okolnir_sch05::OnEnable";
- disablenpc "Wish Maiden#gq_sch05";
- cutin "wish_maiden11",255;
- announce "["+ strcharinfo(0) +"], of the guild ["+ GetGuildName(.@GID) +"] has opened the gates to the realm of Okolnir.",bc_all,"0x70dbdb";
- end;
- }
- else {
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "You need to have 16 to 20 members present to open the gate of Okolnir.";
- mes "Come back when you are ready.";
- close2;
- }
- break;
- case 2:
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "Don't hesitate to try.";
- mes "You should catch the chance when it comes to you.";
- mes "Just gather your fellow members.";
- close2;
- }
- break;
- case 2:
- cutin "wish_maiden32",1;
- mes "[Wish Maiden]";
- mes "... Are you afraid of";
- mes "the trials facing you?";
- mes "....";
- next;
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "Do you think that you can defeat the Goddess shine easily?";
- mes "I feel disappointed by all of you.";
- mes "Just go away...";
- close2;
- }
- }
- else {
- cutin "wish_maiden11",1;
- mes "[Wish Maiden]";
- mes "Do you wish to enter?";
- mes "Only those prepared may enter here.";
- mes "You must bring several items to enter Okolnir.";
- next;
- mes "[Wish Maiden]";
- mes "Goddess Tear";
- mes "Valkyrie's Token";
- mes "Brynhild Armor Piece";
- mes "Hero Remains";
- mes "Valkyrie Armor";
- mes "Andvari's Ring.";
- next;
- mes "[Wish Maiden]";
- mes "You must bring those six things, 10 Gold, and 20 Elunium.";
- mes "Many Valhala's Flowers are also required as an offering.";
- next;
- mes "[Wish Maiden]";
- mes "Once all of those are prepared, the gate will open.";
- next;
- mes "[Wish Maiden]";
- mes ".... ";
- mes "...........The Goddess shines brightly down on you, you should be stronger to deserve it...";
- next;
- mes "[Wish Maiden]";
- mes "Remember...";
- mes "You need to collect many Valhalla flowers.";
- mes "I hope that your dreams come true.";
- next;
- mes "[Wish Maiden]";
- mes "I will answer all your requests if you bring these to me.";
- close2;
- }
- }
- else {
- cutin "wish_maiden31",1;
- mes "[Wish Maiden]";
- mes "I am... Wish maiden.";
- mes "Mourning in this virtual realm, Okolnir.";
- mes "On behalf of the humanbeings who defeated God here.";
- next;
- mes "[Wish Maiden]";
- mes "Bring me the one who brought you to this place.";
- mes ".. Deliver him to my will.";
- close2;
- }
- }
- else {
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "...You are not qualified.";
- close2;
- percentheal -100,0;
- cutin "wish_maiden11",255;
- end;
- }
- cutin "wish_maiden11",255;
- end;
-
-OnInit:
- if ($siz_sch05_on == 0) {
- enablenpc "Wish Maiden#gq_sch05";
- }
- else {
- disablenpc "Wish Maiden#gq_sch05";
- }
- end;
-}
-
-que_qsch05,346,81,0 script Gate01#gq_sch05 45,1,1,{
- end;
-
-OnInit:
- disablenpc "Gate01#gq_sch05";
- end;
-
-OnEnable:
- enablenpc "Gate01#gq_sch05";
- setcell "que_qsch05",58,302,63,302,cell_walkable,0;
- setcell "que_qsch05",58,302,63,302,cell_shootable,0;
- end;
-
-OnDisable:
- disablenpc "Gate01#gq_sch05";
- killmonsterall "que_qsch05";
- end;
-
-OnTouch:
- set .@saram,getmapusers("que_qsch05");
- if (.@saram < 21) {
- if ($gqse_sch05_miro == $gqse_sch05_pcc) {
- set .@point,rand(1,5);
- if (.@point == 1) {
- warp "que_qsch05",72,271;
- end;
- }
- else if (.@point == 2) {
- warp "que_qsch05",45,243;
- end;
- }
- else if (.@point == 3) {
- warp "que_qsch05",102,248;
- end;
- }
- else if (.@point == 4) {
- warp "que_qsch05",102,300;
- end;
- }
- else {
- warp "que_qsch05",46,300;
- end;
- }
- }
- else if ($gqse_sch05_miro == 0) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch05",77,271,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch05",77,271,strcharinfo(0),1659,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch05",77,271,strcharinfo(0),1662,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch05",77,271,strcharinfo(0),1663,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch05",77,271,strcharinfo(0),1660,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch05",77,271,strcharinfo(0),1661,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else {
- monster "que_qsch05",77,271,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- set $gqse_sch05_miro,1;
- warp "que_qsch05",72,271;
- end;
- }
- else if ($gqse_sch05_miro == 1) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch05",63,278,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch05",63,278,strcharinfo(0),1659,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch05",63,278,strcharinfo(0),1662,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch05",63,278,strcharinfo(0),1663,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch05",63,278,strcharinfo(0),1660,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch05",63,278,strcharinfo(0),1661,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else {
- monster "que_qsch05",63,278,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- set $gqse_sch05_miro,2;
- warp "que_qsch05",63,282;
- end;
- }
- else if ($gqse_sch05_miro == 2) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch05",63,294,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch05",63,294,strcharinfo(0),1659,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch05",63,294,strcharinfo(0),1662,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch05",63,294,strcharinfo(0),1663,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch05",63,294,strcharinfo(0),1660,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch05",63,294,strcharinfo(0),1661,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else {
- monster "que_qsch05",63,294,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- set $gqse_sch05_miro,3;
- warp "que_qsch05",59,294;
- end;
- }
- else if ($gqse_sch05_miro == 3) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch05",50,300,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch05",50,300,strcharinfo(0),1659,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch05",50,300,strcharinfo(0),1662,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch05",50,300,strcharinfo(0),1663,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch05",50,300,strcharinfo(0),1660,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch05",50,300,strcharinfo(0),1661,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else {
- monster "que_qsch05",50,300,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- set $gqse_sch05_miro,4;
- warp "que_qsch05",46,300;
- end;
- }
- else if ($gqse_sch05_miro == 4) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch05",51,280,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch05",51,280,strcharinfo(0),1659,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch05",51,280,strcharinfo(0),1662,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch05",51,280,strcharinfo(0),1663,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch05",51,280,strcharinfo(0),1660,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch05",51,280,strcharinfo(0),1661,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else {
- monster "que_qsch05",51,280,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- set $gqse_sch05_miro,5;
- warp "que_qsch05",51,285;
- end;
- }
- else if ($gqse_sch05_miro == 5) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch05",51,258,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch05",51,258,strcharinfo(0),1659,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch05",51,258,strcharinfo(0),1662,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch05",51,258,strcharinfo(0),1663,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch05",51,258,strcharinfo(0),1660,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch05",51,258,strcharinfo(0),1661,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else {
- monster "que_qsch05",51,258,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- set $gqse_sch05_miro,6;
- warp "que_qsch05",51,262;
- end;
- }
- else if ($gqse_sch05_miro == 6) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch05",49,243,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch05",49,243,strcharinfo(0),1659,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch05",49,243,strcharinfo(0),1662,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch05",49,243,strcharinfo(0),1663,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch05",49,243,strcharinfo(0),1660,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch05",49,243,strcharinfo(0),1661,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else {
- monster "que_qsch05",49,243,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- set $gqse_sch05_miro,7;
- warp "que_qsch05",45,243;
- end;
- }
- else if ($gqse_sch05_miro == 7) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch05",86,249,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch05",86,249,strcharinfo(0),1659,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch05",86,249,strcharinfo(0),1662,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch05",86,249,strcharinfo(0),1663,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch05",86,249,strcharinfo(0),1660,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch05",86,249,strcharinfo(0),1661,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else {
- monster "que_qsch05",86,249,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- set $gqse_sch05_miro,8;
- warp "que_qsch05",82,249;
- end;
- }
- else if ($gqse_sch05_miro == 8) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch05",102,243,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch05",102,243,strcharinfo(0),1659,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch05",102,243,strcharinfo(0),1662,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch05",102,243,strcharinfo(0),1663,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch05",102,243,strcharinfo(0),1660,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch05",102,243,strcharinfo(0),1661,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else {
- monster "que_qsch05",102,243,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- set $gqse_sch05_miro,9;
- warp "que_qsch05",102,248;
- end;
- }
- else if ($gqse_sch05_miro == 9) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch05",90,256,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch05",90,256,strcharinfo(0),1659,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch05",90,256,strcharinfo(0),1662,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch05",90,256,strcharinfo(0),1663,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch05",90,256,strcharinfo(0),1660,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch05",90,256,strcharinfo(0),1661,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else {
- monster "que_qsch05",90,256,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- set $gqse_sch05_miro,10;
- warp "que_qsch05",90,260;
- end;
- }
- else if ($gqse_sch05_miro == 10) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch05",90,283,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch05",90,283,strcharinfo(0),1659,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch05",90,283,strcharinfo(0),1662,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch05",90,283,strcharinfo(0),1663,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch05",90,283,strcharinfo(0),1660,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch05",90,283,strcharinfo(0),1661,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else {
- monster "que_qsch05",90,283,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- set $gqse_sch05_miro,11;
- warp "que_qsch05",90,280;
- end;
- }
- else if ($gqse_sch05_miro == 11) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch05",102,295,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch05",102,295,strcharinfo(0),1659,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch05",102,295,strcharinfo(0),1662,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch05",102,295,strcharinfo(0),1663,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch05",102,295,strcharinfo(0),1660,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch05",102,295,strcharinfo(0),1661,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else {
- monster "que_qsch05",102,295,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- set $gqse_sch05_miro,12;
- warp "que_qsch05",102,300;
- end;
- }
- else if ($gqse_sch05_miro == 12) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch05",96,285,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch05",96,285,strcharinfo(0),1659,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch05",96,285,strcharinfo(0),1662,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch05",96,285,strcharinfo(0),1663,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch05",96,285,strcharinfo(0),1660,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch05",96,285,strcharinfo(0),1661,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else {
- monster "que_qsch05",96,285,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- set $gqse_sch05_miro,13;
- warp "que_qsch05",96,290;
- end;
- }
- else if ($gqse_sch05_miro == 13) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch05",63,278,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch05",63,278,strcharinfo(0),1659,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch05",63,278,strcharinfo(0),1662,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch05",63,278,strcharinfo(0),1663,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch05",63,278,strcharinfo(0),1660,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch05",63,278,strcharinfo(0),1661,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else {
- monster "que_qsch05",63,278,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- set $gqse_sch05_miro,14;
- warp "que_qsch05",63,282;
- end;
- }
- else if ($gqse_sch05_miro == 14) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch05",65,243,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch05",65,243,strcharinfo(0),1659,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch05",65,243,strcharinfo(0),1662,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch05",65,243,strcharinfo(0),1663,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch05",65,243,strcharinfo(0),1660,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch05",65,243,strcharinfo(0),1661,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else {
- monster "que_qsch05",65,243,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- set $gqse_sch05_miro,15;
- warp "que_qsch05",61,243;
- end;
- }
- else if ($gqse_sch05_miro == 15) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch05",73,249,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch05",73,249,strcharinfo(0),1659,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch05",73,249,strcharinfo(0),1662,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch05",73,249,strcharinfo(0),1663,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch05",73,249,strcharinfo(0),1660,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch05",73,249,strcharinfo(0),1661,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else {
- monster "que_qsch05",73,249,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- set $gqse_sch05_miro,16;
- warp "que_qsch05",70,249;
- end;
- }
- else if ($gqse_sch05_miro == 16) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch05",102,275,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch05",102,275,strcharinfo(0),1659,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch05",102,275,strcharinfo(0),1662,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch05",102,275,strcharinfo(0),1663,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch05",102,275,strcharinfo(0),1660,1,"#Gate_manager_sch05::OnMyMobDead";
- end;
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch05",102,275,strcharinfo(0),1661,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else {
- monster "que_qsch05",102,275,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- set $gqse_sch05_miro,17;
- warp "que_qsch05",102,282;
- end;
- }
- else if ($gqse_sch05_miro == 17) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch05",70,300,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch05",70,300,strcharinfo(0),1659,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch05",70,300,strcharinfo(0),1662,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch05",70,300,strcharinfo(0),1663,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch05",70,300,strcharinfo(0),1660,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch05",70,300,strcharinfo(0),1661,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else {
- monster "que_qsch05",70,300,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- set $gqse_sch05_miro,18;
- warp "que_qsch05",66,300;
- end;
- }
- else if ($gqse_sch05_miro == 18) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch05",57,255,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch05",57,255,strcharinfo(0),1659,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch05",57,255,strcharinfo(0),1662,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch05",57,255,strcharinfo(0),1663,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch05",57,255,strcharinfo(0),1660,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch05",57,255,strcharinfo(0),1661,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else {
- monster "que_qsch05",57,255,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- set $gqse_sch05_miro,19;
- warp "que_qsch05",57,258;
- end;
- }
- else if ($gqse_sch05_miro == 19) {
- if (BaseClass == Job_Swordman) {
- monster "que_qsch05",84,277,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Thief) {
- monster "que_qsch05",84,277,strcharinfo(0),1659,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Archer) {
- monster "que_qsch05",84,277,strcharinfo(0),1662,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Mage) {
- monster "que_qsch05",84,277,strcharinfo(0),1663,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Merchant) {
- monster "que_qsch05",84,277,strcharinfo(0),1660,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else if (BaseClass == Job_Acolyte) {
- monster "que_qsch05",84,277,strcharinfo(0),1661,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- else {
- monster "que_qsch05",84,277,strcharinfo(0),1652,1,"#Gate_manager_sch05::OnMyMobDead";
- }
- set $gqse_sch05_miro,20;
- warp "que_qsch05",84,280;
- end;
- }
- }
- else {
- mes "There are too many people, you can't enter.";
- close;
- }
- end;
-}
-
-que_qsch05,1,4,0 script #Gate_manager_sch05 844,{
-OnMyMobDead:
- if ($gqse_sch05_miro == $gqse_sch05_pcc) {
- if (mobcount("que_qsch05","#Gate_manager_sch05::OnMyMobDead") == 0) {
- donpcevent "#gq_miromob2_sch05::OnEnable";
- }
- }
- end;
-}
-
-que_qsch05,1,4,0 script #gq_miromob2_sch05 844,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qsch05","Wish Maiden: How does it feel to see shadows of the past. This is only the beginning.",bc_map,"0x00ff00";
- end;
-
-OnTimer6000:
- mapannounce "que_qsch05","Wish Maiden: The things you seeing are not real, don't be caught in the Mystic garden.",bc_map,"0x00ff00";
- monster "que_qsch05",72,271,"Seyren Windsor",1640,1,"#gq_miromob2_sch05::OnMyMobDead";
- monster "que_qsch05",63,282,"Kathryne Keyron",1645,1,"#gq_miromob2_sch05::OnMyMobDead";
- monster "que_qsch05",59,294,"Cecil Damon",1644,1,"#gq_miromob2_sch05::OnMyMobDead";
- monster "que_qsch05",46,300,"Margaretha Sorin",1643,1,"#gq_miromob2_sch05::OnMyMobDead";
- monster "que_qsch05",51,285,"Eremes Guile",1641,1,"#gq_miromob2_sch05::OnMyMobDead";
- monster "que_qsch05",51,262,"Howard Alt-Eisen",1642,1,"#gq_miromob2_sch05::OnMyMobDead";
-
- monster "que_qsch05",45,243,"Seyren Windsor",1640,1,"#gq_miromob2_sch05::OnMyMobDead";
- monster "que_qsch05",82,249,"Kathryne Keyron",1645,1,"#gq_miromob2_sch05::OnMyMobDead";
- monster "que_qsch05",102,248,"Cecil Damon",1644,1,"#gq_miromob2_sch05::OnMyMobDead";
- monster "que_qsch05",90,260,"Margaretha Sorin",1643,1,"#gq_miromob2_sch05::OnMyMobDead";
- monster "que_qsch05",90,280,"Eremes Guile",1641,1,"#gq_miromob2_sch05::OnMyMobDead";
- monster "que_qsch05",102,300,"Howard Alt-Eisen",1642,1,"#gq_miromob2_sch05::OnMyMobDead";
-
- monster "que_qsch05",63,282,"Seyren Windsor",1640,1,"#gq_miromob2_sch05::OnMyMobDead";
- monster "que_qsch05",61,243,"Kathryne Keyron",1645,1,"#gq_miromob2_sch05::OnMyMobDead";
- monster "que_qsch05",70,249,"Cecil Damon",1644,1,"#gq_miromob2_sch05::OnMyMobDead";
- monster "que_qsch05",102,282,"Margaretha Sorin",1643,1,"#gq_miromob2_sch05::OnMyMobDead";
- monster "que_qsch05",66,300,"Eremes Guile",1641,1,"#gq_miromob2_sch05::OnMyMobDead";
- monster "que_qsch05",57,258,"Howard Alt-Eisen",1642,1,"#gq_miromob2_sch05::OnMyMobDead";
- stopnpctimer;
- end;
-
-Onreset:
- killmonster "que_qsch05","#gq_miromob2_sch05::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- if (mobcount("que_qsch05","#gq_miromob2_sch05::OnMyMobDead") == 0) {
- mapannounce "que_qsch05","The Mystic garden exit is now open.",bc_map,"0x00ff00";
- setcell "que_qsch05",58,302,63,302,cell_walkable,1;
- setcell "que_qsch05",58,302,63,302,cell_shootable,1;
- donpcevent "#Maze_Manager_sch05::OnDisable";
- }
- end;
-}
-
-que_qsch05,1,1,0 script #okolnir_sch05 844,{
-
-OnEnable:
- donpcevent "Gate01#gq_sch05::OnEnable";
- donpcevent "#Maze_Manager_sch05::OnEnable";
- donpcevent "#event_start01_sch05::OnEnable";
- donpcevent "#gd_sch05_mobctrl::OnEnable";
- enablenpc "Guard of Shadow#sch05_01";
- enablenpc "Guard of Shadow#sch05_02";
- enablenpc "Guard of Shadow#sch05_03";
- enablenpc "Guard of Shadow#sch05_04";
- enablenpc "Bloody Hunter#sch05_ac01";
- enablenpc "Bloody Hunter#sch05_ac02";
- enablenpc "Bloody Hunter#sch05_ac03";
- enablenpc "Bloody Hunter#sch05_ac04";
- enablenpc "Temple Keeper#sch05_ac01";
- enablenpc "Temple Keeper#sch05_ac02";
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc "Wish Maiden#gq_sch05";
- donpcevent "#gq_miromob2_sch05::Onreset";
- disablenpc "Piamette#sch05";
- donpcevent "#gdtimer01_sch05::Onstop";
- donpcevent "#gdtimer02_sch05::Onstop";
- donpcevent "#piamette_sch05::Onreset";
- donpcevent "Wish Maiden#sch05_boss::OnDisable";
- donpcevent "Wish Maiden#sch05_gift::OnDisable";
- donpcevent "#gd_sch05_mobctrl::Onreset";
- donpcevent "Gate01#gq_sch05::OnDisable";
- donpcevent "#Maze_Manager_sch05::OnDisable";
- donpcevent "#event_start01_sch05::OnDisable";
- donpcevent "#nm_switch_sch05::OnDisable";
- donpcevent "#nmsomsch05_jin01::OnDisable";
- donpcevent "#nmsomsch05_jin02::OnDisable";
- donpcevent "#nmsomsch05_jin03::OnDisable";
- donpcevent "Guard of Shadow#sch05_01::OnDisable";
- donpcevent "Guard of Shadow#sch05_02::OnDisable";
- donpcevent "Guard of Shadow#sch05_03::OnDisable";
- donpcevent "Guard of Shadow#sch05_04::OnDisable";
- donpcevent "Bloody Hunter#sch05_ac01::OnDisable";
- donpcevent "Bloody Hunter#sch05_ac02::OnDisable";
- donpcevent "Bloody Hunter#sch05_ac03::OnDisable";
- donpcevent "Bloody Hunter#sch05_ac04::OnDisable";
- donpcevent "Temple Keeper#sch05_ac01::OnDisable";
- donpcevent "Temple Keeper#sch05_ac02::OnDisable";
- disablenpc "#to_agit_sch05_gate";
- donpcevent "#sch05_stone01::Onreset";
- donpcevent "#sch05_stone02::Onreset";
- donpcevent "#sch05_stone03::Onreset";
- disablenpc "#sch05_cage01";
- disablenpc "#sch05_cage02";
- disablenpc "#sch05_cage03";
- disablenpc "#sch05_cage04";
- disablenpc "#sch05_cage05";
- disablenpc "#sch05_cage06";
- disablenpc "windpath03_sch05";
- disablenpc "windpath04_sch05";
- set $gqse_sch05_miro,0;
- set $gqse_sch05_pcc,0;
- set $gqse_sch05_gd,0;
- set $gqse_sch05_nm,0;
- stopnpctimer;
- end;
-
-Onstop:
- stopnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qsch05","Wish Maiden : Do your best, Okolnir will disappear in one hour!",bc_map,"0x00ff00";
- end;
-
-OnTimer1800000:
- mapannounce "que_qsch05","Okolnir will disappear in 30 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer2400000:
- mapannounce "que_qsch05","Okolnir will disappear in 20 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3000000:
- mapannounce "que_qsch05","Okolnir will disappear in 10 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3300000:
- mapannounce "que_qsch05","Okolnir will disappear in 5 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3360000:
- mapannounce "que_qsch05","Okolnir will disappear in 4 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3420000:
- mapannounce "que_qsch05","Okolnir will disappear in 3 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3480000:
- mapannounce "que_qsch05","Okolnir will disappear in 2 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3540000:
- mapannounce "que_qsch05","Okolnir will disappear in 1 minutes.",bc_map,"0xff0000";
- end;
-
-OnTimer3600000:
- mapannounce "que_qsch05","Okolnir has begun to disappear.",bc_map,"0x4d4dff";
- disablenpc "Wish Maiden#gq_sch05";
- donpcevent "#gq_miromob2_sch05::Onreset";
- disablenpc "Piamette#sch05";
- donpcevent "#gdtimer01_sch05::Onstop";
- donpcevent "#gdtimer02_sch05::Onstop";
- donpcevent "#piamette_sch05::Onreset";
- donpcevent "Wish Maiden#sch05_boss::onDisable";
- donpcevent "Wish Maiden#sch05_gift::OnDisable";
- donpcevent "#gd_sch05_mobctrl::Onreset";
- donpcevent "Gate01#gq_sch05::OnDisable";
- donpcevent "#Maze_Manager_sch05::OnDisable";
- donpcevent "#event_start01_sch05::OnDisable";
- donpcevent "#nm_switch_sch05::OnDisable";
- donpcevent "#nmsomsch05_jin01::OnDisable";
- donpcevent "#nmsomsch05_jin02::OnDisable";
- donpcevent "#nmsomsch05_jin03::OnDisable";
- donpcevent "Guard of Shadow#sch05_01::OnDisable";
- donpcevent "Guard of Shadow#sch05_02::OnDisable";
- donpcevent "Guard of Shadow#sch05_03::OnDisable";
- donpcevent "Guard of Shadow#sch05_04::OnDisable";
- donpcevent "Bloody Hunter#sch05_ac01::OnDisable";
- donpcevent "Bloody Hunter#sch05_ac02::OnDisable";
- donpcevent "Bloody Hunter#sch05_ac03::OnDisable";
- donpcevent "Bloody Hunter#sch05_ac04::OnDisable";
- donpcevent "Temple Keeper#sch05_ac01::OnDisable";
- donpcevent "Temple Keeper#sch05_ac02::OnDisable";
- disablenpc "#to_agit_sch05_gate";
- donpcevent "#sch05_stone01::Onreset";
- donpcevent "#sch05_stone02::Onreset";
- donpcevent "#sch05_stone03::Onreset";
- disablenpc "#sch05_cage01";
- disablenpc "#sch05_cage02";
- disablenpc "#sch05_cage03";
- disablenpc "#sch05_cage04";
- disablenpc "#sch05_cage05";
- disablenpc "#sch05_cage06";
- disablenpc "windpath03_sch05";
- disablenpc "windpath04_sch05";
- end;
-
-OnTimer3605000:
- mapannounce "que_qsch05","Wish Maiden: ... You will fall into a deep sleep within Okolnir... ",bc_map,"0x00ff00";
- end;
-
-OnTimer3608000:
- mapannounce "que_qsch05","Wish Maiden: ..Have courage ... and await your chance again... ",bc_map,"0x00ff00";
- end;
-
-OnTimer3610000:
- set $gqse_sch05_miro,0;
- set $gqse_sch05_pcc,0;
- set $gqse_sch05_gd,0;
- set $gqse_sch05_nm,0;
- mapwarp "que_qsch05","schg_cas05",369,306;
- end;
-
-OnTimer3611000:
- donpcevent "#okolnir_sch05_time01::OnEnable";
- stopnpctimer;
- end;
-}
-
-que_qsch05,1,2,0 script #Maze_Manager_sch05 844,{
-OnInit:
- donpcevent "#miro_bf_sch05::OnDisable";
- donpcevent "#miro_rf_sch05::OnDisable";
- donpcevent "#miro_yf_sch05::OnDisable";
- end;
-
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- donpcevent "#miro_bf_sch05::OnDisable";
- donpcevent "#miro_rf_sch05::OnDisable";
- donpcevent "#miro_yf_sch05::OnDisable";
- stopnpctimer;
- end;
-
-OnTimer1000:
- donpcevent "#miro_rf_sch05::OnDisable";
- end;
-
-OnTimer2000:
- donpcevent "#miro_yf_sch05::OnDisable";
- end;
-
-OnTimer3000:
- donpcevent "#miro_bf_sch05::OnEnable";
- end;
-
-OnTimer120000:
- donpcevent "#miro_bf_sch05::OnDisable";
- end;
-
-OnTimer121000:
- donpcevent "#miro_yf_sch05::OnDisable";
- end;
-
-OnTimer123000:
- donpcevent "#miro_rf_sch05::OnEnable";
- end;
-
-OnTimer240000:
- donpcevent "#miro_bf_sch05::OnDisable";
- end;
-
-OnTimer241000:
- donpcevent "#miro_rf_sch05::OnDisable";
- end;
-
-OnTimer242000:
- donpcevent "#miro_yf_sch05::OnEnable";
- end;
-
-OnTimer360000:
- donpcevent "#Maze_Manager_sch05::OnEnable";
- end;
-}
-
-que_qsch05,2,1,0 script #miro_bf_sch05 844,{
-
-OnEnable:
- monster "que_qsch05",44,270," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
- monster "que_qsch05",46,270," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
- monster "que_qsch05",50,287," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
- monster "que_qsch05",52,287," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
- monster "que_qsch05",50,265," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
- monster "que_qsch05",52,265," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
- monster "que_qsch05",56,279," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
- monster "que_qsch05",58,279," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
- monster "que_qsch05",64,301," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
- monster "que_qsch05",64,298," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
- monster "que_qsch05",62,272," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
- monster "que_qsch05",64,272," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
- monster "que_qsch05",58,245," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
- monster "que_qsch05",58,243," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
- monster "que_qsch05",72,289," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
- monster "que_qsch05",72,287," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
- monster "que_qsch05",68,257," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
- monster "que_qsch05",68,255," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
- monster "que_qsch05",73,263," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
- monster "que_qsch05",73,261," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
- monster "que_qsch05",75,251," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
- monster "que_qsch05",75,249," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
- monster "que_qsch05",79,283," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
- monster "que_qsch05",79,281," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
- monster "que_qsch05",82,271," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
- monster "que_qsch05",84,271," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
- monster "que_qsch05",89,295," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
- monster "que_qsch05",89,293," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
- monster "que_qsch05",88,276," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
- monster "que_qsch05",90,276," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
- monster "que_qsch05",88,266," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
- monster "que_qsch05",90,266," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
- monster "que_qsch05",94,256," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
- monster "que_qsch05",96,256," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
- monster "que_qsch05",64,301," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
- monster "que_qsch05",64,299," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
- monster "que_qsch05",100,251," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
- monster "que_qsch05",102,251," ",1934,1,"#miro_bf_sch05::OnMyMobDead";
- setcell "que_qsch05",44,270,47,270,cell_walkable,0;
- setcell "que_qsch05",44,270,47,270,cell_shootable,0;
- setcell "que_qsch05",50,287,53,287,cell_walkable,0;
- setcell "que_qsch05",50,287,53,287,cell_shootable,0;
- setcell "que_qsch05",50,265,53,265,cell_walkable,0;
- setcell "que_qsch05",50,265,53,265,cell_shootable,0;
- setcell "que_qsch05",56,279,59,279,cell_walkable,0;
- setcell "que_qsch05",56,279,59,279,cell_shootable,0;
- setcell "que_qsch05",64,298,64,301,cell_walkable,0;
- setcell "que_qsch05",64,298,64,301,cell_shootable,0;
- setcell "que_qsch05",62,272,65,272,cell_walkable,0;
- setcell "que_qsch05",62,272,65,272,cell_shootable,0;
- setcell "que_qsch05",58,242,58,245,cell_walkable,0;
- setcell "que_qsch05",58,242,58,245,cell_shootable,0;
- setcell "que_qsch05",72,286,72,289,cell_walkable,0;
- setcell "que_qsch05",72,286,72,289,cell_shootable,0;
- setcell "que_qsch05",68,254,68,259,cell_walkable,0;
- setcell "que_qsch05",68,254,68,259,cell_shootable,0;
- setcell "que_qsch05",73,260,73,263,cell_walkable,0;
- setcell "que_qsch05",73,260,73,263,cell_shootable,0;
- setcell "que_qsch05",75,248,75,251,cell_walkable,0;
- setcell "que_qsch05",75,248,75,251,cell_shootable,0;
- setcell "que_qsch05",79,280,79,283,cell_walkable,0;
- setcell "que_qsch05",79,280,79,283,cell_shootable,0;
- setcell "que_qsch05",82,271,85,271,cell_walkable,0;
- setcell "que_qsch05",82,271,85,271,cell_shootable,0;
- setcell "que_qsch05",89,292,89,295,cell_walkable,0;
- setcell "que_qsch05",89,292,89,295,cell_shootable,0;
- setcell "que_qsch05",88,276,91,276,cell_walkable,0;
- setcell "que_qsch05",88,276,91,276,cell_shootable,0;
- setcell "que_qsch05",88,266,91,266,cell_walkable,0;
- setcell "que_qsch05",88,266,91,266,cell_shootable,0;
- setcell "que_qsch05",94,256,97,256,cell_walkable,0;
- setcell "que_qsch05",94,256,97,256,cell_shootable,0;
- setcell "que_qsch05",64,298,64,301,cell_walkable,0;
- setcell "que_qsch05",64,298,64,301,cell_shootable,0;
- setcell "que_qsch05",100,251,103,251,cell_walkable,0;
- setcell "que_qsch05",100,251,103,251,cell_shootable,0;
- end;
-
-OnDisable:
- killmonster "que_qsch05","#miro_bf_sch05::OnMyMobDead";
- setcell "que_qsch05",44,270,47,270,cell_walkable,1;
- setcell "que_qsch05",44,270,47,270,cell_shootable,1;
- setcell "que_qsch05",50,287,53,287,cell_walkable,1;
- setcell "que_qsch05",50,287,53,287,cell_shootable,1;
- setcell "que_qsch05",50,265,53,265,cell_walkable,1;
- setcell "que_qsch05",50,265,53,265,cell_shootable,1;
- setcell "que_qsch05",56,279,59,279,cell_walkable,1;
- setcell "que_qsch05",56,279,59,279,cell_shootable,1;
- setcell "que_qsch05",64,298,64,301,cell_walkable,1;
- setcell "que_qsch05",64,298,64,301,cell_shootable,1;
- setcell "que_qsch05",62,272,65,272,cell_walkable,1;
- setcell "que_qsch05",62,272,65,272,cell_shootable,1;
- setcell "que_qsch05",58,242,58,245,cell_walkable,1;
- setcell "que_qsch05",58,242,58,245,cell_shootable,1;
- setcell "que_qsch05",72,286,72,289,cell_walkable,1;
- setcell "que_qsch05",72,286,72,289,cell_shootable,1;
- setcell "que_qsch05",68,254,68,259,cell_walkable,1;
- setcell "que_qsch05",68,254,68,259,cell_shootable,1;
- setcell "que_qsch05",73,260,73,263,cell_walkable,1;
- setcell "que_qsch05",73,260,73,263,cell_shootable,1;
- setcell "que_qsch05",75,248,75,251,cell_walkable,1;
- setcell "que_qsch05",75,248,75,251,cell_shootable,1;
- setcell "que_qsch05",79,280,79,283,cell_walkable,1;
- setcell "que_qsch05",79,280,79,283,cell_shootable,1;
- setcell "que_qsch05",82,271,85,271,cell_walkable,1;
- setcell "que_qsch05",82,271,85,271,cell_shootable,1;
- setcell "que_qsch05",89,292,89,295,cell_walkable,1;
- setcell "que_qsch05",89,292,89,295,cell_shootable,1;
- setcell "que_qsch05",88,276,91,276,cell_walkable,1;
- setcell "que_qsch05",88,276,91,276,cell_shootable,1;
- setcell "que_qsch05",88,266,91,266,cell_walkable,1;
- setcell "que_qsch05",88,266,91,266,cell_shootable,1;
- setcell "que_qsch05",94,256,97,256,cell_walkable,1;
- setcell "que_qsch05",94,256,97,256,cell_shootable,1;
- setcell "que_qsch05",64,298,64,301,cell_walkable,1;
- setcell "que_qsch05",64,298,64,301,cell_shootable,1;
- setcell "que_qsch05",100,251,103,251,cell_walkable,1;
- setcell "que_qsch05",100,251,103,251,cell_shootable,1;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch05,2,2,0 script #miro_rf_sch05 844,{
-
-OnEnable:
- monster "que_qsch05",57,301," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
- monster "que_qsch05",57,299," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
- monster "que_qsch05",48,291," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
- monster "que_qsch05",48,289," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
- monster "que_qsch05",68,290," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
- monster "que_qsch05",70,290," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
- monster "que_qsch05",72,295," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
- monster "que_qsch05",72,293," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
- monster "que_qsch05",90,296," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
- monster "que_qsch05",92,296," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
- monster "que_qsch05",56,282," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
- monster "que_qsch05",58,282," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
- monster "que_qsch05",66,283," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
- monster "que_qsch05",66,281," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
- monster "que_qsch05",80,284," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
- monster "que_qsch05",82,284," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
- monster "que_qsch05",44,273," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
- monster "que_qsch05",46,273," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
- monster "que_qsch05",50,273," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
- monster "que_qsch05",52,273," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
- monster "que_qsch05",54,269," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
- monster "que_qsch05",54,267," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
- monster "que_qsch05",66,271," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
- monster "que_qsch05",66,270," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
- monster "que_qsch05",81,273," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
- monster "que_qsch05",81,272," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
- monster "que_qsch05",88,276," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
- monster "que_qsch05",90,276," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
- monster "que_qsch05",94,276," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
- monster "que_qsch05",96,276," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
- monster "que_qsch05",64,258," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
- monster "que_qsch05",66,258," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
- monster "que_qsch05",76,263," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
- monster "que_qsch05",76,261," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
- monster "que_qsch05",87,265," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
- monster "que_qsch05",87,263," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
- monster "que_qsch05",50,252," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
- monster "que_qsch05",52,252," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
- monster "que_qsch05",76,252," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
- monster "que_qsch05",78,252," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
- monster "que_qsch05",99,255," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
- monster "que_qsch05",99,253," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
- monster "que_qsch05",53,245," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
- monster "que_qsch05",53,243," ",1935,1,"#miro_rf_sch05::OnMyMobDead";
- setcell "que_qsch05",57,298,57,301,cell_walkable,0;
- setcell "que_qsch05",57,298,57,301,cell_shootable,0;
- setcell "que_qsch05",48,288,48,291,cell_walkable,0;
- setcell "que_qsch05",48,288,48,291,cell_shootable,0;
- setcell "que_qsch05",68,290,71,290,cell_walkable,0;
- setcell "que_qsch05",68,290,71,290,cell_shootable,0;
- setcell "que_qsch05",72,292,72,295,cell_walkable,0;
- setcell "que_qsch05",72,292,72,295,cell_shootable,0;
- setcell "que_qsch05",90,296,93,296,cell_walkable,0;
- setcell "que_qsch05",90,296,93,296,cell_shootable,0;
- setcell "que_qsch05",56,282,59,282,cell_walkable,0;
- setcell "que_qsch05",56,282,59,282,cell_shootable,0;
- setcell "que_qsch05",66,280,66,283,cell_walkable,0;
- setcell "que_qsch05",66,280,66,283,cell_shootable,0;
- setcell "que_qsch05",80,284,83,284,cell_walkable,0;
- setcell "que_qsch05",80,284,83,284,cell_shootable,0;
- setcell "que_qsch05",44,273,47,273,cell_walkable,0;
- setcell "que_qsch05",44,273,47,273,cell_shootable,0;
- setcell "que_qsch05",50,273,53,273,cell_walkable,0;
- setcell "que_qsch05",50,273,53,273,cell_shootable,0;
- setcell "que_qsch05",54,266,54,269,cell_walkable,0;
- setcell "que_qsch05",54,266,54,269,cell_shootable,0;
- setcell "que_qsch05",66,270,66,271,cell_walkable,0;
- setcell "que_qsch05",66,270,66,271,cell_shootable,0;
- setcell "que_qsch05",81,272,81,273,cell_walkable,0;
- setcell "que_qsch05",81,272,81,273,cell_shootable,0;
- setcell "que_qsch05",88,276,91,276,cell_walkable,0;
- setcell "que_qsch05",88,276,91,276,cell_shootable,0;
- setcell "que_qsch05",94,276,97,276,cell_walkable,0;
- setcell "que_qsch05",94,276,97,276,cell_shootable,0;
- setcell "que_qsch05",64,258,67,258,cell_walkable,0;
- setcell "que_qsch05",64,258,67,258,cell_shootable,0;
- setcell "que_qsch05",76,260,76,263,cell_walkable,0;
- setcell "que_qsch05",76,260,76,263,cell_shootable,0;
- setcell "que_qsch05",87,262,87,265,cell_walkable,0;
- setcell "que_qsch05",87,262,87,265,cell_shootable,0;
- setcell "que_qsch05",50,252,53,252,cell_walkable,0;
- setcell "que_qsch05",50,252,53,252,cell_shootable,0;
- setcell "que_qsch05",76,252,79,252,cell_walkable,0;
- setcell "que_qsch05",76,252,79,252,cell_shootable,0;
- setcell "que_qsch05",99,252,99,255,cell_walkable,0;
- setcell "que_qsch05",99,252,99,255,cell_shootable,0;
- setcell "que_qsch05",53,242,53,245,cell_walkable,0;
- setcell "que_qsch05",53,242,53,245,cell_shootable,0;
- end;
-
-OnDisable:
- killmonster "que_qsch05","#miro_rf_sch05::OnMyMobDead";
- setcell "que_qsch05",57,298,57,301,cell_walkable,1;
- setcell "que_qsch05",57,298,57,301,cell_shootable,1;
- setcell "que_qsch05",48,288,48,291,cell_walkable,1;
- setcell "que_qsch05",48,288,48,291,cell_shootable,1;
- setcell "que_qsch05",68,290,71,290,cell_walkable,1;
- setcell "que_qsch05",68,290,71,290,cell_shootable,1;
- setcell "que_qsch05",72,292,72,295,cell_walkable,1;
- setcell "que_qsch05",72,292,72,295,cell_shootable,1;
- setcell "que_qsch05",90,296,93,296,cell_walkable,1;
- setcell "que_qsch05",90,296,93,296,cell_shootable,1;
- setcell "que_qsch05",56,282,59,282,cell_walkable,1;
- setcell "que_qsch05",56,282,59,282,cell_shootable,1;
- setcell "que_qsch05",66,280,66,283,cell_walkable,1;
- setcell "que_qsch05",66,280,66,283,cell_shootable,1;
- setcell "que_qsch05",80,284,83,284,cell_walkable,1;
- setcell "que_qsch05",80,284,83,284,cell_shootable,1;
- setcell "que_qsch05",44,273,47,273,cell_walkable,1;
- setcell "que_qsch05",44,273,47,273,cell_shootable,1;
- setcell "que_qsch05",50,273,53,273,cell_walkable,1;
- setcell "que_qsch05",50,273,53,273,cell_shootable,1;
- setcell "que_qsch05",54,266,54,269,cell_walkable,1;
- setcell "que_qsch05",54,266,54,269,cell_shootable,1;
- setcell "que_qsch05",66,270,66,271,cell_walkable,1;
- setcell "que_qsch05",66,270,66,271,cell_shootable,1;
- setcell "que_qsch05",81,272,81,273,cell_walkable,1;
- setcell "que_qsch05",81,272,81,273,cell_shootable,1;
- setcell "que_qsch05",88,276,91,276,cell_walkable,1;
- setcell "que_qsch05",88,276,91,276,cell_shootable,1;
- setcell "que_qsch05",94,276,97,276,cell_walkable,1;
- setcell "que_qsch05",94,276,97,276,cell_shootable,1;
- setcell "que_qsch05",64,258,67,258,cell_walkable,1;
- setcell "que_qsch05",64,258,67,258,cell_shootable,1;
- setcell "que_qsch05",76,260,76,263,cell_walkable,1;
- setcell "que_qsch05",76,260,76,263,cell_shootable,1;
- setcell "que_qsch05",87,262,87,265,cell_walkable,1;
- setcell "que_qsch05",87,262,87,265,cell_shootable,1;
- setcell "que_qsch05",50,252,53,252,cell_walkable,1;
- setcell "que_qsch05",50,252,53,252,cell_shootable,1;
- setcell "que_qsch05",76,252,79,252,cell_walkable,1;
- setcell "que_qsch05",76,252,79,252,cell_shootable,1;
- setcell "que_qsch05",99,252,99,255,cell_walkable,1;
- setcell "que_qsch05",99,252,99,255,cell_shootable,1;
- setcell "que_qsch05",53,242,53,245,cell_walkable,1;
- setcell "que_qsch05",53,242,53,245,cell_shootable,1;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch05,2,3,0 script #miro_yf_sch05 844,{
-
-OnEnable:
- monster "que_qsch05",44,292," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",46,292," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",67,295," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",67,293," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",94,301," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",94,299," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",79,289," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",79,287," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",56,282," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",58,282," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",71,283," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",71,281," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",100,281," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",102,281," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",44,261," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",46,261," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",50,265," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",52,265," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",56,270," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",58,270," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",72,278," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",73,278," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",82,266," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",84,266," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",88,266," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",90,266," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",94,271," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",96,271," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",60,257," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",60,255," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",73,263," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",73,261," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",75,257," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",75,255," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",87,257," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",87,255," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",58,251," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",58,249," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",80,251," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",80,249," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",53,245," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",53,243," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",75,245," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",75,243," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",100,251," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",102,251," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",100,256," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- monster "que_qsch05",102,256," ",1936,1,"#miro_yf_sch05::OnMyMobDead";
- setcell "que_qsch05",44,292,47,292,cell_walkable,0;
- setcell "que_qsch05",44,292,47,292,cell_shootable,0;
- setcell "que_qsch05",67,292,67,295,cell_walkable,0;
- setcell "que_qsch05",67,292,67,295,cell_shootable,0;
- setcell "que_qsch05",94,298,94,301,cell_walkable,0;
- setcell "que_qsch05",94,298,94,301,cell_shootable,0;
- setcell "que_qsch05",79,286,79,289,cell_walkable,0;
- setcell "que_qsch05",79,286,79,289,cell_shootable,0;
- setcell "que_qsch05",56,282,59,282,cell_walkable,0;
- setcell "que_qsch05",56,282,59,282,cell_shootable,0;
- setcell "que_qsch05",71,280,71,283,cell_walkable,0;
- setcell "que_qsch05",71,280,71,283,cell_shootable,0;
- setcell "que_qsch05",100,281,103,281,cell_walkable,0;
- setcell "que_qsch05",100,281,103,281,cell_shootable,0;
- setcell "que_qsch05",44,261,47,261,cell_walkable,0;
- setcell "que_qsch05",44,261,47,261,cell_shootable,0;
- setcell "que_qsch05",50,265,53,265,cell_walkable,0;
- setcell "que_qsch05",50,265,53,265,cell_shootable,0;
- setcell "que_qsch05",56,270,59,270,cell_walkable,0;
- setcell "que_qsch05",56,270,59,270,cell_shootable,0;
- setcell "que_qsch05",72,278,73,278,cell_walkable,0;
- setcell "que_qsch05",72,278,73,278,cell_shootable,0;
- setcell "que_qsch05",82,266,85,266,cell_walkable,0;
- setcell "que_qsch05",82,266,85,266,cell_shootable,0;
- setcell "que_qsch05",88,266,91,266,cell_walkable,0;
- setcell "que_qsch05",88,266,91,266,cell_shootable,0;
- setcell "que_qsch05",94,271,97,271,cell_walkable,0;
- setcell "que_qsch05",94,271,97,271,cell_shootable,0;
- setcell "que_qsch05",60,254,60,257,cell_walkable,0;
- setcell "que_qsch05",60,254,60,257,cell_shootable,0;
- setcell "que_qsch05",73,260,73,263,cell_walkable,0;
- setcell "que_qsch05",73,260,73,263,cell_shootable,0;
- setcell "que_qsch05",75,254,75,257,cell_walkable,0;
- setcell "que_qsch05",75,254,75,257,cell_shootable,0;
- setcell "que_qsch05",87,254,87,257,cell_walkable,0;
- setcell "que_qsch05",87,254,87,257,cell_shootable,0;
- setcell "que_qsch05",58,248,58,251,cell_walkable,0;
- setcell "que_qsch05",58,248,58,251,cell_shootable,0;
- setcell "que_qsch05",80,248,80,251,cell_walkable,0;
- setcell "que_qsch05",80,248,80,251,cell_shootable,0;
- setcell "que_qsch05",53,242,53,245,cell_walkable,0;
- setcell "que_qsch05",53,242,53,245,cell_shootable,0;
- setcell "que_qsch05",75,242,75,245,cell_walkable,0;
- setcell "que_qsch05",75,242,75,245,cell_shootable,0;
- setcell "que_qsch05",100,251,103,251,cell_walkable,0;
- setcell "que_qsch05",100,251,103,251,cell_shootable,0;
- setcell "que_qsch05",100,256,103,256,cell_walkable,0;
- setcell "que_qsch05",100,256,103,256,cell_shootable,0;
- end;
-
-OnDisable:
- killmonster "que_qsch05","#miro_yf_sch05::OnMyMobDead";
- setcell "que_qsch05",44,292,47,292,cell_walkable,1;
- setcell "que_qsch05",44,292,47,292,cell_shootable,1;
- setcell "que_qsch05",67,292,67,295,cell_walkable,1;
- setcell "que_qsch05",67,292,67,295,cell_shootable,1;
- setcell "que_qsch05",94,298,94,301,cell_walkable,1;
- setcell "que_qsch05",94,298,94,301,cell_shootable,1;
- setcell "que_qsch05",79,286,79,289,cell_walkable,1;
- setcell "que_qsch05",79,286,79,289,cell_shootable,1;
- setcell "que_qsch05",56,282,59,282,cell_walkable,1;
- setcell "que_qsch05",56,282,59,282,cell_shootable,1;
- setcell "que_qsch05",71,280,71,283,cell_walkable,1;
- setcell "que_qsch05",71,280,71,283,cell_shootable,1;
- setcell "que_qsch05",100,281,103,281,cell_walkable,1;
- setcell "que_qsch05",100,281,103,281,cell_shootable,1;
- setcell "que_qsch05",44,261,47,261,cell_walkable,1;
- setcell "que_qsch05",44,261,47,261,cell_shootable,1;
- setcell "que_qsch05",50,265,53,265,cell_walkable,1;
- setcell "que_qsch05",50,265,53,265,cell_shootable,1;
- setcell "que_qsch05",56,270,59,270,cell_walkable,1;
- setcell "que_qsch05",56,270,59,270,cell_shootable,1;
- setcell "que_qsch05",72,278,73,278,cell_walkable,1;
- setcell "que_qsch05",72,278,73,278,cell_shootable,1;
- setcell "que_qsch05",82,266,85,266,cell_walkable,1;
- setcell "que_qsch05",82,266,85,266,cell_shootable,1;
- setcell "que_qsch05",88,266,91,266,cell_walkable,1;
- setcell "que_qsch05",88,266,91,266,cell_shootable,1;
- setcell "que_qsch05",94,271,97,271,cell_walkable,1;
- setcell "que_qsch05",94,271,97,271,cell_shootable,1;
- setcell "que_qsch05",60,254,60,257,cell_walkable,1;
- setcell "que_qsch05",60,254,60,257,cell_shootable,1;
- setcell "que_qsch05",73,260,73,263,cell_walkable,1;
- setcell "que_qsch05",73,260,73,263,cell_shootable,1;
- setcell "que_qsch05",75,254,75,257,cell_walkable,1;
- setcell "que_qsch05",75,254,75,257,cell_shootable,1;
- setcell "que_qsch05",87,254,87,257,cell_walkable,1;
- setcell "que_qsch05",87,254,87,257,cell_shootable,1;
- setcell "que_qsch05",58,248,58,251,cell_walkable,1;
- setcell "que_qsch05",58,248,58,251,cell_shootable,1;
- setcell "que_qsch05",80,248,80,251,cell_walkable,1;
- setcell "que_qsch05",80,248,80,251,cell_shootable,1;
- setcell "que_qsch05",53,242,53,245,cell_walkable,1;
- setcell "que_qsch05",53,242,53,245,cell_shootable,1;
- setcell "que_qsch05",75,242,75,245,cell_walkable,1;
- setcell "que_qsch05",75,242,75,245,cell_shootable,1;
- setcell "que_qsch05",100,251,103,251,cell_walkable,1;
- setcell "que_qsch05",100,251,103,251,cell_shootable,1;
- setcell "que_qsch05",100,256,103,256,cell_walkable,1;
- setcell "que_qsch05",100,256,103,256,cell_shootable,1;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch05,132,172,0 script windpath01_sch05 45,1,1,{
-OnTouch:
- if (countitem(7839) > 0) {
- mes "The Warp Gate responds to the Crystal Key.";
- delitem 7839,1; //Crystal_Key
- close2;
- warp "que_qsch05",114,158;
- end;
- }
- else {
- mes "You need the Crystal Key to activate the Warp Gate.";
- close;
- }
-}
-
-que_qsch05,113,165,0 warp windpath02_sch05 1,1,que_qsch05,139,172
-
-
-que_qsch05,131,136,3 script Piamette#sch05 1930,{
-OnInit:
- enablenpc "Piamette#sch05";
- end;
-}
-
-que_qsch05,114,158,0 script #event_start01_sch05 -1,1,1,{
-
-OnInit:
- disablenpc "#event_start01_sch05";
- end;
-
-OnEnable:
- enablenpc "#event_start01_sch05";
- end;
-
-OnDisable:
- disablenpc "#event_start01_sch05";
- stopnpctimer;
- end;
-
-OnTouch:
- initnpctimer;
- disablenpc "#event_start01_sch05";
- end;
-
-OnTimer2000:
- mapannounce "que_qsch05","Piamette mumblings : ..There were six birds, Teo. But one is....",bc_map,"0xdb7093";
- end;
-
-OnTimer6000:
- mapannounce "que_qsch05","Piamette mumblings : ...Shh.. Teo. The birds have returned..Are they birds that ran away before...? Or breakers who disguises themselves as good adventurers?",bc_map,"0xdb7093";
- end;
-
-OnTimer10000:
- mapannounce "que_qsch05","Piamette mumblings : Ha! They are caged in.",bc_map,"0xdb7093";
- end;
-
-OnTimer14000:
- mapannounce "que_qsch05","Piamette : Teo, Catch the birds! Put the cage away from here!",bc_map,"0x00ff00";
- donpcevent "#gdtimer01_sch05::OnEnable";
- stopnpctimer;
- end;
-}
-
-que_qsch05,2,2,0 script #gdtimer01_sch05 844,{
-
-OnEnable:
- initnpctimer;
- end;
-
-Onstop:
- donpcevent "#getspell01_sch05::OnDisable";
- donpcevent "#getspell02_sch05::OnDisable";
- donpcevent "#getspell03_sch05::OnDisable";
- donpcevent "#getspell04_sch05::OnDisable";
- donpcevent "#getspell05_sch05::OnDisable";
- donpcevent "#getspell06_sch05::OnDisable";
- donpcevent "#getspell07_sch05::OnDisable";
- donpcevent "#getspell08_sch05::OnDisable";
- stopnpctimer;
- end;
-
-OnTimer1000:
- donpcevent "#getspell08_sch05::OnDisable";
- donpcevent "#getspell01_sch05::OnEnable";
- end;
-
-OnTimer10000:
- donpcevent "#getspell01_sch05::OnDisable";
- donpcevent "#getspell02_sch05::OnEnable";
- end;
-
-OnTimer20000:
- donpcevent "#getspell02_sch05::OnDisable";
- donpcevent "#getspell03_sch05::OnEnable";
- end;
-
-OnTimer30000:
- donpcevent "#getspell03_sch05::OnDisable";
- donpcevent "#getspell04_sch05::OnEnable";
- end;
-
-OnTimer40000:
- donpcevent "#getspell04_sch05::OnDisable";
- donpcevent "#getspell05_sch05::OnEnable";
- end;
-
-OnTimer50000:
- donpcevent "#getspell05_sch05::OnDisable";
- donpcevent "#getspell06_sch05::OnEnable";
- end;
-
-OnTimer60000:
- donpcevent "#getspell06_sch05::OnDisable";
- donpcevent "#getspell07_sch05::OnEnable";
- end;
-
-OnTimer70000:
- donpcevent "#getspell07_sch05::OnDisable";
- donpcevent "#getspell08_sch05::OnEnable";
- end;
-
-OnTimer75000:
- if ($gqse_sch05_gd < 6) {
- mapannounce "que_qsch05","Piamette : Silly birds! Silly Teo! Why can't you put away the cage at once?!",bc_map,"0x00ff00";
- enablenpc "#sch05_cage01";
- enablenpc "#sch05_cage02";
- enablenpc "#sch05_cage03";
- enablenpc "#sch05_cage04";
- enablenpc "#sch05_cage05";
- enablenpc "#sch05_cage06";
- set $gqse_sch05_gd,0;
- }
- end;
-
-OnTimer76000:
- disablenpc "#sch05_cage01";
- disablenpc "#sch05_cage02";
- disablenpc "#sch05_cage03";
- disablenpc "#sch05_cage04";
- disablenpc "#sch05_cage05";
- disablenpc "#sch05_cage06";
- end;
-
-OnTimer80000:
- donpcevent "#gdtimer01_sch05::OnEnable";
- end;
-}
-
-que_qsch05,2,3,0 script #gdtimer02_sch05 844,{
-
-OnEnable:
- initnpctimer;
- end;
-
-Onstop:
- stopnpctimer;
- killmonster "que_qsch05","#gdtimer02_sch05::OnMyMobDead";
- end;
-
-OnTimer4000:
- mapannounce "que_qsch05","Piamette : All of them are caught!",bc_map,"0xdb7093";
- end;
-
-OnTimer8000:
- mapannounce "que_qsch05","Piamette : Let's call out the keeper of the key not to let the birds go far away.",bc_map,"0xdb7093";
- end;
-
-OnTimer12000:
- mapannounce "que_qsch05","Piamette : The keeper of the key is protecting my cage.",bc_map,"0xdb7093";
- monster "que_qsch05",108,151,"Key Stone",1905,1,"#gdtimer02_sch05::OnMyMobDead";
- monster "que_qsch05",109,135,"Key Stone",1905,1,"#gdtimer02_sch05::OnMyMobDead";
- monster "que_qsch05",115,116,"Key Stone",1905,1,"#gdtimer02_sch05::OnMyMobDead";
- monster "que_qsch05",158,106,"Key Stone",1905,1,"#gdtimer02_sch05::OnMyMobDead";
- monster "que_qsch05",163,133,"Key Stone",1905,1,"#gdtimer02_sch05::OnMyMobDead";
- monster "que_qsch05",150,154,"Key Stone",1905,1,"#gdtimer02_sch05::OnMyMobDead";
- end;
-
-OnTimer112000:
- mapannounce "que_qsch05","Piamette : Whooping fun times are back! Now, Go! I'll get back to!!",bc_map,"0xdb7093";
- killmonster "que_qsch05","#gdtimer02_sch05::OnMyMobDead";
- enablenpc "#sch05_cage01";
- enablenpc "#sch05_cage02";
- enablenpc "#sch05_cage03";
- enablenpc "#sch05_cage04";
- enablenpc "#sch05_cage05";
- enablenpc "#sch05_cage06";
- set $gqse_sch05_gd,0;
- end;
-
-OnTimer113000:
- disablenpc "#sch05_cage01";
- disablenpc "#sch05_cage02";
- disablenpc "#sch05_cage03";
- disablenpc "#sch05_cage04";
- disablenpc "#sch05_cage05";
- disablenpc "#sch05_cage06";
- donpcevent "#gdtimer01_sch05::OnEnable";
- stopnpctimer;
- end;
-
-Onreset:
- killmonster "que_qsch05","#gdtimer02_sch05::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qsch05","#gdtimer02_sch05::OnMyMobDead") == 0) {
- enablenpc "#sch05_cage01";
- enablenpc "#sch05_cage02";
- enablenpc "#sch05_cage03";
- enablenpc "#sch05_cage04";
- enablenpc "#sch05_cage05";
- enablenpc "#sch05_cage06";
- donpcevent "#piamette_sch05::OnEnable";
- stopnpctimer;
- }
- end;
-}
-
-que_qsch05,1,4,0 script #piamette_sch05 844,{
-OnEnable:
- initnpctimer;
- end;
-
-Onreset:
- killmonster "que_qsch05","#piamette_sch05::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qsch05","Piamette : All the keeper of keys are dead now? Who freed my birds? Teo, who did it?",bc_map,"0xdb7093";
- end;
-
-OnTimer5000:
- mapannounce "que_qsch05","Piamette : I'm pissed off now!",bc_map,"0xdb7093";
- disablenpc "Piamette#sch05";
- monster "que_qsch05",131,135,"Angry Piamette",1930,1,"#piamette_sch05::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- mapannounce "que_qsch05","Piamette has been released, so the warp gate toward the South is working now.",bc_map,"0x00ff00";
- enablenpc "windpath03_sch05";
- enablenpc "windpath04_sch05";
- donpcevent "#nm_switch_sch05::OnEnable";
- end;
-}
-
-que_qsch05,113,135,0 script #getspell01_sch05 -1,1,1,{
-OnInit:
- disablenpc "#getspell01_sch05";
- end;
-
-OnEnable:
- enablenpc "#getspell01_sch05";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell01_sch05";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_sch05_gd == 0) {
- warp "que_qsch05",103,153;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,1;
- mapannounce "que_qsch05","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch05_gd == 1) {
- warp "que_qsch05",102,135;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,2;
- mapannounce "que_qsch05","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch05_gd == 2) {
- warp "que_qsch05",113,111;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,3;
- mapannounce "que_qsch05","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch05_gd == 3) {
- warp "que_qsch05",161,105;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,4;
- mapannounce "que_qsch05","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch05_gd == 4) {
- warp "que_qsch05",168,135;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,5;
- mapannounce "que_qsch05","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch05_gd == 5) {
- warp "que_qsch05",150,159;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,6;
- mapannounce "que_qsch05","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_sch05::OnEnable";
- donpcevent "#gdtimer01_sch05::Onstop";
- }
- end;
-}
-
-que_qsch05,146,150,0 script #getspell02_sch05 -1,1,1,{
-OnInit:
- disablenpc "#getspell02_sch05";
- end;
-
-OnEnable:
- enablenpc "#getspell02_sch05";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell02_sch05";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_sch05_gd == 0) {
- warp "que_qsch05",103,153;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,1;
- mapannounce "que_qsch05","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch05_gd == 1) {
- warp "que_qsch05",102,135;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,2;
- mapannounce "que_qsch05","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch05_gd == 2) {
- warp "que_qsch05",113,111;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,3;
- mapannounce "que_qsch05","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch05_gd == 3) {
- warp "que_qsch05",161,105;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,4;
- mapannounce "que_qsch05","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch05_gd == 4) {
- warp "que_qsch05",168,135;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,5;
- mapannounce "que_qsch05","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch05_gd == 5) {
- warp "que_qsch05",150,159;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,6;
- mapannounce "que_qsch05","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_sch05::OnEnable";
- donpcevent "#gdtimer01_sch05::Onstop";
- }
- end;
-}
-
-que_qsch05,131,117,0 script #getspell03_sch05 -1,1,1,{
-OnInit:
- disablenpc "#getspell03_sch05";
- end;
-
-OnEnable:
- enablenpc "#getspell03_sch05";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell03_sch05";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_sch05_gd == 0) {
- warp "que_qsch05",103,153;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,1;
- mapannounce "que_qsch05","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch05_gd == 1) {
- warp "que_qsch05",102,135;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,2;
- mapannounce "que_qsch05","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch05_gd == 2) {
- warp "que_qsch05",113,111;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,3;
- mapannounce "que_qsch05","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch05_gd == 3) {
- warp "que_qsch05",161,105;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,4;
- mapannounce "que_qsch05","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch05_gd == 4) {
- warp "que_qsch05",168,135;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,5;
- mapannounce "que_qsch05","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch05_gd == 5) {
- warp "que_qsch05",150,159;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,6;
- mapannounce "que_qsch05","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_sch05::OnEnable";
- donpcevent "#gdtimer01_sch05::Onstop";
- }
- end;
-}
-
-que_qsch05,117,150,0 script #getspell04_sch05 -1,1,1,{
-OnInit:
- disablenpc "#getspell04_sch05";
- end;
-
-OnEnable:
- enablenpc "#getspell04_sch05";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell04_sch05";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_sch05_gd == 0) {
- warp "que_qsch05",103,153;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,1;
- mapannounce "que_qsch05","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch05_gd == 1) {
- warp "que_qsch05",102,135;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,2;
- mapannounce "que_qsch05","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch05_gd == 2) {
- warp "que_qsch05",113,111;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,3;
- mapannounce "que_qsch05","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch05_gd == 3) {
- warp "que_qsch05",161,105;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,4;
- mapannounce "que_qsch05","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch05_gd == 4) {
- warp "que_qsch05",168,135;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,5;
- mapannounce "que_qsch05","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch05_gd == 5) {
- warp "que_qsch05",150,159;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,6;
- mapannounce "que_qsch05","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_sch05::OnEnable";
- donpcevent "#gdtimer01_sch05::Onstop";
- }
- end;
-}
-
-que_qsch05,150,135,0 script #getspell05_sch05 -1,1,1,{
-OnInit:
- disablenpc "#getspell05_sch05";
- end;
-
-OnEnable:
- enablenpc "#getspell05_sch05";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell05_sch05";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_sch05_gd == 0) {
- warp "que_qsch05",103,153;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,1;
- mapannounce "que_qsch05","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch05_gd == 1) {
- warp "que_qsch05",102,135;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,2;
- mapannounce "que_qsch05","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch05_gd == 2) {
- warp "que_qsch05",113,111;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,3;
- mapannounce "que_qsch05","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch05_gd == 3) {
- warp "que_qsch05",161,105;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,4;
- mapannounce "que_qsch05","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch05_gd == 4) {
- warp "que_qsch05",168,135;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,5;
- mapannounce "que_qsch05","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch05_gd == 5) {
- warp "que_qsch05",150,159;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,6;
- mapannounce "que_qsch05","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_sch05::OnEnable";
- donpcevent "#gdtimer01_sch05::Onstop";
- }
- end;
-}
-
-que_qsch05,117,121,0 script #getspell06_sch05 -1,1,1,{
-OnInit:
- disablenpc "#getspell06_sch05";
- end;
-
-OnEnable:
- enablenpc "#getspell06_sch05";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell06_sch05";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_sch05_gd == 0) {
- warp "que_qsch05",103,153;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,1;
- mapannounce "que_qsch05","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch05_gd == 1) {
- warp "que_qsch05",102,135;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,2;
- mapannounce "que_qsch05","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch05_gd == 2) {
- warp "que_qsch05",113,111;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,3;
- mapannounce "que_qsch05","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch05_gd == 3) {
- warp "que_qsch05",161,105;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,4;
- mapannounce "que_qsch05","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch05_gd == 4) {
- warp "que_qsch05",168,135;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,5;
- mapannounce "que_qsch05","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch05_gd == 5) {
- warp "que_qsch05",150,159;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,6;
- mapannounce "que_qsch05","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_sch05::OnEnable";
- donpcevent "#gdtimer01_sch05::Onstop";
- }
- end;
-}
-
-que_qsch05,131,154,0 script #getspell07_sch05 -1,1,1,{
-OnInit:
- disablenpc "#getspell07_sch05";
- end;
-
-OnEnable:
- enablenpc "#getspell07_sch05";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell07_sch05";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_sch05_gd == 0) {
- warp "que_qsch05",103,153;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,1;
- mapannounce "que_qsch05","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch05_gd == 1) {
- warp "que_qsch05",102,135;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,2;
- mapannounce "que_qsch05","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch05_gd == 2) {
- warp "que_qsch05",113,111;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,3;
- mapannounce "que_qsch05","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch05_gd == 3) {
- warp "que_qsch05",161,105;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,4;
- mapannounce "que_qsch05","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch05_gd == 4) {
- warp "que_qsch05",168,135;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,5;
- mapannounce "que_qsch05","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch05_gd == 5) {
- warp "que_qsch05",150,159;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,6;
- mapannounce "que_qsch05","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_sch05::OnEnable";
- donpcevent "#gdtimer01_sch05::Onstop";
- }
- end;
-}
-
-que_qsch05,146,121,0 script #getspell08_sch05 -1,1,1,{
-OnInit:
- disablenpc "#getspell08_sch05";
- end;
-
-OnEnable:
- enablenpc "#getspell08_sch05";
- specialeffect EF_LOCKON;
- end;
-
-OnDisable:
- disablenpc "#getspell08_sch05";
- end;
-
-OnTouch:
- sc_start2 SC_Stone,300000,0,10000;
- if ($gqse_sch05_gd == 0) {
- warp "que_qsch05",103,153;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,1;
- mapannounce "que_qsch05","Piamette : One white bird has dropped with its wing pierced by an arrow.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch05_gd == 1) {
- warp "que_qsch05",102,135;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,2;
- mapannounce "que_qsch05","Piamette : One bird is caught in a snare, and dropped into a lake.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch05_gd == 2) {
- warp "que_qsch05",113,111;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,3;
- mapannounce "que_qsch05","Piamette : One bird has died trapped in it's cage.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch05_gd == 3) {
- warp "que_qsch05",161,105;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,4;
- mapannounce "que_qsch05","Piamette : One bird was poisoned to death.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch05_gd == 4) {
- warp "que_qsch05",168,135;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,5;
- mapannounce "que_qsch05","Piamette : One bird vomited blood while singing seven days and seven nights.",bc_map,"0xdb7093";
- }
- else if ($gqse_sch05_gd == 5) {
- warp "que_qsch05",150,159;
- disablenpc "#getspell01_sch05";
- set $gqse_sch05_gd,6;
- mapannounce "que_qsch05","Piamette : The last one broke her neck wriggling to get out of from it's eggshell!",bc_map,"0xFF0000";
- donpcevent "#gdtimer02_sch05::OnEnable";
- donpcevent "#gdtimer01_sch05::Onstop";
- }
- end;
-}
-
-que_qsch05,103,153,0 script #sch05_cage01 -1,1,1,{
-OnInit:
- disablenpc "#sch05_cage01";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qsch05",108,151;
- disablenpc "#sch05_cage01";
- end;
-}
-
-que_qsch05,102,135,0 script #sch05_cage02 -1,1,1,{
-OnInit:
- disablenpc "#sch05_cage02";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qsch05",107,135;
- disablenpc "#sch05_cage02";
- end;
-}
-
-que_qsch05,113,111,0 script #sch05_cage03 -1,1,1,{
-OnInit:
- disablenpc "#sch05_cage03";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qsch05",113,114;
- disablenpc "#sch05_cage03";
- end;
-}
-
-que_qsch05,161,105,0 script #sch05_cage04 -1,1,1,{
-OnInit:
- disablenpc "#sch05_cage04";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qsch05",158,106;
- disablenpc "#sch05_cage04";
- end;
-}
-
-que_qsch05,168,135,0 script #sch05_cage05 -1,1,1,{
-OnInit:
- disablenpc "#sch05_cage05";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qsch05",163,133;
- disablenpc "#sch05_cage05";
- end;
-}
-
-que_qsch05,150,159,0 script #sch05_cage06 -1,1,1,{
-OnInit:
- disablenpc "#sch05_cage06";
- end;
-
-OnTouch:
- sc_end SC_Stone;
- warp "que_qsch05",150,154;
- disablenpc "#sch05_cage06";
- end;
-}
-
-que_qsch05,1,8,0 script #gd_sch05_mobctrl 844,{
-OnEnable:
- monster "que_qsch05",107,152,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",109,135,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",113,116,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",157,107,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",163,133,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",149,156,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",130,139,"Alice",1275,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",135,137,"Alice",1275,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",130,132,"Alice",1275,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",128,137,"Alice",1275,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",109,145,"Alice",1275,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",109,130,"Alice",1275,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",128,114,"Alice",1275,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",147,114,"Alice",1275,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",154,128,"Alice",1275,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",151,145,"Alice",1275,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",130,151,"Alice",1275,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",131,139,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",135,136,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",131,132,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",128,136,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",110,145,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",129,114,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",148,114,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",155,128,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",152,145,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",131,151,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",110,130,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",132,139,"Violy",1390,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",135,135,"Violy",1390,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",132,132,"Violy",1390,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",128,135,"Violy",1390,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",111,145,"Violy",1390,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",111,130,"Violy",1390,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",130,114,"Violy",1390,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",149,114,"Violy",1390,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",156,128,"Violy",1390,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",153,145,"Violy",1390,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",132,151,"Violy",1390,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",133,139,"Ancient Mimic",1699,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",135,134,"Ancient Mimic",1699,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",133,132,"Ancient Mimic",1699,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",128,135,"Ancient Mimic",1699,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",112,145,"Ancient Mimic",1699,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",131,114,"Ancient Mimic",1699,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",150,114,"Ancient Mimic",1699,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",157,128,"Ancient Mimic",1699,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",154,145,"Ancient Mimic",1699,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",133,151,"Ancient Mimic",1699,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",112,130,"Ancient Mimic",1699,1,"#gd_sch05_mobctrl::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "que_qsch05","#gd_sch05_mobctrl::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qsch05","#gd_sch05_mobctrl::OnMyMobDead") < 7) {
- monster "que_qsch05",107,152,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",109,135,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",113,116,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",157,107,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",163,133,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
- monster "que_qsch05",149,156,"Ball of Piamette",1738,1,"#gd_sch05_mobctrl::OnMyMobDead";
- }
- end;
-}
-
-que_qsch05,149,105,0 script windpath03_sch05 45,1,1,{
-OnInit:
- disablenpc "windpath03_sch05";
- end;
-
-OnTouch:
- warp "que_qsch05",119,103;
- end;
-}
-
-que_qsch05,128,104,0 script windpath04_sch05 45,1,1,{
-OnInit:
- disablenpc "windpath04_sch05";
- end;
-
-OnTouch:
- warp "que_qsch05",146,109;
- end;
-}
-
-que_qsch05,253,273,0 script #nm_switch_sch05 -1,5,5,{
-OnInit:
- disablenpc "#nm_switch_sch05";
- end;
-
-OnEnable:
- enablenpc "#nm_switch_sch05";
- end;
-
-OnDisable:
- disablenpc "#nm_switch_sch05";
- stopnpctimer;
- end;
-
-OnTouch:
- disablenpc "#nm_switch_sch05";
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qsch05","Wish Maiden: Did you have a good time with Piamette?",bc_map,"0x00ff00";
- end;
-
-OnTimer4000:
- mapannounce "que_qsch05","Wish Maiden: But it's the end. There will be summoned monsters coming soon...",bc_map,"0x00ff00";
- end;
-
-OnTimer9000:
- mapannounce "que_qsch05","Wish Maiden: So come here to me safely...",bc_map,"0x00ff00";
- end;
-
-OnTimer10000:
- donpcevent "#nmsomsch05_jin01::OnEnable";
- donpcevent "#sch05_stone01::OnEnable";
- end;
-
-OnTimer190000:
- donpcevent "#nmsomsch05_jin02::OnEnable";
- donpcevent "#sch05_stone02::OnEnable";
- end;
-
-OnTimer370000:
- donpcevent "#nmsomsch05_jin03::OnEnable";
- donpcevent "#sch05_stone03::OnEnable";
- stopnpctimer;
- end;
-}
-
-que_qsch05,229,297,0 script #nmsomsch05_jin01 -1,{
-OnEnable:
- donpcevent "#sch05_stone01::OnEnable";
- initnpctimer;
- end;
-
-OnDisable:
- killmonster "que_qsch05","#nmsomsch05_jin01::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer5000:
- mapannounce "que_qsch05","The Western magic formation is working to summon Guard of Shadow.",bc_map,"0x4d4dff";
- monster "que_qsch05",226,288,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",227,289,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",228,290,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",229,291,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",230,292,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",231,293,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",232,294,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",233,295,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",234,296,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",235,297,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",228,286,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",229,287,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",230,288,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",231,289,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",232,290,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",233,291,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",234,292,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",235,293,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",236,294,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",237,295,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",230,284,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",231,285,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",232,286,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",233,287,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",234,288,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",235,289,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",236,290,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",237,291,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",238,292,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",239,293,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- end;
-
-OnTimer25000:
-OnTimer55000:
-OnTimer85000:
-OnTimer120000:
- monster "que_qsch05",226,294,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",227,294,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",228,294,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",229,294,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",230,295,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",231,296,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",231,297,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",231,298,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",231,299,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",230,300,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",229,301,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",228,301,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",227,301,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",226,301,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",225,300,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",224,299,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",224,298,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",224,297,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",224,296,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- monster "que_qsch05",225,295,"Guard of Shadow",1752,1,"#nmsomsch05_jin01::OnMyMobDead";
- end;
-
-OnTimer180000:
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch05,2,8,0 script #sch05_stone01 844,{
-OnEnable:
- monster "que_qsch05",227,294,"Western Magic Guardian",1752,1,"#sch05_stone01::OnMyMobDead";
- monster "que_qsch05",229,294,"Western Magic Guardian",1752,1,"#sch05_stone01::OnMyMobDead";
- monster "que_qsch05",231,296,"Western Magic Guardian",1752,1,"#sch05_stone01::OnMyMobDead";
- monster "que_qsch05",231,298,"Western Magic Guardian",1752,1,"#sch05_stone01::OnMyMobDead";
- monster "que_qsch05",230,300,"Western Magic Guardian",1752,1,"#sch05_stone01::OnMyMobDead";
- monster "que_qsch05",228,301,"Western Magic Guardian",1752,1,"#sch05_stone01::OnMyMobDead";
- monster "que_qsch05",226,301,"Western Magic Guardian",1752,1,"#sch05_stone01::OnMyMobDead";
- monster "que_qsch05",224,299,"Western Magic Guardian",1752,1,"#sch05_stone01::OnMyMobDead";
- monster "que_qsch05",224,297,"Western Magic Guardian",1752,1,"#sch05_stone01::OnMyMobDead";
- monster "que_qsch05",225,295,"Western Magic Guardian",1752,1,"#sch05_stone01::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "que_qsch05","#sch05_stone01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qsch05","#sch05_stone01::OnMyMobDead") == 0) {
- set $gqse_sch05_nm,$gqse_sch05_nm+1;
- donpcevent "#nmsomsch05_jin01::OnDisable";
- if ($gqse_sch05_nm == 3) {
- donpcevent "Wish Maiden#sch05_boss::Onfight";
- }
- }
- end;
-}
-
-que_qsch05,275,299,0 script #nmsomsch05_jin02 -1,{
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- killmonster "que_qsch05","#nmsomsch05_jin02::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer5000:
- mapannounce "que_qsch05","The Eastern magic formation is working to summon Bloody Hunter.",bc_map,"0x4d4dff";
- monster "que_qsch05",263,292,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",264,291,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",265,290,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",266,289,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",267,288,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",268,287,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",269,286,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",270,285,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",271,284,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",272,283,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",265,294,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",266,293,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",267,292,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",268,291,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",269,290,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",270,289,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",271,288,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",272,287,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",273,286,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",274,285,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",267,296,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",268,295,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",269,294,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",270,283,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",271,282,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",272,281,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",273,280,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",274,279,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",275,276,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",276,275,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- end;
-
-OnTimer25000:
-OnTimer55000:
-OnTimer85000:
-OnTimer120000:
- monster "que_qsch05",274,301,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",275,301,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",276,301,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",277,301,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",278,300,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",279,299,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",279,298,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",279,297,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",279,296,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",278,295,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",277,294,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",276,294,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",275,294,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",274,294,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",273,295,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",272,296,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",272,297,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",272,298,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",272,299,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- monster "que_qsch05",273,300,"Bloody Hunter",1753,1,"#nmsomsch05_jin02::OnMyMobDead";
- end;
-
-OnTimer180000:
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch05,2,9,0 script #sch05_stone02 844,{
-OnEnable:
- monster "que_qsch05",275,301,"Eastern Magic Guardian",1753,1,"#sch05_stone02::OnMyMobDead";
- monster "que_qsch05",277,301,"Eastern Magic Guardian",1753,1,"#sch05_stone02::OnMyMobDead";
- monster "que_qsch05",279,299,"Eastern Magic Guardian",1753,1,"#sch05_stone02::OnMyMobDead";
- monster "que_qsch05",279,297,"Eastern Magic Guardian",1753,1,"#sch05_stone02::OnMyMobDead";
- monster "que_qsch05",278,295,"Eastern Magic Guardian",1753,1,"#sch05_stone02::OnMyMobDead";
- monster "que_qsch05",276,294,"Eastern Magic Guardian",1753,1,"#sch05_stone02::OnMyMobDead";
- monster "que_qsch05",274,294,"Eastern Magic Guardian",1753,1,"#sch05_stone02::OnMyMobDead";
- monster "que_qsch05",272,296,"Eastern Magic Guardian",1753,1,"#sch05_stone02::OnMyMobDead";
- monster "que_qsch05",272,298,"Eastern Magic Guardian",1753,1,"#sch05_stone02::OnMyMobDead";
- monster "que_qsch05",273,300,"Eastern Magic Guardian",1753,1,"#sch05_stone02::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "que_qsch05","#sch05_stone02::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qsch05","#sch05_stone02::OnMyMobDead") == 0) {
- set $gqse_sch05_nm,$gqse_sch05_nm+1;
- donpcevent "#nmsomsch05_jin02::OnDisable";
- if ($gqse_sch05_nm == 3) {
- donpcevent "Wish Maiden#sch05_boss::Onfight";
- }
- }
- end;
-}
-
-que_qsch05,251,340,0 script #nmsomsch05_jin03 -1,{
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- killmonster "que_qsch05","#nmsomsch05_jin03::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer5000:
- mapannounce "que_qsch05","The Northern magic formation is working to summon Keeper of the Temple.",bc_map,"0x4d4dff";
- monster "que_qsch05",247,329,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
- monster "que_qsch05",249,329,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
- monster "que_qsch05",251,329,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
- monster "que_qsch05",253,329,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
- monster "que_qsch05",255,329,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
- monster "que_qsch05",243,339,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
- monster "que_qsch05",245,337,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
- monster "que_qsch05",247,335,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
- monster "que_qsch05",247,333,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
- monster "que_qsch05",254,333,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
- monster "que_qsch05",256,335,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
- monster "que_qsch05",258,337,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
- monster "que_qsch05",260,339,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
- end;
-
-OnTimer120000:
- monster "que_qsch05",251,343,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
- monster "que_qsch05",252,343,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
- monster "que_qsch05",255,341,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
- monster "que_qsch05",255,340,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
- monster "que_qsch05",254,337,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
- monster "que_qsch05",253,336,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
- monster "que_qsch05",250,336,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
- monster "que_qsch05",249,337,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
- monster "que_qsch05",248,340,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
- monster "que_qsch05",248,341,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
- end;
-
-OnTimer240000:
- monster "que_qsch05",250,343,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
- monster "que_qsch05",252,343,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
- monster "que_qsch05",254,342,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
- monster "que_qsch05",255,340,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
- monster "que_qsch05",255,338,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
- monster "que_qsch05",253,336,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
- monster "que_qsch05",250,336,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
- monster "que_qsch05",248,338,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
- monster "que_qsch05",248,340,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
- monster "que_qsch05",249,342,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
- end;
-
-OnTimer360000:
- monster "que_qsch05",250,343,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
- monster "que_qsch05",252,343,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
- monster "que_qsch05",254,342,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
- monster "que_qsch05",255,340,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
- monster "que_qsch05",255,338,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
- monster "que_qsch05",253,336,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
- monster "que_qsch05",251,336,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
- monster "que_qsch05",249,337,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
- monster "que_qsch05",248,339,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
- monster "que_qsch05",248,341,"Keeper Of The Temple",1933,1,"#nmsomsch05_jin03::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch05,2,10,0 script #sch05_stone03 844,{
-OnEnable:
- monster "que_qsch05",251,343,"Northern Magic Guardian",1933,1,"#sch05_stone03::OnMyMobDead";
- monster "que_qsch05",252,343,"Northern Magic Guardian",1933,1,"#sch05_stone03::OnMyMobDead";
- monster "que_qsch05",255,341,"Northern Magic Guardian",1933,1,"#sch05_stone03::OnMyMobDead";
- monster "que_qsch05",255,340,"Northern Magic Guardian",1933,1,"#sch05_stone03::OnMyMobDead";
- monster "que_qsch05",254,337,"Northern Magic Guardian",1933,1,"#sch05_stone03::OnMyMobDead";
- monster "que_qsch05",253,336,"Northern Magic Guardian",1933,1,"#sch05_stone03::OnMyMobDead";
- monster "que_qsch05",250,336,"Northern Magic Guardian",1933,1,"#sch05_stone03::OnMyMobDead";
- monster "que_qsch05",249,337,"Northern Magic Guardian",1933,1,"#sch05_stone03::OnMyMobDead";
- monster "que_qsch05",248,340,"Northern Magic Guardian",1933,1,"#sch05_stone03::OnMyMobDead";
- monster "que_qsch05",248,341,"Northern Magic Guardian",1933,1,"#sch05_stone03::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "que_qsch05","#sch05_stone03::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("que_qsch05","#sch05_stone03::OnMyMobDead") == 0) {
- set $gqse_sch05_nm,$gqse_sch05_nm+1;
- donpcevent "#nmsomsch05_jin03::OnDisable";
-
- if ($gqse_sch05_nm == 3) {
- donpcevent "Wish Maiden#sch05_boss::Onfight";
- }
- }
- end;
-}
-
-que_qsch05,235,285,5 script Guard of Shadow#sch05_01 1752,4,4,{
-OnInit:
- disablenpc "Guard of Shadow#sch05_01";
- end;
-
-OnDisable:
- killmonster "que_qsch05","Guard of Shadow#sch05_01::OnMyMobDead";
- disablenpc "Guard of Shadow#sch05_01";
- end;
-
-OnTouch:
- disablenpc "Guard of Shadow#sch05_01";
- monster "que_qsch05",234,284,"Guard of Shadow",1752,1,"Guard of Shadow#sch05_01::OnMyMobDead";
- monster "que_qsch05",235,285,"Guard of Shadow",1752,1,"Guard of Shadow#sch05_01::OnMyMobDead";
- monster "que_qsch05",236,286,"Guard of Shadow",1752,1,"Guard of Shadow#sch05_01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch05,224,290,5 script Guard of Shadow#sch05_02 1752,4,4,{
-OnInit:
- disablenpc "Guard of Shadow#sch05_02";
- end;
-
-OnDisable:
- killmonster "que_qsch05","Guard of Shadow#sch05_02::OnMyMobDead";
- disablenpc "Guard of Shadow#sch05_02";
- end;
-
-OnTouch:
- disablenpc "Guard of Shadow#sch05_02";
- monster "que_qsch05",223,289,"Guard of Shadow",1752,1,"Guard of Shadow#sch05_02::OnMyMobDead";
- monster "que_qsch05",224,290,"Guard of Shadow",1752,1,"Guard of Shadow#sch05_02::OnMyMobDead";
- monster "que_qsch05",225,291,"Guard of Shadow",1752,1,"Guard of Shadow#sch05_02::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch05,236,296,5 script Guard of Shadow#sch05_03 1752,4,4,{
-OnInit:
- disablenpc "Guard of Shadow#sch05_03";
- end;
-
-OnDisable:
- killmonster "que_qsch05","Guard of Shadow#sch05_03::OnMyMobDead";
- disablenpc "Guard of Shadow#sch05_03";
- end;
-
-OnTouch:
- disablenpc "Guard of Shadow#sch05_03";
- monster "que_qsch05",235,295,"Guard of Shadow",1752,1,"Guard of Shadow#sch05_03::OnMyMobDead";
- monster "que_qsch05",236,296,"Guard of Shadow",1752,1,"Guard of Shadow#sch05_03::OnMyMobDead";
- monster "que_qsch05",237,297,"Guard of Shadow",1752,1,"Guard of Shadow#sch05_03::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch05,225,303,5 script Guard of Shadow#sch05_04 1752,4,4,{
-OnInit:
- disablenpc "Guard of Shadow#sch05_04";
- end;
-
-OnDisable:
- killmonster "que_qsch05","Guard of Shadow#sch05_04::OnMyMobDead";
- disablenpc "Guard of Shadow#sch05_04";
- end;
-
-OnTouch:
- disablenpc "Guard of Shadow#sch05_04";
- monster "que_qsch05",224,302,"Guard of Shadow",1752,1,"Guard of Shadow#sch05_04::OnMyMobDead";
- monster "que_qsch05",225,303,"Guard of Shadow",1752,1,"Guard of Shadow#sch05_04::OnMyMobDead";
- monster "que_qsch05",226,304,"Guard of Shadow",1752,1,"Guard of Shadow#sch05_04::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch05,266,296,3 script Bloody Hunter#sch05_ac01 1753,4,4,{
-OnInit:
- disablenpc "Bloody Hunter#sch05_ac01";
- end;
-
-OnDisable:
- killmonster "que_qsch05","Bloody Hunter#sch05_ac01::OnMyMobDead";
- disablenpc "Bloody Hunter#sch05_ac01";
- end;
-
-OnTouch:
- disablenpc "Bloody Hunter#sch05_ac01";
- monster "que_qsch05",265,297,"Bloody Hunter",1753,1,"Bloody Hunter#sch05_ac01::OnMyMobDead";
- monster "que_qsch05",266,296,"Bloody Hunter",1753,1,"Bloody Hunter#sch05_ac01::OnMyMobDead";
- monster "que_qsch05",267,295,"Bloody Hunter",1753,1,"Bloody Hunter#sch05_ac01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch05,271,283,3 script Bloody Hunter#sch05_ac02 1753,4,4,{
-OnInit:
- disablenpc "Bloody Hunter#sch05_ac02";
- end;
-
-OnDisable:
- killmonster "que_qsch05","Bloody Hunter#sch05_ac02::OnMyMobDead";
- disablenpc "Bloody Hunter#sch05_ac02";
- end;
-
-OnTouch:
- disablenpc "Bloody Hunter#sch05_ac02";
- monster "que_qsch05",270,284,"Bloody Hunter",1753,1,"Bloody Hunter#sch05_ac02::OnMyMobDead";
- monster "que_qsch05",271,283,"Bloody Hunter",1753,1,"Bloody Hunter#sch05_ac02::OnMyMobDead";
- monster "que_qsch05",272,282,"Bloody Hunter",1753,1,"Bloody Hunter#sch05_ac02::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch05,270,307,3 script Bloody Hunter#sch05_ac03 1753,4,4,{
-OnInit:
- disablenpc "Bloody Hunter#sch05_ac03";
- end;
-
-OnDisable:
- killmonster "que_qsch05","Bloody Hunter#sch05_ac03::OnMyMobDead";
- disablenpc "Bloody Hunter#sch05_ac03";
- end;
-
-OnTouch:
- disablenpc "Bloody Hunter#sch05_ac03";
- monster "que_qsch05",269,308,"Bloody Hunter",1753,1,"Bloody Hunter#sch05_ac03::OnMyMobDead";
- monster "que_qsch05",270,307,"Bloody Hunter",1753,1,"Bloody Hunter#sch05_ac03::OnMyMobDead";
- monster "que_qsch05",271,306,"Bloody Hunter",1753,1,"Bloody Hunter#sch05_ac03::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch05,279,300,3 script Bloody Hunter#sch05_ac04 1753,4,4,{
-OnInit:
- disablenpc "Bloody Hunter#sch05_ac04";
- end;
-
-OnDisable:
- killmonster "que_qsch05","Bloody Hunter#sch05_ac04::OnMyMobDead";
- disablenpc "Bloody Hunter#sch05_ac04";
- end;
-
-OnTouch:
- disablenpc "Bloody Hunter#sch05_ac04";
- monster "que_qsch05",278,301,"Bloody Hunter",1753,1,"Bloody Hunter#sch05_ac04::OnMyMobDead";
- monster "que_qsch05",279,300,"Bloody Hunter",1753,1,"Bloody Hunter#sch05_ac04::OnMyMobDead";
- monster "que_qsch05",280,299,"Bloody Hunter",1753,1,"Bloody Hunter#sch05_ac04::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch05,247,330,5 script Temple Keeper#sch05_ac01 1933,4,4,{
-OnInit:
- disablenpc "Temple Keeper#sch05_ac01";
- end;
-
-OnDisable:
- killmonster "que_qsch05","Temple Keeper#sch05_ac01::OnMyMobDead";
- disablenpc "Temple Keeper#sch05_ac01";
- end;
-
-OnTouch:
- disablenpc "Temple Keeper#sch05_ac01";
- monster "que_qsch05",246,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch05_ac01::OnMyMobDead";
- monster "que_qsch05",247,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch05_ac01::OnMyMobDead";
- monster "que_qsch05",248,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch05_ac01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch05,255,330,3 script Temple Keeper#sch05_ac02 1933,4,4,{
-OnInit:
- disablenpc "Temple Keeper#sch05_ac02";
- end;
-
-OnDisable:
- killmonster "que_qsch05","Temple Keeper#sch05_ac02::OnMyMobDead";
- disablenpc "Temple Keeper#sch05_ac02";
- end;
-
-OnTouch:
- disablenpc "Temple Keeper#sch05_ac02";
- monster "que_qsch05",254,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch05_ac02::OnMyMobDead";
- monster "que_qsch05",255,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch05_ac02::OnMyMobDead";
- monster "que_qsch05",256,330,"Keeper Of The Temple",1933,1,"Temple Keeper#sch05_ac02::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-}
-
-que_qsch05,251,255,3 script Wish Maiden#sch05_boss 1931,{
-OnInit:
- hideonnpc "Wish Maiden#sch05_boss";
- end;
-
-OnDisable:
- killmonster "que_qsch05","Wish Maiden#sch05_boss::OnMyMobDead";
- hideonnpc "Wish Maiden#sch05_boss";
- stopnpctimer;
- end;
-
-Onfight:
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "que_qsch05","Wish Maiden : You guys reached here.. Are your guardians dead...?",bc_map,"0x00ff00";
- end;
-
-OnTimer4000:
- mapannounce "que_qsch05","Wish Maiden : I sincerely welcome all your best efforts!",bc_map,"0x00ff00";
- end;
-
-OnTimer5000:
- specialeffect EF_ICECRASH;
- hideonnpc "Wish Maiden#sch05_boss";
- specialeffect EF_SPHERE;
- monster "que_qsch05",252,340,"Wish Maiden",1931,1,"Wish Maiden#sch05_boss::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- if (mobcount("que_qsch05","Wish Maiden#sch05_boss::OnMyMobDead") == 0) {
- donpcevent "#okolnir_sch05::Onstop";
- donpcevent "Wish Maiden#sch05_gift::OnEnable";
- mapannounce "que_qsch05","Wish Maiden : ..Good, you deserve the Goddess' shine.",bc_map,"0x00ff00";
- }
- end;
-}
-
-que_qsch05,252,340,3 script Wish Maiden#sch05_gift 403,{
- set .@GID, GetCastleData("schg_cas05",1);
- if (getcharid(2) == .@GID) {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- if ((countitem(7830) > 0) && (countitem(7831) > 0) && (countitem(7832) > 0) && (countitem(7833) > 0) && (countitem(7834) > 0) && (countitem(2357) > 0) && (countitem(7510) > 99) && (countitem(969) > 9) && (countitem(985) > 19)) {
- cutin "wish_maiden12",1;
- mes "[Wish Maiden]";
- mes "As I declared, I will give the Goddess' shine to you.";
- mes "You have the requirements to carry it...";
- next;
- mes "[Wish Maiden]";
- mes "You will be granted the power of the great Valkyrie...";
- next;
- mes "[Wish Maiden]";
- mes "I will give you some things for fun.";
- mes "All of you enjoy them together...";
- next;
- mes "[Wish Maiden]";
- mes "Go to Rachel and Juno to meet the Ravies sisters.";
- next;
- cutin "wish_maiden32",1;
- mes "[Wish Maiden]";
- mes "I will open the gate for you to come back here.";
- mes "...Okolnir won't last forever...";
- delitem 7830,1; //Goddess_Tear
- delitem 7831,1; //Valkyrie_Token
- delitem 7832,1; //Brynhild_Armor_Piece
- delitem 7833,1; //Hero_Remains
- delitem 7834,1; //Andvari_Ring
- delitem 2357,1; //Valkyrie_Armor
- delitem 7510,100; //Valhalla_Flower
- delitem 969,10; //Gold
- delitem 985,20; //Elunium
- getitem 2383,1; //Brynhild
- getitem 7840,1; //Valkyrie_Gift
- announce "["+ strcharinfo(0) +"], of guild ["+ GetGuildName(.@GID) +"] has brought a Brynhild into this world.",bc_all,"0x70dbdb";
- close2;
- cutin "wish_maiden11",255;
- disablenpc "Wish Maiden#sch05_gift";
- enablenpc "#to_agit_sch05_gate";
- end;
- }
- else {
- cutin "wish_maiden13",1;
- mes "[Wish Maiden]";
- mes "As I declared, you are worthy of holding the Brynhild.";
- mes "However, you do not have the requirements on you...";
- next;
- mes "[Wish Maiden]";
- mes "...Did you forget something?";
- close2;
- }
- }
- else {
- cutin "wish_maiden12",1;
- mes "[Wish Maiden]";
- mes "� All of you worked together as a team...";
- mes "Humans are strong when they are united, but are easily swayed by lust.";
- next;
- mes "[Wish Maiden]";
- mes "Humans are imperfect, so their chief god is there for them when they need help.";
- mes "....";
- next;
- mes "[Wish Maiden]";
- mes "Always be real.";
- mes "Do not regret your actions...";
- close2;
- }
- }
- cutin "wish_maiden11",255;
- end;
-
-OnInit:
- disablenpc "Wish Maiden#sch05_gift";
- end;
-
-OnEnable:
- enablenpc "Wish Maiden#sch05_gift";
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc "Wish Maiden#sch05_gift";
- stopnpctimer;
- end;
-
-OnTimer280000:
- mapannounce "que_qsch05","Wish Maiden : ... Okolnir will soon disappear... I will send you back to where you originally came from.",bc_map,"0x00ff00";
- end;
-
-OnTimer290000:
- mapwarp "que_qsch05","schg_cas05",369,306;
- donpcevent "#to_agit_sch05_gate::OnDisable";
- end;
-
-OnTimer300000:
- donpcevent "#okolnir_sch05::OnDisable";
- set $gqse_sch05_miro,0;
- set $gqse_sch05_pcc,0;
- set $gqse_sch05_gd,0;
- set $gqse_sch05_nm,0;
- set $siz_sch05_on,2;
- donpcevent "#okolnir_sch05_time01::OnEnable";
- stopnpctimer;
- end;
-}
-
-que_qsch05,252,339,0 script #to_agit_sch05_gate 45,1,1,{
-OnInit:
- disablenpc "#to_agit_sch05_gate";
- end;
-
-OnTouch:
- warp "schg_cas05",369,306;
- end;
-}
-
-que_qsch05,1,6,0 script #okolnir_sch05_time01 844,{
-OnInit:
- if ($siz_sch05_on == 2) {
- initnpctimer;
- }
- end;
-
-OnEnable:
- set $gqse_sch05_time,0;
- initnpctimer;
- end;
-
-Onreset:
- set $siz_sch05_on,0;
- set $gqse_sch05_time,0;
- stopnpctimer;
- end;
-
-OnTimer3600000:
- if ($gqse_sch05_time < 12) {
- set $gqse_sch05_time,$gqse_sch05_time+1;
- initnpctimer;
- }
- else if ($gqse_sch05_time == 12) {
- set $siz_sch05_on,0;
- set $gqse_sch05_time,0;
- enablenpc "Wish Maiden#gq_sch05";
- enablenpc "Piamette#sch05";
- hideoffnpc "Wish Maiden#sch05_boss";
- stopnpctimer;
- }
- end;
-}
-
-que_qsch05,116,313,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch05,120,285,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch05,117,236,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch05,103,223,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch05,85,204,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch05,79,186,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch05,73,167,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch05,68,150,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch05,71,128,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch05,69,118,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch05,117,78,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch05,110,79,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch05,141,80,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch05,158,84,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch05,193,104,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch05,119,269,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch05,155,77,0,0 monster Garden Keeper 1932,1,180000,0,0
-que_qsch05,110,317,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch05,115,295,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch05,116,256,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch05,113,242,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch05,99,223,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch05,94,216,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch05,77,198,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch05,70,174,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch05,72,147,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch05,64,134,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch05,77,107,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch05,84,88,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch05,98,82,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch05,129,79,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch05,91,124,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch05,173,95,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch05,179,127,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch05,195,120,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch05,178,159,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch05,88,145,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch05,94,157,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch05,95,177,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch05,129,196,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch05,154,196,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch05,170,187,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch05,194,180,0,0 monster Garden Watcher 1933,1,1200000,0,0
-que_qsch05,214,181,0,0 monster Garden Watcher 1933,1,600000,0,0
-que_qsch05,243,199,0,0 monster Garden Watcher 1933,1,1200000,0,0
diff --git a/npc/quests/pile_bunker.txt b/npc/quests/pile_bunker.txt
deleted file mode 100644
index 6f8d5ae54..000000000
--- a/npc/quests/pile_bunker.txt
+++ /dev/null
@@ -1,59 +0,0 @@
-//===== rAthena Script =======================================
-//= Pile Bunker Quest
-//===== By: ==================================================
-//= JayPee Mateo
-//===== Current Version: =====================================
-//= 2.0
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= 1.0 A Pile Bunker quest based on iRO WiKi. [JayPee Mateo]
-//= iRO WiKi Link: http://irowiki.org/wiki/Pile_Bunker_quest
-//= 2.0 Rewrited the Script a little so it looks a bit better. [Masao]
-//============================================================
-
-yuno,179,174,5 script Gomer 813,{
-
- if(Class == Job_Mechanic || Class == Job_Mechanic_T || Class == Job_Baby_Mechanic){
- mes "[Gomer]";
- mes "Hello "+strcharinfo(0)+",";
- mes "My name is Gomer and i can create Pile Bunkers for you if you bring me the required Items i need.";
- next;
- switch(select("Required items for Pile Bunker?:I brought the materials!")){
- case 1:
- mes "[Gomer]";
- mes "These are the required Items:";
- mes "1x Brocca";
- mes "200x Steel";
- mes "30x Flexible Tube";
- close;
- case 2:
- if(countitem(1415) < 1 || countitem(999) < 200 || countitem(7325) < 30){
- mes "[Gomer]";
- mes "You dont have all the required items. Just talk to me when you have all the requirements.";
- close;
- }
- mes "[Gomer]";
- mes "Great you brought me all the materials i needed!";
- next;
- delitem 1415,1; // Brocca
- delitem 999,50; // Steel
- delitem 7325,30; // Flexible Tube
- getitem 1549,1; // Pile Bunker
- getitem 1360,1; // Two-Handed Axe
- mes "[Gomer]";
- mes "So please, take this Pile Bunker and this Two-Handed Axe i made for you.";
- mes "If you need an new Pile Bunker just come and visit me again!";
- close;
- }
- }
- if(BaseJob == Merchant){
- mes "[Gomer]";
- mes "I'm sorry young one, but you do not seem ready yet to use the Pile Bunker.";
- mes "Come back when you've grown in strength!";
- close;
- }
- mes "[Gomer]";
- mes "Isn't it a beautiful Day today?";
- close;
-}
diff --git a/npc/quests/quests_13_1.txt b/npc/quests/quests_13_1.txt
deleted file mode 100644
index 29b0671a6..000000000
--- a/npc/quests/quests_13_1.txt
+++ /dev/null
@@ -1,16859 +0,0 @@
-//===== rAthena Script =======================================
-//= Quest NPCs related to Ash-Vacuum
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 2.3
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Contains Quests:
-//= Onward to the Other World
-//= - Will differ from iRO wiki's version as iRO changed it.
-//= I may mimic the change later for those who want it.
-//= New Surroundings
-//= Attitude to the New
-//= Finding a Fairy & Finding a Giant Tree
-//= The Tripartite Union's Feud
-//= Cat Hand Agent
-//= - Contains untranslated dialog.
-//= Part Time Work
-//= - Contains Custom translated dialog.
-//= Report from the New World
-//= - Contains Custom translated dialog.
-// Persuing Rayan Moore
-//= - Contains Custom translated dialog.
-//===== Additional Comments: =================================
-//= 1.0 First Version. [L0ne_W0lf]
-//= 1.1 I missed an end in one of the lhz guards. [L0ne_W0lf]
-//= 1.2 Fixed missing ends, wrong label and some typos [Gepard]
-//= 1.3 Added the two remaining 13.1 quests. [L0ne_W0lf]
-//= Cat Hand Agents no longer ignore you with 300+ points.
-//= 1.4 Changed killmonsterall -> killmonster. (bugreport:4131)
-//= 1.5 Removed a 'close;' which should have been 'close2'. (bugreport:4276)
-//= 1.6 Fixed check in cat hand agent.
-//= 1.7 Moved the close in Cat Hand Service Warps. (bugreport:4079) [L0ne_W0lf]
-//= 1.8 Added 13.2 Additions to Report from the New World NPCs
-//= 1.9 Upped success rates for Report from the New World drops.
-//= 2.0 Added Mid Camp Warper, translated from the Official [Slim]
-//= 2.1 Fixed some typos [tr0n]
-//= 2.2 A little optimization (-25kb). [Euphy]
-//= 2.3 Updated to match the new Izlude Map. [Masao]
-//============================================================
-
-// Onward to the New World
-//============================================================
-prontera,163,53,3 script Promotional Staff#prt 100,{
- mes "[Promotional Staff]";
- mes "We are looking for adventurers who are super curious and extremely brave.";
- mes "Join us for a wonderful adventure!";
- next;
- mes "[Promotional Staff]";
- mes "Hey, you're a knowledgeable person, right?";
- mes "Are you interested in my story?";
- next;
- switch(select("Yes.:No, thanks.")) {
- case 1:
- mes "[Promotional Staff]";
- mes "You're a real adventurer.";
- mes "Good for you!";
- mes "You won't regret it.";
- next;
- mes "[Promotional Staff]";
- mes "I usually send adventurers to";
- mes "newly found places for research.";
- mes "It's quite challenging, as nobody's";
- mes "ever been to these places.";
- next;
- mes "[Promotional Staff]";
- mes "The missions are quite dangerous,";
- mes "so only those who are courageous";
- mes "are qualified for the challenge";
- mes "of this mission.";
- next;
- mes "[Promotional Staff]";
- mes "I'm not sure that you're strong";
- mes "enough, but you seem brave. How";
- mes "about going to the kingdom";
- mes "receptionist? He should be in the";
- mes "first room of Prontera Castle.";
- next;
- mes "[Promotional Staff]";
- mes "From what I've heard about this";
- mes "new place... It's not a new continent.";
- mes "I don't know where it is.";
- mes "Hmm... Inside of the sky?";
- next;
- mes "[Promotional Staff]";
- mes "Could just be a rumor,";
- mes "but I don't know exactly.";
- mes "It's not my business.";
- next;
- mes "[Promotional Staff]";
- mes "Anyway, I'm supposed to inform many";
- mes "adventurers about it.";
- mes "There's no time to waste!";
- close;
- case 2:
- mes "[Promotional Staff]";
- mes "Huh, I thought you were a real";
- mes "adventurer. You're missing a big";
- mes "opportunity. You're definitely not";
- mes "brave. Absolutely not!";
- close;
- }
-}
-
-prt_castle,121,51,3 script Alliance Manager#prt 752,{
- if (ep13_ryu == 13) {
- mes "[Alliance Manager]";
- mes "If we'd had the initiative over Schwartzvald, we could take advantage over them! But we lost the opportunity.";
- next;
- mes "[Alliance Manager]";
- mes "Though we are allied with them, that's nothing more than a formality.";
- mes "We will take advantage over them.";
- next;
- mes "[Alliance Manager]";
- mes "Do you know what we are here for? These are the things that help to have control over multiple countries and get to know their magic.";
- next;
- mes "[Alliance Manager]";
- mes "Whatever. Though the things are not useful to us, we'd better destroy them, to prevent them from being used by others.";
- next;
- mes "[Alliance Manager]";
- mes "Anything except things which are not found on Rune-Midgarts... keep them hidden. Just let us know of whatever you are holding.";
- close;
- }
- if (ep13_ryu == 12) {
- mes "[Alliance Manager]";
- mes "...Do you have any business with me?";
- next;
- mes "[Alliance Manager]";
- mes "Hm... The boss had you come to me,";
- mes "to talk about the issues? Ok!";
- next;
- mes "[Alliance Manager]";
- mes "So, everything is going well?";
- mes "You're allied with Schwartzvald?";
- mes "They will join with you.";
- mes "I know this.";
- next;
- mes "[Alliance Manager]";
- mes "Hm....ok.";
- next;
- mes "[Alliance Manager]";
- mes "You are all going, forward through";
- mes "the dimensional rift...";
- next;
- mes "[Alliance Manager]";
- mes "Good. It's started.";
- mes "We also need to be preparted to not";
- mes "let ourselves be convinced to turn over.";
- next;
- mes "[Alliance Manager]";
- mes "We are so-called 'allies',";
- mes "so we can't take advantages over";
- mes "each other in public, but we can do";
- mes "it secretly.";
- next;
- mes "[Alliance Manager]";
- mes "The Schwartzvald... they are all";
- mes "snobs. I know what they did.";
- mes "They'll try to get what they can";
- mes "with little or no work. I know";
- mes "their dirty tricks.";
- next;
- mes "[Alliance Manager]";
- mes "We shouldn't loose anything to them,";
- mes "no way! We are not as powerful as";
- mes "most of them.";
- next;
- mes "[Alliance Manager]";
- mes "We only have a strange dimensional";
- mes "rift in our reserves, but nothing";
- mes "else... Only we are about to trick";
- mes "them, to win over them!";
- next;
- mes "[Alliance Manager]";
- mes "You are a member of our alliance.";
- mes "Always be careful not to get lost.";
- next;
- changequest 10068,10069;
- set ep13_ryu,13;
- mes "[Alliance Manager]";
- mes "Thanks for reporting to us.";
- mes "We are better prepared.";
- mes "Good job. You can go now.";
- close;
- }
- mes "[Alliance Manager]";
- mes "Do you have any business here?";
- close;
-}
-
-prt_castle,117,51,5 script Member of Alliance#prt 754,{
- if ((ep13_ryu == 12) || (ep13_ryu == 13)) {
- mes "[Member of Alliance]";
- mes "If we have absolute power, we wouldn't have to get along with Schwartzvald and Arunafeltz.";
- next;
- mes "[Member of Alliance]";
- mes "I don't know when Satan Morroc will attack us, and whether we're powerful enough to detect him.";
- next;
- mes "[Member of Alliance]";
- mes "We couldn't avoid cooperating with them. We don't have many choices left.";
- next;
- mes "[Member of Alliance]";
- mes "So we will take advantage over them in secret, in this dimensional rift.";
- close;
- }
- mes "[Member of Alliance]";
- mes "If we'd have had more power,";
- mes "we wouldn't be like this now.";
- mes "Strength is most important.";
- close;
-}
-
-prt_castle,83,67,5 script Recruiter for the Brave 109,{
- if (ep13_ryu == 12) {
- mes "[Recruiter]";
- mes "Why have you come again?";
- mes "You'd better go to Schwartzvald to register.";
- next;
- mes "[Recruiter]";
- mes "What? You came to here to convey a story? Go ahead.";
- next;
- mes "[Recruiter]";
- mes "Move to the side. There's a Manager who is dealing with all of us, and is involved in international relations here on Rune Midgard.";
- next;
- mes "[Recruiter]";
- mes "Just talk to him.";
- close;
- }
- if (ep13_ryu > 8) {
- mes "[Recruiter]";
- mes "Just go there.";
- mes "You can get nothing from me.";
- mes "Let's rush to";
- mes "^FF0000Lighthalzen^000000, which is the original place for the three kingdoms...";
- close;
- }
- if (ep13_ryu == 8) {
- mes "[Recruiter]";
- mes "I've heard of you.";
- mes "You've finished the tests from the Promotional Staff?";
- next;
- mes "[Recruiter]";
- mes "You are definitely brave enough to venture to this new land.";
- mes "I will now appoint you to detect and have adventures in Ash-Vacuum.";
- next;
- switch(select("Ash-Vacuum?")) {
- case 1:
- mes "[Recruiter]";
- mes "Hm. That's the code name of the place where you will have your adventure. Frankly, we don't know exactly what it is, but we call it 'Ash-Vacuum'.";
- next;
- mes "[Recruiter]";
- mes "Believe it or not,";
- mes "it's definitely true.";
- mes "So listen carefully.";
- mes "Please.";
- next;
- mes "[Recruiter]";
- mes "Ash-Vacuum... is a living place... that's totally different from where we are living now.";
- next;
- mes "[Recruiter]";
- mes "It's an unknown place.";
- mes "We don't know what's there,";
- mes "or who is living there.";
- mes "It's beyond our guess.";
- mes "Nobody knows.";
- next;
- mes "[Recruiter]";
- mes "Only the brave, like you, deserve to go there. There will be many dangerous things around you, but you must explore it on behalf of Rune Midgard.";
- next;
- mes "[Recruiter]";
- mes "Hmm......";
- next;
- mes "[Recruiter]";
- mes "Anyway, I am sure that there are many opportunities for fame and fortune there...";
- next;
- mes "[Recruiter]";
- mes "First, you should go to ^FF0000Lighthalzen^000000 to register for the United Midgard Alliance. I believe they are meeting at the Rekenber Corporation Headquarters...";
- next;
- mes "[Recruiter]";
- mes "You can get a detailed guide, better than me, there. Go there and find him...";
- next;
- mes "[Recruiter]";
- mes "I've done what I can. Go there, and get to it!";
- next;
- mes "[Recruiter]";
- mes "Remember, go to ^FF0000Lighthalzen^000000, then follow the directions of the guide there.";
- next;
- changequest 10064,10065;
- set ep13_ryu,9;
- getexp 66000,21000;
- mes "[Recruiter]";
- mes "Just go there!";
- mes "And listen carefully";
- mes "about your mission!";
- mes "I'm done here...";
- close;
- }
- }
- if (ep13_ryu > 0) {
- mes "[Recruiter]";
- mes "What're you doing here?";
- mes "Just go to ^FF0000Aldebaran^000000, and find the ^FF0000Promotional Staff^000000. As I advised you, you'd better save time.";
- close;
- }
- mes "[Recruiter]";
- mes "Brave ones! Come to me!";
- mes "Real brave people!";
- mes "Would you mind trying a challenging mission?";
- next;
- mes "[Recruiter]";
- mes "I am a recruiter looking for brave people in Prontera! My goal is to recruit the bravest adventurers for this mission.";
- next;
- mes "[Recruiter]";
- mes "Would you like to join?";
- mes "This is always open to you.";
- mes "I know, you're super curious.";
- mes "Just try whatever you want.";
- next;
- switch(select("Yes, I am interested.:No, thanks.")) {
- case 1:
- mes "[Recruiter]";
- mes "Oh! Yes! You're quite curious!";
- mes "You're a real adventurer.";
- mes "A genuine desire for adventure.";
- mes "Ok! Let me start by telling you the story of the mission!!";
- next;
- mes "[Recruiter]";
- mes "All of this of course, the Promotional Staff can tell you, but they're not that reliable. So, let me explain to you. Just listen carefully.";
- next;
- mes "[Recruiter]";
- mes "Um... There's not that much to tell you...";
- mes "...";
- next;
- mes "[Recruiter]";
- mes "The point is that we want someone who is curious and brave, to go to new places. And I choose you!!";
- next;
- mes "[Recruiter]";
- mes "This is a special place among unknown places. Quite special! I can't tell you much just now. Just believe me that it is truly uncommon!";
- next;
- mes "[Recruiter]";
- mes "So, now, let me test you.";
- mes "Once I get you qualified,";
- mes "I will tell you everything.";
- next;
- mes "[Recruiter]";
- mes "Just go to the ^FF0000Promotional Staff^000000 in Aldebaran and get permission. They can judge you more carefully than me. Go ahead.";
- next;
- mes "[Recruiter]";
- mes "They will take care of everything, if you say that you've been sent by the Recruiter in Prontera.";
- next;
- setquest 10057;
- set ep13_ryu,1;
- mes "[Recruiter]";
- mes "Time is zeny, just go.";
- mes "As soon as you visit the Promotional Staff, you will be allowed to travel to the unknown land.";
- close;
- case 2:
- mes "[Recruiter]";
- mes "Are you seriously enjoying your adventures? You're not that curious.";
- next;
- mes "[Recruiter]";
- mes "Just go about your business!";
- next;
- mes "[Recruiter]";
- mes "-Muttering and complaining...-";
- close;
- }
-}
-
-aldebaran,127,138,3 script Promotional Staff#alde 100,{
- if (ep13_ryu > 3) {
- mes "[Promotional Staff]";
- mes "Did you try out for the test, or are you already enjoying your adventures?";
- close;
- }
- if (ep13_ryu == 3) {
- mes "[Promotional Staff]";
- mes "Just visit the ^FF0000Promotional Staff in Geffen^000000. You have no business with me anymore. Bless you. I wish you a safe adventure.";
- close;
- }
- if ((ep13_ryu == 2) && (countitem(909) > 299)) {
- mes "[Promotional Staff]";
- mes "Hey! Let me know once you collect all of them.";
- mes "Don't disturb me anymore. I'm a busy man... What a waste.";
- next;
- mes "[Promotional Staff]";
- mes "Hm? Did you bring all of them?";
- mes "No! It's quite an annoying job";
- mes "I'm impressed that you managed to do such a menial thing to bring 300 Jellopy!";
- next;
- mes "[Promotional Staff]";
- mes "You have guts kid!";
- mes "You're a good-willed person!";
- mes "Ok, you win!";
- mes "You pass!!";
- next;
- mes "[Promotional Staff]";
- mes "Adventurers like you";
- mes "are not common";
- mes "A hard-boiled soldier!";
- mes "Stronger than me!";
- next;
- mes "[Promotional Staff]";
- mes "Now can you go to the";
- mes "Promotional Staff in Geffen?";
- mes "He will test you again.";
- next;
- mes "[Promotional Staff]";
- mes "You know this isn't an easy quest.";
- mes "You resolved to carry it out, didn't you?";
- mes "Brace yourself for it.";
- next;
- delitem 909,300; //Jellopy
- changequest 10058,10059;
- set ep13_ryu,3;
- mes "[Promotional Staff]";
- mes "Anyway you did the first step.";
- mes "Bless you!";
- close;
- }
- if (ep13_ryu == 2) {
- mes "[Promotional Staff]";
- mes "Don't forget to bring... ^FF0000300 Jellopy^000000.";
- mes "Got it? ^FF0000300 Jellopy^000000!";
- mes "Let me know once you got them.";
- close;
- }
- if (ep13_ryu == 1) {
- mes "[Promotional Staff]";
- mes "We want the adventurers who are super curious and extremely brave. Join us for a wonderful adventure!";
- next;
- mes "[Promotional Staff]";
- mes "Hey, you're a well-versed person, right? Are you interested in my story?";
- next;
- switch(select("I have something for you.")) {
- case 1:
- mes "[Promotional Staff]";
- mes "For me??";
- mes "I hate annoying stuff.";
- next;
- mes "[Promotional Staff]";
- mes "Ahh... I sensed that I would get your request.";
- mes "The recruiter sent you here to get tested?";
- mes "Hmm.";
- next;
- mes "[Promotional Staff]";
- mes "Ah! They always push me,";
- mes "to suffer from so much work";
- mes "I live a hard life!";
- next;
- mes "[Promotional Staff]";
- mes "My job is testing if you are strong and brave enough for this adventure.";
- mes "What a bother!";
- next;
- mes "[Promotional Staff]";
- mes "I will accept you if you bring me ^FF0000300 Jellopy^000000.";
- mes "I believe that you can bring them to me.";
- mes "Are you ready?";
- next;
- changequest 10057,10058;
- set ep13_ryu,2;
- mes "[Promotional Staff]";
- mes "Just go ahead and hunt monsters, or whatever and collect 300 jellopies.";
- mes "Then we can go forward.";
- close;
- }
- }
- mes "[Promotional Staff]";
- mes "We want the adventurers who are super curious and extremely brave. Join us for a wonderful adventure!";
- next;
- mes "[Promotional Staff]";
- mes "Hey, you're a well-versed person, right? Are you interested in my story?";
- next;
- switch(select("Yes.:No, thanks.")) {
- case 1:
- mes "[Promotional Staff]";
- mes "You're a real adventurer.";
- mes "Good for you!";
- mes "You won't regret it.";
- next;
- mes "[Promotional Staff]";
- mes "I usually send adventurers to";
- mes "newly found places for research.";
- mes "It's quite challeging, as nobody's ever been to these places.";
- next;
- mes "[Promotional Staff]";
- mes "The missions are quite dangerous,";
- mes "so only those who are courageous";
- mes "are qualified for the challenge";
- mes "of this mission.";
- next;
- mes "[Promotional Staff]";
- mes "I'm not sure that you're strong enough, but you seem brave. How about going to the kingdom receptionist? He should be in the first room of Prontera Castle.";
- next;
- mes "[Promotional Staff]";
- mes "From what I've heard about this place... It's not a new continent.";
- mes "I don't know where it is.";
- mes "Hmm... Inside of the sky?";
- next;
- mes "[Promotional Staff]";
- mes "Could just be a rumor,";
- mes "but I don't know exactly.";
- mes "It's not my business.";
- next;
- mes "[Promotional Staff]";
- mes "Anyway, I'm supposed to inform many adventurers about it.";
- mes "There's no time to waste!";
- close;
- case 2:
- mes "[Promotional Staff]";
- mes "Huh, I thought you were a real adventurer. You're missing a big opportunity. You're definitely not brave. Absolutely not!";
- close;
- }
-}
-
-geffen,90,67,3 script Promotional Staff#gef 100,{
- if (ep13_ryu > 6) {
- mes "[Promotional Staff]";
- mes "Did you take the test?";
- mes "Or are you already enjoying your adventure?";
- close;
- }
- if (ep13_ryu == 6) {
- mes "[Promotional Staff]";
- mes "You didn't visit ^FF0000Izlude^000000, did you?";
- mes "Or do you have any business in Geffen?";
- close;
- }
- if ((ep13_ryu == 5) && (countitem(723) > 0)) {
- mes "[Promotional Staff]";
- mes "Wow, you brought a genuine Jewel.";
- mes "You are absolutely qualified.";
- mes "I can tell these things.";
- next;
- mes "[Promotional Staff]";
- mes "Am I exaggerating?";
- mes "It's true that you're";
- mes "considerably strong.";
- next;
- mes "[Promotional Staff]";
- mes "Ok! My job is done.";
- mes "Good job!!";
- next;
- mes "[Promotional Staff]";
- mes "Next step is Izlude!";
- mes "You can get tested by the Promotional Staff there.";
- mes "Hurry up!";
- next;
- mes "[Promotional Staff]";
- mes "The unknown place...";
- mes "It is a very dangerous place so you must go through these tests before we can send you....";
- mes "We're pretty picky.";
- next;
- delitem 723,1; //Cardinal_Jewel
- changequest 10061,10062;
- set ep13_ryu,6;
- mes "[Promotional Staff]";
- mes "I hope you can do it!";
- mes "Good luck!";
- close;
- }
- if (ep13_ryu == 5) {
- mes "[Promotional Staff]";
- mes "^FF00001 Ruby!!^000000.";
- mes "Don't you forget it!";
- mes "Hurry up! Time is zeny!";
- close;
- }
- if ((ep13_ryu == 4) && (countitem(721) > 0)) {
- mes "[Promotional Staff]";
- mes "You brought it so soon!";
- mes "You're a real adventurer!";
- mes "I will accept this Emerald as evidence.";
- next;
- mes "[Promotional Staff]";
- mes "This isn't something I wanted to keep for myself.";
- mes "You know that, right?";
- next;
- mes "[Promotional Staff]";
- mes "Next bring me ^FF00001 Ruby^000000.";
- mes "I can't judge you with only one jewel.";
- mes "So I need one more stone.";
- next;
- delitem 721,1; //Azure_Jewel
- changequest 10060,10061;
- set ep13_ryu,5;
- mes "[Promotional Staff]";
- mes "Please bring me a Ruby.";
- mes "As I mentioned, this is the second request.";
- mes "I will wait until you bring me a stone again.";
- close;
- }
- if (ep13_ryu == 4) {
- mes "[Promotional Staff]";
- mes "The one you should bring me is";
- mes "^FF0000Emerald^000000. Can you get it?";
- close;
- }
- if (ep13_ryu == 3) {
- mes "[Promotional Staff]";
- mes "We are recruiting adventurers who are strong and curious. Try your life at something more challenging.";
- next;
- mes "[Promotional Staff]";
- mes "Hey, you're a knowledgeable person, right? Are you interested in my story?";
- next;
- switch(select("The Staff in Aldebaran sent me.")) {
- case 1:
- mes "[Promotional Staff]";
- mes "Oh he did?";
- next;
- mes "[Promotional Staff]";
- mes "Ok, I guess that it's time for the second part of your test.";
- next;
- mes "[Promotional Staff]";
- mes "I need you to gather some stones for me.";
- next;
- mes "[Promotional Staff]";
- mes "I will accept you if you bring ^FF00001 Emerald^000000.";
- mes "Are you ready?";
- next;
- changequest 10059,10060;
- set ep13_ryu,4;
- mes "[Promotional Staff]";
- mes "Just bring me ^ff00001 Emerald^000000.";
- mes "That isn't hard for you right?";
- mes "Then we can go forward.";
- close;
- }
- }
- mes "[Promotional Staff]";
- mes "We want adventurers who are super curious and extremely brave. Join us for a wonderful adventure!";
- next;
- mes "[Promotional Staff]";
- mes "Hey, you're a knowledgeable person, right? Are you interested in my story?";
- next;
- switch(select("Yes.:No, thanks.")) {
- case 1:
- mes "[Promotional Staff]";
- mes "You're a real adventurer.";
- mes "Good for you!";
- mes "You won't regret it.";
- next;
- mes "[Promotional Staff]";
- mes "I usually send adventurers to";
- mes "newly found places for research.";
- mes "It's quite challeging, as nobody's ever been to these places.";
- next;
- mes "[Promotional Staff]";
- mes "The missions are quite dangerous,";
- mes "so only those who are courageous";
- mes "are qualified for the challenge";
- mes "of this mission.";
- next;
- mes "[Promotional Staff]";
- mes "I'm not sure that you're strong enough, but you seem brave. How about going to the kingdom receptionist? He should be in the first room of Prontera Castle.";
- next;
- mes "[Promotional Staff]";
- mes "From what I've heard about this place... It's not a new continent.";
- mes "I don't know where it is.";
- mes "Hmm... Inside of the sky?";
- next;
- mes "[Promotional Staff]";
- mes "Could just be a rumor,";
- mes "but I don't know exactly.";
- mes "It's not my business.";
- next;
- mes "[Promotional Staff]";
- mes "Anyway, I'm supposed to inform many adventurers about it.";
- mes "There's no time to waste!";
- close;
- case 2:
- mes "[Promotional Staff]";
- mes "Huh, I thought you were a real adventurer. You're missing a big opportunity. You're definitely not brave. Absolutely not!";
- close;
- }
-}
-
-izlude,101,173,6 script Promotional Staff#iz 100,{
- if (ep13_ryu > 8) {
- mes "[Promotional Staff]";
- mes "I bless you for your future! May it be full of happiness!";
- close;
- }
- if (ep13_ryu == 8) {
- mes "[Promotional Staff]";
- mes "The test is done!";
- mes "If you have any other business, go to the palace.";
- close;
- }
- if ((ep13_ryu == 7) && (BaseLevel > 69)) {
- mes "[Promotional Staff]";
- mes "Wow! You are considerably";
- mes "stronger than before!";
- mes "Let me see...";
- mes "You look different!";
- next;
- mes "[Promotional Staff]";
- mes "Um...";
- next;
- mes "[Promotional Staff]";
- mes "Ok, it's done!";
- mes "You seemed a sore weak of a soul,";
- mes "but now, you're quite stronger than";
- mes "before. Great! You will do!!";
- next;
- mes "[Promotional Staff]";
- mes "We have quite high expectations to meet.";
- mes "Though the new place is dangerous,";
- mes "no need to check thoroughly";
- mes "anymore.";
- next;
- mes "[Promotional Staff]";
- mes "It's not a hell-hole!";
- mes "Ukk!";
- next;
- mes "[Promotional Staff]";
- mes "Anyway, just go back to the";
- mes "Recruiter. I will forward to him";
- mes "that you passed all the steps. Good";
- mes "job, friend!";
- next;
- changequest 10063,10064;
- set ep13_ryu,8;
- mes "[Promotional Staff]";
- mes "Bless all of your heart,";
- mes "for your great future!";
- close;
- }
- if (ep13_ryu == 7) {
- mes "[Promotional Staff]";
- mes "You don't look that strong.";
- mes "Nothing but skin and bones!";
- mes "Not reliable.";
- mes "You should level up more before";
- mes "considering this adventure.";
- next;
- mes "[Promotional Staff]";
- mes "I don't need adventurers who are";
- mes "body-builders... but at least";
- mes "someone not so little!!";
- close;
- }
- if (ep13_ryu == 6) {
- mes "[Promotional Staff]";
- mes "We are recruiting adventurers";
- mes "who are quite strong and curious.";
- next;
- mes "[Promotional Staff]";
- mes "Hey, you're a knowledgeable adventurer. Are you interested in my story?";
- next;
- switch(select("I have something for you.")) {
- case 1:
- mes "[Promotional Staff]";
- mes "Um, you're the one sent to be tested, correct? You are in the right place. I'm the Promotional Staff in Izlude.";
- next;
- mes "[Promotional Staff]";
- mes "I guess you're qualified enough to go... I think no more testing is needed.";
- next;
- mes "[Promotional Staff]";
- mes "Let me see...";
- next;
- if (BaseLevel > 69) {
- mes "[Promotional Staff]";
- mes "I think you're good enough!";
- mes "No more testing!!";
- mes "Ok! You pass!";
- next;
- mes "[Promotional Staff]";
- mes "We have quite high expectations to meet.";
- mes "Though the new place is dangerous,";
- mes "no need to check thoroughly right now.";
- next;
- mes "[Promotional Staff]";
- mes "It's not a hell-hole!";
- mes "Ukk...";
- next;
- mes "[Promotional Staff]";
- mes "Anyway, just go back to the recruiter.";
- mes "I will forward to him that you passed all the steps.";
- mes "Good job, friend!";
- next;
- changequest 10062,10064;
- set ep13_ryu,8;
- mes "[Promotional Staff]";
- mes "May Freya bless you,";
- mes "for your great future!";
- close;
- }
- else {
- mes "[Promotional Staff]";
- mes "Hmm...";
- next;
- mes "[Promotional Staff]";
- mes "You don't look that strong.";
- mes "Nothing but skin and bones!";
- mes "Not reliable.";
- mes "I can't let you pass.";
- next;
- changequest 10062,10063;
- set ep13_ryu,7;
- mes "[Promotional Staff]";
- mes "Please level up a little more. I";
- mes "can't accept that you're strong";
- mes "enough. Sorry.";
- close;
- }
- }
- }
- mes "[Promotional Staff]";
- mes "We want the adventurers who are super curious";
- mes "and extremely brave.";
- mes "Join us for a wonderful adventure!";
- next;
- mes "[Promotional Staff]";
- mes "Hey, you're a well-knowledged person, as I know. Are you interested in my story?";
- next;
- switch(select("Yes.:No, thanks.")) {
- case 1:
- mes "[Promotional Staff]";
- mes "You're a real adventurer.";
- mes "Good for you!";
- mes "You won't regret it.";
- next;
- mes "[Promotional Staff]";
- mes "I usually send adventurers to";
- mes "newly found places for research.";
- mes "It's quite challeging, as nobody's ever been to these places.";
- next;
- mes "[Promotional Staff]";
- mes "The missions are quite dangerous,";
- mes "so only those who are courageous";
- mes "are qualified for the challenge";
- mes "of this mission.";
- next;
- mes "[Promotional Staff]";
- mes "I'm not sure that you're strong enough, but you seem brave. How about going to the kingdom receptionist? He should be in the first room of Prontera Castle.";
- next;
- mes "[Promotional Staff]";
- mes "From what I've heard about this place... It's not a new continent.";
- mes "I don't know where it is.";
- mes "Hmm... Inside of the sky?";
- next;
- mes "[Promotional Staff]";
- mes "Could just be a rumor,";
- mes "but I don't know exactly.";
- mes "It's not my business.";
- next;
- mes "[Promotional Staff]";
- mes "Anyway, I'm supposed to inform many adventurers about it.";
- mes "There's no time to waste!";
- close;
- case 2:
- mes "[Promotional Staff]";
- mes "Huh, I thought you were a real adventurer. You're missing a big opportunity. You're definitely not brave. Absolutely not!";
- close;
- }
-}
-
-lighthalzen,220,292,3 script Guide#ep13_1 899,{
- if (ep13_ryu > 8) {
- mes "[Guide]";
- mes "Welcome! You've arrived at Lighthalzen, which is the base of three kingdoms.";
- next;
- mes "[Guide]";
- mes "You have to register your name. Go to the 2nd floor in Rekenbereu on the northwest side.";
- next;
- mes "[Guide]";
- mes "Be careful not to lose your way!";
- close;
- }
- mes "[Guide]";
- mes "Welcome! You've arrived at Lighthalzen, which is the base of three kingdoms.";
- close;
-}
-
-lhz_in01,136,260,5 script Munkenro#1 967,{
- if (ep13_ryu == 20) {
- mes "-At this spot, it's possible to overhear something. Listen carefully through the wall...-";
- next;
- mes "[Munkenro]";
- mes "You're a good buddy!";
- mes "But...";
- next;
- mes "[Munkenro]";
- mes "We can't avoid this...";
- mes "You know better than I!";
- mes "We can't go through this,";
- mes "in this current status.";
- next;
- mes "[Munkenro]";
- mes "I did all I could do...";
- mes "Please...";
- next;
- mes "[Munkenro]";
- mes "......";
- next;
- mes "[Munkenro]";
- mes "............";
- next;
- mes "..................";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "There's no avoiding it.";
- mes "Ok, I need to try.";
- close;
- }
- if ((ep13_ryu == 18) || (ep13_ryu == 19)) {
- mes "[Munkenro]";
- mes "You are ready to try this...";
- next;
- mes "[Munkenro]";
- mes "Oh! My friend...";
- next;
- mes "[Munkenro]";
- mes "Nothing can be controlled anymore... Am I trying this...?";
- close;
- }
- if ((ep13_ryu == 15) || (ep13_ryu == 16) || (ep13_ryu == 17)) {
- mes "[Munkenro]";
- mes "Peace for the three kingdoms...?";
- mes "Isn't it impossible...?";
- next;
- mes "[Munkenro]";
- mes "Are you sure that";
- mes "you can do that?";
- close;
- }
- if (ep13_ryu == 14) {
- mes "[Munkenro]";
- mes "Nothing shall prevent me from doing my duty. Nothing!";
- next;
- mes "[Munkenro]";
- mes "Sikaiz is a kind and upright person. But he can't be cautious about everything. It could cause serious problems.";
- next;
- mes "[Munkenro]";
- mes "So that's why I am here for him. I always worry about him...";
- next;
- mes "[Munkenro]";
- mes "I don't know what I would do if something were to happen...";
- close;
- }
- mes "[Munkenro]";
- mes "......";
- close;
-}
-
-lhz_in01,132,259,5 script Sikaiz#1 868,{
- if ((ep13_ryu == 18) || (ep13_ryu == 19)) {
- mes "[Sikaiz]";
- mes "Please come to me ASAP.";
- mes "I hope you play an active part.";
- next;
- mes "[Sikaiz]";
- mes "We all expect you to make the biggest impact.";
- close;
- }
- if (ep13_ryu == 17) {
- mes "[Sikaiz]";
- mes "Only thing you should do is write down your name and show me your great face";
- next;
- mes "[Sikaiz]";
- mes "I already accept you. Just write down your name here. Go ahead.";
- next;
- input .@input$;
- if (.@input$ != strcharinfo(0)) {
- mes "[Sikaiz]";
- mes "Don't you know your own name?";
- mes "Write it again.";
- close;
- }
- else {
- mes "[Sikaiz]";
- mes "Ok. I got your name, " + strcharinfo(0) + ". Great name! Registration is done!";
- mes "You've become a member of the three kingdoms!";
- next;
- mes "[Sikaiz]";
- mes "All done.";
- mes "Go to the field Officer of Schwartzvalt. He should be in the banquet hall of this building downstairs.";
- next;
- mes "[Sikaiz]";
- mes "Only thing left for you is to go to the Officer to say that you are leaving now.";
- next;
- mes "[Sikaiz]";
- mes "As soon as you tell him,";
- mes "come back to me again.";
- mes "You are not the only one expecting this great challenge. I am too.";
- next;
- mes "[Sikaiz]";
- mes "I believe you can do it!";
- mes "It would bear watching you.";
- next;
- changequest 10073,10074;
- set ep13_ryu,18;
- mes "[Sikaiz]";
- mes "See you then.";
- close;
- }
- }
- if (ep13_ryu == 16) {
- mes "[Sikaiz]";
- mes "You came back!";
- mes "Fast learner!";
- mes "I love that you're a member of my alliance.";
- next;
- mes "[Sikaiz]";
- mes "Our preparations will soon be complete.";
- next;
- mes "[Sikaiz]";
- mes "We will surely share all our information with the three kingdoms, and study them.";
- next;
- mes "[Sikaiz]";
- mes "Definitely, you are the one to face all the trials and tribulations.";
- next;
- mes "[Sikaiz]";
- mes "The important thing is that we need to share all the current information relevant to this place.";
- next;
- mes "[Sikaiz]";
- mes "I advise you,";
- mes "if you get friendly with";
- mes "the creatures in there,";
- mes "that's a kind source to know.";
- mes "I'll believe you.";
- next;
- mes "[Sikaiz]";
- mes "Let's conclude.";
- mes "You need to investigate and report to us as much as possible. That's not that tough.";
- next;
- changequest 10072,10073;
- set ep13_ryu,17;
- mes "[Sikaiz]";
- mes "Don't worry so much.";
- mes "We will support you.";
- mes "As we can.";
- mes "So I will tell you the last step to becoming a member of the alliance.";
- close;
- }
- if (ep13_ryu == 15) {
- mes "[Sikaiz]";
- mes "In ^FF0000Cheshrumnir in Rachel^000000,";
- mes "there is a Manager.";
- next;
- mes "[Sikaiz]";
- mes "You already met someone like that from Rune-Midgarts. So no more explanation is needed.";
- close;
- }
- if (ep13_ryu == 14) {
- mes "[Sikaiz]";
- mes "Ok, so we should talk about";
- mes "the tasks we should go through.";
- mes "These are about it...";
- next;
- mes "[Munkenro]";
- mes "Hey, sorry for interrupting you. I also have information to send to Arunafeltz.";
- next;
- mes "[Munkenro]";
- mes "We're in a hurry.";
- next;
- mes "[Sikaiz]";
- mes "Hey! You hear that? Sorry I'm sure that you've got many things to do. Can I request one more thing? I can't deal with it myself.";
- next;
- mes "[Sikaiz]";
- mes "I feel like I am forcing you, but I hope to get your help. Go to the ^FF0000Cheshrumnir Guard^000000 in Rachel and deliver Munkenro's message for me.";
- next;
- changequest 10070,10071;
- set ep13_ryu,15;
- mes "[Sikaiz]";
- mes "It's the same mission you did for Rune-Midgarts, so it shouldn't be that hard. I hope you can do it.";
- close;
- }
- if (ep13_ryu == 13) {
- mes "[Sikaiz]";
- mes "You did it already?";
- mes "You are a quick worker.";
- next;
- mes "[Sikaiz]";
- mes "Anyway, I promised to tell you about the three kingdoms... This is kind of a long story, so please listen carefully.";
- next;
- mes "[Sikaiz]";
- mes "The adventurers for Ash-vacuum! The alliance for the three kingdoms! Rune-Midgarts, Schwartzvalt, Arunafeltz!";
- mes "Three kingdoms united for one thing!";
- next;
- mes "[Sikaiz]";
- mes "Frankly, there's a Dimensional Rift in the Sograt desert, so they can inspect it themselves, but it's not that good of a place to inspect the rift's magic well.";
- next;
- mes "[Sikaiz]";
- mes "We are a little bit better in magic, but not that much developed in science as compared with Schwartzvalt, and not as wise compared with Arunafeltz.";
- next;
- mes "[Sikaiz]";
- mes "So we need to get help from other countries, because the Ash-vacuum is quite a profitable place. That is why we made the Alliance to get into the Ash-Vacuum.";
- next;
- mes "[Sikaiz]";
- mes "The three kingdoms were enemies before. Fortunately, it's going well now. It's fine.";
- next;
- mes "[Sikaiz]";
- mes "This alliance is a first step for peace among the three kingdoms. You know they are all for themselves, so this needs harmony. That's the one thing to pursue, as head of an alliance.";
- next;
- mes "[Sikaiz]";
- mes "Honestly, I am also forced by my kingdom, to further our own interests and not others.";
- next;
- mes "[Sikaiz]";
- mes "But the most valuable thing is the unity. Not each kingdom's interest. If we spoil the greatest plans, it's too regrettable.";
- next;
- mes "[Sikaiz]";
- mes "Though I belong to Schwartzvalt, I need to balance the three kingdoms, as a leader... so I can't support my kingdom too much over the others.";
- next;
- mes "[Sikaiz]";
- mes "Anyway, I believe that my friend can assist me well.";
- mes "Though he is from another kingdom, he's supported me thus far.";
- next;
- mes "[Sikaiz]";
- mes "He's the man to my left.";
- mes "We call him Munk.";
- mes "His real name is... Munkenro.";
- next;
- mes "[Sikaiz]";
- mes "He is a kind of manager for Schwaltzvald and he is the main contact point of the kingdom's people, since he's quite closely in communication with them.";
- next;
- changequest 10069,10070;
- set ep13_ryu,14;
- mes "[Sikaiz]";
- mes "That's enough talk about the three kingdoms. Now, let's move on to the next stories.";
- close;
- }
- if (ep13_ryu == 12) {
- mes "[Sikaiz]";
- mes "Go to Prontera in Rune-Midgarts and find the Manager there. Tell him that the Alliance is doing well and that we are entering the rift.";
- close;
- }
- if (ep13_ryu == 11) {
- mes "[Sikaiz]";
- mes "So, what do you want to know more of? You already know about the Ash-Vacuum. Is there anything else you'd like me to tell you?";
- next;
- switch(select("The three kingdoms...")) {
- case 1:
- mes "[Sikaiz]";
- mes "Ah, I need to tell you about the alliance, but first, may I ask something?";
- next;
- mes "[Sikaiz]";
- mes "I need to report its status to the managers in Rune-Midgarts. I can't do it right now. May I ask you a favor?";
- next;
- mes "[Sikaiz]";
- mes "It's not that difficult. Just tell them to prepare for the trip to the Dimensional Rift. It's quite easy, isn't it?";
- next;
- changequest 10067,10068;
- set ep13_ryu,12;
- mes "[Sikaiz]";
- mes "We're running out of time, so I will answer you when you come back. Ok?";
- close;
- }
- }
- if (ep13_ryu == 10) {
- mes "[Sikaiz]";
- mes "Whew......";
- next;
- mes "[Sikaiz]";
- mes "You come to be registered as an adventurer? Then I'm the one to talk to. I am Sikaiz, the head of the United Midgard Alliance.";
- next;
- mes "[Sikaiz]";
- mes "You come here from Prontera? Then you have been sent by the Recruiter. Didn't he tell you about the stories? Maybe he thought that I would tell you everything.";
- next;
- mes "[Sikaiz]";
- mes "I can tell you, but, he's so obstinate. So many kinds of people are living in this world, but quite few are as obstinate as him.";
- next;
- mes "[Sikaiz]";
- mes "The registration is also important now, but I will tell you about our status here. May I begin?";
- next;
- switch(select("Sure.")) {
- case 1:
- mes "[Sikaiz]";
- mes "Ok. Let me tell you about the Ash-Vacuum. It's quite a long story. So please bear with me.";
- next;
- mes "[Sikaiz]";
- mes "^FF0000Ash-Vacuum^000000....";
- mes "This isn't the world of mortals.";
- mes "Then what is it...";
- mes "Nobody knows.";
- next;
- mes "[Sikaiz]";
- mes "Now, we only know that there are living beings there, and that they are not approachable by everyone.";
- next;
- mes "[Sikaiz]";
- mes "The name, 'Ash-Vacuum', is so we can identify it easily.";
- next;
- mes "[Sikaiz]";
- mes "You're probably wondering how we got there...";
- mes "The answer lies with Satan Morroc.";
- next;
- mes "[Sikaiz]";
- mes "Can you imagine?";
- mes "Why did Satan Morroc";
- mes "run away from there???";
- mes "That's the important thing.";
- next;
- mes "[Sikaiz]";
- mes "He made a gate to run away, by himself. It's very unlike him.";
- next;
- mes "[Sikaiz]";
- mes "But he did make some mistakes. He left an opened gate. Nobody knows if it was intentional... or maybe...";
- next;
- mes "[Sikaiz]";
- mes "We call the dimensional rift:";
- mes "Time-Gap of Dimension.";
- mes "Who knows what secrets lie in that world beyond.";
- next;
- mes "[Sikaiz]";
- mes "So we've inspected it.";
- mes "And there's not much info to get from it. We can't guess if it's from the past... or the future... Even WE don't know where it is.";
- next;
- mes "[Sikaiz]";
- mes "That's the place!";
- mes "Ash-Vacuum!";
- mes "We are all in this together!";
- next;
- mes "[Sikaiz]";
- mes "Is that enough?";
- mes "Though I am the head of the Alliance, I don't know much else about it. That's why we are all here. To do some research.";
- next;
- mes "[Sikaiz]";
- mes "Anyway, I told you about Ash-Vacuum. What I know about it all. Though you still don't know much about it, that's all I can tell you.";
- next;
- changequest 10066,10067;
- set ep13_ryu,11;
- mes "[Sikaiz]";
- mes "If you have any other questions, you can still ask me...";
- close;
- }
- }
- if (ep13_ryu == 9) {
- mes "- The man standing in front -";
- mes "- is delivering a speech. -";
- mes "- Let's listen. -";
- next;
- mes "[Sikaiz]";
- mes "I, Sikaiz, make it a point that we should pursue the great development of the Midgard continent with the research of the newly discovered Ash-Vacuum.";
- next;
- mes "[Sikaiz]";
- mes "So we must not fight for own interests, we must not forget the mission. We are all together on this, to go through all the same trials.";
- next;
- mes "[Sikaiz]";
- mes "This mission shouldn't be for each kingdom's interest alone. If we are not strongly allied for our mission, we will not succeed in discovering the unknown places of Ash-Vacuum.";
- next;
- mes "[Sikaiz]";
- mes "Now we should think we are all belonging to the Midgard continent. That's home for all of us.";
- next;
- mes "[Sikaiz]";
- mes "We will leave for Ash-Vacuum, through the dimensional rift soon.";
- mes "You all should be relaxed about completing this mission. If there are more adventurers to register, let them come to me.";
- next;
- changequest 10065,10066;
- set ep13_ryu,10;
- mes "-The speech has ended.-";
- mes "-Let's move on.-";
- close;
- }
- mes "[Sikaiz]";
- mes "......";
- close;
-}
-
-lhz_in01,115,250,3 script Guard#ep13_1-1 899,2,2,{
- if (ep13_ryu > 19) {
- mes "[Guard]";
- mes "You're not allowed to enter.";
- mes "All of you are instructed to go to the Time-Gap of Dimension on Rune-Midgarts!";
- next;
- mes "[Guard]";
- mes "Just go there.";
- mes "This is a restricted area.";
- close2;
- warp "lhz_in01",108,252;
- end;
- }
- if (ep13_ryu > 8) {
- mes "[Guard]";
- mes "You've come here";
- mes "to register as a member of the three kingdoms?";
- next;
- mes "[Guard]";
- mes "Enter.";
- close;
- }
- else {
- mes "[Guard]";
- mes "You are not allowed";
- mes "to enter.";
- close;
- }
-
-//OnTouch2:
-OnTouch:
- if (ep13_ryu > 19) {
- mes "[Guard]";
- mes "You're not allowed to enter.";
- mes "All of you are instructed to go to the Time-Gap of Dimension on Rune-Midgarts!";
- next;
- mes "[Guard]";
- mes "Just go there.";
- mes "This is a restricted area.";
- close2;
- warp "lhz_in01",108,252;
- end;
- }
- if (ep13_ryu > 8) {
- mes "[Guard]";
- mes "You've come here";
- mes "to register as a member of the three kingdoms?";
- next;
- mes "[Guard]";
- mes "Enter.";
- close;
- }
- else {
- mes "[Guard]";
- mes "You are not allowed";
- mes "to enter.";
- close2;
- warp "lhz_in01",108,252;
- end;
- }
- end;
-}
-
-lhz_in01,115,252,3 script Guard#ep13_1-2 899,2,2,{
- if (ep13_ryu > 19) {
- mes "[Guard]";
- mes "You're not allowed to enter.";
- mes "All of you are instructed to go to the Time-Gap of Dimension on Rune-Midgarts!";
- next;
- mes "[Guard]";
- mes "Just go there.";
- mes "This is a restricted area.";
- close2;
- warp "lhz_in01",108,252;
- end;
- }
- if (ep13_ryu > 8) {
- mes "[Guard]";
- mes "You've come here";
- mes "to register as a member of the three kingdoms?";
- next;
- mes "[Guard]";
- mes "Enter.";
- close;
- }
- else {
- mes "[Guard]";
- mes "You are not allowed";
- mes "to enter.";
- close;
- }
-
-//OnTouch2:
-OnTouch:
- if (ep13_ryu > 19) {
- mes "[Guard]";
- mes "You're not allowed to enter.";
- mes "All of you are instructed to go to the Time-Gap of Dimension on Rune-Midgarts!";
- next;
- mes "[Guard]";
- mes "Just go there.";
- mes "This is a restricted area.";
- close2;
- warp "lhz_in01",108,252;
- end;
- }
- if (ep13_ryu > 8) {
- mes "[Guard]";
- mes "You've come here";
- mes "to register as a member of the three kingdoms?";
- next;
- mes "[Guard]";
- mes "Enter.";
- close;
- }
- else {
- mes "[Guard]";
- mes "You are not allowed";
- mes "to enter.";
- close2;
- warp "lhz_in01",108,252;
- end;
- }
- end;
-}
-
-lhz_in01,147,252,7 script Guard#ep13_1-3 899,2,2,{
- if (ep13_ryu > 19) {
- mes "[Guard]";
- mes "You're not allowed to enter.";
- mes "All of you are instructed to go to the Time-Gap of Dimension on Rune-Midgarts!";
- next;
- mes "[Guard]";
- mes "Just go there.";
- mes "This is a restricted area.";
- close2;
- warp "lhz_in01",152,252;
- end;
- }
- if (ep13_ryu > 8) {
- mes "[Guard]";
- mes "You've come here";
- mes "to register as a member of the three kingdoms?";
- next;
- mes "[Guard]";
- mes "Enter.";
- close;
- }
- else {
- mes "[Guard]";
- mes "You are not allowed";
- mes "to enter.";
- close;
- }
-
-//OnTouch2:
-OnTouch:
- if (ep13_ryu > 19) {
- mes "[Guard]";
- mes "You're not allowed to enter.";
- mes "All of you are instructed to go to the Time-Gap of Dimension on Rune-Midgarts!";
- next;
- mes "[Guard]";
- mes "Just go there.";
- mes "This is a restricted area.";
- close2;
- warp "lhz_in01",152,252;
- end;
- }
- if (ep13_ryu > 8) {
- mes "[Guard]";
- mes "You've come here";
- mes "to register as a member of the three kingdoms?";
- next;
- mes "[Guard]";
- mes "Enter.";
- close;
- }
- else {
- mes "[Guard]";
- mes "You are not allowed";
- mes "to enter.";
- close2;
- warp "lhz_in01",152,252;
- end;
- }
- end;
-}
-
-lhz_in01,147,250,7 script Guard#ep13_1-4 899,2,2,{
- if (ep13_ryu > 19) {
- mes "[Guard]";
- mes "You're not allowed to enter.";
- mes "All of you are instructed to go to the Time-Gap of Dimension on Rune-Midgarts!";
- next;
- mes "[Guard]";
- mes "Just go there.";
- mes "This is a restricted area.";
- close2;
- warp "lhz_in01",152,252;
- end;
- }
- if (ep13_ryu > 8) {
- mes "[Guard]";
- mes "You've come here";
- mes "to register as a member of the three kingdoms?";
- next;
- mes "[Guard]";
- mes "Enter.";
- close;
- }
- else {
- mes "[Guard]";
- mes "You are not allowed";
- mes "to enter.";
- close;
- }
-
-//OnTouch2:
-OnTouch:
- if (ep13_ryu > 19) {
- mes "[Guard]";
- mes "You're not allowed to enter.";
- mes "All of you are instructed to go to the Time-Gap of Dimension on Rune-Midgarts!";
- next;
- mes "[Guard]";
- mes "Just go there.";
- mes "This is a restricted area.";
- close2;
- warp "lhz_in01",152,252;
- end;
- }
- if (ep13_ryu > 8) {
- mes "[Guard]";
- mes "You've come here";
- mes "to register as a member of the three kingdoms?";
- next;
- mes "[Guard]";
- mes "Enter.";
- close;
- }
- else {
- mes "[Guard]";
- mes "You are not allowed";
- mes "to enter.";
- close2;
- warp "lhz_in01",152,252;
- end;
- }
- end;
-}
-
-lhz_in01,124,234,5 script Guard#ep13_1-5 899,2,2,{
- if (ep13_ryu > 19) {
- mes "[Guard]";
- mes "You're not allowed to enter.";
- mes "All of you are instructed to go to the Time-Gap of Dimension on Rune-Midgarts!";
- next;
- mes "[Guard]";
- mes "Just go there.";
- mes "This is a restricted area.";
- close2;
- warp "lhz_in01",123,229;
- end;
- }
- if (ep13_ryu > 8) {
- mes "[Guard]";
- mes "You've come here";
- mes "to register as a member of the three kingdoms?";
- next;
- mes "[Guard]";
- mes "Enter.";
- close;
- }
- else {
- mes "[Guard]";
- mes "You are not allowed";
- mes "to enter.";
- close;
- }
-
-//OnTouch2:
-OnTouch:
- if (ep13_ryu > 19) {
- mes "[Guard]";
- mes "You're not allowed to enter.";
- mes "All of you are instructed to go to the Time-Gap of Dimension on Rune-Midgarts!";
- next;
- mes "[Guard]";
- mes "Just go there.";
- mes "This is a restricted area.";
- close2;
- warp "lhz_in01",123,229;
- end;
- }
- if (ep13_ryu > 8) {
- mes "[Guard]";
- mes "You've come here";
- mes "to register as a member of the three kingdoms?";
- next;
- mes "[Guard]";
- mes "Enter.";
- close;
- }
- else {
- mes "[Guard]";
- mes "You are not allowed";
- mes "to enter.";
- close2;
- warp "lhz_in01",123,229;
- end;
- }
- end;
-}
-
-lhz_in01,121,234,5 script Guard#ep13_1-6 899,2,2,{
- if (ep13_ryu > 19) {
- mes "[Guard]";
- mes "You're not allowed to enter.";
- mes "All of you are instructed to go to the Time-Gap of Dimension on Rune-Midgarts!";
- next;
- mes "[Guard]";
- mes "Just go there.";
- mes "This is a restricted area.";
- close2;
- warp "lhz_in01",123,229;
- end;
- }
- if (ep13_ryu > 8) {
- mes "[Guard]";
- mes "You've come here";
- mes "to register as a member of the three kingdoms?";
- next;
- mes "[Guard]";
- mes "Enter.";
- close;
- }
- else {
- mes "[Guard]";
- mes "You are not allowed";
- mes "to enter.";
- close;
- }
-
-//OnTouch2:
-OnTouch:
- if (ep13_ryu > 19) {
- mes "[Guard]";
- mes "You're not allowed to enter.";
- mes "All of you are instructed to go to the Time-Gap of Dimension on Rune-Midgarts!";
- next;
- mes "[Guard]";
- mes "Just go there.";
- mes "This is a restricted area.";
- close2;
- warp "lhz_in01",123,229;
- end;
- }
- if (ep13_ryu > 8) {
- mes "[Guard]";
- mes "You've come here";
- mes "to register as a member of the three kingdoms?";
- next;
- mes "[Guard]";
- mes "Enter.";
- close;
- }
- else {
- mes "[Guard]";
- mes "You are not allowed";
- mes "to enter.";
- close2;
- warp "lhz_in01",123,229;
- end;
- }
- end;
-}
-
-lhz_in01,137,234,5 script Guard#ep13_1-7 899,2,2,{
- if (ep13_ryu > 19) {
- mes "[Guard]";
- mes "You're not allowed to enter.";
- mes "All of you are instructed to go to the Time-Gap of Dimension on Rune-Midgarts!";
- next;
- mes "[Guard]";
- mes "Just go there.";
- mes "This is a restricted area.";
- close2;
- warp "lhz_in01",139,228;
- end;
- }
- if (ep13_ryu > 8) {
- mes "[Guard]";
- mes "You've come here";
- mes "to register as a member of the three kingdoms?";
- next;
- mes "[Guard]";
- mes "Enter.";
- close;
- }
- else {
- mes "[Guard]";
- mes "You are not allowed";
- mes "to enter.";
- close;
- }
-
-//OnTouch2:
-OnTouch:
- if (ep13_ryu > 19) {
- mes "[Guard]";
- mes "You're not allowed to enter.";
- mes "All of you are instructed to go to the Time-Gap of Dimension on Rune-Midgarts!";
- next;
- mes "[Guard]";
- mes "Just go there.";
- mes "This is a restricted area.";
- close2;
- warp "lhz_in01",139,228;
- end;
- }
- if (ep13_ryu > 8) {
- mes "[Guard]";
- mes "You've come here";
- mes "to register as a member of the three kingdoms?";
- next;
- mes "[Guard]";
- mes "Enter.";
- close;
- }
- else {
- mes "[Guard]";
- mes "You are not allowed";
- mes "to enter.";
- close2;
- warp "lhz_in01",139,228;
- end;
- }
- end;
-}
-
-lhz_in01,140,234,5 script Guard#ep13_1-8 899,2,2,{
- if (ep13_ryu > 19) {
- mes "[Guard]";
- mes "You're not allowed to enter.";
- mes "All of you are instructed to go to the Time-Gap of Dimension on Rune-Midgarts!";
- next;
- mes "[Guard]";
- mes "Just go there.";
- mes "This is a restricted area.";
- close2;
- warp "lhz_in01",139,228;
- end;
- }
- if (ep13_ryu > 8) {
- mes "[Guard]";
- mes "You've come here";
- mes "to register as a member of the three kingdoms?";
- next;
- mes "[Guard]";
- mes "Enter.";
- close;
- }
- else {
- mes "[Guard]";
- mes "You are not allowed";
- mes "to enter.";
- close;
- }
-
-//OnTouch2:
-OnTouch:
- if (ep13_ryu > 19) {
- mes "[Guard]";
- mes "You're not allowed to enter.";
- mes "All of you are instructed to go to the Time-Gap of Dimension on Rune-Midgarts!";
- next;
- mes "[Guard]";
- mes "Just go there.";
- mes "This is a restricted area.";
- close2;
- warp "lhz_in01",139,228;
- end;
- }
- if (ep13_ryu > 8) {
- mes "[Guard]";
- mes "You've come here";
- mes "to register as a member of the three kingdoms?";
- next;
- mes "[Guard]";
- mes "Enter.";
- close;
- }
- else {
- mes "[Guard]";
- mes "You are not allowed";
- mes "to enter.";
- close2;
- warp "lhz_in01",139,228;
- end;
- }
- end;
-}
-
-lhz_in01,130,232,5 script Guard#ep13_1-9 899,{
- if (ep13_ryu > 19) {
- mes "[Guard]";
- mes "You're not allowed to enter.";
- mes "All of you are instructed to go to the Time-Gap of Dimension on Rune-Midgarts!";
- next;
- mes "[Guard]";
- mes "Just go there.";
- mes "This is a restricted area.";
- next;
- mes "[Guard]";
- mes "Will you go to the dimensional rift right now?";
- next;
- mes "[Guard]";
- mes "If you want,";
- mes "I can send you to the Time-Gap of Dimension.";
- next;
- switch(select("Send me there.:I will go there myself.")) {
- case 1:
- mes "[Guard]";
- mes "Ok, I will send you to the dimensional rift. Once you get there, just find the head of the alliance.";
- close2;
- warp "moc_fild20",342,179;
- end;
- case 2:
- mes "[Guard]";
- mes "You are something of an adventurer... Ok. I got it...";
- next;
- mes "[Guard]";
- mes "Once you get there, just find the head of the alliance.";
- close;
- }
- }
- if (ep13_ryu > 8) {
- mes "[Guard]";
- mes "You've come here";
- mes "to register as a member of the three kingdoms?";
- next;
- mes "[Guard]";
- mes "Enter.";
- close;
- }
- else {
- mes "[Guard]";
- mes "You are not allowed";
- mes "to enter.";
- close;
- }
-}
-
-lhz_in01,128,249,1 script Member of Alliance#1 904,{
- if (ep13_ryu > 19) {
- mes "-Munkenro and Sakaiz don't seem to be getting along very well anymore.-";
- close;
- }
- mes "[Member of Alliance]";
- mes "Hm, ok!";
- mes "That's right.";
- close;
-}
-
-lhz_in01,136,245,1 script Member of Alliance#2 869,{
- if (ep13_ryu > 19) {
- mes "-You should probably head over to the dimensional rift next to Morroc and find the Guard there-";
- close;
- }
- mes "[Member of Alliance]";
- mes "The heads of the alliance, Sikaiz and Munkenro...";
- next;
- mes "[Member of Alliance]";
- mes "They have different values,";
- mes "so that sometimes causes conflict, but nothing serious has happened so far.";
- next;
- mes "[Member of Alliance]";
- mes "Friendship is the most valuable in this world.";
- close;
-}
-
-lhz_in01,140,245,1 script Member of Alliance#3 85,{
- if (ep13_ryu > 19) {
- mes "-You're still here? You're a member of the alliance now so you should head to the dimensional rift next to Morroc and find the Guard there-";
- close;
- }
- mes "[Member of Alliance]";
- mes "I know we are all to go to the dimensional rift. That's why we are allied strongly. But we gather here... so far from there...";
- next;
- mes "[Member of Alliance]";
- mes "I think we'd better gather in Prontera on Rune-Midgarts, where I am living.";
- next;
- mes "[Member of Alliance]";
- mes "Or just warp for commuting.";
- mes "I would hope so.";
- close;
-}
-
-lhz_in01,136,249,1 script Member of Alliance#4 865,{
- if (ep13_ryu > 19) {
- mes "-I'm sure they'll settle their little dispute somehow. You should be heading to the dimensional rift next to Morroc and find the Guard there-";
- close;
- }
- mes "[Member of Alliance]";
- mes "Hm...";
- next;
- mes "[Member of Alliance]";
- mes "Hm...";
- next;
- mes "[Member of Alliance]";
- mes "Whoosh...";
- next;
- mes "[Member of Alliance]";
- mes "I am concentrating now!!";
- mes "Don't worry!";
- close;
-}
-
-lhz_in01,124,245,1 script Member of Alliance#5 932,{
- if (ep13_ryu > 19) {
- mes "-Maybe Munk is a better leader instead of Sakaiz. Anyways you should be heading to the dimensional rift next to Morroc and find the Guard there-";
- close;
- }
- mes "[Member of Alliance]";
- mes "The head of the alliance, Sikaiz... doesn't look healthy.";
- next;
- mes "[Member of Alliance]";
- mes "But his upright eyes";
- mes "are quite reliable.";
- next;
- mes "[Member of Alliance]";
- mes "Munkenro looks so willing to do anything for success. As well as he also seems flexible...";
- close;
-}
-
-lhz_in01,136,241,3 script Member of Alliance#6 849,{
- if (ep13_ryu > 19) {
- mes "-I'm so bored!!! You should be heading to the dimensional rift next to Morroc and find the Guard there. It's probably less boring there than it is here-";
- close;
- }
- mes "[Member of Alliance]";
- mes "I am almost dying of boredom!";
- next;
- mes "[Member of Alliance]";
- mes "So boring!";
- next;
- mes "[Member of Alliance]";
- mes "I am not in a good mood.";
- close;
-}
-
-lhz_in01,126,249,1 script Member of Alliance#7 930,{
- if (ep13_ryu > 19) {
- mes "-We haven't even started and we're already bickering. Just ignore the politics and head to the dimensional rift next to Morroc and find the Guard there-";
- close;
- }
- mes "[Member of Alliance]";
- mes "Three kingdoms for world peace...";
- mes "Will it be successful?";
- close;
-}
-
-lhz_in01,122,245,1 script Member of Alliance#8 882,{
- if (ep13_ryu > 19) {
- mes "-You shouldn't stay around here and listen to all the complaining. You should be heading to the dimensional rift next to Morroc and find the Guard there-";
- close;
- }
- mes "[Member of Alliance]";
- mes "Why is there so much complaining?";
- next;
- mes "[Member of Alliance]";
- mes "I'm going along for the benefit of my country.";
- next;
- mes "[Member of Alliance]";
- mes "I wonder if the managers are all talk.";
- close;
-}
-
-ra_temple,119,113,3 script Alliance Manager#ra 935,{
- if (ep13_ryu == 16) {
- mes "[Manager]";
- mes "With blessings from the Goddess Freya! We three kingdoms will know success! It's all we want. ...Khkhkhkh...";
- close;
- }
- if (ep13_ryu == 15) {
- mes "[Manager]";
- mes "What brings you here, if you won't worship Freya? Just go away.";
- next;
- mes "[Manager]";
- mes "Hm, you've come here to report the status of the alliance? Ok, let me listen.";
- next;
- mes "[Manager]";
- mes "Hm, everything is going well";
- mes "and almost prepared for a good start... Hm-hmm...";
- next;
- mes "[Manager]";
- mes "I hate to meet people from Rune-Midgarts, but I can't avoid it.";
- next;
- mes "[Manager]";
- mes "We're all together for this mission now... They would sacrifice for Freya.";
- next;
- changequest 10071,10072;
- set ep13_ryu,16;
- mes "[Manager]";
- mes "Now you can go back.";
- mes "Just say I received the report of the status well.";
- close;
- }
- mes "[Manager]";
- mes "Goddess Freya, keep us forever!!";
- next;
- mes "[Manager]";
- mes "Ash-Vacuum...";
- mes "It will be mine soon...";
- mes "Khkhkh!";
- close;
-}
-
-lhz_in01,32,22,3 script Officer A 109,{
- if (ep13_ryu == 20) {
- mes "[Officer]";
- mes "Why don't you go back there?";
- mes "Are you afraid to go back?";
- mes "Khkhkh!";
- next;
- mes "[Officer]";
- mes "Just go back to the meeting room.";
- mes "Your allies are there together.";
- mes "Khkhkh!";
- mes "Nevermind.";
- mes "Bye.";
- close;
- }
- if (ep13_ryu == 19) {
- mes "[Officer A]";
- mes "So why do you come to me?";
- mes "What's wrong?";
- next;
- mes "[Officer B]";
- mes "Got any business?";
- next;
- mes "[Officer A]";
- mes "I think not.";
- mes "You come to tell me that you're leaving for the mission.";
- mes "Am I right?";
- next;
- mes "[Officer B]";
- mes "You were sent by Sikaiz...";
- mes "Right?";
- next;
- mes "[Officer A]";
- mes "Ok, I got your report.";
- mes "Just go back there.";
- mes "Good luck.";
- next;
- mes "[Officer B]";
- mes "Just do your best";
- mes "...or whatever you do...";
- next;
- changequest 10075,10076;
- set ep13_ryu,20;
- mes "[Officer A]";
- mes "Just return there. Good job.";
- close;
- }
- if (ep13_ryu == 18) {
- mes "[Officer A]";
- mes "Sikaiz isn't understandable...";
- mes "I can't help it...";
- next;
- mes "[Officer B]";
- mes "His voice for peace is";
- mes "only his own way.";
- mes "Three kingdoms for one mission...";
- mes "No peace...";
- mes "We even get no advantage.";
- next;
- mes "[Officer A]";
- mes "We can't leave them as they are now. Though I am the leader among them, I'm just a figurehead.";
- next;
- mes "[Officer A]";
- mes "Is there any way to change their ways?";
- next;
- mes "[Officer B]";
- mes "If they changed,";
- mes "we wouldn't get in trouble.";
- mes "But he is not compromising.";
- next;
- mes "[Officer A]";
- mes "So what??";
- mes "We wouldn't get our interests,";
- mes "and just do nothing for ourselves?";
- next;
- mes "[Officer B]";
- mes "There's always Munkenro.";
- next;
- mes "[Officer A]";
- mes "So what...?";
- next;
- mes "[Officer B]";
- mes "As honest as Sikaiz...";
- mes "As flexible as Sikaiz...";
- mes "But easy to go over him...";
- next;
- mes "[Officer B]";
- mes "We can't cut him out,";
- mes "so just take the lead from Munkenro. It's easier!";
- next;
- mes "[Officer A]";
- mes "Oh!!";
- mes "That's a good idea.";
- mes "Anyway...";
- mes "Some visitors are coming.";
- mes "Let's talk about it later.";
- next;
- changequest 10074,10075;
- set ep13_ryu,19;
- mes "[Officer B]";
- mes "Um, what's your business?";
- close;
- }
- mes "[Officer A]";
- mes "For our own interest,";
- mes "we need to abandon other kingdoms.";
- close;
-}
-
-lhz_in01,30,24,5 script Officer B 109,{
- if (ep13_ryu == 20) {
- mes "[Officer]";
- mes "Why don't you go back there?";
- mes "Are you afraid to go back?";
- mes "Khkhkh!";
- next;
- mes "[Officer]";
- mes "Just go back to the meeting room.";
- mes "Your allies are there together.";
- mes "Khkhkh!";
- mes "Nevermind.";
- mes "Bye.";
- close;
- }
- if (ep13_ryu == 19) {
- mes "[Officer A]";
- mes "So why do you come to me?";
- mes "What's wrong?";
- next;
- mes "[Officer B]";
- mes "Got any business?";
- next;
- mes "[Officer A]";
- mes "I think not.";
- mes "You come to tell me that you're leaving for the mission.";
- mes "Am I right?";
- next;
- mes "[Officer B]";
- mes "You were sent by Sikaiz...";
- mes "Right?";
- next;
- mes "[Officer A]";
- mes "Ok, I got your report.";
- mes "Just go back there.";
- mes "Good luck.";
- next;
- mes "[Officer B]";
- mes "Just do your best";
- mes "...or whatever you do...";
- next;
- changequest 10075,10076;
- set ep13_ryu,20;
- mes "[Officer A]";
- mes "Just return there. Good job.";
- close;
- }
- if (ep13_ryu == 18) {
- mes "[Officer A]";
- mes "Sikaiz isn't understandable...";
- mes "I can't help it...";
- next;
- mes "[Officer B]";
- mes "His voice for peace is";
- mes "only his own way.";
- mes "Three kingdoms for one mission...";
- mes "No peace...";
- mes "We even get no advantage.";
- next;
- mes "[Officer A]";
- mes "We can't leave them as they are now. Though I am the leader among them, I'm just a figurehead.";
- next;
- mes "[Officer A]";
- mes "Is there any way to change their ways?";
- next;
- mes "[Officer B]";
- mes "If they changed,";
- mes "we wouldn't get in trouble.";
- mes "But he is not compromising.";
- next;
- mes "[Officer A]";
- mes "So what??";
- mes "We wouldn't get our interests,";
- mes "and just do nothing for ourselves?";
- next;
- mes "[Officer B]";
- mes "There's always Munkenro.";
- next;
- mes "[Officer A]";
- mes "So what...?";
- next;
- mes "[Officer B]";
- mes "As honest as Sikaiz...";
- mes "As flexible as Sikaiz...";
- mes "But easy to go over him...";
- next;
- mes "[Officer B]";
- mes "We can't cut him out,";
- mes "so just take the lead from Munkenro. It's easier!";
- next;
- mes "[Officer A]";
- mes "Oh!!";
- mes "That's a good idea.";
- mes "Anyway...";
- mes "Some visitors are coming.";
- mes "Let's talk about it later.";
- next;
- changequest 10074,10075;
- set ep13_ryu,19;
- mes "[Officer B]";
- mes "Um, what's your business?";
- close;
- }
- mes "[Officer B]";
- mes "The most important things are money and power. If we don't get at least one, we're just like the slummy poor.";
- close;
-}
-
-moc_fild20,349,179,3 script Rift Guard#1 707,{
- if (ep13_ryu > 19) {
- mes "[Guard]";
- mes "Ah, you are a member of the alliance that discovered the dimensional rift? Welcome. Everything is prepared. Just enter and find the camp when you pass through the rift.";
- next;
- mes "[Guard]";
- mes "The new head of the alliance, Munkenro, will direct all of us.";
- next;
- mes "[Guard]";
- mes "Then you will pass.";
- mes "Are you ready?";
- next;
- switch(select("Yes, sure.:Please wait.")) {
- case 1:
- mes "[Guard]";
- mes "Good luck.";
- close2;
- warp "moc_fild22b",38,195;
- end;
- case 2:
- mes "[Guard]";
- mes "Just tell me once you are ready. I will let you pass right away.";
- close;
- }
- }
- mes "[Guard]";
- mes "You're not allowed to enter here.";
- mes "If you have any business, just ask the guard behind me, or just leave.";
- close;
-}
-
-moc_fild22b,37,196,5 script Rift Guard#2 707,{
- mes "[Guard]";
- mes "Are you the new adventurer?";
- mes "If you're going to the other side of the rift, the head of the alliance will guide you there.";
- next;
- mes "[Guard]";
- mes "He should be near the center of the Gorge. He is stronger than the former one, so be careful with your words.";
- next;
- mes "[Guard]";
- mes "If you want to run away from here, just let me know, I will guide you.";
- next;
- switch(select("Escape.:Nah.")) {
- case 1:
- mes "[Guard]";
- mes "Ok.";
- mes "Follow me, I will let you out of here.";
- close2;
- warp "moc_fild20",342,179;
- end;
- case 2:
- mes "[Guard]";
- mes "Ok, just go ahead for yourself.";
- close;
- }
-}
-
-moc_fild22b,330,154,3 script Rift Guard#3 707,{
- mes "[Guard]";
- mes "Are you new here?";
- mes "You look like you need to find the head of the alliance. You can find him near the center of the dimensional rift.";
- next;
- mes "[Guard]";
- mes "Just right there.";
- mes "There's a pillar of stone.";
- mes "Very close!";
- close;
-}
-
-moc_fild22b,230,197,5 script Munkenro#2 967,{
- if (ep13_ryu == 100) {
- mes "[Munkenro]";
- mes "Are you ready to discover Ash-Vacuum?";
- next;
- switch(select("Yes, of course!:Please, wait...")) {
- case 1:
- mes "[Munkenro]";
- mes "I wish you good luck!";
- mes "I hope you are successful in your adventures in Ash-Vacuum!";
- next;
- mes "[Munkenro]";
- mes "(...I just follow your lead!)";
- mes "(I remember you're strong-willed.)";
- mes "(Though I am guilty,)";
- mes "(I will do my best.)";
- next;
- warp "mid_camp",210,291;
- close;
- case 2:
- mes "[Munkenro]";
- mes "Go prepare.";
- close;
- }
- }
- if (ep13_ryu == 20) {
- mes "[Munkenro]";
- mes "I am the head of the Three Kingdoms Alliance. You've come here for the discovery of the dimensional rift. Am I right?";
- next;
- mes "[Munkenro]";
- mes "Um. You're the one that";
- mes "did some favors before...";
- mes "Your name is " + strcharinfo(0) + "?";
- mes "I remember you.";
- next;
- mes "[Munkenro]";
- mes "Sikaiz retired from his position urgently. I am his replacement.";
- next;
- mes "[Munkenro]";
- mes "You don't need to know in detail all about it now. That's not important to you. Is it?";
- next;
- mes "[Munkenro]";
- mes "You are here for the discovery of the dimensional rift. I can't send you there right away. I know that you've passed your tests, but that's the past. You have not been tested by me. ~";
- next;
- mes "[Munkenro]";
- mes "So you need to be tested again. I don't have too much time to test you now. So let's just do a short test.";
- next;
- mes "[Munkenro]";
- mes "Now the soldiers here will start to attack you... If you survive, I will approve of you. Just do it in good time.";
- next;
- mes "[Munkenro]";
- mes "This can prove that you're strong enough. That's the minimum test I can perform.";
- next;
- changequest 10076,10077;
- set ep13_ryu,21;
- mes "[Munkenro]";
- mes "Once you get ready,";
- mes "just let me know.";
- close;
- }
- if (ep13_ryu == 21) {
- mes "[Munkenro]";
- mes "Are you ready??";
- mes "Let's start!";
- next;
- switch(select("Ready!!:Please, wait...")) {
- case 1:
- mes "[Munkenro]";
- mes "Ok, just have a good adventure.";
- next;
- mes "[Munkenro]";
- mes "If you are too late,";
- mes "it will be considered as a failure, so come back soon.";
- donpcevent "Head of the Alliance#moo::OnEnable";
- changequest 10077,10078;
- set ep13_ryu,22;
- close;
- case 2:
- mes "[Munkenro]";
- mes "If you hesitate,";
- mes "it means you fail.";
- mes "I will give you one more chance. Go ahead.";
- close;
- }
- }
- if ($@ep13_test == 2) {
- mes "[Munkenro]";
- mes "You're quite shrewd...";
- mes "How come you passed the test";
- mes "before? I can't believe this.";
- next;
- mes "[Munkenro]";
- mes "I will give you one more chance.";
- mes "Don't make any mistakes again.";
- next;
- set ep13_ryu,21;
- set $@ep13_test,0;
- mes "[Munkenro]";
- mes "Once you get ready,";
- mes "just let me know,";
- mes "to start!";
- close;
- }
- if ($@ep13_test == 1) {
- mes "[Munkenro]";
- mes "We are testing the other adventurers, so unless you have any business with me, visit me later.";
- close;
- }
- if (($@ep13_test == 0) && (ep13_ryu == 22)) {
- mes "[Munkenro]";
- mes "Good! You did a good job!";
- mes "Though we didn't get enough time to test, I think it's almost perfect.";
- next;
- mes "[Munkenro]";
- mes "You can feel I am too strict... I'm just doing what I need to do as head of the Alliance.";
- next;
- mes "[Munkenro]";
- mes "If I can't manage the alliance well, I will feel guilty, that I am not doing Sikaiz's job any justice. Anyway, I will do my best.";
- next;
- mes "[Munkenro]";
- mes "Huh? I'm just whining.";
- mes "You don't need to hear this.";
- mes "Just forget it.";
- next;
- completequest 10078;
- set ep13_ryu,100;
- getexp 66000,21000;
- mes "[Munkenro]";
- mes "I will let you go there.";
- mes "Let me know once you are ready.";
- close;
- }
-}
-
-moc_fild22b,1,1,0 script Head of the Alliance#moo -1,{
-OnInit:
- disablenpc "Head of the Alliance#moo";
- end;
-
-OnEnable:
- mapannounce "moc_fild22b","Head of the Alliance: I command that all soldiers attack the adventurers around here for 15 minutes. This is an order!",bc_map;
- enablenpc "Head of the Alliance#moo";
- set $@ep13_test,1;
- initnpctimer;
- monster "moc_fild22b",0,0,"Allied Soldier",1851,80,"Head of the Alliance#moo::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "moc_fild22b","Head of the Alliance#moo::OnMyMobDead";
- end;
-
-OnDisable:
- killmonster "moc_fild22b","Head of the Alliance#moo::OnMyMobDead";
- mapannounce "moc_fild22b","Head of the Alliance: All alliance members. All of you should stop your attacks and return to work. That's all.",bc_map;
- set $@ep13_test,0;
- disablenpc "Head of the Alliance#moo";
- end;
-
-OnMyMobDead:
- if (mobcount("moc_fild22b","Head of the Alliance#moo::OnMyMobDead") < 41) {
- donpcevent "Head of the Alliance#moo::OnDisable";
- }
- end;
-
-OnTimer900000:
- killmonster "moc_fild22b","Head of the Alliance#moo::OnMyMobDead";
- mapannounce "moc_fild22b","Head of the Alliance: All alliance members. All of you should stop your attacks and return to work. That's all.",bc_map;
- set $@ep13_test,2;
- disablenpc "Head of the Alliance#moo";
- stopnpctimer;
- end;
-}
-
-mid_camp,213,286,3 script Rift Guard#4 707,{
- mes "[Guard]";
- mes "Are you the new adventurer?";
- mes "If you're going to the other side of the rift, the head of the alliance will guide you there.";
- next;
- mes "[Guard]";
- mes "He should be near the center of the Gorge. He is stronger than the former one, so be careful with your words.";
- next;
- mes "[Guard]";
- mes "If you want to run away from here, just let me know, I will guide you.";
- next;
- switch(select("Escape.:Nah.")) {
- case 1:
- mes "[Guard]";
- mes "Ok.";
- mes "Follow me, I will let you out of here.";
- close2;
- warp "moc_fild20",342,179;
- end;
- case 2:
- mes "[Guard]";
- mes "Ok, just go ahead for yourself.";
- close;
- }
-}
-
-moc_ruins,137,89,5 script Time-Space Gap Guard 707,{
- if (ep13_ryu == 100) {
- mes "[Guard]";
- mes "- Trembling in fear. -";
- next;
- mes "[Guard]";
- mes "- Trembling in fear. -";
- next;
- mes "[Guard]";
- mes "Honestly, I should keep";
- mes "to the dimensional rift,";
- mes "but it's quite scary.";
- mes "I ran away from it.";
- next;
- mes "[Guard]";
- mes "Ah?";
- mes "You're quite brave!";
- mes "And not scared about things around you. I envy you...";
- next;
- mes "[Guard]";
- mes "I am a coward but,";
- mes "I can send you through the dimensional rift. That's the only thing I can do for you.";
- next;
- mes "[Guard]";
- mes "I send you there easily,";
- mes "but don't tell others about me. Ok??";
- next;
- mes "[Guard]";
- mes "Then, do you want to go through the Time-Space Gap now??";
- next;
- switch(select("Yes.:No, thanks.")) {
- case 1:
- mes "[Guard]";
- mes "Ok, then I will send you there. As I already said, don't tell anybody about me. Anyway... good luck!!";
- close2;
- warp "moc_fild22b",49,195;
- end;
- case 2:
- mes "[Guard]";
- mes "It's ok.";
- mes "Just don't tell anybody about me. Please.";
- close;
- }
- }
- mes "[Guard]";
- mes "- Trembling in fear. -";
- next;
- mes "[Guard]";
- mes "onestly, I should keep";
- mes "to the dimensional rift,";
- mes "but it's quite scary.";
- mes "I ran away from it.";
- next;
- mes "[Guard]";
- mes "- Trembling. -";
- mes "Please keep the secret";
- mes "about me being here.";
- mes "I am so scared!!";
- close;
-}
-
-/*
-moc_fild22b,370,370,3 script Allied Manager#gm 100,{
- mes "[Manager]";
- mes "Please enter the password.";
- next;
- input .@input;
- if ((.@input < 0) || (.@input > 9000) ) {
- mes "[Manager]";
- mes "Incorrect password.";
- close;
- }
- else if (.@input == 0) {
- mes "[Manager]";
- mes "Please enter a password other then 0.";
- close;
- }
- else if (.@input == 8028) {
- mes "[Manager]";
- mes "What would you like to do?";
- next;
- switch(select("Reset the Allied Attacks.:Nothing.")) {
- case 1:
- mes "[Manager]";
- mes "Resetting the allied attacks.";
- set $@ep13_test,2;
- disablenpc "Head of the Alliance#moo";
- close;
- case 2:
- mes "[Manager]";
- mes "Nevermind then.";
- close;
- }
- }
- else {
- mes "[Manager]";
- mes "Nevermind then.";
- close;
- }
-}
-*/
-
-// New Surroundings
-//============================================================
-mid_camp,222,283,4 script Marian#ep13bs 727,{
- if (checkweight(1201,1) == 0) {
- mes "[Marian]";
- mes "You are carrying too much weight.";
- mes "Please try again after losing some weight.";
- close;
- }
- if (ep13_newbs < 1) {
- if (ep13_ryu > 99) {
- mes "[Marian]";
- mes "You must be a stranger here.";
- mes "Is this your first visit here?";
- next;
- switch(select("Yes.:No.")) {
- case 1:
- mes "[Marian]";
- mes "As expected~";
- mes "I'm not lying, but usually";
- mes "I never forget a face.";
- emotion e_lv;
- next;
- mes "[Marian]";
- mes "Well, anyway...";
- mes "If this is your first time here,";
- mes "you'd better see ^0000FFInstructor Lugen^000000.";
- mes "He can help you adjust";
- mes "to these surroundings.";
- next;
- mes "[Marian]";
- mes "Go to the right to find";
- mes "^0000FFInstructor Lugen^000000.";
- set ep13_newbs,1;
- getitem 12322,1; //Chocolate_Pie
- setquest 11084;
- close;
- case 2:
- mes "[Marian]";
- mes "Well~ It is weird~";
- next;
- mes " - ransacking - ";
- mes " - flap - ";
- next;
- mes "[Marian]";
- mes "Hmm, you're not";
- mes "from around here.";
- next;
- mes "[Marian]";
- mes "Go to the right along this way";
- mes "and you'll find ^0000FFInstructor Lugen^000000.";
- mes "Talk to him, first.";
- set ep13_newbs,1;
- getitem 12322,1; //Chocolate_Pie
- setquest 11084;
- close;
- }
- }
- else {
- mes "[Marian]";
- mes "......";
- mes "I'm sorry but,";
- mes "I'm a bit busy now...";
- close;
- }
- }
- if (ep13_newbs == 1) {
- mes "[Marian]";
- mes "Go to the right to see ^0000FFInstructor Lugen^000000.";
- emotion e_lv;
- close;
- }
- if ((ep13_newbs > 1) && (ep13_newbs < 13)) {
- mes "[Marian]";
- mes "Wow, good to see you again.";
- mes "Do you feel comfortable around here?";
- emotion e_lv;
- close;
- }
- if (ep13_newbs == 13) {
- mes "[Marian]";
- mes "Hey, how are you?";
- mes "What brings you here?";
- emotion e_lv;
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "The instructor sent me.";
- mes "He told me to get supplies from the motherland.";
- next;
- mes "[Marian]";
- mes "Ah, you must be talking about~?";
- mes "Let me see~~";
- next;
- mes "[Marian]";
- mes "This and that~~";
- next;
- mes "[Marian]";
- mes "Hmm, not this one.";
- next;
- mes "[Marian]";
- mes "Ah, I got it!";
- mes "Here they are!";
- mes "And this is for you.";
- mes "Go, go~~";
- set ep13_newbs,14;
- getitem 6045,3; //Supply_Box
- getitem 12322,1; //Chocolate_Pie
- changequest 11091,11092;
- close;
- }
- if ((ep13_newbs == 14) || (ep13_newbs == 15)) {
- if (countitem(6045) < 3) {
- mes "[Marian]";
- mes "Ha! You misplaced the Supply Box?!";
- mes "What the~~?";
- emotion e_omg;
- next;
- mes "[Marian]";
- mes "Ok, I have spares.";
- mes "Let me give one to you.";
- mes "Don't misplace this one, ok?!";
- getitem 6045,1; //Supply_Box
- close;
- }
- else {
- mes "[Marian]";
- mes "Do your job, man~";
- mes "And please say hello";
- mes "to the instructor.";
- emotion e_lv;
- close;
- }
- }
- if ((ep13_newbs == 16) || (ep13_newbs == 17)) {
- if (countitem(6045) < 2) {
- mes "[Marian]";
- mes "Ha! You misplaced the Supply Box?!";
- mes "What the~~?";
- emotion e_omg;
- next;
- mes "[Marian]";
- mes "Ok, I have spares.";
- mes "Let me give one to you.";
- mes "Don't misplace this one, ok?!";
- getitem 6045,1; //Supply_Box
- close;
- }
- else {
- mes "[Marian]";
- mes "Do your job, man~";
- mes "And please say hello";
- mes "to the instructor.";
- emotion e_lv;
- close;
- }
- }
- if ((ep13_newbs == 18) || (ep13_newbs == 19)) {
- if (countitem(6045) < 1) {
- mes "[Marian]";
- mes "Ha! You misplaced the Supply Box?!";
- mes "What the~~?";
- emotion e_omg;
- next;
- mes "[Marian]";
- mes "Ok, I have spares.";
- mes "Let me give one to you.";
- mes "Don't misplace this one, ok?!";
- getitem 6045,1; //Supply_Box
- close;
- }
- else {
- mes "[Marian]";
- mes "Do your job, man~";
- mes "And please say hello";
- mes "to the instructor.";
- emotion e_lv;
- close;
- }
- }
- else {
- mes "[Marian]";
- mes "Hey~";
- mes "How have you been recently?";
- mes "I am busy all the time...";
- emotion e_sob;
- next;
- mes "[Marian]";
- mes "The supplies from the motherland are...";
- mes "Ah...";
- mes "Nothing, do not care...";
- mes "Hohoho...";
- emotion e_omg;
- close;
- }
-}
-
-mid_camp,261,284,4 script Instructor#ep13bs 405,{
- if (checkweight(1201,1) == 0) {
- mes "[Instructor Lugen]";
- mes "You are carrying too much weight.";
- mes "Please try again after losing some weight.";
- close;
- }
- if (ep13_newbs < 1) {
- mes "[Instructor Lugen]";
- mes "Huuu, no time to rest.";
- mes "When re-enforcements come.";
- close;
- }
- if (ep13_newbs == 1) {
- mes "[Instructor Lugen]";
- mes "Huuu, no time to rest.";
- mes "When re-enforcements come.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Excuse me.";
- next;
- mes "[Instructor Lugen]";
- mes "Hi!";
- mes "What brings you here?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Marian sent me to here.";
- next;
- mes "[Instructor Lugen]";
- mes "Ah!";
- mes "Are you from the motherland?";
- mes "I am Lugen Jednic from.";
- mes "the federal survey team,";
- mes "in charge of educating.";
- mes "new employees.";
- next;
- mes "[Instructor Lugen]";
- mes "To join the team,";
- mes "you simply need to register.";
- next;
- mes "[Instructor Lugen]";
- mes "Once you register, you";
- mes "will be provided with";
- mes "ccommodations and food.";
- mes "There will be plenty of";
- mes "missions for you.";
- next;
- mes "[Instructor Lugen]";
- mes "Will you join the survey team?";
- next;
- switch(select("Yes.:No.")) {
- case 1:
- mes "[Instructor Lugen]";
- mes "Registration is simple.";
- mes "Go to the big building.";
- mes "in the center and talk";
- mes "to the receptionist.";
- next;
- mes "[Instructor Lugen]";
- mes "When you finish the";
- mes "registration, come back";
- mes "to me and I will assign";
- mes "your accomodations.";
- set ep13_newbs,3;
- changequest 11084,11085;
- close;
- case 2:
- mes "[Instructor Lugen]";
- mes "You don't want to join?";
- mes "If you change your mind, come back later.";
- set ep13_newbs,2;
- close;
- }
- }
- if (ep13_newbs == 2) {
- mes "[Instructor Lugen]";
- mes "Ah, you came back.";
- mes "I have been waiting for you.";
- next;
- mes "[Instructor Lugen]";
- mes "Will ou join the survey team?";
- next;
- switch(select("Yes.:No.")) {
- case 1:
- mes "["+ strcharinfo(0) +"]";
- mes "I will register...";
- next;
- mes "[Instructor Lugen]";
- mes "[Instructor Lugen]";
- mes "Registration is simple.";
- mes "Go to the big building.";
- mes "in the center and talk";
- mes "to the receptionist.";
- next;
- mes "[Instructor Lugen]";
- mes "When you finish the";
- mes "registration, come back";
- mes "to me and I will assign";
- mes "your accomodations.";
- set ep13_newbs,3;
- changequest 11084,11085;
- close;
- case 2:
- mes "[Instructor Lugen]";
- mes "You don't want to join?";
- mes "If you change your mind, come back later.";
- close;
- }
- }
- if (ep13_newbs == 3) {
- mes "[Instructor Lugen]";
- mes "To register, Go to the";
- mes "big building in the center";
- mes "and talk to the receptionist.";
- next;
- mes "[Instructor Lugen]";
- mes "When you finish the";
- mes "registration, come back";
- mes "to me and I will assign";
- mes "your accomodations.";
- close;
- }
- if (ep13_newbs == 4) {
- mes "[Instructor Lugen]";
- mes "I got a call from the receptionist.";
- mes "Now take your nameplate and go";
- mes "to your accomodations down";
- mes "in the barracks.";
- next;
- mes "[Instructor Lugen]";
- mes "So take some rest and I will";
- mes "see you tomorrow morning.";
- next;
- mes "[Instructor Lugen]";
- mes "You need to share the barracks";
- mes "with others, so make sure to";
- mes "talk with them while you're there.";
- set ep13_newbs,5;
- getitem 12322,1; //Chocolate_Pie
- completequest 11086;
- close;
- }
- if ((ep13_newbs > 4) && (ep13_newbs < 12)) {
- mes "[Instructor Lugen]";
- mes "You need to share the barracks";
- mes "with others, so make sure to";
- mes "talk with them while you're there.";
- close;
- }
- if (ep13_newbs == 12) {
- mes "[Instructor Lugen]";
- mes "How was your stay here?";
- mes "It is cold. Warm yourself";
- mes "and try not to catch a cold.";
- next;
- mes "[Instructor Lugen]";
- mes "And I have a request of you, "+ strcharinfo(0) +".";
- next;
- mes "[Instructor Lugen]";
- mes "It is to distribute supplies";
- mes "from the motherland,";
- mes "It's not very difficult.";
- mes "Just think of it as a way";
- mes "to meet people here.";
- next;
- mes "[Instructor Lugen]";
- mes "Anyway, Go to Marian,";
- mes "whom you met when";
- mes "you first came here and";
- mes "get the supplies from her.";
- set ep13_newbs,13;
- getitem 12322,1; //Chocolate_Pie
- setquest 11091;
- close;
- }
- if (ep13_newbs == 13) {
- mes "[Instructor Lugen]";
- mes "Anyway, Go to Marian,";
- mes "whom you met when";
- mes "you first came here and";
- mes "get the supplies from her.";
- close;
- }
- if (ep13_newbs == 14) {
- if (countitem(6045) > 2) {
- mes "[Instructor Lugen]";
- mes "Did you recieve the supplies?";
- mes "Can you show them to me, please?";
- next;
- mes "[Instructor Lugen]";
- mes "Hmm...";
- next;
- mes "[Instructor Lugen]";
- mes "Ok, then, please deliver";
- mes "them to their receivers.";
- next;
- mes "[Instructor Lugen]";
- mes "The first box should be sent to";
- mes "Jan, northwest of the camp.";
- mes "She may be around the fence.";
- set ep13_newbs,15;
- changequest 11092,11093;
- close;
- }
- else {
- mes "[Instructor Lugen]";
- mes "It seems that they";
- mes "are not enough.";
- mes "Can you check them";
- mes "with Marian, please?";
- close;
- }
- }
- if (ep13_newbs == 15) {
- if (countitem(6045) > 2) {
- mes "[Instructor Lugen]";
- mes "The first box should be sent to";
- mes "Jan, northwest of the camp.";
- mes "She may be around the fence.";
- close;
- }
- else {
- mes "[Instructor Lugen]";
- mes "It seems that they";
- mes "are not enough.";
- mes "Can you check them";
- mes "with Marian, please?";
- close;
- }
- }
- if (ep13_newbs == 16) {
- mes "[Instructor Lugen]";
- mes "So, did you get the";
- mes "supplies to Jan?";
- mes "She was waiting";
- mes "for it a month ago.";
- mes "Thanks so much.";
- next;
- if (countitem(6045) > 1) {
- mes "[Instructor Lugen]";
- mes "Next, this box is for Gerard.";
- mes "He is investigating across the";
- mes "west bridge outside the camp.";
- next;
- mes "[Instructor Lugen]";
- mes "Freya be with you.";
- set ep13_newbs,17;
- changequest 11094,11095;
- close;
- }
- else {
- mes "[Instructor Lugen]";
- mes "It seems that they";
- mes "are not enough.";
- mes "Can you check them";
- mes "with Marian, please?";
- close;
- }
- }
- if (ep13_newbs == 17) {
- if (countitem(6045) > 1) {
- mes "[Instructor Lugen]";
- mes "Next, this box is for Gerard.";
- mes "He is investigating across the";
- mes "west bridge outside the camp.";
- close;
- }
- else {
- mes "[Instructor Lugen]";
- mes "It seems that they";
- mes "are not enough.";
- mes "Can you check them";
- mes "with Marian, please?";
- close;
- }
- }
- if (ep13_newbs == 18) {
- mes "[Instructor Lugen]";
- mes "Well done.";
- mes "Is Gerard well?";
- next;
- mes "[Instructor Lugen]";
- mes "I've been worrying";
- mes "about him since he";
- mes "disappeared after";
- mes "going out for the";
- mes "investigation.";
- next;
- if (countitem(6045) > 0) {
- mes "[Instructor Lugen]";
- mes "And the last box is for";
- mes "Alberto at the entrance";
- mes "of the eastern field.";
- next;
- mes "[Instructor Lugen]";
- mes "Perhaps, he ordered";
- mes "the heavy coat.";
- mes "It's freezing there so";
- mes "you'd better hurry.";
- next;
- mes "[Instructor Lugen]";
- mes "Please deliver it to him.";
- set ep13_newbs,19;
- changequest 11096,11097;
- close;
- }
- else {
- mes "[Instructor Lugen]";
- mes "It seems that they";
- mes "are not enough.";
- mes "Can you check them";
- mes "with Marian, please?";
- close;
- }
- }
- if (ep13_newbs == 19) {
- if (countitem(6045) > 0) {
- mes "[Instructor Lugen]";
- mes "And the last box is for";
- mes "Alberto at the entrance";
- mes "of the eastern field.";
- close;
- }
- else {
- mes "[Instructor Lugen]";
- mes "It seems that they";
- mes "are not enough.";
- mes "Can you check them";
- mes "with Marian, please?";
- close;
- }
- }
- if (ep13_newbs == 20) {
- mes "[Instructor Lugen]";
- mes "It was really good to request";
- mes "you, "+ strcharinfo(0) +".";
- mes "Your work has been";
- mes "a great help to us.";
- mes "I really appreciate it.";
- next;
- mes "[Instructor Lugen]";
- mes "You must be tired now,";
- mes "please take care of yourself.";
- mes "I have more things";
- mes "to do now, ha...";
- emotion e_pif;
- set ep13_newbs,21;
- completequest 11098;
- close;
- }
- if (ep13_newbs == 21) {
- if (rand(1,3) == 2) {
- mes "[Instructor Lugen]";
- mes "There must be no";
- mes "time to rest for me.";
- mes "Huu...~";
- emotion e_pif;
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "What is wrong with you?";
- next;
- mes "[Instructor Lugen]";
- mes "Ah, nothing...";
- mes "I'm just talking to myself.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I've never seen you sigh.";
- mes "If you have something";
- mes "to say please tell me.";
- next;
- mes "[Instructor Lugen]";
- mes "It's just a personal thing...";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Tell me.";
- mes "I think I can help you.";
- next;
- mes "[Instructor Lugen]";
- mes "I-I'm, sorry to tell you but...";
- next;
- mes "[Instructor Lugen]";
- mes "I came here together";
- mes "with my friend but we";
- mes "aren't allowed to leave,";
- mes "so I don't know how he is.";
- next;
- mes "[Instructor Lugen]";
- mes "It was rumored that";
- mes "he's gotten worse so";
- mes "I'm worried about him.";
- next;
- mes "[Instructor Lugen]";
- mes "But, I'm so busy working";
- mes "and it makes me...";
- mes "*sigh*";
- next;
- switch(select("Help.:Just listen.")) {
- case 1:
- mes "["+ strcharinfo(0) +"]";
- mes "I will help with your problem!";
- next;
- mes "[Instructor Lugen]";
- mes "No, it is ok.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Don't say no!";
- mes "It's not a problem at all!";
- mes "So, I'll go to him for you";
- mes "and see if he is ok, alright?!";
- next;
- mes "[Instructor Lugen]";
- mes "......";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Hey, I really want to help~";
- next;
- mes "[Instructor Lugen]";
- mes "......";
- mes "I really appreciate that.";
- mes "If so, can you please";
- mes "deliver this letter to him?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "You can count on me!!";
- next;
- mes "[Instructor Lugen]";
- mes "My friend, Otto, is working";
- mes "on the barrier in the west.";
- mes "Please give it to him.";
- set ep13_newbs,23;
- getitem 6043,1; //Letter_From_Lugen
- setquest 11099;
- close;
- case 2:
- mes "["+ strcharinfo(0) +"]";
- mes "Ah, ya work is tough.";
- next;
- mes "[Instructor Lugen]";
- mes "Yes.. I really appreciate your listening to me.";
- mes "It makes me feel better.";
- set ep13_newbs,22;
- close;
- }
- }
- else {
- mes "[Instructor Lugen]";
- mes "There must be no";
- mes "time to rest for me.";
- mes "Huu...~";
- emotion e_pif;
- close;
- }
- }
- if (ep13_newbs == 22) {
- mes "[Instructor Lugen]";
- mes "There must be no";
- mes "time to rest for me.";
- mes "Huu...~";
- emotion e_pif;
- next;
- switch(select("Help him.:Just pass.")) {
- case 1:
- mes "["+ strcharinfo(0) +"]";
- mes "May I help you?";
- next;
- mes "[Instructor Lugen]";
- mes "No, it's ok.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Don't say no!";
- mes "It is not difficult at all!";
- mes "So, I'm supposed to go to him and see if he's ok, right?";
- next;
- mes "[Instructor Lugen]";
- mes "......";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Hey, I really want to help~";
- next;
- mes "[Instructor Lugen]";
- mes "......";
- mes "I really appreciate that.";
- mes "If so, can you please deliver this letter to him?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "You believe me!!";
- next;
- mes "[Instructor Lugen]";
- mes "My friend, Otto, is working on the barrier in the west.";
- mes "Please give it to him.";
- set ep13_newbs,23;
- getitem 6043,1; //Letter_From_Lugen
- setquest 11099;
- close;
- case 2:
- mes "["+ strcharinfo(0) +"]";
- mes "Hmm...";
- close;
- }
- }
- if (ep13_newbs == 23) {
- if (countitem(6043) < 1) {
- mes "[Instructor Lugen]";
- mes "Ah, did you lose the letter?";
- mes "That's ok. It's no big deal.";
- mes "I'll write it again.";
- getitem 6043,1; //Letter_From_Lugen
- close;
- }
- else {
- mes "[Instructor Lugen]";
- mes "My friend, Otto, is working";
- mes "on the barrier in the west.";
- mes "Please give it to him.";
- close;
- }
- }
- if (ep13_newbs == 24) {
- mes "["+ strcharinfo(0) +"]";
- mes "Instructor! I met Otto!";
- mes "He is doing very well~";
- next;
- mes "[Instructor Lugen]";
- mes "Phew, it's really good to hear.";
- mes "I was so worried about him";
- mes "being sick and far away";
- mes "from his homeland.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I have a letter from him, too.";
- next;
- if (countitem(6044) < 1) {
- mes "["+ strcharinfo(0) +"]";
- mes "Huh, ehh..?!?!";
- next;
- mes "[Instructor Lugen]";
- mes "......";
- close;
- }
- else {
- mes "[Instructor Lugen]";
- mes "I am far away from my home";
- mes "the feeling that family and";
- mes "friends give to me are really important.";
- next;
- mes "[Instructor Lugen]";
- mes "I don't know how to thank you.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Hehe, don't mention it.";
- mes "And Otto said that he";
- mes "would come to see you.";
- emotion 40,1;
- next;
- mes "[Instructor Lugen]";
- mes "Did he?";
- mes "It's been so long";
- mes "since we last met.";
- next;
- mes "[Instructor Lugen]";
- mes "And this is for you.";
- delitem 6044,1; //Letter_From_Otto
- set ep13_newbs,100;
- getitem 617,1; //Old_Violet_Box
- getitem 12322,5; //Chocolate_Pie
- getexp 100000,10000;
- completequest 11100;
- close;
- }
- }
- if (ep13_newbs == 100) {
- mes "[Instructor Lugen]";
- mes "Thanks for doing that.";
- mes "My friend wrote me that he";
- mes "would have some spare time.";
- next;
- mes "[Instructor Lugen]";
- mes "It is good to see you,";
- mes ""+ strcharinfo(0) +",";
- mes "enjoy yourself here.";
- mes "If you have any troubles,";
- mes "come to see me.";
- next;
- mes "[Instructor Lugen]";
- mes "I so happy that I've";
- mes "met a person like";
- mes "you, "+ strcharinfo(0) +".";
- close;
- }
- else {
- mes "[Instructor Lugen]";
- mes "It seems that I nave no time to rest this week.";
- close;
- }
-}
-
-mid_camp,123,290,4 script Otto#ep13bs 967,{
- if (checkweight(1201,1) == 0) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you loose some weight. -";
- close;
- }
- if (ep13_newbs == 23) {
- mes "["+ strcharinfo(0) +"]";
- mes "Mr. Otto?!";
- next;
- mes "[Otto]";
- mes "Hmm, how can I help you?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Instructor Lugen sent me!";
- mes "He is worrying about you getting worse.";
- next;
- mes "[Otto]";
- mes "Oh, is he...";
- mes "It was just a cold.";
- mes "It was nothing.";
- mes "He's still overprotective..";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "That's good to hear.";
- mes "Ah, and he wrote this letter for you.";
- next;
- if (countitem(6043) < 1) {
- mes "["+ strcharinfo(0) +"]";
- mes "Eh, where is it...";
- next;
- mes "[Otto]";
- mes "......";
- close;
- }
- else {
- mes "[Otto]";
- mes "We are not allowed to leave our posts,";
- mes "so I am wondering about him, as well.";
- next;
- mes "[Otto]";
- mes "A letter, I never expected this, huhu.";
- next;
- mes "- Otto is reading the letter -";
- mes "- with the smile on his face. -";
- next;
- mes "[Otto]";
- mes "I am sorry but, can you please";
- mes "tell him that I am ok now by";
- mes "giving him this letter.";
- next;
- mes "[Otto]";
- mes "And I will have a vacation";
- mes "in the near future and will";
- mes "use that time to visit him.";
- delitem 6043,1; //Letter_From_Lugen
- set ep13_newbs,24;
- getitem 6044,1; //Letter_From_Otto
- getitem 12322,1; //Chocolate_Pie
- changequest 11099,11100;
- close;
- }
- }
- if (ep13_newbs == 24) {
- if (countitem(6044) < 1) {
- mes "[Otto]";
- mes "You lost the letter?";
- mes "I'll write it again.";
- getitem 6044,1; //Letter_From_Otto
- close;
- }
- else {
- mes "[Otto]";
- mes "I am sorry but, can you please";
- mes "tell him that I am ok now by";
- mes "giving him this letter.";
- next;
- mes "[Otto]";
- mes "And I will have a vacation";
- mes "in the near future and will";
- mes "use that time to visit him.";
- close;
- }
- }
- if (ep13_newbs > 99) {
- mes "[Otto]";
- mes "Thanks to you,";
- mes "I was able to meet";
- mes "him some days ago.";
- mes "He, wasn't feeling good, either.";
- next;
- mes "[Otto]";
- mes "It seems that I will";
- mes "have more free time,";
- mes "so I will take that time";
- mes "to visit him more often.";
- close;
- }
- else {
- mes "[Otto]";
- mes "This place has a totally different environment on both sides.";
- next;
- mes "[Otto]";
- mes "Is it natural,";
- mes "or artificial?";
- close;
- }
-}
-
-mid_campin,106,122,4 script Receptionist Brink#ep13b 89,{
- if (ep13_newbs < 3) {
- mes "[Brink]";
- mes "Hmm... Hey...";
- mes "...I mean...";
- mes "Hmm...";
- mes "...I would...";
- emotion e_swt2;
- close;
- }
- if (ep13_newbs == 3) {
- mes "[Brink]";
- mes "Hmm... Hey...";
- mes "...What makes...";
- mes "Hmm...";
- mes "...I would...";
- emotion e_swt2;
- next;
- mes "[Brink]";
- mes "Hmmm... Hey...";
- mes "...register...";
- mes "I mean...";
- next;
- switch(select("I am here to register.:Just stand.")) {
- case 1:
- mes "[Brink]";
- mes "Ah... I mean...";
- mes "Hmm...";
- mes "...Hey...";
- mes "What...your name...";
- emotion e_swt2;
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "My name is "+ strcharinfo(0) +".";
- next;
- mes "[Brink]";
- mes "...Ah...";
- mes ""+ strcharinfo(0) +"...";
- mes "You...";
- mes "...registered...Hmm...";
- mes "...";
- emotion e_swt2;
- next;
- mes "[Brink]";
- mes "Here...";
- mes "Hmm...";
- mes "sign...";
- next;
- mes "[Brink]";
- mes "Hmmm...";
- mes "and...";
- mes "I mean...";
- emotion e_swt2;
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Is it finished?";
- next;
- mes "[Brink]";
- mes "Hm...";
- mes "...Yes...";
- mes "Then...";
- next;
- mes "[Brink]";
- mes "And...";
- mes "......This thing...";
- mes "...Ehh...";
- next;
- mes "- I guess I'm registered -";
- mes "- I'd better go back to Lugen -";
- set ep13_newbs,4;
- getitem 12322,1; //Chocolate_Pie
- changequest 11085,11086;
- close;
- case 2:
- mes "[Brink]";
- mes "And...";
- mes "......This thing...";
- mes "...Ehh...";
- emotion e_swt2;
- close;
- }
- }
- else {
- mes "[Brink]";
- mes "...Hey...";
- mes "I mean...";
- mes "...Well...nice...";
- mes "Then...";
- next;
- mes "[Brink]";
- mes "...Life...";
- mes "...Hmmm...";
- close;
- }
-}
-
-mid_camp,264,263,4 script Diego#ep13bs 931,{
- if (ep13_newbs < 5) {
- mes "[Diego]";
- mes "I'm busy right now!";
- emotion e_swt2;
- close;
- }
- if (ep13_newbs == 5) {
- mes "[Diego]";
- mes "Wow, this is tent is big!";
- mes "Hey, you there, adventurer. Please help me.";
- emotion e_sob;
- next;
- switch(select("Help him.:Don't help.")) {
- case 1:
- mes "[Diego]";
- mes "Thanks.";
- emotion 15;
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "What do you need?";
- next;
- mes "[Diego]";
- mes "Ah...";
- mes "When I passed by here...";
- mes "I kicked the post by mistake";
- mes "and now it's broken.";
- next;
- mes "[Diego]";
- mes "I need to ask others for help";
- mes "while I hold this post up.";
- next;
- mes "[Diego]";
- mes "Well, let me see...";
- mes "I'm really lucky to see you,";
- mes "passing by here, "+ strcharinfo(0) +".";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Hah!! How did you know my name?!";
- emotion e_omg,1;
- next;
- mes "[Diego]";
- mes "It's on your nameplate.";
- emotion e_dots;
- next;
- select("So how can I help you.");
- mes "[Diego]";
- mes "While I hold this post up,";
- mes "please get materials to fix it.";
- next;
- mes "[Diego]";
- mes "I need the bar to sustain this";
- mes "post and a rope to tie it.";
- next;
- mes "[Diego]";
- mes "You can find many trees";
- mes "west of the camp for branches";
- mes "that we can use as a post.";
- next;
- mes "[Diego]";
- mes "And you can find the weird";
- mes "plant called ^0000FFNepenthes^000000";
- mes "at the field east of the camp it's vines are very strong.";
- next;
- mes "[Diego]";
- mes "I think we should be";
- mes "able to fix this with";
- mes "^0000FF20 Ordinary Branches and 20 Strong Vine^000000.";
- mes "Please bring them to me!!!";
- set ep13_newbs,6;
- setquest 11087;
- close;
- case 2:
- mes "[Diego]";
- mes "...";
- mes "You're too harsh.";
- mes "Sob...";
- emotion e_sob;
- close;
- }
- }
- if (ep13_newbs == 6) {
- if ((countitem(6041) > 19) && (countitem(6042) > 19)) {
- mes "[Diego]";
- mes "Oh!!";
- mes "You finally brought";
- mes "the materials!";
- mes "I'm so grateful!!";
- emotion e_sob;
- next;
- mes "[Diego]";
- mes "Ok, so while I hold this post,";
- mes "please attach the branches";
- mes "and tie it up with the vines.";
- delitem 6041,20; //Strong_Bine
- delitem 6042,20; //Ordinary_Branch
- set ep13_newbs,7;
- changequest 11087,11088;
- close;
- }
- else {
- mes "[Diego]";
- mes "I think we should be";
- mes "able to fix this with";
- mes "^0000FF20 Ordinary Branches and 20 Strong Vine^000000.";
- mes "Please bring them to me!!!";
- close;
- }
- }
- if (ep13_newbs == 7) {
- mes "[Diego]";
- mes "Ok, so while I hold this post,";
- mes "please attach the branches";
- mes "and tie it up with the vines.";
- close;
- }
- if (ep13_newbs == 8) {
- mes "[Diego]";
- mes "Please do the same for the other one.";
- close;
- }
- if (ep13_newbs == 9) {
- if (checkweight(1201,1) == 0) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you loose some weight. -";
- close;
- }
- else {
- mes "[Diego]";
- mes "Thanks to your help,";
- mes "I can protect the barracks.";
- mes "When I was in trouble,";
- mes "you came along.";
- mes "It's got to be fate.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "No, I just...";
- mes "I was assigned to stay";
- mes "in these barracks.";
- emotion e_swt2,1;
- next;
- mes "[Diego]";
- mes "Oh!!!";
- mes "Then it this really is fate!!!";
- mes "And this is the special";
- mes "product of this camp,";
- mes "^0000FFChocolate Pie^000000.";
- next;
- mes "[Diego]";
- mes "Please come in and";
- mes "take some rest for the";
- mes "expedition tomorrow!!";
- set ep13_newbs,10;
- getitem 12322,5; //Chocolate_Pie
- completequest 11090;
- close2;
- warp "mid_campin",291,128;
- end;
- }
- }
- else {
- mes "[Diego]";
- mes "I'm busy right now!";
- emotion e_swt2;
- close;
- }
-}
-
-mid_campin,291,128,1 script #ep13bs 111,1,1,{
- end;
-
-OnTouch:
- if (ep13_newbs < 4) {
- mes "- It's a neat and tidy bed -";
- mes "- It seems that nobody used it. -";
- close;
- }
- if ((ep13_newbs > 3) && (ep13_newbs < 10)) {
- mes "- It's a neat and tidy bed -";
- mes "- It seems that I will use this one. -";
- close;
- }
- if (ep13_newbs == 10) {
- mes "["+ strcharinfo(0) +"]";
- mes "Haaaam~~~~~";
- mes "what a good night!!";
- next;
- mes "- I slept well -";
- mes "- and feel better. -";
- mes "- I think I need to go -";
- mes "- to Instructor Lugen -";
- set ep13_newbs,11;
- close;
- }
- else {
- mes "- The bed that I use -";
- mes "- It is comfortable. -.";
- close;
- }
-}
-
-mid_campin,295,128,4 script Lucas#ep13bs 884,{
- if (ep13_newbs < 11) {
- mes "[Lucas]";
- mes "......";
- close;
- }
- if (ep13_newbs == 11) {
- mes "[Lucas]";
- mes "......";
- next;
- mes "[Lucas]";
- mes "...Hmm...";
- mes "Replacement?";
- mes "......";
- next;
- mes "[Lucas]";
- mes "The Federal team's still...";
- mes "send us people using the";
- mes "dangerous way.";
- next;
- switch(select("Dangerous way?:Disregard it.")) {
- case 1:
- mes "[Lucas]";
- mes "......";
- mes "I have been here for a long time.";
- next;
- mes "[Lucas]";
- mes "To breach the dimensional crack, the assassin team was deployed first...";
- next;
- mes "[Lucas]";
- mes "However, most of my men...";
- mes "......";
- next;
- mes "[Lucas]";
- mes "No, just ignore what I said.";
- mes "......";
- set ep13_newbs,12;
- //getitem 12322,1; //Chocolate_Pie
- close;
- case 2:
- mes "[Lucas]";
- mes "......";
- close;
- }
- }
- if ((ep13_newbs > 11) && (ep13_newbs < 100)) {
- mes "[Lucas]";
- mes "You seem to live hard all the time...";
- close;
- }
- else {
- mes "[Lucas]";
- mes "The motherland constantly";
- mes "sends us people...";
- mes "Is that passage safe?";
- close;
- }
-}
-
-mid_campin,292,120,4 script Davi#ep13bs 849,{
- mes "[Davi]";
- mes "Ahhh, my body...";
- mes "I walked too much...";
- mes "and my body hurts.";
- emotion e_sob;
- close;
-}
-
-mid_camp,160,298,4 script Jan#ep13bs 865,{
- if (ep13_newbs == 15) {
- if (countitem(6045) > 0) {
- mes "[Jan]";
- mes "Wawa, what is this~";
- mes "Hey, is that for me?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Yes...";
- emotion 4,1;
- next;
- mes "[Jan]";
- mes "Ahhh, it's exciting~";
- mes "I love it.";
- emotion 38;
- next;
- mes "[Jan]";
- mes "I want to unwrap it right now~";
- mes "Please tell the Instructor";
- mes "I'm grateful~";
- mes "Uhuhu.";
- delitem 6045,1; //Supply_Box
- set ep13_newbs,16;
- getitem 12322,1; //Chocolate_Pie
- changequest 11093,11094;
- close;
- }
- else {
- mes "[Jan]";
- mes "Why hasn't the product";
- mes "that I ordered one month";
- mes "ago come yet?";
- emotion e_an;
- close;
- }
- }
- else if (ep13_newbs == 16) {
- mes "[Jan]";
- mes "I really wanted it.";
- mes "I really love it~~";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "What is... it~~?";
- next;
- mes "[Jan]";
- mes "......";
- mes "......";
- next;
- mes "[Jan]";
- mes "It, it's a secret...";
- emotion e_shy;
- close;
- }
- else {
- mes "[Jan]";
- mes "The more I study around here,";
- mes "the more I find strange things.";
- next;
- mes "[Jan]";
- mes "It seems to stimulate my";
- mes "passion as a scientist?";
- close;
- }
-}
-
-mid_camp,30,168,4 script Gerard#ep13bs 939,{
- if (ep13_newbs == 17) {
- if (countitem(6045) > 0) {
- mes "["+ strcharinfo(0) +"]";
- mes "Are you Gerard?";
- next;
- mes "[Gerard]";
- mes "Yes, I am.";
- mes "What brings you here?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Instructor Lugen sent";
- mes "me for an errand.";
- next;
- mes "[Gerard]";
- mes "Ah! Supplies.";
- mes "The supplies that ran out.";
- next;
- mes "[Gerard]";
- mes "I am so hungry that";
- mes "I was considering";
- mes "going back to the camp.";
- mes "I really appreciate this.";
- emotion 37;
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "...";
- mes "You ran out of supplies, but";
- mes "you didn't go back to the camp?";
- next;
- mes "[Gerard]";
- mes "Yes.";
- mes "This place is really interesting";
- mes "and I don't want to leave at all.";
- next;
- mes "[Gerard]";
- mes "Please tell the instructor that";
- mes "I won't be back for some time.";
- emotion e_no1;
- delitem 6045,1; //Supply_Box
- set ep13_newbs,18;
- getitem 12322,1; //Chocolate_Pie
- changequest 11095,11096;
- close;
- }
- else {
- mes "[Gerard]";
- mes "Hhhh, I am starving.";
- mes "When will the supplies come?";
- mes "It is killing me...";
- emotion e_sob;
- close;
- }
- }
- else if (ep13_newbs == 18) {
- mes "[Gerard]";
- mes "Hu, I am full now.";
- mes "Time to continue on";
- mes "with the exploration!!!";
- close;
- }
- else {
- mes "[Gerard]";
- mes "I was born in a desert";
- mes "and have never seen";
- mes "a field so green.";
- mes "So, to study here.";
- mes "is very interesting.";
- next;
- mes "[Gerard]";
- mes "By the way... is this a";
- mes "mushroom or a tree?";
- close;
- }
-}
-
-man_fild01,80,248,4 script Alberto#ep13bs 934,{
- if (ep13_newbs == 19) {
- if (countitem(6045) > 0) {
- mes "[Alberto]";
- mes "Hhh, I am cold...";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Mr. Alberto, take this.";
- mes "The Instructor sent";
- mes "me on an errand.";
- next;
- mes "[Alberto]";
- mes "I finally got it.";
- mes "My coat...sniff.";
- mes "It's freezing here.";
- emotion 28;
- next;
- mes "[Alberto]";
- mes "Sniff...";
- mes "- rustling sound -";
- next;
- mes "[Alberto]";
- mes "Ah, I am sorry but...";
- mes "My hands are so cold";
- mes "that I cannot open it.";
- mes "Can you open it for me?.";
- next;
- mes "- rustling sound -";
- mes "- Opening someone -";
- mes "- else's stuff makes -";
- mes "- me feel strange. -";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Here it is.";
- mes "Hopefully it'll warm you up.";
- next;
- mes "[Alberto]";
- mes "Yes I really appreciate it.";
- mes "It makes me feel alive.";
- next;
- mes "[Alberto]";
- mes "Please tell the Instructor";
- mes "that I am still alive.";
- mes "Sniff.";
- emotion e_sob;
- delitem 6045,1; //Supply_Box
- set ep13_newbs,20;
- getitem 12322,1; //Chocolate_Pie
- changequest 11097,11098;
- close;
- }
- else {
- mes "[Alberto]";
- mes "It's so cold here~~";
- mes "the wind chills me to the bones~";
- emotion 28;
- close;
- }
- }
- else if (ep13_newbs == 20) {
- mes "[Alberto]";
- mes "I am still cold even";
- mes "with this heavy coat.";
- mes "I need to order more clothes.";
- close;
- }
- else {
- mes "[Alberto]";
- mes "What are these weird";
- mes "structures set up";
- mes "here and there?";
- close;
- }
-}
-
-mid_camp,159,282,4 script Cooking Soldier#ep13bs 886,{
- mes "[Alix]";
- mes "Huu, I made this and";
- mes "this is really great.";
- mes "When I am back";
- mes "to the motherland,";
- mes "I will open a shop for it!!";
- next;
- mes "[Alix]";
- mes "Have you had it?";
- mes "My chocolate pie!!!";
- mes "This food is a real miracle!!";
- close;
-}
-
-mid_camp,166,248,4 script Sorcerer#ep13bs 937,{
- mes "[Biolay]";
- mes "Sob...";
- mes "Where is she?";
- next;
- mes "[Biolay]";
- mes "I was just wandering";
- mes "around Morroc and";
- mes "became faint. then";
- mes "I found myself here.";
- next;
- mes "[Biolay]";
- mes "I want to go back to my house.";
- emotion 28;
- close;
-}
-
-spl_fild02,348,76,0 script Tree#ep13bs1::ep13tree 111,{
- if (checkweight(1201,1) == 0) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you loose some weight. -";
- close;
- }
- if (ep13_newbs == 6) {
- if (rand(1,3) == 3) {
- mes "- rustling sound -";
- mes "- You find a branch -";
- next;
- if (rand(1,3) == 2) {
- mes "- Break! -";
- mes "- Bomb, bomb~~ -";
- mes "- You got the branch. -";
- getitem 6042,1; //Ordinary_Branch
- close;
- }
- else {
- mes "- Break! -";
- mes "- Bomb, bomb~~ -";
- mes "- This branch is decayed. -";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "This is useless.";
- mes "I need to find others...";
- close;
- }
- }
- else {
- mes "- rustling sound -";
- mes "- There's nothing useful. -";
- close;
- }
- }
- end;
-}
-
-spl_fild02,232,145,0 duplicate(ep13tree) Tree#ep13bs2 111
-spl_fild02,380,197,0 duplicate(ep13tree) Tree#ep13bs3 111
-spl_fild02,304,151,0 duplicate(ep13tree) Tree#ep13bs4 111
-spl_fild02,183,235,0 duplicate(ep13tree) Tree#ep13bs5 111
-
-mid_camp,267,263,0 script Post#ep13bs1 111,{
- if (ep13_newbs < 6) {
- mes "- The posts of the -";
- mes "- barracks are broken. -";
- close;
- }
- else if (ep13_newbs == 6) {
- mes "- The posts of the -";
- mes "- barracks are broken. -";
- mes "- You'd better go out and -";
- mes "- find the materials to fix it. -";
- close;
- }
- else if (ep13_newbs == 7) {
- mes "- There are broken posts. -";
- mes "- Unless they are fixed soon, -";
- mes "- the barracks will collapse. -";
- next;
- while(1) {
- switch(select("Attach the tree bar.:Tie it with the vines.")) {
- case 1:
- mes "- You attach the tree bar -";
- mes "- to the broken post -";
- next;
- break;
- case 2:
- if (rand(1,5) == 2) {
- mes "- You tie the broken post -";
- next;
- mes "- It seems that it's fixed -";
- next;
- mes "[Diego]";
- mes "Oh! Now you need to";
- mes "knot it and finish it.";
- next;
- switch(select("Knot it.:Leave it.")) {
- case 1:
- mes "- You tie a perfect knot -";
- next;
- mes "[Diego]";
- mes "And this post should be knotted.";
- mes "Then please do it to that post.";
- set ep13_newbs,8;
- changequest 11088,11089;
- close;
- case 2:
- mes "- You decide to leave -";
- next;
- mes "- The branches slide down. -";
- mes "- You failed to fix it. -";
- next;
- mes "[Diego]";
- mes "...";
- mes "Why aren't you helping?";
- emotion e_sob;
- close;
- }
- }
- else {
- mes "- You fix the broken post -";
- mes "- with the vines. -";
- mes "- It seems that you-";
- mes "- need more branches. -";
- next;
- }
- break;
- }
- }
- }
- else if (ep13_newbs == 8) {
- mes "[Diego]";
- mes "This post is repaired.";
- mes "Please do the same thing";
- mes "on the other posts.";
- close;
- }
- else {
- mes "- The post tied by the -";
- mes "- vines seems unsteady -";
- mes "- but my repair is perfect. -";
- close;
- }
-}
-
-mid_camp,267,258,0 script Post#ep13bs2 111,{
- if (ep13_newbs < 6) {
- mes "- The posts of the -";
- mes "- barracks are broken. -";
- close;
- }
- else if (ep13_newbs == 6) {
- mes "- The posts of the -";
- mes "- barracks are broken. -";
- mes "- You'd better go out and -";
- mes "- find the materials to fix it. -";
- close;
- }
- else if (ep13_newbs == 7) {
- mes "- The posts of the -";
- mes "- barracks are broken. -";
- mes "- You'd better go out and -";
- mes "- find the materials to fix it. -";
- close;
- }
- else if (ep13_newbs == 8) {
- mes "- There are broken posts. -";
- mes "- Unless they are fixed soon, -";
- mes "- the barracks will collapse. -";
- next;
- while(1) {
- switch(select("Attach the tree bar.:Tie it with the vines.")) {
- case 1:
- mes "- You attach the tree bar -";
- mes "- to the broken post -";
- next;
- break;
- case 2:
- if (rand(1,5) == 4) {
- mes "- You tie the broken post -";
- next;
- mes "- It seems that it's fixed -";
- next;
- mes "[Diego]";
- mes "Oh! Now you need to knot it and";
- mes "finish it.";
- next;
- switch(select("Knot it.:Leave it.")) {
- case 1:
- mes "- You tie a perfect knot -";
- next;
- mes "[Diego]";
- mes "Ohhh!!!!";
- mes "The broken posts are perfectly fixed!";
- set ep13_newbs,9;
- changequest 11089,11090;
- close;
- case 2:
- mes "- You decide to leave -";
- next;
- mes "- The branches slide down. -";
- mes "- You failed to fix it. -";
- next;
- mes "[Diego]";
- mes "...";
- mes "Why aren't you helping?";
- emotion e_sob;
- close;
- }
- }
- else {
- mes "- You fix the broken post -";
- mes "- with the vines. -";
- mes "- It seems that you-";
- mes "- need more branches. -";
- next;
- }
- break;
- }
- }
- }
- else {
- mes "- The post tied by the -";
- mes "- vines seems unsteady -";
- mes "- but my repair is perfect. -";
- close;
- }
-}
-
-// Attitude to the New
-//============================================================
-mid_camp,188,254,3 script Monster Scholar#ep13 883,{
- if (ep13_ryu < 100) {
- mes "[Monster Scholar]";
- mes "Who... Who are you?";
- mes "Are you from the other";
- mes "side of the space gap?";
- mes "Say, are you a scholar,";
- mes "soldier, or village";
- mes "representative?";
- next;
- mes "[Monster Scholar]";
- mes "Oh, I'm sorry.";
- mes "You don't have to tell";
- mes "me if you don't want to...";
- close;
- }
- else {
- if (ep13_animal == 0) {
- mes "[Monster Scholar]";
- mes "Who... Who are you?";
- mes "Are you from the other";
- mes "side of the space gap?";
- mes "Say, are you a scholar,";
- mes "soldier, or village";
- mes "representative?";
- next;
- mes "[Monster Scholar]";
- mes "Oh, I'm sorry.";
- mes "You don't have to tell";
- mes "me if you don't want to...";
- next;
- mes "[Monster Scholar]";
- mes "Please go ahead and do";
- mes "what you have to do.";
- mes "Oh, me? Don't worry.";
- mes "I'm fine by myself.";
- next;
- select("Who are you?");
- mes "[Monster Scholar]";
- mes "I'm Rumis Block, and";
- mes "I'm working here on behalf of";
- mes "the monsternomics academy";
- mes "from the Schwaltzvalt Republic.";
- mes "Botanist Terris Block is";
- mes "my older twin brother.";
- next;
- emotion e_dots;
- mes "[Rumis Block]";
- mes "This place is freezing. Not only";
- mes "that, it's deserted and too";
- mes "quiet... Everything around us is";
- mes "watching and threatening us.";
- mes "You know, I didn't want to";
- mes "come here...";
- next;
- select("How did you get here?");
- mes "[Rumis Block]";
- mes "In fact, none of us";
- mes "wanted to come here.";
- mes "I mean, no one knows";
- mes "what kind of danger lurks";
- mes "in this unknown world.";
- next;
- mes "[Rumis Block]";
- mes "It was my brother Terris who";
- mes "wanted me to come along.";
- mes "He was selected first as the";
- mes "botanist of the continental";
- mes "expedition. He had to drag me";
- mes "here 'cuz I didn't want to come.";
- next;
- mes "[Rumis Block]";
- mes "I guess he didn't want to be";
- mes "alone in this world far away";
- mes "from civilization. Instead, he";
- mes "decided to drag me here and";
- mes "force me to join the expedition";
- mes "so he doesn't feel lonely!";
- next;
- mes "[Rumis Block]";
- mes "What's with that dirty look?";
- mes "Why, do I sound like";
- mes "someone blaming someone";
- mes "else for the misery in his life?";
- next;
- mes "[Rumis Block]";
- mes "I'm telling you, it's the truth.";
- mes "There are people that want ";
- mes "to escape the expedition by";
- mes "getting themselves sick on purpose.";
- next;
- mes "[Rumis Block]";
- mes "I know it's too late to";
- mes "complain now, but...";
- next;
- mes "[Rumis Block]";
- mes "Every day I pray to God to";
- mes "let me go back home safely.";
- mes "That's the only thing that";
- mes "keeps me going. Everything";
- mes "around here is watching me.";
- mes "It's suffocating, you know?";
- next;
- select("When do you go back?");
- mes "[Rumis Block]";
- mes "That's the problem.";
- mes "We Specialists are required";
- mes "to submit our study reports";
- mes "to the expedition's leaders.";
- mes "We are here to explore";
- mes "and study this world.";
- next;
- mes "[Rumis Block]";
- mes "I'm sure the management will";
- mes "tell me when to go back, but";
- mes "I don't expect it to be any time";
- mes "soon. It'll be at least after";
- mes "I submit my report.";
- next;
- mes "[Rumis Block]";
- mes "I must tell you,";
- mes "I hate this place!";
- mes "It gives me the creeps!";
- next;
- mes "[Rumis Block]";
- mes "Yes, I'm a monster scholar";
- mes "But I've been afraid of creatures even when I was on the Rune Midgard Continent...";
- next;
- mes "[Rumis Block]";
- mes "No, but can't you see?";
- mes "This place is totally new to me,";
- mes "and everything is so unknown...";
- next;
- mes "[Rumis Block]";
- mes "I may be a monster scholar,";
- mes "but I'm afraid...";
- mes "Of many things...";
- next;
- mes "[Rumis Block]";
- mes "The president of United";
- mes "Midgard Corporation has";
- mes "asked me to find some";
- mes "monsters that are edible.";
- next;
- mes "[Rumis Block]";
- mes "But look outside. Look!";
- mes "Do you see Mandragoras";
- mes "hiding in the icy bushes?";
- mes "Those are called ^3131FFNepentheses^000000.";
- next;
- mes "[Rumis Block]";
- mes "Aren't they quite savage-";
- mes "looking and intimidating?";
- mes "They look as if they";
- mes "want to sting me with";
- mes "those sharp thorns!";
- mes "Argh...";
- next;
- mes "[Rumis Block]";
- mes "I'd rather starve to";
- mes "death than study";
- mes "those dangerous and";
- mes "grotesque monsters!";
- mes "I'm not going to go";
- mes "outside of my tent.";
- next;
- mes "[Rumis Block]";
- mes "Not ever.";
- mes "No one can dare";
- mes "venture through";
- mes "such a threatening";
- mes "environment!";
- set ep13_animal,1;
- setquest 2147;
- close;
- }
- else if (ep13_animal == 1) {
- mes "[Rumis Block]";
- mes "I'm not going to go";
- mes "outside of my tent.";
- mes "Not ever.";
- close;
- }
- else if (ep13_animal == 2) {
- if (countitem(6041) > 0) {
- mes "[Rumis Block]";
- mes "I'm scared of this place.";
- mes "But I'm not going to ask";
- mes "my brother for help";
- mes "He hates me.";
- next;
- mes "[Rumis Block]";
- mes "If a Nepenthes";
- mes "approaches me";
- mes "with a smile and";
- mes "speaks to me kindly...";
- next;
- mes "[Rumis Block]";
- mes "*Sigh* I sound crazy, don't I?";
- mes "...This is why I didn't want";
- mes "to leave my lab...";
- next;
- switch(select("Show loot from Nepentheses.:Scold him.:Comfort him.")) {
- case 1:
- mes "["+strcharinfo(0)+"]";
- mes "Hey, take a look here...";
- mes "These Nepentheses aren't";
- mes "any more brutal or grotesque";
- mes "than the ones back home.";
- next;
- mes "[Rumis Block]";
- mes "...What's this?";
- mes "Isn't this from";
- mes "the Nepentheses?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "That's right!";
- mes "I took care of them.";
- mes "It was easy, haha!";
- next;
- mes "[Rumis Block]";
- mes "I can't believe you really";
- mes "took care of them! Tell me,";
- mes "who are you really?";
- mes "Are you a soldier?";
- mes "Captain? Or agent?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "No, I'm just a wandering";
- mes "adventurer. I've come here";
- mes "to challenge this new place";
- mes "and to help people out~";
- next;
- mes "[Rumis Block]";
- mes "I... I see.";
- mes "I've heard about adventurers";
- mes "that have made positive";
- mes "impacts on Rune Midgard.";
- mes "You're one of them, huh?";
- next;
- mes "[Rumis Block]";
- mes "...That's great!";
- mes "I think I've finally found";
- mes "a silver lining. God has";
- mes "sent me a savior.";
- mes "And I think that's you!";
- next;
- mes "[Rumis Block]";
- mes "Please, don't say you";
- mes "don't want to help me.";
- mes "Can't you see that.";
- mes "I'm shivering in fear?";
- mes "Please help me. Will you?";
- next;
- mes "[Rumis Block]";
- mes "As I told you earlier,";
- mes "I have an elder twin";
- mes "brother, Terris Block...";
- next;
- mes "[Rumis Block]";
- mes "He's a botanist. He's";
- mes "extremely strong and";
- mes "extroverted, unlike me.";
- mes "I think he hates me because";
- mes "I represent weakness, and";
- mes "he is the complete opposite.";
- next;
- mes "[Rumis Block]";
- mes "...Oh, that's not what I wanted";
- mes "to say. I wanted to show my";
- mes "discovery regarding the";
- mes "Nepentheses to my brother.";
- next;
- mes "[Rumis Block]";
- mes "I need a Nepenthes specimen,";
- mes "but I don't have the tools to";
- mes "make one, my luggage is still";
- mes "on transfer. And it's not like";
- mes "I've packed enough tools, so...";
- next;
- mes "[Rumis Block]";
- mes "To make my specimen tools,";
- mes "I need ^3131FF1 Empty Bottle,";
- mes "5 Holy Waters, and";
- mes "30 Sticky Mucus^000000.";
- next;
- mes "[Rumis Block]";
- mes "You know what I'm.";
- mes "asking here, don't you?";
- mes "Help me, help me, please.";
- delitem 6041,1; //Strong_Bine
- set ep13_animal,3;
- changequest 2147,2148;
- close;
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "You call yourself a monster";
- mes "scholar, and yet you're afraid";
- mes "of practicing your expertise.";
- mes "You're nothing but a coward.";
- next;
- mes "[Rumis Block]";
- mes "I can take your criticism,";
- mes "but I can't hide my true feelings.";
- close;
- case 3:
- mes "["+strcharinfo(0)+"]";
- mes "Come on, you're a respected";
- mes "monster scholar. You'll find";
- mes "that the monsters in this world";
- mes "aren't that different from the";
- mes "ones in Midgard. Why don't";
- mes "you see for yourself?";
- next;
- mes "- Rumis didn't seem -";
- mes "- to be convinced. -";
- mes "- He shook his head in refusal. -";
- close;
- }
- }
- else {
- mes "[Rumis Block]";
- mes "I'm not going to go";
- mes "outside of my tent.";
- mes "Not ever.";
- close;
- }
- }
- else if (ep13_animal == 3) {
- if ((countitem(713) > 0) && (countitem(523) > 4) && (countitem(938) > 29)) {
- mes "[Rumis Block]";
- mes "Thank you.";
- mes "you've brought the materials.";
- next;
- mes "[Rumis Block]";
- mes "While you were collecting the";
- mes "materials, I've sent out soldiers";
- mes "to catch a few Nepentheses.";
- next;
- mes "[Rumis Block]";
- mes "Nepenthes looks extremely";
- mes "similar to Mandragora on";
- mes "the Midgard Continent.";
- next;
- mes "[Rumis Block]";
- mes "Both of them must share the";
- mes "same ancestor, but apparently";
- mes "Nepenthes has evolved to";
- mes "become stronger and more";
- mes "aggressive due to this";
- mes "barren environment.";
- next;
- mes "[Rumis Block]";
- mes "I wonder how the ancestors";
- mes "were scattered over";
- mes "two different worlds...";
- next;
- mes "[Rumis Block]";
- mes "Maybe they went through";
- mes "the World Tree Yggdrasil?";
- mes "Maybe it came along with";
- mes "other creatures such as";
- mes "Satan Morroc and traversed";
- mes "through time and space.";
- next;
- mes "[Rumis Block]";
- mes "The characteristics of this species are...";
- next;
- mes "[Rumis Block]";
- mes "Oh, where are my manners?";
- mes "I'm sorry if I bored you by";
- mes "talking academic nonsense...";
- mes "Let's talk about something";
- mes "else, shall we?";
- next;
- mes "[Rumis Block]";
- mes "Do you think...";
- mes "My brother will be happy to";
- mes "see this Nepenthes specimen?";
- mes "You know, Nepenthes is a";
- mes "plant monster, and that's";
- mes "my brother's specialty.";
- next;
- mes "[Rumis Block]";
- mes "Please deliver this specimen to Terris Block";
- mes "He's near the expedition camp.";
- mes "No, you won't have to sit through my brother's reaction... If it's bad.";
- next;
- mes "[Rumis Block]";
- mes "- You have received a-";
- mes "- Nepenthes Specimen -";
- mes "- from Rumis Block. -";
- delitem 713,1; //Empty_Bottle
- delitem 523,5; //Holy_Water
- delitem 938,30; //Sticky_Mucus
- set ep13_animal,4;
- changequest 2148,2149;
- close;
- }
- else {
- mes "[Rumis Block]";
- mes "To make my specimen tools,";
- mes "I need ^3131FF1 Empty Bottle, 5 Holy Waters, and 30 Sticky Mucus^000000.";
- next;
- mes "[Rumis Block]";
- mes "You know what I'm asking here, don't you? Thank you in advance.";
- close;
- }
- }
- else if ((ep13_animal > 3) && (ep13_animal < 10)) {
- mes "[Rumis Block]";
- mes "Did you deliver the Nepenthes Specimen to my brother Terris?";
- mes "He's at the east of the camp.";
- close;
- }
- else if (ep13_animal == 10) {
- mes "[Rumis Block]";
- mes "...Welcome back.";
- mes "Oh, you don't have to tell me what my brother said,";
- mes "because someone from his side already came by. His report really impressed management, huh?";
- next;
- mes "[Rumis Block]";
- mes "Yes, that's my brother......";
- next;
- mes "[Rumis Block]";
- mes "...Anyways, one of the soldiers that captured Nepentheses for me has given me some interesting information.";
- next;
- mes "[Rumis Block]";
- mes "Over the eastern bridge, he found a new type of monster.";
- next;
- mes "[Rumis Block]";
- mes "According to his description, the monster is suspected to be a member of the long-haired Cat family. I'd like to see it with my own eyes, but...";
- next;
- mes "[Rumis Block]";
- mes "As you know, I'm not yet ready to face any types of monsters in this world...";
- next;
- mes "[Rumis Block]";
- mes "Can you escort me while I'm studying that species?";
- mes "Please, I'm begging you!";
- next;
- switch(select("Okay.:No.")) {
- case 1:
- mes "[Rumis Block]";
- mes "Wow, thanks!";
- mes "Then I'd better pack my stuff right away...";
- next;
- mes "[Rumis Block]";
- mes "It won't take long. Can you please go wait for me over the eastern bridge?";
- mes "Don't... Don't go too far from the bridge!";
- set ep13_animal,11;
- changequest 2153,2154;
- close;
- case 2:
- emotion e_sob;
- mes "[Rumis Block]";
- mes "Oh.........";
- close;
- }
- }
- else if (ep13_animal == 11) {
- mes "[Rumis Block]";
- mes "I'll pack my stuff and follow you. Can you please go wait for me over the rightward bridge?";
- mes "Don't... Don't go too far from the bridge!";
- close;
- }
- else if (ep13_animal == 12) {
- mes "- Rumis is hurriedly packing his stuff. -";
- close;
- }
- else if (ep13_animal == 13) {
- mes "[Rumis Block]";
- mes "......";
- next;
- mes "[Rumis Block]";
- mes "Apparently, an extremely intelligent creature inhabits Ash Vaccum.";
- next;
- mes "[Rumis Block]";
- mes "An explorer went over the rightward bridge to find some wood. In the darkness, something really big rushed at him from far away.";
- next;
- mes "[Rumis Block]";
- mes "When he came back to his senses, there was nothing but a tricorn hat left on the ground.";
- next;
- mes "[Rumis Block]";
- mes "The tricorn is woven in a way that was never introduced to Midgard, and its materials are also unidentifiable.";
- next;
- mes "[Rumis Block]";
- mes "Does it mean another race of human resides here? Would they be fairies or something else?";
- next;
- mes "[Rumis Block]";
- mes "What if they've detected us and tried to drive us away... Wah!";
- next;
- mes "[Rumis Block]";
- mes "Even thinking of them send chills down on my spine! Can you please go check what kind of races reside at the end of the land over the rightward bridge?";
- mes "I want to know if they're friendly or hostile to us.";
- set ep13_animal,14;
- changequest 2156,2157;
- close;
- }
- else if (ep13_animal == 14) {
- if (checkquest(2157,HUNTING) == 2) {
- mes "[Rumis Block]";
- mes "Welcome back. Did you find out about them?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Well, let's see...";
- next;
- while(1) {
- mes "["+strcharinfo(0)+"]";
- mes "The owner of the tricorn hat";
- mes "is a monster called...";
- input .@input$;
- if (compare(.@input$,"Tatacho")) {
- mes "^FF0000Tatacho^000000";
- next;
- break;
- }
- else {
- next;
- mes "["+strcharinfo(0)+"]";
- mes ""+.@input$+"...? I don't think that was the name...";
- next;
- }
- }
- mes "["+strcharinfo(0)+"]";
- mes "The size of Tatacho is about...";
- input .@input$;
- mes "^3131FF"+.@input$+"^000000, I guess...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Tatachos are usually sitting on the ground, but they roll around if their body temperature goes down too low because of the cold weather.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "About that tricorn hat, I've concluded, based on my opinion about their appearance and their movement patterns, that it is not active or productive at all:";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "They are not intelligent enough to produce a sophisticated hat like that.";
- next;
- mes "[Rumis Block]";
- mes "......";
- mes "You now sound like me... I guess I've stained you with my academic manner of speech. Oh, I'm not saying it is bad, but...";
- next;
- mes "[Rumis Block]";
- mes "Anyways, according to your conclusion, the hat must have been given to them by someone else, or they could have picked it up after another creature dropped it.";
- mes "Thank you for such valuable information.";
- mes "It's enough to write a report.";
- next;
- mes "[Rumis Block]";
- mes "I should make a brief report and then submit it to management. Hopefully, a new monster scholar after me will do a better job in actually studying them.";
- next;
- mes "[Rumis Block]";
- mes "There are many cold places in my country, the Schwaltzvalt Republic, but none are as cold as this place. This weather is freezing my senses, dulling my passion toward my studies.";
- mes "I shall go back home faster than anyone else in this camp. I'm tired of this world...";
- next;
- mes "[Rumis Block]";
- mes "..."+strcharinfo(0)+", I thank you so much for helping me despite my self-centered behavior.";
- mes "I really appreciate it";
- next;
- mes "[Rumis Block]";
- mes "I'll repay your favor as soon as I go back home.";
- mes "I hope you'll make yourself known in Ash Vacuum with your great accomplishments.";
- set ep13_animal,15;
- completequest 2157;
- getexp 150000,0;
- close;
- }
- else {
- mes "[Rumis Block]";
- mes "Can you please go check what kind of races reside at the end of the land over the rightward bridge? I want to know if they're friendly or hostile to us.";
- close;
- }
- }
- else if (ep13_animal == 15) {
- if (countitem(6033) > 0) {
- // Custom Translation.
- mes "["+strcharinfo(0)+"]";
- mes "Rumis! Come see this!";
- next;
- mes "[Rumis Block]";
- mes "... What's all the fuss?";
- mes "I feel so down because I cannot go back to my own country...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I found this on a monster at the Splendide Area.";
- mes "It's a mysterious monster with grass grown over it's body!";
- next;
- mes "[Rumis Block]";
- mes "Oeh... body with grass grown over it?";
- mes "No, no. I'm not interested with it.";
- next;
- mes "[Rumis Block]";
- mes "Let me see the horn you brought back.";
- next;
- mes "[Rumis Block]";
- mes "Okay.";
- next;
- mes "[Rumis Block]";
- mes "Okay.....";
- next;
- mes "[Rumis Block]";
- mes "Hah....?";
- next;
- mes "[Rumis Block]";
- mes "... This is amazing.";
- mes "... It's actually almost identical to the Manuk Field area Hillsrion horn.";
- next;
- mes "[Rumis Block]";
- mes "Could they be related?";
- mes "Or has it evolved?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What about evolution due to the enviromental changes?";
- next;
- mes "[Rumis Block]";
- mes "... What do you mean by that?";
- mes "Do you mean that the changes made their physical appearance evolved?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Yes... That is right. Maybe like that! Hehe.";
- next;
- mes "- You told Rumis about the mutated plant that you heard about from Botanist Terris -";
- next;
- mes "[Rumis Block]";
- mes "Hoho... this is interesting.";
- mes "If there are those special... miracle energy filling devices, I guess.. it can cause those monsters to mutate.";
- next;
- mes "[Rumis Block]";
- mes "But, who setup that device?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "That I do not know. Hehe.";
- next;
- mes "[Rumis Block]";
- mes "I see...";
- mes "Human devices cause these mutations... other than Tendrilrion, there may be other things alike aswell..";
- next;
- mes "[Rumis Block]";
- mes "... I would like to know.";
- mes "But, I have to go back to my country now. The management should be giving me my order to go back, my researches are worthless now.";
- next;
- mes "[Rumis Block]";
- mes "My brother seems to like this place.";
- mes "He spents a lot of time here...";
- next;
- mes "[Rumis Block]";
- mes "But, I guess everyone has their own life.";
- mes "Perhaps if my brother can... understands this younger brother a little, I won't ask for any other things anymore...";
- next;
- mes "[Rumis Block]";
- mes "What will others think of me when I go back to Midgard?";
- mes "But still, thank you, at least I can still talk to another human. ...Thank you.";
- next;
- mes "[Rumis Block]";
- mes "If after this can stay here, please take care of my brother.";
- mes "If this area can be developed, by that time I will...";
- next;
- mes "- Rumis Block laid his hand out shyly, but then backed off -";
- next;
- mes "- You pat his shoulder gently, it's worrying that Rumis is not able to return to his country. -";
- set ep13_animal,100;
- delitem 6033,1; //Horn_Of_Tendrilion
- getexp 100000,0;
- close;
- }
- else {
- mes "[Rumis Block]";
- mes "...I submitted the report to the management, but they have not yet ordered me to go back home...";
- mes "*Sigh* I guess nothing's as easy as I'd hoped....";
- close;
- }
- }
- else if (ep13_animal == 100) {
- // Custom Translation.
- mes "Rumis seems anxious.";
- close;
- }
- else {
- // Custom Translation.
- mes "[Rumis Block]";
- mes "If only I can go back to Rune Midgard....";
- close;
- }
- }
-}
-
-mid_camp,240,270,3 script Botanist#ep13 750,{
- if (ep13_ryu < 100) {
- mes "[Botanist]";
- mes "This new land!";
- mes "Undiscovered life!";
- mes "Everything about this world excites me.";
- next;
- emotion 14;
- mes "[Botanist]";
- mes "Oh, okay... Ah-hah!";
- mes "This is how it goes...";
- close;
- }
- else {
- if (ep13_animal < 4) {
- mes "[Botanist]";
- mes "This new land!";
- mes "Undiscovered life!";
- mes "Everything about this world excites me.";
- next;
- emotion 14;
- mes "[Botanist]";
- mes "Oh, okay... Ah-hah!";
- mes "This is how it goes...";
- close;
- }
- else if (ep13_animal == 4) {
- mes "This new land!";
- mes "Undiscovered life!";
- mes "Everything about this world excites me.";
- next;
- emotion 14;
- emotion e_dots,1;
- mes "[Botanist]";
- mes "Oh, okay... Ah-hah!";
- mes "This is how it goes...";
- next;
- switch(select("Express your displeasure.:Agree with him.")) {
- case 1:
- mes "["+strcharinfo(0)+"]";
- mes "Your excitement agitates me.";
- next;
- mes "[Botanist]";
- mes "Err? Ahahahaha!";
- mes "Oh, come on! I'm just being happy.";
- mes "By the way, is there anything I can help you with?";
- next;
- break;
- case 2:
- emotion 14,1;
- mes "["+strcharinfo(0)+"]";
- mes "I agree. There's so much to see around here!";
- next;
- mes "[Botanist]";
- mes "Ahahaha!";
- mes "Nice to meet you, my friend.";
- mes "So, is there anything I can help you with?";
- next;
- break;
- }
- mes "["+strcharinfo(0)+"]";
- mes "Your brother wanted me to send this to you. Maybe it'll help with your study.";
- next;
- mes "- You have given the Nepenthes Specimen to the botanist. -";
- next;
- emotion e_bzz;
- mes "[Botanist]";
- mes "Oh...? Isn't this?!";
- next;
- emotion e_omg,1;
- mes "[Botanist]";
- mes "...Well, I've got a ton of samples of this specimen. Sorry.";
- next;
- mes "- He points at a pile of specimens in the tent. -";
- next;
- mes "[Botanist]";
- mes "Still, I'm impressed. I always thought my brother could never do anything on his own. But look, he was able to collect a Nepenthes specimen.";
- next;
- mes "[Botanist]";
- mes "Then again, I had this strong feeling that someone has helped him.";
- mes "That someone was probably you, right?~";
- next;
- mes "[Botanist]";
- mes "Either way, I don't care.";
- mes "I'm just happy that he cares about me...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Why do you think that?";
- mes "Can't you just thank him for trying to help you?";
- next;
- mes "[Botanist]";
- mes "Well, you must forget that he and I are twins.";
- mes "We are spiritually connected to each other.";
- next;
- mes "[Botanist]";
- mes "Usually twins share the same feelings and ideas, I can see what he does or thinks if I try hard.";
- next;
- emotion 54;
- mes "[Botanist]";
- mes "Let me see what Rumis is doing right now... Oh, he's picking his nose with his left hand and eating a slice of bread with his right.";
- mes "God, how disgusting!";
- next;
- switch(select("Go check Rumis if it's true.:Do not trust his word.")) {
- case 1:
- emotion e_heh;
- mes "[Botanist]";
- mes "Hahaha!";
- mes "Muhahaha!";
- mes "Let me guess, you want to go check Rumis to see if I'm telling the truth. Am I wrong?";
- mes "Hahahaha! Sorry, but I lied. I mean, remote vision? Because we're twins?";
- next;
- mes "[Botanist]";
- mes "God, you're so funny. Hahaha~";
- mes "You please me, just like the new creatures blooming on the World Tree.~";
- next;
- break;
- case 2:
- emotion 54;
- mes "[Botanist]";
- mes "Oh,";
- mes "won't you cut me some slack? I was just joking to melt the ice.";
- mes "This world is too barren and tough to live without good humor and jokes, you know?";
- next;
- break;
- }
- emotion e_pif;
- mes "[Botanist]";
- mes "Anyways, as I said, I've got a lot of Nepenthes specimens.";
- mes "But I'll gratefully take this pretentious gift of his.";
- next;
- mes "[Botanist]";
- mes "This may be an unexpected question, but... Are you interested in meeting dangerous girls playing on a field?";
- next;
- select("Dangerous girls?");
- mes "[Botanist]";
- mes "Yes, femme fatales!";
- mes "I've seen girls that are so beautiful.";
- mes "They're too dangerous to get close, but that's what make them so irresistibly attractive. Do you understand what I'm saying?";
- next;
- select("It's... Hard to say.");
- mes "[Botanist]";
- mes "Have you explored the area over the bridge at the right side of the united expedition camp?";
- mes "Then you know the area is so cold that it'll instantly freeze your heart.";
- next;
- mes "[Botanist]";
- mes "You should go across the leftward bridge, you'll be surprised to see what's ahead of you.";
- mes "It's yet to be known how such a thing can happen.";
- next;
- select("What are you talking about?");
- mes "[Botanist]";
- mes "Well...";
- mes "I suppose I don't have the words to really describe such an amazing scene.";
- next;
- mes "[Botanist]";
- mes "I'll send a message to the garrison for you. Why don't you go see it with your own eyes? You won't be disappointed!";
- next;
- mes "[Botanist]";
- mes "Of course, I'm offering such an extraordinary service because there's something I want in return. Ahahaha!";
- mes "...Truth be told, I'm having some trouble. And I need someone to help me.";
- next;
- mes "[Botanist]";
- mes "For now, you should go across the leftward bridge. Speak to a guard over there, and then just go ahead.";
- mes "A group of beautiful girls will welcome you. I hope you'll enjoy having a conversation with them. Maybe you'll get to understand the mystery of nature.";
- next;
- mes "[Botanist]";
- mes "Yes, I only need... ^3131FF30^000000 of them.";
- set ep13_animal,5;
- changequest 2149,2150;
- close;
- }
- else if (ep13_animal == 5) {
- if (checkquest(2150,HUNTING) == 2) {
- mes "[Botanist]";
- mes "Welcome back! How was it?";
- mes "It was amazing, wasn't it?";
- next;
- mes "[Botanist]";
- mes "On the right side of this united expedition camp,";
- mes "we have a land surrounded by roaring blizzards.";
- next;
- mes "[Botanist]";
- mes "And on the other side,";
- mes "we have a peaceful green land";
- mes "where we can enjoy Mother Nature's warm embrace.";
- next;
- mes "[Botanist]";
- mes "Two completely different worlds coexist";
- mes "within a short distance of each other.";
- mes "Where else can you see such amazing contrasts at a glance?";
- next;
- mes "[Botanist]";
- mes "I'm curious to know all secrets about this world.";
- next;
- mes "[Botanist]";
- mes "I'm so excited that I can't hide it!";
- mes "*Pant Pant*";
- mes "*Pant Pant*";
- next;
- select("What a mysterious world this is!");
- mes "[Botanist]";
- mes "Yes, it is...";
- mes "Oh, right!";
- mes "Actually I'm here to study this strange phenomenon.";
- next;
- mes "[Botanist]";
- mes "To understand the environmental conditions,";
- mes "including temperature and humidity,";
- mes "5.....and check the families and growth of plants,";
- mes "I've installed several special environmental meters";
- mes "in this area.";
- next;
- mes "[Botanist]";
- mes "Unfortunately, some evil monsters";
- mes "keep destroying the precious meters";
- mes "with their ^3131FFHeinous Hoops^000000!";
- next;
- mes "[Botanist]";
- mes "The culprits are called Cornus.";
- mes "I'd like to ask you to teach them not to destroy my devices again.";
- next;
- mes "[Botanist]";
- mes "How'd you like to hunt ^3131FF10 of them^000000 to set an example? Good luck!";
- set ep13_animal,6;
- changequest 2150,2151;
- close;
- }
- else {
- mes "[Botanist]";
- mes "For now, you should go across the leftward bridge. Speak to a guard over there, and then just go ahead.";
- mes "A group of beautiful girls will welcome you. I hope you'll enjoy having a conversation with them. Maybe you'll get to understand the mystery of nature.";
- close;
- }
- }
- else if (ep13_animal == 6) {
- if (checkquest(2151,HUNTING) == 2) {
- mes "[Botanist]";
- mes "Hopefully the Cornuses have learned their lesson, and won't touch my special environmental meters anymore.";
- next;
- mes "[Botanist]";
- mes "Oh Karyl, while you were away, I received an interesting report from one of my research machines that remained intact.";
- next;
- mes "[Botanist]";
- mes "According to the report, The original weather condition of Ash Vacuum is cold and dry, just like the land on the right side.";
- next;
- mes "[Botanist]";
- mes "That means, somebody has artificially cultivated the leftward land.";
- next;
- mes "[Botanist]";
- mes "Do you remember seeing strange mushroom shaped buildings everywhere in the fields?";
- mes "I suspect it to be an environmental purifier that converts barren land into lush, green fields.";
- next;
- mes "[Botanist]";
- mes "Let me show you.";
- mes "Please take this rotting plant stem,";
- mes "I'll meet you at the environmental purifier standing right next to the leftward bridge on the other side.";
- set ep13_animal,7;
- getitem 6035,1; //Decaying_Stem
- changequest 2151,2152;
- close;
- }
- else {
- mes "[Botanist]";
- mes "Cornuses are breaking my special environmental meters!";
- mes "Please show them the power of Midgardians!";
- close;
- }
- }
- else if (ep13_animal > 6) && (ep13_animal < 10) {
- mes "[Botanist]";
- mes "I'll meet you at the environmental purifier standing right next to the leftward bridge on the other side.";
- close;
- }
- else {
- mes "[Botanist]";
- mes "I submitted a report to upper management.";
- mes "I haven't received any response, but I'm sure they'll be as excited as I am once they read the report. Woohoo!";
- close;
- }
- }
-}
-
-mid_camp,336,171,1 script Camp Guard#man1 852,{
- if (ep13_animal == 0) {
- if (ep13_newbs == 6) {
- mes "[Camp Guard]";
- mes "Stop!";
- mes "You're about to enter an area that has not been fully explored.";
- mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
- next;
- mes "[Camp Guard]";
- mes "Your cooperation is appreciated.";
- next;
- mes "[Camp Guard]";
- mes "Oh, I was informed of your arrival by Mr. Diego.";
- mes "You may pass.";
- next;
- mes "[Camp Guard]";
- mes "Please be careful out there.";
- mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
- close2;
- warp "man_fild01",36,235;
- end;
- }
- else if (ep13_newbs == 19) {
- mes "[Camp Guard]";
- mes "Stop!";
- mes "You're about to enter an area that has not been fully explored.";
- mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
- next;
- mes "[Camp Guard]";
- mes "Your cooperation is appreciated.";
- next;
- mes "[Camp Guard]";
- mes "Oh, I was informed of your arrival by Mr. Lugen.";
- mes "You may pass.";
- next;
- mes "[Camp Guard]";
- mes "Please be careful out there.";
- mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
- close2;
- warp "man_fild01",36,235;
- end;
- }
- else {
- mes "[Camp Guard]";
- mes "Stop!";
- mes "You're about to enter an area that has not been fully explored.";
- mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
- next;
- mes "[Camp Guard]";
- mes "Your cooperation is appreciated.";
- close;
- }
- }
- else if (ep13_animal == 1) {
- if (ep13_newbs == 6) {
- mes "[Camp Guard]";
- mes "Stop!";
- mes "You're about to enter an area that has not been fully explored.";
- mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
- next;
- mes "[Camp Guard]";
- mes "Your cooperation is appreciated.";
- next;
- mes "[Camp Guard]";
- mes "Oh, I was informed of your arrival by Mr. Diego.";
- mes "You may pass.";
- next;
- mes "[Camp Guard]";
- mes "Please be careful out there.";
- mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
- close2;
- warp "man_fild01",36,235;
- end;
- }
- else if (ep13_newbs == 19) {
- mes "[Camp Guard]";
- mes "Stop!";
- mes "You're about to enter an area that has not been fully explored.";
- mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
- next;
- mes "[Camp Guard]";
- mes "Your cooperation is appreciated.";
- next;
- mes "[Camp Guard]";
- mes "Oh, I was informed of your arrival by Mr. Lugen.";
- mes "You may pass.";
- next;
- mes "[Camp Guard]";
- mes "Please be careful out there.";
- mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
- close2;
- warp "man_fild01",36,235;
- end;
- }
- else {
- mes "[Camp Guard]";
- mes "Stop!";
- mes "You're about to enter an area that has not been fully explored.";
- mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
- next;
- mes "[Camp Guard]";
- mes "Your cooperation is appreciated.";
- next;
- switch(select("I've come to help with some research.:I want to stay.")) {
- case 1:
- mes "["+strcharinfo(0)+"]";
- mes "Hi, my name is "+strcharinfo(0)+". I'm the assistant of Monster Scholar Rumis Block.";
- next;
- mes "[Camp Guard]";
- mes "That 'fraidy-- Wah! I'm sorry!";
- mes "I didn't mean to say that... And I completely understand that he hasn't been able to adapt himself to new surroundings.";
- next;
- mes "[Camp Guard]";
- mes "So, you're here to assist Mr. Rumis Block, huh?";
- mes "You may pass. If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
- set ep13_animal,2;
- close2;
- warp "man_fild01",36,235;
- end;
- case 2:
- mes "[Camp Guard]";
- mes "No, you can't. Please return to the expedition camp.";
- close;
- }
- }
- }
- else {
- if (ep13_newbs == 6) {
- mes "[Camp Guard]";
- mes "Stop!";
- mes "You're about to enter an area that has not been fully explored.";
- mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
- next;
- mes "[Camp Guard]";
- mes "Your cooperation is appreciated.";
- next;
- mes "[Camp Guard]";
- mes "Oh, I was informed of your arrival by Mr. Diego.";
- mes "You may pass.";
- next;
- mes "[Camp Guard]";
- mes "Please be careful out there.";
- mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
- close2;
- warp "man_fild01",36,235;
- end;
- }
- else if (ep13_newbs == 19) {
- mes "[Camp Guard]";
- mes "Stop!";
- mes "You're about to enter an area that has not been fully explored.";
- mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
- next;
- mes "[Camp Guard]";
- mes "Your cooperation is appreciated.";
- next;
- mes "[Camp Guard]";
- mes "Oh, I was informed of your arrival by Mr. Lugen.";
- mes "You may pass.";
- next;
- mes "[Camp Guard]";
- mes "Please be careful out there.";
- mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
- close2;
- warp "man_fild01",36,235;
- end;
- }
- else {
- mes "[Camp Guard]";
- mes "Stop!";
- mes "You're about to enter an area that has not been fully explored.";
- mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
- next;
- switch(select("Let me move to the next zone.:I want to stay here.")) {
- case 1:
- mes "[Camp Guard]";
- mes "Please be careful out there.";
- mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
- close2;
- warp "man_fild01",36,235;
- end;
- case 2:
- mes "[Camp Guard]";
- mes "No, you can't. Please return to the expedition camp.";
- close;
- }
- }
- }
-}
-
-mid_camp,13,143,5 script Camp Guard#man2 852,{
- if (ep13_animal == 0) {
- if (ep13_newbs == 6) {
- mes "[Camp Guard]";
- mes "Stop!";
- mes "You're about to enter an area that has not been fully explored.";
- mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
- next;
- mes "[Camp Guard]";
- mes "Your cooperation is appreciated.";
- next;
- mes "[Camp Guard]";
- mes "Oh, I was informed of your arrival by Mr. Diego.";
- mes "You may pass.";
- next;
- mes "[Camp Guard]";
- mes "Please be careful out there.";
- mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
- close2;
- warp "spl_fild02",379,143;
- end;
- }
- else if (ep13_newbs == 19) {
- mes "[Camp Guard]";
- mes "Stop!";
- mes "You're about to enter an area that has not been fully explored.";
- mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
- next;
- mes "[Camp Guard]";
- mes "Your cooperation is appreciated.";
- next;
- mes "[Camp Guard]";
- mes "Oh, I was informed of your arrival by Mr. Lugen.";
- mes "You may pass.";
- next;
- mes "[Camp Guard]";
- mes "Please be careful out there.";
- mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
- close2;
- warp "spl_fild02",379,143;
- end;
- }
- else {
- mes "[Camp Guard]";
- mes "Stop!";
- mes "You're about to enter an area that has not been fully explored.";
- mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
- next;
- mes "[Camp Guard]";
- mes "Your cooperation is appreciated.";
- close;
- }
- }
- else if (ep13_animal == 5) {
- if (ep13_newbs == 6) {
- mes "[Camp Guard]";
- mes "Stop!";
- mes "You're about to enter an area that has not been fully explored.";
- mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
- next;
- mes "[Camp Guard]";
- mes "Your cooperation is appreciated.";
- next;
- mes "[Camp Guard]";
- mes "Oh, I was informed of your arrival by Mr. Diego.";
- mes "You may pass.";
- next;
- mes "[Camp Guard]";
- mes "Please be careful out there.";
- mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
- close2;
- warp "spl_fild02",379,143;
- end;
- }
- else if (ep13_newbs == 19) {
- mes "[Camp Guard]";
- mes "Stop!";
- mes "You're about to enter an area that has not been fully explored.";
- mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
- next;
- mes "[Camp Guard]";
- mes "Your cooperation is appreciated.";
- next;
- mes "[Camp Guard]";
- mes "Oh, I was informed of your arrival by Mr. Lugen.";
- mes "You may pass.";
- next;
- mes "[Camp Guard]";
- mes "Please be careful out there.";
- mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
- close2;
- warp "spl_fild02",379,143;
- end;
- }
- else {
- mes "[Camp Guard]";
- mes "Stop!";
- mes "You're about to enter an area that has not been fully explored.";
- mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
- next;
- mes "[Camp Guard]";
- mes "Your cooperation is appreciated.";
- next;
- mes "[Camp Guard]";
- mes "Oh, I was informed of your arrival by Mr. Terris.";
- mes "You may pass.";
- next;
- mes "[Camp Guard]";
- mes "Please be careful out there.";
- mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
- close2;
- warp "spl_fild02",379,143;
- end;
- }
- }
- else {
- if (ep13_newbs == 6) {
- mes "[Camp Guard]";
- mes "Stop!";
- mes "You're about to enter an area that has not been fully explored.";
- mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
- next;
- mes "[Camp Guard]";
- mes "Your cooperation is appreciated.";
- next;
- mes "[Camp Guard]";
- mes "Oh, I was informed of your arrival by Mr. Diego.";
- mes "You may pass.";
- next;
- mes "[Camp Guard]";
- mes "Please be careful out there.";
- mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
- close2;
- warp "spl_fild02",379,143;
- end;
- }
- else if (ep13_newbs == 19) {
- mes "[Camp Guard]";
- mes "Stop!";
- mes "You're about to enter an area that has not been fully explored.";
- mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
- next;
- mes "[Camp Guard]";
- mes "Your cooperation is appreciated.";
- next;
- mes "[Camp Guard]";
- mes "Oh, I was informed of your arrival by Mr. Lugen.";
- mes "You may pass.";
- next;
- mes "[Camp Guard]";
- mes "Please be careful out there.";
- mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
- close2;
- warp "spl_fild02",379,143;
- end;
- }
- else {
- mes "[Camp Guard]";
- mes "Stop!";
- mes "You're about to enter an area that has not been fully explored.";
- mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
- next;
- switch(select("Let me move to the next zone.:I want to stay here.")) {
- case 1:
- mes "[Camp Guard]";
- mes "Please be careful out there.";
- mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
- close2;
- warp "spl_fild02",379,143;
- end;
- case 2:
- mes "[Camp Guard]";
- mes "No, you can't. Please return to the expedition camp.";
- close;
- }
- }
- }
-}
-
-mid_camp,9,215,5 script Camp Guard#man3 852,{
- if (ep13_animal == 0) {
- if (ep13_newbs == 6) {
- mes "[Camp Guard]";
- mes "Stop!";
- mes "You're about to enter an area that has not been fully explored.";
- mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
- next;
- mes "[Camp Guard]";
- mes "Your cooperation is appreciated.";
- next;
- mes "[Camp Guard]";
- mes "Oh, I was informed of your arrival by Mr. Diego.";
- mes "You may pass.";
- next;
- mes "[Camp Guard]";
- mes "Please be careful out there.";
- mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
- close2;
- warp "spl_fild02",380,217;
- end;
- }
- else if (ep13_newbs == 19) {
- mes "[Camp Guard]";
- mes "Stop!";
- mes "You're about to enter an area that has not been fully explored.";
- mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
- next;
- mes "[Camp Guard]";
- mes "Your cooperation is appreciated.";
- next;
- mes "[Camp Guard]";
- mes "Oh, I was informed of your arrival by Mr. Lugen.";
- mes "You may pass.";
- next;
- mes "[Camp Guard]";
- mes "Please be careful out there.";
- mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
- close2;
- warp "spl_fild02",380,217;
- end;
- }
- else {
- mes "[Camp Guard]";
- mes "Stop!";
- mes "You're about to enter an area that has not been fully explored.";
- mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
- next;
- mes "[Camp Guard]";
- mes "Your cooperation is appreciated.";
- close;
- }
- }
- else if (ep13_animal == 5) {
- if (ep13_newbs == 6) {
- mes "[Camp Guard]";
- mes "Stop!";
- mes "You're about to enter an area that has not been fully explored.";
- mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
- next;
- mes "[Camp Guard]";
- mes "Your cooperation is appreciated.";
- next;
- mes "[Camp Guard]";
- mes "Oh, I was informed of your arrival by Mr. Diego.";
- mes "You may pass.";
- next;
- mes "[Camp Guard]";
- mes "Please be careful out there.";
- mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
- close2;
- warp "spl_fild02",380,217;
- end;
- }
- else if (ep13_newbs == 19) {
- mes "[Camp Guard]";
- mes "Stop!";
- mes "You're about to enter an area that has not been fully explored.";
- mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
- next;
- mes "[Camp Guard]";
- mes "Your cooperation is appreciated.";
- next;
- mes "[Camp Guard]";
- mes "Oh, I was informed of your arrival by Mr. Lugen.";
- mes "You may pass.";
- next;
- mes "[Camp Guard]";
- mes "Please be careful out there.";
- mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
- close2;
- warp "spl_fild02",380,217;
- end;
- }
- else {
- mes "[Camp Guard]";
- mes "Stop!";
- mes "You're about to enter an area that has not been fully explored.";
- mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
- next;
- mes "[Camp Guard]";
- mes "Your cooperation is appreciated.";
- next;
- mes "[Camp Guard]";
- mes "Oh, I was informed of your arrival by Mr. Terris.";
- mes "You may pass.";
- next;
- mes "[Camp Guard]";
- mes "Please be careful out there.";
- mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
- close2;
- warp "spl_fild02",380,217;
- end;
- }
- }
- else {
- if (ep13_newbs == 6) {
- mes "[Camp Guard]";
- mes "Stop!";
- mes "You're about to enter an area that has not been fully explored.";
- mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
- next;
- mes "[Camp Guard]";
- mes "Your cooperation is appreciated.";
- next;
- mes "[Camp Guard]";
- mes "Oh, I was informed of your arrival by Mr. Diego.";
- mes "You may pass.";
- next;
- mes "[Camp Guard]";
- mes "Please be careful out there.";
- mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
- close2;
- warp "spl_fild02",380,217;
- end;
- }
- else if (ep13_newbs == 19) {
- mes "[Camp Guard]";
- mes "Stop!";
- mes "You're about to enter an area that has not been fully explored.";
- mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
- next;
- mes "[Camp Guard]";
- mes "Your cooperation is appreciated.";
- next;
- mes "[Camp Guard]";
- mes "Oh, I was informed of your arrival by Mr. Lugen.";
- mes "You may pass.";
- next;
- mes "[Camp Guard]";
- mes "Please be careful out there.";
- mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
- close2;
- warp "spl_fild02",380,217;
- end;
- }
- else {
- mes "[Camp Guard]";
- mes "Stop!";
- mes "You're about to enter an area that has not been fully explored.";
- mes "Only personnel--researchers and explorers--authorized by United Midgard and the garrison are allowed to enter the danger zone.";
- next;
- switch(select("Let me move to the next zone.:I want to stay here.")) {
- case 1:
- mes "[Camp Guard]";
- mes "Please be careful out there.";
- mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison.";
- close2;
- warp "spl_fild02",380,217;
- end;
- case 2:
- mes "[Camp Guard]";
- mes "No, you can't. Please return to the expedition camp.";
- close;
- }
- }
- }
-}
-
-mid_camp,49,154,0 script #env_clear -1,3,3,{
-//OnTouch2:
-OnTouch:
- if (ep13_animal == 7) {
- enablenpc "Botanist#ep13_1";
- mes "[Botanist]";
- mes "This is it.";
- next;
- mes "[Botanist]";
- mes "Look.";
- mes "You can tell the pileus is creating drops of light which drip to the ground.";
- next;
- mes "[Botanist]";
- mes "Please try to plant the rotting stem in the ground.";
- set ep13_animal,8;
- close;
- }
- else if (ep13_animal == 8) {
- enablenpc "Botanist#ep13_1";
- mes "[Botanist]";
- mes "Please try to plant the rotting stem in the ground.";
- close;
- }
- else if (ep13_animal == 9) {
- enablenpc "Botanist#ep13_1";
- }
- end;
-}
-
-mid_camp,45,148,7 script Botanist#ep13_1 750,{
- if (ep13_animal == 8) {
- mes "[Botanist]";
- mes "Please try to plant the rotting stem in the ground.";
- close;
- }
- else if (ep13_animal == 9) {
- mes "["+strcharinfo(0)+"]";
- mes "It's sprouted! That shoot looks healthy!";
- next;
- mes "[Botanist]";
- mes "See?";
- mes "This giant mushroom, otherwise known as an Environmental Purifier, not only brings dying plants back to life, but also stimulates their growth.";
- next;
- mes "[Botanist]";
- mes "Isn't it amazing?!";
- mes "This finding will surely stir up the academic world.";
- next;
- mes "[Botanist]";
- mes "Now, I should get back to work. I need to write a report based on my study results.";
- mes "I can't wait to see how the expedition management will react to my report. Hahaha~";
- next;
- mes "[Botanist]";
- mes "Oh, right... Rumis!";
- mes "Can you please tell him that I've received his Nepenthes specimen safely?";
- next;
- mes "[Botanist]";
- mes "And don't forget to tell him that I've produced great research results. That'll make him cry like a baby. Hahahaha!";
- set ep13_animal,10;
- changequest 2152,2153;
- disablenpc "Botanist#ep13_1";
- close;
- }
- end;
-
-OnInit:
- disablenpc "Botanist#ep13_1";
- end;
-}
-
-mid_camp,52,148,1 script Dirt#ep13 844,{
- if (ep13_animal == 8) {
- mes "- You dug a hole into the ground, planted the rotting stem, and then watered it. -";
- next;
- mes "... ... ... ...";
- mes "... ... ... ...";
- next;
- mes "... ... ... ...";
- mes "... ... ... ...";
- mes "... ... ... ...";
- next;
- specialeffect EF_LIGHTSPHERE;
- mes "- Pzzzz -";
- mes "- Ssshuhhhh -";
- next;
- mes "- Something is growing out of the dirt. -";
- set ep13_animal,9;
- delitem 6035,1; //Decaying_Stem
- getitem 7193,1; //Germinating_Sprout
- close;
- }
- end;
-}
-
-man_fild01,59,261,0 script #evt_lumis -1,5,5,{
-OnTouch:
- if (ep13_animal == 11) {
- mes "[Rumis Block]";
- mes "This is it! Come to the small tree in the southeast direction!";
- close;
- }
- end;
-}
-
-man_fild01,92,230,3 script Frozen Tree#evt_lumis 111,1,1,{
- if (ep13_animal == 11) {
- mes "["+strcharinfo(0)+"]";
- mes "Knock, knock. Are you here?";
- next;
- mes "- Something is making loud noise near the top of the tree. -";
- next;
- mes "[Rumis Block]";
- mes "...Oh, yes. Yes!";
- mes "Monsters were looking at me, so I climbed up this tree without even thinking!";
- mes "How can I get down now?";
- next;
- mes "[Rumis Block]";
- mes "Oh wait, I can see everything so clearly from here.";
- mes "I guess staying here will be much safer and easier for studying monsters.";
- next;
- mes "[Rumis Block]";
- mes "...I'm looking at Hillsrion, the creature that people are talking about.";
- mes "It's covered with soft fur that reminds me of soft ice flakes floating in the air.";
- mes "...Oh, sorry.. I was just talking to myself.";
- next;
- mes "[Rumis Block]";
- mes "I'll be watching the Hillsrions from this tree. "+strcharinfo(0)+", can you please go collect ^3131FFHillsrion Horns^000000 for me?";
- next;
- mes "[Rumis Block]";
- mes "Their horns might possess a special power. And I want to have them for further research.";
- mes "...20 horns will be enough.";
- set ep13_animal,12;
- changequest 2154,2155;
- close;
- }
- else if (ep13_animal == 12) {
- if (countitem(6032) < 20) {
- mes "[Rumis Block]";
- mes "I'd like to study Hillsrion's Horns. Please bring 20 of them for me, okay.";
- close;
- }
- else {
- mes "[Rumis Block]";
- mes "...*Shiver*...";
- next;
- mes "[Rumis Block]";
- mes "...*Shiver*...";
- mes "...*Shiver*...";
- next;
- mes "[Rumis Block]";
- mes "...*Shiver*...";
- mes "...*Shiver*...";
- mes "...*Shiver*...";
- next;
- mes "[Rumis Block]";
- mes "Ah! You're back!";
- mes "Phew...";
- next;
- mes "[Rumis Block]";
- mes "Are you okay? Their fangs look so sharp and shiny...";
- mes "Oh right, you're an expert when it comes to this kind of job. Hahaha, I don't have to worry about you anymore.";
- next;
- mes "[Rumis Block]";
- mes "Have you brought Hillsrion's Horns?";
- mes "Those are the horns in your hands?";
- next;
- mes "[Rumis Block]";
- mes "Oh...";
- next;
- mes "[Rumis Block]";
- mes "Ho...";
- next;
- mes "[Rumis Block]";
- mes "Well, they appear to be ordinary horns with a spiral pattern.";
- mes "Monsters with such horns are a dime a dozen in Midgard.";
- next;
- mes "[Rumis Block]";
- mes "I, however, still have no idea how Hillsrions use their horns.";
- next;
- mes "[Rumis Block]";
- mes "If they have bad vision, they could use the horns as feelers, or... I know you don't want to hear me ramble on with my conjecture. Sorry.";
- next;
- mes "[Rumis Block]";
- mes "We can call it a day for today. Thanks to you, I now feel confident enough to at least come to this tree by myself next time.";
- next;
- mes "[Rumis Block]";
- mes "Let's go back to the camp. Shall we? I have something to discuss with you.";
- set ep13_animal,13;
- delitem 6032,20; //Horn_Of_Hilsrion
- changequest 2155,2156;
- close;
- }
- }
- end;
-}
-
-// Finding a Fairy & Finding a Giant Tree
-//============================================================
-spl_fild02,34,223,5 script Small Fairy#spl 442,{
- if (BaseLevel > 69) {
- if (checkquest(2158) == -1) {
- mes "You find a little creature flying in the bushes.";
- mes "It has tiny wings on the back...";
- mes "It's a fairy!";
- next;
- emotion 6;
- mes "[Small Fairy]";
- mes "RLGHLRXLA TKANTLFDMS";
- mes "WJACK TNAHRDNJSDMFH";
- mes "WLSGHKWND !!";
- next;
- mes "The fairy notices you, and looks very surprised.";
- mes "It is saying something, but you don't understand.";
- next;
- mes "You should report this to the united expedition quickly.";
- mes "Perhaps the guard captain of the expedition is the right person to report to.";
- setquest 2158;
- close;
- }
- else {
- emotion 6;
- mes "[Small Fairy]";
- mes "RLGHLRXLA TKANTLFDMS";
- mes "WJACK TNAHRDNJSDMFH";
- mes "WLSGHKWND !!";
- next;
- mes "The surprised fairy is saying something to you, but you cannot understand fairy language.";
- close;
- }
- }
- else {
- emotion 6;
- mes "[Small Fairy]";
- mes "RLGHLRXLA TKANTLFDMS";
- mes "WJACK TNAHRDNJSDMFH";
- mes "WLSGHKWND !!";
- next;
- mes "The surprised fairy is saying something to you, but you cannot understand fairy language.";
- close;
- }
-}
-
-man_fild03,236,105,3 script Tree Giant#man 454,{
- if (BaseLevel > 69) {
- if (checkquest(2159) == -1) {
- mes "You have found something moving between dry branches.";
- mes "It appears to be a tree at first glance, but it turns out to be a giant that is half tree and half man.";
- next;
- emotion e_dots;
- mes "[Tree Giant]";
- mes "TJDTMFJDNS CJFDI";
- mes "TKADLFDMF QKATOS";
- mes "EKDTLSDML DLFMADMS..";
- next;
- mes "The giant notices you, and looks very surprised.";
- mes "It is saying something, but you don't understand.";
- next;
- mes "You should report this to the united expedition quickly.";
- mes "Perhaps the guard captain of the expedition is the right person to report to.";
- setquest 2159;
- close;
- }
- else {
- emotion e_dots;
- mes "[Tree Giant]";
- mes "TJDTMFJDNS CJFDI";
- mes "TKADLFDMF QKATOS";
- mes "EKDTLSDML DLFMADMS..";
- next;
- mes "The surprised giant is saying something to you, but you cannot understand.";
- close;
- }
- }
- else {
- emotion e_dots;
- mes "[Tree Giant]";
- mes "TJDTMFJDNS CJFDI";
- mes "TKADLFDMF QKATOS";
- mes "EKDTLSDML DLFMADMS..";
- next;
- mes "The surprised giant is saying something to you, but you cannot understand.";
- close;
- }
-}
-
-mid_camp,212,237,5 script Camp Guard Captain#man1 852,{
- mes "[Captain]";
- mes "Good day. I'm here to protect the";
- mes "peace and safety of explorers";
- mes "working for United Midgard.";
- mes "How may I help you?";
- next;
- if ((checkquest(2158) == 2) && (checkquest(2159) == 2)) {
- mes "["+strcharinfo(0)+"]";
- mes "Oh, nothing.";
- mes "Sorry to bother you.";
- close;
- }
- else {
- if (checkquest(2158) == 1) {
- mes "- You report your encounter with a small fairy in the Splandid area to the guard captain. -";
- next;
- mes "[Captain]";
- mes "That sounds very important.";
- mes "It's too early to say this, but we might have to dispatch an investigation group to the area.";
- next;
- mes "[Captain]";
- mes "I'll discuss this more with the expedition management.";
- mes "Thank you for your valuable information.";
- completequest 2158;
- getexp 70000,0;
- close;
- }
- else if (checkquest(2158) == -1) {
- mes "["+strcharinfo(0)+"]";
- mes "Oh, nothing.";
- mes "Sorry to bother you.";
- close;
- }
- else if (checkquest(2158) == 2) {
- if (checkquest(2159) == 1) {
- mes "- You report your encounter with a tree giant in the Manuk area to the guard captain. -";
- next;
- mes "[Captain]";
- mes "That sounds very important.";
- mes "It's too early to say this, but we might have to dispatch an investigation group to the area.";
- next;
- mes "[Captain]";
- mes "I'll discuss this more with the expedition management.";
- mes "Thank you for your valuable information.";
- completequest 2159;
- getexp 70000,0;
- close;
- }
- else {
- mes "["+strcharinfo(0)+"]";
- mes "Oh, nothing.";
- mes "Sorry to bother you.";
- close;
- }
- }
- else {
- if (checkquest(2159) == 1) {
- mes "- You report your encounter with a tree giant in the Manuk area to the guard captain. -";
- next;
- mes "[Captain]";
- mes "That sounds very important.";
- mes "It's too early to say this, but we might have to dispatch an investigation group to the area.";
- next;
- mes "[Captain]";
- mes "I'll discuss this more with the expedition management.";
- mes "Thank you for your valuable information.";
- completequest 2159;
- getexp 70000,0;
- close;
- }
- else {
- mes "["+strcharinfo(0)+"]";
- mes "Oh, nothing.";
- mes "Sorry to bother you.";
- close;
- }
- }
- }
-}
-
-// The Tripartite Union's Feud
-//============================================================
-mid_campin,376,120,0 script Research Official#ep131 754,3,3,{
-
-OnTouch:
- if (checkweight(1201,1) == 0) {
- mes "[United Research Official]";
- mes "Why are you carrying so much stuff?";
- mes "Are you working out?";
- close;
- }
- if (ep13_ryu > 99) {
- if (ep13_1_rhea < 1) {
- mes "[United Research Official]";
- mes "Hmmmm...mmm...";
- next;
- mes "[United Research Official]";
- mes "Oh! Hello there!";
- mes "You must be the adventurer from Rune Midgard.";
- next;
- mes "[United Research Official]";
- mes "We've come all the way here to keep track of Satan Morroc, but... Now it seems that's not our priority anymore... Tsk,tsk...";
- next;
- mes "[United Research Official]";
- mes "Well, since our research group has been gathered in such haste, many of our members collide too often.";
- mes "I think it's just the process of trial and error, but this really slows things down.";
- next;
- mes "[United Research Official]";
- mes "Alas, the head office keeps pushing me to submit a report... As if I could perform miracles!";
- emotion e_sob;
- next;
- mes "[United Research Official]";
- mes "I can't go around and meet those people myself, mediate among troubled people... This is impossible!! Unless...Unless someone helps me with that ! I need... someone...";
- next;
- mes "- He stared at you -";
- mes "- with sparkling -";
- mes "- eyes as if he were -";
- mes "- demanding for help! -";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes ".................";
- mes ".................";
- next;
- mes "[United Research Official]";
- mes "Eh?! Oh, my... You really shouldn't. You must be extremely busy tracking down Satan Morroc!";
- next;
- mes "[United Research Official]";
- mes "But... if you say so, could I really use your help? Hahaha.";
- next;
- mes "[United Research Official]";
- mes "Those researchers complain a lot these days. They're terribly stressed out and I think somebody should really listen to their problems.";
- next;
- mes "[United Research Official]";
- mes "Especially those dealing with document files that argue with each other so many times! You might wanna start by talking to them.";
- next;
- mes "[United Research Official]";
- mes "Sounds good, huh? Please, you should go now.";
- set ep13_1_rhea,1;
- setquest 8196;
- close;
- }
- else if ((ep13_1_rhea > 0) && (ep13_1_rhea < 10)) {
- mes "[United Research Official]";
- mes "Those researchers complain a lot these days. They're terribly stressed out and I think somebody should really listen to their problems.";
- next;
- mes "[United Research Official]";
- mes "Especially those dealing with document files that argue with each other so many times! You might wanna start by talking to them.";
- next;
- mes "[United Research Official]";
- mes "And, don't worry! I'm even willing to share my snacks with you if things go well. I'm not asking this for free, you got that~?";
- close;
- }
- else if (ep13_1_rhea == 10) {
- if (countitem(6036) > 0) {
- mes "[United Research Official]";
- mes "Aha!";
- next;
- mes "[United Research Official]";
- mes "Isn't that an invitation to the meeting?";
- next;
- mes "[United Research Official]";
- mes "And...and I really get to sign this thing and approve it...? Hahaha!";
- next;
- mes "[United Research Official]";
- mes "This, this means I need to get prepared for the meeting! Finally!";
- mes "Hahahaha!";
- next;
- mes "[United Research Official]";
- mes "Oh, by the way, did you get a rough idea of the atmosphere of this expedition?";
- next;
- mes "[United Research Official]";
- mes "Normally, researchers just take their own instruments and find their own tracks of Satan Morroc.";
- mes "They don't really need to cooperate with other members.";
- next;
- mes "[United Research Official]";
- mes "Howerver, things get different when it comes to document files.";
- mes "Those researchers in charge of document files must contact eachother for information, and this just makes for endless work.";
- next;
- mes "[United Research Official]";
- mes "People can't always be perfect, so they stress out and get to arguing...";
- next;
- mes "[United Research Official]";
- mes "So... Could you do me a favor?";
- next;
- mes "[United Research Official]";
- mes "As you've heard, about the 3 researchers, they don't agree with eachother too often. It's just too obvious that their meeting will turn out a disaster, and the whole research group could break down!";
- emotion e_sob;
- next;
- mes "[United Research Official]";
- mes "Oh, just thinking about it scares the crap out of me.";
- next;
- mes "[United Research Official]";
- mes "What I'm asking is that you participate in the meeting with them and help them negotiate.";
- next;
- mes "[United Research Official]";
- mes "So, first! Can you go meet those 3 researchers and check on them to prepare for the meeting?";
- delitem 6036,1; //Invite_To_Meeting
- set ep13_1_rhea,11;
- changequest 8198,8199;
- close;
- }
- else {
- mes "[United Research Official]";
- mes "How did it go?";
- next;
- mes "[United Research Official]";
- mes "Did you talk to those researchers in charge of document files?";
- close;
- }
- }
- else if ((ep13_1_rhea > 10) && (ep13_1_rhea < 19)) {
- mes "[United Research Official]";
- mes "Please, you should participate in the meeting and mediate them if anything goes wrong!";
- next;
- mes "[United Research Official]";
- mes "First, you should go meet those 3 researchers and check on them to prepare for the meeting. Hope they're not preparing any weapons though...";
- emotion e_sob;
- close;
- }
- else if (ep13_1_rhea == 19) {
- changequest 8205,8206;
- mes "[United Research Official]";
- mes "Ohhh, you came! How generous of you!";
- next;
- mes "[United Research Official]";
- mes "The meeting's about to begin.";
- mes "Whew... I think I'm too tense... My chest hurts... Aaaah.";
- next;
- mes "- Somebody's knocking -";
- mes "- on the door... -";
- next;
- mes "[United Research Official]";
- mes "Finally, the meeting's starting.";
- mes "You should come in.";
- next;
- donpcevent "Research Official#ep131::Onmeet";
- mes "[United Research Official]";
- mes "So, everyone's here.";
- mes "Let us begin our meeting.";
- mes "First, I need to hear the report on the process of tracking Satan Morroc.";
- next;
- mes "[Ryosen]";
- mes "Alright. I'm Ryosen from Rune-Midgarts. We're certain that Satan Morroc came to this place through the crack of dimension, however, we failed to find any traces within the area we inspected.";
- next;
- mes "[Ryosen]";
- mes "The Tripartite Union is doing whatever it takes to track down Satan Morroc's whereabouts, but the research in Ash-Vacuum is very limited.";
- next;
- mes "[Ryosen]";
- mes "Supplies, reinforcements as wel as demanded goods are all insufficient, so we can't really go on.";
- next;
- mes "[Ryosen]";
- mes "I've heard the assassins took action in order to find the traces of Satan Morroc, but nothing's been reported so far.";
- next;
- mes "[Hue]";
- mes "I'm Hue from the Schwartzvalt Republic.";
- next;
- mes "[Hue]";
- mes "We're still researching on the crack of dimension that Satan Morroc has come through, and the false data research on the noise created when moving through the crack is currently being corrected.";
- next;
- mes "[Hue]";
- mes "The real cause of this problem has yet to be found, which makes it hard for us to provide any reinforcements or other supplies.";
- next;
- mes "[United Research Official]";
- mes "Ok. I see. How's it going with the research on Ash-Vacuum?";
- next;
- mes "[Hansenne]";
- mes "Hi, I'm Hansenne from Arunafeltz. We have conclused that his world of Ash-Vacuum is nothing related to the continent of Rune Midgard, as it is placed in a totally indipendent world dimension.";
- next;
- mes "[Hansenne]";
- mes "The enviroment of the fields on the East and West where we can work on the research has nothing in common with the enviroment within the boundrary of the Tripartite Union's army post.";
- next;
- mes "[Hansenne]";
- mes "I also have been reported that the ecosystem in the researched are is different.";
- next;
- mes "[Hansenne]";
- mes "We could not go further with the research on the ecosystem due to some violent living creatures which have never been found on the Rune Midgard continent.";
- next;
- mes "[United Research Official]";
- mes "So... All in all, nothing has been clearly found. Any problems among the members of the United Research Group?";
- next;
- mes "[Ryosen]";
- mes "......................";
- next;
- mes "[Hue]";
- mes "......................";
- next;
- mes "[Hansenne]";
- mes "......................";
- next;
- mes "- The room is in awkward silence for a short while... -";
- next;
- mes "[United Research Official]";
- mes "Ha..... Hahahaha...";
- mes "... Then, anything you need to request, or suggest, perhaps? Anything you want to complain about?";
- next;
- mes "- Ryosen, who was fidgeting with -";
- mes "- his files, suddenly stops and -";
- mes "- studies the others. Then, he takes -";
- mes "- out something from the bottom of -";
- mes "- the chair and puts it on the table. -";
- next;
- mes "[Ryosen]";
- mes "I'm.... I... The document file...";
- next;
- mes "[United Research Official]";
- mes "Aaaaaahahhhhhhhhhhcckk!!!!!";
- next;
- mes "- Hue, shocked by the sudden";
- mes "scream, stands up frantically and";
- mes "accidentally hits and drops the";
- mes "object which Ryosen had taken out. -";
- next;
- mes "[United Research Official]";
- mes "Kkkkhaaaaaaahhhhhhhh!!!";
- mes "It's the Thief Bug!!!";
- next;
- mes "- As the Official screamed, all the";
- mes "researchers of the union started to";
- mes "scream as well, and rushed out of";
- mes "the room. -";
- set ep13_1_rhea,20;
- donpcevent "Research Official#ep131::Oncall";
- close2;
- warp "mid_camp",165,236;
- end;
- }
- else if (ep13_1_rhea == 20) {
- mes "[United Research Official]";
- mes "Hhmm, hmmmm...";
- mes "I really don't know what to say.";
- mes "I mean... I'm totally OK with other monsters, mutants or whatever, but that black evil thing... Oh, I can't stand that one...";
- emotion e_sob;
- next;
- mes "- Knock, knock-";
- mes "- The researchers come back into the room. -";
- next;
- donpcevent "Research Official#ep131::Onmeet";
- mes "[Ryosen]";
- mes "Uh-hmm! Sorry about the mess.";
- mes "I... Something urgent came up...";
- mes "............Aaaaaaaaahhhhhhhhh!";
- next;
- mes "[United Research Official]";
- mes "Whhhhhhaaattt!!!! What is it!!?";
- mes "The Thief Bug, Again!!!???";
- next;
- mes "- Except for Ryosen, the rest spring out of their seats and run hurriedly for the door. -";
- next;
- mes "[Ryosen]";
- mes "My... my strawberry cake!!!";
- next;
- mes "- Ryosen picks up his strawberry cake, all squashed with some fingerprints. -";
- next;
- mes "[Ryosen]";
- mes "Stop! Freeze, everyone!";
- mes "Move one more time and you'll be considered guilty!!";
- next;
- mes "[Ryosen]";
- mes "This cake was just fine before that evil thing appeared, and there were only 4 of us here!";
- next;
- mes "[Ryosen]";
- mes "One of you must be guilty of ruining my Rune-Midgart Strawberry Cake!!!";
- next;
- mes "[Ryosen]";
- mes "I can't help checking your hands! This must be a fingerprint! It's loud and clear!! Hmm, I bet this is the mark of an index finger!";
- next;
- mes "[Hue]";
- mes "Wait a minute! Wait! Stop treating us like criminals! What is wrong with you, it's only a cake!? Don't you think you're going a little too far?";
- next;
- mes "[Ryosen]";
- mes "Whatttttt!? Only a cake????";
- mes "Aha, yeah, I just remembered. You people from Schwartzvalt don't ever appreciate food at all, right?";
- next;
- mes "[Ryosen]";
- mes "Especially when the food is NOT yours, huh? That's why you people sneak a taste of other people's food like my strawberry cake!!!";
- next;
- mes "[Hue]";
- mes "Hmm, are you talking about Dusty?";
- mes "He was expelled right after the incident and his job was taken away! I told you several times already!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Ugh... You guys, I think you should calm down... This is ridiculous.";
- next;
- mes "[Hansenne]";
- mes "Ughhhhh! It was I who did that!!!";
- next;
- mes "[Hansenne]";
- mes "Sorry, I was just too shocked by that thief bug and accidentally touched your cake with my finger!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "...Huh? No. Wait...";
- next;
- mes "[Ryosen]";
- mes "You again?!";
- mes "I can't belive how careless you are all the time, like with the requested data and all!!";
- next;
- mes "[Hansenne]";
- mes "Ah, I forgot to say thank you.";
- mes "Hue, thank you so much for restoring my documents!!!";
- mes "Thanks!!!";
- mes "Ahahahahaha. Hahahahaha.";
- next;
- mes "[Hue]";
- mes "No, I...";
- next;
- mes "[Ryosen]";
- mes "Hey, stay on topic!!";
- mes "You are...";
- next;
- mes "[United Research Official]";
- mes "Ahhhhhh! I guess we should call it a day now! Thanks for comingm all of you. Ok, let's go. Dismissed!";
- next;
- mes "[United Research Official]";
- mes "Come on!!!";
- next;
- mes "-The three researchers say nothing. They just stare at each other, standing still... Then they finally leave the room. -";
- set ep13_1_rhea,21;
- donpcevent "Ryosen#ep131_rhea05::OnDisable";
- donpcevent "Hue#ep131_rhea06::OnDisable";
- donpcevent "Hansenne#ep131_rhea07::OnDisable";
- close;
- }
- else if (ep13_1_rhea == 21) {
- mes "["+ strcharinfo(0) +"]";
- mes "Ah...";
- next;
- mes "[United Research Official]";
- mes "Ugh, I've got nothing to say.";
- mes "All I wanted was to let those people be closter to each other, become more friendly. But, problems come up every single time.";
- next;
- mes "[United Research Official]";
- mes "Can you think of any idea how to get those people to get along??";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "... Actually... Hansenne is not the one who ruined that cake.";
- next;
- mes "[United Research Official]";
- mes "Eh? What did you say?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "But... I don't understand why Hansenne would take the blame...";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "... Well, I should go now.";
- next;
- mes "[United Research Official]";
- mes "What? Ah, adventurer?!";
- set ep13_1_rhea,22;
- changequest 8206,8207;
- close;
- }
- else if ((ep13_1_rhea > 21) && (ep13_1_rhea < 26)) {
- mes "["+ strcharinfo(0) +"]";
- mes "... Actually... Hansenne is not the one who ruined that cake.";
- next;
- mes "[United Research Official]";
- mes "Eh? What did you say?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "But... I don't understand why Hansenne would take the blame...";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "... Well, I should go now.";
- next;
- mes "[United Research Official]";
- mes "What? Ah, adventurer?!";
- close;
- }
- else if (ep13_1_rhea == 26) {
- mes "[United Research Official]";
- mes "How are they?";
- next;
- mes "- You tell the Official about the conversation that the 3 researchers had, in detail. -";
- next;
- mes "[United Research Official]";
- mes "Whew, I see.";
- next;
- mes "[United Research Official]";
- mes "Maybe I've been a little too worried.";
- next;
- mes "[United Research Official]";
- mes "How often they collide, it must be a natural thing for people from different countries with different personalities and customs.";
- next;
- mes "[United Research Official]";
- mes "Thank you for helping me.";
- next;
- mes "[United Research Official]";
- mes "Here, I'll offer you a cup of tea.";
- mes "This is a really special drink I preserved. Please, drink it while it's nice and hot.";
- next;
- mes "- You feel so refreshed and light, as you drink the tea that the Official offered. -";
- specialeffect2 EF_ABSORBSPIRITS;
- set ep13_1_rhea,100;
- getexp 30000,10000;
- completequest 8210;
- next;
- mes "[United Research Official]";
- mes "Now, I should get to work on the report I need to submit to the head office. Ah, and this is nothing big, but still... This might come in handy when you travel.";
- next;
- mes "[United Research Official]";
- mes "Please, stop by and say hellp to us from time to time.";
- getitem 12110,1; //First_Aid_Kit
- close;
- }
- else if (ep13_1_rhea > 99) {
- mes "[United Research Official]";
- mes "Thank you for everything.";
- next;
- mes "[United Research Official]";
- mes "Please, stop by and say hellp to us from time to time.";
- next;
- mes "[United Research Official]";
- mes "Oh, I'm not asking you to keep your eye on those 3 researchers. Don't get me wrong, hahaha.~";
- close;
- }
- else {
- mes "[United Research Official]";
- mes "Thank you for everything.";
- next;
- mes "[United Research Official]";
- mes "Please, stop by and say hellp to us from time to time.";
- next;
- mes "[United Research Official]";
- mes "Oh, I'm not asking you to keep your eye on those 3 researchers. Don't get me wrong, hahaha.~";
- close;
- }
- }
- else {
- mes "[United Research Official]";
- mes "...Mmmm? What brings you here?";
- next;
- mes "[United Research Official]";
- mes "I wouldn't be roaming around this place like that, if I were you.";
- mes "It's very dangerous here, and people dwelling is this place are not that nice.";
- close;
- }
- end;
-
- mes "[United Research Official]";
- mes "Hmm? What did you just say?";
- next;
- mes "[United Research Official]";
- mes "I can't really hear you. Could you speak louder?";
- close;
-
-OnInit:
- enablenpc "Research Official#ep131";
- end;
-
-OnEnable:
- hideoffnpc "Research Official#ep131";
- end;
-
-OnDisable:
- hideonnpc "Research Official#ep131";
- end;
-
-Onmeet:
- donpcevent "Ryosen#ep131_rhea05::OnEnable";
- donpcevent "Hue#ep131_rhea06::OnEnable";
- donpcevent "Hansenne#ep131_rhea07::OnEnable";
- end;
-
-Oncall:
- initnpctimer;
- monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead";
- monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead";
- monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead";
- monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead";
- monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead";
- monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead";
- monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead";
- monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead";
- monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead";
- monster "mid_campin",376,134,"Thief Bug",1051,1,"Research Official#ep131::OnMyMobDead";
- donpcevent "Research Official#ep131::OnDisable";
- donpcevent "Ryosen#ep131_rhea05::OnDisable";
- donpcevent "Hue#ep131_rhea06::OnDisable";
- donpcevent "Hansenne#ep131_rhea07::OnDisable";
- end;
-
-OnMyMobDead:
- if (mobcount("mid_campin","Research Official#ep131::OnMyMobDead") < 1) {
- donpcevent "Research Official#ep131::OnEnable";
- stopnpctimer;
- }
- end;
-
-OnTimer300000:
- killmonster "mid_campin","Research Official#ep131::OnMyMobDead";
- donpcevent "Research Official#ep131::OnEnable";
- stopnpctimer;
- end;
-}
-
-mid_camp,165,245,0 script Ryosen#ep131_rhea01 748,{
- if (checkweight(1201,1) == 0) {
- mes "[Ryosen]";
- mes "Why are you carrying so much stuff?";
- mes "Are you working out?";
- close;
- }
- if (ep13_ryu > 99) {
- if (ep13_1_rhea < 1) {
- mes "[Ryosen]";
- mes "Please, keep your hands off my stuff!";
- close;
- }
- else if (ep13_1_rhea == 1) {
- mes "[Ryosen]";
- mes "Please, keep your hands off my stuff!";
- next;
- mes "[Ryosen]";
- mes "Ugh! My, my... What am I gonna do with this!? Files, files, files!!!";
- mes "Ahhhhhkk!";
- next;
- mes "[Ryosen]";
- mes "What time is it now? Ugh... This is such a mess!!";
- next;
- mes "[Ryosen]";
- mes "What are they thinking!!? I don't get it. How come I have to work, while those guys from other countries are just praying for a breakthrough, every single day!";
- next;
- mes "[Ryosen]";
- mes "This is so unfair!! My stress is growing geometrically every hour!";
- mes "What a waste of time! Why do they have to pray! Why?! Why?! Why don't they work instead of pray!!";
- mes "Ugh...!";
- next;
- mes "[Ryosen]";
- mes "Nothing's appreciated! Nothing!";
- mes "They're just so useless!";
- next;
- mes "- He took a deep breath -";
- mes "- trying to calm down. -";
- next;
- mes "[Ryosen]";
- mes "Anyway, who are you? This place is restricted.";
- next;
- mes "[Ryosen]";
- mes "Ah! You must be the one who came to help us track down that Satan Morroc, the bastard who made the giant hole and then was gone like the wind.";
- next;
- mes "[Ryosen]";
- mes "Ugh. I should watch my mouth.";
- mes "Sorry. You're on our side. I should just be polite, but it's just... I'm so stressed out.";
- next;
- mes "[Ryosen]";
- mes "How about having some tea here?";
- mes "It's Rafflesia tea from Schwartzvalt. Don't even expect taste, it's awful... But what can I do? It's the only thing I've got...";
- set ep13_1_rhea,2;
- close;
- }
- else if (ep13_1_rhea == 2) {
- mes "[Ryosen]";
- mes "You must have heard about this, but this is the place where Satan Morroc landed through the crack of dimension.";
- next;
- mes "[Ryosen]";
- mes "As you see, this seems like a totally different world. It's nothing like the continent of Rune Midgard, though we haven't found any concrete evidence. We decided to call this place Ash-Vacuum.";
- next;
- mes "[Ryosen]";
- mes "We're doing everything we can, to track down Satan Morroc, but all those researchers from different countries couldn't help but wonder what this place really is.";
- next;
- mes "[Ryosen]";
- mes "Well, so we're all interested in one thing. However, the real problem lies on our structure of the group.";
- next;
- mes "[Ryosen]";
- mes "Three different countries united to take down the comon enemy, Satan Morroc, byt they eventually started to gather and keep the information to themselves.";
- next;
- mes "[Ryosen]";
- mes "So... frankly speaking...";
- mes "Tracking Satan Morroc is not or major concern anymore. Our expedition was formed in such hase that so may things can cause problems in this group.";
- next;
- mes "[Ryosen]";
- mes "People don't believe other members of the group except for the ones from their own countries. They're all so sensitive that every little thing hits a nerve.";
- next;
- mes "[Ryosen]";
- mes "But what can we do? After all, we were gathered to achieve the same goal, and we researchers don't want to cause any trouble among countries. It's really hard for us to live with our complaints.";
- next;
- mes "[Ryosen]";
- mes "I mean... the situation here is... just like the taste of this tea.";
- mes "Just awful!";
- set ep13_1_rhea,3;
- close;
- }
- else if (ep13_1_rhea == 3) {
- mes "[Ryosen]";
- mes "Oh, I spent too much time talking.";
- mes "I should be working now!";
- next;
- mes "[Ryosen]";
- mes "Look at this pile of document files... We're supposed to share all the information within these documents...";
- next;
- mes "[Ryosen]";
- mes "Oh, well... Maybe the same thing's happening at other offices. People from other countries might have hidden some important information behind my back.";
- next;
- mes "[Ryosen]";
- mes "Whatever... Could you deliver this document to the Schwartzvalt and Arunafeltz researchers?";
- next;
- switch(select("Why me?:Alright.")) {
- case 1:
- mes "[Ryosen]";
- mes "... Eh? Didn't you come to help us?";
- close;
- case 2:
- break;
- }
- mes "[Ryosen]";
- mes "Whew~ Very good.";
- mes "No one in our research group wants to visit the offices of the other countries!";
- next;
- mes "[Ryosen]";
- mes "Ok, now, please deliver the file to Hue and Hansenne. Hue's in charge of Schwartzvalt's documents and Hansenne's in chare of Arunafeltz's.";
- next;
- mes "[Ryosen]";
- mes "The file contains the brief introduction and the schedule of the meesting.";
- next;
- mes "[Ryosen]";
- mes "For your information, you should go see Hue at the Schwartzvalt's office first. Otherwise, he'll be whining about it.";
- next;
- mes "[Ryosen]";
- mes "You must check if they read and understand correctly after delivering it. Don't forget to get them to sign at the bottom of the page, just in case.";
- next;
- mes "[Ryosen]";
- mes "Go on now.";
- mes "Just so you know, today's Desert Day. Rune Midgard is sending some desserts through the crack of dimension, regularly.";
- next;
- mes "[Ryosen]";
- mes "Rune Midgard's desserts are definitely the world's best.";
- next;
- mes "[Ryosen]";
- mes "The only thing we enjoy here is that dessert we receive, once a week.";
- next;
- mes "[Ryosen]";
- mes "Schwartzvalt's Pineapple Jubilee is just awful. It tastes something like rusty steel.";
- next;
- mes "[Ryosen]";
- mes "Arunafeltz's Desert Sandwich is nothing better than that. I think that sandwich's made of some old meat, otherwise, we wouldn't have been food poisoned so often!";
- next;
- mes "[Ryosen]";
- mes "But, Rune-Midgart's Strawberry Cake! It's the best.";
- next;
- mes "[Ryosen]";
- mes "Nice and soft spongecake covered with sweet-tasting whipped cream, lots of fresh strawberries on top!";
- mes "Rune-Midgart's top chef, Charles Orleans makes it himself!!!";
- next;
- mes "[Ryosen]";
- mes "Hurry, you must hurry up, or you won't be able to taste this wonderful cake!";
- next;
- mes "- You got the Meeting -";
- mes "- Invitation from Ryosen, -";
- mes "- which briefly explains -";
- mes "- the agenda and schedule -";
- mes "- of the whole meeting! -";
- set ep13_1_rhea,4;
- getitem 6036,1; //Invite_To_Meeting
- changequest 8196,8197;
- close;
- }
- else if ((ep13_1_rhea > 3) && (ep13_1_rhea < 8)) {
- mes "[Ryosen]";
- mes "Hurry up and deliver the document to Hue and Hansenne!";
- next;
- mes "[Ryosen]";
- mes "Don't forget! Schwartzvalt's Hue must get it first, otherwise, he'll nag us like crazy.";
- next;
- mes "[Ryosen]";
- mes "And you must get the document signed at the bottom before you bring it back.";
- next;
- mes "[Ryosen]";
- mes "Hurry, you must hurry up or you won't be able to taste this wonderfull cake!";
- close;
- }
- else if (ep13_1_rhea == 8) {
- if (countitem(6036) > 0) {
- mes "[Ryosen]";
- mes "Ah, welcome back!";
- next;
- mes "[Ryosen]";
- mes "Must've been hard to get them all signed. Well done!";
- next;
- mes "[Ryosen]";
- mes "Hue's so egotistic and stubborn. He thinks he's some kind of royale... and Hansenne... Whew~nobody ever gets what he's just talking about.";
- mes "He's just ridiculous.";
- next;
- mes "[Ryosen]";
- mes "Thank you for dealing with those guys. I've got to go through the file now. Please give me the Invitation.";
- delitem 6036,1; //Invite_To_Meeting
- set ep13_1_rhea,9;
- close;
- }
- else {
- mes "[Ryosen]";
- mes "Please get Hue and Hansenne to sign the Inviation, then come back.";
- next;
- mes "[Ryosen]";
- mes "Hurry, you must hurry up or you won't be able to taste this wonderfull cake!";
- close;
- }
- }
- else if (ep13_1_rhea == 9) {
- mes "[Ryosen]";
- mes "Huhuhuhu, what a sight...!";
- next;
- mes "[Ryosen]";
- mes "This autograph here looks like Hue's. See, the letters are all so strongly pressed down with his anger. This one here should be Hansenne's, scrawled without thinking.";
- next;
- mes "[Ryosen]";
- mes "How was it? Did you have a chance t find out what the problem is among us researchers?";
- next;
- mes "[Ryosen]";
- mes "This isn't all because of the different personalities. Lots of other members have similar problems. Howerver, the problem among us three: Hue, Hansenne and I... is just more visible than others.";
- next;
- mes "[Ryosen]";
- mes "So, here we are. We are finally ordered to have a meeting and supposed to find the way to solve our problem.";
- next;
- mes "[Ryosen]";
- mes "But, do you know what really would be the best solution for us? It's to avoid meeting face to face.";
- next;
- mes "[Ryosen]";
- mes "It wasn't our will to have this meeting, and I never imagined they'd sign this thing... Well, I just feel like I've been punched in the head or something.";
- next;
- mes "[Ryosen]";
- mes "Well, it's already spilled milk. I need to go to that meeting whether I like it or not. Could you please send this to the Official of the United Research?";
- next;
- mes "[Ryosen]";
- mes "In the meantime, I should prepare myself for the meeting.";
- set ep13_1_rhea,10;
- getitem 6036,1; //Invite_To_Meeting
- changequest 8197,8198;
- close;
- }
- else if (ep13_1_rhea == 10) {
- mes "[Ryosen]";
- mes "It wasn't our will to have this meeting, and I never imagined they'd sign this thing... Well, I just feel like I've been punched in the head or something.";
- next;
- mes "[Ryosen]";
- mes "Well, it's already spilled milk. I need to go to that meeting whether I like it or not. Could you please send this to the Official of the United Research?";
- next;
- mes "[Ryosen]";
- mes "In the meantime, I should prepare myself for the meeting.";
- close;
- }
- else if (ep13_1_rhea == 11) {
- mes "[Ryosen]";
- mes "Hi! Did you give that Invitation to the Official?";
- next;
- mes "[Ryosen]";
- mes "Oh, goo to hear that it's delivered safely.";
- mes "Anyway, what brings you here again?";
- mes "Would you like some tea? We haven't got any dessert yet. I only have some tea to offer.";
- next;
- select("Can I help you with anything?");
- mes "[Ryosen]";
- mes "Help?";
- mes "Well, there are tons of things waiting for help!";
- next;
- mes "[Ryosen]";
- mes "Nice Timing.";
- mes "I've requested something from the Arunafeltz office but haven't gotten anything yet. Could you get it from Hansenne?";
- next;
- mes "[Ryosen]";
- mes "I need that for the meeting, but he never sends it to me. He must've forgotten about it, again! You'll help me with this, right!?";
- set ep13_1_rhea,12;
- changequest 8199,8200;
- close;
- }
- else if (ep13_1_rhea == 12) {
- mes "[Ryosen]";
- mes "I've requested something from the Arunafeltz office but haven't gotten anything yet. Could you get it from Hansenne?";
- next;
- mes "[Ryosen]";
- mes "I need that for the meeting, but he never sends it to me. He must've forgotten about it, again! You'll help me with this, right!?";
- close;
- }
- else if (ep13_1_rhea == 13) {
- mes "[Ryosen]";
- mes "Huh? Are you serious???? Dropped it on a bridge while playing treasure hunting???";
- next;
- mes "[Ryosen]";
- mes "Hansenne! What and itiot! I knew it! His brain must've been melted with hot air!";
- mes "Aarrrrr!!!!! Can't believe this!!";
- next;
- mes "[Ryosen]";
- mes "What the heck should I do??? The meesting's soon!!!";
- mes "Oh my! I really, prefer to work alone. Oh, I hate those guys!";
- mes "I hate foreigners.";
- close;
- }
- else if (ep13_1_rhea == 14) {
- if (countitem(6037) > 0) {
- mes "[Ryosen]";
- mes ".....Whew... completely soaked, so loosely binded...torn here and there... I can't even read this thing!";
- next;
- mes "[Ryosen]";
- mes "What is he expecting from me with this!!!!";
- next;
- mes "[Ryosen]";
- mes "Aarrrrr!!!!! This is a nightmare!";
- close;
- }
- else {
- mes "[Ryosen]";
- mes "Huh? Are you serious???? Dropped it on a bridge while playing treasure hunting???";
- next;
- mes "[Ryosen]";
- mes "Hansenne! What and idiot! I knew it! His brain must've been melted with hot air!";
- mes "Aarrrrr!!!!! Can't believe this!!";
- next;
- mes "[Ryosen]";
- mes "What the heck should I do??? The meesting's soon!!!";
- mes "Oh my! I really, prefer to work alone. Oh, I hate those guys!";
- mes "I hate foreigners.";
- close;
- }
- }
- else if (ep13_1_rhea == 18) {
- if (countitem(6038) > 0) {
- mes "[Ryosen]";
- mes "...Oh, this is...";
- next;
- mes "[Ryosen]";
- mes "This is the document I requested.";
- mes "I thought the document was lost at some bridge and ruined completely, but then...";
- next;
- mes "[Ryosen]";
- mes "Wow... this document is amazingly neat. Looks like Hue's the one who made this... He's really picky, if you know what I mean... Anyway, it's pretty impressive...";
- next;
- mes "[Ryosen]";
- mes "I'm so relieved I got this before the meeting. I've got to go now.";
- mes "I'm running late.";
- next;
- mes "[Ryosen]";
- mes "But first, I have to find another document for the meeting. Could you please ask the Official to wait for me a bit?";
- next;
- mes "[Ryosen]";
- mes "Please, the meeting's gonna begin soon.";
- delitem 6038,1; //Neat_Report
- set ep13_1_rhea,19;
- changequest 8204,8205;
- close;
- }
- else {
- mes "[Ryosen]";
- mes "How could I go to the meeting without the research report??!";
- next;
- mes "[Ryosen]";
- mes "Oh my! I really, prefer to work alone. Oh, I hate those guys!";
- mes "I hate foreigners.";
- close;
- }
- }
- else if (ep13_1_rhea == 19) {
- mes "[Ryosen]";
- mes "Could you please ask the Official to wait for me a bit?";
- next;
- mes "[Ryosen]";
- mes "I have to find another document for the meeting. Please, hurry.";
- close;
- }
- else if (ep13_1_rhea == 20) {
- mes "[Ryosen]";
- mes "Ah..... That... in that meeting room... Is.. everything alright now?";
- close;
- }
- else if ((ep13_1_rhea > 20) && (ep13_1_rhea < 25)) {
- mes "[Ryosen]";
- mes "Oh, I need to be left alone for a while.";
- close;
- }
- else if (ep13_1_rhea == 25) {
- mes "[Ryosen]";
- mes "Krrrrrrrr! Ugh...!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Uhhhh...";
- next;
- mes "[Ryosen]";
- mes "I know, I know! I went too far!";
- mes "I was just so shocked and disappointed at the same time.";
- mes "After all, it was just a cake...";
- next;
- mes "[Ryosen]";
- mes "I wasn't very mature.";
- mes "Oh, what have I done?";
- mes "I should go an apologize.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Wait! Hue wanted me to bring this to you.";
- next;
- if (countitem(6038) > 0) {
- mes "[Ryosen]";
- mes "A report... ?";
- mes "Ahhh... the one I left in the meeting room...";
- next;
- mes "- Ryosen takes the report -";
- mes "- and gives a glance -";
- mes "- at the memo stuck on it. -";
- next;
- }
- else {
- mes "[Ryosen]";
- mes "... ?";
- next;
- mes "[Ryosen]";
- mes "Oh. What are you talking about?";
- close;
- }
- mes "[Ryosen]";
- mes "Ah. I'm so embarrassed.";
- next;
- mes "[Ryosen]";
- mes "Oh, I didn't expect to get an apology. This is such a shame.";
- next;
- mes "[Ryosen]";
- mes "Now that I think of it. I didn't even say 'thank you' to him for restoring my documents...";
- next;
- mes "[Ryosen]";
- mes "Ok. I should setup another meeting ASAP. That way, we'd have a chance to get to know each other.";
- next;
- mes "[Ryosen]";
- mes "So... Could you do me another favor?";
- mes "Could you go see the Official in my stead and set up a meeting?";
- next;
- mes "[Ryosen]";
- mes "Oh! And... Here's Rune-Midgart's fresh strawberry cake. This is for you. I'm so sorry I haven't even offered you a piece. I was so distracted with stress, I think.";
- next;
- mes "[Ryosen]";
- mes "Thank you so much for everything you've done. And... pleade don't forget to do me this last favor, going to the Official and setting up a meeting.";
- next;
- mes "[Ryosen]";
- mes "I... think I should prepare for the meeting again.";
- next;
- mes "[Ryosen]";
- mes "Again, thank you so much.";
- delitem 6038,1; //Neat_Report
- set ep13_1_rhea,26;
- getitem 12319,1; //Strawberry_Cake
- changequest 8209,8210;
- close;
- }
- else if ((ep13_1_rhea > 25) && (ep13_1_rhea < 100)) {
- mes "[Ryosen]";
- mes "Ok. I should setup another meeting ASAP. That way, we'd have a chance to get to know each other.";
- next;
- mes "[Ryosen]";
- mes "Could you go see the Official in my stead and set up a meeting?";
- mes "I... think I should prepare for the meeting again.";
- next;
- mes "[Ryosen]";
- mes "Thank you so much.";
- close;
- }
- else if (ep13_1_rhea > 99) {
- mes "[Ryosen]";
- mes "Ah, hello adventurer!";
- next;
- mes "[Ryosen]";
- mes "I don't know how to thank you.";
- mes "You can't imagine how greatful I feel!";
- next;
- mes "[Ryosen]";
- mes "Oh, but then... Have you ever seen a ^0000ffMystic Horn^000000? I'd love to get one.";
- mes "I heard you can get this thing from a monster named, 'Cornus' found in the fields.";
- next;
- mes "[Ryosen]";
- mes "Or... do you have any ^0000ffMystic Horns^000000 with you? Of course, I'm not saying that I want it for free. If you'd give me 5 ^0000ff5 Mystic Horns^000000, I'd give you my Rune-Midgart's Strawberry Cake.";
- next;
- switch(select("I haven't seen such a thing.:Oh, ok, I'll give you!")) {
- case 1:
- mes "[Ryosen]";
- mes "Mmmmmmm~";
- next;
- mes "[Ryosen]";
- mes "If by any chance you find one, please come back to me.";
- close;
- case 2:
- if (countitem(12319) > 4) {
- mes "[Ryosen]";
- mes "Huh?";
- next;
- mes "[Ryosen]";
- mes "You have Rune-Midgart's Strawberry Cake?";
- next;
- mes "[Ryosen]";
- mes "How come you haven't had it yet?";
- mes "You should quickly finish that cake or else, somebody would steal it from you.";
- close;
- }
- break;
- }
- mes "[Ryosen]";
- mes "I don't need it!";
- next;
- mes "[Ryosen]";
- mes "... Haha, I'm joking...";
- next;
- if (countitem(6023) > 4) {
- mes "[Ryosen]";
- mes "Are you really, honestly, positively sure you want to exchange them for my cake?";
- next;
- switch(select("No way.:Yeah... I'll exchange.")) {
- case 1:
- mes "[Ryosen]";
- mes "Ahhh...";
- next;
- mes "[Ryosen]";
- mes "Come back any time if you change your mind.";
- close;
- case 2:
- break;
- }
- mes "[Ryosen]";
- mes "I don't need it!";
- mes "... Haha, I'm joking...";
- next;
- mes "[Ryosen]";
- mes "I heard you could extract some magical energy form Mystic Horns and use it. Anyway, thank you!";
- delitem 6023,5; //Mystic_Horn
- getitem 12319,1; //Strawberry_Cake
- close;
- }
- else {
- mes "[Ryosen]";
- mes "You lie! You don't even have any!!";
- next;
- mes "[Ryosen]";
- mes "Please, if you find any Mystic Horns, come back to me!";
- close;
- }
- }
- else {
- mes "[Ryosen]";
- mes "Please, don't touch anything!";
- close;
- }
- }
- else {
- mes "[Ryosen]";
- mes "You know somethig... Something comes out from this thing...";
- next;
- mes "[Ryosen]";
- mes "If anyone tried to talk to you in the middle of the night, you should just walk away... Don't ever look back!!";
- next;
- mes "[Ryosen]";
- mes "And don't stare at the crack of dimension... or you'd be dragged to somewhere mysterious and never be able to come back...huhuhuhu...";
- close;
- }
-}
-
-mid_camp,247,255,1 script Hue#ep131_rhea02 868,{
- if (checkweight(1201,1) == 0) {
- mes "[Hue]";
- mes "Why are you carrying so much stuff?";
- mes "Are you working out?";
- close;
- }
- if (ep13_ryu > 99) {
- if (ep13_1_rhea < 4) {
- mes "[Hue]";
- mes "What is it you want?";
- next;
- mes "[Hue]";
- mes "Don't walk around this place without thinking.";
- mes "After all, it'll be you who'd be in trouble.";
- close;
- }
- else if (ep13_1_rhea == 4) {
- if (countitem(6036) > 0) {
- mes "[Hue]";
- mes "What is it you want?";
- next;
- mes "[Hue]";
- mes "You can't just come and go around as you please here. This is a restricted area.";
- next;
- switch(select("Sorry...:I came to show you this.")) {
- case 1:
- mes "[Hue]";
- mes "You're just helpless, aren't you?";
- close;
- case 2:
- break;
- }
- mes "[Hue]";
- mes "What's that?";
- next;
- mes "[Hue]";
- mes "...An invitation to the meeting... ?";
- next;
- mes "[Hue]";
- mes "Haha. You expect me to accept this?";
- mes "As always, scheduling things as they want, report to us to accept it...";
- next;
- mes "[Hue]";
- mes "I can't think of any other words to describe them, except for this word: RUDE!";
- next;
- mes "[Hue]";
- mes "Never ever asking for our opinion and always delivering things through some strangers... By the way, no offense...";
- next;
- mes "[Hue]";
- mes "THey don't ever take the official route! Rune-Midgartish way of reporting! Very unprofessional!";
- next;
- mes "[Hue]";
- mes "Anyway, what is this meeting about?";
- mes "Give it to me. I should read it at least.";
- next;
- mes "[Hue]";
- mes "You should have some Sand chips while I'm reading this. Don't expect any taste, it's from Arunafeltz.";
- delitem 6036,1; //Invite_To_Meeting
- set ep13_1_rhea,5;
- close;
- }
- else {
- mes "[Hue]";
- mes "What are you doing here?";
- next;
- mes "[Hue]";
- mes "You can't go around this place as you want. This is a restricted area.";
- close;
- }
- }
- else if (ep13_1_rhea == 5) {
- set .@shu_agree00,rand(1,4);
- if (.@shu_agree00 == 2) {
- mes "[Hue]";
- mes "...Meeting Schedule, on the Xth day, from hh:mm to hh:mm...";
- mes "Location... Rune-Midgart's camp...";
- mes "Ha! I knew it. Rune-Midgart's camp again!";
- next;
- mes "[Hue]";
- mes "Objectives... to report on the researching progress of tracking Satan Morroc and the Ash-Vacuum!";
- next;
- mes "[Hue]";
- mes "Having some time to get to know each other??? Haaaaa!";
- next;
- mes "[Hue]";
- mes "Well, thank you for entertaining me. You should tell Ryosen that.";
- next;
- switch(select("Ok, I will.:Please sign the invitation.")) {
- case 1:
- mes "[Hue]";
- mes "Well, you should also tell him that I think he's very talented in settin up comedy. Hahaha.";
- close;
- case 2:
- break;
- }
- mes "[Hue]";
- mes "... Sign this thing???";
- next;
- mes "[Hue]";
- mes "You mean this meeting's for real???";
- next;
- mes "[Hue]";
- mes "Oh my!";
- mes "I have never seen an official invitation to be this stupid-looking!";
- next;
- mes "- Hue got so furious and pressed the pen so hard that the ball point got pushed in. Then he threw the document after signing it. -";
- next;
- mes "[Hue]";
- mes "Well, at least I respect that Ryosen hasn't forgotten the reporting order. So, you're off to Arunafeltz now?";
- next;
- mes "[Hue]";
- mes "You'll experience some hard time talking to Hansenne... It'll be like testing your patience.";
- mes "Good luck!";
- set ep13_1_rhea,6;
- getitem 6036,1; //Invite_To_Meeting
- close;
- }
- else if (.@shu_agree00 == 3) {
- mes "[Hue]";
- mes "Come on, what's the hurry?";
- mes "Wait a few more minutes, I didn't finish reading it!";
- close;
- }
- else {
- mes "[Hue]";
- mes "You should have some Sand chips while I'm reading this. Don't expect any taste, it's from Arunafeltz.";
- close;
- }
- }
- else if (ep13_1_rhea == 6) {
- mes "[Hue]";
- mes "I'm not sure if everyone from Arunafeltz is like him, but, it'll be like testing your patience to get Hansenne to read this thing.";
- mes "You can trust me on that one. Good luck.";
- close;
- }
- else if (ep13_1_rhea == 15) {
- if (countitem(6037) > 0) {
- mes "[Hue]";
- mes "What is this stupid looking pile of documents?";
- next;
- mes "[Hue]";
- mes "Is this the file Ryosen requested from Hansenne??? The one which is all ruined...?";
- next;
- mes "[Hue]";
- mes "Ha! Tsk,tsk! Is this some kind of joke?! Who'd manage the files like this? I'd never know!";
- next;
- mes "[Hue]";
- mes "Whew... I can't even stand looking at it! Oh just, give it to me!";
- next;
- mes "[Hue]";
- mes "Too bad I'm not in Schwartzvalt. I could use our document restoring machine back at home... Ugh! Now I gotta do everything manually.";
- next;
- mes "[Hue]";
- mes "Hmmm. It's completely soaked. I Should dry this thing first and iron these crumples. Then, I should restore the texts.";
- next;
- mes "[Hue]";
- mes "I need some materials. You gotta help me on this. I need ^0000ff1 Fan, 1 Old Frying Pan, 1 Flame Stone, 1 Chinese Ink^000000.";
- next;
- mes "[Hue]";
- mes "Hey, hey... don't look at me like that. I know you're not delighted to do these things but think about it, what about me? Why should I restore this garbage?";
- next;
- mes "[Hue]";
- mes "Listen, sometimes, we've got to do things we don't like in order to get things accomplished.";
- next;
- mes "[Hue]";
- mes "Just don't gorget that the file will be restored as fast as you prepare those things for me.";
- set ep13_1_rhea,16;
- changequest 8202,8203;
- close;
- }
- else {
- mes "[Hue]";
- mes "I wonder if the preparation for the meeting's going ok.";
- next;
- mes "[Hue]";
- mes "I heard Ryosen say that the file he requested from Hansenne is all ruined. I hope I dont get involved in that trouble.";
- close;
- }
- }
- else if (ep13_1_rhea == 16) {
- if ((countitem(6037) > 0) && (countitem(7262) > 0) && (countitem(7031) > 0) && (countitem(7521) > 0) && (countitem(1024) > 0)) {
- mes "[Hue]";
- mes "Impressive. That was fast enough.";
- next;
- mes "[Hue]";
- mes "Give them to me.";
- mes "I have no time to waste.";
- next;
- mes "[Hue]";
- mes "Could you please sit there and wait for me while I restore this file?";
- delitem 6037,1; //Rough_File
- delitem 7262,1; //Fan
- delitem 7031,1; //Old_Frying_Pan
- delitem 7521,1; //Flame_Stone
- delitem 1024,1; //Chinese_Ink
- set ep13_1_rhea,17;
- close;
- }
- else {
- mes "[Hue]";
- mes "Hmmm. It's completely soaked. I Should dry this thing first and iron these crumples. Then, I should restore the texts.";
- next;
- mes "[Hue]";
- mes "I need some materials. You gotta help me on this. I need ^0000ff1 Fan, 1 Old Frying Pan, 1 Flame Stone, 1 Chinese Ink^000000.";
- next;
- mes "[Hue]";
- mes "Just don't gorget that the file will be restored as fast as you prepare those things for me.";
- close;
- }
- }
- else if (ep13_1_rhea == 17) {
- if (rand(1,4) == 2) {
- mes "[Hue]";
- mes "There!";
- next;
- mes "[Hue]";
- mes "The binding was too loose, so I re-arranged and bound the file all over again. This is how the true official document should look like. I really think they should learn how to arrange files.";
- next;
- mes "[Hue]";
- mes "Please, deliver this file before it's too late. The meeting's gonna begin soon.";
- set ep13_1_rhea,18;
- getitem 6038,1; //Neat_Report
- changequest 8203,8204;
- close;
- }
- else {
- mes "[Hue]";
- mes "Hey, stop pushing me.";
- next;
- mes "[Hue]";
- mes "I have to be extra careful with this kind of work, ok? Can't you sit quietly over there? Take a nap or something.";
- close;
- }
- }
- else if (ep13_1_rhea == 18) {
- mes "[Hue]";
- mes "The binding was too loose, so I re-arranged and bound the file all over again. This is how the true official document should look like. I really think they should learn how to arrange files.";
- next;
- mes "[Hue]";
- mes "Please, deliver this file before it's too late. The meeting's gonna begin soon.";
- close;
- }
- else if (ep13_1_rhea == 19) {
- mes "[Hue]";
- mes "Well, finally... It's time for the meeting.";
- next;
- mes "[Hue]";
- mes "Like it or not... I should go in.";
- close;
- }
- else if (ep13_1_rhea == 20) {
- mes "[Hue]";
- mes "..................";
- next;
- mes "[Hue]";
- mes ".....Ittt....Is... it still there... ?";
- close;
- }
- else if ((ep13_1_rhea > 20) && (ep13_1_rhea < 24)) {
- mes "- Looks like he's thinking about something... very seriously. -";
- close;
- }
- else if (ep13_1_rhea == 24) {
- mes "[Hue]";
- mes "I just decided I can't stay like this.";
- next;
- mes "[Hue]";
- mes "I couldn't confess the truth when Hansenne said he ruined the cake instead of me.";
- next;
- mes "[Hue]";
- mes "I was so bewildered that I lost the chance to say anything... but... I was such a coward to admit that I was the one who caused the trouble.";
- next;
- mes "[Hue]";
- mes "I must apologize.";
- mes "But then...";
- next;
- mes "[Hue]";
- mes "Oh, I'm so embarrassed to see him face to face. Or.. how about...";
- next;
- mes "[Hue]";
- mes "Here, this is the Rune-Midgart's report I took with me when everything went messy in the meeting room. Could you please give this to Ryosen?";
- next;
- mes "[Hue]";
- mes "I'm sorry to ask you this but...";
- mes "Could you? For this, I'll give you some Schwartzvalt's Pineapple Jubilee.";
- next;
- mes "[Hue]";
- mes "Please give this report to Ryosen.";
- mes "Thank you.";
- set ep13_1_rhea,25;
- getitem 6038,1; //Neat_Report
- getitem 12320,1; //Pineapple_Juice
- changequest 8208,8209;
- close;
- }
- else if ((ep13_1_rhea > 24) && (ep13_1_rhea < 100)) {
- mes "[Hue]";
- mes "Oh, I'm so embarrassed to see him face to face. Or.. how about...";
- next;
- mes "[Hue]";
- mes "Here, this is the Rune-Midgart's report I took with me when everything went messy in the meeting room. Could you please give this to Ryosen?";
- next;
- mes "[Hue]";
- mes "I'm sorry to ask you this but...";
- mes "Could you?";
- close;
- }
- else if (ep13_1_rhea > 99) {
- mes "[Hue]";
- mes "Ah, hello!";
- next;
- mes "[Hue]";
- mes "If it weren't for you, we wouldn't be able to get along at all.";
- mes "I don't know how to thank you!";
- next;
- mes "[Hue]";
- mes "Have you ever seen something called, ^0000ffFur^000000 ?";
- mes "I hear you can get it from the monsters called 'Tatacho' and 'Hillsrion' in the fields.";
- next;
- mes "[Hue]";
- mes "Could you bring ^0000ffFur^000000 if you get some? I'm not asking it for free.";
- mes "I'll give you my Pineapple Jubilee from Schwartzvalt, if you bring me ^0000ff5 Furs^000000.";
- next;
- switch(select("I don't have any, right now.:Oh, I'll give you Fur.")) {
- case 1:
- mes "[Hue]";
- mes "Alright, you don't have any.";
- next;
- mes "[Hue]";
- mes "Please give me some when you get some.";
- close;
- case 2:
- if (countitem(12320) > 4) {
- mes "[Hue]";
- mes "Ah, oh my.";
- next;
- mes "[Hue]";
- mes "You already have the Pineapple Jubilee from Schwartzvalt!";
- next;
- mes "[Hue]";
- mes "I think you should drin that thing fast. Otherwise, all the ice will melt and it'll taste like some kinda medicine!";
- close;
- }
- break;
- }
- mes "[Hue]";
- mes "Ah, are you sure you want to exchange?";
- next;
- if (countitem(6020) > 4) {
- mes "[Hue]";
- mes "Oh, so it's the thing called, Fur??";
- next;
- mes "[Hue]";
- mes "Are you sure you want to exchange this for my Pineapple Jubilee?";
- next;
- switch(select("No way.:sure.")) {
- case 1:
- mes "[Hue]";
- mes "Ahhhhh...";
- next;
- mes "[Hue]";
- mes "Come back any time if you change your mind.";
- close;
- case 2:
- break;
- }
- mes "[Hue]";
- mes "Thank you so much.";
- next;
- mes "[Hue]";
- mes "I always needed this because the weather here is colder then I expected. I'm sure this will keep me warm.";
- delitem 6020,5; //Fur
- getitem 12320,1; //Pineapple_Juice
- close;
- }
- else {
- mes "[Hue]";
- mes "Well, I don't think you have any Fur.";
- next;
- mes "[Hue]";
- mes "Please come back if you find any Fur.";
- close;
- }
- }
- else {
- mes "[Hue]";
- mes "Don't walk around this area. It's restricted.";
- close;
- }
- }
- else {
- mes "[Hue]";
- mes "What are you doing here?";
- next;
- mes "[Hue]";
- mes "Don't walk around this place without thinking.";
- mes "After all, it'll be you who'd be in trouble.";
- close;
- }
-}
-
-mid_camp,222,218,3 script Hansenne#ep131_rhea03 931,{
- if (checkweight(1201,1) == 0) {
- mes "[Hansenne]";
- mes "Why are you carrying so much stuff?";
- mes "Are you working out?";
- close;
- }
- if (ep13_ryu > 99) {
- if (ep13_1_rhea < 6) {
- mes "[Hansenne]";
- mes "Who's there?";
- next;
- mes "[Hansenne]";
- mes "Who's here?";
- next;
- mes "[Hansenne]";
- mes "Haha, hahaha, hahahahahahahahaha.";
- close;
- }
- else if (ep13_1_rhea == 6) {
- if (countitem(6036) > 0) {
- mes "[Hansenne]";
- mes "Hmmm? What brings you here?";
- next;
- mes "[Hansenne]";
- mes "Of course, your feet brought you here!?!";
- next;
- mes "[Hansenne]";
- mes "Haha, hahaha, hahahahahahahahaha.";
- next;
- switch(select("......:Come and look at this.")) {
- case 1:
- mes "[Hansenne]";
- mes "What are you looking at?";
- mes "Something I said?";
- close;
- case 2:
- break;
- }
- mes "[Hansenne]";
- mes "What's that?";
- next;
- mes "[Hansenne]";
- mes "An invitation to the meeting?";
- next;
- mes "[Hansenne]";
- mes "Hmm, Ryosen from Rune-Midgarts made it and... Hue from Schwartzvalt agreed to sign it too?";
- next;
- mes "[Hansenne]";
- mes "Hmmm, that's not funny at all.";
- next;
- mes "[Hansenne]";
- mes "They're so boring. They always report to me after making all the decisions. No sense of humor... so stubborn and strict... They're totally not my style.";
- next;
- mes "[Hansenne]";
- mes "Anyway, give it to me.";
- mes "I should have a look at least.";
- next;
- mes "[Hansenne]";
- mes "You should take a rest, while I'm reading this. Oh, have some Poring Candy from Rune-Midgarts. It's terribly sour and sometimes salty. Funny taste, huh?";
- delitem 6036,1; //Invite_To_Meeting
- set ep13_1_rhea,7;
- close;
- }
- else {
- mes "[Hansenne]";
- mes "Hmmm? Are you from Rune-Midgarts?";
- next;
- mes "[Hansenne]";
- mes "Then where's the person from Rude Midgard? Hahahahah, do you get my joke?";
- next;
- mes "[Hansenne]";
- mes "Haha, hahaha, hahahahahahahahaha.";
- close;
- }
- }
- else if (ep13_1_rhea == 7) {
- set .@shu_agree00,rand(1,5);
- if (.@shu_agree00 == 1) {
- mes "[Hansenne]";
- mes "Mmmmmm~";
- next;
- mes "- Hansenne picks up the file -";
- mes "- and suddenly gets serious -";
- mes "- while turning the pages... -";
- close;
- }
- else if (.@shu_agree00 == 2) {
- mes "[Hansenne]";
- mes "Mmmmmm~";
- next;
- mes "- Hansenne drops some kind of liquid on the file document, and carefully looks at it. -";
- close;
- }
- else if (.@shu_agree00 == 3) {
- mes "[Hansenne]";
- mes "Meeting Schedule... on the Umpth day, from then-o'clock to later-o'clock";
- mes "Haha, hahaha, hahahahahahahahaha.";
- mes "Meeting Schedule, shmeating schedule... Beating Schedule!!";
- next;
- mes "[Hansenne]";
- mes "Location... Rune-Midgart's camp!";
- mes "Rude-Midgard's camp!?!?";
- mes "Are they camping in that place??";
- mes "Haha, hahaha, hahahahahahahahaha.";
- next;
- mes "[Hansenne]";
- mes "Objectives... to report on the researching progress of tracking Satan Morroc and of the Ash-Vacuum!";
- next;
- mes "[Hansenne]";
- mes "Ash-Vacuum!";
- mes "Ash-Vacuum... what is that, a homemaker's device???";
- mes "Haha, hahaha, hahahahahahahahaha.";
- next;
- mes "[Hansenne]";
- mes "...and a very useless one which vacuums only ash!";
- mes "Haha, hahaha, hahahahahahahahaha.";
- next;
- mes "[Hansenne]";
- mes "Ehhhhh? And what's this? Having some time to get to know each other??? ...Pffthahahahaha...";
- mes "Aaahahahahaha.";
- next;
- switch(select("What's so funny?!:Hey, just sign this thing.")) {
- case 1:
- mes "[Hansenne]";
- mes "Haha...get to know each other...";
- mes "Pffftahahaha.";
- mes "Haha, hahaha, hahahahahahahahaha.";
- close;
- case 2:
- break;
- }
- mes "[Hansenne]";
- mes "Phew! Excuse me!";
- mes "I can't help it! I can't stand this! What the heck!!! What do we have to know about each other???";
- mes "Hahaha!";
- next;
- mes "- Hansenne signs the paper -";
- mes "- with a shaking hand -";
- mes "- still laughing out loud. -";
- next;
- mes "[Hansenne]";
- mes "Puhhh-haha, this is unbelievable.";
- mes "Ryosen's avery funny guy. Well, he wouldn't know how funny he is...";
- mes "Haha, you should tell him that.";
- mes "Haha, hahaha, hahahahahahahahaha.";
- set ep13_1_rhea,8;
- getitem 6036,1; //Invite_To_Meeting
- close;
- }
- else if (.@shu_agree00 == 4) {
- mes "[Hansenne]";
- mes "Ahhh, wait. I didn't finish reading it.";
- next;
- mes "[Hansenne]";
- mes "I didn't finish reading it.";
- next;
- mes "[Hansenne]";
- mes "Haha, hahaha, hahahahahahahahaha.";
- close;
- }
- else {
- mes "[Hansenne]";
- mes "Hush! Please don't talk! We must pray now!";
- next;
- mes "- He takes a bow silently, -";
- mes "- toward the sky, -";
- mes "- with his eyes firmly closed. -";
- close;
- }
- }
- else if (ep13_1_rhea == 8) {
- mes "[Hansenne]";
- mes "I got it, I got it. I should go to the meeting. Ryosen's really a funny guy, if you know what I mean.";
- mes "Please, thank him for entertaining me. Haha, hahaha,";
- mes "hahahahahahahahaha.";
- close;
- }
- else if (ep13_1_rhea == 12) {
- mes "[Hansenne]";
- mes "Hmmm? You again?";
- next;
- mes "[Hansenne]";
- mes "What are you doing here?";
- next;
- switch(select("I missed you.:I came to pick up the requested document.")) {
- case 1:
- mes "[Hansenne]";
- mes "You what?";
- next;
- mes "[Hansenne]";
- mes "You missed me? Don't expect a kiss!";
- mes "Haha, hahaha, hahahahahahahahaha.";
- close;
- case 2:
- break;
- }
- mes "[Hansenne]";
- mes "A requested document? Did Ryosen send you?";
- next;
- mes "[Hansenne]";
- mes "Hmmmmm.";
- mes "Wait for me here. Now, where did I put it...?";
- next;
- mes "[Hansenne]";
- mes "Hmmmmm~?";
- next;
- mes "[Hansenne]";
- mes "Ahhhh!";
- mes "Hmmmmm, right, right!";
- next;
- mes "[Hansenne]";
- mes "It's gone!";
- next;
- mes "[Hansenne]";
- mes "I lost it. I think I might have dropped it into the river or something when I played treasure-hunting on a bridge!";
- next;
- mes "[Hansenne]";
- mes "But you know, the funny thing is... I heard my parents picked me up on a bridge when I was a baby, and now I lost the document on a bridge! What a coincidence! Haha, hahaha, hahahahahahahahaha.";
- next;
- mes "[Hansenne]";
- mes "It'll take time to make it all over. Although... Hmm... Should I go fishing and catch that thing~?";
- mes "Those pussycats on the South-West can teach us fishing, you know.";
- next;
- mes "[Hansenne]";
- mes "Maybe we can catch that document with a fishing rod if we're lucky!";
- mes "Wow!";
- set ep13_1_rhea,13;
- changequest 8200,8201;
- close;
- }
- else if (ep13_1_rhea == 13) {
- mes "[Hansenne]";
- mes "I lost it. I think I might have dropped it into the river or something when I played treasure-hunting on a bridge!";
- next;
- mes "[Hansenne]";
- mes "But you know, the funny thing is... I heard my parents picked me up on a bridge when I was a baby, and now I lost the document on a bridge! What a coincidence! Haha, hahaha, hahahahahahahahaha.";
- next;
- mes "[Hansenne]";
- mes "It'll take time to make it all over. Although... Hmm... Should I go fishing and catch that thing~?";
- mes "Those pussycats on the South-West can teach us fishing, you know.";
- close;
- }
- else if (ep13_1_rhea == 14) {
- if (countitem(6037) > 0) {
- mes "[Hansenne]";
- mes "Cool, you found it!";
- next;
- mes "[Hansenne]";
- mes "Mmmm, I'm sure this is the one I made, just by looking at this overall shape.";
- next;
- mes "[Hansenne]";
- mes "Hmmmmm, but then... I'm afraid Ryosen would explode when he sees this! Boom!!!";
- next;
- mes "[Hansenne]";
- mes "Schwartzvalt people have some talent in restoring things like this... Why don't you ask Hue to restore this?";
- next;
- mes "[Hansenne]";
- mes "He'd scream so hard and the windows might break. But he'll do it.";
- mes "Haha, hahaha, hahahahahahahahaha.";
- set ep13_1_rhea,15;
- changequest 8201,8202;
- close;
- }
- else {
- mes "[Hansenne]";
- mes "I lost it. I think I might have dropped it into the river or something when I played treasure-hunting on a bridge!";
- next;
- mes "[Hansenne]";
- mes "But you know, the funny thing is... I heard my parents picked me up on a bridge when I was a baby, and now I lost the document on a bridge! What a coincidence! Haha, hahaha, hahahahahahahahaha.";
- next;
- mes "[Hansenne]";
- mes "It'll take time to make it all over. Although... Hmm... Should I go fishing and catch that thing~?";
- mes "Those pussycats on the South-West can teach us fishing, you know.";
- close;
- }
- }
- else if (ep13_1_rhea == 15) {
- mes "[Hansenne]";
- mes "Hmmmmm, it's all screwed up. I'm afraid Ryosen would explode when he sees this! Boom!!!";
- next;
- mes "[Hansenne]";
- mes "Schwartzvalt people have some talent in restoring things like this... Why don't you ask Hue to restore this?";
- next;
- mes "[Hansenne]";
- mes "He'd scream so hard and the windows might break. But he'll do it.";
- mes "Haha, hahaha, hahahahahahahahaha.";
- close;
- }
- else if (ep13_1_rhea == 19) {
- mes "[Hansenne]";
- mes "Hmmmmm~ It's about time.";
- next;
- mes "[Hansenne]";
- mes "I don't wanna get in trouble. I should hurry up.";
- close;
- }
- else if (ep13_1_rhea == 20) {
- mes "[Hansenne]";
- mes "Haha, hahaha....";
- next;
- mes "[Hansenne]";
- mes "That friend of yours never gets my jokes... My sense of humor is... just... out of his league!! Haha, hahaha, hahahahahahahahaha.";
- close;
- }
- else if ((ep13_1_rhea == 21) || (ep13_1_rhea == 22)) {
- mes "[Hansenne]";
- mes "Huh? You again?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Why did you do that?";
- next;
- mes "[Hansenne]";
- mes "Hehhhhh??? What are you talking about? If you wanna blame me for anything, tell me the reason first~";
- mes "Haha, hahaha, hahahahahahahahaha.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I know you're not the one who ruined the cake. I saw it. It was Hue! I saw him clearly when he pressed his hand on the cake when the Thief Bug came out.";
- next;
- mes "[Hansenne]";
- mes "Well... Who cares who did it?";
- mes "It was just a mistake. Nothing's gonna change even if we find out who did it. The cake is still ruined, isn't it?";
- next;
- mes "[Hansenne]";
- mes "Hmmmmm... or... I don't know. Maybe I'm thanlful that he restored my garbage looking file... ?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "But... You were blamed for it.";
- mes "Aren't you feeling bad? It's unfair!";
- next;
- mes "[Hansenne]";
- mes "Well, not really.";
- mes "Ryosen could be very rhough when he gets freaked out, but he will forget about all that soon...";
- next;
- mes "[Hansenne]";
- mes "I understand. He was upset.";
- next;
- mes "[Hansenne]";
- mes "You see, he brought that cake for all of us in there. He wouldn't normally do that, but I guess he wanted to be nice. But then, poof~ the cake was ruined.";
- next;
- mes "[Hansenne]";
- mes "He must've been so upset that we all couldn't share that cake. Isn't it kinda cute?";
- mes "Haha, hahaha, hahahahahahahahaha.";
- set ep13_1_rhea,23;
- close;
- }
- else if (ep13_1_rhea == 23) {
- mes "[Hansenne]";
- mes "Well, it's nothing big. Don't you think?";
- next;
- mes "[Hansenne]";
- mes "He'll be ok soon. He'll get to thinking that it wasn't actually a big deal.";
- next;
- mes "[Hansenne]";
- mes "But the thing is that... the relationship between Ryosen and Hue isn't looking good at all.";
- mes "Why don't you help them get along with each other?";
- next;
- mes "[Hansenne]";
- mes "Sorry for asking these things of you. And... here's Arunageltz's Desert Sandwich. It's nothing special but... tastes pretty good.";
- next;
- mes "[Hansenne]";
- mes "Thank you for doing me a favor.";
- mes "Haha, hahaha, hahahahahahahahaha.";
- set ep13_1_rhea,24;
- getitem 12321,1; //Spicy_Sandwich
- changequest 8207,8208;
- close;
- }
- else if ((ep13_1_rhea > 23) && (ep13_1_rhea < 100)) {
- mes "[Hansenne]";
- mes "The relationship between Ryosen and Hue isn't looking good at all.";
- mes "Why don't you help them get along with each other?";
- close;
- }
- else if (ep13_1_rhea > 99) {
- mes "[Hansenne]";
- mes "Ah, it's you adventurer.";
- next;
- mes "[Hansenne]";
- mes "I heard about you from the Official. Thank you so much for helping us.";
- next;
- mes "[Hansenne]";
- mes "Anyways.. I wonder if you have seen a ^0000ffPeaked Hat^000000. I heard the monster, 'Tatacho' has that hat.";
- next;
- mes "[Hansenne]";
- mes "Can you give me a ^0000ffPeaked Hat^000000 if you have any? I'm not asking for free.";
- mes "For ^0000ff5 Peaked Hats^000000, I'll give you my special dessert!";
- next;
- switch(select("No way.:Sure.")) {
- case 1:
- mes "[Hansenne]";
- mes "No way?";
- next;
- mes "[Hansenne]";
- mes "I'd say, yes way?";
- mes "Haha, hahaha, hahahahahahahahaha.";
- close;
- case 2:
- if (countitem(12321) > 4) {
- mes "[Hansenne]";
- mes "... Huh?";
- next;
- mes "[Hansenne]";
- mes "Oh, it loos like you already have the Arunafeltz's Desert Sandwich.";
- next;
- mes "[Hansenne]";
- mes "You should eat that up before it gets rotten. Maybe it's gone bad already.";
- mes "Haha, hahaha, hahahahahahahahaha.";
- close;
- }
- break;
- }
- mes "[Hansenne]";
- mes "Ah!!! You have it?";
- next;
- if (countitem(6021) > 4) {
- mes "[Hansenne]";
- mes "Oh, you really have those!";
- next;
- mes "[Hansenne]";
- mes "Are you sure you want to give these to me?";
- next;
- switch(select("No way.:Sure.")) {
- case 1:
- mes "[Hansenne]";
- mes "No way. Yes way. This way. That way.";
- mes "Haha, hahaha, hahahahahahahahaha.";
- close;
- case 2:
- break;
- }
- mes "[Hansenne]";
- mes "Ohhhhh, thank you!";
- mes "Ehhmmm, thank you!";
- mes "Geeeee, thank you!";
- mes "Haha, hahaha, hahahahahahahahaha.";
- delitem 6021,5; //Peaked_Hat
- getitem 12321,1; //Spicy_Sandwich
- close;
- }
- else {
- mes "[Hansenne]";
- mes "You haven't got any.";
- next;
- mes "[Hansenne]";
- mes "How about getting some?";
- mes "Haha, hahaha, hahahahahahahahaha.";
- close;
- }
- }
- else {
- mes "[Hansenne]";
- mes "Sasquatch Hydra!!!";
- next;
- mes "[Hansenne]";
- mes "Haha, hahaha, hahahahahahahahaha.";
- close;
- }
- }
- else {
- mes "[Hansenne]";
- mes "Sasquatch Hydra!!!";
- next;
- mes "[Hansenne]";
- mes "Haha, hahaha, hahahahahahahahaha.";
- close;
- }
-}
-
-mid_campin,379,123,5 script Ryosen#ep131_rhea05 748,{
- end;
-OnInit:
- disablenpc "Ryosen#ep131_rhea05";
- end;
-
-OnEnable:
- initnpctimer;
- enablenpc "Ryosen#ep131_rhea05";
- end;
-
-OnDisable:
- disablenpc "Ryosen#ep131_rhea05";
- stopnpctimer;
- end;
-
-OnTimer300000:
- donpcevent "Ryosen#ep131_rhea05::OnDisable";
- end;
-}
-
-mid_campin,372,123,5 script Hue#ep131_rhea06 868,{
- end;
-OnInit:
- disablenpc "Hue#ep131_rhea06";
- end;
-
-OnEnable:
- initnpctimer;
- enablenpc "Hue#ep131_rhea06";
- end;
-
-OnDisable:
- disablenpc "Hue#ep131_rhea06";
- stopnpctimer;
- end;
-
-OnTimer300000:
- donpcevent "Hue#ep131_rhea06::OnDisable";
- end;
-}
-
-mid_campin,375,129,5 script Hansenne#ep131_rhea07 931,{
- end;
-OnInit:
- disablenpc "Hansenne#ep131_rhea07";
- end;
-
-OnEnable:
- initnpctimer;
- enablenpc "Hansenne#ep131_rhea07";
- end;
-
-OnDisable:
- disablenpc "Hansenne#ep131_rhea07";
- stopnpctimer;
- end;
-
-OnTimer300000:
- donpcevent "Hue#ep131_rhea06::OnDisable";
- end;
-}
-
-// Part Time Work
-//============================================================
-mid_camp,1,1,0 script #timer_alba01 844,{
- /*
- mes "Please enter the password";
- next;
- input .@input;
- if (.@input == "1854") {
- mes "Current Status:";
- if ($@PartTimeOn == 1) {
- mes "Recruiting.";
- }
- else {
- mes "Not Recruiting.";
- }
- mes "Recruited part-timers" + $@PartTimeSlots + "part-timers.";
- mes "What do you want to do?";
- next;
- switch(select("Reset the recruiting.:Cancel.")) {
- case 1:
- mes "Recruiting has been reset.";
- mes "Timer has stopped!";
- stopnpctimer;
- next;
- mes "Global values have been reset.";
- set $@PartTimeOn,0;
- set $@PartTimeSlots,0;
- next;
- mes "Recruiting has been reset.";
- mes "Timer has started!";
- donpcevent "#timer_alba01::OnEnable";
- close;
- case 2:
- mes "Canceled.";
- close;
- }
- }
- else {
- mes "Wrong password.";
- close;
- }
- end;
- */
-
-OnInit:
- set $@PartTimeOn,0;
- set $@PartTimeSlots,0;
- initnpctimer;
- end;
-
-OnEnable:
- initnpctimer;
- end;
-
-Onstop:
- stopnpctimer;
- end;
-
-OnTimer1000:
- set $@PartTimeSlots,0;
- set $@PartTimeOn,1;
- mapannounce "mid_camp", "Breeder Taab: Attention adventurers in the camp! I'm recruiting 5 part-timers for my breeding farm. Only the first to arrive here will be hired!",bc_map,"0x00ff00";
- end;
-
-OnTimer180000:
- if ($@PartTimeOn < 5) {
- mapannounce "mid_camp", "Breeder Taab: I'm looking for a part-timer who can work for my breeding farm. If you're interested, please visit me at the farm.",bc_map,"0x00ff00";
- }
- else {
- mapannounce "mid_camp", "Breeder Taab: The recruitment for my breeding farm has ended. I'll see you next time. Thanks!",bc_map,"0x00ff00";
- }
- end;
-
-OnTimer360000:
- if ($@PartTimeOn < 5) {
- mapannounce "mid_camp", "Breeder Taab: I'm looking for a part-timer who can work for my breeding farm. If you're interested, please visit me at the farm.",bc_map,"0x00ff00";
- }
- else {
- mapannounce "mid_camp", "Breeder Taab: The recruitment for my breeding farm has ended. I'll see you next time. Thanks!",bc_map,"0x00ff00";
- }
- end;
-
-OnTimer600000:
- mapannounce "mid_camp", "Breeder Taab: The recruitment for my breeding farm has ended. I'll see you next time. Thanks!",bc_map,"0x00ff00";
- set $@PartTimeOn,0;
- end;
-
-OnTimer7800000:
- donpcevent "#timer_alba01::OnEnable";
- donpcevent "#monster_master::OnEnable";
- end;
-}
-
-mid_camp,143,306,5 script Breeder Taab#ep13_alba 946,{
- if (ep13_ryu > 99) {
- if (ep13_alba < 1) {
- mes "[Taab]";
- mes "How may I help you?";
- next;
- switch(select("What is this place?:I'm here for a job.:No, thanks.")) {
- case 1:
- mes "[Taab]";
- mes "This is where we keep creatures";
- mes "captured here in Ash Vacuum.";
- mes "We study them to understand";
- mes "their characteristics and habits.";
- next;
- mes "[Taab]";
- mes "Of course, scholars and";
- mes "specialists perform the studies.";
- mes "I'm here to tame and breed";
- mes "dangerous monsters.";
- next;
- mes "[Taab]";
- mes "...I hope I can carry them";
- mes "around as my pets.";
- mes "Hillstions are so cute.";
- mes "You can't find such an";
- mes "animal on the mainland,";
- mes "you know?";
- close;
- case 2:
- if ($@PartTimeOn == 0) {
- mes "[Taab]";
- mes "I'm sorry, but I don't need any assistance right now.";
- mes "I'll make an official anouncement if I need help.";
- mes "Please come back then.";
- close;
- }
- else {
- if ($@PartTimeSlots < 5) {
- set $@PartTimeSlots,$@PartTimeSlots+1;
- mes "[Taab]";
- mes "Welcome.";
- mes "Your job is simple:";
- mes "help me out by gathering";
- mes "the animals' feed or by";
- mes "cleaning their cages.";
- mes "These are the available jobs.";
- next;
- if ($@PartTimeSlots == 1) {
- set ep13_alba,1;
- setquest 7042;
- mes "[Taab]";
- mes "Please bring me 50 Fresh Fish.";
- mes "They're feed for Tatachoes.";
- mes "I'm fresh out, and I'll need to restock very soon.";
- next;
- mes "[Taab]";
- mes "You can find them from Tatachoes in the fields.";
- mes "Strange, isn't it?";
- mes "I don't know where they've caught the fish.";
- next;
- mes "[Taab]";
- mes "Thank you in advance.";
- mes "Please bring me feed for Tatachoes: ^4d4dff50 Fresh Fish^000000.";
- close;
- }
- else if ($@PartTimeSlots == 2) {
- set ep13_alba,2;
- setquest 7043;
- mes "[Taab]";
- mes "I've just run out of";
- mes "feed for Cornuses.";
- mes "Can you please bring me";
- mes "^4d4dff30 Great Leaves and 30 Brown Roots^000000?";
- next;
- mes "[Taab]";
- mes "You can find them from";
- mes "Pinguiculas in the fields.";
- mes "Thank you in advance.";
- close;
- }
- else if ($@PartTimeSlots == 3) {
- set ep13_alba,3;
- setquest 7044;
- mes "[Taab]";
- mes "I've just run out of";
- mes "feed for Hillsrions.";
- mes "Scholars think these";
- mes "guys are members";
- mes "of the cat family.";
- mes "I've been trying to feed";
- mes "them various things.";
- next;
- mes "[Taab]";
- mes "This time... I'd like to";
- mes "try Monster's Feed.";
- mes "Can you please bring me";
- mes "^4d4dff20 Monster's Feeds and 30 Pet Foods^000000?";
- next;
- mes "[Taab]";
- mes "Thank you in advance.";
- mes "Don't forget the";
- mes "20 Monster's Feeds";
- mes "and 30 Pet Foods.";
- mes "I hope the Hallsrions";
- mes "will like them.";
- close;
- }
- else if ($@PartTimeSlots == 4) {
- set ep13_alba,4;
- setquest 7045;
- mes "[Taab]";
- mes "This is perfect because";
- mes "I was going to try some";
- mes "new feed for Hillsrions.";
- mes "I tried Monster's Feed,";
- mes "but I don't know if they";
- mes "liked it or not.";
- next;
- mes "[Taab]";
- mes "I want to try Meat this time.";
- mes "Can you please bring me";
- mes "^4d4dff50 Meat^000000 and ^4d4dff30 Pet Foods^000000?";
- next;
- mes "[Taab]";
- mes "Thank you in advance.";
- mes "Don't forget the";
- mes "^4d4dff50 Meat^000000 and ^4d4dff30 Pet Foods^000000";
- mes "I really hope they'll like the Meat.";
- close;
- }
- else {
- // Custom Translation
- set ep13_alba,5;
- setquest 7046;
- mes "[Taab]";
- mes "I would like to place something on the floor of the cage. Something soft, and fur-like should be good. Something to keep the ground dry.";
- next;
- mes "[Taab]";
- mes "Would you collect ^4d4dff30 Fur^000000. This should be very simple, right? I've heard Tatacho and Hillsrion fur is quite durable.";
- next;
- mes "[Taab]";
- mes "Of course, I do not intend to put them into the Hillsrion and Tatacho cage on the ground. I would put them on the ground of the Cornus cage.";
- next;
- mes "[Taab]";
- mes "The Cornus seem to like a warmer climate, and the climate is very unusual here... so it hasn't been very easy for them here.";
- next;
- mes "[Taab]";
- mes "Thank you in advance.";
- mes "Don't forget the";
- mes "^4d4dff30 Fur^000000.";
- close;
- }
- }
- else {
- mes "[Taab]";
- mes "I'm sorry, but I don't need any assistance right now.";
- mes "I'll make an official anouncement if I need help.";
- mes "Please come back then.";
- close;
- }
- }
- case 3:
- mes "[Taab]";
- mes "Please stay far away from the cages.";
- mes "Sometimes, the creatures try to escape their cages.";
- close;
- }
- }
- else if (ep13_alba == 1) {
- if (countitem(579) > 49) {
- mes "[Taab]";
- mes "Oh, thanks!";
- mes "You brought them their food!";
- mes "Just in time too: they look";
- mes "like they're ready to chow down.";
- mes "The Tatachoes will love these.";
- next;
- mes "[Taab]";
- mes "I really want to give you";
- mes "something in return...";
- mes "But I have nothing";
- mes "material to give you.";
- mes "How about a spiritual reward?";
- next;
- delitem 579,50; //Delicious_Fish
- set ep13_alba,6;
- getexp 8000,3000;
- erasequest 7042;
- setquest 7047;
- mes "^4d4dff You have received 8,000 EXP";
- mes "and 3,000 JEXP.^000000.";
- close;
- }
- else {
- mes "[Taab]";
- mes "Please bring me 50 Fresh Fish for Tatachoes.";
- mes "You should hurry up because they get impatient when they're hungry.";
- close;
- }
- }
- else if (ep13_alba == 2) {
- if ((countitem(7198) > 29) && (countitem(7188) > 29)) {
- mes "[Taab]";
- mes "Oh, thanks!";
- mes "You brought them their food!";
- mes "Just in time too: they look";
- mes "like they're ready to chow down.";
- mes "The Cornus will love these.";
- next;
- mes "[Taab]";
- mes "I really want to give you";
- mes "something in return...";
- mes "But I have nothing";
- mes "material to give you.";
- mes "How about a spiritual reward?";
- next;
- delitem 7198,30; //Great_Leaf
- delitem 7188,30; //Browny_Root
- set ep13_alba,6;
- getexp 9000,4000;
- erasequest 7043;
- setquest 7047;
- mes "^4d4dff You have received 9,000 EXP";
- mes "and 4,000 JEXP.^000000.";
- close;
- }
- else {
- mes "[Taab]";
- mes "Don't forget the 30 Great";
- mes "Leaves and 30 Brown Roots.";
- mes "I need to stock as much";
- mes "of them as possible";
- mes "because the Cornuses";
- mes "get hungry quite often.";
- close;
- }
- }
- else if (ep13_alba == 3) {
- if ((countitem(528) > 19) && (countitem(537) > 29)) {
- mes "[Taab]";
- mes "Oh, thanks!";
- mes "You brought them their";
- mes "food! Just in time too,";
- mes "they look like they're";
- mes "ready to chow down.";
- mes "The Hillsrions will love these.";
- next;
- mes "[Taab]";
- mes "I really want to give you";
- mes "something in return...";
- mes "But I have nothing";
- mes "material to give you.";
- mes "How about a spiritual reward?";
- next;
- delitem 528,20; //Monster's_Feed
- delitem 537,30; //Pet_Food
- set ep13_alba,6;
- getexp 8000,3000;
- erasequest 7044;
- setquest 7047;
- mes "^4d4dff You have received 8,000 EXP";
- mes "and 3,000 JEXP.^000000.";
- close;
- }
- else {
- mes "[Taab]";
- mes "Don't forget the";
- mes "20 Monster's Feeds";
- mes "and 30 Pet Foods.";
- mes "They're for the Hillsrions.";
- close;
- }
- }
- else if (ep13_alba == 4) {
- if ((countitem(517) > 49) && (countitem(537) > 29)) {
- mes "Oh, thanks!";
- mes "You brought them their";
- mes "food! Just in time too,";
- mes "they look like they're";
- mes "ready to chow down.";
- mes "The Hillsrions will love these.";
- next;
- mes "[Taab]";
- mes "I really want to give you";
- mes "something in return...";
- mes "But I have nothing";
- mes "material to give you.";
- mes "How about a spiritual reward?";
- next;
- delitem 517,50; //Meat
- delitem 537,30; //Pet_Food
- set ep13_alba,6;
- getexp 8000,3000;
- erasequest 7045;
- setquest 7047;
- mes "^4d4dff You have received 8,000 EXP";
- mes "and 3,000 JEXP.^000000.";
- close;
- }
- else {
- mes "[Taab]";
- mes "Don't forget the";
- mes "50 Meat and";
- mes "30 Pet Foods.";
- mes "They're for the Hillsrions.";
- close;
- }
- }
- else if (ep13_alba == 5) {
- if (countitem(6020) > 29) {
- mes "[Taab]";
- mes "Oh, thanks!";
- mes "You brought me the Furs!";
- mes "Just in time too!";
- next;
- mes "[Taab]";
- mes "I really want to give you";
- mes "something in return...";
- mes "But I have nothing";
- mes "material to give you.";
- mes "How about a spiritual reward?";
- next;
- delitem 6020,30; //Fur
- set ep13_alba,6;
- getexp 8000,3000;
- erasequest 7046;
- setquest 7047;
- mes "^4d4dff You have received 8,000 EXP";
- mes "and 3,000 JEXP.^000000.";
- close;
- }
- else {
- mes "[Taab]";
- mes "Don't forget the";
- mes "30 Furs. They're for the Cornus' cage.";
- close;
- }
- }
- else if (ep13_alba == 6) {
- set .@alba_check,checkquest(7047,PLAYTIME);
- if (.@alba_check == -1) {
- mes "[Taab]";
- mes "Thank you for";
- mes "helping me last time.";
- mes "We have a constant";
- mes "flow of part-time work.";
- mes "I hope you'll come by";
- mes "to help me again.";
- erasequest 7047;
- set ep13_alba,0;
- close;
- }
- else if ((.@alba_check == 0) || (.@alba_check == 1)) {
- mes "[Taab]";
- mes "I've got enough feed";
- mes "and supplies to last a while.";
- mes "Thank you for your";
- mes "help last time.";
- next;
- mes "[Taab]";
- mes "I don't think I need";
- mes "any assistance for now...";
- mes "" + strcharinfo(0) + ",";
- mes "why don't you go rest?";
- close;
- }
- else if (.@alba_check == 2) {
- mes "[Taab]";
- mes "Thank you for";
- mes "helping me last time.";
- mes "We have a constant";
- mes "flow of part-time work.";
- mes "I hope you'll come by";
- mes "to help me again.";
- erasequest 7047;
- set ep13_alba,0;
- close;
- }
- }
- }
- else {
- mes "[Taab]";
- mes "Please step aside! It's dangerous";
- mes "to get too close to those";
- mes "creatures. You don't look like a";
- mes "member of the expedition.";
- mes "I guess you're not allowed";
- mes "to be here. Please leave.";
- close;
- }
-}
-
-mid_camp,152,316,3 script Hillsrion#alba01 1989,3,3,{
-OnEnable:
- enablenpc "Hillsrion#alba01";
- end;
-
-OnDisable:
- disablenpc "Hillsrion#alba01";
- end;
-
-//OnTouch2:
-OnTouch:
- mes "It is hissing in a low voice.";
- mes "Sometimes it purrs, too.";
- mes "It must be in a happy mood.";
- close;
-}
-
-mid_camp,145,313,5 script Tatacho#alba02 1986,3,3,{
-OnEnable:
- enablenpc "Tatacho#alba02";
- end;
-
-OnDisable:
- disablenpc "Tatacho#alba02";
- end;
-
-//OnTouch2:
-OnTouch:
- mes "[Taab]";
- mes "Oh, please don't disturb";
- mes "it's sleep. It hates that.";
- mes "By the way, doesn't it";
- mes "remind you of somehing?";
- mes "I mean, like maybe";
- mes "a vagrant or a hobo?";
- close;
-}
-
-mid_camp,162,306,3 script Cornus#alba03 1992,5,5,{
-OnEnable:
- enablenpc "Cornus#alba03";
- end;
-
-OnDisable:
- disablenpc "Cornus#alba03";
- end;
-
-//OnTouch2:
-OnTouch:
- mes "[Taab]";
- mes "Oh, please don't get";
- mes "too close to it or try to";
- mes "feed something strange.";
- mes "It's pretty sensitive...";
- close;
-}
-
-mid_camp,1,2,0 script #monster_master 844,{
-OnEnable:
- if (rand(1,3) > 1) {
- initnpctimer;
- }
- end;
-
-Onstop:
- killmonster "mid_camp","#monster_master::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnTimer3600000:
- set .@monster,rand(1,3);
- if (.@monster == 1) {
- monster "mid_camp",149,291,"Escaped Tatacho",1986,1,"#monster_master::OnMyMobDead";
- mapannounce "mid_camp", "Breeder Taab: Argh! My Tatacho ran away!",bc_map,"0x00ff00";
- donpcevent "Tatacho#alba02::OnDisable";
- }
- else if (.@monster == 2) {
- monster "mid_camp",154,273,"Escaped Hillsrion",1989,1,"#monster_master::OnMyMobDead";
- mapannounce "mid_camp", "Breeder Taab: Argh! My Hillsrion ran away!",bc_map,"0x00ff00";
- donpcevent "Hillsrion#alba01::OnDisable";
- }
- else {
- monster "mid_camp",184,246,"Escaped Cornus",1992,1,"#monster_master::OnMyMobDead";
- mapannounce "mid_camp", "Breeder Taab: Argh! My Cornus ran away!",bc_map,"0x00ff00";
- donpcevent "Cornus#alba03::OnDisable";
- }
- end;
-
-OnTimer3960000:
- killmonster "mid_camp","#monster_master::OnMyMobDead";
- mapannounce "mid_camp", "Breeder Taab: I've captured an escaped creature safely. Sorry for yelling so loud.",bc_map,"0x00ff00";
- donpcevent "Hillsrion#alba01::OnEnable";
- donpcevent "Tatacho#alba02::OnEnable";
- donpcevent "Cornus#alba03::OnEnable";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- mapannounce "mid_camp", "Breeder Taab: I've captured an escaped creature safely. Sorry for yelling so loud.",bc_map,"0x00ff00";
- donpcevent "Hillsrion#alba01::OnEnable";
- donpcevent "Tatacho#alba02::OnEnable";
- donpcevent "Cornus#alba03::OnEnable";
- killmonster "mid_camp","#monster_master::OnMyMobDead";
- stopnpctimer;
- end;
-}
-
-// Cat Hand Trading Post
-//============================================================
-mid_camp,62,125,4 script Cat Hand Agent 421,{
-function Catwarp;
- if (ep13_yong1 < 1) {
- mes "[Cat Hand Agent]";
- mes "Welcome to Cat Trading.";
- mes "I guess you're a first-time";
- mes "customer, huh?";
- next;
- mes "[Cat Hand Agent]";
- mes "How'd you like to make";
- mes "a contract with us?";
- mes "We'll guarantee that you'll";
- mes "be provided with various";
- mes "conveniences during your";
- mes "stay at this expedition camp?";
- next;
- switch(select("Tell me more about your services.:No. thanks")) {
- case 1:
- mes "[Cat Hand Agent]";
- mes "Before making a contract with us, youll have to go through a few steps to satisfy our terms and conditions.";
- next;
- mes "[Cat Hand Agent]";
- mes "More clearly, you'll have to provide us something in return for our services.";
- mes "You know what I mean, don't you?";
- next;
- mes "[Cat Hand Agent]";
- mes "For more information, please speak to Agent Gyaruk standing down there.";
- mes "I'm sure you'll find our business proposition to be very reasonable.";
- set ep13_yong1,1;
- close;
- case 2:
- mes "[Cat Hand Agent]";
- mes "Well, feel free to come back whenever you change your mind.";
- close;
- }
- }
- else if (ep13_yong1 == 1) {
- mes "[Cat Hand Agent]";
- mes "For more information, please speak to Agent Gyaruk standing down there.";
- mes "I'm sure you'll find our business proposition to be very reasonable.";
- close;
- }
- else if (ep13_yong1 == 2) {
- mes "[Cat Hand Agent]";
- mes "Thank you for making an official contract with us.";
- mes "You're now eligable to use our services.";
- next;
- mes "[Cat Hand Agent]";
- mes "For our newcomers, we're offering a location-saving service with which you can save this camp as your returning location.";
- mes "Would you like to save your location?";
- set ep13_yong1,3;
- next;
- switch(select("Save your location:Cancel")) {
- case 1:
- savepoint "mid_camp",56,139;
- mes "[Cat Hand Agent]";
- mes "Thank you.";
- mes "Your location has been saved.";
- mes "You can now directly return to this camp.";
- close;
- case 2:
- mes "[Cat Hand Agent]";
- mes "Thank you for using our service.";
- close;
- }
- }
- else if ((ep13_yong1 > 2) && (ep13_yong1 < 20)) {
- mes "[Cat Hand Agent]";
- mes "Cat Trading's available services are as followed.";
- mes "For additional services, please consult Agent Gyaruk.";
- next;
- switch(select("Save your location:Cancel")) {
- case 1:
- savepoint "mid_camp",56,139;
- mes "[Cat Hand Agent]";
- mes "Thank you.";
- mes "Your location has been saved.";
- mes "You can now directly return to this camp.";
- close;
- case 2:
- mes "[Cat Hand Agent]";
- mes "Thank you for using our service.";
- close;
- }
- }
- else if ((ep13_yong1 > 19) && (ep13_yong1 < 40)) {
- mes "[Cat Hand Agent]";
- mes "Cat Trading's available services are as followed.";
- mes "For additional services, please consult Agent Gyaruk.";
- next;
- switch(select("Save your location:Use Storage:Cancel")) {
- case 1:
- savepoint "mid_camp",56,139;
- mes "[Cat Hand Agent]";
- mes "Thank you.";
- mes "Your location has been saved.";
- mes "You can now directly return to this camp.";
- close;
- case 2:
- if(basicskillcheck() && getskilllv("NV_BASIC") < 6){
- mes "[Cat Hand Agent]";
- mes "I'm sorry, but you";
- mes "need the Novice's";
- mes "Basic Skill Level 6 to";
- mes "use the Storage Service.";
- close;
- }
- else if (Zeny >= 60) {
- set zeny,zeny-60;
- mes "[Cat Hand Agent]";
- mes "Thank you.";
- mes "Your storage will";
- mes "be opened shortly.";
- close2;
- openstorage;
- end;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "I'm sorry, but you don't";
- mes "have enough money?";
- mes "Cat Trading's storage";
- mes "service is 60 zeny.";
- mes "It's cheap, isn't it?";
- close;
- }
- case 3:
- mes "[Cat Hand Agent]";
- mes "Thank you for using our service.";
- close;
- }
- }
- else if ((ep13_yong1 > 39) && (ep13_yong1 < 200)) {
- mes "[Cat Hand Agent]";
- mes "Cat Trading's available services are as followed.";
- mes "For additional services, please consult Agent Gyaruk.";
- next;
- switch(select("Save your location:Use Storage:Use Cat Warp (Midgard):Cancel")) {
- case 1:
- savepoint "mid_camp",56,139;
- mes "[Cat Hand Agent]";
- mes "Thank you.";
- mes "Your location has been saved.";
- mes "You can now directly return to this camp.";
- close;
- case 2:
- if(basicskillcheck() && getskilllv("NV_BASIC") < 6){
- mes "[Cat Hand Agent]";
- mes "I'm sorry, but you";
- mes "need the Novice's";
- mes "Basic Skill Level 6 to";
- mes "use the Storage Service.";
- close;
- }
- else if (Zeny >= 60) {
- set zeny,zeny-60;
- mes "[Cat Hand Agent]";
- mes "Thank you.";
- mes "Your storage will";
- mes "be opened shortly.";
- close2;
- openstorage;
- end;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "I'm sorry, but you don't";
- mes "have enough money?";
- mes "Cat Trading's storage";
- mes "service is 60 zeny.";
- mes "It's cheap, isn't it?";
- close;
- }
- case 3:
- mes "[Cat Hand Agent]";
- mes "The warp service is only";
- mes "available for customers with";
- mes "40 or more Cat Trading Points.";
- mes "Please remember, you can't come back easily once you move to Midgard.";
- next;
- if ((ep13_yong1 > 39) && (ep13_yong1 <= 49)) {
- switch(select("Prontera -> 5500z:Cancel")) {
- case 1: Catwarp(5500,2);
- case 2: break;
- }
- }
- else if ((ep13_yong1 > 49) && (ep13_yong1 < 60)) {
- switch(select("Alberta -> 5500z:Prontera -> 5500z:Cancel")) {
- case 1: Catwarp(5500,1);
- case 2: Catwarp(5500,2);
- case 3: break;
- }
- }
- else if ((ep13_yong1 > 59) && (ep13_yong1 < 70)) {
- switch(select("Alberta -> 5025z:Prontera -> 5025z:Izlude -> 5025z:Cancel")) {
- case 1: Catwarp(5025,1);
- case 2: Catwarp(5025,2);
- case 3: Catwarp(5025,3);
- case 4: break;
- }
- }
- else if ((ep13_yong1 > 69) && (ep13_yong1 < 80)) {
- switch(select("Alberta -> 5025z:Prontera -> 5025z:Izlude -> 5025z:Geffen -> 5025z:Cancel")) {
- case 1: Catwarp(5025,1);
- case 2: Catwarp(5025,2);
- case 3: Catwarp(5025,3);
- case 4: Catwarp(5025,4);
- case 5: break;
- }
- }
- else if ((ep13_yong1 > 79) && (ep13_yong1 < 90)) {
- switch(select("Alberta -> 4765z:Prontera -> 4765z:Izlude -> 4765z:Geffen -> 4765z:Payon -> 4765z:Cancel")) {
- case 1: Catwarp(4765,1);
- case 2: Catwarp(4765,2);
- case 3: Catwarp(4765,3);
- case 4: Catwarp(4765,4);
- case 5: Catwarp(4765,5);
- case 6: break;
- }
- }
- else if ((ep13_yong1 > 89) && (ep13_yong1 < 100)) {
- switch(select("Alberta -> 4765z:Prontera -> 4765z:Izlude -> 4765z:Geffen -> 4765z:Payon -> 4765z:Morroc -> 4765z:Cancel")) {
- case 1: Catwarp(4765,1);
- case 2: Catwarp(4765,2);
- case 3: Catwarp(4765,3);
- case 4: Catwarp(4765,4);
- case 5: Catwarp(4765,5);
- case 6: Catwarp(4765,6);
- case 7: break;
- }
- }
- else if (ep13_yong1 > 99) {
- switch(select("Alberta -> 4590z:Prontera -> 4590z:Izlude -> 4590z:Geffen -> 4590z:Payon -> 4590z:Morroc -> 4590z:Al De Baran -> 4590z:Cancel")) {
- case 1: Catwarp(4590,1);
- case 2: Catwarp(4590,2);
- case 3: Catwarp(4590,3);
- case 4: Catwarp(4590,4);
- case 5: Catwarp(4590,5);
- case 6: Catwarp(4590,6);
- case 7: Catwarp(4590,7);
- case 8: break;
- }
- }
- else {
- // Custom Translation.
- mes "[Cat Hand Agent]";
- mes "I am sorry, but you don't have enough credit points to use the warp service. Please come back when you have more points.";
- }
- close;
- case 4:
- mes "[Cat Hand Agent]";
- mes "Thank you for using our service.";
- close;
- }
- }
- else if (ep13_yong1 > 99) {
- mes "[Cat Hand Agent]";
- mes "Cat Trading's available services are as followed.";
- mes "For additional services, please consult Agent Gyaruk.";
- next;
- switch(select("Save your location:Use Storage:Use Cat Warp (Midgard):Use Cat Warp (Jottunheim):Cancel")) {
- case 1:
- savepoint "mid_camp",56,139;
- mes "[Cat Hand Agent]";
- mes "Thank you.";
- mes "Your location has been saved.";
- mes "You can now directly return to this camp.";
- close;
- case 2:
- if(basicskillcheck() && getskilllv("NV_BASIC") < 6){
- mes "[Cat Hand Agent]";
- mes "I'm sorry, but you";
- mes "need the Novice's";
- mes "Basic Skill Level 6 to";
- mes "use the Storage Service.";
- close;
- }
- else if (Zeny >= 60) {
- set zeny,zeny-60;
- mes "[Cat Hand Agent]";
- mes "Thank you.";
- mes "Your storage will";
- mes "be opened shortly.";
- close2;
- openstorage;
- end;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "I'm sorry, but you don't";
- mes "have enough money?";
- mes "Cat Trading's storage";
- mes "service is 60 zeny.";
- mes "It's cheap, isn't it?";
- close;
- }
- case 3:
- mes "[Cat Hand Agent]";
- mes "The warp service is only";
- mes "available for customers with";
- mes "40 or more Cat Trading Points.";
- mes "Please remember, you can't come back easily once you move to Midgard.";
- next;
- if ((ep13_yong1 > 99) && (ep13_yong1 < 200)) {
- switch(select("Alberta -> 4590z:Prontera -> 4590z:Izlude -> 4590z:Geffen -> 4590z:Payon -> 4590z:Morroc -> 4590z:Al De Baran -> 4590z:Cancel")) {
- case 1: Catwarp(4590,1);
- case 2: Catwarp(4590,2);
- case 3: Catwarp(4590,3);
- case 4: Catwarp(4590,4);
- case 5: Catwarp(4590,5);
- case 6: Catwarp(4590,6);
- case 7: Catwarp(4590,7);
- case 8: break;
- }
- }
- else if ((ep13_yong1 > 199) && (ep13_yong1 < 250)) {
- switch(select("Alberta -> 4170z:Prontera -> 4170z:Izlude -> 4170z:Geffen -> 4170z:Payon -> 4170z:Morroc -> 4170z:Al De Baran -> 4170z:Juno -> 4170z:Cancel")) {
- case 1: Catwarp(4170,1);
- case 2: Catwarp(4170,2);
- case 3: Catwarp(4170,3);
- case 4: Catwarp(4170,4);
- case 5: Catwarp(4170,5);
- case 6: Catwarp(4170,6);
- case 7: Catwarp(4170,7);
- case 8: Catwarp(4170,8);
- case 9: break;
- }
- }
- else if ((ep13_yong1 > 249) && (ep13_yong1 < 300)) {
- switch(select("Alberta -> 4025z:Prontera -> 4025z:Izlude -> 4025z:Geffen -> 4025z:Payon -> 4025z:Morroc -> 4025z:Al De Baran -> 4025z:Juno -> 4025z:Einbroch -> 4025z:Cancel")) {
- case 1: Catwarp(4025,1);
- case 2: Catwarp(4025,2);
- case 3: Catwarp(4025,3);
- case 4: Catwarp(4025,4);
- case 5: Catwarp(4025,5);
- case 6: Catwarp(4025,6);
- case 7: Catwarp(4025,7);
- case 8: Catwarp(4025,8);
- case 9: Catwarp(4025,9);
- case 10: break;
- }
- }
- else if (ep13_yong1 > 299) {
- switch(select("Alberta -> 3970z:Prontera -> 3970z:Izlude -> 3970z:Geffen -> 3970z:Payon -> 3970z:Morroc -> 3970z:Al De Baran -> 3970z:Juno -> 3970z:Einbroch -> 3970z:Lighthalzen -> 3970z:Cancel")) {
- case 1: Catwarp(3970,1);
- case 2: Catwarp(3970,2);
- case 3: Catwarp(3970,3);
- case 4: Catwarp(3970,4);
- case 5: Catwarp(3970,5);
- case 6: Catwarp(3970,6);
- case 7: Catwarp(3970,7);
- case 8: Catwarp(3970,8);
- case 9: Catwarp(3970,9);
- case 10: Catwarp(3970,10);
- case 11: break;
- }
- }
- else {
- // Custom Translation
- mes "[Cat Hand Agent]";
- mes "I am sorry, but you don't have enough credit points to use the warp service. Please come back when you have more points.";
- }
- close;
- case 4:
- switch(select("Splendide Camp -> 5500z:Manuk Camp -> 5500z:Cancel")) {
- case 1: Catwarp(5500,11);
- case 2: Catwarp(5500,12);
- case 3:
- mes "[Cat Hand Agent]";
- mes "Thank you for using our service.";
- close;
- }
- close;
- case 5:
- mes "[Cat Hand Agent]";
- mes "Thank you for using our service.";
- close;
- }
- }
- else {
- mes "[Cat Hand Agent]";
- mes "*Yawn...*";
- mes "I want to eat fish.";
- close;
- }
-function Catwarp {
- if (Zeny < getarg(0)) {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close; }
- set Zeny, Zeny-getarg(0);
- switch(getarg(1)) {
- case 1: warp "alberta",117,56; close;
- case 2: warp "prontera",116,72; close;
- case 3: warp "izlude",91,105; close;
- case 4: warp "geffen",120,39; close;
- case 5: warp "payon",161,58; close;
- case 6: warp "morocc",156,46; close;
- case 7: warp "aldebaran",168,112; close;
- case 8: warp "yuno",158,125; close;
- case 9: warp "einbroch",158,301; close;
- case 10: warp "lighthalzen",163,64; close;
- case 11: warp "spl_fild02",32,225; close;
- case 12: warp "man_fild02",129,61; close;
- }
-}
-}
-
-mid_camp,72,94,4 script Fluffy Gyaruk 421,{
- if (ep13_yong1 < 1) {
- mes "[Fluffy Gyaruk]";
- mes "*Sniff Sniff* Can't you smell fish";
- mes "around here?";
- close;
- }
- else if (ep13_yong1 == 1) {
- mes "[Fluffy Gyaruk]";
- mes "Hmm?";
- mes "Oh, did the Cat Hand Agent send you?";
- next;
- select("Yes.");
- mes "[Fluffy Gyaruk]";
- mes "Oh, okay...";
- mes "Well, where should I begin.";
- mes "(Mumble Mumble)";
- next;
- select("What do you guys do?");
- mes "[Fluffy Gyaruk]";
- mes "Oh, sure.";
- mes "I can start from there.";
- mes "You used Kafra Corporation services on the Midgard Continent, didn't you?";
- next;
- select("Yes.");
- mes "[Fluffy Gyaruk]";
- mes "Cat Trading is a new trading company based on this undeveloped continent.";
- next;
- mes "[Fluffy Gyaruk]";
- mes "Well, frankly we wanted to join the Midgard Market, but it was too competitive...";
- mes "Not only that, they don't have enough fish for all of us either... (Mumble Mumble)";
- next;
- select("What services do you offer?");
- mes "[Fluffy Gyaruk]";
- mes "*Purr* Oh, our service range is similar to the Kafra's Location Saving, Storage Service, Warp Service, and more.";
- next;
- mes "[Fluffy Gyaruk]";
- mes "The only difference is that, our services are limited depending on the customer's credit.";
- next;
- select("Credit?");
- mes "[Fluffy Gyaruk]";
- mes "As you might know already, we're a considerably small company struggling to make ends meet in this niche market.";
- mes "We desperately need your support to grow.";
- next;
- mes "[Fluffy Gyaruk]";
- mes "You can increase your credit by helping us secure our food or by collecting minerals.";
- next;
- mes "[Fluffy Gyaruk]";
- mes "The more credits you earn, the more services you can use. You can also apply for special events.";
- mes "Say, how'd you like to make a membership contract with us?";
- next;
- switch(select("Sure.:I need to think it over.")) {
- case 1:
- mes "[Fluffy Gyaruk]";
- mes "Excellent! Thank you for joining the Cat Trading membership service.";
- mes "We hope you'll support our exploration of this unknown land.";
- next;
- mes "[Fluffy Gyaruk]";
- mes "Please go speak to the Cat Hand Agent over there to use a basic service.";
- mes "Oh, and please come back afterwards.";
- set ep13_yong1,2;
- close;
- case 2:
- mes "[Fluffy Gyaruk]";
- mes "How disappointing!";
- mes "But I understand.";
- close;
- }
- }
- else if (ep13_yong1 == 3) {
- mes "[Fluffy Gyaruk]";
- mes "We offer one service to new customers.";
- mes "If you want to us emore services, you must fo some things for us.";
- next;
- select("What kind of things?");
- mes "[Fluffy Gyaruk]";
- mes "For now...";
- mes "Please catch the main dish of the Cat Trading employees, fish, and collect minerals once every day.";
- mes "Your credit will increase each day if you do those things.";
- next;
- mes "[Fluffy Gyaruk]";
- mes "Of course, we'll reward you with a reasonable amount of EXP for the services.";
- next;
- mes "[Fluffy Gyaruk]";
- mes "This is a good opportunity to increase your credit and EXP ate the same time.";
- mes "Doesn't that sound like a win-win situation?";
- mes "Would you like to start now?";
- next;
- switch(select("Sure.:I need to go prepare first.")) {
- case 1:
- mes "[Fluffy Gyaruk]";
- mes "Excellent.";
- mes "For more information about fishing and mining, please speak to the two Cat Agents standing at the river over there.";
- set ep13_yong1,4;
- close;
- case 2:
- mes "[Fluffy Gyaruk]";
- mes "No problem.";
- mes "Please take your time.";
- close;
- }
- }
- else if (ep13_yong1 == 4) {
- mes "[Fluffy Gyaruk]";
- mes "For more information about fishing and mining, please speak to the two Cat Agents standing at the river over there.";
- close;
- }
- else {
- mes "[Fluffy Gyaruk]";
- mes "Your current credit points with us are ^0000FF" + ep13_yong1 + "^000000.";
- next;
- switch(select("How can I increase my points?:I'm not interested.")) {
- case 1:
- mes "[Cat Hand Agent]";
- mes "You can increase them daily by fishing and mining, you need to submit caught Pieces of Fish to Gorurung and minerals to the Mining Agent.";
- close;
- case 2:
- close;
- }
- }
-}
-
-mid_camp,69,144,0 script Ferocious Gorurug 421,{
- if (checkquest(12060,PLAYTIME) == -1) {
- if (ep13_yong1 < 4) {
- mes "[Ferocious Gorurug]";
- mes "Grrr....";
- next;
- mes "A cat purring like a lion";
- mes "is looking into the water.";
- close;
- }
- else if (ep13_yong1 == 4) {
- mes "[Ferocious Gorurug]";
- mes "I'm busy.";
- mes "I need to catch fish.";
- next;
- select("Gyaruk has sent me.");
- mes "[Ferocious Gorurug]";
- mes "Gyaruk sent you?";
- mes "Oh, you are here to fish? *Purr*";
- next;
- select("What should I do?");
- mes "[Ferocious Gorurug]";
- mes "You need to catch fish. There are schools of fish in the waters.";
- mes "It's hard to see them but if you use your cursor to click around, you should be able to catch them.";
- next;
- mes "[Ferocious Gorurug]";
- mes "It's easier to fish in the water outside the town.";
- mes "If you're not afraid of monsters, you can go fishing over there.";
- mes "*Purr*";
- next;
- mes "[Ferocious Gorurug]";
- mes "Now, let me teach you how to fish.";
- mes "It's simple: bring your cursor to a school of fish, and then click it to grab them.";
- next;
- mes "[Ferocious Gorurug]";
- mes "You'll have a hard time to catch them at first, but you'll get better.";
- mes "It gets easier with a bit of practice.";
- set ep13_yong1,5;
- close;
- }
- else if (ep13_yong1 == 5) {
- if (countitem(6039) > 9) {
- mes "[Ferocious Gorurug]";
- mes "You've brough Pieces of Fish!";
- mes "GOOD JOB!";
- delitem 6039,10; //Piece_Of_Fish
- getexp 3000,0;
- set ep13_yong1,10;
- setquest 12060;
- next;
- mes "^0000ffYou gain EXP 3,000^000000";
- close;
- }
- else {
- mes "[Ferocious Gorurug]";
- mes "Bring your cursor to a school of fish, then click it to grab them.";
- mes "Don't move while doing it!";
- close;
- }
- }
- else if ((ep13_yong1 > 5) && (ep13_yong1 < 20)) {
- if (countitem(6039) > 9) {
- mes "[Ferocious Gorurug]";
- mes "You've brough Pieces of Fish!";
- mes "GOOD JOB!";
- delitem 6039,10; //Piece_Of_Fish
- getexp 1500,0;
- setquest 12060;
- set ep13_yong1,ep13_yong1+1;
- next;
- mes "^0000ffYou gain EXP 1,500^000000";
- close;
- }
- else {
- mes "[Ferocious Gorurug]";
- mes "Do you want to fish again?";
- mes "Don't forget to bring me";
- mes "Pieces of Fish if you catch them.";
- close;
- }
- }
- else if ((ep13_yong1 > 19) && (ep13_yong1 < 40)) {
- if (countitem(6039) > 9) {
- mes "[Ferocious Gorurug]";
- mes "You've brough Pieces of Fish!";
- mes "GOOD JOB!";
- delitem 6039,10; //Piece_Of_Fish
- getexp 1500,0;
- setquest 12060;
- set ep13_yong1,ep13_yong1+1;
- next;
- mes "^0000ffYou gain EXP 1,500^000000";
- close;
- }
- else {
- mes "[Ferocious Gorurug]";
- mes "Hey, I've been waiting for you!";
- mes "Good luck fishing today!";
- close;
- }
- }
- else if ((ep13_yong1 > 39) && (ep13_yong1 < 60)) {
- if (countitem(6039) > 9) {
- mes "[Ferocious Gorurug]";
- mes "You've brough Pieces of Fish!";
- mes "GOOD JOB!";
- delitem 6039,10; //Piece_Of_Fish
- getexp 1500,0;
- setquest 12060;
- set ep13_yong1,ep13_yong1+1;
- next;
- mes "^0000ffYou gain EXP 1,500^000000";
- close;
- }
- else {
- mes "Gorurug looks happy to see you.";
- next;
- mes "[Ferocious Gorurug]";
- mes "What do you want to catch today? *Purr*";
- close;
- }
- }
- else if ((ep13_yong1 > 59) && (ep13_yong1 < 300)) {
- skilleffect "AL_HEAL",816;
- heal 816,0;
- if (countitem(6039) > 9) {
- mes "[Ferocious Gorurug]";
- mes "You've brough Pieces of Fish!";
- mes "GOOD JOB!";
- delitem 6039,10; //Piece_Of_Fish
- getexp 1500,0;
- setquest 12060;
- set ep13_yong1,ep13_yong1+1;
- next;
- mes "^0000ffYou gain EXP 1,500^000000";
- close;
- }
- else {
- // custom translation
- mes "Ferocious Gorurug welcomes you gracefully.";
- next;
- mes "[Ferocious Gorurug]";
- mes "There you are!";
- mes "What did you catch today?";
- close;
- }
- }
- else {
- mes "Ferocious Gorurug is asleep.";
- close;
- }
- }
- else if ((checkquest(12060,PLAYTIME) == 0) || (checkquest(12060,PLAYTIME) == 1)) {
- mes "[Ferocious Gorurug]";
- mes "*Yawn*";
- mes "I'm sorry, but I'm off-duty.";
- mes "I can't accept any fish right now.";
- mes "Come back tomorrow, alright?";
- close;
- }
- else {
- erasequest 12060;
- mes "[Ferocious Gorurug]";
- mes "*Purr*";
- mes "Another day has started, back to work!";
- mes "You can now bring me fish if you catch them.";
- close;
- }
-}
-
-spl_fild02,314,165,0 script School of Fish#1::Fishinghole 844,{
- if ((checkquest(12060,PLAYTIME) == -1) && (countitem(6039) < 20)) {
- specialeffect2 EF_BUBBLE;
- specialeffect2 EF_INVENOM;
- set .@fcast,15;
- if (isequipped(2550)) { //Fisher's_Muffler
- set .@fcast,.@fcast - 2;
- }
- if (isequipped(2443)) { //Fish_Shoes
- set .@fcast,.@fcast - 2;
- }
- if (isequipped(2764)) { //Small_Fishing_Rod
- set .@fcast,.@fcast - 3;
- }
- if (isequipped(2775)) { //Lure
- set .@fcast,.@fcast - 1;
- }
- if (isequipped(1599)) { //Ahura_Mazda
- set .@fcast,.@fcast - 3;
- }
- if (isequipped(2199)) { //Angra_Manyu
- set .@fcast,.@fcast - 4;
- }
- progressbar "ffff00",.@fcast;
- if (ep13_1_rhea == 13) {
- if (rand(1,20) == 2) {
- getitem 6037,1; //Rough_File
- set ep13_1_rhea,14;
- specialeffect EF_BUBBLE;
- mapannounce "spl_fild02","" + strcharinfo(0) + " has caught a Messy File!!",bc_map,"0xff77ff";
- }
- }
- set .@rhea_ran,rand(1,70);
- if (.@rhea_ran < 20) {
- getitem 6039,1; //Piece_Of_Fish
- }
- else if (.@rhea_ran == 20) {
- getitem 908,1; //Spawn
- }
- else if (.@rhea_ran == 21) {
- getitem 909,1; //Jellopy
- }
- else if (.@rhea_ran == 22) {
- getitem 963,1; //Sharp_Scale
- }
- else if (.@rhea_ran == 23) {
- getitem 956,1; //Gill
- }
- else if (.@rhea_ran == 24) {
- getitem 6049,1; //Marlin
- }
- else if (.@rhea_ran == 25) {
- getitem 918,1; //Sticky_Webfoot
- }
- else if (.@rhea_ran == 26) {
- getitem 960,1; //Nipper
- }
- else if (.@rhea_ran == 27) {
- getitem 910,1; //Garlet
- }
- else if (.@rhea_ran == 28) {
- getitem 938,1; //Sticky_Mucus
- }
- else if ((.@rhea_ran > 28) && (.@rhea_ran < 40)) {
- getitem 7049,1; //Stone
- }
- else {
- mes "Nothing was caught.";
- close;
- }
- if (rand(1,200) == 3) {
- getitem 644,1; //Gift_Box
- mapannounce "spl_fild02","" + strcharinfo(0) + " has caught a Gift Box!!",bc_map,"0x00ffff";
- }
- if (rand(1,500) == 3) {
- getitem 603,1; //Old_Blue_Box
- mapannounce "spl_fild02","" + strcharinfo(0) + " has caught an Old Blue Box!!",bc_map,"0x00ffff";
- }
- if (rand(1,3000) == 3) {
- getitem 617,1; //Old_Violet_Box
- mapannounce "spl_fild02","" + strcharinfo(0) + " has caught an Old Purple Box!!",bc_map,"0x44ff44";
- }
- end;
- }
- else {
- mes "Fish are swimming in the water.";
- close;
- }
-}
-
-spl_fild02,321,169,0 duplicate(Fishinghole) School of Fish#2 844,{
-spl_fild02,326,171,0 duplicate(Fishinghole) School of Fish#3 844,{
-
-mid_camp,75,135,0 script School of Fish#4 844,{
- if ((checkquest(12060,PLAYTIME) == -1) && (countitem(6039) < 20)) {
- specialeffect2 EF_BUBBLE;
- specialeffect2 EF_INVENOM;
- set .@fcast,15;
- if (isequipped(2550)) { //Fisher's_Muffler
- set .@fcast,.@fcast - 2;
- }
- if (isequipped(2443)) { //Fish_Shoes
- set .@fcast,.@fcast - 2;
- }
- if (isequipped(2764)) { //Small_Fishing_Rod
- set .@fcast,.@fcast - 3;
- }
- if (isequipped(2775)) { //Lure
- set .@fcast,.@fcast - 1;
- }
- if (isequipped(1599)) { //Ahura_Mazda
- set .@fcast,.@fcast - 3;
- }
- if (isequipped(2199)) { //Angra_Manyu
- set .@fcast,.@fcast - 4;
- }
- progressbar "ffff00",.@fcast;
- if (ep13_1_rhea == 13) {
- if (rand(1,20) == 2) {
- getitem 6037,1; //Rough_File
- set ep13_1_rhea,14;
- specialeffect EF_BUBBLE;
- mapannounce "mid_camp","" + strcharinfo(0) + " has caught a Messy File!!",bc_map,"0xff77ff";
- }
- }
- set .@rhea_ran,rand(1,70);
- if (.@rhea_ran < 20) {
- getitem 6039,1; //Piece_Of_Fish
- }
- else if (.@rhea_ran == 20) {
- getitem 908,1; //Spawn
- }
- else if (.@rhea_ran == 21) {
- getitem 909,1; //Jellopy
- }
- else if (.@rhea_ran == 22) {
- getitem 963,1; //Sharp_Scale
- }
- else if (.@rhea_ran == 23) {
- getitem 956,1; //Gill
- }
- else if (.@rhea_ran == 24) {
- getitem 6049,1; //Marlin
- }
- else if (.@rhea_ran == 25) {
- getitem 918,1; //Sticky_Webfoot
- }
- else if (.@rhea_ran == 26) {
- getitem 960,1; //Nipper
- }
- else if (.@rhea_ran == 27) {
- getitem 910,1; //Garlet
- }
- else if (.@rhea_ran == 28) {
- getitem 938,1; //Sticky_Mucus
- }
- else if ((.@rhea_ran > 28) && (.@rhea_ran < 40)) {
- getitem 7049,1; //Stone
- }
- else {
- mes "Nothing was caught.";
- close;
- }
- if (rand(1,200) == 3) {
- getitem 644,1; //Gift_Box
- mapannounce "mid_camp","" + strcharinfo(0) + " has caught a Gift Box!!",bc_map,"0x00ffff";
- }
- if (rand(1,500) == 3) {
- getitem 603,1; //Old_Blue_Box
- mapannounce "mid_camp","" + strcharinfo(0) + " has caught an Old Blue Box!!",bc_map,"0x00ffff";
- }
- if (rand(1,3000) == 3) {
- getitem 617,1; //Old_Violet_Box
- mapannounce "mid_camp","" + strcharinfo(0) + " has caught an Old Purple Box!!",bc_map,"0x44ff44";
- }
- end;
- }
- else {
- mes "Fish are swimming in the water.";
- close;
- }
-}
-
-mid_camp,66,122,55 script Henry Clifford 712,{
- if (countitem(6049) > 0) {
- mes "[Henry Clifford]";
- mes "Congratulations, you've caught a precious Marlin.";
- mes "I'll give you 2 Cat Trading Points in exchange for your Marlin.";
- next;
- mes "[Henry Clifford]";
- mes "I got them from a black marketer,";
- mes "but I guarantee the authenticity of these points.";
- mes "Are you interested?";
- next;
- switch(select("Yes.:No, thanks.")) {
- case 1:
- delitem 6049,1; //Marlin
- set ep13_yong1,ep13_yong1+2;
- mes "[Henry Clifford]";
- mes "Thank you for the Marlin.";
- mes "I've given you the points in return.";
- mes "You may go check your points through the Cat Hand Agent.";
- close;
- case 2:
- mes "[Henry Clifford]";
- mes "Alright, if you say so.";
- mes "But feel free to come back if you change your mind.";
- close;
- }
- }
- else {
- mes "[Henry Clifford]";
- mes "You may have hear";
- mes "about this already, but";
- mes "this river is full of rare fish.";
- mes "I've followed these cats";
- mes "to see if the rumor is true.";
- next;
- mes "[Henry Clifford]";
- mes "Marlin, the legendary silver";
- mes "fish is the best prey of all.";
- mes "You can also catch precious";
- mes "treasure floating in the river.";
- next;
- mes "[Henry Clifford]";
- mes "If you happen to catch a Marlin,";
- mes "please trade it with me.";
- mes "I'll give you something";
- mes "nice in return.";
- close;
- }
-}
-
-mid_camp,88,100,55 script Cat Hand Mining Agent 876,{
- if (checkquest(12062,PLAYTIME) == -1) {
- if ((countitem(6048) > 2) && (ep13_yong1 > 9)) {
- mes "[Cat Hand Mining Agent]";
- mes "Oh, wow~";
- mes "Thank you for collecting minerals for me.";
- next;
- delitem 6048,3; //Unidentified_Mineral
- getexp 3000,0;
- setquest 12062;
- set ep13_yong1,ep13_yong1+1;
- select("I'm freezing! Take them quickly.");
- mes "[Cat Hand Mining Agent]";
- mes "Yes, yes~ I've received the mineral samples.";
- mes "I'll go ahead and add points to your credit.";
- close;
- }
- else {
- mes "[Cat Hand Mining Agent]";
- mes "To collect minerals,";
- mes "we have to go to the";
- mes "frozen land to the east.";
- mes "But for short-haired cats";
- mes "like me, the weather";
- mes "is unbearable.";
- next;
- mes "[Cat Hand Mining Agent]";
- mes "If the weather";
- mes "is good tomorrow,";
- mes "I might try to go,";
- mes "but not today.";
- mes "It looks freezing to";
- mes "you too, doesn't it?";
- close;
- }
- }
- else if ((checkquest(12062,PLAYTIME) == 0) || (checkquest(12062,PLAYTIME) == 1)) {
- mes "[Cat Hand Mining Agent]";
- mes "I hope you'll bring me minerals again tomorrow...";
- mes "If you can. It's much better to wait for you to do it than go there on my own.";
- close;
- }
- else {
- erasequest 12062;
- mes "[Cat Hand Mining Agent]";
- mes "Umm... It's time to collect minerals.";
- mes "How'd you like to collect minerals for me?";
- close;
- }
-}
-
-- script Mysterious Rock#0::manukrock -1,{
- if ((countitem(6048) < 3) && (checkquest(12062,PLAYTIME) == -1)) {
- specialeffect2 EF_REPAIRWEAPON;
- progressbar "ffff00",10;
- set .@rhea_ran,rand(1,20);
- if (.@rhea_ran < 13) getitem 7049,1; //Stone
- else if (.@rhea_ran == 13) getitem 990,1; //Boody_Red
- else if (.@rhea_ran == 14) getitem 991,1; //Crystal_Blue
- else if (.@rhea_ran == 15) getitem 992,1; //Wind_Of_Verdure
- else if (.@rhea_ran == 16) getitem 993,1; //Yellow_Live
- else getitem 6048,1; //Unidentified_Mineral
- initnpctimer;
- disablenpc strnpcinfo(0);
- end; }
- else {
- mes "This rock contains unidentified minerals.";
- mes "It's not possible to mine more than the limit.";
- close; }
- end;
-
-OnTimer120000:
- enablenpc strnpcinfo(0);
- stopnpctimer;
- end;
-}
-
-man_fild01,180,170,0 duplicate(manukrock) Mysterious Rock#1 844
-man_fild01,147,157,0 duplicate(manukrock) Mysterious Rock#2 844
-man_fild01,114,174,0 duplicate(manukrock) Mysterious Rock#3 844
-man_fild01,92,155,0 duplicate(manukrock) Mysterious Rock#4 844
-man_fild01,170,318,0 duplicate(manukrock) Mysterious Rock#5 844
-man_fild01,146,269,0 duplicate(manukrock) Mysterious Rock#6 844
-man_fild01,118,238,0 duplicate(manukrock) Mysterious Rock#7 844
-man_fild01,70,246,0 duplicate(manukrock) Mysterious Rock#8 844
-man_fild01,64,197,0 duplicate(manukrock) Mysterious Rock#9 844
-man_fild03,82,134,0 duplicate(manukrock) Mysterious Rock#10 844
-man_fild03,67,160,0 duplicate(manukrock) Mysterious Rock#11 844
-man_fild03,66,171,0 duplicate(manukrock) Mysterious Rock#12 844
-man_fild03,81,198,0 duplicate(manukrock) Mysterious Rock#13 844
-man_fild03,82,216,0 duplicate(manukrock) Mysterious Rock#14 844
-man_fild03,98,226,0 duplicate(manukrock) Mysterious Rock#15 844
-man_fild03,104,248,0 duplicate(manukrock) Mysterious Rock#16 844
-man_fild03,91,272,0 duplicate(manukrock) Mysterious Rock#17 844
-man_fild03,95,301,0 duplicate(manukrock) Mysterious Rock#18 844
-
-// Report from the New World
-//============================================================
-mid_campin,90,121,5 script Hibba Agip 459,{
- cutin "ep13_captin_edq",2;
- set .@start,(ep13_newbs + ep13_ryu + mao_morocc2 + ep13_1_rhea + ep13_animal);
- if ((ep13_1_edq == 0) && (.@start > 298)) {
- mes "[Hibba Agip]";
- mes "*Sigh* Look at me, I used to command the desert of Morroc, but I've been deployed to a world that only God knows where...";
- next;
- mes "[Staff Officer Abidal]";
- mes "Come on'that's not ture. In fact, you used to be an official of a small town, and have been promoted to the commander of the expedition.";
- mes "Your success is almost too good to be true.";
- next;
- mes "[Instructor Igrid]";
- mes "Hey, boss. Can we just go through the motions until we get out of here? This so-called Ash-Vacuum is boring. It's heaven for the kingdom's scholars, but it's not for me.";
- next;
- mes "[Hibba Agip]";
- mes "Geez, do you have to keep calling me boss? It's Commander, alright?";
- mes "Hmpf! So disrespectful.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Can you guys stop complaining?";
- mes "God...";
- next;
- mes "[Instructor Igrid]";
- mes "Who are you? What business do you have with Commander Agip?";
- next;
- mes "[Hibba Agip]";
- mes "What is it?";
- next;
- mes "[Staff Officer Abidal]";
- mes "Err? Hey, aren't you that famous adventurer," + strcharinfo(0) + "? I've heard many good things about you.";
- next;
- mes "[Instructor Igrid]";
- mes "I don't know what you're talking about. Boss, do you know this adventurer?";
- next;
- mes "[Hibba Agip]";
- mes "Stop calling me boss! Call me Commander, alright? Hey Abidal, is this adventurer really famous?";
- next;
- mes "[Staff Officer Abidal]";
- mes "Commander, haven't you read the report? The adventurer who helped the expedition solve the XX case was" + strcharinfo(0)+ ".";
- next;
- mes "[Hibba Agip]";
- mes "*Ahem Ahem* I see. I've been too busy to read all the reports. So what brings you here? A reward?";
- next;
- mes "[Staff Officer Abidal]";
- mes "This is perfect. I was going to send a messenger to you for an important discussion.";
- next;
- mes "[Hibba Agip]";
- mes "Hey Abidal, he's here to see me, not you. Remember?";
- next;
- mes "[Staff Officer Abidal]";
- mes "Commander, please let me talk. " + strcharinfo(0) + "I'd like to talk to you privately. Can you come back later?";
- next;
- mes "[Hibba Agip]";
- mes "Why do you want to talk privately?";
- mes "Is it because of me? Grrr... I'll be watching you, Abidal.";
- next;
- mes "[Instructor Igrid]";
- mes "What are you still doing here? Go, go speak to Abidal.";
- set ep13_1_edq,1;
- setquest 3085;
- cutin "ep13_captin_edq",255;
- close;
- }
- else if (ep13_1_edq == 1) {
- mes "[Hibba Agip]";
- mes "I'm not the one who has business with you. You should go speak to Staff Officer Abidal.";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if (ep13_1_edq == 2) {
- mes "[Hibba Agip]";
- mes "Oh yes, right... You're" + strcharinfo(0) + ", right? Abidal has told me good things about you.";
- next;
- mes "[Hibba Agip]";
- mes "We're lucky to have you, my friend... I hope you're as good as the stories play you up to be.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Commander, please!";
- next;
- mes "[Hibba Agip]";
- mes "Alright, alright. gosh will you stop yelling at me?";
- mes "You're not going to live long if you get angry at all the little things.";
- next;
- mes "[Hibba Agip]";
- mes "Anyways, I took some time to check your background and reports of your accomplishments.";
- mes "I must say that I'm quite impressed.";
- next;
- mes "[Hibba Agip]";
- mes "As you know by now, I have to send out an expedition report to the national leaders of the Rune Midgard continent, and I need someone that I can trust.";
- next;
- mes "[Hibba Agip]";
- mes "I'd go if I could, but my duty is to command, and my instructor over there is too dense. He'll embarrass me by acting stupid in front of the national leaders.";
- next;
- mes "[Instructor Igrid]";
- mes "Come on, boss... Er, Commander!";
- mes "Don't you think you're exaggerating?";
- next;
- mes "[Hibba Agip]";
- mes "Hmm... Anyways, this is not a difficult mission. All you have to do is deliver this expedition report to officials of three countries of Rune Midgard. Simple right?";
- next;
- getitem 11012,1; //Expedition_Report
- set ep13_1_edq,3;
- changequest 3086,3087;
- mes "[Hibba Agip]";
- mes "The officials are ^0000FFMinister Laur^000000 of the Rune-Midgart's Kingdom, ^0000FFPriest Nuria^000000 of Arunafeltz, and ^0000FFGerhart^000000 of the Schwatzvalt Republic.";
- next;
- mes "[Hibba Agip]";
- mes "A messenger, who will inform the official of your arrival, is waiting for you at the time-space gap to RUne Midgard. You'd better find him before you leave.";
- next;
- mes "[Hibba Agip]";
- mes "Since the officials are busy attending to national matters, they won't meet you unless they're informed of your arrival beforehand. I doubt those pretentious guys would even want to see me.";
- next;
- mes "[Hibba Agip]";
- mes "Travel safely, adventurer, and come back in one piece, alright?";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if (ep13_1_edq == 3) {
- mes "[Hibba Agip]";
- mes "Haven't you left yet? It's hard to make ends meet, isn't it?";
- next;
- mes "[Hibba Agip]";
- mes "I mean, if you want to be paid, you'll have to work. Do you still not understand? I'm saying that you better proceed with your mission.";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if (ep13_1_edq == 4) {
- mes "[Hibba Agip]";
- mes "Hmm...";
- next;
- mes "[Staff Officer Abidal]";
- mes "......";
- next;
- mes "[Hibba Agip]";
- mes "Alright, alright. I know why you've come to see me.";
- next;
- mes "[Staff Officer Abidal]";
- mes "They haven't gotten the report yet. We should send out soldiers...";
- next;
- mes "[Hibba Agip]";
- mes "That's not why I'm concerned. The problem is that the assignee failed to complete the mission and lost the report.";
- next;
- mes "[Hibba Agip]";
- mes "Anyways... It's alright. You don't have to feel bad. I understand you didn't mean it this way.";
- next;
- mes "[Instructor Igrid]";
- mes "Commander, who might have done this? I will destroy him myself.";
- next;
- mes "[Hibba Agip]";
- mes "Don't impose. Our troops aren't just from one nation, they are from thre different countries, and are here to pursue their country's own interest.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Hard to say... who is behind this. If I had to guess, either side could be behind this...";
- next;
- mes "[Hibba Agip]";
- mes "*Spit* This is why I don't trust politicians. Abidal, resolving this incident is your top priority.";
- next;
- mes "[Hibba Agip]";
- mes "Igrid, evaluate the security of this camp and discipline among the soldiers.";
- next;
- mes "[Hibba Agip]";
- mes "Now it's your turn... Abidal disposed reports from various departments after he used them to compile the expedition report.";
- next;
- mes "[Hibba Agip]";
- mes "We take the security of our documents seriously. So... There are no extra copies of the expedition report.";
- next;
- mes "[Staff Officer Abidal]";
- mes "I still remember at least 30% of the document. I might be able to rewrite another...";
- next;
- mes "[Hibba Agip]";
- mes "I need it to be perfect. What can we do with only 30%?";
- next;
- mes "[Hibba Agip]";
- mes "Hey, you must find the report. If you bring as may pages of the report as you can, then Abidal will use them to fill missing parts.";
- next;
- mes "[Hibba Agip]";
- mes "Some of them might have be consumed by monsters, or have found their way to the sea, but I don't care. You'll find them at all costs, and that's my order.";
- next;
- mes "[Hibba Agip]";
- mes "I hope you'll do your best. You need to finish what you've started. We'll do our best to help you. Am I right, guys? Abidal? Igrid?";
- next;
- mes "[Staff Officer Abidal]";
- mes "Of Course, I'm happy to...";
- next;
- mes "[Instructor Igrid]";
- mes "......";
- next;
- mes "[Hibba Agip]";
- mes "Now, search everywhere for the pages of that report. Staff Officer Abidal will bind them into the full report for you.";
- next;
- // custom translation
- mes "[Hibba Agip]";
- mes "Hmm... and... I received a report, that you surrendered the report to the enemy, right?";
- next;
- // custom translation
- mes "[Instructor Igrid]";
- mes "Hmm...";
- next;
- // custom translation
- mes "[Hibba Agip]";
- mes "Hehehehe. How smart of you... Thou feel not safe for you to be my subordinate...";
- next;
- // custom translation
- mes "[Hibba Agip]";
- mes "Hey, I said. It is justice as well, injustice as well. But, trust and deal... is very important. Understand? You must remember this.";
- set ep13_1_edq,61;
- changequest 3088,3089;
- next;
- mes "[Hibba Agip]";
- mes "I wish you good luck in finding the pages. Try to clean any smudges off them when you find them, alright?";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if (ep13_1_edq == 5) {
- mes "[Hibba Agip]";
- mes "Hmm...";
- next;
- mes "[Staff Officer Abidal]";
- mes "......";
- next;
- mes "[Hibba Agip]";
- mes "Alright, alright. I know why you've come to see me.";
- next;
- mes "[Staff Officer Abidal]";
- mes "They haven't gotten the report yet. We should send out soldiers...";
- next;
- mes "[Hibba Agip]";
- mes "That's not why I'm concerned. The problem is that the assignee failed to complete the mission and lost the report.";
- next;
- mes "[Hibba Agip]";
- mes "Anyways... It's alright. You don't have to feel bad. I understand you didn't mean it this way.";
- next;
- mes "[Instructor Igrid]";
- mes "Commander, I'll go find those evil scoundrels...";
- next;
- mes "[Hibba Agip]";
- mes "Don't impose. Our troops aren't just from one nation, they are from thre different countries, and are here to pursue their country's own interest.";
- next;
- mes "[Staff Officer Abidal]";
- mes "I wonder who's behind this. Frankly, I must say that every country is a suspect.";
- next;
- mes "[Hibba Agip]";
- mes "*Spit* This is why I don't trust politicians. Abidal, resolving this incident is your top priority.";
- next;
- mes "[Hibba Agip]";
- mes "Igrid, evaluate the security of this camp and discipline among the soldiers.";
- next;
- mes "[Hibba Agip]";
- mes "Now it's your turn... Abidal disposed reports from various departments after he used them to compile the expedition report.";
- next;
- mes "[Hibba Agip]";
- mes "We take the security of our documents seriously. So... There are no extra copies of the expedition report.";
- next;
- mes "[Staff Officer Abidal]";
- mes "I still remember at least 30% of the document. I might be able to rewrite another...";
- next;
- mes "[Hibba Agip]";
- mes "I need it to be perfect. What can we do with only 30%?";
- next;
- mes "[Hibba Agip]";
- mes "Hey, you must find the report. If you bring as may pages of the report as you can, then Abidal will use them to fill missing parts.";
- next;
- mes "[Hibba Agip]";
- mes "Some of them might have be consumed by monsters, or have found their way to the sea, but I don't care. You'll find them at all costs, and that's my order.";
- next;
- mes "[Hibba Agip]";
- mes "I hope you'll do your best. You need to finish what you've started. We'll do our best to help you. Am I right, guys? Abidal? Igrid?";
- next;
- mes "[Staff Officer Abidal]";
- mes "Of Course, I'm happy to...";
- next;
- mes "[Instructor Igrid]";
- mes "......";
- next;
- mes "[Hibba Agip]";
- mes "Now, search everywhere for the pages of that report. Staff Officer Abidal will bind them into the full report for you.";
- next;
- mes "[Hibba Agip]";
- mes "Ah, and... I've received a report that you fought hard against the enemy to protect the report from them.";
- next;
- mes "[Instructor Igrid]";
- mes "Umm...";
- next;
- mes "[Hibba Agip]";
- mes "Hahaha, you're fearless and I can make good use of a soldier like you at any time of the day.";
- next;
- mes "[Hibba Agip]";
- mes "Let me tell you this, loyalty and faithfulness are very, very important. They may cause you hardship sometimes, but those qualities will guarantee you the last laugh.";
- set ep13_1_edq,62;
- changequest 3088,3089;
- next;
- mes "[Hibba Agip]";
- mes "I wish you good luck in finding the pages. Try to clean any smudges off them when you find them, alright?";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if ((ep13_1_edq == 61) || (ep13_1_edq == 62)) {
- mes "[Hibba Agip]";
- mes "Talk to my staff officer until you're finisehd finding the pages of the lost report. Right now, I'm swarmed with work.";
- next;
- mes "[Hibba Agip]";
- mes "I'm sure you'll easily find those if you keep your eyes open. I must warn you about the monsters around this area though. Who knows? They might love the taste of paper.";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- mes "[Hibba Agip]";
- mes "How have you been doing? I've heard Igrid has personally send out his soldiers to support you guys.";
- mes "Haven't you met them?";
- next;
- mes "[Hibba Agip]";
- mes "While searching for the report, look around and meet our soldiers.";
- mes "They've been sent to help you and Abidal. Ask their help if you think you need it.";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if (ep13_1_edq == 8) {
- mes "[Hibba Agip]";
- mes "So, the report has been restored successfully?";
- next;
- mes "[Hibba Agip]";
- mes "This was finished more quickly than I thought. Let me see...";
- next;
- delitem 11012,1; //Expedition_Report
- set ep13_1_edq,9;
- changequest 3092,3093;
- mes "[Hibba Agip]";
- mes "It looks alright. I don't have to read this thoroughly because I trust Abidal.";
- next;
- mes "[Hibba Agip]";
- mes "Now, let's go back to your original mission. I'd like you to deliver this to the national leaders of the three countries of Rune Midgard.";
- next;
- getitem 11012,3; //Expedition_Report
- mes "[Hibba Agip]";
- mes "Dont worry too much, my friend.";
- mes "I've arranged troops in the time-space gap to protect the report.";
- next;
- mes "[Hibba Agip]";
- mes "Of course, you can't see them because they're undercover soldiers under my direct command. Hahaha!";
- next;
- mes "[Hibba Agip]";
- mes "Let me remind you again. The officials are these three people: ^0000FFMinister Laur^000000 of the Rune Midgarts Kingdom, ^0000FFPriest Nuria^000000 of Arunafeltz and ^0000FFGerhart^000000 of the Schwaltzvalt Republic.";
- next;
- mes "[Hibba Agip]";
- mes "Make sure to deliver the report to them without fail. Come back in one piece, alright?";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if ((ep13_1_edq == 9) && (countitem(11012) == 3)) {
- mes "[Hibba Agip]";
- mes "Let me remind you again. The officials are these three people: ^0000FFMinister Laur^000000 of the Rune Midgarts Kingdom, ^0000FFPriest Nuria^000000 of Arunafeltz and ^0000FFGerhart^000000 of the Schwaltzvalt Republic.";
- next;
- mes "[Hibba Agip]";
- mes "Make sure to deliver the report to them without fail. Come back in one piece, alright?";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if ((ep13_1_edq == 9) && (countitem(11012) < 3)) {
- mes "[Hibba Agip]";
- mes "Is something wrong? Alright, we'll write another report for you.";
- next;
- delitem 11012,1; //Expedition_Report
- delitem 11012,1; //Expedition_Report
- delitem 11012,1; //Expedition_Report
- getitem 11012,3; //Expedition_Report
- mes "[Hibba Agip]";
- mes "Let me remind you again. The officials are these three people: ^0000FFMinister Laur^000000 of the Rune Midgarts Kingdom, ^0000FFPriest Nuria^000000 of Arunafeltz and ^0000FFGerhart^000000 of the Schwaltzvalt Republic.";
- next;
- mes "[Hibba Agip]";
- mes "Make sure to deliver the report to them without fail. Come back in one piece, alright?";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if ((ep13_1_edq == 9) && (countitem(11012) > 3)) {
- mes "[Hibba Agip]";
- mes "Is something wrong? Alright, we'll write another report for you.";
- next;
- delitem 11012,20; //Expedition_Report
- getitem 11012,3; //Expedition_Report
- mes "[Hibba Agip]";
- mes "Let me remind you again. The officials are these three people: ^0000FFMinister Laur^000000 of the Rune Midgarts Kingdom, ^0000FFPriest Nuria^000000 of Arunafeltz and ^0000FFGerhart^000000 of the Schwaltzvalt Republic.";
- next;
- mes "[Hibba Agip]";
- mes "Make sure to deliver the report to them without fail. Come back in one piece, alright?";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if (ep13_1_edq > 100) {
- mes "[Hibba Agip]";
- mes "Let me remind you again. The officials are these three people: ^0000FFMinister Laur^000000 of the Rune Midgarts Kingdom, ^0000FFPriest Nuria^000000 of Arunafeltz and ^0000FFGerhart^000000 of the Schwaltzvalt Republic.";
- next;
- mes "[Hibba Agip]";
- mes "Make sure to deliver the report to them without fail. Come back in one piece, alright?";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if (ep13_1_edq == 13) {
- mes "[Hibba Agip]";
- mes "Oh, how was your trip? Hey, you look better than you did when you left. Did you drop by your hometown and enjoy great food or something?";
- next;
- mes "[Hibba Agip]";
- mes "So tell me, did you bring the report to all three national leaders? Good job.";
- next;
- mes "[Hibba Agip]";
- mes "I understand there were some unforeseen obstacles we didn't anticipate since we thought this mission was pretty trivial, but you still did your best.";
- next;
- mes "[Hibba Agip]";
- mes "I must warn you, however, this is not the end of these strange events. You're involved in this situation so deeply that you can't get out of it. Hahaha!";
- next;
- mes "[Hibba Agip]";
- mes "Don't worry. I'm not here to fool around. Isn't that right?";
- next;
- mes "[Staff Officer Abidal]";
- mes "Yes, sir. We can't let the same thing happen again.";
- next;
- mes "[Instructor Igrid]";
- mes "I shall find out who's behind this, and destroy him.";
- next;
- mes "[Hibba Agip]";
- mes "So... I was hoping that you'll come back and help us once we figure out who's behind this. Will you?";
- next;
- mes "[Hibba Agip]";
- mes "And please take this small reward.";
- mes "Thank you for your help so far.";
- next;
- getexp 3750000,0;
- getitem 12110,3; //First_Aid_Kit
- set ep13_1_edq,14;
- completequest 3094;
- mes "[Hibba Agip]";
- mes "Then I'll see you next time. Keep yourself in one piece, alright?";
- mes "Hahaha!";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if (ep13_1_edq == 14) {
- mes "[Hibba Agip]";
- mes "Hey, how have you been? It's too early to say that we've figured out who's the mastermind.";
- next;
- mes "[Hibba Agip]";
- mes "Please be patient, I'll contact you when the time is right.";
- next;
- mes "[Hibba Agip]";
- mes "Wait, have you explored this area yet? I mean the wide tundra and fields around the camp.";
- next;
- mes "[Hibba Agip]";
- mes "There are many fun things outside. If you are an adventurer, go explore for yourself. Come back after you've explored the areas around the camp.";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if ((ep13_1_edq == 15) && (ins_nyd == 1)) {
- mes "[Hibba Agip]";
- mes "Ah, it's you again. So, are you accustomed to this area now?";
- next;
- mes "[Hibba Agip]";
- mes "What brings you here again? You seem to have something to say to me.";
- next;
- switch(select("I just want to say hello.:I found a weird portal below the mine cave.")) {
- case 1:
- mes "[Hibba Agip]";
- mes "Well hello then...";
- next;
- mes "[Hibba Agip]";
- mes "Please be patient. I'll contact you when the time is right.";
- cutin "ep13_captin_edq",255;
- break;
- case 2:
- mes "[Hibba Agip]";
- mes "What portal? I've never heard about it.";
- next;
- mes "[Hibba Agip]";
- mes "That place must be where both races fight against each other. It might be dangerous there.";
- next;
- mes "[Hibba Agip]";
- mes "I have no idea of what it is like. It is not in my field of expertise.";
- next;
- mes "[Hibba Agip]";
- mes "There is someone here who can help you. He is a historian from Rune-Midgarts. He may be aware of some relics or something that could help.";
- next;
- mes "[Hibba Agip]";
- mes "Find the historian and see if he has any useful information for you.";
- set ins_nyd,2;
- cutin "ep13_captin_edq",255;
- break;
- }
- close;
- }
- else if ((ins_nyd > 1) && (ins_nyd < 7)) {
- mes "[Hibba Agip]";
- mes "He's at his post, you can't find him?";
- next;
- mes "[Hibba Agip]";
- mes "His name is Magniffer... look for him.. he's somewhere around here...";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if (ins_nyd == 7) {
- // 13.2 Addon
- mes "[Hibba Agip]";
- mes "Did you talk with the scholar? Thesedays, I haven't seen him for a while.";
- next;
- mes "[Staff Officer Abidal]";
- mes "That's because you don't like talking to him.";
- next;
- mes "[Hibba Agip]";
- mes "Hey, don't judge me like that...the problem is only that I can't see him often.";
- next;
- mes "[Hibba Agip]";
- mes "Whatever. Did something happen because he showed up to me? Tell me more.";
- next;
- switch(select("Tell the story.")) {
- case 1:
- mes "[Hibba Agip]";
- mes "Hmmm... umm... so...";
- next;
- mes "[Hibba Agip]";
- mes "So, that's why that happened like that... It's so complicated...";
- next;
- mes "[Hibba Agip]";
- mes "And you guys...you just take a task that you start up at first.";
- next;
- mes "[Staff Officer Abidal]";
- mes "You sent him to Doctor Magnifer first....";
- next;
- mes "[Hibba Agip]";
- mes "I just thought that he needed someone to talk to.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Ah yeah... you're right.";
- next;
- mes "[Hibba Agip]";
- mes "Hmm... for example, you want to investigate a cave that you found, but you got on the Laphine and Sapha's nerves. right?";
- next;
- mes "[Hibba Agip]";
- mes "And that two guys pay attention and stay quiet, but they are doing it for themselves..";
- next;
- mes "[Hibba Agip]";
- mes "The most important thing is that this place is the ground that the Yggdrasilberry takes root acording to Magnifer.";
- next;
- mes "[Hibba Agip]";
- mes "Abidal, do you have anything to say about this?";
- next;
- mes "[Staff Officer Abidal]";
- mes "Our object is to make contact with one tribe and investgate this world and how adaptable it can be.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Actually, we don't have to make this situation bigger than it already is.";
- next;
- mes "[Hibba Agip]";
- mes "Yeah right. I don't want to extend this thing anymore...";
- next;
- mes "[Staff Officer Abidal]";
- mes "But the two tribes have remained neutral towards us up until now.";
- next;
- mes "[Staff Officer Abidal]";
- mes "We don't really know what attitude they have towards us.";
- next;
- mes "[Hibba Agip]";
- mes "Yeah.. that makes sense... If they made a general attack, we would probably fail.";
- next;
- mes "[Staff Officer Abidal]";
- mes "We should map out a strategy. There is a method that uses Laphine and Sapha's together.";
- next;
- mes "[Staff Officer Abidal]";
- mes "We send this guy to one of the tribes and ask for cooperation in our investigation.";
- next;
- mes "[Hibba Agip]";
- mes "Will they help us? They have already said threatening words...";
- next;
- mes "[Staff Officer Abidal]";
- mes "Of course they will help us. if they reject our demand, we just say that we'll ask for help from the other tribe.";
- next;
- mes "[Hibba Agip]";
- mes "Right, if we do that, they will have no other choice.";
- next;
- mes "[Staff Officer Abidal]";
- mes "In this situation, they want to avoid showing that place to the other tribe.";
- next;
- mes "[Staff Officer Abidal]";
- mes "So, they have to cooperate with us.";
- next;
- mes "[Hibba Agip]";
- mes "Oh, you have a malicious idea.";
- next;
- mes "[Staff Officer Abidal]";
- mes "That's called that Kuhotanrangjigea from east. I didn't make that by myself.";
- next;
- mes "[Hibba Agip]";
- mes "Whatever.. Hey, you there... your name is " + strcharinfo(0) + " right? Do you know what to do?";
- next;
- mes "[Hibba Agip]";
- mes "Go to one of the tribes and ask for help officially. I'll send someone to the other tribe.";
- next;
- mes "[Hibba Agip]";
- mes "I'm going to give you a choice. Which tribe do you want to go to?";
- next;
- switch(select("Laphine:Sapha")) {
- case 1:
- mes "[Hibba Agip]";
- mes "Okay, then I place responsibility on you. from now on you focus on acquiring a good reputation with the Laphine.";
- next;
- mes "[Hibba Agip]";
- mes "It won't be easy to get a good impression from the Sapha again.";
- next;
- mes "[Hibba Agip]";
- mes "So you must earn us a good reputation from the Laphine.";
- next;
- mes "[Hibba Agip]";
- mes "Will you choose the Laphine?";
- next;
- switch(select("Choose Laphine.:Think again.")) {
- case 1:
- mes "[Hibba Agip]";
- mes "Good. You are now responsible with building our relationship with the Laphine tribe.";
- next;
- mes "[Hibba Agip]";
- mes "Go to the chief of the Laphine and if he doesn't accept our request, just say that you are going to ask for help from the Sapha.";
- next;
- mes "[Hibba Agip]";
- mes "You have your orders! Now I'm going to look for an adventurer who is willing to be sent to the Sapha.";
- set ins_nyd,81;
- cutin "ep13_captin_edq",255;
- break;
- case 2:
- mes "[Hibba Agip]";
- mes "Yeah? Then think again and decide.";
- cutin "ep13_captin_edq",255;
- break;
- }
- break;
- case 2:
- mes "[Hibba Agip]";
- mes "Okay, then I place responsibility on you. from now on you focus on acquiring a good reputation with the Sapha.";
- next;
- mes "[Hibba Agip]";
- mes "It won't be easy to get a good impression from the Laphine again.";
- next;
- mes "[Hibba Agip]";
- mes "So you must earn us a good reputation from the Sapha.";
- next;
- mes "[Hibba Agip]";
- mes "Will you choose the Sapha?";
- next;
- switch(select("Choose Sapha.:Think again.")) {
- case 1:
- mes "[Hibba Agip]";
- mes "Good. You are now responsible with building our relationship with the Sapha tribe.";
- next;
- mes "[Hibba Agip]";
- mes "Go to the chief of the Sapha and if he doesn't accept our request, just say that you are going to ask for help from the Laphine.";
- next;
- mes "[Hibba Agip]";
- mes "You have your orders! Now I'm going to look for an adventurer who is willing to be sent to the Laphine.";
- set ins_nyd,82;
- cutin "ep13_captin_edq",255;
- break;
- case 2:
- mes "[Hibba Agip]";
- mes "Yeah? then think again and decide.";
- cutin "ep13_captin_edq",255;
- break;
- }
- break;
- }
- break;
- }
- close;
- }
- else if (ins_nyd == 81) {
- mes "[Hibba Agip]";
- mes "Good. You are now responsible with building our relationship with the Laphine tribe.";
- next;
- mes "[Hibba Agip]";
- mes "Go to the chief of the Laphine and if he doesn't accept our request, just say that you are going to ask for help from the Sapha.";
- next;
- mes "[Hibba Agip]";
- mes "I'm going to look for an adventurer who is willing to be sent to the Sapha.";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if (ins_nyd == 82) {
- mes "[Hibba Agip]";
- mes "Good. You are now responsible with building our relationship with the Sapha tribe.";
- next;
- mes "[Hibba Agip]";
- mes "Go to the chief of the Sapha and if he doesn't accept our request, just say that you are going to ask for help from the Laphine.";
- next;
- mes "[Hibba Agip]";
- mes "You have your orders! Now I'm going to look for an adventurer who is willing to be sent to the Laphine.";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if ((ins_nyd == 91) || (ins_nyd == 101) || (ins_nyd == 111)) {
- mes "[Hibba Agip]";
- mes "How's the activity in Laphine? They have a stern character.";
- next;
- mes "[Hibba Agip]";
- mes "I'm not cut out for matching with them...ew...";
- next;
- mes "[Hibba Agip]";
- mes "I'm going to send a few able men to the Sapha, you don't have to worry about it.";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if ((ins_nyd == 92) || (ins_nyd == 102) || (ins_nyd == 112)) {
- mes "[Hibba Agip]";
- mes "How's the activity in Sapha? They have a stern character.";
- next;
- mes "[Hibba Agip]";
- mes "I'm not cut out for matching with them...ew...";
- next;
- mes "[Hibba Agip]";
- mes "I'm going to send a few able men to the Laphine, you don't have to worry about it.";
- cutin "ep13_captin_edq",255;
- close;
- }
- else if ((ins_nyd == 121) || (ins_nyd == 131) || (ins_nyd == 132)) {
- mes "[Hibba Agip]";
- mes "You've come back alive? Let us celebrate your immunity!";
- next;
- mes "[Hibba Agip]";
- mes "Who would have thought that that outsiders would be treated so vulgar by the leaders of the other tribes?";
- next;
- mes "[Hibba Agip]";
- mes "I have said before this thing is not the last, and certainly there is something waiting for us.";
- next;
- mes "[Hibba Agip]";
- mes "It is time for us to head out, is it not, instructor?";
- next;
- mes "[Staff Officer Abidal]";
- mes "Right... It's time...";
- next;
- mes "[Instructor Igrid]";
- mes "I'm ready.";
- next;
- mes "[Hibba Agip]";
- mes "I am looking forward to what will happen... Whew...";
- cutin "ep13_captin_edq",255;
- close;
- }
- else {
- mes "[Hibba Agip]";
- mes "*Sigh* Look at me, I used to command the desert of Morroc, but I've been deployed to a world that only God knows where...";
- next;
- mes "[Staff Officer Abidal]";
- mes "Come on, that's not true. In fact, you used to be an official of a small town, and have been promoted to the commander of the expedition. Your success is almost too good to be true.";
- next;
- mes "[Instructor Igrid]";
- mes "Hey, boss. Can we just go through the motions until we get out of here? This so-called Ash-Vacuum is boring. It's heaven for the kingdom scholars, but it's not for me.";
- next;
- mes "[Hibba Agip]";
- mes "Geez, do you have to keep calling me boss? I'm the Commander, alright? So disrespectful.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Can you guys stop complaining? God...";
- next;
- mes "[Instructor Igrid]";
- mes "Who are you? What business do you have with Commander Agip?";
- next;
- mes "[Hibba Agip]";
- mes "What is it? If you have too much time on your hands, you'd better go outside and find something productive to do.";
- cutin "ep13_captin_edq",255;
- close;
- }
-}
-
-mid_campin,94,118,3 script Staff Officer Abidal 755,{
- if ((ep13_1_edq == 13) || (ep13_1_edq == 14)) {
- mes "[Staff Officer Abidal]";
- mes "Phew, I'm glad the mission is over. Thank you so much for your help.";
- next;
- mes "[Staff Officer Abidal]";
- mes "We'll contact you again when we have another mission for you. I hope we can count on your help again when the time comes.";
- close;
- }
- else if (ep13_1_edq == 0) {
- mes "[Staff Officer Abidal]";
- mes "I'm Staff Officer Abidal of the Midgard Expedition. How may I help you?";
- next;
- switch(select("Midgard Expedition Introduction:Midgard Expedition's Achievement:Situation in the Ash-Vacuum:Quit")) {
- case 1:
- mes "[Staff Officer Abidal]";
- mes "The Midgard Expedition is conducted by a group of explorers from the three countries of Rune Midgard and the Mercenary Association. We're here to explore the Ash-Vacuum.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Command Hibba Agip behind me is our commander. He may appear unreliable, but he has extensive knowledge and experience in exploration.";
- next;
- mes "[Staff Officer Abidal]";
- mes "We have many aides and scholars to support our expedition.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Oh, you may know this already, but Commander Agip isn't from any of the three countries. Neither am I or Instructor Igrid.";
- next;
- mes "[Staff Officer Abidal]";
- mes "There's an obvious power struggle among the three countries to assign their officers to the commander position.";
- next;
- mes "[Staff Officer Abidal]";
- mes "As a last resort, they had to select Commander Agip since he's unaffiliated with any of those countries, but is talented enough to lead the expedition.";
- next;
- mes "[Staff Officer Abidal]";
- mes "We, the commander, Igrid, and I aren't used to the the leadership role. We're having trouble taking care of everything that's happening. *Sigh*";
- next;
- mes "[Staff Officer Abidal]";
- mes "The members of the Midgard Expedition are conducting various kinds of research about the Ash-Vacuum searching for possible living creatures and studying what might be beneficial for the development of the mainland.";
- next;
- mes "[Staff Officer Abidal]";
- mes "If you look around, you'll find many people in need of your help. Enjoy your stay in the otherworld, and feel free to ask me if you have questions.";
- close;
- case 2:
- mes "[Staff Officer Abidal]";
- mes "We're still at an early stage of the expedition, so we haven't made any major achievements. That's why we need help from adventurers like you.";
- next;
- mes "[Staff Officer Abidal]";
- mes "If you look around this camp, you'll find many opportunities to help us. We always welcome every bit of help.";
- close;
- case 3:
- mes "[Staff Officer Abidal]";
- mes "So far, only a few truths about the Ash-Vacuum have been revealed.";
- next;
- mes "[Staff Officer Abidal]";
- mes "We now know there's a demihuman race in this otherworld, but we're too busy figuring out the true nature of the time-space gap, let alone study the demihuman race in depth.";
- next;
- mes "[Staff Officer Abidal]";
- mes "My advice for you will be to be careful when you encounter members of that race. Who knows? They might be extremely hostile toward other races.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Oh, and take heed, unidentified creatures appear outside the camp during nighttime. Be careful of them, too.";
- close;
- case 4:
- close;
- }
- }
- else if (ep13_1_edq == 1) {
- mes "[Staff Officer Abidal]";
- mes "Oh, welcome back. I apologize for troubling you like this. I didn't feel to comfortable talking to you back there.";
- next;
- mes "[Staff Officer Abidal]";
- mes "In fact, I have a favor to ask of you. From what I know of your accomplishments you're the right person for this.";
- next;
- mes "[Staff Officer Abidal]";
- mes "On behalf of the expedition, I'd like to give you a mission. Would you like to accept it?";
- next;
- switch(select("Yes.:No.")) {
- case 1:
- mes "[Staff Officer Abidal]";
- mes "Thank you so much. I had a good feeling about you, and I was so sure that you'd be willing to help.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Let's cut to the chase. The mission is simple, deliver our expedition report to the three countries of Rune Midgard.";
- next;
- mes "[Staff Officer Abidal]";
- mes "But I have to tell you... We sent out three adventurers on this mission before you, and they all dissapeared. Please don't disclose this information to anyone.";
- next;
- mes "[Staff Officer Abidal]";
- mes "The commander or I cannot leave this camp, even though delivering the report is one of our most important duties. That's why I need someone reliable and trustworthy like you.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Phew, I'm so glad that you've accepted this mission. Now, please go receive the report from the commander. He'll officially assign you to the mission.";
- next;
- mes "[Staff Officer Abidal]";
- mes "I'll prepare for your departure.";
- mes "Please go speak to the commander.";
- set ep13_1_edq,2;
- changequest 3085,3086;
- close;
- case 2:
- mes "[Staff Officer Abidal]";
- mes "Oh, I see... Then can you help me whenever you have some time?";
- next;
- mes "[Staff Officer Abidal]";
- mes "This is urgent, please think it over and come back if you change your mind.";
- close;
- }
- }
- else if (ep13_1_edq == 2) {
- mes "[Staff Officer Abidal]";
- mes "I've reported to the commander about your decision to help us.";
- mes "Please go speak to him.";
- close;
- }
- else if (ep13_1_edq == 3) {
- mes "[Staff Officer Abidal]";
- mes "You've been assinged to the mission officially. Good luck, and I hope you'll come back safely.";
- close;
- }
- else if ((ep13_1_edq == 4) || (ep13_1_edq ==5)) {
- mes "[Staff Officer Abidal]";
- mes "I've heard the story. Why don't you go speak to the commander first?";
- close;
- }
- else if (ep13_1_edq == 61) {
- mes "[Staff Officer Abidal]";
- mes "It's as what the commander said. I still remember the contents of the report, even though it might not all be accurate without any references.";
- next;
- mes "[Staff Officer Abidal]";
- mes "If you bring me the pages of the lost report, I'll fill the missing parts and be able to complete the report again.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Why don't you go check the site of the accident? You might find some clues of their whereabouts. and...";
- next;
- mes "[Staff Officer Abidal]";
- mes "This is my opinion, but otherworldly creatures might have taken an interest in the pages.";
- next;
- mes "[Staff Officer Abidal]";
- mes "I'm thinking this because the report contains information about the ecology of the otherworldly creatures. It's also made of paper and ink, materials from the mainland that might seem interesting to those creatures.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Anyways, please bring the pages of the report in ^0000FFincrements of 10^000000 whenever you find them. I'll try to put them in order.";
- set ep13_1_edq,71;
- changequest 3089,3090;
- close;
- }
- else if (ep13_1_edq == 62) {
- mes "[Staff Officer Abidal]";
- mes "It's as what the commander said. I still remember the contents of the report, even though it might not all be accurate without any references.";
- next;
- mes "[Staff Officer Abidal]";
- mes "If you bring me the pages of the lost report, I'll fill the missing parts and be able to complete the report again.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Why don't you go check the site of the accident? You might find some clues of their whereabouts. and...";
- next;
- mes "[Staff Officer Abidal]";
- mes "This is my opinion, but otherworldly creatures might have taken an interest in the pages.";
- next;
- mes "[Staff Officer Abidal]";
- mes "I'm thinking this because the report contains information about the ecology of the otherworldly creatures. It's also made of paper and ink, materials from the mainland that might seem interesting to those creatures.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Anyways, please bring the pages of the report in ^0000FFincrements of 10^000000 whenever you find them. I'll try to put them in order.";
- set ep13_1_edq,72;
- changequest 3089,3090;
- close;
- }
- else if ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- mes "[Staff Officer Abidal]";
- mes "How have you been doing with finding the report's lost pages?";
- mes "Feel free to tell me whenever you're ready.";
- next;
- switch(select("Submit found pages.:Check the report's resoration status.:Quit.")) {
- case 1:
- if ((countitem(11013) > 0) && (countitem(11014) > 0) && (countitem(11015) > 0) && (countitem(11016) > 0)) {
- mes "[Staff Officer Abidal]";
- mes "Oh, you've collected enough pages...";
- next;
- mes "[Staff Officer Abidal]";
- mes "Why don't you check the report's restoration status again?";
- close;
- }
- else {
- mes "[Staff Officer Abidal]";
- mes "Have you brought me pages of the lost report? Please bring them to me in increments of 10.";
- next;
- if (countitem(6040) > 9) {
- mes "[Staff Officer Abidal]";
- mes "Thank you. Let me try to put them in order.";
- next;
- if (ep13_1_edq == 71) {
- mes "[Staff Officer Abidal]";
- mes "Umm... This page should go here and..";
- next;
- set .@ep13_edq_wrong,rand(1,7);
- if ((countitem(11013) == 0) && (.@ep13_edq_wrong == 1)) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- delitem 6040,10; //Some_Of_Report
- getitem 11013,1; //Expedition_Report_Vol1
- mes "[Staff Officer Abidal]";
- mes "This is the first volume of the report. I'm glad that we've restored atleast the first part.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Keep up the good work on finding the rest of the volumes.";
- close;
- }
- else if ((countitem(11013) == 1) && (.@ep13_edq_wrong == 1)) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Unfortunately, this is the first volume of the report which we've restored already. I'm sorry, but we need to find pages for the rest of the volumes.";
- delitem 6040,10; //Some_Of_Report
- close;
- }
- else if ((countitem(11014) == 0) && ((.@ep13_edq_wrong == 3) || (.@ep13_edq_wrong == 2))) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- delitem 6040,10; //Some_Of_Report
- getitem 11014,1; //Expedition_Report_Vol2
- mes "[Staff Officer Abidal]";
- mes "This is the second volume of the report. I'm glad that we've restored atleast the second part.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Keep up the good work on finding the rest of the volumes.";
- close;
- }
- else if ((countitem(11014) == 1) && ((.@ep13_edq_wrong == 3) || (.@ep13_edq_wrong == 2))) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Unfortunately, this is the second volume of the report which we've restored already. I'm sorry, but we need to find pages for the rest of the volumes.";
- delitem 6040,10; //Some_Of_Report
- close;
- }
- else if ((countitem(11015) == 0) && ((.@ep13_edq_wrong == 5) || (.@ep13_edq_wrong == 6))) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- delitem 6040,10; //Some_Of_Report
- getitem 11015,1; //Expedition_Report_Vol3
- mes "[Staff Officer Abidal]";
- mes "This is the third volume of the report. I'm glad that we've restored atleast the third part.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Keep up the good work on finding the rest of the volumes.";
- close;
- }
- else if ((countitem(11015) == 1) && ((.@ep13_edq_wrong == 5) || (.@ep13_edq_wrong == 6))) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Unfortunately, this is the third volume of the report which we've restored already. I'm sorry, but we need to find pages for the rest of the volumes.";
- delitem 6040,10; //Some_Of_Report
- close;
- }
- else if ((countitem(11016) == 0) && (.@ep13_edq_wrong == 7)) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- delitem 6040,10; //Some_Of_Report
- getitem 11016,1; //Expedition_Report_Vol4
- mes "[Staff Officer Abidal]";
- mes "This is the fourth volume of the report. I'm glad that we've restored atleast the fourth part.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Keep up the good work on finding the rest of the volumes.";
- close;
- }
- else if ((countitem(11016) == 1) && (.@ep13_edq_wrong == 7)) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Unfortunately, this is the fourth volume of the report which we've restored already. I'm sorry, but we need to find pages for the rest of the volumes.";
- delitem 6040,10; //Some_Of_Report
- close;
- }
- else {
- mes "[Staff Officer Abidal]";
- mes "I'm sorry, but you've brought pages from different volumes of the report, I was unable to put them in order.";
- next;
- delitem 6040,10; //Some_Of_Report
- mes "[Staff Officer Abidal]";
- mes "I'm sorry, but please go try to find pages that can be bound into one volume.";
- close;
- }
- }
- else if (ep13_1_edq == 72) {
- mes "[Staff Officer Abidal]";
- mes "Umm... This page should go here and..";
- next;
- set .@ep13_edq_wrong,rand(1,5);
- if ((countitem(11013) == 0) && (.@ep13_edq_wrong == 1)) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- delitem 6040,10; //Some_Of_Report
- getitem 11013,1; //Expedition_Report_Vol1
- mes "[Staff Officer Abidal]";
- mes "This is the first volume of the report. I'm glad that we've restored atleast the first part.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Keep up the good work on finding the rest of the volumes.";
- close;
- }
- else if ((countitem(11013) == 1) && (.@ep13_edq_wrong == 1)) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Unfortunately, this is the first volume of the report which we've restored already. I'm sorry, but we need to find pages for the rest of the volumes.";
- delitem 6040,10; //Some_Of_Report
- close;
- }
- else if ((countitem(11014) == 0) && (.@ep13_edq_wrong == 2)) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- delitem 6040,10; //Some_Of_Report
- getitem 11014,1; //Expedition_Report_Vol2
- mes "[Staff Officer Abidal]";
- mes "This is the second volume of the report. I'm glad that we've restored atleast the second part.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Keep up the good work on finding the rest of the volumes.";
- close;
- }
- else if ((countitem(11014) == 1) && (.@ep13_edq_wrong == 2)) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Unfortunately, this is the second volume of the report which we've restored already. I'm sorry, but we need to find pages for the rest of the volumes.";
- delitem 6040,10; //Some_Of_Report
- close;
- }
- else if ((countitem(11015) == 0) && ((.@ep13_edq_wrong == 3) || (.@ep13_edq_wrong == 4))) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- delitem 6040,10; //Some_Of_Report
- getitem 11015,1; //Expedition_Report_Vol3
- mes "[Staff Officer Abidal]";
- mes "This is the third volume of the report. I'm glad that we've restored atleast the third part.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Keep up the good work on finding the rest of the volumes.";
- close;
- }
- else if ((countitem(11015) == 1) && ((.@ep13_edq_wrong == 3) || (.@ep13_edq_wrong == 4))) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Unfortunately, this is the third volume of the report which we've restored already. I'm sorry, but we need to find pages for the rest of the volumes.";
- delitem 6040,10; //Some_Of_Report
- close;
- }
- else if ((countitem(11016) == 0) && (.@ep13_edq_wrong == 5)) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- delitem 6040,10; //Some_Of_Report
- getitem 11016,1; //Expedition_Report_Vol4
- mes "[Staff Officer Abidal]";
- mes "This is the fourth volume of the report. I'm glad that we've restored atleast the fourth part.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Keep up the good work on finding the rest of the volumes.";
- close;
- }
- else if ((countitem(11016) == 1) && (.@ep13_edq_wrong == 5)) {
- mes "[Staff Officer Abidal]";
- mes "Thank you for your hard work. We were able to restore one volume of the report.";
- next;
- mes "[Staff Officer Abidal]";
- mes "Unfortunately, this is the fourth volume of the report which we've restored already. I'm sorry, but we need to find pages for the rest of the volumes.";
- delitem 6040,10; //Some_Of_Report
- close;
- }
- else {
- mes "[Staff Officer Abidal]";
- mes "I'm sorry, but you've brought pages from different volumes of the report, I was unable to put them in order.";
- next;
- delitem 6040,10; //Some_Of_Report
- mes "[Staff Officer Abidal]";
- mes "I'm sorry, but please go try to find pages that can be bound into one volume.";
- close;
- }
- }
- }
- else {
- mes "[Staff Officer Abidal]";
- mes "You didn't bring enough pages, please bring them to me in increments of 10.";
- close;
- }
- }
- case 2:
- mes "[Staff Officer Abidal]";
- mes "Let's see how far we've progressed on the report's restoration.";
- if ((countitem(11013) == 1) && (countitem(11014) == 1) && (countitem(11015) == 1) && (countitem(11016) == 1)) {
- next;
- mes "[Staff Officer Abidal]";
- mes "Oh, great! Every volume of the report has been restored. I'll bind them into one book for you.";
- next;
- delitem 11013,1; //Expedition_Report_Vol1
- delitem 11014,1; //Expedition_Report_Vol2
- delitem 11015,1; //Expedition_Report_Vol3
- delitem 11016,1; //Expedition_Report_Vol4
- getitem 11012,1; //Expedition_Report
- set ep13_1_edq,8;
- erasequest 3090;
- erasequest 3091;
- setquest 3092;
- mes "[Staff Officer Abidal]";
- mes "I'm glad that we were able to make this again. Please bring this report to the commander.";
- close;
- }
- else if ((countitem(11013) == 0) && (countitem(11014) == 0) && (countitem(11015) == 0) && (countitem(11016) == 0)) {
- mes "[Staff Officer Abidal]";
- mes "Well, you haven't restored any volumes of the report yet. Please try harder.";
- close;
- }
- else if ((countitem(11013) == 1) && (countitem(11014) == 0) && (countitem(11015) == 0) && (countitem(11016) == 0)) {
- mes "[Staff Officer Abidal]";
- mes "You have restored the first volume of the report. There are 3 volumes left to restore.";
- close;
- }
- else if ((countitem(11013) == 0) && (countitem(11014) == 1) && (countitem(11015) == 0) && (countitem(11016) == 0)) {
- mes "[Staff Officer Abidal]";
- mes "You have restored the second volume of the report. There are 3 volumes left to restore.";
- close;
- }
- else if ((countitem(11013) == 0) && (countitem(11014) == 0) && (countitem(11015) == 1) && (countitem(11016) == 0)) {
- mes "[Staff Officer Abidal]";
- mes "You have restored the third volume of the report. There are 3 volumes left to restore.";
- close;
- }
- else if ((countitem(11013) == 0) && (countitem(11014) == 0) && (countitem(11015) == 0) && (countitem(11016) == 1)) {
- mes "[Staff Officer Abidal]";
- mes "You have restored the fourth volume of the report. There are 3 volumes left to restore.";
- close;
- }
- else if ((countitem(11013) == 1) && (countitem(11014) == 1) && (countitem(11015) == 0) && (countitem(11016) == 0)) {
- mes "[Staff Officer Abidal]";
- mes "You have restored the first and second volume of the report. There are 2 volumes left to restore.";
- close;
- }
- else if ((countitem(11013) == 1) && (countitem(11014) == 0) && (countitem(11015) == 1) && (countitem(11016) == 0)) {
- mes "[Staff Officer Abidal]";
- mes "You have restored the first and third volume of the report. There are 2 volumes left to restore.";
- close;
- }
- else if ((countitem(11013) == 1) && (countitem(11014) == 0) && (countitem(11015) == 0) && (countitem(11016) == 1)) {
- mes "[Staff Officer Abidal]";
- mes "You have restored the first and fourth volume of the report. There are 2 volumes left to restore.";
- close;
- }
- else if ((countitem(11013) == 0) && (countitem(11014) == 1) && (countitem(11015) == 1) && (countitem(11016) == 0)) {
- mes "[Staff Officer Abidal]";
- mes "You have restored the second and third volume of the report. There are 2 volumes left to restore.";
- close;
- }
- else if ((countitem(11013) == 0) && (countitem(11014) == 1) && (countitem(11015) == 0) && (countitem(11016) == 1)) {
- mes "[Staff Officer Abidal]";
- mes "You have restored the second and fourth volume of the report. There are 2 volumes left to restore.";
- close;
- }
- else if ((countitem(11013) == 0) && (countitem(11014) == 0) && (countitem(11015) == 1) && (countitem(11016) == 1)) {
- mes "[Staff Officer Abidal]";
- mes "You have restored the third and fourth volume of the report. There are 2 volumes left to restore.";
- close;
- }
- else if ((countitem(11013) == 1) && (countitem(11014) == 1) && (countitem(11015) == 1) && (countitem(11016) == 0)) {
- mes "[Staff Officer Abidal]";
- mes "You have restored the first, second and third volume of the report. There is 1 volume left to restore.";
- close;
- }
- else if ((countitem(11013) == 0) && (countitem(11014) == 1) && (countitem(11015) == 1) && (countitem(11016) == 1)) {
- mes "[Staff Officer Abidal]";
- mes "You have restored the second, third and fourth volume of the report. There is 1 volume left to restore.";
- close;
- }
- else {
- close;
- }
- case 3:
- close;
- }
- }
- else if ((ep13_1_edq == 8) || ((ep13_1_edq > 8) && (ep13_1_edq < 13))) {
- mes "[Staff Officer Abidal]";
- mes "Phew, I'm glad we can resume the mission again.";
- next;
- mes "[Staff Officer Abidal]";
- mes "...Aren't you leaving? I think you should.";
- close;
- }
- else if (ins_nyd > 0) {
- // 13.2 addon
- mes "[Staff Officer Abidal]";
- mes "I heard that you got a new duty from Commander Agip.";
- next;
- mes "[Staff Officer Abidal]";
- mes "...Aren't you leaving? I think you should.";
- close;
- }
- else {
- mes "[Staff Officer Abidal]";
- mes "Hello, I'm Staff Officer Abidal. Safe travels, Adventurer.";
- close;
- }
-}
-
-mid_campin,85,118,7 script Instructor Igrid 751,{
- if ((ep13_1_edq == 13) || (ep13_1_edq == 14)) {
- mes "[Instructor Igrid]";
- mes "Hey, rookies. I guess you were lucky enough to complete the mission.";
- next;
- mes "[Instructor Igrid]";
- mes "This is not the end. Keep yourself in one piece until we need your services again.";
- close;
- }
- else if (ep13_1_edq == 0) {
- mes "[Instructor Igrid]";
- mes "I'm Instructor Igrid of the Midgard Expedition. I'm in charge of training and commanding soldiers.";
- next;
- mes "[Instructor Igrid]";
- mes "You must want to become an official member of our expedition.";
- mes "I'm sorry, but you're too weak to endure my intensive training.";
- mes "Give up before you get hurt.";
- next;
- mes "[Instructor Igrid]";
- mes "If you have too much time on your hands, look around. There's plenty of chores available for so-called adventurers's like you.";
- mes "If you do your best to do them, I might accept you as a trainee on this expedition.";
- close;
- }
- else if ((ep13_1_edq > 0) && (ep13_1_edq < 4)) {
- mes "[Instructor Igrid]";
- mes "I don't trust you. Hm. Sorry. I don't really have the right to say that if the commander has assigned you to the mission.";
- next;
- mes "[Instructor Igrid]";
- mes "If you're going to give up, give up now. That'll be better for both of us.";
- close;
- }
- else if ((ep13_1_edq == 4) || (ep13_1_edq == 5)) {
- mes "[Instructor Igrid]";
- mes "I knew you couldn't do it. Didn't I tell you to give up when you had the chance?!";
- close;
- }
- else if (ep13_1_edq > 5) {
- mes "[Instructor Igrid]";
- mes "Do you think I'm doing this for you? No, I'm just using this chance to discipline idle soldiers.";
- next;
- mes "[Instructor Igrid]";
- mes "What are you looking at? Go mind your own business!";
- close;
- }
- else {
- // 13.2 addon
- mes "[Instructor Igrid]";
- mes "I am Expedition Training Instructor Igrid, and the commander responsible for training soldiers. ";
- close;
- }
-}
-
-mid_camp,206,286,3 script Expedition Messenger 997,{
- if ((ep13_1_edq == 3) && (countitem(11012) > 0)) {
- mes "[Expedition Messenger]";
- mes "Welcome, I've been waiting for you.";
- mes "You must be" + strcharinfo(0) + ". Nice to meet you.";
- next;
- mes "[Expedition Messenger]";
- mes "Let me check something quicly. You received the report directly from the commander, didn't you? May I see it?";
- next;
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Expedition Messenger]";
- mes "Excellent. Thank you. Then we'll go back to the mainland and let the leaders know that you,"+ strcharinfo(0) + ", have departed.";
- next;
- mes "[Expedition Messenger]";
- mes "Guys, it's time to go.";
- next;
- donpcevent "Expedition Messenger#2::Ongo";
- mes "[Expedition Messenger]";
- mes "You, head to Schwaltzval Republic.";
- mes "And you, take Arunafeltz. I'll visit Prontera Palace.";
- emotion e_ok,0,"Expedition Messenger#2";
- next;
- mes "[Expedition Messenger]";
- mes "I'll see you guys later.";
- donpcevent "Expedition Messenger#2::OnDisable";
- next;
- mes "[Expedition Messenger]";
- mes "What's up? Why haven't you left...?";
- specialeffect EF_SOULBREAKER,AREA,"Expedition Messenger";
- next;
- mes "[Expedition Messenger]";
- mes "Argh... Why are you doing this?!";
- next;
- cutin "ep13_shadow_edq",2;
- mes "[???]";
- mes "......";
- next;
- mes "[???]";
- mes "Give me the report.";
- next;
- switch(select("Give the report.:Protect the report.")) {
- case 1:
- mes "[Expedition Messenger]";
- mes "Wha... What are you doing? You can't give up the report...";
- mes "Awww...";
- next;
- mes "[???]";
- mes "Give it to me, now!";
- next;
- donpcevent "Expedition Messenger#2::OnEnable";
- emotion e_casp,0,"Expedition Messenger#3";
- cutin "ep13_shadow_edq",2;
- mes "[???]";
- mes "Argh...";
- next;
- specialeffect EF_SOULBREAKER,AREA,"Expedition Messenger#3";
- specialeffect EF_SOULBREAKER,AREA,"Expedition Messenger#3";
- mes "[???]";
- mes "Argh... You...";
- next;
- mes "[Expedition Messenger]";
- mes "*Cough* Oh, thank god!" + strcharinfo(0) + ", please take the report and run!";
- next;
- mes "[???]";
- mes "No... Noooo!";
- next;
- specialeffect2 EF_SOULBREAKER;
- specialeffect2 EF_SONICBLOWHIT;
- mes "[Expedition Messenger]";
- mes "Argh..." + strcharinfo(0) + ", are you alright? The report... The report...";
- next;
- delitem 11012,1; //Expedition_Report
- set ep13_1_edq,4;
- changequest 3087,3088;
- mes "[Expedition Agent]";
- mes "We lost the report. The pages are blowing away!";
- next;
- mes "[???]";
- mes "Haha, I may have failed to take the report, but it's better destroyed than in your hands!";
- cutin "ep13_shadow_edq",255;
- next;
- donpcevent "Expedition Messenger#3::OnDisable";
- mes "[Expedition Agent]";
- mes "Are you alright? What about the report... ?";
- next;
- mes "[Expedition Messenger]";
- mes "*Cough* The report is out of our reach now...";
- next;
- mes "[Expedition Agent]";
- mes "If we mobilize all our troops to search this entire area...";
- next;
- mes "[Expedition Messenger]";
- mes "We must report this to the commander before anything else.";
- mes ""+ strcharinfo(0) + ", please report to the commander immidiatly. Let us take care of the rest.";
- donpcevent "Expedition Messenger#2::OnDisable";
- next;
- mes "[Expedition Agent]";
- mes "Yes, please report to the commander...";
- close;
- case 2:
- mes "[???]";
- mes "Oh, yeah? Then I'll have to use force!";
- next;
- donpcevent "Expedition Messenger#2::OnEnable";
- emotion e_casp,0,"Expedition Messenger#3";
- mes "[???]";
- mes "Argh!";
- next;
- specialeffect EF_SOULBREAKER,AREA,"Expedition Messenger#3";
- specialeffect EF_SOULBREAKER,AREA,"Expedition Messenger#3";
- mes "[???]";
- mes "Argh... You...";
- next;
- mes "[Expedition Messenger]";
- mes "*Cough* Oh, thank god!" + strcharinfo(0) + ", please take the report and run!";
- next;
- mes "[???]";
- mes "No... Noooo!";
- next;
- specialeffect2 EF_SOULBREAKER;
- specialeffect2 EF_SONICBLOWHIT;
- mes "[Expedition Messenger]";
- mes "Argh..." + strcharinfo(0) + ", are you alright? The report... The report...";
- next;
- mes "[Expedition Agent]";
- mes "We lost the report. The pages are blowing away!";
- next;
- delitem 11012,1; //Expedition_Report
- set ep13_1_edq,5;
- changequest 3087,3088;
- mes "[???]";
- mes "Haha, I may have failed to take the report, but it's better destroyed than in your hands!";
- cutin "ep13_shadow_edq",255;
- next;
- donpcevent "Expedition Messenger#3::OnMessenger#edq3";
- mes "[Expedition Agent]";
- mes "Are you alright? What about the report... ?";
- next;
- mes "[Expedition Messenger]";
- mes "*Cough* The report is out of our reach now...";
- next;
- mes "[Expedition Agent]";
- mes "If we mobilize all our troops to search this entire area...";
- next;
- mes "[Expedition Messenger]";
- mes "We must report this to the commander before anything else.";
- mes ""+ strcharinfo(0) + ", please report to the commander immidiatly. Let us take care of the rest.";
- set ep13_1_edq,5;
- next;
- mes "[Expedition Agent]";
- mes "Yes, please report to the commander...";
- close;
- }
- }
- else if ((ep13_1_edq == 3) && (countitem(11012) == 0)) {
- mes "[Expedition Messenger]";
- mes "Were you assigned to deliver the expedition report?";
- next;
- mes "[Expedition Messenger]";
- mes "I'm sorry, but I don't see any report in your hands. Please bring me the report, so I can confirm your identification.";
- close;
- }
- else if ((ep13_1_edq > 3) && (ep13_1_edq < 6)) {
- mes "[Expedition Messenger]";
- mes "Please hurry up and report this incident to the commander.";
- close;
- }
- else {
- mes "[Expedition Messenger]";
- mes "Good day! I'm here, just waiting for someone. Well, that's my duty.";
- close;
- }
-
-OnInit:
- donpcevent "Expedition Messenger#2::OnDisable";
- donpcevent "Expedition Messenger#3::OnDisable";
- donpcevent "Command Timer#edq::OnEnable";
- end;
-}
-
-mid_camp,2,2,3 script Command Timer#edq 997,4,4,{
-OnInit:
- disablenpc "Command Timer#edq";
- end;
-
-OnEnable:
- enablenpc "Command Timer#edq";
- stopnpctimer;
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc "Command Timer#edq";
- stopnpctimer;
- end;
-
-OnTimer3600000:
- donpcevent "Expedition Messenger#2::OnDisable";
- donpcevent "Expedition Messenger#3::OnDisable";
- donpcevent "Command Timer#edq::OnEnable";
- end;
-}
-
-mid_camp,203,286,3 script Expedition Messenger#2 997,4,4,{
- mes "[Expedition Agent]";
- mes "......";
- next;
- disablenpc "Expedition Messenger#2";
- mes "- When you tried to talk to him, he disappeared into thin air. He looked like someone on a very important mission... -";
- close;
-
-OnInit:
- disablenpc "Expedition Messenger#2";
- end;
-
-OnEnable:
- enablenpc "Expedition Messenger#2";
- end;
-
-Ongo:
- enablenpc "Expedition Messenger#2";
- enablenpc "Expedition Messenger#3";
- end;
-
-OnDisable:
- disablenpc "Expedition Messenger#2";
- end;
-}
-
-mid_camp,209,286,3 script Expedition Messenger#3 998,4,4,{
- mes "[Expedition Agent]";
- mes "...";
- next;
- disablenpc "Expedition Messenger#3";
- mes "- When you tried to talk to him, he disappeared into thin air. He looked like someone on a very important mission... -";
- close;
-
-OnInit:
- disablenpc "Expedition Messenger#3";
- end;
-
-OnEnable:
- enablenpc "Expedition Messenger#3";
- end;
-
-OnDisable:
- disablenpc "Expedition Messenger#3";
- end;
-}
-
-man_fild01,315,95,3 script Expedition Scout#1 707,{
- mes "[Expedition Scout]";
- mes "Good day. I'm from the Third Scout Party under direct command of the commander of the Midgard Expedition.";
- next;
- mes "[Expedition Scout]";
- mes "I've been ordered by Instructor Igrid to conduct a search for something.";
- set .@ep13_search_control,checkquest(3091,PLAYTIME);
- next;
- switch(select("Ask about search results.:Chitchat.:Quit.")) {
- case 1:
- if (((ep13_1_edq == 71) || (ep13_1_edq == 72)) && (.@ep13_search_control == -1)) {
- set .@ep13_search_lotto,rand(1,6);
- if (.@ep13_search_lotto == 4) {
- mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 5 pieces of paper that appear to be part of the report.";
- next;
- getitem 6040,5; //Some_Of_Report
- changequest 3090,3091;
- erasequest 3090;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else if ((.@ep13_search_lotto == 1) || (.@ep13_search_lotto == 6)) {
- mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 2 pieces of paper that appear to be part of the report.";
- next;
- getitem 6040,2; //Some_Of_Report
- changequest 3090,3091;
- erasequest 3090;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else if (.@ep13_search_lotto == 3) {
- mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
- next;
- getitem 6040,3; //Some_Of_Report
- changequest 3090,3091;
- erasequest 3090;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else {
- mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "I'm doing my best, but I haven't found any pages yet.";
- next;
- changequest 3090,3091;
- erasequest 3090;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- }
- else if (((ep13_1_edq == 71) || (ep13_1_edq == 72)) && ((.@ep13_search_control == 0) || (.@ep13_search_control == 1))) {
- mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Searching for lost pages was tougher then I expected. Please come back later when I'm finished making one round.";
- close;
- }
- else if (((ep13_1_edq == 71) || (ep13_1_edq == 72)) && (.@ep13_search_control == 2)) {
- set .@ep13_search_lotto,rand(1,6);
- if (.@ep13_search_lotto == 4) {
- mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 5 pieces of paper that appear to be part of the report.";
- next;
- getitem 6040,5; //Some_Of_Report
- erasequest 3091;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else if ((.@ep13_search_lotto == 1) || (.@ep13_search_lotto == 6)) {
- mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 2 pieces of paper that appear to be part of the report.";
- next;
- getitem 6040,2; //Some_Of_Report
- erasequest 3091;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else if (.@ep13_search_lotto == 3) {
- mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
- next;
- getitem 6040,3; //Some_Of_Report
- erasequest 3091;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else {
- mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "I'm doing my best, but I haven't found any pages yet.";
- next;
- erasequest 3091;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- }
- else if (ep13_1_edq < 8) {
- mes "[Expedition Scout]";
- mes "Who are you? Why do you want to know about our search results? Are you from the army?";
- next;
- mes "[Expedition Scout]";
- mes "Man, don't you know that you can be arrested for interrupting a military operation?";
- next;
- mes "[Expedition Scout]";
- mes "Please leave immediately.";
- }
- else {
- mes "[Expedition Scout]";
- mes "Who are you? Why do you want to know about our search results? Are you from the army?";
- next;
- mes "[Expedition Scout]";
- mes "Man, don't you know that you can be arrested for interrupting a military operation?";
- next;
- mes "[Expedition Scout]";
- mes "Please leave immediately.";
- }
- close;
- case 2:
- if (ep13_1_edq < 10) {
- mes "[Expedition Scout]";
- mes "I'm sorry, but I'm on duty. Why don't we talk later when I'm off-duty?";
- close;
- }
- else {
- mes "[Expedition Scout]";
- mes "I'm sorry, but I'm on duty. Why don't we talk later when I'm off-duty?";
- close;
- }
- case 3:
- close;
- }
-}
-
-man_fild03,202,251,3 script Expedition Scout#2 707,{
- mes "[Expedition Scout]";
- mes "Good day. I'm from the Third Scout Party under direct command of the commander of the Midgard Expedition.";
- next;
- mes "[Expedition Scout]";
- mes "I've been ordered by Instructor Igrid to conduct a search for something.";
- set .@ep13_search_control,checkquest(3091,PLAYTIME);
- next;
- switch(select("Ask about search results.:Chitchat.:Quit.")) {
- case 1:
- if (((ep13_1_edq == 71) || (ep13_1_edq == 72)) && (.@ep13_search_control == -1)) {
- set .@ep13_search_lotto,rand(1,6);
- if (.@ep13_search_lotto == 4) {
- mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 5 pieces of paper that appear to be part of the report.";
- next;
- getitem 6040,5; //Some_Of_Report
- changequest 3090,3091;
- erasequest 3090;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else if ((.@ep13_search_lotto == 1) || (.@ep13_search_lotto == 6)) {
- mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 2 piece of paper that appear to be part of the report.";
- next;
- getitem 6040,2; //Some_Of_Report
- changequest 3090,3091;
- erasequest 3090;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else if (.@ep13_search_lotto == 3) {
- mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
- next;
- getitem 6040,3; //Some_Of_Report
- changequest 3090,3091;
- erasequest 3090;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else {
- mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "I'm doing my best, but I haven't found any pages yet.";
- next;
- changequest 3090,3091;
- erasequest 3090;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- }
- else if (((ep13_1_edq == 71) || (ep13_1_edq == 72)) && ((.@ep13_search_control == 0) || (.@ep13_search_control == 1))) {
- mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Searching for lost pages was tougher then I expected. Please come back later when I'm finished making one round.";
- close;
- }
- else if (((ep13_1_edq == 71) || (ep13_1_edq == 72)) && (.@ep13_search_control == 2)) {
- set .@ep13_search_lotto,rand(1,6);
- if (.@ep13_search_lotto == 4) {
- mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 5 pieces of paper that appear to be part of the report.";
- next;
- getitem 6040,5; //Some_Of_Report
- erasequest 3091;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else if ((.@ep13_search_lotto == 1) || (.@ep13_search_lotto == 6)) {
- mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 2 pieces of paper that appear to be part of the report.";
- next;
- getitem 6040,2; //Some_Of_Report
- erasequest 3091;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else if (.@ep13_search_lotto == 3) {
- mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
- next;
- getitem 6040,3; //Some_Of_Report
- erasequest 3091;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else {
- mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "I'm doing my best, but I haven't found any pages yet.";
- next;
- erasequest 3091;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- }
- else if (ep13_1_edq < 8) {
- mes "[Expedition Scout]";
- mes "Who are you? Why do you want to know about our search results? Are you from the army?";
- next;
- mes "[Expedition Scout]";
- mes "Man, don't you know that you can be arrested for interrupting a military operation?";
- next;
- mes "[Expedition Scout]";
- mes "Please leave immediately.";
- }
- close;
- case 2:
- if (ep13_1_edq < 10) {
- mes "[Expedition Scout]";
- mes "I'm sorry, but I'm on duty. Why don't we talk later when I'm off-duty?";
- close;
- }
- else {
- mes "[Expedition Scout]";
- mes "I'm sorry, but I'm on duty. Why don't we talk later when I'm off-duty?";
- close;
- }
- case 3:
- close;
- }
-}
-
-spl_fild02,295,368,3 script Expedition Scout#3 707,{
- mes "[Expedition Scout]";
- mes "Good day. I'm from the Third Scout Party under direct command of the commander of the Midgard Expedition.";
- next;
- mes "[Expedition Scout]";
- mes "I've been ordered by Instructor Igrid to conduct a search for something.";
- set .@ep13_search_control,checkquest(3091,PLAYTIME);
- next;
- switch(select("Ask about search results.:Chitchat.:Quit.")) {
- case 1:
- if (((ep13_1_edq == 71) || (ep13_1_edq == 72)) && (.@ep13_search_control == -1)) {
- set .@ep13_search_lotto,rand(1,6);
- if (.@ep13_search_lotto == 4) {
- mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 5 pieces of paper that appear to be part of the report.";
- next;
- getitem 6040,5; //Some_Of_Report
- changequest 3090,3091;
- erasequest 3090;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else if ((.@ep13_search_lotto == 1) || (.@ep13_search_lotto == 6)) {
- mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 2 pieces of paper that appear to be part of the report.";
- next;
- getitem 6040,2; //Some_Of_Report
- changequest 3090,3091;
- erasequest 3090;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else if (.@ep13_search_lotto == 3) {
- mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
- next;
- getitem 6040,3; //Some_Of_Report
- changequest 3090,3091;
- erasequest 3090;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else {
- mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "I'm doing my best, but I haven't found any pages yet.";
- next;
- changequest 3090,3091;
- erasequest 3090;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- }
- else if (((ep13_1_edq == 71) || (ep13_1_edq == 72)) && ((.@ep13_search_control == 0) || (.@ep13_search_control == 1))) {
- mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Searching for lost pages was tougher then I expected. Please come back later when I'm finished making one round.";
- close;
- }
- else if (((ep13_1_edq == 71) || (ep13_1_edq == 72)) && (.@ep13_search_control == 2)) {
- set .@ep13_search_lotto,rand(1,6);
- if (.@ep13_search_lotto == 4) {
- mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 5 pieces of paper that appear to be part of the report.";
- next;
- getitem 6040,5; //Some_Of_Report
- erasequest 3091;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else if ((.@ep13_search_lotto == 1) || (.@ep13_search_lotto == 6)) {
- mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 2 piece of paper that appear to be part of the report.";
- next;
- getitem 6040,2; //Some_Of_Report
- erasequest 3091;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else if (.@ep13_search_lotto == 3) {
- mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
- next;
- getitem 6040,3; //Some_Of_Report
- erasequest 3091;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else {
- mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "I'm doing my best, but I haven't found any pages yet.";
- next;
- erasequest 3091;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- }
- else if (ep13_1_edq < 8) {
- mes "[Expedition Scout]";
- mes "Who are you? Why do you want to know about our search results? Are you from the army?";
- next;
- mes "[Expedition Scout]";
- mes "Man, don't you know that you can be arrested for interrupting a military operation?";
- next;
- mes "[Expedition Scout]";
- mes "Please leave immediately.";
- }
- else {
- mes "[Expedition Scout]";
- mes "Who are you? Why do you want to know about our search results? Are you from the army?";
- next;
- mes "[Expedition Scout]";
- mes "Man, don't you know that you can be arrested for interrupting a military operation?";
- next;
- mes "[Expedition Scout]";
- mes "Please leave immediately.";
- }
- close;
- case 2:
- if (ep13_1_edq < 10) {
- mes "[Expedition Scout]";
- mes "I'm sorry, but I'm on duty. Why don't we talk later when I'm off-duty?";
- close;
- }
- else {
- mes "[Expedition Scout]";
- mes "I'm sorry, but I'm on duty. Why don't we talk later when I'm off-duty?";
- }
- close;
- case 3:
- close;
- }
-}
-
-spl_fild03,172,71,3 script Expedition Scout#4 707,{
- mes "[Expedition Scout]";
- mes "Good day. I'm from the Third Scout Party under direct command of the commander of the Midgard Expedition.";
- next;
- mes "[Expedition Scout]";
- mes "I've been ordered by Instructor Igrid to conduct a search for something.";
- set .@ep13_search_control,checkquest(3091,PLAYTIME);
- next;
- switch(select("Ask about search results.:Chitchat.:Quit.")) {
- case 1:
- if (((ep13_1_edq == 71) || (ep13_1_edq == 72)) && (.@ep13_search_control == -1)) {
- set .@ep13_search_lotto,rand(1,6);
- if (.@ep13_search_lotto == 4) {
- mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 5 pieces of paper that appear to be part of the report.";
- next;
- getitem 6040,5; //Some_Of_Report
- changequest 3090,3091;
- erasequest 3090;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else if ((.@ep13_search_lotto == 1) || (.@ep13_search_lotto == 6)) {
- mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 2 pieces of paper that appear to be part of the report.";
- next;
- getitem 6040,2; //Some_Of_Report
- changequest 3090,3091;
- erasequest 3090;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else if (.@ep13_search_lotto == 3) {
- mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
- next;
- getitem 6040,3; //Some_Of_Report
- changequest 3090,3091;
- erasequest 3090;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else {
- mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "I'm doing my best, but I haven't found any pages yet.";
- next;
- changequest 3090,3091;
- erasequest 3090;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- }
- else if (((ep13_1_edq == 71) || (ep13_1_edq == 72)) && ((.@ep13_search_control == 0) || (.@ep13_search_control == 1))) {
- mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Searching for lost pages was tougher then I expected. Please come back later when I'm finished making one round.";
- close;
- }
- else if (((ep13_1_edq == 71) || (ep13_1_edq == 72)) && (.@ep13_search_control == 2)) {
- set .@ep13_search_lotto,rand(1,6);
- if (.@ep13_search_lotto == 4) {
- mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 5 pieces of paper that appear to be part of the report.";
- next;
- getitem 6040,5; //Some_Of_Report
- erasequest 3091;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else if ((.@ep13_search_lotto == 1) || (.@ep13_search_lotto == 6)) {
- mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 2 pieces of paper that appear to be part of the report.";
- next;
- getitem 6040,2; //Some_Of_Report
- erasequest 3091;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else if (.@ep13_search_lotto == 3) {
- mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "Good news! I've found 3 pieces of paper that appear to be part of the report.";
- next;
- getitem 6040,3; //Some_Of_Report
- erasequest 3091;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- else {
- mes "[Expedition Scout]";
- mes "Oh, you must be" + strcharinfo(0) + ". I heard that you'll be delivering the report.";
- next;
- mes "[Expedition Scout]";
- mes "I'm doing my best, but I haven't found any pages yet.";
- next;
- erasequest 3091;
- setquest 3091;
- mes "[Expedition Scout]";
- mes "Well then, keep up the good work!";
- close;
- }
- }
- else if (ep13_1_edq < 8) {
- mes "[Expedition Scout]";
- mes "Who are you? Why do you want to know about our search results? Are you from the army?";
- next;
- mes "[Expedition Scout]";
- mes "Man, don't you know that you can be arrested for interrupting a military operation?";
- next;
- mes "[Expedition Scout]";
- mes "Please leave immediately.";
- }
- else {
- mes "[Expedition Scout]";
- mes "Who are you? Why do you want to know about our search results? Are you from the army?";
- next;
- mes "[Expedition Scout]";
- mes "Man, don't you know that you can be arrested for interrupting a military operation?";
- next;
- mes "[Expedition Scout]";
- mes "Please leave immediately.";
- }
- close;
- case 2:
- if (ep13_1_edq < 10) {
- mes "[Expedition Scout]";
- mes "I'm sorry, but I'm on duty. Why don't we talk later when I'm off-duty?";
- close;
- }
- else {
- mes "[Expedition Scout]";
- mes "I'm sorry, but I'm on duty. Why don't we talk later when I'm off-duty?";
- }
- close;
- case 3:
- close;
- }
-}
-
-prt_castle,88,165,3 script Laur 57,{
- if (ep13_1_edq == 9) {
- mes "[Laur]";
- mes "I'm Laur, the aide of the Home Minister of the Rune-Midgarts Kingdom. Do you have any business with me?";
- next;
- mes "[Laur]";
- mes "Oh, you brought me the report from the Midgard Expedition. What took you so long? I received a message about your departure a long time ago.";
- next;
- mes "[Laur]";
- mes "Well, tell the commander that I'm not happy with your tardiness. Now, give me the report.";
- next;
- mes "[Laur]";
- mes "I knew it was the wrong idea to out a mercenary in the commander position. See, nothing is done on time. Gosh!";
- next;
- delitem 11012,1; //Expedition_Report
- set ep13_1_edq,101;
- mes "...";
- next;
- mes "... ...";
- next;
- mes "... ... ...";
- next;
- mes "[Laur]";
- mes "*Ahem Ahem* Thank you for bringing me the report. I guess I was wrong about the commander. This report is actually very well done.";
- next;
- mes "[Laur]";
- mes "But don't forget to tell him that I need the expedition reports on time from now on. Alright? *Ahem*";
- close;
- }
- else if (ep13_1_edq == 111) {
- mes "[Laur]";
- mes "I'm Laur, the aide of the Home Minister of the Rune-Midgarts Kingdom. Do you have any business with me?";
- next;
- mes "[Laur]";
- mes "Oh, you brought me the report from the Midgard Expedition. What took you so long? I received a message about your departure a long time ago.";
- next;
- mes "[Laur]";
- mes "Well, tell the commander that I'm not happy with your tardiness. Now, give me the report.";
- next;
- mes "[Laur]";
- mes "I knew it was the wrong idea to out a mercenary in the commander position. See, nothing is done on time. Gosh!";
- next;
- delitem 11012,1; //Expedition_Report
- set ep13_1_edq,112;
- mes "...";
- next;
- mes "... ...";
- next;
- mes "... ... ...";
- next;
- mes "[Laur]";
- mes "*Ahem Ahem* Thank you for bringing me the report. I guess I was wrong about the commander. This report is actually very well done.";
- next;
- mes "[Laur]";
- mes "But don't forget to tell him that I need the expedition reports on time from now on. Alright? *Ahem*";
- close;
- }
- else if (ep13_1_edq == 121) {
- mes "[Laur]";
- mes "I'm Laur, the aide of the Home Minister of the Rune-Midgarts Kingdom. Do you have any business with me?";
- next;
- mes "[Laur]";
- mes "Oh, you brought me the report from the Midgard Expedition. What took you so long? I received a message about your departure a long time ago.";
- next;
- mes "[Laur]";
- mes "Well, tell the commander that I'm not happy with your tardiness. Now, give me the report.";
- next;
- mes "[Laur]";
- mes "I knew it was the wrong idea to out a mercenary in the commander position. See, nothing is done on time. Gosh!";
- next;
- delitem 11012,1; //Expedition_Report
- set ep13_1_edq,122;
- mes "...";
- next;
- mes "... ...";
- next;
- mes "... ... ...";
- next;
- mes "[Laur]";
- mes "*Ahem Ahem* Thank you for bringing me the report. I guess I was wrong about the commander. This report is actually very well done.";
- next;
- mes "[Laur]";
- mes "But don't forget to tell him that I need the expedition reports on time from now on. Alright? *Ahem*";
- close;
- }
- else if (ep13_1_edq == 113) {
- mes "[Laur]";
- mes "I'm Laur, the aide of the Home Minister of the Rune-Midgarts Kingdom. Do you have any business with me?";
- next;
- mes "[Laur]";
- mes "Oh, you brought me the report from the Midgard Expedition. What took you so long? I received a message about your departure a long time ago.";
- next;
- mes "[Laur]";
- mes "Well, tell the commander that I'm not happy with your tardiness. Now, give me the report.";
- next;
- mes "[Laur]";
- mes "I knew it was the wrong idea to out a mercenary in the commander position. See, nothing is done on time. Gosh!";
- next;
- delitem 11012,1; //Expedition_Report
- set ep13_1_edq,13;
- changequest 3093,3094;
- mes "...";
- next;
- mes "... ...";
- next;
- mes "... ... ...";
- next;
- mes "[Laur]";
- mes "*Ahem Ahem* Thank you for bringing me the report. I guess I was wrong about the commander. This report is actually very well done.";
- next;
- mes "[Laur]";
- mes "But don't forget to tell him that I need the expedition reports on time from now on. Alright? *Ahem*";
- close;
- }
- else if (ep13_1_edq == 123) {
- mes "[Laur]";
- mes "I'm Laur, the aide of the Home Minister of the Rune-Midgarts Kingdom. Do you have any business with me?";
- next;
- mes "[Laur]";
- mes "Oh, you brought me the report from the Midgard Expedition. What took you so long? I received a message about your departure a long time ago.";
- next;
- mes "[Laur]";
- mes "Well, tell the commander that I'm not happy with your tardiness. Now, give me the report.";
- next;
- mes "[Laur]";
- mes "I knew it was the wrong idea to out a mercenary in the commander position. See, nothing is done on time. Gosh!";
- next;
- delitem 11012,1; //Expedition_Report
- set ep13_1_edq,13;
- changequest 3093,3094;
- mes "...";
- next;
- mes "... ...";
- next;
- mes "... ... ...";
- next;
- mes "[Laur]";
- mes "*Ahem Ahem* Thank you for bringing me the report. I guess I was wrong about the commander. This report is actually very well done.";
- next;
- mes "[Laur]";
- mes "But don't forget to tell him that I need the expedition reports on time from now on. Alright? *Ahem*";
- close;
- }
- else if ((ep13_1_edq == 101) || (ep13_1_edq == 102) || (ep13_1_edq == 103) || (ep13_1_edq == 112) || (ep13_1_edq == 122) || (ep13_1_edq == 13)) {
- mes "[Laur]";
- mes "Why are you back? You've delivered the report to me already. Are you suffering from amnesia or something?";
- next;
- mes "[Laur]";
- mes "You should leave and go back to your work.";
- close;
- }
- else {
- mes "[Laur]";
- mes "I'm Laur, the aide of the Home Minister of the Rune Midgarts Kingdom. Do you have any business with me?";
- next;
- mes "[Laur]";
- mes "Can you sense the great disorder occuring on the Midgard Continent and the Rune-Midgart's Kingdom?";
- next;
- mes "[Laur]";
- mes "Still, there always a silver lining, no matter how dangerous this world may become.";
- next;
- mes "[Laur]";
- mes "There is hope and opportunity beyond the chaos, and I see the world beyond the time-space gap as a source of new hope.";
- close;
- }
-}
-
-ra_temple,122,174,3 script Nuria 918,{
- if (ep13_1_edq == 9) {
- mes "[Nuria]";
- mes "Welcome, stranger. How can I help you?";
- next;
- mes "[Nuria]";
- mes "Oh, I see. You've brought me a report from the expedition beyond the time-space gap.";
- next;
- mes "[Nuria]";
- mes "I regret admitting that you've brought it much later than I expected, but... I'm glad it is here safely. Please give it to me.";
- next;
- delitem 11012,1; //Expedition_Report
- set ep13_1_edq,111;
- mes "...";
- next;
- mes "... ...";
- next;
- mes "... ... ...";
- next;
- mes "[Nuria]";
- mes "I'm happy to see that they've made good progress so far. Please tell the commander to keep up the good work.";
- next;
- mes "[Nuria]";
- mes "Excuse me, but it's time to pray now. Please be safe on your travels.";
- close;
- }
- else if (ep13_1_edq == 101) {
- mes "[Nuria]";
- mes "Welcome, stranger. How can I help you?";
- next;
- mes "[Nuria]";
- mes "Oh, I see. You've brought me a report from the expedition beyond the time-space gap.";
- next;
- mes "[Nuria]";
- mes "I regret admitting that you've brought it much later than I expected, but... I'm glad it is here safely. Please give it to me.";
- next;
- delitem 11012,1; //Expedition_Report
- set ep13_1_edq,102;
- mes "...";
- next;
- mes "... ...";
- next;
- mes "... ... ...";
- next;
- mes "[Nuria]";
- mes "I'm happy to see that they've made good progress so far. Please tell the commander to keep up the good work.";
- next;
- mes "[Nuria]";
- mes "Excuse me, but it's time to pray now. Please be safe on your travels.";
- close;
- }
- else if (ep13_1_edq == 121) {
- mes "[Nuria]";
- mes "Welcome, stranger. How can I help you?";
- next;
- mes "[Nuria]";
- mes "Oh, I see. You've brought me a report from the expedition beyond the time-space gap.";
- next;
- mes "[Nuria]";
- mes "I regret admitting that you've brought it much later than I expected, but... I'm glad it is here safely. Please give it to me.";
- next;
- delitem 11012,1; //Expedition_Report
- set ep13_1_edq,123;
- mes "...";
- next;
- mes "... ...";
- next;
- mes "... ... ...";
- next;
- mes "[Nuria]";
- mes "I'm happy to see that they've made good progress so far. Please tell the commander to keep up the good work.";
- next;
- mes "[Nuria]";
- mes "Excuse me, but it's time to pray now. Please be safe on your travels.";
- close;
- }
- else if (ep13_1_edq == 122) {
- mes "[Nuria]";
- mes "Welcome, stranger. How can I help you?";
- next;
- mes "[Nuria]";
- mes "Oh, I see. You've brought me a report from the expedition beyond the time-space gap.";
- next;
- mes "[Nuria]";
- mes "I regret admitting that you've brought it much later than I expected, but... I'm glad it is here safely. Please give it to me.";
- next;
- delitem 11012,1; //Expedition_Report
- set ep13_1_edq,13;
- changequest 3093,3094;
- mes "...";
- next;
- mes "... ...";
- next;
- mes "... ... ...";
- next;
- mes "[Nuria]";
- mes "I'm happy to see that they've made good progress so far. Please tell the commander to keep up the good work.";
- next;
- mes "[Nuria]";
- mes "Excuse me, but it's time to pray now. Please be safe on your travels.";
- close;
- }
- else if (ep13_1_edq == 103) {
- mes "[Nuria]";
- mes "Welcome, stranger. How can I help you?";
- next;
- mes "[Nuria]";
- mes "Oh, I see. You've brought me a report from the expedition beyond the time-space gap.";
- next;
- mes "[Nuria]";
- mes "I regret admitting that you've brought it much later than I expected, but... I'm glad it is here safely. Please give it to me.";
- next;
- delitem 11012,1; //Expedition_Report
- set ep13_1_edq,13;
- changequest 3093,3094;
- mes "...";
- next;
- mes "... ...";
- next;
- mes "... ... ...";
- next;
- mes "[Nuria]";
- mes "I'm happy to see that they've made good progress so far. Please tell the commander to keep up the good work.";
- next;
- mes "[Nuria]";
- mes "Excuse me, but it's time to pray now. Please be safe on your travels.";
- close;
- }
- else if ((ep13_1_edq == 111) || (ep13_1_edq == 102) || (ep13_1_edq == 112) || (ep13_1_edq == 123) || (ep13_1_edq == 113) || (ep13_1_edq == 13)) {
- mes "[Nuria]";
- mes "Oh, right, I already received the report from you. Don't worry, you didn't forget.";
- next;
- mes "[Nuria]";
- mes "Please be safe on your way back to the expedition camp.";
- close;
- }
- else {
- mes "[Nuria]";
- mes "Good day, stranger. May Freya bless you.";
- close;
- }
-}
-
-lhz_in01,110,174,5 script Gerhart 903,{
- if (ep13_1_edq == 9) {
- mes "[Gerhart]";
- mes "Welcome, " + strcharinfo(0) + ". What took you so long?";
- next;
- mes "[Gerhart]";
- mes "Oh, who am I? Let's say... That you can make ends meet because of me.";
- mes "Make sense?";
- next;
- mes "[Gerhart]";
- mes "Do you know how long I waited for this report? *Sigh* ...Fine, just give it to me.";
- next;
- delitem 11012,1; //Expedition_Report
- set ep13_1_edq,121;
- mes "...";
- next;
- mes "... ...";
- next;
- mes "... ... ...";
- next;
- mes "[Gerhart]";
- mes "Hmmm... This report is a clear demonstration of Commander Hibba Agip's competence... Well, that's great.";
- next;
- mes "[Gerhart]";
- mes "Thank you for bringing the report.";
- mes "Please tell the commander to keep up the good work.";
- next;
- mes "[Gerhart]";
- mes "Now excuse me, I must go back to work.";
- close;
- }
- else if (ep13_1_edq == 101) {
- mes "[Gerhart]";
- mes "Welcome, " + strcharinfo(0) + ". What took you so long?";
- next;
- mes "[Gerhart]";
- mes "Oh, who am I? Let's say... That you can make ends meet because of me.";
- mes "Make sense?";
- next;
- mes "[Gerhart]";
- mes "Do you know how long I waited for this report? *Sigh* ...Fine, just give it to me.";
- next;
- delitem 11012,1; //Expedition_Report
- set ep13_1_edq,103;
- mes "...";
- next;
- mes "... ...";
- next;
- mes "... ... ...";
- next;
- mes "[Gerhart]";
- mes "Hmmm... This report is a clear demonstration of Commander Hibba Agip's competence... Well, that's great.";
- next;
- mes "[Gerhart]";
- mes "Thank you for bringing the report.";
- mes "Please tell the commander to keep up the good work.";
- next;
- mes "[Gerhart]";
- mes "Now excuse me, I must go back to work.";
- close;
- }
- else if (ep13_1_edq == 111) {
- mes "[Gerhart]";
- mes "Welcome, " + strcharinfo(0) + ". What took you so long?";
- next;
- mes "[Gerhart]";
- mes "Oh, who am I? Let's say... That you can make ends meet because of me.";
- mes "Make sense?";
- next;
- mes "[Gerhart]";
- mes "Do you know how long I waited for this report? *Sigh* ...Fine, just give it to me.";
- next;
- delitem 11012,1; //Expedition_Report
- set ep13_1_edq,113;
- mes "...";
- next;
- mes "... ...";
- next;
- mes "... ... ...";
- next;
- mes "[Gerhart]";
- mes "Hmmm... This report is a clear demonstration of Commander Hibba Agip's competence... Well, that's great.";
- next;
- mes "[Gerhart]";
- mes "Thank you for bringing the report.";
- mes "Please tell the commander to keep up the good work.";
- next;
- mes "[Gerhart]";
- mes "Now excuse me, I must go back to work.";
- close;
- }
- else if (ep13_1_edq == 102) {
- mes "[Gerhart]";
- mes "Welcome, " + strcharinfo(0) + ". What took you so long?";
- next;
- mes "[Gerhart]";
- mes "Oh, who am I? Let's say... That you can make ends meet because of me.";
- mes "Make sense?";
- next;
- mes "[Gerhart]";
- mes "Do you know how long I waited for this report? *Sigh* ...Fine, just give it to me.";
- next;
- delitem 11012,1; //Expedition_Report
- set ep13_1_edq,13;
- changequest 3093,3094;
- mes "...";
- next;
- mes "... ...";
- next;
- mes "... ... ...";
- next;
- mes "[Gerhart]";
- mes "Hmmm... This report is a clear demonstration of Commander Hibba Agip's competence... Well, that's great.";
- next;
- mes "[Gerhart]";
- mes "Thank you for bringing the report.";
- mes "Please tell the commander to keep up the good work.";
- next;
- mes "[Gerhart]";
- mes "Now excuse me, I must go back to work.";
- close;
- }
- else if (ep13_1_edq == 112) {
- mes "[Gerhart]";
- mes "Welcome, " + strcharinfo(0) + ". What took you so long?";
- next;
- mes "[Gerhart]";
- mes "Oh, who am I? Let's say... That you can make ends meet because of me.";
- mes "Make sense?";
- next;
- mes "[Gerhart]";
- mes "Do you know how long I waited for this report? *Sigh* ...Fine, just give it to me.";
- next;
- delitem 11012,1; //Expedition_Report
- set ep13_1_edq,13;
- changequest 3093,3094;
- mes "...";
- next;
- mes "... ...";
- next;
- mes "... ... ...";
- next;
- mes "[Gerhart]";
- mes "Hmmm... This report is a clear demonstration of Commander Hibba Agip's competence... Well, that's great.";
- next;
- mes "[Gerhart]";
- mes "Thank you for bringing the report.";
- mes "Please tell the commander to keep up the good work.";
- next;
- mes "[Gerhart]";
- mes "Now excuse me, I must go back to work.";
- close;
- }
- else if ((ep13_1_edq == 121) || (ep13_1_edq == 103) || (ep13_1_edq == 113) || (ep13_1_edq == 123) || (ep13_1_edq == 122) || (ep13_1_edq == 13)) {
- mes "[Gerhart]";
- mes "What is it? Do you still have business with me?";
- next;
- mes "[Gerhart]";
- mes "I've received the report safely.";
- mes "Please go back to the commander, and tell him to keep up the good work.";
- close;
- }
- else {
- mes "[Gerhart]";
- mes "What is it? I don't have time for chitchat.";
- next;
- mes "[Gerhart]";
- mes "If you have business with me. please talk to my secretary and schedule an appointment. My office is on the second floor.";
- close;
- }
-}
-
-spl_fild02,1,1,0 script ep13_spl_fild02_mon_edq -1,{
-OnInit:
- enablenpc "ep13_spl_fild02_mon_edq";
- donpcevent "ep13_spl_fild02_mon_edq::OnEnable";
- end;
-
-OnEnable:
- monster "spl_fild02",0,0,"Luciola Vespa",1994,1,"ep13_spl_fild02_mon_edq::OnMyMobDead";
- monster "spl_fild02",0,0,"Luciola Vespa",1994,1,"ep13_spl_fild02_mon_edq::OnMyMobDead";
- monster "spl_fild02",0,0,"Luciola Vespa",1994,1,"ep13_spl_fild02_mon_edq::OnMyMobDead";
- monster "spl_fild02",0,0,"Luciola Vespa",1994,1,"ep13_spl_fild02_mon_edq::OnMyMobDead";
- monster "spl_fild02",0,0,"Luciola Vespa",1994,1,"ep13_spl_fild02_mon_edq::OnMyMobDead";
- monster "spl_fild02",0,0,"Luciola Vespa",1994,1,"ep13_spl_fild02_mon_edq::OnMyMobDead";
- monster "spl_fild02",0,0,"Luciola Vespa",1994,1,"ep13_spl_fild02_mon_edq::OnMyMobDead";
- monster "spl_fild02",0,0,"Pinguicula",1995,1,"ep13_spl_fild02_mon_edq::OnMyMobDead";
- monster "spl_fild02",0,0,"Pinguicula",1995,1,"ep13_spl_fild02_mon_edq::OnMyMobDead";
- monster "spl_fild02",0,0,"Pinguicula",1995,1,"ep13_spl_fild02_mon_edq::OnMyMobDead";
- monster "spl_fild02",0,0,"Pinguicula",1995,1,"ep13_spl_fild02_mon_edq::OnMyMobDead";
- monster "spl_fild02",0,0,"Pinguicula",1995,1,"ep13_spl_fild02_mon_edq::OnMyMobDead";
- monster "spl_fild02",0,0,"Pinguicula",1995,1,"ep13_spl_fild02_mon_edq::OnMyMobDead";
- monster "spl_fild02",0,0,"Pinguicula",1995,1,"ep13_spl_fild02_mon_edq::OnMyMobDead";
- initnpctimer;
- end;
-
-OnDisable:
- stopnpctimer;
- killmonster "spl_fild02","ep13_spl_fild02_mon_edq::OnMyMobDead";
- disablenpc "ep13_spl_fild02_mon_edq";
- end;
-
-OnTimer600000:
- killmonster "spl_fild02","ep13_spl_fild02_mon_edq::OnMyMobDead";
- stopnpctimer;
- donpcevent "ep13_spl_fild02_mon_edq::OnEnable";
- end;
-
-OnMyMobDead:
- set .@spl_fild02_mob_dead,mobcount("spl_fild02","ep13_spl_fild02_mon_edq::OnMyMobDead");
- if (.@spl_fild02_mob_dead < 14) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@spl_fild02_mob_dead < 13) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@spl_fild02_mob_dead < 12) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@spl_fild02_mob_dead < 11) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@spl_fild02_mob_dead < 10) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@spl_fild02_mob_dead < 9) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@spl_fild02_mob_dead < 9) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@spl_fild02_mob_dead < 8) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@spl_fild02_mob_dead < 7) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@spl_fild02_mob_dead < 6) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@spl_fild02_mob_dead < 5) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@spl_fild02_mob_dead < 4) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@spl_fild02_mob_dead < 3) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@spl_fild02_mob_dead < 2) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@spl_fild02_mob_dead < 1) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- end;
-}
-
-spl_fild03,1,1,0 script ep13_spl_fild03_mon_edq -1,{
-OnInit:
- enablenpc "ep13_spl_fild03_mon_edq";
- donpcevent "ep13_spl_fild03_mon_edq::OnEnable";
- end;
-
-OnEnable:
- monster "spl_fild03",0,0,"Luciola Vespa",1994,1,"ep13_spl_fild03_mon_edq::OnMyMobDead";
- monster "spl_fild03",0,0,"Luciola Vespa",1994,1,"ep13_spl_fild03_mon_edq::OnMyMobDead";
- monster "spl_fild03",0,0,"Luciola Vespa",1994,1,"ep13_spl_fild03_mon_edq::OnMyMobDead";
- monster "spl_fild03",0,0,"Luciola Vespa",1994,1,"ep13_spl_fild03_mon_edq::OnMyMobDead";
- monster "spl_fild03",0,0,"Cornus",1992,1,"ep13_spl_fild03_mon_edq::OnMyMobDead";
- monster "spl_fild03",0,0,"Cornus",1992,1,"ep13_spl_fild03_mon_edq::OnMyMobDead";
- monster "spl_fild03",0,0,"Cornus",1992,1,"ep13_spl_fild03_mon_edq::OnMyMobDead";
- monster "spl_fild03",0,0,"Cornus",1992,1,"ep13_spl_fild03_mon_edq::OnMyMobDead";
- monster "spl_fild03",0,0,"Cornus",1992,1,"ep13_spl_fild03_mon_edq::OnMyMobDead";
- monster "spl_fild03",0,0,"Naga",1993,1,"ep13_spl_fild03_mon_edq::OnMyMobDead";
- monster "spl_fild03",0,0,"Naga",1993,1,"ep13_spl_fild03_mon_edq::OnMyMobDead";
- monster "spl_fild03",0,0,"Naga",1993,1,"ep13_spl_fild03_mon_edq::OnMyMobDead";
- monster "spl_fild03",0,0,"Naga",1993,1,"ep13_spl_fild03_mon_edq::OnMyMobDead";
- monster "spl_fild03",0,0,"Naga",1993,1,"ep13_spl_fild03_mon_edq::OnMyMobDead";
- initnpctimer;
- end;
-
-OnDisable:
- stopnpctimer;
- killmonster "spl_fild03","ep13_spl_fild03_mon_edq::OnMyMobDead";
- disablenpc "ep13_spl_fild03_mon_edq";
- end;
-
-OnTimer600000:
- killmonster "spl_fild03","ep13_spl_fild03_mon_edq::OnMyMobDead";
- stopnpctimer;
- donpcevent "ep13_spl_fild03_mon_edq::OnEnable";
- end;
-
-OnMyMobDead:
- set .@spl_fild03_mob_dead,mobcount("spl_fild03","ep13_spl_fild03_mon_edq::OnMyMobDead");
- if (.@spl_fild03_mob_dead < 14) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@spl_fild03_mob_dead < 13) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@spl_fild03_mob_dead < 12) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@spl_fild03_mob_dead < 11) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@spl_fild03_mob_dead < 10) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@spl_fild03_mob_dead < 9) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@spl_fild03_mob_dead < 9) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@spl_fild03_mob_dead < 8) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@spl_fild03_mob_dead < 7) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@spl_fild03_mob_dead < 6) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@spl_fild03_mob_dead < 5) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@spl_fild03_mob_dead < 4) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@spl_fild03_mob_dead < 3) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@spl_fild03_mob_dead < 2) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@spl_fild03_mob_dead < 1) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- end;
-}
-
-man_fild01,1,1,0 script ep13_man_fild01_mon_edq -1,{
-OnInit:
- enablenpc "ep13_man_fild01_mon_edq";
- donpcevent "ep13_man_fild01_mon_edq::OnEnable";
- end;
-
-OnEnable:
- monster "man_fild01",0,0,"Nepenthes",1988,1,"ep13_man_fild01_mon_edq::OnMyMobDead";
- monster "man_fild01",0,0,"Nepenthes",1988,1,"ep13_man_fild01_mon_edq::OnMyMobDead";
- monster "man_fild01",0,0,"Nepenthes",1988,1,"ep13_man_fild01_mon_edq::OnMyMobDead";
- monster "man_fild01",0,0,"Nepenthes",1988,1,"ep13_man_fild01_mon_edq::OnMyMobDead";
- monster "man_fild01",0,0,"Nepenthes",1988,1,"ep13_man_fild01_mon_edq::OnMyMobDead";
- monster "man_fild01",0,0,"Nepenthes",1988,1,"ep13_man_fild01_mon_edq::OnMyMobDead";
- monster "man_fild01",0,0,"Nepenthes",1988,1,"ep13_man_fild01_mon_edq::OnMyMobDead";
- monster "man_fild01",0,0,"Hillslion",1989,1,"ep13_man_fild01_mon_edq::OnMyMobDead";
- monster "man_fild01",0,0,"Hillslion",1989,1,"ep13_man_fild01_mon_edq::OnMyMobDead";
- monster "man_fild01",0,0,"Hillslion",1989,1,"ep13_man_fild01_mon_edq::OnMyMobDead";
- monster "man_fild01",0,0,"Hillslion",1989,1,"ep13_man_fild01_mon_edq::OnMyMobDead";
- monster "man_fild01",0,0,"Hillslion",1989,1,"ep13_man_fild01_mon_edq::OnMyMobDead";
- monster "man_fild01",0,0,"Hillslion",1989,1,"ep13_man_fild01_mon_edq::OnMyMobDead";
- monster "man_fild01",0,0,"Hillslion",1989,1,"ep13_man_fild01_mon_edq::OnMyMobDead";
- initnpctimer;
- end;
-
-OnDisable:
- stopnpctimer;
- killmonster "man_fild01","ep13_man_fild01_mon_edq::OnMyMobDead";
- disablenpc "ep13_man_fild01_mon_edq";
- end;
-
-OnTimer600000:
- killmonster "man_fild01","ep13_man_fild01_mon_edq::OnMyMobDead";
- stopnpctimer;
- donpcevent "ep13_man_fild01_mon_edq::OnEnable";
- end;
-
-OnMyMobDead:
- set .@man_fild01_mob_dead,mobcount("man_fild01","ep13_man_fild01_mon_edq::OnMyMobDead");
- if (.@man_fild01_mob_dead < 14) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@man_fild01_mob_dead < 13) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@man_fild01_mob_dead < 12) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@man_fild01_mob_dead < 11) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@man_fild01_mob_dead < 10) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@man_fild01_mob_dead < 9) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@man_fild01_mob_dead < 9) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@man_fild01_mob_dead < 8) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@man_fild01_mob_dead < 7) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@man_fild01_mob_dead < 6) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@man_fild01_mob_dead < 5) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@man_fild01_mob_dead < 4) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@man_fild01_mob_dead < 3) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@man_fild01_mob_dead < 2) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@man_fild01_mob_dead < 1) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- end;
-}
-
-man_fild03,1,1,0 script ep13_man_fild03_mon_edq -1,{
-OnInit:
- enablenpc "ep13_man_fild03_mon_edq";
- donpcevent "ep13_man_fild03_mon_edq::OnEnable";
- end;
-
-OnEnable:
- monster "man_fild03",0,0,"Centipede",1987,1,"ep13_man_fild03_mon_edq::OnMyMobDead";
- monster "man_fild03",0,0,"Centipede",1987,1,"ep13_man_fild03_mon_edq::OnMyMobDead";
- monster "man_fild03",0,0,"Centipede",1987,1,"ep13_man_fild03_mon_edq::OnMyMobDead";
- monster "man_fild03",0,0,"Centipede",1987,1,"ep13_man_fild03_mon_edq::OnMyMobDead";
- monster "man_fild03",0,0,"Centipede",1987,1,"ep13_man_fild03_mon_edq::OnMyMobDead";
- monster "man_fild03",0,0,"Centipede",1987,1,"ep13_man_fild03_mon_edq::OnMyMobDead";
- monster "man_fild03",0,0,"Centipede",1987,1,"ep13_man_fild03_mon_edq::OnMyMobDead";
- monster "man_fild03",0,0,"Tatacho",1986,1,"ep13_man_fild03_mon_edq::OnMyMobDead";
- monster "man_fild03",0,0,"Tatacho",1986,1,"ep13_man_fild03_mon_edq::OnMyMobDead";
- monster "man_fild03",0,0,"Tatacho",1986,1,"ep13_man_fild03_mon_edq::OnMyMobDead";
- monster "man_fild03",0,0,"Tatacho",1986,1,"ep13_man_fild03_mon_edq::OnMyMobDead";
- monster "man_fild03",0,0,"Tatacho",1986,1,"ep13_man_fild03_mon_edq::OnMyMobDead";
- monster "man_fild03",0,0,"Tatacho",1986,1,"ep13_man_fild03_mon_edq::OnMyMobDead";
- monster "man_fild03",0,0,"Tatacho",1986,1,"ep13_man_fild03_mon_edq::OnMyMobDead";
- initnpctimer;
- end;
-
-OnDisable:
- stopnpctimer;
- killmonster "man_fild03","ep13_man_fild03_mon_edq::OnMyMobDead";
- disablenpc "ep13_man_fild03_mon_edq";
- end;
-
-OnTimer600000:
- killmonster "man_fild03","ep13_man_fild03_mon_edq::OnMyMobDead";
- stopnpctimer;
- donpcevent "ep13_man_fild03_mon_edq::OnEnable";
- end;
-
-OnMyMobDead:
- set .@man_fild03_mob_dead,mobcount("man_fild03","ep13_man_fild03_mon_edq::OnMyMobDead");
- if (.@man_fild03_mob_dead < 14) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@man_fild03_mob_dead < 13) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@man_fild03_mob_dead < 12) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@man_fild03_mob_dead < 11) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@man_fild03_mob_dead < 10) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@man_fild03_mob_dead < 9) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@man_fild03_mob_dead < 9) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@man_fild03_mob_dead < 8) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@man_fild03_mob_dead < 7) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@man_fild03_mob_dead < 6) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@man_fild03_mob_dead < 5) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@man_fild03_mob_dead < 4) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@man_fild03_mob_dead < 3) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@man_fild03_mob_dead < 2) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- else if (.@man_fild03_mob_dead < 1) && ((ep13_1_edq == 71) || (ep13_1_edq == 72)) {
- getitem 6040,1; //Some_Of_Report
- }
- end;
-}
-
-// Persuing Rayan Moore
-//============================================================
-mid_campin,68,185,3 script Pursuit Party Leader#1 803,{
- if (checkweight(714,1) == 0) {
- mes "- You cannot proceed with the quest when you're carrying too many items with you. -";
- close;
- }
- if (mao_morocc2 == 0) {
- if (ep13_ryu == 100) {
- mes "[Echinacea]";
- mes "Oh adventurer, you've come at the perfect time.";
- mes "Since you and I both know that we can't waste time on idle chitchat,";
- mes "I'll cut to the chase.";
- next;
- mes "[Echinacea]";
- mes "Most expeditions come to this area to explore the Ash Vacuum,";
- mes "but we've come here for a different reason.";
- next;
- mes "[Echinacea]";
- mes "You know about this space gap that was caused by Satan Morocc, don't you?";
- next;
- mes "[Echinacea]";
- mes "Our job is to pursue Satan Morocc and figure out how this all happened.";
- mes "Your job is to assist us, and prove that you can be a good member of our expedition.";
- next;
- mes "[Echinacea]";
- mes "... Umm... So, you'll have to.. Let me think which job would be perfect for you.";
- mes "Umm.. I remember someone said that he needed assistance...";
- next;
- select("Hey, excuse me.");
- mes "[Echinacea]";
- mes "Ah, I know what you can do!";
- mes "There's a guy conducting an investigation near the space gap. You can go help him.";
- mes "Just do what he asks you to do, alright?";
- mes "Now go!";
- next;
- mes "[Echinacea]";
- mes "......";
- mes "By the way, adventurer,";
- mes "What's your name?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "......";
- mes "......";
- mes "" + strcharinfo(0) + "...";
- mes "......";
- next;
- mes "[Echinacea]";
- mes "Ah, you are";
- mes "" + strcharinfo(0) + ".";
- mes "Well, " + strcharinfo(0) + ", I've just assigned you as Mr. Kidd's assistant.";
- mes "Good, everything's done on this end. I just needed to get your name on record.";
- next;
- mes "[Echinacea]";
- mes "What are you still doing here?";
- mes "" + strcharinfo(0) + ", your job is to assist Mr. Kidd.";
- mes "Please go help him, will you?";
- set mao_morocc2,1;
- setquest 7012;
- close;
- }
- else {
- mes "[Echinacea]";
- mes "What are you doing here?";
- mes "Only authorized personnel can enter this area.";
- mes "Go back to the mainland as quickly as possible.";
- close;
- }
- }
- else if (mao_morocc2 == 1) {
- mes "[Echinacea]";
- mes "Your job is to assist Mr. Kidd who's standing near the space gap, otherwise known as the gate.";
- mes "Please go help him, okay?";
- close;
- }
- else if (mao_morocc2 == 2) {
- mes "[Echinacea]";
- mes "Why are you back?";
- mes "You're irresponsible. How could you abandon such an important duty?";
- mes "If you don't want to work, why did you even come here to the Ash Vacuum in the first place?";
- next;
- mes "[Echinacea]";
- mes "Alas! There's no one I can trust!";
- mes "You know, when I was working at the palace, I was.. *Blah Blah*...";
- next;
- mes "- Her rant doesn't seem to be ending any time soon. You'd better go back and help Mr. Kidd, even if your heart's not in it. -";
- next;
- set mao_morocc2,3;
- changequest 7013,7014;
- next;
- mes "[Echinacea]";
- mes "Hm? Where are you going? I'm not finished!";
- mes "Hey, hey!";
- close;
- }
- else if ((mao_morocc2 > 2) && (mao_morocc2 < 13)) {
- mes "[Echinacea]";
- mes "Mr. Kidd is such a great young man.";
- mes "You should be thankful that I've assigned you to help him. Don't be lazy by neglecting your duties.";
- close;
- }
- else if (mao_morocc2 == 13) {
- mes "[Echinacea]";
- mes "Oh, welcome back!";
- mes "I knew you would successfully complete your duties.";
- mes "So, tell me; how can I help you?";
- next;
- mes "[Echinacea]";
- mes "A scholar who is familiar with magic?";
- mes "What about that old man over there? If you couldn't tell, he comes from a distant country.";
- mes "Why are you looking for a scholar, anyway?";
- next;
- mes "[Echinacea]";
- mes "Did Mr. Kidd ask you to find one?";
- mes "I see. He's probably looking for a solution for the spell scroll.";
- mes "Then yes, that old man would be the perfect person to ask.";
- next;
- mes "[Echinacea]";
- mes "He's from Arunafeltz, and has extensive knowledge in magic as well as sacred power.";
- mes "I'm sure he'll be able to help you.";
- next;
- select("Who?");
- mes "[Echinacea]";
- mes "Do you see an old man over there? He's trying to make a fire with wet firewood to roast a sweet potato.";
- mes "His name is Mr. ^4d4dffDefaria^000000.";
- next;
- mes "[Echinacea]";
- mes "Why don't you go show it to him? He might be able to help Mr. Kidd with what he is trying to do.";
- set mao_morocc2,14;
- changequest 7022,7023;
- close;
- }
- else if (mao_morocc2 == 14) {
- mes "[Echinacea]";
- mes "If you're seeking advice about the spell scroll, you should go talk to Mr. Defaria.";
- mes "I don't practice magic, so I wouldn't know anything about it.";
- close;
- }
- else if ((mao_morocc2 > 22) && (mao_morocc2 < 26)) {
- mes "[Echinacea]";
- mes "Oh, welcome back.";
- mes "How can I help you?";
- mes "Oh.. You've brought the journal..";
- next;
- mes "[Echinacea]";
- mes ".........";
- mes "......";
- mes "...";
- next;
- mes "[Echinacea]";
- mes "I see..";
- mes ".. Basically it all comes down to Rayan.";
- mes "He's been abducted by Satan Morocc.";
- mes "If we find Rayan using this location-tracing spell.";
- next;
- select("We'll find Satan Morocc too!");
- mes "[Echinacea]";
- mes "That's right.";
- mes "But it'll work only if Satan Morocc actually abducted Rayan.";
- next;
- mes "[Echinacea]";
- mes "Say, what's the tracing pattern number?";
- next;
- input .@input$;
- if (mao_morocc2 == 23) {
- if (.@input$ == "SDHF92F-SDF") {
- mes "[Echinacea]";
- mes "[" + .@input$ + "]";
- mes "...Ah, there it is.";
- next;
- mes "[Echinacea]";
- mes "This location-tracing spell uses a pair of magic stones of the same wavelength..";
- mes "We can use the spell with one stone to find the other stone with the matching wavelength.";
- next;
- mes "[Echinacea]";
- mes "We'll analyze this pattern number and detect the wavelength.";
- mes "It'll take some time before we get the results.";
- if (countitem(6029) > 0) {
- delitem 6029,countitem(6029); //Morocc_Tracing_Log
- }
- set mao_morocc2,29;
- changequest 7031,7034;
- close;
- }
- else {
- mes "[Echinacea]";
- mes "[" + .@input$ + "]";
- mes "It's not working for some reason.";
- mes "I can't find a magic stone that has the same wavelength as yours.";
- next;
- mes "[Echinacea]";
- mes "This location-tracing spell uses a pair of magic stones of the same wavelength..";
- mes "I can't find a magic stone that has the same wavelength as your pattern number.";
- next;
- mes "[Echinacea]";
- mes "Go check the number again.";
- set mao_morocc2,26;
- close;
- }
- }
- else if (mao_morocc2 == 24) {
- if (.@input$ == "VWNM94GVWN90") {
- mes "[Echinacea]";
- mes "[" + .@input$ + "]";
- mes "...Ah, there it is.";
- next;
- mes "[Echinacea]";
- mes "This location-tracing spell uses a pair of magic stones of the same wavelength..";
- mes "We can use the spell with one stone to find the other stone with the matching wavelength.";
- next;
- mes "[Echinacea]";
- mes "We'll analyze this pattern number and detect the wavelength.";
- mes "It'll take some time before we get the results.";
- if (countitem(6029) > 0) {
- delitem 6029,countitem(6029); //Morocc_Tracing_Log
- }
- set mao_morocc2,29;
- changequest 7032,7034;
- close;
- }
- else {
- mes "[Echinacea]";
- mes "[" + .@input$ + "]";
- mes "It's not working for some reason.";
- mes "I can't find a magic stone that has the same wavelength as yours.";
- next;
- mes "[Echinacea]";
- mes "This location-tracing spell uses a pair of magic stones of the same wavelength..";
- mes "I can't find a magic stone that has the same wavelength as your pattern number.";
- next;
- mes "[Echinacea]";
- mes "Go check the number again.";
- set mao_morocc2,27;
- close;
- }
- }
- else {
- if (.@input$ == "CM3-TRDFGHE0") {
- mes "[Echinacea]";
- mes "[" + .@input$ + "]";
- mes "...Ah, there it is.";
- next;
- mes "[Echinacea]";
- mes "This location-tracing spell uses a pair of magic stones of the same wavelength..";
- mes "We can use the spell with one stone to find the other stone with the matching wavelength.";
- next;
- mes "[Echinacea]";
- mes "We'll analyze this pattern number and detect the wavelength.";
- mes "It'll take some time before we get the results.";
- if (countitem(6029) > 0) {
- delitem 6029,countitem(6029); //Morocc_Tracing_Log
- }
- set mao_morocc2,29;
- changequest 7033,7034;
- close;
- }
- else {
- mes "[Echinacea]";
- mes "[" + .@input$ + "]";
- mes "It's not working for some reason.";
- mes "I can't find a magic stone that has the same wavelength as yours.";
- next;
- mes "[Echinacea]";
- mes "This location-tracing spell uses a pair of magic stones of the same wavelength..";
- mes "I can't find a magic stone that has the same wavelength as your pattern number.";
- next;
- mes "[Echinacea]";
- mes "Go check the number again.";
- set mao_morocc2,28;
- close;
- }
- }
- }
- else if ((mao_morocc2 > 25) && (mao_morocc2 < 29)) {
- mes "[Echinacea]";
- //custom translation
- mes "Hey, did you find the tracing pattern number?";
- next;
- input .@input$;
- if (mao_morocc2 == 26) {
- if (.@input$ == "SDHF92F-SDF") {
- mes "[Echinacea]";
- mes "[" + .@input$ + "]";
- mes "...Ah, there it is.";
- next;
- mes "[Echinacea]";
- mes "This location-tracing spell uses a pair of magic stones of the same wavelength..";
- mes "We can use the spell with one stone to find the other stone with the matching wavelength.";
- next;
- mes "[Echinacea]";
- mes "We'll analyze this pattern number and detect the wavelength.";
- mes "It'll take some time before we get the results.";
- if (countitem(6029) > 0) {
- delitem 6029,countitem(6029); //Morocc_Tracing_Log
- }
- set mao_morocc2,29;
- changequest 7031,7034;
- close;
- }
- else {
- mes "[Echinacea]";
- mes "[" + .@input$ + "]";
- mes "It's not working for some reason.";
- mes "I can't find a magic stone that has the same wavelength as yours.";
- next;
- mes "[Echinacea]";
- mes "This location-tracing spell uses a pair of magic stones of the same wavelength..";
- mes "I can't find a magic stone that has the same wavelength as your pattern number.";
- next;
- mes "[Echinacea]";
- mes "Go check the number again.";
- close;
- }
- }
- else if (mao_morocc2 == 27) {
- if (.@input$ == "VWNM94GVWN90") {
- mes "[Echinacea]";
- mes "[" + .@input$ + "]";
- mes "...Ah, there it is.";
- next;
- mes "[Echinacea]";
- mes "This location-tracing spell uses a pair of magic stones of the same wavelength..";
- mes "We can use the spell with one stone to find the other stone with the matching wavelength.";
- next;
- mes "[Echinacea]";
- mes "We'll analyze this pattern number and detect the wavelength.";
- mes "It'll take some time before we get the results.";
- if (countitem(6029) > 0) {
- delitem 6029,countitem(6029); //Morocc_Tracing_Log
- }
- set mao_morocc2,29;
- changequest 7032,7034;
- close;
- }
- else {
- mes "[Echinacea]";
- mes "[" + .@input$ + "]";
- mes "It's not working for some reason.";
- mes "I can't find a magic stone that has the same wavelength as yours.";
- next;
- mes "[Echinacea]";
- mes "This location-tracing spell uses a pair of magic stones of the same wavelength..";
- mes "I can't find a magic stone that has the same wavelength as your pattern number.";
- next;
- mes "[Echinacea]";
- mes "Go check the number again.";
- close;
- }
- }
- else {
- if (.@input$ == "CM3-TRDFGHE0") {
- mes "[Echinacea]";
- mes "[" + .@input$ + "]";
- mes "...Ah, there it is.";
- next;
- mes "[Echinacea]";
- mes "This location-tracing spell uses a pair of magic stones of the same wavelength..";
- mes "We can use the spell with one stone to find the other stone with the matching wavelength.";
- next;
- mes "[Echinacea]";
- mes "We'll analyze this pattern number and detect the wavelength.";
- mes "It'll take some time before we get the results.";
- if (countitem(6029) > 0) {
- delitem 6029,countitem(6029); //Morocc_Tracing_Log
- }
- set mao_morocc2,29;
- changequest 7033,7034;
- close;
- }
- else {
- mes "[Echinacea]";
- mes "[" + .@input$ + "]";
- mes "It's not working for some reason.";
- mes "I can't find a magic stone that has the same wavelength as yours.";
- next;
- mes "[Echinacea]";
- mes "This location-tracing spell uses a pair of magic stones of the same wavelength..";
- mes "I can't find a magic stone that has the same wavelength as your pattern number.";
- next;
- mes "[Echinacea]";
- mes "Go check the number again.";
- close;
- }
- }
- }
- else if (mao_morocc2 == 29) {
- if (rand(1,3) == 2) {
- mes "[Echinacea]";
- mes "Welcome, adventurer.";
- mes "I hope they've been able to trace the wavelength by now.";
- mes "How'd you like to go check the results?";
- next;
- mes "[Echinacea]";
- mes "To the south of this camp, you'll see a building with a mana detector attached to it.";
- mes "Go ask the building manager about the trace results.";
- set mao_morocc2,30;
- changequest 7034,7035;
- close;
- }
- else {
- mes "[Echinacea]";
- mes "Tracing magic wavelength is not easy as you think.";
- mes "Please be patient: the results will arrive soon enough.";
- close;
- }
- }
- else if (mao_morocc2 == 30) {
- mes "[Echinacea]";
- mes "I'm in charge of tracing the wavelength from the Rune Midgard Continent,";
- mes "and the south camp is tracing it in this area.";
- next;
- mes "[Echinacea]";
- mes "I asked them to assign top priority to this task, so with any luck, they've finished it by now.";
- mes "..What are you doing? I said, go ask the building manager about the trace results.";
- close;
- }
- else if (mao_morocc2 == 31) {
- mes "[Echinacea]";
- mes "How are the results?";
- next;
- mes "- You told her exactly what you were told by the soldier managing the building. -";
- next;
- mes "[Echinacea]";
- mes "Oh, is that the case? I see.";
- mes "That means.. The man called Rayan isn't on the Rune Midgard Continent or in this Ash Vacuum.";
- next;
- mes "[Echinacea]";
- mes "He must be somewhere else.";
- mes "As I suspected, he must be with Satan Morocc.";
- next;
- mes "[Echinacea]";
- mes "Pursuing Satan Morocc was supposed to be our last resort..";
- mes "..I guess we have no choice now..";
- next;
- mes "[Echinacea]";
- mes "..I should log a report entry into this journal.";
- mes "Our pursuit of Satan Morocc is at an end for now.";
- next;
- mes "[Echinacea]";
- mes "You did a great job helping us, and went above and beyond my expectations.";
- mes "Here, this is a reward for your help.";
- next;
- mes "[Echinacea]";
- mes "Keep up the good work assisting the explorers in this camp.";
- set mao_morocc2,100;
- getexp 120000,20000;
- getitem 617,1; //Old_Violet_Box
- completequest 7036;
- close;
- }
- else if (mao_morocc2 == 100) {
- mes "[Echinacea]";
- mes "....";
- next;
- switch(select(".....")) {
- }
- mes "[Echinacea]";
- mes "Hmm..";
- next;
- switch(select("... . ..")) {
- }
- mes "[Echinacea]";
- mes ".. Grr..!";
- mes "What?! What do you want?";
- mes "Why do you keep giving me that dirty look?!";
- next;
- switch(select("Nothing.:Something is bothering me...")) {
- case 1:
- mes "[Echinacea]";
- mes "Argh..!";
- mes "Are you annoying me on purpose?";
- mes "Go and find something else to do!";
- next;
- mes "[Echinacea]";
- mes "I'm stressed out and I've got a headache writing this report. I don't have the time to deal with you right now.";
- mes "Do you understand?";
- close;
- case 2:
- mes "[Echinacea]";
- mes "What is it that worries you?";
- mes "Please, I've got enough worries already.";
- next;
- mes "[Echinacea]";
- mes "So, tell me; what is it?";
- mes ", you've done a great job helping us..";
- mes "Oh, you must have questions about that last case, is that right?";
- next;
- mes "[Echinacea]";
- mes "..Wait, are you worried because of him?";
- mes "..I see, you're worried about him being supported by the country.";
- next;
- mes "[Echinacea]";
- mes "This isn't a good time to disclose the truth. It'll cause more confusion.";
- mes "I believe the diplomats and presidents of both countries are responsible for those national matters.";
- next;
- mes "[Echinacea]";
- mes "This is out of your hands, adventurer.";
- mes "So stop worrying about it. Alright?";
- next;
- mes "[Echinacea]";
- mes "No country wants to start a war, especially when we have a greater common enemy.";
- mes "Just focus on what you can do to help us.";
- set mao_morocc2,101;
- setquest 7037;
- close;
- }
- }
- else if ((mao_morocc2 > 100) && (mao_morocc2 < 106)) {
- mes "[Echinacea]";
- mes "We've stopped pursuing Satan Morocc, so you may go help the other explorers now.";
- mes "I've already rewarded you for your services.";
- next;
- mes "[Echinacea]";
- mes "Remember; don't open your mouth about this to anyone.";
- close;
- }
- else if (mao_morocc2 == 106) {
- if (countitem(549) > 1) {
- mes "[Echinacea]";
- mes "What is it? I thought you've been discharged from my service.";
- mes "..What are these sweet potatoes?";
- mes "Did that old man send these?";
- mes "No way..! Are you..?";
- next;
- select("That's right.");
- mes "[Echinacea]";
- mes "What do you not understand?";
- mes "Nothing good can come out of this if it's released to the public.";
- mes "Can't you see?";
- next;
- mes "[Echinacea]";
- mes "Arunafeltz has replaced their leaders with the moderates just recently.";
- mes "Shoving the remnants of the radicals in front of them is extremely dangerous.";
- next;
- mes "[Echinacea]";
- mes "We've finally made a truce with them.";
- mes "Their sins will not be forgiven, but we won't make a stupid attempt to get revenge and end up shedding more blood!";
- next;
- mes "[Echinacea]";
- mes "Let the politicians do their job.";
- mes "I assure you they won't lead us to the worst case scenario. That's what you're worried about, right?";
- next;
- mes "[Echinacea]";
- mes "No, wait.. Do you..?";
- mes "Do you want us to wage war against Arunafeltz over this?!";
- next;
- mes "[Echinacea]";
- mes "Let me ask you to forget the past and focus on the present.";
- mes "For everyone's sake, please just look toward the future and move forward.";
- next;
- mes "[Echinacea]";
- mes "We won't do anything that you'd morally oppose.";
- mes "You believe in peace, don't you?";
- mes "Tell him that I'm grateful for these sweet potatoes, anyway..";
- delitem 549,2; //Nice_Sweet_Potato
- set mao_morocc2,107;
- changequest 7040,7041;
- close;
- }
- else {
- mes "[" + strcharinfo(0) + "]";
- mes "Err? I don't have two Nice Sweet Potatoes..";
- mes "Where can I get those?";
- close;
- }
- }
- else if (mao_morocc2 > 106) {
- mes "[Echinacea]";
- mes "Let us take care of the rest.";
- mes "I'm not suggesting that we should pretend as if the past never happened. All I'm saying is that we should work towards achieving a greater cause.";
- close;
- }
- else {
- mes "[Echinacea]";
- mes "You're doing a great job.";
- mes "I suppose I have an eye for people after all.";
- mes "Yes, that must be right.";
- mes "Keep up the good work, will you?";
- close;
- }
-}
-
-mid_camp,191,206,3 script Manager#moc2_finder 852,{
- mes "[Manager]";
- mes "Everything's okay so far!";
- mes "How may I help you?";
- next;
- if (mao_morocc2 == 30) {
- mes "[Manager]";
- mes "Everything's okay so far!";
- mes "How may I help you?";
- next;
- mes "[Manager]";
- mes "Did Captain Echinacea send you?";
- mes "I have something to report to you.";
- next;
- mes "[Manager]";
- mes "The magic wavelength of the requested pattern number has not been detected in this area.";
- mes "It's not possible to trace the number around this area, but..";
- next;
- select("But?");
- mes "[Manager]";
- mes "I can tell this magic pattern is supposed to be used to trace a human being.";
- mes "You know tracing magic stones always come in pairs, don't you?";
- next;
- mes "[Manager]";
- mes "Now, magic stones specifically used to trace humans have a special feature.";
- next;
- mes "[Manager]";
- mes "When the target of the trace dies, the pair of stones are automatically destroyed.";
- mes "Since this patterned magic stone is still intact..";
- next;
- mes "[Manager]";
- mes "Well, this magic stone serves as proof that the target of the trace is still alive somewhere in the world.";
- mes "I'll keep watching.";
- mes "Hopefully, we'll detect the same wavelength.";
- next;
- mes "[Manager]";
- mes "That's all for today.";
- set mao_morocc2,31;
- changequest 7035,7036;
- close;
- }
- else if (mao_morocc2 == 31) {
- mes "[Manager]";
- mes "Everything's okay so far!";
- mes "How may I help you?";
- next;
- mes "[Manager]";
- mes "Please report this to Captain Echinacea;";
- mes "We've failed to trace the location of the target,";
- mes "but he's still alive somewhere.";
- close;
- }
- else {
- mes "[Manager]";
- mes "This device detects mana and magic wavelengths around this area. identifying what enemies we're dealing with.";
- mes "It can be used to trace the wavelengths of location-tracing spells.";
- next;
- mes "[Manager]";
- mes "It's a fantastic product made from a combination of magic and science.";
- mes "The Ash Vacuum hasn't been fully explored, and we don't know what kind of dangers to expect in this area.";
- next;
- mes "[Manager]";
- mes "By using this device, we can check the change and flow of mana around this area,";
- mes "and prepare for any possible threats.";
- close;
- }
-}
-
-mid_camp,199,311,7 script Mr. Kidd#ep13_dan01 884,{
- if (checkweight(714,1) == 0) {
- mes "- You cannot proceed with the quest when you're carrying too many items with you. -";
- close;
- }
- if (mao_morocc2 == 1) {
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "Hey, you.";
- mes "Don't get too close to anything except the gate.";
- mes "It's too dangerous.";
- next;
- mes "[Mr. Kidd]";
- mes "......Do you have any business here?";
- next;
- switch(select("Echinacea...:No.")) {
- case 1:
- mes "[Mr. Kidd]";
- mes "An assistant? I don't think I need one, but...";
- mes "I guess I should give you something to do.";
- mes "Do you mind if I entrust you with a chore?";
- next;
- switch(select("Yes.:No, I don't mind at all.")) {
- case 1:
- mes "[Mr. Kidd]";
- mes "Then why did you come all this way?";
- mes "I didn't really need any help to begin with. If you don't want to work, then stop bothering me.";
- next;
- mes "[Mr. Kidd]";
- mes "If you don't want to help us out then go back to Echinacea and let her know yourself!";
- set mao_morocc2,2;
- changequest 7012,7013;
- close2;
- break;
- case 2:
- mes "[Mr. Kidd]";
- mes "......";
- mes "I don't know if Echinacea told you this already, but we are here";
- mes "to follow the traces of Satan Morocc.";
- mes "Some of us are here in the Ash Vacuum, and the rest are on the Rune Midgard Continent.";
- next;
- mes "[Mr. Kidd]";
- mes "We exchange information with our colleagues in Morroc on a regular basis, but we haven't heard from them for a while.";
- mes "How'd you like to go gather some information for me?";
- mes "It should be simple, so you I hope you'll be able to handle this.";
- next;
- mes "[Mr. Kidd]";
- mes "At Southwest Morroc, you'll find an underground tavern.";
- mes "Go find ^4d4dffRin^000000.";
- mes "Tell her I've sent you, and she'll take care of you.";
- set mao_morocc2,4;
- changequest 7012,7015;
- close2;
- break;
- }
- break;
- case 2:
- mes "[Mr. Kidd]";
- mes "If you don't have any business here, then step aside. It's too dangerous.";
- mes "You might not be able to return to this world if you enter a route that hasn't been properly identified.";
- close2;
- break;
- }
- }
- else if (mao_morocc2 == 2) {
- cutin "moc2_kid02",2;
- mes "[Mr. Kidd]";
- mes "I guess she forced you to do this, huh? Don't worry; you're not the first victim of her bossiness.";
- mes "You should tell her if you really don't want to work for me.";
- close2;
- }
- else if (mao_morocc2 == 3) {
- cutin "moc2_kid05",2;
- mes "[Mr. Kidd]";
- mes "I can tell you aren't so happy with this, huh?";
- mes "While you're here, why don't you help us out and see where it goes?";
- mes "Don't worry, I won't give you a hard time...";
- next;
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "......";
- mes "I don't know if Echinacea told you this already, but we are here to follow the traces of Satan Morocc.";
- next;
- mes "[Mr. Kidd]";
- mes "Some of us are here in the Ash Vacuum, and the rest are on the Rune Midgard Continent.";
- next;
- mes "[Mr. Kidd]";
- mes "We exchange information with our colleagues in Morroc on a regular basis, but we haven't heard from them for a while.";
- next;
- mes "[Mr. Kidd]";
- mes "How'd you like to go gather some information for me?";
- mes "It should be simple, so you I hope you'll be able to handle this.";
- next;
- mes "[Mr. Kidd]";
- mes "At Southwest Morroc, you'll find an underground tavern.";
- mes "Go find ^4d4dffRin^000000.";
- mes "Tell her I've sent you, and she'll take care of you.";
- set mao_morocc2,4;
- changequest 7014,7015;
- close2;
- }
- else if ((mao_morocc2 == 4) || (mao_morocc2 == 5)) {
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "Let me explain one more time.";
- mes "Go speak to Rin in an underground tavern at Southwest Morroc.";
- mes "You won't miss the tavern if you look for a boy named Jack standing out the front.";
- close2;
- }
- else if ((mao_morocc2 > 5) && (mao_morocc2 < 9)) {
- cutin "moc2_kid03",2;
- mes "[Mr. Kidd]";
- mes "Are you helping Rin?";
- mes "..I see.";
- close2;
- }
- else if (mao_morocc2 == 9) {
- if ((countitem(6029) == 1) && (countitem(6027) == 1)) {
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "I heard Rin is wounded and bedridden...";
- mes "What happened?";
- next;
- mes "- Instead of an answer, you gave him Rin's journal and the bloody crystal.-";
- next;
- mes "[Mr. Kidd]";
- mes "...A journal? I see. Hopefully this'll help me understand the situation..";
- mes "Hmm...";
- next;
- mes "......";
- next;
- mes "......";
- mes "............";
- next;
- cutin "moc2_kid03",2;
- mes "[Mr. Kidd]";
- mes "*Sigh*..";
- mes "So Rayan has finally been located, huh?";
- mes "There was a skirmish at the mountain, and.. a raid...";
- mes "..So, how is she?";
- next;
- select("Huh?");
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "I mean Rin. How is she?";
- mes "Is she seriously wounded?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "She needs to spend some time in bed,";
- mes "but she's conscious and still in one piece.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "She seems to have no problem taking care of herself,";
- mes "but I'm worried because sometimes she looks extremely exhausted. She mentioned that her vision blurs when she's very tired..";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Don't worry; I don't think it's serious because she still had the strength to yell while writing that journal.";
- next;
- cutin "moc2_kid03",2;
- mes "[Mr. Kidd]";
- mes "..Wh.. Who said I'm worried?";
- mes "I asked about her because I don't want her injury to interfere with our schedule.";
- next;
- mes "[Mr. Kidd]";
- mes "As for you, I want you to come back later.";
- mes "You're my assistant, remember?";
- mes "I need you to substitute for Rin until she recovers..";
- mes "Is that understood?";
- next;
- cutin "moc2_kid05",2;
- mes "[Mr. Kidd]";
- mes "Hm, thanks for all your help.";
- mes "Now, would you leave me alone for a while? I need to write a report based on the findings in this journal.";
- delitem 6029,1; //Morocc_Tracing_Log
- delitem 6027,1; //Crystal_Of_Feardoom
- set mao_morocc2,10;
- getexp 20000,1000;
- changequest 7018,7019;
- close2;
- }
- else {
- //custom translation
- mes "[" + strcharinfo(0) + "]";
- mes "Now where did I put Rin's journal and the bloody crystal...";
- close2;
- }
- }
- else if (mao_morocc2 == 10) {
- mes "Kidd is standing at the side of the space gap, leafing through the journal's pages and taking notes.";
- mes "The 'Bloody Crystal of Darkness' is sitting aside, and remains untouched.";
- next;
- mes "I feel the crystal resonating with the space gap.";
- mes "I suddenly have the urge to touch the crystal...";
- next;
- mes "[Mr. Kidd]";
- mes "Err? What are you trying to do?";
- next;
- if ($@moc_mao_gate1 == 0) {
- warp "que_dan01",32,27;
- set $@moc_mao_gate1,1;
- end;
- }
- else {
- mes "[" + strcharinfo(0) + "]";
- mes "No, nothing.";
- mes "I'm sorry if I bothered you while you were writing your report.";
- next;
- mes "- Kidd stopped you from touching the crystal, but somehow, it still captivates you. -";
- close2;
- }
- }
- else if ((mao_morocc2 == 11) || (mao_morocc2 == 12)) {
- cutin "moc2_kid02",2;
- mes "[Mr. Kidd]";
- mes "..Are.. Are you alright?";
- mes "What just happened?";
- next;
- select("Err.. Huh?!");
- mes "[" + strcharinfo(0) + "]";
- mes "..Err?";
- mes "..Kidd? Someone was calling my name...";
- mes "Rin! Where's Rin? What about Rayan?";
- next;
- mes "[Mr. Kidd]";
- mes "Rin? Rayan?";
- mes "What are you talking about?";
- mes "Where the hell have you been?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "What do you mean..";
- mes "Where I've been?";
- mes "..Oh yeah, I saw Rin fighting Rayan.";
- mes "She was defeated by magic, and then disappeared...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Ah?! Ah! Right!";
- mes "I heard your voice once I found a strange scroll.";
- mes "The scroll!";
- next;
- mes "- Ignoring the confused look on Mr. Kidd's face, you searched your pockets, and found the mysterious scroll. -";
- next;
- mes "- It wasn't a dream after all... What you saw actually happened. -";
- mes "- You show Kidd the scroll and tell him what happened. -";
- next;
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "... ..";
- mes ".. Basically,";
- mes "you found this from a member of Rayan's gang?";
- next;
- mes "[Mr. Kidd]";
- mes "I know what this is:";
- mes "it's a scroll containing a magic spell that can be used by anyone, even if they aren't trained as mages.";
- next;
- cutin "moc2_kid04",2;
- mes "[Mr. Kidd]";
- mes "Hmm, this scroll is sealed and needs some kind of pass code to use it.";
- mes "I'll consult with the camp scholars about this scroll later.";
- next;
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "By the way, I saw you touch this 'Bloody Crystal of Darkness.'";
- mes "There was a bright flash of light around you, and then you were suddenly drawn into the space gap.";
- next;
- mes "[Mr. Kidd]";
- mes "I thought I was just seeing things, but it's obvious now that it really happened.";
- mes "You were actually in the past for a little while there.";
- next;
- mes "[Mr. Kidd]";
- mes "I'm afraid this space gap hides bigger secrets than we thought.";
- mes "..It not only warps space, but also time ...";
- next;
- select("It warps space and time?");
- cutin "moc2_kid03",2;
- mes "[Mr. Kidd]";
- mes "Forget it. I was just thinking out loud.";
- mes "From now on, we should be extra careful about letting anything into this space gap. I need to report this incident to upper management.";
- next;
- mes "[Mr. Kidd]";
- mes "I'm sorry, but can you ask a scholar about this spell scroll?";
- mes "If you don't know which scholar you should consult, then you'd better ^4d4dffask Echinacea^000000";
- next;
- mes "[Mr. Kidd]";
- mes "Thanks in advance.";
- set mao_morocc2,13;
- changequest 7021,7022;
- close2;
- }
- else if ((mao_morocc2 == 13) || (mao_morocc2 == 14)) {
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "Did you find a scholar to ask about the scroll?";
- mes "Huh? Not yet?";
- mes "If you don't know which scholar to consult, then you'd better ask Echinacea.";
- close2;
- }
- else if (mao_morocc2 == 15) {
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "So this scroll is from Arunafeltz, huh?";
- mes "Is that why you're gathering items to unseal the scroll?";
- next;
- cutin "moc2_kid03",2;
- mes "[Mr. Kidd]";
- mes "I see...";
- next;
- mes "- Kidd is lost in thought. -";
- mes "- Let's bring Defaria the items to unseal the spell scroll. -";
- close2;
- }
- else if (mao_morocc2 == 16) {
- cutin "moc2_kid05",2;
- mes "[Mr. Kidd]";
- mes "Keep up the good work, adventurer.";
- close2;
- }
- else if (mao_morocc2 == 17) {
- if (countitem(14595) > 0) {
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "This must be the spell scroll, huh?";
- mes "It contains a teleportation spell";
- mes "that will send the user to a specific location.. Hmm...";
- next;
- cutin "moc2_kid03",2;
- mes "[Mr. Kidd]";
- mes "You said you've heard Rayan ordering others to come to a certain place.";
- mes "If the spell of this scroll leads to that place..";
- mes ".... . No, it's too dangerous.";
- next;
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "Then again.. Somebody will have to go there eventually..";
- mes "... .. .. .";
- next;
- select("Why are you looking at me?!");
- cutin "moc2_kid05",2;
- mes "[Mr. Kidd]";
- mes "You're my assistant, aren't you?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes ".... .....";
- mes "......";
- next;
- cutin "moc2_kid04",2;
- mes "[Mr. Kidd]";
- mes ".Alright, then. Would you rather capture reincarnations of Morroc and collect their remnants?";
- mes "Scholars suspect the recent space-time phenomenon has been caused by the 'Bloody Crystals of the Darkness,'";
- mes "so they want to study the crystals, which they believe are remnants of the of Morroc's reincarnations.";
- next;
- mes "[Mr. Kidd]";
- mes "That sounds way more dangerous, doesn't it? Go check that place out instead.";
- mes "Both those missions are dangerous, but I think you'll be risking your life less by checking out that place.";
- next;
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "Now, listen. Use the spell scroll to teleport there, and then investigate the area. Find some clues.";
- mes "Don't fight them.";
- mes "Don't put yourself in danger, and retreat when things get too dangerous.";
- next;
- mes "[Mr. Kidd]";
- mes "By the time you come back,";
- mes "we should have figured out the cause of the strange phenomenon near this space gap.";
- mes "We'll think about everything else after you come back, alright?";
- close2;
- }
- else {
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "Where's the scroll? Did you use it?";
- next;
- switch(select("Yes.:No.")) {
- case 1:
- mes "[Mr. Kidd]";
- mes "That scroll contains a teleportation spell.";
- mes "Using it will lead you to a place that has something to do with them.";
- mes "You're supposed to gather some clues once you're there.";
- next;
- mes "[Mr. Kidd]";
- mes "..I guess you haven't found any clues.";
- mes "Do you remember the location of that place?";
- mes "Why don't you go it check out again?";
- next;
- mes "[Mr. Kidd]";
- mes "I'm sure you'll find something.";
- mes "Yes, there must be some sort of clue there.";
- mes "Do you understand?";
- close2;
- break;
- case 2:
- mes "[Mr. Kidd]";
- mes "That scroll contains a teleportation spell.";
- mes "Using it will lead you to a place that has something to do with them.";
- mes "You're supposed to gather some clues once you're there.";
- next;
- mes "[Mr. Kidd]";
- mes "If you lost the scroll, I expect you to find that place at any cost.";
- mes "Is that clear?";
- close2;
- break;
- }
- }
- }
- else if (mao_morocc2 == 18) {
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "Did you find any clues?";
- mes "What did you find over there?";
- next;
- mes "- You interrupted Mr. Kidd, and told him what you heard from the basement in the empty house near the national border. -";
- next;
- mes "[Mr. Kidd]";
- mes "..Are you sure?";
- mes "And the location is.. Okay, I got it.";
- mes "Thanks.";
- next;
- cutin "moc2_kid03",2;
- mes "[Mr. Kidd]";
- mes "Can you go back and spy on them a bit more?";
- mes "I'll follow you as soon as I report these findings to the higher-ups.";
- set mao_morocc2,19;
- changequest 7027,7028;
- close2;
- }
- else if (mao_morocc2 == 19) {
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "They must be having a serious internal dispute,";
- mes "meaning it's the perfect time for us to raid them.";
- mes "Keep monitoring them for me, alright?";
- close2;
- }
- else if (mao_morocc2 == 20) {
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "..Phew, now I've seen everything.";
- mes "Oh, hey!";
- next;
- select("Where's Rayan?");
- cutin "moc2_kid03",2;
- mes "[Mr. Kidd]";
- mes "He's locked up in the basement, and Rin is interrogating him.";
- mes "You know, she's the best interrogator we've got. There'll be no escape for that guy ..";
- next;
- cutin "moc2_kid05",2;
- mes "[Mr. Kidd]";
- mes "..Wait, what if the same thing happens..?";
- mes "No way, that's not possible..";
- next;
- mes "[Mr. Kidd]";
- mes "The crystal no longer resonates with the space gap.";
- mes "Now it's exactly the same as a regular Crystal of Darkness.";
- next;
- mes "[Mr. Kidd]";
- mes "That means, the phenomenon that you've experienced with the 'Bloody Crystal of Darkness' can't be..";
- mes ".........";
- next;
- select("Can't be explained?");
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "..I guess not. It might have resonated to your mana or wavelength.";
- mes "Why don't you carry it with you? Let me know if you experience any strange phenomenon again.";
- next;
- mes "[Mr. Kidd]";
- mes "Oh, and please bring ^4d4dffthis journal to Rin^000000.";
- mes "This will be your last assignment from me.";
- set mao_morocc2,21;
- getitem 6027,1; //Crystal_Of_Feardoom
- getitem 6029,1; //Morocc_Tracing_Log
- changequest 7029,7030;
- next;
- mes "[Mr. Kidd]";
- mes "..Do you have any questions?";
- next;
- switch(select("Is this an exchange journal?:Why should I carry the crystal?:What is this last assignment?")) {
- case 1:
- cutin "moc2_kid04",2;
- mes "[Mr. Kidd]";
- mes "..No, not at all.";
- mes "We're just using one journal to record each other's work.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Why can't you use separate journals and then combine them later?";
- next;
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "......";
- mes "Ask Echinacea. I'm just doing what the boss tells me to do.";
- mes "Using one set journal is a good way to keep in contact and accumulate a history of work in chronological order.";
- next;
- mes "[Mr. Kidd]";
- mes "We came up with the idea to share our experiences";
- mes "and understand any relation between incidents";
- mes "as quickly and easily as possible..";
- next;
- mes "[Mr. Kidd]";
- mes "I know it's a little bit counterproductive, but I'm satisfied with the quality of information shared between us.";
- mes "The notes that Rin has absent-mindedly written down can turn out to be great clues for me..";
- next;
- cutin "moc2_kid05",2;
- mes "[Mr. Kidd]";
- mes "Yeah, I agree that the journal looks pretty disorganized.";
- next;
- break;
- case 2:
- cutin "moc2_kid04",2;
- mes "[Mr. Kidd]";
- mes "... Intuition... I guess?";
- mes "... These kind of things.";
- next;
- break;
- case 3:
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "Rayan has already been caught, so the task to locate him and Rin is already done.";
- mes "You were just an assistant to start with.";
- next;
- break;
- }
- cutin "moc2_kid03",2;
- mes "[Mr. Kidd]";
- mes "Anyways, please deliver the journal to her safely.";
- mes "I'm still not done yet; Echinacea already has another task for me..";
- mes "..*Sigh*..";
- close2;
- }
- else if (mao_morocc2 == 21) {
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "I asked you to deliver the journal to Rin.";
- mes "You didn't forget it, did you?";
- mes "...";
- next;
- mes "[Mr. Kidd]";
- mes "By the way, I'm still not convinced that we've captured the real Rayan.";
- mes "Will you tell Rin to write down the results of her interrogation in the journal?";
- next;
- mes "[Mr. Kidd]";
- mes "Of course, I'm pretty sure she'll do it without me reminding her.";
- close2;
- }
- else if ((mao_morocc2 > 21) && (mao_morocc2 < 31)) {
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "You don't have to report everything to me.";
- mes "I can check the journal later.";
- mes "Why don't you go assist Rin for now?";
- close2;
- }
- else if ((mao_morocc2 > 30) && (mao_morocc2 < 104)) {
- cutin "moc2_kid05",2;
- mes "[Mr. Kidd]";
- mes "..Things didn't turn out exactly as we hoped, but there's nothing we can do for now.";
- mes "Thank you for your service;";
- mes "you've been of great help to us.";
- close2;
- }
- else if (mao_morocc2 == 104) {
- if (countitem(549) > 1) {
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "What's up?";
- mes "I told you that I won't have any more work available for you. Well, for a good while, anyway..";
- next;
- select("Want a snack?:Mr. Defaria has sent me.");
- cutin "moc2_kid05",2;
- mes "[Mr. Kidd]";
- mes "..I guess he's finally made a fire, huh?";
- mes "Tell him thanks for these sweet potatoes.";
- delitem 549,2; //Nice_Sweet_Potato
- set mao_morocc2,105;
- next;
- switch(select("Ask about Dandelion.:Ask about Arunafeltz.")) {
- case 1:
- cutin "moc2_kid03",2;
- mes "[Mr. Kidd]";
- mes "I'm indebted to them, but they all died before I had a chance to pay them back.";
- next;
- mes "[Mr. Kidd]";
- mes "If you're asking about my political opinion, I'm not going to answer.";
- mes "This isn't something with which I can interfere.";
- next;
- cutin "moc2_kid04",2;
- mes "[Mr. Kidd]";
- mes "My personal opinion?";
- mes "Let me tell you that, from their point of view; their one last chance was destroyed.";
- mes "They're probably too ashamed to even talk about it.";
- next;
- mes "[Mr. Kidd]";
- mes "Let our diplomats use that fact to their advantage, alright?";
- close2;
- break;
- case 2:
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "Nothing.";
- mes "I have no comments.";
- mes "No conflicts have arisen recently, either.";
- next;
- cutin "moc2_kid04",2;
- mes "[Mr. Kidd]";
- mes "Besides, nationality isn't important to us.";
- mes "What's important is whether or not they're our enemies, and whether or not they're the target of our missions.";
- close2;
- break;
- }
- }
- else {
- mes "[" + strcharinfo(0) + "]";
- mes "Err? I don't have two Nice Sweet Potatoes..";
- mes "Where can I get those?";
- close2;
- }
- }
- else if (mao_morocc2 > 104) {
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "Don't try to understand everything.";
- mes "A mission is just a mission.";
- mes "Don't get too emotional or curious about it.";
- close2;
- }
- else {
- cutin "mocseal_kid01",2;
- mes "[Mr. Kidd]";
- mes "...You'd better not approach the space gap off the official route.";
- mes "If you're not authorized, then turn away. This thing is too dangerous for capricious exploration.";
- close2;
- }
- cutin "mocseal_kid01",255;
- end;
-
-OnInit:
- set $@moc_mao_gate1,0; //Global Variable
- end;
-}
-
-mid_camp,205,312,0 script #moc2_talkevent01 -1,1,1,{
-//OnTouch2:
-OnTouch:
- if (mao_morocc2 == 11) {
- mes "[Mr. Kidd]";
- mes "" + strcharinfo(0) + "? " + strcharinfo(0) + "?!";
- mes "Wake up!";
- set mao_morocc2,12;
- close;
- }
-}
-
-mid_camp,256,272,3 script Defaria#moc2 897,{
- if (checkweight(714,1) == 0) {
- mes "- You cannot proceed with the quest when you're carrying too many items with you. -";
- close;
- }
- if (mao_morocc2 < 14) {
- mes "[Defaria]";
- mes "Please step aside.";
- mes "I'm experiencing a turning point in my life right now.";
- mes ".....";
- specialeffect EF_BEGINSPELL2;
- next;
- mes "- The fire sparked, but then it immediatly blew out. -";
- specialeffect EF_FIREARROW,AREA,"Wet Firewood#moc2";
- next;
- mes "[Defaria]";
- mes "...............";
- mes "You know, that was my ninety-third attempt to make a fire with wet firewood.";
- next;
- mes "[Defaria]";
- mes "Wait, was that the ninty fourth ot ninety fifth?";
- mes "..I've.. I've lost count.";
- close;
- }
- else if (mao_morocc2 == 14) {
- mes "[Defaria]";
- mes "Please step aside.";
- mes "I'm experiencing a turning point in my life right now.";
- mes "......";
- specialeffect EF_BEGINSPELL2;
- next;
- mes "- The fire sparked, but then it immediately blew out.-";
- specialeffect EF_FIREARROW,AREA,"Wet Firewood#moc2";
- next;
- mes "[Defaria]";
- mes "...............";
- mes "Are you also here...............";
- mes "to make fun of my stupid attempt to roast these sweet potatoes with wet firewood?";
- next;
- select("...No.");
- mes "[Defaria]";
- mes "..No? Then what brings you here?";
- mes "..Huh?";
- mes "A spell scroll? May I see?";
- next;
- mes "[Defaria]";
- mes "..Isn't.. Isn't this?!";
- mes "..Hmm..";
- mes "Eek..So Echinacea referred you to me, huh?";
- mes "...Does that means she knows everything...?";
- next;
- mes "[Defaria]";
- mes "..Alright then, I'll tell you.";
- mes "As you can see, this scroll is sealed.";
- mes "It can only be unsealed by a secret method.";
- mes "..And..";
- next;
- mes "[Defaria]";
- mes "..It is from...";
- mes "..Arunafeltz.";
- mes "The way it's sealed is the same method used by the temple...";
- next;
- mes "[Defaria]";
- mes "I don't know how you've gotten this scroll,";
- mes "..but I'll try to help you on behalf of the respectable scholars of Arunafeltz.";
- next;
- mes "[Defaria]";
- mes "But remember; I'm not doing this officially. Please don't make me disgrace my country by helping you. Do you understand what I'm saying?";
- next;
- switch(select("Got it.:No.")) {
- case 1:
- mes "[Defaria]";
- mes "Good. Then I expect you to help me by gathering the items I need to unseal the scroll:";
- mes "^4d4dff30 Holy Waters, Runes of Darkness, and Bloody Runes^000000.";
- next;
- mes "[Defaria]";
- mes "I'll be waiting for your return.";
- set mao_morocc2,15;
- changequest 7023,7024;
- close;
- case 2:
- mes "[Defaria]";
- mes "At first, you looked like someone who is reliable and understands the difference between official and private matters.";
- mes "Your answer just proved me wrong.";
- mes "Echinacea must be getting desperate if she's asking people like you for help.";
- close;
- }
- }
- else if (mao_morocc2 == 15) {
- if ((countitem(523) > 29) && (countitem(7511) > 29) && (countitem(7563) > 29) && (countitem(6028) > 0)) {
- mes "[Defaria]";
- mes "Oh, you've brought everything!";
- mes "Good, it wasn't hard, was it?";
- mes "Okay, can you come back in a little bit?";
- delitem 523,30; //Holy_Water
- delitem 7511,30; //Rune_Of_Darkness
- delitem 7563,30; //Bloody_Rune
- delitem 6028,1; //Seal_Scroll
- set mao_morocc2,16;
- changequest 7024,7025;
- close;
- }
- else {
- mes "[Defaria]";
- mes "To unseal the scroll,";
- mes "I need ^4d4dff30 Holy Waters, Runes of the Darkness, and Bloody Runes^000000.";
- mes "Don't forget to bring the spell scroll along with them.";
- next;
- mes "[Defaria]";
- mes "While you're gathering the items, I'll be roasting my sweet potatoes.";
- mes "If I could only make this fire work...";
- close;
- }
- }
- else if (mao_morocc2 == 16) {
- if (rand(1,3) == 2) {
- mes "[Defaria]";
- mes "Welcome back; you came at the perfect time.";
- mes "First, this spell scroll contains a teleportation spell.";
- mes "You know what teleportation is, don't you?";
- next;
- mes "[Defaria]";
- mes "You know,";
- mes "it's a spell that instantly moves you to a different location.";
- mes "That's the spell contained in this scroll.";
- next;
- mes "[Defaria]";
- mes "The only difference is..";
- mes "This scroll will teleport you to a specific location.";
- mes "Such scrolls are generally used by ^4d4dfforganizations to gather their members^000000.";
- next;
- mes "[Defaria]";
- mes "I don't know where this scroll will lead you..";
- mes "You'll be the one using this scroll. Am I right?";
- mes "Here, please take this.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "'To gather members..?'";
- mes "..Right! I remember";
- mes "Rayan mentioned a gathering somewhere!";
- mes "So this scroll will take me to that meeting?";
- next;
- mes "[Defaria]";
- mes "Um, do you mind? Would you stop talking to yourself and just leave already?";
- mes "I'm sorry, but this old man needs some rest, alright?";
- set mao_morocc2,17;
- getitem 14595,1; //Unsealed_Magic_Spell
- changequest 7025,7026;
- close;
- }
- else {
- mes "[Defaria]";
- mes "Don't be so impatient.";
- mes "You can come back later.";
- mes "It'll take some time.";
- close;
- }
- }
- else if (mao_morocc2 == 17) {
- mes "[Defaria]";
- mes "What are you so worried about?";
- mes "You'll see how it works as soon as you use it.";
- close;
- }
- else if (mao_morocc2 == 101) {
- mes "[" + strcharinfo(0) + "]";
- mes "....";
- next;
- mes "[Defaria]";
- mes "..Huh? What do you want?";
- next;
- input .@input$;
- if (.@input$ == "Dandelion") {
- mes "[Defaria]";
- mes "..I know they're involved in this case, but";
- mes "we shouldn't talk about them.";
- next;
- switch(select("Just tell me what you know.:Alright..:")) {
- case 1:
- mes "[Defaria]";
- mes "Why should I go through all that trouble?";
- mes "You can go and ask Echinaea.";
- mes "This old man needs some rest, alright?";
- next;
- select("I'll do anything for you.");
- mes "[Defaria]";
- mes "Anything?";
- mes "Are you serious?";
- next;
- switch(select("Haha, got you!:Yes!")) {
- case 1:
- mes "[Defaria]";
- mes "What th--! How dare you fool an old man!";
- mes "You little punk!";
- specialeffect2 EF_HIT2;
- percentheal -10,0;
- next;
- mes "[Defaria]";
- mes "I may be old,";
- mes "but I'm a representative of great Arunafeltz's scholars!";
- mes "It's a mistake to trifle with me like that!";
- specialeffect2 EF_HIT2;
- percentheal -10,0;
- next;
- mes "[Defaria]";
- mes "Did you think I'm stupid just because I was trying to make a fire with wet firewood?!";
- mes "..*Pant Pant*.. Phew, even yelling tires me out..";
- close;
- case 2:
- mes "[Defaria]";
- mes "Then...";
- mes "..Umm.. Can you bring me some Logs?";
- mes "..And some sweet potatoes too, if you don't mind.";
- next;
- select("Sure thing. How many?");
- mes "[Defaria]";
- mes "..Let's see..";
- mes "I need sweet potatoes for me, Mr. Kidd, and Echi.. Umm..";
- mes "..And then I need.. Yes!";
- next;
- mes "[Defaria]";
- mes "Please bring me ^4d4dff20 Sweet Potatoes and 30 Logs^000000.";
- mes "I'll be waiting for your return.";
- set mao_morocc2,102;
- changequest 7037,7038;
- close;
- }
- case 2:
- mes "[Defaria]";
- mes "You seem to give up really easily.";
- mes "I don't blame you. Sometimes giving up is the best decision,";
- mes "not to mention that it takes a certain kind of courage.";
- next;
- mes "[Defaria]";
- mes "For example, Tarous that know when to abandon their hopes of getting cheese, you know, the bait in traps, are the hardest ones to catch. You know?";
- mes "..Hahaha!";
- close;
- }
- }
- else if (.@input$ == "Arunafeltz") {
- mes "[Defaria]";
- mes ".. Arunafeltz..?";
- mes "Yes, I'm from Arunafeltz..";
- mes "So what?";
- close;
- }
- else {
- mes "[Defaria]";
- mes "Be more specific about your question,";
- mes "and stop being so ambiguous.";
- close;
- }
- }
- else if (mao_morocc2 == 102) {
- if ((countitem(516) > 19) && (countitem(7201) > 29)) {
- mes "[Defaria]";
- mes "Oh, you've really brought what I wanted!";
- mes "Please give them to me..";
- mes "No, wait, can you pile them on the firewood over there?";
- next;
- mes "[Defaria]";
- mes "Make it a nice, neat pile, please.";
- mes "..Oh, you forgot to put the sweet potatoes on top.";
- mes "Yes, good. That's perfect.";
- next;
- mes "[Defaria]";
- mes "..Hopefully I can make a fire with your nice logs....";
- specialeffect EF_BEGINSPELL2;
- next;
- specialeffect EF_FIREWALL,AREA,"Wet Firewood#moc2";
- specialeffect EF_TORCH,AREA,"Wet Firewood#moc2";
- mes "[Defaria]";
- mes "Oh, this is as great as I'd hoped!";
- mes "I guess my magic hasn't gotten that rusty after all..";
- delitem 516,20; //Sweet_Potato
- delitem 7201,30; //Log
- set mao_morocc2,103;
- close;
- }
- else {
- mes "[Defaria]";
- mes "If you want me to do you a favor, then";
- mes "you should bring me ^4d4dff20 Sweet Potatoes and 30 Logs^000000 in return.";
- close;
- }
- }
- else if (mao_morocc2 == 103) {
- mes "- Defaria is blowing on a roast sweet potato, peeling off it's skin. -";
- next;
- select("Excuse me, sir...");
- mes "[Defaria]";
- mes "What..?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Didn't you forget something?";
- mes ".. Dandelion? I wanted you to tell me what you knew.";
- mes "I was hoping you'd remember something about Dandelion.";
- next;
- mes "[Defaria]";
- mes "..So,";
- mes "do you want me to confirm";
- mes "if Dandelion is really supported by Arunafeltz?";
- next;
- mes "[Defaria]";
- mes "Umm.. I don't know what to say.. I don't feel comfortable talking about politics.";
- next;
- mes "[Defaria]";
- mes "..Do you mind delivering these to Mr. Kidd?";
- next;
- mes "- Defaria has given you 2 Nice Sweet Potatoes. -";
- set mao_morocc2,104;
- getitem 549,2; //Nice_Sweet_Potato
- changequest 7038,7039;
- close;
- }
- else if (mao_morocc2 == 104) {
- mes "[Defaria]";
- mes "Um, I just told you to deliver those sweet potatoes to Mr. Kidd.";
- close;
- }
- else if (mao_morocc2 == 105) {
- mes "[Defaria]";
- mes "Say, did he like them?";
- mes "Hahaha..";
- mes "... ... ";
- next;
- mes "[Defaria]";
- mes "Dandelion was like a ghost.";
- mes "There are many different types of people in this world.";
- mes "Some people want war while others are against it.";
- next;
- mes "[Defaria]";
- mes "The Dandelions were the former case.";
- mes "Those right-ists believed in a distorted patriotism. They thought shedding blood was the only way to make peace.";
- next;
- mes "[Defaria]";
- mes "They organized Dandelion,";
- mes "and they happened to ally themselves with the warmongers in the government.";
- next;
- mes "[Defaria]";
- mes "That's how they grew so strong.";
- mes "At first, their purpose was limited to gathering intel and spying on other countries.";
- mes "This is just what I think, but the right information can cause chaos in a country.";
- next;
- select("Then what..?");
- mes "[Defaria]";
- mes "Can't you see it by now? Isn't it obvious?";
- mes "Well, if you can't take care of your own problems,";
- mes "then you won't be able to handle your enemies.";
- next;
- select("So Arunafeltz planned all this!");
- mes "[Defaria]";
- mes "No, it isn't that simple. The world isn't just black and white, you know?";
- mes "Just bring these to Echinacea, will you?";
- mes "They're cooked very well.";
- next;
- mes "- You have received 2 steaming hot Nice Sweet Potatoes. -";
- set mao_morocc2,106;
- getitem 549,2; //Nice_Sweet_Potato
- changequest 7039,7040;
- close;
- }
- else if (mao_morocc2 == 106) {
- mes "[Defaria]";
- mes "I told you to deliver those cooked sweet potatoes to Echinacea.";
- mes "Don't eat them, alright?";
- close;
- }
- else if (mao_morocc2 == 107) {
- mes "[Defaria]";
- mes "Muhahahaha!";
- mes "Did Echinacea really say that?";
- mes "She's an executive of the Rune-Midgarts army.";
- mes "I can tell that what she said came from the bottom of her heart.";
- next;
- mes "[Defaria]";
- mes "I'm relieved that things turned out this way.";
- mes "After all, they're the reason why the three countries decided to cooperate.";
- mes "Of course, it's too early to say if the cooperation will last long.";
- next;
- mes "[Defaria]";
- mes "I just hope that the three countries will use this chance to form lasting, friendly relationships. Wouldn't that be great for the sake of everyone in the world?";
- mes "Hrrm, but I'm not holding my breath for world peace.";
- next;
- mes "[Defaria]";
- mes "I'm just a mere human who can't foresee the future, you know?";
- mes "..Hahaha..";
- next;
- mes "[Defaria]";
- mes "Ah, your sweet potatoes are now roasted very well.";
- mes "Here, enjoy them.";
- mes "Thank you for trying so hard to please this whimsical old man.";
- set mao_morocc2,108;
- getitem 633,5; //Baked_Yam
- completequest 7041;
- close;
- }
- else if (mao_morocc2 > 108) {
- mes "- Defaria is lost in thought, standing with a poker in one hand";
- mes "and a sweet potato in the other. -";
- next;
- mes "- Sometimes, he looks to the sky, sighs, and then says, 'I'm envious of young people these days ..'";
- mes "or something like 'I don't care anymore, no matter what happens.' -";
- next;
- mes "- It sounds like he's having some pretty deep moments, so let's not disturb him. -";
- close;
- }
- else {
- mes "[Defaria]";
- mes "Please leave me alone unless you have extremely important business with me.";
- mes "I have so many things that I want to do...";
- close;
- }
-}
-
-mid_camp,255,269,0 script Wet Firewood#moc2 844,{
- if (mao_morocc2 > 102) {
- mes "You've found some half-burnt logs of high quality.";
- mes "It seems somebody already roasted sweet potatoes with these logs.";
- close;
- }
- else {
- mes "You've found camp firewood that is too wet to make a fire.";
- mes "It seems somebody has been futilely attempting to make a fire with them.";
- close;
- }
-}
-
-morocc,43,108,5 script Sharp-Looking Boy#dan_07 82,{
- if (BaseClass == Job_Assassin) {
- mes "[Jack]";
- mes "Almost half of this town has been destroyed,";
- mes "and yet some people still come to visit.";
- mes "I must say that it's amazing that our stronghold is still intact, and withstood all the devastation.";
- close;
- }
- else {
- mes "[Jack]";
- mes "As you see, half of this town is gone. I guess there's no real reason to control access to this tavern.";
- mes "Just feel free to go in.";
- next;
- mes "[Jack]";
- mes "I'm impressed by your courage to step into this hell.";
- close;
- }
-}
-
-morocc,45,110,0 script que_job01#01 45,2,2,{
-OnTouch:
- if (BaseClass == Job_Assassin) {
- warp "que_job01",9,94;
- end;
- }
- else {
- mes "[Jack]";
- mes "Oh, not everyone can enter that place...!";
- mes "...";
- mes "Nevermind.";
- next;
- mes "[Jack]";
- mes "Since everything has changed,";
- mes "just feel free to enter wherever you want!";
- close2;
- warp "que_job01",9,94;
- end;
- }
-}
-
-que_job01,6,94,0 warp morocc#01 2,2,morocc,45,103
-que_job01,17,48,0 warp que_job01#02 2,2,que_job01,68,92
-que_job01,68,96,0 warp que_job01#03 2,2,que_job01,17,53;
-
-que_job01,82,95,3 script Bar Master#moc2_01 46,{
- if (checkweight(1201,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (BaseClass == Job_Assassin) {
- mes "[Karred]";
- mes "Welcome.";
- mes "Care for a drink?";
- }
- else {
- mes "[Karred]";
- mes "What would you like to drink?";
- }
- next;
- switch(select("Order a Drink:About the mission:Quit")) {
- case 1:
- mes "[Karred]";
- mes "We have Tropical Sograt";
- mes "and Vermillion on the Beach.";
- mes "Which one would you like to drink?";
- next;
- switch(select("Tropical Sograt:Vermilion on the Beach:How about a free drink?")) {
- case 1:
- if (checkweight(1201,1) == 0) {
- mes "[Karred]";
- mes "Are you sure you can even hold a glass of alcohol?";
- mes "You're carrying too many things on you already.";
- close;
- }
- else {
- if (BaseClass == Job_Assassin) {
- if (Zeny < 800) {
- mes "[Karred]";
- mes "I can give you a special discount, but";
- mes "you don't have enough money to even pay the special price.";
- mes "Why don't you check your money first?";
- mes "This drink is only 800 zeny for Assassins!";
- }
- else {
- mes "[Karred]";
- mes "I'll give you a special discount.";
- mes "Here, drink up.";
- mes "This drink is mainly made of fruit juice,";
- mes "but you still shouldn't drink too much.";
- set zeny,zeny-800;
- getitem 12112,1; //Tropical_Sograt
- }
- close;
- }
- else {
- if (Zeny < 1000) {
- mes "[Karred]";
- mes "Do you even have any money?";
- mes "Why don't you check your money first?";
- mes "It's 1000 zeny for one glass.";
- close;
- }
- else {
- mes "[Karred]";
- mes "There you go.";
- mes "This drink is mainly made of fruit juice,";
- mes "but you still shouldn't drink too much.";
- set zeny,zeny-1000;
- getitem 12112,1; //Tropical_Sograt
- close;
- }
- }
- }
- case 2:
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 2000) {
- mes "[Karred]";
- mes "Are you sure you can even hold a glass of alcohol?";
- mes "You're carrying too many things on you already.";
- close;
- }
- else {
- if (BaseClass == Job_Assassin) {
- if (Zeny < 800) {
- mes "[Karred]";
- mes "I can give you a special discount, but";
- mes "you don't have enough money to even pay the special price.";
- mes "Why don't you check your money first?";
- mes "This drink is only 800 zeny for Assassins!";
- }
- else {
- mes "[Karred]";
- mes "I'll give you a special discount.";
- mes "Here, enjoy.";
- set zeny,zeny-800;
- getitem 12113,1; //Vermilion_The_Beach
- }
- close;
- }
- else {
- if (Zeny < 1000) {
- mes "[Karred]";
- mes "Do you even have any money?";
- mes "Why don't you check your money first?";
- mes "It's 1000 zeny for one glass.";
- close;
- }
- else {
- mes "[Karred]";
- mes "There you go.";
- mes "Don't drink too much, alright?";
- set zeny,zeny-1000;
- getitem 12113,1; //Vermilion_The_Beach
- close;
- }
- }
- }
- case 3:
- mes "[Karred]";
- mes ".........";
- mes "Get out.";
- close;
- }
- case 2:
- if (BaseClass == Job_Assassin) {
- mes "[Karred]";
- mes "How many I help you?";
- next;
- if (mao_morocc2 == 4) {
- mes "[Karred]";
- mes "...Rin? I see. So you're assisting Mr. Kidd.";
- mes "Rin...she's in the room inside.";
- mes "She was gravely injured not that long ago...";
- next;
- select("?");
- mes "[Karred]";
- mes "You can't expect your job to always go smoothly.";
- mes "Of course there will be risks.";
- mes "Why don't you go pay her a visit?";
- set mao_morocc2,5;
- close;
- }
- else if (mao_morocc2 > 4) {
- mes "[Karred]";
- mes "Rin needs to rest for now. I hope you'll do what you can to help her out.";
- mes "But please do take care of yourself as well.";
- next;
- mes "[Karred]";
- mes "You and Rin are like my children to me, and such injuries...";
- mes "Sigh...it's torture for me to see.";
- close;
- }
- else {
- mes "[Karred]";
- mes "I hope you'll come by more often. This place is open to you always, even if you don't have missions.";
- close;
- }
- }
- else {
- if (mao_morocc2 > 4) {
- mes "[Karred]";
- mes "Rin needs to rest in bed for a while. I hope you'll help her complete her duties.";
- mes "...This is quite embarrassing to admit, but I see her like my own daughter.";
- next;
- mes "[Litheron]";
- mes "Ah, just forget what I said. That was out of line.";
- mes "I guess I'm drunk after dealing with alcohol all day.";
- close;
- }
- else {
- mes "[Karred]";
- mes "How may I help you?";
- mes "For your information, the 'recommendation' has lost its effect. You'd better go back.";
- if (mao_morocc2 == 4) {
- next;
- select("I'm here for Rin!");
- mes "[Karred]";
- mes "...? Why are you looking for Rin?";
- next;
- mes "......";
- mes ".........";
- next;
- mes "[Karred]";
- mes "I see. So you're a member of the Ash Vacuum expedition.";
- mes "Rin is in the inner room.";
- mes "...She's been badly injured and is resting in bed. Don't do anything to shock her, alright?";
- set mao_morocc2,5;
- close;
- }
- else {
- close;
- }
- }
- }
- break;
- case 3:
- mes "[Karred]";
- mes "Hmmm.";
- close;
- }
-}
-
-que_job01,80,77,0 script que_job01#04 45,2,2,{
-OnTouch:
- if (BaseClass == Job_Assassin) {
- warp "que_job01",61,50;
- end;
- }
- else if ((mao_request > 0) || (mao_morocc2 > 4)) {
- warp "que_job01",61,50;
- end;
- }
- else {
- mes "[Litheron]";
- mes "Hey, wait.";
- mes "Only authorized personnel can enter the inner room.";
- mes "Hey Master, is it okay to let this guy in?";
- next;
- if (prt_curse == 24) {
- mes "[" + strcharinfo(0) + "]";
- mes "I, um, I'm looking";
- mes "for somebody named";
- mes "Marjana? I learned";
- mes "that she's around";
- mes "here somewhere?";
- next;
- mes "[Litheron]";
- mes "Marjana? How did you";
- mes "know that? Hey master,";
- mes "what do I do with this guy?";
- next;
- mes "[Master]";
- mes "Hmm. I sense no ill intent";
- mes "from this adventurer. I've";
- mes "also heard a rumor that the";
- mes "Prontera Church needs to";
- mes "investigate poison for";
- mes "some reason.";
- next;
- mes "[Master]";
- mes "However, there is no";
- mes "way to tell if this person";
- mes "has been sent by Prontera";
- mes "Church. I suppose whether";
- mes "this person can enter is";
- mes "really up to you, Litheron.";
- next;
- mes "[Litheron]";
- mes "Hah! Did you hear that?";
- mes "Alright, how about this?";
- mes "I'll let you in if you buy me";
- mes "a drink. Besides, you can't risk making trouble here: this place";
- mes "is full of deadly Assassins.";
- next;
- switch(select("Sure:Why should I?!")) {
- case 1:
- if (Zeny > 999) {
- mes "[Litheron]";
- mes "Heh, that's what";
- mes "I'm talking about!";
- mes "Hey, bartender! Gimme";
- mes "the usual! I like your";
- mes "style, adventurer...";
- set zeny,zeny-1000;
- next;
- mes "[Litheron]";
- mes "Alright, you can come";
- mes "on in. But don't you dare";
- mes "breathe a word about this";
- mes "bar to another living soul.";
- close2;
- warp "que_job01",61,50;
- end;
- }
- else {
- mes "[Litheron]";
- mes "Huh...";
- mes "Oh, you don't even";
- mes "have enough zeny to";
- mes "buy water here. Oh boy...";
- mes "If you really want to enter,";
- mes "make sure you have the cash!";
- close2;
- warp "que_job01",85,77;
- end;
- }
- case 2:
- mes "[Litheron]";
- mes "Not the saavy type,";
- mes "are you...? Fine, fine.";
- mes "If you're not gonna do";
- mes "me any favors, then why";
- mes "should I help you? Go away!";
- close2;
- warp "que_job01",85,77;
- end;
- }
- }
- else {
- mes "[Bar Master]";
- mes "If you keep outsiders away from the entrance, every drink you drink today will be on the house.";
- mes "So keep up the good work.";
- next;
- mes "[Bar Master]";
- mes "Yay! Did you hear that?";
- mes "That's my cue to get you outta here!";
- close2;
- warp "que_job01",85,77;
- end;
- }
- }
-}
-
-que_job01,81,79,5 script Idle Knight#dan_08 733,{
- mes "[Litheron]";
- mes "What, haven't you seen a Knight before?";
- mes "You think Knights don't belong here?";
- if (BaseClass == Job_Knight) {
- mes "Looks like this is a case of the pot calling the kettle black.";
- }
- next;
- mes "[Litheron]";
- mes "You know, I'm just here to take a break from the town restoration work.";
- mes "There aren't many places that you can have a drink without being caught. You know?";
- close;
-}
-
-que_job01,65,50,0 warp que_job01#05 2,2,que_job01,84,77
-
-que_job01,49,49,5 script Tao#dan_09 877,{
- if (BaseClass == Job_Assassin) {
- mes "[Tao]";
- mes "Welcome, meow.";
- mes "Say, how's it like outside? Meow?";
- next;
- if (prt_curse == 24) {
- switch(select("Is Marjana in?:I'm here to see you, Tao.")) {
- case 1:
- mes "[Tao]";
- mes "She's in the room on your left, meow~";
- mes "But then, how d'you know she's here, meow?";
- close;
- case 2:
- mes "[Tao]";
- mes "This is no place for playing, meow..";
- mes "... Hey, it's awkward you looking at me like that, meow..";
- close;
- }
- }
- else if (mao_morocc2 > 4) {
- mes "[Tao]";
- mes "Tao knows what you're thinking, meow~ You're here to see big sister Rin, am I right, meow? ";
- mes "Hehe, where is she, I wonder, meow~";
- close;
- }
- else {
- mes "[Tao]";
- mes "If you don't have any reason to be here, you should leave, meow!";
- mes "Not everyone can enter this place, meow.";
- mes "Somehow you're here, but you can't go in the room.";
- next;
- mes "[Tao]";
- mes "No, wait.. I think you may be able to go in.. I don't know, meow!";
- mes "Tao is tired of being a door keeper, meow! Meow!";
- close;
- }
- }
- else {
- mes "[Tao]";
- mes "Why are you here, meow?";
- next;
- switch(select("Hey kid, are you alone?:What are you, meow?!:Why do you keep meowing?!")) {
- case 1:
- mes "[Tao]";
- mes "Who are you calling a kid?";
- mes "Tao is a good door keeper!";
- mes "Don't call me a kid!";
- next;
- mes "[Tao]";
- mes "I can tell you've got some reason for being here, but you've put yourself in trouble!";
- mes "You're mistaken if you thought I would tell you";
- mes "Master and Marjana are in the left room. Grrr.. Meow!";
- close;
- case 2:
- mes "[Tao]";
- mes "Are you making fun of me being a door keeper, meow?!";
- mes "Grrr...";
- next;
- mes "[Tao]";
- mes "You make me mad, meow. Get lost!!";
- close;
- case 3:
- mes "[Tao]";
- mes "It's a long story, meow.";
- mes "It's been a long time since I started meowing one day..";
- mes "That day, Tao wanted to have a Big Ribbon so badly.";
- next;
- mes "[Tao]";
- mes "So Tao went to find Wild Roses.";
- mes "Meow?! Why am I telling you this, meow?!";
- next;
- mes "[Tao]";
- mes "Grrr!";
- mes "What are you, meow?!";
- next;
- mes "[Tao]";
- mes "Get out!";
- close;
- }
- }
-}
-
-que_job01,51,55,0 script que_job01#room_1 45,1,1,{
-OnInit:
- set $@moc_mao_room1,0; //Global Variable
- // remove the old global variable.
- if ($maobar_room) {
- set $maobar_room,0;
- }
- end;
-
-Onreset:
- set $@moc_mao_room1,0; //Global Variable
- end;
-
-OnTouch:
- if (prt_curse == 24) {
- if ($@moc_mao_room1 == 0) {
- set $@moc_mao_room1,1; //Global Variable
- donpcevent " #room1timer::OnEnable";
- donpcevent "Marjana#poison::OnEnable";
- mes "[Tao]";
- mes "Ah, that place is protected";
- mes "by security magic, so you'll";
- mes "only have ^4D4DFF4 minutes^000000 to remain";
- mes "there. Don't waste time, meow!";
- close2;
- warp "que_job01",11,7;
- end;
- }
- else {
- mes "[Tao]";
- mes "Sooo sorry, meow~";
- mes "Someone else is already";
- mes "inside. Just come back";
- mes "again later, meow?";
- close2;
- warp "que_job01",52,50;
- end;
- }
- }
- else if (mao_request > 0) {
- if ($@moc_mao_room1 == 0) {
- set $@moc_mao_room1,1; //Global Variable
- donpcevent " #room1timer::OnEnable";
- donpcevent "Valdes#moc_master_1::OnEnable";
- mes "[Tao]";
- mes "Ah, that place is protected";
- mes "by security magic, so you'll";
- mes "only have ^4D4DFF4 minutes^000000 to remain";
- mes "there. Don't waste time, meow!";
- close2;
- warp "que_job01",11,7;
- end;
- }
- else {
- mes "[Tao]";
- mes "Sooo sorry, meow~";
- mes "Someone else is already";
- mes "inside. Just come back";
- mes "again later, meow?";
- close2;
- warp "que_job01",52,50;
- end;
- }
- }
- else {
- mes "[Tao]";
- mes "Who are you, meow?!";
- mes "Only authorized personnel can enter the inner room, meow!";
- mes "You are not authorized!";
- mes "Get out!";
- close2;
- warp "que_job01",52,50;
- end;
- }
-}
-
-que_job01,1,1,0 script #room1timer 844,{
-OnEnable:
- initnpctimer;
- mapannounce "que_job01", "You will now enter the Master Zone, Area 1.",bc_map,"0x70DBDB";
- end;
-
-Onstop:
- mapannounce "que_job01", "The security magic in the Master Zone, Area 1 is deactivated.",bc_map,"0x70DBDB";
- donpcevent "#room1_warp13::OnDisable";
- donpcevent "Valdes#moc_master_1::OnDisable";
- donpcevent "Marjana#poison::OnDisable";
- donpcevent "que_job01#room_1::Onreset";
- stopnpctimer;
- end;
-
-OnTimer240000:
- donpcevent "#room1_warp13::OnEnable";
- end;
-
-OnTimer245000:
- donpcevent "#room1_warp13::OnDisable";
- donpcevent "Valdes#moc_master_1::OnDisable";
- donpcevent "Marjana#poison::OnDisable";
- end;
-
-OnTimer250000:
- mapannounce "que_job01", "The security magic Master Zone, Area 1 is now activated.",bc_map,"0x70DBDB";
- donpcevent "que_job01#room_1::Onreset";
- stopnpctimer;
-}
-
-que_job01,12,13,0 script #room1_warp13 -1,15,15,{
-OnInit:
- disablenpc "#room1_warp13";
- end;
-
-OnEnable:
- enablenpc "#room1_warp13";
- end;
-
-OnDisable:
- disablenpc "#room1_warp13";
- end;
-
-OnTouch:
- warp "que_job01",52,50;
- end;
-}
-
-que_job01,11,4,0 script que_job01#room1_out 45,1,1,{
-OnTouch:
- warp "que_job01",52,50;
- donpcevent " #room1timer::Onstop";
- end;
-}
-
-que_job01,16,21,5 script Valdes#moc_master_1 55,{
- if (BaseClass == Job_Assassin) {
- mes "[Valdes]";
- mes "What is it? I have nothing to ask you to do.";
- mes "Could you please leave me alone? I have a bad headache.";
- next;
- mes "[Valdes]";
- mes "I'll ask you for a help some other time.";
- mes "You look pretty passionate after all.";
- if (countitem(6029) > 0) {
- delitem 6029,countitem(6029); //Morocc_Tracing_Log
- }
- if (countitem(7418) > 0) {
- delitem 7418,countitem(7418); //Mission_ScrollB
- }
- if (countitem(7416) > 0) {
- delitem 7416,countitem(7416); //Letter_Of_Recommend
- }
- close;
- }
- else {
- mes "[Valdes]";
- mes "....Sorry, but could you please leave?";
- mes "I'm really stressed out right now.";
- mes "If you're here for the request that we made earlier, you can just forget about it.";
- if (countitem(6029) > 0) {
- delitem 6029,countitem(6029); //Morocc_Tracing_Log
- }
- if (countitem(7418) > 0) {
- delitem 7418,countitem(7418); //Mission_ScrollB
- }
- if (countitem(7416) > 0) {
- delitem 7416,countitem(7416); //Letter_Of_Recommend
- }
- close;
- }
-
-OnInit:
- disablenpc "Valdes#moc_master_1";
- end;
-
-OnEnable:
- enablenpc "Valdes#moc_master_1";
- end;
-
-OnDisable:
- disablenpc "Valdes#moc_master_1";
- end;
-}
-
-que_job01,51,44,0 script que_job01#room_2 45,1,1,{
- end;
-
-OnInit:
- set $@moc_mao_room2,0; //Global Variable
- end;
-
-Onreset:
- set $@moc_mao_room2,0; //Global Variable
- end;
-
-OnTouch:
- if ((mao_morocc2 > 4) && (mao_morocc2 < 10)) {
- if ($@moc_mao_room2 == 0) {
- set $@moc_mao_room2,1; //Global Variable
- donpcevent " #room2timer::OnEnable";
- mes "[Tao]";
- mes "The room is also sealed with a security magic spell, meow.";
- mes "You have ^4d4dff4 minutes^000000";
- mes "to finish your quest, meow.";
- close2;
- warp "que_job01",80,21;
- end;
- }
- else {
- mes "[Tao]";
- mes "We already have a guest inside.";
- mes "You can wait or come back later, meow.";
- close2;
- warp "que_job01",52,50;
- end;
- }
- }
- else if (mao_morocc2 == 21) {
- if ($@moc_mao_room2 == 0) {
- set $@moc_mao_room2,1; //Global Variable
- donpcevent " #room2timer::OnEnable";
- donpcevent "Rin#moc_room2_2::OnEnable";
- donpcevent "Rayan#moc_room2_2::OnEnable";
- mes "[Tao]";
- mes "The room is also sealed with a security magic spell, meow.";
- mes "You have ^4d4dff4 minutes^000000";
- mes "to finish your quest, meow.";
- close2;
- warp "que_job01",144,57;
- end;
- }
- else {
- mes "[Tao]";
- mes "We already have a guest inside.";
- mes "You can wait or come back later, meow.";
- close2;
- warp "que_job01",52,50;
- end;
- }
- }
- else if ((mao_morocc2 > 21) && (mao_morocc2 < 29)) {
- if ($@moc_mao_room2 == 0) {
- set $@moc_mao_room2,1; //Global Variable
- donpcevent " #room2timer::OnEnable";
- donpcevent "Rin#moc_room2_2::OnEnable";
- mes "[Tao]";
- mes "The room is also sealed with a security magic spell, meow.";
- mes "You have ^4d4dff4 minutes^000000";
- mes "to finish your quest, meow.";
- close2;
- warp "que_job01",144,57;
- end;
- }
- else {
- mes "[Tao]";
- mes "We already have a guest inside.";
- mes "You can wait or come back later, meow.";
- close2;
- warp "que_job01",52,50;
- end;
- }
- }
- else {
- mes "[Tao]";
- mes "This is the patient's room, meow.";
- mes "Why don't you leave the patient alone to rest?";
- close2;
- warp "que_job01",52,50;
- end;
- }
-}
-
-que_job01,1,2,0 script #room2timer 844,{
-OnEnable:
- initnpctimer;
- mapannounce "que_job01", "Master Zone 2 is now under surveillance.",bc_map,"0x70DBDB";
- end;
-
-Onstop:
- mapannounce "que_job01", "The magic shield of Master Zone 2 has been reset.",bc_map,"0x70DBDB";
- donpcevent "#room2_1_warp::OnDisable";
- donpcevent "#room2_2_warp::OnDisable";
- donpcevent "Rin#moc_room2_2::OnDisable";
- donpcevent "Rin#moc_room2_1::OnDisable";
- donpcevent "Rayan#moc_room2_2::OnDisable";
- donpcevent "que_job01#room_2::Onreset";
- stopnpctimer;
- end;
-
-OnTimer240000:
- donpcevent "#room2_1_warp::OnEnable";
- donpcevent "#room2_2_warp::OnEnable";
- end;
-
-OnTimer245000:
- donpcevent "#room2_1_warp::OnDisable";
- donpcevent "#room2_2_warp::OnDisable";
- donpcevent "Rin#moc_room2_2::OnDisable";
- donpcevent "Rin#moc_room2_1::OnDisable";
- donpcevent "Rayan#moc_room2_2::OnDisable";
- end;
-
-OnTimer250000:
- mapannounce "que_job01", "Master Zone 2 has been released from surveillance.",bc_map,"0x70DBDB";
- donpcevent "que_job01#room_2::Onreset";
- stopnpctimer;
-}
-
-que_job01,80,17,0 script #room2_1_warp -1,15,15,{
-OnInit:
- disablenpc "#room2_1_warp";
- end;
-
-OnEnable:
- enablenpc "#room2_1_warp";
- end;
-
-OnDisable:
- disablenpc "#room2_1_warp";
- end;
-
-OnTouch:
- warp "que_job01",52,50;
- end;
-}
-
-que_job01,144,51,0 script #room2_2_warp -1,15,15,{
-OnInit:
- disablenpc "#room2_2_warp";
- end;
-
-OnEnable:
- enablenpc "#room2_2_warp";
- end;
-
-OnDisable:
- disablenpc "#room2_2_warp";
- end;
-
-OnTouch:
- warp "que_job01",52,50;
- end;
-}
-
-que_job01,80,27,0 script que_job01#room2_1_out 45,1,1,{
-OnTouch:
- warp "que_job01",52,50;
- donpcevent " #room2timer::Onstop";
- end;
-}
-
-que_job01,144,61,0 script que_job01#room2_2_out 45,1,1,{
-OnTouch:
- warp "que_job01",52,50;
- donpcevent " #room2timer::Onstop";
- end;
-}
-
-que_job01,84,17,3 script Rin#moc_room2_1 885,{
- if (checkweight(714,1) == 0) {
- mes "- You cannot proceed with the quest when you're carrying too many items with you. -";
- close;
- }
- if (mao_morocc2 == 5) {
- if (mao_request > 103) {
- mes "[Rin]";
- mes "..." + strcharinfo(0) + "...?";
- mes "It's been a long time. What's going on?";
- cutin "moc2_rin02",2;
- }
- else {
- mes "[Rin]";
- mes "Who are you? Only authorized personnel can enter this area.";
- cutin "moc2_rin01",2;
- }
- next;
- switch(select("Mr. Kidd sent me.:Just passing by.")) {
- case 1:
- cutin "moc2_rin02",2;
- mes "[Rin]";
- mes "...?";
- mes "...Ah.. Ahh, I see.";
- mes "I haven't contacted him for a while, and so he's sent you to me...";
- mes "*Sigh*.. *Cough*.";
- next;
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "As you see, I've been feeling under the weather. I'm in no condition to contact him.";
- mes "...Let me think. Where I should start..?";
- next;
- if (((mao_request > 25) && (mao_request < 31)) || ((mao_request > 125) && (mao_request < 129))) {
- mes "I don't know if you know this, but something catastrophic happened in this town before Satan Morocc resurrected himself.";
- next;
- mes "[Rin]";
- mes "R, otherwise known as 'Rayan,' performed a ritual to break Satan Morocc's seal.";
- next;
- mes "[Rin]";
- mes "We were able to gather a group of people and stop him from completing the ritual,";
- mes "and although the seal wasn't broken, he succeeded in weakening it.";
- next;
- mes "[Rin]";
- mes "Soon after we captured him, an army of monsters attacked this town";
- mes "as Satan Morocc's angry roars echoed in the air.";
- cutin "moc2_rin04",2;
- next;
- mes "[Rin]";
- mes "R, otherwise known as Rayan, is responsible for these series of events.";
- mes "He caused everything that's happening now.";
- next;
- }
- else {
- mes "[Rin]";
- mes "I don't know if you know this, but something catastrophic happened in this town before Satan Morocc resurrected himself.";
- next;
- mes "[Rin]";
- mes "R, otherwise known as 'Rayan,' performed a ritual to break Satan Morocc's seal.";
- next;
- mes "[Rin]";
- mes "We were able to gather a group of people and stop him from completing the ritual,";
- mes "and although the seal wasn't broken, he succeeded in weakening it.";
- next;
- mes "[Rin]";
- mes "Soon after we captured him, an army of monsters attacked this town";
- mes "as Satan Morocc's angry roars echoed in the air.";
- cutin "moc2_rin04",2;
- next;
- mes "[Rin]";
- mes "R, otherwise known as Rayan, is responsible for these series of events.";
- mes "He caused everything that's happening now.";
- next;
- }
- mes "[Rin]";
- mes "Our job is primarily investigating Satan Morocc's whereabouts";
- mes "as well as the relation between the space gap and Satan Morocc...";
- next;
- mes "[Rin]";
- mes "We, however, couldn't let Rayan get away with what he's done";
- mes "I've been focusing on pursuing Rayan.";
- next;
- mes "[Rin]";
- mes "If we capture him, we might also find out some information about Satan Morocc:";
- mes "we might be able to learn where he tried to summon Satan Morocc, and where we should send Satan Morocc back to...";
- next;
- cutin "moc2_rin03",2;
- mes "[Rin]";
- mes "I really want to know how the space gap is linked to Satan Morocc...";
- mes "*Pant Pant*... ...";
- next;
- switch(select("And then what?:Don't strain yourself.")) {
- case 1:
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "I'm sorry, but I'm not yet fully recovered....5.....I need to speak slowly. Please bear with me.";
- next;
- break;
- case 2:
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "Thank you for your kindness.";
- mes "...*Pant Pant*...";
- next;
- break;
- }
- mes "[Rin]";
- mes "I received these injuries from Rayan and his gang. I finally located them after a long stakeout and pursuit...";
- mes "......... ...";
- next;
- mes "[Rin]";
- mes "Yes... I need to write this down...";
- next;
- mes "- Mumbling something, she took down notes in an old notebook as she spoke. -";
- next;
- mes "[Rin]";
- mes "The Dandelions.. They're Rayan's puppets.";
- mes "I was ambushed by them in a mountain far from a village...";
- next;
- mes "[Rin]";
- mes "When I woke up, I was here.";
- mes "Since then, my vision's been blurry. I guess that must have been caused by my injuries...";
- next;
- mes "[Rin]";
- mes "How'd you like to conduct an investigation around that area? We might find something..";
- mes "Like important clues or where they've headed...";
- set mao_morocc2,6;
- next;
- mes "[Rin]";
- mes "^4d4dffIf you're interested in helping me, I'll continue talking.^000000";
- close2;
- break;
- case 2:
- cutin "moc2_rin03",2;
- mes "[Rin]";
- mes "Did you just come by for no reason?";
- mes "...God, I can't believe just let you come here!";
- mes "Grr.. I need to teach them a lesson. Why can't they let me rest for God's sake!";
- next;
- mes "[Rin]";
- mes "I'm sorry, but I'm extremely tired and cranky.";
- mes "If you don't have anything important to tell me, then I'd like you to leave.";
- close2;
- break;
- }
- }
- else if (mao_morocc2 == 6) {
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "So, are you interested in helping me?";
- mes "I remember the location was... Southwest from a village called Hugel.";
- mes "Do you know where to find Abyss Lake, where the Dragons reside?.";
- next;
- mes "[Rin]";
- mes "^4d4dffWhen you pass Abyss Lake and head west,^000000 you'll arrive at stiff mountains.";
- mes "I was ambushed somewhere ^4d4dffsouth of the second hill from the top of the mountain^000000";
- next;
- mes "[Rin]";
- mes "They ganged up on me, but I put up a good fight...";
- mes "I'm sure I at least made them drop something..";
- mes "Please try to find something there that might serve as a clue.";
- next;
- mes "[Rin]";
- mes "While you're gone, I'll be preparing a document to send to Mr. Kidd.";
- mes "Be safe, and look out for yourself, okay?";
- set mao_morocc2,7;
- changequest 7015,7016;
- close2;
- }
- else if (mao_morocc2 == 7) {
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "I remember the location was...";
- mes "somewhere south of the second hill of a mountain west from Abyss Lake.";
- next;
- mes "[Rin]";
- mes "What are you looking at?";
- mes "How do I remember the location so clearly?";
- mes "It's the last location where I searched for Rayan. How can I not remember?";
- next;
- cutin "moc2_rin02",2;
- mes "[Rin]";
- mes "Don't underestimate me; I'm an elite member of my guild.";
- close2;
- }
- else if (mao_morocc2 == 8) {
- // Missed
- cutin "moc2_rin02",2;
- mes "[Rin]";
- mes "Anything new?";
- next;
- mes "- You told her you couldn't find anything regarding their whereabouts,";
- mes "but you found the ''Bloody Crystal of Darkness'' in the bushes.";
- next;
- if (countitem(6027) > 0) {
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "..This is...it.";
- mes "You can feel the evil spirit just by looking at it.";
- mes "This...there's no doubt. It's the same kind of crystal as the ones found on Satan Morroc and his minions.";
- next;
- cutin "moc2_rin04",2;
- mes "[Rin]";
- mes "But...this crystal...left there..";
- mes "..Was it them who dropped it?";
- mes "So it seems Rayan and Satan Morocc...there really is something going on between those two.";
- next;
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "You've worked hard. Thank you.";
- mes "Ha...";
- mes "Just lying here, not being able to do anything...it's so frustrating.";
- next;
- mes "[Rin]";
- mes "Here, take this journal to Mr. Kidd.";
- mes "It should've been done a while ago.";
- mes "Oh, bring this crystal to him as well.";
- next;
- mes "[Rin]";
- mes "Ah..the journal..Yes, I should record this incident onto the journal.";
- next;
- mes "......";
- next;
- mes "......";
- mes "......";
- next;
- cutin "moc2_rin02",2;
- mes "[Rin]";
- mes "All done. Here you go.";
- mes "Here's the journal and the crystal.";
- mes "Take them to Mr. Kidd for me.";
- next;
- mes "- You received the journal from Rin.";
- mes "Instead of a journal, it's more like a bunch of documents being exchanged. -";
- set mao_morocc2,9;
- getitem 6029,1; //Morocc_Tracing_Log
- changequest 7017,7018;
- close2;
- }
- else {
- //custom translation
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "...The 'Bloody Crystal of Darkness'...";
- mes "Where is it?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I'll bring it right away.";
- mes "^4d4dffNow what did I do with it...?^000000";
- close2;
- }
- }
- else if (mao_morocc2 == 9) {
- cutin "moc2_rin03",2;
- mes "[Rin]";
- mes "Hurry up; deliver the journal and crystal to Mr. Kidd.";
- mes "That's your job, isn't it?";
- mes "*Pant* I need to rest now..";
- next;
- mes "[Rin]";
- mes "My eyes are blurry...";
- mes "*Pant Pant*...";
- close2;
- }
- else {
- //custom translation
- cutin "moc2_rin03",2;
- mes "[Rin]";
- mes "... ... I am just a patient here, don't mind me~";
- close2;
- }
- cutin "moc2_rin03",255;
- end;
-}
-
-que_job01,144,54,3 script Rin#moc_room2_2 885,{
- if (checkweight(714,1) == 0) {
- mes "- You cannot proceed with the quest when you're carrying too many items with you. -";
- close;
- }
- if (mao_morocc2 == 21) {
- if ((countitem(6029) > 0) && (countitem(6027) > 0)) {
- cutin "moc2_rin03",2;
- mes "[Rin]";
- mes "Hey, you've come back at just the right time.";
- mes "Look at him; this is ridiculous.";
- next;
- cutin "moc2_dan02",0;
- mes "[Rayan]";
- mes "I know what I did is unforgivable, no matter how good my reason might be.";
- mes "..But... *Sigh*... It's too late to regret it now, isn't it?";
- next;
- select("Who is this?");
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "Don't you know? He's Rayan Moore who dared to release Satan Morocc, deceive everyone, and bring havoc to this world.";
- mes "And you know what?";
- next;
- mes "[Rin]";
- mes "Not only that, he slaughtered his own comrades without mercy!";
- next;
- cutin "moc2_dan02",0;
- mes "[Rayan]";
- mes "...Waaah!";
- mes "..I.. I.. I killed them with my own hands!";
- mes "*Sob*..";
- mes "I'm.. I'm sorry..";
- next;
- mes "- Rayan is shivering in fear.";
- mes "He still hasn't gotten over the fact that he killed all of his comrades.-";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "What is going on?";
- mes "He doesn't look like the Rayan I know.";
- next;
- cutin "moc2_rin03",2;
- mes "[Rin]";
- mes "I don't know. This Rayan seems to be a completely different individual than the one we know.";
- mes "I guess this is what they call Multiple Personality Disorder.";
- next;
- mes "[Rin]";
- mes "This Rayan isn't the Rayan Moore that plotted the conspiracy,";
- mes "but another personality hidden inside of him.";
- next;
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "Hey, calm down. Why don't you speak slowly?";
- next;
- cutin "moc2_dan02",0;
- mes "[Rayan]";
- mes "..It was me.. I was only going to pretend to break the seal of Satan Morocc...";
- mes "Don't you see? I meant for it to just be an act! I was going to throw the town in panic...";
- next;
- mes "[Rayan]";
- mes "..That would be my chance to spread the teachings of Freya, our messiah.";
- mes "Then something went wrong...";
- next;
- cutin "moc2_rin04",2;
- mes "[Rin]";
- mes "What?";
- mes "Man, how can you be so stupid?!";
- mes "*Sigh* Continue.";
- next;
- cutin "moc2_dan02",0;
- mes "[Rayan]";
- mes "I was studying some documents for my plan, and then I found something by accident.";
- mes "That was when I became a completely different person.. *Sob*";
- next;
- mes "[Rayan]";
- mes "..My plan.. It was like I wasn't myself anymore. I wanted to release Satan Morocc for real.";
- mes "I kidnapped children.. Threatened my comrades.";
- next;
- mes "[Rayan]";
- mes "..I held the true ritual to break the seal and release Satan Morocc...";
- mes "Wah.. My.. My head hurts.. This.. No, you can't.. Waaah!";
- next;
- mes "[Rayan]";
- mes "..Grr.. You.. You foolish weaklings..";
- mes "..I shall kill you.. No... Nooo!";
- next;
- mes "- Suddenly Rayan started talking nonsense and then pulled his hair out in anguish.";
- mes "It seems as if he is trying to resist the evil personality within him. -";
- next;
- cutin "moc2_dan02",255;
- switch(select("Smack his head.:Punch his stomach.:Slap his face.")) {
- case 1:
- specialeffect EF_HIT2,AREA,"Rayan#moc_room2_2";
- mes "- Wanting to stop Rayan from going berserk, you smacked the back of his head with the journal. Rayan staggered and then fell to the ground. Nice job! -";
- next;
- break;
- case 2:
- specialeffect EF_HIT4,AREA,"Rayan#moc_room2_2";
- mes "- Wanting to stop Rayan from going berserk, you sucker punched him in the 'ole bread basket. Rayan staggered and then fell to the ground..! -";
- next;
- break;
- case 3:
- specialeffect EF_HIT1,AREA,"Rayan#moc_room2_2";
- mes "- Wanting to stop Rayan from going berserk, you slapped his face with the journal. Rayan staggered and then fell onto the ground. Wah! -";
- next;
- break;
- }
- mes "- By your sudden violent move, the Bloody Crystal of Darkness flew out of your jacket, and rolled on the ground toward Rayan. -";
- next;
- cutin "moc2_dan02",0;
- mes "[Rayan]";
- mes "Ahh....";
- mes "....? Isn't.. Isn't this?!....";
- specialeffect EF_POISON,AREA,"Rayan#moc_room2_2";
- next;
- mes "[Rin]";
- mes "Wah! What's going on?";
- mes "Why is it suddenly..?!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Is this a time-space phenomenon?!";
- mes "Why..? There's no gap here..?";
- next;
- cutin "moc2_dan01",1;
- mes "[Rayan]";
- mes "Haha.. Muhahaha!";
- mes "Muhahahahaha!!";
- mes "He's come.. My master has arrived!!";
- mes "As you command, master. I'm here to serve you!";
- next;
- mes "[Voice from Rayan]";
- mes "^FF0000You insignificant humans!";
- mes "I'll be back at full strength,";
- mes "and I'll pay you back for locking me in the darkness for hundreds of years!^000000";
- next;
- cutin "moc2_rin04",2;
- mes "[Rin]";
- mes "What.. What just happened?";
- mes "Are you Rayan? Or are you someone else now?!";
- next;
- cutin "moc2_dan01",0;
- mes "[Rayan]";
- mes "You're too late. My master has already departed!";
- mes "I'm his loyal servant.";
- mes "You're too foolish to understand his great will.";
- next;
- mes "[Rayan]";
- mes "Haha.. Muhahaha!";
- mes "He's calling me!";
- mes "He needs me now!";
- next;
- mes "[Rayan]";
- mes "You're Rin, right?";
- mes "This is the last time you'll ever see me.";
- mes "Haha... Muhahahahaha!!";
- specialeffect EF_ENTRY,AREA,"Rayan#moc_room2_2";
- donpcevent "Rayan#moc_room2_2::OnDisable";
- next;
- cutin "moc2_rin03",2;
- mes "[Rin]";
- mes "............";
- mes "....Huh...?";
- mes "What just happened?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "..I don't know..";
- mes "..I think he's gone..?";
- delitem 6029,1; //Morocc_Tracing_Log
- delitem 6027,1; //Crystal_Of_Feardoom
- set mao_morocc2,22;
- close2;
- }
- else {
- //custom translation
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "What is it? I'm a little busy...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Oh, I seem to have forgot to bring the Journal...";
- mes "...Yeah. ...I'll be back with it soon.";
- close2;
- }
- }
- else if (mao_morocc2 == 22) {
- mes "[" + strcharinfo(0) + "]";
- mes "What should we do now?";
- mes "You know, that voice.. Do you think it was Satan Morocc...?";
- next;
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "..Maybe.";
- mes "Based on what the more normal Rayan has told us,";
- mes "it seems that another personality within him was forcibly created by Satan Morocc.";
- next;
- mes "[Rin]";
- mes "Satan Morocc must have chosen Rayan to break his seal.";
- mes "He's been controlling Rayan from deep inside his mind..";
- next;
- mes "[Rin]";
- mes "And.. That Mad Rayan seems to have a connection with your Bloody Crystal of Darkness.";
- next;
- cutin "moc2_rin02",2;
- mes "[Rin]";
- mes "I didn't see that side of Rayan until you came; he was very cooperative and feeble up until then.";
- next;
- mes "[Rin]";
- mes "The original Rayan seemed to remember everything that happened while he was controlled by that mad personality..";
- next;
- mes "[Rin]";
- mes "He was in shock after learning that he's killed all his comrades with his own hand.";
- mes "He started acting differently once you approached him. I must record all of this in the journal.";
- next;
- next;
- mes "[Rin]";
- mes "Right. He completely changed once he touched the crystal, as if he himself became Satan Morocc.";
- next;
- cutin "moc2_rin03",2;
- mes "[Rin]";
- mes "..Damn it.";
- next;
- select("What should we do now?");
- cutin "moc2_rin02",2;
- mes "[Rin]";
- mes "Don't worry.";
- mes "I've marked Rayan's body in case he ran away.";
- mes "We can trace him down.";
- next;
- mes "[Rin]";
- mes "I'll give you the pattern number of his magic wavelength. Can you give the number to Echinacea?";
- mes "She'll take care of the rest.";
- next;
- set .@rotto,rand(1,3);
- if (.@rotto == 1) {
- mes "[Rin]";
- mes "The pattern number is...";
- mes "^4d4dff[SDHF92F-SDF]^000000";
- mes "Don't leave out even one character. Okay?";
- set mao_morocc2,23;
- getitem 6029,1; //Morocc_Tracing_Log
- changequest 7030,7031;
- next;
- }
- else if (.@rotto == 2) {
- mes "[Rin]";
- mes "The pattern number is...";
- mes "^4d4dff[VWNM94GVWN90]^000000";
- mes "Don't leave out even one character. Okay?";
- set mao_morocc2,24;
- getitem 6029,1; //Morocc_Tracing_Log
- changequest 7030,7032;
- next;
- }
- else {
- mes "[Rin]";
- mes "The pattern number is...";
- mes "^4d4dff[CM3-TRDFGHE0]^000000";
- mes "Don't leave out even one character. Okay?";
- set mao_morocc2,25;
- getitem 6029,1; //Morocc_Tracing_Log
- changequest 7030,7033;
- next;
- }
- mes "[Rin]";
- mes "Here, bring this journal with you.";
- mes "Please don't forget the pattern number. Alright? Make sure that Echinacea gets it.";
- close2;
- }
- else if (mao_morocc2 == 23) {
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "Report to Echinacea in the Ash Vacuum, and give her the pattern number.";
- mes "The pattern number is ^4d4dff[SDHF92F-SDF]^000000. Don't leave out even one character. Okay?";
- close2;
- }
- else if (mao_morocc2 == 24) {
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "Report to Echinacea in the Ash Vacuum, and give her the pattern number.";
- mes "The pattern number is ^4d4dff[VWNM94GVWN90]^000000. Don't leave out even one character. Okay?";
- close2;
- }
- else if (mao_morocc2 == 25) {
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "Report to Echinacea in the Ash Vacuum, and give her the pattern number.";
- mes "The pattern number is ^4d4dff[CM3-TRDFGHE0]^000000. Don't leave out even one character. Okay?";
- close2;
- }
- else if ((mao_morocc2 > 25) && (mao_morocc2 < 29)) {
- // Missed
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "Ouch, my head..";
- mes "Yes? Why are you back again?";
- mes "What...you forgot the pattern number?";
- mes "Sigh...Oh well.";
- next;
- mes "[Rin]";
- mes "Make sure you don't forget it again. The pattern number is..";
- if (mao_morocc2 == 26) {
- mes "^4d4dff[SDHF92F-SDF]^000000. Don't leave out even one character. Okay?";
- }
- else if (mao_morocc2 == 27) {
- mes "^4d4dff[VWNM94GVWN90]^000000. Don't leave out even one character. Okay?";
- }
- else {
- mes "^4d4dff[CM3-TRDFGHE0]^000000. Don't leave out even one character. Okay?";
- }
- mes "Got it?";
- next;
- mes "[Rin]";
- mes "Sigh. Get going, then..";
- mes "I need to take a break..";
- close2;
- }
- else {
- cutin "moc2_rin01",2;
- mes "[Rin]";
- mes "Ahhh~ I'm a sick person. I need to rest!";
- mes "I don't want to do anything else~";
- mes "Hurry up and go, don't bother me~";
- close2;
- }
- cutin "moc2_rin01",255;
- end;
-
-OnInit:
- disablenpc "Rin#moc_room2_2";
- end;
-
-OnEnable:
- enablenpc "Rin#moc_room2_2";
- end;
-
-OnDisable:
- disablenpc "Rin#moc_room2_2";
- end;
-}
-
-que_job01,143,50,1 script Rayan#moc_room2_2 456,{
- mes "- For some reason, Rayan is shivering in fear. -";
- next;
- cutin "moc2_rin02",2;
- mes "[Rin]";
- mes "He's not being himself for some reason.";
- mes "I'm just glad that he's sane enough to speak to me.";
- mes "I don't know what's going on with him.";
- close2;
- cutin "moc2_rin01",255;
- end;
-
-OnInit:
- disablenpc "Rayan#moc_room2_2";
- end;
-
-OnEnable:
- enablenpc "Rayan#moc_room2_2";
- end;
-
-OnDisable:
- disablenpc "Rayan#moc_room2_2";
- end;
-}
-
-hu_fild04,235,103,0 script Heap of Earth#mao2_01 844,4,4,{
- if (checkweight(714,1) == 0) {
- mes "- You cannot proceed with the quest when you're carrying too many items with you. -";
- close;
- }
- if (mao_morocc2 == 7) {
- specialeffect EF_LEVEL99_4;
- mes "You have found a pile of dirt and deep tracks under thick bushes.";
- mes "There are deep footprints and spilled blood around the area.";
- next;
- mes "Some desperate fighting definitely happened here.";
- mes "There are some broken branches to the side of a set of footprints that look like they're skidding backwards...";
- mes "Somebody must have been fallen down on the ground, or...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I've been having a strange feeling around this area...";
- mes "It feels like faint mana.. ?!... Yes, I can barely see an aura.";
- mes "...What is this?";
- next;
- switch(select("Ignore it.:Take a careful look.")) {
- case 1:
- mes "[" + strcharinfo(0) + "]";
- mes "Hmm.. This place must be where Rin fought with Rayan's gang.";
- mes "I don't see anything that looks important.";
- close;
- case 2:
- mes "As you took a careful look,";
- mes "you notice something shining in the ground.";
- next;
- mes "^4d4dffYou have found a 'Bloody Crystal of Darkness'.^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I don't think I'll find anything else here...";
- mes "I should go back now.";
- mes "I hope Rin will understand.";
- set mao_morocc2,8;
- getitem 6027,1; //Crystal_Of_Feardoom
- changequest 7016,7017;
- close;
- }
- }
- else if (mao_morocc2 == 8) {
- mes "There are traces of a battle here, including spilled blood.";
- mes "There's also a pile of dirt that seems out of place.";
- close;
- }
- else {
- mes "There are traces of a battle here, and spilled blood.";
- close;
- }
-
-//OnTouch2:
-OnTouch:
- if (mao_morocc2 == 7) {
- specialeffect EF_LEVEL99_4;
- }
- end;
-}
-
-hu_fild04,321,131,0 script Traces#mao2_object02 844,{
- if ((mao_morocc2 == 7) || (mao_morocc2 == 8)) {
- mes "You find many footprints on the ground.";
- mes "Considering all the blood on the ground, a battle must have occurred here fairly recently.";
- mes "The footprints continue over the hill.";
- close;
- }
- else {
- mes "You found some footprints.";
- close;
- }
-}
-
-hu_fild04,368,180,0 script Traces#mao2_object03 844,{
- if ((mao_morocc2 == 7) || (mao_morocc2 == 8)) {
- mes "Somebody left a mark under this small tree.";
- mes "The mark is weathered and faded,";
- mes "but it is an arrow pointing southwest.";
- close;
- }
- else {
- mes "There's some scribbling on the tree,";
- mes "but you can't decipher what it means.";
- close;
- }
-}
-
-que_dan01,32,27,0 script #moc2_event_on -1,1,1,{
-OnEnable:
- enablenpc "#moc2_event_on";
- end;
-
-OnDisable:
- disablenpc "#moc2_event_on";
- end;
-
-Onstop:
- stopnpctimer;
- end;
-
-OnTouch:
- if (mao_morocc2 == 10) {
- disablenpc "#moc2_event_on";
- donpcevent "#moc2_event01::OnEnable";
- initnpctimer;
- }
- else {
- //custom translation
- mes "An unknown force seems to block you.";
- close2;
- warp "morocc",100,100;
- set $@moc_mao_gate1,0; //Global Variable
- end;
- }
- end;
-
-OnTimer300000:
- mapannounce "que_dan01", "...Hey-!!.. Where are you?!!.... Hey-!",bc_map,"0xdda0dd";
- end;
-
-OnTimer303000:
- mapannounce "que_dan01", "..Isn't this voice..? ..Kidd?",bc_map,"0xdda0dd";
- end;
-
-OnTimer306000:
- mapwarp "que_dan01","mid_camp",205,312;
- end;
-
-OnTimer307000:
- donpcevent "Corpse#moc2_dead01::OnDisable";
- donpcevent "Rin#moc2_bt_rin01::OnDisable";
- donpcevent "Rin#moc2_bt_rin02::OnDisable";
- donpcevent "Rayan#moc2_bt_r01::OnDisable";
- donpcevent "Dandelion Member#moc2_1::OnDisable";
- donpcevent "Dandelion Member#moc2_2::OnDisable";
- donpcevent "Dandelion Member#moc2_3::OnDisable";
- donpcevent "Dandelion Member#moc2_4::OnDisable";
- donpcevent "Dandelion Member#moc2_5::OnDisable";
- donpcevent "#moc2_event01::OnDisable";
- donpcevent "Corpse#moc2_dead01::Onreset";
- end;
-
-OnTimer308000:
- enablenpc "#moc2_event_on";
- set $@moc_mao_gate1,0; //Global Variable
- stopnpctimer;
-}
-
-que_dan01,31,27,0 script #moc2_event01 -1,2,2,{
-OnInit:
- disablenpc "#moc2_event01";
- end;
-
-OnEnable:
- enablenpc "#moc2_event01";
- end;
-
-OnDisable:
- disablenpc "#moc2_event01";
- end;
-
-OnTouch:
- soundeffect "wander_man_move.wav",1;
- sc_start sc_blind,600000,0;
- mes "As soon as you touched the crystal,";
- mes "you feel your body being pulled into the space gap.";
- mes "You remember Kidd's confused voice, screaming your name.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "By the way, where am I?";
- mes "Argh.. My head hurts...";
- mapannounce "que_dan01", "Female Voice: Checkmate! You can't run away any longer!",bc_map,"0x7b68ee";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes ".. ? Wh... What's going on?";
- mes "I can't see things.. I'm getting dizzy...";
- mes "What just happened?";
- mapannounce "que_dan01", "Male Voice: *Giggle Giggle* If you thought I was alone, you're mistaken! Argh!",bc_map,"0xA8A8A8";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Huh? Are they fighting?";
- mes "I can hear a crowd of people coming...";
- mes "Argh! It's too dark to see...!";
- donpcevent "Rin#moc2_bt_rin01::OnEnable";
- donpcevent "Rayan#moc2_bt_r01::OnEnable";
- donpcevent "Dandelion Member#moc2_1::OnEnable";
- donpcevent "Dandelion Member#moc2_2::OnEnable";
- next;
- mes "[Familiar Female Voice]";
- mes "Shut up! It's creepy that you all look alike. Bring it on! I'm not afraid of you!";
- mes "I'm not going to let you run away again!";
- next;
- soundeffect "wander_man_move.wav",1;
- sc_end sc_blind;
- mes "[" + strcharinfo(0) + "]";
- mes "... !!!!";
- mes "Rin!!!!";
- mes "Why? Why is Rin here? Wait, where am I?";
- mes "Argh.. I can't move at all...";
- next;
- specialeffect EF_BEGINSPELL2,AREA,"Dandelion Member#moc2_1";
- specialeffect EF_BEGINSPELL2,AREA,"Dandelion Member#moc2_2";
- emotion e_gasp,"Rin#moc2_bt_rin01";
- emotion e_gasp,1;
- mes "[Rin]";
- mes "You're not alone. So what?";
- mes "You're still coming with me!";
- next;
- donpcevent "Rin#moc2_bt_rin01::OnDisable";
- donpcevent "Rin#moc2_bt_rin02::OnEnable";
- specialeffect EF_ICECRASH,AREA,"Rin#moc2_bt_rin01";
- specialeffect EF_METEORSTORM,AREA,"Rin#moc2_bt_rin01";
- mes "[Rayan]";
- mes "Hah, how impressive! You run like a rabbit!";
- mes "I should have you killed you when I had the chance.";
- mes "I didn't expect you to be so persistent...";
- next;
- mes "[Rin]";
- mes "That's what I wanted to say!";
- mes "You played me like a chess piece,";
- mes "and now I want to tear you apart in five pieces. Why don't you just shut up and surrender before I kill you?";
- next;
- mes "[Rayan]";
- mes "Hah.. You still have no idea, huh? You already lost this game, lady.";
- donpcevent "Dandelion Member#moc2_3::OnEnable";
- donpcevent "Dandelion Member#moc2_4::OnEnable";
- donpcevent "Dandelion Member#moc2_5::OnEnable";
- next;
- specialeffect EF_FREEZED,AREA,"Rin#moc2_bt_rin02";
- emotion e_gasp;
- mapannounce "que_dan01", "Rin: When.. When did you...!?!",bc_map,"0x7b68ee";
- mes "[Rayan]";
- mes "I'm sorry that I have to do this.";
- mes "...";
- mes "Kill her.";
- specialeffect EF_BEGINSPELL2,AREA,"Dandelion Member#moc2_3";
- specialeffect EF_BEGINSPELL2,AREA,"Dandelion Member#moc2_4";
- specialeffect EF_BEGINSPELL2,AREA,"Dandelion Member#moc2_5";
- next;
- mapannounce "que_dan01", "Rayan: Follow me as soon as you take care of her. Our next meeting place is the usual place. I'm leaving.",bc_map,"0xA8A8A8";
- donpcevent "Rayan#moc2_bt_r01::OnDisable";
- donpcevent "Dandelion Member#moc2_1::OnDisable";
- donpcevent "Dandelion Member#moc2_2::OnDisable";
- mes "[" + strcharinfo(0) + "]";
- mes "Rin-!!!";
- specialeffect EF_LIGHTBOLT,AREA,"Rin#moc2_bt_rin02";
- specialeffect EF_FIREPILLARBOMB,AREA,"Rin#moc2_bt_rin02";
- specialeffect EF_METEORSTORM,AREA,"Rin#moc2_bt_rin02";
- donpcevent "Rin#moc2_bt_rin02::OnDisable";
- next;
- mes "You feel helpless: you can do nothing but watch her slowly get overpowered..";
- mes "Then, the pressure on your body suddenly dissipates.";
- changequest 7019,7020;
- close2;
- disablenpc "#moc2_event01";
- donpcevent "Dandelion Member#moc2_3::OnDisable";
- donpcevent "Dandelion Member#moc2_4::OnDisable";
- donpcevent "Dandelion Member#moc2_5::OnDisable";
- donpcevent "Corpse#moc2_dead01::OnEnable";
- donpcevent "Corpse#moc2_dead01::Oncall";
- end;
-}
-
-que_dan01,49,36,5 script Corpse#moc2_dead01 457,{
- if (checkweight(714,1) == 0) {
- mes "- You cannot proceed with the quest when you're carrying too many items with you. -";
- close;
- }
- if (mobcount("que_dan01","Corpse#moc2_dead01::OnMyMobDead") < 1) {
- if (mao_morocc2 == 10) {
- mes "You have found a laceration on the dead body;";
- mes "he must have been killed by Rin.";
- next;
- switch(select("Check his pockets.:Shake the corpse.")) {
- case 1:
- mes "It's creepy to touch a corpse, but you have decided to check his pockets for any clues.";
- next;
- break;
- case 2:
- mes "It's creepy to touch a corpse, but you have decided to shake and turn the body";
- mes "to find any possible clues";
- mes "And...";
- next;
- break;
- }
- mes "A scroll flew out of the body's jacket pocket.";
- mes "You're not sure what this scroll is for, but obviously it seems pretty important.";
- next;
- mes "^4d4dffYou have obtained a Sealed Magic Scroll.";
- mes "Let's bring this to Kidd.^000000";
- set mao_morocc2,11;
- getitem 6028,1; //Seal_Scroll
- donpcevent "#moc2_event_on::Onstop";
- initnpctimer;
- changequest 7020,7021;
- close;
- }
- else if (mao_morocc2 == 11) {
- mes "You have found a Dandelion Member who was killed by Rin.";
- close;
- }
- else {
- // Missed
- mes "It's just a corpse, but there seems to be something unnatural about it.";
- close2;
- warp "morocc",104,108;
- end;
- }
- }
- else {
- mes "Now's not the time to examine corpses.";
- mes "You better take care of your living enemies first!";
- close;
- }
- end;
-
-OnInit:
- disablenpc "Corpse#moc2_dead01";
- end;
-
-OnEnable:
- enablenpc "Corpse#moc2_dead01";
- end;
-
-OnDisable:
- disablenpc "Corpse#moc2_dead01";
- end;
-
-Oncall:
- monster "que_dan01",26,40,"Dandelion Member",1985,1,"Corpse#moc2_dead01::OnMyMobDead";
- monster "que_dan01",21,35,"Dandelion Member",1985,1,"Corpse#moc2_dead01::OnMyMobDead";
- monster "que_dan01",25,32,"Dandelion Member",1985,1,"Corpse#moc2_dead01::OnMyMobDead";
- monster "que_dan01",34,34,"Dandelion Member",1985,1,"Corpse#moc2_dead01::OnMyMobDead";
- monster "que_dan01",36,34,"Dandelion Member",1985,1,"Corpse#moc2_dead01::OnMyMobDead";
- end;
-
-OnMyMobDead:
- end;
-
-Onreset:
- killmonster "que_dan01","Corpse#moc2_dead01::OnMyMobDead";
- end;
-
-OnTimer4000:
- mapannounce "que_dan01", "...Hey!... Where are you?!... Where did you go?!!!",bc_map,"0xdda0dd";
- end;
-
-OnTimer7000:
- mapwarp "que_dan01","mid_camp",204,312;
- end;
-
-OnTimer10000:
- donpcevent "Corpse#moc2_dead01::OnDisable";
- donpcevent "Rin#moc2_bt_rin01::OnDisable";
- donpcevent "Rin#moc2_bt_rin02::OnDisable";
- donpcevent "Rayan#moc2_bt_r01::OnDisable";
- donpcevent "Dandelion Member#moc2_1::OnDisable";
- donpcevent "Dandelion Member#moc2_2::OnDisable";
- donpcevent "Dandelion Member#moc2_3::OnDisable";
- donpcevent "Dandelion Member#moc2_4::OnDisable";
- donpcevent "Dandelion Member#moc2_5::OnDisable";
- donpcevent "#moc2_event01::OnDisable";
- donpcevent "#moc2_event_on::OnEnable";
- end;
-
-OnTimer11000:
- set $@moc_mao_gate1,0; //Global Variable
- end;
-}
-
-que_dan01,34,34,7 script Rin#moc2_bt_rin01 885,{
- end;
-
-OnInit:
- disablenpc "Rin#moc2_bt_rin01";
- end;
-
-OnEnable:
- enablenpc "Rin#moc2_bt_rin01";
- end;
-
-OnDisable:
- disablenpc "Rin#moc2_bt_rin01";
- end;
-}
-
-que_dan01,29,34,7 script Rin#moc2_bt_rin02 885,{
- end;
-
-OnInit:
- disablenpc "Rin#moc2_bt_rin02";
- end;
-
-OnEnable:
- enablenpc "Rin#moc2_bt_rin02";
- end;
-
-OnDisable:
- disablenpc "Rin#moc2_bt_rin02";
- end;
-}
-
-que_dan01,36,34,3 script Rayan#moc2_bt_r01 456,{
- end;
-
-OnInit:
- disablenpc "Rayan#moc2_bt_r01";
- end;
-
-OnEnable:
- enablenpc "Rayan#moc2_bt_r01";
- end;
-
-OnDisable:
- disablenpc "Rayan#moc2_bt_r01";
- end;
-}
-
-que_dan01,39,37,3 script Dandelion Member#moc2_1 456,{
- end;
-
-OnInit:
- disablenpc "Dandelion Member#moc2_1";
- end;
-
-OnEnable:
- enablenpc "Dandelion Member#moc2_1";
- end;
-
-OnDisable:
- disablenpc "Dandelion Member#moc2_1";
- end;
-
-}
-
-que_dan01,41,34,3 script Dandelion Member#moc2_2 456,{
- end;
-
-OnInit:
- disablenpc "Dandelion Member#moc2_2";
- end;
-
-OnEnable:
- enablenpc "Dandelion Member#moc2_2";
- end;
-
-OnDisable:
- disablenpc "Dandelion Member#moc2_2";
- end;
-}
-
-que_dan01,26,40,5 script Dandelion Member#moc2_3 456,{
- end;
-
-OnInit:
- disablenpc "Dandelion Member#moc2_3";
- end;
-
-OnEnable:
- enablenpc "Dandelion Member#moc2_3";
- end;
-
-OnDisable:
- disablenpc "Dandelion Member#moc2_3";
- end;
-}
-
-que_dan01,21,35,5 script Dandelion Member#moc2_4 456,{
- end;
-
-OnInit:
- disablenpc "Dandelion Member#moc2_4";
- end;
-
-OnEnable:
- enablenpc "Dandelion Member#moc2_4";
- end;
-
-OnDisable:
- disablenpc "Dandelion Member#moc2_4";
- end;
-}
-
-que_dan01,25,32,7 script Dandelion Member#moc2_5 456,{
- end;
-
-OnInit:
- disablenpc "Dandelion Member#moc2_5";
- end;
-
-OnEnable:
- enablenpc "Dandelion Member#moc2_5";
- end;
-
-OnDisable:
- disablenpc "Dandelion Member#moc2_5";
- end;
-}
-
-yuno_fild09,234,133,0 warp #moc2_fild09-que_dan02 1,1,que_dan02,13,10
-que_dan02,13,6,0 warp #moc_que_dan02-fild09 1,1,yuno_fild09,234,129
-
-que_dan02,21,37,0 script #moc2_b1_gate -1,1,1,{
-//OnTouch2:
-OnTouch:
- if (mao_morocc2 == 17) {
- mes "- You find a side door that leads to the basement.";
- mes "A faint light is shining through the hinges.";
- mes "There are people inside, talking loudly. -";
- next;
- mes "[Male Voice]";
- mes "Hey Rayan, say something.";
- mes "We did everything you asked,";
- mes "but...";
- next;
- mes "[Male Voice]";
- mes "..This is totally wrong.";
- mes "We did something that we shouldn't have.";
- mes "Come on, reconsider this.";
- next;
- mes "[Male Voice]";
- mes "Rayan, Rayan!";
- mes "All we wanted was just to shake up the town just a little bit,";
- mes "not summon Satan Morocc! The ritual failed like we first planned, but..";
- next;
- mes "[Voices]";
- mes "That's right. It failed, but what happened? Satan Morocc resurrected himself.";
- mes "He'll bring the end of this world.";
- mes "What have we done?!";
- mes "We can't even go back to our country now!";
- next;
- mes "[Anxious Voice]";
- mes "..We all knew that we would be disposed after we stopped being useful.. Just like pawns in a chess match.";
- mes "But I'm curious.";
- mes "Rayan..";
- next;
- mes "[Anxious Voice]";
- mes "Rayan, say something!";
- mes "What the hell's wrong with you?";
- mes "Why, can't you still forget the Assassin?";
- mes "..Hey, tell us. What should we do now?";
- next;
- mes "[Anxious Voice]";
- mes "Let me ask you one question.";
- mes "..Did you.. Did you really summon Satan Morocc?";
- mes "Did you?";
- mes "Did you really ask us to help you resurrect Satan Morocc?!";
- next;
- mes "[Anxious Voice]";
- mes "If your silence means yes, I'm out!";
- mes "I didn't know then, but I know now. I'm leaving!";
- next;
- mes "[Rayan]";
- mes "Incompetent weaklings.";
- mes "I don't need you anymore.";
- mes "Thank you for following my lead so far.";
- mes "But you're nothing but puppets of the goddess.. *Giggle Giggle*";
- next;
- mes "[Male Voice]";
- mes "Hey, hey! What are you doing?!";
- mes "Why are you doing this?!";
- next;
- mes "- You hear loud thuds and thumping in the midst of their yelling and screaming.";
- mes "It sounds like they're having a serious dispute.-";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "..Rayan? ..Morroc? ..Resurrect..?";
- mes "I have no idea what they're talking about. Why are they fighting?";
- next;
- mes "[Rayan]";
- mes "You ignorant puppets..";
- mes "You're too stupid to understand my master's great will..";
- mes "..Oh, right. I completely forgot about 'it.' It's time to take it back.";
- mes "What do you say? *Giggle Giggle*";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "What the?! Does he know I'm here?!";
- mes "I'd better run!";
- next;
- mes "- You used a Butterfly Wing.-";
- set mao_morocc2,18;
- changequest 7026,7027;
- close2;
- warp "SavePoint",0,0;
- end;
- }
- else if (mao_morocc2 == 19) {
- mes "- The side to the basement is open.";
- mes "You can enter if you want. -";
- next;
- switch(select("Enter.:Do not enter.")) {
- case 1:
- warp "que_dan02",91,11;
- end;
- case 2:
- mes "You have decided to not enter the basement.";
- close;
- }
- }
- else {
- mes "- This door seems to lead to the basement,";
- mes "but it's locked pretty securely. -";
- close;
- }
-}
-
-que_dan02,88,11,0 warp #moc2_b1-b2 1,1,que_dan02,21,33
-
-que_dan02,115,53,3 script Man#moc2_crazyR01 456,{
- if (mao_morocc2 == 19) {
- mes "A man covered in blood is standing at a corner with a mysterious grin.";
- next;
- donpcevent "Mr. Kidd#moc_extra01::OnEnable";
- mes "[Mr. Kidd]";
- mes "I guess it was the right timing.";
- mes "By the way, who is this guy?";
- mes "He looks kind of.. He's insane, isn't he?";
- cutin "mocseal_kid01",0;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Woah! Where did you come from?";
- next;
- mes "[Mr. Kidd]";
- mes "..From somewhere.";
- mes "Anyways..";
- mes "What happened?";
- mes "Who are you?";
- next;
- cutin "moc2_dan01",2;
- mes "[Man]";
- mes "..Who am I..?";
- mes "..I think I forgot..";
- mes "They're all dead.. I've killed them.";
- mes "Hehehe, I just followed the will of my master.";
- mes "Muhahahahaha!!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "No.. No way!";
- next;
- select("Rayan?!");
- cutin "moc2_kid02",0;
- mes "[Mr. Kidd]";
- mes "What? Is this really the Rayan we've been chasing?";
- mes "..... !!!";
- mes "Right, you said Rayan was having a dispute with his buddies..";
- next;
- cutin "moc2_dan02",2;
- mes "[Rayan]";
- mes "..Ray.. Rayan? That's my name? That's right..";
- mes "I'm Rayan. Rayan Moore.";
- mes "Who are you..?";
- next;
- mes "[Rayan]";
- mes "Where am I? What's all this blood?!";
- mes "..Huh? Where am I? What happened to my friends?";
- next;
- cutin "mocseal_kid01",0;
- mes "[Mr. Kidd]";
- mes "..I guess I was right. He really is Rayan Moore.";
- mes "What's wrong with him?";
- mes "He seems.. He seems really confused. Maybe even unstable.";
- next;
- mes "[Mr. Kidd]";
- mes "Well, it's the perfect time to capture this guy before he can kill us.";
- mes "Rin will know if this is the real Rayan because I've never seen him without his mask..";
- next;
- mes "[Mr. Kidd]";
- mes "I'll bring this guy to Rin so she can interrogate him.";
- mes "I'll see you at the camp.";
- cutin "mocseal_kid01",255;
- next;
- mes "- You watched Mr. Kidd arrest the unconscious Rayan and take out a teleportation item. You decide to return to town. -";
- set mao_morocc2,20;
- changequest 7028,7029;
- close2;
- warp "SavePoint",0,0;
- donpcevent "Mr. Kidd#moc_extra01::OnDisable";
- }
- else {
- mes "[Man]";
- mes "I live to serve my master!";
- mes "Are you his enemy?";
- mes "DIE!";
- close2;
- percentheal -100,0;
- end;
- }
- cutin "mocseal_kid01",255;
- end;
-}
-
-que_dan02,115,54,5 script Mr. Kidd#moc_extra01 884,{
- end;
-
-OnInit:
- disablenpc "Mr. Kidd#moc_extra01";
- end;
-
-OnEnable:
- enablenpc "Mr. Kidd#moc_extra01";
- end;
-
-OnDisable:
- disablenpc "Mr. Kidd#moc_extra01";
- end;
-}
-
-que_dan02,108,17,3 script Dismembered Corpse#moc2 457,{
- mes "You find a horribly dismembered dead body.";
- mes "It is disgusting to decribe the status of the Corpse!.";
- close;
-}
-
-que_dan02,103,24,5 script Crushed Corpse#moc2 457,{
- mes "You find a horribly disfigured corpse.";
- mes "that appears to have been crushed to death.";
- close;
-}
-
-que_dan02,92,37,7 script Mutated Corpse#moc2 457,{
- mes "You find a terribly mutated corpse.";
- mes "R.I.P.";
- close;
-}
-
-que_dan02,99,36,0 script Mutilated Corpse#moc2 457,{
- mes "You find a terribly mutilated corpse.";
- mes "Rest in peace.";
- close;
-}
-
-que_dan02,102,42,3 script Disfigured Corpse#moc2 457,{
- mes "You find a horribly disfigured corpse.";
- mes "... . . . . . !!!";
- close;
-}
-
-//Mid Camp Warper (gogoash), Translated from the Official [Slim]
-prontera,161,192,5 script Ash Vacuum Warper 707,{
- mes "[Warp Soldier]";
- mes "For a limited period.";
- mes "I can send you to Ash-Vacuum without any fee.";
- next;
- mes "[Warp Soldier]";
- mes "Do you want to go to Ash-Vacuum right now?";
- next;
- switch(select("Yes, please","Not yet")) {
-
- case 1:
- mes "[Warp Soldier]";
- mes "Ok. I hope you";
- mes "enjoy your trip.";
- close2;
- set ep13_ryu,100;
- warp "mid_camp",210,291;
- break;
- case 2:
- mes "[Warp Soldier]";
- mes "No problem. I understand.";
- mes "Tell me when you change your mind.";
- mes "See you.";
- close;
- break;
- }
- end;
-}
diff --git a/npc/quests/quests_13_2.txt b/npc/quests/quests_13_2.txt
deleted file mode 100644
index 45333374b..000000000
--- a/npc/quests/quests_13_2.txt
+++ /dev/null
@@ -1,13614 +0,0 @@
-//===== rAthena Script =======================================
-//= Collection of episode 13.2 quests.
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 2.2
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Cat Hand Addition. (Leads to 13.2 areas)
-//= Two Tribes
-//= Monster Suppression
-//= Daily Quests:
-//= - Bradium Collection
-//= - Laphine Craftsman
-//= - Drago Egg Collection (npc includes 'Wanted' quest)
-//= Otherworld language
-//= Daily Quests:
-//= - Midgard Ore
-//= - Alfheim Perfume
-//= Secret note of Bazett
-//= Yggdrasil Dungeon Floor 2 puzzle.
-//===== Additional Comments: =================================
-//= 1.0 First version
-//= 1.1 Fixed unidentified_coin -> unidentified_mineral. (bugreport:4086)
-//= 1.2 Fixed Half-buried Gem#1 not re-enabling. (bugreport:4129)
-//= 1.3 Moved misc NPCs to the their respective city file. [L0ne_W0lf]
-//= 1.3 Added the "Two Tribes" quest. [L0ne_W0lf]
-//= 1.4 Corrected issues with Otherworld Language. (Bugreport:4147)
-//= 1.5 Added daily quests: Midgard Ore, and Alfheim Perfume.
-//= 1.6 Added the Yggdrasil Dungeon floor 2 puzzle.
-//= 1.7 Added daily quest 'Dragon Egg collection.'
-//= 1.7a Fixed a translation typo. Tabb -> Taab.
-//= 1.8 Added a missing " in the GM only NPC.
-//= 1.9 Added Monster Suppression, Bradium Collection, and
-//= Laphine Craftsman quests.
-//= 2.0 Added missing global var check in Yggdrasil Dungeon
-//= floor 2 puzzle. Fixed a typo. Commented out untranslated
-//= line. [Gepard]
-//= 2.1 Fixed Myterious Rock 31, and Cart Hand Agents.
-//= 2.2 Added a missing close. (bugreport:4520) [L0ne_W0lf]
-//= 2.3 Fixed EF_Wind not showing. (bugreport:5149) [Masao]
-//============================================================
-
-// Cat Hand Addition.
-//============================================================
-spl_fild02,25,211,4 script Cat Hand Agent#spl 421,{
- if (ep13_yong1 < 3) {
- mes "[Cat Hand Agent]";
- mes "Welcome to Cat Trading.";
- mes "I guess you're a first-time customer, huh?";
- next;
- mes "[Cat Hand Agent]";
- mes "For more details about our contract, you need to talk to our staff first.";
- close;
- }
- else if ((ep13_yong1 > 2) && (ep13_yong1 < 20)) {
- mes "[Cat Hand Agent]";
- mes "Cat Trading's available services are as followed.";
- mes "For additional services, please consult Agent Gyaruk.";
- next;
- switch(select("Save your location:Cancel")) {
- case 1:
- savepoint "spl_fild02",32,225;
- mes "[Cat Hand Agent]";
- mes "Thank you.";
- mes "Your location has been saved.";
- mes "You can now directly return to this camp.";
- close;
- case 2:
- mes "[Cat Hand Agent]";
- mes "Thank you for using our service.";
- close;
- }
- }
- else if ((ep13_yong1 > 19) && (ep13_yong1 < 40)) {
- mes "[Cat Hand Agent]";
- mes "Cat Trading's available services are as followed.";
- mes "For additional services, please consult Agent Gyaruk.";
- next;
- switch(select("Save your location:Use Storage:Cancel")) {
- case 1:
- savepoint "spl_fild02",32,225;
- mes "[Cat Hand Agent]";
- mes "Thank you.";
- mes "Your location has been saved.";
- mes "You can now directly return to this camp.";
- close;
- case 2:
- if(basicskillcheck() && getskilllv("NV_BASIC") < 6){
- mes "[Cat Hand Agent]";
- mes "I'm sorry, but you";
- mes "need the Novice's";
- mes "Basic Skill Level 6 to";
- mes "use the Storage Service.";
- close;
- }
- else if (Zeny >= 60) {
- set zeny,zeny-60;
- mes "[Cat Hand Agent]";
- mes "Thank you.";
- mes "Your storage will be opened shortly.";
- close2;
- openstorage;
- end;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "I'm sorry, but you don't";
- mes "have enough money?";
- mes "Cat Trading's storage";
- mes "service is 60 zeny.";
- mes "It's cheap, isn't it?";
- close;
- }
- case 3:
- mes "[Cat Hand Agent]";
- mes "Thank you for using our service.";
- close;
- }
- }
- else if ((ep13_yong1 > 39) && (ep13_yong1 < 100)) {
- mes "[Cat Hand Agent]";
- mes "Cat Trading's available services are as followed.";
- mes "For additional services, please consult Agent Gyaruk.";
- next;
- switch(select("Save your location:Use Storage:Use Cat Warp (Midgard):Cancel")) {
- case 1:
- savepoint "spl_fild02",32,225;
- mes "[Cat Hand Agent]";
- mes "Thank you.";
- mes "Your location has been saved.";
- mes "You can now directly return to this camp.";
- close;
- case 2:
- if(basicskillcheck() && getskilllv("NV_BASIC") < 6){
- mes "[Cat Hand Agent]";
- mes "I'm sorry, but you";
- mes "need the Novice's";
- mes "Basic Skill Level 6 to";
- mes "use the Storage Service.";
- close;
- }
- else if (Zeny >= 60) {
- set zeny,zeny-60;
- mes "[Cat Hand Agent]";
- mes "Thank you.";
- mes "Your storage will be opened shortly.";
- close2;
- openstorage;
- end;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "I'm sorry, but you don't";
- mes "have enough money?";
- mes "Cat Trading's storage";
- mes "service is 60 zeny.";
- mes "It's cheap, isn't it?";
- close;
- }
- case 3:
- // Custom Translation.
- mes "[Cat Hand Agent]";
- mes "With " + ep13_yong1 + " credit points, we offer the following warp services. Please remember, you can't come back easily once you move to Midgard.";
- next;
- if ((ep13_yong1 > 39) && (ep13_yong1 < 50)) {
- switch(select("Prontera -> 5500z:Cancel")) {
- case 1:
- if (Zeny >= 5500) {
- set zeny,zeny-5500;
- warp "prontera",116,72;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 2:
- close;
- }
- }
- else if ((ep13_yong1 > 49) && (ep13_yong1 < 60)) {
- switch(select("Alberta -> 5500z:Prontera -> 5500z:Cancel")) {
- case 1:
- if (Zeny >= 5500) {
- set zeny,zeny-5500;
- warp "alberta",117,56;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 2:
- if (Zeny >= 5500) {
- set zeny,zeny-5500;
- warp "prontera",116,72;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 3:
- close;
- }
- }
- else if ((ep13_yong1 > 59) && (ep13_yong1 < 70)) {
- switch(select("Alberta -> 5025z:Prontera -> 5025z:Izlude -> 5025z:Cancel")) {
- case 1:
- if (Zeny >= 5025) {
- set zeny,zeny-5025;
- warp "alberta",117,56;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 2:
- if (Zeny >= 5025) {
- set zeny,zeny-5025;
- warp "prontera",116,72;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 3:
- if (Zeny >= 5025) {
- set zeny,zeny-5025;
- warp "izlude",91,105;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 4:
- close;
- }
- }
- else if ((ep13_yong1 > 69) && (ep13_yong1 < 80)) {
- switch(select("Alberta -> 5025z:Prontera -> 5025z:Izlude -> 5025z:Geffen -> 5025z:Cancel")) {
- case 1:
- if (Zeny >= 5025) {
- set zeny,zeny-5025;
- warp "alberta",117,56;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 2:
- if (Zeny >= 5025) {
- set zeny,zeny-5025;
- warp "prontera",116,72;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 3:
- if (Zeny >= 5025) {
- set zeny,zeny-5025;
- warp "izlude",91,105;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 4:
- if (Zeny >= 5025) {
- set zeny,zeny-5025;
- warp "geffen",120,39;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 5:
- close;
- }
- }
- else if ((ep13_yong1 > 79) && (ep13_yong1 < 90)) {
- switch(select("Alberta -> 4765z:Prontera -> 4765z:Izlude -> 4765z:Geffen -> 4765z:Payon -> 4765z:Cancel")) {
- case 1:
- if (Zeny >= 4765) {
- set zeny,zeny-4765;
- warp "alberta",117,56;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 2:
- if (Zeny >= 4765) {
- set zeny,zeny-4765;
- warp "prontera",116,72;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 3:
- if (Zeny >= 4765) {
- set zeny,zeny-4765;
- warp "izlude",91,105;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 4:
- if (Zeny >= 4765) {
- set zeny,zeny-4765;
- warp "geffen",120,39;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 5:
- if (Zeny >= 4765) {
- set zeny,zeny-4765;
- warp "payon",161,58;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 6:
- close;
- }
- }
- else if ((ep13_yong1 > 89) && (ep13_yong1 < 100)) {
- switch(select("Alberta -> 4765z:Prontera -> 4765z:Izlude -> 4765z:Geffen -> 4765z:Payon -> 4765z:Morroc -> 4765z:Cancel")) {
- case 1:
- if (Zeny >= 4765) {
- set zeny,zeny-4765;
- warp "alberta",117,56;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 2:
- if (Zeny >= 4765) {
- set zeny,zeny-4765;
- warp "prontera",116,72;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 3:
- if (Zeny >= 4765) {
- set zeny,zeny-4765;
- warp "izlude",91,105;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 4:
- if (Zeny >= 4765) {
- set zeny,zeny-4765;
- warp "geffen",120,39;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 5:
- if (Zeny >= 4765) {
- set zeny,zeny-4765;
- warp "payon",161,58;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 6:
- if (Zeny >= 4765) {
- set zeny,zeny-4765;
- warp "morocc",156,46;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 7:
- close;
- }
- }
- else if (ep13_yong1 > 99) {
- switch(select("Alberta -> 4590z:Prontera -> 4590z:Izlude -> 4590z:Geffen -> 4590z:Payon -> 4590z:Morroc -> 4590z:Al De Baran -> 4590z:Cancel")) {
- case 1:
- if (Zeny >= 4590) {
- set zeny,zeny-4590;
- warp "alberta",117,56;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 2:
- if (Zeny >= 4590) {
- set zeny,zeny-4590;
- warp "prontera",116,72;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 3:
- if (Zeny >= 4590) {
- set zeny,zeny-4590;
- warp "izlude",91,105;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 4:
- if (Zeny >= 4590) {
- set zeny,zeny-4590;
- warp "geffen",120,39;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 5:
- if (Zeny >= 4590) {
- set zeny,zeny-4590;
- warp "payon",161,58;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 6:
- if (Zeny >= 4590) {
- set zeny,zeny-4590;
- warp "morocc",156,46;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 7:
- if (Zeny >= 4590) {
- set zeny,zeny-4590;
- warp "aldebaran",168,112;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 8:
- close;
- }
- }
- else {
- // Custom Translation.
- mes "[Cat Hand Agent]";
- mes "I am sorry, but you don't have enough credit points to use the warp service. Please come back when you have more points.";
- close;
- }
- case 4:
- mes "[Cat Hand Agent]";
- mes "Thank you for using our service.";
- close;
- }
- }
- else if (ep13_yong1 > 99) {
- mes "[Cat Hand Agent]";
- mes "Cat Trading's available services are as followed.";
- mes "For additional services, please consult Agent Gyaruk.";
- next;
- switch(select("Save your location:Use Storage:Use Cat Warp (Midgard):Use Cat Warp (Jottunheim):Cancel")) {
- case 1:
- savepoint "spl_fild02",32,225;
- mes "[Cat Hand Agent]";
- mes "Thank you.";
- mes "Your location has been saved.";
- mes "You can now directly return to this camp.";
- close;
- case 2:
- if(basicskillcheck() && getskilllv("NV_BASIC") < 6){
- mes "[Cat Hand Agent]";
- mes "I'm sorry, but you";
- mes "need the Novice's";
- mes "Basic Skill Level 6 to";
- mes "use the Storage Service.";
- close;
- }
- else if (Zeny >= 60) {
- set zeny,zeny-60;
- mes "[Cat Hand Agent]";
- mes "Thank you.";
- mes "Your storage will be opened shortly.";
- close2;
- openstorage;
- end;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "I'm sorry, but you don't";
- mes "have enough money?";
- mes "Cat Trading's storage";
- mes "service is 60 zeny.";
- mes "It's cheap, isn't it?";
- close;
- }
- case 3:
- // Custom Translation.
- mes "[Cat Hand Agent]";
- mes "With " + ep13_yong1 + " credit points, we offer the following warp services. Please remember, you can't come back easily once you move to Midgard.";
- next;
- if ((ep13_yong1 > 99) && (ep13_yong1 < 200)) {
- switch(select("Alberta -> 4590z:Prontera -> 4590z:Izlude -> 4590z:Geffen -> 4590z:Payon -> 4590z:Morroc -> 4590z:Al De Baran -> 4590z:Cancel")) {
- case 1:
- if (Zeny >= 4590) {
- set zeny,zeny-4590;
- warp "alberta",117,56;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 2:
- if (Zeny >= 4590) {
- set zeny,zeny-4590;
- warp "prontera",116,72;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 3:
- if (Zeny >= 4590) {
- set zeny,zeny-4590;
- warp "izlude",91,105;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 4:
- if (Zeny >= 4590) {
- set zeny,zeny-4590;
- warp "geffen",120,39;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 5:
- if (Zeny >= 4590) {
- set zeny,zeny-4590;
- warp "payon",161,58;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 6:
- if (Zeny >= 4590) {
- set zeny,zeny-4590;
- warp "morocc",156,46;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 7:
- if (Zeny >= 4590) {
- set zeny,zeny-4590;
- warp "aldebaran",168,112;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 8:
- close;
- }
- }
- else if ((ep13_yong1 > 199) && (ep13_yong1 < 250)) {
- switch(select("Alberta -> 4170z:Prontera -> 4170z:Izlude -> 4170z:Geffen -> 4170z:Payon -> 4170z:Morroc -> 4170z:Al De Baran -> 4170z:Juno -> 4170z:Cancel")) {
- case 1:
- if (Zeny >= 4170) {
- set zeny,zeny-4170;
- warp "alberta",117,56;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 2:
- if (Zeny >= 4170) {
- set zeny,zeny-4170;
- warp "prontera",116,72;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 3:
- if (Zeny >= 4170) {
- set zeny,zeny-4170;
- warp "izlude",91,105;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 4:
- if (Zeny >= 4170) {
- set zeny,zeny-4170;
- warp "geffen",120,39;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 5:
- if (Zeny >= 4170) {
- set zeny,zeny-4170;
- warp "payon",161,58;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 6:
- if (Zeny >= 4170) {
- set zeny,zeny-4170;
- warp "morocc",156,46;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 7:
- if (Zeny >= 4170) {
- set zeny,zeny-4170;
- warp "aldebaran",168,112;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 8:
- if (Zeny >= 4170) {
- set zeny,zeny-4170;
- warp "yuno",158,125;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 9:
- close;
- }
- close;
- }
- else if ((ep13_yong1 > 249) && (ep13_yong1 < 300)) {
- switch(select("Alberta -> 4025z:Prontera -> 4025z:Izlude -> 4025z:Geffen -> 4025z:Payon -> 4025z:Morroc -> 4025z:Al De Baran -> 4025z:Juno -> 4025z:Einbroch -> 4025z:Cancel")) {
- case 1:
- if (Zeny >= 4025) {
- set zeny,zeny-4025;
- warp "alberta",117,56;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 2:
- if (Zeny >= 4025) {
- set zeny,zeny-4025;
- warp "prontera",116,72;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 3:
- if (Zeny >= 4025) {
- set zeny,zeny-4025;
- warp "izlude",91,105;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 4:
- if (Zeny >= 4025) {
- set zeny,zeny-4025;
- warp "geffen",120,39;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 5:
- if (Zeny >= 4025) {
- set zeny,zeny-4025;
- warp "payon",161,58;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 6:
- if (Zeny >= 4025) {
- set zeny,zeny-4025;
- warp "morocc",156,46;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 7:
- if (Zeny >= 4025) {
- set zeny,zeny-4025;
- warp "aldebaran",168,112;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 8:
- if (Zeny >= 4025) {
- set zeny,zeny-4025;
- warp "yuno",158,125;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 9:
- if (Zeny >= 4025) {
- set zeny,zeny-4025;
- warp "einbroch",158,301;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 10:
- close;
- }
- close;
- }
- else if (ep13_yong1 > 299) {
- switch(select("Alberta -> 3970z:Prontera -> 3970z:Izlude -> 3970z:Geffen -> 3970z:Payon -> 3970z:Morroc -> 3970z:Al De Baran -> 3970z:Juno -> 3970z:Einbroch -> 3970z:Lighthalzen -> 3970z:Cancel")) {
- case 1:
- if (Zeny >= 3970) {
- set zeny,zeny-3970;
- warp "alberta",117,56;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 2:
- if (Zeny >= 3970) {
- set zeny,zeny-3970;
- warp "prontera",116,72;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 3:
- if (Zeny >= 3970) {
- set zeny,zeny-3970;
- warp "izlude",91,105;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 4:
- if (Zeny >= 3970) {
- set zeny,zeny-3970;
- warp "geffen",120,39;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 5:
- if (Zeny >= 3970) {
- set zeny,zeny-3970;
- warp "payon",161,58;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 6:
- if (Zeny >= 3970) {
- set zeny,zeny-3970;
- warp "morocc",156,46;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 7:
- if (Zeny >= 3970) {
- set zeny,zeny-3970;
- warp "aldebaran",168,112;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 8:
- if (Zeny >= 3970) {
- set zeny,zeny-3970;
- warp "yuno",158,125;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 9:
- if (Zeny >= 3970) {
- set zeny,zeny-3970;
- warp "einbroch",158,301;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 10:
- if (Zeny >= 3970) {
- set zeny,zeny-3970;
- warp "lighthalzen",163,64;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 11:
- close;
- }
- close;
- }
- else {
- // Custom Translation
- mes "[Cat Hand Agent]";
- mes "I am sorry, but you don't have enough credit points to use the warp service. Please come back when you have more points.";
- close;
- }
- case 4:
- switch(select("Alliance Forces Post -> 5500z:Manuk Camp -> 7500z:Cancel")) {
- case 1:
- if (Zeny >= 5500) {
- set zeny,zeny-5500;
- warp "mid_camp",62,127;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 2:
- if (Zeny >= 7500) {
- set zeny,zeny-7500;
- warp "man_fild02",129,61;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 3:
- mes "[Cat Hand Agent]";
- mes "Thank you for using our service.";
- close;
- }
- case 5:
- mes "[Cat Hand Agent]";
- mes "Thank you for using our service.";
- close;
- }
- }
- else {
- mes "[Cat Hand Agent]";
- mes "... ... ... ...";
- mes "Please give me some Piece of Fish.";
- close;
- }
-}
-
-man_fild02,132,47,4 script Cat Hand Agent#man 421,{
- if (ep13_yong1 < 3) {
- mes "[Cat Hand Agent]";
- mes "Welcome to Cat Trading.";
- mes "I guess you're a first-time customer, huh?";
- next;
- mes "[Cat Hand Agent]";
- mes "For more details about our contract, you need to talk to our staff first.";
- close;
- }
- else if ((ep13_yong1 > 2) && (ep13_yong1 < 20)) {
- mes "[Cat Hand Agent]";
- mes "Cat Trading's available services are as followed.";
- mes "For additional services, please consult Agent Gyaruk.";
- next;
- switch(select("Save your location:Cancel")) {
- case 1:
- savepoint "man_fild02",129,61;
- mes "[Cat Hand Agent]";
- mes "Thank you.";
- mes "Your location has been saved.";
- mes "You can now directly return to this camp.";
- close;
- case 2:
- mes "[Cat Hand Agent]";
- mes "Thank you for using our service.";
- close;
- }
- }
- else if ((ep13_yong1 > 19) && (ep13_yong1 < 40)) {
- mes "[Cat Hand Agent]";
- mes "Cat Trading's available services are as followed.";
- mes "For additional services, please consult Agent Gyaruk.";
- next;
- switch(select("Save your location:Use Storage:Cancel")) {
- case 1:
- savepoint "man_fild02",129,61;
- mes "[Cat Hand Agent]";
- mes "Thank you.";
- mes "Your location has been saved.";
- mes "You can now directly return to this camp.";
- close;
- case 2:
- if(basicskillcheck() && getskilllv("NV_BASIC") < 6){
- mes "[Cat Hand Agent]";
- mes "I'm sorry, but you";
- mes "need the Novice's";
- mes "Basic Skill Level 6 to";
- mes "use the Storage Service.";
- close;
- }
- else if (Zeny >= 60) {
- set zeny,zeny-60;
- mes "[Cat Hand Agent]";
- mes "Thank you.";
- mes "Your storage will be opened shortly.";
- close2;
- openstorage;
- end;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "I'm sorry, but you don't";
- mes "have enough money?";
- mes "Cat Trading's storage";
- mes "service is 60 zeny.";
- mes "It's cheap, isn't it?";
- close;
- }
- case 3:
- mes "[Cat Hand Agent]";
- mes "Thank you for using our service.";
- close;
- }
- }
- else if ((ep13_yong1 > 39) && (ep13_yong1 < 100)) {
- mes "[Cat Hand Agent]";
- mes "Cat Trading's available services are as followed.";
- mes "For additional services, please consult Agent Gyaruk.";
- next;
- switch(select("Save your location:Use Storage:Use Cat Warp (Midgard):Cancel")) {
- case 1:
- savepoint "man_fild02",129,61;
- mes "[Cat Hand Agent]";
- mes "Thank you.";
- mes "Your location has been saved.";
- mes "You can now directly return to this camp.";
- close;
- case 2:
- if(basicskillcheck() && getskilllv("NV_BASIC") < 6){
- mes "[Cat Hand Agent]";
- mes "I'm sorry, but you";
- mes "need the Novice's";
- mes "Basic Skill Level 6 to";
- mes "use the Storage Service.";
- close;
- }
- else if (Zeny >= 60) {
- set zeny,zeny-60;
- mes "[Cat Hand Agent]";
- mes "Thank you.";
- mes "Your storage will be opened shortly.";
- close2;
- openstorage;
- end;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "I'm sorry, but you don't";
- mes "have enough money?";
- mes "Cat Trading's storage";
- mes "service is 60 zeny.";
- mes "It's cheap, isn't it?";
- close;
- }
- case 3:
- // Custom Translation.
- mes "[Cat Hand Agent]";
- mes "With " + ep13_yong1 + " credit points, we offer the following warp services. Please remember, you can't come back easily once you move to Midgard.";
- next;
- if ((ep13_yong1 > 39) && (ep13_yong1 < 50)) {
- switch(select("Prontera -> 5500z:Cancel")) {
- case 1:
- if (Zeny >= 5500) {
- set zeny,zeny-5500;
- warp "prontera",116,72;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 2:
- close;
- }
- }
- else if ((ep13_yong1 > 49) && (ep13_yong1 < 60)) {
- switch(select("Alberta -> 5500z:Prontera -> 5500z:Cancel")) {
- case 1:
- if (Zeny >= 5500) {
- set zeny,zeny-5500;
- warp "alberta",117,56;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 2:
- if (Zeny >= 5500) {
- set zeny,zeny-5500;
- warp "prontera",116,72;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 3:
- close;
- }
- }
- else if ((ep13_yong1 > 59) && (ep13_yong1 < 70)) {
- switch(select("Alberta -> 5025z:Prontera -> 5025z:Izlude -> 5025z:Cancel")) {
- case 1:
- if (Zeny >= 5025) {
- set zeny,zeny-5025;
- warp "alberta",117,56;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 2:
- if (Zeny >= 5025) {
- set zeny,zeny-5025;
- warp "prontera",116,72;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 3:
- if (Zeny >= 5025) {
- set zeny,zeny-5025;
- warp "izlude",91,105;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 4:
- close;
- }
- }
- else if ((ep13_yong1 > 69) && (ep13_yong1 < 80)) {
- switch(select("Alberta -> 5025z:Prontera -> 5025z:Izlude -> 5025z:Geffen -> 5025z:Cancel")) {
- case 1:
- if (Zeny >= 5025) {
- set zeny,zeny-5025;
- warp "alberta",117,56;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 2:
- if (Zeny >= 5025) {
- set zeny,zeny-5025;
- warp "prontera",116,72;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 3:
- if (Zeny >= 5025) {
- set zeny,zeny-5025;
- warp "izlude",91,105;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 4:
- if (Zeny >= 5025) {
- set zeny,zeny-5025;
- warp "geffen",120,39;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 5:
- close;
- }
- }
- else if ((ep13_yong1 > 79) && (ep13_yong1 < 90)) {
- switch(select("Alberta -> 4765z:Prontera -> 4765z:Izlude -> 4765z:Geffen -> 4765z:Payon -> 4765z:Cancel")) {
- case 1:
- if (Zeny >= 4765) {
- set zeny,zeny-4765;
- warp "alberta",117,56;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 2:
- if (Zeny >= 4765) {
- set zeny,zeny-4765;
- warp "prontera",116,72;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 3:
- if (Zeny >= 4765) {
- set zeny,zeny-4765;
- warp "izlude",91,105;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 4:
- if (Zeny >= 4765) {
- set zeny,zeny-4765;
- warp "geffen",120,39;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 5:
- if (Zeny >= 4765) {
- set zeny,zeny-4765;
- warp "payon",161,58;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 6:
- close;
- }
- }
- else if ((ep13_yong1 > 89) && (ep13_yong1 < 100)) {
- switch(select("Alberta -> 4765z:Prontera -> 4765z:Izlude -> 4765z:Geffen -> 4765z:Payon -> 4765z:Morroc -> 4765z:Cancel")) {
- case 1:
- if (Zeny >= 4765) {
- set zeny,zeny-4765;
- warp "alberta",117,56;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 2:
- if (Zeny >= 4765) {
- set zeny,zeny-4765;
- warp "prontera",116,72;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 3:
- if (Zeny >= 4765) {
- set zeny,zeny-4765;
- warp "izlude",91,105;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 4:
- if (Zeny >= 4765) {
- set zeny,zeny-4765;
- warp "geffen",120,39;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 5:
- if (Zeny >= 4765) {
- set zeny,zeny-4765;
- warp "payon",161,58;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 6:
- if (Zeny >= 4765) {
- set zeny,zeny-4765;
- warp "morocc",156,46;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 7:
- close;
- }
- }
- else if (ep13_yong1 > 99) {
- switch(select("Alberta -> 4590z:Prontera -> 4590z:Izlude -> 4590z:Geffen -> 4590z:Payon -> 4590z:Morroc -> 4590z:Al De Baran -> 4590z:Cancel")) {
- case 1:
- if (Zeny >= 4590) {
- set zeny,zeny-4590;
- warp "alberta",117,56;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 2:
- if (Zeny >= 4590) {
- set zeny,zeny-4590;
- warp "prontera",116,72;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 3:
- if (Zeny >= 4590) {
- set zeny,zeny-4590;
- warp "izlude",91,105;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 4:
- if (Zeny >= 4590) {
- set zeny,zeny-4590;
- warp "geffen",120,39;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 5:
- if (Zeny >= 4590) {
- set zeny,zeny-4590;
- warp "payon",161,58;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 6:
- if (Zeny >= 4590) {
- set zeny,zeny-4590;
- warp "morocc",156,46;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 7:
- if (Zeny >= 4590) {
- set zeny,zeny-4590;
- warp "aldebaran",168,112;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 8:
- close;
- }
- }
- else {
- // Custom Translation.
- mes "[Cat Hand Agent]";
- mes "I am sorry, but you don't have enough credit points to use the warp service. Please come back when you have more points.";
- close;
- }
- case 4:
- mes "[Cat Hand Agent]";
- mes "Thank you for using our service.";
- close;
- }
- }
- else if (ep13_yong1 > 99) {
- mes "[Cat Hand Agent]";
- mes "Cat Trading's available services are as followed.";
- mes "For additional services, please consult Agent Gyaruk.";
- next;
- switch(select("Save your location:Use Storage:Use Cat Warp (Midgard):Use Cat Warp (Jottunheim):Cancel")) {
- case 1:
- savepoint "man_fild02",129,61;
- mes "[Cat Hand Agent]";
- mes "Thank you.";
- mes "Your location has been saved.";
- mes "You can now directly return to this camp.";
- close;
- case 2:
- if(basicskillcheck() && getskilllv("NV_BASIC") < 6){
- mes "[Cat Hand Agent]";
- mes "I'm sorry, but you";
- mes "need the Novice's";
- mes "Basic Skill Level 6 to";
- mes "use the Storage Service.";
- close;
- }
- else if (Zeny >= 60) {
- set zeny,zeny-60;
- mes "[Cat Hand Agent]";
- mes "Thank you.";
- mes "Your storage will be opened shortly.";
- close2;
- openstorage;
- end;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "I'm sorry, but you don't";
- mes "have enough money?";
- mes "Cat Trading's storage";
- mes "service is 60 zeny.";
- mes "It's cheap, isn't it?";
- close;
- }
- case 3:
- // Custom Translation.
- mes "[Cat Hand Agent]";
- mes "With " + ep13_yong1 + " credit points, we offer the following warp services. Please remember, you can't come back easily once you move to Midgard.";
- next;
- if ((ep13_yong1 > 99) && (ep13_yong1 < 200)) {
- switch(select("Alberta -> 4590z:Prontera -> 4590z:Izlude -> 4590z:Geffen -> 4590z:Payon -> 4590z:Morroc -> 4590z:Al De Baran -> 4590z:Cancel")) {
- case 1:
- if (Zeny >= 4590) {
- set zeny,zeny-4590;
- warp "alberta",117,56;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 2:
- if (Zeny >= 4590) {
- set zeny,zeny-4590;
- warp "prontera",116,72;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 3:
- if (Zeny >= 4590) {
- set zeny,zeny-4590;
- warp "izlude",91,105;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 4:
- if (Zeny >= 4590) {
- set zeny,zeny-4590;
- warp "geffen",120,39;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 5:
- if (Zeny >= 4590) {
- set zeny,zeny-4590;
- warp "payon",161,58;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 6:
- if (Zeny >= 4590) {
- set zeny,zeny-4590;
- warp "morocc",156,46;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 7:
- if (Zeny >= 4590) {
- set zeny,zeny-4590;
- warp "aldebaran",168,112;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 8:
- close;
- }
- }
- else if ((ep13_yong1 > 199) && (ep13_yong1 < 250)) {
- switch(select("Alberta -> 4170z:Prontera -> 4170z:Izlude -> 4170z:Geffen -> 4170z:Payon -> 4170z:Morroc -> 4170z:Al De Baran -> 4170z:Juno -> 4170z:Cancel")) {
- case 1:
- if (Zeny >= 4170) {
- set zeny,zeny-4170;
- warp "alberta",117,56;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 2:
- if (Zeny >= 4170) {
- set zeny,zeny-4170;
- warp "prontera",116,72;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 3:
- if (Zeny >= 4170) {
- set zeny,zeny-4170;
- warp "izlude",91,105;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 4:
- if (Zeny >= 4170) {
- set zeny,zeny-4170;
- warp "geffen",120,39;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 5:
- if (Zeny >= 4170) {
- set zeny,zeny-4170;
- warp "payon",161,58;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 6:
- if (Zeny >= 4170) {
- set zeny,zeny-4170;
- warp "morocc",156,46;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 7:
- if (Zeny >= 4170) {
- set zeny,zeny-4170;
- warp "aldebaran",168,112;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 8:
- if (Zeny >= 4170) {
- set zeny,zeny-4170;
- warp "yuno",158,125;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 9:
- close;
- }
- close;
- }
- else if ((ep13_yong1 > 249) && (ep13_yong1 < 300)) {
- switch(select("Alberta -> 4025z:Prontera -> 4025z:Izlude -> 4025z:Geffen -> 4025z:Payon -> 4025z:Morroc -> 4025z:Al De Baran -> 4025z:Juno -> 4025z:Einbroch -> 4025z:Cancel")) {
- case 1:
- if (Zeny >= 4025) {
- set zeny,zeny-4025;
- warp "alberta",117,56;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 2:
- if (Zeny >= 4025) {
- set zeny,zeny-4025;
- warp "prontera",116,72;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 3:
- if (Zeny >= 4025) {
- set zeny,zeny-4025;
- warp "izlude",91,105;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 4:
- if (Zeny >= 4025) {
- set zeny,zeny-4025;
- warp "geffen",120,39;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 5:
- if (Zeny >= 4025) {
- set zeny,zeny-4025;
- warp "payon",161,58;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 6:
- if (Zeny >= 4025) {
- set zeny,zeny-4025;
- warp "morocc",156,46;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 7:
- if (Zeny >= 4025) {
- set zeny,zeny-4025;
- warp "aldebaran",168,112;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 8:
- if (Zeny >= 4025) {
- set zeny,zeny-4025;
- warp "yuno",158,125;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 9:
- if (Zeny >= 4025) {
- set zeny,zeny-4025;
- warp "einbroch",158,301;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 10:
- close;
- }
- close;
- }
- else if (ep13_yong1 > 299) {
- switch(select("Alberta -> 3970z:Prontera -> 3970z:Izlude -> 3970z:Geffen -> 3970z:Payon -> 3970z:Morroc -> 3970z:Al De Baran -> 3970z:Juno -> 3970z:Einbroch -> 3970z:Lighthalzen -> 3970z:Cancel")) {
- case 1:
- if (Zeny >= 3970) {
- set zeny,zeny-3970;
- warp "alberta",117,56;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 2:
- if (Zeny >= 3970) {
- set zeny,zeny-3970;
- warp "prontera",116,72;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 3:
- if (Zeny >= 3970) {
- set zeny,zeny-3970;
- warp "izlude",91,105;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 4:
- if (Zeny >= 3970) {
- set zeny,zeny-3970;
- warp "geffen",120,39;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 5:
- if (Zeny >= 3970) {
- set zeny,zeny-3970;
- warp "payon",161,58;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 6:
- if (Zeny >= 3970) {
- set zeny,zeny-3970;
- warp "morocc",156,46;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 7:
- if (Zeny >= 3970) {
- set zeny,zeny-3970;
- warp "aldebaran",168,112;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 8:
- if (Zeny >= 3970) {
- set zeny,zeny-3970;
- warp "yuno",158,125;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 9:
- if (Zeny >= 3970) {
- set zeny,zeny-3970;
- warp "einbroch",158,301;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 10:
- if (Zeny >= 3970) {
- set zeny,zeny-3970;
- warp "lighthalzen",163,64;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 11:
- close;
- }
- close;
- }
- else {
- // Custom Translation
- mes "[Cat Hand Agent]";
- mes "I am sorry, but you don't have enough credit points to use the warp service. Please come back when you have more points.";
- close;
- }
- case 4:
- switch(select("Alliance Forces Post -> 5500z:Splendide Camp -> 7500z:Cancel")) {
- case 1:
- if (Zeny >= 5500) {
- set zeny,zeny-5500;
- warp "mid_camp",62,127;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 2:
- if (Zeny >= 7500) {
- set zeny,zeny-7500;
- warp "spl_fild02",32,225;
- close;
- }
- else {
- mes "[Cat Hand Agent]";
- mes "Don't play with money.";
- close;
- }
- case 3:
- mes "[Cat Hand Agent]";
- mes "Thank you for using our service.";
- close;
- }
- case 5:
- mes "[Cat Hand Agent]";
- mes "Thank you for using our service.";
- close;
- }
- }
- else {
- mes "[Cat Hand Agent]";
- mes "... ... ... ...";
- mes "Please give me some Piece of Fish.";
- close;
- }
-}
-
-man_fild02,146,81,0 script Mysterious Rock#31 844,{
- if ((countitem(6048) < 3) && (checkquest(12062,PLAYTIME) == -1)) {
- specialeffect2 EF_REPAIRWEAPON;
- progressbar "ffff00",10;
- set .@rhea_ran,rand(1,20);
- if (.@rhea_ran < 13) {
- getitem 7049,1; //Stone
- }
- else if (.@rhea_ran == 13) {
- getitem 990,1; //Boody_Red
- }
- else if (.@rhea_ran == 14) {
- getitem 991,1; //Crystal_Blue
- }
- else if (.@rhea_ran == 15) {
- getitem 992,1; //Wind_Of_Verdure
- }
- else if (.@rhea_ran == 16) {
- getitem 993,1; //Yellow_Live
- }
- else if (.@rhea_ran == 17) {
- getitem 6080,1; //Manuk_Coin
- }
- else if (.@rhea_ran > 18) {
- getitem 6048,1; //Unidentified_Mineral
- }
- initnpctimer;
- disablenpc "Mysterious Rock#31";
- end;
- }
- else {
- mes "This rock contains unidentified minerals.";
- mes "It's not possible to mine more than the limit.";
- close;
- }
- end;
-
-OnTimer120000:
- enablenpc "Mysterious Rock#31";
- stopnpctimer;
- end;
-}
-
-man_fild02,140,148,0 script Mysterious Rock#32 844,{
- if ((countitem(6048) < 3) && (checkquest(12062,PLAYTIME) == -1)) {
- specialeffect2 EF_REPAIRWEAPON;
- progressbar "ffff00",10;
- set .@rhea_ran,rand(1,20);
- if (.@rhea_ran < 13) {
- getitem 7049,1; //Stone
- }
- else if (.@rhea_ran == 13) {
- getitem 990,1; //Boody_Red
- }
- else if (.@rhea_ran == 14) {
- getitem 991,1; //Crystal_Blue
- }
- else if (.@rhea_ran == 15) {
- getitem 992,1; //Wind_Of_Verdure
- }
- else if (.@rhea_ran == 16) {
- getitem 993,1; //Yellow_Live
- }
- else if (.@rhea_ran == 17) {
- getitem 6080,1; //Manuk_Coin
- }
- else if (.@rhea_ran > 18) {
- getitem 6048,1; //Unidentified_Mineral
- }
- initnpctimer;
- disablenpc "Mysterious Rock#32";
- end;
- }
- else {
- mes "This rock contains unidentified minerals.";
- mes "It's not possible to mine more than the limit.";
- close;
- }
- end;
-
-OnTimer120000:
- enablenpc "Mysterious Rock#32";
- stopnpctimer;
- end;
-}
-
-man_fild02,88,263,0 script Mysterious Rock#33 844,{
- if ((countitem(6048) < 3) && (checkquest(12062,PLAYTIME) == -1)) {
- specialeffect2 EF_REPAIRWEAPON;
- progressbar "ffff00",10;
- set .@rhea_ran,rand(1,20);
- if (.@rhea_ran < 13) {
- getitem 7049,1; //Stone
- }
- else if (.@rhea_ran == 13) {
- getitem 990,1; //Boody_Red
- }
- else if (.@rhea_ran == 14) {
- getitem 991,1; //Crystal_Blue
- }
- else if (.@rhea_ran == 15) {
- getitem 992,1; //Wind_Of_Verdure
- }
- else if (.@rhea_ran == 16) {
- getitem 993,1; //Yellow_Live
- }
- else if (.@rhea_ran == 17) {
- getitem 6080,1; //Manuk_Coin
- }
- else if (.@rhea_ran > 18) {
- getitem 6048,1; //Unidentified_Mineral
- }
- initnpctimer;
- disablenpc "Mysterious Rock#33";
- end;
- }
- else {
- mes "This rock contains unidentified minerals.";
- mes "It's not possible to mine more than the limit.";
- close;
- }
- end;
-
-OnTimer120000:
- enablenpc "Mysterious Rock#33";
- stopnpctimer;
- end;
-}
-
-man_fild02,146,365,0 script Mysterious Rock#34 844,{
- if ((countitem(6048) < 3) && (checkquest(12062,PLAYTIME) == -1)) {
- specialeffect2 EF_REPAIRWEAPON;
- progressbar "ffff00",10;
- set .@rhea_ran,rand(1,20);
- if (.@rhea_ran < 13) {
- getitem 7049,1; //Stone
- }
- else if (.@rhea_ran == 13) {
- getitem 990,1; //Boody_Red
- }
- else if (.@rhea_ran == 14) {
- getitem 991,1; //Crystal_Blue
- }
- else if (.@rhea_ran == 15) {
- getitem 992,1; //Wind_Of_Verdure
- }
- else if (.@rhea_ran == 16) {
- getitem 993,1; //Yellow_Live
- }
- else if (.@rhea_ran == 17) {
- getitem 6080,1; //Manuk_Coin
- }
- else if (.@rhea_ran > 18) {
- getitem 6048,1; //Unidentified_Mineral
- }
- initnpctimer;
- disablenpc "Mysterious Rock#34";
- end;
- }
- else {
- mes "This rock contains unidentified minerals.";
- mes "It's not possible to mine more than the limit.";
- close;
- }
- end;
-
-OnTimer120000:
- enablenpc "Mysterious Rock#34";
- stopnpctimer;
- end;
-}
-
-man_fild02,336,305,0 script Mysterious Rock#35 844,{
- if ((countitem(6048) < 3) && (checkquest(12062,PLAYTIME) == -1)) {
- specialeffect2 EF_REPAIRWEAPON;
- progressbar "ffff00",10;
- set .@rhea_ran,rand(1,20);
- if (.@rhea_ran < 13) {
- getitem 7049,1; //Stone
- }
- else if (.@rhea_ran == 13) {
- getitem 990,1; //Boody_Red
- }
- else if (.@rhea_ran == 14) {
- getitem 991,1; //Crystal_Blue
- }
- else if (.@rhea_ran == 15) {
- getitem 992,1; //Wind_Of_Verdure
- }
- else if (.@rhea_ran == 16) {
- getitem 993,1; //Yellow_Live
- }
- else if (.@rhea_ran == 17) {
- getitem 6080,1; //Manuk_Coin
- }
- else if (.@rhea_ran > 18) {
- getitem 6048,1; //Unidentified_Mineral
- }
- initnpctimer;
- disablenpc "Mysterious Rock#35";
- end;
- }
- else {
- mes "This rock contains unidentified minerals.";
- mes "It's not possible to mine more than the limit.";
- close;
- }
- end;
-
-OnTimer120000:
- enablenpc "Mysterious Rock#35";
- stopnpctimer;
- end;
-}
-
-man_fild02,248,124,0 script Mysterious Rock#36 844,{
- if ((countitem(6048) < 3) && (checkquest(12062,PLAYTIME) == -1)) {
- specialeffect2 EF_REPAIRWEAPON;
- progressbar "ffff00",10;
- set .@rhea_ran,rand(1,20);
- if (.@rhea_ran < 13) {
- getitem 7049,1; //Stone
- }
- else if (.@rhea_ran == 13) {
- getitem 990,1; //Boody_Red
- }
- else if (.@rhea_ran == 14) {
- getitem 991,1; //Crystal_Blue
- }
- else if (.@rhea_ran == 15) {
- getitem 992,1; //Wind_Of_Verdure
- }
- else if (.@rhea_ran == 16) {
- getitem 993,1; //Yellow_Live
- }
- else if (.@rhea_ran == 17) {
- getitem 6080,1; //Manuk_Coin
- }
- else if (.@rhea_ran > 18) {
- getitem 6048,1; //Unidentified_Mineral
- }
- initnpctimer;
- disablenpc "Mysterious Rock#36";
- end;
- }
- else {
- mes "This rock contains unidentified minerals.";
- mes "It's not possible to mine more than the limit.";
- close;
- }
- end;
-
-OnTimer120000:
- enablenpc "Mysterious Rock#36";
- stopnpctimer;
- end;
-}
-
-man_fild02,285,115,0 script Mysterious Rock#37 844,{
- if ((countitem(6048) < 3) && (checkquest(12062,PLAYTIME) == -1)) {
- specialeffect2 EF_REPAIRWEAPON;
- progressbar "ffff00",10;
- set .@rhea_ran,rand(1,20);
- if (.@rhea_ran < 13) {
- getitem 7049,1; //Stone
- }
- else if (.@rhea_ran == 13) {
- getitem 990,1; //Boody_Red
- }
- else if (.@rhea_ran == 14) {
- getitem 991,1; //Crystal_Blue
- }
- else if (.@rhea_ran == 15) {
- getitem 992,1; //Wind_Of_Verdure
- }
- else if (.@rhea_ran == 16) {
- getitem 993,1; //Yellow_Live
- }
- else if (.@rhea_ran == 17) {
- getitem 6080,1; //Manuk_Coin
- }
- else if (.@rhea_ran > 18) {
- getitem 6048,1; //Unidentified_Mineral
- }
- initnpctimer;
- disablenpc "Mysterious Rock#37";
- end;
- }
- else {
- mes "This rock contains unidentified minerals.";
- mes "It's not possible to mine more than the limit.";
- close;
- }
- end;
-
-OnTimer120000:
- enablenpc "Mysterious Rock#37";
- stopnpctimer;
- end;
-}
-
-man_fild02,346,116,0 script Mysterious Rock#38 844,{
- if ((countitem(6048) < 3) && (checkquest(12062,PLAYTIME) == -1)) {
- specialeffect2 EF_REPAIRWEAPON;
- progressbar "ffff00",10;
- set .@rhea_ran,rand(1,20);
- if (.@rhea_ran < 13) {
- getitem 7049,1; //Stone
- }
- else if (.@rhea_ran == 13) {
- getitem 990,1; //Boody_Red
- }
- else if (.@rhea_ran == 14) {
- getitem 991,1; //Crystal_Blue
- }
- else if (.@rhea_ran == 15) {
- getitem 992,1; //Wind_Of_Verdure
- }
- else if (.@rhea_ran == 16) {
- getitem 993,1; //Yellow_Live
- }
- else if (.@rhea_ran == 17) {
- getitem 6080,1; //Manuk_Coin
- }
- else if (.@rhea_ran > 18) {
- getitem 6048,1; //Unidentified_Mineral
- }
- initnpctimer;
- disablenpc "Mysterious Rock#38";
- end;
- }
- else {
- mes "This rock contains unidentified minerals.";
- mes "It's not possible to mine more than the limit.";
- close;
- }
- end;
-
-OnTimer120000:
- enablenpc "Mysterious Rock#38";
- stopnpctimer;
- end;
-}
-
-man_fild02,358,174,0 script Mysterious Rock#39 844,{
- if ((countitem(6048) < 3) && (checkquest(12062,PLAYTIME) == -1)) {
- specialeffect2 EF_REPAIRWEAPON;
- progressbar "ffff00",10;
- set .@rhea_ran,rand(1,20);
- if (.@rhea_ran < 13) {
- getitem 7049,1; //Stone
- }
- else if (.@rhea_ran == 13) {
- getitem 990,1; //Boody_Red
- }
- else if (.@rhea_ran == 14) {
- getitem 991,1; //Crystal_Blue
- }
- else if (.@rhea_ran == 15) {
- getitem 992,1; //Wind_Of_Verdure
- }
- else if (.@rhea_ran == 16) {
- getitem 993,1; //Yellow_Live
- }
- else if (.@rhea_ran == 17) {
- getitem 6080,1; //Manuk_Coin
- }
- else if (.@rhea_ran > 18) {
- getitem 6048,1; //Unidentified_Mineral
- }
- initnpctimer;
- disablenpc "Mysterious Rock#39";
- end;
- }
- else {
- mes "This rock contains unidentified minerals.";
- mes "It's not possible to mine more than the limit.";
- close;
- }
- end;
-
-OnTimer120000:
- enablenpc "Mysterious Rock#39";
- stopnpctimer;
- end;
-}
-
-man_fild02,241,227,0 script Mysterious Rock#40 844,{
- if ((countitem(6048) < 3) && (checkquest(12062,PLAYTIME) == -1)) {
- specialeffect2 EF_REPAIRWEAPON;
- progressbar "ffff00",10;
- set .@rhea_ran,rand(1,20);
- if (.@rhea_ran < 13) {
- getitem 7049,1; //Stone
- }
- else if (.@rhea_ran == 13) {
- getitem 990,1; //Boody_Red
- }
- else if (.@rhea_ran == 14) {
- getitem 991,1; //Crystal_Blue
- }
- else if (.@rhea_ran == 15) {
- getitem 992,1; //Wind_Of_Verdure
- }
- else if (.@rhea_ran == 16) {
- getitem 993,1; //Yellow_Live
- }
- else if (.@rhea_ran == 17) {
- getitem 6080,1; //Manuk_Coin
- }
- else if (.@rhea_ran > 18) {
- getitem 6048,1; //Unidentified_Mineral
- }
- initnpctimer;
- disablenpc "Mysterious Rock#40";
- end;
- }
- else {
- mes "This rock contains unidentified minerals.";
- mes "It's not possible to mine more than the limit.";
- close;
- }
- end;
-
-OnTimer120000:
- enablenpc "Mysterious Rock#40";
- stopnpctimer;
- end;
-}
-
-spl_fild03,226,151,0 script School of Fish#5::FishingHole_spl3 844,{
- if ((checkquest(12060,PLAYTIME) == -1) && (countitem(6039) < 20)) {
- specialeffect2 EF_BUBBLE;
- specialeffect2 EF_INVENOM;
- set .@fcast,15;
- if (isequipped(2550)) { //Fisher's_Muffler
- set .@fcast,.@fcast - 2;
- }
- if (isequipped(2443)) { //Fish_Shoes
- set .@fcast,.@fcast - 2;
- }
- if (isequipped(2764)) { //Small_Fishing_Rod
- set .@fcast,.@fcast - 3;
- }
- if (isequipped(2775)) { //Lure
- set .@fcast,.@fcast - 1;
- }
- if (isequipped(1599)) { //Ahura_Mazda
- set .@fcast,.@fcast - 3;
- }
- if (isequipped(2199)) { //Angra_Manyu
- set .@fcast,.@fcast - 4;
- }
- progressbar "ffff00",.@fcast;
- if (ep13_1_rhea == 13) {
- if (rand(1,20) == 2) {
- getitem 6037,1; //Rough_File
- set ep13_1_rhea,14;
- specialeffect2 EF_BUBBLE;
- mapannounce "spl_fild03","" + strcharinfo(0) + " has caught a Loose File.",bc_map,"0xff77ff";
- }
- }
- set .@rhea_ran,rand(1,70);
- if (.@rhea_ran < 20) {
- getitem 6039,1; //Piece_Of_Fish
- }
- else if (.@rhea_ran == 20) {
- getitem 908,1; //Spawn
- }
- else if (.@rhea_ran == 21) {
- getitem 909,1; //Jellopy
- }
- else if (.@rhea_ran == 22) {
- getitem 963,1; //Sharp_Scale
- }
- else if (.@rhea_ran == 23) {
- getitem 956,1; //Gill
- }
- else if (.@rhea_ran == 24) {
- getitem 6049,1; //Marlin
- }
- else if (.@rhea_ran == 25) {
- getitem 918,1; //Sticky_Webfoot
- }
- else if (.@rhea_ran == 26) {
- getitem 960,1; //Nipper
- }
- else if (.@rhea_ran == 27) {
- getitem 910,1; //Garlet
- }
- else if (.@rhea_ran == 28) {
- getitem 6081,1; //Splendide_Coin
- }
- else if ((.@rhea_ran > 28) && (.@rhea_ran < 40)) {
- getitem 7049,1; //Stone
- }
- else {
- mes "Nothing was caught.";
- close;
- }
- set .@rhea_ran5,rand(1,200);
- if (.@rhea_ran5 == 3) {
- getitem 644,1; //Gift_Box
- mapannounce "spl_fild03","" + strcharinfo(0) + " has caught a Gift Box.",bc_map,"0x00ffff";
- }
- set .@rhea_ran3,rand(1,500);
- if (.@rhea_ran3 == 3) {
- getitem 603,1; //Old_Blue_Box
- mapannounce "spl_fild03","" + strcharinfo(0) + " has caught an Old Blue Box.",bc_map,"0x00ffff";
- }
- set .@rhea_ran4,rand(1,3000);
- if (.@rhea_ran4 == 3) {
- getitem 617,1; //Old_Violet_Box
- mapannounce "spl_fild03","" + strcharinfo(0) + " has caught an Old Purple Box.",bc_map,"0x44ff44";
- }
- }
- else {
- mes "Fish are swimming in the water.";
- close;
- }
- end;
-}
-
-spl_fild03,268,230,0 duplicate(FishingHole_spl3) School of Fish#6 844
-spl_fild03,293,253,0 duplicate(FishingHole_spl3) School of Fish#7 844
-spl_fild03,165,100,0 duplicate(FishingHole_spl3) School of Fish#8 844
-spl_fild03,317,190,0 duplicate(FishingHole_spl3) School of Fish#9 844
-
-spl_fild01,41,118,0 script School of Fish#10::FishingHole_spl1 844,{
- if ((checkquest(12060,PLAYTIME) == -1) && (countitem(6039) < 20)) {
- specialeffect2 EF_BUBBLE;
- specialeffect2 EF_INVENOM;
- set .@fcast,15;
- if (isequipped(2550)) { //Fisher's_Muffler
- set .@fcast,.@fcast - 2;
- }
- if (isequipped(2443)) { //Fish_Shoes
- set .@fcast,.@fcast - 2;
- }
- if (isequipped(2764)) { //Small_Fishing_Rod
- set .@fcast,.@fcast - 3;
- }
- if (isequipped(2775)) { //Lure
- set .@fcast,.@fcast - 1;
- }
- if (isequipped(1599)) { //Ahura_Mazda
- set .@fcast,.@fcast - 3;
- }
- if (isequipped(2199)) { //Angra_Manyu
- set .@fcast,.@fcast - 4;
- }
- progressbar "ffff00",.@fcast;
- if (ep13_1_rhea == 13) {
- if (rand(1,20) == 2) {
- getitem 6037,1; //Rough_File
- set ep13_1_rhea,14;
- specialeffect2 EF_BUBBLE;
- mapannounce "spl_fild01","" + strcharinfo(0) + " has caught a Loose File.",bc_map,"0xff77ff";
- }
- }
- set .@rhea_ran,rand(1,70);
- if (.@rhea_ran < 20) {
- getitem 6039,1; //Piece_Of_Fish
- }
- else if (.@rhea_ran == 20) {
- getitem 908,1; //Spawn
- }
- else if (.@rhea_ran == 21) {
- getitem 909,1; //Jellopy
- }
- else if (.@rhea_ran == 22) {
- getitem 963,1; //Sharp_Scale
- }
- else if (.@rhea_ran == 23) {
- getitem 956,1; //Gill
- }
- else if (.@rhea_ran == 24) {
- getitem 6049,1; //Marlin
- }
- else if (.@rhea_ran == 25) {
- getitem 918,1; //Sticky_Webfoot
- }
- else if (.@rhea_ran == 26) {
- getitem 960,1; //Nipper
- }
- else if (.@rhea_ran == 27) {
- getitem 910,1; //Garlet
- }
- else if (.@rhea_ran == 28) {
- getitem 6081,1; //Splendide_Coin
- }
- else if ((.@rhea_ran > 28) && (.@rhea_ran < 40)) {
- getitem 7049,1; //Stone
- }
- else {
- mes "Nothing was caught.";
- close;
- }
- set .@rhea_ran5,rand(1,200);
- if (.@rhea_ran5 == 3) {
- getitem 644,1; //Gift_Box
- mapannounce "spl_fild01","" + strcharinfo(0) + " has caught a Gift Box.",bc_map,"0x00ffff";
- }
- set .@rhea_ran3,rand(1,500);
- if (.@rhea_ran3 == 3) {
- getitem 603,1; //Old_Blue_Box
- mapannounce "spl_fild01","" + strcharinfo(0) + " has caught a Old Blue Box.",bc_map,"0x00ffff";
- }
- set .@rhea_ran4,rand(1,3000);
- if (.@rhea_ran4 == 3) {
- getitem 617,1; //Old_Violet_Box
- mapannounce "spl_fild01","" + strcharinfo(0) + " has caught a Old Purple Box.",bc_map,"0x44ff44";
- }
- }
- else {
- mes "Fish are swimming in the water.";
- close;
- }
- end;
-}
-
-spl_fild01,317,361,0 duplicate(FishingHole_spl1) School of Fish#11 844
-spl_fild01,55,269,0 duplicate(FishingHole_spl1) School of Fish#12 844
-spl_fild01,332,131,0 duplicate(FishingHole_spl1) School of Fish#13 844
-spl_fild01,170,74,0 duplicate(FishingHole_spl1) School of Fish#14 844
-
-// Two Tribes
-//============================================================
-spl_in01,32,306,3 script Splendide Guard#ep13md01 447,2,2,{
- if (checkweight(1201,2) == 0) {
- mes "Wait a moment!!";
- mes "You have too many items.";
- mes "You can't receive this.";
- mes "Lighten your weight and";
- mes "try again.";
- close;
- }
- if ((isequipped(2782) == 1) && (ep13_2_rhea > 99)) {
- if (ep13_mdrama == 0) {
- mes "[Splendide Guard]";
- mes "Outsider?";
- mes "Outsiders have been coming more frequently.";
- next;
- mes "[Splendide Guard]";
- mes "It seems like our superiors have permitted your entrance, so I won't stop you either.";
- next;
- mes "[Arc]";
- mes "My name is Arc.";
- mes "By the way, hmm... Can you understand what I'm saying?";
- next;
- switch(select("Yes.:Shake my head")) {
- case 1:
- mes "[Arc]";
- mes "What? Did you just say 'Yes'?";
- mes "Can't believe we understand eachother!";
- mes "When did you learn our language?";
- mes "What is your race called?";
- next;
- mes "- I show my ring to Arc and explain everything including how I ended up here... -";
- next;
- mes "[Arc]";
- mes "So...hmm, That's how it is...";
- mes "The source of that huge shock and mysterious explosion...";
- next;
- mes "[Arc]";
- mes "Quite an interesting story.";
- mes "That's why you humans were exploring here and there...";
- next;
- mes "[Arc]";
- mes "Now I clearly understand that you are not sent by the giants of Manuk.";
- mes "Thank you for telling me these interesting stories.";
- set ep13_mdrama,1;
- close;
- case 2:
- mes "[Arc]";
- mes "Oh? Is that so?";
- mes "We use different languages as expected...";
- mes "That's a bit frustrating.";
- close;
- }
- }
- else if (ep13_mdrama == 1) {
- mes "[Arc]";
- mes "By the way, you...";
- mes "No, never mind...";
- mes "What is your name?";
- next;
- select("" + strcharinfo(0) + "");
- mes "[Arc]";
- mes "Ah, right. " + strcharinfo(0) +"!";
- mes "That's a strange pronunciation.";
- mes "I might mispronunce it, so please understand...";
- next;
- mes "[Arc]";
- mes "Anyways, I have a favor to ask you. Is it okay?";
- next;
- switch(select("What favor?:Not now.")) {
- case 1:
- mes "[Arc]";
- mes "Um...Ah..It's...";
- mes "A little...complicated...";
- next;
- mes "- Arc looks around to check if someone else is around. Satisfied you're alone he continues with his story in a low tone. -";
- next;
- mes "[Arc]";
- mes "Frankly, I'm worried about a friend of mine who left without permission saying that she's going to check on your camp. She hasn't come back since then.";
- next;
- mes "[Arc]";
- mes "But, I can't leave this post to look for her 'cause I have a duty to guard the research data stored here.";
- next;
- mes "[Arc]";
- mes "Since she left without permission, I can't even report to my superiors... that will just end up as a bigger problem.";
- next;
- mes "[Arc]";
- mes "The thought of it just worries me...";
- mes "As a matter of fact, we are trying not to have any contact with the giants of Manuk so we stay away from each other's territory.";
- next;
- mes "[Arc]";
- mes "That camp of yours is located in the area that has been acting as the neutral zone between our two races...";
- next;
- mes "[Arc]";
- mes "If she has gotten close to their side then she might have gone over to the snow fields...";
- mes "That will make it even more difficult for us to look for her...";
- next;
- mes "[Arc]";
- mes "The Manuk giants might misunderstand this as provoking them...Couldn't they?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "So...the point is, you want me to look for your friend. Right?";
- mes "Because you can't do it yourself from all these complicated situations?";
- next;
- mes "[Arc]";
- mes "Exactly!";
- mes "You're quite observant.";
- next;
- switch(select("Sure, I will do it.:Sorry, can't help you.")) {
- case 1:
- mes "[" + strcharinfo(0) + "]";
- mes "But, I'm going to need more information if I'm going to look for her.";
- next;
- mes "[Arc]";
- mes "You don't have to worry about that...";
- mes "^4d4dffTerra^000000 has a habit of making a knot out of plants to mark her destination.";
- next;
- mes "[Arc]";
- mes "She does it so that she won't get lost.";
- mes "If you find a trail of knotted plants it should lead you to where she is.";
- next;
- mes "[Arc]";
- mes "It can be hard to look for them, but it's better than doing nothing...";
- mes "Please, I beg of you.";
- next;
- mes "[Arc]";
- mes "Ah, and please keep this a secret from the other Laphines.";
- next;
- mes "[Arc]";
- mes "Remember " + strcharinfo(0) + "... you must keep this to yourself...";
- mes "Please, find her.";
- set ep13_mdrama,2;
- setquest 7056;
- close;
- case 2:
- mes "[Arc]";
- mes "It sure was an unreasonable favor...";
- mes "You too were sent here to carry on a mission...";
- mes "That was thoughtless of me...";
- close;
- }
- case 2:
- mes "[Arc]";
- mes "Is that so? Of course.";
- mes "You were sent here to carry on your own mission...";
- close;
- }
- }
- else if (ep13_mdrama == 2) {
- mes "[Arc]";
- mes "^4d4dffTerra^000000 has a habit of making a knot out of plants to mark her destination.";
- mes "Keep that in mind when searching for her. And don't tell any other Laphine's about her missing.";
- next;
- mes "[Arc]";
- mes "You " + strcharinfo(0) + " are the only one I could ask for help...";
- mes "Do me this favor please.";
- close;
- }
- else if ((ep13_mdrama > 3) && (ep13_mdrama < 7)) {
- mes "[Arc]";
- mes "Did you find anything?";
- mes "Have you found any knotted plants?";
- mes "Yeah, that's the mark";
- mes "that Terra leaves.";
- next;
- mes "[Arc]";
- mes "Keep it up and find her";
- mes "for me.";
- close;
- }
- else if (ep13_mdrama == 7) {
- mes "[Arc]";
- mes "Ah, Well met!";
- mes "What do I do now?!";
- next;
- select("What? What happened?");
- mes "- Arc looks like he was thrown into confusion about something. -";
- next;
- mes "[Arc]";
- mes "Terra...";
- next;
- mes "[Arc]";
- mes "Terra came back!!!";
- mes "but, she was covered all over with wounds...";
- next;
- select("Covered with wounds?");
- mes "[Arc]";
- mes "She didn't even get treatment!";
- mes "She just took the Bradium with that exhausted body!";
- next;
- mes "[Arc]";
- mes "Didn't even tell me the reason!";
- mes "I told her no, but she wouldn't listen to me!";
- mes "It happened all of a sudden.";
- next;
- mes "[Arc]";
- mes "" + strcharinfo(0) + "!";
- mes "What shoud I do now?";
- mes "What do I have to do?";
- mes "Terra left again and she was hurt...";
- next;
- mes "[Arc]";
- mes "And I just stood here...doing nothing.";
- next;
- select("You have a strong sense of responsibility.");
- mes "[Arc]";
- mes "......anyways.";
- mes "I couldn't either stop her, or follow her...";
- mes "What now...?";
- mes "Why did she take the Bradium...?";
- next;
- mes "- You tell Arc about the Giant from the cave. -";
- next;
- mes "[Arc]";
- mes "What? Is that what happened?";
- mes "Bradium...is certainly a precious ore for Sapha.";
- mes "They use a refined Bradium ore...";
- next;
- mes "[Arc]";
- mes "You said that a Sapha was hurt?";
- mes "And its body was already stiff?";
- mes "Impossible!";
- mes "Terra!!";
- next;
- mes "- Arc suddenly began gathering up his gear. -";
- set ep13_mdrama,8;
- close;
- }
- else if (ep13_mdrama == 8) {
- mes "[Arc]";
- mes "Where was that cave where you found that Sapha?";
- mes "There was no such cave when we inspected our surrounding areas.";
- next;
- select("What are you trying to do?");
- mes "[Arc]";
- mes "Can't you see?";
- mes "I'm going out to look for Terra. She took the Bradium with her, it has got to be something to do with that Sapha.";
- next;
- select("Is it okay for you to leave your post?");
- mes "[Arc]";
- mes "It's.. ...";
- mes "...No....";
- mes "Shit, then what should I do!!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I will go. I'm the one who knows exactly where that cave is.";
- mes "I will go and bring her back.";
- mes "If Terra headed for that cave, I should be able to find her.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Let's hear rest of the story from Terra.";
- mes "It is important for you to guard this place, isn't it?";
- mes "If Terra really took the Bradium without any permission...";
- next;
- mes "[Arc]";
- mes "The higher ups won't just remain still...";
- mes "I'm sorry to ask you but...";
- mes "Please go and bring her back here...";
- set ep13_mdrama,9;
- changequest 7058,7059;
- close;
- }
- else if ((ep13_mdrama > 8) && (ep13_mdrama < 13)) {
- mes "[Arc]";
- mes "I'm really sorry for getting you into this mess.....";
- mes "...Please, find Terra.";
- close;
- }
- else if (ep13_mdrama == 13) {
- mes "[Arc]";
- mes "What? A wounded Laphine in the Sapha's village?";
- mes "Was it Terra?! Was she captured by those Sapha bastards?!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Calm down. I couldn't check out exactly who the captured Laphine was.";
- mes "And they seem to have no intention of harming the Laphine.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Also, they were looking for something that can cure a wounded Laphine...";
- mes "If we bring some medicine to them, we might have a chance to see who the Laphine is.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I understand how anxious you feel.. but that is the only way I can think of finding out who it is.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I will take some things to treat the wounds with me and if it turns out that the captured Laphine is Terra, I will bring her back.";
- next;
- mes "[Arc]";
- mes "..........";
- mes "OK, that seems like the best thing we can do for this situation...";
- next;
- mes "[Arc]";
- mes "Do you by any chance know about the 'Yggdrasil'?";
- mes "There's nothing better than the Yggdrasilberry to treat wounds...";
- mes "Especially for us Laphine...";
- next;
- mes "[Arc]";
- mes "If you have a Yggdrasilberry, you can use it to cure that Laphine...";
- mes ".Yggdrasil is the tree of life... its roots are in touch with everything in this world.";
- next;
- mes "[Arc]";
- mes "I have...";
- mes "...only three Yggdrasilberries...";
- next;
- mes "[Arc]";
- mes "I will give you these but they won't be enough...";
- mes "Outside... there is a huge tree... where the root of the Yggdrasil is exposed.... it should be there.";
- next;
- mes "[Arc]";
- mes "Sometimes you can find Yggdrasilberries around there.";
- mes "Go find few more and bring them with you. Hurry!";
- set ep13_mdrama,14;
- getitem 607,3; //Yggdrasilberry
- changequest 7062,7063;
- close;
- }
- else if ((ep13_mdrama > 13) && (ep13_mdrama < 18)) {
- mes "[Arc]";
- mes "There's a huge root of the tree near a swamp at the outskirts of this area.";
- mes "That's where the tree of life's root is exposed.";
- next;
- mes "[Arc]";
- mes "You should be able to find some Yggdrasilberries there.";
- next;
- mes "[Arc]";
- mes "You will need at least 6~7 of them...";
- mes ".... .. I hope she is safe..";
- next;
- mes "[Arc]";
- mes "As soon as you are done collecting the berries, bring them to the Sapha Village right away!!!";
- mes "Terra... please be safe.";
- close;
- }
- else if ((ep13_mdrama > 17) && (ep13_mdrama < 25)) {
- mes "[Arc]";
- mes "...Oh where is Terra...?";
- close;
- }
- else if (ep13_mdrama == 25) {
- mes "[Arc]";
- mes "" + strcharinfo(0) + "!!";
- mes "Terra's back!!!";
- mes "She is back in one piece!";
- mes "...She hasn't been saying a single word since her return, I told her to rest in Yai...";
- next;
- mes "[Arc]";
- mes "Please come by if you don't mind...";
- mes "Terra's Yai.";
- mes "Which is her Private Residence... It's located at the Southeast direction from here.";
- mes "I would like to hear a detailed account of what happened.";
- set ep13_mdrama,26;
- changequest 7070,7071;
- close;
- }
- else if (ep13_mdrama == 26) {
- mes "[Arc]";
- mes "What happened....while she was gone?";
- mes "I would like to hear a detailed account fn what happened...";
- mes "Please go to Terra's Yai later.";
- close;
- }
- else if (ep13_mdrama > 26) {
- mes "[Arc]";
- mes "I really appreciate what you've done for us.";
- mes "But, I'm worried about Terra.";
- mes "I hope she can be her old self...";
- close;
- }
- else {
- mes "[Arc]";
- mes "Ah~Ah~Stop right there...";
- mes "This area is off-limits to unauthorized personnel.";
- close;
- }
- }
- else {
- if (ep13_mdrama > 0) {
- mes "[Arc]";
- mes "Yur,Dur AnoVa?";
- mes "Wha? Dieb OsaDur .. ";
- mes "ah..RuffThus NeAsh. man nesAsh OdesAlah ?";
- next;
- mes "- I can't understand what he's saying... Oh god how frustrating. -";
- close;
- }
- else {
- mes "[Splendide Guard]";
- mes "NeiVil !";
- mes "narNoth nesMush.";
- mes "AnuDur AmanDana Goth nar!";
- next;
- mes "- We don't seem to understand eachother. -";
- close;
- }
- }
- end;
-
-OnTouch:
- if (isequipped(2782) == 1) {
- if (ep13_mdrama < 1) {
- mes "[Splendide Guard]";
- mes "Halt.";
- mes "This area is restricted unless you have been given permission.";
- mes "Especially to outsiders like you.";
- close;
- }
- }
- else {
- mes "[Splendide Guard]";
- mes "Tal-!";
- mes "AnuDur AmanDana Goth nar!";
- mes "Agoltas Me...";
- next;
- mes "- Looks like we don't understand each other. This could be troublesome... -";
- close;
- }
- end;
-}
-
-spl_fild02,45,214,0 script ????#ep13_mdplant01 844,{
- if (ep13_mdrama == 2) {
- cutin "ep13_plant01",2;
- mes "Weeds are easy to find around here...";
- mes "A closer look reveals that there's one knotted stem...";
- mes "It looks like this is Terra's trace that Arc told me about.";
- next;
- mes "A knotted leaf is pointing toward the^4d4dff Southern^000000 direction.";
- set ep13_mdrama,3;
- changequest 7056,7057;
- close2;
- }
- else if (ep13_mdrama > 2) {
- mes "This is a marking Terra left to remember the way back home.";
- mes "A knotted leaf is pointing^4d4ff South^000000.";
- close2;
- }
- else {
- mes "Weeds are easy to find around here...";
- mes "There's nothing too special about it.";
- close2;
- }
- cutin "ep13_plant01",255;
- end;
-}
-
-spl_fild02,122,106,0 script ????#ep13_mdplant02 844,{
- if (ep13_mdrama > 2) {
- cutin "ep13_plant01",2;
- mes "Weeds are easy to find around here...";
- mes "A closer look reveals that there's one knotted stem...";
- mes "It looks like this is Terra's trace that Arc told me about.";
- next;
- mes "A knotted leaf is pointing ^4d4dff East^000000.";
- close2;
- }
- else {
- mes "Weeds are easy to find around here...";
- mes "There's nothing too special about it.";
- close2;
- }
- cutin "ep13_plant01",255;
- end;
-}
-
-spl_fild02,329,191,0 script ????#ep13_mdplant03 844,{
- if (ep13_mdrama > 2) {
- cutin "ep13_plant01",2;
- mes "Weeds are easy to find around here...";
- mes "A closer look reveals that there's one knotted stem...";
- mes "It looks like this is Terra's trace that Arc told me about.";
- next;
- mes "A knotted leaf is pointing ^4d4dff North^000000.";
- close2;
- }
- else {
- mes "Weeds are easy to find around here...";
- mes "There's nothing too special about it.";
- close2;
- }
- cutin "ep13_plant01",255;
- end;
-}
-
-spl_fild02,328,323,0 script ????#ep13_mdplant04 844,{
- if (ep13_mdrama == 3) {
- mes "There are footprints here as well as signs that someone has fallen.";
- mes "It looks like someone was fighting here?";
- mes "But who?";
- next;
- mes "There are footprints heading ^4d4dffNorth^000000.";
- set ep13_mdrama,4;
- close;
- }
- else if (ep13_mdrama > 3) {
- mes "Someone must have had a fight here.";
- mes "There are footprints heading ^4d4dffNorth^000000.";
- close;
- }
- else {
- mes "There are footprints here that seem to be leading towards something.";
- close;
- }
-}
-
-spl_fild01,341,109,0 script ????#ep13_mdplant05 844,{
- if (ep13_mdrama == 4) {
- mes "There's evidence that there was a fight here too.";
- mes "These footsteps can't be a Laphine's...";
- next;
- mes "There are footprints that lead to^4d4dff the Root of a huge tree^000000.";
- set ep13_mdrama,5;
- close;
- }
- else if (ep13_mdrama > 4) {
- mes "There are footprints that lead to^4d4dff the Root of a huge tree^000000.";
- close;
- }
- else {
- mes "There are footprints here that seem to be leading towards something.";
- close;
- }
-}
-
-spl_fild01,375,109,0 script to_dun01#ep13_2 -1,2,2,{
-OnTouch:
- if (ep13_mdrama == 5) {
- mes "There's a stem entangled inside an opening in the roots of a huge tree...";
- mes "It looks like something slipped here.";
- next;
- mes "A cold breeze is blowing out from deep inside the tree.";
- next;
- switch(select("Follow the trace.:Looks dangerous... head back.")) {
- case 1:
- mes "You take a one step forward carefully through the muddy roots and slip.";
- set ep13_mdrama,6;
- close2;
- percentheal -30,0;
- warp "nyd_dun01",72,125;
- end;
- case 2:
- mes "It's too dark to see anything inside...but it feels like there's a big hole at the bottom.";
- mes "I'd better step back...It looks dangerous.";
- close;
- }
- }
- else if (ep13_mdrama > 5) {
- mes "Between huge roots, there is a hole leads to the underground cave.";
- next;
- switch(select("Go inside.:I'm not going in there.")) {
- case 1:
- mes "Again, you slip through the muddy roots.";
- close2;
- percentheal -30,0;
- warp "nyd_dun01",72,125;
- end;
- case 2:
- mes "You decide to come back later.";
- close;
- }
- }
- else {
- mes "Strange looking stems are entangled inside an opening of huge roots.";
- mes "Surface looks unstable...I should step away before I slip on it.";
- close;
- }
-}
-
-nyd_dun01,58,223,0 script Petrified Sapha#ep13md03 844,{
- if (checkweight(1201,2) == 0) {
- mes "Wait a moment!!";
- mes "You have too many items.";
- mes "You can't receive this.";
- mes "Lighten your weight and";
- mes "try again.";
- close;
- }
- if (ep13_mdrama == 6) {
- mes "This is the only spot where sunlight is shining down through a hole in the ceiling.";
- next;
- mes "Looking up I see the roots of the tree and stems digging up a mud-plastered wall, so the sunlight could shine through....2.j...There is a statue of Giant on the ground.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "A statue in a place like this...";
- mes "Interesting.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Hm, This resembles... that giant tribe in Manuk...";
- mes "Huh? It's wearing a muffler...";
- mes "...It can't be!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "It has a lot of scars on it... as if it had been in a severe fight...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "And it appears like it's holding something in its arms...";
- mes "Just what happened here?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I can't imagine what happened here, but I don't see Terra's marks anymore...";
- mes "and this cave looks unsafe... I'd better go back to Arc for now.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Could it be... Terra was fighting this Giant?";
- set ep13_mdrama,7;
- changequest 7057,7058;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Anyways... How do I get out of here?";
- mes "That hole I came in is too slippery to climb back out...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Light is coming in from the ceiling above... Maybe I should just climb a stem around here...";
- close;
- }
- else if ((ep13_mdrama == 7) || (ep13_mdrama == 8)) {
- mes "[" + strcharinfo(0) + "]";
- mes "I'm done with this place.";
- mes "I should go back to Arc...";
- mes "Let's find an exit.";
- close;
- }
- else if (ep13_mdrama == 9) {
- mes "I came back here, but there's no trace of Terra...";
- mes "There's only one thing different from the last time..Small particles of an ore are sprinkled around the Sapha's dead body.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "So...Terra was here.....";
- mes "Powdered Bradium...";
- mes "What was she trying to do with this Sapha?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I can't just go back to Arc without anything... he'd be so disappointed...";
- mes "Hmm, Should I go to the Sapha's village?";
- set ep13_mdrama,10;
- changequest 7059,7060;
- close;
- }
- else if (ep13_mdrama == 10) {
- mes "[" + strcharinfo(0) + "]";
- mes "I can't find any traces of Terra anymore.";
- mes "One thing that bugs me is...These particles of an ore.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I should go back to Arc and ask about it, or go to Sapha's Village and investigate some more.";
- close;
- }
- else if ((ep13_mdrama > 10) && (ep13_mdrama < 21)) {
- mes "A giant from the race called Sapha is petrified here.";
- mes "It looks like it's dead...";
- close;
- }
- else if (ep13_mdrama == 21) {
- mes "I need to bring back some evidence of this giant in the cave.";
- mes "What should I bring with me?";
- next;
- switch(select("Hair:Muffler:Pants:Fragment of Bradium")) {
- case 1:
- mes "It won't come off. It's as if it is a tree rooted on a rock.";
- close;
- case 2:
- mes "You carefully strip a worn muffler off of the Sapha's neck.";
- mes "We will see if this muffler belongs to Ogen or not.";
- next;
- mes "And...what else should I take?";
- next;
- switch(select("Hair:Pants:Fragment of Bradium")) {
- case 1:
- mes "It won't come off. It's as if it is a tree rooted on a rock.";
- close;
- case 2:
- mes "... I don't want to take off a dead MAN's pants...";
- close;
- case 3:
- mes "You pick up a fragment of Bradium scattered on the ground.";
- mes "This should be enough.";
- set ep13_mdrama,22;
- getitem 6085,1; //Shaggy_Muffler
- getitem 6084,1; //Bradium_Fragments
- changequest 7066,7067;
- close;
- }
- case 3:
- mes "... I don't want to take off a dead MAN's pants...";
- close;
- case 4:
- mes "You pick up a fragment of Bradium scattered on the ground.";
- mes "This will prove Terra's effort...";
- mes "And what else?";
- next;
- switch(select("Hair:Muffler:Pants")) {
- case 1:
- mes "It won't come off. It's as if it is a tree rooted on a rock.";
- close;
- case 2:
- mes "You carefully strip a worn muffler off of the Sapha's neck.";
- mes "We will see if this muffler belongs to Ogen or not...";
- mes "This should be enough.";
- set ep13_mdrama,22;
- getitem 6085,1; //Shaggy_Muffler
- getitem 6084,1; //Bradium_Fragments
- changequest 7066,7067;
- close;
- case 3:
- mes "... I don't want to take off a dead MAN's pants...";
- close;
- }
- }
- }
- else if (ep13_mdrama == 22) {
- mes "Petrified Sapha.";
- mes "Now I have the muffler, let's go back to Luik and Snorren.";
- close;
- }
- else if (ep13_mdrama == 23) {
- if (isequipped(2782) == 1) {
- donpcevent "Snorren#ep13md17::OnEnable";
- mes "[Snorren]";
- mes "Ogen!!!!!!";
- mes "...Ogen... Ogen...";
- mes "....Ogeeen......";
- next;
- select("You don't mean..?");
- mes "[Snorren]";
- mes "This.. is.. worse than I could have imagined.....";
- mes "Ogen... this doesn't look like it can be reversed...";
- next;
- mes "[Snorren]";
- mes "No matter how much bradium fluid we inject... Ogen can't come back alive...";
- next;
- mes "[Snorren]";
- mes "Ogen... really was adament... about protecting that Laphine... to protect Terra.....";
- mes "He did his best 'til the last...";
- next;
- mes "[Snorren]";
- mes "Look at this, " + strcharinfo(0) + "...";
- mes "His petrifyied body...";
- mes "protected Terra...like this.";
- next;
- mes "[Snorren]";
- mes "Ogen... made himself an unbreakable shield...";
- next;
- mes "[Snorren]";
- mes "Ogen... you can now go back to the bosom of the Motherland...";
- mes "This statue will be a monument to your courage...";
- next;
- mes "- - I can't begin to describe the sorrow of losing a close friend... -";
- next;
- mes "- All I could do was to keep tapping his shoulder... as he quietly sobbed... -";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Let's.. go back...";
- mes "Ogen wouldn't want you to be so sad and depressed.";
- next;
- mes "[Snorren]";
- mes "I guess you are right...";
- mes "There's... sunlight shining here...";
- mes "This... must be a comfort resting place for Ogen.";
- next;
- mes "[Snorren]";
- mes "I should go and tell Luik and the townspeople about this...";
- mes "I will go on ahead.";
- next;
- donpcevent "Snorren#ep13md17::OnDisable";
- mes "- Snorren stood up with a bitter smile...";
- mes "...I should go back too... I'm worried about Terra. -";
- set ep13_mdrama,24;
- changequest 7068,7069;
- close;
- }
- else {
- mes "[" + strcharinfo(0) + "]";
- mes "Whoa, I almost forgot the ring.";
- close;
- }
- }
- else if (ep13_mdrama > 23) {
- mes "Ogen... was petrified as he covered Terra...";
- mes "What was going on between them that they would see past their racial differences...?";
- close;
- }
- else {
- // custom translation
- mes "Before you is a statue made of stone and wood. It's so life-like it's eerie.";
- close;
- }
-}
-
-nyd_dun01,55,223,5 script Snorren#ep13md17 454,{
- disablenpc "Snorren#ep13md17";
- end;
-
-OnInit:
- disablenpc "Snorren#ep13md17";
- end;
-
-OnEnable:
- enablenpc "Snorren#ep13md17";
- end;
-
-OnDisable:
- disablenpc "Snorren#ep13md17";
- end;
-}
-
-nyd_dun01,62,233,0 script Trunk of a Tree#ep13 844,2,2,{
- mes "The trunk of a Tree moderately stretched upward.";
- mes "There are big thorns here that should be enough to use as footholds to climb up.";
- close;
-
-OnTouch:
- mes "It's the trunk of a Tree stretched out toward a hole in the ceiling.";
- mes "Big thorns can be used as footholds.";
- next;
- switch(select("Climb up.:Never mind.")) {
- case 1:
- warp "spl_fild01",376,65;
- end;
- case 2:
- mes "I'll come back later.";
- close;
- }
-}
-manuk,278,177,5 script Villager#ep13_11 454,{
- if (checkweight(1201,2) == 0) {
- mes "Wait a moment!!";
- mes "You have too many items.";
- mes "You can't receive this.";
- mes "Lighten your weight and";
- mes "try again.";
- close;
- }
- if (isequipped(2782) == 1) {
- if (ep13_mdrama == 10) {
- mes "[Villager Lawine]";
- mes "By the way, how did that Fairy come this far?";
- mes "Is she captured?";
- next;
- mes "[Villager Rivier]";
- mes "No, She's not.";
- mes "That Fairy came here by her own accord.";
- mes "How impudent. She was horribly wounded when she got here.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "(Hmm? a Fairy? Wounded?";
- mes "Are they talking about Terra..?!)";
- next;
- switch(select("Break into their conversation.:Keep quiet and listen.")) {
- case 1:
- mes "[" + strcharinfo(0) + "]";
- mes "Excuse me for interrupting your conversation.";
- mes "You were talking about a Fairy, would you be kind to tell me the details?";
- next;
- mes "[Villager Lawine]";
- mes "Outsider!!";
- mes "Why is he here?";
- next;
- mes "[Villager Rivier]";
- mes "We weren't saying anything.";
- mes "There's nothing to tell you.";
- mes "Lawine, Come with me to the Refinery later.";
- next;
- mes "- The Sapha people are not willing to tell you anything. But the";
- mes "captured Fairy may be Terra. -";
- set ep13_mdrama,11;
- changequest 7060,7061;
- close;
- case 2:
- // Custom Translation
- mes "[Villager Lawine]";
- mes "I heard a fairy was crying and begging, she was badly hurt.";
- next;
- mes "[Villager Rivier]";
- mes "No one understand the words of fairy...";
- mes "In the end we had no idea what to do.";
- next;
- mes "[Villager Rivier]";
- mes "Anyway, that fairy is now in prison.";
- mes "By the way, pull within feather";
- mes "Today we have to go to the refinery,";
- mes "do not forget.";
- next;
- mes "[Villager Lawine]";
- mes "You know, right?";
- mes "Ahh! A foreign visitor!";
- next;
- mes "[Villager Rivier]";
- mes "Nevermind him, he can not understand our words.";
- next;
- mes "- Fortunately, Sapha had thought I could not understand them,";
- mes "but they must be talking about Terra... -";
- set ep13_mdrama,11;
- changequest 7060,7061;
- close;
- }
- }
- else if (ep13_mdrama > 10) {
- mes "- The Sapha are having a conversation and not paying attention to my movements. -";
- next;
- mes "- They are talking mostly about common town matters, not much useful information. -";
- next;
- mes "- I'd better move away from them before they get suspicious of my presence. -";
- close;
- }
- else {
- mes "[Villager]";
- mes "...Outsider?";
- mes "Do you have a permission to come into our village?";
- mes "That's right..Do you even understand me?";
- close;
- }
- }
- else {
- mes "[Villager]";
- mes "Das?";
- mes "idh sd!";
- mes "Dh apa sd��is Das idh.";
- close;
- }
-}
-
-manuk,281,177,3 script Villager#ep13_12 449,{
- if (checkweight(1201,2) == 0) {
- mes "Wait a moment!!";
- mes "You have too many items.";
- mes "You can't receive this.";
- mes "Lighten your weight and";
- mes "try again.";
- close;
- }
- if (isequipped(2782) == 1) {
- if (ep13_mdrama == 10) {
- mes "[Villager Lawine]";
- mes "By the way, how did that Fairy come this far?";
- mes "Is she captured?";
- next;
- mes "[Villager Rivier]";
- mes "No, She's not.";
- mes "That Fairy came here by her own accord.";
- mes "How impudent. She was horribly wounded when she got here.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "(Hmm? a Fairy? Wounded?";
- mes "Are they talking about Terra..?!)";
- next;
- switch(select("Break into their conversation.:Keep quiet and listen.")) {
- case 1:
- mes "[" + strcharinfo(0) + "]";
- mes "Excuse me for interrupting your conversation.";
- mes "You were talking about a Fairy, would you be kind to tell me the details?";
- next;
- mes "[Villager Lawine]";
- mes "Outsider!!";
- mes "Why is he here?";
- next;
- mes "[Villager Rivier]";
- mes "We weren't saying anything.";
- mes "There's nothing to tell you.";
- mes "Lawine, Come with me to the Refinery later.";
- next;
- mes "- The Sapha people are not willing to tell you anything. But the";
- mes "captured Fairy may be Terra. -";
- set ep13_mdrama,11;
- changequest 7060,7061;
- close;
- case 2:
- // Custom Translation
- mes "[Villager Lawine]";
- mes "I heard a fairy was crying and begging, she was badly hurt.";
- next;
- mes "[Villager Rivier]";
- mes "No one understand the words of fairy...";
- mes "In the end we had no idea what to do.";
- next;
- mes "[Villager Rivier]";
- mes "Anyway, that fairy is now in prison.";
- mes "By the way, pull within feather";
- mes "Today we have to go to the refinery,";
- mes "do not forget.";
- next;
- mes "[Villager Lawine]";
- mes "You know, right?";
- mes "Ahh! A foreign visitor!";
- next;
- mes "[Villager Rivier]";
- mes "Nevermind him, he can not understand our words.";
- next;
- mes "- Fortunately, Sapha had thought I could not understand them,";
- mes "but they must be talking about Terra... -";
- set ep13_mdrama,11;
- changequest 7060,7061;
- close;
- }
- }
- else if (ep13_mdrama > 10) {
- mes "- The Sapha are having a conversation and not paying attention to my movements. -";
- next;
- mes "- They are talking mostly about common town matters, not much useful information. -";
- next;
- mes "- I'd better move away from them before they get suspicious of my presence. -";
- close;
- }
- else {
- mes "[Villager]";
- mes "...Outsider, huh...";
- mes "Since when did we allow outsiders to come and visit?";
- mes "That's right..Do you even understand me?";
- next;
- mes "[Villager]";
- mes "...I guess it doesn't matter....";
- mes "Ah, Do we even understand each other?";
- close;
- }
- }
- else {
- mes "[Villager]";
- mes "Fsd a idh as?";
- mes "Nsf iu ai sd a sd!";
- mes "Asd fo sdj fso df.";
- close;
- }
-}
-
-man_in01,175,59,5 script Snorren#ep13_13 454,{
- if (checkweight(1201,2) == 0) {
- mes "Wait a moment!!";
- mes "You have too many items.";
- mes "You can't receive this.";
- mes "Lighten your weight and";
- mes "try again.";
- close;
- }
- if (isequipped(2782) == 1) {
- if (ep13_mdrama == 11) {
- mes "He seems anxious as he wanders back and forth..";
- mes "Is he the guard of this prison?";
- next;
- mes "[Snorren]";
- mes ".. Argh.. Why not?!";
- mes "What a blockhead...";
- mes "Hmm?";
- mes "Who are you?!";
- mes "How could an outsider be here...?";
- next;
- switch(select("About the Captured Fairy.:What is this place?")) {
- case 1:
- mes "[Snorren]";
- mes "How does an outsider like you know that?";
- mes "And..? What? How can you understand what I'm saying?";
- next;
- mes "[Snorren]";
- mes "Helloo...?";
- mes "Can you understand the words coming out of my mouth?";
- next;
- mes "- I show the ring to Snorren. -";
- next;
- mes "[Snorren]";
- mes "Aha! Now I understand...";
- mes "That's amazing. a ring capable of interpreting between different languages... and you were able to come all the way here.";
- next;
- mes "[Snorren]";
- mes "I heard there are outsiders helping our people.";
- mes "You must be one of them!";
- next;
- mes "[Snorren]";
- mes "But where did you hear about that Fairy?";
- mes "Frankly, I want to have a word with that Fairy.";
- mes "But I don't understand their language.";
- next;
- switch(select("Why do you want to talk to her?:Do you need an interpreter?")) {
- case 1:
- break;
- case 2:
- mes "[Snorren]";
- mes "An interpreter? Certainly!";
- mes "But I can't just do it arbitrarily...";
- mes "The reason why I want to have a word with that fairy, I mean Laphine...";
- next;
- break;
- }
- mes "[Snorren]";
- mes "I... want to find out if she's got anything to do with my friend...";
- next;
- select("Your friend?");
- mes "[Snorren]";
- mes "Yeah. Ogen is missing.";
- mes "He said he was curious about the area you are living in and went to check it out. How foolish of him.";
- next;
- mes "[Snorren]";
- mes "And he never came back.";
- mes "After quite a while, that fairy came.";
- next;
- mes "[Snorren]";
- mes "I don't know what guts she had to just fly into our territory.";
- mes "That fairy just kept on yelling 'a bradium!' 'a bradium!'";
- next;
- mes "[Snorren]";
- mes "Our village's vigilantes are saying that fairy is affected by the power of bradium and went crazy.";
- mes "That's what Laphine are all like!";
- next;
- mes "[Snorren]";
- mes "They just try to make accesories out of the ore which is our source of life.";
- mes "They collect anything that possesses magical power.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "You should calm down a bit... Tell me about that captured Laphine.";
- next;
- mes "[Snorren]";
- mes "Right, I'm sorry.";
- mes "Anyways, shortly after Ogen went missing the fairy appears... this is too suspicious...";
- mes "and that fairy was severely wounded too.";
- next;
- mes "[Snorren]";
- mes "I think...";
- next;
- mes "[Snorren]";
- mes "That fairy attacked Ogen as he was trying to peek on your camp.";
- mes "And she was drawn by Ogen's bradium and came all the way here to find more bradium!";
- next;
- switch(select("That could be right...:I don't see it that way...")) {
- case 1:
- mes "[" + strcharinfo(0) + "]";
- mes "But does that Ore called bradium really possess an overwhelming magical power?";
- mes "It didn't seem like that...";
- next;
- mes "[Snorren]";
- mes "Really? But, we Sapha can't live without bradium.";
- mes "This war with the Laphine... is to protect the bradium from them...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I see...";
- mes "Your people and their people are fighting over the bradium...";
- next;
- break;
- case 2:
- mes "[Snorren]";
- mes "Is... Is that so?";
- mes "Then how do you see this situation?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "It just occurred to me...";
- mes "It's like some kind of forbidden area...";
- next;
- break;
- }
- mes "[" + strcharinfo(0) + "]";
- mes "Anyhow, You are going to ask that fairy about Ogen, right?";
- mes "If that's the case, I could interpret between you two...";
- next;
- mes "[Snorren]";
- mes "Yeah?!";
- mes "Then just wait here for a sec!";
- mes "I will go and ask Luik about this!";
- set ep13_mdrama,12;
- close;
- case 2:
- mes "[Snorren]";
- mes "Uh, Ah~!";
- mes "This is a prison.";
- mes "You need to obey the rules to keep a peaceful group life.";
- next;
- mes "[Snorren]";
- mes "This is where people who break the rules are kept overnight.";
- next;
- mes "[Snorren]";
- mes "Oh. I'm not one of them.";
- mes "I just have some business here.";
- mes "Snorren is a good Sapha.";
- close;
- }
- }
- else if (ep13_mdrama == 12) {
- mes "[Snorren]";
- mes "Umm.. Hold on a sec...";
- mes "Luik. It's me. Snorren.";
- next;
- mes "[Voice through the door]";
- mes "Ah, I told you it's not possible Snorren!";
- mes "I can only put you in a cell for one night!";
- next;
- mes "[Snorren]";
- mes "Yikes-! Luik, It's not that!";
- mes "I brought someone who would interpret that fairy's words!";
- mes "till, Can't I come in?";
- next;
- mes "[Luik's Voice]";
- mes "Shut up! Anyway, we have more things to worry about. This Laphine, we need to treat her wounds...";
- next;
- mes "[Luik's Voice]";
- mes "Her body is completely different from ours. What should we do?";
- mes "Hey, Snorren! Bring me anything. Anything like herbs!";
- next;
- mes "[Snorren]";
- mes "Herbs? Is her condition that bad?";
- mes "Can't we fix her with bradium?";
- mes "Oh right, She's not Sapha, ey?";
- next;
- select("Nothing gets past you...");
- mes "[Snorren]";
- mes "Do you have anything on your mind?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "She's a Laphine, right? Then we should ask a Laphine about it...";
- mes "Like what we need to treat her...";
- mes "I can take care of it.";
- next;
- mes "[Snorren]";
- mes "Really?";
- mes "Then hurry up and bring something back...";
- mes "We will wait.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "(I think I have no choice but to go back and ask Arc....)";
- set ep13_mdrama,13;
- changequest 7061,7062;
- close;
- }
- else if ((ep13_mdrama > 12) && (ep13_mdrama < 17)) {
- mes "[Snorren]";
- mes "Hurry up and go find a way to cure this Laphine...";
- mes "Then Luik might let us in.";
- close;
- }
- else if (ep13_mdrama == 17) {
- if (countitem(607) > 5) {
- mes "[Snorren]";
- mes "Did you find a cure?";
- mes "This.. is one strange looking fruit.";
- mes "I saw this fruit from time to time, but never thought this would be a cure..?";
- next;
- mes "[Snorren]";
- mes "I will take everything you've brought with you!";
- set .@temp_ig,countitem(607);
- delitem 607,.@temp_ig; //Yggdrasilberry
- set ep13_mdrama,18;
- next;
- mes "[Snorren]";
- mes "Now, Let's go inside!";
- close;
- }
- else {
- mes "[" + strcharinfo(0) + "]";
- mes "Hmm...this won't be enough....";
- mes "I would need at least 6~7 of these...";
- next;
- mes "[Snorren]";
- mes "Is something wrong?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Huh? Ah, I think we would need more than what I've brought here... I'll be back.";
- close;
- }
- }
- else if (ep13_mdrama == 18) {
- mes "[Snorren]";
- mes "I already told Luik everything about you...";
- mes "Let's go inside.";
- close;
- }
- else if (((ep13_mdrama > 18) && (ep13_mdrama < 21)) || (ep13_mdrama == 22)) {
- mes "[Snorren]";
- mes "I've been waiting for you...";
- mes "Let's make haste.";
- close;
- }
- else if (ep13_mdrama == 21) {
- mes "[Snorren]";
- mes "I'm really confused now...Should I believe your story or not.";
- mes "If it is true that cave really exists and Ogen is hurt...";
- close;
- }
- else if (ep13_mdrama == 23) {
- mes "[Snorren]";
- mes "The approximate location is...";
- mes "Huge Roots of a tree. Got it.";
- mes "You go ahead first. I will stop by at a refinery and be right after you.";
- next;
- mes "[Snorren]";
- mes "Since that place is Laphine's territory, I will go quitely so they won't notice me.";
- mes "You just go on ahead, I will be right behind you.";
- close;
- }
- else if (ep13_mdrama == 24) {
- mes "[Snorren]";
- mes "You are back. .. Luik wanted me to tell you this...";
- mes "Terra, that Laphine, is free now.";
- next;
- mes "[Snorren]";
- mes "We are tired of fighting. We didn't even want to start...";
- mes "And we saw her true intention before everything else.";
- next;
- mes "[Snorren]";
- mes "Go and check if Terra went back to her home safely...";
- mes "Ogen... He went back to Mother Nature.";
- next;
- mes "[Snorren]";
- mes "I really don't think what Ogen did was the right thing to do...";
- mes "But that was... Ogen...";
- next;
- mes "[Snorren]";
- mes "Forgive me, I'm a bit depressed...";
- mes "I'd rather just rest here.";
- mes "I really appreciate what you've done.";
- next;
- mes "[Snorren]";
- mes "Come back anytime...";
- mes "Ok?";
- set ep13_mdrama,25;
- getitem 6080,15; //Manuk_Coin
- changequest 7069,7070;
- close;
- }
- else if (ep13_mdrama > 24) {
- mes "[Snorren]";
- mes "What do you think of this muffler?";
- mes "This belonged to Ogen...";
- mes "Does it look good on me?";
- close;
- }
- else {
- mes "[Snorren]";
- mes "Outsiders shouldn't be here without permission.";
- mes "Please get out of here.";
- close;
- }
- }
- else {
- mes "[Snorren]";
- mes "Ids ad?";
- mes "Ns ai dha si asd!";
- mes "Ms dfaa sd a.";
- close;
- }
-}
-
-man_in01,183,58,0 script to_in013ep13mdwarp01 45,1,1,{
-OnTouch:
- if ((ep13_mdrama > 17) && (ep13_mdrama < 24)) {
- warp "man_in01",13,125;
- end;
- }
- else if (ep13_mdrama > 23) {
- warp "man_in01",68,125;
- end;
- }
- else {
- mes "The doors are locked... I can't get in.";
- close;
- }
- end;
-}
-
-man_in01,10,125,0 warp to_out1#ep13mdwarp02 1,1,man_in01,179,58
-man_in01,65,125,0 warp to_out2#ep13mdwarp03 1,1,man_in01,179,58
-
-man_in01,22,126,3 script Captured Laphine#ep13md 441,{
- if (checkweight(1201,2) == 0) {
- mes "Wait a moment!!";
- mes "You have too many items.";
- mes "You can't receive this.";
- mes "Lighten your weight and";
- mes "try again.";
- close;
- }
- if (isequipped(2782) == 1) {
- if (ep13_mdrama < 19) {
- mes "She's unconscious.";
- mes "I can see a bandage to stop the bleeding...";
- mes "Looks like Luik did it.";
- close;
- }
- else if (ep13_mdrama == 19) {
- mes "Luik and Snorren did everything to extract juice out of a Yggdrasilberry";
- mes "chopped and stuffed it into a mouth and paste them on the body...";
- next;
- mes "[Wounded Laphine]";
- mes "Hmm...";
- next;
- mes "[Luik]";
- mes "Finally she's coming to.";
- mes "Ok, "+ strcharinfo(0) + ", it's up to you now.";
- mes "And you better not fake any of the words she's saying.";
- next;
- mes "- I nod to Luik and began talking to the Laphine. -";
- next;
- mes "- After the Laphine gained her full consciousness, she gazed around and spoke in shaky voice. -";
- next;
- mes "[Wounded Laphine]";
- mes "Where... am I?";
- mes "Oh My! That's right! I need Bradium!";
- mes "Get me out of here!";
- next;
- mes "[Wounded Laphine]";
- mes "If I don't go back to him quickly, he... he is going to die!!";
- next;
- switch(select("Who is HE?:Is your name Terra?")) {
- case 1:
- mes "[Wounded Laphine]";
- mes "A giant... a giant in a cave...";
- mes "He...He got hurt trying to protect me...";
- mes "He wouldn't move!";
- mes "His body was getting cold.";
- next;
- mes "[Wounded Laphine]";
- mes "We were each other's enemy......";
- mes "but he saved me...";
- mes "I heard they need a bradium to live!";
- next;
- mes "[Wounded Laphine]";
- mes "Give me some bradium. Hurry!";
- mes "I can't be late!";
- next;
- select("You are Terra. Right?");
- mes "[Terra]";
- mes "How...How do you know my name?";
- mes "Who are you?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Arc asked me to find you. So I came here.";
- mes "By the way.. You were saying about a giant, do you mean a Sapha?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "The Sapha in the cave...";
- mes "His body was already petrified when I got there.";
- next;
- mes "[Terra]";
- mes "Giants.. It is said that the Sapha people are cursed to be petrified.";
- mes "And that the Bradium is what prevents them from becoming petrified.";
- next;
- mes "[Terra]";
- mes "So I tried to bring a bradium to him... ...";
- mes "But he... Sob...";
- next;
- mes "- Terra couldn't continue to talk as she was agonizing in the pain from her wounds. -";
- next;
- mes "[Luik]";
- mes "Why did she break down like that? What did she say?";
- mes "Tell me what she said!!!";
- set ep13_mdrama,20;
- close;
- case 2:
- mes "[Terra]";
- mes "How...How do you know my name?";
- mes "Who are you?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I came looking for you on behalf of Arc.";
- mes "Just how did you end up here?";
- next;
- mes "[Terra]";
- mes "To find a... Bra.. dium.";
- mes "That's right. Bradium! Give me a bradium!!";
- next;
- mes "[Terra]";
- mes "A giant... a giant in a cave...";
- mes "He...He got hurt trying to protect me...";
- mes "He wouldn't move!";
- mes "His body was getting cold.";
- next;
- mes "[Terra]";
- mes "We were each other's enemy......";
- mes "but he saved me...";
- mes "I heard they need a bradium to live!";
- next;
- mes "[Terra]";
- mes "Give me some bradium. Hurry!";
- mes "I can't be late!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "The Sapha in the cave...";
- mes "His body was already petrified when I got there.";
- next;
- mes "[Terra]";
- mes "Giants.. It is said that the Sapha people are cursed to be petrified.";
- mes "And that the Bradium is what prevents them from becoming petrified.";
- next;
- mes "[Terra]";
- mes "So I tried to bring a bradium to him... ...";
- mes "But he... Sob...";
- next;
- mes "- Terra couldn't continue to talk as she was agonizing in the pain from her wounds. -";
- next;
- mes "[Luik]";
- mes "Why did she break down like that? What did she say?";
- mes "Tell me what she said!!!";
- set ep13_mdrama,20;
- close;
- }
- }
- else if (ep13_mdrama == 20) {
- mes "[Luik]";
- mes "Let that Fairy rest for a while, now tell me what you were talking about.";
- close;
- }
- else if ((ep13_mdrama > 20) && (ep13_mdrama < 24)) {
- mes "[Luik]";
- mes "She's just too exhausted and fell asleep...";
- mes "Leave her alone.";
- close;
- }
- else {
- // custom translation
- mes "[Luik]";
- mes "She can leave any time she likes.";
- mes "It feels so dry in here.";
- mes "Oh well, that's normal.";
- close;
- }
- }
- else {
- if (ep13_mdrama < 19) {
- mes "She's unconscious.";
- mes "I can see a bandage to stop the bleeding...";
- mes "Looks like Luik did it.";
- close;
- }
- else {
- mes "[Luik]";
- mes "Ier er ee ras d?";
- mes "Ye ada sd?";
- mes "Nffd..?";
- next;
- mes "[Wounded Laphine]";
- mes "...Riveh...AshIman Or mah...";
- mes "..ah..Thor..ThorOsa Yee Lu..ung...";
- close;
- }
- }
-}
-
-man_in01,17,128,5 script Snorren#ep13md_15 454,{
- if (checkweight(1201,2) == 0) {
- mes "Wait a moment!!";
- mes "You have too many items.";
- mes "You can't receive this.";
- mes "Lighten your weight and";
- mes "try again.";
- close;
- }
- if (isequipped(2782) == 1) {
- if (ep13_mdrama == 18) {
- mes "[Snorren]";
- mes "Here, Luik. He said this is a cure for Laphine.";
- mes "Should we just let her eat it as it is?";
- next;
- mes "[Snorren]";
- mes "Uh.. and your name was..?";
- next;
- select("" + strcharinfo(0) + "");
- mes "[Snorren]";
- mes "Yeah, Right.";
- mes "" + strcharinfo(0) + ", you should try talking to that Laphine...";
- mes "Let's hear her story.";
- set ep13_mdrama,19;
- changequest 7064,7065;
- close;
- }
- else if (ep13_mdrama == 19) {
- // custom translation
- mes "[Snorren]";
- mes "Please help me translater.";
- mes "We'll be watching as you speak to her.";
- mes "Right, Luik?";
- next;
- mes "[Luik]";
- mes "Maybe.";
- mes "Let's ask her what happened, before it is too late.";
- close;
- }
- else if (ep13_mdrama == 20) {
- mes "[Snorren]";
- mes "Let's listen to her story.";
- mes "Why don't we start from... Why does she want a bradium?";
- next;
- mes "[Snorren]";
- mes "This part must be told to Luik in exact detail.";
- close;
- }
- else if (ep13_mdrama == 21) {
- mes "[Snorren]";
- mes "What should I do if the Sapha in the Cave is really Ogen...?";
- mes "Ogen... What should I do if anything happened to him...?";
- close;
- }
- else if (ep13_mdrama == 22) {
- if ((countitem(6085) > 0) && (countitem(6084) > 0)) {
- mes "[Luik]";
- mes "...This Bradium has not been refined properly...";
- mes "This would be no help...";
- mes "and, this muffler...";
- next;
- mes "[Snorren]";
- mes "This is Ogen's! Ogen's muffler!";
- mes "Luik! Ogen! This is Ogen!";
- mes "Unrefined Bradium!";
- next;
- mes "[Snorren]";
- mes "Lu.. Luik. Ogen.. Ogen...?!";
- mes "I'm going to Ogen!";
- mes "Where is that cave?! Where!";
- next;
- select("Calm down!");
- mes "[Luik]";
- mes "Yeah. Listen to him, calm down. Snorren.";
- mes "If it is Ogen... We could be able to save him if we make haste.";
- next;
- mes "[Luik]";
- mes "Snorren. Go to Refinery and get the finest bradium...";
- mes "Save him.";
- next;
- mes "[Luik]";
- mes "" + strcharinfo(0) + "...eh?...";
- mes "Please look after Snorren...and Ogen.";
- mes "This Laphine, I mean Terra...";
- mes "She truly wanted to save Ogen...";
- next;
- mes "[Luik]";
- mes "I will talk to my superiors to try and settle this matter...";
- mes "Please save Ogen.";
- delitem 6085,1; //Shaggy_Muffler
- delitem 6084,1; //Bradium_Fragments
- set ep13_mdrama,23;
- changequest 7067,7068;
- close;
- }
- else {
- // custom translation
- mes "[Luik]";
- mes "You should bring something that can prove it?";
- mes "... We have been fighting them for so long, it is hard for us to believe you.";
- next;
- mes "[Snorren]";
- mes "...Yes... regardless of anything, just to prove what you say is true.";
- close;
- }
- }
- else if (ep13_mdrama == 23) {
- mes "[Snorren]";
- mes "Hurry up and take the lead!";
- mes "Which way should we go now?";
- close;
- }
- else {
- // custom translation
- mes "[Snorren]";
- mes "How did you get in here?!";
- mes "Get out!";
- close;
- }
- }
- else {
- mes "[Snorren]";
- mes "We rs...";
- mes "F as d dd ";
- mes "Tb ds dfw we!";
- mes "Nd fs asd as...!";
- close;
- }
-}
-
-man_in01,19,126,3 script Luik#ep13md16 450,{
- if (checkweight(1201,2) == 0) {
- mes "Wait a moment!!";
- mes "You have too many items.";
- mes "You can't receive this.";
- mes "Lighten your weight and";
- mes "try again.";
- close;
- }
- if (isequipped(2782) == 1) {
- if (ep13_mdrama < 20) {
- mes "[Luik]";
- mes "...I really look forward to drawing something useful out of her.";
- mes "Your interpretion is trustworthy, right?";
- close;
- }
- else if (ep13_mdrama == 20) {
- mes "[Luik]";
- mes "First of all, Why did that Laphine come here?";
- mes "Why does she need a bradium?";
- next;
- select("To give it to a Sapha in a cave...");
- mes "[Luik]";
- mes "Sapha in a cave? What cave?";
- mes "Nevermind.... Snorren. You must know something about that cave, right?";
- next;
- mes "[Luik]";
- mes "Wait...";
- mes "Why would a Laphine give a bradium to our ally?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "They fought in the cave and your friend got hurt and began to petrify.";
- mes "So she came here to get a bradium to try to save his life...";
- next;
- mes "[Luik]";
- mes "They fought?";
- mes "Snorren! What's that look on your face?";
- mes "Spit if out if you have anything to say.";
- next;
- mes "[Snorren]";
- mes "Frankly, Luik. I... told you... Ogen's missing.";
- mes "Ogen's disappearance and that Laphine's arrival coincide...";
- next;
- mes "[Luik]";
- mes "And?";
- next;
- mes "[Snorren]";
- mes "Maybe the Sapha that Laphine is talking about is Ogen.";
- mes "Or do we have any other comrades who go to strange caves?";
- next;
- mes "[Luik]";
- mes "We don't, because there are no caves like that here.";
- mes "First, we should find out about the cave they are talking about.";
- next;
- mes "[Luik]";
- mes "You outsiders are in contact with the Laphine right?";
- mes "What if this is an evil plot by them?";
- next;
- select("That's not true!");
- mes "[Luik]";
- mes "And how would you prove it?";
- mes "We've been fighting them for a long time.";
- mes "We don't have any reason to trust what you or they are saying.";
- next;
- mes "[Luik]";
- mes "And talking about some cave that doesn't even exist.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "That cave really exists, I swear!";
- mes "I.. yeah. I saw a petrified Sapha in that cave.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I will bring back something that will make you believe.";
- mes "I'm not sure if that Sapha is this Ogen you are looking for...";
- mes "But I'll come back...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Don't you dare...try to do any harm to Terra.";
- set ep13_mdrama,21;
- changequest 7065,7066;
- close;
- }
- else if (ep13_mdrama == 21) {
- mes "[Luik]";
- mes "...Anything will do. Try and make me believe you -Outsider- and that Laphine.";
- mes "We Sapha are not stupid people.";
- next;
- mes "[Luik]";
- mes "I promise you that we will continue to treat that Laphine as we did so far and will not do any harm to her.";
- next;
- mes "[Luik]";
- mes "Hence, you just focus on finding a way to make us believe you.";
- close;
- }
- else if (ep13_mdrama == 22) {
- if ((countitem(6085) > 0) && (countitem(6084) > 0)) {
- mes "[Luik]";
- mes "...This Bradium has not been refined properly...";
- mes "This would be no help...";
- mes "and, this muffler...";
- next;
- mes "[Snorren]";
- mes "This is Ogen's! Ogen's muffler!";
- mes "Luik! Ogen! This is Ogen!";
- mes "Unrefined Bradium!";
- next;
- mes "[Snorren]";
- mes "Lu.. Luik. Ogen.. Ogen...?!";
- mes "I'm going to Ogen!";
- mes "Where is that cave?! Where!";
- next;
- select("Calm down!");
- mes "[Luik]";
- mes "Yeah. Listen to him, calm down. Snorren.";
- mes "If it is Ogen... We could be able to save him if we make haste.";
- next;
- mes "[Luik]";
- mes "Snorren. Go to Refinery and get the finest bradium...";
- mes "Save him.";
- next;
- mes "[Luik]";
- mes "" + strcharinfo(0) + "...eh?...";
- mes "Please look after Snorren...and Ogen.";
- mes "This Laphine, I mean Terra...";
- mes "She truly wanted to save Ogen...";
- next;
- mes "[Luik]";
- mes "I will talk to my superiors to try and settle this matter...";
- mes "Please save Ogen.";
- delitem 6085,1; //Shaggy_Muffler
- delitem 6084,1; //Bradium_Fragments
- set ep13_mdrama,23;
- changequest 7067,7068;
- close;
- }
- else {
- // custom translation
- mes "[Luik]";
- mes "You should bring something that can prove it?";
- mes "... We have been fighting them for so long, it is hard for us to believe you.";
- next;
- mes "[Snorren]";
- mes "...Yes... regardless of anything, just to prove what you say is true.";
- close;
- }
- }
- else if (ep13_mdrama == 23) {
- mes "[Luik]";
- mes "Please... Help Ogen.";
- close;
- }
- else {
- // custom translation
- mes "[Luik]";
- mes "How did you get in here?";
- mes "You shouldn't be here.";
- close;
- }
- }
- else {
- mes "[Luik]";
- mes "Na w ewe w";
- mes "Aewrf sd fsd iyu. ";
- mes "Ou uur?";
- next;
- mes "Looks like Luik is giving me a look of scorn.";
- close;
- }
-}
-
-man_in01,71,125,0 script Terra gone -1,3,3,{
-OnTouch:
- mes "There's nothing else.";
- mes "Only traces of the cage with something confined.";
- close;
-}
-
-spl_in02,239,93,3 script Terra#ep13md_l03 441,{
- if (checkweight(1201,2) == 0) {
- mes "Wait a moment!!";
- mes "You have too many items.";
- mes "You can't receive this.";
- mes "Lighten your weight and";
- mes "try again.";
- close;
- }
- if (isequipped(2782) == 1) {
- if (ep13_mdrama == 26) {
- mes "[Terra]";
- mes ".........";
- next;
- mes "[Arc]";
- mes "I see. That's what happened.";
- mes "But... That Sapha...What has he become to you in that short period of time?";
- next;
- select("Arc?");
- mes "[Arc]";
- mes "Ah, finally. I've been speaking with Terra while we waited for you.";
- mes "Terra. This is who saved you...";
- if (Sex == 0) {
- mes "You should thank her.";
- }
- else {
- mes "You should thank him.";
- }
- next;
- mes "[Terra]";
- mes "Thank you...";
- mes "I'm sorry Arc... Sorry...";
- mes "......";
- next;
- mes "[Arc]";
- mes "So, this is the story.";
- mes "Terra was wandering around your Camp and found a Sapha who was also wandering around your Camp at the time.";
- next;
- mes "[Arc]";
- mes "They were both being cautious not to be seen by you humans but they caught sight of each other and started to fight.";
- next;
- mes "[Arc]";
- mes "And then they eventually fell into that hole in the swamp and ended up in that cave.";
- next;
- mes "[Terra]";
- mes "Yeah... We were both unconscious for some time..";
- mes "And by the time we were able to wake up and see... We were surrounded.";
- next;
- mes "[Terra]";
- mes "Our main concern was getting out of there...";
- mes "Even though we couldn't understand each other's language... We made a temporary truce.";
- next;
- mes "[Terra]";
- mes "And then.....";
- mes ".........";
- next;
- select("So that's what happened.");
- mes "[" + strcharinfo(0) + "]";
- mes "You were outnumbered and at the last moment Ogen sacrificed himself to protect you.";
- next;
- mes "[Terra]";
- mes "So... I wanted to help him...";
- mes "I was just trying to repay him...";
- next;
- mes "[Terra]";
- mes "Was I wrong...?";
- mes "Was I thinking wrong?";
- next;
- mes "[Arc]";
- mes "Repaying one's dept is a good thing.";
- mes "Especially for a proud Laphine, It sure is.";
- next;
- mes "[Arc]";
- mes "But Terra...";
- mes "You've made two big mistakes.";
- mes "First is, You went away without permission...";
- mes "And secondly...";
- next;
- mes "[Arc]";
- mes "You didn't ask for help.";
- mes "If something like that happened... of course I would help...";
- next;
- mes "[Terra]";
- mes "I'm sorry Arc... I'm sorry...";
- mes "I won't act foolish ever again.";
- next;
- mes "[Arc]";
- mes "Get some rest.";
- mes "I will put in a good word to the superiors...";
- mes "And " + strcharinfo(0) + "...";
- mes "Thank you.";
- next;
- mes "[Arc]";
- mes "Here, I will give you these to show my appreciation.";
- mes "It's not much, but you will be able to buy things in Splendide with these.";
- next;
- mes "[Arc]";
- mes "I'm sorry this is all I can give you for now.";
- set ep13_mdrama,27;
- getitem 6081,25; //Splendide_Coin
- getexp 120000,10000;
- completequest 7071;
- close;
- }
- else if (ep13_mdrama == 27) {
- mes "[Terra]";
- mes "Arc... I will get some rest...";
- mes "I'm sorry... And. You...";
- next;
- mes "[Terra]";
- mes "Originally.. we Laphine were extremely reluctant to have others in our area...";
- mes "but you are ok...";
- next;
- mes "[Terra]";
- // custom translation
- mes "You are always welcome to visit us...";
- set ep13_mdrama,28;
- close;
- }
- else if (ep13_mdrama > 27) {
- mes "[Terra]";
- mes "I'm sorry...";
- mes "My body is not fully recovered yet...";
- close;
- }
- else {
- // custom translation
- mes "[Terra]";
- mes "I'm sorry... I'm so sleepy...";
- mes "...I want to sleep...";
- close;
- }
- }
- else {
- mes "[Terra]";
- mes "ModBurDana...? Mu AnduWehFus Yee OsaLoLars...";
- mes "eoFusser....";
- mes "maurNohser Ur...... ThorNuffLars So ";
- close;
- }
-}
-
-spl_in02,236,92,5 script Arc#ep13md_l02 447,{
- if (checkweight(1201,2) == 0) {
- mes "Wait a moment!!";
- mes "You have too many items.";
- mes "You can't receive this.";
- mes "Lighten your weight and";
- mes "try again.";
- close;
- }
- if (isequipped(2782) == 1) {
- if (ep13_mdrama == 26) {
- mes "[Terra]";
- mes ".........";
- next;
- mes "[Arc]";
- mes "I see. That's what happened.";
- mes "But... That Sapha...What has he become to you in that short period of time?";
- next;
- select("Arc?");
- mes "[Arc]";
- mes "Ah, finally. I've been speaking with Terra while we waited for you.";
- mes "Terra. This is who saved you...";
- if (Sex == 0) {
- mes "You should thank her.";
- }
- else {
- mes "You should thank him.";
- }
- next;
- mes "[Terra]";
- mes "Thank you...";
- mes "I'm sorry Arc... Sorry...";
- mes "......";
- next;
- mes "[Arc]";
- mes "So, this is the story.";
- mes "Terra was wandering around your Camp and found a Sapha who was also wandering around your Camp at the time.";
- next;
- mes "[Arc]";
- mes "They were both being cautious not to be seen by you humans but they caught sight of each other and started to fight.";
- next;
- mes "[Arc]";
- mes "And then they eventually fell into that hole in the swamp and ended up in that cave.";
- next;
- mes "[Terra]";
- mes "Yeah... We were both unconscious for some time..";
- mes "And by the time we were able to wake up and see... We were surrounded.";
- next;
- mes "[Terra]";
- mes "Our main concern was getting out of there...";
- mes "Even though we couldn't understand each other's language... We made a temporary truce.";
- next;
- mes "[Terra]";
- mes "And then.....";
- mes ".........";
- next;
- select("So that's what happened.");
- mes "[" + strcharinfo(0) + "]";
- mes "You were outnumbered and at the last moment Ogen sacrificed himself to protect you.";
- next;
- mes "[Terra]";
- mes "So... I wanted to help him...";
- mes "I was just trying to repay him...";
- next;
- mes "[Terra]";
- mes "Was I wrong...?";
- mes "Was I thinking wrong?";
- next;
- mes "[Arc]";
- mes "Repaying one's dept is a good thing.";
- mes "Especially for a proud Laphine, It sure is.";
- next;
- mes "[Arc]";
- mes "But Terra...";
- mes "You've made two big mistakes.";
- mes "First is, You went away without permission...";
- mes "And secondly...";
- next;
- mes "[Arc]";
- mes "You didn't ask for help.";
- mes "If something like that happened... of course I would help...";
- next;
- mes "[Terra]";
- mes "I'm sorry Arc... I'm sorry...";
- mes "I won't act foolish ever again.";
- next;
- mes "[Arc]";
- mes "Get some rest.";
- mes "I will put in a good word to the superiors...";
- mes "And " + strcharinfo(0) + "...";
- mes "Thank you.";
- next;
- mes "[Arc]";
- mes "Here, I will give you these to show my appreciation.";
- mes "It's not much, but you will be able to buy things in Splendide with these.";
- next;
- mes "[Arc]";
- mes "I'm sorry this is all I can give you for now.";
- set ep13_mdrama,27;
- getitem 6081,25; //Splendide_Coin
- getexp 120000,10000;
- completequest 7071;
- close;
- }
- else if (ep13_mdrama == 27) {
- mes "[Arc]";
- mes "Terra. Get some rest...";
- mes "Rest easy...";
- mes "And...";
- next;
- mes "[Arc]";
- mes ".Originally.. we Laphine were extremely reluctant to have others in our area.";
- mes "" + strcharinfo(0) + ", you will be a special exception.";
- next;
- mes "[Arc]";
- mes "That's what Terra wants too.";
- mes "It might be cramped, but you are always welcome to visit us.";
- set ep13_mdrama,28;
- close;
- }
- else if (ep13_mdrama > 27) {
- mes "[Arc]";
- mes "How are you adapting to Splendide?";
- mes "Terra's still not fully recovered yet, so keep that in mind.";
- close;
- }
- else {
- // custom translation
- mes "[Arc]";
- mes "The back of the right ... ";
- mes "......";
- close;
- }
- }
- else {
- mes "[Arc]";
- mes "HirWosWeh. Yee DiebVilFar U manTalVil.";
- mes "LarsNeiser...??";
- mes "VeldTiTal Ko SharDurYur Di ?";
- close;
- }
-}
-
-splendide,287,140,0 script terrashome_in 45,1,1,{
-OnTouch:
- if (ep13_mdrama > 25) {
- warp "spl_in02",237,89;
- end;
- }
- else {
- mes "It's locked.";
- close;
- }
-}
-
-spl_in02,236,86,0 warp terrashome_out 1,1,splendide,285,139;
-
-spl_fild01,357,44,0 script ???#ep13mdf01 844,{
- if (checkweight(1201,2) == 0) {
- mes "Wait a moment!!";
- mes "You have too many items.";
- mes "You can't receive this.";
- mes "Lighten your weight and";
- mes "try again.";
- close;
- }
- if (ep13_mdrama == 14) {
- mes "There's some kind of fruit lying on the ground.";
- mes "I see a small berry inside of a big outer shell...";
- mes "It is a Yggdrasil!";
- set ep13_mdrama,15;
- getitem 607,1; //Yggdrasilberry
- getitem 522,1; //Fruit_Of_Mastela
- close;
- }
- else if (ep13_mdrama == 15) {
- mes "I've already pulled out a Yggdradsil... but is there anyting else..?";
- next;
- set .@apple,rand(1,100);
- if (.@apple < 50) {
- mes "I've been bitten by an unknown insect.";
- mes "It hurts!";
- percentheal -30,0;
- close;
- }
- else if (.@apple == 50) {
- mes "I found an apple.";
- getitem 512,1; //Apple
- close;
- }
- else {
- mes "There's nothing else.";
- close;
- }
- }
- else if (ep13_mdrama > 15) {
- mes "There's only an empty shell left.";
- close;
- }
- else {
- mes "A huge fruit is here.";
- mes "I don't know what kind of fruit it is.";
- close;
- }
-}
-
-spl_fild01,312,79,0 script ???#ep13mdf02 844,{
- if (checkweight(1201,2) == 0) {
- mes "Wait a moment!!";
- mes "You have too many items.";
- mes "You can't receive this.";
- mes "Lighten your weight and";
- mes "try again.";
- close;
- }
- if (ep13_mdrama == 15) {
- mes "There's some kind of fruit lying on the ground.";
- mes "I see a small berry inside of a big outer shell...";
- mes "It is a Yggdrasil!";
- set ep13_mdrama,16;
- getitem 607,1; //Yggdrasilberry
- getitem 522,1; //Fruit_Of_Mastela
- close;
- }
- else if (ep13_mdrama == 16) {
- mes "I've already pulled out a Yggdradsil... but is there anyting else..?";
- next;
- set .@apple,rand(1,100);
- if (.@apple < 50) {
- mes "I've been bitten by an unknown insect.";
- mes "It hurts!";
- percentheal -30,0;
- close;
- }
- else if (.@apple == 50) {
- mes "I found an apple.";
- getitem 512,1; //Apple
- close;
- }
- else {
- mes "There's nothing else.";
- close;
- }
- }
- else if (ep13_mdrama > 16) {
- mes "There's only an empty shell left.";
- close;
- }
- else {
- mes "A huge fruit is here.";
- mes "I don't know what kind of fruit it is.";
- close;
- }
-}
-
-spl_fild01,329,29,0 script ???#ep13mdf03 844,{
- if (checkweight(1201,2) == 0) {
- mes "Wait a moment!!";
- mes "You have too many items.";
- mes "You can't receive this.";
- mes "Lighten your weight and";
- mes "try again.";
- close;
- }
- if (ep13_mdrama == 16) {
- mes "There's some kind of fruit lying on the ground.";
- mes "I see a small berry inside of a big outer shell...";
- mes "It is a Yggdrasil!";
- set ep13_mdrama,17;
- getitem 607,1; //Yggdrasilberry
- getitem 522,1; //Fruit_Of_Mastela
- changequest 7063,7064;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Arc gave me three Yggdrasilberries and...";
- mes "I've found... three. Six of them should be enough.";
- mes "Let's go back to Snorren.";
- close;
- }
- else if (ep13_mdrama == 17) {
- mes "I've already pulled out a Yggdradsil... but is there anyting else..?";
- next;
- set .@apple,rand(1,100);
- if (.@apple < 50) {
- mes "I've been bitten by an unknown insect.";
- mes "It hurts!";
- percentheal -30,0;
- close;
- }
- else if (.@apple == 50) {
- mes "I found an apple.";
- getitem 512,1; //Apple
- close;
- }
- else {
- mes "There's nothing else.";
- close;
- }
- }
- else if (ep13_mdrama > 17) {
- mes "There's only an empty shell left.";
- close;
- }
- else {
- mes "A huge fruit is here.";
- mes "I don't know what kind of fruit it is.";
- close;
- }
-}
-
-// Monster Suppression
-//============================================================
-manuk,252,116,3 script Manuk Galtun#ep13_2day 450,{
- if (checkweight(1201,2) == 0) {
- mes "Wait a moment!!";
- mes "You have too many items.";
- mes "You can't receive this.";
- mes "Lighten your weight and";
- mes "try again.";
- close;
- }
- if ((isequipped(2782) == 1) && (ep13_2_rhea > 99)) {
- if (ep13_2_days01 == 0) {
- mes "[Strom]";
- mes "Hello.";
- mes "You're a human right?";
- mes "My name is Strom.";
- next;
- mes "[Strom]";
- mes "But, you guys seem so weak.";
- mes "You don't have solid skin nor enough power.";
- next;
- mes "[Strom]";
- mes "How did you guys get here?";
- next;
- mes "[Strom]";
- mes "Your language seems gentle, but it seems like you are here to create more tension.";
- next;
- switch(select("Keep the peace.:...")) {
- case 1:
- mes "[" + strcharinfo(0) + "]";
- mes "Yes, we humans are smaller than you... but...";
- mes "we have been training ourselves to be strong.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Now let me show you that";
- mes "we can match your strength!";
- next;
- if (ep13_mdrama > 5) {
- mes "[Strom]";
- mes "Anyway...";
- mes "Some bad things happened to my one of my colleagues in that cave you found recently.";
- next;
- mes "[Strom]";
- mes "There're monsters called ^4d4dffRata^000000 and ^4d4dffDueyrr^000000.";
- mes "If you terminate them, I would regard you as a decent and strong person.";
- set ep13_2_days01,1;
- setquest 7074;
- setquest 7075;
- close;
- }
- else {
- mes "[Strom]";
- mes "...is that it?";
- mes "Let me think.";
- mes "Since you have so much confidence in their abilities...";
- mes "I will find you a worthy challenge to prove it.";
- close;
- }
- case 2:
- mes "[" + strcharinfo(0) + "]";
- mes "Yes, but human beings can be stronger when they all work together.";
- close;
- }
- }
- else if (ep13_2_days01 == 1) {
- set .@qst_cpl01,checkquest(7074,HUNTING);
- set .@qst_cpl02,checkquest(7075,HUNTING);
- if ((.@qst_cpl01 == 2) & (.@qst_cpl02 == 2)) {
- mes "[Strom]";
- mes "Sure enough... I, the Sapha Galtun, Strom, apologize to you. I should not have been so quick to despise you.";
- mes "I admit that you are a brave soldier, please feel free to visit Manuk.";
- next;
- mes "[Strom]";
- mes "Although I don't have much to offer, please accept these coins.";
- mes "If you need to buy something, you can use them.";
- completequest 7074;
- completequest 7075;
- set ep13_2_days01,2;
- getexp 50000,30000;
- getitem 6080,10; //Manuk_Coin
- close;
- }
- else {
- mes "[Strom]";
- mes "If you want to show you're so strong...";
- mes "Please find and defeat the Rata and Duneyrr in the cave.";
- close;
- }
- }
- else {
- mes "[Strom]";
- mes "Here icy climate is not suitable for biological survival, but we do not feel cold,";
- mes "so we're not very concerned about it.";
- next;
- mes "[Strom]";
- mes "But... you're different.";
- mes "In such cold weather, you are best to don Hillslions fur...";
- close;
- }
- }
- else {
- mes "[Manuk Galtun]";
- mes "Arpe? Yu osp sad?";
- mes "EW pisdn psa?";
- mes "We psis?";
- }
- close;
-}
-
-// Daily Quests
-// - Bradium Collection
-// - Laphine Craftsman
-// - Drago Egg Collection (npc includes 'Wanted' quest)
-//============================================================
-man_in01,378,276,3 script Manuk Engineer#ep13_2 453,{
- if (checkweight(1201,2) == 0) {
- mes "Wait a moment!!";
- mes "You have too many items.";
- mes "You can't receive this.";
- mes "Lighten your weight and";
- mes "try again.";
- close;
- }
- if ((isequipped(2782) == 1) && (ep13_2_rhea > 99)) {
- set .@alba,checkquest(7080);
- if ((.@alba == 0) || (.@alba == 1)) {
- set .@time_chek,checkquest(7080,PLAYTIME);
- if (.@time_chek != 2) {
- mes "[Manuk Engineer]";
- mes "Thank you for collecting the Enriched Bradium for me, it was very helpful.";
- mes "We've got more than enough for now though.";
- close;
- }
- else {
- mes "[Manuk Engineer]";
- mes "Thank you for collecting the Enriched Bradium for me, it was very helpful.";
- mes "I hope you can help me again.";
- erasequest 7080;
- close;
- }
- }
- else {
- set .@alba2,checkquest(7079);
- if ((.@alba2 == 0) || (.@alba2 == 1)) {
- if (countitem(6090) > 19) {
- mes "[Manuk Engineer]";
- mes "Oh, that will do very well.";
- mes "On behalf of the Sapha, I extend our thanks to you.";
- mes "I hope you can help us again.";
- delitem 6090,20; //Purified_Bradium
- erasequest 7079;
- setquest 7080;
- getexp 4000,4000;
- getitem 6080,3; //Manuk_Coin
- close;
- }
- else {
- mes "[Manuk Engineer]";
- mes "What's up?";
- mes "You're not prepared yet.";
- close;
- }
- }
- else {
- mes "[Manuk Engineer]";
- mes "Hello.";
- mes "This is where we refine stones.";
- next;
- switch(select("About collecting stones.:About the usage of stones.")) {
- case 1:
- mes "[Manuk Engineer]";
- mes "To prevent our bodies from becoming numb, we need Bradium.";
- mes "From the Bradium we can extract a special element that we need to survive.";
- //mes "��?����???�������'��";
- next;
- mes "[Manuk Engineer]";
- mes "The mining industry is primary here since our lives depend on it.";
- mes "But the mine has become clogged.";
- next;
- mes "[Manuk Engineer]";
- mes "I've already heard that you guys are good soldiers.";
- mes "Would you mind terminating the Bradium Golem, and bringing back some Bradium for me?";
- next;
- switch(select("Sure, I don't mind.:Nope, I can't.")) {
- case 1:
- mes "[Manuk Engineer]";
- mes "Then take this mission.";
- mes "Please hunt Bradium Golem and bring me 20 blended Bradium.";
- setquest 7079;
- close;
- case 2:
- mes "[Manuk Engineer]";
- mes "Oh, this is our fate.";
- mes "How could I be so naive to depend on others?";
- close;
- }
- case 2:
- mes "[Manuk Engineer]";
- mes "We refine Bradium and extract special things from it.";
- mes "Then form that into an injection.";
- mes "When it is refined it is used to maintain our body cycles.";
- next;
- mes "[Manuk Engineer]";
- mes "That's why we are quite advanced in this industry.";
- mes "Other industries are also well developed... but...";
- next;
- mes "[Manuk Engineer]";
- mes "This is our top priority because it is crucial for our survival.";
- close;
- }
- }
- }
- }
- else {
- mes "[Manuk Engineer]";
- mes "Aweo wpe?";
- mes "Sdd psiem!";
- mes "Awq ouwn ksudh bud ds.";
- close;
- }
-}
-
-spl_in01,97,313,3 script Laphine Craftsman#ep13 446,{
- if (checkweight(1201,2) == 0) {
- mes "Wait a moment!!";
- mes "You have too many items.";
- mes "You can't receive this.";
- mes "Lighten your weight and";
- mes "try again.";
- close;
- }
- if ((isequipped(2782) == 1) && (ep13_2_rhea > 99)) {
- if (ep13_mdrama > 5) {
- set .@alba,checkquest(7082);
- if (.@alba == 1) {
- set .@time_chek,checkquest(7082,PLAYTIME);
- if ((.@time_chek == 0) || (.@time_chek == 1)) {
- mes "[Laphine craftsman]";
- mes "Thank you for collecting those items for me.";
- mes "That should be sufficient for the time being.";
- close;
- }
- else {
- mes "[Laphine craftsman]";
- mes "Thank you for collecting those items for me.";
- mes "Hopefully you can help us again.";
- erasequest 7082;
- close;
- }
- }
- else {
- set .@alba2,checkquest(7081);
- if ((.@alba2 == 0) || (.@alba2 == 1)) {
- if ((countitem(7326) > 14) && (countitem(6075) > 14)) {
- mes "[Laphine craftsman]";
- mes "Oh, fantastic.";
- mes "These are enough materials for today.";
- mes "I'll let you know if I need more.";
- delitem 7326,15; //Fluorescent_Liquid
- delitem 6075,15; //Crystalized_Teardrop
- erasequest 7081;
- setquest 7082;
- getexp 3000,3000;
- getitem 6081,3; //Splendide_Coin
- close;
- }
- else {
- mes "[Laphine craftsman]";
- mes "What can I help you with?";
- mes "Not yet done with my request?";
- close;
- }
- }
- else {
- mes "[Laphine craftsman]";
- mes "What's up??";
- mes "I need to make more decorations for the Yai.";
- next;
- switch(select("May I help you?:What's a Yai?")) {
- case 1:
- mes "[Laphine craftsman]";
- mes "You want to help?";
- mes "This place is being used for battle but it is also our home.";
- next;
- mes "[Laphine craftsman]";
- mes "We prefer to be alone so we must each have our own Yai.";
- mes "Though we are in a military base we should take care of each Yai.";
- next;
- mes "[Laphine craftsman]";
- mes "I am not a soldier but we hope all of us to be as confident as they are.";
- mes "I would like to support all Laphine with my skills.";
- next;
- mes "[Laphine craftsman]";
- mes "So I want to help make decorations for everyone's Yai.";
- mes "I need more materials to make them.";
- next;
- mes "[Laphine craftsman]";
- mes "I heard that a water ghost has been appearing in the cave.";
- mes "Can you bring me 15 Crystallized Teardrop and 15 Fluorescent Liquid?";
- next;
- switch(select("Yes.:Sorry.")) {
- case 1:
- mes "[Laphine craftsman]";
- mes "Please take my request.";
- mes "Can you bring me 15 Crystallized Teardrop and 15 Fluorescent Liquid?";
- setquest 7081;
- close;
- case 2:
- mes "[Laphine craftsman]";
- mes "Yes, I'm sure that you have your own business to attend to.";
- mes "I feel embarrassed asking a favor from you, as a Laphine.";
- next;
- mes "[Laphine craftsman]";
- mes "But, why are you trying to be involved in our business yet you won't take up our request?";
- close;
- }
- case 2:
- mes "[Laphine craftsman]";
- mes "Yai...";
- mes "All grown Laphine have one.";
- mes "They're essential for all Laphine to live in since we are very private people.";
- next;
- select("It's a house...?");
- mes "[Laphine craftsman]";
- mes "Yes...";
- mes "That's it. We sometimes invite our friends or guests to our Yai.";
- mes "And decorations for Yai are quite important to us...";
- next;
- mes "[Laphine craftsman]";
- mes "We Laphine care about ourselves and our Yai as well.";
- next;
- mes "[Laphine craftsman]";
- mes "We are far away from our hometown now...";
- mes "If we don't have this kind of hobby, there's nothing to enjoy here.";
- close;
- }
- }
- }
- }
- else {
- mes "[Laphine craftsman]";
- mes "Hm? Oh, can't you see I'm busy?";
- mes "I'm making ornaments though, if you must know.";
- close;
- }
- }
- else {
- mes "[Laphine craftsman]";
- mes "Yur,Dur AnoVa?";
- mes "Wha? Dieb OsaDur .. ";
- mes "ah..RuffThus NeAsh. man nesAsh OdesAlah ?";
- close;
- }
-}
-
-mid_camp,146,306,3 script Pet Breeder#ep13_eden01 982,{
- if (checkweight(1201,2) == 0) {
- mes "Wait a moment!!";
- mes "You have too many items.";
- mes "You can't receive this.";
- mes "Lighten your weight and";
- mes "try again.";
- close;
- }
- if (ep13_mdrama < 6) {
- mes "[Pinedel]";
- mes "Why isn't it working, Taab?";
- mes "That should be working.";
- next;
- mes "[Taab]";
- mes "That's very dangerous. Do you want to die..?!";
- next;
- mes "[Pinedel]";
- mes "Are you ignoring cute pets??";
- mes "We've been able to get Pickys and even Zealotus!";
- next;
- mes "[Taab]";
- mes "No way, even if you ask me...";
- mes "Hillslion is very adorable...";
- mes "But you can't.";
- next;
- mes "[Pinedel]";
- mes "Then let me know why you object to this.";
- next;
- mes "[Taab]";
- mes "It's too dangerous. I've trained monsters before.";
- mes "Hillslions look cute and adorable, but it's not very realistic.";
- next;
- mes "[Taab]";
- mes "Can't you see that?";
- mes "I've tried to train them... but I couldn't.";
- mes "How can we can train them as a cute pet...?";
- next;
- mes "[Taab]";
- mes "It would definitely try to escape from us...";
- mes "Then he would become very awful.";
- mes "I don't agree with this.";
- next;
- mes "[Pinedel]";
- mes "Nah...";
- mes "Can't we control them with magical power?";
- mes "We've done it before......";
- next;
- mes "- They just continue to argue -";
- close;
- }
- else {
- mes "[Pinedel]";
- mes "Ah, Taab isn't flexible at all.";
- mes "Hey there! What's up??";
- next;
- switch(select("Notice for criminal report:Cute pet investigation.")) {
- case 1:
- if (ep13_2_wanted == 1) {
- if (checkquest(7076,HUNTING) == 2) {
- mes "[Pinedel]";
- mes "Have you hunted the Runaway Dandelion?";
- mes "Ok, I accept you.";
- mes "Here's something Rin was storing here.";
- next;
- mes "[Pinedel]";
- mes "This is Rin's cherished treasure box...";
- mes "This is enough payment, right?";
- completequest 7076;
- set ep13_2_wanted,2;
- getitem 7444,1; //Treasure_Box
- close;
- }
- else {
- mes "[Pinedel]";
- mes "I know you haven't terminated the Runaway Dandelion yet.";
- mes "Don't take me for a fool.";
- close;
- }
- }
- else if (ep13_2_wanted == 2) {
- mes "[Pinedel]";
- mes "I will forward everything to Rin.";
- mes "She'll love it.";
- mes "Just tell her your name " + strcharinfo(0) + ".";
- next;
- mes "[Pinedel]";
- mes "I can remember that I've heard about you from Rin.";
- mes "But Rin likes you, so that must mean that you're nice.";
- close;
- }
- else {
- mes "[Pinedel]";
- mes "Seaching for a criminal?";
- mes "I'm not sure that you're involved in it.";
- close;
- }
- case 2:
- if (ep13_2_dayegg == 1) {
- if (countitem(6093) > 9) {
- mes "[Pinedel]";
- mes "Oh! Nice!";
- mes "I can go through this study deeper with your assistance.";
- next;
- mes "[Pinedel]";
- mes "I will try to make these Dragon eggs into cute pets.";
- mes "Don't expect much!";
- mes "Come back after a day to check on the progress.";
- delitem 6093,10; //Egg_Of_Draco
- erasequest 7077;
- setquest 7078;
- set ep13_2_dayegg,2;
- getexp 4000,4000;
- getitem 6081,1; //Splendide_Coin
- getitem 6080,1; //Manuk_Coin
- close;
- }
- else {
- mes "[Pinedel]";
- mes "Draco was being kept in the nest just before hatching. Please collect 10 Dragon eggs for me.";
- mes "You know, those are hard to hatch in captivity.";
- close;
- }
- }
- else if (ep13_2_dayegg == 2) {
- set .@alba_check,checkquest(7078,PLAYTIME);
- if (.@alba_check == -1) {
- mes "[Pinedel]";
- mes "Those eggs are about to hatch now.";
- mes "I will investigate those back home.";
- close2;
- erasequest 7078;
- set ep13_2_dayegg,3;
- end;
- }
- else if ((.@alba_check == 0) || (.@alba_check == 1)) {
- mes "[Pinedel]";
- mes "Those eggs are about to hatch now.";
- mes "I will investigate those back home.";
- mes "For now I still need more time.";
- next;
- mes "[Pinedel]";
- mes "Can you come back here tomorrow?";
- close;
- }
- else if (.@alba_check == 2) {
- mes "[Pinedel]";
- mes "Those eggs are about to hatch now.";
- mes "I will investigate those back home.";
- close2;
- erasequest 7078;
- set ep13_2_dayegg,3;
- close;
- }
- }
- else if (ep13_2_dayegg == 3) {
- mes "[Pinedel]";
- mes "Do you want to help me gather more Dragon eggs today?";
- mes "I want to try many things with those eggs.";
- next;
- switch(select("Sure.:Sorry, I can't.")) {
- case 1:
- mes "[Pinedel]";
- mes "Please collect 10 Draco Eggs.";
- set ep13_2_dayegg,1;
- setquest 7077;
- close;
- case 2:
- mes "[Pinedel]";
- mes "Ok. You have your own business here.";
- mes "Go ahead.";
- close;
- }
- }
- else {
- mes "[Pinedel]";
- mes "I am investigating cute pets.";
- mes "Ash-vacuum has several monsters that I think could become cute pets.";
- next;
- mes "[Pinedel]";
- mes "The objective is one Dragon egg!";
- mes "Can you bring me a Dragon Egg?";
- next;
- switch(select("Yes.:Nope.")) {
- case 1:
- mes "[Pinedel]";
- mes "There would be Dragon nest in the cave you found out.";
- mes "There should be nice Dragon Eggs.";
- next;
- mes "[Pinedel]";
- mes "Please collect 10 Draco Eggs.";
- mes "Let's work together to make them as pets.";
- set ep13_2_dayegg,1;
- setquest 7077;
- close;
- case 2:
- mes "[Pinedel]";
- mes "I know it's not the easiest task.";
- mes "But I refuse to give up.";
- mes "I will make it into a cute pet someday.";
- next;
- mes "[Taab]";
- mes "Would you just give up making exogamous beings into cute pets...";
- mes " ";
- mes "[Pinedel]";
- mes "Taab doesn't have any guts!";
- close;
- }
- }
- }
- }
-}
-
-mid_camp,192,239,4 script Wanted Sign#ep13_2ect01 857,{
- if (ep13_mdrama > 5) {
- mes "[Wanted]";
- mes " ";
- mes "Wanted: Dandelion";
- mes "Requester: Rin";
- mes "Reward : treasure box.";
- mes " ";
- mes "Notice : We thought that all of the Dandelion gang were terminated.";
- mes "But they weren't.";
- mes "I've heard that there was a Dandelion's black clothing found in Ash-Vacuum.";
- mes "There were some problems...";
- mes "I need someone to find the Dandelion and terminate them.";
- mes "I can provide a treasure box that I cherish.";
- mes "I've heard a rumor that he's in a cave somewhere..!";
- mes " ";
- mes "PS> They have a bad reputation...";
- mes "So you may not want to go alone...";
- mes " ";
- mes "PSS> I can't reward you directly...";
- mes "'Pinedel' will reward you once the deed is done..!";
- mes " ";
- next;
- if (ep13_2_wanted == 0) {
- mes "Do you accept Rin's request?";
- switch(select("I accept that request.:No, I can't.")) {
- case 1:
- mes "I accepted Rin's request.";
- set ep13_2_wanted,1;
- setquest 7076;
- close;
-
- case 2:
- mes "No, I won't get involved in it.";
- close;
- }
- }
- else {
- mes "I've already decided to take the request.";
- close;
- }
- }
- else {
- mes "There must be someone who remove the wanted notice paper.";
- close;
- }
-}
-
-nyd_dun01,258,134,0 script Dragon Egg#ep13_degg01 463,{
- if (checkweight(1201,2) == 0) {
- mes "- You're carrying too many items. -";
- close;
- }
- if ((ep13_2_dayegg == 1) && (countitem(6093) < 10)) {
- mes "We just got fresh eggs from the dragon nest.";
- getitem 6093,1; //Egg_Of_Draco
- disablenpc "Dragon Egg#ep13_degg01";
- initnpctimer;
- close;
- }
- end;
-
-OnTimer420000:
- enablenpc "Dragon Egg#ep13_degg01";
- stopnpctimer;
- end;
-
-OnEnable:
- enablenpc "Dragon Egg#ep13_degg01";
- end;
-
-OnDisable:
- disablenpc "Dragon Egg#ep13_degg01";
- end;
-}
-
-nyd_dun01,100,210,0 script Dragon Egg#ep13_degg02 463,{
- if (checkweight(1201,2) == 0) {
- mes "- You're carrying too many items. -";
- close;
- }
- if ((ep13_2_dayegg == 1) && (countitem(6093) < 10)) {
- mes "We just got fresh eggs from the dragon nest.";
- getitem 6093,1; //Egg_Of_Draco
- disablenpc "Dragon Egg#ep13_degg02";
- initnpctimer;
- close;
- }
- end;
-
-OnTimer420000:
- enablenpc "Dragon Egg#ep13_degg02";
- stopnpctimer;
- end;
-
-OnEnable:
- enablenpc "Dragon Egg#ep13_degg02";
- end;
-
-OnDisable:
- disablenpc "Dragon Egg#ep13_degg02";
- end;
-}
-
-nyd_dun01,74,68,0 script Dragon Egg#ep13_degg03 463,{
- if (checkweight(1201,2) == 0) {
- mes "- You're carrying too many items. -";
- close;
- }
- if ((ep13_2_dayegg == 1) && (countitem(6093) < 10)) {
- mes "We just got fresh eggs from the dragon nest.";
- getitem 6093,1; //Egg_Of_Draco
- disablenpc "Dragon Egg#ep13_degg03";
- initnpctimer;
- close;
- }
- end;
-
-OnTimer420000:
- enablenpc "Dragon Egg#ep13_degg03";
- stopnpctimer;
- end;
-
-OnEnable:
- enablenpc "Dragon Egg#ep13_degg03";
- end;
-
-OnDisable:
- disablenpc "Dragon Egg#ep13_degg03";
- end;
-}
-
-nyd_dun01,98,142,0 script Dragon Egg#ep13_degg04 463,{
- if (checkweight(1201,2) == 0) {
- mes "- You're carrying too many items. -";
- close;
- }
- if ((ep13_2_dayegg == 1) && (countitem(6093) < 10)) {
- mes "We just got fresh eggs from the dragon nest.";
- getitem 6093,1; //Egg_Of_Draco
- disablenpc "Dragon Egg#ep13_degg04";
- initnpctimer;
- close;
- }
- end;
-
-OnTimer420000:
- enablenpc "Dragon Egg#ep13_degg04";
- stopnpctimer;
- end;
-
-OnEnable:
- enablenpc "Dragon Egg#ep13_degg04";
- end;
-
-OnDisable:
- disablenpc "Dragon Egg#ep13_degg04";
- end;
-}
-
-nyd_dun01,244,157,0 script Dragon Egg#ep13_degg05 463,{
- if (checkweight(1201,2) == 0) {
- mes "- You're carrying too many items. -";
- close;
- }
- if ((ep13_2_dayegg == 1) && (countitem(6093) < 10)) {
- mes "We just got fresh eggs from the dragon nest.";
- getitem 6093,1; //Egg_Of_Draco
- disablenpc "Dragon Egg#ep13_degg05";
- initnpctimer;
- close;
- }
- end;
-
-OnTimer420000:
- enablenpc "Dragon Egg#ep13_degg05";
- stopnpctimer;
- end;
-
-OnEnable:
- enablenpc "Dragon Egg#ep13_degg05";
- end;
-
-OnDisable:
- disablenpc "Dragon Egg#ep13_degg05";
- end;
-}
-
-nyd_dun01,59,185,0 script Dragon Egg#ep13_degg06 463,{
- if (checkweight(1201,2) == 0) {
- mes "- You're carrying too many items. -";
- close;
- }
- if ((ep13_2_dayegg == 1) && (countitem(6093) < 10)) {
- mes "We just got fresh eggs from the dragon nest.";
- getitem 6093,1; //Egg_Of_Draco
- disablenpc "Dragon Egg#ep13_degg06";
- initnpctimer;
- close;
- }
- end;
-
-OnTimer420000:
- enablenpc "Dragon Egg#ep13_degg06";
- stopnpctimer;
- end;
-
-OnEnable:
- enablenpc "Dragon Egg#ep13_degg06";
- end;
-
-OnDisable:
- disablenpc "Dragon Egg#ep13_degg06";
- end;
-}
-
-nyd_dun02,68,256,0 script Dragon Egg#ep13_degg11 463,{
- if (checkweight(1201,2) == 0) {
- mes "- You're carrying too many items. -";
- close;
- }
- if ((ep13_2_dayegg == 1) && (countitem(6093) < 10)) {
- mes "We just got fresh eggs from the dragon nest.";
- getitem 6093,1; //Egg_Of_Draco
- disablenpc "Dragon Egg#ep13_degg11";
- initnpctimer;
- close;
- }
- end;
-
-OnTimer240000:
- enablenpc "Dragon Egg#ep13_degg11";
- stopnpctimer;
- end;
-
-OnEnable:
- enablenpc "Dragon Egg#ep13_degg11";
- end;
-
-OnDisable:
- disablenpc "Dragon Egg#ep13_degg11";
- end;
-}
-
-nyd_dun02,202,166,0 script Dragon Egg#ep13_degg12 463,{
- if (checkweight(1201,2) == 0) {
- mes "- You're carrying too many items. -";
- close;
- }
- if ((ep13_2_dayegg == 1) && (countitem(6093) < 10)) {
- mes "We just got fresh eggs from the dragon nest.";
- getitem 6093,1; //Egg_Of_Draco
- disablenpc "Dragon Egg#ep13_degg12";
- initnpctimer;
- close;
- }
- end;
-
-OnTimer240000:
- enablenpc "Dragon Egg#ep13_degg12";
- stopnpctimer;
- end;
-
-OnEnable:
- enablenpc "Dragon Egg#ep13_degg12";
- end;
-
-OnDisable:
- disablenpc "Dragon Egg#ep13_degg12";
- end;
-}
-
-nyd_dun02,200,165,0 script Dragon Egg#ep13_degg13 463,{
- if (checkweight(1201,2) == 0) {
- mes "- You're carrying too many items. -";
- close;
- }
- if ((ep13_2_dayegg == 1) && (countitem(6093) < 10)) {
- mes "We just got fresh eggs from the dragon nest.";
- getitem 6093,1; //Egg_Of_Draco
- disablenpc "Dragon Egg#ep13_degg13";
- initnpctimer;
- close;
- }
- end;
-
-OnTimer240000:
- enablenpc "Dragon Egg#ep13_degg13";
- stopnpctimer;
- end;
-
-OnEnable:
- enablenpc "Dragon Egg#ep13_degg13";
- end;
-
-OnDisable:
- disablenpc "Dragon Egg#ep13_degg13";
- end;
-}
-
-nyd_dun02,201,166,0 script Dragon Egg#ep13_degg16 463,{
- if (checkweight(1201,2) == 0) {
- mes "- You're carrying too many items. -";
- close;
- }
- if ((ep13_2_dayegg == 1) && (countitem(6093) < 10)) {
- mes "We just got fresh eggs from the dragon nest.";
- getitem 6093,1; //Egg_Of_Draco
- disablenpc "Dragon Egg#ep13_degg16";
- initnpctimer;
- close;
- }
- end;
-
-OnTimer120000:
- enablenpc "Dragon Egg#ep13_degg16";
- stopnpctimer;
- end;
-
-OnEnable:
- enablenpc "Dragon Egg#ep13_degg16";
- end;
-
-OnDisable:
- disablenpc "Dragon Egg#ep13_degg16";
- end;
-}
-
-nyd_dun02,203,167,0 script Dragon Egg#ep13_degg17 463,{
- if (checkweight(1201,2) == 0) {
- mes "- You're carrying too many items. -";
- close;
- }
- else {
- }
- if ((ep13_2_dayegg == 1) && (countitem(6093) < 10)) {
- mes "We just got fresh eggs from the dragon nest.";
- getitem 6093,1; //Egg_Of_Draco
- disablenpc "Dragon Egg#ep13_degg17";
- initnpctimer;
- close;
- }
- end;
-
-OnTimer120000:
- enablenpc "Dragon Egg#ep13_degg17";
- stopnpctimer;
- end;
-
-OnEnable:
- enablenpc "Dragon Egg#ep13_degg17";
- end;
-
-OnDisable:
- disablenpc "Dragon Egg#ep13_degg17";
- end;
-}
-
-nyd_dun02,201,164,0 script Dragon Egg#ep13_degg18 463,{
- if (checkweight(1201,2) == 0) {
- mes "- You're carrying too many items. -";
- close;
- }
- if ((ep13_2_dayegg == 1) && (countitem(6093) < 10)) {
- mes "We just got fresh eggs from the dragon nest.";
- getitem 6093,1; //Egg_Of_Draco
- disablenpc "Dragon Egg#ep13_degg18";
- initnpctimer;
- close;
- }
- end;
-
-OnTimer120000:
- enablenpc "Dragon Egg#ep13_degg18";
- stopnpctimer;
- end;
-
-OnEnable:
- enablenpc "Dragon Egg#ep13_degg18";
- end;
-
-OnDisable:
- disablenpc "Dragon Egg#ep13_degg18";
- end;
-}
-
-nyd_dun02,201,157,5 script Egg Keeper Draco#13_1 2013,3,3,{
-
-OnEnable:
- enablenpc "Egg Keeper Draco#13_1";
- end;
-
-OnDisable:
- disablenpc "Egg Keeper Draco#13_1";
- end;
-
-OnTouch:
- disablenpc "Egg Keeper Draco#13_1";
- monster "nyd_dun02",201,157,"Egg Keeper Draco",2013,1,"Egg Keeper Draco#13_3::OnMyMobDead";
- end;
-}
-
-nyd_dun02,206,157,3 script Egg Keeper Draco#13_2 2013,3,3,{
- end;
-
-OnEnable:
- enablenpc "Egg Keeper Draco#13_2";
- end;
-
-OnDisable:
- disablenpc "Egg Keeper Draco#13_2";
- end;
-
-OnTouch:
- disablenpc "Egg Keeper Draco#13_2";
- monster "nyd_dun02",206,157,"Egg Keeper Draco",2013,1,"Egg Keeper Draco#13_4::OnMyMobDead";
- end;
-}
-
-nyd_dun02,201,157,5 script Egg Keeper Draco#13_3 -1,{
- end;
-
-OnMyMobDead:
- initnpctimer;
- end;
-
-OnTimer180000:
- enablenpc "Egg Keeper Draco#13_1";
- stopnpctimer;
- end;
-}
-
-nyd_dun02,206,157,3 script Egg Keeper Draco#13_4 -1,{
- end;
-
-OnMyMobDead:
- initnpctimer;
- end;
-
-OnTimer180000:
- enablenpc "Egg Keeper Draco#13_2";
- stopnpctimer;
- end;
-}
-
-nyd_dun02,144,103,3 script Stranger#ep13_2_dan01 456,3,3,{
- end;
-
-OnEnable:
- enablenpc "Stranger#ep13_2_dan01";
- end;
-
-OnDisable:
- disablenpc "Stranger#ep13_2_dan01";
- end;
-
-Oncall:
- monster "nyd_dun02",144,103,"Runway Dandelion",2026,1,"Stranger#ep13_2_dan03::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "nyd_dun02","Stranger#ep13_2_dan03::OnMyMobDead";
- end;
-
-OnTouch:
- emotion e_gasp,1;
- emotion e_omg;
- disablenpc "Stranger#ep13_2_dan01";
- donpcevent "Stranger#ep13_2_dan02::Oncall";
- end;
-}
-
-nyd_dun02,206,114,5 script Stranger#ep13_2_dan02 456,3,3,{
- end;
-
-OnInit:
- disablenpc "Stranger#ep13_2_dan02";
- end;
-
-OnEnable:
- enablenpc "Stranger#ep13_2_dan02";
- end;
-
-OnDisable:
- disablenpc "Stranger#ep13_2_dan02";
- end;
-
-Oncall:
- monster "nyd_dun02",206,114,"Runway Dandelion",2026,1,"Stranger#ep13_2_dan04::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "nyd_dun02","Stranger#ep13_2_dan04::OnMyMobDead";
- end;
-
-OnTouch:
- emotion e_gasp,1;
- emotion e_omg;
- disablenpc "Stranger#ep13_2_dan02";
- donpcevent "Stranger#ep13_2_dan01::Oncall";
- end;
-}
-
-nyd_dun02,144,103,0 script Stranger#ep13_2_dan03 -1,{
- end;
-
-OnMyMobDead:
- initnpctimer;
- end;
-
-OnTimer300000:
- set .@temp_call,rand(1,2);
- if (.@temp_call == 1) {
- enablenpc "Stranger#ep13_2_dan01";
- }
- else {
- donpcevent "Stranger#ep13_2_dan02::OnEnable";
- }
- stopnpctimer;
- end;
-}
-
-nyd_dun02,206,114,0 script Stranger#ep13_2_dan04 -1,{
- end;
-
-OnMyMobDead:
- initnpctimer;
- end;
-
-OnTimer300000:
- set .@temp_call,rand(1,2);
- if (.@temp_call == 1) {
- enablenpc "Stranger#ep13_2_dan02";
- }
- else {
- donpcevent "Stranger#ep13_2_dan01::OnEnable";
- }
- stopnpctimer;
- end;
-}
-
-// Otherworld language
-//============================================================
-mid_camp,197,237,3 script Schwartzvalt Mechanic#1 869,{
- if (ep13_1_edq > 2) {
- if (ep13_2_rhea < 1) {
- mes "[Mechanic Engineer Dorance]";
- mes "Do you know about the Ring of the Ancient Wise King? If you wear that Ring, you can talk to animals.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "I don't know if it is a legend based on truth or not... but something like that would come in pretty handy.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "Outside of the Expedition Camp, There's a race of animals which uses a mysterious language not used in Rune Midgard.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "We don't know if they are friend or foe, but it will be much easier for our research here if we could find out.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "So, the Triple Alliance Research Group is working together to find out. I would like to know how far the ^0000ff Arunafeltz Linguist^000000's decoding process is. Would you go and find out for me?";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "The ^0000ff Arunafeltz Linguist^000000 should be on the second floor of the Alliance Headquarters.";
- setquest 8243;
- set ep13_2_rhea,1;
- close;
- }
- else if ((ep13_2_rhea > 0) && (ep13_2_rhea < 7)) {
- mes "[Mechanic Engineer Dorance]";
- mes "Outside of the Expedition Camp, There's a race who uses a mysterious language which is not used in Rune Midgard";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "We don't know if they are friend or foe, one thing for sure is it will be more easier for our research here.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "So, the Triple Alliance Research Group is working together to find out. I would like to know how far the ^0000ff Arunafeltz Linguist^000000's decoding process is. Would you go and find out for me?";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "Go to a big building in center of the Expedition Camp and inside that building, meet ^0000ff Arunafeltz Linguist^000000 and ask him how far his progress is.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "The ^0000ff Arunafeltz Linguist^000000 should be on the second floor of the Alliance Headquarters.";
- close;
- }
- else if (ep13_2_rhea == 7) {
- mes "- He's making a grim face at a flooding pile of research documents. -";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "Ah, You are here.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "t seems like you've done much for us. I thank you for that.";
- mes "But...Sigh...";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "Can you see this? The amount of these research documents?";
- mes "It is a good thing that we finally decoded the other world's language... it's just too much.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "We can't always accompany a Linguist for an interpretion... We need to communicate with those other world races in order to explore this world...";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "To store this amount of information will need a super computer the size of this headquarter building and its processing speed will be very very slow.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "Sigh... Anyways, If there's any way to store an enormous amount of data, I should be able to make a very-small portable translator.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "I heard that by using a Magical Spell of Rune-Midgart, you can transpose data to a magical power and lock it into a gem... I'd like some suggestions from the Rune-Midgarts Magician.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "Would you be kind to ask them for help?";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "While you are gone, I be here organizing these documents.";
- completequest 8248;
- setquest 8249;
- set ep13_2_rhea,8;
- close;
- }
- else if ((ep13_2_rhea > 7) && (ep13_2_rhea < 11)) {
- mes "[Mechanic Engineer Dorance]";
- mes "To store this amount of information will need a super computer with a size of this headquarter building. and its processing speed will be very very slow...";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "Sigh... Anyways, If there's any way to store an enormous amount of data, I could be able to make a very-small portable translator.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "I heard that by using the Magical Spell of Rune Midgarts, you could transpose a data to a magical power and lock it into a gem....I'd like to get some suggestion from the Magician of Rune Midgarts.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "Would you be kind to ask them for help?";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "While you are gone, I be here organizing these documents.";
- close;
- }
- else if (ep13_2_rhea == 11) {
- mes "[Mechanic Engineer Dorance]";
- mes "How'd it go?";
- next;
- select("Give him the Gem.");
- mes "[Mechanic Engineer Dorance]";
- mes "Ah, Looks like you've succeeded.";
- mes "Inputting data into a gem with a magical power... It's something you can't do with a technology... It's a bit resentful to admit, but it's magnificent.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "Well then, I should be working on making a machine to read the magical data in this Gem so we could use them right away.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "Hmm...";
- mes "Fortunately, It won't be as hard as we thought.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "If we transform a magical power wave to an eletric signal and connect it to a human body, then transmit a data to a brain directly. That will allow us to receive and understand a data without any loading process.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "I don't have time to explain everything. I have to start the work right away.";
- mes "With all preperation done, allow me about one hour to finish this thing.";
- completequest 8252;
- setquest 8253;
- set ep13_2_rhea,12;
- close;
- }
- else if (ep13_2_rhea == 12) {
- set .@trs_time01,checkquest(8253,PLAYTIME);
- if (.@trs_time01 == 2) {
- mes "[Mechanic Engineer Dorance]";
- mes "Sigh, What should I do now?!";
- next;
- mes "- Dorance is walking here and there -";
- mes "- in a dither. -";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Is something wrong?!";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "What should I do?! Ain't I REALLY a genius?!";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "I've made it!!!";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "Convenient portable size!";
- mes "Fashionable and practical design!";
- mes "Features the Other World's Words / Idiom / Grammer / Phrases!!";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "Have you experienced the loading speed?";
- mes "Don't you even mention it if you haven't.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "That's not all!";
- mes "For the Well-Being life, it will buff your strength and intelligence!!!!";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "With all these marvelous features, it's just 39,900 zeny....!!!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "...Just what are you trying to imitate...";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "Important thing is, I've made it!!";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "Well, Seeing is believing.";
- mes "Take a look.";
- next;
- mes "- He handed over the small ring. -";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "The name is 'the Ring of Wise King'. I designed it after the Ring used by ancient king to communicate with animals.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "Do not just look at it like any other rings. You see this small gem here? This socket which holds a gem and a ring part are precisely crafted, it will transform a magical power wave to electric signal and trasmit it directly to our brain.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "Since this electric signal is same as the signal used by our body's nerve system, it will enable us to understand and use the language fluently.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "Once this translator gets popularized, it'd be just a matter of time for us to advance into the other world. Well, the problem is...we don't have enough quantity yet...";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "Hmm...";
- mes "Anyways, now we've got the idea, I will give you this first piece of work.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "Thank you for helping us out.";
- mes "I hope this ring would be a big help for your journey through the other world.";
- completequest 8253;
- set ep13_2_rhea,100;
- getexp 100000,30000;
- getitem 2782,1; //Ring_Of_Wise_King
- close;
- }
- else {
- mes "- He has scattered mechanical parts -";
- mes "- all over the room and so wrapped up -";
- mes "- in his work -";
- next;
- mes "- I might get bitten if I bother him -";
- mes "- Let's leave him alone -";
- close;
- }
- }
- else {
- mes "[Mechanic Engineer Dorance]";
- mes "Thank you for your help.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "I hope this ring would be a big help for your journey through the other world.";
- close;
- }
- }
- else {
- mes "[Mechanic Engineer Dorance]";
- mes "Do you know about the Ring of Ancient Wise King? If you wear that Ring, you could talk to an animal.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "I don't know if it is a legend based on a truth or not... something like that will come in handy.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "By the way, Who are you? This building is under Commander's control. This place is not to be entered freely... Are you acquainted with our Commander?";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "Are you looking for something to do? Perhaps I could use some help... Well, I don't know if you are trustworthy just yet.";
- next;
- mes "[Mechanic Engineer Dorance]";
- mes "If you are good enough to solve some problems within the expedition camp, and carry out a mission given by Commander... then I think I could trust you.";
- close;
- }
-}
-
-mid_campin,168,82,3 script Arunafeltz Linguist#1 935,{
- if (ep13_2_rhea < 1) {
- mes "[Linguist Dictionary]";
- mes "Language distinguishes humans from animals. Every single intellectual life form has their own language.";
- next;
- mes "[Linguist Dictionary]";
- mes "Language is a method / system which delievers one's feeling or thinking by voice or letters. Anyway, its purpose is to communicate.";
- next;
- mes "[Linguist Dictionary]";
- mes "Difference between a language and a sound is that language is a socially implied promise by making common system of communication to make it possible to understand eachother.";
- next;
- mes "[Linguist Dictionary]";
- mes "That Socially implied promise, if we could grasp the meaning of a system and structure, we will be able to understand other intellectual life form's language...";
- mes "...................................And just who might you be?";
- next;
- mes "[Linguist Dictionary]";
- mes "This is a restricted place under control of our Commander. No one could enter here without proper approval... Are you acquainted with our Commander?";
- close;
- }
- else if (ep13_2_rhea == 1) {
- mes "[Linguist Dictionary]";
- mes "Language is a distinctive feature of human race compared to animals. Every single intellectual life form has their own language.";
- next;
- mes "[Linguist Dictionary]";
- mes "Language is a method / system which delievers one's feeling or thinking by voice or letters. Anyway, its purpose is to communicate.";
- next;
- mes "[Linguist Dictionary]";
- mes "Difference between a language and a sound is that language is a socially implied promise by making common system of communication to make it possible to understand eachother.";
- next;
- mes "[Linguist Dictionary]";
- mes "That Socially implied promise, if we could grasp the meaning of a system and structure, we will be able to understand other intellectual life form's language...";
- mes "...................................And just who might you be?";
- next;
- switch(select("I am Me!:I don't have a name to tell you!")) {
- case 1:
- break;
- case 2:
- mes "[Linguist Dictionary]";
- mes "What the heck?";
- mes "If you are so bored, why don't you go fishing?";
- close;
- }
- mes "[Linguist Dictionary]";
- mes "Ah~ I've heard from our Commander about you. You've done much for the Midgard Alliance Camp. Anyways, what brings you here?";
- next;
- switch(select("I thought I had confused you a bit...:What were you doing?")) {
- case 1:
- mes "[Linguist Dictionary]";
- mes "Confusion is a feeling that comes from distraction of one's mind when something that couldn't be predicted happens. I'm not a person who easily gets confused.";
- next;
- break;
- case 2:
- break;
- }
- mes "[Linguist Dictionary]";
- mes "I'm a linguist from Arunafeltz. I'm a scholor who studies a system and a structure of every kinds of language in the world.";
- mes "And...don't you think the reason man like me is here is that there's a predictable cause?";
- next;
- mes "[Linguist Dictionary]";
- mes "From what I heard, you've done much for the Midgarts Alliance Research Group.";
- mes "And while you were helping us, I believe you've seen and visited many places here in the other world.";
- next;
- mes "[Linguist Dictionary]";
- mes "Have you met the other world's people by any chance?";
- next;
- set .@check_splque00,checkquest(2158);
- set .@check_manque00,checkquest(2159);
- if ((.@check_splque00 == 0) && (.@check_manque00 == 0)) {
- // custom translation
- mes "[Linguist Dictionary]";
- mes "Looks like you haven't encountered them yet.";
- next;
- mes "[Linguist Dictionary]";
- mes "Rumor here says that there's a fairy-looking and a giant wood people living out in the fields next to our camp here.";
- next;
- mes "[Linguist Dictionary]";
- mes "Apparently these people are speaking in a strange languages that we humans can't understand...but no one seems to be able to remember how their languages sound like.";
- next;
- mes "[Linguist Dictionary]";
- mes "A NEW language!! This is an exciting discovery for a linguist like myself, but as you know, there's dangerous monsters outside... It's not possible for a mere scholor to go out wandering around.";
- next;
- mes "[Linguist Dictionary]";
- mes "I've said this much, I think you'd be able to guess what I'm going to ask you to do.";
- next;
- mes "[Linguist Dictionary]";
- mes "The Alliance Research Group has great interest in other intelligent life. Each country's secret agents are making every effort to communicate with those two races, there's just not enough information.";
- next;
- mes "[Linguist Dictionary]";
- mes "Do me a favor and go outside of the camp, find the fairies and wooden giants, and remember everything that they are saying, word for word so that I can hear what their language sounds like.";
- completequest 8243;
- setquest 8244;
- set ep13_2_rhea,2;
- close;
- }
- else {
- mes "[Linguist Dictionary]";
- mes "From the look on your face, I think you have something crossed in your mind.";
- next;
- mes "[Linguist Dictionary]";
- mes "Rumor here says that there's a fairy-looking and a giant wood people living out in the fields next to our camp here.";
- next;
- mes "[Linguist Dictionary]";
- mes "Apparently these people are speaking in a strange languages that we humans can't understand...but no one seems to be able to remember how their languages sound like.";
- next;
- mes "[Linguist Dictionary]";
- mes "A NEW language!! This is an exciting discovery for a linguist like myself, but as you know, there's dangerous monsters outside... It's not possible for a mere scholor to go out wandering around.";
- next;
- mes "[Linguist Dictionary]";
- mes "I've said this much, I think you'd be able to guess what I'm going to ask you to do.";
- next;
- mes "[Linguist Dictionary]";
- mes "The Alliance Research Group has great interest in other intelligent life. Each country's secret agents are making every effort to communicate with those two races, there's just not enough information.";
- next;
- mes "[Linguist Dictionary]";
- mes "Do me a favor and go outside of the camp, find the fairies and wooden giants, and remember everything that they are saying, word for word so that I can hear what their language sounds like.";
- completequest 8243;
- setquest 8244;
- set ep13_2_rhea,2;
- close;
- }
- }
- else if (ep13_2_rhea == 2) {
- set .@check_splque00,checkquest(2158);
- set .@check_manque00,checkquest(2159);
- if ((.@check_splque00 > 0) && (.@check_manque00 > 0)) {
- mes "[Linguist Dictionary]";
- mes "You are back!";
- next;
- mes "[Linguist Dictionary]";
- mes "So, What were they saying?";
- mes "Of course you remember them exactly as what they've said, right?";
- next;
- mes "[Linguist Dictionary]";
- mes "Now, let's start with the Fairies! What is the fairy's language like? Please write them down here sentence by sentence!";
- next;
- set .@spl_score00,0;
- input .@input$;
- if (.@input$ == "RLGHLRXLA TKANTLFDMS") {
- mes "[Linguist Dictionary]";
- mes ""+ .@input$ +"....";
- mes "And?";
- set .@spl_score01,.@spl_score00+1;
- next;
- }
- else {
- mes ""+ .@input$ +"....";
- mes "Mmm... Hmm...?";
- set .@spl_score01,.@spl_score00;
- next;
- }
- input .@input$;
- if (.@input$ == "WJACK TNAHRDNJSDMFH") {
- mes ""+ .@input$ +"....";
- mes "And?";
- set .@spl_score02,.@spl_score01+1;
- next;
- }
- else {
- mes ""+ .@input$ +"....";
- mes "I see...?";
- set .@spl_score02,.@spl_score01;
- next;
- }
- input .@input$;
- if ((.@input$ == "WLSGHKWND !!") || (.@input$ == "WLSGHKWND")) {
- mes ""+ .@input$ +"....";
- mes "Is that all?";
- set .@spl_score03,.@spl_score02+1;
- next;
- }
- else {
- mes ""+ .@input$ +"....";
- mes "Is that all?";
- set .@spl_score03,.@spl_score02;
- next;
- }
- if (.@spl_score03 > 2) {
- mes "[Linguist Dictionary]";
- mes "So...If we put'em together,";
- mes "RLGHLRXLA TKANTLFDMS";
- mes "WJACK TNAHRDNJSDMFH";
- mes "WLSGHKWND !!";
- mes "It'd be like this.";
- next;
- }
- else {
- mes "[Linguist Dictionary]";
- mes "Hmm...?";
- next;
- mes "[Linguist Dictionary]";
- mes "You sure this is exactly what they've said?";
- mes "I can't understand anything from this...";
- next;
- mes "[Linguist Dictionary]";
- mes "Would you please go back again and check if it is exactly what they were saying?";
- close;
- }
- mes "[Linguist Dictionary]";
- mes "Good. then next is the Wooden Giants! What's their language like? Write them down sentence by sentence just as you did with the Fairy's.";
- next;
- set .@man_score00,0;
- input .@input$;
- if (.@input$ == "TJDTMFJDNS CJFDI") {
- mes "[Linguist Dictionary]";
- mes ""+ .@input$ +"....";
- mes "And?";
- set .@man_score01,.@man_score00+1;
- next;
- }
- else {
- mes ""+ .@input$ +"....";
- mes "And?";
- set .@man_score01,.@man_score00;
- next;
- }
- input .@input$;
- if (.@input$ == "TKADLFDMF QKATOS") {
- mes ""+ .@input$ +"....";
- mes "And?";
- set .@man_score02,.@man_score01+1;
- next;
- }
- else {
- mes ""+ .@input$ +"....";
- mes "And?";
- set .@man_score02,.@man_score01;
- next;
- }
- input .@input$;
- if ((.@input$ == "EKDTLSDML DLFMADMS..") || (.@input$ == "EKDTLSDML DLFMADMS")) {
- mes ""+ .@input$ +"....";
- mes "This is it?";
- set .@man_score03,.@man_score02+1;
- next;
- }
- else {
- mes ""+ .@input$ +"....";
- mes "Is that all?";
- set .@man_score03,.@man_score02;
- next;
- }
- if (.@man_score03 > 2) {
- mes "[Linguist Dictionary]";
- mes "So, If we put'em together,";
- mes "TJDTMFJDNS CJFDI";
- mes "TKADLFDMF QKATOS";
- mes "EKDTLSDML DLFMADMS..";
- mes "It will be like this.";
- next;
- }
- else {
- mes "[Linguist Dictionary]";
- mes "Hmm...?";
- next;
- mes "[Linguist Dictionary]";
- mes "You sure this is exactly what they've said?";
- mes "Hmm...I don't get the idea...";
- next;
- mes "[Linguist Dictionary]";
- mes "Would you please go back again and check if it is exactly what they were saying?";
- close;
- }
- mes "[Linguist Dictionary]";
- mes ".Hmm....Hm..I see...";
- next;
- mes "[Linguist Dictionary]";
- mes "....Ummmm...";
- next;
- mes "- Dictionary stared at the paper intently. -";
- set ep13_2_rhea,3;
- close;
- }
- else {
- // custom translation
- mes "[Linguist Dictionary]";
- mes "According to the Expedition Camp's investigation, there is a different ethnic race that is similar to fairy's, along with a different ethnic race that is similar to giants.";
- next;
- mes "[Linguist Dictionary]";
- mes "It is said that they are using a language that cannot be understood by people from Midgart... ...Although we all say this, nobody is able to remember their conversation / words.";
- next;
- mes "[Linguist Dictionary]";
- mes "A New language!!! As a linguist, I cannot sit here. But outside, there are many different monsters, as a scholar, it is too dangerous to go outside.";
- next;
- mes "[Linguist Dictionary]";
- mes "and as our conversation has reached this point, you should have an idea of my request, right?";
- next;
- mes "[Linguist Dictionary]";
- mes "The Tripple Alliance Research Group is very interested in other intelligent life. In order to try and talk to them, national officials have carried out secret effort in every possible way. However, because of lacking information, they are facing difficulties.";
- next;
- mes "[Linguist Dictionary]";
- mes "If you've encountered those races around the Expedition Camp, you must memorize their conversation! Then report back to me!";
- close;
- }
- }
- else if (ep13_2_rhea == 3) {
- mes "[Linguist Dictionary]";
- mes "............................";
- next;
- mes "- Dictionary stared at the paper intently. -";
- next;
- switch(select("He looks serious, Let's leave him alone:Talk to him")) {
- case 1:
- mes "[Linguist Dictionary]";
- mes "............................";
- close;
- case 2:
- break;
- }
- mes "[Linguist Dictionary]";
- mes "Ahhhhhhh!!!!!!!!";
- next;
- select("Have you figured something out?");
- mes "[Linguist Dictionary]";
- mes "I....CAN'T! UNDERSTAND IT!!!";
- mes "Whaaaat~~iiis~~ thiiis~~~ Just how do you read thisssssss~~~ I can't understand a single rule in this~~~~ Huh?";
- next;
- mes "[Linguist Dictionary]";
- mes "..................................";
- next;
- mes "[Linguist Dictionary]";
- mes "Hmph!";
- mes "Yes?";
- next;
- switch(select("He looks serious. Let's leave him alone.:Ask him what's going on.")) {
- case 1:
- mes "[Linguist Dictionary]";
- mes "............................";
- mes "...................Hmph...";
- close;
- case 2:
- break;
- }
- mes "[Linguist Dictionary]";
- mes "Ah! Well, It's not as easy as I thought. These languages can't be heard anywhere on the Midgard Continent. No known phonetic rules seem to apply here.";
- next;
- mes "[Linguist Dictionary]";
- mes "It's hard to grasp their rule or system, and before everything else, I don't even know if this pronounciation is right. I've never heard of this kind of pronounciation.";
- next;
- mes "[Linguist Dictionary]";
- mes "Ah, right, I heard that a ^0000ffRune-Midgarts Magician^000000 knows a way to conduct research based on a sample of language, would you go and ask him to help me?";
- next;
- mes "[Linguist Dictionary]";
- mes "The ^0000ffRune-Midgarts Magician^000000 is wandering inside of the Expedition Camp.";
- next;
- mes "[Linguist Dictionary]";
- mes "It's difficult to continue on a research without some more samples of language. Please do my favor.";
- completequest 8244;
- setquest 8245;
- set ep13_2_rhea,4;
- close;
- }
- else if ((ep13_2_rhea > 3) && (ep13_2_rhea < 6)) {
- mes "[Linguist Dictionary]";
- mes "I heard that ^0000ffRune Midgarts Magician^000000 knows a way to conduct a research from a sample of language, would you go see him and ask him to help me?";
- next;
- mes "[Linguist Dictionary]";
- mes "The ^0000ff Rune Midgarts Magician^000000 is wandering inside of the Expedition Camp.";
- next;
- mes "[Linguist Dictionary]";
- mes "It's difficult to continue this research without some more samples of language. Please do my favor.";
- close;
- }
- else if (ep13_2_rhea == 6) {
- mes "- The Linguist is writing on a paper as if he's obsessed by something -";
- next;
- mes "[Linguist Dictionary]";
- mes "...Oh, Hello there.";
- next;
- mes "[Linguist Dictionary]";
- mes "I heard that you brought us a Gem with the other world's language recorded within it. Thanks to your help, decoding process is going well.";
- mes "Actually, it's going TOO well...";
- next;
- mes "[Linguist Dictionary]";
- mes "It's a wonder that at the moment when I heard that language first-hand I could decode it flawlessly in spite of myself. It must be the blessing of Goddess Freya.";
- next;
- mes "[Linguist Dictionary]";
- mes "But the problem is...";
- mes "How are we going to put together this tremendous data and make it into a portable translator... I just can't figure out how.";
- next;
- mes "[Linguist Dictionary]";
- mes "I wonder what the Mechanic Engineer from the Schwaltzvalt Republic would think... Would you be kind to go ask him?";
- completequest 8247;
- setquest 8248;
- set ep13_2_rhea,7;
- close;
- }
- else if ((ep13_2_rhea > 6) && (ep13_2_rhea < 13)) {
- mes "[Linguist Dictionary]";
- mes "Just how are we going to put together these tremendous data and make it into a portable translator...I just can't figure out how.";
- next;
- mes "[Linguist Dictionary]";
- mes "I wonder what the Mechanic Engineer from the Republic of Schwartzwalt would think...Would you be kind to go ask him?";
- close;
- }
- else if (ep13_2_rhea > 12) {
- mes "[Linguist Dictionary]";
- mes "So, Finally we were able to make a translator!";
- mes "How is it working? Isn't there any problem with it?";
- next;
- mes "[Linguist Dictionary]";
- mes "I hope this translator would help you with your journey.";
- next;
- mes "[Linguist Dictionary]";
- mes "However, Although using a translator is important, the basics of language and communication is that you should try to understand others.";
- next;
- mes "[Linguist Dictionary]";
- mes "You should not just rely everything on a mere machine...don't forget to be understanding. Enjoy your journey in the otherworld with that translator.";
- close;
- }
- else {
- mes "[Linguist Dictionary]";
- mes "So, Finally we were able to make a translator!";
- mes "How is it working? Isn't there any problem with it?";
- next;
- mes "[Linguist Dictionary]";
- mes "I hope this translator would help you with your journey.";
- next;
- mes "[Linguist Dictionary]";
- mes "However, Although using a translator is important, the basics of language and communication is that you should try to understand others.";
- next;
- mes "[Linguist Dictionary]";
- mes "You should not just rely everything on a mere machine...don't forget to be understanding. Enjoy your journey in the otherworld with that translator.";
- close;
- }
-}
-
-mid_camp,147,256,3 script Rune Midgarts Magician#1 735,{
- if (ep13_2_rhea < 4) {
- mes "[Magician Whisper]";
- mes "To store a tremendous amount of information, well, it's impossible with existing technology.";
- next;
- mes "[Magician Whisper]";
- mes "Ancient Rune Midgarts Kingdom used a some kind of magic onto a magical gem to store large information...Using a gem as a storage...";
- next;
- mes "[Magician Whisper]";
- mes "Oh, pardon me, you have such a comfortable atmosphere and I involuntarily spoke to you. Who might you be?";
- close;
- }
- else if (ep13_2_rhea == 4) {
- mes "[Magician Whisper]";
- mes "To store a tremendous amount of information, well, it's impossible with existing technology.";
- next;
- mes "[Magician Whisper]";
- mes "The Ancient Rune-Midgarts Kingdom used some kind of magic on a magical gem to store large amounts of information... Using a gem as storage...";
- next;
- mes "[Magician Whisper]";
- mes "Oh, pardon me, you have such a comfortable atmosphere and I involuntarily spoke to you. Who might you be?";
- next;
- select("Uh, Mr. Dictionary sent...");
- mes "[Magician Whisper]";
- mes "Oh? You mean that Linguist from the Arunafeltz. And that means we need a Recorded Language Sample.";
- next;
- mes "[Magician Whisper]";
- mes "Hmmm... Actually, I've buried magical gems which records sound waves with its magical power, near their territory...to gather information about their language.";
- next;
- mes "[Magician Whisper]";
- mes "But, Assassins who were in charge of burying those gems... They are working on some other mission, so they can't go and retrieve those gems.";
- next;
- mes "[Magician Whisper]";
- mes "Without someone do us a favor and retrieve those gems, there's no way I could give you the sample.";
- next;
- switch(select("Then should I come back later?:What if I go and retrieve them?")) {
- case 1:
- mes "[Magician Whisper]";
- mes ".............Sure, you could wait for 100 years...";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "What?";
- next;
- mes "[Magician Whisper]";
- mes "Ah, No, No, It's nothing.";
- next;
- break;
- case 2:
- break;
- }
- mes "[Magician Whisper]";
- mes "If you could do that, it will save us whole lot of time and that'd be good for us! Wouldn't it? Don't you think so?";
- next;
- mes "[Magician Whisper]";
- mes "I belive you've met those two alien races out there?";
- mes "Assassins buried Magical Gems near their villages without them noticing.";
- next;
- mes "[Magician Whisper]";
- mes "First Gem is buried under the Mushroom-like structure near Fairy's village.";
- next;
- mes "[Magician Whisper]";
- mes "And the Second Gem is buried under the tree near Giant's village.";
- next;
- mes "[Magician Whisper]";
- mes "Bring back those two gems and that would help me greatly.";
- next;
- mes "[Magician Whisper]";
- mes "Well, I can't force you to do it if you are too busy with other matters...";
- next;
- mes "[Magician Whisper]";
- mes "There's an old saying, The one who's thirsty will dig for a well...";
- next;
- mes "[Magician Whisper]";
- mes "I almost forgot! You should be careful when you dig for the Gem.";
- mes "Assassins installed a trap to protect Gems as they bury them.";
- completequest 8245;
- setquest 8246;
- set ep13_2_rhea,5;
- close;
- }
- else if (ep13_2_rhea == 5) {
- set .@check_spljew00,checkquest(8241);
- set .@check_manjew00,checkquest(8242);
- if ((.@check_spljew00 > 0) && (.@check_manjew00 > 0)) {
- if (countitem(7575) > 0) && (countitem(7576) > 0) {
- mes "[Magician Whisper]";
- mes "Wow, You are back already!";
- mes "Well then, let me see them!";
- next;
- mes "- As you handed over the Gem, -";
- mes "- he examined it throughly-";
- next;
- mes "[Magician Whisper]";
- mes "Hmm...";
- mes "There's lots of noises caught in, but I think I could extract a voice in no time.";
- next;
- mes "[Magician Whisper]";
- mes "I will extract a voice recorded in this gem and send them to the Linguist from Arunafeltz.";
- next;
- mes "[Magician Whisper]";
- mes "It looks like there's many kind of convenient machines. Voices I've extracted can be sent directly to the Linguist from Arunafeltz by using this recording machine.";
- next;
- mes "[Magician Whisper]";
- mes "So I will be ok by on my own. Thank you for your trouble.";
- completequest 8241;
- completequest 8242;
- completequest 8246;
- setquest 8247;
- delitem 7575,1; //Red_Jewel_
- delitem 7576,1; //Blue_Jewel_
- set ep13_2_rhea,6;
- close;
- }
- else {
- // custom translation
- mes "[Magician Whisper]";
- mes "Ah, that was quick.";
- next;
- mes "[Magician Whisper]";
- mes "Please give meh the gem. I will extract the voice record inside the gem, then give it to the Linguist from Arunafeltz.";
- next;
- mes "[Magician Whisper]";
- mes "...... But.... where's the gem?";
- close;
- }
- }
- else {
- mes "[Magician Whisper]";
- mes "First Gem is buried under the Mushroom-like structure near Fairy's village.";
- next;
- mes "[Magician Whisper]";
- mes "And the Second Gem is buried under the tree near Giant's village.";
- next;
- mes "[Magician Whisper]";
- mes "Bring back those two gems and that would help me greatly.";
- next;
- mes "[Magician Whisper]";
- mes "Well, I can't force you to do it if you are too busy with other matters...";
- next;
- mes "[Magician Whisper]";
- mes "There's an old saying, The one who's thirsty will dig for a well...";
- next;
- mes "[Magician Whisper]";
- mes "I almost forgot! You should be careful when you dig for the Gem.";
- mes "Assassins installed a trap to protect Gems as they bury them.";
- close;
- }
- }
- else if ((ep13_2_rhea > 5) && (ep13_2_rhea < 8)) {
- mes "[Magician Whisper]";
- mes "Well, if you are not busy at the time, please go check how's the Linguist from Arunafeltz's research is coming up.";
- next;
- mes "[Magician Whisper]";
- mes "I should be working on extracting voice data and send them to the Linguist from Arunafeltz.";
- close;
- }
- else if (ep13_2_rhea == 8) {
- mes "[Magician Whisper]";
- mes "Hmm...There's more data than we thought...";
- next;
- mes "[Magician Whisper]";
- mes "Of course it is a piece of cake to turn data into magical power and put'em into a gem...Most important thing is, I don't know if there's a jewl that has enough storage space to store that much of data...";
- next;
- mes "[Magician Whisper]";
- mes "I heard that cold side of a field outside of the Expedition Camp, ^0000ff Mysterious Ore that can't be found in the Midgart.";
- next;
- mes "[Magician Whisper]";
- mes "Only if we could find that ore, it would make this work much easier... What do you think about that? Do you think you could go and find one for me?";
- next;
- mes "[Magician Whisper]";
- mes "While you are gone, I will organize the data to put into the Gem.";
- completequest 8249;
- setquest 8250;
- set ep13_2_rhea,9;
- close;
- }
- else if (ep13_2_rhea == 9) {
- if (countitem(6048) > 0) {
- mes "[Magician Whisper]";
- mes "Oh! Is this that ore?";
- next;
- mes "[Magician Whisper]";
- mes "This sure is interesting. It has not been refined yet, but I can sense mysterious power from this ore.";
- next;
- mes "[Magician Whisper]";
- mes "It's something like... the special wave with a life force.";
- next;
- mes "[Magician Whisper]";
- mes "Let's test and see see how much magical power it could store.";
- next;
- mes "- He closed his eyes and chanted a spell -";
- mes "- with the ore on his hand. -";
- next;
- mes "[Magician Whisper]";
- mes "Lumos Nox Densaugeo Dissendium Diffindo Engorgio Mobiliarbus Expecto patronum!!!!";
- next;
- specialeffect EF_FLASHER; // 99 : "Rune Midgarts Magician#ep132_rhea03" EF_FLASHER
- emotion e_gasp;
- mes "[Magician Whisper]";
- mes "Wow!!! Th, This is unbelievable!";
- next;
- mes "[Magician Whisper]";
- mes "An ore with this much storage space, only a size of fingernail could store both of two languages!";
- next;
- mes "[Magician Whisper]";
- mes "Could you wait for a minute?";
- mes "Take some rest while I craft this ore into a gem and put the magical data into it. You look exhausted...";
- completequest 8250;
- setquest 8251;
- delitem 6048,1; //Unidentified_Mineral
- set ep13_2_rhea,10;
- close;
- }
- else {
- mes "[Magician Whisper]";
- mes "I heard that the cold side of the field outside of the Expedition Camp has a Unidentified Mineral that can't be found in Rune Midgard.";
- next;
- mes "[Magician Whisper]";
- mes "Only if we could find that ore, it would make this work much easier... What do you think about that? Do you think you could go and find one for me?";
- next;
- mes "[Magician Whisper]";
- mes "While you are gone, I will organize the data to put into the Gem.";
- close;
- }
- }
- else if (ep13_2_rhea == 10) {
- if (rand(1,5) == 3) {
- mes "- His face turned a bit pale, -";
- mes "- He looked pleased as he saw you -";
- next;
- mes "[Magician Whisper]";
- mes "Ah! Just in time!";
- next;
- mes "[Magician Whisper]";
- mes "I've just finished infusing the magical power.";
- mes "From now on, it's up to the Mechanic Engineer from Schwartzwalt to combined this gem with a machine to make it work as a real-time translator.";
- next;
- mes "[Magician Whisper]";
- mes "I will ask you one last favor.";
- mes "Please deliver this crafted gem to the Mechanic Engineer from Schwartzwalt.";
- next;
- mes "[Magician Whisper]";
- mes "I'm really sorry to ask you so many favors..., Ah...I've used up too much magical power...I should rest for a while.";
- next;
- mes "- ^0000ff Received the Crafted Gem ^000000 -";
- mes "- ^0000ff from Whisper !!^000000 -";
- completequest 8251;
- setquest 8252;
- set ep13_2_rhea,11;
- close;
- }
- else {
- mes "[Magician Whisper]";
- mes "Could you wait for a minute?";
- mes "Take some rest while I craft this ore into a gem and put the magical data into it. You look exhausted...";
- close;
- }
- }
- else if (ep13_2_rhea == 11) {
- mes "[Magician Whisper]";
- mes "Please deliver this crafted gem to the Mechanic Engineer from Schwartzwalt.";
- next;
- mes "[Magician Whisper]";
- mes "I'm really sorry to ask you so many favors..., Ah...I've used up too much magical power...I should rest for a while.";
- next;
- mes "- He looks so sleepy and said -";
- mes "- as he rubbing his closing eyes. -";
- close;
- }
- else if (ep13_2_rhea == 12) {
- mes "[Magician Whisper]";
- mes "How's the translator making process going?";
- close;
- }
- else if (ep13_2_rhea > 12) {
- mes "[Magician Whisper]";
- mes "I've just received a message that the translator is finished!";
- next;
- mes "[Magician Whisper]";
- mes "We are short on the amount just yet, still it will make our advance to the other world easier!";
- close;
- }
- else {
- mes "[Magician Whisper]";
- mes "I've just received a message that the translator is finished!";
- next;
- mes "[Magician Whisper]";
- mes "We are short on the amount just yet, still it will make our advance to the other world easier!";
- close;
- }
-}
-
-spl_fild02,27,218,0 script Half-buried Gem#1 844,{
- if (ep13_2_rhea < 5) {
- mes "- Under a round pile of earth, -";
- mes "- there's a Red Gem -";
- mes "- half-buried. -";
- close;
- }
- else if (ep13_2_rhea == 5) {
- set .@check_spljew00,checkquest(8241);
- if (.@check_spljew00 == -1) {
- mes "- Under a round pile of earth, -";
- mes "- there's a Red Gem -";
- mes "- half-buried. -";
- next;
- switch(select("Dig out the Gem:Leave it alone")) {
- case 1:
- break;
- case 2:
- mes "- You overspread some earth over the Gem -";
- mes "- and left the Gem as it was. -";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "...What the heck am I doing now...";
- close;
- }
- if (rand(1,4) == 2) {
- mes "- You dug up a pile of earth -";
- mes "- and pulled out the Red Gem -";
- setquest 8241;
- getitem 7575,1; //Red_Jewel_
- close;
- }
- else {
- mes "- As you dug up a pile of earth, -";
- mes "- a Thief Bug attacks you! -";
- donpcevent "Half-buried Gem#1::OnDisable";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "What the heck is this?!?!?!";
- close;
- }
- }
- else {
- mes "- Small pile of earth -";
- mes "- which you dug up the Red Gem -";
- close;
- }
- }
- else {
- mes "- Small pile of earth -";
- mes "- which you dug up the Red Gem -";
- close;
- }
- end;
-
-
-OnInit:
- hideoffnpc "Half-buried Gem#1";
- end;
-
-OnEnable:
- hideoffnpc "Half-buried Gem#1";
- stopnpctimer;
- end;
-
-OnDisable:
- initnpctimer;
- monster "spl_fild02",25,220,"Thief Bug",1051,10,"Half-buried Gem#1::OnMyMobDead";
- hideonnpc "Half-buried Gem#1";
- end;
-
-OnMyMobDead:
- if (mobcount("spl_fild02","Half-buried Gem#1::OnMyMobDead") < 1) {
- donpcevent "Half-buried Gem#1::OnEnable";
- stopnpctimer;
- }
- end;
-
-OnTimer300000:
- killmonster "spl_fild02","Half-buried Gem#1::OnMyMobDead";
- donpcevent "Half-buried Gem#1::OnEnable";
- stopnpctimer;
- end;
-}
-
-man_fild03,227,109,0 script Half-buried Gem#2 844,{
- if (ep13_2_rhea < 5) {
- mes "- Under a round pile of earth, -";
- mes "- there's a Blue Gem -";
- mes "- half-buried. -";
- close;
- }
- else if (ep13_2_rhea == 5) {
- set .@check_manjew00,checkquest(8242);
- if (.@check_manjew00 == -1) {
- mes "- Under a round pile of earth, -";
- mes "- there's a Red Gem -";
- mes "- half-buried. -";
- next;
- switch(select("Dig out the Gem:Leave it alone")) {
- case 1:
- break;
- case 2:
- mes "- You overspread some earth over the Gem -";
- mes "- and left the Gem as it was. -";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "...What the heck am I doing now...";
- close;
- }
- if (rand(1,4) == 2) {
- mes "- You dug up a pile of earth -";
- mes "- and pulled out the Blue Gem -";
- setquest 8242;
- getitem 7576,1; //Blue_Jewel_
- close;
- }
- else {
- mes "- As you dug up a pile of earth, -";
- mes "- a Thief Bug attacks you! -";
- donpcevent "Half-buried Gem#2::OnDisable";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "What the heck is this?!?!?!";
- close;
- }
- }
- else {
- mes "- Small pile of earth -";
- mes "- which you dug up the Blue Gem -";
- close;
- }
- }
- else {
- mes "- Small pile of earth -";
- mes "- which you dug up the Blue Gem -";
- close;
- }
- end;
-
-OnInit:
- hideoffnpc "Half-buried Gem#2";
- end;
-
-OnEnable:
- hideoffnpc "Half-buried Gem#2";
- stopnpctimer;
- end;
-
-OnDisable:
- initnpctimer;
- monster "man_fild03",227,109,"Thief Bug",1051,10,"Half-buried Gem#2::OnMyMobDead";
- hideonnpc "Half-buried Gem#2";
- end;
-
-OnMyMobDead:
- if (mobcount("man_fild03","Half-buried Gem#2::OnMyMobDead") < 1) {
- donpcevent "Half-buried Gem#2::OnEnable";
- stopnpctimer;
- }
- end;
-
-OnTimer300000:
- killmonster "man_fild03","Half-buried Gem#2::OnMyMobDead";
- donpcevent "Half-buried Gem#2::OnEnable";
- stopnpctimer;
- end;
-}
-
-/*
-mid_camp,7,3,0 script Translator Preparation#1 708,{
- mes "[Plot13 Translator Quest Preparation]";
- mes "Input password.";
- next;
- input .@input; //,0,2000;
- if (.@input == 0) {
- mes "[EP 13 Translator Quest Preparation]";
- mes "Cancelled";
- close;
- }
- else if (.@input == 1854) {
- mes "[EP 13 Translator Quest Preparation]";
- mes "I'm the provider of ep13.2 Translator Quest's quest item's NPC" <--Not my fault, they used bad chinese grammar in first place;
- next;
- mes "What you want?";
- next;
- switch(select("Finish quest:Accept fairy / giant meetup quest")) {
- case 1:
- mes "[EP 13 Translator Quest Preparation]";
- mes "Acquired the report's quest completion item";
- next;
- mes "[EP 13 Translator Quest Preparation]";
- mes "Current report quest's item is "+ ep13_1_edq +" ";
- mes "Start Quest?";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[EP 13 Translator Quest Preparation]";
- mes "Cancelled";
- close;
- case 2:
- break;
- }
- mes "[EP 13 Translator Quest Preparation]";
- mes "Acquired the report's quest completion item";
- set ep13_1_edq,14;
- close;
- case 2:
- mes "[EP 13 Translator Quest Preparation]";
- mes "Accept the fairy / giant meetup quest";
- next;
- mes "[EP 13 Translator Quest Preparation]";
- mes "Start Quest?";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[EP 13 Translator Quest Preparation]";
- mes "Cancelled";
- close;
- case 2:
- break;
- }
- mes "[EP 13 Translator Quest Preparation]";
- mes "Acquired the report's quest completion item";
- setquest 2158;
- setquest 2159;
- close;
- }
- }
- else {
- mes "[EP 13 Translator Quest Preparation]";
- mes "Please try again";
- close;
- }
-}
-*/
-
-// Daily Quests
-// - Midgard Ore
-// - Alfheim Perfume
-//============================================================
-man_in01,372,221,5 script Scientist#lifeguard 449,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- if (ep13_2_tre == 0) {
- mes "[Dr. Lifeguard]";
- mes "Recently, it seems like my skin is becoming really dry.";
- next;
- mes "[Dr. Lifeguard]";
- mes "I don't know if it's caused by the cold weather or our chronic disease getting worse.";
- mes "It hasn't been too long since we administered the Bradium, so why.";
- next;
- mes "[Dr. Lifeguard]";
- mes "Huu... You see, we are afraid of such things... What a hard life.";
- next;
- select("A chronic disease?:Bradium?");
- mes "[Dr. Lifeguard]";
- mes "We Sapha, who are descendants of Hwergelmir, survived and rebuilt the Giant tribe in the flood of the blood of Ymir.";
- next;
- mes "[Dr. Lifeguard]";
- mes "For no apparent reason, we developed a chronic disease that makes our bodies dry and harden over time just like an old tree.";
- next;
- mes "[Dr. Lifeguard]";
- mes "I think that this is the curse of Ymir who bled by the gods?";
- next;
- mes "[Dr. Lifeguard]";
- mes "But we couldn't just wait for death to slowly creep up on us and exterminate our entire race.";
- next;
- mes "[Dr. Lifeguard]";
- mes "To heal this rare disease the smartest Sapha studied and studied.";
- next;
- mes "[Dr. Lifeguard]";
- mes "What they found was that by injecting a refined Bradium, which is buried around Jotunheim, it can postpone the progression of the disease.";
- next;
- mes "[Dr. Lifeguard]";
- mes "So all of the giants of Sapha established their towns around mines to get Bradium easier.";
- next;
- mes "[Dr. Lifeguard]";
- mes "It seems the amount of buried Bradium is enough.";
- mes "But for the eternal prosperity of our tribe, and to make the vaccine for this incurable disease, we have to study more and more.";
- next;
- mes "[Dr. Lifeguard]";
- mes "Bradium is the stem of our life.";
- mes "But the buried Bradium will be exhausted someday, so we Scientists have to find an alternative for our descendants.";
- next;
- mes "[Dr. Lifeguard]";
- mes "Recently, we've learned that there are various minerals in the human world Midgard.";
- next;
- mes "[Dr. Lifeguard]";
- mes "Now the world called Midgard is";
- mes "like a holy place for us,";
- mes "which can bring the wind of";
- mes "revolution for us.";
- next;
- mes "[Dr. Lifeguard]";
- mes "Contact with Midgard";
- mes "must be the lead of Hwergelmir";
- mes "for us, the Sapha which has such";
- mes "a closed-off society.";
- next;
- mes "[Dr. Lifeguard]";
- mes "I'll draw a result that can";
- mes "satisfy his lead!";
- set ep13_2_tre,1;
- close;
- }
- else if ((ep13_2_tre == 1) || (ep13_2_tre == 100)) {
- if (checkweight(1201,1) == 0) {
- mes "[Dr. Lifeguard]";
- mes "It looks like you're carrying too many things.";
- mes "Why not put some of your items in storage and come back?";
- close;
- }
-
- set .@dayq_chk,checkquest(2182,PLAYTIME);
- if ((.@dayq_chk == 0) || (.@dayq_chk == 1)) {
- mes "[Dr. Lifeguard]";
- mes "The future of the Sapha is up to you.";
- mes "I do not have any need of your help right now.";
- close;
- }
- else {
- erasequest 2182;
- set .@rand_dayq,rand(1,3);
- if (.@rand_dayq == 1) {
- mes "[Dr. Lifeguard]";
- mes "Recently, someone who came from Schwaltzvalt gave me a small mineral as a gift from his home town when he saw our study of Bradium.";
- next;
- mes "[Dr. Lifeguard]";
- mes "I can't say for sure until now,";
- mes "but this mineral seems to have";
- mes "many interesting features.";
- next;
- mes "[Dr. Lifeguard]";
- mes "As I examine this mineral";
- mes "more and more, it's really";
- mes "different from the one in Jotunheim.";
- mes "This mineral must be helpful";
- mes "to make a new vaccine!";
- next;
- mes "[Dr. Lifeguard]";
- mes "But the amount of the mineral";
- mes "is too little to make a";
- mes "preparation for the";
- mes "examination.";
- next;
- mes "[Dr. Lifeguard]";
- mes "You said you're from Rune Midgard, right? Do you think you can bring me a little bit more of that mineral..";
- next;
- mes "[Dr. Lifeguard]";
- mes "He said it's from";
- mes "^FF0000Mt. Mjolnir^000000.";
- mes "I think ^FF000010^000000 would be enough.";
- next;
- mes "[Dr. Lifeguard]";
- mes "I'll give you this portable toolbox.";
- mes "Things like a detector and a little hammer for mining minerals are included in this toolbox.";
- next;
- mes "[Dr. Lifeguard]";
- mes "Take it, it shold be";
- mes "helpful in collecting";
- mes "the minerals I need.";
- set ep13_2_tre,2;
- setquest 2179;
- getitem 6076,1; //Portable_Toolbox
- close;
- }
- else if (.@rand_dayq == 2) {
- mes "[Dr. Lifeguard]";
- mes "Recently, someone who came from Schwaltzvalt gave me a small mineral as a gift from his home town when he saw our study of Bradium.";
- next;
- mes "[Dr. Lifeguard]";
- mes "I can't say for sure until now,";
- mes "but this mineral seems to have";
- mes "many interesting features.";
- next;
- mes "[Dr. Lifeguard]";
- mes "As I examine this mineral";
- mes "more and more, it's really";
- mes "different from the one in Jotunheim.";
- mes "This mineral must be helpful";
- mes "to make a new vaccine!";
- next;
- mes "[Dr. Lifeguard]";
- mes "But the amount of the mineral";
- mes "is too little to make a";
- mes "preparation for the";
- mes "examination.";
- next;
- mes "[Dr. Lifeguard]";
- mes "You said you're from Rune Midgard, right? Do you think you can bring me a little bit more of that mineral..";
- next;
- mes "[Dr. Lifeguard]";
- mes "He said it's from";
- mes "^FF0000Abyss Lake^000000.";
- mes "I think ^FF00005^000000 would be enough.";
- next;
- mes "[Dr. Lifeguard]";
- mes "I'll give you this portable toolbox.";
- mes "Things like a detector and a little hammer for mining minerals are included in this toolbox.";
- next;
- mes "[Dr. Lifeguard]";
- mes "Take it, it shold be";
- mes "helpful in collecting";
- mes "the minerals I need.";
- set ep13_2_tre,3;
- setquest 2180;
- getitem 6076,1; //Portable_Toolbox
- close;
- }
- else {
- mes "[Dr. Lifeguard]";
- mes "Recently, someone who came from Schwaltzvalt gave me a small mineral as a gift from his home town when he saw our study of Bradium.";
- next;
- mes "[Dr. Lifeguard]";
- mes "I can't say for sure until now,";
- mes "but this mineral seems to have";
- mes "many interesting features.";
- next;
- mes "[Dr. Lifeguard]";
- mes "As I examine this mineral";
- mes "more and more, it's really";
- mes "different from the one in Jotunheim.";
- mes "This mineral must be helpful";
- mes "to make a new vaccine!";
- next;
- mes "[Dr. Lifeguard]";
- mes "But the amount of the mineral";
- mes "is too little to make a";
- mes "preparation for the";
- mes "examination.";
- next;
- mes "[Dr. Lifeguard]";
- mes "You said you're from Rune Midgard, right? Do you think you can bring me a little bit more of that mineral..";
- next;
- mes "[Dr. Lifeguard]";
- mes "He said it's from";
- mes "^FF0000Thor Volcano^000000.";
- mes "I think ^FF00005^000000 would be enough.";
- next;
- mes "[Dr. Lifeguard]";
- mes "I'll give you this portable toolbox.";
- mes "Things like a detector and a little hammer for mining minerals are included in this toolbox.";
- next;
- mes "[Dr. Lifeguard]";
- mes "Take it, it shold be";
- mes "helpful in collecting";
- mes "the minerals I need.";
- set ep13_2_tre,4;
- setquest 2181;
- getitem 6076,1; //Portable_Toolbox
- close;
- }
- }
-
- }
- else if (ep13_2_tre == 2) {
- if (countitem(6077) > 9) {
- mes "[Dr. Lifeguard]";
- mes "Oh! Yes, that's it!";
- mes "This much will be enough!";
- next;
- mes "[Dr. Lifeguard]";
- mes "I really appreciate your help.";
- next;
- mes "[Dr. Lifeguard]";
- mes "These are coins of the Manuk.";
- mes "This may not be much, but if you collect more, they can be used to buy some items from our merchants.";
- next;
- mes "[Dr. Lifeguard]";
- mes "If you want to help my study for the sake of the Sapha, come to me at any time.";
- mes "I will be very happy for any help you can give.";
- set .@stone_chk,countitem(6077);
- set .@stoneelse_chk,countitem(6078);
- delitem 6077,.@stone_chk; //Rough_Mineral
- delitem 6078,.@stoneelse_chk; //Stone_Fragments
- delitem 6076,1; //Portable_Toolbox
- set ep13_2_tre,100;
- getitem 6080,2; //Manuk_Coin
- getexp 0,70000;
- changequest 2179,2182;
- close;
- }
- else {
- mes "[Dr. Lifeguard]";
- mes "The future of the Sapha is up to you.";
- mes "I wish you good luck.";
- close;
- }
- }
- else if (ep13_2_tre == 3) {
- if (countitem(6077) > 4) {
- mes "[Dr. Lifeguard]";
- mes "Oh! Yes, that's it!";
- mes "This much will be enough!";
- next;
- mes "[Dr. Lifeguard]";
- mes "I really appreciate your help.";
- next;
- mes "[Dr. Lifeguard]";
- mes "These are coins of the Manuk.";
- mes "This may not be much, but if you collect more, they can be used to buy some items from our merchants.";
- next;
- mes "[Dr. Lifeguard]";
- mes "If you want to help my study for the sake of the Sapha, come to me at any time.";
- mes "I will be very happy for any help you can give.";
- set .@stone_chk,countitem(6077);
- set .@stoneelse_chk,countitem(6078);
- delitem 6077,.@stone_chk; //Rough_Mineral
- delitem 6078,.@stoneelse_chk; //Stone_Fragments
- delitem 6076,1; //Portable_Toolbox
- set ep13_2_tre,100;
- getitem 6080,2; //Manuk_Coin
- getexp 0,70000;
- changequest 2180,2182;
- close;
- }
- else {
- mes "[Dr. Lifeguard]";
- mes "The future of the Sapha is up to you.";
- mes "I wish you good luck.";
- close;
- }
- }
- else if (ep13_2_tre == 4) {
- if (countitem(6077) > 4) {
- mes "[Dr. Lifeguard]";
- mes "Oh! Yes, that's it!";
- mes "This much will be enough!";
- next;
- mes "[Dr. Lifeguard]";
- mes "I really appreciate your help.";
- next;
- mes "[Dr. Lifeguard]";
- mes "These are coins of the Manuk.";
- mes "This may not be much, but if you collect more, they can be used to buy some items from our merchants.";
- next;
- mes "[Dr. Lifeguard]";
- mes "If you want to help my study for the sake of the Sapha, come to me at any time.";
- mes "I will be very happy for any help you can give.";
- set .@stone_chk,countitem(6077);
- set .@stoneelse_chk,countitem(6078);
- delitem 6077,.@stone_chk; //Rough_Mineral
- delitem 6078,.@stoneelse_chk; //Stone_Fragments
- delitem 6076,1; //Portable_Toolbox
- set ep13_2_tre,100;
- getitem 6080,2; //Manuk_Coin
- getexp 0,70000;
- changequest 2181,2182;
- close;
- }
- else {
- mes "[Dr. Lifeguard]";
- mes "The future of the Sapha is up to you.";
- mes "I wish you good luck.";
- close;
- }
- }
- else {
- mes "[Dr. Lifeguard]";
- mes "Hmm...";
- close;
- }
- }
- else {
- mes "[Scientist]";
- mes "Pdh doud pjfdd";
- mes "fo pdi Wrdpp doff";
- mes "WosNuffremu Ha TurAshTi";
- mes "SeGothShar An AshDur";
- mes "UorVeLars No Ador";
- close;
- }
-}
-
-mjolnir_01,364,256,0 script #mj01_find -1,5,5,{
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.:Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- next;
- mes "[Mineral Detector]";
- mes "Bee beep -";
- viewpoint 1,32,309,1,0x00FF00;
- viewpoint 1,217,34,2,0x00FF00;
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- }
- end;
-}
-
-mjolnir_01,32,309,3 script #mj01_01 111,7,7,{
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -";
- next;
- switch(select("Mine minerals.:Do nothing.")) {
- case 1:
- mes "Clang! Clang! Clang! Clang!";
- close2;
- progressbar "ffff00",4;
- set .@get_stone,rand(1,6);
- if (.@get_stone < 4) {
- mes "- You failed to mine minerals. -";
- getitem 6078,1; //Stone_Fragments
- close;
- }
- else {
- mes "- You succeeded to mine minerals. -";
- emotion e_ic,1;
- set .@stst,rand(1,5);
- if (.@stst == 5) {
- getitem 6077,5; //Rough_Mineral
- }
- else if (.@stst == 1) {
- getitem 6077,1; //Rough_Mineral
- }
- else {
- getitem 6077,2; //Rough_Mineral
- }
- close2;
- donpcevent "#mj01_01_t::OnEnable";
- disablenpc "#mj01_01";
- end;
- }
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- else {
- mes "- I think I have enough minerals. -";
- close;
- }
- }
- end;
-
-OnInit:
- enablenpc "#mj01_01";
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- specialeffect EF_COUPLECASTING;
- }
- }
- end;
-}
-
-mjolnir_01,1,1,3 script #mj01_01_t 111,{
- end;
-
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer60000:
- enablenpc "#mj01_01";
- stopnpctimer;
- end;
-}
-
-mjolnir_01,217,34,3 script #mj01_02 111,7,7,{
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -";
- next;
- switch(select("Mine minerals.:Do nothing.")) {
- case 1:
- mes "Clang! Clang! Clang! Clang!";
- close2;
- progressbar "ffff00",4;
- set .@get_stone,rand(1,6);
- if (.@get_stone < 4) {
- mes "- You failed to mine minerals. -";
- getitem 6078,1; //Stone_Fragments
- close;
- }
- else {
- mes "- You succeeded to mine minerals. -";
- emotion e_ic,1;
- set .@stst,rand(1,5);
- if (.@stst == 5) {
- getitem 6077,5; //Rough_Mineral
- }
- else if (.@stst == 1) {
- getitem 6077,1; //Rough_Mineral
- }
- else {
- getitem 6077,2; //Rough_Mineral
- }
- close2;
- donpcevent "#mj01_02_t::OnEnable";
- disablenpc "#mj01_02";
- end;
- }
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- else {
- mes "- I think I have enough minerals. -";
- close;
- }
- }
- end;
-
-OnInit:
- enablenpc "#mj01_02";
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- specialeffect EF_COUPLECASTING;
- }
- }
- end;
-}
-
-mjolnir_01,1,1,3 script #mj01_02_t 111,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer60000:
- enablenpc "#mj01_02";
- stopnpctimer;
- end;
-}
-
-mjolnir_02,313,289,0 script #mj02_find_1 -1,5,5,{
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.:Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- next;
- mes "[Mineral Detector]";
- mes "Bee beep -";
- viewpoint 1,90,195,1,0x00FF00;
- viewpoint 1,206,187,2,0x00FF00;
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- }
- end;
-}
-
-mjolnir_02,78,258,0 script #mj02_find_2 -1,5,5,{
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.:Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- next;
- mes "[Mineral Detector]";
- mes "Bee beep -";
- viewpoint 1,90,195,1,0x00FF00;
- viewpoint 1,206,187,2,0x00FF00;
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- }
- end;
-}
-
-mjolnir_02,90,195,3 script #mj02_01 111,5,10,{
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -";
- next;
- switch(select("Mine minerals.:Do nothing.")) {
- case 1:
- mes "Clang! Clang! Clang! Clang!";
- close2;
- progressbar "ffff00",4;
- set .@get_stone,rand(1,6);
- if (.@get_stone < 4) {
- mes "- You failed to mine minerals. -";
- getitem 6078,1; //Stone_Fragments
- close;
- }
- else {
- mes "- You succeeded to mine minerals. -";
- emotion e_ic,1;
- set .@stst,rand(1,5);
- if (.@stst == 5) {
- getitem 6077,5; //Rough_Mineral
- }
- else if (.@stst == 1) {
- getitem 6077,1; //Rough_Mineral
- }
- else {
- getitem 6077,2; //Rough_Mineral
- }
- close2;
- donpcevent "#mj02_01_t::OnEnable";
- disablenpc "#mj02_01";
- end;
- }
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- else {
- mes "- I think I have enough minerals. -";
- close;
- }
- }
- end;
-
-OnInit:
- enablenpc "#mj02_01";
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- specialeffect EF_COUPLECASTING;
- }
- }
- end;
-}
-
-mjolnir_02,1,1,3 script #mj02_01_t 111,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer60000:
- enablenpc "#mj02_01";
- stopnpctimer;
- end;
-}
-
-mjolnir_02,206,187,3 script #mj02_02 111,7,7,{
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -";
- next;
- switch(select("Mine minerals.:Do nothing.")) {
- case 1:
- mes "Clang! Clang! Clang! Clang!";
- close2;
- progressbar "ffff00",4;
- set .@get_stone,rand(1,6);
- if (.@get_stone < 4) {
- mes "- You failed to mine minerals. -";
- getitem 6078,1; //Stone_Fragments
- close;
- }
- else {
- mes "- You succeeded to mine minerals. -";
- emotion e_ic,1;
- set .@stst,rand(1,5);
- if (.@stst == 5) {
- getitem 6077,5; //Rough_Mineral
- }
- else if (.@stst == 1) {
- getitem 6077,1; //Rough_Mineral
- }
- else {
- getitem 6077,2; //Rough_Mineral
- }
- close2;
- donpcevent "#mj02_02_t::OnEnable";
- disablenpc "#mj02_02";
- end;
- }
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- else {
- mes "- I think I have enough minerals. -";
- close;
- }
- }
- end;
-
-OnInit:
- enablenpc "#mj02_02";
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- specialeffect EF_COUPLECASTING;
- }
- }
- end;
-}
-
-mjolnir_02,1,1,3 script #mj02_02_t 111,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer60000:
- enablenpc "#mj02_02";
- stopnpctimer;
- end;
-}
-
-mjolnir_03,76,258,0 script #mj03_find_1 -1,5,5,{
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.:Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- next;
- mes "[Mineral Detector]";
- mes "Bee beep -";
- next;
- mes "- Nothing's found. -";
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- }
- end;
-}
-
-mjolnir_03,227,204,0 script #mj03_find_2 -1,5,5,{
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.:Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- next;
- mes "[Mineral Detector]";
- mes "Bee beep -";
- next;
- mes "- Nothing's found. -";
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- }
- end;
-}
-
-mjolnir_04,147,208,0 script #mj04_find_1 -1,5,5,{
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.:Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- next;
- mes "[Mineral Detector]";
- mes "Bee beep -";
- viewpoint 1,125,380,1,0x00FF00;
- viewpoint 1,220,130,2,0x00FF00;
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- }
- end;
-}
-
-mjolnir_04,160,77,0 script #mj04_find_2 -1,5,5,{
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.:Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- next;
- mes "[Mineral Detector]";
- mes "Bee beep -";
- viewpoint 1,125,380,1,0x00FF00;
- viewpoint 1,220,130,2,0x00FF00;
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- }
- end;
-}
-
-mjolnir_04,361,174,0 script #mj04_find_3 -1,5,5,{
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.:Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- next;
- mes "[Mineral Detector]";
- mes "Bee beep -";
- viewpoint 1,125,380,1,0x00FF00;
- viewpoint 1,220,130,2,0x00FF00;
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- }
- end;
-}
-
-mjolnir_04,125,380,3 script #mj04_01 111,7,7,{
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -";
- next;
- switch(select("Mine minerals.:Do nothing.")) {
- case 1:
- mes "Clang! Clang! Clang! Clang!";
- close2;
- progressbar "ffff00",4;
- set .@get_stone,rand(1,6);
- if (.@get_stone < 4) {
- mes "- You failed to mine minerals. -";
- getitem 6078,1; //Stone_Fragments
- close;
- }
- else {
- mes "- You succeeded to mine minerals. -";
- emotion e_ic,1;
- set .@stst,rand(1,5);
- if (.@stst == 5) {
- getitem 6077,5; //Rough_Mineral
- }
- else if (.@stst == 1) {
- getitem 6077,1; //Rough_Mineral
- }
- else {
- getitem 6077,2; //Rough_Mineral
- }
- close2;
- donpcevent "#mj04_01_t::OnEnable";
- disablenpc "#mj04_01";
- end;
- }
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- else {
- mes "- I think I have enough minerals. -";
- close;
- }
- }
- end;
-
-OnInit:
- enablenpc "#mj04_01";
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- specialeffect EF_COUPLECASTING;
- }
- }
- end;
-}
-
-mjolnir_04,1,1,3 script #mj04_01_t 111,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer60000:
- enablenpc "#mj04_01";
- stopnpctimer;
- end;
-}
-
-mjolnir_04,220,130,3 script #mj04_02 111,7,7,{
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -";
- next;
- switch(select("Mine minerals.:Do nothing.")) {
- case 1:
- mes "Clang! Clang! Clang! Clang!";
- close2;
- progressbar "ffff00",4;
- set .@get_stone,rand(1,6);
- if (.@get_stone < 4) {
- mes "- You failed to mine minerals. -";
- getitem 6078,1; //Stone_Fragments
- close;
- }
- else {
- mes "- You succeeded to mine minerals. -";
- emotion e_ic,1;
- set .@stst,rand(1,5);
- if (.@stst == 5) {
- getitem 6077,5; //Rough_Mineral
- }
- else if (.@stst == 1) {
- getitem 6077,1; //Rough_Mineral
- }
- else {
- getitem 6077,2; //Rough_Mineral
- }
- close2;
- donpcevent "#mj04_02_t::OnEnable";
- disablenpc "#mj04_02";
- end;
- }
- break;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- else {
- mes "- I think I have enough minerals. -";
- close;
- }
- }
- end;
-
-OnInit:
- enablenpc "#mj04_02";
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- specialeffect EF_COUPLECASTING;
- }
- }
- end;
-}
-
-mjolnir_04,1,1,3 script #mj04_02_t 111,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer60000:
- enablenpc "#mj04_02";
- stopnpctimer;
- end;
-}
-
-mjolnir_05,82,171,0 script #mj05_find_1 -1,5,5,{
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.:Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- next;
- mes "[Mineral Detector]";
- mes "Bee beep -";
- next;
- mes "- Nothing's found. -";
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- }
- end;
-}
-
-mjolnir_05,219,375,0 script #mj05_find_2 -1,5,5,{
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.:Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- next;
- mes "[Mineral Detector]";
- mes "Bee beep -";
- next;
- mes "- Nothing's found. -";
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- }
- end;
-}
-
-mjolnir_06,28,332,0 script #mj06_find_1 -1,5,5,{
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.:Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- next;
- mes "[Mineral Detector]";
- mes "Bee beep -";
- next;
- mes "- Nothing's found. -";
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- }
- end;
-}
-
-mjolnir_06,275,50,0 script #mj06_find_2 -1,5,5,{
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.:Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- next;
- mes "[Mineral Detector]";
- mes "Bee beep -";
- next;
- mes "- Nothing's found. -";
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- }
- end;
-}
-
-mjolnir_06,371,78,0 script #mj06_find_3 -1,5,5,{
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.:Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- next;
- mes "[Mineral Detector]";
- mes "Bee beep -";
- next;
- mes "- Nothing's found. -";
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- }
- end;
-}
-
-mjolnir_07,26,373,0 script #mj07_find_1 -1,5,5,{
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.:Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- next;
- mes "[Mineral Detector]";
- mes "Bee beep -";
- next;
- mes "- Nothing's found. -";
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- }
- end;
-}
-
-mjolnir_07,214,373,0 script #mj07_find_2 -1,5,5,{
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.:Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- next;
- mes "[Mineral Detector]";
- mes "Bee beep -";
- next;
- mes "- Nothing's found. -";
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- }
- end;
-}
-
-mjolnir_07,372,355,0 script #mj07_find_3 -1,5,5,{
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.:Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- next;
- mes "[Mineral Detector]";
- mes "Bee beep -";
- next;
- mes "- Nothing's found. -";
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- }
- end;
-}
-
-mjolnir_07,375,233,0 script #mj07_find_4 -1,5,5,{
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.:Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- next;
- mes "[Mineral Detector]";
- mes "Bee beep -";
- next;
- mes "- Nothing's found. -";
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- }
- end;
-}
-
-mjolnir_07,26,78,0 script #mj07_find_5 -1,5,5,{
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.:Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- next;
- mes "[Mineral Detector]";
- mes "Bee beep -";
- next;
- mes "- Nothing's found. -";
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- }
- end;
-}
-
-mjolnir_07,157,25,0 script #mj07_find_6 -1,5,5,{
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.:Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- next;
- mes "[Mineral Detector]";
- mes "Bee beep -";
- next;
- mes "- Nothing's found. -";
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- }
- end;
-}
-
-mjolnir_08,39,239,0 script #mj08_find_1 -1,5,5,{
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.:Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- next;
- mes "[Mineral Detector]";
- mes "Bee beep -";
- next;
- mes "- Nothing's found. -";
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- }
- end;
-}
-
-mjolnir_08,36,344,0 script #mj08_find_2 -1,5,5,{
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.:Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- next;
- mes "[Mineral Detector]";
- mes "Bee beep -";
- next;
- mes "- Nothing's found. -";
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- }
- end;
-}
-
-mjolnir_08,160,349,0 script #mj08_find_3 -1,5,5,{
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.:Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- next;
- mes "[Mineral Detector]";
- mes "Bee beep -";
- next;
- mes "- Nothing's found. -";
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- }
- end;
-}
-
-mjolnir_08,359,258,0 script #mj08_find_4 -1,5,5,{
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.:Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- next;
- mes "[Mineral Detector]";
- mes "Bee beep -";
- next;
- mes "- Nothing's found. -";
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- }
- end;
-}
-
-mjolnir_08,193,62,0 script #mj08_find_5 -1,5,5,{
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.:Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- next;
- mes "[Mineral Detector]";
- mes "Bee beep -";
- next;
- mes "- Nothing's found. -";
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- }
- end;
-}
-
-mjolnir_09,201,355,0 script #mj09_find_1 -1,5,5,{
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.:Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- next;
- mes "[Mineral Detector]";
- mes "Bee beep -";
- viewpoint 1,229,214,1,0x00FF00;
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- }
- end;
-}
-
-mjolnir_09,38,243,0 script #mj09_find_2 -1,5,5,{
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.:Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- next;
- mes "[Mineral Detector]";
- mes "Bee beep -";
- viewpoint 1,229,214,1,0x00FF00;
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- }
- end;
-}
-
-mjolnir_09,106,36,0 script #mj09_find_3 -1,5,5,{
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.:Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- next;
- mes "[Mineral Detector]";
- mes "Bee beep -";
- viewpoint 1,229,214,1,0x00FF00;
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- }
- end;
-}
-
-mjolnir_09,306,36,0 script #mj09_find_4 -1,5,5,{
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.:Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- next;
- mes "[Mineral Detector]";
- mes "Bee beep -";
- viewpoint 1,229,214,1,0x00FF00;
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- }
- end;
-}
-
-mjolnir_09,369,279,0 script #mj09_find_5 -1,5,5,{
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.:Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- next;
- mes "[Mineral Detector]";
- mes "Bee beep -";
- viewpoint 1,229,214,1,0x00FF00;
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- }
- end;
-}
-
-mjolnir_09,229,214,3 script #mj09_01 111,10,10,{
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -";
- next;
- switch(select("Mine minerals.:Do nothing.")) {
- case 1:
- mes "Clang! Clang! Clang! Clang!";
- close2;
- progressbar "ffff00",4;
- set .@get_stone,rand(1,6);
- if (.@get_stone < 4) {
- mes "- You failed to mine minerals. -";
- getitem 6078,1; //Stone_Fragments
- close;
- }
- else {
- mes "- You succeeded to mine minerals. -";
- emotion e_ic,1;
- set .@stst,rand(1,5);
- if (.@stst == 5) {
- getitem 6077,5; //Rough_Mineral
- }
- else if (.@stst == 1) {
- getitem 6077,1; //Rough_Mineral
- }
- else {
- getitem 6077,2; //Rough_Mineral
- }
- close2;
- donpcevent "#mj09_01_t::OnEnable";
- disablenpc "#mj09_01";
- end;
- }
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- else {
- mes "- I think I have enough minerals. -";
- close;
- }
- }
- end;
-
-OnInit:
- enablenpc "#mj09_01";
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- specialeffect EF_COUPLECASTING;
- }
- }
- end;
-}
-
-mjolnir_09,1,1,3 script #mj09_01_t 111,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer60000:
- enablenpc "#mj09_01";
- stopnpctimer;
- end;
-}
-
-mjolnir_10,201,355,0 script #mj10_find_1 -1,5,5,{
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.:Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- next;
- mes "[Mineral Detector]";
- mes "Bee beep -";
- viewpoint 1,188,260,1,0x00FF00;
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- }
- end;
-}
-
-mjolnir_10,374,215,0 script #mj10_find_2 -1,5,5,{
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.:Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- next;
- mes "[Mineral Detector]";
- mes "Bee beep -";
- viewpoint 1,188,260,1,0x00FF00;
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- }
- end;
-}
-
-mjolnir_10,272,20,0 script #mj10_find_3 -1,5,5,{
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.:Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- next;
- mes "[Mineral Detector]";
- mes "Bee beep -";
- viewpoint 1,188,260,1,0x00FF00;
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- }
- end;
-}
-
-mjolnir_10,75,22,0 script #mj10_find_4 -1,5,5,{
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.:Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- next;
- mes "[Mineral Detector]";
- mes "Bee beep -";
- viewpoint 1,188,260,1,0x00FF00;
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- }
- end;
-}
-
-mjolnir_10,27,258,0 script #mj10_find_5 -1,5,5,{
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.:Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- next;
- mes "[Mineral Detector]";
- mes "Bee beep -";
- viewpoint 1,229,214,1,0x00FF00;
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- }
- end;
-}
-
-mjolnir_10,188,260,3 script #mj10_01 111,10,10,{
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -";
- next;
- switch(select("Mine minerals.:Do nothing.")) {
- case 1:
- mes "Clang! Clang! Clang! Clang!";
- close2;
- progressbar "ffff00",4;
- set .@get_stone,rand(1,6);
- if (.@get_stone < 4) {
- mes "- You failed to mine minerals. -";
- getitem 6078,1; //Stone_Fragments
- }
- else {
- mes "- You succeeded to mine minerals. -";
- emotion e_ic,1;
- set .@stst,rand(1,5);
- if (.@stst == 5) {
- getitem 6077,5; //Rough_Mineral
- }
- else if (.@stst == 1) {
- getitem 6077,1; //Rough_Mineral
- }
- else {
- getitem 6077,2; //Rough_Mineral
- }
-
- close2;
- donpcevent "#mj10_01_t::OnEnable";
- disablenpc "#mj10_01";
- end;
- }
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- else {
- mes "- I think I have enough minerals. -";
- close;
- }
- }
- end;
-
-OnInit:
- enablenpc "#mj10_01";
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- specialeffect EF_COUPLECASTING;
- }
- }
- end;
-}
-
-mjolnir_10,1,1,3 script #mj10_01_t 111,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer60000:
- enablenpc "#mj10_01";
- stopnpctimer;
- end;
-}
-
-mjolnir_11,29,220,0 script #mj11_find_1 -1,5,5,{
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.:Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- mes "[Mineral Detector]";
- mes "Bee beep -";
- next;
- mes "- Nothing's found. -";
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- }
- end;
-}
-
-mjolnir_11,175,29,0 script #mj11_find_2 -1,5,5,{
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.:Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- next;
- mes "[Mineral Detector]";
- mes "Bee beep -";
- next;
- mes "- Nothing's found. -";
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- }
- end;
-}
-
-mjolnir_12,199,370,0 script #mj12_find_1 -1,5,5,{
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.:Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- mes "[Mineral Detector]";
- mes "Bee beep -";
- next;
- mes "- Nothing's found. -";
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- }
- end;
-}
-
-mjolnir_12,44,25,0 script #mj12_find_2 -1,5,5,{
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.:Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- next;
- mes "[Mineral Detector]";
- mes "Bee beep -";
- next;
- mes "- Nothing's found. -";
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- }
- end;
-}
-
-mjolnir_12,220,37,0 script #mj12_find_3 -1,5,5,{
- end;
-
-OnTouch:
- if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
- if (countitem(6077) < 10) {
- mes "- Just arrived at Mt. Mjolnir. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.:Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- next;
- mes "[Mineral Detector]";
- mes "Bee beep -";
- next;
- mes "- Nothing's found. -";
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- }
- end;
-}
-
-hu_fild05,335,152,0 script #hu_find_1 -1,5,5,{
- end;
-
-OnTouch:
- if ((ep13_2_tre == 3) && (countitem(6076) == 1)) {
- if (countitem(6077) < 5) {
- mes "- Just arrived at Abyss Lake. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.:Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- next;
- mes "[Mineral Detector]";
- mes "Bee beep -";
- viewpoint 1,251,345,1,0x00FF00;
- viewpoint 1,134,322,2,0x00FF00;
- viewpoint 1,72,104,3,0x00FF00;
- viewpoint 1,65,99,4,0x00FF00;
- viewpoint 1,323,84,5,0x00FF00;
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- }
- end;
-}
-
-hu_fild05,89,52,0 script #hu_find_2 -1,5,5,{
- end;
-
-OnTouch:
- if ((ep13_2_tre == 3) && (countitem(6076) == 1)) {
- if (countitem(6077) < 5) {
- mes "- Just arrived at Abyss Lake. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.:Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- next;
- mes "[Mineral Detector]";
- mes "Bee beep -";
- viewpoint 1,251,345,1,0x00FF00;
- viewpoint 1,134,322,2,0x00FF00;
- viewpoint 1,72,104,3,0x00FF00;
- viewpoint 1,65,99,4,0x00FF00;
- viewpoint 1,323,84,5,0x00FF00;
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- }
- end;
-}
-
-hu_fild05,42,205,0 script #hu_find_3 -1,5,5,{
- end;
-
-OnTouch:
- if ((ep13_2_tre == 3) && (countitem(6076) == 1)) {
- if (countitem(6077) < 5) {
- mes "- Just arrived at Abyss Lake. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.:Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- next;
- mes "[Mineral Detector]";
- mes "Bee beep -";
- viewpoint 1,251,345,1,0x00FF00;
- viewpoint 1,134,322,2,0x00FF00;
- viewpoint 1,72,104,3,0x00FF00;
- viewpoint 1,65,99,4,0x00FF00;
- viewpoint 1,323,84,5,0x00FF00;
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- }
- end;
-}
-
-hu_fild05,276,349,0 script #hu_find_4 -1,5,5,{
- end;
-
-OnTouch:
- if ((ep13_2_tre == 3) && (countitem(6076) == 1)) {
- if (countitem(6077) < 5) {
- mes "- Just arrived at Abyss Lake. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.:Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- next;
- mes "[Mineral Detector]";
- mes "Bee beep -";
- viewpoint 1,251,345,1,0x00FF00;
- viewpoint 1,134,322,2,0x00FF00;
- viewpoint 1,72,104,3,0x00FF00;
- viewpoint 1,65,99,4,0x00FF00;
- viewpoint 1,323,84,5,0x00FF00;
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- }
- end;
-}
-
-hu_fild05,251,345,3 script #hu_01 111,10,10,{
- if ((ep13_2_tre == 3) && (countitem(6076) == 1)) {
- if (countitem(6077) < 5) {
- mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -";
- next;
- switch(select("Mine minerals.:Do nothing.")) {
- case 1:
- mes "Clang! Clang! Clang! Clang!";
- close2;
- progressbar "ffff00",4;
- set .@get_stone,rand(1,6);
- if (.@get_stone < 4) {
- mes "- You failed to mine minerals. -";
- getitem 6078,1; //Stone_Fragments
- close;
- }
- else {
- mes "- You succeeded to mine minerals. -";
- emotion e_ic,1;
- set .@stst,rand(1,5);
- if (.@stst == 5) {
- getitem 6077,5; //Rough_Mineral
- }
- else if (.@stst == 1) {
- getitem 6077,2; //Rough_Mineral
- }
- else {
- getitem 6077,1; //Rough_Mineral
- }
- donpcevent "#hu_01_t::OnEnable";
- disablenpc "#hu_01";
- close;
- }
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- else {
- mes "- I think I have enough minerals. -";
- close;
- }
- }
- end;
-
-OnInit:
- enablenpc "#hu_01";
- end;
-
-OnTouch:
- if ((ep13_2_tre == 3) && (countitem(6076) == 1)) {
- if (countitem(6077) < 5) {
- specialeffect EF_COUPLECASTING;
- }
- }
- end;
-}
-
-hu_fild05,1,1,3 script #hu_01_t 111,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer60000:
- enablenpc "#hu_01";
- stopnpctimer;
- end;
-}
-hu_fild05,134,322,3 script #hu_02 111,10,10,{
- if ((ep13_2_tre == 3) && (countitem(6076) == 1)) {
- if (countitem(6077) < 5) {
- mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -";
- next;
- switch(select("Mine minerals.:Do nothing.")) {
- case 1:
- mes "Clang! Clang! Clang! Clang!";
- close2;
- progressbar "ffff00",4;
- set .@get_stone,rand(1,6);
- if (.@get_stone < 4) {
- mes "- You failed to mine minerals. -";
- getitem 6078,1; //Stone_Fragments
- close;
- }
- else {
- mes "- You succeeded to mine minerals. -";
- emotion e_ic,1;
- set .@stst,rand(1,5);
- if (.@stst == 5) {
- getitem 6077,5; //Rough_Mineral
- }
- else if (.@stst == 1) {
- getitem 6077,2; //Rough_Mineral
- }
- else {
- getitem 6077,1; //Rough_Mineral
- }
- donpcevent "#hu_02_t::OnEnable";
- disablenpc "#hu_02";
- close;
- }
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- else {
- mes "- I think I have enough minerals. -";
- close;
- }
- }
- end;
-
-OnInit:
- enablenpc "#hu_02";
- end;
-
-OnTouch:
- if ((ep13_2_tre == 3) && (countitem(6076) == 1)) {
- if (countitem(6077) < 5) {
- specialeffect EF_COUPLECASTING;
- }
- }
- end;
-
-}
-
-hu_fild05,1,1,3 script #hu_02_t 111,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer60000:
- enablenpc "#hu_02";
- stopnpctimer;
- end;
-}
-
-hu_fild05,72,104,3 script #hu_03 111,10,10,{
- if ((ep13_2_tre == 3) && (countitem(6076) == 1)) {
- if (countitem(6077) < 5) {
- mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -";
- next;
- switch(select("Mine minerals.:Do nothing.")) {
- case 1:
- mes "Clang! Clang! Clang! Clang!";
- close2;
- progressbar "ffff00",4;
- set .@get_stone,rand(1,6);
- if (.@get_stone < 4) {
- mes "- You failed to mine minerals. -";
- getitem 6078,1; //Stone_Fragments
- close;
- }
- else {
- mes "- You succeeded to mine minerals. -";
- emotion e_ic,1;
- set .@stst,rand(1,5);
- if (.@stst == 5) {
- getitem 6077,5; //Rough_Mineral
- }
- else if (.@stst == 1) {
- getitem 6077,2; //Rough_Mineral
- }
- else {
- getitem 6077,1; //Rough_Mineral
- }
- donpcevent "#hu_03_t::OnEnable";
- disablenpc "#hu_03";
- close;
- }
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- else {
- mes "- I think I have enough minerals. -";
- close;
- }
- }
- end;
-
-OnInit:
- enablenpc "#hu_03";
- end;
-
-OnTouch:
- if ((ep13_2_tre == 3) && (countitem(6076) == 1)) {
- if (countitem(6077) < 5) {
- specialeffect EF_COUPLECASTING;
- }
- }
- end;
-}
-
-hu_fild05,1,1,3 script #hu_03_t 111,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer60000:
- enablenpc "#hu_03";
- stopnpctimer;
- end;
-}
-
-hu_fild05,65,99,3 script #hu_04 111,10,10,{
- if ((ep13_2_tre == 3) && (countitem(6076) == 1)) {
- if (countitem(6077) < 5) {
- mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -";
- next;
- switch(select("Mine minerals.:Do nothing.")) {
- case 1:
- mes "Clang! Clang! Clang! Clang!";
- close2;
- progressbar "ffff00",4;
- set .@get_stone,rand(1,6);
- if (.@get_stone < 4) {
- mes "- You failed to mine minerals. -";
- getitem 6078,1; //Stone_Fragments
- close;
- }
- else {
- mes "- You succeeded to mine minerals. -";
- emotion e_ic,1;
- set .@stst,rand(1,5);
- if (.@stst == 5) {
- getitem 6077,5; //Rough_Mineral
- }
- else if (.@stst == 1) {
- getitem 6077,2; //Rough_Mineral
- }
- else {
- getitem 6077,1; //Rough_Mineral
- }
- donpcevent "#hu_04_t::OnEnable";
- disablenpc "#hu_04";
- }
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- else {
- mes "- I think I have enough minerals. -";
- close;
- }
- }
- end;
-
-OnInit:
- enablenpc "#hu_04";
- end;
-
-OnTouch:
- if ((ep13_2_tre == 3) && (countitem(6076) == 1)) {
- if (countitem(6077) < 5) {
- specialeffect EF_COUPLECASTING;
- }
- }
- end;
-}
-
-hu_fild05,1,1,3 script #hu_04_t 111,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer60000:
- enablenpc "#hu_04";
- stopnpctimer;
- end;
-}
-hu_fild05,323,84,3 script #hu_05 111,10,10,{
- if ((ep13_2_tre == 3) && (countitem(6076) == 1)) {
- if (countitem(6077) < 5) {
- mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -";
- next;
- switch(select("Mine minerals.:Do nothing.")) {
- case 1:
- mes "Clang! Clang! Clang! Clang!";
- close2;
- progressbar "ffff00",4;
- set .@get_stone,rand(1,6);
- if (.@get_stone < 4) {
- mes "- You failed to mine minerals. -";
- getitem 6078,1; //Stone_Fragments
- close;
- }
- else {
- mes "- You succeeded to mine minerals. -";
- emotion e_ic,1;
- set .@stst,rand(1,5);
- if (.@stst == 5) {
- getitem 6077,5; //Rough_Mineral
- }
- else if (.@stst == 1) {
- getitem 6077,2 ; //Rough_Mineral
- }
- else {
- getitem 6077,1; //Rough_Mineral
- }
- donpcevent "#hu_05_t::OnEnable";
- disablenpc "#hu_05";
- close;
- }
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- else {
- mes "- I think I have enough minerals. -";
- close;
- }
- }
- end;
-
-OnInit:
- enablenpc "#hu_05";
- end;
-
-OnTouch:
- if ((ep13_2_tre == 3) && (countitem(6076) == 1)) {
- if (countitem(6077) < 5) {
- specialeffect EF_COUPLECASTING;
- }
- }
- end;
-}
-
-hu_fild05,1,1,3 script #hu_05_t 111,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer60000:
- enablenpc "#hu_05";
- stopnpctimer;
- end;
-}
-
-ve_fild03,351,219,0 script #ve_find_1 -1,5,5,{
- end;
-
-OnTouch:
- if ((ep13_2_tre == 4) && (countitem(6076) == 1)) {
- if (countitem(6077) < 5) {
- mes "- Just arrived at Thor Volcano. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.:Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- next;
- mes "[Mineral Detector]";
- mes "Bee beep -";
- viewpoint 1,152,134,1,0x00FF00;
- viewpoint 1,256,228,2,0x00FF00;
- viewpoint 1,85,189,3,0x00FF00;
- viewpoint 1,282,268,4,0x00FF00;
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- }
- end;
-}
-
-ve_fild03,223,51,0 script #ve_find_2 -1,5,5,{
- end;
-
-OnTouch:
- if ((ep13_2_tre == 4) && (countitem(6076) == 1)) {
- if (countitem(6077) < 5) {
- mes "- Just arrived at Thor Volcano. I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -";
- next;
- switch(select("Check current location.:Do nothing.")) {
- case 1:
- mes "- You pressed the button of the detector. -";
- next;
- mes "[Mineral Detector]";
- mes "Bee beep -";
- viewpoint 1,152,134,1,0x00FF00;
- viewpoint 1,256,228,2,0x00FF00;
- viewpoint 1,85,189,3,0x00FF00;
- viewpoint 1,282,268,4,0x00FF00;
- close;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- }
- end;
-}
-
-ve_fild03,152,134,3 script #ve_01 111,10,10,{
- if ((ep13_2_tre == 4) && (countitem(6076) == 1)) {
- if (countitem(6077) < 5) {
- mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -";
- next;
- switch(select("Mine minerals.:Do nothing.")) {
- case 1:
- mes "Clang! Clang! Clang! Clang!";
- close2;
- progressbar "ffff00",4;
- set .@get_stone,rand(1,6);
- if (.@get_stone < 4) {
- mes "- You failed to mine minerals. -";
- getitem 6078,1; //Stone_Fragments
- close;
- }
- else {
- mes "- You succeeded to mine minerals. -";
- emotion e_ic,1;
- set .@stst,rand(1,5);
- if (.@stst == 5) {
- getitem 6077,5; //Rough_Mineral
- }
- else if (.@stst == 1) {
- getitem 6077,2; //Rough_Mineral
- }
- else {
- getitem 6077,1; //Rough_Mineral
- }
- donpcevent "#ve_01_t::OnEnable";
- disablenpc "#ve_01";
- close;
- }
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- else {
- mes "- I think I have enough minerals. -";
- close;
- }
- }
- end;
-
-OnInit:
- enablenpc "#ve_01";
- end;
-
-OnTouch:
- if ((ep13_2_tre == 4) && (countitem(6076) == 1)) {
- if (countitem(6077) < 5) {
- specialeffect EF_COUPLECASTING;
- }
- }
- end;
-}
-
-ve_fild03,1,1,3 script #ve_01_t 111,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer40000:
- enablenpc "#ve_01";
- stopnpctimer;
- end;
-}
-
-ve_fild03,256,228,3 script #ve_02 111,10,10,{
- if ((ep13_2_tre == 4) && (countitem(6076) == 1)) {
- if (countitem(6077) < 5) {
- mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -";
- next;
- switch(select("Mine minerals.:Do nothing.")) {
- case 1:
- mes "Clang! Clang! Clang! Clang!";
- close2;
- progressbar "ffff00",4;
- set .@get_stone,rand(1,6);
- if (.@get_stone < 4) {
- mes "- You failed to mine minerals. -";
- getitem 6078,1; //Stone_Fragments
- close;
- }
- else {
- mes "- You succeeded to mine minerals. -";
- emotion e_ic,1;
- set .@stst,rand(1,5);
- if (.@stst == 5) {
- getitem 6077,5; //Rough_Mineral
- }
- else if (.@stst == 1) {
- getitem 6077,2; //Rough_Mineral
- }
- else {
- getitem 6077,1; //Rough_Mineral
- }
- donpcevent "#ve_02_t::OnEnable";
- disablenpc "#ve_02";
- close;
- }
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- else {
- mes "- I think I have enough minerals. -";
- close;
- }
- }
- end;
-
-OnInit:
- enablenpc "#ve_02";
- end;
-
-OnTouch:
- if ((ep13_2_tre == 4) && (countitem(6076) == 1)) {
- if (countitem(6077) < 5) {
- specialeffect EF_COUPLECASTING;
- }
- }
- end;
-}
-
-ve_fild03,1,1,3 script #ve_02_t 111,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer40000:
- enablenpc "#ve_02";
- stopnpctimer;
- end;
-}
-
-ve_fild03,85,189,3 script #ve_03 111,10,10,{
- if ((ep13_2_tre == 4) && (countitem(6076) == 1)) {
- if (countitem(6077) < 5) {
- mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -";
- next;
- switch(select("Mine minerals.:Do nothing.")) {
- case 1:
- mes "Clang! Clang! Clang! Clang!";
- close2;
- progressbar "ffff00",4;
- set .@get_stone,rand(1,6);
- if (.@get_stone < 4) {
- mes "- You failed to mine minerals. -";
- getitem 6078,1; //Stone_Fragments
- close;
- }
- else {
- mes "- You succeeded to mine minerals. -";
- emotion e_ic,1;
- set .@stst,rand(1,5);
- if (.@stst == 5) {
- getitem 6077,5; //Rough_Mineral
- }
- else if (.@stst == 1) {
- getitem 6077,2; //Rough_Mineral
- }
- else {
- getitem 6077,1; //Rough_Mineral
- }
- donpcevent "#ve_03_t::OnEnable";
- disablenpc "#ve_03";
- close;
- }
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- else {
- mes "- I think I have enough minerals. -";
- close;
- }
- }
- end;
-
-OnInit:
- enablenpc "#hu_03";
- end;
-
-OnTouch:
- if ((ep13_2_tre == 4) && (countitem(6076) == 1)) {
- if (countitem(6077) < 5) {
- specialeffect EF_COUPLECASTING;
- }
- }
- end;
-}
-
-ve_fild03,1,1,3 script #ve_03_t 111,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer40000:
- enablenpc "#ve_03";
- stopnpctimer;
- end;
-}
-
-ve_fild03,282,268,3 script #ve_04 111,10,10,{
- if ((ep13_2_tre == 4) && (countitem(6076) == 1)) {
- if (countitem(6077) < 5) {
- mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -";
- next;
- switch(select("Mine minerals.:Do nothing.")) {
- case 1:
- mes "Clang! Clang! Clang! Clang!";
- close2;
- progressbar "ffff00",4;
- set .@get_stone,rand(1,6);
- if (.@get_stone < 4) {
- mes "- You failed to mine minerals. -";
- getitem 6078,1; //Stone_Fragments
- close;
- }
- else {
- mes "- You succeeded to mine minerals. -";
- emotion e_ic,1;
- set .@stst,rand(1,5);
- if (.@stst == 5) {
- getitem 6077,5; //Rough_Mineral
- }
- else if (.@stst == 1) {
- getitem 6077,2; //Rough_Mineral
- }
- else {
- getitem 6077,1; //Rough_Mineral
- }
- donpcevent "#ve_04_t::OnEnable";
- disablenpc "#ve_04";
- close;
- }
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- else {
- mes "- I think I have enough minerals. -";
- close;
- }
- }
- end;
-
-OnInit:
- enablenpc "#ve_04";
- end;
-
-OnTouch:
- if ((ep13_2_tre == 4) && (countitem(6076) == 1)) {
- if (countitem(6077) < 5) {
- specialeffect EF_COUPLECASTING;
- }
- }
- end;
-}
-
-ve_fild03,1,1,3 script #ve_04_t 111,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer40000:
- enablenpc "#ve_04";
- stopnpctimer;
- end;
-}
-
-spl_in01,30,324,3 script High Laphine#grenouille 446,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- if (checkweight(1201,1) == 0) {
- mes "[Grenouille]";
- mes "It looks like you're carrying too many things.";
- mes "Why not put some of your items in storage and come back?";
- close;
- }
- set .@dayq_chk,checkquest(2186,PLAYTIME);
- if ((.@dayq_chk == -1) || (.@dayq_chk == 2)) {
- if ((ep13_2_tre1 < 1) || (ep13_2_tre1 == 6)) {
- erasequest 2186;
- set ep13_2_tre1,0;
- mes "[Grenouille]";
- mes "I've heard that some strangers from Rune Midgard are around here, it must be you.";
- mes "I'm Grenouille, a scientist.";
- next;
- mes "[Grenouille]";
- mes "It's been a long time since";
- mes "the Laphine built the Splendide camp here";
- mes "and confronted each other.";
- next;
- mes "[Grenouille]";
- mes "A number of soldiers who";
- mes "left their hometown Alfheim are";
- mes "restraining them with fighting against";
- mes "the harsh cold of Jotunheim";
- mes "for the holy duty and the faith to";
- mes "stop the evil attempts to";
- mes "sickening Yggdrasil.";
- next;
- mes "[Grenouille]";
- mes "They're well trained soldiers,";
- mes "and their captains hold them in high esteem,";
- mes "so they're enjoying a";
- mes "comfortable life there.";
- next;
- mes "[Grenouille]";
- mes "But there's a saying that";
- mes "constant dripping water";
- mes "wears away the stone.";
- next;
- mes "[Grenouille]";
- mes "Continuous small battles without big progression";
- mes "makes the soldiers in Splendide exhausted.";
- next;
- mes "[Grenouille]";
- mes "One day, someone began to sing";
- mes "a song of Alfheim, that spread rapidly...";
- mes "Now they strongly";
- mes "miss their hometown.";
- next;
- mes "[Grenouille]";
- mes "I was so worried about them and";
- mes "I finally found a way to";
- mes "save them from the deep sadness.";
- mes "I hope you to help me to do that.";
- next;
- mes "[Grenouille]";
- mes "There's a Laphine General";
- mes "who is called Flowery,";
- mes "in Splendide.";
- next;
- mes "[Grenouille]";
- mes "She is a collecting maniac,";
- mes "so her house is always";
- mes "in a mess with miscellaneous";
- mes "things. Flowery must have";
- mes "seeds from the flowers";
- mes "of Alfheim.";
- next;
- mes "[Grenouille]";
- mes "I'll make the flower of";
- mes "Alfheim open with the seed.";
- mes "The flower of their hometown.";
- next;
- mes "[Grenouille]";
- mes "There are some devices that purify";
- mes "the environment and have a function";
- mes "that can hasten the growth of plants.";
- next;
- mes "[Grenouille]";
- mes "Please bring me the flower of Alfheim that bloomed by the device.";
- next;
- mes "[Grenouille]";
- mes "The flower of Alfheim is not";
- mes "strong enough to keep it's life by";
- mes "depending on the Splendide device,";
- mes "but ^FF0000the way^000000 can fill";
- mes "Splendide by it's scent like it never falls!";
- set ep13_2_tre1,1;
- setquest 2183;
- close;
- }
- else if ((ep13_2_tre1 == 1) || (ep13_2_tre1 == 2)) {
- mes "[Grenouille]";
- mes "Get a seed from Flowery,";
- mes "and then use a Purifier";
- mes "to make the seed blossom.";
- close;
- }
- else if (ep13_2_tre1 == 3) {
- if (countitem(6079) == 1) {
- emotion e_swt;
- emotion e_swt,1;
- mes "[Grenouille]";
- mes "Hoo, this is one of the";
- mes "most common kinds of flowers.";
- next;
- emotion e_heh;
- mes "[Grenouille]";
- mes "Haha, Don't worry.";
- mes "Common flowers like this can bring the familiarity of home back to the soldiers.";
- next;
- mes "[Grenouille]";
- mes "For now, I'll extract a liquid that";
- mes "includes the scent of this flower by using a distiller.";
- mes "Making a ^3131FFPerfume^000000.";
- next;
- mes "[Grenouille]";
- mes "Would you please wait a while?";
- changequest 2183,2184;
- set ep13_2_tre1,4;
- delitem 6079,1; //Flower_Of_Alfheim
- close;
- }
- else {
- mes "[Grenouille]";
- mes "Where is the flower?";
- close;
- }
- }
- else if (ep13_2_tre1 == 4) {
- set .@ttalk,rand(1,10);
- if (.@ttalk < 8) {
- mes "- clitter-clatter -";
- next;
- mes "- clitter-clatter -";
- mes "- clitter-clatter -";
- next;
- mes "- clitter-clatter -";
- mes "- clitter-clatter -";
- mes "- Spraying something -";
- next;
- mes "[Grenouille]";
- mes "Not finished yet.";
- mes "Please wait a second.";
- close;
- }
- else {
- mes "- clitter-clatter -";
- next;
- mes "- clitter-clatter -";
- mes "- clitter-clatter -";
- next;
- mes "- clitter-clatter -";
- mes "- clitter-clatter -";
- mes "- Spraying something -";
- next;
- mes "[Grenouille]";
- mes "Wow, finished!";
- next;
- mes "[Grenouille]";
- mes "I think I'll call this perfume";
- mes "The ^3131FFSoul of Alfheim^000000!";
- next;
- mes "[Grenouille]";
- mes "This perfume can relieve their minds by using";
- mes "the scent of their hometown Alfheim.";
- mes "Though it's not a permanent solution, I think it will help them feel comfortable for now.";
- next;
- mes "[Grenouille]";
- mes "Here, I'll give you this perfume,";
- mes "help the exhausted soldiers and";
- mes "let me know the result, please!";
- set ep13_2_tre1,5;
- getitem 6082,5; //Spirit_Of_Alfheim
- changequest 2184,2185;
- close;
- }
- }
- else if (ep13_2_tre1 == 5) {
- if (countitem(6082) < 1) {
- mes "[Grenouille]";
- mes "Oh! How's the reaction of the soldiers?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Yes, they seemed to be happy.";
- mes "But, it still made someone cry because he probably misses Alfheim.";
- next;
- mes "[Grenouille]";
- mes "Oh! That means it works!";
- mes "Thanks.";
- next;
- mes "[Grenouille]";
- mes "Thanks for your help.";
- mes "This is my reward for you.";
- mes "I hope this will be helpful to you.";
- mes "If you have something to talk to me about, come to me whenever. Nice to meet you, human from Rune Midgard.";
- set ep13_2_tre1,6;
- changequest 2185,2186;
- getitem 6081,2; //Splendide_Coin
- getexp 0,70000;
- close;
- }
- else {
- mes "[Grenouille]";
- mes "Go and spray this perfume for the exhausted soldiers in Splendide!";
- close;
- }
- }
- else {
- mes "[Grenouille]";
- mes "I hope this long battle will end soon.";
- close;
- }
- }
- else {
- mes "[Grenouille]";
- mes "I hope this long battle will end soon.";
- close;
- }
- }
- else {
- mes "[High Laphine]";
- mes "BurYurDath Ee NeKoIyaz er ModRuAlah Yee VeldDuDur Yee SeYurOsa U ReNudNud Ra ";
- next;
- mes "[High Laphine]";
- mes "DiebVrumDana er TingNothDim No RasVilHir Yu YurAdorShar Yu DanaVeldDur Ha VilModMe O SharThus";
- close;
- }
-}
-
-spl_in02,139,65,3 script Middle-Ranked Laphine#la 438,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- if (checkweight(1201,1) == 0) {
- mes "[Flowery]";
- mes "It looks like you're carrying too many things.";
- mes "Why not put some of your items in storage and come back?";
- close;
- }
- if (ep13_2_tre1 == 1) {
- mes "[Flowery]";
- mes "Huh? Seed of the flower of Alfheim?";
- mes "Do I have that one? Hmm~";
- next;
- mes "[Flowery]";
- mes "As you see, there're so many stuffs";
- mes "in my room, so I don't know";
- mes "exactly what I have";
- mes "or not in my room.";
- next;
- mes "[Flowery]";
- mes "But I'll try to find cuz you came";
- mes "here to help Grenouille";
- mes "He's always pretend to tenacious,";
- mes "but sometimes he help others well! Huhu!";
- next;
- mes "- rummaging -";
- emotion e_dots;
- next;
- mes "- rummaging -";
- mes "- rummaging -";
- emotion e_dots;
- next;
- mes "- rummaging -";
- mes "- rummaging -";
- mes "- rummaging -";
- emotion e_ic;
- next;
- mes "[Flowery]";
- mes "Wow! Come here!";
- mes "I found a seed!";
- next;
- mes "[Flowery]";
- mes "Hmm... But this one is";
- mes "one of the most common and trifle";
- mes "kind in Alfheim, so you can find";
- mes "this wild flower at anywhere...";
- mes "This one would be ok?";
- next;
- mes "[Flowery]";
- mes "Umm.. But I don't have";
- mes "any other seed of flower..";
- mes "So, just bring this, here you are~";
- set ep13_2_tre1,2;
- getitem 7193,1; //Germinating_Sprout
- close;
- }
- else if (ep13_2_tre1 == 2) {
- mes "[Flowery]";
- mes "I gave you the seed, so it's up to you that what would you do with the seed.";
- mes "I feel dizzy when I look at my room.";
- close;
- }
- else {
- mes "[Flowery]";
- mes "Yuuuum~";
- mes "Can you believe that right in front of us is a battle field? Though it's very silent and peaceful at the moment. So do I~";
- close;
- }
-
- }
- else {
- mes "[Middle-Ranked Laphine]";
- mes "NeiKoFulo An DielOdesMush Or KoDanaOsa Ir FarBurnes Ir ";
- mes "NeOsaVa Mu BurVeTi Ra OsaDeh";
- close;
- }
-}
-
-splendide,160,265,3 script Purifier#1 844,{
- if (ep13_2_tre1 == 2) {
- if (countitem(7193) > 0) {
- mes "- You put the seed in the";
- mes "device and watched it";
- mes "as Grenouille told you. -";
- next;
- mes "- Booowoong -";
- specialeffect2 EF_HEALSP;
- next;
- mes "- When the lights gone,";
- mes "a big flower of Alfheim was lied";
- mes "in your hand, instead of the seed. -";
- delitem 7193,1; //Germinating_Sprout
- set ep13_2_tre1,3;
- getitem 6079,1; //Flower_Of_Alfheim
- close;
- }
- else {
- mes "["+ strcharinfo(0) +"]";
- mes "Where are the seeds?";
- close;
- }
- }
- end;
-}
-
-splendide,262,262,3 script Purifier#2 844,{
- if (ep13_2_tre1 == 2) {
- if (countitem(7193) > 0) {
- mes "- You put the seed in the";
- mes "device and watched it";
- mes "as Grenouille told you. -";
- next;
- mes "- Booowoong -";
- specialeffect2 EF_HEALSP;
- next;
- mes "- When the lights gone,";
- mes "a big flower of Alfheim was lied";
- mes "in your hand, instead of the seed. -";
- delitem 7193,1; //Germinating_Sprout
- set ep13_2_tre1,3;
- getitem 6079,1; //Flower_Of_Alfheim
- close;
- }
- else {
- mes "["+ strcharinfo(0) +"]";
- mes "Where are the seeds?";
- close;
- }
- }
- end;
-}
-
-splendide,262,187,3 script Purifier#3 844,{
- if (ep13_2_tre1 == 2) {
- if (countitem(7193) > 0) {
- mes "- You put the seed in the";
- mes "device and watched it";
- mes "as Grenouille told you. -";
- next;
- mes "- Booowoong -";
- specialeffect2 EF_HEALSP;
- next;
- mes "- When the lights gone,";
- mes "a big flower of Alfheim was lied";
- mes "in your hand, instead of the seed. -";
- delitem 7193,1; //Germinating_Sprout
- set ep13_2_tre1,3;
- getitem 6079,1; //Flower_Of_Alfheim
- close;
- }
- else {
- mes "["+ strcharinfo(0) +"]";
- mes "Where are the seeds?";
- close;
- }
- }
- end;
-}
-
-splendide,164,82,3 script Purifier#4 844,{
- if (ep13_2_tre1 == 2) {
- if (countitem(7193) > 0) {
- mes "- You put the seed in the";
- mes "device and watched it";
- mes "as Grenouille told you. -";
- next;
- mes "- Booowoong -";
- specialeffect2 EF_HEALSP;
- next;
- mes "- When the lights gone,";
- mes "a big flower of Alfheim was lied";
- mes "in your hand, instead of the seed. -";
- delitem 7193,1; //Germinating_Sprout
- set ep13_2_tre1,3;
- getitem 6079,1; //Flower_Of_Alfheim
- close;
- }
- else {
- mes "["+ strcharinfo(0) +"]";
- mes "Where are the seeds?";
- close;
- }
- }
- end;
-}
-
-splendide,171,116,3 script Purifier#5 844,{
- if (ep13_2_tre1 == 2) {
- if (countitem(7193) > 0) {
- mes "- You put the seed in the";
- mes "device and watched it";
- mes "as Grenouille told you. -";
- next;
- mes "- Booowoong -";
- specialeffect2 EF_HEALSP;
- next;
- mes "- When the lights gone,";
- mes "a big flower of Alfheim was lied";
- mes "in your hand, instead of the seed. -";
- delitem 7193,1; //Germinating_Sprout
- set ep13_2_tre1,3;
- getitem 6079,1; //Flower_Of_Alfheim
- close;
- }
- else {
- mes "["+ strcharinfo(0) +"]";
- mes "Where are the seeds?";
- close;
- }
- }
- end;
-}
-
-splendide,134,280,3 script Purifier#6 844,{
- if (ep13_2_tre1 == 2) {
- if (countitem(7193) > 0) {
- mes "- You put the seed in the";
- mes "device and watched it";
- mes "as Grenouille told you. -";
- next;
- mes "- Booowoong -";
- specialeffect2 EF_HEALSP;
- next;
- mes "- When the lights gone,";
- mes "a big flower of Alfheim was lied";
- mes "in your hand, instead of the seed. -";
- delitem 7193,1; //Germinating_Sprout
- set ep13_2_tre1,3;
- getitem 6079,1; //Flower_Of_Alfheim
- close;
- }
- else {
- mes "["+ strcharinfo(0) +"]";
- mes "Where are the seeds?";
- close;
- }
- }
- end;
-}
-
-splendide,205,139,5 script Exhausted Soldier#1 447,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- if (ep13_2_tre1 == 5) {
- if (countitem(6082) > 0) {
- mes "[Exhausted Soldier]";
- mes "Oh my hometown...";
- next;
- switch(select("Use perfume.:Don't use perfume.")) {
- case 1:
- mes "(Spray-)";
- specialeffect EF_SANCTUARY;
- next;
- mes "[Exhausted Soldier]";
- mes "Umm... This is...";
- mes "I can feel the scent of Alfheim.";
- mes "My hometown Alfheim!";
- next;
- mes "[Exhausted Soldier]";
- mes "Ahh! Feeling much better!";
- emotion e_heh;
- delitem 6082,1; //Spirit_Of_Alfheim
- close2;
- donpcevent "#tukare_1::OnEnable";
- disablenpc "Exhausted Soldier#1";
- end;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- end;
- }
- else {
- mes "[Exhausted Soldier]";
- mes "Oh my hometown...";
- close;
- }
- }
- else {
- mes "[Exhausted Soldier]";
- mes "CyaResehr";
- close;
- }
-
-OnInit:
- enablenpc "Exhausted Soldier#1";
- end;
-}
-
-splendide,1,1,1 script #tukare_1 111,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer60000:
- enablenpc "Exhausted Soldier#1";
- stopnpctimer;
- end;
-}
-
-splendide,181,135,5 script Exhausted Soldier#2 447,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- if (ep13_2_tre1 == 5) {
- if (countitem(6082) > 0) {
- mes "[Exhausted Soldier]";
- mes "Want to take a rest...";
- next;
- switch(select("Use perfume.:Don't use perfume.")) {
- case 1:
- mes "(Spray-)";
- specialeffect EF_SANCTUARY;
- next;
- mes "[Exhausted Soldier]";
- mes "What happen?";
- mes "Feel better suddenly! I'm so happy now!";
- mes "Let's go to work!";
- emotion e_heh;
- delitem 6082,1; //Spirit_Of_Alfheim
- close2;
- donpcevent "#tukare_2::OnEnable";
- disablenpc "Exhausted Soldier#2";
- end;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- end;
- }
- else {
- mes "[Exhausted Soldier]";
- mes "Want to take a rest...";
- close;
- }
- }
- else {
- mes "[Exhausted Soldier]";
- mes "CyaResehr";
- close;
- }
-
-OnInit:
- enablenpc "Exhausted Soldier#2";
- end;
-}
-
-splendide,1,1,1 script #tukare_2 111,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer60000:
- enablenpc "Exhausted Soldier#2";
- stopnpctimer;
- end;
-}
-
-splendide,139,178,5 script Exhausted Soldier#3 447,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- if (ep13_2_tre1 == 5) {
- if (countitem(6082) > 0) {
- mes "[Exhausted Soldier]";
- mes "My hometown Alfheim...";
- next;
- switch(select("Use perfume.:Don't use perfume.")) {
- case 1:
- mes "(Spray-)";
- specialeffect EF_SANCTUARY;
- next;
- mes "[Exhausted Soldier]";
- mes "Umm... This is...";
- mes "I can feel the scent of Alfheim.";
- mes "My hometown Alfheim!";
- next;
- mes "[Exhausted Soldier]";
- mes "Let's beat Sapha and go back home!";
- emotion e_heh;
- delitem 6082,1; //Spirit_Of_Alfheim
- close2;
- donpcevent "#tukare_3::OnEnable";
- disablenpc "Exhausted Soldier#3";
- end;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- end;
- }
- else {
- mes "[Exhausted Soldier]";
- mes "My hometown Alfheim...";
- close;
- }
- }
- else {
- mes "[Exhausted Soldier]";
- mes "CyaResehr";
- close;
- }
-
-OnInit:
- enablenpc "Exhausted Soldier#3";
- end;
-}
-
-splendide,1,1,1 script #tukare_3 111,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer60000:
- enablenpc "Exhausted Soldier#3";
- stopnpctimer;
- end;
-}
-
-splendide,164,188,5 script Exhausted Soldier#4 447,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- if (ep13_2_tre1 == 5) {
- if (countitem(6082) > 0) {
- mes "[Exhausted Soldier]";
- mes "Huu...";
- next;
- switch(select("Use perfume.:Don't use perfume.")) {
- case 1:
- mes "(Spray-)";
- specialeffect EF_SANCTUARY;
- next;
- mes "[Exhausted Soldier]";
- mes "Umm... This is...";
- mes "I can feel the scent of Alfheim.";
- mes "My hometown Alfheim!";
- next;
- mes "[Exhausted Soldier]";
- mes "Ahh! Feels like at home!!";
- emotion e_sob;
- delitem 6082,1; //Spirit_Of_Alfheim
- close2;
- donpcevent "#tukare_4::OnEnable";
- disablenpc "Exhausted Soldier#4";
- end;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- end;
- }
- else {
- mes "[Exhausted Soldier]";
- mes "Huu...";
- close;
- }
- }
- else {
- mes "[Exhausted Soldier]";
- mes "CyaResehr";
- close;
- }
-
-OnInit:
- enablenpc "Exhausted Soldier#4";
- end;
-}
-
-splendide,1,1,1 script #tukare_4 111,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer60000:
- enablenpc "Exhausted Soldier#4";
- stopnpctimer;
- end;
-}
-
-splendide,177,257,5 script Exhausted Soldier#5 447,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- if (ep13_2_tre1 == 5) {
- if (countitem(6082) > 0) {
- mes "[Exhausted Soldier]";
- mes "Oh my hometown...";
- next;
- switch(select("Use perfume.:Don't use perfume.")) {
- case 1:
- mes "(Spray-)";
- specialeffect EF_SANCTUARY;
- next;
- mes "[Exhausted Soldier]";
- mes "Umm... This is...";
- mes "I can feel the scent of Alfheim.";
- mes "My hometown Alfheim!";
- next;
- mes "[Exhausted Soldier]";
- mes "Ahh! Feeling much better!";
- emotion e_heh;
- delitem 6082,1; //Spirit_Of_Alfheim
- close2;
- donpcevent "#tukare_5::OnEnable";
- disablenpc "Exhausted Soldier#5";
- end;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- end;
- }
- else {
- mes "[Exhausted Soldier]";
- mes "Oh my hometown...";
- close;
- }
- }
- else {
- mes "[Exhausted Soldier]";
- mes "CyaResehr";
- close;
- }
-
-OnInit:
- enablenpc "Exhausted Soldier#5";
- end;
-}
-
-splendide,1,1,1 script #tukare_5 111,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer60000:
- enablenpc "Exhausted Soldier#5";
- stopnpctimer;
- end;
-}
-
-splendide,124,212,5 script Exhausted Soldier#6 447,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- if (ep13_2_tre1 == 5) {
- if (countitem(6082) > 0) {
- mes "[Exhausted Soldier]";
- mes "Huu...";
- next;
- switch(select("Use perfume.:Don't use perfume.")) {
- case 1:
- mes "(Spray-)";
- specialeffect EF_SANCTUARY;
- next;
- mes "[Exhausted Soldier]";
- mes "I can feel the scent of Alfheim.";
- mes "My hometown Alfheim!";
- next;
- mes "[Exhausted Soldier]";
- mes "Yes, Splendide also a part of Alfheim!";
- mes "Go Laphines!";
- emotion e_heh;
- delitem 6082,1; //Spirit_Of_Alfheim
- close2;
- donpcevent "#tukare_6::OnEnable";
- disablenpc "Exhausted Soldier#6";
- end;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- end;
- }
- else {
- mes "[Exhausted Soldier]";
- mes "Huu...";
- close;
- }
- }
- else {
- mes "[Exhausted Soldier]";
- mes "CyaResehr";
- close;
- }
-
-OnInit:
- enablenpc "Exhausted Soldier#6";
- end;
-}
-
-splendide,1,1,1 script #tukare_6 111,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer60000:
- enablenpc "Exhausted Soldier#6";
- stopnpctimer;
- end;
-}
-
-splendide,196,153,5 script Exhausted Soldier#7 447,{
- if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
- if (ep13_2_tre1 == 5) {
- if (countitem(6082) > 0) {
- mes "[Exhausted Soldier]";
- mes "Oh my hometown...";
- next;
- switch(select("Use perfume.:Don't use perfume.")) {
- case 1:
- mes "(Spray-)";
- specialeffect EF_SANCTUARY;
- next;
- mes "[Exhausted Soldier]";
- mes "Umm... This is...";
- mes "I can feel the scent of Alfheim.";
- mes "My hometown Alfheim!";
- next;
- mes "[Exhausted Soldier]";
- mes "Ahh! Feeling much better!";
- emotion e_heh;
- delitem 6082,1; //Spirit_Of_Alfheim
- close2;
- donpcevent "#tukare_7::OnEnable";
- disablenpc "Exhausted Soldier#7";
- end;
- case 2:
- mes "- You decide to do nothing. -";
- close;
- }
- }
- end;
- }
- else {
- mes "[Exhausted Soldier]";
- mes "Oh my hometown...";
- close;
- }
- }
- else {
- mes "[Exhausted Soldier]";
- mes "CyaResehr";
- close;
- }
-
-OnInit:
- enablenpc "Exhausted Soldier#7";
- end;
-}
-
-splendide,1,1,1 script #tukare_7 111,{
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer60000:
- enablenpc "Exhausted Soldier#7";
- stopnpctimer;
- end;
-}
-
-// Secret note of Bazett
-//============================================================
-mid_camp,283,198,5 script Bazett Teablack#ep13bs 883,{
- if (checkweight(1201,1) == 0) {
- mes " - Hold on!! -";
- mes " - You are carrying too many different items - ";
- mes " - You cannot receive the reward - ";
- mes " - Please use the Kafra service - ";
- mes " - And try again. - ";
- close;
- }
- if (ep13_2_rhea < 100) {
- mes "[Industrious Man]";
- mes "Hu~~";
- mes "That's pretty interesting...";
- mes "I will take note of it in my research papers.";
- emotion e_ic,"Bazett Teablack#ep13bs";
- next;
- mes "[Industrious Man]";
- mes "write..write...";
- mes "crunch..crunch...";
- next;
- mes " - He doesn't seem to recognize that I am standing next to him as he continues writing something. -";
- next;
- mes "[Industrious Man]";
- mes "write..write...";
- mes "crunch..crunch...";
- mes "....";
- close;
- }
- if (ep13_2_busut < 1) {
- if (isequipped(2782) == 1) {
- mes "[Industrious Man]";
- mes "Hu~~";
- mes "That's pretty interesting...";
- mes "I will take note of it in my research papers.";
- emotion e_ic,"Bazett Teablack#ep13bs";
- next;
- mes "[Industrious Man]";
- mes "write..write...";
- mes "crunch..crunch...";
- next;
- mes " - He doesn't seem to recognize that I am standing next to him as he continues writing something. -";
- next;
- mes "[Industrious Man]";
- mes "write..write...";
- mes "crunch..crunch...";
- mes "....";
- next;
- mes "[Industrious Man]";
- mes "Auch!!!";
- mes "Who...who are you?!";
- mes "How long have you been standing there?";
- emotion e_omg,"Bazett Teablack#ep13bs";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Uh, I'm just passing by.";
- mes "You look like you're busy with something.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "See you~!!";
- emotion e_swt2,1;
- next;
- mes "[Industrious Man]";
- mes "Uh!! Wait!!";
- mes "Your finger... Is that..?!";
- next;
- mes " - He grabs your hand with a surprised look -";
- next;
- mes "[Industrious Man]";
- mes "This is the ^0000FFRing of the Ancient Wise King^000000!!!!!";
- mes "This has to be fate that I've met you!";
- next;
- mes "[Industrious Man]";
- mes "My research is not going so well. The god of fate must have sent you to me. I'm sure of it!!";
- emotion e_no1,"Bazett Teablack#ep13bs";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "......";
- mes "......What?!";
- emotion e_omg,1;
- next;
- mes "[Industrious Man]";
- mes "Would you like to help me with my search?";
- next;
- switch(select("What kind of search?:Sure.:Borrrring.")) {
- case 1:
- mes "[Industrious Man]";
- mes "To put it simply, I'm searching for fairies and giants that live around here.";
- next;
- mes "[Industrious Man]";
- mes "Though I believe they all live in the same place, they are sure to have different cultures.";
- mes "...first and foremost is proof of their existence.";
- next;
- mes "[Industrious Man]";
- mes "What about it?";
- mes "Are you interested?";
- next;
- switch(select("Sure.:Not really.")) {
- case 1:
- mes "[Industrious Man]";
- mes "Haha... I just know that I'm right!";
- mes "Hahahaha!!";
- next;
- mes "[Industrious Man]";
- mes "So let's work together from this point on. Let me introduce myself.";
- mes "As you can see from my name tag, my name is ^0000FFBazett Teablack^000000.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I am "+strcharinfo(0)+".";
- next;
- select("OK, so what can I do for you?");
- mes "[Bazett]";
- mes ""+strcharinfo(0)+" let's see..!!";
- mes "Search Manuk and Splendide fields everyday for signs of the fairies or giants.";
- next;
- mes "[Bazett]";
- mes "It's not difficult.";
- mes "So please share any information that you can gather as you travel through those areas.";
- next;
- mes "[Bazett]";
- mes "Hopefully I can find what I am looking for with the information you can find.";
- set ep13_2_busut,2;
- setquest 11101;
- close;
- case 2:
- mes "[Industrious Man]";
- mes ".............";
- mes ".............";
- mes ".............";
- mes ".............";
- mes "...........Why!!!!!";
- emotion e_sob,"Bazett Teablack#ep13bs";
- next;
- mes "[Industrious Man]";
- mes "Well if you decide to change your mind, come back to me.";
- set ep13_2_busut,1;
- close;
- }
- break;
- case 2:
- mes "[Industrious Man]";
- mes "Haha... I just know that I'm right!";
- mes "Hahahaha!!";
- next;
- mes "[Industrious Man]";
- mes "So let's work together from this point on. Let me introduce myself.";
- mes "As you can see from my name tag, my name is ^0000FFBazett Teablack^000000.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I am "+strcharinfo(0)+".";
- next;
- select("OK, so what can I do for you?");
- mes "[Bazett]";
- mes ""+strcharinfo(0)+" let's see..!!";
- mes "Search Manuk and Splendide fields everyday for signs of the fairies or giants.";
- next;
- mes "[Bazett]";
- mes "It's not difficult.";
- mes "So please share any information that you can gather as you travel through those areas.";
- next;
- mes "[Bazett]";
- mes "Hopefully I can find what I am looking for with the information you can find.";
- set ep13_2_busut,2;
- setquest 11101;
- close;
- case 3:
- mes "[Industrious Man]";
- mes ".............";
- next;
- mes "[Industrious Man]";
- mes ".............";
- mes ".............";
- next;
- mes "[Industrious Man]";
- mes ".............";
- mes ".............";
- mes ".............";
- next;
- mes "[Industrious Man]";
- mes ".............";
- mes ".............";
- mes ".............";
- mes ".............";
- next;
- mes "[Industrious Man]";
- mes ".............";
- mes ".............";
- mes ".............";
- mes ".............";
- mes "...........Why!!!!!";
- emotion e_sob,"Bazett Teablack#ep13bs";
- next;
- mes "[Industrious Man]";
- mes "Well if you decide to change your mind, come back to me.";
- set ep13_2_busut,1;
- close;
- }
- }
- else {
- if (rand(1,2) == 1) {
- mes "[Industrious Man]";
- mes "Gthgh sdsWryi";
- mes "Apeu hjsu opuer ";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "?????";
- mes "What'd you say?";
- next;
- mes "[Industrious Man]";
- mes "Oh! Sorry, I think I said it wrong...";
- mes "I was just infatuated with my research...";
- next;
- mes "[Industrious Man]";
- mes "You should find a way to understand this strange language that I've discovered here in the Ash Vacuum.";
- next;
- mes "[Industrious Man]";
- mes "Without the ability to communicate it would be really difficult to get around here, don't you think?";
- close;
- }
- else {
- mes "[Industrious Man]";
- mes "TalDathMush Di nahDeh";
- mes "ReAnduDu So sehr";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "?????";
- mes "Huh?";
- next;
- mes "[Industrious Man]";
- mes "Oh! I must've said it wrong...";
- mes "My research hasn't been going too well lately.";
- next;
- mes "[Industrious Man]";
- mes "There should be a way for you to understand this strange language here.";
- next;
- mes "[Industrious Man]";
- mes "Without the ability to communicate it would be really difficult to get around here, don't you think?";
- close;
- }
- }
- }
- if (ep13_2_busut == 1) {
- mes "[Industrious Man]";
- mes "Ah! You've returned!";
- mes "Now are you interested in my research?";
- next;
- switch(select("Yes.:No.")) {
- case 1:
- mes "[Industrious Man]";
- mes "Haha... I just know that I'm right!";
- mes "Hahahaha!!";
- next;
- mes "[Industrious Man]";
- mes "So let's work together from this point on. Let me introduce myself.";
- mes "As you can see from my name tag, my name is ^0000FFBazett Teablack^000000.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I am "+strcharinfo(0)+".";
- next;
- select("OK, so what can I do for you?");
- mes "[Bazett]";
- mes ""+strcharinfo(0)+" let's see..!!";
- mes "Search Manuk and Splendide fields everyday for signs of the fairies or giants.";
- next;
- mes "[Bazett]";
- mes "It's not difficult.";
- mes "So please share any information that you can gather as you travel through those areas.";
- next;
- mes "[Bazett]";
- mes "Hopefully I can find what I am looking for with the information you can find.";
- set ep13_2_busut,2;
- setquest 11101;
- close;
- case 2:
- mes "[Industrious Man]";
- mes ".............";
- mes "Well if you decide to change your mind, come back to me.";
- emotion e_sob,"Bazett Teablack#ep13bs";
- close;
- }
- }
- if (ep13_2_busut == 2) {
- mes "[Bazett]";
- mes "Um... for today can you search for giants in the Manuk Field?";
- mes "That place is pretty cold so, you might need a coat.";
- next;
- mes "[Bazett]";
- mes "I used this note so it should still be useful. Take it...";
- mes "Ah... and don't worry about the title of the note.";
- next;
- mes "[Bazett]";
- mes "After you've finished searching bring that note back to me.";
- next;
- mes "[Bazett]";
- mes "Got it? Ok take care and see you soon.";
- set ep13_2_busut,3;
- set ep13_2_bs1,1;
- set ep13_2_bs2,1;
- set ep13_2_bs3,1;
- set ep13_2_bs4,1;
- getitem 6074,1; //Bazett's_Order
- changequest 11101,11102;
- close;
- }
- if (ep13_2_busut == 3) {
- mes "[Bazett]";
- mes "How's the search going?";
- next;
- if (countitem(6074) < 1) {
- mes "[Bazett]";
- mes "!!!!!!!";
- mes "You lost the notes!!?";
- mes "Sigh...";
- next;
- mes "[Bazett]";
- mes "What's done has been done.";
- mes "I'll give you a new one.";
- getitem 6074,1; //Bazett's_Order
- close;
- }
- else {
- mes "[Bazett]";
- mes "Take it easy...";
- close;
- }
- }
- if (ep13_2_busut == 4) {
- mes "[Bazett]";
- mes "Oh! You're done with the investigation?";
- next;
- switch(select("Yes.:Not yet...")) {
- case 1:
- if (countitem(6074) < 1) {
- mes "[Bazett]";
- mes "!!!!!!!";
- mes "You lost the notes!!?";
- mes "Sigh...";
- next;
- mes "[Bazett]";
- mes "What's done has been done.";
- mes "You must be tired, go take a rest.";
- mes "I'll go prepare new notes.";
- mes "You can just go investigate again for me.";
- set ep13_2_busut,7;
- erasequest 11102;
- setquest 11104;
- close;
- }
- else {
- mes "[Bazett]";
- mes "May I take a look at the notes first?";
- mes "Oh!!";
- next;
- mes " - Bazett is reading the detailed contents - ";
- mes " - He seems to be captivated. - ";
- mes " - It's better if I leave him alone. - ";
- mes " - So he can finish. - ";
- next;
- mes "[Bazett]";
- mes "Mm...there are actually such things?!";
- next;
- mes "[Bazett]";
- mes "Mm...I see, I see.";
- next;
- mes "[Bazett]";
- mes "Even though the content is simple, it's well organized and interesting.";
- mes "As expected of "+strcharinfo(0)+"!!";
- next;
- mes "[Bazett]";
- mes "You've done well.";
- mes "You must be exhausted. Go take a rest. We'll continue tomorrow.";
- next;
- mes "[Bazett]";
- mes "Ah... this isn't much, but it's a coin that the giants use.";
- mes "Maybe you can buy something from them with this.";
- delitem 6074,1; //Bazett's_Order
- set ep13_2_busut,7;
- if (ep13_2_bs1 == 3) getitem 6080,1; //Manuk_Coin
- if (ep13_2_bs2 == 3) getitem 6080,1; //Manuk_Coin
- if (ep13_2_bs3 == 3) getitem 6080,1; //Manuk_Coin
- if (ep13_2_bs4 == 3) getitem 6080,1; //Manuk_Coin
- erasequest 11102;
- setquest 11104;
- close;
- }
- break;
- case 2:
- mes "[Bazett]";
- mes "Take it easy...";
- close;
- }
- }
- else {
- mes "[Bazett]";
- mes "You've done well.";
- mes "You must be exhausted. Go take a rest, we'll continue tomorrow.";
- close;
- }
-}
-
-manuk,193,135,0 script Worker#ep13bs 454,{
- if (isequipped(2782) == 1) {
- if (ep13_2_busut == 3) {
- if (ep13_2_bs1 == 1) {
- mes "[Worker]";
- mes "Oops, it's dangerous, almost broken.";
- mes "I should hurry to change it...otherwise.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What's the matter?";
- next;
- mes "[Worker]";
- mes "Ah....here.....um...";
- mes "......";
- mes ".........";
- mes "Nothing!!";
- emotion e_omg,"Worker#ep13bs";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What's up?";
- next;
- mes "[Worker]";
- mes "You are an outsider.";
- mes "......";
- mes "I was suprised by your voice.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Yes, sorry to startle you.";
- emotion e_heh,1;
- next;
- mes "[Worker]";
- mes "Haha, it's ok.";
- mes "Recently I heard about people like you but it's the first time I've actually met one.";
- next;
- mes "[Worker]";
- mes "You speak our language pretty good.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ah...anyway..you look like you're having some trouble. What happened?";
- next;
- mes "[Worker]";
- mes "Nothing!!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Are you sure? Fate has to have brought us together for a reason.";
- mes "Tell me~";
- next;
- mes "[Worker]";
- mes "......";
- mes "Frankly...";
- next;
- mes "[Worker]";
- mes "The screw is too old to use to fix the tent, so I should change it before it breaks.";
- next;
- mes "[Worker]";
- mes "I can't leave so I'm just waiting for my friend to pass by to help me.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Can I help you?";
- next;
- mes "[Worker]";
- mes "No~that's alright. We just met so I can't ask you for a favor.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "That's ok! We can help each other!";
- next;
- mes "- Suddenly there is a screeching sound as the screw breaks -";
- next;
- mes "[Worker]";
- mes "Ugh!!!";
- mes "**Sigh**";
- emotion e_sob,"Worker#ep13bs";
- emotion e_sob,1;
- next;
- mes "[Worker]";
- mes "Well that's that!";
- mes "Anyway my name is ^0000FFGill^000000.";
- next;
- mes "[Gill]";
- mes "I need something to fix the tent with, if you can get^0000FF 30 Horn of Hillslion^000000, I can make them into sturdy enough screws.";
- next;
- mes "[Gill]";
- mes "Sorry, again for making you do this but I will be waiting here for you.";
- set ep13_2_bs1,2;
- setquest 11105;
- close;
- }
- else if (ep13_2_bs1 == 2) {
- if (countitem(6032) > 29) {
- mes "[Gill]";
- mes "You helped me collect all of the Horns of Hillslion?";
- mes "Thank you so much.";
- next;
- mes "[Gill]";
- mes "It's all because of you, we are able to prevent anything disastrous.";
- mes "^0000FFEven though you're also an alien race, but compared to the vile fairies^000000, I'm glad to have met someone like "+strcharinfo(0)+".";
- delitem 6032,30; //Horn_Of_Hilsrion
- set ep13_2_bs1,3;
- set ep13_2_busut,4;
- completequest 11105;
- close;
- }
- else {
- mes "[Gill]";
- mes "Sorry, again for making you do this but I will be waiting here for you to bring back the^0000FF 30 Horn of Hillslions.^000000.";
- close;
- }
- }
- else if (ep13_2_bs1 == 3) {
- mes "[Gill]";
- mes "Thank you for helping me.";
- mes "^0000FFEven though you're also an alien race, but compared to the vile fairies^000000, I'm glad to have met someone like "+strcharinfo(0)+".";
- close;
- }
- else {
- mes "[Worker]";
- mes "This is too dangerous, it's become too loose...";
- mes "It must be replaced soon...";
- close;
- }
- }
- else if (ep13_2_busut == 4) {
- if (ep13_2_bs1 == 1) {
- mes "[Worker]";
- mes "This is too dangerous, it's become too loose...";
- mes "It must be replaced soon...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Is something wrong?";
- next;
- mes "[Worker]";
- mes "Ah... see here...";
- mes "......";
- mes ".........";
- mes "Nevermind. Nothing.";
- emotion e_omg,"Worker#ep13bs";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You don't have to be like this.";
- next;
- mes "[Worker]";
- mes "You are one of the strange race, aren't you?";
- mes "......";
- mes "To suddenly hear you speak our language gave me a bit of a shock.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Since I'm travelling here, so I thought I'd need it...";
- emotion e_heh,1," ET_SMILE";
- next;
- mes "[Worker]";
- mes "Haha, is that so?";
- mes "I've heard of the rumour that your race exists, but I've never seen one before.";
- next;
- mes "[Worker]";
- mes "And to think you can speak our language. Interesting.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ah...but just a moment ago, you were having a hard time with something. Is something wrong?";
- next;
- mes "[Worker]";
- mes "It's nothing.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ah~ It must be fate that we met~";
- mes "You can just tell me.";
- next;
- mes "[Worker]";
- mes "......";
- mes "Well...";
- next;
- mes "[Worker]";
- mes "The screw that is used to keep our tent in place is rusting away... we must get a new one.";
- next;
- mes "[Worker]";
- mes "But I can't leave this place, so I was waiting for someone to pass by.";
- mes "And you just happened to talk to me. I thought you were someone from our tribe.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I can help you.";
- next;
- mes "[Worker]";
- mes "No, it's alright. We just met, so I don't want to trouble you.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Don't worry about it! Life is all about helping eachother, don't you think so?";
- next;
- mes " - While the disagreement is taking place, - ";
- mes " - The screw that has held its ground til now - ";
- mes " - Finally gives in and breaks in half. - ";
- next;
- mes "[Worker]";
- mes "Ah!!!";
- emotion e_sob,"Worker#ep13bs";
- emotion e_sob,1;
- next;
- mes "[Worker]";
- mes "I can't just care about pride now.";
- mes "Let me introduce myself, I am ^0000FFGill^000000.";
- next;
- mes "[Gill]";
- mes "I need a screw to stablize our tent, and it can be found from the ^0000FFHillslion^000000 monster.";
- mes "Please help me collect ^0000FF30 Horns of Hillslion^000000, and that should be enough for now.";
- next;
- mes "[Gill]";
- mes "I'm really sorry, so please hurry.";
- set ep13_2_bs1,2;
- setquest 11105;
- close;
- }
- else if (ep13_2_bs1 == 2) {
- if (countitem(6032) > 29) {
- mes "[Gill]";
- mes "You helped me collect all of the Horns of Hillslion?";
- mes "Thank you so much.";
- next;
- mes "[Gill]";
- mes "It's all because of you, we are able to prevent anything disastrous.";
- mes "^0000FFEven though you're also an alien race, but compared to the vile fairies^000000, I'm glad to have met someone like "+strcharinfo(0)+".";
- delitem 6032,30; //Horn_Of_Hilsrion
- set ep13_2_bs1,3;
- completequest 11105;
- close;
- }
- else {
- mes "[Gill]";
- mes "Making you do something like this, I feel ashamed.";
- close;
- }
- }
- else if (ep13_2_bs1 == 3) {
- mes "[Gill]";
- mes "Thank you for helping me.";
- mes "^0000FFEven though you're also an alien race, but compared to the vile Fairies^000000, I'm glad to have met someone like "+strcharinfo(0)+".";
- close;
- }
- else {
- mes "[Worker]";
- mes "This is too dangerous, it's become too loose...";
- mes "It must be replaced soon...";
- close;
- }
- }
- else {
- mes "[Gill]";
- mes "You're here again?";
- mes "Talking with someone occasionally is quite relaxing.";
- close;
- }
- }
- else {
- mes "[Worker]";
- mes "Ehahdie O Ehai";
- mes "Ohek Hekdh I dkek";
- mes "Ohehp Qe Tehdhah";
- next;
- mes "[Worker]";
- mes "Ehaodke Thdieqak Khehdi";
- mes "PHhdkel";
- mes "Thhdqdcczk U dheagelokd dok";
- next;
- mes "- You can't understand what he's saying. - ";
- close;
- }
-}
-
-// Yggdrasil Dungeon Floor 2 puzzle.
-//============================================================
-nyd_dun02,178,255,0 script Strange Device#ep13_out 844,3,3,{
- mes "There's something strange here.";
- mes "Maybe that device can be controlled from here.";
- next;
- switch(select("Try to control.:Don't try to control it.")) {
- case 1:
- mes "You press the device buttons and it suddenly becomes dark.";
- close2;
- warp "nyd_dun02",139,268;
- end;
-
- case 2:
- mes "You decide to leave it alone.";
- close;
- }
-
-OnTouch:
- specialeffect EF_LEVEL99_4;
- end;
-}
-
-nyd_dun02,139,274,0 script Strange Device#ep13_in 844,3,3,{
- if ($@08_ep13nydun02_in == 1) {
- mes "The device has already been activated.";
- mes "You must wait for the controls to reset.";
- close;
- }
- else {
- mes "There's a controllable device here.";
- mes "You might be able to control that device from here.";
- next;
- switch(select("Control.:Quit.")) {
- case 1:
- if ($@08_ep13nydun02_in == 1) {
- mes "Seems to have been started.";
- close;
- }
- else {
- set $@08_ep13nydun02_in,1;
- set .@way_loot,rand(1,2);
- if (.@way_loot == 1) {
- donpcevent "ep13_warp_s1::OnEnable";
- donpcevent "ep13_warp_11::OnEnable";
- donpcevent "ep13_warp_21::OnEnable";
- donpcevent "ep13_warp_22::OnEnable";
- donpcevent "ep13_warp_22_2::OnEnable";
- }
- else {
- donpcevent "ep13_warp_s3::OnEnable";
- donpcevent "ep13_warp_13::OnEnable";
- donpcevent "ep13_warp_14::OnEnable";
- donpcevent "ep13_warp_24::OnEnable";
- donpcevent "ep13_warp_24_2::OnEnable";
- }
- initnpctimer;
- mes "The device is now on.";
- mes "Panels have appeared across the ledge.";
- close;
- }
- case 2:
- mes "You decide not to control the device.";
- close;
- }
- }
- end;
-
-OnTimer70000:
- donpcevent "ep13_nd2f_mng::Onreset";
- set $@08_ep13nydun02_in,0;
- stopnpctimer;
- end;
-
-OnTouch:
- specialeffect EF_LEVEL99_4;
- end;
-}
-
-nyd_dun02,143,272,0 script ep13_warp_s1 139,{
-
-OnEnable:
- enablenpc "ep13_warp_s1";
- specialeffect EF_WIND;
- initnpctimer;
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc "ep13_warp_s1";
- end;
-
-OnTimer2000:
- specialeffect EF_WIND;
- end;
-
-OnTimer4000:
- specialeffect EF_WIND;
- end;
-
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer10000:
- specialeffect EF_STEAL;
- disablenpc "ep13_warp_s1";
- end;
-}
-
-nyd_dun02,143,269,0 script ep13_warp_s2 139,1,1,{
-OnTouch:
- warp "nyd_dun01",214,68;
- end;
-}
-
-nyd_dun02,143,266,0 script ep13_warp_s3 139,{
-
-OnEnable:
- enablenpc "ep13_warp_s3";
- specialeffect EF_WIND;
- initnpctimer;
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc "ep13_warp_s3";
- end;
-
-OnTimer2000:
- specialeffect EF_WIND;
- end;
-
-OnTimer4000:
- specialeffect EF_WIND;
- end;
-
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer10000:
- specialeffect EF_STEAL;
- disablenpc "ep13_warp_s3";
- end;
-}
-
-nyd_dun02,143,263,0 script ep13_warp_s4 139,1,1,{
-OnTouch:
- warp "nyd_dun01",214,68;
- end;
-}
-
-nyd_dun02,146,272,0 script ep13_warp_11 139,{
-
-OnEnable:
- enablenpc "ep13_warp_11";
- specialeffect EF_WIND;
- initnpctimer;
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc "ep13_warp_11";
- end;
-
-OnTimer2000:
- specialeffect EF_WIND;
- end;
-
-OnTimer4000:
- specialeffect EF_WIND;
- end;
-
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer10000:
- specialeffect EF_STEAL;
- disablenpc "ep13_warp_11";
- end;
-}
-
-nyd_dun02,146,269,0 script ep13_warp_12 139,1,1,{
-OnTouch:
- warp "nyd_dun01",214,68;
- end;
-}
-
-nyd_dun02,146,266,0 script ep13_warp_13 139,{
-
-OnEnable:
- enablenpc "ep13_warp_13";
- specialeffect EF_WIND;
- initnpctimer;
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc "ep13_warp_13";
- end;
-
-OnTimer2000:
- specialeffect EF_WIND;
- end;
-
-OnTimer4000:
- specialeffect EF_WIND;
- end;
-
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer10000:
- specialeffect EF_STEAL;
- disablenpc "ep13_warp_13";
- end;
-}
-
-nyd_dun02,146,263,0 script ep13_warp_14 139,{
-
-OnEnable:
- enablenpc "ep13_warp_14";
- specialeffect EF_WIND;
- initnpctimer;
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc "ep13_warp_14";
- end;
-
-OnTimer2000:
- specialeffect EF_WIND;
- end;
-
-OnTimer4000:
- specialeffect EF_WIND;
- end;
-
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer10000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer12000:
- specialeffect EF_STEAL;
- disablenpc "ep13_warp_14";
- end;
-}
-
-nyd_dun02,146,260,0 script ep13_warp_15 139,1,1,{
-OnTouch:
- warp "nyd_dun01",214,68;
- end;
-}
-
-nyd_dun02,149,272,0 script ep13_warp_21 139,{
-
-OnEnable:
- enablenpc "ep13_warp_21";
- specialeffect EF_WIND;
- initnpctimer;
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc "ep13_warp_21";
- end;
-
-OnTimer2000:
- specialeffect EF_WIND;
- end;
-
-OnTimer4000:
- specialeffect EF_WIND;
- end;
-
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer10000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer12000:
- specialeffect EF_STEAL;
- disablenpc "ep13_warp_21";
- end;
-}
-
-nyd_dun02,149,269,0 script ep13_warp_22 139,{
-
-OnEnable:
- enablenpc "ep13_warp_22";
- specialeffect EF_WIND;
- initnpctimer;
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc "ep13_warp_22";
- end;
-
-OnTimer2000:
- specialeffect EF_WIND;
- end;
-
-OnTimer4000:
- specialeffect EF_WIND;
- end;
-
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
- specialeffect EF_WIND;
- end;
-
-OnTimer10000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer12000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer15000:
- specialeffect EF_STEAL;
- disablenpc "ep13_warp_22";
- end;
-}
-
-nyd_dun02,149,269,0 script ep13_warp_22_2 139,1,1,{
-OnInit:
- disablenpc "ep13_warp_22_2";
- end;
-
-OnEnable:
- enablenpc "ep13_warp_22_2";
- end;
-
-OnDisable:
- disablenpc "ep13_warp_22_2";
- end;
-
-OnTouch:
- donpcevent "ep13_warp_31::OnEnable";
- donpcevent "ep13_warp_41::OnEnable";
- donpcevent "ep13_warp_42::OnEnable";
- donpcevent "ep13_warp_43::OnEnable";
- donpcevent "ep13_warp_43_2::OnEnable";
- donpcevent "ep13_warp_22_2::OnDisable";
- end;
-}
-
-nyd_dun02,149,266,0 script ep13_warp_23 139,1,1,{
-OnTouch:
- warp "nyd_dun01",214,68;
- end;
-}
-
-nyd_dun02,149,263,0 script ep13_warp_24 139,{
-
-OnEnable:
- enablenpc "ep13_warp_24";
- specialeffect EF_WIND;
- initnpctimer;
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc "ep13_warp_24";
- end;
-
-OnTimer2000:
- specialeffect EF_WIND;
- end;
-
-OnTimer4000:
- specialeffect EF_WIND;
- end;
-
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
- specialeffect EF_WIND;
- end;
-
-OnTimer10000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer12000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer15000:
- specialeffect EF_STEAL;
- disablenpc "ep13_warp_24";
- end;
-}
-
-nyd_dun02,149,263,0 script ep13_warp_24_2 139,1,1,{
-
-OnInit:
- disablenpc "ep13_warp_24_2";
- end;
-
-OnEnable:
- enablenpc "ep13_warp_24_2";
- end;
-
-OnDisable:
- disablenpc "ep13_warp_24_2";
- end;
-
-OnTouch:
- set .@way_loot,rand(1,2);
- if (.@way_loot == 1) {
- donpcevent "ep13_warp_33::OnEnable";
- donpcevent "ep13_warp_43::OnEnable";
- donpcevent "ep13_warp_43_2::OnEnable";
- }
- else {
- donpcevent "ep13_warp_25::OnEnable";
- donpcevent "ep13_warp_26::OnEnable";
- donpcevent "ep13_warp_35::OnEnable";
- donpcevent "ep13_warp_45::OnEnable";
- donpcevent "ep13_warp_45_2::OnEnable";
- }
- disablenpc "ep13_warp_24_2";
- end;
-}
-
-nyd_dun02,149,260,0 script ep13_warp_25 139,{
-
-OnEnable:
- enablenpc "ep13_warp_25";
- specialeffect EF_WIND;
- initnpctimer;
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc "ep13_warp_25";
- end;
-
-OnTimer2000:
- specialeffect EF_WIND;
- end;
-
-OnTimer4000:
- specialeffect EF_WIND;
- end;
-
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer10000:
- specialeffect EF_STEAL;
- disablenpc "ep13_warp_25";
- end;
-}
-
-nyd_dun02,149,257,0 script ep13_warp_26 139,{
-
-OnEnable:
- enablenpc "ep13_warp_26";
- specialeffect EF_WIND;
- initnpctimer;
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc "ep13_warp_26";
- end;
-
-OnTimer2000:
- specialeffect EF_WIND;
- end;
-
-OnTimer4000:
- specialeffect EF_WIND;
- end;
-
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer10000:
- specialeffect EF_STEAL;
- disablenpc "ep13_warp_26";
- end;
-}
-
-nyd_dun02,152,270,0 script ep13_warp_31 139,{
-
-OnEnable:
- enablenpc "ep13_warp_31";
- specialeffect EF_WIND;
- initnpctimer;
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc "ep13_warp_31";
- end;
-
-OnTimer2000:
- specialeffect EF_WIND;
- end;
-
-OnTimer4000:
- specialeffect EF_WIND;
- end;
-
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer10000:
- specialeffect EF_STEAL;
- disablenpc "ep13_warp_31";
- end;
-}
-
-nyd_dun02,152,267,0 script ep13_warp_32 139,1,1,{
-OnTouch:
- warp "nyd_dun01",214,68;
- end;
-}
-
-nyd_dun02,152,264,0 script ep13_warp_33 139,{
-
-OnEnable:
- enablenpc "ep13_warp_33";
- specialeffect EF_WIND;
- initnpctimer;
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc "ep13_warp_33";
- end;
-
-OnTimer2000:
- specialeffect EF_WIND;
- end;
-
-OnTimer4000:
- specialeffect EF_WIND;
- end;
-
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer10000:
- specialeffect EF_STEAL;
- disablenpc "ep13_warp_33";
- end;
-}
-
-nyd_dun02,152,261,0 script ep13_warp_34 139,1,1,{
-OnTouch:
- warp "nyd_dun01",214,68;
- end;
-}
-
-nyd_dun02,152,258,0 script ep13_warp_35 139,{
-
-OnEnable:
- enablenpc "ep13_warp_35";
- specialeffect EF_WIND;
- initnpctimer;
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc "ep13_warp_35";
- end;
-
-OnTimer2000:
- specialeffect EF_WIND;
- end;
-
-OnTimer4000:
- specialeffect EF_WIND;
- end;
-
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer10000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer12000:
- specialeffect EF_STEAL;
- enablenpc "ep13_warp_35";
- end;
-}
-
-nyd_dun02,155,269,0 script ep13_warp_41 139,{
-
-OnEnable:
- enablenpc "ep13_warp_41";
- specialeffect EF_WIND;
- initnpctimer;
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc "ep13_warp_41";
- end;
-
-OnTimer2000:
- specialeffect EF_WIND;
- end;
-
-OnTimer4000:
- specialeffect EF_WIND;
- end;
-
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer10000:
- specialeffect EF_STEAL;
- disablenpc "ep13_warp_41";
- end;
-}
-
-nyd_dun02,155,266,0 script ep13_warp_42 139,{
-
-OnEnable:
- enablenpc "ep13_warp_42";
- specialeffect EF_WIND;
- initnpctimer;
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc "ep13_warp_42";
- end;
-
-OnTimer2000:
- specialeffect EF_WIND;
- end;
-
-OnTimer4000:
- specialeffect EF_WIND;
- end;
-
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer10000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer12000:
- specialeffect EF_STEAL;
- disablenpc "ep13_warp_42";
- end;
-}
-
-nyd_dun02,155,263,0 script ep13_warp_43 139,{
-
-OnEnable:
- enablenpc "ep13_warp_43";
- specialeffect EF_WIND;
- initnpctimer;
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc "ep13_warp_43";
- end;
-
-OnTimer2000:
- specialeffect EF_WIND;
- end;
-
-OnTimer4000:
- specialeffect EF_WIND;
- end;
-
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
- specialeffect EF_WIND;
- end;
-
-OnTimer10000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer12000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer15000:
- specialeffect EF_STEAL;
- disablenpc "ep13_warp_43";
- end;
-}
-
-nyd_dun02,155,263,0 script ep13_warp_43_2 139,1,1,{
-
-OnInit:
- disablenpc "ep13_warp_43_2";
- end;
-
-OnEnable:
- enablenpc "ep13_warp_43_2";
- end;
-
-OnDisable:
- disablenpc "ep13_warp_43_2";
- end;
-
-OnTouch:
- donpcevent "ep13_warp_52::OnEnable";
- donpcevent "ep13_warp_61::OnEnable";
- donpcevent "ep13_warp_61_2::OnEnable";
- donpcevent "ep13_warp_43_2::OnDisable";
- end;
-}
-
-nyd_dun02,155,260,0 script ep13_warp_44 139,1,1,{
-OnTouch:
- warp "nyd_dun01",214,68;
- end;
-}
-
-nyd_dun02,155,257,0 script ep13_warp_45 139,{
-
-OnEnable:
- enablenpc "ep13_warp_45";
- specialeffect EF_WIND;
- initnpctimer;
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc "ep13_warp_45";
- end;
-
-OnTimer2000:
- specialeffect EF_WIND;
- end;
-
-OnTimer4000:
- specialeffect EF_WIND;
- end;
-
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
- specialeffect EF_WIND;
- end;
-
-OnTimer10000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer12000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer15000:
- specialeffect EF_STEAL;
- disablenpc "ep13_warp_45";
- end;
-}
-
-nyd_dun02,155,257,0 script ep13_warp_45_2 139,1,1,{
-
-OnInit:
- disablenpc "ep13_warp_45_2";
- end;
-
-OnEnable:
- enablenpc "ep13_warp_45_2";
- end;
-
-OnDisable:
- disablenpc "ep13_warp_45_2";
- end;
-
-OnTouch:
- donpcevent "ep13_warp_46::OnEnable";
- donpcevent "ep13_warp_55::OnEnable";
- donpcevent "ep13_warp_56::OnEnable";
- donpcevent "ep13_warp_65::OnEnable";
- donpcevent "ep13_warp_65_2::OnEnable";
- donpcevent "ep13_warp_45_2::OnDisable";
- end;
-}
-
-nyd_dun02,155,254,0 script ep13_warp_46 139,{
-
-OnEnable:
- enablenpc "ep13_warp_46";
- specialeffect EF_WIND;
- initnpctimer;
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc "ep13_warp_46";
- end;
-
-OnTimer2000:
- specialeffect EF_WIND;
- end;
-
-OnTimer4000:
- specialeffect EF_WIND;
- end;
-
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer10000:
- specialeffect EF_STEAL;
- disablenpc "ep13_warp_46";
- end;
-}
-
-nyd_dun02,158,266,0 script ep13_warp_51 139,1,1,{
-OnTouch:
- warp "nyd_dun01",214,68;
- end;
-}
-
-nyd_dun02,158,263,0 script ep13_warp_52 139,{
-
-OnEnable:
- enablenpc "ep13_warp_52";
- specialeffect EF_WIND;
- initnpctimer;
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc "ep13_warp_52";
- end;
-
-OnTimer2000:
- specialeffect EF_WIND;
- end;
-
-OnTimer4000:
- specialeffect EF_WIND;
- end;
-
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer10000:
- specialeffect EF_STEAL;
- disablenpc "ep13_warp_52";
- end;
-}
-
-nyd_dun02,158,260,0 script ep13_warp_53 139,1,1,{
-OnTouch:
- warp "nyd_dun01",214,68;
- end;
-}
-
-nyd_dun02,158,257,0 script ep13_warp_54 139,1,1,{
-OnTouch:
- warp "nyd_dun01",214,68;
- end;
-}
-
-nyd_dun02,158,254,0 script ep13_warp_55 139,{
-
-OnEnable:
- enablenpc "ep13_warp_55";
- specialeffect EF_WIND;
- initnpctimer;
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc "ep13_warp_55";
- end;
-
-OnTimer2000:
- specialeffect EF_WIND;
- end;
-
-OnTimer4000:
- specialeffect EF_WIND;
- end;
-
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer10000:
- specialeffect EF_STEAL;
- disablenpc "ep13_warp_55";
- end;
-}
-
-nyd_dun02,158,251,0 script ep13_warp_56 139,{
-
-OnEnable:
- enablenpc "ep13_warp_56";
- specialeffect EF_WIND;
- initnpctimer;
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc "ep13_warp_56";
- end;
-
-OnTimer2000:
- specialeffect EF_WIND;
- end;
-
-OnTimer4000:
- specialeffect EF_WIND;
- end;
-
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer10000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer12000:
- specialeffect EF_STEAL;
- disablenpc "ep13_warp_56";
- end;
-}
-
-nyd_dun02,161,264,0 script ep13_warp_61 139,{
-
-OnEnable:
- enablenpc "ep13_warp_61";
- specialeffect EF_WIND;
- initnpctimer;
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc "ep13_warp_61";
- end;
-
-OnTimer2000:
- specialeffect EF_WIND;
- end;
-
-OnTimer4000:
- specialeffect EF_WIND;
- end;
-
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
- specialeffect EF_WIND;
- end;
-
-OnTimer10000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer12000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer15000:
- specialeffect EF_STEAL;
- disablenpc "ep13_warp_61";
- end;
-}
-
-nyd_dun02,161,264,0 script ep13_warp_61_2 139,1,1,{
-
-OnInit:
- disablenpc "ep13_warp_61_2";
- end;
-
-OnEnable:
- enablenpc "ep13_warp_61_2";
- end;
-
-OnDisable:
- disablenpc "ep13_warp_61_2";
- end;
-
-OnTouch:
- donpcevent "ep13_warp_62::OnEnable";
- donpcevent "ep13_warp_71::OnEnable";
- donpcevent "ep13_warp_72::OnEnable";
- donpcevent "ep13_warp_81::OnEnable";
- donpcevent "ep13_warp_81_2::OnEnable";
- donpcevent "ep13_warp_61_2::OnDisable";
- end;
-}
-
-nyd_dun02,161,261,0 script ep13_warp_62 139,{
-
-OnEnable:
- enablenpc "ep13_warp_62";
- specialeffect EF_WIND;
- initnpctimer;
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc "ep13_warp_62";
- end;
-
-OnTimer2000:
- specialeffect EF_WIND;
- end;
-
-OnTimer4000:
- specialeffect EF_WIND;
- end;
-
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer10000:
- specialeffect EF_STEAL;
- disablenpc "ep13_warp_62";
- end;
-}
-
-nyd_dun02,161,258,0 script ep13_warp_63 139,1,1,{
-OnTouch:
- warp "nyd_dun01",214,68;
- end;
-}
-
-nyd_dun02,161,255,0 script ep13_warp_64 139,{
-
-OnEnable:
- enablenpc "ep13_warp_64";
- initnpctimer;
- specialeffect EF_WIND;
- end;
-
-OnDisable:
- disablenpc "ep13_warp_64";
- end;
-
-OnTimer2000:
- specialeffect EF_WIND;
- end;
-
-OnTimer4000:
- specialeffect EF_WIND;
- end;
-
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer10000:
- specialeffect EF_STEAL;
- disablenpc "ep13_warp_64";
- end;
-}
-
-nyd_dun02,161,252,0 script ep13_warp_65 139,{
-
-OnEnable:
- enablenpc "ep13_warp_65";
- specialeffect EF_WIND;
- initnpctimer;
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc "ep13_warp_65";
- end;
-
-OnTimer2000:
- specialeffect EF_WIND;
- end;
-
-OnTimer4000:
- specialeffect EF_WIND;
- end;
-
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
- specialeffect EF_WIND;
- end;
-
-OnTimer10000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer12000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer15000:
- specialeffect EF_STEAL;
- disablenpc "ep13_warp_65";
- end;
-}
-
-nyd_dun02,161,252,0 script ep13_warp_65_2 139,1,1,{
-OnInit:
- disablenpc "ep13_warp_65_2";
- end;
-
-OnEnable:
- enablenpc "ep13_warp_65_2";
- end;
-
-OnDisable:
- disablenpc "ep13_warp_65_2";
- end;
-
-OnTouch:
- set way_loot,rand(1,2);
- if (way_loot == 1) {
- donpcevent "ep13_warp_64::OnEnable";
- donpcevent "ep13_warp_73::OnEnable";
- donpcevent "ep13_warp_82::OnEnable";
- donpcevent "ep13_warp_83::OnEnable";
- donpcevent "ep13_warp_83_2::OnEnable";
- }
- else {
- donpcevent "ep13_warp_66::OnEnable";
- donpcevent "ep13_warp_75::OnEnable";
- donpcevent "ep13_warp_76::OnEnable";
- donpcevent "ep13_warp_85::OnEnable";
- donpcevent "ep13_warp_85_2::OnEnable";
- }
- disablenpc "ep13_warp_65_2";
- end;
-}
-
-nyd_dun02,161,249,0 script ep13_warp_66 139,{
-
-OnEnable:
- enablenpc "ep13_warp_66";
- specialeffect EF_WIND;
- initnpctimer;
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc "ep13_warp_66";
- end;
-
-OnTimer2000:
- specialeffect EF_WIND;
- end;
-
-OnTimer4000:
- specialeffect EF_WIND;
- end;
-
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer10000:
- specialeffect EF_STEAL;
- disablenpc "ep13_warp_66";
- end;
-}
-
-nyd_dun02,164,261,0 script ep13_warp_71 139,{
-
-OnEnable:
- enablenpc "ep13_warp_71";
- specialeffect EF_WIND;
- initnpctimer;
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc "ep13_warp_71";
- end;
-
-OnTimer2000:
- specialeffect EF_WIND;
- end;
-
-OnTimer4000:
- specialeffect EF_WIND;
- end;
-
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer10000:
- specialeffect EF_STEAL;
- disablenpc "ep13_warp_71";
- end;
-}
-
-nyd_dun02,164,258,0 script ep13_warp_72 139,{
-
-OnEnable:
- enablenpc "ep13_warp_72";
- specialeffect EF_WIND;
- initnpctimer;
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc "ep13_warp_72";
- end;
-
-OnTimer2000:
- specialeffect EF_WIND;
- end;
-
-OnTimer4000:
- specialeffect EF_WIND;
- end;
-
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer10000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer12000:
- specialeffect EF_STEAL;
- disablenpc "ep13_warp_72";
- end;
-}
-
-nyd_dun02,164,255,0 script ep13_warp_73 139,{
-
-OnEnable:
- enablenpc "ep13_warp_73";
- specialeffect EF_WIND;
- initnpctimer;
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc "ep13_warp_73";
- end;
-
-OnTimer2000:
- specialeffect EF_WIND;
- end;
-
-OnTimer4000:
- specialeffect EF_WIND;
- end;
-
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer10000:
- specialeffect EF_STEAL;
- disablenpc "ep13_warp_73";
- end;
-}
-
-nyd_dun02,164,252,0 script ep13_warp_74 139,1,1,{
-OnTouch:
- warp "nyd_dun01",214,68;
- end;
-}
-
-nyd_dun02,164,249,0 script ep13_warp_75 139,{
-
-OnEnable:
- enablenpc "ep13_warp_75";
- specialeffect EF_WIND;
- initnpctimer;
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc "ep13_warp_75";
- end;
-
-OnTimer2000:
- specialeffect EF_WIND;
- end;
-
-OnTimer4000:
- specialeffect EF_WIND;
- end;
-
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer10000:
- specialeffect EF_STEAL;
- disablenpc "ep13_warp_75";
- end;
-}
-
-nyd_dun02,164,246,0 script ep13_warp_76 139,{
-
-OnEnable:
- enablenpc "ep13_warp_76";
- specialeffect EF_WIND;
- initnpctimer;
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc "ep13_warp_76";
- end;
-
-OnTimer2000:
- specialeffect EF_WIND;
- end;
-
-OnTimer4000:
- specialeffect EF_WIND;
- end;
-
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer10000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer12000:
- specialeffect EF_STEAL;
- disablenpc "ep13_warp_76";
- end;
-}
-
-nyd_dun02,167,258,0 script ep13_warp_81 139,{
-
-OnEnable:
- enablenpc "ep13_warp_81";
- specialeffect EF_WIND;
- initnpctimer;
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc "ep13_warp_81";
- end;
-
-OnTimer2000:
- specialeffect EF_WIND;
- end;
-
-OnTimer4000:
- specialeffect EF_WIND;
- end;
-
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
- specialeffect EF_WIND;
- end;
-
-OnTimer10000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer12000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer15000:
- specialeffect EF_STEAL;
- disablenpc "ep13_warp_81";
- end;
-}
-
-nyd_dun02,167,258,0 script ep13_warp_81_2 139,1,1,{
-OnInit:
- disablenpc "ep13_warp_81_2";
- end;
-
-OnEnable:
- enablenpc "ep13_warp_81_2";
- end;
-
-OnDisable:
- disablenpc "ep13_warp_81_2";
- end;
-
-OnTouch:
- donpcevent "ep13_warp_91::OnEnable";
- donpcevent "ep13_warp_92::OnEnable";
- donpcevent "ep13_warp_93::OnEnable";
- donpcevent "ep13_warp_e1::OnEnable";
- donpcevent "ep13_warp_81_2::OnDisable";
- end;
-}
-
-nyd_dun02,167,255,0 script ep13_warp_82 139,{
-
-OnEnable:
- enablenpc "ep13_warp_82";
- specialeffect EF_WIND;
- initnpctimer;
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc "ep13_warp_82";
- end;
-
-OnTimer2000:
- specialeffect EF_WIND;
- end;
-
-OnTimer4000:
- specialeffect EF_WIND;
- end;
-
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer10000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer12000:
- specialeffect EF_STEAL;
- disablenpc "ep13_warp_82";
- end;
-}
-
-nyd_dun02,167,252,0 script ep13_warp_83 139,{
-
-OnEnable:
- enablenpc "ep13_warp_83";
- specialeffect EF_WIND;
- initnpctimer;
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc "ep13_warp_83";
- end;
-
-OnTimer2000:
- specialeffect EF_WIND;
- end;
-
-OnTimer4000:
- specialeffect EF_WIND;
- end;
-
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
- specialeffect EF_WIND;
- end;
-
-OnTimer10000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer12000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer15000:
- specialeffect EF_STEAL;
- disablenpc "ep13_warp_83";
- end;
-}
-
-nyd_dun02,167,252,0 script ep13_warp_83_2 139,1,1,{
-
-OnInit:
- disablenpc "ep13_warp_83_2";
- end;
-
-OnEnable:
- enablenpc "ep13_warp_83_2";
- end;
-
-OnDisable:
- disablenpc "ep13_warp_83_2";
- end;
-
-OnTouch:
- donpcevent "ep13_warp_84::OnEnable";
- donpcevent "ep13_warp_94::OnEnable";
- donpcevent "ep13_warp_e2::OnEnable";
- donpcevent "ep13_warp_83_2::OnDisable";
- end;
-}
-
-nyd_dun02,167,249,0 script ep13_warp_84 139,{
-
-OnEnable:
- enablenpc "ep13_warp_84";
- specialeffect EF_WIND;
- initnpctimer;
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc "ep13_warp_84";
- end;
-
-OnTimer2000:
- specialeffect EF_WIND;
- end;
-
-OnTimer4000:
- specialeffect EF_WIND;
- end;
-
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer10000:
- specialeffect EF_STEAL;
- disablenpc "ep13_warp_84";
- end;
-}
-
-nyd_dun02,167,246,0 script ep13_warp_85 139,{
-
-OnEnable:
- enablenpc "ep13_warp_85";
- specialeffect EF_WIND;
- initnpctimer;
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc "ep13_warp_85";
- end;
-
-OnTimer2000:
- specialeffect EF_WIND;
- end;
-
-OnTimer4000:
- specialeffect EF_WIND;
- end;
-
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
- specialeffect EF_WIND;
- end;
-
-OnTimer10000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer12000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer15000:
- specialeffect EF_STEAL;
- disablenpc "ep13_warp_85";
- end;
-}
-
-nyd_dun02,167,246,0 script ep13_warp_85_2 139,1,1,{
-
-OnInit:
- disablenpc "ep13_warp_85_2";
- end;
-
-OnEnable:
- enablenpc "ep13_warp_85_2";
- end;
-
-OnDisable:
- disablenpc "ep13_warp_85_2";
- end;
-
-OnTouch:
- donpcevent "ep13_warp_95::OnEnable";
- donpcevent "ep13_warp_e3::OnEnable";
- donpcevent "ep13_warp_85_2::OnEnable";
- end;
-}
-
-nyd_dun02,170,257,0 script ep13_warp_91 139,{
-
-OnEnable:
- enablenpc "ep13_warp_91";
- specialeffect EF_WIND;
- initnpctimer;
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc "ep13_warp_91";
- end;
-
-OnTimer2000:
- specialeffect EF_WIND;
- end;
-
-OnTimer4000:
- specialeffect EF_WIND;
- end;
-
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer10000:
- specialeffect EF_STEAL;
- disablenpc "ep13_warp_91";
- end;
-}
-
-nyd_dun02,170,254,0 script ep13_warp_92 139,{
-
-OnEnable:
- enablenpc "ep13_warp_92";
- specialeffect EF_WIND;
- initnpctimer;
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc "ep13_warp_92";
- end;
-
-OnTimer2000:
- specialeffect EF_WIND;
- end;
-
-OnTimer4000:
- specialeffect EF_WIND;
- end;
-
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer10000:
- specialeffect EF_STEAL;
- disablenpc "ep13_warp_92";
- end;
-}
-
-nyd_dun02,170,251,0 script ep13_warp_93 139,{
-
-OnEnable:
- enablenpc "ep13_warp_93";
- specialeffect EF_WIND;
- initnpctimer;
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc "ep13_warp_93";
- end;
-
-OnTimer2000:
- specialeffect EF_WIND;
- end;
-
-OnTimer4000:
- specialeffect EF_WIND;
- end;
-
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer10000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer12000:
- specialeffect EF_STEAL;
- disablenpc "ep13_warp_93";
- end;
-}
-
-nyd_dun02,170,248,0 script ep13_warp_94 139,{
-
-OnEnable:
- enablenpc "ep13_warp_94";
- specialeffect EF_WIND;
- initnpctimer;
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc "ep13_warp_94";
- end;
-
-OnTimer2000:
- specialeffect EF_WIND;
- end;
-
-OnTimer4000:
- specialeffect EF_WIND;
- end;
-
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer10000:
- specialeffect EF_STEAL;
- disablenpc "ep13_warp_94";
- end;
-}
-
-nyd_dun02,170,245,0 script ep13_warp_95 139,{
-
-OnEnable:
- enablenpc "ep13_warp_95";
- specialeffect EF_WIND;
- initnpctimer;
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc "ep13_warp_95";
- end;
-
-OnTimer2000:
- specialeffect EF_WIND;
- end;
-
-OnTimer4000:
- specialeffect EF_WIND;
- end;
-
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer10000:
- specialeffect EF_STEAL;
- disablenpc "ep13_warp_95";
- end;
-}
-
-nyd_dun02,173,251,0 script ep13_warp_e1 139,{
-
-OnEnable:
- enablenpc "ep13_warp_e1";
- specialeffect EF_WIND;
- initnpctimer;
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc "ep13_warp_e1";
- end;
-
-OnTimer2000:
- specialeffect EF_WIND;
- end;
-
-OnTimer4000:
- specialeffect EF_WIND;
- end;
-
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
- specialeffect EF_WIND;
- end;
-
-OnTimer10000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer12000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer15000:
- specialeffect EF_STEAL;
- disablenpc "ep13_warp_e1";
- end;
-}
-
-nyd_dun02,173,248,0 script ep13_warp_e2 139,{
-
-OnEnable:
- enablenpc "ep13_warp_e2";
- specialeffect EF_WIND;
- initnpctimer;
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc "ep13_warp_e2";
- end;
-
-OnTimer2000:
- specialeffect EF_WIND;
- end;
-
-OnTimer4000:
- specialeffect EF_WIND;
- end;
-
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
- specialeffect EF_WIND;
- end;
-
-OnTimer10000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer12000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer15000:
- specialeffect EF_STEAL;
- disablenpc "ep13_warp_e2";
- end;
-}
-
-nyd_dun02,173,245,0 script ep13_warp_e3 139,{
-
-OnEnable:
- enablenpc "ep13_warp_e3";
- specialeffect EF_WIND;
- initnpctimer;
- end;
-
-OnDisable:
- specialeffect EF_WIND;
- disablenpc "ep13_warp_e3";
- end;
-
-OnTimer2000:
- specialeffect EF_WIND;
- end;
-
-OnTimer4000:
- specialeffect EF_WIND;
- end;
-
-OnTimer6000:
- specialeffect EF_WIND;
- end;
-
-OnTimer8000:
- specialeffect EF_WIND;
- end;
-
-OnTimer10000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer12000:
- specialeffect EF_STEAL;
- end;
-
-OnTimer15000:
- specialeffect EF_STEAL;
- disablenpc "ep13_warp_e3";
- end;
-}
-
-nyd_dun02,173,242,0 script ep13_warp_e4 139,1,1,{
-OnTouch:
- warp "nyd_dun01",214,68;
- end;
-}
-
-nyd_dun01,255,142,0 warp nynm_dun1f_to_2f 1,1,nyd_dun02,61,265
-nyd_dun02,56,264,0 warp nynm_dun2f_to_1f 1,1,nyd_dun01,249,143
-
-//==============================================================================
-nyd_dun02,1,1,0 script ep13_nd2f_mng 844,{
- mes "Enter password.";
- next;
- input .@input; //,0,4000;
- if (.@input == 1854) {
- mes "Reset Puzzle?";
- next;
- switch(select("Yes:No")) {
- case 1:
- donpcevent "ep13_nd2f_mng::Onreset";
- set $@08_ep13nydun02_in,0;
- mes "Puzzle reset";
- close;
- case 2:
- mes "Canceled.";
- close;
- }
- }
- else {
- mes "Invalid.";
- close;
- }
- end;
-
-Onreset:
- donpcevent "ep13_warp_s1::OnEnable";
- donpcevent "ep13_warp_s3::OnEnable";
-
- donpcevent "ep13_warp_11::OnEnable";
- donpcevent "ep13_warp_13::OnEnable";
- donpcevent "ep13_warp_14::OnEnable";
-
- donpcevent "ep13_warp_21::OnEnable";
- donpcevent "ep13_warp_22::OnEnable";
- donpcevent "ep13_warp_24::OnEnable";
- donpcevent "ep13_warp_25::OnEnable";
- donpcevent "ep13_warp_26::OnEnable";
-
- donpcevent "ep13_warp_31::OnEnable";
- donpcevent "ep13_warp_33::OnEnable";
- donpcevent "ep13_warp_35::OnEnable";
-
- donpcevent "ep13_warp_41::OnEnable";
- donpcevent "ep13_warp_42::OnEnable";
- donpcevent "ep13_warp_43::OnEnable";
- donpcevent "ep13_warp_45::OnEnable";
- donpcevent "ep13_warp_46::OnEnable";
-
- donpcevent "ep13_warp_52::OnEnable";
- donpcevent "ep13_warp_55::OnEnable";
- donpcevent "ep13_warp_56::OnEnable";
-
- donpcevent "ep13_warp_61::OnEnable";
- donpcevent "ep13_warp_62::OnEnable";
- donpcevent "ep13_warp_64::OnEnable";
- donpcevent "ep13_warp_65::OnEnable";
- donpcevent "ep13_warp_66::OnEnable";
-
- donpcevent "ep13_warp_71::OnEnable";
- donpcevent "ep13_warp_72::OnEnable";
- donpcevent "ep13_warp_73::OnEnable";
- donpcevent "ep13_warp_75::OnEnable";
- donpcevent "ep13_warp_76::OnEnable";
-
- donpcevent "ep13_warp_81::OnEnable";
- donpcevent "ep13_warp_82::OnEnable";
- donpcevent "ep13_warp_83::OnEnable";
- donpcevent "ep13_warp_84::OnEnable";
- donpcevent "ep13_warp_85::OnEnable";
-
- donpcevent "ep13_warp_91::OnEnable";
- donpcevent "ep13_warp_92::OnEnable";
- donpcevent "ep13_warp_93::OnEnable";
- donpcevent "ep13_warp_94::OnEnable";
- donpcevent "ep13_warp_95::OnEnable";
-
- donpcevent "ep13_warp_e1::OnEnable";
- donpcevent "ep13_warp_e2::OnEnable";
- donpcevent "ep13_warp_e3::OnEnable";
-
- donpcevent "ep13_warp_22_2::OnDisable";
- donpcevent "ep13_warp_24_2::OnDisable";
- donpcevent "ep13_warp_43_2::OnDisable";
- donpcevent "ep13_warp_45_2::OnDisable";
- donpcevent "ep13_warp_61_2::OnDisable";
- donpcevent "ep13_warp_65_2::OnDisable";
- donpcevent "ep13_warp_81_2::OnDisable";
- donpcevent "ep13_warp_83_2::OnDisable";
- donpcevent "ep13_warp_85_2::OnDisable";
- end;
-}
diff --git a/npc/quests/quests_airship.txt b/npc/quests/quests_airship.txt
deleted file mode 100644
index c26d7caee..000000000
--- a/npc/quests/quests_airship.txt
+++ /dev/null
@@ -1,3227 +0,0 @@
-//===== rAthena Script =======================================
-//= Airship Related Quests
-//===== By: ==================================================
-// Samuray22
-//===== Current Version: =====================================
-//= 1.8
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= Quest from the airplane to einbroch and einbech.
-//= Reward: -Free Ticket for Flyship.
-//= -Free System to Repair.
-//= Quest about how work the airship
-//= Reward: -Base Experience 200,000
-//= -Job Experience 10,000
-//===== Additional Comments: =================================
-//= 1.0 First Beta.
-//= 1.1 Added Heart Fragment quest. [SinSloth]
-//= 1.2 Change the laboratory code text to make it easier to
-//= understand. [SinSloth]
-//= 1.3 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
-//= 1.3a Corrected a Typo error ";;". [Samuray22]
-//= 1.4 Fixed incorrect variable type used. [L0ne_W0lf]
-//= 1.5 Replaced effect numerics with constants. [Samuray22]
-//= 1.6 Changed some variables to scope instead of permanent char. [brianluau]
-//= 1.7 some minor cleanup updates to the airship invasion. [L0ne_W0lf]
-//= 1.8 Added quest log entries for:
-//= - Airship Ticket Quest
-//= - How the Airship Works
-//============================================================
-
-//=======================================================================================================//
-// Airship Ticket Quest
-//=======================================================================================================//
-
-//====================Kain Himere=============================
-
-airplane,47,61,1 script Crewman 833,{
- if(kain_ticket==4) {
- mes "[Kain Himere]";
- mes "Ah...";
- mes "Here it is!";
- next;
- mes "[Kain Himere]";
- mes "A few days ago, a customer from Einbroch left this on the Airship. He contacted us later to let us know that he can't come back to the Airship to get it.";
- next;
- mes "[Kain Himere]";
- mes "His name is Defru Ark. Currently, he's staying at the Einbroch Hotel. Would you be willing to deliver this for me?";
- next;
- mes "[Kain Himere]";
- mes "It's a strange favor to ask, but I'll pay you back as soon as you return.";
- next;
- setquest 2079;
- set kain_ticket, 5;
- mes "^3355FFKain Himere has given you a small box.^000000";
- close;
- }
- mes "[Kain Himere]";
- mes "Welcome to the Airship. If you have any questions or need any assistnace, please don't hesisitate to let me or one of the other crewman know.";
- next;
- if(kain_ticket==0) {
- switch( select( "About the Airship...", "Leave a Comment" )) {
- case 1:
- set kain_ticket, 1;
- mes "[Kain Himere]";
- mes "Is this your first time flying? Hahaha, I understand how nervous you might be since I used to feel the same way.";
- next;
- mes "[Kain Himere]";
- mes "Our country has made rapid progress in the field of science. Scientific advances have obviously affected our way of life, sort of like how magic improved life in Rune-Migarts.";
- next;
- mes "[Kain Himere]";
- mes "In the Schwaltzwald Republic, we have many scholars who've invented a ship that can fly between towns.";
- next;
- mes "[Kain Himere]";
- mes "It's powered through just a little piece from the Heart of Ymir. This flying ship is a source of pride and joy for our nation.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Is there any other transportation?";
- next;
- mes "[Kain Himere]";
- mes "Weeeell, there's a train that runs between Einbech and Einbroch. But other than that, I guess you'd have to walk. Hahahaha~";
- close;
- case 2:
- mes "[Kain Himere]";
- mes "You wish to leave";
- mes "a comment about our";
- mes "service? Tell me your";
- mes "message and I'll report";
- mes "it to the higher ups.";
- mes "To cancel, press '0'.";
- next;
- input @comment$;
- if (@comment$ == "0") {
- mes "[Kain Himere]";
- mes "Ah, well, if you";
- mes "have any helpful criticism about our service, feel free to leave me with your comments at any time.";
- close;
- } else {
- mes "["+strcharinfo(0)+"]";
- mes @comment$+".";
- next;
- mes "[Kain Himere]";
- mes "Hmmmm...";
- mes "I see. Well, I'll";
- mes "send your message";
- mes "to my superiors as";
- mes "soon as possible.";
- mes "Thank you very much.";
- close;
- }
- }
- } else if(kain_ticket==1) {
- switch( select( "About the Airship...", "Make a remark" )) {
- case 1:
- set kain_ticket, 2;
- mes "[Kain Himere]";
- mes "You want to hear more";
- mes "about the Airship? Hmm, I don't know too many stories that I could tell you.";
- next;
- mes "[Kain Himere]";
- mes "Well, it's rumored that this really huge corporation runs this Airship. Supposedly, they've got their hands in all sorts of enterprises.";
- next;
- mes "[Kain Himere]";
- mes "Since the Airships are our form of national transportation, I guess that corporation makes a lot of money. Good news for them, huh?";
- close;
- case 2:
- mes "[Kain Himere]";
- mes "You wish to leave";
- mes "a comment about our";
- mes "service? Tell me your";
- mes "message and I'll report";
- mes "it to the higher ups.";
- mes "To cancel, press '0'.";
- next;
- input @comment$;
- if (@comment$=="0") {
- mes "[Kain Himere]";
- mes "Ah, well, if you";
- mes "have any helpful criticism about our service, feel free to leave me with your comments at any time.";
- close;
- } else {
- mes "["+strcharinfo(0)+"]";
- mes @comment$+".";
- next;
- mes "[Kain Himere]";
- mes "Hmmmm...";
- mes "I see. Well, I'll";
- mes "send your message";
- mes "to my superiors as";
- mes "soon as possible.";
- mes "Thank you very much.";
- close;
- }
- }
- } else if(kain_ticket==2) {
- mes "["+strcharinfo(0)+"]";
- mes "About the Airship...";
- next;
- mes "[Kain Himere]";
- mes "You must really want to know all about the Airship, don't you? I'm sorry, but I don't know much more than what I've already told you.";
- next;
- mes "[Kain Himere]";
- mes "I guess if you'd want to know more, you should study to become a Sage in Juno and do your own Airship research...";
- next;
- mes "[Kain Himere]";
- mes "^666666*Sob...*^000000";
- mes "E-excuse me...";
- mes "^666666*Sniff*^000000";
- next;
- switch( select( "What the hell...?", "What's wrong?" )) {
- case 1:
- mes "[Kain Himere]";
- mes "Oh, no there's no";
- mes "need to apologize. I've kept you long enough as it is. I hope you travel safely, adventurer.";
- close;
- case 2:
- mes "[Kain Himere]";
- mes "You...";
- mes "I'm sorry, it's";
- mes "a long story.";
- mes "But... if you understand me, thanks a lot to listen my story.";
- next;
- mes "[Kain Himere]";
- mes "Oh alright.";
- mes "I might as well";
- mes "get this off my chest.";
- mes "I guess my story begins";
- mes "when I was a very young man...";
- next;
- mes "[Kain Himere]";
- mes "I...";
- mes "I used to be a miner in Einbech, a small mining town beside of Einbroch. I was hot-blooded and short-tempered.";
- next;
- mes "[Kain Himere]";
- mes "But working with my friends and staking our lives on our mining picks brought me peace of mind. It was good, hard work.";
- next;
- mes "[Kain Himere]";
- mes "The lode of Einvech is so huge, it even connects to Mount Mjolnir in Rune-Midgard. It's full of ores and that lode used to be everything to our little town...";
- next;
- mes "[Kain Himere]";
- mes "Then the factories started popping up. All the ores were mined were moved to those factories, and the smokestacks never stopped churning.";
- next;
- mes "[Kain Himere]";
- mes "More miners moved to the factories and the work got a little lonelier. But I kept at it-- I loved working on the land that much.";
- next;
- mes "[Kain Himere]";
- mes "But then, the accident happened and I couldn't use my right arm the way I used to. So I had to quit my job as a miner...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I'm sorry to hear that.";
- next;
- mes "[Kain Himere]";
- mes "Yeah...";
- mes "I felt horrible when it happened. That was the worst time in my life...";
- next;
- mes "[Kain Himere]";
- mes "Right after I quit mining, I was deeply depressed. I couldn't think of life without mining and suffered from depression.";
- next;
- mes "[Kain Himere]";
- mes "I pretty much lost my enthusiasm for life. I started turning to drink and away from my family. It was such a stupid thing to do.";
- next;
- mes "[Kain Himere]";
- mes "My wife was so supportive. Even though I spent my days drinking, so took on a job and tried her best to sooth my sorrow.";
- next;
- mes "[Kain Himere]";
- mes "^666666*Sob*^000000";
- mes "I only realized how much I made her suffer after she died.";
- next;
- mes "[Kain Himere]";
- mes "Then it was me and just my daughter. I had to leave her behind with a neighbor while I tried to find work and inner peace.";
- next;
- mes "[Kain Himere]";
- mes "I wandered from town to town and lived a pretty wild life before I could pick myself back up again.";
- next;
- mes "[Kain Himere]";
- mes "Finally, I became a crewman on this Airship. It's been twenty years... I can't even remember my daughter's name.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Where is she by now?";
- next;
- mes "[Kain Himere]";
- mes "I went to the house where my neighbor lived, but they're not there anymore. But it's not like I deserve to see her again...";
- next;
- mes "[Kain Himere]";
- mes "^666666*Sob*^000000 I've lived such a terrible life! But thank you for listening to me.";
- next;
- mes "[Kain Himere]";
- mes "I'm sorry that you had to hear all of that. Now tell me, where are you headed?";
- next;
- mes "[Kain Himere]";
- mes "By the way, where are you heading to?";
- next;
- switch( select( "Einbroch", "Juno" )) {
- case 1:
- set kain_ticket, 4;
- mes "["+strcharinfo(0)+"]";
- mes "I'm heading";
- mes "to Einbroch.";
- next;
- mes "[Kain Himere]";
- mes "Perfect...!";
- mes "Now, let me find";
- mes "that thing. Hold on...";
- close;
- case 2:
- set kain_ticket, 3;
- mes "["+strcharinfo(0)+"]";
- mes "I'm heading";
- mes "to Juno.";
- next;
- mes "[Kain Himere]";
- mes "Ah, I see...";
- mes "There was something";
- mes "I needed sent to Einbroch. Anyway, I hope you have a good trip. Oh, and thanks for listening.";
- close;
- }
- }
- } else if(kain_ticket==3) {
- mes "[Kain Himere]";
- mes "Oh, how are you?";
- mes "Right, there's a favor I have to ask of you. Where are you heading?";
- next;
- switch( select( "Einbroch", "Juno" )) {
- case 1:
- set kain_ticket, 4;
- mes "["+strcharinfo(0)+"]";
- mes "I'm heading";
- mes "to Einbroch.";
- next;
- mes "[Kain Himere]";
- mes "Perfect...!";
- mes "Now, let me find";
- mes "that thing. Hold on...";
- close;
-
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "I am heading to Juno.";
- next;
- mes "[Kain Himere]";
- mes "Ah, I see...";
- mes "There was something";
- mes "I needed sent to Einbroch. If you're not going there, then don't worry about it.";
- close;
- }
- } else if(kain_ticket > 4 && kain_ticket < 10) {
- mes "[Kain Himere]";
- mes "Oh hello!";
- mes "Things are a little busy right now, but did you delive-- Oh! Wait, mister!";
- next;
- mes "^3355FFKain seems too busy to speak to you right now...^000000";
- close;
- } else if(kain_ticket== 10) {
- mes "[Kain Himere]";
- mes "Welcome back to the Airship. So did you deliver that little box safely?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "No, unfortunately. He was away when I got there. Let me give this box back to you.";
- next;
- mes "[Kain Himere]";
- mes "Oh...";
- mes "What should I do now? Oh well, sorry for putting you through so much trouble.";
- next;
- switch( select( "Do you know 'Miner's Song?'", "Do you remember 'Tarsha?'" )) {
- case 1:
- mes "[Kain Himere]";
- mes "'Miner's Song...'";
- mes "I miss that singing that at the mines. It was my very favorite when I was young.";
- next;
- mes "[Kain Himere]";
- mes "I think that when I used to sing it, my daughter would run to me and sing along. Yeah...";
- close;
- case 2:
- mes "[Kain Himere]";
- mes "T-Tarsha?";
- mes "Why is that name";
- mes "so familiar...?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I met a little girl in Einbroch who was singing 'Miner's Song.' Apparently, her mother, Tarsha, taught it to her.";
- next;
- mes "[Kain Himere]";
- mes "Interesting.";
- mes "But usually only";
- mes "miners know that";
- mes "song. What does this";
- mes "have to do with me?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Well, Tarsha remembers her father singing her song, so it's possible that ^000066he^000000 was a miner. And since her father disappeared years ago...";
- next;
- mes "[Kain Himere]";
- mes "Poor girl...!";
- mes "Her father";
- mes "just left her?";
- mes "Why, she's just like...";
- next;
- mes "[Kain Himere]";
- mes "Wait...";
- mes "Sweet Christ...";
- mes "The miner who taught Tarsha that song might have been ^0000FFme^000000.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I guess we can't be too sure for now. Do you have anything that might prove you're Tarsha's father?";
- next;
- mes "[Kain Himere]";
- mes "Ehhmmm...";
- mes "Before I left town, I buried some of my stuff ^3131FFunderneath a tree in Einbech^000000. I can't remember where, but I did bury my wife's journal with my things.";
- next;
- mes "[Kain Himere]";
- mes "Since she kept track of everything, I think there'd be something about our daughter in there. I'm sorry, but I can't leave the Airship.";
- next;
- mes "[Kain Himere]";
- mes "Would be so kind as to help me by finding that journal and seeing if Tarsha is my daughter?";
- changequest 2081,2082;
- set kain_ticket, 11;
- close;
- }
- } else if(kain_ticket == 11 || kain_ticket == 12) {
- mes "[Kain Himere]";
- mes "My wife's journal is buried ^3131FFunderneath a tree in Einbech^000000. Please find it and see if Tarsha is my daughter.";
- close;
- } else if(kain_ticket == 13) {
- mes "^3355FFYou better fulfill Kain's request to find his wife's journal in Einbech before you speak to him again.^000000";
- close;
- } else if(kain_ticket == 14) {
- if (countitem(7276)==1) {
- mes "^3355FFYou gave Kain his wife's journal and told him that Tarsha really is is daughter, and currently has a job in Einbech.^000000";
- next;
- mes "^3355FFKain's eyes welled with tears as he trembled with joy.^000000";
- next;
- mes "[Kain Himere]";
- mes "She must have";
- mes "had a hard time...";
- mes "But she doesn't";
- mes "hate me at all.";
- next;
- mes "[Kain Himere]";
- mes "Rashelle?";
- mes "Can you see me?";
- mes "Can I be this happy?";
- mes "I'm so sorry, my love...";
- mes "^666666*Sob...*^000000";
- next;
- mes "[Kain Himere]";
- mes "Thank you for all of your help, youngster. And please take this as a token of my gratitude.";
- next;
- mes "[Kain Himere]";
- mes "I know this isn't much, but please understand that it's all I can give you. God bless you for your all your help!";
- delitem 7276, 1;
- completequest 2085;
- set kain_ticket, 15;
- getitem 7311, 4;
- close;
- } else {
- mes "^3355FFHmmm...";
- mes "It would be better if you approached Kain and bring the Doodled Letter that you received.^000000";
- close;
- }
- } else if(kain_ticket >= 15) {
- mes "[Kain Himere]";
- mes "Oh, how are you";
- mes "lately, my friend?";
- mes "I've been doing great,";
- mes "especially since you've";
- mes "helped me find my daughter.";
- mes "Enjoy your travels~";
- close;
- }
-}
-
-//====================Empty Room 201==========================
-
-ein_in01,227,279,5 script door_ein -1,5,5,{
-OnTouch:
- if (kain_ticket == 5) {
- set kain_ticket, 6;
- mes "["+strcharinfo(0)+"]";
- mes "Excuse me...?";
- next;
- mes "^3355FFNo one's here!^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "This must be the room...";
- mes "But where the hell is he?";
- mes "I can't just leave this stuff here if he won't come back.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Oh well...";
- mes "I guess I can";
- mes "just give this";
- mes "back to Kain.";
- close;
- }
-}
-
-//====================Elle Cherno=============================
-
-ein_in01,261,241,5 script Elle Cherno 703,3,3,{
-OnTouch:
- mes "[Elle Cherno]";
- mes "Let's get to work";
- mes "fear-less comraaades~!";
- mes "Do our best! Nothing";
- mes "can stop us, lads~!";
- if(kain_ticket == 6) {
- next;
- switch( select( "Hello!", "What are you singing?")) {
- case 1:
- mes "[Elle Cherno]";
- mes "Let's get to work";
- mes "fear-less comraaades~!";
- mes "Do our best! Nothing";
- mes "can stop us, lads~!";
- next;
- mes "[Elle Cherno]";
- mes "I like this song lots!";
- mes "Especially when I yell";
- mes "out 'comrades!'";
- close;
- case 2:
- changequest 2079,2080;
- set kain_ticket, 7;
- mes "[Elle Cherno]";
- mes "This...?";
- mes "It's the Miner's Song!";
- next;
- mes "[Elle Cherno]";
- mes "Daddy doesn't like it too much, but mommy likes it a lot and she sings it too!";
- next;
- mes "[Elle Cherno]";
- mes "I think my mommy remembers something about this song. I think it's something sad.";
- next;
- mes "[Elle Cherno]";
- mes "Jus' today she heard it and she looked like she was going to cry. ^333333*Gasp!*^000000 Do you think she's sick?!";
- next;
- mes "[Elle Cherno]";
- mes "Oh no! Hey, you're a grownup! Can see if my mommy is sick for me? Please?";
- next;
- mes "[Elle Cherno]";
- mes "Our house is behind the Hotel. So can see my mommy and tell me if she's not feeling good?";
- close;
- }
- } else if(kain_ticket == 7) {
- next;
- mes "[Elle Cherno]";
- mes "Our house is";
- mes "right behind";
- mes "the Hotel. Will";
- mes "you go and see";
- mes "my mommy for me?";
- close;
- } else if(kain_ticket == 13) {
- next;
- //Check if you can carry the Picture Letter.
- if (checkweight(7276,1)) {
- mes "[Elle Cherno]";
- mes "You saw my grandpa?";
- mes "You're his friend,";
- mes "right? A-are you";
- mes "gonna see him later?";
- next;
- mes "[Elle Cherno]";
- mes "I made something for him. I don't know how to write, but I made this letter as best I can. Will you promise to give this to him for me? Please?";
- next;
- mes "^3355FFElle put a big";
- mes "doodled message";
- mes "in your hand.^000000";
- changequest 2084,2085;
- set kain_ticket, 14;
- getitem 7276, 1; //Picture Letter,
- close;
- } else {
- mes "[Elle Cherno]";
- mes "Hey! I have something to give you, but you have too much stuff already. Will you come back later?";
- close;
- }
- }
- close;
-}
-
-//====================Theo Cherno=============================
-
-ein_in01,123,94,1 script Theo Cherno 851,{
- if(kain_ticket == 7) {
- callfunc "cherno";
- set kain_ticket, 8;
- close;
- } else if(kain_ticket > 7 && kain_ticket < 10) {
- mes "[Theo Cherno]";
- mes "You are very kind.";
- close;
- } else if(kain_ticket > 9 && kain_ticket < 13) {
- mes "[Theo Cherno]";
- mes "Are you sure";
- mes "that you can find";
- mes "her father? Oh...!";
- mes "You're a godsend!";
- close;
- } else if(kain_ticket > 12) {
- Emotion 18, "Theo Cherno";
- mes "[Theo Cherno]";
- mes "I'm so happy";
- mes "for my wife.";
- mes "I... I don't know";
- mes "how to thank you.";
- close;
- } else {
- mes "[Theo Cherno]";
- mes "Hmm...";
- mes "Shall we talk";
- mes "later? I'm pretty";
- mes "busy trying to fix";
- mes "this thing at the moment.";
- close;
- }
-}
-
-//====================Tarsha Cherno===========================
-
-ein_in01,125,99,3 script Tarsha Cherno 850,{
- if(kain_ticket == 7) {
- callfunc "cherno";
- set kain_ticket, 8;
- close;
- } else if(kain_ticket == 8) {
- mes "[Tarsha Cherno]";
- mes "Although these contraptions aren't worth showing off, we've put a lot of work into inventing these machines.";
- close;
- } else if(kain_ticket == 9) {
- mes "["+strcharinfo(0)+"]";
- mes "Ma'am, you have a scar on your shoulder. Is that from an accident?";
- next;
- mes "[Tarsha Cherno]";
- mes "Oh this...?";
- mes "It's from years ago.";
- mes "I guess I was quite";
- mes "the trouble maker to";
- mes "the people who raised me.";
- next;
- mes "[Tarsha Cherno]";
- mes "You see, I lose my parents when I was very young. It was only later that I realized that I was raised by foster parents.";
- next;
- mes "[Tarsha Cherno]";
- mes "My foster-mother told me that my real mother died long ago, but no one's sure if my real father is still alive.";
- next;
- mes "[Tarsha Cherno]";
- mes "I tried my best to make my foster-mother happy, but sadly, I was too hot headed and rebellious.";
- next;
- mes "[Tarsha Cherno]";
- mes "In the end, I left home and studied mechanics. That's how I met my husband. Meeting him is the greating thing that's ever happened to me!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "By the way,";
- mes "I heard your";
- mes "daughter singing";
- mes "some sort of Miner's Song.";
- next;
- mes "[Theo Cherno]";
- mes "I don't understand";
- mes "why that she likes";
- mes "such a robust song";
- mes "for men! Haha, this";
- mes "is all your fault, Tarsha.";
- Emotion 29, "Theo Cherno";
- next;
- mes "[Tarsha Cherno]";
- mes "Hoho.";
- mes "I was too young to remember it clearly, but I'm sure my real father loved that song.";
- next;
- mes "[Tarsha Cherno]";
- mes "I barely recall that he used to sing it while cleaning our old house. Yes, I don't remember what he looked like, but he must have been a miner.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "A miner...?";
- mes "(Wait, that crewman, Kain Himere! He's a miner who lost his daughter!)";
- next;
- mes "["+strcharinfo(0)+"]";
- mes " !!!!!!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Tarsha...";
- mes "Your father";
- mes "may still be";
- mes "alive!";
- next;
- mes "[Tarsha Cherno]";
- mes "...What?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I've got to go check something now, but hopefully I'll be back soon with good news!";
- changequest 2080,2081;
- set kain_ticket, 10;
- close;
- } else if(kain_ticket == 10 || kain_ticket == 11) {
- mes "["+strcharinfo(0)+"]";
- mes "I know someone who might be your father! Just wait for me, hopefully I'll bering good news soon!";
- close;
- } else if(kain_ticket == 12) {
- mes "[Tarsha Cherno]";
- mes "Oh, welcome back.";
- mes "So did you bring";
- mes "good news...?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Yes, speaking of which, allow me to... Check something.";
- next;
- switch( select( "Check her neck.", "Check her hands.", "Check her legs.", "Check her forehead.")) {
- case 1:
- mes "^3355FFUh oh...";
- mes "Nothing's there!^000000";
- next;
- mes "[Theo Cherno]";
- mes "H-how rude!";
- mes "Touching another";
- mes "man's wife...?!";
- next;
- specialeffect2 EF_EARTHHIT;
- percentheal -30,0;
- close;
- case 2:
- mes "^3355FFYou found";
- mes "a burn mark on";
- mes "her hand.^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "That's it! Tarsha, your father's name is Kain. He's working for the Airship as a crewman.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "He misses you";
- mes "a lot and hopes";
- mes "that you can forgive";
- mes "him... Someday.";
- next;
- mes "[Tarsha Cherno]";
- mes "Are...";
- mes "Are you serious?";
- mes "My father's alive!";
- mes "Oh thank god! Thank";
- mes "you so much!";
- next;
- mes "[Tarsha Cherno]";
- mes "...........";
- mes "That means, my";
- mes "real name would be";
- mes "^3131FFTarsha Himere^000000.";
- next;
- mes "[Tarsha Cherno]";
- mes "Oh, you're a godsend! I'll never forgot what you've done for me! I must repay you, but all I know is mechanical engineering!";
- next;
- mes "[Tarsha Cherno]";
- mes "Oh, if you have ^3131FFany broken equipment^000000, I can fix it with this ^FF0000<Expert Repairman>^000000. It's one of our best inventions!";
- next;
- mes "[Tarsha Cherno]";
- mes "Oh, I must go see my real father soon! I've missed him for years! Thank you for all your help!";
- next;
- mes "[Tarsha Cherno]";
- mes "Ah, right.";
- mes "Elle wants to see you again. Would you be so kind as to see her before you go?";
- changequest 2083,2084;
- set kain_ticket, 13;
- close;
- case 3:
- mes "^3355FFUh oh...";
- mes "Nothing's there!^000000";
- next;
- mes "[Theo Cherno]";
- mes "H-how rude!";
- mes "Touching another";
- mes "man's wife...?!";
- next;
- specialeffect2 EF_EARTHHIT;
- percentheal -20,0;
- close;
- case 4:
- mes "^3355FFUh oh...";
- mes "Nothing's there!^000000";
- next;
- mes "[Theo Cherno]";
- mes "H-how rude!";
- mes "Touching another";
- mes "man's wife...?!";
- next;
- specialeffect2 EF_EARTHHIT;
- percentheal -10,0;
- close;
- }
- } else if(kain_ticket > 12) {
- mes "[Tarsha Cherno]";
- mes "I've been feeling";
- mes "great after all you've";
- mes "done for us. Once again,";
- mes "I'd like to thank you,";
- mes "kind adventurer.";
- close;
- } else {
- mes "[Tarsha Cherno]";
- mes "I'm sorry, but";
- mes "we're pretty busy.";
- mes "Please excuse us~";
- close;
- }
-}
-
-function script cherno {
- misceffect 2;
- mes "^33355F*Bang*^000000";
- next;
- misceffect 3;
- mes "^33355F*Bang*^000000";
- next;
- misceffect 4;
- mes "^33355F*Bang*^000000";
- next;
- misceffect 20;
- mes "^33355F*Crash!*^000000";
- mes ".....";
- emotion 4,0,"Theo Cherno";
- Emotion 4,0,"Tarsha Cherno";
- next;
- mes "[Theo Cherno]";
- mes "Honey...";
- mes "I think there's";
- mes "a critical structural";
- mes "problem with the joint.";
- next;
- mes "[Tarsha Cherno]";
- mes "I think they're";
- mes "not connected right...";
- next;
- mes "[Theo Cherno]";
- mes "Well, let's call";
- mes "it a day and finish";
- mes "this tomorrow.";
- next;
- Emotion 1, "Tarsha Cherno";
- mes "[Tarsha Cherno]";
- mes "Elle is playing outside.";
- mes "Oh, I didn't know we had";
- mes "a guest? Hello, how are you?";
- next;
- switch( select( "Nothing.", "Your daughter asked me to visit you.")) {
- case 1:
- mes "[Theo Cherno]";
- mes "As you see, my wife and I are pretty";
- mes "busy to study a research.";
- mes "If you do not have any urgent business,";
- mes "will you please leave us alone?";
- close;
- case 2:
- Emotion 4, "Tarsha Cherno";
- Emotion 4, "Theo Cherno";
- mes "[Tarsha Cherno]";
- mes "Excuse me?";
- mes "What did she say?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Well, uh...";
- mes "She wanted to me";
- mes "to check if her mom";
- mes "was sick or sad";
- mes "...Or something?";
- next;
- Emotion 23, "Tarsha Cherno";
- mes "[Tarsha Cherno]";
- mes "Oh my god...!";
- mes "What is she";
- mes "thinking...?";
- next;
- mes "[Theo Cherno]";
- mes "wait, darling.";
- mes "I agree that sometimes you look sad and lonely, gazing out that window with those wistful eyes.";
- next;
- mes "[Tarsha Cherno]";
- mes "Oh, I must be making my family very anxious. But don't you worry, love. I'm very happy with you and Elle.";
- next;
- mes "[Tarsha Cherno]";
- mes "And...";
- mes "Kind adventurer,";
- mes "May I ask your name?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I am called,";
- mes strcharinfo(0)+".";
- next;
- mes "[Tarsha Cherno]";
- mes strcharinfo(0)+",";
- mes "I appreciate your concerns~ Would you please stay for a cup of tea?";
- next;
- mes "[Tarsha Cherno]";
- mes "My husband and I have been studying mechanical engineering. You see, there are many Einbech miners risking their lives everyday.";
- next;
- mes "[Tarsha Cherno]";
- mes "If we could create a machine that could reduce the risk of mining ores, we could really help them. But we're pretty far from reaching that goal.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ah...";
- mes "So that's why";
- mes "there's so many";
- mes "interesting things";
- mes "in your house...";
- next;
- mes "^3355FFYou begin to";
- mes "take a look around";
- mes "the Cherno household.^000000";
- return;
- }
-}
-
-//========Unidentified Machine #1 and #2=======================
-
-ein_in01,127,94,5 script Unidentified Machine#mac 111,{
- callfunc "Machine";
-}
-ein_in01,122,103,5 script Unidentified Machine 111,{
- callfunc "Machine";
-}
-function script Machine {
- mes "^3355FFIt's...";
- mes "It's a really";
- mes "strange looking";
- mes "machine. Does it";
- mes "even do anything?^000000";
- close;
-}
-
-//====================Mirror=============================
-
-ein_in01,121,99,5 script Mirror 111,{
- if(kain_ticket==8) {
- mes "^3355FFIt's a mirror.";
- mes "So, of course the";
- mes "first thing you'll";
- mes "see is yourself.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Man...";
- mes "I didn't know";
- mes "I was so good looking!";
- next;
- mes "^3355FFAfter enjoying that little epiphany, you see a reflection of Tarsha's neck as you set the mirror back down.^000000";
- next;
- mes "^3355FFAs you take a closer look, you find that there's a strange mark around her neck...^000000";
- set kain_ticket, 9;
- close;
- }
-}
-
-//====================Tree from Einbech=============================
-
-einbech,45,113,5 script Tree#t1-1::Tree 111,{
- if(kain_ticket==11) {
- mes "^3355FFYou crouch down";
- mes "under the tree and";
- mes "begin digging into";
- mes "the ground.^000000";
- next;
- mes "...";
- mes "......";
- next;
- mes "...";
- mes "......";
- mes ".........";
- next;
- set @find_diary,rand(1,100);
- if(@find_diary > 10) {
- mes "^3355ffUnfortunately,";
- mes "you weren't able";
- mes "to find anything.^000000";
- close;
- } else {
- callfunc "diary";
- changequest 2082,2083;
- set kain_ticket, 12;
- close;
- }
- } else if(kain_ticket == 12) {
- callfunc "diary";
- close;
- }
-}
-
-function script diary {
- mes "^3355ffYou have found a ^3131FFJournal^3355ff among some other articles buried for safekeeping.^000000";
- next;
- mes "^3355FFYou open";
- mes "the journal";
- mes "and begin to read...^000000";
- next;
- mes "...";
- mes "......";
- next;
- mes "<Date : OX OX>";
- mes "^333333I'm sooo happy";
- mes "to be with Kain.";
- mes "He's such an honest,";
- mes "sincere man, even if";
- mes "he is quiet sometimes.";
- next;
- mes "^333333Although he's a good husband, I'm not so good at being a housewife. But I'll do my best.^000000";
- next;
- mes "<Date : OX OX>";
- mes "^333333I fell asleep while fixing dinner and burned all food. Awww, why am I so careless? But Kain ate every bite, even if he had to pretend that he liked it.^000000";
- next;
- mes "<Date : OX OX>";
- mes "^333333Kain and I will be having a child soon! I'm so happy, but I'm also a little worried sometimes. Kain is all smiles though and he gives me relief.^000000";
- next;
- mes "<Date : OX OX>";
- mes "^333333More people have been leaving the mines to work for the new factory. It seems Kain's pride has been really wounded lately. How can I help him...?^000000";
- next;
- mes "<Date : OX OX>";
- mes "^333333Kain and I are now the proud parents of a beautiful baby girl. We named her ^3131FFTarsha^000000 and she has her father's eyes. I'm going to be the best mother I can for her.^000000";
- next;
- mes "<Date : OX OX>";
- mes "^333333Tarsha called me 'mom' for the first time! It's a miracle! I want nothing else in the world but for her to be happy and healthy.^000000";
- next;
- mes "<Date : OX OX>";
- mes "^333333Kain got into an accident. While the miners were digging ores, toxic gas was released. It wasn't lethal, but Kain's arm has been partly paralyzed and the doctor says it might affect his memories later.^000000";
- next;
- mes "^333333He's so depressed. I tried to make him feel better by making his favorite soup. He smiled and thanked me, but I could tell he was feeling more desperate.^000000";
- next;
- mes "^333333I hope he feels better soon. His despair is as great as his passion for his job.^000000";
- next;
- mes "...";
- mes "......";
- next;
- mes "<Date : OX OX>";
- mes "^333333Lately, Kain has been drunk too often and he always screams and yells when he comes home. There's too much anger in him!^000000";
- next;
- mes "^333333He's not the same anymore. What ever happened to the kind man that I married?^000000";
- next;
- mes "...";
- mes "......";
- next;
- mes "<Date : OX OX>";
- mes "^333333Tarsha got her hand scalded from boiling water while playing in the kitchen. Although she was treated, there'll always be a ^3131FFburn mark^333333 on her hand.^000000";
- next;
- mes "^333333After we got home, Tarsha laughed and played with her doll as if nothing happened. But I couldn't stop crying for some reason.^000000";
- next;
- mes "...";
- mes "......";
- next;
- mes "<Date : OX OX>";
- mes "^333333Kain comes home less nowadays. I've had to start working in the store after we spent all of Kain's savings.^000000";
- next;
- mes "^333333It's tough working and taking care of the family at the same time, but Tarsha's beautiful smile makes everything worth it. Still, I can't help but worry about Kain...^000000";
- next;
- mes "...";
- mes "......";
- next;
- mes "<Date : OX OX>";
- mes "^333333Everyday, I get weaker and weaker. I wanted to finally tell Kain today, but he was definitely not in the mood to talk.^000000";
- next;
- mes "^333333Lately Tarsha cries a lot. My poor baby loves her father so much, but he's always so cold. Sometimes I see him smile at Tarsha.^000000";
- next;
- mes "^333333But those moments grow fewer the more he drinks. When will he finally overcome his pain?^000000";
- next;
- mes "...";
- mes "......";
- next;
- mes "^3355FFThat was the last page of the journal. You picked it up so that you can bring it over to ^3131FFTarsha.^000000";
- return;
-}
-
-//====================Expert Repairman=============================
-
-ein_in01,117,80,5 script Unidentified Machine#as 111,{
- if(kain_ticket > 12) {
- mes "["+strcharinfo(0)+"]";
- mes "This is the";
- mes "^FF0000Expert Repairman^000000?!";
- mes "It looks like it";
- mes "needs repairs itself...";
- next;
- if(getbrokenid(1)==NULL) {
- mes "[Expert Repairman]";
- mes "*Beep-*";
- mes "Please check";
- mes "your items again.";
- close;
- } else {
- set @choice,select(getitemname(getbrokenid(1)),getitemname(getbrokenid(2)),
- getitemname(getbrokenid(3)),getitemname(getbrokenid(4)),getitemname(getbrokenid(5)),
- getitemname(getbrokenid(6)),getitemname(getbrokenid(7)),getitemname(getbrokenid(8)),
- getitemname(getbrokenid(9)),getitemname(getbrokenid(10)));
- mes "[Expert Repairman]";
- mes "You're gonna repair " + getitemname(getbrokenid(@choice)) + ".";
- mes "Continue?";
- next;
- switch( select("Yes","No")) {
- case 1:
- repair(@choice);
- next;
- mes "[Expert Repairman]";
- mes "*Beep-*";
- mes "Task is";
- mes "complete.";
- close;
- case 2:
- mes "[Expert Repairman]";
- mes "You decided to quit it.";
- close;
- }
- }
- } else {
- mes "^3355FFIt's some sort of strange machine. What ever could it do?^000000";
- close;
- }
-}
-//===================Trees From Einbech==========================
-//Tree of the Diary
-einbech,36,100,5 duplicate(Tree) Tree#t1-2 111
-einbech,44,90,5 duplicate(Tree) Tree#t1-3 111
-einbech,53,94,5 duplicate(Tree) Tree#t1-4 111
-
-//=======================================================================================================//
-// "How Does The Airship Work" Quest
-//=======================================================================================================//
-
-
-//=============Monsters Attack======================
-airplane_01,1,1,0 script Airship#airplane02 -1,{
- end;
-OnEnable:
- initnpctimer;
- end;
-OnTimer25000:
- mapannounce "airplane_01","We are heading to Izlude.",bc_map,0x00FF00;
- end;
-OnTimer30000:
- mapannounce "airplane_01","Captain: Attention, all passengers.",bc_map,0x00FF00;
- end;
-OnTimer34000:
- mapannounce "airplane_01","Captain: We are being approached by a group of unidentified creatures.",bc_map,0x00ff00;
- end;
-OnTimer38000:
- mapannounce "airplane_01", "Captain: All passengers on deck, please find shelter inside the ship!",bc_map,0x00ff00;
- hideonnpc "Airship Staff#airplane01";
- end;
-OnTimer48000:
- monster "airplane_01",245,57,"Gremlin",1632,1,"Airship#airplane02::OnMyMobDead";
- monster "airplane_01",247,59,"Gremlin",1632,1,"Airship#airplane02::OnMyMobDead";
- monster "airplane_01",249,52,"Gremlin",1632,1,"Airship#airplane02::OnMyMobDead";
- monster "airplane_01",243,62,"Gremlin",1632,1,"Airship#airplane02::OnMyMobDead";
- monster "airplane_01",239,52,"Beholder",1633,1,"Airship#airplane02::OnMyMobDead";
- monster "airplane_01",234,56,"Beholder",1633,1,"Airship#airplane02::OnMyMobDead";
- monster "airplane_01",227,49,"Beholder",1633,1,"Airship#airplane02::OnMyMobDead";
- monster "airplane_01",233,41,"Beholder",1633,1,"Airship#airplane02::OnMyMobDead";
- switch(rand(1,5)) {
- case 1: monster "airplane_01",251,47,"Drainliar",1111,1,"Airship#airplane02::OnMyMobDead"; break;
- case 2: monster "airplane_01",251,47,"Rotar Zairo",1392,1,"Airship#airplane02::OnMyMobDead"; break;
- case 3: monster "airplane_01",251,47,"Farmiliar",1005,1,"Airship#airplane02::OnMyMobDead"; break;
- case 4: monster "airplane_01",251,47,"Picky",1049,1,"Airship#airplane02::OnMyMobDead"; break;
- case 5: monster "airplane_01",251,47,"Steel Chonchon",1042,1,"Airship#airplane02::OnMyMobDead"; break;
- }
- switch(rand(1,5)) {
- case 1: monster "airplane_01",245,53,"Drainliar",1111,1,"Airship#airplane02::OnMyMobDead"; break;
- case 2: monster "airplane_01",245,53,"Rotar Zairo",1392,1,"Airship#airplane02::OnMyMobDead"; break;
- case 3: monster "airplane_01",245,53,"Farmiliar",1005,1,"Airship#airplane02::OnMyMobDead"; break;
- case 4: monster "airplane_01",245,53,"Picky",1049,1,"Airship#airplane02::OnMyMobDead"; break;
- case 5: monster "airplane_01",245,53,"Steel Chonchon",1042,1,"Airship#airplane02::OnMyMobDead"; break;
- }
- switch(rand(1,5)) {
- case 1: monster "airplane_01",234,46,"Drainliar",1111,1,"Airship#airplane02::OnMyMobDead"; break;
- case 2: monster "airplane_01",234,46,"Rotar Zairo",1392,1,"Airship#airplane02::OnMyMobDead"; break;
- case 3: monster "airplane_01",234,46,"Farmiliar",1005,1,"Airship#airplane02::OnMyMobDead"; break;
- case 4: monster "airplane_01",234,46,"Picky",1049,1,"Airship#airplane02::OnMyMobDead"; break;
- case 5: monster "airplane_01",234,46,"Steel Chonchon",1042,1,"Airship#airplane02::OnMyMobDead"; break;
- }
- switch(rand(1,5)) {
- case 1: monster "airplane_01",233,58,"Drainliar",1111,1,"Airship#airplane02::OnMyMobDead"; break;
- case 2: monster "airplane_01",233,58,"Rotar Zairo",1392,1,"Airship#airplane02::OnMyMobDead"; break;
- case 3: monster "airplane_01",233,58,"Farmiliar",1005,1,"Airship#airplane02::OnMyMobDead"; break;
- case 4: monster "airplane_01",233,58,"Picky",1049,1,"Airship#airplane02::OnMyMobDead"; break;
- case 5: monster "airplane_01",233,58,"Steel Chonchon",1042,1,"Airship#airplane02::OnMyMobDead"; break;
- }
- // it's possible this is an error, but in aegis it stops resetting the random var.
- switch(rand(1,5)) {
- case 1:
- monster "airplane_01",243,60,"Drainliar",1111,1,"Airship#airplane02::OnMyMobDead";
- monster "airplane_01",228,54,"Drainliar",1111,1,"Airship#airplane02::OnMyMobDead";
- monster "airplane_01",232,41,"Drainliar",1111,1,"Airship#airplane02::OnMyMobDead";
- break;
- case 2:
- monster "airplane_01",243,60,"Rotar Zairo",1392,1,"Airship#airplane02::OnMyMobDead";
- monster "airplane_01",228,54,"Rotar Zairo",1392,1,"Airship#airplane02::OnMyMobDead";
- monster "airplane_01",232,41,"Rotar Zairo",1392,1,"Airship#airplane02::OnMyMobDead";
- break;
- case 3:
- monster "airplane_01",243,60,"Farmiliar",1005,1,"Airship#airplane02::OnMyMobDead";
- monster "airplane_01",228,54,"Farmiliar",1005,1,"Airship#airplane02::OnMyMobDead";
- monster "airplane_01",232,41,"Farmiliar",1005,1,"Airship#airplane02::OnMyMobDead";
- break;
- case 4:
- monster "airplane_01",243,60,"Picky",1049,1,"Airship#airplane02::OnMyMobDead";
- monster "airplane_01",228,54,"Picky",1049,1,"Airship#airplane02::OnMyMobDead";
- monster "airplane_01",232,41,"Picky",1049,1,"Airship#airplane02::OnMyMobDead";
- break;
- case 5:
- monster "airplane_01",243,60,"Steel Chonchon",1042,1,"Airship#airplane02::OnMyMobDead";
- monster "airplane_01",228,54,"Steel Chonchon",1042,1,"Airship#airplane02::OnMyMobDead";
- monster "airplane_01",232,41,"Steel Chonchon",1042,1,"Airship#airplane02::OnMyMobDead";
- break;
- }
- end;
-OnTimer48010:
- monster "airplane_01",238,56,"Gremlin",1632,1,"Airship#airplane02::OnCaptainMobDead";
- monster "airplane_01",239,56,"Gremlin",1632,1,"Airship#airplane02::OnCaptainMobDead";
- monster "airplane_01",240,50,"Gremlin",1632,1,"Airship#airplane02::OnCaptainMobDead";
- monster "airplane_01",241,56,"Gremlin",1632,1,"Airship#airplane02::OnCaptainMobDead";
- monster "airplane_01",247,51,"Gremlin",1632,1,"Airship#airplane02::OnCaptainMobDead";
- monster "airplane_01",237,44,"Beholder",1633,1,"Airship#airplane02::OnCaptainMobDead";
- monster "airplane_01",233,54,"Beholder",1633,1,"Airship#airplane02::OnCaptainMobDead";
- monster "airplane_01",237,62,"Beholder",1633,1,"Airship#airplane02::OnCaptainMobDead";
- end;
-OnTimer53000:
- mapannounce "airplane_01", "Attendant: Captain Tarlock, we're in trouble! The monsters are heading to the propellers!",bc_map,0x00FF00;
- end;
-OnTimer58000:
- mapannounce "airplane_01", "Captain Tarlock: What?! I've got to stop them!",bc_map,0x70DBDB;
- end;
-OnTimer63000:
- hideonnpc "Airship Captain#01";
- hideoffnpc "Airship Captain#02";
- end;
-OnTimer68000:
- emotion e_ag,0,"Airship Captain#02";
- mapannounce "airplane_01", "Captain Tarlock: You ugly, godforsaken creatures... Get off my ship!",bc_map,0x70DBDB;
- end;
-OnTimer73000:
- mapannounce "airplane_01", "*Kzzz...Drrrr...Boom! CRASH!*",bc_map,0x00FF00;
- specialeffect EF_SUI_EXPLOSION,AREA,"boom6#airplane";
- end;
-OnTimer73500:
- specialeffect EF_SUI_EXPLOSION,AREA,"boom7#airplane";
- end;
-OnTimer74000:
- specialeffect EF_SUI_EXPLOSION,AREA,"boom8#airplane";
- end;
-OnTimer74500:
- specialeffect EF_SUI_EXPLOSION,AREA,"boom9#airplane";
- end;
-OnTimer75000:
- specialeffect EF_SUI_EXPLOSION,AREA,"boom10#airplane";
- end;
-OnTimer75500:
- specialeffect EF_SUI_EXPLOSION,AREA,"boom6#airplane";
- end;
-OnTimer76000:
- specialeffect EF_SUI_EXPLOSION,AREA,"boom7#airplane";
- end;
-OnTimer76500:
- specialeffect EF_SUI_EXPLOSION,AREA,"boom8#airplane";
- end;
-OnTimer77000:
- specialeffect EF_SUI_EXPLOSION,AREA,"boom9#airplane";
- end;
-OnTimer77500:
- specialeffect EF_SUI_EXPLOSION,AREA,"boom10#airplane";
- end;
-OnTimer78000:
- specialeffect EF_SUI_EXPLOSION,AREA,"boom6#airplane";
- mapannounce "airplane_01", "Engineer: Oh no! We've got a problem with the Number One Rear Engine!",bc_map,0x00FF00;
- end;
-OnTimer79000:
- specialeffect EF_SUI_EXPLOSION,AREA,"boom7#airplane";
- end;
-OnTimer80000:
- specialeffect EF_SUI_EXPLOSION,AREA,"boom8#airplane";
- end;
-OnTimer81000:
- specialeffect EF_SUI_EXPLOSION,AREA,"boom9#airplane";
- end;
-OnTimer82000:
- specialeffect EF_SUI_EXPLOSION,AREA,"boom10#airplane";
- end;
-OnTimer83000:
- mapannounce "airplane_01", "Pilot: Hurry! Get the women, old people and children somewhere safe first! Hurry!",bc_map,0x00FF00;
- end;
-OnTimer84000:
- specialeffect EF_SUI_EXPLOSION,AREA,"boom6#airplane";
- end;
-OnTimer85000:
- specialeffect EF_SUI_EXPLOSION,AREA,"boom7#airplane";
- end;
-OnTimer86000:
- specialeffect EF_SUI_EXPLOSION,AREA,"boom8#airplane";
- end;
-OnTimer87000:
- specialeffect EF_SUI_EXPLOSION,AREA,"boom7#airplane";
- end;
-OnTimer88000:
- emotion e_ag,0,"Airship Captain#02";
- mapannounce "airplane_01", "Captain Tarlock: You dirty monsters are dealing with this ship's captain...",bc_map,0x70DBDB;
- end;
-OnTimer93000:
- emotion e_ag,0,"Airship Captain#02";
- mapannounce "airplane_01", "Captain Tarlock: I'll protect this ship and my crew with my life!",bc_map,0x70DBDB;
- end;
-OnTimer98000:
- emotion e_pif,0,"Airship Captain#02";
- mapannounce "airplane_01", "Captain Tarlock: Here goes! Special Exodus Joker XIII Doom Rifle!",bc_map,0x70DBDB;
- end;
-OnTimer103000:
- mapannounce "airplane_01", "*Bang! Bang Bang! Bang Bang! Bang Bang Bang!*",bc_map,0x00FF00;
- specialeffect EF_HIT5,AREA,"Airship Captain#02";
- end;
-OnTimer103500:
- specialeffect EF_SUI_EXPLOSION,AREA,"boom1#airplane";
- specialeffect EF_HIT5,AREA,"Airship Captain#02";
- end;
-OnTimer104000:
- specialeffect EF_SUI_EXPLOSION,AREA,"boom2#airplane";
- specialeffect EF_HIT5,AREA,"Airship Captain#02";
- end;
-OnTimer104500:
- specialeffect EF_SUI_EXPLOSION,AREA,"boom3#airplane";
- specialeffect EF_HIT5,AREA,"Airship Captain#02";
- end;
-OnTimer105000:
- specialeffect EF_SUI_EXPLOSION,AREA,"boom4#airplane";
- specialeffect EF_HIT5,AREA,"Airship Captain#02";
- end;
-OnTimer105500:
- specialeffect EF_SUI_EXPLOSION,AREA,"boom5#airplane";
- specialeffect EF_HIT5,AREA,"Airship Captain#02";
- end;
-OnTimer106000:
- specialeffect EF_SUI_EXPLOSION,AREA,"boom0#airplane";
- specialeffect EF_HIT5,AREA,"Airship Captain#02";
- end;
-OnTimer106500:
- specialeffect EF_SUI_EXPLOSION,AREA,"boom1#airplane";
- specialeffect EF_HIT5,AREA,"Airship Captain#02";
- end;
-OnTimer107000:
- specialeffect EF_SUI_EXPLOSION,AREA,"boom2#airplane";
- specialeffect EF_HIT5,AREA,"Airship Captain#02";
- end;
-OnTimer107500:
- specialeffect EF_SUI_EXPLOSION,AREA,"boom4#airplane";
- specialeffect EF_HIT5,AREA,"Airship Captain#02";
- end;
-OnTimer108000:
- specialeffect EF_SUI_EXPLOSION,AREA,"boom5#airplane";
- killmonster "airplane_01","Airship#airplane02::OnCaptainMobDead";
- end;
-OnTimer113000:
- emotion e_pif,0,"Airship Captain#02";
- mapannounce "airplane_01","Captain Tarlock: Filthy animals! Stop ruining my ship!",bc_map,0x70DBDB;
- end;
-OnTimer118000:
- mapannounce "airplane_01", "*Bang! Bang Bang! Bang Bang! Bang Bang Bang!*",bc_map,0x00FF00;
- specialeffect EF_HIT5,AREA,"Airship Captain#02";
- end;
-OnTimer118500:
- specialeffect EF_SUI_EXPLOSION,AREA,"boom6#airplane";
- specialeffect EF_HIT5,AREA,"Airship Captain#02";
- end;
-OnTimer119000:
- specialeffect EF_SUI_EXPLOSION,AREA,"boom7#airplane";
- specialeffect EF_HIT5,AREA,"Airship Captain#02";
- end;
-OnTimer119500:
- specialeffect EF_SUI_EXPLOSION,AREA,"boom8#airplane";
- specialeffect EF_HIT5,AREA,"Airship Captain#02";
- end;
-OnTimer120000:
- specialeffect EF_SUI_EXPLOSION,AREA,"boom9#airplane";
- specialeffect EF_HIT5,AREA,"Airship Captain#02";
- end;
-OnTimer120500:
- specialeffect EF_SUI_EXPLOSION,AREA,"boom10#airplane";
- specialeffect EF_HIT5,AREA,"Airship Captain#02";
- end;
-OnTimer121000:
- specialeffect EF_SUI_EXPLOSION,AREA,"boom6#airplane";
- specialeffect EF_HIT5,AREA,"Airship Captain#02";
- end;
-OnTimer121500:
- specialeffect EF_SUI_EXPLOSION,AREA,"boom7#airplane";
- specialeffect EF_HIT5,AREA,"Airship Captain#02";
- end;
-OnTimer122000:
- specialeffect EF_SUI_EXPLOSION,AREA,"boom8#airplane";
- specialeffect EF_HIT5,AREA,"Airship Captain#02";
- end;
-OnTimer122500:
- specialeffect EF_SUI_EXPLOSION,AREA,"boom9#airplane";
- specialeffect EF_HIT5,AREA,"Airship Captain#02";
- end;
-OnTimer123000:
- specialeffect EF_SUI_EXPLOSION,AREA,"boom8#airplane";
- mapannounce "airplane_01", "*Boom! Boom Boom! Boom Boom! Boom!*",bc_map,0x00FF00;
- end;
-OnTimer124000:
- specialeffect EF_SUI_EXPLOSION,AREA,"boom9#airplane";
- end;
-OnTimer125000:
- specialeffect EF_SUI_EXPLOSION,AREA,"boom10#airplane";
- end;
-OnTimer126000:
- specialeffect EF_SUI_EXPLOSION,AREA,"boom6#airplane";
- end;
-OnTimer127000:
- specialeffect EF_SUI_EXPLOSION,AREA,"boom7#airplane";
- end;
-OnTimer128000:
- emotion e_an,0,"Airship Captain#02";
- mapannounce "airplane_01", "Captain Tarlock: There's... Too many to handle!",bc_map,0x70DBDB;
- end;
-OnTimer133000:
- mapannounce "airplane_01", "Pilot: Captain, sir, the situation is getting critical!",bc_map,0x00FF00;
- end;
-OnTimer138000:
- emotion e_swt,0,"Airship Captain#02";
- mapannounce "airplane_01", "Captain Tarlock: We'll need all the help we can get!",bc_map,0x70DBDB;
- end;
-OnTimer143000:
- emotion e_sry,0,"Airship Captain#02";
- mapannounce "airplane_01", "Captain Tarlock: All hands and any passenger who can fight! We've got to drive away these monsters!",bc_map,0x70DBDB;
- end;
-OnTimer148000:
- hideonnpc "Airship Captain#02";
- hideoffnpc "Airship Captain#01";
- end;
-OnTimer400000:
- killmonster "airplane_01","Airship#airplane02::OnMyMobDead";
- end;
-OnTimer405000:
- mapannounce "airplane_01","Monster threat eliminated. The Airship is now returning to normal operation.",bc_map,0x00FF00;
- hideoffnpc "Airship Staff#airplane01";
- end;
-OnTimer410000:
- mapannounce "airplane_01","We will arrive in Izlude shortly.",bc_map,"0x00ff00";
- end;
-OnTimer420000:
- set $@airplanelocation2,1;
- donpcevent "#AirshipWarp-3::OnUnhide";
- donpcevent "#AirshipWarp-4::OnUnhide";
- mapannounce "airplane_01","Welcome to Izlude. Have a safe trip.",bc_map,"0x00ff00";
- end;
-OnTimer430000:
- mapannounce "airplane_01","We are currently in Izlude. The Airship will take off shortly.",bc_map,"0x00ff00";
- end;
-OnTimer440000:
- donpcevent "#AirshipWarp-3::OnHide";
- donpcevent "#AirshipWarp-4::OnHide";
- mapannounce "airplane_01","The Airship is now taking off. Our next destination is Juno.",bc_map,"0x70dbdb";
- end;
-OnTimer465000:
- mapannounce "airplane_01","We are heading to Juno.",bc_map,"0x70dbdb";
- end;
-OnTimer490000:
- mapannounce "airplane_01","We will arrive in Juno shortly.",bc_map,"0x70dbdb";
- end;
-OnTimer500000:
- set $@airplanelocation2,2;
- donpcevent "#AirshipWarp-3::OnUnhide";
- donpcevent "#AirshipWarp-4::OnUnhide";
- mapannounce "airplane_01","Welcome to Juno. Have a safe trip.",bc_map,"0x70dbdb";
- end;
-OnTimer510000:
- mapannounce "airplane_01","We are currently in Juno. The Airship will leave shorty.",bc_map,"0x70dbdb";
- end;
-OnTimer520000:
- donpcevent "#AirshipWarp-3::OnHide";
- donpcevent "#AirshipWarp-4::OnHide";
- mapannounce "airplane_01","The Airship is leaving the ground. Our next destination is Rachel.",bc_map,"0xFF8200";
- end;
-OnTimer545000:
- mapannounce "airplane_01","We are heading to Rachel.",bc_map,"0xFF8200";
- end;
-OnTimer570000:
- mapannounce "airplane_01","We will arrive in Rachel shortly.",bc_map,"0xFF8200";
- end;
-OnTimer580000:
- set $@airplanelocation2,0;
- donpcevent "#AirshipWarp-3::OnUnhide";
- donpcevent "#AirshipWarp-4::OnUnhide";
- mapannounce "airplane_01","Welcome to Rachel. Have a safe trip.",bc_map,"0xFF8200";
- end;
-OnTimer590000:
- mapannounce "airplane_01","We are currently in Rachel. The Airship will take off shortly.",bc_map,"0xFF8200";
- end;
-OnTimer600000:
- donpcevent "#AirshipWarp-3::OnHide";
- donpcevent "#AirshipWarp-4::OnHide";
- mapannounce "airplane_01","The Airship is now taking off. Our next destination is Izlude.",bc_map,"0x00ff00";
- stopnpctimer;
- set getvariableofnpc(.moninv, "International_Airship"),2;
- donpcevent "International_Airship::OnEnable";
- end;
-
-OnMyMobDead:
-OnCaptainMobDead:
- end;
-}
-
-airplane_01,246,54,3 script Airship Captain#02 873,{
- cutin "fly_felrock",2;
- mes "[Tarlock]";
- mes "I am Tarlock,";
- mes "captain of this";
- mes "Airship. Go and";
- mes "fight with the";
- mes "Gremlins!";
- close2;
- cutin "",255;
- end;
-
-OnInit:
- hideonnpc "Airship Captain#02";
- end;
-}
-
-airplane_01,249,50,0 script boom0#airplane 139,{ end; }
-airplane_01,239,62,0 script boom1#airplane 139,{ end; }
-airplane_01,244,55,0 script boom2#airplane 139,{ end; }
-airplane_01,239,50,0 script boom3#airplane 139,{ end; }
-airplane_01,245,59,0 script boom4#airplane 139,{ end; }
-airplane_01,245,48,0 script boom5#airplane 139,{ end; }
-airplane_01,235,39,0 script boom6#airplane 139,{ end; }
-airplane_01,252,41,0 script boom7#airplane 139,{ end; }
-airplane_01,252,63,0 script boom8#airplane 139,{ end; }
-airplane_01,234,65,0 script boom9#airplane 139,{ end; }
-airplane_01,227,67,0 script boom10#airplane 139,{ end; }
-
-//========Captain Tarlock (Inside the Captain Cabin)=======================
-airplane_01,238,154,3 script Airship Captain#01 873,{
- cutin "fly_felrock",2;
- mes "[Tarlock]";
- mes "I am Tarlock,";
- mes "captain of this";
- mes "Airship. Did you";
- mes "have a question?";
- next;
- if (lght_air >= 0 && lght_air <= 3 || lght_air == 7) {
- set .@question$, "How does this Airship fly?";
- } else if(lght_air == 4) {
- set .@question$, "I handed the letter to Captain Ferlock.";
- } else if(lght_air == 5) {
- set .@question$, "You finished reading the letter?";
- } else if(lght_air == 6) {
- set .@question$, "Already finished reading?";
- }
- switch (select("Y-you're a reindeer?!", .@question$, "No, not really.")) {
- case 1:
- mes "[Tarlock]";
- mes "Hm? Oh, that";
- mes "We reindeer are a proud";
- mes "race who like to travel the";
- mes "world. But that should be";
- mes "obvious if you think of the";
- mes "reindeer working for Claus.";
- next;
- mes "[Tarlock]";
- mes "Well, reindeer or";
- mes "not, I've earned the";
- mes "captaincy of this ship";
- mes "and the loyalty of my crew.";
- mes "We'll do everything we can to";
- mes "make sure your flight is safe.";
- close2;
- cutin "",255;
- end;
- case 2:
- if (lght_air == 1) {
- if (BaseLevel <= 59) {
- mes "[Tarlock]";
- mes "Mm...?";
- mes "Didn't you ask me that";
- mes "before? Well, in any case";
- mes "I apologize, but I'm still not";
- mes "allowed to tell you that secret.";
- close2;
- cutin "",255;
- end;
- } else {
- mes "[Tarlock]";
- mes "Mm...?";
- mes "Didn't you ask me that";
- mes "before? Are you just curious";
- mes "or did you really want to know?";
- next;
- switch (select("No, not really...:Yes, I really want to know!")) {
- case 1:
- mes "[Tarlock]";
- mes "Hahahaha~";
- mes "Maybe someday you'll";
- mes "figure out how this Airship";
- mes "is able to stay aloft and";
- mes "fly through the skies.";
- close2;
- cutin "",255;
- end;
- case 2:
- mes "[Tarlock]";
- mes "In all honestly, the";
- mes "secret to this Airship's";
- mes "flight is something that";
- mes "only captains are authorized";
- mes "to know. So I shouldn't really";
- mes "tell you anything about it.";
- next;
- mes "[Tarlock]";
- mes "But I've never been able";
- mes "to trust upper management";
- mes "so I don't have any loyalty to";
- mes "them. I wouldn't mind telling";
- mes "you that classified info if you";
- mes "do a little favor for me first.";
- next;
- switch (select("Let me think about it.:Sure.")) {
- case 1:
- mes "[Tarlock]";
- mes "Alright. But don't";
- mes "worry, I'm not going";
- mes "to ask you to do anything";
- mes "that you can't handle. Come";
- mes "back after you decide, alright?";
- close2;
- cutin "",255;
- end;
- case 2:
- setquest 8032;
- set lght_air, 2;
- mes "[Tarlock]";
- mes "Ha-hah! I like you";
- mes "already! Alright, here's";
- mes "the deal. I have a younger";
- mes "brother who I rarely see since";
- mes "he's also an Airship Captain";
- mes "that's always traveling.";
- next;
- mes "[Tarlock]";
- mes "Would you bring this";
- mes "letter to my brother,";
- mes "Ferlock? Also, please";
- mes "make sure that you come";
- mes "back with his reply, alright?";
- mes "Thank you, adventurer.";
- next;
- mes "[Tarlock]";
- mes "Oh, and once you meet";
- mes "my brother, please help";
- mes "him out. He'll explain it";
- mes "once you see him.";
- next;
- mes "^3131FFYou have received";
- mes "Captain Tarlock's letter";
- mes "to deliver to his younger";
- mes "brother, Captain Ferlock.";
- close2;
- cutin "",255;
- end;
- }
- }
- }
- } else if (lght_air == 4) {
- set lght_air, 5;
- changequest 8034,8035;
- mes "[Tarlock]";
- mes "Oh!";
- mes "And he answer you? Really?!";
- mes "In fact, I wasn't";
- mes "expecting that too much...";
- mes "Please wait a little,";
- mes "I'll read his letter.";
- close2;
- cutin "",255;
- end;
- } else if (lght_air == 5) {
- set lght_air, 6;
- mes "[Tarlock]";
- mes "Um... Ha ha ha~!";
- mes "This guy, he is a real lover!";
- mes "But his true inner man";
- mes "is limited by his duty.";
- mes "What do you think?";
- mes "Hoh hoh hoh.";
- next;
- mes "^3131ffHe continue reading";
- mes "the letter.^000000";
- close2;
- cutin "",255;
- end;
- } else if (lght_air == 6) {
- mes "[Tarlock]";
- mes "Yes, I finished.";
- mes "Even if I understand him";
- mes "I've a totally different";
- mes "point of view. But both";
- mes "of us are fearless.";
- next;
- mes "[Tarlock]";
- mes "Oh, I almost forgot,";
- mes "I'll teach you what you";
- mes "wanted to know.";
- next;
- mes "[Tarlock]";
- mes "The Airship's secret to float is...";
- mes "The large boiler is setted on fire,";
- mes "That moves the pistons, gears";
- mes "and turbines with the steam";
- mes "that is generated when the water";
- mes "passes within the boiler.";
- next;
- mes "[Tarlock]";
- mes "That turns the propeller.";
- mes "That's all. Did you understand?";
- next;
- select("Um? Only that? There's no more?");
- mes "[Tarlock]";
- mes "Ha ha ha!";
- mes "I explained it roughtly to";
- mes "make it easier to understand";
- mes "by you. Still, you aren't";
- mes "pleased? I said it in plain";
- mes "english that everyone could";
- mes "understand.";
- next;
- mes "[Tarlock]";
- mes "Obviously, only with a steam";
- mes "is impossible to make this fly.";
- mes "Therefore, it uses an amplifier";
- mes "called ^ff0000Rune Mechanism^000000.";
- next;
- select("Uh? What's a Rune Mechanism?");
- mes "[Tarlock]";
- mes "It's a device that uses a";
- mes "magic stone as power source.";
- mes "However, I don't know how";
- mes "this work...";
- mes "I forgot the details probably";
- mes "because I didn't paid much attention.";
- next;
- mes "[Tarlock]";
- mes "The only I remember is";
- mes "that the energy is amplified";
- mes "while it passes through the";
- mes "Rune that is attached to a";
- mes "steam engine.";
- next;
- mes "[Tarlock]";
- mes "In fact, all this airship";
- mes "floats thanks to the power";
- mes "given by the stone, no";
- mes "exaggeration.";
- mes "It has really a strong power.";
- next;
- specialeffect2 EF_MAPPILLAR;
- mes "[Tarlock]";
- mes "Did you understand?";
- mes "I'll rest a little.";
- mes "I'm tired for reading";
- mes "and writing those long";
- mes "letters.";
- completequest 8035;
- set lght_air, 7;
- getexp 20000, 1000;
- close2;
- cutin "",255;
- end;
- } else if (lght_air == 7) {
- mes "[Tarlock]";
- mes "Didn't I teach you before?";
- mes "I won't explain such a long";
- mes "tale again!";
- close2;
- cutin "",255;
- end;
- } else {
- mes "[Tarlock]";
- mes "Hahahah! Don't worry, I'll";
- mes "tell you know this Airship";
- mes "flies once you deliver that";
- mes "letter to my brother, Ferlock,";
- mes "and bring back his reply.";
- close2;
- cutin "",255;
- end;
- }
- mes "[Tarlock]";
- mes "Hahaha! How this";
- mes "Airship flies? Yes, it's";
- mes "quite wonderful, isn't it?";
- mes "Although that's a secret,";
- mes "let me assure you that it's";
- mes "nothing weird or dangerous.";
- set lght_air, 1;
- close2;
- cutin "",255;
- end;
- case 3:
- mes "[Tarlock]";
- mes "Alright, then.";
- mes "Thanks for flying";
- mes "with us, and I hope";
- mes "you enjoy your travels.";
- close2;
- cutin "",255;
- end;
- }
-}
-
-
-//===========Captain Ferlock=======================
-
-airplane,236,163,5 script Airship Captain#03 873,{
- cutin "fly_trock.bmp",2;
- if(hg_ma1 == 3 || hg_ma1 == 4)
- {
- mes "[Ferlock]";
- mes "Welcome to the airship. I am Ferlock, captain of this airship. What do you want from me? ";
- next;
- switch( select( "Ask him about Thierry" ) )
- {
- case 1:
- break;
- }
- mes "[Ferlock]";
- mes "Hmm, this is the first time I hear of this name. I'm sure he's not the employee of this place.";
- next;
- switch( select( "Request for the passenger list. " ) )
- {
- case 1:
- break;
- }
- mes "[Ferlock]";
- mes "The passenger list is not opened to public unfortunately. Sorry I couldn't help you. ";
- if(hg_ma1 == 3) close;
- next;
- switch( select( "Follow Kaci's request and tell him the story." ) )
- {
- case 1:
- break;
- }
- mes "^3355FFWhen you tell him why you need to find Thierry, the captain listens to you quietly and nods his head.^000000";
- next;
- mes "[Ferlock]";
- mes "Hmm... I understand what you mean. However, the rules says that the passenger list cannot be showed to public.";
- next;
- mes "[Ferlock]";
- mes "......However, rules can be broken which brings greater value than its existence. Ok, I will help you. Please wait for a while.";
- next;
- mes "^3355FFThe captain takes out a book and writes the name of 'Thierry' on the first page where nothing is written. The entry slowly disappears and the pages of the book start to flip magically^000000";
- next;
- mes "^3355FFThe book continues to flip and finally stops at one page. You see the record of Thierry boarding the airship on that page^000000";
- next;
- mes "[Ferlock]";
- mes "Haha, does it frighten you? This is a magically enchanted book. Once you've written the name in it, you will be able to find the answer you want in an instant.";
- next;
- mes "[Ferlock]";
- mes "It must have surprised you to find that the people of Schwaltzvalt make use of magical items too.";
- next;
- mes "[Ferlock]";
- mes "This is something I acquired from an old friend.... Hmm, but that has nothing to do with this.";
- next;
- mes "[Ferlock]";
- mes "Thierry... Let's see. He boarded the airship a month ago and headed for Hugel. Looks like he took the ship to Hugel the first day this flight was implemented.";
- next;
- mes "[Ferlock]";
- mes "....Oh, didn't you say that this friend of yours is involved with a research job? I remember now. It's that young man.";
- next;
- mes "[Ferlock]";
- mes "The flight to Hugel which had just been added to the schedule faced a great danger the first day since the airship had not prepared any counter-measures for sudden attacks by the dragons.";
- next;
- mes "[Ferlock]";
- mes "To think about it, I have to admit that I made a mistake by not taking the fact that the dragons make approaching Hugel dangerous into consideration.";
- next;
- mes "[Ferlock]";
- mes "Anyway, the ship was in critical condition due to an unexpected mechanical failure. Fortunately, a young skillful man managed to solve the problem. Now I remember his name; Thierry.";
- next;
- mes "[Ferlock]";
- mes "Now I can tell why he was so quiet and had such a sad face. You know where he was heading now. So, please bring the news to his fiance.";
- next;
- mes "[Ferlock]";
- mes "And if you ever meet him, please send him my gratitude and regards.";
- changequest 8045,8046;
- set hg_ma1,5;
- close2;
- cutin "",255;
- end;
- }
- else if(hg_ma1 == 5)
- {
- mes "[Ferlock]";
- mes "You better get going and send the news to the fiance.";
- close2;
- cutin "",255;
- end;
- }
- if (lght_air == 7 && lhz_heart == 11)
- {
- mes "[Ferlock]";
- mes "Ah, thank you for coming.";
- mes "Now, I wanted to ask you";
- mes "why you were investigating";
- mes "Ymir's Heart Piece. Are you";
- mes "merely curious, or did you";
- mes "have some special reason?";
- next;
- switch( select( "Just curious...","Well, there's someone I need to help..." ) )
- {
- case 1:
- mes "[Ferlock]";
- mes "Just curious...?";
- mes "I don't know if satisfying";
- mes "your curiosity is worth the";
- mes "risks that you have already";
- mes "taken. You should be more ";
- mes "careful in the future...";
- close2;
- cutin "",255;
- end;
-
- case 2:
- mes "[Ferlock]";
- mes "Well, I shouldn't be";
- mes "trusting you this much,";
- mes "but since you've helped";
- mes "me and my brother, I feel";
- mes "that you must be one of those altruistic adventurers. Very well.";
- next;
- mes "[Ferlock]";
- mes "If you promise that you'll";
- mes "never tell what I reveal to";
- mes "you, then I suppose I can";
- mes "tell you know about the Rune";
- mes "Stone and Ymir's Heart Piece.";
- next;
- switch( select( "I promise..." ) )
- {
- case 1:
- break;
- }
- mes "[Ferlock]";
- mes "Alright, then. I expect you";
- mes "to keep your word. Now, you";
- mes "already know that the Airships";
- mes "are powered by Rune Stones, imitations of Ymir's Heart pieces.";
- next;
- mes "[Ferlock]";
- mes "Although Rune Stones are";
- mes "inferior to true Ymir Heart";
- mes "pieces, we can make as many";
- mes "as want. As for true Ymir Heart";
- mes "Pieces, they're difficult to find or effectively reproduce.";
- next;
- mes "[Ferlock]";
- mes "You may have already";
- mes "figured this out, but all";
- mes "Rune Stones are produced";
- mes "in the Einbroch Laboratory";
- mes "for use in the Airships. So";
- mes "you see what's going on?";
- next;
- switch( select( "Wait, what's the Varmunt Project?" ) )
- {
- case 1:
- break;
- }
- mes "[Ferlock]";
- mes "The Varmunt Project is";
- mes "a continuation of one of";
- mes "the projects started by the";
- mes "great Sage, Varmunt. Even as";
- mes "a child, he was renown as an";
- mes "incredible genius, a prodigy.";
- next;
- mes "[Ferlock]";
- mes "However, no matter how";
- mes "much academic success he";
- mes "enjoyed--he even became a";
- mes "tenured professor at Juno";
- mes "University--Varmunt was never able to finance his own research.";
- next;
- mes "[Ferlock]";
- mes "Eventually, he accepted an";
- mes "offer from Rekenber Co. to";
- mes "develop an energy source in";
- mes "exchange for funding. The";
- mes "result of his work for them is the invention of the Rune Stone.";
- next;
- mes "[Ferlock]";
- mes "However, the public isn't";
- mes "supposed to know that Varmunt";
- mes "invented the Rune Stones. Now,";
- mes "Varmunt disappeared before he";
- mes "could perfect the Rune Stone";
- mes "creation process.";
- next;
- mes "[Ferlock]";
- mes "Therefore, the Rune Stones";
- mes "we have now are unstable and";
- mes "become useless after a while.";
- mes "The Varmunt Project aims to";
- mes "correct these flaws and perfect";
- mes "the Ymir Heart replication...";
- next;
- mes "[Ferlock]";
- mes "Er, anyway, that's why";
- mes "I was at the Einbroch";
- mes "Laboratory today. My Rune";
- mes "Stone was close to empty,";
- mes "so I went there to pick up";
- mes "a fully charged one.";
- next;
- mes "[Ferlock]";
- mes "^333333*Phew...*^000000";
- mes "Would you give me";
- mes "a moment to catch";
- mes "my breath before";
- mes "I continue? Yes,";
- mes "there's a little more...";
- set lhz_heart,12;
- close2;
- cutin "",255;
- end;
- }
- }
- else if(lght_air == 7 && lhz_heart == 12)
- {
- mes "[Ferlock]";
- mes "Now, "+strcharinfo(0)+",";
- mes "you must be wondering";
- mes "why I'm telling you all";
- mes "this. I believe that some";
- mes "party wishes to steal the";
- mes "Rune Stones from the Airships.";
- next;
- mes "[Ferlock]";
- mes "Have you noticed the";
- mes "Gremlins and Beholders";
- mes "that attack my brother's";
- mes "ship? Believe it or not,";
- mes "Gremlins are usually just";
- mes "harmless and mischievous.";
- next;
- mes "[Ferlock]";
- mes "Gremlin wings also aren't";
- mes "naturally powerful enough to";
- mes "enable them to fly. However,";
- mes "if someone implants Wills of";
- mes "the Darkness into them, their";
- mes "powers increase exponentially.";
- next;
- mes "[Ferlock]";
- mes "Although Gremlins tend";
- mes "not to attack humans unless";
- mes "provoked, and that they tend";
- mes "to shy away from people, they";
- mes "are being controlled to steal";
- mes "our Airships' Rune Stones.";
- next;
- mes "[Ferlock]";
- mes "Whoever is controlling the";
- mes "Gremlins also sends those";
- mes "Beholder monsters in order";
- mes "to monitor their progress";
- mes "and observe our resistance.";
- next;
- mes "[Ferlock]";
- mes "My brother and I have been";
- mes "investigating this matter, but";
- mes "so far, we haven't learned very";
- mes "much. Now, my Airship only";
- mes "provides domestic flights";
- mes "and hasn't been attacked.";
- next;
- mes "[Ferlock]";
- mes "Now, my brother's Airship";
- mes "specializes in international";
- mes "flights and suffers from the";
- mes "Gremlin invasions, so we are";
- mes "guessing the attackers are from outside the Schwaltzvalt Republic.";
- next;
- mes "[Ferlock]";
- mes "In any case, that is all";
- mes "I really know. Please keep";
- mes "this information to yourself";
- mes "and let me know if you learn anything new about this situation.";
- next;
- mes "[Ferlock]";
- mes "If I manage to uncover";
- mes "anything about the ones";
- mes "that are using the Wills";
- mes "of Darkness to control the";
- mes "Gremlins and steal our Rune";
- mes "Stones, I'll let you know.";
- next;
- mes "[Ferlock]";
- mes "Who is sending these";
- mes "monsters to invade our";
- mes "Airships, and for what";
- mes "purpose do they want the";
- mes "Rune Stones? Hmm. Well, this";
- mes "is goodbye for now, adventurer.";
- close2;
- specialeffect2 EF_ABSORBSPIRITS;
- completequest 8043;
- set lhz_heart,13;
- getexp 70000,40000;
- cutin "",255;
- end;
- }
- else if(lght_air == 7 && lhz_heart == 13)
- {
- mes "[Ferlock]";
- mes "I'll be quite busy with my";
- mes "captaining duties and my";
- mes "private investigation of the";
- mes "attempted Rune Stone robberies.";
- mes "Hopefully, we'll be able to meet again later. For now, take care.";
- close2;
- cutin "",255;
- end;
- }
- mes "[Ferlock]";
- mes "Hey there, welcome";
- mes "aboard the Airship. I'm";
- mes "Ferlock, your captain";
- mes "on this flight. How can";
- mes "I be of service to you?";
- next;
- if(lght_air == 2) {
- set .@question2$, "Give him Tarlock's Letter.";
- set .@question3$, "Cancel.";
- } else if(lght_air == 3) {
- set .@question2$, "Here are the items I've found.";
- set .@question3$, "Cancel.";
- } else {
- set .@question2$, "Cancel.";
- }
- switch( select( "How does this Airship fly?", .@question2$, .@question3$)) {
- case 1:
- mes "[Ferlock]";
- mes "I'm sorry, but I can't";
- mes "give you that kind of";
- mes "classified information.";
- mes "It's too important to the";
- mes "security and safety of";
- mes "this Airship, you see.";
- close2;
- cutin "",255;
- end;
-
- case 2:
- if (lght_air == 2) {
- changequest 8032,8033;
- set lght_air, 3;
- mes "^3131FFYou give Captain Ferlock";
- mes "the letter that his brother";
- mes "Tarlock has written for him.^000000";
- next;
- mes "[Ferlock]";
- mes "Oh, this is from my";
- mes "brother? Hey, thanks so";
- mes "much for bringing this to";
- mes "me for him. Ah, give me";
- mes "a minute to read all of";
- mes "this, would you now?";
- next;
- mes "[Ferlock]";
- mes "...";
- mes "So that's what he's been";
- mes "up to. Huh. Hahaha! Oh, that's";
- mes "funny. Ah, it's always good to";
- mes "hear from Tarlock. Anyway,";
- mes "I'm sorry to make you wait.";
- next;
- mes "[Ferlock]";
- mes "Anyway, my brother wrote";
- mes "about the usual stuff, but";
- mes "he mentioned that he was";
- mes "hoping to finally return a few";
- mes "things he borrowed from me.";
- mes "However, he lost them...";
- next;
- mes "[Ferlock]";
- mes "It turns that those nasty";
- mes "gremlins that sometimes";
- mes "attack his ship stole my";
- mes "things, so was he actually";
- mes "hoping that you would";
- mes "help me get them back.";
- next;
- mes "[Ferlock]";
- mes "Yeah, yeah. He specifically";
- mes "mentioned that I shouldn't";
- mes "give you my reply until you";
- mes "hunt those monsters and get";
- mes "my stuff back. I'm sorry, but";
- mes "I guess you owe big bro, huh?";
- next;
- mes "[Ferlock]";
- mes "Well, if you're willing to";
- mes "help me, would you get my";
- mes "^ff00002 Will of the Darkness^000000 and";
- mes "^ff00002 Prickly Fruit^000000 back for me?";
- next;
- mes "[Ferlock]";
- mes "The monsters that attack";
- mes "Tarlock's Airship should";
- mes "have them. I'd appreciate";
- mes "it if you'd help me out on";
- mes "this, adventurer. Thanks";
- mes "in advance and good luck~";
- close2;
- cutin "",255;
- end;
- } else if(lght_air == 3) {
- if (countitem(7340) >= 2 && countitem(576) >= 2) {
- delitem 7340, 2;
- delitem 576, 2;
- changequest 8033,8034;
- set lght_air, 4;
- mes "[Ferlock]";
- mes "You brought the items!";
- mes "Thank you very much.";
- mes "Here, take this letter";
- mes "to my brother and give it";
- mes "to him.";
- next;
- mes "^3131ffYou received a letter from the Captain.^000000";
- next;
- mes "[Ferlock]";
- mes "Please give the best regards";
- mes "to my big brother.";
- mes "Well then, good bye.";
- close2;
- cutin "",255;
- end;
- }
- mes "[Ferlock]";
- mes "Oh, I'm sorry, but it looks";
- mes "like you're missing something.";
- mes "Would you please go and find";
- mes "^ff00002 Will of the Darkness^000000 and";
- mes "^ff00002 Prickly Fruit^000000? Thanks,";
- mes "brave adventurer~";
- close2;
- cutin "",255;
- end;
- }
- mes "[Ferlock]";
- mes "Well, I hope that";
- mes "you enjoy your time";
- mes "here on the Airship";
- mes "and that you have a";
- mes "very pleasant journey.";
- close2;
- cutin "",255;
- end;
- case 3:
- mes "[Ferlock]";
- mes "Well, I hope that";
- mes "you enjoy your time";
- mes "here on the Airship";
- mes "and that you have a";
- mes "very pleasant journey.";
- close2;
- cutin "",255;
- end;
- }
-}
-
-//=======================================================================================================//
-// Heart Fragment Quest
-//=======================================================================================================//
-
-airplane,236,63,4 script Hallen 706,{
-
- if(hg_ma1 == 3)
- {
- mes "[Hallen]";
- mes "Sha Sha~ ";
- next;
- mes "[Hallen]";
- mes "Just let me handle this! Hehe. ";
- next;
- switch( select( "Ask whether he knows Thierry" ) )
- {
- case 1:
- break;
- }
- mes "[Hallen]";
- mes "Hmm?! Thierry?! I'm not sure. Why don't you ask the crew of the airship.";
- mes "Kaci might know this person.";
- close;
- }
- if(BaseLevel < 60)
- {
- mes "[Hallen]";
- mes "If you need me to";
- mes "do anything, just";
- mes "give me a holler.";
- mes "Bweh heh... hollah~";
- close;
- }
- if(!lhz_heart)
- {
- mes "[Hallen]";
- mes "Howdy, howdy~";
- mes "Welcome to the Airship.";
- next;
- switch( select( "I'm not a passenger.","Hey kid, what are you doing?" ) )
- {
- case 1:
- emotion e_what,0;
- mes "[Hallen]";
- mes "Does that mean you're";
- mes "one of the crewmen, then?";
- mes "I don't think we've met before,";
- mes "and I should be familiar with";
- mes "everyone working here by now...";
- next;
- emotion e_gasp,0;
- mes "[Hallen]";
- mes "Hey...!";
- mes "If you're on duty,";
- mes "shouldn't you be in";
- mes "uniform? I guess you";
- mes "don't work here after all!";
- mes "Heh, figured it out myself~";
- next;
- mes "[Hallen]";
- mes "Eh, I need to finish";
- mes "sweeping this deck. Then,";
- mes "on my break, I can play a";
- mes "little game for Apples with";
- mes "Kaci. That's how I roll, yo.";
- next;
- break;
-
- case 2:
- mes "[Hallen]";
- mes "Ummm... Isn't it obvious?";
- mes "I'm sweeping the deck. I'm";
- mes "the youngest crewman, so";
- mes "I get stuck with the lamest";
- mes "jobs. But once I'm done, it's";
- mes "Dice time with Kaci. Oh yeah~";
- next;
- break;
- }
- switch( select( "Kaci?" ) )
- {
- case 1:
- break;
- }
- mes "[Hallen]";
- mes "Kaci... You know, the";
- mes "dealer of the Dice game?";
- mes "You should try it out: just";
- mes "roll some dice for a chance";
- mes "to win some Apples. Hey,";
- mes "you could get really lucky!";
- next;
- mes "[Hallen]";
- mes "Heh, there's one guy that";
- mes "won so many Apples from Kaci";
- mes "that he was able to become";
- mes "an Apple Merchant. Can you";
- mes "believe that? Yeah... Kaci";
- mes "doesn't like him so much...";
- close2;
- set lhz_heart,1;
- end;
- }
- else if(lhz_heart == 1)
- {
- mes "[Hallen]";
- mes "Oh hey, it's you~";
- mes "We talked earlier,";
- mes "didn't we? Yeah...";
- mes "I'm still here sweeping";
- mes "this floor. It's gonna";
- mes "take quite a while.";
- next;
- emotion e_gasp,0;
- mes "[Hallen]";
- mes "It doesn't look like";
- mes "I'm gonna finish this";
- mes "anytime soon. Hey, do";
- mes "you think you could do";
- mes "me a favor since I can't";
- mes "really leave this joint?";
- next;
- switch( select( "Sorry, but I'm busy...","What is it?" ) )
- {
- case 1:
- mes "[Hallen]";
- mes "Eh, alright. I guess";
- mes "I can understand. But";
- mes "still, I coulda made it";
- mes "worth your while, if you";
- mes "know what I mean~";
- close;
-
- case 2:
- mes "[Hallen]";
- mes "Don't worry, it's not much";
- mes "work. I'm supposed to deliver";
- mes "letters from Juno Airport to";
- mes "the other crewmen, but I don't";
- mes "got the time. Now, I have";
- mes "this letter for Kaci here...";
- next;
- mes "[Hallen]";
- mes "Would you go and";
- mes "deliver this letter";
- mes "to her for me? It's";
- mes "from some guy named";
- mes "Mr. Mawong, her mentor";
- mes "or something like that.";
- next;
- mes "^3355FFHallen gave you";
- mes "Mawong's letter to";
- mes "be delivered to Kaci.^000000";
- setquest 8036;
- set lhz_heart,2;
- next;
- mes "[Hallen]";
- mes "Hey, thanks a lot, pal~";
- mes "You can find Kaci hosting";
- mes "the Dice game in the Airship.";
- close;
- }
- }
- else if(lhz_heart == 2)
- {
- mes "[Hallen]";
- mes "^333333*Sigh...*^000000";
- mes "I'm so sick and";
- mes "tired of sweeping.";
- mes "It's like I'm some";
- mes "kinda lame cabin boy.";
- mes "But... I guess I am!";
- next;
- mes "[Hallen]";
- mes "Oh hey, were you";
- mes "able to give that";
- mes "letter to Kaci yet?";
- mes "I think it's pretty";
- mes "important, so try not";
- mes "to take too long, okay?";
- close;
- }
- else if(lhz_heart == 3)
- {
- mes "[Hallen]";
- mes "^333333*Sigh...*^000000";
- mes "I'm so sick and";
- mes "tired of sweeping.";
- mes "It's like I'm some";
- mes "kinda lame cabin boy.";
- mes "But... I guess I am!";
- close;
- }
- else if(lhz_heart == 4)
- {
- mes "[Hallen]";
- mes "Hey, thanks for delivering";
- mes "that letter to Kaci for me.";
- mes "She wasn't too happy that";
- mes "I asked a passenger to do";
- mes "it, but she understood that";
- mes "I'm totally swamped with work.";
- next;
- mes "[Hallen]";
- mes "Wouldn't you agree";
- mes "that people should";
- mes "help each other in";
- mes "times of crisis?";
- next;
- switch( select( "Not at all. Every man for himself!","Yes, I do." ) )
- {
- case 1:
- mes "[Hallen]";
- mes "Wh-what...?";
- mes "I can't think";
- mes "that you really";
- mes "believe that...";
- set lhz_heart,5;
- close;
-
- case 2:
- mes "[Hallen]";
- mes "Aww, really?";
- mes "I knew that you'd";
- mes "feel the same way";
- mes "I do. You and me, we're";
- mes "on the same wavelength~";
- next;
- if(checkweight(501,1) != 1)
- {
- mes "[Hallen]";
- mes "Oh... Hey, I was";
- mes "going to give you";
- mes "a little something,";
- mes "but you're carrying";
- mes "too much stuff right now...";
- close;
- }
- set lhz_heart,5;
- getitem 501,1;
- mes "[Hallen]";
- mes "I know this isn't";
- mes "much, but I'd like you";
- mes "to have it. Besides, you";
- mes "never know what'll come in";
- mes "handy during an emergency.";
- mes "Alright then, see you later~";
- close;
- }
- }
- else if(lhz_heart == 5)
- {
- mes "[Hallen]";
- mes "Hey, hey~ How's it going?";
- mes "I know, I know, I'm supposed";
- mes "to be sweeping, and I'm not";
- mes "finished yet, but sometimes,";
- mes "you know, you just have to";
- mes "rest and take a break, yeah?";
- next;
- mes "[Hallen]";
- mes "Ahh, busy days like these";
- mes "remind me of working back";
- mes "home in Juno with my neighbor,";
- mes "Gyver. He's a genius inventor,";
- mes "you know, and sort of like";
- mes "a hero or role model to me.";
- next;
- mes "[Hallen]";
- mes "Guyver is so brilliant,";
- mes "he can pretty much make";
- mes "anything he wants. Someday,";
- mes "I want to reach his level, and";
- mes "create things that will help";
- mes "people and make them happy.";
- next;
- mes "[Hallen]";
- mes "That's pretty much my";
- mes "life ambition-- you know,";
- mes "the kind of thing I want to";
- mes "contribute to the world. Of";
- mes "course, I doubt I can compare";
- mes "to the great Sage Varmunt.";
- next;
- switch( select( "Sage Varmunt?" ) )
- {
- case 1:
- break;
- }
- mes "[Hallen]";
- mes "Yeah, Varmunt... He's like";
- mes "one of the greatest Sages in";
- mes "history. Well, nobody know too";
- mes "much about him, but 300 years";
- mes "ago, he was responsible for most ground breaking accomplishments.";
- next;
- mes "[Hallen]";
- mes "Supposedly, he single handedly";
- mes "revolutionized science. Many of";
- mes "the machines that are convenient to life today are his inventions.";
- mes "Sadly, he disappeared from history and no one know how he vanished.";
- next;
- mes "[Hallen]";
- mes "The great Sage Varmunt...";
- mes "It's a pretty well known";
- mes "legend in the Schwaltzvalt";
- mes "Republic. Anyway, for my";
- mes "project, I wanted to learn";
- mes "more about these Airships.";
- next;
- mes "[Hallen]";
- mes "These Airships are so huge";
- mes "and heavy, and I can scarcely";
- mes "believe that they can fly. How";
- mes "is it even possible? Well, if";
- mes "you could find out for me, ";
- mes "it'd be a really big help.";
- changequest 8038,8039;
- set lhz_heart,6;
- close;
- }
- else if(lhz_heart == 6)
- {
- mes "[Hallen]";
- mes "Hey, have you learned";
- mes "what makes such a big,";
- mes "heavy Airship like this fly";
- mes "for so long in the sky?";
- next;
- if(lght_air == 7)
- {
- switch( select( "Umm, yeah, kind of." ) )
- {
- case 1:
- break;
- }
- mes "[Hallen]";
- mes "Really...?";
- mes "Are you serious?";
- mes "So what's the secret?";
- mes "Tell me, I'm dying to know!";
- next;
- mes "^3355FFYou tell Hallen everything";
- mes "that you've learned from";
- mes "Captain Tarlock, but you're";
- mes "careful not to make any";
- mes "mention of Ymir's Heart Piece.^000000";
- next;
- mes "[Hallen]";
- mes "So... The propellers are";
- mes "powered through steam?";
- mes "That doesn't make sense.";
- mes "No way, it can't be that simple. Besides, steam has its limits.";
- mes "Are you sure that's everything?";
- next;
- switch( select( "Actually, there's another power source." ) )
- {
- case 1:
- break;
- }
- mes "^3355FFYou reveal what you";
- mes "learn about the Rune Stone,";
- mes "an imitation of Ymir's Heart";
- mes "Piece: Hallen is a well meaning";
- mes "kid who probably won't use this";
- mes "knowledge for evil purposes.";
- next;
- mes "[Hallen]";
- mes "A-awesome! So there is";
- mes "some special magic power";
- mes "source that helps this Airship";
- mes "fly! I knew it! Now, what was";
- mes "it called again? Ah, the";
- mes "Rune Stone, right?";
- next;
- mes "[Hallen]";
- mes "An imitation of Ymir's";
- mes "Heart Piece. Now where";
- mes "have I heard about that";
- mes "before? Mm, let me think...";
- changequest 8039,8040;
- set lhz_heart,7;
- close;
- }
- else
- {
- switch( select( "Actually..." ) )
- {
- case 1:
- break:;
- }
- mes "[Hallen]";
- mes "You didn't learn anything";
- mes "about the Airship yet, huh?";
- mes "Maybe Captain Ferlock might";
- mes "know something, or any one";
- mes "of the other Airship captains.";
- mes "Hopefully, one will tell you...";
- next;
- mes "[Hallen]";
- mes "I know that the secrets of";
- mes "Airship flight is considered";
- mes "classified information, but if";
- mes "anyone can wrest those secrets,";
- mes "it'll be one of you adventurers. So please help me out here...";
- close;
- }
- }
- else if(lhz_heart == 7)
- {
- mes "[Hallen]";
- mes "So the Rune Stone";
- mes "is an imitation of just";
- mes "a piece of Ymir's Heart.";
- mes "But where have I heard";
- mes "about that before...?";
- next;
- emotion e_gasp,0;
- mes "[Hallen]";
- mes "Oh, that's right!";
- mes "Kaci told me about a";
- mes "drunkard that always";
- mes "mentions Ymir's Heart";
- mes "when he plays the Dice";
- mes "game for Apples!";
- next;
- if(Shinokas_Quest > 9)
- {
- mes "["+strcharinfo(0)+"]";
- mes "(^333333Wait, I met that guy when";
- mes "I was helping Shinokas. He";
- mes "was one of the directors of";
- mes "the Einbroch Laboratory that";
- mes "had a piece of Ymir's Heart.";
- mes "It's worth investigating...^000000)";
- next;
- }
- mes "[Hallen]";
- mes "Anyway, it's not much,";
- mes "but let me give you a little";
- mes "something for going through";
- mes "the trouble of learning that";
- mes "secret information for me...";
- next;
- if(checkweight(501,1) != 1)
- {
- mes "[Hallen]";
- mes "Aw, nuts...";
- mes "You don't have";
- mes "enough room to";
- mes "receive my little gift.";
- mes "Please free up more space";
- mes "in your inventory for me, okay?";
- close;
- }
- if(Shinokas_Quest > 9) set lhz_heart,9;
- else set lhz_heart,8;
- changequest 8040,8041;
- getitem 501,1;
- mes "[Hallen]";
- mes "Here you go~";
- mes "I know it's pretty paltry";
- mes "compared to the rewards ";
- mes "you adventurers usually get,";
- mes "but hey... It's my thought that";
- mes "counts, right? See you later~";
- close;
- }
- else if(lhz_heart == 8)
- {
- mes "[Hallen]";
- mes "Hey, why don't you";
- mes "ask Kaci about that";
- mes "drunkard that's always";
- mes "playing her Dice game?";
- mes "You might learn more about";
- mes "Ymir's Heart Piece, you know?";
- close;
- }
- else
- {
- mes "[Hallen]";
- mes "Thanks for helping me";
- mes "out that last time. I guess";
- mes "learning about the Rune Stone";
- mes "kinda inspired me to build an";
- mes "Airship of my own someday...";
- close;
- }
-}
-
-airplane,33,69,4 script Kaci 73,{
-
- if(hg_ma1 == 3)
- {
- mes "[Kaci]";
- mes "Hello there. My name is Kaci. If you feel bored boarding the airship, why don't you play a game of dice with me.";
- next;
- switch( select( "Ask whether she knows Thierry" ) )
- {
- case 1:
- break;
- }
- mes "[Kaci]";
- mes "Thierry ....That name sounds familiar...";
- next;
- mes "[Kaci]";
- mes "....................";
- mes ".............";
- mes ".......";
- mes "...";
- next;
- mes "[Kaci]";
- mes "Ahhh! Thierry Thierry Thierry !!";
- next;
- mes "^3355FFShe seems to recall something and starts to call out the name loudly.^000000";
- next;
- mes "[Kaci]";
- mes "Hahaha, I'm sorry about that. It has been a while since I last heard that name...";
- next;
- mes "[Kaci]";
- mes "He was the youngster who lived beside my master when I was learning how games work. I still remember that he is very bright and that he did different kinds of researches.";
- next;
- mes "[Kaci]";
- mes "I also recall that he likes the Euslan's sister who's being taught about the game by my master too. I wonder how the two of them are getting along nowadays.";
- next;
- mes "^3355FFI tell the girl that Euslan has engaged with Thierry and in order to cure Euslan, Thierry boarded an airship but his whereabouts is a mystery now.^000000";
- next;
- mes "[Kaci]";
- mes "Oh, how could Euslan fall sick? Oh...";
- next;
- mes "^3355FFKaci is so shocked to learn about Thierry that she loses herself in her thoughts for a while until regaining conciousness.^000000";
- next;
- mes "[Kaci]";
- mes "Honestly, I would like to help but I haven't heard anything new from them since we haven't seen eachother for such a long time.";
- next;
- mes "[Kaci]";
- mes "Isn't there any other way?";
- next;
- mes "[Kaci]";
- mes "Ah...! The captain might know something. He is the one who manages the list of the passengers.";
- next;
- mes "[Kaci]";
- mes "However, the passenger list cannot be shown to the public...";
- next;
- mes "[Kaci]";
- mes "However, I think the captain will be willing to help if you tell him the whole story. You should give it a try.";
- next;
- mes "[Kaci]";
- mes "As for Euslan, please tell her about me and let her know that I hope she gets well soon.";
- next;
- mes "^3355FFSince she's begging, I guess I should send her message.";
- changequest 8044,8045;
- set hg_ma1,4;
- close;
- }
- else if(hg_ma1 == 4)
- {
- mes "[Kaci]";
- mes "You can ask the captain for the whereabouts of Thierry. I am sure that the captain will be willing to help if you tell him what happened.";
- close;
- }
- else if(lhz_heart == 2)
- {
- mes "[Kaci]";
- mes "You must be sooo";
- mes "bored, adventurer~";
- mes "How would you like";
- mes "to play a game of Dice?";
- next;
- switch( select( "Give her the letter from Hallen." ) )
- {
- case 1:
- break;
- }
- mes "[Kaci]";
- mes "Oh, Hallen must have";
- mes "asked you to deliver this.";
- mes "He should be doing this sort";
- mes "of thing himself, instead of";
- mes "asking customers for favors!";
- mes "But still, he's really busy...";
- next;
- changequest 8036,8037;
- set lhz_heart,3;
- mes "[Kaci]";
- mes "Thank you for bringing";
- mes "this to me. If you ever";
- mes "need a little favor from";
- mes "me, feel free to ask me,";
- mes "alright? See you later~";
- close;
- }
- else if(lhz_heart == 3)
- {
- mes "[Kaci]";
- mes "Oh, hello. Thanks for";
- mes "delivering that letter from";
- mes "Mr. Mawong to me, especially";
- mes "since Hallen was too busy to";
- mes "do it himself. Reading that";
- mes "letter really made my day~";
- next;
-L_Ask:
- switch( select( "Ask about Hallen","Ask about Mawong","Ask about the Airship" ) )
- {
- case 1:
- set .@mesa,1;
- mes "[Kaci]";
- mes "Hallen? Well, he and I are";
- mes "pretty close. Did you know";
- mes "that we're cousins? In fact,";
- mes "his dad, my uncle, brought";
- mes "me as a child after my father";
- mes "passed away 20 years ago.";
- next;
- mes "[Kaci]";
- mes "There was some kind of";
- mes "mine explosion accident in";
- mes "Einbech. I don't remember.";
- mes "Anyway, me and Hallen are";
- mes "like sister and brother, and";
- mes "we always stick together.";
- next;
- mes "[Kaci]";
- mes "When Captain Ferlock saw me";
- mes "host a Dice game by coincidence";
- mes "and then hired me to work on his Airship, Hallen insisted on coming";
- mes "along. He's stubborn like that,";
- mes "but he's also very sweet.";
- next;
- break;
-
- case 2:
- set .@mesb,1;
- mes "[Kaci]";
- mes "Mr. Mawong? Oh, don't get";
- mes "the wrong idea! He's my";
- mes "mentor, the one who taught";
- mes "me how to play all of these";
- mes "wonderful games. He's pretty";
- mes "famous around Juno, you know.";
- next;
- mes "[Kaci]";
- mes "I used to be so depressed,";
- mes "not caring about the world";
- mes "at all, after my father died.";
- mes "Then, I ran into Mr. Mawong,";
- mes "and he taught me how to find";
- mes "the joy in life once again.";
- next;
- mes "[Kaci]";
- mes "Because of him, I decided";
- mes "to learn his games and to";
- mes "help people forget their";
- mes "worries and just enjoy";
- mes "themselves, even if it's";
- mes "just for a little while.";
- next;
- break;
-
- case 3:
- set .@mesc,1;
- mes "[Kaci]";
- mes "The Airship? It's so";
- mes "huge and beautiful, and";
- mes "I'm always amazed that it";
- mes "can fly so gracefully through";
- mes "the air. I've always wanted to live someplace close to the sky...";
- next;
- mes "[Kaci]";
- mes "A place where I can see";
- mes "the clouds and bask in the";
- mes "sun. So, when Captain Ferlock";
- mes "invited me to work here, it was";
- mes "like a dream come true~";
- next;
- break;
- }
- mes "[Kaci]";
- mes "Please don't hesitate";
- mes "to ask me anything if";
- mes "you need a small favor,";
- mes "or if you're just curious";
- mes "about me in general~";
- next;
- if(!.@mesa || !.@mesb || !.@mesc) goto L_Ask;
- mes "[Kaci]";
- mes "By the way, if Hallen";
- mes "bothers you with another";
- mes "request, please refuse to";
- mes "help him next time, okay?";
- mes "I won't allow him to get";
- mes "spoiled! Ho ho ho ho~";
- next;
- mes "[Kaci]";
- mes "Well, I better get";
- mes "back to work now.";
- mes "Have a nice day,";
- mes "and I'll see you later~";
- changequest 8037,8038;
- set lhz_heart,4;
- close;
- }
- else if(lhz_heart == 8)
- {
- mes "[Kaci]";
- mes "Hello, "+strcharinfo(0)+".";
- mes "It's nice to see you again.";
- mes "So is there anything I can";
- mes "help you with today?";
- next;
- switch( select( "Who's that drunk over there?" ) )
- {
- case 1:
- break;
- }
- mes "[Kaci]";
- mes "Oh, him? He's one of my";
- mes "regulars, some guy who's";
- mes "supposed to be an Einbroch";
- mes "Lab Director. He keeps losing";
- mes "Apples whenever he plays Dice:";
- mes "I think he's a gambling addict~";
- next;
- mes "[Kaci]";
- mes "In fact, his losses make up";
- mes "for all the Apples I lost when";
- mes "that Apple Merchant played here. Now, it's a legendary tale that";
- mes "we all think fondly of, but at";
- mes "the time, it nearly broke me.";
- next;
- mes "[Kaci]";
- mes "Anyway, aside from the fact";
- mes "that the Einbroch Lab Director";
- mes "is kind of a whiny person when";
- mes "he's drunk, and a poor gambler,";
- mes "I don't know much about him.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "(^333333Einbroch Laboratory...";
- mes "It's so suspicious. That";
- mes "director knows about Ymir's";
- mes "Heart Piece, so they must be";
- mes "keeping something really";
- mes "important over there.^000000)";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "(^333333I better investigate";
- mes "that laboratory in Einbroch";
- mes "as soon as I can, even if it's";
- mes "a heavily restricted area.^000000)";
- changequest 8041,8042;
- set lhz_heart,9;
- close;
- }
- mes "[Kaci]";
- mes "You must be sooo";
- mes "bored, adventurer~";
- mes "How would you like";
- mes "to play a game of Dice?";
- next;
- callfunc "applegamble","Kaci";
- end;
-}
-
-ein_in01,279,25,0 script #lab01_heart 139,1,1,{
-
-OnTouch:
- if(lhz_heart == 9)
- {
- mes "["+strcharinfo(0)+"]";
- mes "(^333333I've... I've just";
- mes "got to investigate";
- mes "that laboratory and";
- mes "see if anything funny";
- mes "is going on in there.^000000)";
- close;
- }
-}
-
-ein_in01,264,17,0 script #lab02_heart 139,1,1,{
-
-OnTouch:
- if(lhz_heart == 9)
- {
- mes "["+strcharinfo(0)+"]";
- mes "What the...";
- mes "It's some sort of";
- mes "weird device. The label";
- mes "here says, ''Password";
- mes "Checker?'' Well, this";
- mes "might come in handy later.";
- next;
- mes "^3355FFYou decide to bring";
- mes "the Password Checker";
- mes "device with you into";
- mes "the laboratory.^000000";
- set lhz_heart,10;
- close;
- }
-}
-
-ein_in01,263,35,3 script Ferlock#lab 873,{
- end;
-
-OnInit:
- disablenpc "Ferlock#lab";
- stopnpctimer;
- end;
-
-OnEnter:
- enablenpc "Ferlock#lab";
- initnpctimer;
- end;
-
-OnTimer120000:
- donpcevent "Ferlock#lab::OnInit";
- end;
-}
-
-ein_in01,261,35,0 script lab03#heart 139,1,1,{
-
-OnTouch:
- if(lhz_heart == 9)
- {
- mes "[Security System]";
- mes "^FF0000Unauthorized person";
- mes "detected. Password";
- mes "Checker not detected.";
- mes "Access denied.^000000";
- close;
- }
- else if(lhz_heart == 10)
- {
- mes "[Security System]";
- mes "^FF0000Enter the 3 digit password.";
- mes "You will be allowed 5 tries";
- mes "within 3 minutes to enter";
- mes "the correct password, or";
- mes "the password will reset.^000000";
- next;
- mes "[Password Checker]";
- mes "^333333Hint:";
- mes "Do not use the";
- mes "number 0, and do";
- mes "not enter any number";
- mes "more than once. Make";
- mes "sure the password is 3 digits.";
- next;
-L_Recode:
- set @thanacode1,rand(1,9);
- set @thanacode2,rand(1,9);
- set @thanacode3,rand(1,9);
- if((@thanacode1 == @thanacode2) || (@thanacode1 == @thanacode3) || (@thanacode2 == @thanacode3)) goto L_Recode;
-L_Input:
- input @thanainput;
- if((@thanainput < 100) || (@thanainput > 999))
- {
- mes "[Security System]";
- mes "^FF0000Error.";
- mes "The password entered";
- mes "exceeds the number digit";
- mes "limit. You must only enter";
- mes "3 digit passwords.^000000";
- close;
- }
- set @thanainput1,@thanainput / 100;
- set @thanainput2,(@thanainput % 100) / 10;
- set @thanainput3,@thanainput % 10;
- if ((@thanainput1 == 0) || (@thanainput2 == 0) || (@thanainput3 == 0))
- {
- mes "[Security System]";
- mes "^FF0000Error.";
- mes "You cannot enter the";
- mes "number 0, or use any";
- mes "other number more than";
- mes "once. Please try again.^000000";
- next;
- goto L_Input;
- }
- mes "[Security System]";
- mes "^ff0000"+strcharinfo(0)+"^000000";
- mes "has entered the following:";
- mes "^0000ff"+@thanainput1+"^000000 - ^0000ff"+@thanainput2+"^000000 - ^0000ff"+@thanainput3+"^000000. Please wait for";
- mes "authorization to complete.";
- set @thanatry,@thanatry +1;
- next;
- set @strike,0;
- set @ball,0;
- if(@thanainput1 == @thanacode1) set @strike,@strike +1;
- if(@thanainput2 == @thanacode2) set @strike,@strike +1;
- if(@thanainput3 == @thanacode3) set @strike,@strike +1;
- if((@thanainput1 == @thanacode2) || (@thanainput1 == @thanacode3)) set @ball,@ball +1;
- if((@thanainput2 == @thanacode1) || (@thanainput2 == @thanacode3)) set @ball,@ball +1;
- if((@thanainput3 == @thanacode1) || (@thanainput3 == @thanacode2)) set @ball,@ball +1;
- if(@strike == 3)
- {
- mes "[Security System]";
- mes "Authorization complete.";
- mes "Archive access granted.";
- next;
- mes "^3355FFThe archive door opens,";
- mes "revealing a series of";
- mes "filed documents. Out";
- mes "of all of them, one of the";
- mes "files grabs your attention.^000000";
- next;
- mes "Varmunt Project No. 3";
- mes "Security Level : Grade 1-C";
- mes " ";
- mes "Caution: Only project members";
- mes "of the Ymir Heart Synthesization project are authorized to view";
- mes "this classified document.";
- next;
- mes "Varmunt Project No. 3";
- mes "Security Level : Grade 1-C";
- mes " ";
- mes "All others found reading";
- mes "this document are subject";
- mes "to punishment or dismissal.";
- next;
- mes "^3355FFYou perceive the sound of";
- mes "footsteps and quickly try to";
- mes "return the document to its";
- mes "original place. However,";
- mes "the person that has come";
- mes "to the archive has already";
- mes "seen you holding the file.^000000";
- next;
- donpcevent "Ferlock#lab::OnEnter";
- mes "[Ferlock]";
- mes "Excuse me, but are";
- mes "you an employee here?";
- mes "I've come to pick up a";
- mes "new Rune Stone for the";
- mes "Airship. Wait, wait...";
- mes "You look familiar...";
- next;
- emotion e_omg,0,"Ferlock#lab";
- mes "[Ferlock]";
- mes "That's right, aren't you the";
- mes "one who brought me my";
- mes "brother's letter? Yeah, you";
- mes "were asking me about the";
- mes "Airship's flight mechanics.";
- mes "So you're not an employee...";
- next;
- mes "[Ferlock]";
- mes "Boy, you must be more than";
- mes "curious to be looking up that";
- mes "information in a restricted";
- mes "area. But don't worry, you";
- mes "must have your reasons,";
- mes "so I won't call the guards.";
- next;
- mes "[Ferlock]";
- mes "Still, you better get out";
- mes "of here. The guards patrol";
- mes "this place regularly, so you're";
- mes "almost sure to get caught. Hmm,";
- mes "come and see me later at the";
- mes "Airship, alright? Now hurry!";
- close2;
- donpcevent "Ferlock#lab::OnInit";
- changequest 8042,8043;
- set lhz_heart,11;
- end;
- }
- mes "[Password Checker]";
- mes " ";
- mes "^333333Total of correct numbers";
- mes "in correct sequence: ^ff0000"+@strike+"^333333";
- mes "Total of correct numbers misplaced: ^ff0000"+@ball+"^333333.";
- mes "Please use these results";
- mes "to make a more accurate guess.^000000";
- next;
- if(@thanatry > 4)
- {
- mes "[Security System]";
- mes "^FF0000The correct password";
- mes "for this session was";
- mes "^000000"+@thanacode1+"^FF0000 - ^000000"+@thanacode2+"^000000 - ^000000"+@thanacode3+"^FF0000. Password";
- mes "will now be reset.^000000";
- set @thanatry,0;
- close;
- }
- mes "[Security System]";
- mes "Beeeeep!";
- mes "Incorrect password.";
- mes " ";
- if(@thanatry == 1) mes "Initialing 2nd attempt...^000000";
- if(@thanatry == 2) mes "Initialing 3rd attempt...^000000";
- if(@thanatry == 3) mes "Initialing 4th attempt...^000000";
- if(@thanatry == 4) mes "Initialing final attempt...^000000";
- next;
- goto L_Input;
- }
-}
diff --git a/npc/quests/quests_alberta.txt b/npc/quests/quests_alberta.txt
deleted file mode 100644
index d8d23b2ac..000000000
--- a/npc/quests/quests_alberta.txt
+++ /dev/null
@@ -1,2995 +0,0 @@
-//===== rAthena Script =======================================
-//= Quest NPCs related to Alberta
-//===== By: ==================================================
-//= kobra_k88
-//===== Current Version: =====================================
-//= 2.4
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= Dolls Quest
-//= Boy's Cap Quest
-//= Antlers Quest
-//= Bao Bao, Cresent Hairpin, Fashionbale Glasses, Heart Hairpin Quests
-//= Hat of Sun God, Sunday Hat, Mage Hat, Magician Hat Quests
-//= [Aegis conversion]
-//= Turtle Island Quests
-//= [Aegis Conversion]
-//= Alberta Boy
-//===== Additional Comments: =================================
-//= Fully working
-//= 1.1 Fixed Spore Doll exploit, Gramp's Tiger skin label bug
-//= 1.3 Fixed item ID 7031 -> 7013
-//= 1.4 Fixed a bug, Fixed Exploits, Optimized [Lupus]
-//= 1.6 TEMPESTRA quest uses common quests variable MISC_QUEST
-//= Condition if done: (MISC_QUEST & 2) [Lupus]
-//= 1.7 Moved quest from cities/albera.txt [Evera]
-//= 1.8 Re-made the Doll Quest, now with official dialogs. [DZeroX]
-//= 1.8a Removed .GATs [Lupus]
-//= 1.9 Updated Turtle Quest to official. [L0ne_W0lf]
-//= 2.0 Turtle Island quest now clears TURTLE var and set
-//= MISC_QUEST bit (MISC_QUEST & 65536) [Lupus]
-//= 2.1 Added missing close. [L0ne_W0lf]
-//= 2.2 Updated Gotan to be compliant with misc_quiest var. [L0ne_W0lf]
-//= 2.3 Updated heardgear Quest NPCs. [L0ne_W0lf]
-//= 2.4 Updated 'Doll Quest' to match AEGIS script. [Kisuka]
-//============================================================
-
-
-
-//=======================================================================================================//
-// Doll Quest
-//=======================================================================================================//
-alberta,117,135,0 script Elin 96,{
- if (checkweight(1201,1) == 0) {
- mes "[Elin]";
- mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
- close;
- }
- mes "[Elin]";
- if (Sex == 1) {
- mes "Hello~!";
- mes "Heh heh, you're a boy, so you probably don't like dolls, right? Well, I like dolls very very much!";
- } else {
- mes "Hi hi~! Oh, oh, do you like dolls? I really really like dolls... Hee Hee~!";
- }
- next;
- mes "[Elin]";
- mes "You know, I really really want a new doll! I hope my daddy will give me one on my birthday...!";
- next;
- switch(select("Um, I hope your daddy gives you one too.","How about I give you one now?")) {
- case 1:
- mes "[Elin]";
- mes "Yeah, I'm hoping";
- mes "he gives me a Yoyo";
- mes "doll. They're so cute!";
- close;
- case 2:
- set .@weight,MaxWeight-Weight;
- if ((.@weight) < 1000) {
- mes "[Elin]";
- if (Sex == 1) {
- mes "Maybe you should put some of your stuff away first, you look like you're carrying too much, hee hee~";
- } else {
- mes "Do you always carry so much with you? Put some of your things away first, okay?";
- }
- close;
- }
- mes "[Elin]";
- if (Sex == 1) {
- mes "Oh my goodness!";
- mes "Really? You're";
- mes "such a sweetie~!";
- } else {
- mes "Will you really?";
- mes "You're gonna give";
- mes "me a doll? Yaaaay~";
- }
- next;
- mes "[Elin]";
- mes "What kind of doll are you going to give me? Are you really gonna give me one?";
- next;
- switch(select("Poring Doll","Chonchon Doll","Puppet","Rocker Doll","Spore Doll","Osiris Doll","Baphomet Doll","Raccoon Doll","Yoyo Doll","I'm as adorable as a doll.")) {
- case 1:
- if (countitem(741) >= 1) {
- delitem 741,1; // Poring_Doll
- mes "[Elin]";
- mes "Aww...";
- mes "I have a lot";
- mes "of Poring dolls...";
- next;
- mes "[Elin]";
- if (Sex == 1) {
- mes "But since a cute boy is giving it to me, I'll happily take it! Hee hee, soft and fluffy Poring doll~";
- } else {
- mes "But since a nice girl is giving it to me, I'll take it! Hee he, soft and fluffy Poring doll~";
- }
- next;
- mes "[Elin]";
- mes "Ooh, let me give you something as a little thank you. You see, I hid some candy so I can eat it without telling mommy.";
- next;
- getitem 529,1; // Candy
- mes "[Elin]";
- if (Sex == 1) {
- mes "I don't know if you're too old to like candy, but I guess it's okay.";
- } else {
- mes "So, try not to eat too much, okay? Otherwise, you might get in trouble!";
- }
- next;
- mes "[Elin]";
- mes "Thank you";
- mes "so much for";
- mes "the Poring doll!";
- close;
- } else {
- mes "[Elin]";
- if (Sex == 1) {
- mes "Aww...?";
- mes "Were you only teasing me?";
- } else {
- mes "Aww...";
- mes "You're not making fun of me are you?";
- }
- next;
- mes "[Elin]";
- mes "I guess you forgot it somewhere...";
- close;
- }
- case 2:
- if (countitem(742) >= 1) {
- delitem 742,1; // Chonchon_Doll
- mes "[Elin]";
- mes "Agh--!";
- mes "A Ch-Ch, Chonchon doll?!";
- next;
- mes "[Elin]";
- if (Sex == 1) {
- mes "But since... You're... Such a nice guy... I better take it...!";
- } else {
- mes "But since... Since it's a gift... I guess I'll take it...";
- }
- next;
- mes "[Elin]";
- mes "Mmm~";
- mes "Let me give you";
- mes "something in return..." ;
- next;
- getitem 530,1; // Candy_Striper
- mes "[Elin]";
- mes "If you eat too much, your teeth will start to rot... at least, that's what Mommy says.";
- next;
- mes "[Elin]";
- mes "And..";
- mes "Uh...";
- mes "Thank you";
- mes "for the doll?";
- close;
- } else {
- mes "[Elin]";
- mes "Chonchon dolls are ugly anyways, but you still lied to me! How can you be so mean?!";
- next;
- mes "[Elin]";
- mes "Waaaaaaaaah~~";
- close;
- }
- case 3:
- if (countitem(740) >= 1) {
- delitem 740,1; // Stuffed_Doll
- mes "[Elin]";
- mes "Wow...!";
- mes "It looks like a bunny!";
- next;
- mes "[Elin]";
- mes "I really like this Puppet~ Heh hehe! Thank you so much~";
- next;
- mes "[Elin]";
- mes "Ooh ooh!";
- mes "I have something";
- mes "for you too!";
- mes "Um, where";
- mes "did it... Ah!";
- next;
- getitem 530,1; // Candy_Striper
- mes "[Elin]";
- mes "Here it is! It's some of the candy Santa gave me. Go ahead and try some! Oh, and thank you so much for the doll!";
- close;
- } else {
- mes "[Elin]";
- mes "Awww, you were only kidding? W-W-Why are you teasing me like that?";
- next;
- mes "[Elin]";
- mes "^666666*Sniff...*^000000";
- next;
- mes "[Elin]";
- mes "Waaaaaaaaah~~";
- close;
- }
- case 4:
- if (countitem(752) >= 1) {
- delitem 752,1; // Grasshopper_Doll
- mes "[Elin]";
- mes "Ooh! Rocker Doll!";
- mes "It's the Rocker that likes singing and dancing! I don't like grasshoppers, but I like this because it's cute~";
- next;
- mes "[Elin]";
- mes "Hmmm, I should give you something too, huh? Let's see, I have what my grandpa gave me...";
- next;
- getitem 532,7; // Banana_Juice
- mes "[Elin]";
- mes "Here you go! We have a lot of this at home, so I'll give it to you, okay? Oh, and thank you so much for the doll~ I love cute dolls!";
- close;
- } else {
- mes "[Elin]";
- mes "Awww...";
- next;
- mes "[Elin]";
- mes "You don't";
- mes "really have a doll...?";
- mes "I was so excited about it, too...";
- close;
- }
- case 5:
- if (countitem(743) >= 1) {
- delitem 743,1; // Spore_Doll
- mes "[Elin]";
- mes "It's a mushroom?";
- mes "Ewwwwwwwww, yucky!";
- mes "Mommy made me eat";
- mes "mushrooms today, too...";
- next;
- mes "[Elin]";
- mes "But this doll is cute, so I'll take it. But I'm still not gonna eat mushrooms! Heh heh~";
- next;
- getitem 538,5; // Well_Baked_Cookie
- mes "[Elin]";
- mes "Hehe~ My mommy made this! It's really yummy. I love cookies, too. So try it, you'll like it! Hee hee!";
- next;
- mes "[Elin]";
- mes "Thanks for";
- mes "the doll! I'll";
- mes "take good care of it!";
- close;
- } else {
- mes "[Elin]";
- mes "Eh...?";
- mes "You don't";
- mes "have a doll?";
- next;
- mes "[Elin]";
- mes "Awww...";
- mes "It's not nice";
- mes "to tease people";
- mes "like that. ^666666*Sniff, sniff*^000000";
- close;
- }
- case 6:
- if (countitem(751) >= 1) {
- delitem 751,1; // Osiris_Doll
- mes "[Elin]";
- mes "Ahhhhh!";
- mes "What is this";
- mes "thing?! It's so scary!";
- next;
- mes "[Elin]";
- mes "I've never seen a doll like this before. Where it's from? Hmm? Since I've never seen this kind of doll before, I'm gonna show it to my daddy, too. Hehe~! He'll be surprised!";
- next;
- mes "[Elin]";
- mes "Here, since you gave me such a nicely made doll, I better give you something good too.";
- next;
- getitem 522,2; // Fruit_Of_Mastela
- mes "[Elin]";
- mes "I found it when I secretly went to the forest. I took it because it has pretty colors!";
- if (Sex == 1) {
- mes "Since there's two, you can share it with your girlfriend. Hee hee~!";
- } else {
- mes "Since there's two, you can share it with your boyfriend. Hee hee~!";
- }
- close;
- } else {
- mes "[Elin]";
- mes "Awww...";
- mes "Why do you have";
- mes "to make fun of me?";
- close;
- }
- case 7:
- if (countitem(750) >= 1) {
- delitem 750,1; // Baphomet_Doll
- mes "[Elin]";
- mes "Huh?";
- mes "It's a little goat...";
- next;
- mes "[Elin]";
- mes "It's so weird. It's cute but it's also scary at the same time. Well, since you gave me a pretty doll, I wanna give you something, too.";
- next;
- getitem 525,5; // Panacea
- mes "[Elin]";
- mes "My daddy gave me this when I was really sick. I'm not sick anymore so you can use it when you need to. Hehehe~";
- next;
- mes "[Elin]";
- mes "Hee hee~";
- mes "Thank you for";
- mes "the doll. I won't lose it!";
- close;
- } else {
- mes "[Elin]";
- mes "You big liar! Why are you pretending to be nice?!";
- close;
- }
- case 8:
- if (countitem(754) >= 1) {
- delitem 754,1; // Raccoondog_Doll
- mes "[Elin]";
- mes "Hehe, it's a";
- mes "raccoon doll.";
- mes "It's very very cute~";
- next;
- mes "[Elin]";
- mes "I don't like";
- mes "Smokies in real life,";
- mes "but this doll is nice!";
- next;
- getitem 539,3; // Piece_Of_Cake
- mes "[Elin]";
- mes "Here, let me give you some cake my grandma made. It's really yummy. I don't know if you like sweets or not, but it's really good! Please try some!";
- next;
- mes "[Elin]";
- mes "Hee hee~";
- mes "Thanks for the doll.";
- mes "I'm gonna keep it";
- mes "in my room!";
- close;
- } else {
- mes "[Elin]";
- mes "Hey! How come you have to say things like that? Are you making fun of me?!";
- close;
- }
- case 9:
- if (countitem(753) >= 1) {
- delitem 753,1; // Monkey_Doll
- mes "[Elin]";
- mes "Woooooooow~!";
- next;
- mes "[Elin]";
- mes "A Yoyo doll! It's so pretty! You're really gonna give it to me?! Yay! Thank you so much! I really like it! Hee hee!";
- next;
- mes "[Elin]";
- mes "Since you gave";
- mes "me such a pretty doll,";
- mes "I wanna give you";
- mes "something, too!";
- next;
- getitem 608,1; // Seed_Of_Yggdrasil
- mes "[Elin]";
- mes "My daddy picked it up on his way to another town. It looks like some kind of seed. I tried planting it in front of our house but it won't grow. Do you want to try?";
- next;
- mes "[Elin]";
- mes "Hehe~";
- mes "Thanks for";
- mes "the doll. I'll hug";
- mes "it before I go";
- mes "to sleep!";
- close;
- } else {
- mes "[Elin]";
- mes "Hey...";
- mes "How come you're making fun of me?!";
- close;
- }
- case 10:
- mes "["+strcharinfo(0)+"]";
- mes "I'm as adorable as a doll...";
- next;
- mes "[Elin]";
- mes "Whaaaaaaaaaaat...?";
- next;
- mes "[Elin]";
- mes "^3355FFWhat did^000000";
- mes "^3355FFyou just say?!^000000";
- close;
- }
- }
-}
-
-
-//=======================================================================================================//
-// Boy's Cap' Quest
-//=======================================================================================================//
-alberta_in,28,145,4 script Grampa 120,{
- mes "[Grampa]";
- mes "*Gasp*...";
- mes "....*Gasp!*";
- mes "Oh...";
- mes "Some may say I've lived a full life on wine, women and song...";
- next;
- mes "[Grampa]";
- mes "But my soul still burns with youthful vigor! It's just... This old body can't keep up anymore... *Hack! Wheeeeze~*";
- next;
- if (countitem(1030) > 9) {
- switch(select("Show him Tiger's Footskin.:Exchange it with Boys Cap.:Cancel")) {
- case 1:
- mes "[Grampa]";
- mes "Ohhh~ !!";
- mes "Is that...?";
- mes "It is! ";
- mes "That's Tiger's Footskin!! Even from here I can feel its powers!";
- next;
- mes "[Grampa]";
- mes "One glance at it can restore your strength, one sniff and your blood boils with vigorous pleasure...";
- next;
- mes "[Grampa]";
- mes "Just one bite...";
- mes "Will revive my virility!!!! The Tiger's Footskin~!! Ohhhh! Ohh My God !! Please!!! Please give me that... Please...";
- close;
- case 2:
- delitem 1030,10; //Tiger_Footskin
- getitem 5016,1; //Boy's_Cap
- mes "[Grampa]";
- mes "T... Thank you !!";
- mes "With this I can revive my youthful splendor!! I must eat this thing right away !";
- next;
- mes "[Grampa]";
- mes "...";
- mes "Nope. Still feel OLD.";
- mes "If anything, I feel even worse. Th-there's this buzzing in my head...";
- close;
- case 3:
- mes "[Grampa]";
- mes "He...Hey, kid !! W-Wait !";
- close;
- }
- }
- else {
- switch(select("Talk:Cancel")) {
- case 1:
- mes "[Grampa]";
- mes "Listen well...";
- mes "You've got to take care of yourself as well as your can. Without your health, one cannot enjoy the pleasures of this mortal realm.";
- next;
- mes "[Grampa]";
- mes "In order to restore my youth, I tried all sorts of things, mostly by hearsay, but nothing worked. In the end, I spent so much zeny on miracle cures, I ended up broke.";
- next;
- mes "[Grampa]";
- mes "I've mostly given up on restoring my youth. But there is one hope left... Eating ^3355FFTiger's Footskin^000000, The King of Invigorators!!";
- next;
- mes "[Grampa]";
- mes "Haven't you heard?! One glance would restore the color in my white hair, one sniff, even just one touch, and an 80 year-old would have another chance at youth... It's The King of Invigorators !";
- next;
- mes "[Grampa]";
- mes "Before I die...";
- mes "I wish I could eat 10 Tiger's Footskin. Then, I wouldn't have to die!";
- next;
- mes "[Grampa]";
- mes "If someone helped me get them, I would give that person my precious item, ^3355FFBoys Cap^000000 without regret...";
- close;
- case 2:
- mes "[Grampa]";
- mes "Cough Cough !!";
- mes "Tiger ....Tiger's ..... Foot ..... skin .....Cough Cough !!";
- close;
- }
- }
-}
-
-//=======================================================================================================//
-// Antlers Quest
-//=======================================================================================================//
-alberta_in,122,53,4 script Cherokee 47,{
- mes "[Cherokee]";
- mes "Hey there~!";
- next;
- mes "[Cherokee]";
- mes "What do you think about animal horns? Oh man, I think they're great! Don't you? I love animal horns so much I became a ^3355FFHorn Collector^000000.";
- next;
- mes "[Cherokee]";
- mes "I mean, there's so many things you can do with horns. You can wear them on your head, you can wear them on, um... your house? All sorts of things!";
- next;
- mes "[Cherokee]";
- mes "I've collected almost every sort of horn except for one kind, and that's ^FF3355Evil Horn^000000. Some people say Evil Horn doesn't even come from an animal, but from a demon. But even so, I still want it.";
- next;
- mes "[Cherokee]";
- mes "Do you...";
- mes "Do you have ^FF3355Evil Horn^000000?";
- mes "If you offer me 20 Evil Horns, I will give you an ^3355FFAntler^000000 from my precious collection. So, deal?";
- next;
- switch(select("Okay, let's deal.:Shut up, Dumbo.")) {
- case 1:
- if (countitem(923) > 19) {
- delitem 923,20; //Evil_Horn
- mes "[Cherokee]";
- mes "Whoah~! This is the first time I've ever seen a real ^FF3355Evil Horn^000000!!";
- mes "Thank you! Here, this is my Antler for you!";
- getitem 2284,1; // Antler
- next;
- mes "[Cherokee]";
- mes "With your great help, I can make my wish come true this time. Finally, I'll be recognized as a serious horn collector. I appreciate this~!";
- close;
- }
- else {
- mes "[Cherokee]";
- mes "Hmm...";
- mes "You don't seem to have enough. I need ^FF335520 Evil Horns^000000 for my collection.";
- close;
- }
- case 2:
- mes "[Cherokee]";
- mes "Well that's fine. Although you're a rude prick, I will forgive you. We'll probably speak again...";
- close;
- }
-}
-
-//=======================================================================================================//
-// Bao Bao, Cresent Hairpin, Fashionbale Glasses, Heart Hairpin
-//=======================================================================================================//
-alberta,120,53,1 script Stylish Merchant#new30 51,{
- if ((countitem(10007) > 0) && (countitem(968) > 49)) {
- mes "[Zic]";
- mes "I know I know, you just want to get a Bao Bao of your own. But I can't concentrate on my work if you keep rushing me like this.";
- next;
- mes "^3355FF*Thud! Thud!*";
- mes "*Ah! Kek! Smash!*";
- mes "*Boom Boom!*^000000";
- next;
- delitem 10007,1; //Silk_Ribbon
- delitem 968,50; //Voucher_Of_Orcish_Hero
- mes "[Zic]";
- mes "Phew!";
- mes "There you go~!";
- mes "Now make good use of it!!";
- getitem 5042,1; // Hair_Protector
- close;
- }
- else if((countitem(5041) > 0) && (countitem(999) > 9)) {
- mes "[Zic]";
- mes "Alright alright! Gosh, your Crescent Hairpin will be ready in a bit, but I can't concentrate my work if you keep rushing me like this!";
- next;
- mes "^3355FF*Thud! Thud!*";
- mes "*Ah! Kek! Smash!*";
- mes "*Boom Boom!*^000000";
- next;
- delitem 5041,1; //Heart_Hair_Pin
- delitem 999,10; //Steel
- mes "[Zic]";
- mes "Phew!";
- mes "It's done~!";
- mes "Now wear it and";
- mes "look pretty or";
- mes "something, yeah?";
- getitem 5048,1; // First_Moon_Hair_Pin
- close;
- }
- else if((countitem(2271) > 0) && (countitem(975) > 0)) {
- mes "[Zic]";
- mes "Yeah yeah, you came for your Fashionable Glasses. Just don't rush me, or I won't be able to concentrate on my work, alright?";
- next;
- mes "^3355FF*Thud! Thud!*";
- mes "*Ah! Kek! Smash!*";
- mes "*Boom Boom!*^000000";
- next;
- delitem 2271,1; //Jack_A_Dandy
- delitem 975,1; //Scarlet_Dyestuffs
- mes "[Zic]";
- mes "Phew, it's done!";
- mes "Now go wear these and look, well, as fashionable as these glasses, I guess.";
- getitem 5047,1; // Fashion_Sunglass
- close;
- }
- else if(countitem(7013) > 1199){
- mes "[Zic]";
- mes "Okay okay, you want your Heart hairpin, I'm working on it. Yeesh, I can't concentrate at all if you try to rush me, you know?";
- next;
- mes "^3355FF*Thud! Thud!*";
- mes "*Ah! Kek! Smash!*";
- mes "*Boom Boom!*^000000";
- next;
- delitem 7013,1200; //Coral_Reef
- mes "[Zic]";
- mes "Phew~!";
- mes "Finally, it's done!";
- mes "Make me happy and";
- mes "wear it with pride~";
- getitem 5041,1; // Heart_Hair_Pin
- close;
- }
- else {
- mes "[Zic]";
- mes "Yay, this cool";
- mes "breeze is great!";
- mes "I love the sea!";
- next;
- mes "[Zic]";
- mes "...Hm?";
- mes "Awww man. Can't you tell I'm on vacation? All I wanted was some peaceful rest.";
- next;
- mes "[Zic]";
- mes "Okay okay, you win. Once again, my reputation as a master craftsman precedes me.";
- next;
- mes "[Zic]";
- mes "Let me know what item you're interested in, and maybe I'll make it for you...";
- next;
- switch(select("Bao Bao:Cresent Hairpin:Fashionable Glasses:Heart Hairpin")) {
- case 1:
- mes "[Zic]";
- mes "Sooo...";
- mes "You want me to make you a Bao Bao, huh? Alright, alright...";
- next;
- mes "[Zic]";
- mes "Let's see, I'll need...";
- mes "1 ^0000FFSilk Ribbon^000000";
- mes "50 ^0000FFHeroic Emlbem^000000";
- mes "...Did you know this already?";
- close;
- case 2:
- mes "[Zic]";
- mes "So you want a Crescent Hairpin, huh? Man, I guess these things are pretty high in demand.";
- next;
- mes "[Zic]";
- mes "Okay, I'll need...";
- mes "1 ^0000FFHeart hair pin^000000";
- mes "10 ^0000FFSteel^000000";
- mes "...Did you know this already?";
- close;
- case 3:
- mes "[Zic]";
- mes "Weird. How'd you know I make Fashionable Glasses? I guess I must be more famous that I thought.";
- next;
- mes "[Zic]";
- mes "I need to have...";
- mes "1 ^0000FFJack a Dandy^000000";
- mes "1 ^0000FFScarlet Dyestuffs^000000";
- mes "...Did you know this already?";
- close;
- case 4:
- mes "[Zic]";
- mes "You want a heart hairpin, eh? Okay, I think I can work something out for you...";
- next;
- mes "[Zic]";
- mes "Just gimmie...";
- mes "1200 ^0000FFCoral Reef^000000.";
- mes "...Did you know this already?";
- close;
- }
- }
-}
-
-//=======================================================================================================//
-// Hat of Sun God, Sunday Hat, Mage Hat, Magician Hat
-//=======================================================================================================//
-alberta,136,79,1 script Hat store girl#new30 71,{
- mes "[Tempestra]";
- mes "Ah, such a cool breeze. It's good to visit the seashore. I think it was the right choice to come here to take a break from my business.";
- next;
- mes "[Tempestra]";
- mes "Ooh, the sun is too strong today. I'm glad that I brought my hat. I'm going to get a sunburn if my skin is exposed to the sun like this everyday.";
- next;
- mes "[Tempestra]";
- mes "Oh, I'm sooo thirsty! A nice, chilled Yellow Potion would be perfect right about now~";
- next;
- switch(select("Let me treat you to a Yellow Potion.:What, you expect me to give you one?!")) {
- case 1:
- if (countitem(503) > 0){
- mes "[Tempestra]";
- mes "Ah, thank you so much. I'm so glad to have met a friendly person like yourself.";
- next;
- mes "^3355FF*Gulp, gulp*^000000";
- delitem 503,1; //Yellow_Potion
- next;
- mes "[Tempestra]";
- mes "Hyaaaaaa~~!!!";
- mes "It's so cold!! Thank you~~~";
- next;
- switch(select("It's really hot, isn't it~?:You should wear your hat...")) {
- case 1:
- mes "[Tempestra]";
- mes "Yeah~ it's really hot....";
- next;
- mes "[Tempestra]";
- mes "I have";
- mes "^0000FFSunday Hat^000000,";
- mes "^0000FFMage Hat^000000 and...";
- mes "^0000FFMagician Hat^000000 and more in my room.";
- next;
- mes "[Tempestra]";
- mes "I brought these hats so I can sell them and use the money for my vacation here, but now it looks like I have to wear one~";
- next;
- switch(select("Sunday Hat!!?:Mage Hat?!?:Magician Hat??!??")) {
- case 1:
- mes "[Tempestra]";
- mes "Oh? Didn't you know? I'm a hat merchant. Didn't I tell you that before?";
- next;
- mes "[Tempestra]";
- mes "Hmm, I guess I didn't. I apologize. Ooh! You know what, I could make you a Sunday Hat~!";
- next;
- mes "[Tempestra]";
- mes "I'd need...";
- mes "^0000FF250 Fabric^000000";
- mes "^0000FF1 Slotted Hat^000000";
- mes "^0000FF1 Slotted Cap^000000";
- mes "^0000FF600 Soft feather^000000";
- next;
- if ((countitem(1059) > 249) && (countitem(2221) > 0) && (countitem(2227) > 0) && (countitem(7063) > 599)) {
- mes "[Tempestra]";
- mes "What?!? ";
- mes "You have all the items already? If there are forged items or slotted items with monster cards, then put them into your storage.";
- next;
- mes "[Tempestra]";
- mes "I just want to make something for the Yellow Potion, so I won't charge you any zeny for my hat making service.";
- switch(select("Oh, please do.:No thanks.")) {
- case 1:
- next;
- mes "[Tempestra]";
- mes "Alrighty. Just give me a moment...";
- next;
- mes "^3355FF*Thud! Boot!*";
- mes "*Thic-Tac!*^000000";
- next;
- mes "^3355FF*Beeeeeeeh~~~*^000000";
- next;
- delitem 1059,250; //Transparent_Cloth
- delitem 2221,1; //Hat_
- delitem 2227,1; //Cap_
- delitem 7063,600; //Soft_Feather
- mes "[Tempestra]";
- mes "Here it is, tee hee~";
- mes "How about that? Do you like it?";
- getitem 5032,1; // Picnic_Hat
- next;
- mes "[Tempestra]";
- mes "Once again, thank you for your favour. I'll see you later~";
- close;
- case 2:
- next;
- mes "[Tempestra]";
- mes "Oh alright~";
- next;
- mes "[Tempestra]";
- mes "If by any chance you visit me later, I'd be more than happy to make a hat for you~";
- next;
- mes "[Tempestra]";
- mes "Well then, see you later~";
- close;
- }
- }
- else {
- mes "[Tempestra]";
- mes "I will tell you a secret, beause you gave me the Yellow Potion~";
- next;
- mes "[Tempestra]";
- mes "I'm looking forward seeing you again~~";
- close;
- }
- case 2:
- mes "[Tempestra]";
- mes "Oh? Didn't you know? I'm a hat merchant. Didn't I tell you that before?";
- next;
- mes "[Tempestra]";
- mes "Hmm, I guess I didn't. I apologize. Ooh! You know what, I could make you a Mage Hat!";
- next;
- mes "[Tempestra]";
- mes "^0000FF1 Wizard Hat^000000";
- mes "^0000FF400 Dragon Scale^000000";
- mes "^0000FF50 Mould Powder^000000";
- mes "^0000FF1 Elder Wilow Card^000000";
- next;
- if ((countitem(2252) > 0) && (countitem(1036) > 399) && (countitem(4052) > 0) && (countitem(7001) > 49)) {
- mes "[Tempestra]";
- mes "What?!? ";
- mes "You have all the items already? If there are forged items or slotted items with monster cards, then put them into your storage.";
- next;
- mes "[Tempestra]";
- mes "I just want to make something nice for you, so I won't charge you any zeny for my hat making service.";
- switch(select("Oh, please do.:No thanks.")) {
- case 1:
- next;
- mes "[Tempestra]";
- mes "Alrighty. Just give me a moment...";
- next;
- mes "^3355FF*Thud! Boot!*";
- mes "*Thic-Tac!*^000000";
- next;
- mes "^3355FF*Beeeeeeeh~~~*^000000";
- next;
- delitem 2252,1; //Star_Sparkling
- delitem 1036,400; //Dragon_Scale
- delitem 4052,1; //Elder_Wilow_Card
- delitem 7001,50; //Mould_Powder
- mes "[Tempestra]";
- mes "Here it is, tee hee~";
- mes "How about that?";
- mes "Do you like it?";
- getitem 5027,1; // Wizardry_Hat
- next;
- mes "[Tempestra]";
- mes "Once again, thank you for your favour. I'll see you later~";
- close;
- case 2:
- next;
- mes "[Tempestra]";
- mes "Oh alright~";
- next;
- mes "[Tempestra]";
- mes "If by any chance you visit me later, I'd be more than happy to make a hat for you~";
- next;
- mes "[Tempestra]";
- mes "Well then, see you later~";
- close;
- }
- }
- else {
- mes "[Tempestra]";
- mes "I will tell you a secret, beause you gave me the Yellow Potion~";
- next;
- mes "[Tempestra]";
- mes "I'm looking forward seeing you again~~";
- close;
- }
- case 3:
- mes "[Tempestra]";
- mes "Oh? Didn't you know? I'm a hat merchant. Didn't I tell you that before?";
- next;
- mes "[Tempestra]";
- mes "Hmm, I guess I didn't. I apologize. Ooh! You know what, I could make you a Magician Hat!";
- next;
- mes "[Tempestra]";
- mes "^0000FF1 Wizard Hat^000000";
- mes "^0000FF450 Ancient Lips^000000";
- mes "^0000FF1200 Solid Shell^000000";
- next;
- if ((countitem(2252) > 0) && (countitem(1054) > 449) && (countitem(943) > 1199)) {
- mes "[Tempestra]";
- mes "What?!? ";
- mes "You have all the items already?";
- mes "If there are forged items or slotted items with monster cards, then put them into your storage.";
- next;
- mes "[Tempestra]";
- mes "I just want to make something nice for you, so I won't charge you any zeny for my hat making service.";
- switch(select("Please do:No thanks")) {
- case 1:
- next;
- mes "[Tempestra]";
- mes "Alrighty. Just give me a moment...";
- next;
- mes "^3355FF*Thud! Boot!*";
- mes "*Thic-Tac!*^000000";
- next;
- mes "^3355FF*Beeeeeeeh~~~*^000000";
- next;
- delitem 2252,1; //Star_Sparkling
- delitem 1054,450; //Lip_Of_Ancient_Fish
- delitem 943,1200; //Solid_Shell
- mes "[Tempestra]";
- mes "Here it is, tee hee~";
- mes "How about that?";
- mes "Do you like it?";
- getitem 5045,1; // Magician_Hat
- next;
- mes "[Tempestra]";
- mes "Once again, thank you for your favour. I'll see you later~";
- close;
- case 2:
- next;
- mes "[Tempestra]";
- mes "Oh alright~";
- next;
- mes "[Tempestra]";
- mes "If by any chance you visit me later, I'd be more than happy to make a hat for you~";
- next;
- mes "[Tempestra]";
- mes "Well then, see you later~";
- close;
- }
- }
- else {
- mes "[Tempestra]";
- mes "I will tell you a secret, beause you gave me the Yellow Potion~";
- next;
- mes "[Tempestra]";
- mes "I'm looking forward seeing you again~~";
- close;
- }
- }
- case 2:
- mes "[Tempestra]";
- mes "Well, the hats I have with me are for my customers. If I use them for myself, I'll have nothing to sell...";
- next;
- mes "[Tempestra]";
- mes "I want to make something special for you because you showed me such kindness, but I don't have anything like that right now.";
- next;
- if ((countitem(7086) > 0) && (countitem(969) > 9) && (countitem(999) > 39) && (countitem(1003) > 49) && (countitem(984) > 1)) {
- mes "[Tempestra]";
- mes "Hmm...";
- mes "I think I can make a special item from the items you already have.";
- next;
- mes "[Tempestra]";
- mes "If there are any forged items or slotted items with monster cards, then put them into your Kafra storage.";
- next;
- mes "[Tempestra]";
- mes "Heh heh...";
- mes "I think I'll make you a Hat of the Sun God~";
- next;
- delitem 7086,1; //Symbol_Of_Sun
- delitem 969,10; //Gold
- delitem 999,40; //Steel
- delitem 1003,50; //Coal
- delitem 984,2; //Oridecon
- mes "[Tempestra]";
- mes "See! Here it is!!";
- mes "Haha, I made this quicker than the speed of light!";
- next;
- mes "[Tempestra]";
- mes "...Or maybe I just gave you the one I already had, and took your items. Hee hee!";
- getitem 5022,1; // Helm_Of_Sun
- next;
- mes "[Tempestra]";
- mes "Anyway, I justed want to give something really nice to you...";
- close;
- }
- else {
- mes "[Tempestra]";
- mes "Hmm...";
- mes "^0000FF1 Emblem of the Sun God^000000";
- mes "^0000FF10 Gold^000000";
- mes "^0000FF40 Steel^000000";
- mes "^0000FF50 Coal^000000";
- mes "^0000FF2 Oridecon^000000";
- next;
- mes "[Tempestra]";
- mes "If you have these, I can make you my fantastic 'Hat of the Sun God!'";
- next;
- mes "[Tempestra]";
- mes "I just want to make something really special for you, so I won't charge you any zeny to make this hat.";
- close;
- }
- }
- }
- else {
- mes "[Tempestra]";
- mes "Umm, I appreciate it but, I guess you just ran out of Yellow Potions?";
- close;
- }
- case 2:
- mes "[Tempestra]";
- mes "....How rude!";
- close;
- }
-}
-
-//=======================================================================================================//
-// Turtle Quest
-//=======================================================================================================//
-alberta,91,70,4 script Kinsey#tur 89,{
- mes "[Kinsey]";
- mes "What does a man have to do to get a stiff drink around here? I mean, there are absolutely no good bars in Alberta!";
- next;
- mes "[Kinsey]";
- mes " Well, the alcohol in the pub here is second rate, but I gotta admit, it's got a great atmosphere.";
- next;
- mes "[Kinsey]";
- mes "In fact, this old man is always there, telling stories about Turtle Island! But we're not sure if he's been there, or if he's just that drunk.";
- next;
- if (select("^3333FF*ting!*^000000:Sounds fun~") == 1) {
- mes "[Kinsey]";
- mes "Whoa...";
- mes "Hey, your eyes just lit up right when I said 'Turtle Island!' Hmm, let me try that again.";
- next;
- mes "[Kinsey]";
- mes "*Ahem*";
- mes "'Tur-tle";
- mes "Is-land.'";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "^3333FF*ting!*^000000";
- next;
- mes "[Kinsey]";
- mes "Ah...";
- mes "You must be an adventurer. It seems like you really wanna learn more about that place, huh?";
- next;
- mes "[Kinsey]";
- mes "Why don't you look around near the pub, and look for that old man? He's usually pretty drunk, and speaks nonsense, but he might have something to say to you.";
- next;
- mes "[Kinsey]";
- mes "Oh, and um, I've been in his room before. He leaves some sort of letter lying around the table that has something to do with his Turtle Island stories.";
- next;
- mes "[Kinsey]";
- mes "But if he asks for you to buy him a drink, I wouldn't do it. He's got like, three extra livers or something, so he'll drink you to bankruptcy.";
- close;
- }
- mes "[Kinsey]";
- mes "Yeah, I guess it's pretty cool listening to his stories. But it would be even cooler if I could hear them in a better drinking establishment.";
- next;
- mes "[Kinsey]";
- mes "I mean, they don't even serve a 'Boogieman,' much less a 'Cobo.' It's getting harder and harder to find those fine, fine specialty drinks.";
- close;
-}
-
-alberta_in,23,104,4 script Grandpa Turtle#tur 120,{
- mes "[Grandpa Turtle]";
- mes "Ooog...";
- mes "So dizzy...";
- next;
- mes "[Grandpa Turtle]";
- mes "There isn't one decent drinking establishment in all of Alberta! But then again, why did I drink so much? Hmm...";
- next;
- switch(select("Tell me about Turtle Island:How can I get there?:Stop talking")) {
- case 1:
- mes "[Grandpa Turtle]";
- mes "Eh...?";
- mes "Turtle Island?";
- next;
- mes "[Grandpa Turtle]";
- mes "Well, there's a lot of folklore about that place. Some folk say that there's a mountain of treasure there.";
- next;
- mes "[Grandpa Turtle]";
- mes "Others folk say a potion that can prolong your lifespan can be found somewhere in Turtle Island. But nobody really knows for sure.";
- next;
- mes "[Grandpa Turtle]";
- mes "But I'm sure that Turtle Island does exist, and that something wonderful can be found there.";
- next;
- mes "[Grandpa Turtle]";
- mes "But only someone with a good heart that's eager for adventure should be able to go to that kind of place.";
- next;
- switch(select("^3333FF*ting!*^000000:Tell me more, old man!")) {
- case 1:
- mes "[Grandpa Turtle]";
- mes "Ha ha ha~!";
- if (Sex)
- mes "I like the shine in your eye, my boy! I can see a little bit of myself in those eyes. Yes...";
- else
- mes "No use hiding the glint in your eyes, my dear! It's adventure you wish for, that much I can tell...";
- next;
- mes "[Grandpa Turtle]";
- mes "Tell me...";
- mes "Have you heard of a man named ^3355FFJornadan Niliria^000000? He, and a group of ten other men actually found Turtle Island!";
- next;
- mes "[Grandpa Turtle]";
- mes "^3355FFJornadan Niliria^000000 was a man of strength and conviction. He and his crew gathered every clue they could about Turtle Island.";
- next;
- mes "[Grandpa Turtle]";
- mes "Even after learning all that they could, much of their voyage relied on their hope and faith that the Turtle Island legend was true...";
- next;
- mes "[Grandpa Turtle]";
- mes "After a long, arduous journey, their efforts were rewarded, and they landed on Turtle Island!";
- next;
- mes "[Grandpa Turtle]";
- mes "However, it gets more complicated after that. I hear Niliria's crew had great difficulty getting back home for some reason.";
- next;
- mes "[Grandpa Turtle]";
- mes "Heh heh...";
- mes "If you want to learn more, why don't you go to the eastern end of the Alberta port? There's a scholar there that knows more of this story.";
- next;
- mes "[Grandpa Turtle]";
- mes "He could probably shed more light on the subject of Turtle Island's legend.";
- next;
- mes "[Grandpa Turtle]";
- mes "Ah, one more thing! Look around that scholar and you should find his ^3355FFJournal^000000. I promise that it will be an interesting read.";
- next;
- mes "[Grandpa Turtle]";
- mes "Ah...";
- mes "The fire of youth!";
- mes "When the winds die, may your dreams fill your sails~ Good luck to you!";
- close;
- }
- mes "[Grandpa Turtle]";
- mes "Grrrr...!";
- next;
- mes "[Grandpa Turtle]";
- mes "I may not know much, but I won't talk to anyone motivated solely by greed. Go home!";
- close;
- case 2:
- if ((MISC_QUEST & 65536) || TURTLE) {
- if(MISC_QUEST & 65536) set TURTLE,0; //now clear the var
- mes "[Grandpa Turtle]";
- mes "Well...";
- mes "If you go to eastern side of the Alberta port, you should find an old ferryboatman.";
- next;
- mes "[Grandpa Turtle]";
- mes "His name is ^3355FFGotanblue^000000. I believe he may know a way to Turtle Island. Heh heh, good luck~";
- close;
- }
- mes "[Grandpa Turtle]";
- mes "Turtle Island...?";
- next;
- mes "[Grandpa Turtle]";
- mes "My, that place is difficult to find and even more difficult to travel to. You're sure you want to go? I would love to give you some advice, but I feel so dizzy after drinking so much...";
- next;
- mes "[Grandpa Turtle]";
- mes "Ho ho ho...";
- mes "Why don't you talk to a chubby little sailor I know named ^3355FFGotanblue^000000. You can find him loitering on one of the Alberta ports.";
- next;
- mes "[Grandpa Turtle]";
- mes "Tell him that I sent you, and he may tell you more about Turtle Island. He may even know how to get there~";
- next;
- mes "[Grandpa Turtle]";
- mes "Well, then...";
- mes "Good luck~";
- set TURTLE,1;
- close;
- case 3:
- mes "[Grandpa Turtle]";
- mes "Oooh...";
- mes "Even at this age...";
- mes "I don't understand";
- mes "how I can drink so much...";
- close;
- }
-}
-
-alberta,244,118,4 script Sailor#tur 709,{
- if (TURTLE || (MISC_QUEST & 65536)) {
- mes "[Gotanblue]";
- mes "Heh...";
- mes "Your eyes...";
- mes "I can tell you're curious about Turtle Island. I guess you must have been talking to that drunken old man!";
- next;
- switch(select("Do you know about Turtle Island?:How can I get there?:Stop talking.")) {
- case 1:
- mes "[Gotanblue]";
- mes "Turtle Island...?";
- mes "Well, first I think it's fair to warn you that Turtle Island took the lives of my buddies. That's right, I was part of ^3355FFJornadan Niliria^000000's crew.";
- next;
- mes "[Gotanblue]";
- mes "We wanted to find out if the legends about that island were true, so we left everything behind to learn the truth.";
- next;
- mes "[Gotanblue]";
- mes "Jornadan Niliria was one of the greatest treasure hunters ever, and he gathered men for his crew from around the globe. I'm proud to say that each member of our crew was the best in his field.";
- next;
- mes "[Gotanblue]";
- mes "I happened to be the best at navigating. I was only twenty, but I was still invited to his team. It was such an honor to be accepted as an equal amongst these great men.";
- next;
- mes "[Gotanblue]";
- mes "Anyway, our biggest clue about Turtle Island's location hinted that it was near Alberta, so our voyage began from here.";
- next;
- mes "[Gotanblue]";
- mes "We sailed day and night, drifting for weeks, until one day, we were surrounded by an incredibly thick fog. We had no idea of which direction we were going and the mist wouldn't clear.";
- next;
- mes "[Gotanblue]";
- mes "But none of us had any regrets and we just kept moving onward. There would be no turning back!";
- next;
- mes "[Gotanblue]";
- mes "Finally, a coral reef sudden appeared and we couldn't steer away from it. Our ship was critically damaged. But when the fog cleared, we saw that we had finally arrived at Turtle Island! It was real!";
- next;
- mes "[Gotanblue]";
- mes "After we made camp on shore and explored the island, we learned something quite remarkable.";
- next;
- mes "[Gotanblue]";
- mes "There was a man who had actually made it to Turtle Island before us. His records, however, never reached Rune-Midgard. He was a great swordmaster known simply as ^3355FFOne^000000.";
- next;
- mes "[Gotanblue]";
- mes "According to his records, he had traveled alone to find Turtle Island and made it by himself. But we couldn't find any sign of him anywhere...";
- next;
- mes "[Gotanblue]";
- mes "As we explored Turtle Island further, we learned that not only was it abundant with treasure, but that it also held an item of great interest.";
- next;
- mes "[Gotanblue]";
- mes "From the first explorer's record, some kind of amazing ^3355FFjewel fragment^000000 was mentioned.";
- next;
- mes "[Gotanblue]";
- mes "He had traveled to Turtle Island with the purpose of discovering secrets to the sword arts, and stumbled upon a jewel he claimed was the most beautiful in the world.";
- next;
- mes "[Gotanblue]";
- mes "By the ^3355FFOne^000000's records, we were able to thoroughly explore all to be seen on Turtle Island. However...";
- next;
- mes "[Gotanblue]";
- mes "Even after months of searching, we could never find a trace of the jewel fragment. Eventually, we had to give up on our search.";
- next;
- mes "[Gotanblue]";
- mes "Finally, we packed our things to leave the island. But then, as we were traveling at sea, we encountered a thick, blinding fog once again.";
- next;
- mes "[Gotanblue]";
- mes "We spent a month trying to steer through that mist. When we finally sailed out of that mist, we saw that we had arrived at the other side of Turtle Island!";
- next;
- mes "[Gotanblue]";
- mes "Our spirits were crushed!! We tried again and again to leave that place, and spent nearly a year trying to leave but we kept winding up at Turtle Island's shores.";
- next;
- mes "[Gotanblue]";
- mes "As we struggled with the fog, we lost our comrades one by one. In the end, Jornadan, the drunken old man you met, and myself were the only ones who were able to return home to Alberta.";
- next;
- mes "[Gotanblue]";
- mes "We were the only ones who did not give in to despair, and doggedly held onto our hopes. Still, it was by pure luck that we found a way back to Rune-Midgard.";
- next;
- mes "[Gotanblue]";
- mes "Well, that's my story. You know, if you want to learn more about Turtle Island, why don't you speak to the scholar on the eastern port of Alberta?";
- next;
- mes "[Gotanblue]";
- mes "Heh heh...";
- mes "I'm sure he can tell give you details that even I wouldn't be able to provide...";
- close;
- case 2:
- mes "[Gotanblue]";
- mes "After my story of Turtle Island, you're still not afraid of going? I'm impressed! Alright then...";
- next;
- mes "[Gotanblue]";
- mes "If you wish for me to guide you there, I will charge you 10,000 zeny. I'm the only navigator that can guide you there and back safely.";
- next;
- if (select("Turtle island -> 10000 zeny:Cancel") == 1) {
- if (Zeny > 9999) {
- mes "[Gotanblue]";
- mes "Alright!!";
- mes "You've made your choice! With my experience, we will arrive without fail! I appreciate your spirit!";
- next;
- mes "^3355FF*Choo Choo*^000000";
- set zeny,zeny-10000;
- warp "tur_dun01",157,39;
- close;
- }
- mes "[Gotanblue]";
- mes "Hmmm...";
- mes "Sorry, but you don't have enough zeny. I hope you understand that I can let my expertise and experience be undervalued...";
- close;
- }
- mes "[Gotanblue]";
- mes "Alright then...";
- mes "Well, if the spirit of adventure should happen to grab you, I will be here waiting.";
- close;
- case 3:
- mes "[Gotanblue]";
- mes "Heh...";
- next;
- mes "[Gotanblue]";
- mes "Come back whenever you feel you're ready to hear my story, will you?";
- close;
- }
- }
- mes "[Gotanblue]";
- mes "Ahhhh...!";
- mes "Just look at that ocean! It covers the earth as far as the eye can see. Tell me that's not one of the most beautiful things you've ever seen...";
- close;
-}
-
-tur_dun01,165,29,4 script Sailor#tur2 709,{
- mes "[Gotanblue]";
- mes "Do you want";
- mes "to return";
- mes "to Alberta?";
- next;
- if (select("Go to Alberta:Stop talking") == 1) {
- mes "[Gotanblue]";
- mes "Heh heh...";
- mes "I certainly hope you've found what you were looking for. Alright, I guess there's always a time for an adventurer to return home...";
- next;
- mes "^3355FF* Choo Choo *^000000";
- warp "alberta",238,112;
- }
- close;
-}
-
-alberta,246,114,4 script Turtle Island Scholar 121,{
- mes "[Jornadan Niliria]";
- mes "Every single place";
- mes "has its own unique";
- mes "smells, sights and sounds.";
- next;
- mes "[Jornadan Niliria]";
- mes "Even the great, ever expanding sky that's shared by all the peoples of the earth looks strange when you're in a new and foreign land.";
- next;
- mes "[Jornandan Niliria]";
- mes "Heh heh...";
- mes "Just like my";
- mes "time on Turtle Island.";
- mes "Hah Hah Hah~";
- next;
- switch(select("About Turtle island:You're Jornadan Niliria?!:Stop talking")) {
- case 1:
- mes "[Jornadan Niliria]";
- mes "Turtle...";
- mes "Island...";
- next;
- mes "[Jornadan Niliria]";
- mes "It's almost silly, but Turtle Island was named simply because it's shaped just like a turtle.";
- next;
- mes "[Jornadan Niliria]";
- mes "Now, Turtle Island is surrounded by a dense fog. When we were first stuck in it, a lot of us believed it was the result of a curse, or some kind of magic.";
- next;
- mes "[Jornadan Niliria]";
- mes "But in actuality, the fog is the result of a natural phenomenon. It's created by a waterfall inside a cave located on Turtle Island's coast.";
- next;
- mes "[Jornadan Niliria]";
- mes "Heh heh...";
- mes "Once you attain understanding, the truth becomes so simple. I guess confusion and fear is the fog that clouds your judgment, your path on life.";
- next;
- mes "[Jornadan Niliria]";
- mes "Believe it or not, I too used to fear the dangers of Turtle Island. But now that I understand most of its secrets, I look at my experiences at Turtle Island with fondness.";
- next;
- mes "[Jornadan Niliria]";
- mes "Still, there is one thing I haven't yet uncovered. The ^3355FFunknown jewel fragment^000000.";
- next;
- mes "[Jornandan Niliria]";
- mes "So, until I find it, I'll keep researching and learn as much as I can until I do. Ha ha ha ha~!";
- close;
- case 2:
- mes "[Jornadan Niliria]";
- mes "Hmm...?";
- mes "You've heard of me?";
- next;
- mes "[Jornadan Niliria]";
- mes "Ah...";
- mes "I suppose that you know about my treasure hunting days, and probably about Turtle Island.";
- next;
- mes "[Jornadan Niliria]";
- mes "Well, as you can see, I'm a little older now. These old bones aren't what they used to be.";
- next;
- mes "[Jornadan Niliria]";
- mes "But perhaps, someday, if my research bears fruit, I'll venture out once more and seek the one treasure I've never found...";
- close;
- case 3:
- mes "[Jornadan Niliria]";
- mes "When you want to discover the truth, never give in to despair. If you never give up your search, the answer will come to you.";
- next;
- mes "[Jornadan Niliria]";
- mes "...";
- next;
- mes "[Jornadan Niliria]";
- mes "...";
- mes "......";
- next;
- mes "[Jornadan Niliria]";
- mes "By the way, I'm pretty hungry. Why doesn't Alberta have any good restaurants?! I hear they have good dimsum in Kunlun...";
- close;
- }
-}
-
-alberta_in,18,102,4 script Letter#tur 111,{
- mes "[Explorer's Letter]";
- mes "- O / X / XOVX -";
- mes "If you find this letter, please don't disregard what you have read.";
- next;
- mes "[Explorer's Letter]";
- mes "Although we have found Turtle Island, it seems our expedition will fail.";
- next;
- mes "[Explorer's Letter]";
- mes "Only half of our crew is left, and we only have enough food for ten more days. Our condition is truly grave.";
- next;
- mes "[Explorer's Letter]";
- mes "This damn island must be cursed. There's nothing to eat and we're so close to starving!";
- next;
- mes "[Explorer's Letter]";
- mes "If we don't get help or find Alberta soon...";
- mes "We'll...";
- close;
-}
-
-alberta,248,93,4 script Voyage log#tur 111,{
- if (rand(2)) {
- mes "[Voyage log]";
- mes "03:20 am";
- mes "There's no light from the stars tonight, and we can't even see a hundred meters ahead of us. The men seem to feel something bad in the air.";
- next;
- mes "[Voyage Log]";
- mes "The faces of my comrades betrayed their fears. They couldn't manage to sleep last night. I hope we will see sunrise soon...";
- next;
- mes "[Voyage Log]";
- mes "04:10 ";
- mes "5 minutes ago, our comrade, Cooker, was killed when the mast suddenly cracked and fell on his head.";
- next;
- mes "[Voyage Log]";
- mes "The estimated time of death is 04:07. The mast broke due to the shock of the ship hitting a reef. The left side of the deck also suffered from serious damage.";
- next;
- mes "[Voyage Log]";
- mes "04:45";
- mes "While two of our workers were fixing the bottom of the deck, they were attacked by monsters that had snuck through cracks in the deck.";
- next;
- mes "[Voyage Log]";
- mes "These two were lost in the attack. The estimated time of death was 04:32. Fortunately, we are able to stay afloat, but we must hurry and find land.";
- next;
- mes "[Voyage Log]";
- mes "From the damage to the deck, we've lost 30% of our supplies. At this rate, we'll run out of food soon.";
- next;
- mes "[Voyage Log]";
- mes "05:23";
- mes "There seem to be more and more reefs to steer around, and they are growing larger as we travel. I wonder if we'll find land soon...";
- next;
- mes "[Voyage Log]";
- mes "Written by";
- mes "Captain Jornadan Niliria";
- close;
- }
- else {
- if (TURTLE == 1) {
- mes "^3355FFThe paper is torn and seaweed and mold are stuck to the paper. It seems this log is in very poor condition...^000000";
- next;
- switch(rand(1,3)) {
- case 1:
- mes "^3355FFThere is a banana leaf between some of the pages. Here is what is written.^000000";
- next;
- mes "[Voyage Log]";
- mes "O / X date";
- mes "Just after we arrived on Turtle Island, we frantically searched all over for food.";
- next;
- mes "[Voyage Log]";
- mes "It was so bad, that you could see the bones through our skin.";
- next;
- mes "[Voyage Log]";
- mes "X / X date";
- mes "We found some kind of fruit to eat! It's covered in some sort of yellow skin and looks like a banana!";
- next;
- mes "[Voyage Log]";
- mes "XO / X date";
- mes "Well, it wasn't exactly like the bananas we have in Rune-Midgard, but it was very similar.";
- next;
- mes "[Voyage Log]";
- mes "O / O date";
- mes "In the middle of the night, one of the men reported that he felt sick after eating the food.";
- next;
- mes "[Voyage Log]";
- mes "OO / O date";
- mes "Another crew member, Berot Berot, was also found to have severe indigestion.";
- next;
- mes "[Voyage Log]";
- mes "It's now becoming very clear that the food we have been eating contains some kind of poison.";
- next;
- mes "[Voyage Log]";
- mes "XO / O date";
- mes "The third person to experience indigestion passed away today. We are all very worried.";
- next;
- mes "[Voyage Log]";
- mes "Our suspicions were confirmed when we found that the animals on Turtle Island wouldn't eat the bananas we found.";
- next;
- mes "[Voyage Log]";
- mes "OX / O date";
- mes "We decided to seal away this poisonous fruit, but learned that it didn't rot, not even after we removed the skin.";
- next;
- mes "[Voyage Log]";
- mes "We have no idea why it's harmful to eat, or why it never perishes, but it be of some medical or scientific interest.";
- next;
- mes "[Voyage Log]";
- mes "In the meantime, we've decided to bury this fruit until we can get back to Alberta.";
- next;
- mes "[Voyage Log]";
- mes "^FF3355tur_dun01^000000";
- mes "^FF3355X : 160 , Y : 81^000000";
- next;
- mes "^3355FFIn the Voyage log is a thin key marked with a skull. You've taken this Skull key, as it may be of some use later.^000000";
- set TURTLE,2;
- close;
- case 2:
- mes "^3355FFYou notice a page with a stamp shaped like a bird's foot. The black ink smells sort of like fruit.^000000";
- next;
- mes "[Voyage Log]";
- mes "X / OO date";
- mes "We've found evidence that other people were here, and that we are not the first to find Turtle Island.";
- next;
- mes "[Voyage Log]";
- mes "There was at least one person who made it here before us. Hopefully, his records are on the island somewhere.";
- next;
- mes "[Voyage Log]";
- mes "Starting tomorrow, we will begin searching for these hidden records.";
- next;
- mes "[Voyage Log]";
- mes "O / OO date";
- mes "We are having difficulty trying to find any records. Is it possible that the first people here wrote nothing of their journey?";
- next;
- mes "[Voyage Log]";
- mes "XO / OO date";
- mes "We finally found the records we have been searching for.";
- next;
- mes "[Voyage Log]";
- mes "His notes were so hard to find because only one man, rather than a whole team, came to Turtle Island before us!";
- next;
- mes "[Voyage Log]";
- mes "This man was a swordsman simply known as 'One.' His records tell much about what can be found on Turtle Island.";
- next;
- mes "[Voyage Log]";
- mes "His records were written on animals skin, but they were durable and still easy to read after all this time.";
- next;
- mes "[Voyage Log]";
- mes "According to his notes, Turtle Island consists of 4 levels. Although there are no people here, but there are many traps and devices which operate through a mysterious force.";
- next;
- mes "[Voyage Log]";
- mes "Still, it is certain that something has some control over Turtle Island.";
- next;
- mes "[Voyage Log]";
- mes "To keep this record safe, our crew has decided to hide this valuable record on the second level of Turtle Island.";
- next;
- mes "[Voyage Log]";
- mes "Search here...";
- mes "^FF3355tur_dun02^000000";
- mes "^FF3355X : 132 , Y : 251^000000";
- next;
- mes "^3355FFThere is a picture of a tree in which there is a small keyhole clearly shown under the roots.^000000";
- next;
- mes "^3355FFYou've gained^000000";
- mes "^3355FFthe Roots key.^000000";
- set TURTLE,3;
- close;
- case 3:
- mes "^3355FFThese pages of this log are soiled with mud, and some of them are missing.^000000";
- next;
- mes "[Voyage Log]";
- mes "O / XX date";
- mes "The greatest treasure of Turtle Island, the likes of which have never been seen, is hidden, sealed in some secret place...";
- next;
- mes "[Voyage Log]";
- mes "We have spent many days searching for it, but found not one trace.";
- next;
- mes "[Voyage Log]";
- mes "In the meantime, we've collected many precious treasures. We've decided to take only some of it back home, and to leave the rest here.";
- next;
- mes "[Voyage Log]";
- mes "XO / XX date";
- mes "We have hidden the treasure we have left behind to keep it from getting stolen.";
- next;
- mes "[Voyage Log]";
- mes "It is somewhere on the fourth level, the bottom of the island. The treasure is sealed in a box that is a relic from an ancient culture.";
- next;
- mes "[Voyage Log]";
- mes "However, the technology of this treasure box is very sophisticated, and it won't be easy to open by force.";
- next;
- mes "[Voyage Log]";
- mes "Here...";
- mes "^FF3355tur_dun01^000000";
- mes "^FF3355X : 203 , Y : 155^000000";
- next;
- mes "^3355FFYou find three small holes under the turtle stone. Within one of these holes is a thin key.^000000";
- next;
- mes "^3355FFYou've gained ^000000";
- mes "^3355FFthe Security key^000000";
- set TURTLE,4;
- close;
- }
- }
- mes "^3355FFYou've closed the voyage log.^000000";
- close;
- }
-}
-
-tur_dun01,160,81,4 script Skull Stone#tur 111,{
- if (TURTLE == 2) {
- mes "^3355FFUnder the stone^000000";
- mes "^3355FFis a tiny key hole^000000";
- mes "^3355FFwith a skull mark.^000000";
- mes "";
- mes "^3355FFYou used the Skull key^000000";
- mes "^3355FFin that key hole.^000000";
- next;
- mes "^3355FF*Click! Click!*^000000";
- next;
- mes "^3355FFSuddenly, the top of^000000";
- mes "^3355FFthe stone opened and^000000";
- mes "^3355FFsome items popped out!!^000000";
- next;
- set MISC_QUEST,MISC_QUEST | 65536;
- set TURTLE,0;
- switch(rand(1,3)) {
- case 1:
- getitem 532,5; //Banana_Juice
- mes "^3355FFYou've gained^000000";
- mes "^3355FF5 Banana Juice^000000";
- close;
- case 2:
- getitem 513,5; //Banana
- mes "^3355FFYou've gained^000000";
- mes "^3355FF5 Banana^000000";
- close;
- case 3:
- getitem 513,5; //Banana
- getitem 532,5; //Banana_Juice
- mes "^3355FFYou've gained^000000";
- mes "^3355FF5 Banana and^000000";
- mes "^3355FF5 Banana Juice^000000";
- close;
- }
- }
- mes "^3355FFIt is a frightening^000000";
- mes "^3355FFstone tomb with a^000000";
- mes "^3355FFhorrible skull on it.^000000";
- close;
-}
-
-tur_dun02,132,251,4 script Turtle Tree Roots#tur 111,{
- if (TURTLE == 3) {
- mes "^3355FFUnder the tree roots^000000";
- mes "^3355FFis a tiny key hole^000000";
- mes "^3355FFmarked with a root insignia.^000000";
- mes "";
- mes "^3355FFYou used the Roots key^000000";
- mes "^3355FFin that key hole.^000000";
- next;
- mes "^3355FF*Swishy swashy!*^000000";
- next;
- mes "^3355FFBetween the roots^000000";
- mes "^3355FFa little door opens,^000000";
- mes "^3355FFrevealing an^000000";
- mes "^3355FFold scroll.^000000";
- next;
- mes "[Old scroll]";
- mes "^FF3355Following the^000000";
- mes "^FF3355legend from^000000";
- mes "^FF3355my village,^000000";
- mes "^FF3355I've come^000000";
- mes "^FF3355to improve my^000000";
- mes "^FF3355swordmanship...^000000";
- next;
- mes "[Old scroll]";
- mes "^FF3355Only one who^000000";
- mes "^FF3355cuts the shell^000000";
- mes "^FF3355of a turtle^000000";
- mes "^FF3355can become a^000000";
- mes "^FF3355grand master^000000";
- mes "^FF3355of the sword...^000000";
- next;
- mes "[Old scroll]";
- mes "^FF3355To fufill this^000000";
- mes "^FF3355legend, I have^000000";
- mes "^FF3355come. I, 'One,'^000000";
- mes "^FF3355will cut the^000000";
- mes "^FF3355turtle's shell!!^000000";
- next;
- mes "[Old scroll]";
- mes "^FF3355Go...^000000";
- mes "^FF3355tur_dun02^000000";
- mes "^FF3355X : 46 , Y : 125^000000";
- next;
- mes "^3355FFInside the pile of turtle^000000";
- mes "^3355FFcrystals, a scroll is hidden.^000000";
- mes "";
- set TURTLE,7;
- mes "^3355FFYou've gained a^000000";
- mes "^3355FFTurtle Crystal key.^000000";
- close;
- }
- mes "^3355FFThere are old,^000000";
- mes "^3355FFthick tree roots^000000";
- mes "^3355FFanchored into^000000";
- mes "^3355FFthe ground here.^000000";
- close;
-}
-
-tur_dun02,46,125,4 script A pile of turtle crystal 111,{
- if (TURTLE == 7) {
- mes "^3355FFAmong the Turtle Crystals,^000000";
- mes "^3355FFyou find a strange key hole.^000000";
- next;
- mes "";
- mes "^3355FFYou use the";
- mes "Turtle crystal key";
- mes "in the key hole.^000000";
- next;
- mes "^3355FF*Click! Click!*^000000";
- next;
- mes "^3355FFBetween the crystals,000000";
- mes "^3355FFa small crystal plate^000000";
- mes "^3355FFin which a message^000000";
- mes "^3355FFin engraved.^000000";
- next;
- mes "[Crystal Plate]";
- mes "^3355AAI, the swordsman,^000000";
- mes "^3355AA'One,' has succeeded.^000000";
- mes "^3355AAI've cut the turtle's shell.^000000";
- mes "^3355AANow I shall try to^000000";
- mes "^3355AAcut turtle crystal.^000000";
- next;
- mes "[Crystal Plate]";
- mes "^3355AAThe surface of turtle^000000";
- mes "^3355AAcrystal is so rough and^000000";
- mes "^3355AAirregular. I'll need^000000";
- mes "^3355AAto sharpen my skills.^000000";
- next;
- mes "[Crystal Plate]";
- mes "^3355AAIt's going to be tough,^000000";
- mes "^3355AAbut I will succeed...^000000";
- next;
- mes "[Crystal plate]";
- mes "^3355AAGo 5 steps east,^000000";
- mes "^3355AA30 steps south^000000";
- mes "^3355AAand 5 steps around^000000";
- mes "^3355AAthe turtle pillar.^000000";
- mes "^3355AAThere you will find^000000";
- mes "^3355AAthe end of sword art.^000000";
- next;
- mes "^3355FFAt the edge of the crystal^000000";
- mes "^3355FFplate, is a long key.^000000";
- mes "";
- set TURTLE,8;
- mes "^3355FFYou've gained the^000000";
- mes "^3355FFTurtle Pillar key.^000000";
- close;
- }
- mes "^3355FFThere are so many Turtle^000000";
- mes "^3355FFCrystals that can only be^000000";
- mes "^3355FFfound on Turtle island.^000000";
- close;
-}
-
-tur_dun02,49,158,4 script Turtle Pillar#tur 111,{
- if (TURTLE == 8) {
- mes "^3355FFAt the base of the pillar^000000";
- mes "^3355FFis a tiny key hole with^000000";
- mes "^3355FFa turtle shaped mark.^000000";
- mes "";
- mes "^3355FFYou used the";
- mes "Turtle Pillar key";
- mes "in that key hole.^000000";
- next;
- mes "^3355FF*Click! Crack!*^000000";
- next;
- mes "^3355FFAt the base of the pillar,^000000";
- mes "^3355FFa little door appears, and^000000";
- mes "^3355FFfrom that door an engraved^000000";
- mes "^3355FFstone bead rolls out.^000000";
- next;
- mes "[Turtle Stone Bead]";
- mes "This turtle pillar is made of the strongest material on this island.";
- next;
- mes "[Turtle Stone Bead]";
- mes "Cutting it is impossible for even someone with legendary skills. Even if I managed to cut it, all of Turtle Island would collapse upon me.";
- next;
- mes "[Turtle Stone Bead]";
- mes "I've developed my mental skills, and trained using materials on this island. Sharpening my mind, I now know that I can cut this pillar in two.";
- next;
- mes "[Turtle Stone Bead]";
- mes "Can this be the pinnacle of swordsmanship? Of the sword arts?";
- next;
- mes "[Turtle Stone Bead]";
- mes "For this final accomplishment, I leave behind an offering.";
- next;
- mes "[Turtle Stone Bead]";
- mes "I intend to offer my gratitude to the blood of the monsters I have killed, and the materials I have used in my training.";
- next;
- mes "^3355FFThere are many items^000000";
- mes "^3355FFunder the pillar...^000000";
- set MISC_QUEST,MISC_QUEST | 65536;
- set TURTLE,0;
- switch(rand(1,10)) {
- case 1:
- getitem 702,1; //Animal_Blood
- mes "^3355FFYou've gained ^000000";
- mes "^3355FFAnimal Gore.^000000";
- close;
- case 2:
- getitem 716,1; //Red_Gemstone
- mes "^3355FFYou've gained^000000";
- mes "^3355FFa Red Gemstone.^000000";
- close;
- case 3:
- getitem 734,1; //Red_Frame
- mes "^3355FFYou've gained^000000";
- mes "^3355FFa Red Frame^000000";
- close;
- case 4:
- getitem 10019,1; //Red_Muffler
- mes "^3355FFYou've gained^000000";
- mes "^3355FFRed Scarf.^000000";
- close;
- case 5:
- getitem 725,1; //Red_Jewel
- mes "^3355FFYou've gained^000000";
- mes "^3355FFa Sardonyx.^000000";
- close;
- case 6:
- getitem 716,1; //Red_Gemstone
- mes "^3355FFYou've gained^000000";
- mes "^3355FFa Red Gemstone.^000000";
- close;
- case 7:
- getitem 716,1; //Red_Gemstone
- mes "^3355FFYou've gained^000000";
- mes "^3355FFa Red Gemstone.^000000";
- close;
- case 8:
- getitem 716,1; //Red_Gemstone
- mes "^3355FFYou've gained^000000";
- mes "^3355FFa Red Gemstone.^000000";
- close;
- case 9:
- getitem 716,1; //Red_Gemstone
- mes "^3355FFYou've gained^000000";
- mes "^3355FFa Red Gemstone.^000000";
- close;
- case 10:
- getitem 725,1; //Red_Jewel
- mes "^3355FFYou've gained^000000";
- mes "^3355FFa Sardonyx.^000000";
- close;
- }
- }
- mes "^3355FFThis Turtle Pillar^000000";
- mes "^3355FFis just one of^000000";
- mes "^3355FFmany pillars.^000000";
- next;
- mes "^3355FFOr is it...?^000000";
- close;
-}
-
-tur_dun01,203,155,4 script Turtle stone#tur 111,{
- if (TURTLE == 4) {
- mes "^3355FFOn top of the stone";
- mes "is a small key hole";
- mes "with the turtle mark.^000000";
- next;
- mes "^3355FFYou used the";
- mes "Security Key";
- mes "in that hole.^000000";
- next;
- mes "^3355FF*Tat tat tat tat*^000000";
- next;
- mes "^3355FFThe back of the stone";
- mes "split into two parts";
- mes "revealing some hidden";
- mes "words engraved inside.^000000";
- next;
- mes "[Turtle Stone]";
- mes "The one who dreams to be a star of serenity must first hold the comet and three rays of light as one.";
- next;
- mes "[Turtle Stone]";
- mes "You already possess the comet, so I grant you the first light...";
- next;
- mes "[Turtle Stone]";
- mes "- Light of the second stage -";
- mes "^FF3355B2 , X : 75 , Y : 249^000000";
- next;
- mes "^3355FFAt the bottom of the stone";
- mes "beneath the line of words,";
- mes "rests a brilliant red bead.^000000";
- next;
- set TURTLE,10;
- mes "^3355FFYou set the red bead to the";
- mes "Security key, fitting it";
- mes "within one of three tiny holes.^000000";
- close;
- }
- mes "^3355FFIt is just a";
- mes "normal turtle";
- mes "stone. But";
- mes "on the top";
- mes "is written";
- mes "the words,";
- mes "'1st stage.'^000000";
- close;
-}
-
-tur_dun02,75,249,4 script Turtle stone#tur2 111,{
- if (TURTLE == 10) {
- mes "^3355FFOn top of the stone";
- mes "is a small keyhole";
- mes "with the turtle mark.^000000";
- next;
- mes "^3355FFYou used the";
- mes "Security Key";
- mes "in the keyhole.^000000";
- next;
- mes "^3355FF*Click! Click!*^000000";
- next;
- mes "^3355FFThe back of the stone";
- mes "split into two parts";
- mes "revealing some hidden";
- mes "words along the inside.^000000";
- next;
- mes "[Turtle Stone]";
- mes "The one who dreams to be a star of serenity must first hold the comet and three rays of light as one.";
- next;
- mes "[Turtle Stone]";
- mes "You already possess the comet and the first light, so I now grant you the second light.";
- next;
- mes "[Turtle stone]";
- mes "- Light of the third stage -";
- mes "^FF3355B3 . X : 118 . Y : 233^000000";
- next;
- mes "At the bottom of the stone";
- mes "beneath the line of words,";
- mes "rests a brilliant yellow bead.";
- next;
- set TURTLE,11;
- mes "^3355FFYou set the yellow bead";
- mes "into the Security key, fitting it";
- mes "within one of three tiny holes.^000000";
- close;
- }
- mes "^3355FFIt is just a";
- mes "normal turtle";
- mes "stone. But";
- mes "on the top,";
- mes "the words";
- mes "'2nd stage'";
- mes "are written.^000000";
- close;
-}
-
-tur_dun03,118,233,4 script Turtle Stone#tur3 111,{
- if (TURTLE == 11) {
- mes "^3355FFOn top of the stone";
- mes "is a small key hole";
- mes "with the turtle mark.^000000";
- next;
- mes "^3355FFYou used the";
- mes "Security Key";
- mes "in the keyhole.^000000";
- next;
- mes "^3355FF*Click! Click!*^000000";
- next;
- mes "^3355FFThe back of the stone";
- mes "split into two parts";
- mes "revealing some hidden";
- mes "words along the inside.^000000";
- next;
- mes "[Turtle Stone]";
- mes "The one who dreams to be a star of serenity must first hold the comet and three rays of light as one.";
- next;
- mes "[Turtle Stone]";
- mes "You already possess the comet, and the first two lights. The final light is now yours.";
- next;
- mes "[Turtle Stone]";
- mes "- Star of Serenity -";
- mes "^FF3355B4 . X : 113 . Y : 178^000000";
- next;
- mes "^3355FFAt the bottom of the stone";
- mes "beneath the line of words,";
- mes "rests a brilliant blue bead.^000000";
- next;
- set TURTLE,12;
- mes "^3355FFYou set the blue bead to the";
- mes "into the Security Key, fitting it";
- mes "within one of three tiny holes.^000000";
- close;
- }
- mes "^3355FFIt is just a";
- mes "normal turtle";
- mes "stone. But";
- mes "on the top,";
- mes "the words,";
- mes "'3rd stage,'";
- mes "are written.^000000";
- close;
-}
-
-tur_dun04,113,178,4 script Turtle Statue#tur 111,{
- if (TURTLE == 12) {
- mes "^3355FFOn top of the statue";
- mes "is a small key hole";
- mes "with the turtle mark.^000000";
- mes "";
- mes "^3355FFYou used the";
- mes "Security Key";
- mes "in the keyhole.^000000";
- next;
- mes "^3355FF*Click! Click!*^000000";
- next;
- mes "^3355FFThe statue split into";
- mes "two parts revealing a";
- mes "metal plate underneath.^000000";
- next;
- mes "[Metal Plate]";
- mes "To the one who dreams to be a star of serenity among the people: You know hold the comet and three rays of light as one.";
- next;
- mes "^3355FFYou find a small lever";
- mes "at the bottom of the";
- mes "metal plate. You pull";
- mes "it open like a drawer.^000000";
- next;
- set MISC_QUEST,MISC_QUEST | 65536;
- set TURTLE,0;
- if (rand(1,20) == 7) {
- switch(rand(1,4)) {
- case 1:
- getitem 644,1; //Gift_Box
- mes "^3355FFInside the drawer,";
- mes "is a Gift Box. This";
- mes "Gift Box is now yours.^000000";
- close;
- case 2:
- getitem 616,1; //Old_Card_Album
- mes "^3355FFInside the drawer,";
- mes "is an Old Card Album.";
- mes "It is now yours to keep.^000000";
- close;
- case 3:
- getitem 617,1; //Old_Violet_Box
- mes "^3355FFInside the drawer,";
- mes "is an Old Purple Box.";
- mes "It is now yours to keep.^000000";
- close;
- case 4:
- getitem 617,1; //Old_Violet_Box
- mes "^3355FFInside the drawer,";
- mes "is an Old Purple Box.";
- mes "It is now yours to keep.^000000";
- close;
- }
- }
- getitem 604,1; //Branch_Of_Dead_Tree
- mes "^3355FFInside the drawer,";
- mes "is a Dead Branch.";
- mes "It is now yours to keep.^000000";
- close;
- }
- mes "^3355FFIt is a turtle statue";
- mes "made of ordinary turtle";
- mes "stone. On top of it is";
- mes "the word 'Security.'^000000";
- close;
-}
-
-tur_dun03,105,76,4 script Knight Leader#tur 110,5,5,{
- mes "[Takuyaka]";
- mes "Where did all my men go?!";
- mes "This is horrible~!";
- next;
- mes "[Takuyaka]";
- mes "Oh...";
- mes "*Whew!*";
- mes "Finally, another person.";
- mes "Tell me who you are!";
- next;
- switch(select("Who are you to ask?:"+ strcharinfo(0) +"!:What are you doing here?:First, tell me who you are.")) {
- case 1:
- mes "[Takuyaka]";
- mes "How dare you speak to me in that tone! Don't you know who I am?! I'm Takuyaka, leader of the Security Knights of Alberta! Kobolds and Porings quiver in fear when they hear my name...";
- next;
- mes "[Takuyaka]";
- mes "So tell me the truth! You came here for treasure, didn't you?! You want it all for yourself! You bastard! Now get off this island! Go, shoo!";
- close;
- case 2:
- mes "[Takuyaka]";
- mes "" + strcharinfo(0) + "?";
- mes "Well, your name sounds better than mine. And you have more hair on your head as well. Hmmm...";
- next;
- mes "[Takuyaka]";
- mes "Do you have anything to give me? You know, some food or zeny? It's not like I really need it, it's just... Oh bother. Never mind. Perhaps we'll meet later.";
- close;
- case 3:
- mes "[Takuyaka]";
- mes "I've heard that many treasures can be found on Turtle Island. If I can take enough home, I'll be rich! Well, we're supposed to rescue lost adventurers too, but whatever. As leader, I can do whatever I want!";
- next;
- mes "[Takuyaka]";
- mes "However, we're totally lost. Meaning we can't find any treasure or even rescue any people. Grrr...! Where are my useless soldiers! I've probably spoiled them with too much food!";
- next;
- mes "[Takuyaka]";
- mes "If you see any of them, tell them they must assemble here! Alright?!";
- close;
- case 4:
- mes "[Takuyaka]";
- mes "Me? I'm Takuyaka. A tall, dark, handsome, and dashing leader, as well as a fearsome knight! I have come to save the foolish people of Alberta that have come seeking treasure on Turtle Island.";
- next;
- mes "[Mudasamu]";
- mes "Really, now?";
- next;
- mes "[Takuyaka]";
- mes "Quiet!";
- next;
- mes "[Takuyaka]";
- mes "Anyway, we came here with the purest of intents. But right when we arrived, we were attacked by monsters! Because of the confusion from all the fighting, my soldiers were scattered.";
- next;
- mes "[Takuyaka]";
- mes "Mudasamu!";
- mes "Why is this";
- mes "happening to me!!!!";
- next;
- mes "[Mudasamu]";
- mes "Huh...!";
- mes "Why should you";
- mes "be surprised,";
- mes "you chubby dwarf?";
- close;
- }
-
-OnTouch:
- mes "[Scared Voice]";
- mes "Wh-wh-whaat?!";
- next;
- mes "[Terrified Voice]";
- mes "What's that noise?!";
- mes "M-M-Mudasamu!";
- mes "Protect me!";
- next;
- mes "[Mudasamu]";
- mes "No.";
- mes "And shut up.";
- close;
-}
-
-tur_dun03,105,74,4 script Mudasamu#tur 119,{
- mes "[Mudasamu]";
- mes "My name is Mudasamu...";
- mes "Second in command of the";
- mes "Alberta Security Knights.";
- next;
- mes "[Mudasamu]";
- mes "We've come here to rescue treasure hunters that might be in trouble. However, our leader is this porky specimen right next to me. So I guess I foresaw that this mission would fail.";
- next;
- mes "[Mudasamu]";
- mes "Basically, our leader was so distracted by the idea of finding treasure himself that we've lost our men. It's bad enough that he's a fat slob, but he's a greedy slob too!";
- next;
- emotion e_ag;
- mes "[Takuyaka]";
- mes "Hey, Mudasamu!";
- mes "Are you talking";
- mes "about me?!";
- next;
- mes "[Mudasamu]";
- mes "No, fat one,";
- mes "we're not";
- mes "talking about you.";
- next;
- mes "[Mudasamu]";
- mes "*Sigh...*";
- mes "I better be paid";
- mes "overtime for";
- mes "putting up with this.";
- close;
-}
-
-tur_dun01,190,115,4 script Knight#tur 105,{
- mes "[?]";
- mes "Where are they?";
- mes "Oh hey! You're an adventurer, aren't you? Do you know where my comrades are?";
- next;
- switch(select("Who are you?:Sorry, I don't.:Why did you come here?:How did you get here?")) {
- case 1:
- mes "[Passats]";
- mes "My name is Passats, a proud Security Knight of Alberta. We've obtained some information that some people came here to seek treasure.";
- next;
- mes "[Passats]";
- mes "Our task here is to save people, but when we arrived on Turtle Island, we were attacked by a mob of monsters! So we all got scattered.";
- next;
- mes "[Passats]";
- mes "Now I'm all alone. If you find anyone else in my unit, would you let them know?";
- close;
- case 2:
- mes "[Passats]";
- mes "Ah well...";
- mes "Well, if you happen to find anyone else in my unit, would you let them know where I am?";
- next;
- mes "[Passat]";
- mes "Oh, and if you find our leader, kick his butt, will you? It's so fat, there's no way you can miss.";
- next;
- if (BaseLevel <= 10)
- percentheal 40,0;
- mes "[Passats]";
- mes "Oh...";
- mes "And, um...";
- mes "Cheer up!";
- close;
- case 3:
- mes "[Passats]";
- mes "There are a lot of stories about the amazing wealth that can be found on this island. However, everyone assumed that it was impossible to find Turtle Island.";
- next;
- mes "[Passats]";
- mes "But then, the problem began when some navigator actually knew the way to Turtle Island. I think he'll take just about anybody for 10,000 zeny!";
- next;
- mes "[Passats]";
- mes "So anyway, some of the people of Alberta have been foolishly coming here, hoping to find treasure. But of course, they can't fight monsters.";
- next;
- mes "[Passats]";
- mes "So now we're here in order to seek out towners in trouble, and send them safely back home. Of course, now it seems that we also need rescuing...";
- close;
- case 4:
- mes "[Passats]";
- mes "Hmmm...";
- next;
- mes "[Passats]";
- mes "No clue.";
- next;
- select("How can that be?!");
- mes "[Passats]";
- mes "Oh, don't be angry. I just drank too much vodka! Before we arrived I was still unconscious and when I finally sobered up, I was here. I'm so embarrassed~";
- next;
- mes "[Passats]";
- mes "I...";
- mes "I'm a victim too~";
- close;
- }
-}
-
-tur_dun03,189,126,4 script Knight#tur2 105,{
- mes "[Jayprocat]";
- mes "Oh? Are you a civilian? Nice to meet you. I'm a mighty Security Knight of Alberta, Jayprocat.";
- next;
- if (select("What is that, exactly?:I'm not impressed.") == 1) {
- mes "[Jayprocat]";
- mes "Well...";
- mes "We're supposed to protect the people of Alberta. That's our job as proud Security Knights.";
- next;
- mes "[Jayprocat]";
- mes "So when a bunch of them caught treasure fever and started coming here, we came to rescue them. Anyway, that was the plan.";
- next;
- mes "[Jayprocat]";
- mes "It turns out that by some joke by fate, our leader is this pudgy guy who attracted a mob on monsters to us by noisily digging up treasure, instead of doing what we were supposed to do.";
- next;
- mes "[Jayprocat]";
- mes "*Sigh...*";
- mes "Why wasn't Mudasamu in charge? With him as leader, I would've been home for dinner...";
- close;
- }
- mes "[Jayprocat]";
- mes "Well...";
- mes "It's true that we pretty much messed up our current mission to save anyone here seeking for treasure, since we need rescuing now as well.";
- next;
- mes "[Jayprocat]";
- mes "*Sniff*";
- mes "Why did we have to be attacked by so many monsters on my first mission? I'm... I'm just a new recruit...";
- next;
- if (select("Why did you run away?:I don't care.") == 1) {
- mes "[Jayprocat]";
- mes "No, I didn't just run away! The monsters were too stong and there were so many of them! Plus, it's our damn leader's fault.";
- next;
- mes "[Jayprocat]";
- mes "The monsters are all highly evolved turtles. And this island even looks like a turtle! But I guess you knew that already.";
- next;
- mes "[Jayprocat]";
- mes "I had no idea that this island's monsters were so much stronger than the ones that live near Alberta.";
- next;
- mes "[Jayprocat]";
- mes "Their shells are so tough, and we can't seem to find any sort of weak point! I have no idea how to fight these turtles!";
- close;
- }
- mes "[Jayprocat]";
- mes "You're so mean...";
- mes "I mean, I'm really new at this!";
- close;
-}
-
-tur_dun03,104,171,4 script Knight#tur3 105,{
- mes "[Squall]";
- mes "Am I the only one left? Where are all my comrades?! I... I'm about to go crazy!";
- next;
- if(select("Maybe they ran away?:What happened?") == 1) {
- mes "[Squall]";
- mes "No, we would never run away from the face of danger.";
- next;
- mes "[Squall]";
- mes "Well, we sort of did, but that was because it was a direct order from our leader! If a knight is loyal and proud, he will accept his leader's orders without question!";
- next;
- mes "[Squall]";
- mes "Even if that leader is a little greedy, with hair that might be thinning...";
- next;
- mes "[Squall]";
- mes "^FF0000And has the body";
- mes "of a pregnant whale^000000.";
- next;
- mes "[Squall]";
- mes "Oh wait!";
- mes "I shouldn't";
- mes "have said that!";
- mes "What I meant";
- mes "to say was...";
- next;
- mes "[Squall]";
- mes "^CC0000And has the";
- mes "body of a whale";
- mes "pregnant with twins^000000.";
- next;
- mes "[Squall]";
- mes "Grrrr...!";
- mes "I'm so angry!";
- mes "Why can't Mudasamu";
- mes "be our leader?!";
- close;
- }
- mes "[Squall]";
- mes "We had good plans for this mission, made by our second in command, Mudasamu. However, they were executely poorly by the first in command.";
- next;
- mes "[Squall]";
- mes "Whenever Takuyaka leads a mission, he always manages to mess it up! Why do the leaders in Alberta like him anyway?!";
- next;
- mes "[Squall]";
- mes "*Sniff*";
- mes "I sweat and I bleed for the Alberta Security Knights, and still I'm tortured by the fact that Sir Porky commands us. I hate it!";
- next;
- mes "[Squall]";
- mes "Our weapon and armor budget is always gone after Takuyaka visits a buffet... Why do we have to be so miserable?!";
- close;
-}
-
-tur_dun03,67,130,4 script Knight#tur4 105,{
- mes "[Nysurea]";
- mes "Hm? I'm surprised that someone around here is still alive.";
- next;
- mes "[Nysurea]";
- mes "I'm beginning to think all my comrades have been killed by the monsters here...";
- next;
- if (BaseLevel <= 40) {
- mes "[Nysurea]";
- mes "Having a";
- mes "tough time?";
- next;
- if (Zeny <= 3000) {
- mes "[Nysurea]";
- mes "Even though you're pretty strong, sooner or later you might need a reprieve. I can send you back to Alberta right now if you want.";
- next;
- if (select("Yes, Help me.:No, thanks.") == 1) {
- mes "[Nysurea]";
- mes "Okay then, let me activate this teleport thingee donated to us by Kafra Corporation...";
- close2;
- warp "alberta",241,115;
- end;
- }
- mes "[Nysurea]";
- mes "Ah, that's the spirit! You should be careful though. And if you see any other of my comrades, let them know I'm here, would you?";
- next;
- mes "[Nysurea]";
- mes "Well, good luck!";
- close;
- }
- mes "[Nysurea]";
- mes "You look lost! If you stick around here, well, the monsters will probably get the best of you sooner or later.";
- next;
- mes "[Nyusurea]";
- mes "Anyway...";
- mes "Good luck!";
- mes "You'll need it!";
- close;
- }
- mes "[Nysurea]";
- mes "Huh...";
- mes "You look calm and collected. If all our soldiers were as strong as you, we probably would not have been scattered.";
- next;
- mes "[Nysurea]";
- mes "I have dreams of becoming a great knight, but since our 'leader' is all plump and no brains, we're stuck in this predicament.";
- next;
- mes "[Nysurea]";
- mes "Anyway, be careful in this third level of Turtle Island. A lot of our men were annihilated when they went to explore the East and North sides, so be careful!";
- close;
-}
-
-// Alberta Boy
-//============================================================
-alberta_in,131,95,5 script Iromo#ep3_2 706,{
- if (ep13_2_hiki == 13) {
- mes "[Iromo]";
- mes "But... this world is...";
- mes "What a big world... Not just humans...";
- mes "Other lifeforms just like us...";
- mes "Where could they be?...";
- next;
- mes "[Iromo]";
- mes "...Their lives.. and...";
- mes "Their kingdom... and land...";
- mes "Where could they be...";
- next;
- mes "[Iromo]";
- mes "If they exist, that'd be great...";
- mes "No... they must exist...";
- mes "I wish one day... one day I can go there...";
- close;
- }
- if (ep13_2_hiki == 12) {
- mes "[Iromo]";
- mes "If it's too painful...";
- mes "It's better if I don't...";
- next;
- mes "-Silent pause-";
- next;
- set name,PcName;
- mes "-" + name + " starts to speak-";
- mes "-And tells him of the journeys-";
- mes "-Adventures, joy, sorrow, and loss-";
- mes "-One by one to the boy-";
- next;
- mes "-Fighting monsters, and winning-";
- mes "-Coming across many people, and-";
- mes "-leaving them, and tells of many other things-";
- mes "-As much as possible, to the boy.-";
- next;
- mes "-Much has happened, and-";
- mes "-There were many dangers, but in the end-";
- mes "-Happy things outweighs the bad,-";
- mes "-What I have received is more than what I have lost.-";
- mes "-I try hard to convey this message to Iromo.-";
- next;
- mes "[Iromo]";
- mes "...";
- next;
- mes "[Iromo]";
- mes "...So in the end...";
- mes "You just want me... to go outside...";
- mes "Am I right...";
- next;
- select("It's true, you'll get more than you pay.");
- mes "[Iromo]";
- mes "...";
- next;
- mes "[Iromo]";
- mes "...But now... I am not going outside.";
- mes "I am still afraid...";
- next;
- mes "[Iromo]";
- mes "Even if I don't go out right now,";
- mes "I will still... make an effort to do so.";
- mes "One day, I will surely become...";
- mes "..An adventurer... and do many, many things.";
- next;
- set ep13_2_hiki,13;
- completequest 10089;
- getexp 8000,0;
- mes "[Iromo]";
- mes "The world is big, there are many things...";
- mes "I have not seen yet. Yes... I want to...";
- mes "...see them all.";
- close;
- }
- if ((ep13_2_hiki == 11) && (friendship > 14)) {
- mes "[Iromo]";
- mes "To go on an adventure with my friends,";
- mes "I would still rather stay here.";
- mes "I would still rather stay here quietly and safely.";
- next;
- mes "[Iromo]";
- mes "Alright...go away. I know...";
- mes "I know what you want to say...what an annoyance...";
- next;
- mes "-You don't give up, and continue to-";
- mes "-tell of the stories-";
- mes "-shared with friends.-";
- mes "-You tell of the truth.-";
- next;
- mes "-Someone met long ago,-";
- mes "-Suddenly leaves,-";
- mes "-and finally reunited, but-";
- mes "-because of the cruel fate-";
- mes "-he dies in this tragedy.-";
- mes "-In the end, it's all a tragedy...-";
- next;
- mes "-But you emphasize -";
- mes "-Even though the ending is tragic,-";
- mes "-A beautiful friendship-";
- mes "-Will not disappear because of that.-";
- next;
- mes "[Iromo]";
- mes "...";
- next;
- mes "[Iromo]";
- mes "...Thank you for telling me...";
- mes "They are great friends...";
- next;
- if (Sex == 0) {
- mes "[Iromo]";
- mes "...And? ...What do you...";
- mes "Want to say to me this time...";
- mes "You've told me many stories...";
- mes "...How about one of your own?";
- next;
- }
- else {
- mes "[Iromo]";
- mes "...And? ...What do you...";
- mes "Want to say to me this time...";
- mes "You've told me many stories...";
- mes "...How about one of your own?";
- next;
- }
- select("Friendship cannot be forgotten.");
- mes "[Iromo]";
- mes "...";
- next;
- select("To have that kind of friends and that kind of friendship...");
- select("You need to get out of your house and see the world.");
- mes "[Iromo]";
- mes "Though you changed a story... but...";
- mes "You're still talking about this...";
- next;
- select("To be honest, the other kids miss you.");
- mes "[Iromo]";
- mes "...Him? ...Miss me? That's...";
- mes "Something from a long time ago...";
- next;
- select("There are many things you don't know yet.");
- mes "[Iromo]";
- mes "...";
- next;
- select("Don't you think it's a waste to stay home?");
- mes "[Iromo]";
- mes "...";
- next;
- select("In order to find safety, you would give up fun adventures?");
- select("That's too bad. Change is a very fun thing.");
- mes "[Iromo]";
- mes "...Change...";
- mes "Is fun...?";
- next;
- select("Outside this city and this kingdom, there is a bigger world.");
- mes "[Iromo]";
- mes "...";
- next;
- select("Since it's so big, there are many fun things.");
- mes "[Iromo]";
- mes "Really...? Other than Alberta, and Rune-Midgarts...?";
- mes "There are other places...?";
- next;
- set ep13_2_hiki,12;
- changequest 10088,10089;
- mes "[Iromo]";
- mes "But... there will also be many troubles...";
- mes "Isn't that true... I can't relax...";
- mes "I... don't like those...";
- close;
- }
- if (ep13_2_hiki == 11) {
- mes "[Iromo]";
- mes "To go on an adventure with my friends,";
- mes "I would still rather stay here.";
- mes "I would still rather stay here quietly and safely.";
- next;
- mes "[Iromo]";
- mes "Alright... go away. I know...";
- mes "I know what you want to say... what an annoyance...";
- close;
- }
- if (ep13_2_hiki == 10) {
- set .@cooltime,checkquest(10087,PLAYTIME);
- if (.@cooltime == 2) {
- mes "[Iromo]";
- mes "...You really are annoying...";
- mes "What exactly do you want from me...?";
- next;
- mes "[Iromo]";
- mes "A long time ago... I had a friend just like you.";
- mes "I met him when I went out to play...";
- mes "But...";
- mes "He must've forgotten all about me...";
- next;
- set ep13_2_hiki,11;
- changequest 10087,10088;
- getexp 6700,0;
- mes "[Iromo]";
- mes "Nevermind... it's not unexpected...";
- mes "To go on an adventure with my friends,";
- mes "I would still rather stay here.";
- mes "I would still rather stay here quietly and safely.";
- close;
- }
- mes "[Iromo]";
- mes "...What... Right now, I...";
- mes "I don't want to... hear anything...";
- mes "Go away...";
- close;
- }
- if ((ep13_2_hiki == 9) && (lhz_rekenber > 21)) {
- mes "[Iromo]";
- mes "...What is it... this time...?";
- next;
- select("A story about a pair of siblings.");
- mes "-Tell him about Kazien and Lyozien.-";
- mes "-Because of ill fate,-";
- mes "-They were born to do illegal tasks-";
- mes "-But the innocent Lyozien-";
- mes "-Trusted his brother...-";
- next;
- mes "-And even though Kazien has become-";
- mes "-a criminal, but as an older brother-";
- mes "-He hopes to take good care of his younger brother.-";
- next;
- mes "-This is a story from far away,-";
- mes "-But because you have seen it with your own eyes,-";
- mes "-You can clearly express-";
- mes "-Your feelings.-";
- next;
- mes "-This story must be able to-";
- mes "-Stir up the interest of-";
- mes "-Iromo, who has always wanted a brother.-";
- next;
- mes "[Iromo]";
- mes "I see...They were great siblings...";
- mes "Tragic...but also beautiful.";
- mes "If only...I can be the protagonist...";
- mes "..in such a story...";
- next;
- mes "[Iromo]";
- mes "...But...I'm an only child...";
- mes "...So there's nothing I can do...";
- next;
- select("You don't need to be related by blood to be brothers.");
- mes "[Iromo]";
- mes "...";
- next;
- select("You can find make of these brothers outside.");
- mes "[Iromo]";
- mes "...Outside?...";
- next;
- select("But if you stay at home, nothing will change.");
- mes "[Iromo]";
- mes "...";
- next;
- mes "[Iromo]";
- mes "...What... So it's all my fault...";
- mes "What you want to say...";
- mes "...is always the same...";
- mes "Get out... I'm not in the mood...";
- next;
- set ep13_2_hiki,10;
- changequest 10086,10087;
- getexp 5700,0;
- mes "[Iromo]";
- mes "...I'm not in a good mood, get out...";
- close;
- }
- if ((ep13_2_hiki == 8) || (ep13_2_hiki == 9)) {
- set .@cooltime,checkquest(10085,PLAYTIME);
- if (.@cooltime == 2) {
- mes "[Iromo]";
- mes "You never give up, don't you?";
- mes "What are you trying to say?";
- next;
- mes "[Iromo]";
- mes "It is frustrating. But...";
- mes "Why do you care about me so much?";
- next;
- if (Sex == 0) {
- mes "[Iromo]";
- mes "Really, its not that bad...";
- mes "I wish I could have a sister like you.";
- next;
- }
- else {
- mes "[Iromo]";
- mes "Really, its not that bad...";
- mes "I wish I could have a brother like you.";
- next;
- }
- mes "[Iromo]";
- mes "Do you have any stories about siblings?";
- next;
- set ep13_2_hiki,9;
- changequest 10085,10086;
- mes "[Iromo]";
- mes "What? Anything to say?";
- mes "Seriously!";
- mes "Just leave me alone.";
- close;
- }
- mes "[Iromo]";
- mes "Thank you for caring...";
- mes "But that is ok...No thanks...";
- close;
- }
- if (ep13_2_hiki == 7) {
- set .@goyang,checkquest(10084,HUNTING);
- if (.@goyang == 2) {
- mes "[Iromo]";
- mes "Oh, you made the furious cat";
- mes "go away from the village?";
- mes "...Oh, you did..Thanks!";
- next;
- mes "[Iromo]";
- mes "But, I am still scared of";
- mes "being outside.";
- mes "I would rather stay at home.";
- next;
- set ep13_2_hiki,8;
- changequest 10084,10085;
- getexp 4700,0;
- mes "[Iromo]";
- mes "Thank you for being helpful.";
- mes "But, no thanks.";
- close;
- }
- mes "[Iromo]";
- mes "If I go out, I will see the scary cat.";
- next;
- mes "[Iromo]";
- mes "He will bite me..and";
- mes "scratch me again.";
- mes "I should stay at home.";
- close;
- }
- if ((ep13_2_hiki == 6) && (countitem(528) > 0) && (countitem(501) > 0)) {
- mes "[Iromo]";
- mes "...Huh? This smell...";
- mes "This is the one I like the most.";
- mes "Ha Ha!";
- next;
- mes "[Iromo]";
- mes "But..my mom is beside me.";
- mes "(Wink, Wink)";
- next;
- mes "[Iromo]";
- mes "...Thanks! I need to hide this.";
- mes "Anyway, thank you!";
- next;
- mes "[Iromo]";
- mes "It smells so good.";
- next;
- mes "[Iromo]";
- mes "Huh?? If I go out,";
- mes "then can I get these things?";
- next;
- mes "[Iromo]";
- mes "......";
- next;
- mes "[Iromo]";
- mes "But... I'm scared...";
- next;
- mes "[Iromo]";
- mes "I am scared. If I go out...";
- mes "No, I don't want to get hurt again.";
- next;
- select("Again?");
- mes "[Iromo]";
- mes "...there is a weird cat that can walk on two feet.";
- mes "I like cats so I approached him.";
- mes "Then suddenly he scratched and bit me.";
- next;
- delitem 528,1; //Monster's_Feed
- delitem 501,1; //Red_Potion
- set ep13_2_hiki,7;
- changequest 10083,10084;
- getexp 3750,0;
- mes "[Iromo]";
- mes "I don't want to see the cat again.";
- mes "If I go out, I will see him. It is scary.";
- close;
- }
- if ((ep13_2_hiki == 3) || (ep13_2_hiki == 4) || (ep13_2_hiki == 5) || (ep13_2_hiki == 5)) {
- mes "[Iromo]";
- mes "... I don't like being outside of the village.";
- mes "Being inside of the house is the best.";
- close;
- }
- if ((ep13_2_hiki == 1) || (ep13_2_hiki == 2)) {
- mes "[Iromo]";
- mes "Mother told me that";
- mes "I should go out and play";
- mes "with friends. But I don't";
- mes "want to go out with them.";
- next;
- mes "[Iromo]";
- mes "It is little bit inconvenient that";
- mes "I can't get delicious food";
- mes "that grows outside of the village.";
- mes "I can stand it.";
- next;
- set ep13_2_hiki,2;
- changequest 10079,10080;
- mes "[Iromo]";
- mes "But, I can have other food";
- mes "instead of the outside food.";
- mes "That way I don't have to go out.";
- close;
- }
- mes "[Iromo]";
- mes "......";
- next;
- mes "[Iromo]";
- mes "I like my house and my room.";
- mes "I don't want to go out.";
- close;
-}
-
-alberta_in,120,93,3 script Iromo's Mother#ep3_2 53,{
- if (ep13_2_hiki == 8) {
- mes "[Mother]";
- mes "Thank you for helping my son.";
- mes "But I think we can't do anything";
- mes "about him anymore.";
- next;
- mes "[Mother]";
- mes "Iromo was really active and";
- mes "curious about the world.";
- mes "He wanted to see all the";
- mes "sights of the world.";
- next;
- mes "[Mother]";
- mes "But look at him now.";
- mes "He doesn't go out anymore.";
- mes "He is just stuck inside of his room.";
- next;
- mes "[Mother]";
- mes "He became a timid person.";
- mes "If he has an argument with me,";
- mes "he doesn't talk to me for a week.";
- next;
- mes "[Mother]";
- mes "You might have";
- mes "a hard time getting";
- mes "Iromo to talk to you.";
- close;
- }
- if (ep13_2_hiki == 7) {
- mes "[Mother]";
- mes "Oh, I remember";
- mes "what happened last time...";
- mes "One day, Iromo came home";
- mes "with tears in his eyes";
- mes "And he seemed hurt.";
- next;
- mes "[Mother]";
- mes "It was not a big injury.";
- mes "I was worried about him so much.";
- mes "But, he never tells me what happened that day.";
- next;
- mes "[Mother]";
- mes "After that day, he hasn't talked to people much and doesn't go out at all.";
- next;
- mes "[Mother]";
- mes "I hope he tells me what happened that day.";
- mes "Iromo was such a good boy...";
- close;
- }
- if ((ep13_2_hiki == 4) || (ep13_2_hiki == 5) || (ep13_2_hiki == 6)) {
- mes "[Mother]";
- mes "Hum.. Iromo's favorite?";
- mes "Let me think...";
- mes "Actually he likes all kinds of food.";
- mes "He is not picky about food.";
- next;
- mes "[Mother]";
- mes "When he went out with friends,";
- mes "he spent all his pocket money,";
- mes "but I don't know what he has been eating.";
- next;
- set ep13_2_hiki,3;
- mes "[Mother]";
- mes "Oh, why don't you ask Iromo's friend?";
- mes "I think he would know about his favorite food.";
- close;
- }
- if ((ep13_2_hiki == 2) || (ep13_2_hiki == 3)) {
- mes "[Mother]";
- mes "Hum.. Iromo's favorite?";
- mes "Let me think...";
- mes "Actually he likes all kinds of food.";
- mes "He is not picky about food.";
- next;
- mes "[Mother]";
- mes "When he went out with friends,";
- mes "he spent all his pocket money,";
- mes "but I don't know what he has been eating.";
- next;
- set ep13_2_hiki,3;
- mes "[Mother]";
- mes "Oh, why don't you ask Iromo's friend?";
- mes "I think he would know about his favorite food.";
- close;
- }
- mes "[Mother]";
- mes "This little boy is my son, Iromo.";
- next;
- mes "[Mother]";
- mes "He used to go out all the time.";
- mes "He loved playing outside with friends.";
- next;
- mes "[Mother]";
- mes "But, somehow...";
- mes "he doesn't go out anymore.";
- next;
- if (BaseLevel > 40) {
- set ep13_2_hiki,1;
- setquest 10079;
- }
- mes "[Mother]";
- mes "I am so worried about him...";
- mes "What happened to him..?";
- close;
-}
-
-alberta,45,106,5 script Little Boy#ep3_2 706,{
- if (ep13_2_hiki == 6) {
- mes "[Little Boy]";
- mes "Iromo? He used to like ^FF0000Monster's Feed^000000 and ^FF0000Red Potion^000000.";
- next;
- mes "[Little Boy]";
- mes "Oh ya and one more thing~!";
- mes "I like Bananas. Haha.";
- close;
- }
- if (ep13_2_hiki == 5) {
- mes "[Little Boy]";
- mes "......";
- next;
- mes "[Little Boy]";
- mes "Yummy! Banana is always delicious!";
- mes "Bananas are the best fruits ever!";
- next;
- mes "[Little Boy]";
- mes "Thanks for the Banana...";
- mes "Now I can think about";
- mes "what Iromo likes to eat.";
- next;
- mes "[Little Boy]";
- mes "He used to like junk food.";
- mes "You know, cheap and weird tasting snacks...";
- mes "So he had to hide when he had them.";
- next;
- mes "[Little Boy]";
- mes "His mother wouldn't let him";
- mes "have those kind of snacks...";
- mes "So he hid them from her.";
- mes "I don't know why he liked";
- mes "those junk foods anyways.";
- next;
- mes "[Little Boy]";
- mes "He usually enjoyed having";
- mes "Monster's Feed.";
- mes "He said it is good";
- mes "with Red Potion soup.";
- mes "He always had a Red Potion and Monster's Feed for his lunch.";
- next;
- mes "[Little Boy]";
- mes "He's got a weird appetite.";
- mes "I can't understand why he liked";
- mes "those foods. He was odd...";
- next;
- set ep13_2_hiki,6;
- changequest 10082,10083;
- mes "[Little Boy]";
- mes "Anyway, I already told you";
- mes "what I know about him.";
- mes "So, I am done now.";
- mes "Let me know if you have more Bananas. Haha.";
- mes "I love Bananas~~!";
- close;
- }
- if ((ep13_2_hiki == 4) && (countitem(513) > 0)) {
- mes "[Little Boy]";
- mes "Huh? What a delicious smell!";
- mes "You brought me Bananas!";
- mes "Oh, thanks so much!";
- next;
- mes "[Little Boy]";
- mes "Let me have them first.";
- next;
- mes "[Little Boy]";
- mes "Chew, chew...";
- next;
- mes "[Little Boy]";
- mes "Yum Yum...";
- next;
- delitem 513,1; //Banana
- set ep13_2_hiki,5;
- changequest 10081,10082;
- mes "[Little Boy]";
- mes "Wait. Wait...";
- mes "***Gulp***";
- mes "just a second...";
- mes "Wait.";
- close;
- }
- if (ep13_2_hiki == 4) {
- mes "[Little Boy]";
- mes "Banana~banana~";
- mes "I love bananas~";
- next;
- mes "[Little Boy]";
- mes "They don't sell bananas in this village...";
- mes "I am eager to have bananas.";
- next;
- mes "[Little Boy]";
- mes "Oh~ you promised!";
- mes "Bring bananas for me~!! I will wait for you!";
- close;
- }
- if (ep13_2_hiki == 3) {
- mes "[Little Boy]";
- mes "I am hugry. We don't have";
- mes "much snack bar in this village.";
- next;
- mes "[Little Boy]";
- mes "Huh? Iromo?";
- mes "Oh, I haven't seen him for a long time...";
- mes "Hum.. Where is he?";
- mes "Did he move out?";
- next;
- mes "[Little Boy]";
- mes "Huh? His favorite food?.";
- mes "Hum.. What was it..?";
- next;
- mes "[Little Boy]";
- mes "If I can remember it can you buy me a banana?";
- next;
- mes "[Little Boy]";
- mes "Banana~banana~";
- mes "I love bananas~";
- next;
- mes "[Little Boy]";
- mes "They don't sell bananas in this village...";
- mes "I am eager to have bananas.";
- next;
- set ep13_2_hiki,4;
- changequest 10080,10081;
- mes "[Little Boy]";
- mes "Oh, you will buy me a banana?";
- mes "I'll try to remember what Iromo's favorite food is for sure if you bring it to me.";
- close;
- }
- mes "[Little Boy]";
- mes "I am hugry. We don't have";
- mes "much snack bar in this village.";
- next;
- mes "[Little Boy]";
- mes "I hope they sell bananas";
- mes "in this village.";
- mes "Like other nice villages.";
- next;
- mes "[Little Boy]";
- mes "This village is so boring...";
- mes "What a small village.";
- close;
-}
diff --git a/npc/quests/quests_aldebaran.txt b/npc/quests/quests_aldebaran.txt
deleted file mode 100644
index 9a4bde3f1..000000000
--- a/npc/quests/quests_aldebaran.txt
+++ /dev/null
@@ -1,113 +0,0 @@
-//===== rAthena Script =======================================
-//= Quest NPCs related to Aldebaran
-//===== By: ==================================================
-//= rAthena Dev Team
-//===== Current Version: =====================================
-//= 1.3
-//===== Compatible With: =====================================
-//= rAthena 7.15 +
-//===== Description: =========================================
-//= 'Doctor Band', 'Feather Bonnet', 'Opera Masque', 'Sakkat Hat' Quests.
-//===== Additional Comments: =================================
-//= Fully working
-//= 1.1 Fixed Doctor Band items [Lupus]
-//= 1.2 Removed Duplicates [Silent]
-//= 1.3 Updated headgear NPC. [L0ne_W0lf]
-//============================================================
-
-
-//=======================================================================================================//
-// 'Doctor Band', 'Feather Bonnet', 'Opera Masque', 'Sakkat Hat' Quest
-//=======================================================================================================//
-aldeba_in,152,166,4 script Trader#01 86,{
- mes "[Trader]";
- mes "Who is this mysterious man?";
- mes "I, the enigmatic and debonair 'Trader?'";
- next;
- mes "[Trader]";
- mes "Traveling about the Rune-Midgard Continent, with all of his wonderful hats? Nobody knows...";
- next;
- mes "[Trader]";
- mes "For what purpose do I collect and trade these hats from all around the world? Choose a hat, get closer to unraveling the mystery...";
- next;
- mes " (1) ^3355FFDoctor Band^000000:";
- mes "1 Red Bandana + 50 Irons + 1 Cracked Diamond + 3500 Zeny";
- mes " (2)^3355FFFeather Bonnet^000000:";
- mes "1 Romantic Gent + 300 Feather of Birds + 500 Zeny";
- mes " (3) ^3355FFPhantom of Opera^000000:";
- mes "20 Iron + 1 Singing Plant + 5000 Zeny ";
- mes " (4) ^3355FFSakkat^000000:";
- mes "120 Trunks + 10000 Zeny ";
- next;
- switch(select(" Doctor Band : Feather Bonnet : Phantom of Opera : Sakkat ")) {
- case 1:
- if ((countitem(2275) > 0) && (countitem(998) > 49) && (countitem(733) > 0) && (Zeny > 3499)) {
- delitem 2275,1; //Red_Bandana
- delitem 998,50; //Iron
- delitem 733,1; //Crystal_Jewel___
- set Zeny,Zeny-3500;
- mes "[Trader]";
- mes "Hm! You don't have a medical license, do you? It's alright, I've heard about a rogue, unlicensed physician who performed medical miracles! But... That might have been a comic book.";
- next;
- mes "[Trader]";
- mes "Oh whatever. Just don't get caught.";
- getitem 2273,1; // Doctor_Cap
- close;
- }
- else {
- mes "[Trader]";
- mes "You guy~";
- mes "Check the requirements again.";
- mes "You don't look like an idiot though. So c'mon man, get real.";
- close;
- }
- case 2:
- if ((countitem(2247) > 0) && (countitem(916) > 299) && (Zeny > 499)) {
- delitem 2247,1; //Oldman's_Romance
- delitem 916,300; //Feather_Of_Birds
- set Zeny,Zeny-500;
- mes "[Trader]";
- mes "Ooh~! You have good fashion sense. I know you've had a hard time collecting this stuff, but this hat is worth it. Take it. All you need now is a fur coat and a cane!";
- getitem 5018,1; // Feather_Bonnet
- close;
- }
- else {
- mes "[Trader]";
- mes "You guy~";
- mes "Go check my requirements again. You don't look like an idiot though. C'mon man, get real.";
- close;
- }
- case 3:
- if ((countitem(998) > 19) && (countitem(707) > 0) && (Zeny > 4999)){ //Iron Singing_Plant
- delitem 998,20; //Iron
- delitem 707,1; //Singing_Plant
- set Zeny,Zeny-5000;
- mes "[Trader]";
- mes "This one? It's a little bit scary, though it has some sort of romantic quality. What do you think? You like it? Alright, take it, it's yours!";
- getitem 2281,1; // Phantom_Of_Opera
- close;
- }
- else {
- mes "[Trader]";
- mes "Buffoon. Go check the requirements again. ^3355FFPhantom of Opera^000000 isn't easy to come by. So c'mon man, get real.";
- close;
- }
- case 4:
- if ((countitem(1019) > 119) && (Zeny > 9999)){ //Wooden_Block
- delitem 1019,120; //Wooden_Block
- set Zeny,Zeny-10000;
- mes "[Trader]";
- mes "If you have a chance to visit the Uplander Village, Payon, please go and meet the Sakkat Craftsman.";
- next;
- mes "[Trader]";
- mes "He's never sold Sakkat to Traders other than me, since only I can recognize its quality. Due to its rarity, Sakkat has become a very unique and exceptional product. Okay! Take it, it's yours!";
- getitem 2280,1; // Sahkkat
- close;
- }
- else {
- mes "[Trader]";
- mes "MORON~ Check my requirements again. C'mon man, you don't look like an idiot, so get real~";
- close;
- }
- }
-}
diff --git a/npc/quests/quests_amatsu.txt b/npc/quests/quests_amatsu.txt
deleted file mode 100644
index 231cee0af..000000000
--- a/npc/quests/quests_amatsu.txt
+++ /dev/null
@@ -1,2182 +0,0 @@
-//===== rAthena Script =======================================
-//= Quest NPCs related to Amatsu
-//===== By: ==================================================
-//= rAthena team & others? & MasterOfMuppets
-//===== Current Version: =====================================
-//= 1.4a
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Momotaro Event
-//= Sushi Quest
-//= Dungeon Quest
-//===== Additional Comments: =================================
-//= 1.3 Rescripted to Aegis 10.3 Standards. [L0ne_W0lf]
-//= 1.4 Added missing checkweight. [L0ne_W0lf]
-//= 1.4a Fixed typo in condition check [Gepard]
-//============================================================
-
-// Momotaro Event
-//============================================================
-amatsu,223,236,3 script Publisher#ama 763,{
- if (checkweight(1201,1) == 0) {
- mes "- Wait a moment!! -";
- mes "- Currently you are carrying -";
- mes "- too many items with you. -";
- mes "- Please store some items into your Kafra storage -";
- mes "- and try again. -";
- close;
- }
- if (event_momo < 2) {
- mes "[Publisher]";
- mes "Hello~!!";
- mes "Our ^009CFFScroll Publishing Company^000000";
- mes "is professionally publishing";
- mes "tales.";
- mes " ";
- next;
- mes "[Publisher]";
- mes "We established";
- mes "^3163FFMomotaro Field Trip^000000";
- mes "to celebrate ^009CFF<Momotaro Story>^000000 selling over a million copies.";
- next;
- mes "[Publisher]";
- mes "Become Momotaro and eliminate";
- mes "Dokebis, just like in the story!";
- mes "There will also be rewards.";
- next;
- switch(select("What is Momotaro Story?:I want to try!:I'm busy right now...")) {
- case 1:
- mes "[Publisher]";
- mes "Eh~!? How can you not know about";
- mes "Momotaro? Don't they have this";
- mes "tale in Rune-Midgard?? Well...";
- mes "Let me tell you the story.";
- next;
- mes "[Publisher]";
- mes "Long ago, there lived an old married couple. They were happy, but didn't have any children.";
- next;
- mes "[Publisher]";
- mes "One day, while old lady was doing the laundy, she found a humongous";
- mes "peach. She cut it in half and...";
- mes "'Poof!' There was a baby inside!";
- next;
- mes "[Publisher]";
- mes "The old man and lady were shocked.";
- mes "They decided to adopt that baby,";
- mes "and give him their love...";
- next;
- mes "[Publisher]";
- mes "That baby grew so fast, like that beanstalk from 'Jack and Beanstalk,' and became a strong boy in only a few days.";
- mes " ";
- next;
- mes "[Publisher]";
- mes "That boy's name was...";
- mes "<Momotaro>!!!";
- mes "Momotaro traveled to eliminate";
- mes "dokebis that were harassing";
- mes "the towners.";
- next;
- mes "[Publisher]";
- mes "He became friends with";
- mes "^3163FFYoyo, Picky, and Desert Wolf^000000";
- mes "and eliminated all of the Dokebis. Then he lived happily ever after with the old couple.";
- next;
- mes "[Publisher]";
- mes "How was it?";
- mes "Great, right?";
- mes "I mean, this story sold a million copies!";
- close;
- case 2:
- if (BaseLevel > 29) {
- mes "[Publisher]";
- mes "Yay-! You look excited!";
- mes "You'll be ready to go soon.";
- mes "Please fill out this registration card.";
- next;
- mes "[Publisher]";
- mes "....................";
- mes "......Mm.....Let's see.....";
- mes ".............Good!";
- mes "Alright, then!";
- mes "Let it begin~~~!!!!!!!!!";
- mes "<Momotaro Field Trip>~!";
- next;
- warp "ama_test",52,35;
- end;
- }
- mes "[Publisher]";
- mes "Hmm~";
- mes "Why don't you train yourself more";
- mes "and come back?";
- close;
- case 3:
- mes "[Publisher]";
- mes "Eh?";
- mes "...But there are sweet rewards waiting...";
- close;
- }
- }
- else if (event_momo == 4) {
- mes "[Publisher]";
- mes "Ah~ What nice weather!";
- mes "This is the perfect weather to do some reading.";
- close;
- }
- else if (event_momo > 1) {
- mes "[Publisher]";
- mes "How was it? Did you have fun?";
- mes "I hope you had a good time";
- mes "during the field trip.";
- mes " ";
- mes " ";
- next;
- mes "[Publisher]";
- mes "This is your reward for you.";
- mes "Please continue to enjoy stories~";
- mes " ";
- if (event_momo == 3) {
- set event_momo,4;
- set .@gift_1,rand(1,10);
- if (.@gift_1 == 1) {
- getitem 659,1; //Heart_Of_Her
- }
- if (.@gift_1 == 2) {
- getitem 633,1; //Baked_Yam
- }
- if (.@gift_1 == 3) {
- getitem 634,1; //Tropical_Banana
- }
- if (.@gift_1 == 4) {
- getitem 639,1; //Armlet_Of_Obedience
- }
- if (.@gift_1 == 5) {
- getitem 636,1; //No_Recipient
- }
- if (.@gift_1 == 6) {
- getitem 628,1; //Well_Dried_Bone
- }
- if (.@gift_1 == 7) {
- getitem 637,1; //Old_Broom
- }
- if (.@gift_1 == 8) {
- getitem 635,1; //Horror_Of_Tribe
- }
- if (.@gift_1 == 9) {
- getitem 626,1; //Monster_Juice
- }
- if (.@gift_1 == 10) {
- getitem 641,1; //Contracts_In_Shadow
- }
- }
- else {
- set event_momo,4;
- set .@gift_2,rand(1,10);
- if (.@gift_2 == 1) {
- getitem 622,1; //Rainbow_Carrot
- }
- if (.@gift_2 == 2) {
- getitem 627,1; //Sweet_Milk
- }
- if (.@gift_2 == 3) {
- getitem 629,1; //Singing_Flower
- }
- if (.@gift_2 == 4) {
- getitem 632,1; //Fatty_Chubby_Earthworm
- }
- if (.@gift_2 == 5) {
- getitem 623,1; //Earthworm_The_Dude
- }
- if (.@gift_2 == 6) {
- getitem 619,1; //Unripe_Apple
- }
- if (.@gift_2 == 7) {
- getitem 621,1; //Bitter_Herb
- }
- if (.@gift_2 == 8) {
- getitem 620,1; //Orange_Juice
- }
- if (.@gift_2 == 9) {
- getitem 625,1; //Lusty_Iron
- }
- if (.@gift_2 == 10) {
- getitem 624,1; //Rotten_Fish
- }
- }
- close;
- }
-}
-
-ama_test,52,44,3 script Assistant#ama 109,{
- if (event_momo == 0) {
- mes "[Satoshi]";
- mes "Welcome to <Momotaro Field Trip>";
- mes " ";
- next;
- mes "[Satoshi]";
- mes "I'm Satoshi who is in charge of the waiting room in <Momotaro Field Trip>.";
- next;
- mes "[Satoshi]";
- mes "Originally, I was working for the publishing company, but we lacked workers for the Field Trip...";
- mes "But working here is much better!";
- mes "Now I just watch people trying to accomplish the mission. Heh hehe~";
- next;
- mes "[Satoshi]";
- mes "................";
- mes "Just kidding";
- mes "*Wipes away sweat*";
- next;
- mes "[Satoshi]";
- mes "Well, let me explain";
- mes "about the rules in the Field Trip.";
- mes " ";
- next;
- mes "[Satoshi]";
- mes "First of all...Did you hear";
- mes "about the story from the publisher?";
- next;
- if (select("Yes:No") == 1) {
- mes "[Satoshi]";
- mes "Hehe...Good.";
- mes "Momotaro Story is our";
- mes "pride. It's the best story EVER.";
- mes "Hahahah!!!";
- next;
- mes "[Satoshi]";
- mes "...Hmmhmm.";
- next;
- mes "[Satoshi]";
- mes "The Field Trip is simple.";
- mes "Go inside and eliminate";
- mes "Dokebis bravely!!!";
- mes "Just like Momotaro!!!";
- mes "Understand? Bravely!!!";
- next;
- mes "[Satoshi]";
- mes "In addition, there are three";
- mes "things you need to know.";
- next;
- mes "[Satoshi]";
- mes "First....";
- mes "You can't come back once you clear the field trip. Keep that in mind.";
- next;
- mes "[Satoshi]";
- mes "Secondly....";
- mes "Q-pet is prohibited";
- mes "inside of the field trip.";
- mes "If you are with a pet,";
- mes "please change it to egg status.";
- next;
- mes "[Satoshi]";
- mes "And finally...";
- mes "One person can be on the";
- mes "field trip for 6 minutes.";
- next;
- mes "[Satoshi]";
- mes "Well then, please";
- mes "wait your turn";
- mes "in the waiting room.";
- mes "Good luck in fighting!!";
- close;
- }
- mes "[Assistant]";
- mes "Eh? You can't just";
- mes "skip the story";
- mes "when you enter field trip!!";
- mes "I can't allow you to do that";
- mes "as Momotaro's fan!!!";
- next;
- mes "[Assistant]";
- mes "Please listen to the story";
- mes "from the publisher.";
- mes "Thank you.";
- mes "Bye~~";
- next;
- warp "amatsu",223,230;
- end;
- }
- else if (event_momo == 1) {
- mes "[Satoshi]";
- mes "Oh my...Are you alright?";
- mes "I thought it was entertaining but maybe it was too hard for you?";
- next;
- mes "[Satoshi]";
- mes "Now what are you going to do?";
- mes "Do you want to go in again?";
- next;
- if (select("Yes:No, I want to go back") == 1) {
- mes "[Satoshi]";
- mes "The more effort you put into this, the sweeter victory will taste.";
- mes "Good luck in fighting!";
- close;
- }
- mes "[Satoshi]";
- mes "Well, I guess the reality of the situation is that you just can't fulfill the role of Momotaro...";
- mes "Still, don't be depressed.";
- next;
- mes "[Satoshi]";
- mes "I think you've gained enough experience from the field trip.";
- next;
- mes "[Assistant]";
- mes "If you hear a good story,";
- mes "Please, contact our";
- mes "publishing company.";
- mes "Bye-";
- close2;
- percentheal 100,0;
- set event_momo,0;
- warp "amatsu",223,230;
- end;
- }
- else if (event_momo == 2) {
- mes "[Satoshi]";
- mes "Woohoo~ Congratulations!!";
- mes "You were so great!";
- next;
- mes "[Satoshi]";
- mes "It is time to say good bye.";
- mes "If you hear a good story,";
- mes "Please, contact our";
- mes "publishing company.";
- mes "Bye-";
- close2;
- percentheal 100,0;
- warp "amatsu",223,230;
- end;
- }
- mes "[Satoshi]";
- mes "Woohoo~ Congratulations!!";
- mes "You were so great!!";
- mes "Even though your finish was kind of weak...";
- next;
- mes "[Satoshi]";
- mes "It is time to say good bye.";
- mes "If you hear a good story,";
- mes "Please, contact our";
- mes "publishing company.";
- mes "Bye-";
- close2;
- warp "amatsu",223,230;
- end;
-
-OnInit:
- waitingroom "Waiting Exhibit.",10,"Assistant#ama::OnStartArena",1;
- enablewaitingroomevent "Assistant#ama";
- end;
-
-OnStartArena:
- disablenpc "Coach#ama";
- donpcevent "Am Mut#ama::Onreset";
- donpcevent "Dokebi#ez::Onreset";
- donpcevent "Dokebi#hd::Onreset";
- enablenpc "Grandma#ama1";
- enablenpc "Grandpa#ama";
- warpwaitingpc "ama_test",50,83;
- donpcevent "Timer#ama::OnEnable";
- disablewaitingroomevent "Assistant#ama";
- end;
-
-Onreset:
- enablewaitingroomevent "Assistant#ama";
- end;
-}
-
-ama_test,34,25,0 script Hanako chan#ama -1,2,2,{
-OnTouch:
- mes "[Hanako chan]";
- mes ".......Eeeeheeheehee";
- mes ".....................";
- next;
- mes "[Hanako chan]";
- mes "..Eeeeheeheeheeheeheehee";
- mes "..........................";
- next;
- mes "[Hanako chan]";
- mes "......................";
- mes "...Want red toilet paper....";
- mes ".....or bl-ue toilet paper.... ";
- close;
-}
-
-ama_test,49,93,4 script Grandpa#ama 766,{
- end;
-
-OnInit:
- disablenpc "Grandpa#ama";
- end;
-}
-
-ama_test,50,93,4 script Grandma#ama1 761,10,10,{
- end;
-
-OnInit:
- disablenpc "Grandma#ama1";
- end;
-
-OnTouch:
- mes "[Grandma]";
- mes "Arrrk!!!";
- next;
- mes "[Grandma]";
- mes "Honey!! Someone hacked my account and stole my equipment!! ";
- next;
- mes "[Grandpa]";
- mes "Hmm. The Chief said Dokebi earned 20 million zeny by hacking others' accounts...";
- next;
- mes "[Grandma]";
- mes "Dohhhhhhh!!!! ";
- next;
- mes "[Grandpa]";
- mes "....Huh I've heard that somewhere.. ..... ";
- next;
- mes "[Grandpa]";
- mes "Anyway, Momotaro...";
- next;
- mes "[Grandpa]";
- mes "As you know, since we towners spend our time sitting and chatting,";
- mes "we can't kill Dokebis because we're low level, so...Please do it for us. ";
- next;
- mes "[Grandma]";
- mes "Momotaro...";
- mes "I really wanted to give you";
- mes "a handmade ^3163FFYummiest Red Potion in the whole world^000000 ...but...";
- mes ".....I failed to make them ....";
- next;
- mes "[Grandma]";
- mes "...I'm sorry. I should have been leveling up before...*Sob*";
- next;
- mes "[Grandma & Grandpa]";
- mes "So...Do me this favor, kid~";
- close2;
- set event_momo,1;
- if (countitem(9010) > 0 || countitem(9005) > 0 || countitem(9016) > 0) {
- disablenpc "Grandpa#ama";
- disablenpc "Grandma#ama1";
- donpcevent "Dokebi#ez::OnEnable";
- }
- else {
- disablenpc "Grandpa#ama";
- disablenpc "Grandma#ama1";
- donpcevent "Dokebi#hd::OnEnable";
- }
- end;
-}
-
-ama_test,34,15,0 script Dokebi#ez -1,{
-OnInit:
- disablenpc "Dokebi#ez";
- end;
-
-OnEnable:
- enablenpc "Dokebi#ez";
- set .MyMobs,9;
- monster "ama_test",45,95,"Dokebi",1110,1,"Dokebi#ez::OnMyMobDead";
- monster "ama_test",45,99,"Dokebi",1110,1,"Dokebi#ez::OnMyMobDead";
- monster "ama_test",47,101,"Dokebi",1110,1,"Dokebi#ez::OnMyMobDead";
- monster "ama_test",51,101,"Dokebi",1110,1,"Dokebi#ez::OnMyMobDead";
- monster "ama_test",55,101,"Dokebi",1110,1,"Dokebi#ez::OnMyMobDead";
- monster "ama_test",55,97,"Dokebi",1110,1,"Dokebi#ez::OnMyMobDead";
- monster "ama_test",55,93,"Dokebi",1110,1,"Dokebi#ez::OnMyMobDead";
- monster "ama_test",53,91,"Dokebi",1110,1,"Dokebi#ez::OnMyMobDead";
- monster "ama_test",49,91,"Dokebi",1110,1,"Dokebi#ez::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "ama_test","Dokebi#ez::OnMyMobDead";
- end;
-
-OnMyMobDead:
- set .MyMobs,.MyMobs-1;
- if (.MyMobs < 1) {
- mapannounce "ama_test","I...I will be baaaack~~~~!!!",bc_map;
- enablenpc "Coach#ama";
- set event_momo,2;
- }
- else {
- set .@dokebi_tel,rand(1,4);
- if (.@dokebi_tel == 1) {
- mapannounce "ama_test","!!IT'S A RAID!!!! RUN!!",bc_map;
- }
- else if (.@dokebi_tel == 2) {
- mapannounce "ama_test"," Ow, Ouch!!! ",bc_map;
- }
- else if (.@dokebi_tel == 3) {
- mapannounce "ama_test"," But I didn't even do anything Baaad~!!",bc_map;
- }
- else if (.@dokebi_tel == 4) {
- mapannounce "ama_test"," I'm sorry~~ Waaaaah~~ ",bc_map;
- }
- }
- end;
-}
-
-ama_test,34,16,0 script Dokebi#hd -1,{
-OnInit:
- disablenpc "Dokebi#hd";
- end;
-
-OnEnable:
- enablenpc "Dokebi#hd";
- set .MyMobs,9;
- monster "ama_test",45,95,"Dokebi",1110,1,"Dokebi#hd::OnMyMobDead";
- monster "ama_test",45,99,"Dokebi",1110,1,"Dokebi#hd::OnMyMobDead";
- monster "ama_test",47,101,"Dokebi",1110,1,"Dokebi#hd::OnMyMobDead";
- monster "ama_test",51,101,"Dokebi",1110,1,"Dokebi#hd::OnMyMobDead";
- monster "ama_test",55,101,"Dokebi",1110,1,"Dokebi#hd::OnMyMobDead";
- monster "ama_test",55,97,"Dokebi",1110,1,"Dokebi#hd::OnMyMobDead";
- monster "ama_test",55,93,"Dokebi",1110,1,"Dokebi#hd::OnMyMobDead";
- monster "ama_test",53,91,"Dokebi",1110,1,"Dokebi#hd::OnMyMobDead";
- monster "ama_test",49,91,"Dokebi",1110,1,"Dokebi#hd::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "ama_test","Dokebi#hd::OnMyMobDead";
- end;
-
-OnMyMobDead:
- set .MyMobs,.MyMobs-1;
- if (.MyMobs < 1) {
- mapannounce "ama_test"," I will be baaaack~~~~!!!",bc_map;
- enablenpc "Coach#ama";
- set event_momo,2;
- }
- else {
- set .@dokebi_tel,rand(1,4);
- if (.@dokebi_tel == 1) {
- mapannounce "ama_test","!! IT'S A RAID!!!! RUN!!",bc_map;
- }
- if (.@dokebi_tel == 2) {
- mapannounce "ama_test"," Ow, Ouch!!! ",bc_map;
- }
- if (.@dokebi_tel == 3) {
- mapannounce "ama_test"," But I didn't even do anything Baaaaad~!",bc_map;
- }
- if (.@dokebi_tel == 4) {
- mapannounce "ama_test"," I'm sorry~~! Waaaaah~~ ",bc_map;
- }
- }
- end;
-}
-
-ama_test,50,100,3 script Coach#ama 762,15,15,{
- mes "[Coach]";
- mes "Hoho~ Good.";
- mes "I've been watching you in the VIP room. You were really something.";
- mes "I was truly amazed.";
- next;
- mes "[Coach]";
- mes "I thought you were really";
- mes "Momotaro in the story!";
- mes "Hohohoho...";
- next;
- switch(select("Well, well. It is nothing~:It was boring.")) {
- case 1:
- mes "[Coach]";
- mes "...Hohoho..";
- mes "Don't be so proud of yourself.";
- mes "When I was young like you,";
- mes "I squashed Dokebi with";
- mes "my little finger. Hohoho~";
- next;
- mes "[Coach]";
- mes "..............";
- mes "...Don't give me that look.";
- mes "I was just joking. Hmmhmm.";
- next;
- mes "[Coach]";
- mes "Now, the Momotaro story is over.";
- mes "You can get your reward when you talk to the Publisher lady you saw first.";
- next;
- mes "[Coach]";
- mes "Don't lose your high self-esteem";
- mes "in the future. Farewell.";
- close2;
- donpcevent "Timer#ama::OnDisable";
- warp "amatsu",223,230;
- disablenpc "Coach#ama";
- donpcevent "Assistant#ama::Onreset";
- end;
- case 2:
- mes "[Coach]";
- mes ".....!!!!!!";
- mes "....Hohohoho..";
- mes "You're pretty funny.";
- mes "Alright, hot stuff.";
- mes "Do you want to listen to my proposal?";
- next;
- mes "[Coach]";
- mes "At this point I'm supposed to send you back...BUT!";
- mes "I really want to know";
- mes "what you are capable of. Hehe~";
- mes "Hohoho~";
- next;
- mes "[Coach]";
- mes "So, I will give you a chance.";
- mes "But if you fail,";
- mes "^3163FFyou can't take this challenge.^000000";
- mes "Also, this mission will be pretty hard.";
- next;
- if (select("Nah.. I'm good.:Bring it on, foo'!") == 1) {
- mes "[Coach]";
- mes "Hoho~I understand...";
- mes "You must be exhausted from the previous battle. It would have been a grand battle, though...";
- next;
- mes "[Coach]";
- mes "Now, the Momotaro story is over.";
- mes "You can get your reward";
- mes "when you talk to";
- mes "the Publisher lady you first spoke to.";
- next;
- mes "[Coach]";
- mes "Don't lose your high self-esteem";
- mes "in the future. Farewell.";
- next;
- warp "amatsu",223,230;
- disablenpc "Coach#ama";
- donpcevent "Timer#ama::OnDisable";
- donpcevent "Assistant#ama::Onreset";
- end;
- }
- mes "[Coach]";
- mes "Hohoho~ I like your attitude.";
- mes "Now, this is the last battle!";
- mes "Show me what you got.";
- mes "I'm looking forward to this.";
- percentheal 70,0;
- disablenpc "Coach#ama";
- donpcevent "Am Mut#ama::OnEnable";
- close;
- }
-
-OnInit:
- disablenpc "Coach#ama";
- end;
-
-OnTouch:
- mes "[Coach]";
- mes "Boom bam Boooom!!!";
- mes "Tada~~~ !";
- close;
-}
-
-ama_test,34,17,0 script Am Mut#ama -1,{
-OnInit:
- disablenpc "Am Mut#ama";
- end;
-
-OnEnable:
- enablenpc "Am Mut#ama";
- set .MyMobs,3;
- monster "ama_test",35,102,"Am Mut",1301,1,"Am Mut#ama::OnMyMobDead";
- monster "ama_test",40,91,"Am Mut",1301,1,"Am Mut#ama::OnMyMobDead";
- monster "ama_test",56,108,"Am Mut",1301,1,"Am Mut#ama::OnMyMobDead";
- end;
-
-Onreset:
- killmonster "ama_test","Am Mut#ama::OnMyMobDead";
- end;
-
-OnMyMobDead:
- set .MyMobs,.MyMobs-1;
- if (.MyMobs < 1) {
- enablenpc "Coach#after";
- }
- else {
- set .@am_mut_tel,rand(1,3);
- if (.@am_mut_tel == 1) {
- mapannounce "ama_test"," Augh!! I, I made mistake...!",bc_map;
- }
- if (.@am_mut_tel == 2) {
- mapannounce "ama_test"," Ugh...How could I lose?!... ",bc_map;
- }
- if (.@am_mut_tel == 3) {
- mapannounce "ama_test"," Mommmmy~~!!!",bc_map;
- }
- }
- end;
-}
-
-ama_test,50,100,3 script Coach#after 762,5,5,{
- end;
-
-OnInit:
- disablenpc "Coach#after";
- end;
-
-OnTouch:
- mes "[Coach]";
- mes "( Clap- Clap- Clap- )";
- next;
- mes "[Coach]";
- mes "Hohoho~ You are really something.";
- mes "You've got the moves, kiddo.";
- mes "I'll give you that.";
- next;
- mes "[Coach]";
- mes "Well, time's up so...";
- mes "Let me show you the exit.";
- mes "I had a great time...";
- mes "Don't forget to get your reward~";
- close2;
- set event_momo,3;
- warp "amatsu",223,230;
- disablenpc "Coach#after";
- donpcevent "Timer#ama::OnDisable";
- donpcevent "Assistant#ama::Onreset";
- end;
-}
-
-ama_test,34,18,0 script Timer#ama -1,{
-OnInit:
- disablenpc "Timer#ama";
- end;
-
-OnEnable:
- enablenpc "Timer#ama";
- initnpctimer;
- end;
-OnDisable:
- stopnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "ama_test"," The Timer has been activated. You have 6 minutes. Annihilate the monsters in time! ",bc_map;
- end;
-
-OnTimer181000:
- mapannounce "ama_test"," 3 minutes left. ",bc_map;
- end;
-
-OnTimer301000:
- mapannounce "ama_test"," 1 minute left. ",bc_map;
- end;
-OnTimer361000:
- mapannounce "ama_test","Beep- Beep- Beep- Time over.",bc_map;
- end;
-
-OnTimer361500:
- enablenpc "backwarp#ama";
- end;
-
-OnTimer362000:
- disablenpc "backwarp#ama";
- end;
-
-OnTimer362500:
- donpcevent "Assistant#ama::Onreset";
- donpcevent "Timer#ama::OnDisable";
- end;
-}
-
-ama_test,50,100,0 script backwarp#ama -1,25,25,{
-OnInit:
- disablenpc "backwarp#ama";
- end;
-
-OnTouch:
- warp "amatsu",115,95;
- end;
-}
-
-// Sushi Quest
-//============================================================
-ama_in01,162,17,1 script Sushi Master#ama 765,{
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 5000) {
- mes "[Magumagu]";
- mes "Hey. You look really heavy.";
- mes "Don't you have trouble walking?";
- mes "I'm sorry, but there is no space";
- mes "to put down your stuff in my shop.";
- next;
- mes "[Magumagu]";
- mes "Put some of your stuff away somewhere.";
- mes "Why are you carrying so much...?";
- mes "Huhuhu...";
- close;
- }
- else if (ama_sushi == 4) {
- mes "[Magumagu]";
- mes "Training to slice raw fish";
- mes "daily will make you a master sushi chef.";
- mes "So don't waste your time in here, and learn what you are good at.";
- mes " ";
- close;
- }
- else if (fish_r == 1) {
- if (countitem(529) > 9) {
- mes "[Magumagu]";
- mes "Oh! I really appreciate it.";
- mes "Right on time!";
- mes "I really need them to make a dessert.";
- next;
- mes "[Magumagu]";
- mes "Thanks. It's nothing, but";
- mes "I will give you my shop's special cuisine, Fish Slice, in return.";
- next;
- set fish_r,0;
- delitem 529,10; //Candy
- getitem 544,15; //Fish_Slice
- mes "[Magumagu]";
- mes "Here's 15 fish slices.";
- mes "Please enjoy this food with your friends.";
- mes "And come back whenever you miss the flavor of Amatsu cuisine.";
- close;
- }
- mes "[Magumagu]";
- mes "Oh man, you didn't prepare";
- mes "what I asked for...";
- mes "Do not forget what I asked.";
- next;
- mes "[Magumagu]";
- mes "10 ^0000FFCandy^000000";
- mes "You didn't forget it, right?";
- mes "Bring me these supplies, please.";
- close;
- }
- else if (fish_r == 2) {
- if (countitem(964) > 9) {
- mes "[Magumagu]";
- mes "Oh! I really appreciate it.";
- mes "Right on time!";
- mes "I need them to make a sauce.";
- next;
- mes "[Magumagu]";
- mes "Thanks. It is nothing, but";
- mes "I will give you two sets of Sushi in return.";
- next;
- set fish_r,0;
- delitem 964,10; //Crap_Shell
- getitem 551,20; //Shusi
- mes "[Magumagu]";
- mes "Share it with your friends";
- mes "and family members.";
- mes "Please come again.";
- close;
- }
- mes "[Magumagu]";
- mes "Oh man, you didn't prepare";
- mes "what I asked for...";
- mes "Do not forget what I asked.";
- next;
- mes "[Magumagu]";
- mes "10 ^0000FFCrab Shells^000000...";
- mes "You didn't forget it, right?";
- mes "Bring me these supplies, please.";
- close;
- }
- else if (fish_r == 3) {
- if (countitem(961) > 9) {
- mes "[Magumagu]";
- mes "Oh! I really appreciate it.";
- mes "Right on time!";
- mes "I was preparing appetizers...";
- next;
- mes "[Magumagu]";
- mes "Thanks. It is nothing but";
- mes "I will give you several sets of Sushi in return.";
- next;
- set fish_r,0;
- delitem 961,10; //Conch
- getitem 551,30; //Shusi
- mes "[Magumagu]";
- mes "These are for three people,";
- mes "so share them with your friends.";
- mes "Come back again if you feel like helping out some more.";
- close;
- }
- mes "[Magumagu]";
- mes "Oh man, you didn't prepare";
- mes "what I asked for...";
- mes "Do not forget what I asked.";
- next;
- mes "[Magumagu]";
- mes "10 ^0000FFConches^000000";
- mes "You didn't forget it, right?";
- mes "Bring me these supplies, please.";
- close;
- }
- else if (fish_r == 4) {
- if (countitem(1023) > 9) {
- mes "[Magumagu]";
- mes "Oh! I really appreciate it.";
- mes "Right on time!";
- mes "I was decorating a platter.";
- next;
- mes "[Magumagu]";
- mes "Thanks. It is nothing but";
- mes "I will give you a large amount of food in return.";
- next;
- delitem 1023,10; //Fish_Tail
- set fish_r,0;
- getitem 544,20; //Fish_Slice
- getitem 551,30; //Shusi
- mes "[Magumagu]";
- mes "You can feed your guild";
- mes "with this food.";
- mes "Come back with a friend.";
- close;
- }
- mes "[Magumagu]";
- mes "Oh man, you didn't prepare";
- mes "what I asked for...";
- mes "Do not forget what I asked.";
- next;
- mes "[Magumagu]";
- mes "10 ^0000FFFish Tails^000000";
- mes "You didn't forget it, right?";
- mes "Bring me these supplies, please.";
- close;
- }
- else if (fish_r == 5) {
- if (countitem(736) > 0) {
- mes "[Magumagu]";
- mes "Oh! I really appreciate it.";
- mes "Right on time!";
- mes "I didn't have a white platter.";
- next;
- mes "[Magumagu]";
- mes "Thanks. It is nothing but";
- mes "I will give you two sets of Sushi in return.";
- next;
- delitem 736,1; //White_Platter
- set fish_r,0;
- getitem 551,20; //Shusi
- mes "[Magumagu]";
- mes "Share it with your friends";
- mes "and family members.";
- mes "Please come again.";
- close;
- }
- mes "[Magumagu]";
- mes "Oh man, you didn't prepare";
- mes "what I asked for...";
- mes "Do not forget what I asked.";
- next;
- mes "[Magumagu]";
- mes "I need a white platter:";
- mes "1 ^0000FFChina^000000";
- mes "You didn't forget it, right?";
- mes "Bring it to me, okay?";
- close;
- }
- else if (fish_r == 6) {
- if (countitem(950) > 99) {
- if (ama_sushi == 2) {
- mes "[Magumagu]";
- mes "..............................";
- next;
- mes "[Magumagu]";
- mes "You are a really kind person.";
- mes "You have brought everything";
- mes "that I've asked you...";
- next;
- mes "[Magumagu]";
- mes "You are not the first foreigner";
- mes "I have encountered. Amatsu is getting more and more tourists.";
- mes "I just wanted to test you.";
- mes " ";
- next;
- mes "[Magumagu]";
- mes "Your job was just errands but";
- mes "I wanted to know...";
- mes "how you devote yourself,";
- mes "how serious you are about completing your job and not giving up.";
- next;
- mes "[Magumagu]";
- mes "I was thinking,";
- mes "'If there is a person like that,";
- mes "I would give that person everything about cooking that I have mastered";
- next;
- mes "[Magumagu]";
- mes "And.....";
- mes "You...";
- mes "You are the one.";
- next;
- mes "[Magumagu]";
- mes "I'm old now. No one knows how long I can hold this knife. You have been chosen to inherit my culinary art...";
- mes " ";
- next;
- delitem 950,100; //Heart_Of_Mermaid
- set ama_sushi,4;
- getitem 1144,1; //Sasimi
- mes "[Magumagu]";
- mes "Here, take my knife.";
- mes "From now on, make fine cuisine with that knife.";
- mes "...Learn how to slice a fish.";
- mes " ";
- mes " ";
- next;
- mes "[Magumagu]";
- mes "From now on, I will no longer ask you favors and give you fish slices in return....";
- mes "Practice your skill with that knife and teach mainlanders the pleasure of fine cuisine...";
- close;
- }
- else {
- mes "[Magumagu]";
- mes "Wow...these are real hearts of";
- mes "mermaid. The legends saying";
- mes "that these could be found in another continent were true...";
- mes " ";
- next;
- mes "[Magumagu]";
- mes "Gathering all these must have been hard...Well, then.";
- mes "Today, I will use all of my";
- mes "ingredients to make a special cuisine for you!";
- next;
- mes "[Magumagu]";
- mes "Give me a moment...";
- mes "I shall show you my ^0000FFtrue culinary skill^000000.";
- next;
- delitem 950,20; //Heart_Of_Mermaid
- getitem 551,20; //Shusi
- mes "[Magumagu]";
- mes "Try these first.";
- mes "Made from the freshest ingredients.";
- next;
- delitem 950,20; //Heart_Of_Mermaid
- getitem 544,20; //Fish_Slice
- mes "[Magumagu]";
- mes "Try these too.";
- mes "My shop's fish slices are the best of the best!";
- next;
- delitem 950,20; //Heart_Of_Mermaid
- getitem 551,20; //Shusi
- mes "[Magumagu]";
- mes "Have some more. Don't say no...!";
- mes "Isn't it good? Huh? Isn't it good?";
- next;
- delitem 950,20; //Heart_Of_Mermaid
- getitem 544,20; //Fish_Slice
- mes "[Magumagu]";
- mes "Haha~! Not done yet!";
- mes "It's okay, have some more!";
- next;
- delitem 950,20; //Heart_Of_Mermaid
- getitem 544,10; //Fish_Slice
- getitem 551,10; //Shusi
- mes "[Magumagu]";
- mes "Take the leftovers.";
- mes "You look stuffed...";
- mes "Share the rest with your friends and family.";
- next;
- set ama_sushi,ama_sushi+1;
- set fish_r,0;
- mes "[Magumagu]";
- mes "Thanks a lot for today! Haha!";
- mes "Come back again when you feel like helping. Take care...!!!";
- close;
- }
- }
- mes "[Magumagu]";
- mes "Oh man, you didn't prepare";
- mes "what I asked for...";
- mes "Do not forget what I asked.";
- next;
- mes "[Magumagu]";
- mes "100 ^0000FFHearts of Mermaid^000000, okay?";
- mes "You didn't forget it, right?";
- mes "Bring me the supplies, please.";
- close;
- }
- mes "[Magumagu]";
- mes "Holy cow~";
- mes "This is a problem.....";
- mes "There are so many customers, but I can't get all the ingredients that I need...";
- next;
- mes "[Magumagu]";
- mes "This is horrible...";
- mes "Some of my customers will not get";
- mes "the chance to eat fine Amatsu cuisine...";
- mes " ";
- next;
- mes "[Magumagu]";
- mes "Well, well. Are you a customer?";
- mes "Welcome. As always, my shop";
- mes "highly values the freshness of";
- mes "fish slices. What brings you down here...?";
- next;
- switch(select("I would like to buy Sushi:I would like to buy fish slice:Do you need assistance?:Keep up the good work")) {
- case 1:
- mes "[Magumagu]";
- mes "Alright...! How many?";
- mes "A set of Sushi is 700z. If you";
- mes "want just 1 Sushi. It is 74z.";
- mes "If you want more, tell me.";
- next;
- switch(select("700z A set!:74z A piece!:I will try it later")) {
- case 1:
- if (Zeny < 700) {
- mes "[Magumagu]";
- mes "Oh man, you don't have enough money.";
- mes "If you want to eat delicious fish slices, you better bring more money.";
- close;
- }
- set zeny,zeny-700;
- getitem 551,10; //Shusi
- mes "[Magumagu]";
- mes "There you go. If you like the taste, please order some more.";
- close;
- case 2:
- if (Zeny < 74) {
- mes "[Magumagu]";
- mes "Oh man, you don't have enough money.";
- mes "If you want to eat delicious Sushi,";
- mes "you better bring more money.";
- close;
- }
- set zeny,zeny-74;
- getitem 551,1; //Shusi
- mes "[Magumagu]";
- mes "There you go. If you like the taste, please order some more.";
- close;
- case 3:
- mes "[Magumagu]";
- mes "Up to you. My Sushi is";
- mes "the best of the best! The taste";
- mes "and freshness are the best in the";
- mes "world. If you have time, try my Sushi.";
- close;
- }
- case 2:
- mes "[Magumagu]";
- mes "Alright...! How many?";
- mes "A set of fish slices is 350z.";
- mes "1 fish slice is 37z.";
- mes "If you want more, tell me.";
- next;
- switch(select("350z A set!:37z A piece!:I will try it later")) {
- case 1:
- if (Zeny < 350) {
- mes "[Magumagu]";
- mes "Oh man, you don't have enough money.";
- mes "If you want to eat delicious fish slices, you better bring more money.";
- close;
- }
- set zeny,zeny-350;
- getitem 544,10; //Fish_Slice
- mes "[Magumagu]";
- mes "There you go. If you like the taste, please order some more.";
- close;
- case 2:
- if (Zeny < 37) {
- mes "[Magumagu]";
- mes "Oh man, you don't have enough money.";
- mes "If you want to eat delicious fish slice, you better bring more money.";
- mes "";
- close;
- }
- set zeny,zeny-37;
- getitem 544,1; //Fish_Slice
- mes "[Magumagu]";
- mes "There you go. If you like the taste, please order some more.";
- close;
- case 3:
- mes "[Magumagu]";
- mes "Up to you. My fish slice is";
- mes "the best of the best! The taste";
- mes "and freshness are the best in the";
- mes "world. If you have time, try my fish slices.";
- close;
- }
- case 3:
- if (BaseJob == Job_Novice) {
- mes "[Magumagu]";
- mes "Haha~ YOU are the one who needs";
- mes "assistance! Help others";
- mes "when you can take care of yourself.";
- mes " ";
- close;
- }
- else {
- mes "[Magumagu]";
- mes "Some help would be great~!!";
- mes "I was worried because we always";
- mes "run out of ingredients...";
- mes "Will you do me a favor?";
- mes "I will reward you.";
- next;
- set .@fish_m1,rand(1,10);
- if (.@fish_m1 == 1 || .@fish_m1 == 2) {
- set fish_r,1;
- mes "[Magumagu]";
- mes "I need some candies to make";
- mes "a dessert for the customers.";
- mes "Bring me ^0000FF10 Candy^000000.";
- mes "It's not hard, right?";
- mes " ";
- }
- else if (.@fish_m1 == 3 || .@fish_m1 == 4) {
- set fish_r,2;
- mes "[Magumagu]";
- mes "I need some crab shells to make";
- mes "a sauce for my cuisine...";
- mes "If you bring me ^0000FF10 Crab Shells^000000,";
- mes "I will reward you.";
- mes "Okay?";
- }
- else if (.@fish_m1 == 5 || .@fish_m1 == 6) {
- set fish_r,3;
- mes "[Magumagu]";
- mes "I have used all of my conches.";
- mes "I need it to make an appetizer...";
- mes "Please bring me ^0000FF10 Conches^000000.";
- mes "It is hard to find conches around here...";
- mes "Please do me this favor.";
- }
- else if (.@fish_m1 == 7 || .@fish_m1 == 8) {
- set fish_r,4;
- mes "[Magumagu]";
- mes "Decorative fish tails are out of";
- mes "stock. This is urgent...";
- mes "Please bring me ^0000FF10 fish tails^000000.";
- mes "They are always missing when I need them badly...";
- mes "Please do me this favor.";
- }
- else if (.@fish_m1 == 9) {
- set fish_r,5;
- mes "[Magumagu]";
- mes "We are missing a platter to serve";
- mes "fish slices to customers.";
- mes "This is horrible...";
- mes "Will you buy me some fine porcelain ^0000FFChina^000000?";
- mes "I can't just put food anywhere...";
- }
- else {
- if (rand(1,10) == 1) {
- set fish_r,6;
- mes "[Magumagu]";
- mes "Don't ask me why...";
- mes "But, I need something special...";
- mes "^0000FF100 Hearts of Mermaid^000000.....";
- mes "I know that it sounds impossible, but it is really important to me...";
- next;
- mes "[Magumagu]";
- mes "Don't ask any questions";
- mes "about my request...";
- mes "Just keep what I want in mind.";
- }
- else {
- set fish_r,5;
- mes "[Magumagu]";
- mes "We are missing a platter to serve";
- mes "fish slices to customers.";
- mes "This is horrible...";
- mes "Will you buy me some fine porcelain ^0000FFChina^000000? I can't just put food anywhere...";
- }
- }
- next;
- mes "[Magumagu]";
- mes "Well, good luck to you...";
- mes "I will be waiting for you.";
- mes "Don't forget what I asked...";
- close;
- }
- case 4:
- mes "[Magumagu]";
- mes "Haha, you won't forget the flavor of my fish slice once you've";
- mes "tasted it. If you have time, try my fish slices.";
- mes " ";
- close;
- }
-}
-
-// Dungeon Quest
-//============================================================
-amatsu,112,164,4 script Gate Soldier#ama1 767,{
- mes "[Gate Soldier]";
- mes "This is the great palace,";
- mes "Toukoujyo.";
- mes "Locals are prohibited";
- mes "from entering...";
- next;
- mes "[Gate Soldier]";
- mes "Your attire looks unfamiliar.";
- mes "Are you from another continent?";
- mes "The lord has granted entrance to";
- mes "tourists, so you can go in.";
- mes " ";
- close;
-}
-
-amatsu,119,164,4 script Gate Soldier#ama2 767,{
- mes "[Gate Soldier]";
- mes "Are you from Rune-Midgard?";
- mes "Welcome to Amatsu.";
- mes "Visit our lord in Chun-Su-Gak";
- mes "when you go in.";
- mes " ";
- next;
- mes "[Gate Soldier]";
- mes "He is really kind.";
- mes "He invested in various fields for";
- mes "Amatsu, and intercontinental trade was his idea.";
- close;
-}
-
-ama_in02,207,40,6 script Gate Soldier#ama3 767,{
- mes "[Gate Soldier]";
- mes "Welcome. The lord of the palace";
- mes "has specially allowed guests";
- mes "from other continents.";
- next;
- mes "[Gate Soldier]";
- mes "Look around and take your time.";
- mes "Please enjoy your stay.";
- close;
-}
-
-ama_in02,207,49,6 script Gate Soldier#ama4 767,{
- mes "[Gate Soldier]";
- mes "The lord is really nice guy.";
- mes "Who would know that our town was";
- mes "once a small village?";
- next;
- mes "[Gate Soldier]";
- mes "I thank him for hiring me.";
- mes "These days, he seems to have";
- mes "troubles on his mind.";
- mes "Lately, he's been looking pretty gloomy.";
- mes " ";
- close;
-}
-
-amatsu,164,174,4 script Gate Soldier#ama5 767,{
- mes "[Gate Soldier]";
- if (event_amatsu == 0) {
- mes "You can't enter here.";
- mes "The mother of our lord is resting in here. She needs her rest.";
- next;
- set event_amatsu,1;
- mes "[Gate Soldier]";
- mes "She has been sick for months.";
- mes "That is why she is staying in here.";
- mes "It's a pretty fearsome sickness...";
- }
- else if (event_amatsu == 1) {
- mes "She should regain her health...";
- mes "But still, my lord is worrying so much.";
- mes " ";
- }
- else if (event_amatsu == 5) {
- mes "Augh! I was suprised by that loud sound.";
- mes "What happened? Huh?";
- mes " ";
- }
- else if (event_amatsu == 6) {
- mes "The mother of our lord hasn't";
- mes "fully recovered her health.";
- mes "Still, she is better than before.";
- mes " ";
- }
- else {
- mes "If you are sent by my lord,";
- mes "it is okay to enter...";
- mes "But you wouldn't be able to cure";
- mes "her. Many others tried and failed.";
- }
- close;
-}
-
-amatsu,171,174,4 script Gate Soldier#ama6 767,{
- mes "[Gate Soldier]";
- if (event_amatsu == 0) {
- mes "You can't enter here.";
- mes "The mother of our lord is resting in here.";
- mes " ";
- next;
- set event_amatsu,1;
- mes "[Gate Soldier]";
- mes "She has been sick for months.";
- mes "That is why she is staying in here.";
- mes "...";
- }
- else if (event_amatsu == 1) {
- mes "Please, be quiet.";
- mes "The mother of the lord is staying in here. She needs to relax.";
- next;
- mes "[Gate Soldier]";
- mes "Why is this happening";
- mes "to my kind lord...";
- mes "How can it be? *Sob*...";
- }
- else if (event_amatsu == 5) {
- mes "Eh? Something was flying";
- mes "in the sky... You didn't see? Ugh.";
- mes "That sound suprised me.";
- }
- else if (event_amatsu == 6) {
- mes "Now our lord is relieved.";
- mes "We were so worrying about it so much.";
- mes "Now, it is okay... *sob*.";
- }
- else {
- mes "Oh...man. People from the other";
- mes "continents are all doctors!";
- mes "How many doctors have come to visit?! I can't even count anymore!";
- }
- close;
-}
-
-ama_in02,187,57,2 script Soldier#ama1 767,{
- mes "[Ichiro]";
- mes "Welcome.";
- mes "Our lord prepared guest rooms";
- mes "for travelers like you.";
- next;
- mes "[Ichiro]";
- mes "If you are having any problems,";
- mes "tell me. I would appreciate it if you talk to our lord of the";
- mes "palace. This is all provided by him.";
- close;
-}
-
-ama_in02,170,62,4 script Soldier#ama2 767,{
- mes "[Jiro]";
- mes "I'm Jiro, the administrator";
- mes "of this Palace. What can I do for you?";
- next;
- switch(select("Issue me a Transit Permit:I want to live in Amatsu:Nothing")) {
- case 1:
- if (event_amatsu == 6) {
- if (countitem(7160) > 0) {
- mes "[Jiro]";
- mes "You already have one...";
- mes "You don't need to have two of them.";
- close;
- }
- mes "[Jiro]";
- mes "Did you lose your Transit Permit?";
- mes "You need to pay 10,000 zeny as a tax";
- mes "to issue another Transit Permit.";
- next;
- if (select("Issue one:Talk to you later") == 1) {
- set zeny,zeny-10000;
- getitem 7160,1; //Lord's_Passable_Ticket
- mes "[Jiro]";
- mes "There you go.";
- mes "Don't lose it this time.";
- close;
- }
- mes "[Jiro]";
- mes "Okay, then...";
- mes "Talk to me when you need help.";
- close;
- }
- mes "[Gate Soldier]";
- mes "The lord announced that";
- mes "he grants guests from Rune-Midgard the right to go anywhere.";
- mes "You don't need me to issue you a Transit Permit.";
- close;
- case 2:
- mes "[Jiro]";
- mes "That is impossible. You're free to";
- mes "go anywhere in Amatsu, but my lord doesn't want to concern himself with immigration.";
- mes "Instead of that, you can stay here as long as you want.";
- close;
- case 3:
- mes "[Jiro]";
- mes "Well then...";
- mes "Talk to me when you need help.";
- close;
- }
-}
-
-ama_in02,37,157,4 script Soldier#ama3 767,{
- mes "[Saburo]";
- mes "This is the training ground for improving our battle skills.";
- mes "Please look around...";
- next;
- mes "[Saburo]";
- mes "By the way, recently I've felt";
- mes "like the soldiers have changed";
- mes "lately. How do I say it...";
- mes "Their faces are gloomy and";
- mes "some of them are no longer around.";
- mes "Have they gone to Rune-Midgard??";
- next;
- mes "[Saburo]";
- mes "In this job, I encounter";
- mes "many strangers. But downstairs,";
- mes "there's a guest from a distant land who seems suspicious...";
- mes "I told my guards to watch him...";
- next;
- mes "[Saburo]";
- mes "Of course, my lord precisely knows everything that's going on.";
- mes "Haha, don't take what I said seriously~";
- mes "See ya...";
- close;
-}
-
-ama_in02,32,51,6 script Soldier#ama4 767,{
- mes "[Shiro]";
- mes "*Cough, Cough* What...";
- mes "Don't talk to me...";
- mes "*Cough, Cough*... Oh, my freakin' neck.";
- next;
- mes "[Shiro]";
- mes "That quack's cold medicine";
- mes "is useless! I should never have trusted people from Rune-Midgard!";
- mes "*Cough, Cough*...";
- next;
- mes "[Shiro]";
- mes "I don't know why but...";
- mes "I'm getting worse and worse...";
- mes "What kind of cold is this?";
- mes "*Cough*... *Cough*...";
- close;
-}
-
-ama_in02,40,167,3 script Soldier#ama5 767,{
- mes "[Goro]";
- mes "*Psst*... Please, be quiet.";
- mes "I will tell you a story, okay?";
- mes " ";
- next;
- mes "[Goro]";
- mes "There is a rumor in Amatsu.";
- mes "The lord of this palace isn't";
- mes "real... *Psst*, Quiet!";
- mes "Don't panic and listen to me.";
- next;
- mes "[Goro]";
- mes "There is a real lord behind";
- mes "the kind lord and he is scheming";
- mes "something. He is controlling";
- mes "our town in some hidden place.";
- mes "...Our kind lord is just a figurehead~!";
- next;
- mes "[Goro]";
- mes "It's for real! Trust me~";
- mes "I saw him. The lord who was";
- mes "laughing at the town on the";
- mes "TenguGak!!";
- mes "Just don't tell anyone that I've told you this, okay?";
- close;
-}
-
-ama_in02,32,167,5 script Soldier#ama6 767,{
- mes "[Rokuro]";
- mes "He always talks nonsense.";
- mes "He says that our lord";
- mes "is not real, but a fake.";
- mes "It's not even funny.";
- next;
- mes "[Rokuro]";
- mes "However, it is true that";
- mes "recently, weird things are";
- mes "happening. There were no";
- mes "prohibited places before...";
- next;
- mes "[Rokuro]";
- mes "I hear strange sounds sometimes.";
- mes "The mother of the lord has been";
- mes "visited by doctors several times.";
- mes "I guess her health hasn't";
- mes "improve after their visits...";
- close;
-}
-
-ama_in02,42,34,2 script Soldier#ama7 767,{
- mes "[Shichiro]";
- mes "Have a good time.";
- mes "My lord prepared some";
- mes "guest rooms.";
- next;
- mes "[Shichiro]";
- mes "If you have any problems,";
- mes "please call me. Also, try not to disturb the other guests.";
- mes " ";
- next;
- mes "[Shichiro]";
- mes "Have a good day.";
- close;
-}
-
-ama_in02,203,156,4 script Soldier#ama8 767,{
- mes "[Hachiro]";
- mes "My lord is inside.";
- mes "If you'd like to greet him, feel free to enter.";
- next;
- mes "[Hachiro]";
- mes "Don't be rude in front of him.";
- mes "He is somehow not feeling well.";
- mes "Usually, he greets people from";
- mes "other continents gladly, but...";
- mes "What could have happened to him...?";
- close;
-}
-
-ama_in02,195,156,4 script Soldier#ama9 767,{
- mes "[Kyuro]";
- mes "This is not good.";
- mes "My lord is really kind, but";
- mes "recently he is not doing well...";
- next;
- mes "[Kyuro]";
- mes "I've heard about the rumors";
- mes "but I trust him. He made";
- mes "Amatsu into a great town.";
- mes "That is why I'm following";
- mes "him as a soldier.";
- close;
-}
-
-ama_in02,115,177,7 script Soldier#ama10 767,{
- mes "[Jyuro]";
- mes "What are you doing in here?";
- mes "There is nothing interesting here.";
- next;
- if (select("That is true:Open the gate") == 1) {
- mes "[Jyuro]";
- mes "There are much better things to enjoy in town. Have a good time...";
- close;
- }
- if (event_amatsu == 6) {
- if (countitem(7160) > 0) {
- mes "[Jyuro]";
- mes "You have the ticket...";
- mes "Do you want me to send you now, or do you need a little instruction?";
- next;
- if (select("I will go in:Instruction, please") == 1) {
- mes "[Jyuro]";
- mes "I will open the gate.";
- mes "Take care of yourself...";
- }
- else {
- mes "[Jyuro]";
- mes "The area beyond this gate is";
- mes "protected by some kind of magic.";
- mes "You may get killed by someone";
- mes "or get lost.";
- mes " ";
- next;
- mes "[Jyuro]";
- mes "I can't tell you much.";
- mes "I didn't go far inside and";
- mes "and just took a quick look.";
- mes " ";
- mes " ";
- next;
- mes "[Jyuro]";
- mes "First.....";
- mes "'Do not trust what you are";
- mes "seeing.' I don't know what";
- mes "it means, but I guess you shouldn't believe everything before your eyes.";
- next;
- mes "[Jyuro]";
- mes "Second.....";
- mes "'There are certain rules in";
- mes "magic.' Everything has a";
- mes "reason to exist. Magic is not an exception. You can probably find the answer...";
- next;
- mes "[Jyuro]";
- mes "Well, I will open this gate.";
- mes "Take care of yourself...";
- }
- close2;
- warp "ama_dun01",229,10;
- end;
- }
- mes "[Jyuro]";
- mes "I'm sorry.";
- mes "You need a Transit Permit to go in.";
- mes "Please, go back.";
- close;
- }
- mes "[Jyuro]";
- mes "What gate are you talking about?";
- mes "A gate? On the top floor of the building??? Surely, you must been be mistaken.";
- emotion e_swt;
- next;
- if (countitem(7160) > 0) {
- if (select("Show him the ticket:Cancel") == 1) {
- mes "[Jyuro]";
- mes "What? That pass is...?";
- mes "That Transit Permit is from";
- mes "the lord but I guess it has";
- mes "been issued to the wrong person.";
- next;
- delitem 7160,1; //Lord's_Passable_Ticket
- mes "[Jyuro]";
- mes "I will keep this ticket because";
- mes "it was issued without permission.";
- mes "This is a warning.";
- mes "Be careful.";
- close;
- }
- mes "[Jyuro]";
- mes "There are more things to enjoy in town. Have a good time...";
- close;
- }
- mes "[Jyuro]";
- mes "There are more things to enjoy in town. Have yourself a good time...";
- close;
-}
-
-ama_dun01,229,7,0 script Soldier#ama11 767,{
- mes "[Jyuro]";
- mes "Do you want to go back?";
- next;
- if (select("Yes, I do:I will stay here") == 1) {
- mes "[Jyuro]";
- mes "Take care of yourself.";
- close2;
- warp "ama_in02",119,181;
- end;
- }
- mes "[Jyuro]";
- mes "Take care...";
- close;
-}
-
-ama_in02,200,176,4 script Lord of Palace#ama 768,{
- if (event_amatsu == 0) {
- mes "[Ishida Yoshinaga]";
- mes "What! A foreigner...? *Phew*";
- mes "I'm sorry, but I'm not in";
- mes "the mood to meet new people!";
- next;
- mes "[Ishida Yoshinaga]";
- mes "Get out! I'm not interested";
- mes "in who you are.";
- mes "I'm not feeling well!";
- close;
- }
- else if (event_amatsu == 1) {
- mes "[Ishida Yoshinaga]";
- mes "What! A foreigner? What brings";
- mes "you here? If it is not urgent,";
- mes "come to me another time...!";
- next;
- switch(select("I heard about your mother...:Your last name is nice:Who are you?")) {
- case 1:
- mes "[Ishida Yoshinaga]";
- mes "Oh...So you know about her disease?";
- mes "I've heard that, in foreign lands,";
- mes "the body of medical knowledge can";
- mes "be quite amazing.";
- next;
- mes "[Ishida Yoshinaga]";
- mes "Welcome. As you know, I'm the";
- mes "lord of Toukoujyo,";
- mes "Ishida Yoshinaga. Nice to";
- mes "meet you.";
- next;
- mes "[Ishida Yoshinaga]";
- mes "Let's get to the point.";
- mes "My mother is not doing well recently. I know you are here because of that.";
- mes "Can you cure her disease?";
- next;
- mes "[Ishida Yoshinaga]";
- mes "Until now, many famous doctors";
- mes "have visited her, but they";
- mes "all failed to cure her disease";
- mes "and made it worse...";
- mes "They disappointed me.";
- next;
- mes "[Ishida Yoshinaga]";
- mes "You, who hail from Rune-Midgard,";
- mes "may be able to cure my mother's disease. I will reward you well if you succeed...";
- next;
- set event_amatsu,2;
- mes "[Ishida Yoshinaga]";
- mes "I beg you...Please.";
- mes "My mother is living in a house outside of the palace.";
- mes "Come to me when you finish your treatment.";
- close;
- case 2:
- mes "[Ishida Yoshinaga]";
- mes "Nice!? So What?!";
- mes "Read my name until you get";
- mes "tired of it! Darn it!";
- next;
- mes "[Ishida Yoshinaga]";
- mes "Joking, even in this critical situation... *Phew*...";
- mes "Please have a good time in Amatsu.";
- mes "...Whatever!";
- close;
- case 3:
- mes "[Ishida Yoshinaga]";
- mes "...me? Don't you know? Huh?";
- mes "I'm the lord of this palace.";
- mes "If you don't know, talk to";
- mes "the soldiers outside!";
- close;
- }
- }
- else if (event_amatsu == 5) {
- if (countitem(1022) > 0) {
- mes "[Ishida Yoshinaga]";
- mes "I've hear the great news!";
- mes "My mother seems to have gotten better. What was her disease?";
- next;
- mes "[Ishida Yoshinaga]";
- mes "A fox? Is that so? Oh...";
- mes "It wasn't a disease...!!";
- mes "Why didn't I notice?!";
- next;
- mes "[Ishida Yoshinaga]";
- mes "Darn fox. To run away and";
- mes "take revenge on me in such a";
- mes "way...Well, then. There's no chance of revenge now... Hahaha!";
- next;
- mes "[Ishida Yoshinaga]";
- mes "Hmm, Mmm. Hmm...";
- next;
- mes "[Ishida Yoshinaga]";
- mes "Anyway, thank you for helping me.";
- mes "Mother will be okay now...";
- mes "I want to reward you...";
- mes "But what would be nice...?";
- next;
- mes "[Ishida Yoshinaga]";
- mes "Alright, I will give you";
- mes "a Transit Permit.";
- mes "You can go anywhere";
- mes "with this ticket.";
- next;
- set event_amatsu,6;
- delitem 1022,1; //Fox_Tail
- getitem 7160,1; //Lord's_Passable_Ticket
- mes "[Ishida Yoshinaga]";
- mes "This isn't a big reward but";
- mes "someday it will be useful for you.";
- mes "Ask my soldier, 'Jyuro' about the details.";
- close;
- }
- mes "[Ishida Yoshinaga]";
- mes "Hmm, I heard that my mother";
- mes "got better...but";
- mes "How can I know if you cured";
- mes "her or not?";
- next;
- mes "[Ishida Yoshinaga]";
- mes "Is there any evidence to prove";
- mes "that you cured her?";
- next;
- mes "[Ishida Yoshinaga]";
- mes "Show me the evidence to prove";
- mes "your treatment. I've been";
- mes "meeting so many foreigners.";
- mes "But not all of them are trustworthy.";
- mes "Well... Have a good time.";
- close;
- }
- else if (event_amatsu == 6) {
- mes "[Ishida Yoshinaga]";
- mes "*Chuckle* Have a good time";
- mes "in Amatsu.....";
- mes "Foreigners are always welcome.";
- close;
- }
- mes "[Ishida Yoshinaga]";
- mes "How is my mom's status?";
- mes "If you find the name of the disease, please tell me.";
- mes "I was worrying about";
- mes "her all night.";
- next;
- mes "[Ishida Yoshinaga]";
- mes "Because you carry with you";
- mes "knowledge from Rune-Midgard,";
- mes "I have faith in your ability.";
- close;
-}
-
-ama_in01,22,111,0 script Grandma#ama2 761,{
- if (event_amatsu == 4) {
- mes "[....]";
- mes "^FF6060Yelp, Yelp, a foolish human";
- mes "again! What are you going to do";
- mes "to get rid of me!?^000000";
- next;
- mes "[....]";
- mes "^FF6060You look like you learned";
- mes "something from somewhere, but";
- mes "it won't harm me!! Yelp!^000000";
- next;
- select("Taaaah!!");
- if ((BaseJob == Job_Priest || BaseJob != Job_Acolyte && BaseJob != Job_Monk) || (countitem(523) < 1 || countitem(948) < 1 || countitem(1029) < 1)) {
- if (rand(1,4) == 1)
- set .@fox_kill,0;
- else
- set .@fox_kill,1;
- }
- else {
- if (rand(1,2) == 1)
- set .@fox_kill,0;
- else
- set .@fox_kill,1;
- }
- if (.@fox_kill == 1) {
- mes "[....]";
- mes "^FF6060Yelp! Yelp! Yelp! Human!";
- mes "To expel me from this body like";
- mes "this! Curse you! Darn you!!^000000";
- next;
- mes "[....]";
- mes "^FF6060I will curse the Ishida family";
- mes "who made me like this! Forever!";
- mes "You better watch out, human!^000000";
- next;
- monster "ama_in01",22,111,"Nine Tails",1180,1;
- killmonsterall "ama_in01";
- set event_amatsu,5;
- getitem 1022,1; //Fox_Tail
- mes "[....]";
- mes "^FF6060Everything that";
- mes "Yoshinaga does will cause you";
- mes "unhappiness...^000000";
- mes "^FF0000Yaaaaaaaaaaaaap!!^000000";
- close;
- }
- mes "[....]";
- mes "^FF6060Yelp! Haha! Yelp! Hahaha!";
- mes "Are you trying to expel me from this body!?";
- mes "Shoo!! Yelp!^000000";
- close2;
- warp "amatsu",167,197;
- end;
- }
- else if (event_amatsu == 5) {
- mes "[Ishida Saoko]";
- mes "...Huh? Why are you here...?";
- mes "*Urrmmm* My head hurts...";
- mes "But I'm starting to remember everything...";
- next;
- mes "[Ishida Saoko]";
- mes "Thank you, traveler from a far off";
- mes "land. I owe you a great debt... Thank you very much...";
- next;
- mes "[Ishida Saoko]";
- mes "I will tell my son that";
- mes "you exorcised the fox...";
- mes "Thank you...";
- next;
- mes "[Ishida Saoko]";
- mes "I should get some rest.";
- mes "My head aches, Young one.....";
- mes "Go to my son...";
- close;
- }
- else if (event_amatsu == 6) {
- mes "[Ishida Saoko]";
- mes "Oh, Are you...? You are the one";
- mes "who exorcised the fox... Welcome.";
- mes "Please, have a seat...";
- next;
- mes "[Ishida Saoko]";
- mes "When I think over, being possessed";
- mes "by the fox was my fault. I raised";
- mes "my son badly... Oh~";
- mes "He was a good boy when he was";
- mes "young. I wasn't strict to him...";
- next;
- mes "[Ishida Saoko]";
- mes "Long ago, this town wasn't as big";
- mes "as it is today. There was no big";
- mes "palace like Toukoujyo. Then, one";
- mes "day, my son brought great riches";
- mes "to the village. He never told me what he did to earn that fortune...";
- next;
- mes "[Ishida Saoko]";
- mes "He built the palace and helped";
- mes "the towners and make the town bigger.";
- mes "He was perfect until...";
- mes "he started doing strange things.";
- next;
- mes "[Ishida Saoko]";
- mes "Things...which angered God.";
- mes "He learned forbidden magic,";
- mes "performed experiments";
- mes "in the palace, caged monsters,";
- mes "did all sorts of horrible things...";
- next;
- mes "[Ishida Saoko]";
- mes "That is the reason why there are";
- mes "monsters in Toukoujyo... Finally,";
- mes "God's wrath was unleashed. Even the Priest in the shrine couldn't help...";
- next;
- mes "[Ishida Saoko]";
- mes "At last, the anger came toward";
- mes "me...It seems God tried to warn my son with the fox.";
- mes "However, my son won't stop.";
- next;
- mes "[Ishida Saoko]";
- mes "If it is okay, please stop my son.";
- mes "I don't have much time.";
- mes "I don't know what to do...";
- mes "Please save this peaceful village.";
- mes "I beg you please...";
- mes "What is he truly thinking...?";
- close;
- }
- mes "[....]";
- mes "^FF6060Yelp, Yelp, Another foolish human!";
- mes "Yelp, Yelp, Who! Human!?";
- mes "What are you doing!";
- mes "Shoo... Yelp! Yelp!^000000";
- next;
- mes "[....]";
- mes "^FF6060I will be in here until";
- mes "the Ishida family line dies out!";
- mes "Don't disturb me! Yelp!^000000";
- close2;
- warp "amatsu",167,197;
- end;
-}
-
-amatsu,189,166,5 script Kouji#ama 764,{
- mes "[Kouji]";
- mes "Ralralrah Ralralrah Ralralrahralralrah~";
- mes "Ralralrah Ralralrah Ralralrahralralrah~";
- next;
- mes "[Kouji]";
- if (event_amatsu == 1) {
- mes "When you're sick, rice cakes are no good~";
- mes "Family is the best help, as it should~";
- mes "When medicine doesn't help, that's when you'll see~";
- mes "That Mommy's love is best for me~";
- }
- else if (event_amatsu == 2) {
- set event_amatsu,3;
- mes "Priest, Priest~";
- mes "A fox is following me!";
- mes "It's funny and a little absurd,";
- mes "But I'll need noodles with fried bean curd!";
- }
- else if (event_amatsu == 3) {
- mes "Priest, priest~";
- mes "A fox is following me!";
- mes "If he doesn't leave when I scream and shout!";
- mes "The North Shrine Priest should help me out~";
- }
- else if (event_amatsu == 4) {
- mes "Priest, priest~";
- mes "A fox is following me.";
- mes "If shouts alone don't make Fox scared,";
- mes "I might need help from Tiger and Bear~!";
- next;
- mes "[Kouji]";
- mes "Anything else I need in this fight???";
- mes "Maybe some water from an Acolyte~!";
- }
- else if (event_amatsu == 5) {
- mes "Scary scary harbor ship~";
- mes "Empty of people, full of treasure~";
- mes "But I don't remember~!";
- mes "the rest of this...song???";
- }
- else {
- mes "Blue roof under the blue sky";
- mes "Blue wall on the blue lake";
- mes "Blue wishes in the blue minds";
- mes "Blue Blue Everything is Blue";
- }
- next;
- mes "[Kouji]";
- mes "Ralralrah Ralralrah Ralralrahralralrah~";
- mes "Ralralrah Ralralrah Ralralrahralralrah~";
- close;
-}
-
-ama_in01,169,173,1 script Shaman#ama 769,{
- mes "[Tokako]";
- mes "Er, I'm not really a shaman...";
- mes "My friend, Takehue-kun brought";
- mes "me here and invited me to try on these clothes.";
- next;
- mes "[Tokako]";
- mes "He asks me to do a lot of";
- mes "weird stuff, but he is funny.";
- mes "Sometimes, I don't know what";
- mes "he is thinking. Still, he is a good friend.";
- next;
- mes "[Tokako]";
- mes "If you are curious about,";
- mes "something, ask Takehue-kun.";
- mes "He knows stuff about";
- mes "mysticism and the occult that other people don't know about.";
- mes " ";
- close;
-}
-
-ama_in01,180,173,3 script Kitsune Mask#ama 762,{
- if (event_amatsu == 3) {
- mes "[Takehue]";
- mes "Eh, you are a foreigner.";
- mes "I'm sure you visited me because";
- mes "you are having fox troubles.";
- mes "I can see that in your face.";
- next;
- mes "[Takehue]";
- mes "Originally, the head priest should";
- mes "help you, but this shrine has been";
- mes "abandoned long ago.";
- next;
- mes "[Takehue]";
- mes "It is hard to expel a fox from";
- mes "a human body. If you have liquor";
- mes "and noodles with fried bean curd,";
- mes "it would be easy, but they are hard to find.";
- next;
- mes "[Takehue]";
- mes "I know a little about foxes, so let me tell you something...";
- mes "Foxes like to tease people but";
- mes "it is rare for them to crave";
- mes "vengeance.";
- mes " ";
- next;
- mes "[Takehue]";
- mes "If a fox is vengeful, it means that a human caused it harm.";
- mes "The fox will take its revenge";
- mes "against, you, your family,";
- mes "even your close friends!";
- next;
- mes "[Takehue]";
- mes "Anyway, a stronger spirit";
- mes "will expel the fox from a human.";
- mes "Come on, yell out and show me your spirit!";
- mes " ";
- next;
- select("Taaaaah!!");
- set event_amatsu,4;
- mes "[Takehue]";
- mes "Good. Show that spiritual";
- mes "energy to the fox several times.";
- mes "Sooner or later, you'll be successful.";
- close;
- }
- else if (event_amatsu == 4) {
- mes "[Takehue]";
- mes "Don't forget. You also need the";
- mes "the embodiment of animals stronger";
- mes "than the fox. Without these, your";
- mes "concentration will be of no use.";
- close;
- }
- else {
- mes "[Takehue]";
- mes "Eh? A foreigner. This shrine";
- mes "has been without priests for a";
- mes "long time. My friend, Tokako and I come here to play around.";
- next;
- mes "[Takehue]";
- mes "If you have been chased by";
- mes "monsters, please relax.";
- mes "Monsters cannot come here, so";
- mes "take a rest in here.";
- close;
- }
-}
-
-//============================================================
-// Old changelog
-//============================================================
-//= 1.0 Rewrote parts of other/momotaro.txt to make it work.
-//= I'm sorry for the mess, I couldn't do much better with
-//= the current code I had.
-//= 1.1 Added Sushi Quest and Amatsu Event from cities/ [Evera]
-//= 1.2 Fixed Momotaro Quest, thanks to .~Abism0~. [Lupus]
-//============================================================
diff --git a/npc/quests/quests_ayothaya.txt b/npc/quests/quests_ayothaya.txt
deleted file mode 100644
index 37d8d774b..000000000
--- a/npc/quests/quests_ayothaya.txt
+++ /dev/null
@@ -1,3231 +0,0 @@
-//===== rAthena Script =======================================
-//= Quest NPCs related to Ayothaya
-//===== By ===================================================
-//= Fredzilla, MasterOfMuppets
-//===== Version ==============================================
-//= 2.3
-//===== Compatible With ======================================
-//= rAthena SVN
-//===== Description ==========================================
-//= [Aegis Conversion]
-//= Ayothaya Ring Quest
-//= Ayothaya Dungeon Quest
-//= Tom Yum Goong Quest
-//===== Comments =============================================
-//= 1.0 First Release, made with infomation from RagnaInfo
-//= 1.1 Added anti-novice protection [Lupus]
-//= 1.3 Fixed exploit [Lupus]
-//= 1.4 Updated, more close to the official. Thanks to birkiczd
-//= Also optimized it again, remove unused global variable [Lupus]
-//= 1.5 Removed Duplicates [Silent]
-//= 1.6 Moved quests from cities/ to here:
-//= Shrimp, Dungeon, Tom Yum Goong [Evera]
-//= 1.7 Updated the Ayothaya Ring quest to the official one [MasterOfMuppets]
-//= 1.8 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
-//= 1.9 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
-//= 2.0 Rescripted Tom Yum Goong and Dungeon quest to Aegis [L0ne_W0lf]
-//= 10.3 standards.
-//= 2.0a Corrected a Typo error ";;". [Samuray22]
-//= 2.1 Added missing checkweights. [L0ne_W0lf]
-//= 2.2 Replaced effect numerics with constants. [L0ne_W0lf]
-//= 2.3 Replaced effect numerics with constants. [Samuray22]
-//============================================================
-
-// Ayothaya Ring Quest
-//============================================================
-ayothaya,233,105,3 script Powerful-Looking Woman 838,2,2,{
-
- if(thai_find == 14)
- {
- mes "[Shuda]";
- mes "Have you";
- mes "found Annon?";
- next;
- mes "[Shuda]";
- mes "You haven't";
- mes "found him yet?";
- mes "Then where the";
- mes "is he, then?!";
- next;
- mes "[Shuda]";
- mes "Oh well...";
- mes "I'm not sure if I can believe everything you said, but since you found the ring for me, that's good enough. Thank you for your help.";
- next;
- mes "[Shuda]";
- mes "If you happen to meet Annon during your travels, tell him to come back right away. You can go ahead and continue your adventures now~";
- next;
- mes "[Shuda]";
- mes "If I ever";
- mes "see him again...";
- mes "He will be ^660000punished^000000...";
- mes "^666666*grinds teeth*^000000";
- close;
- }
- else if(thai_find > 2 && thai_find < 14)
- {
- mes "[Shuda]";
- mes "^666666*Sigh...*^000000";
- mes "You haven't";
- mes "found Annon yet?";
- mes "I see. Oh well, it's alright.";
- mes "Time isn't an issue for us.";
- next;
- mes "[Shuda]";
- mes "And by 'us,' I mean '^660000you^000000.' I don't care about your plans or whatever else you may have scheduled, because you're going to make";
- mes "time for me! Oho ho ho ho ho!";
- close;
- }
- else if(thai_find == 2)
- {
- if(countitem(7288)) //Engagement Ring
- {
- mes "[Shuda]";
- mes "Ah... Is it...?!!";
- mes "Yes, that's it!";
- mes "My engagement ring that was";
- mes "thrown into the water by that stupid Annon!";
- next;
- mes "[Shuda]";
- mes "Thank you so much! In your honor, our first seven kids will be named after you! Oho ho ho ho ho ho ho~";
- next;
- mes "[Shuda]";
- mes "Now...";
- mes "All I gotta do";
- mes "is find Annon.";
- mes "Where the hell";
- mes "did that moron go?!";
- next;
- mes "[Shuda]";
- mes "^666666*Ahem*^000000";
- mes "I-I didn't mean";
- mes "to scare him, all I wanted was";
- mes "my engagement ring back.";
- next;
- mes "[Shuda]";
- mes "^666666*Sigh*^000000";
- mes "I guess the days";
- mes "of being a happy bride";
- mes "are still far away from me...";
- next;
- mes "^3355FFShuda gazes directly";
- mes "at you with a puppy eyed look.^000000";
- next;
- switch( select( "D-Don't look at me that way!:Alright, alright." ) )
- {
- case 1:
- mes "[Shuda]";
- mes "Oh come on, you know everything that happened, and I know you're gonna continue adventuring";
- mes "around this area.";
- next;
- mes "[Shuda]";
- mes "I was just asking you to find Annon while you do that. Now, isn't that such a small favor? Thank you for doing this for me~";
- next;
- mes "[Shuda]";
- mes "In the meantime, I'll think of how I'm gonna pay back Annon for leaving me in misery! So hurry and find Annon! Hoo ho ho ho ho!";
- emotion e_heh;
- next;
- emotion e_dots,1;
- mes "["+strcharinfo(0)+"]";
- mes "(She's so scary!";
- mes "Making me do stuff";
- mes "for her again...)";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "(Why am I always";
- mes "doing things for other";
- mes "people anyway?!)";
- delitem 7288,1; //Engagement Ring
- set thai_find,3;
- close;
- break;
- case 2:
- mes "[Shuda]";
- mes "Yes, I knew I could count on you! So find Annon! It's my destiny to make him ^660000mine^000000. Hoo ho ho ho ho!";
- next;
- mes "[Shuda]";
- mes "I haven't seen him around the village for a while. And I don't think he jumped into the water to find my ring, since he's too sissy for that. He probably doesn't have the guts to see me without it.";
- next;
- mes "[Shuda]";
- mes "Will you please tell Annon that";
- mes "I got my ring back so he can come back to me now? I hope you'll remember that for me, adventurer.";
- delitem 7288,1; //Engagement Ring
- set thai_find,3;
- close;
- break;
- }
- }
- else
- {
- mes "[Shuda]";
- mes "Huh...?";
- mes "Did you find my ring?";
- mes "Show me, show it to me!";
- next;
- mes "[Shuda]";
- mes "What the...";
- mes "You got nothing!";
- mes "Don't lie to me,";
- mes "bring me my ring!";
- next;
- mes "[Shuda]";
- mes "Hurry up and find";
- mes "my ring. I'll be waiting";
- mes "here for the good news.";
- mes "Oho ho ho ho ho~!";
- close;
- }
- }
- else if(thai_find == 1)
- {
- mes "[Shuda]";
- mes "I feel a little bad asking you this, especially since you're";
- mes "an outsider.";
- next;
- mes "[Shuda]";
- mes "But that ring is really important to me. If you could find it for me, I'd be the happiest woman in the whole world.";
- next;
- mes "[Shuda]";
- mes "So please, I beg you.";
- mes "Please bring my ring back to me.";
- mes "I want to live with Annon as a happy couple forever. Can't you understand that?!";
- close;
- }
- else
- {
- mes "[Powerful-Looking Woman]";
- mes "Umm...?";
- mes "Ah, you must be one of the tourists. I'd guide you around and listen to your stories about the outside world, but...";
- next;
- if(rand(0,1))
- {
- mes "[Powerful-Looking Woman]";
- mes "I'm reeeally";
- mes "busy right now.";
- mes "So very busy.";
- next;
- mes "[Powerful-Looking Woman]";
- mes "Huh...?";
- mes "You don't think I look busy just because I'm standing on one spot and not moving at all?! Oh. My. God. You're so rude!";
- next;
- mes "[Powerful-Looking Woman]";
- mes "Now, I've got to find my";
- mes "engagement ring. If only";
- mes "my fiancee hadn't";
- mes "thrown it...";
- next;
- switch( select( "What...?:Lies~!" ) )
- {
- case 1:
- mes "[Powerful-Looking Woman]";
- mes "What 'what?'";
- mes "You still think I'm";
- mes "standing around for my";
- mes "own amusement or something?!";
- next;
- emotion e_gg,1;
- mes "["+strcharinfo(0)+"]";
- mes "No no no no...";
- mes "I meant, I can't";
- mes "believe that you're";
- mes "engaged to someone!";
- next;
- mes "[Powerful-Looking Woman]";
- mes "Wwwwaaaaaahhhhh!";
- mes "Wh-who are you to say";
- mes "something so rude to such a nice lady like myself. Go away, I don't wanna talk to you!";
- close;
- break;
- case 2:
- mes "[Powerful-Looking Woman]";
- mes "What lies?";
- mes "I'm not gonna put up with crap";
- mes "if you're gonna say something like 'I can't believe you're engaged to someone!'";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Whoa whoa whoa~";
- mes "Calm down, lady.";
- mes "Hear me out first.";
- mes "What I'm wondering is...";
- next;
- mes "[Powerful-Looking Woman]";
- mes "I know, I know.";
- mes "You're wondering why I'm";
- mes "standing near the water, right? Well, it's because my ring was thrown there and I've gotta";
- mes "get it back.";
- next;
- mes "[Powerful-Looking Woman]";
- mes "What am I doing, talking to a tourist like this? ^666666*Sigh...*^000000 Well, you learned what you wanted to know. I hope you're satisfied now.";
- next;
- mes "[Powerful-Looking Woman]";
- mes "...";
- next;
- mes "[Powerful-Looking Woman]";
- mes "...";
- mes "......";
- next;
- mes "[Powerful-Looking Woman]";
- mes "...";
- mes "......";
- mes "........Hey.";
- next;
- mes "[Powerful-Looking Woman]";
- mes "Why are you staring at me?";
- mes "Don't you have anything to do?";
- next;
- switch( select( "No.:No~ and you are an interesting girl." ) )
- {
- case 1:
- mes "[Powerful-Looking Woman]";
- mes "I see. Hmmm...";
- mes "You're kind of my type.";
- if(sex)
- {
- mes "No no, that doesn't mean I'm interested in you. Plus I'm";
- mes "already engaged.";
- }
- else
- mes "Before you think of anything weird, I meant that I think you and me are a lot alike.";
- next;
- mes "[Powerful-Looking Woman]";
- mes "Let me introduce myself.";
- mes "My name is Shuda, I've lived in Ayotaya all my life. Since you don't have anything to do, I have";
- mes "a favor to ask of you.";
- next;
- mes "[Shuda]";
- mes "My fiance Annon is always interested in things other than me. I don't understand why, and I don't think I deserve to be ignored!";
- next;
- mes "[Shuda]";
- mes "^666666*Sigh...*^000000";
- mes "Anyways, we're engaged";
- mes "and we got rings for each other...";
- next;
- mes "[Shuda]";
- mes "I thought being engaged would improve our relationship. But he just took my ring and threw it into the water.";
- next;
- mes "[Shuda]";
- mes "I got upset and yelled at him to get my ring back for me, and then";
- mes "I never saw him after that.";
- mes "So what I want to ask is...";
- next;
- mes "[" +strcharinfo(0)+ "]";
- mes "You want me";
- mes "to find your";
- mes "ring, don't you?";
- next;
- mes "[Shuda]";
- mes "Ah...";
- mes "So you know";
- mes "what I want.";
- mes "That makes it";
- mes "much simpler.";
- next;
- mes "[Shuda]";
- mes "And once I retrieve";
- mes "the ring, I'll make";
- mes "him treat me to a much";
- mes "deserved vacation in Jawaii...";
- next;
- mes "[Shuda]";
- mes "...Where I will";
- mes "^660000enslave^000000 him.";
- mes "^666666*Grinds teeth*^000000";
- next;
- emotion e_gasp,1;
- mes "[" +strcharinfo(0)+ "]";
- mes "(...H-Horrifying!)";
- next;
- mes "[Shuda]";
- mes "So anyway, I want you to go out and find my engagement ring. Since the water is calm and still around here, the ring is probably still under the water, and hasn't been swept away yet.";
- next;
- mes "[Shuda]";
- mes "And so, that is my quest for you. It should keep you entertained for a while. So get into the water, and I'll supervise from here.";
- mes "Oho ho ho ho ho!";
- emotion e_heh;
- set thai_find,1;
- close;
- break;
- case 2:
- mes "[Powerful-Looking Woman]";
- mes "^666666*Sigh...*^000000";
- mes "Are you gonna just stare and";
- mes "not help at all? I thought the word adventurer was synonymous";
- mes "with 'hero,' not 'lazy.'";
- next;
- mes "[Powerful-Looking Woman]";
- mes "Oh I see...";
- mes "Don't help strangers, do you?";
- mes "Well, my name is Shuda, a beautiful damsel waiting for her engagement ring to rise up from the water.";
- next;
- mes "[Powerful-Looking Woman]";
- mes "There...!";
- mes "We're not";
- mes "strangers anymore!";
- mes "Oho ho ho ho ho!";
- next;
- mes "[Shuda]";
- mes "Don't you pity me, and my tragic situation? If someone were to help this precious maiden find her ring, she'd be the happiest bride in the whole world.";
- next;
- mes "[Shuda]";
- mes "And her savior";
- mes "would be known as";
- mes "the hero of Ayotaya.";
- next;
- mes "[" +strcharinfo(0)+ "]";
- mes " ...Say what?!";
- next;
- mes "[Shuda]";
- mes "Basically, you're gonna find my engagement ring, and I'll be the happiest bride in the whole world and I'll live happily ever after. What's so hard to understand";
- mes "about that?";
- next;
- mes "[Shuda]";
- mes "Sure, Annon, he's my fiancee, is spineless and disappears whenever";
- mes "I say something a little too harsh. What a little girl! Can't he see I'm trying to make him a better man?!";
- next;
- mes "[" +strcharinfo(0)+ "]";
- mes "He ran away";
- mes "from you, didn't he?";
- next;
- mes "[Shuda]";
- mes "Eh...?";
- mes "What was that?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "^666666*Ahem*^000000";
- mes "You're way";
- mes "too good for him.";
- mes "(I'd have run away myself!)";
- next;
- mes "[Shuda]";
- mes "Yes, yes, I know.";
- mes "But what's important";
- mes "is that once I get my ring back, Annon will be permanently mine. Till ^660000death do we part^000000.";
- next;
- mes "[Shuda]";
- mes "So, are you";
- mes "gonna help me or what?!";
- mes "If you do, me and Annon are gonna name our first seven children after you.";
- next;
- mes "[Shuda]";
- mes "So go and look under the water! There's no water current, so I'm sure it's still there! What are you waiting for, it's should be an easy swim for you! Oho ho ho ho ho!";
- set thai_find,1;
- close;
- break;
- }
- break;
- }
- }
- else
- {
- mes "[Powerful-Looking Woman]";
- mes "^666666*Sigh...*^000000";
- mes "Why isn't it coming up from the water? Maybe if I stirred around with a wooden stick...?";
- next;
- mes "[Powerful-Looking Woman]";
- mes "...?!";
- mes "What are you";
- mes "looking at?!";
- mes "I'm busy, so if you";
- mes "want something";
- mes "I can't help you!";
- next;
- mes "[Powerful-Looking Woman]";
- mes "^666666Stupid tourists, running";
- mes "around all over Ayotalla,";
- mes "pestering and bothering";
- mes "beautiful girls like me...^000000";
- close;
- }
- }
-
-OnTouch:
- if(thai_find == 0)
- {
- mes "[Powerful-Looking Woman]";
- mes "^666666*Sigh...*^000000";
- mes "Where the";
- mes "hell is it!?";
- next;
- mes "[Powerful-Looking Woman]";
- mes "What are";
- mes "you looking at?";
- mes "Haven't you ever seen a delicate damsel sigh before? Leave me the hell alone!";
- close;
- }
-
-}
-
-ayo_dun02,91,263,0 script #Annonblood 111,2,3,{
-
-if(!$annonactive)
-{
- if(thai_find == 13)
- {
- mes "["+strcharinfo(0)+"]";
- mes "A blood stain?";
- mes "What's going on?";
- mes "I should take a look...";
- next;
- mes "^3355FFUnder a giant tree,";
- mes "you find some bushes with";
- mes "blood smudged on some";
- mes "of the leaves.^000000";
- next;
- mes "^3355FFWithin the bushes, you see";
- mes "that the trail of blood continues, almost as if a bleeding animal struggled to find refuge within";
- mes "the bushes.^000000";
- next;
- mes "[" +strcharinfo(0)+ "]";
- mes "Hmmm....";
- next;
- switch( select( "Scatter the bushes.:Dig up the bushes." ) )
- {
- case 1:
- if(!rand(0,2))
- {
- mes "[" +strcharinfo(0)+ "]";
- mes "^666666*Cough cough*^000000";
- mes "It's so dusty!";
- next;
- mes "[?]";
- mes "...Awwww";
- mes "Oh... Oh God...!";
- next;
- emotion e_gasp,1;
- mes "[" +strcharinfo(0)+ "]";
- mes "Huh...?";
- mes "I heard something";
- mes "from below! Let's";
- mes "dig it up!";
- next;
- mes "^3355FFYou pull up the bushes,";
- mes "^3355FFand beneath the dust and";
- mes "^3355FFshrubbery, you find";
- mes "a small burrow.^000000";
- next;
- set $annonactive,1;
- enablenpc "Haggard Man";
- mes "[Haggard Man]";
- mes "^666666*Cough cough!*^000000";
- mes "Wh...who's there?";
- mes "Shuda?! If that's you,";
- mes "stay back, or I'll kill myself!";
- emotion e_omg,1;
- next;
- switch( select( "What are you doing here?:I'm not Shuda!" ) )
- {
- case 1:
- mes "["+strcharinfo(0)+"]";
- mes "Hey...";
- mes "What are you doi--";
- next;
- set $annonactive,0;
- disablenpc "Haggard Man";
- mes "^3355FFHe vanished!^000000";
- close;
- break;
- case 2:
- mes "[Haggard Man]";
- mes "Hmmm...?";
- mes "I sense kindess, sincerity and a general love for mankind in your voice. Verily, you are not Shuda.";
- next;
- mes "[Haggard Man]";
- mes "You are unfamiliar to me, outsider. I'm unsure of how you found my hiding place, but if you have something to say, make it short!";
- close;
- break;
- }
- }
- else
- {
- mes "^3355FFYou dig up the bushes, stirring";
- mes "up a large, choking cloud of dust.^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "^666666*Cough cough!*^000000";
- mes "What a large,";
- mes "choking cloud";
- mes "of dust!";
- close;
- }
- break;
- case 2:
- mes "^3355FFAs you dig up the bushes, the ground beneath one of the bushes crumbles and you hear a scream";
- mes "from beneath.^000000";
- next;
- if(!rand(0,2))
- {
- set $annonactive,1;
- enablenpc "Haggard Man";
- mes "[?]";
- mes "^666666*Cough cough*^000000";
- mes "...M-my legs!";
- close;
- }
- else
- {
- mes "[" +strcharinfo(0)+ "]";
- mes "Hmmm...?";
- mes "What was that noise?";
- mes "Ugh, it's awfully dusty.";
- mes "I better stop digging.";
- mes "^666666*cough cough cough*^000000";
- close;
- }
- break;
- }
- }
- else if(thai_find == 14)
- {
- mes "^3355FFYou find that the burrow is empty. It seems Annon has found a new hiding place.^000000";
- close;
- }
- else
- {
- mes "^3355FFYou find a pile of dead bushes under a large tree. The area around the bushes seems awfully dusty.^000000";
- close;
- }
-
- OnTouch:
- if(thai_find == 12)
- {
- if(!rand(0,2))
- {
- emotion e_gasp,1;
- mes "[" +strcharinfo(0)+ "]";
- mes "Huh...?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "That looks";
- mes "like blood!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hmm...";
- mes "Yes...";
- mes "That's definitely blood.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Strange to see";
- mes "a blood stain in";
- mes "this kind of place...";
- set thai_find,13;
- close;
- }
- }
-
-}
-
-}
-
-ayo_dun02,91,264,3 script Haggard Man 841,{
-
- if(thai_find == 13)
- {
- mes "[Haggard Man]";
- mes "^666666*...Cough cough*^000000";
- mes "No...! My hiding place!";
- next;
- mes "[Haggard Man]";
- mes "Hmmm...?";
- mes "I'm bleeding?!";
- mes "Oh, how did this happen?";
- mes "My spiritual training wasn't supposed to go like this...!";
- next;
- switch( select( "Treat his wound first.:Is that you, Annon?" ) )
- {
- case 1:
- mes "[" +strcharinfo(0)+ "]";
- mes "Anyway, I think you need to be treated. Let me check if I have some potions.";
- next;
- if(countitem(504)) //White potion
- {
- mes "["+strcharinfo(0)+"]";
- mes "Ah...";
- mes "Here we are,";
- mes "a White Potion.";
- delitem 504,1; //White potion
- next;
- mes "[Haggard Man]";
- mes "You mean the White Potion,";
- mes "the ultimate drink for healing?";
- mes "I appreciate you doing me this favor. ^666666*Phew*^000000 Now, I feel much better.";
- next;
- mes "[Annon]";
- mes "Ah, my apologies for not introducing myself earlier.";
- mes "I am called Annon. You must wondering what I must be doing";
- mes "here under the ground.";
- next;
- mes "[Annon]";
- mes "Well, I'm performing a special exercise for my spiritual training. Though, it may be hard to believe.";
- next;
- mes "[Annon]";
- mes "What...?";
- mes "Shuda sent you?! Oh well...";
- mes "I thank you for curing me. Now, it's time for me to resume my training.";
- next;
- mes "[" +strcharinfo(0)+ "]";
- specialeffect EF_CLOAKING;
- mes "Wait, I can't let you go! You don't know how hard it was for me to find you! You can't just leave!";
- next;
- mes "[Annon]";
- mes "Hm? Then what is it that you want? I implore you, do not tell Shuda that you have found me. No matter what, I am not going back to her!";
- next;
- mes "[Annon]";
- mes "Eh...?";
- mes "Did you find";
- mes "her ring already?";
- mes "Ooh, I was hoping it";
- mes "would never be found.";
- next;
- mes "[Annon]";
- mes "She probably told you that I ran away out of shame for losing the ring, and that if you got the ring back, I'd be happy to return, right?";
- next;
- mes "[Annon]";
- mes "Well...";
- mes "I threw away";
- mes "that ring on purpose!";
- mes "I'm serious about not";
- mes "going back to Shuda.";
- next;
- mes "[Annon]";
- mes "It looks like you wish to know more. If you promise me that you will not mention my whereabouts";
- mes "to Shuda, then I'll explain.";
- next;
- switch( select( "You think the world revolves around you?:What do you want me to do?" ) )
- {
- case 1:
- mes "[" +strcharinfo(0)+ "]";
- mes "You think the world";
- mes "revolves around you?";
- mes "You can't just run away!";
- next;
- mes "[Annon]";
- mes "Oh, I know, I know!";
- mes "But you don't understand. Obviously, Shuda is beautiful.";
- next;
- mes "[Annon]";
- mes "But our parents arranged our marriage when we were babies.";
- mes "That kind of arrangement doesn't matter to me, but she obviously cares about it.";
- next;
- mes "[Annon]";
- mes "In all honesty, she scares me";
- mes "to death. Whenever I'm with her,";
- mes "I can't help but break into a cold sweat. And when she's near, I have nightmares about her. ^666666*Brrr...*^000000";
- next;
- mes "[Annon]";
- mes "She thinks it's funny to electrocute me. and ties me up in";
- mes "a darkened room and feeds me only Jellopy whenever I don't listen to her. Now can you see why I crave freedom?";
- next;
- mes "[Annon]";
- mes "Of course, if you reveal to her that you've found me, I'll repay your favor. I implore you, just pretend you haven't found me, please?";
- next;
- menu "...Alright, alright.",-;
- mes "[Annon]";
- mes "Thank you so much!";
- mes "Now, to pay you back, let me use one of the skills I've learned in my spiritual training.";
- next;
- mes "[Annon]";
- mes "Let's see...";
- mes "Let me twist your";
- mes "arm this way, and";
- mes "apply pressure here...";
- next;
- mes "[" +strcharinfo(0)+ "]";
- mes "Wahhh~!";
- mes "What the hell";
- mes "are you doing!";
- mes "You're hurting me, man!";
- next;
- mes "[Annon]";
- mes "Oh, this is a special kind of massage. Don't worry, it'll relieve you of fatigue. It's quite heavenly, actually. You'll see~";
- next;
- mes "^3355FF*Snap snap snap*";
- mes "*Snap snap snap*";
- mes "*Crack crack crack*";
- mes "*Crack crack crack*^000000";
- next;
- mes "^3355FFYou feel as though Annon";
- mes "realigned every bone in your skeleton, placing them in the right spots. Strangely, you feel intense relaxation and refreshment instead of excruciating pain.";
- set thai_find,14;
- if(BaseLevel < 56)
- getexp 900,0;
- else if(BaseLevel > 55 && BaseLevel < 61)
- getexp 1050,0;
- else if(BaseLevel > 60 && BaseLevel < 66)
- getexp 1868,0;
- else if(BaseLevel > 65 && BaseLevel < 71)
- getexp 2741,0;
- else if(BaseLevel > 70 && BaseLevel < 76)
- getexp 7076,0;
- else if(BaseLevel > 75 && BaseLevel < 81)
- getexp 13025,0;
- else if(BaseLevel > 80 && BaseLevel < 86)
- getexp 15034,0;
- else if(BaseLevel > 85 && BaseLevel < 91)
- getexp 18205,0;
- else if(BaseLevel > 90)
- getexp 40679,0;
- next;
- mes "[" +strcharinfo(0)+ "]";
- mes "Whoa...?";
- mes "That felt was so great~";
- mes "It even feels like my mind";
- mes "has been cleansed too!";
- mes "You've got a deal!";
- next;
- mes "[Annon]";
- mes "Thank you, thank you so much.";
- mes "Now I can avoid being tied to Shuda, at least for a little longer.";
- next;
- mes "[Annon]";
- mes "Now, if you'll excuse me,";
- mes "I must make good my escape";
- mes "before others find me.";
- mes "Good day~!";
- close2;
- set $annonactive,0;
- disablenpc "Haggard Man";
- end;
- break;
- case 2:
- mes "[Annon]";
- mes "Of course, what I want you to do is to keep me a secret from Shuda. Just forget that you've ever met me, and let Shuda know it was impossible to find me.";
- next;
- mes "[Annon]";
- mes "Besides, even if you help her, all she'll do is offer to name her kids after you. Now... Do you really want that? I know for sure that she and I won't be having children. There's enough evil in the world.";
- next;
- mes "[Annon]";
- mes "Now, you must be wondering";
- mes "how I would repay you for your silence. Well, let me show you one of the skills I've learned in my spiritual training.";
- next;
- mes "[Annon]";
- mes "Let's see...";
- mes "Let me twist your";
- mes "arm this way, and";
- mes "apply pressure here...";
- next;
- mes "[" +strcharinfo(0)+ "]";
- mes "Wahhh~!";
- mes "What the hell";
- mes "are you doing!";
- mes "You're hurting me, man!";
- next;
- mes "[Annon]";
- mes "Oh, this is a special kind";
- mes "of massage. Don't worry, it'll";
- mes "relieve you of fatigue. It's quite heavenly, actually. You'll see~";
- next;
- mes "^3355FF*Snap snap snap*";
- mes "*Snap snap snap*";
- mes "*Crack crack crack*";
- mes "*Crack crack crack*^000000";
- next;
- mes "^3355FFYou feel as though Annon";
- mes "realigned every bone in your skeleton, placing them in the right spots. Strangely, you feel intense relaxation and refreshment instead of excruciating pain.";
- set thai_find,14;
- if(BaseLevel < 56)
- getexp 900,0;
- else if(BaseLevel > 55 && BaseLevel < 61)
- getexp 1050,0;
- else if(BaseLevel > 60 && BaseLevel < 66)
- getexp 1868,0;
- else if(BaseLevel > 65 && BaseLevel < 71)
- getexp 2741,0;
- else if(BaseLevel > 70 && BaseLevel < 76)
- getexp 7076,0;
- else if(BaseLevel > 75 && BaseLevel < 81)
- getexp 13025,0;
- else if(BaseLevel > 80 && BaseLevel < 86)
- getexp 15034,0;
- else if(BaseLevel > 85 && BaseLevel < 91)
- getexp 18205,0;
- else if(BaseLevel > 90)
- getexp 40679,0;
- next;
- mes "[" +strcharinfo(0)+ "]";
- mes "Whoa...?";
- mes "That felt was so great~";
- mes "It even feels like my mind";
- mes "has been cleansed too!";
- mes "You've got a deal!";
- next;
- mes "[Annon]";
- mes "Thank you, thank you so much.";
- mes "Now I can avoid being tied to Shuda, at least for a little longer.";
- next;
- mes "[Annon]";
- mes "Now, if you'll excuse me,";
- mes "I must make good my escape";
- mes "before others find me.";
- mes "Good day~!";
- close2;
- set $annonactive,0;
- disablenpc "Haggard Man";
- end;
- break;
- }
- }
- else
- {
- mes "[" +strcharinfo(0)+ "]";
- mes "No way, no way.";
- mes "He's too seriously";
- mes "wounded to be cured";
- mes "with the normal potions";
- mes "that I have. I'll need";
- mes "a stronger potion...";
- next;
- mes "[" +strcharinfo(0)+ "]";
- mes "Okay, you stay";
- mes "here for a while.";
- mes "I'll bring you some";
- mes "medicine and treat";
- mes "your wound.";
- next;
- mes "[Haggard Man]";
- mes "No, you don't have to...";
- mes "^666666*Cough cough cough*^000000";
- mes "W-wait, don't push";
- mes "me back inside!";
- mes "Wahhhhhh~!";
- next;
- set $annonactive,0;
- disablenpc "Haggard Man";
- mes "[" +strcharinfo(0)+ "]";
- mes "Okay, it's time";
- mes "for me to play doctor!";
- mes "I don't have much time!";
- mes "My mission: Bring back an";
- mes "ultra powerful potion for";
- mes "this poor guy~";
- emotion e_no1,1;
- close;
- }
- break;
- case 2:
- mes "[Haggard Man]";
- mes "Annon...?";
- mes "Who's that?";
- mes "I've never heard of him!";
- mes "I don't know him, okay!";
- mes "Stop disturbing my training!";
- next;
- mes "[" +strcharinfo(0)+ "]";
- mes "Uh...";
- mes "Hmm, it doesn't seem like you should be yelling with that kind of wound. You sure you're not Annon?";
- next;
- mes "[Haggard Man]";
- mes "I told you!";
- mes "I've never";
- mes "heard of him!";
- mes "L-leave me alone!";
- next;
- mes "[Haggard Man]";
- mes "I have to";
- mes "hide from Shuda.";
- mes "^666666*Cries*^000000";
- close2;
- set $annonactive,0;
- disablenpc "Haggard Man";
- end;
- break;
- }
- }
- else
- {
- mes "[Haggard Man]";
- mes "Huh? Who are you?";
- mes "This isn't a safe place for a tourists! You should leave right away!";
- close2;
- set $annonactive,0;
- disablenpc "Haggard Man";
- end;
- }
-
-OnInit:
- set $annonactive,0;
- disablenpc "Haggard Man";
- end;
-
-}
-
-ayothaya,253,99,3 script Fisherman 843,{
-
- if(thai_find == 1)
- {
- mes "[Dannai]";
- mes "This place is known to be";
- mes "teeming with fish. The fish here tend to eat anything they find,";
- mes "so it's easy to catch them.";
- next;
- mes "[Dannai]";
- mes "We are providing a fishing rod rental service. Every time you fish, you'll need ^3355FF 1 Monster's Feed^000000 to use as bait, and pay";
- mes "a rod rental fee of ^3355FF50 Zeny^000000.";
- next;
- mes "[Dannai]";
- mes "Would you";
- mes "like to try?";
- next;
- switch( select( "Yes.:No, thanks." ) )
- {
- case 1:
- if(countitem(528) && Zeny > 49) //Monster food
- {
- mes "^3355FFYou cast your";
- mes "fishing line";
- mes "into the water.^000000";
- next;
- mes "...";
- next;
- mes "...";
- mes "......";
- next;
- mes "^3355FFYou've hooked a Phen!^000000";
- next;
- delitem 528,1; //Monster food
- set Zeny,Zeny-50;
- set @randfish,rand(1,100);
- if(@randfish > 0 && @randfish < 40)
- {
- mes "^3355FFWhile cooking the Phen, you";
- mes "find that it's swallowed a Stone.^000000";
- close2;
- getitem 7049,1; //Stone
- end;
- }
- else if(@randfish > 39 && @randfish < 60)
- {
- mes "^3355FFInside of the Phen,";
- mes "you find a Red Potion.^000000";
- close2;
- getitem 501,1; //Red potion
- end;
- }
- else if(@randfish > 59 && @randfish < 70)
- {
- mes "^3355FFInside of the Phen,";
- mes "you find a Yellow Potion.^000000";
- close2;
- getitem 503,1; //Yellow potion
- end;
- }
- else if(@randfish > 69 && @randfish < 80)
- {
- mes "^3355FFThere's nothing inside...";
- mes "But now you can eat Sushi!^000000";
- close2;
- getitem 551,1; //Sushi
- end;
- }
- else if(@randfish > 79 && @randfish < 90)
- {
- mes "^3355FFYou find";
- mes "a Flower Ring";
- mes "inside the Phen.^000000";
- close2;
- getitem 2612,1; //Flower ring
- end;
- }
- else if(@randfish == 90)
- {
- mes "^3355FFYou find";
- mes "a Diamond Ring";
- mes "inside the Phen.^000000";
- close2;
- getitem 2613,1; //Diamond ring
- end;
- }
- else if(@randfish > 90 && @randfish < 101)
- {
- mes "^3355FFYou find a ring";
- mes "with a name engraved";
- mes "inside the band.^000000";
- next;
- mes "^3355FFYou take the";
- mes "engagement ring.^000000";
- close2;
- set thai_find,2;
- getitem 7288,1; //Engagement ring
- end;
- }
- }
- else
- {
- mes "[Dannai]";
- mes "Remember, you need ^3355FF1 Monster's Feed^000000 to use as bait and ^3355FF50 zeny^000000 to rend a rod.";
- close;
- }
- break;
- case 2:
- mes "[Dannai]";
- mes "No problem,";
- mes "come back anytime you";
- mes "want. Fishing relaxes";
- mes "the mind and makes you";
- mes "feel at peace...";
- close;
- break;
- }
- close;
- }
- else if(thai_find < 1)
- {
- mes "[Dannai]";
- mes "The fish here tend";
- mes "to eat anything they find.";
- mes "When you gut them, you can";
- mes "often find interesting things inside.";
- next;
- mes "[Dannai]";
- mes "So when you get a chance,";
- mes "why don't you sit down, relax";
- mes "and enjoy some quiet fishing?";
- close;
- }
- else
- {
- mes "[Dannai]";
- mes "Welcome, long time no see!";
- mes "It seems people learned that you found some kind of fortune from fishing here. After word got around, I've been getting lots";
- mes "of customers.";
- next;
- mes "[Dannai]";
- mes "I understand that you want";
- mes "fish, but right now there";
- mes "aren't any fishing spots";
- mes "for you at the moment.";
- next;
- mes "[Dannai]";
- mes "Please let other";
- mes "people have their";
- mes "chance to find their";
- mes "own fortunes.";
- close;
- }
-
-}
-
-ayo_dun01,255,62,0 script AyoFootprint1 139,2,0,{
-OnTouch:
- if(thai_find == 4)
- {
- if(rand(1,3) < 2)
- {
- emotion e_gasp,1;
- mes "^3355FFYou find footprints heading to the ^5C3317North^3355FF. It looks like somebody was in quite a hurry, just like the villager said!^000000";
- set thai_find,5;
- close;
- }
- }
-
-}
-
-ayo_dun01,74,142,0 script AyoFootprint2 139,2,0,{
-OnTouch:
- if(thai_find == 5)
- {
- if(rand(1,3) < 2)
- {
- emotion e_dots,1;
- mes "^3355FFYou find another set of footprints. It seems that somebody was running away from something. These prints are heading to the ^5C3317East^3355FF. You'd better follow them to see what";
- mes "you can find.^000000";
- set thai_find,6;
- close;
- }
- }
-
-}
-
-ayo_dun01,244,256,2 script AyoFootprint3 139,2,0,{
-OnTouch:
- if(thai_find == 6)
- {
- if(rand(1,3) < 2)
- {
- emotion e_no,1;
- mes "^3355FFThe footprints end around this area. Whoever was running must";
- mes "have been exhausted and stumbled on something. Perhaps the owner of the footprints is nearby...^000000";
- set thai_find,7;
- close;
- }
- }
-
-}
-
-ayo_dun01,17,257,0 script AyoFootprint4 139,2,0,{
-OnTouch:
- if(thai_find == 7)
- {
- if(rand(1,3) < 2)
- {
- emotion e_ic,1;
- mes "^3355FFAs you follow the footprints,";
- mes "you arrive at the '^5C3317Entrance of the Shrine^3355FF.' Whoever this person was, he just ran into the second level.^000000";
- set thai_find,8;
- close;
- }
- }
-
-}
-
-ayo_dun02,145,120,0 script AyoFootprint5 139,2,0,{
-OnTouch:
- if(thai_find == 8)
- {
- if(rand(1,3) < 2)
- {
- mes "^3355FFYou find the same footprints";
- mes "in this place. It seems pretty";
- mes "dangerous, and you wonder why";
- mes "anyone would come here. The";
- mes "footprints continue towards";
- mes "the ^5C3317North^3355FF.^000000";
- set thai_find,9;
- close;
- }
- }
-
-}
-
-
-ayo_dun02,135,168,0 script AyoFootprint6 139,0,2,{
-OnTouch:
- if(thai_find == 9)
- {
- if (rand(1,3) == 1)
- {
- emotion e_gasp,1;
- mes "^3355FFThe trail of footprints";
- mes "continue here, and seem";
- mes "to look more freshly made.^000000.";
- next;
- mes "^3355FFHmm...?";
- mes "There's something here...^000000";
- next;
- switch( select( "Ignore.:^5C3317Investigate.^000000" ) )
- {
- case 1:
- mes "["+strcharinfo(0)+"]";
- mes "Well, it's probably nothing. But which way should I go now?";
- set thai_find,10;
- close;
- break;
- case 2:
- set @randayo,rand(1,10);
- if(@randayo < 2)
- {
- mes "["+strcharinfo(0)+"]";
- mes "Why, this is a pack of White Potions. Whoever owned these must have dropped these by accident. Hmm, I could use these for later...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Wait...";
- mes "There are more";
- mes "footprints heading";
- mes "toward the ^5C3317East^000000.";
- mes "I better look";
- mes "into this.";
- set thai_find,10;
- getitem 504,10; //White potion
- close;
- }
- else if(@randayo > 2 && @randayo < 5)
- {
- mes "["+strcharinfo(0)+"]";
- mes "Why, this is a pack of Yellow Potions. Whoever owned these must have dropped these by accident. Hmm, I could use these for later...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Wait...";
- mes "There are more";
- mes "footprints heading";
- mes "toward the ^5C3317East^000000.";
- mes "I better look";
- mes "into this.";
- set thai_find,10;
- getitem 503,10; //Yellow potion
- close;
- }
- else
- {
- mes "[Rat]";
- mes "^FF0000Squeak!";
- mes "^FF0000Squeak Squeak!^000000";
- emotion e_omg,1;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "^8C1717Wah^000000!";
- mes "What was that?!";
- next;
- mes "^3355FFIt was just a rat.";
- mes "It feels awful silly to be scared by just a little rat, does it not?^000000";
- next;
- mes "^3355FFYou find another trail";
- mes "of footprints that heads";
- mes "towards the ^5C3317East^3355FF.^000000";
- set thai_find,10;
- close;
- }
- break;
- }
- close;
- }
- }
-
-}
-
-ayo_dun02,77,213,0 script AyoFootprint7 139,1,1,{
-OnTouch:
- if(thai_find == 10)
- {
- if(rand(1,3) < 2)
- {
- emotion e_gasp,1;
- mes "^3355FFWhere is he...?";
- mes "He seems to have gone";
- mes "deep into the dungeon.";
- mes "Just looking for this";
- mes "guy is exhausting...^000000";
- set thai_find,11;
- close;
- }
- }
-
-}
-
-ayo_dun02,86,254,0 script AyoFootprint8 139,1,1,{
-OnTouch:
- if(thai_find == 11)
- {
- if(rand(1,3) < 2)
- {
- emotion e_gasp,1;
- mes "^3355FFYou find traces of blood. Whoever was running in this direction may have been wounded. The trail of blood leads to the ^5C3317North^3355FF.^000000";
- set thai_find,12;
- close;
- }
- }
-
-}
-
-ayothaya,193,171,3 script Old Man#02 842,{
-
- if(thai_find == 3)
- {
- mes "[Tham]";
- mes "Weird...";
- mes "Why was that guy";
- mes "running into the";
- mes "shrine like that?";
- mes "That really";
- mes "bothers me...";
- next;
- mes "[Tham]";
- emotion e_gasp;
- mes "Oh, aren't you";
- mes "from Rune-Midgard?";
- mes "Hello there~";
- next;
- mes "[Tham]";
- mes "Ah...";
- mes "You heard me talking to myself? Well, I didn't see who he was but, some guy ran into the forest which leads to the shrine. He seemed really terrified of something.";
- next;
- mes "[Tham]";
- mes "He came from out of nowhere, so he scared the crap out of me. Do you think he could be a criminal?";
- next;
- mes "[Tham]";
- emotion e_ic;
- mes "Ah! I think, in his intense fear, he was screaming something about some kind of '^FF0000Shuda^000000,' or whatever. But what could it possibly mean?";
- next;
- mes "[Tham]";
- mes "Oh well, don't worry. All of our villagers aren't like that. Anyway, I hope you enjoy your travels in Ayotaya.";
- set thai_find,4;
- close;
- }
- else
- {
- set @randayo,rand(1,7);
- if(@randayo < 5)
- {
- mes "[Tham]";
- mes "Oh hello~";
- mes "I can tell from your clothes that you must be from Rune-Midgard.";
- next;
- mes "[Tham]";
- mes "Recently, it seems that";
- mes "our village has been receiving";
- mes "more tourism, and I can see that";
- mes "our village is being influenced";
- mes "in a positive way.";
- next;
- mes "[Tham]";
- mes "Ah...";
- mes "While you're here,";
- mes "why don't you taste some";
- mes "authentic Ayotayan cuisine";
- mes "for yourself?";
- next;
- mes "[Tham]";
- mes "We're known for our";
- mes "spicy and sweet seafood,";
- mes "and there are some nice";
- mes "restaurants around here.";
- next;
- mes "[Tham]";
- mes "Anyway, I'm sure that you'll like it. I hope that you come visit Ayotaya as often as you can~";
- close;
- }
- else if(@randayo > 4 && @randayo < 7)
- {
- mes "[Tham]";
- mes "Ah~";
- mes "I've got this craving for Ms. Mali the Spicy's food, especially her 'Tom Yum Goong.'";
- next;
- mes "[Tham]";
- mes "I think it's the";
- mes "most delicious dish";
- mes "in the entire world!";
- close;
- }
- else
- {
- mes "[Tham]";
- mes "Oh hello~";
- mes "I can tell from your clothes that you must be from Rune-Midgard.";
- next;
- mes "[Tham]";
- mes "I hope that you enjoy your stay here, and that you come visit Ayotaya as often as you can~";
- close;
- }
- }
-
-}
-
-// Ayothaya Dungeon Quest
-//============================================================
-ayothaya,83,132,0 script Dusit#thai 843,{
- if (ayodunquest == 0) {
- mes "[Dusit]";
- mes "Oh...!";
- mes "You must be a traveller.";
- mes "I have a tale you may wish to hear if you're interested in listening.";
- next;
- if (select("What is it?:I know what the story is.") == 1) {
- mes "[Dusit]";
- mes "Ayothaya has a long history. Perhaps it looks calm and peaceful now, but in the past our village was terrorized by a terrible creature.";
- next;
- mes "[Dusit]";
- mes "This beast is known to us as";
- mes "the ^660000Sa-mhing Tiger^000000, which used";
- mes "to dwell deep in the ancient ruins.";
- next;
- mes "[Dusit]";
- mes "The Sa-mhing Tiger is addicted";
- mes "to the taste of human flesh. It has been known to transform into the shape of a person it has eaten in order to lure out his family and friends.";
- next;
- mes "[Dusit]";
- mes "The local people are still afraid that the creature might transform into someone they know, and sneak into their homes to eat them.";
- next;
- mes "[Dusit]";
- mes "However, there is one way you can identify the Sa-mhing Tiger from a human being. Since it's a tiger, it cannot do some of the things";
- mes "humans are taught to do,";
- mes "such as light a match.";
- next;
- mes "[Dusit]";
- mes "So, if by any chance you see";
- mes "a friend acting strangely all";
- mes "of a sudden, ask him to strike";
- mes "a match. Make sure he is not";
- mes "the Sa-mhing Tiger.";
- next;
- mes "[Dusit]";
- mes "However...";
- mes "I'm not sure if this actually works or not. I guess the best thing to do is just run for your life if you even suspect someone of being";
- mes "the Sa-mhing Tiger.";
- next;
- mes "[Dusit]";
- mes "Do you believe";
- mes "in the existance";
- mes "of man-eating tigers?";
- next;
- if (select("Well, not really.:Yes, I do and I think they're scary!") == 1) {
- mes "[Dusit]";
- mes "Umm...";
- mes "Oh well. My late grandfather told me about the Sa-mhing Tiger when";
- mes "I was a little kid. Of course,";
- mes "I haven't seen it.";
- next;
- mes "[Dusit]";
- mes "The closest thing I've seen to the Sa-mhing Tiger was a golden cat with a bell. Somehow, I don't think it ate men.";
- close;
- }
- mes "[Dusit]";
- mes "Run for your life if you ever encounter the Sa-mhing Tiger!";
- mes "It'll eat you alive!";
- next;
- mes "[Dusit]";
- mes "If you're interested in finding";
- mes "out more about the story, I can introduce you to someone who";
- mes "knows that creature more than";
- mes "anyone else.";
- next;
- mes "[Dusit]";
- mes "Why don't you talk to Boonthom? He's a pretty strange person, but there's something about him...";
- next;
- mes "[Dusit]";
- mes "...";
- mes "......";
- next;
- mes "[Dusit]";
- mes "Ah well, you'll see what I'm talking about. I hope he'll help you learn more about that evil creature.";
- set ayodunquest,1;
- close;
- }
- mes "[Dusit]";
- mes "You do now?";
- mes "Then be careful!";
- mes "It'll eat you alive!";
- close;
- }
- else if (ayodunquest > 0) {
- mes "[Dusit]";
- mes "How are you?";
- mes "If you're interested";
- mes "in the Sa-mhing Tiger,";
- mes "please go talk to Boonthom.";
- next;
- mes "[Dusit]";
- mes "But beware!";
- mes "The Sa-mhing Tiger might be";
- mes "closer to you than you expect!";
- close;
- }
-}
-
-ayo_in01,181,193,4 script Shaman#thai 840,{
- if (ayodunquest == 1) {
- mes "[Boonthom]";
- mes "You...!";
- mes "Isn't it....!";
- mes "Oooooohhhhhhh!";
- next;
- mes "[Boonthom]";
- mes "Oh...?";
- next;
- mes "[Boonthom]";
- mes "...";
- next;
- mes "[Boonthom]";
- mes "...";
- mes "......";
- next;
- mes "[Boonthom]";
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Boonthom]";
- mes "Never mind.";
- mes "Hah! I've lost my";
- mes "train of thought.";
- next;
- mes "[Boonthom]";
- mes "So have you come to me to seek help? I can see the fear in your eyes. Let me gaze into your soul, and see what your fear is for myself. Hmmm...";
- next;
- mes "[Boonthom]";
- mes "...";
- next;
- mes "[Boonthom]";
- mes "...";
- mes "......";
- next;
- mes "[Boonthom]";
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Boonthom]";
- mes "What...!";
- mes "I see that you dread the Sa-mhing Tiger! I haven't heard any news of that monster for a long time...";
- next;
- mes "[Boonthom]";
- mes "A long time ago,";
- mes "the Sa-mhing Tiger";
- mes "really did roam the village";
- mes "and ate innocent people.";
- next;
- mes "[Boonthom]";
- mes "However, its terror";
- mes "was brought to an end when it";
- mes "was finally captured. I was one of those involved in capturing the Sa-mhing Tiger.";
- next;
- mes "[Boonthom]";
- mes "I insisted killing on it, but the other people were too afraid to do so. Instead, the Sa-mhing Tiger";
- mes "was locked in a cave inside of the ancient ruins.";
- next;
- mes "[Boonthom]";
- mes "I believe that was at least 10 years ago. Perhaps it's already dead by now. However, no one";
- mes "knows how powerful the tiger truly";
- mes "is. It may still be alive.";
- next;
- mes "[Boonthom]";
- mes "I don't think we need to worry about it though. It is locked up and there it shall remain.";
- next;
- switch(select("I want to explore the ancient ruins.:Locked up! Good! I'm not afraid!")) {
- case 1:
- mes "[Boonthom]";
- mes "You...";
- mes "You are strange.";
- mes "You want to explore the ancient ruins. Do all adventurers disregard their safety like that?";
- next;
- mes "[Boonthom]";
- mes "It's your choice. But remember, it is very dangerous to go through the path to the center of the building. Usually, I forbid it.";
- next;
- mes "[Boonthom]";
- mes "But if you want to go in,";
- mes "I can give you some useful tips.";
- mes "Would you like to listen?";
- next;
- if (select("If it's that dangerous, I'd rather not try.:Sure!") == 1) {
- mes "[Boonthom]";
- mes "You made a good decision.";
- mes "You'd better be careful if";
- mes "you want to stay alive.";
- close;
- }
- mes "[Boonthom]";
- mes "Umm, okay.";
- mes "Since you're";
- mes "that interested...";
- next;
- mes "[Boonthom]";
- mes "If you wish to enter the ancient building, you must have protection against evil spirits and malice.";
- next;
- if (Class == Job_Priest || Class == Job_Acolyte || Class == Job_Crusader) {
- mes "[Boonthom]";
- mes "Even if you can";
- mes "wield the power of";
- mes "holiness, you will still need the spiritual security of our land.";
- }
- else {
- mes "[Boonthom]";
- mes "There are many ghosts and";
- mes "demons within the cave, and they will attack people who do not possess holy power... Like you.";
- }
- next;
- mes "[Boonthom]";
- mes "I can make you an object";
- mes "containing this holy power if you wish. In order to make it, I will need some materials.";
- next;
- mes "[Boonthom]";
- mes "^3366991 Needle Packet^000000,";
- mes "^3366991 Spool^000000,";
- mes "^3366991 Solid Husk^000000 and";
- mes "^3366991 Holy Water^000000...";
- mes "That's all I need.";
- next;
- mes "[Boonthom]";
- mes "Please come back";
- mes "when you prepare all";
- mes "the materials.";
- set ayodunquest,2;
- close;
- }
- mes "[Boonthom]";
- mes "Hmmm...";
- mes "Not afraid";
- mes "of it, are you?";
- next;
- mes "[Boonthom]";
- mes "............";
- mes "............";
- close;
- }
- else if (ayodunquest == 2) {
- if (countitem(7213) > 0 && countitem(7217) > 0 && countitem(7190) > 0 && countitem(523) > 0) {
- mes "[Boonthom]";
- mes "Excellent!";
- mes "Now you have brought";
- mes "everything I need. Let me make";
- mes "the thing for you as promised...";
- next;
- mes "[Boonthom]";
- mes "Ooooohmmmmm...";
- next;
- mes "[Boonthom]";
- mes "Hmmmmmm...";
- mes "Hmmmmmmmmm.";
- next;
- mes "[Boonthom]";
- mes "Pffff pffff...";
- next;
- mes "[Boonthom]";
- mes "Here you go.";
- mes "Please take these holy threads.";
- mes "With this, you will be able to enter the ruins with less worry.";
- delitem 7213,1; //Needle_Pouch
- delitem 7217,1; //Spool
- delitem 7190,1; //Solid_Peeling
- delitem 523,1; //Holy_Water
- set ayodunquest,3;
- getitem 7285,1; //Thread_Skein
- next;
- mes "[Boonthom]";
- mes "Even if you lose this, don't worry. Just bring me the materials, and";
- mes "I will make you another one.";
- next;
- mes "[Boonthom]";
- mes "The ancient building consists";
- mes "of 2 levels. Before you enter the 2nd underground level, please return to me so that I can tell you how to enter that place.";
- }
- mes "[Boonthom]";
- mes "Did you forget what materials";
- mes "you need to create my object of holy power? Please listen";
- mes "carefully this time.";
- next;
- mes "[Boonthom]";
- mes "^3366991 Needle Packet^000000,";
- mes "^3366991 Spool^000000,";
- mes "^3366991 Solid Husk^000000 and";
- mes "^3366991 Holy Water^000000.";
- next;
- mes "[Boonthom]";
- mes "See you later.";
- close;
- }
- else if (ayodunquest == 3) {
- if (countitem(7213) > 0 && countitem(7217) > 0 && countitem(7190) > 0 && countitem(523) > 0) {
- mes "[Boonthom]";
- mes "Excellent! Now you have brought everything I need, let me make the thing for you as I promised...";
- next;
- mes "[Boonthom]";
- mes "Ooooohmmmmm...";
- next;
- mes "[Boonthom]";
- mes "Hmmmmmm...";
- mes "Hmmmmmmmmm.";
- next;
- mes "[Boonthom]";
- mes "Pffff pffff...";
- next;
- mes "[Boonthom]";
- mes "Here you go.";
- mes "Please take these holy threads.";
- mes "With this, you will be able to enter the ruins with less worry.";
- delitem 7213,1; //Needle_Pouch
- delitem 7217,1; //Spool
- delitem 7190,1; //Solid_Peeling
- delitem 523,1; //Holy_Water
- getitem 7285,1; //Thread_Skein
- next;
- mes "[Boonthom]";
- mes "Even if you lose this, don't worry. Just bring me the materials, I can make you another one.";
- close;
- }
- mes "[Boonthom]";
- mes "If you lose the holy threads, don't worry. I can make some more for you. Just gather the following items.";
- next;
- mes "[Boonthom]";
- mes "^3366991 Needle Packet^000000,";
- mes "^3366991 Spool^000000,";
- mes "^3366991 Solid Husk^000000 and";
- mes "^3366991 Holy Water^000000.";
- next;
- mes "[Boonthom]";
- mes "See you later.";
- close;
- }
- else if (ayodunquest > 3 && ayodunquest < 9) {
- mes "[Boonthom]";
- mes "You finally started seeking the tiger. I hope that you will be safe from harm.";
- next;
- mes "[Boonthom]";
- mes "Feel free to ask";
- mes "me for help at anytime.";
- close;
- }
- else if (ayodunquest == 9) {
- mes "["+strcharinfo(0)+"]";
- mes "I copied down this";
- mes "message while exploring";
- mes "the dungeon. Would you";
- mes "take a look at this?";
- next;
- mes "[Stone Slate]";
- mes "^333333Do not enter the";
- mes "2nd underground level";
- mes "...is danger... You wil...";
- mes "...encounter... tiger...^000000";
- next;
- mes "[Stone Slate]";
- mes "^333333You must kill... In order to do... MUST... How to go... the 2nd underground level...";
- mes "You need more... Holy power... in order to... Otherwise, it's impossible...^000000";
- next;
- mes "[Boonthom]";
- mes "That was written by one of my comrades who entered the ruins,";
- mes "as he regretted letting the tiger live, lest it return.";
- next;
- mes "[Boonthom]";
- mes "If you were able to find this note, you must have strong determination to venture through the ruins.";
- next;
- mes "[Boonthom]";
- mes "As you can guess from the";
- mes "note, the 2nd underground level is very very dangerous. You will need holy threads that contain even more holy protection.";
- next;
- mes "[Boonthom]";
- mes "Now, go and gather some materials so that I can create more powerful holy threads for you.";
- next;
- mes "[Boonthom]";
- mes "^3366992 Holy Water^000000,";
- mes "^3366991 Yggdrasil Leaf^000000,";
- mes "^3366992 Needle Packet^000000 and";
- mes "^3366992 Spool^000000.";
- set ayodunquest,10;
- next;
- mes "[Boonthom]";
- mes "Return to me";
- mes "once you have";
- mes "gathered everything.";
- close;
- }
- else if (ayodunquest == 10) {
- if (countitem(523) > 1 && countitem(610) > 0 && countitem(7213) > 1 && countitem(7217) > 1) {
- mes "[Boonthom]";
- mes "Hmm~";
- mes "You've brought";
- mes "everything. Quite";
- mes "the enthusiastic one,";
- mes "aren't you?";
- next;
- mes "[Boonthom]";
- mes "Ooooohmmmmm...";
- next;
- mes "[Boonthom]";
- mes "Hmmmmmm...";
- mes "Hmmmmmmmmm.";
- next;
- mes "[Boonthom]";
- mes "Pffff pffff...";
- next;
- mes "[Boonthom]";
- mes "Here you go.";
- mes "Please take these holy threads.";
- mes "With this, you will be able to enter the ruins with less worry.";
- delitem 7213,2; //Needle_Pouch
- delitem 7217,2; //Spool
- delitem 610,1; //Leaf_Of_Yggdrasil
- delitem 523,2; //Holy_Water
- set ayodunquest,11;
- getitem 7287,1; //Thread_Skein_
- next;
- mes "[Boonthom]";
- mes "Even if you lose this, don't worry. Just bring me the materials, and";
- mes "I will make you another one.";
- close;
- }
- mes "[Boonthom]";
- mes "Hmm...?";
- mes "Didn't I tell you";
- mes "what I need to make";
- mes "a more powerful";
- mes "holy thread?";
- next;
- mes "[Boonthom]";
- mes "^3366992 Holy Water^000000,";
- mes "^3366991 Yggdrasil Leaf^000000,";
- mes "^3366992 Needle Packet^000000 and";
- mes "^3366992 Spool^000000.";
- next;
- mes "[Boonthom]";
- mes "Return to me";
- mes "with those items";
- mes "and I will craft";
- mes "more powerful holy";
- mes "threads for you.";
- close;
- }
- else if (ayodunquest == 11) {
- if (countitem(7287) > 0) {
- mes "[Boonthom]";
- mes "Those threads";
- mes "will protect you";
- mes "from the spiritual";
- mes "dangers, but it's up";
- mes "to you to defend yourself";
- mes "from monster attacks, okay?";
- close;
- }
- else if (countitem(523) > 1 && countitem(610) > 0 && countitem(7213) > 1 && countitem(7217) > 1 && countitem(7287) == 0) {
- mes "[Boonthom]";
- mes "Ooooohmmmmm...";
- next;
- mes "[Boonthom]";
- mes "Hmmmmmm...";
- mes "Hmmmmmmmmm.";
- next;
- mes "[Boonthom]";
- mes "Pffff pffff...";
- next;
- mes "[Boonthom]";
- mes "Here you go.";
- mes "Please take these holy threads.";
- mes "With this, you will be able to enter the ruins with less worry.";
- delitem 7213,2; //Needle_Pouch
- delitem 7217,2; //Spool
- delitem 610,1; //Leaf_Of_Yggdrasil
- delitem 523,2; //Holy_Water
- getitem 7287,1; //Thread_Skein_
- close;
- }
- mes "[Boonthom]";
- mes "Hmm...?";
- mes "Didn't I tell you";
- mes "what I need to make";
- mes "a more powerful";
- mes "holy thread?";
- next;
- mes "[Boonthom]";
- mes "^3366992 Holy Water^000000,";
- mes "^3366991 Yggdrasil Leaf^000000,";
- mes "^3366992 Needle Packet^000000 and";
- mes "^3366992 Spool^000000.";
- close;
- }
- else if (ayodunquest == 12) {
- mes "[Boonthom]";
- mes "Huh...!";
- mes "You must have seen something.";
- mes "I can tell by the gloomy look on your face, and the shadow looming over your soul.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I found";
- mes "this old letter";
- mes "in the ruins.";
- next;
- mes "[Old Letter]";
- mes "^333333Dear, Boonthom...I was a fool...There is Sa-mhing Tig'...One who ....my remains... Please take...to Boonthom...";
- next;
- mes "[Boonthom]";
- mes "I see...";
- mes "Oh, my dear";
- mes "old friend...";
- next;
- mes "[Boonthom]";
- mes "Thank you for your trouble.";
- mes "My friend left that box for me.";
- mes "But I guess he would wish to give that box to the person who found his remains.";
- next;
- mes "[Boonthom]";
- mes "If you wish to explore the building again, but you don't have any holy thread, feel free to ask me at anytime.";
- set ayodunquest,13;
- close;
- }
- else if (ayodunquest > 12) {
- if (countitem(7287) > 0) {
- mes "[Boonthom]";
- mes "Best of luck on your";
- mes "expeditions, brave";
- mes "adventurer~";
- close;
- }
- else if (countitem(523) > 1 && countitem(610) > 0 && countitem(7213) > 1 && countitem(7217) > 1 && countitem(7287) == 0) {
- mes "[Boonthom]";
- mes "Lost the";
- mes "holy threads";
- mes "somehow, did you?";
- mes "With the items you";
- mes "have, I'll simply";
- mes "make more of them.";
- next;
- mes "[Boonthom]";
- mes "Ooooohmmmmm...";
- next;
- mes "[Boonthom]";
- mes "Hmmmmmm...";
- mes "Hmmmmmmmmm.";
- next;
- mes "[Boonthom]";
- mes "Pffff pffff...";
- next;
- mes "[Boonthom]";
- mes "Here you go.";
- mes "Please take these holy threads.";
- mes "With this, you will be able to enter the ruins with less worry.";
- delitem 7213,2; //Needle_Pouch
- delitem 7217,2; //Spool
- delitem 610,1; //Leaf_Of_Yggdrasil
- delitem 523,2; //Holy_Water
- getitem 7287,1; //Thread_Skein_
- close;
- }
- mes "[Boonthom]";
- mes "Hmm...?";
- mes "Didn't I tell you";
- mes "what I need to make";
- mes "a more powerful";
- mes "holy thread?";
- next;
- mes "[Boonthom]";
- mes "^3366992 Holy Water^000000,";
- mes "^3366991 Yggdrasil Leaf^000000,";
- mes "^3366992 Needle Packet^000000 and";
- mes "^3366992 Spool^000000.";
- close;
- }
- mes "[Boonthom]";
- mes "Ooooohmmmmm...";
- close;
-}
-
-ayo_fild01,129,197,0 script Puraim#thai1 842,{
- if ((ayodunquest > 2 && countitem(7285) > 0) || (ayodunquest > 2 && countitem(7287) > 0)) {
- mes "[Puraim]";
- mes "Huh...?";
- mes "I feel it!";
- mes "I can feel the";
- mes "power of holiness!";
- mes "It's coming from you!";
- next;
- mes "[Puraim]";
- mes "I guess you can go ahead";
- mes "into the ruins. So that's";
- mes "what you want? To explore";
- mes "this area?";
- next;
- mes "[Puraim]";
- mes "I would suggest";
- mes "against coming inside.";
- mes "Even the local people";
- mes "fear this area.";
- next;
- mes "[Puraim]";
- mes "If the Sa-mhing Tiger wasn't around, there would still be all the evil spirits in this place. Even with the holy thread, this place is still dangerous.";
- next;
- mes "[Puraim]";
- mes "So what do you want?";
- mes "Do you still want to";
- mes "explore the area,";
- mes "adventurer?";
- next;
- if (select("Yes.:No! I'm too afraid of the ruins now.") == 1) {
- mes "[Puraim]";
- mes "Hmmm...";
- mes "It seems you adventurers are tempted by the thrill of danger,";
- mes "or you've all got some death wish.";
- next;
- mes "[Puraim]";
- mes "Oh well, that's none of my business. After all, you already";
- mes "have a holy spirit. Still, be careful. You might not want to go to the 2nd underground level of the ruins.";
- next;
- mes "[Puraim]";
- mes "As you Rune-Midgardians";
- mes "say, 'curiousity killed the cat.'";
- mes "Anyway, go for it!";
- next;
- mes "^3355FFHe shoved you off the hill";
- mes "and you plummet like a rock.^000000";
- close2;
- percentheal -10,0;
- warp "ayo_fild02",30,135;
- end;
- }
- mes "[Puraim]";
- mes "Good decision!";
- mes "As I expected, you're";
- mes "smart enough not to";
- mes "stupidly jeopardize your life.";
- close;
- }
- mes "[Puraim]";
- mes "If I were you, I wouldn't";
- mes "even dare to approach";
- mes "the ruins down over there.";
- next;
- mes "[Puraim]";
- mes "Anyone who doesn't have the protection of a holy spirit will be easy game for the evil creatures living there. You'd be killed in";
- mes "no time at all!";
- next;
- mes "[Puraim]";
- mes "Go back, adventurer.";
- mes "If you wish to explore";
- mes "this area, you'd better";
- mes "show me some holy spirit.";
- close;
-}
-
-ayo_fild02,25,154,0 script Aik#thai 843,{
- mes "[Aik]";
- mes "So, how was your expedition?";
- mes "I hope that the evil spirits will not follow you outside of the ruins, and haunt your dreams.";
- next;
- mes "[Aik]";
- mes "When you go back,";
- mes "remember to ward off";
- mes "the evil from your mind.";
- mes "Otherwise you will encounter";
- mes "trouble later...";
- next;
- mes "[Aik]";
- mes "So, would you";
- mes "like to go back?";
- next;
- if (select("Yes.:No, I need to look around more...") == 1) {
- mes "[Aik]";
- mes "Alright then...";
- mes "Here we go...";
- next;
- mes "^3355FFHe suddenly grabbed you";
- mes "and hurled you up into the air!^000000";
- close2;
- warp "ayo_fild01",115,200;
- end;
- }
- mes "[Aik]";
- mes "I see.";
- mes "Take care.";
- close;
-}
-
-// Water Traps
-ayo_dun01,273,26,0 script #th_dun1_1_1::AyoTrap1 111,0,4,{
- mes "^3355FFYou look down and see a pool";
- mes "of water in the distance. It looks like a long drop to the bottom.^000000";
- next;
- mes "^3355FFYou are filled";
- mes "with apprehension,";
- mes "After all, if you fall down,^000000";
- mes "^2F2F4Fyou might get killed.^000000";
- close;
-
-OnTouch:
- mes "^3355FFYou look down and see a pool";
- mes "of water in the distance. It looks like a long drop to the bottom.^000000";
- next;
- mes "^3355FFYou are filled";
- mes "with apprehension.";
- mes "After all, if you fall down,";
- mes "^2F2F4Fyou might get killed.^000000";
- close;
-}
-
-ayo_dun01,273,27,0 duplicate(AyoTrap1) #th_dun1_1_2 111
-ayo_dun01,272,27,0 duplicate(AyoTrap1) #th_dun1_1_3 111,0,4
-ayo_dun01,272,26,0 duplicate(AyoTrap1) #th_dun1_1_4 111
-
-ayo_dun01,26,27,0 script #th_dun1_1::AyoTrap2 -1,1,1,{
-OnTouch:
- percentheal -100,0;
- end;
-}
-
-ayo_dun01,28,27,0 duplicate(AyoTrap2) #th_dun1_2 -1,0,1
-ayo_dun01,27,25,0 duplicate(AyoTrap2) #th_dun1_3 -1,1,0
-ayo_dun01,25,25,0 duplicate(AyoTrap2) #th_dun1_4 -1
-ayo_dun01,272,273,0 duplicate(AyoTrap2) #th_dun1_5 -1,1,1
-ayo_dun01,274,273,0 duplicate(AyoTrap2) #th_dun1_6 -1,0,1
-ayo_dun01,273,271,0 duplicate(AyoTrap2) #th_dun1_7 -1,1,0
-ayo_dun01,271,271,0 duplicate(AyoTrap2) #th_dun1_8 -1
-ayo_dun01,26,273,0 duplicate(AyoTrap2) #th_dun1_9 -1,1,1
-ayo_dun01,28,273,0 duplicate(AyoTrap2) #th_dun1_10 -1,0,1
-ayo_dun01,27,271,0 duplicate(AyoTrap2) #th_dun1_11 -1,1,0
-ayo_dun01,25,271,0 duplicate(AyoTrap2) #th_dun1_12 -1
-
-// Hints
-ayo_dun01,156,148,0 script #hint01::AyoHint -1,0,4,{
-OnTouch:
- if (rand(1,100) > 60 && ayodunquest < 11) {
- mes "^3355FFThe Holy Thread in your pocket suddenly began to glow. You feel that something is near you...^000000";
- close2;
- viewpoint 1,198,164,0,0xFF0000;
- viewpoint 1,87,16,1,0xFF0000;
- viewpoint 1,268,214,2,0xFF0000;
- viewpoint 1,147,274,3,0xFF0000;
- viewpoint 1,99,118,4,0xFF0000;
- viewpoint 1,16,188,5,0xFF0000;
- }
- end;
-}
-
-ayo_dun01,259,42,0 duplicate(AyoHint) #hint02 -1,2,0
-ayo_dun01,259,44,0 duplicate(AyoHint) #hint02_2 -1,2,0
-ayo_dun01,259,46,0 duplicate(AyoHint) #hint02_3 -1,2,0
-
-// Puzzle pieces
-ayo_dun01,198,164,0 script #hun_thai_1 111,{
- if (ayodunquest == 3) {
- set ayodunquest,4;
- mes "^3355FFYou find a piece of a stone slate with letters etched on it. It seems to be the 1st part of the slate.^000000";
- next;
- mes "^3355FFIt reads '^0000FFDo not enter the 2nd underground level^3355FF.' You are unable to read the rest of the message.^000000";
- close;
- }
- mes "^3355FFYou find a piece of a stone slate with letters etched on it. It seems to be the 1st part of the slate.^000000";
- close;
-}
-
-ayo_dun01,87,16,0 script #hun_thai_2 111,{
- if (ayodunquest == 4) {
- set ayodunquest,5;
- mes "^3355FFYou find a piece of a stone slate with letters etched on it. It seems to be the 2nd part of the slate.^000000";
- next;
- mes "^3355FFIt reads '^0000FF...is danger... You wil...^3355FF.' You are unable to read the rest of the message.^000000";
- close;
- }
- mes "^3355FFYou find a piece of a stone slate with letters etched on it. It seems to be the 2nd part of the slate.^000000";
- close;
-}
-
-ayo_dun01,268,214,0 script #hun_thai_3 111,{
- if (ayodunquest == 5) {
- set ayodunquest,6;
- mes "^3355FFYou find a piece of a stone slate with letters etched on it. It seems to be the 3rd part of the slate.^000000";
- next;
- mes "^3355FFIt reads '^0000FF...encounter... tiger...^3355FF.' You are unable to read the rest of the message.^000000";
- close;
- }
- mes "^3355FFYou find a piece of a stone slate with letters etched on it. It seems to be the 3rd part of the slate.^000000";
- close;
-}
-
-ayo_dun01,147,274,0 script #hun_thai_4 111,{
- if (ayodunquest == 6) {
- set ayodunquest,7;
- mes "^3355FFYou find a piece of a stone slate with letters etched on it. It seems to be the 4th part of the slate.^000000";
- next;
- mes "^3355FFIt reads '^0000FFYou must kill... In order to do... MUST... How to go... the 2nd underground level...^3355FF' You are unable to read the rest of the message.^000000";
- close;
- }
- mes "^3355FFYou find a piece of a stone slate with letters etched on it. It seems to be the 4th part of the slate.^000000";
- close;
-}
-
-ayo_dun01,99,118,0 script #hun_thai_5 111,{
- if (ayodunquest == 7) {
- set ayodunquest,8;
- mes "^3355FFYou find a piece of a stone slate with letters etched on it. It seems to be the 5th part of the slate.^000000";
- next;
- mes "^3355FFIt reads '^0000FFYou need more... Holy power... in order to...^3355FF' You are unable to read the rest of the message.^000000";
- close;
- }
- mes "^3355FFYou find a piece of a stone slate with letters etched on it. It seems to be the 5th part of the slate.^000000";
- close;
-}
-
-ayo_dun01,16,188,0 script #hun_thai_6 111,{
- if (ayodunquest == 8) {
- set ayodunquest,9;
- mes "^3355FFYou find a piece of a stone slate with letters etched on it. It seems to be the last part of the slate.^000000";
- next;
- mes "^3355FFIt reads '^0000FFOtherwise, it's impossible...^3355FF' You are unable to read the rest of the message.^000000";
- close;
- }
- mes "^3355FFYou find a piece of a stone slate with letters etched on it. It seems to be the last part of the slate.^000000";
- close;
-}
-
-ayo_dun01,24,283,0 script #2_dun_in 111,{
- if (ayodunquest > 10) {
- if (countitem(7287) > 0) {
- mes "^3355FFThe holy threads";
- mes "emanate a powerful sense";
- mes "of safety and security.";
- mes "With the protection of";
- mes "holiness, you begin your";
- mes "descent into the 2nd level.^000000.";
- close2;
- if (rand(1,10) > 5) {
- warp "ayo_dun02",23,26;
- }
- else {
- warp "ayo_dun02",275,26;
- }
- end;
- }
- mes "^3355FFYou find what seems to be the entrance to the 2nd level. However, you are filled with an overwhelming sense of dread. Somehow, you can't bring yourself to go down...^000000";
- close;
- }
- mes "^3355FFYou find what seems to be the entrance to the 2nd level. However, you are filled with an overwhelming sense of dread. Somehow, you can't bring yourself to go down...^000000";
- close;
-}
-
-ayo_dun02,268,108,0 script #reward_tiger 111,{
- if (ayodunquest == 11 && countitem(7287) > 0) {
- mes "^3355FFYou find half of the skeletal remains of a person sticking out from the ground. It seems to be the remains of Boonthom's comrade.^000000";
- next;
- mes "^3355FFYou find a piece of paper beside the skeleton, as well as a box.^000000";
- next;
- mes "^3355FFYou read what is written on the old sheet of paper. The letters have faded with age, and it is difficult to read.^000000";
- next;
- mes "[Old Letter]";
- mes "^333333Dear, Boonthom,";
- mes "I was a fool. There is 'Sa-mhing Tig'...One who ....my remains... Please take...to Boonthom...";
- next;
- mes "^3355FFYou pick";
- mes "up the box.^000000";
- set ayodunquest,12;
- getitem 603,1; //Old_Blue_Box
- close;
- }
-}
-
-// Tom Tung Goong Quest
-//============================================================
-ayothaya,196,265,3 script Einon#ayo 842,{
- if (tomyumgoong == 0) {
- mes "[Einon]";
- mes "Do you know what the";
- mes "most popular cuisine";
- mes "of this village is?";
- next;
- mes "[Einon]";
- mes "Ayotaya is world famous";
- mes "for its regional cuisine, but";
- mes "out of all Ayotayan dishes,";
- mes "'^3131FFTom Yum Goong^000000' is the best.";
- next;
- mes "[Einon]";
- mes "Tom Yum Goong is a type";
- mes "of soup that is very spicy. Try it once, and you will be amazed by its profound taste. Try it twice, and you will be enraptured by its tantalizing aroma.";
- next;
- mes "[Einon]";
- mes "It's really one of the most delicious foods in the world!";
- mes "Everyone in the world would";
- mes "want to try this at least once in his lifetime. So, would you like";
- mes "to try some?";
- next;
- if (select("Sure thing.:No, thanks. I hate spicy food.") == 1) {
- mes "[Einon]";
- mes "Okay...!";
- mes "Now who would be";
- mes "best for preparing";
- mes "Tom Yum Goong for you?";
- mes "Hmmmmm...";
- next;
- mes "[Einon]";
- mes "Everyone in the village";
- mes "knows how to make it, but";
- mes "I recommend that you go";
- mes "visit ^3131FFMali the Spicy^000000.";
- next;
- emotion e_no1;
- set tomyumgoong,1;
- mes "[Einon]";
- mes "She is the best cook when it";
- mes "comes to Tom Yum Goong!";
- mes "Why don't you ask her";
- mes "to cook you some?";
- close;
- }
- mes "[Einon]";
- mes "Oh I see...";
- mes "However, when you";
- mes "change your mind,";
- mes "please come back.";
- close;
- }
- else if (tomyumgoong == 1) {
- mes "[Einon]";
- mes "Ah, you wanna know";
- mes "where ^3131FFMali the Spicy^000000 is?";
- mes "Well, there's not too many places";
- mes "a cook would stay other than in";
- mes "a restaurant, right? Hahaha~";
- close;
- }
- mes "[Einon]";
- mes "Golden Ayotaya...";
- mes "Although I've grown";
- mes "up in this village,";
- mes "I still think my village";
- mes "is magnificient and beautiful.";
- next;
- mes "[Einon]";
- mes "What do you think?";
- mes "Wouldn't you agree with me?";
- close;
-}
-
-ayo_in01,145,163,3 script Cook#ayo 839,{
- if (tomyumgoong < 2) {
- mes "[Mali the Spicy]";
- mes "Hello, there!";
- mes "I am called Mali the Spicy.";
- mes "All of my dishes always amaze";
- mes "my customers with their tempting scents and deep flavors.";
- next;
- mes "[Mali the Spicy]";
- mes "I am especially proud of my";
- mes "^3131FFTom Yum Goong^000000, which is the";
- mes "best in the village. I suppose";
- mes "it's my fate to cook the greatest Tom Yum Goong ever.";
- if (tomyumgoong == 0) {
- close;
- }
- else {
- next;
- mes "[Mali the Spicy]";
- mes "Oh I see...";
- mes "You want me to cook";
- mes "Tom Yum Goong for you,";
- mes "don't you?";
- next;
- mes "[Mali the Spicy]";
- mes "Honestly, I've been really";
- mes "busy ever since I opened this restaurant. If you really wish to taste my Tom Yum Goong, would";
- mes "you do something for me?";
- next;
- if (select("Sure!:Eh... I dunno.") == 1) {
- mes "[Mali the Spicy]";
- mes "First, would you get";
- mes "the ingredients to make";
- mes "Tom Yum Goong for me? I'll need some ^CE0000Shrimps^000000, ^CE0000Chiles^000000 and ^CE0000Lemons^000000.";
- next;
- mes "[Mali the Spicy]";
- mes "Remember, Shrimp is the main ingredient of this dish. So, the fresher the Shrimp, the tastier your food will be.";
- next;
- select("Where can I find them?");
- mes "[Mali the Spicy]";
- mes "I expected you";
- mes "to ask me that.";
- mes "For Shrimps, look around";
- mes "the beach. You should see";
- mes "a lot of them there.";
- next;
- mes "[Mali the Spicy]";
- mes "However, you might have a hard time finding them since you haven't done that before. So just buy some Shrimp from the guy who sells";
- mes "the freshest Shrimp around.";
- next;
- mes "[Mali the Spicy]";
- mes "Hmmm...";
- mes "If you mention";
- mes "my name, that guy";
- mes "might give you a discount.";
- set tomyumgoong,2;
- next;
- mes "[Mali the Spicy]";
- mes "His name is ^3131FFThongpool^000000.";
- mes "He will be somewhere around the village selling Shrimps. Go and ask him to give you 20 Shrimps to cook Tom Yum Goong.";
- close;
- }
- mes "[Mali the Spicy]";
- mes "I understand this might be difficult to do, but it's worth";
- mes "a try if you really want to taste the best Tom Yum Goong.";
- close;
- }
- }
- else if (tomyumgoong > 1 && tomyumgoong < 4) {
- if (tomyumgoong == 2 && countitem(567) > 19) {
- mes "[Mali the Spicy]";
- mes "Errr...";
- mes "What's wrong with these Shrimp?";
- mes "They all have these scratches and rips in them! I can't believe Thongpool sold such bad Shrimp";
- mes "to his customers!";
- next;
- mes "[Mali the Spicy]";
- mes "I'm so sorry, but";
- mes "I can't cook the best";
- mes "Tom Yum Goong with";
- mes "these Shrimp.";
- next;
- mes "[Mali the Spicy]";
- mes "I know it's an inconvenience, but would you go back to Thongpool";
- mes "and ask him to give you the freshest Shrimp to cook the best";
- mes "Tom Yum Goong?";
- close;
- }
- else if (tomyumgoong == 3) {
- if (countitem(567) > 19) {
- mes "[Mali the Spicy]";
- mes "Ah, you came back!";
- mes "Now, let me see what";
- mes "you've brought. Hmm...";
- mes "These are...";
- next;
- emotion e_no1;
- mes "[Mali the Spicy]";
- mes "The freshest Shrimp that";
- mes "I've been looking for! Well done~";
- mes "With these big and fresh Shrimp,";
- mes "I can cook the best Tom Yum Goong for you! Thank you so much!";
- delitem 567,20; //Prawn
- next;
- mes "[Mali the Spicy]";
- mes "It will be a perfect food with the natural sweetness of the Shrimp, the sourness of Lemons and a little bit of fish sauce!";
- next;
- mes "[Mali the Spicy]";
- mes "Oh... Right.";
- mes "But we only have Shrimp.";
- mes "Now, I want you to bring";
- mes "me some ^CE0000Lemons^000000.";
- next;
- if (select("Where can I find Lemons?:I hate sour food. I'd better quit!") == 1) {
- set tomyumgoong,4;
- mes "[Mali the Spicy]";
- mes "A few days ago, I saw a good";
- mes "Lemon tree while taking a walk.";
- mes "But this tree belongs to an ordinary man who's not a Fruit Merchant.";
- next;
- mes "[Mali the Spicy]";
- mes "I'm not sure whether";
- mes "or not he'd sell Lemons";
- mes "to you, but you can try,";
- mes "I guess.";
- close;
- }
- emotion e_ag;
- mes "[Mali the Spicy]";
- mes "What a stupid...!";
- mes "If you quit just because you really hate sour flavors, you must not be that eager to have my Tom Yum Goong!";
- next;
- mes "[Mali the Spicy]";
- mes "Once you taste my";
- mes "Tom Yum Goong, you'll";
- mes "regret what you just said!";
- close;
- }
- mes "[Mali the Spicy]";
- mes "Huh...?";
- mes "What did you do";
- mes "with the Shrimps?";
- mes "You didn't eat them";
- mes "on the way here, did you?";
- close;
- }
- mes "[Mali the Spicy]";
- mes "Make sure you ask";
- mes "Mr. Thongpool to give";
- mes "you 20 Shrimps.";
- mes "Now hurry~";
- close;
- }
- else if (tomyumgoong > 3 && tomyumgoong < 6) {
- if (tomyumgoong == 4 && countitem(568) > 9) {
- mes "[Mali the Spicy]";
- mes "You think these are";
- mes "the best quality Lemons?";
- mes "Take a closer look!";
- next;
- mes "[Mali the Spicy]";
- mes "The skin of these";
- mes "Lemons lack luster";
- mes "and they don't even smell";
- mes "fresh! They're just";
- mes "common Lemons!";
- close;
- }
- else if (tomyumgoong == 5) {
- if (countitem(568) > 9) {
- emotion e_gasp;
- mes "[Mali the Spicy]";
- mes "Welcome back!";
- mes "Wow, you came back";
- mes "really fast! Okay, let me";
- mes "see the Lemons";
- mes "you brought?";
- next;
- mes "[Mali the Spicy]";
- mes "Wow, great!";
- mes "These are really fresh Lemons!";
- mes "How could you bring all of these by yourself? Thanks for your trouble~";
- next;
- mes "[Mali the Spicy]";
- mes "Now, you should go buy";
- mes "some ^CE0000Chiles^000000 and some";
- mes "other materials in the Market.";
- next;
- mes "[Mali the Spicy]";
- mes "When you talk";
- mes "to the Merchants";
- mes "in the Market, they";
- mes "will know what you want.";
- next;
- if (select("Okay, I'll be right back.:Ah, I'm tired now. Let me take a rest first...") == 1) {
- delitem 568,10; //Lemon
- set tomyumgoong,6;
- mes "[Mali the Spicy]";
- mes "See you in a bit~";
- close;
- }
- mes "[Mali the Spicy]";
- mes "It's your call.";
- mes "But remember...";
- mes "The Shrimps might go bad";
- mes "while you're taking a rest.";
- close;
- }
- mes "[Mali the Spicy]";
- mes "Huh...?";
- mes "What did you";
- mes "do with Lemons?";
- mes "You didn't eat them";
- mes "all on the way here, did you?";
- close;
- }
- mes "[Mali the Spicy]";
- mes "Alright...";
- mes "I'm counting on you";
- mes "to get the best Lemons";
- mes "from the guy that owns that tree.";
- next;
- mes "[Mali the Spicy]";
- mes "Somehow, you've got";
- mes "to get those high quality";
- mes "Lemons so that I can make";
- mes "some Tom Yum Goong!";
- close;
- }
- else if (tomyumgoong == 6) {
- if (countitem(7286) > 29) {
- mes "[Mali the Spicy]";
- mes "I don't understand...";
- mes "Where did you get these";
- mes "bad ingredients?! Didn't";
- mes "I tell you that my";
- mes "Tom Yum Goong";
- mes "requires the best?!";
- close;
- }
- mes "[Mali the Spicy]";
- mes "I know you've been working hard to do me this favor. I hope you'll put forth that last little bit of effort to finish this.";
- next;
- mes "[Malli the Spicy]";
- mes "Please go take a look in the Market. I don't doubt that it will be a good experience. After all, my fantastic Tom Yum Goong is waiting for you!";
- close;
- }
- else if (tomyumgoong == 7) {
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight > 1499) {
- if (countitem(7286) > 29) {
- delitem 7286,30; //Chilli
- emotion e_gasp;
- mes "[Mali the Spicy]";
- mes "Now...";
- mes "Everything is all set!";
- mes "Before we start, let me";
- mes "check the materials.";
- next;
- mes "[Mali the Spicy]";
- mes "^CE0000Shrimp^000000, ^CE0000Chiles^000000, ^CE0000Lemons^000000...";
- mes "Fish sauce and other little things...";
- next;
- mes "[Mali the Spicy]";
- mes "Perfect!";
- mes "Shall we begin?";
- next;
- mes "^FF0000*Tuk*^000000";
- mes "^9C009C*Tup*^000000";
- mes "^009C00*Puk*^000000";
- specialeffect EF_ENCHANTPOISON;
- next;
- mes "^FF0031*Chop chop*^000000";
- mes "^FF9C00*Tup tup tup*^000000";
- mes "^639CFF*Pu pu^000000 -";
- specialeffect EF_VENOMDUST;
- next;
- mes "[Mali the Spicy]";
- mes "- ^9C6300Tup tup^000000 ^006363chook^000000";
- mes "^316363Chop chop^000000";
- mes "^FF0000Tup tup tup^000000 ^009C00Pu pu^000000 -";
- specialeffect EF_STONECURSE;
- specialeffect EF_HASTEUP;
- specialeffect EF_BEGINSPELL;
- next;
- mes "[Mali the Spicy]";
- mes "Wah^00009Cah^0000FFahhhh^0063FFaaaahhh^000000!";
- emotion e_omg;
- specialeffect EF_FLASHER;
- specialeffect EF_LORD;
- next;
- mes "[Mali the Spicy]";
- mes " ...";
- mes " ......";
- mes " .........";
- next;
- set tomyumgoong,8;
- getitem 566,10; //Tomyumkung
- emotion e_no1;
- mes "[Mali the Spicy]";
- mes "Here's your";
- mes "Tom Yum Goong!";
- mes "Ah~ This taste,";
- mes "this scent... Yeah.";
- mes "I know I did a good job.";
- next;
- mes "[Mali the Spicy]";
- mes "Do you know what is the secret of Tom Yum Goong? It isn't simply just food. This has the power to heal you, and help you get into better shape.";
- next;
- mes "[Mali the Spicy]";
- mes "Because...";
- mes "It contains the";
- mes "power of God.";
- next;
- mes "[Mali the Spicy]";
- mes "Okay...!";
- mes "I'm giving you";
- mes "10 Tom Yum Goong";
- mes "free of charge~";
- next;
- mes "[Mali the Spicy]";
- mes "Thank you for all the trouble that you have been though to get these ingredients. It would make me happy if you shared Tom Yum Goong with your friends.";
- next;
- mes "[Mali the Spicy]";
- mes "Share the flavor of Ayotaya, and let them know how beautiful our land is. It was good to see you, take care now~";
- close;
- }
- mes "[Mali the Spicy]";
- mes "Huh? What did you do with the Chiles? You didn't eat them all on the way here, did you?";
- close;
- }
- mes "[Mali the Spicy]";
- mes "Hmm...";
- mes "You seem to be carrying too many things. Why don't you free up some space in your inventory first, and then come back?";
- close;
- }
- emotion e_wah;
- mes "[Mali the Spicy]";
- mes "Ah...!";
- mes "So busy, so busy!";
- mes "My customers never get tired of";
- mes "the taste of my Tom Yum Goong!";
- mes "Heh heh heh~!";
- close;
-}
-
-ayothaya,153,86,5 script Thongpool#ayo 843,{
- if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
- mes "- Wait a minute! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please enlighten your weight -";
- mes "- and try again. -";
- close;
- }
- if (tomyumgoong == 2) {
- mes "[Thongpool]";
- mes "Come adventurers,";
- mes "take a look! I have";
- mes "plenty of Shrimp!";
- next;
- mes "[Thongpool]";
- mes "You're looking for Shrimp,";
- mes "aren't you? How many Shrimp";
- mes "do you need? Twenty? Forty?";
- next;
- if (select("I need Shrimp for Tom Yum Goong.:Err, they look expensive.") == 1) {
- mes "[Thongpool]";
- mes "Ah! I guess Ms. Mali the Spicy recommended me to you. I guess";
- mes "that also means you want to buy them in bulk?";
- next;
- mes "[Thongpool]";
- mes "After all,";
- mes "you'll need a larger";
- mes "amount of Shrimp to";
- mes "cook Tom Yum Goong.";
- next;
- mes "[Thongpool]";
- mes "Oh yes, you will need 20 Shrimps for Ms. Mali's Tom Yum Goong.";
- mes "I'll even give you a discount:";
- mes "11,000 zeny for 20 shrimps.";
- mes "What do you say?";
- next;
- if (select("I will take them.:I could get 100 Jellopies for that much!") == 1) {
- if (Zeny > 10999) {
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight > 3999) {
- set zeny,zeny-11000;
- set tomyumgoong,3;
- getitem 567,20; //Prawn
- emotion e_no1;
- mes "[Thongpool]";
- mes "Good, now you have the";
- mes "freshest Shrimp in this village! It's time for you to go back and ask Ms. Mali to cook them for you.";
- close;
- }
- mes "[Thongpool]";
- mes "Awww...";
- mes "You're carrying too much stuff with you. I don't think you can carry more than what you have right now.";
- close;
- }
- mes "[Thongpool]";
- mes "Awww...";
- mes "You don't have";
- mes "enough money.";
- close;
- }
- mes "[Thongpool]";
- mes "Well well well...";
- mes "You might fill your hungry stomach with that many Jellopies but they wouldn't taste as good as my Shrimp!";
- close;
- }
- mes "[Thongpool]";
- mes "What...?";
- mes "Do you think";
- mes "it's expensive?";
- mes "But the fantastic taste";
- mes "of Tom Yum Goong";
- mes "is priceless!";
- close;
- }
- else if (tomyumgoong == 3) {
- mes "[Thongpool]";
- mes "Mmm...?";
- mes "Did you need";
- mes "more Shrimps?";
- mes "Would you like";
- mes "to buy more?";
- next;
- if (select("Yes!:No, thanks.") == 1) {
- if (Zeny > 10999) {
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight > 3999) {
- set zeny,zeny-11000;
- getitem 567,20; //Prawn
- mes "[Thongpool]";
- mes "There you go~";
- mes "The freshest Shrimp you can ever get in this village, and maybe even the world!";
- close;
- }
- mes "[Thongpool]";
- mes "Awww...";
- mes "You're carrying too much stuff with you. I don't think you can carry more than what you have right now.";
- close;
- }
- mes "[Thongpool]";
- mes "Awww...";
- mes "You don't have";
- mes "enough money.";
- close;
- }
- mes "[Thongpool]";
- mes "Good, now you have gotten the freshest shrimps in this village!";
- mes "It's time for you to go back and ask Ms. Mali to cook for you.";
- close;
- }
- mes "[Thongpool]";
- mes "Welcome, welcome!";
- mes "I've got the best Shrimp caught in the cleanest waters in the world~!";
- close;
-}
-
-ayothaya,121,240,7 script Mr. Jun#ayo 842,1,1,{
- if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
- mes "- Wait a minute! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please enlighten your weight -";
- mes "- and try again. -";
- close;
- }
- if (tomyumgoong == 5) {
- emotion e_swt;
- mes "[Mr. Jun]";
- mes "Umm...?";
- mes "You don't need";
- mes "more Lemons";
- mes "again, do you?";
- next;
- switch(select("No.:Give me Lemons, old man!:Can I have some more Lemons, please?")) {
- case 1:
- emotion e_ho;
- mes "[Mr. Jun]";
- mes "Then why don't you taste";
- mes "the Lemons I gave you last time? They're really sour, but also very delicious!";
- close;
- case 2:
- emotion e_an;
- mes "[Mr. Jun]";
- mes "What...!?";
- mes "What's wrong with you, kid?";
- mes "What have you done with the";
- mes "Lemons I gave you last time?";
- close;
- case 3:
- mes "[Mr. Jun]";
- mes "Oh, I am sorry....recently my lemon storage";
- mes "was attacked by ^3131FF'Leaf Cats'^000000 that are roaming around the Shrine.";
- next;
- mes "[Mr. Jun]";
- mes "I wish that I could help you,";
- mes "but I don't even have enough lemons for my business.";
- mes "If you need lemons, why don't you go hunt them?";
- close;
- }
- }
- mes "[Mr. Jun]";
- mes "...";
- close;
-
-OnTouch:
- if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
- mes "- Wait a minute! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please enlighten your weight -";
- mes "- and try again. -";
- close;
- }
- if (tomyumgoong == 4) {
- mes "[Mr. Jun]";
- mes "Hello, there?";
- mes "Did you need";
- mes "some help...?";
- emotion e_hmm;
- next;
- if (select("I need some Lemons.:No, thanks.") == 1) {
- mes "[Mr. Jun]";
- mes "Umm...";
- mes "Lemons?";
- mes "As you see, I have plenty";
- mes "of Lemons on my tree.";
- mes "Do you really need some?";
- next;
- if (select("Yes, I will pay you.:No, thanks.") == 1) {
- mes "[Mr. Jun]";
- mes "I started growing this Lemon tree as a hobby, but I didn't expect to have such a good harvest of sweet,";
- mes "succulent Lemons.";
- next;
- mes "[Mr. Jun]";
- mes "Did you just say you were";
- mes "going to pay me for the Lemons?";
- mes "Oh, you've got me wrong. I don't intend to sell these.";
- next;
- mes "[Mr. Jun[";
- mes "But...";
- mes "I'm more than willing";
- mes "to share some of them with";
- mes "you, but only if you can...";
- next;
- mes "[Mr. Jun]";
- mes "Play a small game with me!";
- mes "How about that? I've been so bored to death. Even an old man like me needs to enjoy himself!";
- next;
- mes "[Mr. Jun]";
- mes "Hahahaha~!";
- mes "What do you say?";
- mes "Would you like to try?";
- next;
- if (select("Sure, why not!:No, thanks.") == 1) {
- mes "[Mr. Jun]";
- mes "Good!";
- mes "The game I want us";
- mes "to play is an easy";
- mes "children's game.";
- next;
- mes "[Mr. Jun]";
- mes "^660000Rock,";
- mes "Paper, Scissors!^000000";
- mes "Perhaps you've heard";
- mes "of it in your land.";
- emotion e_scissors;
- next;
- mes "[Mr. Jun]";
- mes "Nuh-uh, don't look at me like that. I'm an old man, and I want to play this game and re-live my youth";
- mes "a little bit. You'll understand when you're my age.";
- next;
- mes "[Mr. Jun]";
- mes "Alright, if you win";
- mes "^3131FF3^000000 out of ^3131FF5^000000 matches,";
- mes "The Lemons are yours.";
- mes "Are you ready?";
- next;
- mes "[Mr. Jun]";
- mes "Okay...";
- mes "As you kids say,";
- mes "^990000Let's get eXtreme!^000000";
- next;
- set @user_score,0;
- set @pc_score,0;
- mes "[Mr. Jun]";
- mes "Rock!";
- mes "Paper!";
- mes "Scissors!";
- next;
- while(1) {
- if (@pc_score == 5 || @user_score == 3) {
- break;
- }
- else {
- set .@jun_mark,rand(1,3);
- switch(select("Scissors:Rock:Paper")) {
- case 1:
- if (.@jun_mark == 1) {
- emotion e_scissors;
- emotion e_scissors,1;
- mes "[Mr. Jun]";
- mes "Hmpf.";
- mes "It's a draw.";
- mes "One more time!";
- mes "Rock! Paper!";
- mes "Scissors!";
- next;
- }
- else if (.@jun_mark == 2) {
- emotion e_rock;
- emotion e_scissors,1;
- set @pc_score,@pc_score + 1;
- mes "[Mr. Jun]";
- mes "Yes...!";
- mes "Oh my God, yes!";
- next;
- }
- else {
- emotion e_paper;
- emotion e_scissors,1;
- set @pc_score,@pc_score + 1;
- set @user_score,@user_score + 1;
- mes "[Mr. Jun]";
- mes "What...?";
- mes "I don't believe it!";
- mes "Bah.. !";
- next;
- }
- break;
- case 2:
- if (.@jun_mark == 1) {
- emotion e_scissors;
- emotion e_rock,1;
- set @pc_score,@pc_score + 1;
- set @user_score,@user_score + 1;
- mes "[Mr. Jun]";
- mes "No...!";
- mes "Sacrilege!";
- next;
- }
- else if (.@jun_mark == 2) {
- emotion e_rock;
- emotion e_rock,1;
- mes "[Mr. Jun]";
- mes "Hmpf.";
- mes "It's a draw.";
- mes "One more time!";
- mes "Rock! Paper!";
- mes "Scissors!";
- next;
- }
- else {
- emotion e_paper;
- emotion e_rock,1;
- set @pc_score,@pc_score + 1;
- mes "[Mr. Jun]";
- mes "Bwahahaha!";
- mes "You lose, kid!";
- next;
- }
- break;
- case 3:
- if (.@jun_mark == 1) {
- emotion e_scissors;
- emotion e_paper,1;
- set @pc_score,@pc_score + 1;
- mes "[Mr. Jun]";
- mes "Heh heh~";
- mes "Young fool!";
- next;
- }
- else if (.@jun_mark == 2) {
- emotion e_rock;
- emotion e_paper,1;
- set @user_score,@user_score + 1;
- set @pc_score,@pc_score + 1;
- mes "[Mr. Jun]";
- mes "Noooo...!";
- mes "This cannot be!";
- next;
- }
- else {
- emotion e_paper;
- emotion e_paper,1;
- mes "[Mr. Jun]";
- mes "Hmpf.";
- mes "It's a draw.";
- mes "One more time!";
- mes "Rock! Paper!";
- mes "Scissors!";
- next;
- }
- break;
- }
- }
- }
- if (@user_score == 3) {
- emotion e_pif;
- mes "[Mr. Jun]";
- mes "You... won.";
- mes "I'm so exhausted.";
- mes "I guess I can't compete";
- mes "with you youngsters";
- mes "anymore. Ha ha ha!";
- next;
- mes "[Mr. Jun]";
- mes "As promised,";
- mes "I shall share some";
- mes "of my Lemons with you.";
- mes "Grab as many as you want!";
- mes "^3355FFYou have plucked";
- mes "10 Lemons from the tree.^000000";
- set tomyumgoong,5;
- getitem 568,10; //Lemon
- next;
- emotion e_dots;
- mes "[Mr. Jun]";
- mes "Hmm...";
- mes "Looks like you need a lot of them. Oh well, that's fine with me. I had a good time with you.";
- next;
- mes "[Mr. Jun]";
- mes "Don't forget this though:";
- mes "Don't be selfish, and always share what you have with others. That's one of the most important values for human beings.";
- close;
- }
- emotion e_scissors;
- mes "[Mr. Jun]";
- mes "Muhahahaha!";
- mes "Victory is mine!";
- mes "Looks like you won't be getting";
- mes "any Lemons for now! But feel free to challenge me anytime!";
- close;
- }
- mes "[Mr. Jun]";
- mes "Afraid are we?";
- mes "There's no fooling you:";
- mes "I'm one of the best at games!";
- close;
- }
- mes "[Mr. Jun]";
- mes "Hmm...";
- mes "Now what can";
- mes "I possibly do";
- mes "with all these";
- mes "Lemons?";
- close;
- }
- mes "[Mr. Jun]";
- mes "Feel free to";
- mes "ask me for help";
- mes "any time, okay?";
- close;
- }
- mes "[Mr. Jun]";
- mes "...";
- close;
-}
-
-ayothaya,213,94,7 script Merchant#ayo 841,{
- if (tomyumgoong == 6) {
- mes "[Merchant Thongdum]";
- mes "Hello, there~";
- mes "Are you looking for";
- mes "ingredients to make";
- mes "Tom Yum Goong?";
- next;
- mes "[Merchant Thongdum]";
- mes "Let's see...";
- mes "I'm selling chiles,";
- mes "fish sauce, and some";
- mes "spices and flavorings";
- mes "you'll need. I'll sell";
- mes "it all to you for 2,000 zeny.";
- next;
- if (select("Thanks, I'll take it.:It's a rip-off, man!") == 1) {
- emotion e_thx;
- if (Zeny > 1999) {
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight > 1199) {
- set zeny,zeny-2000;
- set tomyumgoong,7;
- getitem 7286,30; //Chilli
- mes "[Merchant Thongdum]";
- mes "Thank you.";
- mes "I hope you will enjoy";
- mes "your Tom Yum Goong~";
- close;
- }
- mes "[Merchant Thongdum]";
- mes "Uh oh...";
- mes "It looks like";
- mes "you're carrying";
- mes "too much stuff";
- mes "right now.";
- next;
- mes "[Merchant Thongdum]";
- mes "I can't give you";
- mes "anything if you don't";
- mes "have the room to hold it!";
- close;
- }
- mes "[Merchant Thongdum]";
- mes "Hmm...?";
- mes "Right now, it looks";
- mes "like you don't have the";
- mes "money to buy what you";
- mes "need from me.";
- close;
- }
- emotion e_no;
- mes "[Merchant Thongdum]";
- mes "Don't say that.";
- mes "My prices are always";
- mes "reasonable. I want you to know";
- mes "that I'm a respectable Merchant.";
- close;
- }
- else if (tomyumgoong == 7) {
- mes "[Merchant Thongdum]";
- mes "I thought I provided you";
- mes "with enough ingredients, but";
- mes "now that I think about it, I don't";
- mes "know how much Tom Yum Goong";
- mes "you're making.";
- next;
- mes "[Merchant Thongdum]";
- mes "Would you like to";
- mes "buy some more Chilis?";
- next;
- if (select("No, thanks.:Yes, please.") == 1) {
- mes "[Merchant Thongdum]";
- mes "Fare well~";
- close;
- }
- if (Zeny > 1999) {
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight > 1199) {
- set zeny,zeny-2000;
- getitem 7286,30; //Chilli
- mes "[Merchant Thongdum]";
- mes "Thank you,";
- mes "come again!";
- close;
- }
- mes "[Merchant Thongdum]";
- mes "Uh oh...";
- mes "It looks like";
- mes "you're carrying";
- mes "too much stuff";
- mes "right now.";
- next;
- mes "[Merchant Thongdum]";
- mes "I can't give you";
- mes "anything if you don't";
- mes "have the room to hold it!";
- close;
- }
- mes "[Merchant Thongdum]";
- mes "Hmm...?";
- mes "Right now, it looks";
- mes "like you don't have the";
- mes "money to buy what you";
- mes "need from me.";
- close;
- }
- mes "[Merchant Thongdum]";
- mes "Hello there!";
- mes "Ever try a Chili before?";
- next;
- mes "[Merchant Thongdom]";
- mes "Despite its tiny appearance,";
- mes "it has a very strong flavor. It's also hot and spicy, so you should be careful when you eat one.";
- next;
- mes "[Merchant Thongdum]";
- mes "The people of Ayotaya enjoy sensational food with distinct, spicy flavors. In Ayotayan cuisine, we use things like Chilis, garlic, ginger and cilantro.";
- next;
- mes "[Merchant Thongdum]";
- mes "I'm selling Chilis,";
- mes "so if you need any,";
- mes "please come to me~";
- close;
-}
diff --git a/npc/quests/quests_brasilis.txt b/npc/quests/quests_brasilis.txt
deleted file mode 100644
index 19f9f8881..000000000
--- a/npc/quests/quests_brasilis.txt
+++ /dev/null
@@ -1,4429 +0,0 @@
-//===== rAthena Script =======================================
-//= Brasilis Qiests
-//===== By ===================================================
-//= L0ne_W0lf
-//===== Version ==============================================
-//= 1.1
-//===== Compatible With ======================================
-//= rAthena SVN
-//===== Description ==========================================
-//= [Translated from the Official]
-//= Lost Puppies (Repeatable, 24 hours.)
-//= Suspicious Beach (Repeatable, 24 hours / iRO/cRO version.)
-//= Guarana Candy Quest
-//= Brasilis Water Lily Quest
-//= Brasilis Dungeon Access Quest
-//= Iara (Buff reward. Repeatable, 24 hours.)
-//===== Comments =============================================
-//= 1.0 First version.
-//= 1.1 Hydra Ball (12408)
-//============================================================
-
-// Lost Puppies, Original file: dogdog.sc
-//============================================================
-brasilis,297,307,5 script Angelo#br 50,{
- if (BaseLevel < 40) {
- mes "[Angelo]";
- mes "Pets went out the village~!!";
- mes "Gosh... what can I do... ?";
- close;
- }
- if (checkquest(9032,PLAYTIME) == 2) {
- erasequest 9032;
- }
- if (checkquest(9032,PLAYTIME) == 0) {
- mes "[Angelo]";
- mes "The day is not finished yet.";
- mes "You can only help once a day. Hehe.";
- close;
- }
- if (checkquest(9030) == 1) {
- mes "[Angelo]";
- mes "My pets are in the field outside of the village.";
- mes "Why did they leave? Please find them.";
- close;
- }
- if (checkquest(9031) == 1) {
- mes "[Angelo]";
- mes "Oh, thank you. You found all of 3 puppies.";
- mes "Thanks a lot.";
- mes "I hope this is useful to you. hoho.";
- getexp 50000,0;
- erasequest 9031;
- setquest 9032;
- set .@rand,rand(1,10);
- if (.@rand < 5) {
- specialeffect2 EF_ASSUMPTIO;
- //ConsumeSpecialItem Yggdrasilberry
- } else if (.@rand < 9) {
- specialeffect2 EF_ASSUMPTIO;
- //ConsumeSpecialItem Yggdrasilberry
- getitem 504,2; //White_Potion
- } else {
- specialeffect2 EF_ASSUMPTIO;
- //ConsumeSpecialItem Yggdrasilberry
- getitem 608,1; //Seed_Of_Yggdrasil
- }
- close;
- }
- mes "[Angelo]";
- mes "Are you an adventurer? You came here right on time.";
- mes "Puppies have been disappearing.";
- mes "And someone said that they saw them out on the field just outside the village....";
- next;
- mes "[Angelo]";
- mes "It's pretty difficult and dangerous to find 'em.";
- mes "You have to find ^0000FF3 puppies^000000.";
- setquest 9030;
- close;
-
-OnInit:
- initnpctimer;
- end;
-
-OnTimer10000:
- stopnpctimer;
- donpcevent "Angelo#br::OnGo";
- end;
-
-OnGo:
- emotion e_gasp;
- initnpctimer;
- end;
-}
-
-bra_fild01,98,96,3 script Puppy#a1 81,{
- if (checkquest(9030) == 1) {
- if (brazil_kid < 3) {
- mes "[Puppy]";
- mes "bow wow bow wow!!";
- next;
- set brazil_kid,brazil_kid+1;
- if (brazil_kid == 3) {
- mes "[" + strcharinfo(0) + "]";
- mes "Good. I found all 3 puppies.";
- mes "Now I need to go tell Angelo.";
- set brazil_kid,0;
- erasequest 9030;
- setquest 9031;
- if (rand(1,2) == 1) {
- donpcevent "Puppy#a2::OnEnable";
- hideonnpc "Puppy#a1";
- } else {
- donpcevent "Puppy#a3::OnEnable";
- hideonnpc "Puppy#a1";
- }
- close;
- }
- mes "[" + strcharinfo(0) + "]";
- mes "Ah... who's a good puppy?";
- mes "Ok, where are the others?";
- if (rand(1,2) == 1) {
- donpcevent "Puppy#a2::OnEnable";
- hideonnpc "Puppy#a1";
- } else {
- donpcevent "Puppy#a3::OnEnable";
- hideonnpc "Puppy#a1";
- }
- close;
- }
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
- }
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
-
-OnEnable:
- hideoffnpc "Puppy#a1";
- end;
-
-OnDisable:
- hideonnpc "Puppy#a1";
- end;
-}
-
-bra_fild01,59,116,5 script Puppy#a2 81,{
- if (checkquest(9030) == 1) {
- if (brazil_kid < 3) {
- mes "[Puppy]";
- mes "bow wow bow wow!!";
- next;
- set brazil_kid,brazil_kid+1;
- if (brazil_kid == 3) {
- mes "[" + strcharinfo(0) + "]";
- mes "Good. I found all 3 puppies.";
- mes "Now I need to go tell Angelo.";
- set brazil_kid,0;
- erasequest 9030;
- setquest 9031;
- if (rand(1,2) == 1) {
- donpcevent "Puppy#a1::OnEnable";
- hideonnpc "Puppy#a2";
- } else {
- donpcevent "Puppy#a3::OnEnable";
- hideonnpc "Puppy#a2";
- }
- close;
- }
- mes "[" + strcharinfo(0) + "]";
- mes "Ah... who's a good puppy?";
- mes "Ok, where are the others?";
- if (rand(1,2) == 1) {
- donpcevent "Puppy#a1::OnEnable";
- hideonnpc "Puppy#a2";
- } else {
- donpcevent "Puppy#a3::OnEnable";
- hideonnpc "Puppy#a2";
- }
- close;
- }
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
- }
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
-
-OnInit:
- hideonnpc "Puppy#a2";
- end;
-
-OnEnable:
- hideoffnpc "Puppy#a2";
- end;
-
-OnDisable:
- hideonnpc "Puppy#a2";
- end;
-}
-
-bra_fild01,62,142,3 script Puppy#a3 81,{
- if (checkquest(9030) == 1) {
- if (brazil_kid < 3) {
- mes "[Puppy]";
- mes "bow wow bow wow!!";
- next;
- set brazil_kid,brazil_kid+1;
- if (brazil_kid == 3) {
- mes "[" + strcharinfo(0) + "]";
- mes "Good. I found all 3 puppies.";
- mes "Now I need to go tell Angelo.";
- set brazil_kid,0;
- erasequest 9030;
- setquest 9031;
- if (rand(1,2) == 1) {
- donpcevent "Puppy#a1::OnEnable";
- hideonnpc "Puppy#a3";
- } else {
- donpcevent "Puppy#a2::OnEnable";
- hideonnpc "Puppy#a3";
- }
- close;
- }
- mes "[" + strcharinfo(0) + "]";
- mes "Ah... who's a good puppy?";
- mes "Ok, where are the others?";
- if (rand(1,2) == 1) {
- donpcevent "Puppy#a1::OnEnable";
- hideonnpc "Puppy#a3";
- } else {
- donpcevent "Puppy#a2::OnEnable";
- hideonnpc "Puppy#a3";
- }
- close;
- }
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
- }
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
-
-OnInit:
- hideonnpc "Puppy#a3";
- end;
-
-OnEnable:
- hideoffnpc "Puppy#a3";
- end;
-
-OnDisable:
- hideonnpc "Puppy#a3";
- end;
-}
-
-bra_fild01,80,163,3 script Puppy#b1 81,{
- if (checkquest(9030) == 1) {
- if (brazil_kid < 3) {
- mes "[Puppy]";
- mes "bow wow bow wow!!";
- next;
- set brazil_kid,brazil_kid+1;
- if (brazil_kid == 3) {
- mes "[" + strcharinfo(0) + "]";
- mes "Good. I found all 3 puppies.";
- mes "Now I need to go tell Angelo.";
- set brazil_kid,0;
- erasequest 9030;
- setquest 9031;
- if (rand(1,2) == 1) {
- donpcevent "Puppy#b2::OnEnable";
- hideonnpc "Puppy#b1";
- } else {
- donpcevent "Puppy#b3::OnEnable";
- hideonnpc "Puppy#b1";
- }
- close;
- }
- mes "[" + strcharinfo(0) + "]";
- mes "Ah... who's a good puppy?";
- mes "Ok, where are the others?";
- if (rand(1,2) == 1) {
- donpcevent "Puppy#b2::OnEnable";
- hideonnpc "Puppy#b1";
- } else {
- donpcevent "Puppy#b3::OnEnable";
- hideonnpc "Puppy#b1";
- }
- close;
- }
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
- }
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
-
-OnEnable:
- hideoffnpc "Puppy#b1";
- end;
-
-OnDisable:
- hideonnpc "Puppy#b1";
- end;
-}
-
-bra_fild01,73,210,3 script Puppy#b2 81,{
- if (checkquest(9030) == 1) {
- if (brazil_kid < 3) {
- mes "[Puppy]";
- mes "bow wow bow wow!!";
- next;
- set brazil_kid,brazil_kid+1;
- if (brazil_kid == 3) {
- mes "[" + strcharinfo(0) + "]";
- mes "Good. I found all 3 puppies.";
- mes "Now I need to go tell Angelo.";
- set brazil_kid,0;
- erasequest 9030;
- setquest 9031;
- if (rand(1,2) == 1) {
- donpcevent "Puppy#b1::OnEnable";
- hideonnpc "Puppy#b2";
- } else {
- donpcevent "Puppy#b3::OnEnable";
- hideonnpc "Puppy#b2";
- }
- close;
- }
- mes "[" + strcharinfo(0) + "]";
- mes "Ah... who's a good puppy?";
- mes "Ok, where are the others?";
- if (rand(1,2) == 1) {
- donpcevent "Puppy#b1::OnEnable";
- hideonnpc "Puppy#b2";
- } else {
- donpcevent "Puppy#b3::OnEnable";
- hideonnpc "Puppy#b2";
- }
- close;
- }
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
- }
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
-
-OnInit:
- hideonnpc "Puppy#b2";
- end;
-
-OnEnable:
- hideoffnpc "Puppy#b2";
- end;
-
-OnDisable:
- hideonnpc "Puppy#b2";
- end;
-}
-
-bra_fild01,80,210,3 script Puppy#b3 81,{
- if (checkquest(9030) == 1) {
- if (brazil_kid < 3) {
- mes "[Puppy]";
- mes "bow wow bow wow!!";
- next;
- set brazil_kid,brazil_kid+1;
- if (brazil_kid == 3) {
- mes "[" + strcharinfo(0) + "]";
- mes "Good. I found all 3 puppies.";
- mes "Now I need to go tell Angelo.";
- set brazil_kid,0;
- erasequest 9030;
- setquest 9031;
- if (rand(1,2) == 1) {
- donpcevent "Puppy#b1::OnEnable";
- hideonnpc "Puppy#b3";
- } else {
- donpcevent "Puppy#b2::OnEnable";
- hideonnpc "Puppy#b3";
- }
- close;
- }
- mes "[" + strcharinfo(0) + "]";
- mes "Ah... who's a good puppy?";
- mes "Ok, where are the others?";
- if (rand(1,2) == 1) {
- donpcevent "Puppy#b1::OnEnable";
- hideonnpc "Puppy#b3";
- } else {
- donpcevent "Puppy#b2::OnEnable";
- hideonnpc "Puppy#b3";
- }
- close;
- }
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
- }
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
-
-OnInit:
- hideonnpc "Puppy#b3";
- end;
-
-OnEnable:
- hideoffnpc "Puppy#b3";
- end;
-
-OnDisable:
- hideonnpc "Puppy#b3";
- end;
-}
-
-bra_fild01,38,235,3 script Puppy#c1 81,{
- if (checkquest(9030) == 1) {
- if (brazil_kid < 3) {
- mes "[Puppy]";
- mes "bow wow bow wow!!";
- next;
- set brazil_kid,brazil_kid+1;
- if (brazil_kid == 3) {
- mes "[" + strcharinfo(0) + "]";
- mes "Good. I found all 3 puppies.";
- mes "Now I need to go tell Angelo.";
- set brazil_kid,0;
- erasequest 9030;
- setquest 9031;
- set rand(1,2), rand(1,2);
- if (rand(1,2) == 1) {
- donpcevent "Puppy#c2::OnEnable";
- hideonnpc "Puppy#c1";
- } else {
- donpcevent "Puppy#c3::OnEnable";
- hideonnpc "Puppy#c1";
- }
- close;
- }
- mes "[" + strcharinfo(0) + "]";
- mes "Ah... who's a good puppy?";
- mes "Ok, where are the others?";
- set rand(1,2), rand(1,2);
- if (rand(1,2) == 1) {
- donpcevent "Puppy#c2::OnEnable";
- hideonnpc "Puppy#c1";
- } else {
- donpcevent "Puppy#c3::OnEnable";
- hideonnpc "Puppy#c1";
- }
- close;
- }
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
- }
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
-
-OnEnable:
- hideoffnpc "Puppy#c1";
- end;
-
-OnDisable:
- hideonnpc "Puppy#c1";
- end;
-}
-
-bra_fild01,307,64,3 script Puppy#c2 81,{
- if (checkquest(9030) == 1) {
- if (brazil_kid < 3) {
- mes "[Puppy]";
- mes "bow wow bow wow!!";
- next;
- set brazil_kid,brazil_kid+1;
- if (brazil_kid == 3) {
- mes "[" + strcharinfo(0) + "]";
- mes "Good. I found all 3 puppies.";
- mes "Now I need to go tell Angelo.";
- set brazil_kid,0;
- erasequest 9030;
- setquest 9031;
- if (rand(1,2) == 1) {
- donpcevent "Puppy#c1::OnEnable";
- hideonnpc "Puppy#c2";
- } else {
- donpcevent "Puppy#c3::OnEnable";
- hideonnpc "Puppy#c2";
- }
- close;
- }
- mes "[" + strcharinfo(0) + "]";
- mes "Ah... who's a good puppy?";
- mes "Ok, where are the others?";
- set rand(1,2), rand(1,2);
- if (rand(1,2) == 1) {
- donpcevent "Puppy#c1::OnEnable";
- hideonnpc "Puppy#c2";
- } else {
- donpcevent "Puppy#c3::OnEnable";
- hideonnpc "Puppy#c2";
- }
- close;
- }
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
- }
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
-
-OnInit:
- hideonnpc "Puppy#c2";
- end;
-
-OnEnable:
- hideoffnpc "Puppy#c2";
- end;
-
-OnDisable:
- hideonnpc "Puppy#c2";
- end;
-}
-
-bra_fild01,260,60,3 script Puppy#c3 81,{
- if (checkquest(9030) == 1) {
- if (brazil_kid < 3) {
- mes "[Puppy]";
- mes "bow wow bow wow!!";
- next;
- set brazil_kid,brazil_kid+1;
- if (brazil_kid == 3) {
- mes "[" + strcharinfo(0) + "]";
- mes "Good. I found all 3 puppies.";
- mes "Now I need to go tell Angelo.";
- set brazil_kid,0;
- erasequest 9030;
- setquest 9031;
- if (rand(1,2) == 1) {
- donpcevent "Puppy#c1::OnEnable";
- hideonnpc "Puppy#c3";
- } else {
- donpcevent "Puppy#c2::OnEnable";
- hideonnpc "Puppy#c3";
- }
- close;
- }
- mes "[" + strcharinfo(0) + "]";
- mes "Ah... who's a good puppy?";
- mes "Ok, where are the others?";
- if (rand(1,2) == 1) {
- donpcevent "Puppy#c1::OnEnable";
- hideonnpc "Puppy#c3";
- } else {
- donpcevent "Puppy#c2::OnEnable";
- hideonnpc "Puppy#c3";
- }
- close;
- }
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
- }
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
-
-OnInit:
- hideonnpc "Puppy#c3";
- end;
-
-OnEnable:
- hideoffnpc "Puppy#c3";
- end;
-
-OnDisable:
- hideonnpc "Puppy#c3";
- end;
-}
-
-bra_fild01,234,101,3 script Puppy#d1 81,{
- if (checkquest(9030) == 1) {
- if (brazil_kid < 3) {
- mes "[Puppy]";
- mes "bow wow bow wow!!";
- next;
- set brazil_kid,brazil_kid+1;
- if (brazil_kid == 3) {
- mes "[" + strcharinfo(0) + "]";
- mes "Good. I found all 3 puppies.";
- mes "Now I need to go tell Angelo.";
- set brazil_kid,0;
- erasequest 9030;
- setquest 9031;
- if (rand(1,2) == 1) {
- donpcevent "Puppy#d2::OnEnable";
- hideonnpc "Puppy#d1";
- } else {
- donpcevent "Puppy#d3::OnEnable";
- hideonnpc "Puppy#d1";
- }
- close;
- }
- mes "[" + strcharinfo(0) + "]";
- mes "Ah... who's a good puppy?";
- mes "Ok, where are the others?";
- if (rand(1,2) == 1) {
- donpcevent "Puppy#d2::OnEnable";
- hideonnpc "Puppy#d1";
- } else {
- donpcevent "Puppy#d3::OnEnable";
- hideonnpc "Puppy#d1";
- }
- close;
- }
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
- }
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
-
-OnEnable:
- hideoffnpc "Puppy#d1";
- end;
-
-OnDisable:
- hideonnpc "Puppy#d1";
- end;
-}
-
-bra_fild01,200,84,3 script Puppy#d2 81,{
- if (checkquest(9030) == 1) {
- if (brazil_kid < 3) {
- mes "[Puppy]";
- mes "bow wow bow wow!!";
- next;
- set brazil_kid,brazil_kid+1;
- if (brazil_kid == 3) {
- mes "[" + strcharinfo(0) + "]";
- mes "Good. I found all 3 puppies.";
- mes "Now I need to go tell Angelo.";
- set brazil_kid,0;
- erasequest 9030;
- setquest 9031;
- if (rand(1,2) == 1) {
- donpcevent "Puppy#d1::OnEnable";
- hideonnpc "Puppy#d2";
- } else {
- donpcevent "Puppy#d3::OnEnable";
- hideonnpc "Puppy#d2";
- }
- close;
- }
- mes "[" + strcharinfo(0) + "]";
- mes "Ah... who's a good puppy?";
- mes "Ok, where are the others?";
- if (rand(1,2) == 1) {
- donpcevent "Puppy#d1::OnEnable";
- hideonnpc "Puppy#d2";
- } else {
- donpcevent "Puppy#d3::OnEnable";
- hideonnpc "Puppy#d2";
- }
- close;
- }
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
- }
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
-
-OnInit:
- hideonnpc "Puppy#d2";
- end;
-
-OnEnable:
- hideoffnpc "Puppy#d2";
- end;
-
-OnDisable:
- hideonnpc "Puppy#d2";
- end;
-}
-
-bra_fild01,176,63,5 script Puppy#d3 81,{
- if (checkquest(9030) == 1) {
- if (brazil_kid < 3) {
- mes "[Puppy]";
- mes "bow wow bow wow!!";
- next;
- set brazil_kid,brazil_kid+1;
- if (brazil_kid == 3) {
- mes "[" + strcharinfo(0) + "]";
- mes "Good. I found all 3 puppies.";
- mes "Now I need to go tell Angelo.";
- set brazil_kid,0;
- erasequest 9030;
- setquest 9031;
- if (rand(1,2) == 1) {
- donpcevent "Puppy#d1::OnEnable";
- hideonnpc "Puppy#d3";
- } else {
- donpcevent "Puppy#d2::OnEnable";
- hideonnpc "Puppy#d3";
- }
- close;
- }
- mes "[" + strcharinfo(0) + "]";
- mes "Ah... who's a good puppy?";
- mes "Ok, where are the others?";
- if (rand(1,2) == 1) {
- donpcevent "Puppy#d1::OnEnable";
- hideonnpc "Puppy#d3";
- } else {
- donpcevent "Puppy#d2::OnEnable";
- hideonnpc "Puppy#d3";
- }
- close;
- }
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
- }
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
-
-OnInit:
- hideonnpc "Puppy#d3";
- end;
-
-OnEnable:
- hideoffnpc "Puppy#d3";
- end;
-
-OnDisable:
- hideonnpc "Puppy#d3";
- end;
-}
-
-// Suspicious Beach, original file: Suspicious_Beach.sc
-//============================================================
-brasilis,192,133,6 script Lucia#brasilis 478,{
- /* -------------- Hydra Ball -------------------------
- if (countitem(12408) > 0) {
- delitem 12408,1; //Leaf_Cat_Ball
- getitem 12408,1; //Leaf_Cat_Ball
- }
- else if (countitem(6221) > 0) {
- delitem 6221,1; //Mystic_Leaf_Cat_Ball
- getitem 6221,1; //Mystic_Leaf_Cat_Ball
- }
- --------------------------------------------------- */
- if (BaseLevel < 40) {
- mes "[Lucia]";
- mes "Hello.";
- mes "I'm worried about ^FF0000Strange Hydra^000000's on";
- mes "the south beach.";
- mes "I hope some experienced adventurers";
- mes "will come to help.";
- emotion e_sigh;
- close;
- }
- else {
- set .@nQState1,checkquest(9028);
- set .@nQState2,checkquest(9029);
- if (.@nQState1 == 0) {
- mes "[Lucia]";
- mes "Hello.";
- mes "Have you come here to hunt ^FF0000Strange Hydra^000000s?";
- next;
- switch(select("Yes.:No.:^006400What is happening here?^000000")) {
- case 1:
- setquest 9028;
- getitem 12408,1; //Hydra_Ball
- mes "[Lucia]";
- mes "Here, take this ^006400Hydra Ball^000000.";
- mes "Use it to capture a ^FF0000Strange Hydra^8B4513.^000000";
- mes "I hope you can do it~!";
- close;
- case 2:
- mes "[Lucia]";
- mes "Ah, I misunderstood.";
- mes "See you then.";
- close;
- case 3:
- mes "[Lucia]";
- mes "One day ^FF0000Strange Hydra^000000s";
- mes "came here and surrounded the town.";
- mes "We're not sure what attracted them but some say that it's because of you adventurers.";
- next;
- mes "[Lucia]";
- mes "In any case, to contain the ^FF0000Strange Hydra^000000s,";
- mes "you have to use this specially designed tool a.k.a. a ^8B4513Hydra Ball^000000";
- next;
- mes "[Lucia]";
- mes "If you still have the ^006400Hydra Ball^000000,";
- mes "please use it on the ^FF0000Strange Hydra^000000s that";
- mes "you can find at the beach.";
- mes "If you are lucky, the tool will work perfectly.";
- next;
- mes "[Lucia]";
- mes "I hope many adventurers";
- mes "volunteer for this job.";
- mes " ";
- mes "I really hate Hydra!";
- emotion e_sob;
- close;
- }
- }
- else if ((.@nQState1 == 0) || (.@nQState1 == 1)) {
- if (countitem(6221) > 0) {
- mes "[Lucia]";
- mes "Hello, you really did it!";
- if (checkweight(11502,3)) {
- //mes "I don't have enough ^006400Hydra Ball^000000s to give you."; //Poorly translated by iRO?
- mes "I hope you will come";
- mes "again to help me.";
- mes "Have a nice day~!";
- delitem 6221,1; //Mystic_Leaf_Cat_Ball
- completequest 9028;
- //recall_completequest 9029;
- if (.@nQState2 > -1) erasequest 9029;
- setquest 9029;
- //ConsumeSpecialItem Yggdrasilberry
- percentheal 100,100;
- //ConsumeSpecialItem Luk_Dish05
- sc_start SC_LUKFOOD, 1200000, 5; percentheal 5,2;
- //ConsumeSpecialItem Vit_Dish05
- sc_start SC_VITFOOD, 1200000, 5; percentheal 10,0;
- //ConsumeSpecialItem Dex_Dish05
- sc_start SC_DEXFOOD, 1200000, 5; percentheal 5,5;
- getitem 11502,3; //Light_Blue_Pot
- close;
- }
- else {
- mes " ";
- mes "I'd like to reward you,";
- mes "however your bags are full.";
- mes "Please make room and come back!";
- close;
- }
- }
- else {
- mes "[Lucia]";
- if (countitem(12408) < 1) {
- mes "Did you need another ^006400Hydra Ball^000000?";
- mes "I will give you one more.";
- getitem 12408,1; //Leaf_Cat_Ball
- close;
- }
- else {
- mes "Any problems?";
- next;
- switch(select("No.:^006400Tell me again what happened^000000")) {
- case 1:
- mes "[Lucia]";
- mes "Ok, please do me a favor.";
- close;
- case 2:
- mes "[Lucia]";
- mes "One day ^FF0000Strange Hydra^000000s";
- mes "came here and surrounded the town.";
- mes "We're not sure what attracted them but some say that it's because of you adventurers.";
- next;
- mes "[Lucia]";
- mes "In any case, to contain the ^FF0000Strange Hydra^000000s,";
- mes "you have to use this specially designed tool a.k.a. a ^8B4513Hydra Ball^000000";
- next;
- mes "[Lucia]";
- mes "If you still have the ^006400Hydra Ball^000000,";
- mes "please use it on the ^FF0000Strange Hydra^000000s that";
- mes "you can find at the beach.";
- mes "If you are lucky, the tool will work perfectly.";
- next;
- mes "[Lucia]";
- mes "I hope many adventurers";
- mes "volunteer for this job.";
- mes " ";
- mes "I really hate Hydra!";
- emotion e_sob;
- close;
- }
- }
- }
- }
- else {
- mes "[Lucia]";
- mes "Oh, ^0000FF"+strcharinfo(0)+"^000000 you're back.";
- set .@nCheckTime,checkquest(9029,PLAYTIME);
- if ((.@nCheckTime == 0) || (.@nCheckTime == 1)) {
- mes "I'm so grateful for your help.";
- mes "Each ^006400Hydra Ball^000000 is provided ^006400every 24 hours^000000";
- mes "Please come at the appropriate time.";
- close;
- }
- else {
- //recall_completequest 9028;
- if (.@nQState1 > -1) erasequest 9028;
- completequest 9029;
- mes "Did you come here to hunt ^FF0000Strange Hydra^000000s?";
- next;
- switch(select("Yes.:No.:^006400What is happening here?^000000")) {
- case 1:
- setquest 9028;
- getitem 12408,1; //Leaf_Cat_Ball
- mes "[Lucia]";
- mes "Here, take this ^006400Hydra Ball^000000.";
- mes "Use it to capture a ^FF0000Strange Hydra^8B4513.^000000";
- mes "I hope you can do it~!";
- close;
- case 2:
- mes "[Lucia]";
- mes "Ah, I misunderstood.";
- mes "See you then.";
- close;
- case 3:
- mes "[Lucia]";
- mes "One day ^FF0000Strange Hydra^000000s";
- mes "came here and surrounded the town.";
- mes "We're not sure what attracted them but some say that it's because of you adventurers.";
- next;
- mes "[Lucia]";
- mes "In any case, to contain the ^FF0000Strange Hydra^000000s,";
- mes "you have to use this specially designed tool a.k.a. a ^8B4513Hydra Ball^000000";
- next;
- mes "[Lucia]";
- mes "If you still have the ^006400Hydra Ball^000000,";
- mes "please use it on the ^FF0000Strange Hydra^000000s that";
- mes "you can find at the beach.";
- mes "If you are lucky, the tool will work perfectly.";
- next;
- mes "[Lucia]";
- mes "I hope many adventurers";
- mes "volunteer for this job.";
- mes " ";
- mes "I really hate Hydra!";
- emotion e_sob;
- close;
- }
- }
- }
- }
- end;
-
-OnInit:
- initnpctimer;
- end;
-
-OnTimer7000:
- emotion e_gasp;
- stopnpctimer;
- initnpctimer;
- end;
-}
-
-// Guarana Quest, Original file: brazil_tre.sc
-//============================================================
-brasilis,187,162,5 script Candy Maker 476,{
- if (!checkweight(1201,1)) {
- mes "- You can't start the quest. Please reduce the weight in your inventory. -";
- close;
- }
- if (brazil_gua == 0) {
- mes "[Candy Maker]";
- mes "Yo, do you know a berry called ^FF0000Guarana^000000?";
- next;
- mes "[Candy Maker]";
- mes "Guarana is a really special berry raised in a specific area, it relieves physical fatigue, and gives power to the body. It even detoxes waste from the body.";
- next;
- mes "[Candy Maker]";
- mes "I used to sell the candy made of it back in the day.";
- mes "I got a prize sometimes every year in the <annual best product contest>. Those were the good 'ol days.";
- next;
- mes "[Candy Maker]";
- mes "Since then, the output of that fruit has reduced and the price has gone up so now candy ingredients were changed to coconuts or other tropical fruits instead. I miss the guarana candy.";
- next;
- switch(select("How can I taste this guarana candy?:End conversation.")) {
- case 1:
- mes "[Candy Maker]";
- mes "Hmm? I already sold out of all my old supply.";
- next;
- mes "[Candy Maker]";
- mes "But if you can find some guarana, I can make it for you.";
- next;
- switch(select("How do I find guarana?:End conversation.")) {
- case 1:
- mes "[Candy Maker]";
- mes "Will you find the guarana?? Hoooooh~";
- next;
- mes "[Candy Maker]";
- mes "Can you find it?";
- mes "It's probably very expensive.";
- mes "Trading isn't my thing. Let me think.";
- next;
- mes "[Candy Maker]";
- mes "Let me introduce you to someone with whom I used to do guarana business with.";
- mes "He might still be dealing it.";
- next;
- mes "[Candy Maker]";
- mes "His name is Cherto.";
- mes "If you can't find him in the city, go to museum.";
- mes "He's a vain person so he likes to act big.";
- mes "He's probably wandering in the museum trying to show off to someone for sure.";
- set brazil_gua,1;
- setquest 2192;
- close;
- case 2:
- mes "[Candy Maker]";
- mes "Don't you want to try the guarana candy?";
- close;
- }
- case 2:
- mes "[Candy Maker]";
- mes "Those were the good 'ole days...";
- close;
- }
- }
- else if (brazil_gua == 1) {
- mes "[Candy Maker]";
- mes "If you want to get the guarana, find Cherto.";
- mes "Maybe he will be in the museum.";
- close;
- }
- else if (brazil_gua == 10) {
- if (!countitem(6237)) {
- mes "- The guarana that I had has disappeared. -";
- close;
- }
- delitem 6237,1; //Guarana_Fruit
- mes "[Candy Maker]";
- mes "Did you get the guarana?";
- next;
- mes "- You give the guarana to him. -";
- next;
- mes "[Candy Maker]";
- mes "Wow! You have special talent.";
- mes "It's the best thing I have ever seen so far. Cool~!";
- next;
- mes "[Candy Maker]";
- mes "Good, let's make the candy~!";
- mes "Long time no see my wonderful guarana candy...";
- next;
- mes "- hash hash hash hash hash hash -";
- mes "- hash hash hash hash hash hash -";
- next;
- mes "[Candy Maker]";
- mes "Look! It's the popular guarana candy.";
- mes "Try to savor its amazing taste hey~ take it easy. hahaha!!";
- set brazil_gua,11;
- completequest 2200;
- getitem 12414,1; //Guarana_Candy
- getexp 700000,100000;
- close;
- }
- else if (brazil_gua == 11) {
- mes "[Candy Maker]";
- mes "Guarana candy. That was the most unique masterpiece in my life for sure!";
- next;
- mes "[Candy Maker]";
- mes "Since you helped me, guarana supply has been steadily rising.";
- mes "So, naturally I'm back to making guarana candy.";
- next;
- mes "[Candy Maker]";
- mes "What about it? Wanna buy some?";
- mes "It's 4000 zeny each.";
- next;
- switch(select("Buy a Guarana Candy.:Cancel.")) {
- case 1:
- if (Zeny > 3999) {
- mes "[Candy Maker]";
- mes "Here is a delicious guarana candy.";
- set zeny,zeny-4000;
- getitem 12414,1; //Guarana_Candy
- close;
- }
- else {
- mes "[Candy Maker]";
- mes "What? You should say before if you don't have money!";
- mes "Even if you are poor, I can't give this away for free.";
- close;
- }
- case 2:
- mes "[Candy Maker]";
- mes "Sometimes some people don't like it due to it's arousal effect.";
- close;
- }
- close;
- }
- else {
- mes "[Candy Maker]";
- mes "Guarana candy. That was the most unique masterpiece in my life for sure!";
- close;
- }
-}
-
-bra_in01,95,179,3 script Cherto 477,{
- if (brazil_gua == 0) {
- mes "[Cherto]";
- mes "Hmm... hey man, you are from outside, aren't you?";
- next;
- mes "[Cherto]";
- mes "Cherto can figure it out even if it's the first time. You can't trick Cherto.";
- mes "Cherto has sharp eyes like an eagle! Hahaha!";
- next;
- mes "[Cherto]";
- mes "Ok, ok. Yes, yes. I see!";
- next;
- mes "[Cherto]";
- mes "Anyway, you arrived in Brasilis but don't know what to do?";
- mes "Am I right?";
- mes "You don't know how fortunate you are to have found a really proper helper as myself.";
- next;
- mes "[Cherto]";
- mes "Cherto takes it by your expression that you want to say, ''You are a master!'' Right?";
- mes "Cherto, I can read and figure out all at once! That is written in your face!";
- next;
- mes "[Cherto]";
- mes "Cherto would love to stay here and explain everything to you but he is a busy man.";
- close;
- }
- else if (brazil_gua == 1) {
- mes "[Cherto]";
- mes "Hmm... hey man, you are from outside, aren't you?";
- next;
- mes "[Cherto]";
- mes "Cherto can figure it out even if it's the first time. You can't trick Cherto.";
- mes "Cherto has sharp eyes like an eagle! Hahaha!";
- next;
- mes "[Cherto]";
- mes "Ok, ok. Yes, yes. I see!";
- next;
- mes "[Cherto]";
- mes "Anyway, you arrived in Brasilis but don't know what to do?";
- mes "Am I right?";
- mes "You don't know how fortunate you are to have found a really proper helper as myself.";
- next;
- mes "[Cherto]";
- mes "Cherto takes it by your expression that you want to say, ''You are a master!'' Right?";
- mes "Cherto, I can read and figure out all at once! That is written in your face!";
- next;
- mes "[Cherto]";
- mes "If you have a curious thing to ask to Cherto. Cherto will be kind enough to answer.";
- next;
- select("Guarana?");
- mes "[Cherto]";
- mes "What? Do you want to find a guarana?";
- next;
- mes "[Cherto]";
- mes "Guarana is only raised in this area, it has a soft inside and is coverd with a light fur.";
- mes "It seems a little bit weird but the flower is really big and smells beautiful.";
- next;
- mes "[Cherto]";
- mes "A long time ago, guarana was used to relieve desease and thirst. But recently it's getting popular to revitalize body power and increase blood circulation.";
- next;
- mes "[Cherto]";
- mes "Although it has such great effects, Cherto is sorry to inform you that we can't get it anymore.";
- next;
- select("Whaaaat??");
- mes "[Cherto]";
- mes "For a while now, guarana berries haven't been growing here.";
- next;
- mes "[Cherto]";
- mes "Even if Cherto managed to find one, it will rot quickly.";
- next;
- mes "[Cherto]";
- mes "If only it didn't happen!";
- next;
- select("What are you talking about?");
- mes "[Cherto]";
- mes "Quiet!!!!!!!!!!!!!!!!";
- mes "This story has been forbidden! Someone might be listening to our conversation...";
- next;
- mes "[Cherto]";
- mes "If Cherto tells you, you might get us into trouble. But you look like you really wanna know so let me give you a tip.";
- mes "Come closer. Cherto will whisper so nobody can listen in.";
- set brazil_gua,2;
- close;
- }
- else if (brazil_gua == 2) {
- mes "[Cherto]";
- mes "A Guarana boy was born.";
- next;
- select("Guarana kid?");
- mes "[Cherto]";
- mes "There was woman who was an expert botanist.";
- mes "The woman was really popular to all living creatures.";
- next;
- mes "[Cherto]";
- mes "At around the time her baby was born, she started a guarana farm. For some reason, her brothers were jealous so they destroyed the farm and disappeared.";
- mes "That kind of story...";
- next;
- mes "[Cherto]";
- mes "We can't be sure that baby was born in the world but since that time, all guarana in Brasilis disappeared.";
- next;
- mes "[Cherto]";
- mes "Who is the guarana kid?";
- mes "Pedro who is famous as a greedy man?";
- mes "Meto who can't endure about all the fruits?";
- mes "Hovenue who is gloomy?";
- mes "They might know~!";
- next;
- mes "[Cherto]";
- mes "What about you?";
- mes "Who is the guarana kid?";
- mes "Will you figure out it? hohohhhhh~";
- set brazil_gua,3;
- changequest 2192,2193;
- close;
- }
- else if (brazil_gua == 3) {
- mes "[Cherto]";
- mes "Can you find the guarana kid?";
- mes "Maybe yes? Maybe no?";
- close;
- }
- else if (brazil_gua == 4) {
- mes "[Cherto]";
- mes "Did you find guarana kid?";
- next;
- mes "- I tell Cherto about the kid making animal-like sounds. -";
- next;
- mes "[Cherto]";
- mes "Hoooh. That's unbelivable.";
- mes "That kid might be a guarana kid. Sure...";
- mes "According to the story the kid can have conversations with animals.";
- next;
- mes "[Cherto]";
- mes "If he can make crying sounds of animals, they might be able to converse!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Now, what can I do?";
- mes "If he is the kid from the legend, is there any way to raise the guarana again?";
- next;
- mes "[Cherto]";
- mes "Haha!! What'd Cherto say?";
- mes "Cherto knows all~!!";
- mes "Cherto's already thought";
- mes "of the next step.";
- next;
- mes "[Cherto]";
- mes "In Brasilis there is an expert Mage.";
- mes "His name is Paje.";
- mes "Take this note over to him.";
- mes "He will show the solution for you and the kid.";
- set brazil_gua,5;
- changequest 2194,2195;
- close;
- }
- else {
- mes "[Cherto]";
- mes "hoho tickle~tickle~~~~!!!";
- close;
- }
-}
-
-brasilis,203,64,3 script Strange Kid#bra 706,{
- if (brazil_gua < 3) {
- mes "[Strange Kid]";
- mes "................";
- close;
- }
- else if (brazil_gua == 3) {
- mes "[Strange Kid]";
- mes "................";
- next;
- switch(select("Try to talk.:Pretend to pass by.")) {
- case 1:
- break;
- case 2:
- mes "[Strange Kid]";
- mes "................";
- close;
- }
- mes "What can I say to him?";
- next;
- while(1) {
- switch(select("What's your name?:How old are you?:What are you doing?:End conversation.")) {
- case 1:
- mes "[Strange Kid]";
- mes "Kaaaaaaao~";
- mes "Grrrrrrrrr - kaaan-";
- next;
- break;
- case 2:
- mes "[Strange Kid]";
- mes "Booooowoooooo-";
- mes "Booooowoooooo- -";
- next;
- break;
- case 3:
- mes "[Strange Kid]";
- mes "chamber pot braeee chamber pot brae chamber pot brae -";
- mes "Bbeeeebbeee -";
- next;
- break;
- case 4:
- mes "[Strange Kid]";
- mes "Kaaaaaaao~";
- mes "Grrrrrrrrr - kaaan-";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "He makes strange sound like an animals.";
- mes "Should I ask advice from Cherto?";
- set brazil_gua,4;
- changequest 2193,2194;
- close;
- }
- }
- }
- else if (brazil_gua == 4) {
- mes "["+strcharinfo(0)+"]";
- mes "He makes strange sounds like an animal.";
- mes "Should I ask advice from Cherto?";
- close;
- }
- else if ((brazil_gua > 4) && (brazil_gua < 9)) {
- mes "[Strange Kid]";
- mes "Ah...? ah.....?";
- close;
- }
- else if (brazil_gua == 9) {
- mes "[Strange Kid]";
- mes "ah... ahah.....";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I don't have a story but there are lots of friends waiting outside.";
- next;
- mes "- You give the feather, fresh meat and branch of grapes to the kid -";
- next;
- mes "[Strange Kid]";
- mes "Ah.............";
- next;
- mes "[Strange Kid]";
- mes "Un, uhh....";
- mes "mooo... mommy.....";
- next;
- mes "[Strange Kid]";
- mes "Ah..........";
- mes "bird....";
- mes "mon, mon, mon...key......";
- mes "boo, booow...........";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Dog?!";
- mes "kkk yes. Lots of friends want to meet you.";
- mes "Don't be lonely anymore and be happy with your friends.";
- next;
- mes "[Strange Kid]";
- mes "ah....he...hehe....";
- next;
- mes "- He starts to smile lightly and laughs. -";
- next;
- mes "[Strange Kid]";
- mes "Ye......yes.......";
- mes "tha... than......thank......yo.........you.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Alright such a cute smile!";
- mes "Be a happy kid as always.";
- next;
- mes "[Strange Kid]";
- mes "Uh......";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "what?";
- next;
- mes "[Strange Kid]";
- mes "hey..........";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Do you want to say anything?";
- next;
- mes "- You get closer and pretend to take caution. -";
- next;
- emotion e_kis;
- mes "(kiss~)";
- next;
- mes "- The kid laughs again lightly then puts something in your hand. -";
- next;
- mes "- It's a fresh berry that's colored red and hard. -";
- next;
- mes "[Strange Kid]";
- mes "ga...ra..........na...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Oops, guarana berry?";
- mes "Ah! Thank you very much!";
- emotion e_kis2,1;
- emotion e_heh;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "If I have this, I can make a guarana candy.";
- mes "I better find that Candy Maker!";
- set brazil_gua,10;
- changequest 2199,2200;
- getitem 6237,1; //Guarana_Fruit
- close;
- }
- else if (brazil_gua == 10) {
- if (!countitem(6237)) {
- mes "[Strange Kid]";
- mes "He.........";
- getitem 6237,1; //Guarana_Fruit
- close;
- }
- }
- else {
- mes "- The kid is smiling. -";
- close;
- }
- end;
-}
-
-brasilis,56,224,7 script Mage Paje#bra 704,{
- if (brazil_gua < 5) {
- mes "[Mage Paje]";
- mes "Abracadabra~";
- set .@cspr_bra,rand(1,3);
- if (.@cspr_bra == 1) {
- specialeffect EF_POISONHIT,AREA,"Poring#bra";
- setnpcdisplay "Poring#bra",876;
- }
- else if (.@cspr_bra == 2) {
- specialeffect EF_POISONHIT,AREA,"Poring#bra";
- setnpcdisplay "Poring#bra",800;
- }
- else {
- specialeffect EF_POISONHIT,AREA,"Poring#bra";
- setnpcdisplay "Poring#bra",909;
- }
- close;
- }
- else if (brazil_gua == 5) {
- mes "[Mage Paje]";
- mes "Abracadabra~";
- set .@cspr_bra,rand(1,3);
- if (.@cspr_bra == 1) {
- specialeffect EF_POISONHIT,AREA,"Poring#bra";
- setnpcdisplay "Poring#bra",876;
- }
- else if (.@cspr_bra == 2) {
- specialeffect EF_POISONHIT,AREA,"Poring#bra";
- setnpcdisplay "Poring#bra",800;
- }
- else {
- specialeffect EF_POISONHIT,AREA,"Poring#bra";
- setnpcdisplay "Poring#bra",909;
- }
- next;
- mes "[Mage Paje]";
- mes "Ohoooh~!";
- mes "I have a guest.";
- mes "Good to see you.";
- mes "I am the Mage Paje.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hello. Mr. Cherto told me to find you.";
- next;
- mes "[Mage Paje]";
- mes "Um.. Mr. Cherto? What's happened?";
- mes "Have you come here to ask about lots of weird rumors?";
- next;
- mes "- You give the note to Paje-";
- next;
- mes "[Mage Paje]";
- mes "Ohoooh~";
- mes "Hmm gosh.. that's what happened.";
- next;
- mes "[Mage Paje]";
- mes "I can't help you directly.";
- mes "But I will give you simple magic so you can figure it out by yourself.";
- next;
- select("What kind of magic?");
- mes "[Mage Paje]";
- mes "It's a magic that will make you appear as an animal to other animals. Pretty cool huh?";
- next;
- mes "[Mage Paje]";
- mes "Ok~ I will give you the magic.";
- mes "Most animals are really sensitive so they might be aware of it. Find a Toucan in the field that's oblivious to the spell. You'll know when you talk to it.";
- next;
- mes "[Mage Paje]";
- mes "Good luck~!";
- set brazil_gua,6;
- changequest 2195,2196;
- specialeffect2 EF_ASSUMPTIO;
- close;
- }
- else {
- mes "[Mage Paje]";
- mes "Abrakatabra~";
- set .@cspr_bra,rand(1,3);
- if (.@cspr_bra == 1) {
- specialeffect EF_POISONHIT,AREA,"Poring#bra";
- setnpcdisplay "Poring#bra",876;
- }
- else if (.@cspr_bra == 2) {
- specialeffect EF_POISONHIT,AREA,"Poring#bra";
- setnpcdisplay "Poring#bra",800;
- }
- else {
- specialeffect EF_POISONHIT,AREA,"Poring#bra";
- setnpcdisplay "Poring#bra",909;
- }
- close;
- }
- end;
-}
-
-brasilis,59,226,3 script Poring#bra 909,{
- end;
-}
-
-bra_fild01,75,83,5 script Toucan#bra 2073,2,2,{
-OnTouch:
- if (brazil_gua == 6) {
- mes "[Toucan]";
- mes "Baaeecc!";
- mes "I've never seen you before.";
- mes "Baaeec!";
- next;
- mes "[Toucan]";
- mes "It's the middle of the new and old continent... I know I've never seen you before but you seem familiar, like a woman dancing a samba. ";
- next;
- select("What are you talking about?");
- mes "[Toucan]";
- mes "I can feel some similar power like guarana kid. bbaaaeeeccc!";
- next;
- mes "[Toucan]";
- mes "That kid has had a really lonely time, baaecc! Perhaps you are a friend of him? Baaeec!!";
- next;
- select("Not yet... but I want to be a friend.");
- mes "[Toucan]";
- mes "The kid who received care from guarana woman is also a friend of animals. Bbaaeecc!";
- next;
- mes "[Toucan]";
- mes "I'd like to give the symbol of a toucan representative for the kid. Bbaaeecc!";
- next;
- mes "[Toucan]";
- mes "If you want to relieve his loneliness, can you help me?";
- next;
- select("Absolutely!");
- mes "[Toucan]";
- mes "It's my feather.";
- mes "Send it to the kid.";
- mes "We will keep our promise of friendship between guarana kid and Toucan forever. Bbaaeecc!";
- next;
- mes "- You take a feather from Toucan. - ";
- next;
- mes "[Toucan]";
- mes "There have to be others around here like me.";
- mes "Why don't you find a jaguar Bbaaeecc!";
- next;
- mes "[Toucan]";
- mes "I will give a blessing from Toucan to you.";
- next;
- mes "[Toucan]";
- mes "Fly fly far away. bbaaaeeeccckkk--!";
- set brazil_gua,7;
- changequest 2196,2197;
- specialeffect2 EF_SEISMICWEAPON;
- close2;
- warp "bra_fild01",68,146;
- end;
- }
- else {
- mes "[Toucan]";
- mes "Bbbaaeec~! Baaeec~!";
- close;
- }
- end;
-}
-
-bra_fild01,34,184,5 script Jaguar#bra 2072,2,2,{
-OnTouch_:
- if (brazil_gua == 7) {
- mes "[Jaguar]";
- mes "Hhooww..hhooww.....";
- next;
- mes "[Jaguar]";
- mes "Smelling! This smell is from a human!";
- mes "Somewhere, a human!";
- mes "I got it. You are!!!";
- specialeffect EF_HIT1,AREA,"Jaguar#bra";
- emotion e_omg,1;
- next;
- mes "[Jaguar]";
- mes "Don't be afraid human.";
- mes "I don't have enough power to hunt humans, just waiting time to end my lifetime in this jungle.";
- next;
- mes "[Jaguar]";
- mes "Anyway you can talk with me, are you a guarana kid?";
- next;
- select("Yes? N...o......actually....");
- mes "[Jaguar]";
- mes "The son of guarana woman became our friend also.";
- mes "They treated all life preciously.";
- mes "I hope you are same the as her.";
- next;
- mes "[Jaguar]";
- mes "Bird's chirpings informed me.";
- mes "The son of guarana woman has a diseased heart.";
- mes "Her brothers made him lonely, don't you think?";
- next;
- mes "[Jaguar]";
- mes "Here is fresh meat that I hunted just a few days ago.";
- mes "Take it and give it to the poor kid.";
- next;
- mes "[Jaguar]";
- mes "I can give this tiny thing to you so, don't forget it.";
- mes "The jungle will welcome you whenever!";
- next;
- mes "- You get fresh meat from Jaguar. -";
- next;
- mes "[Jaguar]";
- mes "Monkey, who's always meddling with others, wants to meet you.";
- next;
- mes "[Jaguar]";
- mes "I will give you a Jaguar's high blessing.";
- mes "Go to monkey by flowing through the wind like a bee.";
- mes "Let's meet again my friend!";
- set brazil_gua,8;
- changequest 2197,2198;
- close2;
- //ConsumeSpecialItem Speed_Up_Potion
- sc_start SC_SpeedUp1,5000,0;
- end;
- }
- else {
- mes "[Jaguar]";
- mes "krrrrrr....";
- close;
- }
- end;
-}
-
-bra_fild01,245,53,3 script #Monkeybra 1057,{
- end;
-}
-
-bra_fild01,245,52,3 script Monkey#bra 111,{
- if (brazil_gua == 8) {
- mes "[Monkey]";
- mes "What is it??!!";
- mes "We don't tolerate humans? Get out~!!";
- next;
- mes "[Monkey]";
- mes "Nono... wait.... that scent!!";
- mes "I can smell Jaguar from you, who are you?";
- mes "Gosh, maybe there's no jaguar without fur and weird shape!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "........................";
- mes "Are you saying that I look like an animal?!?!";
- next;
- mes "[Monkey]";
- mes "Uh? Aren't you a jaguar?";
- next;
- mes "[Monkey]";
- mes "Ahhha. Jaguar send you to me, right?? kkkikkki";
- mes "But you don't look like guarana kid.";
- next;
- select("I've come here to help him.");
- mes "[Monkey]";
- mes "I heard guarana kid became lonely, is he?";
- mes "We are experts in acrobatic acts, does kid like it?? kkkickkksk!";
- next;
- mes "[Monkey]";
- mes "Give this branch of grapes to guarana kid.";
- mes "We will make him have fun during the whole night whenever he comes to us!! kkkickkksk!";
- next;
- mes "- You get a bunch of grapes from Monkey. -";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Good~ Now it's time to go back to the kid~!!";
- set brazil_gua,9;
- changequest 2198,2199;
- close;
- }
- else {
- mes "[Monkey]";
- mes "kkkickkksk!";
- close;
- }
-}
-
-// Water Lily Quest, Original file: brazil_tre.sc
-//============================================================
-brasilis,203,286,3 script Botanist Karmen#bra 893,{
- if (brazil_regia == 0) {
- mes "[Karmen]";
- mes "Brasilis' climate is special.";
- mes "This climate offers special cases in botany classes different from any other regions of the world.";
- next;
- mes "[Karmen]";
- mes "The plants here have robust frames and are clear and colorful.";
- mes "Here the plants are really huge and we can feel their presence.";
- next;
- mes "[Karmen]";
- mes "One of them, a Water Lily, is a really gorgeous and unique plant.";
- mes "This flower is quite sensitive so it doesn't bloom everywhere.";
- next;
- switch(select("Interesting.:End conversation.")) {
- case 1:
- break;
- case 2:
- mes "[Karmen]";
- mes "I guess you aren't interested in botany.";
- close;
- }
- mes "[Karmen]";
- mes "It doesn't appear easily and it is a mysterious flower even to the natives, so the Brasilis people believe that a person will get great luck if someone finds it.";
- next;
- mes "[Karmen]";
- mes "As a botanist, I have been hanging around here to find the lucky flower but as I expected, it hasn't shown itself yet.";
- next;
- mes "[Karmen]";
- mes "I believe that with enough perseverence, this flower will show me it's beautiful brilliance.";
- next;
- mes "[Karmen]";
- mes "Ah, if you are interested more in the Water Lily story, find someone named Marta.";
- mes "She is wise and knows lots of stories here in Brasilis.";
- set brazil_regia,1;
- setquest 2201;
- close;
- }
- else if (brazil_regia == 1) {
- mes "[Karmen]";
- mes "Ah, if you are interested more in the Water Lily story, find someone named Marta.";
- mes "She is wise and knows lots of stories here in Brasilis.";
- close;
- }
- else if (brazil_regia == 9) {
- mes "- You show a lotus flower to Karmen and talk about the story so far. -";
- next;
- mes "[Karmen]";
- mes "Wow!! You had a really good experience.";
- mes "So~~~ the water lily lives in the depths of brasilis, right?";
- mes "I wil try to find it again by myself, I won't give up!!";
- next;
- mes "[Karmen]";
- mes "I am so grateful that I met you.";
- mes "The water lily must truly be a lucky flower. hahaha";
- set brazil_regia,10;
- completequest 2207;
- getexp 500000,100000;
- close;
- }
- else {
- mes "[Karmen]";
- mes "This climate offers special cases in botany classes different from any other regions of the world.";
- next;
- mes "[Karmen]";
- mes "The plants here have robust frames and are clear and colorful.";
- mes "Here the plants are really huge and we can feel their presence.";
- next;
- mes "[Karmen]";
- mes "It's a botanist's dream.";
- close;
- }
-}
-
-bra_in01,142,27,5 script Marta#bra 474,{
- if (brazil_regia == 1) {
- mes "[Brasilis Boy]";
- mes "Grandma! That person has a weird smell.";
- next;
- mes "[Marta]";
- mes "This person isn't from here.";
- mes "Say hello to our guest.";
- next;
- mes "[Brasilis Boy]";
- mes "heee~ hi!!";
- mes "I am Kaka!!";
- mes "Whats your name?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I am "+strcharinfo(0)+".";
- next;
- mes "[Brasilis Boy]";
- mes "The outsider has a weird name!";
- mes "Thas ok! If we keep talking we'll be friends! Cheer up!";
- next;
- mes "[Marta]";
- mes "Hehe...";
- mes "So, why have you come here stranger~?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I heard you knows lots of stories, is that true?";
- next;
- mes "[Kaka]";
- mes "Wooo! how you know my grandma knows lots of stories, amazing~?";
- mes "Grandma is really wise and kind so, I heard lotsa things.";
- next;
- mes "[Marta]";
- mes "Hehe. Kaka always listens to many stories every night, he really likes my stories.";
- mes "Kaka always makes me happy because he asks so many curious things. That is pure happiness.";
- next;
- mes "[Marta]";
- mes "Ok, Kaka why don't you invite our guest today to our small meeting?";
- next;
- mes "[Kaka]";
- mes "Ok grandma~!!";
- next;
- mes "[Marta]";
- mes "Hey~ do you have special story that you want to listen to?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "About the mysterious water lily?";
- next;
- mes "[Marta]";
- mes "Water lily....";
- mes "It's from a long long time ago.";
- next;
- mes "[Marta]";
- mes "Before Brasilis was established.";
- mes "A tribe that lived with the giant waterfall and jungle as friends spent their whole time with nature.";
- next;
- mes "[Marta]";
- mes "One of tribe chiefs had a pretty daughter called 'Naia'.";
- next;
- mes "[Marta]";
- mes "Naia liked listening to stories like Kaka so, her mom told her stories every night about nature and gods.";
- next;
- mes "[Kaka]";
- mes "Woooa, she's just like me!";
- mes "Maybe she would be pretty... hehe.";
- next;
- mes "[Marta]";
- mes "According to her mother...";
- mes "If the moon in the sky loves some woman in the earth, he turns her into a star so that they can stay together forever.";
- next;
- mes "[Marta]";
- mes "After Naia heard this story, she went to her dad to ask if it was true or not.";
- next;
- mes "[Kaka]";
- mes "So, what did he say?";
- next;
- mes "[Marta]";
- mes "^3131FF'My dear, Naia the moon is one of the bravest men. But he can no longer have a bride. So you can't become a star... Sorry~.^000000";
- next;
- mes "[Kaka]";
- mes "Did Naia wants to be the bride of the man?";
- next;
- mes "[Marta]";
- mes "Yes Kaka, imagine the moon how beautiful and mysterious, that's just ideal for girls.";
- next;
- mes "[Kaka]";
- mes "But the moon doesn't meet a human as his wife anymore? What was going on with Naia?";
- next;
- mes "[Marta]";
- mes "Naia was really a nice girl.";
- next;
- mes "[Marta]";
- mes "Although her parents tried to prevent her, she still went to the forest to meet the moon every night.";
- mes "Sadly, even with all of her effort, the moon didn't show any reaction to her.";
- next;
- mes "[Marta]";
- mes "One day she also went to the top of the mountain to be closer to him. She decided to take a rest for a while around the lake.";
- next;
- mes "[Marta]";
- mes "That's when.. Naia saw it.";
- mes "It was the moon he was shining beautifully over the waving lake lightly.";
- next;
- mes "[Kaka]";
- mes "I know, it's just the moon reflecting on the water. Right?!";
- next;
- mes "[Marta]";
- mes "Yes, but to her, the image made her fall into the lake without hesitating and drowned.";
- next;
- mes "[Kaka]";
- mes "Oh no.";
- next;
- mes "[Marta]";
- mes "The moon was also watching her from the sky.";
- mes "He felt sad and pitied her. So he decided to turn her into a beautiful flower to thank her for her love.";
- next;
- mes "[Marta]";
- mes "That is the story of the mysterious flower people called the Brasilis Water Flower.";
- mes "This Naia flower appears as light white during daytime but in the night turns into red due to it's love connection to the moon.";
- next;
- mes "[Kaka]";
- mes "How sad but beautiful!";
- next;
- mes "[Marta]";
- mes "How about you stranger?";
- mes "Did you enjoy this story?";
- mes "If you want to listen to another story, just come to me.";
- mes "If you don't mind playing with my grandson a ~ little. hoohoo.";
- set brazil_regia,2;
- close;
- }
- else if (brazil_regia > 1) {
- mes "[Kaka]";
- mes "My grandma is really a bit tired doing some tribe stuff!";
- mes "Could you come another day?";
- close;
- }
- else {
- mes "[Marta]";
- mes "You are not from around here.";
- mes "I can sense a strange earth smell.";
- next;
- mes "[Marta]";
- mes "But your eyes shine with strength.";
- mes "Indeed you are spreading out spirit and will from your whole body.";
- next;
- mes "[Marta]";
- mes "If you work at it you will be a great person someday.";
- close;
- }
-}
-
-bra_in01,145,27,3 script Brasilis Boy#bra 472,{
- if (brazil_regia == 1) {
- mes "[Brasilis Boy]";
- mes "Grandma! That person has a weird smell.";
- next;
- mes "[Marta]";
- mes "This person isn't from here.";
- mes "Say hello to our guest.";
- next;
- mes "[Brasilis Boy]";
- mes "heee~ hi!!";
- mes "I am Kaka!!";
- mes "Whats your name?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I am "+strcharinfo(0)+".";
- next;
- mes "[Brasilis Boy]";
- mes "The outsider has a weird name!";
- mes "Thas ok! If we keep talking we'll be friends! Cheer up!";
- next;
- mes "[Marta]";
- mes "Hehe...";
- mes "So, why have you come here stranger~?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I heard you knows lots of stories, is that true?";
- next;
- mes "[Kaka]";
- mes "Wooo! how you know my grandma knows lots of stories, amazing~?";
- mes "Grandma is really wise and kind so, I heard lotsa things.";
- next;
- mes "[Marta]";
- mes "Hehe. Kaka always listens to many stories every night, he really likes my stories.";
- mes "Kaka always makes me happy because he asks so many curious things. That is pure happiness.";
- next;
- mes "[Marta]";
- mes "Ok, Kaka why don't you invite our guest today to our small meeting?";
- next;
- mes "[Kaka]";
- mes "Ok grandma~!!";
- next;
- mes "[Marta]";
- mes "Hey~ do you have special story that you want to listen to?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "About the mysterious water lily?";
- next;
- mes "[Marta]";
- mes "Water lily....";
- mes "It's from a long long time ago.";
- next;
- mes "[Marta]";
- mes "Before Brasilis was established.";
- mes "A tribe that lived with the giant waterfall and jungle as friends spent their whole time with nature.";
- next;
- mes "[Marta]";
- mes "One of tribe chiefs had a pretty daughter called 'Naia'.";
- next;
- mes "[Marta]";
- mes "Naia liked listening to stories like Kaka so, her mom told her stories every night about nature and gods.";
- next;
- mes "[Kaka]";
- mes "Woooa, she's just like me!";
- mes "Maybe she would be pretty... hehe.";
- next;
- mes "[Marta]";
- mes "According to her mother...";
- mes "If the moon in the sky loves some woman in the earth, he turns her into a star so that they can stay together forever.";
- next;
- mes "[Marta]";
- mes "After Naia heard this story, she went to her dad to ask if it was true or not.";
- next;
- mes "[Kaka]";
- mes "So, what did he say?";
- next;
- mes "[Marta]";
- mes "^3131FF'My dear, Naia the moon is one of the bravest men. But he can no longer have a bride. So you can't become a star... Sorry~.^000000";
- next;
- mes "[Kaka]";
- mes "Did Naia wants to be the bride of the man?";
- next;
- mes "[Marta]";
- mes "Yes Kaka, imagine the moon how beautiful and mysterious, that's just ideal for girls.";
- next;
- mes "[Kaka]";
- mes "But the moon doesn't meet a human as his wife anymore? What was going on with Naia?";
- next;
- mes "[Marta]";
- mes "Naia was really a nice girl.";
- next;
- mes "[Marta]";
- mes "Although her parents tried to prevent her, she still went to the forest to meet the moon every night.";
- mes "Sadly, even with all of her effort, the moon didn't show any reaction to her.";
- next;
- mes "[Marta]";
- mes "One day she also went to the top of the mountain to be closer to him. She decided to take a rest for a while around the lake.";
- next;
- mes "[Marta]";
- mes "That's when.. Naia saw it.";
- mes "It was the moon he was shining beautifully over the waving lake lightly.";
- next;
- mes "[Kaka]";
- mes "I know, it's just the moon reflecting on the water. Right?!";
- next;
- mes "[Marta]";
- mes "Yes, but to her, the image made her fall into the lake without hesitating and drowned.";
- next;
- mes "[Kaka]";
- mes "Oh no.";
- next;
- mes "[Marta]";
- mes "The moon was also watching her from the sky.";
- mes "He felt sad and pitied her. So he decided to turn her into a beautiful flower to thank her for her love.";
- next;
- mes "[Marta]";
- mes "That is the story of the mysterious flower people called the Brasilis Water Flower.";
- mes "This Naia flower appears as light white during daytime but in the night turns into red due to it's love connection to the moon.";
- next;
- mes "[Kaka]";
- mes "How sad but beautiful!";
- next;
- mes "[Marta]";
- mes "How about you stranger?";
- mes "Did you enjoy this story?";
- mes "If you want to listen to another story, just come to me.";
- mes "If you don't mind playing with my grandson a ~ little. hoohoo.";
- set brazil_regia,2;
- close;
- }
- else if (brazil_regia > 1) {
- mes "[Kaka]";
- mes "My grandma is really a bit tired doing some tribe stuff!";
- mes "Could you come another day?";
- close;
- }
- else {
- mes "[Marta]";
- mes "You are not from around here.";
- mes "I can sense a strange earth smell.";
- next;
- mes "[Marta]";
- mes "But your eyes shine with strength.";
- mes "Indeed you are spreading out spirit and will from your whole body.";
- next;
- mes "[Marta]";
- mes "If you work at it you will be a great person someday.";
- close;
- }
-}
-
-brasilis,270,145,5 script Brasilis Girl#bra 473,5,5,{
- if (!checkweight(1201,1)) {
- mes "- wait a second!! -";
- mes "- you have too many items -";
- mes "- so you can't get any more items. -";
- mes "- make your body lighter -";
- mes "- then try again. -";
- close;
- }
- if (brazil_regia == 2) {
- mes "[Distant Sound]";
- mes "Jasira!!!";
- mes "Where are you going again?!!";
- mes "come back~, please!!";
- next;
- mes "[Brasilis Girl]";
- mes "Mom, I have to go out!!";
- next;
- mes "[Distant Sound]";
- mes "No way~!! You shouldn't!!";
- next;
- mes "[Brasilis Girl]";
- mes "Gosh.. today also failed.";
- next;
- mes "[Brasilis Girl]";
- mes "......";
- mes "What's up? Why are you looking at me?";
- mes "I don't want to be a showgirl!! Get out!!";
- next;
- switch(select("Nothing, sorry.:What's wrong?")) {
- case 1:
- mes "[Brasilis Girl]";
- mes "I am so sad!!!";
- close;
- case 2:
- break;
- }
- mes "[Brasilis Girl]";
- mes "It's not your business.";
- mes "You are just an outsider!";
- next;
- switch(select("How rude!:Just trying to help.")) {
- case 1:
- mes "[Brasilis Girl]";
- mes "What's it matter to you that I'm rude??!!";
- close;
- case 2:
- break;
- }
- mes "["+strcharinfo(0)+"]";
- mes "I know that I'm just passing by but I might be able to help you. What do you think?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "This kind of meeting could be more than just a coincidence.";
- next;
- mes "[Brasilis Girl]";
- mes "......................";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hmm can you tell me your name?";
- next;
- mes "[Brasilis Girl]";
- mes "ja...";
- mes "Jasira.";
- mes "My name is Jasira.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Nice name~.";
- mes "Jasira what's going on?";
- next;
- mes "[Jasira]";
- mes ".............";
- next;
- mes "[Jasira]";
- mes "I have to meet 'Jasi' but I can't go out....";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "who is Jasi?";
- mes "Your.... lover?";
- next;
- emotion e_omg;
- mes "[Jasira]";
- mes "l...o...v...e...lover??!!";
- mes "No way~";
- next;
- mes "[Jasira]";
- mes "If he is my lover, it would be great... but...";
- next;
- mes "[Jasira]";
- mes "Jasi is......";
- mes "the great moon.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "The moon?";
- mes "Maybe... are you talking about the moon from the story?";
- next;
- mes "[Jasira]";
- mes "Yeah!";
- mes "Dear Jasi is from the moon from the sky!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Why are you thinking like that?";
- next;
- mes "[Jasira]";
- mes "Cuz' Jasi is really gorgeous and the most important thing is he is taking care of the water lily in Brasilis.";
- next;
- emotion e_omg,1;
- mes "["+strcharinfo(0)+"]";
- mes "Brasilis water lily??!!";
- mes "Isn't it the uniqe flower?";
- next;
- mes "[Jasira]";
- mes "Right. It's a really mysterious flower and difficult to find.";
- mes "But around Jasi there are lots of water lilies.";
- mes "That's why I believe Jasi is the moon.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Where is Jasi?";
- next;
- mes "[Jasira]";
- mes "He is deep inside the Jungle.";
- mes "As you can see I am so weak so, I've been staying home. But once, I was strong enough to leave this village.";
- next;
- mes "[Jasira]";
- mes "I just wandered the jungle and fell down somewhere and that's where I saw him.";
- mes "He was so nice. He helped heal me and guided me back home.";
- mes "That was really really great time.";
- next;
- mes "[Jasira]";
- mes "Since I came back home, my parents punished me.";
- mes "I can understand why they are worrying but i missed Jasi a lot!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Why don't you meet him after recovering your strength?";
- next;
- mes "[Jasira]";
- mes ".................";
- mes "I wanna see him right now...";
- next;
- switch(select("Help Jasira.:Ignore her.")) {
- case 1:
- break;
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "Sorry I can't help you. Cheer up!";
- next;
- mes "[Jasira]";
- mes "Crying........";
- close;
- }
- mes "["+strcharinfo(0)+"]";
- mes "Jasira I came here to find the Brasilis water lily.";
- mes "Don't you think fate has brought us together?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "If you tell me how to find Jasi, I can help you.";
- next;
- mes "[Jasira]";
- mes "Really? But I don't know exactly how to get there. I was just wandering around when I met him.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Can't you remember anything?";
- mes "If you know something you've gotta tell me.";
- next;
- mes "[Jasira]";
- mes "Let's see... I was wandering around a waterfall then fell down into the water then I was sucked into somewhere.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Good, that's better than nothing! I will look for a similar place.";
- next;
- mes "[Jasira]";
- mes "I gave you your information, so can you do me a favor?";
- mes "It's really simple...";
- next;
- mes "[Jasira]";
- mes "I'd like to give a delicious fruit.";
- mes "The place where Jas seemed cozy but I didn't see any food around... So if he sees a yummy fruit he will be happy!";
- next;
- mes "[Jasira]";
- mes "Give him 10 Banana and tell him that I really miss him.";
- mes "Sorry for ignoring you before. Please, only you can help me!";
- set brazil_regia,3;
- changequest 2201,2202;
- close;
- }
- else if ((brazil_regia == 3) || (brazil_regia == 4)) {
- mes "[Jasira]";
- mes "If you meet Jasi, give him 10 Bananas.";
- mes "Let's see... I was wandering around a waterfall then fell down into the water then I was sucked into somewhere.";
- next;
- mes "[Jasira]";
- mes "If you can't find the way, go up to the waterfall and ask the kids in Brasilis village.";
- mes "I heard one of the children went to a strange place before. He might've gone to the same place as me!";
- close;
- }
- else if (brazil_regia == 5) {
- mes "[Jasira]";
- mes "Did you meet Jasi?";
- mes "Did you talk about me?";
- mes "You didn't? Uh? Stupid! Gosh~!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hey girl~ you've got a short temper.";
- mes "I did see him and I talked about you!";
- next;
- mes "[Jasira]";
- mes "Did you?";
- mes "What did he say?";
- mes "Does he remember me?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "That you have a really good heart~";
- mes "I told him that you will try to meet him when your condition gets better.";
- next;
- mes "[Jasira]";
- mes "Yeahhhhh!!";
- mes "Thank you! You are more reliable than I thought you would be.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Anyway, I'm looking for a fruit that's brown and has a hard shell.";
- mes "It has juice inside and can be used as a cup to drink out of.";
- next;
- mes "[Jasira]";
- mes "Duh! You mean a coconut right?!";
- mes "They're everywhere here in Brasilis.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Thanks Jasira!";
- set brazil_regia,6;
- changequest 2204,2205;
- close;
- }
- else if ((brazil_regia == 6) || (brazil_regia == 7)) {
- mes "[Jasira]";
- mes "I should take care of my strength by myself!";
- mes "I can't just lie in my bed forever. Don't you agree?";
- close;
- }
- else if (brazil_regia == 8) {
- mes "[Jasira]";
- mes "Uh? Why have you come back?";
- next;
- mes "- You tell her what Jasi told you to tell her -";
- next;
- mes "[Jasira]";
- mes "Oh... really?";
- mes "Did he say that?";
- mes "Gosh! Gosh!!!";
- mes "Kkkkkaaaaa - !!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Thanks to you, I was able to get a flower.";
- mes "Thanks a lot!!";
- next;
- mes "[Jasira]";
- mes "Wooow. It's so beautiful.";
- next;
- mes "[Jasira]";
- mes "Ah... can I see it for a second?";
- next;
- mes "[Jasira]";
- mes "Surprise~!!";
- mes "I've been working on this hat while you were gone and now it's complete with the water lily flower!";
- next;
- mes "[Jasira]";
- mes "I know, I know! I'm the best...";
- delitem 7553,1; //Lotus_Flower
- set brazil_regia,9;
- changequest 2206,2207;
- set .@regiahat,rand(1,3);
- if (.@regiahat == 1)
- getitem2 5302,1,1,0,0,4195,0,0,0; //Lotus_Flower_Hat, Leaf_Cat_Card
- else if (.@regiahat == 2)
- getitem2 5302,1,1,0,0,4177,0,0,0; //Lotus_Flower_Hat, Dryad_Card
- else
- getitem2 5302,1,1,0,0,4188,0,0,0; //Lotus_Flower_Hat, Leib_Olmai_Card
- close;
- }
- else if (brazil_regia > 8) {
- mes "[Jasira]";
- mes "I just need to get a little bit stronger!";
- mes "I can't just lie in bed forever. My Jasi is waiting for me~";
- close;
- }
- else {
- mes "[Distant Sound]";
- mes "Jasira!!!";
- mes "Where are you going again?!!";
- mes "Come back~, please!!";
- next;
- mes "[Brasilis Girl]";
- mes "Please mom~!";
- mes "Please let me go!";
- close;
- }
- end;
-
-OnTouch:
- if (brazil_regia == 2) {
- emotion e_an;
- }
- end;
-}
-
-bra_dun02,67,205,5 script Recluse#bra 475,3,3,{
- if (brazil_regia == 3) {
- mes "[Recluse]";
- mes "Oh, I haven't seen another person in such a long time.";
- next;
- switch(select("Keep going.:Are you the moon?")) {
- case 1:
- mes "[Recluse]";
- mes "You don't have specific business with me.";
- close;
- case 2:
- break;
- }
- mes "[Recluse]";
- mes "Moon?";
- mes "My name is Jasi.";
- mes "My family has worked to take care of the water lily from generation to generation.";
- next;
- mes "[Jasi]";
- mes "Basically the Brasilis water lily is too shy to appear in front of people so, they only bloom in rare places. I guess they like it here, though, that's why I've been staying here for such a long time.";
- next;
- mes "[Jasi]";
- mes "My family has taken care of the water lily calmly to prevent harm from people's hand or monsters.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Do you remember a girl named Jasi.";
- next;
- mes "[Jasi]";
- mes "Ja...si..........";
- mes "Ah!! a hurry scurry girl. ";
- mes "Gosh.. I was in trouble due to that girl.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Trouble?";
- next;
- mes "[Jasi]";
- mes "One day a young lady appeared with lots of scars so I helped her. Then suddenly she tried to pick up the water lily and asked me to accept her as my wife or make her into a water lily what a nutcase!";
- next;
- mes "[Jasi]";
- mes "I was barely able to calm down and send her to the village.";
- mes "My life is that water lily so I didn't want anything embarrassing to happen.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "This is a gift from Jasira to say sorry for that time.";
- mes "She is really sad that can't come here by herself due to private difficulties.";
- next;
- if (countitem(513) < 10) {
- mes "[Jasi]";
- mes "What are you saying?";
- next;
- mes "- Oh yeah, I forgot to bring 10 Bananas -";
- close;
- }
- mes "[Jasi]";
- mes "Ah! Bananas! Wow it's been a long time. She's pretty considerate isn't she?";
- next;
- mes "[Jasi]";
- mes "Anyway is that all the business you have with me?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Umm honestly I was wondering to find water lily and met you by coincidence. Jasira told me her sad story so that's what led me here.";
- next;
- mes "[Jasi]";
- mes "I got it.";
- mes "As you can see, there are lots of Brasilis water lily around here.";
- mes "If you make sure that you won't destroy them you can appreciate them as you wish.";
- set brazil_regia,4;
- changequest 2202,2203;
- close;
- }
- else if (brazil_regia == 4) {
- mes "[Jasi]";
- mes "Did you enjoy the water lily?";
- close;
- }
- else if (brazil_regia == 5) {
- mes "[Jasi]";
- mes "I forgot what the name of that fruit was...";
- close;
- }
- else if (brazil_regia == 6) {
- if (countitem(11515) < 5) {
- mes "[Jasi]";
- mes "I forgot what the name of that fruit was...";
- close;
- }
- else {
- mes "[Jasi]";
- mes "Did you find the fruit?";
- mes "Oh right this is....?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "It's called a 'coconut'.";
- next;
- mes "[Jasi]";
- mes "Ahah! COCONUT!!";
- mes "Now I remember thank you very much. I can't remember the last time I had this fruit.";
- next;
- mes "[Jasi]";
- mes "I guess I should keep my promise.";
- mes "You can take one Water lily.";
- next;
- mes "[Jasi]";
- mes "I hope the Brasilis water lily will understand me.";
- mes "You better grab the flower while you have a chance~";
- next;
- mes "[Jasi]";
- mes "Oh, can you tell that girl Jasira something for me?";
- mes "Tell her that I am not the moon from the story, but I want to become the moon to shine only for her.";
- delitem 11515,5; //Coconut
- set brazil_regia,7;
- changequest 2205,2206;
- close;
- }
- }
- else {
- mes "[Jasi]";
- mes "The flowers blooming from the Water lily today is wonderful.";
- close;
- }
- end;
-
-OnTouchNPC:
- unitwarp 0,"this",67,215;
- end;
-}
-
-bra_dun02,71,200,3 script Water lily#bra 111,{
- if (brazil_regia == 4) {
- mes "An unusual Water lily is blooming here. You can't stop staring at it, knowing that few people have seen this flower bloom.";
- next;
- switch(select("Pick up the flower.:Keep gazing.")) {
- case 1:
- break;
- case 2:
- mes "- You can't avoid staring at it's beauty. -";
- close;
- }
- mes "[Jasi]";
- mes "Uh! What are you doing??!!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "There is a person who really needs this flower, can I just take one of 'em?";
- next;
- mes "[Jasi]";
- mes "As I said earlier, I am the guardian of this water lily.";
- mes "I can't just stand by here and watch you pluck even a single flower from it.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hey man~ I brought these delicious fruits for you... try it! They are really well matured and fresh bananas.";
- next;
- if (countitem(513) < 10) {
- mes "[Jasi]";
- mes "What are you saying?";
- next;
- mes "- Oh yeah, I forgot to bring 10 Bananas -";
- close;
- }
- mes "[Jasi]";
- mes "Hmm... It's been so long since I've had this fruit.";
- next;
- mes "[Jasi]";
- mes "I will just try one. That's all.";
- next;
- mes "- munch -";
- mes "- mumble mumble mumble -";
- specialeffect EF_POTION7,AREA,"Recluse#bra";
- next;
- mes "[Jasi]";
- mes "Uh, this taste... is!";
- mes "I remember my mom baking these into a tasty bread!";
- next;
- mes "[Jasi]";
- mes "It makes me miss my childhood.";
- next;
- emotion e_omg,0,"Recluse#bra";
- mes "[Jasi]";
- mes "Hoho!!!!";
- mes "I've been here for as long as I can remember...";
- mes "I don't have enough time to even do simple things like eat delicious fruit.";
- next;
- mes "[Jasi]";
- mes "It was a really delicious banana.";
- mes "But rules are rules!";
- mes "I must do my duty.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Please! I just need one flower~ What can I do to convince you?";
- next;
- mes "[Jasi]";
- mes "Rules are rules, what do you want from me?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Didn't that banana remind you of your childhood? What can I get for you?";
- next;
- mes "[Jasi]";
- mes "Now that you mention it, there is one fruit that I really miss.";
- mes "It was my favorite when I was young but I don't remember what it was called.";
- next;
- mes "[Jasi]";
- mes "It's brown and has a hard shell around it. It has juice inside and you can use it as a cup when you're done eating the fruit.";
- mes "Do you know what it is?";
- next;
- mes "[Jasi]";
- mes "If you bring 5 of those things, I will reconsider your suggestion.";
- delitem 513,10; //Banana
- set brazil_regia,5;
- changequest 2203,2204;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ok so I have to bring 5 fruits with hard shells.";
- mes "Hmm what is it?";
- close;
- }
- else if (brazil_regia == 5) {
- mes "[Jasi]";
- mes "It was my favorite when I was young but I don't remember what it was called.";
- next;
- mes "[Jasi]";
- mes "It's brown and has a hard shell around it. It has juice inside and you can use it as a cup when you're done eating the fruit.";
- mes "Do you know what it is?";
- close;
- }
- else if (brazil_regia == 7) {
- if (!checkweight(1201,1)) {
- mes "- wait a second!! -";
- mes "- you have too many items -";
- mes "- so you can't get any more items. -";
- mes "- make your body lighter -";
- mes "- then try again. -";
- close;
- }
- mes "- You take a beautiful water lily carefully in your hands. -";
- set brazil_regia,8;
- getitem 7553,1; //Lotus_Flower
- close;
- }
-}
-
-// Dungeon Access Quest, Original file: brazil_tre.sc
-//============================================================
-brasilis,185,246,5 script Pedro#bra 62,{
- if (brazil_ghost == 0) {
- mes "[Pedro]";
- mes "Wow it's really a great statue!";
- next;
- mes "[Mariana]";
- mes "It is, isn't it?";
- mes "This statue is called Verass Monument.";
- next;
- mes "[Mariana]";
- mes "A long time ago there was a really brave adventurer named Verass, thanks to his dedicated exploration, Brasilis was able to develop into this great city.";
- next;
- mes "[Pedro]";
- mes "Awesome!!";
- mes "i wanna become a real man like Verass.";
- next;
- mes "[Mariana]";
- mes "Pedro, you can become whatever you want.";
- next;
- mes "[Pedro]";
- mes "Mariana is so smart, isn't she? hehe.";
- next;
- mes "[Fabio]";
- mes "Ooooh! You love her don't you!";
- next;
- mes "[Daniel]";
- mes "Wooooaaaa Pedro and Mari sitting in a tree!";
- next;
- mes "[Fabio]";
- mes "Woooo k-i-s-s-i-n-g~!!!";
- next;
- mes "[Daniel]";
- mes "Nya nya nya!";
- next;
- mes "[Fabio]";
- mes "Hahahahaha.";
- next;
- mes "[Pedro]";
- mes "Stop acting like babies!";
- next;
- mes "[Mariana]";
- mes "Boys~!";
- next;
- mes "[Daniel]";
- mes "Yah yah...";
- mes "Hey guys, did you hear that something happened a few days ago?";
- next;
- mes "[Mariana]";
- mes "Oh yeah~ I heard that something really scary happened.";
- next;
- mes "[Fabio]";
- mes "Uh, yeah that's why Mariana got scared of going ot the bathroom for 3 days and everything was stinky. Ewwww~";
- next;
- mes "[Daniel]";
- mes "Ha ha ha! Smelly Mari!";
- next;
- mes "[Mariana]";
- mes "I hate you~!";
- mes "Stop spreading rumors about me. I'm not scared of the bathroom.";
- mes "Pedro, do you think that I stink?";
- next;
- mes "[Pedro]";
- mes "Uh? Uh?";
- mes "N......no... no way.";
- mes "Hey guys~ be nice to her~";
- next;
- mes "[Fabio]";
- mes "kkkickkkkkkkkick";
- next;
- mes "[Daniel]";
- mes "kkkickkkkkkkk";
- next;
- switch(select("Walk by.:Ask about the gossip.")) {
- case 1:
- mes "[Fabio]";
- mes "Mariana~ smells~ Nya nya~";
- next;
- mes "[Daniel]";
- mes "Oh man you stink too~! Nya nya~";
- close;
- case 2:
- break;
- }
- mes "[Fabio]";
- mes "Haven't you heard?";
- mes "The ghost story in the art museum.";
- next;
- mes "[Daniel]";
- mes "Ooohhhh! Scary~~~!";
- next;
- select("Can you tell me more?");
- mes "[Fabio]";
- mes "A coupla days ago we went to the art museum for a picnic at school.";
- mes "You know nothing special, just a ordinary field trip.";
- next;
- mes "[Fabio]";
- mes "Museums are boring so me and some friends snuck away from the group~!";
- next;
- mes "[Fabio]";
- mes "That's when we heard a scream echoing through the whole museum.";
- next;
- mes "[Daniel]";
- mes "kkakkakkaaaah!!";
- mes "kkieeeeeeh!";
- mes "kehkeh..";
- next;
- mes "[Mariana]";
- mes "I heard the scream too...";
- mes "You boys are always making noises where you're not supposed to.";
- next;
- mes "[Pedro]";
- mes "What else are we supposed to do? If we don't do it someone else will.";
- next;
- emotion e_an,0,"Mariana#bra";
- mes "[Mariana]";
- mes "Argh~ Boys are so frustrating sometimes.";
- next;
- select("So then what happened?");
- mes "[Fabio]";
- mes "Daniel and me guessed something weird was goin' on so we ran to where we thought the screams were comin' from.";
- next;
- mes "[Fabio]";
- mes "They were coming from the bathroom.";
- mes "Some kids got so scared that they started screaming too and closing their eyes. It got pretty bad.";
- next;
- mes "[Daniel]";
- mes "I think you pissed or pooped your pants. It smelled freakin' gross.";
- next;
- mes "[Fabio]";
- mes "Nah uh~ Your mom pissed her pants~ Nyah!";
- next;
- mes "[Daniel]";
- mes "Nah uh~ You~ pissed your pants~";
- next;
- mes "[Fabio]";
- mes "Anyway, so yeah, anyway that's how the rumor of the ghost in the museum started.";
- next;
- mes "[Daniel]";
- mes "Liar, there's no such thing as ghosts~";
- next;
- select("So was it a ghost?");
- mes "[Fabio]";
- mes "How should I know?";
- mes "No one could say they saw one and no one wanted to get in trouble from the teachers.";
- next;
- mes "[Pedro]";
- mes "I heard if you say special magic words that the ghost will come out.";
- next;
- mes "[Daniel]";
- mes "Quit butting into our conversation Pedro.";
- next;
- mes "[Fabio]";
- mes "Yah, what are you talking about, Pedro?";
- mes "So did you see the ghost?";
- next;
- mes "[Pedro]";
- mes "N... no. I'm scared of ghosts.";
- mes "But my friends said they saw one and they're not liars.";
- next;
- select("Did anyone tell you the magic words?");
- mes "[Pedro]";
- mes "I heard it in a kind of song.";
- mes "the special magic words are...";
- next;
- mes "[Pedro]";
- mes "'^3131FFMother the door won't open!^000000'";
- mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
- mes "";
- mes "'^3131FFMother the water is flooding!^000000'";
- mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'";
- mes "";
- mes "'^3131FFMother the drought has started!^000000'";
- mes "'^FF0000Don't worry, the waterfall will help it.^000000'";
- mes "";
- mes "'^3131FFMother where are my friends?^000000'";
- mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'";
- mes "";
- mes "'^3131FFWhere are you mom?^000000'";
- next;
- mes "[Mariana]";
- mes "Umm it seems like a riddle.";
- next;
- select("Wanna help me find this ghost?");
- mes "[Pedro]";
- mes "You're on your own pal~.";
- next;
- mes "[Mariana]";
- mes "I don't like scary things!";
- next;
- mes "[Fabio]";
- mes "Pfft, I can't believe you're gonna believe that story.";
- next;
- mes "[Daniel]";
- mes "I'll do whatever Fabio does, as always!";
- next;
- mes "[Fabio]";
- mes "Maybe you're just scared...";
- set brazil_ghost,1;
- setquest 2208;
- close;
- }
- else if (brazil_ghost == 1) {
- mes "[Pedro]";
- mes "Do you wanna hear the magic words again?";
- next;
- mes "[Pedro]";
- mes "'^3131FFMother the door won't open!^000000'";
- mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
- mes "";
- mes "'^3131FFMother the water is flooding!^000000'";
- mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'";
- mes "";
- mes "'^3131FFMother the drought has started!^000000'";
- mes "'^FF0000Don't worry, the waterfall will help it.^000000'";
- mes "";
- mes "'^3131FFMother where are my friends?^000000'";
- mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'";
- mes "";
- mes "'^3131FFWhere are you mom?^000000'";
- close;
- }
- else {
- mes "[Pedro]";
- mes "I wonder what I need to do to have a statue made of me?";
- close;
- }
-}
-
-brasilis,187,244,1 script Mariana#bra 72,{
- if (brazil_ghost == 0) {
- mes "[Pedro]";
- mes "Wow it's really a great statue!";
- next;
- mes "[Mariana]";
- mes "It is, isn't it?";
- mes "This statue is called Verass Monument.";
- next;
- mes "[Mariana]";
- mes "A long time ago there was a really brave adventurer named Verass, thanks to his dedicated exploration, Brasilis was able to develop into this great city.";
- next;
- mes "[Pedro]";
- mes "Awesome!!";
- mes "i wanna become a real man like Verass.";
- next;
- mes "[Mariana]";
- mes "Pedro, you can become whatever you want.";
- next;
- mes "[Pedro]";
- mes "Mariana is so smart, isn't she? hehe.";
- next;
- mes "[Fabio]";
- mes "Ooooh! You love her don't you!";
- next;
- mes "[Daniel]";
- mes "Wooooaaaa Pedro and Mari sitting in a tree!";
- next;
- mes "[Fabio]";
- mes "Woooo k-i-s-s-i-n-g~!!!";
- next;
- mes "[Daniel]";
- mes "Nya nya nya!";
- next;
- mes "[Fabio]";
- mes "Hahahahaha.";
- next;
- mes "[Pedro]";
- mes "Stop acting like babies!";
- next;
- mes "[Mariana]";
- mes "Boys~!";
- next;
- mes "[Daniel]";
- mes "Yah yah...";
- mes "Hey guys, did you hear that something happened a few days ago?";
- next;
- mes "[Mariana]";
- mes "Oh yeah~ I heard that something really scary happened.";
- next;
- mes "[Fabio]";
- mes "Uh, yeah that's why Mariana got scared of going ot the bathroom for 3 days and everything was stinky. Ewwww~";
- next;
- mes "[Daniel]";
- mes "Ha ha ha! Smelly Mari!";
- next;
- mes "[Mariana]";
- mes "I hate you~!";
- mes "Stop spreading rumors about me. I'm not scared of the bathroom.";
- mes "Pedro, do you think that I stink?";
- next;
- mes "[Pedro]";
- mes "Uh? Uh?";
- mes "N......no... no way.";
- mes "Hey guys~ be nice to her~";
- next;
- mes "[Fabio]";
- mes "kkkickkkkkkkkick";
- next;
- mes "[Daniel]";
- mes "kkkickkkkkkkk";
- next;
- switch(select("Walk by.:Ask about the gossip.")) {
- case 1:
- mes "[Fabio]";
- mes "Mariana~ smells~ Nya nya~";
- next;
- mes "[Daniel]";
- mes "Oh man you stink too~! Nya nya~";
- close;
- case 2:
- break;
- }
- mes "[Fabio]";
- mes "Haven't you heard?";
- mes "The ghost story in the art museum.";
- next;
- mes "[Daniel]";
- mes "Ooohhhh! Scary~~~!";
- next;
- select("Can you tell me more?");
- mes "[Fabio]";
- mes "A coupla days ago we went to the art museum for a picnic at school.";
- mes "You know nothing special, just a ordinary field trip.";
- next;
- mes "[Fabio]";
- mes "Museums are boring so me and some friends snuck away from the group~!";
- next;
- mes "[Fabio]";
- mes "That's when we heard a scream echoing through the whole museum.";
- next;
- mes "[Daniel]";
- mes "kkakkakkaaaah!!";
- mes "kkieeeeeeh!";
- mes "kehkeh..";
- next;
- mes "[Mariana]";
- mes "I heard the scream too...";
- mes "You boys are always making noises where you're not supposed to.";
- next;
- mes "[Pedro]";
- mes "What else are we supposed to do? If we don't do it someone else will.";
- next;
- emotion e_an,0,"Mariana#bra";
- mes "[Mariana]";
- mes "Argh~ Boys are so frustrating sometimes.";
- next;
- select("So then what happened?");
- mes "[Fabio]";
- mes "Daniel and me guessed something weird was goin' on so we ran to where we thought the screams were comin' from.";
- next;
- mes "[Fabio]";
- mes "They were coming from the bathroom.";
- mes "Some kids got so scared that they started screaming too and closing their eyes. It got pretty bad.";
- next;
- mes "[Daniel]";
- mes "I think you pissed or pooped your pants. It smelled freakin' gross.";
- next;
- mes "[Fabio]";
- mes "Nah uh~ Your mom pissed her pants~ Nyah!";
- next;
- mes "[Daniel]";
- mes "Nah uh~ You~ pissed your pants~";
- next;
- mes "[Fabio]";
- mes "Anyway, so yeah, anyway that's how the rumor of the ghost in the museum started.";
- next;
- mes "[Daniel]";
- mes "Liar, there's no such thing as ghosts~";
- next;
- select("So was it a ghost?");
- mes "[Fabio]";
- mes "How should I know?";
- mes "No one could say they saw one and no one wanted to get in trouble from the teachers.";
- next;
- mes "[Pedro]";
- mes "I heard if you say special magic words that the ghost will come out.";
- next;
- mes "[Daniel]";
- mes "Quit butting into our conversation Pedro.";
- next;
- mes "[Fabio]";
- mes "Yah, what are you talking about, Pedro?";
- mes "So did you see the ghost?";
- next;
- mes "[Pedro]";
- mes "N... no. I'm scared of ghosts.";
- mes "But my friends said they saw one and they're not liars.";
- next;
- select("Did anyone tell you the magic words?");
- mes "[Pedro]";
- mes "I heard it in a kind of song.";
- mes "the special magic words are...";
- next;
- mes "[Pedro]";
- mes "'^3131FFMother the door won't open!^000000'";
- mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
- mes "";
- mes "'^3131FFMother the water is flooding!^000000'";
- mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'";
- mes "";
- mes "'^3131FFMother the drought has started!^000000'";
- mes "'^FF0000Don't worry, the waterfall will help it.^000000'";
- mes "";
- mes "'^3131FFMother where are my friends?^000000'";
- mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'";
- mes "";
- mes "'^3131FFWhere are you mom?^000000'";
- next;
- mes "[Mariana]";
- mes "Umm it seems like a riddle.";
- next;
- select("Wanna help me find this ghost?");
- mes "[Pedro]";
- mes "You're on your own pal~.";
- next;
- mes "[Mariana]";
- mes "I don't like scary things!";
- next;
- mes "[Fabio]";
- mes "Pfft, I can't believe you're gonna believe that story.";
- next;
- mes "[Daniel]";
- mes "I'll do whatever Fabio does, as always!";
- next;
- mes "[Fabio]";
- mes "Maybe you're just scared...";
- set brazil_ghost,1;
- setquest 2208;
- close;
- }
- else if (brazil_ghost == 1) {
- mes "[Mariana]";
- mes "Can you guys stop talking about the ghosts?";
- mes "I've already got goosebumps all over.";
- close;
- }
- else {
- mes "[Mariana]";
- mes "Why do Fabio and Daniel always bother us?";
- close;
- }
-}
-
-brasilis,181,250,5 script Fabio#bra 706,{
- if (brazil_ghost == 0) {
- mes "[Pedro]";
- mes "Wow it's really a great statue!";
- next;
- mes "[Mariana]";
- mes "It is, isn't it?";
- mes "This statue is called Verass Monument.";
- next;
- mes "[Mariana]";
- mes "A long time ago there was a really brave adventurer named Verass, thanks to his dedicated exploration, Brasilis was able to develop into this great city.";
- next;
- mes "[Pedro]";
- mes "Awesome!!";
- mes "i wanna become a real man like Verass.";
- next;
- mes "[Mariana]";
- mes "Pedro, you can become whatever you want.";
- next;
- mes "[Pedro]";
- mes "Mariana is so smart, isn't she? hehe.";
- next;
- mes "[Fabio]";
- mes "Ooooh! You love her don't you!";
- next;
- mes "[Daniel]";
- mes "Wooooaaaa Pedro and Mari sitting in a tree!";
- next;
- mes "[Fabio]";
- mes "Woooo k-i-s-s-i-n-g~!!!";
- next;
- mes "[Daniel]";
- mes "Nya nya nya!";
- next;
- mes "[Fabio]";
- mes "Hahahahaha.";
- next;
- mes "[Pedro]";
- mes "Stop acting like babies!";
- next;
- mes "[Mariana]";
- mes "Boys~!";
- next;
- mes "[Daniel]";
- mes "Yah yah...";
- mes "Hey guys, did you hear that something happened a few days ago?";
- next;
- mes "[Mariana]";
- mes "Oh yeah~ I heard that something really scary happened.";
- next;
- mes "[Fabio]";
- mes "Uh, yeah that's why Mariana got scared of going ot the bathroom for 3 days and everything was stinky. Ewwww~";
- next;
- mes "[Daniel]";
- mes "Ha ha ha! Smelly Mari!";
- next;
- mes "[Mariana]";
- mes "I hate you~!";
- mes "Stop spreading rumors about me. I'm not scared of the bathroom.";
- mes "Pedro, do you think that I stink?";
- next;
- mes "[Pedro]";
- mes "Uh? Uh?";
- mes "N......no... no way.";
- mes "Hey guys~ be nice to her~";
- next;
- mes "[Fabio]";
- mes "kkkickkkkkkkkick";
- next;
- mes "[Daniel]";
- mes "kkkickkkkkkkk";
- next;
- switch(select("Walk by.:Ask about the gossip.")) {
- case 1:
- mes "[Fabio]";
- mes "Mariana~ smells~ Nya nya~";
- next;
- mes "[Daniel]";
- mes "Oh man you stink too~! Nya nya~";
- close;
- case 2:
- break;
- }
- mes "[Fabio]";
- mes "Haven't you heard?";
- mes "The ghost story in the art museum.";
- next;
- mes "[Daniel]";
- mes "Ooohhhh! Scary~~~!";
- next;
- select("Can you tell me more?");
- mes "[Fabio]";
- mes "A coupla days ago we went to the art museum for a picnic at school.";
- mes "You know nothing special, just a ordinary field trip.";
- next;
- mes "[Fabio]";
- mes "Museums are boring so me and some friends snuck away from the group~!";
- next;
- mes "[Fabio]";
- mes "That's when we heard a scream echoing through the whole museum.";
- next;
- mes "[Daniel]";
- mes "kkakkakkaaaah!!";
- mes "kkieeeeeeh!";
- mes "kehkeh..";
- next;
- mes "[Mariana]";
- mes "I heard the scream too...";
- mes "You boys are always making noises where you're not supposed to.";
- next;
- mes "[Pedro]";
- mes "What else are we supposed to do? If we don't do it someone else will.";
- next;
- emotion e_an,0,"Mariana#bra";
- mes "[Mariana]";
- mes "Argh~ Boys are so frustrating sometimes.";
- next;
- select("So then what happened?");
- mes "[Fabio]";
- mes "Daniel and me guessed something weird was goin' on so we ran to where we thought the screams were comin' from.";
- next;
- mes "[Fabio]";
- mes "They were coming from the bathroom.";
- mes "Some kids got so scared that they started screaming too and closing their eyes. It got pretty bad.";
- next;
- mes "[Daniel]";
- mes "I think you pissed or pooped your pants. It smelled freakin' gross.";
- next;
- mes "[Fabio]";
- mes "Nah uh~ Your mom pissed her pants~ Nyah!";
- next;
- mes "[Daniel]";
- mes "Nah uh~ You~ pissed your pants~";
- next;
- mes "[Fabio]";
- mes "Anyway, so yeah, anyway that's how the rumor of the ghost in the museum started.";
- next;
- mes "[Daniel]";
- mes "Liar, there's no such thing as ghosts~";
- next;
- select("So was it a ghost?");
- mes "[Fabio]";
- mes "How should I know?";
- mes "No one could say they saw one and no one wanted to get in trouble from the teachers.";
- next;
- mes "[Pedro]";
- mes "I heard if you say special magic words that the ghost will come out.";
- next;
- mes "[Daniel]";
- mes "Quit butting into our conversation Pedro.";
- next;
- mes "[Fabio]";
- mes "Yah, what are you talking about, Pedro?";
- mes "So did you see the ghost?";
- next;
- mes "[Pedro]";
- mes "N... no. I'm scared of ghosts.";
- mes "But my friends said they saw one and they're not liars.";
- next;
- select("Did anyone tell you the magic words?");
- mes "[Pedro]";
- mes "I heard it in a kind of song.";
- mes "the special magic words are...";
- next;
- mes "[Pedro]";
- mes "'^3131FFMother the door won't open!^000000'";
- mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
- mes "";
- mes "'^3131FFMother the water is flooding!^000000'";
- mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'";
- mes "";
- mes "'^3131FFMother the drought has started!^000000'";
- mes "'^FF0000Don't worry, the waterfall will help it.^000000'";
- mes "";
- mes "'^3131FFMother where are my friends?^000000'";
- mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'";
- mes "";
- mes "'^3131FFWhere are you mom?^000000'";
- next;
- mes "[Mariana]";
- mes "Umm it seems like a riddle.";
- next;
- select("Wanna help me find this ghost?");
- mes "[Pedro]";
- mes "You're on your own pal~.";
- next;
- mes "[Mariana]";
- mes "I don't like scary things!";
- next;
- mes "[Fabio]";
- mes "Pfft, I can't believe you're gonna believe that story.";
- next;
- mes "[Daniel]";
- mes "I'll do whatever Fabio does, as always!";
- next;
- mes "[Fabio]";
- mes "Maybe you're just scared...";
- set brazil_ghost,1;
- setquest 2208;
- close;
- }
- else if (brazil_ghost == 1) {
- mes "[Fabio]";
- mes "You still wasting your time with that ghost story?";
- close;
- }
- else {
- mes "[Fabio]";
- mes "Mariana, wanna see something cool?";
- next;
- mes "[Mariana]";
- mes "kkkkkkkaaaaaacck!! Bugs!! Get 'em away!";
- close;
- }
-}
-
-brasilis,180,249,5 script Daniel#bra 706,{
- if (brazil_ghost == 0) {
- mes "[Pedro]";
- mes "Wow it's really a great statue!";
- next;
- mes "[Mariana]";
- mes "It is, isn't it?";
- mes "This statue is called Verass Monument.";
- next;
- mes "[Mariana]";
- mes "A long time ago there was a really brave adventurer named Verass, thanks to his dedicated exploration, Brasilis was able to develop into this great city.";
- next;
- mes "[Pedro]";
- mes "Awesome!!";
- mes "i wanna become a real man like Verass.";
- next;
- mes "[Mariana]";
- mes "Pedro, you can become whatever you want.";
- next;
- mes "[Pedro]";
- mes "Mariana is so smart, isn't she? hehe.";
- next;
- mes "[Fabio]";
- mes "Ooooh! You love her don't you!";
- next;
- mes "[Daniel]";
- mes "Wooooaaaa Pedro and Mari sitting in a tree!";
- next;
- mes "[Fabio]";
- mes "Woooo k-i-s-s-i-n-g~!!!";
- next;
- mes "[Daniel]";
- mes "Nya nya nya!";
- next;
- mes "[Fabio]";
- mes "Hahahahaha.";
- next;
- mes "[Pedro]";
- mes "Stop acting like babies!";
- next;
- mes "[Mariana]";
- mes "Boys~!";
- next;
- mes "[Daniel]";
- mes "Yah yah...";
- mes "Hey guys, did you hear that something happened a few days ago?";
- next;
- mes "[Mariana]";
- mes "Oh yeah~ I heard that something really scary happened.";
- next;
- mes "[Fabio]";
- mes "Uh, yeah that's why Mariana got scared of going ot the bathroom for 3 days and everything was stinky. Ewwww~";
- next;
- mes "[Daniel]";
- mes "Ha ha ha! Smelly Mari!";
- next;
- mes "[Mariana]";
- mes "I hate you~!";
- mes "Stop spreading rumors about me. I'm not scared of the bathroom.";
- mes "Pedro, do you think that I stink?";
- next;
- mes "[Pedro]";
- mes "Uh? Uh?";
- mes "N......no... no way.";
- mes "Hey guys~ be nice to her~";
- next;
- mes "[Fabio]";
- mes "kkkickkkkkkkkick";
- next;
- mes "[Daniel]";
- mes "kkkickkkkkkkk";
- next;
- switch(select("Walk by.:Ask about the gossip.")) {
- case 1:
- mes "[Fabio]";
- mes "Mariana~ smells~ Nya nya~";
- next;
- mes "[Daniel]";
- mes "Oh man you stink too~! Nya nya~";
- close;
- case 2:
- break;
- }
- mes "[Fabio]";
- mes "Haven't you heard?";
- mes "The ghost story in the art museum.";
- next;
- mes "[Daniel]";
- mes "Ooohhhh! Scary~~~!";
- next;
- select("Can you tell me more?");
- mes "[Fabio]";
- mes "A coupla days ago we went to the art museum for a picnic at school.";
- mes "You know nothing special, just a ordinary field trip.";
- next;
- mes "[Fabio]";
- mes "Museums are boring so me and some friends snuck away from the group~!";
- next;
- mes "[Fabio]";
- mes "That's when we heard a scream echoing through the whole museum.";
- next;
- mes "[Daniel]";
- mes "kkakkakkaaaah!!";
- mes "kkieeeeeeh!";
- mes "kehkeh..";
- next;
- mes "[Mariana]";
- mes "I heard the scream too...";
- mes "You boys are always making noises where you're not supposed to.";
- next;
- mes "[Pedro]";
- mes "What else are we supposed to do? If we don't do it someone else will.";
- next;
- emotion e_an,0,"Mariana#bra";
- mes "[Mariana]";
- mes "Argh~ Boys are so frustrating sometimes.";
- next;
- select("So then what happened?");
- mes "[Fabio]";
- mes "Daniel and me guessed something weird was goin' on so we ran to where we thought the screams were comin' from.";
- next;
- mes "[Fabio]";
- mes "They were coming from the bathroom.";
- mes "Some kids got so scared that they started screaming too and closing their eyes. It got pretty bad.";
- next;
- mes "[Daniel]";
- mes "I think you pissed or pooped your pants. It smelled freakin' gross.";
- next;
- mes "[Fabio]";
- mes "Nah uh~ Your mom pissed her pants~ Nyah!";
- next;
- mes "[Daniel]";
- mes "Nah uh~ You~ pissed your pants~";
- next;
- mes "[Fabio]";
- mes "Anyway, so yeah, anyway that's how the rumor of the ghost in the museum started.";
- next;
- mes "[Daniel]";
- mes "Liar, there's no such thing as ghosts~";
- next;
- select("So was it a ghost?");
- mes "[Fabio]";
- mes "How should I know?";
- mes "No one could say they saw one and no one wanted to get in trouble from the teachers.";
- next;
- mes "[Pedro]";
- mes "I heard if you say special magic words that the ghost will come out.";
- next;
- mes "[Daniel]";
- mes "Quit butting into our conversation Pedro.";
- next;
- mes "[Fabio]";
- mes "Yah, what are you talking about, Pedro?";
- mes "So did you see the ghost?";
- next;
- mes "[Pedro]";
- mes "N... no. I'm scared of ghosts.";
- mes "But my friends said they saw one and they're not liars.";
- next;
- select("Did anyone tell you the magic words?");
- mes "[Pedro]";
- mes "I heard it in a kind of song.";
- mes "the special magic words are...";
- next;
- mes "[Pedro]";
- mes "'^3131FFMother the door won't open!^000000'";
- mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
- mes "";
- mes "'^3131FFMother the water is flooding!^000000'";
- mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'";
- mes "";
- mes "'^3131FFMother the drought has started!^000000'";
- mes "'^FF0000Don't worry, the waterfall will help it.^000000'";
- mes "";
- mes "'^3131FFMother where are my friends?^000000'";
- mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'";
- mes "";
- mes "'^3131FFWhere are you mom?^000000'";
- next;
- mes "[Mariana]";
- mes "Umm it seems like a riddle.";
- next;
- select("Wanna help me find this ghost?");
- mes "[Pedro]";
- mes "You're on your own pal~.";
- next;
- mes "[Mariana]";
- mes "I don't like scary things!";
- next;
- mes "[Fabio]";
- mes "Pfft, I can't believe you're gonna believe that story.";
- next;
- mes "[Daniel]";
- mes "I'll do whatever Fabio does, as always!";
- next;
- mes "[Fabio]";
- mes "Maybe you're just scared...";
- set brazil_ghost,1;
- setquest 2208;
- close;
- }
- else if (brazil_ghost == 1) {
- mes "[Daniel]";
- mes "Nyah nyah nyah~";
- close;
- }
- else {
- mes "[Daniel]";
- mes "Keke Here~ I found more bugs~";
- close;
- }
-}
-
-bra_in01,149,184,3 script Door#bra 844,{
- if (brazil_ghost > 0) {
- mes "- A key is inserted in the locked door.-";
- next;
- switch(select("Turn the key.:Ignore it.")) {
- case 1:
- mes "You start saying the first line of the magic words.";
- input .@input$;
- next;
- mes "["+strcharinfo(0)+"]";
- mes .@input$;
- next;
- set .@braspell$,"Mother the door won't open!";
- set .@chkspell,compare(.@braspell$,.@input$);
- if (!.@chkspell) {
- mes "Seems like you said something wrong.";
- close;
- }
- else {
- if (brazil_ghost == 2) {
- mes "[Sobbing Voice]";
- mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
- next;
- switch(select("Open the door:Knock on the door.:Turn the key.:Take the key out.")) {
- case 1:
- mes "The door is locked.";
- mes "So nothing happens.";
- close;
- case 2:
- mes "How many times should I try to knock?";
- input .@input,0,999;
- next;
- mes "You knocked on the door "+.@input+" times.";
- next;
- mes "But, nothing happens.";
- close;
- case 3:
- mes "How many times should I turn the key?";
- input .@input,0,999;
- next;
- if (.@input == 7) {
- mes "You turn the key 7 times.";
- next;
- mes "Click! Click! Click!";
- mes "Click! Click! Click!";
- mes "Click...!";
- next;
- mes "[Distant Sound]";
- mes "^FF0000kkkkhee- hihihihi!!!^000000";
- mes "You hear water flushing.";
- next;
- specialeffect2 EF_VENOMDUST;
- mes "Faint laughing can be heard off in the direction of the toilet.";
- set brazil_ghost,3;
- changequest 2208,60351;
- close;
- }
- else {
- mes "You turned over the key "+.@input+" times.";
- next;
- mes "But nothing doesn't happened.";
- close;
- }
- case 4:
- mes "How many times should I insert the key into the door?";
- input .@input,0,999;
- next;
- mes "You inserted the key "+.@input+" times.";
- next;
- mes "But nothing happened.";
- close;
- }
- }
- else {
- mes "Mother the door won't open!";
- close;
- }
- }
- case 2:
- mes "You do nothing.";
- close;
- }
- }
- else {
- mes "- A key is inserted in the locked door.-";
- close;
- }
-}
-
-bra_in01,144,187,3 script Toilet#bra 844,{
- if (brazil_ghost > 0) {
- mes "- Looks like an ordinary toilet -";
- next;
- if (brazil_ghost > 6) {
- switch(select("Flush the toilet.:Doing nothing.")) {
- case 1:
- mes "After flushing the toilet, you suddenly feel dizzy and are suddenly swept away somewhere.";
- specialeffect2 EF_WATERFALL_SMALL_T2_90;
- close2;
- warp "bra_in01",206,102;
- end;
- case 2:
- mes "The water in the toilet looks gross.";
- close;
- }
- }
- switch(select("Use the toilet:Ignore.")) {
- case 1:
- mes "- What was the second line to that spell now? -";
- input .@input$;
- next;
- mes "["+strcharinfo(0)+"]";
- mes .@input$;
- next;
- set .@braspell$,"Mother the water is flooding!";
- set .@chkspell,compare(.@braspell$,.@input$);
- if (!.@chkspell) {
- mes "Seems like you said something wrong.";
- close;
- }
- else {
- if (brazil_ghost == 3) {
- mes "[Sobbing Voice]";
- mes "^FF0000If the moon disappears 3 times... don't worry.....^000000";
- next;
- switch(select("Flush the toilet.:Close the lid.")) {
- case 1:
- mes "How many times should I flush?";
- input .@input,0,999;
- next;
- if (.@input == 3) {
- mes "You flush the toilet 3 times.";
- next;
- mes "qwaaaaaaaaa!";
- mes "kwaaaaaaaaaa!";
- mes "kwaaaaaaaaaaaaaaaaaaa!";
- next;
- mes "[Distant Sound]";
- mes "^FF0000kkkkhee- hihihihi!!!^000000";
- mes "Suddenly the sink sounds like water is flowing freely from it.";
- next;
- specialeffect2 EF_VENOMDUST;
- mes "Faint laughing can be heard off in the direction of the faucet.";
- set brazil_ghost,4;
- changequest 60351,60352;
- close;
- }
- else {
- mes "You flush the toilet "+.@input+" times.";
- next;
- mes "But nothing happens.";
- close;
- }
- case 2:
- mes "You close the lid of the toilet.";
- mes "Nothing seems to be happening.";
- close;
- }
- }
- else {
- mes "Nothing happens.";
- close;
- }
- }
- case 2:
- mes "You do nothing.";
- close;
- }
- }
- else {
- mes "- Looks like an ordinary toilet -";
- close;
- }
-}
-
-bra_in01,134,189,3 script Faucet#bra 844,{
- if (brazil_ghost > 0) {
- mes "- It seems like an ordinary faucet -";
- next;
- switch(select("Examine it.:Ignore.")) {
- case 1:
- mes "- What was the next line to that spell now? -";
- input .@input$;
- next;
- mes "["+strcharinfo(0)+"]";
- mes .@input$;
- next;
- set .@braspell$,"Mother the drought has started!";
- set .@chkspell,compare(.@braspell$,.@input$);
- if (!.@chkspell) {
- mes "Seems like you said something wrong.";
- close;
- }
- else {
- if (brazil_ghost == 4) {
- mes "[Sobbing Voice]";
- mes "^FF0000Don't worry... the waterfall will help it....^000000";
- next;
- switch(select("Tap on the faucet.:Turn on the water.")) {
- case 1:
- mes "How many times will you tap the faucet?";
- input .@input,0,999;
- next;
- mes "You tap the faucet "+.@input+" times.";
- next;
- mes "But nothing happens.";
- close;
- case 2:
- mes "How many times should I turn the water on?";
- input .@input,0,999;
- next;
- if (.@input == 1) {
- mes "You turn the faucet on once.";
- next;
- mes "swwwaaaaaaa-";
- next;
- mes "[Distant Sound]";
- mes "^FF0000kkkkhee- hihihihi!!!^000000";
- mes "You see the carpet move.";
- next;
- specialeffect2 EF_VENOMDUST;
- mes "Faint laughing can be heard off in the direction of the carpet.";
- set brazil_ghost,5;
- changequest 60352,60353;
- close;
- }
- else {
- mes "You turn the faucet on "+.@input+" times.";
- next;
- mes "But nothing happens.";
- close;
- }
- }
- }
- else {
- mes "Nothing happens.";
- close;
- }
- }
- case 2:
- mes "You do nothing.";
- close;
- }
- }
- else {
- mes "- It seems like an ordinary faucet -";
- close;
- }
-}
-
-bra_in01,138,184,3 script Carpet#bra 844,{
- if (brazil_ghost > 0) {
- mes "- A carpet with an intricate pattern on it -";
- next;
- switch(select("Examine it.:Ignore.")) {
- case 1:
- mes "- What was the next line to that spell now? -";
- input .@input$;
- next;
- mes "["+strcharinfo(0)+"]";
- mes .@input$;
- next;
- set .@braspell$,"Mother where are my friends?";
- set .@chkspell,compare(.@braspell$,.@input$);
- if (!.@chkspell) {
- mes "Seems like you said something wrong.";
- close;
- }
- else {
- if (brazil_ghost == 5) {
- mes "[Sobbing Voice]";
- mes "^FF0000your 7 friends....are...sleeping... now it...'s time ....to wake them........^000000";
- next;
- switch(select("Jump on the carpet.:Lie on the carpet.:Shake the carpet.")) {
- case 1:
- mes "How many times should I jump?";
- input .@input,0,999;
- next;
- mes "You jump on the carpet "+.@input+" times.";
- next;
- mes "But nothing happens.";
- close;
- case 2:
- mes "How many times should I lie on the carpet?";
- input .@input,0,999;
- next;
- mes "You lie on the carpet "+.@input+" times.";
- next;
- mes "But nothing happens.";
- close;
- case 3:
- mes "How many times should I shake the carpet?";
- input .@input,0,999;
- next;
- if (.@input == 7) {
- mes "You shake the carpet 7 times.";
- next;
- mes "- fly~ fly~ fly~ fly~ fly~ fly~ fly~ -";
- next;
- mes "[Distant Sound]";
- mes "^FF0000kkkkhee- hihihihi!!!^000000";
- next;
- specialeffect2 EF_VENOMDUST;
- mes "Faint laughing can be heard off in the direction of the mirror.";
- set brazil_ghost,6;
- changequest 60353,60354;
- close;
- }
- else {
- mes "You shake the carpet "+.@input+" times.";
- next;
- mes "But nothing happens.";
- close;
- }
- }
- }
- else {
- mes "Nothing happens.";
- close;
- }
- }
- case 2:
- mes "You do nothing.";
- close;
- }
- }
- else {
- mes "- A carpet with an intricate pattern on it -";
- close;
- }
-}
-
-bra_in01,151,180,3 script Mirror#bra 844,{
- if (brazil_ghost > 0) {
- mes "- You can see a clean mirror without any marks or dust -";
- next;
- switch(select("Examine it.:Ignore.")) {
- case 1:
- mes "- What was the next line to that spell now? -";
- input .@input$;
- next;
- mes "["+strcharinfo(0)+"]";
- mes .@input$;
- next;
- set .@braspell$,"Where are you mom?";
- set .@chkspell,compare(.@braspell$,.@input$);
- if (!.@chkspell) {
- mes "Seems like you said something wrong.";
- close;
- }
- else {
- if (brazil_ghost == 6) {
- mes "[Distant Sound]";
- mes "^FF0000kihe! hit! hit! hit! hit!^000000";
- next;
- mes "[Distant Sound]";
- mes "^FF0000kihe! hit! hit! hit! hit!^000000";
- mes "^FF0000kihe! hit! hit! hit! hit!^000000";
- next;
- mes "[Distant Sound]";
- mes "Behind you...";
- enablenpc "Ghost#bra";
- next;
- emotion e_omg,1;
- mes "["+strcharinfo(0)+"]";
- mes "The stories about the ghost are true~!";
- next;
- mes "[Ghost]";
- mes "^FF0000my baby....^000000";
- next;
- mes "[Ghost]";
- mes "^FF0000I can't see.... my eye....^000000";
- mes "^FF0000What's going on....?^000000";
- next;
- mes "- You take a deep breath and then look at the Ghost and notice it has an eye patch -";
- next;
- mes "[Ghost]";
- mes "^FF0000My eyes are so tight... can you take this off?^000000";
- next;
- mes "You step carefully towards the ghost.";
- next;
- mes "His face was covered with dust making strange contortions with it's face.";
- next;
- mes "[Ghost]";
- mes "^FF0000Come on help mom.....^000000";
- next;
- switch(select("Take the eye bandage off.:Run away~.")) {
- case 1:
- while(1) {
- set .@cpudice,rand(1,6);
- set .@pcdice,rand(1,6);
- if (.@cpudice != .@pcdice) {
- emotion (57+.@cpudice),0,"Ghost#bra";
- emotion (57+.@cpudice),1;
- break;
- }
- }
- if (.@cpudice > .@pcdice) {
- specialeffect2 EF_DEVIL;
- mes "[Ghost]";
- mes "^FF0000Go away!^000000";
- set brazil_ghost,1;
- changequest 60354,2208;
- percentheal -50,-50;
- close2;
- disablenpc "Ghost#bra";
- warp "bra_in01",12,183;
- end;
- }
- else {
- emotion e_bzz,1;
- mes "[Ghost]";
- mes "^FF0000Ahh!^000000";
- mes "The Ghost disappeared into the toilet.";
- set brazil_ghost,7;
- changequest 60354,60355;
- close2;
- disablenpc "Ghost#bra";
- warp "bra_in01",206,100;
- end;
- }
- case 2:
- mes "You run away from the ghost.";
- close2;
- set brazil_ghost,1;
- changequest 60354,2208;
- warp "bra_in01",12,183;
- disablenpc "Ghost#bra";
- end;
- }
- close;
- }
- else {
- mes "Nothing happens.";
- close;
- }
- }
- case 2:
- mes "You do nothing.";
- close;
- }
- }
- else {
- mes "- You can see a clean mirror without any marks or dust -";
- close;
- }
-}
-
-bra_in01,136,180,5 script Ghost#bra 1867,{
- end;
-
-OnInit:
- disablenpc "Ghost#bra";
- end;
-}
-
-bra_in01,7,181,5 script Curator#bra 477,{
- if (BaseLevel < 40) {
- mes "[Curator]";
- mes "I'm sorry but this area is under construction right now.";
- close;
- }
- if ((brazil_ghost > 0) && (brazil_ghost < 7)) {
- if (countitem(11515) > 0) {
- mes "[Curator]";
- mes "What can I do for you?";
- next;
- select("I need to use the bathroom.");
- mes "[Curator]";
- mes "Sorry we are remodeling inside right now so, it's closed.";
- mes "Please use the other one.";
- next;
- switch(select("But I forgot something inside.:Give up.")) {
- case 1:
- mes "[Curator]";
- mes "That's tooooo bad.";
- mes "But my manager ordered me to stop anyone from entering this bathroom so, I should follow his orders.";
- next;
- select("It's such a hot day!");
- mes "[Curator]";
- mes "It's always hot in Brasilis but today is ridiculously hot.";
- mes "Maybe I need to drink some coconut juice to cool down.";
- next;
- mes "You give a coconut to the Curator.";
- next;
- mes "[Curator]";
- mes "Oh really can I have it?";
- mes "Thanks a lot!";
- next;
- mes "[Curator]";
- mes "Pay it forward right?";
- mes "Ok I'll let you through this one time.";
- next;
- mes "The curator looks around calmly then opens the door.";
- delitem 11515,1; //Coconut
- set brazil_ghost,2;
- close2;
- warp "bra_in01",138,176;
- end;
- case 2:
- mes "You give up trying to enter.";
- close;
- }
- }
- else {
- mes "[Curator]";
- mes "What can I do for you?";
- next;
- select("I need to use the bathroom.");
- mes "[Curator]";
- mes "Sorry we are remodeling inside right now so, it's closed.";
- mes "Please use the other one.";
- next;
- switch(select("But I forgot something inside.:Give up.")) {
- case 1:
- mes "[Curator]";
- mes "That's tooooo bad.";
- mes "But my manager ordered me to stop anyone from entering this bathroom so, I should follow his orders.";
- next;
- select("It's such a hot day!");
- mes "[Curator]";
- mes "It's always hot in Brasilis but today is ridiculously hot.";
- mes "Maybe I need to drink some coconut juice to cool down.";
- close;
- case 2:
- mes "You give up trying to enter.";
- close;
- }
- }
- }
- else if (brazil_ghost > 6) {
- mes "[Curator]";
- mes "Hey thanks for the Coconut earlier it really helped me cool down.";
- close;
- }
- else {
- mes "[Curator]";
- mes "Is it just me? Or is it hotter than it's ever been today!";
- close;
- }
-}
-
-bra_in01,12,185,0 script inbathroom#bra 45,1,1,{
-OnTouch_:
- if (brazil_ghost > 6)
- warp "bra_in01",138,176;
- else {
- mes "The entrance has been blocked.";
- close;
- }
- end;
-}
-
-bra_in01,138,174,0 warp outbathroom#bra 1,1,bra_in01,12,183
-bra_in01,206,98,0 warp tobath#bra 1,1,bra_in01,138,176
-
-bra_in01,206,188,1 script Open Manhole#todunbra 844,{
- if (brazil_ghost == 7) {
- enablenpc "Ghost#bra_end";
- mes "[Ghost]";
- mes "I am a ghost who died while wandering the jungle many years ago.";
- next;
- mes "[Ghost]";
- mes "I found a pipeline in the jungle and followed the voice of a man to this very spot.";
- next;
- mes "[Ghost]";
- mes "That's also where I hurt one of my eyes while walking around in the dark.";
- next;
- mes "[Ghost]";
- mes "I wandered these sewers for days until I found the end of this line connected to the toilet in the museum. I shouted forever begging for help but no one answered my calls.";
- next;
- mes "[Ghost]";
- mes "You finally answered my call but it's already way too late. Thank you for at least checking. No one else has bothered to this day.";
- next;
- mes "[Ghost]";
- mes "There are many dangerous creatures at the end of this sewer.";
- mes "You seem brave though. I bet you wouldn't worry about the monsters there anyways.";
- next;
- mes "[Ghost]";
- mes "I guess now I can finally rest in peace.";
- mes "Thank you friend.";
- set brazil_ghost,8;
- //completequest 2208;
- completequest 60355;
- getexp 900000,0;
- disablenpc "Ghost#bra_end";
- close;
- }
- warp "bra_dun01",87,47;
- end;
-}
-
-
-bra_dun01,87,43,1 script Pipe#bra 844,{
- warp "bra_in01",206,185;
- end;
-}
-
-bra_fild01,323,136,1 script Pipe#brafild 844,{
- if (brazil_ghost > 6) {
- mes "You see a rusty pipe. It seems to be linked to somewhere beneath the jungle.";
- next;
- switch(select("Examine it:Ignore.")) {
- case 1:
- mes "You swim through a gap in the pipe and are swept by a sudden rush of water.";
- close2;
- warp "bra_in01",206,182;
- end;
- case 2:
- mes "It might be dangerous, I better not act rashly.";
- close;
- }
- }
- else {
- mes "You see a rusty pipe. It seems to be linked to somewhere beneath the jungle.";
- close;
- }
-}
-
-bra_in01,206,190,3 script Ghost#bra_end 1867,{
- end;
-
-OnInit:
- disablenpc "Ghost#bra_end";
- end;
-}
-
-// Iara, Original file: iara.sc
-//============================================================
-brasilis,315,334,5 script Shaman#nk 474,{
- set .@iara_re,checkquest(4135,PLAYTIME);
- if ((.@iara_re == 0) || (.@iara_re == 1)) {
- mes "[Anori]";
- mes "I'm still preparing.";
- mes "I don't require your help at this time.";
- mes "Please come back later...";
- close;
- }
- else {
- if (checkquest(4135) > 1) erasequest 4135;
- set .@iara_q,checkquest(4133);
- if ((.@iara_q == 0) || (.@iara_q == 1)) {
- mes "[Anori]";
- mes "To block Iara ";
- mes "seducing the tribes";
- mes "we need a purifying potion...";
- next;
- mes "[Anori]";
- mes "Did you bring the materials";
- mes "to make the purifying potion?";
- next;
- if ((countitem(950) > 19) && (countitem(7172) > 9) && (countitem(1054) > 2)) {
- mes "[Anori]";
- mes "Um... it seems to be okay.";
- mes "I'll make you a potion which will";
- mes "weaken Iara's power.";
- next;
- mes "[Anori]";
- mes "Let's see grind this...";
- mes "and mix in that...";
- mes "then add some magic...";
- next;
- setquest 4135;
- erasequest 4133;
- setquest 4134;
- completequest 4134;
- delitem 950,20; //Heart_Of_Mermaid
- delitem 7172,10; //Leopard_Talon
- delitem 1054,3; //Lip_Of_Ancient_Fish
- getitem 11517,2; //Puri_Potion
- mes "[Anori]";
- mes "Here, it's completed.";
- mes "Take this.";
- mes "It will make Iara stop";
- mes "training at the cave";
- mes "for a while.";
- next;
- mes "[Anori]";
- mes "Please block the Iara threatening the security of the tribe.";
- close;
- }
- else {
- mes "[Anori]";
- mes "You haven't brought enough materials yet.";
- mes "We cannot make the purification potion with only these.";
- close;
- }
- }
- else {
- if (BaseLevel < 40) {
- mes "[Anori]";
- mes "Ah... we need a strong adventurer.";
- mes "The tribe is facing a major threat.";
- close;
- }
- set .@re_q,checkquest(4134);
- if (.@re_q == 2) {
- mes "[Anori]";
- mes "you are...";
- mes "the adventurer who came for the";
- mes "purification potion...";
- next;
- mes "[Anori]";
- mes "Maybe because of the purification potion...";
- mes "After that, the Iara stopped seducing tribesmen but the effect didn't last long.";
- next;
- mes "[Anori]";
- mes "Could you get the same";
- mes "materials as before...";
- mes "I need your power.";
- next;
- switch(select("No.:Okay, I'll do it.")) {
- case 1:
- mes "[Anori]";
- mes "This, ah...";
- mes "There is no other way.";
- close;
- case 2:
- mes "[Anori]";
- mes "You are truly brave!";
- mes "I, on behalf of the tribe,";
- mes "offer you my thanks.";
- next;
- mes "[Anori]";
- mes "Materials are the same as before.";
- mes "If you just get^ff0000 20 Hearts of Mermaids,";
- mes "10 Leopard Claws and";
- mes "3 Ancient Lips^000000,";
- mes "I will make you a potion that purifies evil spirits";
- mes "by using a secret formula handed down to the tribe.";
- next;
- mes "[Anori]";
- mes "The destiny of the tribe is up to you.";
- mes "please get the materials quickly.";
- mes "I will be preparing to make";
- mes "the purification potion right here.";
- setquest 4133;
- close;
- }
- }
- else {
- mes "[Anori]";
- mes "There are some people I haven't seen before around here.";
- mes "It's a good sign...";
- next;
- mes "[Anori]";
- mes "Hey you...";
- mes "Could you listen to my stories for a moment.";
- mes "There's an emergency in our tribe.";
- next;
- switch(select("No.:Okay.")) {
- case 1:
- mes "[Anori]";
- mes "You are a heartless person...";
- mes "You don't seem the helpful type.";
- mes "Just keep on going your way.";
- close;
- case 2:
- mes "[Anori]";
- mes "Thank you, I met a kind person.";
- mes "It's a secret of our tribe that";
- mes "you cannot tell anyone.";
- next;
- break;
- }
- mes "[Anori]";
- mes "Lately young men from";
- mes "the tribe are disappearing.";
- mes "Our entire tribe is being threatened.";
- next;
- mes "[Anori]";
- mes "It is likely because of a witch called Iara.";
- mes "She is a water nymph seducing the hearts of young tribesmen at a cave behind the waterfall.";
- next;
- mes "[Anori]";
- mes "How can I stop these young tribesmen?";
- mes "But I discovered a way to make a purification potion to reverse the effects of the Iara's spells.";
- next;
- mes "[Anori]";
- mes "This potion has been handed down from many generations in our tribe.";
- mes "This purification potion possesses the power to cleanse evil spirits.";
- next;
- mes "[Anori]";
- mes "If you could get the materials";
- mes "I will make you";
- mes "the purification potion.";
- mes "Could you do that for me?";
- next;
- switch(select("No.:Yes, I can.")) {
- case 1:
- mes "[Anori]";
- mes "Hm...";
- mes "Well, then.";
- mes "If you change your mind you can come to me again.";
- next;
- mes "[Anori]";
- mes "You shouldn't talk about";
- mes "what you heard now to anyone";
- mes "It's kind of embarrassing...";
- close;
- case 2:
- mes "[Anori]";
- mes "Oh! You are the savior";
- mes "of our tribe indeed.";
- mes "On behalf of the tribe, I offer you my thanks.";
- next;
- mes "[Anori]";
- mes "Well, what we need is this.";
- mes "It's all you can get from near here.";
- mes "Note down well.";
- next;
- mes "[Anori]";
- mes "^ff0000 20 Hearts of Mermaids";
- mes "10 Leopard Claws";
- mes "3 Ancient Lips^000000";
- mes "are the only ones that are needed as the materials.";
- next;
- mes "[Anori]";
- mes "When you get those, I will make you a potion that purifies evil spirits using a secret formula handed down to the tribe.";
- setquest 4133;
- next;
- mes "[Anori]";
- mes "The destiny of the tribe is up to you.";
- mes "I hope you move quickly.";
- mes "Even at this moment, the village men are being seduced and slipping way...";
- close;
- }
- }
- }
- }
-}
-
-bra_dun02,157,74,5 script Iara#nk 478,2,2,{
- if (countitem(11517) > 0) {
- mes "[" + strcharinfo(0) + "]";
- mes "Should I use a Purification Potion?";
- next;
- switch(select("Yes.:No.")) {
- case 1:
- specialeffect EF_MAPPILLAR;
- mes "[Iara]";
- mes "Ah...this light is...";
- mes "It's like getting cleansed of evil thoughts";
- mes "from deep within my heart.";
- next;
- mes "[Iara]";
- mes "At last I can forget the curse that I placed on myself when I drowned in the water.";
- next;
- mes "[Iara]";
- mes "Do you think I can be born again as a kind water nymph?";
- next;
- specialeffect EF_GHOST;
- mes "[Iara]";
- mes "Ah... Thank you for helping me recover my consciousness for a while.";
- mes "But... I think that the curse has been with me too long.";
- mes "Get away from me quickly.";
- delitem 11517,1; //Puri_Potion
- percentheal 100,100;
- // may requitre new SCs
- sc_start SC_INCFLEE,3600000,20;
- sc_start SC_INCCRI,3600000,10;
- sc_start SC_STRFOOD,1200000,3;
- sc_start SC_DEXFOOD,1200000,3;
- sc_start SC_AGIFOOD,1200000,3;
- sc_start SC_VITFOOD,1200000,3;
- sc_start SC_INTFOOD,1200000,3;
- sc_start SC_LUKFOOD,1200000,3;
- next;
- mes "[Iara]";
- mes "Ahhh~...";
- specialeffect EF_DEVIL;
- next;
- mes "[Iara]";
- mes "The curse is too strong for me to keep contained.";
- mes "Leave now while you are safe.";
- close;
- case 2:
- mes "[" + strcharinfo(0) + "]";
- mes "(I guess I should ignore her.)";
- close;
- }
- }
- else {
- mes "[Iara]";
- mes "Aaaaaaaaaaaaaaaaaaaaaah.";
- mes "Eeeeeeeeeeeeeeeeeeeh.";
- mes "Oooooooooooooooooh.";
- set .@get_de,rand(1,2);
- if (.@get_de == 1)
- sc_start Sc_Curse,60000,0;
- else
- sc_start Sc_Confusion,60000,0;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Ugh! What's this strange voice?";
- close;
- }
- end;
-
-OnTouch:
- if (countitem(11517) < 1) {
- mes "[Iara]";
- mes "Aaaaaaaaaaaaaaaaaaaaaah.";
- mes "Eeeeeeeeeeeeeeeeeeeh.";
- mes "Oooooooooooooooooh.";
- set .@get_de,rand(1,2);
- if (.@get_de == 1)
- sc_start Sc_Curse,60000,0;
- else
- sc_start Sc_Confusion,60000,0;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Ugh! What's this strange voice?";
- close;
- }
- end;
-}
-
-bra_fild01,188,301,5 script Native Warrior#nk 472,{
- mes "[Native Warrior]";
- mes "Ah...the face I would never forget even in my dreams.";
- next;
- mes "[Native Warrior]";
- mes "When will she come out of the waterfall again...?";
- next;
- if ((checkquest(4133) >= 0) || (checkquest(4134) >= 0)) {
- mes "[" + strcharinfo(0) + "]";
- mes "(Wh...what's this guy?)";
- }
- else {
- mes "[" + strcharinfo(0) + "]";
- mes "(This guy will never";
- mes "get ocer Iara's curse...)";
- }
- close;
-}
diff --git a/npc/quests/quests_comodo.txt b/npc/quests/quests_comodo.txt
deleted file mode 100644
index 710bd1d42..000000000
--- a/npc/quests/quests_comodo.txt
+++ /dev/null
@@ -1,2513 +0,0 @@
-//===== rAthena Script =======================================
-//= Quest NPCs related to Comodo
-//===== By: ==================================================
-//= kobra_k88; L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.5b
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= Headgear Quests 1 [Aegis Conversion]:
-//= - 'Cross Hat', 'Bulb Hairband'
-//= - 'Striped Hairband', 'Blue Hairband'
-//= Headgear Quests 2:
-//= - 'Mine Helmet', 'Parcel Hat'
-//= - 'Money Loser's Grief', 'Phantom of the Opera Mask'
-//= Doomed Swords Part 1:
-//= - Creation of doomed swords.
-//= - Part 2: Found in Quests_Yuno.txt
-//= - Part 3: Found in Doomed_Swords.txt
-//= - Variable in use: dmdswrd_Q (Max 45)
-//===== Additional Comments: =================================
-//= 1.1 Fixed exploits [Lupus]
-//= 1.2 Added more quest from cities/comodo.txt [Evera]
-//= 1.2a missing label [Lupus]
-//= 1.3 Doomed sword quest rescripted to Aegis 10.3 standards. [L0ne_W0lf]
-//= 1.4 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
-//= 1.5 Rescripted Headgear Quests 1 to Aegis 10.3 Standards. [Samuray22]
-//= 1.5a Fixed a bad countitem. (bugreport:840) [Samuray22]
-//= 1.5b Fixed stripped hairband and blue hairband checking the wrong amount of items, bugreport:1674 [Brainstorm]
-//= 1.6 Updated headgear quest NPCs. [L0ne_W0lf]
-//============================================================
-
-// Headgear Quests 1
-// Cross Hat, Bulb Hairband, Striped Hairband, Blue Hairband
-//============================================================
-comodo,228,159,3 script Hair Ornament Girl 700,{
- mes "[Hair Ornament Girl]";
- if (Sex == 1) {
- mes "Oh, hello!";
- mes "Would you like to order a hairband? They're great presents to give to your girlfriend, and show that you're thinking of her.";
- }
- else {
- mes "Hello~!";
- mes "I think one of these will suit a pretty girl like you very well. Would you like to order a hairband?";
- }
- next;
- mes "[Hair Ornament Girl]";
- mes "If you give me a few simple items then I can make a gorgeous Hair Band. If you have any questions, go ahead and have a look.";
- next;
- switch(select("Cross Hat:Bulb Band:Stripe Hairband:Blue Hairband")) {
- case 1:
- if ((countitem(2608) > 0) && (countitem(7069) > 499)) {
- mes "[Hair Ornament Girl]";
- mes "You've chosen the Cross Hat?";
- mes "If you brought all the required items, I will make it for you~";
- next;
- mes "[Hair Ornament Girl]";
- mes "But before I can make it, can you check that the items are right?";
- mes "If it is a forged, upgraded item or has monster cards in it, then those cards and upgrades will be lost.";
- next;
- mes "[Hair Ornament Girl]";
- mes "It's better to bring just to keep the requested items in your inventory. Did you check? Then let's make it, okay?";
- next;
- switch(select("No.:Yes.")) {
- case 1:
- mes "[Hair Ornament Girl]";
- mes "Ah, alright. I guess you should put all your other things into Kafra Storage first. Okay then, see you soon.";
- mes "See you soon~";
- close;
- case 2:
- mes "^3355FFSwish swish snip snip^000000";
- next;
- delitem 2608,1; //Rosary
- delitem 7069,500; //Broken_Armor_Piece
- mes "[Hair Ornament Girl]";
- mes "Look at this! Well done~";
- mes "Please come again~ hoooo!";
- getitem 5036,1; // Cross_Band
- close;
- }
- }
- else {
- mes "[Hair Ornament Girl]";
- mes "Oh, you've chosen Cross Hat?";
- mes "There are some items needed to make this headband.";
- next;
- mes "[Hair Ornament Girl]";
- mes "I'll need...";
- mes "^3355FF1 Rosary^000000";
- mes "^3355FF500 Destroyed Armor^000000";
- next;
- mes "[Hair Ornament Girl]";
- mes "If you bring all the items then I will make it for you right away.";
- mes "See you then~";
- close;
- }
- case 2:
- if ((countitem(2233) > 0) && (countitem(746) > 19)) {
- mes "[Hair Ornament Girl]";
- mes "You've chosen Bulb band?";
- mes "If you brought all the required items, I will make it for you~";
- next;
- mes "[Hair Ornament Girl]";
- mes "But before I can make it, can you check that the items are right?";
- mes "If it is a forged, upgraded item or has monster cards in it, then those cards and upgrades will be lost.";
- next;
- mes "[Hair Ornament Girl]";
- mes "It's better to bring just to keep the requested items in your inventory. Did you check? Then let's make it, okay?";
- next;
- switch(select("No.:Yes.")) {
- case 1:
- mes "[Hair Ornament Girl]";
- mes "Ah, alright. I guess you should put all your other things into Kafra Storage first. Okay then, see you soon.";
- close;
- case 2:
- mes "^3355FFSwish swish snip snip^000000";
- next;
- delitem 2233,1; //Circlet_
- delitem 746,20; //Glass_Bead
- mes "[Hair Ornament Girl]";
- mes "Look at this! Well done~";
- mes "Please come again~ hoooo!";
- getitem 5034,1; // Light_Bulb_Band
- close;
- }
- }
- else {
- mes "[Hair Ornament Girl]";
- mes "Oh, you've chosen Bulb Band?";
- mes "There are some required items needed to make this headband.";
- next;
- mes "[Hair Ornament Girl]";
- mes "I'll need...";
- mes "^3355FF1 Slotted Circlet^000000";
- mes "^3355FF20 Glass Bead^000000";
- next;
- mes "[Hair Ornament Girl]";
- mes "If you bring all the items then I will make it for you right away.";
- mes "See you then~";
- close;
- }
- case 3:
- if (countitem(1099) > 1499) {
- mes "[Hair Ornament Girl]";
- mes "You've chosen Stripe band?";
- mes "If you brought all the required items, I will make it for you~";
- next;
- mes "[Hair Ornament Girl]";
- mes "You want me to make it now?";
- next;
- switch(select("No.:Yes.")) {
- case 1:
- mes "[Hair Ornament Girl]";
- mes "See you later then~";
- close;
- case 2:
- mes "^3355FFSwish swish snip snip^000000";
- next;
- delitem 1099,1500; //Worn_Out_Prison_Uniform
- mes "[Hair Ornament Girl]";
- mes "Look at this! Well done~";
- mes "Please come again~";
- getitem 5049,1; // Stripe_Band
- close;
- }
- }
- else {
- mes "[Hair Ornament Girl]";
- mes "Oh, you've chosen the Stripe band? There are some required items needed to make this headband.";
- next;
- mes "[Hair Ornament Girl]";
- mes "I'll need...";
- mes "^3355FF1500 Worn-out Prison Uniform^000000";
- next;
- mes "[Hair Ornament Girl]";
- mes "If you bring all the items then I will make it for you right away.";
- mes "See you then~";
- close;
- }
- case 4:
- if ((countitem(2211) > 0) && (countitem(978) > 0) && (countitem(7003) > 299)) {
- mes "[Hair Ornament Girl]";
- mes "You've chosen Blue Hairband?";
- mes "If you brought all the required items, I will make it for you~";
- next;
- mes "[Hair Ornament Girl]";
- mes "But before I can make it, can you check that the items are right?";
- mes "If it is a forged, upgraded item or has monster cards in it, then those cards and upgrades will be lost.";
- next;
- mes "[Hair Ornament Girl]";
- mes "It's better to bring just to keep the requested items in your inventory. Did you check? Then let's make it, okay?";
- next;
- switch(select("No.:Yes.")) {
- case 1:
- mes "[Hair Ornament Girl]";
- mes "Ah, alright. I guess you should put all your other things into Kafra Storage first. Okay then, see you soon.";
- close;
- case 2:
- mes "^3355FFSwish swish snip snip^000000";
- next;
- delitem 2211,1; //Bandana
- delitem 978,1; //Cobaltblue_Dyestuffs
- delitem 7003,300; //Anolian_Skin
- mes "[Hair Ornament Girl]";
- mes "Look, at this! Well done!";
- mes "Please come again~ ";
- getitem 5052,1; // Blue_Hair_Band
- close;
- }
- }
- else {
- mes "[Hair Ornament Girl]";
- mes "Oh, you've chosen Blue Hairband?";
- mes "There are some required items needed to make this headband.";
- next;
- mes "[Hair Ornament Girl]";
- mes "I'll need...";
- mes "^3355FF1 Bandana^000000";
- mes "^3355FF1 Cobaltblue Dyestuffs^000000";
- mes "^3355FF300 Anolian Skin^000000";
- next;
- mes "[Hair Ornament Girl]";
- mes "If you bring all the items then I will make it for you right away.";
- mes "See you then~";
- close;
- }
- }
-}
-
-// Headgear Quests 2
-// 'Mine Helmet', 'Parcel Hat', 'Money Loser's Grief', 'Phantom of the Opera Mask'
-//============================================================
-comodo,273,137,4 script Traveler#head 702,{
- mes "[Isac Mari]";
- mes "I travel around the world, and collect many interesting stories from people. Sometimes they teach me how to make special items.";
- next;
- mes "[Isac Mari]";
- mes "I know how to make all sorts of worldly hats. But right now, I can't make these since I don't have the right items.";
- next;
- switch(select("Mine Helmet:Parcel Hat:Grief for Greed:Opera Phantom Mask")) {
- case 1:
- if ((countitem(5009) > 0) && (countitem(5028) > 0) && (countitem(999) > 24) && (countitem(747) > 0)) {
- mes "[Isac Mari]";
- mes "Mine Helmet was designed for the miners in the coal mines to have light in the dark. If you brought all the required items, I will go ahead and make it for you~";
- next;
- mes "[Isac Mari]";
- mes "But can you check that the items in your inventory aren't upgraded or have cards compounded into them? If any of the required items have forged upgrades or cards, those will be lost once I create the Mine Hat.";
- next;
- mes "[Isac Mari]";
- mes "It's better to keep only the items used to make the Mine Hat in your inventory. Did you check? If so, let's get started.";
- next;
- switch(select("Give me a minute~!:Let's make the Mine Hat.")) {
- case 1:
- mes "[Isac Mari]";
- mes "Alright. Please check your items again. It's much better to be safe than sorry.";
- close; break;
- case 2:
- mes "^3355FF*Thook Thook*";
- mes "*Pop!*^000000";
- next;
- mes "[Isac Mari]";
- mes "Whew! This is pretty hard!";
- next;
- delitem 5009,1; //Safety_Helmet
- delitem 5028,1; //Candle
- delitem 747,1; //Crystal_Mirror
- delitem 999,25; //Steel
- mes "[Isac Mari]";
- mes "I'm not quite sure if this is the right one, but it looks about right. Ha ha~";
- getitem 5031,1; // Mine_Helm
- close;
- }
- }
- else {
- mes "[Isac Mari]";
- mes "I hear Mine Helmets are used in the mines near Geffen. As you know, it's not possible to work without light, even though it attracts monsters in the caves.";
- next;
- mes "[Isac Mari]";
- mes "One day, a miner remodeled his own Safety Helmet so that he could work with both hands. Since then, it's been called the Mine Helm.";
- next;
- mes "[Isac Mari]";
- mes "If you want to make Mine Helmet,";
- mes "^3355FF1 Safety Helmet^000000";
- mes "^3355FF1 Candle^000000 ";
- mes "^3355FF1 Crystal Mirror^000000";
- mes "^3355FF25 Steel^000000";
- mes "is needed to create it.";
- next;
- mes "[Isac Mari]";
- mes "If you bring all the items then I will make it for you right away. See you later~";
- close;
- }
- case 2:
- if ((countitem(1059) > 149) && (countitem(907) > 99) && (countitem(978) > 0)) {
- mes "[Isac Mari]";
- mes "Parcel Hat seems to be useful for business people to carry around their products. If you brought everything I need, I will make it for you.";
- mes "If you brought all the required items, I will make it for you~";
- next;
- mes "[Isac Mari]";
- mes "But can you check that the items in your inventory aren't upgraded or have cards compounded into them? If any of the required items have forged upgrades or cards, those will be lost once I create the Parcel Hat.";
- next;
- mes "[Isac Mari]";
- mes "It's better to keep only the items used to make the Parcel Hat in your inventory. Did you check? If so, let's get started.";
- next;
- switch(select("Give me a minute~!:Let's make the Parcel Hat.")) {
- case 1:
- mes "[Isac Mari]";
- mes "Alright. Please check your items again. It's much better to be safe than sorry.";
- close;
- case 2:
- mes "^3355FF*Thook Thook*";
- mes "*Pop!*^000000";
- next;
- mes "[Isac Mari]";
- mes "Oh...";
- mes "I think I messed up!";
- mes "No, wait, I think I can fix this...";
- next;
- delitem 1059,150; //Transparent_Cloth
- delitem 907,100; //Resin
- delitem 978,1; //Cobaltblue_Dyestuffs
- mes "[Isac Mari]";
- mes "Well...";
- mes "Um, it looks like a Parcel Hat. So that's good enough for me! Ha ha~";
- getitem 5023,1; // Hat_Of_Bundle
- close;
- }
- }
- else {
- mes "[Isac Mari]";
- mes "I heard that around Alberta, Merchants are always selling goods from their carts in the middle of the streets.";
- next;
- mes "[Isac Mari]";
- mes "But in the East side of the country, they use a different way to transfer goods.";
- next;
- mes "[Isac Mari]";
- mes "Goods would be packed into a bundle and placed on top of the head so you wouldn't need to carry things by hand. But it's hard to keep your balance.";
- next;
- mes "[Isac Mari]";
- mes "I'll need...";
- mes "^3355FF150 Fabric^000000";
- mes "^3355FF100 Resin^000000 and";
- mes "^3355FF1 Cobaltblue Dyestuffs^000000";
- mes "to make a Parcel Hat.";
- next;
- mes "[Isac Mari]";
- mes "If you bring all the items then I will make it for you right away. See you later~!";
- close;
- }
- case 3:
- if ((countitem(2233) > 0) && (countitem(969) > 0) && (countitem(949) > 79) && (countitem(999) > 19) && (countitem(938) > 799)) {
- mes "[Isac Mari]";
- mes "Grief for Greed...";
- mes "If you brought all the required items, I'll go ahead and make it for you~";
- next;
- mes "[Isac Mari]";
- mes "But can you check that the items in your inventory aren't upgraded or have cards compounded into them? If any of the required items have forged upgrades or cards, those will be lost once I create the Money Loser's Grief.";
- next;
- mes "[Isac Mari]";
- mes "It's better to keep only the items used to make the Grief for Greed in your inventory. Did you check? If so, let's get started.";
- next;
- switch(select("Give me a minute~!:Let's make the Grief for Greed.")) {
- case 1:
- mes "[Isac Mari]";
- mes "Alright. Please check your items again. It's much better to be safe than sorry.";
- close;
- case 2:
- mes "^3355FF*Thook Thook*";
- mes "*Pop!*^000000";
- next;
- mes "[Isac Mari]";
- mes "Whew! This is pretty hard!";
- next;
- delitem 2233,1; //Circlet_
- delitem 969,1; //Gold
- delitem 949,80; //Feather
- delitem 999,20; //Steel
- delitem 938,800; //Sticky_Mucus
- mes "[Isac Mari]";
- mes "I might have made a few mistakes, but it looks good enough. Here you go, your own Grief for Greed hat!";
- getitem 5021,1; // Bankruptcy_Of_Heart
- close;
- }
- }
- else {
- mes "[Isac Mari]";
- mes "Grief for Greed...";
- mes "There's a tale of an honest Merchant that lived in Morroc long ago who had a quarrel with a bad guild.";
- next;
- mes "[Isac Mari]";
- mes "Because the honest Merchant was not cheating people by his prices, his street stall was attacked by the bad guild and all his goods were taken.";
- next;
- mes "[Isac Mari]";
- mes "So, the honest Merchant lost everything except some broken items. To express his sadness, he took these broken items and created this magnificent hat, the Grief for Greed.";
- next;
- mes "[Isac Mari]";
- mes "This special hat appeals to people's sympathies, making them buy more goods to support the inner goodness of honest Merchants.";
- next;
- mes "[Isac Mari]";
- mes "For this hat, I'll need...";
- mes "^3355FF1 Slotted Circlet^000000";
- mes "^3355FF1 Gold^000000";
- mes "^3355FF20 Steel^000000";
- mes "^3355FF80 Feather^000000";
- mes "^3355FF800 Sticky Mucus^000000";
- next;
- mes "[Isac Mari]";
- mes "If you bring all the items then I will make it for you right away. See you later~";
- close;
- }
- case 4:
- if ((countitem(2281) > 0) && (countitem(1048) > 49)) {
- mes "[Isac Mari]";
- mes "Opera Phantom Mask...";
- mes "Frightening, but also tragic and romantic. If you brought all the required items, I will make it for you~";
- next;
- mes "[Isac Mari]";
- mes "But can you check that the items in your inventory aren't upgraded or have cards compounded into them? If any of the required items have forged upgrades or cards, those will be lost once I create the Opera Masque.";
- next;
- mes "[Isac Mari]";
- mes "It's better to keep only the items used to make the Opera Mask in your inventory. Did you check? If so, let's get started.";
- next;
- switch(select("Give me a minute~!:Let's make the Opera Masque.")) {
- case 1:
- mes "[Isac Mari]";
- mes "Alright. Please check your items again. It's much better to be safe than sorry.";
- close;
- case 2:
- mes "^3355FF*Thook Thook*";
- mes "*Pop!*^000000";
- next;
- mes "[Isac Mari]";
- mes "Whew! This is pretty hard!";
- next;
- delitem 2281,1; //Phantom_Of_Opera
- delitem 1048,50; //Slender_Snake
- mes "[Isac Mari]";
- mes "I'm not quite sure if this is the right one.";
- mes "But it looks fine. Ha ha";
- getitem 5043,1; // Opera_Ghost_Mask
- close;
- }
- }
- else {
- mes "[Isac Mari]";
- mes "Opera Phantom Mask...";
- mes "Behind this mask is a story about a man's love and personal tragedy.";
- next;
- mes "[Isac Mari]";
- mes "You may know him as the Phantom of the Opera. He was a musical genius that brought terror to the stage, because his scarred face forced him to live outside of society.";
- next;
- mes "[Isac Mari]";
- mes "However, he fell in love with a beautiful singer and used his talents to propel her to new heights of fame. He finally revealed himself to her.";
- next;
- mes "[Isac Mari]";
- mes "In the end...";
- mes "She deeply cared for him, but was in love with another singer. The Phantom disappeared, perhaps to haunt some other place, and all that was left of him was his mask...";
- next;
- mes "[Isac Mari]";
- mes "The mask that he was wearing is differently shaped that other opera masks, and was made to cover his particular facial scarring.";
- next;
- mes "[Isac Mari]";
- mes "If you want to make Phantom of Opera. You will need:";
- mes "^3355FF1 Opera Masque^000000";
- mes "^3355FF50 Horrendous Hair^000000";
- next;
- mes "[Isac Mari]";
- mes "If you bring all the items then I will make it for you right away. See you later~";
- close;
- }
- }
-}
-
-// Doomed Swords - Comodo Portion. (Continued in Juno)
-//============================================================
-comodo,206,310,4 script Campground Boy#cmd 704,{
- switch (dmdswrd_Q) {
- case 0:
- mes "[Rochito]";
- mes "Bread, fruits, vegetables...";
- mes "Bleh. All that other food is";
- mes "nothing compared to the ";
- mes "hearty flavor of meat. Yeap,";
- mes "BBQ camping in Comodo is";
- mes "heaven to a meat lover like me~";
- next;
- if (select("BBQ Camping...?:Cancel") == 1) {
- mes "[Rochito]";
- mes "Yeah man... You can eat";
- mes "Komodoru meat all day when";
- mes "you go BBQ camping. Komodoru";
- mes "is an animal native to Comodo";
- mes "and every part of it is delicious. Every. Single. Morsel.";
- next;
- mes "[Rochito]";
- mes "What makes this meat even";
- mes "more delicious is the special";
- mes "Koserahserah seasoning they";
- mes "use. That stuff is almost...";
- mes "addictive. Without it, we";
- mes "can't start our barbeque!";
- next;
- mes "[Rochito]";
- mes "If we settled on anything";
- mes "less than the very best BBQ,";
- mes "then our comrades that died";
- mes "to help ^FF0000banish that witch^000000 would";
- mes "surely be ashamed of us!";
- next;
- mes "[Rochito]";
- mes "Say, would you do us a favor?";
- mes "The Chief of Comodo was going";
- mes "to bring the Koserahserah and";
- mes "join us for our barbeque, but";
- mes "we're guessing he's got to";
- mes "cancel because of his duties.";
- next;
- mes "[Rochito]";
- mes "Let's see, our Chief lives to";
- mes "the west of these campgrounds.";
- mes "Would you visit him and see";
- mes "what's taking him so long";
- mes "to get over here?";
- set dmdswrd_Q,1;
- close;
- }
- mes "[Rochito]";
- mes "You know, people gather";
- mes "on these campgrounds in";
- mes "memory and respect of those";
- mes "that have fallen in battle";
- mes "against the witch of Comodo.";
- next;
- mes "[Rochito]";
- mes "Long before Comodo was";
- mes "built inside this huge cave,";
- mes "this witch used to live in here.^FFFFFF ^000000 A lot of people died trying to";
- mes "get rid of her, but there're^FFFFFF ^000000 rumors that she's still around...";
- break;
- case 1:
- mes "[Rochito]";
- mes "Komodoru meat is especially";
- mes "great when it's seasoned with";
- mes "Koserahserah. That flavoring";
- mes "is one of Comodo's claims to";
- mes "fame! You should try some~";
- next;
- mes "[Rochito]";
- mes "Speaking of which, our Chief";
- mes "still hasn't come and brought";
- mes "the Koserahserah! Would you";
- mes "see what's taking him so long?";
- mes "His house is located west of";
- mes "these campgrounds.";
- break;
- case 2:
- mes "[Rochito]";
- mes "Oh, hey, you're back.";
- mes "Did you speak to our";
- mes "Chief? Don't tell me";
- mes "he had to cancel--we've";
- mes "been planning this outing";
- mes "with him for a quite a while...";
- next;
- mes "^3355FFYou give Rochito the";
- mes "Koserahserah seasoning,";
- mes "and explain why the Chief";
- mes "cannot attend the barbeque.^000000";
- next;
- mes "[Rochito]";
- mes "Awww, nuts. I guess he's";
- mes "got responsbilities, but it's";
- mes "still a little disappointing.";
- mes "He's a buddy, after all. Well,";
- mes "at least he was kind enough";
- mes "to send the Koserahserah.";
- next;
- mes "[Rochito]";
- mes "It's really too bad that";
- mes "he can't join us. Ah, I've got";
- mes "an idea! Would you please bring";
- mes "this bottle to Tausupa, er, our";
- mes "Chief? It's Mureuchieligu, a";
- mes "special vintage wine~";
- next;
- mes "^3355FFYou've received a bottle";
- mes "of Mureuchieligu wine to";
- mes "deliver to the Comodo Chief.^000000";
- set dmdswrd_Q,3;
- break;
- case 3:
- mes "[Rochito]";
- mes "I know that I should be";
- mes "delivering that bottle of";
- mes "wine to the Chief myself,";
- mes "but I've got to tend to this";
- mes "barbeque. I hope you ";
- mes "understand...";
- next;
- mes "[Rochito]";
- mes "Anyway, you'd be doing";
- mes "me a huge favor if you";
- mes "spoke to the Chief, and gave";
- mes "him my thanks, along with";
- mes "that bottle of Mureuchieligu.";
- break;
- default:
- mes "[Rochito]";
- mes "Oh, hey there~";
- mes "Thanks for helping us";
- mes "out earlier. I wish the";
- mes "Chief would join us in our";
- mes "barbeque, but I understand";
- mes "that he has to protect Comodo.";
- next;
- mes "[Rochito]";
- mes "Hey, you know what?";
- mes "I can't exactly repay you";
- mes "with, you know, actual stuff,";
- mes "but I can give you a hot tip.";
- mes "There's some guy at the local";
- mes "Pub with some precious info.";
- next;
- mes "[Rochito]";
- mes "Yeah, supposedly, this";
- mes "guy knows more about the";
- mes "cave that Comodo was built";
- mes "in... Anyway, I really get the";
- mes "feeling that it just might";
- mes "lead to something, you know?";
- break;
- }
- close;
-}
-
-comodo,204,310,4 script Camping Youth#cmd 65,{
- switch (dmdswrd_Q) {
- case 0:
- case 1:
- mes "[Rockha]";
- mes "Oh man...";
- mes "I'm so excited!";
- mes "My buddies and I've";
- mes "been planning to get";
- mes "together for this barbeque";
- mes "for such a long time~";
- next;
- if(select("Buddies...?:Cancel") == 1) {
- mes "[Rockha]";
- mes "Yeah, some of us know";
- mes "each other when we fought";
- mes "together in the War of the";
- mes "Witch. In fact, one of them";
- mes "is the Chief of this village!";
- mes "Huh, why isn't he here yet?";
- next;
- mes "[Rockha]";
- mes "Anyway, even though";
- mes "our stations in life have";
- mes "changed, thankfully we're";
- mes "still friends. It's kinda weird, though, being on a first name";
- mes "basis with a village chief.";
- next;
- mes "[Rockha]";
- mes "Makes me feel...";
- mes "Important. I'm hobnobbing";
- mes "with a major political figure,";
- mes "after all. Amazing where your";
- mes "friends can end up in life...";
- close;
- }
- mes "[Rockha]";
- mes "I've almost forgotten";
- mes "how much I love hanging";
- mes "out with these guys. We";
- mes "should have barbeques";
- mes "together all the time~";
- break;
- case 2:
- mes "[Rockha]";
- mes "Wha--? Tausupa can't come,";
- mes "but he still sent us all of this Koserahserah? What a guy...";
- mes "I guess... That gives us";
- mes "a reason to hold another";
- mes "barbeque here soon, right?";
- break;
- case 3:
- mes "[Rockha]";
- mes "Hey, when you deliver";
- mes "that wine to Tausupa, the";
- mes "Village Chief, would you let";
- mes "him know that we miss the guy?";
- mes "He may be busy, but he'll always^FFFFFF ^000000 be our irreplaceable buddy.";
- break;
- case 4:
- mes "[Rockha]";
- mes "Oh hey, you spoke";
- mes "to Tausupa? Ah, it's";
- mes "too bad that he's busy,";
- mes "but it's great to hear that";
- mes "he'll enjoy our gift. Okay~";
- mes "I believe it's time to eat!";
- next;
- mes "[Rockha]";
- mes "But before that, let's";
- mes "make a toast... to Tausupa!";
- mes "Guardian of Comodo, and";
- mes "one of the best friends that";
- mes "a guy can have! Cheers!";
- mes "Hahahaha hahahaha~!";
- set dmdswrd_Q,5;
- next;
- mes "[Rockha]";
- mes "Ahh, you know what would";
- mes "make this meal perfect?";
- mes "Some of that legendary";
- mes "^3355FFComodo Cheese^000000 that I heard";
- mes "about from ^3355FFToruna^000000. Sure, it";
- mes "might not exist, but still...!";
- break;
- default:
- mes "[Rockha]";
- mes "You know, you're a really";
- mes "chill person. Thanks for";
- mes "helping us keep in touch";
- mes "with our old friend, the";
- mes "Village Chief. Man, being";
- mes "responsible must be rough...";
- next;
- mes "[Rockha]";
- mes "There's two things that";
- mes "would make our barbeque";
- mes "absolutely perfect--having";
- mes "the Village Chief here, and";
- mes "some of that legendary Comodo^FFFFFF ^000000 Cheese that ^3355FFToruna^000000 told me about.";
- break;
- }
- close;
-}
-
-comodo,209,305,4 script Camping Maiden#cmd 71,{
- mes "[Emralhandas]";
- mes "Rockha, let me pour";
- mes "you another drink. We";
- mes "always dreamed of this";
- mes "during the War of the Witch...";
- mes "Having a good time, all of us";
- mes "together in a time of peace~";
- next;
- if (select("War of the Witch?:Cancel") == 1) {
- mes "[Emralhandas]";
- mes "Before I tell you about the";
- mes "War of the Witch, I guess";
- mes "I should tell you about the";
- mes "quest to retrieve 4 rare swords";
- mes "of power, said to be the most";
- mes "powerful weapons ever made.";
- next;
- mes "[Emralhandas]";
- mes "Now, all 4 swords were";
- mes "successfully found 10 years";
- mes "after the search began. Then,";
- mes "4 protectors were chosen to";
- mes "ensure that the swords did";
- mes "not fall into the wrong hands.";
- next;
- mes "[Emralhandas]";
- mes "You might not think so just";
- mes "by looking at us, but we were";
- mes "the protectors--me, Rockha,";
- mes "Rochito, and Tausupa, the chief";
- mes "of this village. Now, we guarded these weapons very carefully...";
- next;
- mes "[Emralhandas]";
- mes "However, that didn't deter";
- mes "Mariposum, ancient witch of";
- mes "Comodo, from attacking us and";
- mes "trying to steal the swords. She";
- mes "was incredibly powerful, and";
- mes "we needed an army to fight her.";
- next;
- mes "[Emralhandas]";
- mes "That was the War of the";
- mes "Witch, basically. Mariposum";
- mes "with her own strange weapon";
- mes "of mass destruction against the";
- mes "four of us backed by a large";
- mes "force of courageous soldiers.";
- next;
- mes "[Emralhandas]";
- mes "Many of our comrades died...";
- mes "But finally we succeeded in";
- mes "imprisoning the witch by using";
- mes "the power of the swords. Yeah,";
- mes "if it weren't for Tausupa, we'd";
- mes "never have been able to do it.";
- close;
- }
- mes "[Emralhandas]";
- mes "Rockha, we still have";
- mes "to finish our mission:";
- mes "eat all of the barbeque";
- mes "that that we possibly can!";
- mes "Let's just stuff ourselves...";
- mes "All the way until tommorrow!";
- close;
-}
-
-comodo,209,314,4 script Campground Lad#cmd 706,{
- switch (dmdswrd_Q) {
- case 0:
- case 1:
- mes "[Rotute]";
- mes "Years ago, there was a huge";
- mes "quest to retrieve 4 rare swords";
- mes "of incredible power, supposedly";
- mes "the strongest swords ever made!";
- mes "But you know, there's a strange";
- mes "rumor about a secret 5th sword.";
- next;
- mes "[Rotute]";
- mes "This 5th sword is supposed";
- mes "to be hidden near Glastheim.";
- mes "If it does exist, it might have";
- mes "the power to change the world!";
- mes "Isn't that freakin' scary?";
- break;
- case 2:
- case 3:
- mes "[Rotute]";
- mes "Hey, isn't that Koserahserah?";
- mes "That's the best seasoning that";
- mes "you can have for meat dishes!";
- mes "Oh, you got that from the Chief";
- mes "to give to Rochito? Wow, they";
- mes "must be really good friends...";
- break;
- default:
- mes "[Rotute]";
- mes "Hello, thanks for helping";
- mes "out Rockha, Rochito and";
- mes "Emralhandas. They've known";
- mes "me since I was born, so it's";
- mes "like they're family to me.";
- next;
- mes "[Rotute]";
- mes "One of the reasons that";
- mes "they brought me here to";
- mes "Comodo was so that I could";
- mes "finally meet Tausupa. But...";
- mes "I guess he's too busy now.";
- mes "Still, I like this place!";
- break;
- }
- close;
-}
-
-comodo,221,310,4 script BBQ Boy#cmd 86,{
- mes "[Rinta]";
- mes "I didn't mean to,";
- mes "but I accidentally";
- mes "eavesdropped on those";
- mes "people over there. Are";
- mes "they really old friends";
- mes "with our Village Chief?";
- next;
- mes "[Rinta]";
- mes "In that case, they must";
- mes "be getting the special";
- mes "treatment usually reserved";
- mes "for visiting dignitaries and";
- mes "the like. Or something like that.";
- close;
-}
-
-comodo,218,309,4 script BBQ Visitor#cmd 90,{
- mes "[Razy]";
- mes "Those people over there";
- mes "are friends of the Village";
- mes "Chief? I was wondering about";
- mes "them for the longest time...";
- mes "I didn't even know our Chief";
- mes "had friends outside of Comodo.";
- next;
- mes "[Razy]";
- mes "You know, they kind of";
- mes "strike me as old war buddies,";
- mes "sprinkling their conversations";
- mes "with words like ''mission'' all";
- mes "the time. Then, there's those";
- mes "little scars they all have...";
- close;
-}
-
-comodo,216,310,4 script BBQ Papa#cmd::CmdFamily 50,{
- mes "[BBQ Boy]";
- mes "D-daddy! Is what those";
- mes "people talking about true?";
- mes "Was there really an evil";
- mes "witch here in our village?";
- next;
- mes "[BBQ Mama]";
- mes "Honey...";
- mes "I'm sure those";
- mes "good people were";
- mes "just kidding around~";
- mes "How can that be true?";
- next;
- mes "[BBQ Papa]";
- mes "Now, now, don't tell";
- mes "me my little man is afraid";
- mes "of something like a little";
- mes "witch. It's just an old fairy";
- mes "tale, son: no reason to";
- mes "feel frightened at all.";
- next;
- mes "[BBQ Boy]";
- mes "No, Daddy, I'm not";
- mes "scared! But if the witch";
- mes "really lived here, then her";
- mes "home is somewhere around";
- mes "here in Comodo, right? I'm";
- mes "gonna go find it someday!";
- next;
- mes "[BBQ Mama]";
- mes "Oh, but I'm sure our";
- mes "Chief would already know";
- mes "something about that witch";
- mes "if she truly exists. Anyway,";
- mes "let's hurry and eat before";
- mes "the barbeque burns, okay?";
- next;
- mes "[BBQ Boy]";
- mes "Yay, barbeque!";
- mes "Mmmmm... Someday,";
- mes "if that witch is real,";
- mes "I'm gonna find out";
- mes "all about her!";
- close;
-}
-
-comodo,215,307,4 duplicate(CmdFamily) BBQ Mama#cmd 74
-
-comodo,213,310,4 duplicate(CmdFamily) BBQ Boy#cmd2 706
-
-cmd_in02,32,140,4 script Chief#cmd 49,{
- if (dmdswrd_Q > 4) {
- mes "[Tausupa]";
- mes "Maybe you can't tell because";
- mes "of the way the light reflects,";
- mes "but Comodo is actually built";
- mes "inside a huge cave, giving the";
- mes "illusion of an eternal night.";
- mes "It's quite beautiful, really...";
- next;
- mes "[Tausupa]";
- mes "People come from all over";
- mes "the world to experience the";
- mes "excitement and beauty of";
- mes "our unique little village.";
- mes "We've become quite";
- mes "the tourist attraction~";
- close;
- }
- switch (dmdswrd_Q) {
- case 3:
- mes "[Tausupa]";
- mes "Oh, how are my friends";
- mes "doing? I really wish that";
- mes "I could have delivered that";
- mes "Koserahserah personally,";
- mes "but I can't shirk my duties as";
- mes "Village Chief and protector.";
- next;
- mes "^3355FFYou give Tausupa the";
- mes "Meruchieligu wine that";
- mes "Rochito asked you to deliver.^000000";
- next;
- mes "[Tausupa]";
- mes "Ah... How very kind of";
- mes "them! They really sent me";
- mes "this wine? I'm truly touched...";
- mes "Rockha must have chosen";
- mes "this--I'll be sure to enjoy it.";
- next;
- mes "[Tausupa]";
- mes "Would you please express my";
- mes "thanks to my friends, ^3355FFRochito^000000,";
- mes "and ^3355FFRockha^000000? It's been far too";
- mes "long since I've seen them, but";
- mes "I hope that I get a chance to";
- mes "visit them someday soon.";
- set dmdswrd_Q,4;
- break;
- case 4:
- mes "[Tausupa]";
- mes "Would you please express my";
- mes "thanks to my friends, ^3355FFRochito^000000,";
- mes "and ^3355FFRockha^000000? It's been far too";
- mes "long since I've seen them, but";
- mes "I hope that I get a chance to";
- mes "visit them someday soon.";
- break;
- default:
- mes "[Tausupa]";
- mes "Greetings, adventurer,";
- mes "I am Tausupa, the Chief of";
- mes "Comodo, a city famous for its^FFFFFF ^000000 beauty and nightlife. I hope you";
- mes "enjoy your stay, whether you are^FFFFFF ^000000 seeking excitement or relaxation~";
- next;
- switch(select("About Casino:About Banished Witch:Cancel")) {
- case 1:
- mes "[Tausupa]";
- mes "Ah yes, Comodo is world";
- mes "famous for its Casino. There";
- mes "are many games that you can";
- mes "enjoy, but you'll need to use";
- mes "the Casino's special Eulwo^FFFFFF ^000000 currency and conversion system...";
- break;
- case 2:
- switch (dmdswrd_Q) {
- case 0:
- mes "[Tausupa]";
- mes "Banished witch...?";
- mes "Ah ha ha, do not worry,";
- mes "my friend, that is merely";
- mes "a very old tale. Not worth";
- mes "your concern at all...";
- break;
- case 1:
- mes "[Tausupa]";
- mes "Ah, judging from the scent";
- mes "of BBQ meat on your clothes,";
- mes "I'm guessing that you ran into";
- mes "Rochito in the campgrounds, ";
- mes "right? He must have told you^FFFFFF ^000000 that old story about the witch...";
- next;
- mes "[Tausupa]";
- mes "I'd like nothing better";
- mes "than to join them, but I must";
- mes "stay here. The witch does exist, and one my jobs is to make sure";
- mes "that she does not revive by using my sword's power to suppress her.";
- next;
- mes "[Tausupa]";
- mes "Although I planned to see";
- mes "them today, my duties must";
- mes "take priority. Would you please";
- mes "take this seasoning to Rochito";
- mes "and let him know that I can't";
- mes "come, and that I'm sorry...?";
- next;
- mes "^3355FFYou have received";
- mes "the Koserahserah";
- mes "seasoning from the Chief.^000000";
- next;
- mes "[Tausupa]";
- mes "Thank you so much...";
- mes "I understand that my";
- mes "friends cannot begin the";
- mes "barbeque without Comodo's";
- mes "world famous seasoning...";
- set dmdswrd_Q,2;
- break;
- case 2:
- mes "[Tausupa]";
- mes "Please take this special";
- mes "Koserserah seasoning to";
- mes "my friend ^3355FFRochito^000000 at the";
- mes "barbeque campground. Thanks";
- mes "again for your help, adventurer. ^FFFFFF ^000000";
- break;
- }
- break;
- case 3:
- mes "[Tausupa]";
- mes "Maybe you can't tell because";
- mes "of the way the light reflects,";
- mes "but Comodo is actually built";
- mes "inside a huge cave, giving the";
- mes "illusion of an eternal night.";
- mes "It's quite beautiful, really...";
- next;
- mes "[Tausupa]";
- mes "People come from all over";
- mes "the world to experience the";
- mes "excitement and beauty of";
- mes "our unique little village.";
- mes "We've become quite";
- mes "the tourist attraction~";
- break;
- }
- break;
- }
- close;
-}
-
-comodo,88,97,4 script Toruna#cmd 109,{
- mes "[Toruna]";
- mes "When I think about it,";
- mes "there are many fascinating";
- mes "facts about Comodo. Can";
- mes "you believe this entire city";
- mes "is built inside a natural cave?";
- next;
- switch(select("This cave is huge!:This place sure is strange...:Cancel")) {
- case 1:
- mes "[Toruna]";
- mes "Oh, this is a huge cave,";
- mes "but it's not impossible for";
- mes "nature to create something";
- mes "of this size and scale if given";
- mes "thousands, maybe even millions";
- mes "of years. Let me explain...";
- next;
- mes "[Toruna]";
- mes "Now, water is known as";
- mes "a universal solvent: running";
- mes "water will carve its own path";
- mes "in rock, given enough time.";
- mes "Now, keep in mind that this";
- mes "cave was once solid limestone.";
- next;
- mes "[Toruna]";
- mes "Years and years of running";
- mes "water from the rains and the";
- mes "water table have broken down";
- mes "this giant pocket of limestone,";
- mes "clearing out this huge, open";
- mes "area, the Comodo Cave.";
- next;
- mes "[Toruna]";
- mes "That may sound incredulous,";
- mes "but cracks in limestone grow";
- mes "into faults, then spacious gaps";
- mes "over years and years of erosion. Now, isn't natural science just";
- mes "amazing? You've got to agree...";
- break;
- case 2:
- switch (dmdswrd_Q) {
- case 5:
- mes "[Toruna]";
- mes "Yes, that is rather";
- mes "peculiar. What's also";
- mes "strange is this rumor I've";
- mes "been hearing about. Now, are^FFFFFF ^000000 you familiar with Comodo Cheese?";
- next;
- mes "[Toruna]";
- mes "It's this urban legend";
- mes "about this magnificent cheese";
- mes "that you can only find in Comodo. Now, not too many people believe";
- mes "it. I mean, you need goats or cows";
- mes "in order to make any cheese.";
- next;
- mes "[Toruna]";
- mes "However, there's this";
- mes "strange man that insists";
- mes "on its existence. The locals";
- mes "here chalk him up to be some";
- mes "sort of common loon, but who";
- mes "knows? Maybe it does exist...";
- set dmdswrd_Q,6;
- next;
- mes "[Toruna]";
- mes "Well, you can decide for";
- mes "yourself whether he's off";
- mes "his rocker. The last time";
- mes "I saw him, he was in the";
- mes "Comodo Bar, so you can";
- mes "probably find him there.";
- break;
- case 6:
- mes "[Toruna]";
- mes "Well, I like to think of";
- mes "Comodo as unique. What's";
- mes "really strange are some of";
- mes "the locals in this area. I've";
- mes "already told you about the";
- mes "man in the Comodo Bar, yes?";
- next;
- mes "[Toruna]";
- mes "He keeps insisting";
- mes "that there is a special";
- mes "kind of cheese in Comodo";
- mes "that you cannot get anywhere";
- mes "else. It sounds crazy, but his";
- mes "claim may be worth verifying...";
- break;
- default:
- mes "[Toruna]";
- mes "Ah, did you know that";
- mes "before it was an exotic";
- mes "village of excitement and";
- mes "leisure, Comodo was once";
- mes "a haven for evil creatures, ruled^FFFFFF ^000000 by a witch named Meropusum?";
- next;
- mes "[Toruna]";
- mes "This witch lay dormant for";
- mes "years until she was awoken";
- mes "somehow years ago. She was";
- mes "a huge threat to the people, but then she was finally defeated";
- mes "in the famous War of the Witch.";
- next;
- mes "[Toruna]";
- mes "One of the heroes of that";
- mes "war became the current Chief";
- mes "of this village, and it was";
- mes "through his leadership that";
- mes "Comodo grew into a thriving";
- mes "tourist attraction.";
- next;
- mes "[Toruna]";
- mes "However, the threat of";
- mes "Meropusum still exists,";
- mes "so I would be careful when";
- mes "exploring the uninhabited";
- mes "areas of the Comodo region.";
- break;
- }
- break;
- case 3:
- mes "[Toruna]";
- mes "There's much to do";
- mes "in this city of Comodo,";
- mes "as well as much to learn";
- mes "about it. I can never tire of";
- mes "visiting this exotic city...";
- break;
- }
- close;
-}
-
-comodo,164,291,4 script Rakusa#cmd 73,{
- switch (dmdswrd_Q) {
- case 6:
- mes "[Rakusa]";
- mes "See that guy sitting";
- mes "over there? All he does";
- mes "is talk about Comodo Cheese,";
- mes "just mumbling nonsense about";
- mes "its incredible flavors all day";
- mes "long. He's nuts, I tell you.";
- next;
- mes "[Rakusa]";
- mes "First of all, you need";
- mes "freakin' milk to make any";
- mes "cheese. You see any cows";
- mes "around here? Nope, I thought";
- mes "so! Still, I think he really";
- mes "believes that it exists...";
- set dmdswrd_Q,7;
- break;
- case 7:
- mes "[Rakusa]";
- mes "Damn it! I know for a fact";
- mes "that the idea of Comodo even";
- mes "having a cheese is crazy, but";
- mes "that guy's talking has gotten";
- mes "me curious now! Maybe it does";
- mes "exist? How would it even taste?";
- break;
- default:
- mes "[Rakusa]";
- mes "You know, Comodo has";
- mes "a reputation for offering";
- mes "high class recreation, so";
- mes "people forget that we actually";
- mes "have two dangerous dungeons.";
- next;
- mes "[Rakusa]";
- mes "You adventurers need to";
- mes "be extra careful if you explore";
- mes "the caves--the monsters there";
- mes "are unusually strong. Make";
- mes "sure that you're well prepared";
- mes "before you even think of going!";
- break;
- }
- close;
-}
-
-comodo,169,284,4 script Kichiri#cmd 98,{
- switch (dmdswrd_Q) {
- case 7:
- mes "[Kichiri]";
- mes "Freakin' ^3355FFMagatu^000000...!";
- mes "Can he talk about anything else";
- mes "aside from Comodo Cheese?";
- mes "I don't see why he's so excited";
- mes "about the stuff! Everyone knows";
- mes "it's just an old wive's tale.";
- next;
- mes "[Kichiri]";
- mes "Would you do";
- mes "me a favor and get";
- mes "Magatu to shut up?";
- mes "I just want to drink";
- mes "my alcohol in peace!";
- set dmdswrd_Q,8;
- break;
- case 8:
- mes "[Kichiri]";
- mes "Cripes! Now Magatu's";
- mes "got me wondering! I mean,";
- mes "just because I've never seen";
- mes "Comodo Cheese doesn't mean";
- mes "it doesn't exist, right? Curses!^FFFFFF ^000000 Now I'm thinking about it too!";
- break;
- default:
- mes "[Kichiri]";
- mes "There's more to do than";
- mes "gambling in Comodo, you";
- mes "know. Sometimes, I love";
- mes "to watch the Dancers on";
- mes "stage in the middle of the";
- mes "village. They're so glamorous~";
- next;
- mes "[Kichiri]";
- mes "I hear that the Dance";
- mes "Academy only accepts female";
- mes "Archers to become prospective";
- mes "Dancers. I guess that makes";
- mes "sense--they're tone and fit,";
- mes "but not musclebound either...";
- break;
- }
- close;
-}
-
-comodo,163,280,4 script Magatu#cmd 55,{
- switch (dmdswrd_Q) {
- case 8:
- mes "[Magatu]";
- mes "Comodo Cheese...";
- mes "It really exists...!";
- mes "And I'm so close to";
- mes "having the proof! Oh...";
- mes "That look in your eyes...";
- mes "Y-you really believe me!";
- next;
- mes "[Magatu]";
- mes "At long last, not only";
- mes "someone who believes me,";
- mes "but an adventurer to boot!";
- mes "Great, this is perfect! Now,";
- mes "listen, you want to learn more";
- mes "about Comodo Cheese, right?";
- next;
- mes "[Magatu]";
- mes "Well, I happen to know";
- mes "someone who knows someone";
- mes "that might be able to give you";
- mes "the chance to try it for yourself! His name is ^3355FFManzi^000000 , and you can";
- mes "find him in Comodo's Casino.";
- next;
- mes "[Magatu]";
- mes "Oh, here, before I forget,";
- mes "take my lucky bottle cap!";
- mes "Show this to Manzi, and he'll";
- mes "know that I sent you, and that";
- mes "you want to learn more about";
- mes "the elusive Comodo Cheese.";
- next;
- mes "^3355FFYou have received";
- mes "Magatu's lucky bottle";
- mes "cap to present to Manzi.";
- set dmdswrd_Q,9;
- break;
- case 9:
- mes "[Magatu]";
- mes "Oh, don't forget to";
- mes "show my lucky bottle cap";
- mes "to Manzi, okay? You can find";
- mes "him inside Comodo's Casino~";
- mes "Good luck, and I hope you get";
- mes "to try that Comodo Cheese~";
- break;
- default:
- mes "[Magatu]";
- mes "It's true, it really";
- mes "exists... Comodo Cheese!";
- mes "Its flavor must be incomparably";
- mes "delicious if adventurers have";
- mes "quested to obtain it for so";
- mes "many generations...";
- break;
- }
- close;
-}
-
-cmd_in02,189,99,4 script Manzi#cmd 85,{
- switch (dmdswrd_Q) {
- case 9:
- mes "["+strcharinfo(0)+"]";
- mes "Excuse, but I'm";
- mes "looking for someone";
- mes "named Manzi. Do you";
- mes "know where I can find him?";
- next;
- mes "[Manzi]";
- mes "Hey guy, I'm right here.";
- mes "So what exactly do you";
- mes "want? I'm, um, not in";
- mes "trouble or anything, am I?";
- next;
- mes "^3355FFYou give Manzi the";
- mes "lucky bottle cap that you";
- mes "received from Magatsu.^000000";
- next;
- mes "[Manzi]";
- mes "Whoa, Magatsu gave you";
- mes "this? Ah, okay, so you must";
- mes "be looking for that Comodo";
- mes "Cheese he keeps talking about.";
- mes "Alright, I owe him a favor, so";
- mes "I'll tell you who to talk to...";
- next;
- mes "[Manzi]";
- mes "From the Casino, go north";
- mes "towards the center of the";
- mes "village, and then look to";
- mes "the right where you'll see";
- mes "the Dance Stage. You'll see";
- mes "this old woman right there.";
- next;
- mes "[Manzi]";
- mes "Don't be fooled by the";
- mes "way she looks--that old";
- mes "lady is one of Comodo's";
- mes "wisest elders. Ask her";
- mes "about the cheese, and";
- mes "let her know I sent you~";
- next;
- mes "[Manzi]";
- mes "Ah, she won't take you";
- mes "very seriously unless you";
- mes "show her this. Magatsu gave";
- mes "you his lucky bottle cap, so I'm^FFFFFF ^000000 gonna give you my lucky coin!";
- mes "The old crone'll recognize it~";
- next;
- set dmdswrd_Q,10;
- mes "^3355FFYou received Manzi's";
- mes "''lucky coin.'' Strangely";
- mes "enough, both sides";
- mes "are heads.";
- break;
- case 10:
- mes "[Manzi]";
- mes "Look for the old crone";
- mes "near the Dance Stage here";
- mes "in Comodo and ask her about";
- mes "Comodo Cheese, alright? Ah,";
- mes "and try not to insult her, kay?";
- mes "It'll make me look bad~";
- break;
- default:
- if (Class == Job_Novice) {
- mes "[Manzi]";
- mes "What th...?";
- mes "What's a kid like";
- mes "you doing in a Casino?";
- mes "Sure, it's not against the";
- mes "rules, but I think you oughta";
- mes "scram and play somewhere else!";
- close;
- }
- mes "[Manzi]";
- mes "Hey, have a good time in";
- mes "the Casino, but don't go buck";
- mes "wild. You wanna walk out of";
- mes "here with the shirt on your back,^FFFFFF ^000000 you know? Some people don't";
- mes "even leave here with that...";
- break;
- }
- close;
-}
-
-comodo,187,153,4 script Hullaris#cmd 701,{
- switch (dmdswrd_Q) {
- case 10:
- mes "[Hullaris]";
- mes "Hula~hula~hula~";
- mes "Love togther, love together,";
- mes "we've groovin' on some more~";
- mes "Love togther, love together,";
- mes "we've living on the floor~";
- next;
- if (select("Present Muzi's Coin:Um... Comodo Cheese?") == 1) {
- mes "^3355FFYou present Muzi's lucky";
- mes "coin to the old woman.^000000";
- next;
- mes "[Hullaris]";
- mes "Love! Love!";
- mes "Love together~";
- mes "Love! Love!";
- mes "Love togeth-hm?";
- mes "Oh, that's um, Muzi's";
- mes "cheat coin, isn't it?";
- next;
- mes "[Hullaris]";
- mes "He always said that he";
- mes "might send someone with";
- mes "that coin to me as a sign";
- mes "of his trust in that person.";
- mes "I suppose, then, that I'm";
- mes "at your service. Now...";
- next;
- mes "[Hullaris]";
- mes "What exactly did you need?";
- mes "I'm guessing you've come";
- mes "here to ask me something";
- mes "about Comodo. As one of the";
- mes "oldest elders, I know more";
- mes "about this village than most...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Actually, I was hoping";
- mes "you can tell me about";
- mes "Comodo Cheese. If it really";
- mes "exists, I'd like to know";
- mes "where I can get some.";
- next;
- mes "[Hullaris]";
- mes "Oh... That. First of all,";
- mes "Comodo Cheese does exist,";
- mes "and it's as precious as the";
- mes "legends say. However, it's";
- mes "not a true cheese, although^FFFFFF ^000000 you may think so from its taste.";
- next;
- mes "[Hullaris]";
- mes "Yes, it's a very rare, natural";
- mes "substance and isn't made from";
- mes "cow or goat milk or anything";
- mes "like that. However, Comodo";
- mes "Cheese isn't merely food.";
- mes "No, it's much more...";
- next;
- mes "[Hullaris]";
- mes "Those that eat Comodo";
- mes "Cheese find that their";
- mes "true potential is unlocked.";
- mes "Comodo Cheese's true name";
- mes "is the ^3355FFAwakening Stone^000000. Now,";
- mes "doesn't that sound impressive?";
- next;
- mes "[Hullaris]";
- mes "The Awakening Stone is";
- mes "one of the keys to obtaining";
- mes "some kind of forbidden power.";
- mes "That's why only the bravest";
- mes "adventurers can expect the";
- mes "chance of ever eating it.";
- next;
- mes "[Hullaris]";
- mes "Do you really wish to";
- mes "eat the Comodo Cheese and";
- mes "see where its power may lead";
- mes "you? If so, you'll have to endure great challenges to obtain it...";
- next;
- mes "[Hullaris]";
- mes "When you've decided";
- mes "to pursue the Awakening";
- mes "Stone, seek out a man named";
- mes "^3355FFNigirboran^000000. He will judge";
- mes "whether you are worthy";
- mes "of the Comodo Cheese...";
- set dmdswrd_Q,11;
- next;
- mes "[Hullaris]";
- mes "Now, you should be";
- mes "able to find Nigiroban";
- mes "training somewhere in one";
- mes "of Comodo's Dungeon Caves.";
- mes "I'll send him a message to";
- mes "let him know you're coming...";
- close;
- }
- mes "[Hullaris]";
- mes "Love! Love!";
- mes "Love together~";
- mes "Love! Love!";
- mes "Love togeth-hm?";
- if (sex) {
- mes "Boy, you're ruining";
- mes "my groove! Now beat it!";
- }
- else {
- mes "Girl, you're ruining";
- mes "my groove! Get away~";
- }
- break;
- case 11:
- mes "[Hullaris]";
- mes "Do you really wish to";
- mes "eat the Comodo Cheese and";
- mes "see where its power may lead";
- mes "you? If so, you'll have to endure great challenges to obtain it...";
- next;
- mes "[Hullaris]";
- mes "When you've decided";
- mes "to pursue the Awakening";
- mes "Stone, seek out a man named";
- mes "^3355FFNigirboran^000000. He will judge";
- mes "whether you are worthy";
- mes "of the Comodo Cheese...";
- next;
- mes "[Hullaris]";
- mes "Now, you should be";
- mes "able to find Nigiroban";
- mes "training somewhere in one";
- mes "of Comodo's Dungeon Caves.";
- mes "I'll send him a message to";
- mes "let him know you're coming...";
- break;
- case 12:
- mes "[Hullaris]";
- mes "Hmm? So you've failed";
- mes "Nigirboran's test, have";
- mes "you? Well, you better train";
- mes "until you can pass it. Otherwise, eating Comodo Cheese could";
- mes "mean your death, you know.";
- break;
- case 13:
- mes "[Hullaris]";
- mes "Ah, you've returned.";
- mes "So were you able to pass";
- mes "Nigirboran's little test? An";
- mes "adventurer like you should";
- mes "be able to have no problem";
- mes "with it. I've got faith in you~";
- next;
- mes "^3355FFYou present the token that";
- mes "signifies that you passed";
- mes "Nigirboran's test to Hullaris.^000000";
- next;
- mes "[Hullaris]";
- mes "Ah, I was right after all.";
- mes "I'm glad to see that you've";
- mes "proven worthy of eating this";
- mes "Comodo Cheese, or more";
- mes "accurately, the Awakening";
- mes "Stone. Here, let me get it...";
- next;
- mes "[Hullaris]";
- mes "There you are...";
- mes "Only brave and worthy";
- mes "adventurers are allowed to";
- mes "eat this. Understand that";
- mes "eating Comodo Cheese is";
- mes "a rare and coveted honor!";
- next;
- mes "^3355FFHullaris carefully";
- mes "hands you a plate of";
- mes "Comodo Cheese. You enjoy";
- mes "the rich, smooth flavor of";
- mes "each and every morsel...";
- mes "It's sublimely delicious!^000000";
- next;
- mes "^3355FFAfter you finish eating the";
- mes "Comodo Cheese, you feel";
- mes "a subtle, yet definite energy";
- mes "gently pulsing through your";
- mes "body. You feel a powerful, yet";
- mes "quiet confidence of being able";
- mes "to accomplish anything.^000000";
- set dmdswrd_Q,14;
- next;
- mes "[Hullaris]";
- mes "Hahahah! So what";
- mes "do you think? It's great,";
- mes "isn't it? It's unreal, how";
- mes "delicious it is. All other";
- mes "foods can never match the";
- mes "quality of Comodo Cheese~";
- next;
- mes "[Hullaris]";
- mes "Now, I know that you probably";
- mes "have things to do, but might";
- mes "I suggest that you visit the";
- mes "town of Al De Baran? There's";
- mes "a man there that can tell you";
- mes "about the Slate of Muriniel.";
- next;
- mes "[Hullaris]";
- mes "You've already eaten the";
- mes "Awakening Stone, so you may";
- mes "as well obtain the other things";
- mes "that you need to earn one of";
- mes "the three forbidden swords.";
- mes "It's just a thought...";
- break;
- default:
- mes "[Hullaris]";
- mes "Ah... Dance.";
- mes "It's more than just a form";
- mes "of entertainment. It's art,";
- mes "it's seduction, it's battle,";
- mes "and it's love. Only a true";
- mes "Dancer can understand this...";
- next;
- mes "[Hullaris]";
- mes "You know, Comodo is famous";
- mes "for its Dance Academy and the";
- mes "Dancers that have been trained";
- mes "there. If you know any female";
- mes "Archers, why don't you suggest";
- mes "visiting the school to them?";
- break;
- }
- close;
-}
-
-beach_dun3,30,220,4 script Nigirboran#cmd 704,{
- switch (dmdswrd_Q) {
- case 11:
- mes "[Nigirboran]";
- mes "You're the one that";
- mes "Hullaris sent? So you're";
- mes "here to earn the right to";
- mes "eat the Awakening Stone...";
- mes "Or Comodo Cheese, as it's";
- mes "more commonly known.";
- next;
- mes "[Nigirboran]";
- mes "Yes, it has many names...";
- mes "But it's more than a mere";
- mes "tasty treat--the Awakening";
- mes "Stone can help you access";
- mes "your true potential. But if you're not prepared... then you'll die.";
- next;
- mes "[Nigirboran]";
- mes "If your mind and body";
- mes "aren't sufficiently trained,";
- mes "your body will reject the";
- mes "Comodo Cheese and you";
- mes "would die a slow, painful,";
- mes "yet incredibly flavorful death.";
- next;
- mes "[Nigirboran]";
- mes "But I'm sure that won't";
- mes "happen to you! If Hullaris";
- mes "sent you to me, you must";
- mes "have a fighting chance, right?";
- mes "So come back when you're";
- mes "ready for the testing~";
- set dmdswrd_Q,12;
- break;
- case 12:
- mes "[Nigirboran]";
- mes "Good, you have returned--";
- mes "I'd expect nothing less of";
- mes "a brave and daring adventurer.";
- mes "Now hold still as I gauge your";
- mes "body's internal energies and see^FFFFFF ^000000 if it can handle Comodo Cheese...";
- next;
- mes "[Nigirboran]";
- mes "Alright.";
- mes "Are you ready?";
- mes "Now... Brace yourself!";
- mes "Heeeeeyah! Hoooo-HAH!";
- next;
- if (JobLevel > 20 && BaseLevel > 25) {
- switch(rand(1,3)) {
- case 1:
- mes "^3355FFA powerful current of";
- mes "warmth immediately coarses";
- mes "through your body from head";
- mes "to toe, and you struggle to";
- mes "keep yourself from writhing.^000000";
- next;
- mes "[Nigirboran]";
- mes "Hmm... Your body seems";
- mes "well trained, but your mind";
- mes "is still reeling from the test.";
- mes "If you ate the Comodo Cheese";
- mes "now, you'd be reduced to an";
- mes "incoherent invalid...";
- next;
- mes "[Nigirboran]";
- mes "Go and train yourself";
- mes "a little more, and try";
- mes "to improve your mind's";
- mes "sense of clarity. When";
- mes "you feel ready, come";
- mes "back to me once more.";
- break;
- case 2:
- mes "^3355FFA powerful current of";
- mes "warmth immediately coarses";
- mes "through your body from head";
- mes "to toe, and you struggle to";
- mes "keep yourself from writhing.^000000";
- next;
- mes "[Nigirboran]";
- mes "Huh. Your body is";
- mes "strong, but your spirit";
- mes "is weak. You need more";
- mes "training. If you were to eat";
- mes "the Comodo Cheese now...";
- mes "You would evaporate.";
- next;
- mes "[Nigirboran]";
- mes "But don't lose heart,";
- mes "it's too early for you";
- mes "to give up. Go out and";
- mes "train some more, and then";
- mes "come back to me when you";
- mes "feel like you're ready.";
- break;
- case 3:
- mes "^3355FFA powerful current of";
- mes "warmth immediately coarses";
- mes "through your body from head";
- mes "to toe, and you struggle to";
- mes "keep yourself from writhing.^000000";
- next;
- mes "[Nigirboran]";
- mes "Yes... Yes...";
- mes "Your mind, soul, and body";
- mes "seem well trained. I think you";
- mes "can eat the Comodo Cheese";
- mes "without any ill effect. Good,";
- mes "good, I think you're ready.";
- next;
- mes "[Nigirboran]";
- mes "Here, take this little";
- mes "token to Hullaris. That";
- mes "will prove to her that";
- mes "you've passed my little";
- mes "test. Congratulations~";
- next;
- mes "^3355FFYou've received";
- mes "a token button to";
- mes "present to Hullaris";
- mes "from Nigirboran.^000000";
- set dmdswrd_Q,13;
- next;
- mes "[Nigirboran]";
- mes "Ah, I almost forgot";
- mes "to ask you. Why do you";
- mes "seek the Comodo Cheese,";
- mes "or the Awakening Stone?";
- mes "Are you seeking one of";
- mes "the 3 forbidden swords?";
- next;
- mes "[Nigirboran]";
- mes "I don't know all the details,";
- mes "but I do know that you'll need";
- mes "the ^3355FFAwakening Stone^000000, the ^3355FFBook^000000";
- mes "^3355FFof the Lamb^000000 and the ^3355FFSlate of^000000";
- mes "^3355FFMurniel^000000 to even have a chance^FFFFFF ^000000 of obtaining one of those swords.";
- next;
- mes "[Nigirboran]";
- mes "Let's see... After you";
- mes "speak to Hullaris, you";
- mes "should go to Al De Baran";
- mes "and find someone named";
- mes "^3355FFMeteurengut^000000 to learn about";
- mes "the Slate of Muriniel.";
- next;
- mes "[Nigirboran]";
- mes "Anyway, I wish you";
- mes "the best of luck in";
- mes "accomplishing your";
- mes "goals. Godspeed...";
- break;
- }
- close;
- }
- else {
- mes "^3355FFA torrent of warmth";
- mes "coarses through your";
- mes "entire body, and you";
- mes "immediately faint from";
- mes "the rush of energy.^000000";
- next;
- mes "[Nigirboran]";
- mes "Goodness...!";
- mes "Your mind and body";
- mes "are far too weak to";
- mes "handle the Comodo Cheese";
- mes "now. You must seriously";
- mes "train yourself much more...";
- next;
- mes "[Nigirboran]";
- mes "After you've developed";
- mes "some more strength, come";
- mes "back to me. You can retake";
- mes "this little test anytime~";
- close;
- }
- break;
- case 13:
- mes "[Nigirboran]";
- mes "I don't know all the details,";
- mes "but I do know that you'll need";
- mes "the ^3355FFAwakening Stone^000000, the ^3355FFBook^000000";
- mes "^3355FFof the Lamb^000000 and the ^3355FFSlate of^000000";
- mes "^3355FFMurniel^000000 to even have a chance";
- mes "of obtaining a forbidden sword.";
- next;
- mes "[Nigirboran]";
- mes "Let's see... After you";
- mes "speak to Hullaris, you";
- mes "should go to Al De Baran";
- mes "and find someone named";
- mes "^3355FFMeteurengut^000000 to learn about";
- mes "the Slate of Muriniel.";
- next;
- mes "[Nigirboran]";
- mes "Anyway, I wish you";
- mes "the best of luck in";
- mes "accomplishing your";
- mes "goals. Godspeed...";
- break;
- case 14:
- mes "[Nigirboran]";
- mes "Somewhere in ^3355FFAl De Baran^000000,";
- mes "you'll find a man named";
- mes "^3355FFMeteurengut^000000. He should be";
- mes "able to help you learn more";
- mes "about the Slate of Muriniel.";
- break;
- default:
- mes "[Nigirboran]";
- mes "Oh... Hello there.";
- mes "I guess you could say";
- mes "that I'm something of";
- mes "a trainer here in Comodo.";
- mes "My name is Nigirboran.";
- mes "I know it's hard to say...";
- next;
- mes "[Nigirboran]";
- mes "If Hullaris hasn't sent";
- mes "you, then I don't think";
- mes "I can be of any real help";
- mes "for you. That seems to be";
- mes "the case, so I'd appreciate";
- mes "it if you'd let me train...";
- break;
- }
- close;
-}
-
-aldebaran,44,53,4 script Meteurengut#cmd 64,{
- switch (dmdswrd_Q) {
- case 14:
- mes "[Meteurengut]";
- mes "Ah. Your body is surrounded";
- mes "by the glow of one that has";
- mes "eaten of the Awakening Stone.";
- mes "That alone may prove your value";
- mes "as an adventurer, but are you";
- mes "free from your selfish desires?";
- next;
- mes "[Meteurengut]";
- mes "Even just the smallest";
- mes "taint of greed or jealousy";
- mes "can prove to be a corruptive";
- mes "influence when power is not";
- mes "tempered by wisdom and a";
- mes "sense of true compassion.";
- next;
- mes "[Meteurengut]";
- mes "Others like you have come";
- mes "before me in hopes of learning";
- mes "about the Slate of Muriniel and";
- mes "eventually obtaining one of the";
- mes "three accursed blades. You are probably no different from them...";
- next;
- mes "[Meteurengut]";
- mes "The Slate of Muriniel is an";
- mes "alchemic artifact that can";
- mes "help one access unimaginable";
- mes "power, originally developed";
- mes "by a master of alchemy that was";
- mes "known as Rikaseh Sumarecon.";
- next;
- mes "[Meteurengut]";
- mes "Sumarecon had two apprentices,";
- mes "and after he had passed down the secrets of the Slate of Muriniel";
- mes "to only one of his proteges, his other protege killed him and the";
- mes "other student out of jealousy.";
- next;
- mes "[Meteurengut]";
- mes "Sumarecon's secrets were";
- mes "thought to be lost forever...";
- mes "Fortunately, years later, an";
- mes "Alchemist named Kuprite found";
- mes "Sumarecon's secret documents";
- mes "containing his knowledge.";
- next;
- mes "[Meteurengut]";
- mes "Kuprite then taught these";
- mes "secrets to a select group of";
- mes "Alchemy students, one of which";
- mes "was my ancestor, Burukesaemu.";
- mes "And so, because of my lineage,";
- mes "I have learned those secrets.";
- next;
- mes "[Meteurengut]";
- mes "If you wish for me to";
- mes "reproduce the Slate of";
- mes "Muriniel for you, then";
- mes "please bring me the items";
- mes "I require to complete the";
- mes "secret alchemic procedure.";
- next;
- mes "[Meteurengut]";
- mes "I shall need";
- mes "^3355FF1 Sapphire^000000,";
- mes "^3355FF1 Shining Stone^000000,";
- mes "^3355FF1 Rough Elunium^000000,";
- mes "^3355FF1 Emerald^000000, and";
- mes "^3355FF1 Blue Gemstone^000000.";
- set dmdswrd_Q,15;
- break;
- case 15:
- if (countitem(717) > 0 && countitem(726) > 0 && countitem(721) > 0 && countitem(640) > 0 && countitem(757) > 0) {
- mes "[Meteurengut]";
- mes "You've already found";
- mes "all of the items I require to";
- mes "create the Slate of Muriniel?";
- mes "Fantastic. Now I can begin work";
- mes "on this. However, there is one";
- mes "more thing I must ask of you.";
- delitem 717,1; //Blue_Gemstone
- delitem 726,1; //Blue_Jewel
- delitem 721,1; //Azure_Jewel
- delitem 640,1; //Shining_Stone
- delitem 757,1; //Elunium_Stone
- set dmdswrd_Q,16;
- next;
- mes "[Meteurengut]";
- mes "Would you please bring me";
- mes "^3355FF1 Cobweb^000000? You can obtain";
- mes "them by slaying spiders in";
- mes "Muriniel Pass which is on the";
- mes "way to Al De Baran from here.";
- next;
- mes "[Meteurengut]";
- mes "I'd have asked for it";
- mes "sooner, but I need to prepare";
- mes "all of these stones, and I need";
- mes "the freshest Cobwebs I can get.";
- mes "I'll make sure that these stones^FFFFFF ^000000 are ready when you return.";
- close;
- }
- mes "[Meteurengut]";
- mes "If you wish for me to";
- mes "reproduce the Slate of";
- mes "Muriniel for you, then";
- mes "please bring me the items";
- mes "I require to complete the";
- mes "secret alchemic procedure.";
- next;
- mes "[Meteurengut]";
- mes "I shall need";
- mes "^3355FF1 Sapphire^000000,";
- mes "^3355FF1 Shining Stone^000000,";
- mes "^3355FF1 Rough Elunium^000000,";
- mes "^3355FF1 Emerald^000000, and";
- mes "^3355FF1 Blue Gemstone^000000.";
- break;
- case 16:
- if (countitem(1025) > 0) {
- mes "[Meteurengut]";
- mes "I see that you've brought";
- mes "me a Cobweb. It's hard to";
- mes "believe, but it's integreal to";
- mes "creating the Slate of Muriniel.";
- mes "Now, if you'll wait a moment,";
- mes "I shall complete the slate...";
- next;
- delitem 1025,1; //Spiderweb
- mes "*^3355FFClang Clang Clang!*";
- mes "*Zaaaaaaaaaaaaaap*";
- mes "*Ching tink t-t-t-tap*^000000";
- set dmdswrd_Q,17;
- next;
- mes "[Meteurengut]";
- mes "*Whew* It's finished.";
- mes "Please take care of this";
- mes "slate, and know that I am";
- mes "entrusting you with an artifact";
- mes "that can help you access power";
- mes "beyond your imagination...";
- next;
- mes "^3355FFYou have received";
- mes "the Slate of Muriniel.^000000";
- next;
- mes "[Meteurengut]";
- mes "There. You have eaten of";
- mes "the Awakening Stone and you";
- mes "possess the Slate of Muriniel.";
- mes "Now, you must try to obtain the";
- mes "^3355FFBook of the Lamb^000000 if you are";
- mes "questing for a doomed sword...";
- next;
- mes "[Meteurengut]";
- mes "I know very little about";
- mes "that artifact, and its secrets";
- mes "are as well guarded as that of";
- mes "the Slate of Muriniel. However,";
- mes "I do know that a man in Morroc^FFFFFF ^000000 can create the Book of the Lamb...";
- next;
- mes "[Meteurengut]";
- mes "If that man is still in";
- mes "Morroc, then he will probably";
- mes "recognize the subtle emanation";
- mes "of the Awakening Stone and the";
- mes "Slate of Muriniel from you. Best^FFFFFF ^000000 of luck to you, adventurer...";
- close;
- }
- mes "[Meteurengut]";
- mes "Ah, have you brought a";
- mes "Cobweb? I know it sounds";
- mes "strange, but I really need the";
- mes "unique energy found only in";
- mes "fresh Cobwebs to finish the";
- mes "Slate of Muriniel for you...";
- break;
- case 17:
- mes "[Meteurengut]";
- mes "You've eaten of the";
- mes "Awakening Stone and";
- mes "now possess the Slate of";
- mes "Muriniel. Now, all you must";
- mes "do is obtain the Book of the";
- mes "Lamb. I know little about it...";
- next;
- mes "[Meteurengut]";
- mes "All I can tell you is that";
- mes "there should be a man in";
- mes "Morroc that can create it";
- mes "for you. A man like that can";
- mes "sense the Slate of Muriniel,";
- mes "so he may call out to you...";
- break;
- default:
- mes "[Meteurengut]";
- mes "The ^3355FFSlate of Muriniel^000000";
- mes "is an ancient artifact";
- mes "that can only be created";
- mes "by the power of Alchemy.";
- mes "It is one of the best kept";
- mes "secrets of my family...";
- next;
- mes "[Meteurengut]";
- mes "I'm responsible for guarding";
- mes "the secrets of its creation, but^FFFFFF ^000000 I must also share the power";
- mes "of the slate with those that";
- mes "prove themselves worthy of it.";
- next;
- mes "[Meteurengut]";
- mes "After all, power is useless";
- mes "if it is never used. However,";
- mes "if power is never balanced with";
- mes "wisdom and compassion, then";
- mes "it will inevitably do more harm";
- mes "than good in the very end...";
- break;
- }
- close;
-}
-
-morocc,201,30,4 script Zaka#cmd 99,{
- switch (dmdswrd_Q) {
- case 17:
- mes "[Zaka]";
- mes "...You there! Hold it!";
- mes "Yes, I can feel it from";
- mes "you... The power of the";
- mes "Awakening Stone... And...";
- mes "The Slate of Muriniel?";
- mes "Finally, you've come.";
- next;
- mes "[Zaka]";
- mes "I'm fully aware that only";
- mes "those that seek to own one";
- mes "of the doomed swords would";
- mes "trouble themselve to obtain";
- mes "those items. All that is left for^FFFFFF ^000000 you is the Book of the Lamb...";
- next;
- mes "[Zaka]";
- mes "I've been waiting for so";
- mes "long for the opportunity to";
- mes "create the Book of the Lamb.";
- mes "If you really want the book,";
- mes "I will help you so long as";
- mes "you will help me.";
- next;
- mes "[Zaka]";
- mes "However, creating the book";
- mes "is a complicated process and";
- mes "requires multiple stages of";
- mes "preparation. Therefore, I shall";
- mes "ask you to bring me the items";
- mes "I require in separate batches.";
- next;
- mes "[Zaka]";
- mes "Alright...";
- mes "What was it now?";
- mes "Ah, yes. The first thing";
- mes "I need is ^3355FF2 Snake Scales^000000,";
- mes "so please bring those soon.";
- set dmdswrd_Q,18;
- break;
- case 18:
- if (countitem(926) > 1) {
- delitem 926,2; //Scale_Of_Snakes
- set dmdswrd_Q,19;
- mes "[Zaka]";
- mes "Ah, you've brought";
- mes "the Snake Scales? Good,";
- mes "let me take them now and";
- mes "begin work on the Book of";
- mes "the Lamb. Now, I need you";
- mes "to bring me ^3355FF1 Scale Shell^000000.";
- next;
- mes "[Zaka]";
- mes "I know it would be more";
- mes "convenient for you if I told";
- mes "you everything I needed at";
- mes "once, but actually, this way";
- mes "is much more convenient for";
- mes "me. I'll be waiting right here!";
- close;
- }
- mes "[Zaka]";
- mes "The first thing I'll";
- mes "need to begin creating";
- mes "the Book of the Lamb is";
- mes "^3355FF2 Snake Scales^000000. Come back";
- mes "to me once you get them,";
- mes "alright? I'll be right here.";
- break;
- case 19:
- if (countitem(936) > 0) {
- mes "[Zaka]";
- mes "Oh, nice! You've brought";
- mes "this Scale Shell for me,";
- mes "right? Great, great, this will";
- mes "help enhance the book's";
- mes "physical durability, but it";
- mes "still needs magic durability...";
- next;
- mes "[Zaka]";
- mes "Next, you need to bring";
- mes "me ^3355FF1 Shining Shell^000000. Hurry";
- mes "and bring you to me before";
- mes "I finish this part of the process, okay? Wait, actually, I think";
- mes "you can take your time...";
- delitem 936,1; //Scales_Shell
- set dmdswrd_Q,20;
- close;
- }
- mes "[Zaka]";
- mes "I'll be waiting right";
- mes "here while you go and";
- mes "look for a ^3355FFScale Shell^000000";
- mes "that you can bring to me.";
- mes "I'll need that in order to";
- mes "finish this Book of the Lamb.";
- break;
- case 20:
- if (countitem(954) > 0) {
- mes "[Zaka]";
- mes "Ah, you're just in time!";
- mes "Have you got the Shining";
- mes "Scale? Perfect. Now, there";
- mes "is just one more item that";
- mes "I want to ask you to bring me:";
- mes "^3355FF1 Stinky Scale^000000. Easy, right?";
- delitem 954,1; //Shining_Scales
- set dmdswrd_Q,21;
- next;
- mes "[Zaka]";
- mes "The energy of a Stinky";
- mes "Scale can be used to";
- mes "regulate the power of";
- mes "incredibly potent artifacts.";
- mes "Without that item, the Book";
- mes "of the Lamb isn't much use...";
- close;
- }
- mes "[Zaka]";
- mes "If you want me to";
- mes "finish this Book of";
- mes "the Lamb, you need";
- mes "to come back here with";
- mes "^3355FF1 Shining Scale^000000. There's";
- mes "no way to work around it...";
- break;
- case 21:
- if (countitem(959) > 0) {
- mes "[Zaka]";
- mes "What's that sme--?";
- mes "Oh, right. I asked you to";
- mes "bring me a Stinky Scale.";
- mes "Now I can finally complete";
- mes "this Book of the Lamb! I've";
- mes "been looking forward to this...";
- next;
- mes "^3355FFZaka completes";
- mes "the creation of the";
- mes "Book of the Lamb.^000000";
- delitem 959,1; //Rotten_Scale
- set dmdswrd_Q,22;
- next;
- mes "[Zaka]";
- mes "What...?!";
- mes "That's it? Well, um,";
- mes "it's done. That felt";
- mes "rather anticlimatic, but";
- mes "I can finally see this";
- mes "thing with my own eyes!";
- next;
- mes "[Zaka]";
- mes "Alright, you've eaten of the";
- mes "Awakening Stone, obtained the";
- mes "Slate of Muriniel, and now have";
- mes "the Book of the Lamb. You're";
- mes "getting very close to owning";
- mes "one of the doomed swords.";
- next;
- mes "[Zaka]";
- mes "There is man that you";
- mes "must find in Comodo named";
- mes "^3355FFWon^000000. He will judge you, and";
- mes "then give you the proof that";
- mes "shows you are qualified to";
- mes "be a doomed sword bearer.";
- next;
- mes "[Zaka]";
- mes "He looks like a simple";
- mes "man, but he is a true living";
- mes "legend renown for his wisdom.";
- mes "If you really want a doomed";
- mes "sword, you need to speak to";
- mes "Won and ask him to guide you.";
- close;
- }
- mes "[Zaka]";
- mes "The last thing that I need";
- mes "to complete the Book of the";
- mes "Lamb is ^3355FF1 Stinky Scale^000000. Please";
- mes "bring that to me as soon as";
- mes "you can. Thank you for being";
- mes "patient, young adventurer.";
- break;
- case 22:
- mes "[Zaka]";
- mes "Now, you need to visit a";
- mes "man named ^3355FFWon^000000 in Comodo";
- mes "in order to get the proof that";
- mes "shows that you're qualified to";
- mes "possess a doomed sword.";
- mes "Hopefully, you'll get it...";
- break;
- default:
- mes "[Zaka]";
- mes "Have you heard that swords";
- mes "with the power to change the";
- mes "world actually exist? It's true";
- mes "that three swords contain this";
- mes "immense power, but they are";
- mes "also bound to powerful curses.";
- next;
- mes "[Zaka]";
- mes "Therefore, the Mysteltainn,";
- mes "Ogretooth, and Executioner";
- mes "have all been sealed away.";
- mes "Only a truly great adventurer";
- mes "can release these doomed^FFFFFF ^000000 swords and actually wield them...";
- break;
- }
- close;
-}
-
-comodo,232,87,4 script Won#cmd 106,{
- switch (dmdswrd_Q) {
- case 22:
- mes "[Won]";
- mes "Hmm...? It's been a while";
- mes "since someone came here to";
- mes "get the qualification to own a";
- mes "doomed sword. Yeah, I know";
- mes "that's why you're here...";
- next;
- mes "[Won]";
- mes "To a man like me, the";
- mes "presenses of the Book of the";
- mes "Lamb, the Slate of Muriniel,";
- mes "and one that has eaten of the";
- mes "Awakening Stone are unmistakable. ^FFFFFF ^000000";
- next;
- mes "[Won]";
- mes "Now, listen. I personally";
- mes "don't care why you want a";
- mes "doomed sword. If you abuse";
- mes "its power, you'll pay the price";
- mes "eventually. I'm only here to";
- mes "make sure you're up to snuff.";
- next;
- mes "[Won]";
- mes "Of course, I also want to";
- mes "make sure that you don't bring";
- mes "great suffering to the world";
- mes "using a doomed sword. So I'm";
- mes "going to check if you're, you";
- mes "know, balanced and all that.";
- next;
- mes "[Won]";
- mes "Alright, let me take";
- mes "a look into your eyes...";
- mes "Yeah, alright. You seem to";
- mes "understand the value of the";
- mes "Awakening Stone, Book of the^FFFFFF ^000000 Lamb, and the Slate of Muriniel.";
- next;
- mes "[Won]";
- mes "Yeah, I can't sense any";
- mes "ill intent from you at all.";
- mes "That's very good. Huh, you";
- mes "seem pretty experienced in battle, so I'm sure you have the stamina";
- mes "to handle to a doomed sword...";
- next;
- mes "[Won]";
- mes "Ah, but most importantly,";
- mes "you don't strike me as crazy";
- mes "at all. Alright, we're done here. Take this Stamp of Muriniel:";
- mes "it's the official qualification";
- mes "token to own a doomed sword.";
- next;
- mes "^3355FFYou receive the";
- mes "Stamp of Muriniel.^000000";
- set dmdswrd_Q,23;
- next;
- mes "[Won]";
- mes "Mysteltainn, Executioner,";
- mes "and Ogretooth... These are";
- mes "the forbidden blades, the";
- mes "doomed swords. Remember";
- mes "that you cannot choose";
- mes "which weapon you'll wield...";
- next;
- mes "[Won]";
- mes "These swords have a will";
- mes "of their own. The doomed";
- mes "sword that finds you most";
- mes "worthy of it will choose you.";
- mes "You can understand that, right?";
- next;
- mes "[Won]";
- mes "Now that you have this";
- mes "qualification, I'm supposed";
- mes "to direct you to the Sages";
- mes "that can help lead you to";
- mes "the doomed swords.";
- next;
- mes "[Won]";
- mes "The first Sage that you";
- mes "must visit is ^3355FFSage Yklah^000000";
- mes "in the city of ^3355FFJuno^000000 in the";
- mes "Schwaltzvalt Republic.";
- mes "Your quest to obtain a";
- mes "doomed sword isn't over yet...";
- break;
- case 23:
- mes "[Won]";
- mes "Now that you have this";
- mes "qualification, I'm supposed";
- mes "to direct you to the Sages";
- mes "that can help lead you to";
- mes "the doomed swords.";
- next;
- mes "[Won]";
- mes "The first Sage that you";
- mes "must visit is ^3355FFSage Yklah^000000";
- mes "in the city of ^3355FFJuno^000000 in the";
- mes "Schwaltzvalt Republic.";
- mes "Your quest to obtain a";
- mes "doomed sword isn't over yet...";
- break;
- case 24:
- mes "1 2 3 4 5 6 7 8 9 10 1 2 3 4 5";
- break;
- default:
- mes "[Won]";
- mes "The visitors and even the";
- mes "people that live here always";
- mes "seem to be having such a good";
- mes "time, just lounging in leisure.";
- mes "It's hard to believe the War";
- mes "of the Witch even happened...";
- next;
- mes "[Won]";
- mes "But not everyone here in";
- mes "Comodo can afford to relax";
- mes "so easily. I, for one, have";
- mes "the responsibility of seeking";
- mes "out those that are worthy of,^FFFFFF ^000000 well, I don't know if I can say...";
- next;
- mes "[Won]";
- mes "You just have to";
- mes "trust that I've got an";
- mes "incredibly important";
- mes "job to do. I mean, sure,";
- mes "it doesn't look like I'm doing";
- mes "anything right now, but...";
- break;
- }
- close;
-}
diff --git a/npc/quests/quests_dewata.txt b/npc/quests/quests_dewata.txt
deleted file mode 100644
index 1d8c16346..000000000
--- a/npc/quests/quests_dewata.txt
+++ /dev/null
@@ -1,2398 +0,0 @@
-//===== rAthena Script =======================================
-//= Dewata Quest NPCs
-//===== By: ==================================================
-//= Gennosuke Kouga
-//===== Current Version: =====================================
-//= 1.1
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= Quest NPCs related to Dewata:
-//== "Dewata Legend"
-//== "Help The Old Man"
-//== "The Enchantment Weapon" (Keris)
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//= 1.1 Standardized. [Euphy]
-//============================================================
-
-// Entrance - Alberta Sailors
-//============================================================
-
-alberta,240,47,5 script Alberta Sailor#alberta 536,{
- mes "[Alberta Sailor]";
- mes "Do ya want to visit ^C35817Dewata Island?^000000";
- mes "With dazzling waves and charming vistas, it's a great place to relax.";
- mes "The transit fee is 10,000 Zeny.";
- next;
- if(select("Yes:No")==2) {
- mes "[Alberta Sailor]";
- mes "Let me know";
- mes "when you're ready to travel~";
- close; }
- mes "[Alberta Sailor]";
- mes "Have a nice trip~";
- close2;
- warp "dewata",232,53;
- end;
-}
-
-dewata,230,49,5 script Alberta Sailor#dewata 536,{
- mes "[Alberta Sailor]";
- mes "Want to go back to ^C35817Alberta^000000?";
- next;
- if(select("Yes:No")==2) {
- mes "[Alberta Sailor]";
- mes "Have some more fun before you go!";
- mes "^C35817Dewata^000000 Island still has more to offer.";
- close; }
- mes "[Alberta Sailor]";
- mes "I hope you had a lot of fun on your trip to ^C35817Dewata^000000 Island.";
- close2;
- warp "alberta",235,44;
- end;
-}
-
-dewata,235,56,4 script Gatekeeper of Krakatau#1 534,{
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "^C35817Krakatau Volcano^000000 is a very dangerous area";
- mes "I cannot allow anyone to go inside.";
- next;
- if (checkquest(9162)>=0 && countitem(11533)) {
- select("^0000FFTribal Chief Paiko^000000");
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "Oh! I didn't know about that!";
- mes "This is some of the best news";
- mes "I have heard recently.";
- next;
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "What is this wonderful smell?";
- mes "Of course, it's our ^4AA02CSatay^000000!";
- mes "I was sightly hungry...";
- mes "so this should fill me up.";
- next;
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "Since you came all the way here";
- mes "I will share an interesting story.";
- next;
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "It has become a lost tradition in";
- mes "recent years, but until 10";
- mes "years ago in order to become a";
- mes "^C35817Jaty Tribe^000000 warrior you had to";
- mes "climb ^C35817Krakatau Volcano^000000 to prove your endurance.";
- next;
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "The eyes of those warriors were";
- mes "anxious yet determined before going";
- mes "up ^C35817Krakatau Volcano^000000.";
- next;
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "I still cannot forget that look in";
- mes "their eyes. I feel a little bit of";
- mes "the same emotion from you, Adventurer.";
- next;
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "I want you to live long and";
- mes "prosper. Be heathly and safe.";
- mes "Travel so you can live to tell";
- mes "the tale of your adventures.";
- changequest 9162,9163;
- delitem 11533,1;
- close; }
- if(select("Allow me through:I don't want to go in")==1) {
- if(dewata_legend >= 5) {
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "You are the traveler who was";
- mes "acknowledged by tribe leader as a";
- mes "friend of the tribe and received a";
- mes "^4AA02CShining Cendrawasih Feather.^000000";
- next;
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "I will let you pass, but";
- mes "^C35817Krakatau Volcano^000000 is";
- mes "dangerous so please take care.";
- close2;
- warp "dew_dun01",289,160;
- end; }
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "^C35817Krakatau Volcano^000000 is";
- mes "a very dangerous area,";
- mes "so I can't allow you in";
- mes "unless you qualify for entry.";
- close; }
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "You have choosen wisely.";
- mes "^C35817Krakatau Volcano^000000 is";
- mes "an extremely dangerous area.";
- close;
-}
-
-dew_dun01,292,164,4 script Gatekeeper of Krakatau#2 541,{
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "Want to go back to Dewata?";
- next;
- if(select("Yes:No")==2) {
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "^C35817Krakatau Volcano^000000 is";
- mes "a dangerous place.";
- mes "You should go back now.";
- close; }
- close2;
- warp "dewata",232,53;
- end;
-}
-
-dew_fild01,78,288,5 script Jaty Tribe Warrior 541,{
- mes "[Jaty Tribe Warrior]";
- mes "We revere strength and bravery.";
- mes "We are the ^FF0000Jaty^000000 Tribe.";
- if (checkquest(9158)==-1 || !countitem(11533)) close;
- next;
- mes "[Jaty Tribe Warrior]";
- mes "My trained eyes see that";
- mes "you are about to say something.";
- mes "Speak, state your business.";
- next;
- select("^0000FFTribal Chief Paiko^000000");
- mes "[Jaty Tribe Warrior]";
- mes "I've heard about your";
- mes "helpful deeds...";
- mes "As a representative of my tribe";
- mes "I express my thanks to you.";
- next;
- mes "[Jaty Tribe Warrior]";
- mes "Also, thank you for the ^4AA02CSatay^000000.";
- mes "My mouth is already watering...";
- mes "There is something I would like";
- mes "to share with you regarding our tribe.";
- next;
- mes "[Jaty Tribe Warrior]";
- mes "Unlike the ancient times when our";
- mes "tribe's warriors fought and shed";
- mes "their blood, the world has become";
- mes "more peaceful nowadays. But our";
- mes "tribe's territory has shrunk drastically.";
- next;
- mes "[Jaty Tribe Warrior]";
- mes "Nevertheless, we will continue";
- mes "keeping the warrior tradition of";
- mes "our tribe alive, and we will";
- mes "preserve the pride we have earned";
- mes "through the sacrifice of past warriors.";
- next;
- mes "[Jaty Tribe Warrior]";
- mes "I hope that your perserverance and";
- mes "pride remain with you in your travels.";
- changequest 9158,9159;
- delitem 11533,1;
- close;
-}
-
-dew_fild01,185,300,4 script Tribe Manager 541,{
- mes "[Tribe Manager]";
- mes "Keeping our culture and tradition";
- mes "is very important.";
- if(!checkquest(9160)>=0 || !countitem(11533)) {
- mes "Although it is a little boring...";
- close; }
- next;
- mes "[Tribe Manager]";
- mes "It seems to me that you have";
- mes "something to say, don't you?";
- next;
- select("^0000FFTribal Chief Paiko^000000");
- mes "[Tribe Manager]";
- mes "I didn't know that there was";
- mes "such an effort being put forth";
- mes "and that you took a key role in the effort...";
- mes "You are the hero of the ^C35817Jaty Tribe^000000!";
- next;
- mes "[Tribe Manager]";
- mes "Wow~ the savory scent of";
- mes "delicious homemade ^4AA02CSatay^000000!";
- mes "Thank you for the meal.";
- mes "Please give my regards";
- mes "to our Tribe Leader.";
- next;
- mes "[Tribe Manager]";
- mes "There are few contacts between";
- mes "^C35817Dewata Island^000000 and ^C35817Jaty Tribe^000000.";
- mes "We used to have a stronger bond";
- mes "in older times.";
- next;
- mes "[Tribe Manager]";
- mes "But with the new culture and";
- mes "foreigners flowing in,";
- mes "^C35817Dewata Island^000000 has became a";
- mes "tourist attraction and we";
- mes "have lost touch with them.";
- next;
- mes "[Tribe Manager]";
- mes "The tourist attraction has";
- mes "expanded continously, but the";
- mes "reason it hasn't influenced us";
- mes "here is due to this small temple";
- mes "which I am managing.";
- next;
- mes "[Tribe Manager]";
- mes "I couldn't let our tradition fade";
- mes "away like that so easily.";
- mes "I hope keeping our tradition and";
- mes "culture alive lets people know how";
- mes "important these things are to us.";
- next;
- mes "[Tribe Manager]";
- mes "From now on, I hope people from";
- mes "^C35817Dewata Island^000000 and ^C35817Jaty";
- mes "Tribe^000000 can get along and interact";
- mes "more often.";
- changequest 9160,9161;
- delitem 11533,1;
- close;
-}
-
-// NPC - Memo
-//============================================================
-
-dewata,109,262,4 script Memo#dew_drink 534,{
- if(dewata_oldman >= 1) {
- if (checkquest(5040) >= 0) {
- mes "[Memo]";
- mes "So, what did Lero say?";
- next;
- select("Palm tree... became.");
- mes "- You explain the situation to";
- mes "Mr. Memo -";
- next;
- mes "[Memo]";
- mes "Lero said sorry?";
- mes "Hmmm, it's okay.";
- next;
- mes "[Memo]";
- mes "That must be ^0000FFPoby^000000. If he has";
- mes "been hurt, that's why there wasn't";
- mes "any message. Lero actually";
- mes "cares about him a lot...";
- next;
- changequest 5040,5041; }
- if (checkquest(5041) >= 0) {
- mes "[Memo]";
- mes "He might be troublesome,";
- mes "but please visit Jaty village.";
- mes "Lero must complete the oil.";
- next;
- mes "[Memo]";
- mes "If it is not, wait there and bring";
- mes "^FF000030 Bottle of Oil^000000 to me.";
- close; }
- if (checkquest(5042) >= 0 && countitem(6401) >= 30) {
- mes "[Memo]";
- mes "You brought the oil. Good job, and thank you.";
- next;
- mes "[Memo]";
- mes "Excuse me, but I have an urgent";
- mes "matter to attend to. Wait for a bit,";
- mes "then talk to me when I'm done.";
- delitem 6401,30;
- changequest 5042,5043;
- set dewata_oldman,2;
- close;
- } else if (checkquest(5043,PLAYTIME) == 2) {
- mes "[Memo]";
- mes "Did I make you wait too long?";
- next;
- mes "[Memo]";
- mes "My family has been making Arks for four generations.";
- next;
- mes "[Memo]";
- mes "Grandfather had a hard living";
- mes "since he didn't get many good sales.";
- next;
- mes "[Memo]";
- mes "Dewata island people do not drink";
- mes "much in the hot weather.";
- next;
- mes "[Memo]";
- mes "When I was young, Dewata";
- mes "developed as a tourist atrraction,";
- mes "and that's when the tour package";
- mes "Ark started selling well.";
- next;
- mes "[Memo]";
- mes "Good liquid needs fresh oil,";
- mes "I was able to make a liquid";
- mes "for ten years and deliver it all on time.";
- next;
- mes "[Memo]";
- mes "Because today's oil has not";
- mes "arrived on time, I think I might";
- mes "have a hard time.";
- next;
- mes "[Memo]";
- mes "You helped me make the liquid correctly.";
- next;
- mes "[Memo]";
- mes "This proverb '^0000FFMengatakan mudah,";
- mes "mengerjakan susah^000000.' means it is";
- mes "easy to say something, but hard to";
- mes "do anything.";
- next;
- mes "[Memo]";
- mes "In other words, it's easy to say";
- mes "that we'll help others but its hard";
- mes "to actually do the action.";
- next;
- emotion e_thx;
- mes "[Memo]";
- mes "You really did a great job. I like";
- mes "you because you are different from";
- mes "today's youngins.";
- getitem 617,1;
- getexp 50000,10000;
- changequest 5043,5044;
- next;
- mes "[Memo]";
- mes "Will you help me with my work";
- mes "from time to time?";
- mes "I will pay you for what you do for me.";
- close;
- } else if (checkquest(5043,PLAYTIME) != -1) {
- mes "[Memo]";
- mes "... ... ...";
- next;
- mes "- Memo is making an ark -";
- close;
- } else if (checkquest(5044,PLAYTIME) == 2) {
- mes "[Memo]";
- mes "^FF0000" + strcharinfo(0) +"^000000? -";
- next;
- if(select("Just came by to say hello...:I will help you.")==1) {
- mes "[Memo]";
- mes "I guess you are busy.";
- mes "If possible, will you get the oil";
- mes "from Lero? I appreciate it...";
- close; }
- mes "[Memo]";
- mes "Thank you, I know you're busy";
- mes "and helping me can be a chore.";
- next;
- mes "[Memo]";
- mes "Can you help Lero and bring back palm tree oil...?";
- erasequest 5044;
- setquest 5045;
- close;
- } else if (checkquest(5044,PLAYTIME) != -1) {
- mes "[Memo]";
- mes "Will you help me tomorrow?";
- mes "Poby still has a back pain.";
- mes "Backaches don't just go away";
- mes "after one day...";
- close;
- } else if (checkquest(5045) >= 0) {
- mes "[Memo]";
- mes "Can you help Lero and bring back palm tree oil...?";
- close;
- } else if (checkquest(5047) >= 0 || checkquest(5049) >= 0 || checkquest(5051) >= 0) {
- mes "[Memo]";
- mes "Oh, you brought the oil! Good job!";
- next;
- mes "[Memo]";
- mes "You must have had a hard time";
- mes "bringing the oil, so take this drink.";
- next;
- mes "[Memo]";
- mes "Ark is famous for tourists. A guy";
- mes "bought many bottles by himself.";
- next;
- mes "[Memo]";
- mes "Worrying that he'll drink alone?";
- mes "Too much drink always becomes poisonous.";
- next;
- mes "[Memo]";
- mes "I want you to help me this time.";
- next;
- mes "[Memo]";
- mes "Poby still has back pains and it";
- mes "will take some days for him to";
- mes "recover.";
- if (checkquest(5047)>=0) {
- delitem 6401,10;
- getitem 11534,2;
- erasequest 5047;
- setquest 5044;
- } else if (checkquest(5049)>=0) {
- delitem 6401,15;
- getitem 11534,2;
- erasequest 5049;
- setquest 5044;
- } else if (checkquest(5051)>=0) {
- delitem 6401,20;
- getitem 11534,2;
- erasequest 5051;
- setquest 5044; }
- close; }
- mes "[Memo]";
- mes "So, what did Lero say?";
- next;
- emotion e_dots;
- mes "[Memo]";
- mes "... ... ...";
- next;
- mes "[Memo]";
- mes "You didn't find out what happened?";
- next;
- mes "[Memo]";
- mes "Find the best oil master. His name is ^0000FFLero^000000.";
- close; }
- if(rand(1,5)==1) {
- mes "[Memo]";
- mes "What should I do? I still don't";
- mes "have any news from the Jaty tribe.";
- next;
- mes "[Memo]";
- mes "Oh no~ All the liquid is going to spoil...";
- next;
- select("What happened?");
- emotion e_what;
- mes "[Memo]";
- mes "Who are you?";
- next;
- mes "[Memo]";
- mes "You're an adventurer, right?";
- mes "As you can see from the jars around";
- mes "me, I am making ^0000FFtraditional wine^000000";
- mes "for a living.";
- next;
- mes "[Memo]";
- mes "Everyone knows about this, so";
- mes "^0000FFDewata Island^000000 attracts many";
- mes "tourists.";
- next;
- mes "[Memo]";
- mes "Especially this traditional wine, which";
- mes "has been made for four generations!";
- mes "But ^FF0000Ark^000000 is short of supply.";
- mes "Ark needs ^0000FFPalm Oils^000000, made";
- mes "from Oil Palm Fruit.";
- next;
- mes "[Memo]";
- mes "Unfortunately, we haven't been";
- mes "getting ^0000FFPalm Oil^000000 from the Jaty";
- mes "tribe village lately.";
- mes "The ingredients might be useless";
- mes "if it is delivered too late.";
- next;
- select("Sound like a big problem.");
- mes "[Memo]";
- mes "It is more of a problem than you";
- mes "think. Sales are credit, but if we";
- mes "do not make due today we'll lose";
- mes "the credit, the ingredients, and";
- mes "the tourists who do not get the";
- mes "Ark. So it's quite damaging.";
- next;
- emotion e_dots;
- mes "[Memo]";
- mes "... ...";
- next;
- emotion e_gasp;
- mes "[Memo]";
- mes "Ah, right! Are you busy now?";
- next;
- if(select("Sorry, I am busy.:No, I am not busy.")==1) {
- emotion e_pif;
- mes "[Memo]";
- mes "Hmm, I have no choice.";
- mes "You don't care that others are in";
- mes "trouble. What has this world come to?";
- close; }
- mes "[Memo]";
- mes "That's good to hear.";
- mes "So since you are wandering here...";
- next;
- mes "[Memo]";
- mes "Do you mind if I ask a favor~?";
- mes "Actually, I have visited the Jaty";
- mes "Tribe, but this unmatured ^FF0000Ark^000000";
- mes "won't let me leave.";
- next;
- mes "[Memo]";
- mes "Will you go to Jaty village and";
- mes "ask ^0000FFLero^000000 what happened?";
- next;
- mes "[Memo]";
- mes "This guy has never broken a";
- mes "promise for 10 years, so he must have";
- mes "a really good reason not to come.";
- setquest 5035;
- set dewata_oldman,1;
- next;
- mes "[Memo]";
- mes "Find the best oil master.";
- mes "His name again is ^0000FFLero^000000... Remember it!";
- close;
- } else {
- emotion e_swt2;
- mes "[Memo]";
- mes "Oh God! We don't have a message";
- mes "from the Jaty tribe yet.";
- next;
- mes "[Memo]";
- mes "They have never broken a promise";
- mes "for 10 years, and I don't know the";
- mes "reason. What's happening...?";
- next;
- emotion e_sob;
- mes "[Memo]";
- mes "I might soil all the liquid if it";
- mes "is going on like this.";
- close;
- }
-}
-
-// NPC - Lero
-//============================================================
-
-dew_fild01,114,275,4 script Lero#dew_drink 536,{
- if(dewata_oldman == 2) {
- if (checkquest(5045) >= 0) {
- mes "[Lero]";
- mes "Hey, I've been waiting for you.";
- mes "I didn't know that Poby's injury";
- mes "would make my life so difficult.";
- next;
- set .@dailylero,rand(1,3);
- if (.@dailylero == 1) changequest 5045,5046;
- else if (.@dailylero == 2) changequest 5045,5048;
- else if (.@dailylero == 3) changequest 5045,5050;
- mes "[Lero]";
- mes "I'm ashamed to ask you this, but";
- if (checkquest(5048) >= 0)
- mes "could you bring ^0000FF30 pieces of oil palm nuts^000000?";
- else if (checkquest(5046) >= 0)
- mes "could you bring ^0000FF20 pieces of oil palm nuts^000000?";
- else if (checkquest(5050) >= 0)
- mes "could you bring ^0000FF40 pieces of oil palm nuts^000000?";
- next;
- lerowait:
- if (checkquest(5046) >= 0 && countitem(6402) > 19) {
- callsub lerocount,20;
- changequest 5046,5047;
- close;
- } else if (checkquest(5048) >= 0 && countitem(6402) > 29) {
- callsub lerocount,30;
- changequest 5048,5049;
- close;
- } else if (checkquest(5050) >= 0 && countitem(6402) > 39) {
- callsub lerocount,40;
- changequest 5050,5051;
- close; }
- mes "[Lero]";
- mes "Once you bring the oil palm nuts,";
- mes "Mr. Memo will exchange them with oil.";
- close; }
- else if (checkquest(5046) >= 0 || checkquest(5048) >= 0 || checkquest(5050) >= 0) goto lerowait;
- else if (checkquest(5047) >= 0 || checkquest(5049) >= 0 || checkquest(5051) >= 0) {
- mes "[Lero]";
- mes "As I told you before, it is heavier";
- mes "than you might think, so be careful";
- mes "when carrying this.";
- close; }
- mes "[Lero]";
- mes "What happened? I didn't get a memo";
- mes "from Mr. Memo someone was coming.";
- close; }
- if (checkquest(5035) >= 0) {
- emotion e_an;
- mes "[Lero]";
- mes "Oh no! I have so many orders and";
- mes "I'm running out of ingredients.";
- mes "Not yet? What's going on, Poby?";
- mes "Where did he go?";
- next;
- emotion e_ag;
- select("Excuse me, but are you Lero?");
- mes "[Lero]";
- mes "When Poby gets back here, I'm";
- mes "gonna give him a beating he'll never forget!";
- next;
- mes "- Lero seems pretty mad at someone";
- mes "and ignores you -";
- next;
- mes "[Lero]";
- mes "Oops. Who are you?";
- next;
- select("Memo sent me here.");
- mes "[Lero]";
- mes "Ah, right! I forgot about Memo";
- mes "because the workers who gather";
- mes "nuts have not come yet. Sorry.";
- next;
- mes "[Lero]";
- mes "To make fresh palm oils, I need";
- mes "fresh Palm Oil Fruit. Then I'll be";
- mes "able able to get more from its";
- mes "fresh fruit.";
- next;
- mes "[Lero]";
- mes "Between you and me, Mr.Memo is so";
- mes "fussy that he will not use any";
- mes "unfresh oil.";
- next;
- mes "[Lero]";
- mes "To make fresh oil, he always sends";
- mes "the workers to the palm tree forest,";
- mes "but... the guys sent at dawn have";
- mes "not come back yet.";
- next;
- mes "[Lero]";
- mes "First, I thought that he was lazy";
- mes "and it made me very uneasy.";
- mes "Can you find the workers in palm forest?";
- next;
- select("Yes, I will find them.");
- mes "[Lero]";
- mes "Thank you so much.";
- mes "Find Poby.";
- next;
- mes "[Lero]";
- mes "Poby might in ^0000FFPalm Forest^000000.";
- mes "The crop is best at the southern part of the forest.";
- changequest 5035,5036;
- close;
- } else if (checkquest(5036) >= 0) {
- emotion e_what;
- mes "[Lero]";
- mes "Did you find Poby?";
- next;
- mes "[Lero]";
- mes "... ... ...";
- next;
- mes "[Lero]";
- mes "Oh, you haven't visited the east";
- mes "of ^0000FFPalm Forest^000000 yet. I'm pretty";
- mes "worried...";
- close;
- } else if (checkquest(5037) >= 0) {
- emotion e_what;
- mes "[Lero]";
- mes "You're back... and... Poby...";
- mes "How is Poby?";
- next;
- select("Pobu...");
- mes "[Lero]";
- mes "Ah! I didn't know that. I always";
- mes "tell Poby '^0000FFKemarau setahun rusak sehari.'^000000";
- next;
- mes "[Lero]";
- mes "He climbed the tree without any";
- mes "safety equipment, so he might've";
- mes "fallen down and gotten injured.";
- next;
- mes "[Lero]";
- mes "Hmm... Sorry I couln't get the";
- mes "Palm Oil right now.";
- next;
- mes "[Lero]";
- mes "Will you deliver the message to";
- mes "Mr. Memo that it is impossible";
- mes "to get the oil due do to a";
- mes "lack of ingredients?";
- mes "No artisans can create anything";
- mes "without ingredients.";
- next;
- select("Why don't I get the ingredients?");
- mes "[Lero]";
- mes "Ah, that can be a good way, but it";
- mes "will be hard to gather nuts as a starter.";
- next;
- mes "[Lero]";
- mes "Hmm!!!";
- mes "I have a good idea.";
- next;
- mes "[Lero]";
- mes "You can ask Poby about the best";
- mes "method of gathering nuts where you";
- mes "met him in forest. He should be";
- mes "able to teach you the technique.";
- changequest 5037,5038;
- next;
- mes "[Lero]";
- mes "Although he is lazy and rather";
- mes "careless, he is the best worker.";
- close;
- } else if (checkquest(5038) >= 0) {
- mes "[Lero]";
- mes "You can ask Poby about the best";
- mes "method of gathering nuts where you";
- mes "met him in forest. He should be";
- mes "able to tell you the technique.";
- next;
- mes "[Lero]";
- mes "Although he is lazy and rather";
- mes "careless, he is the best worker.";
- close;
- } else if (checkquest(5039) >= 0) {
- if(countitem(6402) > 59) {
- mes "[Lero]";
- mes "One two three four,....";
- next;
- mes "[Lero]";
- mes "60 pieces of nuts, exactly. I will";
- mes "press the oil right now.";
- next;
- emotion e_sry;
- mes "[Lero]";
- mes "It takes sometime, so go back to";
- mes "Mr. Memo and tell him the";
- mes "situation. Alse tell him that I'm";
- mes "sorry for the delay.";
- delitem 6402,60;
- changequest 5039,5040;
- close; }
- mes "[Lero]";
- mes "Did you gather the nuts already?";
- next;
- mes "[Lero]";
- mes "One, two....";
- next;
- mes "[Lero]";
- mes "This isn't the number I ordered from Poby.";
- next;
- mes "[Lero]";
- mes "It's going to be difficult if it is";
- mes "delayed more, so hurry up and bring me ^FF000060^000000 ^0000FFPalm Oil Fruit^000000.";
- close;
- } else if (checkquest(5040) >= 0) {
- mes "[Lero]";
- mes "It takes sometime, so go back to";
- mes "Mr. Memo and tell him the";
- mes "situation. Alse tell him that I'm";
- mes "sorry for the delay.";
- close;
- } else if (checkquest(5041) >= 0) {
- mes "[Lero]";
- mes "You've come at the right time.";
- mes "I just finished making the palm tree oil.";
- next;
- mes "[Lero]";
- mes "It is heavier than you might think,";
- mes "so be careful when carrying it.";
- next;
- emotion e_sry;
- mes "[Lero]";
- mes "Oh, tell Mr. Memo that I'm sorry";
- mes "for the late delivery, and explain";
- mes "that it wasn't my fault.";
- changequest 5041,5042;
- getitem 6401,30;
- close;
- } else if (checkquest(5042) >= 0) {
- mes "[Lero]";
- mes "It is heavier than you might think,";
- mes "so be careful when carrying it.";
- next;
- emotion e_sry;
- mes "[Lero]";
- mes "Oh, tell Mr. Memo that I'm sorry";
- mes "for the late delivery, and explain";
- mes "that it wasn't my fault.";
- close; }
- mes "[Lero]";
- mes "What's going on with Poby...?";
- mes "Why hasn't he come back...?";
- next;
- mes "- Seems like he is waitting for someone -";
- close;
-
-lerocount:
- mes "[Lero]";
- mes "One, two, three, four....";
- next;
- mes "[Lero]";
- mes "Extracly "+getarg(0)+" pieces of oil palm";
- mes "nuts. Let you exchange them with oil right now.";
- next;
- mes "[Lero]";
- mes "As I told you before, it is";
- mes "heavier than you might think, so";
- mes "be careful when carrying this.";
- delitem 6402, getarg(0);
- getitem 6401, getarg(0)/2;
- return;
-}
-
-// NPC - Poby
-//============================================================
-
-dew_fild01,259,48,4 script Poby#dew_drink 538,{
-
- if(dewata_oldman >= 2) {
- mes "[Poby]";
- mes "Oh? ^FF0000" + strcharinfo(0) +"^000000, we meet again. What's going on?";
- next;
- if(select("Why'd you come here?:I want to know how to get fruit.")==2) {
- mes "[Memo]";
- mes "It is easy for a beginner like";
- mes "you. All you have to do is";
- mes "shake or kick the tree.";
- next;
- mes "[Memo]";
- mes "It might be dangerous, so you";
- mes "must always wear a ^0000FFSafety Helmet^000000.";
- close; }
- mes "[Poby]";
- mes "I'm taking a walk because I think";
- mes "it will make my back ache less.";
- close; }
- if (checkquest(5036) >= 0) {
- emotion e_swt2;
- mes "[Poby]";
- mes "Ah~ backache..";
- next;
- select("Are you Poby?");
- mes "[Poby]";
- mes "Who are you?";
- next;
- mes "[Poby]";
- mes "I don't know you, but";
- mes "are you a fan of mine?";
- mes "I'm Poby, the best fruit";
- mes "hunter in the Jaty tribe.";
- next;
- emotion e_what;
- mes "[Poby]";
- mes "You're here for my autograph?";
- next;
- select("Lero made me come here.");
- mes "[Poby]";
- mes "Ah! Mr.Lero made you come here. I";
- mes "can't move because I hurt my back";
- mes "while climbing a tree.";
- next;
- emotion e_sob;
- mes "[Poby]";
- mes "!#@$*&!@$&!@$%!$#*&!@#$";
- next;
- mes "[Poby]";
- mes "And I've still never had a girlfriend...";
- next;
- emotion e_sob;
- mes "[Poby]";
- mes "!#@$*&!@$&!@$%!$#*&!@#$";
- next;
- mes "[Poby]";
- mes "Ah! Sorry. Tell Mr. Lero that I'll";
- mes "go back if I can find a way to move.";
- changequest 5036,5037;
- next;
- mes "[Poby]";
- mes "I can't move at all 'cuz of this backache...";
- close;
- } else if (checkquest(5037) >= 0) {
- mes "[Poby]";
- mes "Ah! Sorry. Tell Mr. Lero that I'll";
- mes "go back if I can find a way to move.";
- next;
- emotion e_swt2;
- mes "[Poby]";
- mes "I can't move at all 'cuz of this backache...";
- close;
- } else if (checkquest(5038) >= 0) {
- emotion e_swt2;
- mes "[Poby]";
- mes "Ah~ Backache..";
- next;
- mes "[Poby]";
- mes "Oh!! You're-- Let me guess...";
- next;
- emotion e_dots;
- mes "[Poby]";
- mes "... ... ... ...";
- next;
- mes "[Poby]";
- mes "...you're back! You plan to";
- mes "catch ^0000FFPalm Oil Fruit^000000 instead of me, right?";
- next;
- mes "[Poby]";
- mes "It is hard for beginners to catch";
- mes "the fruit like me. No, it's";
- mes "impossible.";
- next;
- mes "[Poby]";
- mes "Masters usually climb the tree to";
- mes "catch the fruit, but you're a";
- mes "beginner...";
- next;
- mes "[Poby]";
- mes "It's easiest for beginners";
- mes "to shake or kick the tree.";
- mes "It might be dangerous, so remember to wear a ^0000FFSafety Helmet^000000.";
- changequest 5038,5039;
- next;
- emotion e_gasp;
- mes "[Poby]";
- mes "Ok! Gather ^FF000060 ^0000FFPalm Oil Fruit^000000 and";
- mes "bring it to Mr. Lero.";
- close;
- } else if (checkquest(5039) >= 0) {
- if(countitem(6402) > 59) {
- mes "[Poby]";
- mes "You've got all the fruits.";
- mes "Bring them to Mr. Lero.";
- close; }
- mes "[Poby]";
- mes "It's easiest for beginners like";
- mes "you to shake or kick the tree.";
- next;
- mes "[Poby]";
- mes "It might be dangerous, so always";
- mes "wear a ^0000FFSafety Helmet^000000.";
- next;
- mes "[Poby]";
- mes "Gather ^FF000060 ^0000FFPalm Oil Fruit^000000 and";
- mes "bring it to Mr. Lero.";
- close;
- }
- emotion e_sob;
- mes "[Poby]";
- mes "Ah~ my freakin' back is killing me.";
- close;
-}
-
-// NPC - Tribal Chief Paiko
-//============================================================
-
-dew_in01,15,49,5 script Tribal Chief Paiko#dew_ 540,{
- set .@n$, "[Tribal Chief Paiko]";
- if(dewata_legend == 2) {
- mes .@n$;
- mes "I can see you are a traveler";
- mes "from another land.";
- mes "What brings you here?";
- next;
- if(select("I overheard the story by accident:I have nothing to say.")==2) {
- mes .@n$;
- mes "You are wasting your time here.";
- mes "There are many other attractions";
- mes "around our village.";
- close; }
- mes .@n$;
- mes "What do you mean?";
- mes "You heard the story about the crown?";
- mes "You must have heard incorrectly.";
- mes "I have nothing to say to you";
- mes "regarding such things.";
- next;
- select("Kasyapa was talking about a crown...");
- mes .@n$;
- mes "It seems that ^0000FFKasyapa^000000 has told you";
- mes "a tall tale, and I appreciate your";
- mes "concern about our affairs.";
- next;
- mes .@n$;
- mes "It's not something that a stranger";
- mes "like you could understand. Make";
- mes "like a tree, and get out of here.";
- set dewata_legend,3;
- close;
- } else if(dewata_legend == 3) {
- mes .@n$;
- mes "There are many other attractions around our village.";
- next;
- mes .@n$;
- mes "If it's about the crown, I want";
- mes "you to stop asking about it.";
- mes "Please leave.";
- close;
- } else if(dewata_legend == 4) {
- if (checkquest(9155) >= 0) {
- if(countitem(6405) > 14) {
- mes .@n$;
- mes "Oh! You've found all of them.";
- mes "Look! The feathers you have found";
- mes "are sparkling, aren't they?";
- mes "Alright, let me begin crafting";
- mes "the ^4AA02CJaty Crown^000000. I feel that";
- mes "I am ready.";
- next;
- specialeffect EF_MAPPILLAR3;
- mes "- Suddenly, a large noise begins";
- mes "to boom as you and ^0000FFPaiko^000000 are";
- mes "surrounded by warm and bright";
- mes "sparkling energy like a thousand";
- mes "tinkling fireflies. -";
- changequest 9155,9156;
- delitem 6405,15;
- close; }
- mes .@n$;
- mes "It seems that you have yet to find";
- mes "the materials to make the ^4AA02CJaty Crown^000000.";
- next;
- mes .@n$;
- mes "The symbol of the Jaty Tribe is";
- mes "also a famous mystical creature.";
- mes "Find ^FF000015 ^4AA02CCendrawasih Feathers^000000 and";
- mes "bring them to me.";
- close;
- } else if (checkquest(9156) >= 0) {
- mes .@n$;
- mes "With your help the ^4AA02CJaty Crown^000000 is";
- mes "coming along nicely.";
- mes "It will take some time until the";
- mes "task is finished, so please wait a little.";
- next;
- mes .@n$;
- mes "After the ^4AA02CJaty Crown^000000 is complete,";
- mes "there is a gift that I want to give";
- mes "to you.";
- next;
- mes .@n$;
- mes "Ah, you should go see ^0000FFSage";
- mes "Kasyapa^000000, who really wants to";
- mes "reward you with something.";
- changequest 9156,9157;
- close;
- } else if (checkquest(9157) >= 0) {
- mes .@n$;
- mes "Ah, you should go see ^0000FFSage";
- mes "Kasyapa^000000, who really wants to";
- mes "reward you with something.";
- close; }
- mes .@n$;
- mes "I've been waiting for you.";
- mes "According to ^0000FFSage Kasyapa^000000,";
- mes "you are willing to help us make";
- mes "a crown for our tribe.";
- next;
- select("Crown-a-what's it?");
- mes .@n$;
- mes "The tribe leader has the duty of";
- mes "making and protecting the ^4AA02CJaty";
- mes "Crown^000000 to uphold the tribe's pride";
- mes "and honor.";
- next;
- mes .@n$;
- mes "But ever since I became the tribe";
- mes "leader, there have been difficulties";
- mes "making it.";
- next;
- mes "[Tribale Chief Paiko]";
- mes "According to ^0000FFSage Kasyapa^000000, you can";
- mes "help us create a ^4AA02CJaty Crown^000000.";
- next;
- mes .@n$;
- mes "Do you think you can help?";
- mes "Your efforts will not go";
- mes "unrewarded.";
- next;
- if(select("I will help.:Sorry, I cannot help now.")==2) {
- mes .@n$;
- mes "That's really sad.";
- mes "If you ever change";
- mes "your mind, please come again.";
- mes "I will be waiting.";
- close; }
- mes .@n$;
- mes "Many thanks to you, stranger";
- mes "If Kasyapa trusts you, then I know";
- mes "that you can help us make a";
- mes "^4AA02CJaty Crown^000000.";
- mes "What you can do to";
- mes "help us is very simple.";
- next;
- mes .@n$;
- mes "The symbol of the Jaty Tribe is";
- mes "also a famous mystical creature.";
- mes "Find ^FF000015 ^4AA02CCendrawasih Feathers^000000 and";
- mes "bring them to me.";
- mes "Our faith is in you, stranger.";
- setquest 9155;
- close;
- } else if(dewata_legend == 5) {
- if (checkquest(9158) >= 0) {
- chiefrequest:
- mes .@n$;
- mes "It seems that you haven't";
- mes "delivered the ^4AA02CSatay^000000 yet.";
- if (checkquest(9158) >= 0) mes "Did you run into any problems?";
- else if (checkquest(9160) >= 0) mes "Is there something wrong?";
- else if (checkquest(9162) >= 0) mes "Anything happened?";
- else if (checkquest(9163) >= 0) mes "Anything go wrong?";
- next;
- switch( select("I ate them all.:Who do I deliver this to...?:Nothing.")) {
- case 1:
- if (checkquest(9158) >= 0 || checkquest(9160) >= 0) {
- mes .@n$;
- mes "Huh... so you couldn't resist";
- mes "yourself, eh?";
- mes "Don't blame yourself too much. It";
- mes "is difficult resist the ^4AA02CSatay^000000's";
- mes "addicting aroma."; }
- else if (checkquest(9162) >= 0 || checkquest(9164) >= 0) {
- mes .@n$;
- mes "I warned you not to give in";
- mes "to the sweet smells of the ^4AA02CSatay^000000."; }
- next;
- mes .@n$;
- mes "Our tribe is short on food";
- mes "supplies so we can't give out more";
- mes "of our ^4AA02CSatay^000000. But there's a rumor";
- mes "that the restaurant owner in";
- mes "Dewata Island is making and";
- mes "selling their own ^4AA02CSatay^000000.";
- next;
- mes .@n$;
- mes "It is not as tasty as our tribe's";
- mes "recipe, but this is an urgent task.";
- mes "Just find and deliver it.";
- close;
- case 2:
- if (checkquest(9158) >= 0) {
- mes .@n$;
- mes "Our tribe warriors come to mind";
- mes "to deliver the food to share ^4AA02CSatay^000000";
- mes "with warriors in the village.";
- } else if (checkquest(9160) >= 0) {
- mes .@n$;
- mes "The second person to deliver the";
- mes "^4AA02CSatay^000000 to is someone who stays";
- mes "across the river.";
- next;
- mes .@n$;
- mes "That is the ^0000FFTribe Manager^000000.";
- mes "Please deliver it to him before it cools down.";
- } else if (checkquest(9162) >= 0) {
- mes .@n$;
- mes "The third person to deliver the";
- mes "^4AA02CSatay^000000 to is the ^0000FFGatekeeper";
- mes "of Krakatau Volcano^000000.";
- mes "Please deliver it to him before it cools down.";
- } else if (checkquest(9164) >= 0) {
- mes .@n$;
- mes "The last person to deliver the";
- mes "^4AA02CSatay^000000 to is the ^0000FFBorobudur";
- mes "Temple Manager^000000, who is in";
- mes "^C35817Dewata Island^000000.";
- mes "Please deliver it to him before it cools down.";
- close; }
- close;
- case 3:
- mes .@n$;
- mes "Alright! Deliver it right now!";
- close;
- }
- } else if (checkquest(9159) >= 0) {
- mes .@n$;
- mes "Ah, the next person whom I want";
- mes "the ^4AA02CSatay^000000 delivered to is someone";
- mes "who stays across from the river,";
- mes "the ^0000FFTribe Manager^000000.";
- next;
- mes .@n$;
- mes "To this end, I will give you 2";
- mes "more servings of ^4AA02CSatay^000000.";
- next;
- mes .@n$;
- mes "If you are attracted by the aroma";
- mes "of the ^4AA02CSatay^000000, you may eat one.";
- mes "But if you eat more you won't be";
- mes "able to share ^4AA02CSatay^000000 with our friends.";
- changequest 9159,9160;
- getitem 11533,2;
- close; }
- else if (checkquest(9160) >= 0) goto chiefrequest;
- else if (checkquest(9161) >= 0) {
- mes .@n$;
- mes "Oh, you delivered it already?";
- mes "The third person to deliver the";
- mes "^4AA02CSatay^000000 to is the ^0000FFGatekeeper of Krakatau Volcano^000000.";
- next;
- mes .@n$;
- mes "I'll give you 2 more servings";
- mes "of ^4AA02CSatay^000000 for this delivery.";
- next;
- mes .@n$;
- mes "And just like before, don't give";
- mes "in to the smell and try not to eat the ^4AA02CSatay^000000.";
- changequest 9161,9162;
- getitem 11533,2;
- close; }
- else if (checkquest(9162) >= 0) goto chiefrequest;
- else if (checkquest(9163) >= 0) {
- mes .@n$;
- mes "Oh, you delivered it!";
- mes "Last person to deliver ^4AA02CSatay^000000 to is";
- mes "the ^0000FFBorobudur Temple Manager^000000, who is";
- mes "on ^C35817Dewata Island^000000.";
- next;
- mes .@n$;
- mes "I will give you 2 more ^4AA02CSatay^000000.";
- next;
- mes .@n$;
- mes "And just like before, don't give";
- mes "in to the smell and try not to eat the ^4AA02CSatay^000000.";
- changequest 9163,9164;
- getitem 11533,2;
- close; }
- else if (checkquest(9164) >= 0) goto chiefrequest;
- else if (checkquest(9165) >= 0) {
- mes .@n$;
- mes "Oh, you delivered it!";
- mes "You've done good work.";
- mes "It has been a good time for";
- mes "all of us to share and enjoy";
- mes "this happy occasion together.";
- mes "Thank you.";
- next;
- mes .@n$;
- mes "While you were on the way back";
- mes "from delivering the ^4AA02CSatay^000000,";
- mes "the ^4AA02CJaty Crown^000000 has been made.";
- mes "Its ambience and radiance make it a";
- mes "truly flawless crown.";
- next;
- mes .@n$;
- mes "Also, you brought more than enough";
- mes "materials, so after making the ^4AA02CJaty";
- mes "Crown^000000 we were able to craft a";
- mes "similar one for you to keep.";
- next;
- mes .@n$;
- mes "It's not the same as the original,";
- mes "but it has its own specialty. It is";
- mes "my reward to thank you for what you";
- mes "have done.";
- next;
- mes .@n$;
- mes "Made with our tribe's secret";
- mes "marinade, try the ^4AA02CSatay^000000.";
- mes "It was made with all our heart";
- mes "especially for you, but don't";
- mes "forget to share it with friends.";
- next;
- mes .@n$;
- mes "You've done good work.";
- mes "Whatever you do in the future, I";
- mes "wish for you to have a life which";
- mes "is full of fortune and joy";
- mes "As Chief of the ^C35817Jaty Tribe^000000, I wish";
- mes "you the best of luck!!";
- set dewata_legend,6;
- erasequest 9165;
- getitem 11533,5;
- getitem 18520,1;
- close; }
- mes .@n$;
- mes "With your support I am not";
- mes "worried about creating the";
- mes "^4AA02CJaty Crown^000000. I really appreciate it.";
- next;
- mes .@n$;
- mes "A delightful day like today should";
- mes "be celebrated. Don't you think?";
- mes "So I prepared to sample the";
- mes "special food of our tribe, called ^4AA02CSatay^000000.";
- next;
- mes .@n$;
- mes "But, this ^4AA02CSatay^000000 is too tasty for";
- mes "just the two of us to share, so we";
- mes "would like to share it with people";
- mes "out in the village.";
- next;
- mes .@n$;
- mes "What do you think?";
- mes "In order to share news that";
- mes "the ^4AA02CJaty Crown^000000 is being";
- mes "sucessfully crafted, and to share";
- mes "the delicious ^4AA02CSatay^000000 with our";
- mes "friends, I need your help.";
- next;
- mes .@n$;
- mes "Are you up for a short delivery job?";
- next;
- if(select("Of course, I can help:Sorry, I am too busy to help.")==2) {
- mes .@n$;
- mes "I believed you would definitely help me...";
- mes "It's a little disappointing.";
- mes "If you ever change your mind";
- mes "come speak with me again.";
- close; }
- mes .@n$;
- mes "Oh!, I knew you'd help.";
- mes "Our tribe's warriors come to my";
- mes "mind before we share with anyone else.";
- mes "Please share ^4AA02CSatay^000000 with the";
- mes "warriors in the village.";
- next;
- mes .@n$;
- mes "For the moment I will give you 2 ^4AA02CSatay^000000.";
- next;
- mes .@n$;
- mes "You may be tempted by the aroma";
- mes "of our ^4AA02CSatay^000000, and you may eat one.";
- mes "But if you eat more than that you won't";
- mes "be able to share the ^4AA02CSatay^000000";
- mes "with our village friends.";
- setquest 9158;
- getitem 11533,2;
- close;
- } else if(dewata_legend == 6) {
- mes .@n$;
- mes "You've done good work.";
- mes "Whatever you do in the future, I";
- mes "wish for you to have a life which";
- mes "is full of fortune and joy.";
- mes "As Chief of the ^C35817Jaty Tribe^000000, I wish";
- mes "you the best of luck!!";
- close; }
- mes .@n$;
- mes "I am the leader of this ^0000FFPaiko^000000 tribe.";
- close;
-}
-
-// NPC - Sage Kasyapa
-//============================================================
-
-dew_in01,22,48,3 script Sage Kasyapa#dew_ 541,{
-
- if(dewata_legend == 2 || dewata_legend == 3) {
- mes "[Sage Kasyapa]";
- mes "Instead of talking to me, why";
- mes "don't you talk to our tribe's";
- mes "leader, ^0000FFChief Paiko^000000?";
- close;
- } else if(dewata_legend == 4) {
- if (checkquest(9155) >= 0) {
- mes "[Sage Kasyapa]";
- mes "I heard you could help making";
- mes "a crown for our tribe leader.";
- mes "You will certainly be a big";
- mes "help to us... I trust my";
- mes "own eyes and the";
- mes "sparking light...";
- next;
- mes "[Sage Kasyapa]";
- mes "The symbol of the Dayak Tribe";
- mes "and a famous mystical creature.";
- mes "Find ^FF000015 ^4AA02CCendrawasih Feathers^000000";
- mes "and bring them to ^0000FFChief Paiko^000000.";
- close;
- } else if (checkquest(9156) >= 0) {
- mes "[Sage Kasyapa]";
- mes "With the feathers that you have";
- mes "brought, creating a ^4AA02CJaty Crown^000000 is";
- mes "going much more smoothly.";
- mes "Go see ^0000FFChief Paiko^000000.";
- close;
- } else if (checkquest(9157) >= 0) {
- mes "[Sage Kasyapa]";
- mes "There is something";
- mes "I wish to give to you";
- mes "as a reward for your help.";
- mes "Please, it would honor us if you would take it.";
- next;
- specialeffect2 EF_PNEUMA;
- mes "[Sage Kasyapa]";
- mes "The reason I asked you to embark";
- mes "on this important mission is";
- mes "because of this feather.";
- mes "Handed down from generation to";
- mes "generation, the legendary origin of";
- mes "the crown is this feather...";
- next;
- mes "[Sage Kasyapa]";
- mes "I saw this feather begin to shine";
- mes "when you came here.";
- mes "I knew you were a person who";
- mes "would endeavour to help us.";
- mes "On behalf of my people,";
- mes "I give my thanks.";
- next;
- mes "[Sage Kasyapa]";
- mes "Also, the feather you received";
- mes "isn't just valuable on it's own,";
- mes "it also is an acknowledgment from our tribe.";
- next;
- mes "[Sage Kasyapa]";
- mes "Like ^C35817Krakatau Volcano^000000, when you";
- mes "venture into dangerous areas like";
- mes "that, if you display this feather,";
- mes "you can get help from the tribe.";
- mes "Anyway, I really thank you.";
- set dewata_legend,5;
- erasequest 9157;
- getitem 6406,1;
- close; }
- mes "[Sage Kasyapa]";
- mes "I've been waiting for you.";
- mes "Our tribe's leader has a favor";
- mes "to ask of you.";
- mes "Please talk to ^0000FFChief Paiko^000000.";
- close;
- } else if(dewata_legend >= 5) {
- mes "[Sage Kasyapa]";
- mes "Also, the feather you received";
- mes "isn't just valuable on it's own,";
- mes "it also is an acknowledgment from our tribe.";
- next;
- mes "[Sage Kasyapa]";
- mes "Like ^C35817Krakatau Volcano^000000, when you";
- mes "venture into dangerous areas like";
- mes "that, if you display this feather";
- mes "you can get help from the tribe.";
- mes "Anyway, I really thank you.";
- close; }
- mes "[Sage Kasyapa]";
- mes "Your earnest expression tells me";
- mes "that you have something to say";
- mes "you might as well tell me what it is.";
- next;
- if(select("I overheard talk about a crown...:Just looking for the gift shop.")==2) {
- emotion e_hmm,0,"Tribal Chief Paiko#dew_";
- mes .@n$;
- mes "Really?";
- mes "It looked as if your eyes";
- mes "wanted to say something.";
- close; }
- mes "[Sage Kasyapa]";
- mes "Oh, you heard about the crown, eh?";
- mes "Ah, this old man's got loose lips.";
- mes "We should have used a little more";
- mes "discretion...";
- next;
- select("Anything I can do to help?");
- mes "[Sage Kasyapa]";
- mes "I can see in your eyes";
- mes "that you are a trustworthy sort... but...";
- next;
- specialeffect EF_PNEUMA;
- mes "- There is a brief twinkling";
- mes "of light. All of a sudden ^0000FFKasyapa^000000";
- mes "seems taken aback. -";
- next;
- mes "[Sage Kasyapa]";
- mes "Ah, the feather......!";
- mes "Instead of talking to me, why don't";
- mes "you talk to our tribe's leader,";
- mes "^0000FFPaiko^000000?";
- set dewata_legend,2;
- close;
-}
-
-// NPC - Palm Tree
-//============================================================
-
-- script Palm Tree -1,{
-
- if (checkquest(5039) >= 0 || checkquest(5046) >= 0 || checkquest(5048) >= 0 || checkquest(5050) >= 0) {
- if ((checkquest(5039) >= 0) && countitem(6402) > 59 || (checkquest(5046) >= 0 && countitem(6402) > 19) || (checkquest(5048) >= 0 && countitem(6402) > 29) || (checkquest(5050) >= 0 && countitem(6402) > 39)) {
- mes "- The palm tree denies your greedy hands. -";
- close; }
- mes "There's palm tree.";
- mes "You can kick or shake it.";
- mes "What do you want to do?";
- next;
- switch(select("Shake the tree:Kick the tree")) {
- case 1:
- specialeffect EF_HITLINE2;
- mes "You shake the palm tree.";
- next;
- mes "... ... ...";
- next;
- set .@palm_rand,rand(1,20);
- if (.@palm_rand > 0 && .@palm_rand < 5) {
- set .@pstone,rand(1,3);
- if (.@pstone == 1) {
- mes "As you shake the palm tree like a";
- mes "polaroid picture...";
- mes "a ^FF0000stone^000000 falls out.";
- } else if (.@pstone == 2) {
- mes "As you shake the palm tree";
- mes "enough to move its branchs...";
- mes "a ^FF0000Stone^000000 falls out.";
- } else if (.@pstone == 3) {
- mes "As you shake the palm tree like";
- mes "a crazed Alchemist...";
- mes "a ^FF0000Stone^000000 falls out."; }
- getitem 7049,1;
- } else if (.@palm_rand == 13 || .@palm_rand == 12) {
- if(getequipid(EQI_HEAD_TOP) == 5009) {
- mes "- Something smashes down on your";
- mes "head, right where that soft spot";
- mes "is, but it's ok, you're safe!";
- mes "'cuz you already equipped ^0000FFSafety Helmet^000000. -";
- close2;
- specialeffect EF_BASH;
- initnpctimer;
- disablenpc "Palm Tree#"+strnpcinfo(2);
- end; }
- mes "As you shake the palm tree with";
- mes "wreckless abandon...";
- mes "something smashes down on your";
- mes "head, right where that soft spot";
- mes "is, $#*@! that's a one in a million shot.";
- close2;
- initnpctimer;
- disablenpc "Palm Tree#"+strnpcinfo(2);
- warp "dew_fild01",371,211;
- percentheal -10,0;
- end;
- } else if (.@palm_rand >= 5 && .@palm_rand < 9) {
- set .@pleaf,rand(1,3);
- if (.@pleaf == 1) {
- mes "As you shake the palm tree like a";
- mes "salt shaker...";
- mes "a ^FF0000Great Leaf^000000 falls out.";
- } else if (.@pleaf == 2) {
- mes "As you shake the palm tree with";
- mes "furious violence...";
- mes "a ^FF0000Great Leaf^000000 falls out.";
- } else if (.@pleaf == 3) {
- mes "As you shake the palm tree";
- mes "enough to move its branchs...";
- mes "a ^FF0000Great Leaf^000000 falls out."; }
- getitem 7198,1;
- } else if (.@palm_rand >= 9 && .@palm_rand < 12) {
- set .@pfruit,rand(1,6);
- if (.@pfruit == 1) {
- mes "Once shaking a palm tree";
- mes "an ^0000FFOil Palm Fruit^000000 falls out.";
- mes "- Fell in a Hurly-Burly.. -";
- mes "- Fell in a Hurly-Burly.. -";
- } else if (.@pfruit == 2) {
- mes "As you shake the palm tree with";
- mes "all of your strength...";
- mes "tons of ^0000FFOil Palm Fruit^000000 crashes down from the tree.";
- } else if (.@pfruit == 3) {
- mes "As you shake the palm tree like";
- mes "a disobedient child...";
- mes "an ^0000FFOil Palm Fruit^000000 falls out.";
- } else if (.@pfruit == 4) {
- mes "As you shake the palm tree";
- mes "enough to move its branchs...";
- mes "an ^0000FFOil Palm Fruit^000000 falls out.";
- } else if (.@pfruit == 5) {
- mes "Once shaking a palm tree";
- mes "an ^0000FFOil Palm Fruit^000000 falls out.";
- } else if (.@pfruit == 6) {
- mes "As you shake the palm tree like";
- mes "a crazed Alchemist...";
- mes "an ^0000FFOil Palm Fruit^000000 falls out."; }
- getitem 6402,rand(1,5);
- } else if (.@palm_rand > 13 && .@palm_rand < 17) {
- set .@pworm,rand(1,3);
- if (.@pworm == 1){
- mes "As you shake the palm tree like";
- mes "a disobedient child...";
- mes "a ^FF0000Worm Peeling^000000 falls out";
- } else if (.@pworm == 2) {
- mes "As you shake the palm tree like";
- mes "a crazed Alchemist...";
- mes "a ^FF0000Worm Peeling^000000 falls out.";
- } else if (.@pworm == 3) {
- mes "As you shake the palm tree with";
- mes "all of your strength...";
- mes "tons of ^FF0000Worm Peeling^000000 crashes down from the tree."; }
- getitem 955,1;
- } else if (.@palm_rand >= 17 && .@palm_rand <= 19) {
- set .@pnothing,rand(1,3);
- if (.@pnothing == 1) {
- mes "As you shake the palm tree like";
- mes "a crazed Alchemist...";
- mes "but nothing happens.";
- } else if (.@pnothing == 2) {
- mes "As you shake the palm tree";
- mes "with wreckless abandon...";
- mes "but nothing happens.";
- } else if (.@pnothing == 3) {
- mes "As you shake the palm tree";
- mes "enough to move its branchs...";
- mes "but nothing happens.";
- }
- }
- close2;
- specialeffect EF_BASH;
- initnpctimer;
- disablenpc "Palm Tree#"+strnpcinfo(2);
- end;
- case 2:
- specialeffect EF_BASH;
- mes "You kick the palm tree swiftly with";
- mes "all your might.";
- next;
- mes "... ... ...";
- next;
- set .@palm_rand,rand(1,20);
- if (.@palm_rand > 0 && .@palm_rand < 5) {
- set .@pstone,rand(1,3);
- if (.@pstone == 1) {
- mes "As you give the palm tree";
- mes "a big boot...";
- mes "a ^FF0000Stone^000000 falls out.";
- } else if (.@pstone == 2) {
- mes "As you give the palm tree";
- mes "a strong kick like a scorned";
- mes "woman...";
- mes "a ^FF0000stone^000000 falls out.";
- } else if (.@pstone == 3) {
- mes "As you give the palm tree";
- mes "a good'ole football punt...";
- mes "a ^FF0000stone^000000 falls out."; }
- getitem 7049,1;
- } else if (.@palm_rand == 13 || .@palm_rand == 12) {
- if(getequipid(EQI_HEAD_TOP) == 5009) {
- mes "- Something smashes down on your";
- mes "head, right where that soft spot";
- mes "is, but it's ok, you're safe!";
- mes "'cuz you already equipped ^0000FFSafety Helmet^000000. -";
- close2;
- specialeffect EF_BASH;
- initnpctimer;
- disablenpc "Palm Tree#"+strnpcinfo(2);
- end; }
- mes "As you shake the palm tree with";
- mes "wreckless abandon...";
- mes "something smashes down on your";
- mes "head, right where that soft spot";
- mes "is, $#*@! that's a one in a million shot.";
- close2;
- initnpctimer;
- disablenpc "Palm Tree#"+strnpcinfo(2);
- warp "dew_fild01",371,211;
- percentheal -10,0;
- end;
- } else if (.@palm_rand >= 5 && .@palm_rand < 9) {
- set .@pleaf,rand(1,3);
- if (.@pleaf == 1) {
- mes "Once kicking a palm tree";
- mes "with all power";
- mes "a ^FF0000Great Leaf^000000 falls out.";
- } else if (.@pleaf == 2) {
- mes "As you give the palm tree";
- mes "a good'ole football punt...";
- mes "a ^FF0000Great Leaf^000000 falls out.";
- } else if (.@pleaf == 3) {
- mes "As you give the palm tree";
- mes "a quick kick to it's";
- mes "proverbial shin...";
- mes "a ^FF0000Great Leaf^000000 falls out."; }
- getitem 7198,1;
- } else if (.@palm_rand >= 9 && .@palm_rand < 12) {
- set .@pfruit,rand(1,6);
- if (.@pfruit == 1) {
- mes "Once kicking a palm tree";
- mes "with all power...";
- mes "an ^0000FFOil Palm Tree^000000 falls out.";
- mes "- Fell in a Hurly-Burly.. -";
- mes "- Fell in a Hurly-Burly.. -";
- } else if (.@pfruit == 2) {
- mes "As you give the palm tree";
- mes "a quick kick to it's";
- mes "proverbial shin...";
- mes "an ^0000FFOil Palm Fruit^000000 falls out.";
- } else if (.@pfruit == 3) {
- mes "As you give the palm tree";
- mes "a good 'ole punt...";
- mes "tons of ^0000FFOil Palm Fruit^000000 crashs down";
- mes "from the tree.";
- } else if (.@pfruit == 4) {
- mes "As you give the palm tree";
- mes "a chuck norris kick...";
- mes "an ^0000FFOil Palm Fruit^000000 falls out.";
- } else if (.@pfruit == 5) {
- mes "As you give the palm tree";
- mes "a strong dropkick...";
- mes "tons of ^0000FFOil Palm Fruit^000000 crashs down";
- mes "from the tree.";
- } else if (.@pfruit == 6) {
- mes "As you give the palm tree";
- mes "a good'ole football punt...";
- mes "an ^0000FFOil Palm Fruit^000000 falls out."; }
- getitem 6402,rand(1,5);
- } else if (.@palm_rand > 13 && .@palm_rand < 17) {
- set .@pworm,rand(1,3);
- if (.@pworm == 1) {
- mes "As you give the palm tree";
- mes "a strong dropkick...";
- mes "a ^FF0000Worm Peeling^000000 falls out";
- } else if (.@pworm == 2) {
- mes "Once kicking a palm tree";
- mes "with all power...";
- mes "a ^FF0000Worm Peeling^000000 falls out.";
- } else if (.@pworm == 3) {
- mes "As you give the palm tree";
- mes "a chuck norris kick...";
- mes "tons of ^FF0000Worm Peeling^000000 crashes down from the tree."; }
- getitem 955,1;
- } else if (.@palm_rand >= 17 && .@palm_rand <= 19) {
- set .@pnothing,rand(1,3);
- if (.@pnothing == 1) {
- mes "As you give the palm tree";
- mes "a good'ole roundhouse...";
- mes "but nothing happens.";
- } else if (.@pnothing == 2) {
- mes "As you give the palm tree";
- mes "a strong kick like a scormed";
- mes "woman...";
- mes "but nothing happens.";
- } else if (.@pnothing == 3) {
- mes "As you give the palm tree";
- mes "a thunderous kick...";
- mes "but nothing happens."; }
- }
- close2;
- specialeffect EF_BASH;
- initnpctimer;
- disablenpc "Palm Tree#"+strnpcinfo(2);
- end;
- }
- } else {
- mes "- There's a palm tree facing the cool wind. -";
- close; }
- end;
-
-OnTimer60000:
- enablenpc "Palm Tree#"+strnpcinfo(2);
- stopnpctimer;
- end;
-}
-dew_fild01,209,201,0 duplicate(Palm Tree) Palm Tree#drink01 844
-dew_fild01,338,121,0 duplicate(Palm Tree) Palm Tree#drink02 844
-dew_fild01,247,62,0 duplicate(Palm Tree) Palm Tree#drink03 844
-dew_fild01,358,136,0 duplicate(Palm Tree) Palm Tree#drink04 844
-dew_fild01,276,73,0 duplicate(Palm Tree) Palm Tree#drink05 844
-dew_fild01,326,147,0 duplicate(Palm Tree) Palm Tree#drink06 844
-dew_fild01,278,63,0 duplicate(Palm Tree) Palm Tree#drink07 844
-dew_fild01,334,107,0 duplicate(Palm Tree) Palm Tree#drink08 844
-dew_fild01,301,88,0 duplicate(Palm Tree) Palm Tree#drink09 844
-dew_fild01,307,146,0 duplicate(Palm Tree) Palm Tree#drink10 844
-dew_fild01,314,72,0 duplicate(Palm Tree) Palm Tree#drink11 844
-dew_fild01,325,159,0 duplicate(Palm Tree) Palm Tree#drink12 844
-dew_fild01,320,68,0 duplicate(Palm Tree) Palm Tree#drink13 844
-dew_fild01,339,163,0 duplicate(Palm Tree) Palm Tree#drink14 844
-dew_fild01,345,88,0 duplicate(Palm Tree) Palm Tree#drink15 844
-dew_fild01,346,193,0 duplicate(Palm Tree) Palm Tree#drink16 844
-dew_fild01,344,71,0 duplicate(Palm Tree) Palm Tree#drink17 844
-dew_fild01,355,193,0 duplicate(Palm Tree) Palm Tree#drink18 844
-dew_fild01,358,93,0 duplicate(Palm Tree) Palm Tree#drink19 844
-dew_fild01,341,261,0 duplicate(Palm Tree) Palm Tree#drink20 844
-dew_fild01,70,196,0 duplicate(Palm Tree) Palm Tree#drink21 844
-dew_fild01,363,219,0 duplicate(Palm Tree) Palm Tree#drink22 844
-dew_fild01,289,302,0 duplicate(Palm Tree) Palm Tree#drink23 844
-dew_fild01,97,145,0 duplicate(Palm Tree) Palm Tree#drink24 844
-dew_fild01,299,107,0 duplicate(Palm Tree) Palm Tree#drink25 844
-dew_fild01,206,99,0 duplicate(Palm Tree) Palm Tree#drink26 844
-dew_fild01,355,113,0 duplicate(Palm Tree) Palm Tree#drink27 844
-dew_fild01,188,72,0 duplicate(Palm Tree) Palm Tree#drink28 844
-dew_fild01,278,136,0 duplicate(Palm Tree) Palm Tree#drink29 844
-dew_fild01,238,80,0 duplicate(Palm Tree) Palm Tree#drink30 844
-dew_fild01,258,128,0 duplicate(Palm Tree) Palm Tree#drink31 844
-dew_fild01,252,97,0 duplicate(Palm Tree) Palm Tree#drink32 844
-dew_fild01,240,125,0 duplicate(Palm Tree) Palm Tree#drink33 844
-dew_fild01,256,98,0 duplicate(Palm Tree) Palm Tree#drink34 844
-dew_fild01,225,117,0 duplicate(Palm Tree) Palm Tree#drink35 844
-dew_fild01,119,42,0 duplicate(Palm Tree) Palm Tree#drink36 844
-dew_fild01,219,121,0 duplicate(Palm Tree) Palm Tree#drink37 844
-dew_fild01,279,93,0 duplicate(Palm Tree) Palm Tree#drink38 844
-dew_fild01,209,137,0 duplicate(Palm Tree) Palm Tree#drink39 844
-dew_fild01,206,156,0 duplicate(Palm Tree) Palm Tree#drink40 844
-
-// NPC - Hideouts
-//============================================================
-
-dew_fild01,57,273,0 script #hideout 45,1,1,{
- if(dewata_legend >= 1) {
- warp "dew_in01",16,34;
- end; }
- mes "- You hear a faint conversation going on inside -";
- next;
- mes "[Tribal Chief Paiko]";
- mes "Once again, I have failed to";
- mes "make the ^E66C2CJaty Crown^000000...";
- mes "I was sure that I could do it this time.";
- mes "Why won't it work?";
- next;
- mes "[Sage Kasyapa]";
- mes "The ^4AA02CJaty Crown^000000 has been known to";
- mes "have miraculous power since the";
- mes "time of the ancients.";
- mes "But it's been said that only those";
- mes "who've earned a tribal honor";
- mes "would be able to use it.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "^0000FFKasyapa^000000!!";
- mes "Are you saying that even though I";
- mes "am the leader of our tribe, I have";
- mes "not yet received that honor?";
- next;
- mes "[Sage Kasyapa]";
- mes "Calm down, ^0000FFChief Paiko^000000...";
- mes "As the Great and Powerful Chief,";
- mes "you should be more than enough to qualify.";
- next;
- mes "[Sage Kasyapa]";
- mes "In my younger years I could have";
- mes "easily solved the problem, but this";
- mes "old man's mind cannot figure out";
- mes "what's missing.";
- next;
- mes "- The conversation trails off and";
- mes "you don't hear anymore. -";
- set dewata_legend,1;
- close;
-}
-
-dew_in01,16,31,0 script #hidein 45,1,1,{
- if(dewata_legend != 3) {
- warp "dew_fild01",60,273;
- end; }
- mes "- Kasyapa and Chief Paiko begin";
- mes "talking as you are about to";
- mes "leave... -";
- next;
- mes "[Sage Kasyapa]";
- mes "I am unsure of what is missing, but";
- mes "that traveler could be a big help in";
- mes "creating the ^4AA02CJaty Crown^000000.";
- mes "Of this I am certain.";
- mes "The reason is...";
- next;
- mes "[Tribal Chief Paiko]";
- mes "What is the reason?";
- next;
- mes "[Sage Kasyapa]";
- mes "This ^E56717Cendrawasih Feather^000000 was owned";
- mes "by our first tribe leader when the";
- mes "crown was originally created.";
- mes "It was stored as a treasured";
- mes "heirloom of our tribe.";
- next;
- mes "[Sage Kasyapa]";
- mes "But when the traveler came near,";
- mes "this feather started to shine, and";
- mes "I kept thinking that this is not";
- mes "just a coincidence";
- mes "This person will be the key to";
- mes "assisting us to make the crown.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "Could it happen for sure?";
- mes "If so, I will give everything";
- mes "to support them...";
- set dewata_legend,4;
- close;
-}
-
-// NPC - Mastersmith Gatti
-//============================================================
-
-dew_fild01,127,240,4 script Gatti#weapon 813,{
- if (checkquest(5052) >= 0) {
- mes "[Gatti]";
- mes "Were you recognized by the natives?";
- next;
- mes "[Gatti]";
- mes "... ... ...";
- next;
- if (dewata_legend >= 5) {
- mes "[Gatti]";
- mes "Oh yes! Finally.";
- mes "You also possess a strong energy.";
- mes "Did you finally get the recognition from natives?";
- next;
- select("Yes.");
- mes "[Gatti]";
- mes "Oh! Just as I expected!";
- mes "I was so lucky to meet you.";
- mes "Everything is going so well.";
- next;
- mes "[Gatti]";
- mes "I know I have no right to ask";
- mes "you for this, but a meeting like";
- mes "this is destiny...";
- next;
- mes "[Gatti]";
- mes "- Gatti mumbles. -";
- next;
- mes "[Gatti]";
- mes "The weapon material that I so";
- mes "longed for is ^0000FFComodo Leather^000000.";
- mes "Please get me 100 of them.";
- next;
- mes "[Gatti]";
- mes "I'm so eager to make the weapon in";
- mes "the weapon blueprint.";
- next;
- mes "[Gatti]";
- mes "Please, before my passion fades out.";
- next;
- mes "[Gatti]";
- mes "Oh! And the Comodo Dragon is a very";
- mes "powerful monster, so please be careful.";
- changequest 5052,5053;
- close; }
- mes "[Gatti]";
- mes "Not yet, I guess. I'm asking around";
- mes "everywhere, but I couldn't find a";
- mes "way to get recognition from natives.";
- mes "I don't know when I can finish";
- mes "making this weapon.";
- next;
- mes "[Gatti]";
- mes "If you get recognition before";
- mes "me, please DON'T forget to visit";
- mes "me.";
- close;
- } else if (checkquest(5053) >= 0) {
- if (countitem(6403) > 99) {
- mes "[Gatti]";
- mes "By the looks of your walk, you must";
- mes "have brought me 100 Comodo Leather. Hand it over to me.";
- next;
- mes "- Gatti takes the Comodo Leather from you. -";
- erasequest 5053;
- set dewata_gatti,2;
- delitem 6403,100;
- close; }
- mes "[Gatti]";
- mes "Please be careful. The Comodo";
- mes "Dragon is very powerful monster.";
- mes "And don't forget to bring me 100";
- mes "Comodo Leather on your";
- mes "way back.";
- close; }
- if (dewata_gatti == 0) {
- mes "[Gatti]";
- mes "Hey there, young man~ Are you from here?";
- next;
- select("No, I'm not.");
- mes "[Gatti]";
- mes "I'd like to ask you a question.";
- mes "Where is this place?";
- next;
- mes "- He seems to be asking for the";
- mes "Island name. -";
- next;
- input .@dewataname$;
- if (.@dewataname$ != "Dewata Island") {
- mes "[Gatti]";
- mes "Is that so... "+.@dewataname$+"? "+.@dewataname$+"... "+.@dewataname$+"...";
- mes ""+.@dewataname$+"...";
- next;
- mes "- The old man gave a deep sign of resignation and countinued speaking. -";
- next;
- mes "[Gatti]";
- mes "Damn... My plan is ruined. I";
- mes "invested all my fortunes to get";
- mes "there, but I failed. I can't do";
- mes "anything now, my boat has been";
- mes "wrecked.";
- next;
- mes "- The old man starts to cry. -";
- mes "- Feeling awkward, you quickly leave. -";
- close; }
- mes "[Gatti]";
- mes "This is Dewata Island? You're sure";
- mes "this is Dewata Island?";
- next;
- mes "[Gatti]";
- mes "Hahahahahahahahaha...!!!";
- next;
- mes "- The old man started to laugh";
- mes "like a crazy person after";
- mes "hearing the name of the island.";
- mes "You decide to ask a little bit later. -";
- set dewata_gatti,1;
- close;
- } else if (dewata_gatti == 1) {
- select("Well, sir...");
- mes "[Gatti]";
- mes "Cough... cough...";
- next;
- mes "[Gatti]";
- mes "Oh... Sorry~ Sorry. I was so happy";
- mes "that I finally arrived at Dewata";
- mes "Island.";
- next;
- mes "[Gatti]";
- mes "This is not a short story. Oh! I";
- mes "have to introduce myself first. I";
- mes "am Mastersmith Gatti, also an";
- mes "Adventurer.";
- next;
- mes "[Gatti]";
- mes "I found a mysterious weapon";
- mes "blueprint, but I don't remember";
- mes "exactly when I acquired it.";
- next;
- select("Weapon blueprint...?");
- mes "[Gatti]";
- mes "Yes! I traveled all around to find";
- mes "the materials for the weapon, but...";
- next;
- select("But what?");
- mes "[Gatti]";
- mes "I couldn't find the last material anywhere.";
- next;
- mes "[Gatti]";
- mes "It was about to give up, but there";
- mes "was some fine print on the";
- mes "blueprint saying that it could be";
- mes "found on Dewata Island.";
- next;
- mes "[Gatti]";
- mes "I don't know why somebody put such";
- mes "an important thing in fine print.";
- mes "Anyway, after reading that, I";
- mes "invested all my fortunes to find";
- mes "that Island.";
- next;
- select("Oh... Is that so?");
- mes "[Gatti]";
- mes "This island is strange. I arrived";
- mes "here a week ago, and everybody here";
- mes "has been avoiding me.";
- next;
- mes "[Gatti]";
- mes "Last week was so hard, but you";
- mes "saved me by telling me this is";
- mes "Dewata Island.";
- mes "Thank you for telling me, and";
- mes "thank you for passing here at";
- mes "just the right time.";
- next;
- select("Uh... No problem.");
- mes "[Gatti]";
- mes "Well... There was a little problem";
- mes "of my ship getting wrecked, but";
- mes "that's neither here nor there.";
- next;
- mes "[Gatti]";
- mes "Now that I found out this is";
- mes "Dewata Island, I should find";
- mes "the material for this great weapon.";
- next;
- mes "[Gatti]";
- mes "... ... ... ...";
- next;
- mes "[Gatti]";
- mes "Ah! The material that I am looking";
- mes "for is ^FF0000Comodo Leather^000000.";
- next;
- select("^FF0000Comodo Leather?^000000");
- mes "[Gatti]";
- mes "Yes. In the blueprint, it's";
- mes "written that only a few";
- mes "of the Dewata Natives are";
- mes "worthy enough to fight";
- mes "against the Comodo Dragon.";
- next;
- mes "[Gatti]";
- mes "In order to fight the Comodo";
- mes "Dragon, you have to get recognized";
- mes "by the natives. I assume it'll be";
- mes "hard to get the recognition.";
- next;
- select("Of course, it must be...");
- mes "[Gatti]";
- mes "Let me ask you a favor.";
- mes "If you get the recognition first,";
- mes "please don't forget to visit me.";
- setquest 5052;
- close;
- } else if (dewata_gatti == 2) {
- mes "[Gatti]";
- mes "Oh~ Look at this. How resilient.. So soft.";
- next;
- mes "[Gatti]";
- mes "Comodo Leather is the best material ever.";
- next;
- mes "[Gatti]";
- mes "Hmm... Like this?";
- next;
- mes "[Gatti]";
- mes "Or like this? Yes! This is the way!";
- next;
- mes "- Mastersmith Gatti enjoys";
- mes "processing the Leathers you've";
- mes "brought to make the weapon. -";
- mes "- You should wait a little while. -";
- set dewata_gatti,3;
- close;
- } else if (dewata_gatti == 3) {
- if (checkquest(5054) >= 0) {
- mes "[Gatti]";
- mes "You brought all the material already?";
- mes "You were also curious about the finished weapon? Haha.";
- next;
- mes "[Gatti]";
- mes ".... .... ....";
- next;
- if (countitem(6403)>99 && countitem(999)>19 && countitem(984)>9 && countitem(6404)) {
- mes "[Gatti]";
- mes "Great, we have enough. Wait a little.";
- next;
- specialeffect EF_REFINEOK;
- mes "[Gatti]";
- mes "I finished making the weapon. This";
- mes "is called ^FF0000Keris^000000, according to the blueprint.";
- next;
- mes "[Gatti]";
- mes "I keep finding new stuff when I";
- mes "lay my eyes on this blueprint.";
- next;
- mes "[Gatti]";
- mes "I've learned how to make the";
- mes "weapon, so ask me anytime if you need it.";
- set dewata_gatti,4;
- getitem 13067,1;
- delitem 6403,100;
- delitem 999,20;
- delitem 984,10;
- delitem 6404,1;
- erasequest 5054;
- close; }
- mes "[Gatti]";
- mes "Hmm... I need more of those.";
- mes "If my ship didn't get wrecked.";
- mes "I could made it on my own, but...";
- next;
- mes "- Gatti mumbles to himself. -";
- next;
- mes "[Gatti]";
- mes "100 Comodo Leather, 20 Steel,";
- mes "and 10 Oridecon are what I need.";
- next;
- mes "[Gatti]";
- mes "If you bring them all,";
- mes "I'll make the best weapon ever.";
- close; }
- select("Well... Gatti?");
- mes "[Gatti]";
- mes "Oh! Sorry, sorry! This leather is";
- mes "so interesting.";
- next;
- mes "[Gatti]";
- mes "I made a hilt out of the leather you brought me.";
- next;
- mes "[Gatti]";
- mes ".... .... .... ....";
- next;
- select("Hilt?");
- mes "[Gatti]";
- mes "You don't know what a hilt is?";
- mes "That's what you call the handle of a weapon.";
- next;
- mes "- Gatti shows a thing that looks like the handle of a weapon. -";
- next;
- mes "[Gatti]";
- mes "I tried making it like what's";
- mes "written in the blueprint, but";
- mes "I need more material.";
- next;
- select("Really?");
- mes "[Gatti]";
- mes ".... .... .... ....";
- next;
- mes "[Gatti]";
- mes "Yes... To be frank with you,";
- mes "I ruined a lot of them trying";
- mes "different things.";
- next;
- mes "[Gatti]";
- mes "I know this is alot to ask,";
- mes "but can you get me 100 more";
- mes "Comodo Leather, 20 Steel, and 10 Oridecon?";
- next;
- mes "[Gatti]";
- mes "I'll make you a best weapon ever.";
- next;
- mes "[Gatti]";
- mes "Oh! I almost forgot. Don't forget";
- mes "to bring the hilt that I just made you.";
- next;
- mes "[Gatti]";
- mes "A weapon must have a handle.";
- getitem 6404,1;
- setquest 5054;
- close;
- } else if (dewata_gatti >= 4) {
- mes "[Gatti]";
- mes "You're ^FF0000"+strcharinfo(0)+"^000000?";
- mes "So, how's the Keris that I made it for you?";
- next;
- switch(select("It's great!:I need another Keris.:Can I make it stronger?")) {
- case 1:
- mes "[Gatti]";
- mes "Yes, yes of course it's great.";
- mes "I made that weapon so it must be good.";
- close;
- case 2:
- if (countitem(6404) == 1) {
- if (countitem(6403)>69 && countitem(999)>19 && countitem(984)>9) {
- mes "[Gatti]";
- mes "You have all materials.";
- mes "Wait just a little.";
- next;
- specialeffect EF_REFINEOK;
- mes "[Gatti]";
- mes "Here is the Keris! Ask me anytime.";
- getitem 13067,1;
- delitem 6404,1;
- delitem 6403,70;
- delitem 999,20;
- delitem 984,10;
- close; }
- mes "[Gatti]";
- mes "You only have a Hilt. You'll need";
- mes "to bring me 10 Oridecon, 20 Steel,";
- mes "and 70 Comodo Leather.";
- next;
- mes "[Gatti]";
- mes "If you bring them, I'll make a";
- mes "brand new Keris.";
- close;
- } else if (countitem(6404) > 1) {
- mes "[Gatti]";
- mes "You already have 1 Hilt in your inventory. What do you need 1 more Hilt for?";
- close;
- } else if (countitem(6403)>49 && countitem(7201)) {
- mes "[Gatti]";
- mes "You bought the material for the";
- mes "Hilt. I'll make it right away.";
- next;
- mes "[Gatti]";
- mes "Put in here, and process it like this...";
- next;
- mes "[Gatti]";
- mes "Here you go. I can make a Keris if";
- mes "you bring me 10 Oridecon, 20 Steel,";
- mes "and 70 Comodo Leather.";
- getitem 6404,1;
- delitem 6403,50;
- delitem 7201,1;
- close; }
- mes "[Gatti]";
- mes "You want me to make one more";
- mes "Keris for you? In that case I";
- mes "need a Hilt, 50 Comodo Leather,";
- mes "and 1 Log. These are what I need to make a Hilt.";
- close;
- case 3:
- mes "[Gatti]";
- mes "So, you want to enchant your";
- mes "weapon? The weapon gets broken";
- mes "from time to time during the";
- mes "process, but it doesn't";
- mes "happen that often.";
- next;
- mes "[Gatti]";
- mes "In another case, the enchantment";
- mes "may be applied to an item which";
- mes "you didn't mean to enchant.";
- mes "So just bring ^5555ffONE Weapon^000000";
- mes "if you want the enchantment to be safe.";
- next;
- switch(select("Please enchant the weapon.","Things you need to know.","Maybe next time.")) {
- case 1:
- mes "[Gatti]";
- mes "^FFA500To enchant your Weapon^000000:";
- mes "- 100,000 Zeny";
- mes "- ^FF0000Weapon will lose refines and cards^000000.";
- next;
- if (countitem(13067) > 1) {
- mes "[Gatti]";
- mes "Please come back with just ONE equipment to be enchanted.";
- close; }
- mes "[Gatti]";
- mes "You want to enchant your";
- mes "^FF0000" + getitemname(13067) + "^000000?";
- mes "The cost of this work is ^0000FF100,000^000000 Zeny.";
- next;
- if(select("Do it, please!:May be next time..")==2) close;
- if (Zeny < 100000) {
- mes "[Gatti]";
- mes "I'd like to go ahead with this enchant attempt, but you're missing a few things.";
- mes "You sure that you have enough Zeny.";
- close; }
- delitem 13067,1;
- set Zeny, Zeny-100000;
- close2;
- specialeffect2 EF_REPAIRWEAPON;
- progressbar "FFFF00",3;
- set .@Enchant_3,rand(4760,4802);
- set .@Enchant_4,rand(4760,4802);
- set .@ERate, rand(100);
- if (.@ERate < 14) { // -- 14% Break chance
- mes "[Gatti]";
- mes "Wah! I am so sorry, but it failed.";
- mes "However, I am completely innocent.";
- mes "This is your luck, and it was destined by god, okay?";
- mes "Don't be so disappointed, and try next time.";
- next;
- mes "[Gatti]";
- mes "I wish you good luck next time!";
- close;
- } else {
- getitem2 13067,1,1,0,0,0,0,.@Enchant_3,.@Enchant_4;
- mes "[Gatti]";
- mes "Great, your weapon received the enchant.";
- mes "It looks pretty well done. Congratulations!";
- next;
- mes "[Gatti]";
- mes "See you again, adventurer!";
- close; }
- case 2:
- mes "[Gatti]";
- mes "If you want to do it, I'll";
- mes "have to tell you some cautionary";
- mes "things before enchanting the";
- mes "weapon.";
- next;
- mes "[Gatti]";
- mes "I need 1 weapon of level";
- mes "3 or 4, and maximum slot of 2.";
- mes "And 100,000 Zeny too.";
- mes "As you know, I don't have any";
- mes "money right now because my";
- mes "ship got wrecked.";
- next;
- mes "[Gatti]";
- mes "If you have a weapon that is";
- mes "refined or inserted with cards";
- mes "in your inventory which you";
- mes "don't want to enchant, it";
- mes "could get destroyed.";
- next;
- mes "[Gatti]";
- mes "Or its upgrades could get";
- mes "changed during the";
- mes "enchantment process.";
- next;
- mes "[Gatti]";
- mes "If you don't want that to";
- mes "happen, put the refined";
- mes "weapon elsewhere before the enchantment.";
- next;
- mes "[Gatti]";
- mes "Sometimes the enchantment";
- mes "fails. The weapon doesn't get";
- mes "destroyed every time you fail.";
- mes "However, you should know that";
- mes "the weapon gets destroyed from";
- mes "time to time.";
- close;
- case 3:
- mes "[Gatti]";
- mes "Whenever you want to enchant";
- mes "weapon, just bring me the";
- mes "weapon you want to enchant";
- mes "and 100,000 Zeny.";
- close;
- }
- }
- }
-}
diff --git a/npc/quests/quests_dicastes.txt b/npc/quests/quests_dicastes.txt
deleted file mode 100644
index 2d1132cff..000000000
--- a/npc/quests/quests_dicastes.txt
+++ /dev/null
@@ -1,6557 +0,0 @@
-//===== rAthena Script =======================================
-//= El Dicastes Quest NPCs
-//===== By: ==================================================
-//= Gennosuke Kouga
-//===== Current Version: =====================================
-//= 1.2a
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= Quest NPCs related to Dewata:
-//== Sapha's Visit, Doha's Secrect Order, Frede's Request,
-//== Department Quests, Document Quests,
-//== Chesire's Call, Cat Hands Enchantment
-//===== Additional Comments: =================================
-//= 1.0 First version. 14107 lines, oh, the pain...
-//= 1.1 Standardized and reduced by 7000+ lines. [Euphy]
-//= 1.2 Further optimization. [Euphy]
-//= 1.2a Small bug fix. [Euphy]
-//============================================================
-
-// Entrance
-//============================================================
-
-manuk,321,182,5 script Entrance Manager#ep13_3_ 450,{
- mes "[Entrance Manager]";
- if (isequipped(2782)) {
- if (ep13_3_invite >= 4) {
- mes "Are you visiting the capital city, El Dicastes?";
- next;
- if(select("Yes:No")==2) {
- mes "[Entrance Manager]";
- mes "Then use the tunnel next time.";
- close; }
- mes "[Entrance Manager]";
- mes "Be careful.";
- close2;
- warp "dic_dun01",33,212;
- end; }
- mes "Sorry.";
- mes "I cannot let you pass because you are not a Sapha.";
- close; }
- mes "¢¤¡ð¡ú? ¢£ ¡ù¡ð...";
- mes "¡ï¡ò¡Ð ¢¤ ?";
- mes "¡ñ¡ï..?";
- close;
-}
-
-dic_dun01,266,113,5 script Curious Sapha#ep13_3_ 449,{
- mes "[Curious Sapha]";
- if (isequipped(2782)) {
- mes "Hello?";
- next;
- switch(select("What are you doing here?:Buy research items.:Hello!:I want to help your research.")) {
- case 1:
- mes "[Curious Sapha]";
- mes "Do you see that dirty vigilante over there?";
- next;
- mes "[Curious Sapha]";
- mes "He was attacked by Scarabas after falling into Scaraba Hall.";
- mes "And he was the only one attacked even with others around him.";
- next;
- mes "[Curious Sapha]";
- mes "I think he slipped and fell on some secretion of the Queen Scaraba. I thought it was an accident was looking into it.";
- next;
- mes "[Curious Sapha]";
- mes "If the research results are correct, the Scarabas are very sensitive to the smell.";
- mes "Or else say they go crazy over it. Almost as if they were losing it...";
- next;
- mes "[Curious Sapha]";
- mes "I came to research the relationship between the Queen secretion component and the Scarabas.";
- mes "So I created this into a perfume to carry it easily.";
- next;
- mes "[Curious Sapha]";
- mes "I might be able to use this perfume's reaction to Scarabas and make progress in research.";
- close;
- case 2:
- mes "[Curious Sapha]";
- mes "You want to buy the Scaraba";
- mes "Perfume? A gift for home?";
- mes "Well, it has become a rare perfume.";
- next;
- mes "[Curious Sapha]";
- mes "I'll give you a deal and sell it by 500 Zeny each. But, try not to carry it with you into Scaraba Hall.";
- mes "How many do you want? You can buy up to 100.";
- next;
- input .@deal,0,100;
- if (.@deal == 0) {
- mes "[Curious Sapha]";
- mes "You changed your mind?";
- close; }
- if (Zeny < .@deal*500) {
- mes "[Curious Sapha]";
- mes "You don't have enough money.";
- close; }
- mes "[Curious Sapha]";
- mes "Will you buy "+.@deal+"?";
- next;
- if(select("Yes:No")==2) close;
- mes "[Curious Sapha]";
- mes "Here you go. Scaraba might flock";
- mes "around you, so don't use it near Scaraba Hall.";
- getitem 6437, .@deal;
- set Zeny, Zeny-(.@deal*500);
- close;
- case 3:
- mes "[Curious Sapha]";
- mes "Hello?";
- close;
- case 4:
- mes "[Curious Sapha]";
- mes "Do you have any useful information?";
- mes "Please let me know!";
- next;
- input .@talksap$;
- mes "[Curious Sapha]";
- mes "It says ^0000FF"+.@talksap$+"^000000.";
- next;
- set .@curiousrand,rand(1,4);
- // Needs more information!
- if (.@curiousrand == 1) {
- mes "[Curious Sapha]";
- mes "That is great information!";
- mes "I must start on the research.";
- close;
- } else if (.@curiousrand == 2) {
- mes "[Curious Sapha]";
- mes "I already know about that information, but I'm really grateful for you to come all the way here to tell me.";
- close;
- } else {
- mes "[Curious Sapha]";
- mes "Hmm... do you think so?";
- mes "I have some doubts about your information. I'll think it over.";
- close;
- }
- }
- }
- mes "¡ö¡ñ¡Ð ¡ò ¡õ?";
- next;
- mes "- Cannot understand a word. -";
- close;
-}
-
-// Vigilantes
-//============================================================
-
-function script eldicastes_dv {
- mes "[Vigilante]";
- if (isequipped(2782)) {
- if (ep13_3_secret >= 4) {
- if (countitem(6437)) {
- mes "Do you need something from the cave?";
- next;
- if(select("Yes:No")==2) {
- mes "[Vigilante]";
- mes "Please step aside because it is dangerous.";
- mes "You won't know when those Scarabas will start to rampage.";
- close; }
- mes "[Vigilante]";
- mes "Ewwww, what's this smell?";
- mes "Be careful. The smell from the Scaraba Secretion was picked up by other Scarabas.";
- next;
- if(select("Enter after spraying perfume.:Do not enter because it's dangerous.")==2) {
- mes "[Vigilante]";
- mes "Please step aside because it is dangerous.";
- mes "You won't know when those Scarabas will start to rampage.";
- close; }
- mes "[Vigilante]";
- mes "Okay. Then good luck to you. Be careful.";
- close2;
- warp "dic_dun02",101,142;
- end; }
- switch(getarg(0)) {
- case 1:
- mes "Phew, what happened?! Why are they all over me?";
- next;
- mes "[Vigilante]";
- mes "I already had bad luck in falling into Scaraba Hall and being";
- mes "drenched with this awful ^E77471stench^000000 my";
- mes "head is starting to ache!";
- next;
- mes "- The vigilante complained while brushing off the traces of the Scarabas. -";
- close;
- case 2:
- mes "Be careful. The smell from the Scaraba Secretion was picked up by other Scarabas.";
- next;
- mes "[Vigilante]";
- mes "If you need something from the cave!";
- mes "Please get some ^E77471Scaraba Perfume^000000 before you go.";
- close; }
- }
- switch(getarg(0)) {
- case 1:
- mes "Hey! This is no place for a rookie like you.";
- mes "Those Scaraba can snatch you away!";
- close;
- case 2:
- mes "The area below is restricted because it is dangerous.";
- mes "I cannot let you pass because you are here as a guest.";
- mes "Please follow the tunnel to get to the capital city.";
- close; }
- }
- switch(getarg(0)) {
- case 1:
- mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û.";
- mes "¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..!";
- break;
- case 2:
- mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?";
- mes "¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û...";
- mes "¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..!";
- break; }
- next;
- mes "- Cannot understand a word. -";
- close;
-}
-
-dic_dun01,284,102,5 script Dirty Vigilante#ep13_3_ 450,{
- callfunc "eldicastes_dv",1; }
-dic_dun01,294,106,4 script Vigilante#ep13_3_23 492,{
- callfunc "eldicastes_dv",2; }
-dic_dun01,286,104,5 script Vigilante#ep13_3_24 450,{
- callfunc "eldicastes_dv",2; }
-
-dic_dun01,28,212,0 script Vigilante#ep13_3_26 45,1,1,{
- mes "[Vigilante]";
- if (isequipped(2782)) {
- mes "Manuk is just before us.";
- mes "Are you heading to Manuk?";
- next;
- if(select("Yes:No")==2) {
- mes "[Vigilante]";
- mes "Good luck.";
- close; }
- mes "[Vigilante]";
- mes "I will send you back to Manuk.";
- close2;
- warp "manuk",326,180;
- end; }
- mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?";
- mes "¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û...";
- next;
- mes "- The Vigilante says something and then shakes his head.";
- mes "Looks like a negative reaction from the looks of his firm pose holding his shield in front of him. -";
- close;
-}
-
-dic_fild01,153,281,4 script Capital City Guard 492,{
- mes "[Capital City Guard]";
- if (isequipped(2782)) {
- mes "Access to the city is restricted from other races without permits.";
- mes "Please go back.";
- next;
- mes "[Capital City Guard]";
- mes "Hmmm? You are human.";
- mes "If you went through that tunnel, you are here by Ravail's invitation?";
- next;
- select("Yes.");
- mes "[Capital City Guard]";
- mes "No wonder Vyhannus approved you.";
- mes "Understood.";
- mes "I approve your entrance and will guide you on what you should first do in El Dicastes.";
- next;
- mes "[Capital City Guard]";
- mes "First enter the fortress,";
- mes "and register yourself at Dicastes Diel located at the highest location in the north.";
- mes "You must first register to be able to move freely.";
- next;
- mes "[Capital City Guard]";
- mes "You'll see Diel if you follow here towards the north.";
- mes "You won't get lost.";
- mes "You need to find the register window at the Diel public service center.";
- close2;
- warp "dicastes01",199,41;
- end; }
- mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?";
- mes "¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..!";
- next;
- mes "- Cannot communicate with him. -";
- close;
-}
-
-dic_in01,254,119,0 script Item Storage#01 844,{
- mes "This is the item storage.";
- mes "There is some writing on the paper.";
- next;
- mes "+ Shay's precious safe +";
- mes "For those you want to use this safe!";
- mes "1. Is my cooking delicious?";
- mes "2. You have enough basic skills, right?";
- mes "3. It will be ^0000FF500 Zeny^000000, please!";
- next;
- mes "You'll have to put in some coins to use it.";
- mes "Insert Coins: Will you";
- mes "put in 500 Zeny?";
- next;
- if(select("Use safe:No way.")==2) {
- mes "["+strcharinfo(0)+"]";
- mes "I will use it later.";
- close; }
- if (Zeny < 500) {
- mes "Not enough Zeny.";
- close; }
- set Zeny, Zeny-500;
- close2;
- openstorage;
- end;
-}
-
-// Civil Services
-//============================================================
-
-function script que_dic {
- if (getarg(0) > 1) {
- for(set .@i,0; .@i<getargcount(); set .@i,.@i+1)
- if (checkquest(getarg(.@i)) >= 0) {
- erasequest getarg(.@i);
- break; }
- return; }
- if (!getarg(0)) {
- if (checkquest(getarg(1),HUNTING) != 2) return;
- mes getarg(3); }
- else if (getarg(0)) {
- if (checkquest(getarg(1)) == -1) return;
- if (countitem(getarg(3)) < getarg(4)) {
- mes "It looks like you are short on the amount.";
- close; }
- mes getarg(5); mes getarg(6,"");
- delitem getarg(3), getarg(4); }
- getexp getarg(2),0;
- erasequest getarg(1);
- specialeffect2 18;
- getitem 6304,1;
- close;
-}
-
-dic_in01,48,263,5 script Hunting Dept. 1 Manager 449,{
- mes "[Hunting Dept. 1 Manager]";
- if (isequipped(2782)) {
- if (ep13_3_invite == 5) {
- if (checkquest(12159) == -1) {
- mes "So you didn't get any requests yet.";
- mes "Laponte will have piles of requests and might give you one.";
- next;
- mes "[Hunting Dept. 1 Manager]";
- mes "Try meeting him near the center of El Dicastes.";
- close;
- } else if (checkquest(12159,PLAYTIME) == 2) {
- mes "Time limit has expired for the existing request.";
- next;
- mes "[Hunting Dept. 1 Manager]";
- mes "If any incomplete request is found, it will be consider that you failed it and the request will be deleted.";
- next;
- mes "[Hunting Dept. 1 Manager]";
- mes "You can get a new request after the existing request record being removed, go to see Laponte.";
- que_dic(12099,12100,12101,12102,12103,12104,12105);
- erasequest 12159;
- close; }
- mes "Welcome.";
- mes "How can I help you?";
- next;
- select("I completed the request.");
- mes "[Hunting Dept. 1 Manager]";
- mes "Ah...";
- mes "You are done with the request?";
- mes "Let me check your records first.";
- next;
- mes "[Hunting Dept. 1 Manager]";
- set .@s$, "Oh, you completed all your requests. Confirmation complete.";
- que_dic(0,12099,4000,.@s$);
- que_dic(0,12100,49000,.@s$);
- que_dic(0,12101,18000,.@s$);
- que_dic(0,12102,45000,.@s$);
- que_dic(0,12103,4000,.@s$);
- que_dic(0,12104,73000,.@s$);
- que_dic(0,12105,59000,.@s$);
- mes "You will get in trouble if you lie about the request...";
- close; }
- mes "- The Sapha keeps a distance from you even when you try to talk.";
- mes "It looks like he is calling for a Galten. Time to go. -";
- close; }
- mes "¡õ¢£¡ô";
- mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
- next;
- mes "- I don't understand him. -";
- close;
-}
-
-dic_in01,51,266,6 script Hunting Dept. 2 Manager 449,{
- mes "[Hunting Dept. 2 Manager]";
- if (isequipped(2782)) {
- if (ep13_3_invite == 5) {
- if (checkquest(12160) == -1) {
- mes "So you didn't get any requests yet.";
- mes "Kalipo will have piles of requests and might give you one. Try to find him.";
- close;
- } else if (checkquest(12160,PLAYTIME) == 2) {
- mes "Kalipo seems to have another request for you.";
- next;
- mes "[Hunting Dept. 2 Manager]";
- mes "I will erase any other records including previous requests from Kalipo that you haven't completed yet.";
- next;
- mes "[Hunting Dept. 2 Manager]";
- mes "Your request history is cleared now. Please visit Kalipo.";
- que_dic(12106,12107,12108,12109,12110,12111);
- erasequest 12160;
- close; }
- mes "Welcome.";
- mes "How can I help you?";
- next;
- select("I completed the request.");
- mes "[Hunting Dept. 2 Manager]";
- mes "Ah...";
- mes "You are done with the request?";
- mes "Let me check your records first.";
- next;
- mes "[Hunting Dept. 2 Manager]";
- set .@s$, "Oh, you completed all your requests. Confirmation complete.";
- que_dic(0,12106,77000,.@s$);
- que_dic(0,12107,47000,.@s$);
- que_dic(0,12108,50000,.@s$);
- que_dic(0,12109,53000,.@s$);
- que_dic(0,12110,30000,.@s$);
- que_dic(0,12111,42000,.@s$);
- mes "Please check your request history again. There is a discrepancy with our documents.";
- close; }
- mes "- The Sapha keeps a distance from you even when you try to talk.";
- mes "It looks like he is calling for a Galten. Time to go. -";
- close; }
- mes "¡õ¢£¡ô";
- mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
- next;
- mes "- I don't understand him. -";
- close;
-}
-
-dic_in01,51,270,6 script Supply Dept. 1 Manager# 449,{
- mes "[Supply Dept. 1 Manager]";
- if (isequipped(2782)) {
- if (ep13_3_invite == 5) {
- if (checkquest(12161) == -1) {
- mes "So you didn't get any requests yet. Pura will have piles of requests and might give you one. Try meeting him.";
- close;
- } else if (checkquest(12163,PLAYTIME) == 2) {
- mes "I erased all records related with the previous request. Go to meet Pura.";
- que_dic(12117,12118,12119,12120,12121,12122,12123,12124,12125,12126);
- erasequest 12161;
- close; }
- mes "Welcome.";
- mes "How can I help you?";
- next;
- select("I completed the request.");
- mes "[Supply Dept. 1 Manager]";
- mes "Ah...";
- mes "You are done with the request?";
- mes "Let me check your records first.";
- next;
- mes "[Supply Dept. 1 Manager]";
- set .@s$, "It's done. You can't start any other request till tomorrow, why don't you go to the famous pub and rest?";
- que_dic(1,12117,26300,6086,6,.@s$);
- que_dic(1,12118,25600,6090,3,.@s$);
- que_dic(1,12119,51100,6073,16,.@s$);
- que_dic(1,12120,26300,1037,6,.@s$);
- que_dic(1,12121,79900,7032,26,.@s$);
- que_dic(1,12122,26300,6075,6,.@s$);
- que_dic(1,12123,79900,7326,26,.@s$);
- que_dic(1,12124,53000,12353,1,.@s$);
- que_dic(1,12125,56700,936,18,.@s$);
- que_dic(1,12126,37500,954,11,.@s$);
- if ((checkquest(12117) == -1 || checkquest(12118) == -1 || checkquest(12119) == -1 || checkquest(12120) == -1 || checkquest(12121) == -1 || checkquest(12122) == -1 || checkquest(12123) == -1 || checkquest(12124) == -1 || checkquest(12125) == -1 || checkquest(12126) == -1) && checkquest(12161) >= 0) {
- mes "Cannot find any record...";
- mes "Nothing... There is nothing that I can say ^E77471Request completed!^000000.";
- close; }
- mes "It looks like you are short on the amount.";
- close; }
- mes "- The Sapha keeps a distance from you even when you try to talk.";
- mes "It looks like he is calling for a Galten. Time to go. -";
- close; }
- mes "¡õ¢£¡ô";
- mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
- next;
- mes "- I don't understand him. -";
- close;
-}
-
-dic_in01,48,273,1 script Supply Dept. 2 Manager# 449,{
- mes "[Supply Dept. 2 Manager]";
- if (isequipped(2782)) {
- if (ep13_3_invite == 5) {
- if (checkquest(12162) == -1) {
- mes "So you didn't get any requests yet.";
- mes "Tragis will have piles of requests and might give you one. Try meeting him.";
- close;
- } else if (checkquest(12162,PLAYTIME) == 2) {
- mes "I erased all records related with the previous request. Tragis is looking for you so hurry up to meet him.";
- que_dic(12127,12128,12129,12130,12131,12132,12133,12134,12135,12136);
- erasequest 12162;
- close; }
- mes "Welcome.";
- mes "How can I help you?";
- next;
- select("I completed the request.");
- mes "[Supply Dept. 2 Manager]";
- mes "Ah...";
- mes "You are done with the request?";
- mes "Let me check your records first.";
- next;
- mes "[Supply Dept. 2 Manager]";
- set .@s1$, strcharinfo(0)+", you handle your requests quite well.";
- set .@s2$, "You are not like the pub owner who just sends requests here every day.";
- que_dic(1,12127,65300,6023,5,.@s1$,.@s2$);
- que_dic(1,12128,65300,6020,21,.@s1$,.@s2$);
- que_dic(1,12129,82800,1042,27,.@s1$,.@s2$);
- que_dic(1,12130,79900,912,26,.@s1$,.@s2$);
- que_dic(1,12131,42800,943,13,.@s1$,.@s2$);
- que_dic(1,12132,51100,6041,16,.@s1$,.@s2$);
- que_dic(1,12133,79900,7100,26,.@s1$,.@s2$);
- que_dic(1,12134,37500,7198,11,.@s1$,.@s2$);
- que_dic(1,12135,51100,7188,16,.@s1$,.@s2$);
- que_dic(1,12136,31000,518,2,.@s1$,.@s2$);
- if ((checkquest(12127) == -1 || checkquest(12128) == -1 || checkquest(12129) == -1 || checkquest(12130) == -1 || checkquest(12131) == -1 || checkquest(12132) == -1 || checkquest(12133) == -1 || checkquest(12134) == -1 || checkquest(12135) == -1 || checkquest(12136) == -1) && checkquest(12162) >= 0) {
- mes " I would like to complete a request for you but you have none going on now.";
- close; }
- mes "It looks like you are short on the amount.";
- close; }
- mes "- The Sapha keeps a distance from you even when you try to talk.";
- mes "It looks like he is calling for a Galten. Time to go. -";
- close; }
- mes "¡õ¢£¡ô";
- mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
- next;
- mes "- I don't understand him. -";
- close;
-}
-
-dic_in01,43,273,1 script Transport Dept. 1 Mgr.# 449,{
- mes "[Transport Dept. 1 Mgr.]";
- if (isequipped(2782)) {
- if (ep13_3_invite == 5) {
- if (checkquest(12163) == -1) {
- mes "So you didn't get any requests yet.";
- mes "Calyon will have piles of requests and might give you one. Try meeting him.";
- close;
- } else if (checkquest(12163,PLAYTIME) == 2) {
- mes "I erased all records related with the previous request. Calyon is looking for you so hurry up to meet him.";
- que_dic(12137,12138,12139,12140,12141,12142,12143,12144,12145,12146,12147);
- erasequest 12163;
- close; }
- mes "Welcome.";
- mes "How can I help you?";
- next;
- select("I completed the request.");
- mes "[Transport Dept. 1 Mgr.]";
- mes "Ah...";
- mes "You are done with the request?";
- mes "Let me check your records first.";
- next;
- mes "[Transport Dept. 1 Mgr.]";
- set .@s1$, "Quantity check finished. Ahhh, you going to rest?";
- set .@s2$, "Then why don't you visit the famous pub of the Capital? They have no yummy food though....";
- que_dic(1,12137,30000,7143,4,.@s1$,.@s2$);
- que_dic(1,12138,25000,744,5,.@s1$,.@s2$);
- que_dic(1,12139,47500,748,1,.@s1$,.@s2$);
- que_dic(1,12140,27500,736,15,.@s1$,.@s2$);
- que_dic(1,12141,27000,746,10,.@s1$,.@s2$);
- que_dic(1,12142,27500,740,15,.@s1$,.@s2$);
- que_dic(1,12143,21600,925,50,.@s1$,.@s2$);
- que_dic(1,12144,21400,965,50,.@s1$,.@s2$);
- que_dic(1,12145,20900,964,20,.@s1$,.@s2$);
- que_dic(1,12146,22400,911,30,.@s1$,.@s2$);
- que_dic(1,12147,22400,910,40,.@s1$,.@s2$);
- if ((checkquest(12137) == -1 || checkquest(12138) == -1 || checkquest(12139) == -1 || checkquest(12140) == -1 || checkquest(12141) == -1 || checkquest(12142) == -1 || checkquest(12143) == -1 || checkquest(12144) == -1 || checkquest(12145) == -1 || checkquest(12146) == -1 || checkquest(12147) == -1) && checkquest(12163) >= 0) {
- mes "Um... What do you want me to do?";
- next;
- mes "[Transport Dept. 1 Mgr.]";
- mes "You've got nothing that I can handle...";
- close; }
- mes "It looks like you are short on the amount.";
- close; }
- mes "- The Sapha keeps a distance from you even when you try to talk.";
- mes "It looks like he is calling for a Galten. Time to go. -";
- close; }
- mes "¡õ¢£¡ô";
- mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
- next;
- mes "- I don't understand him. -";
- close;
-}
-
-dic_in01,40,270,3 script Transport Dept. 2 Mgr.# 449,{
- mes "[Transport Dept. 2 Mgr.]";
- if (isequipped(2782)) {
- if (ep13_3_invite == 5) {
- if (checkquest(12164) == -1) {
- mes "So you didn't get any requests yet.";
- mes "Moltuka will have piles of requests and might give you one. Try meeting him.";
- close;
- } else if (checkquest(12164,PLAYTIME) == 2) {
- mes "I erased all records related with the previous request. Moltuka is looking for you so hurry up to meet him.";
- que_dic(12148,12149,12150,12151,12152,12153,12154,12155,12156,12157,12158);
- erasequest 12164;
- close; }
- mes "Welcome.";
- mes "How can I help you?";
- next;
- select("I completed the request.");
- mes "[Transport Dept. 2 Mgr.]";
- mes "Ah...";
- mes "You are done with the request?";
- mes "Let me check your records first.";
- next;
- mes "[Transport Dept. 2 Mgr.]";
- set .@s$, "Well received. One less thing to worry about now.";
- que_dic(1,12148,23000,528,100,.@s$);
- que_dic(1,12149,20750,512,100,.@s$);
- que_dic(1,12150,20750,515,100,.@s$);
- que_dic(1,12151,20750,535,100,.@s$);
- que_dic(1,12152,24500,516,50,.@s$);
- que_dic(1,12153,20750,513,100,.@s$);
- que_dic(1,12154,21250,517,50,.@s$);
- que_dic(1,12155,24000,737,20,.@s$);
- que_dic(1,12156,20037,747,5,.@s$);
- que_dic(1,12157,23000,6265,2,.@s$);
- que_dic(1,12158,23000,6264,2,.@s$);
- if ((checkquest(12148) == -1 || checkquest(12149) == -1 || checkquest(12150) == -1 || checkquest(12151) == -1 || checkquest(12152) == -1 || checkquest(12153) == -1 || checkquest(12154) == -1 || checkquest(12155) == -1 || checkquest(12156) == -1 || checkquest(12157) == -1 || checkquest(12158) == -1) && checkquest(12164) >= 0) {
- mes "This is the first time in my 200 years of working at this department that a person comes back to complete a request without starting any.";
- close; }
- mes "It looks like you are short on the amount.";
- close; }
- mes "- The Sapha keeps a distance from you even when you try to talk.";
- mes "It looks like he is calling for a Galten. Time to go. -";
- close; }
- mes "¡õ¢£¡ô";
- mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
- next;
- mes "- I don't understand him. -";
- close;
-}
-
-dic_in01,40,193,0 script Papyrus#0001 453,{
- mes "[Papyrus]";
- if (isequipped(2782)) {
- if (ep13_3_invite == 5) {
- set .@papyrustalk,rand(1,4);
- if (.@papyrustalk == 1) mes "The number of adventurers visiting the Archive room has increased";
- else if (.@papyrustalk == 2) mes "This is the very place where Ancient Sapha forefathers created history";
- else if (.@papyrustalk == 3) mes "The Archive room holds transcendent knowledge beyond that of Midgard and Asgard";
- else if (.@papyrustalk == 4) mes "Welcome, I am Papyrus, the manager of the Archive room here.";
- next;
- if (countitem(6308) > 2 && countitem(6308) < 30) {
- mes "[Papyrus]";
- mes "Wow~";
- mes "You've found an Unknown Relic.";
- mes "Do you want to exchange it with for 1 Sapha Certification?";
- next;
- if(select("Next time:Exchange now")==1) {
- mes "[Papyrus]";
- mes "Ok, have it your way. I'm here if you change your mind";
- close; }
- mes "[Papyrus]";
- mes "Ok here's your 1 Sapha Certifications.";
- delitem 6308,3;
- getitem 6304,1;
- close;
- } else if (countitem(6308) > 29) {
- mes "[Papyrus]";
- mes "Oh... You've brought back plenty of unknown relics";
- mes "We exchange 11 Sapha Certifications for 30 Unknown Relics. Do you want to exchange?";
- next;
- if(select("Next time:Exchange now")==1) {
- mes "[Papyrus]";
- mes "Ok, have it your way. I'm here if you change your mind";
- close; }
- mes "[Papyrus]";
- mes "Ok here's your 11 Sapha Certifications.";
- delitem 6308,30;
- getitem 6304,11;
- close; }
- mes "[Papyrus]";
- mes "How can I help you? ";
- next;
- switch(select("What is this place for?:How do I view documents?:What is an Unknown Relic?")) {
- case 1:
- mes "[Papyrus]";
- mes "This is an important place where data of various relics collected, since our ancient forefathers, are kept.";
- next;
- mes "[Papyrus]";
- mes "You can say it's something similar to the human's museum. Take your time to look through our ancient records.";
- next;
- mes "[Papyrus]";
- mes "You'll never know if you'll find something that catches your adventurous eye.";
- close;
- case 2:
- mes "[Papyrus]";
- mes "Some documents are written in Ancient Sapha Language so humans have trouble viewing all of the documents.";
- next;
- mes "[Papyrus]";
- mes "You can find recent documents on the left where I am standing.";
- mes "You can also take notes on documents you found interesting.";
- next;
- mes "[Papyrus]";
- mes "I would appreciate it if you bring back any Unknown Relics you happen to find while exploring using your notes from here to me.";
- close;
- case 3:
- mes "[Papyrus]";
- mes "Unknown Relics are relics that have not yet been verified and they are valuable research material for us.";
- next;
- mes "[Papyrus]";
- mes "Many of us researchers are studying life and death, the birth and extinction of the universe through the ancient relics";
- next;
- mes "[Papyrus]";
- mes "If you find and bring an Unknown Relics to me,";
- mes "in exchange I will give you ^8000801 Sapha Certifications^000000 for every ^8000803 Unknown Relics^000000 you bring.";
- next;
- mes "[Papyrus]";
- mes "If you bring ^80008030 Relics^000000, I will exchange it for ^80008011 Sapha Certifications^000000.";
- close; }
- }
- mes "- Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go... -";
- close; }
- mes "¡õ¡ú¡ô";
- mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
- next;
- mes "- I don't feel confident in talking since you wouldn't understand anything. -";
- close;
-}
-
-// Document Packages
-//============================================================
-
-function script eldicastes_dp {
- specialeffect2 235;
- progressbar "ffff00",4;
- if (checkquest(getarg(0)) >= 0) {
- mes "You've found a document you already have.";
- close;
- } else {
- mes getarg(2);
- mes getarg(3);
- next;
- mes "You've found a document about ^800080"+getarg(1)+"^000000. Check for details in the ^800080Quest Window^000000.";
- specialeffect2 18;
- setquest getarg(0);
- close; }
-}
-
-dic_in01,31,192,0 script Document Package#0001 844,{
- if (isequipped(2782)) {
- if (ep13_3_invite == 5) {
- if (checkquest(12165,PLAYTIME) == 2) {
- mes "Feeling a bit better.";
- erasequest 12165;
- close;
- } else if (checkquest(12165,PLAYTIME) != -1) {
- mes "Ugh... feel dizzy from simply staring at the document. Will come back after cooling down.";
- close; }
- set .@doc,rand(1,70);
- if (.@doc > 50 && .@doc <= 60) {
- specialeffect2 235;
- progressbar "ffff00",4;
- mes "No documents look out of the ordinary.";
- close;
- } else if (.@doc > 60 && .@doc <= 70) {
- specialeffect2 235;
- progressbar "ffff00",4;
- mes "You suddenly feel nauseated. You feel like this won't go away any time soon. Finding the documents will have to wait.";
- setquest 12165;
- close; }
- else if (.@doc == 1) callfunc "eldicastes_dp",12209,"Horn","Hard wedge-like horn from some insects. Doesn't have much practical use.","";
- else if (.@doc == 2) callfunc "eldicastes_dp",12195,"Horrendous Mouth","Tooth from a dead body.","Important material for research on time of death and health conditions. Useful in discovering human ecology.";
- else if (.@doc == 3) callfunc "eldicastes_dp",12186,"Orc's Fangs","Green skinned monster living in the woods. The creature is humanlike but is very hostile to humans.","Known to have a friendly relationship between the two races long ago.";
- else if (.@doc == 4) callfunc "eldicastes_dp",12172,"Frog Eggs","An egg from an amphibian living in warm areas. Unknown if this egg can hatch in Manuk's cold regions.","";
- else if (.@doc == 5) callfunc "eldicastes_dp",12208,"Snail's Shells","Hard Carapace that protects the body of a huge snail. Creature fun to research out of pure curiousity.","";
- else if (.@doc == 6) callfunc "eldicastes_dp",12188,"Powder of Butterfly","Powder from the winged insects from Midgard. Some humans use it for makeup or medicine.","";
- else if (.@doc == 7) callfunc "eldicastes_dp",12167,"Reptile Tongue","Tongue of a monster living in the desert terrain of Midgard. Often used as medicine after drying.","";
- else if (.@doc == 8) callfunc "eldicastes_dp",12168,"Scorpion Tail","Poisonous reptile tail from a creature living in the deserts.","Records say that humans can lose their life when attacked.";
- else if (.@doc == 9) callfunc "eldicastes_dp",12173,"Jellopy","Unknown substance in Manuk regions but found throughout Midgard.","Research required to see possibilities on using it for construction material.";
- else if (.@doc == 10) callfunc "eldicastes_dp",12166,"Tree Root","Humans are using this for firewood or construction material. Found commonly in the woods of Midgard.","";
- else if (.@doc == 11) callfunc "eldicastes_dp",12169,"Stem","There is nothing like Midgard plants in Manuk.","These plants are used for food and medicine and some are even poisonous.";
- else if (.@doc == 12) callfunc "eldicastes_dp",12170,"Pointed Scale","Stem from a bumpy life form. Research required as the usage is unknown.","";
- else if (.@doc == 13) callfunc "eldicastes_dp",12171,"Resin","Sap from an old tree collected and solidified. Very valuable in the human world.","";
- else if (.@doc == 14) callfunc "eldicastes_dp",12174,"Fish Tail","Humans eat meat called fish.","Can be used as important food supply for foreign adventurers visiting in the city.";
- else if (.@doc == 15) callfunc "eldicastes_dp",12175,"Worm Peeling","They say some Worm Peelings are valuable.","But this is based on the human's standard of value. Research required.";
- else if (.@doc == 16) callfunc "eldicastes_dp",12176,"Gill","There are Midgard creatures that live in the sea and breathe through gills.","Further research on their ecology will be useful.";
- else if (.@doc == 17) callfunc "eldicastes_dp",12177,"Tooth of Bat","Traces of a nocturnal creature unknown to Manuk. Not a strong creature from the size of its teeth.","";
- else if (.@doc == 18) callfunc "eldicastes_dp",12178,"Fluff","Many of Midgard creatures are covered with soft hair.","Hair can be used as great cold protection. Further research required.";
- else if (.@doc == 19) callfunc "eldicastes_dp",12179,"Chrysalis","Large insect sack that is alive and contains who knows what.","Not active at all but the life structure within it is very unique and worth researching.";
- else if (.@doc == 20) callfunc "eldicastes_dp",12180,"Feather of Birds","Bird feather located throughout Midgard.","The feathers aren't great for cold protection but can be used as decorative accessories or tools for writing.";
- else if (.@doc == 21) callfunc "eldicastes_dp",12181,"Talon","Pointy talon convenient for making holes or simple accessories.","Very useful with the nails from large creatures from Manuk.";
- else if (.@doc == 22) callfunc "eldicastes_dp",12182,"Sticky Webfoot","Strange body structure found from Midgard amphibians. Evolved to better adapt to ocean life.","";
- else if (.@doc == 23) callfunc "eldicastes_dp",12183,"Animal Skin","Leather from a mammal.","Very warm and soft and can be used in various ways. Processed in Midgard and valuable.";
- else if (.@doc == 24) callfunc "eldicastes_dp",12184,"Wolf Claw","Claw from a creature called wolf.","Usage is unknown but many curious Saphas are taking an interest in it.";
- else if (.@doc == 25) callfunc "eldicastes_dp",12185,"Mushroom Spore","Spores from a mushroom found throughout Midgard.","Looks like it can be cultivated here with a little research.";
- else if (.@doc == 26) callfunc "eldicastes_dp",12187,"Evil Horn","Item made from Evil Horns that appear in areas that aren't holy.","Sold at a high price but doesn't seem to be practical.";
- else if (.@doc == 27) callfunc "eldicastes_dp",12214,"Cactus Needle","Surface of a plant that survives in deserts with almost no moisture.","";
- else if (.@doc == 28) callfunc "eldicastes_dp",12189,"Bill of Birds","Pointy bill convenient for making holes or simple accessories. Looks similar to bird claws.","";
- else if (.@doc == 29) callfunc "eldicastes_dp",12190,"Snake Scale","Scales from a reptile that moves without legs.","Scales are shed from the creature and are used for simple craftwork.";
- else if (.@doc == 30) callfunc "eldicastes_dp",12191,"Insect Feeler","Bug feeler from an insect with keen nerves.","Research subject for its unique structure different from Manuk creatures.";
- else if (.@doc == 31) callfunc "eldicastes_dp",12192,"Immortal Heart","Heart that never stops beating. Obtained from mystical creatures called mermaids.","The driving force of the heart is still unknown and worth researching.";
- else if (.@doc == 32) callfunc "eldicastes_dp",12193,"Rotten Bandage","Bandage used for dead bodies. Looks like humans believed in the dead coming back for their bodies.","";
- else if (.@doc == 33) callfunc "eldicastes_dp",12194,"Decayed Nail","Nail from a dead body. Important material for research on time of death and health conditions.","Useful in discovering human ecology.";
- else if (.@doc == 34) callfunc "eldicastes_dp",12195,"Stone Heart","They say a huge stone in a dead area in Midgard moves by itself.","The heart of the huge stone would be a rare research subject.";
- else if (.@doc == 35) callfunc "eldicastes_dp",12196,"Tentacle","Feeler from ocean creatures. Unlike those from insects, these show active movement.","";
- else if (.@doc == 36) callfunc "eldicastes_dp",12197,"Shell","Shell protecting insects or crustacean creatures.","These creatures have a shell surrounding their skin and are very flexible in movement. Worth researching.";
- else if (.@doc == 37) callfunc "eldicastes_dp",12198,"Scale Shell","Shiny scales found from some reptiles.","The fluorescent substance contained on the surface can be used in various places.";
- else if (.@doc == 38) callfunc "eldicastes_dp",12199,"Venom Canine","Canine tooth with poison. Humans use this to make weapons for killing.","";
- else if (.@doc == 39) callfunc "eldicastes_dp",12200,"Sticky Mucus","Sticky liquid with a bit of viscosity left.","Can be used as key material for construction and currently is used for some Manuk architecture style. Commonly found throughout Midgard.";
- else if (.@doc == 40) callfunc "eldicastes_dp",12201,"Bee Sting","Stinger taken from a living insect.","Some humans use it for medical treatment for its medicinal effect.";
- else if (.@doc == 41) callfunc "eldicastes_dp",12202,"Grasshopper's Leg","Back legs of an insect that can leap far. Fun to research its structure.","";
- else if (.@doc == 42) callfunc "eldicastes_dp",12203,"Royal Jelly","A kind of wonder drug collected from a queen bee.","Humans love this but no efficacy found for Manuk.";
- else if (.@doc == 43) callfunc "eldicastes_dp",12204,"Yoyo Tail","Tail from a humanlike creature.","Research on why humans do not have this trace on them would be amusing but would hurt current alliance with the humans.";
- else if (.@doc == 44) callfunc "eldicastes_dp",12205,"Solid Shell","Shell evolved by some kind of environmental factor.","This can be great material to make various tool or armory.";
- else if (.@doc == 45) callfunc "eldicastes_dp",12206,"Yam","Edible when ripe, yellow food.","Humans like this very much. Haven't tried it yet but smells like ripe sweet Potatoes.";
- else if (.@doc == 46) callfunc "eldicastes_dp",12207,"Raccoon Leaf","They say there is an animal that can change its form with this pasted on it.","Worth research to validate if this rumor is true.";
- else if (.@doc == 47) callfunc "eldicastes_dp",12210,"Bear's Footskin","Humans collect hunted bear paws.","Usage is unknown. The humans that collect the paws are subjects for research.";
- else if (.@doc == 48) callfunc "eldicastes_dp",12211,"Feather","Warm hair as soft as downy hair.","Must be used for cold protection. Collectable throughout Midgard.";
- else if (.@doc == 49) callfunc "eldicastes_dp",12212,"Red Herb","Kind of medicinal red plant.","Humans use this to make recovery medicine. Plant worth researching.";
- else if (.@doc == 50) callfunc "eldicastes_dp",12213,"Carrot","Red colored plant. Pub owner requests it all the time. Worth research.","";
- }
- mes "- When you try to open and read a document, a Sapha manager motions to call Guard Galten. Let's get out of here quickly. -";
- close; }
- mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
- close;
-}
-
-dic_in01,31,187,0 duplicate(Document Package#0001) Document Package#0002 844
-dic_in01,25,192,0 duplicate(Document Package#0001) Document Package#0003 844
-dic_in01,25,187,0 duplicate(Document Package#0001) Document Package#0004 844
-
-// Unknown Relics
-//============================================================
-
-function script unknown_d {
- if (checkquest(getarg(0)) >= 0) {
- specialeffect2 310;
- specialeffect2 12;
- progressbar "ffff00",4;
- erasequest getarg(0);
- mes "You were able to find information on the "+getitemname(getarg(1))+".";
- specialeffect2 18;
- getitem getarg(1), rand(1,3);
- if (rand(1,2)==1) close;
- next;
- mes "In addition, you've obtained an Unknown Relic to report back to the Saphas.";
- specialeffect2 18;
- getitem 6308,1;
- close; }
- mes "- You see traces of digging. -";
- close;
-}
-
-cmd_fild08,324,163,0 script Stone Heart?#33 844,{
- callfunc "unknown_d",12215,953; }
-moc_fild01,169,62,0 script Cactus Needle?#33 844,{
- callfunc "unknown_d",12214,952; }
-prt_fild02,280,328,0 script Carrot?#33 844,{
- callfunc "unknown_d",12213,515; }
-prt_fild02,97,209,0 script Red Herb?#33 844,{
- callfunc "unknown_d",12212,507; }
-prt_fild02,142,116,0 script Feather?#33 844,{
- callfunc "unknown_d",12211,949; }
-pay_fild07,269,164,0 script Bear's Footskin?#33 844,{
- callfunc "unknown_d",12210,948; }
-prt_fild03,284,190,0 script Raccoon Leaf?#33 844,{
- callfunc "unknown_d",12207,945; }
-prt_fild03,262,201,0 script Yam?#33 844,{
- callfunc "unknown_d",12206,549; }
-prt_fild03,226,170,0 script Solid Shell?#33 844,{
- callfunc "unknown_d",12205,943; }
-prt_fild03,180,163,0 script Yoyo Tail?#33 844,{
- callfunc "unknown_d",12204,942; }
-prt_fild03,64,35,0 script Royal Jelly?#33 844,{
- callfunc "unknown_d",12203,526; }
-prt_fild07,76,122,0 script Grasshopper's Leg?#33 844,{
- callfunc "unknown_d",12202,940; }
-mjolnir_09,99,100,0 script Bee Sting?#33 844,{
- callfunc "unknown_d",12201,939; }
-prt_fild02,102,97,0 script Sticky Mucus?#33 844,{
- callfunc "unknown_d",12200,938; }
-mjolnir_04,162,168,0 script Venom Canine?#33 844,{
- callfunc "unknown_d",12199,937; }
-mjolnir_04,191,154,0 script Scale Shell?#33 844,{
- callfunc "unknown_d",12198,936; }
-iz_dun01,191,92,0 script Shell?#33 844,{
- callfunc "unknown_d",12197,935; }
-iz_dun01,210,77,0 script Tentacle?#33 844,{
- callfunc "unknown_d",12196,962; }
-moc_pryd02,36,75,0 script Decayed Nail?#33 844,{
- callfunc "unknown_d",12194,957; }
-moc_pryd02,134,112,0 script Rotten Bandage?#33 844,{
- callfunc "unknown_d",12193,930; }
-iz_dun02,112,96,0 script Immortal Heart?#33 844,{
- callfunc "unknown_d",12192,929; }
-pay_fild07,126,49,0 script Insect Feeler?#33 844,{
- callfunc "unknown_d",12191,928; }
-pay_fild06,306,233,0 script Snake Scale?#33 844,{
- callfunc "unknown_d",12190,926; }
-moc_fild11,237,273,0 script Bill of Birds?#33 844,{
- callfunc "unknown_d",12189,925; }
-c_tower2,170,9,0 script Evil Horn?#33 844,{
- callfunc "unknown_d",12187,923; }
-pay_fild08,188,153,0 script Mushroom Spore?#33 844,{
- callfunc "unknown_d",12185,921; }
-moc_fild03,175,201,0 script Wolf Claw?#33 844,{
- callfunc "unknown_d",12184,920; }
-mjolnir_08,108,99,0 script Animal Skin?#33 844,{
- callfunc "unknown_d",12183,919; }
-prt_fild04,315,245,0 script Sticky Webfoot?#33 844,{
- callfunc "unknown_d",12182,918; }
-moc_fild12,116,122,0 script Talon?#33 844,{
- callfunc "unknown_d",12181,917; }
-moc_fild07,201,360,0 script Feather of Birds?#33 844,{
- callfunc "unknown_d",12180,916; }
-prt_fild06,127,85,0 script Chrysalis?#33 844,{
- callfunc "unknown_d",12179,915; }
-prt_fild06,182,290,0 script Fluff?#33 844,{
- callfunc "unknown_d",12178,914; }
-mjo_dun01,222,226,0 script Tooth of Bat?#33 844,{
- callfunc "unknown_d",12177,913; }
-iz_dun03,155,165,0 script Gill?#33 844,{
- callfunc "unknown_d",12176,956; }
-prt_fild05,303,169,0 script Worm Peeling?#33 844,{
- callfunc "unknown_d",12175,955; }
-izlude,132,136,0 script Fish Tail?#33 844,{
- callfunc "unknown_d",12174,1023; }
-pay_fild01,152,171,0 script Resin?#33 844,{
- callfunc "unknown_d",12171,907; }
-pay_fild02,105,113,0 script Pointed Scale?#33 844,{
- callfunc "unknown_d",12170,906; }
-pay_fild02,177,108,0 script Stem?#33 844,{
- callfunc "unknown_d",12169,905; }
-pay_fild03,144,95,0 script Tree Root?#33 844,{
- callfunc "unknown_d",12166,902; }
-prt_fild08,299,332,0 script Jellopy?#33 844,{
- callfunc "unknown_d",12173,909; }
-prt_fild09,352,241,0 script Scorpion Tail?#33 844,{
- callfunc "unknown_d",12168,904; }
-prt_fild09,371,255,0 script Reptile Tongue?#33 844,{
- callfunc "unknown_d",12167,903; }
-prt_fild03,366,237,0 script Horn?#33 844,{
- callfunc "unknown_d",12209,947; }
-moc_pryd02,148,184,0 script Horrendous Mouths?#33 844,{
- callfunc "unknown_d",12195,958; }
-gef_fild03,251,109,0 script Orc's Fangs?#33 844,{
- callfunc "unknown_d",12186,922; }
-gef_fild01,104,111,0 script Spawn?#33 844,{
- callfunc "unknown_d",12172,908; }
-gef_fild09,67,46,0 script Snail's Shell#33 844,{
- callfunc "unknown_d",12208,946; }
-gef_fild05,111,96,0 script Powder of Butterfly?#33 844,{
- callfunc "unknown_d",12188,924; }
-
-dic_in01,25,190,0 script Mysterious Documents#00 844,{
- if (isequipped(2782)) {
- if (ep13_3_invite == 5) {
- if (checkquest(12165,PLAYTIME) == 2) {
- mes "You don't feel as nauseous anymore. It should be safe to proceed now.";
- erasequest 12165;
- close;
- } else if (checkquest(12165,PLAYTIME) != -1) {
- mes "The documents are making you feel nauseous. You should come back later after your stomach settles.";
- close; }
- mes "The documents in this container aren't legible. It's not use trying to read them.";
- close; }
- mes "- When you approach the documents,";
- mes "an Evil Giant that looks like the archive manager tries to call Guard Galton. You should get out of here quickly. -";
- close; }
- mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
- close;
-}
-
-dic_in01,137,225,5 script Diel Guard#ep133_19 450,{
- mes "[Diel Guard]";
- if (isequipped(2782)) {
- if (ep13_3_secret > 6 && ep13_3_secret < 11) {
- mes "Please stop.";
- mes "Only those with permission";
- mes "are allowed to enter.";
- next;
- if(select("I have permission.:Go back.")==2) {
- mes "[Diel Guard]";
- mes "Sigh...";
- mes "Please understand.";
- mes "There are many that try to meet the minister.";
- mes "That is why security is heavy.";
- close; }
- mes "[Diel Guard]";
- mes "Wait...";
- mes ""+strcharinfo(0)+"......ah...";
- mes "I see your name on the list.";
- mes "I'm sorry.";
- mes "Please go through.";
- close2;
- warp "dic_in01",241,177;
- end;
- } else if (ep13_3_secret > 10) {
- mes "Ah, you are "+strcharinfo(0)+"..";
- mes "I received an order from Ahat to let you through anytime.";
- mes "Please go up.";
- close2;
- warp "dic_in01",241,177;
- end; }
- mes "You can't go further.";
- mes "This is the highest minister's office.";
- mes "Only those with permission are allowed in.";
- mes "Please go back.";
- close; }
- mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?";
- mes "¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û...";
- mes "¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..!";
- next;
- mes "- Cannot communicate with him. -";
- close;
-}
-
-dic_in01,242,182,0 script Elevator#5f_to_4f 844,{
- select("Administrative Office");
- warp "dic_in01",138,221;
- end;
-}
-
-dic_in01,263,193,3 script Diel Guard#ep133_20 450,{
- mes "[Diel Guard]";
- if (ep13_3_secret > 10) {
- if (checkquest(7201) >= 0) {
- mes "You just came back from Ahat's errand?";
- mes "He is waiting inside.";
- mes "Please go in.";
- close2;
- warp "dic_in01",299,251;
- end;
- } else if (countitem(6304) > 1) {
- delitem 6304,1;
- } else {
- mes "You need 1 Sapha Certification to meet Ahat.";
- mes "At least you're getting special treatment.";
- close; }
- }
- mes "Are you here to meet Ahat?";
- mes "You are on the list.";
- close2;
- warp "dic_in01",299,251;
- end;
-}
-
-dic_in01,299,268,0 script #ep133_event01 111,5,5,{
-OnTouch:
- if (checkquest(7198) >= 0 && ep13_3_secret == 7) {
- mes "- As soon as you try to approach Ahat, someone pushes your head down to force you to bow. -";
- next;
- sc_start SC_Blind,10000,0;
- mes "[Ringing Voice]";
- mes "That is fine, Cheshire.";
- mes "Are you here to see me?";
- next;
- cutin "ep13_ahat_f",2;
- mes "[Ringing Voice]";
- mes "Hold up your head and come closer.";
- mes "Conversations are meant to be eye to eye.";
- next;
- mes "You hold up your head at the sound of Ahat's voice";
- mes "But you see a human in high-ranking Sapha clothing in front of you.";
- emotion e_omg,1;
- erasequest 7198;
- close2;
- cutin "",255; }
- end;
-}
-
-dic_in01,294,276,5 script Secret Adjutant#ep133_2 498,{
- cutin "ep13_cheshire_h",2;
- if (ep13_3_secret == 9) {
- if (checkquest(7199) >= 0) {
- if (countitem(6305) > 10 && countitem(6306) > 10 && countitem(6307) > 10) {
- mes "[Cheshire]";
- mes "You are useful, aren't you?";
- mes "That will be all for today.";
- mes "We will need to work little by little so we don't draw attention.";
- set ep13_3_secret,10;
- delitem 6305,10;
- delitem 6306,10;
- delitem 6307,10;
- erasequest 7199;
- setquest 7200;
- close2;
- cutin "",255;
- end; }
- mes "[Cheshire]";
- mes "Erase the various traces near the crack.";
- mes "Your job is to collect and bring back ^0000FFClotted Bloodstains, Strange Magic Stones, and Frozen Piece of Skins^000000.";
- next;
- mes "[Cheshire]";
- mes "This cannot be done in a day so please bring back at least 10 of each.";
- mes "Got it?";
- close2;
- cutin "",255;
- end; }
- mes "- Cheshire stands quietly next to Ahat with his head and face covered with a bandana.";
- mes "You see a tail behind Cheshire's hip for a split second. -";
- next;
- select("Tail?");
- mes "[Cheshire]";
- mes "What are you looking at?!";
- mes "What tail are you talking about?";
- next;
- select("Have you ever been near the triangle?");
- mes "[Cheshire]";
- mes "Hey, what are you talking about?";
- mes "What do you want to say?";
- next;
- cutin "",255;
- cutin "ep13_cheshire_h",2;
- mes "[Ahat]";
- mes ""+strcharinfo(0)+"....";
- mes "All you need to do is follow Cheshire's orders.";
- mes "Don't ask stupid questions.";
- mes "This is an order.";
- mes "Cheshire, continue.";
- next;
- cutin "",255;
- cutin "ep13_cheshire_h",2;
- mes "[Cheshire]";
- mes "Hmm... here is what you need to do.";
- mes "There is a huge crack south from the city.";
- mes "There are many accidents happening near it.";
- next;
- mes "[Cheshire]";
- mes "I need you to go and clear out any traces.";
- mes "You'll find ^0000FFClotted Bloodstains, Strange Magic Stones, and Frozen Piece of Skins^000000.";
- next;
- mes "[Cheshire]";
- mes "Clear them out without anyone knowing.";
- mes "Bring them here instead of throwing them away somewhere.";
- mes "Bring back at least 10 of each.";
- next;
- mes "[Cheshire]";
- mes "You mustn't be seen by anyone.";
- mes "You mustn't tell the Saphas. Work in asbolute secrecly!";
- setquest 7199;
- close2;
- cutin "",255;
- end;
- } else if (ep13_3_secret == 10) {
- mes "[Cheshire]";
- mes "Your work is done with me.";
- mes "Do you have something for Ahat?";
- close2;
- cutin "",255;
- end;
- } else if (checkquest(7200,PLAYTIME) == 2) {
- mes "[Cheshire]";
- mes "Back to work today.";
- mes "^0000FFClotted Bloodstains, Strange Magic Stones, and Frozen Piece of Skins^000000.";
- mes "Bring them back quietly.";
- next;
- mes "[Cheshire]";
- mes "Collect 10 of each as always.";
- mes "Got it?";
- changequest 7200,7201;
- next;
- mes "- You've received a request from Cheshire to clean up the crack area.";
- mes "Ahat and Cheshire still have no clue. -";
- close2;
- cutin "",255;
- end;
- } else if (checkquest(7200,PLAYTIME) != -1) {
- mes "[Cheshire]";
- mes "Not just yet.";
- mes "We must plan the cleanup near the dimensional crack carefully.";
- mes "Come back later.";
- close2;
- cutin "",255;
- end;
- } else if (checkquest(7201) >= 0) {
- if (countitem(6305) > 10 && countitem(6306) > 10 && countitem(6307) > 10) {
- mes "[Cheshire]";
- mes "We will do this again tomorrow.";
- mes "Ahat seems to trust you very much.";
- mes "Let's do our best.";
- getitem 6304,1;
- delitem 6305,10;
- delitem 6306,10;
- delitem 6307,10;
- erasequest 7201;
- setquest 7200;
- getexp 70000,30000;
- close2;
- cutin "",255;
- end; }
- mes "[Cheshire]";
- mes "As always, go and collect traces near the crack north from here.";
- mes "^0000FFClotted Bloodstains, Strange Magic Stones, and Frozen Piece of Skins^000000.";
- mes "10 of each.";
- close2;
- cutin "",255;
- end; }
- mes "[Cheshire]";
- mes "........";
- mes "........Humph.";
- close2;
- cutin "",255;
- end;
-}
-
-dic_in01,300,280,5 script Minister Ahat#ep133_21 493,{
- cutin "ep13_ahat_f",2;
- if (ep13_3_secret == 8) {
- mes "[Ahat]";
- mes "My loyal evil servant.";
- mes "Come closer.";
- next;
- if(select("Wait! I'm nobody's servant!:Your wish is my command.")==2) {
- mes "[Ahat]";
- mes "Good. You are now allowed to come and go freely.";
- mes "You will work for me starting now.";
- next;
- ahatsuccess:
- mes "[Ahat]";
- mes "Here is your first mission.";
- mes "A dimensional crack has opened south of El Dicastes.";
- mes "Do you know about it?";
- next;
- mes "[Ahat]";
- mes "There are many traces around the crack.";
- mes "You're mission is to go find these tracks and erase them.";
- next;
- mes "[Ahat]";
- mes "Cheshire, will tell you the details of this mission.";
- mes "^0000FFI'm very tired from casting a spell because I'm not fully awake.^000000";
- next;
- mes "[Ahat]";
- mes "You will now talk about us meeting to the Naga people.";
- mes "Tell them that I look like a Sapha and always work alone in my office.";
- next;
- mes "[Ahat]";
- mes "Never talk about Cheshire.";
- mes "Cheshire is never here.";
- mes "You must follow Cheshire's order from now on.";
- mes "Go now.";
- next;
- mes "- Ahat doesn't suspect a thing yet.";
- mes "He seems to believe that his spell actually works. -";
- set ep13_3_secret,9;
- close2;
- cutin "",255;
- end; }
- mes "[Ahat]";
- mes "Aren't you stubborn.";
- mes "My spell doesn't work on you?";
- mes "Or it was broken.";
- mes "Or because you don't have your strength back.";
- next;
- mes "- Ahat casts another powerful spell. -";
- next;
- mes "[Ahat]";
- mes "Who is your master?";
- next;
- select("My master is Ahat.");
- goto ahatsuccess;
- } else if (ep13_3_secret == 9) {
- if (checkquest(7199) >= 0) {
- mes "[Ahat]";
- mes "Cheshire's orders are";
- mes "important for future plans.";
- mes "Make no mistakes and never leave traces that may lead to me.";
- mes "This is your master's orders.";
- close2;
- cutin "",255;
- end; }
- mes "[Ahat]";
- mes "You must follow Cheshire's order from now on.";
- mes "Go now.";
- next;
- mes "- Ahat doesn't suspect a thing yet.";
- mes "He seems to believe that his spell actually works. -";
- close2;
- cutin "",255;
- end;
- } else if (ep13_3_secret == 10) {
- mes "[Ahat]";
- mes "Do you have something to say?";
- mes "You've done well in the crack area.";
- next;
- select("What are those?");
- mes "[Ahat]";
- mes "Well...";
- mes "You don't need to know now.";
- mes "Or probably never need to know. Ho ho.";
- next;
- mes "[Ahat]";
- mes "Where will your sword point at... the day you get to know..";
- mes "Now leave me since I'm tired.";
- next;
- mes "[Ahat]";
- mes "I'm still the Minister of El Dicastes and have piles of work to do.";
- mes "Because it is difficult to satisfy everyone with only one loaf of bread.";
- next;
- mes "[Ahat]";
- mes "And this is something to reward you for your deeds.";
- mes "Nothing much but I hope you like it.";
- getitem 2790,1;
- set ep13_3_secret,11;
- close2;
- cutin "",255;
- end;
- } else if (ep13_3_secret > 10) {
- mes "[Ahat]";
- mes "Follow Cheshire's orders for the time being and clear the are near the crack.";
- next;
- mes "- Ahat still thinks you are under her spell.";
- mes "Let's follow along with Cheshire's orders and act normal. -";
- close2;
- cutin "",255;
- end; }
- mes "[Ahat]";
- mes "Supprised?";
- mes "Because I look like a human just like you?";
- next;
- select("You aren't a Sapha?:Human?!!!!!:Pretty!:So handsome!");
- mes "[Ahat]";
- mes "Hahaha... that's fine.";
- mes "I understand you can't help being supprised at my appearance.";
- mes "How do I look to you?";
- next;
- mes "[Ahat]";
- mes "A perfect male?";
- mes "A perfect female?";
- mes "Doesn't matter.";
- next;
- mes "[Ahat]";
- mes "Who you see in front of you is not me.";
- mes "Lie to a lie.";
- mes "A vision in a wavering reflection.";
- next;
- mes "[Ahat]";
- mes "Just an image from a memory in your fixed concept...";
- mes "Look deep into your past.";
- next;
- mes "- Ahat's voice rings pleasantly in your ears.";
- mes "Each syllable he says takes effect on your body. -";
- next;
- mes "- You see someone smilling peacefully at your from afar... -";
- next;
- mes "[Soft Voice]";
- mes "Who is the master?";
- next;
- mes "- Ahat seems to be casting a powerful spell.";
- mes "This might be his real ability. -";
- next;
- if(select("Stop that!:Demon go away!")==2) {
- ahatjoke:
- mes "[Ahat]";
- mes "It's useless to resist...";
- mes "But this is fun from time to time.";
- mes "I can always cast a spell on you again.";
- next;
- mes "[Ahat]";
- mes "Now... hold up your head and look into my eyes.....";
- next;
- mes "- Ahat tries to hypnotize you again.";
- mes "He must have hypnotize himself by doing this over and over again. -";
- next;
- select("You close your eyes.");
- mes "[Ahat]";
- mes "No, no.. you mustn't close them. Cheshire.";
- next;
- mes "- As soon as the order was made Ahat's aide comes to make you stare at Ahat. -";
- next;
- mes "- Ahat tries to hypnotize you again.";
- mes "He must have hypnotize himself by doing this over and over again. -";
- next;
- select("Try to sing a song.");
- mes "[Ahat]";
- mes "Humans are funny.";
- mes "But you need to listen to me so I will make you quiet for awhile.";
- next;
- mes "[Ahat]";
- mes "No use on resisting.";
- mes "Just leave everything to me.";
- next;
- mes "- Ahat tries to hypnotize you again.";
- mes "He must have hypnotize himself by doing this over and over again. -";
- next;
- select("Try to twist your body.");
- mes "[Ahat]";
- mes "Amusing.";
- mes "Don't you think, Cheshire?";
- mes "Hahaha. Playing hard to get.. this will be fun..";
- next;
- mes "[Ahat]";
- mes "Stop that! You look pathetic. Just relax...";
- next;
- mes "- Ahat tries to hypnotize you again.";
- mes "He must have hypnotize himself by doing this over and over again. -";
- next;
- select("Try to twist your body.");
- mes "[Ahat]";
- mes "Amusing.";
- mes "Don't you think, Cheshire?";
- mes "Hahaha. Playing hard to get.. this will be fun..";
- next;
- mes "[Ahat]";
- mes "Stop that! You look pathetic. Just relax...";
- next;
- mes "[Ahat]";
- mes "You are resisting.";
- mes "So you didn't just come here.";
- mes "Let's see how much you can stand.";
- next;
- mes "[Ahat]";
- mes "Who is your master?";
- next;
- if(select("Pretend to be under the spell.:Well, you tell me")==2) {
- mes "["+strcharinfo(0)+"]";
- mes "You!!!";
- mes "I'm in love!";
- mes "I will die for you!";
- next;
- mes "- You start acting like you are hypnotized. Ahat looks satisfied. -";
- next;
- mes "[Ahat]";
- mes "........ah, no.";
- mes "No need to kill yourself";
- mes "Now you are under my spell.....";
- next;
- mes "[Ahat]";
- mes "Who are you to me?";
- next;
- goto ahatfool; }
- mes "- You start acting like you are hypnotized. Ahat looks satisfied. -";
- next;
- mes "[Ahat]";
- mes "Who are you to me?";
- next;
- ahatfool:
- if(select("A foot stool!:Loyal servant.")==2) {
- mes "[Ahat]";
- mes "I see... you are my servant... my legs.. and my hands...";
- set ep13_3_secret,8;
- close2;
- cutin "",255;
- end; }
- mes "[Ahat]";
- mes "I don't need a foot stool. Let's talk after a minute.";
- set ep13_3_secret,8;
- close2;
- cutin "",255;
- end; }
- goto ahatjoke;
-}
-
-dic_in01,138,188,0 script #ep133_event02 111,5,5,{
-OnTouch:
- if (ep13_3_secret > 10 && ep13_3_secret < 14) {
- mes "[Quiet Voice]";
- mes "Sorry.";
- mes "Just a moment.";
- close2;
- warp "dic_in01",155,188; }
- end;
-}
-
-dic_in01,158,188,3 script Jarute HesLanta#ep133_2 451,{
- if (isequipped(2782)) {
- cutin "ep13_heslanta",2;
- if (ep13_3_secret == 11 || ep13_3_secret == 12) {
- if (ep13_3_secret == 12) {
- mes "[HesLanta]";
- mes "Ah, sorry.";
- mes "You can't get out?";
- mes "It was designed that way.";
- mes "I will send you out";
- next;
- select("I was joking before.");
- mes "["+strcharinfo(0)+"]";
- mes "I want to know about Ahat too.";
- mes "I want to talk about him with you.";
- mes "But aren't you too defenseless while I'm talking like this?";
- next;
- mes "[HesLanta]";
- mes "Well. Are you Ahat's servant?";
- mes "Then that is strange too.";
- mes "Why would Ahat use a non-Sapha as a servant?";
- mes "Why are you serving Ahat?";
- next;
- goto heslantaq; }
- mes "[HesLanta]";
- mes "I'm sorry to bring you here suddenly.";
- mes "But I wanted to check someone.";
- next;
- mes "[HesLanta]";
- mes "Jarute... what did Ahat look like to you?";
- next;
- if(select("I don't understand your question.:My master.")==2) {
- mes "[HesLanta]";
- mes "....huh....?";
- mes "Is he?";
- mes "Sorry.";
- next;
- mes "- HesLanta is upset with my reply.";
- mes "His expression is complex and dark. -";
- set ep13_3_secret,12;
- close2;
- cutin "",255;
- end; }
- mes "[HesLanta]";
- mes "I'll rephrase my question.";
- mes "Did you find anything strange about Ahat?";
- next;
- select("Why are you asking?");
- mes "[HesLanta]";
- mes "Well, because I don't trust Ahat.";
- mes "There are too many odd things about Ahat.";
- next;
- select("Are you allowed to say that?");
- mes "[HesLanta]";
- mes "Are you Ahat's servant?";
- mes "Then that is strange too.";
- mes "Why would Ahat use a non-Sapha as a servant?";
- mes "Why are you serving Ahat?";
- next;
- heslantaq:
- select("What if I hurt you?");
- mes "[HesLanta]";
- mes "Try it if you can.";
- mes "My office is special and you won't be able to leave here.";
- mes "And nobody can come in to help you either.";
- next;
- mes "[HesLanta]";
- mes "But this room is open to anyone.";
- mes "If you have any bad intentions in hurting me then brave Galtens will come and teach you a lesson.";
- next;
- mes "[HesLanta]";
- mes "If things flow like that then you and Ahat won't stand a chance.";
- next;
- mes "[HesLanta]";
- mes "I'm now risking my life";
- mes "to unveil Ahat's identity.";
- mes "Sapha's don't fear death.";
- next;
- mes "[HesLanta]";
- mes "If I were to die at your hands";
- mes "I will have no regrets as long as I reveal the truth.";
- next;
- select("Okay. Stop it.");
- mes "[HesLanta]";
- mes "Now you understand.";
- mes "I'll ask you again.";
- mes "Have you found anything suspicious about Ahat?";
- next;
- mes "[HesLanta]";
- mes "Ahat almost never meets anyone else except for Ravail.";
- mes "But he allowed you to visit him means there is something going on.";
- next;
- select("He cast a spell on me.");
- mes "[HesLanta]";
- mes "Hypnotize? Why would he?";
- mes "Wait, that means you are under Ahat's spell...!!";
- mes "Oh no!";
- next;
- if(select("No!:That's not it!")==2) {
- mes "["+strcharinfo(0)+"]";
- mes "I'm not under a spell!";
- mes "I only pretended that I am. I'm also investigating Ahat!";
- next;
- mes "[HesLanta]";
- mes "Huh? What does that mean?";
- mes "Are you acting right now?";
- next;
- mes "You take out the traces you've found near the crack.";
- mes "And start to explain what Ahat ordered you to do.";
- next;
- mes "[HesLanta]";
- mes "... you went through that..";
- mes "He is strange.";
- mes "I only thought he was a Sapha colleague that avoided the curse.";
- mes "So everything started from the crack.";
- next;
- goto heslantaq1; }
- mes "["+strcharinfo(0)+"]";
- mes "I'm not under the spell!";
- mes "I only pretended that I am. I'm also investigating Ahat!";
- next;
- mes "[HesLanta]";
- mes "Huh? What does that mean?";
- mes "Are you acting right now?";
- next;
- mes "- You take out the traces you've found near the crack.";
- mes "And start to explain what Ahat ordered you to do. -";
- next;
- mes "[HesLanta]";
- mes "... you went through that..";
- mes "He is strange.";
- mes "I only thought he was a Sapha colleague that avoided the curse.";
- mes "So everything started from the crack.";
- next;
- heslantaq1:
- select("He is human.");
- mes "["+strcharinfo(0)+"]";
- mes "El Dicastes only recently allowed humans to visit.";
- mes "Why would a human take the place of a Sapha Jarute?";
- next;
- mes "[HesLanta]";
- mes "Human?";
- mes "He is a Sapha. And a very beautiful and noble one.";
- mes "When we first found him at the crack. We all thought the same thing.";
- next;
- mes "[HesLanta]";
- mes "The only Sapha that avoided the curse.";
- mes "Because Ahat doesn't use Bradium.";
- mes "Our race will get stiff and die by this curse";
- mes "but he is delicate, elegant and beautiful.";
- next;
- mes "[HesLanta]";
- mes "There was a bright light when the ground split with a huge roaring sound north from here.";
- mes "And this beautiful Sapha was found next to the crack.";
- next;
- mes "[HesLanta]";
- mes "He was not a Sapha from Dicastes.";
- mes "We took him to Ravail and wise Ravail concluded.";
- next;
- mes "[HesLanta]";
- mes "When we came here to avoid the god's curse,";
- mes "we found a friend that was lucky enough to not be cursed.";
- next;
- mes "[HesLanta]";
- mes "Ahat climbed the ladder up to where he is now after gaining Ravail's trust.";
- mes "His working abilities are amazing.";
- mes "He is the perfect Sapha.";
- next;
- mes "- HesLanta starts to think deeply after saying this. -";
- set ep13_3_secret,13;
- close2;
- cutin "",255;
- end;
- } else if (ep13_3_secret == 13) {
- mes "[HesLanta]";
- mes "Ah, sorry.";
- mes "I was thinking.";
- mes "The Crack.. hypnotism.. and the evidence you showed me.";
- next;
- mes "[HesLanta]";
- mes "I don't know why you think Ahat is human but that can also be part of his spell.";
- next;
- mes "[HesLanta]";
- mes "The reason he cast a spell";
- mes "was to clean up the traces near the crack.";
- mes "and he chose a non-Sapha, you..";
- next;
- mes "[HesLanta]";
- mes "Because we Saphas mustn't know about the crack traces.";
- mes "That means, Ahat is..";
- mes "^0000FFcleaning up his traces that started from the crack^000000.";
- next;
- mes "[HesLanta]";
- mes "Yes.";
- mes "He is trying to cover up something related to the crack.";
- mes "But what is it?";
- next;
- mes "[HesLanta]";
- mes "When Ahat was first found near the crack, ^0000FFhe had no memory^000000.";
- mes "Isn't that strange?";
- next;
- mes "[HesLanta]";
- mes "I only get suspicious more and more when I hear your story.";
- mes "But the reason I can't agree with this story is...";
- next;
- mes "[HesLanta]";
- mes "Ahat is pure.";
- mes "He is truly working for Sapha and Dicastes.";
- next;
- select("Then why are you investigating Ahat?");
- mes "[HesLanta]";
- mes "Ahat is loyal and is working wonders for the Sapha community but.";
- next;
- mes "[HesLanta]";
- mes "Ravail's trust and popularity from other Saphas";
- mes "is concentrating Dicastes's power to one place.";
- next;
- mes "[HesLanta]";
- mes "The power is focused on Ahat.";
- mes "When power should be spread out evenly throughout departments.";
- next;
- mes "[HesLanta]";
- mes "That is how everyone can monitor and check each other...";
- mes "and try their best and not stray to the wrong side of the road";
- mes "that is how we can live together.";
- next;
- mes "[HesLanta]";
- mes "But if power is concentrated to one place and abused?";
- mes "If all decisions are made by Ahat. Then what can he do with just a nod or shake of his head?";
- next;
- mes "[HesLanta]";
- mes "I'm scared of that.";
- mes "He is beautiful. But beauty comes with thorns.";
- next;
- mes "[HesLanta]";
- mes "Ahat has slowly become the center.";
- mes "If what he was holding in his was not bread but a sword..";
- mes ".......";
- next;
- mes "[HesLanta]";
- mes "I've gone too emotional.";
- mes "Sorry.";
- mes "My mind is so complicated now after hearing your story.";
- next;
- select("Do you know about Cheshire?");
- mes "[HesLanta]";
- mes "You mean the aide?";
- mes "Yes I do but most Sapha's don't.";
- mes "Everyone near Ahat knows Cheshire.";
- next;
- mes "[HesLanta]";
- mes "^0000FFCheshire is a feline Ahat brought with him^000000.";
- mes "Ahat took care of injured Cheshire and brought him with him.";
- mes "We have cats around so we didn't think much of him.";
- next;
- mes "[HesLanta]";
- mes "Because this land is their second homeland.";
- mes "There may be other felines living elsewhere.";
- mes "But he always covers his face with a bandana because he looks different from Saphas.";
- next;
- mes "[HesLanta]";
- mes "But why are you asking?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Nothing.";
- mes "I was only curious personally.";
- mes "What are you going to do now?";
- next;
- mes "[HesLanta]";
- mes "I will continue to keep an eye on Ahat.";
- mes "Until I know the truth that is.";
- next;
- mes "- You try to summarize what you talked about with HesLanta while he thinks things through. -";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "First the report culprit was..";
- next;
- recalltalk:
- switch(select("Cheshire:Ahat:BK")) {
- case 1:
- mes "["+strcharinfo(0)+"]";
- mes "It was Cheshire";
- mes "Cheshire is a cat.";
- mes "and the bandana was to hid his ears.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Why would Cheshire try to steal the report?";
- next;
- if(select("No idea.:To make the conflict between 3 countries worse")==2) {
- mes "["+strcharinfo(0)+"]";
- mes "To bring conflict between the three countries?";
- mes "What will Cheshire gain out of this?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Cheshire's master is Ahat.";
- mes "So all his actions are to..";
- next;
- goto cheshirefail; }
- mes "["+strcharinfo(0)+"]";
- mes "We don't know the actual reason at this point.";
- mes "But what will Cheshire gain out of this?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Cheshire's master is Ahat.";
- mes "So all his actions are to..";
- next;
- cheshirefail:
- if(select("Cheshire is plotting on his own.:Ahat must be ordering him.")==2) {
- mes "["+strcharinfo(0)+"]";
- mes "Yes. Ahat must have ordered him.";
- mes "But why would Ahat do that?";
- mes "Conflict between three countries? Or the report content?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Let's think Ahat over.";
- mes "Ahat came from the crack.";
- mes "and has no records before that.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "And tries to erase all traces found near the crack.";
- mes "And Ahat wants to eliminate...";
- next;
- if(select("Himself.", "Morroc because of the crack?")==2) {
- mes "["+strcharinfo(0)+"]";
- mes "A bit dramatic but we cannot rule out Satan Morocc.";
- mes "Because the crack was created by him.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ahat and the crack and then Morocc...";
- mes "I can tell there is a relationship between them but I can't pinpoint it.";
- mes "And in the expedition's report was content of...";
- next;
- cheshire_:
- if(select("conflict between the 3 countries..", "Satan Morocc...")==2) {
- mes "["+strcharinfo(0)+"]";
- mes "Yes. There is a report from the tracking team led by Echinacea.";
- mes "It was about Satan Morocc.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "To summarize.";
- mes "The report robber is Cheshire.";
- mes "Cheshire is Ahat's servant and they are related to the crack.";
- mes "They are trying to hide something or someone at the crack";
- mes "and the crack was created by Satan Morocc!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ahat is Satan Morocc?";
- mes "No...";
- mes "This is unbelievable.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I must go back to the expedition camp to report to Doha!";
- set ep13_3_secret,14;
- setquest 7203;
- close2;
- cutin "",255;
- end; }
- mes "["+strcharinfo(0)+"]";
- mes "There was something about the conflict between three countries..";
- mes "But.. I don't think it all adds up?";
- mes "Let's think it over.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ahat and the crack and then Morocc...";
- mes "I can tell there is a relationship between them but I can't pinpoint it.";
- mes "And in the expedition's report was content of...";
- next;
- goto cheshire_; }
- mes "["+strcharinfo(0)+"]";
- mes "Yes, Ahat might just be a shell...";
- mes "Saphas want to hide something that is why they hired me.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ahat and the crack and then Morocc...";
- mes "I can tell there is a relationship between them but I can't pinpoint it.";
- mes "And in the expedition's report was content of...";
- next;
- goto cheshire_; }
- mes "["+strcharinfo(0)+"]";
- mes "Cheshire is the mastermind?";
- mes "Are you sure?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Cheshire's master is Ahat.";
- mes "So all his actions are to..";
- next;
- goto cheshirefail;
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "Ahat?";
- mes "Ahat doesn't fit the witness information.";
- mes "Let's rethink this.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "First the report culprit was..";
- next;
- goto recalltalk;
- case 3:
- mes "["+strcharinfo(0)+"]";
- mes "BK?";
- mes "Nonsense";
- mes "Let's rethink this.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "First the report culprit was..";
- next;
- goto recalltalk; }
- } else if (ep13_3_secret == 14) {
- mes "[HesLanta]";
- mes "You made a decision.";
- mes "What are you going to do now?";
- mes "If possible, please help Ahat and keep a close eye on him.";
- next;
- mes "[HesLanta]";
- mes "I will prepare myself to confront him if he ever becomes a threat.";
- mes "This is the best I can do now.";
- next;
- mes "[HesLanta]";
- mes "I only hope nothing sad will happen.";
- mes "........";
- next;
- mes "[HesLanta]";
- mes "I'm sorry to take your time. I will send you out now.";
- mes "It was great to talk with you today.";
- next;
- select("Me too.");
- mes "[HesLanta]";
- mes "Let's keep our meeting a secret, alright?";
- mes "Hahaha.";
- close2;
- cutin "",255;
- warp "dic_in01",144,188;
- end;
- } else if (ep13_3_secret == 15) {
- mes "[HesLanta]";
- mes "Ahat takes a walk with Cheshire sometimes.";
- mes "They don't go far but they often go to the Jorhi Forest around dawn.";
- next;
- mes "[HesLanta]";
- mes "You get to see him walking if you are lucky.";
- mes "Cheshire wears convenient clothes when walking, if that satisfies your curiosity.";
- close2;
- cutin "",255;
- end; }
- mes "[HesLanta]";
- mes "You are from the Midgard expedition.";
- mes "I heard many stories of you being active around here.";
- next;
- mes "[HesLanta]";
- mes "Ah, it is a bit far, isn't it?";
- mes "There is an invisible wall between this room and the corridor.";
- mes "But of course I can move around freely.";
- next;
- mes "[HesLanta]";
- mes "There is nothing threatening Diel but we've put this wall up just in case.";
- mes "This isn't magical, it is made by a magnetic field.";
- next;
- mes "[HesLanta]";
- mes "Oh no, I'm talking too much.";
- mes "Sorry. There aren't many people that come here. I got excited.";
- next;
- mes "[HesLanta]";
- mes "You've come to help Ahat?";
- mes "Haha.. good luck.";
- close2;
- cutin "",255;
- end; }
- cutin "ep13_heslanta",2;
- mes "[Jarute HesLanta]";
- mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?";
- mes "¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û...";
- mes "¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..!";
- next;
- mes "- Cannot communicate with him. -";
- mes "The Sapha minister looking hopeless gestures with an expression of abandonment.";
- next;
- if(select("Is he asking me to leave?:Is he trying to tell me something?")==2) {
- mes "- The minister sighs and nods. -";
- close2;
- cutin "",255;
- end; }
- mes "The minister sighs and nods. -";
- close2;
- cutin "",255;
- end;
-}
-
-dicastes01,223,190,1 script Calyon#pa8029 453,{
- mes "[Calyon]";
- if (isequipped(2782)) {
- if (ep13_3_invite == 5) {
- if (BaseLevel < 80) {
- mes "Sorry, a minimum base level of 80 or higher is required to obtain my request.";
- close; }
- if (checkquest(12163,PLAYTIME) == 2) {
- mes "Calculate your request activities with the ^800080Transport Dept. 1 Manager^000000 at Operations and then come back.";
- close;
- } else if (checkquest(12163,PLAYTIME) != -1) {
- mes "We're done for the day. You can report back to the ^800080Transport Dept. 1 Manager^000000 at Operations. Good luck.";
- close; }
- mes "Welcome.";
- mes "What brings you here?";
- next;
- if(select("Please explain the request to me.", "Please give me a request.")==1) {
- mes "[Calyon]";
- mes "The Transport Dept. 1 and 2 brings in rare items that are not available here.";
- next;
- mes "[Calyon]";
- mes "It is one of the key departments that obtains the rich supplies mostly from the Midgard Continent.";
- next;
- mes "[Calyon]";
- mes "Please see me any time once you are ready.";
- close; }
- set .@calyonrequest,rand(1,11);
- mes "[Calyon]";
- mes "Finally, I have a request for you. It is an important one so I need you to be focused.";
- next;
- mes "[Calyon]";
- if (.@calyonrequest == 1) {
- setquest 12139;
- setquest 12163;
- mes "The high minister is looking for the Midgard product, Witherless Roses these days.";
- mes "Not sure if it's a good gift but some have seen him with it on his head and showing it off.";
- next;
- mes "[Calyon]";
- mes "So... I know this is difficult to ask for but please bring me 1 Witherless Rose. This is just between you and me.";
- next;
- mes "You have received a request named ^800080Respect for Taste^000000.";
- } else if (.@calyonrequest == 2) {
- setquest 12137;
- setquest 12163;
- mes "The industrial research center researches ways of refining Bradium efficiently but they are always short on test materials.";
- next;
- mes "[Calyon]";
- mes "I heard there is a merchant in the adventurer's city who sells Glass Tubes. I will need 4 of them.";
- next;
- mes "You have received a request named ^800080Tools for Experiment^000000.";
- } else if (.@calyonrequest == 3) {
- setquest 12138;
- setquest 12163;
- mes "The pub owner said he wants to give a gift to all his regular Sapha customers.";
- next;
- mes "[Calyon]";
- mes "But doesn't know what to give. If you see any interesting gifts in Midgard, can bring back 5 of them?";
- next;
- mes "You have received a request named ^800080Fine Gift Samples^000000.";
- } else if (.@calyonrequest == 4) {
- setquest 12140;
- setquest 12163;
- mes "A request from the pub owner. He says he can't use disposable leaf plates for regular customers.";
- next;
- mes "[Calyon]";
- mes "He is asking for 15 solid, white chinas from Midgard.";
- next;
- mes "You have received a request named ^800080Courtesy for Regular^000000.";
- } else if (.@calyonrequest == 5) {
- setquest 12141;
- setquest 12163;
- mes "I have a personal request. I heard there is a round transparent handicraft in Midgard.";
- mes "I think they are called Glass Beads.";
- next;
- mes "[Calyon]";
- mes "We have similar manufactured items here but nothing compared to the elaborate sphere there.";
- mes "Please get me 10 of them.";
- next;
- mes "You have received a request named ^800080Special Package^000000.";
- } else if (.@calyonrequest == 6) {
- setquest 12142;
- setquest 12163;
- mes "Hmm... I don't know how to start. The high minister is requesting for puppets from Midgard.";
- mes "I don't know what it is but since the high minister is asking for it, it must be used for a very important purpose.";
- next;
- mes "[Calyon]";
- mes "Please bring 15 of them.";
- next;
- mes "You have received a request named ^800080Dangerous Request^000000.";
- } else if (.@calyonrequest == 7) {
- setquest 12143;
- setquest 12163;
- mes "I heard there is a trend among many of my colleagues here about a musical accessory made from a Bill of Birds from Midgard.";
- next;
- mes "[Calyon]";
- mes "I'm thinking of distributing them within the Operations building.";
- mes "Can you buy and bring back 50 of them?";
- next;
- mes "You have received a request named ^800080Strange Trend^000000.";
- } else if (.@calyonrequest == 8) {
- setquest 12144;
- setquest 12163;
- mes "The pub owner said he wanted to decorate the pub with something called Clam Shells.";
- mes "Please bring back about 50 of them.";
- next;
- mes "[Calyon]";
- mes "I have no idea how he will use them but I think he has a very unique taste after being acquainted with many adventurers.";
- next;
- mes "You have received a request named ^800080Unknown Usage^000000.";
- } else if (.@calyonrequest == 9) {
- setquest 12145;
- setquest 12163;
- mes "We don't have cuisine for ourselves but many adventurers seem to enjoy the art of eating.";
- mes "So the pub owner needs a plate for his new cuisine.";
- next;
- mes "[Calyon]";
- mes "He asked for 20 Crab Shells.";
- mes "I have no idea where you can get them but... good luck.";
- next;
- mes "You have received a request named ^800080Other World Cuisine^000000.";
- } else if (.@calyonrequest == 10) {
- setquest 12146;
- setquest 12163;
- mes "I think the most useful Midgard item is Scells.";
- next;
- mes "[Calyon]";
- mes "Use Scells to fill any crack or holes in a building and then mix and plaster grinded Garlet to it and the building is maintained quick and simple.";
- mes "Can you bring back 30 of them?";
- next;
- mes "You have received a request named ^800080Filling in Cracks^000000.";
- } else if (.@calyonrequest == 11) {
- setquest 12147;
- setquest 12163;
- mes "Garlets are an element in building maintenance.";
- mes "It is one of the most important materials in buildings.";
- next;
- mes "[Calyon]";
- mes "Before Garlets were available, we crushed and used Zargons but they have become difficult to come by.";
- mes "Please bring back 40 of them.";
- next;
- mes "You have received a request named ^800080Adhesive Material^000000."; }
- mes "You can check details of the request and who to report back to by opening the ^800080Quest Window^000000.";
- mes "You have 23 hours to complete this mission.";
- close; }
- mes "- The Sapha keeps a distance from you even when you try to talk.";
- mes "It looks like he is calling for a Galten. Time to go. -";
- close; }
- mes "¡õ¢£¡ô";
- mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
- next;
- mes "- I can't understand him... -";
- close;
-}
-
-dicastes01,211,178,1 script Moltuka#pa8029 453,{
- mes "[Moltuka]";
- if (isequipped(2782)) {
- if (ep13_3_invite == 5) {
- if (BaseLevel < 80) {
- mes "Sorry, a minimum base level of 80 or higher is required to obtain my request.";
- close; }
- if (checkquest(12164,PLAYTIME) == 2) {
- mes "Have you met the ^800080Transport Dept. 2 Manager^000000 at Operations? I will give you a new request after you clear your request history.";
- close;
- } else if (checkquest(12164,PLAYTIME) != -1) {
- mes "I don't have any requests for you now.";
- mes "Report back to the ^800080Transport Dept. 2 Manager^000000 at Operations after you complete all requests.";
- close; }
- mes "Welcome.";
- mes "What brings you here?";
- next;
- if(select("Please explain the request to me.:Please give me a request.")==1) {
- mes "[Moltuka]";
- mes "You'd rather go to see Calyon for him to explain you about Transport 1,2 Department.";
- next;
- mes "[Moltuka]";
- mes "Since I am not good at speaking.";
- close; }
- set .@moltukarequest,rand(1,11);
- mes "[Moltuka]";
- mes "Request... Yeah, there's one. Wait a second.";
- next;
- mes "- You hear a rustling sound -";
- next;
- mes "[Moltuka]";
- if (.@moltukarequest == 1) {
- setquest 12156;
- setquest 12164;
- mes "The high minister wanted mirrors made from Midgard crystal. There are many Manukan mirrors but he seems to prefer the Midgard ones.";
- next;
- mes "[Moltuka]";
- mes "I am actually a bit worried but there must be a reason for our 'wise' high minister.";
- next;
- mes "You have received a request named ^800080Respect personal appetite!^000000.";
- } else if (.@moltukarequest == 2) {
- setquest 12148;
- setquest 12164;
- mes "Those Tatachos are so quick if we want to catch them which is pretty hard. So the galtens here lure them with Monster's Feed.";
- next;
- mes "[Moltuka]";
- mes "It's said that there is an expert who does that job, please get 100 Monster's Feed.";
- next;
- mes "You have received a request named ^800080Bait for Tatacho Hunting^000000.";
- } else if (.@moltukarequest == 3) {
- setquest 12149;
- setquest 12164;
- mes "The pub owner wants some apple to learn how to cook well. But I never heard of any adventurers from Midgard who were fond of his food.";
- next;
- mes "[Moltuka]";
- mes "Anyway he says that he will try, so get 100 Apples for him.";
- next;
- mes "You have received a request named ^800080Swordmanship Practice^000000.";
- } else if (.@moltukarequest == 4) {
- setquest 12150;
- setquest 12164;
- mes "This is a request from the pub owner. He wants some vegetable in order to have a colorful dish.";
- next;
- mes "[Moltuka]";
- mes "Well... Carrot, is it? Anyway it's being called that in your land... I just was talking myself before. Please bring 100 of them.";
- next;
- mes "You have received a request named ^800080Pretty reddish vegetable^000000.";
- } else if (.@moltukarequest == 5) {
- setquest 12151;
- setquest 12164;
- mes "It's said that there had been an explosion in the pub. People say it was because of some vegetable named Pumpkin which was being roasted on the fire.";
- next;
- mes "[Moltuka]";
- mes "Bring 100 Pumpkins because they're all gone.";
- next;
- mes "You have received a request named ^800080Tenacity of the pub owner^000000.";
- } else if (.@moltukarequest == 6) {
- setquest 12152;
- setquest 12164;
- mes "The pub owner has another request... He misses Potatos which he used to eat when he was young.";
- next;
- mes "[Moltuka]";
- mes "He wants 50 Potatos. By chance if you visit Midgard, please try to get them.";
- next;
- mes "You have received a request named ^800080Tastes like home cooking^000000.";
- } else if (.@moltukarequest == 7) {
- setquest 12153;
- setquest 12164;
- mes "The pub owner wants to cook something strange. He said it will be Roasted Banana but I figure he's cooked something similar before...";
- next;
- mes "[Moltuka]";
- mes "Well, I can't remember much. Anyway... you need to get 100 Bananas.";
- next;
- mes "You have received a request named ^800080Hazardous plant when burnt^000000.";
- } else if (.@moltukarequest == 8) {
- setquest 12154;
- setquest 12164;
- mes "This request is from....the pub owner. He wants some meat. Nothing else in his request direction.";
- next;
- mes "[Moltuka]";
- mes "It will be enough with 50 chunks. I wonder if he really is running his business...";
- next;
- mes "You have received a request named ^800080Unexpectedly Normal^000000.";
- } else if (.@moltukarequest == 9) {
- setquest 12155;
- setquest 12164;
- mes "Few days ago, I saw the pub owner frustrated with all broken ladles...";
- next;
- mes "[Moltuka]";
- mes "I felt sorry for him so I want you to get 20 Black Ladles which can be purchased in Midgard.";
- next;
- mes "You have received a request named ^800080Gift with heart^000000.";
- } else if (.@moltukarequest == 10) {
- setquest 12157;
- setquest 12164;
- mes "The pub owner wants to try to make a special cocktail since he was so good at making poisons back in his assassin days.";
- next;
- mes "You have received a request named ^800080Resolution of the pub owner^000000.";
- } else if (.@moltukarequest == 11) {
- setquest 12158;
- setquest 12164;
- mes "Find 2 Melons for the pub owner in El Dicastes. You can get these by hunting Galapagos or Green Iguanas.";
- next;
- mes "You have received a request named ^800080Rage of the pub owner^000000."; }
- mes "You can check details of the request and who to report back to by opening the ^800080Quest Window^000000.";
- mes "You have 23 hours to complete this mission.";
- close; }
- mes "- The Sapha keeps a distance from you even when you try to talk.";
- mes "It looks like he is calling for a Galten. Time to go. -";
- close; }
- mes "¡õ¢£¡ô";
- mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
- next;
- mes "- I can't understand him... -";
- close;
-}
-
-dicastes01,175,217,5 script Kalipo#pa8029 453,{
- mes "[Kalipo]";
- if (isequipped(2782)) {
- if (ep13_3_invite == 5) {
- if (BaseLevel < 100) {
- mes "Sorry, a minimum base level of 100 or higher is required to obtain my request.";
- close; }
- if (checkquest(12160,PLAYTIME) == 2) {
- mes "Please come back after checking previous requests with the ^800080Hunting Dept. 2 Manager^000000.";
- close;
- } else if (checkquest(12160,PLAYTIME) != -1) {
- mes "I do not have any additional requests.";
- mes "Please report to the ^800080Hunting Dept. 2 Manager^000000 at Operations to report request completion.";
- close; }
- mes "Welcome.";
- mes "Are you here for a request?";
- next;
- if(select("Please explain the request to me.:Please give me a request.")==1) {
- mes "[Kalipo]";
- mes "As you know better and Laponte explained to you already I just can offer you one single request a day.";
- next;
- mes "[Kalipo]";
- mes "You will get more interesting requests after you raise your levels don't feel bad with the simple requests at first.";
- close; }
- set .@kaliporequest,rand(1,6);
- mes "[Kalipo]";
- mes "I will check the list of requests that came in today.";
- next;
- mes "[Kalipo]";
- mes "Hmm...";
- mes "I actually have something just right for you.";
- next;
- mes "[Kalipo]";
- if (.@kaliporequest == 1) {
- setquest 12106;
- setquest 12160;
- mes "Our scout, who went to Splendide, is being attacked by cute child looking monsters.";
- next;
- mes "[Kalipo]";
- mes "So we need to hunt them inevitably, and you are the one for hunting them since you are not from Splendide.";
- next;
- mes "You have received a request named ^800080A child on a flower^000000.";
- close;
- } else if (.@kaliporequest == 2) {
- setquest 12107;
- setquest 12160;
- mes "Are you aware of the child looking flower, Pinguicula? People say there has been a mutation of that flower.";
- next;
- mes "[Kalipo]";
- mes "They are very violent and aggressive. Please go to check up and treat it before they are spread all over the area.";
- next;
- mes "You have received a request named ^800080Twisted Love^000000.";
- } else if (.@kaliporequest == 3) {
- setquest 12108;
- setquest 12160;
- mes "Some mineral collectors are missing, and it seems to be done by nepenthes for sure. Nepenthes is similar to Mandragora.";
- next;
- mes "[Kalipo]";
- mes "We gotta do something in order to protect people from more damage.";
- next;
- mes "You have received a request named ^800080Dangerous Plant Removal^000000.";
- } else if (.@kaliporequest == 4) {
- setquest 12109;
- setquest 12160;
- mes "They've discovered the Centipede Larva habitat. We can remove them now so there will be less centipedes.";
- next;
- mes "[Kalipo]";
- mes "Would you find them and kill them? You will have to be careful with the centipedes around them.";
- next;
- mes "You have received a request named ^800080Larva Extermination^000000.";
- } else if (.@kaliporequest == 5) {
- setquest 12110;
- setquest 12160;
- mes "Miners heading to Nidhoggur's nest reported being attacked by a strange water creature.";
- next;
- mes "[Kalipo]";
- mes "It's said that it was human-looking water creature. Perhaps the Nidhoggur Dungeon is the origin so please visit there to check up.";
- next;
- mes "You have received a request named ^800080Demon of Water^000000.";
- } else if (.@kaliporequest == 6) {
- setquest 12111;
- setquest 12160;
- mes "Tatachos were originally beautiful birds, and they could fly.";
- mes "But since they settled here where there is no natural enemy, they started to be fat and lazy.";
- next;
- mes "[Kalipo]";
- mes "Eventually they became like now, such ugly birds. You will be a good natural enemy for them.";
- next;
- mes "You have received a request named ^800080Bird with ugly face^000000."; }
- mes "You can check details of the request and who to report back to by opening the ^800080Quest Window^000000.";
- mes "You have 23 hours to complete this mission.";
- close; }
- mes "- The Sapha keeps a distance from you even when you try to talk.";
- mes "It looks like he is calling for a Galten. Time to go. -";
- close; }
- mes "¡õ¢£¡ô";
- mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
- next;
- mes "- I can't understand him... -";
- close;
-}
-
-dicastes01,187,230,5 script Laponte#pa8029 453,{
- mes "[Laponte]";
- if (isequipped(2782)) {
- if (ep13_3_invite == 5) {
- if (BaseLevel < 95) {
- mes "Sorry, a minimum base level of 95 or higher is required to obtain my request.";
- close; }
- if (checkquest(12159,PLAYTIME) == 2) {
- mes "Please come back after checking previous requests with the ^800080Hunting Dept. 1 Manager^000000.";
- close;
- } else if (checkquest(12159,PLAYTIME) != -1) {
- mes "I do not have any additional requests.";
- mes "Please report to the ^800080Hunting Dept. 1 Manager^000000 at Operations to report request completion.";
- close; }
- mes "Welcome.";
- mes "Are you here for a request?";
- next;
- if(select("Please explain the request to me.:Please give me a request.")==1) {
- mes "[Laponte]";
- mes "I'm responsible for allocating requests from other departments related to hunting monsters to adventurers.";
- next;
- mes "[Laponte]";
- mes "Each adventurer is randomly assigned to one request each day and the range of the request assigned is limited to the adventurer's training level.";
- next;
- mes "[Laponte]";
- mes "Advanced jobs are assigned to adventurers who advance in their battle skills so no need to be upset if your first few requests are small.";
- close; }
- set .@laponterequest,rand(1,7);
- mes "[Laponte]";
- mes "I will check the list of requests that came in today.";
- next;
- mes "[Laponte]";
- mes "Hmm...";
- mes "I actually have something just right for you.";
- next;
- mes "[Laponte]";
- if (.@laponterequest == 1) {
- setquest 12099;
- setquest 12159;
- mes "This is a very small request. Baby dragons near the Yggdrasilberry roots are reportedly hatching.";
- next;
- mes "[Laponte]";
- mes "Eliminating the baby dragon is important because those baby dragons will eventually grow to be mean adults so we have to take them out while they're young.";
- next;
- mes "You have received a request named ^800080Remove Root Cause^000000.";
- } else if (.@laponterequest == 2) {
- setquest 12100;
- setquest 12159;
- mes "Received reports of sightings of an unknown huge winged insect near the Laphine camp recently.";
- next;
- mes "[Laponte]";
- mes "We don't know how far the infestation of this insect may spread so please exterminate as many as you spot.";
- next;
- mes "You have received a request named ^800080Violent Winged Insect^000000.";
- mes "You can check details of the request and who to report back to by opening the ^800080Quest Window^000000.";
- mes "You have 23 hours to complete this mission.";
- close;
- } else if (.@laponterequest == 3) {
- setquest 12101;
- setquest 12159;
- mes "This just came in from colleagues working in the mine. The baby dragons living near Yggdrasilberry roots are destroying the grounds near the mines.";
- next;
- mes "[Laponte]";
- mes "It will get dangerous if we don't take care of it. Please wipe out the baby dragons near Yggdrasilberry.";
- next;
- mes "You have received a request named ^800080Work Interference^000000.";
- mes "You can check details of the request and who to report back to by opening the ^800080Quest Window^000000.";
- mes "You have 23 hours to complete this mission.";
- close;
- } else if (.@laponterequest == 4) {
- setquest 12102;
- setquest 12159;
- mes "A new race called Naga was found at the swamp near the Laphine camp.";
- mes "The problem is that they are primitive intellectuals and are violent.";
- next;
- mes "[Laponte]";
- mes "We will have many conflicts with them in the future if they expand their colony. Please eliminate the adult Nagas.";
- next;
- mes "You have received a request named ^800080Intelligent Snakes^000000.";
- mes "You can check details of the request and who to report back to by opening the ^800080Quest Window^000000.";
- mes "You have 23 hours to complete this mission.";
- close;
- } else if (.@laponterequest == 5) {
- setquest 12103;
- setquest 12159;
- mes "We get continuous reports of sightings of a legendary winged white horse near by the Laphine base.";
- next;
- mes "[Laponte]";
- mes "Can you go there and take a look?";
- mes "It could be a hallucination so please make sure to touch it with your bare hand to make sure it is a living creature.";
- next;
- mes "You have received a request named ^800080Legendary Creature^000000.";
- mes "You can check details of the request and who to report back to by opening the ^800080Quest Window^000000.";
- mes "You have 23 hours to complete this mission.";
- close;
- } else if (.@laponterequest == 6) {
- setquest 12104;
- setquest 12159;
- mes "Centipede's reproduction is another problem but their appetite is also threatening our survival.";
- mes "They absorb Bradium minerals and damage our mining grounds.";
- next;
- mes "[Laponte]";
- mes "Many of our Sapha colleagues have lost their lives to the Centipedes. Please exterminate them.";
- next;
- mes "You have received a request named ^800080Insects with an Appetite^000000.";
- mes "You can check details of the request and who to report back to by opening the ^800080Quest Window^000000.";
- mes "You have 23 hours to complete this mission.";
- close;
- } else if (.@laponterequest == 7) {
- setquest 12105;
- setquest 12159;
- mes "Got a report that Bradium raw minerals in the mines are alive.";
- next;
- mes "[Laponte]";
- mes "Looks like Bradium raw minerals were turned into Golems by an ancient spell and now we may need to close down our mines because of them.";
- mes "Can you please go and eliminate them?";
- next;
- mes "You have received a request named ^800080Moving Rocks^000000.";
- close; }
- mes "You can check details of the request and who to report back to by opening the ^800080Quest Window^000000.";
- mes "You have 23 hours to complete this mission.";
- close; }
- mes "- The Sapha keeps a distance from you even when you try to talk.";
- mes "It looks like he is calling for a Galten. Time to go. -";
- close; }
- mes "¡õ¢£¡ô";
- mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
- next;
- mes "- I can't understand him... -";
- close;
-}
-
-dicastes01,181,224,5 script Pura#pa8029 453,{
- mes "[Pura]";
- if (isequipped(2782)) {
- if (ep13_3_invite == 5) {
- if (BaseLevel < 80) {
- mes "Sorry, a minimum base level of 80 or higher is required to obtain my request.";
- close; }
- if (checkquest(12161,PLAYTIME) == 2) {
- mes "Have you already met the ^800080Supply Dept. 1 Manager^000000 at Operations? I will give you a new request after you clear your request history.";
- close;
- } else if (checkquest(12161,PLAYTIME) != -1) {
- mes "I don't have any requests for you now";
- mes "Report back to the ^800080Supply Dept. 1 Manager^000000 at Operations after you complete all requests.";
- close; }
- mes "Welcome.";
- mes "What brings you here?";
- next;
- if(select("Please explain the request to me.:Please give me a request.")==1) {
- mes "[Pura]";
- mes "Adventurers help me deliver various items produced here to other parts of the area.";
- next;
- mes "[Pura]";
- mes "There is no restrictions to the job but some jobs are more difficult than others.";
- next;
- mes "[Pura]";
- mes "Please see me any time once you are ready.";
- close; }
- set .@purarequest,rand(1,10);
- mes "[Pura]";
- mes "I will check the list of requests that came in today.";
- next;
- mes "[Pura]";
- mes "Hmm...";
- mes "I actually have something just right for you.";
- next;
- mes "[Pura]";
- if (.@purarequest == 1) {
- setquest 12117;
- setquest 12161;
- mes "This area was a wetland long ago. But for some reason the environment has changed over the years.";
- next;
- mes "[Pura]";
- mes "There is a preserved of land nearby the Laphine camp.";
- mes "Can you bring me a Withered Flower sample? It will be to research on environmental changes.";
- next;
- mes "You have received a request named ^800080Withered Flower^000000.";
- } else if (.@purarequest == 2) {
- setquest 12118;
- setquest 12161;
- mes "The Bradium refine machinery is broken and now we are short supplying refined Bradium to our colleagues working at the mine.";
- next;
- mes "[Pura]";
- mes "So we are using all our adventurers to help collect refined Bradium.";
- mes "Please bring back 3 Refined Bradiums from the Bradium Golem.";
- next;
- mes "You have received a request named ^800080Welcomed Mineral^000000.";
- } else if (.@purarequest == 3) {
- setquest 12119;
- setquest 12161;
- mes "I have a request to bring in 16 Dragon's Manes.";
- next;
- mes "[Pura]";
- mes "Dragon's Mane is only dropped in small volumes by the Dracos and is very valuable.";
- mes "It is used in our indigenous designs in our flags, clothes and field equipment.";
- next;
- mes "You have received a request named ^800080Valuable Textile^000000.";
- } else if (.@purarequest == 4) {
- setquest 12120;
- setquest 12161;
- mes "This is a request from the pub for the food of people from other worlds.";
- next;
- mes "[Pura]";
- mes "They want Dragon Tails to use as a cooking ingredient for field food that can be stored extensively.";
- mes "So humans like this. Please bring back 6 of them.";
- next;
- mes "You have received a request named ^800080Curious Meat^000000.";
- } else if (.@purarequest == 5) {
- setquest 12121;
- setquest 12161;
- mes "The path that goes out of the city is now a hazardous icy road because of the snow we've been getting.";
- next;
- mes "[Pura]";
- mes "Spreading Pieces of Egg Shells will help and we need a lot of them. Around 26 or so will do.";
- next;
- mes "You have received a request named ^800080Materials to Clear Snow^000000.";
- } else if (.@purarequest == 6) {
- setquest 12122;
- setquest 12161;
- mes "The Bradium Processing Machinery emits tremendous heat when used and cannot be stabilized with any kind of water.";
- next;
- mes "[Pura]";
- mes "So we mix Crystalized Teardrops obtained from Aqua Elementals from melted snow. we need daily so please bring back 6 of them.";
- next;
- mes "You have received a request named ^800080Best Cooler Material^000000.";
- } else if (.@purarequest == 7) {
- setquest 12123;
- setquest 12161;
- mes "The Supply Manager has urgently requested paint to use on building maintenance throughout the city.";
- next;
- mes "[Pura]";
- mes "He can make enough paint by using the Fluorescent Liquid obtained from Aqua Elementals. Please bring back 26 containers of it.";
- next;
- mes "You have received a request named ^800080Best Paint^000000.";
- } else if (.@purarequest == 8) {
- setquest 12124;
- setquest 12161;
- mes "The valuable interior water bottle in the minister's room is broken.";
- next;
- mes "[Pura]";
- mes "They won't be able to find who did it because there are so many visitors every day.";
- mes "Can you please bring me this valuable item from Aqua Elemental? I only need 1.";
- next;
- mes "You have received a request named ^800080Rare Valuable^000000.";
- } else if (.@purarequest == 9) {
- setquest 12125;
- setquest 12161;
- mes "Lining supplies for armor for the Guards are all out.";
- mes "The Scale Shell from Naga are perfect lining material. Please bring back 18 of them.";
- next;
- mes "You have received a request named ^800080Armory Material^000000.";
- } else if (.@purarequest == 10) {
- setquest 12126;
- setquest 12161;
- mes "I got you a request named lining material for armor supplied to the guard commanders.";
- next;
- mes "[Pura]";
- mes "They are different from ordinary lining. Please bring me 11 shining scales of Naga. I don't think it will be much trouble for you.";
- next;
- mes "You have received a request named ^800080Advanced Armory Material^000000."; }
- mes "You can check details of the request and who to report back to by opening the ^800080Quest Window^000000.";
- mes "You have 23 hours to complete this mission.";
- close; }
- mes "- The Sapha keeps a distance from you even when you try to talk.";
- mes "It looks like he is calling for a Galten. Time to go. -";
- close; }
- mes "¡õ¢£¡ô";
- mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
- next;
- mes "- I can't understand him... -";
- close;
-}
-
-dicastes01,217,184,1 script Tragis#pa8029 453,{
- mes "[Tragis]";
- if (isequipped(2782)) {
- if (ep13_3_invite == 5) {
- if (BaseLevel < 80) {
- mes "Sorry, a minimum base level of 80 or higher is required to obtain my request.";
- close; }
- if (checkquest(12162,PLAYTIME) == 2) {
- mes "Calculate your request activities with the ^800080Supply Dept. 2 Manager^000000 at Operations and then come back.";
- close;
- } else if (checkquest(12162,PLAYTIME) != -1) {
- mes "I don't have any requests for you now";
- mes "Report back to the ^800080Supply Dept. 2 Manager^000000 at Operations after you complete all requests.";
- close; }
- mes "Welcome.";
- mes "What brings you here?";
- next;
- if(select("Please explain the request to me.:Please give me a request.")==1) {
- mes "[Tragis]";
- mes "Pura will explain the detail about the supply job. I'm soooo busy, as you can see.";
- close; }
- set .@tragisrequest,rand(1,10);
- mes "[Tragis]";
- mes "I just got a request. It's good that none of us wasted time.";
- next;
- mes "[Tragis]";
- if (.@tragisrequest == 1) {
- setquest 12130;
- setquest 12162;
- mes "Zargon is very popular among the residents here.";
- mes "It's a beautiful, round shaped ball and can be used as an adhesive when its powder is mixed with water.";
- next;
- mes "[Tragis]";
- mes "Heard that it's very common material from the adventurers' land. Would you get some? It will be enough with 26 Zargons.";
- next;
- mes "You have received a request named ^800080Useful Material^000000.";
- } else if (.@tragisrequest == 2) {
- setquest 12129;
- setquest 12162;
- mes "There was a request from the pub to collect 27 Bug Legs.";
- mes "They don't wanna reveal the reason why they need them. Anyway, thank you.";
- next;
- mes "You have received a request named ^800080Suspicious Food^000000.";
- } else if (.@tragisrequest == 3) {
- setquest 12128;
- setquest 12162;
- mes "It seems that there isn't enough amount of fur which is for the adventurers.";
- mes "It will be necessary to get some Fur from Tatacho. 21 lumps will be enough.";
- next;
- mes "You have received a request named ^800080Preparation for Heating^000000.";
- } else if (.@tragisrequest == 4) {
- setquest 12127;
- setquest 12162;
- mes "It's time to repair the trumpets for Mine supervisors.";
- mes "Because those trumpets are necessary to control the miners.";
- next;
- mes "[Tragis]";
- mes "The Mystic Horn from Cornus is the perfect trumpet material, please get 5 pieces of them.";
- next;
- mes "You have received a request named ^800080Supervisor's Tool^000000.";
- } else if (.@tragisrequest == 5) {
- setquest 12131;
- setquest 12162;
- mes "There is a request which is to find a material to be used for every quarter's building repair work.";
- mes "Please get 13 Solid Shells which can be obtained from Centipede and Centipede Larva.";
- next;
- mes "[Tragis]";
- mes "It will be very useful for the repair work.";
- next;
- mes "You have received a request named ^800080Essential Material for Construction^000000.";
- } else if (.@tragisrequest == 6) {
- setquest 12132;
- setquest 12162;
- mes "There is a request which is to find a material to be used for every quarter's building repair work.";
- mes "You need to get 16 Strong Vines which can be got from nepenthes.";
- next;
- mes "[Tragis]";
- mes "It's a vital material for building repair work.";
- next;
- mes "You have received a request named ^800080Essential Material for Construction 2^000000.";
- } else if (.@tragisrequest == 7) {
- setquest 12133;
- setquest 12162;
- mes "The guard need many sharp leaves for a decoration reason.";
- mes "Some other adventurers started searching them.";
- next;
- mes "[Tragis]";
- mes "They need pretty many quantity of the leaves so they want 26 Sharp Leaves from you. I know it's hard. Wish you good luck!";
- next;
- mes "You have received a request named ^800080Decoration arrangement^000000.";
- } else if (.@tragisrequest == 8) {
- setquest 12134;
- setquest 12162;
- mes "The pub owner is in trouble due to many adventurers from outside.";
- mes "He wishes to have an utensil which can be used simply and instantly... Something like a wide leaf.";
- next;
- mes "You have received a request named ^800080Instant Receptacle^000000.";
- } else if (.@tragisrequest == 9) {
- setquest 12135;
- setquest 12162;
- mes "There have been couple of attacks in mine. It must be those Nepenthes that were trying to attack miners.";
- next;
- mes "[Tragis]";
- mes "In order to make the medicine, we need 16 Brown Roots. Find and bring them.";
- next;
- mes "You have received a request named ^800080Not enough medicine^000000.";
- } else if (.@tragisrequest == 10) {
- setquest 12136;
- setquest 12162;
- mes "The pub owner came by and blamed and blamed about the big appetite of you guys.";
- next;
- mes "[Tragis]";
- mes "He said he has no more stock of Honey and fruits. 2 jugs of Honey will be enough to soothe him.";
- next;
- mes "You have received a request named ^800080Honey robber^000000."; }
- mes "You can check details of the request and who to report back to by opening the ^800080Quest Window^000000.";
- mes "You have 23 hours to complete this mission.";
- close; }
- mes "- The Sapha keeps a distance from you even when you try to talk.";
- mes "It looks like he is calling for a Galten. Time to go. -";
- close; }
- mes "¡õ¢£¡ô";
- mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
- next;
- mes "- I can't understand him... -";
- close;
-}
-
-// Doha's Secret Orders
-//============================================================
-
-mid_campin,168,170,3 script Inspector Doha#ep13_3_ 59,{
- if (checkquest(7185) >= 0) {
- if (ep13_3_secret == 1) {
- mes "[Doha]";
- mes "Wow.... they say this is the water melted from the snow from the snowy fields.";
- mes "Very refreshing, don't you agree?";
- mes "....";
- next;
- mes "[Doha]";
- mes "Then back to the story.";
- mes "So I asked why the cat thought it was his own kind.";
- next;
- mes "[Doha]";
- mes "He said the attacker had a wonderful tail and attractive ears. Hard to believe.";
- next;
- select("It was a cat?");
- mes "[Doha]";
- mes "No. I asked the same question.";
- mes "And he said the attacker looked more like me.";
- mes "Meaning humanlike to be precise.";
- next;
- mes "[Doha]";
- mes "Yes. A human male.";
- mes "He said ^0000FFthe attacker had attractive ears and a sleek and glossy tail^000000!";
- next;
- select("Could it be a headgear?");
- mes "[Doha]";
- mes "Are you talking about the Kitty Band that was popular in Prontera?";
- mes "If a full grown male was wearing one of those... and also a tail?";
- next;
- if(select("Was he in disguise?:To each their own...")==2) {
- mes "[Doha]";
- mes "....................";
- mes "............Of course";
- mes "different tastes should be respected.";
- next;
- mes "[Doha]";
- mes "....Ahem.";
- mes "My conclusion is";
- mes "Someone disguised themselves ridiculously in order to hide where they came from!";
- next;
- mes "[Doha]";
- mes "So what we need to do now";
- mes "is find a guy with cat ears.";
- mes "But I'm not so sure he will";
- mes "have them on him now.";
- next;
- mes "[Doha]";
- mes "But as the Cat Merchant mentioned, we shouldn't rule out the possibility that he might";
- mes "be from a third party.";
- mes "Then what could his motives be?";
- next;
- mes "[Doha]";
- mes "Let's start simple before";
- mes "it gets too complicated.";
- mes "I heard you are visiting";
- mes "the capital city of Sapha.";
- next;
- mes "[Doha]";
- mes "Whether it is a cat or dog, please try to collect information on a guy with animal ears.";
- next;
- mes "[Doha]";
- mes "I will continue on searching and investigating Manuk and Splendide from here.";
- mes "I need you to investigate during your journey.";
- next;
- mes "[Doha]";
- mes "This is a very important mission.";
- mes "There is a delicate conflict between the three countries";
- mes "and there might be a possibility of an unknown third party.";
- next;
- mes "[Doha]";
- mes "And why did the attacker only interfere instead of stealing the whole report.";
- mes "We need to find out his motives.";
- next;
- mes "[Doha]";
- mes "Please bring back some clues if you find anything during your journey.";
- mes "Please report back to me";
- mes "if you find any leads.";
- changequest 7185,7186;
- close; }
- mes "[Doha]";
- mes "He had to be...";
- mes "I think one of the countries is behind this.";
- mes "I honestly think both the Sapha and Laphine won't get anything out of this.";
- next;
- mes "[Doha]";
- mes "I guess the only way to hide where you're from is with a disguise right?";
- mes "Disguised as a cat, that is!";
- next;
- mes "[Doha]";
- mes "So what we need to do now";
- mes "is find a guy with cat ears.";
- mes "But I'm not so sure he will";
- mes "have them on him now.";
- next;
- mes "[Doha]";
- mes "But as the Cat Merchant mentioned, we shouldn't rule out the possibility that he might";
- mes "be from a third party.";
- mes "Then what could his motives be?";
- next;
- mes "[Doha]";
- mes "Let's start simple before";
- mes "it gets too complicated.";
- mes "I heard you are visiting";
- mes "the capital city of Sapha.";
- next;
- mes "[Doha]";
- mes "Whether it is a cat or dog, please try to collect information on a guy with animal ears.";
- next;
- mes "[Doha]";
- mes "I will continue on searching and investigating Manuk and Splendide from here.";
- mes "I need you to investigate during your journey.";
- next;
- mes "[Doha]";
- mes "This is a very important mission.";
- mes "There is a delicate conflict between the three countries";
- mes "and there might be a possibility of an unknown third party.";
- next;
- mes "[Doha]";
- mes "And why did the attacker only interfere instead of stealing the whole report.";
- mes "We need to find out his motives.";
- next;
- mes "[Doha]";
- mes "Please bring back some clues if you find anything during your journey.";
- mes "Please report back to me";
- mes "if you find any leads.";
- changequest 7185,7186;
- close; }
- mes "[Doha]";
- mes "Who are you?";
- mes "If you are in the wrong room, please leave now.";
- next;
- if(select("I came to meet the inspector.:Sorry, I have the wrong room.")==2) {
- mes "[Doha]";
- mes "Thank you.";
- mes "I'm a little tired now.";
- mes "I hope to see you next time.";
- close; }
- mes "[Doha]";
- mes "Me?";
- mes "Are you the person the captain was talkin' about?";
- mes "What was the name...?";
- next;
- mes "[Doha]";
- mes "Hmm... I don't know why you were chosen but I guess they trusted you enough.";
- mes "So you were chosen to visit El Dicastes?";
- next;
- mes "[Doha]";
- mes "I have a secret mission";
- mes "regarding this visit.";
- mes "More like an order.";
- next;
- mes "[Doha]";
- mes "I'm the inspector dispatched from home because of a certain case.";
- mes "We are working on investigating the truth behind the reported case.";
- next;
- select("Reported case?");
- mes "[Doha]";
- mes "You haven't heard of it?";
- mes "I thought you already knew...";
- mes "So you're not the one that collected the report back then?";
- next;
- mes "[Doha]";
- mes "When the expedition was first dispatched there was a general report on our research results and the messenger,";
- mes "that was carrying this report back home, was attacked.";
- next;
- mes "[Doha]";
- mes "Luckily the report wasn't stolen completely and we did get the report after painstakingly restoring it.";
- mes "The important thing is who did this.";
- next;
- mes "[Doha]";
- mes "The expedition here is an alliance of 3 countries.";
- mes "And we weren't all on good terms.";
- mes "That is why Hibba Agip was put in charge because he isn't attached to any of the countries.";
- next;
- mes "[Doha]";
- mes "But the important thing is which country was behind this and why would they do such a thing when we must promote peace and cooperation.";
- next;
- mes "[Doha]";
- mes "That is why I was dispatched here.";
- mes "To investigate the situation.";
- mes "I've come across an unexpected bit of information during my investigation.";
- next;
- mes "[Doha]";
- mes "Do you know the";
- mes "Cat Hand Merchants?";
- mes "They are also doing";
- mes "business nearby.";
- mes "One of them leaked this";
- mes "information to me.";
- next;
- mes "[Doha]";
- mes "I was investigating at the location assumed to be where the attack took place when I met a cat.";
- mes "Well... I don't know what else I'm supposed to call them.";
- next;
- mes "[Doha]";
- mes "But it turns out, I was lucky to meet this cat.";
- mes "Because he turned out to be a witness to the case.";
- next;
- select("Witness!:Who did it?");
- mes "[Doha]";
- mes "Sigh...";
- mes "He did witness the case but the description I got was...";
- mes "suspicious at best.";
- next;
- mes "[Doha]";
- mes "Well... the cat said in his own words, 'the guy you're looking for might be one of us because he was very agile and quick.'";
- next;
- select("Same race? A cat?");
- mes "[Doha]";
- mes "Yes.";
- mes "I heard the cat say that with my own ears.";
- mes "He said he went back to the place to see if it was a lost friend of his.";
- next;
- mes "[Doha]";
- mes "Hmm... my throat is sore from talking too much.";
- mes "Let's continue later after I get some rest.";
- mes "I think I need a cup of water.";
- set ep13_3_secret,1;
- close;
- } else if (checkquest(7186) > 0) {
- mes "[Doha]";
- mes "I will investigate Manuk and Splendide.";
- mes "So you will have to look for clues in El Dicastes.";
- next;
- mes "[Doha]";
- mes "About the guy with animal ears.";
- mes "It will be a tough mission but I know you will do well.";
- close; }
- if (ep13_3_secret > 1 && ep13_3_secret < 15) {
- if (checkquest(7202) >= 0 && checkquest(7203) >= 0) {
- mes "[Doha]";
- mes "How is the investigation going?";
- mes "Do you have any significant status?";
- next;
- mes "- You share the details regarding Diel, Cheshire, Ahat and the dimensional crack.";
- mes "You give him Clotted Bloodstain, Frozen Piece of Skin and a Strange Magic Stone as evidence. -";
- next;
- mes "[Doha]";
- mes "Hmm..";
- mes "I actually gave the same mission to all the other people heading for El Dicastes.";
- next;
- mes "[Doha]";
- mes "They have all brought information based on assumptions.";
- mes "Meaning your evidence is not much different from the others.";
- next;
- mes "[Doha]";
- mes "At least we found out one thing.";
- mes "At least we now know that the attacker is not from the three countries of Midgard.";
- mes "But this is only an assumption.";
- next;
- mes "[Doha]";
- mes "Details of the report will be verified by a superior authority and a schedule for the next step will be given.";
- mes "Thank you.";
- next;
- mes "[Doha]";
- mes "Please have this.";
- mes "This is a reward for your services up to now.";
- mes "You deserve this for the hardship you are going through.";
- set ep13_3_secret,15;
- delitem 6306,1;
- delitem 6305,1;
- delitem 6307,1;
- getitem 2553,1;
- erasequest 7202;
- erasequest 7203;
- next;
- mes "[Doha]";
- mes "....";
- mes "Sapha and Laphine, which ever.";
- mes "I have something more urgent.";
- next;
- select("Can you repeat that?");
- mes "[Doha]";
- mes "..?";
- mes "I didn't say a thing.";
- mes "I guess you heard wrong.";
- mes "Will you leave now? Because I have to organize a report.";
- close; }
- mes "[Doha]";
- mes "How is the investigation going?";
- mes "Please try your best.";
- mes "Don't mess up the relationship between countries.";
- close;
- } else if (ep13_3_secret == 15) {
- mes "[Doha]";
- mes "There won't be any changes to the current policy.";
- mes "Home land will continue to review the contents of your reports.";
- next;
- mes "[Doha]";
- mes "All we can do for now is";
- mes "do our best, right?";
- next;
- mes "- He says this kindly but his eyes have a get out and do your work kind of look. -";
- close; }
- mes "[Doha]";
- mes "What is it?";
- mes "You don't look like you have any business with me.";
- mes "If you don't, please leave now.";
- close;
-}
-
-dic_in01,245,119,4 script Shay#ep133_13 884,{
- mes "[Shay]";
- cutin "ep13_shy",2;
- set .@ep13_shy,rand(1,5);
- if (.@ep13_shy == 1) {
- mes "Another failure?.";
- mes "I'm talking to myself. Don't bother.";
- mes "What do you want?"; }
- else if (.@ep13_shy == 2) mes "Boring, What is it?";
- else if (.@ep13_shy == 3) mes "Welcome to Burman Flone...";
- else if (.@ep13_shy == 4) mes "Whatcha want?";
- else if (.@ep13_shy == 5) mes "Sigh... Ready to order?";
- next;
- switch(select("Order.:Talk:Nevermind.")) {
- case 1:
- mes "[Shay]";
- mes "What will it be?";
- mes "I have Tropical Sograt and";
- mes "Vermilion on the Beach flown in from Morroc.";
- mes "A bit on the expensive side though.";
- next;
- switch(select("Tropical Sograt","Vermilion on the Beach","Anything else?")) {
- case 1:
- mes "[Shay]";
- if (Zeny < 2000) {
- mes "Hey, do you have money?";
- break; }
- mes "Here is your Tropical Sorgrat.";
- getitem 12112,1;
- set Zeny, Zeny-2000;
- break;
- case 2:
- mes "[Shay]";
- if (Zeny < 2000) {
- mes "Hey, do you have money?";
- break; }
- mes "Here is your Vermilion on the Beach.";
- getitem 12113,1;
- set Zeny, Zeny-2000;
- break;
- case 3:
- mes "[Shay]";
- mes "Hmmm...";
- mes "Nah.";
- break; }
- close2;
- cutin "",255;
- end;
- case 2:
- if (ep13_3_invite == 5) {
- if (checkquest(7186) >= 0) {
- mes "[Shay]";
- mes "I don't want to talk about personal stuff.";
- mes "But do you have any questions?";
- next;
- switch(select("Tell me about yourself:About Sapha:About other races:Hmm...")) {
- case 1:
- shayabout:
- mes "[Shay]";
- mes "Me?";
- mes "If you are asking about my name, it is written on my badge here.";
- mes "It's Shay.";
- next;
- select("Not that");
- mes "[Shay]";
- mes "Hmm. Then should I tell you the story on how I settled here?";
- mes "The first to apply to expedite here";
- mes "where the Assassins.";
- next;
- mes "[Shay]";
- mes "I was one of them.";
- mes "That is how I got to reach this place before anyone else did";
- mes "And that is how the base of the expedition camp was built.";
- next;
- mes "[Shay]";
- mes "But you know.";
- mes "I thought I'd return to my hometown and retire.";
- mes "But El Dicastes contacted me.";
- next;
- mes "[Shay]";
- mes "They requested if I could open a place for us outsiders to feel comfortable with.";
- mes "They also were considerate enough to build it in Midgard style.";
- next;
- mes "[Shay]";
- mes "So the framework and style,";
- mes "architect was brought in..";
- mes "and then I found myself managing the whole project?";
- next;
- mes "[Shay]";
- mes "And...";
- mes "that is how I got here.";
- mes "I've been here ever since!";
- next;
- mes "[Shay]";
- mes "I don't remember what my original job was.";
- mes "Little rusty on the Katar, I guess...";
- next;
- mes "Shay suddenly has a lonely expression and sighs deeply about his situation.";
- mes "Looks very tired.";
- close2;
- cutin "",255;
- end;
- case 2:
- mes "[Shay]";
- mes "Sapha?";
- mes "You are surrounded by Saphas.";
- mes "......";
- next;
- mes "[Shay]";
- mes "What are you asking me?";
- mes "Just ask any Sapha passing by.";
- mes "Ask 'what are you'.";
- close2;
- cutin "",255;
- end;
- case 3:
- mes "[Shay]";
- mes "Other races?";
- mes "Talking about Sapha?";
- next;
- switch(select("With cat ears.:With butterfly wings.")) {
- case 1:
- mes "[Shay]";
- mes "Cat?";
- mes "Are you talking about the Cat Merchant?";
- mes "They are camped outside of the capital gate.";
- next;
- mes "[Shay]";
- mes "They even mined and fished near the expedition camp.";
- mes "They are currently trying to expand their business.";
- next;
- mes "[Shay]";
- mes "Well... bigger than them?";
- mes "Not sure. Haven't heard of it.";
- mes "Why don't you ask the";
- mes "^0000FFSapha around here?^000000";
- set ep13_3_secret,2;
- changequest 7186,7187;
- break;
- case 2:
- mes "[Shay]";
- mes "Butterfly wings? Are you talking about Laphine?";
- mes "Don't know them?";
- mes "You really know nothing.";
- next;
- mes "[Shay]";
- mes "If you want to know about Laphine, go to Splendide.";
- mes "They are rough and tough.";
- break; }
- close2;
- cutin "",255;
- end;
- case 4:
- mes "[Shay]";
- mes "What...";
- mes "I'm not that busy but don't bother me too much.";
- close2;
- cutin "",255;
- end; }
- } else if (checkquest(7187) >= 0) {
- mes "[Shay]";
- mes "What is it now?";
- mes "Any luck?";
- next;
- if (checkquest(7188) >= 0 && checkquest(7189) >= 0 && checkquest(7190) >= 0) {
- mes "["+strcharinfo(0)+"]";
- mes "I'm trying to organize the information I've collected.";
- mes "The Knits at the square are interested in Ahat.";
- mes "I heard from Pioms that most of the Saphas are interested in the minister.";
- mes "Galtens are interested in the Cat Merchant for their cat ears.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Everybody is talking about the minister these days!";
- mes "What is with this Ahat anyway?";
- next;
- mes "[Shay]";
- mes "I haven't even seen the minister.";
- mes "I heard many say that he is beautiful.";
- next;
- mes "[Shay]";
- mes "Anyway...";
- mes "Try this.";
- mes "I've been working on this for some time and hope that this can go on the menu.";
- next;
- mes "- Shay places a baked pie with the base made out of carrots.";
- mes "Topped with something that looks like apples or bananas.";
- mes "You immediately think it is too risky to try.";
- next;
- select("The minced ingredient is...");
- mes "[Shay]";
- mes "An apple pie.";
- mes "I garnished it with bananas.";
- mes "Doesn't look like it but this is an apple pie.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "But why is there a carrot in a pie.";
- mes "And there is no hint of apples.";
- next;
- mes "[Shay]";
- mes "Stop!!!!!!!!!!!!!";
- specialeffect2 EF_HIT1;
- specialeffect2 EF_HIT2;
- percentheal -20,0;
- next;
- mes "-Shay got all upset and threw something sticky and smelly.";
- mes "The pie left Shay's palm and landed square in your face. -";
- next;
- mes "[Shay]";
- mes "Oops.. umph.. hmph...";
- mes "Phew... sigh...";
- mes "...........";
- next;
- mes "[Shay]";
- mes "S...Sorry. Aello told me to help you but..";
- mes ".......";
- mes "I couldn't help myself.";
- next;
- mes "[Shay]";
- mes "Ha.. there is a cat named BK among the Cat Merchants.";
- mes "He might have the information you want.";
- mes "... Go.. meet BK.";
- next;
- mes "[Shay]";
- mes "And if he ignores you, tell him that ^E77471Shay's special drink will be delivered^000000.";
- erasequest 7188;
- erasequest 7189;
- erasequest 7190;
- erasequest 7187;
- setquest 7191;
- set ep13_3_secret,3;
- close2;
- cutin "",255;
- end; }
- mes "["+strcharinfo(0)+"]";
- mes "I'm trying to organize the information I've collected.";
- mes "But what should I do with the collected information?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Moan...";
- next;
- mes "[Shay]";
- mes "You look lost as if nothing makes sense anymore.";
- mes "The solution is simply to ask around.";
- next;
- mes "[Shay]";
- mes "There are many Saphas working at the factory, drill hall, square and anywhere else.";
- mes "There are the Cat Merchants outside of the castle, too.";
- close2;
- cutin "",255;
- end;
- } else if (checkquest(7191) >= 0) {
- mes "[Shay]";
- mes "You can find the Cat Merchants outside of the gate.";
- mes "They seem like a small group of wanderers.";
- mes "You'll see their tent southeast from the gate.";
- next;
- mes "[Shay]";
- mes "BK is the one that holds information around there.";
- mes "He will be able to help you.";
- close2;
- cutin "",255;
- end;
- } else if (checkquest(7192) >= 0) {
- mes "[Shay]";
- mes "You say BK said that?";
- mes "Is that so?";
- mes "I did think Ahat was more";
- mes "beautiful than normal.";
- next;
- mes "[Shay]";
- mes "But according to the Sapha's stories, I hear in this pub, they all see a different version of Ahat.";
- next;
- mes "[Shay]";
- mes "But BK said Ahat isn't a Sapha?";
- mes "That only means that its not the looks that is different but he may be a completely different race.";
- next;
- mes "[Shay]";
- mes "We can only investigate.";
- mes "They say he came from the dimensional crack so let's investigate there.";
- next;
- mes "[Shay]";
- mes "I guess it makes sense that there's a dimensional crack here too...";
- mes "Sounds like what happened at Morocc.";
- set ep13_3_secret,6;
- changequest 7192,7193;
- close2;
- cutin "",255;
- end;
- } else if (checkquest(7193) >= 0) {
- mes "[Shay]";
- mes "It is always better to go to the site.";
- mes "Because it is difficult to meet the minister.";
- next;
- mes "[Shay]";
- mes "The crack here must have been created when the crack in Morroc appeared.";
- mes "If he did it.";
- next;
- mes "[Shay]";
- mes "You'll find the dimensional crack northeast from El Dicastes.";
- mes "Try investigating there.";
- close2;
- cutin "",255;
- end;
- } else if (checkquest(7194) >= 0 || checkquest(7195) >= 0 || checkquest(7196) >= 0) {
- mes "[Shay]";
- mes "Any luck?";
- next;
- if (checkquest(7196) >= 0) mes "- You show the strange magical stone fragment you collected from near the crack. -";
- else if (checkquest(7194) >= 0) mes "- You show the bloodstain you collected from near the crack. -";
- else if (checkquest(7195) >= 0) mes "- You show the frozen piece of skin collected near the crack. -";
- next;
- mes "[Shay]";
- mes "I didn't expect this.";
- mes "Then who is Ahat...?";
- mes "...I smell something fishy.";
- next;
- mes "[Shay]";
- mes "I don't know since I haven't";
- mes "seen Ahat in person but";
- mes "we must find out what";
- mes "all this means.";
- next;
- select("Do you trust BK?");
- mes "[Shay]";
- mes "At least BK doesn't lie.";
- mes "The BK I know never lies.";
- mes "Why are these found near the crack?";
- mes "Why was Ahat found there...?";
- next;
- select("Do you want to meet in person?");
- mes "[Shay]";
- mes "You can't just waltz in on him.";
- mes "It's even harder for outsiders";
- mes "like us to meet him.";
- mes "Hm...";
- next;
- mes "[Shay]";
- mes "We can try collecting";
- mes "Sapha Certifications.";
- mes "Those who did great deeds get the opportunity to meet the minister.";
- next;
- mes "[Shay]";
- mes "The Cat Merchants are also collecting Sapha Certifications. They want to meet the minister in person so they can negotiate business.";
- next;
- mes "[Shay]";
- mes "You can receive Sapha Certifications from handling requests throughout the city.";
- mes "Get enough so you can meet with minister Ahat.";
- next;
- mes "[Shay]";
- mes "You'll need at least";
- mes "^0000FF3 Sapha Certifications^000000.";
- mes "Go ^0000FFask around in Dicastes Diel^000000 for more information.";
- next;
- mes "[Shay]";
- mes "There's a Sapha that registers adventurers there.";
- mes "His name is ^0000FFRhawyne^000000? Ask him.";
- next;
- select("Don't you have any Sapha Certifications?");
- mes "[Shay]";
- mes "................";
- mes "Do you think I'm that free?";
- mes "I'm not the one receiving requests, I'm the one that makes the requests!";
- next;
- mes "[Shay]";
- mes "Think of what you have to do.";
- mes "Meet Ahat by collecting";
- mes "Sapha Certifications.";
- mes "Then find doubt about his relationship between him and the crack.";
- setquest 7197;
- if (checkquest(7196) >= 0) erasequest 7196;
- else if (checkquest(7194) >= 0) erasequest 7194;
- else if (checkquest(7195) >= 0) erasequest 7195;
- close2;
- cutin "",255;
- end;
- } else if (checkquest(7197) >= 0) {
- mes "[Shay]";
- mes "Start with collecting";
- mes "Sapha Certifications.";
- mes "You'll need at least 3 certifications to meet the minister.";
- next;
- mes "[Shay]";
- mes "Once you have your certifications, go make a request to meet the minister at the Adventurer's reception desk in Diel.";
- mes "Rhawyne will help you.";
- close2;
- cutin "",255;
- end;
- } else if (ep13_3_secret > 6 && ep13_3_secret < 11) {
- if (checkquest(7199) >= 0) {
- mes "[Shay]";
- mes "Hmm...";
- mes "Clearing the area?";
- mes "Sounds weird.";
- mes "Something smells fishy.";
- next;
- mes "[Shay]";
- mes "Don't forget to bring back evidence.";
- mes "And to pretend you are hypnotized.";
- mes "Good. This is our secret.";
- next;
- mes "[Shay]";
- mes "Funny how things come about.";
- mes "But you really are talkative.";
- mes "You are telling me everything. Tsk.";
- close2;
- cutin "",255;
- end; }
- mes "[Shay]";
- mes "So... you got permitted?";
- mes "I'm also curious who this Ahat character is.";
- next;
- mes "[Shay]";
- mes "Good. I'll prepare some food until you come back.";
- mes "I just found this amazing chocolate recipe a few days ago.";
- next;
- select("Oh..no..");
- mes "[Shay]";
- mes "When I was in Morroc.";
- mes "A colleague from the guild used to make chocolate stuff you see?";
- mes "I thought it would be simple since he was making it.";
- next;
- select("So.....");
- mes "[Shay]";
- mes "Wait till you taste it.";
- mes "Now, get going.";
- close2;
- cutin "",255;
- end;
- } else if (ep13_3_secret > 10 && ep13_3_secret < 14) {
- mes "[Shay]";
- mes "Did you know?";
- mes "There is another skillful Jarute.";
- mes "Name is HesLanta.";
- next;
- mes "[Shay]";
- mes "He sometimes comes back and shares his stories.";
- mes "But I think he also has a story to tell.";
- next;
- mes "[Shay]";
- mes "It's only a thought but it might be good to talk to those near Ahat too.";
- next;
- mes "[Shay]";
- mes "How about talking to the Jarute named HesLanta?";
- mes "You don't have anything to lose, anyway.";
- close2;
- cutin "",255;
- end;
- } else if (ep13_3_secret == 13) {
- mes "[Shay]";
- mes "Why are you here again?";
- mes "Are you working?";
- next;
- if(select("Mission completed!:I came to thank you.")==2) {
- mes "[Shay]";
- mes "If you are that grateful, all my new cuisines till the last bite.";
- next;
- select("Ah, that is um...");
- mes "[Shay]";
- mes "Huh?";
- mes "Ungrateful....";
- close2;
- cutin "",255;
- end; }
- mes "[Shay]";
- mes "Really?";
- mes "Good for you.";
- mes ".....";
- mes "Mission. Haven't heard that word for ages.";
- next;
- mes "[Shay]";
- mes "Now go.";
- mes "I'm busy.";
- mes "New ingredients are coming in today.";
- mes "Go now.";
- close2;
- cutin "",255;
- end;
- } else if (ep13_3_secret == 14) {
- mes "[Shay]";
- mes "What did you bring here now?";
- mes ".........";
- mes "What? No?";
- next;
- mes "[Shay]";
- mes "Tsk.... boring.";
- close2;
- cutin "",255;
- end;
- }
- mes "[Shay]";
- mes "I don't want to talk about personal stuff.";
- mes "But do you have any questions?";
- next;
- switch(select("Tell me about yourself:About Sapha:...Hmm...")) {
- case 1: goto shayabout;
- case 2:
- mes "[Shay]";
- mes "Sapha?";
- mes "You are surrounded by Saphas.";
- mes "......";
- next;
- mes "[Shay]";
- mes "What are you asking me?";
- mes "Just ask any Sapha passing by.";
- mes "Ask 'what are you'.";
- close2;
- cutin "",255;
- end;
- case 3:
- mes "[Shay]";
- mes "What...";
- mes "I'm not that busy but don't bother me too much.";
- close2;
- cutin "",255;
- end; }
- }
- mes "[Shay]";
- mes "If you haven't registered at Diel yet, you better do it soon.";
- mes "That is the only way to start receiving requests and guarantee your safety here.";
- next;
- mes "[Shay]";
- mes "To avoid conflicts apart from diplomatic trouble";
- mes "it is always better to respect each sides agreement.";
- mes "Don't you agree?";
- close2;
- cutin "",255;
- end;
- case 3:
- mes "[Shay]";
- mes "Suit yourself.";
- close2;
- cutin "",255;
- end; }
-}
-
-dicastes01,207,210,5 script Walking Knit#ep13_3_15 449,{
- if (isequipped(2782)) {
- if (ep13_3_secret == 2) {
- mes "[Knit]";
- mes "Welcome, human.";
- mes "I'm finally used to meeting other races like you.";
- next;
- switch(select("Are there races other than humans?:What are you doing?")) {
- case 1:
- if (checkquest(7188) >= 0) {
- mes "[Knit]";
- mes "There were Laphine";
- mes "before you came.";
- mes "And of course there are still.";
- mes "But they are over the Kamidal mountains.";
- next;
- mes "[Knit]";
- mes "And then the cats..";
- mes "Ah, did you see the group of cats in front of the castle?";
- mes "They are really soft and cuddly unlike us.";
- next;
- mes "[Knit]";
- mes "They are really lovely.";
- mes "Those cute cats..";
- next;
- mes "[Knit]";
- mes "But Ahat is also loveable even for a Sapha.";
- mes "....if my hair is like a dry winter tree..";
- mes "Ahat's hair is like new sprouts in early spring.....";
- next;
- mes "[Knit]";
- mes "Ah.. I'm so jealous, envious..";
- close; }
- mes "[Knit]";
- mes "There were Laphine";
- mes "before you came.";
- mes "And of course there are still.";
- mes "But they are over the Kamidal mountains.";
- next;
- mes "[Knit]";
- mes "And then the cats..";
- mes "Ah, did you see the group of cats in front of the castle?";
- mes "They are really soft and cuddly unlike us.";
- next;
- mes "[Knit]";
- mes "And especially their ears and tail!!";
- next;
- select("Have you seen a man with cat ears?");
- mes "[Knit]";
- mes "Eh?";
- mes "Man? Human male?";
- mes "A human male with cat ears?";
- mes "Never heard such a thing.";
- next;
- mes "[Knit]";
- mes "Humans are amazing!";
- mes "Didn't even think of that...!";
- mes ".....";
- next;
- mes "[Knit]";
- mes "But they are really lovely.";
- mes "Those cute cats..";
- next;
- mes "[Knit]";
- mes "But Ahat is also loveable even for a Sapha.";
- mes "....if my hair is like a dry winter tree..";
- mes "Ahat's hair is like new sprouts in early spring.....";
- next;
- mes "[Knit]";
- mes "I can't believe how he does his work for Dicastes and still maintains such great hair.";
- mes "I can almost see a glow.";
- next;
- mes "[Knit]";
- mes "Ah.....his skin is divine.";
- mes "But he never comes out from his office high up in Dicastes Diel.";
- next;
- mes "[Knit]";
- mes "But I guess it would be better for Ahat's complexion...";
- mes "to stay warm and safe like a crystal bird in Diel instead of being out in the winter weather!";
- next;
- mes "- Continues to talk about Ahat.";
- mes "Don't think I'll get any more information. -";
- setquest 7188;
- close;
- case 2:
- mes "[Knit]";
- mes "As you can see, I'm taking a walk.";
- mes "I should walk from time to time to prevent myself from getting stiff.";
- mes "I really don't like to get stiff.";
- close; }
- }
- mes "[Knit]";
- mes "Don't you think cats are amazing.";
- mes "I heard from where you came from, you have pets..";
- next;
- mes "[Knit]";
- mes "Is it okay to raise other creatures?";
- mes "Do they want that?";
- mes "It's a difficult issue..";
- close; }
- mes "[Moltuka]";
- mes "¡õ¢£¡ô";
- mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
- next;
- mes "- Cannot communicate with him. -";
- close;
-}
-
-dicastes01,112,248,5 script Resting Piom#ep133_16 491,{
- mes "[Piom]";
- if (isequipped(2782)) {
- if (ep13_3_secret == 2) {
- if (checkquest(7189) >= 0) {
- mes "Phew.. I need to rest.";
- mes "Huh?";
- mes "Why are you here?";
- next;
- mes "[Piom]";
- mes "Don't follow cats around";
- mes "Go and meet Ahat.";
- mes "He is really beautiful.";
- close; }
- mes "Phew.. I need to rest.";
- mes "Huh?";
- mes "Why are you here?";
- next;
- select("Ask about human with cat ears.");
- mes "[Piom]";
- mes "HAHAHAHA!!!";
- mes "There are so many asking";
- mes "about that recently.";
- mes "Is there any conflict with the Cat Hand Merchants?";
- next;
- mes "[Piom]";
- mes "Haha.. ... funny.";
- mes "Human with cat ears?";
- mes "Never heard of such thing.";
- mes "But you seem to be new around here.";
- next;
- mes "[Piom]";
- mes "Don't waste your time on something ridiculous as that.";
- mes "That's it! I think you are the right person.";
- next;
- mes "[Piom]";
- mes "The minister stays at the top of Diel.";
- mes "Try meeting the minister.";
- mes "He is a wonderful person.";
- mes "A role model to all Saphas!";
- next;
- mes "[Piom]";
- mes "You need to know about Saphas if you are staying in El Dicastes, right?";
- mes "Don't spend time with a dusty Piom like me, and go meet Ahat.";
- mes "You will love him.";
- next;
- mes "- Continues to talk about Ahat.";
- mes "Don't think I'll get any more information. -";
- setquest 7189;
- close; }
- mes "As you can see, I'm resting.";
- mes "I like my job but it is so tiring.";
- mes "But I'm happier than when I was a Knit.";
- next;
- mes "[Piom]";
- mes "I can't think straight.";
- mes "I didn't like working through documents the Knits do.";
- mes "But then Galtens have to carry heavy weapons.";
- next;
- mes "[Piom]";
- mes "The last thing I did was mine and refine Bradium and I loved it!";
- mes "And to think that my work keeps everyone healthy is rewarding.";
- close; }
- mes "¡ñ¡÷¢¤ ¡ö ¢±¡ñ¡ú?";
- mes "¡ò¢³~!";
- mes "¡Ð¢²¢¤ ¢± ¡ü¡ñ¡õ ¢³ ¡ð !!!";
- next;
- mes "- Cannot communicate with him. -";
- close;
-}
-
-dicastes01,252,144,0 script Training Galten#e 450,{
- mes "[Training Galten]";
- if (isequipped(2782)) {
- if (ep13_3_secret == 2) {
- if (checkquest(7190) >= 0) {
- mes "Hmm...another peaceful day.";
- mes "Hmm? Aren't you the outsider that came here a while ago?";
- mes "Have you come to see the training grounds?";
- next;
- mes "[Training Galten]";
- mes "Ahat...";
- mes "He is a strong Sapha.";
- mes "He may be a minister working through piles of documents but he must be hiding his power!";
- next;
- mes "[Training Galten]";
- mes "Everyone says Ahat is like a delicate spring sprout but I don't agree!";
- mes "I've never seen a stronger Sapha before.";
- mes "I don't quite understand why he didn't become a Galten...";
- next;
- mes "[Training Galten]";
- mes "Maybe he is physically strong but has a warm heart..";
- mes "but you never know...";
- close; }
- mes "Hmm...another peaceful day.";
- mes "Hmm? Aren't you the outsider that came here a while ago?";
- mes "Have you come to see the training grounds?";
- next;
- select("About a human with cat ears..");
- mes "[Training Galten]";
- mes "Cat ears?";
- mes "Is there someone like that?";
- mes "Humans are like that?";
- next;
- mes "[Training Galten]";
- mes "What? No?";
- mes "Then why are you looking him..";
- mes "Why don't you go meet Ahat instead of wasting your time.";
- next;
- mes "[Training Galten]";
- mes "Anyone that wants to be strong";
- mes "should meet Ahat.";
- mes "He is a very strong Sapha.";
- next;
- mes "[Training Galten]";
- mes "He may be a minister working through piles of documents but he must be hiding his power!";
- next;
- mes "[Training Galten]";
- mes "Everyone says Ahat is like a delicate spring sprout but I don't agree!";
- mes "I've never seen a stronger Sapha before.";
- mes "I don't quite understand why he didn't become a Galten...";
- next;
- mes "- Continues to talk about Ahat.";
- mes "I don't think I'll get any more information. -";
- setquest 7190;
- close; }
- mes "I will get great results";
- mes "If I do my best, right?";
- close; }
- mes "¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü";
- mes "¡ø¡ô¡ü";
- next;
- mes "- I can't understand what he's trying to say. -";
- close;
-}
-
-dic_fild01,231,174,4 script BK#ep133_18 496,{
- if (checkquest(7191) >= 0) {
- if (ep13_3_secret == 4) {
- mes "[BK]";
- mes "...So what do you want to know?";
- next;
- select("About other feline races");
- mes "[BK]";
- mes "Feline? Are you asking about us cats?";
- mes "Well~";
- mes "Don't know about races... unless...";
- next;
- mes "- BK asks for a Sapha Certification. -";
- next;
- if(select("No way.:Give.")==1) {
- mes "[BK]";
- mes "Humph";
- mes "We made a deal.";
- mes "Give me a Sapha Certification.";
- close; }
- if (countitem(6304) > 1) {
- mes "[BK]";
- mes "Haha.. good, good.";
- mes "I don't know anything outside of our race but I did see someone with cute ears that has been visiting Dicastes Diel.";
- next;
- mes "[BK]";
- mes "I even saw him meet the new minister alone.";
- mes "Hu hu...";
- mes "Satisfied?";
- delitem 6304,1;
- next;
- mes "- BK says this and takes the Sapha Certification out of your hand.";
- mes "Information on the person with animal ears Doha mentioned! -";
- set ep13_3_secret,5;
- close; }
- mes "[BK]";
- mes "I will give you information";
- mes "and you give me a Sapha Certification";
- mes "great teamwork, don't you agree?";
- next;
- mes "[BK]";
- mes "If you want to know my information, you have to give me a Sapha Certification.";
- close;
- } else if (ep13_3_secret == 5) {
- mes "[BK]";
- mes "...Didn't I just tell you about";
- mes "the man with cat ears?";
- mes "I've seen him with the";
- mes "minister in Dicastes Diel.";
- next;
- switch(select("About Ravail?:Who is the minister?")) {
- case 1:
- mes "[BK]";
- mes "Ravail is the high minister.";
- mes "Something like a Chief.";
- mes "They also call him elder.";
- mes "We would call him leader?";
- next;
- mes "[BK]";
- mes ".......ah.........";
- mes "I should have gotten a Sapha Certification before answering.";
- close;
- case 2:
- mes "[BK]";
- mes "The infamous Ahat.";
- mes "The new minister...";
- mes "(BK rubs his front paws";
- mes "together and winks)";
- next;
- if(select("Give him a Sapha Certification.:No way.")==2) {
- mes "[BK]";
- mes "No, no, contract violation.";
- mes "I have nothing to say if you don't give me a Sapha Certification.";
- close; }
- mes "[BK]";
- mes "The new minister is";
- mes "not from around here.";
- mes "There is a huge crack down there.";
- next;
- mes "[BK]";
- mes "The new minister was picked";
- mes "up near the crack.";
- mes "He must be an alien!";
- delitem 6304,1;
- next;
- select("An alien! You must be nuts!");
- mes "[BK]";
- mes "Because he isn't a Sapha!";
- next;
- select("He isn't a Sapha?");
- mes "[BK]";
- mes "Yes.";
- mes "But, isn't it strange?";
- mes "All the Saphas here think";
- mes "he is a beautiful Sapha...";
- mes "But I've seen him from a";
- mes "distance and he wasn't.";
- next;
- mes "[BK]";
- mes "To me, he is a feline.";
- mes "He might even be a";
- mes "lost friend of mine.";
- next;
- mes "[BK]";
- mes "Well, I don't understand why because all Saphas are beautiful.";
- delitem 6304,1;
- changequest 7191,7192;
- next;
- mes "- BK says this and takes the Sapha Certification out of your hand.";
- mes "Shocking information that the Sapha minister Ahat is not a Sapha!-";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "...I must find out.";
- mes "Near the crack, he said...";
- mes "Should I talk to Shay?";
- close; }
- }
- mes "[BK]";
- mes "Ha. I'm the information collector of the Cat Merchants.";
- mes "..............";
- mes "I don't give out information just to anyone.";
- mes "Meow...";
- next;
- mes "- BK of the Cat Merchant group is being difficult.";
- mes "What did Shay tell you to do?-";
- next;
- input .@shaytalk$;
- if (.@shaytalk$ != "Shay's special drink will be delivered") {
- mes "["+strcharinfo(0)+"]";
- mes .@shaytalk$+"...?";
- mes "Hmm... I think you are wrong?";
- mes "What was it..";
- next;
- mes "[BK]";
- mes "What. Are you threatening me with that?";
- mes "Meow.. You don't know my well enough~!!";
- close; }
- mes "["+strcharinfo(0)+"]";
- mes "Hmm. If you don't cooperate,";
- mes "Shay's special drink will be delivered.";
- mes "By Shay himself!";
- next;
- mes "[BK]";
- mes "What?!";
- mes "What do you want.";
- mes "Why are you harassing me?";
- mes "Bully... sob";
- emotion e_sob;
- next;
- mes "[BK]";
- mes "Okay. I will cooperate.";
- mes "But with some conditions.";
- mes "First, you must tell Shay that I cooperated with you.";
- next;
- mes "[BK]";
- mes "Second, we must meet the minister to expand our business.";
- mes "But you need Sapha Certifications to meet him.";
- next;
- mes "[BK]";
- mes "So I'll sell my information for Sapha Certifications.";
- mes "Tell me when you are ready.";
- set ep13_3_secret,4;
- close;
- } else if (checkquest(7192) >= 0) {
- mes "[BK]";
- mes "Why are you always coming back?";
- mes "Why don't you go to the crack yourself if you are curious about the new minister?";
- mes "You'll find something there since he was from there. Meow";
- close;
- } else if (ep13_3_secret > 5) {
- mes "[BK]";
- mes "MEOW~";
- mes "I thought you brought Shay's food here as a reward.";
- mes "(BK shivers at the thought)";
- next;
- mes "[BK]";
- mes "Eeeew...";
- mes "I can't even imagine it.";
- mes "...........Ha! Don't tell Shay this!";
- close; }
- mes "[BK]";
- mes "Ha. I'm the information collector of the Cat Hand Merchants.";
- mes "Ask me anything...but..";
- mes "Meow.. I'm not an easy cat you see.";
- next;
- mes "[BK]";
- mes "Go away, Ha";
- close;
-}
-
-- script Rock Pile#ep133_ -1,{
- if (checkquest(7193) >= 0) {
- mes "There are many piles of rock around because of the unstable crust movements.";
- mes "This rock pile is also one of them.";
- mes "Don't see anything suspicious.";
- next;
- if(select("Try to knock down the rock pile.:Study the pile closely.")==1) {
- mes "- Knock down the pebbles that make up the pile of rocks and spread them out. -";
- close; }
- mes "You feel an evil energy from the small stone fragments.";
- mes "Doesn't look natural but more like remnants from a powerful magic spell nearby.";
- next;
- mes "You feel evil energy. Does this have anything to do with Ahat?";
- mes "You collected a stone that emits strange energy.";
- getitem 6307,1;
- changequest 7193,7196;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hmm... I may need to discuss these with Shay.";
- close;
- } else if (checkquest(7196) >= 0) {
- mes "["+strcharinfo(0)+"]";
- mes "This is where you picked up the strange magical stone.";
- mes "Also feel a strange energy around.";
- mes "Let's go back to the pub and talk with Shay.";
- close;
- } else if (checkquest(7199) >= 0) {
- if (countitem(6307) == 10) {
- mes "Need more stone fragments to report back to Doha at the expedition camp.";
- mes "You collect another stone fragment that emits a strange magical force.";
- getitem 6307,1;
- if (checkquest(7202) == -1) setquest 7202;
- close2;
- initnpctimer;
- disablenpc "Rock Pile#"+strnpcinfo(2);
- end;
- } else if (countitem(6307) < 11) {
- mes "There are many piles of rock around because of the unstable crust movements.";
- mes "This is one of them.";
- mes "You feel an evil energy from the small stone fragments.";
- getitem 6307,1;
- next;
- mes "You collect stone fragments.";
- mes "Not enough was collected to fill Cheshire's request.";
- close2;
- initnpctimer;
- disablenpc "Rock Pile#"+strnpcinfo(2);
- end;
- } else {
- mes "No need to collect more.";
- close; }
- } else if (checkquest(7201) >= 0) {
- if (countitem(6307) < 10) {
- mes "There are many piles of rock around because of the unstable crust movements.";
- mes "This is one of them.";
- mes "You feel an evil energy from the small stone fragments.";
- getitem 6307,1;
- next;
- mes "You collect stone fragments.";
- mes "Not enough was collected to fill Cheshire's request.";
- close2;
- initnpctimer;
- disablenpc "Rock Pile#"+strnpcinfo(2);
- end;
- } else {
- mes "No need to collect more.";
- close; }
- } else {
- mes "- You found traces of something. -";
- close; }
-
-OnTimer120000:
- enablenpc "Rock Pile#"+strnpcinfo(2);
- stopnpctimer;
- end;
-}
-
-dic_fild02,269,55,0 duplicate(Rock Pile#ep133_) Rock Pile#ep133_ef1 844
-dic_fild02,236,29,0 duplicate(Rock Pile#ep133_) Rock Pile#ep133_ef2 844
-dic_fild02,220,34,0 duplicate(Rock Pile#ep133_) Rock Pile#ep133_ef3 844
-dic_fild02,228,55,0 duplicate(Rock Pile#ep133_) Rock Pile#ep133_ef4 844
-dic_fild02,228,63,0 duplicate(Rock Pile#ep133_) Rock Pile#ep133_ef5 844
-dic_fild02,210,75,0 duplicate(Rock Pile#ep133_) Rock Pile#ep133_ef6 844
-dic_fild02,213,35,0 duplicate(Rock Pile#ep133_) Rock Pile#ep133_ef7 844
-dic_fild02,171,49,0 duplicate(Rock Pile#ep133_) Rock Pile#ep133_ef8 844
-dic_fild02,266,44,0 duplicate(Rock Pile#ep133_) Rock Pile#ep133_ef9 844
-dic_fild02,174,79,0 duplicate(Rock Pile#ep133_) Rock Pile#ep133_ef10 844
-
-- script Dirt Pile#ep133_ -1,{
- if (checkquest(7193) >= 0) {
- mes "There a several dirt piles near the crack.";
- mes "This is one of them.";
- mes "Don't see anything suspicious.";
- next;
- if(select("Stomp on it with your feet.:Poke around in the dirt pile.")==1) {
- mes "- You step on the dug up dirt pile and make the ground flat. -";
- close; }
- mes "You poke around the dirt pile to find blood clotted in the dirt.";
- mes "You feel evil energy. Does this have anything to do with Ahat?";
- next;
- mes "You collect the Clotted Bloodstains.";
- getitem 6306,1;
- changequest 7193,7194;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hmm... I may need to discuss these with Shay.";
- close;
- } else if (checkquest(7194) >= 0) {
- mes "["+strcharinfo(0)+"]";
- mes "Collected Clotted Bloodstains from the dirt pile here.";
- mes "Also feel a strange energy around.";
- mes "Let's go back to the pub and talk with Shay.";
- close;
- } else if (checkquest(7199) >= 0) {
- if (countitem(6306) == 10) {
- mes "Need more bloodstains to report back to Doha at the expedition camp.";
- mes "You collect another Clotted Bloodstain from the dirt pile.";
- getitem 6306,1;
- if (checkquest(7202) == -1) setquest 7202;
- close2;
- initnpctimer;
- disablenpc "Dirt Pile#"+strnpcinfo(2);
- end;
- } else if (countitem(6306) < 11) {
- mes "There a several dirt piles near the crack.";
- mes "This is one of them.";
- mes "You find a Clotted Bloodstain beneath the dirt pile.";
- getitem 6306,1;
- next;
- mes "Collect bloodstains.";
- mes "Not enough was collected to fill Cheshire's request.";
- close2;
- initnpctimer;
- disablenpc "Dirt Pile#"+strnpcinfo(2);
- end;
- } else {
- mes "No need to collect more.";
- close; }
- } else if (checkquest(7201) >= 0) {
- if (countitem(6306) < 10) {
- mes "There a several dirt piles near the crack.";
- mes "This is one of them.";
- mes "You find a Clotted Bloodstain beneath the dirt pile.";
- getitem 6306,1;
- next;
- mes "Collect bloodstains.";
- mes "Not enough was collected to fill Cheshire's request.";
- close2;
- initnpctimer;
- disablenpc "Dirt Pile#"+strnpcinfo(2);
- end;
- } else {
- mes "No need to collect more.";
- close; }
- } else {
- mes "- You found traces of something. -";
- close; }
-OnTimer120000:
- enablenpc "Dirt Pile#"+strnpcinfo(2);
- stopnpctimer;
- end;
-}
-
-dic_fild02,215,85,0 duplicate(Dirt Pile#ep133_) Dirt Pile#ep133_ef1 844
-dic_fild02,207,41,0 duplicate(Dirt Pile#ep133_) Dirt Pile#ep133_ef2 844
-dic_fild02,232,41,0 duplicate(Dirt Pile#ep133_) Dirt Pile#ep133_ef3 844
-dic_fild02,245,68,0 duplicate(Dirt Pile#ep133_) Dirt Pile#ep133_ef4 844
-dic_fild02,184,63,0 duplicate(Dirt Pile#ep133_) Dirt Pile#ep133_ef5 844
-dic_fild02,207,94,0 duplicate(Dirt Pile#ep133_) Dirt Pile#ep133_ef6 844
-dic_fild02,230,71,0 duplicate(Dirt Pile#ep133_) Dirt Pile#ep133_ef7 844
-dic_fild02,188,50,0 duplicate(Dirt Pile#ep133_) Dirt Pile#ep133_ef8 844
-dic_fild02,206,115,0 duplicate(Dirt Pile#ep133_) Dirt Pile#ep133_ef10 844
-dic_fild02,248,36,0 duplicate(Dirt Pile#ep133_) Dirt Pile#ep133_ef9 844
-
-- script Split Ground#ep133_ -1,{
-
- if (checkquest(7193) >= 0) {
- mes "Surface of the ground is split by the shock from the dimensional crack.";
- mes "The split ground is solid and icy making it look like sharp blades.";
- mes "Don't see anything suspicious.";
- next;
- if(select("Stomp on it with your feet.:Poke around in the dirt pile.")==1) {
- mes "- You step on the dry, split surface and make the ground flat. -";
- close; }
- /*
- mes "There is something stuck by the frost on the sharp, cracked surface.";
- mes "You take a closer look and see it looks like the skin of a creature that crawls on the ground.";
- next;
- mes "You feel evil energy. Does this have anything to do with Ahat?";
- mes "You collect the Frozen Piece of Skin.";
- getitem 6305,1;
- changequest 7193,7195;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hmm... I may need to discuss these with Shay.";
- close;
- */
-
- } else if (checkquest(7195) >= 0) {
- mes "["+strcharinfo(0)+"]";
- mes "It is the place where the frozen skin was found.";
- mes "Also feel a strange energy around.";
- mes "Let's go back to the pub and talk with Shay.";
- close;
- } else if (checkquest(7199) >= 0) {
- if (countitem(6305) == 10) {
- mes "Need more pieces of skin to report back to Doha at the expedition camp.";
- mes "You collect another Frozen Piece of Skin in the frost in the crack of the split ground.";
- getitem 6305,1;
- if (checkquest(7202) == -1) setquest 7202;
- close2;
- initnpctimer;
- disablenpc "Split Ground#"+strnpcinfo(2);
- end;
- } else if (countitem(6305) < 11) {
- mes "Surface of the ground near the dimensional crack is split by some kind of impact.";
- mes "This is one of them.";
- mes "There is something stuck by the frost on the sharp, cracked surface.";
- getitem 6305,1;
- next;
- mes "Collect a piece of skin.";
- mes "Not enough was collected to fill Cheshire's request.";
- close2;
- initnpctimer;
- disablenpc "Split Ground#"+strnpcinfo(2);
- end;
- } else {
- mes "No need to collect more.";
- close; }
- } else if (checkquest(7201) >= 0) {
- if (countitem(6305) < 10) {
- mes "Surface of the ground near the dimensional crack is split by some kind of impact.";
- mes "This is one of them.";
- mes "There is something stuck by the frost on the sharp, cracked surface.";
- getitem 6305,1;
- next;
- mes "Collect a piece of skin.";
- mes "Not enough was collected to fill Cheshire's request.";
- close2;
- initnpctimer;
- disablenpc "Split Ground#"+strnpcinfo(2);
- end;
- } else {
- mes "No need to collect more.";
- close; }
- } else {
- mes "- You found traces of something. -";
- close; }
-OnTimer120000:
- enablenpc "Split Ground#"+strnpcinfo(2);
- stopnpctimer;
- end;
-}
-
-dic_fild02,194,86,0 duplicate(Split Ground#ep133_) Split Ground#ep133_ef1 844
-dic_fild02,240,51,0 duplicate(Split Ground#ep133_) Split Ground#ep133_ef2 844
-dic_fild02,176,65,0 duplicate(Split Ground#ep133_) Split Ground#ep133_ef3 844
-dic_fild02,254,45,0 duplicate(Split Ground#ep133_) Split Ground#ep133_ef4 844
-dic_fild02,178,119,0 duplicate(Split Ground#ep133_) Split Ground#ep133_ef5 844
-dic_fild02,200,81,0 duplicate(Split Ground#ep133_) Split Ground#ep133_ef6 844
-dic_fild02,205,54,0 duplicate(Split Ground#ep133_) Split Ground#ep133_ef7 844
-dic_fild02,224,74,0 duplicate(Split Ground#ep133_) Split Ground#ep133_ef8 844
-dic_fild02,244,59,0 duplicate(Split Ground#ep133_) Split Ground#ep133_ef9 844
-dic_fild02,249,43,0 duplicate(Split Ground#ep133_) Split Ground#ep133_ef10 844
-
-// Frede's Request
-//============================================================
-
-dicastes01,117,262,0 script Frede#ep133_ 491,{
- mes "[Frede]";
- if (isequipped(2782)) {
- if (ep13_3_bra == 1) {
- mes "I'm getting tired, can we continue talking inside.";
- close2;
- warp "dic_in01",165,101;
- end;
- } else if (ep13_3_bra == 3) {
- mes "How is little favor going?";
- mes "We can have a chat after you are done with it.";
- close;
- } else if (ep13_3_bra == 6) {
- mes ""+strcharinfo(0)+", the guys said they wanted to meet up together sometime.";
- mes "Make sure you clear your schedule.";
- close; }
- mes "Moan... moan...";
- if (ep13_3_invite == 5) {
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Are you alright?";
- mes "You don't look well. Do you need help?";
- next;
- mes "[Frede]";
- mes "Ah.. Thank you.";
- mes "My leg is injured...";
- next;
- mes "[Frede]";
- mes "Do you mind helping me get to the building over there?";
- mes "I will feel better if I rest a little.";
- set ep13_3_bra,1;
- close2;
- warp "dic_in01",165,101;
- end; }
- close; }
- mes "¢£¡ô¡ñ ¡û";
- mes "¡ú¡ö¡ø ¢£ ¡ô";
- close;
-}
-
-dic_in01,165,104,1 script Frede#13_3_in 454,{
- if (isequipped(2782)) {
- if (ep13_3_bra >= 1) {
- if (checkquest(11171) == 1) {
- if (ep13_3_bra == 2) {
- mes "[Frede]";
- mes "Oh.. what should I do...?";
- mes "I would run there myself if only my legs would move normally.";
- next;
- mes "[Frede]";
- mes "Would you mind visiting the cave to see if my friends are alright?";
- goto fredestill; }
- mes "["+strcharinfo(0)+"]";
- mes "But the injury on your leg doesn't look new. Why did you come out with a wounded leg?";
- next;
- mes "[Frede]";
- mes "I can still move around with this leg and I wanted to help the village.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "But you should stay home and recover.";
- next;
- mes "[Frede]";
- mes "The fact is, my leg will never recover.";
- mes "I can only keep my injury from getting worse.";
- next;
- mes "[Frede]";
- mes "But I'm grateful that I can still move around.";
- mes "Ha......";
- mes "When did we start to be afraid of 'death'?";
- next;
- mes "[Frede]";
- mes "Saphas have never had any 'sicknesses' and we don't die unless there is a terrible accident.";
- next;
- mes "[Frede]";
- mes "This is also the reason why we Saphas can maintain a perfect community.";
- mes "We didn't have to be greedy.";
- next;
- mes "[Frede]";
- mes "But suddenly we are hit with this epidemic and many Saphas have lost their loved ones ever since.";
- next;
- mes "[Frede]";
- mes "We weren't prepared for such a disaster.";
- mes "It was chaos. Nobody knew what to do but watch them die.";
- next;
- mes "[Frede]";
- mes "It was worse for us because we never experienced death from getting old.";
- mes "I also thought my ^E77471Still Friends^000000 would wake up one day.";
- next;
- mes "[Frede]";
- mes "But after a while, we realized it was a sickness that led to death and started to search for a cure, but the situation was out of control.";
- next;
- mes "[Frede]";
- mes "We are very advanced in science technology but we lack knowledge in the medical field.";
- next;
- mes "[Frede]";
- mes "A medicine was completed only after we lost many lives but it isn't enough to completely cure the sickness.";
- next;
- mes "[Frede]";
- mes "As long as I don't forget to take my Bradium, I can keep from getting any worse.";
- next;
- mes "[Frede]";
- mes "I recently did some ^E77471repair work in the cave next to the village^000000, but I forgot to take Bradium while I was working.";
- next;
- mes "[Frede]";
- mes "I usually carry extra Bradium with me when I go outside of town for work but you can easily lose sense of time in a cave.";
- next;
- mes "[Frede]";
- mes "......umm......";
- mes "..............";
- next;
- mes "[Frede]";
- mes "Oh no!!!!!!!!!!!!!!!!";
- mes "Come... to think of it....";
- mes "My friends!!!!!!!!!!";
- next;
- mes "[Frede]";
- mes "I haven't seen my friends who I worked with in the cave.";
- next;
- mes "[Frede]";
- mes "They have to return to the village once every few days to replenish their Bradium.";
- mes "Maybe......they forgot?";
- next;
- mes "[Frede]";
- mes "Oh.. what should I do...?";
- mes "I would run there myself if only my legs would move normally.";
- next;
- mes "[Frede]";
- mes "Would you mind visiting the cave to see if my friends are alright?";
- fredestill:
- next;
- switch(select("Will do.:No can do.")) {
- case 1:
- mes "[Frede]";
- mes "Thank you so much.";
- mes "My memory is a bit fuzzy since its been a while since I came back to the village,";
- mes "but you will find a cave nearby the village with repair work going on.";
- next;
- mes "[Frede]";
- mes "I saw friends leaving the village after returning for more Bradium a few days ago.";
- mes "I only hope they are all healthy and well.";
- set ep13_3_bra,3;
- changequest 11171,11172;
- close;
- case 2:
- mes "[Frede]";
- mes "I guess I can't do anything about it.";
- mes "But drag myself there.";
- set ep13_3_bra,2;
- close; }
- } else if (checkquest(11172) >= 0) {
- if (checkquest(11159) >= 0 && checkquest(11160) >= 0 && checkquest(11161) >= 0 && checkquest(11162) >= 0 && checkquest(11163) >= 0 && checkquest(11164) >= 0) {
- mes "[Frede]";
- mes "I knew they were working all along and forgot to return back to the village.";
- mes "They must have been short on Bradium.";
- next;
- mes "[Frede]";
- mes "Hmmm..";
- next;
- mes "[Frede]";
- mes "I'm sorry to ask again but can you take some Bradium to my friends?";
- next;
- mes "[Frede]";
- mes "They may be safe now, but they might forget and fall ill suddenly.";
- next;
- mes "[Frede]";
- mes "Ask ^E77471Bouy at the building located northwest of the village^000000 and he will give you some refined Bradium.";
- mes "I can't thank you enough.";
- set ep13_3_bra,4;
- changequest 11172,11173;
- erasequest 11159;
- erasequest 11160;
- erasequest 11161;
- erasequest 11162;
- erasequest 11163;
- erasequest 11164;
- close; }
- mes "[Frede]";
- mes "Thank you so much.";
- mes "My memory is a bit fuzzy since its been a while since I came back to the village,";
- next;
- mes "[Frede]";
- mes "You can find them in the cave nearby the village with repair work going on.";
- next;
- mes "[Frede]";
- mes "I saw friends leaving the village after returning for more Bradium a few days ago.";
- next;
- mes "[Frede]";
- mes "I hope they are all doing well.";
- mes "Please get back to me once you meet my friends.";
- close;
- } else if (checkquest(11173) >= 0) {
- mes "[Frede]";
- mes "I knew they were working all along and forgot to return back to the village.";
- mes "They must have been short on Bradium.";
- next;
- mes "[Frede]";
- mes "Hmmm..";
- next;
- mes "[Frede]";
- mes "I'm sorry to ask again but can you take some Bradium to my friends?";
- next;
- mes "[Frede]";
- mes "They may be safe now, but they might forget and fall ill suddenly.";
- next;
- mes "[Frede]";
- mes "Ask ^E77471Bouy at the building located northwest of the village^000000 and he will give you some refined Bradium.";
- mes "I can't thank you enough.";
- close;
- } else if (checkquest(11174) >= 0 || checkquest(11175) >= 0) {
- mes "[Frede]";
- mes "So they are out of Braidum.";
- mes "Will they need to wait till other Piom or Galtens return?";
- close;
- } else if (checkquest(11176) >= 0) {
- if (checkquest(11165) >= 0 && checkquest(11166) >= 0 && checkquest(11167) >= 0 && checkquest(11168) >= 0 && checkquest(11169) >= 0 && checkquest(11170) >= 0) {
- mes "[Frede]";
- mes ""+strcharinfo(0)+" I'm forever in your debt!";
- mes "I just came back after meeting my friends!";
- mes "Tyler needs some medical treatment but everyone else is safe.";
- next;
- mes "[Frede]";
- mes "I don't even want to imagine what could have happened if you, "+strcharinfo(0)+", weren't here to help.";
- mes "I don't want to lose any more friends.";
- next;
- mes "[Frede]";
- mes "Please take this as a token of my gratitude and friendship.";
- mes "It's nothing much but I want you to have it.";
- mes "We may be from different races but we can be great friends.";
- set ep13_3_bra,6;
- erasequest 11176;
- getitem 2788,1;
- erasequest 11165;
- erasequest 11166;
- erasequest 11167;
- erasequest 11168;
- erasequest 11169;
- erasequest 11170;
- close; }
- mes "[Frede]";
- mes "Please give this Bradium to my friends.";
- mes "They must take this or else they may get sick.";
- close;
- } else if (ep13_3_bra == 6) {
- mes "[Frede]";
- mes ""+strcharinfo(0)+", the guys said they wanted to meet up together sometime.";
- mes "Make sure you clear your schedule.";
- close; }
- mes "[Frede]";
- mes "Phew...";
- mes "Thank you so much.";
- mes "I'm glad I got a shot of Bradium before it was too late.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Huff...Huff...";
- mes "I'm glad that you feel better.";
- next;
- mes "[Frede]";
- mes "Oh my!! Why are you sweating so much!";
- mes "You look a little pale too......";
- emotion e_omg;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "No, it's nothing.";
- mes "I'm only a little tired, that's all.";
- next;
- mes "[Frede]";
- mes "Here, sit and eat this.";
- mes "The cats outside gave it to me. It doesn't do much good for Saphas but I heard it's suppose to help you humans.";
- percentheal -10,0;
- setquest 11171;
- getitem 513,1;
- close; }
- mes "[Frede]";
- mes "Zzz...Zzz...";
- close; }
- mes "[Frede]";
- mes "¢¤¡ô¡ø ¢³ ¡÷¡û¡";
- mes "¡û¡ö ¡õ";
- close;
-}
-
-dic_dun01,205,43,5 script Brian#ep13_3_ 490,{
- mes "[Brian]";
- if (isequipped(2782)) {
- if (ep13_3_bra == 3) {
- if (checkquest(11159) >= 0) {
- mes "Oh... that reminds me, how many days passed since I came here...";
- mes "Do you happen to know what day it is today?";
- close; }
- mes "You never know what kind of accident might happen if we don't do a thorough job.";
- next;
- mes "[Brian]";
- mes "Not only is creating things important, but regular maintenance is also very important.";
- next;
- mes "[Brian]";
- mes "Hmm. But what brings an outsider here?";
- next;
- mes "[Brian]";
- mes "Oh, you are here for Frede?";
- mes "How is he doing?";
- next;
- mes "[Brian]";
- mes "I saw him a few days ago but I'm always worried about my old friend.";
- next;
- mes "[Brian]";
- mes "I hope he is getting used to his new work.";
- mes "I shouldn't be worried because he is very hardworking but...";
- next;
- mes "[Brian]";
- mes "He got sick by overworking himself already. But you don't have to tell him I said this.";
- next;
- mes "[Brian]";
- mes "I just hope his condition doesn't get worse.";
- next;
- mes "[Brian]";
- mes "Oh... that reminds me, how many days passed since I came here...";
- mes "Do you happen to know what day it is today?";
- setquest 11159;
- close;
- } else if (ep13_3_bra == 5) {
- if (checkquest(11165) >= 0) {
- mes "I remember you.";
- mes "What brings you here this time?";
- next;
- select("Give Bradium to Brian.");
- mes "["+strcharinfo(0)+"]";
- mes "Frede asked me to give you this.";
- next;
- mes "[Brian]";
- mes "Come to think of it, I do feel a bit heavy.";
- mes "I've been standing here all day and I could have stiffened up without knowing it.";
- next;
- mes "[Brian]";
- mes "I'm out of Bradium already.";
- mes "Frede has been nagging me about this all the time but now I see why.";
- mes "Ha ha..";
- next;
- mes "[Brian]";
- mes "Please tell Frede that I will return to the village after I recover.";
- close; }
- mes "I remember you.";
- mes "What brings you here this time?";
- next;
- select("Give Bradium to Brian.");
- mes "["+strcharinfo(0)+"]";
- mes "Frede asked me to give you this.";
- next;
- mes "[Brian]";
- mes "Come to think of it, I do feel a bit heavy.";
- mes "I've been standing here all day and I could have stiffened up without knowing it.";
- next;
- mes "[Brian]";
- mes "I'm out of Bradium already.";
- mes "Frede has been nagging me about this all the time but now I see why.";
- mes "Ha ha..";
- next;
- mes "[Brian]";
- mes "Please tell Frede that I will return to the village after I recover.";
- setquest 11165;
- close;
- } else if (ep13_3_bra == 6) {
- mes "You saved me from the inevitable.";
- mes "If I didn't take Bradium then, I would have been frozen and gradually died.";
- next;
- mes "[Brian]";
- mes "I am able to work now after I recovered while I was in the village.";
- mes "Thank you so much.";
- close; }
- mes "You never know what kind of accident might happen if we don't do a thorough job.";
- next;
- mes "[Brian]";
- mes "Not only is creating things important, but regular maintenance is also very important.";
- close; }
- mes "¡ô¡õ¡ó ¡ø ¡ð¢±¡û ¡ö ¡ð";
- mes "¡ð¡þ¡þ ¡ù ¡Ð¡ñ¡ï ¢¤";
- mes "¡ô¡ò¢² ¡ø";
- close;
-}
-
-dic_dun01,153,107,4 script Tyler#ep13_3_ 489,{
- mes "[Tyler]";
- if (isequipped(2782)) {
- if (ep13_3_bra == 3) {
- if (checkquest(11161) >= 0) {
- mes "If you happen to bump into him in the village, please tell him I'm fine and not to worry.";
- close; }
- mes "I still see things to fix after fixing all day!";
- mes "It's logical to fix things that needs to be fixed!!";
- next;
- mes "[Tyler]";
- mes "Labor is rewarding at the end!";
- mes "Ha ha ha ha ha!!!!!";
- next;
- mes "[Tyler]";
- mes "Huh?! Who are you?";
- mes "Why is an outsider here?";
- next;
- mes "[Tyler]";
- mes "You came because of Frede?";
- next;
- mes "[Tyler]";
- mes "I can't believe him.";
- mes "He should take care of himself.";
- next;
- mes "[Tyler]";
- mes "We two go way back.";
- mes "He has always been the diligent one.";
- next;
- mes "[Tyler]";
- mes "We used to work together in a snack bar before.";
- mes "He always said he wanted to do something related to ^E77471stone^000000 or ^E77471heavy metal^000000.";
- next;
- mes "[Tyler]";
- mes "But Pioms are not really good at brainwork so he was looking someplace else.";
- next;
- mes "[Tyler]";
- mes "All of our friends applied for this job because we could do something related with stones and metal by working in a tunnel.";
- next;
- mes "[Tyler]";
- mes "He may be categorizing stones in the village now, but I'm sure he is happy with his work.";
- next;
- mes "[Tyler]";
- mes "If you happen to bump into him in the village, please tell him I'm fine and not to worry.";
- next;
- mes "[Tyler]";
- mes "Do you mind scratching my back?";
- mes "I have an itch probably from a bug bite.";
- mes "But I doubt there is a bug big enough to bite me on the back.";
- setquest 11161;
- close;
- } else if (ep13_3_bra == 5) {
- if (checkquest(11167) >= 0) {
- mes "We meet again!";
- next;
- mes "[Tyler]";
- mes "I've been waiting for you!";
- mes "Scratch my back please~";
- mes "It felt so good the last time you scratched it for me.";
- next;
- select("Give Bradium to Tyler.");
- mes "["+strcharinfo(0)+"]";
- mes "Frede asked me to give you this.";
- next;
- mes "[Tyler]";
- mes "Oh!! I was out of Bradium. How did you know!";
- mes "Thanks!";
- next;
- mes "[Tyler]";
- mes "I always end up short even if I bring extra.";
- mes "I will have to go back to the village after I'm done with this to bring back more.";
- close; }
- mes "We meet again!";
- next;
- mes "[Tyler]";
- mes "I've been waiting for you!";
- mes "Scratch my back please~";
- mes "It felt so good the last time you scratched it for me.";
- next;
- select("Give Bradium to Tyler.");
- mes "["+strcharinfo(0)+"]";
- mes "Frede asked me to give you this.";
- next;
- mes "[Tyler]";
- mes "Oh!! I was out of Bradium. How did you know!";
- mes "Thanks!";
- next;
- mes "[Tyler]";
- mes "I always end up short even if I bring extra.";
- mes "I will have to go back to the village after I'm done with this to bring back more.";
- setquest 11167;
- close;
- } else if (ep13_3_bra == 6) {
- mes "I visited the village afterwards.";
- mes "But the itch on my back wasn't a bug bite.";
- next;
- mes "[Tyler]";
- mes "Something terrible might have happened if it was too late.";
- mes "I must visit the village often just so that my friends don't worry.";
- close; }
- mes "I still see things to fix after.";
- mes "fixing all day!";
- mes "It's logical to fix things that needs to be fixed.";
- next;
- mes "[Tyler]";
- mes "Labor is rewarding at the end!";
- mes "Hahahahaha!!!!!";
- close; }
- mes "¡ó¡ø¢± ¡÷";
- mes "¡ö¡ñ¡Ð ¡ò ¡õ";
- close;
-}
-
-dic_dun01,64,107,0 script Bain#ep13_3_ 490,{
- mes "[Bain]";
- if (isequipped(2782)) {
- if (ep13_3_bra == 3) {
- if (checkquest(11163) >= 0) {
- mes "Just tell him I'm doing well.";
- mes "Simple, isn't it?";
- close; }
- mes "You take sturdy lumber and erect it to make a pillar.";
- mes "Simple, isn't it?";
- next;
- mes "[Bain]";
- mes "To fix the erected lumber, you need to use wedges to keep it in place.";
- mes "Simple, isn't it?";
- next;
- mes "[Bain]";
- mes "What is it? Do you have any questions?";
- next;
- mes "[Bain]";
- mes "Frede asked you to come?";
- mes "Just tell him I'm doing well.";
- mes "Simple, isn't it?";
- setquest 11163;
- close;
- } else if (ep13_3_bra == 5) {
- if (checkquest(11169) >= 0) {
- mes "I found a dark brown stain on my shoulder.";
- mes "It doesn't come off. I'll have to go back to the village to get treatment.";
- next;
- select("Give Bradium.");
- mes "["+strcharinfo(0)+"]";
- mes "Frede asked me to give you this.";
- next;
- mes "[Bain]";
- mes "I found a dark brown stain on my shoulder.";
- mes "It doesn't come off. I'll have to go back to the village to get treatment.";
- next;
- mes "[Bain]";
- mes "But I will be in trouble if I don't go back to the village for Bradium.";
- next;
- mes "[Bain]";
- mes "Thank you.";
- mes "Hope to see you again.";
- close; }
- mes "I found a dark brown stain on my shoulder.";
- mes "It doesn't come off. I'll have to go back to the village to get treatment.";
- next;
- select("Give Bradium.");
- mes "["+strcharinfo(0)+"]";
- mes "Frede asked me to give you this.";
- next;
- mes "[Bain]";
- mes "I found a dark brown stain on my shoulder.";
- mes "It doesn't come off. I'll have to go back to the village to get treatment.";
- next;
- mes "[Bain]";
- mes "But I will be in trouble if I don't go back to the village for Bradium.";
- next;
- mes "[Bain]";
- mes "Thank you.";
- mes "Hope to see you again.";
- setquest 11169;
- close;
- } else if (ep13_3_bra == 6) {
- mes "We meet again.";
- mes "I wouldn't have had the chance to return to the village if you didn't give me the Bradium before.";
- next;
- mes "[Bain]";
- mes "I am forever grateful.";
- mes "I'm willing to teach you how to erect a pillar anytime you want.";
- next;
- mes "[Bain]";
- mes "I don't teach these things to just anyone!!";
- mes "Ha ha ha!!";
- mes "Aren't you excited about it?";
- close; }
- mes "You take sturdy lumber and erect it to make a pillar.";
- mes "Simple, isn't it?";
- next;
- mes "[Bain]";
- mes "To fix the erected lumber, you need to use wedges to keep it in place.";
- mes "Simple, isn't it?";
- close; }
- mes "¡ó¡ø¢± ¡÷";
- mes "¡ö¡ñ¡Ð ¡ò ¡õ";
- close;
-}
-
-dic_dun01,335,187,0 script John#ep13_3_ 454,{
- mes "[John]";
- if (isequipped(2782)) {
- if (ep13_3_bra == 5) {
- if (checkquest(11166) >= 0) {
- mes "......";
- next;
- select("You give Bradium to John.");
- mes "["+strcharinfo(0)+"]";
- mes "Frede asked me to give you this.";
- next;
- mes "[John]";
- mes "......";
- mes "Thanks....";
- close; }
- mes "......";
- next;
- select("You give Bradium to John.");
- mes "["+strcharinfo(0)+"]";
- mes "Frede asked me to give you this.";
- next;
- mes "[John]";
- mes "......";
- mes "Thanks....";
- setquest 11166;
- close;
- } else if (ep13_3_bra == 6) {
- mes "...";
- mes "I'm... okay now...";
- mes "Thanks...";
- close; }
- mes "- *muffling, *rap *rap, *xrunch, *blob, *alide, *thud - ";
- if (ep13_3_bra == 3) {
- next;
- mes "[John]";
- if (checkquest(11160) >= 0) {
- mes "Oh well...";
- mes "There... is nothing to worry about.";
- next;
- mes "[John]";
- mes "Don't worry.";
- close; }
- mes "Wh..Who is it?";
- next;
- mes "[John]";
- mes "Oh, are you a friend of Frede's?";
- next;
- mes "[John]";
- mes "Oh well...";
- mes "There... is nothing to worry about.";
- next;
- mes "[John]";
- mes "Don't worry.";
- next;
- mes "[John]";
- mes "- *whiz, *clink -";
- setquest 11160; }
- close; }
- mes "¡ù¡õ¡Ð ¢³ ¡ó";
- mes "¡ï¡ï¡ò ¡÷ ¡þ¡ð¡ö ¢£...";
- close;
-}
-
-dic_dun01,61,226,4 script Lash#ep13_3_ 491,{
- mes "[Lash]";
- if (isequipped(2782)) {
- if (ep13_3_bra == 5) {
- if (checkquest(11170) >= 0) {
- mes "Moan...";
- mes "Is... this what they call fatigue!";
- mes "Never knew I would feel this. Sob.";
- next;
- select("You give Bradium to Lash.");
- mes "["+strcharinfo(0)+"]";
- mes "Frede asked me to give you this.";
- next;
- mes "[Lash]";
- mes "Wow!!!!";
- mes "You've saved me!";
- next;
- mes "[Lash]";
- mes "I would have perished into ashes here if it weren't for you!";
- close; }
- mes "Moan...";
- mes "Is... this what they call fatigue!";
- mes "Never knew I would feel this. Sob.";
- next;
- select("You give Bradium to Lash.");
- mes "["+strcharinfo(0)+"]";
- mes "Frede asked me to give you this.";
- next;
- mes "[Lash]";
- mes "Wow!!!!";
- mes "You've saved me!";
- next;
- mes "[Lash]";
- mes "I would have perished into ashes here if it weren't for you!";
- setquest 11170;
- close;
- } else if (ep13_3_bra == 6) {
- mes "Ha ha ha!!";
- mes "You are my savior!";
- mes "Our friendship will last forever regardless of race!";
- close; }
- mes "Sigh......";
- mes "I'm so tired...";
- mes "But fatigue helps me to move forward.";
- next;
- mes "[Lash]";
- mes "The sweat, heavy breathing, and continuous tiredness proves that I'm a true Sapha.";
- mes "And I actually enjoy it. Ha ha ha ha.";
- if (ep13_3_bra == 3) {
- next;
- mes "[Lash]";
- if (checkquest(11164) >= 0) {
- mes "If you'd like to tell him how I'm doing, look at my forearm. Doesn't it spell out 'Strong' on it?";
- next;
- mes "[Lash]";
- mes "Just tell him what you see!";
- mes "Ha ha ha ha ha!";
- close; }
- mes "But what is your business here?";
- mes "You want to share the labor and sweat?";
- next;
- mes "[Lash]";
- mes "Hm?";
- mes "Oh, you are Frede's messenger?";
- mes "To bad.";
- mes "I thought you were like me judging from your forearm.";
- next;
- mes "[Lash]";
- mes "If you'd like to tell him how I'm doing, look at my forearm. Doesn't it spell out 'Strong' on it?";
- next;
- mes "[Lash]";
- mes "Just tell him what you see!";
- mes "Ha ha ha ha ha!";
- setquest 11164; }
- close; }
- mes "¡ô¡õ¡ó ¡ø ¡ð¢±¡û ¡ö ¡ð";
- mes "¡ð¡þ¡þ ¡ù ¡Ð¡ñ¡ï ¢¤";
- mes "¡ô¡ò¢² ¡ø";
- mes "¡÷";
- mes "¡õ¢³¡ñ ¡õ ¡ñ";
- close;
-}
-
-dic_dun02,110,127,5 script Rose#13_3 489,{
- mes "[Rose]";
- if (isequipped(2782)) {
- if (ep13_3_bra == 5) {
- if (checkquest(11168) >= 0) {
- mes "Ah~";
- mes "So you came back because you missed me?";
- next;
- mes "[Rose]";
- mes "Don't have to be shy.";
- mes "If you really have feelings, race differences shouldn't be a problem.";
- next;
- select("You give Bradium to Rose.");
- mes "["+strcharinfo(0)+"]";
- mes "You give Bradium to Rose.";
- next;
- mes "[Rose]";
- mes "Aww... you shouldn't have.";
- mes "My ^E77471heartbeat^000000 skipped.";
- mes "You are already taking care of me.";
- mes "He he he";
- next;
- mes "[Rose]";
- mes "I'll return to the village soon.";
- mes "We can meet up then~";
- close; }
- mes "Ah~";
- mes "So you came back because you missed me?";
- next;
- mes "[Rose]";
- mes "Don't have to be shy.";
- mes "If you really have feelings, race differences shouldn't be a problem.";
- next;
- select("You give Bradium to Rose.");
- mes "["+strcharinfo(0)+"]";
- mes "You give Bradium to Rose.";
- next;
- mes "[Rose]";
- mes "Aww... you shouldn't have.";
- mes "My ^E77471heartbeat^000000 skipped.";
- mes "You are already taking care of me.";
- mes "He he he";
- next;
- mes "[Rose]";
- mes "I'll return to the village soon.";
- mes "We can meet up then~";
- setquest 11168;
- close;
- } else if (ep13_3_bra == 6) {
- mes "You're here?";
- mes "Just in time when I was about to return to the village because I missed you.";
- next;
- mes "[Rose]";
- mes "We must be connected?";
- mes "E77471Hahaha^000000";
- close; }
- mes "Lalala~";
- mes "Yeah~!";
- next;
- mes "[Rose]";
- mes "He he he!";
- mes "I'm so awesome!";
- mes "This is a perfect fix!";
- mes "I see no errors in my work!";
- if (ep13_3_bra == 3) {
- if (checkquest(11162) >= 0) {
- next;
- mes "[Rose]";
- mes "Tell him there is no problem at all except that I am too good at my job.";
- mes "Because I'm perfect.";
- close; }
- next;
- mes "[Rose]";
- mes "Who are you!";
- mes "You can never hide beauty. Please try not to stare intensely at me. I know I'm beautiful.";
- next;
- mes "[Rose]";
- mes "What? You came on behalf of Frede?";
- mes "You mean you're not my admirer?";
- mes "Tsk....";
- next;
- mes "[Rose]";
- mes "Tell him there is no problem at all except that I am too good at my job.";
- mes "Because I'm perfect.";
- setquest 11162;
- close; }
- close; }
- mes "¡ù¡ó¡ð ¢² ¡ð";
- mes "¡û¡ö¡÷ ¡ù ¢³";
- mes "¢£¡ó¢²";
- close;
-}
-
-dic_in01,349,129,5 script Bouy#13_3 449,{
- mes "[Bouy]";
- if (isequipped(2782)) {
- if (checkquest(11173) >= 0) {
- mes "Outsiders are prohibited here.";
- mes "If you have come here by mistake, please find your way out now.";
- next;
- select("I came on behalf of Frede.");
- mes "[Bouy]";
- mes "I didn't know. Excuse me.";
- mes "What did he ask you to do?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "He asked me to deliver Bradium to his friends working in the cave outside the village.";
- next;
- mes "[Bouy]";
- mes "Oh no. I don't have any portable Bradium because of insufficient supplies.";
- next;
- mes "[Bouy]";
- mes "I will only be able to get the Bradium that is being refined now in a few days.";
- mes "We let Pioms returning from outside work stay and rest in the village.";
- next;
- mes "[Bouy]";
- mes "But I see they haven't returned yet.";
- mes "They must be out of Bradium by now.";
- mes "This isn't good.";
- next;
- mes "[Bouy]";
- mes "Worst case, they wouldn't come back to the village at all.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Is there another way?";
- next;
- mes "[Bouy]";
- mes "It takes a lot of time to refine a large Bradium mineral but small pieces of Bradium will be quick.";
- next;
- mes "[Bouy]";
- mes "Bradium mineral can be collected anywhere in this area but the effectiveness of refined pieces is low.";
- next;
- mes "[Bouy]";
- mes "You can easily collect ^E77471pieces of Bradium from monsters nearby^000000.";
- next;
- mes "[Bouy]";
- mes "About ^E7747130 pieces of Bradium^000000 will be enough to share with 6 people.";
- changequest 11173,11174;
- close;
- } else if (checkquest(11174) >= 0) {
- if (countitem(6319) > 29) {
- mes "You've brought back the Bradium.";
- mes "I've been waiting for the Galtens to return because I'm not accustomed to battle since I'm Venknick. Thank you very much.";
- next;
- mes "[Bouy]";
- mes "Handwork is much faster to refine pieces of Bradium instead of using a machine. I will only need an hour to finish.";
- next;
- mes "[Bouy]";
- mes "Please go rest while I get to work.";
- delitem 6319,30;
- changequest 11174,11175;
- close; }
- mes "Bradium mineral can be collected anywhere in this area but the effectiveness of refined pieces is low.";
- next;
- mes "[Bouy]";
- mes "You can easily collect ^E77471pieces of Bradium from monsters nearby^000000.";
- next;
- mes "[Bouy]";
- mes "About ^E7747130 pieces of Bradium^000000 will be enough to share with 6 people.";
- close;
- } else if (checkquest(11175,PLAYTIME) == 2) {
- mes "I did it!";
- mes "I was a bit nervous because it has been a long time since I did manual work but I think I did a good job.";
- mes "Please take these to them.";
- set ep13_3_bra,5;
- changequest 11175,11176;
- close;
- } else if (checkquest(11175,PLAYTIME) != -1) {
- mes "I'm still working on it so please rest a little more.";
- close;
- } else if (ep13_3_bra >= 5) {
- mes "Saphas cannot live unless we consume Bradium continuously.";
- mes "That is why we needed spaces for us to inject Bradium all over the village.";
- next;
- mes "[Bouy]";
- mes "But those working outside of the village cannot return often to refill their Bradium so we provide Bradium that is portable.";
- next;
- mes "[Bouy]";
- mes "But there was a problem with the Bradium mining in the Manuk area recently and we have a shortage of supplies. We don't have enough to give out.";
- next;
- mes "[Bouy]";
- mes "That is why many Pioms working in the outskirts of the village return for more supplies,";
- next;
- mes "[Bouy]";
- mes "and the time spent on transportation is what is slowing down work.";
- next;
- mes "[Bouy]";
- mes "To tell you the truth, transportation time doesn't make much difference but it adds up in the end.";
- next;
- mes "[Bouy]";
- mes "We call this the ^E77471Creamy Effect^000000.";
- close; }
- mes "Outsiders are prohibited here.";
- mes "If you have come here by mistake, please find your way out now.";
- close; }
- mes "¡ø¡ö¡þ ¡ù ¡ú¡ð¡ï ¡ø";
- mes "¡ï¡ú¡ö ¡ù";
- mes "¡õ¡ï¡õ ¡ò";
- close;
-}
-
-// Sapha's Visit
-//============================================================
-
-mid_camp,220,246,5 script Expedition Guard Ben 930,{
- mes "[Ben]";
- if (ep13_3_invite >= 2) {
- mes "There is nothing strange!";
- mes "I'd love to be like you and respected by many people.";
- next;
- mes "[Ben]";
- mes "I can also visit the Sapha if I work well here, can't I?";
- close; }
- mes "Hmm. Hey, Maha,";
- mes "what do you think?";
- mes "Why do you think he is here?";
- next;
- mes "[Maha]";
- mes "Don't know.";
- mes "Not interested.";
- next;
- mes "[Ben]";
- mes "Don't you find";
- mes "that guy strange?";
- mes "I've never seen his race before I joined the expedition.";
- next;
- mes "[Maha]";
- mes "Ah. Really?";
- mes "Then it's only you.";
- mes "There must be a reason why he is here.";
- next;
- mes "[Ben]";
- mes "................";
- mes "Oh no you don't...";
- next;
- mes "[Maha]";
- mes "They may make an";
- mes "announcement soon.";
- mes "All we need to do is wait for it and we'll have all our questions answered.";
- next;
- if(select("What's the announcement?:Stay silent and listen.")==2) {
- mes "[Ben]";
- mes "Excuse me.";
- mes "There was no order to restrict or keep it a secret.";
- mes "Besides, it looks like they are making an official visit.";
- next;
- mes "[Ben]";
- mes "Hmm...";
- mes "That can be true but aren't you thinking about it too much?";
- next;
- mes "[Maha]";
- mes "I don't like to get into trouble.";
- mes "I only follow orders.";
- mes "Besides, there is nothing out of the ordinary with those Sapha.";
- next;
- mes "[Maha]";
- mes "From what I can tell, the tree-like giants are a kind race of people.";
- mes "There won't be any trouble so relax.";
- next;
- mes "[Ben]";
- mes "We might be able to get some information if we go to the command center now.";
- mes "Try finding ^8D38C9Aello^000000.";
- close; }
- mes "[Ben]";
- mes "Huh? Did you hear us?";
- mes "Nothing really or maybe something...";
- mes "So...";
- next;
- mes "[Ben]";
- mes "Research members dispatched to Manuk just came back.";
- mes "But...";
- next;
- select("But?");
- mes "[Ben]";
- mes "Well... they came back with a Manuk messenger!";
- mes "...some important Sapha from Manuk.";
- next;
- select("Where is he?!");
- mes "[Ben]";
- mes "He's in the command";
- mes "center right now.";
- mes "We should go there.";
- close;
-}
-
-mid_camp,223,246,4 script Expedition Guard Maha 868,{
- if (ep13_3_invite >= 2) {
- mes "[Maha]";
- mes "But I do think the Sapha race is overly kind, almost unnaturally.";
- mes "Guess it'll be fine.";
- close; }
- mes "[Ben]";
- mes "Hmm. Hey, Maha,";
- mes "what do you think?";
- mes "Why do you think he is here?";
- next;
- mes "[Maha]";
- mes "Don't know.";
- mes "Not interested.";
- next;
- mes "[Ben]";
- mes "Don't you find";
- mes "that guy strange?";
- mes "I've never seen his race before I joined the expedition.";
- next;
- mes "[Maha]";
- mes "Ah. Really?";
- mes "Then it's only you.";
- mes "There must be a reason why he is here.";
- next;
- mes "[Ben]";
- mes "................";
- mes "Oh no you don't...";
- next;
- mes "[Maha]";
- mes "They may make an";
- mes "announcement soon.";
- mes "All we need to do is wait for it and we'll have all our questions answered.";
- next;
- if(select("What's the announcement?:Stay silent and listen.")==2) {
- mes "[Ben]";
- mes "Excuse me.";
- mes "There was no order to restrict or keep it a secret.";
- mes "Besides, it looks like they are making an official visit.";
- next;
- mes "[Ben]";
- mes "Hmm...";
- mes "That can be true but aren't you thinking about it too much?";
- next;
- mes "[Maha]";
- mes "I don't like to get into trouble.";
- mes "I only follow orders.";
- mes "Besides, there is nothing out of the ordinary with those Sapha.";
- next;
- mes "[Maha]";
- mes "From what I can tell, the tree-like giants are a kind race of people.";
- mes "There won't be any trouble so relax.";
- next;
- mes "[Ben]";
- mes "We might be able to get some information if we go to the command center now.";
- mes "Try finding ^8D38C9Aello^000000.";
- close; }
- mes "[Ben]";
- mes "Huh? Did you hear us?";
- mes "Nothing really or maybe something...";
- mes "So...";
- next;
- mes "[Ben]";
- mes "Research members dispatched to Manuk just came back.";
- mes "But...";
- next;
- select("But?");
- mes "[Ben]";
- mes "Well.. they came back with a Manuk messenger!";
- mes "...some important Sapha from Manuk.";
- next;
- select("Where's he?!");
- mes "[Ben]";
- mes "He's in the command";
- mes "center right now.";
- mes "We should go there.";
- close;
-}
-
-mid_campin,93,114,3 script Guard Aello#ep13_3_03 967,{
- mes "[Aello]";
- if (ep13_3_invite >= 2) {
- mes "I knew I could count on you.";
- mes "You're activities will help us tremendously in expanding our territory.";
- close; }
- if (checkquest(7182) >= 0) {
- mes "It's the room at the right on the second floor.";
- mes "There is a guard in front of the room.";
- mes "He'll let you pass if you tell him you have authorization.";
- next;
- mes "[Aello]";
- mes "Try not to give unnecessary information";
- mes "and avoid any small talk.";
- close; }
- mes "Ah, you. Good timing.";
- mes "I have something urgent to tell you.";
- next;
- mes "[Aello]";
- mes "Do you happen to know that a messenger from Manuk is here?";
- mes "Not a big secret but...";
- next;
- mes "[Aello]";
- mes "The Sapha from Manuk wants to talk to you.";
- mes "Agip says anyone from the expedition can meet him but..";
- mes "I think someone with more experience should go.";
- next;
- mes "[Aello]";
- mes "I know your abilities and trust you.";
- mes "The delegation is in the room at the right on the second floor.";
- next;
- mes "[Aello]";
- mes "There will be a guard standing in front just tell him you got authorization.";
- mes "The delegate is interested in humans, so try to be courteous while talking to him.";
- set ep13_3_invite,1;
- setquest 7182;
- close;
-}
-
-mid_campin,111,120,3 script Soldier#ep13_3_04 852,{
- mes "[Soldier]";
- if (ep13_3_invite >= 2) {
- mes "You're back.";
- mes "Are you acquainted with the Sapha messenger now?";
- mes "We have high expectations from you.";
- goto warpnow; }
- mes "Sorry, but this room is currently restricted from visitors.";
- next;
- if(select("I have authorization:Is that so.")==2) {
- mes "[Soldier]";
- mes "You can't enter without Aello's permission.";
- mes "No exceptions.";
- close; }
- mes "[Soldier]";
- mes "You do?";
- mes "What is your name?";
- if (ep13_3_invite < 1) {
- mes ""+strcharinfo(0)+"?";
- mes "I never heard your name before!";
- mes "So, please leave.";
- close; }
- mes "Thank you.";
- mes "So you are "+strcharinfo(0)+"?";
- next;
- mes "[Soldier]";
- mes "You may go in now.";
-warpnow:
- close2;
- warp "mid_campin",165,126;
- end;
-}
-
-function script eldicastes_c {
-switch(getarg(0)) {
- case 1:
- mes "[Vyhannus]";
- mes "Your captain is like the wind.";
- mes "We have someone like that in Manuk, too.";
- mes "His name is Galten. He is so quick, you won't notice that he's so large.";
- next;
- mes "[Hound]";
- mes "Let's continue..";
- mes "Although the details are already settled.";
- next;
- mes "[Vyhannus]";
- mes "Ah, yes.";
- mes "Where was I?";
- mes "El Dicastes!";
- mes "The capital city of the Sapha.";
- next;
- mes "[Vyhannus]";
- mes "A city like a sparkling jewel in white snow.";
- mes "Manuk was originally a village created to mine Bradium.";
- mes "El Dicastes has now grown to";
- mes "be the Sapha home ground.";
- next;
- mes "[Vyhannus]";
- mes "Ravail holds all authority there and makes decisions on reports from Manuk.";
- next;
- mes "[Vyhannus]";
- mes "I know that you're not from this world so we are grateful for your kindness in helping and cooperating with us.";
- next;
- mes "[Vyhannus]";
- mes "Ravail would like to invite humans to El Dicastes";
- next;
- select("Invite me?:What is that suppose to mean, Hound?");
- mes "[Hound]";
- mes "Just as he said.";
- mes "Our expedition team has helped the Saphas for some time.";
- mes "Collect Bradium for their survival or eliminate the vicious beasts that threaten them.";
- next;
- mes "[Hound]";
- mes "They have given us an official invitation to visit their capital city in return.";
- mes "That is why I've been selecting expedition members to send to El Dicastes.";
- next;
- select("You mean...");
- mes "[Vyhannus]";
- mes "Yes.";
- mes "That is what he meant.";
- mes "Agip also approved before he left.";
- mes ""+strcharinfo(0)+", you are invited.";
- next;
- mes "[Vyhannus]";
- mes "You are kind, respect others, polite, trustworthy and most of all, a fun person.";
- next;
- mes "[Vyhannus]";
- mes "You are perfect.";
- mes "Ravail will approve too.";
- mes "That is why I'm here.";
- next;
- mes "[Vyhannus]";
- mes ""+strcharinfo(0)+"";
- mes "I invite you to El Dicastes, our capital city.";
- next;
- select("I am honored.");
- mes "[Hound]";
- mes "Shouldn't you already be used to the unexpected by now?";
- mes "Come on... you're not a newbie haha.";
- next;
- mes "[Hound]";
- mes "If you are going to leave, it better be now.";
- mes "Come back to me once you are ready to leave.";
- mes "I will let you know your mission.";
- set ep13_3_invite,3;
- close;
- case 2:
- mes "[Vyhannus]";
- mes "First go to Manuk and meet";
- mes "General Guard Avalanche.";
- mes "Avalanche will be heavily armed because he is a Galten.";
- mes "You can't miss him.";
- next;
- mes "[Vyhannus]";
- mes "Once you tell Avalanche that you are a guest of the city, he will let you pass the path to El Dicastes.";
- next;
- mes "[Vyhannus]";
- mes "You cannot pass without his approval so make sure you get his permission.";
- mes "He will let you pass with my recommendation.";
- next;
- mes "[Vyhannus]";
- mes "I'm a little excited on what our meeting will bring in the future.";
- mes "I only hope it won't be like a blizzard in the middle of the night.";
- changequest 7182,7183;
- close;
- case 3:
- mes "[Hound]";
- mes "My name is Hound.";
- mes "Are you here by Aello's request?";
- next;
- select("Yes. He told me to meet the Sapha.");
- mes "[Hound]";
- mes "Okay. You should be able to talk to him, right?";
- mes "Shall we start with introducing ourselves?";
- mes "This is...";
- mes ""+strcharinfo(0)+"...";
- next;
- mes "[Vyhannus]";
- mes "My name is Vyhannus.";
- mes strcharinfo(0)+"...?";
- mes "Glad to meet you.";
- next;
- if(select("Same here.:A tree monster!")==1) {
- mes "[Vyhannus]";
- mes "Amazing.";
- mes "Like with Hound, that ring you humans made...";
- mes "is like a ring of wisdom."; }
- else {
- mes "[Hound]";
- mes "What are you saying?";
- mes "That was rude!";
- next;
- mes "[Vyhannus]";
- mes "Oh. Monster?";
- mes "That is something new.";
- mes "Hound. I'm fine. You humans are amusing.";
- next;
- mes "[Vyhannus]";
- mes "Shall we skip to the point?";
- mes "The reason why I am here..."; }
- next;
- enablenpc "Hibba Agip#ep13_3_07";
- mes "[Someone's voice]";
- mes "Excuse me, hold on a second.";
- next;
- mes "[Hound]";
- mes "Captain!";
- mes "You've come at such short notice.";
- mes "Is there a situation?";
- next;
- emotion e_omg;
- mes "[Hibba Agip]";
- mes "Huh? Nothing.";
- mes "You said you wanted to send a trust worthy person, right?";
- mes "I wanted to see the person";
- mes "Aello chose to send.";
- next;
- mes "[Hibba Agip]";
- mes "Hm... Ah.";
- mes "Is it you?";
- mes "I see, just as Aello explained.";
- mes "Well, I think we are in good hands if it is you.";
- next;
- select("What are you implying?");
- mes "[Vyhannus]";
- mes "So... It's like this.";
- mes "Both Saphas and humans had many differences in the past.";
- next;
- mes "[Vyhannus]";
- mes "We've worried about becoming enemies with your race after you've suddenly appeared";
- mes "and were afraid of your abilities.";
- next;
- mes "[Vyhannus]";
- mes "But you have respected us Saphas";
- mes "and helped Manuk with many deeds.";
- mes "We've come to recognize humans as good people.";
- next;
- mes "[Hibba Agip]";
- mes "Yes, we made efforts.";
- mes "We also tried to keep a neutral attitude.";
- mes "Because it is always better to strengthen amnity as a third party then taking sides in a conflict.";
- next;
- mes "[Hound]";
- mes "Well..";
- mes "Not totally wrong, I guess...";
- next;
- mes "[Vyhannus]";
- mes "(Vyhannus smiles)";
- mes "We have told Ravail about you humans.";
- mes "Ravail is the highest elder of glorious El Dicastes.";
- next;
- select("El Dicastes?");
- mes "[Hibba Agip]";
- mes "Ah, sorry for interrupting.";
- mes "I have to go now.";
- mes "Hound, I approve of this adventurer.";
- next;
- mes "[Hibba Agip]";
- mes "Then it's settled.";
- mes "And... ah yes, you.";
- mes "Please go meet the inspector in the next room after this.";
- mes "Got it?";
- next;
- mes "[Hibba Agip]";
- mes "I'm leaving now.";
- mes "I'll come by to see you again Vyhannus.";
- mes "And you should meet Inspector Doha after talking with Vyhannus.";
- mes "Then bye everyone.";
- disablenpc "Hibba Agip#ep13_3_07";
- set ep13_3_invite,2;
- setquest 7185;
- next;
- emotion e_swt;
- emotion e_swt,0,"Sapha from Manuk";
- mes "- Captain Hibba Agip quickly left the room after saying what he wanted to say.";
- mes "First, let's listen to Vyhannus's story. -";
- close;
- case 4:
- mes "[Hound]";
- mes "Where is your interpreter ring?";
- mes "I'm not going to be your personal translator.";
- close;
- }
-}
-
-mid_campin,168,125,3 script Hound#ep13_3_06 997,{
- if (isequipped(2782)) {
- if (ep13_3_invite == 2) {
- callfunc "eldicastes_c",1;
- } else if (ep13_3_invite == 3) {
- if (checkquest(7183) >= 0) {
- mes "[Hound]";
- mes "First thing you need to do when you reach Manuk is to meet";
- mes "General Guard Avalanche.";
- mes "Tell Avalanche that you are";
- mes "the one invited by Vyhannus.";
- next;
- mes "[Hound]";
- mes "Then you'll go through a simple process of confirmation and will be permitted to go through the tunnel to the capital city.";
- mes "Passing through the tunnel is";
- mes "easy as long as you are polite.";
- next;
- mes "[Hound]";
- mes "And don't forget what the captain said.";
- mes "Inspector Doha is in the next room.";
- close; }
- callfunc "eldicastes_c",2;
- } else if (ep13_3_invite >= 4) {
- mes "[Hound]";
- mes "I've just returned from Manuk from a long term dispatch";
- mes "and haven't gotten any rest yet.";
- mes "El Dicastes.. I will find the time to visit once your advance party settles in.";
- next;
- mes "[Hound]";
- mes "I have to take care of Vyhannus here.";
- mes "We might see the day when Saphas like Vyhannus will be living with us on our continent.";
- close; }
- callfunc "eldicastes_c",3; }
- callfunc "eldicastes_c",4;
-}
-
-mid_campin,168,128,3 script Sapha from Manuk 451,{
- if (isequipped(2782)) {
- if (ep13_3_invite == 2) {
- callfunc "eldicastes_c",1;
- } else if (ep13_3_invite == 3) {
- if (checkquest(7183) >= 0) {
- mes "[Vyhannus]";
- mes "Avalanche will be at the Manuk Operations building.";
- mes "Once he approves, you can use the tunnel that leads to El Dicastes.";
- next;
- mes "[Vyhannus]";
- mes "The tunnel might";
- mes "be a little scary.";
- mes "But I'm sure you will reach the";
- mes "end of it since you are strong.";
- close; }
- callfunc "eldicastes_c",2;
- } else if (ep13_3_invite == 4) {
- mes "[Vyhannus]";
- mes "Oh, the tunnel?";
- mes "It was originally a mineral mine.";
- mes "But we found ourselves on the opposite side while mining away.";
- next;
- mes "[Vyhannus]";
- mes "We found better mines afterwards and that is how Manuk came about.";
- mes "The tunnel is reorganized with paths between the capital city and Manuk.";
- next;
- mes "[Vyhannus]";
- mes "That is it.";
- close;
- } else if (ep13_3_invite == 5) {
- mes "[Vyhannus]";
- mes "You received the Light of El Dicastes.";
- mes "With this, you can return to Diel from anywhere, anytime.";
- mes "Looks like an item made for your convenience.";
- next;
- mes "[Vyhannus]";
- mes "Ravail seems to like you very much.";
- mes "The Light of El Dicastes is convenient to use instead of moving through long tunnels.";
- next;
- mes "[Vyhannus]";
- mes "Oh, the tunnel?";
- mes "It was originally a mineral mine.";
- mes "But we found ourselves on the opposite side while mining away.";
- next;
- mes "[Vyhannus]";
- mes "We found better mines afterwards and that is how Manuk came about.";
- mes "The tunnel is reorganized with paths between the capital city and Manuk.";
- next;
- mes "[Vyhannus]";
- mes "That is it.";
- close; }
- mes "[Sapha]";
- mes "- This person look like the Sapha messenger from Manuk. -";
- mes "You just stand there without";
- mes "knowing what he says, so the";
- mes "expedition guard next to you starts to talk. -";
- next;
- callfunc "eldicastes_c",3; }
- mes "[Sapha]";
- mes "¢¤¡ð¡ú? ¢£ ¡ù¡ð...";
- mes "¡ï¡ò¡Ð ¢¤ ?";
- mes "¡ñ¡ï..?";
- next;
- callfunc "eldicastes_c",4;
-}
-
-mid_campin,165,127,5 script Hibba Agip#ep13_3_07 459,{
- mes "[Hibba Agip]";
- mes "Ahh, I think I should go now...";
- close2;
- disablenpc "Hibba Agip#ep13_3_07";
- end;
-OnInit:
- disablenpc "Hibba Agip#ep13_3_07";
- end;
-}
-
-man_in01,315,52,3 script Guard Captain Avalanche 450,{
- mes "[Guard Captain Avalanche]";
- if (isequipped(2782)) {
- if (ep13_3_invite == 4) {
- mes "Go out of this building and straight below the mountain";
- mes "east from the village.";
- mes "You will know where it is if you see soldiers guarding the tunnel.";
- next;
- mes "[Guard Captain Avalanche]";
- mes "I hope that the";
- mes "Light of El Dicastes";
- mes "will show you the way.";
- close; }
- if (ep13_3_invite == 5) {
- mes "Oh.. You have the Light of El Dicastes.";
- mes "It would be helpful for your travel.";
- next;
- mes "[Guard Captain Avalanche]";
- mes "The path to the capital city was previously a mine.";
- mes "So we have reports of wild monsters appearing although the tunnel is well maintained.";
- next;
- mes "[Guard Captain Avalanche]";
- mes "Always take care of yourself at all times.";
- mes "Haha.. but then you humans are very strong.";
- close; }
- mes "You are human.";
- mes "What do you want here?";
- next;
- select("I've come with Vyhannus's invitation.");
- mes "[Guard Captain Avalanche]";
- mes "Ah. Jarute Vyhannus.";
- mes "I though it would be better for";
- mes "him to take a guard with him.";
- next;
- mes "[Guard Captain Avalanche]";
- mes "I guess Vyhannus";
- mes "trusts you humans.";
- mes "I'm fine as long as";
- mes "Vyhannus approved you.";
- next;
- mes "[Guard Captain Avalanche]";
- mes "I authorize you to pass through to El Dicastes.";
- mes "There is a tunnel that leads to the city outside of this building which goes down by the east mountain range of this village.";
- next;
- mes "[Guard Captain Avalanche]";
- mes "That tunnel is the only way to the capital city. There is no other route because Kamidal mountain is so huge.";
- next;
- mes "[Guard Captain Avalanche]";
- mes "The tunnel is well maintained. There was a time when part of the tunnel, which connects";
- mes "with the lowest cave of the mountain, collapsed and reports of wild monsters was received.";
- next;
- mes "[Guard Captain Avalanche]";
- mes "So I recommend that";
- mes "you move in a group.";
- mes "It is dangerous and";
- mes "can be a long journey.";
- mes "That is all I have to say for now.";
- next;
- mes "[Guard Captain Avalanche]";
- mes "Please let me know any news about the capital city when you come back.";
- changequest 7183,7184;
- set ep13_3_invite,4;
- close; }
- mes "¢¤¡ð¡ú? ¢£ ¡ù¡ð...";
- mes "¡ï¡ò¡Ð ¢¤ ?";
- mes "¡ñ¡ï..?";
- close;
-}
-
-dic_in01,42,264,3 script Adventurer Clerk#ep133_ 453,{
- mes "[Clerk Knit]";
- if (isequipped(2782)) {
- mes "How can I help you?";
- next;
- switch(select("Register as an adventurer.:Talk.:Cancel.")) {
- case 1:
- if (checkquest(7184) >= 0) {
- if (ep13_3_invite == 5) {
- mes "[Clerk Rhawyne]";
- mes "Strange.";
- mes "Aren't you already registered?";
- mes "I see your name in the records.";
- close; }
- mes "[Clerk Rhawyne]";
- mes "Do you want to register";
- mes "as an adventurer?";
- mes "I will compare with the invitation list from Manuk.";
- mes "What is your name?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "My name is "+strcharinfo(0)+".";
- next;
- mes "[Clerk Rhawyne]";
- mes "Yes... "+strcharinfo(0)+"...";
- mes "I found it.";
- mes "Welcome to El Dicastes.";
- next;
- mes "[Clerk Rhawyne]";
- mes "You will be treated the same as other Saphas here. Allowed to do as you wish and can have contracts with official requests from Dicastes.";
- next;
- mes "[Clerk Rhawyne]";
- mes "This is a little souvenir for visiting El Dicastes.";
- mes "You can use it to return to El Dicastes whenever you wish.";
- next;
- getitem 2844,1;
- erasequest 7184;
- set ep13_3_invite,5;
- mes "[Clerk Rhawyne]";
- mes "There is a special place for humans located beneath the residential area of Pioms.";
- mes "It is called in your language...";
- mes "a pub. Hope you get to visit there.";
- close; }
- mes "[Clerk Rhawyne]";
- mes "Hmm... You don't have Ravail's invitation? What are you doing here?";
- close;
- case 2:
- mes "[Clerk Rhawyne]";
- if (checkquest(7197) >= 0) {
- mes "I recognize you.";
- mes "How can I help you?";
- next;
- if(select("I want to meet the minister.:Nothing particular.")==2) {
- mes "[Clerk Rhawyne]";
- mes "What are you curious about today?";
- close; }
- mes "[Clerk Rhawyne]";
- mes "You want to meet the minister?";
- mes "Which minister?";
- mes "Ravail cannot be met in person";
- mes "even with Sapha Certifications.";
- next;
- if(select("Ahat:Another minister")==2) {
- mes "[Clerk Rhawyne]";
- mes "Another minister? Who?";
- next;
- select("Sorry, but I know no one else.");
- mes "[Clerk Rhawyne]";
- mes "You are difficult.";
- mes "Unlike other Saphas, ministers are very busy.";
- close; }
- if (countitem(6304) > 2) {
- mes "[Clerk Rhawyne]";
- mes "You've really collected 3 Sapha Certification already.";
- mes "Alright. I will send a request.";
- next;
- mes "[Clerk Rhawyne]";
- mes "Please take the elevator up to the Administrative Office.";
- mes "There is another elevator in the corridor next to the Administrative Office.";
- next;
- mes "[Clerk Rhawyne]";
- mes "It is a separate elevator that leads to the high minister's office";
- mes "You will be guided in front of the office.";
- set ep13_3_secret,7;
- delitem 6304,3;
- changequest 7197,7198;
- close; }
- mes "[Clerk Rhawyne]";
- mes "You need 3 Sapha Certification to meet Ahat.";
- mes "You know what a Sapha Certification is, right?";
- mes "Well, please try to help around El Dicastes to collect them.";
- close;
- } else if (checkquest(7198) >= 0) {
- mes "Ahat is on the same floor as high minister Ravail.";
- mes "Take the elevator up to the Administrative Office and then you will be guided in front of the separate elevator.";
- close; }
- mes "What are you curious about today?";
- next;
- switch(select("About official requests:About the Adventurer's pub:Ahat?:Sapha Certification?:End conversation.")) {
- case 1:
- mes "[Clerk Rhawyne]";
- mes "If Diel or ministers need help on operations, in the capital, they post a notice on the public board.";
- next;
- mes "[Clerk Rhawyne]";
- mes "Anyone who can take the job can take up the request.";
- mes "Adventurers who are officially registered can also take jobs.";
- next;
- mes "[Clerk Rhawyne]";
- mes "After you handle a request";
- mes "you are given an Sapha Certification for helping El Dicastes.";
- next;
- mes "[Clerk Rhawyne]";
- mes "It is better to spend spare time on these official requests.";
- mes "Because you are contributing to the community.";
- next;
- mes "[Clerk Rhawyne]";
- mes "Due to the increase of visitors from other worlds,";
- mes "some requests are targeted for you.";
- mes "You can take your pick.";
- close;
- case 2:
- mes "[Clerk Rhawyne]";
- mes "The Adventurer's pub is open for the convenience of visitors like you.";
- mes "It is located in the Piom residential area below the mine and factory zone.";
- next;
- mes "[Clerk Rhawyne]";
- mes "We thought the living environment here would be unfamiliar and inconvenient for you.";
- mes "So we tried to make a place that is similar to what you have back home with a little help from adventurers.";
- mes "I hope you like it.";
- close;
- case 3:
- mes "[Clerk Rhawyne]";
- mes "Ahat is the next minister in line after Ravail.";
- mes "Why?";
- mes "Because we respect him.";
- next;
- mes "[Clerk Rhawyne]";
- mes "What should I say, we would like to protect him.";
- mes "But I'm not sure how respect is used in your language.";
- next;
- mes "[Clerk Rhawyne]";
- mes "Ahat is popular.";
- mes "Not many have seen him and he works in his room all the time.";
- next;
- mes "[Clerk Rhawyne]";
- mes "If you want to meet Ahat..well.";
- mes "He is really good at his work but is very shy of strangers..";
- next;
- mes "[Clerk Rhawyne]";
- mes "He doesn't like to be in places where a lot of people are gathered.";
- mes "That is why we barely see him.";
- close;
- case 4:
- mes "[Clerk Rhawyne]";
- mes "Sapha Certifications are made for outsiders like you.";
- mes "They are given out as rewards when adventurers help with requests from Saphas throughout the city.";
- next;
- mes "[Clerk Rhawyne]";
- mes "The Sapha Certification is used to meet ministers.";
- mes "I guess in order to meet busy ministers, you must at least contribute to our society.";
- close;
- case 5:
- mes "[Clerk Rhawyne]";
- mes "Please feel free to ask questions when you need help.";
- close;
- }
- case 3:
- mes "[Clerk Rhawyne]";
- mes "Please feel free to ask questions when you need help.";
- close;
- }
- }
- mes "¡ð¡ñ¡ô ¡õ ¡ü¢±¢³ ¡ö ¡ò...?";
- mes "¢¤¡ö¡ø ... ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û...";
- next;
- mes "- Cannot communicate with him. -";
- close;
-}
-
-// Enchantment NPCs
-//============================================================
-
-dic_fild01,240,198,2 script Jalapeno#pa8027 495,{
- set .@cattalk_, rand(1,14);
- set .@re$, strnpcinfo(1);
- set .@n$, "["+.@re$+"]";
- mes .@n$;
- if (.@cattalk_ == 1) mes "It is difficult to find fish here. Can't find any so Jahbong would forget that he's busy or angry at the sight of a Fish Tail.";
- else if (.@cattalk_ == 2) mes "Our people say Ahat looks like a beautiful cat.";
- else if (.@cattalk_ == 3) mes "Newbie Jarute, Ahat doesn't seem to look like a Sapha.";
- else if (.@cattalk_ == 4) mes "There is a guy named Pinguicula nearby who has the Sharp Leaf.";
- else if (.@cattalk_ == 5) mes "Grrr... I don't think my voice sounds normal these days. I think it's the weather.";
- else if (.@cattalk_ == 6) mes "I recommend getting it from the Dracos nearby. But they only drop it randomly so you may come back empty handed...";
- else if (.@cattalk_ == 7) mes "I sometimes dream of a giant patting me on the head. But I feel more annoyed than afraid.";
- else if (.@cattalk_ == 8) mes "Yup!!";
- else if (.@cattalk_ == 9) mes "I must have been a cat in my previous life.";
- else if (.@cattalk_ == 10) mes "Grrr... I was punished with a ladle for peeing on my blanket yesterday.";
- else if (.@cattalk_ == 11) mes "I heard there was a superior equipment upgrade craftsman in the capital city of Manuk.";
- else if (.@cattalk_ == 12) mes "There are times when I shout out loud but it is only because I am in a good mood. No need to be startled.";
- else if (.@cattalk_ == 13) mes "I feel an urge to jump on a pile with my four paws when I see one.";
- else mes "I heard on my way that this Dark Pinguicula has a Withered Flower.";
- next;
- mes .@n$;
- mes "Hmm... This may not be important to you, but...";
- next;
- mes .@n$;
- mes "We had a lot of customers today too.";
- next;
- mes .@n$;
- if (countitem(6304) < 1) {
- if (.@re$ == "Brare") {
- mes "Oh... no luck on Sapha Certifications?";
- next;
- mes .@n$;
- mes "So you haven't got any...";
- next;
- mes .@n$;
- mes "That's sad. They're very are useful, you know...";
- close;
- } else if (.@re$ == "Mancho") {
- mes "If you work hard in this city, you can get Sapha Certifications from certain people.";
- next;
- mes .@n$;
- mes "If you do come across one of the certifications, can you bring it to me?";
- next;
- mes .@n$;
- mes "We can make an exchange and you won't regret it.";
- close;
- } else if (.@re$ == "Jalapeno") {
- mes "It is difficult to find fish here. Can't find any so Jahbong would forget that he's busy or angry at the sight of a Fish Tail.";
- next;
- mes .@n$;
- mes "Hmm... This may not be important to you, but...";
- next;
- mes .@n$;
- mes "I've been gathering Sapha Certifications for a year now to meet Ahat.";
- next;
- mes .@n$;
- mes "But I'm far from it because it takes a high position and some bribery for a low creature like me to meet him.";
- next;
- mes .@n$;
- mes "If you have any Sapha Certifications to spare, please share them with me. I promise to pay you back in services that you can't get anywhere else.";
- close; }
- }
- if (.@re$ == "Brare") mes "Do you want to look luxurious with ^800080Golden Bells^000000?";
- else if (.@re$ == "Mancho") mes "You must be interested in the ^800080Feral Tail^000000?";
- else if (.@re$ == "Jalapeno") mes "You've come for ^800080Feral Boots^000000. I have just the item for you.";
- next;
- switch(select("Please explain.:I want to reset.:I want to upgrade.")) {
- case 1:
- if (.@re$ == "Brare") {
- mes .@n$;
- mes "Hmm. The ^800080Golden Bell^000000 is an accessory awarded to only the best and bravest warriors among our people.";
- next;
- mes .@n$;
- mes "A random stat effect is casted up to the first and second steps... but...";
- next;
- mes .@n$;
- mes "there is a risk of the item breaking during the third upgrade.";
- next;
- mes .@n$;
- mes "The random enchantment added on the first secret slot is to increase Atk +2% or +3%, Cri +5 or +7, Matk+1% or +2%, or Flee +6 or +12.";
- next;
- mes .@n$;
- mes "The random enchantment added on the second secret slot is to increase Agi, Dex, or Int up to +2.";
- next;
- mes .@n$;
- mes "And the final random enchantment added is to increase Agi, Dex, or Int up to +2.";
- } else if (.@re$ == "Mancho") {
- mes .@n$;
- mes "You say you want me to explain about upgrade?";
- next;
- mes .@n$;
- mes "Hmm. The ^800080Feral Tail^000000 is an unique item. It looks just like our tails.";
- next;
- mes .@n$;
- mes "It is not only strong and warm but is also powerful enough to be enchanted with magical spells in 3 special slots.";
- next;
- mes .@n$;
- mes "The random enchantment added on the first secret slot is to increase Atk +2% or +3%, Cri +5 or +7, Matk+1% or +2%, or Flee +6 or +12.";
- next;
- mes .@n$;
- mes "The random enchantment added on the second secret slot is to increase Agi, Dex, or Int up to +2.";
- next;
- mes .@n$;
- mes "And the final random enchantment added is to increase Agi, Dex, or Int up to +3.";
- next;
- mes .@n$;
- mes "Well... it comes with the same risks as the ^800080Feral Boots^000000 of breaking at the third step of upgrade.";
- } else if (.@re$ == "Jalapeno") {
- mes .@n$;
- mes "You say you want me to explain about upgrade?";
- next;
- mes .@n$;
- mes "Hmm. The ^800080Feral Boots^000000 are very unique. A shoemaker took the design of our feet and designed this item long ago.";
- next;
- mes .@n$;
- mes "I do not know the actual materials used but they are strong enough to enchant up to 3 kinds of upgrade magic spells into 3 secret slots.";
- next;
- mes .@n$;
- mes "The random enchantment added on the first secret slot is to increase Atk +2% or +3%, Cri +5 or +7, Matk+1% or +2%, or Flee +6 or +12.";
- next;
- mes .@n$;
- mes "The random enchantment added on the second secret slot is to increase Agi, Dex, or Int up to +2.";
- next;
- mes .@n$;
- mes "And the final random enchantment added is to increase Agi, Dex, or Int up to +3.";
- next;
- mes .@n$;
- mes "Well... some do get broken at the third attempt and I do have some customers complaining when that happens... meow.";
- next;
- mes .@n$;
- mes "... I almost died on one occasion. (murmuring)"; }
- close;
- case 2:
- mes .@n$;
- mes "Reset!!";
- mes "This involves ^7E2217destroying the equipment^000000 and cancelling all records of it.";
- next;
- mes .@n$;
- mes "Basically, if you want to start over I'll take your current one away and then you can bring me another one to try to enchant. So are you sure?";
- next;
- if(select("Maybe next time.:Please reset it.")==1) {
- mes .@n$;
- mes "When you are ready,";
- mes "Please come back again";
- close; }
- if (.@re$ == "Brare") set .@Items_,2843;
- else if (.@re$ == "Mancho") set .@Items_,2564;
- else if (.@re$ == "Jalapeno") set .@Items_,2463;
- if (isequipped(.@Items_) == 1 || countitem(.@Items_) < 1) {
- mes .@n$;
- mes "Then, take the equipment off first.";
- close; }
- mes .@n$;
- mes "I've collected all equipment and erased all records as you requested. Now all your equipment and records are clean.";
- delitem .@Items_,1;
- if (getd("EP13_"+.@re$+"_3") > 1) {
- setd "EP13_"+.@re$+"_3",0;
- setd "EP13_"+.@re$+"_2",0;
- setd "EP13_"+.@re$+"_1",0; }
- else if (getd("EP13_"+.@re$+"_2") > 1) {
- setd "EP13_"+.@re$+"_2",0;
- setd "EP13_"+.@re$+"_1",0; }
- else if (getd("EP13_"+.@re$+"_1") > 1)
- setd "EP13_"+.@re$+"_1",0;
- close;
- case 3:
- if (.@re$ == "Brare") set .@Items_,2843;
- else if (.@re$ == "Mancho") set .@Items_,2564;
- else if (.@re$ == "Jalapeno") set .@Items_,2463;
- if (isequipped(.@Items_) == 1 || countitem(.@Items_) < 1) {
- mes .@n$;
- mes "But...";
- mes "you don't seem to be wearing or even carrying equipment to upgrade on you.";
- close; }
- if (getd("EP13_"+.@re$+"_1") == 0) {
- mes .@n$;
- mes "I'm preparing for the";
- mes "first step of upgrade.";
- mes "Once equipment is upgraded";
- mes "you cannot change the upgrade";
- mes "unless you destroy it first.";
- next;
- mes .@n$;
- mes "First upgrade step requires ^8000801 Sapha Certification^000000. Do you want to proceed?";
- } else if (getd("EP13_"+.@re$+"_3") > 1) {
- mes .@n$;
- mes "You want to upgrade ^800080"+getitemname(.@Items_)+"^000000 again?";
- next;
- mes .@n$;
- mes "I see... the enchantments of the item winds up with are not what you desires..";
- mes "But don't worry about thats! Let's me remove all of your records and go to Jahbong to buy a new one.";
- close;
- } else if (getd("EP13_"+.@re$+"_2") > 1) {
- mes .@n$;
- mes "I'm preparing for the";
- mes "third step of upgrade.";
- mes "Once equipment is upgraded";
- mes "you cannot change the upgrade";
- mes "unless you destroy it first.";
- next;
- mes .@n$;
- mes "And this is the most important thing,";
- mes "the risk of equipment to break";
- mes "during the third upgrade step is high!";
- mes "And you need ^8000803 Sapha Certification^000000 for the procedure.";
- next;
- mes .@n$;
- mes "Please keep in mind that";
- mes "this is a delicate process of";
- mes "casting immense power to the equipment.";
- mes "Are you ready?";
- } else if (getd("EP13_"+.@re$+"_1") > 1) {
- mes .@n$;
- mes "I'm preparing for the";
- mes "second step of upgrade.";
- mes "Once equipment is upgraded";
- mes "you cannot change the upgrade";
- mes "unless you destroy it first.";
- next;
- mes .@n$;
- mes "Second upgrade step requires ^8000802 Sapha Certification^000000. Do you want to proceed?"; }
- next;
- if(select("Maybe next time.:I want to upgrade.")==1) {
- mes .@n$;
- mes "When you are ready,";
- mes "Please come back again.";
- close; }
- if (getd("EP13_"+.@re$+"_2") > 1)
- if (countitem(6304) < 3) {
- mes .@n$;
- mes "Third upgrade step requires ^8000803 Sapha Certification^000000.";
- mes "Come back here when you fulfill Sapha in your inventory.";
- close; }
- else if (getd("EP13_"+.@re$+"_1") > 1)
- if (countitem(6304) < 2) {
- mes .@n$;
- mes "Second upgrade step requires ^8000802 Sapha Certification^000000.";
- mes "Come back to me when you fulfill Sapha in your inventory.";
- close; }
- mes .@n$;
- mes "Then let's start.";
- close2;
- if (getd("EP13_"+.@re$+"_1") == 0) {
- setd "EP13_"+.@re$+"_1",rand(4760,4767);
- delitem .@Items_,1;
- specialeffect2 101;
- progressbar "ffff00",3;
- delitem 6304,1;
- getitem2 .@Items_,1,1,0,0,0,0,0,getd("EP13_"+.@re$+"_1");
- end;
- } else if (getd("EP13_"+.@re$+"_2") > 1) {
- if (.@re$ == "Brare") {
- set .@EnchantR,rand(1,3);
- if (.@EnchantR == 1) setd "EP13_"+.@re$+"_3",4711 + (rand(3) * 10);
- else if (.@EnchantR > 1 && .@EnchantR <= 3) setd "EP13_"+.@re$+"_3",4710 + (rand(3) * 10);
- } else {
- set .@EnchantR,rand(1,50);
- if (.@EnchantR > 25 && .@EnchantR <= 50) setd "EP13_"+.@re$+"_3",4710 + (rand(3) * 10);
- else if (.@EnchantR > 10 && .@EnchantR < 26) setd "EP13_"+.@re$+"_3",4711 + (rand(3) * 10);
- else if (.@EnchantR > 0 && .@EnchantR < 11) setd "EP13_"+.@re$+"_3",4712 + (rand(3) * 10); }
- delitem .@Items_,1;
- specialeffect2 101;
- progressbar "ffff00",3;
- delitem 6304,3;
- if (rand(0,ep13_yong1+99) < ep13_yong1+9)
- getitem2 .@Items_,1,1,0,0,0,getd("EP13_"+.@re$+"_3"),getd("EP13_"+.@re$+"_2"),getd("EP13_"+.@re$+"_1");
- else {
- npctalk "Oh no....!!!! What happened to the "+getitemname(.@Items_)+"!";
- setd "EP13_"+.@re$+"_1",0;
- setd "EP13_"+.@re$+"_2",0;
- setd "EP13_"+.@re$+"_3",0; }
- end;
- } else if (getd("EP13_"+.@re$+"_1") > 1) {
- delitem .@Items_,1;
- set .@EnchantR,rand(1,3);
- if (.@EnchantR == 1) setd "EP13_"+.@re$+"_2",4711 + (rand(3) * 10);
- else if (.@EnchantR > 1 && .@EnchantR <= 3) setd "EP13_"+.@re$+"_2",4710 + (rand(3) * 10);
- specialeffect2 101;
- progressbar "ffff00",3;
- delitem 6304,2;
- getitem2 .@Items_,1,1,0,0,0,0,getd("EP13_"+.@re$+"_2"),getd("EP13_"+.@re$+"_1");
- end; }
- }
-}
-
-dic_fild01,228,159,4 script Jahbong#pa0829 496,{
- mes "[Jahbong]";
- if (countitem(6304) < 1) {
- mes "You haven't received a Sapha Certification yet?";
- next;
- mes "[Jahbong]";
- mes "Come back to me once you have one. I'll give you something good in exchange.";
- close; }
- set .@cattalkj,rand(1,9);
- if (.@cattalkj == 1) mes "Don't touch my back! I might bite you unconsciously.";
- else if (.@cattalkj == 2) mes "Pub owner Shay carried something away to make something strange! Be careful!";
- else if (.@cattalkj == 3) mes "We cats can jump 5 times our size. Isn't it cool? But then, don't ask me to jump from here now.";
- else if (.@cattalkj == 4) mes "I have to be diligent with my grooming to maintain beautiful fur.";
- else if (.@cattalkj == 5) mes "I have to groom myself everyday to maintain shiny fluffy fur. But I don't have very nice fur in the first place. Very sad.";
- else if (.@cattalkj == 6) mes "You should receive a Sapha Certification with both paws as a sign of respect. No cat deserves a certification if they don't!";
- else if (.@cattalkj == 7) mes "I don't really talk that much! Ahat looks like... meow meow meooow... sorry.";
- else if (.@cattalkj == 8) mes "Meow~~~~~~~~~~";
- else mes "Yarn is a great way to calm a cat.";
- next;
- mes "[Jahbong]";
- mes "Why are you here?";
- mes "Jahbong will exchange ^8000801 Sapha Certification^000000 for ^8000801 item^000000!";
- next;
- switch(select("Just came to see what you have.:I want the Feral Boots!:Give me the Feral Tail!:Give me the Golden Bell!:How much to buy you?")) {
- case 1:
- mes "[Jahbong]";
- mes "Meow!";
- next;
- mes "[Jahbong]";
- mes "^8000801Feral Boots^000000 are shoes for your feet! Buy one and Jalapeno over there will refine it for you!";
- next;
- mes "[Jahbong]";
- mes "^8000801Feral Tail^000000 is pretty rough! Mancho over there can help you fix it!!";
- next;
- mes "[Jahbong]";
- mes "^8000801Golden Bell^000000 is an accessory. Brare spent 40 years making this! Or maybe 4 years! Oh well, come back when you need anything!";
- next;
- mes "[Jahbong]";
- mes "There are some crazy adventurers asking if they can purchase me! Jahbong is not for sale! I'll just bite you if you ask!!";
- close;
- case 2:
- mes "[Jahbong]";
- mes "Are you really buying something?!";
- next;
- if(select("Nope:Give me!!!")==1) {
- mes "[Jahbong]";
- mes "Okay!";
- close; }
- mes "[Jahbong]";
- mes "Here you go!";
- delitem 6304,1;
- getitem 2463,1;
- close;
- case 3:
- mes "[Jahbong]";
- mes "Are you really buying something?!";
- next;
- if(select("Nope:Give me!!!")==1) {
- mes "[Jahbong]";
- mes "Okay!";
- close; }
- mes "[Jahbong]";
- mes "Here you go!";
- delitem 6304,1;
- getitem 2564,1;
- close;
- case 4:
- mes "[Jahbong]";
- mes "Are you really buying something?!";
- next;
- if(select("Nope:Give me!!!")==1) {
- mes "[Jahbong]";
- mes "Okay!";
- close; }
- mes "[Jahbong]";
- mes "Here you go!";
- delitem 6304,1;
- getitem 2843,1;
- close;
- case 5:
- mes "[Jahbong]";
- mes "Meooooooooooow!!!!!!!!~~ Meooooooooow!!!!!";
- next;
- mes "- ^800080Jahbong goes wild^000000. -";
- next;
- mes "[Jahbong]";
- mes "I'm not an item!! I will not be merciful if you treat me like one!!";
- next;
- mes "- He may react extremely, but Jahbong doesn't seem to be really angry. -";
- close;
- }
-}
-
-dic_fild01,251,183,3 duplicate(Jalapeno#pa8027) Brare#pa0828 495
-dic_fild01,259,172,3 duplicate(Jalapeno#pa8027) Mancho#pa0829 495
-
-dic_in01,353,37,5 script Kareka#pa0829 460,{
- mes "[Kareka]";
- if (countitem(6304)) {
- if (EP13Enchant3 > 1) {
- mes "Do you want to upgrade the";
- mes "^800080Light of El Dicastes^000000 again?";
- next;
- mes "[Kareka]";
- mes "That will cost ^8000806 Sapha Certifications^000000 in order to retry.";
- mes "And note this, your current";
- mes "Light of El Dicastes will be destroyed along with all of it's enchantments.";
- next;
- mes "[Kareka]";
- mes "Are you sure you want to do this?";
- next;
- if(select("No, let me think about it.:Take my Light of El Dicastes.")==1) close;
- mes "[Kareka]";
- if (countitem(6304) < 6) {
- mes "You need to bring the Light of El Dicastes and 6 Sapha Certifications!";
- mes "Don't try to cheat me!";
- close; }
- mes "Ok, let's get this started.";
- mes "I'm going to remove all enchantments from your";
- mes "Light of El Dicastes.";
- mes "Haaap~~!";
- close2;
- specialeffect2 101;
- progressbar "ffff00",3;
- set EP13Enchant1,0;
- set EP13Enchant2,0;
- set EP13Enchant3,0;
- delitem 6304,6;
- delitem 2844,1;
- getitem 2844,1;
- end; }
- mes "You've come to awaken the";
- mes "^800080Light El Dicastes^000000' infinite strength. ";
- next;
- switch(select("Please explain.:I want to upgrade.")) {
- case 1:
- mes "[Kareka]";
- mes "I heard some craftsmen outside of the city can also cast spells on equipment.";
- next;
- mes "[Kareka]";
- mes "I'm the same but at least I don't destroy equipment.";
- next;
- mes "[Kareka]";
- mes "If you bring Sapha Certifications, I will cast spells from 1 to 3 steps to your ^800080Light of El Dicastes^000000.";
- next;
- mes "[Kareka]";
- mes "The random enchantment added on the first secret slot is to increase Atk +2% or +3%, Cri +5 or +7, Matk+1% or +2%, or Flee +6 or +12.";
- next;
- mes "[Kareka]";
- mes "The random enchantment added on the second secret slot is to increase Agi, Dex, or Int up to +2.";
- next;
- mes "[Kareka]";
- mes "And the final random enchantment added is to increase Agi, Dex, or Int up to +2.";
- next;
- mes "[Kareka]";
- mes "But of course, since this is adding spells on top of its original magic, I cannot guarantee that you will get what you want on one try.";
- close;
- case 2:
- if (isequipped(2844) == 1 || countitem(2844) < 1) {
- mes "[Kareka]";
- mes "You can't be wearing the Light of El Dicastes while I upgrade it.";
- close; }
- mes "[Kareka]";
- if (EP13Enchant1 == 0) {
- mes "I'm preparing for the";
- mes "first step of upgrade.";
- mes "Once equipment is upgraded";
- mes "you cannot change the upgrade";
- mes "unless you destroy it first.";
- next;
- mes "[Kareka]";
- mes "First upgrade step requires";
- mes "^8000801 Sapha Certification^000000.";
- mes "Do you want to proceed?";
- } else if (EP13Enchant2 > 1) {
- mes "I'm preparing for the";
- mes "third step of upgrade.";
- mes "Once equipment is upgraded";
- mes "unless you destroy it first.";
- next;
- mes "[Kareka]";
- mes "You won't have to worry of this Light of El Dicastes getting broken from casting additional magical spells to it. I think so.";
- next;
- mes "[Kareka]";
- mes "Third upgrade step requires 3 Sapha Certification. Do you want to proceed?";
- } else if (EP13Enchant1 > 1) {
- mes "I'm preparing for the";
- mes "second step of upgrade.";
- mes "Once equipment is upgraded";
- mes "you cannot change the upgrade";
- mes "unless you destroy it first.";
- next;
- mes "[Kareka]";
- mes "Second upgrade step requires 2 Sapha Certifications. Do you want to proceed?"; }
- next;
- if(select("Maybe next time.:I want to upgrade.")==1) {
- mes "[Kareka]";
- mes "When you are ready,";
- mes "Please come back again";
- close; }
- mes "[Kareka]";
- if (EP13Enchant2 > 1 && countitem(6304) < 3) {
- mes "Sorry, but you need to know... your Sapha is not enough to do third stage, please come back again.";
- close; }
- else if ((EP13Enchant1 > 1 && countitem(6304) < 2) || (EP13Enchant1 == 0 && countitem(6304) < 1)) {
- mes "Please come back here when you collect enough Sapha.";
- close; }
- mes "Then let's start.";
- close2;
- if (EP13Enchant1 == 0) {
- set EP13Enchant1,rand(4760,4767);
- specialeffect2 101;
- delitem 6304,1;
- progressbar "ffff00",3;
- delitem 2844,1;
- getitem2 2844,1,1,0,0,0,0,0,EP13Enchant1;
- end;
- } else if (EP13Enchant2 > 1) {
- set .@EnchantR,rand(1,3);
- if (.@EnchantR == 1) set EP13Enchant1,4711 + (rand(3) * 10);
- else if (.@EnchantR > 1 && .@EnchantR <= 3) set EP13Enchant1,4710 + (rand(3) * 10);
- specialeffect2 101;
- delitem 6304,3;
- progressbar "ffff00",3;
- delitem 2844,1;
- getitem2 2844,1,1,0,0,0,EP13Enchant3,EP13Enchant2,EP13Enchant1;
- end;
- } else if (EP13Enchant1 > 1) {
- set .@EnchantR,rand(1,3);
- if (.@EnchantR == 1) set EP13Enchant2,4711 + (rand(3) * 10);
- else if (.@EnchantR > 1 && .@EnchantR <= 3) set EP13Enchant2,4710 + (rand(3) * 10);
- specialeffect2 101;
- delitem 6304,2;
- progressbar "ffff00",3;
- delitem 2844,1;
- getitem2 2844,1,1,0,0,0,0,EP13Enchant2,EP13Enchant1;
- end; }
- }
- }
- mes "The Sapha Certifications that you collect by helping throughout the city has other uses besides meeting the minister.";
- next;
- mes "[Kareka]";
- mes "If you come across an Sapha Certification, please come back to me.";
- next;
- mes "[Kareka]";
- mes "I can cast an additional spell to your ^800080Light of El Dicastes^000000 accessory.";
- close;
-} \ No newline at end of file
diff --git a/npc/quests/quests_ein.txt b/npc/quests/quests_ein.txt
deleted file mode 100644
index 0e2e0fa8f..000000000
--- a/npc/quests/quests_ein.txt
+++ /dev/null
@@ -1,7347 +0,0 @@
-//===== rAthena Script =======================================
-//= Quest NPCs related to Einbroch and Einbech
-//===== By: ==================================================
-//= Evera and The rAthena Dev Team
-//===== Current Version: =====================================
-//= 2.5
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis conversion]
-//= Oridecon/Mineral Quest
-//= - Variable in use: ein_gear1 (max 2)
-//= - Variable in use: $ein_amano (max 60)
-//= Uwe Kliene Quest
-//= - Variable in use: ein_cook (max ???)
-//= Factory Quest
-//= - Variable in use: EinFactory (max 16)
-//= - Variable in use: $EinPolution (max 10)
-//= Murder Quest
-//= - Variable in use: Shinokas_Quest (max 11)
-//= Lovers Quest
-//= - Variable in use: EIN_LOVERQ (max 17)
-//===== Additional Comments: =================================
-//= 1.0 Initial Release [Evera]
-//= 1.1 Added more quests [Evera]
-//= 1.2 Added quest bits from Einbech and renamed file to
-//= quests_ein.txt [Evera]
-//= 1.3 Implemented the polution quest. [MasterOfMuppets]
-//= 1.4.1 Massive bugfix. Fixed Pollution exploit [Lupus]
-//= 1.4.2 Fixed Khowropher bug [Lupus]
-//= 1.5 Fixed double levelup bug [Lupus]
-//= 1.5.1 Fixed exploit [KarLaeda]
-//= 1.5.2 Updated Shino Quest to leave no grabage vars [Lupus]
-//= 1.5.3 Fixed some typos regarding Schwartzvalt Trilogy [SinSloth]
-//= 1.6 Updated Laboratory Entrance regarding Heart Fragment quest. [SinSloth]
-//= 1.7 Changed the laboratory entrance checking to prevent players
-//= from being stuck in the quest. [SinSloth]
-//= 1.8 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
-//= 1.9 Fixed a bug with Einbroch Pollution quest. [SinSloth]
-//= 2.0 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
-//= 2.1 Fixed typo in disable/enable npc's (bugreport:2027) [Yommy]
-//= 2.2 Overall update to the structure of the scripts. [L0ne_W0lf]
-//= Swapped the use of enable/disablenpc with hideon/offnpc.
-//= Added missing quest, "Oridecon/Mineral Quest"
-//= Full overhual of the Uwe Kleine quest.
-//= 2.2a Fixed typos in var names from EIN_LOVERQRQ to EIN_LOVERQ. (bugreport:2464) [Paradox924X]
-//= 2.3 Removed occurance of PcName. [L0ne_W0lf]
-//= 2.4 Added missing remove cutin. [Kisuka]
-//= 2.5 Added quest log entries for:
-//= - Factory Quest
-//= - Murder Quest
-//============================================================
-
-// Oridecon Stone OR Mineral Stone Quest
-//============================================================
-einbech,97,167,5 script Cavitar 847,{
- if (ein_gear1 == 2){
- mes "[Cavitar]";
- mes "It's been a long";
- mes "time, my friend. With";
- mes "your help, my wife has";
- mes "gotten much better.";
- next;
- mes "[Cavitar]";
- mes "Once again, I want to";
- mes "thank you for what you've";
- mes "done for me. Please drop";
- mes "by anytime whenever you";
- mes "come visit my town.";
- close;
- }
- else if(ein_gear1 == 1){
- mes "[Cavitar]";
- mes "Oh, welcome.";
- mes "So did you bring";
- mes "everything that";
- mes "I've asked you?";
- next;
- switch(select("Yes.:No, not yet.")) {
- case 1:
- if ((countitem(1011) > 9) && (countitem(1003) > 2) && (countitem(912) > 9) && (countitem(7126) > 39)) {
- mes "[Cavitar]";
- mes "Let me check the items";
- mes "that you brought before";
- mes "I give you an Oridecon.";
- next;
- if (checkweight(618,1)) {
- mes "[Cavitar]";
- mes "Good, you brought";
- mes "everything! Now let me";
- mes "give you this Oridecon.";
- mes "I'm sorry that I can't offer";
- mes "you much more than this.";
- next;
- mes "[Cavitar]";
- mes "Alright then,";
- mes "adventurer. I hope";
- mes "you travel in safety.";
- delitem 1003,3; //Coal
- delitem 7126,40; //Large_Jellopy
- delitem 1011,10; //Emveretarcon
- delitem 912,10; //Zargon
- set ein_gear1,0;
- getitem 615,1; // Oridecon
- close;
- }
- else {
- mes "[Cavitar]";
- mes "Hmmm, it seems you're";
- mes "carrying too many things";
- mes "with you. Shouldn't you";
- mes "store some of your items";
- mes "in Kafra Storage first?";
- close;
- }
- }
- else {
- mes "[Cavitar]";
- mes "Hm...?";
- mes "You're missing some";
- mes "things. Let me tell you";
- mes "what you need to bring";
- mes "once again so that I can";
- mes "give you 1 Oridecon.";
- next;
- mes "[Cavitar]";
- mes "40 Large Jellopy,";
- mes "10 Emveretarcon,";
- mes "3 Coal and";
- mes "10 Zargon.";
- mes "Please don't";
- mes "forget this.";
- close;
- }
- case 2:
- mes "[Cavitar]";
- mes "Oh, alright.";
- mes "Let me remind";
- mes "you of what you";
- mes "need to trade for";
- mes "1 Oridecon in";
- mes "case you've forgotten.";
- next;
- mes "[Cavitar]";
- mes "40 Large Jellopy,";
- mes "10 Emveretarcon,";
- mes "3 Coal and";
- mes "10 Zargon.";
- mes "Come back";
- mes "whenever you're ready.";
- close;
- }
- }
- else {
- if (BaseLevel < 40){
- mes "[Cavitar]";
- mes "Recently, we've had some";
- mes "tunnel cave-ins which resulted";
- mes "in miner casualties. We're having";
- mes "a harder time working in the";
- mes "mines now that we're even";
- mes "lower on manpower.";
- next;
- mes "[Cavitar]";
- mes "What's really suspicious";
- mes "is that it seems something";
- mes "has been making the tunnels";
- mes "collapse on purpose. Some of";
- mes "us believe it's because we've";
- mes "angered the master of the cave.";
- next;
- mes "[Cavitar]";
- mes "The tunnel accident";
- mes "is still fresh in my mind.";
- mes "It seems that there are";
- mes "more ^FF0000Cave Master^000000 sightings";
- mes "when the tunnels started";
- mes "to inexplicably collapse.";
- next;
- mes "[Cavitar]";
- mes "I was off duty when";
- mes "the accident happened.";
- mes "Still, I hear the only survivor";
- mes "went crazy and disappeared";
- mes "somewhere. The poor bastard...";
- close;
- }
- else {
- if (Zeny < 1000){
- mes "[Cavitar]";
- mes "You're...";
- mes "You're just as";
- mes "bad off as I am!";
- mes "I feel so sorry for you";
- mes "that I'd give you some";
- mes "zeny if I could spare it...";
- close;
- }
- else {
- mes "[Cavitar]";
- mes "Hmm...?";
- mes "I'm sorry, but";
- mes "I don't think I have";
- mes "the luxury of chatting";
- mes "at the moment.";
- next;
- mes "[Cavitar]";
- mes "My wife was seriously";
- mes "injured when she was";
- mes "working with me in the";
- mes "mine when it collapsed.";
- mes "It's agonizing, wondering";
- mes "if she'll be okay or not.";
- next;
- mes "[Cavitar]";
- mes "Luckily no one";
- mes "was killed, but my";
- mes "wife is... ^333333*S-Sob*^000000";
- mes "I'm sorry, but I need";
- mes "to be alone right now...";
- next;
- switch(select("I can help you.:Okay...:An accident?")) {
- case 1:
- mes "[Cavitar]";
- mes "Are you serious?!";
- mes "Thank you, thank you so much!";
- mes "A-as you can see, I'm not doing";
- mes "so well financially. But I've got to get my wife to a hospital.";
- next;
- mes "[Cavitar]";
- mes "And since I've got to";
- mes "take of her myself,";
- mes "I haven't been able to work.";
- mes "I don't know what I should do.";
- next;
- select("Then how can I help?");
- mes "[Cavitar]";
- mes "Well, to be frank,";
- mes "I'm in dire need of zeny.";
- mes "It costs 1,000 zeny to cover";
- mes "her medical expenses and";
- mes "food for just one day.";
- next;
- switch(select("Help Him.:Quit.")) {
- case 1:
- if (checkweight(908,10) == 0) {
- mes "[Cavitar]";
- mes "Hmmm, it seems you're";
- mes "carrying too many things";
- mes "with you. Shouldn't you";
- mes "store some of your items";
- mes "in Kafra Storage first?";
- close;
- }
- else {
- mes "[Cavitar]";
- mes "Oh...!";
- mes "Thank you, you";
- mes "can't imagine how";
- mes "grateful I am! I never";
- mes "believed that I'd meet";
- mes "someone as kind as you.";
- next;
- if ($ein_amano == 60) {
- if (rand(1,3) == 1) {
- mes "[Cavitar]";
- mes "Other adventurers have";
- mes "also been helping me, so";
- mes "with all of your help, my wife";
- mes "has been getting better.";
- next;
- mes "[Cavitar]";
- mes "I would like to give";
- mes "you a small present";
- mes "as a token of my gratitute.";
- mes "If you would, please take this.";
- set Zeny,Zeny-1000;
- set ein_gear1,2;
- switch(rand(1,7)) {
- case 1:
- getitem 7290,1; // Phlogopite
- break;
- case 2:
- getitem 7291,1; // Agate
- break;
- case 3:
- getitem 7293,1; // Rose_Quartz
- break;
- case 4:
- getitem 7294,1; // Turquoise
- break;
- case 5:
- getitem 7295,1; // Citrine
- break;
- case 6:
- getitem 7296,1; // Pyroxene
- break;
- case 7:
- getitem 7289,1; // Olivine
- }
- next;
- mes "[Cavitar]";
- mes "I've been keeping these";
- mes "kinds of metals since I was";
- mes "sure they'd be more useful";
- mes "to someone other than me.";
- mes "Hopefully, you'll find this ore";
- mes "useful in one way or another.";
- close;
- }
- else {
- mes "[Cavitar]";
- mes "If I were still";
- mes "working, I'd try my";
- mes "best to pay you back.";
- mes "But my current situation";
- mes "doesn't really allow it...";
- next;
- mes "[Cavitar]";
- mes "Still, I'd be happy";
- mes "to trade you 1 Oridecon";
- mes "if you can bring me some";
- mes "items. How does that sound?";
- next;
- mes "[Cavitar]";
- mes "Would you bring me";
- mes "40 Large Jellopy,";
- mes "10 Emveretarcon,";
- mes "3 Coal and";
- mes "10 Zargon?";
- next;
- switch(select("Sure~!:No, thanks.")) {
- case 1:
- set Zeny,Zeny-1000;
- set ein_gear1,1;
- mes "[Cavitar]";
- mes "Great...!";
- mes "Now I need to go";
- mes "take care of my wife.";
- mes "Come back when you";
- mes "gather everything I've";
- mes "asked you to bring.";
- close;
- case 2:
- mes "[Cavitar]";
- mes "I see.";
- mes "Well, I understand";
- mes "that adventurers don't";
- mes "stay in one place for";
- mes "very long. Once again,";
- mes "thank you for your help.";
- next;
- mes "[Cavitar]";
- mes "But please take";
- mes "this small gift";
- mes "as a token of";
- mes "my gratitude.";
- set Zeny,Zeny-1000;
- getitem 1010,1; // Phracon
- close;
- }
- }
- }
- else {
- mes "[Cavitar]";
- mes "If I were still";
- mes "working, I'd try my";
- mes "best to pay you back.";
- mes "But my current situation";
- mes "doesn't really allow it...";
- next;
- mes "[Cavitar]";
- mes "Still, I'd be happy";
- mes "to trade you 1 Oridecon";
- mes "if you can bring me some";
- mes "items. How does that sound?";
- next;
- mes "[Cavitar]";
- mes "Would you bring me";
- mes "40 Large Jellopy,";
- mes "10 Emveretarcon,";
- mes "3 Coal and";
- mes "10 Zargon?";
- next;
- switch(select("Sure~!:No, thanks.")) {
- case 1:
- set Zeny,Zeny-1000;
- set $einamanoama,$einamanoama + 1;
- set ein_gear1,1;
- mes "[Cavitar]";
- mes "Great...!";
- mes "Now I need to go";
- mes "take care of my wife.";
- mes "Come back when you";
- mes "gather everything I've";
- mes "asked you to bring.";
- close;
- case 2:
- mes "[Cavitar]";
- mes "I see.";
- mes "Well, I understand";
- mes "that adventurers don't";
- mes "stay in one place for";
- mes "very long. Once again,";
- mes "thank you for your help.";
- next;
- mes "[Cavitar]";
- mes "But please take";
- mes "this small gift";
- mes "as a token of";
- mes "my gratitude.";
- set Zeny,Zeny-1000;
- getitem 1010,1; // Phracon
- close;
- }
- }
- }
- case 2:
- mes "[Cavitar]";
- mes "I understand.";
- mes "I'm sorry that I've";
- mes "asked so much of you.";
- mes "But please understand";
- mes "that I'm desperate...";
- close;
- }
- case 2:
- mes "[Cavitar]";
- mes "You're...";
- mes "You're heartless!";
- mes "^666666*Sob...*^000000";
- mes "Can't you see that I'm";
- mes "poor and need help?!";
- close;
- case 3:
- mes "[Cavitar]";
- mes "Recently, we've had some";
- mes "tunnel cave-ins which resulted";
- mes "in miner casualties. We're having";
- mes "a harder time working in the";
- mes "mines now that we're even";
- mes "lower on manpower.";
- next;
- mes "[Cavitar]";
- mes "What's really suspicious";
- mes "is that it seems something";
- mes "has been making the tunnels";
- mes "collapse on purpose. Some of";
- mes "us believe it's because we've";
- mes "angered the master of the cave.";
- next;
- mes "[Cavitar]";
- mes "The tunnel accident";
- mes "is still fresh in my mind.";
- mes "It seems that there are";
- mes "more ^FF0000Cave Master^000000 sightings";
- mes "when the tunnels started";
- mes "to inexplicably collapse.";
- next;
- mes "[Cavitar]";
- mes "I was off duty when";
- mes "the accident happened.";
- mes "Still, I hear the only survivor";
- mes "went crazy and disappeared";
- mes "somewhere. The poor bastard...";
- close;
- }
- }
- }
- }
-}
-
-// Uwe Kleine
-//============================================================
-einbroch,215,180,6 script Uwe Kleine#ein 85,{
- set EinUwe,0;
- if (BaseClass == Job_Blacksmith) {
- if (ein_cook > 999) {
- set .@ccc,ein_cook-1000;
- if (.@ccc > 199) {
- mes "[Uwe]";
- mes "Oh hello hello~";
- mes "It's been a long";
- mes "time since we've talked,";
- mes "you cutie adventurer~";
- next;
- switch(select("So... You're a chef.:Yes, I tried my best.")) {
- case 1:
- mes "["+ strcharinfo(0) +"]";
- mes "So...";
- mes "You're a chef.";
- next;
- mes "[Uwe]";
- mes "That's right, it's";
- mes "what I do for business.";
- mes "Now, as for what I do for";
- mes "^EEA9B8pleasure^000000, well, please don't";
- mes "hesitate to ask, sugar honey~ ";
- next;
- break;
- case 2:
- mes "[Uwe]";
- mes "Only continuous effort will lead you to success. I guess that means you've learned your lesson, sugar honey~";
- next;
- break;
- }
- if (checkweight(908,200) == 0) {
- mes "[Uwe]";
- mes "Oh, I was going to give";
- mes "you a little something,";
- mes "but you've carrying too";
- mes "many things. Why don't";
- mes "you put some of it away";
- mes "in your Kafra Storage?";
- close;
- }
- set ein_cook,219;
- getitem 612,10; //Portable_Furnace
- mes "[Uwe]";
- mes "I had these lying";
- mes "around, so why don't";
- mes "you take them, sugar";
- mes "honey? They're not very";
- mes "pricey, but they're useful";
- mes "in doing some smithing.";
- next;
- mes "[Uwe]";
- mes "Alright then~";
- mes "Hope you enjoy";
- mes "your Mini Furances";
- switch(rand(1,3)) {
- case 1: mes "...Ho ho~"; close;
- case 2: mes "...*Tee Hee~*"; close;
- case 3: mes "...Behbie~"; close;
- }
- }
- else if (.@ccc > 99) {
- mes "[Uwe]";
- mes "Oh hello hello~";
- mes "It's been a long";
- mes "time since we've talked,";
- mes "you cutie adventurer~";
- next;
- mes "[Uwe]";
- mes "So, sugar honey,";
- mes "how is it going with";
- mes "the little favor I asked";
- mes "you about last time?";
- mes "Did you already forget";
- mes "the 6 Large Jellopy?";
- next;
- switch(select("There you go.:I want to quit.:Can I do it later?")) {
- case 1:
- if (countitem(7126) > 5) {
- if (checkweight(908,199) == 0) {
- mes "[Uwe]";
- mes "Oh, I was going to give";
- mes "you a little something,";
- mes "but you've carrying too";
- mes "many things. Why don't";
- mes "you put some of it away";
- mes "in your Kafra Storage?";
- close;
- }
- mes "[Uwe]";
- mes "Thank you ^EEA9B8so^000000 much!";
- mes "Here's the Coal I promised~";
- mes "Oh, and take these Mini Furnaces. They were just lying around, so you know, I thought, well, why don't you take them? *Tee hee hee~*";
- delitem 7126,6; //Large_Jellopy
- set ein_cook,219;
- getitem 1003,1; //Coal
- getitem 612,10; //Portable_Furnace
- next;
- mes "[Uwe]";
- mes "I hope you enjoy!";
- mes "Personally, I think the";
- mes "best part of smithing";
- mes "is standing over the flaming";
- mes "heat and getting all ^EEA9B8hot and";
- mes "sweaty^000000. Ooh, how exciting~!";
- close;
- }
- else if (countitem(7126) > 0) {
- mes "[Uwe]";
- mes "Ooh, you're missing";
- mes "some. I guess you can";
- mes "still give them to me, but";
- mes "you'd get less of a reward";
- if (Sex) {
- mes "...you ^EEA9B8naughty boy^000000.";
- }
- else {
- mes "...you ^EEA9B8naughty girl^000000.";
- }
- switch(select("Give him all.:Cancel.")) {
- case 1:
- if (checkweight(1201,1) == 0) {
- mes "[Uwe]";
- mes "Oh, I was going to give";
- mes "you a little something,";
- mes "but you've carrying too";
- mes "many things. Why don't";
- mes "you put some of it away";
- mes "in your Kafra Storage?";
- close;
- }
- mes "[Uwe]";
- mes "Just kidding~";
- mes "Don't be so nervous, I don't really need those anymore. But since I know you're hard working, I'll throw in a little something extra...";
- next;
- if (checkweight(908,220) == 0) {
- mes "[Uwe]";
- mes "Oh, I was going to give";
- mes "you a little something,";
- mes "but you've carrying too";
- mes "many things. Why don't";
- mes "you put some of it away";
- mes "in your Kafra Storage?";
- close;
- }
- mes "[Uwe]";
- if (Class == Job_Whitesmith) {
- mes "I usually give you cutie MasterSmiths 10 Mini Furnaces, but you can have ^EEA9B811^000000. There's the little something extra I was talking about.";
- }
- else {
- mes "I usually give you cutie Blacksmiths 10 Mini Furnaces, but you can have ^EEA9B811^000000. There's the little something extra I was talking about.";
- }
- set ein_cook,219;
- getitem 612,11; //Portable_Furnace
- next;
- mes "[Uwe]";
- mes "I know it's not very extravagant, but these will come in handy next time you're smithing. So make the best use of them, 'kay?";
- close;
- case 2:
- if (checkweight(1201,1) == 0) {
- mes "[Uwe]";
- mes "Oh, I was going to give";
- mes "you a little something,";
- mes "but you've carrying too";
- mes "many things. Why don't";
- mes "you put some of it away";
- mes "in your Kafra Storage?";
- close;
- }
- mes "[Uwe]";
- mes "Well... Then... Anyway,";
- mes "Congratulation to became";
- if (Class == Job_Whitesmith) {
- mes "a Master Smith!!";
- }
- else {
- mes "a Black Smith!!";
- }
- mes "This is my present for it.";
- if (Sex) {
- mes "...you ^EEA9B8naughty boy^000000.";
- }
- else {
- mes "...you ^EEA9B8naughty girl^000000.";
- }
- break;
- }
- if (checkweight(908,100) == 0) {
- next;
- mes "Oh, I was going to give";
- mes "you a little something,";
- mes "but you've carrying too";
- mes "many things. Why don't";
- mes "you put some of it away";
- mes "in your Kafra Storage?";
- close;
- }
- set ein_cook,219;
- getitem 612,5; //Portable_Furnace
- next;
- mes "[Uwe]";
- mes "I know it's not very extravagant, but these will come in handy next time you're smithing. So make the best use of them, 'kay?";
- close;
- }
- else {
- mes "[Uwe]";
- mes "^666666You didn't bring";
- mes "any Large Jellopy...?^000000.";
- set ein_cook,219;
- next;
- mes "[Uwe]";
- mes "It's fine! It's not like I feel ^EEA9B8betrayed^000000 or anything, but I don't need them anymore! Since we're both in the business of smithing, I just hope that you remember to follow through on your favors, 'kay? Buhbye~";
- close;
- }
- case 2:
- if (checkweight(908,200) == 0) {
- mes "[Uwe]";
- mes "Oh, I was going to give";
- mes "you a little something,";
- mes "but you've carrying too";
- mes "many things. Why don't";
- mes "you put some of it away";
- mes "in your Kafra Storage?";
- close;
- }
- mes "[Uwe]";
- mes "Quit...?";
- mes "Oh well, at least you're honest. But let me give you a little something, since we're both fellow smiths.";
- next;
- mes "[Uwe]";
- mes "Still...";
- mes "That doesn't change";
- mes "the fact that you've";
- mes "been very, very bad.";
- if (Sex) {
- mes "...You ^EEA9B8naughty boy^000000.";
- }
- else {
- mes "...You ^EEA9B8naughty girl^000000.";
- }
- set ein_cook,219;
- getitem 612,10; //Portable_Furnace
- next;
- mes "[Uwe]";
- mes "I know it's not very extravagant, but these will come in handy next time you're smithing. So make the best use of them, 'kay?";
- close;
- case 3:
- mes "[Uwe]";
- mes "Oooh, you came back later than I thought, so I don't need really need them anymore. Then again, just holding onto them doesn't sound right either...";
- next;
- switch(select("Here you go~:I want to quit.")) {
- case 1:
- if (checkweight(908,199) == 0) {
- mes "[Uwe]";
- mes "Oh, I was going to give";
- mes "you a little something,";
- mes "but you've carrying too";
- mes "many things. Why don't";
- mes "you put some of it away";
- mes "in your Kafra Storage?";
- close;
- }
- if (countitem(7126) > 5) {
- mes "[Uwe]";
- mes "Thank you ^EEA9B8so^000000 much!";
- mes "Here's the Coal I promised~";
- mes "Oh, and take these Mini Furnaces. They were just lying around, so you know, I thought, well, why don't you take them? *Tee hee hee~*";
- delitem 7126,6; //Large_Jellopy
- set ein_cook,219;
- getitem 1003,1; //Coal
- getitem 612,10; //Portable_Furnace
- close;
- }
- else if (countitem(7126) > 0) {
- mes "[Uwe]";
- mes "Ooh, you're missing";
- mes "some. I guess you can";
- mes "still give them to me, but";
- mes "you'd get less of a reward";
- if (Sex) {
- mes "...You ^EEA9B8naughty boy^000000.";
- }
- else {
- mes "...You ^EEA9B8naughty girl^000000.";
- }
- switch(select("Give them all.:Cancel.")) {
- case 1:
- if (checkweight(908,220) == 0) {
- mes "[Uwe]";
- mes "Oh, I was going to give";
- mes "you a little something,";
- mes "but you've carrying too";
- mes "many things. Why don't";
- mes "you put some of it away";
- mes "in your Kafra Storage?";
- close;
- }
- mes "[Uwe]";
- mes "Just kidding~";
- mes "Don't be so nervous, I don't really need those anymore. But since I know you're hard working, I'll throw in a little something extra...";
- next;
- mes "[Uwe]";
- if (Class == Job_Whitesmith) {
- mes "I usually give you cutie MasterSmiths 10 Mini Furnaces, but you can have ^EEA9B811^000000. There's the little something extra I was talking about.";
- }
- else {
- mes "I usually give you cutie Blacksmiths 10 Mini Furnaces, but you can have ^EEA9B811^000000. There's the little something extra I was talking about.";
- }
- set ein_cook,219;
- getitem 612,11; //Portable_Furnace
- next;
- mes "[Uwe]";
- mes "I know it's not very extravagant, but these will come in handy next time you're smithing. So make the best use of them, 'kay?";
- close;
- case 2:
- if (checkweight(908,200) == 0) {
- mes "[Uwe]";
- mes "Oh, I was going to give";
- mes "you a little something,";
- mes "but you've carrying too";
- mes "many things. Why don't";
- mes "you put some of it away";
- mes "in your Kafra Storage?";
- close;
- }
- mes "[Uwe]";
- mes "Okay.";
- mes "Anyway~!";
- mes "When you do get all";
- mes "that Large Jellopy,";
- mes "just come back to me.";
- if (Sex) {
- mes "...you ^EEA9B8naughty boy^000000.";
- }
- else {
- mes "...you ^EEA9B8naughty girl^000000.";
- }
- set ein_cook,219;
- getitem 612,10; //Portable_Furnace
- next;
- mes "[Uwe]";
- mes "This Portable Furnace is not expensive";
- mes "but very important item for smiths, right?";
- mes "Use it!";
- mes "And visit me someday again. Huhuhu..";
- close;
- }
- }
- else {
- mes "[Uwe]";
- mes "^666666You didn't bring";
- mes "any Large Jellopy...?^000000.";
- set ein_cook,219;
- next;
- mes "[Uwe]";
- mes "It's fine! It's not like I feel ^EEA9B8betrayed^000000 or anything, but I don't need them anymore! Since we're both in the business of smithing, I just hope that you remember to follow through on your favors, 'kay? Buhbye~";
- close;
- }
- case 2:
- if (checkweight(908,200) == 0) {
- mes "[Uwe]";
- mes "Oh, I was going to give";
- mes "you a little something,";
- mes "but you've carrying too";
- mes "many things. Why don't";
- mes "you put some of it away";
- mes "in your Kafra Storage?";
- close;
- }
- mes "[Uwe]";
- mes "Well... Then... Anyway,";
- mes "Congratulation to became";
- if (Class == Job_Whitesmith) {
- mes "a Master Smith!!";
- mes "This is my present for it. Huhuhu.";
- }
- else {
- mes "a Black Smith!!";
- mes "This is my present for it. Huhuhu.";
- if (Sex) {
- mes "...You ^EEA9B8naughty boy^000000.";
- }
- else {
- mes "...You ^EEA9B8naughty girl^000000.";
- }
- }
- set ein_cook,219;
- getitem 612,10; //Portable_Furnace
- next;
- mes "[Uwe]";
- mes "I know it's not very extravagant, but these will come in handy next time you're smithing. So make the best use of them, 'kay?";
- close;
- }
- }
- }
- }
- if (ein_cook == 0) {
- mes "[Uwe]";
- mes "Cooking is such a joy~!";
- mes "The scents, the flavors, the sensation of sheer ^EEA9B8satiation^000000...";
- next;
- switch(select("Um, isn't this a forge?:Ignore him.")) {
- case 1:
- mes "[Uwe]";
- mes "Is this a forge?";
- mes "Oh, sugar honey,";
- mes "you haven't been here";
- mes "before, haven't you?";
- next;
- mes "[Uwe]";
- mes "My name is Uwe Kleine";
- mes "and this is my forge~! I am";
- mes "the most elegant Blacksmith";
- mes "and the best chef here in the";
- mes "Schwaltzvalt Republic~";
- next;
- mes "[Uwe]";
- mes "Cooking is probably one";
- mes "of the greatest pleasures";
- mes "a craftsman can enjoy. Ooh,";
- mes "what do you think is the most";
- mes "important factor in cooking,";
- if (Sex) {
- mes "you ^EEA9B8naughty little man^000000?";
- }
- else {
- mes "you ^EEA9B8naughty, naughty girl^000000?";
- }
- next;
- switch(select("Heart.:Ingredients.:Skills.:Tools.")) {
- case 1:
- mes "[Uwe]";
- mes "...";
- mes "......";
- mes "......Heart?";
- next;
- mes "[Uwe]";
- mes "Na-na-na-na-noooo~";
- mes "If a heart was all you";
- mes "needed to cook or forge,";
- mes "then anyone can make and";
- mes "upgrade a Claymore, right?";
- next;
- mes "[Uwe]";
- mes "What you really need";
- mes "when cooking and forging";
- mes "is ^EEA9B8desire^000000. The burning desire";
- mes "and passion to make something";
- mes "great! If that was what you meant, then you are absolutely right!";
- next;
- mes "[Uwe]";
- mes "But any other meaning";
- mes "to that answer would have";
- mes "been absolutely wrooooong.";
- next;
- mes "[Uwe]";
- mes "Oooh, I just received";
- mes "some Emvertarcons today,";
- mes "so please have one, 'kay?";
- mes "Welcome to Einbroch, cutie~";
- set ein_cook,1;
- getitem 1011,1; //Emveretarcon
- break;
- case 2:
- mes "[Uwe]";
- mes "...";
- mes "......";
- mes "......Ingredients?";
- next;
- mes "[Uwe]";
- mes "Na-na-na-na-noooo~";
- mes "People always blame their";
- mes "ingredients when something";
- mes "goes wrong! It's those people";
- mes "who just embarrass themselves~ ";
- next;
- mes "[Uwe]";
- mes "Now, if you have the pride to only use the very best ingredients you can find, then that's fine. But the quality of whatever you make can't depend on the ingredients alone.";
- next;
- mes "[Uwe]";
- mes "Speaking of ingredients,";
- mes "someone just gave me some";
- mes "Steel. Why don't you have 2 of";
- mes "them as my little way of saying, ''Welcome to Einbroch, cutie~!''";
- set ein_cook,3;
- getitem 998,2; //Iron
- break;
- case 3:
- mes "[Uwe]";
- mes "...";
- mes "......";
- mes "......Skills?";
- next;
- mes "[Uwe]";
- mes "Well, skill alone isn't";
- mes "enough to make something";
- mes "great. You also need to put in";
- mes "the effort. You can't complain";
- mes "about not having enough skill";
- mes "when you slack off, right?";
- next;
- mes "[Uwe]";
- mes "You always need to invest";
- mes "time and effort to make your";
- mes "crafts stand out. Now, if you";
- mes "meet someone whose skill";
- mes "makes yours seem pathetic, driving you to improve yourself...";
- next;
- mes "[Uwe]";
- mes "Then by all means,";
- mes "feel free to follow";
- mes "your drive and improve";
- mes "your skills! Just don't";
- mes "fall back on your lack";
- mes "of skills as any excuse.";
- next;
- mes "[Uwe]";
- mes "Oooh, I just received";
- mes "some Emvertarcons today,";
- mes "so please have one, 'kay?";
- mes "Welcome to Einbroch, cutie~";
- set ein_cook,5;
- getitem 1011,1; //Emveretarcon
- break;
- case 4:
- mes "[Uwe]";
- mes "...";
- mes "......";
- mes "......Tools?";
- next;
- mes "[Uwe]";
- mes "Well, not just anyone can";
- mes "bake delicious cakes, even";
- mes "if they had the best oven in";
- mes "in the Schwaltzvalt Republic.";
- mes "And a child with all the tools";
- mes "couldn't put a sword together.";
- next;
- mes "[Uwe]";
- mes "Tools are helpful, but";
- mes "master craftsmen never blame";
- mes "their tools for their mistakes.";
- next;
- mes "[Uwe]";
- mes "Oh, and speaking of";
- mes "tools, I just received";
- mes "some new hammers today.";
- mes "Why don't you have one as";
- mes "my way of saying ''Welcome";
- mes "to Einbroch, sugar honey~''";
- set ein_cook,7;
- getitem 613,1; //Iron_Hammer
- break;
- }
- next;
- mes "[Uwe]";
- mes "Oh...";
- mes "And feel free to";
- mes "come and see me";
- mes "anytime, alright?";
- mes "So don't be shy";
- switch(rand(1,3)) {
- case 1: mes "...Ho ho~"; close;
- case 2: mes "...*Tee Hee~*"; close;
- case 3: mes "...Behbie~"; close;
- }
- case 2:
- mes "[Uwe]";
- mes "Hmmm...?";
- mes "Why don't you stay and chat?";
- mes "Oh, you adventurers are always";
- mes "so busy with your things to do";
- mes "and people to see. Ah well~";
- close;
- }
- }
- else if (ein_cook < 10) {
- mes "[Uwe]";
- mes "Oh! Hello again,";
- mes "you cutie adventurer.";
- mes "So tell me, what brings";
- mes "you here, "+strcharinfo(0)+"?";
- next;
- switch(select("Ask about Cooking.:Ask about Einbroch.:Cancel.")) {
- case 1:
- if (ein_cook == 1) {
- mes "[Uwe]";
- mes "Ooh, cooking!";
- mes "So what did you";
- mes "want to ask me...?";
- next;
- switch(select("Ingredients:Skills:Tools:Cancel")) {
- case 1:
- mes "[Uwe]";
- mes "Now for beginners,";
- mes "learning to select";
- mes "and use ingredients";
- mes "is one of the most";
- mes "important fundamentals.";
- next;
- mes "[Uwe]";
- mes "Cooking is like forging";
- mes "since specific ingredients";
- mes "are needed to make specialty";
- mes "items or dishes. You can't just";
- mes "skip them if you really need";
- mes "them, right? Right!";
- next;
- mes "[Uwe]";
- mes "Once you make up your";
- mes "mind to do something,";
- mes "focus on finishing it, 'kay?";
- mes "Never cut corners and always";
- mes "dedicate yourself to make the";
- mes "very best finished product~";
- next;
- mes "[Uwe]";
- mes "Well, that was";
- mes "a fun talk. Come";
- mes "back and visit, 'kay?";
- mes "I'll miss you until";
- mes "the next time~";
- switch(rand(1,3)) {
- case 1: mes "...Ho ho~"; close;
- case 2: mes "...*Tee Hee~*"; close;
- case 3: mes "...Behbie~"; close;
- }
- case 2:
- mes "[Uwe]";
- mes "When you're beginning to learn";
- mes "skills, you can't let yourself be discouraged! Practice makes";
- mes "perfect, you know? But never";
- mes "use your lack of skills as an";
- mes "excuse if you happen to fail...";
- next;
- mes "[Uwe]";
- mes "Effort is also an essential";
- mes "in forging and cooking! Now,";
- mes "on the other hand, if you put";
- mes "in all the effort but didn't learn any of the skills, you'll still get nowhere fast, right? Right!";
- next;
- mes "[Uwe]";
- mes "The key is to always";
- mes "give 100% effort and work";
- mes "on improving your skills.";
- mes "Before you know it, you'll";
- mes "be a respected master!";
- next;
- mes "[Uwe]";
- mes "Well, that was";
- mes "a fun talk. Come";
- mes "back and visit, 'kay?";
- mes "I'll miss you until";
- mes "the next time~";
- switch(rand(1,3)) {
- case 1: mes "Hohohohoho."; close;
- case 2: mes "Umhohohoho.*"; close;
- case 3: mes "Umho."; close;
- }
- case 3:
- mes "[Uwe]";
- mes "Cooking is a little";
- mes "easier if you have";
- mes "nicer tools to use,";
- mes "but that's it. Tools by";
- mes "themselves can't make";
- mes "just anybody a master.";
- next;
- mes "[Uwe]";
- mes "In the end, the best";
- mes "tools are the ones you're";
- mes "most comfortable with using.";
- mes "In fact, I still use the old knife I used back when I was just";
- mes "a little novice chef~";
- next;
- mes "[Uwe]";
- mes "Oh, while we're on";
- mes "the subject of tools,";
- mes "I just received some";
- mes "new hammers today.";
- mes "Would you like a couple?";
- next;
- if (checkweight(908,50) == 0) {
- mes "[Uwe]";
- mes "Mmmm...?";
- mes "You're holding too many";
- mes "things. I can't give you any";
- mes "hammers if you don't have";
- mes "room. Hurry, put your extra";
- mes "stuff in your Kafra Storage~";
- close;
- }
- set ein_cook,11;
- getitem 614,1; //Golden_Hammer
- getitem 613,1; //Iron_Hammer
- mes "[Uwe]";
- mes "Well, I hope";
- mes "you like them~";
- switch(rand(1,3)) {
- case 1: mes "...Ho ho~"; close;
- case 2: mes "...*Tee Hee~*"; close;
- case 3: mes "...Behbie~"; close;
- }
- case 4:
- mes "[Uwe]";
- mes "Oh...?";
- mes "Well, feel";
- mes "free to visit";
- mes "me whenever";
- mes "you want, 'kay?";
- close;
- }
- }
- else if (ein_cook == 3) {
- mes "[Uwe]";
- mes "Ooh, cooking!";
- mes "So what did you";
- mes "want to ask me...?";
- next;
- switch(select("Heart:Skills:Tools:Cancel.")) {
- case 1:
- mes "[Uwe]";
- mes "Ah, heart. Just like forging,";
- mes "you need passion and desire";
- mes "to create something special.";
- mes "Every smith and cook knows that";
- mes "you can do anything if you have";
- mes "the will and the commitment.";
- next;
- mes "[Uwe]";
- mes "Well, that's all";
- mes "I really have to";
- mes "say about that. But";
- mes "come back and chat";
- mes "whenever you please.";
- switch(rand(1,3)) {
- case 1: mes "...Ho ho~"; close;
- case 2: mes "...*Tee Hee~*"; close;
- case 3: mes "...Behbie~"; close;
- }
- case 2:
- mes "[Uwe]";
- mes "When you're beginning to learn";
- mes "skills, you can't let yourself be discouraged! Practice makes";
- mes "perfect, you know? But never";
- mes "use your lack of skills as an";
- mes "excuse if you happen to fail...";
- next;
- mes "[Uwe]";
- mes "Effort is also an essential";
- mes "in forging and cooking! Now,";
- mes "on the other hand, if you put";
- mes "in all the effort but didn't learn any of the skills, you'll still get nowhere fast, right? Right!";
- next;
- mes "[Uwe]";
- mes "The key is to always";
- mes "give 100% effort and work";
- mes "on improving your skills.";
- mes "Before you know it, you'll";
- mes "be a respected master!";
- next;
- mes "[Uwe]";
- mes "Well, that was";
- mes "a fun talk. Come";
- mes "back and visit, 'kay?";
- mes "I'll miss you until";
- mes "the next time~";
- switch(rand(1,3)) {
- case 1: mes "Hohohohoho."; close;
- case 2: mes "Umhohohoho.*"; close;
- case 3: mes "Umho."; close;
- }
- case 3:
- mes "[Uwe]";
- mes "Cooking is a little";
- mes "easier if you have";
- mes "nicer tools to use,";
- mes "but that's it. Tools by";
- mes "themselves can't make";
- mes "just anybody a master.";
- next;
- mes "[Uwe]";
- mes "In the end, the best";
- mes "tools are the ones you're";
- mes "most comfortable with using.";
- mes "In fact, I still use the old knife I used back when I was just";
- mes "a little novice chef~";
- next;
- mes "[Uwe]";
- mes "Oh, while we're on";
- mes "the subject of tools,";
- mes "I just received some";
- mes "new hammers today.";
- mes "Would you like a couple?";
- next;
- if (checkweight(908,50) == 0) {
- mes "[Uwe]";
- mes "Mmmm...?";
- mes "You're holding too many";
- mes "things. I can't give you any";
- mes "hammers if you don't have";
- mes "room. Hurry, put your extra";
- mes "stuff in your Kafra Storage~";
- close;
- }
- set ein_cook,13;
- getitem 614,1; //Golden_Hammer
- getitem 613,1; //Iron_Hammer
- mes "[Uwe]";
- mes "Well, I hope";
- mes "you like them~";
- switch(rand(1,3)) {
- case 1: mes "...Ho ho~"; close;
- case 2: mes "...*Tee Hee~*"; close;
- case 3: mes "...Behbie~"; close;
- }
- case 4:
- mes "[Uwe]";
- mes "Oh...?";
- mes "Well, feel";
- mes "free to visit";
- mes "me whenever";
- mes "you want, 'kay?";
- close;
- }
- }
- else if (ein_cook == 5) {
- mes "[Uwe]";
- mes "Ooh, cooking!";
- mes "So what did you";
- mes "want to ask me...?";
- next;
- switch(select("Heart:Ingredients:Tools:Cancel")) {
- case 1:
- mes "[Uwe]";
- mes "Ah, heart. Just like forging,";
- mes "you need passion and desire";
- mes "to create something special.";
- mes "Every smith and cook knows that";
- mes "you can do anything if you have";
- mes "the will and the commitment.";
- next;
- mes "[Uwe]";
- mes "Well, that's all";
- mes "I really have to";
- mes "say about that. But";
- mes "come back and chat";
- mes "whenever you please.";
- switch(rand(1,3)) {
- case 1: mes "...Ho ho~"; close;
- case 2: mes "...*Tee Hee~*"; close;
- case 3: mes "...Behbie~"; close;
- }
- case 2:
- mes "[Uwe]";
- mes "Now for beginners,";
- mes "learning to select";
- mes "and use ingredients";
- mes "is one of the most";
- mes "important fundamentals.";
- next;
- mes "[Uwe]";
- mes "Cooking is like forging";
- mes "since specific ingredients";
- mes "are needed to make specialty";
- mes "items or dishes. You can't just";
- mes "skip them if you really need";
- mes "them, right? Right!";
- next;
- mes "[Uwe]";
- mes "Once you make up your";
- mes "mind to do something,";
- mes "focus on finishing it, 'kay?";
- mes "Never cut corners and always";
- mes "dedicate yourself to make the";
- mes "very best finished product~";
- next;
- mes "[Uwe]";
- mes "Well, that was";
- mes "a fun talk. Come";
- mes "back and visit, 'kay?";
- mes "I'll miss you until";
- mes "the next time~";
- switch(rand(1,3)) {
- case 1: mes "...Ho ho~"; close;
- case 2: mes "...*Tee Hee~*"; close;
- case 3: mes "...Behbie~"; close;
- }
- case 3:
- mes "[Uwe]";
- mes "Cooking is a little";
- mes "easier if you have";
- mes "nicer tools to use,";
- mes "but that's it. Tools by";
- mes "themselves can't make";
- mes "just anybody a master.";
- next;
- mes "[Uwe]";
- mes "In the end, the best";
- mes "tools are the ones you're";
- mes "most comfortable with using.";
- mes "In fact, I still use the old knife I used back when I was just";
- mes "a little novice chef~";
- next;
- mes "[Uwe]";
- mes "Oh, while we're on";
- mes "the subject of tools,";
- mes "I just received some";
- mes "new hammers today.";
- mes "Would you like a couple?";
- next;
- if (checkweight(908,50) == 0) {
- mes "[Uwe]";
- mes "Mmmm...?";
- mes "You're holding too many";
- mes "things. I can't give you any";
- mes "hammers if you don't have";
- mes "room. Hurry, put your extra";
- mes "stuff in your Kafra Storage~";
- close;
- }
- set ein_cook,15;
- getitem 614,1; //Golden_Hammer
- getitem 613,1; //Iron_Hammer
- next;
- mes "[Uwe]";
- mes "Well, I hope";
- mes "you like them~";
- switch(rand(1,3)) {
- case 1: mes "...Ho ho~"; close;
- case 2: mes "...*Tee Hee~*"; close;
- case 3: mes "...Behbie~"; close;
- }
- case 4:
- mes "[Uwe]";
- mes "Oh...?";
- mes "Well, feel";
- mes "free to visit";
- mes "me whenever";
- mes "you want, 'kay?";
- close;
- }
- }
- else if (ein_cook == 7) {
- mes "[Uwe]";
- mes "Ooh, cooking!";
- mes "So what did you";
- mes "want to ask me...?";
- next;
- switch(select("Heart:Ingredients:Skills:Cancel.")) {
- case 1:
- mes "[Uwe]";
- mes "Ah, heart. Just like forging,";
- mes "you need passion and desire";
- mes "to create something special.";
- mes "Every smith and cook knows that";
- mes "you can do anything if you have";
- mes "the will and the commitment.";
- next;
- mes "[Uwe]";
- mes "Well, that's all";
- mes "I really have to";
- mes "say about that. But";
- mes "come back and chat";
- mes "whenever you please.";
- switch(rand(1,3)) {
- case 1: mes "...Ho ho~"; close;
- case 2: mes "...*Tee Hee~*"; close;
- case 3: mes "...Behbie~"; close;
- }
- case 2:
- mes "[Uwe]";
- mes "Now for beginners,";
- mes "learning to select";
- mes "and use ingredients";
- mes "is one of the most";
- mes "important fundamentals.";
- next;
- mes "[Uwe]";
- mes "Cooking is like forging";
- mes "since specific ingredients";
- mes "are needed to make specialty";
- mes "items or dishes. You can't just";
- mes "skip them if you really need";
- mes "them, right? Right!";
- next;
- mes "[Uwe]";
- mes "Once you make up your";
- mes "mind to do something,";
- mes "focus on finishing it, 'kay?";
- mes "Never cut corners and always";
- mes "dedicate yourself to make the";
- mes "very best finished product~";
- set ein_cook,17;
- next;
- mes "[Uwe]";
- mes "Well, that was";
- mes "a fun talk. Come";
- mes "back and visit, 'kay?";
- mes "I'll miss you until";
- mes "the next time~";
- switch(rand(1,3)) {
- case 1: mes "...Ho ho~"; close;
- case 2: mes "...*Tee Hee~*"; close;
- case 3: mes "...Behbie~"; close;
- }
- case 3:
- mes "[Uwe]";
- mes "'I couldn't do it cuz";
- mes "I'm not skillful with it.'";
- mes "It's the most foolish words in the world.";
- mes "There's only way for cooking.";
- mes "Practice, practice and try!.";
- next;
- mes "[Uwe]";
- mes "I know it's the easiest";
- mes "lame excuse for a person";
- mes "who never try hard anything.";
- mes "";
- next;
- mes "[Uwe]";
- mes "It's very same for a smith job.";
- mes "If you don't try to";
- mes "upgrade your skill,";
- mes "your works will be poor";
- mes "forever..";
- next;
- mes "[Uwe]";
- mes "But there's different way";
- mes "to blaim on your skill.";
- mes "When you face the higher wall,";
- mes "you can feel that you're not enough yet.";
- mes "Then you can reproch yourself and your skills.";
- mes "It's natural.";
- next;
- mes "[Uwe]";
- mes "After that ordeal, if you try harder";
- mes "and make your goal higher,";
- mes "every people around you will";
- mes "look up to you.";
- next;
- mes "[Uwe]";
- mes "Well, I hope";
- mes "you like them~";
- switch(rand(1,3)) {
- case 1: mes "...Ho ho~"; close;
- case 2: mes "...*Tee Hee~*"; close;
- case 3: mes "...Behbie~"; close;
- }
- case 4:
- mes "[Uwe]";
- mes "Oh...?";
- mes "Well, feel";
- mes "free to visit";
- mes "me whenever";
- mes "you want, 'kay?";
- close;
- }
- }
- else if (ein_cook == 9) {
- mes "[Uwe]";
- mes "Ooh, cooking!";
- mes "So what did you";
- mes "want to ask me...?";
- next;
- switch(select("Heart:Ingredients:Skills:Tools:Cancel.")) {
- case 1:
- mes "[Uwe]";
- mes "Ah, heart. Just like forging,";
- mes "you need passion and desire";
- mes "to create something special.";
- mes "Every smith and cook knows that";
- mes "you can do anything if you have";
- mes "the will and the commitment.";
- next;
- mes "[Uwe]";
- mes "Well, that's all";
- mes "I really have to";
- mes "say about that. But";
- mes "come back and chat";
- mes "whenever you please.";
- switch(rand(1,3)) {
- case 1: mes "...Ho ho~"; close;
- case 2: mes "...*Tee Hee~*"; close;
- case 3: mes "...Behbie~"; close;
- }
- case 2:
- mes "[Uwe]";
- mes "Now for beginners,";
- mes "learning to select";
- mes "and use ingredients";
- mes "is one of the most";
- mes "important fundamentals.";
- next;
- mes "[Uwe]";
- mes "Cooking is like forging";
- mes "since specific ingredients";
- mes "are needed to make specialty";
- mes "items or dishes. You can't just";
- mes "skip them if you really need";
- mes "them, right? Right!";
- next;
- mes "[Uwe]";
- mes "Once you make up your";
- mes "mind to do something,";
- mes "focus on finishing it, 'kay?";
- mes "Never cut corners and always";
- mes "dedicate yourself to make the";
- mes "very best finished product~";
- next;
- mes "[Uwe]";
- mes "Well, that was";
- mes "a fun talk. Come";
- mes "back and visit, 'kay?";
- mes "I'll miss you until";
- mes "the next time~";
- switch(rand(1,3)) {
- case 1: mes "...Ho ho~"; close;
- case 2: mes "...*Tee Hee~*"; close;
- case 3: mes "...Behbie~"; close;
- }
- case 3:
- mes "[Uwe]";
- mes "When you're beginning to learn";
- mes "skills, you can't let yourself be discouraged! Practice makes";
- mes "perfect, you know? But never";
- mes "use your lack of skills as an";
- mes "excuse if you happen to fail...";
- next;
- mes "[Uwe]";
- mes "Effort is also an essential";
- mes "in forging and cooking! Now,";
- mes "on the other hand, if you put";
- mes "in all the effort but didn't learn any of the skills, you'll still get nowhere fast, right? Right!";
- next;
- mes "[Uwe]";
- mes "The key is to always";
- mes "give 100% effort and work";
- mes "on improving your skills.";
- mes "Before you know it, you'll";
- mes "be a respected master!";
- next;
- mes "[Uwe]";
- mes "Well, that was";
- mes "a fun talk. Come";
- mes "back and visit, 'kay?";
- mes "I'll miss you until";
- mes "the next time~";
- switch(rand(1,3)) {
- case 1: mes "Hohohohoho."; close;
- case 2: mes "Umhohohoho.*"; close;
- case 3: mes "Umho."; close;
- }
- case 4:
- mes "[Uwe]";
- mes "Cooking is a little";
- mes "easier if you have";
- mes "nicer tools to use,";
- mes "but that's it. Tools by";
- mes "themselves can't make";
- mes "just anybody a master.";
- next;
- mes "[Uwe]";
- mes "In the end, the best";
- mes "tools are the ones you're";
- mes "most comfortable with using.";
- mes "In fact, I still use the old knife I used back when I was just";
- mes "a little novice chef~";
- next;
- mes "[Uwe]";
- mes "Oh, while we're on";
- mes "the subject of tools,";
- mes "I just received some";
- mes "new hammers today.";
- mes "Would you like a couple?";
- next;
- if (checkweight(908,50) == 0) {
- mes "[Uwe]";
- mes "Mmmm...?";
- mes "You're holding too many";
- mes "things. I can't give you any";
- mes "hammers if you don't have";
- mes "room. Hurry, put your extra";
- mes "stuff in your Kafra Storage~";
- close;
- }
- set ein_cook,19;
- getitem 614,1; //Golden_Hammer
- getitem 613,1; //Iron_Hammer
- next;
- mes "[Uwe]";
- mes "Well, I hope";
- mes "you like them~";
- switch(rand(1,3)) {
- case 1: mes "...Ho ho~"; close;
- case 2: mes "...*Tee Hee~*"; close;
- case 3: mes "...Behbie~"; close;
- }
- case 5:
- mes "[Uwe]";
- mes "Oh...?";
- mes "Well, feel";
- mes "free to visit";
- mes "me whenever";
- mes "you want, 'kay?";
- close;
- }
- }
- case 2:
- mes "[Uwe]";
- mes "Einbroch was originally";
- mes "built to support Einbech's";
- mes "mining efforts. Because it's";
- mes "small and crowded with people,";
- mes "there's no room to build the ore refining factories over there.";
- next;
- mes "[Uwe]";
- mes "Since Einbroch used to be";
- mes "an empty lot, it was perfect";
- mes "for building factories. That's";
- mes "what my grandfather told me a";
- mes "long time ago. Anyway, Einbroch quickly grew into a major city.";
- next;
- mes "[Uwe]";
- mes "Now people think that this";
- mes "city was never planned to be";
- mes "just an extension of Einbech.";
- mes "See that rampart over there?";
- mes "It doesn't connect to Einbech at all! No protection for them...";
- next;
- mes "[Uwe]";
- mes "It's like the government";
- mes "lost all interest in Einbech.";
- mes "Even the miners there have";
- mes "been moving here to work in ";
- mes "the factories. But more people hasn't made this city more lively.";
- next;
- mes "[Uwe]";
- mes "Einbroch may look modern";
- mes "and exciting now, but soon";
- mes "you'll see that there's no sign";
- mes "of warmth or life. So... Just don't live here in your old age.";
- next;
- switch(select("Then why are you here?:But I like the city life~")) {
- case 1:
- mes "[Uwe]";
- mes "Well, sugar honey,";
- mes "I've been waiting for";
- mes "someone. But... It looks";
- mes "like that person won't be";
- mes "coming back anyway.";
- next;
- mes "[Uwe]";
- mes "Oooh, but let's not talk";
- mes "about that. Next time you";
- mes "drop by, we'll talk about";
- mes "something more fun, 'kay?";
- close;
- case 2:
- mes "[Uwe]";
- mes "Big cities can be nice,";
- mes "but you never get to enjoy";
- mes "the sensation of stepping";
- mes "barefoot through the grass,";
- mes "or the magnificent sight of";
- mes "the shining stars at night.";
- next;
- mes "[Uwe]";
- mes "And the people who live";
- mes "in the cities can be so";
- mes "uptight! I've known more";
- mes "than a few who look down";
- mes "on people from smaller towns.";
- next;
- mes "[Uwe]";
- mes "It's sad to see some";
- mes "people will always be";
- mes "that ignorant. I... I just";
- mes "can't believe those people";
- mes "can be sooo close minded!";
- next;
- mes "[Uwe]";
- mes "Oh...!";
- mes "I'm sorry, I guess";
- mes "I went a little overboard.";
- mes "^666666*Titter*^000000 Next time you drop";
- mes "by, we'll talk about something";
- mes "more fun, 'kay? Buhbye~";
- close;
- }
- case 3:
- mes "[Uwe]";
- mes "Oh...?";
- mes "Well, feel";
- mes "free to visit";
- mes "me whenever";
- mes "you want, 'kay?";
- close;
- }
- }
- else if ((ein_cook < 20) || (ein_cook == 219)) {
- mes "[Uwe]";
- mes "Oh, welcome back.";
- mes "So how's the weapon";
- mes "forging coming along?";
- next;
- switch(select("Talk about Cooking:Talk about Einbroch:Talk about Cooking Utensils:Cancel")) {
- case 1:
- mes "[Uwe]";
- mes "Ooh, cooking!";
- mes "So what did you";
- mes "want to ask me...?";
- next;
- switch(select("Heart:Ingredients:Skills:Tools:Cancel.")) {
- case 1:
- mes "[Uwe]";
- mes "Ah, heart. Just like forging,";
- mes "you need passion and desire";
- mes "to create something special.";
- mes "Every smith and cook knows that";
- mes "you can do anything if you have";
- mes "the will and the commitment.";
- next;
- mes "[Uwe]";
- mes "Well, that's all";
- mes "I really have to";
- mes "say about that. But";
- mes "come back and chat";
- mes "whenever you please.";
- switch(rand(1,3)) {
- case 1: mes "...Ho ho~"; close;
- case 2: mes "...*Tee Hee~*"; close;
- case 3: mes "...Behbie~"; close;
- }
- case 2:
- mes "[Uwe]";
- mes "Now for beginners,";
- mes "learning to select";
- mes "and use ingredients";
- mes "is one of the most";
- mes "important fundamentals.";
- next;
- mes "[Uwe]";
- mes "Cooking is like forging";
- mes "since specific ingredients";
- mes "are needed to make specialty";
- mes "items or dishes. You can't just";
- mes "skip them if you really need";
- mes "them, right? Right!";
- next;
- mes "[Uwe]";
- mes "Once you make up your";
- mes "mind to do something,";
- mes "focus on finishing it, 'kay?";
- mes "Never cut corners and always";
- mes "dedicate yourself to make the";
- mes "very best finished product~";
- next;
- mes "[Uwe]";
- mes "Well, that was";
- mes "a fun talk. Come";
- mes "back and visit, 'kay?";
- mes "I'll miss you until";
- mes "the next time~";
- switch(rand(1,3)) {
- case 1: mes "...Ho ho~"; close;
- case 2: mes "...*Tee Hee~*"; close;
- case 3: mes "...Behbie~"; close;
- }
- case 3:
- mes "[Uwe]";
- mes "When you're beginning to learn";
- mes "skills, you can't let yourself be discouraged! Practice makes";
- mes "perfect, you know? But never";
- mes "use your lack of skills as an";
- mes "excuse if you happen to fail...";
- next;
- mes "[Uwe]";
- mes "Effort is also an essential";
- mes "in forging and cooking! Now,";
- mes "on the other hand, if you put";
- mes "in all the effort but didn't learn any of the skills, you'll still get nowhere fast, right? Right!";
- next;
- mes "[Uwe]";
- mes "The key is to always";
- mes "give 100% effort and work";
- mes "on improving your skills.";
- mes "Before you know it, you'll";
- mes "be a respected master!";
- next;
- mes "[Uwe]";
- mes "Well, that was";
- mes "a fun talk. Come";
- mes "back and visit, 'kay?";
- mes "I'll miss you until";
- mes "the next time~";
- switch(rand(1,3)) {
- case 1: mes "...Ho ho~"; close;
- case 2: mes "...*Tee Hee~*"; close;
- case 3: mes "...Behbie~"; close;
- }
- case 4:
- mes "[Uwe]";
- mes "Cooking is a little";
- mes "easier if you have";
- mes "nicer tools to use,";
- mes "but that's it. Tools by";
- mes "themselves can't make";
- mes "just anybody a master.";
- next;
- mes "[Uwe]";
- mes "In the end, the best";
- mes "tools are the ones you're";
- mes "most comfortable with using.";
- mes "In fact, I still use the old knife I used back when I was just";
- mes "a little novice chef~";
- next;
- mes "[Uwe]";
- mes "Well, that was";
- mes "a fun talk. Come";
- mes "back and visit, 'kay?";
- mes "I'll miss you until";
- mes "the next time~";
- switch(rand(1,3)) {
- case 1: mes "...Ho ho~"; close;
- case 2: mes "...*Tee Hee~*"; close;
- case 3: mes "...Behbie~"; close;
- }
- case 5:
- mes "[Uwe]";
- mes "Oh...?";
- mes "Well, feel";
- mes "free to visit";
- mes "me whenever";
- mes "you want, 'kay?";
- close;
- }
- case 2:
- mes "[Uwe]";
- mes "Einbroch was originally";
- mes "built to support Einbech's";
- mes "mining efforts. Because it's";
- mes "small and crowded with people,";
- mes "there's no room to build the ore refining factories over there.";
- next;
- mes "[Uwe]";
- mes "Since Einbroch used to be";
- mes "an empty lot, it was perfect";
- mes "for building factories. That's";
- mes "what my grandfather told me a";
- mes "long time ago. Anyway, Einbroch quickly grew into a major city.";
- next;
- mes "[Uwe]";
- mes "Now people think that this";
- mes "city was never planned to be";
- mes "just an extension of Einbech.";
- mes "See that rampart over there?";
- mes "It doesn't connect to Einbech at all! No protection for them...";
- next;
- mes "[Uwe]";
- mes "It's like the government";
- mes "lost all interest in Einbech.";
- mes "Even the miners there have";
- mes "been moving here to work in ";
- mes "the factories. But more people hasn't made this city more lively.";
- next;
- mes "[Uwe]";
- mes "Einbroch may look modern";
- mes "and exciting now, but soon";
- mes "you'll see that there's no sign";
- mes "of warmth or life. So... Just don't live here in your old age.";
- next;
- switch(select("Then why are you here?:But I like the city life~")) {
- case 1:
- mes "[Uwe]";
- mes "Well, sugar honey,";
- mes "I've been waiting for someone. But... It looks like that person won't be coming back anyway.";
- next;
- mes "[Uwe]";
- mes "Oooh, but let's not talk about that. Next time you drop by, we'll talk about something more fun, 'kay? Buhbye~";
- close;
- case 2:
- mes "[Uwe]";
- mes "Well, big cities are nice, but you never get to enjoy the sensation of stepping barefoot through the grass, or the clear sight of the stars at night.";
- next;
- mes "[Uwe]";
- mes "And the people who live in cities can be so uptight! I've known more than a few who look down on people who live in smaller towns.";
- next;
- mes "[Uwe]";
- mes "It's sad to see some people will always be that ignorant. I... I just can't believe people can be sooo close minded!";
- next;
- mes "[Uwe]";
- mes "Oh...!";
- mes "I'm sorry, I guess I went a little overboard. ^666666*Titter*^000000 Next time you drop by, we'll talk about something more fun, 'kay? Buhbye~";
- close;
- }
- case 3:
- mes "[Uwe]";
- mes "Cooking utensils?";
- mes "Well, they're usually";
- mes "made out of ^0000FFJubilee^000000,";
- mes "a crystallization dropped";
- mes "from mineral monsters.";
- next;
- mes "[Uwe]";
- mes "Jubilee is too soft";
- mes "to make weapons, but";
- mes "it conducts heat very well";
- mes "so it's perfect for making";
- mes "cooking utensils! *Tee hee~*";
- next;
- mes "[Uwe]";
- mes "That reminds me...";
- mes "I need to make some new cooking utensils soon. Would you do me a favor and let me have some of your materials? Pretty pleeeeeease~";
- next;
- mes "[Uwe]";
- mes "If you don't mind,";
- mes "would you please give me";
- mes "30 ^0000FFJubilee^000000 and 4 ^0000FFLarge Jellopy^000000.";
- mes "Then, I'll trade you 1 Coal for all of those. How does it sound?";
- next;
- switch(select("Sure.:No, thanks.")) {
- case 1:
- if ((countitem(7312) > 29) && (countitem(7126) > 3)) {
- delitem 7312,30; //Jubilee
- delitem 7126,4; //Large_Jellopy
- getitem 1003,1; //Coal
- mes "[Uwe]";
- mes "Hooray!";
- mes "Thank you";
- mes "^EEA9B8soooo^000000 much!";
- close;
- }
- else {
- mes "[Uwe]";
- mes "Hmmm...?";
- mes "You don't have";
- mes "enough of them?";
- next;
- mes "[Uwe]";
- mes "Oh well, don't";
- mes "worry. You can take";
- mes "your time and bring";
- mes "that stuff whenever";
- mes " you can, 'kay?";
- close;
- }
- case 2:
- mes "[Uwe]";
- mes "I understand.";
- mes "You might not have all";
- mes "that Jubilee and Large Jellopy";
- mes "I'm asking for at the moment,";
- mes "anyway. But if you do get them, would visit me again, cutie?";
- close;
- }
- case 4:
- mes "[Uwe]";
- mes "Oh...?";
- mes "Well, feel";
- mes "free to visit";
- mes "me whenever";
- mes "you want, 'kay?";
- close;
- }
- }
- else if (ein_cook > 299) {
- if (Class == Job_Whitesmith) {
- mes "[Uwe]";
- mes "Oooh...!";
- mes "Congratulations!";
- mes "You finally became";
- mes "a cutie MasterSmith!";
- next;
- mes "[Uwe]";
- mes "Mmmm...";
- mes "I know!";
- mes "Let's celebrate!";
- mes "Here sugar honey,";
- mes "have some of these";
- mes "cookies I just baked~";
- next;
- set ein_cook,9;
- getitem 538,5; //Well_Baked_Cookie
- mes "[Uwe]";
- mes "Okay, enjoy!";
- mes "I hope you have";
- mes "a good time smithing!";
- close;
- }
- else {
- mes "[Uwe]";
- mes "Hmmm?";
- mes "Oh, it's you~";
- mes "I'm sorry, I was";
- mes "just thinking about";
- mes "something but now I just";
- mes "lost my train of thought.";
- set ein_cook,219;
- next;
- mes "[Uwe]";
- mes "What was I going";
- mes "to say? Hmm, I can't";
- mes "quite remember. Oh well,";
- mes "I'll see you later, cutie~";
- close;
- }
- }
- }
- else {
- set .@aaa,ein_cook % 2;
- if (.@aaa == 1) {
- set .@bbb,ein_cook;
- if (.@bbb > 99) {
- set .@bbb,.@bbb-100;
- if (.@bbb > 99) {
- set .@bbb,.@bbb-100;
- if (.@bbb > 99) {
- set .@ccc,3;
- }
- else {
- set .@ccc,2;
- }
- }
- else {
- set .@ccc,1;
- }
- }
- else {
- set .@ccc,0;
- }
- if (.@ccc < 3) {
- mes "[Uwe]";
- mes "Hm...?";
- mes "I never forget a face,";
- mes "but somehow I feel like";
- mes "we've met somewhere before...";
- next;
- if (.@ccc == 0) {
- set ein_cook,ein_cook+300;
- }
- else if (.@ccc == 2) {
- set ein_cook,ein_cook+100;
- }
- mes "[Uwe]";
- mes "Ah...!";
- mes "I have it!";
- mes "" + strcharinfo(0) + "!";
- mes "Yes, now I remember you.";
- mes "Decided to transcend, eh?";
- next;
- mes "[Uwe]";
- mes "What brings to";
- if (Sex) {
- mes "me, you ^EEA9B8naughty boy^000000?";
- }
- else {
- mes "me, you ^EEA9B8naughty girl^000000?";
- }
- next;
- }
- else if (.@ccc == 3) {
- mes "[Uwe]";
- mes "Ah, hello again,";
- mes "cutie adventurer.";
- mes "How can I help you?";
- next;
- }
- switch(select("Ask about Einbroch.:Ask about Cooking.:Cancel.")) {
- case 1:
- mes "[Uwe]";
- mes "Einbroch was originally";
- mes "built to support Einbech's";
- mes "mining efforts. Because it's";
- mes "small and crowded with people,";
- mes "there's no room to build the ore refining factories over there.";
- next;
- mes "[Uwe]";
- mes "Since Einbroch used to be";
- mes "an empty lot, it was perfect";
- mes "for building factories. That's";
- mes "what my grandfather told me a";
- mes "long time ago. Anyway, Einbroch quickly grew into a major city.";
- next;
- mes "[Uwe]";
- mes "Now people think that this";
- mes "city was never planned to be";
- mes "just an extension of Einbech.";
- mes "See that rampart over there?";
- mes "It doesn't connect to Einbech at all! No protection for them...";
- next;
- mes "[Uwe]";
- mes "It's like the government";
- mes "lost all interest in Einbech.";
- mes "Even the miners there have";
- mes "been moving here to work in ";
- mes "the factories. But more people hasn't made this city more lively.";
- next;
- mes "[Uwe]";
- mes "Einbroch may look modern";
- mes "and exciting now, but soon";
- mes "you'll see that there's no sign";
- mes "of warmth or life. So... Just don't live here in your old age.";
- next;
- switch(select("Then why are you here?:I won't. Thanks for the advice.")) {
- case 1:
- mes "[Uwe]";
- mes "Well, I have some";
- mes "precious memories of";
- mes "this place. Once, there was";
- mes "a man who lived here who";
- mes "was just like a father to me.";
- next;
- mes "[Uwe]";
- mes "Oh, but I'm sure that";
- mes "you don't want to hear";
- mes "about that. Next time you";
- mes "drop by, we'll talk about";
- mes "something more fun, 'kay?";
- mes "Buhbye for now, cutie~";
- close;
- case 2:
- mes "[Uwe]";
- mes "Oh, that is such";
- mes "a good decision,";
- mes "sugar honey! Oh, you";
- mes "cutie adventurers are";
- mes "so precious, so lovable.";
- mes "^333333*Tee hee hee~*^000000";
- next;
- mes "[Uwe]";
- mes "Well, that was";
- mes "a fun talk. Come";
- mes "back and visit, 'kay?";
- mes "I'll miss you until";
- mes "the next time~";
- close;
- }
- case 2:
- mes "[Uwe]";
- mes "Ooh, cooking!";
- mes "So what did you";
- mes "want to ask me...?";
- next;
- switch(select("Heart:Ingredients:Skills:Tools:Cancel.")) {
- case 1:
- mes "[Uwe]";
- mes "Ah, heart. Just like forging,";
- mes "you need passion and desire";
- mes "to create something special.";
- mes "Every smith and cook knows that";
- mes "you can do anything if you have";
- mes "the will and the commitment.";
- next;
- mes "[Uwe]";
- mes "Well, that's all";
- mes "I really have to";
- mes "say about that. But";
- mes "come back and chat";
- mes "whenever you please.";
- break;
- case 2:
- mes "[Uwe]";
- mes "Now for beginners,";
- mes "learning to select";
- mes "and use ingredients";
- mes "is one of the most";
- mes "important fundamentals.";
- next;
- mes "[Uwe]";
- mes "Cooking is like forging";
- mes "since specific ingredients";
- mes "are needed to make specialty";
- mes "items or dishes. You can't just";
- mes "skip them if you really need";
- mes "them, right? Right!";
- next;
- mes "[Uwe]";
- mes "Once you make up your";
- mes "mind to do something,";
- mes "focus on finishing it, 'kay?";
- mes "Never cut corners and always";
- mes "dedicate yourself to make the";
- mes "very best finished product~";
- next;
- mes "[Uwe]";
- mes "Well, that was";
- mes "a fun talk. Come";
- mes "back and visit, 'kay?";
- mes "I'll miss you until";
- mes "the next time~";
- break;
- case 3:
- mes "[Uwe]";
- mes "When you're beginning to learn";
- mes "skills, you can't let yourself be discouraged! Practice makes";
- mes "perfect, you know? But never";
- mes "use your lack of skills as an";
- mes "excuse if you happen to fail...";
- next;
- mes "[Uwe]";
- mes "Effort is also an essential";
- mes "in forging and cooking! Now,";
- mes "on the other hand, if you put";
- mes "in all the effort but didn't learn any of the skills, you'll still get nowhere fast, right? Right!";
- next;
- mes "[Uwe]";
- mes "The key is to always";
- mes "give 100% effort and work";
- mes "on improving your skills.";
- mes "Before you know it, you'll";
- mes "be a respected master!";
- next;
- mes "[Uwe]";
- mes "Well, that was";
- mes "a fun talk. Come";
- mes "back and visit, 'kay?";
- mes "I'll miss you until";
- mes "the next time~";
- break;
- case 4:
- mes "[Uwe]";
- mes "Cooking is a little";
- mes "easier if you have";
- mes "nicer tools to use,";
- mes "but that's it. Tools by";
- mes "themselves can't make";
- mes "just anybody a master.";
- next;
- mes "[Uwe]";
- mes "In the end, the best";
- mes "tools are the ones you're";
- mes "most comfortable with using.";
- mes "In fact, I still use the old knife I used back when I was just";
- mes "a little novice chef~";
- next;
- mes "[Uwe]" ;
- mes "Well, that was";
- mes "a fun talk. Come";
- mes "back and visit, 'kay?";
- mes "I'll miss you until";
- mes "the next time~";
- break;
- case 5:
- mes "[Uwe]";
- mes "Oh...?";
- mes "Well, feel";
- mes "free to visit";
- mes "me whenever";
- mes "you want, 'kay?";
- close;
- }
- switch(rand(1,3)) {
- case 1: mes "...Ho ho~"; break;
- case 2: mes "...*Tee Hee~*"; break;
- case 3: mes "...Behbie~";
- }
- close;
-
- case 3:
- mes "[Uwe]";
- mes "Oh...?";
- mes "Well, feel";
- mes "free to visit";
- mes "me whenever";
- mes "you want, 'kay?";
- close;
- }
- }
- if (ein_cook > 999) {
- set .@eee,ein_cook-1000;
- if (.@eee > 199) {
- mes "[Uwe]";
- mes "Ah, hello again,";
- mes "cutie adventurer.";
- mes "How can I help you?";
- next;
- switch(select("Talk about Einbroch.:Ask him to forge a Weapon.:Talk about Cooking.:Cancel.")) {
- case 1:
- mes "[Uwe]";
- mes "Einbroch was originally";
- mes "built to support Einbech's";
- mes "mining efforts. Because it's";
- mes "small and crowded with people,";
- mes "there's no room to build the ore refining factories over there.";
- next;
- mes "[Uwe]";
- mes "Since Einbroch used to be";
- mes "an empty lot, it was perfect";
- mes "for building factories. That's";
- mes "what my grandfather told me a";
- mes "long time ago. Anyway, Einbroch quickly grew into a major city.";
- next;
- mes "[Uwe]";
- mes "Now people think that this";
- mes "city was never planned to be";
- mes "just an extension of Einbech.";
- mes "See that rampart over there?";
- mes "It doesn't connect to Einbech at all! No protection for them...";
- next;
- mes "[Uwe]";
- mes "It's like the government";
- mes "lost all interest in Einbech.";
- mes "Even the miners there have";
- mes "been moving here to work in ";
- mes "the factories. But more people hasn't made this city more lively.";
- next;
- mes "[Uwe]";
- mes "Einbroch may look modern";
- mes "and exciting now, but soon";
- mes "you'll see that there's no sign";
- mes "of warmth or life. So... Just don't live here in your old age.";
- next;
- switch(select("Then why are you here?:I won't. Thanks for the advice.")) {
- case 1:
- mes "[Uwe]";
- mes "Well, I have some";
- mes "precious memories of";
- mes "this place. Once, there was";
- mes "a man who lived here who";
- mes "was just like a father to me.";
- next;
- mes "[Uwe]";
- mes "Oh, but I'm sure that";
- mes "you don't want to hear";
- mes "about that. Next time you";
- mes "drop by, we'll talk about";
- mes "something more fun, 'kay?";
- mes "Buhbye for now, cutie~";
- close;
- case 2:
- mes "[Uwe]";
- mes "Oh, that is such";
- mes "a good decision,";
- mes "sugar honey! Oh, you";
- mes "cutie adventurers are";
- mes "so precious, so lovable.";
- mes "^333333*Tee hee hee~*^000000";
- next;
- mes "[Uwe]";
- mes "Well, that was";
- mes "a fun talk. Come";
- mes "back and visit, 'kay?";
- mes "I'll miss you until";
- mes "the next time~";
- close;
- }
- case 2:
- mes "[Uwe]";
- mes "Well...";
- mes "I actually just";
- mes "do smithing work";
- mes "to create my own";
- mes "cooking tools.";
- next;
- mes "[Uwe]";
- mes "Oh, I understand";
- mes "that somebody needs";
- mes "to fight the monsters,";
- mes "but I'm the wrong person";
- mes "to ask for forging weapons.";
- mes "I... am a strict pacifist~";
- next;
- mes "[Uwe]";
- mes "Just go look";
- mes "around for a little";
- mes "bit, I'm sure you'll";
- mes "find a Blacksmith";
- mes "who's willing to forge";
- mes "you a good weapon~";
- close;
- case 3:
- mes "[Uwe]";
- mes "Ooh, cooking!";
- mes "So what did you";
- mes "want to ask me...?";
- next;
- switch(select("Heart:Ingredients:Skills:Tools:Cancel.")) {
- case 1:
- mes "[Uwe]";
- mes "Ah, heart. Just like forging,";
- mes "you need passion and desire";
- mes "to create something special.";
- mes "Every smith and cook knows that";
- mes "you can do anything if you have";
- mes "the will and the commitment.";
- next;
- mes "[Uwe]";
- mes "Well, that's all";
- mes "I really have to";
- mes "say about that. But";
- mes "come back and chat";
- mes "whenever you please.";
- break;
- case 2:
- mes "[Uwe]";
- mes "Now for beginners,";
- mes "learning to select";
- mes "and use ingredients";
- mes "is one of the most";
- mes "important fundamentals.";
- next;
- mes "[Uwe]";
- mes "Cooking is like forging";
- mes "since specific ingredients";
- mes "are needed to make specialty";
- mes "items or dishes. You can't just";
- mes "skip them if you really need";
- mes "them, right? Right!";
- next;
- mes "[Uwe]";
- mes "Once you make up your";
- mes "mind to do something,";
- mes "focus on finishing it, 'kay?";
- mes "Never cut corners and always";
- mes "dedicate yourself to make the";
- mes "very best finished product~";
- next;
- mes "[Uwe]";
- mes "Well, that was";
- mes "a fun talk. Come";
- mes "back and visit, 'kay?";
- mes "I'll miss you until";
- mes "the next time~";
- break;
- case 3:
- mes "[Uwe]";
- mes "When you're beginning to learn";
- mes "skills, you can't let yourself be discouraged! Practice makes";
- mes "perfect, you know? But never";
- mes "use your lack of skills as an";
- mes "excuse if you happen to fail...";
- next;
- mes "[Uwe]";
- mes "Effort is also an essential";
- mes "in forging and cooking! Now,";
- mes "on the other hand, if you put";
- mes "in all the effort but didn't learn any of the skills, you'll still get nowhere fast, right? Right!";
- next;
- mes "[Uwe]";
- mes "The key is to always";
- mes "give 100% effort and work";
- mes "on improving your skills.";
- mes "Before you know it, you'll";
- mes "be a respected master!";
- next;
- mes "[Uwe]";
- mes "Well, that was";
- mes "a fun talk. Come";
- mes "back and visit, 'kay?";
- mes "I'll miss you until";
- mes "the next time~";
- break;
- case 4:
- mes "[Uwe]";
- mes "Cooking is a little";
- mes "easier if you have";
- mes "nicer tools to use,";
- mes "but that's it. Tools by";
- mes "themselves can't make";
- mes "just anybody a master.";
- next;
- mes "[Uwe]";
- mes "In the end, the best";
- mes "tools are the ones you're";
- mes "most comfortable with using.";
- mes "In fact, I still use the old knife I used back when I was just";
- mes "a little novice chef~";
- next;
- mes "[Uwe]" ;
- mes "Well, that was";
- mes "a fun talk. Come";
- mes "back and visit, 'kay?";
- mes "I'll miss you until";
- mes "the next time~";
- break;
- case 5:
- mes "[Uwe]";
- mes "Oh...?";
- mes "Well, feel";
- mes "free to visit";
- mes "me whenever";
- mes "you want, 'kay?";
- close;
- }
- switch(rand(1,3)) {
- case 1: mes "...Ho ho~"; close;
- case 2: mes "...*Tee Hee~*"; close;
- case 3: mes "...Behbie~"; close;
- }
-
- case 4:
- mes "[Uwe]";
- mes "Alright then,";
- mes "sugar honey.";
- mes "Take care~";
- mes "Hohohohoho~";
- close;
- }
- }
- else if (.@eee > 99) {
- mes "[Uwe]";
- mes "Oh hello hello~";
- mes "It's been a long";
- mes "time since we've talked,";
- mes "you cutie adventurer~";
- next;
- mes "[Uwe]";
- mes "So, sugar honey,";
- mes "how is it going with";
- mes "the little favor I asked";
- mes "you about last time?";
- mes "Did you already forget";
- mes "the 6 Large Jellopy?";
- next;
- switch(select("Talk about Einbroch.:Ask him to forge a Weapon.:Give him the Materials.:Cancel.")) {
- case 1:
- mes "[Uwe]";
- mes "Einbroch was originally";
- mes "built to support Einbech's";
- mes "mining efforts. Because it's";
- mes "small and crowded with people,";
- mes "there's no room to build the ore refining factories over there.";
- next;
- mes "[Uwe]";
- mes "Since Einbroch used to be";
- mes "an empty lot, it was perfect";
- mes "for building factories. That's";
- mes "what my grandfather told me a";
- mes "long time ago. Anyway, Einbroch quickly grew into a major city.";
- next;
- mes "[Uwe]";
- mes "Now people think that this";
- mes "city was never planned to be";
- mes "just an extension of Einbech.";
- mes "See that rampart over there?";
- mes "It doesn't connect to Einbech at all! No protection for them...";
- next;
- mes "[Uwe]";
- mes "It's like the government";
- mes "lost all interest in Einbech.";
- mes "Even the miners there have";
- mes "been moving here to work in ";
- mes "the factories. But more people hasn't made this city more lively.";
- next;
- mes "[Uwe]";
- mes "Einbroch may look modern";
- mes "and exciting now, but soon";
- mes "you'll see that there's no sign";
- mes "of warmth or life. So... Just don't live here in your old age.";
- next;
- switch(select("Then why are you here?:I won't. Thanks for the advice.")) {
- case 1:
- mes "[Uwe]";
- mes "Well, I have some";
- mes "precious memories of";
- mes "this place. Once, there was";
- mes "a man who lived here who";
- mes "was just like a father to me.";
- next;
- mes "[Uwe]";
- mes "Oh, but I'm sure that";
- mes "you don't want to hear";
- mes "about that. Next time you";
- mes "drop by, we'll talk about";
- mes "something more fun, 'kay?";
- mes "Buhbye for now, cutie~";
- close;
- case 2:
- mes "[Uwe]";
- mes "Oh, that is such";
- mes "a good decision,";
- mes "sugar honey! Oh, you";
- mes "cutie adventurers are";
- mes "so precious, so lovable.";
- mes "^333333*Tee hee hee~*^000000";
- next;
- mes "[Uwe]";
- mes "Well, that was";
- mes "a fun talk. Come";
- mes "back and visit, 'kay?";
- mes "I'll miss you until";
- mes "the next time~";
- close;
- }
- case 2:
- mes "[Uwe]";
- mes "Well...";
- mes "I actually just";
- mes "do smithing work";
- mes "to create my own";
- mes "cooking tools.";
- next;
- mes "[Uwe]";
- mes "Oh, I understand";
- mes "that somebody needs";
- mes "to fight the monsters,";
- mes "but I'm the wrong person";
- mes "to ask for forging weapons.";
- mes "I... am a strict pacifist~";
- next;
- mes "[Uwe]";
- mes "Just go look";
- mes "around for a little";
- mes "bit, I'm sure you'll";
- mes "find a Blacksmith";
- mes "who's willing to forge";
- mes "you a good weapon~";
- close;
- case 3:
- if (countitem(7126) > 5) {
- mes "[Uwe]";
- mes "Thank you ^EEA9B8so^000000 much!";
- mes "Here's the Coal I promised~";
- delitem 7126,6; //Large_Jellopy
- set ein_cook,ein_cook+100;
- getitem 1003,1; //Coal
- next;
- }
- else {
- mes "[Uwe]";
- mes "Huh...?";
- if (countitem(7126) == 0) {
- mes "You brought";
- mes "none at all...?";
- }
- else {
- mes "This isn't enough";
- mes "Large Jellopy...!";
- }
- mes "Next time, be sure";
- mes "to bring 6 Large Jellopy,";
- mes "okay? Don't forget, cutie~";
- close;
- }
- mes "[Uwe]";
- mes "Now, I can't teach you everything about cooking, but I will give you some good advice for beginners.";
- mes "I hope you pay attention, sugar";
- mes "honey. Now what would you like";
- mes "to hear more about? Hmm...?";
- next;
- switch(select("Heart:Materials:Skills:Tools:Cancel.")) {
- case 1:
- mes "[Uwe]";
- mes "Ah, heart. Just like forging,";
- mes "you need passion and desire";
- mes "to create something special.";
- mes "Every smith and cook knows that";
- mes "you can do anything if you have";
- mes "the will and the commitment.";
- next;
- mes "[Uwe]";
- mes "Well, that's all";
- mes "I really have to";
- mes "say about that. But";
- mes "come back and chat";
- mes "whenever you please.";
- switch(rand(1,3)) {
- case 1: mes "...Ho ho~"; close;
- case 2: mes "...*Tee Hee~*"; close;
- case 3: mes "...Behbie~"; close;
- }
- case 2:
- mes "[Uwe]";
- mes "Now for beginners,";
- mes "learning to select";
- mes "and use ingredients";
- mes "is one of the most";
- mes "important fundamentals.";
- next;
- mes "[Uwe]";
- mes "Cooking is like forging";
- mes "since specific ingredients";
- mes "are needed to make specialty";
- mes "items or dishes. You can't just";
- mes "skip them if you really need";
- mes "them, right? Right!";
- next;
- mes "[Uwe]";
- mes "Once you make up your";
- mes "mind to do something,";
- mes "focus on finishing it, 'kay?";
- mes "Never cut corners and always";
- mes "dedicate yourself to make the";
- mes "very best finished product~";
- next;
- mes "[Uwe]";
- mes "Well, that was";
- mes "a fun talk. Come";
- mes "back and visit, 'kay?";
- mes "I'll miss you until";
- mes "the next time~";
- switch(rand(1,3)) {
- case 1: mes "...Ho ho~"; close;
- case 2: mes "...*Tee Hee~*"; close;
- case 3: mes "...Behbie~"; close;
- }
- case 3:
- mes "[Uwe]";
- mes "When you're beginning to learn";
- mes "skills, you can't let yourself be discouraged! Practice makes";
- mes "perfect, you know? But never";
- mes "use your lack of skills as an";
- mes "excuse if you happen to fail...";
- next;
- mes "[Uwe]";
- mes "Effort is also an essential";
- mes "in forging and cooking! Now,";
- mes "on the other hand, if you put";
- mes "in all the effort but didn't learn any of the skills, you'll still get nowhere fast, right? Right!";
- next;
- mes "[Uwe]";
- mes "The key is to always";
- mes "give 100% effort and work";
- mes "on improving your skills.";
- mes "Before you know it, you'll";
- mes "be a respected master!";
- next;
- mes "[Uwe]";
- mes "Well, that was";
- mes "a fun talk. Come";
- mes "back and visit, 'kay?";
- mes "I'll miss you until";
- mes "the next time~";
- switch(rand(1,3)) {
- case 1: mes "Hohohohoho."; close;
- case 2: mes "Umhohohoho.*"; close;
- case 3: mes "Umho."; close;
- }
- case 4:
- mes "[Uwe]";
- mes "Cooking is a little";
- mes "easier if you have";
- mes "nicer tools to use,";
- mes "but that's it. Tools by";
- mes "themselves can't make";
- mes "just anybody a master.";
- next;
- mes "[Uwe]";
- mes "In the end, the best";
- mes "tools are the ones you're";
- mes "most comfortable with using.";
- mes "In fact, I still use the old knife I used back when I was just";
- mes "a little novice chef~";
- next;
- mes "[Uwe]" ;
- mes "Well, that was";
- mes "a fun talk. Come";
- mes "back and visit, 'kay?";
- mes "I'll miss you until";
- mes "the next time~";
- switch(rand(1,3)) {
- case 1: mes "...Ho ho~"; close;
- case 2: mes "...*Tee Hee~*"; close;
- case 3: mes "...Behbie~"; close;
- }
- case 5:
- mes "[Uwe]";
- mes "Alright then,";
- mes "sugar honey.";
- mes "Take care~";
- mes "Hohohohoho~";
- close;
- }
- break;
- case 4:
- mes "[Uwe]";
- mes "Alright then,";
- mes "sugar honey.";
- mes "Take care~";
- mes "Hohohohoho~";
- close;
- }
- }
- else {
- mes "[Uwe]";
- mes "Hello, cutie~";
- mes "How can I help you?";
- next;
- switch(select("Talk about Einbroch.:Ask him to forge a Weapon.:Master, I want to learn cooking.:Cancel.")) {
- case 1:
- mes "[Uwe]";
- mes "Einbroch was originally";
- mes "built to support Einbech's";
- mes "mining efforts. Because it's";
- mes "small and crowded with people,";
- mes "there's no room to build the ore refining factories over there.";
- next;
- mes "[Uwe]";
- mes "Since Einbroch used to be";
- mes "an empty lot, it was perfect";
- mes "for building factories. That's";
- mes "what my grandfather told me a";
- mes "long time ago. Anyway, Einbroch quickly grew into a major city.";
- next;
- mes "[Uwe]";
- mes "Now people think that this";
- mes "city was never planned to be";
- mes "just an extension of Einbech.";
- mes "See that rampart over there?";
- mes "It doesn't connect to Einbech at all! No protection for them...";
- next;
- mes "[Uwe]";
- mes "It's like the government";
- mes "lost all interest in Einbech.";
- mes "Even the miners there have";
- mes "been moving here to work in ";
- mes "the factories. But more people hasn't made this city more lively.";
- next;
- mes "[Uwe]";
- mes "Einbroch may look modern";
- mes "and exciting now, but soon";
- mes "you'll see that there's no sign";
- mes "of warmth or life. So... Just don't live here in your old age.";
- next;
- switch(select("Then why are you here?:I won't. Thanks for the advice.")) {
- case 1:
- mes "[Uwe]";
- mes "Well, I have some";
- mes "precious memories of";
- mes "this place. Once, there was";
- mes "a man who lived here who";
- mes "was just like a father to me.";
- next;
- mes "[Uwe]";
- mes "Oh, but I'm sure that";
- mes "you don't want to hear";
- mes "about that. Next time you";
- mes "drop by, we'll talk about";
- mes "something more fun, 'kay?";
- mes "Buhbye for now, cutie~";
- close;
- case 2:
- mes "[Uwe]";
- mes "Oh, that is such";
- mes "a good decision,";
- mes "sugar honey! Oh, you";
- mes "cutie adventurers are";
- mes "so precious, so lovable.";
- mes "^333333*Tee hee hee~*^000000";
- next;
- mes "[Uwe]";
- mes "Well, that was";
- mes "a fun talk. Come";
- mes "back and visit, 'kay?";
- mes "I'll miss you until";
- mes "the next time~";
- close;
- }
- case 2:
- mes "[Uwe]";
- mes "Well...";
- mes "I actually just";
- mes "do smithing work";
- mes "to create my own";
- mes "cooking tools.";
- next;
- mes "[Uwe]";
- mes "Oh, I understand";
- mes "that somebody needs";
- mes "to fight the monsters,";
- mes "but I'm the wrong person";
- mes "to ask for forging weapons.";
- mes "I... am a strict pacifist~";
- next;
- mes "[Uwe]";
- mes "Just go look";
- mes "around for a little";
- mes "bit, I'm sure you'll";
- mes "find a Blacksmith";
- mes "who's willing to forge";
- mes "you a good weapon~";
- close;
- case 3:
- mes "[Uwe]";
- mes "Mm...?";
- mes "Did you just";
- mes "say that you";
- mes "want to learn";
- mes "the art of cooking?";
- next;
- mes "[Uwe]";
- mes "I'm sorry, but I can't";
- mes "really give culinary";
- mes "lessons. But I will";
- mes "give good advice for";
- mes "hopeful beginners.";
- next;
- mes "[Uwe]";
- mes "Now...";
- mes "For your tuition";
- mes "I'll need-- Gosh,";
- mes "there's just so many";
- mes "things. Get some paper,";
- mes "and a pen for this list...";
- next;
- set ein_cook,ein_cook+100;
- mes "[Uwe]";
- mes "Just kidding!";
- mes "^333333*Titter~*^000000 I don't need";
- mes "much to make some";
- mes "cooking utensils. Bring";
- mes "6 ^0000FFLarge Jellopy^000000. That's it!";
- next;
- mes "[Uwe]";
- mes "In return, I will give you";
- mes "1 Coal and some useful";
- mes "cooking advice for novices.";
- mes "I give this advice for free to";
- mes "my smithing colleages, though...";
- next;
- mes "[Uwe]";
- mes "Why ^EEA9B8don't^000000 you";
- mes "become a Blacksmith?";
- mes "I'm much more confident";
- mes "in that field. ^333333*Tee hee~*^000000";
- next;
- mes "[Uwe]";
- mes "Well, I'll be";
- mes "waiting right";
- mes "here until you";
- mes "come back.";
- switch(rand(1,3)) {
- case 1: mes "...Ho ho~"; close;
- case 2: mes "...*Tee Hee~*"; close;
- case 3: mes "...Behbie~"; close;
- }
- case 4:
- mes "[Uwe]";
- mes "Take care,";
- mes "cutie adventurer!";
- mes "Hohoho!";
- close;
- }
- }
- }
- else if (ein_cook == 0) {
- mes "[Uwe]";
- mes "Cooking is such a joy~!";
- mes "The scents, the flavors, the sensation of sheer ^EEA9B8satiation^000000...";
- next;
- switch(select("Um, isn't this a forge?:Ignore him.")) {
- case 1:
- mes "[Uwe]";
- set ein_cook,1000;
- mes "Is this a forge?";
- mes "Oh, sugar honey,";
- mes "you haven't been here";
- mes "before, haven't you?";
- next;
- mes "[Uwe]";
- mes "My name is Uwe Kleine";
- mes "and this is my forge~! I am";
- mes "the most elegant Blacksmith";
- mes "and the best chef here in the";
- mes "Schwaltzvalt Republic~";
- next;
- mes "[Uwe]";
- mes "So, how can";
- mes "I help you, you";
- mes "adooooooooorable";
- if (Sex) {
- mes "hunk of a man?";
- }
- else {
- mes "womanly woman?";
- }
- next;
- switch(select("Talk about Einbroch.:Ask him to forge a Weapon.:Master, I want to learn cooking.:Cancel.")) {
- case 1:
- mes "[Uwe]";
- mes "Einbroch was originally";
- mes "built to support Einbech's";
- mes "mining efforts. Because it's";
- mes "small and crowded with people,";
- mes "there's no room to build the ore refining factories over there.";
- next;
- mes "[Uwe]";
- mes "Since Einbroch used to be";
- mes "an empty lot, it was perfect";
- mes "for building factories. That's";
- mes "what my grandfather told me a";
- mes "long time ago. Anyway, Einbroch quickly grew into a major city.";
- next;
- mes "[Uwe]";
- mes "Now people think that this";
- mes "city was never planned to be";
- mes "just an extension of Einbech.";
- mes "See that rampart over there?";
- mes "It doesn't connect to Einbech at all! No protection for them...";
- next;
- mes "[Uwe]";
- mes "It's like the government";
- mes "lost all interest in Einbech.";
- mes "Even the miners there have";
- mes "been moving here to work in ";
- mes "the factories. But more people hasn't made this city more lively.";
- next;
- mes "[Uwe]";
- mes "Einbroch may look modern";
- mes "and exciting now, but soon";
- mes "you'll see that there's no sign";
- mes "of warmth or life. So... Just don't live here in your old age.";
- next;
- switch(select("Then why are you here?:I won't. Thanks for the advice.")) {
- case 1:
- mes "[Uwe]";
- mes "Well, I have some";
- mes "precious memories of";
- mes "this place. Once, there was";
- mes "a man who lived here who";
- mes "was just like a father to me.";
- next;
- mes "[Uwe]";
- mes "Oh, but I'm sure that";
- mes "you don't want to hear";
- mes "about that. Next time you";
- mes "drop by, we'll talk about";
- mes "something more fun, 'kay?";
- mes "Buhbye for now, cutie~";
- close;
- case 2:
- mes "[Uwe]";
- mes "Oh, that is such";
- mes "a good decision,";
- mes "sugar honey! Oh, you";
- mes "cutie adventurers are";
- mes "so precious, so lovable.";
- mes "^333333*Tee hee hee~*^000000";
- next;
- mes "[Uwe]";
- mes "Well, that was";
- mes "a fun talk. Come";
- mes "back and visit, 'kay?";
- mes "I'll miss you until";
- mes "the next time~";
- close;
- }
- case 2:
- mes "[Uwe]";
- mes "Well...";
- mes "I actually just";
- mes "do smithing work";
- mes "to create my own";
- mes "cooking tools.";
- next;
- mes "[Uwe]";
- mes "Oh, I understand";
- mes "that somebody needs";
- mes "to fight the monsters,";
- mes "but I'm the wrong person";
- mes "to ask for forging weapons.";
- mes "I... am a strict pacifist~";
- next;
- mes "[Uwe]";
- mes "Just go look";
- mes "around for a little";
- mes "bit, I'm sure you'll";
- mes "find a Blacksmith";
- mes "who's willing to forge";
- mes "you a good weapon~";
- close;
- case 3:
- mes "[Uwe]";
- mes "Mm...?";
- mes "Did you just";
- mes "say that you";
- mes "want to learn";
- mes "the art of cooking?";
- next;
- mes "[Uwe]";
- mes "I'm sorry, but I can't";
- mes "really give culinary";
- mes "lessons. But I will";
- mes "give good advice for";
- mes "hopeful beginners.";
- next;
- mes "[Uwe]";
- mes "Now...";
- mes "For your tuition";
- mes "I'll need-- Gosh,";
- mes "there's just so many";
- mes "things. Get some paper,";
- mes "and a pen for this list...";
- next;
- set ein_cook,ein_cook+100;
- mes "[Uwe]";
- mes "Just kidding!";
- mes "^333333*Titter~*^000000 I don't need";
- mes "much to make some";
- mes "cooking utensils. Bring";
- mes "6 ^0000FFLarge Jellopy^000000. That's it!";
- next;
- mes "[Uwe]";
- mes "In return, I will give you";
- mes "1 Coal and some useful";
- mes "cooking advice for novices.";
- mes "I give this advice for free to";
- mes "my smithing colleages, though...";
- next;
- mes "[Uwe]";
- mes "Why ^EEA9B8don't^000000 you";
- mes "become a Blacksmith?";
- mes "I'm much more confident";
- mes "in that field. ^333333*Tee hee~*^000000";
- next;
- mes "[Uwe]";
- mes "Well, I'll be";
- mes "waiting right";
- mes "here until you";
- mes "come back.";
- switch(rand(1,3)) {
- case 1: mes "...Ho ho~"; close;
- case 2: mes "...*Tee Hee~*"; close;
- case 3: mes "...Behbie~"; close;
- }
- case 4:
- mes "[Uwe]";
- mes "Take care,";
- mes "sugar honey~";
- mes "Ho ho ho!";
- close;
- }
- case 2:
- mes "[Uwe]";
- mes "Cooking begins with";
- mes "fire and ends with fire.";
- mes "There's a certain art to";
- mes "creating fine, delicious";
- mes "foods to delight the palate~";
- close;
- }
- }
- }
-}
-
-// Factory Quest
-//============================================================
-einbroch,1,1,0 script Einbroch Smog Alert -1,{
- end;
-
-OnEnable:
- set $@AlrdEinPoll,1;
- mapannounce "einbroch","This is a state of emercency! Harmful smog is reaching high levels of saturation. Residents of Einbroch must find shelter immediately.",bc_map;
- enablenpc "Einbroch Smog Alert";
- hideonnpc "Centzu#ein";
- hideonnpc "Khowropher#ein";
- hideonnpc "Khetine#ein";
- hideonnpc "Sleik#ein";
- hideonnpc "Tollaf#ein";
- hideonnpc "Keneshiotz#ein";
- hideonnpc "Khashurantze#ein";
- hideonnpc "Kesunboss#ein";
- hideonnpc "Train Station Staff#ein1";
- hideonnpc "Train Station Staff#ein2";
- hideonnpc "Leslie#ein_1";
- hideonnpc "Tan#ein";
- hideonnpc "Little Toby#ein-1";
- hideonnpc "Airship Engineer#ein-1";
- hideonnpc "Kafra Employee#ein1";
- hideonnpc "Kafra Employee#ein2";
- hideonnpc "Kafra Employee#ein3";
- hideonnpc "Morei#ein";
- hideonnpc "Mark#ein";
- hideonnpc "Khemko#ein";
- hideonnpc "Oberu#ein";
- hideonnpc "Uwe Kleine#ein";
- hideonnpc "Flu Mask Dealer#ein";
- hideonnpc "Paddler#ein";
- hideonnpc "Laboratory Soldier#ein-1";
- hideonnpc "Laboratory Soldier#ein=2";
- initnpctimer;
- monster "einbroch",82,332,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",99,328,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",122,317,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",138,319,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",147,312,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",159,316,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",173,315,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",161,311,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",147,296,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",168,282,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",175,271,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",146,274,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",160,272,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",155,256,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",179,262,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",192,248,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",212,255,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",230,250,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",246,251,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",262,254,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",253,240,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",202,245,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",181,251,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",172,238,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",146,242,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",186,226,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",173,239,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",124,248,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",120,234,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",98,234,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",101,219,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",89,208,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",96,191,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",76,194,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",60,196,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",45,194,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",34,201,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",40,184,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",64,173,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",96,173,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",41,155,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",46,131,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",46,108,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",38,93,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",55,86,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",81,81,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",107,82,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",107,104,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",123,73,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",132,87,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",125,63,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",142,64,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",150,52,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",157,37,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",179,39,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",197,46,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",217,67,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",246,54,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",228,110,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",250,118,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",273,127,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",288,138,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",281,160,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",281,192,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",291,201,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",283,218,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",268,216,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",273,196,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",262,164,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",241,180,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",216,205,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",209,198,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",224,177,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",227,163,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",208,166,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",132,87,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",149,119,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",119,36,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",84,155,"Toxic Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- monster "einbroch",82,107,"Red Fog",1621,1,"Einbroch Smog Alert::OnMyMobDead";
- end;
-
-OnMyMobDead:
- if (mobcount("einbroch","Einbroch Smog Alert::OnMyMobDead")) {
- end;
- }
-
-OnTimer600000:
- killmonsterall "einbroch";
- mapannounce "einbroch","Emergency status is now cancelled. Air pollution levels are now within the safety zone.",bc_map;
- disablenpc "Einbroch Smog Alert";
- hideoffnpc "Liotzburg#ein";
- hideoffnpc "Centzu#ein";
- hideoffnpc "Khowropher#ein";
- hideoffnpc "Khetine#ein";
- hideoffnpc "Sleik#ein";
- hideoffnpc "Tollaf#ein";
- hideoffnpc "Keneshiotz#ein";
- hideoffnpc "Khashurantze#ein";
- hideoffnpc "Kesunboss#ein";
- hideoffnpc "Train Station Staff#ein1";
- hideoffnpc "Train Station Staff#ein2";
- hideoffnpc "Leslie#ein_1#ein";
- hideoffnpc "Tan#ein#ein";
- hideoffnpc "Little Toby#ein-1";
- hideoffnpc "Airship Engineer#ein-1";
- hideoffnpc "Kafra Employee#ein1";
- hideoffnpc "Kafra Employee#ein2";
- hideoffnpc "Kafra Employee#ein3";
- hideoffnpc "Morei#ein";
- hideoffnpc "Mark#ein";
- hideoffnpc "Khemko#ein";
- hideoffnpc "Oberu#ein";
- hideoffnpc "Uwe Kleine#ein";
- hideoffnpc "Flu Mask Dealer#ein";
- hideoffnpc "Paddler#ein";
- hideoffnpc "Laboratory Soldier#ein-1";
- hideoffnpc "Laboratory Soldier#ein-2";
- set $@AlrdEinPoll,0;
- set $EinPolution,0;
- stopnpctimer;
- end;
-}
-
-einbroch,132,84,3 script Liotzburg#ein 853,2,2,{
- if ((EinFactory == 13) || (EinFactory == 14)) {
- changequest 8029,8030;
- set EinFactory,14;
- mes "[Liotzburg]";
- mes "What...?";
- mes "Factory Repair";
- mes "budget? No way!";
- next;
- mes "[Liotzburg]";
- mes "Why waste money?";
- mes "We haven't had any";
- mes "problems so far! Look,";
- mes "everything's fine! Why";
- mes "are you exaggerating";
- mes "such small details?";
- next;
- mes "[Liotzburg]";
- mes "The field overseer,";
- mes "Zelmeto, just came by to";
- mes "ask for a budget increase.";
- mes "Well, I think he's lying!";
- mes "Everything's perfect!";
- close;
- }
- mes "[Liotzburg]";
- mes "I'm the plant";
- mes "superintendant of this";
- mes "factory. Most of my employees";
- mes "are diligent workers. I can't say that of everyone, but overall we're doing an excellent job. Ha ha ha~!";
- next;
- mes "[Liotzburg]";
- mes "So long as this factory";
- mes "is well maintained, we won't";
- mes "have to worry about this city's";
- mes "safety. The field overseer,";
- mes "Zelmeto, is also very reliable.";
- next;
- mes "[Liotzburg]";
- mes "I can trust Zelmeto";
- mes "to look after things,";
- mes "so there's no need for";
- mes "me to go inside the factory.";
- mes "Delegating work is great!";
- next;
- mes "[Liotzburg]";
- mes "Our factory will";
- mes "continue to develop";
- mes "and everyone will be";
- mes "proud of the progress";
- mes "we're making. Yes, I can";
- mes "assure you of that!";
- close;
-
-OnTouch:
- if ($EinPolution > 9 && !$@AlrdEinPoll) {
- mes "[Liotzburg]";
- mes "What's going on?!";
- mes "Who's responsible?!";
- mes "God, I can't believe";
- mes "this is happening!";
- mes "^333333*Cough Cough!*^000000";
- next;
- mes "[Liotzburg]";
- mes "I need to get out of here!";
- mes "You! D-do something and";
- mes "fix this! I gotta hide and find";
- mes "someplace safe!";
- close2;
- if ($EinPolution > 9 && !$@AlrdEinPoll) {
- donpcevent "Einbroch Smog Alert::OnEnable";
- hideonnpc "Liotzburg#ein";
- }
- end;
- }
- else {
- end;
- }
-}
-
-ein_in01,67,242,3 script Zelmeto 851,{
- if ($EinPolution > 9) {
- mes "[Zelmeto]";
- mes "We've got a big problem";
- mes "here! I appreciate that you've";
- mes "been gathering the materials,";
- mes "but the machines have been";
- mes "broken for too long!";
- next;
- mes "[Zelmeto]";
- mes "Right when I tried to";
- mes "fix it, a huge shortout";
- mes "occurred. Our town is";
- mes "probably filled with";
- mes "toxic fog right now!";
- next;
- mes "[Zelmeto]";
- mes "I'll try my best to fix";
- mes "this, but we really should";
- mes "have allocated some funds";
- mes "to fix this machine earlier!";
- next;
- mes "[Zelmeto]";
- mes "The most important";
- mes "thing is that you get";
- mes "out of here and find";
- mes "shelter! Right now!";
- close2;
- warp "einbroch",131,83;
- end;
- }
- if (EinFactory == 16) {
- mes "[Zelmeto]";
- mes "We'll be putting good";
- mes "use to the materials you";
- mes "gave me. With your help,";
- mes "our factory will operate";
- mes "safely. At least, for just";
- mes "a little while longer.";
- close;
- }
- if ((EinFactory == 15) && (countitem(7325) > 19) && (countitem(7317) > 9) && (countitem(7319) > 9)) {
- mes "[Zelmeto]";
- mes "Ah, it's you again.";
- mes "It's shameful letting";
- mes "other people know about";
- mes "our miserable situation...";
- next;
- mes "[Zelmeto]";
- mes "There's nothing";
- mes "worth seeing here,";
- mes "so there really isn't";
- mes "a point in you coming to";
- mes "visit this place anymore.";
- next;
- switch(select("Give him materials.:Huh.")) {
- case 1:
- mes "[Zelmeto]";
- mes "...Hm?";
- mes "Aren't these the";
- mes "materials we need";
- mes "to make repairs in";
- mes "the factory? How did";
- mes "you find all of these?";
- next;
- mes "[Zelmeto]";
- mes "I don't know how";
- mes "I can possibly pay you";
- mes "back for this great favor.";
- mes "I appreciate that you've";
- mes "stepped forward to help us.";
- next;
- mes "[Zelmeto]";
- mes "Oh...!";
- mes "In my years of managing,";
- mes "I've learned the ultimate";
- mes "motivation techniques. Let";
- mes "me enhance your motivation";
- mes "to show you my gratitude.";
- next;
- mes "[Zelmeto]";
- mes "Now...";
- mes "Just open your mind";
- mes "and listen to my words";
- mes "of encouragement";
- mes "and inspiration...";
- next;
- mes "[Zelmeto]";
- mes "^236B8EWhen the going";
- mes "gets rough, you've";
- mes "gotta get rougher!";
- mes "You gotta climb that";
- mes "mountain 'cause no one's";
- mes "gonna climb it for you!^000000";
- next;
- mes "[Zelmeto]";
- mes "^236B8EDon't give it up!";
- mes "Go for broke!";
- mes "Losers are quitters";
- mes "and quitters are losers!";
- delitem 7325,20; //Tube
- delitem 7317,10; //Screw
- delitem 7319,10; //Old_Steel_Plate
- set $EinPolution,$EinPolution+1;
- completequest 8031;
- set EinFactory,16;
- if (BaseLevel < 41) {
- getexp 62,0;
- }
- else if (BaseLevel < 51) {
- getexp 308,0;
- }
- else if (BaseLevel < 61) {
- getexp 660,0;
- }
- else if (BaseLevel < 71) {
- getexp 1851,0;
- }
- else if( BaseLevel < 81) {
- getexp 3206,0;
- }
- else if (BaseLevel < 91) {
- getexp 7603,0;
- }
- else if (BaseLevel < 99) {
- getexp 29068,0;
- }
- next;
- mes "[Zelmeto]";
- mes "^333333*Whew*^000000";
- mes "I haven't given that much";
- mes "inspriration in a while, but";
- mes "your help was well worth it.";
- mes "I'm going to start the repairs, but once again, I'd like to thank you.";
- close;
- case 2:
- mes "[Zelmeto]";
- mes "^333333*Sigh...*^000000";
- mes "I'm really worried";
- mes "about this factory's";
- mes "future. What is our";
- mes "superintendant thinking...?";
- close;
- }
- }
- if (EinFactory == 15) {
- mes "[Zelmeto]";
- mes "We need";
- mes "at least";
- mes "20 ^FF0000Flexible Tubes^000000,";
- mes "10 ^FF0000Rusty Screw^000000 and";
- mes "10 ^FF0000Used Iron Plate^000000";
- mes "to repair this factory.";
- next;
- mes "[Zelmeto]";
- mes "^333333*Sigh...*^000000";
- mes "But there's no way";
- mes "we can get all of those";
- mes "things. Our budget isn't";
- mes "big enough to cover it...";
- close;
- }
- if (EinFactory == 14) {
- mes "[Zelmeto]";
- mes "...";
- mes "......";
- next;
- mes "[Zelmeto]";
- mes "^333333*Sigh*^000000";
- mes "My proposal was rejected";
- mes "by our superintendant. But";
- mes "maintainance and repairs";
- mes "are crucial for peak operating";
- mes "efficiency and worker safety!";
- next;
- mes "[Zelmeto]";
- mes "I'm frustrated and worried.";
- mes "Maybe nothing will happen";
- mes "for now, but we've got to";
- mes "safeguard our future by";
- mes "regularly maintaining";
- mes "all of these machines.";
- next;
- mes "[Zelmeto]";
- mes "Even possible threats";
- mes "to the safety of our workers";
- mes "can't be ignored. Isn't there";
- mes "something I can do? ^333333*Sigh*^000000";
- next;
- mes "[Zelmeto]";
- mes "If we can";
- mes "just get";
- mes "20 ^FF0000Flexible Tube^000000,";
- mes "10 ^FF0000Rusty Screw^000000 and";
- mes "10 ^FF0000Used Iron Plate^000000,";
- mes "we could make those repairs.";
- next;
- changequest 8030,8031;
- set EinFactory,15;
- mes "[Zelmeto]";
- mes "But without funds, there's";
- mes "no way we can purchase";
- mes "those items. If something";
- mes "happens, who's going to";
- mes "be responsible?";
- close;
- }
- if (EinFactory == 13) {
- mes "[Zelmeto]";
- mes "I've got to report this";
- mes "to our superintendant";
- mes "as soon as possible.";
- next;
- mes "[Zelmeto]";
- mes "With any luck, he'll approve";
- mes "a budget increase so that we";
- mes "can get all of the materials";
- mes "needed for the repairs.";
- close;
- }
- if (EinFactory == 12) {
- mes "[Zelmeto]";
- mes "Well, I figured that both";
- mes "conveyors would have";
- mes "similar problems. We";
- mes "can fix them at the";
- mes "same time, but it'll";
- mes "be a hassle.";
- next;
- mes "[Zelmeto]";
- mes "Thank you so much for";
- mes "your help. Without you,";
- mes "I'm pretty sure we wouldn't";
- mes "know about these problems";
- mes "until it was too late.";
- next;
- mes "[Zelmeto]";
- mes "Now, I've got to make sure";
- mes "we have enough materials";
- mes "to make the repairs so that";
- mes "the machines will be safely";
- mes "functioning again.";
- next;
- changequest 8028,8029;
- set EinFactory,13;
- mes "[Zelmeto]";
- mes "First, I better";
- mes "hurry and request";
- mes "an increase for the";
- mes "Factory Repair budget";
- mes "from our superintendant.";
- close;
- }
- if (EinFactory == 11) {
- mes "[Zelmeto]";
- mes "The machine which";
- mes "you are supposed to";
- mes "inspect right now";
- mes "is a large conveyor.";
- next;
- mes "[Zelmeto]";
- mes "Remember that we";
- mes "also have a small sized";
- mes "conveyor, so make sure";
- mes "that you examine the";
- mes "larger one, alright?";
- close;
- }
- if (EinFactory == 10) {
- mes "[Zelmeto]";
- mes "This is";
- mes "worse than";
- mes "I imagined...";
- next;
- mes "[Zelmeto]";
- mes "We've got to start";
- mes "repairs as soon as we";
- mes "can! Hopefully, we can";
- mes "resolve this before any";
- mes "serious problems happen...";
- next;
- mes "[Zelmeto]";
- mes "Alright, the last";
- mes "thing that you need to";
- mes "inspect is a ^FF0000large converyor^000000.";
- mes "It's similar to the one you";
- mes "inspected before, but it's";
- mes "bigger and more powerful.";
- next;
- mes "[Zelmeto]";
- mes "We have only one of these";
- mes "machines and it's usually";
- mes "moved around a lot since";
- mes "a lot of people in the factory";
- mes "use it. I really don't know";
- mes "where it could be now.";
- next;
- changequest 8026,8027;
- set EinFactory,11;
- mes "[Zelmeto]";
- mes "Still, I'm sure that";
- mes "it's inside the building,";
- mes "so you should be able to";
- mes "find it. I hope you can inspect";
- mes "that conveyor for me soon.";
- close;
- }
- if (EinFactory == 9) {
- mes "[Zelmeto]";
- mes "This time, you need";
- mes "to inspect an outdoor";
- mes "pipe that is located far";
- mes "outside of the factory.";
- next;
- mes "[Zelmeto]";
- mes "Since there aren't any";
- mes "other machines in that";
- mes "area, that pipe shouldn't";
- mes "be too hard to find.";
- close;
- }
- if (EinFactory == 8) {
- mes "[Zelmeto]";
- mes "Huh?";
- mes "I'm suprised to hear";
- mes "that. ^333333*Sigh*^000000 There's just";
- mes "too many things that need";
- mes "fixing. This is terrible...";
- next;
- mes "[Zelmeto]";
- mes "Well, let me worry";
- mes "about that for now. Please";
- mes "focus on continuing to inspect";
- mes "some of the other machines.";
- next;
- mes "[Zelmeto]";
- mes "Now, there's a pipe inside";
- mes "this factory that I want you";
- mes "to look at. Many of our pipes";
- mes "aren't in the best condition,";
- mes "but this particular one might";
- mes "be severely damaged.";
- next;
- mes "[Zelmeto]";
- mes "Now, the pipe I want";
- mes "you to inspect is located";
- mes "near those large caultrons";
- mes "of molten metal. You should";
- mes "be able to find it pretty easily.";
- next;
- changequest 8024,8025;
- set EinFactory,9;
- mes "[Zelmeto]";
- mes "Thanks again";
- mes "for your help,";
- mes "adventurer.";
- close;
- }
- if (EinFactory == 7) {
- mes "[Zelmeto]";
- mes "The machine which";
- mes "I want you to inspect";
- mes "this time is a small";
- mes "sized conveyor.";
- next;
- mes "[Zelmeto]";
- mes "Be sure that you";
- mes "inspect the small";
- mes "one, since we also";
- mes "have a large conveyor";
- mes "in the factory as well.";
- close;
- }
- if (EinFactory == 6) {
- mes "[Zelmeto]";
- mes "I see...";
- mes "It's most likely that";
- mes "there was a short";
- mes "circuit and most";
- mes "of the internal devices";
- mes "were burnt out...";
- next;
- mes "[Zelmeto]";
- mes "Thanks for checking";
- mes "that out for me. Now,";
- mes "the next machine I need";
- mes "you to inspect is different";
- mes "than the others I've had";
- mes "you examine.";
- next;
- mes "[Zelmeto]";
- mes "It's a mechanical";
- mes "hand that transports";
- mes "small objects. We didn't";
- mes "really give it a name, but";
- mes "you should be able to find it.";
- next;
- mes "[Zelmeto]";
- mes "Recently, it seems";
- mes "that there have been";
- mes "problems in operating";
- mes "that machine. If something's";
- mes "broken, we need to know";
- mes "and fix it right away.";
- next;
- changequest 8022,8023;
- set EinFactory,7;
- mes "[Zelmeto]";
- mes "Thanks again";
- mes "in advance.";
- close;
- }
- if (EinFactory == 5) {
- mes "[Zelmeto]";
- mes "I'd like you to inspect";
- mes "the control panel. It's";
- mes "fairly large and can be";
- mes "found in the middle of the";
- mes "factory. You shouldn't have";
- mes "too much trouble finding it.";
- close;
- }
- if (EinFactory == 4) {
- mes "[Zelmeto]";
- mes "What...?";
- mes "This is worse";
- mes "than I expected. But";
- mes "it's good that we know";
- mes "about these problems";
- mes "as soon as possible.";
- next;
- mes "[Zelmeto]";
- mes "Don't you worry,";
- mes "we'll take care of";
- mes "this. In the meantime,";
- mes "I'd like you to inspect";
- mes "the next machine for me.";
- next;
- mes "[Zelmeto]";
- mes "I want you to check";
- mes "a ^FF0000control panel^000000. It's the";
- mes "same kind as the one";
- mes "you just inspected, but";
- mes "bigger in size.";
- next;
- mes "[Zelmeto]";
- mes "It's located in the";
- mes "middle of the factory,";
- mes "so you should be able";
- mes "to find it. It may be in bad";
- mes "condition, even though it's";
- mes "operating fine for now...";
- next;
- changequest 8020,8021;
- set EinFactory,5;
- mes "[Zelmeto]";
- mes "We need to ensure that";
- mes "it's stable, reliable and";
- mes "doesn't pose a threat to";
- mes "our workforce. Thanks";
- mes "again, adventurer.";
- close;
- }
- if (EinFactory == 3) {
- mes "[Zelmeto]";
- mes "You need to inspect";
- mes "an automatic pressure";
- mes "governor. It looks fine,";
- mes "but sometimes it makes";
- mes "strange noises.";
- next;
- mes "[Zelmeto]";
- mes "It probably will";
- mes "be a good idea to";
- mes "check that machine";
- mes "more carefully this";
- mes "time, just in case.";
- next;
- mes "[Zelmeto]";
- mes "Thank you";
- mes "for helping us,";
- mes "adventurer.";
- close;
- }
- if (EinFactory == 2) {
- mes "[Zelmeto]";
- mes "Huh, I see.";
- mes "We must do something";
- mes "about that as soon as";
- mes "we can. Now, let me tell";
- mes "you what to check next.";
- next;
- mes "[Zelmeto]";
- mes "There are 3 automatic";
- mes "pressure governors which";
- mes "hammer the bent iron plates";
- mes "from above to flatten them. It";
- mes "seems that one of them may";
- mes "have some kind of problem.";
- next;
- mes "[Zelmeto]";
- mes "Please inspect the ^FF0000automatic pressure governors^000000. Even if the";
- mes "problem seems small, please";
- mes "report it to me. I know it might seem fine now, but I want to prevent an accident if I can.";
- next;
- changequest 8018,8019;
- set EinFactory,3;
- mes "[Zelmeto]";
- mes "Thank you";
- mes "in advance,";
- mes "adventurer.";
- close;
- }
- if (EinFactory == 1) {
- mes "[Zelmeto]";
- mes "If you would,";
- mes "please inspect the";
- mes "2nd control panel that";
- mes "seems to have been";
- mes "broken for a while...";
- close;
- }
- mes "[Zelmeto]";
- mes "Ah, you must be a visitor.";
- mes "I'm Zelmeto Abellov, the";
- mes "field overseer. Have you";
- mes "been in this facility before?";
- next;
- mes "[Zelmeto]";
- mes "This factory plays an";
- mes "important role in our city";
- mes "and generates a lot of income.";
- mes "However, our employees suffer";
- mes "from a poor work environment.";
- next;
- mes "[Zelmeto]";
- mes "Our superintendant makes a lot";
- mes "of money and seems content with";
- mes "the current situation. However, the rest of the workforce doesn't enjoy all of the benefits he receives...";
- next;
- mes "[Zelmeto]";
- mes "Many people have already";
- mes "quit and there are only a few";
- mes "people who continue to work";
- mes "here. So now we're understaffed";
- mes "and I'm in quite a bind...";
- next;
- mes "[Zelmeto]";
- mes "There are some urgent";
- mes "tasks I need done, but";
- mes "there's no way for me";
- mes "to recruit new workers.";
- mes "Ah, I'm sorry, I've spoken too";
- mes "freely about my own problems...";
- next;
- switch(select("You're understaffed?:No, it's okay.")) {
- case 1:
- mes "[Zelmeto]";
- mes "Yes, we are!";
- mes "I don't have enough";
- mes "people to inspect the";
- mes "factory machines and";
- mes "determine what kinds";
- mes "of problems we have.";
- next;
- mes "[Zelmeto]";
- mes "It's a time consuming";
- mes "task I'd rather do on my";
- mes "own. However, between that";
- mes "and managing the workforce,";
- mes "I don't have enough time...";
- next;
- switch(select("I can help you.:Keep up the good job.")) {
- case 1:
- mes "[Zelmeto]";
- mes "You can help me?";
- mes "I know something like";
- mes "this is too much to ask,";
- mes "but I'll accept any help";
- mes "anyone offers me. I'm";
- mes "that desperate.";
- next;
- mes "[Zelmeto]";
- mes "Alright, I'll have you";
- mes "inspect the machines";
- mes "in the factory one by one.";
- mes "It's imperative that we know";
- mes "what needs to be repaired";
- mes "and what's working fine.";
- next;
- mes "[Zelmeto]";
- mes "First, find the ^FF00002nd control";
- mes "panel^000000 and determine its";
- mes "status. I'm fairly certain that";
- mes "it broke a long time ago, but";
- mes "it wouldn't hurt to make sure.";
- mes "You should find it easily.";
- next;
- setquest 8017;
- set EinFactory,1;
- mes "[Zelmeto]";
- mes "When you finish your";
- mes "inspection, report back";
- mes "to me so I can tell you";
- mes "which machine to check";
- mes "next. Thanks again for";
- mes "offering to help.";
- close;
- case 2:
- mes "[Zelmeto]";
- mes "Well, it's a living.";
- mes "^333333*Sigh*^000000 I can put up with";
- mes "this, but I hope the higher";
- mes "ups will consider improving";
- mes "the work environment here...";
- close;
- }
- case 2:
- mes "[Zelmeto]";
- mes "Thank you for";
- mes "your kindness.";
- mes "And please don't";
- mes "let anyone know about";
- mes "anything I just told you.";
- close;
- }
-}
-
-ein_in01,49,232,3 script 2nd Control Panel#ins 111,{
- if ((EinFactory == 1) || (EinFactory == 2)) {
- changequest 8017,8018;
- set EinFactory,2;
- mes "^3355FFIt's the 2nd control panel";
- mes "Zelmeto asked you to inspect.";
- mes "It looks totally broken: screws";
- mes "are missing, and the iron cover";
- mes "has been bent open, revealing";
- mes "a tangled mess of wires inside.^000000";
- close;
- }
- end;
-}
-
-ein_in01,108,217,3 script 3rd Pressure Governor#1 111,{
- if ((EinFactory == 3) || (EinFactory == 4)) {
- changequest 8019,8020;
- set EinFactory,4;
- mes "^3355FFAt first glance, this";
- mes "pressure governor looks";
- mes "perfectly fine. But after you";
- mes "check it more carefully, you";
- mes "find that it's making strange";
- mes "grinding noises and a few of";
- mes "the surface screws are loose.";
- close;
- }
- end;
-}
-
-ein_in01,62,258,3 script Main Control Panel#ins 111,{
- if ((EinFactory == 5) || (EinFactory == 6)) {
- changequest 8021,8022;
- set EinFactory,6;
- mes "^3355FFThe main control panel";
- mes "doesn't look like it has";
- mes "any problems. But after";
- mes "tapping on its surface,";
- mes "you hear a disheartening";
- mes "hollow sound. It looks like";
- mes "it's missing some parts...^000000";
- close;
- }
- end;
-}
-
-ein_in01,46,197,3 script Conveyor#ins 111,{
- if ((EinFactory == 7) || (EinFactory == 8)) {
- changequest 8023,8024;
- set EinFactory,8;
- mes "^3355FFThe conveyor's movements";
- mes "look jittery and clumsy. The";
- mes "mechanical arm also doesn't";
- mes "look powerful enough to bear";
- mes "the loads that it's carrying. The screws in the conveyor look";
- mes "loose and rusted over.^000000";
- close;
- }
- end;
-}
-
-ein_in01,100,266,3 script Pipe#ins 111,{
- if ((EinFactory == 9) || (EinFactory == 10)) {
- changequest 8025,8026;
- set EinFactory,10;
- mes "^3355FFThe inspection of this";
- mes "pipe didn't take very long.";
- mes "It's bloated and worn out";
- mes "from long durations of ";
- mes "being overloaded with";
- mes "pressure. It's a wonder";
- mes "it hasn't exploded yet.";
- close;
- }
- end;
-}
-
-ein_in01,95,239,3 script Conveyor#ins2 111,{
- if ((EinFactory == 11) || (EinFactory == 12)) {
- changequest 8027,8028;
- set EinFactory,12;
- mes "^3355FFThis conveyor seems";
- mes "to have similar problems";
- mes "as its smaller version. Its";
- mes "movements are awkward,";
- mes "erratic and weak, and almost";
- mes "all of its screws are rusted.^000000";
- close;
- }
- end;
-}
-
-// Administrator NPC used to rig the invasion in Einbroch.
-/**/
-sec_in02,127,86,3 script Factory Quest Test 851,{
- input .@input; //,0,9000;
- if ((.@input < 0) || (.@input > 9000)) {
- mes "[Test1]";
- mes "Boo~ya.";
- close;
- }
- else if (.@input == 0) {
- mes "[Test1]";
- mes "Do you want";
- mes "to cancel~?";
- close;
- }
- else if (.@input == 8028) {
- mes "[Test1]";
- mes "The current value";
- mes "of the global variable";
- mes "for the Factory Quest";
- mes "is... ^3355FF" + z + "^000000.";
- mes "You wanna change?";
- next;
- switch(select("0:10:Invade")) {
- case 1:
- mes "[Test1]";
- mes "Okay...!";
- mes "It's been";
- mes "changed to ''0.''";
- set $EinPolution,0;
- close;
- case 2:
- mes "[Test2]";
- mes "Okay...!";
- mes "It's been";
- mes "changed to ''10.''";
- set $EinPolution,10;
- close;
- case 3:
- donpcevent "Einbroch Smog Alert::OnEnable";
- close;
- }
- }
- else {
- mes "[Test1]";
- mes "Whoa...";
- mes "That is";
- mes "sooo wrong!";
- close;
- }
-}
-/**/
-
-// Murder Quest
-//============================================================
-einbech,165,105,7 script Buender Hikeman#ein 847,{
- cutin "ein_hicman",2;
- if (Shinokas_Quest == 0) {
- mes "[Buender Hikeman]";
- mes "...";
- mes "......";
- next;
- mes "[Buender Hikeman]";
- mes "...";
- mes "......";
- mes "......You...";
- emotion e_what,1;
- next;
- mes "[Buender Hikeman]";
- mes "...";
- mes "......";
- mes "......You...";
- mes "......Stop it...";
- next;
- mes "[Buender Hikeman]";
- mes "...";
- mes "......";
- mes "......You...";
- mes "......Stop it...";
- mes "...You ^FF0000bastard^000000!";
- next;
- mes "[Buender Hikeman]";
- mes "RaaaaAAAARGHHH!!";
- next;
- mes "^3355FFThe old man seems";
- mes "slightly irked at seeing";
- mes "you. Unfortunately, his";
- mes "screaming and rambling";
- mes "is totally incoherent.^000000";
- next;
- mes "[Buender Hikeman]";
- mes "It ^FF0000IS^000000 you!";
- mes "You're responsible!";
- mes "You've taken everything";
- mes "away from me!!";
- next;
- switch(select("'What are you talking about?':Ignore Him.")) {
- case 1:
- mes "[Buender Hikeman]";
- mes "How dare you...";
- mes "How dare you treat ";
- mes "after destroying all the";
- mes "happiness in my life!";
- next;
- mes "[Buender Hikeman]";
- mes "Damn you...";
- mes "How can you have";
- mes "the audacity to pretend";
- mes "as if nothing happened?!";
- mes "^333333*C-cough Cough...*^000000";
- next;
- break;
- case 2:
- mes "[Buender Hikeman]";
- mes "W...wait!";
- mes "I said wait!";
- mes "^333333*Cough!*^000000";
- close2;
- cutin "ein_hicman",255;
- end;
- }
- mes "[Buender Hikeman]";
- mes "Are you so evil to";
- mes "just shallowly forget";
- mes "what you've done to our";
- mes "lives? Did you already";
- mes "forget what you did";
- mes "here in Einbech?!";
- next;
- mes "[Buender Hikeman]";
- mes "It was such a long";
- mes "time ago, but I'll never";
- mes "forget. This town was";
- mes "small, but full of folk";
- mes "with warm hearts...";
- next;
- mes "[Buender Hikeman]";
- mes "Me, Khartophe, Anuto,";
- mes "Maskharundt... All of";
- mes "us were friends hired";
- mes "by that big businessman";
- mes "to dig up ores in the mine.";
- next;
- mes "[Buender Hikeman]";
- mes "And then there";
- mes "was you! All of us";
- mes "put together made the";
- mes "greatest mining team!";
- mes "That was, until, we";
- mes "discovered ^FF0000it^000000.";
- next;
- mes "[Buender Hikeman]";
- mes "Yes...";
- mes "The mysterious ore";
- mes "that dazzled with a";
- mes "magnificent light.";
- next;
- mes "[Buender Hikeman]";
- mes "But we should have known";
- mes "that the ^3131FFUngoliant^000000 would";
- mes "be around that ore. We";
- mes "should have realized";
- mes "the danger...";
- next;
- mes "[Buender Hikeman]";
- mes "We reported our findings";
- mes "to our employer, and then";
- mes "the ore just disappeared. He";
- mes "must have sent it somewhere,";
- mes "it was none of our business.";
- next;
- mes "[Buender Hikeman]";
- mes "Then life was back";
- mes "to normal for a while.";
- mes "But one day you yelled";
- mes "to us that you had found";
- mes "another special, mysterious";
- mes "ore in the mines.";
- next;
- mes "[Buender Hikeman]";
- mes "But when we came";
- mes "over to check the hole";
- mes "you dug up, you know";
- mes "what we found...?!";
- next;
- switch(select("Ungoliant?:A mysterious ore, right?:Nothing...?")) {
- case 1:
- mes "[Buender Hikeman]";
- mes "Don't you remember";
- mes "what happened? What";
- mes "you did to us at that time?!";
- next;
- break;
- case 2:
- mes "[Buender Hikeman]";
- mes "Don't you remember";
- mes "what happened? What";
- mes "you did to us at that time?!";
- next;
- break;
- case 3:
- mes "[Buender Hikeman]";
- mes "Yes...";
- mes "Nothing.";
- next;
- break;
- }
- mes "[Buender Hikeman]";
- mes "There was nothing";
- mes "inside the hole!";
- next;
- mes "[Buender Hikeman]";
- mes "Then you pointed to";
- mes "the wall behind us and";
- mes "screamed that Ungoliant";
- mes "was coming! In our panic";
- mes "we started to dig our way out!";
- next;
- mes "[Buender Hikeman]";
- mes "I remember that the expression on your face seemed so strange. I had thought you looked sad, but now I'm sure you were consumed by greed! We trusted you and you betrayed us! ^FFFFFFspace^000000";
- next;
- mes "[Buender Hikeman]";
- mes "When we finally smashed";
- mes "down that last wall, everything";
- mes "starting to fall around us. We";
- mes "were the only two to survive";
- mes "that tunnel collapse.";
- next;
- mes "[Buender Hikeman]";
- mes "Then I learned...";
- mes "You planned it all along.";
- setquest 2071;
- set Shinokas_Quest,1;
- close2;
- cutin "ein_hicman",255;
- end;
- }
- else if (Shinokas_Quest == 1) {
- mes "[Buender Hikeman]";
- mes "Bastard!";
- mes "I'm sick of";
- mes "your lies!";
- next;
- switch(select("I'm not who you think!:How did you survive the accident?")) {
- case 1:
- mes "[Buender Hikeman]";
- mes "Ha...!";
- mes "Do you think";
- mes "I'd so easily";
- mes "forget the face";
- mes "of the person who";
- mes "shattered my life?!";
- next;
- break;
- case 2:
- break;
- }
- next;
- mes "[Buender Hikeman]";
- mes "When I came to,";
- mes "I was lying on my";
- mes "stomach in the ruins";
- mes "of that dark tunnel.";
- next;
- mes "[Buender Hikeman]";
- mes "And I found...";
- mes "You know what I found.";
- next;
- mes "[Buender Hikeman]";
- mes "^333333*Cough Cough*^000000";
- mes "The corpses of my friends!";
- mes "Khartophe, Anuto, Maskharundt!";
- mes "Great men and my best friends.";
- mes "But where were you?!";
- next;
- mes "[Buender Hikeman]";
- mes "Your body was nowhere";
- mes "to be found. I searched";
- mes "the tunnel and finally";
- mes "climbed outside where";
- mes "I was found unconscious.";
- next;
- mes "[Buender Hikeman]";
- mes "I was so stupid.";
- mes "It was because of";
- mes "that ore! You killed our";
- mes "friends and destroyed";
- mes "my life for that thing!";
- next;
- mes "[Buender Hikeman]";
- mes "And now...";
- mes "You come out of";
- mes "hiding and show up.";
- mes "What do you want of";
- mes "me? What more can";
- mes "you possibly take away?!";
- next;
- switch(select("I'm not who you think I am!:I'd like to apologize.")) {
- case 1:
- mes "[Buender Hikeman]";
- mes "Quit lying!";
- mes "You've stirred up";
- mes "my hatred by showing";
- mes "up again! I've never";
- mes "forgotten that day!";
- next;
- break;
- case 2:
- mes "[Buender Hikeman]";
- mes "Ha ha...";
- mes "Apologize?";
- mes "The harm is";
- mes "already done...";
- next;
- break;
- }
- mes "[Buender Hikeman]";
- mes "It's too late";
- mes "for you now. For";
- mes "the sake of my friends,";
- mes "I'll have my vengeance!";
- next;
- mes "[Buender Hikeman]";
- mes "Prepare to die!";
- mes "^3131FFShinokas^000000!!!!";
- next;
- mes "[Buender Hikeman]";
- mes "...!";
- mes "^333333*Cough! Cough!*^000000";
- mes "Noooo! N-not now...";
- mes "^333333*Cough! Cough!*^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "...";
- mes "I better";
- mes "get away";
- mes "from him!";
- next;
- mes "^3355FFYou ran away from Hikeman";
- mes "as he collapsed on the ground.";
- mes "It wouldn't be a good idea to";
- mes "provoke the old man anymore,";
- mes "intentionally or not.^000000";
- changequest 2071,2072;
- set Shinokas_Quest,2;
- close2;
- cutin "ein_hicman",255;
- end;
- }
- else if (Shinokas_Quest == 2) {
- mes "^3355FFIt'd be best";
- mes "to avoid aggravating";
- mes "the old man for now.^000000";
- close2;
- cutin "ein_hicman",255;
- end;
- }
- else if (Shinokas_Quest == 10) {
- mes "^3355FFHikeman is dozing";
- mes "off in his chair. Judging";
- mes "from the look of discomfort";
- mes "on his face, he seems to be";
- mes "having a nightmare.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Excuse me...";
- next;
- mes "[Buender Hikeman]";
- mes "Huh...?";
- mes ".........!!";
- mes "Hahahahaha!";
- mes "Come back for";
- mes "your beating,";
- mes "eh, Shinokas?!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Look...!";
- mes "I'm not Shinokas,";
- mes "okay? How can you";
- mes "forget what he looks";
- mes "like or how old he is?";
- mes "I'm way younger!";
- next;
- mes "[Buender Hikeman]";
- mes "What...?";
- next;
- mes "[Buender Hikeman]";
- mes "................";
- emotion e_gasp;
- next;
- mes "[Buender Hikeman]";
- mes "Uhhhh......";
- next;
- mes "[Buender Hikeman]";
- mes "Huh.";
- next;
- if (Sex == 0) {
- mes "["+strcharinfo(0)+"]";
- mes "And...";
- mes "I'm a cute girl!";
- mes "Shinokas is male";
- mes "and kind of...";
- next;
- mes "[Buender Hikeman]";
- mes "What...?";
- mes "IMPOSSIBLE!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "...";
- mes "......";
- next;
- mes "[Buender Hikeman]";
- mes "...";
- mes "......";
- next;
- }
- mes "[Buender Hikeman]";
- mes "It seems...";
- mes "I've made a";
- mes "huge mistake.";
- next;
- mes "[Buender Hikeman]";
- mes "Ever since the accident, people have said that I haven't been the same. Maybe they're right.";
- next;
- mes "[Buender Hikeman]";
- mes "I keep making the same";
- mes "mistakes, so maybe they're";
- mes "right about me getting senile.";
- mes "Did you come just to clear";
- mes "up this misunderstanding?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Um...";
- mes "Actually...";
- next;
- switch(select("Tell Hikeman about Shinokas's death.:Don't notify Hikeman.")) {
- case 1:
- mes "["+strcharinfo(0)+"]";
- mes "Shinokas died";
- mes "a while ago in";
- mes "Einbroch.";
- next;
- mes "[Buender Hikeman]";
- mes "Wh-what...?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Shinokas was killed by";
- mes "some men. He thinks they";
- mes "may have been the ones";
- mes "who hired you guys. In the";
- mes "end, he was betrayed too...";
- next;
- mes "[Buender Hikeman]";
- mes "I...";
- mes "I see...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Shinokas may have";
- mes "gotten some money,";
- mes "but he spent the rest";
- mes "of his life in hiding,";
- mes "being hunted down.";
- next;
- mes "[Buender Hikeman]";
- mes "Nothing's left.";
- mes "I've got nothing";
- mes "to look foward to.";
- mes "I was living only to";
- mes "avenge my friends...";
- next;
- mes "[Buender Hikeman]";
- mes "Please...";
- mes "Just go back to";
- mes "wherever you came";
- mes "from. Leave me alone...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "^333333Did Hikeman really want";
- mes "revenge on Shinokas or did";
- mes "he want to hear him out since";
- mes "they used to be close friends?^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "^333333If I mention that";
- mes "what they found was";
- mes "the Ymir Heart Piece,";
- mes "Hikeman might end up";
- mes "getting hunted down, so";
- mes "I better not say anything.^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "^333333Why are those men";
- mes "so obsessed with that";
- mes "Ymir Heart Piece? Is it";
- mes "really worth this kind of";
- mes "cruelty? Whoever they are,";
- mes "their intentions can't be good.";
- close2;
- cutin "ein_hicman",255;
- completequest 2078;
- set Shinokas_Quest,11;
- if (BaseLevel < 70) {
- getexp 10000,8000;
- }
- else if ((BaseLevel > 69) && (BaseLevel < 80)) {
- getexp 30000,10000;
- }
- else if ((BaseLevel > 79) && (BaseLevel < 90)) {
- getexp 50000,30000;
- }
- else if ((BaseLevel > 89) && (BaseLevel < 100)) {
- getexp 70000,50000;
- }
- end;
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "Yeah...";
- mes "That' right.";
- mes "I wanted to clear up";
- mes "this misunderstanding";
- mes "so you could calm down,";
- mes "even if it's just a little bit.";
- next;
- mes "[Buender Hikeman]";
- mes "Well, you don't have";
- mes "to worry so much about";
- mes "my stress. I find that the";
- mes "winds that pass through";
- mes "this town to be very relaxing.";
- next;
- mes "[Buender Hikeman]";
- mes "Each time the wind";
- mes "blows by, my vision blurs,";
- mes "my memories haze and all";
- mes "of my hatred just drifts away.";
- next;
- mes "[Buender Hikeman]";
- mes "Without the wind, I'd only";
- mes "have my hatred towards ^FF0000him^000000.";
- mes "Maybe it's my only reason for";
- mes "living and maybe I'm lonely,";
- mes "but it's too late to feel";
- mes "sorry for myself now.";
- close2;
- cutin "ein_hicman",255;
- end;
- }
- }
- else {
- mes "^3355FFHikeman is dozing";
- mes "off in his chair. Judging";
- mes "from the look of discomfort";
- mes "on his face, he seems to be";
- mes "having a nightmare.";
- cutin "ein_hicman",255;
- close;
- }
-}
-
-ein_in01,231,163,7 script Sick Old Man#ein 849,{
- if (Shinokas_Quest < 2) {
- mes "[Sick Old Man]";
- mes "...!";
- next;
- mes "[Sick Old Man]";
- mes "Awwwk~";
- mes "It's killing me!";
- mes "Arrrgh! Awwwrgh!";
- mes "W-when will my son";
- mes "come back from";
- mes "the factory...?!";
- next;
- mes "^3355FFYou feel really awkward";
- mes "just staring at this old";
- mes "man violently rolling";
- mes "around in his bed.^000000";
- close;
- }
- else if (Shinokas_Quest == 2) {
- set einbech,0;
- mes "[Sick Old Man]";
- mes "...!";
- next;
- mes "[Sick Old Man]";
- mes "Awwwk~";
- mes "It's killing me!";
- mes "Arrrgh! Awwwrgh!";
- mes "W-when will my son";
- mes "come back from";
- mes "the factory...?!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Shi...";
- mes "Shinokas?";
- next;
- mes "[Sick Old Man]";
- mes "Huh...?";
- mes "Noooo! M-my name is";
- mes "Shinotarous. Y-you've";
- mes "got the wrong person!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "^333333This has to be the";
- mes "Shinokas that Hikeman";
- mes "was talking about in Einbech.";
- mes "Hmmm, but how can I get";
- mes "him to admit it?^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "^333333*Ahem!*^000000";
- mes "Excuse me...";
- next;
- while(1) {
- if (.@einbech > 6) {
- if (select("Have you ever heard of ^3131FFHikeman^000000 before?:Weren't you living in ^3131FFEinbech^000000?") == 1) {
- break;
- }
- mes "[Sick Old Man]";
- mes "Einbech...?";
- mes "No! I've never";
- mes "lived there before!";
- next;
- mes "^3355FFIt doesn't seem";
- mes "like this old man";
- mes "is telling the truth...^000000";
- set einbech,0;
- next;
- }
- else {
- switch(select("Remember the mine tunnel collapse?:Didn't you used to be a miner?:Have you lived in Einbroch all your life?")) {
- case 1:
- mes "[Sick Old Man]";
- mes "Noooo!";
- mes "I don't know";
- mes "what the hell";
- mes "you're talking";
- mes "about!";
- set .@einbech,.@einbech+1;
- next;
- break;
- case 2:
- mes "[Sick Old Man]";
- mes "Nooo...!";
- mes "W-why would you";
- mes "even ask me that";
- mes "kind of question?!";
- set .@einbech,.@einbech+1;
- next;
- break;
- case 3:
- mes "[Sick Old Man]";
- mes "Y-yes!";
- mes "Born and raised";
- mes "raised here in";
- mes "Einbe--Einbroch!";
- next;
- mes "^3355FFIt doesn't seem";
- mes "like this old man";
- mes "is telling the truth...^000000";
- if (.@einbech > 0) {
- set .@einbech,0;
- }
- next;
- break;
- }
- }
- }
- mes "["+strcharinfo(0)+"]";
- mes "Are you sure";
- mes "that you don't";
- mes "know anything";
- mes "about ^3131FFHikeman^000000?";
- next;
- mes "[Shinokas]";
- mes "No...!";
- mes "I've never met";
- mes "Buender Hikeman";
- mes "in my entire li--";
- next;
- mes "[Shinokas]";
- mes "...";
- mes ".......";
- emotion e_swt2;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I was right.";
- mes "You're Shinokas!";
- emotion e_gg,1;
- next;
- mes "[Shinokas]";
- mes "Curses!";
- mes "I've blown";
- mes "my cover!";
- mes "W-wait! How much";
- mes "do you know?!";
- emotion e_omg;
- next;
- mes "[Shinokas]";
- mes "Did ^3131FFthey^000000 send you?";
- mes "^333333*Sigh*^000000 I think that this";
- mes "is it. I'll never be";
- mes "able to solve the";
- mes "secret before I die.";
- next;
- mes "[Shinokas]";
- mes "Okay.";
- mes "Get on with it.";
- mes "I'm ready now...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Tell me everything";
- mes "you know related to";
- mes "that incident where";
- mes "the mine tunnel";
- mes "collapsed around";
- mes "you and Hikeman.";
- next;
- mes "[Shinokas]";
- mes "...?";
- mes "Errr....";
- mes "You're not";
- mes "here to kill me?";
- emotion e_what;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "No...!";
- mes "I'm here to find";
- mes "out the truth!";
- next;
- mes "[Shinokas]";
- mes "That means...";
- mes "I still have some time.";
- mes "This must be destiny!";
- mes "Alright, I'll tell you what";
- mes "happened. But it's a";
- mes "long story...";
- changequest 2072,2073;
- set Shinokas_Quest,3;
- close;
- }
- else if (Shinokas_Quest == 3) {
- mes "[Shinokas]";
- mes "How much do you know";
- mes "about the accident? No,";
- mes "wait. Don't answer that.";
- mes "I don't want to hear it.";
- next;
- mes "[Shinokas]";
- mes "I admit it. Yes.";
- mes "I stabbed my friends";
- mes "in the back. It was an";
- mes "unforgivable sin that will";
- mes "haunt me until the day I die.";
- next;
- mes "[Shinokas]";
- mes "I sold out my friends for";
- mes "money. I destroyed that";
- mes "tunnel and killed them. But";
- mes "I suppose I was tricked as well. ^3131FFThey^000000 never intended to keep their end of our agreement.";
- next;
- mes "[Shinokas]";
- mes "After I destroyed the tunnel,";
- mes "they targeted me and I ended";
- mes "spending the rest of my life being pursued and running from place to place. What the hell was that ^3131FFore^000000 and why was it so important?";
- next;
- mes "[Shinokas]";
- mes "I need to know more about";
- mes "that ore if it's worth killing for. That's why I've risked sneaking into Einbroch. Supposedly, an ore similar to the one we found has";
- mes "been transported here recently.";
- next;
- select("Did you find it?");
- mes "[Shinokas]";
- mes "No, not yet.";
- mes "I've been searching";
- mes "for that ore every night.";
- mes "During the day, this kind";
- mes "blacksmith has managed";
- mes "to hide me from those men.";
- next;
- mes "[Shinokas]";
- mes "But I won't be safe";
- mes "for very long. Look, I'm";
- mes "no saint, but before I die,";
- mes "I wanna do this one last";
- mes "thing and see what's so";
- mes "great about this ore...";
- next;
- select("Wait, who's trying to get you?");
- mes "[Shinokas]";
- mes "Who's trying to kill me?";
- mes "The people who hired me and";
- mes "my friends to dig up that ore in the first place. We thought they were ordinary businessmen,";
- mes "but... They're dangerous.";
- next;
- mes "[Shinokas]";
- mes "So I told you everything";
- mes "and now you know that my";
- mes "days might be numbered.";
- mes "Please do an old man a favor";
- mes "and search Einbroch for that";
- mes "strange, mysterious ore.";
- next;
- mes "[Shinokas]";
- mes "Now, the first thing I learned";
- mes "in this town is that the richest family is the Kapellthaines. Only the rich and powerful can possibly be involved in something so big.";
- next;
- mes "[Shinokas]";
- mes "Would you search";
- mes "Kappellthaine Manor";
- mes "for that ore? It's on the way";
- mes "to the Airport and it shouldn't be hard to miss. They're the richest people in Einbroch, after all.";
- next;
- mes "[Shinokas]";
- mes "I'm too old and weak to leave";
- mes "this house, and there's the chance that those men will find me. If you can sympathize with my situation, please find out if the Kapellthaine family has any unique ores...";
- changequest 2073,2074;
- set Shinokas_Quest,4;
- close;
- }
- else if (Shinokas_Quest == 4) {
- mes "[Shinokas]";
- mes "Please...";
- mes "Find out if the Kapellthaines";
- mes "are keeping some kind of unique";
- mes "ore. Their manor is on the road";
- mes "that leads to the Airport.";
- close;
- }
- else if (Shinokas_Quest == 5) {
- mes "[Shinokas]";
- mes "So, did you find";
- mes "anything from the";
- mes "Kapellthaines?";
- next;
- mes "["+strcharinfo(0)+"]" ;
- mes "Well, Mr. Kapellthaine";
- mes "is kind of violent, but";
- mes "I didn't find anything";
- mes "really suspicious.";
- next;
- mes "[Shinokas]";
- mes "Huh...";
- mes "I must have";
- mes "been wrong, then...";
- mes "Where else could it be?";
- next;
- mes "[Shinokas]";
- mes "Oh, right! The huge";
- mes "factory in Einbroch!";
- mes "What could be more";
- mes "suspicious? There's a ton";
- mes "of workers, but no one really";
- mes "knows what they do there...";
- next;
- mes "[Shinokas]";
- mes "If they're so secretive,";
- mes "it's possible that they're";
- mes "keeping the ore over there.";
- mes "Please go and search the";
- mes "Factory for that ore as";
- mes "soon as you can.";
- changequest 2074,2075;
- set Shinokas_Quest,6;
- close;
- }
- else if (Shinokas_Quest == 6) {
- if (EinFactory > 12) {
- mes "[Shinokas]";
- mes "So...?";
- mes "Did you learn";
- mes "anything new";
- mes "in the Factory?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Well...";
- mes "There's a lot of";
- mes "suspicious business";
- mes "in the factory, but I don't";
- mes "think any of it is related";
- mes "to that ore you mentioned.";
- next;
- mes "[Shinokas]";
- mes "Damn it...";
- mes "Then where did";
- mes "they hide it? Where";
- mes "do you think that";
- mes "ore might be?";
- next;
- switch(select("Airport:Factory:Train Station:Airship Repairshop:Laboratory")) {
- case 1:
- mes "[Shinokas]";
- mes "No...";
- mes "The Airport is always";
- mes "crowded with people.";
- mes "It'd be a bad idea to hide";
- mes "something so important";
- mes "in that kind of place.";
- close;
- case 2:
- mes "[Shinokas]";
- mes "Didn't you just";
- mes "check the factory?";
- mes "You couldn't find";
- mes "any clues to the";
- mes "ore over there...";
- close;
- case 3:
- mes "[Shinokas]";
- mes "Hmm...";
- mes "People are always going";
- mes "in and out of the Train Station. It's not the best place to hide something as important as the ore.";
- close;
- case 4:
- mes "[Shinokas]";
- mes "The Airship? Hm, it does";
- mes "fly through some mysterious";
- mes "power... But I already checked";
- mes "the Airship Repairshop myself.";
- mes "I haven't found any trace of";
- mes "the ore over there.";
- close;
- case 5:
- mes "[Shinokas]";
- mes "...!";
- mes "Yes. Yes...!";
- mes "That could be it!";
- mes "Why didn't I think";
- mes "about the Laboratory?";
- mes "It makes so much sense!";
- next;
- mes "[Shinokas]";
- mes "I have a good feeling";
- mes "about this. Please sneak";
- mes "into that Laboratory and";
- mes "see if you can find the ore!";
- next;
- mes "[Shinokas]";
- mes "Remember...";
- mes "Not just anybody";
- mes "can enter that kind";
- mes "of place. But I'm sure";
- mes "you'll figure something out.";
- changequest 2075,2076;
- set Shinokas_Quest,7;
- close;
- }
- }
- else {
- mes "[Shinokas]";
- mes "I'm really in no position";
- mes "to ask and I'm not trying";
- mes "to give you a hard time on";
- mes "purpose, but would you please";
- mes "check for any traces of the ore";
- mes "in the Factory once again?";
- close;
- }
- }
- else if (Shinokas_Quest == 9) {
- mes "["+strcharinfo(0)+"]";
- mes "Shinokas,";
- mes "I found something!";
- next;
- mes "[Shinokas]";
- mes "You...";
- mes "Came... back...";
- mes "Even... if... it's";
- mes "already... Too late.";
- mes "^333333*Cough Cough*^000000";
- next;
- mes "^3355FFYou help Shinokas";
- mes "sit up, but find that";
- mes "your hands have been";
- mes "stained with his blood.^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Blood...?!";
- mes "Shinokas!";
- mes "Who did this to you?";
- mes "W-we need to call for help!";
- next;
- mes "[Shinokas]";
- mes "No...";
- mes "It's already";
- mes "too late for me.";
- mes "I should have died";
- mes "a long time ago...";
- next;
- mes "[Shinokas]";
- mes "^333333*Cough*^000000";
- mes "I only regret that";
- mes "I've never been able";
- mes "to apologize to my";
- mes "friends... ^333333*Cough!*^000000";
- next;
- mes "[Shinokas]";
- mes "But did you";
- mes "find out? D-did";
- mes "you find out what's";
- mes "so special about";
- mes "that ore? W-what";
- mes "is it... Really?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "It was...";
- next;
- input .@input$;
- mes "["+strcharinfo(0)+"]";
- mes "It was";
- mes "^3131FF"+.@input$+"^000000!";
- next;
- if (.@input$ == "Ymir") {
- mes "[Shinokas]";
- mes "Y-Ymir...?";
- mes "The h-heart of Ymir?";
- mes "The power to control";
- mes "the world... We really";
- mes "did find something";
- mes "great, didn't we?";
- next;
- mes "[Shinokas]";
- mes "I remember...";
- mes "The first time";
- mes "we saw it. We...";
- mes "We were so excited.";
- mes "So amazed and proud...";
- next;
- mes "[Shinokas]";
- mes "But digging up...";
- mes "Something so great...";
- mes "Was only possible";
- mes "with-- ^333333*Cough*^000000 --";
- mes "M-my buddies...";
- next;
- mes "[Shinokas]";
- mes "^333333*Cough*^000000";
- mes "It's getting...";
- mes "Darker... I...";
- mes "Don't have to";
- mes "run anymore.";
- next;
- }
- else {
- mes "[Shinokas]";
- mes "W-wait...!";
- mes "What did...";
- mes "I can't underst--";
- mes "^333333*Cough cough!*^000000";
- next;
- }
- mes "["+strcharinfo(0)+"]";
- mes "No...!";
- mes "Tell me who";
- mes "did this to you!";
- mes "Where are they?";
- mes "Speak to me, please!";
- next;
- mes "[Shinokas]";
- mes "W-wha...?";
- mes "I told you.";
- mes "Th-they we--";
- next;
- mes "[Shinokas]";
- mes "...";
- mes "......";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "No!";
- mes "Shinokas!";
- mes "Why, God?";
- mes "Why...";
- changequest 2077,2078;
- set Shinokas_Quest,10;
- close;
- }
- else if (Shinokas_Quest > 9) {
- mes "^3355FFShinokas's";
- mes "body has grown";
- mes "cold to the touch.^000000";
- close;
- }
- else {
- mes "[Shinokas]";
- mes "...";
- mes "......";
- close;
- }
-}
-
-ein_in01,32,133,7 script Maid#ein 850,{
- if (Shinokas_Quest == 4) {
- mes "[Maid]";
- mes "Did you ask me";
- mes "if I saw some kind";
- mes "of ore around here?";
- mes "That's strange...";
- next;
- mes "[Maid]";
- mes "Well, I've been with";
- mes "this family for a long";
- mes "time. Let me assure you";
- mes "that there's no secrets";
- mes "from me in this household!";
- next;
- mes "[Maid]";
- mes "I'm sorry, but I don't";
- mes "think we have any ores,";
- mes "special or otherwise, here";
- mes "in the manor. What exactly";
- mes "do you need them for?";
- set Shinokas_Quest,5;
- close;
- }
- else {
- mes "[Maid]";
- mes "There's no end";
- mes "to all these plates";
- mes "I have to clean...!";
- close;
- }
-}
-
-ein_in01,254,35,1 script Scientist#ein 749,{
- mes "[Scientist]";
- mes "^333333*Grumble grumble*^000000";
- next;
- mes "[Scientist]";
- mes "Huh...?";
- mes "How did you";
- mes "get in here?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Oh! Ah....";
- mes "I'm the new...";
- mes "Guard. Nice";
- mes "to meet you.";
- next;
- mes "[Scientist]";
- mes "Oh. Yeah.";
- mes "Nice-meet-you.";
- mes "..............";
- mes "^333333*Grumble grumble*^000000";
- if (Shinokas_Quest == 7) {
- next;
- switch(select("What's wrong?:Catch you later.")) {
- case 1:
- mes "[Scientist]";
- mes "What's wrong...?!";
- mes "Oh, don't get me started!";
- mes "I'm stuck here doing all the";
- mes "work while the Lab Department Head goes out every freakin' day!";
- next;
- mes "[Scientist]";
- mes "While I'm slaving";
- mes "away here, he's in";
- mes "that Airship, busy";
- mes "flirting with that";
- mes "woman. God...!";
- mes "I'm like, so teed off!";
- set Shinokas_Quest,8;
- close;
- case 2:
- mes "[Scientist]";
- mes "Right.";
- mes "Yeah.";
- mes "Later, man.";
- close;
- }
- }
- else if (Shinokas_Quest == 8) {
- next;
- mes "[Scientist]";
- mes "Man alive!";
- mes "Would it kill the";
- mes "Department Head";
- mes "to come in here and do";
- mes "some work for a change?!";
- next;
- mes "[Scientist]";
- mes "I mean, come on!";
- mes "I shouldn't have to";
- mes "carry his workload!";
- close;
- }
- close;
-}
-
-ein_in01,266,27,3 script Unknown Stuff#ein 111,{
- mes "^3355FFThere's something";
- mes "attached to a huge";
- mes "machine with many cords";
- mes "and folds of barbed wire.^000000";
- close;
-}
-
-einbroch,51,46,5 script Laboratory Soldier#ein-1 852,{
- mes "[Laboratory Soldier]";
- mes "This area";
- mes "is off limits.";
- mes "Please leave";
- mes "immediately.";
- close;
-}
-
-einbroch,51,56,5 script Laboratory Soldier#ein-2 852,{
- mes "[Laboratory Soldier]";
- mes "Yuck...!";
- mes "There's this";
- mes "nasty dusty taste";
- mes "right inside my mouth";
- mes "that I can't get rid of!";
- next;
- mes "[Laboratory Soldier]";
- mes "^333333*Sigh*^000000";
- mes "I want to go home.";
- mes "Get some mouthwash.";
- mes "You know. Something.";
- close;
-}
-
-airplane,31,77,5 script Drunken Man#ein 853,{
- if (Shinokas_Quest == 8) {
- mes "[Drunken Man]";
- mes "Okay okay...";
- mes "Daddy's gonna";
- mes "win some Apples";
- mes "this time for sure!";
- next;
- mes "[Drunken Man]";
- mes "Let's do it!";
- mes "^3131FFYmir's Heart^000000 is";
- mes "on my side! GO!";
- emotion e_go;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Huh...?";
- mes "What did he just say?";
- mes "It seemed important!";
- next;
- mes "^3355FF*Rolling and rumbling*^000000";
- next;
- emotion e_kis;
- mes "[Kaci]";
- mes "I have a total of ^FF000011^000000";
- mes "and you have total ^FF00005^000000.";
- mes "You lose this game. I'm";
- mes "sorry, but I hope we play";
- mes "again sometime.";
- next;
- mes "[Drunken Man]";
- mes "Waaaaaahhhhhhhhh!";
- mes "Apples! My apples!";
- mes "Apples, I need more...!";
- if (countitem(512) < 11) {
- close;
- }
- else if ((countitem(512) > 10) && (countitem(512) < 100)) {
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Do you want";
- mes "some of mine?";
- next;
- mes "[Drunken Man]";
- mes "What...?";
- mes "I can't do anything";
- mes "with so few Apples!";
- mes "I'm a high roller and";
- mes "this is a high stakes game!";
- close;
- }
- else {
- delitem 512,countitem(512); //Apple
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Do you want";
- mes "some of mine?";
- next;
- mes "[Drunken Man]";
- mes "Wha--? Yes...";
- mes "Hell yes! Gimme";
- mes "some of your Apples!";
- mes "Yeeeeeeeeeeehaw!";
- mes "I'm back, baby!";
- next;
- mes "[Drunken Man]";
- mes "Now, to win!";
- mes "Daddy needs love...";
- mes "Time to go from";
- mes "crappy to classy!";
- next;
- mes "^3355FF*Rolling and rumbling*^000000";
- next;
- if (rand(1,10) > 7) {
- emotion e_kis;
- mes "[Kaci]";
- mes "I got a total of ^FF00008^000000,";
- mes "and you have total ^FF000011^000000.";
- mes "Congratulations, you won!";
- mes "Let me give you your winnings";
- mes "and we'll play again some time~";
- next;
- }
- else {
- emotion e_omg;
- mes "[Kaci]";
- mes "Oooh...";
- mes "I got a total of ^FF000010^000000,";
- mes "and you have a total of ^FF00007^000000.";
- mes "I'm sorry, but you lose";
- mes "again. Better luck next time...";
- next;
- mes "[Drunken Man]";
- mes "Waaaaahhhhhhhhhh!";
- mes "Waaaaaaahhhhhhh!";
- close;
- }
- }
- mes "[Drunken Man]";
- mes "Mwahhahahahaha!";
- mes "Whahahahahahahaha!";
- mes "That's why they call me";
- mes "the ''Resurrection Kid!''";
- mes "I always come back!";
- next;
- mes "[Drunken Man]";
- mes "Oh yes, right!";
- mes "You...! You lent";
- mes "me those lucky";
- mes "Apples. ^333333*Hiccup*^000000";
- next;
- mes "[Drunken Man]";
- mes "I'm Kurshenburg!";
- mes "Thanks to you, I'm";
- mes "on a winning streak!";
- mes "Hahaha! Th-thank you~";
- mes "^333333*Hic-hic-hiccup!*^000000";
- next;
- switch(select("So what was that about Ymir's Heart?:Hehe, you're welcome.")) {
- case 1:
- mes "[Drunken Man]";
- mes "What...?";
- mes "Ymir's Heart?";
- mes "How do you know";
- mes "about that? ^333333*Hiccup*^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Y-you...!";
- mes "You were just yelling,";
- mes "''Ymir's Heart is on my";
- mes "side,'' while you were";
- mes "gambling with those Apples!";
- next;
- mes "[Drunken Man]";
- mes "What...?!";
- mes "No way~";
- mes "Err...? Did I...?";
- next;
- mes "[Drunken Man]";
- mes "Heh heh...";
- mes "I'm not really";
- mes "supposed to be talking";
- mes "about this. As head of";
- mes "the Laboratory, I'm sworn";
- mes "to secrecy about Ymir's Heart.";
- next;
- mes "[Drunken Man]";
- mes "But what do I care?!";
- mes "All they want are the";
- mes "results of my research!";
- mes "They don't appreciate";
- mes "my work at all! My title";
- mes "is completely worthless!";
- next;
- mes "[Drunken Man]";
- mes "You don't know how long I've";
- mes "been imprisoned in the lab and";
- mes "that the work conditions just get worse and worse. Screw them! I'll keep getting paid as long as I show them some progress in our project!";
- next;
- select("Project?");
- next;
- mes "[Drunken Man]";
- mes "Yeah, we're researching";
- mes "Ymir's Heart. It was found";
- mes "a long time ago in ^3131FFEinbech^000000";
- mes "and it's in our lab now.";
- next;
- mes "[Drunken Man]";
- mes "Everyone knows it's supposed";
- mes "to hold some legendary power,";
- mes "but even I was surprised to see";
- mes "what it was capable of. It's both terrible and miraculous, scary";
- mes "and wondrous...";
- next;
- mes "[Drunken Man]";
- mes "So...";
- mes "I figure...";
- mes "It may even";
- mes "have the power to";
- mes "win me Dice games!";
- mes "Bwahaha--^333333*Hiccup!*^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "^333333(That thing I saw";
- mes "hooked up to all those";
- mes "wires in the Laboratory";
- mes "must have been a piece";
- mes "of ^3131FFYmir's Heart^333333. I better";
- mes "tell Shinokas about this.)^000000";
- changequest 2076,2077;
- set Shinokas_Quest,9;
- close;
- case 2:
- mes "[Drunken Man]";
- mes "Hahahaha!";
- mes "You're great!";
- mes "And I feel great!";
- mes "Everything's great!";
- mes "Bwahahahaahahah!";
- mes "^333333*Hiccup*^000000";
- close;
- }
- }
- else if (Shinokas_Quest == 9) {
- mes "[Drunken Man]";
- mes "Hahahaha!";
- mes "You're great!";
- mes "I feel great!";
- mes "Everything's great!";
- mes "Bwahahahaahahah!";
- mes "^333333*Hiccup*^000000";
- close;
- }
- else {
- mes "[Drunken Man]";
- mes "Okay okay...";
- mes "Daddy's gonna";
- mes "win some Apples";
- mes "this time for sure!";
- next;
- mes "[Drunken Man]";
- mes "Let's do it!";
- mes "^3131FFYmir's Heart^000000 is";
- mes "on my side! GO!";
- emotion e_go;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Huh...?";
- mes "What did he just say?";
- mes "It seemed important!";
- next;
- mes "^3355FF*Rolling and rumbling*^000000";
- next;
- emotion e_kis;
- mes "[Kaci]";
- mes "I have a total of ^FF00003^000000";
- mes "and you have total ^FF00002^000000.";
- mes "You lose this game. I'm";
- mes "sorry, but I hope we play";
- mes "again sometime.";
- next;
- mes "[Drunken Man]";
- mes "Waaaaaahhhhhhhhh!";
- mes "Apples! My apples!";
- close;
- }
-}
-
-ein_in01,231,170,0 script #kenka -1,2,2,{
-OnTouch:
- if (Shinokas_Quest > 8) {
- mes "^3355FFThe open window rattles";
- mes "as you enter the room and";
- mes "are welcomed by a sudden";
- mes "chill. A trail of red footprints";
- mes "lies near your feet.^000000";
- next;
- mes "^3355FFA grey sheet lies";
- mes "rumpled on the bed,";
- mes "but you can see dark red";
- mes "stains in between the folds.^000000";
- close;
- }
- end;
-}
-
-einbech,57,210,3 script Young Man#Shinokas_Quest 855,{
- mes "[Young Man]";
- mes "Behind the pub,";
- mes "you'll see this old man";
- mes "who's always mumbling";
- mes "something to himself.";
- next;
- mes "[Young Man]";
- mes "Sometimes he seems really";
- mes "angry, but other times he looks";
- mes "awfully depressed. He must have";
- mes "lived through some really horrible experience. I can't help but feel really sorry for the old guy.";
- next;
- mes "[Young Man]";
- mes "He says and does";
- mes "a lot of strange things.";
- mes "It's sad to see someone";
- mes "that old act that way, but";
- mes "it makes me wonder what";
- mes "could have happened to him.";
- close;
-}
-
-
-einbroch,51,52,0 script Security#ein 45,1,1,{
- end;
-
-OnTouch:
- if (((Shinokas_Quest == 7) || (lhz_heart == 9)) || (lhz_heart == 10)) {
- mes "[Security System]";
- mes "^8B0000*Beep Boop*^000000";
- mes "Restricted Access Area.";
- mes "Please identify yourself";
- mes "through the system.";
- next;
- switch(select("Identify.:Information:Cancel")) {
- case 1:
- mes "[Security System]";
- mes "Enter the following";
- mes "password in 60 seconds.";
- mes "Failure to do so will result";
- mes "in lockout. Please wait.";
- next;
- set .@startseconds,gettime(3)*60*60+gettime(2)*60+gettime(1);
- mes "[Security System]";
- switch(rand(1,7)) {
- case 1:
- set .@word1$,"burrdingdingdilidingdingphoohudaambandoorabambarambambamburanbamding";
- set .@word2$,"burapaphurarlandreamduranbatuhiwooikabamturubamdingding";
- mes "^3CBCBC"+.@word1$+"^000000";
- next;
- input .@input1$;
- mes "[Security System]";
- mes "^FF1493"+.@word2$+"^000000";
- break;
- case 2:
- set .@word1$,"...silence. quiet benevolence... soul mate... wonder. enigma... cloud.";
- set .@word2$,"opeN,Open!op3n.openOpen0p3nOpEn0pen`open'0Pen open?open!111OPENSESAME";
- mes "^3CBCBC"+.@word1$+"^000000";
- next;
- input .@input1$;
- mes "[Security System]";
- mes "^FF1493"+.@word2$+"^000000";
- break;
- case 3:
- set .@word1$,"Coboman no chikara-yumei na chikara-daiookii na chikara da ze! COBO ON";
- set .@word2$,"hfjdkeldjsieldjshfjdjeiskdlefvbd";
- mes "^3CBCBC"+.@word1$+"^000000";
- next;
- input .@input1$;
- mes "[Security System]";
- mes "^FF1493"+.@word2$+"^000000";
- break;
- case 4:
- set .@word1$,"belief love luck grimace sweat rush folktale rodimus optimus bumblebee";
- set .@word2$,"LiGhTsPeEd RiGhT SPEed LeFT TURn RiGhT BuRn OrIGInAL GaNgSteR SmACk";
- mes "^3CBCBC"+.@word1$+"^000000";
- next;
- input .@input1$;
- mes "[Security System]";
- mes "^FF1493"+.@word2$+"^000000";
- break;
- case 5:
- set .@word1$,"By the power of p-po-poi-po-poi-poin-poing GOD-POING. I NEVER LOSE!";
- set .@word2$,"uNflAPPaBLe LoVaBLe SeCreTs AnD BoWLiNg aGaINST tHe KarMA of YoUtH";
- mes "^3CBCBCBy the power of p-po-poi-po-poi-poin-poing";
- mes "GOD-POING. I NEVER LOSE!^000000";
- next;
- input .@input1$;
- mes "[Security System]";
- mes "^FF1493"+.@word2$+"^000000";
- break;
- case 6:
- set .@word1$,"You give me no choice. I guess it's time for me to reveal my secret...";
- set .@word2$,"fReeDoM eCstAcy JoUrnaLiSm ArMpIt DisCoverY hEaDaChE MoonbeAmS jUsTiCE";
- mes "^3CBCBC"+.@word1$+"^000000";
- next;
- input .@input1$;
- mes "[Security System]";
- mes "^800080"+.@word2$+"^000000";
- break;
- case 7:
- set .@word1$,"I'm the King of All Weirdos! Now you know of my true power. Obey~!";
- set .@word2$,"0uNflAPPaBLe LoVaBLe SeCreTs AnD BoWLiNg aGaINST tHe KarMA of YoUtH";
- mes "^3CBCBC"+.@word1$+"^000000";
- next;
- input .@input1$;
- mes "[Security System]";
- mes "^800080"+.@word2$+"^000000";
- }
- next;
- input .@input2$;
- set .@endtime,gettime(3)*60*60+gettime(2)*60+gettime(1);
- set .@time,.@endtime-.@startseconds;
- mes "[Security System]";
- if ((.@input1$ == .@word1$) && (.@input2$ == .@word2$)) {
- if (.@time > 60) {
- mes "Time over.";
- mes "It took ^ff0000" + .@time + " seconds^000000";
- mes "for you to enter the";
- mes "password. Initiating";
- mes "lockout. Access denied.";
- close;
- }
- else {
- mes "It took ^ff0000" + .@time + " seconds^000000";
- mes "for you to enter the";
- mes "password. Initiating";
- mes "override. Access granted.";
- close2;
- warp "ein_in01",283,25;
- end;
- }
- }
- else {
- mes "[Security System]";
- mes "You haved failed";
- mes "the identification";
- mes "check. Access denied.";
- close;
- }
- case 2:
- mes "[Security System]";
- mes "You must use the";
- mes "security system in order";
- mes "to gain access into the";
- mes "Einbroch Laboratory.";
- next;
- mes "[Security System]";
- mes "You will be given";
- mes "a password that you";
- mes "must input correctly";
- mes "within 60 seconds.";
- mes "Otherwise, you will";
- mes "fail the security check.";
- next;
- mes "[Security System]";
- mes "If you take longer";
- mes "than 3 minutes to";
- mes "enter the password,";
- mes "the security system";
- mes "will initiate lockout.";
- close;
- case 3:
- mes "[Security System]";
- mes "You have canceled";
- mes "the ID security check.";
- close;
- }
- }
- else {
- mes "^3355FFThe door is locked.";
- mes "You cannot enter.^000000";
- close;
- }
-}
-
-// Lovers Quest
-//============================================================
-ein_in01,31,138,3 script Calla#ein 90,{
- if (checkweight(908,70) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (BaseLevel < 60) {
- mes "[Calla]";
- mes "Hello adventurer.";
- mes "Our city must just be";
- mes "another place where";
- mes "you'll stay no longer";
- mes "than a few days.";
- next;
- mes "[Calla]";
- mes "You must have so much";
- mes "freedom. I envy you. I can't";
- mes "do what I want to do. I don't";
- mes "even have the courage to tell";
- mes "my family what I really want,";
- mes "much less change things here...";
- next;
- mes "[Calla]";
- mes "How is it like?";
- mes "Going wherever you";
- mes "please, following your";
- mes "heart's true desire?";
- mes "What I would give to";
- mes "be able to do that...";
- close;
- }
- if (EIN_LOVERQ == 17) {
- mes "[Calla]";
- mes "Thank you so much!";
- mes "I'll try my best to convince";
- mes "my parents to accept our";
- mes "relationship. It'll be hard,";
- mes "but it's a good first step~";
- next;
- mes "[Calla]";
- mes "I hope that we can all";
- mes "work together to improve";
- mes "relations between Einbech";
- mes "and Einbroch. The hatred";
- mes "between our towns must end...";
- next;
- mes "[Calla]";
- mes "I really appreciate";
- mes "what you've done for";
- mes "all of us. I'll be praying";
- mes "for your safety, adventurer.";
- close;
- }
- if (EIN_LOVERQ == 16) {
- mes "[Calla]";
- mes "I just heard from my mother";
- mes "that she's planning to have";
- mes "tea with Klitzer! I'm sure that";
- mes "I have you to thank for this~";
- next;
- mes "[Calla]";
- mes "I never dreamed that";
- mes "something as wonderful";
- mes "as this could happen.";
- mes "I'm so happy, I could cry...";
- mes "I'll always be grateful";
- mes "for what you've done.";
- next;
- mes "[Calla]";
- mes "I feel like such a fool,";
- mes "thinking it was all hopeless.";
- mes "I'll be doing my best to have";
- mes "my parents accept Klitzer and";
- mes "someday we'll be married~";
- next;
- mes "[Calla]";
- mes "There isn't much that I can";
- mes "give you, but I can show you";
- mes "one of my family's secrets.";
- mes "It's an invigorating massage";
- mes "technique that makes you a lot";
- mes "healthier in only ten seconds.";
- next;
- mes "[Calla]";
- mes "Well, please take";
- mes "off your equipment";
- mes "and stand still while";
- mes "I give the massage. It";
- mes "might hurt a bit at first...";
- nude;
- next;
- mes "^3355FF*Rub Rub Rub*";
- mes "*Knead Knead Knead*";
- mes "*Crrack C-c-c--c-crack*";
- mes "*Crack Crack Crrrrrrack*";
- mes "*Rub Crrraaaaaaaaaack*^000000";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Ooooooooh...";
- mes "I feel sooo";
- mes "sore and yet";
- mes "soooooo good.";
- mes "Wait. Now I just";
- mes "feel goooood~";
- percentheal 100,0;
- set EIN_LOVERQ,17;
- if (BaseLevel < 41) {
- getexp 61,0;
- }
- else if (BaseLevel < 61) {
- getexp 600,0;
- }
- else if (BaseLevel < 81) {
- getexp 3000,0;
- }
- else if (BaseLevel < 99) {
- getexp 20000,0;
- }
- next;
- mes "[Calla]";
- mes "So how was it?";
- mes "I hope it was refreshing.";
- mes "Please understand that";
- mes "it's the best thing I can";
- mes "give you to show my gratitude.";
- next;
- mes "[Calla]";
- mes "Once again,";
- mes "thank you so";
- mes "much, "+ strcharinfo(0) +".";
- mes "I'll always pray for";
- mes "your safety on your";
- mes "your adventures~";
- close;
- }
- if ((EIN_LOVERQ == 5) && (countitem(712) > 0)) {
- mes "[Calla]";
- mes "You've spoken";
- mes "with Klitzer? How";
- mes "is he? What did he say?";
- next;
- mes "[Calla]";
- mes "Oh...?";
- mes "He asked you to";
- mes "deliver this flower";
- mes "to me? How sweet~";
- mes "Thank you very much,";
- mes "kind adventurer~";
- next;
- mes "[Calla]";
- mes "Ah, I'm so rude!";
- mes "I've been calling you";
- mes "''adventurer'' this whole";
- mes "time you've been helping";
- mes "me! Would you please";
- mes "tell me your name?";
- next;
- input .@input$;
- if (.@input$ == strcharinfo(0)) {
- mes "[Calla]";
- mes "Ah, " + strcharinfo(0) + "!";
- mes "Such a lovely name~";
- mes "I promise that I won't ever";
- mes "forget it. Oh, and if you pass by Einbech, would you thank Klitzer for the flower for me please?";
- next;
- mes "[Calla]";
- mes "A-and... And...";
- mes "Please tell him that";
- mes "I really miss him a lot.";
- mes "^333333*Sob Sob...*^000000";
- delitem 712,1; //Flower
- set EIN_LOVERQ,6;
- close;
- }
- else {
- mes "[Calla]";
- mes "I'm sorry...";
- mes "I didn't catch that.";
- mes "Would you please tell";
- mes "me your name again?";
- close;
- }
- }
- if (EIN_LOVERQ == 4) {
- mes "[Calla]";
- mes "Oh my god...";
- mes "Are you alright?";
- mes "I just found out that";
- mes "you ran into my father!";
- next;
- mes "[Calla]";
- mes "By all means,";
- mes "try to avoid my dad!";
- mes "He doesn't trust anyone";
- mes "who's not considered part";
- mes "of the upper class, even";
- mes "adventurers like you!";
- next;
- mes "[Calla]";
- mes "Would you please";
- mes "take this Violin and";
- mes "try to make it to Klitzer";
- mes "this time? Thank you";
- mes "for your help~";
- set EIN_LOVERQ,3;
- getitem 1901,1; //Violin
- close;
- }
- if ((EIN_LOVERQ == 3) || (EIN_LOVERQ == 5)) {
- mes "[Calla]";
- mes "Oh, please send my";
- mes "regards to Klitzer for me.";
- mes "I wish I could comfort";
- mes "him in person, but this";
- mes "is the best I can do for now.";
- close;
- }
- if (EIN_LOVERQ == 2) {
- mes "[Calla]";
- mes "You're the adventurer";
- mes "from before, aren't you?";
- mes "Sadly, there isn't much";
- mes "to do around here. This";
- mes "place is basically like";
- mes "a prison to me...";
- next;
- mes "[Calla]";
- mes "Oh, you've met Klitzer?";
- mes "Isn't he so kind, and such";
- mes "a perfect gentleman?";
- next;
- mes "[Calla]";
- mes "I really wish I could";
- mes "see him, but it's almost";
- mes "impossible. My parents think";
- mes "he's not good enough for me,";
- mes "but they're wrong! What am";
- mes "I going to do? Oh, Klitzer...";
- next;
- mes "[Calla]";
- mes "Well, maybe I can't see";
- mes "him, but would you give";
- mes "my violin to Klitzer for me?";
- mes "I used to play this for him";
- mes "all the time...";
- next;
- set EIN_LOVERQ,3;
- getitem 1901,1; //Violin
- mes "[Calla]";
- mes "I'm sorry to trouble you,";
- mes "but please understand";
- mes "that I want to comfort my";
- mes "Klitzer in any way that";
- mes "I possibly can. Thank";
- mes "you so much, adventurer...";
- close;
- }
- else {
- mes "[Calla]";
- mes "Hello adventurer.";
- mes "Our city must just be";
- mes "another place where";
- mes "you'll stay no longer";
- mes "than a few days.";
- next;
- mes "[Calla]";
- mes "You must have so much";
- mes "freedom. I envy you. I can't";
- mes "do what I want to do. I don't";
- mes "even have the courage to tell";
- mes "my family what I really want,";
- mes "much less change things here...";
- next;
- if (EIN_LOVERQ == 0) {
- set EIN_LOVERQ,1;
- }
- mes "[Calla]";
- mes "How is it like?";
- mes "Going wherever you";
- mes "please, following your";
- mes "heart's true desire?";
- mes "What I would give to";
- mes "be able to do that...";
- close;
- }
-}
-
-ein_in01,200,101,5 script Klitzer#ein 854,{
- if (EIN_LOVERQ == 16) {
- mes "[Klitzer]";
- mes "Look out, world!";
- mes "I'm gonna become";
- mes "worthy of Calla's love!";
- mes "Someday, maybe even her";
- mes "parents will approve me!";
- close;
- }
- if ((EIN_LOVERQ == 15) && (countitem(7170) > 0)) {
- mes "[Klitzer]";
- mes "Waaaah!";
- mes "What should I wear?!";
- mes "I can't for the life of me";
- mes "figure this out! Something,";
- mes "um, formal? I've never worn";
- mes "anything like that before!";
- next;
- mes "[Klitzer]";
- mes "Wait, " + strcharinfo(0) + ".";
- mes "What's that you've got";
- mes "there? I've seen something";
- mes "like that before. It's called";
- mes "a Tuxedo, right? Something";
- mes "like that would be perfect!";
- next;
- switch(select("Give it to him.:Ignore Him.")) {
- case 1:
- mes "[Klitzer]";
- mes "I can have this?";
- mes "Oh, thank you so much!";
- mes "Finally, I have something";
- mes "nice enough to wear to meet";
- mes "Calla's mom! What a relief!";
- next;
- mes "[Klitzer]";
- mes "You've been helping me all";
- mes "this time and I haven't properly expressed my gratitude. I'm sorry";
- mes "if I've been too absorbed in my own problems. I may be poor, but I need to repay you somehow...";
- next;
- mes "[Klitzer]";
- mes "Wait...";
- mes "Why don't you have this";
- mes "ore? I don't know how";
- mes "valuable it is, but I know";
- mes "that it's pretty rare. It may";
- mes "even be useful to you later~";
- delitem 7170,1; //Tuxedo
- set EIN_LOVERQ,16;
- switch(rand(1,7)) {
- case 1:
- getitem 7289,1; //Olivine
- break;
- case 2:
- getitem 7290,1; //Phlogopite
- break;
- case 3:
- getitem 7291,1; //Agate
- break;
- case 4:
- getitem 7293,1; //Rose_Quartz
- break;
- case 5:
- getitem 7294,1; //Turquoise
- break;
- case 6:
- getitem 7295,1; //Citrine
- break;
- case 7:
- getitem 7296,1; //Pyroxene
- }
- next;
- mes "[Klitzer]";
- mes "" + strcharinfo(0) + ",";
- mes "you've really opened";
- mes "my eyes. From now on,";
- mes "I'll do my best to earn the";
- mes "approval of Calla's parents and";
- mes "become worthy of Calla's love.";
- close;
- case 2:
- mes "[Klitzer]";
- mes "But how can I get";
- mes "a Tuxedo? Ooh, I hope";
- mes "it doesn't cost too much";
- mes "zeny or I won't be able to";
- mes "get one of those soon...";
- close;
- }
- }
- if (EIN_LOVERQ == 15) {
- mes "[Klitzer]";
- mes "Noooooo!";
- mes "I've got to find";
- mes "the perfect thing";
- mes "to wear or Calla's";
- mes "mother might ^FF0000hate^000000 me!";
- next;
- mes "[Klitzer]";
- mes "What am I gonna do?!";
- mes "Okay, nothing too flashy";
- mes "or revealing. Can't let her";
- mes "think I'm wild, immature or";
- mes "unpredictable. Should I";
- mes "wear suspenders or a belt?!";
- close;
- }
- if (EIN_LOVERQ == 14) {
- mes "[Klitzer]";
- mes "Noooooo!";
- mes "I've got to find";
- mes "the perfect thing";
- mes "to wear or Calla's";
- mes "mother might ^FF0000hate^000000 me!";
- next;
- mes "[Klitzer]";
- mes "Think, Klitzer, think!";
- mes "Okay, no fun colors.";
- mes "I don't want her to";
- mes "think I'm not serious";
- mes "about Calla. Stripes";
- mes "might be bad too...";
- close;
- }
- if (EIN_LOVERQ == 13) {
- mes "[Klitzer]";
- mes "Eh...?";
- mes "What did you just say?";
- mes "You did something for";
- mes "the Kapellthaines?";
- next;
- mes "[Klitzer]";
- mes "What...?";
- mes "Did you just say";
- mes "that Calla's mother";
- mes "wants me to have tea";
- mes "with her? Holy moley...!";
- next;
- mes "[Klitzer]";
- mes "Okay, okay.";
- mes "I-I I'll need something";
- mes "nice to wear, right? Oh.";
- mes "Wow. This is so sudden!";
- mes "W-what should I do?";
- next;
- set EIN_LOVERQ,14;
- mes "[Klitzer]";
- mes "This monkey suit";
- mes "that I've got on just";
- mes "won't do! Arrrgh! But I've";
- mes "already outgrown all of my";
- mes "nice clothes already. Boy,";
- mes "am I in a pickle...";
- close;
- }
- if (EIN_LOVERQ > 6) {
- mes "[Klitzer]";
- mes "*Sigh...*";
- mes "What can I do to";
- mes "get Calla's parents";
- mes "to accept me as her";
- mes "boyfriend? I can't";
- mes "think of anything...";
- close;
- }
- if (EIN_LOVERQ == 6) {
- mes "[Klitzer]";
- mes "You've given her";
- mes "the flower? That's";
- mes "great! Thank you,";
- mes "thank you so mu--";
- next;
- mes "[Klitzer]";
- mes "...Oh!";
- mes "Gosh! I was thinking so";
- mes "much about myself that";
- mes "I forgot to ask you for your";
- mes "name! I'm sorry for being";
- mes "so knuckle-headed...";
- next;
- mes "[Klitzer]";
- mes "So...";
- mes "What's your name?";
- next;
- input .@input$;
- if (.@input$ == strcharinfo(0)) {
- mes "[Klitzer]";
- mes "" + strcharinfo(0) + "...";
- mes "That's very nice. Thank you,";
- mes "I'm really grateful for your help. Although I can't see Calla in";
- mes "person, I can at least send";
- mes "my regards if you help me.";
- next;
- set EIN_LOVERQ,7;
- mes "[Klitzer]";
- mes "I feel so much";
- mes "better now. Oh!";
- mes "When you have the";
- mes "time, why don't you talk";
- mes "to my mother? She always";
- mes "likes meeting my friends.";
- close;
- }
- else {
- mes "[Klitzer]";
- mes "Hm...?";
- mes "Oh, don't be";
- mes "so nervous~";
- mes "But would you please";
- mes "tell me your name again?";
- mes "I couldn't hear you...";
- close;
- }
- }
- if (EIN_LOVERQ == 5) {
- mes "[Klitzer]";
- mes "Have you left to";
- mes "see Calla for me yet?";
- mes "I'm sorry if I sound";
- mes "pretty demanding...";
- next;
- mes "[Klitzer]";
- mes "Anyway, please";
- mes "remember to bring";
- mes "Calla ^FF00001 Flower^000000 for me.";
- mes "It doesn't need to be";
- mes "fancy, an ordinary one";
- mes "should be just fine.";
- close;
- }
- if ((EIN_LOVERQ == 3) && (countitem(1901) == 1)) {
- mes "[Klitzer]";
- mes "What brings you here?";
- mes "Aren't you tired of hearing";
- mes "me moan and whine about";
- mes "lost love? ^333333*Siiiiigh...*^000000";
- next;
- mes "[Klitzer]";
- mes "Hey, this violin...";
- mes "Calla used to play";
- mes "such beautiful music";
- mes "on this for me. Did";
- mes "she give this to you?";
- next;
- mes "[Klitzer]";
- mes "I see. Calla must have";
- mes "known that I'm all broken up";
- mes "right now. She's too good to";
- mes "to me. How can she consider";
- mes "my feelings before thinking";
- mes "about herself?";
- next;
- mes "[Klitzer]";
- mes "I know I'm being";
- mes "shameless, but I have";
- mes "a favor to ask. Adventurer,";
- mes "would you please send";
- mes "Calla a present for me?";
- next;
- mes "[Klitzer]";
- mes "All you need to do is";
- mes "just give her ^FF00001 Flower^000000.";
- mes "I don't have the zeny and";
- mes "I don't think I'm welcome";
- mes "at Kapellthaine Manor.";
- next;
- mes "[Klitzer]";
- mes "Here, in return, I'll";
- mes "give you this health";
- mes "massage. It's not a";
- mes "big deal, but when I'm";
- mes "done, your mind and body";
- mes "will be refreshed. Here goes!";
- next;
- mes "^3355FF*Knead Knead*";
- mes "*Rub Rub Rub Rub*";
- mes "*Press Press Press*";
- mes "*C-c-c-c-c-c-crack!*";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Oh--";
- mes "Hell yeah!";
- mes "That's the stuff!";
- percentheal 100,0;
- delitem 1901,1; //Violin
- set EIN_LOVERQ,5;
- if (BaseLevel < 41) {
- getexp 61,0;
- }
- else if (BaseLevel < 61) {
- getexp 600,0;
- }
- else if (BaseLevel < 81) {
- getexp 3000,0;
- }
- else if (BaseLevel < 99) {
- getexp 20000,0;
- }
- next;
- mes "[Klitzer]";
- mes "Would you please bring";
- mes "1 Flower to Calla for me?";
- mes "I'm sorry for troubling you... ";
- close;
- }
- if (EIN_LOVERQ == 2) {
- mes "[Klitzer]";
- mes "^333333*Sigh*^000000";
- mes "I really appreciate your";
- mes "sympathy, but I'm merely";
- mes "a coward and a fool.";
- next;
- mes "[Klitzer]";
- mes "Yeah...";
- mes "I'm a coward for doing";
- mes "nothing about my feelings";
- mes "and an idiot for falling in love with such a high class girl in";
- mes "the first place... Oh, Calla...";
- close;
- }
- if (EIN_LOVERQ == 1) {
- mes "[Klitzer]";
- mes "That faintly sweet";
- mes "and pleasant scent...";
- mes "It's just like the fragrance";
- mes "they use in Calla's house.";
- next;
- mes "[Klitzer]";
- mes "Ah, so you visited";
- mes "Calla in Einbroch?";
- mes "I miss her sooo much!";
- mes "Is she doing alright?";
- next;
- mes "[Klitzer]";
- mes "Calla's so beautiful.";
- mes "And she's so lovely.";
- mes "Every time I close my";
- mes "eyes, I can still see";
- mes "her lovely smile.";
- next;
- mes "[Klitzer]";
- mes "I'm sorry if I sound";
- mes "silly, but I can't help";
- mes "it. I know I'm acting like";
- mes "a complete idiot. But I'd";
- mes "give anything to see her...";
- next;
- set EIN_LOVERQ,2;
- mes "[Klitzer]";
- mes "Just...";
- mes "Just don't listen";
- mes "to anything I say.";
- mes "I'm just a poor fool";
- mes "in love with the wrong";
- mes "person. That has to be it...";
- close;
- }
- mes "[Klitzer]";
- mes "Is there something";
- mes "that you really want";
- mes "in life, but it's just";
- mes "beyond your grasp?";
- next;
- mes "[Klitzer]";
- mes "I wish I were more";
- mes "like you adventurers.";
- mes "People like you never";
- mes "seem to give up, no matter";
- mes "what the obstacles may be.";
- mes "But I'm so helpless...";
- next;
- mes "[Klitzer]";
- mes "I can't even see";
- mes "the one person that";
- mes "I love. We've just so";
- mes "different that it's not";
- mes "even possible anymore...";
- close;
-}
-
-ein_in01,21,147,3 script Megass#EIN 853,3,3,{
- end;
-
-OnTouch:
- if ((EIN_LOVERQ == 4) && (EIN_LOVERQ == 5)) {
- mes "[Megass]";
- mes "You again?!";
- mes "What do you";
- mes "want from me?!";
- next;
- mes "[Megass]";
- mes "Guards...!";
- mes "Sweep the driveway with";
- mes "this guy's face and keep";
- mes "punching the stomach";
- mes "until there's nothing";
- mes "left to throw up!";
- close2;
- percentheal -90,0;
- warp "einbroch",112,245;
- end;
- }
- if ((EIN_LOVERQ == 3) && (countitem(1901) > 0)) {
- mes "[Megass]";
- mes "That's...";
- mes "That's my";
- mes "daughter's Violin.";
- mes "I gave that to her";
- mes "for her sweet sixteen...";
- next;
- mes "[Megass]";
- mes "It's bad enough to";
- mes "intrude into my house,";
- mes "but to steal from my Calla?!";
- mes "You've crossed the line, punk!";
- mes "Guards! Get over here!";
- next;
- mes "[Megass]";
- mes "Men, I want you to";
- mes "knock the wind out";
- mes "of this fool and anything";
- mes "else that might be inside!";
- mes "Make sure that if this punk";
- mes "wakes up, it won't be today!";
- delitem 1901,1; //Violin
- set EIN_LOVERQ,4;
- percentheal -90,0;
- close2;
- warp "einbroch",112,245;
- end;
- }
- mes "[Megass]";
- mes "How dare you...";
- mes "A vagabond like";
- mes "you setting foot";
- mes "into my home!?";
- mes "Unthinkable!";
- next;
- mes "[Megass]";
- mes "Leave immediately";
- mes "before I report you";
- mes "to the authorities";
- mes "for trespassing!";
- next;
- warp "einbroch",112,245;
- close;
-}
-
-ein_in01,31,151,3 script Satra#ein 850,{
- if (EIN_LOVERQ > 12) {
- mes "[Satra]";
- mes "I understand that my";
- mes "home is extravagantly";
- mes "splendid and to approach";
- mes "any Kappelthaine is an";
- mes "honor to most commoners.";
- next;
- mes "[Satra]";
- mes "However, Klitzer";
- mes "has no reason to feel so";
- mes "intimidated. Tell the poor";
- mes "boy that he's earned the";
- mes "honor of speaking with me.";
- close;
- }
- if ((EIN_LOVERQ == 12) && (countitem(1003) > 9)) {
- mes "[Satra]";
- mes "Ho ho ho ho~";
- mes "Welcome adventurer,";
- mes "I so enjoy our little chats.";
- mes "Hors d'oeuvre?";
- next;
- mes "[Satra]";
- mes "Oh! You can't enjoy";
- mes "any food in that state!";
- mes "Your hands are atrociously";
- mes "grimy! May I ask why?";
- next;
- mes "[Satra]";
- mes "Ah~";
- mes "In my excitement,";
- mes "I nearly forgot that";
- mes "I asked you to bring";
- mes "Coals to me again!";
- mes "My apologies~";
- next;
- mes "[Satra]";
- mes "You've brought so much Coal";
- mes "to me, I'm convinced that you're much more diligent than those";
- mes "languid peasants in Einbech.";
- mes "I appreciate that you've labored so much to win my favor.";
- next;
- mes "[Satra]";
- mes "Hm, what was that?";
- mes "Someone else provided";
- mes "these Coals and you were";
- mes "only delivering them? Then";
- mes "who actually gathered these?";
- next;
- input .@input$;
- if (.@input$ == "Klitzer") {
- mes "[Satra]";
- mes "Ah, Klitzer?";
- mes "I must say, that's";
- mes "a very humble name.";
- mes "Yet it's so familiar...";
- next;
- mes "[Satra]";
- mes "Ah, I recall there";
- mes "was a hooligan that";
- mes "has been pestering my";
- mes "daughter named Klitzer.";
- mes "Perhaps they are one";
- mes "and the same. Hmm...";
- next;
- mes "[Satra]";
- mes "I remember that he was";
- mes "rather shabby looking and";
- mes "lacked any semblance of";
- mes "etiquette whatsoever. Clearly,";
- mes "he is a fool and a coward, but now I see that he is sincere.";
- next;
- mes "[Satra]";
- mes "It might not be possible";
- mes "to let him go out with my";
- mes "daughter straight away, but";
- mes "I will invite him for a spot of";
- mes "tea. And if Calla likes him,";
- mes "well, he must be special.";
- next;
- mes "[Satra]";
- mes "For a humble peasant,";
- mes "this must be like a dream";
- mes "come true! And to have tea";
- mes "with Klitzer. Oh, what would";
- mes "the girls say? Ah, but I did";
- mes "marry that oafish Megass~";
- next;
- delitem 1003,10; //Coal
- set EIN_LOVERQ,13;
- mes "[Satra]";
- mes "Anyway, when you next";
- mes "meet Klitzer, please tell";
- mes "him to pay me a visit soon.";
- mes "Oh, and remind him to dress";
- mes "appropriately for this special";
- mes "occasion. Ho ho ho ho ho~";
- close;
- }
- else {
- mes "[Satra]";
- mes "I beg your pardon?";
- mes .@input$ + "? Oh my...";
- mes "I believe I may have";
- mes "misheard you. Ho ho ho ho~";
- close;
- }
- }
- if (EIN_LOVERQ == 12) {
- mes "[Satra]";
- mes "Ho ho ho ho~";
- mes "Welcome adventurer,";
- mes "I so enjoy our little chats.";
- mes "Hors d'oeuvre?";
- next;
- mes "[Satra]";
- mes "Ah...";
- mes "It seems you've";
- mes "forgotten your ^FF0000Coals^000000.";
- mes "A silly mistake, but one";
- mes "I'm willing to overlook.";
- close;
- }
- if ((EIN_LOVERQ == 11) && (countitem(1003) > 9)) {
- mes "[Satra]";
- mes "Why hello~";
- mes "Your visits have";
- mes "recently been quite";
- mes "delightful, fair adventurer.";
- next;
- mes "[Satra]";
- mes "Continue to show";
- mes "your appreciation";
- mes "and dedication to me";
- mes "and you'll soon be known";
- mes "to be my most favored";
- mes "commoner. Ho ho ho ho~";
- next;
- mes "[Satra]";
- mes "I'm sure you've noticed";
- mes "the strained relationship";
- mes "between Einbroch and Einbech";
- mes "by now. It's a shame, really.";
- next;
- mes "[Satra]";
- mes "As Einbroch grew wealthier";
- mes "and Einbech became more";
- mes "destitude, the affluent began";
- mes "despising the impoverished.";
- mes "I suppose it follows that the poor started to resent the rich.";
- next;
- mes "[Satra]";
- mes "It might be said that";
- mes "both towns have been";
- mes "trying to take advantage";
- mes "of each other, but it's";
- mes "clear that Einbroch has";
- mes "always had the upper hand.";
- next;
- mes "[Satra]";
- mes "In fact, because of";
- mes "this rift between our";
- mes "cities, our families are";
- mes "taught not to associate";
- mes "with the people of Einbech.";
- next;
- mes "[Satra]";
- mes "Now, I believe that most";
- mes "people who live in Einbech";
- mes "are peons, but that does not";
- mes "mean I will not give them a";
- mes "chance to prove their worth.";
- next;
- delitem 1003,10; //Coal
- set EIN_LOVERQ,12;
- mes "[Satra]";
- mes "Why should I deprive";
- mes "the lowly of my gracious";
- mes "presense if they prove";
- mes "themselves meritable?";
- mes "Ho ho ho ho~";
- next;
- mes "[Satra]";
- mes "Oh, that was scrumptious!";
- mes "If you wish to pay me another";
- mes "visit, don't forget to bring some Coal with you. Tah tah~";
- close;
- }
- if (EIN_LOVERQ == 11) {
- mes "[Satra]";
- mes "Why hello~";
- mes "Your visits have";
- mes "recently been quite";
- mes "delightful, fair adventurer.";
- next;
- mes "[Satra]";
- mes "Oh, my apologies!";
- mes "I suppose you're just";
- mes "here for sight seeing,";
- mes "or perhaps you're running";
- mes "some sort of adventurer's";
- mes "errand. Am I right?" ;
- next;
- mes "[Satra]";
- mes "I know you well enough";
- mes "to know that you wouldn't";
- mes "be so rude as to stop by";
- mes "and chat without bringing";
- mes "any ^FF0000Coal^000000. Ho ho ho ho~";
- close;
- }
- if ((EIN_LOVERQ == 10) && (countitem(1003) > 9)) {
- mes "[Satra]";
- mes "^333333*Titter~*^000000";
- mes "Why, if it isn't my";
- mes "intrepid adventurer.";
- mes "Ho ho ho ho~";
- next;
- mes "[Satra]";
- mes "My word!";
- mes "Why are you carrying";
- mes "all of that dirty Coal";
- mes "with you? You poor,";
- mes "impoverished thing.";
- next;
- mes "[Satra]";
- mes "Oh! Dear me,";
- mes "I've nearly forgotten~";
- mes "How divinely silly of me!";
- mes "Once again, I graciously";
- mes "accept your small gift on";
- mes "behalf of the Kappellthaines.";
- next;
- mes "[Satra]";
- mes "Let me share a little";
- mes "bit of history concerning";
- mes "our lovely Einbroch. At one";
- mes "time, there was only Einbech,";
- mes "the mining village. You can";
- mes "imagine how long ago that was.";
- next;
- mes "[Satra]";
- mes "However, the minerals";
- mes "and ores mined in Einbech";
- mes "need to be processed and";
- mes "refined in factories that were";
- mes "all built in a nearby industrial complex which became Einbroch.";
- next;
- mes "[Satra]";
- mes "Now every citizen in";
- mes "Einbroch is wealthy and";
- mes "it's well known that there";
- mes "is a higher standard of";
- mes "living here than in Einbech.";
- next;
- delitem 1003,10; //Coal
- set EIN_LOVERQ,11;
- mes "[Satra]";
- mes "Goodness, I believe";
- mes "it's time for a spot of tea~";
- mes "The next time you wish to have";
- mes "an audience with me, it would";
- mes "behoove you to bring another";
- mes "gift of Coal. Toodles~";
- close;
- }
- if (EIN_LOVERQ == 10) {
- mes "[Satra]";
- mes "^333333*Titter~*^000000";
- mes "Why, if it isn't my";
- mes "intrepid adventurer.";
- mes "Ho ho ho ho~";
- next;
- mes "[Satra]";
- mes "My apologies, but you";
- mes "must first prove to me";
- mes "that you are worthy of";
- mes "conversation. Why don't";
- mes "you deliver more of those";
- mes "^FF0000Coals^000000, mmm?";
- next;
- mes "[Satra]";
- mes "After all, I have no other";
- mes "means of knowing whether";
- mes "or not you appreciate the time";
- mes "I sacrifice by socializing with";
- mes "someone of your status.";
- mes "Ho ho ho ho~";
- close;
- }
- if ((EIN_LOVERQ == 9) && (countitem(1003) > 9)) {
- mes "[Satra]";
- mes "My, you've already";
- mes "brought the Coal?";
- mes "How charmingly";
- mes "prompt you are~";
- next;
- mes "[Satra]";
- mes "On behalf of the";
- mes "Kappellthaine family,";
- mes "I shall ignore your lowly";
- mes "status and graciously";
- mes "accept your small gift.";
- mes "Ho ho ho ho~";
- next;
- mes "[Satra]";
- mes "Do you hail from";
- mes "Einbech, adventurer?";
- mes "Ah, the Rune-Midgarts";
- mes "kingdom! I've visited your";
- mes "country. It's quite quaint";
- mes "and Jawaii is very lovely.";
- next;
- delitem 1003,10; //Coal
- set EIN_LOVERQ,10;
- mes "[Satra]";
- mes "Well, I shall try to";
- mes "find some use for these.";
- mes "I'm afraid the gift I've asked";
- mes "from you isn't very practical.";
- mes "How is Coal usually used?";
- mes "Ah, I have a novel idea!";
- next;
- mes "[Satra]";
- mes "Wouldn't it be";
- mes "intoxicatingly wild if";
- mes "Megass were to hold one";
- mes "of those social functions that";
- mes "the lower classes are so fond";
- mes "of? A 'barbeque,' yes?";
- next;
- mes "[Satra]";
- mes "In any case, if you";
- mes "bring me more of that";
- mes "Coal, you would be even";
- mes "more favored by me and";
- mes "you'll become a recipient";
- mes "of my good graces. Ho ho~";
- close;
- }
- if (EIN_LOVERQ == 9) {
- mes "[Satra]";
- mes "A wandering adventurer...?";
- mes "How ravishingly delightful!";
- mes "You must have risked life and";
- mes "limb to sneak past my husband";
- mes "to enjoy the captivating sights";
- mes "of my home. Ho ho ho ho~";
- next;
- mes "[Satra]";
- mes "Since you're a very";
- mes "unique guest, I shall";
- mes "give you a unique honor";
- mes "and deign to converse";
- mes "with you, adventurer.";
- next;
- mes "[Satra]";
- mes "Einbech exists to provide";
- mes "my family with coal and";
- mes "materials from their mines.";
- mes "It's a natural law: workers";
- mes "must be led by a chosen few.";
- next;
- mes "[Satra]";
- mes "It's delightfully";
- mes "ludicrous to see those";
- mes "workers aspire to reach";
- mes "our heights of social";
- mes "prestige. Ho ho ho ho~";
- next;
- mes "[Satra]";
- mes "Oh, I haven't spoken to";
- mes "someone from a lower";
- mes "class in ages! It feels";
- mes "so forbiddenly exciting!";
- next;
- mes "[Satra]";
- mes "Well adventurer, that's ";
- mes "the end of our informal";
- mes "chat. I'll even grant you";
- mes "full permission to boast";
- mes "of the fact that you've";
- mes "spoken to Lady Satra.";
- next;
- mes "[Satra]";
- mes "If you do wish for";
- mes "me to share words with";
- mes "you once more, prove to";
- mes "me that you're worthier";
- mes "than the other peons of";
- mes "my graceful presense.";
- next;
- mes "[Satra]";
- mes "Oh, I have a marvelous";
- mes "idea! Why don't you bring";
- mes "me ^990000Coals^000000? It's not impossible";
- mes "for someone like yourself, but";
- mes "this kind of task will require";
- mes "some effort on your part.";
- next;
- mes "[Satra]";
- mes "Tah tah,";
- mes "adventurer~";
- close;
- }
- if (EIN_LOVERQ == 8) {
- mes "[Satra]";
- mes "A wandering adventurer...?";
- mes "How ravishingly delightful!";
- mes "You must have risked life and";
- mes "limb to sneak past my husband";
- mes "to enjoy the captivating sights";
- mes "of my home. Ho ho ho ho~";
- next;
- mes "[Satra]";
- mes "Since you're a very";
- mes "unique guest, I shall";
- mes "give you a unique honor";
- mes "and deign to converse";
- mes "with you, adventurer.";
- next;
- mes "[Satra]";
- mes "Einbech exists to provide";
- mes "my family with coal and";
- mes "materials from their mines.";
- mes "It's a natural law: workers";
- mes "must be led by a chosen few.";
- next;
- mes "[Satra]";
- mes "It's delightfully";
- mes "ludicrous to see those";
- mes "workers aspire to reach";
- mes "our heights of social";
- mes "prestige. Ho ho ho ho~";
- next;
- mes "[Satra]";
- mes "Oh, I haven't spoken to";
- mes "someone from a lower";
- mes "class in ages! It feels";
- mes "so forbiddenly exciting!";
- next;
- mes "[Satra]";
- mes "Well adventurer, that's ";
- mes "the end of our informal";
- mes "chat. I'll even grant you";
- mes "full permission to boast";
- mes "of the fact that you've";
- mes "spoken to Lady Satra.";
- next;
- mes "[Satra]";
- mes "If you do wish for";
- mes "me to share words with";
- mes "you once more, prove to";
- mes "me that you're worthier";
- mes "than the other peons of";
- mes "my graceful presense.";
- next;
- mes "[Satra]";
- mes "Oh, I have a marvelous";
- mes "idea! Why don't you bring";
- mes "me ^990000Coals^000000? It's not impossible";
- mes "for someone like yourself, but";
- mes "this kind of task will require";
- mes "some effort on your part.";
- set EIN_LOVERQ,9;
- next;
- mes "[Satra]";
- mes "Tah tah,";
- mes "adventurer~";
- close;
- }
- mes "[Satra]";
- mes "A wandering";
- mes "adventurer...?";
- mes "How sinfully";
- mes "intriguing!";
- mes "Ho ho ho ho~";
- next;
- mes "[Satra]";
- mes "Oh, do not worry.";
- mes "I'm sure the beauty of";
- mes "my home has captured your";
- mes "curiosity. My brutish excuse";
- mes "for a husband would have you";
- mes "beat if he found you...";
- next;
- mes "[Satra]";
- mes "But I'm far more genteel";
- mes "than Megass. You're more";
- mes "than welcome to enjoy the";
- mes "furnishings. Ho ho ho ho~";
- close;
-}
-
-ein_in01,191,102,5 script Kaijeta#ein 846,{
- if (EIN_LOVERQ > 15) {
- mes "[Kaijeta]";
- mes "My son learned";
- mes "an awful lot from";
- mes "your good example.";
- mes "As a mother, I really";
- mes "appreciate everything";
- mes "you've done for him.";
- next;
- mes "[Kaijeta]";
- mes "Well, adventurer,";
- mes "I will be praying for";
- mes "your safety wherever";
- mes "your journeys may";
- mes "take you.";
- close;
- }
- if (EIN_LOVERQ == 15) {
- mes "[Kaijeta]";
- mes "Thank you for helping";
- mes "my son Klitzer. Sadly, the";
- mes "little fool doesn't have any";
- mes "clue when it comes to certain";
- mes "things like choosing clothing.";
- mes "He gets so nervous about it!";
- next;
- mes "[Kaijeta]";
- mes "A man should wear nice";
- mes "clothes, like a Formal Suit";
- mes "or a Tuxedo, for important";
- mes "meetings and special occasions.";
- mes "Hopefully, he'll learn that soon.";
- close;
- }
- if (EIN_LOVERQ == 14) {
- mes "[Kaijeta]";
- mes "Thank you for helping";
- mes "my son Klitzer. Sadly, the";
- mes "little fool doesn't have any";
- mes "clue when it comes to certain";
- mes "things like choosing clothing.";
- mes "He gets so nervous about it!";
- next;
- set EIN_LOVERQ,15;
- mes "[Kaijeta]";
- mes "A man should wear nice";
- mes "clothes, like a Formal Suit";
- mes "or a Tuxedo, for important";
- mes "meetings and special occasions.";
- mes "Hopefully, he'll learn that soon.";
- close;
- }
- if (EIN_LOVERQ == 8) {
- mes "[Kaijeta]";
- mes "I can't bear to see the";
- mes "petty hatred between our";
- mes "two towns stop my son from";
- mes "seeing the woman he loves...";
- close;
- }
- if (EIN_LOVERQ == 7) {
- mes "[Kaijeta]";
- mes "Thank you for helping my";
- mes "son. He may look like a fool";
- mes "for falling in love with someone from Einbroch, but he's an honest";
- mes "hard working man.";
- next;
- mes "[Kaijeta]";
- mes "Then again, it was bound to";
- mes "happen sometime. Einbech is";
- mes "a very poor town while Einbroch";
- mes "is a very rich town. I'd understand if you don't agree, but opposites attract sooner or later.";
- next;
- mes "[Kaijeta]";
- mes "^666666*Sigh...*^000000";
- mes "If my son and Calla can";
- mes "work things out, maybe it";
- mes "would improve relations";
- mes "between our two towns.";
- mes "I certainly hope so...";
- next;
- mes "[Kaijeta]";
- mes "Still, I'm quite baffled!";
- mes "I raised my son to have more";
- mes "guts than to wallow in misery";
- mes "when his heart's broken. And";
- mes "I still have no idea how he got together with such a rich woman.";
- next;
- set EIN_LOVERQ,8;
- mes "[Kaijeta]";
- mes "Do you have any idea";
- mes "how we can put an end";
- mes "to the hate between our";
- mes "two towns? I don't want to";
- mes "see this couple separated";
- mes "because of such pettiness.";
- close;
- }
- mes "[Kaijeta]";
- mes "Welcome to my humble";
- mes "abode, adventurer. I'm";
- mes "sorry if I'm a poor host.";
- next;
- mes "[Kaijeta]";
- mes "As you can see, we have";
- mes "to share this house with";
- mes "other families so we don't";
- mes "have much open space or";
- mes "privacy. I'm afraid we can't";
- mes "afford even basic comfort.";
- next;
- mes "[Kaijeta]";
- mes "For now, this is the best";
- mes "we can do. We don't have";
- mes "the zeny to buy a house or";
- mes "land, so we have no choice";
- mes "but to endure through this...";
- close;
-}
-
-einbroch,188,72,3 script Keneshiotz#ein 855,{
- mes "[Keneshiotz]";
- mes "This city is full of sky";
- mes "high smokestacks and";
- mes "the droning hum of machines.";
- next;
- mes "[Keneshiotz]";
- mes "Sure, the air is polluted,";
- mes "but I think it's a fair price";
- mes "to pay for wealth and a";
- mes "modern life of comfort.";
- mes "Screw the environment!";
- next;
- mes "[Keneshiotz]";
- mes "I'd much rather live like";
- mes "this than end up like those";
- mes "backwards vagrants in that";
- mes "filthy Einbech. Don't they";
- mes "know that money makes";
- mes "the world go 'round?";
- close;
-}
-
-einbech,216,118,3 script Catzllanpu#ein 854,{
- mes "[Catzllanpu]";
- mes "^333333*Sigh...*^000000";
- mes "Simple pleasures.";
- mes "They're what make";
- mes "life worth living,";
- mes "you know?";
- next;
- mes "[Catzllanpu]";
- mes "It's enough for me just to";
- mes "live a normal and happy life,";
- mes "but everyone around me wants";
- mes "to work harder and harder. If";
- mes "you never take a rest, you're";
- mes "killing yourself pretty slowly.";
- next;
- mes "[Catzllanpu]";
- mes "I guess you can tell that";
- mes "I don't have the worries";
- mes "other people have about";
- mes "money. It's great, but it's";
- mes "not worth sacrificing the";
- mes "quality of your life, right?";
- close;
-}
-
-einbroch,208,208,3 script Kesunboss#ein 850,{
- mes "[Kesunboss]";
- mes "Lady Calla is the";
- mes "epitome of elegance,";
- mes "a veritable goddess";
- mes "of Einbroch.";
- next;
- mes "[Kesunboss]";
- mes "Her gentle voice,";
- mes "that angelic smile, her";
- mes "kindness and warmth";
- mes "towards other people";
- mes "and above all...";
- next;
- mes "[Kesunboss]";
- mes "Calla's family";
- mes "is wealthy beyond";
- mes "imagination! She's";
- mes "perfect! I don't know who";
- mes "she'll marry, but he'd be";
- mes "a lucky gentleman, I'm sure.";
- next;
- mes "[Kesunboss]";
- mes "Lady Calla lives in a magnificent mansion that makes other houses";
- mes "look like shacks in comparison.";
- mes "Head north and then west from";
- mes "here if you wish to marvel in its";
- mes "beauty and elegance.";
- close;
-}
-
-einbech,176,125,3 script Ellhenje#ein 850,{
- mes "[Ellhenje]";
- mes "Things might be";
- mes "bad in this town";
- mes "with the pollution";
- mes "and the bullying";
- mes "from Einbroch...";
- next;
- mes "[Ellhenje]";
- mes "But somehow, people";
- mes "are able to get by. That's";
- mes "because there's a guy";
- mes "that everyone here likes...";
- next;
- mes "[Ellhenje]";
- mes "I'm talking about Klitzer!";
- mes "He's almost too honest and";
- mes "almost too diligent. But most";
- mes "of all, he's the nicest guy~";
- next;
- mes "[Ellhenje]";
- mes "Klitzer was born in one of";
- mes "Einbech's poorest families,";
- mes "but he's usually happy and always thinks about others. I guess that's why people like to think of him";
- mes "as representing all of Einbech.";
- next;
- mes "[Ellhenje]";
- mes "Recently, something's";
- mes "been bothering him. I'm";
- mes "not sure, but I think only";
- mes "woman troubles could make";
- mes "a guy feel so glum. I hope he";
- mes "feels better soon...";
- close;
-}
-
-ein_in01,208,86,3 script Decii#ein 855,{
- mes "[Decii]";
- mes "This is so";
- mes "frustrating!";
- mes "I'm surrounded";
- mes "by all these ^FF0000people^000000!";
- next;
- mes "[Decii]";
- mes "There's absolutely";
- mes "no privacy in a city";
- mes "this crowded! I guess";
- mes "I should try to move";
- mes "out as soon as I can.";
- close;
-}
-
-ein_in01,192,90,3 script Supineque#ein 849,{
- mes "[Supineque]";
- mes "Ugh...";
- mes "I'm starving!";
- next;
- mes "[Supineque]";
- mes "I haven't had food for so";
- mes "long that my stomach is";
- mes "beginning to digest itself!";
- mes "This is horrible...";
- next;
- mes "[Supineque]";
- mes "I mean, I have";
- mes "food that I can";
- mes "eat today. But if";
- mes "I finish it, what am";
- mes "I gonna eat tomorrow?";
- close;
-}
diff --git a/npc/quests/quests_geffen.txt b/npc/quests/quests_geffen.txt
deleted file mode 100644
index 1ac2330b1..000000000
--- a/npc/quests/quests_geffen.txt
+++ /dev/null
@@ -1,168 +0,0 @@
-//===== rAthena Script =======================================
-//= Quest NPCs related to Geffen
-//===== By: ==================================================
-//= kobra_k88 & Samuray22
-//===== Current Version: =====================================
-//= 1.4
-//===== Compatible With: =====================================
-//= rAthena 7.15 +
-//===== Description: =========================================
-//= Welding Mask and Headset Quests.
-//===== Additional Comments: =================================
-//= 1.1 Fixed exploits [Lupus]
-//= 1.2 Removed Duplicates [Silent]
-//= 1.3 Updated "Welding Mask" Quest to the Official one. [Samuray22]
-//= 1.3a replaced item "names" with item id. Added missing [Lupus]
-//= 1.4 Updated welding mask and headset quests. [L0ne_W0lf]
-//============================================================
-
-//==============================================================================================//
-// Blacksmith: 'Welding Mask' Quest
-//==============================================================================================//
-geffen_in,144,166,4 script Blacksmith 63,{
- mes "[Blacksmith]";
- mes "You've never heard of me? Why, I'm the Veteran Blacksmith of this land. I've spent 30 years in this hot and bloody hellfire, bending steel to my iron will!";
- next;
- mes "[Blacksmith]";
- mes "But...";
- mes "I am growing older and my prowess begins to fade with age. So I've invented something for young, hot, upcoming Blacksmiths, in hopes that they too will master my craft...";
- next;
- switch(select("What is it?:...")) {
- case 1:
- mes "[Blacksmith]";
- mes "We Blacksmiths must always manipulate steel under extreme heat, and the hot air and melted metals are more than most people can stand.";
- next;
- mes "[Blacksmith]";
- mes "For the sake of our craft, our beautiful, yet masculine faces are put at risk...";
- next;
- mes "[Blacksmith]";
- mes "But with this wonder of technology, there's no need to worry! Behold, the ^3355FFWelding Mask^000000 !!";
- next;
- mes "[Blacksmith]";
- mes "It works by covering your face with a fat metal plate. Truly, it's an item that everyone should want! If not yourself, it'd be a good idea to give this to a friend who is studying smithing.";
- next;
- mes "[Blacksmith]";
- mes "So how about it ? If you give me ^2244FF50 Steel^000000 and ^4422FFonly 2000 Zeny^000000, I will make it for you right away~!!";
- next;
- switch(select("Hm... Not bad. Alright.:How does it work again?")) {
- case 1:
- if ((countitem(999) > 49) && (Zeny > 1999)){
- mes "[Blacksmith]";
- mes "Ah, I see that you appreciate a Blacksmith's work! Alright, I'll do it right away !!";
- next;
- delitem 999,50; //Steel
- set Zeny,Zeny-2000;
- getitem 2292,1; // Welding_Mask
- mes "[Blacksmith]";
- mes "Hahaha~! Make good use of that!";
- close;
- }
- else {
- mes "[Blacksmith]";
- mes "Hmmm...";
- mes "You do not have the items I require.";
- next;
- mes "[Blacksmith]";
- mes "A common Blacksmith would interpret this as a sign of disrepect, but I will forgive you. Just don't forget what I need if you want me to make you this mask.";
- close;
- }
- case 2:
- mes "[Blacksmith]";
- mes "The ^3355FFWelding Mask^000000 protects your face by covering it with a fat metal plate. This invention is the result of 30 years of endless toil at the hammer and anvil.";
- close;
- }
- case 2:
- mes "[Blacksmith]";
- mes "Ah...!";
- mes "I guess this is the first time you've met a Blacksmith as great as me, and you're just speechless with awe. Please, take your time and speak up when you are ready.";
- next;
- mes "^3355FFThis guy seems";
- mes "a little full";
- mes "of himself.^000000";
- close;
- }
-}
-
-
-
-//=============================================================================================//
-// Eric: Headset Quest
-//=============================================================================================//
-geffen_in,30,71,4 script Eric 83,{
- mes "[Eric]";
- mes "Please listen";
- mes "to my story";
- mes "of my blessed";
- mes "grandfather.";
- next;
- switch(select("Talk:Ask about Items needed:Manufacture:Quit")) {
- case 1:
- mes "[Eric]";
- mes "My Grandfather, who passed away a few years ago, was special to me. He always stayed with me, and took care of me. He was much better than my old man, who was always busy working.";
- next;
- mes "[Eric]";
- mes "To me, Grandfather's library was always like a fantasy land where I could escape. I spent most of my time there.";
- next;
- mes "[Eric]";
- mes "I learned a lot of things from his books in the Library. Grandfather was interested in Alchemy and Music, and his Library was filled with many mysterious old books.";
- next;
- mes "[Eric]";
- mes "One day...";
- mes "As usual, I went to the Library and discovered an interesting schematic.";
- next;
- mes "[Eric]";
- mes "It showed some instrument which looked like Ear Muffs that, when worn on the head, could transmit music or whispers to the ears through a thin wire.";
- next;
- mes "[Eric]";
- mes "I guess...";
- mes "It is my grand father's unfinished work. I met a few Alchemists and asked them to produce it, but they rejected my offer...";
- next;
- mes "[Eric]";
- mes "In the end, I thought 'I've gotta make it myself.' So I researched for a few years, and now I fully understand how to make that thing. But, I could never gather the materials to make it!";
- next;
- mes "[Eric]";
- mes "If I can get those articles, I would build it right away. If you are interested in my idea, would you bring them for me?";
- next;
- mes "[Eric]";
- mes "All I wanna do is build this thing in honor of my grandfather and finish the work he started. If you ask me to keep it, I wouldn't mind.";
- close;
- case 2:
- mes "[Eric]";
- mes "40 ^3355FFSteel^000000";
- mes "1 ^3355FFOridecon^000000";
- mes "1 ^3355FFAlcohol^000000";
- mes "1 ^3355FFCoal^000000";
- mes "These are the things I need for Grandfather's masterpiece.";
- close;
- case 3:
- if ((countitem(999) > 39) && (countitem(984) > 0) && (countitem(970) > 0) && (countitem(1003) > 0)) {
- delitem 999,40; //Steel
- delitem 984,1; //Oridecon
- delitem 970,1; //Alchol
- delitem 1003,1; //Coal
- getitem 5001,1; // Headset
- mes "*Tap! Tap! Tap!*";
- next;
- mes "[Eric]";
- mes "Thank you.";
- mes "Because of you, I could accomplish my grandfather's wish. He would be happy if he looked down on me from Heaven.";
- next;
- mes "[Eric]";
- mes "As I said, please take this. I am just proud that I can make this by myself.";
- close;
- }
- else {
- mes "[Eric]";
- mes "Thank you for trying to help me, but you didn't bring all the items I need. I think you will find them all soon though.";
- close;
- }
- case 4:
- mes "[Eric]";
- mes "N-no?";
- mes "Well...";
- mes "You have your own";
- mes "worries, I suppose.";
- mes "Farewell.";
- close;
- }
-}
diff --git a/npc/quests/quests_gonryun.txt b/npc/quests/quests_gonryun.txt
deleted file mode 100644
index ec7142c70..000000000
--- a/npc/quests/quests_gonryun.txt
+++ /dev/null
@@ -1,3815 +0,0 @@
-//===== rAthena Script =======================================
-//= Quest NPCs related to Gonryun
-//===== By: ==================================================
-//= KarLaeda
-//===== Current Version: =====================================
-//= 1.2
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Broken Sword Quest (Kept old mechanics)
-//= Lost Knife Quest
-//===== Additional Comments: =================================
-//= 1.1 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
-//= 1.2 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
-//= Added Lost Knife, updated dialog for Broken Sword
-//= dungeon quest mechanics aportion is still the same.
-//= 1.2a Bugfixes (bugreport:2404) [Paradox924X]
-//= 1.2b More Bugfixes (bugreport:2407) [Paradox924X]
-//============================================================
-
-// Broken Sword
-//============================================================
-gon_in,17,93,5 script Chief#gon 775,{
- if (BaseLevel > 50) {
- if (b_sword == 0) {
- set b_sword,1;
- mes "[Shi Yan Wen]";
- mes "Hmm...?";
- mes "Oh, hello there~";
- mes "I am Shi Yan Wen, the chief of";
- mes "this village. Allow me to personally welcome you to Kunlun.";
- next;
- mes "[Shi Yan Wen]";
- mes "Although our village hasn't";
- mes "associated with other towns very";
- mes "much, we have recently begun";
- mes "to allow visitors coming from Alberta.";
- next;
- mes "[Shi Yan Wen]";
- mes "I feel that this town has been";
- mes "isolated for too long. Because";
- mes "of that, people in this town aren't too friendly with visitors yet.";
- next;
- mes "[Shi Yan Wen]";
- mes "Moreover, we've been having a recent problem with thieves";
- mes "that have been enjoying themselves far too much in Kunlun...";
- mes "Well, you've come to visit here";
- mes "so I hope you enjoy your stay.";
- close;
- }
- else if (b_sword < 18) {
- switch (b_sword) {
- case 1:
- mes "[Shi Yan Wen]";
- mes "Oh, hello there~";
- mes "I am Shi Yan Wen, the chief of";
- mes "this village. Allow me to personally welcome you to Kunlun.";
- next;
- mes "[Shi Yan Wen]";
- mes "Although our village hasn't";
- mes "associated with other towns very";
- mes "much, we have recently begun";
- mes "to allow visitors coming from Alberta.";
- next;
- mes "[Shi Yan Wen]";
- mes "I feel that this town has been";
- mes "isolated for too long. Because";
- mes "of that, people in this town aren't too friendly with visitors yet.";
- next;
- mes "[Shi Yan Wen]";
- mes "Moreover, we've been having a recent problem with thieves";
- mes "that have been enjoying themselves far too much in Kunlun...";
- mes "Well, you've come to visit here";
- mes "so I hope you enjoy your stay.";
- close;
- case 2:
- mes "[Shi Yan Wen]";
- mes "Oh, it's you~";
- mes "How do you like it here so far?";
- mes "As you've probably noticed,";
- mes "the village isn't that peaceful, huh?";
- next;
- if (select("It's alright.:I heard that something was stolen...") == 1) {
- mes "[Shi Yan Wen]";
- mes "Well, I'm glad you don't mind.";
- mes "Just watch out for robbers,";
- mes "and try not to act suspicious";
- mes "in the village.";
- close;
- }
- mes "[Shi Yan Wen]";
- mes "Hmm...you've heard of it?";
- mes "It was just last night when the";
- mes "robbery occurred. The rumors";
- mes "are true. Sadly, there are lots of thieves out there in the village...";
- next;
- switch(select("......:What was stolen?:Was anyone hurt?")) {
- case 1:
- mes "[Shi Yan Wen]";
- mes "I can't believe it really";
- mes "happened... Well, if you see";
- mes "any suspicious characters around,";
- mes "or find what was stolen, please let me know.";
- set b_sword,3;
- close;
- case 2:
- mes "[Shi Yan Wen]";
- mes "Well...";
- mes "Erm...it was...";
- mes "...just an ordinary sword.";
- mes "But to us, it's been a family treasure for many generations.";
- next;
- mes "[Shi Yan Wen]";
- mes "I must find this sword";
- mes "no matter what!";
- mes "...but I can't go find it just";
- mes "by myself. I'm just too busy.";
- next;
- mes "[Shi Yan Wen]";
- mes "You know how busy it is to be the";
- mes "chief of a village. This is very troubling...*Sigh*";
- next;
- if (select("Hope you find it soon.:Can I find it for you?") == 1) {
- mes "[Shi Yan Wen]";
- mes "um..Thank you.";
- mes "If you somehow come across it,";
- mes "please let me know.";
- set b_sword,11;
- close;
- }
- mes "[Shi Yan Wen]";
- mes "Oh!~ Are you serious??";
- mes "...The people in the village are";
- mes "very fearful these days because";
- mes "of the thieves. It is so difficult";
- mes "to ask them for help...";
- next;
- mes "[Shi Yan Wen]";
- mes "If you would help me find the sword, I will surely repay you for your efforts.";
- set b_sword,3;
- close;
- case 3:
- mes "[Shi Yan Wen]";
- mes "Fortunately, no one was hurt.";
- mes "However, the thieves took a";
- mes "valuable family treasure";
- mes "which has been passed down from";
- mes "generation to generation.";
- next;
- mes "[Shi Yan Wen]";
- mes "I must find this sword";
- mes "no matter what!";
- mes "...But I can't go find it just";
- mes "by myself. I'm just too busy.";
- next;
- mes "[Shi Yan Wen]";
- mes "You know how busy it is to be the";
- mes "chief of a village. This is very troubling...*Sigh*";
- next;
- if (select("Hope you find it soon.:Can I find it for you?") == 1) {
- mes "[Shi Yan Wen]";
- mes "Um..Thank you.";
- mes "If you somehow come across it,";
- mes "please let me know.";
- set b_sword,11;
- close;
- }
- mes "[Shi Yan Wen]";
- mes "Oh!~ Are you serious??";
- mes "...The people in the village are";
- mes "very fearful these days because";
- mes "of the thieves. It is so difficult";
- mes "to ask them for help...";
- next;
- mes "[Shi Yan Wen]";
- mes "If you would help me find the sword, I will surely repay you for your efforts.";
- set b_sword,3;
- close;
- }
- case 3:
- case 4:
- case 5:
- mes "[Shi Yan Wen]";
- mes "Haven't found it yet?";
- mes "There's no rush, take it easy.";
- mes "You have to take care of";
- mes "youself first before";
- mes "doing favors for others.";
- close;
- case 6:
- mes "[Shi Yan Wen]";
- mes "Oh, you found a clue?";
- mes "So far, it looks like";
- mes "you're doing good work.";
- mes "Take this old family medicine, it might be of use sometime soon.";
- set b_sword,7;
- getitem 504,3; //White_Potion
- close;
- case 7:
- mes "[Shi Yan Wen]";
- mes "It might be helpful for you to";
- mes "know that the thief sustained";
- mes "an injury, so he is probably not very far from here.";
- close;
- case 8:
- mes "[Shi Yan Wen]";
- mes "What...?";
- mes "My sword has been broken!?";
- mes "Unbelievable~!!";
- mes "How could this happen??";
- next;
- mes "[Shi Yan Wen]";
- mes "First it's stolen, and now";
- mes "it's in pieces... *Sob*";
- mes "Would you please search";
- mes "for the rest of my sword?";
- mes "It means so much to my family...";
- close;
- case 9:
- mes "[Shi Yan Wen]";
- mes "*Sob*...";
- mes "...my sword... in pieces...";
- mes "I beg of you, please find them";
- mes "for me. I will give you something in return.";
- close;
- case 10:
- mes "[Shi Yan Wen]";
- mes "Oh!~";
- mes "You've found the pieces for me~";
- mes "I knew you could do it.";
- mes "But the sword is still shattered.";
- mes "What shall I do...?";
- next;
- mes "[Shi Yan Wen]";
- mes "If it's okay with you,";
- mes "would you repair my sword for me?";
- mes "I'll repay you for your help.";
- next;
- if (select("No way.:Alright.") == 1) {
- mes "[Shi Yan Wen]";
- mes "Well, I see...you've been such a";
- mes "nice person. I truly appreciate";
- mes "your hard work. It would be";
- mes "wonderful if you could help";
- mes "me repair the sword, but I";
- mes "will not force you.";
- next;
- mes "[Shi Yan Wen]";
- mes "I'll find some way to repair";
- mes "it. Without your help, I ";
- mes "would have never found it.";
- mes "Please accept this as a";
- mes "token of my gratitude...";
- set b_sword,15;
- getitem 603,1; //Old_Blue_Box
- next;
- mes "[Shi Yan Wen]";
- mes "If you find any information";
- mes "or clues about that cursed";
- mes "thief, please let me know.";
- mes "I have my sword back but";
- mes "there's no way I can forgive";
- mes "this affront to my ancestors...";
- close;
- }
- mes "[Shi Yan Wen]";
- mes "Such generosity...";
- mes "I'm truly indebted to you...";
- mes "I have no idea how this sword";
- mes "broke into pieces, though.";
- mes "You will probably need to find a";
- mes "famous blacksmith to repair it.";
- next;
- mes "[Shi Yan Wen]";
- mes "As I already mentioned, this is";
- mes "an important family treasure...";
- mes "Oh! I just remembered--";
- next;
- mes "[Shi Yan Wen]";
- mes "There's a guy named ^555555Zuo Hei^000000";
- mes "in the village. He has been to";
- mes "many places around the world.";
- mes "He may know of such a weaponsmith. Please seek this man out.";
- next;
- mes "[Shi Yan Wen]";
- mes "Oh, one last thing. This is";
- mes "but a trinket, but please";
- mes "accept this gift from me.";
- set b_sword,14;
- getitem 603,1; //Old_Blue_Box
- close;
- case 11:
- mes "[Shi Yan Wen]";
- mes "The village is not in a good";
- mes "mood these days, but there are";
- mes "still lots of things to see in Kunlun.";
- close;
- case 12:
- mes "[Shi Yan Wen]";
- mes "Hmm.. no traces? No clues?";
- mes "... Nothing? Well, that's";
- mes "alright. Thank you for";
- mes "trying to help.";
- mes "Hmm....";
- next;
- mes "[Shi Yan Wen]";
- mes "Here...take this.";
- mes "Have a good time in Kunlun~";
- set b_sword,13;
- getitem 504,1; //White_Potion
- close;
- case 13:
- mes "[Shi Yan Wen]";
- mes "Is everything going well?";
- mes "The village has not been";
- mes "in a good mood, lately.";
- mes "Still, please try to";
- mes "enjoy yourself.";
- close;
- case 14:
- case 15:
- case 16:
- case 17:
- mes "[Shi Yan Wen]";
- mes "I really appreciate what you are";
- mes "doing. It's a big relief that";
- mes "something is finally being done";
- mes "about these thefts.";
- next;
- mes "[Shi Yan Wen]";
- mes "Perhaps now, peace will finally";
- mes "come to the village, just like in the old days...";
- close;
- }
- }
- else if (b_sword < 32) {
- mes "[Shi Yan Wen]";
- mes "I appreciate what you are doing,";
- mes "and your help has been";
- mes "a relief to me. The Village";
- mes "seems less tense, much like";
- mes "it was in the old days.";
- next;
- mes "[Shi Yan Wen]";
- mes "Although I hope you'll be";
- mes "be able to repair my";
- mes "sword soon, you've";
- mes "already done so much for";
- mes "me. I feel sorry for";
- mes "asking you to do more.";
- close;
- }
- else if (b_sword == 32) {
- if (countitem(1123) < 1) {
- mes "[Shi Yan Wen]";
- mes "Hm.....";
- mes "Not finished yet, huh?";
- mes "Still, it's good to know";
- mes "it's being repaired...";
- mes "I'll be waiting, then.";
- close;
- }
- mes "[Shi Yan Wen]";
- mes "Oh, it's you~ Hello.";
- mes "............";
- mes "Is that my sword?";
- mes "Wow, you've done it!";
- mes "Good work!";
- next;
- mes "[Shi Yan Wen]";
- mes "This is a small gift for you.";
- mes "Please take it as thanks for a job well done!";
- delitem 1123,1; //Haedonggum
- set b_sword,33;
- getitem 2404,1; //Shoes_
- next;
- mes "[Shi Yan Wen]";
- mes "Thank you for all of your efforts.";
- mes "With this sword repaired, I no";
- mes "longer feel that I am shaming";
- mes "my ancestors...";
- mes "Heh heh...";
- mes "Have a good time in Kunlun.";
- close;
- }
- mes "[Shi Yan Wen]";
- mes "Oh, it's you~";
- mes "Once again, I'd like to thank";
- mes "you for all of your help.";
- mes "Enjoy your stay in our village.";
- mes "Heh heh~";
- close;
- }
- mes "[Shi Yan Wen]";
- mes "Hmm...?";
- mes "Oh, hello there~";
- mes "I am Shi Yan Wen, the chief of";
- mes "this village. Allow me to personally welcome you to Kunlun.";
- next;
- mes "[Shi Yan Wen]";
- mes "Although our village hasn't";
- mes "associated with other towns very";
- mes "much, we have recently begun";
- mes "to allow visitors coming from Alberta.";
- next;
- mes "[Shi Yan Wen]";
- mes "I feel that this town has been";
- mes "isolated for too long. Because";
- mes "of that, people in this town aren't too friendly with visitors yet.";
- next;
- mes "[Shi Yan Wen]";
- mes "Moreover, we've been having a recent problem with thieves";
- mes "that have been enjoying themselves far too much in Kunlun...";
- mes "Well, you've come to visit here";
- mes "so I hope you enjoy your stay.";
- close;
-}
-
-gon_in,152,35,4 script Hostess#gon 702,{
- if (b_sword < 1) {
- mes "[Mei Yen Fang]";
- mes "Oh...you're new here, right?";
- mes "Came from out of town?";
- mes "It's common to see lots of";
- mes "foreigners these days.";
- mes "It made people in the village busy.";
- next;
- mes "[Mei Yen Fang]";
- mes "Oh, what am I saying...";
- mes "Want some wine?";
- next;
- if (select("Yes, please:No, it's okay.") == 1) {
- mes "[Mei Yen Fang]";
- mes "Oooops~! Oh no...";
- mes "A lot of customers came by earlier,";
- mes "so now we're out of wine...";
- mes "It's getting difficult to keep up with the increasing number of customers...";
- close;
- }
- mes "[Mei Yen Fang]";
- mes "Well, have fun in the village.";
- mes "Stop by again sometime.";
- close;
- }
- switch(b_sword) {
- case 1:
- case 2:
- mes "[Mei Yen Fang]";
- mes "Hey, you know what?";
- mes "The chief's house was robbed";
- mes "last night. I can't believe";
- mes "this happened...I guess this is the work of those thieves...";
- next;
- mes "[Mei Yen Fang]";
- mes "How worrisome it all is...";
- mes "It could even happen to me!";
- mes "I better watch out...";
- mes "Oh, what am I saying?";
- mes "Enjoy your time in my shop...hehe~";
- set b_sword,2;
- close;
- case 3:
- mes "[Mei Yen Fang]";
- mes "Oh, it's you again~";
- mes "I heard that you've decided";
- mes "to help our chief.";
- mes "Please do your best for him!";
- mes "Everyone in the village has";
- mes "been on edge...";
- next;
- mes "[Mei Yen Fang]";
- mes "Do you see that guy over there";
- mes "leaning on the table?";
- mes "He seems to know about what";
- mes "happened last night, but...";
- mes "He's been drinking all night long.";
- set b_sword,4;
- close;
- }
- if (b_sword > 3 && b_sword < 11) {
- mes "[Mei Yen Fang]";
- mes "Hello there~";
- mes "Feeling tension in the village,";
- mes "huh? It's all because of those";
- mes "thieves... ";
- next;
- mes "[Mei Yen Fang]";
- mes "They're also making things hard for my business...";
- mes " ";
- mes "*Sigh*";
- close;
- }
- else if (b_sword == 11 || b_sword == 12) {
- mes "[Mei Yen Fang]";
- mes "Feeling tension in the village,";
- mes "huh? I Hope the thief will get caught soon.";
- mes "...";
- close;
- }
- mes "[Mei Yen Fang]";
- mes "You caught him?!";
- mes "Wow, you're very brave.";
- mes "I should get ready to run the";
- mes "shop again. But I'll need to";
- mes "order some wine first.";
- next;
- mes "[Mei Yen Fang]";
- mes "Xue Bong drank all the wine in the";
- mes "shop, and I didn't restock any";
- mes "since everyone has been scared";
- mes "off by the thefts...";
- mes "But stop by next time.";
- mes "I'll have some wine ready.";
- close;
-}
-
-gon_in,165,16,4 script Man in hangover#gon 748,{
- if (b_sword < 4) {
- mes "[Xue Bong]";
- mes "Ahhh.. my stomach.. my head..";
- mes "I shouldn't drink so much..";
- mes "Ehhhh....";
- emotion e_swt2;
- close;
- }
- else if (b_sword < 6) {
- switch(b_sword) {
- case 4:
- if (countitem(506) < 1) {
- mes "[Xue Bong]";
- mes "*Urk!* I feel sick...";
- mes "Can somebody bring me a potion?";
- mes "*Groan*....";
- emotion e_swt2;
- close;
- }
- mes "[Xue Bong]";
- mes "Ohhh...my stomach...";
- mes "I need something...";
- mes "Moan~ Uh, hey you!";
- mes "Could you give me one";
- mes "of your ^00FF00Green_Potion^000000s?";
- mes "I think I'm going to barf...";
- next;
- switch(select("No.:Here, drink this!")) {
- case 1:
- mes "[Xue Bong]";
- mes "Uhh...";
- mes "Are you sure?";
- next;
- switch(select("Sorry, I don't have any.:Here, you can have it!")) {
- case 1:
- mes "[Xue Bong]";
- mes "C'mon, man...";
- mes "I...I'm in freakin' pain here...";
- set b_sword,12;
- close;
- case 2:
- delitem 506,1; //Green_Potion
- set b_sword,5;
- mes "[Xue Bong]";
- mes "Oh man...thanks.";
- mes "I thought you were teasing me.";
- mes "I feel much better now.";
- mes "So...uh, what brings you here?";
- next;
- if (select("Heard about the thief?:Nothing.") == 1) {
- mes "[Xue Bong]";
- mes "Ah, a thief~";
- mes "Hmm...let me see..";
- mes "I went out for walk in the middle";
- mes "of the night while I was drinking.";
- mes "And I heard a noise.";
- next;
- mes "[Xue Bong]";
- mes "I looked around and found that the";
- mes "area near the chief's house was";
- mes "brighter than any other area...";
- mes "It was odd...";
- mes "[Xue Bong]";
- mes "So I kept watching it and";
- mes "all of a sudden, I saw something";
- mes "moving on the rooftops...";
- next;
- mes "[Xue Bong]";
- mes "It disappeared in a second.";
- mes "I was drunk, and it was dark";
- mes "outside. I have no idea";
- mes "whether it was a man,";
- mes "a poring, or if I had just";
- mes "drank too much..eheh.";
- set b_sword,6;
- close;
- }
- mes "[Xue Bong]";
- mes "Okay then, thanks again.";
- mes "Don't be a drinker like me,";
- mes "unless you want to suffer from";
- mes "serious hangovers. See you later~";
- close;
- }
- case 2:
- delitem 506,1; //Green_Potion
- set b_sword,5;
- emotion e_thx;
- mes "[Xue Bong]";
- mes "Whew, Thanks!";
- mes "I feel much better now.";
- mes "Hmm...you seem new around here.";
- mes "Anything you wanna know?";
- next;
- switch(select("About a thief...:How much have you been drinking?:Nothing~")) {
- case 1:
- mes "[Xue Bong]";
- mes "Ah, a thief, eh? Let's see...";
- mes "I went out for walk in the middle";
- mes "of the night while I was drinking.";
- mes "All of a sudden, I heard a strange noise...";
- next;
- mes "[Xue Bong]";
- mes "I looked around and found that the";
- mes "area near the chief's house was";
- mes "brighter than any other area. It was odd...";
- next;
- mes "[Xue Bong]";
- mes "So I kept watching it and,";
- mes "all of a sudden, I saw something moving on the rooftops...";
- next;
- if (select("Where to?:Probably a Wild Rose.") == 1) {
- mes "[Xue Bong]";
- mes "Umm?";
- mes "Well..let me see..";
- mes "It came from... and head to...um...";
- mes "murmur..";
- next;
- mes "^3355FFHe started mumbling for a bit^000000";
- mes "......";
- next;
- mes "[Xue Bong]";
- mes "Ah ha!! Right...";
- mes "A shrine, yeah, the thief was";
- mes "heading to a shrine and";
- mes "disappeared. I'm not";
- mes "sure if it was a human or an";
- mes "animal...";
- set b_sword,6;
- next;
- mes "[Xue Bong]";
- mes "Anything else I can help you with?";
- mes "I appreciate the potion.";
- next;
- switch(select("Thanks for the information.:Stop drinking so much.:Okay, bye")) {
- case 1:
- mes "[Xue Bong]";
- mes "I'll see you later then.";
- mes "I'm always be here drinking..eheh.";
- close;
- case 2:
- mes "[Xue Bong]";
- mes "Ehh..Don't mind me.";
- mes "I'm a social drinker...";
- mes " ";
- mes "It's just I don't got nobody to be social with.";
- close;
- case 3:
- mes "[Xue Bong]";
- mes "Alright.";
- mes "Come again whenever you have";
- mes "any other questions.";
- close;
- }
- }
- mes "[Xue Bong]";
- mes "Yeah..maybe.";
- mes "It was so dark outside and I was";
- mes "drunk so I don't remember";
- mes "clearly. I'm pretty sure it was bigger than that, though.";
- close;
- case 2:
- mes "[Xue Bong]";
- mes "Ah..um....I..I don't remember.";
- mes "When I woke up, There were tons of";
- mes "empty bottles around me.";
- mes "...";
- next;
- mes "^3355FF.......";
- mes "For some reason, you can't discern his testimony's reliability...^000000";
- close;
- case 3:
- mes "[Xue Bong]";
- mes "Alrighty then.";
- mes "Hope you don't ever drink like me";
- mes "in the future. You'll suffer";
- mes "for a long time if you do.";
- mes "You know what a hangover is, right?";
- close;
- }
- }
- case 5:
- mes "[Xue Bong]";
- mes "Oh, it's you. Hey.";
- mes "Thanks for the potion last time.";
- mes "What are you up to?";
- mes "Got any questions for me?";
- next;
- switch(select("About a thief last night...:Nope, just passing by..")) {
- case 1:
- mes "[Xue Bong]";
- mes "Ah~ a thief...?";
- mes "Hmm...let me see...";
- mes "I went out for walk in the middle";
- mes "of the night while I was drinking.";
- mes "All of a sudden, I heard a strange noise...";
- next;
- mes "[Xue Bong]";
- mes "I looked around and found that the";
- mes "area near the chief's house was";
- mes "brighter than any other area. It was odd...";
- next;
- mes "[Xue Bong]";
- mes "So I kept watching it and,";
- mes "all of a sudden, I saw something moving on the rooftops...";
- next;
- mes "[Xue Bong]";
- mes "It disappeared in a second.";
- mes "I was drunk, and it was dark";
- mes "outside. I have no idea";
- mes "whether it was a man, a poring,";
- mes "or if I just had too much to drink...heheh~";
- set b_sword,6;
- close;
- case 2:
- mes "[Xue Bong]";
- mes "Okay, then, thanks again.";
- mes "Don't be a drinker like me,";
- mes "unless you want to suffer from";
- mes "serious hangovers. See you later~";
- close;
- }
- }
- }
- else if (b_sword < 11) {
- mes "[Xue Bong]";
- mes "Well, hopefully you can find";
- mes "those thieves. To keep the";
- mes "peace in our village, we need to help out our chief...";
- close;
- }
- else if (b_sword <14) {
- switch(b_sword) {
- case 11:
- mes "[Xue Bong]";
- mes "Ahhh.. my stomach.. my head..";
- mes "I shouldn't drink so much..";
- mes "ughh....";
- emotion e_swt2;
- close;
- case 12:
- mes "[Xue Bong]";
- mes "Enhhhh..go away.";
- mes "You're merciless...";
- mes "How could you turn a";
- mes "blind eye to a";
- mes "boozer's suffering?";
- mes "Urk...!";
- emotion e_an;
- close;
- case 13:
- mes "[Xue Bong]";
- mes "Enhhhh...go away.";
- mes "You're so coldhearted...";
- mes "How could you turn away";
- mes "a drunk in need...?";
- mes "*Groan*...";
- emotion e_an;
- close;
- }
- }
- mes "[Xue Bong]";
- mes "So you found the chief's";
- mes "belongings?! I knew it!";
- mes "I knew you could do it!";
- mes "You're brave enough";
- mes "to do anything!";
- mes "Good job!";
- close;
-}
-
-gon_dun01,148,156,0 script start01#gnbs -1,{
- OnInit:
- sleep 10000;
- OnCommandOn:
- donpcevent "trace1-"+rand(1,5)+"#gnbs::OnCommandOn";
- end;
-}
-
-gon_dun01,201,25,0 script trace1-1#gnbs 139,1,1,{
- if (b_sword == 7) donpcevent "timer1-1::OnCommandOn";
- end;
-
- OnTimer10000:
- stopnpctimer;
- disablenpc "trace1-1#gnbs";
- donpcevent "start01#gnbs::OnCommandOn";
- end;
-
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace1-1#gnbs";
- end;
-
- OnCommandOn:
- enablenpc "trace1-1#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
-}
-
-gon_dun01,2,1,0 script timer1-1 -1,{
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer1-1";
- end;
-
- OnCommandOn:
- enablenpc "timer1-1";
- setnpctimer 0;
- startnpctimer;
- end;
-
- OnCommandOff:
- stopnpctimer;
- disablenpc "timer1-1";
- end;
-
- OnTimer3000:
- donpcevent "#getitem1-1::OnCommandOn";
- end;
-}
-
-gon_dun01,202,25,0 script #getitem1-1 111,2,1,{
- if (b_sword != 7) end;
- set b_sword,8;
- mes "You found a ^FF0000piece of blade^000000.";
- mes "Seems like it's a part of the sword you've been looking for.";
- close;
-
- OnInit:
- disablenpc "#getitem1-1";
- end;
-
- OnCommandOn:
- enablenpc "#getitem1-1";
- donpcevent "timer1-1::OnCommandOff";
- donpcevent "start01#gnbs::OnCommandOn";
- end;
-
- OnCommandOff:
- disablenpc "#getitem1-1";
- end;
-}
-
-gon_dun01,190,160,0 script trace1-2#gnbs 139,1,1,{
- if (b_sword == 7) donpcevent "timer1-2::OnCommandOn";
- end;
-
- OnTimer100000:
- stopnpctimer;
- disablenpc "trace1-2#gnbs";
- donpcevent "start01#gnbs::OnCommandOn";
- end;
-
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace1-2#gnbs";
- end;
-
- OnCommandOn:
- enablenpc "trace1-2#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
-}
-
-gon_dun01,3,1,0 script timer1-2 -1,{
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer1-2";
- end;
-
- OnCommandOn:
- enablenpc "timer1-2";
- setnpctimer 0;
- startnpctimer;
- end;
-
- OnCommandOff:
- stopnpctimer;
- disablenpc "timer1-2";
- end;
-
- OnTimer3000:
- donpcevent "#getitem1-2::OnCommandOn";
- end;
-}
-
-gon_dun01,190,159,0 script #getitem1-2 111,2,1,{
- if (b_sword != 7) end;
- set b_sword,8;
- mes "You found a ^FF0000piece of blade^000000.";
- mes "Seems like it's a part of the sword you've been looking for.";
- close;
-
- OnInit:
- disablenpc "#getitem1-2";
- end;
-
- OnCommandOn:
- enablenpc "#getitem1-2";
- donpcevent "timer1-2::OnCommandOff";
- donpcevent "start01#gnbs::OnCommandOn";
- end;
-
- OnCommandOff:
- disablenpc "#getitem1-2";
- end;
-}
-
-gon_dun01,163,53,0 script trace1-3#gnbs 139,1,1,{
- if (b_sword == 7) donpcevent "timer1-3::OnCommandOn";
- end;
-
- OnTimer90000:
- stopnpctimer;
- disablenpc "trace1-3#gnbs";
- donpcevent "start01#gnbs::OnCommandOn";
- end;
-
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace1-3#gnbs";
- end;
-
- OnCommandOn:
- enablenpc "trace1-3#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
-}
-
-gon_dun01,4,1,0 script timer1-3 -1,{
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer1-3";
- end;
-
- OnCommandOn:
- enablenpc "timer1-3";
- setnpctimer 0;
- startnpctimer;
- end;
-
- OnCommandOff:
- stopnpctimer;
- disablenpc "timer1-3";
- end;
-
- OnTimer3000:
- donpcevent "#getitem1-3::OnCommandOn";
- end;
-}
-
-gon_dun01,164,53,0 script #getitem1-3 111,2,1,{
- if (b_sword != 7) end;
- set b_sword,8;
- mes "You found a ^FF0000piece of blade^000000.";
- mes "Seems like it's a part of the sword you've been looking for.";
- close;
-
- OnInit:
- disablenpc "#getitem1-3";
- end;
-
- OnCommandOn:
- enablenpc "#getitem1-3";
- donpcevent "timer1-3::OnCommandOff";
- donpcevent "start01#gnbs::OnCommandOn";
- end;
-
- OnCommandOff:
- disablenpc "#getitem1-3";
- end;
-}
-
-gon_dun01,133,183,0 script trace1-4#gnbs 139,1,1,{
- if (b_sword == 7) donpcevent "timer1-4::OnCommandOn";
- end;
-
- OnTimer150000:
- stopnpctimer;
- disablenpc "trace1-4#gnbs";
- donpcevent "start01#gnbs::OnCommandOn";
- end;
-
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace1-4#gnbs";
- end;
-
- OnCommandOn:
- enablenpc "trace1-4#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
-}
-
-gon_dun01,5,1,0 script timer1-4 -1,{
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer1-4";
- end;
-
- OnCommandOn:
- enablenpc "timer1-4";
- setnpctimer 0;
- startnpctimer;
- end;
-
- OnCommandOff:
- stopnpctimer;
- disablenpc "timer1-4";
- end;
-
- OnTimer3000:
- donpcevent "#getitem1-4::OnCommandOn";
- end;
-}
-
-gon_dun01,134,183,0 script #getitem1-4 111,2,1,{
- if (b_sword != 7) end;
- set b_sword,8;
- mes "You found a ^FF0000piece of blade^000000.";
- mes "Seems like it's a part of the sword you've been looking for.";
- close;
-
- OnInit:
- disablenpc "#getitem1-4";
- end;
-
- OnCommandOn:
- enablenpc "#getitem1-4";
- donpcevent "timer1-4::OnCommandOff";
- donpcevent "start01#gnbs::OnCommandOn";
- end;
-
- OnCommandOff:
- disablenpc "#getitem1-4";
- end;
-}
-
-gon_dun01,139,257,0 script trace1-5#gnbs 139,1,1,{
- if (b_sword == 7) donpcevent "timer1-5::OnCommandOn";
- end;
-
- OnTimer170000:
- stopnpctimer;
- disablenpc "trace1-5#gnbs";
- donpcevent "start01#gnbs::OnCommandOn";
- end;
-
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace1-5#gnbs";
- end;
-
- OnCommandOn:
- enablenpc "trace1-5#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
-}
-
-gon_dun01,6,1,0 script timer1-5 -1,{
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer1-5";
- end;
-
- OnCommandOn:
- enablenpc "timer1-5";
- setnpctimer 0;
- startnpctimer;
- end;
-
- OnCommandOff:
- stopnpctimer;
- disablenpc "timer1-5";
- end;
-
- OnTimer3000:
- donpcevent "#getitem1-5::OnCommandOn";
- end;
-}
-
-gon_dun01,140,257,0 script #getitem1-5 111,2,1,{
- if (b_sword != 7) end;
- set b_sword,8;
- mes "You found a ^FF0000piece of blade^000000.";
- mes "Seems like it's a part of the sword you've been looking for.";
- close;
-
- OnInit:
- disablenpc "#getitem1-5";
- end;
-
- OnCommandOn:
- enablenpc "#getitem1-5";
- donpcevent "timer1-5::OnCommandOff";
- donpcevent "start01#gnbs::OnCommandOn";
- end;
-
- OnCommandOff:
- disablenpc "#getitem1-5";
- end;
-}
-
-gon_dun02,1,1,0 script start02#gnbs -1,{
- OnInit:
- sleep 10000;
- OnCommandOn:
- donpcevent "trace2-"+rand(1,6)+"#gnbs::OnCommandOn";
- end;
-}
-
-gon_dun02,65,168,0 script trace2-1#gnbs 139,1,1,{
- if (b_sword == 8) donpcevent "timer2-1::OnCommandOn";
- end;
-
- OnTimer80000:
- stopnpctimer;
- disablenpc "trace2-1#gnbs";
- donpcevent "start02#gnbs::OnCommandOn";
- end;
-
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace2-1#gnbs";
- end;
-
- OnCommandOn:
- enablenpc "trace2-1#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
-}
-
-gon_dun02,2,1,0 script timer2-1 -1,{
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer2-1";
- end;
-
- OnCommandOn:
- enablenpc "timer2-1";
- setnpctimer 0;
- startnpctimer;
- end;
-
- OnCommandOff:
- stopnpctimer;
- disablenpc "timer2-1";
- end;
-
- OnTimer3000:
- donpcevent "#getitem2-1::OnCommandOn";
- end;
-}
-
-gon_dun02,202,25,0 script #getitem2-1 111,2,1,{
- if (b_sword != 8) end;
- set b_sword,9;
- mes "You found a ^FF0000piece of blade^000000.";
- mes "Seems like it's a part of the sword you've been looking for.";
- close;
-
- OnInit:
- disablenpc "#getitem2-1";
- end;
-
- OnCommandOn:
- enablenpc "#getitem2-1";
- donpcevent "timer2-1::OnCommandOff";
- donpcevent "start02#gnbs::OnCommandOn";
- end;
-
- OnCommandOff:
- disablenpc "#getitem2-1";
- end;
-}
-
-gon_dun02,265,200,0 script trace2-2#gnbs 139,1,1,{
- if (b_sword == 8) donpcevent "timer2-2::OnCommandOn";
- end;
-
- OnTimer130000:
- stopnpctimer;
- disablenpc "trace2-2#gnbs";
- donpcevent "start02#gnbs::OnCommandOn";
- end;
-
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace2-2#gnbs";
- end;
-
- OnCommandOn:
- enablenpc "trace2-2#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
-}
-
-gon_dun02,3,1,0 script timer2-2 -1,{
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer2-2";
- end;
-
- OnCommandOn:
- enablenpc "timer2-2";
- setnpctimer 0;
- startnpctimer;
- end;
-
- OnCommandOff:
- stopnpctimer;
- disablenpc "timer2-2";
- end;
-
- OnTimer3000:
- donpcevent "#getitem2-2::OnCommandOn";
- end;
-}
-
-gon_dun02,265,201,0 script #getitem2-2 111,2,1,{
- if (b_sword != 8) end;
- set b_sword,9;
- mes "You found a ^FF0000piece of blade^000000.";
- mes "Seems like it's a part of the sword you've been looking for.";
- close;
-
- OnInit:
- disablenpc "#getitem2-2";
- end;
-
- OnCommandOn:
- enablenpc "#getitem2-2";
- donpcevent "timer2-2::OnCommandOff";
- donpcevent "start02#gnbs::OnCommandOn";
- end;
-
- OnCommandOff:
- disablenpc "#getitem2-2";
- end;
-}
-
-gon_dun02,247,129,0 script trace2-3#gnbs 139,1,1,{
- if (b_sword == 8) donpcevent "timer2-3::OnCommandOn";
- end;
-
- OnTimer110000:
- stopnpctimer;
- disablenpc "trace2-3#gnbs";
- donpcevent "start02#gnbs::OnCommandOn";
- end;
-
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace2-3#gnbs";
- end;
-
- OnCommandOn:
- enablenpc "trace2-3#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
-}
-
-gon_dun02,4,1,0 script timer2-3 -1,{
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer2-3";
- end;
-
- OnCommandOn:
- enablenpc "timer2-3";
- setnpctimer 0;
- startnpctimer;
- end;
-
- OnCommandOff:
- stopnpctimer;
- disablenpc "timer2-3";
- end;
-
- OnTimer3000:
- donpcevent "#getitem2-3::OnCommandOn";
- end;
-}
-
-gon_dun02,247,128,0 script #getitem2-3 111,2,1,{
- if (b_sword != 8) end;
- set b_sword,9;
- mes "You found a ^FF0000piece of blade^000000.";
- mes "Seems like it's a part of the sword you've been looking for.";
- close;
-
- OnInit:
- disablenpc "#getitem2-3";
- end;
-
- OnCommandOn:
- enablenpc "#getitem2-3";
- donpcevent "timer2-3::OnCommandOff";
- donpcevent "start02#gnbs::OnCommandOn";
- end;
-
- OnCommandOff:
- disablenpc "#getitem2-3";
- end;
-}
-
-gon_dun02,149,74,0 script trace2-4#gnbs 139,1,1,{
- if (b_sword == 8) donpcevent "timer2-4::OnCommandOn";
- end;
-
- OnTimer230000:
- stopnpctimer;
- disablenpc "trace2-4#gnbs";
- donpcevent "start02#gnbs::OnCommandOn";
- end;
-
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace2-4#gnbs";
- end;
-
- OnCommandOn:
- enablenpc "trace2-4#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
-}
-
-gon_dun02,5,1,0 script timer2-4 -1,{
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer2-4";
- end;
-
- OnCommandOn:
- enablenpc "timer2-4";
- setnpctimer 0;
- startnpctimer;
- end;
-
- OnCommandOff:
- stopnpctimer;
- disablenpc "timer2-4";
- end;
-
- OnTimer3000:
- donpcevent "#getitem2-4::OnCommandOn";
- end;
-}
-
-gon_dun02,149,75,0 script #getitem2-4 111,2,1,{
- if (b_sword != 8) end;
- set b_sword,9;
- mes "You found a ^FF0000piece of blade^000000.";
- mes "Seems like it's a part of the sword you've been looking for.";
- close;
-
- OnInit:
- disablenpc "#getitem2-4";
- end;
-
- OnCommandOn:
- enablenpc "#getitem2-4";
- donpcevent "timer2-4::OnCommandOff";
- donpcevent "start02#gnbs::OnCommandOn";
- end;
-
- OnCommandOff:
- disablenpc "#getitem2-4";
- end;
-}
-
-gon_dun02,23,105,0 script trace2-5#gnbs 139,1,1,{
- if (b_sword == 8) donpcevent "timer2-5::OnCommandOn";
- end;
-
- OnTimer190000:
- stopnpctimer;
- disablenpc "trace2-5#gnbs";
- donpcevent "start02#gnbs::OnCommandOn";
- end;
-
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace2-5#gnbs";
- end;
-
- OnCommandOn:
- enablenpc "trace2-5#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
-}
-
-gon_dun02,6,1,0 script timer2-5 -1,{
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer2-5";
- end;
-
- OnCommandOn:
- enablenpc "timer2-5";
- setnpctimer 0;
- startnpctimer;
- end;
-
- OnCommandOff:
- stopnpctimer;
- disablenpc "timer2-5";
- end;
-
- OnTimer3000:
- donpcevent "#getitem2-5::OnCommandOn";
- end;
-}
-
-gon_dun02,23,106,0 script #getitem2-5 111,2,1,{
- if (b_sword != 8) end;
- set b_sword,9;
- mes "You found a ^FF0000piece of blade^000000.";
- mes "Seems like it's a part of the sword you've been looking for.";
- close;
-
- OnInit:
- disablenpc "#getitem2-5";
- end;
-
- OnCommandOn:
- enablenpc "#getitem2-5";
- donpcevent "timer2-5::OnCommandOff";
- donpcevent "start02#gnbs::OnCommandOn";
- end;
-
- OnCommandOff:
- disablenpc "#getitem2-5";
- end;
-}
-
-gon_dun02,249,39,0 script trace2-6#gnbs 139,1,1,{
- if (b_sword == 8) donpcevent "timer2-6::OnCommandOn";
- end;
-
- OnTimer110000:
- stopnpctimer;
- disablenpc "trace2-6#gnbs";
- donpcevent "start02#gnbs::OnCommandOn";
- end;
-
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace2-6#gnbs";
- end;
-
- OnCommandOn:
- enablenpc "trace2-6#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
-}
-
-gon_dun02,7,1,0 script timer2-6 -1,{
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer2-6";
- end;
-
- OnCommandOn:
- enablenpc "timer2-6";
- setnpctimer 0;
- startnpctimer;
- end;
-
- OnCommandOff:
- stopnpctimer;
- disablenpc "timer2-6";
- end;
-
- OnTimer3000:
- donpcevent "#getitem2-6::OnCommandOn";
- end;
-}
-
-gon_dun02,249,40,0 script #getitem2-6 111,2,1,{
- if (b_sword != 8) end;
- set b_sword,9;
- mes "You found a ^FF0000piece of blade^000000.";
- mes "Seems like it's a part of the sword you've been looking for.";
- close;
-
- OnInit:
- disablenpc "#getitem2-6";
- end;
-
- OnCommandOn:
- enablenpc "#getitem2-6";
- donpcevent "timer2-6::OnCommandOff";
- donpcevent "start02#gnbs::OnCommandOn";
- end;
-
- OnCommandOff:
- disablenpc "#getitem2-6";
- end;
-}
-
-gon_dun03,1,1,0 script start03#gnbs -1,{
- OnInit:
- sleep 10000;
- OnCommandOn:
- donpcevent "trace3-"+rand(1,7)+"#gnbs::OnCommandOn";
- end;
-}
-
-gon_dun03,11,75,0 script trace3-1#gnbs 139,1,1,{
- if (b_sword == 9) donpcevent "timer3-1::OnCommandOn";
- end;
-
- OnTimer200000:
- stopnpctimer;
- disablenpc "trace3-1#gnbs";
- donpcevent "start03#gnbs::OnCommandOn";
- end;
-
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace3-1#gnbs";
- end;
-
- OnCommandOn:
- enablenpc "trace3-1#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
-}
-
-gon_dun03,2,1,0 script timer3-1 -1,{
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer3-1";
- end;
-
- OnCommandOn:
- enablenpc "timer3-1";
- setnpctimer 0;
- startnpctimer;
- end;
-
- OnCommandOff:
- stopnpctimer;
- disablenpc "timer3-1";
- end;
-
- OnTimer3000:
- donpcevent "#getitem3-1::OnCommandOn";
- end;
-}
-
-gon_dun03,10,74,0 script #getitem3-1 111,2,1,{
- if (b_sword != 9) end;
- set b_sword,10;
- mes "You found a ^FF0000piece of blade^000000.";
- mes "Seems like it's a part of the sword you've been looking for.";
- next;
- mes "You put all the pieces on the";
- mes "ground and assembled them.";
- mes "It looks like you've found all of the pieces of the blade.";
- close;
-
- OnInit:
- disablenpc "#getitem3-1";
- end;
-
- OnCommandOn:
- enablenpc "#getitem3-1";
- donpcevent "timer3-1::OnCommandOff";
- donpcevent "start03#gnbs::OnCommandOn";
- end;
-
- OnCommandOff:
- disablenpc "#getitem3-1";
- end;
-}
-
-gon_dun03,199,103,0 script trace3-2#gnbs 139,1,1,{
- if (b_sword == 9) donpcevent "timer3-2::OnCommandOn";
- end;
-
- OnTimer130000:
- stopnpctimer;
- disablenpc "trace3-2#gnbs";
- donpcevent "start03#gnbs::OnCommandOn";
- end;
-
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace3-2#gnbs";
- end;
-
- OnCommandOn:
- enablenpc "trace3-2#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
-}
-
-gon_dun03,3,1,0 script timer3-2 -1,{
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer3-2";
- end;
-
- OnCommandOn:
- enablenpc "timer3-2";
- setnpctimer 0;
- startnpctimer;
- end;
-
- OnCommandOff:
- stopnpctimer;
- disablenpc "timer3-2";
- end;
-
- OnTimer3000:
- donpcevent "#getitem3-2::OnCommandOn";
- end;
-}
-
-gon_dun03,199,102,0 script #getitem3-2 111,2,1,{
- if (b_sword != 9) end;
- set b_sword,10;
- mes "You found a ^FF0000piece of blade^000000.";
- mes "Seems like it's a part of the sword you've been looking for.";
- next;
- mes "You put all the pieces on the";
- mes "ground and assembled them.";
- mes "It looks like you've found all of the pieces of the blade.";
- close;
-
- OnInit:
- disablenpc "#getitem3-2";
- end;
-
- OnCommandOn:
- enablenpc "#getitem3-2";
- donpcevent "timer3-2::OnCommandOff";
- donpcevent "start03#gnbs::OnCommandOn";
- end;
-
- OnCommandOff:
- disablenpc "#getitem3-2";
- end;
-}
-
-gon_dun03,14,162,0 script trace3-3#gnbs 139,1,1,{
- if (b_sword == 9) donpcevent "timer3-3::OnCommandOn";
- end;
-
- OnTimer110000:
- stopnpctimer;
- disablenpc "trace3-3#gnbs";
- donpcevent "start03#gnbs::OnCommandOn";
- end;
-
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace3-3#gnbs";
- end;
-
- OnCommandOn:
- enablenpc "trace3-3#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
-}
-
-gon_dun03,4,1,0 script timer3-3 -1,{
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer3-3";
- end;
-
- OnCommandOn:
- enablenpc "timer3-3";
- setnpctimer 0;
- startnpctimer;
- end;
-
- OnCommandOff:
- stopnpctimer;
- disablenpc "timer3-3";
- end;
-
- OnTimer3000:
- donpcevent "#getitem3-3::OnCommandOn";
- end;
-}
-
-gon_dun03,14,163,0 script #getitem3-3 111,2,1,{
- if (b_sword != 9) end;
- set b_sword,10;
- mes "You found a ^FF0000piece of blade^000000.";
- mes "Seems like it's a part of the sword you've been looking for.";
- next;
- mes "You put all the pieces on the";
- mes "ground and assembled them.";
- mes "It looks like you've found all of the pieces of the blade.";
- close;
-
- OnInit:
- disablenpc "#getitem3-3";
- end;
-
- OnCommandOn:
- enablenpc "#getitem3-3";
- donpcevent "timer3-3::OnCommandOff";
- donpcevent "start03#gnbs::OnCommandOn";
- end;
-
- OnCommandOff:
- disablenpc "#getitem3-3";
- end;
-}
-
-gon_dun03,155,263,0 script trace3-4#gnbs 139,1,1,{
- if (b_sword == 9) donpcevent "timer3-4::OnCommandOn";
- end;
-
- OnTimer230000:
- stopnpctimer;
- disablenpc "trace3-4#gnbs";
- donpcevent "start03#gnbs::OnCommandOn";
- end;
-
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace3-4#gnbs";
- end;
-
- OnCommandOn:
- enablenpc "trace3-4#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
-}
-
-gon_dun03,5,1,0 script timer3-4 -1,{
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer3-4";
- end;
-
- OnCommandOn:
- enablenpc "timer3-4";
- setnpctimer 0;
- startnpctimer;
- end;
-
- OnCommandOff:
- stopnpctimer;
- disablenpc "timer3-4";
- end;
-
- OnTimer3000:
- donpcevent "#getitem3-4::OnCommandOn";
- end;
-}
-
-gon_dun03,156,263,0 script #getitem3-4 111,2,1,{
- if (b_sword != 9) end;
- set b_sword,10;
- mes "You found a ^FF0000piece of blade^000000.";
- mes "Seems like it's a part of the sword you've been looking for.";
- next;
- mes "You put all the pieces on the";
- mes "ground and assembled them.";
- mes "It looks like you've found all of the pieces of the blade.";
- close;
-
- OnInit:
- disablenpc "#getitem3-4";
- end;
-
- OnCommandOn:
- enablenpc "#getitem3-4";
- donpcevent "timer3-4::OnCommandOff";
- donpcevent "start03#gnbs::OnCommandOn";
- end;
-
- OnCommandOff:
- disablenpc "#getitem3-4";
- end;
-}
-
-gon_dun03,169,90,0 script trace3-5#gnbs 139,1,1,{
- if (b_sword == 9) donpcevent "timer3-5::OnCommandOn";
- end;
-
- OnTimer190000:
- stopnpctimer;
- disablenpc "trace3-5#gnbs";
- donpcevent "start03#gnbs::OnCommandOn";
- end;
-
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace3-5#gnbs";
- end;
-
- OnCommandOn:
- enablenpc "trace3-5#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
-}
-
-gon_dun03,6,1,0 script timer3-5 -1,{
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer3-5";
- end;
-
- OnCommandOn:
- enablenpc "timer3-5";
- setnpctimer 0;
- startnpctimer;
- end;
-
- OnCommandOff:
- stopnpctimer;
- disablenpc "timer3-5";
- end;
-
- OnTimer3000:
- donpcevent "#getitem3-5::OnCommandOn";
- end;
-}
-
-gon_dun03,170,90,0 script #getitem3-5 111,2,1,{
- if (b_sword != 9) end;
- set b_sword,10;
- mes "You found a ^FF0000piece of blade^000000.";
- mes "Seems like it's a part of the sword you've been looking for.";
- next;
- mes "You put all the pieces on the";
- mes "ground and assembled them.";
- mes "It looks like you've found all of the pieces of the blade.";
- close;
-
- OnInit:
- disablenpc "#getitem3-5";
- end;
-
- OnCommandOn:
- enablenpc "#getitem3-5";
- donpcevent "timer3-5::OnCommandOff";
- donpcevent "start03#gnbs::OnCommandOn";
- end;
-
- OnCommandOff:
- disablenpc "#getitem3-5";
- end;
-}
-
-gon_dun03,162,40,0 script trace3-6#gnbs 139,1,1,{
- if (b_sword == 9) donpcevent "timer3-6::OnCommandOn";
- end;
-
- OnTimer110000:
- stopnpctimer;
- disablenpc "trace3-6#gnbs";
- donpcevent "start03#gnbs::OnCommandOn";
- end;
-
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace3-6#gnbs";
- end;
-
- OnCommandOn:
- enablenpc "trace3-6#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
-}
-
-gon_dun03,7,1,0 script timer3-6 -1,{
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer3-6";
- end;
-
- OnCommandOn:
- enablenpc "timer3-6";
- setnpctimer 0;
- startnpctimer;
- end;
-
- OnCommandOff:
- stopnpctimer;
- disablenpc "timer3-6";
- end;
-
- OnTimer3000:
- donpcevent "#getitem3-6::OnCommandOn";
- end;
-}
-
-gon_dun03,68,39,0 script #getitem3-6 111,1,2,{
- if (b_sword != 9) end;
- set b_sword,10;
- mes "You found a ^FF0000piece of blade^000000.";
- mes "Seems like it's a part of the sword you've been looking for.";
- next;
- mes "You put all the pieces on the";
- mes "ground and assembled them.";
- mes "It looks like you've found all of the pieces of the blade.";
- close;
-
- OnInit:
- disablenpc "#getitem3-6";
- end;
-
- OnCommandOn:
- enablenpc "#getitem3-6";
- donpcevent "timer3-6::OnCommandOff";
- donpcevent "start03#gnbs::OnCommandOn";
- end;
-
- OnCommandOff:
- disablenpc "#getitem3-6";
- end;
-}
-
-gon_dun03,68,212,0 script trace3-7#gnbs 139,1,1,{
- if (b_sword == 9) donpcevent "timer3-7::OnCommandOn";
- end;
-
- OnTimer110000:
- stopnpctimer;
- disablenpc "trace3-7#gnbs";
- donpcevent "start03#gnbs::OnCommandOn";
- end;
-
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "trace3-7#gnbs";
- end;
-
- OnCommandOn:
- enablenpc "trace3-7#gnbs";
- setnpctimer 0;
- startnpctimer;
- end;
-}
-
-gon_dun03,6,1,0 script timer3-7 -1,{
- OnInit:
- initnpctimer;
- stopnpctimer;
- disablenpc "timer3-7";
- end;
-
- OnCommandOn:
- enablenpc "timer3-7";
- setnpctimer 0;
- startnpctimer;
- end;
-
- OnCommandOff:
- stopnpctimer;
- disablenpc "timer3-7";
- end;
-
- OnTimer3000:
- donpcevent "#getitem3-7::OnCommandOn";
- end;
-}
-
-gon_dun03,68,213,0 script #getitem3-7 111,1,2,{
- if (b_sword != 9) end;
- set b_sword,10;
- mes "You found a ^FF0000piece of blade^000000.";
- mes "Seems like it's a part of the sword you've been looking for.";
- next;
- mes "You put all the pieces on the";
- mes "ground and assembled them.";
- mes "It looks like you've found all of the pieces of the blade.";
- close;
-
- OnInit:
- disablenpc "#getitem3-7";
- end;
-
- OnCommandOn:
- enablenpc "#getitem3-7";
- donpcevent "timer3-7::OnCommandOff";
- donpcevent "start03#gnbs::OnCommandOn";
- end;
-
- OnCommandOff:
- disablenpc "#getitem3-7";
- end;
-}
-
-gon_in,18,27,5 script Madam#gnbs 771,{
- mes "[Shang Hua Yen]";
- mes "Ho, ho, ho~";
- mes "Who might this be?";
- mes "A visitor from out of town~";
- mes "Welcome!";
- next;
- if (select("Hello, Madam~:Where's the chief?") == 1) {
- mes "[Shang Hua Yen]";
- mes "Hello, darling~";
- close;
- }
- if (Sex == 0) {
- mes "[Shang Hua Yen]";
- mes "Hoho~ he's upstairs.";
- mes "My, are you such a pretty lady~";
- mes "Just don't be too enraptured by my husband, alright?";
- mes "Tee hee~";
- close;
- }
- mes "[Shang Hua Yen]";
- mes "Oh, he's upstairs...";
- mes "My~! Aren't you a darling young";
- mes "man. But still, not nearly as handsome as my husband~";
- mes "Tee hee~";
- emotion e_lv;
- close;
-}
-
-gon_dun03,62,222,0 script Strange dead body#gnbs 111,{
- if (b_sword < 7) {
- mes "Here's a decomposing corpse.";
- mes "It seems like monsters devoured it.";
- close;
- }
- else if (b_sword > 6 && b_sword < 11) {
- mes "There's a written message between the bones of the corpse.";
- mes "of the corpse.";
- mes "Take a look?";
- next;
- if (select("Yes.:Eew, no!") == 1) {
- mes "^3355FFThe paper is old and fading,";
- mes "but there are words on it.";
- mes "It's written in blood.";
- mes "The letters are faded and it's almost impossible to read...^000000 ";
- next;
- mes "^FF0000Damn I can't.. believe.. failed..";
- mes "Sayum... I should've..";
- mes "watchout.. ehhh.. but.. break";
- mes "..pieces.. and seperate..";
- mes "I.. with";
- mes "this...^000000";
- next;
- mes "^3355FFThe rest was indecipherable...";
- mes "He probably couldn't take it any longer...^000000";
- close;
- }
- mes "[ ^6699FF" + strcharinfo(0) + "^000000 ]";
- mes "Eew, no!";
- mes " ";
- mes "Yucky yucky YUCKY!";
- next;
- mes "^3355FFYou feel like there's something important here...";
- mes "But the rotting carcass has a";
- mes "foul odor that makes you feel nauseated.^000000";
- close;
- }
- else if (b_sword == 11 || b_sword == 12) {
- mes "^3355FFIt's a rotting human corpse...";
- mes "I should just pass by.^000000";
- close;
- }
- mes "^3355FFA skeleton chewed up by";
- mes "monsters...I feel sorry for";
- mes "him, but start getting this";
- mes "really creepy feeling after staring at it for a while.^000000";
- close;
-}
-
-gonryun,139,142,7 script Girl##gnbs1 772,{
- if (b_sword < 12) {
- mes "[Shi Ying Xiao]";
- mes "..........";
- mes "I was happy meeting visitors";
- mes "from outside the village,";
- mes "but because of the thief, I feel terrible now...";
- emotion e_dots;
- close;
- }
- mes "[Shi Ying Xiao]";
- mes "Hehe...";
- mes "I am so happy now~";
- mes "Lots of visitors are coming to our";
- mes "village now. But most of all,";
- mes "Someone found my father's heirloom~";
- next;
- if (select("I'm glad you're relieved.:That would be me!") == 1) {
- mes "[Shi Ying Xiao]";
- mes "Yes, the mood of the entire";
- mes "village seems to have calmed...";
- mes "I'm sure whoever found my father's sword is a great person.";
- close;
- }
- mes "[ ^6699FF" + strcharinfo(0) + "^000000 ]";
- mes "That would be me!";
- next;
- mes "[ ^6699FF" + strcharinfo(0) + "^000000 ]";
- mes "I AM YOUR HERO!";
- next;
- emotion e_heh;
- mes "[Shi Ying Xiao]";
- mes "Thank you so much for bringing hope to our village, hero~";
- close;
-}
-
-gonryun,100,241,0 script Stranger#gnbs 733,{
- if (b_sword < 14) {
- mes "[Zuo Hei]";
- mes "Hmm...";
- mes "I'm pretty busy right now, come back later.";
- emotion e_dots;
- close;
- }
- else if (b_sword < 17) {
- switch(b_sword) {
- case 14:
- switch(nakha) {
- case 0:
- mes "[Zuo Hei]";
- mes "Hmm...";
- mes "What is it?";
- mes "What do you want?";
- mes "I don't like to be bothered.";
- next;
- if (select("Ask about the blacksmith.:Why are you being so mean?") == 1) {
- mes "[Zuo Hei]";
- mes "Ahh..";
- mes "So you're the one who found";
- mes "the sword, eh?";
- mes "Did you also get asked to repair it?";
- next;
- if (select("Exactly.:No..I'm just...") == 1) {
- mes "[Zuo Hei]";
- mes "Hmm...";
- mes "If you want some information from";
- mes "me, come back after helping the";
- mes "person in the village who's in";
- mes "trouble right now.";
- next;
- mes "[Zuo Hei]";
- mes "It's another heirloom";
- mes "problem, but I want to";
- mes "see for myself that";
- mes "you're really interested";
- mes "in helping others.";
- set b_sword,16;
- close;
- }
- mes "[Zuo Hei]";
- mes "Hmm, I didn't think so...";
- mes "Now, don't bother me anymore.";
- mes "I've got a bunch of things to do.";
- close;
- }
- mes "[Zuo Hei]";
- mes "Grr...";
- mes "Why should you care about the";
- mes "someone else's personality?";
- mes "That's none of your business.";
- mes "Take a look in the mirror first";
- mes "before you say things like that.";
- emotion e_ag;
- close;
- case 1:
- mes "[Zuo Hei]";
- mes "Hmm...";
- mes "You're in the middle of helping";
- mes "someone now, I hear.";
- mes "Why don't you go and take care of them first.";
- mes "Once you start to help someone,";
- mes "you can't just quit halfway.";
- set b_sword,16;
- close;
- case 2:
- mes "[Zuo Hei]";
- mes "Hmm...";
- mes "You're in the middle of helping";
- mes "someone now, I hear.";
- mes "Why don't you go and take care of them first.";
- mes "Once you start to help someone,";
- mes "you can't just quit halfway.";
- set b_sword,16;
- close;
- case 3:
- mes "[Zuo Hei]";
- mes "Hmm...";
- mes "What do you want??";
- next;
- if (select("Ask about the blacksmith.:Why are you being so mean?") == 1) {
- mes "[Zuo Hei]";
- mes "Ahh...";
- mes "So you are the one who found";
- mes "the sword, eh? I assume you were also asked to repair it...";
- next;
- if (select("Exactly.:No...I'm just...") == 1) {
- mes "[Zuo Hei]";
- mes "Hmm...";
- mes "Since it's been shattered,";
- mes "you'll need a very skilled smith.";
- mes "Go to ^FF0000Geffen^000000, you'll find someone";
- mes "who can help you.";
- set b_sword,17;
- close;
- }
- mes "[Zuo Hei]";
- mes "Hmm, I didn't think so...";
- mes "Now, don't bother me anymore.";
- mes "I've got a bunch of things to do.";
- close;
- }
- mes "[Zuo Hei]";
- mes "Grr...";
- mes "Why should you care about the";
- mes "someone else's personality?";
- mes "That's none of your business.";
- mes "Take a look in the mirror first";
- mes "before you say things like that.";
- emotion e_ag;
- close;
- case 4:
- mes "[Zuo Hei]";
- mes "Guess I was wasting my time.";
- mes "If you make a promise to someone,";
- mes "it's your responsibility to";
- mes "follow through with it to completion.";
- next;
- mes "[Zuo Hei]";
- mes "I don't like people who fail to";
- mes "keep the promises they make.";
- mes "You'll not get any information from me.";
- mes "Don't ever bother me again.";
- set b_sword,15;
- close;
- }
- break;
- case 15:
- mes "[Zuo Hei]";
- mes "Sorry, I'm busy right now.";
- mes "Why don't you come back later.";
- emotion e_dots;
- close;
- case 16:
- switch(nakha) {
- case 0:
- mes "[Zuo Hei]";
- mes "Hmm......";
- mes "You're not done with the";
- mes "requirement I've given you...";
- mes "I can't give you any information";
- mes "until you finish your job.";
- close;
- case 1:
- mes "[Zuo Hei]";
- mes "Hmm....";
- mes "Once you start to help someone,";
- mes "you can't just quit halfway.";
- mes "Why don't you go and take care of them first.";
- close;
- case 2:
- mes "[Zuo Hei]";
- mes "Hmm....";
- mes "Once you start to help someone,";
- mes "you can't just quit halfway.";
- mes "Why don't you go and take care of them first.";
- close;
- case 3:
- mes "[Zuo Hei]";
- mes "Hmm......";
- mes "What do you want?";
- next;
- if (select("Ask about the blacksmith.:Why are you being so mean?") == 1) {
- mes "[Zuo Hei]";
- mes "Ahh...";
- mes "So you are the one who found";
- mes "the sword eh?";
- mes "Did you also get asked to repair it?";
- next;
- if (select("Exactly.:No, i'm just...") == 1) {
- mes "[Zuo Hei]";
- mes "Hmm...";
- mes "Since it's been shattered,";
- mes "you'll need a very skilled smith.";
- mes "Go to ^FF0000Geffen^000000, you'll find someone";
- mes "who can help you.";
- set b_sword,17;
- close;
- }
- mes "[Zuo Hei]";
- mes "Oh, I suppose not.";
- mes "Why are you asking me, then?";
- mes "Don't bother me anymore.";
- mes "I've got a bunch of things to do.";
- close;
- }
- mes "[Zuo Hei]";
- mes "Grr...";
- mes "Why should you care about the";
- mes "someone else's personality?";
- mes "That's none of your business.";
- mes "Take a look in the mirror first";
- mes "before you say things like that.";
- emotion e_ag;
- close;
- case 4:
- mes "[Zuo Hei]";
- mes "Guess I was wasting my time.";
- mes "If you make a promise to";
- mes "someone, it's your";
- mes "responsibility to";
- mes "follow through with it to completion.";
- next;
- mes "[Zuo Hei]";
- mes "I don't like people who fail";
- mes "to keep their promises.";
- mes "You'll not get any information from me. Don't ever bother me again.";
- set b_sword,15;
- close;
- }
- }
- }
- else if (b_sword < 33) {
- mes "[Zuo Hei]";
- mes "Hey there...uhm..";
- mes "Didn't I tell you to go to ^FF0000Geffen^000000?";
- mes "You'll find a famous blacksmith";
- mes "that can repair the sword for you.";
- mes "That's all the information I can";
- mes "give you, really.";
- next;
- mes "[Zuo Hei]";
- mes "It's up to you to make good use of it.";
- close;
- }
- mes "[Zuo Hei]";
- mes "Hmm...";
- mes "Helping people in trouble is";
- mes "such a nice thing to do.";
- mes "You are doing the right thing.";
- close;
-}
-
-geffen_in,71,112,2 script Blacksmith#SaYumMoon 731,{
- if (b_sword < 17) {
- mes "[Aumgarl]";
- mes "*Sob*..*sob*....";
- mes "My poor baby Lyroo..";
- mes "*Sniff*...";
- close;
- }
- else if (b_sword < 32) {
- switch(b_sword) {
- case 17:
- mes "[Aumgarl]";
- mes "*Sob*...";
- mes "My poor baby Lyroo..";
- mes "*Sniff*...";
- next;
- if (select("Sir...?:...........") == 1) {
- mes "[Aumgarl]";
- mes "Hmm...Who are you?";
- mes "Do you need something?";
- mes "If not, please leave...";
- next;
- if (select("I came to repair this sword.:I heard you are a famous blacksmith...") == 1) {
- mes "[Aumgarl]";
- mes "Umm...";
- mes "I'm sorry, but we're closed.";
- mes "Come again another time.";
- mes "Goodbye.";
- set b_sword,18;
- close;
- }
- mes "[Aumgarl]";
- mes "Yes, I am a blacksmith,";
- mes "but I don't think I'm famous.";
- mes "And unfortunately, we're closed right now.";
- close;
- }
- mes "[Aumgarl]";
- mes "If you have nothing to say to me,";
- mes "then please leave me alone.";
- close;
- case 18:
- mes "[Aumgarl]";
- mes "Like I said, we're closed!";
- mes "Come back later.";
- if (rand(1,8) == 7) {
- set b_sword,19;
- mes "Didn't you hear me?! Sheesh!";
- }
- close2;
- warp "geffen",173,169;
- end;
- case 19:
- mes "[Aumgarl]";
- mes "Hmm...";
- mes "You're a persistent one!!";
- mes "What is it that you want?";
- next;
- switch(select("I want to marry your granddaughter.:Your granddaughter is such a pretty girl.:I came to repair the sword.")) {
- case 1:
- mes "[Aumgarl]";
- mes ".....";
- mes ".........";
- mes ".............";
- mes "...................";
- mes "........................";
- next;
- mes "[Aumgarl]";
- mes "Who the heck are you?";
- mes "What do you want with my";
- mes "granddaughter all of a sudden!?";
- mes "Get the hell out of here!";
- mes "Don't ever come back here again!";
- emotion e_pif;
- close;
- case 2:
- mes "[Aumgarl]";
- mes "You're darn right~";
- mes "My granddaughter is soo~ pretty.";
- mes "Hahaha...ah....hah...";
- mes ".....*Sob, sob*....";
- next;
- switch(select("I want to marry her...:I came to repair the sword.:Anything wrong?")) {
- case 1:
- mes "[Aumgarl]";
- mes ".....";
- mes ".........";
- mes ".............";
- mes "...................";
- mes "........................";
- next;
- mes "[Aumgarl]";
- mes "Who the heck are you?";
- mes "What do you want with my";
- mes "granddaughter all of a sudden!?";
- mes "Get out of here you pervert!";
- mes "Don't ever come back here again!";
- emotion e_pif;
- close;
- case 2:
- mes "[Aumgarl]";
- mes "...............";
- mes "A sword?";
- mes "I don't remember when the last";
- mes "time I worked with steel was.";
- mes "Hmm...";
- mes "May I see the sword?";
- next;
- mes "[Aumgarl]";
- mes "Hmm......";
- mes "Hmmmm......";
- mes "............";
- next;
- mes "^0000FFHe intently studied the pieces of the sword for a while.^000000";
- next;
- mes "[Aumgarl]";
- mes "Hmm...";
- mes "So this is the one, huh?";
- mes "Well...I am sorry, but this sword";
- mes "is not something I can repair";
- mes "at the moment.";
- next;
- mes "[Aumgarl]";
- mes "Why don't you go find";
- mes "another blacksmith?";
- mes "I am truly sorry.";
- close;
- case 3:
- mes "[Aumgarl]";
- mes "Um..well...";
- mes "This is not something I normally";
- mes "tell strangers, but....";
- mes "My granddaughter Lyroo has";
- mes "an incurable disease...";
- next;
- mes "[Aumgarl]";
- mes "Not long after she was born,";
- mes "her parents died from an accident.";
- mes "Since that day, I have been taking care of her...";
- next;
- mes "[Aumgarl]";
- mes "But that wasn't the end of it...";
- mes "Soon after, she started to suffer";
- mes "from a serious illness. I've met";
- mes "doctors from all around";
- mes "Rune-Midgard...";
- next;
- mes "[Aumgarl]";
- mes "But not one of them could";
- mes "diagnose her sickness...";
- next;
- switch(select("I am sorry to hear that.:I'll make her happy.:I want to cure her.")) {
- case 1:
- mes "[Aumgarl]";
- mes "*Sigh*...";
- mes "I'll just have to accept it";
- mes "as her fate. I just feel";
- mes "so sorry for Lyroo.";
- mes "...";
- emotion e_dots;
- close;
- case 2:
- mes "[Aumgarl]";
- mes "Umm...";
- mes "What do you mean...?";
- mes "'Make her happy?'";
- mes "You're not making any sense...";
- mes "I'm confused...";
- next;
- switch(select("I'll make her happy all the time.:I want to take her with me.:I will cure her.")) {
- case 1:
- mes "[Aumgarl]";
- mes "...";
- mes "What are you talking about?";
- mes "Make her happy all the time?";
- mes "She is dying even at";
- mes "this moment.";
- next;
- mes "[Aumgarl]";
- mes "I think you're out of";
- mes "your mind, sicko!";
- mes "Get out of here!";
- close;
- case 2:
- mes "[Aumgarl]";
- mes "...What do you mean?";
- mes "You want to take her to where?";
- mes "What are you gonna do?";
- next;
- if (select("I will cure her.:I am sorry.") == 1) {
- mes "[Aumgarl]";
- mes "It's useless talking about";
- mes "it any longer. I don't think";
- mes "there is anyone who can";
- mes "cure my granddaughter.";
- close;
- }
- mes "[Aumgarl]";
- mes "Ahh...";
- mes "I'm not blaming you.";
- mes "It's not your fault anyway.";
- mes "...*Sigh*...";
- next;
- if (select("Well...:I'll pray for her recovery.") == 1) {
- mes "[Aumgarl]";
- mes "Err..";
- mes "I am sorry to ask you this...";
- mes "But would you do me a favor?";
- mes "Umm...";
- next;
- if (select("No.:Sure.") == 1) {
- mes "[Aumgarl]";
- mes "Err...";
- mes "Alright, I won't bother you..";
- mes "Goodbye...";
- close;
- }
- mes "[Aumgarl]";
- mes "It won't be easy, but";
- mes "would you help me to find";
- mes "a doctor...No, anybody";
- mes "who can cure Lyroo...";
- next;
- mes "[Aumgarl]";
- mes "Anyone who has any information about her illness?? Please...";
- mes "...*Sob*...";
- next;
- select("Yes, Sir.");
- mes "[Aumgarl]";
- mes "Oh...";
- mes "Thank you so much.";
- mes "If Lyroo can get her health back,";
- mes "I'll never forget your help.";
- next;
- mes "[Aumgarl]";
- mes "Thank you...";
- mes "Thank you...";
- set b_sword,20;
- close;
- }
- mes "[Aumgarl]";
- mes "Well...thank you.";
- mes "I'm going to try my best to";
- mes "make her happy until the";
- mes "very end..";
- mes "Please come by sometime";
- mes "to say hi to Lyroo.";
- close;
- case 3:
- mes "[Aumgarl]";
- mes ".............";
- mes "How're you going to cure";
- mes "my granddaughter?";
- mes "You don't look like";
- mes "a doctor to me.";
- next;
- switch(select("I am a doctor.:I know a famous doctor.:I'll cure her no matter what.")) {
- case 1:
- mes "[Aumgarl]";
- mes "Ehm...";
- mes "Do I look like a fool to you?";
- mes "I hate people who lie like that. Get out of my sight.";
- mes "Get out of my sight.";
- mes " ";
- emotion e_pif;
- close2;
- warp "geffen",173,169;
- end;
- case 2:
- mes "[Aumgarl]";
- mes "A famous doctor?";
- mes "I've met all kinds of";
- mes "famous doctors. I've";
- mes "probably met whoever";
- mes "you may know already.";
- close;
- case 3:
- mes "[Aumgarl]";
- mes "................";
- mes "You want to cure her";
- mes "no matter what?";
- mes "How're going to do that?";
- mes "What if it turns worse,";
- mes "Huh?";
- next;
- mes "[Aumgarl]";
- mes "I'm tired of your bragging.";
- mes "Please just leave us alone.";
- close;
- }
- }
- case 3:
- mes "[Aumgarl]";
- mes ".................";
- mes "Thanks for your concern...";
- mes "but you're a stranger to us.";
- mes "I can't let you do that.";
- mes "Thanks anyways.";
- close;
- }
- }
- case 3:
- mes "[Aumgarl]";
- mes ".........";
- mes "Umm...";
- mes "I'm sorry, but I am";
- mes "very tired right now.";
- mes "Can't help you...";
- close;
- }
- case 20:
- case 21:
- case 22:
- case 23:
- mes "[Aumgarl]";
- mes "Hmmm...";
- mes "Why don't you try looking";
- mes "someplace that's always";
- mes "crowded with people. I'm";
- mes "sure there must be someone";
- mes "out there who knows...";
- close;
- case 24:
- case 25:
- case 26:
- mes "[Aumgarl]";
- mes "Ahh...";
- mes "Lyroo is upstairs...";
- mes "Bue she's in pain.";
- mes "Try not to talk to her";
- mes "for too long.";
- close;
- case 27:
- mes "[Aumgarl]";
- mes "Oh my...";
- mes "Thank you...";
- mes "I never thought you'd";
- mes "really help me.";
- mes "Go ahead and see Lyroo.";
- close;
- case 28:
- mes "[Aumgarl]";
- mes "Thank you so much...";
- mes "Without your help...";
- emotion e_sob;
- mes "it would have been hopeless.";
- next;
- mes "[Aumgarl]";
- mes "Alright....";
- mes "Is there anything I can";
- mes "do for you? I want to";
- mes "return your favor somehow.";
- next;
- switch(select("No...I don't need anything.:Would you repair the sword for me?")) {
- case 1:
- mes "[Aumgarl]";
- mes "Hmm...";
- mes "Whenever you have a favor to ask,";
- mes "come and find me. I'll do";
- mes "my best to help you.";
- set b_sword,29;
- close;
- case 2:
- mes "[Aumgarl]";
- mes "Hmm....";
- mes "Show me this sword.";
- mes "I need to take a look at it first";
- mes "to find out whether I can repair it or not.";
- next;
- mes "^0000FFYou Show the pieces of the";
- mes "broken sword to Aumgarl.";
- mes "....................";
- mes "Aumgarl took a careful look";
- mes "at the pieces for awhile...^000000";
- next;
- mes "...";
- mes "...";
- mes "...";
- mes "...";
- next;
- mes "[Aumgarl]";
- mes "Hmm...";
- mes "It's not possible to start work";
- mes "immediately. I'll need";
- mes "some materials.";
- next;
- mes "[Aumgarl]";
- mes "To repair this sword, I need";
- mes "to restock my supplies.";
- mes "Since Lyroo is upstairs in pain,";
- mes "I don't think I can leave the house.";
- next;
- mes "[Aumgarl]";
- mes "So...could you get the";
- mes "materials for me?";
- mes "I am sorry I am asking";
- mes "you to do this, as well.";
- next;
- if (select("Umm...let's do it next time.:Alright, I'll go get them.") == 1) {
- mes "[Aumgarl]";
- mes "Umm.....";
- mes "I am sorry I can't";
- mes "help you right away.";
- mes "Come back here when";
- mes "you need my help then.";
- close;
- }
- mes "[Aumgarl]";
- mes "Oh~~ really?";
- mes "Thank you!";
- mes "I'm sure I can repair it for you.";
- mes "Now, listen carefully,";
- mes "this is what I will need-";
- next;
- mes "[Aumgarl]";
- mes "^FF00FF One Anvil";
- mes "2 Rough Oridecons";
- mes "5 Broken Swords";
- mes "2 Steels";
- mes "1 Hammer of Blacksmith";
- mes "2 Star Crumbs";
- mes "5 Live Coals^000000";
- next;
- mes "[Aumgarl]";
- mes "It's quite a lot, huh?";
- mes "But these are the necessary";
- mes "supplies we need to repair the sword.";
- mes "I'll go find some other materials.";
- set b_sword,30;
- close;
- }
- case 29:
- mes "[Aumgarl]";
- mes "Oh~ It's you.";
- mes "Got any favors to ask?";
- mes "I'll do my best";
- mes "to help you.";
- next;
- switch(select("Maybe next time...:Please repair this sword for me.")) {
- case 1:
- mes "[Aumgarl]";
- mes "Well...";
- mes "If you ever have a favor to";
- mes "ask, come and find me.";
- close;
- case 2:
- mes "[Aumgarl]";
- mes "Hmm....";
- mes "Show me this sword.";
- mes "I need to take a look at it first";
- mes "to find out whether I can repair it or not.";
- next;
- mes "^0000FFYou show the pieces of the";
- mes "broken sword to Aumgarl.";
- mes "....................";
- mes "Aumgarl took a careful look";
- mes "at the pieces for a while...^000000";
- next;
- mes "...";
- mes "...";
- mes "...";
- mes "...";
- next;
- mes "[Aumgarl]";
- mes "Hmm...";
- mes "Well,";
- mes "It's not possible to start work";
- mes "immediately.";
- mes "I need some materials.";
- next;
- mes "[Aumgarl]";
- mes "To repair this sword, I need";
- mes "to restock my supplies.";
- mes "Since Lyroo is upstairs in pain,";
- mes "I don't think I can leave the house.";
- next;
- mes "[Aumgarl]";
- mes "So...could you get the";
- mes "materials for me?";
- mes "I am sorry I am asking";
- mes "you to do this, as well.";
- next;
- if (select("Umm..let's do it next time.:Alright, I'll go get them.") == 1) {
- mes "[Aumgarl]";
- mes "Umm.....";
- mes "I am sorry I can't";
- mes "help you right away.";
- mes "Come back here when";
- mes "you need my help then.";
- close;
- }
- mes "[Aumgarl]";
- mes "Oh~~ really?";
- mes "Thank you!";
- mes "I'm sure I can repair it for you.";
- mes "Now, listen carefully,";
- mes "this is what I will need-";
- next;
- mes "[Aumgarl]";
- mes "^FF00FF One Anvil";
- mes "2 Rough Oridecons";
- mes "5 Broken Swords";
- mes "2 Steels";
- mes "1 Hammer of Blacksmith";
- mes "2 Star Crumbs";
- mes "5 Live Coals^000000";
- next;
- mes "[Aumgarl]";
- mes "It's quite alot, huh?";
- mes "These are necessary supplies.";
- mes "We need them to repair the sword.";
- mes "I'll go find some other materials.";
- set b_sword,30;
- close;
- }
- case 30:
- if (countitem(986) > 0 && countitem(756) > 1 && countitem(7110) > 4 && countitem(999) > 1 && countitem(1005) > 0 && countitem(1000) > 1 && countitem(7098) > 4) {
- mes "[Aumgarl]";
- mes "Oh, good! You got them all.";
- mes "Alright, come back later,";
- mes "and I'll have it repaired.";
- delitem 986,1; //Anvil
- delitem 756,2; //Oridecon_Stone
- delitem 7110,5; //Vroken_Sword
- delitem 999,2; //Steel
- delitem 1005,1; //Hammer_Of_Blacksmith
- delitem 1000,2; //Star_Crumb
- delitem 7098,5; //Live_Coal
- set b_sword,31;
- close;
- }
- mes "[Aumgarl]";
- mes "Hmm.....";
- mes "Haven't found everything yet?";
- mes "Here's the list again-";
- next;
- mes "[Aumgarl]";
- mes "^FF00FF 1 Anvil";
- mes "2 Rough Oridecons";
- mes "5 Broken Swords";
- mes "2 Steels";
- mes "1 Hammer of Blacksmith";
- mes "2 Star Crumbs";
- mes "5 Live Coals^000000";
- next;
- mes "[Aumgarl]";
- mes "Wrote them down?";
- mes "I've almost found the other materials.";
- close;
- case 31:
- if (rand(1,5) == 2) {
- mes "[Aumgarl]";
- mes "Hey, you're back.";
- mes "Here it is! This sword";
- mes "is a great one, for";
- mes "sure. I noticed that at";
- mes "first sight.";
- mes "Indeed...";
- next;
- mes "[Aumgarl]";
- mes "I haven't seen quality";
- mes "of this magnitude in a";
- mes "in a long time.";
- mes "I envy you...";
- mes "Hehehe......";
- next;
- mes "'You received repaired";
- mes "'^FF0000SaYumMoon's sword^000000'.";
- set b_sword,32;
- getitem 1123,1; //Haedonggum
- close;
- }
- mes "[Aumgarl]";
- mes "Umm... it's not done yet.";
- mes "Would you give me a little";
- mes "bit more time? It's taking";
- mes "longer than I thought. Sorry.";
- close;
- }
- }
- mes "[Aumgarl]";
- mes "Thank you...";
- mes "You've been a great help";
- mes "to us. I hope my work";
- mes "has been of some use to you.";
- close;
-}
-
-geffen_in,106,106,7 script Girl#gnbs2 716,{
- if (b_sword < 20) {
- mes "[Lyroo]";
- mes "Ah...Ah....";
- mes "Ah...Hi.......";
- next;
- mes "^0000FFThis girl seems to be in serious pain...^000000";
- close;
- }
- else if (b_sword < 24) {
- mes "[Lyroo]";
- mes "Aaa....Aaa....";
- mes "you...you....";
- mes "you are the....one...";
- mes "who will....cure....";
- mes "...me? Aa....";
- next;
- mes "[Lyroo]";
- mes "..tha... thank you....";
- next;
- mes "^0000FFBetter stop talking to her and";
- mes "hurry and find a cure.^000000";
- close;
- }
- else if (b_sword == 24 || b_sword == 25 || b_sword == 26) {
- mes "[Lyroo]";
- mes "Ahh...ahh....";
- if (Sex == 0)
- mes "It's ..you.. pretty...sister..";
- else
- mes "It's ..you.. handsome...brother..";
- mes "Ahh...heh heh...";
- next;
- if (select("Ask about her health condition.:Talk to her for a while.") == 1) {
- if (rand(1,4) == 3) {
- mes "[Lyroo]";
- mes "Uh....umm...?";
- mes "Umm... I...";
- mes "I can't talk...too long..";
- mes "So...listen....";
- mes "carefully..please...";
- next;
- mes "[Lyroo]";
- mes "^0030FFMy body...repeatedly turns cold and";
- mes "hot... I'm not sweating at all...";
- mes "....But I'm paralyzed...often";
- mes "often..and...my heart beats...";
- mes "...irregularly.^000000";
- next;
- mes "[Lyroo]";
- mes "Ahh...hah~";
- mes "...........";
- next;
- mes "^0000FFShe seems to have fallen asleep.^000000";
- close;
- }
- mes "[Lyroo]";
- mes "I...am...so...";
- mes "...tired.";
- mes ".............";
- next;
- mes "^0000FFShe seems to have fallen asleep.^000000";
- close;
- }
- mes "[Lyroo]";
- mes "Ahh........";
- mes "I..want to ...talk to...you..";
- mes "but.... sorry....";
- next;
- mes "^0000FFShe seems to have fallen asleep.^000000";
- close;
- }
- else if (b_sword == 27) {
- mes "[Lyroo]";
- mes "uh...umm?";
- if (Sex == 0)
- mes "Ah....It's you, pretty sister...";
- else
- mes "Ah....It's you, handsome brother...";
- mes "Uhm? what is that you have?";
- next;
- if (select("It's nothing.:It's your medicine.") == 1) {
- mes "[Lyroo]";
- mes "Oh...";
- mes "Alright...";
- mes "...";
- next;
- mes "^0000FFYou really should be giving her the medicine.^000000";
- close;
- }
- mes "[Lyroo]";
- mes "Ah!";
- mes "You found the medicine~!";
- mes "I'm...so relieved...";
- next;
- mes "^0000FFYou gave her the medicine you";
- mes "received from Cylrnel.";
- mes "After taking the medicine, Lyroo";
- mes "fell asleep.^000000";
- delitem 606,1; //Aloebera
- set b_sword,28;
- close;
- }
- mes "[Lyroo]";
- mes "Heehehe...";
- if (Sex == 0)
- mes "Thank you my pretty sister.";
- else
- mes "Thank you handsome brother~";
- mes "I'll get my health back";
- mes "and be a strong girl!";
- close;
-}
-
-prontera,275,86,2 script Young man#SaYumMoon 97,{
- if (b_sword < 20) {
- mes "[Neil]";
- mes "Oh man, it feels so good";
- mes "to be out of the hospital...";
- mes "I thought I was going to be";
- mes "there forever~!";
- next;
- mes "[Neil]";
- mes "Listen guy, appreciate";
- mes "your health, 'cuz almost";
- mes "nothing is worse than";
- mes "being really really sick...";
- close;
- }
- mes "[Neil]";
- mes "Not long ago, I was in the";
- mes "hospital, stuck lying in bed...";
- mes "No one knew what was wrong";
- mes "with me...but I grew weaker";
- mes "everyday...";
- next;
- mes "[Neil]";
- mes "But then, this ^FF5000doctor from Juno^000000";
- mes "arrived, and she helped me";
- mes "recover in no time!";
- mes "Though...I still can't walk so well.";
- next;
- mes "[Neil]";
- mes "All the other doctors had said";
- mes "my case was hopeless, and that";
- mes "I'd never recover. Luckily,";
- mes "this Juno doctor was able to";
- mes "find a cure...";
- next;
- mes "[Neil]";
- mes "It was a miracle!";
- mes "I'm so happy to be alive!";
- if (b_sword == 20) set b_sword,21;
- close;
-}
-
-yuno,208,164,4 script Active little girl#gnbs 101,{
- if (b_sword < 21) {
- mes "[Hisa]";
- mes ".....";
- mes "This town is so boring.";
- mes "No events, no festivals...";
- mes "All people do all day is stay at";
- mes "at home and study. How dull!";
- close;
- }
- mes "[Hisa]";
- mes "There's one person in Juno that";
- mes "I still respect. Her name is ^FF5500Cylrnel^000000.";
- next;
- mes "[Hisa]";
- mes "She's an expert in medical";
- mes "treatment. Whenever someone falls";
- mes "ill in this town, she comes to";
- mes "cure that person right away...";
- next;
- mes "[Hisa]";
- mes "She also tells me lots of";
- mes "interesting stories about";
- mes "her experiences. She's even";
- mes "made a journey around the";
- mes "world... It's so interesting!";
- next;
- mes "[Hisa]";
- mes "She's probably at home after";
- mes "coming back from some trip.";
- mes "Haha~";
- if (b_sword == 21) set b_sword,22;
- if (rand(1,2) == 2) {
- next;
- mes "[Hisa]";
- mes "Oh right~!";
- mes "She's also known to be a fickle";
- mes "and forgetful woman. So you'd better watch out, hehe~";
- }
- close;
-}
-
-yuno_in01,99,101,4 script Doctor#gnbs 744,{
- if (b_sword < 23) {
- mes "[??????]";
- mes "I don't believe we've met";
- mes "before, but would you mind";
- mes "coming back later? I've got a lot of work to do at the moment.";
- close;
- }
- else if (b_sword < 27) {
- switch(b_sword) {
- case 23:
- mes "[Cylrnel]";
- mes "Hello, can I help you?";
- mes "If it's not urgent,";
- mes "please come back later.";
- next;
- if (rand(1,4) == 2) {
- mes "[Cylrnel]";
- mes "Hmm...you look like you";
- mes "want to ask me something?";
- next;
- if (select("You're so beautiful.:Do you like traveling?") == 1) {
- if (rand(1,4) == 4) {
- mes "[Cylrnel]";
- mes "...excuse me?";
- mes "Ah ha ha~";
- mes "You're a funny guy.";
- mes "Trying to hit on me?";
- mes "Ah ha ha ha.";
- next;
- if (select("Yes, I fell in love at first sight.:I have a favor to ask.") == 1) {
- if (rand(1,3) == 3) {
- mes "[Cylrnel]";
- mes "HAHAHAHHAHAHAHAH!";
- mes "Ah...I'm sorry..";
- mes "I haven't seen a guy like you";
- mes "for a long time.";
- emotion e_heh;
- next;
- mes "[Cylrnel]";
- mes "You make me laugh...";
- mes "But guess what?";
- mes "I already know you're not";
- mes "here to hit on me.";
- mes "So what did you really want?";
- next;
- select("Well, actually...");
- mes "^FF0000You Tell Cylrnel about Lyroo,";
- mes "and about the favor for Aumgarl the blacksmith.^000000";
- next;
- if (rand(1,3) == 2) {
- mes "[Cylrnel]";
- mes "Hmm.....";
- mes "So that's what happened...";
- mes "Well, I need to know the";
- mes "exact symptoms...go and";
- mes "find out for me and then";
- mes "come back afterwards.";
- next;
- mes "[Cylrnel]";
- mes "Without the exact symptoms, I can't make an accurate diagnosis.";
- set b_sword,24;
- close;
- }
- mes "[Cylrnel]";
- mes "Well now...";
- mes "That's quite a long story.";
- next;
- mes "[Cylrnel]";
- mes "I have no idea why you're";
- mes "trying to help these people,";
- mes "so it's a bit hard to believe";
- mes "you...";
- close;
- }
- mes "[Cylrnel]";
- mes "Oh brother!";
- mes "I never thought someone";
- mes "like you could still exist.";
- mes "I'm sorry, but you're";
- mes "really not my type.";
- close;
- }
- if (rand(1,3) == 3) {
- mes "[Cylrnel]";
- mes "Is that so?";
- mes "well then,";
- mes "Let me hear your story.";
- next;
- select("Well, it's like this...");
- mes "^FF0000You Tell Cylrnel about Lyroo,";
- mes "and about the favor of Aumgarl the blacksmith.^000000";
- next;
- if (rand(1,3) == 2) {
- mes "[Cylrnel]";
- mes "Hmm.....";
- mes "So that's what happened...";
- mes "Well, I need to know the";
- mes "exact symptoms...go and";
- mes "find out for me and then";
- mes "come back afterwards.";
- next;
- mes "[Cylrnel]";
- mes "Without the exact symptoms, I can't make an accurate diagnosis.";
- set b_sword,24;
- close;
- }
- mes "[Cylrnel]";
- mes "Well now...";
- mes "That's quite a long story.";
- next;
- mes "[Cylrnel]";
- mes "I have no idea why you're";
- mes "trying to help these people,";
- mes "so it's a bit hard to believe";
- mes "you...";
- close;
- }
- mes "[Cylrnel]";
- mes "Well...";
- mes "While I'd like to help,";
- mes "You're a stranger, and the";
- mes "residents need my help.";
- mes "I don't have any extra time";
- mes "to help you. Please leave.";
- close2;
- warp "yuno",246,143;
- end;
- }
- mes "[Cylrnel]";
- mes "Ahahaha..";
- mes "You're a funny guy.";
- mes "But, that won't";
- mes "work on me!";
- close;
- }
- mes "[Cylrnel]";
- mes "Err...well, I do, but...";
- mes "If you don't have any";
- mes "favors to ask, please leave.";
- mes "I'm very busy right now.";
- close;
- }
- mes "[Cylrnel]";
- mes "I'm sorry, but I don't have";
- mes "any time for you right now.";
- close;
- case 24:
- mes "[Cylrnel]";
- mes "Oh, you're back...";
- mes "Did you figure out the symptoms?";
- mes "I wanted to go with you, but";
- mes "I've been really busy.";
- next;
- if (select("Not yet...:Yes, Here.") == 1) {
- mes "[Cylrnel]";
- mes "What! Why not!?";
- mes "Hurry to her house!";
- mes "She's in serious pain!";
- mes "Her body could be paralyzed";
- mes "at any moment!";
- close;
- }
- mes "[Cylrnel]";
- mes "What a relief...";
- mes "You're earlier than I thought.";
- mes "I'll ask you some questions about";
- mes "her condition. Answer correctly.";
- next;
- mes "[Cylrnel]";
- mes "First, how was her body temperature?";
- set sick,0;
- next;
- switch(select("Very hot.:Very cold.:Normal.:Turns hot and cold repeatedly.")) {
- case 1:
- set .@sick1$,"Very hot.";
- break;
- case 2:
- set .@sick1$,"Very cold.";
- break;
- case 3:
- set .@sick1$,"Normal.";
- break;
- case 4:
- set .@sick1$,"Turns hot and cold repeatedly";
- set .@sick,.@sick+1;
- break;
- }
- mes "[Cylrnel]";
- mes "Okay...";
- mes "Now, about physiological condition.";
- next;
- switch(select("No sweating at all.:Sweating all over the body.:Runny nose.:No tears, sweats at all.")) {
- case 1:
- set .@sick2$,"No sweating at all.";
- set .@sick,.@sick+1;
- break;
- case 2:
- set .@sick2$,"Sweating all over the body.";
- break;
- case 3:
- set .@sick2$,"Runny nose.";
- break;
- case 4:
- set .@sick2$,"No tears, sweats at all.";
- break;
- }
- mes "[Cylrnel]";
- mes "Next, tell me about";
- mes "her physical condition.";
- next;
- switch(select("Nothing in particular.:Becomes paralyzed often.:Muscles became soft.:Muscles became hard.")) {
- case 1:
- set .@sick3$,"Nothing in particular.";
- break;
- case 2:
- set .@sick3$,"Becomes paralyzed often.";
- set .@sick,.@sick+1;
- break;
- case 3:
- set .@sick3$,"Muscles became soft.";
- break;
- case 4:
- set .@sick3$,"Muscles became hard.";
- break;
- }
- mes "[Cylrnel]";
- mes "How about internal organs?";
- next;
- switch(select("Stomach hurts like it's been stabbed by a knife.:Head hurts like it's been smashed by a hammer.:Heart beats irregularly.:Has difficulty in breathing.")) {
- case 1:
- set .@sick4$,"Stomach hurts like it's been stabbed by a knife.";
- break;
- case 2:
- set .@sick4$,"Head hurts like it's been smashed by a hammer.";
- break;
- case 3:
- set .@sick4$,"Heart beats irregularly.";
- set .@sick,.@sick+1;
- break;
- case 4:
- set .@sick4$,"Has difficulty in breathing.";
- break;
- }
- mes "[Cylrnel]";
- mes "Hmm.. alright.";
- mes "Let me check this.";
- mes "so the symptoms are";
- mes "..............";
- next;
- mes "[Cylrnel]";
- mes "^FF0000"+.@sick1$+"";
- mes ""+.@sick2$+"";
- mes ""+.@sick3$+"";
- mes ""+.@sick4$+"^000000";
- mes "right?";
- next;
- if (select("No..not exactly..:Yes, I am sure.") == 1) {
- mes "[Cylrnel]";
- mes "Then go back to her and";
- mes "find the exact symptoms";
- mes "right away~!!";
- close;
- }
- mes "[Cylrnel]";
- mes "You're sure about this, right?";
- mes "If they're the wrong symptoms,";
- mes "I can't be responsible.";
- next;
- if (select("Err..let me go and double check.:I'm sure.") == 1) {
- mes "[Cylrnel]";
- mes "Then, go back to her and";
- mes "find the exact symptoms";
- mes "right away~!!";
- close;
- }
- mes "[Cylrnel]";
- mes "Hmm.....";
- mes "Aright. I'll trust you.";
- mes "Now, go get these ingredients.";
- mes "Get them as fast as possible.";
- mes "Alright?";
- next;
- if (.@sick == 4) {
- mes "[Cylrnel]";
- mes "^FF00002 Yggdrasil Seeds";
- mes "3 Aloes";
- mes "1 Witherless Rose";
- mes "10 Witch Starsands";
- mes "5 Burning Hearts";
- mes "5 Ice Cubics";
- set b_sword,26;
- next;
- mes "[Cylrnel]";
- mes "Wrote them down?";
- mes "I'll tell you once again.";
- mes "We need...";
- next;
- mes "[Cylrnel]";
- mes "^FF00002 Yggdrasil Seeds";
- mes "3 Aloes";
- mes "1 Witherless Rose";
- mes "10 Witch Starsands";
- mes "5 Burning Hearts";
- mes "5 Ice Cubics";
- next;
- }
- else {
- mes "[Cylrnel]";
- mes "^FF00001 Yggdrasil Seed";
- mes "1 Aloe";
- mes "5 Witch Starsands";
- mes "3 Burning Hearts";
- mes "3 Ice Cubics";
- set b_sword,25;
- next;
- mes "[Cylrnel]";
- mes "Wrote them down?";
- mes "I'll tell you once again.";
- mes "We need...";
- next;
- mes "[Cylrnel]";
- mes "^FF00001 Yggdrasil Seed";
- mes "1 Aloe";
- mes "5 Witch Starsands";
- mes "3 Burning Hearts";
- mes "3 Ice Cubics";
- next;
- }
- mes "[Cylrnel]";
- mes "Get them as fast as possible.";
- mes "There isn't much time for Lyroo.";
- close;
- case 25:
- if (countitem(608) > 0 && countitem(704) > 0 && countitem(1061) > 2 && countitem(7066) > 2) {
- mes "[Cylrnel]";
- mes "Hmm...";
- mes "Good, you got them all.";
- mes "Let me see now...";
- mes ".............";
- next;
- mes "^FF0000Cylrnel began to mix";
- mes "the ingredients.";
- mes "................";
- mes ".............";
- mes ".........";
- mes "......^000000";
- next;
- mes "[Cylrnel]";
- mes "............";
- mes "What the?!?!";
- mes "...";
- mes "Hey you...";
- mes "You gave me the wrong information!";
- delitem 608,1; //Seed_Of_Yggdrasil
- delitem 704,1; //Aloe
- delitem 1061,5; //Starsand_Of_Witch
- delitem 7097,3; //Burning_Heart
- delitem 7066,3; //Ice_Piece
- set b_sword,24;
- next;
- mes "[Cylrnel]";
- mes "I've chosen the ingredients";
- mes "according to the symptoms";
- mes "you've described...";
- mes "But this isn't medicine!!";
- mes "Now go and find out her exact symptoms!";
- close2;
- warp "yuno",246,143;
- end;
- }
- mes "[Cylrnel]";
- mes "...";
- mes "Hey~ you don't have all";
- mes "the ingredients yet.";
- mes "Go get them all right away.";
- next;
- mes "[Cylrnel]";
- mes "^FF00001 Seed of Yggdrasil";
- mes "1 Aloe";
- mes "5 Witch Starsands";
- mes "3 Burning Hearts";
- mes "3 Ice Cubics";
- next;
- mes "[Cylrnel]";
- mes "Alright?";
- mes "Now, hurry up!";
- close2;
- warp "yuno",246,143;
- end;
- case 26:
- if (countitem(608) > 1 && countitem(704) > 2 && countitem(748) > 0 && countitem(1061) > 9 && countitem(7097) > 4 && countitem(7066) > 4) {
- mes "[Cylrnel]";
- mes "Hmm...";
- mes "Good, you got them all.";
- mes "Let me see..";
- mes ".............";
- next;
- mes "^FF0000Cylrnel began to mix";
- mes "the ingredients.";
- mes "................";
- mes ".............";
- mes ".........";
- mes "......^000000";
- next;
- mes "[Cylrnel]";
- mes "Here~! It's done...";
- mes "I don't think this medicine will";
- mes "cure her disease completely.";
- mes "However, it will greatly alleviate her pain.";
- next;
- mes "[Cylrnel]";
- mes "It wasn't easy to make this";
- mes "medicine. Take care, bring";
- mes "this to Lyroo and give her my regards...";
- delitem 608,2; //Seed_Of_Yggdrasil
- delitem 704,3; //Aloe
- delitem 748,1; //Witherless_Rose
- delitem 1061,10; //Starsand_Of_Witch
- delitem 7097,5; //Burning_Heart
- delitem 7066,5; //Ice_Piece
- set b_sword,27;
- getitem 606,1; //Aloebera
- close;
- }
- mes "[Cylrnel]";
- mes "...";
- mes "Hey~ You don't have all";
- mes "the ingredients yet.";
- mes "Go get them all right away!";
- next;
- mes "[Cylrnel]";
- mes "^FF00002 Yggdrasil Seeds";
- mes "3 Aloes";
- mes "1 Witherless Rose";
- mes "10 Witch Starsands";
- mes "5 Burning Hearts";
- mes "5 Ice Cubics";
- next;
- mes "[Cylrnel]";
- mes "Alright?";
- mes "Go get them as fast as possible.";
- close2;
- warp "yuno",246,143;
- end;
- }
- }
- mes "[Cylrnel]";
- mes "Hey there...";
- mes "How is she doing?";
- mes "Getting better?";
- mes "By taking that medicine,";
- mes "she'll recover fast.";
- next;
- mes "[Cylrnel]";
- mes "Tell her to come to me";
- mes "sometime to get medical";
- mes "treatment. Walking from her";
- mes "house to here would be good";
- mes "exercise too.";
- next;
- mes "[Cylrnel]";
- mes "The name of her disease is";
- mes "called '^FF0000Amarhade^000000'.";
- mes "It's a rare, relatively";
- mes "unknown illness, so an exact";
- mes "treatment hasn't been found yet.";
- next;
- mes "[Cylrnel]";
- mes "But I found a treatment...";
- mes "And...it's..a...secret! Haha~!";
- emotion e_ho;
- close;
-}
-
-yuno_in01,104,94,0 script go away#gnbs 139,2,1,{
-OnTouch:
- if (b_sword < 22) {
- mes "[??????]";
- mes "^FF0000What are you doing here?";
- mes "Get out of here!^000000";
- close2;
- warp "yuno",246,143;
- end;
- }
- else if (b_sword == 22) {
- if (rand(1,10) == 10) {
- mes "[??????]";
- mes "I am very busy right now. Please leave.";
- set b_sword,23;
- close;
- }
- mes "[??????]";
- mes "^FF0000What are you doing here?";
- mes "Get out of here!^000000";
- close2;
- warp "yuno",246,143;
- end;
- }
- end;
-}
-
-// Lost Knife
-//============================================================
-gonryun,237,226,3 script Han Ran Jiao#gon 776,{
- if (nakha == 0) {
- mes "[Han Ran Jiao]";
- mes "Oh no! What will I do?!";
- mes "I can't believe I dropped";
- mes "my irreplaceable knife! Ahhhhhh!";
- next;
- if (BaseLevel >= 20) {
- set nakha,1;
- mes "[Han Ran Jiao]";
- mes "I need to go down to get it";
- mes "but...the monsters...";
- mes "I'm so scared... What should I do?!";
- close;
- }
- }
- if (nakha == 1) {
- mes "[Han Ran Jiao]";
- mes "Oh no! What will I do?";
- mes "I can't believe I dropped";
- mes "my irreplaceable knife! Ahhhhhh!";
- next;
- mes "[Han Ran Jiao]";
- mes "I need to go down to get it";
- mes "but...the monsters...";
- mes "I'm so scared... What should I do?!";
- close;
- }
- if (nakha == 2 && countitem(1201) > 0) {
- mes "[Han Ran Jiao]";
- mes "Ehhhh... what should I do...";
- mes "Oh~! I didn't notice you there.";
- mes "Can I help you with anything?";
- mes "Hmm?";
- next;
- mes "[Han Ran Jiao]";
- mes "That...that knife!";
- mes "That's my ancestor's sacred knife";
- mes "that I accidentally dropped from";
- mes "here! Where did you get it!?";
- next;
- mes "[Han Ran Jiao]";
- mes "I dropped that knife from being";
- mes "careless. It belongs to one of my";
- mes "ancestors. I know it looks like";
- mes "a cheap knife...";
- next;
- mes "[Han Ran Jiao]";
- mes "But it has been in the";
- mes "family for a very long time.";
- mes "Would you please return that";
- mes "knife to me?";
- next;
- if (select("Return the knife.:Refuse.") == 1) {
- set nakha,3;
- delitem 1201,1; //Knife
- mes "[Han Ran Jiao]";
- mes "Thank you! Thank you so much!";
- mes "Please take these potions.";
- mes "They may not be much, but they";
- mes "are the best I can give you.";
- getitem 505,2; //Blue_Potion
- next;
- mes "[Han Ran Jiao]";
- mes "You kept my family heirloom safe!";
- mes "I give you my deepest gratitude";
- mes "for returning this.";
- close;
- }
- mes "[Han Ran Jiao]";
- mes "No~! My family heirloom!!";
- mes "You scoundrel! May the spirits";
- mes "forever haunt you! My curse shall be upon your head!";
- close;
- }
- if (nakha == 2) {
- mes "[Han Ran Jiao]";
- mes "Oh no! What will I do?";
- mes "I can't believe I dropped";
- mes "my irreplaceable knife! Ahhhhhh!";
- next;
- mes "[Han Ran Jiao]";
- mes "I need to go down to get it";
- mes "but...the monsters...";
- mes "I'm so scared... What should I do?!";
- close;
- }
- if (nakha == 3) {
- mes "[Han Ran Jiao]";
- mes "My neighbor seemed looked pretty bothered about something...";
- mes "Oh well, I have better things to worry about than his fancy tea.";
- close;
- }
-}
-
-gon_fild01,245,257,0 script #gonknife 111,3,3,{
-OnTouch:
- if (nakha == 1) {
- set nakha,2;
- mes "^3355FFHm? What's this?";
- mes " ";
- mes "Something was hidden beneath the leaves...^000000";
- mes " ";
- mes "- You have found an old knife -";
- close2;
- getitem 1201,1; //Knife
- }
- end;
-}
diff --git a/npc/quests/quests_hugel.txt b/npc/quests/quests_hugel.txt
deleted file mode 100644
index d81eedd54..000000000
--- a/npc/quests/quests_hugel.txt
+++ /dev/null
@@ -1,10942 +0,0 @@
-//===== rAthena Script =======================================
-//= Hugel Quest NPCs
-//===== By: ==================================================
-//= MasterOfMuppets & SinSloth
-//===== Current Version: =====================================
-//= 2.1
-//===== Compatible With: =====================================
-//= rAthena
-//===== Description: =========================================
-//= Quest NPC's related to Hugel
-//===== Additional Comments: =================================
-//= 1.0 First version. [MasterOfMuppets]
-//= 1.1 Added most of Hugel quests. Thanks to MasterOfMuppets
-//= for scripting most of them. [SinSloth]
-//= 1.2 Added Odin Temple Excavation quest. [SinSloth]
-//= 1.3 Added a Missing "close;". [Samuray22]
-//= -Thanks to Elfange
-//= 1.4 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
-//= 1.5a Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
-//= 1.5b Fixed a variable name. [SinSloth]
-//= 1.6 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
-//= 1.7 Corrected locations of warpinside#1. (DarkValmir) [L0ne_W0lf]
-//= 1.8 Added missing checkweight. [L0ne_W0lf]
-//= 1.9 Replaced effect numerics with constants. [Samuray22]
-//= 2.0 Commented a break out to fix a script hang.
-//= 2.1 Added quest log entries for:
-//= - Juno Remedy Quest
-//============================================================
-
-//-------------------------------------------------------------------------
-// Medicine Quest
-//-------------------------------------------------------------------------
-
-hu_in01,387,245,0 script Allen Schuwell 849,2,2,{
-
- if(BaseLevel > 49)
- {
- if(hg_herb == 0)
- {
- mes "[Allen]";
- mes "*Groooooan~*";
- mes "Arrrgh, my back hurts...";
- mes "And my stomach... Why do";
- mes "I have to suffer like this";
- mes "while other people get to";
- mes "live happy, luxurious lives?";
- next;
- mes "[Allen]";
- mes "My son is the only family";
- mes "I've got. He used to be such";
- mes "a good obedient kid, but now";
- mes "I doubt whether he cares about";
- mes "his father! I told that lazy kid^FFFFFF ^000000 to hurry and bring me my meds...";
- next;
- mes "[Allen]";
- mes "But does he worry about";
- mes "his father's suffering?! No!";
- mes "I bet you he's hanging out with";
- mes "his no good hoodlum friends!";
- mes "Argh! The pain is getting worse!^FFFFFF ^000000 I... I need my medication!";
- next;
- mes "[Allen]";
- mes "Oh! I can definitely feel";
- mes "it getting worse! Please,";
- mes "adventurer, would you help";
- mes "a sick man? I need you to";
- mes "find my son Postell and to";
- mes "tell him to bring my medicine!";
- next;
- switch( select( "Sure.:No, I'm sorry." ) )
- {
- case 1:
- mes "[Allen]";
- mes "Th-thank you so much!";
- mes "Please head east, go";
- mes "outside of town, and";
- mes "you should be able to";
- mes "find Postell. Tell him that";
- mes "I need my ''Kolbun A'' now!";
- set hg_herb,1;
- next;
- mes "[Allen]";
- mes "And let him know that";
- mes "if he doesn't shape up...";
- mes "Well, I just might have";
- mes "to disown my own son!";
- mes "He's dead to me if he";
- mes "doesn't love his father!";
- close;
- break;
- case 2:
- mes "[Allen]";
- mes "I... I don't understand...!";
- mes "How can you leave a sick";
- mes "man alone with his suffering?";
- mes "I-I desperately need help!";
- mes "No! Please, d-don't go away!";
- close;
- break;
- }
- }
- else if(hg_herb == 2)
- {
- mes "[Allen]";
- mes "Postell... My son...";
- mes "Why have you forsaken me?";
- mes "I'm lying here at the brink";
- mes "of death, and the boy won't";
- mes "even come to see his father!";
- next;
- mes "[Allen]";
- mes "But you... I can count on you.";
- mes "Even in Lighthazlen, I'd never";
- mes "find anyone as dependable as";
- mes "you. This time, I've decided to";
- mes "discipline my degenerate son.";
- mes "Will you help me once more?";
- next;
- mes "[" +strcharinfo(0)+ "]";
- mes "Wait, wait...";
- mes "Lighthalzen?";
- mes "Did you used to";
- mes "live there or something?";
- next;
- mes "[Allen]";
- mes "Uh? Er, well, that's just";
- mes "an expression I use. You";
- mes "know, like an example.";
- mes "I-I--^333333*Cough!*^000000 Oh, oh no.";
- mes "My ^333333*Hack!*^000000 pancreas! Or liver!";
- mes "I'm having another attack!";
- next;
- mes "[" +strcharinfo(0)+ "]";
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[Allen]";
- mes "Oh, everything's getting";
- mes "so dark! P-please, if you";
- mes "have any mercy at all, any";
- mes "shred of human decency,";
- mes "would you please let me";
- mes "have a White P-Potion?";
- next;
- switch( select( "Give White Potion:Ignore" ) )
- {
- case 1:
- if(!countitem(504)) //White potion
- {
- mes "[Allen]";
- mes "Oh... Oh no...! You";
- mes "don't have any White";
- mes "Potions either?! Wh-what";
- mes "what am I gonna--?! Help me,";
- mes "please! Bring me a White Potion";
- mes "as soon as you can! ^333333*Cough!*^000000";
- close;
- }
- else
- {
- delitem 504,1; //White potion
- mes "[Allen]";
- mes "Oh, thank you!";
- mes "I-It hurts so much...";
- mes "A White Potion just has";
- mes "to help. I-It has to work!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[Allen]";
- mes "Ah, that... *Whew*";
- mes "Thank you so much. Now,";
- mes "all I need to do is wait for";
- mes "my son to bring my medicine.";
- mes "Wait. What if he takes too long";
- mes "to get here. No, no, what if...";
- next;
- mes "[Allen]";
- mes "Wh-what if I have another";
- mes "ulcer attack before Postell";
- mes "can bring my meds?! I might";
- mes "not survive! A-adventurer, would^FFFFFF ^000000 you please stay by my side until";
- mes "my son arrives? P-please?";
- next;
- set hg_herb,3;
- mes "[" +strcharinfo(0)+ "]";
- mes "......";
- mes ".........";
- mes "............";
- close;
- }
- break;
- case 2:
- mes "[Allen]";
- mes "W-wait! A-are you just";
- mes "going to let me d-die?";
- mes "Noo! ^333333*Cough*^000000 Arrgh! A plague!";
- mes "A plague on both your houses!";
- close;
- break;
- }
- }
- else if(hg_herb == 3)
- {
- mes "[Allen]";
- mes "*Gasp* I... I can";
- mes "feel it! I think I'm";
- mes "gonna have another";
- mes "neutron attack! Argh, it's";
- mes "already effecting all of the";
- mes "neutrons in my nervous system!";
- next;
- mes "[Allen]";
- mes "C-can't... Lift...";
- mes "Legs and fingers...";
- mes "But... Must... Get...";
- mes "''Withstander'' medicine...";
- mes "from... Drawer... H-heeelp me!";
- mes "Adventurer! H-Heeeeelp~!";
- set hg_herb,4;
- close;
- }
- else if(hg_herb == 4)
- {
- mes "[Allen]";
- mes "No...!";
- mes "There's a light at the";
- mes "the end of the tunnel!";
- mes "Please, adventurer! C-come";
- mes "a little closer to me! Don't";
- mes "let me step into the light!";
- close;
- }
- else if(hg_herb == 6)
- {
- mes "^3355FFYou have given the";
- mes "Withstander medicine";
- mes "to Allen who guzzles";
- mes "it down very quickly.^000000";
- next;
- mes "[Allen]";
- mes "Blood... circulating...";
- mes "through limbs... Clarity...";
- mes "of thought... returning...";
- next;
- mes "[Allen]";
- mes "Ah, wh-what a relief. It looks";
- mes "like I-I live to see another";
- mes "day. Th-thank you so much...";
- set hg_herb,7;
- close;
- }
- else if(hg_herb == 7)
- {
- mes "[Allen]";
- mes "I... I can't...!";
- mes "I can barely breathe!";
- mes "A-adventurer, I need you";
- mes "again! Please, c-come closer";
- mes "to me! I-I think I need CPR!";
- close;
- }
- else if(hg_herb == 9)
- {
- mes "^3355FFYou give another dose";
- mes "of Withstander to Allen.^000000";
- next;
- if(rand(1,3) == 3)
- {
- mes "[Allen]";
- mes "Oh... Thank you...";
- mes "I feel much b-better now.";
- mes "My son Postell, he should";
- mes "be coming soon. Thank you";
- mes "for being so patient with me...";
- set hg_herb,10;
- close;
- }
- mes "[Allen]";
- mes "Oh... Thank you...";
- mes "Y-you're an angel, a regular";
- mes "Florence Nightingale. Please";
- mes "stay with m-me until my son";
- mes "arrives. You wouldn't abandon";
- mes "this sick man now, would you?";
- next;
- mes "[" +strcharinfo(0)+ "]";
- mes "(^333333Your son Postell";
- mes "better get here soon!^000000)";
- set hg_herb,7;
- close;
- }
- else if(hg_herb == 10)
- {
- mes "[Allen]";
- mes "Arrrgh! My ligaments!";
- mes "They're in such pain!";
- mes "Oh, oh no! I think my";
- mes "bones are infected!";
- mes "Help me, oh help me!";
- next;
- donpcevent "Postell Schuwell#D::OnEnable";
- mes "[Allen]";
- mes "Oh...";
- mes "My son...!";
- mes "P-Postell!";
- next;
- mes "[Postell]";
- mes "Uh... Hey, dad.";
- mes "I brought that";
- mes "medicine you're";
- mes "supposed to";
- mes "need so badly.";
- specialeffect EF_CHANGECOLD,AREA,"Postell Schuwell#D";
- next;
- mes "[Allen]";
- mes "Thank goodness...";
- mes "G-give it to me!";
- mes "^333333*Gulp gulp gulp*^000000";
- next;
- mes "[Allen]";
- mes "W-wait...";
- mes "Something's not";
- mes "right. Bunkoll A";
- mes "doesn't taste like this...";
- emotion e_swt,0,"Postell Schuwell#D";
- next;
- mes "[Postell]";
- mes "Bunkoll A...?";
- mes "I thougt you said that";
- mes "you wanted Kolbun A?";
- next;
- mes "[Allen]";
- mes "My own son, lying to";
- mes "me! Are you trying to";
- mes "trick me, Postell?!";
- mes "I told you get Bunkoll A!";
- next;
- mes "[" +strcharinfo(0)+ "]";
- mes "(^333333Wait, wait...";
- mes "Allen did say that";
- mes "he wanted Kolbun A...^000000)";
- next;
- mes "[Postell]";
- mes "Right. Okay, I guess";
- mes "I made a mistake? Um,";
- mes "Dad, I'll be right back with";
- mes "the medicine that you want.";
- mes "It won't take long, so don't";
- mes "stress yourself about it.";
- close2;
- set hg_herb,11;
- disablenpc "Postell Schuwell#D";
- emotion e_swt,1;
- emotion e_swt;
- end;
- }
- else if(hg_herb == 11)
- {
- mes "[Allen]";
- mes "*Sniff* I should have known";
- mes "that Postell really does care";
- mes "about me deep down inside.";
- mes "I wish I had never gotten";
- mes "myself sick in Lighthalzen...";
- mes "Then we both wouldn't suffer...";
- next;
- mes "[Allen]";
- mes "Don't worry, adventurer.";
- mes "I haven't forgotten about";
- mes "you. Please take a look inside";
- mes "the medicine drawer, and help";
- mes "yourself to whatever you like~";
- set hg_herb,12;
- close;
- }
- else if(hg_herb == 12)
- {
- mes "[Allen]";
- mes "Don't worry, adventurer.";
- mes "I haven't forgotten about";
- mes "you. Please take a look inside";
- mes "the medicine drawer, and help";
- mes "yourself to whatever you like~";
- close;
- }
- else if(hg_herb == 13)
- {
- mes "[Allen]";
- mes "So did you find the";
- mes "Old Blue Box I put in";
- mes "my medicine drawer? It's";
- mes "not much, but I hope you";
- mes "like it. Consider my way";
- mes "of thanking you for your help~";
- close;
- }
- else
- {
- mes "[Allen]";
- mes "*Groooooan~*";
- mes "Arrrgh, my back hurts...";
- mes "And my stomach... Why do";
- mes "I have to suffer like this";
- mes "while other people get to";
- mes "live happy, luxurious lives?";
- close;
- }
- }
- else
- {
- mes "[Allen]";
- mes "*Groooooan~*";
- mes "Arrrgh, my back hurts...";
- mes "And my stomach... Why do";
- mes "I have to suffer like this";
- mes "while other people get to";
- mes "live happy, luxurious lives?";
- close;
- }
-
-OnTouch:
- if(hg_herb == 4)
- {
- mes "[Allen]";
- mes "^333333*Cough cough!*^000000";
- mes "W-Withstander...!";
- mes "I need m-my Withstander!";
- mes "P-please! ^333333*Cough cough!*^000000";
- set hg_herb,5;
- donpcevent "#DrawerOpener::OnEnable";
- close;
- }
- else if(hg_herb == 7)
- {
- mes "[Allen]";
- mes "^333333*Whew*^000000";
- mes "I... I can breathe again!";
- mes "B-but what if I have another";
- mes "attack?! Please, g-get me";
- mes "another dose of Withstander,";
- mes "just to be on the safe side!";
- set hg_herb,8;
- donpcevent "#DrawerOpener::OnEnable";
- close;
- }
-
-}
-
-hu_in01,385,247,5 script Postell Schuwell#D 97,{
-
- mes "[Postell]";
- mes "Hey, uh...";
- mes "I'm in the middle";
- mes "of something here.";
- close;
-
-OnInit:
- disablenpc "Postell Schuwell#D";
- end;
-
-OnEnable:
- enablenpc "Postell Schuwell#D";
- initnpctimer;
- end;
-
-OnTimer100000:
- disablenpc "Postell Schuwell#D";
- stopnpctimer;
- end;
-}
-
-hu_fild06,34,123,3 script Postell Schuwell 97,{
-
- if(hg_herb == 1)
- {
- mes "[Postell]";
- mes "I really like living";
- mes "in Hugel. Fresh air,";
- mes "clean water, everyone's";
- mes "friendly and nice. What";
- mes "more could I want?";
- next;
- mes "[Postell]";
- mes "Oh, what's that?";
- mes "My dad wants me to";
- mes "bring him some medicine?";
- mes "Again? Well, he was really";
- mes "sick a long time ago, but";
- mes "nowadays, I'm not so sure.";
- next;
- mes "[Postell]";
- mes "I mean, I'm pretty sure";
- mes "his illnesses are all, you";
- mes "know, psychosomatic.";
- mes "Besides, I'm worried that";
- mes "all the medicines he's taking";
- mes "are habit forming, you know?";
- next;
- switch( select( "But your father needs you!:Habit forming?" ) )
- {
- case 1:
- mes "[Allen's Voice]";
- mes "Yeah, I guess you're right.";
- mes "Even if I think he's nuts,";
- mes "and I don't agree with him,";
- mes "I should at least show that";
- mes "I care about my dad. What";
- mes "medicine did he say he needed?";
- next;
- mes "[Postell]";
- mes "''Kolbun A?'' Alright,";
- mes "I better make sure that";
- mes "it's safe for him to take.";
- mes "Who knows, that stuff might";
- mes "make him worse. Anyway,";
- mes "I'll try to get it to him soon.";
- next;
- mes "[Postell]";
- mes "Hey, would you do";
- mes "me a favor and make";
- mes "sure that my dad doesn't";
- mes "get himself into any";
- mes "more trouble? I'd really";
- mes "appreciate it if you do.";
- set hg_herb,2;
- close;
- break;
- case 2:
- mes "[Postell]";
- mes "Yeah, like he's addicted";
- mes "to the medicine. That's why";
- mes "I'm trying to make sure he";
- mes "gets as little of it as possible! Honestly, I think he drinks";
- mes "too much medicine already...";
- close;
- break;
- }
- }
- else if(hg_herb > 1)
- {
- mes "[Postell]";
- mes "Kolbun A, Kolbun A...";
- mes "Let's see, is it really";
- mes "safe for my dad to take?";
- mes "If it isn't, I better come up";
- mes "with some replacement...";
- close;
- }
- else
- {
- mes "[Postell]";
- mes "I really like living";
- mes "in Hugel. Fresh air,";
- mes "clean water, everyone's";
- mes "friendly and nice. What";
- mes "more could I want?";
- close;
- }
-
-}
-
-hu_in01,370,255,3 script Upper Drawer#First 139,2,2,{
-
-OnTouch:
- set @randvar,rand(1,7);
- if(hg_herb < 5)
- {
- mes "^3355FFThere are several";
- mes "books and a few";
- mes "liquid medicines";
- mes "inside this drawer.^000000";
- close;
- }
- else if(hg_herb == 5)
- {
- mes "[Allen]";
- mes "Oh... Oh...";
- mes "Oooh... The pain";
- mes "is gone! It's a miracle!";
- mes "Maybe I'll just take the";
- mes "Withstander later...";
- set hg_herb,4;
- next;
- if(@randvar == 4)
- {
- mes "^3355FFYou find an old book";
- mes "inside the drawer.^000000";
- next;
- mes "[Welcome to Lighthalzen!]";
- mes "Author: Tupetso Iltekka";
- next;
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[" +strcharinfo(0)+ "]";
- mes "(^333333I guess Allen used";
- mes "to live in Lighthalzen.";
- mes "I guess that's why he'd";
- mes "keep this old PR brochure...^000000)";
- close;
- }
- else if(@randvar == 5)
- {
- mes "^3355FFYou find Allen's";
- mes "journal inside the";
- mes "drawer and quickly";
- mes "leaf through its pages.";
- mes "It's difficult to read since";
- mes "the pages are old and worn.^000000";
- next;
- mes "[" +strcharinfo(0)+ "]";
- mes "Let's see, let's see...";
- mes "Rekenber Corporation...";
- mes "Something about the Slums....";
- mes "Enormous funds... Experiments.";
- mes "Lab... Escape... Hugel... Um...";
- mes "Dr. Morriphen... Side effects?";
- close;
- }
- else
- {
- mes "[" +strcharinfo(0)+ "]";
- mes "Wh-what...?";
- mes "Do you really";
- mes "need that medicine?!";
- close;
- }
- }
- else if(hg_herb == 6)
- end;
- else if(hg_herb == 8)
- {
- mes "[Allen]";
- mes "Oh... Oh...";
- mes "Oooh... The pain";
- mes "is gone! It's a miracle!";
- mes "Maybe I'll just take the";
- mes "Withstander later...";
- set hg_herb,7;
- next;
- if(@randvar == 4)
- {
- mes "^3355FFYou find an old book";
- mes "inside the drawer.^000000";
- next;
- mes "[Welcome to Lighthalzen!]";
- mes "Author: Tupetso Iltekka";
- next;
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[" +strcharinfo(0)+ "]";
- mes "(^333333I guess Allen used";
- mes "to live in Lighthalzen.";
- mes "I guess that's why he'd";
- mes "keep this old PR brochure...^000000)";
- close;
- }
- else if(@randvar == 5)
- {
- mes "^3355FFYou find Allen's";
- mes "journal inside the";
- mes "drawer and quickly";
- mes "leaf through its pages.";
- mes "It's difficult to read since";
- mes "the pages are old and worn.^000000";
- next;
- mes "[" +strcharinfo(0)+ "]";
- mes "Let's see, let's see...";
- mes "Rekenber Corporation...";
- mes "Something about the Slums....";
- mes "Enormous funds... Experiments.";
- mes "Lab... Escape... Hugel... Um...";
- mes "Dr. Morriphen... Side effects?";
- close;
- }
- else
- {
- mes "[" +strcharinfo(0)+ "]";
- mes "Wh-what...?";
- mes "Do you really";
- mes "need that medicine?!";
- close;
- }
- }
- else if(hg_herb == 9)
- end;
- else if(hg_herb == 12)
- {
- mes "^3355FFYou find an";
- mes "Old Blue Box deep";
- mes "inside the drawer.^000000";
- close2;
- specialeffect EF_CONE;
- set hg_herb,13;
- getitem 603,1; //Old blue box
- getexp 5000,0;
- }
- else
- {
- if(@randvar > 3)
- {
- mes "^3355FFYou find an old book";
- mes "inside the drawer.^000000";
- next;
- mes "[Welcome to Lighthalzen!]";
- mes "Author: Tupetso Iltekka";
- next;
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[" +strcharinfo(0)+ "]";
- mes "(^333333I guess Allen used";
- mes "to live in Lighthalzen.";
- mes "I guess that's why he'd";
- mes "keep this old PR brochure...^000000)";
- close;
- }
- else
- {
- mes "^3355FFYou find Allen's";
- mes "journal inside the";
- mes "drawer and quickly";
- mes "leaf through its pages.";
- mes "It's difficult to read since";
- mes "the pages are old and worn.^000000";
- next;
- mes "[" +strcharinfo(0)+ "]";
- mes "Let's see, let's see...";
- mes "Rekenber Corporation...";
- mes "Something about the Slums....";
- mes "Enormous funds... Experiments.";
- mes "Lab... Escape... Hugel... Um...";
- mes "Dr. Morriphen... Side effects?";
- close;
- }
- }
-
-}
-
-hu_in01,370,255,3 script Upper Drawer#Second 139,2,2,{
-OnInit:
- disablenpc "Upper Drawer#Second";
- end;
-
- OnTouch:
- if(hg_herb == 5)
- {
- mes "^3355FFYou take out one dose of";
- mes "Withstander from the drawer.^000000";
- set hg_herb,6;
- close;
- }
- else if(hg_herb == 8)
- {
- mes "^3355FFYou take out one dose of";
- mes "Withstander from the drawer.^000000";
- set hg_herb,9;
- close;
- }
- else
- {
- mes "^3355FFThere are several books";
- mes "kept inside this drawer.^000000";
- close;
- }
-
-}
-
-hu_in01,1,1,0 script #DrawerOpener -1,{
-OnInit:
- disablenpc "#DrawerOpener";
- end;
-
-OnEnable:
- enablenpc "#DrawerOpener";
- initnpctimer;
- end;
-
-OnTimer1000:
- enablenpc "Upper Drawer#Second";
- disablenpc "Upper Drawer#First";
- end;
-
-OnTimer4500:
- enablenpc "Upper Drawer#First";
- disablenpc "Upper Drawer#Second";
- disablenpc "#DrawerOpener";
- stopnpctimer;
- end;
-
-}
-
-//-------------------------------------------------------------------------
-// Biological Weapon Quest
-//-------------------------------------------------------------------------
-
-ein_in01,16,36,3 script Morriphen 86,{
-
- if(hg_bio == 0)
- {
- if(hg_herb == 13)
- {
- mes "[Morriphen]";
- mes "Wh-who are you, and what are";
- mes "you looking for? If you're here";
- mes "for the stuff, then you came";
- mes "too early. As you can see,";
- mes "I don't feel well enough to";
- mes "speak to you right now.";
- next;
- mes "[Morriphen]";
- mes "^333333*Cough Cough*";
- mes "*Cough Cough*^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Holy--! Are you alright?";
- mes "Y-you're coughing up blood!";
- mes "Relax, I was just passing by!";
- next;
- mes "[Morriphen]";
- mes "R-really? Well then, I'm";
- mes "sorry to have bothered you,";
- mes "then. I guess I'm just a little";
- mes "jumpy is all. ^333333*Cough, cough~*^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hey... You don't sound";
- mes "too good. Do you want me";
- mes "to bring you to a hospital?";
- mes "That's a really nasty cough";
- mes "you've got there, so maybe";
- mes "you should get it checked.";
- next;
- mes "[Morriphen]";
- mes "No, thanks, I'm fine.";
- mes "I just haven't gone home";
- mes "for a few months and wasn't";
- mes "able to get my prescription";
- mes "refilled, that's all. ^333333*Haaak*";
- mes "*Cough-cough-cooooooough!*^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hmm...";
- mes "What should I do?";
- next;
- switch( select( "Leave him:Help him" ) )
- {
- case 1:
- mes "["+strcharinfo(0)+"]";
- mes "You know, I'm a little";
- mes "worried about your coughing,";
- mes "but I don't think there's any";
- mes "way that I can help you...";
- next;
- mes "[Morriphen]";
- mes "^333333*Cough cough*^000000";
- mes "Don't worry, I'll be";
- mes "just fine. You take care";
- mes "of yourself, you hear?";
- close;
- break;
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "Hey...";
- mes "Are you sure that";
- mes "you'll be alright?";
- next;
- mes "[Morriphen]";
- mes "^333333*Cough cough*^000000";
- mes "Don't worry, I'll be";
- mes "just fine. You take care";
- mes "of yourself, you hear?";
- mes "^333333*Haaaak* *Reeetch*^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Morriphen]";
- mes "^333333*Reeeeetch*";
- mes "*Cooooough Cough*";
- mes "*Hhhh, Hhhhh, Hhhh*";
- mes "*Haaaaack* *Retch*^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Please, mister.";
- mes "Let me help you.";
- mes "I can't just leave";
- mes "you alone if you";
- mes "sound like that.";
- next;
- mes "[Morriphen]";
- mes "...............................";
- mes "I didn't, I didn't want to";
- mes "bother you, b-but if you insist";
- mes "oh h-helping me, then maybe";
- mes "I'll ask you to do me a favor.";
- next;
- mes "[Morriphen]";
- mes "Would you visit my home in";
- mes "Hugel and ask my wife, Siria,";
- mes "for my medication? She knows";
- mes "where to find it, and will give";
- mes "it to you. Oh, and please don't";
- mes "tell her anything else, okay?";
- next;
- mes "[Morriphen]";
- mes "She's always worried about";
- mes "me getting worse, and I don't";
- mes "want to give her any reason to";
- mes "get stressed. Please just tell";
- mes "her that I ran out of medicine.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Alright.";
- mes "I'll come back here";
- mes "as soon as I can.";
- next;
- mes "[Morriphen]";
- mes "Thanks so much.";
- mes "^333333*Cough Cough*";
- mes "*Cough Cough*^000000";
- set hg_bio,1;
- close;
- break;
- }
- }
- else
- {
- mes "[Morriphen]";
- mes "Ugh... I don't feel";
- mes "very well. I guess";
- mes "I better call it a day...";
- close;
- }
- }
- else if(hg_bio == 1)
- {
- mes "[Morriphen]";
- mes "Please ask my ^333333*Cough*^000000";
- mes "wife Siria in my home in";
- mes "^333333*Reeetch*^000000 Hugel for m-my";
- mes "medicine. Th-thank you...";
- mes "^333333*Haaaaack* *Hhh, haaaack*^000000";
- close;
- }
- else if(hg_bio == 2)
- {
- mes "["+strcharinfo(0)+"]";
- mes "Oh no... Morriphen";
- mes "doesn't look good at all!";
- mes "I better hurry and bring";
- mes "him medicine from Siria";
- mes "in Hugel as soon as I can!";
- close;
- }
- else if(hg_bio == 3)
- {
- mes "["+strcharinfo(0)+"]";
- mes "Oh no... Morriphen";
- mes "doesn't look good at all!";
- mes "I better hurry and bring";
- mes "him medicine from Dono";
- mes "in Hugel as soon as I can!";
- close;
- }
- else if(hg_bio == 4)
- {
- mes "["+strcharinfo(0)+"]";
- mes "Oh no... Morriphen";
- mes "doesn't look good at all!";
- mes "I better hurry and bring";
- mes "him medicine from Dono";
- mes "in Hugel as soon as I can!";
- close;
- }
- else if(hg_bio == 5)
- {
- mes "["+strcharinfo(0)+"]";
- mes "Oh no... Morriphen";
- mes "doesn't look good at all!";
- mes "I better hurry and bring";
- mes "him medicine from Dono";
- mes "in Hugel as soon as I can!";
- close;
- }
- else if(hg_bio == 6)
- {
- mes "^3355FFYou administer the";
- mes "medicine to Morriphen,";
- mes "who slowly regains";
- mes "consciousness.^000000";
- next;
- mes "[Morriphen]";
- mes "^333333*Cough, cough*^000000";
- mes "Wh-where am I?";
- mes "I'm... not dead yet?";
- mes "Oh, you! It seems I was";
- mes "right to trust you. So did my";
- mes "wife give you my medicine?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Actually, Siria also ran";
- mes "out of your medicine when";
- mes "I arrived at your house, so";
- mes "she told me to go get some";
- mes "from your friend, Dono.";
- next;
- mes "[Morriphen]";
- mes "Oh, no, what have you done?";
- mes "My wife's life depends on that";
- mes "medicine too! Oh no, if she";
- mes "doesn't get any, she'll die";
- mes "from my stupidity! Please!";
- mes "I beg you, bring this to her!";
- next;
- mes "[Morriphen]";
- mes "That woman is everything";
- mes "to me. If she's gone, then";
- mes "I don't know what I'll do.";
- mes "Please take this medicine";
- mes "to her as soon as you can!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Don't worry, I'm on my";
- mes "way. I'll hurry as fast as";
- mes "I can back to Hugel to";
- mes "give Siria this medicine.";
- set hg_bio,7;
- close;
- }
- else if(hg_bio == 7)
- {
- mes "["+strcharinfo(0)+"]";
- mes "What am I doing...?";
- mes "I need to return to";
- mes "Hugel and deliver this";
- mes "medicine to Siria as";
- mes "soon as possible!";
- close;
- }
- else if(hg_bio == 8)
- {
- mes "[Morriphen]";
- mes "You're back! So, have you";
- mes "seen my wife? She's okay,";
- mes "isn't she? Why aren't you";
- mes "saying--oh no. Oh dear God,";
- mes "no. D-don't tell me she's dead!";
- next;
- mes "[Morriphen]";
- mes "She has to be fine...!";
- mes "If anything happened";
- mes "to her, I... I won't forgive";
- mes "you! No one would find your";
- mes "body! No, wait, wait... No, I'm";
- mes "sorry, I'm just so anxious...!";
- next;
- mes "[Morriphen]";
- mes "^333333*Sob*^000000 Please forgive me!";
- mes "Please tell me my wife is";
- mes "okay. I'm sorry, everything";
- mes "is just so overwhelming right";
- mes "now. ^333333*Sob*^000000 Please, please...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Siria is fine.";
- mes "Now are you satisfied?";
- mes "If you're that worried about";
- mes "her, you ought to see her";
- mes "more often. Geez...";
- next;
- mes "[Morriphen]";
- mes "Hallelujah! I'm so";
- mes "relieved! She's alive!";
- mes "I'm sorry, I'd be home";
- mes "more often, but I'm always";
- mes "struggling here to make ends";
- mes "meet. Thank you so much!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Don't sweat it.";
- mes "It was just the right";
- mes "thing to do, that's all.";
- next;
- mes "[Morriphen]";
- mes "You're such a kind person...";
- mes "You save my life and my wife's";
- mes "life. I'll do anything you ask me^FFFFFF ^000000 to do to repay you! Consider me";
- mes "your humble servant from now on. What is your command, oh master?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "That's...";
- mes "That's going too far.";
- mes "Becoming my servant for";
- mes "life isn't necessary, you know.";
- next;
- mes "[Morriphen]";
- mes "Wait, I know! If you won't";
- mes "accept my life, then I can";
- mes "give you someone else's. Do";
- mes "you have any enemies! I'll go";
- mes "out and kill someone for you!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "...That's fine.";
- mes "Actually, I'm more interested";
- mes "in hearing how you, Siria, and";
- mes "Dono are all connected. When";
- mes "I spoke to Siria, she told me";
- mes "that you two weren't married...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Siria did mention";
- mes "that she's greatly";
- mes "indebted to you for";
- mes "some reason, and she'll";
- mes "never be able to fully repay";
- mes "you, not even with her life.";
- next;
- mes "[Morriphen]";
- mes "She said that? ^333333*Sigh*^000000";
- mes "Poor girl, I've asked so";
- mes "many times not to think";
- mes "that way. Alright, if that's";
- mes "what you really want, then";
- mes "I will tell you our story.";
- next;
- mes "[Morriphen]";
- mes "Dono and I have been friends";
- mes "since childhood. We did almost";
- mes "everything together. Even when";
- mes "we started our professional";
- mes "careers, we both decided to work^FFFFFF ^000000 for the Rekenber Corporation.";
- next;
- mes "[Morriphen]";
- mes "Dono eventually became in";
- mes "charge of Rekenber's Medical";
- mes "Experimental Research, while";
- mes "I spearheaded projects for";
- mes "Rekenber's weapon research.";
- next;
- mes "[Morriphen]";
- mes "Although our areas of expertise";
- mes "are different, Dono and I found";
- mes "that our collaborations were";
- mes "productive for both of us. But";
- mes "then, one day, I dropped by";
- mes "Dono's office and saw her.";
- next;
- mes "[Morriphen]";
- mes "She was floating in a giant";
- mes "test tube, and I couldn't take";
- mes "my eyes off her: she was the";
- mes "most beautiful thing I'd ever";
- mes "seen. But Dono said she was";
- mes "nothing but an experiment...";
- next;
- mes "[Morriphen]";
- mes "He told me not to be so";
- mes "curious, but I didn't listen.";
- mes "Ever since then, I went to his^FFFFFF ^000000 office as often as I could, making";
- mes "stupid excuses to see her. I just couldn't help it. I was in love.";
- next;
- mes "[Morriphen]";
- mes "Then, I heard news that Dono's";
- mes "research wasn't producing the";
- mes "expected results, and that he";
- mes "would be shutting everything";
- mes "down. All experiments would";
- mes "be efficiently disposed.";
- next;
- mes "[Morriphen]";
- mes "There was a snowstorm";
- mes "that night, but I braved the";
- mes "freezing cold to sneak into the";
- mes "Rekenber Laboratory. I broke her^FFFFFF ^000000 out of her test tube, set the lab";
- mes "on fire, and got the hell out.";
- next;
- mes "[Morriphen]";
- mes "I couldn't know it at the";
- mes "time, but I was exposed to";
- mes "some chemicals during the fire.";
- mes "They damaged my tissues badly,";
- mes "so that's why I'm so dependent";
- mes "on these medicines now.";
- next;
- mes "[Morriphen]";
- mes "Anyway, we ran from the lab,";
- mes "escaping to the mountains.";
- mes "I just carried her on my back,";
- mes "as far as I could go. Finally,";
- mes "I couldn't fight the dizziness,";
- mes "and I suddenly blacked out.";
- next;
- mes "[Morriphen]";
- mes "I remember seeing a tall, robed";
- mes "man right before I fainted. He";
- mes "said something about bringing";
- mes "us to Hugel, a resting place";
- mes "for the lost, those born from^FFFFFF ^000000 Odin's shadow. It was strange...";
- next;
- mes "[Morriphen]";
- mes "I couldn't see his face.";
- mes "His hood was covering it,";
- mes "but I think his name was, um...";
- mes "Mawon... Mawong? Anyway, when";
- mes "we woke up, we were lying in";
- mes "warm beds inside Hugel Village.";
- next;
- mes "[Morriphen]";
- mes "The people we met were very";
- mes "accomdating, welcome, and";
- mes "friendly. They also didn't";
- mes "ask us any questions: we were";
- mes "just accepted. The girl I saved^FFFFFF ^000000 didn't know how to speak then...";
- next;
- mes "[Morriphen]";
- mes "As soon as I got better,";
- mes "I taught her our language,";
- mes "and even gave her a name,";
- mes "Siria. She was no longer an";
- mes "experiment, but my beloved. Still, we didn't live happily ever after.";
- next;
- mes "[Morriphen]";
- mes "I had to make living for the";
- mes "two of us to survive, so I found work in Einbroch and Lighthalzen.";
- mes "Eventually, I bumped into Dono";
- mes "inside a shabby herb shop in Lighthalzen. I felt so ashamed...";
- next;
- mes "[Morriphen]";
- mes "I burned up his lab, which";
- mes "must've hurt his reputation";
- mes "in the company. Still, when";
- mes "I told him what happened, he";
- mes "seemed to understand. He";
- mes "even started to help me...";
- next;
- mes "[Morriphen]";
- mes "You know, Siria was supposed";
- mes "to become a mass murder weapon.";
- mes "The reason why Dono's experiment failed was became she resisted";
- mes "their plans. She's more than just^FFFFFF ^000000 an experiment or weapon, you know.";
- next;
- mes "[Morriphen]";
- mes "If everything had turned out";
- mes "as Dono planned, Siria would";
- mes "become a soldier, and I would";
- mes "be supplying her armaments,";
- mes "cutting edge weapons at the pinnacle of military development.";
- next;
- mes "[Morriphen]";
- mes "While I was working for Rekenber,^FFFFFF ^000000 I was working on mass producing";
- mes "imitations of the legendary sword, ''Executioner.'' They wouldn't be";
- mes "perfect copies, but imagine what would've happened if I succeeded.";
- next;
- mes "[Morriphen]";
- mes "When I think about it, we all";
- mes "could have been rich. I was in";
- mes "charge of weapon manufacturing";
- mes "after all, and our biggest";
- mes "customer, Arunafeltz, would";
- mes "have given us good business.";
- next;
- mes "[Morriphen]";
- mes "I made my choice, and I have";
- mes "no regrets. In fact, I wouldn't";
- mes "change my life or give away";
- mes "Siria for the world. However,";
- mes "Dono would probably think";
- mes "differently: work was his life.";
- next;
- mes "[Morriphen]";
- mes "I get the feeling that Dono";
- mes "would never tell Rekenber about";
- mes "me and Siria. I can never repay";
- mes "him for the helping us now, but";
- mes "I'm sure that he must hate me";
- mes "deep down inside.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Don't think like that.";
- mes "I'm sure Dono still thinks";
- mes "of you as his friend. He's";
- mes "bitter about what happened,";
- mes "but he won't abandon you.";
- mes "Why don't you go see him?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Besides, you have an";
- mes "excuse to go see him now,";
- mes "your medicine, right? I'm";
- mes "sure you can repay him by";
- mes "visiting him, and living";
- mes "happily with your Seria.";
- next;
- mes "[Morriphen]";
- mes "^333333*Sob*^000000 You're right...";
- mes "I'm so sorry Dono! ^333333*Sniff*^000000";
- mes "Thank you so much. If you";
- mes "ever visit Hugel again, come";
- mes "by and see me. You've really";
- mes "helped me and Seria so much.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Don't worry about it.";
- mes "Just get better so that";
- mes "I won't have to worry";
- mes "about you. Take care~";
- set hg_bio,9;
- getexp 70000,0;
- close;
- }
- else if(hg_bio == 9)
- {
- mes "[Morriphen]";
- mes "Oh, long time no see~";
- mes "Yes, my wife and I can't";
- mes "possibly be any happier.";
- mes "We've been taking it easy,";
- mes "and managed to make full";
- mes "recoveries. Amazing, isn't it?";
- next;
- mes "[Morriphen]";
- mes "Oh, and we finally got";
- mes "married in a small ceremony";
- mes "here in Hugel. Why don't you";
- mes "come visit our house sometime?";
- close;
- }
- else
- {
- mes "[Morriphen]";
- mes "Oh, long time no see~";
- mes "Yes, my wife and I can't";
- mes "possibly be any happier.";
- mes "We've been taking it easy,";
- mes "and managed to make full";
- mes "recoveries. Amazing, isn't it?";
- next;
- mes "[Morriphen]";
- mes "Oh, and we finally got";
- mes "married in a small ceremony";
- mes "here in Hugel. Why don't you";
- mes "come visit our house sometime?";
- close;
- }
-
-}
-
-hu_in01,326,307,3 script Siria 90,{
-
- if(hg_bio == 1)
- {
- mes "[Siria]";
- mes "Oh, hello there.";
- mes "Can I help you";
- mes "with anything?";
- mes "It looks like you want";
- mes "to ask me something...";
- next;
- mes "^3355FFHow can a woman this";
- mes "young be Morriphen's wife?^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Yes, um, Morriphen sent";
- mes "me here so that I can bring";
- mes "him his medicine. I was wo--";
- next;
- mes "[Siria]";
- mes "Oh my God! Is he alright?";
- mes "Please, oh dear Lord, don't";
- mes "let him be dead! No! D-did";
- mes "anything bad happen to him?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "(She is being panicky, and doesn't seem to know what she should do.";
- mes "She absent-mindedly steps forward and then stumbles on the floor.)";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Are you okay?!";
- mes "(Her eyes look blank. She seems to have a hard time to see things.)";
- next;
- mes "[Siria]";
- mes "Oh, I am fine, thank you.";
- mes "I am just...I am just having a vision problem.";
- mes "So...what happened to him?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "He's just not feeling";
- mes "well, that's all. All he";
- mes "told me was that he ran";
- mes "out of his medicine, and";
- mes "needs some more.";
- next;
- mes "[Siria]";
- mes "Aww, I just ran out of";
- mes "the medicine too. Find";
- mes "Morriphen's friend, and get";
- mes "it from him. He's supposed to";
- mes "be in Lighthalzen, somewhere...";
- next;
- mes "[Siria]";
- mes "^333333*Cough cough!*^000000";
- mes "Ugh, excuse me.";
- mes "Let me sit down for";
- mes "a moment. *Cough!*";
- next;
- mes "^3355FFSiria's face grows";
- mes "pale, and she starts";
- mes "to sweat profusely.^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Um...";
- mes "Are you feeling";
- mes "alright? You're not";
- mes "sick too, are you?";
- next;
- mes "[Siria]";
- mes "Oh, no, no... I'm just";
- mes "so worried about Morriphen.";
- mes "*Sob* I can't live without him,";
- mes "he's everything in the world";
- mes "to me. I owe him everything,";
- mes "I have to go see Dono, I hav--";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You know what? You better";
- mes "relax and rest here, and I'll";
- mes "go visit this Dono person in";
- mes "Lighthalzen. You don't sound";
- mes "well enough to be traveling.";
- next;
- mes "[Siria]";
- mes "I'm... I'm sorry to";
- mes "trouble you. But if";
- mes "Morriphen can trust you";
- mes "to come here, then I'll";
- mes "trust you too. ^333333*Cough*^000000";
- mes "Thank you so much...";
- set hg_bio,2;
- close;
- }
- else if(hg_bio == 2)
- {
- mes "[Siria]";
- mes "^333333*Sniff*^000000 Please";
- mes "go to Lighthalzen and";
- mes "get ^333333*Cough*^000000 Morriphen's";
- mes "medicine from his friend,";
- mes "Dono, as soon as you can.";
- close;
- }
- else if(hg_bio == 3)
- {
- mes "[Siria]";
- mes "Oh, have you met Dono?";
- mes "I'm so grateful for all of";
- mes "his help. He really is a";
- mes "good friend to Morriphen,";
- mes "no matter what he says.";
- close;
- }
- else if(hg_bio == 4)
- {
- mes "[Siria]";
- mes "Oh, have you met Dono?";
- mes "I'm so grateful for all of";
- mes "his help. He really is a";
- mes "good friend to Morriphen,";
- mes "no matter what he says.";
- close;
- }
- else if(hg_bio == 5)
- {
- mes "[Siria]";
- mes "Oh, have you met Dono?";
- mes "I'm so grateful for all of";
- mes "his help. He really is a";
- mes "good friend to Morriphen,";
- mes "no matter what he says.";
- close;
- }
- else if(hg_bio == 6)
- {
- mes "[Siria]";
- mes "*Cough* I-I'm fine,";
- mes "so please don't worry";
- mes "about me. Just bring the";
- mes "medicine to Morriphen as";
- mes "fast as you can for me.";
- close;
- }
- else if(hg_bio == 7)
- {
- mes "^3355FFYou gently administered";
- mes "the medicine to Siria, who";
- mes "slow regained consciousness.^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hey, are you alright?";
- mes "How are you feeling?";
- mes "Morriphen asked me to";
- mes "come here and give you";
- mes "this medicine right away.";
- next;
- mes "[Siria]";
- mes "...Ah... I can't...";
- mes "I don't know... I...";
- mes "Where is...? Oh, it's";
- mes "you. I think... I think";
- mes "you just saved my life.";
- mes "I'm sorry for being a burden...";
- next;
- mes "[Siria]";
- mes "All I've been is a nuisance";
- mes "to both Morriphen and Dono.";
- mes "You don't understand how I've";
- mes "destroyed their lives. I just--";
- mes "I just... I just need to relax.";
- mes "Thank you for everything...";
- set hg_bio,8;
- getexp 50000,0;
- close;
- }
- else if(hg_bio == 8)
- {
- mes "[Siria]";
- mes "Oh, please go back";
- mes "to Morriphen and let";
- mes "him know that I'm much";
- mes "better. I don't want him";
- mes "to worry about me!";
- close;
- }
- else if(hg_bio == 9)
- {
- mes "[Siria]";
- mes "Oh, welcome~";
- mes "Thank you so much";
- mes "for helping me and";
- mes "Morriphen. You've been";
- mes "a real godsend, you know?";
- close;
- }
- else
- {
- mes "[Siria]";
- mes "Oh, hello there.";
- mes "Can I help you";
- mes "with anything?";
- close;
- }
-
-}
-
-lighthalzen,88,79,7 script Dono 85,{
-
- if(hg_bio == 2)
- {
- mes "[Dono]";
- mes "What do you want?";
- mes "Spit it out, I don't";
- mes "have all day.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Excuse me, but";
- mes "I'm looking for a";
- mes "man named Dono.";
- next;
- mes "[Dono]";
- mes "Yeah, that's me,";
- mes "but who the heck";
- mes "are you, anyway?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Oh, I'm just here";
- mes "to get some medicine";
- mes "for Morriphen. Um, his";
- mes "wife Siria said that";
- mes "you would have it?";
- next;
- mes "[Dono]";
- mes "Wife? Hurmph! Not likely.";
- mes "Alright, I see. He must've";
- mes "run out of medicine. Jesus,";
- mes "they're both still alive? It's";
- mes "a miracle that they've both";
- mes "lasted this long. Eh, oh well.";
- next;
- mes "[Dono]";
- mes "It's his own fault his body";
- mes "got messed up. Now let's";
- mes "see how much medicine we";
- mes "got here... Hmm... Dang. This";
- mes "isn't good. Hey, you said you";
- mes "work for Morriphen, that right?";
- next;
- mes "[Dono]";
- mes "I have the medicine, but it's";
- mes "not enough for one person, much";
- mes "less the two of them. I need you^FFFFFF ^000000 to help me make some more.";
- mes "Now, listen carefully, these";
- mes "are the ingredients I need...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Wait, wait, I thought I was";
- mes "only getting medicine for";
- mes "Morriphen. Are you saying";
- mes "that his wife Siria needs";
- mes "the medicine too?";
- next;
- mes "[Dono]";
- mes "Why do you keep calling";
- mes "Siria his wife? Yeah, she's";
- mes "sick too. If you met her, you'd";
- mes "see for yourself, right? Well,";
- mes "I'm getting pretty worried about them, so you better hurry this up.";
- next;
- mes "[Dono]";
- mes "Go get";
- mes "^3355FF5 Coal^000000,";
- mes "^3355FF5 Brigan^000000,";
- mes "^3355FF5 Cyfar^000000,";
- mes "^3355FF1 Unripe Apple^000000,";
- mes "^3355FF3 Detrimindexta^000000...";
- next;
- mes "[Dono]";
- mes "...^3355FF20 Shells^000000,";
- mes "^3355FF1 Red Herb^000000,";
- mes "^3355FF1 Blue Herb^000000,";
- mes "^3355FF1 Green Herb^000000,";
- mes "^3355FF1 White Herb^000000, and";
- mes "^3355FF1 Yellow Herb^000000.";
- next;
- mes "[Dono]";
- mes "I know this is sudden,";
- mes "I know I'm pushing you";
- mes "hard, but I've got no choice.";
- mes "If you don't hurry, then";
- mes "those two will die, simple^FFFFFF ^000000 as that. I'll wait for you here.";
- set hg_bio,3;
- close;
- }
- else if(hg_bio == 1)
- {
- mes "[Dono]";
- mes "Store's closed.";
- mes "Get outta here, and";
- mes "come back later to";
- mes "buy something, got it?";
- close;
- }
- else if(hg_bio == 3)
- {
- if (countitem(971) > 2 && countitem(1003) > 4 && countitem(619) && countitem(507) && countitem(508) && countitem(511) && countitem(509) && countitem(510) && countitem(7053) > 4 && countitem(7054) > 4 && countitem(935) > 19)
- {
- delitem 971,3;
- delitem 1003,5;
- delitem 619,1;
- delitem 507,1;
- delitem 508,1;
- delitem 511,1;
- delitem 509,1;
- delitem 510,1;
- delitem 7053,5;
- delitem 7054,5;
- delitem 935,20;
- set hg_bio,4;
- mes "[Dono]";
- mes "Good, good, you've brought";
- mes "everything I've asked. Give";
- mes "me a moment to process these";
- mes "materials and make the medicine. ^333333*Sigh*^000000 I used to have assistants";
- mes "do this kind of work for me...";
- next;
- mes "[Dono]";
- mes "Back when I used to work for";
- mes "the Rekenber Corporation, I was";
- mes "a department head! Oh well, it";
- mes "can't be helped now. Ah, it's";
- mes "done. Now, let me test this";
- mes "out before I give it to you.";
- next;
- mes "^3355FFDono reveals that he has";
- mes "grinded the materials into";
- mes "a fine powder. He sprinkles";
- mes "a small amount into a glass";
- mes "of water, and the liquid turns";
- mes "blue after he mixes it.^000000";
- next;
- mes "[Dono]";
- mes "Damn! I used the right";
- mes "proportions! Why isn't it";
- mes "working?! Morriphen, I hate";
- mes "you! Grrr...! Hey, kid, I need";
- mes "you to help me again!";
- next;
- mes "[Dono]";
- mes "Go to the Lighthalzen";
- mes "Makkie. Tell him I sent you";
- mes "to get some Red Plant Stem^FFFFFF ^000000 Powder for Morriphen's medicine.";
- next;
- mes "[Dono]";
- mes "Look, I know it's a pain,";
- mes "but hurry and get it for me";
- mes "as fast as you can. I need";
- mes "that stuff to correct some";
- mes "chemical impurities in this";
- mes "medicine. Go, go now!";
- close;
- }
- else
- {
- mes "[Dono]";
- mes "If you don't hurry and";
- mes "gather the materials for";
- mes "the medicine, Morriphen";
- mes "and Siria are gonna be";
- mes "in big trouble. Listen";
- mes "up, this is what I need...";
- next;
- mes "[Dono]";
- mes "Go get";
- mes "^3355FF5 Coal^000000,";
- mes "^3355FF5 Brigan^000000,";
- mes "^3355FF5 Cyfar^000000,";
- mes "^3355FF1 Unripe Apple^000000,";
- mes "^3355FF3 Detrimindexta^000000...";
- next;
- mes "[Dono]";
- mes "...^3355FF20 Shells^000000,";
- mes "^3355FF1 Red Herb^000000,";
- mes "^3355FF1 Blue Herb^000000,";
- mes "^3355FF1 Green Herb^000000,";
- mes "^3355FF1 White Herb^000000, and";
- mes "^3355FF1 Yellow Herb^000000.";
- close;
- }
- }
- else if(hg_bio == 4)
- {
- mes "[Dono]";
- mes "Hey, you should be able";
- mes "to find Makkie inside the";
- mes "pub across the street. Hurry";
- mes "up and bring me some Red";
- mes "Plant Stem Power from him.^FFFFFF ^000000 Come on, Morriphen's in trouble!";
- close;
- }
- else if(hg_bio == 5)
- {
- mes "[Dono]";
- mes "Where is it?!";
- mes "Okay, good, you brought";
- mes "it. Huh. This isn't a lot of";
- mes "Red Plant Stem Powder,";
- mes "but this should do. Alright,";
- mes "let's see if it works now.";
- next;
- mes "^3355FFDono sprinkles the";
- mes "red powder into the";
- mes "glass of blue water.";
- mes "The liquid immediately";
- mes "becomes red.^000000";
- next;
- mes "[Dono]";
- mes "Great, the medicine is";
- mes "finally ready! By the way,";
- mes "how is Makkie doing? I know";
- mes "he's got a big mouth, so did";
- mes "he tell you anything stupid?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Er, he did mention that";
- mes "both you and Morriphen used";
- mes "to work together for Rekenber.";
- next;
- mes "[Dono]";
- mes "He did, huh? Yeah, that's";
- mes "true. Morriphen and I used";
- mes "to be researchers... those";
- mes "were the best damn days";
- mes "of my life. Afterwards, it";
- mes "pretty much went downhill.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What do you mean?";
- mes "Did something happen?";
- next;
- mes "[Dono]";
- mes "Oh, hell yeah. That dumb";
- mes "romanticist Morriphen caused";
- mes "huge trouble for the company.";
- mes "It's pretty much his fault that";
- mes "I got fired from Rekenber.";
- mes "Grr! Let's not talk about it!";
- next;
- mes "[Dono]";
- mes "Just thinking about what";
- mes "happened makes me so angry!";
- mes "I swear, I'd kill him if he wasn't my best friend! Ah, speaking";
- mes "of which, you better get this";
- mes "medicine to Morriphen now!";
- next;
- mes "[Dono]";
- mes "Right, and don't";
- mes "mention anything";
- mes "I said to him, willya?";
- mes "If he gets upset, and";
- mes "stresses himself to death,";
- mes "my work will be for nothing.";
- set hg_bio,6;
- close;
- }
- else if(hg_bio == 6)
- {
- mes "[Dono]";
- mes "Whoa, what are you still";
- mes "doing here?! Hurry and";
- mes "get that medicine over to";
- mes "Morriphen, or he'll die soon!";
- close;
- }
- else if(hg_bio == 7)
- {
- mes "[Dono]";
- mes "Oh, hey, do you know";
- mes "how Morriphen's doing?";
- mes "Tell that jerk to come";
- mes "by more often. He's the";
- mes "only guy that can offer me";
- mes "a decent challenge at chess...";
- close;
- }
- else if(hg_bio == 8)
- {
- mes "[Dono]";
- mes "Oh, hey, do you know";
- mes "how Morriphen's doing?";
- mes "Tell that jerk to come";
- mes "by more often. He's the";
- mes "only guy that can offer me";
- mes "a decent challenge at chess...";
- close;
- }
- else if(hg_bio == 9)
- {
- mes "[Dono]";
- mes "Oh, hey, do you know";
- mes "how Morriphen's doing?";
- mes "Tell that jerk to come";
- mes "by more often. He's the";
- mes "only guy that can offer me";
- mes "a decent challenge at chess...";
- close;
- }
- else
- {
- mes "[Dono]";
- mes "Hey, store's closed!";
- mes "I'll open when I feel";
- mes "like it, so until then,";
- mes "I'm not selling you";
- mes "anything! Now, scram!";
- close;
- }
-
-}
-
-lhz_in03,193,28,3 script Makkie 83,{
-
- if(hg_bio == 4)
- {
- mes "[Makkie]";
- mes "Hello, how may";
- mes "I help you today?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hi, I'm here to get";
- mes "some Red Plant Stem";
- mes "Powder for Dono. It's";
- mes "pretty important, actually.";
- next;
- mes "[Makkie]";
- mes "Ah, I see. He must need";
- mes "it to prepare medicine for";
- mes "Morriphen and Siria, am";
- mes "I right? Okay, just give me";
- mes "a moment. While you're waiting,^FFFFFF ^000000 go ahead and relax, look around...";
- next;
- mes "^3355FFMakkie sifted the powder";
- mes "into a bag for you, you see";
- mes "a picture of Makkie, Dono,";
- mes "and Morriphen wearing white";
- mes "lab coats on the table.^000000";
- next;
- mes "[Makkie]";
- mes "Oh, that? Yeah, that was";
- mes "taken when Dono, Morriphen";
- mes "and I worked for the";
- mes "Rekenber Corporation. I know";
- mes "they look eccentric, but they're really good guys, trust me.";
- next;
- mes "[Makkie]";
- mes "Yeah, I used to work under";
- mes "Dono, actually. He was head";
- mes "of the Genetic Engineering";
- mes "Department, and Morriphen";
- mes "was doing other research.";
- mes "Those were some good times.";
- next;
- mes "[Makkie]";
- mes "Suddenly, me, Dono, and";
- mes "everyone else working under";
- mes "him was just fired! I was new";
- mes "at the time, so I was only able";
- mes "to learn why we were fired much";
- mes "later than everyone else.";
- next;
- mes "[Makkie]";
- mes "It turns out that there";
- mes "was a fire, possibly arson,";
- mes "in the Rekenber genetic labs.";
- mes "Dono assumed full responsibility, though everyone who worked for";
- mes "him just knows he didn't do it.";
- next;
- mes "[Makkie]";
- mes "So that's how we ended";
- mes "up at our current jobs.";
- mes "Strangely enough, Morriphen";
- mes "disappeared at the same time.";
- mes "I don't know what happened to^FFFFFF ^000000 him since our days at Rekenber...";
- next;
- mes "[Makkie]";
- mes "Anyway, when Morriphen";
- mes "showed up again, he ended up";
- mes "needing the medicine we're";
- mes "making. I sure wish I had a";
- mes "best friend like Dono or";
- mes "Morriphen. Those two are close.";
- next;
- mes "[Makkie]";
- mes "Yeah, Dono sure is a nice guy.";
- mes "He even helped me get this job~";
- mes "Anyway, if you see him, or if";
- mes "you visit Morriphen, please";
- mes "give them my regards. Here you";
- mes "are: Red Plant Stem Powder.";
- next;
- mes "^3355FFYou receive a small bag";
- mes "of Red Plant Stem Powder.^000000";
- set hg_bio,5;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Oh! Thanks so much";
- mes "for the powder. Now,";
- mes "I better hurry and give";
- mes "this to Dono. Goodbye~";
- close;
- }
- else if(hg_bio == 1)
- {
- mes "[Makkie]";
- mes "Gosh, I'm so bored~";
- mes "I wouldn't even mind";
- mes "having some work to do.";
- close;
- }
- else if(hg_bio == 2)
- {
- mes "[Makkie]";
- mes "Gosh, I'm so bored~";
- mes "I wouldn't even mind";
- mes "having some work to do.";
- close;
- }
- else if(hg_bio == 3)
- {
- mes "[Makkie]";
- mes "Gosh, I'm so bored~";
- mes "I wouldn't even mind";
- mes "having some work to do.";
- close;
- }
- else if(hg_bio == 5)
- {
- mes "[Makkie]";
- mes "Hm? Shouldn't you hurry";
- mes "and get that bag of Red";
- mes "Plant Stem Powder to";
- mes "Dono as soon as you can?";
- close;
- }
- else if(hg_bio == 6)
- {
- mes "[Makkie]";
- mes "Hey, have you seen";
- mes "Morriphen and Dono";
- mes "lately? I hope they're";
- mes "doing alright. Maybe";
- mes "I should go see them";
- mes "soon, for old time's sake.";
- close;
- }
- else if(hg_bio == 7)
- {
- mes "[Makkie]";
- mes "Hey, have you seen";
- mes "Morriphen and Dono";
- mes "lately? I hope they're";
- mes "doing alright. Maybe";
- mes "I should go see them";
- mes "soon, for old time's sake.";
- close;
- }
- else if(hg_bio == 8)
- {
- mes "[Makkie]";
- mes "Hey, have you seen";
- mes "Morriphen and Dono";
- mes "lately? I hope they're";
- mes "doing alright. Maybe";
- mes "I should go see them";
- mes "soon, for old time's sake.";
- close;
- }
- else if(hg_bio == 9)
- {
- mes "[Makkie]";
- mes "Hey, have you seen";
- mes "Morriphen and Dono";
- mes "lately? I hope they're";
- mes "doing alright. Maybe";
- mes "I should go see them";
- mes "soon, for old time's sake.";
- close;
- }
- else
- {
- mes "[Makkie]";
- mes "Hey, welcome to the";
- mes "Lighthalzen Pub. Relax,";
- mes "and make yourself at home~";
- close;
- }
-
-}
-
-//-------------------------------------------------------------------------
-// Rebellion Quest
-//-------------------------------------------------------------------------
-
-hugel,70,137,5 script Shede 879,{
-
- cutin "siide1.bmp",2;
- if(hg_tre == 0)
- {
- mes "[Shede]";
- mes "Yay~ are you talking to me? Yay!";
- mes "Hey, are you from a different city? Wow, nice to see you!";
- emotion e_gasp;
- next;
- mes "[Shede]";
- mes "Ever since the airport was built, Hugel has been so busy to welcome tourists and adventurers.";
- mes "I am kind of surprised to see Hugel being so crowded like this,";
- mes "but I think that this is a good change for this town.";
- next;
- mes "[Shede]";
- mes "At the same time, I have so many customers to serve...";
- mes "In fact, I don't even have a time to cht-chat, hohoho.";
- next;
- switch( select( "Do you want me to help you?","I will leave you alone" ) )
- {
- case 1:
- mes "[Shede]";
- mes "Oh~ how kind of you! Thank you so much~";
- mes "Then can I ask you a favor?";
- emotion e_lv;
- next;
- mes "[Shede]";
- switch(rand(1,3))
- {
- case 1:
- mes "Uncle Hollun's birthday is coming,";
- mes "so I want to make \"^3131FFMushroom Flavor Cookies^000000\" for him.";
- mes "Unfortunately, I am short of the most important ingredient, the Mushrooms.";
- next;
- cutin "siide2.bmp",2;
- mes "[Shede]";
- mes "Ordinary mushrooms don't smell that good, but";
- mes "\"^3131FFMoks Mushrooms^000000\" which only grow in Hugel have such appetizing scent.";
- mes "So, when they are added to cookies, they enhance the taste of cookies so much better.";
- next;
- mes "[Shede]";
- mes "Can you please go gather \"^3131FF5 Moks Mushroom Solution^000000\" from \"^3131FFMoks Mushrooms^000000\"?";
- mes "You will find the mushrooms in fields near Hugel.";
- mes "I hope that you will bring their solution as quickly as you can!";
- set hg_tre,10;
- close2;
- cutin "",255;
- end;
- break;
- case 2:
- mes "In fact, Agette and I am competing with each other for the Hugel's best cookie master position.";
- next;
- mes "[Shede]";
- mes "Becoming the best cookie mater is not an easy thing to achieve.";
- mes "Everyone can have the best ingredients and the best cooking utensils,";
- mes "but that doesn't mean that they can become the best cookie masters.";
- next;
- mes "[Shede]";
- mes "You need to know how to harmonize your skills and your senses";
- mes "to make the most delicious cookies.";
- next;
- cutin "siide2.bmp",2;
- mes "[Shede]";
- mes "I dare to say that my cookies are the best.";
- mes "However, Agette is also a professional cookie baker.";
- next;
- mes "[Shede]";
- mes "If I hear her name while baking,";
- mes "it makes me shake my hands in anxiety";
- mes "so that I make a mistake to measure the right amount of ingredients.";
- mes "That explains how good she is at baking cookies.";
- next;
- mes "[Shede]";
- mes "Still, I am a proud cookie baker, and";
- mes "I can hear a voice from deep inside of me saying";
- mes "that I cannot be beat by her!";
- mes "Can you hear that?";
- mes "Can you hear my inner fighting spirit as a cookie baker?";
- next;
- mes "[Shede]";
- mes "I am going to compete with her";
- mes "for the Hugel's best cookie mater position after a while.";
- mes "So, I have been doing my best in practicing my skills to win her!";
- next;
- mes "[Shede]";
- mes "There were many obstacles in my way to become the best cookie baker.";
- mes "But, see? I am still here, alive and kicking! I will never give up! In that sense..";
- mes "I am going to challenge on baking ^FF0000Clam Cookies^000000 today!";
- mes "I am going to make them taste tangy and unique. I am sure that they will be a great sucess!";
- next;
- mes "[Shede]";
- mes "When you go to the beach, ";
- mes "you will find clams near the ferry.";
- mes "Please gather ^3131FF5 Clam Flesh^000000 from the clams.";
- mes "Please hurry!";
- set hg_tre,20;
- close2;
- cutin "",255;
- end;
- break;
- case 3:
- mes "In fact, I gave my heart to a gentleman.";
- mes "I think that the time has come to let him know";
- mes "how I feel about him.";
- next;
- cutin "siide2.bmp",2;
- mes "[Shede]";
- mes "So, I decided to bake special cookies called...";
- mes "...... ^3131FFDevil's Cookies^000000!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Devil's Cookies?";
- next;
- cutin "siide1.bmp",2;
- mes "[Shede]";
- mes "Yes, Devil's Cookies.";
- mes "When you go outside of Hugel, you will find \"^3131FFMoks Bugs^000000\"";
- mes "hiding in the bushes. They breed in this season, so they are plump with eggs.";
- next;
- mes "[Shede]";
- mes "When you stew their shells and use the broth to kneed flour,";
- mes "you can make fresh and crunch cookies.";
- next;
- cutin "siide2.bmp",2;
- mes "[Shede]";
- mes "Devil's Cookies are so delicious, so they are rumored to dazzle the eaters with";
- mes "the mysteriously crunch texture and the sweetness, and to allure them to hell without them knowing.";
- mes "Ah~ I hope that he will like them...";
- next;
- cutin "siide1.bmp",2;
- mes "[Shede]";
- mes "Would you please help me to bake the cookies? I need 5 Moks Bug Shells~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "'......I am confused...Does she love him or hate him?'";
- emotion e_dots,1;
- set hg_tre,30;
- close2;
- cutin "",255;
- end;
- break;
- }
- break;
- case 2:
- mes "[Shede]";
- mes "No, it is fine. Somehow I needed a break, hohoh!";
- close2;
- cutin "",255;
- end;
- break;
- }
- }
- else if(hg_tre > 9 && hg_tre < 15)
- {
- mes "[Shede]";
- mes "Can you please go gather \"^3131FF5 Moks Mushroom Solution^000000\" from \"^3131FFMoks Mushrooms^000000\"?";
- mes "You will find the mushrooms in fields near Hugel.";
- mes "I hope that you will bring their solution as quickly as you can!";
- close2;
- cutin "",255;
- end;
- }
- else if(hg_tre > 19 && hg_tre < 25)
- {
- mes "[Shede]";
- mes "Please pick up \"^3131FF5 Clams^000000\" from a fish trap in the ferry.";
- mes "I hope that you will bring their solution as quickly as you can!";
- close2;
- cutin "",255;
- end;
- }
- else if(hg_tre > 29 && hg_tre < 35)
- {
- mes "[Shede]";
- mes "Please bring \"^3131FF5 Moks Bug Shells^000000\" from outside of Hugel.";
- mes "I hope that you will bring their solution as quickly as you can!";
- close2;
- cutin "",255;
- end;
- }
- else if(hg_tre == 15)
- {
- mes "[Shede]";
- mes "Oh! You came back earlier than I thought.";
- mes "Now, I can bake the Mushroom Flavor Cookies for uncle Hollun.";
- mes "Thank you so much.";
- emotion e_heh;
- set hg_tre,40;
- close2;
- cutin "",255;
- end;
- }
- else if(hg_tre == 25)
- {
- mes "[Shede]";
- mes "Oh! You came back earlier than I thought.";
- mes "Now, I can bake the best cookies of mine and compete with Agette!";
- mes "Thank you so much.";
- emotion e_heh;
- set hg_tre,40;
- close2;
- cutin "",255;
- end;
- }
- else if(hg_tre == 35)
- {
- mes "[Shede]";
- mes "Oh! You came back earlier than I thought.";
- mes "Now, I can bake Devil's Cookies to confess my love to the gentleman.";
- mes "Thank you so much.";
- emotion e_heh;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "(If he knew what ingredients she used for the cookies,)";
- mes "(I am pretty sure that at least he will remember her face to avoid next time...)'";
- emotion e_dots,1;
- set hg_tre,40;
- close2;
- cutin "",255;
- end;
- }
- else if(hg_tre == 40)
- {
- if(lhz_boss == 44 && lhz_curse > 30)
- {
- mes "[Shede]";
- mes "Have you seen Mr. Herico?";
- mes "He is a lonesome old man who is staying at Hugel Inn.";
- next;
- mes "[Shede]";
- mes "If you have some time, why don't you go spend some time with him?";
- mes "I know that he will appreciate it.";
- set hg_tre,41;
- close2;
- cutin "",255;
- end;
- }
- else
- {
- mes "[Shede]";
- mes "So, how do you like Hugel?";
- mes "It is a peaceful village, isn't it?";
- close2;
- cutin "",255;
- end;
- }
- }
- else if(hg_tre == 41)
- {
- mes "[Shede]";
- mes "Mr. Herico has an impediment in movement, so he usually stays in his room.";
- mes "Please go spend some time with him. I know that he will appreciate it.";
- close2;
- cutin "",255;
- end;
- }
- else
- {
- mes "[Shede]";
- mes "So, how do you like Hugel?";
- mes "It is a peaceful village, isn't it?";
- close2;
- cutin "",255;
- end;
- }
-
-}
-
-hu_in01,256,40,3 script Herico 897,{
-
- if(checkweight(7342,1) != 1)
- {
- mes "[Herico]";
- mes "Why don't you go take some load off your shoulder first, and come back?";
- close;
- }
- cutin "heri1.bmp",2;
- if(hg_tre < 41)
- {
- mes "[Herico]";
- mes "The weather is beautiful today. *Sigh* But my body aches too badly to go out...";
- close2;
- cutin "",255;
- end;
- }
- else if(hg_tre == 41)
- {
- mes "[Herico]";
- mes "The weather is beautiful today. *Sigh* But my body aches too badly to go out...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hello!";
- next;
- mes "[Herico]";
- mes "Shede?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Oh, hello. Ms. Shede asked me to drop you by. Nice to meet you, I am ^3131FF"+strcharinfo(0)+"^000000.";
- next;
- mes "[Herico]";
- mes "Ah, hello. I heard that recently an airport was built in this town. So, are you from a different city?";
- mes "I like to see new things...although I don't like this chilly wind.";
- mes "How do you like Hugel?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "It is a peaceful and beautiful village, although I can tell that it is experiencing a change.";
- mes "Everyone looks happy, and they feel very different than people in the other areas.";
- mes "So I feel like that I am in a different land.";
- next;
- mes "[Herico]";
- mes "Everyone has worries and happyness at the same time.";
- mes "You must have travelled many cities of this country,";
- mes "and have figured out many things on your own.";
- mes "Am I right?";
- next;
- switch( select( "Yes, you are right.","I am not so sure.","No." ) )
- {
- case 1:
- cutin "heri2.bmp",2;
- mes "[Herico]";
- mes "I think that my senses are still working fine.";
- mes "People's eyes tell many things to me.";
- next;
- cutin "heri1.bmp",2;
- mes "[Herico]";
- mes "Your eyes are telling me your admiration and astonishment";
- mes "toward what you have seen in Hugel,";
- mes "which is a totally different experience for you.";
- next;
- mes "[Herico]";
- mes "People of Hugel don't question anyone.";
- mes "It is an unwritten law of this village.";
- mes "That is why I could have been resting in this village without worries.";
- next;
- mes "[Herico]";
- mes "However, as I see you, I suddenly have an urge to ruminate on my past";
- mes "that I have never spoken to anyone.";
- mes "May I have a moment of your time, if you don't mind?";
- next;
- mes "[Herico]";
- mes "Perhaps we will learn something from each other's story.";
- set hg_tre,42;
- close2;
- cutin "",255;
- end;
- break;
- case 2:
- mes "[Herico]";
- mes "Then I guess that you have not been deeply impressed by this country.";
- mes "Haha, alright, that's fine.";
- close2;
- cutin "",255;
- end;
- break;
- case 3:
- mes "[Herico]";
- mes "Oh, am I not?";
- mes "Haha, I am sorry for hazarding a conjecture.";
- close2;
- cutin "",255;
- end;
- break;
- }
- }
- else if(hg_tre == 42)
- {
- mes "[Herico]";
- mes "Hmm...can you tell me your name once again?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Yes, my name is ^3131FF"+strcharinfo(0)+"^000000.";
- next;
- mes "[Herico]";
- mes "^3131FF"+strcharinfo(0)+"^000000, I have many interesting stories for you.";
- mes "However, before I tell you my stories, I would like to ask you something. Do you mind?";
- next;
- mes "[Herico]";
- mes "As you see, ever since an airport was built in this Hugel, many strangers are coming in and going out this village.";
- mes "It may be a good change for Hugel, so that more people will know about its existence.";
- mes "However, I have this bad feeling about the airport and airships.";
- mes "I do not think that this country is not extending their airlines only for the transportation purposes.";
- next;
- mes "[Herico]";
- mes "Did you know that more and more people are using the ferry after the airport was built?";
- mes "Can't you see the reason of my doubt?";
- next;
- mes "[Herico]";
- mes "Please find out the secret about the airship and the island.";
- mes "Then I will tell you my stories.";
- mes "I hope that you will do your best to find out the secret.";
- set hg_tre,43;
- close2;
- cutin "",255;
- end;
- }
- else if(hg_tre == 43)
- {
- if(hg_odin == 60)
- {
- mes "[Herico]";
- mes "Welcome back. I have been waiting for you with eager anticipation to hear about the secret.";
- mes "Now, please tell me what you have found out.";
- next;
- mes "- You told him what you have seen and heard from the Odin Shirine, -";
- mes "- such as Giantes, Ymir's Heart and Rekenber. -";
- next;
- cutin "heri3.bmp",2;
- mes "[Herico]";
- mes "Rekenber...So, they have expanded";
- mes "their power even to this small village, Hugel.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Do you know about them?";
- next;
- mes "[Herico]";
- mes "Of course, I know them too well.";
- next;
- mes "[Herico]";
- mes "............";
- next;
- cutin "heri1.bmp",2;
- mes "[Herico]";
- mes "Thank you so much for your effort.";
- mes "I am afraid that your dangerous journey has not been ended.";
- next;
- mes "[Herico]";
- mes "Well, this is time for me to tell you my story.";
- mes "I hope that you will enjoy it.";
- set hg_tre,44;
- close2;
- cutin "",255;
- end;
- }
- else
- {
- mes "[Herico]";
- mes "Please find out the secret about the airship and the island.";
- mes "Then I will tell you my stories.";
- mes "I hope that you will do your best to find out the secret.";
- close2;
- cutin "",255;
- end;
- }
- }
- else if(hg_tre == 44)
- {
- mes "[Herico]";
- mes "Hmm...I don't know where to start.";
- next;
- mes "[Herico]";
- mes "As you know, we have bionic machines called";
- mes "^FF0000Guardians^000000.";
- mes "We are using Guardians to protect important facilities";
- mes "or to avoid meaningless murders.";
- next;
- mes "[Herico]";
- mes "Have you ever thought about how the people in old times";
- mes "would protect their important facilities without guardians?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Perhaps, they hired many men to do that?";
- next;
- mes "[Herico]";
- mes "Yes, you are right.";
- mes "For the longest time, Schwaltzvalt Republic had had";
- mes "^3131FFMercenary Soldiers^000000 who exchanged their lives";
- mes "with the good money, and they used to take care of";
- mes "all the dirty jobs in the past.";
- next;
- mes "[Herico]";
- mes "They lost their jobs when Rekenber successfully invented and publicized guardians.";
- mes "Guardians were made for humans, but sadly it was the worst thing that could happen to them.";
- next;
- mes "[Herico]";
- mes "As they lost their jobs to guardians, they rose in rebellion called ^FF0000Mercenary Rebellion^000000.";
- next;
- mes "[Herico]";
- mes "This Mercenary Rebellion was greatly responded to by the public.";
- mes "However, they lost people's trust by choosing ^3131FFa violent method^000000";
- mes "to fight, instead of appealing to the public in a convincible way.";
- mes "In other words, they lost their game by making a critical mistake.";
- next;
- mes "[Herico]";
- mes "Ever since their rebellion was failed,";
- mes "survivors of the rebellion have disappeared beyond history.";
- next;
- cutin "heri3.bmp",2;
- mes "[Herico]";
- mes "Not only that, they held a fight with guardians in";
- mes "^FF0000the Sage Varmunt's birthplace^000000";
- mes "which was our proud national treasure!";
- mes "So the house was completely destroyed by the battle, and";
- mes "since then, no one knows where Sage Varmunt is.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Sage Varmunt.....!";
- next;
- cutin "heri1.bmp",2;
- mes "[Herico]";
- mes "Oh...I must have been really upset about it.";
- next;
- mes "[Herico]";
- mes "To be honest with you,";
- mes "Sage Varmunt is partially responsible on guardians.";
- mes "You know that he was the one";
- mes "who created their motive power.";
- next;
- mes "[Herico]";
- mes "It is riduculous that the mercenary soldiers were trying to";
- mes "make their revenge on Sage Varmunt";
- mes "for inventing guardians, you know.";
- mes "But, it is understandable because they lost their jobs to guardians.";
- next;
- mes "[Herico]";
- mes "I heard about the Mercenary Rebellion after everything was ended,";
- mes "so there was nothing that I could do about Sage Varmunt.";
- mes "He disappeared, and I couldn't figure out more";
- mes "than what I found from his birth place...so...";
- mes "I came to Hugel and settled down here.";
- next;
- mes "[Herico]";
- mes "I tried to find at least a little bit of his documents from his laboratory...";
- mes "but everything was gone...huh?";
- mes "Hold on, I just remember something very important!";
- next;
- mes "[Herico]";
- mes "Where are all of his research documents?";
- mes "No...did mercenary soldiers took them or...possibly dispose them?";
- next;
- mes "[Herico]";
- mes "Damn it! I am so stupid! Grrr...";
- mes "How couldn't I think about this earlier?";
- next;
- mes "[Herico]";
- mes ""+strcharinfo(0)+", can you see what I want to tell you now?";
- mes "I have to take a long time to remember everything";
- mes "about the incident, but you must understand";
- mes "that this is an extremely important matter.";
- next;
- mes "[Herico]";
- mes "Mercenary Rebellion was a huge issue back then.";
- mes "Hopefully, there will be at least one news reporter";
- mes "who remembers about the rebellion.";
- next;
- mes "[Herico]";
- mes "Please go to Lighthalzen and find a news reporter";
- mes "who still remembers about the rebellion.";
- mes "If you find him, please ask him if he knows whereabouts of the rebellion survivors,";
- mes "so that you can find out what happened to Sage Varmunt and his research documents.";
- set hg_tre,45;
- close2;
- cutin "",255;
- end;
- }
- else if(hg_tre == 45)
- {
- mes "[Herico]";
- mes "Please go to Lighthalzen and find a news reporter";
- mes "who still remembers about the rebellion.";
- mes "If you find him, please ask him if he knows whereabouts of the rebellion survivors,";
- mes "so that you can find out what happened to Sage Varmunt and his research documents.";
- close2;
- cutin "",255;
- end;
- }
- else if(hg_tre > 45 && hg_tre < 49)
- {
- mes "[Herico]";
- mes "How have you been doing?";
- close2;
- cutin "",255;
- end;
- }
- else if(hg_tre == 49)
- {
- mes "[Herico]";
- mes "Did you find Sage Varmunt's research documents?";
- next;
- cutin "",255;
- mes "["+strcharinfo(0)+"]";
- mes "Well, about the documents...";
- next;
- switch( select( "I ate them.","Rekenber has taken them into their possession." ) )
- {
- case 1:
- mes "I ate them.";
- next;
- mes "[Herico]";
- mes "Hahaha! That's funny!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "No, it is not funny.";
- next;
- mes "[Herico]";
- mes ".................";
- next;
- mes "[Herico]";
- mes "Then...SPIT THEM OUT!";
- percentheal -5,0;
- specialeffect2 EF_HIT4;
- next;
- mes "[Herico]";
- mes "SPIT THEM OUT!";
- percentheal -5,0;
- specialeffect2 EF_HIT4;
- next;
- mes "[Herico]";
- mes "I SAID, SPIT THEM OUUUUUT!";
- percentheal -5,0;
- specialeffect2 EF_HIT4;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Err...I was just kidding...";
- next;
- cutin "heri2.bmp",2;
- mes "[Herico]";
- mes "Haha, the first part was funny,";
- mes "but the second part was kind of scary, you know?";
- emotion e_dots;
- emotion e_sob,1;
- next;
- mes "[Herico]";
- mes "So, tell me, where are all of his research documents?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Rekenber has taken them into their possession.";
- next;
- break;
- case 2:
- mes "Rekenber has taken them into their possession.";
- next;
- break;
- }
- cutin "heri3.bmp",2;
- mes "[Herico]";
- mes "...........................";
- next;
- cutin "heri1.bmp",2;
- mes "[Herico]";
- mes "It was expected.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What do you have in mind?";
- next;
- mes "[Herico]";
- mes "First, I think that I should inform you about my true identity.";
- mes "I may now be an old man whose days are numbered,";
- mes "but I used to work at ^3131FFthe Ymir's Heart imitation research department";
- mes " in Regenschirm laboratory^000000 under Sage Varmunt's supervision.";
- emotion e_omg,1;
- next;
- cutin "heri2.bmp",2;
- mes "[Herico]";
- mes "You look very surprised.";
- next;
- cutin "heri1.bmp",2;
- mes "["+strcharinfo(0)+"]";
- mes "Does it mean that you are the one";
- mes "who created the Ymir's Heart imitation?";
- next;
- mes "[Herico]";
- mes "Well, I was a mere assistant of Sage Varmunt,";
- mes "so I can't say that I created it.";
- next;
- mes "[Herico]";
- mes "Rekenber has been secretly gathering ^FF0000Ymir's Heart Pieces^000000.";
- mes "They are very obsessed with Ymir's Heart Pieces,";
- mes "and I guess that it is because of the enormous power that the heart pieces possess within..";
- next;
- mes "[Herico]";
- mes "However, the power of the original heart pieces";
- mes "are too strong for humans to control.";
- mes "Thus, it is not fiseable to manipulate the power";
- mes "as energy sources.";
- mes "That is why ^3131FFthe imitations of Ymir's Heart";
- mes "Pieces^000000 have been created.";
- next;
- mes "[Herico]";
- mes "We, researchers including Sage Varmunt, endeavoured";
- mes "our effort in studying and analyzing the revolutionary energy source";
- mes "for a long time.";
- mes "And our effort has gained a fruitful result; the Imitations of Ymir's Heart Piece.";
- next;
- mes "[Herico]";
- mes "With the invention, we could create guardians.";
- mes "We were so happy for the fact that we";
- mes "finally made our dream come true.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "But, Sage Varmunt was against the idea of using guardians";
- mes "for militant purposes, and I heard that he also participated";
- mes "in the Mercenary Rebellion.";
- next;
- mes "- You told him what you knew about the Mercenary Rebellion. -";
- next;
- mes "[Herico]";
- mes "Hmm...now I see.";
- next;
- mes "[Herico]";
- mes "After we succeeded in creating the imitations of Ymir's Heart Piece,";
- mes "Sage Varmunt looked pretty depressed for some reason.";
- mes "After all, he left the laboratory and said that ^3131FFby him";
- mes "staying with Regenschirm laboratory";
- mes "will make everyone miserable^000000.";
- mes "I still don't figure out why he said that.";
- next;
- mes "[Herico]";
- mes "He was a really great scholar.";
- mes "He always tried to use his knowledge in science for humankind.";
- next;
- mes "[Herico]";
- mes "As expected, after Sage Varmunt left Regenschirm,";
- mes "almost every research process started stagnating.";
- mes "Even many projects were canceled or postponed.";
- next;
- cutin "heri3.bmp",2;
- mes "[Herico]";
- mes "The upper management were threatened by the phenomenon,";
- mes "so they yelled at people to ^FF0000continue";
- mes "with their research by all means^000000.";
- mes "They even allowed people to experiment";
- mes "on anything that is alive.";
- next;
- cutin "heri1.bmp",2;
- mes "[Herico]";
- mes "......................";
- mes "That gave me a reason to leave Regenschirm.";
- next;
- mes "[Herico]";
- mes "Rekenber will do anything to achieve their goals.";
- mes "They have become too powerful to just be considered a big corporation.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "That was why they founded the \"Bio Lab\"";
- mes "in order to continue with their research without Sage Varmunt.";
- next;
- cutin "heri3.bmp",2;
- emotion e_ag;
- mes "[Herico]";
- mes "What? \"Bio Lab\"? I didn't image that they could";
- mes "even think of that! I can't express enough of my resentment toward them!";
- next;
- mes "[Herico]";
- mes "Science is to benefit humankinds,";
- mes "not to harm them. I think that something must be done.";
- mes "Can you bring me a glass of water?";
- set hg_tre,50;
- close2;
- cutin "",255;
- end;
- }
- else if(hg_tre == 50)
- {
- mes "[Herico]";
- mes "Can you guess what I am thinking right now?";
- next;
- mes "[Herico]";
- mes "I am thinking about ^3131FFdestroying Regenschirm^000000.";
- next;
- mes "[Herico]";
- mes "Rekenber has become as powerful as this Schwaltzvalt Republic.";
- mes "I don't think that I could destroy the entire corporation.";
- mes "But even if I could, it could also lead to the fall of my country,";
- mes "because that's who big Rekenber means to this country.";
- next;
- mes "[Herico]";
- mes "So, instead, I am thinking to destroy \"Regenschirm\".";
- mes "Because the laboratory may not be as big as the corporation,";
- mes "but at the same time, it has a great meaning to them.";
- mes "I want to stop their inhumane and dangerous practice in research.";
- next;
- mes "[Herico]";
- mes "...*Sigh*...Unfortunately, I do not possess any power to";
- mes "proceed with my plan. Thus, I need your help, desperately.";
- next;
- mes "[Herico]";
- mes "Let me hear your opinion.";
- mes "Will you join me in destroying Regenschirm?";
- next;
- switch( select( "Sorry, I won't.","Yes, I will." ) )
- {
- case 1:
- mes "[Herico]";
- mes "I respect your decision since this is not something";
- mes "that is okay for you to make a quick judgement.";
- mes "I appreciate everything that you have done for me so far.";
- mes "And if you change your mind, feel free to come back any time.";
- close2;
- cutin "",255;
- end;
- break;
- case 2:
- cutin "heri2.bmp",2;
- mes "[Herico]";
- mes "I knew that you are too righteous to";
- mes "neglect lies and injustice.";
- mes "I have seen that through your eyes.";
- mes "I don't know how much we can achieve with this mission,";
- mes "but it is very meaningful for us to at least try.";
- next;
- mes "[Herico]";
- mes "Let's discuss further what we should do.";
- set hg_tre,51;
- close2;
- cutin "",255;
- end;
- break;
- }
- }
- else if(hg_tre == 51)
- {
- mes "[Herico]";
- mes "We must find out how we can stop them";
- mes "from doing more evil things, at least for a while.";
- mes "Regenschirm is a historic laboratory, and thus";
- mes "an enormous amount of accumulated research data";
- mes "has been saved within the laboratory.";
- mes "Without the research data,";
- mes "all the researching activity within Regenschirm";
- mes "will not be progressed.";
- next;
- mes "[Herico]";
- mes "Regenschirm is located at the underground level";
- mes "of Rekenber's Lighthalzen headquarters.";
- mes "It is where their filthy ambitions are reflected on.";
- mes "Please sneak into the laboratory";
- mes "and bring ^FF0000their research data^000000 to me.";
- set hg_tre,52;
- close2;
- cutin "",255;
- end;
- }
- else if(hg_tre == 52)
- {
- mes "[Herico]";
- mes "Regenschirm is located at the underground level";
- mes "of Rekenber's Laighthalzen headquarters.";
- mes "Can you sneak into the place and bring me their research data?";
- close2;
- cutin "heri1.bmp",255;
- end;
- }
- else if(hg_tre == 53)
- {
- mes "[Herico]";
- mes "Ah, you are back.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I had a little bit of trouble because I was caught by a guard.";
- mes "But I took care of it.";
- next;
- mes "[Herico]";
- mes "Thank you so much for your trouble.";
- mes "Haha, since they lost their research data,";
- mes "they wouldn't be able to continue with their research";
- mes "at least for a while, I hope.";
- next;
- mes "[Herico]";
- mes "Now, let's get into the next step, shall we?";
- mes "I know that you have gone through many difficulties so far,";
- mes "but this might be the most difficult thing that you've ever done.";
- next;
- mes "[Herico]";
- mes "In my opinion, the bio lab is the most important facility in Regenschirm.";
- mes "We must not let that kind of inhumane place exist in this world any longer.";
- mes "I am so horrified by the thought that they have been doing all sorts of evil things";
- mes "under an excuse of scientific research.";
- next;
- mes "[Herico]";
- mes "As I analyzed the research data which you have brought to me,";
- mes "the bio lab is consisted of 3 levels,";
- mes "and I suspect that the 2nd level is used to";
- mes "perform experimental research on living bodies.";
- next;
- mes "[Herico]";
- mes "I am pretty sure that we can find";
- mes "a miner who knows how to make";
- mes "Marine Sphere Bottles in ^3131FFEinbech^000000,";
- mes "since the Marine Sphere Bottles are needed to";
- mes "blast tunnels inside mines.";
- next;
- mes "[Herico]";
- mes "Haha...you know what I am going to ask you now, don't you?";
- next;
- mes "[Herico]";
- mes "Please go meet with ^3131FFthe Marine Sphere Bottle manufacturer^000000,";
- mes "and purchase some Marine Sphere Bottles.";
- mes "And explode ^3131FFthe bio experiment equipment^000000 in the 2nd level of bio lab!";
- next;
- mes "[Herico]";
- mes "I know that this is a difficult task. But, please understand";
- mes "that you are the only hope that I have.";
- mes "Please stop them from performing experimental research on living bodies!";
- delitem 7342,1; //File Folder
- set hg_tre,54;
- close2;
- cutin "",255;
- end;
- }
- else if(hg_tre == 54)
- {
- mes "[Herico]";
- mes "Please go meet with ^3131FFthe Marine Sphere Bottle manufacturer^000000,";
- mes "and purchase some Marine Sphere Bottles.";
- mes "And explode ^3131FFthe bio experiment equipment^000000 in the 2nd level of bio lab.";
- mes "You are the only hope that I have.";
- mes "Let's hope that it will work out well.";
- next;
- mes "[Herico]";
- mes "If you know anyone";
- mes "who can create Marine Sphere Bottles for you,";
- mes "you may use his instead.";
- close2;
- cutin "",255;
- end;
- }
- else if(hg_tre == 55)
- {
- mes "["+strcharinfo(0)+"]";
- mes "The machine was blown up.";
- next;
- cutin "heri2.bmp",2;
- mes "[Herico]";
- mes "Excellent! Excellent!";
- next;
- mes "[Herico]";
- mes "Now, I am relieved that they won't be able to";
- mes "proceed with their bio research at least for a while.";
- mes "You did a great job, and I am so proud of you.";
- next;
- cutin "heri1.bmp",2;
- mes "[Herico]";
- mes "I assume that there are";
- mes "some failed experimental objects remaining within the laboratory.";
- mes "According to the research document,";
- mes "those experimental objects are identified with ^3131FFHandcuffs^000000.";
- next;
- mes "[Herico]";
- mes "From now on, I will reward you every time when you bring me";
- mes "a certain amount of the Handcuffs.";
- next;
- mes "[Herico]";
- mes "And...even though we succeeded in stopping them for now,";
- mes "it will not last that long.";
- mes "We need someone who has a power to stop them permanently.";
- mes "Sadly, I am not the one.";
- next;
- mes "[Herico]";
- mes "By any chance, do you know a man who can aid his power in stopping them?";
- next;
- input .@inputstr$;
- if(.@inputstr$ == "President Karl" || .@inputstr$ == "President Weierstrass" || .@inputstr$ == "President" || .@inputstr$ == "Karl Weierstrass")
- {
- mes "["+strcharinfo(0)+"]";
- mes "I think that I know one...";
- next;
- mes "[Herico]";
- mes "Okay, tell me who he is.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Mr. President.....!";
- mes "Mr. President must be the one who can help us.";
- next;
- mes "[Herico]";
- mes "You mean Karl...something something?";
- mes "I may well say that Rekenber owns this country.";
- mes "I don't think that he has not been influenced by them.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "No, Mr. President, who I know,";
- mes "has been trying to free this country from Rekenber.";
- mes "Even if he was frustrated by a ridiculous reason at the last time,";
- mes "I believe that he has not given up in his hope.";
- next;
- mes "[Herico]";
- mes "Hmm...I see. Then I must count on your word.";
- mes "I am giving the research data back to you,";
- mes "so please bring it to Mr. President.";
- mes "Let's see how well he can handle it.";
- mes "I appreciate you for doing everything for me so far,";
- mes "I really appreciate it.";
- set hg_tre,56;
- getitem 7342,1;
- close2;
- cutin "",255;
- end;
- }
- mes "["+strcharinfo(0)+"]";
- mes "Umm...no, I don't think that I know anyone.";
- next;
- mes "[Herico]";
- mes "Oh...okay. Hmm...we certainly need someone";
- mes "with a power who can stop them permanently.";
- mes "Why don't you go to different cities and find the one";
- mes "who can help us? I am pretty sure that";
- mes "you will find one.";
- close2;
- cutin "",255;
- end;
- }
- else
- {
- if(countitem(7342))
- {
- mes "[Herico]";
- mes "Why are you still here?";
- mes "That research data will aid a great help to Mr. President.";
- mes "Please deliver it to him as soon as you can.";
- close2;
- cutin "",255;
- end;
- }
- else
- {
- mes "[Herico]";
- mes "Hey, welcome back.";
- next;
- switch( select( "I brought Handcuffs","Regarding Sage Varmunt's documents" ) )
- {
- case 1:
- mes "[Herico]";
- mes "I am willing to exchange 1 of level 4 food with 100 Handcuffs.";
- next;
- switch( select( "Exchange.","Cancel." ) )
- {
- case 1:
- if(countitem(7345) > 99) //Handcuffs
- {
- mes "[Herico]";
- mes "There you go, thank you for your trouble.";
- delitem 7345,100; //Handcuffs
- switch(rand(1,6))
- {
- case 1:
- getitem 12044,1; //Herb Marinade Beef
- break;
- case 2:
- getitem 12049,1; //Morroc Fruit Wine
- break;
- case 3:
- getitem 12059,1; //Lutie Cold Noodle
- break;
- case 4:
- getitem 12064,1; //Cream Sandwich
- break;
- case 5:
- getitem 12069,1; //Steamed Ancient Lips
- break;
- case 6:
- getitem 12054,1; //Seasoned Jellyfish
- break;
- }
- close2;
- cutin "",255;
- end;
- }
- else
- {
- mes "[Herico]";
- mes "I don't think that you have brought me 100 Handcuffs.";
- close2;
- cutin "",255;
- end;
- }
- break;
- case 2:
- break;
- }
- close2;
- cutin "",255;
- end;
- break;
- case 2:
- mes "[Herico]";
- mes "When I checked the research data that you have brought to me,";
- mes "it seemed that Sage Varmunt wrote his documents in cipher,";
- mes "so they could not decode them.";
- mes "That explains why they have been obsessed";
- mes "with bionic researches to figure out on their own.";
- close2;
- cutin "",255;
- end;
- break;
- }
- }
- }
- cutin "",255;
- end;
-
-}
-
-lhz_in03,39,44,3 script Enquro Carson 97,{
-
- if(hg_tre < 45)
- {
- mes "[Enquro Carson]";
- mes "Hello, everyone. This is Enquro Carson";
- mes "from Light News.";
- next;
- mes "[Enquro Carson]";
- mes "People want to hear prompt and accurate news.";
- mes "I feel proud of myself as a news reporter";
- mes "especially when people are astonished by the news";
- mes "which I am delivering to them.";
- close;
- }
- else if(hg_tre == 45)
- {
- mes "[Enquro Carson]";
- mes "Hello, everyone. This is Enquro Carson";
- mes "from Light News.";
- next;
- mes "[Enquro Carson]";
- mes "People want to hear prompt and accurate news.";
- mes "I feel proud of myself as a news reporter";
- mes "especially when people are astonished by the news";
- mes "which I am delivering to them.";
- next;
- switch( select( "Mercenary Rebellion","News reporter job" ) )
- {
- case 1:
- mes "[Enquro Carson]";
- mes "Hmm...Mercenary Rebellion...?";
- mes "It happened pretty long time ago.";
- mes "Mercenary soldiers lost their jobs";
- mes "after guardians were invented.";
- mes "And they insisted their social security";
- mes "through a violent method, so the government had to stop them with force.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Do you know any survivor of Mercenary Rebellion?";
- next;
- mes "[Enquro Carson]";
- mes "Welll...I was not assigned to the case,";
- mes "and the news reporter who kept the coverage of the case";
- mes "retired long time ago...";
- mes "Oh, I think that I can check";
- mes "if he has left any documents about the rebellion.";
- mes "Give me a moment.";
- next;
- mes "- *Rummage Rummage* -";
- mes "- *Rummage Rummage* -";
- mes "- *Rummage Rummage* -";
- next;
- mes "[Enquro Carson]";
- mes "Oh! I found it.";
- next;
- mes "[Enquro Carson]";
- mes "Mr. Balparan, yes, he is the news reporter,";
- mes "must be greatly intrigued by the rebellion.";
- mes "According to this documents, he tried to";
- mes "contact with the rebellion survivors";
- mes "after the rebellion ended in failure.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Can you tell me the survivors' locations?";
- next;
- mes "[Enquro Carson]";
- mes "Well, I am not supposed to release";
- mes "any kind of personal information to outside.";
- mes "Hmm...but it happened a long time ago, and";
- mes "I don't know if they are still alive or not...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Thank you so much!";
- next;
- mes "[Enquro Carson]";
- mes "Wait, wait, I didn't say that I would release their information yet.";
- mes "Actually my motto is that";
- mes "\"^3131FFEvery bit of information must be shared^000000\".";
- next;
- mes "[Enquro Carson]";
- mes "I hope that you are willing to share any information";
- mes "that you will find from the survivors with me.";
- mes "Oh yes, do you know what? \"Commutative contract\".";
- next;
- mes "[Enquro Carson]";
- mes "I heard of a private pub in Morroc,";
- mes "a city of Rune-Midgarts Kingdom";
- mes "that is not open to the public.";
- mes "People keep talking about the pub's best drink,";
- mes "and I wonder how delicious the drink will be.";
- mes "Can you please get me the drink? Hahaha, thanks!";
- set hg_tre,46;
- close;
- break;
- case 2:
- mes "[Enquro Carson]";
- mes ".......Hmmm...Hmmm...Hmmm.";
- next;
- mes "- Enquro Carson looks you up and down with squinting his eyes. -";
- next;
- mes "[Enquro Carson]";
- mes "You are not saying that you want to be a news reporter, are you?";
- close;
- break;
- }
- }
- else if(hg_tre == 46)
- {
- if(!countitem(12112) || !countitem(12113))
- {
- mes "[Enquro Carson]";
- mes "I heard of a private pub in Morroc,";
- mes "a city of Rune-Midgarts Kingdom";
- mes "that is not open to the public.";
- mes "People keep talking about the pub's best drink,";
- mes "and I wonder how delicious the drink will be.";
- mes "Can you please get me the drink? Hahaha, thanks!";
- close;
- }
- else
- {
- mes "[Enquro Carson]";
- mes "Wow, this is that famous drink!";
- mes "Let's see...*Gulp*";
- next;
- emotion e_no1;
- mes "[Enquro Carson]";
- mes "Wow! This is awsome!";
- mes "It is as delicious as I heard!";
- mes "Its taste is still lingering on my tongue,";
- mes "and it is like Wow!";
- next;
- mes "[Enquro Carson]";
- mes "Anyways, according to Mr. Balparan's documents,";
- mes "errr....yes, this must be the name of the last mercenary soldier.";
- mes "Mr. Balparan contacted with";
- mes "^3131FFWintzil Trony^000000,";
- mes "the last mercenary soldier for the last time in...";
- mes "^FF0000Hugel^000000. Wait, Hugel?";
- mes "Isn't that the small country at the corner of Schwaltzvalt Republic?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What? Hugel?";
- next;
- mes "[Enquro Carson]";
- mes "Previously, it was very difficult to get to Hugel";
- mes "because there was no safe route.";
- mes "Basically, the village was like an island within the continent,";
- mes "but ever since an airport was built there,";
- mes "the village is now having its period of prosperity.";
- next;
- mes "[Enquro Carson]";
- mes "You are lucky, you know that?";
- mes "Mr. Balparan gave up on meeting with the mercenary soldier";
- mes "in Hugel because it was too tough to just get there.";
- mes "But you, all you need to do is just getting on to the airship.";
- next;
- mes "[Enquro Carson]";
- mes "Oh, by the way, I hope that you will keep";
- mes "this secret between you and me.";
- mes "I released the personal information at my discretion,";
- mes "and I know that I am not allowed to do that. Hehe.";
- emotion e_gg;
- set hg_tre,47;
- delitem 12112,1; //Tropical Sograt
- delitem 12113,1; //Vermilion on the Beach
- close;
- }
- }
- else if(hg_tre == 47)
- {
- mes "[Enquro Carson]";
- mes "Just get on to the airship and go to Hugel.";
- mes "Hopefully you will meet with ^3131FFWintzil Trony^000000";
- mes "or his son...or something.";
- mes "Oh, be careful not to provoke him though.";
- mes "He used to be a mercenary soldier, and they were famed for their violence.";
- close;
- }
- else
- {
- mes "[Enquro Carson]";
- mes "This is very shameful for me to confess,";
- mes "but I tend to make lots and lots of spelling mistakes.";
- mes "Yeah, I know, it is a shame.";
- close;
- }
-
-}
-
-hu_in01,310,380,5 script Girl#hugel 891,{
-
- if(hg_tre < 47)
- {
- mes "[Girl]";
- mes "Bah, I am bored.";
- close;
- }
- else if(hg_tre == 47)
- {
- mes "[Girl]";
- mes "Hehe...are you from another city?";
- mes "Heheh.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hey, little lady?";
- mes "By any chance, do you know a man named \"Wintzil Trony\"?";
- next;
- mes "[Girl]";
- mes "There is no man named Wintzil Trony.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Huh?";
- next;
- mes "[Girl]";
- mes "I am the Wintzil Trony.";
- mes "I am a girl, not a man.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "...............................................................................................................";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "(^3131FFOh dear Odin, am I on a test?";
- mes "Or are you trying to make sure that I still have a good memory?";
- mes "How could...how could...how could this little child";
- mes "is the last mercenary soldier?! This is absurd!)";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Well...lady,";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Are you sure that you are the last mer....no, no.";
- mes "Then do you have any family member who shares the same name as yours?";
- mes "Like your father, for instance.";
- next;
- mes "[Wintzil Trony]";
- mes "I said, I am the only Wintzil Trony in my family.";
- mes "And I don't have a father.";
- mes "My mom is out of Hugel to sell Hugel's principal products.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Did...did your father pass away?";
- next;
- mes "[Wintzil Trony]";
- mes "I can't help it. He was too old.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Well...do you remember what your father";
- mes "used to do when he was alive?";
- next;
- mes "[Wintzil Trony]";
- mes "My father sowed seeds.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "(^3131FFGosh, she is not helping! This is not good!^000000)";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Well, lady, I think that people usually";
- mes "say \"cultivate a field\" instead of saying \"sowing seeds\".";
- mes "Did you know that?";
- next;
- mes "[Wintzil Trony]";
- mes "^3131FFBut my father had only one arm,";
- mes "so he couldn't do such a hard work like cultivating a field.^000000";
- mes "But, it was alright. I could help him because I am strong enough.";
- mes "I cultivated fields with my mom and my father.";
- mes "Do you want to know how strong I am? Look at this! Yap!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes ".................!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Umm...lady, can you show me your father's picture";
- mes "or something that used to belong to him?";
- next;
- mes "[Wintzil Trony]";
- mes "Beh~ You are just like the guy who came by a long time ago.";
- mes "He kept asking me things over and over again,";
- mes "then he became upset and left.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "(He might be the news reporter from the Light News.)";
- next;
- mes "[Wintzil Trony]";
- mes "My father was a farmer. That's all I can say.";
- mes "Beeeeh~";
- next;
- mes "[Wintzil Trony]";
- mes "I am living in a house that is pretty empty.";
- mes "All my father left to us is the shelf at the upstairs.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Do you mind if I take a look at your father's shelf?";
- next;
- mes "[Wintzil Trony]";
- mes "Sure!";
- mes "It is filled with books, and they don't look that interesting.";
- mes "But, can you be careful to treat the shelf? It is a keepsake from my father.";
- set hg_tre,48;
- close;
- }
- else if(hg_tre > 48)
- {
- mes "[Wintzil Trony]";
- mes "I am bored and bored! When is my mom coming back?";
- close;
- }
- else
- {
- mes "[Wintzil Trony]";
- mes "If you promise me that you will not break it,";
- mes "you can take a look at the shelf.";
- close;
- }
-
-}
-
-hu_in01,317,312,0 script Book 111,{
-
- cutin "hg_book.bmp",2;
- if(hg_tre > 47)
- {
- mes "- You picked up a very thick book. -";
- mes "- You opened the book and found out -";
- mes "- that there were a small book hidden behind.-";
- next;
- switch( select( "Read the small book.","Leave it alone." ) )
- {
- case 1:
- mes "- You picked up the small book. -";
- mes "- The book owner must want to -";
- mes "- keep it secret. -";
- next;
- set @whilevar,1;
- while(@whilevar)
- {
- switch( select( "Page 1","Page 2","Page 3","Page 4","Page 5","Page 6","Page 7","Page 8","Page 9","Stop Reading." ) )
- {
- case 1:
- mes "- You started reading the 1st page of the book. -";
- next;
- mes "Date: **month **day";
- mes "I was told that Rekenber succeeded";
- mes "in creating a type of machine called ^FF0000Guardian^000000.";
- mes "I have a bad feeling about that, so I decided to write a journal";
- mes "starting from today and keep everything in record.";
- mes "��";
- mes "\"^FF0000Guardian^000000\" is an android";
- mes "that was created based on the idea of \"^3131FFGiantes^000000\",";
- mes "the giant tribe that was said to live in an ancient age.";
- mes "It is memorized with various commands,";
- mes "so it is said to handle difficult things for humans as protecting";
- mes "important facilities and such.";
- mes "��";
- mes "However, those things are our job, the mercenary soldiers' job.";
- mes "Mercenary soldier groups in many areas";
- mes "are already agitated by the news of the Guardian creation.";
- mes "I am worried what is going to happen to us.";
- next;
- mes "...............................";
- mes "...............................";
- mes "...............................";
- next;
- break;
- case 2:
- mes "- You started reading the 2nd page of the book. -";
- next;
- mes "Date: **month **day";
- mes "Everybody in this place seems to be very confused and upset as well as me.";
- mes "I made a stupid mistake to slip on one of the stairs";
- mes "while absent-mindedly walking down. I really need to straighten myself out.";
- next;
- mes "...............................";
- mes "...............................";
- mes "...............................";
- next;
- break;
- case 3:
- mes "- You started reading the 3rd page of the book. -";
- next;
- mes "Date: **month **day";
- mes "Today, we, \"Republic Garrison\",";
- mes "were introduced to ^3131FF2 Guardians.";
- mes "Those machines joined us for their test operation^000000.";
- mes "Everyone seemed to be intimidated by their big and heavy frames.";
- mes "I thought that these machines were supposed to aid humans in doing";
- mes "hard works. But it doesn't seem to be true.";
- mes "To me, they are nothing but \"^FF0000weapons of mass destruction^000000\".";
- mes "Perhaps, they might be intended to be that way from the beginning.";
- mes "��";
- mes "What is going to be next after we finish testing the machines?";
- mes "No matter how bad other people criticize us for being greedy toward money,";
- mes "we always take pride in what we are doing, and we always do our best.";
- mes "We must try our best to do our job, otherwise we will be dead right away.";
- mes "But, now, we are losing our place to the lifeless machines.";
- mes "Many people have quit this job after the machines were introduced.";
- mes "I must admit that I am also being shaken by the thought.";
- mes "��";
- mes "Bah, god damn you, Rekenber! You just have created the worst invention in history!";
- next;
- mes "...............................";
- mes "...............................";
- mes "...............................";
- next;
- break;
- case 4:
- mes "- You started reading the 4th page of the book. -";
- next;
- mes "Date: **month **day";
- mes "No one wouldn't know how boring it is to mount guard with a machine.";
- next;
- mes "...............................";
- mes "...............................";
- mes "...............................";
- next;
- break;
- case 5:
- mes "- You started reading the 5th page of the book. -";
- next;
- mes "Date: **month **day";
- mes "Damn it! Finally it happened today!";
- mes "Today, our troops was in total disorder.";
- mes "One of the guardians caused an error and brought havoc.";
- mes "While we were terrified and didn't know what to do, that broken guardian";
- mes "crushed the commander of 'Blade Canine Mercenary' to death.";
- mes "��";
- mes "I can't remember how we could regain control over the broken guardian.";
- mes "My mind is still baffled for the fact that that machine actually killed an innocent guy as I was kind of worried about.";
- mes "Many people were dispatched from Rekenber to investigate this matter, so hopefully they will figure out";
- mes "what the hell was wrong with that machine.";
- mes "But, it is not going to change the fact that one of our comrade was taken his life by that merciless machine,";
- mes "and no once can replace his place for his family.";
- next;
- mes "...............................";
- mes "...............................";
- mes "...............................";
- next;
- break;
- case 6:
- mes "- You started reading the 6th page of the book. -";
- next;
- mes "Date: **month **day";
- mes "We received a message from upper management.";
- mes "\"^3131FFKeep our mouth from spreading the story to outside.^000000\", that's the content of message.";
- mes "Rekenber must have bribed the upper management of our troops with money.";
- mes "Otherwise, why would they want us to keep our mouth sealed about a such shocking incident?";
- mes "We, angry mercenary soldiers burst into rage right after the morning session was over.";
- mes "��";
- mes "We went ahead and spread the story about the shocking incident to every mercenary troops.";
- mes "And then we destroyed every guardian which we found in hangars.";
- mes "The sounds of hammering metal and sirens were echoing everywhere, everywhere you went.";
- mes "��";
- mes "...We took refuge in a safe place out of our unit because of what happened.";
- mes "We are planning to assert our social security to the public and inform the public with";
- mes "the danger of the guardians and the negligence of the government and Rekenber toward the incident.";
- mes "Our leader told us that he has sent out letters to every mercenary troop";
- mes "to encourage them to participate in what we are trying to do.";
- mes "��";
- mes "I feel like...that I have just turn into a no-way-out.";
- mes "I am facing my future with a deep sense of gloom.";
- next;
- mes "- You found a folded note between the pages that you were reading. -";
- next;
- switch( select( "Check the note.","Read the next page." ) )
- {
- case 1:
- next;
- mes "^3131FF.........................^000000";
- next;
- mes "^3131FF...I am so sorry for hearing such devastating news and for your loss.";
- mes "Every member of our troops are already aware of the shocking incident,";
- mes "and all of us are uncontrollably enraged.";
- mes "The government has been bribed ";
- mes "with Rekenber's filthy money and has become nothing but a puppet.";
- mes "We must take control over our life once again. Our future depends on us.";
- mes "We will join you, 'Blade Canine Mercenary' to fight for our rights.^000000";
- next;
- mes "^3131FF.........................^000000";
- next;
- break;
- case 2:
- break;
- }
- break;
- case 7:
- mes "- You started reading the 7th page.-";
- next;
- mes "Date: **month **day";
- mes "Our firm will was not enough.";
- mes "Our desperate effort was not enough!";
- mes "Many mercenary groups joined us to fight with the government and Rekenber.";
- mes "But we were too weak to compete with their invincible guardians. We were literally swept away.";
- mes "They were quicker than we expected in taking action, and lines and lines of guardians were coming after us.";
- mes "There was nothing that we could do. We met with a disastrous defeat in the battle with guardians.";
- mes "��";
- mes "Everybody is still in shock, but we can't give up now.";
- mes "I think that we are going to visit a house of a sage called \"Varmunt\" early in the morning.";
- mes "I don't know why, but it seems that the sage is against the use of guardians.";
- mes "People say that his mansion is rather like a fortress.";
- mes "I also don't know why someone would want to build his house";
- mes "as strong as a fortress. Regardless, I am pretty sure that his support will be a great help for us.";
- mes "";
- mes "It was a really tiring day today. It was also a very chaotic day.";
- mes "To be honest, I don't know what is going to happen now.";
- mes "I am scared if I would die helplessly. I am scared and depressed.";
- mes "Why must this happen to us, and what have we done to deserve such a horrible treatment?";
- next;
- mes "...............................";
- mes "...............................";
- mes "...............................";
- next;
- break;
- case 8:
- mes "- You started reading the 8th page. -";
- next;
- mes "Date: **month **day";
- mes "Our leader became desperate, so he sent a request to Schwaltzvalt Republic for ^3131FFa cease-fire agreement^000000.";
- mes "I guess that he was frightened by guardians around the Varmunt mansion.";
- mes "Sadly, Schwaltzvalt Republic declined our request without hesitation.";
- mes "They stated through their reponse that ^FF0000they would not tolerate this kind of unacceptable rebellion by any means,";
- mes "and thus, they would take strong action against the rebellion this time.^000000.";
- mes "I guess that the government is determined to eliminate us, the mercenary soldiers through this event.";
- mes "People now started showing their resentment toward us, who brought disorder to their country.";
- mes "This is not right. Something has went wrong. We just wanted the government to secure our lives, that was all.";
- mes "Since we were declined for a cease-fire agreement, we are planning to hold the last fight tomorrow in this place.";
- next;
- mes "...............................";
- mes "...............................";
- mes "...............................";
- next;
- break;
- case 9:
- mes "- You started reading the 9th page. -";
- next;
- mes "Date: **month **day";
- mes "It has been a while since I wrote a journal last time.";
- mes "I am in Hugel, a small town at the border of Schwaltzvalt Republic.";
- mes "Because of the locational penalty, people of this town seldom see outsiders, and if they see one, they treate them warmheartedly.";
- mes "Although I didn't have a time to write a journal that time, the last fight in the Varmunt mansion turned out to be our miserable defeat...as I was worried.";
- mes "I was told that Sage Varmunt disappeared after the fight, and all of his documents were taken by Rekenber.";
- mes "I am afraid that they might create a more powerful version of the existing guardian by using his documents.";
- mes "��";
- mes "I lost one arm during the last fight, and I barely escaped to Hugel.";
- mes "I feel so lucky to be in Hugel, because when I arrived, I was a total mess with only one arm,";
- mes "but the people in this town did not ask me anything but welcomed me.";
- mes " ";
- mes "I have nowhere to go any longer. I am planning to live my life here as long as nothing happens soon.";
- mes "��";
- mes "My arm is throbbing with pain again. The history of mercenary soldiers ended, and I need to rest.";
- mes "I hope that this will be the last page of my journal.";
- if(hg_tre == 48) set hg_tre,49;
- next;
- mes "- The journal was ended at the page. -";
- next;
- break;
- case 10:
- set @whilevar,0;
- mes "- You closed the book. -";
- close2;
- cutin "",255;
- end;
- break;
- }
- }
- break;
- case 2:
- mes "- You closed the book. -";
- close2;
- cutin "",255;
- end;
- break;
- }
-
- }
-
-}
-
-einbech,208,124,3 script Bomb Maker 851,{
-
- if(hg_tre == 54)
- {
- if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
- mes "[Boomer]";
- mes "Hey, you look pretty heavy, huh?";
- mes "Do you want me to help you?";
- close;
- }
- mes "[Boomer]";
- mes "Hey, what's up?";
- mes "I am a professional Marine Sphere Bottle maker.";
- mes "You can call me Boomer.";
- next;
- switch( select( "Buy Marine Sphere Bottle.","End conversation." ) )
- {
- case 1:
- mes "[Boomer]";
- mes "Heh, you want my Marine Sphere Bottles, huh?";
- mes "You know, my bomb never fail to blow things away.";
- mes "Do you want to cut a tunnel?";
- mes "You've got the right choice for the bomb here!";
- next;
- mes "[Boomer]";
- mes "One Marine Sphere Bottle is 3,000 zeny.";
- mes "You must understand that I am providing the bomb at such a low price";
- mes "considering its amazing performance!";
- mes "You will regret if you miss this chance. Hahaha!";
- next;
- switch( select( "Buy.","Cancel." ) )
- {
- case 1:
- if(Zeny < 3000)
- {
- mes "[Boomer]";
- mes "Errr...You must have been so hurry to carry your wallet with you.";
- close;
- }
- mes "[Boomer]";
- mes "Just make sure that you are not going to";
- mes "blow yourself away with this bomb, hahah!";
- set Zeny,Zeny-3000;
- getitem 7138,1; //Marine Sphere Bottle
- close;
- break;
- case 2:
- mes "[Boomer]";
- mes "I believe that you will end up coming back to me. Heheh.";
- close;
- break;
- }
- break;
- case 2:
- mes "[Boomer]";
- mes "Boom! Don't you need a bomb? Boom!";
- close;
- break;
- }
- }
- else
- {
- mes "[Boomer]";
- mes "Hey, what's up?";
- mes "I am a professional Marine Sphere Bottle maker.";
- mes "You can call me Boomer.";
- close;
- }
-
-}
-
-hu_fild06,168,359,3 script Moks Mushrooms#Mush1 111,{
-
- if(hg_tre > 9 && hg_tre < 15)
- {
- mes "- You found mushrooms that are as big as your palm. -";
- next;
- switch( select( "Gather them.","Pass." ) )
- {
- case 1:
- mes "- You decided to gather the mushrooms. -";
- next;
- mes "- *Snip Snip* -";
- next;
- mes "- *Snip Snip* -";
- mes "- *Snip Snip* -";
- next;
- mes "- *Snip Snip* -";
- mes "- *Snip Snip* -";
- mes "- *Snip Snip* -";
- specialeffect2 EF_CONE;
- next;
- if(rand(1,5) > 4)
- {
- mes "- You were being clumsy and broke the mushrooms. You have failed in gathering the mushrooms. -";
- specialeffect2 EF_STUNATTACK;
- close;
- }
- mes "- You have successfully gathered mushrooms. -";
- specialeffect2 EF_VALLENTINE2;
- set hg_tre,hg_tre+1;
- if(hg_tre == 11)
- mes "Collected Moks Mushroom Solution: 1ea ";
- else if(hg_tre == 12)
- mes "Collected Moks Mushroom Solution: 2ea ";
- else if(hg_tre == 13)
- mes "Collected Moks Mushroom Solution: 3ea ";
- else if(hg_tre == 14)
- mes "Collected Moks Mushroom Solution: 4ea ";
- else if(hg_tre == 15)
- mes "Collected Moks Mushroom Solution: 5ea ";
- initnpctimer;
- disablenpc "Moks Mushrooms#Mush1";
- close;
- break;
- case 2:
- mes "- You decided to pass by them. -";
- close;
- break;
- }
- }
- else if(hg_tre == 15)
- {
- mes "["+strcharinfo(0)+"]";
- mes "I think that this will do.";
- close;
- }
-
-OnTimer20000:
- enablenpc "Moks Mushrooms#Mush1";
- stopnpctimer;
- end;
-
-}
-
-hu_fild06,194,341,3 script Moks Mushrooms#Mush2 111,{
-
- if(hg_tre > 9 && hg_tre < 15)
- {
- mes "- You found mushrooms that are as big as your palm. -";
- next;
- switch( select( "Gather them.","Pass." ) )
- {
- case 1:
- mes "- You decided to gather the mushrooms. -";
- next;
- mes "- *Snip Snip* -";
- next;
- mes "- *Snip Snip* -";
- mes "- *Snip Snip* -";
- next;
- mes "- *Snip Snip* -";
- mes "- *Snip Snip* -";
- mes "- *Snip Snip* -";
- specialeffect2 EF_CONE;
- next;
- if(rand(1,5) > 4)
- {
- mes "- You were being clumsy and broke the mushrooms. You have failed in gathering the mushrooms. -";
- specialeffect2 EF_STUNATTACK;
- close;
- }
- mes "- You have successfully gathered mushrooms. -";
- specialeffect2 EF_VALLENTINE2;
- set hg_tre,hg_tre+1;
- if(hg_tre == 11)
- mes "Collected Moks Mushroom Solution: 1ea ";
- else if(hg_tre == 12)
- mes "Collected Moks Mushroom Solution: 2ea ";
- else if(hg_tre == 13)
- mes "Collected Moks Mushroom Solution: 3ea ";
- else if(hg_tre == 14)
- mes "Collected Moks Mushroom Solution: 4ea ";
- else if(hg_tre == 15)
- mes "Collected Moks Mushroom Solution: 5ea ";
- initnpctimer;
- disablenpc "Moks Mushrooms#Mush2";
- close;
- break;
- case 2:
- mes "- You decided to pass by them. -";
- close;
- break;
- }
- }
- else if(hg_tre == 15)
- {
- mes "["+strcharinfo(0)+"]";
- mes "I think that this will do.";
- close;
- }
-
-OnTimer20000:
- enablenpc "Moks Mushrooms#Mush2";
- stopnpctimer;
- end;
-
-}
-
-hu_fild06,198,339,3 script Moks Mushrooms#Mush3 111,{
-
- if(hg_tre > 9 && hg_tre < 15)
- {
- mes "- You found mushrooms that are as big as your palm. -";
- next;
- switch( select( "Gather them.","Pass." ) )
- {
- case 1:
- mes "- You decided to gather the mushrooms. -";
- next;
- mes "- *Snip Snip* -";
- next;
- mes "- *Snip Snip* -";
- mes "- *Snip Snip* -";
- next;
- mes "- *Snip Snip* -";
- mes "- *Snip Snip* -";
- mes "- *Snip Snip* -";
- specialeffect2 EF_CONE;
- next;
- if(rand(1,5) > 4)
- {
- mes "- You were being clumsy and broke the mushrooms. You have failed in gathering the mushrooms. -";
- specialeffect2 EF_STUNATTACK;
- close;
- }
- mes "- You have successfully gathered mushrooms. -";
- specialeffect2 EF_VALLENTINE2;
- set hg_tre,hg_tre+1;
- if(hg_tre == 11)
- mes "Collected Moks Mushroom Solution: 1ea ";
- else if(hg_tre == 12)
- mes "Collected Moks Mushroom Solution: 2ea ";
- else if(hg_tre == 13)
- mes "Collected Moks Mushroom Solution: 3ea ";
- else if(hg_tre == 14)
- mes "Collected Moks Mushroom Solution: 4ea ";
- else if(hg_tre == 15)
- mes "Collected Moks Mushroom Solution: 5ea ";
- initnpctimer;
- disablenpc "Moks Mushrooms#Mush3";
- close;
- break;
- case 2:
- mes "- You decided to pass by them. -";
- close;
- break;
- }
- }
- else if(hg_tre == 15)
- {
- mes "["+strcharinfo(0)+"]";
- mes "I think that this will do.";
- close;
- }
-
-OnTimer20000:
- enablenpc "Moks Mushrooms#Mush3";
- stopnpctimer;
- end;
-
-}
-
-hugel,209,163,3 script Clam#C1 111,{
-
- if(hg_tre > 19 && hg_tre < 25)
- {
- mes "- You found very fresh clams whose shells are shining under the sunlight. -";
- next;
- switch( select( "Gather them.","Pass." ) )
- {
- case 1:
- mes "- You started opening clam shells to gather Clam Flesh.-";
- next;
- mes "- *Snip Snip* -";
- next;
- mes "- *Snip Snip* -";
- mes "- *Snip Snip* -";
- next;
- mes "- *Snip Snip* -";
- mes "- *Snip Snip* -";
- mes "- *Snip Snip* -";
- specialeffect2 EF_CONE;
- next;
- if(rand(1,5) > 4)
- {
- mes "- Clams are too strong to open. You have failed in gathering Clam Flesh. -";
- specialeffect2 EF_STUNATTACK;
- close;
- }
- mes "- You have successfully gathered Clam Flesh. -";
- specialeffect2 EF_VALLENTINE2;
- set hg_tre,hg_tre+1;
- if(hg_tre == 21)
- mes "Collected Clam Flesh: 1ea ";
- else if(hg_tre == 22)
- mes "Collected Clam Flesh: 2ea ";
- else if(hg_tre == 23)
- mes "Collected Clam Flesh: 3ea ";
- else if(hg_tre == 24)
- mes "Collected Clam Flesh: 4ea ";
- else if(hg_tre == 25)
- mes "Collected Clam Flesh: 5ea ";
- initnpctimer;
- disablenpc "Clam#C1";
- close;
- break;
- case 2:
- mes "- You decided to pass by them. -";
- close;
- break;
- }
- }
- else if(hg_tre == 25)
- {
- mes "["+strcharinfo(0)+"]";
- mes "I think that this will do.";
- close;
- }
-
-OnTimer20000:
- enablenpc "Clam#C1";
- stopnpctimer;
- end;
-
-}
-
-hugel,203,166,3 script Clam#C2 111,{
-
- if(hg_tre > 19 && hg_tre < 25)
- {
- mes "- You found very fresh clams whose shells are shining under the sunlight. -";
- next;
- switch( select( "Gather them.","Pass." ) )
- {
- case 1:
- mes "- You started opening clam shells to gather Clam Flesh.-";
- next;
- mes "- *Snip Snip* -";
- next;
- mes "- *Snip Snip* -";
- mes "- *Snip Snip* -";
- next;
- mes "- *Snip Snip* -";
- mes "- *Snip Snip* -";
- mes "- *Snip Snip* -";
- specialeffect2 EF_CONE;
- next;
- if(rand(1,5) > 4)
- {
- mes "- Clams are too strong to open. You have failed in gathering Clam Flesh. -";
- specialeffect EF_STUNATTACK;
- close;
- }
- mes "- You have successfully gathered Clam Flesh. -";
- specialeffect2 EF_VALLENTINE2;
- set hg_tre,hg_tre+1;
- if(hg_tre == 21)
- mes "Collected Clam Flesh: 1ea ";
- else if(hg_tre == 22)
- mes "Collected Clam Flesh: 2ea ";
- else if(hg_tre == 23)
- mes "Collected Clam Flesh: 3ea ";
- else if(hg_tre == 24)
- mes "Collected Clam Flesh: 4ea ";
- else if(hg_tre == 25)
- mes "Collected Clam Flesh: 5ea ";
- initnpctimer;
- disablenpc "Clam#C2";
- close;
- break;
- case 2:
- mes "- You decided to pass by them. -";
- close;
- break;
- }
- }
- else if(hg_tre == 25)
- {
- mes "["+strcharinfo(0)+"]";
- mes "I think that this will do.";
- close;
- }
-
-OnTimer20000:
- enablenpc "Clam#C2";
- stopnpctimer;
- end;
-
-}
-
-hugel,217,158,3 script Clam#C3 111,{
-
- if(hg_tre > 19 && hg_tre < 25)
- {
- mes "- You found very fresh clams whose shells are shining under the sunlight. -";
- next;
- switch( select( "Gather them.","Pass." ) )
- {
- case 1:
- mes "- You started opening clam shells to gather Clam Flesh.-";
- next;
- mes "- *Snip Snip* -";
- next;
- mes "- *Snip Snip* -";
- mes "- *Snip Snip* -";
- next;
- mes "- *Snip Snip* -";
- mes "- *Snip Snip* -";
- mes "- *Snip Snip* -";
- specialeffect2 EF_CONE;
- next;
- if(rand(1,5) > 4)
- {
- mes "- Clams are too strong to open. You have failed in gathering Clam Flesh. -";
- specialeffect2 EF_STUNATTACK;
- close;
- }
- mes "- You have successfully gathered Clam Flesh. -";
- specialeffect2 EF_VALLENTINE2;
- set hg_tre,hg_tre+1;
- if(hg_tre == 21)
- mes "Collected Clam Flesh: 1ea ";
- else if(hg_tre == 22)
- mes "Collected Clam Flesh: 2ea ";
- else if(hg_tre == 23)
- mes "Collected Clam Flesh: 3ea ";
- else if(hg_tre == 24)
- mes "Collected Clam Flesh: 4ea ";
- else if(hg_tre == 25)
- mes "Collected Clam Flesh: 5ea ";
- initnpctimer;
- disablenpc "Clam#C3";
- close;
- break;
- case 2:
- mes "- You decided to pass by them. -";
- close;
- break;
- }
- }
- else if(hg_tre == 25)
- {
- mes "["+strcharinfo(0)+"]";
- mes "I think that this will do.";
- close;
- }
-
-OnTimer20000:
- enablenpc "Clam#C3";
- stopnpctimer;
- end;
-
-}
-
-hugel,204,150,3 script Clam#C4 111,{
-
- if(hg_tre > 19 && hg_tre < 25)
- {
- mes "- You found very fresh clams whose shells are shining under the sunlight. -";
- next;
- switch( select( "Gather them.","Pass." ) )
- {
- case 1:
- mes "- You started opening clam shells to gather Clam Flesh.-";
- next;
- mes "- *Snip Snip* -";
- next;
- mes "- *Snip Snip* -";
- mes "- *Snip Snip* -";
- next;
- mes "- *Snip Snip* -";
- mes "- *Snip Snip* -";
- mes "- *Snip Snip* -";
- specialeffect2 EF_CONE;
- next;
- if(rand(1,5) > 4)
- {
- mes "- Clams are too strong to open. You have failed in gathering Clam Flesh. -";
- specialeffect2 EF_STUNATTACK;
- close;
- }
- mes "- You have successfully gathered Clam Flesh. -";
- specialeffect2 EF_VALLENTINE2;
- set hg_tre,hg_tre+1;
- if(hg_tre == 21)
- mes "Collected Clam Flesh: 1ea ";
- else if(hg_tre == 22)
- mes "Collected Clam Flesh: 2ea ";
- else if(hg_tre == 23)
- mes "Collected Clam Flesh: 3ea ";
- else if(hg_tre == 24)
- mes "Collected Clam Flesh: 4ea ";
- else if(hg_tre == 25)
- mes "Collected Clam Flesh: 5ea ";
- initnpctimer;
- disablenpc "Clam#C4";
- close;
- break;
- case 2:
- mes "- You decided to pass by them. -";
- close;
- break;
- }
- }
- else if(hg_tre == 25)
- {
- mes "["+strcharinfo(0)+"]";
- mes "I think that this will do.";
- close;
- }
-
-OnTimer20000:
- enablenpc "Clam#C4";
- stopnpctimer;
- end;
-
-}
-
-hu_fild06,155,309,1 script Moks Bugs#Bug1 1053,{
-
- if(hg_tre > 29 && hg_tre < 35)
- {
- mes "- You found big brown Moks Bugs in the bushes. -";
- next;
- switch( select( "Catch them.","Pass." ) )
- {
- case 1:
- mes "- You nervously stretched your hands toward Moks Bugs.-";
- next;
- mes "- *Whizz Whizz*-";
- next;
- mes "- *Whizz Whizz Bzzzz* -";
- mes "- *Whizz Whizz*-";
- next;
- mes "- *Whizz Whizz Bzzzz* -";
- mes "- *Whizz Whizz*-";
- mes "- *Whizz Whizz*-";
- specialeffect2 EF_CONE;
- next;
- if(rand(1,5) > 4)
- {
- mes "- The bugs quickly ran away. You have failed to gather their shells. -";
- specialeffect2 EF_STUNATTACK;
- close;
- }
- mes "- You have successfully gathered Moks Bugs Shells. -";
- specialeffect2 EF_VALLENTINE2;
- set hg_tre,hg_tre+1;
- if(hg_tre == 31)
- mes "Collected Moks Bugs Shells: 1ea ";
- else if(hg_tre == 32)
- mes "Collected Moks Bugs Shells: 2ea ";
- else if(hg_tre == 33)
- mes "Collected Moks Bugs Shells: 3ea ";
- else if(hg_tre == 34)
- mes "Collected Moks Bugs Shells: 4ea ";
- else if(hg_tre == 35)
- mes "Collected Moks Bugs Shells: 5ea ";
- initnpctimer;
- disablenpc "Moks Bugs#Bug1";
- close;
- break;
- case 2:
- mes "- You decided to pass by them. -";
- close;
- break;
- }
- }
- else if(hg_tre == 35)
- {
- mes "["+strcharinfo(0)+"]";
- mes "Aww...I don't want to touch dirty things like bugs!";
- close;
- }
-
-OnTimer20000:
- enablenpc "Moks Bugs#Bug1";
- stopnpctimer;
- end;
-
-}
-
-hu_fild06,218,320,1 script Moks Bugs#Bug2 1053,{
-
- if(hg_tre > 29 && hg_tre < 35)
- {
- mes "- You found big brown Moks Bugs in the bushes. -";
- next;
- switch( select( "Catch them","Pass." ) )
- {
- case 1:
- mes "- You nervously stretched your hands toward Moks Bugs.-";
- next;
- mes "- *Whizz Whizz*-";
- next;
- mes "- *Whizz Whizz Bzzzz* -";
- mes "- *Whizz Whizz*-";
- next;
- mes "- *Whizz Whizz Bzzzz* -";
- mes "- *Whizz Whizz*-";
- mes "- *Whizz Whizz*-";
- specialeffect2 EF_CONE;
- next;
- if(rand(1,5) > 4)
- {
- mes "- The bugs quickly ran away. You have failed to gather their shells. -";
- specialeffect2 EF_STUNATTACK;
- close;
- }
- mes "- You have successfully gathered Moks Bugs Shells. -";
- specialeffect2 EF_VALLENTINE2;
- set hg_tre,hg_tre+1;
- if(hg_tre == 31)
- mes "Collected Moks Bugs Shells: 1ea ";
- else if(hg_tre == 32)
- mes "Collected Moks Bugs Shells: 2ea ";
- else if(hg_tre == 33)
- mes "Collected Moks Bugs Shells: 3ea ";
- else if(hg_tre == 34)
- mes "Collected Moks Bugs Shells: 4ea ";
- else if(hg_tre == 35)
- mes "Collected Moks Bugs Shells: 5ea ";
- initnpctimer;
- disablenpc "Moks Bugs#Bug2";
- close;
- break;
- case 2:
- mes "- You decided to pass by them. -";
- close;
- break;
- }
- }
- else if(hg_tre == 35)
- {
- mes "["+strcharinfo(0)+"]";
- mes "Aww...I don't want to touch dirty things like bugs!";
- close;
- }
-
-OnTimer20000:
- enablenpc "Moks Bugs#Bug2";
- stopnpctimer;
- end;
-
-}
-
-hu_fild06,249,329,1 script Moks Bugs#Bug3 1053,{
-
- if(hg_tre > 29 && hg_tre < 35)
- {
- mes "- You found big brown Moks Bugs in the bushes. -";
- next;
- switch( select( "Catch them","Pass." ) )
- {
- case 1:
- mes "- You nervously stretched your hands toward Moks Bugs.-";
- next;
- mes "- *Whizz Whizz*-";
- next;
- mes "- *Whizz Whizz Bzzzz* -";
- mes "- *Whizz Whizz*-";
- next;
- mes "- *Whizz Whizz Bzzzz* -";
- mes "- *Whizz Whizz*-";
- mes "- *Whizz Whizz*-";
- specialeffect2 EF_CONE;
- next;
- if(rand(1,5) > 4)
- {
- mes "- The bugs quickly ran away. You have failed to gather their shells. -";
- specialeffect2 EF_STUNATTACK;
- close;
- }
- mes "- You have successfully gathered Moks Bugs Shells. -";
- specialeffect2 EF_VALLENTINE2;
- set hg_tre,hg_tre+1;
- if(hg_tre == 31)
- mes "Collected Moks Bugs Shells: 1ea ";
- else if(hg_tre == 32)
- mes "Collected Moks Bugs Shells: 2ea ";
- else if(hg_tre == 33)
- mes "Collected Moks Bugs Shells: 3ea ";
- else if(hg_tre == 34)
- mes "Collected Moks Bugs Shells: 4ea ";
- else if(hg_tre == 35)
- mes "Collected Moks Bugs Shells: 5ea ";
- initnpctimer;
- disablenpc "Moks Bugs#Bug3";
- close;
- break;
- case 2:
- mes "- You decided to pass by them. -";
- close;
- break;
- }
- }
- else if(hg_tre == 35)
- {
- mes "["+strcharinfo(0)+"]";
- mes "Aww...I don't want to touch dirty things like bugs!";
- close;
- }
-
-OnTimer20000:
- enablenpc "Moks Bugs#Bug3";
- stopnpctimer;
- end;
-
-}
-
-hu_fild06,218,373,1 script Moks Bugs#Bug4 1053,{
-
- if(hg_tre > 29 && hg_tre < 35)
- {
- mes "- You found big brown Moks Bugs in the bushes. -";
- next;
- switch( select( "Catch them.","Pass." ) )
- {
- case 1:
- mes "- You nervously stretched your hands toward Moks Bugs.-";
- next;
- mes "- *Whizz Whizz*-";
- next;
- mes "- *Whizz Whizz Bzzzz* -";
- mes "- *Whizz Whizz*-";
- next;
- mes "- *Whizz Whizz Bzzzz* -";
- mes "- *Whizz Whizz*-";
- mes "- *Whizz Whizz*-";
- specialeffect2 EF_CONE;
- next;
- if(rand(1,5) > 4)
- {
- mes "- The bugs quickly ran away. You have failed to gather their shells. -";
- specialeffect2 EF_STUNATTACK;
- close;
- }
- mes "- You have successfully gathered Moks Bugs Shells. -";
- specialeffect2 EF_VALLENTINE2;
- set hg_tre,hg_tre+1;
- if(hg_tre == 31)
- mes "Collected Moks Bugs Shells: 1ea ";
- else if(hg_tre == 32)
- mes "Collected Moks Bugs Shells: 2ea ";
- else if(hg_tre == 33)
- mes "Collected Moks Bugs Shells: 3ea ";
- else if(hg_tre == 34)
- mes "Collected Moks Bugs Shells: 4ea ";
- else if(hg_tre == 35)
- mes "Collected Moks Bugs Shells: 5ea ";
- initnpctimer;
- disablenpc "Moks Bugs#Bug4";
- close;
- break;
- case 2:
- mes "- You decided to pass by them. -";
- close;
- break;
- }
- }
- else if(hg_tre == 35)
- {
- mes "["+strcharinfo(0)+"]";
- mes "Aww...I don't want to touch dirty things like bugs!";
- close;
- }
-
-OnTimer20000:
- enablenpc "Moks Bugs#Bug4";
- stopnpctimer;
- end;
-
-}
-
-lhz_in01,214,129,0 script A Pile of Paper 111,{
-
- if(hg_tre == 52)
- {
- mes "- You found a pile of paper that was tied up with a thick ribbon.";
- mes "On the very top paper, a period and a title saying 'Report of the **th Research'";
- mes "were written.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Good, I must take this with me.";
- set hg_tre,53;
- getitem 7342,1; //File folder
- donpcevent "HuMSpawner::OnMonster";
- close;
- }
-
-}
-
-lhz_in01,235,129,0 script HuMSpawner 139,{
-
- OnMonster:
- if(rand(0,1))
- mapannounce "lhz_in01","Intruder alert! Protect the research documents!",1,0xFF0000;
- else
- mapannounce "lhz_in01","Intruder alert! Intruder alert!",1,0xFF0000;
- monster "lhz_in01",208,133,"Guard",1682,1,"HuMSpawner::OnMonsterDead";
- monster "lhz_in01",217,135,"Guard",1682,1,"HuMSpawner::OnMonsterDead";
- initnpctimer;
- end;
-
-OnTimer60000:
- killmonster "lhz_in01","HuMSpawner::OnMonsterDead";
- stopnpctimer;
- end;
-
-OnMonsterDead:
- end;
-
-}
-
-lhz_dun02,244,226,0 script Unethical Machine 111,{
-
- if(hg_tre == 54)
- {
- if(countitem(7138))
- {
- mes "["+strcharinfo(0)+"]";
- mes "This must be it...whoa, it looks very spooky.";
- mes "Today, I am going to destroy you";
- mes "for making innocent people's lives miserable!";
- next;
- mes "- You threw a Marine Sphere Bottle toward the machine. -";
- next;
- mes "BOOM!";
- specialeffect2 EF_SUI_EXPLOSION;
- enablenpc "HiddenExplosion";
- mapannounce "lhz_dun02","Beep------------------ ",1,0x99CCFF;
- delitem 7138,1; //Marine sphere bottle
- set hg_tre,55;
- close;
- }
- else
- {
- mes "- You were staggered for the fact that";
- mes "you forgot to bring the Marine Sphere Bottle with you. -";
- close;
- }
- }
-
-}
-
-lhz_dun02,244,227,0 script HiddenExplosion 139,5,5,{
-OnInit:
- disablenpc "HiddenExplosion";
- end;
-
-OnTouch:
- percentheal -10,0;
- specialeffect EF_HIT5;
- disablenpc "HiddenExplosion";
- end;
-
-}
-
-hu_in01,365,170,3 script Girl#Hu 793,{
-
- mes "[Girl]";
- mes "I love sitting in front of a stove because it makes me warm~";
- mes "Ah...it is so warm and relaxing...and now I feel sleepy...Zzzzz Zzzz...";
- close;
-
-}
-
-hu_in01,377,106,3 script Pub Granny 892,{
-
- mes "[Pub Granny]";
- mes "Recently we have many tourists visiting our town.";
- mes "They make me pretty busy, but I am so happy to see them enjoying my food. Hohoho!";
- close;
-}
-
-//-------------------------------------------------------------------------
-// Memory Quest
-//-------------------------------------------------------------------------
-
-hugel,198,169,0 script #HugelTree 139,2,2,{
-
- if(BaseLevel > 49)
- {
- if(!hg_memory)
- {
- set hg_memory,1;
- mes "^3355FFFor some reason, you";
- mes "feel very warm, safe,";
- mes "and secure near this";
- mes "tree. Just being near";
- mes "it brings you a sense";
- mes "of overwhelming comfort.^000000";
- close;
- }
- else if(hg_memory == 1)
- {
- mes "^3355FFFor some reason, you";
- mes "feel very warm, safe,";
- mes "and secure near this";
- mes "tree. Just being near";
- mes "it brings you a sense";
- mes "of overwhelming comfort.^000000";
- close;
- }
- else if(hg_memory == 6)
- {
- specialeffect2 EF_BEGINSPELL5;
- mes "^3355FFWhat's this strange";
- mes "feeling of dread?";
- mes "This peculiar chill...";
- mes "It's almost as if you";
- mes "were in Nifflheim...^000000";
- close;
- }
- else
- {
- mes "^3355FFFor some reason, you";
- mes "feel very warm, safe,";
- mes "and secure near this";
- mes "tree. Just being near";
- mes "it brings you a sense";
- mes "of overwhelming comfort.^000000";
- close;
- }
- }
- else
- {
- mes "^3355FFFor some reason, you";
- mes "feel very warm, safe,";
- mes "and secure near this";
- mes "tree. Just being near";
- mes "it brings you a sense";
- mes "of overwhelming comfort.^000000";
- close;
- }
-
-}
-
-hugel,191,172,3 script Manainne 892,1,{
-
- if(hg_memory == 1)
- {
- mes "[Manainne]";
- mes "This tree means so much";
- mes "to everyone in this town,";
- mes "and we all have special";
- mes "memories of this place. But";
- mes "that El Schatt fellow plans to";
- mes "chop it down for his shop...";
- next;
- mes "[Manainne]";
- mes "You see him? That's";
- mes "El Schatt right there.";
- mes "I've never met anyone";
- mes "so cruel and selfish!";
- mes "Right now he's surveying";
- mes "the land for construction...";
- set hg_memory,2;
- close;
- }
- else if(hg_memory == 2)
- {
- mes "[Manainne]";
- mes "This tree means so much";
- mes "to everyone in this town,";
- mes "and we all have special";
- mes "memories of this place. But";
- mes "that El Schatt fellow plans to";
- mes "chop it down for his shop...";
- next;
- mes "[Manainne]";
- mes "You see him? That's";
- mes "El Schatt right there.";
- mes "I've never met anyone";
- mes "so cruel and selfish!";
- mes "Right now he's surveying";
- mes "the land for construction...";
- close;
- }
- else if(hg_memory == 5)
- {
- mes "[Manainne]";
- mes "You know, El Schatt and";
- mes "I used to get along when";
- mes "he dated my older sister,";
- mes "Kanainne. In fact, they'd";
- mes "always spend time together^FFFFFF ^000000 right under that tree. Weird, huh?";
- next;
- mes "[Manainne]";
- mes "Then, well, Kanainne";
- mes "got really sick, and we...";
- mes "We couldn't help her. She";
- mes "passed away, and then El Schatt";
- mes "just disappeared. It was only";
- mes "recently that he's come back.";
- next;
- mes "[Manainne]";
- mes "Now El Schatt is just a";
- mes "heartless, money grubbing...!";
- mes "He's completely changed.";
- mes "My sister would be rolling";
- mes "in her grave, seeing him now...";
- set hg_memory,6;
- close;
- }
- else if(hg_memory == 6)
- {
- mes "[Manainne]";
- mes "Now El Schatt is just a";
- mes "heartless, money grubbing...!";
- mes "He's completely changed.";
- mes "My sister would be rolling";
- mes "in her grave, seeing him now...";
- close;
- }
- else if(hg_memory == 7)
- {
- mes "[Manainne]";
- mes "What? That's...";
- mes "That's an incredible";
- mes "story. You met my dead";
- mes "sister in Nifflheim?! You";
- mes "must be lying to me!";
- next;
- mes "[Manainne]";
- mes "Let's... Let's just";
- mes "stop talking about this,";
- mes "okay? I appreciate that you";
- mes "want to stop El Schatt from";
- mes "cutting down our tree, but";
- mes "this is almost too much.";
- next;
- set hg_memory,8;
- mes "[Manainne]";
- mes "Gosh, all that talk";
- mes "about Nifflheim is...";
- mes "It's giving me the chills!";
- mes "A-aren't you cold?";
- close;
- }
- else if(hg_memory == 8)
- {
- mes "[Manainne]";
- mes "......";
- mes ".........";
- mes "Huh? You're...";
- mes "Still here...?";
- next;
- mes "[Manainne]";
- mes "Y-you know what's";
- mes "weird? The weather's";
- mes "perfectly fine, but I...";
- mes "I feel so cold all of a";
- mes "sudden. You don't feel";
- mes "it at all, don't you?";
- next;
- mes "[Manainne]";
- mes "I think I'm coming down";
- mes "with something. My head";
- mes "feels so numb, and I c-can't";
- mes "focus any of my thoughts.";
- mes "This is freakin' me out...";
- next;
- mes "[Manainne]";
- mes "...!";
- next;
- set hg_memory,9;
- mes "[Manainne]";
- mes "......";
- mes "..........";
- close;
- }
- else if(hg_memory == 9)
- {
- mes "[Manainne]";
- mes "...I'm here. I'm really";
- mes "back! Oh, it's been so";
- mes "long! Hello, adventurer,";
- mes "remember me? I'm Kanainne,";
- mes "the spirit you saw down in";
- mes "Nifflheim. Let me explain...";
- next;
- mes "[Manainne]";
- mes "My spirit was able to follow";
- mes "you here, and now that I'm";
- mes "here, I only have so much time";
- mes "to possess my sister's body,";
- mes "and then talk to El Schatt.";
- mes "El Schatt? El Schatt...?";
- next;
- mes "[El Schatt]";
- mes "Manainne...?";
- mes "What do you want?";
- mes "Quit bugging me,";
- mes "I'm busy right now...";
- next;
- mes "[Manainne]";
- mes "It's... It's me,";
- mes "El Schatt, it's Kanainne.";
- mes "Of course you remember";
- mes "me, right? Listen, I need to--";
- next;
- mes "[El Schatt]";
- mes "Manainne...?!";
- mes "I'm shocked...";
- mes "Don't you respect";
- mes "your own sister?!";
- mes "I can't believe you'd...";
- mes "Knock it off right now!";
- next;
- set hg_memory,10;
- mes "[El Schatt]";
- mes "Look, out of my respect";
- mes "for you and the relationship";
- mes "that me and your sister had,";
- mes "I'm going to forget you said";
- mes "that. But don't you dare use";
- mes "her name that way again!";
- next;
- mes "[Manainne]";
- mes "......";
- mes ".........";
- mes "............";
- close;
- }
- else if(hg_memory == 10)
- {
- mes "[Manainne]";
- mes "Wait, El Schatt!";
- mes "It's really me, but";
- mes "I can only speak to you";
- mes "through my sister for";
- mes "a short time. L-listen...";
- next;
- mes "[El Schatt]";
- mes "Manainne...";
- mes "You don't make jokes";
- mes "like that about the departed,";
- mes "especially if it's Kannaine.";
- mes "You know better than that!";
- mes "Where the hell's your respect?!";
- next;
- mes "[Manainne]";
- mes "''If you're the wind,";
- mes "I'll be the sky, so that you";
- mes "can fly freely in my arms...''";
- next;
- mes "[El Schatt]";
- mes "Huh...?!";
- next;
- mes "[Manainne]";
- mes "''My soul is just";
- mes "for you, the shining";
- mes "sun that brightens";
- mes "up my whole world.''";
- next;
- mes "[El Schatt]";
- mes "How do you...";
- mes "How do you know";
- mes "those words...?";
- next;
- mes "[Manainne]";
- mes "''In my dream, your";
- mes "eyes held the reflection";
- mes "of the ocean's clear waters...^FFFFFF ^000000 Someday I'll show them to you.''";
- next;
- mes "[Manainne]";
- mes "''Your lovely face,";
- mes "your enticing smile...";
- mes "They're forever be in my";
- mes "heart, so I'll never be lonely.'' ^FFFFFF ^000000";
- next;
- mes "[El Schatt]";
- mes "Manainne...";
- mes "How do you";
- mes "know that song?";
- next;
- mes "[Manainne]";
- mes "El Schatt...";
- mes "It's me, Kanainne.";
- mes "You wrote this song";
- mes "just for me. But I died";
- mes "before you could finish it.";
- next;
- mes "[Manainne]";
- mes "That was your dream,";
- mes "wasn't it? To play your";
- mes "beautiful music to make";
- mes "people happy? Did you ever";
- mes "finish our song for me?";
- next;
- mes "[El Schatt]";
- mes "Hahahah, Manainne, alright.";
- mes "Your sister must have told";
- mes "you about that song. Ha ha...";
- mes "You're t-taking it too far...";
- mes "Please, just... Just stop.";
- next;
- mes "[Manainne]";
- mes "El Schatt...";
- mes "Listen to me.";
- mes "Look at me. It's";
- mes "really your Kanainne.";
- next;
- mes "[El Schatt]";
- mes "Kanainne...?";
- mes "It's too much to";
- mes "believe. I want to";
- mes "believe it so badly...";
- mes "Is it really you?";
- set hg_memory,11;
- close;
- }
- else if(hg_memory == 11)
- {
- mes "[Manainne]";
- mes "El Schatt...";
- close;
- }
- else if(hg_memory == 12)
- {
- mes "^3355FFManainne is sobbing";
- mes "uncontrollably, and there's";
- mes "nothing you can do to comfort";
- mes "her. Nothing at all. You must";
- mes "leave her alone to her despair";
- mes "and unfathomable sense of loss.^000000";
- close;
- }
- else
- {
- mes "[Manainne]";
- mes "You know, even though";
- mes "it's not a wealthy area,";
- mes "I really love this small";
- mes "and quiet town. Even if";
- mes "I could live anywhere in";
- mes "the world, I'd live right here~";
- close;
- }
-
-}
-
-niflheim,90,106,3 script A Spirit#HQuest 802,{
-
- if(hg_memory == 6)
- {
- mes "[Spirit]";
- mes "El Schatt...";
- mes "Manainne...";
- mes "I miss them...";
- next;
- mes "[Spirit]";
- mes "Those names... Yes,";
- mes "I remember now. Manainee";
- mes "was... my younger sister.";
- mes "El Schatt was... my lover.";
- mes "M-my name was... Kanainne!";
- next;
- mes "[Kanainne's Spirit]";
- mes "Now I know why I'm here";
- mes "in this realm. El Schatt...";
- mes "I've been watching him.";
- mes "He isn't able to let me go...";
- mes "But I can't directly intervene";
- mes "with the affairs of the living.";
- next;
- mes "[Kanainne's Spirit]";
- mes "I... I can borrow my";
- mes "sister's body? Yes, if she";
- mes "cooperates, maybe... Maybe";
- mes "it will work. I must... must do";
- mes "something before he does";
- mes "he hurts himself even more...";
- next;
- mes "[Kanainne's Spirit]";
- mes "You... You can help";
- mes "me... Just go back to ";
- mes "the living... to Hugel...";
- mes "Let me send you there...";
- set hg_memory,7;
- close2;
- warp "hugel",78,148;
- }
- else if(hg_memory == 7)
- {
- mes "[Kanainne's Spirit]";
- mes "You...! You can help";
- mes "me... Just go back to ";
- mes "the living... to Hugel...";
- mes "Let me send you there...";
- close2;
- warp "hugel",78,148;
- }
- else
- {
- mes "[Spirit]";
- mes "The living shouldn't";
- mes "be here in Nifflheim...";
- mes "Go back! Go back to your";
- mes "own world before it's too late!";
- next;
- mes "[Spirit]";
- mes "El Schatt...";
- mes "Manainne...";
- mes "I miss them...";
- close;
- }
-
-}
-
-hugel,100,103,3 script Perfitz 866,{
-
- if(hg_memory == 3)
- {
- set hg_memory,4;
- mes "[Perfitz]";
- mes "I'm pleased that my son has";
- mes "finally set his mind on the";
- mes "family business. I didn't know";
- mes "he had it in him to become";
- mes "such a proactive entrepreneur.";
- next;
- mes "[Perfitz]";
- mes "It's funny... He used to";
- mes "deperately fight me when it";
- mes "came to building shops where";
- mes "that tree has planted. Yes, I'm";
- mes "proud that he's grown as a";
- mes "business person. Heh heh~";
- next;
- mes "[Perfitz]";
- mes "Although I'm pleased,";
- mes "I get this gut feeling that";
- mes "something's not right, like";
- mes "he's too excited about cutting";
- mes "that tree down. Maybe this old";
- mes "man is just too suspcious~";
- close;
- }
- else if(hg_memory == 4)
- {
- mes "[Perfitz]";
- mes "It's funny how things";
- mes "change. You know, El Schatt";
- mes "actually used to protest against^FFFFFF ^000000 my idea of building shops in the";
- mes "area when that tree grows. Hmm...^FFFFFF ^000000 I wonder, what happened to him?";
- close;
- }
- else
- {
- mes "[Perfitz]";
- mes "Money is very dependable...";
- mes "But it's value is relative, and";
- mes "can change at any moment.";
- mes "Still, at my age, you can't";
- mes "live without it. Make sure you";
- mes "financially prepare of old age.";
- next;
- mes "[Perfitz]";
- mes "Now, most people assume that";
- mes "I have very few friends because";
- mes "I trust money more than people.";
- mes "That's somewhat true: money";
- mes "will never betray you, and few";
- mes "friends can be so dependable.";
- next;
- mes "[Perfitz]";
- mes "However, friends that can";
- mes "be trusted for life are worth";
- mes "more than all the money in the";
- mes "world. To a rich man like me,";
- mes "those are the only friends";
- mes "that are worth having.";
- close;
- }
-
-}
-
-hugel,196,164,3 script El Schatt 50,{
-
- if(hg_memory == 2)
- {
- mes "[El Schatt]";
- mes "What? What's that look for?";
- mes "Oh, you must have spoken to";
- mes "Manainne. Look, memories are";
- mes "nice and all, but I don't dwell";
- mes "on the past. I think about the";
- mes "future. That's what's best.";
- next;
- mes "[El Schatt]";
- mes "Hey, I've got some great";
- mes "memories of this place too,";
- mes "but you know what? I've decided";
- mes "to let go of them before they";
- mes "get too painful. That's life.";
- mes "Besides, it's not all bad.";
- next;
- mes "[El Schatt]";
- mes "My father's been wanting to";
- mes "build a shop here for so long,";
- mes "and now, I think it's about time.^FFFFFF ^000000 And this business will help the";
- mes "entire community. We should've";
- mes "done this a long time ago...";
- next;
- set hg_memory,3;
- mes "[El Schatt]";
- mes "C'mon... Take a look";
- mes "around. I won't deny that";
- mes "this is a quaint and lovely";
- mes "town, but how much money do";
- mes "you think these people enjoy?";
- mes "I need to look to the future...";
- close;
- }
- else if(hg_memory == 3)
- {
- mes "[El Schatt]";
- mes "This is the perfect";
- mes "location for shops.";
- mes "Yeah, I'll build a whole";
- mes "plaza, and rent it out to the";
- mes "merchants. Build up some";
- mes "commerce, attract businesses...";
- next;
- mes "[El Schatt]";
- mes "Everyone should just";
- mes "forget about that tree.";
- mes "When you think about it,";
- mes "it's just a waste of space...";
- close;
- }
- else if(hg_memory == 4)
- {
- set hg_memory,5;
- mes "[El Schatt]";
- mes "You've spoken with my father?";
- mes "Hmpf! Don't tell me you're here";
- mes "to change my mind. I'm building";
- mes "those shops, and that's final.";
- mes "It's useless to try to convince";
- mes "me otherwise. Understand?";
- next;
- mes "[El Schatt]";
- mes "It's true that I used";
- mes "to think differently...";
- mes "I'd protect that old tree";
- mes "with my life, I won't deny";
- mes "it. But that's an old story that^FFFFFF ^000000 should be buried in the past...";
- close;
- }
- else if(hg_memory == 5)
- {
- mes "[El Schatt]";
- mes "The past is behind me";
- mes "as it should be. Now";
- mes "I must focus on building";
- mes "my family's businesses.";
- mes "Father was right all along...";
- close;
- }
- else if(hg_memory == 7)
- {
- mes "[El Schatt]";
- mes "What did you say...?";
- mes "You met Kanainne?";
- mes "Listen, that's not funny.";
- mes "I won't tolerate that kind";
- mes "of sick joke, so get out";
- mes "of here before I get angry.";
- close;
- }
- else if(hg_memory == 10)
- {
- mes "[El Schatt]";
- mes "No way...!";
- mes "Kanainne is dead!";
- mes "There's no way";
- mes "I can believe this!";
- next;
- mes "[Manainne]";
- mes "......";
- mes ".........";
- mes "............";
- close;
- }
- else if(hg_memory == 11)
- {
- mes "[El Schatt]";
- mes "K-Kanainne! ^333333*Sob*^000000";
- mes "I've missed you so much!";
- mes "Why did you leave me?";
- next;
- mes "[Manainne]";
- mes "Oh, my dear,";
- mes "sweet El Schatt...";
- mes "I'm so sorry. But";
- mes "that was my fate...";
- mes "It was my time to go...";
- mes "You have to let me go...";
- next;
- mes "[El Schatt]";
- mes "I can't take it anymore!";
- mes "It hurts too much without you!";
- mes "I can't stop thinking about us,";
- mes "and all the memories... all of";
- mes "the memories hurt so much...";
- next;
- mes "[Manainne]";
- mes "Is that why you want to";
- mes "cut down that tree? Because";
- mes "it reminds you too much of";
- mes "all of our days together?";
- next;
- mes "[El Schatt]";
- mes "Y-yes! Seeing it makes";
- mes "me so angry and so sad!";
- mes "I wanted to get rid of it!";
- mes "If I don't forget you, then";
- mes "what will I do? I c-can't";
- mes "forget about you, c-can I?";
- next;
- mes "[Manainne]";
- mes "Will destroying that tree";
- mes "make you happy? Do you think";
- mes "you'll be happy if you forget";
- mes "all about me? I know you're";
- mes "not like that, El Schatt.";
- mes "You're not that cold...";
- next;
- mes "[El Schatt]";
- mes "No... I don't want";
- mes "to forget you. All of";
- mes "our good times. But I miss";
- mes "you so much... I think I'm";
- mes "going to go insane! I don't";
- mes "know if I can endure this pain!";
- next;
- mes "[Manainne]";
- mes "Please be strong for me,";
- mes "El Schatt. Someday, time";
- mes "will heal your wounds, and";
- mes "your memories of me will only";
- mes "bring you fondness, not pain.";
- mes "I miss you El Schatt, and I...";
- next;
- mes "[El Schatt]";
- mes "Kanainne...?";
- mes "K-Kanaine?";
- mes "What's happening?";
- next;
- mes "[Manainne]";
- mes "El Schatt, I'm so sorry...";
- mes "But I have to go now. I can't";
- mes "stay in the world of the living";
- mes "for too long, and my time limit";
- mes "is almost up. I still... I...";
- next;
- mes "[El Schatt]";
- mes "N-no! Please, stay with";
- mes "me! I'm not ready to lose";
- mes "you again! D-don't leave";
- mes "me again! Nooo! Kanainne!";
- mes "I need you here with me!";
- next;
- mes "[Manainne]";
- mes "I can't do that...";
- mes "But please, El Schatt...";
- mes "Promise that you'll be";
- mes "yourself from now on...";
- mes "Be kind... And follow";
- mes "your true dreams...";
- next;
- mes "[Manainne]";
- mes "Don't cut down";
- mes "that tree... And make...";
- mes "make beautiful music.";
- mes "Please finish the song";
- mes "that you made for me for...";
- mes "for both of our sakes...";
- next;
- mes "[El Schatt]";
- mes "Anything for you,";
- mes "Kanainne. I vow it...";
- next;
- mes "[Manainne]";
- mes "El Schatt...";
- mes "I still... I still...";
- next;
- mes "[El Schatt]";
- mes "Y-yes...";
- mes "Kanainne...?";
- next;
- mes "[Manainne]";
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "^3355FF*Thud!*^000000";
- next;
- mes "[El Schatt]";
- mes "Kanainne...?";
- mes "Kanainne!";
- next;
- mes "[Manainne]";
- mes "...I...";
- mes "...El Schatt...";
- mes "She's gone again.";
- mes "It's... I'm Manainne...";
- mes "^333333*Sniff*^000000 She had to go back...";
- next;
- specialeffect2 EF_CONE;
- set hg_memory,12;
- getexp 5000,0;
- getitem 603,1; //Old blue box
- mes "[El Schatt]";
- mes "Oh... Oh dear";
- mes "sweet God... My...";
- mes "My dear Kanainne...";
- mes "No.... No... Please...";
- close;
- }
- else if(hg_memory == 12)
- {
- mes "[El Schatt]";
- mes "...Would you please";
- mes "leave me alone? I have...";
- mes "I have an awful lot to";
- mes "think about. And there's";
- mes "music that I have to write...";
- close;
- }
- else
- {
- mes "[El Schatt]";
- mes "Father was right...";
- mes "This area is the perfect";
- mes "place to build some stores.";
- mes "All that's left is to chop down";
- mes "that old tree. It's in the way";
- mes "of a whole lot of things...";
- close;
- }
-
-}
-
-//-------------------------------------------------------------------------
-// Hide and Seek quest
-//-------------------------------------------------------------------------
-
-hugel,107,67,3 script Torpy 706,{
-
- if(BaseLevel > 49)
- {
- if(!hg_ubu01)
- {
- mes "[Torpy]";
- mes "D-Daddy...!";
- mes "Daddy where";
- mes "are you?! Wah~!";
- next;
- switch( select( "What's wrong?:Ignore" ) )
- {
- case 1:
- mes "[Torpy]";
- mes "My Daddy hasn't";
- mes "been home for a few";
- mes "day now. I'm afraid that";
- mes "something must have";
- mes "happened to him. *Sniff*";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Your Dad is missing?";
- mes "Why don't you tell me";
- mes "about the last time";
- mes "that you saw him?";
- next;
- mes "[Torpy]";
- mes "Well, we were playing";
- mes "Hide-and-Seek, and then";
- mes "it was his turn to hide,";
- mes "and then, a-and then...";
- mes "I never found him!";
- next;
- switch( select( "Really? Tell me more...:What, is that all...?" ) )
- {
- case 1:
- mes "[Torpy]";
- mes "Th-then my Mom got";
- mes "mad at Dad for hiding";
- mes "for so long. But when";
- mes "she went to find him, she";
- mes "disappeared too! I-I'm all";
- mes "alone now! Waaaaaah~!";
- next;
- emotion e_dots,1;
- mes "["+strcharinfo(0)+"]";
- mes "Don't worry, I'll look";
- mes "for your parents. I'm";
- mes "sure that I can find at";
- mes "least one of them just";
- mes "outside of town.";
- set hg_ubu01,1;
- close;
- break;
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "Don't worry, your";
- mes "Dad will probably";
- mes "show up sooner";
- mes "or later. Well, lots";
- mes "of luck, kid.";
- emotion e_dots,1;
- close;
- break;
- }
- break;
- case 2:
- mes "[Torpy]";
- mes "D-Daddy...!";
- mes "Mommiiiiiiiiie!";
- mes "Where are yoooou?!";
- mes "Wuh-Waaaaaaaaaah!";
- close;
- break;
- }
- }
- else if(hg_ubu01 == 2)
- {
- mes "[Torpy]";
- mes "Oh...";
- mes "Mommy was just";
- mes "outside of town?";
- mes "*Sob* Okay, I hope my";
- mes "Daddy comes back soon...";
- set hg_ubu01,3;
- close;
- }
- else if(hg_ubu01 == 6)
- {
- mes "[Torpy]";
- mes "Y-you found my Daddy!";
- mes "Hooray! I was so worried";
- mes "about him! Th-thank you";
- mes "so much for your help!";
- next;
- mes "[Torpy]";
- mes "Um, um, where is my";
- mes "Daddy hiding anyway?";
- mes "Oh? A barrel? Where";
- mes "was it again? Heh heh!";
- mes "Now I can find him!";
- next;
- mes "[Torpy]";
- mes "Oh, would you go talk";
- mes "to my Mom, and tell her";
- mes "to come here please? And";
- mes "also tell her that Daddy";
- mes "is safe! See you later~";
- next;
- emotion e_dots,1;
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[Torpy]";
- mes "^333333...............................";
- mes "Hee hee~ Once I find";
- mes "my Daddy, he has to get me";
- mes "a girlfriend! He promised~!^000000";
- set hg_ubu01,7;
- close;
- }
- else if(hg_ubu01 == 7)
- {
- mes "[Torpy]";
- mes "Would you please hurry";
- mes "and talk to my Mom? She";
- mes "should be just outside of?";
- mes "this town, where you last";
- mes "saw her. Bye bye for now~";
- next;
- emotion e_dots,1;
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[Torpy]";
- mes "^333333...............................";
- mes "Oh yeah! Should I have";
- mes "Mom help me pick out my";
- mes "new girlfriend? Hmm, I dunno.";
- mes "Wh-what if they become friends?";
- mes "Um, that might not be good...^000000";
- close;
- }
- else if(hg_ubu01 == 8)
- {
- emotion e_dots,1;
- mes "[Torpy]";
- mes "Daddy promised to get";
- mes "me a girlfriend if I beat him";
- mes "at Hide-and-Seek! Hahaha!";
- mes "I won, so now he has to do it!";
- next;
- mes "[Torpy]";
- mes "Wait, but should I let";
- mes "my Dad pick my girlfriend?";
- mes "Maybe I should pick her...";
- mes "Yeah, I'll pick the perfectest";
- mes "girl that I can find! Yaaay~";
- set hg_ubu01,9;
- close;
- }
- else if(hg_ubu01 == 9)
- {
- emotion e_dots,1;
- mes "[Torpy]";
- mes "Maybe I should wait until";
- mes "I'm older to have a girlfriend.";
- mes "I mean, what if the girl I pick";
- mes "now gets uglier when she";
- mes "grows up? Or what if she gets^FFFFFF ^000000 really fat? I better be careful...";
- next;
- mes "^3355FFTorpy is still a young,";
- mes "naive child that has much";
- mes "to learn about girlfriends,";
- mes "or just people, in general.^000000";
- close;
- }
- else
- {
- mes "[Torpy]";
- mes "^333333*Sniff*^000000 D-Daddy's gone!";
- mes "Will you help me find my";
- mes "Daddy please? I h-have";
- mes "to find him now! H-Hurry!";
- close;
- }
- }
- else
- {
- mes "[Torpy]";
- mes "Waaah~!";
- mes "I have to find";
- mes "my Daddy! Daddy...!";
- mes "Where are yooooou?!";
- close;
- }
-
-}
-
-hu_fild06,190,367,3 script Torpy's Mom 701,{
-
- if(hg_ubu01 == 0)
- {
- mes "[Torpy's Mom]";
- mes "Where did he go this time?!";
- mes "If my husband doesn't have";
- mes "a good excuse for not coming";
- mes "home, then he better come";
- mes "up with one or he'll be sorry!";
- close;
- }
- else if(hg_ubu01 == 1)
- {
- mes "[Torpy's Mom]";
- mes "Hmm? Oh, you talked to";
- mes "my little Torpy? He thinks his";
- mes "father and I just vanished?";
- mes "Oh, I'm so sorry, I think there's been some misunderstanding!";
- next;
- mes "[Torpy's Mom]";
- mes "Although Torpy's father has";
- mes "been missing for a little";
- mes "while, I just stepped out of";
- mes "the house this morning. So";
- mes "I haven't even been gone for";
- mes "a few hours, much less a day.";
- next;
- mes "[Torpy's Mom]";
- mes "You see, my husband is";
- mes "a hunter, so it's usual for him";
- mes "not to come home for a few";
- mes "days. Still, he's never been";
- mes "gone for this long before,";
- mes "so I've been looking for him...";
- next;
- mes "[Torpy's Mom]";
- mes "I've been getting a little";
- mes "worried myself, honestly.";
- mes "He's not in any of his usual";
- mes "hunting grounds. Hopefully,";
- mes "if I wait here long enough,";
- mes "he'll show up sooner or later.";
- next;
- mes "[Torpy's Mom]";
- mes "If he doesn't show up";
- mes "today, I better search";
- mes "for him inside town. Maybe";
- mes "he's hiding somewhere,";
- mes "like at his friend's house.";
- mes "Why is like always like this?";
- next;
- mes "[Torpy's Mom]";
- mes "Listen, would you please";
- mes "tell my son Torpy that I'm";
- mes "fine and will be coming back";
- mes "home soon? Also, if you see";
- mes "my husband inside town, tell";
- mes "him that he better come home!";
- set hg_ubu01,2;
- close;
- }
- else if(hg_ubu01 == 2)
- {
- mes "[Torpy's Mom]";
- mes "Listen, would you please";
- mes "tell my son Torpy that I'm";
- mes "fine and will be coming back";
- mes "home soon? Also, if you see";
- mes "my husband inside town, tell";
- mes "him that he better come home!";
- close;
- }
- else if(hg_ubu01 == 6)
- {
- mes "[Torpy's Mom]";
- mes "What?! He was hiding";
- mes "inside a barrel this";
- mes "entire time?! Oh, no.";
- mes "I'm sorry, my husband has";
- mes "caused you so much trouble.";
- next;
- mes "[Torpy's Mom]";
- mes "I really appreciate";
- mes "everything you've done";
- mes "to help us find him. I know";
- mes "it's not much, but I hope";
- mes "you accept this as our thanks.";
- mes "Goodbye for now, adventurer~";
- specialeffect2 EF_CONE;
- set hg_ubu01,8;
- getitem 12065,3; //Green salad
- getexp 5000,0;
- close;
- }
- else if(hg_ubu01 == 7)
- {
- mes "[Torpy's Mom]";
- mes "What?! He was hiding";
- mes "inside a barrel this";
- mes "entire time?! Oh, no.";
- mes "I'm sorry, my husband has";
- mes "caused you so much trouble.";
- next;
- mes "[Torpy's Mom]";
- mes "I really appreciate";
- mes "everything you've done";
- mes "to help us find him. I know";
- mes "it's not much, but I hope";
- mes "you accept this as our thanks.";
- mes "Goodbye for now, adventurer~";
- specialeffect2 EF_MVP;
- set hg_ubu01,8;
- getitem 12065,3; //Green salad
- getexp 5000,0;
- close;
- }
- else if(hg_ubu01 == 8)
- {
- mes "[Torpy's Mom]";
- mes "Sometimes I wonder if";
- mes "Torpy is too mature for";
- mes "his age, or if my husband";
- mes "is too immature. In a strange";
- mes "way, those two really take";
- mes "after each other. Oh, well...";
- close;
- }
- else if(hg_ubu01 == 9)
- {
- emotion e_dots,1;
- mes "[Torpy's Mom]";
- mes "When is that husband";
- mes "of mine going to come";
- mes "out of that barrel? He";
- mes "didn't make another weird";
- mes "bet with Torpy, did he? Oh,";
- mes "the trouble with those two...";
- close;
- }
- else
- {
- mes "[Torpy's Mom]";
- mes "Where did he go this time?!";
- mes "If my husband doesn't have";
- mes "a good excuse for not coming";
- mes "home, then he better come";
- mes "up with one or he'll be sorry!";
- close;
- }
-
-}
-
-hugel,100,176,3 script Suspicious Barrel 111,{
-
- if(hg_ubu01 == 3)
- {
- mes "[Strange Man]";
- mes "So... hun...gry...";
- mes "F-food... Give me...";
- mes "F-food... Must... replenish...";
- mes "h-health... with... Steamed...";
- mes "Crab... Nippers... Please...";
- next;
- emotion e_dots,1;
- mes "^3355FFIt sounds like";
- mes "this barrel wants";
- mes "Steamed Crab Nippers.^000000";
- next;
- switch( select( "I'll bring you Steamed Crab Nippers:Ignore" ) )
- {
- case 1:
- mes "[Strange Man]";
- mes "Please... cook me...";
- mes "Steamed... Crab Nippers...!";
- mes "You... n-need.... 10 Green";
- mes "Herbs... 1 Yellow Potions...";
- mes "and 10... N-Nippers... to";
- mes "c-cook th-them. Ugh...";
- next;
- emotion e_dots,1;
- mes "["+strcharinfo(0)+"]";
- mes "Hold on,";
- mes "I have to cook";
- mes "them for you?!";
- next;
- mes "[Strange Man]";
- mes "Y-yes...";
- mes "It's... It's the";
- mes "o-only... possible...";
- mes "Way... P-please help...";
- set hg_ubu01,4;
- close;
- break;
- case 2:
- mes "[Strange Man]";
- mes "D-don't... leave...";
- mes "me... Here... Th-the...";
- mes "hunger...! It... It can't...";
- mes "It c-can't be... d-denied!";
- next;
- emotion e_dots,1;
- mes "["+strcharinfo(0)+"]";
- mes "Weirdo! Why don't you";
- mes "get out of that barrel,";
- mes "and get your Steamed";
- mes "Crab Nippers yourself?!";
- close;
- break;
- }
- }
- else if(hg_ubu01 == 4)
- {
- if(countitem(12051)) //Steamed crab nippers
- {
- mes "[Strange Man]";
- mes "Th-that... tantalizing...";
- mes "scent... It's S-Steamed...";
- mes "Crab... Nippers... Oh God...";
- mes "It's b-been so... l-long...";
- mes "G-Give me! G-Give me now!";
- next;
- emotion e_dots,1;
- mes "^3355FFYou dumped the";
- mes "Steamed Crab Nippers";
- mes "into the barrel where";
- mes "it was quickly devoured.^000000";
- delitem 12051,1; //Steamed crab nippers
- set hg_ubu01,5;
- next;
- mes "[Strange Man]";
- mes "Ha ha ha!";
- mes "Back in the game, baby!";
- mes "Man, it's been, about what,";
- mes "3 days since I last ate?";
- mes "It's good to be alive!";
- close2;
- donpcevent "Strange Man#Hugel::OnEnable";
- end;
- }
- else
- {
- mes "[Strange Man]";
- mes "Please... cook me...";
- mes "Steamed... Crab Nippers...!";
- mes "You... n-need.... 10 Green";
- mes "Herbs... 1 Yellow Potions...";
- mes "and 10... N-Nippers... to";
- mes "c-cook th-them. Ugh...";
- next;
- emotion e_dots,1;
- mes "["+strcharinfo(0)+"]";
- mes "Hold on,";
- mes "I have to cook";
- mes "them for you?!";
- next;
- mes "[Strange Man]";
- mes "Y-yes...";
- mes "It's... It's the";
- mes "o-only... possible...";
- mes "Way... P-please help...";
- close;
- }
- }
- else if(hg_ubu01 == 5)
- {
- if(countitem(12051)) //Steamed crab nippers
- {
- mes "[Strange Man]";
- mes "Th-that... tantalizing...";
- mes "scent... It's S-Steamed...";
- mes "Crab... Nippers... Oh God...";
- mes "It's b-been so... l-long...";
- mes "G-Give me! G-Give me now!";
- next;
- emotion e_dots,1;
- mes "^3355FFYou dumped the";
- mes "Steamed Crab Nippers";
- mes "into the barrel where";
- mes "it was quickly devoured.^000000";
- delitem 12051,1; //Steamed crab nippers
- set hg_ubu01,5;
- next;
- mes "[Strange Man]";
- mes "Ha ha ha!";
- mes "Back in the game, baby!";
- mes "Man, it's been, about what,";
- mes "3 days since I last ate?";
- mes "It's good to be alive!";
- close2;
- donpcevent "Strange Man#Hugel::OnEnable";
- end;
- }
- else
- {
- mes "[Strange Man]";
- mes "Please... cook me...";
- mes "Steamed... Crab Nippers...!";
- mes "You... n-need.... 10 Green";
- mes "Herbs... 1 Yellow Potions...";
- mes "and 10... N-Nippers... to";
- mes "c-cook th-them. Ugh...";
- next;
- emotion e_dots,1;
- mes "["+strcharinfo(0)+"]";
- mes "Hold on,";
- mes "I have to cook";
- mes "them for you?!";
- next;
- mes "[Strange Man]";
- mes "Y-yes...";
- mes "It's... It's the";
- mes "o-only... possible...";
- mes "Way... P-please help...";
- close;
- }
- }
- else if(hg_ubu01 == 6)
- {
- emotion e_dots,1;
- mes "^3355FFFor now, you should";
- mes "tell Torpy and his mom";
- mes "where Torpy's father is";
- mes "hiding so they won't";
- mes "worry about him so much.";
- close;
- }
- else if(hg_ubu01 == 7)
- {
- emotion e_dots,1;
- mes "^800080Torpy's mom might want to know about^000000";
- mes "^800080this extraordinary barrel.^000000";
- close;
- }
- else if(hg_ubu01 == 8)
- {
- emotion e_dots,1;
- mes "^800080How long does Torpy's father plan to stay within the barrel?^000000";
- close;
- }
- else if(hg_ubu01 == 9)
- {
- emotion e_dots,1;
- mes "^800080That barrel will become a symbolic object^000000";
- mes "^800080that pays tribute to the firm will of Torpy's father^000000";
- mes "^800080who is trying hard to avoid keeping the promise with his son to find his wife.^000000";
- close;
- }
- else
- {
- emotion e_dots,1;
- mes "^800080You hear something bustling from the hole in the barrel.^000000";
- mes "^800080However, it doesn't seem to be a big deal.^000000";
- close;
- }
-
-}
-
-hugel,100,174,3 script Strange Man#Hugel 898,{
-
- if(hg_ubu01 == 5)
- {
- mes "[Strange Man]";
- mes "Ahhhh... Thanks for";
- mes "the free meal! It was";
- mes "so invigorating! Well,";
- mes "I better climb back";
- mes "inside that barrel. See";
- mes "ya round, adventurer~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hold it!";
- mes "Why are you hiding";
- mes "inside that barrel?!";
- next;
- mes "[Strange Man]";
- mes "Huh? Oh, I'm just";
- mes "playing Hide-and-Seek";
- mes "with my son, that's all.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "But you haven't";
- mes "eaten in days! Wait,";
- mes "hold on, you wouldn't";
- mes "happen to be Torpy's";
- mes "father now, would you?";
- next;
- mes "[Strange Man]";
- mes "Oh, you ran into my boy?";
- mes "Has he given up on our";
- mes "little wager yet? Because";
- mes "I'd really hate to lose...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Um, your wife and son";
- mes "are really worried about";
- mes "you. Shouldn't you be going";
- mes "home as soon as you can?";
- next;
- mes "[Strange Man]";
- mes "No, I can't! Not until";
- mes "Torpy gives up! I made";
- mes "a really silly promise";
- mes "with my son, and if I lose";
- mes "this game of Hide-and-Seek...";
- mes "Well, I just can't lose! Bye!";
- set hg_ubu01,6;
- next;
- mes "^3355FFTorpy's father has";
- mes "hidden himself again,";
- mes "but at least now you";
- mes "can go back to Torpy's";
- mes "Mom and Torpy, and let them";
- mes "both know where he is hiding.^000000";
- close2;
- disablenpc "Strange Man#Hugel";
- enablenpc "Suspicious Barrel";
- end;
- }
- else
- {
- mes "[Strange Man]";
- mes "Hahahaha!";
- mes "Steamed Crab Nippers!";
- mes "That really hit the spot!";
- mes "I ate so much, I won't";
- mes "have to eat again for days!";
- close;
- }
-
-OnEnable:
- enablenpc "Strange Man#Hugel";
- disablenpc "Suspicious Barrel";
- initnpctimer;
- end;
-
-OnInit:
- disablenpc "Strange Man#Hugel";
- end;
-
-OnTimer60000:
- stopnpctimer;
- disablenpc "Strange Man#Hugel";
- enablenpc "Suspicious Barrel";
- end;
-
-}
-
-//-------------------------------------------------------------------------
-// Fish cake soup delivery
-//-------------------------------------------------------------------------
-
-hu_in01,15,372,3 script Cellette Lavit 74,{
-
- if(!hg_odeng)
- {
- mes "[Cellette]";
- mes "Hi there, thanks for";
- mes "visiting our lovely town!";
- mes "Why don't you come in and";
- mes "have a taste of authentic";
- mes "Hugel cuisine? I guarantee";
- mes "that you won't regret it~";
- next;
- mes "[Cellette]";
- mes "My name is Cellette Lavit,";
- mes "and I proudly serve Fish Cake";
- mes "Soup, Hugel's specialty dish.";
- mes "All the tourists that've tried";
- mes "it have loved it, and I have";
- mes "many regular customers~";
- next;
- mes "[Cellette]";
- mes "This dish has something";
- mes "of a cult following, and it's";
- mes "not widely popularized, but I'm";
- mes "sure that it'll be considered";
- mes "representative of Schwaltzvalt";
- mes "Republic cuisine someday.";
- next;
- mes "[Cellette]";
- mes "Listen, you look like an";
- mes "able adventurer, so would";
- mes "you consider working part time";
- mes "for me? I have many orders for";
- mes "Fish Cake Soup, so there's";
- mes "no way I can make deliveries...";
- next;
- mes "[Cellette]";
- mes "If you work for me, I'll";
- mes "waive the price: I'll give you";
- mes "1 Fish Cake Soup for each";
- mes "delivery that you complete.";
- mes "But if you're not interested,";
- mes "you can just buy some now~";
- next;
- switch( select( "Sure, I'll work for you!:I want to buy Fish Cake Soup.:See ya." ) )
- {
- case 1:
- mes "[Cellette]";
- mes "Oh, thank you so much!";
- mes "You can't imagine how busy";
- mes "I've been, and how much I need^FFFFFF ^000000 the help! Now, let's get started~";
- next;
- set @randvar, rand(1,4);
- if(@randvar == 1)
- {
- mes "[Cellette]";
- mes "Alright, please take this";
- mes "order of Fish Cake Soup to";
- mes "my friend Neha. I'm grateful";
- mes "that she's a regular customer--";
- mes "she's a good friend, but I'm sure^FFFFFF ^000000 that she loves the soup as well.";
- set hg_odeng,1;
- getitem 584,1; //Skewer soup
- close;
- }
- else if(@randvar == 2)
- {
- mes "[Cellette]";
- mes "Right, take this next order";
- mes "of Fish Cake Soup to Maewan,";
- mes "another one of my regulars.";
- mes "He's been buying my soup ever";
- mes "since I helped him start his^FFFFFF ^000000 business. Nice of him, isn't it?";
- set hg_odeng,2;
- getitem 584,1; //Skewer soup
- close;
- }
- else if(@randvar == 3)
- {
- mes "[Cellette]";
- mes "Okay, this order of Fish";
- mes "Cake Soup is ready! Please";
- mes "take it to my roommate Layoma.";
- mes "But... Be careful. She's got";
- mes "a thing about punctuality.";
- mes "Just try not to be late...";
- set hg_odeng,3;
- getitem 584,1; //Skewer soup
- close;
- }
- else if(@randvar == 4)
- {
- mes "[Cellette]";
- mes "Quick, take this Fish";
- mes "Paste Soup to Erjan. Um,";
- mes "but be careful, he's really";
- mes "nitpicky... And he likes to";
- mes "have everything in such";
- mes "and such and order...";
- set hg_odeng,4;
- getitem 584,1; //Skewer soup
- close;
- }
- break;
- case 2:
- mes "[Cellette]";
- mes "Oh, you'd like to try my";
- mes "Fish Cake Soup, eh? Good";
- mes "choice, I know you'll enjoy";
- mes "its delicious, hearty flavor~";
- mes "Each order costs 100 zeny.";
- next;
- switch( select( "Order a Fish Cake Soup:Cancel" ) )
- {
- case 1:
- if(Zeny > 99)
- {
- mes "[Cellette]";
- mes "Thanks! Enjoy your";
- mes "bowl of Fish Cake Soup.";
- mes "I hope you come and ";
- mes "visit me again, okay?";
- set Zeny,Zeny-100;
- getitem 584,1; //Skewer soup
- close;
- }
- else
- {
- mes "[Cellette]";
- mes "Oh, what's this?";
- mes "You don't have enough";
- mes "money? Well, come back";
- mes "after you save 100 zeny.";
- mes "That's a really good price";
- mes "for my gourmet soup, you know.";
- close;
- }
- break;
- case 2:
- mes "[Cellette]";
- mes "If you're ever hungry,";
- mes "or just want to enjoy";
- mes "a delicious meal, come";
- mes "and have some of my soup~";
- close;
- break;
- }
- break;
- case 3:
- mes "[Cellette]";
- mes "Oh? You're not interested";
- mes "in trying my Fish Cake Soup";
- mes "at all? Well, if you change";
- mes "your mind, please come";
- mes "back. I just know you'll love";
- mes "the taste if you give it a try.";
- close;
- break;
- }
- }
- else if(hg_odeng == 1)
- {
- if(countitem(584)) //Skewer soup
- {
- mes "[Cellette]";
- mes "Haven't you left already?";
- mes "My friend Neha is waiting";
- mes "for you to deliver her order";
- mes "of Fish Cake Soup. Please";
- mes "try to get it to her before the";
- mes "soup gets cold, okay?";
- close;
- }
- else
- {
- mes "[Cellette]";
- mes "What's that? You lost";
- mes "the Fish Cake Soup you're";
- mes "supposed to deliver to Neha?";
- mes "Oh well, I suppose I'll have";
- mes "to give you this fresh bowl";
- mes "of soup that I just made...";
- next;
- if(Zeny > 99)
- {
- mes "[Cellette]";
- mes "But you need to be";
- mes "responsible and pay";
- mes "me for the food you lost.";
- mes "There, I took 100 zeny";
- mes "from you. That's fair, so";
- mes "please don't lose it this time.";
- set Zeny,Zeny-100;
- getitem 584,1; //Skewer soup
- close;
- }
- else
- {
- mes "[Cellette]";
- mes "W-wait... You don't";
- mes "have any money to pay";
- mes "me for the soup you lost?";
- mes "Well, I don't think I can";
- mes "trust somebody like you";
- mes "with any deliveries...";
- set hg_odeng,5;
- close;
- }
- }
- }
- else if(hg_odeng == 2)
- {
- if(countitem(584)) //Skewer soup
- {
- mes "[Cellette]";
- mes "Whoa, whoa, whoa!";
- mes "You should have left";
- mes "already to deliver that";
- mes "soup to Maewan! Hurry,";
- mes "before it gets too cold!";
- close;
- }
- else
- {
- mes "[Cellette]";
- mes "What's that? You lost";
- mes "the Fish Cake Soup you're";
- mes "supposed to give to Maewan?";
- mes "Oh well, I suppose I'll have";
- mes "to give you this fresh bowl";
- mes "of soup that I just made...";
- next;
- if(Zeny > 99)
- {
- mes "[Cellette]";
- mes "But you need to be";
- mes "responsible and pay";
- mes "me for the food you lost.";
- mes "There, I took 100 zeny";
- mes "from you. That's fair, so";
- mes "please don't lose it this time.";
- set Zeny,Zeny-100;
- getitem 584,1; //Skewer soup
- close;
- }
- else
- {
- mes "[Cellette]";
- mes "W-wait... You don't";
- mes "have any money to pay";
- mes "me for the soup you lost?";
- mes "Well, I don't think I can";
- mes "trust somebody like you";
- mes "with any deliveries...";
- set hg_odeng,5;
- close;
- }
- }
- }
- else if(hg_odeng == 3)
- {
- if(countitem(584)) //Skewer soup
- {
- mes "[Cellette]";
- mes "I thought you left to";
- mes "deliver that soup to";
- mes "Layoma. You should hurry";
- mes "and bring it to her, before";
- mes "it doesn't taste good after";
- mes "it gets cold, you know.";
- close;
- }
- else
- {
- mes "[Cellette]";
- mes "What's that? You lost";
- mes "the Fish Cake Soup you're";
- mes "supposed to give to Layoma?";
- mes "Oh well, I suppose I'll have";
- mes "to give you this fresh bowl";
- mes "of soup that I just made...";
- next;
- if(Zeny > 99)
- {
- mes "[Cellette]";
- mes "But you need to be";
- mes "responsible and pay";
- mes "me for the food you lost.";
- mes "There, I took 100 zeny";
- mes "from you. That's fair, so";
- mes "please don't lose it this time.";
- set Zeny,Zeny-100;
- getitem 584,1; //Skewer soup
- close;
- }
- else
- {
- mes "[Cellette]";
- mes "W-wait... You don't";
- mes "have any money to pay";
- mes "me for the soup you lost?";
- mes "Well, I don't think I can";
- mes "trust somebody like you";
- mes "with any deliveries...";
- set hg_odeng,5;
- close;
- }
- }
- }
- else if(hg_odeng == 4)
- {
- if(countitem(584))
- {
- mes "[Cellette]";
- mes "Oh, dear, you better";
- mes "leave now and deliver";
- mes "that Fish Cake Soup to";
- mes "Erjan before he can think";
- mes "of something to complain about.^FFFFFF ^000000 Although it's probably too late...";
- close;
- }
- else
- {
- mes "[Cellette]";
- mes "What's that? You lost";
- mes "the Fish Cake Soup you're";
- mes "supposed to deliver to Erjan?";
- mes "Oh well, I suppose I'll have";
- mes "to give you this fresh bowl";
- mes "of soup that I just made...";
- next;
- if(Zeny > 99)
- {
- mes "[Cellette]";
- mes "But you need to be";
- mes "responsible and pay";
- mes "me for the food you lost.";
- mes "There, I took 100 zeny";
- mes "from you. That's fair, so";
- mes "please don't lose it this time.";
- set Zeny,Zeny-100;
- getitem 584,1; //Skewer soup
- close;
- }
- else
- {
- mes "[Cellette]";
- mes "W-wait... You don't";
- mes "have any money to pay";
- mes "me for the soup you lost?";
- mes "Well, I don't think I can";
- mes "trust somebody like you";
- mes "with any deliveries...";
- set hg_odeng,5;
- close;
- }
- }
- }
- else if(hg_odeng == 5)
- {
- mes "[Cellette]";
- mes "Ah, I'm sorry, but";
- mes "I can't do any business";
- mes "with somebody that's proven";
- mes "to be irresponsible. Nothing";
- mes "personal, it's just my policy.";
- close;
- }
- else if(hg_odeng == 10)
- {
- mes "[Cellette]";
- mes "Good work! I hear that";
- mes "you successfully delivered";
- mes "the soup. I knew I could trust";
- mes "you! Ah, before I forget, here";
- mes "is your Fish Cake Soup. Thank";
- mes "you so much for your help~";
- set hg_odeng,0;
- getitem 584,3; //Skewer soup
- getexp 100,0;
- next;
- mes "[Cellette]";
- mes "It was really nice working";
- mes "with you, and I hope you come";
- mes "by and help me again sometime.";
- mes "Oh, and please tell all your";
- mes "friends about my delicious";
- mes "Fish Cake Soup. See you later~";
- close;
- }
- else
- {
- mes "[Cellette]";
- mes "Come and taste some";
- mes "authentic Hugel cuisine!";
- mes "Enjoy a big steaming bowl";
- mes "of delicious Fish Cake Soup~";
- close;
- }
-}
-
-hugel,76,134,3 script Neha 101,{
-
- if(hg_odeng == 1)
- {
- if(countitem(584))
- {
- mes "[Neha]";
- mes "Oh, you have a delivery";
- mes "from Cellette, hm? Hmpf!";
- mes "You're late! Don't you know";
- mes "this soup isn't good if it";
- mes "isn't steaming hot?";
- next;
- if(sex)
- {
- mes "[Neha]";
- mes "But... You're a handsome";
- mes "fellow, so I'll forgive you...";
- mes "On one condition. Bring me";
- mes "^FF00001 Whip^000000 with which to spank ";
- mes "you. You better hurry, boy, or";
- mes "I won't let you off that easy.";
- set hg_odeng,6;
- close;
- }
- else
- {
- mes "[Neha]";
- mes "Yes, yes... You should";
- mes "be punished. You should be";
- mes "spanked. If you want to finish";
- mes "your delivery, then bring me";
- mes "^FF00001 Whip^000000 so that I can spank you";
- mes "for your impertinence, girl!";
- set hg_odeng,6;
- close;
- }
- }
- else
- {
- mes "[Neha]";
- mes "Oh ho ho ho ho ho~";
- mes "I just love cute little boys...";
- mes "But for some reason, it";
- mes "thrills me to torture them";
- mes "a little bit as well. Hoho~";
- close;
- }
- }
- else if(hg_odeng == 6)
- {
- if(countitem(1960) && countitem(584)) //Whip and Skewer soup
- {
- mes "[Neha]";
- mes "Finally... My soup!";
- mes "And you brought me my Whip!";
- mes "Don't worry, I'll only give you";
- mes "just one hard spanking. It'll";
- mes "be over before you know it~";
- next;
- mes "[Neha]";
- mes "Ha!";
- next;
- mes "^3355FF*Slap*^000000";
- percentheal -25,0;
- next;
- mes "[Neha]";
- mes "Heeyah!!";
- next;
- mes "^3355FF*SLAP*^000000";
- percentheal -25,0;
- next;
- mes "[Neha]";
- mes "Ooh, did I accidentally";
- mes "whip you twice? Heh heh...";
- mes "Well, I'm satisfied. I'll go";
- mes "ahead and tell Celette that";
- mes "you did a good job... I hope";
- mes "you come deliver my soup again~";
- delitem 1960,1; //Whip
- delitem 584,1; //Skewer soup
- set hg_odeng,10;
- close;
- }
- else
- {
- mes "[Neha]";
- mes "^FF00001 Fish Cake Soup^000000...";
- mes "^FF00001 Whip^000000... Is that too";
- mes "much for a girl to ask?";
- mes "I'm hungry, and I want to";
- mes "hit somebody! What's wrong";
- mes "with that, huh? Now hurry up!";
- close;
- }
- }
- else
- {
- mes "[Neha]";
- mes "Oh ho ho ho ho ho~";
- mes "I just love cute little boys...";
- mes "But for some reason, it";
- mes "thrills me to torture them";
- mes "a little bit as well. Hoho~";
- close;
- }
-
-}
-
-hugel,87,139,3 script Maewan 86,{
-
- if(hg_odeng == 2)
- {
- if(countitem(584))
- {
- mes "[Maewan]";
- mes "Oh, finally, I've been";
- mes "waiting for my order of";
- mes "Fish Cake Soup from Cellette!";
- mes "Aaaah, it smells oh so delicious~ ^FFFFFF ^000000";
- next;
- mes "[Maewan]";
- mes "Argh, but you're late!";
- mes "This is your fault, you";
- mes "know that, right? Well,";
- mes "it's not a big deal, but";
- mes "I can forgive you if you";
- mes "help me with my collection.";
- next;
- mes "[Maewan]";
- mes "Just bring me";
- mes "1 Bookclip in Memory,";
- mes "alright? Oh, and don't";
- mes "eat my soup before";
- mes "you deliver it to me!";
- set hg_odeng,7;
- close;
- }
- else
- {
- mes "[Maewan]";
- mes "I like to think of";
- mes "myself as a man of";
- mes "eclectic taste. I love";
- mes "collecting strange and";
- mes "unique items, and learning";
- mes "all sorts of new things~";
- close;
- }
- }
- else if(hg_odeng == 7 )
- {
- if(countitem(584) && countitem(7015)) //Skewer soup and Bookclip in memory
- {
- mes "[Maewan]";
- mes "Great, you really brought";
- mes "me a Bookclip in Memory!";
- mes "Yes, this'll make a fine";
- mes "addition to my collection~";
- mes "Oh, and give me my soup.";
- mes "Thanks again for delivering~";
- delitem 584,1; //Skewer soup
- delitem 7015,1; //Bookclip in memory
- set hg_odeng,10;
- close;
- }
- else
- {
- mes "[Maewan]";
- mes "I know it sounds unfair";
- mes "of me to ask you to bring";
- mes "^FF00001 Bookclip in Memory^000000 with";
- mes "my ^FF0000Fish Cake Soup^000000, but well...";
- next;
- mes "[Maewan]";
- mes "I'd feel left out if";
- mes "I didn't do it. I know";
- mes "all of Cellette's other";
- mes "customers are asking the";
- mes "people delivering their soup";
- mes "for all sorts of crazy things.";
- close;
- }
- }
- else
- {
- mes "[Maewan]";
- mes "I like to think of";
- mes "myself as a man of";
- mes "eclectic taste. I love";
- mes "collecting strange and";
- mes "unique items, and learning";
- mes "all sorts of new things~";
- close;
- }
-
-}
-
-hugel,84,125,3 script Layoma 700,{
-
- if(hg_odeng == 3)
- {
- if(countitem(584))
- {
- mes "[Layoma]";
- mes "You're here to deliver";
- mes "my Fish Cake Soup?";
- mes "How could you be so late?!";
- mes "Don't you know that your";
- mes "incompetence also reflects";
- mes "on Cellette and her shop?!";
- next;
- mes "[Layoma]";
- mes "I can't let you continue";
- mes "delivering for Cellette";
- mes "unless you prove that you're";
- mes "dependable to me. Erm, bring";
- mes "me ^FF00001 Mushroom Spore^000000, and";
- mes "I'll forget this whole thing.";
- set hg_odeng,8;
- close;
- }
- else
- {
- mes "[Layoma]";
- mes "I love singing songs,";
- mes "and I love eating mushrooms.";
- mes "For a person living in Hugel,";
- mes "that's a pretty exciting life!";
- close;
- }
- }
- else if(hg_odeng == 8)
- {
- if(countitem(584) && countitem(921)) //Skewer soup and Mushroom spore
- {
- mes "[Layoma]";
- mes "Great! You brought me";
- mes "1 Mushroom Spore! This";
- mes "will taste perfect with my";
- mes "bowl of Fish Cake Soup~";
- next;
- mes "[Layoma]";
- mes "Alright, maybe I can";
- mes "count on you to work";
- mes "for my roommate Cellette";
- mes "a little while longer. Oh, and";
- mes "please tell her to not to come^FFFFFF ^000000 home so late all the time, okay?";
- delitem 921,1; //Mushroom spore
- delitem 584,1; //Skewer soup
- set hg_odeng,10;
- close;
- }
- else
- {
- mes "[Layoma]";
- mes "Hey! I thought you";
- mes "wanted to prove that";
- mes "you're a reliable and";
- mes "trustworthy person! Go";
- mes "and bring me 1 Mushroom";
- mes "Spore with my Fish Cake Soup!";
- close;
- }
- }
- else
- {
- mes "[Layoma]";
- mes "I love singing songs,";
- mes "and I love eating mushrooms.";
- mes "For a person living in Hugel,";
- mes "that's a pretty exciting life!";
- close;
- }
-
-}
-
-hugel,102,161,3 script Erjan 100,{
-
- if(hg_odeng == 4)
- {
- if(countitem(584))
- {
- mes "[Erjan]";
- mes "Well, I thought you'd";
- mes "never come to deliver";
- mes "my Fish Cake Soup. You're";
- mes "awfully late, you know that?";
- mes "Still, the smell is just so^FFFFFF ^000000 appetizing, I can barely resist...";
- next;
- mes "[Erjan]";
- mes "Hm, but as the first son";
- mes "of the Franchefeschu family,";
- mes "I cannot eat this soup unless";
- mes "it is suitably prepared. Go!";
- mes "I command you to bring me";
- mes "the commoner's ^FF0000China^000000!";
- next;
- set hg_odeng,9;
- mes "[Erjan]";
- mes "Realize that I'm compromising";
- mes "with you by asking you to bring";
- mes "me regular China... I always";
- mes "enjoy my meals on the finest";
- mes "glass and tableware available.";
- mes "That's how we noblemen live~";
- close;
- }
- else
- {
- mes "[Erjan]";
- mes "I am Erjan, first son of";
- mes "the noble Franchefeschu";
- mes "family. Commoner, if you";
- mes "do not have any business";
- mes "with me, then leave me be,";
- mes "and do whatever it is you do.";
- close;
- }
- }
- else if(hg_odeng == 9)
- {
- if(countitem(584) && countitem(736)) //Skewer soup and China
- {
- mes "[Erjan]";
- mes "Ah, so you've delivered";
- mes "my Fish Cake Soup with some";
- mes "proper China. Yes, this pleases";
- mes "me. Now, I may enjoy this meal";
- mes "in a manner befitting the";
- mes "Franchefeschu family.";
- next;
- mes "[Erjan]";
- mes "Although this China is";
- mes "below my standards, I also";
- mes "understand that this is the";
- mes "best you can do. Yes, to accept";
- mes "this is my... noblesse oblige.";
- next;
- mes "[Erjan]";
- mes "You are dismissed.";
- mes "Please take your leave,";
- mes "and return to Cellette";
- mes "with my noble thanks.";
- delitem 736,1; //China
- delitem 584,1; //Skewer soup
- set hg_odeng,10;
- close;
- }
- else
- {
- mes "[Erjan]";
- mes "Must I repeat myself?";
- mes "Bring me my ^FF0000Fish Cake Soup^000000";
- mes "with ^FF00001 China^000000 so that I may";
- mes "properly enjoy my meal.";
- close;
- }
- }
- else
- {
- mes "[Erjan]";
- mes "I am Erjan, first son of";
- mes "the noble Franchefeschu";
- mes "family. Commoner, if you";
- mes "do not have any business";
- mes "with me, then leave me be,";
- mes "and do whatever it is you do.";
- close;
- }
-}
-
-//-------------------------------------------------------------------------
-// Juno Remedy Quest
-//-------------------------------------------------------------------------
-
-yuno,111,156,3 script Euslan 90,{
-
- if(BaseLevel < 60)
- {
- mes "[Euslan]";
- mes "^333333*Cough Cough*";
- mes "*Haaaaaaack*";
- mes "*C-cough* *Sob*^000000";
- close;
- }
- if(!hg_ma1)
- {
- mes "[Euslan]";
- mes "^333333*Cough Cough*";
- mes "*Haaaaaaack*";
- mes "*C-cough* *Sob*^000000";
- next;
- switch( select( "Ignore:Speak to Euslan" ) )
- {
- case 1:
- mes "[Euslan]";
- mes "^333333*Sniff*";
- mes "*Huff Huff*";
- mes "*Cough Cough*^000000";
- close;
- break;
- case 2:
- mes "[Euslan]";
- mes "*Huff Huff*";
- mes "*Cough Cough*^000000";
- next;
- mes "^3355FFEusan is seized";
- mes "with emotion: it's";
- mes "been so long since";
- mes "someone has tried";
- mes "to speak to her.^000000";
- set hg_ma1,1;
- close;
- break;
- }
- }
- else if(hg_ma1 == 1)
- {
- mes "[Euslan]";
- mes "^333333*Sniff* *Cough";
- mes "*Cough Cough*";
- mes "*Sob* *Sniff*^000000";
- next;
- switch( select( "Ignore:Speak to Euslan" ) )
- {
- case 1:
- mes "[Euslan]";
- mes "^333333*Sniff*";
- mes "*Huff Huff*";
- mes "*Cough Cough*^000000";
- close;
- break;
- case 2:
- mes "[Euslan]";
- mes "^333333*Sniff*";
- mes "*Huff Huff*";
- mes "*Cough Cough*^000000";
- next;
- mes "[Euslan]";
- mes "Oh...";
- mes "Hello, wh-what";
- mes "^333333*Cough cough*^000000 did";
- mes "you want? ^333333*Sniff*^000000";
- next;
- break;
- }
- switch( select( "Nothing!:Are you alright?" ) )
- {
- case 1:
- mes "[Euslan]";
- mes "Oh, I'm s-sorry...";
- mes "^333333*Cough Cough*^000000 I must";
- mes "have been mistaken...";
- close;
- break;
- case 2:
- mes "[Euslan]";
- mes "Th-thank you so much";
- mes "for your concern. My";
- mes "^333333*Cough*^000000 name is Euslan,";
- mes "and it's nice to meet you.";
- next;
- mes "[Euslan]";
- mes "I've just been waiting here";
- mes "for my fiancee to return, but";
- mes "I'm starting to worry since";
- mes "I haven't heard from him in";
- mes "days. I really want to go out";
- mes "and find him on my own. ^333333*Cough*^000000";
- next;
- mes "[Euslan]";
- mes "I really want to see my";
- mes "Thierry. If only I wasn't";
- mes "so sick, then I wouldn't have";
- mes "these problems. ^333333*Sob*^000000 Where";
- mes "is he? ^333333*Sniff*^000000 Where's my";
- mes "Thierry? I want to see him...";
- next;
- break;
- }
- switch( select( "Leave her alone:Offer to find Thierry" ) )
- {
- case 1:
- mes "[Euslan]";
- mes "Thierry... ^333333*Sob*^000000";
- mes "When are you";
- mes "coming home?";
- mes "I'm so worried...";
- mes "^333333*Cough Cough*^000000";
- set hg_ma1,2;
- close;
- break;
- case 2:
- mes "[Euslan]";
- mes "...Are you really willing to";
- mes "go out and look for Thierry";
- mes "for me? Oh, thank you so";
- mes "much! You don't know how";
- mes "much your kind offer means";
- mes "to me. Now, let's see...";
- next;
- mes "[Euslan]";
- mes "^333333*Cough*^000000 Right, Thierry";
- mes "went on a trip, traveling";
- mes "on one of the Airships, to";
- mes "find some medicine that the";
- mes "doctors say I need for my";
- mes "illness. ^333333*Cough Cough*^000000";
- next;
- mes "[Euslan]";
- mes "I know it's like searching";
- mes "for a needle in a haystack,";
- mes "but the only way I can think";
- mes "of finding Thierry is to ask";
- mes "the Airship Crewmen if they";
- mes "might know where my fiancee is.";
- next;
- mes "[Euslan]";
- mes "^333333*Cough*^000000 Oh, right...";
- mes "My fiancee was planning on";
- mes "searching the Schwaltzvalt";
- mes "Republic, so maybe the crewmen";
- mes "on the Schwaltzvalt Republic^FFFFFF ^000000 domestic flights might know him.";
- next;
- mes "[Euslan]";
- mes "If you manage to find";
- mes "where Thierry might have";
- mes "gone, then please let me";
- mes "know as soon as you can,";
- mes "okay? Thanks for cheering";
- mes "me up, "+strcharinfo(0)+".";
- setquest 8044;
- set hg_ma1,3;
- close;
- break;
- }
- }
- else if(hg_ma1 == 2)
- {
- mes "[Euslan]";
- mes "I've just been waiting here";
- mes "for my fiancee to return, but";
- mes "I'm starting to worry since";
- mes "I haven't heard from him in";
- mes "days. I really want to go out";
- mes "and find him on my own. ^333333*Cough*^000000";
- next;
- mes "[Euslan]";
- mes "I really want to see my";
- mes "Thierry. If only I wasn't";
- mes "so sick, then I wouldn't have";
- mes "these problems. ^333333*Sob*^000000 Where";
- mes "is he? ^333333*Sniff*^000000 Where's my";
- mes "Thierry? I want to see him...";
- next;
- switch( select( "Leave her alone:Offer to find Thierry" ) )
- {
- case 1:
- mes "[Euslan]";
- mes "Thierry... ^333333*Sob*^000000";
- mes "When are you";
- mes "coming home?";
- mes "I'm so worried...";
- mes "^333333*Cough Cough*^000000";
- close;
- break;
- case 2:
- mes "[Euslan]";
- mes "...Are you really willing to";
- mes "go out and look for Thierry";
- mes "for me? Oh, thank you so";
- mes "much! You don't know how";
- mes "much your kind offer means";
- mes "to me. Now, let's see...";
- next;
- mes "[Euslan]";
- mes "^333333*Cough*^000000 Right, Thierry";
- mes "went on a trip, traveling";
- mes "on one of the Airships, to";
- mes "find some medicine that the";
- mes "doctors say I need for my";
- mes "illness. ^333333*Cough Cough*^000000";
- next;
- mes "[Euslan]";
- mes "I know it's like searching";
- mes "for a needle in a haystack,";
- mes "but the only way I can think";
- mes "of finding Thierry is to ask";
- mes "the Airship Crewmen if they";
- mes "might know where my fiancee is.";
- next;
- mes "[Euslan]";
- mes "^333333*Cough*^000000 Oh, right...";
- mes "My fiancee was planning on";
- mes "searching the Schwaltzvalt";
- mes "Republic, so maybe the crewmen";
- mes "on the Schwaltzvalt Republic^FFFFFF ^000000 domestic flights might know him.";
- next;
- mes "[Euslan]";
- mes "If you manage to find";
- mes "where Thierry might have";
- mes "gone, then please let me";
- mes "know as soon as you can,";
- mes "okay? Thanks for cheering";
- mes "me up, "+strcharinfo(0)+".";
- setquest 8044;
- set hg_ma1,3;
- close;
- break;
- }
- }
- else if(hg_ma1 == 3 || hg_ma1 == 4)
- {
- mes "^333333Euslan is still patiently";
- mes "waiting for Thierry's return.";
- mes "You should keep your promise";
- mes "to her by asking the crewmen on";
- mes "the Schwaltvalt Republic domestic flights about Euslan's fiancee.^000000";
- close;
- }
- else if(hg_ma1 == 5)
- {
- mes "[Euslan]";
- mes "Oh, you're back!";
- mes "^333333*Cough*^000000 Maybe it's too";
- mes "much to hope for, but did";
- mes "you learn anything about";
- mes "where my fiancee might be?";
- next;
- menu "Well, I met Kaci on the Airship.",-;
- mes "[Euslan]";
- mes "Oh, Kaci works on the";
- mes "Airship? It's been so long";
- mes "since I've seen her. I guess";
- mes "we've lost touch ever since";
- mes "I've gotten sick... Still, I'm";
- mes "glad to have heard from her.";
- next;
- mes "[Euslan]";
- mes "Oh, how fortunate! So Kaci";
- mes "knows where Thierry might be?";
- mes "^333333*Cough*^000000 Ah, he went to Hugel.";
- mes "I have a brother that lives";
- mes "there, though it's been a while";
- mes "since I've heard from him...";
- next;
- mes "[Euslan]";
- mes "Um, if you don't mind, would";
- mes "you please do another favor";
- mes "for me? If you travel to Hugel,";
- mes "would you find Thierry and tell";
- mes "that I'm alright? He must be";
- mes "so worried about he by now...";
- next;
- mes "[Euslan]";
- mes "^333333*Cough Cough*^000000 It might";
- mes "be a good idea to ask my";
- mes "brother Eukran, who's working";
- mes "as a Bingo game coordinator";
- mes "in Hugel, since he might know";
- mes "where Thierry is. ^333333*Cough*^000000";
- next;
- mes "[Euslan]";
- mes "I know that it's a lot";
- mes "to ask, so please don't";
- mes "trouble yourself if it's out";
- mes "of your way. Still, I'd really";
- mes "appreciate your help if you";
- mes "happen to pass through Hugel.";
- changequest 8046,8047;
- set hg_ma1,6;
- close;
- }
- else if(hg_ma1 == 6 || hg_ma1 == 7)
- {
- mes "[Euslan]";
- mes "If you get the chance,";
- mes "please visit my brother";
- mes "Eukran in Hugel, and ask";
- mes "him where my Thierry might be.";
- mes "Thank you again for your kindness. ^FFFFFF ^000000";
- close;
- }
- else if(hg_ma1 == 8 || hg_ma1 == 9 || hg_ma1 == 10 || hg_ma1 == 11)
- {
- mes "^3355FFEuslan is waiting for";
- mes "you to bring her news from";
- mes "her fiancee Thierry. You better";
- mes "go back to Hugel to find him.";
- close;
- }
- else if(hg_ma1 == 12)
- {
- mes "[Euslan]";
- mes "Oh, you've returned!";
- mes "^333333*Cough*^000000 Were you able to";
- mes "speak to my brother and";
- mes "find my fiancee Thierry?";
- next;
- mes "^333333You tell Euslan that you";
- mes "were able to find Thierry,";
- mes "and that he has managed to";
- mes "procure some medicine for";
- mes "her. You give Euslan the";
- mes "medicine as Thierry requested.^000000";
- next;
- mes "[Euslan]";
- mes "*Sniff* I don't deserve";
- mes "such a wonderful man. Why";
- mes "did that silly fool go through";
- mes "so much trouble for a useless";
- mes "woman like me. *Cough* I still^FFFFFF ^000000 don't understand it... I don't...";
- next;
- mes "[Euslan]";
- mes "Thank you so much for";
- mes "your help, adventurer, and";
- mes "for bringing me this medicine.";
- mes "I'll be waiting for Thierry to";
- mes "come back home, and do my";
- mes "best to get better. ^333333*Cough*^000000";
- next;
- mes "[Euslan]";
- mes ""+strcharinfo(0)+"...";
- mes "I'll never forget what";
- mes "you've done for Thierry and";
- mes "me. I'll always be praying for";
- mes "your safety in your adventures.";
- mes "Take care of yourself...";
- close2;
- completequest 8052;
- set hg_ma1,13;
- specialeffect EF_ABSORBSPIRITS;
- getexp 90000,60000;
- end;
- }
- else if(hg_ma1 == 13)
- {
- mes "^3355FFEuslan is still waiting";
- mes "for her fiancee to return";
- mes "home, but she appears";
- mes "much more relieved and";
- mes "relaxed than she used to be.^000000";
- close;
- }
-
-}
-
-que_bingo,49,12,0 script #Hg_Quest 139,4,4,{
-OnTouch:
- if(hg_ma1 == 6)
- {
- mes "[Arcade Owner]";
- mes "Welcome to the";
- mes "Bingo Game Arcade.";
- mes "Would you like to";
- mes "play a game?";
- next;
- menu "I want to meet the game coordinator.",-;
- mes "[Arcade Owner]";
- mes "I'm sorry, but if he's on";
- mes "duty, we can't really let you";
- mes "meet him unless you come";
- mes "here to play a game. Our";
- mes "game coordinators tend";
- mes "to be pretty busy...";
- close;
- }
-}
-
-que_bingo,53,190,7 script Eukran 778,{
-
- if(hg_ma1 == 6)
- {
- mes "[Eukran]";
- mes "Oh, weren't you just";
- mes "in the bingo room?";
- mes "I hope you enjoyed";
- mes "the game. Now, can";
- mes "I help you with anything?";
- next;
- menu "Talk about Euslan",-;
- mes "^3355FFYou tell Eukran about his";
- mes "sister's illness, and that";
- mes "she has sent you to search";
- mes "for her fiancee Thierry.^000000";
- next;
- mes "[Eukran]";
- mes "*Sob* I had no idea";
- mes "that my sister Euslan";
- mes "was so sick! No wonder";
- mes "Thierry looked so depressed";
- mes "the last time I saw him. Why";
- mes "didn't he tell me anything?";
- next;
- mes "[Eukran]";
- mes "You see, Thierry passed by";
- mes "here about a month ago, and";
- mes "told me that he had to visit";
- mes "the Odin Shrine. I wasn't";
- mes "sure then, but now I think";
- mes "he's trying to help my sister.";
- next;
- mes "[Eukran]";
- mes "There must be something";
- mes "there that can help my";
- mes "sister recover. Why else";
- mes "would Thierry go to such a";
- mes "dangerous place? No one goes^FFFFFF ^000000 to the Odin Shrine for no reason.";
- close2;
- changequest 8047,8048;
- set hg_ma1,8;
- warp "que_bingo",37,24;
- end;
- }
-
-}
-
-odin_tem01,129,127,0 script HiddenActivator#Hugel 139,3,3,{
-OnTouch:
- if(hg_ma1 == 8)
- {
- mes "^3355FFYou can hear two";
- mes "people talking to";
- mes "each other a short";
- mes "distance away.^000000";
- next;
- mes "[Suspicious Man]";
- mes "You sure your research";
- mes "is progressing? I haven't";
- mes "seen anything that even";
- mes "resembles real results!";
- next;
- mes "[Young Man]";
- mes "I'm telling you, this isn't";
- mes "like the last project. There's";
- mes "no other way around it, it's";
- mes "going to take some time.";
- mes "You just have to be patient...";
- next;
- mes "[Suspicious Man]";
- mes "Fine. That's fine by me.";
- mes "But what about your fiancee?";
- mes "I know she's near death's door:";
- mes "can you really afford to wait";
- mes "this long? Think about it.";
- next;
- mes "[Young Man]";
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[Suspicious Man]";
- mes "Just finish this as";
- mes "soon as you can. For";
- mes "your fiancee's sake.";
- mes "And your own sake.";
- mes "Catch my meaning?";
- next;
- mes "[Young Man]";
- mes "...I understand.";
- next;
- mes "^3355FFYou hear the sound of";
- mes "footsteps steadily becoming";
- mes "fainter and fainter. One of the";
- mes "men must be walking away.^000000";
- close2;
- enablenpc "Young Man#Hu_Quest";
- initnpctimer;
- end;
- }
- else if(hg_ma1 == 9 || hg_ma1 == 10 || hg_ma1 == 11)
- {
- enablenpc "Young Man#Hu_Quest";
- initnpctimer;
- end;
- }
-
-OnTimer180000:
- disablenpc "Young Man#Hu_Quest";
- stopnpctimer;
- end;
-
-OnInit:
- disablenpc "Young Man#Hu_Quest";
- end;
-
-}
-
-odin_tem01,130,134,4 script Young Man#Hu_Quest 774,{
-
- if(hg_ma1 == 8)
- {
- mes "[Young Man]";
- mes "Hm? Oh, an adventurer.";
- mes "There's more and more";
- mes "of you coming to visit this";
- mes "Odin Shrine nowadays.";
- next;
- menu "Mr. Thierry?",-;
- mes "[Thierry]";
- mes "...?!";
- mes "H-how do you";
- mes "know my name?";
- mes "Do I know you";
- mes "from somewhere?";
- next;
- menu "Tell him about Euslan",-;
- mes "[Thierry]";
- mes "Oh, Euslan sent you to me?";
- mes "I'm so sorry that you had to";
- mes "go through so much trouble.";
- mes "Still, I'm glad to hear from her. Please let her know that I'm";
- mes "coming home soon, would you?";
- next;
- menu "What are you doing here?",-;
- mes "[Thierry]";
- mes "Well, um, I'm sorry.";
- mes "I can't really go into the";
- mes "details, but I'm doing this";
- mes "work to find a cure for";
- mes "Euslan's disease. It's not";
- mes "curable by modern medicine...";
- close2;
- changequest 8048,8049;
- set hg_ma1,9;
- end;
- }
- else if(hg_ma1 == 9)
- {
- mes "[Thierry]";
- mes "I can't tell you more";
- mes "than that. Please just";
- mes "trust me on this. In the";
- mes "meantime, would you tell";
- mes "Euslan that I should be";
- mes "coming home very soon?";
- close;
- }
- else if(hg_ma1 == 10)
- {
- mes "[Thierry]";
- mes "Oh, I thought you";
- mes "already left Odin Shrine.";
- mes "You don't have anything ";
- mes "else to tell me, do you?";
- next;
- menu "Warn Thierry about Suspicious Men",-;
- mes "[Thierry]";
- mes "What?! It's just what";
- mes "I thought! They were just";
- mes "using me this whole time...!";
- mes "Still, I can't leave this";
- mes "place just yet... I can't...";
- next;
- mes "[Thierry]";
- mes "I guess it all started when";
- mes "Euslan contracted that weird";
- mes "disease. None of the doctors";
- mes "knew what it was, none of them";
- mes "could do anything about it.";
- mes "It was totally devastating...";
- next;
- mes "[Thierry]";
- mes "Finally, I took her to see";
- mes "Mawong, who told us that he";
- mes "actually met someone that had";
- mes "that disease, and that there";
- mes "was a way for me to cure it.";
- mes "I had to take my chances...";
- next;
- mes "[Thierry]";
- mes "Mawong told me that the cure";
- mes "was somewhere near the Odin";
- mes "Shrine in Hugel. As you already";
- mes "know, this place is incredibly";
- mes "dangerous. But I don't care.";
- mes "I'll do anything for Euslan.";
- next;
- mes "[Thierry]";
- mes "Of course, I only told Euslan";
- mes "that I'd be looking around the";
- mes "Schwaltzvalt Republic... If she";
- mes "knew I was at the Odin Shrine,";
- mes "she'd worry too much about me.";
- next;
- mes "[Thierry]";
- mes "Once I got here, I didn't";
- mes "know what to do, or what I was";
- mes "even looking for. Then, I ran";
- mes "into these strange men, and";
- mes "told them my story out of my";
- mes "frustration over my situation.";
- next;
- mes "[Thierry]";
- mes "It seemed like a miracle";
- mes "when they said that they knew";
- mes "how to cure Euslan. They told";
- mes "me that they were a research";
- mes "team working on a project";
- mes "related to my dilemna.";
- next;
- mes "[Thierry]";
- mes "I didn't even think twice";
- mes "about it: I immediately";
- mes "accepted their offer to";
- mes "join them. I did whatever";
- mes "research they asked while";
- mes "I searched for Euslan's cure...";
- next;
- mes "[Thierry]";
- mes "Later, I overheard them";
- mes "talking, and I learned that";
- mes "they were really Rekenber";
- mes "Corporation agents. Their";
- mes "project had nothing to do";
- mes "with medicine or my Euslan...";
- next;
- mes "[Thierry]";
- mes "Their true goal is to improve";
- mes "their guardian technology by";
- mes "finding the remains of some";
- mes "giant beneath the Odin Shrine.";
- mes "Still, working with them gave";
- mes "me access to so many resources.";
- next;
- mes "[Thierry]";
- mes "I've actually been able to";
- mes "find a cure for Euslan's";
- mes "illness through my research";
- mes "with those men, so I can't";
- mes "quit now. I still need to make";
- mes "that medicine for Euslan!";
- next;
- mes "[Thierry]";
- mes "So, behind their backs, I've";
- mes "been using their guardians to";
- mes "gather the ingredients needed";
- mes "for my fiancee's medicine. But";
- mes "if they're planning to get rid of^FFFFFF ^000000 me, I've just run out of time.";
- next;
- mes "[Thierry]";
- mes "It doesn't matter what";
- mes "happens to me, but I must";
- mes "save Euslan. I only need";
- mes "^FF00005 Runes of the Darkness^000000 to";
- mes "finish that medicine. Please";
- mes "help me get them, adventurer...";
- next;
- mes "[Thierry]";
- mes "You're the only one I can";
- mes "trust to save Euslan. In the";
- mes "meantime, I'll be hiding from";
- mes "those men right over here.";
- mes "If they get me, I'll never be";
- mes "able to make the medicine!";
- close2;
- changequest 8050,8051;
- set hg_ma1,11;
- end;
- }
- else if(hg_ma1 == 11)
- {
- if(countitem(7511) < 5)
- {
- mes "[Thierry]";
- mes "I understand that gathering";
- mes "materials here in the Odin";
- mes "Shrine is difficult, but try to";
- mes "get me ^3355FF5 Runes of the Darkness^000000";
- mes "as soon as you can. My Euslan";
- mes "really needs that medicine...";
- close;
- }
- mes "[Thierry]";
- mes "Oh! You really brought me";
- mes "the Runes of the Darkness!";
- mes "I can finally make the medicine";
- mes "that will save my dear Euslan.";
- mes "I... I can't thank you enough";
- mes "for this. I'm so happy...";
- next;
- mes "[Thierry]";
- mes "Please give me a moment:";
- mes "I want to make this right";
- mes "away. Let's see, ah, here";
- mes "are my research notes...";
- next;
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[Thierry]";
- mes "It's finally done. This";
- mes "medicine will cure Euslan.";
- mes "If you'd do one last thing";
- mes "for me, please bring this to";
- mes "her. I've got to sneak away";
- mes "later after things calm down.";
- next;
- mes "[Thierry]";
- mes "Please understand that";
- mes "I want to see her as soon";
- mes "as I can, but I have to wait";
- mes "until those Rekenber agents";
- mes "stop searching for me. And let";
- mes "Eslan know I'll come home soon.";
- next;
- mes "^3355FFYou received the";
- mes "medicine that Thierry";
- mes "has made to give to Euslan.^000000";
- close2;
- delitem 7511,5; //Darkness rune
- changequest 8051,8052;
- set hg_ma1,12;
- end;
- }
- else if(hg_ma1 == 12)
- {
- mes "[Thierry]";
- mes "Please give that";
- mes "medicine to Euslan as";
- mes "soon as you can: her life";
- mes "depends on it. Please let";
- mes "her know that I'm coming";
- mes "home as soon as I can.";
- close;
- }
- else
- {
- mes "[Researcher]";
- mes "I'm sorry, Euslan...";
- mes "Please just wait for";
- mes "me a little while longer.";
- mes "I swear I'll come home to you!";
- close;
- }
-
-}
-
-odin_tem01,111,144,0 script HiddenHugel 139,2,2,{
-OnTouch:
- if(hg_ma1 == 9)
- {
- mes "^3355FFYou hear the voice of";
- mes "the suspicious man that";
- mes "was speaking to Thierry";
- mes "a little while ago. You";
- mes "carefully listen to what";
- mes "he is saying...^000000";
- next;
- mes "[Suspicious Man]";
- mes "Thierry seems to have";
- mes "caught on to what we're";
- mes "really up to. I think that's why^FFFFFF ^000000 he's slowing down on his";
- mes "research. We better get rid";
- mes "of him before it's too late.";
- next;
- mes "[Very Suspicious Man]";
- mes "Sure. Just let me";
- mes "know when you";
- mes "want him dead.";
- mes "Then I'll kill him.";
- mes "No problem.";
- next;
- mes "^3355FFThis isn't good!";
- mes "Thierry's in danger, so";
- mes "you better go tell him";
- mes "about this right now!^000000";
- close2;
- changequest 8049,8050;
- set hg_ma1,10;
- end;
- }
-}
-
-//-------------------------------------------------------------------------
-// Cow Milking Quest
-//-------------------------------------------------------------------------
-
-hugel,56,104,3 script Kurupe 709,3,3,{
-
- if(hg_milk == 1)
- {
- mes "[Kurupe]";
- mes "Could Burupu be hiding";
- mes "from me again? He's been";
- mes "wanting to ditch work more";
- mes "and more ever since he wanted";
- mes "to become a Swordman. If only";
- mes "I could hire someone else...";
- next;
- mes "[Kurupe]";
- mes "Unfortunately, he's the";
- mes "only one I can find that";
- mes "can actually milk my cow,";
- mes "Booboo! If you can find";
- mes "Burupu for me, I'll be sure";
- mes "to pay you for your effort.";
- next;
- switch( select( "Sure.","Sorry, I'm busy." ) )
- {
- case 1:
- mes "[Kurupe]";
- mes "Thank you, you're a";
- mes "lifesaver! I need to get the";
- mes "milk delivered by tomorrow,";
- mes "so I really need Burupu back!";
- mes "You should be able to find him";
- mes "somewhere just outside of town.";
- set hg_milk,2;
- close;
-
- case 2:
- mes "[Kurupe]";
- mes "N-no...!";
- mes "If I can't find";
- mes "Burupu, then there's no";
- mes "way I'd be able to deliver";
- mes "the milk orders by tomorrow!";
- mes "Great, what am I gonna do?";
- close;
- }
- }
- else if(hg_milk > 1 && hg_milk < 5)
- {
- mes "[Kurupe]";
- mes "Burupu, I need you";
- mes "to come to work! Maybe";
- mes "you can find him practicing";
- mes "with his sword right outside";
- mes "of town. I hope you can find";
- mes "that lazy guy for me...";
- close;
- }
- else if(hg_milk == 5)
- {
- mes "[Kurupe]";
- mes "Burupu is making demands?!";
- mes "I guess I don't have a choice.";
- mes "You wouldn't happen to know";
- mes "how much Rapiers cost, do you?";
- mes "Why does Burupu want to become";
- mes "a Swordman so much, huh?";
- close;
- }
- else if(hg_milk == 6)
- {
- mes "[Kurupe]";
- mes "Oh, you're going to";
- mes "help me milk the cow?";
- mes "Great, great, thanks so";
- mes "much! Please milk Booboo";
- mes "right away, and get me";
- mes "some delicious milk~";
- set hg_milk,7;
- close;
- }
- else if(hg_milk == 7)
- {
- mes "[Kurupe]";
- mes "Hmm, how about this?";
- mes "If you can actually milk";
- mes "Booboo the cow, then I'll";
- mes "give you some food. Does";
- mes "that sound fair? Anyway,";
- mes "please get to work soon~";
- close;
- }
- else if(hg_milk == 8)
- {
- mes "[Kurupe]";
- mes "Great! Now that you've";
- mes "milked Booboo, I can go";
- mes "and make my deliveries";
- mes "tomorrow! Here's a little";
- mes "something to eat as my way";
- mes "of saying, ''Thanks a lot~''";
- next;
- if(checkweight(12063,3) != 1)
- {
- mes "[Kurupe]";
- mes "Wait a minute!";
- mes "Currently you are carrying";
- mes "too many items with you.";
- mes "Please come back again";
- mes "after you store some items into kafra storage.";
- close;
- }
- set hg_milk,9;
- specialeffect2 EF_CONE;
- getexp 10000,0;
- getitem 12063,3;
- mes "[Kurupe]";
- mes "I always need";
- mes "someone to help me";
- mes "milk Booboo, especially";
- mes "when Burupu doesn't feel";
- mes "like doing it, so please come";
- mes "by and help me when you can~";
- close;
- }
- else if(hg_milk == 9)
- {
- mes "[Kurupe]";
- mes "Oh, it's you again!";
- mes "Did you want to help me";
- mes "out by milking Booboo the";
- mes "cow? I can always use a";
- mes "dependable person like you.";
- next;
- switch( select( "Sure, I'll milk Booboo.","What'll pay me this time?","Nah, just dropping by." ) )
- {
- case 1:
- mes "[Kurupe]";
- mes "Great, great! If you want";
- mes "to milk Booboo, first tell";
- mes "Burupu that he doesn't need";
- mes "to come in today, and then";
- mes "come back to me. Then, I'll";
- mes "let you milk Booboo the cow.";
- set hg_milk,10;
- close;
-
- case 2:
- mes "[Kurupe]";
- mes "Let's see...";
- mes "Milk Booboo for me this";
- mes "time, and I'll randomly";
- mes "choose one of the following";
- mes "sets of rewards to give you.";
- next;
- mes "1 set of 5 Milk,";
- mes "1 set of 3 Honey,";
- mes "1 set of 5 Orange Potions,";
- mes "1 set of Yellow Potions, or";
- mes "1 Bundle of Food. Hmmm...";
- mes "That sounds fair, right?";
- close;
-
- case 3:
- mes "[Kurupe]";
- mes "Ahahahah, it's good";
- mes "to see you! Now, don't";
- mes "be a stranger, alright?";
- mes "Burupu could learn a";
- mes "couple things from you...";
- close;
- }
- }
- else if(hg_milk == 10)
- {
- mes "[Kurupe]";
- mes "For now, go talk";
- mes "to Burupu and let him";
- mes "know that he doesn't need";
- mes "to come into work today~";
- close;
- }
- else if(hg_milk == 11)
- {
- mes "[Kurupe]";
- mes "Ah, you spoke to";
- mes "Burupu already? Good,";
- mes "now would you please";
- mes "milk Booboo the cow?";
- mes "Thanks once again~";
- set hg_milk,12;
- close;
- }
- else if(hg_milk == 12)
- {
- mes "[Kurupe]";
- mes "Please go and milk";
- mes "Booboo the cow as";
- mes "soon as you can, okay?";
- close;
- }
- else if(hg_milk == 13)
- {
- mes "[Kurupe]";
- mes "Ah, you've done a good";
- mes "job of milking Booboo the";
- mes "cow for me. Let's see, let's";
- mes "see, what would be good to";
- mes "give you as payment. Hmm...";
- next;
- set .@milkreward,rand(1,10);
- if (.@milkreward < 5)
- {
- mes "[Kurupe]";
- mes "You know what?";
- mes "Why don't you have";
- mes "some Milk? It's only";
- mes "fitting, after all. Besides,";
- mes "it's really good for you!";
- mes "Thanks again for your help~";
- if(checkweight(519,5) != 1)
- {
- next;
- mes "[Kurupe]";
- mes "Wait a minute!";
- mes "Currently you are carrying";
- mes "too many items with you.";
- mes "Please come back again";
- mes "after you store some items into kafra storage.";
- close;
- }
- set hg_milk,9;
- getitem 519,5;
- close;
- }
- else if(.@milkreward > 4 && .@milkreward < 8)
- {
- mes "[Kurupe]";
- mes "Ah, I've got it!";
- mes "You like Orange Potions,";
- mes "right? Come on, you looove";
- mes "Orange Potions! Here, you can";
- mes "have a bunch as my way of saying thanks for milking Booboo the cow~";
- if(checkweight(502,5) != 1)
- {
- next;
- mes "[Kurupe]";
- mes "Wait a minute!";
- mes "Currently you are carrying";
- mes "too many items with you.";
- mes "Please come back again";
- mes "after you store some items into kafra storage.";
- close;
- }
- set hg_milk,9;
- getitem 502,5;
- close;
- }
- else if(.@milkreward > 7 && .@milkreward < 10)
- {
- mes "[Kurupe]";
- mes "Oooh, I could give you";
- mes "some Yellow Potions, Yes,";
- mes "that's a good idea. Please";
- mes "take these Yellow Potions";
- mes "as a token of my gratitude";
- mes "for milking old Booboo.";
- if(checkweight(503,5) != 1)
- {
- next;
- mes "[Kurupe]";
- mes "Wait a minute!";
- mes "Currently you are carrying";
- mes "too many items with you.";
- mes "Please come back again";
- mes "after you store some items into kafra storage.";
- close;
- }
- set hg_milk,9;
- getitem 503,5;
- close;
- }
- else
- {
- set .@milkreward,rand(1,10);
- if (.@milkreward < 7)
- {
- mes "[Kurupe]";
- mes "Hey, why don't you";
- mes "take some fresh Honey?";
- mes "Yes, it's sweet, delicious,";
- mes "it's everything you could";
- mes "ever want! Thanks for";
- mes "milking Booboo for me~";
- if(checkweight(518,3) != 1)
- {
- next;
- mes "[Kurupe]";
- mes "Wait a minute!";
- mes "Currently you are carrying";
- mes "too many items with you.";
- mes "Please come back again";
- mes "after you store some items into kafra storage.";
- close;
- }
- set hg_milk,9;
- getitem 518,3;
- close;
- }
- mes "[Kurupe]";
- mes "Here, why don't you";
- mes "have some of this really";
- mes "delicious food? I don't";
- mes "remember what I packed in";
- mes "here, but I'm sure it tastes";
- mes "good, and it's good for you~";
- if(checkweight(12111,1) != 1)
- {
- next;
- mes "[Kurupe]";
- mes "Wait a minute!";
- mes "Currently you are carrying";
- mes "too many items with you.";
- mes "Please come back again";
- mes "after you store some items into kafra storage.";
- close;
- }
- set hg_milk,9;
- getitem 12111,1;
- close;
- }
- }
- else
- {
- mes "[Kurupe]";
- mes "Aww, nuts...!";
- mes "I've got so many";
- mes "Milk deliveries to do";
- mes "tomorrow, but what can";
- mes "I do without any Milk?!";
- close;
- }
-
-OnTouch:
- if (BaseLevel > 49)
- {
- if(!hg_milk)
- {
- mes "[Kurupe]";
- mes "Oh no, what am I gonna";
- mes "do?! I need to deliver the";
- mes "milk tomorrow, but Burupu";
- mes "still hasn't arrived yet!";
- emotion e_omg,0;
- next;
- mes "[Kurupe]";
- mes "When is he coming";
- mes "to work? Burupu,";
- mes "where are you?!";
- emotion e_swt,0;
- set hg_milk,1;
- close;
- }
- }
- mes "[Kurupe]";
- mes "Why hasn't Burupu";
- mes "arrived yet? If he";
- mes "doesn't come soon,";
- mes "how will I get the milk";
- mes "delivered by tomorrow?";
- close;
-}
-
-hu_fild06,217,270,3 script Burupu 896,3,3,{
-
- if (hg_milk == 3)
- {
- mes "[Burupu]";
- mes "What? Kurupe wants me";
- mes "to come in to work again?";
- mes "Man, does it look like I want";
- mes "to milk Booboo all my life?";
- mes "Forget that, I'm gonna be";
- mes "a Swordman! Tally-hoooe!";
- next;
- mes "[Burupu]";
- mes "Yeah, ever since that";
- mes "Airship landed in our";
- mes "town, and I saw all those";
- mes "Swordmen, I knew it'd be";
- mes "my destiny! Forget ranching,^FFFFFF ^000000 I'm gonna wield a frickin' sword!";
- set hg_milk,4;
- close;
- }
- else if(hg_milk == 4)
- {
- mes "[Burupu]";
- mes "Hey, that equipment of";
- mes "yours looks plenty expensive.";
- mes "I think I'll need something";
- mes "like that if I wanna become";
- mes "a Swordman. Hey, I know";
- mes "how we can help each other~";
- next;
- mes "[Burupu]";
- mes "I'll help you with milking";
- mes "Booboo the cow if you can get";
- mes "me some proper Swordman";
- mes "equipment. Let's see... Why not";
- mes "give me 1 Rapier with 2 Slots?^FFFFFF ^000000 That's not too much to ask, right?";
- next;
- switch( select( "Alright.","Whoa, that's too much!" ) )
- {
- case 1:
- mes "[Burupu]";
- mes "I'm glad you agree~";
- mes "Okay then, try to bring";
- mes "me a Rapier with 2 Slots";
- mes "as soon as you can! I can't";
- mes "wait to start training with it!";
- set hg_milk,5;
- close;
-
- case 2:
- mes "[Burupu]";
- mes "You think so...?";
- mes "Well, it's the only";
- mes "thing I can think of";
- mes "that I really want...";
- close;
- }
- }
- else if(hg_milk == 5)
- {
- if (!countitem(1110))
- {
- mes "[Burupu]";
- mes "Hey, weren't you";
- mes "supposed to bring me";
- mes "a Rapier with 2 Slots?";
- mes "If you want me to milk";
- mes "Booboo the cow, then keep";
- mes "your end of our bargain~";
- close;
- }
- mes "[Burupu]";
- mes "Oh, wow...!";
- mes "That's such a beautiful";
- mes "Rapier! Look, it's got";
- mes "2 Slots and everything!";
- mes "I'm gonna start training";
- mes "with it right now!";
- delitem 1110,1;
- set hg_milk,6;
- next;
- mes "[Burupu]";
- mes "You know what?";
- mes "I've changed my mind.";
- mes "Screw milking that dumb cow!";
- mes "Still, a Swordman is supposed";
- mes "to keep his promises, huh?";
- mes "Okay then, how about this?";
- next;
- mes "[Burupu]";
- mes "I hid my secret instructions";
- mes "for milking Booboo the cow";
- mes "under the ground just northeast";
- mes "of her. Read them carefully, and^FFFFFF ^000000 you should be able to milk her";
- mes "yourself. You can do it, right?";
- next;
- mes "[Burupu]";
- mes "Anyway, don't forget";
- mes "to find and read those";
- mes "instructions. Oh, and";
- mes "thanks again for the Rapier~";
- close;
- }
- else if(hg_milk == 10)
- {
- mes "[Burupu]";
- mes "Hmm? You wanna milk";
- mes "Booboo today? Great,";
- mes "that means I've got more";
- mes "time to work on my fencing.";
- mes "All right, now I can focus";
- mes "completely on my training!";
- set hg_milk,11;
- close;
- }
- else
- {
- mes "[Burupu]";
- mes "I'm gonna become the";
- mes "best Swordman in the";
- mes "world! But first, I gotta";
- mes "learn how to use this thing!";
- mes "Heeeeee-YAH! How's that? That^FFFFFF ^000000 was almost a Magnum Break, right?";
- emotion e_swt2,0;
- close;
- }
-
-OnTouch:
- if (hg_milk == 2)
- {
- mes "[Burupu]";
- mes "Heeeyah!";
- mes "Yaaaaaaaah!";
- mes "Wh-whooooooosh!";
- emotion e_swt2,0;
- next;
- mes "[Burupu]";
- mes "Crap! Why do I have";
- mes "to have such a crappy";
- mes "sword?! I mean, I'm getting";
- mes "tired of making all my own";
- mes "whooshing sounds and effects.";
- set hg_milk,3;
- emotion e_an,0;
- close;
- }
- else if(hg_milk == 5)
- {
- mes "[Burupu]";
- mes "Heeeyah!";
- mes "Yaaaaaaaah!";
- mes "Yeeeeeeeyoooop!";
- emotion e_swt2,0;
- close;
- }
-}
-
-hugel,72,101,0 script Burupu's Instructions 111,{
-
- if (hg_milk < 6)
- {
- mes "^3355FFYou've found a small^000000";
- mes "^3355FFnotebook on the ground.^000000";
- close;
- }
- mes "^804000This small notebook^000000";
- mes "^804000contains Burupu's detailed^000000";
- mes "^804000instructions for milking^000000";
- mes "^804000Booboo the cow. Although^000000";
- mes "^804000it is written by hand, it^000000";
- mes "^804000is very well organized.^000000";
- next;
- mes "[Table of Contents]";
- mes " ";
- mes "Chapter 1: How to Milk Booboo";
- mes "Chapter 2: How to Treat Booboo";
- mes "Chapter 3: Before You Begin";
- next;
- switch( select( "Chapter 1","Chapter 2","Chapter 3" ) )
- {
- case 1:
- mes "[Chapter 1]";
- mes "Booboo is a very emotionally";
- mes "sensitive cow that expresses";
- mes "herself through the power of";
- mes "song. You must listen to her";
- mes "song, determine how she feels,";
- mes "and then comb her just right.";
- next;
- mes "[Chapter 1]";
- mes "Basically, depending on";
- mes "how Booboo feels, you must";
- mes "give her the number of brush";
- mes "strokes that correspond to";
- mes "her song. I'll explain more";
- mes "about that in Chapter 2.";
- close;
-
- case 2:
- mes "[Chapter 2 Contents]";
- mes " ";
- mes "Part 1: How to Respond to";
- mes "Booboo the Cow's Feelings";
- mes "Part 2: Booboo's Songs";
- next;
- switch( select( "Part 1","Part 2" ) )
- {
- case 1:
- mes "[Chapter 2, Part 1]";
- mes "Booboo the Cow usually";
- mes "expresses five different";
- mes "feelings through her songs:";
- mes "these are joy, sadness, anger,";
- mes "love, and neutral contentment.";
- next;
- mes "[Chapter 2, Part 1]";
- mes "^800080She is so happy^000000!";
- mes "When Booboo the Cow";
- mes "feels joy, then you go";
- mes "ahead and brush her";
- mes "hair 3 times before";
- mes "you can milk her.";
- mes "^800080 3 times^000000.";
- next;
- mes "[Chapter 2, Part 1]";
- mes "^800080She is as usual^000000.";
- mes "When she feels so-so, you need to";
- mes "comb her hair ^800080 5 times^000000.";
- next;
- mes "[Chapter 2, Part 1]";
- mes "If Booboo the cow feels";
- mes "sad, then you need to make";
- mes "her feel more loved. How";
- mes "do you do this? Just brush";
- mes "her hair at least 10 times.";
- next;
- mes "[Chapter 2, Part 1]";
- mes "Now, remember that when";
- mes "Booboo the cow is angry,";
- mes "you shouldn't touch her";
- mes "at all. Just say, ''No!'' to";
- mes "brushing her hair, okay?";
- next;
- mes "[Chapter 2, Part 1]";
- mes "If you happen to see";
- mes "Booboo the cow in love,";
- mes "then just brush her hair";
- mes "once. Just look for the";
- mes "hearts, and you'll know";
- mes "that she's in love, okay?";
- next;
- mes "[Chapter 2, Part 1]";
- mes "Whenever Booboo the";
- mes "cow is just feeling";
- mes "neutral contentment,";
- mes "then just brush her";
- mes "5 times. That's all~";
- close;
-
- case 2:
- mes "[Chapter 2, Part 2]";
- mes "Booboo the cow will";
- mes "always sing this song.";
- mes "Keep these sounds in";
- mes "mind when she sings them...";
- next;
- mes "^ff0000Brr~ Brrbrr~ Boobooboo~^000000";
- mes "^0000ffBrrrrrr~ Booboo~ Boorrboo~^000000";
- mes "^ff0000Booruboorubrr~ Rrrrboo~^000000";
- mes "^0000ffRrrr~ Booboorrrr~ Boobooru~^000000";
- mes "^ff0000Boobooboo~ Rururu~ Booruboorub~^000000";
- mes "^0000ffBoo! B! Boo~^000000";
- next;
- mes "[Chapter 2, Part 2]";
- mes "When you try to milk";
- mes "Booboo, she will sing this";
- mes "song with a slight difference.";
- mes "Look for the difference in";
- mes "Booboo's song, and then";
- mes "hum the correvt word to her.";
- close;
- }
-
- case 3:
- mes "[Chapter 3]";
- mes "If you want to milk";
- mes "Booboo the cow, you";
- mes "must first get permission";
- mes "from Kurupe. You will also";
- mes "need 3 Concentration Potions";
- mes "to insert into Booboo's comb.";
- close;
- }
-}
-
-hugel,68,99,3 script Booboo the Cow 889,{
-
- if (hg_milk == 7 || hg_milk == 12)
- {
- mes "[Booboo]";
- mes "Boop boop boo~";
- mes "Booboo Boop boo!";
- next;
- mes "^804000It seems that";
- mes "Booboo the cow";
- mes "has something that";
- mes "she wants to tell you.^000000";
- next;
- switch( select( "Attempt to Milk Booboo","It's not the right time!" ) )
- {
- case 1:
- if(countitem(645) > 2)
- {
- set @cowsong1,rand(1,5);
- if (@cowsong1 == 1) callfunc "Func_MilkCow","cow_01.wav",3;
- else if(@cowsong1 == 2) callfunc "Func_MilkCow","cow_02.wav",5;
- else if(@cowsong1 == 3) callfunc "Func_MilkCow","cow_03.wav",10;
- else if(@cowsong1 == 4) callfunc "Func_MilkCow","cow_04.wav",0;
- else if(@cowsong1 == 5) callfunc "Func_MilkCow","cow_05.wav",1;
- end;
- }
- mes "^3355FFTo use this comb to";
- mes "brush Booboo the cow,";
- mes "you will need to insert";
- mes "3 Concentration Potions.";
- mes "You can only brush Booboo";
- mes "with this luxurious magic comb.^000000";
- close;
-
- case 2:
- mes "^3355FFMaybe you should learn more";
- mes "about Booboo the cow, and";
- mes "get more information before";
- mes "you can attempt to milk her.^000000";
- close;
- }
- }
- mes "[Booboo]";
- mes "Booo~Boooo!!";
- mes "Boobooboo Booo~~~";
- mes "Booboo Boop~";
- close;
-}
-
-function script Func_MilkCow {
-
-
- mes "^3355FFThis giant magic comb was";
- mes "specially ordered from Geffen's";
- mes "Magic Academy. It is designed";
- mes "to operate after inserting";
- mes "3 Concentration Potions";
- mes "into its special slots.^000000";
- next;
- mes "^3355FFOnce you place your";
- mes "3 Concentration Potions";
- mes "into the comb, it begins";
- mes "to chime, and Booboo the";
- mes "cow beings to express her^FFFFFF ^3355FF feelings in the center of Hugel.^000000";
- delitem 645,3;
- soundeffect ""+getarg(0)+"",0;
- next;
- soundeffect ""+getarg(0)+"",0;
- mes "^3355FFNow it's time for you";
- mes "to brush Booboo the cow.";
- mes "Depending on her mood,";
- mes "you need to brush her a";
- mes "certain number of times.^000000";
- next;
- input @cowbrush;
- if (@cowbrush != getarg(1))
- {
- soundeffect "taming_fail.wav",0;
- mes "^3355FFAwwww...";
- mes "Booboo the cow looks";
- mes "so disappointed. She";
- mes "looks like she wants";
- mes "to close herself off";
- mes "from the rest of the world...^000000";
- close;
- }
- soundeffect "cow_06.wav",0;
- mes "^3355FFBooboo the cow";
- mes "seems fairly content,";
- mes "and is singing a serenade.^000000";
- next;
- soundeffect "cow_06.wav",0;
- set @cowsong2,rand(1,6);
- mes "[Mrs. Booboo]";
- if (@cowsong2 == 1)
- {
- mes "^ff0000Brr~ Brrboo~ Boobooboo~^000000";
- mes "^0000ffBrrrrrr~ Booboo~ Boorrboo~^000000";
- mes "^ff0000Booruboorubrr~ Rrrrboo~^000000";
- mes "^0000ffRrrr~ Booboorrrr~ Boobooru~^000000";
- mes "^ff0000Boobooboo~ Rururu~ Booruboorub~^000000";
- mes "^0000ffBoo! B! Boo~~~^000000";
- }
- else if (@cowsong2 == 2)
- {
- mes "^ff0000Brr~ Brrboo~ Boobooboo~^000000";
- mes "^0000ffRrrururu~ Booboo~ Boorrboo~^000000";
- mes "^ff0000Booruboorubrr~ Rrrrboo~^000000";
- mes "^0000ffRrrr~ Booboorrrr~ Boobooru~^000000";
- mes "^ff0000Boobooboo~ Rururu~ Booruboorub~^000000";
- mes "^0000ffBoo! B! Boo~~~^000000";
- }
- else if (@cowsong2 == 3)
- {
- mes "^ff0000Brr~ Brrbrr~ Boobooboo~^000000";
- mes "^0000ffBrrrrrr~ Booboo~ Boorrboo~^000000";
- mes "^ff0000Booruboorubrr~ Rurub~^000000";
- mes "^0000ffRrrr~ Booboorrrr~ Boobooru~^000000";
- mes "^ff0000Boobooboo~ Rururu~ Booruboorub~^000000";
- mes "^0000ffBoo! B! Boo~^000000";
- }
- else if (@cowsong2 == 4)
- {
- mes "^ff0000Brr~ Brrbrr~ Boobooboo~^000000";
- mes "^0000ffBrrrrrr~ Booboo~ Boorrboo~^000000";
- mes "^ff0000Booruboorubrr~ Rrrrboo~^000000";
- mes "^0000ffRrrr~ Booboorrrr~ Bbrrrr~^000000";
- mes "^ff0000Boobooboo~ Rururu~ Booruboorub~^000000";
- mes "^0000ffBoo! B! Boo~^000000";
- }
- else if (@cowsong2 == 5)
- {
- mes "^ff0000Brr~ Brrbrr~ Boobooboo~^000000";
- mes "^0000ffBrrrrrr~ Booboo~ Boorrboo~^000000";
- mes "^ff0000Booruboorubrr~ Rrrrboo~^000000";
- mes "^0000ffRrrr~ Booboorrrr~ Boobooru~^000000";
- mes "^ff0000Bbb~ Rururu~ Booruboorub~^000000";
- mes "^0000ffBoo! B! Boo~^000000";
- }
- else if (@cowsong2 == 6)
- {
- mes "^ff0000Brr~ Brrbrr~ Boobooboo~^000000";
- mes "^0000ffBrrrrrr~ Booboo~ Boorrboo~^000000";
- mes "^ff0000Booruboorubrr~ Rrrrboo~^000000";
- mes "^0000ffRrrr~ Booboorrrr~ Boobooru~^000000";
- mes "^ff0000Boobooboo~ Rururu~ Booruboorub~^000000";
- mes "^0000ffBoo! Boo! Boo~^000000";
- }
- next;
- mes "^3355FFHurry, respond to Booboo's song! Look for the word that is slightly";
- mes "different than Booboo's normal";
- mes "song in Burupu's notes, and then tell her the correct world without";
- mes "the tilde character (''~'').^000000";
- next;
- if(@cowsong2 == 1) set @cowsong$,"Brrbrr";
- else if(@cowsong2 == 2) set @cowsong$,"Brrrrrr";
- else if(@cowsong2 == 3) set @cowsong$,"Rrrrboo";
- else if(@cowsong2 == 4) set @cowsong$,"Boobooru";
- else if(@cowsong2 == 5) set @cowsong$,"Boobooboo";
- else if(@cowsong2 == 6) set @cowsong$,"B";
- input @cowanswer$;
- if (@cowanswer$ == @cowsong$)
- {
- soundeffect "tming_success.wav",0;
- mes "^3355FFSuccess!";
- mes "Booboo the cow";
- mes "is quite happy, and";
- mes "you were able to milk";
- mes "her. Now, you should";
- mes "report to Kurupe.^000000";
- if(hg_milk == 12) set hg_milk,13;
- else set hg_milk,8;
- close;
- }
- soundeffect "taming_fail.wav",0;
- mes "^3355FFUh oh...";
- mes "Booboo the cow is starting";
- mes "to snort violently! She seems";
- mes "pretty angry with you, so you";
- mes "better get away for now...^000000";
- close;
-}
-
-//-------------------------------------------------------------------------
-// Odin Temple Excavation quest
-//-------------------------------------------------------------------------
-
-hugel,91,152,1 script Sign 837,{
-
- mes "**Recruitment Notice**";
- mes " ";
- if(hg_odin < 60)
- {
- mes "We are now hiring recruits";
- mes "for the Odin Shrine Expedition.";
- mes " ";
- mes "- Shrine Expedition Dept.";
- if(!hg_odin) set hg_odin,1;
- close;
- }
- mes "Join our magician";
- mes "community, and make";
- mes "all your days a festival!";
- mes " ";
- mes "- Hugel Magician Community";
- close;
-}
-
-hu_in01,19,161,0 script Alex 803,{
-
- if(!hg_odin)
- {
- mes "[Alex]";
- mes "Whatever you're";
- mes "trying to sell me,";
- mes "I'm not interested!";
- mes "Now get out of here!";
- close;
- }
- else if(hg_odin == 1)
- {
- cutin "hu_alex01.bmp",2;
- mes "[Alex]";
- mes "Huh...?";
- mes "What do you want?";
- next;
- switch( select( "Excuse me...","I saw the recruitment notice and..." ) )
- {
- case 1:
- mes "[Alex]";
- mes "Whatever you're";
- mes "trying to sell me,";
- mes "I'm not interested!";
- mes "Now get out of here!";
- close2;
- cutin "",255;
- end;
-
- case 2:
- mes "[Alex]";
- mes "Oh, so you saw the";
- mes "recruitment notice for the";
- mes "Odin Shrine Expedition, eh?";
- if(BaseLevel > 59)
- {
- mes "Hmmm... Alright, you look";
- mes "like you're strong enough.";
- mes "Yeah, I think you qualify.";
- next;
- }
- else
- {
- cutin "hu_alex02.bmp",2;
- mes "Well, I dunno. I think that";
- mes "kind of expedition would";
- mes "eat you alive. No offense...";
- next;
- mes "[Alex]";
- mes "Look, I'll reconsider";
- mes "whether you qualify after";
- mes "you get train a little more,";
- mes "develop your skills, you know,";
- mes "get stronger. For now, though,";
- mes "I don't think we can use you.";
- close2;
- cutin "",255;
- end;
- }
- break;
- }
- cutin "hu_alex03.bmp",2;
- mes "[Alex]";
- mes "I'm Alex Helmut, and I'm";
- mes "in charge of the expedition.";
- mes "See that guy over there? That's";
- mes "my younger brother Julian who's";
- mes "also working on the excavation.";
- next;
- mes "[Alex]";
- mes "Our main goal in this";
- mes "excavation is to retrieve";
- mes "some extremely valuable";
- mes "item inside the shrine. However,^FFFFFF ^000000 it's too dangerous to go in there";
- mes "if you're not strong enough.";
- next;
- mes "[Alex]";
- mes "Anyway, if you'd like to";
- mes "help us, please take a look";
- mes "around the shrine and see";
- mes "if you'd want to work for us.";
- mes "Please talk to the Boatman";
- mes "to travel to the shrine, okay?";
- set hg_odin,2;
- close2;
- cutin "",255;
- end;
- }
- else if(hg_odin == 2)
- {
- cutin "hu_alex03.bmp",2;
- mes "[Alex]";
- mes "You really oughtta";
- mes "check out the shrine";
- mes "for yourself first. Just talk";
- mes "to the Boatman so that";
- mes "he take you over there.";
- close2;
- cutin "",255;
- end;
- }
- else if(hg_odin == 3)
- {
- cutin "hu_alex01.bmp",2;
- mes "[Alex]";
- mes "Oh, so you've gone";
- mes "and seen the shrine";
- mes "already. So will you help";
- mes "us in our expedition?";
- next;
- switch( select( "Who are the people in the next room?","Well...","Yes, I do." ) )
- {
- case 1:
- cutin "hu_alex02.bmp",2;
- mes "[Alex]";
- mes "Oh... Them.";
- mes "They're officially my";
- mes "co-workers, but quite";
- mes "frankly, they were forced";
- mes "upon me by the Rune-Midgarts";
- mes "Kingdom. It can't be helped...";
- next;
- mes "[Alex]";
- mes "Anyway, I have to accept";
- mes "them to help international";
- mes "relations or something silly";
- mes "like that. They say they're here^FFFFFF ^000000 to research religious relics,";
- mes "but I just don't trust them.";
- next;
- cutin "hu_alex04.bmp",2;
- mes "[Alex]";
- mes "In fact, I think it's";
- mes "obvious that they're here";
- mes "for something else, though";
- mes "I'm not sure what it may be.";
- mes "And that gray haired lady...";
- mes "She totally creeps me out!";
- close2;
- cutin "",255;
- end;
-
- case 2:
- mes "[Alex]";
- mes "Yeah, well, I know";
- mes "it might be a tough";
- mes "decision to make. Well,";
- mes "take your time. I understand";
- mes "that you have to weigh the";
- mes "risks and everything.";
- close2;
- cutin "",255;
- end;
-
- case 3:
- mes "[Alex]";
- mes "Great! In that case, your";
- mes "first assignment is to bring";
- mes "me ^3355FF5 Runes of the Darkness^000000";
- mes "from the shrine. Don't worry,";
- mes "I'll make sure that you're";
- mes "rewarded for your efforts.";
- set hg_odin,4;
- next;
- mes "[Alex]";
- mes "This is your chance";
- mes "to show me that your";
- mes "dependability and sense";
- mes "of responsibility. Then,";
- mes "we can move on to the";
- mes "more important stuff.";
- close2;
- cutin "",255;
- end;
- }
- }
- else if(hg_odin == 4)
- {
- cutin "hu_alex02.bmp",2;
- mes "[Alex]";
- mes "What are you still";
- mes "doing here? Shouldn't";
- mes "you be headed to the";
- mes "shrine already?";
- next;
- switch( select( "What was I supposed to gather?","I'm leaving, I'm leaving!" ) )
- {
- case 1:
- cutin "hu_alex03.bmp",2;
- mes "[Alex]";
- mes "You've forgotten";
- mes "already? I asked you";
- mes "to bring me ^3355FF5 Runes";
- mes "of the Darkness^000000. Okay,";
- mes "now hurry up and get to it.";
- close2;
- cutin "",255;
- end;
-
- case 2:
- mes "[Alex]";
- mes "That's fine...";
- mes "Just keep in mind that";
- mes "we're running behind";
- mes "schedule. If only that";
- mes "grey haired crone wasn't";
- mes "here... We'd be done by now!";
- close2;
- cutin "",255;
- end;
- }
- }
- else if(hg_odin == 5)
- {
- cutin "hu_alex01.bmp",2;
- mes "[Alex]";
- mes "Well, it's about";
- mes "time you came back.";
- mes "So did you bring me";
- mes "^3355FF5 Runes of the Darkness^000000?";
- next;
- switch( select( "Er, not yet...:There you go!" ) )
- {
- case 1:
- cutin "hu_alex02.bmp",2;
- mes "[Alex]";
- mes "Wh-what?!";
- mes "You came here just to";
- mes "tell me that? Come back";
- mes "when you're done and";
- mes "don't waste my time!";
- next;
- emotion e_ho,0,"Julian";
- mes "[Julian]";
- mes "Hey, you know what,";
- mes "Alex? You can't push";
- mes "people around like that.";
- mes "Besides, this adventurer";
- mes "isn't a pushover, you know?";
- next;
- cutin "hu_alex03.bmp",2;
- emotion e_an;
- mes "[Alex]";
- mes "What was that...?";
- mes "Are you trying to";
- mes "make me mad, Julian?";
- next;
- cutin "hu_alex02.bmp",2;
- mes "[Julian]";
- mes "All I'm saying is that";
- mes "most adventurers know that";
- mes "you can't pay them what they're";
- mes "worth. That's why so many of";
- mes "them are going in and out";
- mes "of the other room, you know.";
- next;
- cutin "hu_alex04.bmp",2;
- mes "[Alex]";
- mes "That... grey... haired...!";
- mes "N-no... Calm down, Alex...";
- mes "Lose your head, you lose";
- mes "everything... D-don't stoop";
- mes "down to her level.";
- next;
- cutin "hu_alex01.bmp",2;
- mes "[Alex]";
- mes "Alright, I'm not in any";
- mes "position to make demands";
- mes "of you... But I would really";
- mes "appreciate it if you would";
- mes "bring me 5 Runes of the";
- mes "Darkness as soon as possible.";
- close2;
- cutin "",255;
- end;
-
- case 2:
- if(countitem(7511) > 4)
- {
- delitem 7511,5;
- set hg_odin,6;
- getitem 603,1;
- mes "[Alex]";
- mes "Oh! Thank you";
- mes "so much, I'm sure";
- mes "these Runes will help";
- mes "us in our research. I know";
- mes "this isn't much, but please";
- mes "accept this Old Blue Box.";
- next;
- mes "[Julian]";
- mes "Wait...";
- mes "Research?";
- mes "Since when did";
- mes "you do research?";
- next;
- cutin "hu_alex03.bmp",2;
- mes "[Alex]";
- mes "Gosh, Julian,";
- mes "will you just";
- mes "shut up for a bit?";
- next;
- mes "[Julian]";
- mes "Why? I'm the one who";
- mes "does all the grunt work";
- mes "and actual research.";
- mes "You think you're so";
- mes "big just ''supervising...''";
- next;
- cutin "hu_alex04.bmp",2;
- mes "[Alex]";
- mes "J-Julian!";
- next;
- mes "[Julian]";
- mes "Right, right, we've";
- mes "got a visitor. Yeah,";
- mes "okay, sorry about that.";
- next;
- cutin "hu_alex02.bmp",2;
- mes "[Alex]";
- mes "I'm sorry about all";
- mes "this. If you don't mind,";
- mes "we'll continue our research";
- mes "and hopefully finish our";
- mes "project soon. Thanks once";
- mes "again for all of your help.";
- close2;
- cutin "",255;
- end;
- }
- cutin "hu_alex02.bmp",2;
- mes "[Alex]";
- mes "Hm? Oh, this isn't";
- mes "enough Runes of the";
- mes "Darkness. I asked you";
- mes "to bring me 5 of them...";
- close2;
- cutin "",255;
- end;
- }
- }
- else if(hg_odin == 6)
- {
- cutin "hu_alex02.bmp",2;
- mes "[Alex]";
- mes "...Darn it! I think I might";
- mes "have miscalculated. Maybe";
- mes "I really do need more of";
- mes "these. What am I gonna do?";
- mes "And what is that grey haired";
- mes "crone thinking? Hmmmm...";
- next;
- emotion e_omg;
- cutin "hu_alex03.bmp",2;
- cutin "hu_alex01.bmp",2;
- mes "[Alex]";
- mes "O-Oh! I had no idea that";
- mes "you were there! Y-you";
- mes "didn't hear anything";
- mes "s-strange, did you?";
- mes "Hahahahahahaha!";
- close2;
- cutin "",255;
- end;
- }
- else if(hg_odin > 11 && hg_odin < 17)
- {
- cutin "hu_alex03.bmp",2;
- mes "[Alex]";
- mes "Excuse me?";
- mes "The grey haired crone";
- mes "offered you a part time";
- mes "job, but won't pay you?";
- next;
- mes "[Alex]";
- mes "She's really shameless!";
- mes "We don't have much to pay";
- mes "volunteers, but we should";
- mes "at least give them something!";
- mes "How can she do this?! Oh, er,";
- mes "let me introduce myself first.";
- next;
- cutin "hu_alex01.bmp",2;
- mes "[Alex]";
- mes "I'm Alex Helmut, and I'm";
- mes "in charge of the expedition.";
- mes "See that guy over there? That's";
- mes "my younger brother Julian who's";
- mes "also working on the excavation.";
- next;
- cutin "hu_alex02.bmp",2;
- mes "[Alex]";
- mes "As supervisor of this";
- mes "operation, I'm ashamed to";
- mes "say that the excavation is";
- mes "proceeding behind schedule.";
- mes "If only that grey haired crone";
- mes "in the next room weren't here!";
- next;
- mes "[Alex]";
- mes "I can't work with";
- mes "her at all! She's";
- mes "manipulative, greedy,";
- mes "selfish, and two faced!";
- mes "There's got to be another";
- mes "reason why she's here...!";
- close2;
- cutin "",255;
- end;
- }
- else
- {
- cutin "hu_alex02.bmp",2;
- mes "[Alex]";
- mes "Hm? Did you need";
- mes "something? I'm sorry,";
- mes "but I can't help you";
- mes "right now. I'm pretty";
- mes "busy, so I just want to";
- mes "be left alone for a while.";
- close2;
- cutin "",255;
- end;
- }
-}
-
-hu_in01,14,11,4 script Laura 70,{
-
- if(!hg_odin)
- {
- cutin "hu_laura02.bmp",2;
- mes "[Laura]";
- mes "Hm? What are you doing";
- mes "here? Ashe, Ashe! Get";
- mes "this person out of here!";
- close2;
- cutin "",255;
- warp "hu_in01",15,76;
- end;
- }
- else if(hg_odin == 1)
- {
- cutin "hu_laura04.bmp",2;
- mes "[Laura]";
- mes "Hm? Oh, you must be";
- mes "here in response to our";
- mes "recruitment notice, yes?";
- if(BaseLevel < 60)
- {
- cutin "hu_laura01.bmp",2;
- mes "Let me take a look at you...";
- mes "Oh, you're all skin and bone!";
- mes "I can't use someone like you.";
- close2;
- cutin "",255;
- end;
- }
- mes "I'm Laura Laurence, the";
- mes "Rune-Midgarts Kingdom rep";
- mes "for the Odin Shrine Expedition.";
- next;
- mes "[Laura]";
- mes "My assistant, Ashe";
- mes "Milton, is right over";
- mes "there. Say, 'Hello,' Ashe.";
- next;
- emotion e_heh,0,"Ashe";
- mes "[Ashe]";
- mes "Hello!";
- next;
- mes "[Laura]";
- mes "As you may already know,";
- mes "we're here to uncover relics";
- mes "from the Odin Shrine. However,";
- mes "the shrine is infested with";
- mes "powerful creatures that a weak";
- mes "woman like me can never defeat.";
- next;
- cutin "hu_laura01.bmp",2;
- mes "[Laura]";
- mes "Would you let a poor";
- mes "fragile woman like me go";
- mes "in there alone? Someone like";
- mes "you must go in there for me.";
- mes "Hence, the recruitment notice.";
- next;
- mes "[Laura]";
- mes "Now, we can't actually pay";
- mes "you for your work. In fact,";
- mes "we have absolutely nothing to";
- mes "give you. But you'd be doing";
- mes "a great service your country,";
- mes "the Rune-Midgart's Kingdom.";
- next;
- cutin "hu_laura04.bmp",2;
- mes "[Laura]";
- mes "Think about it!";
- mes "You'd be making a great";
- mes "contribution, helping us";
- mes "learn more about the age";
- mes "when the gods showed";
- mes "themselves to humans!";
- next;
- switch( select( "Nah, forget it.","Yes, I'll do it!" ) )
- {
- case 1:
- cutin "hu_laura01.bmp",2;
- mes "[Laura]";
- mes "W-Wait! Think about";
- mes "the importance of learning";
- mes "about the age of gods! If you";
- mes "don't help us, then who will?";
- mes "We need to work together to";
- mes "build a better future, right?";
- next;
- switch( select( "But you can't pay me.","Alright, I'll do it." ) )
- {
- case 1:
- cutin "hu_laura04.bmp",2;
- mes "[Laura]";
- mes "You're right.";
- mes "It's like I said";
- mes "before. I don't have";
- mes "anything to pay you.";
- mes "...............................";
- next;
- cutin "hu_laura01.bmp",2;
- mes "[Laura]";
- mes "Curses! If this project had";
- mes "more funding, we'd have more";
- mes "than a cheesy recruitment ad,";
- mes "and some professional staff";
- mes "like those rich Schwaltzvalt";
- mes "Republic boys in the next room!";
- next;
- cutin "hu_laura02.bmp",2;
- mes "[Laura]";
- mes "Fine, it's your choice";
- mes "whether you want to work";
- mes "for us. I'm just disappointed";
- mes "that someone like you won't";
- mes "help us. I mean, don't you";
- mes "have any patriotism at all?";
- close2;
- cutin "hu_laura02.bmp",255;
- end;
-
- case 2:
- break;
- }
- // Allow fall-through into the next case statment as this is a minor bug in aegis.
- //break;
-
- case 2:
- mes "[Laura]";
- mes "Perfect! Now, you first";
- mes "you need to go to the shrine";
- mes "and survey the area for your";
- mes "own benefit. Talk to the Boatman,^FFFFFF ^000000 and he'll take you there, okay?";
- mes "Hurry up and come back soon!";
- set hg_odin,12;
- close2;
- cutin "hu_laura04.bmp",255;
- end;
- }
- }
- else if(hg_odin > 1 && hg_odin < 6)
- {
- mes "["+strcharinfo(0)+"]";
- mes "Excuse me, but";
- mes "what are you guys";
- mes "doing over here?";
- next;
- cutin "hu_laura04.bmp",2;
- mes "[Laura]";
- mes "What are we doing...?";
- mes "This is the shrine expedition";
- mes "office. You know, we're doing";
- mes "research on the artifacts found";
- mes "in the Odin Shrine on behalf";
- mes "of the Rune-Midgarts Kingdom.";
- next;
- switch( select( "About Alex and Julian","Alright, now I understand." ) )
- {
- case 1:
- cutin "hu_laura01.bmp",2;
- mes "["+strcharinfo(0)+"]";
- mes "These people in the other";
- mes "room, Alex and Julian, are";
- mes "they also working in this same";
- mes "expedition in the Odin Shrine?";
- next;
- cutin "hu_laura02.bmp",2;
- mes "[Laura]";
- mes "...Oh. You must be working";
- mes "for those rich Schwaltvalt";
- mes "Republic kids. I can't work";
- mes "with that impudent girl, at";
- mes "all, so we're actually working";
- mes "in separate offices.";
- next;
- cutin "hu_laura04.bmp",2;
- mes "[Laura]";
- mes "Sorry, let me introduce";
- mes "myself. I'm Laura Laurence,";
- mes "the leader of the Odin Shrine";
- mes "expedition for the Rune Midgarts^FFFFFF ^000000 Kingdom. Ashe Milton is my";
- mes "assistant for this excavation.";
- next;
- emotion e_heh,0,"Ashe";
- mes "[Ashe]";
- mes "Hello!";
- next;
- mes "[Laura]";
- mes "If you'd rather do";
- mes "a service for your";
- mes "country and quit working";
- mes "for those wealthy snobs, then";
- mes "come back here and let me know.";
- close2;
- cutin "hu_laura04.bmp",255;
- end;
-
- case 2:
- cutin "hu_laura01.bmp",2;
- mes "[Laura]";
- mes "......";
- mes ".........";
- mes "............";
- close2;
- cutin "hu_laura01.bmp",255;
- end;
-
- }
- }
- else if(hg_odin == 6)
- {
- cutin "hu_laura04.bmp",2;
- mes "[Laura]";
- mes "Hey, I know you...";
- mes "You're a volunteer for the";
- mes "other office's expedition,";
- mes "right? Your timing couldn't";
- mes "be more perfect. Why don't";
- mes "you help us for a while?";
- next;
- cutin "hu_laura01.bmp",2;
- mes "[Laura]";
- mes "Basically, I want you";
- mes "to spy on that snobby girl,";
- mes "Alex of the Schwaltzvalt";
- mes "Republic office, and report";
- mes "what she's actually doing to me. ^FFFFFF ^000000";
- next;
- cutin "hu_laura03.bmp",2;
- mes "[Laura]";
- mes "I have to know...";
- mes "I need to know whether";
- mes "they discovered ''that thing''";
- mes "already. They can't have found";
- mes "it before us. It's impossible!";
- next;
- cutin "hu_laura04.bmp",2;
- mes "[Laura]";
- mes "Anyway, just eavesdrop";
- mes "on the Schwaltvalt Office";
- mes "by putting your ear really";
- mes "close to the door, and listen";
- mes "to them talk. Will you do that?";
- next;
- cutin "hu_laura02.bmp",2;
- mes "[Laura]";
- mes "...............................";
- mes "Of course, you're";
- mes "going to do it. Right?";
- next;
- cutin "hu_laura03.bmp",2;
- mes "[Laura]";
- mes "RIGHT?!";
- next;
- switch( select( "Yeah, yeah, whatever.","Sure thing.","I s-s-s-suppose...!","Yes, Ma'am!" ) )
- {
- case 1:
- case 2:
- case 3:
- case 4:
- break;
- }
- set hg_odin,17;
- cutin "hu_laura04.bmp",2;
- mes "[Laura]";
- mes "Good.";
- mes "Now do it!";
- close2;
- cutin "hu_laura04.bmp",255;
- end;
- }
- else if(hg_odin == 12)
- {
- cutin "hu_laura02.bmp",2;
- mes "[Laura]";
- mes "Ask the Boatman to take";
- mes "you to the Odin Shrine so";
- mes "that you can actually see it";
- mes "for yourself. If you don't think^FFFFFF ^000000 you can handle the expedition,";
- mes "then you can just let me know.";
- close2;
- cutin "hu_laura02.bmp",255;
- end;
- }
- else if(hg_odin == 13)
- {
- cutin "hu_laura04.bmp",2;
- mes "[Laura]";
- mes "Have you been to the";
- mes "Odin Shrine already?";
- mes "I know it's scary, but we";
- mes "need to finish our research";
- mes "for the good of mankind.";
- next;
- switch( select( "Yeah, yeah, whatever.","I see.","You're right, Ma'am." ) )
- {
- case 1:
- case 2:
- case 3:
- break;
- }
- mes "[Laura]";
- mes "Well, then.";
- mes "Did you happen to";
- mes "find anything while";
- mes "you were there?";
- next;
- switch( select( "Jellopies.","No." ) )
- {
- case 1:
- cutin "hu_laura01.bmp",2;
- mes "[Laura]";
- mes "You can freakin' find";
- mes "Jellopy anywhere! I meant,";
- mes "did you find anything special";
- mes "while you were at the shrine!";
- next;
- break;
-
- case 2:
- cutin "hu_laura01.bmp",2;
- mes "[Laura]";
- mes "Well, that's fine.";
- mes "I did tell you to just";
- mes "take a look around, so";
- mes "I didn't expect you to";
- mes "bring me anything.";
- next;
- break;
- }
- cutin "hu_laura04.bmp",2;
- mes "[Laura]";
- mes "Anyway, are you still willing";
- mes "to help us? I know that I said";
- mes "that we can't pay you, but to";
- mes "be fair, I can offer you something from my special collection.";
- mes "How does that sound?";
- next;
- switch( select( "Who are the guys in the other room?","Well...","Yes!" ) )
- {
- case 1:
- cutin "hu_laura01.bmp",2;
- mes "[Laura]";
- mes "Oh, those are the";
- mes "Schwartzvalt Republic";
- mes "representatives for this";
- mes "Odin Shrine expedition.";
- mes "Personally, I think they're";
- mes "just a bunch of rich phonies.";
- next;
- cutin "hu_laura03.bmp",2;
- mes "[Laura]";
- mes "And that Alex girl...";
- mes "She may seem polite,";
- mes "but she's always giving";
- mes "these dirty looks, and";
- mes "greets me with a fake";
- mes "smile. I hate her!";
- next;
- emotion e_swt2,0,"Ashe";
- mes "[Ashe]";
- mes "Ms. Laurence...!";
- mes "Stop it, please!";
- mes "It's embarassing to";
- mes "hear you talk about";
- mes "a colleague like that.";
- next;
- mes "[Laura]";
- mes "C-colleague?! No way!";
- mes "I despise that spoiled brat,";
- mes "and she doesn't deserve the";
- mes "position that her rich daddy";
- mes "probably bought for her! Grrr!";
- mes "Come back later, I'm too mad!";
- close2;
- cutin "hu_laura03.bmp",255;
- end;
-
- case 2:
- mes "[Laura]";
- mes "If you're having second";
- mes "thoughts, it might not be";
- mes "the best idea to work for me.";
- mes "I mean, I believe in following";
- mes "your gut instincts, you know?";
- close2;
- cutin "hu_laura04.bmp",255;
- end;
-
- case 3:
- set hg_odin,14;
- mes "[Laura]";
- mes "That's what I've been";
- mes "waiting to hear! Alright,";
- mes "please fetch me ^3355FF5 Runes of";
- mes "the Darkness^000000 from the Odin";
- mes "Shrine. Go now, adventurer~";
- close2;
- cutin "hu_laura04.bmp",255;
- end;
- }
- }
- else if(hg_odin == 14)
- {
- cutin "hu_laura02.bmp",2;
- mes "[Laura]";
- mes "Hm? You've got a job";
- mes "to do, don't you? What";
- mes "are you still doing here?";
- next;
- switch( select( "What was I supposed to gather?","Don't worry, I'm leaving." ) )
- {
- case 1:
- mes "[Laura]";
- mes "You're supposed";
- mes "to bring me ^3355FF5 Runes";
- mes "of the Darkness^000000. Now,";
- mes "don't forget this time!";
- close2;
- cutin "hu_laura02.bmp",255;
- end;
-
- case 2:
- mes "[Laura]";
- mes "Well, try to hurry up";
- mes "if you can. I'm already";
- mes "behind schedule because";
- mes "we have to work with those";
- mes "snobby rich kids in the";
- mes "other office. ^333333*Sigh...*^000000";
- close2;
- cutin "hu_laura02.bmp",255;
- end;
- }
- }
- else if(hg_odin == 15)
- {
- cutin "hu_laura04.bmp",2;
- mes "[Laura]";
- mes "Oh, you've come back.";
- mes "So where are the Runes";
- mes "of the Darkness you brought?";
- next;
- switch( select( "Er, I don't have them yet...","Right here!" ) )
- {
- case 1:
- cutin "hu_laura03.bmp",2;
- mes "[Laura]";
- mes "This isn't really one";
- mes "of those jobs where you";
- mes "can take your time. Sure,^FFFFFF ^000000 I didn't give you a deadline, but";
- mes "we can't make progress on our^FFFFFF ^000000 research until you make progress.";
- close2;
- cutin "hu_laura03.bmp",255;
- end;
-
- case 2:
- if (countitem(7511) > 4)
- {
- delitem 7511,5;
- set hg_odin,16;
- getitem 603,1;
- mes "[Laura]";
- mes "Oooh, nice job. It's good";
- mes "that we have more of these";
- mes "to study. Though, it seems";
- mes "that the more we research,";
- mes "the quicker it seems that";
- mes "we're not getting anywhere...";
- next;
- mes "[Laura]";
- mes "Hey...";
- mes "Ashe. Why aren't we";
- mes "making any progress?";
- mes "What exactly have you";
- mes "been doing? None of those";
- mes "runes have any writing?";
- next;
- mes "[Ashe]";
- mes "Well, I think there's";
- mes "supposed to be writing,";
- mes "but these runes are pretty";
- mes "old. I've got to polish this";
- mes "gunk off without damaging";
- mes "any writing that's there...";
- next;
- cutin "hu_laura01.bmp",2;
- mes "[Laura]";
- mes "By the way, what have the other guys been doing?";
- mes "What, they don't do anything but wasting their time?";
- mes "Ah~ I see. They are thinking that this is the perfect excuse";
- mes "for them to relax and rest.";
- mes "Well, somehow they are the citizens of this country, you know.";
- next;
- cutin "hu_laura02.bmp",2;
- mes "[Laura]";
- mes "What do you think those";
- mes "Schwaltzvalt snobs are doing?";
- mes "They must think this project";
- mes "is an excuse for them to relax";
- mes "and slack off! They can afford^FFFFFF ^000000 to, obviously. Hmpf! Rich people!";
- next;
- cutin "hu_laura03.bmp",2;
- mes "[Laura]";
- mes "They've got things so easy,";
- mes "while we're barely covering";
- mes "our research expenses!";
- mes "In fact, we've had to cut";
- mes "so many corners, skip";
- mes "meals and amenities...";
- next;
- mes "[Ashe]";
- mes "I know! How can we";
- mes "carry on professional";
- mes "research in a shack?";
- mes "We're literally living at";
- mes "poverty standards here...";
- mes "Are we still researchers?";
- next;
- cutin "hu_laura02.bmp",2;
- mes "[Laura]";
- mes "I know that!";
- mes "I know that already!";
- mes "S-stop bringing it up!";
- next;
- cutin "hu_laura01.bmp",2;
- mes "[Laura]";
- mes "This is pathetic.";
- mes "I can't even afford the";
- mes "energy to continue this";
- mes "conversation. You too,";
- mes "why don't you take a rest?";
- close2;
- cutin "hu_laura01.bmp",255;
- end;
- }
- else if(!countitem(7511))
- {
- cutin "hu_laura02.bmp",2;
- mes "[Laura]";
- mes "..................";
- mes "What is this?!";
- mes "You're supposed to";
- mes "bring me 5 of them!";
- next;
- cutin "hu_laura03.bmp",2;
- mes "[Laura]";
- mes "Is this your way of";
- mes "saying that you don't";
- mes "want to work for us?";
- mes "Why don't you say it";
- mes "to my face, eh?";
- next;
- mes "[Ashe]";
- mes "Ms. Laurence, please,";
- mes "calm down! We're in no";
- mes "position to yell at anyone,";
- mes "especially volunteers! You";
- mes "of all people should know";
- mes "that they're doing us a favor!";
- next;
- cutin "hu_laura02.bmp",2;
- mes "[Laura]";
- mes "Okay, Ashe, I get it!";
- mes "And as for you, I'll give";
- mes "you another chance. Next";
- mes "time you see me, bring";
- mes "5 Runes of the Darkness!";
- close2;
- cutin "hu_laura02.bmp",255;
- end;
- }
- else if(countitem(7511) == 1)
- {
- cutin "hu_laura03.bmp",2;
- mes "[Laura]";
- mes "...Only one?";
- mes "Look at me. I asked";
- mes "you for five. I know that";
- mes "one is better than nothing...";
- mes "But it's pretty darn close. Go";
- mes "get me 4 more this instant!";
- close2;
- cutin "hu_laura03.bmp",255;
- end;
- }
- else if(countitem(7511) == 2)
- {
- cutin "hu_laura03.bmp",2;
- mes "[Laura]";
- mes "One, two...";
- mes "Huh? Th-that's all?!";
- mes "When I ask for 5 Runes";
- mes "of the Darkness, I mean";
- mes "5, not 2. Now hurry up";
- mes "and just do what I asked!";
- close2;
- cutin "hu_laura03.bmp",255;
- end;
- }
- else
- {
- mes "[Laura]";
- mes "One, two, three...";
- mes "That's it? Don't you";
- mes "know how to count to 5?";
- mes "Go and get me more of those";
- mes "Runes of the Darkness now!";
- next;
- cutin "hu_laura03.bmp",2;
- close2;
- cutin "hu_laura03.bmp",255;
- end;
- }
- }
- }
- else if(hg_odin == 16)
- {
- cutin "hu_laura02.bmp",2;
- mes "[Laura]";
- mes "I wonder how much progress";
- mes "those pampered Schwaltzvalt";
- mes "snobs actually made. They've";
- mes "got the funds, so they could";
- mes "actually be further ahead";
- mes "than we are right now...";
- next;
- mes "[Laura]";
- mes "I have to know...";
- mes "I need to know whether";
- mes "they discovered ''that thing''";
- mes "already. They can't have found";
- mes "it before us. It's impossible!";
- next;
- cutin "hu_laura01.bmp",2;
- mes "[Laura]";
- mes "...Hey, you.";
- next;
- switch( select( "...","...Me?" ) )
- {
- case 1:
- mes "[Laura]";
- mes "Hey, hey!";
- mes "Hey hey hey!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "...Me?";
- next;
- break;
-
- case 2:
- break;
- }
- mes "[Laura]";
- mes "Basically, I want you";
- mes "to spy on that snobby girl,";
- mes "Alex of the Schwaltzvalt";
- mes "Republic office, and report";
- mes "what she's actually doing to me. ^FFFFFF ^000000";
- next;
- cutin "hu_laura04.bmp",2;
- mes "[Laura]";
- mes "Anyway, just eavesdrop";
- mes "on the Schwaltvalt Office";
- mes "by putting your ear really";
- mes "close to the door, and listen";
- mes "to them talk. Will you do that?";
- next;
- cutin "hu_laura02.bmp",2;
- mes "[Laura]";
- mes "...............................";
- mes "Of course, you're";
- mes "going to do it. Right?";
- next;
- cutin "hu_laura03.bmp",2;
- mes "[Laura]";
- mes "RIGHT?!";
- next;
- switch( select( "Yeah, yeah, whatever.","Sure thing.","I s-s-s-suppose...!","Yes, Ma'am!" ) )
- {
- case 1:
- case 2:
- case 3:
- case 4:
- break;
- }
- set hg_odin,17;
- cutin "hu_laura04.bmp",2;
- mes "[Laura]";
- mes "Good.";
- mes "Now do it!";
- close2;
- cutin "hu_laura04.bmp",255;
- end;
- }
- else if(hg_odin == 17)
- {
- cutin "hu_laura02.bmp",2;
- mes "[Laura]";
- mes "What are you standing";
- mes "around here for? Go and";
- mes "eavesdrop on those snobs";
- mes "next door! I must know";
- mes "what they're really up to!";
- close2;
- cutin "hu_laura02.bmp",255;
- end;
- }
- else if(hg_odin == 18 || hg_odin == 19)
- {
- cutin "hu_laura01.bmp",2;
- mes "[Laura]";
- mes "Frankly, I know I'm paying";
- mes "you nothing to be spy, but";
- mes "please tell me what you";
- mes "learned about the Schwaltzvalt";
- mes "Republic Research Team.";
- next;
- switch( select( "Giantes","Ymir's Heart","Nothing" ) )
- {
- case 1:
- cutin "hu_laura04.bmp",2;
- mes "["+strcharinfo(0)+"]";
- mes "I'm guessing that you're";
- mes "already familiar with the";
- mes "creature known as Giantes";
- mes "since you're an archaeologist.";
- next;
- cutin "hu_laura02.bmp",2;
- mes "[Laura]";
- mes "Of course! It's an";
- mes "ancient beast on which";
- mes "the Guardians were inspired.";
- mes "N-no way...! Are they here to";
- mes "finish their guardian research?";
- mes "What else did you learn?";
- next;
-
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "Well, have you";
- mes "ever heard of Ymir's...";
- next;
- emotion e_gasp,0,"Ashe";
- mes "[Ashe]";
- mes "...Heart?";
- mes "Ymir's Heart, right?";
- next;
- mes "[Laura]";
- mes "Ashe, you know about";
- mes "this? What exactly";
- mes "is Ymir's Heart?";
- next;
- switch( select( "It's candy.","It's a book.","It's a place.","Ymir was a giant..." ) )
- {
- case 1:
- mes "["+strcharinfo(0)+"]";
- mes "It's this...";
- mes "Um, really...";
- next;
- break;
-
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "Er, you see...";
- mes "A lot of people know";
- mes "about Ymir's Heart...";
- next;
- break;
-
- case 3:
- mes "["+strcharinfo(0)+"]";
- mes "You know the expression,";
- mes "''Home is where the heart";
- mes "is?'' Er, well, Ymir's Heart...";
- next;
- break;
-
- case 4:
- mes "["+strcharinfo(0)+"]";
- mes "The truth is,";
- mes "Ymir was this giant...";
- next;
- break;
- }
- emotion e_ok,0,"Ashe";
- mes "[Ashe]";
- mes "Ymir's Heart?";
- mes "That's a clothing";
- mes "brand, isn't it? Yeah,";
- mes "it's popular amongst";
- mes "the trendy crowd in the";
- mes "Schwaltzvalt Republic.";
- next;
- cutin "hu_laura01.bmp",2;
- mes "[Laura]";
- mes "Clothing brand?";
- mes "You mean those snobs";
- mes "are just spending their";
- mes "time talking about fashion";
- mes "in there? Huh. Don't they";
- mes "have better things to do?";
- next;
- cutin "hu_laura04.bmp",2;
- mes "[Laura]";
- mes "In the meantime, would";
- mes "you do one more favor for";
- mes "me? I'd like you to go to";
- mes "the shrine one last time.";
- mes "I hear that it's built on";
- mes "two connected islands...";
- next;
- mes "[Laura]";
- mes "I want you to check the";
- mes "inner island, and see";
- mes "what you can find while";
- mes "I investigate the Schwaltzvalt";
- mes "Research Team. I'm sorry, but";
- mes "you're the only one I can ask.";
- set hg_odin,20;
- close2;
- cutin "hu_laura04.bmp",255;
- end;
-
- case 3:
- mes "[Laura]";
- mes "Nothing...?";
- mes "Are you sure that's";
- mes "all you learned?";
- close2;
- cutin "hu_laura01.bmp",255;
- end;
- }
- }
- else if(hg_odin == 20)
- {
- cutin "hu_laura01.bmp",2;
- mes "[Laura]";
- mes "I wonder...";
- mes "What could be going on?";
- mes "Hopefully I'll be able";
- mes "to find the answers...";
- close2;
- cutin "hu_laura01.bmp",255;
- end;
- }
-}
-
-hu_in01,18,167,4 script Julian 86,{
-
- if(!hg_odin)
- {
- mes "[Julian]";
- mes "^333333*Sigh...*^000000";
- close;
- }
- else if(hg_odin == 1)
- {
- mes "[Julian]";
- mes "Say, are you here";
- mes "for a job? We're looking";
- mes "for someone that's passionate";
- mes "about ancient history. If you";
- mes "want to make money, then this";
- mes "this the wrong place for you~";
- next;
- mes "[Julian]";
- mes "This is supposed to be";
- mes "a collaborative excavation,";
- mes "but the team leaders are too";
- mes "stubborn and refuse to make";
- mes "any compromises. It's been";
- mes "incredibly frustrating...";
- next;
- mes "[Julian]";
- mes "Basically, each of our teams";
- mes "is conducting its own research";
- mes "for now. Now, we need your help";
- mes "to find any relics from the Odin ^FFFFFF ^000000 Shrine. We'd appreciate it if you";
- mes "brought as many as you can!";
- close;
- }
- else if(hg_odin == 2)
- {
- mes "[Julian]";
- mes "You sure you want";
- mes "to work for someone";
- mes "like my boss? Can't";
- mes "you tell that she's";
- mes "evil? Escape from this";
- mes "place while you still can!";
- next;
- mes "[Alex]";
- mes "Julian...!";
- next;
- mes "[Julian]";
- mes "See what I mean?";
- close;
- }
- else if(hg_odin == 3)
- {
- mes "[Julian]";
- mes "Wow, you must really";
- mes "like this kind of work,";
- mes "huh? I didn't really expect";
- mes "that you'd go to the shrine...";
- close;
- }
- else if(hg_odin == 4)
- {
- mes "[Julian]";
- mes "I'm amazed to see you";
- mes "working so hard. You must";
- mes "like pleasing other people,";
- mes "I guess, but try not to be too";
- mes "kind. Wouldn't want that...";
- close;
- }
- else if(hg_odin == 5)
- {
- mes "[Julian]";
- mes "Geez...";
- mes "You're a really nice";
- mes "person, you know that?";
- mes "Just try not to be taken";
- mes "for a sucker, okay?";
- close;
- }
- else
- {
- mes "[Julian]";
- mes "Why are both of our";
- mes "team leaders so bull";
- mes "headed? Maybe it has";
- mes "something to do with";
- mes "them being old and single.";
- mes "Don't tell them I said that!";
- close;
- }
-}
-
-hu_in01,16,21,0 script Ashe#5 139,2,2,{
-
-OnTouch:
- if (hg_odin == 18)
- {
- mes "[Ashe]";
- mes "......?";
- next;
- set hg_odin,19;
- mes "[Ashe]";
- mes "......";
- mes ".........";
- close;
- }
-}
-
-hu_in01,16,20,4 script Ashe 95,{
-
- switch(hg_odin)
- {
- case 0:
- mes "[Ashe]";
- mes "Hello, may I help you?";
- mes "Please understand that";
- mes "unauthorized personnel";
- mes "are prohibited from entering";
- mes "this area. Have you come to";
- mes "assist in the expedition?";
- close;
-
- case 1:
- mes "[Ashe]";
- mes "Oh, you've here in response";
- mes "to the recruitment notice?";
- mes "Well then, let me give you";
- mes "a brief idea about the work.";
- mes "First off, we can't pay you any";
- mes "money, so you'd be a volunteer.";
- next;
- mes "[Ashe]";
- mes "Instead, you're allowed to";
- mes "keep whatever you excavate";
- mes "in the Odin Shrine, so long";
- mes "as we don't need it for our";
- mes "research. This opportunity";
- mes "might prove worthwhile to you.";
- next;
- mes "[Ashe]";
- mes "Now, we should be working";
- mes "together with the Schwaltvalt";
- mes "Republic's Research Team, but";
- mes "our leaders aren't getting along^FFFFFF ^000000 at all. There's just a huge";
- mes "clash of personalities...";
- next;
- mes "[Ashe]";
- mes "In any case, if you'd";
- mes "like to join us in our";
- mes "efforts to uncover the";
- mes "secrets of the past, then";
- mes "please speak to Ms. Laurence.";
- close;
-
- case 2:
- case 12:
- mes "[Ashe]";
- mes "So you're off to the";
- mes "Odin Shrine? Good luck,";
- mes "and be careful, alright?";
- close;
-
- case 3:
- case 13:
- mes "[Ashe]";
- mes "Oh, you're back";
- mes "earlier than I thought!";
- mes "I think someone with";
- mes "your talent can be";
- mes "a really big help to us!";
- close;
-
- case 4:
- mes "[Ashe]";
- mes "Hm? You've decided to";
- mes "help the Schwaltzvalt Team?";
- mes "That's fine, but I'm afraid";
- mes "Ms. Laurence may be a little";
- mes "upset by that. Well, it's fine";
- mes "with me. I don't really care.";
- close;
-
- case 5:
- mes "[Ashe]";
- mes "How's the work coming";
- mes "along? I know the team";
- mes "leaders hate each other,";
- mes "but they should recognize";
- mes "that one person's victory";
- mes "in research is victory for all.";
- close;
-
- case 6:
- mes "[Ashe]";
- mes "How's the work coming";
- mes "along? I know the team";
- mes "leaders hate each other,";
- mes "but they should recognize";
- mes "that one person's victory";
- mes "in research is victory for all.";
- close;
-
- case 14:
- mes "[Ashe]";
- mes "Please keep up";
- mes "the good work~";
- close;
-
- case 15:
- if(countitem(7511) > 4)
- {
- mes "[Ashe]";
- mes "Well, it looks like";
- mes "everything turned out";
- mes "alright in the end, huh?";
- mes "Good work getting those runes.";
- close;
- }
- mes "[Ashe]";
- mes "Oh, dear, you don't";
- mes "look very well. Did";
- mes "something happen?";
- close;
-
- case 16:
- mes "[Ashe]";
- mes "I know that Ms. Laurence";
- mes "can be... vocally aggressive,";
- mes "but I'm sure that she really";
- mes "appreciates all of your hard";
- mes "work. Thank you so much for";
- mes "all of your efforts~";
- close;
-
- case 17:
- mes "[Ashe]";
- mes "Why does Ms. Laurence";
- mes "have to be this way?";
- mes "I honestly think this";
- mes "rivalry is awfully petty...";
- close;
-
- case 19:
- mes "[Ashe]";
- mes "Ehm...";
- mes "Don't worry";
- mes "about it~";
- close;
-
- case 20:
- mes "[Ashe]";
- mes "Please don't ask";
- mes "me about anything...";
- mes "Besides, I mean";
- mes "you no harm~";
- close;
- }
-}
-
-hu_in01,174,90,0 script Entrance 139,2,2,{
-
-OnTouch:
- if(hg_odin == 22 || hg_odin == 23)
- {
- mes "[Laura]";
- mes "So it means that everyone fooled me!";
- next;
- mes "== Laura is violently wielding a thick file in the air. ==";
- close;
- }
-}
-
-hu_in01,159,84,3 script Laura#2 70,{
-
- if(hg_odin == 22 || hg_odin == 23)
- {
- cutin "hu_laura03.bmp",2;
- emotion e_an,0,"Laura#2";
- mes "[Laura]";
- mes "Wh-what...?!";
- mes "Does this mean";
- mes "that everyone has";
- mes "had me fooled this";
- mes "whole time?! This is";
- mes "complete lunacy!";
- next;
- cutin "hu_alex04.bmp",0;
- emotion e_an,0,"Alex#2";
- mes "[Alex]";
- mes "What are you talking";
- mes "about, you crazy wench?";
- mes "You saw the shrine on the";
- mes "other side! That's no secret!";
- next;
- cutin "hu_laura03.bmp",2;
- mes "[Laura]";
- mes "I'm not talking about that!";
- mes "I saw your brother digging";
- mes "everywhere in town in the";
- mes "middle of the night!";
- next;
- cutin "hu_alex04.bmp",0;
- mes "[Alex]";
- mes "Lies...!";
- mes "Where the hell did";
- mes "you get that idea?";
- mes "What makes you think";
- mes "there are artifacts buried";
- mes "around here inside town?";
- next;
- mes "[Alex]";
- mes "Besides, what makes you";
- mes "think that my brother would";
- mes "waste so much time doing";
- mes "something so ridiculous?";
- next;
- cutin "hu_laura03.bmp",2;
- mes "[Laura]";
- mes "Hahahaha! Yeah,";
- mes "defend your brother";
- mes "as much as you like,";
- mes "you hypocrite! What do";
- mes "you care about him, I know";
- mes "you two really hate each other!";
- next;
- cutin "hu_alex04.bmp",0;
- mes "[Alex]";
- mes "What was that...?";
- mes "I dare you to say";
- mes "that again! I'll make";
- mes "sure that you regret it!";
- next;
- cutin "hu_laura01.bmp",2;
- mes "[Laura]";
- mes "I know that you were helping";
- mes "him in his excavations. There's";
- mes "no way so much progress can be";
- mes "done by one man alone! In fact,";
- mes "I have evidence that proves it!";
- next;
- mes "^3355FFLaura violently";
- mes "waves a thick file";
- mes "clasped in her hands.^000000";
- next;
- emotion e_omg,0,"Julian#2";
- mes "[Julian]";
- mes "What...?";
- mes "Argh, that's--!";
- next;
- emotion e_ag,0,"Laura#2";
- mes "[Laura]";
- mes "That's right.";
- mes "Now tell me, what the";
- mes "hell is ''^FF0000Ymir's Heart?^000000''";
- next;
- cutin "hu_alex02.bmp",0;
- mes "[Alex]";
- mes "......";
- mes "Julian!";
- next;
- emotion e_swt2,0,"Julian#2";
- mes "[Julian]";
- mes "Uh, this isn't my fault!";
- mes "Sh-she doesn't have any";
- mes "right to come into our office!";
- next;
- cutin "hu_laura02.bmp",2;
- mes "[Laura]";
- mes "Hah! Aren't we supposed to";
- mes "be equal partners in the same";
- mes "expedition? That's what I heard";
- mes "at the beginning! But you guys";
- mes "have something different in mind! ^FFFFFF ^000000";
- next;
- cutin "hu_laura03.bmp",2;
- mes "[Laura]";
- mes "It's awfully suspicious: you";
- mes "guys are only going out at";
- mes "night, and you're making so";
- mes "little progress with the Odin";
- mes "Shrine excavation. Tell me,";
- mes "what are your true goals?!";
- next;
- cutin "hu_alex03.bmp",0;
- emotion e_swt2,0,"Alex#2";
- mes "[Alex]";
- mes "I-I don't know what you're";
- mes "talking about! J-Julian must";
- mes "have gotten some mission, and";
- mes "has been carrying it out without^FFFFFF ^000000 my consent! Don't go twisting";
- mes "the facts, you... you thief!";
- next;
- cutin "hu_laura03.bmp",2;
- mes "[Laura]";
- mes "Thief...?!";
- mes "Look who's";
- mes "talking!";
- next;
- mes "^3355FFLaura tossed the file";
- mes "away, and threateningly";
- mes "rolled up her sleeves.^000000";
- next;
- emotion e_sob,0,"Ashe#2";
- mes "[Ashe]";
- mes "S-stop!";
- mes "Both of you!";
- next;
- emotion e_swt2,0,"Laura#2";
- mes "[Laura]";
- mes "Stay out of";
- mes "this, Ashe!";
- next;
- cutin "hu_alex04.bmp",0;
- emotion e_an,0,"Alex#2";
- mes "[Alex]";
- mes "Yeah, this is none";
- mes "of your business!";
- next;
- set hg_odin,25;
- mes "[Ashe]";
- mes "Oh... Oh, dear!";
- close2;
- cutin "hu_alex04.bmp",255;
- end;
- }
- else if(hg_odin > 23)
- {
- cutin "hu_laura03.bmp",2;
- emotion e_an,0,"Laura#2";
- mes "[Laura]";
- mes "Hah...!";
- mes "Did you...";
- mes "Just hit me?";
- next;
- cutin "hu_alex04.bmp",0;
- emotion e_an,0,"Alex#2";
- mes "[Alex]";
- mes "You crazy...!";
- close2;
- cutin "hu_alex04.bmp",255;
- end;
- }
-}
-
-hu_in01,158,84,5 duplicate(Laura#2) Alex#2 803,0,0
-
-hu_in01,162,85,4 script Ashe#2 95,{
-
- if(hg_odin == 22 || hg_odin == 23)
- {
- mes "[Ashe]";
- mes "This...";
- mes "This doesn't";
- mes "look good at all!";
- close;
- }
- else if(hg_odin == 25)
- {
- mes "^3355FFAshe picked up";
- mes "the file that Laura";
- mes "tossed away.^000000";
- next;
- mes "[Ashe]";
- mes "Um, I've got a favor";
- mes "of my own to ask you.";
- mes "Would you please bring";
- mes "this file to Morroc? Just";
- mes "bring it to my comrade";
- mes "over at the South Gate.";
- next;
- mes "[Ashe]";
- mes "I'm sorry, but we don't";
- mes "have much time left. I guess";
- mes "this is the last time we will";
- mes "ever see each other, so thank";
- mes "you for all your help, friend.";
- next;
- set hg_odin,59;
- mes "[Ashe]";
- mes "Don't worry, my comrade";
- mes "at Morroc's South Gate will";
- mes "explain everything once you";
- mes "find him. Please hurry!";
- close;
- }
- else if(hg_odin == 59)
- {
- mes "[Ashe]";
- mes "Don't worry, my comrade";
- mes "at Morroc's South Gate will";
- mes "explain everything once you";
- mes "find him. Please hurry, and";
- mes "find him as soon as you can!";
- close;
- }
-}
-
-hu_in01,171,90,0 script Ashe#3 139,2,2,{
-
-OnTouch:
- if(hg_odin == 25)
- {
- mes "^3355FFAshe picked up";
- mes "the file that Laura";
- mes "tossed away.^000000";
- next;
- mes "[Ashe]";
- mes "Um, I've got a favor";
- mes "of my own to ask you.";
- mes "Would you please bring";
- mes "this file to Morroc? Just";
- mes "bring it to my comrade";
- mes "over at the South Gate.";
- next;
- mes "[Ashe]";
- mes "I'm sorry, but we don't";
- mes "have much time left. I guess";
- mes "this is the last time we will";
- mes "ever see each other, so thank";
- mes "you for all your help, friend.";
- next;
- set hg_odin,59;
- mes "[Ashe]";
- mes "Don't worry, my comrade";
- mes "at Morroc's South Gate will";
- mes "explain everything once you";
- mes "find him. Please hurry!";
- close;
- }
-}
-
-hu_in01,155,82,4 script Julian#2 86,{
-
- if (hg_odin == 22 || hg_odin == 23)
- {
- mes "[Julian]";
- mes "I...";
- mes "I don't know";
- mes "what I should do!";
- close;
- }
- mes "[Julian]";
- mes "I've stopped caring";
- mes "whether they fight or";
- mes "not... I'm so not get";
- mes "involved. If you want,";
- mes "you can try to stop them...";
- close;
-}
-
-moc_fild12,160,372,0 script Hit 139,{
- end;
-}
-
-moc_fild12,160,365,0 script Ashe#4 139,4,4,{
-
-OnTouch:
- if(hg_odin == 59)
- {
- mes "[???]";
- mes "...Silence.";
- next;
- mes "[???]";
- mes "Don't turn, don't";
- mes "flinch, don't even";
- mes "breathe. You're being";
- mes "followed. Hold on a sec";
- mes "while I take care of him.";
- next;
- specialeffect EF_SONICBLOWHIT,AREA,"Hit";
- mes "[???]";
- mes "Ha!";
- next;
- mes "[???]";
- mes "...............................";
- mes "Good. You've done some";
- mes "good work. Just drop the file";
- mes "to the ground. And for your";
- mes "own good, don't turn around.";
- next;
- mes "^3355FFYou drop the file";
- mes "to the ground, and it";
- mes "immediately vanishes in";
- mes "a small whirlwind of sand.^000000";
- next;
- mes "[???]";
- mes "I know that you've";
- mes "gotten involved in all";
- mes "this unexpectedly. Before";
- mes "I leave, have you got any";
- mes "questions? Otherwise, I'll go.";
- next;
- switch( select( "Who's Ashe?","What happened to Laura?" ) )
- {
- case 1:
- mes "[???]";
- mes "You'll never see her";
- mes "again. She's already";
- mes "been assigned to a new";
- mes "mission. If it makes you";
- mes "feel better, she's one of the";
- mes "members of ''Secret Wing.''";
- next;
- break;
-
- case 2:
- mes "[???]";
- mes "She'll be fine. If you're that";
- mes "interested in archaeology,";
- mes "you'll be happy to know that";
- mes "she'll run the excavation the";
- mes "way she wants to. Rekenber and Arunafeltz should leave her alone.";
- next;
- mes "[???]";
- mes "You're probably curious";
- mes "about Ashe, and perhaps";
- mes "myself as well. Now, have you";
- mes "ever heard of ''Secret Wing?''";
- next;
- break;
- }
- mes "[???]";
- mes "Secret Wing is a secret";
- mes "organization that's scattered";
- mes "now, but some of the members";
- mes "are still active. Just consider us enemies of Rekenber Corporation";
- mes "in the Schwaltzvalt Republic.";
- next;
- mes "[???]";
- mes "Everything you saw and";
- mes "heard is all true. The ghost";
- mes "of Giantes still remains within";
- mes "the Odin Shrine. Rekenber wants";
- mes "it for their ends, as well as";
- mes "Arunafeltz. It's complicated...";
- next;
- mes "[???]";
- mes "The people of Rune-Midgarts";
- mes "and Schwaltzvalt Republic still";
- mes "don't know what's going on.";
- mes "A lot of people are just being";
- mes "used... Like that one lady,";
- mes "that archaeologist, Laura.";
- next;
- getexp 70000,0;
- set hg_odin,60;
- mes "[???]";
- mes "...Thanks for";
- mes "the file. Take care.";
- mes "Always watch your back.";
- close;
- }
-}
-
-hugel,209,109,2 script Boatman#hugel 709,{
-
- mes "[Boatman]";
- mes "Ah, hello~";
- mes "Would you like to sail";
- mes "to the Odin Shrine? The";
- mes "fare for 1 passenger is";
- mes "800 zeny. Shall we board?";
- next;
- switch( select( "No, thanks.","Sure!" ) )
- {
- case 1:
- mes "[Boatman]";
- mes "Ah, alright.";
- mes "If you change your";
- mes "mind, I invite you";
- mes "to return and just";
- mes "let me know.";
- close;
-
- case 2:
- if (Zeny < 800)
- {
- mes "[Boatman]";
- mes "Hm? You don't have enough";
- mes "money to pay the fare. Well,";
- mes "just come back when you do";
- mes "have the zeny, and then I'll";
- mes "take you to the Odin Shrine.";
- close;
- }
- mes "[Boatman]";
- mes "Alright then,";
- mes "climb aboard!";
- mes "We'll arrive near";
- mes "the Odin Shrine soon~";
- close2;
- set Zeny,Zeny -800;
- if (hg_odin == 2) set hg_odin,3;
- else if(hg_odin == 4) set hg_odin,5;
- else if(hg_odin == 12) set hg_odin,13;
- else if(hg_odin == 14) set hg_odin,15;
- warp "odin_tem01",100,146;
- end;
- }
-}
-
-odin_tem01,93,146,4 script Boatman 709,{
-
- mes "[Boatman]";
- mes "Ah, would you";
- mes "like to sail back to";
- mes "Hugel now, or did you";
- mes "want to explore a bit more?";
- next;
- switch( select( "I still need to look around...","Yes, take me back to Hugel." ) )
- {
- case 1:
- mes "[Boatman]";
- mes "Well, alright.";
- mes "Just let me know";
- mes "when you're ready to";
- mes "leave this dangerous place.";
- close;
-
- case 2:
- mes "[Boatman]";
- mes "Alright then,";
- mes "climb aboard!";
- mes "We'll arrive near";
- mes "Hugel very soon~";
- close2;
- warp "hugel",206,109;
- end;
- }
-}
-
-odin_tem03,4,2,0 script OdinInit -1,{
-
-OnInit:
- initnpctimer;
- end;
-
-OnTimer100000:
- stopnpctimer;
- switch(rand(1,5))
- {
- case 1:
- donpcevent "warpinside#1::OnEnter";
- end;
- case 2:
- donpcevent "warpinside#2::OnEnter";
- end;
- case 3:
- donpcevent "warpinside#3::OnEnter";
- end;
- case 4:
- donpcevent "warpinside#4::OnEnter";
- end;
- case 5:
- donpcevent "warpinside#5::OnEnter";
- end;
- }
-}
-
-odin_tem03,266,302,0 script warpinside#1 139,3,3,{
-
-OnInit:
- disablenpc "warpinside#1";
- end;
-
-OnEnter:
- enablenpc "warpinside#1";
- end;
-
-OnTouch:
- if(hg_odin > 19 && hg_odin < 23)
- {
- switch(rand(1,4))
- {
- case 1:
- donpcevent "warpinside#2::OnEnter";
- break;
-
- case 2:
- donpcevent "warpinside#3::OnEnter";
- break;
-
- case 3:
- donpcevent "warpinside#4::OnEnter";
- break;
-
- case 4:
- donpcevent "warpinside#5::OnEnter";
- break;
- }
- disablenpc "warpinside#1";
- set hg_odin,21;
- warp "que_hugel",36,179;
- end;
- }
-}
-
-odin_tem03,288,271,0 script warpinside#2 139,3,3,{
-
-OnInit:
- disablenpc "warpinside#2";
- end;
-
-OnEnter:
- enablenpc "warpinside#2";
- end;
-
-OnTouch:
- if(hg_odin > 19 && hg_odin < 23)
- {
- switch(rand(1,4))
- {
- case 1:
- donpcevent "warpinside#1::OnEnter";
- break;
-
- case 2:
- donpcevent "warpinside#3::OnEnter";
- break;
-
- case 3:
- donpcevent "warpinside#4::OnEnter";
- break;
-
- case 4:
- donpcevent "warpinside#5::OnEnter";
- break;
- }
- disablenpc "warpinside#2";
- set hg_odin,21;
- warp "que_hugel",36,179;
- end;
- }
-}
-
-odin_tem03,283,241,0 script warpinside#3 139,3,3,{
-
-OnInit:
- disablenpc "warpinside#3";
- end;
-
-OnEnter:
- enablenpc "warpinside#3";
- end;
-
-OnTouch:
- if(hg_odin > 19 && hg_odin < 23)
- {
- switch(rand(1,4))
- {
- case 1:
- donpcevent "warpinside#1::OnEnter";
- break;
-
- case 2:
- donpcevent "warpinside#2::OnEnter";
- break;
-
- case 3:
- donpcevent "warpinside#4::OnEnter";
- break;
-
- case 4:
- donpcevent "warpinside#5::OnEnter";
- break;
- }
- disablenpc "warpinside#3";
- set hg_odin,21;
- warp "que_hugel",36,179;
- end;
- }
-}
-
-odin_tem03,179,275,0 script warpinside#4 139,3,3,{
-
-OnInit:
- disablenpc "warpinside#4";
- end;
-
-OnEnter:
- enablenpc "warpinside#4";
- end;
-
-OnTouch:
- if(hg_odin > 19 && hg_odin < 23)
- {
- switch(rand(1,4))
- {
- case 1:
- donpcevent "warpinside#1::OnEnter";
- break;
-
- case 2:
- donpcevent "warpinside#2::OnEnter";
- break;
-
- case 3:
- donpcevent "warpinside#3::OnEnter";
- break;
-
- case 4:
- donpcevent "warpinside#5::OnEnter";
- break;
- }
- disablenpc "warpinside#4";
- set hg_odin,21;
- warp "que_hugel",36,179;
- end;
- }
-}
-
-odin_tem03,320,264,0 script warpinside#5 139,3,3,{
-
-OnInit:
- disablenpc "warpinside#5";
- end;
-
-OnEnter:
- enablenpc "warpinside#5";
- end;
-
-OnTouch:
- if(hg_odin > 19 && hg_odin < 23)
- {
- switch(rand(1,4))
- {
- case 1:
- donpcevent "warpinside#1::OnEnter";
- break;
-
- case 2:
- donpcevent "warpinside#2::OnEnter";
- break;
-
- case 3:
- donpcevent "warpinside#3::OnEnter";
- break;
-
- case 4:
- donpcevent "warpinside#4::OnEnter";
- break;
- }
- disablenpc "warpinside#5";
- set hg_odin,21;
- warp "que_hugel",36,179;
- end;
- }
-}
-
-hu_in01,99,90,0 script Empty 139,3,3,{
-
-OnTouch:
- mes "^3355FFThis place is empty.";
- mes "Everyone must";
- mes "have already left.^000000";
- close;
-}
-
-que_hugel,35,29,5 script object#1 139,2,2,{
-
-OnTouch:
- if(hg_odin == 21)
- {
- mes "^3355FFA weathered structure";
- mes "of the Odin Shrine is";
- mes "half buried beneath the";
- mes "ground, but it still looks";
- mes "fairly stable and durable.^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "......";
- mes ".........";
- next;
- switch( select( "Pass","Explore" ) )
- {
- case 1:
- mes "^3355FFYou decided to pass";
- mes "by the shrine's remnants.^000000";
- close;
-
- case 2:
- if (rand(1,3) == 1)
- {
- mes "^3355FFYou catch a bright";
- mes "shimmer among the";
- mes "remnants of the shrine.^000000";
- next;
- switch( select( "Ignore","Pick it up" ) )
- {
- case 1:
- mes "^3355FFYou decide to continue";
- mes "searching through the";
- mes "shrine's ruins.^000000";
- close;
-
- case 2:
- mes "^3355FFYou find a shining stone";
- mes "within the ruins, and carefully";
- mes "put it into your bag.^000000";
- next;
- mes "^FF0000Thud!^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What...?";
- mes "What was";
- mes "that noise?!";
- next;
- specialeffect EF_LORD;
- specialeffect EF_LORD;
- specialeffect EF_LORD;
- mes "["+strcharinfo(0)+"]";
- mes "Wa...waaaahhhh!";
- close2;
- set hg_odin,22;
- warp "que_hugel",163,31;
- end;
- }
- }
- mes "^3355FFUnfortunately, you";
- mes "were unable to find";
- mes "anything in the ruins.^000000";
- close;
- }
- }
- else if(hg_odin == 22) { warp "que_hugel",163,31; end; }
-}
-
-que_hugel,163,31,0 script object#2 139,3,3,{
-
-OnTouch:
- mes "^3355FFWhen you come back";
- mes "to your senses, you";
- mes "find that nothing is";
- mes "left in this place.^000000";
- close;
-}
-
-que_hugel,163,178,0 script object#3 139,3,3,{
-
-OnTouch:
- if(hg_odin == 22)
- {
- mes "["+strcharinfo(0)+"]";
- mes "Huh?";
- mes "What's happening?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Waaaaahhhh!";
- close2;
- set hg_odin,23;
- warp "odin_tem03",264,260;
- end;
- }
-}
-
-hu_in01,15,108,0 script alex#warp 45,1,1,{
-
-OnTouch:
- if(hg_odin == 17)
- {
- mes "[Alex]";
- mes "Haven't you found it yet?";
- mes "You said that it'd be here!";
- mes "You told me so many people";
- mes "are drawn to his place since";
- mes "Ymir's Heart might really";
- mes "be buried in this area!";
- next;
- mes "[Julian]";
- mes "I'm pretty sure it's";
- mes "around here somewhere,";
- mes "but I need more time to dig!";
- next;
- mes "[Alex]";
- mes "I understand why you wanted";
- mes "to follow me here, but there's";
- mes "no way to confirm its existence";
- mes "in this area without digging";
- mes "it up. Plus, I'm still worried";
- mes "about the ''Shinokas'' issue...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "...Shinokas?";
- next;
- mes "[Alex]";
- mes "We couldn't find";
- mes "Ymir's Heart inside";
- mes "the village, either...";
- mes "Why don't you just--";
- next;
- mes "[Julian]";
- mes "Yeah, you think you can do";
- mes "everything yourself since";
- mes "you're so much better than";
- mes "me, huh?! I'm the black sheep";
- mes "of the family, and father loves";
- mes "you more than me, right?!";
- next;
- mes "[Alex]";
- mes "You already know that.";
- next;
- mes "[Julian]";
- mes "Wha--?!";
- mes "Why... I...!";
- next;
- mes "[Alex]";
- mes "Geez, you're impatient.";
- mes "Listen, your ambitions";
- mes "can ruin everything. You're";
- mes "not planning on defying me,";
- mes "are you? Because if you are...";
- next;
- mes "[Julian]";
- mes "You can never understand";
- mes "why I want to find Ymir's";
- mes "Heart! I'm not going to give";
- mes "up looking for it, so just";
- mes "leave me alone!";
- next;
- mes "[Alex]";
- mes "I know you better than";
- mes "yourself, and I can do";
- mes "everything better than you";
- mes "can. Forget Ymir's Heart for";
- mes "now. Giantes is our highest,";
- mes "most important priority!";
- next;
- mes "[Julian]";
- mes "You always...!";
- mes "...............................";
- mes "Wait... You hear that?";
- next;
- set hg_odin,18;
- mes "[Alex]";
- mes "We'll continue this";
- mes "conversation later.";
- close;
- }
- else if(hg_odin == 18)
- {
- mes "......";
- mes ".........";
- close;
- }
- else
- {
- warp "hu_in01",15,155;
- end;
- }
-}
-
-hugel,52,90,0 script alex#warp2 45,1,1,{
-
-OnTouch:
- if(hg_odin > 59) warp "hu_in01",102,90;
- else if(hg_odin > 21 && hg_odin < 60) warp "hu_in01",173,90;
- else warp "hu_in01",33,90;
- end;
-}
-
-hu_in01,155,70,0 script alex#warp3 45,1,1,{
-
-OnTouch:
- mes "^3355FFThe door is locked.^000000";
- close;
-}
-
-hu_in01,155,108,0 script alex#warp4 45,1,1,{
-
-OnTouch:
- mes "^3355FFThe door is locked.^000000";
- close;
-}
diff --git a/npc/quests/quests_izlude.txt b/npc/quests/quests_izlude.txt
deleted file mode 100644
index a56c91dfa..000000000
--- a/npc/quests/quests_izlude.txt
+++ /dev/null
@@ -1,98 +0,0 @@
-//===== rAthena Script =======================================
-//= Quest NPCs related to Izlude
-//===== By: ==================================================
-//= Evera and The rAthena Dev Team
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.1
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= Edgar's Offer:
-//= - [Aegis conversion]
-//= - Variables in use: MISC_QUEST (Bit 16)
-//===== Additional Comments: =================================
-//= 1.0 Initial release [Evera]
-//= 1.1 Updated to 10.3 standard. [L0ne_W0lf]
-//============================================================
-
-// Edgar's Offer
-//============================================================
-izlude,182,186,2 script Edgar#izlude 49,{
- if (MISC_QUEST & 16) {
- mes "[Edgar]";
- mes "So are you heading to Alberta again? Let me give you the same discount and only charge 250 Zeny, just like the last time.";
- mes "How's that sound?";
- next;
- if (select("Alrighty~!:Why are you being so nice to me?!") == 1) {
- if (Zeny < 250) {
- mes "[Edgar]";
- mes "Um...";
- mes "This isn't";
- mes "enough money.";
- mes "Why don't you go";
- mes "get some more cash?";
- close ;
- }
- set zeny,zeny-250;
- warp "alberta",195,164;
- end;
- }
- mes "[Edgar]";
- mes "It's just the way I am. That, and your devilish smile reminds me of my beloved blond haired son who left home years ago to become a Sailor on his own ship. Bless his soul, wherever he is.";
- close;
- }
- mes "[Edgar]";
- mes "My town, Izlude, is connected to Alberta by the harbor in the West. There is so much traffic between us, I almost become an Albertian. Hehehe~";
- next;
- mes "[Edgar]";
- mes "There's this guy I know pretty well, Phelix, who lives in Alberta. That guy is really stingy... He charges for everything!";
- next;
- mes "[Edgar]";
- mes "But he's really a nice guy and likes helping other people. He has a good heart and will give you his support if you meet his price.";
- next;
- mes "[Edgar]";
- mes "Lately, people in Alberta say that he is really trying to help folks and that his demand for Jellopies is just a coverup. Well, you should take a look at what he has to offer.";
- next;
- if (select("Can you tell me how to get to Alberta?:End Conversation") == 1) {
- mes "[Edgar]";
- mes "Huh? Well, you can use your feet and just walk. But if you have money, I'd like to suggest that you take a ship.";
- next;
- if (select("Okay, gotcha.:But I'm sick of walking and I'm broke!") == 1) {
- mes "[Edgar]";
- mes "Alrighty, take care~";
- close;
- }
- mes "[Edgar]";
- mes "Okay...";
- mes "You don't want to walk AND you've got no cash, but you still want to go there? Oh geez...";
- next;
- mes "[Edgar]";
- mes "Fine fine. Me, being the captain of a ship, can afford to bring you there at a lower price. How does 250 Zeny sound?";
- next;
- if (select("Alrighty~!:Bah, what a rip off!!") == 1) {
- set MISC_QUEST,MISC_QUEST | 16;
- if (Zeny < 250) {
- mes "[Edgar]";
- mes "Um...";
- mes "This isn't";
- mes "enough money.";
- mes "Go and get";
- mes "some more.";
- close;
- }
- set zeny,zeny-250;
- warp "alberta",195,164;
- end;
- }
- mes "[Edgar]";
- mes "Boy oh boy,";
- mes "if you think";
- mes "that's a rip off...";
- close;
- }
- mes "[Edgar]";
- mes "Yeah, alright.";
- mes "See you later~";
- close;
-}
diff --git a/npc/quests/quests_juperos.txt b/npc/quests/quests_juperos.txt
deleted file mode 100644
index 9a4675eef..000000000
--- a/npc/quests/quests_juperos.txt
+++ /dev/null
@@ -1,5116 +0,0 @@
-//===== rAthena Script =======================================
-//= Juperos Dungeon Quests
-//===== By ===================================================
-//= MasterOfMuppets
-//===== Version ==============================================
-//= 1.7
-//===== Compatible With ======================================
-//= rAthena SVN
-//===== Description ==========================================
-//= [Partial Aegis COnversion]
-//= Juperos Ruins related Quests/Events
-//===== Comments =============================================
-//= 1.0 First version, partly implemented [MasterOfMuppets]
-//= 1.1 Added official Juperos Ruins History Quest. Thanks
-//= to Keplerk for his first version. [SinSloth]
-//= 1.2 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
-//= 1.3 Removed semi-official core access NPCs, replaced with [L0ne_W0lf]
-//= event-driven story progressive NPCs. Optimization needed.
-//= 1.3a Adjusted the elevafor timer. (132000 -> 142000) [L0ne_W0lf]
-//= 1.3b Minor updates to juperos elevator NPCs. [L0ne_W0lf]
-//= 1.4 Fixed Elevator not working after failing once. [L0ne_W0lf]
-//= 1.5 Lots of Fixes, missing stopnpctimers, cleanup. [Zephyrus]
-//= 1.6 Added missing close in "Popular Feats" [L0ne_W0lf]
-//= 1.7 Replaced effect numerics with constants. [L0ne_W0lf]
-//============================================================
-
-yuno_in04,190,125,4 script Scholar 700,{
-
- switch(yuno_hist)
- {
- case 0:
- mes "[Scholar]";
- mes "...Mm? ";
- mes "...Yes?";
- next;
- mes "[Scholar]";
- mes "...";
- mes "......";
- mes "May I help you?";
- next;
- switch( select( "Oh! N-Nothing!","Excuse me..." ) )
- {
- case 1:
- mes "[Scholar]";
- mes "...";
- mes "......";
- mes "Hmm?";
- mes "...........";
- mes "Hmpf.";
- close;
-
- case 2:
- mes "[Scholar]";
- mes "...";
- mes "......";
- mes "Hmm?";
- mes "...........";
- mes "Hmmm...";
- next;
- mes "[Scholar]";
- mes "You must be lost.";
- mes "This is the scholarly";
- mes "research section, you know,";
- mes "content you couldn't possibly";
- mes "fathom. The popular novels and picture books are someplace else.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "...";
- mes "......";
- next;
- mes "[Scholar]";
- mes "Why don't you rummage";
- mes "through the bookshelves?";
- mes "I'm sure you can find some";
- mes "book there that can hold your";
- mes "interest. Well, depending on";
- mes "your actual attention span...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "(What's her damage?!";
- mes "Does she have an attitude problem or is she just stuck-up?)";
- close;
- }
-
- case 1:
- mes "[Scholar]";
- mes "...Mm? ";
- mes "...Yes?";
- next;
- mes "[Scholar]";
- mes "...";
- mes "......";
- mes "May I help you?";
- next;
- switch( select( "Oh! N-Nothing!","By any chance..." ) )
- {
- case 1:
- mes "[Scholar]";
- mes "...";
- mes "......";
- mes "Hmm?";
- mes "...........";
- mes "Hmpf.";
- close;
-
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "By any chance...";
- mes "Are you conducting";
- mes "research about Juperos?";
- next;
- mes "[Scholar]";
- mes "Why yes, that is";
- mes "correct. But how did";
- mes "you come to learn about";
- mes "my current research project?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Oh, I managed to read";
- mes "a thesis paper entitled,";
- mes "''The Fall of Juperos,'' and";
- mes "I just thought that the writing";
- mes "style and your personality";
- mes "seem to match for some reason.";
- next;
- mes "[Scholar]";
- mes "Oh...! You read my";
- mes "thesis? So what did";
- mes "you think about it?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "So far, it's alright, but";
- mes "quite frankly it's incomplete.";
- mes "I mean, you don't have much in";
- mes "in the way of conjecture, much";
- mes "less any evidence to back up";
- mes "any of your statements.";
- next;
- mes "[Scholar]";
- mes "....";
- mes "Let me apologize for";
- mes "being rude to you earlier.";
- mes "As you know, my name is";
- mes "Fayruz Khrhiyha. May I ask";
- mes "what your name might be?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I'm "+strcharinfo(0)+",";
- mes "a brave adventurer in the";
- mes "service of his royal majesty,";
- mes "the wise and benevolent";
- mes "King Tristram III.";
- set yuno_hist,2;
- next;
- mes "[Fayruz]";
- mes "Well, "+strcharinfo(0)+",";
- mes "I understand that my thesis";
- mes "still requires more evidence.";
- mes "But I'd need some ancient";
- mes "documents from Juperos";
- mes "to complete my research...";
- next;
- mes "[Fayruz]";
- mes "If you happen to travel";
- mes "through Juperos and find";
- mes "any ancient documents, would";
- mes "you bring them to me? Having";
- mes "those would help my research";
- mes "efforts immensely. Thank you...";
- close;
- }
-
- case 2:
- if((countitem(7352)) || (countitem(7353)) || (countitem(7354)) || (countitem(7355)))
- {
- mes "[Fayruz]";
- mes "Ah, it's you! Listen,";
- mes "I just found a record of";
- mes "an adventurer who explored";
- mes "Juperos. There's mention";
- mes "of a stone statue here that";
- mes "just might be noteworthy...";
- next;
- mes "[Fayruz]";
- mes "If you happen to find";
- mes "yourself in Juperos,";
- mes "would you find the stone";
- mes "statue at the entrance of";
- mes "its dungeon and read the";
- mes "engraved message for me?";
- next;
- mes "[Fayruz]";
- mes "According to my notes,";
- mes "there's a spell that will";
- mes "make its reader memorize";
- mes "its message, even if they don't";
- mes "know the language. So come";
- mes "to me if you manage to read it.";
- close;
- }
- mes "[Fayruz]";
- mes "If you ever chance to";
- mes "travel through Juperos,";
- mes "would you let me know if you";
- mes "find anything that might help";
- mes "my research there? I'd be";
- mes "very grateful for your help.";
- close;
-
- case 3:
- mes "[Fayruz]";
- mes "Well, you look";
- mes "quite pleased.";
- mes "May I asked what";
- mes "happened to put that";
- mes "expression on your face?";
- next;
- switch( select( "I found something in Juperos.","Nothing much." ) )
- {
-
- case 1:
- mes "[" +strcharinfo(0)+"]";
- mes "I went to Juperos like";
- mes "you asked and found that";
- mes "stone statue you were talking";
- mes "about. Just like you said, there was an engraved message on it.";
- next;
- mes "[Fayruz]";
- mes "Fascinating!";
- mes "So is it really enchanted";
- mes "so anyone can memorize it?";
- mes "Wh-what does the message say?";
- next;
- mes "^3355FFYou recite the message";
- mes "engraved on the stone";
- mes "statue, unable to interpret";
- mes "the sounds you're uttering,";
- mes "but weirdly enough, you can";
- mes "easily recall them from memory.^000000";
- next;
- mes "[Fayruz]";
- mes "Ah, I see! Wait,";
- mes "give me a moment to";
- mes "properly translate this...";
- next;
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Fayruz]";
- mes "It means, ''Do you wish to";
- mes "see the end of the madness?";
- mes "He is waiting where the three";
- mes "columns were destroyed, where";
- mes "two hundred illusions wander.''";
- next;
- mes "[Fayruz]";
- mes "''You will see him, the one";
- mes "who was vain and extravagant,";
- mes "with your own eyes at the place where the light passes through.";
- set yuno_hist,4;
- next;
- mes "[Fayruz]";
- mes "Ah, usually, descriptions";
- mes "of the ''vain and extravagant";
- mes "one'' refer to the mad scientist rumored to have lived in that";
- mes "ancient era. But if this is true, I may have to rework my thesis...";
- next;
- mes "[Fayruz]";
- mes "I have another favor to";
- mes "ask of you. If you find any";
- mes "object of historical significance in Juperos, would you bring it to";
- mes "me? I'll reward you, of course.";
- next;
- mes "[Fayruz]";
- mes "It would be most helpful";
- mes "if you could manage to find";
- mes "documents that existed from that era. Fortunately, back then,";
- mes "they made all their records on material more durable than paper.";
- close;
-
- case 2:
- mes "[Fayruz]";
- mes "Nothing, huh?";
- mes "My life is also fairly";
- mes "uneventful, but somehow,";
- mes "I'm don't think I'm content.";
- close;
- }
-
- case 4:
- mes "[Fayruz]";
- mes "Oh hello, "+strcharinfo(0)+".";
- mes "So what brings you to";
- mes "the Juno Library today?";
- next;
- switch( select ( "Nice weather today, isn't it?","I found something in Juperos.","Nothing much.") )
- {
- case 1:
- mes "[Fayruz]";
- mes "Well, I wouldn't know.";
- mes "It's late whenever I go";
- mes "out, so I always happen to";
- mes "miss the sunlight. I guess";
- mes "I really miss nice weather";
- mes "sometimes, you know?";
- close;
-
- case 2:
- if((countitem(7352)) || (countitem(7353)) || (countitem(7354)) || (countitem(7355)))
- {
- mes "[Fayruz]";
- mes "Oh, really?!";
- mes "That's great news!";
- mes "W-what did you find?";
- next;
- mes "^3355FFIn her excitement,";
- mes "Fayruz begins to";
- mes "rummage through your";
- mes "things before you get";
- mes "the chance to answer her.^000000";
- next;
- mes "[Fayruz]";
- mes "Oh, this must be it!";
- mes "Would you mind if I keep";
- mes "this Transparent Plate for";
- mes "my research? In return, I'll";
- mes "tell you some tales about";
- mes "Juperos that I've learned.";
- next;
- switch( select ("Please, be my guest.","No way, you can't have it.") )
- {
- case 1:
- if(countitem(7352)) callfunc "Func_JupHist",7352,1;
- else if(countitem(7353)) callfunc "Func_JupHist",7353,2;
- else if(countitem(7354)) callfunc "Func_JupHist",7354,4;
- else if(countitem(7355)) callfunc "Func_JupHist",7352,8;
-
-
- case 2:
- mes "[Fayruz]";
- mes "Mm? Are you serious?";
- mes "This object is very valuable";
- mes "to a researcher like me, but";
- mes "I have no idea what use it";
- mes "would be for an adventurer.";
- mes "Well, you have your reasons...";
- close;
- }
- }
- mes "[Fayruz]";
- mes "Oh, really?!";
- mes "That's great news!";
- mes "W-what did you find?";
- next;
- mes "^3355FFIn her excitement,";
- mes "Fayruz begins to";
- mes "rummage through your";
- mes "things before you get";
- mes "the chance to answer her.^000000";
- next;
- mes "[Fayruz]";
- mes "Oh. There isn't anything";
- mes "here that would help in my";
- mes "research, but thank you anyway.";
- mes "If you find anything else while";
- mes "you're in Juperos, please come back and show it to me, alright?";
- close;
-
- case 3:
- mes "[Fayruz]";
- mes "Ah, I see. Well, while";
- mes "you're here, why don't you";
- mes "read something? There are";
- mes "many books that cover some";
- mes "interesting topics, like the";
- mes "Schwaltzvalt economy...";
- next;
- mes "[Fayruz]";
- mes "Oh, in any case, please";
- mes "don't forget the favor I asked";
- mes "of you. If you find anything";
- mes "in Juperos that's historically";
- mes "significant, I'd appreciate it";
- mes "if you bring it right away.";
- close;
-
- }
-
- case 5:
- mes "[Fayruz]";
- mes "Oh, "+strcharinfo(0)+"!";
- mes "Have you come back with";
- mes "something from Juperos?";
- mes "I've been hoping you'd come";
- mes "back with something that'd";
- mes "help me in my research!";
- next;
- switch( select( "Take a look at this.","Oh, I'm sorry...") )
- {
- case 1:
- switch(jupe_hist)
- {
- case 1:
- callfunc "Func_JupHist",7353,7354,7355,7352;
-
- case 2:
- callfunc "Func_JupHist",7352,7354,7355,7353;
-
- case 4:
- callfunc "Func_JupHist",7352,7353,7355,7354;
-
- case 8:
- callfunc "Func_JupHist",7352,7353,7354,7355;
- }
-
- case 2:
- mes "[Fayruz]";
- mes "Ah, I see. Well, while";
- mes "you're here, why don't you";
- mes "read something? There are";
- mes "many books that cover some";
- mes "interesting topics, like...";
- mes "like... Self-Honesty (?).";
- next;
- mes "[Fayruz]";
- mes "Oh, in any case, please";
- mes "don't forget the favor I asked";
- mes "of you. If you find anything";
- mes "in Juperos that's historically";
- mes "significant, I'd appreciate it";
- mes "if you bring it right away.";
- close;
- }
-
- case 6:
- mes "[Fayruz]";
- mes "Oh, "+strcharinfo(0)+"!";
- mes "The Transparent Plate";
- mes "that you brought for me";
- mes "last time is really helping me";
- mes "in my research. If you get the";
- mes "chance, please bring me more!";
- set yuno_hist,7;
- next;
- mes "[Fayruz]";
- mes "This new data is adding";
- mes "a lot more credibility to my";
- mes "thesis. Oh, I'll be with you";
- mes "in a moment, let me finish";
- mes "translating this one last";
- mes "passage really quickly...";
- close;
-
- case 7:
- mes "[Fayruz]";
- mes "Hello, "+strcharinfo(0)+"~";
- mes "Oh, were you able to look";
- mes "in Juperos for anything that";
- mes "might help me in my research?";
- next;
- switch( select( "Yeah, take a look at this.","No, I'm sorry...") )
- {
- case 1:
- switch(jupe_hist)
- {
- case 3:
- callfunc "Func_JupHist",7354,7355,7352,7353;
-
- case 5:
- callfunc "Func_JupHist",7353,7355,7352,7354;
-
- case 6:
- callfunc "Func_JupHist",7352,7355,7353,7354;
-
- case 9:
- callfunc "Func_JupHist",7353,7354,7352,7355;
-
- case 10:
- callfunc "Func_JupHist",7352,7354,7353,7355;
-
- case 12:
- callfunc "Func_JupHist",7352,7353,7354,7355;
- }
-
- case 2:
- mes "[Fayruz]";
- mes "Oh, that's fine.";
- mes "Besides, I don't really";
- mes "have a deadline to complete";
- mes "this research project. Still,";
- mes "I just want you to know that";
- mes "I really appreciate your help.";
- close;
- }
-
- case 8:
- mes "[Fayruz]";
- mes ""+strcharinfo(0)+"...";
- mes "I'm having great difficulty in";
- mes "translating that Transparent";
- mes "Plate you brought for me that";
- mes "last time. I'm so frustrated...";
- next;
- mes "[Fayruz]";
- mes "Wait a minute...";
- mes "This here means...";
- mes "Alright. Okay. Yes.";
- mes "Yes! Of course, how";
- mes "could I not see it before!";
- set yuno_hist,9;
- next;
- mes "[Fayruz]";
- mes "I'll be with you";
- mes "in just a second!";
- mes "I think I just made";
- mes "a real through...!";
- next;
-
- case 9:
- mes "[Fayruz]";
- mes "Ah, I've been";
- mes "expecting you, "+strcharinfo(0)+".";
- mes "So did you have been to Juperos again? I'm really hoping that you";
- mes "were able to find something new that would help in my research...";
- next;
- switch( select("Actually, I did find this...","I'm sorry, I haven't...") )
- {
- case 1:
- switch(jupe_hist)
- {
- case 7:
- callfunc "Func_JupHist",7355,7352,7353,7354;
-
- case 11:
- callfunc "Func_JupHist",7354,7352,7353,7355;
-
- case 13:
- callfunc "Func_JupHist",7353,7352,7354,7355;
-
- case 14:
- callfunc "Func_JupHist",7352,7353,7354,7355;
- }
-
- case 2:
- mes "[Fayruz]";
- mes "Ah, I see. Well, while";
- mes "you're here, why don't you";
- mes "read something? There are";
- mes "many books that cover some";
- mes "interesting topics, like";
- mes "modern adventure history.";
- next;
- mes "[Fayruz]";
- mes "Oh, in any case, please";
- mes "don't forget the favor I asked";
- mes "of you. If you find anything";
- mes "in Juperos that's historically";
- mes "significant, I'd appreciate it";
- mes "if you bring it right away.";
- close;
- }
-
- case 10:
- mes "[Fayruz]";
- mes "Oh hello, "+strcharinfo(0)+"...";
- mes "So what exactly brings you";
- mes "to the Juno Library this time?";
- next;
- switch( select("I found another Transparent Plate.","Just visiting, really.") )
- {
- case 1:
- if((countitem(7352)) || (countitem(7353)) || (countitem(7354)) || (countitem(7355)))
- {
- mes "[Fayruz]";
- mes "Hmm, well, we've made as";
- mes "much headway as we can";
- mes "with the Transparent Plates";
- mes "you've already given me, but";
- mes "it can't hurt to have too much";
- mes "evidence to back my theories.";
- next;
- mes "[Fayruz]";
- mes "I really appreciate";
- mes "your continuing efforts";
- mes "to help me. Please, would";
- mes "you take this as my way";
- mes "saying ''Thanks?'' You've been";
- mes "great, "+strcharinfo(0)+"...";
- if(countitem(7352)) delitem 7352,1;
- else if(countitem(7353)) delitem 7353,1;
- else if(countitem(7354)) delitem 7354,1;
- else delitem 7355,1;
- getitem 644,1;
- close;
- }
- mes "[Fayruz]";
- mes "Mmm...?";
- mes "It doesn't look like";
- mes "you brought another";
- mes "Transparent Plate.";
- mes "Are you sure that you";
- mes "didn't misplace it?";
- close;
-
- case 2:
- mes "[Fayruz]";
- mes "Ah, I see. Well,";
- mes "thanks to your help,";
- mes "I've made a great deal";
- mes "of progress on my thesis.";
- mes "I really appreciate what you";
- mes "have done for me, adventurer.";
- close;
- }
- }
-
-
-}
-
-function script Func_JupHist {
-
- switch(yuno_hist)
- {
- case 4:
- mes "[Fayruz]";
- mes "Thank you so much,";
- mes "you don't know what";
- mes "this means to me! Okay,";
- mes "please relax and take a";
- mes "seat. Close your eyes while";
- mes "I tell you this ancient story.";
- next;
- mes "^3355FFFayruz begins to";
- mes "relate an ancient tale";
- mes "about Juperos that seems";
- mes "typical for a classic story, but her way of storytelling subtly";
- mes "draws you into a vicarious, yet extremely vivid experience.";
- next;
- mes "^3355FFYou feel the protagonist's";
- mes "glories and tragedies as if";
- mes "you were actually there with";
- mes "the hero on his journeys. The";
- mes "tale eventually comes to an end";
- mes "and you awaken from the trance,";
- mes "gently brought back to reality.^000000";
- delitem getarg(0),1;
- set yuno_hist,5;
- set jupe_hist,getarg(1);
- getexp 10000,0;
- next;
- mes "[Fayruz]";
- mes "Everyone can relate";
- mes "to these old, classic";
- mes "stories. I hope this tale had";
- mes "as meaning for you as it did";
- mes "for me when I first heard it.";
- next;
- mes "[Fayruz]";
- mes "If you can find me";
- mes "another artifact from";
- mes "Juperos, I'll share another";
- mes "tale like that with you. Now";
- mes "how does that sound? Okay";
- mes "then, I'll see you, adventurer~";
- close;
-
- case 5:
- if((countitem(getarg(0))) || (countitem(getarg(1))) || (countitem(getarg(2))))
- {
- mes "[Fayruz]";
- mes "Oh, that's unexpected.";
- mes "This Transparent Plate";
- mes "seems to have been made";
- mes "in a different era than the";
- mes "one you gave me earlier.";
- mes "How intriguing...";
- next;
- mes "[Fayruz]";
- mes "*Sigh* I really wish";
- mes "that I could explore";
- mes "Juperos on my own, but";
- mes "I'm just not strong enough.";
- mes "In a way, I'm quite jealous of you. But it can't be helped...";
- next;
- mes "[Fayruz]";
- mes "You know, that reminds";
- mes "me of this great story of";
- mes "a tragic hero that I'd like to";
- mes "share with you. Let your";
- mes "mind wander as I relate this ageless, yet bittersweet tale...";
- next;
- mes "^3355FFFayruz tells you a story";
- mes "with a bright beginning, full";
- mes "of hope that fills you with the";
- mes "bliss of the heavens, but then";
- mes "suddenly plummets you into all the despair and torment of hell.^000000";
- next;
- mes "^3355FFThe story finally";
- mes "reaches its ending";
- mes "and you're surprised";
- mes "to find yourself sitting";
- mes "in the Juno Library.^000000";
- next;
- mes "[Fayruz]";
- mes "I know it's a very";
- mes "depressing story, but";
- mes "I hope you enjoyed it.";
- mes "I think you'd agree that";
- mes "it contains a truth about";
- mes "mankind that can't be ignored.";
- if(countitem(getarg(0)))
- {
- delitem getarg(0),1;
- if(getarg(0) == 7352) set jupe_hist,jupe_hist +1;
- else set jupe_hist,jupe_hist +2;
- }
- else if(countitem(getarg(1)))
- {
- delitem getarg(1),1;
- if(getarg(1) == 7353) set jupe_hist,jupe_hist +2;
- else set jupe_hist,jupe_hist +4;
- }
- else
- {
- delitem getarg(2),1;
- if(getarg(2) == 7354) set jupe_hist,jupe_hist +4;
- else set jupe_hist,jupe_hist +8;
- }
- set yuno_hist,6;
- getexp 10000,0;
- next;
- mes "[Fayruz]";
- mes "By now I'm sure you've";
- mes "figured that these classic";
- mes "tales are like condensed";
- mes "experiences, refined and";
- mes "immutable truths that we";
- mes "can see in our own reality.";
- next;
- mes "[Fayruz]";
- mes "If you find more of";
- mes "these Transparent";
- mes "Plates in Juperos, I'd be";
- mes "very happy to share another";
- mes "story with you, "+strcharinfo(0)+".";
- close;
- }
- else if(countitem(getarg(3)))
- {
- mes "[Fayruz]";
- mes "Oh, this one seems";
- mes "to have been created";
- mes "in a similar era as the";
- mes "one you gave me earlier.";
- mes "I'm not sure how much new";
- mes "information this may provide...";
- next;
- mes "[Fayruz]";
- mes "Still, I'm sure this will";
- mes "helpful in my research. I just";
- mes "won't be as making progress";
- mes "as quickly as I had projected.";
- mes "Please, I'd like you to take this as a token of my gratitude.";
- delitem getarg(3),1;
- getitem 644,1;
- next;
- mes "[Fayruz]";
- mes "Now if you'll excuse";
- mes "me, I need to go back";
- mes "to compiling my research...";
- mes "Thank you so much for";
- mes "your help, "+strcharinfo(0)+".";
- close;
- }
- else
- {
- mes "[Fayruz]";
- mes "Oh. There isn't anything";
- mes "here that would help in my";
- mes "research, but thank you anyway.";
- mes "If you find anything else while";
- mes "you're in Juperos, please come back and show it to me, alright?";
- close;
- }
-
- case 7:
- if((countitem(getarg(0))) || (countitem(getarg(1))))
- {
- mes "[Fayruz]";
- mes "Is this another";
- mes "Transparent Plate?";
- mes "Yes, it's quite different";
- mes "than the last one you";
- mes "brought over to me...";
- mes "This is so exciting!";
- next;
- mes "[Fayruz]";
- mes "Oh. You must be thinking";
- mes "that I'm a complete academia";
- mes "addict. Well, my life might be";
- mes "a little uneventful, but there";
- mes "are other things I think about!";
- mes "Like, well... It's weird but...";
- next;
- mes "[Fayruz]";
- mes "You see, there's this";
- mes "guy that I like. I'm not sure";
- mes "where he might be now, but";
- mes "his name is Nadim Amal. He's";
- mes "my friend's brother who I first";
- mes "met 10 years ago. ^333333*Sigh...*^000000";
- next;
- mes "[Fayruz]";
- mes "Just recently, I saw";
- mes "him with his sister, my";
- mes "friend from Morroc. It's";
- mes "weird to think that I'd have";
- mes "these feelings for him after";
- mes "all this time, isn't it? Oh...!";
- next;
- mes "[Fayruz]";
- mes "I really should repay";
- mes "you for this Transparent";
- mes "Plate. Why don't I tell you";
- mes "the scariest story that I know?";
- next;
- mes "^3355FFFayruz tells you a";
- mes "creepy horror story that";
- mes "makes you shiver with fear.";
- mes "You've heard other ghost";
- mes "stories, but you've never been";
- mes "so deeply immersed in one before.^000000";
- next;
- mes "It is only when the";
- mes "story ends and you return";
- mes "to your senses that you notice that you're soaked in cold sweat.^000000";
- next;
- mes "[Fayruz]";
- mes "It may be a natural";
- mes "response, but all people";
- mes "fear the unknown in one way";
- mes "or another. Scary stories are";
- mes "appealing because we actually";
- mes "like the strange and grotesque.";
- if(countitem(getarg(0)))
- {
- delitem getarg(0),1;
- if(getarg(0) == 7352) set jupe_hist,jupe_hist +1;
- else if(getarg(0) == 7353) set jupe_hist,jupe_hist +2;
- else set jupe_hist,jupe_hist +4;
- }
- else if(countitem(getarg(1)))
- {
- delitem getarg(1),1;
- if(getarg(1) == 7353) set jupe_hist,jupe_hist +2;
- else if(getarg(1) == 7354) set jupe_hist,jupe_hist +4;
- else set jupe_hist,jupe_hist +8;
- }
- set yuno_hist,8;
- getexp 10000,0;
- next;
- mes "[Fayruz]";
- mes "Well... That's just my";
- mes "opinion. Anyway, if you";
- mes "find anything else in Juperos";
- mes "that may help in my research,";
- mes "please come back and show it";
- mes "to me, alright? See you later~";
- close;
- }
- else if((countitem(getarg(2))) || (countitem(getarg(3))))
- {
- mes "[Fayruz]";
- mes "Oh, this one seems";
- mes "to have been created";
- mes "in a similar era as the";
- mes "one you gave me earlier.";
- mes "I'm not sure how much new";
- mes "information this may provide...";
- next;
- mes "[Fayruz]";
- mes "Still, I'm sure this will";
- mes "helpful in my research. I just";
- mes "won't be as making progress";
- mes "as quickly as I had projected.";
- mes "Please, I'd like you to take this as a token of my gratitude.";
- next;
- mes "[Fayruz]";
- mes "Now if you'll excuse";
- mes "me, I need to go back";
- mes "to compiling my research...";
- mes "Thank you so much for";
- mes "your help, "+strcharinfo(0)+".";
- if(countitem(getarg(2))) delitem getarg(2),1;
- else if(countitem(getarg(3))) delitem getarg(3),1;
- getitem 644,1;
- close;
- }
- else
- {
- mes "[Fayruz]";
- mes "Oh. There isn't anything";
- mes "here that would help in my";
- mes "research, but thank you anyway.";
- mes "If you find anything else while";
- mes "you're in Juperos, please come back and show it to me, alright?";
- close;
- }
-
- case 9:
- if(countitem(getarg(0)))
- {
- mes "[Fayruz]";
- mes "Oooh...! This one is";
- mes "much different than the";
- mes "other ones you gave me";
- mes "before. This should provide";
- mes "a wealth of brand new insights";
- mes "into the Juperos civilization!";
- next;
- mes "[Fayruz]";
- mes "All the Transparent";
- mes "Plates you've given me";
- mes "should contain more than";
- mes "enough data for me to fully";
- mes "complete my research thesis.";
- mes "Once again, thank you so much~";
- next;
- mes "[Fayruz]";
- mes "Still, that doesn't mean that";
- mes "I will stop collecting data for";
- mes "my research. Anyway, I have one last story to tell you, about";
- mes "a man of pure heart chosen by the gods to serve and protect mankind.";
- next;
- mes "[Fayruz]";
- mes "For this purpose he was given";
- mes "gaudy armor which contained";
- mes "amazing powers, as well as a";
- mes "book detailing the instructions";
- mes "for its use. However, he promptly";
- mes "lost these instructions...";
- next;
- mes "^3355FFThe story about the";
- mes "greatest Juperosian hero";
- mes "that Fayruz tells you is very";
- mes "humorous at first, but then it";
- mes "covers the entire spectrum";
- mes "of emotion and humanity...";
- next;
- mes "^3355FFThe story ends and you";
- mes "are left with a swelling";
- mes "feeling of indefatigable";
- mes "hope and inspiration...";
- mes "You can make it if you try!^000000";
- if(getarg(0) == 7352) set jupe_hist,jupe_hist+1;
- else if(getarg(0) == 7353) set jupe_hist,jupe_hist+2;
- else if(getarg(0) == 7354) set jupe_hist,jupe_hist+4;
- else set jupe_hist,jupe_hist+8;
- set yuno_hist,10;
- delitem getarg(0),1;
- getexp 10000,0;
- next;
- mes "[Fayruz]";
- mes "Well, that is the";
- mes "last and the best story";
- mes "that I have to share";
- mes "with you. Perhaps next";
- mes "time, I'll fill you in on my";
- mes "research progress~";
- close;
- }
- else if((countitem(getarg(1))) || (countitem(getarg(2))) || (countitem(getarg(3))))
- {
- mes "[Fayruz]";
- mes "Hmm...";
- mes "This one seems to be created in a similar time";
- mes "as the previous one.";
- next;
- mes "[Fayruz]";
- mes "Don't you worry.";
- mes "This will help my research of course,";
- mes "although I do not think this will";
- mes "help me in advancing my research";
- mes "with a great speed unlike this other one.";
- next;
- mes "[Fayruz]";
- mes "Please take this as a token of my gratitude.";
- next;
- mes "[Fayruz]";
- mes "Now, excuse me. I need to go back to my research.";
- if(countitem(getarg(1))) delitem getarg(1),1;
- else if(countitem(getarg(2))) delitem getarg(2),1;
- else delitem getarg(3),1;
- getitem 644,1;
- close;
- }
- else
- {
- mes "[Fayruz]";
- mes "Oh. There isn't anything";
- mes "here that would help in my";
- mes "research, but thank you anyway.";
- mes "If you find anything else while";
- mes "you're in Juperos, please come back and show it to me, alright?";
- close;
- }
- }
-}
-
-yuno_in04,186,125,4 script Bundle of Files 111,{
-
- mes "^8B6914*Thesis: The Fall of Juperos*";
- mes "By Fayruz Khrhiyha";
- mes "Sage Castle Researcher^000000";
- next;
- switch( select("Table of Contents.","Leave it alone.") )
- {
- case 1:
- if(yuno_hist > 4)
- {
- mes "^8B6914 1. Preface";
- mes " 2. Juperos Background";
- mes " 3. Theory Behind Its Fall^000000";
- next;
- switch( select("Preface","Juperos Background","Theory Behind Its Fall","Leave it alone.") )
- {
- case 1:
- mes "^8B6914Scholars are certain";
- mes "that the Juperos civilization";
- mes "used to be located above the";
- mes "ground, but it is now buried";
- mes "beneath the El Mes Plateau.";
- mes "The reasons for the city's";
- if(yuno_hist < 9)
- {
- mes "ruin are still nebulous...^000000";
- next;
- mes "^8B6914There is much speculation";
- mes "about the reasons for Jupero's";
- mes "downfall, but any documentation";
- mes "from that time period has been";
- mes "difficult to find. As for now, any evidence we have regarding";
- mes "Juperos is inconclusive.^000000";
- next;
- mes "^8B6914In spite of this lack";
- mes "of empirical or concrete";
- mes "data on the civilization of";
- mes "Juperos, our modern world";
- mes "may be able to learn much";
- mes "from that ancient city's ruins.";
- mes "..................^000000";
- if(yuno_hist < 7)
- {
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hmmm...";
- mes "A whole chapter";
- mes "dedicated to saying,";
- mes "''We know absolutely";
- mes "nothing about something.''";
- mes "I should write a book~";
- }
- close;
- }
- mes "ruin are still in debate...^000000";
- next;
- mes "^8B6914However, new findings";
- mes "regarding the history";
- mes "of Juperos have allowed";
- mes "us to make a few conclusions.^000000";
- close;
-
- case 2:
- if(yuno_hist < 9)
- {
- mes "^8B6914...";
- mes "......";
- mes "..........^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "This is all just idle";
- mes "conjecture! This paper";
- mes "isn't developed enough";
- mes "yet to be a real thesis...";
- close;
- }
- else if(yuno_hist == 9)
- {
- mes "^8B6914Juperos was built over";
- mes "a thousand years ago in";
- mes "an era of peace just after";
- mes "a major war. Contrary to";
- mes "popular belief, there isn't any";
- mes "evidence proving that Juno may";
- mes "have descended from Juperos.^000000";
- next;
- mes "^8B6914In fact, there is a";
- mes "strong possibility that";
- mes "another war, between Juno";
- mes "and Juperos, resulted in Juno's";
- mes "independence from Juperos and";
- mes "the destruction of any existing";
- mes "documentation from that era.^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Yes... Of course!";
- mes "It all makes sense now!";
- close;
- }
- mes "^8B6914Juperos was built over";
- mes "a thousand years ago in";
- mes "an era of peace just after";
- mes "a major war. There is now";
- mes "direct evidence linking Juno";
- mes "to Juperos proving that Juno";
- mes "was but a part of Juperos.^000000";
- next;
- mes "^8B6914Just like Juno, Juperos";
- mes "was a society that prided";
- mes "itself on its advancement";
- mes "in the sciences which played";
- mes "a permeating role in civilized";
- mes "life. Science was reponsible for Juperos's rise and downfall.";
- close;
-
- case 3:
- if(yuno_hist < 10)
- {
- mes "^8B6914...";
- mes "......";
- mes "..........^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Huh. This writer keeps";
- mes "talking about theories,";
- mes "but the more I read, the";
- mes "less clear I am on what";
- mes "the theory actually is.";
- mes "I don't think there is one...";
- emotion 4,1;
- close;
- }
- mes "^8B6914What is most unsettling";
- mes "is recent evidence, including";
- mes "a first hand written account,";
- mes "regarding the role of one of";
- mes "Jupero's foremost scientists";
- mes "in that city's rise and fall.";
- next;
- mes "^8B6914If these writings are";
- mes "authentic, then what actually";
- mes "happened was that a scientific";
- mes "revolution occurred as a direct";
- mes "result of one scientist's effort to manipulate the energies of the";
- mes "artifact known as Ymir's heart.";
- next;
- mes "^8B6914This one man and Ymir's";
- mes "Heart are credited with";
- mes "the success and prosperity";
- mes "of the Jupero's civilization.";
- mes "However, there are various accounts prior to Jupero's fall";
- mes "detailing his work with chimera...^000000";
- next;
- mes "^8B6914This scientist, supposedly";
- mes "in his passion to benefit his";
- mes "people by finding a scientific";
- mes "method for immortality by using";
- mes "chimera for testing, was driven";
- mes "insane. He experimented on";
- mes "himself with disatrous results.^000000";
- next;
- mes "^8B6914There was an error in the";
- mes "energy calibration of Ymir's";
- mes "Heart and the scientist was";
- mes "transformed into the monster";
- mes "we now know as Chimera. He";
- mes "and his test subjects were set";
- mes "loose into the city of Juperos.^000000";
- next;
- mes "^8B6914These immortal Chimeras";
- mes "razed the entire city, killing";
- mes "countless people. Apparently,";
- mes "a team of scientists were able";
- mes "to salvage a fragment of Ymir's";
- mes "Heart, and use it to lauch part";
- mes "of Juperos into the sky.^000000";
- next;
- mes "^8B6914That section of Juperos";
- mes "eventually developed into";
- mes "the city of Juno. Since the";
- mes "scientists who launched Juno into the sky all immediately died";
- mes "afterwards from an unknown cause, they left no documentation.^000000";
- next;
- mes "^8B6914The Chimera, and the";
- mes "laboratory in which it";
- mes "was created, is rumored to";
- mes "remain beneath the ruins of";
- mes "the once great city of Juperos.^000000";
- close;
-
- case 4:
- mes "["+strcharinfo(0)+"]";
- mes "Ugh... My head hurts";
- mes "too much from reading";
- mes "a book for smarty people.";
- mes "I know! I'll play videogames!";
- close;
- }
- }
- switch( select( "Preface","Close the file.") )
- {
- case 1:
- mes "^8B6914Scholars are certain";
- mes "that the Juperos civilization";
- mes "used to be located above the";
- mes "ground, but it is now buried";
- mes "beneath the El Mes Plateau.";
- mes "The reasons for the city's";
- mes "ruin are still nebulous...^000000";
- next;
- mes "^8B6914There is much speculation";
- mes "about the reasons for Jupero's";
- mes "downfall, but any documentation";
- mes "from that time period has been";
- mes "difficult to find. As for now, any evidence we have regarding";
- mes "Juperos is inconclusive.^000000";
- next;
- mes "^8B6914In spite of this lack";
- mes "of empirical or concrete";
- mes "data on the civilization of";
- mes "Juperos, our modern world";
- mes "may be able to learn much";
- mes "from that ancient city's ruins.";
- mes "..................^000000";
- if(!yuno_hist) set yuno_hist,1;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "This...";
- mes "This is supposed to";
- mes "be a research thesis?";
- mes "There's barely any";
- mes "research in it...";
- close;
-
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "Hmm...";
- mes "This isn't heavy";
- mes "enough to be a real";
- mes "academic work. It must";
- mes "not even be finished yet.";
- close;
- }
- case 2:
- if(yuno_hist < 5)
- {
- mes "["+strcharinfo(0)+"]";
- mes "Nah...";
- mes "I'm tired of reading.";
- mes "Ironically enough.";
- close;
- }
- else if(yuno_hist < 7)
- {
- mes "["+strcharinfo(0)+"]";
- mes "I don't feel like";
- mes "reading this. Not";
- mes "enough pictures...";
- close;
- }
- else if(yuno_hist < 9)
- {
- mes "["+strcharinfo(0)+"]";
- mes "It looks very sophisticated...";
- close;
- }
- else if(yuno_hist < 10)
- {
- mes "["+strcharinfo(0)+"]";
- mes "I know this book...";
- mes "But I don't feel like";
- mes "reading it right now.";
- close;
- }
- else
- {
- mes "["+strcharinfo(0)+"]";
- mes "This thesis is";
- mes "looking pretty good~";
- mes "Of course, I did have";
- mes "a hand in making it...";
- close;
- }
- }
-}
-
-yuno_in04,188,118,4 script Book#juperos 111,{
-
- if(yuno_hist > 7)
- {
- mes "^8B6914*Self-Honesty*";
- mes "*'Benefits Fo' Life!'*";
- mes "By Stephen Oyoung";
- mes " ";
- mes " ";
- mes "Publisher:";
- mes "Wushu Publishing, Co.^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "W-whoa!";
- mes "This book wasn't";
- mes "here before! It looks";
- mes "pretty interesting...";
- close;
- }
- mes "["+strcharinfo(0)+"]";
- mes "You know what?";
- mes "I think I'll just flip";
- mes "through some pages";
- mes "from a random book.";
- mes "Hmmm, let's see...";
- next;
- mes "^8B6914''Admiral, the Kylorians are";
- mes "still advancing!'' Commander";
- mes "McKenrick announced without";
- mes "his usual swagger. ''They're...";
- mes "They're not stopping!'' But";
- mes "Admiral Leh's eyes were a cold,";
- mes "unfeeling shade of sternness.^000000";
- next;
- mes "^8B6914''Let the goddamned space";
- mes "aliens come,'' hissed Leh.";
- mes "''We don't stand a chance";
- mes "without the Zenoi Sword";
- mes "to summon the power of";
- mes "GOD-POING. It's... It's";
- mes "all over. Damn it all...''^000000";
- next;
- mes "^8B6914The doors burst open as";
- mes "Bucky flew into the room.";
- mes "''The Zenoi Sword! The";
- mes "Zenoi Sword! Someone's";
- mes "found it!'' the boy yelled.";
- mes "''Really?! We better hurry:";
- mes "Earth doesn't have much time!''^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "...";
- mes "......";
- mes "Whoa. I really";
- mes "should have read";
- mes "this masterpiece";
- mes "from the beginning...";
- close;
-}
-
-// Bronze Statue - juperos_01 99 112
-
-juperos_01,99,112,4 script Bronze Statue#1 844,{
-
- if(yuno_hist > 3)
- {
- mes "^3355FF''Do you wish to see";
- mes "the end of the madness?";
- mes "He is waiting where the three";
- mes "columns were destroyed, where";
- mes "two hundred illusions wander.''^000000";
- close;
- }
- else if(yuno_hist == 3)
- {
- mes "["+strcharinfo(0)+"]";
- mes "I better go and";
- mes "see Fayruz in the";
- mes "Juno Library and tell";
- mes "her about the inscription.";
- close;
- }
- else
- {
- mes "^3355FFThere's a peculiar";
- mes "engraving on the";
- mes "Bronze Statue's rod.^000000";
- next;
- switch( select( "Investigate","Ignore it" ) )
- {
- case 1 :
- mes "^3355FFIt's an inscription that's";
- mes "written in an old language";
- mes "that you can't understand,";
- mes "but have no problem reading";
- mes "and making out the sounds";
- mes "for some weird reason.^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "This is creepy!";
- mes "I know that I'm not";
- mes "supposed to be able";
- mes "to read this, but here";
- mes "I am. I know what sounds";
- mes "all of these letters make...";
- next;
- if(yuno_hist == 2)
- {
- mes "["+strcharinfo(0)+"]";
- mes "Then again, Fayruz did";
- mes "say this was enchanted.";
- mes "Okay, I guess I'll go back";
- mes "to the Juno Library and";
- mes "tell her what I found.";
- set yuno_hist,3;
- close;
- }
- mes "["+strcharinfo(0)+"]";
- mes "Huh. Only a scholar,";
- mes "maybe someone even in";
- mes "Juno, could make sense";
- mes "of what this stuff says.";
- close;
-
- case 2 :
- close;
- }
- }
-}
-
-yuno_in04,169,109,1 script Ambitious Hollgrehenn 111,{
-
- mes "*Hollgrehenn: The Ambition*";
- mes "By Aragham Caul*";
- mes "";
- mes "";
- mes "";
- mes "";
- mes "Publisher:";
- mes "Muha Books, Co.";
- next;
- mes "...";
- mes "He would stop at nothing";
- mes "to have the greatest weapon";
- mes "in the world in his possession.";
- mes "He became a smith so that he";
- mes "could discern which weapons";
- mes "were the most powerful...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "That's strange...";
- mes "The next page";
- mes "has been torn out.";
- close;
-}
-
-yuno_in04,174,111,1 script Penniless Hollgrehenn 111,{
-
- mes "^8B6914*Penniless Hollgrehenn*";
- mes " * Pennyless Hollgrehenn * ";
- mes "By Hollgrehenn";
- mes " ";
- mes " ";
- mes "Publisher:";
- mes "Muha Books, Co.^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "This book looks";
- mes "like a total piece of";
- mes "crap. I'd have more";
- mes "fun getting my teeth";
- mes "drilled by a blindfolded";
- mes "dentist. Or would I...?";
- close;
-}
-
-yuno_in04,102,106,1 script Popular Feasts 111,{
-
- mes "^8B6914*Popular Feasts*";
- mes "By Cabbage Pickle Community";
- mes " ";
- mes " ";
- mes " ";
- mes "Publisher:";
- mes "Muha Books, Co.^000000";
- next;
- switch( select( " 1. Fried Yoyo Tails"," 14. Poring Salad"," 252. Beak Soup" ) )
- {
- case 1:
- mes "^8B6914...";
- mes "If possible, try";
- mes "to use tails cut";
- mes "from live Yoyos.";
- mes "Now, as for skinning...^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Um...";
- mes "Barf?";
- close;
-
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "Hey, this page is gone!";
- mes "I guess Poring Salad is";
- mes "the most popular feast";
- mes "in this entire book.";
- close;
-
- case 3:
- mes "^8B6914...";
- mes "Fry the cut beaks";
- mes "using herbal oil until";
- mes "crisp. Then, pour the";
- mes "feathers into a blender...^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hmm...";
- mes "Sounds a little";
- mes "too gourmet for my";
- mes "taste. And by ''gourmet,''";
- mes "I mean, ''totally gross.''";
- close;
- }
-}
-
-yuno_in04,111,108,1 script Hamerun, Rat Hunter 111,{
-
- mes "["+strcharinfo(0)+"]";
- mes "I can't...";
- mes "reach it...!";
- close;
-}
-
-yuno_in04,167,127,1 script Red Book 111,{
-
- mes "^3355FFYou find a book";
- mes "with red binding.^000000";
- next;
- switch( select( "Read.","Leave it alone." ) )
- {
- case 1:
- mes "^8B6914...^000000";
- next;
- mes "^8B6914...";
- mes "......^000000";
- next;
- mes "^8B6914...";
- mes "......";
- mes ".........^000000";
- next;
- mes "^8B6914...";
- mes "......";
- mes ".........";
- mes "............^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "This is...";
- mes "A compilation of";
- mes "Shakespeare in ";
- mes "coloring book format?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Wait...";
- mes "Why would fans of";
- mes "Shakespeare even";
- mes "want a coloring book?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hmm... Well...";
- mes "I suppose little kids who";
- mes "read Shakespeare would";
- mes "appreciate something like that.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hold on...";
- mes "Do little kids who";
- mes "are able to read the";
- mes "works of Shakespeare";
- mes "even exist? I hope not...";
- close;
-
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "What a strange";
- mes "and mysterious book.";
- mes "I'll never know what's";
- mes "inside unless I read it!";
- mes "Come on! Doesn't the red";
- mes "binding mean something?";
- close;
- }
-}
-
-yuno_in04,121,109,1 script Scroll 111,{
-
- mes "^3355FFYou've found an";
- mes "antiquated scroll";
- mes "that's collected a";
- mes "layer of fine dust.^000000";
- next;
- switch( select( "Peruse","Leave it alone" ) )
- {
- case 1:
- mes "^8B6914Item Upgrade Introduction";
- mes " ";
- mes " ";
- mes " ";
- mes "1. Item Upgrade Definition";
- mes " ";
- mes "The key to success when";
- mes "upgrading items comes from";
- mes "only one place: Your ''Mind.''";
- mes " ";
- mes " ";
- mes " ";
- mes "2. Power of a Positive Attitude";
- mes "Before trying to upgrade";
- mes "an item, plan out how high";
- mes "you want to upgrade and how";
- mes "much you'll spend beforehand.";
- mes "But like all ladies, Lady Luck";
- mes "smiles when you fully splurge.^000000";
- mes " ";
- mes " ";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Wait, wait...";
- mes "This thing IS old.";
- mes "I mean, it's obviously";
- mes "written from a patriarchal";
- mes "standpoint that promotes";
- mes "bipartisan gender roles.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I'm...";
- mes "I'm so offended.";
- close;
-
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "This scroll is far too";
- mes "primitive. There's been";
- mes "all sorts of technological";
- mes "reading advances that I can't";
- mes "live without... Like pages.";
- close;
- }
-}
-
-yuno_in04,118,116,4 script Paper 111,{
-
- mes "^3355FFIt's a piece of";
- mes "paper that looks";
- mes "like a personal letter.^000000";
- next;
- switch( select("Read it.","Leave it alone.") )
- {
- case 1:
- if(yuno_hist > 7)
- {
- mes "^8B6914P.S.";
- mes "Please...";
- mes "Come back to me.";
- mes " ";
- mes " ";
- mes "Love,";
- mes "Fayruz^000000";
- close;
- }
- mes "^8B6914...";
- mes "I can't forget your smile.";
- mes "No matter what, even if you";
- mes "hate me, I'll always have these";
- mes "feelings just for you. You are";
- mes "the one who is most special,";
- mes "who means the most to my heart.^000000";
- next;
- mes "^8B6914I know we've had our";
- mes "differences, but please";
- mes "don't refuse my love. By";
- mes "your hands, I hope that";
- mes "you can forgive me for us.";
- mes "- Love, Fayruz^000000";
- next;
- if(getpartnerid())
- {
- mes "["+strcharinfo(0)+"]";
- mes "Ahhhhhh~";
- mes "Love sure is nice!";
- close;
- }
- mes "["+strcharinfo(0)+"]";
- mes "What th--?!";
- mes "Booooooooo!";
- mes "Love stinks!";
- close;
-
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "I guess I better";
- mes "not look at this.";
- mes "I mean, I might";
- mes "regret reading it.";
- close;
- }
-}
-
-juperos_01,123,92,4 script Stone Statue 844,{
-
- if(yuno_hist)
- {
- mes "^3355FFIt's a stone statue";
- mes "that looks exactly like";
- mes "the one in the Juno Library.";
- mes "However, it has sculptures";
- mes "of books instead of real ones.^000000";
- next;
- mes "^3355FFIt's possible that the";
- mes "statue in the Juno Library";
- mes "was made after this one.";
- mes "But who can be sure?^000000";
- close;
- }
- mes "^3355FFIt's an old";
- mes "statue sculpted";
- mes "out of stone.^000000";
- close;
-}
-
-juperos_01,99,71,4 script Bronze Statue#2 844,{
-
- mes "^3355FFIt's an elaborate";
- mes "bronze statue that";
- mes "is twice the height of";
- mes "a normal human being.^000000";
- close;
-}
-
-juperos_01,79,92,4 script Sculpture 844,{
-
- mes "^3355FFIt's a sculpture that";
- mes "looks familiar to you.^000000";
- close;
-}
-
-juperos_01,215,127,4 script Machine Statue 844,{
-
- mes "^3355FFThis is the bust of a";
- mes "humanoid machine with";
- mes "a familiar Crest Piece";
- mes "carved into the middle.^000000";
- next;
- mes "^3355FFThe statue's entire";
- mes "form is mind boggling,";
- mes "but you manage to note";
- mes "that its outstretched";
- mes "arm points westward.^000000";
- close;
-}
-
-//============================================================
-// Jupers Core access Story Event
-//============================================================
-//============================================================
-// 1rd Floor -> 2nd Floor
-//============================================================
-juperos_01,100,91,0 script jupe_goto#1 -1,2,2,{
- end;
-
-OnTouch:
- initnpctimer "jupe_goto#1",1;
- mes "^777777["+ strcharinfo(0) +"]^000000";
- mes "This light...";
- mes "It feels like...";
- mes "Its warmth is...";
- mes "Wrapping all over me...";
- next;
- switch(select("Ah, it's so nice...:No! This is wrong!")) {
- case 1:
- mes "^777777["+ strcharinfo(0) +"]^000000";
- mes "Ahhhh...";
- mes "It feels like";
- mes "I'm floating...";
- specialeffect2 EF_LIGHTSPHERE;
- close2;
- stopnpctimer;
- warp "juperos_02",128,278;
- break;
- case 2:
- mes "^777777["+ strcharinfo(0) +"]^000000";
- mes "N-No! This is";
- mes "wrong! Something";
- mes "weird's happening!";
- mes "I gotta get away!";
- close2;
- stopnpctimer;
- warp "juperos_01",96,91;
- break;
- }
- end;
-
-OnTimer10000:
- stopnpctimer;
- warp "juperos_02",128,278;
- donpcevent "jupe_goto#2::OnEnable";
- end;
-}
-
-juperos_01,100,91,0 script jupe_goto#2 -1,2,2,{
-OnInit:
- disablenpc "jupe_goto#2";
- end;
-
-OnEnable:
- enablenpc "jupe_goto#2";
- disablenpc "jupe_goto#1";
- initnpctimer;
- end;
-
-OnTouch:
- warp "juperos_02",128,278;
- end;
-
-OnTimer2000:
- enablenpc "jupe_goto#1";
- disablenpc "jupe_goto#2";
- end;
-}
-
-//============================================================
-// 2nd Floor
-//============================================================
-
-juperos_02,97,70,0 script 3F Gate Switch#jupe -1,{
-OnInit:
- initnpctimer;
- end;
-
-Onreset:
- killmonster "juperos_02","3F Gate Switch#jupe::OnMyMobDead";
- end;
-
-OnEnable:
- enablenpc "3F Gate Switch#jupe";
- initnpctimer;
- end;
-
-OnTimer5000:
- set .MyMobs,3;
- monster "juperos_02",24,275,"1st Gate Switch",1674,1,"3F Gate Switch#jupe::OnMyMobDead";
- monster "juperos_02",240,29,"2nd Gate Switch",1674,1,"3F Gate Switch#jupe::OnMyMobDead";
- monster "juperos_02",282,183,"3rd Gate Switch",1674,1,"3F Gate Switch#jupe::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- set .MyMobs,.MyMobs-1;
- if (.MyMobs == 2)
- mapannounce "juperos_02","Who are you to come here?",bc_map,"0xFF0000";
- else if (.MyMobs == 1)
- mapannounce "juperos_02","Have you come seeking Juperos?! It no longer exists...",bc_map,"0xFF0000";
- else if (.MyMobs == 0) {
- mapannounce "juperos_02","Have you come to see me? Fine! Find me first!",bc_map,"0xFF0000";
- specialeffect2 563;
- soundeffectall "earth_quake.wav",0;
- disablenpc "3F Gate Switch#jupe";
- donpcevent "Restricted Area#jupe::OnEnable";
- }
- end;
-}
-
-
-juperos_02,130,149,0 script Restricted Area#jupe 139,2,2,{
-OnInit:
- disablenpc "Restricted Area#jupe";
- end;
-
-OnEnable:
- enablenpc "Restricted Area#jupe";
- initnpctimer;
- end;
-
-OnTimer5000:
- mapannounce "juperos_02","Vroom! Vroom!",bc_map,"0xE559A2";
- end;
-
-OnTimer7000:
- mapannounce "juperos_02","Attention, visitors.",bc_map,"0xE559A2";
- end;
-
-OnTimer9000:
- mapannounce "juperos_02","You are allowed to enter the next zone for a short period of time. Please use the portal in the center of the map.",bc_map,"0xE559A2";
- end;
-
-OnTimer9001:
-OnTimer23000:
-OnTimer46000:
-OnTimer69000:
-OnTimer92000:
-OnTimer115000:
-OnTimer161000:
-OnTimer184000:
-OnTimer207000:
-OnTimer230000:
-OnTimer253000:
-OnTimer276000:
-OnTimer299000:
-OnTimer322000:
-OnTimer345000:
-OnTimer368000:
-OnTimer391000:
-OnTimer414000:
-OnTimer460000:
-OnTimer483000:
-OnTimer506000:
-OnTimer529000:
-OnTimer552000:
- specialeffect 561;
- end;
-
-OnTimer556000:
- mapannounce "juperos_02","Attention, visitors. The gate to the next zone will close shortly.",bc_map,"0xE559A2";
- end;
-
-OnTimer561000:
- mapannounce "juperos_02","1 minute remaining until Gate Closure. ",bc_map,"0xE559A2";
- end;
-
-OnTimer598000:
- specialeffect 561;
- end;
-
-OnTimer600000:
- mapannounce "juperos_02","The gate is being closed...",bc_map,"0xE559A2";
- end;
-
-OnTimer603000:
- mapannounce "juperos_02"," Switches will reactivate shortly.",bc_map,"0xE559A2";
- end;
-
-OnTimer621000:
- disablenpc "Restricted Area#jupe";
- end;
-
-OnTimer1200000:
- donpcevent "3F Gate Switch#jupe::OnEnable";
- stopnpctimer;
- end;
-
-OnTouch:
- warp "jupe_gate",50,167;
- end;
-}
-
-//============================================================
-// Security Checkpoint 1-1
-//============================================================
-jupe_area1,88,224,0 script #hole#1-1 844,{
- cutin "1",2;
- if ($@JupreArea1InUse == 1) {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- close2;
- cutin "1",255;
- end;
- }
- else if (countitem(7356) > 0 || countitem(7359) > 0 || countitem(7357) > 0 || countitem(7358) > 0) {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- next;
- switch(select("Insert a Crest Piece.:Cancel.")) {
- case 1:
- if (countitem(7356) > 0) {
- mes "^3355FFYou take out your";
- mes "Crest Piece and place";
- mes "it into the slot where it";
- mes "happens to fit perfectly.^000000";
- specialeffect EF_TOPRANK;
- cutin "1-1",2;
- next;
- if ($@JupreArea1InUse == 1) {
- mes "^3355FFNothing happens.";
- mes "Perhaps an alarm or";
- mes "some other safety measure";
- mes "was activated to keep the";
- mes "Crest Piece from activating";
- mes "this transportation device.";
- mes "You retrieve the Crest Piece.^000000";
- close2;
- cutin "1-1",255;
- end;
- }
- else {
- mes "^3355FFThe slot rotates and";
- mes "the Crest Piece moves as";
- mes "if it were turning a key. You";
- mes "feel a weak tremor as a Warp";
- mes "Portal to the other side is";
- mes "activated. You then retrieve";
- mes "your Crest Piece.^000000";
- initnpctimer;
- donpcevent "Warp#1-1::OnEnable";
- enablenpc "Red Alarm#1-1";
- disablenpc "#hole#1-1";
- close2;
- cutin "1-1",255;
- end;
- }
- }
- else {
- mes "^3355FFUnfortunately, you're";
- mes "not carrying anything";
- mes "that might be able to fit";
- mes "into the slot and activate";
- mes "this mechanical device.^000000";
- close2;
- cutin "1",255;
- end;
- }
- case 2:
- mes "[" + strcharinfo(0) + "]";
- mes "Hmmm...";
- mes "Do I have anything";
- mes "that might make this";
- mes "weird machine work?";
- close2;
- cutin "1",255;
- end;
- }
- close;
- }
- else {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- close2;
- cutin "1",255;
- end;
- }
-
-Onstop_timer:
- stopnpctimer;
- end;
-
-OnTimer22500:
- stopnpctimer;
- enablenpc "#hole#1-1";
- disablenpc "Red Alarm#1-1";
- end;
-}
-
-jupe_area1,83,221,0 script Warp#1-1 139,2,2,{
-OnInit:
- disablenpc "Warp#1-1";
- end;
-
-OnEnable:
- enablenpc "Warp#1-1";
- specialeffect 561;
- soundeffectall "jupe_warp.wav",0;
- initnpctimer;
- end;
-
-OnTouch:
- warp "jupe_area1",47,259;
- end;
-
-OnTimer22500:
- stopnpctimer;
- disablenpc "Warp#1-1";
- end;
-}
-
-jupe_area1,47,259,0 script Red Alarm#1-1 -1,2,2,{
-OnInit:
- disablenpc "Red Alarm#1-1";
- end;
-
-OnTouch:
- donpcevent "Red Alarm On#1-1::OnEnable";
- disablenpc "Red Alarm#1-1";
- donpcevent "#hole#1-1::Onstop_timer";
- set $@JupreArea1InUse,1;
- disablenpc "#hole#1-1";
- end;
-}
-
-- script Red Alarm On#1-1 -1,{
-OnInit:
- disablenpc "Red Alarm On#1-1";
- end;
-
-OnEnable:
- enablenpc "Red Alarm On#1-1";
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "jupe_area1","Those of you who have come here...",bc_map,"0xFF0000";
- end;
-
-OnTimer3000:
- mapannounce "jupe_area1","I do not intend to stop you.",bc_map,"0xFF0000";
- soundeffectall "jupe_warning.wav",0,"jupe_area1";
- soundeffectall "jupe_warning.wav",0,"jupe_area1";
- end;
-
-OnTimer5000:
- mapannounce "jupe_area1","But I assume you are prepared for a few obstacles...",bc_map,"0xFF0000";
- donpcevent "Monster1#1-1::OnEnable";
- end;
-
-OnTimer7000:
- mapannounce "jupe_area1","After all, you are venturing through a forbidden area!",bc_map,"0xFF0000";
- end;
-
-OnTimer8000:
- disablenpc "Red Alarm On#1-1";
- soundeffectall "jupe_warning.wav",0,"jupe_area1";
- soundeffectall "jupe_warning.wav",0,"jupe_area1";
- stopnpctimer;
- end;
-}
-
-- script Monster1#1-1 -1,{
-OnInit:
- disablenpc "Monster1#1-1";
- end;
-
-OnDisable:
- disablenpc "Monster1#1-1";
- killmonster "jupe_area1","Monster1#1-1::OnMyMobDead";
- end;
-
-OnEnable:
- enablenpc "Monster1#1-1";
- initnpctimer;
- set .MyMobs,8;
- monster "jupe_area1",30,263,"Security Guard",1675,1,"Monster1#1-1::OnMyMobDead";
- monster "jupe_area1",30,262,"Security Guard",1669,1,"Monster1#1-1::OnMyMobDead";
- monster "jupe_area1",30,261,"Security Guard",1675,1,"Monster1#1-1::OnMyMobDead";
- monster "jupe_area1",30,260,"Security Guard",1669,1,"Monster1#1-1::OnMyMobDead";
- monster "jupe_area1",30,259,"Security Guard",1675,1,"Monster1#1-1::OnMyMobDead";
- monster "jupe_area1",30,258,"Security Guard",1669,1,"Monster1#1-1::OnMyMobDead";
- monster "jupe_area1",30,257,"Security Guard",1675,1,"Monster1#1-1::OnMyMobDead";
- monster "jupe_area1",30,256,"Security Guard",1669,1,"Monster1#1-1::OnMyMobDead";
- end;
-
-OnTimer300000:
- mapannounce "jupe_area1","Do you realize this is a hallucination?",bc_map,"0xFF0000";
- set $@JupreArea1InUse,0;
- end;
-
-OnTimer300002:
- enablenpc "#hole#1-1";
- stopnpctimer;
- donpcevent "Monster1#1-1::OnDisable";
- end;
-
-OnMyMobDead:
- set .MyMobs,.MyMobs-1;
- if (.MyMobs < 1) {
- donpcevent "Monster2#1-1::OnEnable";
- disablenpc "Monster1#1-1";
- stopnpctimer;
- }
- end;
-}
-
-- script Monster2#1-1 -1,{
-OnInit:
- disablenpc "Monster2#1-1";
- end;
-
-OnDisable:
- disablenpc "Monster2#1-1";
- killmonster "jupe_area1","Monster2#1-1::OnMyMobDead";
- end;
-
-OnEnable:
- enablenpc "Monster2#1-1";
- initnpctimer;
- end;
-
-OnTimer2000:
- mapannounce "jupe_area1","How about now?",bc_map,"0xFF0000";
- soundeffectall "jupe_warning.wav",0,"jupe_area1";
- soundeffectall "jupe_warning.wav",0,"jupe_area1";
- end;
-
-OnTimer4000:
- mapannounce "jupe_area1","Let me see...",bc_map,"0xFF0000";
- end;
-
-OnTimer7000:
- mapannounce "jupe_area1","Just how strong you are!",bc_map,"0xFF0000";
- soundeffectall "jupe_warning.wav",0,"jupe_area1";
- soundeffectall "jupe_warning.wav",0,"jupe_area1";
- set .MyMobs,8;
- monster "jupe_area1",30,238,"Security Guard",1675,1,"Monster2#1-1::OnMyMobDead";
- monster "jupe_area1",31,238,"Security Guard",1669,1,"Monster2#1-1::OnMyMobDead";
- monster "jupe_area1",32,238,"Security Guard",1675,1,"Monster2#1-1::OnMyMobDead";
- monster "jupe_area1",33,238,"Security Guard",1669,1,"Monster2#1-1::OnMyMobDead";
- monster "jupe_area1",34,238,"Security Guard",1675,1,"Monster2#1-1::OnMyMobDead";
- monster "jupe_area1",35,238,"Security Guard",1669,1,"Monster2#1-1::OnMyMobDead";
- monster "jupe_area1",36,238,"Security Guard",1675,1,"Monster2#1-1::OnMyMobDead";
- monster "jupe_area1",37,238,"Security Guard",1669,1,"Monster2#1-1::OnMyMobDead";
- end;
-
-OnTimer300000:
- mapannounce "jupe_area1","Bwahaha! You're only good at running away!",bc_map,"0xFF0000";
- set $@JupreArea1InUse,0;
- end;
-
-OnTimer300002:
- enablenpc "#hole#1-1";
- stopnpctimer;
- donpcevent "Monster2#1-1::OnDisable";
- end;
-
-OnMyMobDead:
- set .MyMobs,.MyMobs-1;
- if (.MyMobs < 1) {
- mapannounce "jupe_area1","Zzzzt. Zzzzt..... ",bc_map,"0xFF0000";
- disablenpc "Monster2#1-1";
- enablenpc "#hole#1-1";
- set $@JupreArea1InUse,0;
- stopnpctimer;
- }
- end;
-}
-
-//============================================================
-// Security Checkpoint 1-2
-//============================================================
-jupe_area1,25,238,0 script #hole#1-2 844,{
- cutin "2",2;
- if ($@JupreArea1InUse == 1) {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- close2;
- cutin "2",255;
- end;
- }
- else if (countitem(7356) > 0 || countitem(7359) > 0 || countitem(7357) > 0 || countitem(7358) > 0) {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- next;
- switch(select("Insert a Crest Piece.:Cancel.")) {
- case 1:
- if (countitem(7357) > 0) {
- mes "^3355FFYou take out your";
- mes "Crest Piece and place";
- mes "it into the slot where it";
- mes "happens to fit perfectly.^000000";
- specialeffect EF_TOPRANK;
- cutin "2-1",2;
- next;
- if ($@JupreArea1InUse == 1) {
- mes "^3355FFNothing happens.";
- mes "Perhaps an alarm or";
- mes "some other safety measure";
- mes "was activated to keep the";
- mes "Crest Piece from activating";
- mes "this transportation device.";
- mes "You retrieve the Crest Piece.^000000";
- close2;
- cutin "2-1",255;
- end;
- }
- else {
- mes "^3355FFThe slot rotates and";
- mes "the Crest Piece moves as";
- mes "if it were turning a key. You";
- mes "feel a weak tremor as a Warp";
- mes "Portal to the other side is";
- mes "activated. You then retrieve";
- mes "your Crest Piece.^000000";
- initnpctimer;
- donpcevent "Warp#1-2::OnEnable";
- enablenpc "Red Alarm#1-2";
- disablenpc "#hole#1-2";
- close2;
- cutin "2-1",255;
- end;
- }
- }
- else {
- mes "^3355FFUnfortunately, you're";
- mes "not carrying anything";
- mes "that might be able to fit";
- mes "into the slot and activate";
- mes "this mechanical device.^000000";
- close2;
- cutin "2",255;
- end;
- }
- break;
- case 2:
- mes "[" + strcharinfo(0) + "]";
- mes "Hmmm...";
- mes "Do I have anything";
- mes "that might make this";
- mes "weird machine work?";
- close2;
- cutin "2",255;
- end;
- }
- close;
- }
- else {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- close2;
- cutin "2",255;
- end;
- }
- end;
-
-Onstop_timer:
- stopnpctimer;
- end;
-
-OnTimer22500:
- stopnpctimer;
- enablenpc "#hole#1-2";
- disablenpc "Red Alarm#1-2";
- end;
-}
-
-jupe_area1,21,225,0 script Warp#1-2 139,2,2,{
-OnInit:
- disablenpc "Warp#1-2";
- end;
-
-OnEnable:
- enablenpc "Warp#1-2";
- specialeffect 561;
- soundeffectall "jupe_warp.wav",0;
- initnpctimer;
- end;
-
-OnTouch:
- warp "jupe_area1",21,191;
- end;
-
-OnTimer22500:
- disablenpc "Warp#1-2";
- end;
-}
-
-jupe_area1,21,191,0 script Red Alarm#1-2 -1,2,2,{
-OnInit:
- disablenpc "Red Alarm#1-2";
- end;
-
-OnTouch:
- set $@JupreArea1InUse,1;
- donpcevent "Red Alarm On#1-2::OnEnable";
- disablenpc "Red Alarm#1-2";
- disablenpc "#hole#1-2";
- end;
-}
-
-- script Red Alarm On#1-2 -1,{
-OnInit:
- disablenpc "Red Alarm On#1-2";
- end;
-
-OnEnable:
- enablenpc "Red Alarm On#1-2";
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "jupe_area1","Come on, come on!",bc_map,"0xFF0000";
- end;
-
-OnTimer3000:
- mapannounce "jupe_area1","Yes. Run... Right into my hands!",bc_map,"0xFF0000";
- end;
-
-OnTimer5000:
- mapannounce "jupe_area1","Do you want to know who I am?",bc_map,"0xFF0000";
- donpcevent "Monster1#1-2::OnEnable";
- end;
-
-OnTimer7000:
- mapannounce "jupe_area1","You will know, once you defeat all of my minions!",bc_map,"0xFF0000";
- end;
-
-OnTimer8000:
- disablenpc "Red Alarm On#1-2";
- stopnpctimer;
- end;
-}
-
-- script Monster1#1-2 -1,{
-OnInit:
- disablenpc "Monster1#1-2";
- end;
-
-OnDisable:
- disablenpc "Monster1#1-2";
- killmonster "jupe_area1","Monster1#1-2::OnMyMobDead";
- end;
-
-OnEnable:
- initnpctimer;
- enablenpc "Monster1#1-2";
- set .MyMobs,8;
- monster "jupe_area1",30,176,"High Guard",1669,1,"Monster1#1-2::OnMyMobDead";
- monster "jupe_area1",31,176,"High Guard",1675,1,"Monster1#1-2::OnMyMobDead";
- monster "jupe_area1",32,176,"High Guard",1669,1,"Monster1#1-2::OnMyMobDead";
- monster "jupe_area1",33,176,"High Guard",1675,1,"Monster1#1-2::OnMyMobDead";
- monster "jupe_area1",34,176,"High Guard",1669,1,"Monster1#1-2::OnMyMobDead";
- monster "jupe_area1",35,176,"High Guard",1675,1,"Monster1#1-2::OnMyMobDead";
- monster "jupe_area1",36,176,"High Guard",1669,1,"Monster1#1-2::OnMyMobDead";
- monster "jupe_area1",37,176,"High Guard",1675,1,"Monster1#1-2::OnMyMobDead";
- end;
-
-OnTimer300000:
- mapannounce "jupe_area1","I can't believe how cowardly you really are...",bc_map,"0xFF0000";
- set $@JupreArea1InUse,0;
- end;
-
-OnTimer300002:
- enablenpc "#hole#1-2";
- stopnpctimer;
- donpcevent "Monster1#1-2::OnDisable";
- end;
-
-OnMyMobDead:
- set .MyMobs,.MyMobs-1;
- if (.MyMobs < 1) {
- donpcevent "Monster2#1-2::OnEnable";
- disablenpc "Monster1#1-2";
- stopnpctimer;
- }
- end;
-}
-
-- script Monster2#1-2 -1,{
-OnInit:
- disablenpc "Monster2#1-2";
- end;
-
-OnDisable:
- disablenpc "Monster2#1-2";
- killmonster "jupe_area1","Monster2#1-2::OnMyMobDead";
- end;
-
-OnEnable:
- enablenpc "Monster2#1-2";
- initnpctimer;
- end;
-
-OnTimer2000:
- mapannounce "jupe_area1","I was the head of this underground laboratory.",bc_map,"0xFF0000";
- end;
-
-OnTimer4000:
- mapannounce "jupe_area1","But that was a long time ago, back when I was merely a human.",bc_map,"0xFF0000";
- end;
-
-OnTimer6000:
- mapannounce "jupe_area1","I was called Vesper Newton. Hahah, they called me a mad man back then.",bc_map,"0xFF0000";
- set .MyMobs,13;
- monster "jupe_area1",30,152,"Security Guard",1669,1,"Monster2#1-2::OnMyMobDead";
- monster "jupe_area1",31,152,"Security Guard",1675,1,"Monster2#1-2::OnMyMobDead";
- monster "jupe_area1",32,152,"Security Guard",1669,1,"Monster2#1-2::OnMyMobDead";
- monster "jupe_area1",33,152,"Security Guard",1675,1,"Monster2#1-2::OnMyMobDead";
- monster "jupe_area1",34,152,"Security Guard",1669,1,"Monster2#1-2::OnMyMobDead";
- monster "jupe_area1",35,152,"Security Guard",1675,1,"Monster2#1-2::OnMyMobDead";
- monster "jupe_area1",36,152,"Security Guard",1669,1,"Monster2#1-2::OnMyMobDead";
- monster "jupe_area1",37,152,"Security Guard",1675,1,"Monster2#1-2::OnMyMobDead";
- monster "jupe_area1",30,150,"Security Guard",1669,1,"Monster2#1-2::OnMyMobDead";
- monster "jupe_area1",31,150,"Security Guard",1675,1,"Monster2#1-2::OnMyMobDead";
- monster "jupe_area1",32,150,"Security Guard",1669,1,"Monster2#1-2::OnMyMobDead";
- monster "jupe_area1",33,150,"Security Guard",1675,1,"Monster2#1-2::OnMyMobDead";
- monster "jupe_area1",34,150,"Security Guard",1669,1,"Monster2#1-2::OnMyMobDead";
- end;
-
-OnTimer300000:
- mapannounce "jupe_area1","...Not yet.",bc_map,"0xFF0000";
- set $@JupreArea1InUse,0;
- end;
-
-OnTimer300002:
- enablenpc "#hole#1-2";
- stopnpctimer;
- donpcevent "Monster2#1-2::OnDisable";
- end;
-
-OnMyMobDead:
- set .MyMobs,.MyMobs-1;
- if (.MyMobs < 1) {
- mapannounce "jupe_area1","Not yet!",bc_map,"0xFF0000";
- disablenpc "Monster2#1-2";
- enablenpc "#hole#1-2";
- set $@JupreArea1InUse,0;
- stopnpctimer;
- }
- end;
-}
-
-//============================================================
-// Security Checkpoint 1-3
-//============================================================
-jupe_area1,36,146,0 script #hole#1-3 844,{
- cutin "3",2;
- if ($@JupreArea1InUse == 1) {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- close2;
- cutin "3",255;
- end;
- }
- else if (countitem(7356) > 0 || countitem(7359) > 0 || countitem(7357) > 0 || countitem(7358) > 0) {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- next;
- switch(select("Insert a Crest Piece.:Cancel.")) {
- case 1:
- if (countitem(7358) > 0) {
- mes "^3355FFYou take out your";
- mes "Crest Piece and place";
- mes "it into the slot where it";
- mes "happens to fit perfectly.^000000";
- specialeffect EF_TOPRANK;
- cutin "3-1",2;
- next;
- if ($@JupreArea1InUse == 1) {
- mes "^3355FFNothing happens.";
- mes "Perhaps an alarm or";
- mes "some other safety measure";
- mes "was activated to keep the";
- mes "Crest Piece from activating";
- mes "this transportation device.";
- mes "You retrieve the Crest Piece.^000000";
- close2;
- cutin "3-1",255;
- end;
- }
- else {
- mes "^3355FFThe slot rotates and";
- mes "the Crest Piece moves as";
- mes "if it were turning a key. You";
- mes "feel a weak tremor as a Warp";
- mes "Portal to the other side is";
- mes "activated. You then retrieve";
- mes "your Crest Piece.^000000";
- initnpctimer;
- donpcevent "Warp#1-3::OnEnable";
- enablenpc "Red Alarm#1-3";
- disablenpc "#hole#1-3";
- close2;
- cutin "3-1",255;
- end;
- }
- }
- else {
- mes "^3355FFUnfortunately, you're";
- mes "not carrying anything";
- mes "that might be able to fit";
- mes "into the slot and activate";
- mes "this mechanical device.^000000";
- close2;
- cutin "3",255;
- end;
- }
- case 2:
- mes "[" + strcharinfo(0) + "]";
- mes "Hmmm...";
- mes "Do I have anything";
- mes "that might make this";
- mes "weird machine work?";
- close2;
- cutin "3",255;
- end;
- }
- }
- else {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- close2;
- cutin "3",255;
- end;
- }
- end;
-
-Onstop_timer:
- stopnpctimer;
- end;
-
-OnTimer22500:
- stopnpctimer;
- enablenpc "#hole#1-3";
- disablenpc "Red Alarm#1-3";
- end;
-}
-
-jupe_area1,33,137,0 script Warp#1-3 139,2,2,{
-OnInit:
- disablenpc "Warp#1-3";
- end;
-
-OnEnable:
- enablenpc "Warp#1-3";
- specialeffect 561;
- soundeffectall "jupe_warp.wav",0;
- initnpctimer;
- end;
-
-OnTouch:
- warp "jupe_area1",33,105;
- end;
-
-OnTimer22500:
- disablenpc "Warp#1-3";
- end;
-}
-
-jupe_area1,33,105,0 script Red Alarm#1-3 -1,0,4,{
-OnInit:
- disablenpc "Red Alarm#1-3";
- end;
-
-OnTouch:
- set $@JupreArea1InUse,1;
- donpcevent "Red Alarm On#1-3::OnEnable";
- disablenpc "Red Alarm#1-3";
- disablenpc "#hole#1-3";
- end;
-}
-
-- script Red Alarm On#1-3 -1,{
-OnInit:
- disablenpc "Red Alarm On#1-3";
- end;
-
-OnEnable:
- enablenpc "Red Alarm On#1-3";
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "jupe_area1","These security systems...",bc_map,"0xFF0000";
- end;
-
-OnTimer3000:
- mapannounce "jupe_area1","They're not really for protection.",bc_map,"0xFF0000";
- end;
-
-OnTimer5000:
- mapannounce "jupe_area1","It's sort of just a hobby to pass the time...",bc_map,"0xFF0000";
- donpcevent "Monster1#1-3::OnEnable";
- end;
-
-OnTimer7000:
- mapannounce "jupe_area1","Being immortal, I have a lot of time on my hands...",bc_map,"0xFF0000";
- end;
-
-OnTimer8000:
- disablenpc "Red Alarm On#1-3";
- stopnpctimer;
- end;
-}
-
-- script Monster1#1-3 -1,{
-OnInit:
- disablenpc "Monster1#1-3";
- end;
-
-OnDisable:
- disablenpc "Monster1#1-3";
- killmonster "jupe_area1","Monster1#1-3::OnMyMobDead";
- end;
-
-OnEnable:
- initnpctimer;
- enablenpc "Monster1#1-3";
- set .MyMobs,8;
- monster "jupe_area1",30,89,"Security Guard",1675,1,"Monster1#1-3::OnMyMobDead";
- monster "jupe_area1",31,89,"Security Guard",1669,1,"Monster1#1-3::OnMyMobDead";
- monster "jupe_area1",32,89,"Security Guard",1675,1,"Monster1#1-3::OnMyMobDead";
- monster "jupe_area1",33,89,"Security Guard",1669,1,"Monster1#1-3::OnMyMobDead";
- monster "jupe_area1",34,89,"Security Guard",1675,1,"Monster1#1-3::OnMyMobDead";
- monster "jupe_area1",35,89,"Security Guard",1669,1,"Monster1#1-3::OnMyMobDead";
- monster "jupe_area1",36,89,"Security Guard",1675,1,"Monster1#1-3::OnMyMobDead";
- monster "jupe_area1",37,89,"Security Guard",1669,1,"Monster1#1-3::OnMyMobDead";
- end;
-
-OnTimer300000:
- mapannounce "jupe_area1","Zzzzt...Zzzzt....",bc_map,"0xFF0000";
- set $@JupreArea1InUse,0;
- end;
-
-OnTimer300002:
- donpcevent "Monster1#1-3::OnDisable";
- enablenpc "#hole#1-3";
- end;
-
-OnMyMobDead:
- set .MyMobs,.MyMobs-1;
- if (.MyMobs < 1) {
- donpcevent "Monster2#1-3::OnEnable";
- disablenpc "Monster1#1-3";
- stopnpctimer;
- }
- end;
-}
-
-- script Monster2#1-3 -1,{
-OnInit:
- disablenpc "Monster2#1-3";
- end;
-
-OnDisable:
- disablenpc "Monster2#1-3";
- killmonster "jupe_area1","Monster2#1-3::OnMyMobDead";
- end;
-
-OnEnable:
- initnpctimer;
- enablenpc "Monster2#1-3";
- end;
-
-OnTimer2000:
- mapannounce "jupe_area1","Why have you come?",bc_map,"0xFF0000";
- end;
-
-OnTimer5000:
- mapannounce "jupe_area1","Were you hoping to find something wonderful? Something miraculous?",bc_map,"0xFF0000";
- end;
-
-OnTimer8000:
- mapannounce "jupe_area1","You're wrong! Welcome to Hell!",bc_map,"0xFF0000";
- set .MyMobs,15;
- monster "jupe_area1",42,64,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead";
- monster "jupe_area1",43,64,"Security Guard",1675,1,"Monster2#1-3::OnMyMobDead";
- monster "jupe_area1",44,64,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead";
- monster "jupe_area1",45,64,"Security Guard",1675,1,"Monster2#1-3::OnMyMobDead";
- monster "jupe_area1",46,64,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead";
- monster "jupe_area1",47,64,"Security Guard",1675,1,"Monster2#1-3::OnMyMobDead";
- monster "jupe_area1",48,64,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead";
- monster "jupe_area1",49,64,"Security Guard",1675,1,"Monster2#1-3::OnMyMobDead";
- monster "jupe_area1",42,62,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead";
- monster "jupe_area1",43,62,"Security Guard",1675,1,"Monster2#1-3::OnMyMobDead";
- monster "jupe_area1",44,62,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead";
- monster "jupe_area1",45,62,"Security Guard",1675,1,"Monster2#1-3::OnMyMobDead";
- monster "jupe_area1",46,62,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead";
- monster "jupe_area1",47,62,"Security Guard",1675,1,"Monster2#1-3::OnMyMobDead";
- monster "jupe_area1",48,62,"Security Guard",1669,1,"Monster2#1-3::OnMyMobDead";
- end;
-
-OnTimer300000:
- mapannounce "jupe_area1","Do you still have your courage? Come. Prove it.",bc_map,"0xFF0000";
- set $@JupreArea1InUse,0;
- end;
-
-OnTimer300002:
- enablenpc "#hole#1-3";
- stopnpctimer;
- donpcevent "Monster2#1-3::OnDisable";
- end;
-
-OnMyMobDead:
- set .MyMobs,.MyMobs-1;
- if (.MyMobs < 1) {
- mapannounce "jupe_area1","Do you still have your courage? Come. Prove it.",bc_map,"0xFF0000";
- disablenpc "Monster2#1-3";
- enablenpc "#hole#1-3";
- set $@JupreArea1InUse,0;
- stopnpctimer;
- }
- end;
-}
-
-//============================================================
-// Security Checkpoint 1-4
-//============================================================
-jupe_area1,50,49,0 script #hole#1-4 844,{
- cutin "4",2;
- if ($@JupreArea1InUse == 1) {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- close2;
- cutin "4",255;
- end;
- }
- else if (countitem(7356) > 0 || countitem(7359) > 0 || countitem(7357) > 0 || countitem(7358) > 0) {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- next;
- switch(select("Insert a Crest Piece.:Cancel.")) {
- case 1:
- if (countitem(7359) > 0) {
- mes "^3355FFYou take out your";
- mes "Crest Piece and place";
- mes "it into the slot where it";
- mes "happens to fit perfectly.^000000";
- specialeffect EF_TOPRANK;
- cutin "4-1",2;
- next;
- if ($@JupreArea1InUse == 1) {
- mes "^3355FFNothing happens.";
- mes "Perhaps an alarm or";
- mes "some other safety measure";
- mes "was activated to keep the";
- mes "Crest Piece from activating";
- mes "this transportation device.";
- mes "You retrieve the Crest Piece.^000000";
- close2;
- cutin "4-1",255;
- end;
- }
- else {
- mes "^3355FFThe slot rotates and";
- mes "the Crest Piece moves as";
- mes "if it were turning a key. You";
- mes "feel a weak tremor as a Warp";
- mes "Portal to the other side is";
- mes "activated. You then retrieve";
- mes "your Crest Piece.^000000";
- initnpctimer;
- donpcevent "Warp#1-4::OnEnable";
- donpcevent "Red Alarm#1-4::OnEnable";
- disablenpc "#hole#1-4";
- close2;
- cutin "4-1",255;
- end;
- }
- }
- else {
- mes "^3355FFUnfortunately, you're";
- mes "not carrying anything";
- mes "that might be able to fit";
- mes "into the slot and activate";
- mes "this mechanical device.^000000";
- close2;
- cutin "4",255;
- end;
- }
- break;
- case 2:
- mes "[" + strcharinfo(0) + "]";
- mes "Hmmm...";
- mes "Do I have anything";
- mes "that might make this";
- mes "weird machine work?";
- close2;
- cutin "4",255;
- end;
- }
- }
- else {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- close2;
- cutin "4",255;
- end;
- }
- end;
-
-Onstop_timer:
- stopnpctimer;
- end;
-
-OnTimer5000:
- stopnpctimer;
- enablenpc "#hole#1-4";
- disablenpc "Red Alarm#1-4";
- end;
-}
-
-jupe_area1,57,53,0 script Warp#1-4 139,2,2,{
-OnInit:
- disablenpc "Warp#1-4";
- end;
-
-OnEnable:
- enablenpc "Warp#1-4";
- specialeffect 561;
- soundeffectall "jupe_warp.wav",0;
- initnpctimer;
- end;
-
-OnTouch:
- warp "jupe_area1",83,157;
- end;
-
-OnTimer5000:
- disablenpc "Warp#1-4";
- end;
-}
-
-jupe_area1,83,157,0 script Red Alarm#1-4 -1,2,2,{
-OnInit:
- disablenpc "Red Alarm#1-4";
- end;
-
-OnEnable:
- enablenpc "Red Alarm#1-4";
- end;
-
-OnTouch:
- set $@JupreArea1InUse,1;
- donpcevent "Red Alarm On#1-4::OnEnable";
- disablenpc "Red Alarm#1-4";
- disablenpc "#hole#1-4";
- end;
-}
-
-- script Red Alarm On#1-4 -1,{
-OnInit:
- disablenpc "Red Alarm On#1-4";
- end;
-
-OnEnable:
- enablenpc "Red Alarm On#1-4";
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "jupe_area1","I've been waiting for someone strong enough to compete with me.",bc_map,"0xFF0000";
- end;
-
-OnTimer3000:
- mapannounce "jupe_area1","If you hear this, I wish you will be the one...",bc_map,"0xFF0000";
- end;
-
-OnTimer5000:
- mapannounce "jupe_area1","Perhaps, a mere shadow of my former self...",bc_map,"0xFF0000";
- donpcevent "Monster1#1-4::OnEnable";
- end;
-
-OnTimer7000:
- mapannounce "jupe_area1","Is somewhere down here, wandering...",bc_map,"0xFF0000";
- end;
-
-OnTimer8000:
- stopnpctimer;
- disablenpc "Red Alarm On#1-4";
- end;
-}
-
-- script Monster1#1-4 -1,{
-OnInit:
- disablenpc "Monster1#1-4";
- end;
-
-OnDisable:
- disablenpc "Monster1#1-4";
- killmonster "jupe_area1","Monster1#1-4::OnMyMobDead";
- end;
-
-OnEnable:
- initnpctimer;
- enablenpc "Monster1#1-4";
- set .MyMobs,8;
- monster "jupe_area1",92,154,"Security Guard",1669,1,"Monster1#1-4::OnMyMobDead";
- monster "jupe_area1",96,154,"Security Guard",1675,1,"Monster1#1-4::OnMyMobDead";
- monster "jupe_area1",100,154,"Security Guard",1669,1,"Monster1#1-4::OnMyMobDead";
- monster "jupe_area1",104,154,"Security Guard",1675,1,"Monster1#1-4::OnMyMobDead";
- monster "jupe_area1",92,161,"Security Guard",1669,1,"Monster1#1-4::OnMyMobDead";
- monster "jupe_area1",96,161,"Security Guard",1675,1,"Monster1#1-4::OnMyMobDead";
- monster "jupe_area1",100,161,"Security Guard",1669,1,"Monster1#1-4::OnMyMobDead";
- monster "jupe_area1",104,161,"Security Guard",1675,1,"Monster1#1-4::OnMyMobDead";
- end;
-
-OnTimer300000:
- mapannounce "jupe_area1","Zzzzt...Zzzzt....",bc_map,"0xFF0000";
- set $@JupreArea1InUse,0;
- end;
-
-OnTimer300002:
- stopnpctimer;
- enablenpc "#hole#1-4";
- donpcevent "Monster1#1-4::OnDisable";
- end;
-
-OnMyMobDead:
- set .MyMobs,.MyMobs-1;
- if (.MyMobs < 1) {
- donpcevent "Monster2#1-4::OnEnable";
- disablenpc "Monster1#1-4";
- stopnpctimer;
- }
- end;
-}
-
-- script Monster2#1-4 -1,{
-OnInit:
- disablenpc "Monster2#1-4";
- end;
-
-OnDisable:
- killmonster "jupe_area1","Monster2#1-4::OnMyMobDead";
- disablenpc "Monster2#1-4";
- end;
-
-OnEnable:
- enablenpc "Monster2#1-4";
- initnpctimer;
- end;
-
-OnTimer2000:
- mapannounce "jupe_area1","I can never rest in peace...",bc_map,"0xFF0000";
- end;
-
-OnTimer4000:
- mapannounce "jupe_area1","I'll wait forever or until someone can put me out of my misery...",bc_map,"0xFF0000";
- end;
-
-OnTimer6000:
- mapannounce "jupe_area1","I will be waiting for you!",bc_map,"0xFF0000";
- set .MyMobs,10;
- monster "jupe_area1",104,161,"Security Guard",1675,1,"Monster2#1-4::OnMyMobDead";
- monster "jupe_area1",108,161,"Security Guard",1669,1,"Monster2#1-4::OnMyMobDead";
- monster "jupe_area1",111,161,"Security Guard",1675,1,"Monster2#1-4::OnMyMobDead";
- monster "jupe_area1",112,161,"Security Guard",1669,1,"Monster2#1-4::OnMyMobDead";
- monster "jupe_area1",115,161,"Security Guard",1675,1,"Monster2#1-4::OnMyMobDead";
- monster "jupe_area1",104,154,"Security Guard",1669,1,"Monster2#1-4::OnMyMobDead";
- monster "jupe_area1",108,154,"Security Guard",1675,1,"Monster2#1-4::OnMyMobDead";
- monster "jupe_area1",111,154,"Security Guard",1669,1,"Monster2#1-4::OnMyMobDead";
- monster "jupe_area1",112,154,"Security Guard",1675,1,"Monster2#1-4::OnMyMobDead";
- monster "jupe_area1",115,154,"Security Guard",1669,1,"Monster2#1-4::OnMyMobDead";
- end;
-
-OnTimer300000:
- set $@JupreArea1InUse,0;
- mapannounce "jupe_area1","It's funny... Isn't it?",bc_map,"0xFF0000";
- end;
-
-OnTimer300002:
- enablenpc "#hole#1-4";
- donpcevent "Monster2#1-4::OnDisable";
- end;
-
-OnMyMobDead:
- set .MyMobs,.MyMobs-1;
- if (.MyMobs < 1) {
- mapannounce "jupe_area1","It's funny... Isn't it?",bc_map,"0xFF0000";
- disablenpc "Monster2#1-4";
- enablenpc "#hole#1-4";
- set $@JupreArea1InUse,0;
- stopnpctimer;
- }
- end;
-}
-
-//============================================================
-// Move to Elevator
-//============================================================
-jupe_area1,112,162,0 script Lever#ufe 844,{
- mes "^3355FFIt's a lever";
- mes "whose function";
- mes "is not known to you.^000000";
- next;
- switch(select("Pull.:Cancel.")) {
- case 1:
- if($@JupreArea1InUse == 1) close;
- initnpctimer;
- donpcevent "LeverWarp#ufe::OnEnable";
- disablenpc "Lever#ufe";
- close;
- case 2:
- mes "[" + strcharinfo(0) + "]";
- mes "Pull this lever?";
- mes "I don't even know";
- mes "what will happen...";
- close;
- }
- close;
-
-OnTimer3000:
- enablenpc "Lever#ufe";
- stopnpctimer;
- end;
-}
-
-jupe_area1,117,157,0 script LeverWarp#ufe 139,2,2,{
-OnInit:
- disablenpc "LeverWarp#ufe";
- end;
-
-OnEnable:
- enablenpc "LeverWarp#ufe";
- specialeffect 561;
- soundeffectall "jupe_warp.wav",0;
- initnpctimer;
- end;
-
-OnTouch:
- warp "jupe_gate",28,30;
- end;
-
-OnTimer3000:
- stopnpctimer;
- disablenpc "LeverWarp#ufe";
- end;
-}
-
-//============================================================
-// Security Checkpoint 2-1
-//============================================================
-jupe_area2,74,224,0 script #hole#2-1 844,{
- cutin "1",2;
- if ($@JupreArea2InUse == 1) {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- close2;
- cutin "1",255;
- end;
- }
- else if (countitem(7356) > 0 || countitem(7359) > 0 || countitem(7357) > 0 || countitem(7358) > 0) {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- next;
- switch(select("Insert a Crest Piece.:Cancel.")) {
- case 1:
- if (countitem(7356) > 0) {
- mes "^3355FFYou take out your";
- mes "Crest Piece and place";
- mes "it into the slot where it";
- mes "happens to fit perfectly.^000000";
- specialeffect EF_TOPRANK;
- cutin "1-1",2;
- next;
- if ($@JupreArea2InUse == 1) {
- mes "^3355FFNothing happens.";
- mes "Perhaps an alarm or";
- mes "some other safety measure";
- mes "was activated to keep the";
- mes "Crest Piece from activating";
- mes "this transportation device.";
- mes "You retrieve the Crest Piece.^000000";
- close2;
- cutin "1-1",255;
- end;
- }
- else {
- mes "^3355FFThe slot rotates and";
- mes "the Crest Piece moves as";
- mes "if it were turning a key. You";
- mes "feel a weak tremor as a Warp";
- mes "Portal to the other side is";
- mes "activated. You then retrieve";
- mes "your Crest Piece.^000000";
- initnpctimer;
- donpcevent "Warp#2-1::OnEnable";
- enablenpc "Red Alarm#2-1";
- disablenpc "#hole#2-1";
- close2;
- cutin "1-1",255;
- end;
- }
- }
- else {
- mes "^3355FFUnfortunately, you're";
- mes "not carrying anything";
- mes "that might be able to fit";
- mes "into the slot and activate";
- mes "this mechanical device.^000000";
- close2;
- cutin "1",255;
- end;
- }
- case 2:
- mes "[" + strcharinfo(0) + "]";
- mes "Hmmm...";
- mes "Do I have anything";
- mes "that might make this";
- mes "weird machine work?";
- close2;
- cutin "1",255;
- end;
- }
- close;
- }
- else {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- close2;
- cutin "1",255;
- end;
- }
-
-Onstop_timer:
- stopnpctimer;
- end;
-
-OnTimer22500:
- stopnpctimer;
- enablenpc "#hole#2-1";
- disablenpc "Red Alarm#2-1";
- end;
-}
-
-jupe_area2,80,221,0 script Warp#2-1 139,2,2,{
-OnInit:
- disablenpc "Warp#2-1";
- end;
-
-OnEnable:
- enablenpc "Warp#2-1";
- specialeffect 561;
- soundeffectall "jupe_warp.wav",0;
- initnpctimer;
- end;
-
-OnTouch:
- warp "jupe_area2",116,259;
- end;
-
-OnTimer22500:
- stopnpctimer;
- disablenpc "Warp#2-1";
- end;
-}
-
-jupe_area2,116,259,0 script Red Alarm#2-1 -1,2,2,{
-OnInit:
- disablenpc "Red Alarm#2-1";
- end;
-
-OnTouch:
- donpcevent "Red Alarm On#2-1::OnEnable";
- disablenpc "Red Alarm#2-1";
- donpcevent "#hole#2-1::Onstop_timer";
- set $@JupreArea2InUse,1;
- disablenpc "#hole#2-1";
- end;
-}
-
-- script Red Alarm On#2-1 -1,{
-OnInit:
- disablenpc "Red Alarm On#2-1";
- end;
-
-OnEnable:
- enablenpc "Red Alarm On#2-1";
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "jupe_area2","Those of you who have come here...",bc_map,"0xFF0000";
- end;
-
-OnTimer3000:
- mapannounce "jupe_area2","I do not intend to stop you.",bc_map,"0xFF0000";
- soundeffectall "jupe_warning.wav",0,"jupe_area2";
- soundeffectall "jupe_warning.wav",0,"jupe_area2";
- end;
-
-OnTimer5000:
- mapannounce "jupe_area2","But I assume you are prepared for a few obstacles...",bc_map,"0xFF0000";
- donpcevent "Monster1#2-1::OnEnable";
- end;
-
-OnTimer7000:
- mapannounce "jupe_area2","After all, you are venturing through a forbidden area!",bc_map,"0xFF0000";
- end;
-
-OnTimer8000:
- disablenpc "Red Alarm On#2-1";
- soundeffectall "jupe_warning.wav",0,"jupe_area2";
- soundeffectall "jupe_warning.wav",0,"jupe_area2";
- stopnpctimer;
- end;
-}
-
-- script Monster1#2-1 -1,{
-OnInit:
- disablenpc "Monster1#2-1";
- end;
-
-OnDisable:
- disablenpc "Monster1#2-1";
- killmonster "jupe_area2","Monster1#2-1::OnMyMobDead";
- end;
-
-OnEnable:
- enablenpc "Monster1#2-1";
- initnpctimer;
- set .MyMobs,8;
- monster "jupe_area2",126,252,"Security Guard",1669,1,"Monster1#2-1::OnMyMobDead";
- monster "jupe_area2",127,252,"Security Guard",1675,1,"Monster1#2-1::OnMyMobDead";
- monster "jupe_area2",128,252,"Security Guard",1669,1,"Monster1#2-1::OnMyMobDead";
- monster "jupe_area2",129,252,"Security Guard",1675,1,"Monster1#2-1::OnMyMobDead";
- monster "jupe_area2",130,252,"Security Guard",1669,1,"Monster1#2-1::OnMyMobDead";
- monster "jupe_area2",131,252,"Security Guard",1675,1,"Monster1#2-1::OnMyMobDead";
- monster "jupe_area2",132,252,"Security Guard",1669,1,"Monster1#2-1::OnMyMobDead";
- monster "jupe_area2",133,252,"Security Guard",1675,1,"Monster1#2-1::OnMyMobDead";
- end;
-
-OnTimer300000:
- mapannounce "jupe_area2","Do you realize this is a hallucination?",bc_map,"0xFF0000";
- set $@JupreArea2InUse,0;
- end;
-
-OnTimer300002:
- enablenpc "#hole#2-1";
- stopnpctimer;
- donpcevent "Monster1#2-1::OnDisable";
- end;
-
-OnMyMobDead:
- set .MyMobs,.MyMobs-1;
- if (.MyMobs < 1) {
- donpcevent "Monster2#2-1::OnEnable";
- disablenpc "Monster1#2-1";
- stopnpctimer;
- }
- end;
-}
-
-- script Monster2#2-1 -1,{
-OnInit:
- disablenpc "Monster2#2-1";
- end;
-
-OnDisable:
- disablenpc "Monster2#2-1";
- killmonster "jupe_area2","Monster2#2-1::OnMyMobDead";
- end;
-
-OnEnable:
- enablenpc "Monster2#2-1";
- initnpctimer;
- end;
-
-OnTimer2000:
- mapannounce "jupe_area2","How about now?",bc_map,"0xFF0000";
- soundeffectall "jupe_warning.wav",0,"jupe_area2";
- soundeffectall "jupe_warning.wav",0,"jupe_area2";
- end;
-
-OnTimer4000:
- mapannounce "jupe_area2","Let me see...",bc_map,"0xFF0000";
- end;
-
-OnTimer7000:
- mapannounce "jupe_area2","Just how strong you are!",bc_map,"0xFF0000";
- soundeffectall "jupe_warning.wav",0,"jupe_area2";
- soundeffectall "jupe_warning.wav",0,"jupe_area2";
- set .MyMobs,8;
- monster "jupe_area2",126,236,"Security Guard",1675,1,"Monster2#2-1::OnMyMobDead";
- monster "jupe_area2",127,236,"Security Guard",1669,1,"Monster2#2-1::OnMyMobDead";
- monster "jupe_area2",128,236,"Security Guard",1675,1,"Monster2#2-1::OnMyMobDead";
- monster "jupe_area2",129,236,"Security Guard",1669,1,"Monster2#2-1::OnMyMobDead";
- monster "jupe_area2",130,236,"Security Guard",1675,1,"Monster2#2-1::OnMyMobDead";
- monster "jupe_area2",131,236,"Security Guard",1669,1,"Monster2#2-1::OnMyMobDead";
- monster "jupe_area2",132,236,"Security Guard",1675,1,"Monster2#2-1::OnMyMobDead";
- monster "jupe_area2",133,236,"Security Guard",1669,1,"Monster2#2-1::OnMyMobDead";
- end;
-
-OnTimer300000:
- mapannounce "jupe_area2","Bwahaha! You're only good at running away!",bc_map,"0xFF0000";
- set $@JupreArea2InUse,0;
- end;
-
-OnTimer300002:
- enablenpc "#hole#2-1";
- stopnpctimer;
- donpcevent "Monster2#2-1::OnDisable";
- end;
-
-OnMyMobDead:
- set .MyMobs,.MyMobs-1;
- if (.MyMobs < 1) {
- mapannounce "jupe_area2","Zzzzt. Zzzzt..... ",bc_map,"0xFF0000";
- disablenpc "Monster2#2-1";
- enablenpc "#hole#2-1";
- set $@JupreArea2InUse,0;
- stopnpctimer;
- }
- end;
-}
-
-//============================================================
-// Security Checkpoint 2-2
-//============================================================
-jupe_area2,138,238,0 script #hole#2-2 844,{
- cutin "2",2;
- if ($@JupreArea2InUse == 1) {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- close2;
- cutin "2",255;
- end;
- }
- else if (countitem(7356) > 0 || countitem(7359) > 0 || countitem(7357) > 0 || countitem(7358) > 0) {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- next;
- switch(select("Insert a Crest Piece.:Cancel.")) {
- case 1:
- if (countitem(7357) > 0) {
- mes "^3355FFYou take out your";
- mes "Crest Piece and place";
- mes "it into the slot where it";
- mes "happens to fit perfectly.^000000";
- specialeffect EF_TOPRANK;
- cutin "2-1",2;
- next;
- if ($@JupreArea2InUse == 1) {
- mes "^3355FFNothing happens.";
- mes "Perhaps an alarm or";
- mes "some other safety measure";
- mes "was activated to keep the";
- mes "Crest Piece from activating";
- mes "this transportation device.";
- mes "You retrieve the Crest Piece.^000000";
- close2;
- cutin "2-1",255;
- end;
- }
- else {
- mes "^3355FFThe slot rotates and";
- mes "the Crest Piece moves as";
- mes "if it were turning a key. You";
- mes "feel a weak tremor as a Warp";
- mes "Portal to the other side is";
- mes "activated. You then retrieve";
- mes "your Crest Piece.^000000";
- initnpctimer;
- donpcevent "Warp#2-2::OnEnable";
- enablenpc "Red Alarm#2-2";
- disablenpc "#hole#2-2";
- close2;
- cutin "2-1",255;
- end;
- }
- }
- else {
- mes "^3355FFUnfortunately, you're";
- mes "not carrying anything";
- mes "that might be able to fit";
- mes "into the slot and activate";
- mes "this mechanical device.^000000";
- close2;
- cutin "2",255;
- end;
- }
- break;
- case 2:
- mes "[" + strcharinfo(0) + "]";
- mes "Hmmm...";
- mes "Do I have anything";
- mes "that might make this";
- mes "weird machine work?";
- close2;
- cutin "2",255;
- end;
- }
- close;
- }
- else {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- close2;
- cutin "2",255;
- end;
- }
- end;
-
-Onstop_timer:
- stopnpctimer;
- end;
-
-OnTimer22500:
- stopnpctimer;
- enablenpc "#hole#2-2";
- disablenpc "Red Alarm#2-2";
- end;
-}
-
-jupe_area2,142,225,0 script Warp#2-2 139,2,2,{
-OnInit:
- disablenpc "Warp#2-2";
- end;
-
-OnEnable:
- enablenpc "Warp#2-2";
- specialeffect 561;
- soundeffectall "jupe_warp.wav",0;
- initnpctimer;
- end;
-
-OnTouch:
- warp "jupe_area2",142,191;
- end;
-
-OnTimer22500:
- disablenpc "Warp#2-2";
- end;
-}
-
-jupe_area2,142,191,0 script Red Alarm#2-2 -1,2,2,{
-OnInit:
- disablenpc "Red Alarm#2-2";
- end;
-
-OnTouch:
- set $@JupreArea2InUse,1;
- donpcevent "Red Alarm On#2-2::OnEnable";
- disablenpc "Red Alarm#2-2";
- disablenpc "#hole#2-2";
- end;
-}
-
-- script Red Alarm On#2-2 -1,{
-OnInit:
- disablenpc "Red Alarm On#2-2";
- end;
-
-OnEnable:
- enablenpc "Red Alarm On#2-2";
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "jupe_area2","Come on, come on!",bc_map,"0xFF0000";
- end;
-
-OnTimer3000:
- mapannounce "jupe_area2","Yes. Run... Right into my hands!",bc_map,"0xFF0000";
- end;
-
-OnTimer5000:
- mapannounce "jupe_area2","Do you want to know who I am?",bc_map,"0xFF0000";
- donpcevent "Monster1#2-2::OnEnable";
- end;
-
-OnTimer7000:
- mapannounce "jupe_area2","You will know, once you defeat all of my minions!",bc_map,"0xFF0000";
- end;
-
-OnTimer8000:
- disablenpc "Red Alarm On#2-2";
- stopnpctimer;
- end;
-}
-
-- script Monster1#2-2 -1,{
-OnInit:
- disablenpc "Monster1#2-2";
- end;
-
-OnDisable:
- disablenpc "Monster1#2-2";
- killmonster "jupe_area2","Monster1#2-2::OnMyMobDead";
- end;
-
-OnEnable:
- initnpctimer;
- enablenpc "Monster1#2-2";
- set .MyMobs,8;
- monster "jupe_area2",126,176,"High Guard",1669,1,"Monster1#2-2::OnMyMobDead";
- monster "jupe_area2",127,176,"High Guard",1675,1,"Monster1#2-2::OnMyMobDead";
- monster "jupe_area2",128,176,"High Guard",1669,1,"Monster1#2-2::OnMyMobDead";
- monster "jupe_area2",129,176,"High Guard",1675,1,"Monster1#2-2::OnMyMobDead";
- monster "jupe_area2",130,176,"High Guard",1669,1,"Monster1#2-2::OnMyMobDead";
- monster "jupe_area2",131,176,"High Guard",1675,1,"Monster1#2-2::OnMyMobDead";
- monster "jupe_area2",132,176,"High Guard",1669,1,"Monster1#2-2::OnMyMobDead";
- monster "jupe_area2",133,176,"High Guard",1675,1,"Monster1#2-2::OnMyMobDead";
- end;
-
-OnTimer300000:
- mapannounce "jupe_area2","I can't believe how cowardly you really are...",bc_map,"0xFF0000";
- set $@JupreArea2InUse,0;
- end;
-
-OnTimer300002:
- enablenpc "#hole#2-2";
- stopnpctimer;
- donpcevent "Monster1#2-2::OnDisable";
- end;
-
-OnMyMobDead:
- set .MyMobs,.MyMobs-1;
- if (.MyMobs < 1) {
- donpcevent "Monster2#2-2::OnEnable";
- disablenpc "Monster1#2-2";
- stopnpctimer;
- }
- end;
-}
-
-- script Monster2#2-2 -1,{
-OnInit:
- disablenpc "Monster2#2-2";
- end;
-
-OnDisable:
- disablenpc "Monster2#2-2";
- killmonster "jupe_area2","Monster2#2-2::OnMyMobDead";
- end;
-
-OnEnable:
- enablenpc "Monster2#2-2";
- initnpctimer;
- end;
-
-OnTimer2000:
- mapannounce "jupe_area2","I was the head of this underground laboratory.",bc_map,"0xFF0000";
- end;
-
-OnTimer4000:
- mapannounce "jupe_area2","But that was a long time ago, back when I was merely a human.",bc_map,"0xFF0000";
- end;
-
-OnTimer6000:
- mapannounce "jupe_area2","I was called Vesper Newton. Hahah, they called me a mad man back then.",bc_map,"0xFF0000";
- set .MyMobs,13;
- monster "jupe_area2",126,156,"Security Guard",1675,1,"Monster2#2-2::OnMyMobDead";
- monster "jupe_area2",127,156,"Security Guard",1669,1,"Monster2#2-2::OnMyMobDead";
- monster "jupe_area2",128,156,"Security Guard",1675,1,"Monster2#2-2::OnMyMobDead";
- monster "jupe_area2",129,156,"Security Guard",1669,1,"Monster2#2-2::OnMyMobDead";
- monster "jupe_area2",130,156,"Security Guard",1675,1,"Monster2#2-2::OnMyMobDead";
- monster "jupe_area2",131,156,"Security Guard",1669,1,"Monster2#2-2::OnMyMobDead";
- monster "jupe_area2",132,156,"Security Guard",1675,1,"Monster2#2-2::OnMyMobDead";
- monster "jupe_area2",133,156,"Security Guard",1669,1,"Monster2#2-2::OnMyMobDead";
- monster "jupe_area2",133,156,"Security Guard",1675,1,"Monster2#2-2::OnMyMobDead";
- monster "jupe_area2",127,152,"Security Guard",1669,1,"Monster2#2-2::OnMyMobDead";
- monster "jupe_area2",129,152,"Security Guard",1675,1,"Monster2#2-2::OnMyMobDead";
- monster "jupe_area2",130,152,"Security Guard",1669,1,"Monster2#2-2::OnMyMobDead";
- monster "jupe_area2",132,152,"Security Guard",1675,1,"Monster2#2-2::OnMyMobDead";
- end;
-
-OnTimer300000:
- mapannounce "jupe_area2","...Not yet.",bc_map,"0xFF0000";
- set $@JupreArea2InUse,0;
- end;
-
-OnTimer300002:
- enablenpc "#hole#2-2";
- stopnpctimer;
- donpcevent "Monster2#2-2::OnDisable";
- end;
-
-OnMyMobDead:
- set .MyMobs,.MyMobs-1;
- if (.MyMobs < 1) {
- mapannounce "jupe_area2","Not yet!",bc_map,"0xFF0000";
- disablenpc "Monster2#2-2";
- enablenpc "#hole#2-2";
- set $@JupreArea2InUse,0;
- stopnpctimer;
- }
- end;
-}
-
-//============================================================
-// Security Checkpoint 2-3
-//============================================================
-jupe_area2,127,146,0 script #hole#2-3 844,{
- cutin "3",2;
- if ($@JupreArea2InUse == 1) {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- close2;
- cutin "3",255;
- end;
- }
- else if (countitem(7356) > 0 || countitem(7359) > 0 || countitem(7357) > 0 || countitem(7358) > 0) {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- next;
- switch(select("Insert a Crest Piece.:Cancel.")) {
- case 1:
- if (countitem(7358) > 0) {
- mes "^3355FFYou take out your";
- mes "Crest Piece and place";
- mes "it into the slot where it";
- mes "happens to fit perfectly.^000000";
- specialeffect EF_TOPRANK;
- cutin "3-1",2;
- next;
- if ($@JupreArea2InUse == 1) {
- mes "^3355FFNothing happens.";
- mes "Perhaps an alarm or";
- mes "some other safety measure";
- mes "was activated to keep the";
- mes "Crest Piece from activating";
- mes "this transportation device.";
- mes "You retrieve the Crest Piece.^000000";
- close2;
- cutin "3-1",255;
- end;
- }
- else {
- mes "^3355FFThe slot rotates and";
- mes "the Crest Piece moves as";
- mes "if it were turning a key. You";
- mes "feel a weak tremor as a Warp";
- mes "Portal to the other side is";
- mes "activated. You then retrieve";
- mes "your Crest Piece.^000000";
- initnpctimer;
- donpcevent "Warp#2-3::OnEnable";
- enablenpc "Red Alarm#2-3";
- disablenpc "#hole#2-3";
- close2;
- cutin "3-1",255;
- end;
- }
- }
- else {
- mes "^3355FFUnfortunately, you're";
- mes "not carrying anything";
- mes "that might be able to fit";
- mes "into the slot and activate";
- mes "this mechanical device.^000000";
- close2;
- cutin "3",255;
- end;
- }
- case 2:
- mes "[" + strcharinfo(0) + "]";
- mes "Hmmm...";
- mes "Do I have anything";
- mes "that might make this";
- mes "weird machine work?";
- close2;
- cutin "3",255;
- end;
- }
- }
- else {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- close2;
- cutin "3",255;
- end;
- }
- end;
-
-Onstop_timer:
- stopnpctimer;
- end;
-
-OnTimer22500:
- stopnpctimer;
- enablenpc "#hole#2-3";
- disablenpc "Red Alarm#2-3";
- end;
-}
-
-jupe_area2,130,137,0 script Warp#2-3 139,2,2,{
-OnInit:
- disablenpc "Warp#2-3";
- end;
-
-OnEnable:
- enablenpc "Warp#2-3";
- specialeffect 561;
- soundeffectall "jupe_warp.wav",0;
- initnpctimer;
- end;
-
-OnTouch:
- warp "jupe_area2",130,105;
- end;
-
-OnTimer22500:
- disablenpc "Warp#2-3";
- end;
-}
-
-jupe_area2,130,105,0 script Red Alarm#2-3 -1,0,4,{
-OnInit:
- disablenpc "Red Alarm#2-3";
- end;
-
-OnTouch:
- set $@JupreArea2InUse,1;
- donpcevent "Red Alarm On#2-3::OnEnable";
- disablenpc "Red Alarm#2-3";
- disablenpc "#hole#2-3";
- end;
-}
-
-- script Red Alarm On#2-3 -1,{
-OnInit:
- disablenpc "Red Alarm On#2-3";
- end;
-
-OnEnable:
- enablenpc "Red Alarm On#2-3";
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "jupe_area2","These security systems...",bc_map,"0xFF0000";
- end;
-
-OnTimer3000:
- mapannounce "jupe_area2","They're not really for protection.",bc_map,"0xFF0000";
- disablenpc "#hole#2-3";
- end;
-
-OnTimer5000:
- mapannounce "jupe_area2","It's sort of just a hobby to pass the time...",bc_map,"0xFF0000";
- donpcevent "Monster1#2-3::OnEnable";
- end;
-
-OnTimer7000:
- mapannounce "jupe_area2","Being immortal, I have a lot of time on my hands...",bc_map,"0xFF0000";
- end;
-
-OnTimer8000:
- disablenpc "Red Alarm On#2-3";
- stopnpctimer;
- end;
-}
-
-- script Monster1#2-3 -1,{
-OnInit:
- disablenpc "Monster1#2-3";
- end;
-
-OnDisable:
- disablenpc "Monster1#2-3";
- killmonster "jupe_area2","Monster1#2-3::OnMyMobDead";
- end;
-
-OnEnable:
- initnpctimer;
- enablenpc "Monster1#2-3";
- set .MyMobs,8;
- monster "jupe_area2",126,89,"Security Guard",1675,1,"Monster1#2-3::OnMyMobDead";
- monster "jupe_area2",127,89,"Security Guard",1669,1,"Monster1#2-3::OnMyMobDead";
- monster "jupe_area2",128,89,"Security Guard",1675,1,"Monster1#2-3::OnMyMobDead";
- monster "jupe_area2",129,89,"Security Guard",1669,1,"Monster1#2-3::OnMyMobDead";
- monster "jupe_area2",130,89,"Security Guard",1675,1,"Monster1#2-3::OnMyMobDead";
- monster "jupe_area2",131,89,"Security Guard",1669,1,"Monster1#2-3::OnMyMobDead";
- monster "jupe_area2",132,89,"Security Guard",1675,1,"Monster1#2-3::OnMyMobDead";
- monster "jupe_area2",133,89,"Security Guard",1669,1,"Monster1#2-3::OnMyMobDead";
- end;
-
-OnTimer300000:
- mapannounce "jupe_area2","Zzzzt...Zzzzt....",bc_map,"0xFF0000";
- set $@JupreArea2InUse,0;
- end;
-
-OnTimer300002:
- donpcevent "Monster1#2-3::OnDisable";
- enablenpc "#hole#2-3";
- end;
-
-OnMyMobDead:
- set .MyMobs,.MyMobs-1;
- if (.MyMobs < 1) {
- donpcevent "Monster2#2-3::OnEnable";
- disablenpc "Monster1#2-3";
- stopnpctimer;
- }
- end;
-}
-
-- script Monster2#2-3 -1,{
-OnInit:
- disablenpc "Monster2#2-3";
- end;
-
-OnDisable:
- disablenpc "Monster2#2-3";
- killmonster "jupe_area2","Monster2#2-3::OnMyMobDead";
- end;
-
-OnEnable:
- initnpctimer;
- enablenpc "Monster2#2-3";
- end;
-
-OnTimer2000:
- mapannounce "jupe_area2","Why have you come?",bc_map,"0xFF0000";
- end;
-
-OnTimer5000:
- mapannounce "jupe_area2","Were you hoping to find something wonderful? Something miraculous?",bc_map,"0xFF0000";
- end;
-
-OnTimer8000:
- mapannounce "jupe_area2","You're wrong! Welcome to Hell!",bc_map,"0xFF0000";
- set .MyMobs,16;
- monster "jupe_area2",114,64,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead";
- monster "jupe_area2",115,64,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead";
- monster "jupe_area2",116,64,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead";
- monster "jupe_area2",117,64,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead";
- monster "jupe_area2",118,64,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead";
- monster "jupe_area2",119,64,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead";
- monster "jupe_area2",120,64,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead";
- monster "jupe_area2",121,64,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead";
- monster "jupe_area2",114,62,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead";
- monster "jupe_area2",115,62,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead";
- monster "jupe_area2",116,62,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead";
- monster "jupe_area2",117,62,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead";
- monster "jupe_area2",118,62,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead";
- monster "jupe_area2",119,62,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead";
- monster "jupe_area2",120,62,"Security Guard",1675,1,"Monster2#2-3::OnMyMobDead";
- monster "jupe_area2",121,62,"Security Guard",1669,1,"Monster2#2-3::OnMyMobDead";
- end;
-
-OnTimer300000:
- mapannounce "jupe_area2","Do you still have your courage? Come. Prove it.",bc_map,"0xFF0000";
- set $@JupreArea2InUse,0;
- end;
-
-OnTimer300002:
- enablenpc "#hole#2-3";
- stopnpctimer;
- donpcevent "Monster2#2-3::OnDisable";
- end;
-
-OnMyMobDead:
- set .MyMobs,.MyMobs-1;
- if (.MyMobs < 1) {
- mapannounce "jupe_area2","Do you still have your courage? Come. Prove it.",bc_map,"0xFF0000";
- disablenpc "Monster2#2-3";
- enablenpc "#hole#2-3";
- set $@JupreArea2InUse,0;
- stopnpctimer;
- }
- end;
-}
-
-//============================================================
-// Security Checkpoint 2-4
-//============================================================
-jupe_area2,113,49,0 script #hole#2-4 844,{
- cutin "4",2;
- if ($@JupreArea2InUse == 1) {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- close2;
- cutin "4",255;
- end;
- }
- else if (countitem(7356) > 0 || countitem(7359) > 0 || countitem(7357) > 0 || countitem(7358) > 0) {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- next;
- switch(select("Insert a Crest Piece.:Cancel.")) {
- case 1:
- if (countitem(7359) > 0) {
- mes "^3355FFYou take out your";
- mes "Crest Piece and place";
- mes "it into the slot where it";
- mes "happens to fit perfectly.^000000";
- specialeffect EF_TOPRANK;
- cutin "4-1",2;
- next;
- if ($@JupreArea2InUse == 1) {
- mes "^3355FFNothing happens.";
- mes "Perhaps an alarm or";
- mes "some other safety measure";
- mes "was activated to keep the";
- mes "Crest Piece from activating";
- mes "this transportation device.";
- mes "You retrieve the Crest Piece.^000000";
- close2;
- cutin "4-1",255;
- end;
- }
- else {
- mes "^3355FFThe slot rotates and";
- mes "the Crest Piece moves as";
- mes "if it were turning a key. You";
- mes "feel a weak tremor as a Warp";
- mes "Portal to the other side is";
- mes "activated. You then retrieve";
- mes "your Crest Piece.^000000";
- initnpctimer;
- donpcevent "Warp#2-4::OnEnable";
- donpcevent "Red Alarm#2-4::OnEnable";
- disablenpc "#hole#2-4";
- close2;
- cutin "4-1",255;
- end;
- }
- }
- else {
- mes "^3355FFUnfortunately, you're";
- mes "not carrying anything";
- mes "that might be able to fit";
- mes "into the slot and activate";
- mes "this mechanical device.^000000";
- close2;
- cutin "4",255;
- end;
- }
- break;
- case 2:
- mes "[" + strcharinfo(0) + "]";
- mes "Hmmm...";
- mes "Do I have anything";
- mes "that might make this";
- mes "weird machine work?";
- close2;
- cutin "4",255;
- end;
- }
- }
- else {
- mes "^3355FFThis seems like";
- mes "some kind of device";
- mes "that will allow you to";
- mes "pass to the other side.";
- mes "There's a slot where you";
- mes "probably need to insert";
- mes "some kind of object...^000000";
- close2;
- cutin "4",255;
- end;
- }
- end;
-
-Onstop_timer:
- stopnpctimer;
- end;
-
-OnTimer5000:
- stopnpctimer;
- enablenpc "#hole#2-4";
- disablenpc "Red Alarm#2-4";
- end;
-}
-
-jupe_area2,106,53,0 script Warp#2-4 139,2,2,{
-OnInit:
- disablenpc "Warp#2-4";
- end;
-
-OnEnable:
- enablenpc "Warp#2-4";
- specialeffect 561;
- soundeffectall "jupe_warp.wav",0;
- initnpctimer;
- end;
-
-OnTouch:
- warp "jupe_area2",80,157;
- end;
-
-OnTimer5000:
- disablenpc "Warp#2-4";
- end;
-}
-
-jupe_area2,80,157,0 script Red Alarm#2-4 -1,2,2,{
-OnInit:
- disablenpc "Red Alarm#2-4";
- end;
-
-OnEnable:
- enablenpc "Red Alarm#2-4";
- end;
-
-OnTouch:
- set $@JupreArea2InUse,1;
- donpcevent "Red Alarm On#2-4::OnEnable";
- disablenpc "Red Alarm#2-4";
- disablenpc "#hole#2-4";
- end;
-}
-
-- script Red Alarm On#2-4 -1,{
-OnInit:
- disablenpc "Red Alarm On#2-4";
- end;
-
-OnEnable:
- enablenpc "Red Alarm On#2-4";
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "jupe_area2","I've been waiting for someone strong enough to compete with me.",bc_map,"0xFF0000";
- end;
-
-OnTimer3000:
- mapannounce "jupe_area2","If you hear this, I wish you will be the one...",bc_map,"0xFF0000";
- end;
-
-OnTimer5000:
- mapannounce "jupe_area2","Perhaps, a mere shadow of my former self...",bc_map,"0xFF0000";
- donpcevent "Monster1#2-4::OnEnable";
- end;
-
-OnTimer7000:
- mapannounce "jupe_area2","Is somewhere down here, wandering...",bc_map,"0xFF0000";
- end;
-
-OnTimer8000:
- stopnpctimer;
- disablenpc "Red Alarm On#2-4";
- end;
-}
-
-- script Monster1#2-4 -1,{
-OnInit:
- disablenpc "Monster1#2-4";
- end;
-
-OnDisable:
- disablenpc "Monster1#2-4";
- killmonster "jupe_area2","Monster1#2-4::OnMyMobDead";
- end;
-
-OnEnable:
- initnpctimer;
- enablenpc "Monster1#2-4";
- set .MyMobs,8;
- monster "jupe_area2",75,161,"Security Guard",1675,1,"Monster1#2-4::OnMyMobDead";
- monster "jupe_area2",72,161,"Security Guard",1669,1,"Monster1#2-4::OnMyMobDead";
- monster "jupe_area2",71,161,"Security Guard",1675,1,"Monster1#2-4::OnMyMobDead";
- monster "jupe_area2",68,161,"Security Guard",1669,1,"Monster1#2-4::OnMyMobDead";
- monster "jupe_area2",75,154,"Security Guard",1675,1,"Monster1#2-4::OnMyMobDead";
- monster "jupe_area2",72,154,"Security Guard",1669,1,"Monster1#2-4::OnMyMobDead";
- monster "jupe_area2",71,154,"Security Guard",1675,1,"Monster1#2-4::OnMyMobDead";
- monster "jupe_area2",68,154,"Security Guard",1669,1,"Monster1#2-4::OnMyMobDead";
- end;
-
-OnTimer300000:
- mapannounce "jupe_area2","Zzzzt...Zzzzt....",bc_map,"0xFF0000";
- set $@JupreArea2InUse,0;
- end;
-
-OnTimer300002:
- stopnpctimer;
- enablenpc "#hole#2-4";
- donpcevent "Monster1#2-4::OnDisable";
- end;
-
-OnMyMobDead:
- set .MyMobs,.MyMobs-1;
- if (.MyMobs < 1) {
- donpcevent "Monster2#2-4::OnEnable";
- disablenpc "Monster1#2-4";
- stopnpctimer;
- }
- end;
-}
-
-- script Monster2#2-4 -1,{
-OnInit:
- disablenpc "Monster2#2-4";
- end;
-
-OnDisable:
- killmonster "jupe_area2","Monster2#2-4::OnMyMobDead";
- disablenpc "Monster2#2-4";
- end;
-
-OnEnable:
- enablenpc "Monster2#2-4";
- initnpctimer;
- end;
-
-OnTimer2000:
- mapannounce "jupe_area2","I can never rest in peace...",bc_map,"0xFF0000";
- end;
-
-OnTimer4000:
- mapannounce "jupe_area2","I'll wait forever or until someone can put me out of my misery...",bc_map,"0xFF0000";
- end;
-
-OnTimer6000:
- mapannounce "jupe_area2","I will be waiting for you!",bc_map,"0xFF0000";
- set .MyMobs,12;
- monster "jupe_area2",63,161,"Security Guard",1675,1,"Monster2#2-4::OnMyMobDead";
- monster "jupe_area2",61,161,"Security Guard",1669,1,"Monster2#2-4::OnMyMobDead";
- monster "jupe_area2",59,161,"Security Guard",1675,1,"Monster2#2-4::OnMyMobDead";
- monster "jupe_area2",57,161,"Security Guard",1669,1,"Monster2#2-4::OnMyMobDead";
- monster "jupe_area2",55,161,"Security Guard",1675,1,"Monster2#2-4::OnMyMobDead";
- monster "jupe_area2",53,161,"Security Guard",1669,1,"Monster2#2-4::OnMyMobDead";
- monster "jupe_area2",53,154,"Security Guard",1675,1,"Monster2#2-4::OnMyMobDead";
- monster "jupe_area2",55,154,"Security Guard",1669,1,"Monster2#2-4::OnMyMobDead";
- monster "jupe_area2",57,154,"Security Guard",1675,1,"Monster2#2-4::OnMyMobDead";
- monster "jupe_area2",59,154,"Security Guard",1669,1,"Monster2#2-4::OnMyMobDead";
- monster "jupe_area2",61,154,"Security Guard",1675,1,"Monster2#2-4::OnMyMobDead";
- monster "jupe_area2",63,154,"Security Guard",1669,1,"Monster2#2-4::OnMyMobDead";
- end;
-
-OnTimer300000:
- set $@JupreArea2InUse,0;
- mapannounce "jupe_area2","It's funny... Isn't it?",bc_map,"0xFF0000";
- end;
-
-OnTimer300002:
- enablenpc "#hole#2-4";
- donpcevent "Monster2#2-4::OnDisable";
- end;
-
-OnMyMobDead:
- set .MyMobs,.MyMobs-1;
- if (.MyMobs < 1) {
- mapannounce "jupe_area2","It's funny... Isn't it?",bc_map,"0xFF0000";
- disablenpc "Monster2#2-4";
- enablenpc "#hole#2-4";
- set $@JupreArea2InUse,0;
- stopnpctimer;
- }
- end;
-}
-
-//============================================================
-// Move to Elevator
-//============================================================
-jupe_area2,51,162,0 script Lever#ufe2 844,{
- mes "^3355FFIt's a lever";
- mes "whose function";
- mes "is not known to you.^000000";
- next;
- switch(select("Pull.:Cancel.")) {
- case 1:
- if($@JupreArea2InUse == 1) close;
- initnpctimer;
- donpcevent "LeverWarp#ufe2::OnEnable";
- disablenpc "Lever#ufe2";
- close;
- case 2:
- mes "[" + strcharinfo(0) + "]";
- mes "Pull this lever?";
- mes "I don't even know";
- mes "what will happen...";
- close;
- }
- close;
-
-OnTimer3000:
- enablenpc "Lever#ufe2";
- stopnpctimer;
- end;
-}
-
-jupe_area2,46,157,0 script LeverWarp#ufe2 139,2,2,{
-OnInit:
- disablenpc "LeverWarp#ufe2";
- end;
-
-OnEnable:
- enablenpc "LeverWarp#ufe2";
- specialeffect 561;
- soundeffectall "jupe_warp.wav",0;
- initnpctimer;
- end;
-
-OnTouch:
- warp "jupe_gate",71,29;
- end;
-
-OnTimer3000:
- stopnpctimer;
- disablenpc "LeverWarp#ufe2";
- end;
-}
-
-//============================================================
-// Elevator Reception Room
-//============================================================
-jupe_ele_r,51,98,0 script Switch#ufe 844,{
- if ($@JupeElevatorInUse == 1) {
- mes "^3355FFIt's some sort of";
- mes "lever that looks like";
- mes "it was already pulled";
- mes "by someone else.^000000";
- close;
- }
- else {
- cutin "5",2;
- mes "^3355FFIt's some sort of";
- mes "lever that's located";
- mes "next to four empty slots.^000000";
- next;
- switch(select("Pull the lever.:Leave it alone.")) {
- case 1:
- mes "^3355FF*Snap Snap*^000000";
- next;
- mes "^3355FFYou pull the lever,";
- mes "but nothing happened.";
- mes "You probably need to";
- mes "insert the correct objects";
- mes "into the slots in order";
- mes "for the lever to operate.^000000";
- next;
- if (countitem(7356) > 0 && countitem(7359) > 0 && countitem(7357) > 0 && countitem(7358) > 0) {
- switch(select("Insert all of your Crest Pieces.")) {
- case 1:
- mes "^3300FF*Snap!*^000000";
- mes "^3300FFStrangely enough,";
- mes "all four of the Crest";
- mes "Pieces fit perfectly into";
- mes "the slots and begin to";
- mes "emit a strange light.^000000";
- cutin "5-1",2;
- specialeffect EF_SPHERE;
- delitem 7356,1; //Piece_Of_Crest1
- delitem 7359,1; //Piece_Of_Crest4
- delitem 7357,1; //Piece_Of_Crest2
- delitem 7358,1; //Piece_Of_Crest3
- next;
- switch(select("Pull out the Crest Pieces.:Pull the lever.")) {
- case 1:
- cutin "5",2;
- mes "^3355FFYou pull out all";
- mes "the Crest Pieces";
- mes "that you inserted";
- mes "into the slots.^000000";
- getitem 7356,1; //Piece_Of_Crest1
- getitem 7359,1; //Piece_Of_Crest4
- getitem 7357,1; //Piece_Of_Crest2
- getitem 7358,1; //Piece_Of_Crest3
- close2;
- cutin "5",255;
- end;
- case 2:
- if ($@JupeElevatorInUse == 1) {
- mes "^3355FFIt's strange,";
- mes "but this lever has";
- mes "already been pulled.^000000";
- close2;
- cutin "5",255;
- end;
- }
- else {
- mes "^3355FFOnce you pull the lever,";
- mes "the Crest Piece slots are";
- mes "suddenly covered, making";
- mes "them irretrievable, and the";
- mes "ground begins to shake";
- mes "violently. This isn't normal!^000000";
- next;
- set $@JupeElevatorInUse,1;
- disablenpc "Switch#ufe";
- enablenpc "Switch On#ufe";
- initnpctimer;
- specialeffect2 563;
- soundeffectall "earth_quake.wav",0;
- close2;
- cutin "5-1",255;
- end;
- }
- }
- }
- }
- else if (countitem(7356) > 0 || countitem(7359) > 0 || countitem(7357) > 0 || countitem(7358) > 0) {
- select("Insert Crest Pieces.");
- mes "^3355FFRight now, you don't";
- mes "have enough Crest Pieces";
- mes "to place into all four of these";
- mes "slots. You'll need to find and^FFFFFF ^3355FF bring them all to make this work.^000000";
- close2;
- cutin "5-1",255;
- end;
- }
- else {
- mes "^3355FFYou need to find";
- mes "some kind of object";
- mes "that you can fit into";
- mes "each of these four slots...^000000";
- close2;
- cutin "5-1",255;
- end;
- }
- case 2:
- mes "^3355FFWho knows what";
- mes "this lever may do?";
- mes "You'll never know unless";
- mes "you have the courage to try.^000000";
- close2;
- cutin "5",255;
- end;
- }
- }
- end;
-
-OnTimer2000:
- mapannounce "jupe_ele_r","My descendents...",bc_map,"0x66FF00";
- end;
-
-OnTimer3000:
- mapannounce "jupe_ele_r","Do you want to know why this city was buried beneath the earth...?",bc_map,"0x66FF00";
- end;
-
-OnTimer7000:
- mapannounce "jupe_ele_r","If so, follow my voice...",bc_map,"0x66FF00";
- end;
-
-OnTimer10000:
- mapannounce "jupe_ele_r","I shall let you see for yourself what you desire to know...",bc_map,"0x66FF00";
- end;
-
-OnTimer17000:
- mapannounce "jupe_ele_r","Overcome all the hallucinations.",bc_map,"0xCC6600";
- end;
-
-OnTimer20000:
- mapannounce "jupe_ele_r","Open your eyes and see past all of the lies.",bc_map,"0xFF0000";
- end;
-
-OnTimer23000:
- mapannounce "jupe_ele_r","I can only maintain this vision for you for 20 minutes.",bc_map,"0xFF0000";
- donpcevent "Elevator Guard1#ufe::OnEnable";
- end;
-
-OnTimer27000:
- mapannounce "jupe_ele_r","Look! And remember!",bc_map,"0xFF0000";
- stopnpctimer;
- end;
-}
-
-jupe_ele_r,51,98,0 script Switch On#ufe 844,{
- mes "^3355FFIt seems like";
- mes "someone else is";
- mes "using this machine...^000000";
- close;
-
-OnInit:
- disablenpc "Switch On#ufe";
- end;
-}
-
-//============================================================
-// Elevator Receptoin Guards
-//============================================================
-jupe_ele_r,10,50,0 script Elevator Guard1#ufe -1,{
-OnInit:
- disablenpc "Elevator Guard1#ufe";
- end;
-
-OnEnable:
- set .MyMobs,9;
- enablenpc "Elevator Guard1#ufe";
- initnpctimer;
- end;
-
-OnTimer1000:
- monster "jupe_ele_r",44,99,"Guard",1669,1,"Elevator Guard1#ufe::OnMyMobDead";
- end;
-
-OnTimer1200:
- monster "jupe_ele_r",55,99,"Guard",1675,1,"Elevator Guard1#ufe::OnMyMobDead";
- end;
-
-OnTimer1400:
- monster "jupe_ele_r",45,84,"Guard",1683,1,"Elevator Guard1#ufe::OnMyMobDead";
- end;
-
-OnTimer1600:
- monster "jupe_ele_r",54,84,"Guard",1675,1,"Elevator Guard1#ufe::OnMyMobDead";
- end;
-
-OnTimer1800:
- monster "jupe_ele_r",45,99,"Guard",1669,1,"Elevator Guard1#ufe::OnMyMobDead";
- end;
-
-OnTimer2000:
- monster "jupe_ele_r",54,99,"Guard",1683,1,"Elevator Guard1#ufe::OnMyMobDead";
- end;
-
-OnTimer2200:
- monster "jupe_ele_r",48,84,"Guard",1669,1,"Elevator Guard1#ufe::OnMyMobDead";
- end;
-
-OnTimer2400:
- monster "jupe_ele_r",52,84,"Guard",1683,1,"Elevator Guard1#ufe::OnMyMobDead";
- end;
-
-OnTimer2600:
- monster "jupe_ele_r",50,84,"Chief Guard",1684,1,"Elevator Guard1#ufe::OnMyMobDead";
- end;
-
-OnTimer120000:
- mapannounce "jupe_ele_r","It is disappointing to see that you are too weak to even defeat a hallucination...",bc_map,"0x66FF00";
- enablenpc "Switch#ufe";
- disablenpc "Switch On#ufe";
- donpcevent "Annihilation#ufe::OnEnable";
- set $@JupeElevatorInUse,0;
- end;
-
-OnTimer120005:
- killmonster "jupe_ele_r","Elevator Guard1#ufe::OnMyMobDead";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- set .MyMobs,.MyMobs-1;
- if (.MyMobs < 1) {
- donpcevent "Elevator Safety#ufe::OnEnable";
- stopnpctimer;
- }
- end;
-}
-
-jupe_ele_r,10,52,0 script Elevator Safety#ufe -1,{
-OnInit:
- disablenpc "Elevator Safety#ufe";
- end;
-
-OnEnable:
- enablenpc "Elevator Safety#ufe";
- initnpctimer;
- end;
-
-OnTimer5000:
- mapannounce "jupe_ele_r","Those of you who have defeated the hallucination, step forward.",bc_map,"0x66FF00";
- soundeffectall "earth_quake.wav",0;
- end;
-
-OnTimer8000:
- donpcevent "Elevator On#ufe::OnEnable";
- end;
-
-OnTimer10000:
- disablenpc "Elevator Safety#ufe";
- stopnpctimer;
- end;
-}
-
-jupe_ele_r,50,89,0 script Annihilation#ufe -1,35,50,{
-OnInit:
- disablenpc "Annihilation#ufe";
- end;
-
-OnEnable:
- enablenpc "Annihilation#ufe";
- initnpctimer;
- end;
-
-OnTouch:
- percentheal -99,-100;
- end;
-
-OnTimer1000:
- mapwarp "jupe_ele_r", "jupe_gate",49,138;
- end;
-
-OnTimer1600:
- enablenpc "Elevator Escape#ufe";
- end;
-
-OnTimer3000:
- disablenpc "Annihilation#ufe";
- disablenpc "Elevator Escape#ufe";
- end;
-}
-
-jupe_ele_r,50,89,0 script Elevator Escape#ufe -1,35,50,{
-OnInit:
- disablenpc "Elevator Escape#ufe";
- end;
-
-OnTouch:
- mapwarp "jupe_ele_r", "jupe_gate",49,138;
- end;
-}
-
-jupe_ele_r,10,54,0 script Elevator On#ufe -1,{
-OnInit:
- disablenpc "Elevator On#ufe";
- end;
-
-OnEnable:
- enablenpc "Elevator On#ufe";
- initnpctimer;
- end;
-
-OnTimer1000:
- mapwarp "jupe_ele_r", "jupe_ele",42,47;
- set $@JupeElevatorInUse2,0;
- donpcevent "TimeOut#ufe::OnEnable";
- donpcevent "Guard-1#ufe::OnEnable";
- end;
-
-OnTimer10000:
- stopnpctimer;
- disablenpc "Elevator On#ufe";
- end;
-}
-
-//============================================================
-// Elevator NPCs
-//============================================================
-jupe_ele,14,6,1 script TimeOut#ufe 844,{
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- stopnpctimer;
- end;
-
-OnTimer59000:
- if (getmapusers("jupe_ele") == 0) {
- killmonsterall "jupe_ele";
- donpcevent "Guard-1#ufe::OnDisable";
- donpcevent "Guard-2#ufe::OnDisable";
- donpcevent "Guard-3#ufe::OnDisable";
- donpcevent "Guard-4#ufe::OnDisable";
- stopnpctimer;
- set $@JupeElevatorInUse2,0;
- set $@JupeElevatorInUse,0;
- disablenpc "Switch On#ufe";
- enablenpc "Switch#ufe";
- }
- end;
-
-OnTimer120000:
- killmonsterall "jupe_ele";
- donpcevent "Guard-1#ufe::OnDisable";
- donpcevent "Guard-2#ufe::OnDisable";
- donpcevent "Guard-3#ufe::OnDisable";
- donpcevent "Guard-4#ufe::OnDisable";
- mapannounce "jupe_ele","In the end, you can't even overcome your inner fear...",bc_map,"0xFF0000";
- end;
-
-OnTimer122000:
- mapannounce "jupe_ele","You have never encountered your inner fears, have you?",bc_map,"0xFF0000";
- end;
-
-OnTimer125000:
- mapannounce "jupe_ele","Did you expect this would be the end of the hallucination?",bc_map,"0xFF0000";
- end;
-
-OnTimer127000:
- mapannounce "jupe_ele","What if the voice you're hearing is also a hallucination?",bc_map,"0xFF0000";
- end;
-
-OnTimer129000:
- mapannounce "jupe_ele","What if you're just dreaming all of this?",bc_map,"0xFF0000";
- end;
-
-OnTimer131000:
- mapannounce "jupe_ele","What if the existence of this city is a lie?",bc_map,"0xFF0000";
- end;
-
-OnTimer133000:
- mapannounce "jupe_ele","Are you even real?",bc_map,"0xFF0000";
- end;
-
-OnTimer134000:
-OnTimer135000:
- mapwarp "jupe_ele", "jupe_gate",49,138;
- end;
-
-OnTimer142000:
- disablenpc "GuardEnd#ufe";
- disablenpc "4F Enter#ufe";
- donpcevent "TimeOut#ufe::OnDisable";
- set $@JupeElevatorInUse2,0;
- set $@JupeElevatorInUse,0;
- disablenpc "Switch On#ufe";
- enablenpc "Switch#ufe";
- stopnpctimer;
- end;
-}
-
-jupe_ele,15,6,1 script Guard-1#ufe 844,{
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- stopnpctimer;
- end;
-
-OnTimer2000:
- mapannounce "jupe_ele","I admire your patience.",bc_map,"0xFF0000";
- end;
-
-OnTimer5000:
- mapannounce "jupe_ele","Let's see if everything you have experienced",bc_map,"0xFF0000";
- end;
-
-OnTimer8000:
- mapannounce "jupe_ele","were traps for intruders...",bc_map,"0xFF0000";
- end;
-
-OnTimer12000:
- set .MyMobs,8;
- monster "jupe_ele",48,44,"Guard",1675,1,"Guard-1#ufe::OnMyMobDead";
- monster "jupe_ele",45,42,"Guard",1669,1,"Guard-1#ufe::OnMyMobDead";
- monster "jupe_ele",38,42,"Guard",1675,1,"Guard-1#ufe::OnMyMobDead";
- monster "jupe_ele",35,44,"Guard",1669,1,"Guard-1#ufe::OnMyMobDead";
- monster "jupe_ele",35,51,"Guard",1675,1,"Guard-1#ufe::OnMyMobDead";
- monster "jupe_ele",38,53,"Guard",1669,1,"Guard-1#ufe::OnMyMobDead";
- monster "jupe_ele",45,53,"Guard",1675,1,"Guard-1#ufe::OnMyMobDead";
- monster "jupe_ele",48,51,"Guard",1669,1,"Guard-1#ufe::OnMyMobDead";
- set $@JupeElevatorInUse2,1;
- end;
-
-OnTimer30000:
- if ($@JupeElevatorInUse2 == 1) {
- donpcevent "Guard-2#ufe::OnEnable";
- stopnpctimer;
- }
- end;
-
-OnMyMobDead:
- set .MyMobs,.MyMobs-1;
- if (.MyMobs < 1) {
- if ($@JupeElevatorInUse2 == 1) {
- donpcevent "Guard-2#ufe::OnEnable";
- stopnpctimer;
- } else if ($@JupeElevatorInUse2 == 4 && getvariableofnpc(.MyMobs,"Guard-2#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-3#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-4#ufe") < 1) {
- donpcevent "GuardEnd#ufe::OnEnable";
- stopnpctimer;
- }
- }
- end;
-}
-
-jupe_ele,16,6,1 script Guard-2#ufe 844,{
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- stopnpctimer;
- end;
-
-OnTimer2000:
- mapannounce "jupe_ele","This city was not",bc_map,"0xFF0000";
- end;
-
-OnTimer5000:
- mapannounce "jupe_ele","as magnificient as you thought.",bc_map,"0xFF0000";
- end;
-
-OnTimer8000:
- mapannounce "jupe_ele","This is a place where all the fears of humans flourish.",bc_map,"0xFF0000";
- end;
-
-OnTimer11000:
- mapannounce "jupe_ele","Yes. Nobody leaves alive!",bc_map,"0xFF0000";
- end;
-
-OnTimer12000:
- set .MyMobs,8;
- monster "jupe_ele",48,44,"Guard",1683,1,"Guard-2#ufe::OnMyMobDead";
- monster "jupe_ele",45,42,"Guard",1669,1,"Guard-2#ufe::OnMyMobDead";
- monster "jupe_ele",38,42,"Guard",1683,1,"Guard-2#ufe::OnMyMobDead";
- monster "jupe_ele",35,44,"Guard",1669,1,"Guard-2#ufe::OnMyMobDead";
- monster "jupe_ele",35,51,"Guard",1683,1,"Guard-2#ufe::OnMyMobDead";
- monster "jupe_ele",38,53,"Guard",1669,1,"Guard-2#ufe::OnMyMobDead";
- monster "jupe_ele",45,53,"Guard",1683,1,"Guard-2#ufe::OnMyMobDead";
- monster "jupe_ele",48,51,"Guard",1669,1,"Guard-2#ufe::OnMyMobDead";
- set $@JupeElevatorInUse2,2;
- end;
-
-OnTimer30000:
- if ($@JupeElevatorInUse2 == 2) {
- donpcevent "Guard-3#ufe::OnEnable";
- stopnpctimer;
- }
- end;
-
-OnMyMobDead:
- set .MyMobs,.MyMobs-1;
- if (.MyMobs < 1) {
- if ($@JupeElevatorInUse2 == 2) {
- donpcevent "Guard-3#ufe::OnEnable";
- stopnpctimer;
- } else if ($@JupeElevatorInUse2 == 4 && getvariableofnpc(.MyMobs,"Guard-1#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-3#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-4#ufe") < 1) {
- donpcevent "GuardEnd#ufe::OnEnable";
- stopnpctimer;
- }
- }
- end;
-}
-
-jupe_ele,17,6,1 script Guard-3#ufe 844,{
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- stopnpctimer;
- end;
-
-OnTimer2000:
- mapannounce "jupe_ele","What do you see?",bc_map,"0xFF0000";
- end;
-
-OnTimer5000:
- mapannounce "jupe_ele","Are your eyes actually seeing something?",bc_map,"0xFF0000";
- end;
-
-OnTimer8000:
- mapannounce "jupe_ele","Or do you just believe you are seeing?",bc_map,"0xFF0000";
- end;
-
-OnTimer12000:
- set .MyMobs,8;
- monster "jupe_ele",48,44,"Guard",1675,1,"Guard-3#ufe::OnMyMobDead";
- monster "jupe_ele",45,42,"Guard",1669,1,"Guard-3#ufe::OnMyMobDead";
- monster "jupe_ele",38,42,"Guard",1683,1,"Guard-3#ufe::OnMyMobDead";
- monster "jupe_ele",35,44,"Guard",1675,1,"Guard-3#ufe::OnMyMobDead";
- monster "jupe_ele",35,51,"Guard",1669,1,"Guard-3#ufe::OnMyMobDead";
- monster "jupe_ele",38,53,"Guard",1683,1,"Guard-3#ufe::OnMyMobDead";
- monster "jupe_ele",45,53,"Guard",1675,1,"Guard-3#ufe::OnMyMobDead";
- monster "jupe_ele",48,51,"Guard",1669,1,"Guard-3#ufe::OnMyMobDead";
- set $@JupeElevatorInUse2,3;
- end;
-
-OnTimer30000:
- if ($@JupeElevatorInUse2 == 3) {
- donpcevent "Guard-4#ufe::OnEnable";
- stopnpctimer;
- }
- end;
-
-OnMyMobDead:
- set .MyMobs,.MyMobs-1;
- if (.MyMobs < 1) {
- if ($@JupeElevatorInUse2 == 3) {
- donpcevent "Guard-4#ufe::OnEnable";
- stopnpctimer;
- }
- else if ($@JupeElevatorInUse2 == 4 && getvariableofnpc(.MyMobs,"Guard-1#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-2#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-4#ufe") < 1) {
- donpcevent "GuardEnd#ufe::OnEnable";
- stopnpctimer;
- }
- }
- end;
-}
-
-jupe_ele,18,6,1 script Guard-4#ufe 844,{
-OnEnable:
- initnpctimer;
- end;
-
-OnDisable:
- stopnpctimer;
- end;
-
-OnTimer2000:
- mapannounce "jupe_ele","Do not forget. That which limits you is nothing but yourself.",bc_map,"0xFF0000";
- end;
-
-OnTimer5000:
- mapannounce "jupe_ele","Nothing is what you fear and you have nothing to fear...",bc_map,"0xFF0000";
- end;
-
-OnTimer8000:
- set .MyMobs,8;
- monster "jupe_ele",48,44,"Guard",1684,1,"Guard-4#ufe::OnMyMobDead";
- monster "jupe_ele",45,42,"Guard",1669,1,"Guard-4#ufe::OnMyMobDead";
- monster "jupe_ele",38,42,"Guard",1684,1,"Guard-4#ufe::OnMyMobDead";
- monster "jupe_ele",35,44,"Guard",1669,1,"Guard-4#ufe::OnMyMobDead";
- monster "jupe_ele",35,51,"Guard",1675,1,"Guard-4#ufe::OnMyMobDead";
- monster "jupe_ele",38,53,"Guard",1669,1,"Guard-4#ufe::OnMyMobDead";
- monster "jupe_ele",45,53,"Guard",1683,1,"Guard-4#ufe::OnMyMobDead";
- monster "jupe_ele",48,51,"Guard",1675,1,"Guard-4#ufe::OnMyMobDead";
- set $@JupeElevatorInUse2,4;
- end;
-
-OnMyMobDead:
- set .MyMobs,.MyMobs-1;
- if (.MyMobs < 1) {
- if(getvariableofnpc(.MyMobs,"Guard-1#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-2#ufe") < 1 && getvariableofnpc(.MyMobs,"Guard-3#ufe") < 1)
- {
- donpcevent "GuardEnd#ufe::OnEnable";
- stopnpctimer;
- }
- }
- end;
-}
-
-jupe_ele,19,6,1 script GuardEnd#ufe 844,{
-OnInit:
- disablenpc "GuardEnd#ufe";
- end;
-
-OnEnable:
- enablenpc "GuardEnd#ufe";
- donpcevent "TimeOut#ufe::OnDisable";
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc "GuardEnd#ufe";
- stopnpctimer;
- end;
-
-OnTimer2000:
- mapannounce "jupe_ele","I am not going to tell you anything.",bc_map,"0x66FF00";
- end;
-
-OnTimer5000:
- mapannounce "jupe_ele","My city, my people are now but a memory.",bc_map,"0x66FF00";
- end;
-
-OnTimer8000:
- mapannounce "jupe_ele","Everything was a mistake. We were not supposed to be here.",bc_map,"0x66FF00";
- end;
-
-OnTimer11000:
- mapannounce "jupe_ele","Is this a place where humans are forbidden?",bc_map,"0x66FF00";
- end;
-
-OnTimer12000:
- mapannounce "jupe_ele","You want to know, don't you? Go ahead... Go deeper.",bc_map,"0x66FF00";
- enablenpc "4F Enter#ufe";
- end;
-
-OnTimer22000:
- mapannounce "jupe_ele","It's not real anyway. All of it's safe, it can't hurt you...",bc_map,"0x66FF00";
- soundeffectall "earth_quake.wav",0;
- disablenpc "4F Enter#ufe";
- end;
-
-OnTimer24000:
- mapwarp "jupe_ele","jupe_core",150,286;
- end;
-
-OnTimer25000:
- mapwarp "jupe_ele","jupe_core",151,286;
- end;
-
-OnTimer26000:
- set $@JupeElevatorInUse2,0;
- set $@JupeElevatorInUse,0;
- disablenpc "Switch On#ufe";
- enablenpc "Switch#ufe";
- donpcevent "GuardEnd#ufe::OnDisable";
-}
-
-jupe_ele,41,33,0 script 4F Enter#ufe 45,4,4,{
-OnInit:
- disablenpc "4F Enter#ufe";
- end;
-
-OnTouch:
- warp "jupe_core",rand(149,151),286;
- end;
-}
-
-//============================================================
-// Warps
-//============================================================
-jupe_gate,50,173,0 script gate#start -1,2,3,{
- end;
-
-OnTouch:
- initnpctimer "gate#start",1;
- mes "^3355FFIt's a Warp Portal";
- mes "that will teleport you";
- mes "to the previous floor.^000000";
- next;
- switch(select("Use it.:Ignore it.")) {
- case 1:
- specialeffect2 EF_LIGHTSPHERE;
- close2;
- stopnpctimer;
- warp "juperos_02",130,142;
- break;
- case 2:
- mes "[" + strcharinfo(0) + "]";
- mes "Not now!";
- mes "I can't leave yet!";
- close2;
- stopnpctimer;
- warp "jupe_gate",50,168;
- break;
- }
- end;
-
-OnTimer10000:
- warp "juperos_02",128,278;
- enablenpc "gate#start#2";
- disablenpc "gate#start";
- end;
-}
-
-jupe_gate,50,171,0 script gate#start#2 -1,2,2,{
-OnInit:
- disablenpc "gate#start#2";
- end;
-
-OnTouch:
- warp "juperos_02",130,142;
- end;
-
-OnTimer2000:
- enablenpc "gate#start";
- disablenpc "gate#start#2";
- end;
-}
-
-juperos_02,33,59,0 script jupe_goto2F 45,2,2,{
-OnTouch:
- switch(rand(1,4)) {
- case 1: warp "juperos_01",120,72; end;
- case 2: warp "juperos_01",120,112; end;
- case 3: warp "juperos_01",79,112; end;
- case 4: warp "juperos_01",79,72; end;
- }
- end;
-}
diff --git a/npc/quests/quests_lighthalzen.txt b/npc/quests/quests_lighthalzen.txt
deleted file mode 100644
index 24182d46f..000000000
--- a/npc/quests/quests_lighthalzen.txt
+++ /dev/null
@@ -1,11818 +0,0 @@
-//===== rAthena Script =======================================
-//= Quest NPCs located in Lighthalzen
-//===== By: ==================================================
-//= Persian, Vicious_Pucca, aoa00, Evera, MasterOfMupppets,
-//= Lupus, Lord Gywall
-//===== Current Version: =====================================
-//= 4.7
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= Quests related to Lighthalzen City.
-//===== Additional Comments: =================================
-//= Grammar/script check please. This was a quick job.
-//= Things to add: Look at the thread "Lighthalzen Guard" in SVN script
-//= 0.3 Initial Release
-//= 0.5 Added mobsters spawn and Einbroch pollution. Alert lasts either 10 minutes or all mob killed.
-//= 0.6-0.9 fix small bug. Added Bio-lab entrance Quest. Added Getting security-card Quest.
-//= 1.0 Patched "mobsters spawn & Alert" like Real-RO.
-//= 1.0a fixed rand(1,10) + comparision. There just can't be 'X < 1' [Lupus]
-//= 1.1 Changed the mobster spawn to g_mobster to prevent exploits [MasterOfMuppets]
-//= 1.2 Added the cube room quest by DeNy, translated by vicious_pucca. [MasterOfMuppets]
-//= Thanks to Linuxwolf for a grammar check as well =).
-//= 1.2a Moved Biolab entrance to lhz_dun warps. [Vicious]
-//= 1.3 Fixed password bug, fixed endless item exploit, some typos [Lupus]
-//= 1.4 Fixed password abuse. When people don't read the password under the picture
-//= and enter Zero shit 8) (TODO: I saw some "Sticks" abuses, too.. where you could skip a part of quest...)
-//= 1.5 Fixed Mobster's OnDead event(it has to start with "On"!) [Playtester]
-//= 1.5a Fixed "free stick" bug, thx 2 Neouni [Lupus]
-//= 1.6 Added Gywall's Pickpocket Quest
-//= 1.7 Implemented the Friendship quest [MasterOfMuppets]
-//= 1.8 Changed the name of the mobsters to Gangster, as it should be. [MasterOfMuppets]
-//= 1.9 Added extra input check on Biolab so that the first letter of the word could be capitalized or undercase. [Evera]
-//= 2.0 Removed Duplicates [Silent]
-//= 2.1 Added first part of Bio Ethics Quest [Evera]
-//= 2.2 Added bit to say Bio Ethics is unfinished, and if a player attempts, it warps them
-//= out after finished part... Don't want players getting stuck ;_; [Evera]
-//= 2.3 Finished Bio Ethics Quest. Need bug testers before moving to trunk, my
-//= mind was somewhere else when writing @_@ [Evera]
-//= 2.4 Fixed the bug where a str&int debug was shown in the console for
-//= test tube in bio labs quest. [Evera]
-//= 2.5 Fixed Kellasus giving you extra skills in Bio Ethics quest [Evera]
-//= 2.6 Fixed exploit letting any class get homunculus from Bio Ethics Quest [Evera]
-//= 2.6a Moved Bio Ethics Quest to Alchemist SKILL QUESTS [Lupus]
-//= 2.7 fixed bugs that let people bypass some quest parts V_V [Lupus]
-//= reused cubekey var for 4 Cube Room key vars
-//= 2.8 More optimization. Also fixed bug with "2x short sticks -> long" [Lupus]
-//= Now uses MISC_QUEST&512 instead of 'hzdun'. WIP
-//= 2.9 Fixed Friendship Quest levelup exploit (u could get EXP twice) [Lupus]
-//= 3.0 Added Cursed Spirit Quest. [SinSloth]
-//= Moved a book non-related to Lighthalzen quests.
-//= 3.1 Added Schwartzvalt Trilogy Quest. [SinSloth]
-//= 3.2 Updated some NPCs regarding Hugel Rebellion Quest. [SinSloth]
-//= 3.2 Removed the NPC "#kiz03-4" as I couldn't find any [L0ne_W0lf]
-//= reference to it in the Aegis script.
-//= 3.3 Fixed a wrong negative value checking in Schwartzvalt Trilogy quest. [SinSloth]
-//= 3.4 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
-//= 3.5 Touch-ups to the Friendship quest. Added EXP reward. [L0ne_W0lf]
-//= Added cutins for "Maku" npc, and changed "set HP" to percentheal.
-//= 3.5a Adjusted EXP given by "Benkasttein" to be the same as that given by Maku. [L0ne_W0lf]
-//= 3.6 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
-//= 3.7 Counter-fixed negative value checking to now look for both positive and negative values
-//= since its symbol depends on the time. [SinSloth]
-//= 3.8 Removed bio ethic quest definition from header. [L0ne_W0lf]
-//= 3.9 Added Rekenber Job quest. Don't know why it hasn't been there before though. [SinSloth]
-//= 4.0 Updated several NPCs to Official (iRO) dialog, and restrucured. [L0ne_W0lf]
-//= 4.1 Updated Dungeon quest, and Friendhsip quest to 10.3 standards. [L0ne_W0lf]
-//= 4.2 Fixed wrong variable type in use in "Box#cube1". [L0ne_W0lf]
-//= 4.3 Fixed a bug where if you relog after you take out the Lab Permit from the Box
-//= You can't finish the quest. (bugreport:1798) [Samuray22]
-//= 4.3a Reverted changes from the last version. . [L0ne_W0lf]
-//= Changed temp char vars to normal vars, that unset at end.
-//= Tube just makes sure you have 1 or more permits.
-//= 4.4 Replaced effect numerics with constants. [L0ne_W0lf]
-//= 4.5 Corrected an Incorrect check of the Shinokas_Quest. (bugreport:2276) [Samuray22]
-//= Replaced effect numerics with constants.
-//= 4.5 Official Gangster Alert script. [Gepard]
-//= 4.6 Added quest log entries for:
-//= - Cursed Spirit Quest
-//= 4.7 Fixed missing label. (bugreport:4654) [L0ne_W0lf]
-//============================================================
-
-// Gangster Alert [Aegis Conversion]
-//------------------------------------------------------------
-lighthalzen,1,1,0 script Law Enforcement -1,{
- end;
-
-OnEnable:
- mapannounce "lighthalzen","Attention, citizens. Our security has been breached and the city is in Gangster Alert status. Please find shelter immediately!",bc_map;
- initnpctimer;
- for (set .@i, 0; .@i < 30; set .@i, .@i + 1)
- monster "lighthalzen",0,0,"Gangster",1592,1,"Law Enforcement::OnMyMobDead";
- end;
-
-OnTimer220000:
- killmonster "lighthalzen","Law Enforcement::OnMyMobDead";
- mapannounce "lighthalzen","Attention, citizens. Our law enforcement department has successfully contained the situation. Alert status has been canceled.",bc_map;
- set $@Lhz_Gangster_Alert, 0;
- stopnpctimer;
- end;
-
-OnMyMobDead:
- end;
-}
-
-lighthalzen,267,200,3 script Guard#lhz01 868,{
- if (countitem(7350) > 0) {
- mes "[Guard]";
- mes "Hold it right th--!";
- mes "Oh. I'm sorry. I didn't";
- mes "realize you were carrying";
- mes "a pass and had authorization.";
- close2;
- warp "lighthalzen",303,229;
- end;
- }
- if ($@Lhz_Gangster_Alert >= 100) {
- mes "[Guard]";
- mes "Recently too many people";
- mes "have been traveling between";
- mes "Uptown and the ghetto, so";
- mes "we've heightened security";
- mes "around here. But how can";
- mes "so many sneak through us?";
- close;
- }
- if ($@Lhz_Gangster_Alert > 14) {
- mes "[Guard]";
- mes "Recently too many people";
- mes "have been traveling between";
- mes "Uptown and the ghetto, so";
- mes "we've heightened security";
- mes "around here. But how can";
- mes "so many sneak through us?";
- donpcevent "Law Enforcement::OnEnable";
- set $@Lhz_Gangster_Alert, 100;
- close;
- }
- if (gettime(3) >= 22 || gettime(3) < 2) {
- mes "[Guard]";
- mes "Zzzz... Zzz...";
- mes "ZZZzzzzzzzzzz...";
- next;
- mes "^3355FFThis guard is";
- mes "dozing off, so this is";
- mes "the perfect opportunity";
- mes "to sneak past him.^000000";
- close2;
- set $@Lhz_Gangster_Alert, $@Lhz_Gangster_Alert + 1;
- warp "lighthalzen",303,229;
- end;
- }
- if (rand(1,6) == 3) {
- mes "^3355FFThe guard seems distracted";
- mes "and is looking elsewhere. Now's";
- mes "your chance to sneak past him!^000000";
- close2;
- set $@Lhz_Gangster_Alert, $@Lhz_Gangster_Alert + 1;
- warp "lighthalzen",303,229;
- end;
- }
- else {
- mes "[Guard]";
- mes "Hold it right there!";
- mes "I can't permit anyone";
- mes "to enter the slums.";
- mes "Go back to where you";
- mes "came from, adventurer!";
- close;
- }
-}
-
-lighthalzen,294,223,7 script Guard#lhz02 868,{
- if (countitem(7350) > 0) {
- mes "[Guard]";
- mes "Hold it right th--!";
- mes "Oh. I'm sorry. I didn't";
- mes "realize you were carrying";
- mes "a pass and had authorization.";
- close2;
- warp "lighthalzen",260,199;
- end;
- }
- if ($@Lhz_Gangster_Alert >= 100) {
- mes "[Guard]";
- mes "Recently too many people";
- mes "have been traveling between";
- mes "Uptown and the ghetto, so";
- mes "we've heightened security";
- mes "around here. But how can";
- mes "so many sneak through us?";
- close;
- }
- if ($@Lhz_Gangster_Alert > 14) {
- mes "[Guard]";
- mes "Recently too many people";
- mes "have been traveling between";
- mes "Uptown and the ghetto, so";
- mes "we've heightened security";
- mes "around here. But how can";
- mes "so many sneak through us?";
- donpcevent "Law Enforcement::OnEnable";
- set $@Lhz_Gangster_Alert, 100;
- close;
- }
- if (gettime(3) >= 22 || gettime(3) < 2) {
- mes "[Guard]";
- mes "Zzzz... Zzz...";
- mes "ZZZzzzzzzzzzz...";
- next;
- mes "^3355FFThis guard is";
- mes "dozing off, so this is";
- mes "the perfect opportunity";
- mes "to sneak past him.^000000";
- close2;
- set $@Lhz_Gangster_Alert, $@Lhz_Gangster_Alert + 1;
- warp "lighthalzen",260,199;
- end;
- }
- if (rand(1,6) == 3) {
- mes "^3355FFThe guard seems distracted";
- mes "and is looking elsewhere. Now's";
- mes "your chance to sneak past him!^000000";
- close2;
- set $@Lhz_Gangster_Alert, $@Lhz_Gangster_Alert + 1;
- warp "lighthalzen",260,199;
- end;
- }
- else {
- mes "[Guard]";
- mes "Hold it right there!";
- mes "I can't permit anyone to";
- mes "enter Uptown Lighthalzen!";
- mes "If you don't have a pass,";
- mes "then move on out of here!";
- close;
- }
-}
-
-//============================================================
-// Cube Room
-//============================================================
-
-lighthalzen,341,224,3 script Fishbone 868,{
- // Retain prior position in quest.
- if (piciburn) {
- set lhz_sincube,piciburn;
- set piciburn,0;
- }
- // Quest is finished.
- if (MISC_QUEST&512) {
- mes "[Fishbone]";
- mes "Oh hey, it's you!";
- mes "Now, listen. If you wanna";
- mes "get into Regenschirm again,";
- mes "you gotta enter that Sewer Pipe";
- mes "that's like, northeast from me.";
- mes "It's gross, but you gotta...";
- next;
- mes "[Fishbone]";
- mes "Anyway, good luck in";
- mes "whatever it is you're doing";
- mes "here in Lighthazlen. Oh, and";
- mes "be real careful! Something";
- mes "shadier than me is going";
- mes "on in this big city~";
- close;
- }
- // Apparantly if the boss quest progress is at 6, you skip the level requirement.
- if (lhz_boss == 6 || BaseLevel >= 60) {
- if (lhz_sincube == 0) {
- mes "[Fishbone]";
- mes "What...?";
- mes "Is there something";
- mes "on my face? Quit looking";
- mes "at me and let me do my work.";
- set lhz_sincube,1;
- close;
- }
- else if (lhz_sincube == 1) {
- mes "[Fishbone]";
- mes "Hey. Hey you.";
- mes "You're still looking";
- mes "at me. Quit it. I'm busy";
- mes "here and you're bothering me.";
- set lhz_sincube,2;
- close;
- }
- else if (lhz_sincube == 2) {
- mes "[Fishbone]";
- mes "Seriously, you are";
- mes "starting to really get";
- mes "on my nerves! What could";
- mes "you possibly want from me?!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Nothing really.";
- mes "I just feel like";
- mes "watching you work.";
- mes "What exactly are you";
- mes "doing anyway, huh?";
- next;
- mes "[Fishbone]";
- mes "Hey! If I could just show";
- mes "you what I'm doing, I wouldn't";
- mes "be so uptight about you looking";
- mes "at what I'm doing, now would I?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Nah...";
- mes "I just think";
- mes "you're uptight";
- mes "in general.";
- next;
- mes "[Fishbone]";
- mes "Muthafruit!";
- mes "So you're just";
- mes "gonna sit and watch";
- mes "me all day?! Fine! Then";
- mes "I'll just ignore you, jerk!";
- next;
- mes "[Fishbone]";
- mes "...";
- mes "......";
- mes "Damn it!";
- mes "This is really";
- mes "ticking me off! Why";
- mes "don't you go away?!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Well, I was also";
- mes "wondering why you're";
- mes "working in a place that's";
- mes "so, um... depressing.";
- next;
- mes "[Fishbone]";
- mes "Alright, fine!";
- mes "But once I tell you";
- mes "what I do here, you're";
- mes "outta here! Okay? Now,";
- mes "your lips are frickin' sealed.";
- mes "See, what I do is kinda illegal.";
- next;
- mes "[Fishbone]";
- mes "I provide routes that let";
- mes "people enter Lighthalzen,";
- mes "or even go anywhere in this";
- mes "city, without authorization.";
- mes "Hell, I could even get you";
- mes "into that Laboratory...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "W-wait!";
- mes "Laboratory?!";
- mes "Are you serious?";
- mes "Can you get me";
- mes "into that place?";
- next;
- mes "[Fishbone]";
- mes "Sonuva--You're not";
- mes "gonna leave me alone,";
- mes "are you? Look, you seem";
- mes "okay, even if you are kinda";
- mes "stubborn, kid. But I don't trust";
- mes "or serve strangers, period.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "But isn't there";
- mes "anything I can do";
- mes "so you can help me";
- mes "get into the Laboratory?";
- next;
- mes "[Fishbone]";
- mes "No way, no how.";
- mes "No matter how much you";
- mes "beg, I can't take a chance";
- mes "and just trust anyone who";
- mes "wants to know a secret";
- mes "route. Now get outta here!";
- set lhz_sincube,3;
- close;
- }
- else if (lhz_sincube == 3) {
- mes "["+strcharinfo(0)+"]";
- mes "Please...";
- mes "Please tell me";
- mes "how I can get inside";
- mes "the Laboratory. I'm...";
- mes "I'm begging you!";
- next;
- mes "[Fishbone]";
- mes "No! Now shaddup";
- mes "and stop begging, okay?";
- mes "You're only embarassing";
- mes "yourself! Good grief...";
- set lhz_sincube,4;
- close;
- }
- else if (lhz_sincube == 4) {
- mes "["+strcharinfo(0)+"]";
- mes "Why won't you";
- mes "heeeeelp meee?";
- mes "Pleeeeeeeease~";
- mes "You're the only one";
- mes "who knoooooows~";
- next;
- mes "[Fishbone]";
- mes "Yeesh, you're a nutty";
- mes "kid. Look, ''no'' means";
- mes "''no.'' That's it. That's";
- mes "final. How many times do";
- mes "you gotta make me spell it out?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "But there's gotta";
- mes "be something I can";
- mes "do so you'll help me?";
- mes "Th-that's the way i-it";
- mes "always w-works. You";
- mes "can't just-- You c-can't...";
- next;
- mes "[Fishbone]";
- mes "Alright, you got me.";
- mes "But if I'm gonna risk";
- mes "my life to help you get";
- mes "into that Laboratory I want";
- mes "something in return. Okay?";
- next;
- mes "[Fishbone]";
- mes "All you need to do is";
- mes "come back here with";
- mes "^FF000071,381,305,294,921,000 zeny^000000.";
- mes "Then I'll give you all the help";
- mes "you need. Alright, good luck";
- mes "to you, brave adventurer.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You're joking right?!";
- mes "There's no way I can ever";
- mes "get that much zeny! I'd...";
- mes "I'd have to at least take";
- mes "over the world or, or...";
- next;
- mes "[Fishbone]";
- mes "Good point.";
- mes "Fine, maybe that";
- mes "price is a little high.";
- mes "I'll just cut it in half,";
- mes "then. Still want my";
- mes "help? Then bring me...";
- next;
- mes "[Fishbone]";
- mes " ";
- mes " ";
- mes "...^FF000020 Jellopy^000000.";
- next;
- mes "[Fishbone]";
- mes "Gosh.";
- mes "It's like I'm";
- mes "doing this for free...";
- next;
- if (select("Okay.:No! It's impossible!") == 1) {
- mes "[Fishbone]";
- mes "Alright, then";
- mes "bring me back a";
- mes "total of 20 Jellopy.";
- mes "But you gotta have";
- mes "exactly 20 Jellopy on";
- mes "you, okay? Seeya pal~";
- set lhz_sincube,5;
- close;
- }
- mes "[Fishbone]";
- mes "What are you--";
- mes "Okay, now you're the";
- mes "one who's joking around.";
- mes "Look, it's either bring me";
- mes "20 Jellopy or 71,381,3--";
- mes "whatever number I said-- zeny!";
- close;
- }
- else if (lhz_sincube == 5) {
- mes "[Fishbone]";
- mes "So...";
- mes "Did you bring";
- mes "the stuff?";
- next;
- switch(select("I'm still working on it.:Here you go!:Um... Stuff?")) {
- case 1:
- mes "[Fishbone]";
- mes "Still working on it?";
- mes "Okay, I know I didn't";
- mes "ask you for very much,";
- mes "but gimme some respect";
- mes "and get serious about it!";
- mes "It's 20 friggin' Jellopies!";
- close;
- case 2:
- if (countitem(909) > 19) {
- mes "[Fishbone]";
- mes "Ooh. Hey, good work.";
- mes "Okay, I can see you're";
- mes "the reliable type. A deal";
- mes "is a deal, so I'll tell you";
- mes "how you can get inside";
- mes "that Laboratory.";
- next;
- mes "[Fishbone]";
- mes "Now, if you're wondering";
- mes "why I don't got much qualm";
- mes "against helping you, it's";
- mes "because I used to work in";
- mes "the Laboratory... But then";
- mes "they laid me off unfairly.";
- next;
- mes "[Fishbone]";
- mes "Anyway, anything I can";
- mes "do to cause them trouble";
- mes "is good in my book. Let me";
- mes "get some stuff ready and";
- mes "then I'll tell you what you";
- mes "really need to know.";
- delitem 909,20; //Jellopy
- set lhz_sincube,6;
- close;
- }
- mes "[Fishbone]";
- mes "Uh...";
- mes "I said 20 Jellopies,";
- mes "didn't I? This ain't";
- mes "enough pal, so go out";
- mes "and get some more!";
- close;
- case 3:
- mes "[Fishbone]";
- mes "What the...?";
- mes "How could you forget";
- mes "something like that?";
- mes "Anyway, I asked you to";
- mes "bring 20 Jellopies.";
- close;
- }
- }
- else if (lhz_sincube == 6) {
- mes "[Fishbone]";
- if (lhz_boss == 6) {
- mes "way to get into Regenschrim";
- mes "Lab. However, I do know of";
- mes "this secret maze that should";
- mes "get you there. Still, if you're";
- mes "willing and ready to go...";
- }
- else {
- mes "Okay...";
- mes "Are you ready now?";
- mes "I'm gonna send you";
- mes "someplace where you";
- mes "can find the Lab entrance.";
- }
- next;
- switch(select("Not yet.:Yes.")) {
- case 1:
- mes "[Fishbone]";
- mes "Eh...?";
- mes "Alright, it's";
- mes "not a problem.";
- mes "Just take your time.";
- close;
- }
- mes "[Fishbone]";
- mes "Great!";
- mes "Okay then,";
- mes "here we go!";
- close2;
- set lhz_sincube,7;
- switch(rand(1,3)) {
- case 1: warp "lhz_cube",67,193; break;
- case 2: warp "lhz_cube",66,136; break;
- case 3: warp "lhz_cube",66,74; break;
- }
- end;
- }
- else if (lhz_sincube < 10) {
- mes "[Fishbone]";
- mes "Hm, you must not have";
- mes "accomplished whatever";
- if (lhz_boss == 6) {
- mes "it is you need to do in the";
- mes "Regenschirm Laboratory yet.";
- }
- else {
- mes "it was you were doing";
- mes "in the Laboratory. Do";
- }
- mes "you want me to send";
- mes "you there again?";
- next;
- if (select("No.:Yes.") == 1) {
- mes "[Fishbone]";
- mes "Geez, you must have";
- mes "really had a hard time";
- mes "there. Okay, well, when";
- mes "you're ready to go there,";
- mes "just let me know, got it?";
- close;
- }
- mes "[Fishbone]";
- mes "Got a lot of";
- mes "spirit in you,";
- mes "don't you? Heh!";
- mes "I like you style~";
- mes "Get ready, 'cuz";
- mes "here we go...!";
- close2;
- set lhz_sincube,7;
- switch(rand(1,3)) {
- case 1: warp "lhz_cube",67,193; break;
- case 2: warp "lhz_cube",66,136; break;
- case 3: warp "lhz_cube",66,74; break;
- }
- end;
- }
- else if (lhz_sincube == 10) {
- mes "[Fishbone]";
- mes "Hey, you came back!";
- mes "Good, I was starting";
- mes "to get a little worried";
- mes "about what happened to";
- mes "you. So did you get what";
- mes "you wanted over there?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Yeah...";
- mes "I hope so,";
- mes "anyway.";
- next;
- mes "[Fishbone]";
- mes "Good! Whatever you did,";
- mes "I hope it messes them up big";
- mes "time! I usedta be a respected";
- mes "scientist for Regenschirm till";
- mes "they laid me off! Serves those";
- mes "ungrateful jerkoffs right!";
- next;
- mes "[Fishbone]";
- mes "Then again, my current";
- mes "line of work seems to suit";
- mes "me much better. And I don't";
- mes "gotta worry about formulas";
- mes "and algorithms anymore.";
- next;
- mes "[Fishbone]";
- mes "Oh yeah, the place you";
- mes "just went to? There's a";
- mes "secret path the Laboratory";
- mes "there. If you want, I can";
- mes "send you back there. So";
- mes "what do you say?";
- next;
- if (select("Sure:No thanks~") == 1) {
- mes "[Fishbone]";
- mes "Okay then, here";
- mes "we go! Good luck";
- mes "to you, buddy.";
- close2;
- switch(rand(1,3)) {
- case 1: warp "lhz_cube",67,193; break;
- case 2: warp "lhz_cube",66,136; break;
- case 3: warp "lhz_cube",66,74; break;
- }
- end;
- }
- mes "[Fishbone]";
- mes "Alright, it's your";
- mes "choice. Oh, and that";
- mes "pass you have should";
- mes "let you into the Laboratory";
- mes "anyway. Good luck to you, pal.";
- close;
- }
- mes "[Fishbone]";
- mes "Heya pal!";
- mes "It's been a while.";
- mes "You doin' good? I'm";
- mes "just peachy, thanks~";
- close;
- }
- else if (BaseLevel < 60) {
- mes "Hey kid, get";
- mes "outta here! Can't";
- mes "you tell I'm dealin'";
- mes "in something shady";
- mes "here? This is no place";
- mes "for baby faced guys like you!";
- close;
- }
- else if (lhz_boss > 6) {
- mes "[Fishbone]";
- mes "Heya pal!";
- mes "It's been a while.";
- mes "You doin' good? I'm";
- mes "just peachy, thanks~";
- close;
- }
-}
-
-lhz_cube,237,198,0 script Bundle of Files#cube 111,{
- if (lhz_sincube < 7) {
- mes "^3355FFThere are a bunch";
- mes "of files scattered";
- mes "on the ground.^000000";
- close;
- }
- else if (lhz_sincube < 10) {
- if (lhz_secret01 < 1) {
- mes "^3355FFThere are a bunch";
- mes "of files scattered";
- mes "on the ground. They";
- mes "seem to contain all";
- mes "sorts of information,";
- mes "but they're all mixed up.^000000";
- next;
- if (select("Rummage through the files.:Cancel") == 1) {
- mes "^3355FFWhile you are";
- mes "rummaging through";
- mes "the files, a Red Key";
- mes "drops to the ground";
- mes "with a clink. You decide";
- mes "to keep this ^000000Red Key^3355FF.^000000";
- set lhz_secret01,1;
- }
- close;
- }
- mes "^3355FFThis is the place";
- mes "where you found the";
- mes "^000000Red Key^3355FF while you were";
- mes "looking through the files";
- mes "scattered on the ground.^000000";
- close;
- }
- mes "^3355FFThis is the place";
- mes "where you found the";
- mes "^000000Red Key^3355FF while you were";
- mes "looking through the files";
- mes "scattered on the ground.^000000";
- close;
-}
-
-lhz_cube,234,202,0 script Picture#cube 111,{
- if (lhz_secret01 < 2) {
- mes "^3355FFThis picture hanging";
- mes "on the wall catches";
- mes "your attention for some";
- mes "inexplicably strange reason.^000000";
- next;
- if (select("Look behind picture.:Cancel") == 1) {
- mes "^3355FFYou push and pull";
- mes "with all your strength,";
- mes "but the picture won't";
- mes "budge. If it's too hard";
- mes "to move, there must be";
- mes "something hidden behind it.^000000";
- }
- close;
- }
- else if (lhz_secret01 == 2) {
- mes "^3355FFThis picture hanging";
- mes "on the wall catches";
- mes "your attention for some";
- mes "inexplicably strange reason.^000000";
- next;
- if (select("Look behind picture.:Cancel") == 1) {
- mes "^3355FFYou push and pull";
- mes "with all your strength,";
- mes "but this picture is too";
- mes "hard to move with just";
- mes "brute strength alone.^000000";
- next;
- input .@input$;
- if (.@input$ == "Jackknife") {
- mes "^3355FFYou take the";
- mes "Jackknife, thrust";
- mes "it under the picture";
- mes "and twist it in order to";
- mes "pry the picture off the wall.^000000";
- next;
- mes "^3355FFBehind the picture, you";
- mes "find that the following";
- mes "numbers are written:^000000";
- mes " ";
- set .@number_rand,rand(1,3);
- if (.@number_rand == 1) {
- mes "4 3 2 9 1 6 8 2 7";
- set lhz_secret01,3;
- }
- else if (.@number_rand == 2) {
- mes "3 6 4 1 2 8 7 1 5";
- set lhz_secret01,4;
- }
- else {
- mes "4 9 3 7 6 2 8 6 6";
- set lhz_secret01,5;
- }
- close;
- }
- mes "^3355FFUnfortunately,";
- mes "doing that apparently";
- mes "wasn't enough to move";
- mes "the picture. Perhaps you";
- mes "should try something else.^000000";
- close;
- }
- close;
- }
- else if (lhz_secret01 < 6) {
- mes "^3355FFThe following numbers";
- mes "were written behind the";
- mes "picture. If they were hidden,";
- mes "these numbers must have";
- mes "some kind of importance.^000000";
- mes " ";
- if (lhz_secret01 == 3) {
- mes "4 3 2 9 1 6 8 2 7";
- }
- else if (lhz_secret01 == 4) {
- mes "3 6 4 1 2 8 7 1 5";
- }
- else if (lhz_secret01 == 5) {
- mes "4 9 3 7 6 2 8 6 6";
- }
- close;
- }
- mes "^3355FFThere is a picture";
- mes "hanging on the wall.^000000";
- next;
- if (select("Look beneath picture.:Cancel") == 1) {
- mes "^3355FFThere are some";
- mes "numbers behind the";
- mes "picture, but now there is";
- mes "no need to memorize them.^000000";
- }
- close;
-}
-
-lhz_cube,242,201,0 script Drawer#cube 111,{
- if (lhz_secret01 < 1) {
- mes "^3355FFThe drawer here";
- mes "looks interesting,";
- mes "but it's locked and";
- mes "you can't open it.^000000";
- close;
- }
- else if (lhz_secret01 == 1) {
- mes "^3355FF The drawer here";
- mes "looks interesting, but";
- mes "it's locked. Hopefully, you";
- mes "can figure how to open it.^000000";
- next;
- input .@input$;
- if (.@input$ == "Red Key") {
- mes "^3355FFYou insert the Red Key";
- mes "into the lock and open the";
- mes "drawer. Inside, you find a";
- mes "^000000Jackknife^3355FF that you decide";
- mes "to take. After all, it might";
- mes "be handy sometime.^000000";
- set lhz_secret01,2;
- }
- else {
- mes "^3355FFUnfortunately, you";
- mes "can't open or break";
- mes "the lock on the drawer";
- mes "by doing that. You need";
- mes "to try something else.^000000";
- }
- close;
- }
- mes "^3355FFThis is the drawer";
- mes "in which you found the";
- mes "^000000Jackknife^3355FF. It is now empty";
- mes "and devoid of purpose.^000000";
- close;
-}
-
-lhz_cube,248,179,0 script Chest#cube 111,{
- if (lhz_sincube < 7) {
- mes "^3355FFYou've found a chest";
- mes "with an axe laid on";
- mes "top. The axe's purpose";
- mes "is completely utilitarian";
- mes "and isn't suited for battle.^000000";
- close;
- }
- else if (lhz_sincube == 7) {
- mes "^3355FFYou've found a chest,";
- mes "but more importantly,";
- mes "there is a utility Axe";
- mes "laid on top of it.^000000";
- next;
- if (select("Take the utility Axe.:Cancel") == 1) {
- mes "^3355FFWithout shame or";
- mes "an ounce of guilt, you";
- mes "pick up the utility ^000000Axe^3355FF";
- mes "and claim it as your own.^000000";
- set lhz_sincube,8;
- }
- close;
- }
- mes "^3355FFThis is just a normal";
- mes "chest. There used to be";
- mes "a utility ^000000Axe^3355FF on top of";
- mes "it until you picked it up.^000000";
- close;
-}
-
-lhz_cube,237,183,0 script Barrel#cube 111,{
- set number_line,0;
- if (lhz_sincube < 8) {
- mes "^3355FFYou have";
- mes "found a shabbily";
- mes "constructed barrel.^000000";
- close;
- }
- else if (lhz_sincube == 8) {
- mes "^3355FFYou have";
- mes "found a shabbily";
- mes "constructed barrel.";
- mes "You sense that there's";
- mes "something inside, but";
- mes "you need something to";
- mes "smash the barrel open.^000000";
- next;
- input .@input$;
- if (.@input$ == "Axe") {
- mes "^3355FFAxe in hand, you lift";
- mes "it above your head and";
- mes "swing it downwards,";
- mes "smashing off the top of";
- mes "the barrel. Inside, you find a";
- mes "box topped with a metal plate.^000000";
- next;
- mes "^3355FFThe numbers one";
- mes "through nine are";
- mes "etched on the surface";
- mes "of the metal plate on";
- mes "top of the box you found,";
- mes "like some kind of keypad...^000000";
- set lhz_sincube,9;
- }
- else {
- mes "^3355FFDoing that probably won't";
- mes "break open this keg. You'll";
- mes "need to try something else.^000000";
- }
- close;
- }
- else if (lhz_sincube == 9) {
- if (lhz_secret01 < 3) {
- mes "^3355FFYou decide to enter";
- mes "some numbers into the";
- mes "metallic keypad. Remember,";
- mes "you can only enter single";
- mes "digit numbers at one time...^000000";
- next;
- for( set $@i, 0; .@i < 9; set .@i, .@i + 1 )
- input .@input;
- mes "^3355FFNothing happened...^000000";
- close;
- }
- else if (lhz_secret01 >= 3 && lhz_secret01 <= 5) {
- switch(lhz_secret01) {
- case 3: setarray .@numbers[0],4,3,2,9,1,6,8,2,7; break;
- case 4: setarray .@numbers[0],3,6,4,1,2,8,7,1,5; break;
- case 5: setarray .@numbers[0],4,9,3,7,6,2,8,6,6; break;
- }
- mes "^3355FFYou decide to enter";
- mes "some numbers into the";
- mes "numberpad etched on the";
- mes "metal plate on top of the box";
- mes "you found inside the keg.^000000";
- next;
- for( set $@i, 0; .@i < 9; set .@i, .@i + 1 ) {
- input .@input;
- if (.@input == .@numbers[.@i]) set .@number_line,.@number_line+1;
- }
- if (.@number_line == 9) {
- mes "^3355FFThe metal plate slides";
- mes "open and you find a key";
- mes "Key inside the box. You";
- mes "to keep this ^000000Yellow Key^3355FF.^000000";
- set lhz_secret01,6;
- }
- else {
- mes "^3355FFNothing happened.";
- mes "It's likely that you did not";
- mes "enter the correct numbers.^000000";
- }
- close;
- }
- mes "^3355FFThis is the box with";
- mes "the keypad in which you";
- mes "found the ^000000Yellow Key^3355FF.";
- mes "The box is now empty.^000000";
- close;
- }
- mes "^3355FFThis is a box";
- mes "topped with a metal";
- mes "plate that looks like";
- mes "a crudely made keypad.^000000";
- close;
-}
-
-lhz_cube,224,192,0 script Power Generator#cube 111,{
- if (lhz_secret01 < 6) {
- mes "^3355FFThis is a noisily";
- mes "operating huge machine";
- mes "with a front panel that has";
- mes "a strange mark. There is a";
- mes "keyhole on the machine";
- mes "right next to this panel.^000000";
- next;
- input .@input$;
- mes "^3355FFNothing happened.";
- mes "You probably need";
- mes "to find the right key to";
- mes "insert into the keyhole.^000000";
- close;
- }
- else if (lhz_secret01 == 6) {
- mes "^3355FFThis is a noisily";
- mes "operating huge machine";
- mes "with a front panel that has";
- mes "a strange mark. There is a";
- mes "keyhole on the machine";
- mes "right next to this panel.^000000";
- next;
- input .@input$;
- if (.@input$ == "Yellow Key") {
- mes "^3355FFYou insert the";
- mes "Yellow Key into the";
- mes "keyhole and turn it,";
- mes "causing the machine";
- mes "to sputter and deactivate.^000000";
- next;
- mes "^3355FFYou notice that the";
- mes "^000000Status Light ^3355FFnext to the";
- mes "bed has now turned off.^000000";
- set lhz_secret01,7;
- }
- else {
- mes "^3355FFNothing happened.";
- mes "You probably need";
- mes "to find the right key to";
- mes "insert into the keyhole.^000000";
- }
- close;
- }
- mes "^3355FFIt's a giant machine.^000000";
- close;
-}
-
-lhz_cube,244,201,0 script Status Light#cube 111,{
- if (lhz_secret01 < 7) {
- mes "^3355FFThe Status Light is";
- mes "on. It looks like there's";
- mes "something inside the";
- mes "bulb, but you can't get";
- mes "near it since it generates";
- mes "incredibly scorching heat.^000000";
- next;
- mes "^3355FFNow, if you could";
- mes "somehow shut down the";
- mes "Power Generator in this";
- mes "room, the bulb would be";
- mes "cool enough for you to touch...^000000";
- close;
- }
- else if (lhz_secret01 == 7) {
- mes "The Status Light";
- mes "is now off and the";
- mes "bulb has cooled down.";
- next;
- if (select("Smash the light bulb.:Cancel") == 1) {
- mes "^3355FFYou smash the";
- mes "Status Light's bulb";
- mes "and discover another key.";
- mes "You obtained a ^000000Black Key^3355FF.^000000";
- set lhz_secret01,8;
- }
- close;
- }
- mes "^3355FFYou find the remains";
- mes "of a broken light bulb.^000000";
- close;
-}
-
-lhz_cube,234,200,0 script Desk#cube 111,{
- if (lhz_secret02 <= 1) {
- mes "^3355FFYou've found";
- mes "a completely";
- mes "cluttered desk.^000000";
- next;
- switch(select("On the desk:Under the desk:Desk drawer")) {
- case 1:
- mes "^3355FFVarious documents,";
- mes "books and lab equipment";
- mes "are scattered on the desk.";
- mes "But none of them seem";
- mes "all that useful right now.^000000";
- close;
- case 2:
- if (lhz_secret02 < 1) {
- mes "^3355FFUnder this desk, of";
- mes "all conceivable places,";
- mes "you find a ^000000Short Stick^3355FF";
- mes "that you decide to keep.";
- mes "You never know when";
- mes "you'll need one of those.^000000";
- set lhz_secret02,1;
- }
- else {
- mes "^3355FFThis is where you";
- mes "found your ^000000Short Stick^3355FF.";
- mes "Sadly, there are no more";
- mes "hidden treasures for you to";
- mes "discover beneath this desk.^000000";
- }
- close;
- case 3:
- mes "^3355FFThe desk drawer is";
- mes "locked and probably";
- mes "with good reason. After all,";
- mes "you just tried to invade this";
- mes "private and intimate space.^000000";
- close;
- }
- }
- else if (lhz_secret02 == 2) {
- mes "^3355FFYou're back at the";
- mes "messy desk which";
- mes "is probably used by";
- mes "a high ranking executive";
- mes "who has someone else";
- mes "do his desk tidying for him.^000000";
- next;
- switch(select("On the desk:Under the desk:Desk drawer")) {
- case 1:
- mes "^3355FFAlas, no matter how much";
- mes "you rummage through it,";
- mes "the clutter on the desk";
- mes "proves to be useless to you.^000000";
- next;
- if (Sex) {
- mes "^3355FFAn issue of the";
- mes "Dancer magazine,";
- mes "''Harmonic Lick'' catches";
- mes "your eye, but you really";
- mes "shouldn't be interested";
- mes "in that publication just";
- mes "because of the pictures.^000000";
- }
- else {
- mes "^3355FFAn issue of the female";
- mes "entertainment magazine,";
- mes "''Magnum Break'' catches";
- mes "your eye, but adventurers";
- mes "have no time to look at";
- mes "pictures of beautiful men.^000000";
- }
- close;
- case 2:
- mes "^3355FFUnder the desk, you";
- mes "discover another Short";
- mes "Stick which happens to";
- mes "fit perfectly into the other";
- mes "Short Stick you found earlier.";
- next;
- mes "^3355FFYou combine the two";
- mes "lesser sticks to create";
- mes "a stick that is superior";
- mes "to the sum of its parts.";
- mes "You are now the proud";
- mes "bearer of a ^000000Long Stick^3355FF.^000000";
- set lhz_secret02,3;
- close;
- case 3:
- mes "^3355FFThis desk drawer is";
- mes "locked shut and probably";
- mes "always will be. It's likely";
- mes "that nothing really valuable";
- mes "is inside, aside from perhaps";
- mes "a hip flask or a candy stash.";
- close;
- }
- }
- mes "^3355FFThis desk is cluttered";
- mes "with all sorts of random";
- mes "objects, but such is its";
- mes "destiny as office equipment.^000000";
- next;
- switch(select("On the desk:Under the desk:Desk drawer")) {
- case 1:
- mes "^3355FFAlas, no matter how much";
- mes "you rummage through it,";
- mes "the clutter on the desk";
- mes "proves to be useless to you.^000000";
- next;
- mes "^3355FFThere's part of a newspaper";
- mes "here, but it's only the Comics";
- mes "section which, of course, isn't";
- mes "informative enough for world";
- mes "savvy adventurers like you.^000000";
- close;
- case 2:
- mes "^3355FFThis is where you found";
- mes "one of two Short Sticks";
- mes "to make your ^000000Long Stick^3355FF.";
- mes "There isn't anything else";
- mes "under here, so it's impossible";
- mes "to make your stick any longer.^000000";
- close;
- case 3:
- mes "^3355FFThis desk drawer is";
- mes "locked very securely.";
- mes "The owner of this desk";
- mes "was wise to provide a";
- mes "measure of drawer security.";
- mes "But why put sticks under the";
- mes "desk? This is most curious...^000000";
- close;
- }
-}
-
-lhz_cube,247,198,0 script Bed#cube 111,{
- if (lhz_secret02 == 0) {
- mes "^3355FFYou've found a bed";
- mes "in which the sheets";
- mes "are slovenly arranged.^000000";
- next;
- if (select("On the bed:Under the bed") == 1) {
- mes "^3355FFNo one's in the bed";
- mes "and if you climbed in,";
- mes "you'd just be alone. For";
- mes "some people, this may";
- mes "be an immutable truth.^000000";
- }
- else {
- mes "^3355FFUnder the bed, you";
- mes "discover a ^000000Short Stick^3355FF";
- mes "which you decide to";
- mes "keep. You never know";
- mes "when certain, seemingly";
- mes "useless objects will save you.^000000";
- set lhz_secret02,2;
- }
- close;
- }
- else if (lhz_secret02 == 1) {
- mes "^3355FFYou've found a bed";
- mes "in which the sheets";
- mes "are slovenly arranged.^000000";
- next;
- if (select("On the bed:Under the bed") == 1) {
- mes "^3355FFNo one's in the bed";
- mes "and if you climbed in,";
- mes "you'd just be alone. For";
- mes "some people, this may";
- mes "be an immutable truth.^000000";
- }
- else {
- mes "^3355FFUnder the bed, you";
- mes "discover another Short";
- mes "Stick which happens to";
- mes "fit perfectly into the other";
- mes "Short Stick you found earlier.";
- next;
- mes "^3355FFYou combine the two";
- mes "lesser sticks to create";
- mes "a stick that is superior";
- mes "to the sum of its parts.";
- mes "You are now the proud";
- mes "bearer of a ^000000Long Stick^3355FF.^000000";
- set lhz_secret02,3;
- }
- close;
- }
- else if (lhz_secret02 == 2) {
- mes "^3355FFYou've found a bed";
- mes "in which the sheets";
- mes "are slovenly arranged.^000000";
- next;
- if (select("On the bed:Under the bed") == 1) {
- mes "^3355FFNo one's in the bed";
- mes "and if you climbed in,";
- mes "you'd just be alone. For";
- mes "some people, this may";
- mes "be an immutable truth.^000000";
- }
- else {
- mes "^3355FFIn a distant and";
- mes "dusty corner beneath";
- mes "the bed, you manage to";
- mes "spot an object. If only you";
- mes "could reach it somehow...^000000";
- next;
- input .@input$;
- if (.@input$ == "Short Stick") {
- mes "^3355FFYou try to reach";
- mes "the object by using";
- mes "your Short Stick. After";
- mes "a few attempts, you had no";
- mes "choice but to admit that your";
- mes "stick just wasn't long enough.^000000";
- }
- else {
- mes "^3355FFUnfortunately,";
- mes "whatever you used to";
- mes "try to reach the object";
- mes "didn't work. You'll have";
- mes "to think of something else.^000000";
- }
- }
- close;
- }
- else if (lhz_secret02 == 3) {
- mes "^3355FFYou find a messy";
- mes "bed that may be more";
- mes "than meets the eye.^000000";
- next;
- if (select("On the bed:Under the bed") == 1) {
- mes "^3355FFNo one's in the bed";
- mes "and if you climbed in,";
- mes "you'd just be alone. For";
- mes "some people, this may";
- mes "be an immutable truth.^000000";
- }
- else {
- mes "^3355FFIn a distant and";
- mes "dusty corner beneath";
- mes "the bed, you manage to";
- mes "spot an object. If only you";
- mes "could reach it somehow...^000000";
- next;
- input .@input$;
- if (.@input$ == "Long Stick") {
- mes "^3355FFWith Long Stick in";
- mes "hand, you manage to";
- mes "reach the object and drag";
- mes "it under the bed towards you.";
- mes "You now possess the ^000000Cube^3355FF";
- mes "that was under the bed.^000000";
- set lhz_secret02,4;
- }
- else {
- mes "^3355FFUnfortunately,";
- mes "whatever you used to";
- mes "try to reach the object";
- mes "didn't work. You'll have";
- mes "to think of something else.^000000";
- }
- }
- close;
- }
- mes "^3355FFYou've found a bed";
- mes "in which the sheets";
- mes "are slovenly arranged.^000000";
- next;
- if (select("On the bed:Under the bed") == 1) {
- mes "^3355FFNo one's in the bed";
- mes "and if you climbed in,";
- mes "you'd just be alone. For";
- mes "some people, this may";
- mes "be an immutable truth.^000000";
- close;
- }
- mes "^3355FFThis is where you";
- mes "managed to find some";
- mes "sort of strange ^000000Cube^3355FF.^000000";
- close;
-}
-
-lhz_cube,229,184,0 script Goblet#cube 111,{
- if (lhz_sincube < 10) {
- if (lhz_secret03 == 0) {
- mes "^3355FFYou see an empty";
- mes "bottle and a goblet.";
- mes "It looks like you";
- mes "missed the party.^000000";
- next;
- if (select("Examine the goblet.:Cancel") == 1) {
- mes "^3355FFInside the goblet,";
- mes "you find a ^000000Rusty Key^3355FF";
- mes "which you decide to keep.";
- mes "However, you'll need to get";
- mes "rid of that rust somehow.";
- mes "Perhaps you can dip the key";
- mes "in some corrosive chemical?^000000";
- set lhz_secret03,1;
- }
- close;
- }
- mes "^3355FFThis is the goblet where";
- mes "you found that ^000000Rusty Key^3355FF.^000000";
- close;
- }
- mes "^3355FFThis is goblet cup where";
- mes "you found that ^000000Rusty Key^3355FF.^000000";
- close;
-}
-
-lhz_cube,231,202,0 script Chemicals#cube 111,{
- if (lhz_secret03 < 1) {
- mes "^3355FFThere is a bottle";
- mes "containing slightly";
- mes "corrosive chemicals";
- mes "that is sitting on the ledge.^000000";
- next;
- input .@input$;
- mes "^3355FFWhatever you tried to";
- mes "pour the chemicals on";
- mes "wasn't affected at all.";
- mes "You should try pouring the";
- mes "chemicals on something else.^000000";
- close;
- }
- else if (lhz_secret03 == 1) {
- mes "^3355FFThere is a bottle";
- mes "containing slightly";
- mes "corrosive chemicals";
- mes "that is sitting on the ledge.^000000";
- next;
- input .@input$;
- if (.@input$ == "Rusty Key") {
- mes "^3355FFPouring the chemicals";
- mes "on the Rusty Key removes";
- mes "the rust, making it usable";
- mes "again. Now that it is clean,";
- mes "the Rusty Key has become";
- mes "a sparkling ^000000Green Key^3355FF.^000000";
- set lhz_secret03,2;
- }
- else {
- mes "^3355FFWhatever you tried to";
- mes "pour the chemicals on";
- mes "wasn't affected at all.";
- mes "You should try pouring the";
- mes "chemicals on something else.^000000";
- }
- close;
- }
- mes "^3355FFThese are the chemicals";
- mes "that you used to clean the";
- mes "Rusty Key so that it was";
- mes "restored to its original glory,";
- mes "becoming the ^000000Green Key^3355FF.^000000";
- close;
-}
-
-lhz_cube,249,191,0 script Cabinet#cube 111,{
- if (lhz_secret03 < 2) {
- mes "^3355FFYou've found a";
- mes "cabinet that contains";
- mes "many drawers. Perhaps";
- mes "something useful is inside?";
- next;
- if (select("Open:Cancel") == 1) {
- input .@input$;
- mes "^3355FFUnfortunately, the";
- mes "cabinet has been locked.";
- mes "You'll need the right key";
- mes "in order to open the drawers.^000000";
- }
- close;
- }
- else if (lhz_secret03 == 2) {
- mes "^3355FFYou've found a";
- mes "cabinet that contains";
- mes "many drawers. Perhaps";
- mes "something useful is inside?";
- next;
- input .@input$;
- if (.@input$ == "Green Key") {
- mes "^3355FFYou take the Green Key";
- mes "and finds that it fits into";
- mes "one of the drawer keyholes.";
- mes "You open the drawer and";
- mes "obtain a strange ^000000Polygon^3355FF.^000000";
- set lhz_secret03,3;
- }
- else {
- mes "^3355FFWhatever you tried";
- mes "did not succeed in";
- mes "opening this cabinet.";
- mes "Think. Think of how";
- mes "locks are unlocked...";
- mes "Then you'll find the";
- mes "answer you seek.^000000";
- }
- close;
- }
- mes "^3355FFThis is the locker";
- mes "where you used the";
- mes "Green Key to open one";
- mes "of the Drawers and obtained";
- mes "a ^000000Polygon^3355FF. You're pretty happy";
- mes "with your Polygon and don't";
- mes "need to open the other drawers.^000000";
- close;
-}
-
-lhz_cube,224,197,0 script Experiment Tube#cube 111,{
- if (lhz_secret01 < 8) {
- mes "^3355FFYou find a strange";
- mes "tube that seems to";
- mes "contain something.";
- mes "Underneath the tube is";
- mes "a thin plate with a keyhole";
- mes "and a card insertion slot.^000000";
- next;
- input .@input$;
- mes "^3355FFNothing happened.";
- mes "You'll probably need";
- mes "to find the right key for";
- mes "the keyhole and the correct";
- mes "card to insert into the slot.^000000";
- close;
- }
- else if (lhz_secret01 == 8) {
- mes "^3355FFYou find a strange";
- mes "tube that seems to";
- mes "contain something.";
- mes "Underneath the tube is";
- mes "a thin plate with a keyhole";
- mes "and a card insertion slot.^000000";
- next;
- input .@input$;
- if (.@input$ == "Black Key") {
- mes "^3355FFYou insert the Black Key";
- mes "into the keyhole, causing";
- mes "the experiment tube to open";
- mes "and reveal an ^000000Oval^3355FF which you";
- mes "you choose to take with you.^000000";
- set lhz_secret01,9;
- }
- else {
- mes "^3355FFNothing happened...^000000";
- }
- close;
- }
- else if (lhz_secret01 == 9) {
- mes "^3355FFThis is where you";
- mes "obtained the ^000000Oval^3355FF.";
- mes "As you look around";
- mes "the tube's location,";
- mes "you notice an artificial";
- mes "ground fissure which";
- mes "can probably open up...^000000";
- close;
- }
- else {
- if (lhz_sincube == 10) {
- mes "^3355FFThere is a narrow,";
- mes "rectangular card slot";
- mes "in front of the tube.^000000";
- next;
- input .@input$;
- if (.@input$ == "Laboratory Permit") {
- if (countitem(2657)) {
- mes "^3355FFYou insert the";
- mes "Laboratory Permit";
- mes "into the slot and the";
- mes "man made fissure in the";
- mes "ground splits open, revealing";
- mes "an underground staircase.^000000";
- next;
- if (select("Go downstairs:Cancel") == 1) {
- mes "^3355FFYou walk down";
- mes "the long flight";
- mes "of winding stairs...^000000";
- close2;
- //remove variables that are no longer used.
- set lhz_sincube,0;
- set lhz_secret01,0;
- set lhz_secret02,0;
- set lhz_secret03,0;
- set MISC_QUEST,MISC_QUEST|512;
- warp "lhz_cube",177,13;
- end;
- }
- close;
- }
- mes "^3355FF..............";
- mes "Nothing happened.^000000";
- close;
- }
- mes "^3355FFNothing happened.^000000";
- close;
- }
- mes "^3355FFThis is where you";
- mes "obtained the ^000000Oval^3355FF.";
- mes "As you look around";
- mes "the tube's location,";
- mes "you notice an articial";
- mes "ground fissure which";
- mes "can probably open up...^000000";
- close;
- }
-}
-
-lhz_cube,248,193,0 script Box#cube1 111,{
- if ((lhz_secret01 < 9) && (lhz_secret02 < 4) && (lhz_secret03 < 3)) {
- mes "^3355FFYou find a box with";
- mes "three distinctively";
- mes "shaped holes.^000000";
- next;
- select("Oval Hole:Cubic Hole:Polygon Hole");
- input .@input$;
- mes "^3355FFNothing happened.^000000";
- close;
- }
- else if ((lhz_secret01 != 10) || (lhz_secret02 != 5) || (lhz_secret03 != 4)) {
- mes "^3355FFYou find a box with";
- mes "three distinctively";
- mes "shaped holes.^000000";
- next;
- switch(select("Oval Hole:Cube Hole:Polygon Hole")) {
- case 1:
- if (lhz_secret01 == 9) {
- next;
- input .@input$;
- if (.@input$ == "Oval") {
- mes "^3355FFYou insert the Oval";
- mes "into the Oval shaped";
- mes "hole where it fits perfectly.^000000";
- set lhz_secret01,10;
- close;
- }
- mes "^3355FFNothing happened.^000000";
- close;
- }
- else if (lhz_secret01 == 10) {
- mes "^3355FFThe Oval shaped hole";
- mes "already has an Oval in it.";
- mes "Besides, it's not you have";
- mes "any Ovals to spare, anyway.^000000";
- close;
- }
- input .@input$;
- mes "^3355FFNothing happened.^000000";
- close;
- case 2:
- if (lhz_secret02 == 4) {
- next;
- input .@input$;
- if (.@input$ == "Cube") {
- mes "^3355FFYou insert the Cube";
- mes "into the Cubic hole";
- mes "and it clicks into place.";
- mes "Your formal Kindergarten";
- mes "training is finally justified.^000000";
- set lhz_secret02,5;
- close;
- }
- mes "^3355FFNothing happened.^000000";
- close;
- }
- else if (lhz_secret02 == 5) {
- mes "^3355FFYou already placed";
- mes "a Cube into the hole.";
- mes "You could take it back";
- mes "out and put it in again,";
- mes "but that would just be";
- mes "a total waste of time.^000000";
- close;
- }
- input .@input$;
- mes "^3355FFNothing happened.^000000";
- close;
- case 3:
- if (lhz_secret03 == 3) {
- next;
- input .@input$;
- if (.@input$ == "Polygon") {
- mes "^3355FFFortunately, the";
- mes "nondescript Polygon";
- mes "that you have is exactly";
- mes "the same shape as this";
- mes "nondescript Polygonal hole.";
- mes "The Polygon fits perfectly,";
- mes "almost as if it were destiny.^000000";
- set lhz_secret03,4;
- close;
- }
- mes "^3355FFNothing happened.^000000";
- close;
- }
- else if (lhz_secret03 == 4) {
- mes "^3355FFThe Polygon is already";
- mes "inserted into the hole.";
- mes "Trust that this is as much";
- mes "as this Polygon can do for you.^000000";
- close;
- }
- input .@input$;
- mes "^3355FFNothing happened.^000000";
- close;
- }
- }
- else if (lhz_secret01 == 10 && lhz_secret02 == 5 && lhz_secret03 == 4 && lhz_sincube != 10) {
- mes "^3355FFYou find a box with";
- mes "three distinctively";
- mes "shaped holes that";
- mes "are now filled with the";
- mes "objects you've inserted.^000000";
- next;
- if (select("Open the box.:Cancel") == 1) {
- mes "^3355FFYou open the box";
- mes "and find that there's";
- mes "a small card labeled";
- mes "''Laboratory Permit'' inside.";
- mes "You pocket this ^000000Laboratory";
- mes "Permit^3355FF, knowing that you";
- mes "will be needing it later.";
- set lhz_sincube,10;
- getitem 2657,1; //Lab_Passport
- }
- close;
- }
- mes "^3355FFYou find the open box";
- mes "which used to contain";
- mes "the ^000000Laboratory Permit^3355FF.";
- mes "This box is no longer";
- mes "useful to you now, but";
- mes "once upon a time, its";
- mes "mysteries were a challenge.^000000";
- close;
-}
-
-lhz_cube,250,184,0 script Door#cube 111,{
- mes "^3355FFYou've come upon a";
- mes "door that leads outside.^000000";
- next;
- if (select("Exit:Cancel") == 1) {
- warp "lighthalzen",310,302;
- end;
- }
- close;
-}
-
-lhz_dun02,224,6,0 script Exit1#lt 45,1,1,{
-OnTouch:
- if (MISC_QUEST&512) {
- warp "lhz_cube",231,90;
- end;
- }
- mes "^3355FFYou found a passage that";
- mes "seems to lead somewhere,";
- mes "but you get the feeling that";
- mes "you shouldn't enter it for now.^000000";
- close;
-}
-
-//============================================================
-// Lighthalzen Pickpocket Mini-Quest
-//============================================================
-
-lighthalzen,240,216,4 script Suspicious Guy#lhz_01 870,2,2,{
- end;
-
-OnTouch:
- switch(rand(1,3)) {
- case 1:
- mes "^3355FF*SHHHHHHUK!*^000000";
- specialeffect EF_STEAL;
- if (zeny >= 100) {
- set zeny,zeny-100;
- }
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Huh...?";
- mes "I sense something...";
- mes "No. It might just";
- mes "be my imagination.";
- next;
- mes "[?????]";
- mes "^333333Heh heh heh heh...^000000";
- close;
- case 2:
- mes "^3355FF*SHHHHHHUK!*^000000";
- specialeffect EF_STEAL;
- if (zeny >= 200) {
- set zeny,zeny-200;
- }
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Huh...?";
- mes "I could have sworn";
- mes "that these pockets full";
- mes "of zeny were heavier";
- mes "just a second ago...";
- next;
- mes "[?????]";
- mes "^333333Heh heh heh heh...^000000";
- close;
- case 3:
- mes "^3355FF*SHHHHHHUK!*^000000";
- specialeffect EF_STEAL;
- if (zeny >= 10) {
- set zeny,zeny-10;
- }
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Huh...?";
- mes "What the?!";
- mes "That guy, did he just...?";
- mes "He did! Hey! That guy";
- mes "stole some of my money!";
- next;
- mes "[Suspicious Guy]";
- mes "Oh crap!";
- mes "Gotta scram!";
- mes "Eat my dust, good guy!";
- next;
- if (rand(1,4) == 1) {
- enablenpc "Suspicious Guy#lhz_03";
- disablenpc "Suspicious Guy#lhz_01";
- }
- else {
- enablenpc"Suspicious Guy#lhz_02";
- disablenpc "Suspicious Guy#lhz_01";
- }
- close;
- }
-}
-
-lighthalzen,220,169,3 script Suspicious Guy#lhz_02 870,2,2,{
- end;
-
-OnInit:
- disablenpc "Suspicious Guy#lhz_02";
- end;
-
-OnTouch:
- switch(rand(1,3)) {
- case 1:
- mes "^3355FF*SHHHHHHUK!*^000000";
- specialeffect EF_STEAL;
- if (zeny >= 100) {
- set zeny,zeny-100;
- }
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Huh...?";
- mes "I sense something...";
- mes "No. It might just";
- mes "be my imagination.";
- next;
- mes "[?????]";
- mes "^333333Heh heh heh heh...^000000";
- close;
- case 2:
- mes "^3355FF*SHHHHHHUK!*^000000";
- specialeffect EF_STEAL;
- if (zeny >= 200) {
- set zeny,zeny-200;
- }
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Huh...?";
- mes "I could have sworn";
- mes "that these pockets full";
- mes "of zeny were heavier";
- mes "just a second ago...";
- next;
- mes "[?????]";
- mes "^333333Heh heh heh heh...^000000";
- close;
- case 3:
- mes "^3355FF*SHHHHHHUK!*^000000";
- specialeffect EF_STEAL;
- if (zeny >= 10) {
- set zeny,zeny-10;
- }
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Huh...?";
- mes "What the?!";
- mes "That guy, did he just...?";
- mes "He did! Hey! That guy";
- mes "stole some of my money!";
- next;
- mes "[Suspicious Guy]";
- mes "Oh crap!";
- mes "Gotta scram!";
- mes "Eat my dust, good guy!";
- if (rand(1,4) == 1) {
- enablenpc "Suspicious Guy#lhz_03";
- disablenpc "Suspicious Guy#lhz_02";
- }
- else {
- enablenpc "Suspicious Guy#lhz_01";
- disablenpc "Suspicious Guy#lhz_02";
- }
- close;
- }
-}
-
-lighthalzen,164,127,4 script Suspicious Guy#lhz_03 870,2,2,{
- end;
-
-OnInit:
- disablenpc "Suspicious Guy#lhz_03";
- end;
-
-OnTouch:
- switch(rand(1,5)) {
- case 1:
- case 2:
- mes "^3355FF*SHHHHHHUK!*^000000";
- specialeffect EF_STEAL;
- if (zeny >= 100) {
- set zeny,zeny-100;
- }
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Huh...?";
- mes "I sense something...";
- mes "No. It might just";
- mes "be my imagination.";
- next;
- mes "[?????]";
- mes "^333333Heh heh heh heh...^000000";
- close;
- case 3:
- case 4:
- mes "^3355FF*SHHHHHHUK!*^000000";
- specialeffect EF_STEAL;
- if (zeny >= 200) {
- set zeny,zeny-200;
- }
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Huh...?";
- mes "I could have sworn";
- mes "that these pockets full";
- mes "of zeny were heavier";
- mes "just a second ago...";
- next;
- mes "[?????]";
- mes "^333333Heh heh heh heh...^000000";
- close;
- case 5:
- mes "^3355FF*SHHHHHHUK!*^000000";
- specialeffect EF_STEAL;
- if (zeny >= 10) {
- set zeny,zeny-10;
- }
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Huh...?";
- mes "What the?!";
- mes "That guy, did he just...?";
- mes "He did! Hey! That guy";
- mes "stole some of my money!";
- next;
- mes "[Suspicious Guy]";
- mes "Oh crap!";
- mes "Gotta scram!";
- mes "Eat my dust, good gu--!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Oh no, you don't!";
- mes "I'm turning you in,";
- mes "you pickpocket!";
- next;
- mes "[Suspicious Guy]";
- mes "No...! I'm sorry!";
- mes "I'll give you back";
- mes "your money, just ";
- mes "let me go! Crap!";
- emotion e_sob;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Alright, fine,";
- mes "but you better quit";
- mes "this life of crime!";
- next;
- mes "[Suspicious Guy]";
- mes "You're right, that was";
- mes "wrong of me. Thanks";
- mes "for letting me go. Since";
- mes "you did me a favor, I'll";
- mes "sell you some tonic that";
- mes "I use to run really fast.";
- next;
- mes "[Suspicious Guy]";
- mes "I can only sell up to";
- mes "three of my secret tonic";
- mes "to you since that's all";
- mes "I have. Each one will";
- mes "cost 15,000 zeny. So";
- mes "what do you say?";
- next;
- switch(select("Give me 1.:Give me 2.:Give me 3.:No, I'm fine.")) {
- case 1: set .@number,1; set .@price,15000*1; break;
- case 2: set .@number,2; set .@price,15000*2; break;
- case 3: set .@number,3; set .@price,15000*3; break;
- case 4:
- mes "[Suspicious Guy]";
- mes "Well...";
- mes "You're just gonna";
- mes "let me go, then?";
- mes "That's awful generous.";
- mes "Thanks, I appreciate it.";
- next;
- mes "[Suspicious Guy]";
- mes "Anyway, I'm gonna";
- mes "get back to work.";
- mes "Heh heh heh~";
- }
- if (.@number) {
- if (Zeny < .@price) {
- mes "[Suspicious Guy]";
- mes "Er, since I'm quitting";
- mes "pickpocketing, I need";
- mes "to make cash legitimately";
- mes "as a business person. I'm";
- mes "real sorry pal, but I can't just";
- mes "give these tonics away!";
- next;
- mes "[Suspicious Guy]";
- mes "Anyway, I'm gonna";
- mes "get back to work.";
- mes "Heh heh heh~";
- }
- else {
- if ((MaxWeight-Weight) < 400) {
- mes "[Suspicious Guy]";
- mes "Eh, I'm sorry, but you";
- mes "don't have enough room";
- mes "in your inventory to even";
- mes "hold these tonics. Sorry";
- mes "pal, but this deal's off.";
- next;
- mes "[Suspicious Guy]";
- mes "Anyway, I'm gonna";
- mes "get back to work.";
- mes "Heh heh heh~";
- }
- else {
- mes "[Suspicious Guy]";
- if (.@number == 1) {
- mes "Only one? Alright, you";
- mes "might be a cheapskate,";
- mes "but I do owe you. Just";
- mes "take this and I hope we never";
- mes "bump into each other again!";
- }
- else if (.@number == 2) {
- mes "Two, huh? I can dig it.";
- mes "Now take these and I hope";
- mes "we never see each other";
- mes "ever again! Ciao, baby~";
- }
- else {
- mes "You want all three?";
- mes "Heh, you're much smarter";
- mes "than I thought! Alright, take";
- mes "these with my compliments,";
- mes "but I hope we never bump";
- mes "into each other ever again!";
- }
- set zeny,zeny-.@price;
- getitem 12016,.@number; //Speed_Up_Potion
- }
- }
- }
- if (rand(1,2) == 1) {
- enablenpc "Suspicious Guy#lhz_01";
- disablenpc "Suspicious Guy#lhz_03";
- }
- else {
- enablenpc "Suspicious Guy#lhz_02";
- disablenpc "Suspicious Guy#lhz_03";
- }
- close;
- }
-}
-
-//==============================================================
-// Friendship
-//==============================================================
-
-lhz_in02,201,210,5 script Digotz 869,{
- if (BaseLevel < 50) {
- mes "[Digotz]";
- mes "Oh, an adventurer?";
- mes "Welcome to Uptown";
- mes "Lighthalzen. However,";
- mes "I'm afraid this area won't";
- mes "have much to offer you";
- mes "in the way of excitement.";
- next;
- mes "[Digotz]";
- mes "Not to be rude or";
- mes "anything, but this town";
- mes "should be safe enough for";
- mes "you to explore. I mean, you";
- mes "just seem to be kind of new";
- mes "at this adventurer thing...";
- close;
- }
- if (friendship > 14) {
- mes "^3355FFDigotz has passed";
- mes "away, but the look on";
- mes "his face seems very";
- mes "peaceful and content.^000000";
- close;
- }
- if (friendship == 14) {
- mes "^3355FFDigotz is seriously";
- mes "injured from a wound";
- mes "by a knife that is still";
- mes "embedded in his belly.^000000";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Digotz...?";
- mes "Oh no, let me";
- mes "get you some help!";
- next;
- mes "[Digotz]";
- mes "H-hey... It's the";
- mes "adventurer... Man,";
- mes "that Maku. He always";
- mes "did bring me bad luck...";
- mes "It's too late for me and";
- mes "I don't have much time...";
- next;
- mes "[Digotz]";
- mes "Those guards I told you";
- mes "about... The ones who don't";
- mes "want the poor and the rich to";
- mes "mingle? I... Guess they found";
- mes "I was gonna meet my old pal.";
- mes "I just wanted to see him...";
- next;
- mes "[Digotz]";
- mes "This guy... In a black";
- mes "suit... He just... He just";
- mes "stabbed me! I... God. It's";
- mes "been so long since I've talked";
- mes "to him. We'll hang out and have";
- mes "fun, just like the good old days.";
- next;
- mes "[Digotz]";
- mes "I missed my buddies, but now...";
- mes "Now I can hear them calling me.";
- mes "Now we can all be together just";
- mes "like we all promised. Yeah...";
- mes "I was wrong. Life's too short";
- mes "to be angry with your frie--";
- next;
- mes "[Digotz]";
- mes "..............";
- next;
- mes "[Digotz]";
- mes "..............";
- mes ".......................";
- next;
- mes "[Digotz]";
- mes "..............";
- mes ".......................";
- mes "...............................";
- next;
- mes "^3355FFDigotz stopped breathing.";
- mes "You remove the Knife from";
- mes "his lifeless body as a final";
- mes "courtesy to a man who";
- mes "dearly loved his friends.^000000";
- next;
- set friendship,15;
- getitem 1201,1; //Knife
- close;
- }
- if (friendship == 13) {
- mes "[Digotz]";
- mes "Wh-whoa, I need to";
- mes "get ready! That Maku's";
- mes "gonna make fun of me if";
- mes "I look too rich and pampered.";
- mes "Damn! Where did I put all of";
- mes "my fashionable street clothes?";
- close;
- }
- if ((friendship == 12 && countitem(7351) > 0)) {
- mes "[Digotz]";
- mes "Even if Benkaistein";
- mes "did come back, I don't";
- mes "think I could forgive Maku.";
- mes "In fact, you know what?";
- mes "I think I'd even be madder!";
- next;
- if (select("Show Benkaistein's Journal.:Don't show Benkaistein's Journal.") == 1) {
- mes "[Digotz]";
- mes "Why am I so ticked off?";
- mes "^3355FF*Sigh*^000000 You have something";
- mes "to show me? Huh? Benkaistein";
- mes "wanted me to read this diary";
- mes "of his? Sure, why not? I do";
- mes "owe him a lot over the years...";
- next;
- mes "[Benkaistein's Journal]";
- mes "^856363Today, me, Digotz and";
- mes "Maku played this crazy flying";
- mes "game. Basically, we make";
- mes "these wings out of wood and";
- mes "paper, jump off these hills";
- mes "and try to fly. Dumb, I know.^000000";
- next;
- mes "[Benkaistein's Journal]";
- mes "^856363Today it was my turn to";
- mes "jump and flap my arms with";
- mes "these fake, badly made wings.";
- mes "It's not really a fun game when";
- mes "I think about it. Boy, I hope";
- mes "we don't do that again.^000000";
- next;
- mes "[Digotz]";
- mes "Oh yeah, I remember that!";
- mes "Maku wore the wings most";
- mes "of the time, but I still hold";
- mes "the record for staying in the";
- mes "air the longest! Yeah, I was";
- mes "a regular Kid Pegasus~";
- next;
- mes "[Benkaistein's Journal]";
- mes "^856363Maku, Digotz and me went";
- mes "outside of town. Of course,";
- mes "we didn't tell anyone or else";
- mes "we'd get in trouble. It was";
- mes "a really exciting day. But";
- mes "then, we ran into a monster!^000000";
- next;
- mes "[Benkaistein's Journal]";
- mes "^856363I wanted to run away but Maku";
- mes "and Digotz wanted to beat it so";
- mes "that we could become heroes.";
- mes "Of course, we got hurt pretty";
- mes "bad and the monster got away.";
- mes "Boy, mom was not happy...^000000";
- next;
- mes "[Digotz]";
- mes "Huh. I don't remember";
- mes "that so well. But I know that";
- mes "Benkaistein, me and Maku";
- mes "weren't afraid of anything back";
- mes "then. We must have been totally";
- mes "nuts to fight a monster, though.";
- next;
- mes "[Benkaistein's Journal]";
- mes "^856363Digotz's been sick for three";
- mes "days now. It's just a normal";
- mes "cold and Maku keeps saying";
- mes "it's Digotz's fault he got sick.^FFFFFF ^856363 But he's always asking me to";
- mes "go visit him and see if he's okay.^000000";
- next;
- mes "[Digotz]";
- mes "I think I remember being";
- mes "pretty sick. Maku was worried?";
- mes "I... I must have had a horrible";
- mes "life threatening disease like,";
- mes "um, Gonorrhitis. You know.";
- mes "That might have been it.";
- next;
- mes "[Benkaistein's Journal]";
- mes "^856363Mom and dad keep telling";
- mes "me not to hang out with Maku";
- mes "anymore. Their reason is really";
- mes "dumb, and I don't care if he is";
- mes "poor. He's one of the best guys";
- mes "that I'll ever know.^000000";
- next;
- mes "[Benkaistein's Journal]";
- mes "^856363Digotz's family is really";
- mes "rich and they don't want him";
- mes "to see Maku anymore either.";
- mes "But Digotz doesn't care.";
- mes "I know he likes Maku a lot.^000000";
- next;
- mes "[Digotz]";
- mes "Well, we were a lot";
- mes "younger and closer back";
- mes "then, so... ^333333*Ahem!*^000000 Why did";
- mes "Benkaistein even write that?!";
- next;
- mes "[Benkaistein's Journal]";
- mes "^856363Today, the three of us";
- mes "made an oath of brotherhood,";
- mes "just like we read in the comic";
- mes "book. We swore we'd always";
- mes "be friends no matter what.";
- mes "For always and for always.^000000";
- next;
- mes "[Digotz]";
- mes "I... I was forced to make";
- mes "that oath! And people do";
- mes "change, you know! I mean,";
- mes "we were basically just kids,";
- mes "it's not like that oath really";
- mes "means anything now, does it?";
- next;
- set friendship,13;
- mes "[Digotz]";
- mes "That does it. I'm gonna";
- mes "go see that Maku. I don't";
- mes "miss him or anything, but";
- mes "I gotta get him to cancel";
- mes "that oath. And maybe I'll";
- mes "beat up him a little bit.";
- close;
- }
- mes "[Digotz]";
- mes "I don't understand";
- mes "why I'm so angry!";
- mes "I'm starting to act";
- mes "more like Maku, though,";
- mes "don't get me wrong, it's";
- mes "not like I care about the guy.";
- close;
- }
- if (friendship == 7) {
- mes "[Digotz]";
- mes "Even if Benkaistein came";
- mes "back from wherever he was";
- mes "studying, I don't think he'd be";
- mes "able to get Maku to apologize";
- mes "to me. That guy is just way";
- mes "too stubborn for his own good!";
- close;
- }
- if (friendship == 6) {
- mes "[Digotz]";
- mes "Oh, it's been a while.";
- mes "What are you doing back";
- mes "over here? And, um, did";
- mes "you deliver that message";
- mes "to Maku? Now when I think";
- mes "about it, I was kind of--";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I delivered your message";
- mes "word for word, and Maku";
- mes "got angry, called you names";
- mes "and has been threatening to";
- mes "beat you up pretty badly.";
- next;
- mes "[Digotz]";
- mes "That no-good, dirty";
- mes "lying rotten scoundrel!";
- mes "If it weren't for those";
- mes "guards, I'd head over to";
- mes "the ghetto and beat Maku";
- mes "up myself! That stupid guy!";
- next;
- mes "[Digotz]";
- mes "During times like this,";
- mes "I really miss ^FF0000Benkaistein^000000.";
- mes "That guy would always have";
- mes "an answer for this kind of";
- mes "situation. Yeah, I think he's";
- mes "in some far off town, studying.";
- next;
- mes "[Digotz]";
- mes "Supposedly he's in that";
- mes "place, whatever it's called,";
- mes "since there's a ton of books";
- mes "there that he can use. But";
- mes "yeah, Benkaistein would";
- mes "always be the mediator...";
- next;
- mes "[Digotz]";
- mes "Even back then, when";
- mes "me, him and Maku used to";
- mes "hang out, Benkaistein would";
- mes "mediate if we got into some";
- mes "argument. Still, he couldn't";
- mes "do anything about Maku now...";
- set friendship,7;
- next;
- mes "[Digotz]";
- mes "I don't know why,";
- mes "but I'm so angry!";
- mes "Why am I stressing";
- mes "out so much over this?!";
- close;
- }
- if ((friendship == 4 || friendship == 5)) {
- mes "[Digotz]";
- mes "Still checking out";
- mes "Uptown Lighthalzen?";
- mes "Not like I'd care, but if you";
- mes "do happen to see Maku,";
- mes "deliver this little message";
- mes "for me, sentence by sentence.";
- next;
- mes "[Digotz]";
- mes "^FF0000Hopeless bastard!";
- mes "^FF0000You're still a stubborn jerk!";
- mes "^FF0000You owe me at least 3 lunches!";
- mes "^FF0000Not to mention an apology!";
- mes "^FF0000But who cares what you think?!";
- mes "I'm so goddamn happy without you!^000000";
- close;
- }
- if (friendship == 3) {
- mes "[Digotz]";
- mes "I know that the";
- mes "opulence of Uptown";
- mes "seems rather attractive,";
- mes "but trust me. This place";
- mes "is colorless. Now, have";
- mes "you visited the poor district?";
- next;
- select("Yes, I did already...");
- mes "["+ strcharinfo(0) +"]";
- mes "Yes, I did already...";
- mes "And I met someone";
- mes "named Maku there.";
- next;
- mes "[Digotz]";
- mes "Maku?! Oh, he must have";
- mes "mentioned something about";
- mes "me. But I don't care what he";
- mes "says, unless it's an apology";
- mes "for being a fully blown jerk.";
- mes "Ever since we were kids...";
- next;
- mes "[Digotz]";
- mes "Anyway, we used to be close,";
- mes "but that guy was never a true";
- mes "friend of mine! Like that one";
- mes "time he cheated to beat me at";
- mes "arm wrestling! Or when he never";
- mes "thanked me for buying us lunch!";
- next;
- mes "[Digotz]";
- mes "Sure, he might have helped";
- mes "me a little in meeting my first";
- mes "girlfriend, but I'll never ever";
- mes "forgive him for fixing me up";
- mes "on the worst blind dates a";
- mes "man can possibly experience!";
- next;
- mes "[Digotz]";
- mes "Maku doesn't know a damn";
- mes "about friendship! Even if I did";
- mes "want to see him, there are these";
- mes "people who don't want the rich";
- mes "to ever meet with the poor.";
- next;
- mes "[Digotz]";
- mes "If Maku's fine, that's";
- mes "good enough to hear for";
- mes "me! There's no need for me";
- mes "to go all the way over there";
- mes "and check up on him! I only";
- mes "have one regret though...";
- next;
- mes "[Digotz]";
- mes "I only wish I had one";
- mes "last chance to see Maku...";
- mes "So that I could kick his sorry";
- mes "ass myself! Yeah, that's right!";
- mes "Arrogant bastard! But still,";
- mes "I'm not able to do that...";
- next;
- mes "[Digotz]";
- mes "The security guards here";
- mes "will never allow the rich and";
- mes "poor to meet, fearing that";
- mes "the poor will disturb the peace";
- mes "and order of the city. It's a dumb rule made for dumb people.";
- next;
- mes "[Digotz]";
- mes "Still, it's pretty scary that";
- mes "someone can get punished";
- mes "for violating such a stupid";
- mes "taboo, actually. Anyway, if";
- mes "you see Maku again, tell";
- mes "him this for me, got it?";
- next;
- mes "[Digotz]";
- mes "^FF0000Hopeless bastard!";
- mes "^FF0000You're still a stubborn jerk!";
- mes "^FF0000You owe me at least 3 lunches!";
- mes "^FF0000Not to mention an apology!";
- mes "^FF0000But who cares what you think?!";
- mes "I'm so goddamn happy without you!^000000";
- set friendship,4;
- close;
- }
- if (friendship == 2) {
- mes "[Digotz]";
- mes "What are you still";
- mes "doing hanging around";
- mes "here? There's nothing";
- mes "interesting in Uptown";
- mes "for you to see, adventurer.";
- next;
- mes "[Digotz]";
- mes "Gosh...!";
- mes "Just hearing about";
- mes "Maku makes me so feel";
- mes "so upset for some reason!";
- close;
- }
- if (friendship == 1) {
- mes "[Digotz]";
- mes "Oh, an adventurer?";
- mes "Welcome to Uptown";
- mes "Lighthalzen. However,";
- mes "I'm afraid this area won't";
- mes "have much to offer you";
- mes "in the way of excitement.";
- next;
- mes "[Digotz]";
- mes "My name is Digotz,";
- mes "just another citizen";
- mes "of Upper Lighthalzen.";
- mes "I hope that you enjoy";
- mes "your stay in my hometown.";
- next;
- select("Do you know someone named Maku?");
- mes "[Digotz]";
- mes "Maku? Maku. Yes, he's my";
- mes "childhood friend. Or he was,";
- mes "anyway. Now he's just a jerk.";
- mes "In any case, we can't hang";
- mes "out, even if we wanted to,";
- mes "for several reasons.";
- next;
- mes "[Digotz]";
- mes "Hey, why am I even";
- mes "talking about this? It's";
- mes "not like I'm bothered by";
- mes "the fact me and Maku aren't";
- mes "pals anymore. You know what?";
- mes "Just forget everything I said.";
- set friendship,2;
- close;
- }
- mes "[Digotz]";
- mes "Oh, an adventurer?";
- mes "Welcome to Uptown";
- mes "Lighthalzen. However,";
- mes "I'm afraid this area won't";
- mes "have much to offer you";
- mes "in the way of excitement.";
- next;
- mes "[Digotz]";
- mes "Feel free to take";
- mes "a look around if you";
- mes "so wish. I'm actually";
- mes "glad to see somebody";
- mes "aside from the stuck up";
- mes "rich people who live here.";
- close;
-}
-
-lighthalzen,337,232,3 script Maku 870,{
- if (friendship > 14) {
- cutin "lhz_macu07",2;
- mes "[Maku]";
- mes "Why is this guy so";
- mes "late? Once he shows";
- mes "up, I swear, I'm gonna...!";
- next;
- mes "[Maku]";
- mes "Eh, he might have";
- mes "some kinda reason for";
- mes "being late, but if he don't,";
- mes "I've been saving a whole";
- mes "six pack of kickass to open,";
- mes "just for him. Heh heh heh~";
- close2;
- cutin "lhz_macu07",255;
- end;
- }
- if (friendship == 14) {
- cutin "lhz_macu05",2;
- mes "[Maku]";
- mes "Why is Digotz";
- mes "so late? This isn't";
- mes "like him at all. Maybe";
- mes "something's wrong?";
- close2;
- cutin "lhz_macu05",255;
- end;
- }
- if (friendship == 13 && countitem(7351) > 0) {
- cutin "lhz_macu06",2;
- mes "[Maku]";
- mes "Hey, what is that? You want";
- mes "I should read this journal?";
- mes "Er, okay, but I'm none too";
- mes "comfortable going through";
- mes "somebody's diary. It's just";
- mes "kinda... creepy, you know?";
- next;
- mes "[Maku]";
- mes "Hey, this thing is";
- mes "Benkaistein's. I haven't";
- mes "seen that guy in a long while.";
- mes "Ah, so he gave it to you for me";
- mes "to read? Alright, I owe him a";
- mes "favor or two, so I oughta...";
- next;
- cutin "lhz_macu06",255;
- mes "[Benkaistein's Journal]";
- mes "^856363Today, me, Digotz and";
- mes "Maku played this crazy flying";
- mes "game. Basically, we make";
- mes "these wings out of wood and";
- mes "paper, jump off these hills";
- mes "and try to fly. Dumb, I know.^000000";
- next;
- mes "[Benkaistein's Journal]";
- mes "^856363Today it was my turn to";
- mes "jump and flap my arms with";
- mes "these fake, badly made wings.";
- mes "It's not really a fun game when";
- mes "I think about it. Boy, I hope";
- mes "we don't do that again.^000000";
- next;
- cutin "lhz_macu03",2;
- mes "[Maku]";
- mes "What is he talking about?!";
- mes "That game was real fun!";
- mes "Yeah, I usually wore the";
- mes "wings and Digotz always";
- mes "wanted to wear them too.";
- next;
- cutin "lhz_macu03",255;
- mes "[Benkaistein's Journal]";
- mes "^856363Maku, Digotz and me went";
- mes "outside of town. Of course,";
- mes "we didn't tell anyone or else";
- mes "we'd get in trouble. It was";
- mes "a really exciting day. But";
- mes "then, we ran into a monster!^000000";
- next;
- mes "[Benkaistein's Journal]";
- mes "^856363I wanted to run away but Maku";
- mes "and Digotz wanted to beat it so";
- mes "that we could become heroes.";
- mes "Of course, we got hurt pretty";
- mes "bad and the monster got away.";
- mes "Boy, mom was not happy...^000000";
- next;
- cutin "lhz_macu03",2;
- mes "[Maku]";
- mes "That's right! Back then,";
- mes "the three of us weren't";
- mes "afraid of anything! Of course,";
- mes "Digotz got beat up the most.";
- mes "But I gotta say, he was also";
- mes "the most fearless of us.";
- next;
- cutin "lhz_macu03",255;
- mes "[Benkaistein's Journal]";
- mes "^856363Digot's been sick for three";
- mes "days now. It's just a normal";
- mes "cold and Maku keeps saying";
- mes "it's Digotz's fault he got sick.^FFFFFF ^856363 But he's always asking me to";
- mes "go visit him and see if he's okay.^000000";
- next;
- cutin "lhz_macu04",2;
- mes "[Maku]";
- mes "Wh-what?! No, I wasn't";
- mes "worried at all! That must";
- mes "have been the time Digot";
- mes "caught Clymonia. You know,";
- mes "that, uh, horrible disease. No";
- mes "one should have that one!";
- next;
- cutin "lhz_macu04",255;
- mes "[Benkaistein's Journal]";
- mes "^856363Mom and dad keep telling";
- mes "me not to hang out with Maku";
- mes "anymore. Their reason is really";
- mes "dumb, and I don't care if he is";
- mes "poor. He's one of the best guys";
- mes "that I'll ever know.^000000";
- next;
- cutin "lhz_macu01",2;
- mes "[Benkaistein's Journal]";
- mes "^856363Digotz's family is really";
- mes "rich and they don't want him";
- mes "to see Maku anymore either.";
- mes "But Digotz doesn't care.";
- mes "I know he likes Maku a lot.^000000";
- next;
- mes "[Maku]";
- mes "...";
- mes "......";
- next;
- cutin "lhz_macu01",255;
- mes "[Benkaistein's Journal]";
- mes "^856363Today, the three of us";
- mes "made an oath of brotherhood,";
- mes "just like we read in the comic";
- mes "book. We swore we'd always";
- mes "be friends no matter what.";
- mes "For always and for always.^000000";
- next;
- cutin "lhz_macu06",2;
- mes "[Maku]";
- mes "Well, that's true,";
- mes "I guess, but people";
- mes "change! Besides, we got";
- mes "that idea from a comic book!";
- mes "Well, if he apologizes first,";
- mes "I guess I better forgive him.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Good...";
- mes "Because Digotz said";
- mes "that he'll be coming";
- mes "by in a few days.";
- next;
- cutin "lhz_macu07",2;
- mes "[Maku]";
- mes "What?! He's really coming";
- mes "here? What for? It's too late";
- mes "to patch things up! Still, I'd be";
- mes "a real prick if I didn't see him. Alright, fine! I'll teach that guy";
- mes "a lesson once he's here!";
- next;
- mes "[Maku]";
- mes "And, um, gimme that";
- mes "journal! I'm gonna read";
- mes "more of it so I can make";
- mes "fun of Digotz. Bwahahaha!";
- mes "But yeah, um, thanks. Not";
- mes "that I'm grateful or anything.";
- cutin "lhz_macu07",255;
- next;
- delitem 7351,1; //Friend's_Diary
- set friendship,14;
- if (BaseLevel > 90) {
- getexp 70000,0;
- }
- else if (BaseLevel > 75) {
- getexp 40000,0;
- }
- else {
- getexp 20000,0;
- }
- cutin "lhz_macu04",2;
- mes "[Maku]";
- mes "So, uh, I guess";
- mes "I'll see you later.";
- mes "Um, now I gotta get";
- mes "ready for something.";
- mes "^333333(But not to see Digotz!)^000000";
- close2;
- cutin "lhz_macu04",255;
- end;
- }
- if (friendship > 5 && friendship < 13) {
- cutin "lhz_macu06",2;
- mes "[Maku]";
- mes "Arrrrgh! Whenever I hear";
- mes "about that Digotz, I get so";
- mes "peeved! Is that guy giving";
- mes "me the brushoff just because";
- mes "I'm not a rich guy like he is?!";
- next;
- mes "[Maku]";
- mes "I can't...";
- mes "I can't even beat him up";
- mes "all properly because of";
- mes "all those freakin' guards!";
- mes "Arrrrrrrgh! Man, where's";
- mes "Benkaistein when I need him?";
- close2;
- cutin "lhz_macu06",255;
- end;
- }
- if (friendship == 5) {
- mes "[Maku]";
- mes "RrrrRrrrr....";
- mes "RrrrrRRRrrRR....";
- mes "GGGGGRRRRR...";
- next;
- mes "^3355FFUh oh...";
- mes "It looks like Maku";
- mes "is starting to rage";
- mes "just a bit too much.^000000";
- next;
- mes "...";
- mes "......";
- mes ".........";
- next;
- cutin "lhz_macu06",2;
- mes "[Maku]";
- mes "Gggrrrr...";
- next;
- mes "[Maku]";
- mes "GRAAAAAAAAH~!";
- mes "Who the hell does he";
- mes "think he is, telling me";
- mes "all sorts of crap!? Digotz,";
- mes "you're not getting away";
- mes "with this! Gonna wreck you!!";
- next;
- mes "^3355FFMaku's seething quickly";
- mes "explodes into pure, violent";
- mes "rage. You manage to calm";
- mes "him down after a while, but";
- mes "barely keep yourself from";
- mes "getting killed in this outburst.^000000";
- percentheal -50,0;
- next;
- mes "[Maku]";
- mes "^333333*Pant pant* *Whew~*^000000";
- mes "D-don't worry, I've got";
- mes "a grip on myself now.";
- mes "Thanks for not letting me";
- mes "get too crazy. Times like";
- mes "this, I really miss ^FF0000Benkaistein^000000.";
- next;
- mes "[Maku]";
- mes "Benkaistein would always";
- mes "make sure that I'd stay out";
- mes "of fights. I really miss that";
- mes "guy. Still, he ain't around...";
- next;
- set friendship,6;
- mes "[Maku]";
- mes "Damn those guards!";
- mes "If they weren't there,";
- mes "I could just go over and";
- mes "kick Digotz's ass! I swear,";
- mes "if it weren't for them...!";
- close2;
- cutin "lhz_macu06",255;
- end;
- }
- if (friendship == 4) {
- cutin "lhz_macu05",2;
- mes "[Maku]";
- mes "What the hell are you";
- mes "still doing around here?";
- mes "You must have better things";
- mes "to do than talk to a ruffian";
- mes "like me or that snobby and";
- mes "totally prickish Digotz.";
- next;
- select("Speaking of which...");
- mes "["+ strcharinfo(0) +"]";
- mes "Speaking of which...";
- mes "I spoke to Digotz again.";
- mes "He told me to give you a";
- mes "message, but I'm not sure th--";
- next;
- mes "[Maku]";
- mes "That no-good bastard";
- mes "has a message for me?!";
- mes "Oh, I'm soooo honored~";
- mes "Tell me what that fink";
- mes "has to say, line by line!";
- next;
- input .@input$;
- if (.@input$ == "Hopeless bastard!") {
- mes "[Maku]";
- mes "''Hopeless bastard?!''";
- mes "Well, at least he had";
- mes "the stomach to say that.";
- mes "Through somebody else";
- mes "anyway! What else'd he say?!";
- next;
- input .@input$;
- if (.@input$ == "You're still a stubborn jerk!") {
- mes "[Maku]";
- mes "''Stubborn jerk?!''";
- mes "Takes one to know one,";
- mes "bastard! Why I oughta--";
- mes "Grrr! What'd he say next?!";
- next;
- input .@input$;
- if (.@input$ == "You owe me at least 3 lunches!") {
- mes "[Maku]";
- mes "Three lunches?!";
- mes "I treated that guy to";
- mes "lunch, like, fifteen times!";
- mes "I tell you, the guy does not";
- mes "know the meaning of friendship!";
- mes "What else did that moron say?!";
- next;
- input .@input$;
- if (.@input$ == "Not to mention an apology!") {
- cutin "lhz_macu05",255;
- mes "[Maku]";
- mes "Me, apologize?!";
- mes "He should be on his hands";
- mes "and knees begging for my";
- mes "frickin' forgiveness! That...";
- mes "That selfish no-good stupid...";
- mes "W-what else did he tell you?!";
- next;
- input .@input$;
- if (.@input$ == "But who cares what you think?!") {
- mes "[Maku]";
- mes "''Who cares what I think?!''";
- mes "GRRRAAAH~!! Who cares";
- mes "what he thinks!! ^333333*Pant Pant*^000000";
- mes "I'm gonna murderlize that";
- mes "dumb creep! He can't possibly";
- mes "make me angrier than I am now!";
- next;
- input .@input$;
- if (.@input$ == "I'm so goddamn happy without you!") {
- set friendship,5;
- cutin "lhz_macu06",2;
- mes "[Maku]";
- mes "That's it.";
- mes "It's decided. The";
- mes "next time I see Digotz,";
- mes "I'm gonna plaster his";
- mes "face all over the floor.";
- close2;
- cutin "lhz_macu06",255;
- end;
- }
- }
- }
- }
- }
- }
- mes "[Maku]";
- mes "Wha...? I dunno if Digotz";
- mes "would say something like";
- mes "that. You sure you heard";
- mes "him carefully enough? It's";
- mes "been a while, but I know";
- mes "how Digotz talks, man.";
- close2;
- cutin "lhz_macu01",255;
- end;
- }
- if (friendship == 3) {
- cutin "lhz_macu03",2;
- mes "[Maku]";
- mes "Man, I need to blow off some";
- mes "steam! Sure, me and Digotz";
- mes "were buds before and maybe";
- mes "we might seem like friends now,";
- mes "but not anymore, though we used";
- mes "to be closer than this. Argh!";
- next;
- mes "[Maku]";
- mes "Don't get me wrong, I don't";
- mes "miss the guy or anything like";
- mes "that and I don't feel sorry about";
- mes "what happened. But if he ever";
- mes "came to apologize to me, I'd";
- mes "probably accept, you know.";
- next;
- mes "[Maku]";
- mes "Well, after thinking";
- mes "about it, of course.";
- mes "I mean, I'm not the one";
- mes "holding a grudge. It's all";
- mes "that guy's fault! Sheeeesh!";
- close2;
- cutin "lhz_macu03",255;
- end;
- }
- if (friendship == 2) {
- mes "[Maku]";
- mes "Hey, what are you";
- mes "doing back over here?";
- mes "I thought I recommended";
- mes "going over to check out";
- mes "Uptown Lighthalzen. This";
- mes "place is pretty run-down...";
- next;
- select("I actually met Digotz and...");
- cutin "lhz_macu05",2;
- mes "[Maku]";
- mes "You what...?!";
- mes "You saw my old pal,";
- mes "Digotz?! Er, I mean,";
- mes "Mister Alexander Digotz,";
- mes "who usedta be my buddy,";
- mes "but obviously not anymore.";
- next;
- cutin "lhz_macu05",255;
- cutin "lhz_macu02",2;
- mes "[Maku]";
- mes "Sure, we were real close";
- mes "at one time, but that was";
- mes "too long ago. It's been a";
- mes "long time since we hung";
- mes "out and he probably hates";
- mes "my penniless guts and...";
- set friendship,3;
- next;
- mes "[Maku]";
- mes "Crud, just listen to";
- mes "me, I sound like a wuss.";
- mes "I don't miss Digotz! In fact,";
- mes "I hate the guy, one hundred";
- mes "percent! The next time I see";
- mes "him, I'll beat him to a pulp!";
- close2;
- cutin "lhz_macu02",255;
- end;
- }
- if (friendship == 1) {
- cutin "lhz_macu01",2;
- mes "[Maku]";
- mes "Hey, you're one of";
- mes "those adventurers, eh?";
- mes "Welcome to the ghetto.";
- mes "Nothing too adventurous";
- mes "here, but hey, you can";
- mes "explore all you want.";
- next;
- mes "[Maku]";
- mes "I don't know if you know,";
- mes "but actually, the people who";
- mes "live here ain't allowed to";
- mes "explore this whole city. It's";
- mes "kind of taboo to talk about,";
- mes "but what do I care, right?";
- next;
- mes "[Maku]";
- mes "Yeah, basically the rich";
- mes "people here are too afraid";
- mes "of the poor people comin' to";
- mes "see them, so the security in";
- mes "this city is pretty tight! Those";
- mes "upper class guys are trash...";
- next;
- mes "[Maku]";
- mes "I didn't used to think";
- mes "this way. I actually used";
- mes "to have a pretty rich friend";
- mes "till I found out he's not all";
- mes "I thought he was. That";
- mes "moron! Why's he like that?!";
- next;
- mes "[Maku]";
- mes "Eh, forget about it.";
- mes "Why am I even talking";
- mes "about my personal life";
- mes "to someone I just met";
- mes "anyway? Sure, we all";
- mes "do it, but still...";
- set friendship,1;
- next;
- mes "[Maku]";
- mes "Well, when you get";
- mes "bored of the ghetto,";
- mes "you really oughta check";
- mes "out the rich section of town.";
- mes "I'm bitter, but I'll also admit";
- mes "it's way nicer than this place.";
- close2;
- cutin "lhz_macu01",255;
- end;
- }
- cutin "lhz_macu01",2;
- mes "[Maku]";
- mes "Hey, you're one of";
- mes "those adventurers, eh?";
- mes "Welcome to the ghetto.";
- mes "Nothing too adventurous";
- mes "here, but hey, you can";
- mes "explore all you want.";
- next;
- mes "[Maku]";
- mes "I don't know if you know,";
- mes "but actually, the people who";
- mes "live here ain't allowed to";
- mes "explore this whole city. It's";
- mes "kind of taboo to talk about,";
- mes "but what do I care, right?";
- next;
- mes "[Maku]";
- mes "Yeah, basically the rich";
- mes "people here are too afraid";
- mes "of the poor people comin' to";
- mes "see them, so the security in";
- mes "this city is pretty tight! Those";
- mes "upper class guys are trash...";
- next;
- mes "[Maku]";
- mes "I didn't used to think";
- mes "this way. I actually used";
- mes "to have a pretty rich friend";
- mes "till I found out he's not all";
- mes "I thought he was. That";
- mes "moron! Why's he like that?!";
- next;
- mes "[Maku]";
- mes "Eh, forget about it.";
- mes "Why am I even talking";
- mes "about my personal life";
- mes "to someone I just met";
- mes "anyway? Sure, we all";
- mes "do it, but still...";
- set friendship,1;
- next;
- mes "[Maku]";
- mes "Well, when you get";
- mes "bored of the ghetto,";
- mes "you really oughta check";
- mes "out the rich section of town.";
- mes "I'm bitter, but I'll also admit";
- mes "it's way nicer than this place.";
- close2;
- cutin "lhz_macu01",255;
- cutin "lhz_macu02",255;
- cutin "lhz_macu03",255;
- cutin "lhz_macu04",255;
- cutin "lhz_macu05",255;
- cutin "lhz_macu06",255;
- cutin "lhz_macu07",255;
- end;
-}
-
-
-yuno_in04,107,14,5 script Student 754,{
- if (friendship == 7 || friendship == 8) {
- mes "[Joey Choryee]";
- mes "This is a study area where";
- mes "you're not supposed to speak,";
- mes "walk or even breathe loudly.";
- mes "Still, students like Benkaistein can tune out the whole world";
- mes "when they study hard enough...";
- next;
- set friendship,8;
- mes "[Joey Choryee]";
- mes "Benkaistein...?";
- mes "He's in the north part";
- mes "of this room. He's a real";
- mes "nice guy, but a little anal.";
- mes "Well, he's too organized";
- mes "and he labels everything!";
- close;
- }
- mes "[Joey Choryee]";
- mes "Property damage. Huh.";
- mes "It has to do with lightning";
- mes "and fire and water and stuff";
- mes "like that? Here I thought it";
- mes "meant, I dunno, buildings";
- mes "getting wrecked or something.";
- close;
-}
-
-yuno_in04,96,106,5 script Passionate Student 754,{
- if ((MaxWeight-Weight) < 300 || checkweight(1201,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (friendship == 15) {
- mes "[Benkaistein]";
- mes "Were you able to bring";
- mes "my journal to Digotz and";
- mes "Maku? I'm pretty sure it'd";
- mes "remind them of all the good";
- mes "times we had. I know they";
- mes "sure can be stubborn...";
- next;
- mes "[Benkaistein]";
- mes "Anyway, I really";
- mes "appreciate all your";
- mes "help. When I go back";
- mes "home, I look forward to";
- mes "seeing the two of them again.";
- next;
- mes "[Benkaistein]";
- mes "Until then, I need to research,";
- mes "finish my thesis and accomplish";
- mes "my academic goals. Oh, please";
- mes "take this pass which will let you";
- mes "go back and forth between the";
- mes "rich and poor areas as my thanks.";
- next;
- set friendship,16;
- if (BaseLevel > 90) {
- getexp 70000,0;
- }
- else if (BaseLevel > 75) {
- getexp 40000,0;
- }
- else {
- getexp 20000,0;
- }
- getitem 7350,1; //Pass
- mes "[Benkaistein]";
- mes "Anyway, I wish you";
- mes "safety in your travels,";
- mes "adventurer. When the three";
- mes "of us get together, I'll be";
- mes "sure to let you know~";
- close;
- }
- if ((friendship == 11 && countitem(7351) > 0)) {
- mes "[Benkaistein]";
- mes "Aw nuts, this is";
- mes "taking much longer";
- mes "than I had expected.";
- mes "Now where did I put";
- mes "that thing? Hmmmm...";
- next;
- mes "[Benkaistein]";
- mes "Oh, is that it?";
- mes "Did you find my";
- mes "journal? Quick, let";
- mes "me check. Yes, yes...";
- mes "This is it! Thank you";
- mes "for finding this for me!";
- next;
- mes "[Benkaistein]";
- mes "Would you mind doing";
- mes "a favor for me? It'd be";
- mes "better if I talk to them";
- mes "myself, but I'm too busy";
- mes "working on this thesis...";
- next;
- mes "[Benkaistein]";
- mes "Would you please give this";
- mes "journal to Digotz and Maku?";
- mes "I wrote in it when we were";
- mes "really young, so it should";
- mes "remind them of all the good";
- mes "times we used to share.";
- next;
- set friendship,12;
- mes "[Benkaistein]";
- mes "Anyway, this should at";
- mes "least help them realize";
- mes "how stupid they've been";
- mes "acting. Thanks in advance,";
- mes "and please take care of";
- mes "Maku and Digotz for me.";
- close;
- }
- if ((friendship == 10 || friendship == 11)) {
- mes "[Benkaistein]";
- mes "Aw nuts, this is";
- mes "taking much longer";
- mes "than I had expected.";
- mes "Now where did I put";
- mes "that thing? Hmmmm...";
- next;
- mes "^3355FFPerhaps it would";
- mes "be best if you help";
- mes "Benkaistein look for";
- mes "he is searching for.^000000";
- close;
- }
- if (friendship == 9) {
- mes "[Passionate Student]";
- mes "Oh, you startled me!";
- mes "Still, I'm aware that it's";
- mes "hard to get my attention";
- mes "once I immerse myself";
- mes "in a book. So, how can";
- mes "I help you, adventurer?";
- next;
- select("Tell him about Maku and Digotz.");
- mes "[Benkaistein]";
- mes "Oh, how are my friends";
- mes "doing? Oh, what? They're";
- mes "having a huge fight just";
- mes "because one's rich and";
- mes "the other one's poor?";
- mes "That's pretty childish!";
- next;
- mes "[Benkaistein]";
- mes "But then again, that's just";
- mes "like them. *Sigh* I really want";
- mes "to go back home and get those";
- mes "two to make up, but I also need";
- mes "to finish this thesis. Let's see... What can I possibly do from here?";
- next;
- set friendship,10;
- mes "[Benkaistein]";
- mes "Oh, I know what I can do!";
- mes "Wait, but where did I put it?";
- mes "Oh, how could I lose something";
- mes "so important? Wait! Would you";
- mes "please wait a second while";
- mes "I look for something?";
- close;
- }
- if (friendship == 8) {
- mes "[Passionate Student]";
- mes "Let's see, now.";
- mes "Wind Magic, Black Magic,";
- mes "Porings, ah, there it is.";
- mes "Monster race properties.";
- mes "Hopefully this contains";
- mes "the information I need...";
- next;
- mes "^3355FFUpon briefly glancing at";
- mes "this student's belongings,";
- mes "you notice that the name";
- mes "''Benkaistein'' is printed";
- mes "on them. This is the friend";
- mes "mentioned by Maku and Digotz!^000000";
- next;
- select("Excuse me...");
- mes "["+ strcharinfo(0) +"]";
- mes "Excuse me...";
- mes "Benkaistein?";
- next;
- mes "[Passionate Student]";
- mes "...The world of humans";
- mes "and the world of demons,";
- mes "yes, yes... No, what I'm";
- mes "looking for is a reference";
- mes "to the heavens or Asgard.";
- mes "Hmm, this here might help...";
- next;
- select("Hey...");
- mes "["+ strcharinfo(0) +"]";
- mes "Hey...";
- mes "Over here.";
- mes "Benkaistein!";
- next;
- mes "[Passionate Student]";
- mes "...Oh, now that's a very";
- mes "interesting observation.";
- mes "If I can incorporate that";
- mes "into my thesis without too";
- mes "much trouble, my standpoint";
- mes "would look much more solid...";
- next;
- select("HEY YOU...!");
- mes "["+ strcharinfo(0) +"]";
- mes "HEY YOU...!";
- mes "BENKAISTEIN~!";
- next;
- mes "[Passionate Student]";
- mes "Oh, good heavens!";
- mes "C-can't you keep";
- mes "your voice down?";
- mes "I-I'm trying to study!";
- mes "No, wait. Have you been";
- mes "calling me all this time?";
- set friendship,9;
- close;
- }
- mes "[Passionate Student]";
- mes "Let's see, now.";
- mes "Wind Magic, Black Magic,";
- mes "Porings, ah, there it is.";
- mes "Monster race properties.";
- mes "Hopefully this contains";
- mes "the information I need...";
- next;
- mes "^3355FFThis student seems to";
- mes "be dilligently conducting";
- mes "intensive research on some";
- mes "academic subject. For now,";
- mes "it would be best to leave him";
- mes "alone so that he can study.^000000";
- close;
-}
-
-yuno_in04,168,117,3 script Book#lhz 111,{
- if (friendship == 11) {
- mes "^3355FFThere's nothing";
- mes "over here that you";
- mes "really need anymore.^000000";
- close;
- }
- if (friendship == 10) {
- set friendship,11;
- getitem 7351,1; //Friend's_Diary
- mes "^3355FFThis book is labeled,";
- mes "''Benkaistein's Journal";
- mes "Vol. 6.'' This is probably";
- mes "what Benkaistein was trying";
- mes "to find, so it might be best to";
- mes "bring this and show it to him.^000000";
- close;
- }
- mes "^3355FFThere's nothing of";
- mes "any real interest";
- mes "over here for now.^000000";
- close;
-}
-
-///Cursed Spirit Quest
-
-lhz_dun01,147,106,0 script #kiz01-1 -1,3,3,{
-OnTouch_:
- if (countitem(7345) > 0 ) {
- if (lhz_curse == 0) {
- soundeffect "loli_ruri_stand.wav",0;
- set lhz_curse,1;
- setquest 2086;
- }
- else if (lhz_curse < 26) {
- set @lhz_ghost,rand(1,5);
- sc_start SC_Curse,1000,0;
- soundeffect "loli_ruri_stand.wav",0;
- if (@lhz_ghost == 1) {
- mes "[??????]";
- mes "...................";
- next;
- soundeffect "loli_ruri_stand.wav",0;
- mes "[??????]";
- mes "...elp....help...";
- close;
- }
- else if (@lhz_ghost == 4) {
- mes "[??????]";
- mes "...................";
- next;
- soundeffect "loli_ruri_stand.wav",0;
- mes "[??????]";
- mes "I...";
- mes "I despise the living.";
- close;
- }
- }
- }
- end;
-}
-
-lhz_dun01,239,135,0 duplicate(#kiz01-1) #kiz01-2 -1,3,3
-lhz_dun01,66,212,0 duplicate(#kiz01-1) #kiz01-3 -1,3,3
-lhz_dun01,225,198,0 duplicate(#kiz01-1) #kiz01-4 -1,3,3
-
-lhz_dun02,244,229,0 script #kiz02-1 -1,3,3,{
-OnTouch_:
- if (countitem(7345) > 0 ) {
- if (lhz_curse == 0) {
- soundeffect "tao_gunka_stand.wav",0;
- set lhz_curse,1;
- setquest 2086;
- }
- else if (lhz_curse < 26) {
- set @lhz_ghost,rand(1,10);
- sc_start SC_Curse,1000,0;
- soundeffect "tao_gunka_stand.wav",0;
- if (@lhz_ghost == 1) {
- mes "[??????]";
- mes "...................";
- next;
- soundeffect "tao_gunka_stand.wav",0;
- mes "[??????]";
- mes "...elp....help...";
- close;
- }
- else if (@lhz_ghost == 4) {
- mes "[??????]";
- mes "...................";
- next;
- soundeffect "tao_gunka_stand.wav",0;
- mes "[??????]";
- mes "I...";
- mes "I despise the living.";
- close;
- }
- }
- }
- end;
-}
-
-lhz_dun02,60,298,0 duplicate(#kiz02-1) #kiz02-2 -1,3,3
-lhz_dun02,267,278,0 duplicate(#kiz02-1) #kiz02-3 -1,3,3
-lhz_dun02,94,199,0 duplicate(#kiz02-1) #kiz02-4 -1,3,3
-
-lhz_dun03,244,51,0 script #kiz03-1 -1,3,3,{
-OnTouch_:
- if (countitem(7345) > 0 ) {
- if (lhz_curse == 0) {
- soundeffect "tao_gunka_stand.wav",0;
- set lhz_curse,1;
- setquest 2086;
- }
- else if (lhz_curse < 26) {
- set @lhz_ghost,rand(1,10);
- sc_start SC_Curse,1000,0;
- soundeffect "tao_gunka_stand.wav",0;
- if (@lhz_ghost == 1) {
- mes "[??????]";
- mes "...................";
- next;
- soundeffect "tao_gunka_stand.wav",0;
- mes "[??????]";
- mes "...elp....help...";
- close;
- }
- else if (@lhz_ghost == 4) {
- mes "[??????]";
- mes "...................";
- next;
- soundeffect "tao_gunka_stand.wav",0;
- mes "[??????]";
- mes "I...";
- mes "I despise the living.";
- close;
- }
- }
- }
- end;
-}
-
-lhz_dun03,123,191,0 duplicate(#kiz03-1) #kiz03-2 -1,3,3
-lhz_dun03,74,140,0 duplicate(#kiz03-1) #kiz03-3 -1,3,3
-
-lighthalzen,344,278,0 script #kiz03 -1,2,2,{
-OnTouch_:
- if (countitem(7345) > 0 ) {
- if (lhz_curse == 0) {
- soundeffect "tao_gunka_stand.wav",0;
- sc_start SC_Curse,1000,0;
- }
- else if ((lhz_curse > 0) && (lhz_curse < 26)) {
- mes "............";
- next;
- soundeffect "tao_gunka_stand.wav",0;
- sc_start SC_Blind,60000,0;
- mes "............";
- next;
- mes "[?????]";
- mes "Honey, I'm sorry,";
- mes "but I... We know how";
- mes "hungry you are, but we";
- mes "have nothing to feed you.";
- next;
- mes "[?????]";
- mes "*Sniff* I know, I know,";
- mes "but somehow, that tragic";
- mes "truth eats away at me just";
- mes "a little bit more everyday...";
- next;
- mes "[?????]";
- mes "D-damn it...!";
- mes "Why do we have";
- mes "to live like this?!";
- mes "It's like we're less";
- mes "than animals. I hate this!";
- next;
- mes "............";
- next;
- mes "............";
- next;
- emotion e_what,1;
- mes "["+strcharinfo(0)+"]";
- mes "Those voices weren't";
- mes "just in my head, were they?";
- mes "Hello...? Anybody there...?";
- close2;
- sc_end SC_Blind;
- sc_start SC_Curse,5000,0;
- if (!lhz_spi01) set lhz_spi01,1;
- }
- }
- end;
-}
-
-lhz_in03,178,22,0 script #kiz04 -1,2,2,{
-OnTouch_:
- if (countitem(7345) > 0 ) {
- if (lhz_curse == 0) {
- sc_start SC_Curse,1000,0;
- soundeffect "tao_gunka_stand.wav",0;
- }
- else if ((lhz_curse > 0) && (lhz_curse < 26)) {
- mes "............";
- next;
- soundeffect "tao_gunka_stand.wav",0;
- sc_start SC_Blind,60000,0;
- mes "............";
- next;
- mes "[?????]";
- mes "Hey, you won't";
- mes "believe it! Rekenber";
- mes "decided to hire us!";
- next;
- mes "[???????]";
- mes "You sure that's so great?";
- mes "Those big corporations";
- mes "always take advantage";
- mes "of the little guy. We're";
- mes "probably gonna end up";
- mes "slavin' away for our wages...";
- next;
- mes "[?????]";
- mes "No, that's not the";
- mes "case at all. I mean,";
- mes "sure, we won't start off";
- mes "with much responsibility,";
- mes "but they'll pay us well!";
- next;
- mes "[?????]";
- mes "Well, we do need to eat.";
- mes "If they're true to their word,";
- mes "that'll be even better!";
- next;
- mes "............";
- next;
- mes "............";
- next;
- mes "[???]";
- mes "Waaaah!";
- mes "Waaaaaaah~!";
- next;
- mes "[????]";
- mes "Woman, shut this";
- mes "baby up! Shut up, kid!";
- next;
- mes "[?????]";
- mes "Honey, please...";
- mes "He's just a baby!";
- next;
- mes "[????]";
- mes "I don't care how";
- mes "crummy this house is!";
- mes "It's mine and I want quiet!";
- next;
- mes "............";
- next;
- mes "............";
- next;
- emotion e_what,1;
- mes "["+strcharinfo(0)+"]";
- mes "I'm hearing things";
- mes "again! Where are all of";
- mes "these voices coming from?";
- close2;
- soundeffect "tao_gunka_stand.wav",0;
- sc_end SC_Blind;
- sc_start SC_Curse,5000,0;
- if (!lhz_spi02) set lhz_spi02,1;
- }
- }
- end;
-}
-
-lighthalzen,295,227,0 script #kiz05 -1,2,2,{
-OnTouch_:
- if (countitem(7345) > 0 ) {
- if (lhz_curse == 0) {
- sc_start SC_Curse,1000,0;
- }
- else if ((lhz_curse > 0) && (lhz_curse < 26)) {
- mes "............";
- next;
- soundeffect "loli_ruri_stand.wav",0;
- sc_start SC_Blind,60000,0;
- mes "............";
- next;
- mes "[?????]";
- mes "Mommy, why don't those";
- mes "dirty people get new clothes?";
- mes "Don't they know it's gross?";
- mes "They're scaring me...";
- next;
- mes "[???????]";
- mes "Honey, don't look at";
- mes "them and hurry up!";
- next;
- mes "[????]";
- mes "Please, do you have";
- mes "any spare change? I...";
- mes "I need something to eat...";
- next;
- mes "............";
- next;
- mes "............";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "This is...";
- mes "This is insane!";
- mes "I must be hallucinating!";
- close2;
- soundeffect "loli_ruri_stand.wav",0;
- sc_end SC_Blind;
- sc_start SC_Curse,3000,0;
- if (!lhz_spi03) set lhz_spi03,1;
- }
- }
- end;
-}
-
-lighthalzen,364,315,0 script #kiz06 -1,3,3,{
-OnTouch_:
- if (countitem(7345) > 0 ) {
- if (lhz_curse == 0) {
- sc_start SC_Curse,1000,0;
- }
- else if ((lhz_curse > 0) && (lhz_curse < 26)) {
- mes "............";
- next;
- soundeffect "tao_gunka_stand.wav",0;
- sc_start SC_Blind,60000,0;
- mes "............";
- next;
- mes "[?????]";
- mes "Listen, I know you're";
- mes "the newest hire, but you've";
- mes "shown us a lot of potential.";
- mes "I think you'd be a perfect";
- mes "fit for this new position.";
- next;
- mes "[???????]";
- mes "Are you really serious?";
- next;
- mes "[?????]";
- mes "I'll tell it to you straight.";
- mes "This new position will require";
- mes "you to be away from home once";
- mes "in a while, but that comes with";
- mes "the new responsibilities.";
- next;
- mes "[?????]";
- mes "But you'll receive";
- mes "many new benefits that";
- mes "I'm sure your family would";
- mes "appreciate and you'll be";
- mes "generously compensated.";
- next;
- mes "[???????]";
- mes ".............";
- next;
- mes "[???????]";
- mes "...Alright, I'm in.";
- next;
- mes "............";
- next;
- mes "............";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "............";
- close2;
- soundeffect "tao_gunka_stand.wav",0;
- sc_end SC_Blind;
- sc_start SC_Curse,5000,0;
- if (!lhz_spi04) set lhz_spi04,1;
- }
- }
- end;
-}
-
-lhz_in01,113,150,0 script #kiz07 -1,3,3,{
-OnTouch_:
- if (countitem(7345) > 0 ) {
- if (lhz_curse == 0) {
- sc_start SC_Curse,1000,0;
- }
- else if ((lhz_curse > 0) && (lhz_curse < 26)) {
- mes "............";
- next;
- soundeffect "tao_gunka_stand.wav",0;
- sc_start SC_Blind,60000,0;
- mes "............";
- next;
- mes "[?????]";
- mes "So, what exactly did you";
- mes "want me to do? I'm sorry,";
- mes "I wasn't able to gather my";
- mes "actual job function from";
- mes "the presentation...";
- next;
- mes "[???]";
- mes "Hee hee hee~";
- mes "Don't worry about it.";
- mes "Just relax and stay";
- mes "right where you are.";
- next;
- mes "[?????]";
- mes "Mmm. Alright.";
- mes "I just thought that I was";
- mes "supposed to go somewhere,";
- mes "that's all. Um, shouldn't";
- mes "I be getting ready...?";
- next;
- mes "[???]";
- mes "Oh, don't worry about";
- mes "that, either. All of the";
- mes "arrangements will be";
- mes "taken care of. You'll";
- mes "be taken to that far";
- mes "off place very soon...";
- next;
- mes "............";
- next;
- mes "............";
- close2;
- soundeffect "tao_gunka_stand.wav",0;
- sc_end SC_Blind;
- sc_start SC_Curse,3000,0;
- if (lhz_curse == 6) set lhz_curse,7;
- }
- }
- end;
-}
-
-lhz_in01,272,227,0 script #kiz08 -1,2,2,{
-OnTouch_:
- if (countitem(7345) > 0 ) {
- if (lhz_curse == 0) {
- sc_start SC_Curse,1000,0;
- }
- else if ((lhz_curse > 0) && (lhz_curse < 26)) {
- mes "............";
- next;
- soundeffect "tao_gunka_stand.wav",0;
- sc_start SC_Blind,60000,0;
- mes "............";
- next;
- mes "[????]";
- mes "Oh, I'm so sorry to";
- mes "hear that you want to";
- mes "quit. Are you sure there";
- mes "isn't anything we can do";
- mes "to change your mind?";
- next;
- mes "[???]";
- mes "Well, I'm thinking of";
- mes "retiring early and just";
- mes "spending more time";
- mes "with my family. But I won't";
- mes "ever talk about the company";
- mes "or any of its, well, secrets.";
- next;
- mes "[????]";
- mes "I really appreciate";
- mes "your honesty and sincerity.";
- mes "You've really done a great";
- mes "job for us and I can't thank";
- mes "you enough for your years of";
- mes "dedication to this company.";
- next;
- mes "[???]";
- mes "Thank you, sir.";
- next;
- mes "[????]";
- mes "It would be a great loss";
- mes "for this company to let you";
- mes "go now. But I guess we have";
- mes "no choice, since you've had";
- mes "that horrible accident.";
- next;
- mes "[???]";
- mes "Sir...?";
- mes "Accident...?";
- mes "I don't understand";
- mes "what you're talking ab--";
- next;
- mes "[???]";
- mes "N-no! Please...!";
- mes "I didn't, I swear on";
- mes "my life that I won't ever";
- mes "say anything about this";
- mes "place! I'm begging you,";
- mes "for the love of god!";
- next;
- mes "[????]";
- mes "Your life...?";
- mes "Sorry, not good enough.";
- mes "You should have known.";
- next;
- mes "[???]";
- mes "Ssstop! I have chil--";
- mes "MY LEEEEGS!! OH MY GOD";
- mes "WHAT HAVE YOU DONE TO";
- mes "MY LEGS?! HELP ME, OH MY G--";
- next;
- mes "............";
- next;
- mes "............";
- close2;
- soundeffect "tao_gunka_stand.wav",0;
- sc_end SC_Blind;
- sc_start SC_Curse,3000,0;
- if (lhz_curse == 11) set lhz_curse,12;
- }
- }
- end;
-}
-
-lhz_in01,206,129,0 script #kiz09 -1,5,5,{
-OnTouch_:
- if (countitem(7345) > 0) {
- if (lhz_curse == 12) {
- mes "............";
- next;
- mes "............";
- soundeffect "loli_ruri_stand.wav",0;
- sc_start SC_Curse,1000,0;
- close2;
- warp "lhz_que01",26,27;
- }
- else if (((lhz_curse > 0) && (lhz_curse < 12)) && ((lhz_curse > 12) && (lhz_curse < 26))) {
- sc_start SC_Curse,1000,0;
- }
- }
- end;
-}
-
-lhz_que01,21,31,5 script #li_Varmunt 755,{
- if (countitem(7345) > 0) {
- if (lhz_curse == 12) {
- mes "[??]";
- mes "Doctor Varmunt,";
- mes "you've finally agreed";
- mes "to join us. Welcome!";
- next;
- emotion e_swt,"#li_Varmunt";
- mes "[Varmunt]";
- mes "Well, I don't know if I agree";
- mes "with this company's policies,";
- mes "but the project you're offering";
- mes "seems to be an opportunity that";
- mes "comes once in a lifetime, so...";
- next;
- emotion e_no1,"#li_researcher";
- mes "[??]";
- mes "To be honest, this project";
- mes "can only be a success with";
- mes "your cooperation. We need";
- mes "your genius and will provide";
- mes "whatever you require.";
- next;
- mes "[Varmunt]";
- mes "I'm flattered.";
- mes "And of course, I'll";
- mes "do my best. It's just";
- mes "that this deal sounds";
- mes "too good to be true...";
- next;
- mes "............";
- next;
- soundeffect "loli_ruri_stand.wav",0;
- mes ".................";
- next;
- soundeffect "loli_ruri_stand.wav",0;
- mes "...................";
- next;
- soundeffect "loli_ruri_stand.wav",0;
- mes ".....................";
- next;
- mes ".......................";
- next;
- mes "[??]";
- mes "Amazing. You've accomplished";
- mes "what most have thought to be";
- mes "impossible ahead of schedule.";
- mes "An imitation of Ymir's Heart!";
- mes "This will surely spur Airship";
- mes "and Guardian development~!";
- next;
- mes "[Varmunt]";
- mes "I still don't believe that";
- mes "were able to do it. This is";
- mes "a huge leap for science, even";
- mes "if this imitation isn't as powerful as the real Ymir's Heart.";
- next;
- mes "[??]";
- mes "Come, we must celebrate!";
- mes "Let's go outside and have";
- mes "a toast in your honor! Ha ha~";
- next;
- mes "............";
- next;
- soundeffect "loli_ruri_stand.wav",0;
- mes ".................";
- next;
- soundeffect "loli_ruri_stand.wav",0;
- mes "....................";
- next;
- soundeffect "loli_ruri_stand.wav",0;
- mes "......................";
- next;
- mes "[??]";
- mes "But why, Doctor Varmunt?";
- mes "If you're unhappy with the";
- mes "Rekenber Corporation for";
- mes "any reason whatsoever...";
- next;
- mes "[Varmunt]";
- mes "Well, I don't really";
- mes "have a reason to remain";
- mes "now that we've accomplished";
- mes "what I've agreed to do. It's time for me to return and work on";
- mes "my personal research.";
- next;
- mes "[??]";
- mes "Please, Doctor Varmunt,";
- mes "reconsider! You may have";
- mes "full use of our facilities to";
- mes "conduct your research. I'm";
- mes "willing to make you an offer.";
- next;
- mes "[Varmunt]";
- mes "No, I can't...";
- mes "If I continue to work";
- mes "here, I'm afraid I might";
- mes "make a lot of people";
- mes "unhappy. But, thank";
- mes "you for everything.";
- next;
- mes "[??]";
- mes "Wait...";
- mes "Doctor Varmunt.";
- mes "You forgot your cane.";
- next;
- mes "[Varmunt]";
- mes "Since when have you";
- mes "seen me use a cane?";
- mes "And even if I did,";
- mes "that one isn't mi--";
- next;
- mes "...";
- next;
- mes "...";
- mes "......";
- next;
- mes "...";
- mes "......";
- mes ".........";
- set lhz_curse,13;
- close2;
- warp "lhz_in01",206,129;
- end;
- }
- else {
- warp "lhz_in01",206,129;
- }
- }
- else {
- warp "lhz_in01",206,129;
- }
- end;
-}
-
-lhz_que01,29,24,3 script #li_researcher 754,{
- if (countitem(7345) > 0) {
- if (lhz_curse == 12) {
- mes "Doctor Varmunt,";
- mes "you've finally agreed";
- mes "to join us. Welcome!";
- next;
- emotion e_swt,"#li_Varmunt";
- mes "[Varmunt]";
- mes "Well, I don't know if I agree";
- mes "with this company's policies,";
- mes "but the project you're offering";
- mes "seems to be an opportunity that";
- mes "comes once in a lifetime, so...";
- next;
- emotion e_no1,"#li_researcher";
- mes "[??]";
- mes "To be honest, this project";
- mes "can only be a success with";
- mes "your cooperation. We need";
- mes "your genius and will provide";
- mes "whatever you require.";
- next;
- mes "[Varmunt]";
- mes "I'm flattered.";
- mes "And of course, I'll";
- mes "do my best. It's just";
- mes "that this deal sounds";
- mes "too good to be true...";
- next;
- mes "............";
- next;
- soundeffect "loli_ruri_stand.wav",0;
- mes ".................";
- next;
- soundeffect "loli_ruri_stand.wav",0;
- mes "...................";
- next;
- soundeffect "loli_ruri_stand.wav",0;
- mes ".....................";
- next;
- mes ".......................";
- next;
- mes "[??]";
- mes "Amazing. You've accomplished";
- mes "what most have thought to be";
- mes "impossible ahead of schedule.";
- mes "An imitation of Ymir's Heart!";
- mes "This will surely spur Airship";
- mes "and Guardian development~!";
- next;
- mes "[Varmunt]";
- mes "I still don't believe that";
- mes "were able to do it. This is";
- mes "a huge leap for science, even";
- mes "if this imitation isn't as powerful as the real Ymir's Heart.";
- next;
- mes "[??]";
- mes "Come, we must celebrate!";
- mes "Let's go outside and have";
- mes "a toast in your honor! Ha ha~";
- next;
- mes "............";
- next;
- soundeffect "loli_ruri_stand.wav",0;
- mes ".................";
- next;
- soundeffect "loli_ruri_stand.wav",0;
- mes "....................";
- next;
- soundeffect "loli_ruri_stand.wav",0;
- mes "......................";
- next;
- mes "[??]";
- mes "But why, Doctor Varmunt?";
- mes "If you're unhappy with the";
- mes "Rekenber Corporation for";
- mes "any reason whatsoever...";
- next;
- mes "[Varmunt]";
- mes "Well, I don't really";
- mes "have a reason to remain";
- mes "now that we've accomplished";
- mes "what I've agreed to do. It's time for me to return and work on";
- mes "my personal research.";
- next;
- mes "[??]";
- mes "Please, Doctor Varmunt,";
- mes "reconsider! You may have";
- mes "full use of our facilities to";
- mes "conduct your research. I'm";
- mes "willing to make you an offer.";
- next;
- mes "[Varmunt]";
- mes "No, I can't...";
- mes "If I continue to work";
- mes "here, I'm afraid I might";
- mes "make a lot of people";
- mes "unhappy. But, thank";
- mes "you for everything.";
- next;
- mes "[??]";
- mes "Wait...";
- mes "Doctor Varmunt.";
- mes "You forgot your cane.";
- next;
- mes "[Varmunt]";
- mes "Since when have you";
- mes "seen me use a cane?";
- mes "And even if I did,";
- mes "that one isn't mi--";
- next;
- mes "...";
- next;
- mes "...";
- mes "......";
- next;
- mes "...";
- mes "......";
- mes ".........";
- set lhz_curse,13;
- close2;
- warp "lhz_in01",206,129;
- end;
- }
- else {
- warp "lhz_in01",206,129;
- }
- }
- else {
- warp "lhz_in01",206,129;
- }
- end;
-}
-
-lhz_in01,282,166,0 script #kiz10 -1,3,3,{
-OnTouch_:
- if (countitem(7345) > 0) {
- if (lhz_curse == 16) {
- if (checkweight(1201,1) == 0) {
- mes "^3355FFThere's something on";
- mes "the floor, but you can't";
- mes "really take a good look at";
- mes "what it is right now. Perhaps";
- mes "if you freed up more space";
- mes "in your inventory...";
- close;
- }
- mes "...";
- mes "......";
- next;
- mes "...";
- mes "......";
- mes ".........";
- soundeffect "loli_ruri_stand.wav",0;
- sc_start SC_Curse,1000,0;
- close2;
- warp "lhz_que01",98,59;
- end;
- }
- else if (((lhz_curse > 0) && (lhz_curse < 16)) && ((lhz_curse > 16) && (lhz_curse < 26))) {
- sc_start SC_Curse,1000,0;
- }
- }
- end;
-}
-
-lhz_que01,99,74,5 script #li_Man 48,{
- if (lhz_curse == 16) {
- mes "[???]";
- mes "It's over.";
- mes "I really want";
- mes "to quit. This is";
- mes "the end for me.";
- next;
- mes "[Peco Peco]";
- mes "^3131FFThis is the end!";
- mes "This is the end!^000000";
- next;
- mes "[???]";
- mes "He was right to say that";
- mes "we'd be paid well, but going";
- mes "through this much torture isn't";
- mes "worth any sum of money in the";
- mes "world to me. *Sigh* Money...";
- next;
- mes "[???]";
- mes "She must be so worried";
- mes "about me by now. And her";
- mes "health is so bad. I'm such";
- mes "a fool for leaving her behind.";
- next;
- mes "[Peco Peco]";
- mes "Such a fool!";
- mes "Such a fool!";
- mes "*Squaaawk~*";
- next;
- mes "[???]";
- mes "Damn it!";
- mes "Shut up, you stupid bird!";
- mes "Be quiet for just a minute!";
- next;
- mes "[Peco Peco]";
- mes "*Squaaaawk!*";
- mes "Death Penalty!";
- mes "Death Penalty!";
- next;
- mes "[???]";
- mes "Death penalty?";
- mes "Where'd you learn";
- mes "to say something weird";
- mes "like that? Huh. That's...";
- next;
- mes "..............";
- next;
- mes ".................";
- next;
- mes "....................";
- next;
- mes "......................";
- next;
- mes "[???]";
- mes "I'm the only one still";
- mes "in this room. Everyone";
- mes "else left and never came";
- mes "back. If they were... And";
- mes "I were to go out... Then...";
- mes "Maybe I better not leave.";
- next;
- mes "[???]";
- mes "If I could only give";
- mes "this pendant back to";
- mes "her, she wouldn't have";
- mes "to worry about me that";
- mes "much. But I might not";
- mes "be able to get back...";
- next;
- mes "[???]";
- mes "........";
- next;
- mes "[?????]";
- mes "Hey there, been";
- mes "waiting long? It's";
- mes "time for you to finish";
- mes "up your contract.";
- next;
- mes "[???]";
- mes "Finish up my...?";
- mes "N-no! I've decided!";
- mes "I'm not leaving this room!";
- next;
- mes "[?????]";
- mes "Hey hey, what the hell";
- mes "are you talking about?";
- mes "You came here to work,";
- mes "didn't you? And now it's";
- mes "time for you to collect, so...";
- next;
- mes "[???]";
- mes "N-no, l-let go of me!";
- mes "Please let me go!";
- mes "I want to see her again,";
- mes "please let me see her...!";
- next;
- mes "...";
- mes "......";
- next;
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "^3355FF*Clink*^000000";
- next;
- mes "[??]";
- mes "Hm? Who the hell";
- mes "brought in this cheap";
- mes "jewery? Someone must";
- mes "have forgotten to throw";
- mes "away their trash...";
- next;
- mes "[????]";
- mes "Yeah, it's just a";
- mes "cheap trinket. That";
- mes "pendant isn't even";
- mes "worth picking up.";
- next;
- mes "^3131FFYou pick up an old";
- mes "pendant from the ground.";
- mes "No matter how hard you try,";
- mes "you can't open its clasp to see";
- mes "what this pendant contains.^000000";
- set lhz_curse,17;
- changequest 2090,2091;
- getitem 7341,1; //Worn_Out_Pendant
- close2;
- warp "lhz_in01",278,162;
- }
- else {
- warp "lhz_in01",278,162;
- }
- end;
-}
-
-lhz_que01,90,71,5 script #li_bird 1019,3,3,{
- mes "[Peco Peco]";
- mes "You're a fool!";
- mes "You're a fool!";
- mes "You're a fool!";
- close;
-
-OnTouch_:
- mes "[Peco Peco]";
- mes "You're a fool!";
- mes "You're a fool!";
- mes "You're a fool!";
- close;
-}
-
-lighthalzen,346,263,3 script Elder#lhz 846,{
- if (countitem(7345) > 0) {
- if ((lhz_curse == 1) && (lhz_spi01 == 1) && (lhz_spi02 == 1) && (lhz_spi03 == 1) && (lhz_spi04 == 1)) {
- mes "[Elder]";
- mes "No wonder you look";
- mes "so weary. Come, let";
- mes "me help relieve you";
- mes "of the burden that";
- mes "you are carrying.";
- next;
- switch(select("Um, burden...?:Crazy old woman!")) {
- case 1:
- mes "[Elder]";
- mes "Ah yes, they may not";
- mes "be apparent to you, but";
- mes "my eyes can clearly see";
- mes "them. Yes. You're being";
- mes "followed by those things.";
- next;
- select("Things?");
- mes "[Elder]";
- mes "Yes. The best way I can";
- mes "describe them is as evil";
- mes "thoughts left in the world";
- mes "when someone dies in";
- mes "such a way that his grudge";
- mes "survives to menace the living.";
- next;
- mes "[Elder]";
- mes "Sometimes, these lingering";
- mes "thoughts are created when";
- mes "someone is broken hearted";
- mes "or clings to this plane for the";
- mes "sake of a loved one. Yes, those";
- mes "thoughts are following you.";
- next;
- mes "[Elder]";
- mes "I don't know why they";
- mes "are following you, but I'm";
- mes "certain they're there. Have";
- mes "you been experiencing chills";
- mes "down your spine, cold sweats,";
- mes "maybe even hearing voices?";
- soundeffect "loli_ruri_stand.wav",0;
- sc_start SC_Curse,5000,0;
- next;
- select("Yes! How do I get rid of them?");
- mes "[Elder]";
- mes "Well, usually these lingering";
- mes "thoughts have some sort of";
- mes "physical anchor, an object";
- mes "that has feelings attached";
- mes "to it, something important";
- mes "to its late owner.";
- next;
- mes "[Elder]";
- mes "The rage they're directing";
- mes "at you seems to be growing";
- mes "and I can see the angry spirits";
- mes "pulling at the hems of your";
- mes "clothes. Tell me, have you";
- mes "wronged anyone recently?!";
- next;
- select("I don't... think so.:I can't remember every bad thing I've done!");
- mes "[Elder]";
- mes "Well, you better do";
- mes "something soon, before";
- mes "the evil taints your mind";
- mes "and drives you to insanity!";
- mes "Now, I need to know for sure";
- mes "if you've been hearing voices.";
- next;
- select("Y-yes, I have.");
- mes "[Elder]";
- mes "There's still hope.";
- mes "The spirits are trying";
- mes "to reach you for now, but";
- mes "if you wait too long, you may";
- mes "become a victim of their wrath.";
- mes "Hurry, there is much to do!";
- next;
- mes "[Elder]";
- mes "You must appease these";
- mes "forces by finding out what";
- mes "happened to them in life.";
- mes "Now, I don't possess great";
- mes "power, but I can encourage";
- mes "the spirits to guide you.";
- next;
- mes "[Elder]";
- mes "I can only have the spirits";
- mes "reveal the places they wish";
- mes "for you to search only once.";
- mes "You must remember the";
- mes "locations that I am about";
- mes "to show you. Get ready...";
- specialeffect2 EF_SIGHT;
- next;
- mes "[Elder]";
- mes "Yaaaaappp ---!";
- specialeffect2 EF_SIGHTRASHER;
- specialeffect2 EF_VOLCANO;
- specialeffect2 EF_MAPPILLAR;
- next;
- mes "[Elder]";
- mes "There! The locations";
- mes "you must search should";
- mes "be clear to you now! Don't";
- mes "forget these placemarks!";
- viewpoint 1,104,282,1,0xFF99FF33;
- viewpoint 1,105,282,2,0xFF99FF33;
- viewpoint 1,104,281,3,0xFF99FF33;
- viewpoint 1,105,281,4,0xFF99FF33;
- next;
- mes "[Elder]";
- mes "Good luck, youngster.";
- mes "I hope you can appease";
- mes "the wrath of these spirits...";
- mes "But as long as you let them guide you, you ought to be safe.";
- set lhz_curse,6;
- changequest 2086,2087;
- close;
- case 2:
- mes "[Elder]";
- mes "Crazy...? Hm, you must";
- mes "not quite understand what's";
- mes "happening to you. Please do";
- mes "not hesitate to come back to";
- mes "me when you realize that you";
- mes "need my help, youngster.";
- close;
- }
- }
- else if ((lhz_curse > 5) && (lhz_curse < 17)) {
- mes "[Elder]";
- mes "I'm sorry, but there's";
- mes "nothing more I can do for";
- mes "you right now. But if you";
- mes "find anything related to the";
- mes "spirits that torment you,";
- mes "please let me know.";
- close;
- }
- else if (lhz_curse == 17) {
- if (countitem(7341) > 0) {
- mes "[Elder]";
- mes "Greetings, adventurer.";
- mes "How goes your search for";
- mes "the remains of the spirits";
- mes "that still cling to this plane?";
- next;
- switch(select("Show him the Pendant.:Cancel")) {
- case 1:
- mes "[Elder]";
- mes "Oh my... There are some";
- mes "incredibly powerful emotions";
- mes "clinging to this pendant. If we";
- mes "don't do anything about this,";
- mes "you'll be cursed very soon.";
- mes "This is what you must do.";
- next;
- mes "[Elder]";
- mes "Hurry and bring";
- mes "^3131FF5 Holy Water^000000 and";
- mes "^3131FF1 Bouquet^000000. The Holy Water";
- mes "will purify this Pendant and";
- mes "the Bouquet will comfort";
- mes "the spirit of its owner.";
- next;
- mes "[Elder]";
- mes "You don't have much";
- mes "time, so return to me";
- mes "as soon as possible!";
- mes "It won't be long until";
- mes "the spirits are consumed";
- mes "by their supernatural rage...";
- set lhz_curse,18;
- changequest 2091,2092;
- close;
- case 2:
- close;
- }
- }
- else {
- mes "[Elder]";
- mes "Greetings, adventurer.";
- mes "How goes your search for";
- mes "the remains of the spirits";
- mes "that still cling to this plane?";
- next;
- mes "[Elder]";
- mes "Wait...";
- mes "Why do I sense";
- mes "that you've found";
- mes "something, but have";
- mes "not brought it with you?";
- mes "You must retrace your steps!";
- close;
- }
- }
- else if (lhz_curse == 18) {
- if ((countitem(523) > 4) && (countitem(744) > 0) && (countitem(7341) > 0)) {
- mes "[Elder]";
- mes "Good, good.";
- mes "All is in readiness.";
- mes "Please be silent as";
- mes "I focus my spirit for the";
- mes "great task before me.";
- next;
- mes "[Elder]";
- mes "...";
- mes "......";
- mes ".........";
- mes "Hooooooo...";
- specialeffect2 EF_BENEDICTIO;
- next;
- mes "[Elder]";
- mes "Yaaaaapp ---!";
- specialeffect2 EF_ASPERSIO;
- next;
- mes "[Elder]";
- mes "Whew! I've managed";
- mes "to nullify this curse for you.";
- mes "That still doesn't change the";
- mes "fact that what happened to this";
- mes "pendant's owner was tragic...";
- next;
- mes "[Elder]";
- mes "Why don't you bring";
- mes "this pendant to the place";
- mes "where it really belongs?";
- mes "I'm sure that would bring";
- mes "great comfort to its owner.";
- next;
- mes "^3355FFSuddenly, the clasp on";
- mes "the pendant pops open,";
- mes "revealing a picture of a happy";
- mes "couple. Somehow, the girl in";
- mes "the picture, sitting uncomfortably^FFFFFF^3355FF in an old chair, looks familiar...^000000";
- set lhz_curse,19;
- changequest 2092,2093;
- delitem 523,5; //Holy_Water
- delitem 744,1; //Bunch_Of_Flowers
- close;
- }
- else {
- mes "[Elder]";
- mes "Hurry and bring";
- mes "^3131FF5 Holy Water^000000 and";
- mes "^3131FF1 Bouquet^000000 in order";
- mes "for me to nullify this";
- mes "curse. Do not forget to";
- mes "bring the Pendant as well.";
- close;
- }
- }
- else {
- mes "[Elder]";
- mes "Predators are always";
- mes "on the lookout for easy";
- mes "prey. Be careful, youngster!";
- mes "You look innocent enough";
- mes "to become a victim in the city.";
- next;
- switch(select("About Lighthalzen:About the Slum:????")) {
- case 1:
- mes "[Elder]";
- mes "Lighthalzen might seem";
- mes "like a splendid city at first,";
- mes "but you'll quickly learn that";
- mes "the poor are segregated from";
- mes "the rich and treated as less";
- mes "than second class citizens.";
- next;
- mes "[Elder]";
- mes "At first, separation between";
- mes "the rich and poor districts was";
- mes "subtly enforced. They built the";
- mes "railroad right between the two";
- mes "districts to make it easier for";
- mes "the rich to ignore the poor.";
- next;
- mes "[Elder]";
- mes "But now they even have";
- mes "guards to make sure that";
- mes "the poor can't bother the";
- mes "rich. I'm pretty sure that";
- mes "this segregation won't be";
- mes "ending anytime soon...";
- next;
- mes "[Elder]";
- mes "Now, I've heard that the";
- mes "Rekenber Corporation is";
- mes "actually providing jobs for";
- mes "people in the slums. Beggars";
- mes "can't be choosers, so I'm sure";
- mes "these jobs aren't that great.";
- close;
- case 2:
- mes "[Elder]";
- mes "To live in the slum is to";
- mes "be familiar with poverty,";
- mes "disease, condemnation";
- mes "and contempt. But we're all";
- mes "still people, you know, so let";
- mes "go of any of your misgivings.";
- next;
- mes "[Elder]";
- mes "We're struggling just";
- mes "to survive here. At the";
- mes "very least, please respect";
- mes "that. It's a fact that the";
- mes "people in the rich district";
- mes "seem to keep forgetting.";
- close;
- case 3:
- mes "[Elder]";
- mes "Well, if you need any";
- mes "help around here or have";
- mes "any questions, come back";
- mes "and ask me. I get the feeling";
- mes "that we'll probably meet again.";
- close;
- }
- }
- }
- else {
- if (lhz_curse < 1) {
- mes "[Elder]";
- mes "Predators are always";
- mes "on the lookout for easy";
- mes "prey. Be careful, youngster!";
- mes "You look innocent enough";
- mes "to become a victim in the city.";
- next;
- switch(select("About Lighthalzen:About the Slum:????")) {
- case 1:
- mes "[Elder]";
- mes "Lighthalzen might seem";
- mes "like a splendid city at first,";
- mes "but you'll quickly learn that";
- mes "the poor are segregated from";
- mes "the rich and treated as less";
- mes "than second class citizens.";
- next;
- mes "[Elder]";
- mes "At first, separation between";
- mes "the rich and poor districts was";
- mes "subtly enforced. They built the";
- mes "railroad right between the two";
- mes "districts to make it easier for";
- mes "the rich to ignore the poor.";
- next;
- mes "[Elder]";
- mes "But now they even have";
- mes "guards to make sure that";
- mes "the poor can't bother the";
- mes "rich. I'm pretty sure that";
- mes "this segregation won't be";
- mes "ending anytime soon...";
- next;
- mes "[Elder]";
- mes "Now, I've heard that the";
- mes "Rekenber Corporation is";
- mes "actually providing jobs for";
- mes "people in the slums. Beggars";
- mes "can't be choosers, so I'm sure";
- mes "these jobs aren't that great.";
- close;
- case 2:
- mes "[Elder]";
- mes "To live in the slum is to";
- mes "be familiar with poverty,";
- mes "disease, condemnation";
- mes "and contempt. But we're all";
- mes "still people, you know, so let";
- mes "go of any of your misgivings.";
- next;
- mes "[Elder]";
- mes "We're struggling just";
- mes "to survive here. At the";
- mes "very least, please respect";
- mes "that. It's a fact that the";
- mes "people in the rich district";
- mes "seem to keep forgetting.";
- close;
- case 3:
- mes "[Elder]";
- mes "Well, if you need any";
- mes "help around here or have";
- mes "any questions, come back";
- mes "and ask me. I get the feeling";
- mes "that we'll probably meet again.";
- close;
- }
- }
- else {
- mes "[Elder]";
- mes "Predators are always";
- mes "on the lookout for easy";
- mes "prey. Be careful, youngster!";
- mes "You look innocent enough";
- mes "to become a victim in the city.";
- next;
- switch(select("About Lighthalzen:About the Slum:????")) {
- case 1:
- mes "[Elder]";
- mes "Lighthalzen might seem";
- mes "like a splendid city at first,";
- mes "but you'll quickly learn that";
- mes "the poor are segregated from";
- mes "the rich and treated as less";
- mes "than second class citizens.";
- next;
- mes "[Elder]";
- mes "At first, separation between";
- mes "the rich and poor districts was";
- mes "subtly enforced. They built the";
- mes "railroad right between the two";
- mes "districts to make it easier for";
- mes "the rich to ignore the poor.";
- next;
- mes "[Elder]";
- mes "But now they even have";
- mes "guards to make sure that";
- mes "the poor can't bother the";
- mes "rich. I'm pretty sure that";
- mes "this segregation won't be";
- mes "ending anytime soon...";
- next;
- mes "[Elder]";
- mes "Now, I've heard that the";
- mes "Rekenber Corporation is";
- mes "actually providing jobs for";
- mes "people in the slums. Beggars";
- mes "can't be choosers, so I'm sure";
- mes "these jobs aren't that great.";
- close;
- case 2:
- mes "[Elder]";
- mes "To live in the slum is to";
- mes "be familiar with poverty,";
- mes "disease, condemnation";
- mes "and contempt. But we're all";
- mes "still people, you know, so let";
- mes "go of any of your misgivings.";
- next;
- mes "[Elder]";
- mes "We're struggling just";
- mes "to survive here. At the";
- mes "very least, please respect";
- mes "that. It's a fact that the";
- mes "people in the rich district";
- mes "seem to keep forgetting.";
- close;
- case 3:
- mes "[Elder]";
- mes "Well, if you need any";
- mes "help around here or have";
- mes "any questions, come back";
- mes "and ask me. I get the feeling";
- mes "that we'll probably meet again.";
- close;
- }
- }
- }
-}
-
-lhz_in03,32,162,3 script Crippled Girl#li_tre 53,{
- if (lhz_curse == 23) {
- if (countitem(7341) > 0) {
- mes "["+strcharinfo(0)+"]";
- mes "Hey there, are";
- mes "you feeling alright?";
- next;
- mes "[Crippled Girl]";
- mes "Oh, thanks,";
- mes "I'm fine. But...";
- mes "Have we met before?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Yeah, we did.";
- mes "You should know who";
- mes "I am by now. Hey, you";
- mes "didn't forget, did you?";
- next;
- mes "[Lady]";
- mes "Oh, how do I put this?";
- mes "The fever she had for the";
- mes "last few days. She's gotten";
- mes "better, but she's forgotten";
- mes "everything that's happened";
- mes "in the past few weeks...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Oh... Oh. I'm so";
- mes "sorry. But maybe this";
- mes "is for the best? Here,";
- mes "I think you should keep";
- mes "this pendant, though.";
- next;
- mes "^3131ffYou place the";
- mes "old pendant";
- mes "into her hands.^000000";
- next;
- specialeffect2 EF_FORESTLIGHT4;
- mes "...............";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "...";
- mes "......";
- next;
- mes "[Possessed "+strcharinfo(0)+"]";
- mes "^3131FFSetsu, please remember";
- mes "that I'd never do anything";
- mes "to hurt you. Forgive me for";
- mes "leaving you behind. I hope";
- mes "that one day we'll meet";
- mes "again, little princess.^000000";
- next;
- mes "[Possessed "+strcharinfo(0)+"]";
- mes "^3131FFUntil then, I want";
- mes "you to be happy, okay?";
- mes "Your brother's always";
- mes "gonna be looking out for";
- mes "you, one way or another...^000000";
- next;
- mes "[Setsu]";
- mes "My brother's...";
- mes "That's my brother's";
- mes "voice! Brother!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Eh? What? Whoa...";
- mes "What came over me?";
- mes "The last thing I reme--";
- next;
- mes "[Setsu]";
- mes "...";
- mes "......";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Well...";
- mes "This is awkward.";
- delitem 7341,1; //Worn_Out_Pendant
- set lhz_curse,24;
- close;
- }
- else {
- mes "["+strcharinfo(0)+"]";
- mes "Hey there, are";
- mes "you feeling alright?";
- next;
- mes "[Crippled Girl]";
- mes "Oh, thanks,";
- mes "I'm fine. But...";
- mes "Have we met before?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Yeah, we did.";
- mes "You should know who";
- mes "I am by now. Hey, you";
- mes "didn't forget, did you?";
- next;
- mes "[Lady]";
- mes "Oh, how do I put this?";
- mes "The fever she had for the";
- mes "last few days. She's gotten";
- mes "better, but she's forgotten";
- mes "everything that's happened";
- mes "in the past few weeks...";
- next;
- mes "^3131ffThis would be a good";
- mes "opportunity to give her the...^000000";
- close;
- }
- }
- else if (lhz_curse == 24) {
- mes "[Setsu]";
- mes "...";
- mes "......";
- close;
- }
- else if (lhz_curse == 25) {
- mes "[Setsu]";
- mes "Excuse me, I can't still";
- mes "walk but I don't cry";
- mes "anymore. I'm doing my best!";
- close;
- }
- else {
- mes "[Crippled Girl]";
- mes "...";
- mes "......";
- mes "*Sigh...*";
- next;
- select("Hello, how are you?");
- mes "[Crippled Girl]";
- mes "Oh, I'm fine,";
- mes "thanks for asking.";
- mes "I'm just waiting for";
- mes "somebody, that's all.";
- if (lhz_curse == 19) {
- next;
- switch(select("Show her the Pendant.:Okay, have a good day.")) {
- case 1:
- break;
- case 2:
- mes "[Crippled Girl]";
- mes "Okay,";
- mes "bye-bye...";
- close;
- }
- mes "["+strcharinfo(0)+"]";
- mes "Um, would you have";
- mes "any idea who might";
- mes "have owned this pendant?";
- next;
- if (countitem(7341) < 1) {
- mes "[Crippled Girl]";
- mes "What are you talking about?";
- close;
- }
- emotion e_gasp,"Crippled Girl#li_tre";
- mes "[Crippled Girl]";
- mes "Oh, that's mine!";
- mes "I gave it to my big brother";
- mes "before he went away on some";
- mes "sort of business trip. You must";
- mes "be his friend, is that right?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Actually, um,";
- mes "you know what...?";
- next;
- switch(select("Brutal Truth:Break it to her gently")) {
- case 1:
- mes "...";
- mes "......";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "...So basically, your";
- mes "brother's @lhz_ghost, oh right,";
- mes "did I mention he was dead?";
- mes "Anyway, so he's not alive";
- mes "anymore, but his spirit or";
- mes "whatever is still around and--";
- next;
- mes "[Crippled Girl]";
- mes "...";
- mes "......";
- next;
- mes "[Crippled Girl]";
- mes "...Dead?";
- mes "No! I don't believe you!";
- mes "He can't die! He was the";
- mes "bravest and the sweetest";
- mes "and the-- Leave me alone!";
- mes "Oh god, get the hell away!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "...";
- mes "......";
- mes "Sheesh.";
- mes "Don't kill the";
- mes "messenger.";
- set lhz_curse,20;
- close2;
- warp "lighthalzen",322,323;
- end;
- case 2:
- if (countitem(7341) > 0) {
- mes "[Crippled Girl]";
- mes "Did you meet my";
- mes "big brother...?";
- next;
- mes "[Crippled Girl]";
- mes "My brother is a strong";
- mes "person, and I should be";
- mes "happy of that, because";
- mes "nothing could happen";
- mes "to him.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Um... yes. So...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Sure, your big brother must be happy.";
- mes "He'll come back sometime.";
- mes "You should sleep to be healthy";
- mes "once your brother returns.";
- next;
- mes "[Crippled Girl]";
- mes "Yes! I must be okay";
- mes "and be able to walk when my";
- mes "brother come.";
- next;
- mes "^3131ffYou place the";
- mes "old pendant";
- mes "into her hands.^000000";
- next;
- specialeffect2 EF_FORESTLIGHT4;
- mes "......";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "...............";
- next;
- mes "[Possessed "+strcharinfo(0)+"]";
- mes "^3131FFSetsu, please remember";
- mes "that I'd never do anything";
- mes "to hurt you. Forgive me for";
- mes "leaving you behind. I hope";
- mes "that one day we'll meet";
- mes "again, little princess.^000000";
- next;
- mes "[Possessed "+strcharinfo(0)+"]";
- mes "^3131FFUntil then, I want";
- mes "you to be happy, okay?";
- mes "Your brother's always";
- mes "gonna be looking out for";
- mes "you, one way or another...^000000";
- next;
- mes "[Setsu]";
- mes "My brother's...";
- mes "That's my brother's";
- mes "voice! Brother!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Eh? What? Whoa...";
- mes "What came over me?";
- mes "The last thing I reme--";
- next;
- mes "^FF0000Tears fall from the";
- mes "girl's face, then you...^000000";
- next;
- switch(select("Distract her:Comfort her")) {
- case 1:
- mes "["+strcharinfo(0)+"]";
- mes "Oh, all of this was a play...";
- mes "Y-yes a play, I was practising.";
- mes "Ha ha~ Is it okay, isn't it?";
- next;
- mes "[Setsu]";
- mes "Oh, you surprised me!";
- mes "Even though I didn't think";
- mes "it was really my brother, you know?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Excuse me...";
- next;
- mes "[Setsu]";
- mes "I'll do my best!";
- mes "I must be okay when my brother return.";
- mes "He'll be very proud of me.";
- mes "Heh heh~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Yes, I'm sure of that.";
- delitem 7341,1; //Worn_Out_Pendant
- set lhz_curse,25;
- close;
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "Crying have no use!";
- mes "You're a very pretty";
- mes "girl to be ruining your";
- mes "face with useless tears.";
- next;
- mes "[Setsu]";
- mes "............";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You should do your best";
- mes "to be healthy for the time";
- mes "your big brother return.";
- next;
- mes "[Setsu]";
- mes "Yes...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Listen, when your brother";
- mes "return you'll celebrate in";
- mes "a beautiful place.";
- next;
- mes "[Setsu]";
- mes "Really?";
- mes "It's a promise then! Heh heh~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I hope it'll be soon!";
- mes "When I return I want you to be";
- mes "able to walk. See you soon, then!";
- next;
- mes "[Setsu]";
- mes "I'll try hard!";
- delitem 7341,1; //Worn_Out_Pendant
- set lhz_curse,25;
- close;
- }
- }
- else {
- mes "[Crippled Girl]";
- mes "Did you meet my";
- mes "big brother...?";
- next;
- mes "[Crippled Girl]";
- mes "My brother is a strong";
- mes "person, and I should be";
- mes "happy of that, because";
- mes "nothing could happen";
- mes "to him.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Um... yes. So...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Sure, your big brother must be happy.";
- mes "He'll come back sometime.";
- mes "You should sleep to be healthy";
- mes "once your brother returns.";
- next;
- mes "[Crippled Girl]";
- mes "Yes! I must be okay";
- mes "and be able to walk when my";
- mes "brother come.";
- close;
- }
- }
- }
- close;
- }
-}
-
-lighthalzen,324,322,0 script #li_door 45,2,2,{
-OnTouch_:
- if ((lhz_curse > 19) && (lhz_curse < 23)) {
- mes "^3355FFThe door is locked.^000000";
- set lhz_curse,lhz_curse+1;
- close;
- }
- else if (lhz_curse > 23) {
- mes "^3355FFThe door is locked.^000000";
- next;
- mes "[Citizen]";
- mes "I'm sorry, but another";
- mes "epidemic is starting to";
- mes "spread around the slums.";
- mes "We're not going outside and we're keeping our children safe!";
- next;
- mes "[Citizen]";
- mes "Not to be unfriendly,";
- mes "but you should be careful";
- mes "too. The living conditions";
- mes "of this area aren't exactly";
- mes "sanitary, you know?";
- close;
- }
- else {
- warp "lhz_in03",15,162;
- }
- end;
-}
-
-lhz_in03,12,162,0 warp #to_lhz 1,1,lighthalzen,321,322
-
-lighthalzen,319,321,0 script #li_bother -1,3,3,{
-OnTouch_:
- if ((lhz_curse == 24 ) || (lhz_curse == 25)) {
- mes ".............";
- next;
- mes "*Shhhzzzzzzz!*";
- specialeffect2 EF_MAPPILLAR;
- next;
- mes "[????]";
- mes "...........";
- next;
- mes "[????]";
- mes "^FF0000...I'm sorry...";
- mes "......I appreciate";
- mes "that you.............^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "H-huh?!";
- mes "What was that?";
- mes "That can't be the";
- mes "wind, I must be";
- mes "hearing things again...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Wait. I thought I was";
- mes "rid of those thoughts";
- mes "or spirits, whatever was";
- mes "haunting me before. Maybe";
- mes "they still want me to do";
- mes "something for them. Hmmm...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I get the feeling that";
- mes "all of their suffering";
- mes "is tied to the ^FF0000Rekenber";
- mes "Corporation^000000 and that";
- mes "^FF0000Regenschirm Laboratory^000000.";
- set lhz_curse,26;
- changequest 2093,2094;
- if (BaseLevel < 70)
- getexp 80000,30000;
- else if ((BaseLevel > 69) && (BaseLevel < 80))
- getexp 100000,50000;
- else if ((BaseLevel > 79) && (BaseLevel < 90))
- getexp 150000,80000;
- else if ((BaseLevel > 89) && (BaseLevel < 151))
- getexp 200000,100000;
- }
- close;
-}
-
-lhz_in01,114,181,5 script Representative#li_01 71,{
- if (lhz_curse == 7) {
- mes "[Representative]";
- mes "Greetings, and welcome";
- mes "to the Rekenber Corporation.";
- mes "How may I be of service today?";
- next;
- switch(select("Building Information:Corporation History")) {
- case 1:
- mes "[Representative]";
- mes "Please tell me";
- mes "which floor you'd like";
- mes "to know more about.";
- next;
- while (1) {
- switch(select("1F:2F:B1:Cancel")) {
- case 1:
- mes "[Representative]";
- mes "The ^3131FFRekenber Library^000000 can";
- mes "be found at the end of the";
- mes "left hallway. Our library is";
- mes "a great resource of innovative";
- mes "ideas and information for our";
- mes "system development employees.";
- next;
- mes "[Representative]";
- mes "The ^3131FFBall Room^000000, where";
- mes "various official events are";
- mes "usually held, can be accessed";
- mes "through the right hallway.";
- next;
- break;
- case 2:
- mes "[Representative]";
- mes "Please use the stairs";
- mes "located on both sides of";
- mes "the Help Desk to go to the";
- mes "Second Floor. The Second";
- mes "Floor is mostly used for";
- mes "administrative purposes.";
- next;
- mes "[Representative]";
- mes "There, you can find";
- mes "the ^3131FFConference Room^000000,";
- mes "^3131FFSecretary's Office^000000, the";
- mes "^3131FFAuditorium^000000 and the";
- mes "^3131FFChairman's Office^000000.";
- next;
- break;
- case 3:
- mes "[Representative]";
- mes "The first underground floor";
- mes "is used by ^3131FFRegenschirm^000000,";
- mes "our laboratory affiliate. For";
- mes "security reasons, this floor";
- mes "is not accessible to visitors.";
- next;
- break;
- case 4:
- mes "[Representative]";
- mes "We are always doing our";
- mes "best to provide the best";
- mes "services to our customers.";
- mes "Remember that Rekenber";
- mes "is the name you can trust.";
- mes "Thank you and have a nice day.";
- close;
- }
- }
- case 2:
- mes "[Representative]";
- mes "If you're interested in";
- mes "learning the history of";
- mes "our corporation, please";
- mes "speak to the representative";
- mes "inside our Library. Thank you.";
- next;
- mes "[Representative]";
- mes "Please head down";
- mes "the hallway to the left in";
- mes "order to find our Library.";
- mes "Thank you and have a nice day.";
- set lhz_curse,8;
- changequest 2087,2088;
- close;
- }
- }
- else {
- mes "[Representative]";
- mes "Greetings, and welcome";
- mes "to the Rekenber Corporation.";
- mes "How may I be of service today?";
- next;
- switch(select("Building Information.")) {
- case 1:
- mes "[Representative]";
- mes "Please tell me";
- mes "which floor you'd like";
- mes "to know more about.";
- next;
- while (1) {
- switch(select("1F:2F:B1:Cancel")) {
- case 1:
- mes "[Representative]";
- mes "The ^3131FFRekenber Library^000000 can";
- mes "be found at the end of the";
- mes "left hallway. Our library is";
- mes "a great resource of innovative";
- mes "ideas and information for our";
- mes "system development employees.";
- next;
- mes "[Representative]";
- mes "The ^3131FFBall Room^000000, where";
- mes "various official events are";
- mes "usually held, can be accessed";
- mes "through the right hallway.";
- next;
- break;
- case 2:
- mes "[Representative]";
- mes "Please use the stairs";
- mes "located on both sides of";
- mes "the Help Desk to go to the";
- mes "Second Floor. The Second";
- mes "Floor is mostly used for";
- mes "administrative purposes.";
- next;
- mes "[Representative]";
- mes "There, you can find";
- mes "the ^3131FFConference Room^000000,";
- mes "^3131FFSecretary's Office^000000, the";
- mes "^3131FFAuditorium^000000 and the";
- mes "^3131FFChairman's Office^000000.";
- next;
- break;
- case 3:
- mes "[Representative]";
- mes "The first underground floor";
- mes "is used by ^3131FFRegenschirm^000000,";
- mes "our laboratory affiliate. For";
- mes "security reasons, this floor";
- mes "is not accessible to visitors.";
- next;
- break;
- case 4:
- mes "[Representative]";
- mes "We are always doing our";
- mes "best to provide the best";
- mes "services to our customers.";
- mes "Remember that Rekenber";
- mes "is the name you can trust.";
- mes "Thank you and have a nice day.";
- close;
- }
- }
- }
- }
-}
-
-lhz_in01,27,247,5 script Representative#li_02 71,{
- if (lhz_curse > 6) {
- mes "[Representative]";
- mes "Welcome to the";
- mes "Rekenber Corporation.";
- mes "How may I help you?";
- next;
- switch(select("Corporation History:Rekenber's Businesses")) {
- case 1:
- mes "[Representative]";
- mes "Rekenber was established";
- mes "400 years ago, around the";
- mes "same time as the foundation";
- mes "of the Schwaltzvalt Republic.";
- next;
- mes "[Representative]";
- mes "We began as the ''Zent Zerter";
- mes "Lighthal Research Center,''";
- mes "named after our first chairman.";
- mes "In 560 A.W. (After War), our";
- mes "organization was renamed after";
- mes "our new chairman, Mr. Rekenber.";
- next;
- mes "[Representative]";
- mes "Mr. Rekenber expanded the";
- mes "Corporation's purposes, but";
- mes "also founded the Regenschirm";
- mes "Laboratory to continue this";
- mes "company's original goal of";
- mes "scientific research.";
- next;
- mes "[Representative]";
- mes "In the year 700 A.W.,";
- mes "^FF0000Doctor Varmunt^000000 joined";
- mes "Regenschirm. It was his work";
- mes "in science that enabled the";
- mes "Rekenber Corporation to grow into the nation's biggest company.";
- if (lhz_curse == 8) set lhz_curse,9;
- else if (lhz_curse == 9) set lhz_curse,10;
- next;
- break;
- case 2:
- mes "[Representative]";
- mes "In addition to merchandising,";
- mes "freight transport and trading,";
- mes "the Rekenber Corporation is";
- mes "also heavily involved with";
- mes "providing the Airship service,";
- mes "one of our major projects.";
- next;
- mes "[Representative]";
- mes "Rekenber is involved in";
- mes "almost any business that";
- mes "you can imagine. Remember";
- mes "that Rekenber is the name";
- mes "that you can trust.";
- if (lhz_curse == 8) set lhz_curse,9;
- else if (lhz_curse == 9) set lhz_curse,10;
- next;
- break;
- }
- mes "[Representative]";
- mes "If you'd like to know more";
- mes "about our mission statement,";
- mes "please refer to the Rekenber";
- mes "Guidebook located to my side.";
- mes "Thank you and have a nice day.";
- changequest 2088,2089;
- close;
- }
- else {
- mes "[Representative]";
- mes "Welcome to the";
- mes "Rekenber Corporation.";
- mes "How may I help you?";
- next;
- switch(select("Building Information.")) {
- case 1:
- mes "[Representative]";
- mes "Please tell me";
- mes "which floor you'd like";
- mes "to know more about.";
- next;
- while (1) {
- switch(select("1F:2F:B1:Cancel")) {
- case 1:
- mes "[Representative]";
- mes "The ^3131FFRekenber Library^000000 can";
- mes "be found at the end of the";
- mes "left hallway. Our library is";
- mes "a great resource of innovative";
- mes "ideas and information for our";
- mes "system development employees.";
- next;
- mes "[Representative]";
- mes "The ^3131FFBall Room^000000, where";
- mes "various official events are";
- mes "usually held, can be accessed";
- mes "through the right hallway.";
- next;
- break;
- case 2:
- mes "[Representative]";
- mes "Please use the stairs";
- mes "located on both sides of";
- mes "the Help Desk to go to the";
- mes "Second Floor. The Second";
- mes "Floor is mostly used for";
- mes "administrative purposes.";
- next;
- mes "[Representative]";
- mes "There, you can find";
- mes "the ^3131FFConference Room^000000,";
- mes "^3131FFSecretary's Office^000000, the";
- mes "^3131FFAuditorium^000000 and the";
- mes "^3131FFChairman's Office^000000.";
- next;
- break;
- case 3:
- mes "[Representative]";
- mes "The first underground floor";
- mes "is used by ^3131FFRegenschirm^000000,";
- mes "our laboratory affiliate. For";
- mes "security reasons, this floor";
- mes "is not accessible to visitors.";
- next;
- break;
- case 4:
- mes "[Representative]";
- mes "We are always doing our";
- mes "best to provide the best";
- mes "services to our customers.";
- mes "Remember that Rekenber";
- mes "is the name you can trust.";
- mes "Thank you and have a nice day.";
- close;
- }
- }
- }
- }
-}
-
-lhz_in01,25,251,3 script Rekenber Guidebook#li 111,{
- mes "..............";
- next;
- mes "^3131FF#The Vision^000000";
- mes "In the pursuit of knowledge,";
- mes "Rekenber will search the";
- mes "Rune-Midgart continent for";
- mes "ancient relics. We hope to make";
- mes "significant scientific progress by learning the secrets of the past.";
- next;
- mes "By making scientific";
- mes "headway, we hope we can";
- mes "improve current technologies";
- mes "to provide more convenient";
- mes "and affordable services in";
- mes "the Schwaltzvalt Republic.";
- next;
- mes "^3131FF#The Commitment^000000";
- mes "Although magic and the";
- mes "power of the gods has always";
- mes "maintained an aura of mystery";
- mes "and superstition, Rekenber hopes^FFFFFF ^3131FF to understand these forces from";
- mes "a more logical standpoint.";
- next;
- mes "^FF0000Our goal is to make";
- mes "the lives of our customers";
- mes "easier and more enjoyable";
- mes "by making the ancient power";
- mes "of the gods more accessible";
- mes "by means of new technologies.";
- if (lhz_curse == 10) set lhz_curse,11;
- next;
- mes "..............";
- close;
-}
-
-lhz_in01,273,121,1 script Mad Scientist#li 865,{
- if (lhz_curse == 13) {
- mes "[Wolfchev]";
- mes "No one shall";
- mes "interrupt my";
- mes "research! If you";
- mes "dare, I'll simply...";
- mes "Eat you. Eat you alive.";
- next;
- switch(select("No... N-no!:Do you need any help?")) {
- case 1:
- mes "[Wolfchev]";
- mes "Out of my sight,";
- mes "microcephalic fool!";
- close;
- case 2:
- mes "[Wolfchev]";
- mes "Huh? You think I have";
- mes "the luxury of remembering";
- mes "the face of every part-timer";
- mes "I've fired? Get lost, or I'll";
- mes "treat you to the pain of";
- mes "being eaten alive!";
- set lhz_curse,14;
- close;
- }
- }
- else if (lhz_curse == 14) {
- mes "[Wolfchev]";
- mes "You again?!";
- mes "What the hell do";
- mes "you want from me?!";
- emotion e_ag,"Mad Scientist#li";
- next;
- switch(select("Let me speak with you.:Sorry for bothering you.")) {
- case 1:
- mes "[Wolfchev]";
- mes "I don't have time to";
- mes "waste with drivel! I'm";
- mes "too busy with my research!";
- next;
- mes "[Wolfchev]";
- mes "...........!";
- emotion e_gasp,"Mad Scientist#li";
- next;
- mes "[Wolfchev]";
- mes "Ah, but wait! I am collecting";
- mes "something. Yes, bring me the";
- mes "thing I must collect. Yes, yes.";
- mes "Here's a hint... It's round...";
- mes "Shiny... Kids love playing games with them! Oh, I said too much!";
- set lhz_curse,15;
- changequest 2089,2090;
- close;
- case 2:
- emotion e_an,"Mad Scientist#li";
- mes "[Wolfchev]";
- mes "''Sorry?!'' Do you";
- mes "think ''sorry'' will";
- mes "get back that precious";
- mes "minute I've lost yelling";
- mes "at you?! Get the hell out!";
- close;
- }
- }
- else if (lhz_curse == 15) {
- if (countitem(746) > 0) {
- delitem 746,1; //Glass_Bead
- mes "[Wolfchev]";
- mes "Yes...! Beads!";
- mes "You brought them!";
- mes "You're not as dumb";
- mes "as I thought you'd be!";
- next;
- switch(select("Why do you want Glass Beads?")) {
- case 1:
- mes "[Wolfchev]";
- mes "..................";
- mes "I take that back!";
- mes "You should know by";
- mes "now that I would never";
- mes "tell you why I neeeeed";
- mes "these Beads. Bweh-heh!";
- emotion e_gg,"Mad Scientist#li";
- next;
- break;
- }
- mes "[Wolfchev]";
- mes "This favor you've done";
- mes "is worth a small chat and";
- mes "I can spare a minute or two";
- mes "for you inane questions. So";
- mes "what is it you want to know?!";
- next;
- while (1) {
- switch(select("Ask about hobbies:Ask about work")) {
- case 1:
- if (Sex == 1) {
- mes "[Wolfchev]";
- mes "Hyuu~ I think you're";
- mes "just a little too innocent";
- mes "to know about my secret";
- mes "hobby. Yes, yes, I couldn't";
- mes "tell you possibly, it'd be";
- mes "so weird, so strange...";
- next;
- }
- else {
- mes "[Wolfchev]";
- mes "Oh. Oh no, oh no,";
- mes "I couldn't possibly...";
- mes "It's a-- I-It's a secret.";
- mes "You wouldn't want to know";
- mes "anyway. Bweh-heh-heh-heh!";
- next;
- }
- break;
- case 2:
- mes "[Wolfchev]";
- mes "Oh, I don't know if you";
- mes "can call it work. After all,";
- mes "I do research whatever it is";
- mes "I want. And they pay me to";
- mes "do it! This is the best place";
- mes "for a scientist like me, yes.";
- next;
- mes "[Wolfchev]";
- mes "Now, in a perfect world,";
- mes "my test subjects would be";
- mes "much more cooperative, but";
- mes "I suppose I cannot blame";
- mes "them. Not that I cause them";
- mes "undue suffering or anything...";
- next;
- set .@exit,1;
- break;
- }
- if (.@exit) break;
- }
- switch(select("What kind of research?")) {
- case 1:
- mes "[Wolfchev]";
- mes "Well, I couldn't tell you";
- mes "exactly. But don't you";
- mes "worry, the discovery I'm";
- mes "working on will benefit the";
- mes "entire world, you'll see.";
- next;
- mes "[Wolfchev]";
- mes "Let's just say that once";
- mes "I'm successful, I'll satisfy";
- mes "one of mankind's most primal";
- mes "instincts, the desire to become";
- mes "powerful and gain dominance";
- mes "over those that are weaker.";
- next;
- mes "[Wolfchev]";
- mes "I haven't made as much";
- mes "progress as I'd like, but";
- mes "no matter. It's only a matter";
- mes "of experimentation! Yes, to";
- mes "make mankind stronger and";
- mes "better and more powerful and--";
- next;
- break;
- }
- select("Um, what are you testing on?");
- mes "[Wolfchev]";
- mes "What do you know?";
- mes "I better get back to";
- mes "work if I wish to keep";
- mes "on schedule. I can't afford";
- mes "the leisure of speaking with";
- mes "you any longer. Bweh heh heh!";
- set lhz_curse,16;
- close;
- }
- else {
- mes "[Wolfchev]";
- mes "I don't have time to";
- mes "waste with drivel! I'm";
- mes "too busy with my research!";
- next;
- mes "[Wolfchev]";
- mes "...........!";
- emotion e_gasp,"Mad Scientist#li";
- next;
- emotion e_gg,"Mad Scientist#li";
- mes "[Wolfchev]";
- mes "Ah, but wait! I am collecting";
- mes "something. Yes, bring me the";
- mes "thing I must collect. Yes, yes.";
- mes "Here's a hint... It's round...";
- mes "Shiny... Kids love playing games with them! Oh, I said too much!";
- close;
- }
- }
-}
-
-lhz_in01,286,226,3 script Secretary Slierre#li 831,{
- if (lhz_curse == 26) {
- mes "[Sueii Slierre]";
- mes "Excuse me, but you are";
- mes "not allowed to be in here.";
- mes "If you have questions regarding";
- mes "the Rekenber Corporation, I can";
- mes "direct you to someone qualified";
- mes "to give you an answer.";
- next;
- switch(select("About the Slums:About Secretary Slierre")) {
- case 1:
- mes "[Sueii Slierre]";
- mes "The slums? All I know";
- mes "is that this corporation";
- mes "specifically targeted that";
- mes "area in order to provide ample";
- mes "opportunity for employment.";
- set lhz_curse,27;
- close;
- case 2:
- mes "[Sueii Slierre]";
- mes "I'm Sueii Slierre,";
- mes "the personal secretary";
- mes "for the chairman of the";
- mes "Rekenber Corporation.";
- close;
- }
- }
- else if (lhz_curse == 27) {
- mes "[Sueii Slierre]";
- mes "Did you have something";
- mes "else to ask? I can only";
- mes "divulge information that is";
- mes "public knowledge, but I can";
- mes "tell you who to contact for";
- mes "more specific inquiries.";
- next;
- switch(select("About the Laboratory:About the Corporation")) {
- case 1:
- mes "[Sueii Slierre]";
- mes "Rekenber is perhaps the";
- mes "biggest contributer of the";
- mes "Regenschirm Laboratory.";
- mes "Their work will benefit the";
- mes "entire Rune-Midgard continent, hence our highly involved support.";
- next;
- mes "[Sueii Slierre]";
- mes "A representative at the";
- mes "Help Desk will be happy";
- mes "to assist you if you have";
- mes "more inquiries regarding";
- mes "the Regenschirm Laboratory.";
- set lhz_curse,28;
- close;
- case 2:
- mes "[Sueii Slierre]";
- mes "I'm sorry, but I don't have";
- mes "any special information";
- mes "regarding our corporation.";
- mes "Why don't you ask one of";
- mes "our representatives at the";
- mes "Help Desk to learn more?";
- close;
- }
- }
- else if (lhz_curse == 28) {
- mes "[Sueii Slierre]";
- mes "You're back? I really";
- mes "doubt that I can be of";
- mes "any assistance to you.";
- next;
- switch(select("Wolfchev's Research")) {
- case 1:
- mes "[Sueii Slierre]";
- mes ".............!";
- emotion e_gasp,"Secretary Slierre#li";
- next;
- mes "[Sueii Slierre]";
- mes "How do you know";
- mes "Wolfchev? Are you an";
- mes "acquaintance of his or...?";
- next;
- switch(select("I'm a friend of his.:Oh, we're family, you know...:I've heard about him before, so...")) {
- case 1:
- mes "[Sueii Slierre]";
- mes "Well, Wolfchev is not";
- mes "only brilliant, he's also";
- mes "a respected professional.";
- mes "He should be doing just fine.";
- next;
- break;
- case 2:
- mes "[Sueii Slierre]";
- mes "Ah, you should be";
- mes "very proud of Wolfchev.";
- mes "In addition to being a";
- mes "genius, Wolfchev is also";
- mes "quite the professional,";
- mes "truly a model scientist.";
- next;
- break;
- case 3:
- mes "[Sueii Slierre]";
- mes "Ah yes, Wolfchev has";
- mes "quite the reputation. In";
- mes "fact, he's in such high";
- mes "demand that Regenschirm";
- mes "wants him on their staff.";
- close;
- }
- mes "[Sueii Slierre]";
- mes "Now if you'll excuse me,";
- mes "I have many task to perform,";
- mes "so please visit our Help Desk";
- mes "if you have further inquiries.";
- next;
- switch(select("W-Wait!:Alright, I understand.")) {
- case 1:
- mes "[Sueii Slierre]";
- mes "...";
- mes "......";
- next;
- break;
- case 2:
- mes "[Sueii Slierre]";
- mes "Thank you for your";
- mes "cooperation. As you well";
- mes "know, the Help Desk is there";
- mes "to answer any of your questions regarding the Rekenber Corporation.";
- close;
- }
- mes "[Sueii Slierre]";
- mes "I'm sorry, but please";
- mes "understand that my office";
- mes "isn't the place for visitors to";
- mes "submit their general inquiries.";
- mes "Please visit the Help Desk if";
- mes "you have any more questions.";
- next;
- select("About Wolfchev's Research");
- emotion e_dots,"Secretary Slierre#li";
- mes "[Sueii Slierre]";
- mes "I couldn't tell you any";
- mes "more about Wolfchev.";
- mes "But is there anything you";
- mes "need to tell me about him?";
- mes "Well, if you have something";
- mes "to ask, be quick about it.";
- next;
- switch(select("Wolfchev's Past:Wolfchev's Test Subjects")) {
- case 1:
- mes "[Sueii Slierre]";
- mes "I remember hearing that he";
- mes "received a high recommendation";
- mes "to work here, but specifics elude me since I don't work in Human";
- mes "Resources. There's a rumor that";
- mes "he had a troubled love life...";
- next;
- mes "[Sueii Slierre]";
- mes "But aside from a few";
- mes "rumors, we really don't";
- mes "know much about Wolfchev's";
- mes "personal life. But then again,";
- mes "it may be unethical to pry too";
- mes "much into our employee's lives.";
- close;
- case 2:
- break;
- }
- mes "[Sueii Slierre]";
- mes "Wolfchev's test subjects?";
- mes "Well, I know we have a policy";
- mes "of using the most humane";
- mes "methods depending on the";
- mes "experiment. And of course, he should only be testing on animals.";
- next;
- switch(select("Wolfchev's research is great!:His experiments are suspicious...")) {
- case 1:
- mes "[Sueii Slierre]";
- mes "Yes, yes, I'd agree if";
- mes "I understood science a";
- mes "little bit better. Now, you'll";
- mes "have to excuse me. I've been distracted long enough as it is...";
- close2;
- warp "lhz_in01",228,226;
- end;
- case 2:
- mes "[Sueii Slierre]";
- mes "What exactly do you mean?";
- mes "Are you sure that you haven't";
- mes "misunderstood anything about";
- mes "Wolfchev's work? You'll need";
- mes "to illustrate your claim for us";
- mes "to be on the same page...";
- next;
- switch(select("Show Evidence:Cancel")) {
- case 1:
- if (countitem(7345) > 0) {
- mes "^3355FFYou reveal the Handcuffs";
- mes "you found in the laboratory,";
- mes "and Secretary Slierre's face";
- mes "is instantly shadowed by a";
- mes "deeply troubled look.^000000";
- next;
- mes "[Sueii Slierre]";
- mes "...";
- mes "......";
- next;
- select("What's Regenschirm up to?:What's Wolfchev up to?");
- mes "[Sueii Slierre]";
- mes "...";
- mes "......";
- emotion e_ic,"Secretary Slierre#li";
- next;
- mes "[Sueii Slierre]";
- mes "So... You're";
- mes "suspicious about";
- mes "Wolfchev's research in";
- mes "the Regenschirm Laboratory?";
- next;
- switch(select("Yes:No")) {
- case 1:
- break;
- case 2:
- mes "[Sueii Slierre]";
- mes "Wait, what exactly";
- mes "do you feel suspicious";
- mes "about? Basically, which";
- mes "party do you feel is most";
- mes "at fault in this situation?";
- next;
- switch(select("Regenschirm:Mr. Wolfchev")) {
- case 1:
- mes "[Sueii Slierre]";
- mes "Let me assure you that";
- mes "Regenschirm has a strict set";
- mes "of protocals and procedures";
- mes "to ensure safety and the";
- mes "prevention of unnecessary";
- mes "cruelty in experimentation.";
- next;
- switch(select("What about the creatures in Regenschirm?")) {
- case 1:
- mes "[Sueii Slierre]";
- mes "Creatures? I would";
- mes "guess that they're the";
- mes "result of experimentation.";
- mes "But I wouldn't know for sure.";
- next;
- break;
- }
- break;
- case 2:
- break;
- }
- break;
- }
- mes "[Sueii Slierre]";
- mes "I can't be sure right";
- mes "now, but this looks like";
- mes "fairly concrete evidence.";
- mes "We'll send some people over";
- mes "to Regenschirm right away!";
- next;
- mes "[Sueii Slierre]";
- mes "For now, your claim";
- mes "merits an investigation.";
- mes "I'll let you know if we";
- mes "find anything significant...";
- set lhz_curse,30;
- close;
- }
- else {
- mes "[Sueii Slierre]";
- mes "Evidence...?";
- mes "I'm sorry, but you don't";
- mes "seem to be carrying anything";
- mes "that can be construed as proof.";
- mes "I suggest you bring something that actually supports your claim.";
- set lhz_curse,29;
- close;
- }
- break;
- case 2:
- mes "[Sueii Slierre]";
- mes "If you're finished,";
- mes "I'd like to get back on";
- mes "task. Please excuse me.";
- close2;
- set lhz_curse,30;
- end;
- }
- break;
- }
- break;
- }
- }
- else if (lhz_curse == 29) {
- mes "[Sueii Slierre]";
- mes "Hmm, have you come back";
- mes "to address your claim about";
- mes "Wolfchev's work? If you don't";
- mes "have any evidence, then you";
- mes "shouldn't be making rumors...";
- next;
- if (countitem(7345) > 0) {
- mes "^3355FFYou reveal the Handcuffs";
- mes "you found in the laboratory,";
- mes "and Secretary Slierre's face";
- mes "is instantly shadowed by a";
- mes "deeply troubled look.^000000";
- next;
- mes "[Sueii Slierre]";
- mes "...";
- mes "......";
- next;
- select("What's Regenschirm up to?:What's Wolfchev up to?");
- mes "[Sueii Slierre]";
- mes "...";
- mes "......";
- emotion e_ic,"Secretary Slierre#li";
- next;
- mes "[Sueii Slierre]";
- mes "So... You're";
- mes "suspicious about";
- mes "Wolfchev's research in";
- mes "the Regenschirm Laboratory?";
- next;
- switch(select("Yes:No")) {
- case 1:
- break;
- case 2:
- mes "[Sueii Slierre]";
- mes "Wait, what exactly";
- mes "do you feel suspicious";
- mes "about? Basically, which";
- mes "party do you feel is most";
- mes "at fault in this situation?";
- next;
- switch(select("Regenschirm:Mr. Wolfchev")) {
- case 1:
- mes "[Sueii Slierre]";
- mes "Let me assure you that";
- mes "Regenschirm has a strict set";
- mes "of protocals and procedures";
- mes "to ensure safety and the";
- mes "prevention of unnecessary";
- mes "cruelty in experimentation.";
- next;
- switch(select("What about the creatures in Regenschirm?")) {
- case 1:
- mes "[Sueii Slierre]";
- mes "Creatures? I would";
- mes "guess that they're the";
- mes "result of experimentation.";
- mes "But I wouldn't know for sure.";
- next;
- break;
- }
- break;
- case 2:
- break;
- }
- break;
- }
- mes "[Sueii Slierre]";
- mes "I can't be sure right";
- mes "now, but this looks like";
- mes "fairly concrete evidence.";
- mes "We'll send some people over";
- mes "to Regenschirm right away!";
- next;
- mes "[Sueii Slierre]";
- mes "For now, your claim";
- mes "merits an investigation.";
- mes "I'll let you know if we";
- mes "find anything significant...";
- set lhz_curse,30;
- close;
- }
- else {
- mes "[Sueii Slierre]";
- mes "Hmm. I can't consider";
- mes "whatever you brought this";
- mes "time as evidence that would";
- mes "allay my doubts about your";
- mes "claim. Now, if you'll excuse";
- mes "me, I need to get back on task.";
- set lhz_curse,29;
- close2;
- warp "lhz_in01",228,226;
- end;
- }
- }
- else if (lhz_curse == 30) {
- set .@li_keka,rand(1,10);
- if (.@li_keka > 7) {
- if (checkweight(1201,1) == 0) {
- mes "[Sueii Slierre]";
- mes "Oh, I'd like to have";
- mes "a word with you. Would";
- mes "you please come back after";
- mes "reducing the weight of the";
- mes "items you are carrying please?";
- close;
- }
- mes "[Sueii Slierre]";
- mes "Oh good, you're here.";
- mes "You were right all along.";
- mes "In our investigation, we found";
- mes "that Wolfchev was conducting";
- mes "unauthorized and very dangerous";
- mes "research. I owe you our thanks.";
- next;
- select("What was he doing...?");
- mes "[Sueii Slierre]";
- mes "It turns out that Wolfchev";
- mes "was kidnapping weak and sick";
- mes "people from the slums and";
- mes "using them as his guinea pigs.";
- mes "Rest assured, he'll be punished";
- mes "for his behavior, if not fired.";
- next;
- mes "[Sueii Slierre]";
- mes "I think you deserve an";
- mes "apology. Without your";
- mes "report, our corporation's";
- mes "reputation could have been";
- mes "potentially damaged. Thank you.";
- next;
- mes "[Sueii Slierre]";
- mes "Yes, there's nothing so";
- mes "taboo as trying to perform";
- mes "Homunculus experiments";
- mes "on people! Anyway, please";
- mes "accept this as a token of";
- mes "our gratitude, adventurer.";
- set lhz_curse,31;
- changequest 2094,2095;
- getitem 603,1; //Old_Blue_Box
- getitem 12016,10; //Speed_Up_Potion
- next;
- mes "[Sueii Slierre]";
- mes "Let me promise you";
- mes "that Rekenber will ensure";
- mes "that this kind of incident";
- mes "will not be repeated and";
- mes "we'll do everything in our";
- mes "power to compensate for this...";
- close;
- }
- else {
- mes "[Sueii Slierre]";
- mes "Oh, our investigation";
- mes "of your claim is still in";
- mes "progress. However, we";
- mes "will let you know when any";
- mes "new developments arise.";
- close;
- }
- }
- else if (lhz_curse > 30) {
- mes "[Sueii Slierre]";
- mes "I'm glad to know that";
- mes "we have such proactive";
- mes "and concerned customers";
- mes "such as yourself to support";
- mes "the Rekenber Corporation.";
- close;
- }
- else {
- mes "[Sueii Slierre]";
- mes "Excuse me, but you are";
- mes "not allowed to be in here.";
- mes "Please visit the Help Desk";
- mes "if you have any questions about";
- mes "the Rekenber Corporation.";
- mes "Thank you for cooperating.";
- close;
- }
-}
-
-lhz_que01,94,24,0 script #li_end -1,2,2,{
-OnTouch_:
- if (lhz_curse > 30) {
- mes "^3131FFThere's no trace of";
- mes "that mad scientist. Only";
- mes "his stacks of well organized";
- mes "files remain here in the lab.^000000";
- if (lhz_curse == 31) {
- set lhz_curse,32;
- completequest 2095;
- }
- close;
- }
- end;
-}
-
-lhz_in01,43,114,0 script #li_toend 45,1,1,{
-OnTouch_:
- if (lhz_curse > 30) {
- warp "lhz_que01",97,30;
- }
- else {
- warp "lhz_in01",277,130;
- }
- end;
-}
-
-lhz_que01,97,33,0 warp #li_toin01 1,1,lhz_in01,43,120
-lhz_in01,278,132,0 warp #li_toin02 1,1,lhz_in01,43,120
-
-lhz_que01,89,15,3 script File#li 111,{
- mes "Name: Engeod";
- mes "Age: XX";
- mes "Height: XXX";
- mes "Weight: XX";
- next;
- mes "Name: Kashutii";
- mes "Age: XX";
- mes "Height: XXX";
- mes "Weight: XX";
- next;
- mes "Name: Prufoz";
- mes "Age: XX";
- mes "Height: XXX";
- mes "Weight: XX";
- close;
-}
-
-lhz_in01,269,114,3 script A File#li-1 111,{
- mes "Name: Engeod";
- mes "Age: XX";
- mes "Height: XXX";
- mes "Weight: XX";
- next;
- mes "Name: Kashutii";
- mes "Age: XX";
- mes "Height: XXX";
- mes "Weight: XX";
- next;
- mes "Name: Prufoz";
- mes "Age: XX";
- mes "Height: XXX";
- mes "Weight: XX";
- close;
-}
-
-// President Quest aka. Schwartzvalt Trilogy Quest
-
-lighthalzen,179,170,4 script Ordinary Man 98,{
-
- if(!lhz_boss)
- {
- mes "[Ghalstein]";
- mes "Hello there~";
- mes "Isn't Lighthalzen such";
- mes "a wonder to behold with";
- mes "all of its splendor and";
- mes "magnificent beauty?";
- next;
- switch( select( "I guess.","Yes, it is.","Well, I don't know." ) )
- {
- case 1:
- mes "[Ghalstein]";
- mes "Oh, and the weather is";
- mes "so nice today, perfect";
- mes "for a stroll in the park";
- mes "or a lovely picnic. Ah~";
- break;
-
- case 2:
- mes "[Ghalstein]";
- mes "Oh, I'm so glad you";
- mes "agree. The people who";
- mes "live here are so kind and";
- mes "so happy, you can literally";
- mes "feel everyone's gentle warmth.";
- break;
-
- case 3:
- mes "[Ghalstein]";
- mes "Well, maybe if you";
- mes "don't see it right this";
- mes "moment, I'm sure you'll";
- mes "discover something to";
- mes "love about this city soon.";
- break;
- }
- next;
- if(BaseLevel < 60)
- {
- mes "[Ghalstein]";
- mes "Ha ha ha!";
- mes "Anyway, I hope you";
- mes "have a good day today~";
- close;
- }
- mes "[Ghalstein]";
- mes "Yes, Lighthalzen";
- mes "couldn't be perfecter.";
- mes "Ahahahaha... But still...";
- mes "Hm. Um. Oh, never mind.";
- next;
- mes "[Ghalstein]";
- mes "Ha ha ha!";
- mes "Anyway, I hope you";
- mes "have a good day today~";
- set lhz_boss,1;
- close;
- }
- else if(lhz_boss == 1)
- {
- set @weather,rand(1,5);
- if(@weather == 4)
- {
- mes "[Ghalstein]";
- mes "Hm? It's a little";
- mes "cloudy today, isn't it?";
- mes "It would be nice to stay";
- mes "inside, listening to some";
- mes "nice music while enjoying";
- mes "a hot cup of tea, wouldn't it?";
- close;
- }
- mes "[Ghalstein]";
- mes "Ahhh!";
- mes "Such pleasant weather~";
- mes "I'm so glad I'm outside";
- mes "and enjoying the sunlight.";
- mes "Feel it. It's so warm and";
- mes "nice on your face, isn't it?";
- close;
- }
- else if(lhz_boss == 2)
- {
- mes "[Ghalstein]";
- mes "The sun is gently";
- mes "shining, the breeze is";
- mes "gently blowing. Oh, this";
- mes "weather could not be better!";
- next;
- switch( select( "Yes, you're right.","Uh, what were you doing just now?" ) )
- {
- case 1:
- mes "[Ghalstein]";
- mes "Yes, right now is the";
- mes "best time to be outside";
- mes "and to enjoy all of this";
- mes "fresh, wonderful air. Come,";
- mes "take a deep breath with me.";
- mes "Ooooh. Ahhhhhh~ Excellent!";
- close;
-
- case 2:
- mes "[Ghalstein]";
- mes "...";
- mes "......";
- mes "I don't quite follow what";
- mes "you're saying. I was merely";
- mes "enjoying the sunny perfection";
- mes "of Lighthalzen as usual...";
- next;
- switch( select( "But I heard you talking about something..." ) )
- {
- case 1:
- break;
- }
- mes "[Ghalstein]";
- mes "No! You must";
- mes "have mistaken me";
- mes "for somebody else!";
- mes "Now, if you'll excuse me...";
- set lhz_boss,3;
- next;
- mes "^3355FFEven if it wasn't";
- mes "Ghalstein that you";
- mes "just heard, he reacted";
- mes "pretty strongly to what";
- mes "you said to to him. Almost";
- mes "as if he had something to hide... ^000000";
- close;
- }
- }
- else if(lhz_boss == 3)
- {
- mes "[Ghalstein]";
- mes "Hm? Judging from the";
- mes "look on your face, you";
- mes "apparently still believe";
- mes "that I was involved in some";
- mes "kind of clandestine meeting.";
- next;
- switch( select( "Yes, I'm sure of it!","Well..." ) )
- {
- case 1:
- mes "["+strcharinfo(0)+"]";
- mes "Yes, I'm sure of it!";
- mes "That was definitely you!";
- mes "Your voice, your way of";
- mes "speaking is unmistakable!";
- next;
- mes "[Ghalstein]";
- mes "......";
- mes "..........";
- mes "...............";
- next;
- mes "[Ghalstein]";
- mes "Alright. Yes, it's";
- mes "true that I did meet";
- mes "someone in secret. But";
- mes "what gives you the right";
- mes "to interrogate me in this";
- mes "rather aggressive fashion?";
- next;
- switch( select( "I'm not interrogating...","Sorry about that." ) )
- {
- case 1:
- mes "["+strcharinfo(0)+"]";
- mes "I'm not interrogating";
- mes "you. No, not at all.";
- mes "It's, um, it's just...";
- next;
- switch( select( "Who are you dealing with?","I was just curious." ) )
- {
- case 1:
- mes "["+strcharinfo(0)+"]";
- mes "Who are you dealing";
- mes "with? I heard something";
- mes "about some organization";
- mes "that's supposedly very";
- mes "powerful and I'm starting";
- mes "to get really concerned.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I don't think I can";
- mes "ignore hearing about";
- mes "any kind of dangerous";
- mes "corporation, even if";
- mes "I wanted to. Turning my";
- mes "back to this seems wrong...";
- next;
- mes "[Ghalstein]";
- mes "Hm...";
- mes "You really";
- mes "feel that way?";
- next;
- mes "[Ghalstein]";
- mes "Please give me";
- mes "a moment. I need";
- mes "some time to think";
- mes "about how I can best";
- mes "handle this situation.";
- set lhz_boss,4;
- close;
-
- case 2:
- mes "[Ghalstein]";
- mes "Just curious...?";
- mes "Well, I hope that";
- mes "you don't interfere";
- mes "too much with other";
- mes "people's lives just";
- mes "out of curiosity.";
- next;
- mes "[Ghalstein]";
- mes "You really shouldn't";
- mes "make something your";
- mes "business if you're not";
- mes "interested or willing";
- mes "to commit. Now, if you";
- mes "would excuse me...";
- close;
- }
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "Sorry about that.";
- mes "I didn't mean to";
- mes "stick my nose into";
- mes "your personal business.";
- next;
- mes "[Ghalstein]";
- mes "Well, that's quite";
- mes "alright. I accept";
- mes "your apology, but";
- mes "I must warn you";
- mes "not to pry into my";
- mes "personal affairs.";
- close;
- }
-
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "Well...";
- mes "Now I don't know.";
- mes "I suppose I could";
- mes "be wrong, I guess.";
- next;
- mes "[Ghalstein]";
- mes ".......";
- mes "Yes, I wouldn't";
- mes "recommend running";
- mes "around, indiscriminately";
- mes "accusing random people";
- mes "of doing strange things.";
- close;
- }
- }
- else if(lhz_boss == 4)
- {
- mes "[Ghalstein]";
- mes "I've come into a";
- mes "decision and found";
- mes "a way that I can let";
- mes "you into my confidence";
- mes "without putting the efforts";
- mes "of my organization at risk.";
- next;
- mes "[Ghalstein]";
- mes "As you may have already";
- mes "guessed, I'm a member of an";
- mes "organization whose ultimate";
- mes "goal is to put an end to the";
- mes "Rekenber Corporation.";
- next;
- mes "[Ghalstein]";
- mes "However, before I relate";
- mes "more information regarding";
- mes "my organization and its work, I shall require your cooperation.";
- next;
- switch( select( "How can I cooperate?" ) )
- {
- case 1:
- break;
- }
- mes "["+strcharinfo(0)+"]";
- mes "How can I cooperate?";
- mes "Um, what exactly is it";
- mes "that you want me to do?";
- next;
- mes "[Ghalstein]";
- mes "You do seem interested";
- mes "in knowing more about us,";
- mes "and we can also use your";
- mes "expertise as an adventurer.";
- mes "But first you must decide if";
- mes "you will commit to cooperation.";
- next;
- switch( select( "I still don't get it...","Sure, I'll cooperate.","No, thanks." ) )
- {
- case 1:
- mes "[Ghalstein]";
- mes "Alright, let me make this ";
- mes "clearer for you. You have";
- mes "two choices.";
- next;
- switch( select( "Two choices?" ) )
- {
- case 1:
- break;
- }
- mes "[Ghalstein]";
- mes " If you choose";
- mes "to cooperate with us, you'll";
- mes "need to periodically drink";
- mes "this red magic tonic.";
- next;
- mes "[Ghalstein]";
- mes "The red tonic will allow";
- mes "us to monitor your every";
- mes "move so that we know you";
- mes "won't betray us. You'll have to";
- mes "continue cooperating or else";
- mes "we won't give you the cure.";
- next;
- mes "[Ghalstein]";
- mes "Throughout our mission,";
- mes "you'll need to take a red";
- mes "tonic every so often to avoid";
- mes "suffering fron unpleasant";
- mes "consequences. When we";
- mes "finish, you get the antidote.";
- next;
- switch( select( "........." ) )
- {
- case 1:
- break;
- }
- mes "[Ghalstein]";
- mes "If you choose not to";
- mes "cooperate, simply drink";
- mes "this blue tonic, which will";
- mes "erase every fragment of your";
- mes "memory regarding our meeting.";
- next;
- mes "[Ghalstein]";
- mes "So, what have";
- mes "you decided to do?";
- next;
- switch( select( "Don't cooperate","Cooperate" ) )
- {
- case 1:
- break;
-
- case 2:
- mes "[Ghalstein]";
- mes "Ah, good choice.";
- mes "So will you take";
- mes "this red tonic?";
- next;
- switch( select( "Do not take it.","Take it." ) )
- {
- case 1:
- break;
-
- case 2:
- mes "[Ghalstein]";
- mes "Very good.";
- mes "Then please,";
- mes "drink this right away.";
- next;
- mes "^3355FFYou drink the red tonic.";
- mes "It doesn't feel any different";
- mes "from a Red Potion, but it";
- mes "would be wise to cooperate";
- mes "with Ghalstein until this";
- mes "mission is accomplished.^000000";
- next;
- mes "[Ghalstein]";
- mes "You may feel a little";
- mes "disoriented after drinking";
- mes "this tonic for the first time.";
- mes "I'll give you a moment to";
- mes "steady yourself before we";
- mes "talk about our mission.";
- set lhz_boss,5;
- close;
- }
- break;
- }
- break;
-
- case 2:
- mes "[Ghalstein]";
- mes "Ah, good choice.";
- mes "So will you take";
- mes "this red tonic?";
- next;
- switch( select( "Do not take it.","Take it." ) )
- {
- case 1:
- break;
-
- case 2:
- mes "[Ghalstein]";
- mes "Very good.";
- mes "Then please,";
- mes "drink this right away.";
- next;
- mes "^3355FFYou drink the red tonic.";
- mes "It doesn't feel any different";
- mes "from a Red Potion, but it";
- mes "would be wise to cooperate";
- mes "with Ghalstein until this";
- mes "mission is accomplished.^000000";
- next;
- mes "[Ghalstein]";
- mes "You may feel a little";
- mes "disoriented after drinking";
- mes "this tonic for the first time.";
- mes "I'll give you a moment to";
- mes "steady yourself before we";
- mes "talk about our mission.";
- set lhz_boss,5;
- close;
- }
-
- case 3:
- break;
- }
- mes "[Ghalstein]";
- mes "You really feel";
- mes "that way? Well, that's";
- mes "a shame. Pity, really...";
- next;
- mes "^3355FFYou suddenly get the";
- mes "weird feeling that someone";
- mes "has been behind you this";
- mes "entire time. As you slowly";
- mes "turn around to look, you";
- mes "were knocked unconscious...^000000";
- percentheal 100,0;
- percentheal -50,0;
- next;
- mes "..........";
- mes "........";
- mes ".....";
- mes "..";
- next;
- mes "[??????]";
- mes "^666666Now...^000000";
- if(Sex == 1) mes "^666666Make him^000000";
- else mes "^666666Make her^000000";
- mes "^666666swallow this pill.^000000";
- next;
- mes "^3355FFYou're forced to swallow";
- mes "some strange pill which";
- mes "immediately makes all your";
- mes "thoughts hazier until it begins";
- mes "to feel like your entire mind";
- mes "is getting bleached somehow.^000000";
- set lhz_boss,0;
- close2;
- warp "lighthalzen",217,313;
- end;
- }
- else if(lhz_boss == 5)
- {
- mes "[Ghalstein]";
- mes "So how are you feeling?";
- mes "Any nausea that you may";
- mes "be experiencing should";
- mes "be going away very soon.";
- mes "Anyway, let's get started.";
- next;
- mes "[Ghalstein]";
- mes "Rekenber Corporation";
- mes "is closely affiliated with";
- mes "Regenschirm, an underground";
- mes "laboratory inhabited by strange";
- mes "and suspicious creatures.";
- next;
- mes "[Ghalstein]";
- mes "Your mission will be to";
- mes "infiltrate this underground lab";
- mes "and bring back evidence which";
- mes "proves the existence of these";
- mes "creatures. You must gather";
- mes "various kinds of proof.";
- next;
- mes "[Ghalstein]";
- mes "But more importantly,";
- mes "there is ^FF0000something there";
- mes "that you have to bring";
- mes "back to me^000000. I can't tell";
- mes "you exactly what it is,";
- mes "but trust me. You'll know.";
- next;
- mes "[Ghalstein]";
- mes "If you search the";
- mes "Laboratory enough,";
- mes "you'll find what I'm";
- mes "talking about. In any";
- mes "case, you'll need to find";
- mes "a way to get inside the lab.";
- next;
- mes "[Ghalstein]";
- mes "It might be helpful to";
- mes "know that we've received";
- mes "reports about disappearances";
- mes "of people from the ^FF0000eastside";
- mes "slums^000000. We believe they are";
- mes "perhaps traveling illegally...";
- next;
- mes "[Ghalstein]";
- mes "If someone there is";
- mes "transporting people";
- mes "without authorization,";
- mes "maybe you can find a";
- mes "contact who can sneak";
- mes "you inside the Laboratory.";
- set lhz_boss,6;
- close;
- }
- else if(lhz_boss == 6)
- {
- mes "[Ghalstein]";
- mes "For now, it may be best";
- mes "to start investigating the";
- mes "eastside slums to see if you";
- mes "can find somebody who can";
- mes "get you inside the Laboratory.";
- close;
- }
- else if(lhz_boss == 7)
- {
- if(!MISC_QUEST&512)
- {
- mes "[Ghalstein]";
- mes "An error occurred.";
- close;
- }
- if ((countitem(7346)) && (countitem(7347) > 9) && (countitem(7345) > 9))
- {
- mes "[Ghalstein]";
- mes "Ah, this looks like a";
- mes "sufficient amount of";
- mes "evidence for us to be";
- mes "able to effectively attack";
- mes "our enemy. I believe you're";
- mes "ready for the next mission.";
- next;
- mes "[Ghalstein]";
- mes "But first, I believe it's";
- mes "time for another red tonic";
- mes "dose so that we can keep";
- mes "monitoring you. Oh, and";
- mes "don't worry, it's not addictive";
- mes "or anything strange like that.";
- next;
- mes "[Ghalstein]";
- mes "Now, find ^FF0000Gusharr^000000, one of";
- mes "our members, ^FF0000near Juno^000000.";
- mes "He will tell you about your";
- mes "next mission. Show this to";
- mes "him to prove that you are";
- mes "working with us. Don't forget.";
- delitem 7346,1;
- delitem 7347,10;
- delitem 7345,10;
- set lhz_boss,8;
- getitem 7348,1;
- close;
- }
- else if((!countitem(7346)) && (!countitem(7347)) && (!countitem(7345)))
- {
- mes "[Ghalstein]";
- mes "When you get inside the";
- mes "Laboratory, make sure that";
- mes "you search around for any";
- mes "records and get any sort of";
- mes "concrete evidence we can";
- mes "use. I'll be counting on you.";
- close;
- }
- else
- {
- mes "[Ghalstein]";
- mes "We'll need more evidence";
- mes "than this from the Laboratory";
- mes "to make any impact against our";
- mes "enemy. I know what we need is";
- mes "difficult to find, but I'm sure";
- mes "that you can pull this off.";
- close;
- }
- }
- else if(lhz_boss == 8)
- {
- mes "[Ghalstein]";
- mes "Please find Gushaar";
- mes "in the vicinity of Juno.";
- mes "He will give you all the";
- mes "details for your next mission.";
- close;
- }
- else if(lhz_boss < 25)
- {
- mes "[Ghalstein]";
- mes "You've made the decision";
- mes "to help us in order to learn";
- mes "more about our organzation.";
- mes "We appreciate all the help we";
- mes "can get, but I hope you don't";
- mes "regret getting in this deep.";
- next;
- mes "[Ghalstein]";
- mes "There's a certain price";
- mes "for knowledge. I believe";
- mes "you're capable of paying it,";
- mes "but whether or not this ordeal";
- mes "will be worthwhile to you is";
- mes "difficult to determine.";
- close;
- }
- else if(lhz_boss < 43)
- {
- mes "[Ghalstein]";
- mes "You're so close to";
- mes "accomplishing your";
- mes "mission. If all goes as";
- mes "planned, we can do some";
- mes "real damage to our enemy.";
- mes "And you'll finally be free.";
- close;
- }
- else if(lhz_boss == 43)
- {
- mes "[Ghalstein]";
- mes "I can't believe what";
- mes "happened. I just heard";
- mes "that the president was";
- mes "betrayed! This is horrible!";
- mes "We'll have to start all over.";
- mes "Was it all for nothing?!";
- next;
- mes "[Ghalstein]";
- mes "No. No, Jargeah would be";
- mes "so disappointed in me if";
- mes "I just gave up. I'll have to";
- mes "follow our dream, no matter";
- mes "what the obstacles are.";
- mes "Jargeah, give me strength!";
- next;
- mes "[Ghalstein]";
- mes "Also, you've done a great";
- mes "service for us. Although we";
- mes "failed, you carried out your";
- mes "missions perfectly. Here,";
- mes "take this antidote so that";
- mes "you'll finally be free of us.";
- next;
- mes "[Ghalstein]";
- mes "I'd like you to take";
- mes "this small gift, as way";
- mes "of apology. We asked you";
- mes "to do so much, but ultimately,";
- mes "we weren't able to accomplish";
- mes "what we set out to do. Still...";
- set lhz_boss,44;
- getitem 617,1;
- getexp 180000,0;
- next;
- mes "[Ghalstein]";
- mes "I'd like to thank you";
- mes "for everything. Hopefully,";
- mes "you found the answers";
- mes "that you were looking for";
- mes "when you decided to help";
- mes "us. Farewell, faithful friend.";
- close;
- }
- else
- {
- mes "[Ghalstein]";
- mes "I hate being patient,";
- mes "but the old adage is";
- mes "true. He who runs away,";
- mes "lives to fight another day.";
- mes "But that day seems so";
- mes "far off into the future...";
- close;
- }
-}
-
-lighthalzen,173,167,1 script Switch -1,2,4,{
-
-OnTouch:
- if(lhz_boss == 1)
- {
- mes "[??????]";
- mes "^666666Come on.";
- mes "This way.^000000";
- next;
- mes "[??????]";
- mes "^333333Hurry up, before";
- mes "the others see you...^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "(Wait a second...";
- mes "That voice is";
- mes "awfully familiar.)";
- next;
- switch( select( "Ignore it.","Keep listening." ) )
- {
- case 1:
- mes "["+strcharinfo(0)+"]";
- mes "(That voice is";
- mes "awfully familiar...";
- mes "But what do I care?)";
- close;
-
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "(This is too weird.";
- mes "I guess I better keep";
- mes "listening to see what";
- mes "I can learn about this...)";
- next;
- mes "[??????]";
- mes "^333333So why did you tell";
- mes "me to come to such";
- mes "a dangerous place...?^000000";
- next;
- mes "^3355FFThat's...^000000";
- mes "That's ^660000Ghalstein's^3355FF voice!^000000";
- next;
- mes "[????]";
- mes "^666666Something unexpected";
- mes "came up. Hence the sudden";
- mes "change in plans. Now listen...^000000";
- next;
- mes "^3355FFSuddenly, both of the";
- mes "voices grew much quieter";
- mes "as the two men spoke to each";
- mes "other in low, hoarse whispers";
- mes "that are almost inaudible.^000000";
- next;
- mes "[????]";
- mes "^666666....";
- mes "...Relate.....";
- mes "...Business.....Kafr...^000000";
- next;
- mes "[Ghalstein]";
- mes "^333333Oh. That does";
- mes "sound very urgent.";
- mes "But it's not safe to";
- mes "talk about this here.";
- mes "Let's move somewhere";
- mes "a little more secure.^000000";
- next;
- mes "[????]";
- mes "^666666No problem.";
- mes "........................^000000";
- next;
- mes "........................";
- mes ".....................";
- mes "..................";
- next;
- mes "^3355FFThat other voice...";
- mes "Whoever it belonged";
- mes "to is gone! What's";
- mes "going on here?^000000";
- set lhz_boss,2;
- close;
- }
- }
-}
-
-yuno_fild04,165,245,4 script Dismal Guy 89,{
-
- if(lhz_boss < 8)
- {
- mes "[Gushaar]";
- mes "Decisions, decisions.";
- mes "Sometimes it's hard to";
- mes "make a choice when it";
- mes "isn't clear which one will";
- mes "give you the most benefit.";
- next;
- mes "[Gushaar]";
- mes "I think most of the good";
- mes "things in life have some";
- mes "kind of cost, but they're";
- mes "usually worth it. I mean,";
- mes "nothing would have any";
- mes "worth without any cost, right?";
- close;
- }
- else if(lhz_boss == 8)
- {
- mes "[Gushaar]";
- mes "Alright. Choose";
- mes "your poison. I got";
- mes "two different kinds of";
- mes "tonics for you, red and blue.";
- mes "So which one will you drink?";
- next;
- switch( select( "????","Red Tonic","Blue Tonic" ) )
- {
- case 1:
- mes "[Gushaar]";
- mes "Well, when you don't";
- mes "make a decision, you";
- mes "don't take action. And";
- mes "when you don't take any";
- mes "action, nothing happens.";
- mes "Come on, don't be boring~";
- close;
-
- case 2:
- mes "[Gushaar]";
- mes "Red, huh? I like";
- mes "your style. But, eh,";
- mes "isn't there something";
- mes "you want to show me first?";
- next;
- switch( select( "Oh, right!","What are you talking about?" ) )
- {
- case 1:
- if(!countitem(7348))
- {
- mes "[Gushaar]";
- mes "Hey... Umm...";
- mes "Aren't you supposed";
- mes "to be carrying some";
- mes "sort of secret something?";
- mes "I'd tell you want it was if we";
- mes "weren't so, well, secretive.";
- close;
- }
- mes "^3355FFYou suavely flash";
- mes "your Membership Card";
- mes "to Gushaar, who gives";
- mes "you an approving nod.^000000";
- next;
- mes "[Gushaar]";
- mes "Yeah, that's what";
- mes "I wanted to see. Good,";
- mes "you're the one I've been";
- mes "waiting here for. Alright,";
- mes "just give me a second...";
- set lhz_boss,9;
- close;
-
- case 2:
- mes "[Gushaar]";
- mes "Huh?! Oh geez, I almost";
- mes "never make this mistake.";
- mes "I'm sorry, I thought you might";
- mes "have been someone else.";
- close;
- }
-
- case 3:
- mes "[Gushaar]";
- mes "Blue...? Huh.";
- mes "That shouldn't be";
- mes "the one you want.";
- mes "Well, if you're who";
- mes "I think you are... Are you?";
- close;
- }
- }
- else if(lhz_boss == 9)
- {
- mes "[Gushaar]";
- mes "Alright, first of all,";
- mes "you should know why the";
- mes "Rekenber Corporation is";
- mes "our sworn enemy. Did you";
- mes "know that it basically controls";
- mes "the Schwaltzvalt Republic?";
- next;
- mes "[Gushaar]";
- mes "They're so powerful, they";
- mes "manipulate everything in the";
- mes "economy, media and even the";
- mes "politics of this nation. There are other corporations, sure, but";
- mes "they're nothing in comparsion.";
- next;
- mes "[Gushaar]";
- mes "Rekenber Corporation...";
- mes "They've even got a hold on";
- mes "all the other companies, simply";
- mes "by bribing politicians to pass";
- mes "the bills they want passed.";
- mes "This isn't a real republic...";
- next;
- mes "[Gushaar]";
- mes "The ultimate goal of our";
- mes "group, ''Secret Wing,'' is to";
- mes "establish true independence";
- mes "in the Schwaltzvalt Republic";
- mes "by destroying Rekenber Corporation.";
- next;
- mes "[Gushaar]";
- mes "Fortunately, the new president";
- mes "of the Schwaltzvalt Republic,";
- mes "Mr. Weierstrass, is sympathetic";
- mes "to our cause. He is working with us to bring about a revolution and";
- mes "overthrow Rekenber Corporation.";
- next;
- mes "[Gushaar]";
- mes "Your mission will be to";
- mes "visit with the president and";
- mes "bring back any information";
- mes "he may have for us. Remember,";
- mes "because of his position, you can only see him during certain hours.";
- set lhz_boss,10;
- close;
- }
- else if(lhz_boss == 10)
- {
- mes "[Gushaar]";
- mes "I hope you understand";
- mes "''Secret Wing's'' ultimate";
- mes "goal now. In any case, you've";
- mes "got to meet our president,";
- mes "Karl Theodor Weierstrass.";
- next;
- mes "[Gushaar]";
- mes "It won't be easy to see";
- mes "such an important man,";
- mes "so show your Secret Wing";
- mes "Membership Card to his";
- mes "secretary and there should";
- mes "be very little hassle.";
- next;
- mes "[Gushaar]";
- mes "Because of his schedule,";
- mes "you'll only be allowed to see";
- mes "him from ^FF00008:00 PM to 11:00 PM^000000,";
- mes "and from ^FF000011:00 AM to 2:00PM PST^000000.Good luck on this mission, friend.";
- set lhz_boss,11;
- close;
- }
- else
- {
- mes "[Gushaar]";
- mes "Rekenber...";
- mes "I shall see your";
- mes "destruction if it's the";
- mes "very last thing I do!";
- close;
- }
-}
-
-yuno_pre,69,20,4 script Secretary#1 862,{
-
- if(lhz_boss < 11)
- {
- mes "[Hes O'Neil]";
- mes "Good day, how";
- mes "may I help you?";
- next;
- switch( select( "Oh. I'm fine, thanks.","I want to meet the president~","W-who are you...?" ) )
- {
- case 1:
- mes "[Hes O'Neil]";
- mes "Since this is an";
- mes "important government";
- mes "building, please keep";
- mes "in mind that certain areas,";
- mes "monitored by guards, are";
- mes "off limits to visitors.";
- close;
-
- case 2:
- mes "[Hes O'Neil]";
- mes "President Weierstrass?";
- mes "Do you have an appointment";
- mes "to meet with him today?";
- next;
- switch( select( "Yes","No" ) )
- {
- case 1:
- mes "[Hes O'Neil]";
- mes "Alright, let me see.";
- mes "May I please have your";
- mes "name so that I can look";
- mes "it up in today's schedule?";
- next;
- switch( select( ""+strcharinfo(0)+"" ) )
- {
- case 1:
- break;
- }
- mes "[Hes O'Neil]";
- mes ""+strcharinfo(0)+"?";
- mes "I'm sorry, but I can't find";
- mes "your name on the list. You";
- mes "can only visit the president";
- mes "if you have an appointment.";
- mes "Thank you for your cooperation.";
- close;
-
- case 2:
- mes "[Hes O'Neil]";
- mes "I'm so sorry, but because";
- mes "the president is an incredibly" ;
- mes "busy man, he can only make";
- mes "time to see the people who";
- mes "have an appointment.";
- close;
- }
-
- case 3:
- mes "[Hes O'Neil]";
- mes "Hmm...?";
- mes "I'm the personal";
- mes "secretary to the";
- mes "president of the";
- mes "Schwartzvalt Republic,";
- mes "if that's what you mean.";
- close;
- }
- }
- else if(lhz_boss < 16)
- {
- mes "[Hes O'Neil]";
- mes "Good day, how";
- mes "may I help you?";
- next;
- switch( select( "Show Secret Wing Card.","I'm here to see the president.","Nothing." ) )
- {
- case 1:
- if(!countitem(7348))
- {
- mes "^3355FFWait a second...";
- mes "You don't seem to";
- mes "be carrying your";
- mes "''Secret Wing''";
- mes "Membership Card.^000000";
- close;
- }
- if(((gettime(3) > 10) && (gettime(3) < 15)) || ((gettime(3) > 19) && (gettime(3) <= 23)))
- {
- mes "^3355FFYou suavely flash";
- mes "your ''Secret Wing''";
- mes "Membership Card.^000000";
- next;
- mes "[Hes O'Neil]";
- mes "Oh... I see.";
- mes "The president has";
- mes "been expecting you.";
- mes "Please, right this way.";
- close2;
- warp "yuno_pre",113,53;
- end;
- }
- mes "[Hes O'Neil]";
- mes "Oh... I see.";
- mes "I'm sorry, but you've";
- mes "come too early for your";
- mes "appointment. Would you";
- mes "come back to see the";
- mes "president later?";
- close;
-
- case 2:
- mes "[Hes O'Neil]";
- mes "President Weierstrass?";
- mes "Do you have an appointment";
- mes "to meet with him today?";
- next;
- switch( select( "Yes","No" ) )
- {
- case 1:
- mes "[Hes O'Neil]";
- mes "Alright, let me see.";
- mes "May I please have your";
- mes "name so that I can look";
- mes "it up in today's schedule?";
- next;
- switch( select( ""+strcharinfo(0)+"" ) )
- {
- case 1:
- break;
- }
- mes "[Hes O'Neil]";
- mes ""+strcharinfo(0)+"?";
- mes "I'm sorry, but I can't find";
- mes "your name on the list. You";
- mes "can only visit the president";
- mes "if you have an appointment.";
- mes "Thank you for your cooperation.";
- close;
-
- case 2:
- mes "[Hes O'Neil]";
- mes "I'm so sorry, but because";
- mes "the president is an incredibly" ;
- mes "busy man, he can only make";
- mes "time to see the people who";
- mes "have an appointment.";
- close;
- }
-
- case 3:
- mes "[Hes O'Neil]";
- mes "Since this is an";
- mes "important government";
- mes "building, please keep";
- mes "in mind that certain areas,";
- mes "monitored by guards, are";
- mes "off limits to visitors.";
- close;
- }
- }
- else if(lhz_boss == 16)
- {
- if(!countitem(7342))
- {
- mes "[Hes O'Neil]";
- mes "Hm? I thought the";
- mes "president was supposed";
- mes "to give you some kind of";
- mes "file, but perhaps I was";
- mes "mistaken? Let me think...";
- close;
- }
- mes "[Hes O'Neil]";
- mes "Hello, may I be";
- mes "of any assistance?";
- next;
- switch( select( "I brought this." ) )
- {
- case 1:
- break;
- }
- mes "[Hes O'Neil]";
- mes "Ah, the file folder";
- mes "I needed. I'm so sorry";
- mes "to trouble you. Thank";
- mes "you so much for your help.";
- delitem 7342,1;
- set lhz_boss,17;
- close;
- }
- else if(lhz_boss < 21)
- {
- mes "[Hes O'Neil]";
- mes "I'm sorry, but the";
- mes "president is currently";
- mes "outside on business.";
- mes "Please come back to";
- mes "visit him another time.";
- close;
- }
- else if(lhz_boss < 43)
- {
- mes "[Hes O'Neil]";
- mes "Oh, the president";
- mes "is expecting you.";
- mes "Please, go right";
- if(Sex == 1) mes "on ahead, sir.";
- else mes "on ahead, ma'am.";
- close2;
- warp "yuno_pre",113,53;
- end;
- }
- else if(hg_tre == 56)
- {
- mes "[Hes O'Neil]";
- mes "The President has given the order that ";
- mes "nobody is allowed to enter this place.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "However, you will change your mind after listening to my explanation.";
- next;
- mes "[Hes O'Neil]";
- mes "...............";
- mes "Is it something very important?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "It is the most important thing.";
- next;
- mes "[Hes O'Neil]";
- mes "Alright then, there you go.";
- mes "(Whisper) I hope you will become his source of strength.";
- close2;
- warp "yuno_pre",113,53;
- end;
- }
- else if(hg_tre > 56)
- {
- mes "[Hes O'Neil]";
- mes "The president said that you're welcome to visit him anytime.";
- close2;
- warp "yuno_pre",113,53;
- end;
- }
- else
- {
- mes "[Hes O'Neil]";
- mes "I'm sorry...";
- mes "It seems that the";
- mes "president would like";
- mes "to have some privacy now.";
- close;
- }
-}
-
-yuno_pre,95,71,5 script Guard 852,{
-
- if(lhz_boss < 11)
- {
- mes "[Guard]";
- mes "You are in the";
- mes "President's House.";
- mes "Arms are prohibited";
- mes "without authorization in";
- mes "this government building.";
- mes "Thank you for your cooperation.";
- close2;
- nude;
- warp "yuno_pre",83,22;
- end;
- }
- else if(lhz_boss == 11 || lhz_boss == 12)
- {
- if(lhz_boss == 12) set @visit_pre,rand(1,10);
- if(@visit_pre == 7)
- {
- mes "[?????]";
- mes "I see.";
- mes "Then...";
- next;
- mes "[????????]";
- mes "Ummm....";
- mes "Understood...";
- mes "......";
- next;
- enablenpc "A Fine Gentleman";
- next;
- mes "[?????]";
- mes "..........";
- next;
- mes "[Guard]";
- mes "Ah, Mr. Keshnaar.";
- mes "Are you leaving?";
- next;
- mes "[Keshnaar]";
- mes "Yes, it's about time";
- mes "for me to depart. Ah,";
- mes "and may I ask who this";
- if(Sex == 1) mes "young gentleman here is?";
- else mes "lovely young lady is?";
- next;
- mes "[Guard]";
- mes "Mr. Keshnaar,";
- mes "I present "+strcharinfo(0)+".";
- mes ""+strcharinfo(0)+", allow me";
- mes "to introduce Eridan Keshnaar.";
- next;
- mes "[Keshnaar]";
- mes "A pleasure to meet you.";
- mes "Now, if you would excuse";
- mes "me, I have some business";
- mes "to attend to. Good day~";
- next;
- mes "[Guard]";
- mes "Take care,";
- mes "Mr. Keshnaar.";
- set lhz_boss,13;
- disablenpc "A Fine Gentleman";
- close;
-
- }
- mes "[Guard]";
- mes "Please wait a moment.";
- mes "Currently, the president";
- mes "is seeing another guest.";
- mes "Thank you for your patience.";
- if(lhz_boss == 11) set lhz_boss,12;
- close;
- }
- else if(lhz_boss == 13)
- {
- mes "[Guard]";
- mes "Now you may enter";
- mes "and speak with the";
- mes "president. Thank you";
- mes "for waiting all this time.";
- next;
- switch( select( "Thank you.","Who was that gentleman...?" ) )
- {
- case 1:
- if(Sex == 1) mes "A Mister "+strcharinfo(0)+"";
- else
- {
- if(getpartnerid()) mes "A Missis "+strcharinfo(0)+"";
- else mes "A Miss "+strcharinfo(0)+"";
- }
- mes "has arrived to see you now.";
- next;
- mes ".....";
- next;
- mes "[Mr. President]";
- mes "Oh, you're early!";
- mes "I'm sorry, but would you";
- mes "please wait one minute?";
- next;
- mes "[Guard]";
- mes "Yes, sir.";
- mes "My apologies, but would";
- mes "you please wait until the";
- mes "president is ready?";
- close;
-
- case 2:
- mes "[Guard]";
- mes "Oh, Mr. Keshnaar is the";
- mes "government negotiator from";
- mes "the Rekenber Corporation.";
- mes "He often visits the president";
- mes "to discuss various issues.";
- set lhz_boss,14;
- close;
- }
- }
- else
- {
- mes "[Guard]";
- mes "Greetings.";
- mes "You may enter to";
- mes "see the president.";
- close2;
- warp "yuno_pre",78,69;
- end;
- }
-}
-
-yuno_pre,96,69,2 script A Fine Gentleman 754,{
-
-OnInit:
- disablenpc "A Fine Gentleman";
- end;
-}
-
-yuno_pre,69,79,4 script Mr. President 872,{
-
- if(checkweight(7342,1) != 1)
- {
- mes "- Wait a moment! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please enlighten your weight -";
- mes "- and try again. -";
- close;
- }
- cutin "lhz_karl.bmp",2;
- if(lhz_boss < 11)
- {
- mes "[Karl]";
- mes "How did you get in here?";
- mes "Please leave this place";
- mes "immediately! Security...!";
- close2;
- cutin "",255;
- warp "yuno_pre",83,22;
- }
- else if(lhz_boss == 14)
- {
- mes "[Karl]";
- mes "Ah, welcome~";
- mes "I understand that you";
- mes "must have had a lot of";
- mes "trouble coming here.";
- mes "It's a pleasure to";
- mes "finally meet you.";
- next;
- mes "[Karl]";
- mes "As I'm sure Ghalstein";
- mes "has told you, ''Secret Wing''";
- mes "was formed to overthrow the";
- mes "evil Rekenber Corporation.";
- mes "Now, I'm sure that you must";
- mes "have some questions for me...";
- next;
-L_Mission:
- switch( select( "Secret Wing's Background","Rekenber's Purpose","Secret Wing's Goal","Details about my mission","I'm ready for my mission." ) )
- {
- case 1:
- mes "[Karl]";
- mes "Rekenber has been";
- mes "unopposed for a very long";
- mes "time. Our nation is unhappy";
- mes "with their rule, but since our";
- mes "country lacks solidarity, the";
- mes "people can do nothing.";
- next;
- mes "[Karl]";
- mes "But one day, I was contacted";
- mes "by some people who claimed to";
- mes "share my sentiments against";
- mes "the Rekenber Corporation.";
- mes "Later, I learned that they were";
- mes "from the Kafra Corporation.";
- next;
- mes "[Karl]";
- mes "Apparently, they were";
- mes "facing some aggressive";
- mes "competition from Cool";
- mes "Event Corp, which is";
- mes "actually backed by the";
- mes "Rekenber Corporation.";
- next;
- mes "[Karl]";
- mes "We decided to pool our";
- mes "resources to deal with what";
- mes "we perceived as a common";
- mes "enemy. Before long, we gathered";
- mes "more devotees to our cause and";
- mes "formed the ''Secret Wing.''";
- next;
- mes "[Karl]";
- mes "It may be helpful for";
- mes "you to know that our";
- mes "direct contact to the";
- mes "Kafra Corporation is the";
- mes "^FF00003rd Security Team^000000. Oh, did";
- mes "you have any other questions?";
- next;
- goto L_Mission;
-
- case 2:
- mes "[Karl]";
- mes "It's true that companies";
- mes "exist to create money, but";
- mes "the Rekenber Corporation";
- mes "is much more nefarious.";
- mes "They actually want to dominate the entire Rune-Midgard continent.";
- next;
- mes "[Karl]";
- mes "In fact, the chairman of";
- mes "that company is shrouded";
- mes "in mystery. Although I'm";
- mes "the president, I go through";
- mes "many difficulties just to";
- mes "send a message to him.";
- next;
- mes "[Karl]";
- mes "It's disheartening,";
- mes "but we really have no";
- mes "idea what their true goals";
- mes "and plans might be. Now, did";
- mes "you have any other questions?";
- next;
- goto L_Mission;
-
- case 3:
- mes "[Karl]";
- mes "''Secret Wing's'' only";
- mes "goal is to destroy the";
- mes "Rekenber Corporation in";
- mes "order to break the Schwaltzvalt Republic free from its oppression.";
- next;
- mes "[Karl]";
- mes "Of course, we realize";
- mes "that it will take time and";
- mes "a lot of sacrifice to make";
- mes "this a reality. Now, do you";
- mes "have anything else to ask?";
- next;
- goto L_Mission;
-
- case 4:
- mes "[Karl]";
- mes "Ah, your next mission.";
- mes "I'm ready to give you";
- mes "some of the details if";
- mes "you no longer have any";
- mes "questions to ask. Let me";
- mes "know when you are ready.";
- next;
- goto L_Mission;
-
- case 5:
- mes "[Karl]";
- mes "Very well, then.";
- mes "Your mission will not";
- mes "be too difficult, but it does";
- mes "have great urgency so you";
- mes "must accomplish it as soon";
- mes "as you can. Understood?";
- next;
- switch( select( "Wait, I have one more question!","Yes sir, Mr. President." ) )
- {
- case 1:
- mes "[Karl]";
- mes "Hm? I thought you";
- mes "didn't have any more";
- mes "questions. However, I still";
- mes "have the luxury to give you";
- mes "any answers that I can provide.";
- next;
- goto L_Mission;
-
- case 2:
- mes "[Karl]";
- mes "I'm glad to hear that.";
- mes "Alright, give me a second";
- mes "to search for this file before";
- mes "I explain the mission.";
- set lhz_boss,15;
- close2;
- cutin "",255;
- end;
- }
- }
- }
- else if(lhz_boss == 15)
- {
- mes "[Karl]";
- mes "Now, you must first visit";
- mes "the Kafra Headquarters in";
- mes "Al De Baran and meet someone";
- mes "named ^FF0000Benith^000000. She will tell you";
- mes "all about your next mission.";
- next;
- mes "[Karl]";
- mes "Be careful and do not";
- mes "freely mention anything";
- mes "about ''Secret Wing'' or";
- mes "your cooperation with us as";
- mes "it may jeopardize our goals.";
- mes "Hurry, time is of the essence.";
- next;
- mes "[Karl]";
- mes "Ah, before I forget,";
- mes "please bring this file";
- mes "folder to ^FF0000Ms. Hes O'Neil^000000";
- mes "for me before you leave.";
- mes "Thank you very much.";
- set lhz_boss,16;
- getitem 7342,1;
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_boss < 21)
- {
- mes "[Karl]";
- mes "Hurry and complete";
- mes "the mission given to";
- mes "you by Benith, who is";
- mes "in the Kafra Headquarters";
- mes "in Al De Baran. It is a very";
- mes "urgent, high priority task...";
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_boss == 21)
- {
- if(!countitem(7343))
- {
- mes "[Karl]";
- mes "Hm? I was expecting";
- mes "for you to bring me";
- mes "back an important file.";
- mes "Please hurry, our entire";
- mes "organization is at stake!";
- close2;
- cutin "",255;
- end;
- }
- mes "[Karl]";
- mes "Ah, you're here.";
- mes "Good work, I hear that";
- mes "the mission was a success.";
- mes "An official success anyway.";
- mes "...............................";
- next;
- mes "[Karl]";
- mes "Poor, dear sweet";
- mes "Jargeah. Why him?";
- mes "Must fate be so cruel";
- mes "and harsh? I still can't";
- mes "believe he's gone. Just";
- mes "last week, we were...";
- next;
- mes "[Karl]";
- mes "I'm sorry. You didn't";
- mes "know him that well, but";
- mes "all those who did know";
- mes "him, loved him. And I can";
- mes "say that with pride. L-let";
- mes "me check the files a minute...";
- delitem 7343,1;
- set lhz_boss,22;
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_boss == 22)
- {
- set @read_pre,rand(1,5);
- if(@read_pre == 3)
- {
- mes "[Karl]";
- mes "Hm. After completely";
- mes "reviewing this file, I've";
- mes "found that it offers some";
- mes "great leads, but it's still not";
- mes "enough hard evidence to";
- mes "really hurt Rekenber.";
- next;
- mes "[Karl]";
- mes "However, according to";
- mes "this, there's a researcher";
- mes "from Rekenber named";
- mes "Shinokas who vanished all";
- mes "of a sudden. Apparently, he";
- mes "knew some kind of secret.";
- next;
- mes "[Karl]";
- mes "Luckily, my men have";
- mes "reported sightings of";
- mes "Shinokas somewhere in";
- mes "Einbroch. He's certainly";
- mes "out there. But what does";
- mes "he have to hide?";
- next;
- mes "[Karl]";
- mes "We must learn his";
- mes "secret if we hope to";
- mes "do any lasting damage to";
- mes "the Rekenber Corporation.";
- mes "Your next mission is to";
- mes "find Shinokas. Good luck.";
- next;
- mes "[Karl]";
- mes "And please hurry.";
- mes "I don't want our enemies";
- mes "to discover Shinokas before";
- mes "we can get him to talk.";
- if(Shinokas_Quest == 11) set lhz_boss,24;
- else set lhz_boss,23;
- close2;
- cutin "",255;
- end;
- }
- mes "[Karl]";
- mes "I'm sorry, but it's";
- mes "taking me a long time";
- mes "to analyze the information";
- mes "in this file. A-and Jargeah";
- mes "sacrificed himself to get";
- mes "it for us. ^333333*Sigh*^000000 Jargeah...";
- next;
- mes "[Karl]";
- mes "Why don't you relax";
- mes "while I peruse this";
- mes "file? I should be done";
- mes "with this soon, hopefully...";
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_boss == 23)
- {
- if(Shinokas_Quest == 11)
- {
- mes "[Karl]";
- mes "Ymir's Heart Pieces?";
- mes "Is that what they're";
- mes "trying to collect?";
- mes "What are they going";
- mes "to do with something";
- mes "so incredibly dangerous?!";
- next;
- mes "[Karl]";
- mes "Huh. This new information";
- mes "raises some new questions.";
- mes "Fortunately, we have a new";
- mes "lead from the spy who got";
- mes "us the info on Shinokas.";
- next;
- mes "[Karl]";
- mes "We've recently learned that";
- mes "Shinokas managed to access";
- mes "the Regenschirm Secret Archive, a lab affiliated with Rekenber.";
- mes "That's how Shinokas was able";
- mes "to learn so much about them.";
- next;
- mes "[Karl]";
- mes "It will be difficult";
- mes "and very dangerous to";
- mes "access this archive, so";
- mes "I want you to meet with";
- mes "someone from the Kafra";
- mes "Corporation near Lighthalzen.";
- next;
- mes "[Karl]";
- mes "And don't worry...";
- mes "She'll know exactly";
- mes "who you are and";
- mes "how to help you.";
- set lhz_boss,26;
- close2;
- cutin "",255;
- end;
- }
- mes "[Karl]";
- mes "We don't know how";
- mes "helpful Shinokas's";
- mes "information may be for";
- mes "us, but we must learn";
- mes "anything we can about";
- mes "the Rekenber Corporation.";
- next;
- mes "[Karl]";
- mes "There is so much we";
- mes "don't know about them.";
- mes "Their motives, their methods,";
- mes "almost all of the important";
- mes "details are still in the dark.";
- next;
- mes "[Karl]";
- mes "By all means, you";
- mes "must find Shinokas and";
- mes "see what you can learn!";
- mes "Your efforts will not go";
- mes "unrecognized, "+strcharinfo(0)+".";
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_boss == 24)
- {
- mes "[Karl]";
- mes "Hm? What's wrong?";
- mes "Now that I think about";
- mes "it, you reacted as if you";
- mes "recognized his name back";
- mes "when I mentioned Shinokas.";
- next;
- switch( select( "Oh, no. Not really.","Actually, Shinokas is..." ) )
- {
- case 1:
- mes "[Karl]";
- mes "Then it must be";
- mes "my imagination.";
- mes "Okay then, go and";
- mes "find Shinokas, he";
- mes "may be in grave";
- mes "danger as we speak!";
- close2;
- cutin "",255;
- end;
-
- case 2:
- mes "[Karl]";
- mes "Oh...";
- mes "You've already met";
- mes "Shinokas, did you?";
- mes "You witnessed his ";
- mes "death?! This is a very";
- mes "strange coincidence.";
- next;
- mes "[Karl]";
- mes "I see, there must be";
- mes "no need to investigate";
- mes "Shinokas now. And you";
- mes "did learn the secret for";
- mes "which he was hunted...";
- next;
- mes "[Guard]";
- mes "Mr. President,";
- mes "Ms. Hes O' Neil has an";
- mes "urgent message for you.";
- next;
- mes "[Karl]";
- mes "Hmm...";
- mes "Then please,";
- mes "let her in.";
- next;
- enablenpc "Secretary#2";
- next;
- mes "[Hes O'Neil]";
- mes "Sir, I'm sorry";
- mes "for interrupting";
- mes "you, but there's";
- mes "something I need to";
- mes "show you immediately!";
- next;
- mes "[Karl]";
- mes "Alright, let's";
- mes "have it. Let me";
- mes "see those new files.";
- mes "Oh, these are--! Thank";
- mes "you, Ms. O' Neil, you";
- mes "may leave now.";
- next;
- mes "[Hes O'Neil]";
- mes "Thank you sir.";
- mes "Once again, let me";
- mes "apologize for disturbing";
- mes "your private conference.";
- next;
- disablenpc "Secretary#2";
- next;
- mes "[Karl]";
- mes "Alright. Please let me";
- mes "review these documents";
- mes "to see if there are any";
- mes "new developments in the";
- mes "investigation involving";
- mes "Shinokas and his secret...";
- set lhz_boss,25;
- close2;
- cutin "",255;
- end;
- }
- }
- else if(lhz_boss == 25)
- {
- set @talk_pre,rand(1,10);
- if(@talk_pre == 8)
- {
- mes "[Karl]";
- mes "Alright, I just";
- mes "completed reading";
- mes "all of these new reports";
- mes "from our field agents.";
- mes "Thank you for waiting.";
- next;
- mes "[Karl]";
- mes "We've recently learned that";
- mes "Shinokas managed to access";
- mes "the Regenschirm Secret Archive,a lab affiliated with Rekenber.";
- mes "That's how Shinokas was able";
- mes "to learn so much about them.";
- next;
- mes "[Karl]";
- mes "It will be difficult";
- mes "and very dangerous to";
- mes "access this archive, so";
- mes "I want you to meet with";
- mes "someone from the Kafra";
- mes "Corporation near Lighthalzen.";
- next;
- mes "[Karl]";
- mes "If you keep looking around";
- mes "the ^3355FFfields just outside of";
- mes "Lighthalzen^000000, you'll certainly";
- mes "find her. I'm sorry that I can't";
- mes "tell you more, but we've got";
- mes "to protect our security...";
- next;
- mes "[Karl]";
- mes "And don't worry...";
- mes "She'll know exactly";
- mes "who you are and";
- mes "how to help you.";
- set lhz_boss,26;
- close2;
- cutin "",255;
- end;
- }
- mes "[Karl]";
- mes "I apologize, but it's";
- mes "taking me a long time";
- mes "to go through all of the";
- mes "reports in these files.";
- mes "Please give me a little more";
- mes "time to make sense of them.";
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_boss < 37)
- {
- mes "[Karl]";
- mes "I hope you continue";
- mes "to keep up the good";
- mes "work, not only for the";
- mes "sake of the Schwaltzvalt";
- mes "Republic, but for peace";
- mes "on all of Rune-Midgard.";
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_boss == 37)
- {
- if(!countitem(7344))
- {
- mes "[Karl]";
- mes "Did you find any";
- mes "of that evidence in";
- mes "the Secret Archive yet?";
- mes "Hurry! The movements in";
- mes "Rekenber Corporation are";
- mes "making me feel really uneasy.";
- close2;
- cutin "",255;
- end;
- }
- mes "[Karl]";
- mes "Ah, you're here.";
- mes "I've already received a";
- mes "message from Esuna";
- mes "about your success.";
- mes "If you would, please";
- mes "let me read the file...";
- next;
- mes "[Karl]";
- mes "Ah, now everything is";
- mes "clearer. Shinokas and his";
- mes "friends were killed over";
- mes "that piece of Ymir's Heart.";
- mes "That's what the Rekenber";
- mes "Corporation ultimately wants.";
- next;
- mes "[Karl]";
- mes "But this raises some";
- mes "new questions. What";
- mes "are they planning to";
- mes "do with Ymir's Heart?";
- mes "It must be more powerful";
- mes "than we had thought...";
- next;
- mes "[Karl]";
- mes "We'll need even more";
- mes "information. For now,";
- mes "please go back to Esuna.";
- mes "It seems that she just";
- mes "received some critically";
- mes "important intel to give you.";
- delitem 7344,1;
- set lhz_boss,38;
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_boss == 38)
- {
- mes "[Karl]";
- mes "Please hurry and meet";
- mes "Esuna just outside of";
- mes "Lighthalzen. Perhaps I am";
- mes "getting paranoid, but I keep";
- mes "getting the feeling that";
- mes "Rekenber is on to us...";
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_boss == 39)
- {
- if(!countitem(7343))
- {
- mes "[Karl]";
- mes "You don't have the";
- mes "file? Retrieve it for";
- mes "me as soon as you can.";
- mes "It's imperative that I read";
- mes "what Esuna has to report!";
- close2;
- cutin "",255;
- end;
- }
- mes "[Karl]";
- mes "Ah, good to see you";
- mes "again. I hear you have";
- mes "some important news for";
- mes "me, something of the utmost";
- mes "urgency. But I fear the worst.";
- next;
- switch( select( "Give the file from Esuna." ) )
- {
- case 1:
- break;
- }
- mes "[Karl]";
- mes "What...?";
- mes "I can't believe this!";
- mes "How can our security";
- mes "be breached like this?!";
- mes "Only someone from";
- mes "really deep inside could...";
- next;
- mes "[Karl]";
- mes "Please...";
- mes "Would you go and";
- mes "speak to Esuna one";
- mes "more time? I need to";
- mes "know more about how";
- mes "all of this happened...";
- delitem 7343,1;
- set lhz_boss,40;
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_boss == 41)
- {
- mes "[Karl]";
- mes "No...";
- mes "I can't...";
- mes "Kurelle? We've";
- mes "worked together,";
- mes "trusted each other";
- mes "for years. No, it's not....";
- next;
- mes "[Karl]";
- mes "If it's true, then";
- mes "that means I've been";
- mes "playing into the enemy's";
- mes "hands this whole time.";
- mes "I've... I've got to know";
- mes "and ask Kurelle myself.";
- next;
- mes "[Karl]";
- mes "O'Neil!";
- mes "Bring Kurelle in";
- mes "here, right now!";
- next;
- mes "[Hes O'Neil]";
- mes "...Yes, sir.";
- mes "Right away.";
- next;
- set lhz_boss,42;
- close2;
- cutin "",255;
- end;
- }
- else if(lhz_boss == 42)
- {
- mes "[Guard]";
- mes "Advisor Kurelle";
- mes "is here now.";
- next;
- mes "[Karl]";
- mes "Let him in!";
- mes "...................";
- next;
- mes "[Guard]";
- mes "...............?";
- mes "Yes, sir...";
- next;
- enablenpc "A Neat Gentleman";
- next;
- mes "[Kurelle]";
- mes "Hello, Mr. President.";
- mes "What exactly did you";
- mes "need from me today?";
- next;
- mes "[Karl]";
- mes "...........";
- mes ".......";
- mes "...";
- next;
- mes "[Kurelle]";
- mes "???";
- mes ".......";
- next;
- mes "[Karl]";
- mes "Did you...";
- mes "Why did you betray us?!";
- mes "After all this time, why now?";
- next;
- mes "[Kurelle]";
- mes "...";
- mes "......";
- mes "So you know.";
- mes "Well, you're smarter";
- mes "than I gave you credit for.";
- next;
- mes "[Kurelle]";
- mes "Ha ha ha~";
- mes "Right, it was me.";
- mes "Your right hand man.";
- mes "I reported everything";
- mes "you were doing to the";
- mes "Rekenber Corporation.";
- next;
- mes "[Karl]";
- mes "But why...?";
- mes "I thought we were";
- mes "working together for";
- mes "the greater good, to";
- mes "do the right thing?";
- next;
- mes "[Kurelle]";
- mes "Forget that! I'm sick";
- mes "of being second place";
- mes "to you. All our lives, you've";
- mes "always been on top. School,";
- mes "athletics, politics. Well, here's my chance to finally beat you!";
- next;
- mes "[Karl]";
- mes "I can't believe this. All";
- mes "those years of friendship";
- mes "were all a lie? We even";
- mes "joined Secret Wing together.";
- mes "This whole time, you were";
- mes "harboring a silly grudge...";
- next;
- mes "[Kurelle]";
- mes "Shut up! It's not a";
- mes "silly grudge! ...You there.";
- mes "Adventurer. Can't you see";
- mes "this man is finished?! But";
- mes "it's not too late. Join us.";
- mes "Rekenber could use you.";
- next;
- mes "[Kurelle]";
- mes "Now that I've helped";
- mes "the Rekenber Corporation,";
- mes "I'll get their support in the";
- mes "next presidential election.";
- mes "I'll beat you for sure, Karl!";
- mes "Bwahahahahahaahahahhaah~!";
- next;
- disablenpc "A Neat Gentleman";
- mes ".......";
- mes ".........";
- mes "...........";
- next;
- mes "[Karl]";
- mes "It's all over for";
- mes "now. This isn't good";
- mes "at all. You're finished";
- mes "here too. Go and talk to";
- mes "^3355FFGhalstein^000000 again. It's time";
- mes "we let you loose, adventurer.";
- set lhz_boss,43;
- close2;
- cutin "",255;
- end;
- }
- else if(hg_tre == 56)
- {
- if(!countitem(7342))
- {
- mes "["+strcharinfo(0)+"]";
- mes "Ah, where did I put the record?";
- close;
- }
- mes "[Karl]";
- mes "It's you.....!";
- mes "It's really been a long time.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "So, are you still having the idea to go against Rekenber?";
- next;
- mes "[Karl]";
- mes "...................";
- next;
- mes "[Karl]";
- mes "I'm not sure.";
- mes "The Secret Wing has been disbanded and I am just another puppet they have, just like the previous presidents.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Not long ago, the scientists of Regenschrim have stolen the research record and destroyed the machines that they used for research purposes.";
- next;
- emotion e_gasp,0;
- mes "[Karl]";
- mes "...!";
- mes "Did you do that? ";
- mes "I still fail to move on after the incident of my friends' betrayal and the disband of the Secret Wing...";
- mes "You are really a great friend.";
- next;
- mes "[Karl]";
- mes "Didn't you speak about the research record just now?";
- mes "Oh! Can you give me the record?";
- mes "It will be a big trouble to them.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "If you insist to go against them, I will give you the record.";
- next;
- mes "[Karl]";
- mes "I am the president of this country.";
- mes "I have failed before but I won't stop trying when there is still an opportunity.";
- next;
- mes "[Karl]";
- mes "You remind me of the day I made up my mind to rebuild this country.";
- mes "How could I forgot such important responsibilities of mine.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "That's great.";
- mes "Here's the record.";
- mes "I hope you will make good use of it. ";
- next;
- mes "[Karl]";
- mes "Let's see...";
- next;
- mes "[Karl]";
- mes "Oh! That's some interesting information.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I have another good news. The Secret Wing has not given up yet. They are still working on the project and I hope that you won't be giving up on it too.";
- next;
- mes "[Karl]";
- mes ".....I feel so sorry for what I did.";
- next;
- mes "[Karl]";
- mes "Thank you for bringing this great gift. I will stay strong and work hard to achieve my target.";
- next;
- mes "[Karl]";
- mes "I will recruit the new batch of members and use them to let the world know about what the corporation had really done.";
- next;
- mes "[Karl]";
- mes "Thank you so much. ";
- mes "You can count on me to right what was wrong.";
- set hg_tre,57;
- delitem 7342,1;
- getexp 200000,0;
- getitem 617,1;
- close2;
- cutin "",255;
- end;
- }
- else if(hg_tre == 57)
- {
- mes "[Karl]";
- mes "I am trying to recruit capable people who can help me to bring down Rekenber Corporation.";
- mes "Thanks to you, I have enough information as a good beginning to nail them now down.";
- next;
- mes "[Karl]";
- mes "I have had my men to gather some information and learned that Regenschrim had stopped operating now.";
- mes "You have done well for the Schwaltzvalt Republic.";
- close2;
- cutin "",255;
- end;
- }
- else
- {
- mes "[Karl]";
- mes ".........";
- mes "............";
- close2;
- cutin "",255;
- end;
- }
-}
-
-yuno_pre,77,68,0 script Secretary#2 862,{
-
-OnInit:
- disablenpc "Secretary#2";
- end;
-}
-
-yuno_pre,75,73,0 script A Neat Gentleman 109,{
-
-OnInit:
- disablenpc "A Neat Gentleman";
- end;
-}
-
-yuno_pre,117,60,0 script Eavesdrop -1,10,5,{
-
-OnTouch:
- if(lhz_boss == 16)
- {
- mes "^3355FFWhat the...?";
- mes "You can hear";
- mes "whispers coming";
- mes "from the window.^000000";
- next;
- mes "[????]";
- mes "^333333That's expected...";
- mes "But... Why did...";
- mes "... the president...^000000";
- next;
- mes "[?????]";
- mes "^666666.......So...................";
- mes "...their investigation...";
- mes "............of course.........";
- mes "...just bait...................^000000";
- next;
- mes "[????]";
- mes "^333333...Next election.....";
- mes "..............................";
- mes "....you'll be................";
- mes "...............Can't stop us.^000000";
- next;
- mes "^3355FFThe whispers grow";
- mes "lower and lower until";
- mes "you can no longer hear";
- mes "anything. One of those";
- mes "voices seemed so familiar...^000000";
- close;
- }
-}
-
-aldebaran,58,225,4 script Kafra Employee#l1 116,{
-
- if(lhz_boss != 17)
- {
- mes "[Kafra Employee]";
- mes "Welcome to the";
- mes "Kafra Headquarters.";
- mes "Here in the heart of";
- mes "Kafra's operations, you";
- mes "can be provided with special";
- mes "services offered nowhere else!";
- next;
- mes "[Kafra Employee]";
- mes "If you need anything,";
- mes "please inquire the Kafra";
- mes "Employees inside the building.";
- mes "Thank you and have a good day~";
- close;
- }
- mes "[Kafra Employee]";
- mes "Good day~";
- mes "The Kafra Corporation is";
- mes "always working to ensure";
- mes "our customers' satisfaction.";
- mes "How may I help you today?";
- next;
- switch( select( "I have a question.","I'm fine, thanks." ) )
- {
- case 1:
- mes "[Kafra Employee]";
- mes "Sure, I'll answer your";
- mes "question to the best of";
- mes "my ability. However, I may";
- mes "need to reference you to";
- mes "another employee for";
- mes "specialized information.";
- next;
- switch( select( "Do you know where I can find Benith?" ) )
- {
- case 1:
- break;
- }
- mes "[Kafra Employee]";
- mes "Oh, Benith? Sure, you";
- mes "can find her here inside";
- mes "Kafra Headquarters to the";
- mes "right somewhere. She wears";
- mes "a special uniform, so you";
- mes "can spot her easily.";
- next;
- mes "[Kafra Employee]";
- mes "Okay then,";
- mes "have a good day!";
- mes "Always remember";
- mes "that the Kafra Service";
- mes "will be on your side~";
- close;
-
- case 2:
- mes "[Kafra Employee]";
- mes "Feel free to ask any";
- mes "one of our conveniently";
- mes "located employees if you";
- mes "ever have need of Kafra's";
- mes "special services. Thank";
- mes "you and have a nice day~";
- close;
- }
-}
-
-aldeba_in,155,240,5 script Kafra Employee#l2 859,{
-
- if(checkweight(7343,1) != 1)
- {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if(lhz_boss < 17)
- {
- mes "[Kafra Employee]";
- mes "Welcome to";
- mes "Kafra Headquarters.";
- mes "What's new with Kafra?";
- mes "Glad you asked. Right now,";
- mes "we're developing a brand new";
- mes "program with Cool Event Corp.";
- next;
- mes "[Kafra Employee]";
- mes "This new program will";
- mes "provide a direct teleport";
- mes "service to dungeons for";
- mes "the convenience of our";
- mes "valued customers. Is";
- mes "that not... exciting?";
- next;
- mes "[Kafra Employee]";
- mes "Due to technical issues,";
- mes "Kafra Corp and Cool Event";
- mes "Corp cannot provide teleport";
- mes "services to the same dungeon,";
- mes "so one common teleport service";
- mes "provider will be selected.";
- next;
- mes "[Kafra Employee]";
- mes "Therefore, elections will";
- mes "be held to determine which";
- mes "company will provide this";
- mes "Dungeon Teleport Service.";
- mes "Please check the eligibility";
- mes "requirements before voting.";
- close;
- }
- else if(lhz_boss == 17)
- {
- mes "[Kafra Employee]";
- mes "Welcome to";
- mes "Kafra Headquarters.";
- mes "What's new with Kafra?";
- mes "Glad you asked. Right now,";
- mes "we're developing a brand new";
- mes "program with Cool Event Corp.";
- next;
- mes "[Kafra Employee]";
- mes "This new program will";
- mes "provide a direct teleport";
- mes "service to dungeons for";
- mes "the convenience of our";
- mes "valued customers. Is";
- mes "that not... exciting?";
- next;
- mes "[Kafra Employee]";
- mes "Due to technical issues,";
- mes "Kafra Corp and Cool Event";
- mes "Corp cannot provide teleport";
- mes "services to the same dungeon,";
- mes "so one common teleport service";
- mes "provider will be selected.";
- next;
- mes "[Kafra Employee]";
- mes "We'd like to inform";
- mes "you that the customers";
- mes "will decide the teleport";
- mes "service provider through";
- mes "an election. Your vote will";
- mes "be much appreciated.";
- next;
- mes "[Kafra Employee]";
- mes "Remember to take part";
- mes "in the polls that will be";
- mes "taking place in the cities";
- mes "of Prontera and Juno.";
- mes "Happy voting.";
- next;
- switch( select( "Okay.","I can't wait!" ) )
- {
- case 1:
- mes "[Kafra Employee]";
- mes "Uh oh...";
- mes "Did you have a question?";
- mes "In all honesty, I don't know";
- mes "very much about the services";
- mes "Kafra offers. My work is...";
- mes "I'm in a different department.";
- next;
- switch( select( "Oh, that's okay then.","Are you Benith..?" ) )
- {
- case 1:
- mes "[Kafra Employee]";
- mes "*Whew!*";
- mes "Oh good. Well, if you";
- mes "do have any questions";
- mes "about the Kafra Services,";
- mes "please ask one of the regular";
- mes "Kafra Employees. Thank you.";
- close;
-
- case 2:
- mes "[Benith]";
- mes "Yes, that's me.";
- mes "Is there anything";
- mes "that I can do for you?";
- next;
- switch( select( "No, not really.","Show Membership Card." ) )
- {
- case 1:
- mes "[Benith]";
- mes "Really?";
- mes "Okay, then.";
- close;
-
- case 2:
- if(!countitem(7348))
- {
- mes "^3355FFWait...";
- mes "You can't show";
- mes "your ''Secret Wing''";
- mes "Membership Card";
- mes "if you don't have it!^000000";
- close;
- }
- mes "[Benith]";
- mes "Oh, I've been waiting";
- mes "for you. Finally, I can";
- mes "drop this promotional";
- mes "pretense and get down";
- mes "to business and tell you";
- mes "about your mission.";
- next;
- mes "[Benith]";
- mes "As an experienced";
- mes "adventurer, your specialty";
- mes "is in retrieving items and";
- mes "fighting against monsters.";
- mes "We have a rescue mission";
- mes "that suits your expertise.";
- next;
- mes "[Benith]";
- mes "One of our special";
- mes "agents got into an";
- mes "accident and is stuck";
- mes "in ^FF0000Grim Reaper's Valley^000000,";
- mes "located somewhere between";
- mes "Einbroch and Lighthalzen.";
- next;
- mes "[Benith]";
- mes "Our agent, Jargeah,";
- mes "is reported to be hiding";
- mes "near a broken bridge there.";
- mes "All of our other agents are";
- mes "assigned on other missions,";
- mes "so you're all he has right now.";
- next;
- mes "[Benith]";
- mes "He's seriously wounded,";
- mes "so please hurry before";
- mes "the enemy can get to him...";
- set lhz_boss,18;
- close;
- }
- }
-
- case 2:
- mes "[Kafra Employee]";
- mes "That makes one of u--";
- mes "I mean, your participation";
- mes "is very much appreciated.";
- mes "Remember that Kafra is";
- mes "always on your side.";
- close;
- }
- }
- else if(lhz_boss == 18)
- {
- mes "[Benith]";
- mes "Please hurry and save";
- mes "Jargeah. If the enemy";
- mes "gets to him before we";
- mes "do, all his efforts, as well";
- mes "as his life, may be forfeit.";
- next;
- mes "[Benith]";
- mes "You should be able to";
- mes "find him near a broken";
- mes "bridge in Grim Reaper's";
- mes "Valley, which is located";
- mes "somewhere between";
- mes "Einbroch and Lighthalzen.";
- close;
- }
- else if(lhz_boss == 19)
- {
- if(!countitem(7343))
- {
- mes "[Benith]";
- mes "Please hurry!";
- mes "I don't want the enemy";
- mes "to find Jargeah before";
- mes "we do! His life and the";
- mes "Secret Wing are at stake!";
- close;
- }
- mes "[Benith]";
- mes "Great, you're back,";
- mes "and you even have the";
- mes "information that Jargeah";
- mes "managed to obtain. But...";
- mes "Where's Jargeah? Is he...?";
- next;
- switch( select( "He's in a better place." ) )
- {
- case 1:
- break;
- }
- mes "[Benith]";
- mes "...";
- mes "......";
- next;
- mes "[Benith]";
- mes "What...?! Noooo!";
- mes "Comrade Jargeah!";
- mes "I swear to you your";
- mes "death won't be in vain!";
- mes "Why did another good man";
- mes "have to die? Answer me!!";
- next;
- mes "[Benith]";
- mes "I can't... No. We must";
- mes "first honor Jargeah's noble";
- mes "sacrifice before we can allow ourselves the luxury of mourning";
- mes "our loss. Let me read these files first before you deliver them...";
- delitem 7343,1;
- set lhz_boss,20;
- close;
- }
- else if(lhz_boss == 20)
- {
- mes "[Benith]";
- mes "Alright. Please take";
- mes "this file to ^FF0000him^000000 now.";
- mes "I believe you know";
- mes "whom I am talking about.";
- mes "The Secret Wing is counting";
- mes "on you, brave adventurer.";
- set lhz_boss,21;
- getitem 7343,1;
- next;
- mes "[Benith]";
- mes "I swear by my father's";
- mes "grave that the tears I shed";
- mes "for Jargeah will only be";
- mes "matched by the blood I will";
- mes "spill in holy retribution.";
- mes "Jargeah, watch over me!";
- close;
- }
- else
- {
- mes "[Benith]";
- mes "W-welcome to the";
- mes "Kafra Headquarters.";
- mes "What's new with Kafra?";
- mes "^333333Glad... You... Asked...^000000";
- close;
- }
-}
-
-lhz_fild02,228,214,0 script Wounded Man 849,{
-
- if(checkweight(7343,1) != 1)
- {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if(lhz_boss < 18)
- {
- mes "[?????]";
- mes "^333333*Cough cough*^000000";
- mes "Can't hold out...";
- mes "Much longer. They...";
- mes "They better send";
- mes "someone soon...";
- next;
- mes "^3355FFIt's a wounded man...!^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "H-hey...!";
- mes "Are you hurt?";
- mes "Do you need any he--";
- next;
- mes "[?????]";
- mes "N-no..!";
- mes "Get away, do-gooder!";
- mes "Don't attract attention,";
- mes "they're gonna find me!";
- mes "Don't worry, don't ask,";
- mes "j-just get the hell away!";
- close;
- }
- else if(lhz_boss == 18)
- {
- mes "[?????]";
- mes "^333333*Cough cough*^000000";
- mes "Can't hold out...";
- mes "Much longer. They...";
- mes "They better send";
- mes "someone soon...";
- next;
- switch( select( "Jargeah?","Ignore him." ) )
- {
- case 1:
- mes "[Jargeah]";
- mes "^333333*Cough Gasp*^000000";
- mes "H-how do you know my...";
- mes "Never mind that. Who...";
- mes "What... What organization";
- mes "are you working for...?";
- next;
- input @jargeah$;
- if((@jargeah$ == "Kafra Corporation") || (@jargeah$ == "Secret Wing"))
- {
- mes "[Jargeah]";
- mes "Th-thank goodness!";
- mes "You finally came for me.";
- mes "If you came a little later,";
- mes "I'd be a goner. H-here,";
- mes "t-take this with you...";
- set lhz_boss,19;
- getitem 7343,1;
- next;
- mes "[Jargeah]";
- mes "Oh... Oh no.";
- mes "*Cough cough*";
- mes "I think... It might";
- mes "T-tell Cilantro that...";
- mes "Tell her I still lov-- ^333333*Huk*^000000";
- close2;
- disablenpc "Wounded Man";
- end;
- }
- mes "[Jargeah]";
- mes "No... No, you're";
- mes "not the one who's";
- mes "supposed to come";
- mes "for m-me... ^333333*Huk*^000000";
- next;
- mes "^3355FFThis isn't good.";
- mes "Jargeah just passed";
- mes "out in a very ugly way.";
- close;
-
- case 2:
- mes "^3355FFAnd so you left the";
- mes "wounded man alone. Not";
- mes "exactly the best moral choice.^000000";
- close;
- }
- }
-OnInit:
- disablenpc "Wounded Man";
- end;
-}
-
-lhz_fild02,224,220,0 script Wounded Man Switch -1,3,3,{
-
-OnTouch:
- if(lhz_boss == 18)
- {
- mes "[?????]";
- mes "^333333*Cough cough*^000000";
- mes "Everything's getting";
- mes "darker. So c-cold...";
- enablenpc "Wounded Man";
- close;
- }
-}
-
-lhz_fild01,76,214,0 script Esuna Trigger -1,5,5,{
-
-OnTouch:
- if((lhz_boss == 26) || (lhz_boss == 36) || (lhz_boss == 38) || (lhz_boss == 40))
- {
- mes "[????]";
- mes "Here,";
- mes "Come this way.";
- close2;
- enablenpc "Mysterious Woman";
- warp "lhz_fild01",64,223;
- end;
- }
-}
-
-lhz_fild01,66,219,4 script Mysterious Woman 859,{
-
- if(lhz_boss == 26)
- {
- if(checkweight(7343,1) != 1)
- {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- mes "[Esuna]";
- mes "I've been waiting for you.";
- mes "We don't have much time,";
- mes "so I'll explain quickly. Your";
- mes "mission is to sneak into the";
- mes "Rekenber Corporation and";
- mes "steal incriminating evidence.";
- next;
- mes "[Esuna]";
- mes "However, this place won't";
- mes "be easy to infiltrate and";
- mes "there'll be more security";
- mes "because they learned about";
- mes "what happened with Shinokas";
- mes "and... and Jargeah. Jargeah...";
- next;
- mes "[Esuna]";
- mes "You'll need to acquire";
- mes "identification through one";
- mes "of our agents who's managed";
- mes "to get in really deep without";
- mes "arousing any suspicion.";
- next;
- mes "[Esuna]";
- mes "Afterwards, find the";
- mes "^FF0000Secret Archive^000000, disable the";
- mes "security system and steal";
- mes "that evidence as quickly as";
- mes "possible. Understood?";
- next;
- mes "[Esuna]";
- mes "For now, use the pass you";
- mes "have for the Rekenber buildings";
- mes "and meet up with Agent ^FF0000Lestin^000000.";
- mes "He'll explain everything else,";
- mes "so be careful and don't let";
- mes "them get suspicious of you!";
- set lhz_boss,27;
- close2;
- disablenpc "Mysterious Woman";
- end;
- }
- else if(lhz_boss == 27)
- {
- mes "[Esuna]";
- mes "Use the pass that you";
- mes "have to enter the Rekenber";
- mes "buildings and find Secret";
- mes "Agent Lestin. Remember";
- mes "that he's undercover...";
- close;
- }
- else if(lhz_boss < 36)
- {
- mes "[Esuna]";
- mes ".........";
- close;
- }
- else if(lhz_boss == 36)
- {
- mes "[Esuna]";
- mes "Good work.";
- mes "Please bring this file";
- mes "to President Weierstrass";
- mes "right away. We'll also be";
- mes "directly sending information";
- mes "as a safeguard measure.";
- next;
- mes "[Esuna]";
- mes "I know it's sudden, but";
- mes "there's a new development.";
- mes "I can't explain it now, but you";
- mes "have to check on the president";
- mes "for me first. Plus, this new";
- mes "intel needs to be confirmed...";
- set lhz_boss,37;
- close2;
- disablenpc "Mysterious Woman";
- end;
- }
- else if(lhz_boss < 38)
- {
- mes "[Esuna]";
- mes "........";
- mes ".....";
- close;
- }
- else if(lhz_boss == 38)
- {
- mes "[Esuna]";
- mes "You're back. Listen,";
- mes "you could not have helped";
- mes "us out at a worse time. We";
- mes "just learned that something";
- mes "horrible has happened...";
- next;
- mes "[Esuna]";
- mes "I can't give you all";
- mes "the details now, but";
- mes "you've got to give this";
- mes "file to the president as";
- mes "quickly as you can. Hurry!";
- set lhz_boss,39;
- getitem 7343,1;
- close2;
- disablenpc "Mysterious Woman";
- end;
- }
- else if(lhz_boss == 39)
- {
- mes "[Esuna]";
- mes "What are you waiting";
- mes "for?! It's important that";
- mes "you give that file to the";
- mes "president as soon as";
- mes "possible! It's bad news,";
- mes "but he deserves to know...";
- close;
- }
- else if(lhz_boss == 40)
- {
- mes "[Esuna]";
- mes "Good, you're back.";
- mes "Listen, all members of";
- mes "Secret Wing need to leave";
- mes "the Schwaltzvalt Republic";
- mes "immediately! We've been";
- mes "severely compromised...";
- next;
- switch( select( "What happened?" ) )
- {
- case 1:
- break;
- }
- mes "[Esuna]";
- mes "We've been tremendously";
- mes "damaged. A lot of agents";
- mes "died to give us this intel,";
- mes "but we've been betrayed.";
- mes "The president's closest";
- mes "aide totally sold us out...";
- next;
- switch( select( "Who could have done such....?" ) )
- {
- case 1:
- break;
- }
- mes "[Esuna]";
- mes "I can't believe Kurelle";
- mes "did this to us. And there's no";
- mes "way we can save the president.";
- mes "Even if we wanted to, we need";
- mes "to stick with our contigency";
- mes "plan. We all knew the risks...";
- next;
- mes "[Esuna]";
- mes "Kurelle has been secretly";
- mes "meeting with directors from";
- mes "Rekenber Corporation and";
- mes "his mansion is littered with";
- mes "incriminating evidence...";
- next;
- mes "[Esuna]";
- mes "Damn it! We have no";
- mes "choice but to abandon";
- mes "the president now! But";
- mes "this won't mean that his";
- mes "sacrifice, and Jargeah's";
- mes "death, will be vain!";
- next;
- mes "[Esuna]";
- mes "Still, aside from a few";
- mes "agents, almost all of Secret";
- mes "Wing must pull out of the";
- mes "Schwaltzvalt Republic for";
- mes "now so that we can live to";
- mes "fight another day.";
- next;
- mes "[Esuna]";
- mes "For now, this is";
- mes "goodbye. Take care...";
- set lhz_boss,41;
- close2;
- disablenpc "Mysterious Woman";
- end;
- }
- else
- {
- mes "[Esuna]";
- mes "..........";
- mes "......";
- mes "....";
- close;
- }
-
-OnInit:
- disablenpc "Mysterious Woman";
- end;
-}
-
-lhz_in01,93,45,4 script Researcher#1 865,{
-
- if(lhz_boss < 28)
- {
- mes "[Researcher]";
- mes "You know what's weird?";
- mes "Why do they use blue and";
- mes "red wires when they make";
- mes "bombs? There's so many";
- mes "others you could use, like";
- mes "pink or yellow or or green...";
- if(lhz_boss == 27)
- {
- next;
- mes "[Researcher]";
- mes "Hey, here's a completely";
- mes "hypothetical question. Let's";
- mes "say you find a bomb and it's";
- mes "about to go off. You better";
- mes "cut a wire! So which one are";
- mes "you gonna cut? Red or blue?";
- next;
- switch( select( "Red","Blue" ) )
- {
- case 1:
- mes "[Researcher]";
- mes "Red, eh...?";
- mes "...................";
- mes "Heh, yeah, just like";
- mes "in the movies. I like";
- mes "the way you think~";
- if(!countitem(7348)) close;
- next;
- mes "^3355FFYou surrepticiously";
- mes "check the researcher's";
- mes "ID badge and see that the name ''Lestin'' is written on it.^000000";
- next;
- mes "[Lestin]";
- mes "So...";
- mes "Is there anything";
- mes "I can help you with?";
- next;
- switch( select( "No","Yes" ) )
- {
- case 1:
- mes "[Lestin]";
- mes "Alright then.";
- mes "Just be quiet when";
- mes "you're in the Laboratory.";
- mes "The people here work";
- mes "pretty feverishly and get";
- mes "irritated pretty easily, okay?";
- close;
-
- case 2:
- mes "[Lestin]";
- mes "So what exactly did";
- mes "you need? I'm just an";
- mes "ordinary researcher,";
- mes "so I don't know how";
- mes "much help I could be...";
- next;
- switch( select( "Show Secret Wing Card." ) )
- {
- case 1:
- break;
- }
- mes "[Lestin]";
- mes "Whoa, whoa~!";
- mes "Careful where you";
- mes "flash that! Okay, I know";
- mes "who you are. But we better";
- mes "continue this someplace";
- mes "a bit more private...";
- close2;
- warp "lhz_in01",283,166;
- end;
- }
-
- case 2:
- mes "[Researcher]";
- mes "Blue, huh? Yeah,";
- mes "that's what everyone";
- mes "else here picks. Now";
- mes "what color would I pick?";
- mes "Well, that's a secret~";
- close;
- }
- }
- close;
- }
- else
- {
- mes "[Lestin]";
- mes "Geez, I've been so";
- mes "tired lately. Work?";
- mes "Forget it, I'm gonna";
- mes "just kick back today~";
- close;
- }
-}
-
-lhz_in01,285,169,3 script Researcher#2 865,{
-
- if(checkweight(7349,1) != 1)
- {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if(lhz_boss < 27)
- {
- mes "[Researcher]";
- mes "This is a restricted";
- mes "area. Please leave";
- mes "immediately.";
- close;
- }
- else if(lhz_boss == 27)
- {
- mes "[Lestin]";
- mes "This place should be";
- mes "safe enough for us to talk";
- mes "for now, so please listen";
- mes "carefully. Esuna must have";
- mes "told you that they beefed";
- mes "up security lately, right?";
- next;
- mes "[Lestin]";
- mes "Anyway, since my location";
- mes "is being monitored, I can't";
- mes "risk going inside there. You";
- mes "need to sneak in on your own";
- mes "when the guards change shifts. It's an old trick, but it works.";
- next;
- mes "[Lestin]";
- mes "My pass will get you inside,";
- mes "but you'll only be able to";
- mes "stick around for 3 minutes";
- mes "at a time. The Secret Archive is to the right of this laboratory.";
- set lhz_boss,28;
- getitem 7349,1;
- next;
- mes "[Lestin]";
- mes "When you're finished,";
- mes "come back and give me";
- mes "the pass since it'll be real";
- mes "suspicious if I don't have it.";
- mes "Good luck to you. This job";
- mes "is risky, but not impossible.";
- close;
- }
- else if(lhz_boss < 35)
- {
- mes "[Lestin]";
- mes "Remember, you gotta";
- mes "sneak past that set of";
- mes "two guards while they're";
- mes "changing shifts. If you hide";
- mes "behind a corner and wait for";
- mes "a bit, you should get lucky.";
- next;
- mes "[Lestin]";
- mes "Once you sneak into the";
- mes "Secret Archive, look for";
- mes "the File Search Engine that";
- mes "should be right next to the";
- mes "door. You gotta use to find";
- mes "specific information, okay?";
- next;
- mes "[Lestin]";
- mes "My suggestion? You really";
- mes "ought to look for any files";
- mes "containing any information";
- mes "regarding ^3355FFRekenber's secret";
- mes "that Shinokas discovered^000000.";
- next;
- mes "[Lestin]";
- mes "Remember that this pass";
- mes "will get you into the Secret";
- mes "Archive for only 3 minutes";
- mes "at a time. Be really careful";
- mes "and don't get caught!";
- close;
- }
- else if(lhz_boss == 35)
- {
- if((!countitem(7349)) || (!countitem(7344)))
- {
- mes "[Lestin]";
- mes "My pass will get you inside,";
- mes "but you'll only be able to";
- mes "stick around for 3 minutes";
- mes "at a time. The Secret Archive is to the right of this laboratory.";
- next;
- mes "[Lestin]";
- mes "When you're finished,";
- mes "come back and give me";
- mes "the pass since it'll be real";
- mes "suspicious if I don't have it.";
- mes "Good luck to you. This job";
- mes "is risky, but not impossible.";
- close;
- }
- mes "[Lestin]";
- mes "You found what you were";
- mes "looking for? That must have";
- mes "been like looking for a needle";
- mes "in a haystick, but you managed";
- mes "to do it. Great work, guy~";
- next;
- mes "[Lestin]";
- mes "It's a good thing you";
- mes "found that when you did.";
- mes "Although it'd help to steal";
- mes "even more intel, sticking";
- mes "around even longer makes";
- mes "it easier for us to get caught.";
- next;
- mes "[Lestin]";
- mes "Alright, you better get";
- mes "out of here and find Esuna";
- mes "now. Watch your back and";
- mes "be careful. We're not all";
- mes "clear until this is all over.";
- next;
- mes "[Lestin]";
- mes "Esuna should be right";
- mes "outside of the city of";
- mes "Lighthalzen where you";
- mes "found her last time. She'll";
- mes "know that you're coming.";
- delitem 7349,1;
- set lhz_boss,36;
- close;
- }
- else
- {
- mes "[Lestin]";
- mes "Oh man...";
- mes "Everyone here is";
- mes "getting too paranoid";
- mes "for their own good!";
- mes "You better steer clear";
- mes "from this place for now.";
- close;
- }
-}
-
-lhz_in01,187,31,0 script #Sneak 111,4,3,{
-
- end;
-
-OnTouch:
- if((lhz_boss > 27) && (lhz_boss < 35))
- {
- set @sneaktime,gettimetick(0) % 100;
- if((@sneaktime > 10 && @sneaktime < 59) || (@sneaktime < -10 && @sneaktime > -59))
- {
- mes "^3355FFAs you approach";
- mes "the corner, you can";
- mes "hear hushed whispers";
- mes "just over the wall.^000000";
- next;
- mes "[Senior Guard]";
- mes "Hey, my shift is over.";
- mes "Hurry and get the next";
- mes "guy to relieve me, will you?";
- next;
- mes "[Rookie Guard]";
- mes "Already?";
- mes "Wow, time sure";
- mes "flies fast. Fine,";
- mes "wait here a bit.";
- next;
- mes "^3355FFOne of the guards left";
- mes "his post, and now there";
- mes "is only one remaining";
- mes "guard monitoring this area.^000000";
- next;
- mes "[Senior Guard]";
- mes "Criminy...";
- mes "I need to go to";
- mes "the bathroom. Well,";
- mes "I'm sure nothing will";
- mes "happen while I'm gone.";
- next;
- mes "^3355FFYou listen to the";
- mes "guard's footsteps as";
- mes "they grow fainter and";
- mes "fainter into the distance.^000000";
- next;
- switch( select( "Sneak in now.","Wait for another chance." ) )
- {
- case 1:
- mes "^3355FFThis is the perfect";
- mes "opportunity to infiltrate";
- mes "the Secret Archive! You";
- mes "approach the door and";
- mes "find a device where you";
- mes "can insert Lestin's card pass.^000000";
- next;
- switch( select( "Insert Card","Retreat" ) )
- {
- case 1:
- if(!countitem(7349))
- {
- mes "^3355FFYou forgot to bring";
- mes "the card pass that";
- mes "you got from Lestin.";
- mes "You need it in order";
- mes "to open this door.^000000";
- close;
- }
- mes "^3355FFAfter inserting the";
- mes "pass, a panel within";
- mes "the door slides open,";
- mes "revealing a numeric keypad.";
- mes "You need to input the correct";
- mes "password to open the door.^000000";
- next;
-L_Enter:
- input @sneakpass;
- if(@sneakpass == 738495)
- {
- mes "^3355FF*Beep~*";
- mes "You hear a pleasant";
- mes "sounding electronic chirp,";
- mes "signaling that you have input";
- mes "the correct password. The door";
- mes "automatically slides open.";
- next;
- switch( select( "Enter","Retreat" ) )
- {
- case 1:
- mes "[Security System]";
- mes "You have 3 minutes to";
- mes "search the Information Archive.";
- mes "When this time elapses, you";
- mes "will be automatically sent";
- mes "outside for security reasons.";
- close2;
- set lhz_boss,29;
- donpcevent "Timer_Sneak::OnEnter";
- warp "lhz_in01",177,35;
- end;
-
- case 2:
- mes "^3355FFPerhaps now would";
- mes "not be the best time to";
- mes "enter the Secret Archive.";
- mes "Or at least, that's what";
- mes "you've decided for yourself.^000000";
- close;
- }
- }
- mes "^3355FF*Eeeeeee*";
- mes "The door emits an";
- mes "unnerving, high pitched";
- mes "screech after you input";
- mes "the password. You really";
- mes "should try to input it again.^000000";
- set @sneakerror,@sneakerror +1;
- next;
- if(@sneakerror > 2)
- {
- mes "[Security System]";
- mes "*Gzzzzz*";
- mes "You have entered the";
- mes "password incorrectly";
- mes "3 times. Please stand by";
- mes "for managerial assistance.";
- next;
- mes "^3355FFUh oh!";
- mes "You better get";
- mes "out of here before";
- mes "you get caught!^000000";
- close2;
- warp "lhz_in01",191,49;
- end;
- }
-
- goto L_Enter;
-
- case 2:
- mes "^3355FFPerhaps now would";
- mes "not be the best time to";
- mes "enter the Secret Archive.";
- mes "Or at least, that's what";
- mes "you've decided for yourself.^000000";
- close;
- }
- case 2:
- mes "^3355FFPerhaps now would";
- mes "not be the best time to";
- mes "enter the Secret Archive.";
- mes "Or at least, that's what";
- mes "you've decided for yourself.^000000";
- close;
- }
- donpcevent "Door#sneak::OnSneak";
- end;
- }
- }
-}
-
-lhz_in01,177,44,0 script Timer_Sneak -1,8,12,{
-
-OnTouch:
- warp "lhz_in01",191,49;
- end;
-
-OnInit:
- disablenpc "Timer_Sneak";
- end;
-
-OnEnter:
- stopnpctimer;
- initnpctimer;
- end;
-
-OnTimer180000:
- enablenpc "Timer_Sneak";
- end;
-
-OnTimer190000:
- stopnpctimer;
- disablenpc "Timer_Sneak";
- end;
-}
-
-
-
-lhz_in01,182,35,0 script File Search Engine 111,{
-
- if((lhz_boss > 28) && (lhz_boss < 35))
- {
- mes "^3355FFThis machine can be";
- mes "used to locate specific";
- mes "documents within the";
- mes "Secret Archive. However,";
- mes "you must enter the correct";
- mes "keywords to in order to find";
- mes "specific file locations.";
- next;
-L_Search:
- switch( select( "Search Engine.","Cancel." ) )
- {
- case 1:
- mes "^663300- Search Engine Initiated -";
- mes "- Please enter a keyword -";
- mes " ";
- mes "*Search Engine";
- mes "is case sensitve.";
- mes "Please do not use";
- mes "capital letters.^000000";
- next;
- input @sneaksearch$;
- if((@sneaksearch$ == "kafra") || (@sneaksearch$ == "cool event"))
- {
- mes "^663300[Search Result]";
- mes "Documents regarding";
- mes "Kafra Corporation and";
- mes "Cool Event Corp are";
- mes "located in Arena 3-2.^000000";
- set lhz_boss,30;
- close;
- }
- else if(@sneaksearch$ == "shinokas")
- {
- mes "^663300[Search Result]";
- mes "Documents regarding";
- mes "Shinokas are located";
- mes "in Arena 1-5.^000000";
- set lhz_boss,31;
- close;
- }
- else if((@sneaksearch$ == "stein") || (@sneaksearch$ == "STEIN") || (@sneaksearch$ == "S.T.E.I.N"))
- {
- mes "^663300[Search Result]";
- mes "Documents regarding";
- mes "S.T.E.I.N are considered";
- mes "highly classified and";
- mes "cannot be accessed";
- mes "through this system.^000000";
- close;
- }
- else if(@sneaksearch$ == "ymir")
- {
- mes "^663300[Search Result]";
- mes "Documents regarding";
- mes "Ymir's Heart are ranked";
- mes "as highly classified and";
- mes "cannot be accessed";
- mes "through this system.^000000";
- close;
- }
- else if((@sneaksearch$ == "president") || (@sneaksearch$ == "karl") || (@sneaksearch$ == "weierstrass"))
- {
- mes "^663300[Search Result]";
- mes "2nd Class documents on";
- mes "President Karl Weierstrass";
- mes "are located in Area 1-7. For";
- mes "more highly classified files";
- mes "on Weierstrass, please use";
- mes "a higher security archive.^000000";
- set lhz_boss,32;
- close;
- }
- else if(@sneaksearch$ == "einbroch")
- {
- mes "^663300[Search Result]";
- mes "Documents regarding";
- mes "Einbroch are stored";
- mes "in Area 6-1.^000000";
- set lhz_boss,33;
- close;
- }
- else if(@sneaksearch$ == "lighthalzen")
- {
- mes "^663300[Search Result]" ;
- mes "Documents regarding";
- mes "Lighthalzen are stored";
- mes "in Area 3-3.^000000";
- set lhz_boss,34;
- close;
- }
- else if(@sneaksearch$ == "rekenber")
- {
- mes "^663300[Search Result]";
- mes "Documents regarding";
- mes "Rekenber are highly classified and cannot be accessed by this system.^000000";
- next;
- goto L_Search;
- }
- else
- {
- mes "^663300[Search Result]";
- mes "Keyword not found.";
- mes "Please search another";
- mes "archive or increase";
- mes "access permissions.^000000";
- close;
- }
-
- case 2:
- mes "^663300[Search Engine Close]";
- mes "File search has been";
- mes "canceled. Please be aware";
- mes "that sudden shutdown may";
- mes "cause system errors.^000000";
- close;
- }
- }
- mes "^3355FFThis machine can be";
- mes "used to locate specific";
- mes "documents within the";
- mes "Secret Archive, However,";
- mes "you no longer need to";
- mes "search through the files.^000000";
- close;
-}
-
-lhz_in01,177,31,0 script Door#sneak 111,{
-
- if(lhz_boss < 29)
- {
- mes "[Guard]";
- mes "This is a";
- mes "restricted area.";
- mes "Please keep clear";
- mes "if you do not have";
- mes "special authorization.";
- mes "Thank you for cooperating.";
- close;
- }
- else if(lhz_boss < 36)
- {
- mes "^3355FFThe door is shut, but";
- mes "there is a device that";
- mes "looks sort of like the";
- mes "entry keypad that was on";
- mes "the other side of this door.^000000";
- next;
- switch( select( "Manipulate device.","Investigate further." ) )
- {
- case 1:
- mes "^3355FFOnce you touch the";
- mes "device, it automatically";
- mes "responds and the door";
- mes "quickly slides open.^000000";
- close2;
- warp "lhz_in01",177,26;
- end;
-
- case 2:
- close;
- }
- }
-}
-
-lhz_in01,184,40,0 script Area 1-5 111,{
-
- if(checkweight(7344,1) != 1)
- {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if((lhz_boss > 28) && (lhz_boss < 31))
- {
- mes "^3355FFThere's literally thousands";
- mes "of documents to sort through.";
- mes "There's no way you can find";
- mes "something of value here in";
- mes "just three minutes...^000000";
- close;
- }
- else if(lhz_boss == 31)
- {
- mes "^3355FFWait, one of these files";
- mes "looks pretty incriminating.";
- mes "It seems to contain the";
- mes "kind of information that";
- mes "you've been looking for.^000000";
- next;
- mes "[Classified Info]";
- mes "^8C1717A piece of Ymir's Heart";
- mes "was uncovered in one of";
- mes "the mines in Einbech and";
- mes "immediately transported to";
- mes "the Laboratory for research.^000000";
- next;
- mes "[Classified Info]";
- mes "^8C1717However, something";
- mes "happened to the miners";
- mes "who discovered the piece";
- mes "of Ymir's Heart. Apparently,";
- mes "a beast from Einbroch folk";
- mes "lore inhabited the area...^000000";
- set lhz_boss,35;
- getitem 7344,1;
- close;
- }
-}
-
-lhz_in01,184,52,0 script Area 1-7 111,{
-
- if((lhz_boss > 28) && (lhz_boss < 32))
- {
- mes "^3355FFThere's literally thousands";
- mes "of documents to sort through.";
- mes "There's no way you can find";
- mes "something of value here in";
- mes "just three minutes...^000000";
- close;
- }
- else if(lhz_boss == 32)
- {
- mes "^3355FFThis looks like a file";
- mes "containing information";
- mes "on President Weierstrauss.";
- mes "Perhaps there's something";
- mes "in here that might be helpful.^000000";
- next;
- mes "[Classified Info]";
- mes "^8C1717Karl Weierstrass has";
- mes "been a long distinguished";
- mes "politician in the Schwaltzvalt";
- mes "Republic and was elected as";
- mes "its president in the year 984.^000000";
- next;
- mes "[Classified Info]";
- mes "^8C1717Although he has enjoyed";
- mes "high popularity ratings and";
- mes "success in his endorsing his";
- mes "policies, Wierstrass is rumored";
- mes "to be have some sort of feud";
- mes "against Rekenber.^000000";
- next;
- mes "[Classified Info]";
- mes "^8C1717Although there is no";
- mes "need to bring this to the";
- mes "attention of the media, it";
- mes "is highly recommended";
- mes "to monitor his activities";
- mes "throughout his term...^000000";
- next;
- mes "^3355FFThere's a great amount";
- mes "of information in this file,";
- mes "but it doesn't look like any";
- mes "of it will be of help to you.";
- mes "You should continue with";
- mes "your search for evidence.^000000";
- close;
- }
- else
- {
- mes "^3355FFThis file doesn't";
- mes "look like it contains";
- mes "any evidence that will";
- mes "help you. You should";
- mes "continue your search";
- mes "through the rest of the files.^000000";
- close;
- }
-}
-
-lhz_in01,184,46,0 script Area 3-2 111,{
-
- if((lhz_boss > 28) && (lhz_boss < 30))
- {
- mes "^3355FFThere's literally thousands";
- mes "of documents to sort through.";
- mes "There's no way you can find";
- mes "something of value here in";
- mes "just three minutes...^000000";
- close;
- }
- else if(lhz_boss == 30)
- {
- mes "^3355FFYou've found a file";
- mes "containing information";
- mes "on the Kafra Corporation";
- mes "and Cool Event Corp.^000000";
- next;
- mes "[Classified Info]";
- mes "^8C1717Rekenber Corporation.";
- mes "in an effort to expand its";
- mes "power into the Rune-Midgarts";
- mes "Kingdom, will cooperate with";
- mes "and support Cool Event Corp.^000000";
- next;
- mes "[Classified Info]";
- mes "^8C1717Although this partnership";
- mes "has been greatly successful,";
- mes "Kafra Corporation has been";
- mes "working to check Cool Event";
- mes "Corp's explosive growth.^000000";
- next;
- mes "[Classified Info]";
- mes "^8C1717More than Kafra Corporation's";
- mes "lobbying, Kafra's 3rd Security";
- mes "Team stands as a formidable";
- mes "threat to our success. One of";
- mes "our highest priorities is to";
- mes "investigate their activities.^000000";
- next;
- mes "[Classified Info]";
- mes "^8C1717It is believed that Kafra's";
- mes "3rd Security Team has alrady";
- mes "placed secret agents in key";
- mes "strategic locations within";
- mes "the Schwaltzvalt Republic.^000000";
- next;
- mes "^3355FFThis file is very intriguing,";
- mes "but it doesn't really cover";
- mes "any information that can be";
- mes "considered incriminating.^000000";
- close;
- }
- else
- {
- mes "^3355FFThis file doesn't";
- mes "look like it contains";
- mes "any evidence that will";
- mes "help you. You should";
- mes "continue your search";
- mes "through the rest of the files.^000000";
- close;
- }
-}
-
-lhz_in01,184,48,0 script Area 3-3 111,{
-
- if((lhz_boss > 28) && (lhz_boss < 34))
- {
- mes "^3355FFThere's literally thousands";
- mes "of documents to sort through.";
- mes "There's no way you can find";
- mes "something of value here in";
- mes "just three minutes...^000000";
- close;
- }
- else if(lhz_boss == 34)
- {
- mes "[Classified Info]";
- mes "^8C1717...After negotiating with";
- mes "the existing residents, all of";
- mes "the property rights were sold";
- mes "and the city was renamed";
- mes "''Lighthalzen'' in 865.^000000";
- next;
- mes "[Classified Info]";
- mes "^8C1717The city was then separated";
- mes "into three districts. These are";
- mes "the common trade district, the";
- mes "old residential district and";
- mes "the Rekenber Headquarters.";
- mes ".................^000000";
- next;
- mes "^3355FFThis file covers";
- mes "Lighthalzen's history.";
- mes "However, the founding of";
- mes "the city is common knowlege,";
- mes "so this document probably won't";
- mes "have any significant evidence.^000000";
- close;
- }
- else
- {
- mes "^3355FFThis file doesn't";
- mes "look like it contains";
- mes "any evidence that will";
- mes "help you. You should";
- mes "continue your search";
- mes "through the rest of the files.^000000";
- close;
- }
-}
-
-lhz_in01,177,56,0 script Area 6-1 111,{
-
- if((lhz_boss > 28) && (lhz_boss < 33))
- {
- mes "^3355FFThere's literally thousands";
- mes "of documents to sort through.";
- mes "There's no way you can find";
- mes "something of value here in";
- mes "just three minutes...^000000";
- close;
- }
- else if(lhz_boss == 33)
- {
- mes "[Classified Info]";
- mes "^8C1717........";
- mes "Our organization purchased";
- mes "all of western Einbech and";
- mes "began construction of Einbroch";
- mes "in 927 in order to obtain more";
- mes "pieces of Ymir's Heart.^000000";
- next;
- mes "[Classified Info]";
- mes "^8C1717Unofficially, each and";
- mes "every single factory belongs";
- mes "to the Rekenber Corporation.";
- mes "Their highest priority is";
- mes "to uncover Ymir Heart Pieces...^000000";
- next;
- mes "^3355FFAlthough this file contains";
- mes "surprising information about";
- mes "Einbroch, none of it can be";
- mes "considered to be incriminating";
- mes "evidence against Rekenber.";
- close;
- }
- else
- {
- mes "^3355FFThis file doesn't";
- mes "look like it contains";
- mes "any evidence that will";
- mes "help you. You should";
- mes "continue your search";
- mes "through the rest of the files.^000000";
- close;
- }
-}
-
-lhz_dun02,282,278,0 script Broken Machine 111,{
-
- if(checkweight(7346,1) != 1)
- {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if(lhz_boss < 6)
- {
- mes "^3355FFThere are several";
- mes "broken machines lying";
- mes "around that pretty much";
- mes "seem completely useless.^000000";
- close;
- }
- else if(lhz_boss == 6)
- {
- mes "^3355FFThere are several";
- mes "broken machines lying";
- mes "around that pretty much";
- mes "seem completely useless.";
- mes "However, you catch the";
- mes "glimmer of a dim light";
- mes "amongst the scrap metal.^000000";
- next;
- switch( select( "Investigate it.","Ignore it." ) )
- {
- case 1:
- mes "^3355FFAfter digging through";
- mes "the discarded machinery,";
- mes "you find a strange rock that";
- mes "is about as large as your fist";
- mes "and shimmers with a faint glow.^000000";
- next;
- switch( select( "This might be important.","This doesn't seem useful." ) )
- {
- case 1:
- mes "^3355FFThis weird rock";
- mes "might be just the";
- mes "thing that ^000000Ghalstein^3355FF";
- mes "sent you here to find.";
- mes "He was probably right";
- mes "not to describe it to you.";
- mes "Words alone aren't enough...^000000";
- set lhz_boss,7;
- getitem 7346,1;
- close;
-
- case 2:
- mes "^3355FFJust because this rock";
- mes "looks funny doesn't make";
- mes "it any more special than";
- mes "the countless number of";
- mes "rocks you've seen in";
- mes "your entire lifetime.^000000";
- close;
- }
-
- case 2:
- mes "^3355FFWhat can possibly";
- mes "be of value in this";
- mes "pile of useless junk?^000000";
- close;
- }
- }
- else
- {
- mes "^3355FFThere are several";
- mes "broken machines lying";
- mes "around that pretty much";
- mes "seem completely useless.^000000";
- close;
- }
-}
-
-lhz_in02,19,274,2 script Maintenance Guy 851,{
-
- mes "[Kudiuu]";
- mes "Holy...!";
- mes "Will this place";
- mes "ever get cleaned up?!";
- mes "^333333*Cough cough*^000000 There's";
- mes "so much dust here, it's";
- mes "almost a health hazard!";
- close;
-}
-
-// Rekenber Job Quest
-
-lhz_in01,174,258,3 script Young Man#reken 868,{
-
- if(lhz_rekenber > 21)
- {
- mes "[Kazien]";
- mes "Just...";
- mes "Leave me alone.";
- mes "I feel nothing but";
- mes "guilt when I see you.";
- next;
- mes "[Kazien]";
- mes "Don't take it the wrong";
- mes "way. I mean, it's not like";
- mes "you did nothing wrong. I'm";
- mes "the one who's... Geez. I wish";
- mes "I could live the way you do.";
- mes "Someday I'll be strong enough...";
- close;
- }
- else if(lhz_rekenber == 21)
- {
- mes "[Kazien]";
- mes "Hey, you're back. As usual,";
- mes "you've done a good job. You";
- mes "look exhausted: did you run";
- mes "into those thugs again?";
- mes "Why don't you take a rest?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Kazien...";
- mes "While I was fighting";
- mes "those thugs, one of the";
- mes "packages was accidentally";
- mes "opened, and I saw what was";
- mes "inside of those packages.";
- next;
- mes "[Kazien]";
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Wh-why are you supplying";
- mes "those things? If we let those";
- mes "packages get imported by";
- mes "other countries, it can";
- mes "cause a lot of trouble...!";
- next;
- mes "[Kazien]";
- mes "Stop. Please.";
- mes "J-just stop it.";
- mes "I don't want to";
- mes "hear anymore.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Hold it, I deserve an";
- mes "answer! How can you turn";
- mes "a blind eye and provide just";
- mes "anyone with ^FF0000hi-tech weapons";
- mes "and guardians^000000? It's like you're";
- mes "promoting war and violence!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "And what about your little";
- mes "brother Lyozien? He has";
- mes "no idea what he's doing!";
- mes "Don't we have a responsibility";
- mes "to the world to make sure these";
- mes "weapons aren't distributed?";
- next;
- mes "[Kazien]";
- mes "Shut up! You don't";
- mes "know anything! Just";
- mes "shut up! I'm doing this";
- mes "for the sake of my family!";
- mes "You don't know what it's like";
- mes "to live in Lighthalzen's slums!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes ".................";
- next;
- mes "[Kazien]";
- mes "There'd be days when my";
- mes "brother and I'd have nothing";
- mes "to eat. So when I heard about";
- mes "this job, I took it. What good";
- mes "is world peace if I'm not even";
- mes "alive to enjoy it, huh?";
- next;
- mes "[Kazien]";
- mes "Now, my brother Lyozien is";
- mes "a gentle soul, has nothing";
- mes "but love for everybody. So, of";
- mes "course I can't tell him what";
- mes "I'm really doing--he'd never";
- mes "agree to it, believe me.";
- next;
- mes "[Kazien]";
- mes "I hate this job and what";
- mes "I'm doing and I want to quit.";
- mes "But then what? Go back to the";
- mes "slums? Forget it. As long as";
- mes "Lyozien is happy, I don't mind if I have to do the devil's work.";
- next;
- mes "[Kazien]";
- mes "At least this way, keeping";
- mes "it all secret, I can protect";
- mes "Lyozien from the ugly nature";
- mes "of this job, even if I'm dirtying my hands, making money";
- mes "off of other people's deaths.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "But that still isn't right.";
- mes "You're selling weapons so";
- mes "that people can kill each other! Even if it's for the sake of";
- mes "providing for your family...";
- next;
- mes "[Kazien]";
- mes "Look man, this is what";
- mes "I decided. I don't care";
- mes "what other people'll think.";
- mes "I might go to hell when";
- mes "I die, but that's my problem.";
- next;
- mes "[Kazien]";
- mes "Besides, you adventurers";
- mes "are always running around";
- mes "with your swords and magic spells... Isn't that just as bad?";
- mes "It's not the weapons or the power that's bad: it's how they're used.";
- next;
- mes "[Kazien]";
- mes "Granted, most of my clients";
- mes "are pretty questionable, and";
- mes "you adventurers usually use";
- mes "your powers for good, but...";
- mes "Damn it! Just... Don't come";
- mes "back. I can't work like this...";
- next;
- mes "[Kazien]";
- mes "Look, I can't have";
- mes "you working with me";
- mes "and Lyozien anymore.";
- mes "Sorry, but it's for Lyozien's";
- mes "own good. That, and you";
- mes "make me feel guilty...";
- set lhz_rekenber,22;
- getexp 55000,0;
- close;
- }
- else if(lhz_rekenber > 16)
- {
- mes "[Kazien]";
- mes "Hey now, you better";
- mes "get a move on. You gotta";
- mes "assist another delivery to";
- mes "the Rune-Midgarts Kingdom.";
- close;
- }
- else if(lhz_rekenber == 16)
- {
- mes "[Kazien]";
- mes "Ah, I heard from Lyozien";
- mes "that you guys finished your";
- mes "delivery. You're probably";
- mes "the best part-timer that I've";
- mes "had in a long, long while.";
- next;
- mes "[Kazien]";
- mes "Anyway, we've got yet";
- mes "another delivery for the";
- mes "Rune-Midgarts Kingdom. It's";
- mes "weird that we're getting more";
- mes "orders from there, but orders from other countries are decreasing.";
- next;
- mes "[Kazien]";
- mes "Eh, I don't have the time";
- mes "to wonder about stuff like";
- mes "that. Lyozien's waiting for";
- mes "you, so get to it, okay?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "W-wait! During the last";
- mes "delivery, I was attacked";
- mes "by a group of thugs that";
- mes "wanted to destroy the";
- mes "packages? Why would";
- mes "they want to do that?";
- next;
- mes "[Kazien]";
- mes "Look... You're better";
- mes "off not knowing. Or are";
- mes "you asking me to pay you";
- mes "more for this job since";
- mes "you're risking your life?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I understand that the";
- mes "customer's confidentiality";
- mes "is important, but I'd feel a";
- mes "lot better if I knew what was";
- mes "in those packages, and why me";
- mes "and Lyozien are being attacked.";
- next;
- mes "[Kazien]";
- mes "Listen, I'm not obligated--";
- mes "I can't tell you. Heck, I can't";
- mes "even tell my own brother what's";
- mes "in those packages. You can see";
- mes "that, can't you? Anyway, you";
- mes "can handle those thugs, right?";
- next;
- mes "[Kazien]";
- mes "Right. Now get back to";
- mes "the Airship and talk to";
- mes "Lyozien again. Don't give";
- mes "him any trouble and make";
- mes "sure you protect him.";
- set lhz_rekenber,17;
- getexp 45000,0;
- close;
- }
- else if(lhz_rekenber > 11)
- {
- mes "[Kazien]";
- mes "What are you doing";
- mes "waiting around here";
- mes "for? You've got a job to";
- mes "do, so hurry up and do it~";
- close;
- }
- else if(lhz_rekenber == 11)
- {
- mes "[Kazien]";
- mes "Hey, you're back. I got a";
- mes "message from Rune-Midgarts,";
- mes "telling us they received their";
- mes "order. Good work! So how do";
- mes "you like working with Lyozien?";
- mes "He's one of my best men.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Wait, aren't you and";
- mes "Lyozien supposed";
- mes "to be brothers?";
- next;
- mes "[Kazien]";
- mes "Whoa, he told you that?";
- mes "I guess he feels that he";
- mes "can trust you enough with";
- mes "that kind of personal talk...";
- mes "Yeah, he's my little brother.";
- mes "And a better man than me...";
- next;
- mes "[Kazien]";
- mes "I've gotten my hands";
- mes "pretty dirty doing this...";
- mes "Oh, forget it. You came ";
- mes "here for a job, right?";
- mes "Luckily, I got another";
- mes "delivery for you to work on...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Actually, Kazien...";
- mes "I was curious. What";
- mes "exactly are we delivering?";
- mes "I mean, not even Lyozien";
- mes "doesn't know exactly what";
- mes "is in those packages.";
- next;
- mes "[Kazien]";
- mes "Huh... Does that mean";
- mes "you can't work with us if";
- mes "you don't know exactly what";
- mes "you're doing?";
- next;
- mes "[Kazien]";
- mes " Come on, I told";
- mes "you before--absolute secrecy.";
- mes "It goes both ways, you know.";
- next;
- mes "[Kazien]";
- mes "Look, for your own good,";
- mes "quit asking. Knowing what";
- mes "you're delivering wouldn't";
- mes "change a thing. Trust me.";
- next;
- mes "[Kazien]";
- mes "Anyway, this next job is";
- mes "more of the same. Meet";
- mes "Lyozien in the international";
- mes "flight Airship and protect";
- mes "another package destined";
- mes "for the Rune-Midgarts Kingdom.";
- next;
- set lhz_rekenber,12;
- getexp 40000,0;
- mes "[Kazien]";
- mes "Alright, I'll see you";
- mes "later. The important";
- mes "thing is that you do the";
- mes "best job that you can.";
- mes "And don't give Lyozien";
- mes "any trouble: that's my job!";
- close;
- }
- else if(lhz_rekenber > 7)
- {
- mes "[Kazien]";
- mes "Lyozien is waiting for";
- mes "you on the international";
- mes "flight Airship, so go and";
- mes "meet him there as soon";
- mes "as you can. Alright then,";
- mes "I'll see you later.";
- close;
- }
- else if(lhz_rekenber == 7)
- {
- mes "[Kazien]";
- mes "Hey, you're back~";
- mes "Great, I guess that means";
- mes "that you've decided to work";
- mes "for us! Alright, let me tell you about your first real job. As";
- mes "always: ^FF0000keep it on the down-low^000000.";
- next;
- mes "[Kazien]";
- mes "Go to the Airship for the";
- mes "international flights, not";
- mes "the domestic ones, and meet";
- mes "a man named ^FF0000Lyozien^000000 inside.";
- mes "He's our courier that'll provide you with further instructions.";
- next;
- mes "[Kazien]";
- mes "Oh. You can talk to Lyozien";
- mes "about the job, but definitely";
- mes "not to anybody else. Anyway,";
- mes "when you're done with what";
- mes "he asks you to do, come back";
- mes "to me for another job, okay?";
- next;
- set lhz_rekenber,8;
- mes "[Kazien]";
- mes "Don't forget...";
- mes "Talk to ^FF0000Lyozien^000000, our";
- mes "courier, on the Airship";
- mes "for the international flights.";
- close;
- }
- else if(lhz_rekenber == 6)
- {
- set @rekenrand,rand(1,15);
- if(@rekenrand == 7)
- {
- mes "[Kazien]";
- mes "Oh, hey, it's you again.";
- mes "Wait. No. You only remind";
- mes "me of someone I've met. Um,";
- mes "have we met before? I don't";
- mes "remember at all. Oooh, I hate";
- mes "being this busy, I can't focus!";
- next;
- set lhz_rekenber,0;
- mes "[Kazien]";
- mes "Arrgh, this is not good.";
- mes "We are this busy but we don't have enough people,";
- mes "yet it is not that extrememly bad";
- mes "to a point that we need to hire more people.";
- next;
- mes "[Kazien]";
- mes "Will you step back? You are hindering my vision.";
- close;
- }
- else
- {
- mes "[Kazien]";
- mes "Oh, hey, it's you again.";
- mes "Listen, you didn't come here";
- mes "looking for a part time job,";
- mes "did you? I already told you";
- mes "that I can't bring myself";
- mes "to trust you, you know?";
- next;
- mes "[Kazien]";
- mes "Look, you're not a bad guy,";
- mes "so I'm sure you'd be perfect";
- mes "for some other employer.";
- mes "Don't feel bad... Um, what";
- mes "was your name again? Wait,";
- mes "did you even give it to me...?";
- close;
- }
- }
- else if(lhz_rekenber == 5)
- {
- mes "[Kazien]";
- mes "So, were you able to";
- mes "contact Garins? Or did";
- mes "you encounter any problems?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Well, I came back to";
- mes "let you know that I haven't";
- mes "been able to find a way inside";
- mes "the Einbroch Laboratory. There";
- mes "was the guard, but I couldn't";
- mes "really tell him anything.";
- next;
- mes "[Kazien]";
- mes "Whaaaat~?";
- mes "I'm sure he would";
- mes "have let you in if you";
- mes "told him that you had";
- mes "to talk to Garins, right?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "But...";
- mes "I thought you said";
- mes "I'm not supposed to";
- mes "tell anyone the details";
- mes "of my assignment?";
- next;
- mes "[Kazien]";
- mes "Heh... Yeah.";
- mes "Yeah, that's right.";
- mes "Heh heh heh! Hahahaha!";
- mes "Great! I'm happy to say,";
- mes "buddy, you passed the test!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "H-huh? But I never";
- mes "even got to see Garins...";
- mes "I didn't finish the task";
- mes "that you assigned to me.";
- next;
- mes "[Kazien]";
- mes "Garins is just some";
- mes "cool name I made up.";
- mes "He doesn't really exist.";
- mes "I just wanted to test your";
- mes "trustworthiness, is all.";
- mes "Now do you understand?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I... I guess.";
- mes "Still, you just tricked";
- mes "me! How am I supposed";
- mes "to trust you now?";
- next;
- mes "[Kazien]";
- mes "Oh... You...";
- mes "You got a point, there.";
- mes "Huh, now isn't that ironic? I'm sorry, pal, let me apologize.";
- mes "Take some time, consider working for me, and then come back, okay?";
- set lhz_rekenber,7;
- close;
- }
- else if(lhz_rekenber == 4)
- {
- mes "[Kazien]";
- mes "So, were you able to";
- mes "contact Garins? Or did";
- mes "you encounter any problems?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Well, I wasn't able to";
- mes "find him. In fact, I don't";
- mes "think that Garins even works";
- mes "at the Einbroch Laboratory.";
- next;
- mes "[Kazien]";
- mes "Whaaaat~?";
- mes "That can't be true.";
- mes "Well, how'd you";
- mes "find that out?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I happened to ask the";
- mes "Laboratory Guard, but";
- mes "he wouldn't even let me in.";
- next;
- set lhz_rekenber,6;
- mes "[Kazien]";
- mes "Uh oh...";
- mes "I thought so.";
- mes "I'm sorry, pal, but";
- mes "you failed the test.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "H-huh? What?";
- mes "What do you mean?";
- next;
- mes "[Kazien]";
- mes "You told that to the guard,";
- mes "but you weren't supposed";
- mes "to let anyone know any detail";
- mes "about your assignment. Yeah...";
- mes "Garins is just a name I made";
- mes "up. He doesn't really exist.";
- next;
- mes "[Kazien]";
- mes "I know you meant well,";
- mes "you know, doing whatever";
- mes "you can to finish whatever";
- mes "goal you have, but you can't";
- mes "forget the details. Anyway,";
- mes "sorry, but we can't use you...";
- close;
- }
- else if(lhz_rekenber == 3)
- {
- mes "[Kazien]";
- mes "Remember, visit ^FF0000Garins^000000";
- mes "in the ^FF0000Einbroch Laboratory^000000";
- mes "and ^FF0000confirm that he received";
- mes "his order^000000. We pride ourselves";
- mes "in our clients' confidentiality,^FFFFFF ^000000 so keep it secret, got it?";
- next;
- mes "[Kazien]";
- mes "I'll just be waiting";
- mes "around over here, so";
- mes "once you're done with";
- mes "that, come back to me.";
- close;
- }
- else if(lhz_rekenber == 2)
- {
- mes "[Kazien]";
- mes "Okay, I got it! Your first";
- mes "assignment for us is pretty";
- mes "simple, but think of it as";
- mes "something of a trial run.";
- mes "You know, for us to see";
- mes "how reliable you are.";
- next;
- mes "[Kazien]";
- mes "All you gotta do is head";
- mes "to Einbroch, find the Lab";
- mes "there, and find a researcher";
- mes "named Garins. You need to";
- mes "confirm whether he safely";
- mes "received his order from us.";
- next;
- mes "[Kazien]";
- mes "Simple stuff, yeah?";
- mes "Now, you can't let anyone";
- mes "know about your assignment.";
- mes "Otherwise, we can't trust you";
- mes "for more important stuff. And";
- mes "I really wanna trust you.";
- next;
- mes "[Kazien]";
- mes "Remember, visit ^FF0000Garins^000000";
- mes "in the ^FF0000Einbroch Laboratory^000000";
- mes "and ^FF0000confirm that he received";
- mes "his order^000000. We pride ourselves";
- mes "in our clients' confidentiality, so keep it secret, got it?";
- next;
- set lhz_rekenber,3;
- mes "[Kazien]";
- mes "I'll just be waiting";
- mes "around over here, so";
- mes "once you're done with";
- mes "that, come back to me.";
- close;
- }
- else if(lhz_rekenber == 1)
- {
- mes "[Kazien]";
- mes "We're so busy, we barely";
- mes "have enough people to cover";
- mes "our workload right now. Still,";
- mes "it's not so bad that we gotta";
- mes "invest in some new hires.";
- next;
- mes "[Kazien]";
- mes "Oh hey, sorry buddy,";
- mes "but you mind stepping";
- mes "back? It's just that you're";
- mes "blocking my view is all.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Wait, did you just say";
- mes "that you need help?";
- mes "I'd like to help solve";
- mes "your problem, er, for";
- mes "a nominal fee or some";
- mes "kind of reward. You know...";
- next;
- mes "[Kazien]";
- mes "Hey, alright~";
- mes "I could use an extra";
- mes "hand if you're willing";
- mes "to work part time. Plus,";
- mes "you're a straight shooter.";
- mes "I like that. Let's see now...";
- next;
- if(BaseLevel < 70)
- {
- mes "[Kazien]";
- mes "Awww, I'm sorry, pal.";
- mes "I know you mean well, but";
- mes "to put it bluntly, you're not";
- mes "not strong enough for this";
- mes "kinda work. Hey, but if you put on";
- mes "some muscle, ask me again, okay?";
- close;
- }
- mes "[Kazien]";
- mes "Yeah, okay. You look like";
- mes "you can handle this. But";
- mes "are you the type of person";
- mes "I can trust? Hey, you can";
- mes "keep confidential information";
- mes "without telling anyone, right?";
- next;
- switch( select( "Yes, of course.","Nope, I love giving away secrets." ) )
- {
- case 1:
- set lhz_rekenber,2;
- mes "[Kazien]";
- mes "Great, great.";
- mes "I guess we can just";
- mes "get down to business,";
- mes "then. Let me think. First,";
- mes "I should give you something";
- mes "easy to do to test you out...";
- close;
-
- case 2:
- mes "[Kazien]";
- mes "Awww, man.";
- mes "I can't hire you";
- mes "if you're gonna blab";
- mes "your mouth. Sorry buddy,";
- mes "but I can't afford to take";
- mes "any risks. You understand...";
- close;
- }
- }
- mes "[Kazien]";
- mes "We're so busy, we barely";
- mes "have enough people to cover";
- mes "our workload right now. Still,";
- mes "it's not so bad that we gotta";
- mes "invest in some new hires.";
- next;
- mes "[Kazien]";
- mes "Oh hey, sorry buddy,";
- mes "but you mind stepping";
- mes "back? It's just that you're";
- mes "blocking my view is all.";
- close;
-}
-
-lighthalzen,141,162,3 script Old Man#reken 85,{
-
- mes "[Old Man]";
- mes "Lately, Kazien seems";
- mes "to be having a hard time";
- mes "managing his business.";
- mes "Always complaining that";
- mes "he lacks the manpower...";
- next;
- mes "[Old Man]";
- mes "I don't know what kind of";
- mes "business he's conducting,";
- mes "but why don't you help him";
- mes "out? I don't believe that any";
- mes "particularly special skills are";
- mes "required for some positions.";
- next;
- mes "[Old Man]";
- mes "Well, if you're interested,";
- mes "you can find Kazien inside";
- mes "the corporation building.";
- mes "Young people like him should";
- mes "never be too proud to ask for help. He still needs to learn...";
- if(!lhz_rekenber) set lhz_rekenber,1;
- close;
-}
-
-einbroch,55,52,3 script Laboratory Guard#reken 852,{
-
- if(lhz_rekenber == 3)
- {
- mes "[Laboratory Guard]";
- mes "Hold it! This is";
- mes "a restricted area to";
- mes "the public! Unless you";
- mes "have some special business,";
- mes "you'll have to leave right now.";
- next;
- switch( select( "Actually, I do have business here.","Whoa, I'm leaving!" ) )
- {
- case 1:
- mes "[Laboratory Guard]";
- mes "Yes? State the nature";
- mes "of your business here,";
- mes "as well as any person that";
- mes "you wish to contact inside";
- mes "of this laboratory facility.";
- next;
- switch( select( "I need to see Mr. Garins...","I'll... come back later." ) )
- {
- case 1:
- mes "[" + strcharinfo(0) + "]";
- mes "I need to see Mr. Garins";
- mes "and confirm that he received";
- mes "a package that was sent to him.";
- next;
- mes "[Laboratory Guard]";
- mes "Garins, eh?";
- mes "Alright, let me check";
- mes "the employee list. Hmm...";
- mes "Garins... Garins... Eh?";
- mes "He's not here. Maybe you";
- mes "came to the wrong place?";
- next;
- mes "[Laboratory Guard]";
- mes "Sorry, but it looks like";
- mes "you've wasted your time.";
- mes "We don't have a Garins";
- mes "working here. Anyway,";
- mes "I still can't allow you to";
- mes "enter the laboratory.";
- set lhz_rekenber,4;
- close;
-
- case 2:
- break;
- }
-
- case 2:
- mes "[" + strcharinfo(0) + "]";
- mes "Whoa, I'm leaving!";
- mes "(^333333I better speak to Kazien";
- mes "and let him know I'm having";
- mes "trouble getting past this";
- mes "guard. Otherwise, I might";
- mes "never finish this job!^000000)";
- set lhz_rekenber,5;
- close;
- }
- }
- mes "[Laboratory Guard]";
- mes "This area is restricted";
- mes "to the public. Unless you";
- mes "have some kind of special";
- mes "authorization, I'm going";
- mes "to have to ask you to leave.";
- close;
-}
-
-airplane_01,96,48,3 script Man#Lyozien 868,{
-
- if(lhz_rekenber > 21)
- {
- mes "[Lyozien]";
- mes "Hey, I hear from my";
- mes "brother that you can't work";
- mes "with us anymore because";
- mes "of some scheduling conflict.";
- mes "I'm sorry to hear that: it was";
- mes "really good working with you...";
- close;
- }
- else if(lhz_rekenber == 21)
- {
- mes "[Lyozien]";
- mes "Oh good, you're back.";
- mes "Mr. Ahman just left and";
- mes "picked up his goods. We're";
- mes "done here, so you have to";
- mes "do now is report to my";
- mes "brother in Lighthalzen.";
- next;
- mes "[Lyozien]";
- mes "You sure you're alright?";
- mes "You seem kind of upset.";
- mes "Do you need to take a";
- mes "break or something?";
- close;
- }
- else if(lhz_rekenber == 20)
- {
- mes "[Lyozien]";
- mes "Heya, keep up the";
- mes "good work. Once you";
- mes "talk to Mr. Ahman inside";
- mes "Izlude Airport, we'll be";
- mes "done with this delivery.";
- close;
- }
- else if(lhz_rekenber == 19)
- {
- mes "[Lyozien]";
- mes "Whoa, you were great!";
- mes "There were more of them";
- mes "this time, but you easily";
- mes "dispatched them. Great job!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Thanks, but...";
- mes "Now I'm really worried";
- mes "about what could be in";
- mes "those packages. Are you";
- mes "sure you don't know, Lyozien?";
- next;
- mes "[Lyozien]";
- mes "You don't know when to";
- mes "stop, do you? Nah, I don't";
- mes "know at all. Besides, so long";
- mes "as my brother says it's a bad";
- mes "idea, then I don't wanna find";
- mes "out for myself. Oh, hey...";
- next;
- set lhz_rekenber,20;
- getitem 504,1;
- mes "[Lyozien]";
- mes "Here's a little";
- mes "something to refresh";
- mes "yourself after that fight.";
- mes "Keep up the good work, okay?";
- mes "Then, we'll be done once you";
- mes "contact Mr. Ahman in Izlude.";
- close;
- }
- else if(lhz_rekenber == 18)
- {
- mes "[Lyozien]";
- mes "Okay, just like before, we";
- mes "gotta get these packages to";
- mes "Mr. Ahmam. When we arrive";
- mes "in Izlude, find Mr. Ahman in";
- mes "the Airport and tell him that";
- mes "his packages have arrived.";
- next;
- mes "[Lyozien]";
- mes "W-wait...";
- mes "Did you hear that?";
- mes "I heard--I think it's them.";
- mes "Those thugs are back! Don't";
- mes "let them damage the packages!";
- close2;
- set lhz_rekenber,19;
- donpcevent "#bully2::OnEnter";
- donpcevent "Man#Lyozien::OnStop";
- end;
- }
- else if(lhz_rekenber == 17)
- {
- mes "[Lyozien]";
- mes "I heard that you upset";
- mes "Kyozien a little bit with";
- mes "your questions. I mean,";
- mes "I totally understand, but";
- mes "you gotta remember that";
- mes "we've got obligations.";
- next;
- mes "[Lyozien]";
- mes "I know that these packages";
- mes "might be putting us in danger,";
- mes "but I trust my brother. If he says those thugs are bad guys, then";
- mes "they're definitely bad guys.";
- next;
- mes "[Lyozien]";
- mes "Yeah, ever since we were";
- mes "kids, Kyozien has always";
- mes "been right. Even though";
- mes "I'd like to know what's in the";
- mes "boxes, I don't ever wanna";
- mes "disappoint him, you know?";
- next;
- set lhz_rekenber,18;
- mes "[Lyozien]";
- mes "Anyway, that's";
- mes "enough chit-chat";
- mes "for now. Let's get";
- mes "back to work, shall we?";
- close;
- }
- else if(lhz_rekenber == 16)
- {
- mes "[Lyozien]";
- mes "I'm lucky that you're";
- mes "around to keep those";
- mes "thugs off our backs, eh?";
- mes "Hey, when you're ready for";
- mes "another job, just talk to";
- mes "my brother Kazien, okay?";
- close;
- }
- else if(lhz_rekenber == 15)
- {
- mes "[Lyozien]";
- mes "So you spoke to";
- mes "Mr. Ahman already?";
- mes "Good, good. Now we can";
- mes "go back to the Schwaltzvalt";
- mes "Republic for our next job.";
- next;
- mes "[Lyozien]";
- mes "Just talk to my brother";
- mes "Kazien and he should give";
- mes "you any details you need";
- mes "to know. Man, it's good";
- mes "that you're working for us.";
- mes "Those thugs frighten me...";
- set lhz_rekenber,16;
- close;
- }
- else if(lhz_rekenber == 14)
- {
- mes "[Lyozien]";
- mes "Now that those thugs are";
- mes "gone, let's concentrate on";
- mes "our task. Like before, just";
- mes "get off at Izlude and then tell";
- mes "Mr. Ahman that his packages";
- mes "have arrived. See you later~";
- close;
- }
- else if(lhz_rekenber == 13)
- {
- mes "[Lyozien]";
- mes "Oh, thank you!";
- mes "You saved my life!";
- mes "As you can tell, I'm";
- mes "not much of a fighter...";
- mes "I just ran and hid when";
- mes "those thugs appeared.";
- next;
- mes "[Lyozien]";
- mes "That's one reason why" ;
- mes "my brother has been hiring";
- mes "you adventurers-- we need";
- mes "packages from those hoodlums.";
- mes "They're always after us...";
- next;
- mes "[Lyozien]";
- mes "Every time I see them,";
- mes "they're yelling things like";
- mes "we're the servants of evil,";
- mes "or that the packages must";
- mes "be destroyed. Boy, I sure";
- mes "am glad that you're here!";
- set lhz_rekenber,14;
- close;
- }
- else if(lhz_rekenber == 12)
- {
- mes "[Lyozien]";
- mes "Hey, we already have another";
- mes "package to deliver all the way";
- mes "to the Rune-Midgarts Kingdom";
- mes "again. Can you believe it? We";
- mes "seem to be doing a lot of";
- mes "business around there lately.";
- next;
- mes "[Lyozien]";
- mes "It's so far away from";
- mes "home, but a job's a job.";
- mes "We're obliged to do what";
- mes "we're been assigned to do";
- mes "until we qui--whoa. You";
- mes "hear that? Wh-what was...?";
- next;
- mes "[Lyozien]";
- mes "Awwww, nuts!";
- mes "It's those thugs!";
- mes "I'll explain later, but";
- mes "for now, please protect";
- mes "the packages and make";
- mes "sure they don't get them!";
- close2;
- set lhz_rekenber,13;
- donpcevent "Man#Lyozien::OnStop";
- donpcevent "#bully1::OnEnter";
- end;
- }
- if(lhz_rekenber == 11)
- {
- mes "[Lyozien]";
- mes "Hey, would you go see";
- mes "my brother Kazien to see";
- mes "if he's got another job for";
- mes "us to do? I'll just be over";
- mes "here waiting when you need";
- mes "to find me. See you later~";
- close;
- }
- else if(lhz_rekenber == 10)
- {
- mes "[Lyozien]";
- mes "Good work, Mr. Ahman just";
- mes "arrived and picked up his";
- mes "packages. It looks like we're";
- mes "done for today. When you're";
- mes "ready for another job, just";
- mes "ask to my brother Kazien, okay?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Lyozien, do you know";
- mes "what kinds of things";
- mes "we're delivering?";
- next;
- mes "[Lyozien]";
- mes "No clue. I've been";
- mes "a little curious myself,";
- mes "but my brother warned me";
- mes "not to ask. Besides, I don't";
- mes "think it makes a difference";
- mes "to what we gotta do, right?";
- next;
- mes "[Lyozien]";
- mes "Anyway, it oughta be";
- mes "fine. I mean, our clients";
- mes "are entitled to their privacy";
- mes "anyway. You've been in that";
- mes "sort of situation, right? You";
- mes "know, embarassing orders...";
- next;
- mes "[Lyozien]";
- mes "No? Eh, just meet up with";
- mes "my brother to see if he's";
- mes "got another job for us, okay?";
- mes "If you wanna find me again,";
- mes "I'll be waiting right here.";
- set lhz_rekenber,11;
- close;
- }
- else if(lhz_rekenber == 9)
- {
- mes "[Lyozien]";
- mes "Alright, when this Airship";
- mes "arrives in Izlude, get off and";
- mes "enter the Airport to meet with";
- mes "a man named Mr. Ahman.";
- mes "Let him know his order has";
- mes "already arrived, okay?";
- close;
- }
- else if(lhz_rekenber == 8)
- {
- mes "[Lyozien]";
- mes "Um, would you mind";
- mes "treading lightly around";
- mes "this area, and kind of go";
- mes "around the piles? Yeah,";
- mes "these are all pretty fragile.";
- mes "Thanks, I appreciate it.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Excuse me, but";
- mes "are you Lyozien?";
- next;
- mes "[Lyozien]";
- mes "Hey, are you the one that";
- mes "my brother Kazien sent?";
- mes "Nice, I've been waiting";
- mes "for you. As you can see,";
- mes "I'm having trouble handling";
- mes "all of these packages here.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Wait, Kazien is";
- mes "your brother? That's";
- mes "weird, you figure he";
- mes "would mention that.";
- next;
- mes "[Lyozien]";
- mes "Oh, yeah, he's been like";
- mes "that ever since we lived";
- mes "in Lighthalzen's slums.";
- mes "Luckily, he joined the";
- mes "corporation and helped";
- mes "us improve our lots in life...";
- next;
- mes "[Lyozien]";
- mes "That's why I appreciate the";
- mes "fact that he lets me work for";
- mes "him. I can't let him down.";
- mes "Anyway, back to business: we";
- mes "gotta deliver these goods to";
- mes "the Rune-Midgarts Kingdom.";
- next;
- mes "[Lyozien]";
- mes "I have to ensure that these";
- mes "packages aren't damaged or";
- mes "stolen by thieves. Your job is";
- mes "to go to Izlude, find Mr. Ahman";
- mes "at the Airport, and tell him that his orders have safely arrived.";
- next;
- set lhz_rekenber,9;
- mes "[Lyozien]";
- mes "Once you tell Mr. Ahman";
- mes "that message, he'll take";
- mes "care of picking up his own";
- mes "packages. But yeah, I need";
- mes "to stay behind to guard these";
- mes "products in the meantime.";
- close;
- }
- mes "[Lyozien]";
- mes "Um, would you mind";
- mes "treading lightly around";
- mes "this area, and kind of go";
- mes "around the piles? Yeah,";
- mes "these are all pretty fragile.";
- mes "Thanks, I appreciate it.";
- close;
-
-OnEnter:
- enablenpc "Man#Lyozien";
- end;
-
-OnStop:
- disablenpc "Man#Lyozien";
- end;
-}
-
-izlude,186,57,5 script Scamp 853,{
-
- if(lhz_rekenber > 21)
- {
- mes "[Ahman]";
- mes "Oh, hello. I've heard";
- mes "that you had to quit.";
- mes "It's quite a pity, really.";
- mes "If it weren't for you, some";
- mes "of my packages would have";
- mes "been destroyed by those thugs.";
- close;
- }
- else if(lhz_rekenber == 21)
- {
- mes "[Ahman]";
- mes "Shouldn't you be";
- mes "taking a break? Besides,";
- mes "Lyozien is still waiting for";
- mes "you the Airship, isn't he?";
- close;
- }
- else if(lhz_rekenber == 20)
- {
- mes "[Ahman]";
- mes "Oh, have my packages";
- mes "arrived? Good, good.";
- mes "I appreciate all of your";
- mes "hard work. I'm surprised";
- mes "they haven't hired you";
- mes "full time by now.";
- next;
- mes "[Ahman]";
- mes "Is something the matter?";
- mes "You seem really pale. Oh";
- mes "well, you'll have plenty of";
- mes "time to relax on the Airship.";
- mes "Oh, and don't worry, I'll";
- mes "take care of the packages.";
- set lhz_rekenber,21;
- close;
- }
- else if (lhz_rekenber > 15 && lhz_rekenber < 20)
- {
- mes "[Ahman]";
- mes "Oh, hello. I'm not";
- mes "expecting any packages";
- mes "at this moment, although";
- mes "I'm aware that there are a";
- mes "few deliveries in queue, but shouldn't you be in Lighthalzen?";
- close;
- }
- else if(lhz_rekenber == 15)
- {
- mes "[Ahman]";
- mes "Shouldn't you be on";
- mes "your way and report to";
- mes "Lyozien? You should hurry";
- mes "before the Airship takes off.";
- close;
- }
- else if(lhz_rekenber == 14)
- {
- mes "[Ahman]";
- mes "Ah, it's you again.";
- mes "I assume that means that";
- mes "my packages have arrived";
- mes "safely. Is that right?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Yes, that's right.";
- mes "Actually, this time we ";
- mes "were attacked by a group";
- mes "of thugs, so I was wondering";
- mes "if you knew anything about it... ";
- next;
- mes "[Ahman]";
- mes "They attacked again?";
- mes "Oh, that isn't good.";
- mes "Well, I have no idea";
- mes "what's going on. I wish";
- mes "I had some idea of what";
- mes "they were up to, really.";
- next;
- set lhz_rekenber,15;
- mes "[Ahman]";
- mes "For now, you should";
- mes "go and report to Lyozien.";
- mes "I assume that you protected";
- mes "my packages, so thank you";
- mes "for your diligent work. Now, I shall pick up what I ordered...";
- close;
- }
- else if (lhz_rekenber > 10 && lhz_rekenber < 14)
- {
- mes "[Ahman]";
- mes "Oh, it's you again.";
- mes "Shouldn't you be getting";
- mes "on the Airship and heading";
- mes "back to the Schwaltzvalt";
- mes "Republic? There are more";
- mes "deliveries in queue, you know.";
- close;
- }
- else if(lhz_rekenber == 10)
- {
- mes "[Ahman]";
- mes "Thank you for letting me";
- mes "know that my order has arrived.";
- mes "You should go back to Lyozien";
- mes "now so you can finish your job.";
- mes "Perhaps I'll see you again";
- mes "sometime, adventurer.";
- close;
- }
- else if(lhz_rekenber == 9)
- {
- mes "[Man]";
- mes "Hmm, can you really";
- mes "call this place an Airport?";
- mes "It's far too small, wouldn't";
- mes "you agree? Still, I kind of";
- mes "enjoy sitting around here.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Excuse me, but do";
- mes "you know where I can";
- mes "find a man named Ahman?";
- mes "I have a message for him.";
- next;
- mes "[Ahman]";
- mes "I'm Ahman, how can--";
- mes "Oh! You must be here to";
- mes "tell me that my packages";
- mes "have arrived. Am I correct?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Y-yes. That's right.";
- mes "Your packages have";
- mes "arrived and they're";
- mes "being guarded until";
- mes "you come to pick them up.";
- next;
- mes "[Ahman]";
- mes "Ah, that's very good to";
- mes "know. Say, are you a new";
- mes "worker for Lyozien and Kazien?";
- mes "I don't believe I've seen you";
- mes "around before. Have they finally started hiring part timers?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Yes, that's right.";
- mes "Actually, I'm working for";
- mes "them part time. I heard";
- mes "they were really busy, so";
- mes "I sort of volunteered my time.";
- next;
- mes "[Ahman]";
- mes "Alright, alright.";
- mes "I suppose that you";
- mes "also don't know what's";
- mes "being delivered in these";
- mes "packages, just like Lyozien.";
- next;
- mes "[Ahman]";
- mes "Well, it's all confidential";
- mes "information anyway, so don't";
- mes "worry about it. Thank you for";
- mes "notifying me about the delivery.^FFFFFF ^000000 Now, you should go back and ";
- mes "tell Lyozien. Take care now~";
- set lhz_rekenber,10;
- close;
- }
- mes "[Man]";
- mes "Hmm, can you really";
- mes "call this place an Airport?";
- mes "It's far too small, wouldn't";
- mes "you agree? Still, I kind of";
- mes "enjoy sitting around here.";
- close;
-}
-
-airplane_01,1,1,1 script #bully1 -1,{
-
-OnInit:
- disablenpc "#bully1";
- end;
-
-OnEnter:
- enablenpc "#bully1";
- initnpctimer;
- monster "airplane_01",96,53,"Thug",1592,1,"#bully1::OnMyMobDead";
- monster "airplane_01",87,47,"Thug",1592,1,"#bully1::OnMyMobDead";
- set .bullymobs,2;
- end;
-
-OnReset:
- killmonster "airplane_01","#bully1::OnMyMobDead";
- end;
-
-OnMyMobDead:
- set .bullymobs,.bullymobs -1;
- if(.bullymobs < 1)
- {
- mes "[Bully]";
- mes "Damn it! N-next time...";
- mes "Next time we'll g-get rid";
- mes "of those damned packages!";
- mes "^333333*Cough cough*^000000 For now, we";
- mes "retreat and fight another day!";
- close2;
- donpcevent "#bully1::OnInit";
- donpcevent "Man#Lyozien::OnEnter";
- stopnpctimer;
- }
- end;
-
-OnTimer120000:
- donpcevent "#bully1::OnReset";
- donpcevent "#bully1::OnInit";
- donpcevent "Man#Lyozien::OnEnter";
- stopnpctimer;
- end;
-}
-
-airplane_01,2,2,1 script #bully2 -1,{
-
-OnInit:
- disablenpc "#bully2";
- end;
-
-OnEnter:
- enablenpc "#bully2";
- initnpctimer;
- monster "airplane_01",96,53,"Thug",1592,1,"#bully2::OnMyMobDead";
- monster "airplane_01",87,47,"Thug",1592,1,"#bully2::OnMyMobDead";
- monster "airplane_01",97,43,"Thug",1592,1,"#bully2::OnMyMobDead";
- set .bullymobs,3;
- end;
-
-OnReset:
- killmonster "airplane_01","#bully2::OnMyMobDead";
- end;
-
-OnMyMobDead:
- set .bullymobs,.bullymobs -1;
- if(.bullymobs < 1)
- {
- mes "^3355FFHey-- there's a slit";
- mes "in the wrapping on one";
- mes "of the packages. It was";
- mes "probably ripped a little";
- mes "while you were fighting.^000000";
- close2;
- donpcevent "#bully2::OnInit";
- donpcevent "#packidentity::OnEnter";
- stopnpctimer;
- }
- end;
-
-OnTimer120000:
- donpcevent "#bully2::OnReset";
- donpcevent "#bully2::OnInit";
- donpcevent "#packidentity::OnEnter";
- stopnpctimer;
- end;
-}
-
-airplane_01,99,47,3 script #packidentity 139,2,2,{
- end;
-
-OnInit:
- disablenpc "#packidentity";
- end;
-
-OnEnter:
- enablenpc "#packidentity";
- end;
-
-OnTouch:
- if(lhz_rekenber == 19)
- {
- mes "^3355FFYou peek through the";
- mes "slit in the wrapping";
- mes "that is covering one";
- mes "of the packages.^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Oh... my God!";
- mes "These are... These are";
- mes "weapons of mass destruction.";
- mes "There's even parts for assembling guardians, the kinds that usually";
- mes "defend those Guild Castles...";
- close2;
- donpcevent "Man#Lyozien::OnEnter";
- donpcevent "#packidentity::OnInit";
- end;
- }
-}
-
-lhz_in01,187,247,3 script #flashback1 139,2,2,{
-
-OnTouch:
- if(lhz_rekenber == 22)
- {
- mes "[Kazien]";
- mes "-Don't you have anything to protect, huh?- ";
- mes "-Are you sure that you're always doing the right thing?-";
- next;
- mes "[Kazien]";
- mes "Answer me! Answer me! Answer meee!";
- next;
- set lhz_rekenber,23;
- mes "[" + strcharinfo(0) + "]";
- mes ".............Damn it.";
- close;
- }
- end;
-}
-
-lhz_in01,75,248,3 script #flashback2 139,2,2,{
-
-OnTouch:
- if(lhz_rekenber == 22)
- {
- mes "[Kazien]";
- mes "Look man, this is what";
- mes "I decided. I don't care";
- mes "what other people'll think.";
- mes "I might go to hell when";
- mes "I die, but that's my problem.";
- next;
- mes "[Kazien]";
- mes "Besides, you adventurers";
- mes "are always running around";
- mes "with your swords and magic spells... Isn't that just as bad?";
- mes "It's not the weapons or the power that's bad: it's how they're used.";
- next;
- mes "[Kazien]";
- mes "There'd be days when my";
- mes "brother and I'd have nothing";
- mes "to eat. So when I heard about";
- mes "this job, I took it. What good";
- mes "is world peace if I'm not even";
- mes "alive to enjoy it, huh?";
- next;
- set lhz_rekenber,23;
- mes "[" + strcharinfo(0) + "]";
- mes "......";
- mes ".........";
- mes "Damn it!";
- close;
- }
- end;
-}
diff --git a/npc/quests/quests_louyang.txt b/npc/quests/quests_louyang.txt
deleted file mode 100644
index 53b1443ad..000000000
--- a/npc/quests/quests_louyang.txt
+++ /dev/null
@@ -1,5028 +0,0 @@
-//===== rAthena Script =======================================
-//= Quest NPCs related to Louyang
-//===== By: ==================================================
-//= Evera and The rAthena Dev Team
-//===== Current Version: =====================================
-//= 2.2
-//===== Compatible With: =====================================
-//= rAthena 1.0
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Soup Quest
-//= - Variable in use: che_tre (max 5)
-//= Doctor Quest
-//= - Variable in use: che_par (max 18)
-//= Poison King Quest
-//= - Variable in use: ch_poison (max 20)
-//= Revolution Quest
-//= - Variable in use: QL_REVO (max 9)
-//===== Additional Comments: =================================
-//= 1.0 Initial Release [Evera]
-//= 1.1 Fixed double levelup bug [Lupus]
-//= 1.2 Added Revolution Quest. [SinSloth]
-//= 1.3 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
-//= 1.4 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
-//= 1.5 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
-//= 1.6 Rescripted Soup, Doctor, and Poison King quests [L0ne_W0lf]
-//= to Aegis 10.3 standards. Attempted to save current
-//= quest progress from the old scripts.
-//= 1.7 Added missing checkweights. And corrected [L0ne_W0lf]
-//= a typo in Poison King quest.
-//= 1.8 Bug fixes. (bugreport:1025 bugreport:1062) [L0ne_W0lf]
-//= 1.9 Bug fixes/Typos. [Paradox924X]
-//= 2.0 Replaced effect numerics with constants. [L0ne_W0lf]
-//= 2.1 Fixed guard tower warper ALWAYS warping. (bugreport:2377) [L0ne_W0lf]
-//= 2.2 Removed unused "name" variable. [L0ne_W0lf]
-//============================================================
-
-// Soup Quest
-//============================================================
-lou_in02,53,174,7 script Employee#1 822,6,62,{
- if (gettime(3) >= 10 && gettime(3) < 22) {
- mes "[Chang Pai]";
- mes "Welcome, welcome!";
- mes "We are ready to serve you~!";
- mes "Now, go ahead and go upstairs~!";
- close;
- }
- mes "[Chang Pai]";
- mes "^666666*Yawn...*^000000";
- close;
-
-OnTouch:
- if (ch_tre == 2 || ch_tre == 3) {
- if (gettime(3) >= 10 && gettime(3) < 14) {
- if (rand(1,10) < 9) {
- mes "[Chang Pai]";
- mes "Wait, who are you?!";
- mes "Put that down and get";
- mes "of out here right now!";
- next;
- mes "^3131FFYou have failed^000000";
- mes "^3131FFto steal the pot.^000000";
- set ch_tre,1;
- close;
- }
- }
- else if (gettime(3) >= 14 && gettime(3) < 17) {
- if (rand(1,10) < 10) {
- mes "[Chang Pai]";
- mes "Wait, who are you?!";
- mes "Put that down and get";
- mes "of out here right now!";
- next;
- mes "^3131FFYou have failed^000000";
- mes "^3131FFto steal the pot.^000000";
- set ch_tre,1;
- close;
- }
- }
- else if (gettime(3) >= 17 && gettime(3) < 21) {
- if (rand(1,10) < 6) {
- mes "[Chang Pai]";
- mes "Wait, who are you?!";
- mes "Put that down and get";
- mes "of out here right now!";
- next;
- mes "^3131FFYou have failed^000000";
- mes "^3131FFto steal the pot.^000000";
- set ch_tre,1;
- close;
- }
- }
- else {
- if (rand(1,10) < 5) {
- mes "[Chang Pai]";
- mes "^666666*Yawn...*^000000";
- mes "So...";
- mes "Sleepy...";
- next;
- mes "[Chang Pai]";
- mes "Huh...?";
- mes "Who are you!?";
- mes "Hey, I got a thief here!";
- next;
- mes "^3131FFYou have failed^000000";
- mes "^3131FFto steal the pot.^000000";
- set ch_tre,1;
- close;
- }
- }
- }
- end;
-}
-
-lou_in02,76,181,3 script Employee#2 822,2,2,{
- if (gettime(3) >= 10 && gettime(3) < 22) {
- mes "[Huang Jia Xian]";
- mes "Welcome~";
- mes "Sorry for making you wait. If you wish to rest, please go upstairs.";
- next;
- mes "[Huang Jia Xian]";
- mes "Recently, many tourists are visiting Louyang and although business is great, we're now";
- mes "busier than ever.";
- next;
- mes "[Huang Jia Xian]";
- mes "^666666*Sigh...*^000000";
- mes "I don't even";
- mes "have time to eat.";
- mes "I'm starving...!";
- close;
- }
- mes "[Huang Jia Xian]";
- mes "Ehhhh...";
- mes "Forgive me...";
- mes "....................";
- mes "...Zzzzz...Zzzz...";
- close;
-
-OnTouch:
- if (ch_tre == 2 || ch_tre == 3) {
- if (gettime(3) >= 10 && gettime(3) < 14) {
- if (rand(1,10) < 9) {
- mes "[Huang Jia Xian]";
- mes "What the...?";
- mes "Hey, what";
- mes "are you doing?";
- mes "Get out of here!";
- next;
- mes "^3131FFYou have failed^000000";
- mes "^3131FFto steal the pot.^000000";
- set ch_tre,1;
- close;
- }
- }
- else if (gettime(3) >= 14 && gettime(3) < 17) {
- if (rand(1,10) < 10) {
- mes "[Huang Jia Xian]";
- mes "What the...?";
- mes "Hey, what";
- mes "are you doing?";
- mes "Get out of here!";
- next;
- mes "^3131FFYou have failed^000000";
- mes "^3131FFto steal the pot.^000000";
- set ch_tre,1;
- close;
- }
- }
- else if (gettime(3) >= 17 && gettime(3) < 22) {
- if (rand(1,10) < 6) {
- mes "[Huang Jia Xian]";
- mes "What the...?";
- mes "Hey, what";
- mes "are you doing?";
- mes "Get out of here!";
- next;
- mes "^3131FFYou have failed^000000";
- mes "^3131FFto steal the pot.^000000";
- set ch_tre,1;
- close;
- }
- }
- else {
- if (rand(1,10) < 5) {
- mes "[Huang Jia Xian]";
- mes "*Yawn...*";
- mes "So very tired...";
- next;
- mes "[Huang Jia Xian]";
- mes "Hey, what are you";
- mes "doing here? Are you";
- mes "a Thief?! Somebody help!";
- mes "There's a Thief!";
- next;
- mes "^3131FFYou have failed^000000";
- mes "^3131FFto steal the pot.^000000";
- set ch_tre,1;
- close;
- }
- }
- }
- end;
-}
-
-lou_in02,61,175,3 script Employee#3 818,2,2,{
- if (gettime(3) >= 10 && gettime(3) < 22) {
- if (ch_tre == 5) {
- mes "[Ya Hua]";
- mes "Welcome, welcome!";
- mes "We have many rooms";
- mes "available! Why don't";
- mes "you go upstairs?";
- mes "Ha ha ha!";
- next;
- emotion e_swt;
- mes "[Ya Hua]";
- mes "Oh, if by any chance you came to try the Dragon Soup, I'm sorry, but it's no longer availalbe.";
- next;
- mes "[Ya Hua]";
- mes "But don't be too disappointed, we serve many other delicious foods that you can choose from!";
- close;
- }
- mes "[Ya Hua]";
- mes "Welcome, welcome!";
- mes "We have many rooms";
- mes "available! Why don't";
- mes "you go upstairs?";
- mes "Ha ha ha!";
- close;
- }
- mes "[Ya Hua]";
- mes "^666666*Yawn...*^000000";
- close;
-
-OnTouch:
- if (ch_tre == 2 || ch_tre == 3) {
- if (gettime(3) >= 10 && gettime(3) < 14) {
- if (rand(1,10) < 9) {
- mes "[Ya Hua]";
- mes "What do you think";
- mes "you're doing here?!";
- mes "Put that down and";
- mes "leave right now!";
- next;
- mes "^3131FFYou have failed^000000";
- mes "^3131FFto steal the pot.^000000";
- set ch_tre,1;
- close;
- }
- }
- else if (gettime(3) >= 14 && gettime(3) < 17) {
- if (rand(1,10) < 10) {
- mes "[Ya Hua]";
- mes "What do you think";
- mes "you're doing here?!";
- mes "Put that down and";
- mes "leave right now!";
- next;
- mes "^3131FFYou have failed^000000";
- mes "^3131FFto steal the pot.^000000";
- set ch_tre,1;
- close;
- }
- }
- else if (gettime(3) >= 17 && gettime(3) < 22) {
- if (rand(1,10) < 6) {
- mes "[Ya Hua]";
- mes "What do you think";
- mes "you're doing here?!";
- mes "Put that down and";
- mes "leave right now!";
- next;
- mes "^3131FFYou have failed^000000";
- mes "^3131FFto steal the pot.^000000";
- set ch_tre,1;
- close;
- }
- }
- else {
- if (rand(1,10) < 5) {
- mes "[Ya Hua]";
- mes "^666666*Yawn...*^000000";
- mes "Eyelids...";
- mes "Getting...";
- mes "Heavier...";
- next;
- mes "[Ya Hua]";
- mes "Wait a sec...";
- mes "Are you a Thief?!";
- mes "Get out of here!!";
- next;
- mes "^3131FFYou have failed^000000";
- mes "^3131FFto steal the pot.^000000";
- set ch_tre,1;
- close;
- }
- }
- }
- end;
-}
-
-lou_in02,62,183,3 script Chef#1-2 820,2,2,{
- if (ch_tre > 0 && ch_tre < 4) {
- mes "[Wang Shi Long]";
- mes "Hm? Aren't you a customer? I am Wang Shi Long, the chef of this restaurant.";
- next;
- mes "[Wang Shi Long]";
- mes "My family has served food to Lord Bai Long for a long time. This restaurant is own by my family and I am the successor.";
- next;
- mes "[Wang Shi Long]";
- mes "Every dish my family cooks is counted among the most delicious food in Louyang.";
- next;
- mes "[Wang Shi Long]";
- mes "Our Dragon Soup won especially high praise from our Lord Bai Long.";
- next;
- mes "[Wang Shi Long]";
- mes "I'm also proud to tell you that my family only uses the freshest, highest quality ingredients for our dishes.";
- next;
- mes "[Wang Shi Long]";
- mes "We have been popular in Louyang for hundreds and hundreds of years because of the quality of our gourmet food.";
- next;
- mes "[Wang Shi Long]";
- mes "Recently, though, I've had a bad feeling that someone is trying to take over our restaurant...";
- next;
- mes "[Wang Shi Long]";
- mes "Oh, well. Maybe I'm in a different mood because of some other reason. It's probably nothing.";
- close;
- }
- else if (ch_tre > 3 && ch_tre < 6) {
- mes "[Wang Shi Long]";
- mes "^666666*Moans and Cries*^000000";
- mes "I guess this is it...!";
- mes "The end of my family's glory.";
- mes "Someone stole the base broth";
- mes "of my Dragon Soup!";
- next;
- mes "[Wang Shi Long]";
- mes "What should I do, now?";
- mes "Without Dragon Soup, my family's restaurant will now just be like all the others...";
- close;
- }
- mes "[Wang Shi Long]";
- mes "Hello, are you";
- mes "one of our customers?";
- mes "I am Wang Shi Long,";
- mes "the chef of this";
- mes "restaurant.";
- next;
- mes "[Wang Shi Long]";
- mes "My family has served food";
- mes "to Lord Bai Long for a long time. This restaurant has been handed down the family line, and I am the successor~";
- next;
- mes "[Wang Shi Long]";
- mes "Our specialty dish, Dragon Soup, won especially high praise from Lord Bai Long, who is known for";
- mes "his extremely discerning sense of taste.";
- next;
- mes "[Wang Shi Long]";
- mes "I'm also proud to say that we cook with only the freshest and highest quality ingredients.";
- next;
- mes "[Wang Shi Long]";
- mes "We've always been popular in Louyang for hundreds and hundreds of years because of our high quality gourmet cuisine.";
- next;
- mes "[Wang Shi Long]";
- mes "In this dry and hot weather,";
- mes "Dragon Soup is the best food for any appetite. I suggest that you try a bowl. You'll be quite pleased!";
- close;
-
-OnTouch:
- if (ch_tre == 2 || ch_tre == 3) {
- if (gettime(3) >= 10 && gettime(3) < 14) {
- if (rand(1,10) < 9) {
- mes "[Wang Shi Long]";
- mes "Hey, what do you";
- mes "think you're doing?!";
- mes "Let go of that, and";
- mes "get outta here!";
- next;
- mes "^3131FFYou have failed^000000";
- mes "^3131FFto steal the pot.^000000";
- set ch_tre,1;
- warp "louyang",280,161;
- close;
- }
- }
- else if (gettime(3) >= 14 && gettime(3) < 17) {
- if (rand(1,10) < 10) {
- mes "[Wang Shi Long]";
- mes "Hey, what do you";
- mes "think you're doing?!";
- mes "Let go of that, and";
- mes "get outta here!";
- next;
- mes "^3131FFYou have failed^000000";
- mes "^3131FFto steal the pot.^000000";
- set ch_tre,1;
- warp "louyang",280,161;
- close;
- }
- }
- else if (gettime(3) >= 17 && gettime(3) < 22) {
- if (rand(1,10) < 6) {
- mes "[Wang Shi Long]";
- mes "Hey, what do you";
- mes "think you're doing?!";
- mes "Let go of that, and";
- mes "get outta here!";
- next;
- mes "^3131FFYou have failed^000000";
- mes "^3131FFto steal the pot.^000000";
- set ch_tre,1;
- warp "louyang",280,161;
- close;
- }
- }
- else {
- if (rand(1,10) < 5) {
- mes "[Wang Shi Long]";
- mes "^666666*Yawn...*^000000";
- mes "Hm...?";
- mes "Who's that?";
- next;
- mes "[Wang Shi Long]";
- mes "Wait...!";
- mes "What are you doing?!";
- mes "G-Get out of here!";
- next;
- mes "^3131FFYou have failed^000000";
- mes "^3131FFto steal the pot.^000000";
- set ch_tre,1;
- warp "louyang",280,161;
- close;
- }
- }
- }
- end;
-}
-
-lou_fild01,195,177,5 script Jiu Lian Bu#1-1 819,{
- //Remove outdated variables and attempt to preserve prior quest progress.
- if (QL_ACCEPTSOUP) set ch_tre,1;
- if (QL_GOTDRAGONSOUP) set ch_tre,2;
- if (QL_GOTFAKESOUP) set ch_tre,3;
- if (QL_SOUPQUEST) set ch_tre,4;
- if (QL_SOUP2) set ch_tre,5;
- set QL_ACCEPTSOUP,0; set QL_GOTDRAGONSOUP,0; set QL_GOTFAKESOUP,0; set QL_SOUPQUEST,0; set QL_SOUP2,0;
-
- if (ch_tre == 0) {
- mes "[Jiu Lian Bu]";
- mes "Hey~";
- mes "What's up?";
- next;
- mes "[Jiu Lian Bu]";
- mes "I don't like hanging around too many people, so I came here. Listening to this stream really puts my mind at ease.";
- next;
- mes "[Jiu Lian Bu]";
- mes "No offense, but I'm upset";
- mes "at the sheer number of tourists coming over to Louyang. Sure, I can understand that our town is attractive and has beautiful sights.";
- next;
- mes "[Jiu Lian Bu]";
- mes "But I just can't stand crowds of people. People gather like sheep";
- mes "to any place that they hear is popular, and that really bugs me!";
- next;
- mes "[Jiu Lian Bu]";
- mes "Speaking of which, there's even";
- mes "a place in Louyang that's just like that. Man, I hate that restaurant!";
- next;
- if (select("What restaurant?:Ignore him.") == 1) {
- mes "[Jiu Lian Bu]";
- mes "West of Louyang, there's";
- mes "a restaurant built on a pond. It's been around for a long time, selling food for ridiculous prices!";
- next;
- mes "[Jiu Lian Bu]";
- mes "Oh sure, the food and flavors";
- mes "there have a long history, but I don't think that justifies how they charge their patrons!";
- next;
- mes "[Jiu Lian Bu]";
- mes "As a young man";
- mes "who loves his town,";
- mes "I can't let them manipulate my people like that!";
- next;
- mes "[Jiu Lian Bu]";
- mes "But everyone here already knows who I am, so I can't do anything! I've already had one too many, shall we say, 'incidents' with the people living here already.";
- next;
- mes "[Jiu Lian Bu]";
- mes "I've been caught for tagging walls, shoplifting, scamming, stealing a few girlfriends... So yeah, I'm not exactly known as a sterling citizen.";
- next;
- mes "[Jiu Lian Bu]";
- mes "Say, wait a minute. The local people around here aren't too familiar with you. Hmmm...";
- next;
- mes "[Jiu Lian Bu]";
- mes "Would you sneak into that restaurant and steal the";
- mes "^3131FFDragon Soup Broth^000000 for me?";
- next;
- mes "[Jiu Lian Bu]";
- mes "The Dragon Soup Broth is the backbone for the restaurant";
- mes "owner's secret recipe.";
- next;
- mes "[Jiu Lian Bu]";
- mes "But they've been cheating their customers by watering that broth down and selling it for a ridiculous price! Serves them right if their secrets were stolen!";
- next;
- mes "[Jiu Lian Bu]";
- mes "If you can steal some of the broth, I'll pay you back. So whaddya say?";
- next;
- if (select("I'll do it!:No, stealing is wrong.") == 1) {
- mes "[Jiu Lian Bu]";
- mes "Grrrrreat!";
- mes "I knew you'd";
- mes "see things my way!";
- next;
- mes "[Jiu Lian Bu]";
- mes "Okay, the restaurant is at the West side of Louyang. But you gotta be careful. The workers there watch over that broth like freakin' hawks!";
- next;
- mes "[Jiu Lian Bu]";
- mes "When you finally steal the broth, make sure you bring it without spilling any. Okay? Good luck~";
- set ch_tre,1;
- close;
- }
- mes "[Jiu Lian Bu]";
- mes "Stealing?";
- mes "You may have";
- mes "a point there.";
- next;
- mes "[Jiu Lian Bu]";
- mes "But then, that restaurant has been doing that to their customers for years! So, technically, we'd just be stealing back.";
- close;
- }
- mes "[Jiu Lian Bu]";
- mes "That joint isn't even that great. I mean, it's so obvious that they rip off their customers! Dragon Soup?! More like... Dragon Crap Soup!";
- close;
- }
- else if (ch_tre == 1) {
- mes "[Jiu Lian Bu]";
- mes "Huh...?";
- mes "Whoa, I thought you were on your way to the restaurant. You better get a move on.";
- next;
- mes "[Jiu Lian Bu]";
- mes "Alright then, pal. Make sure the guys who work there don't catch you. Good luck~";
- close;
- }
- else if (ch_tre == 2) {
- mes "[Jiu Lian Bu]";
- mes "Wow! You made it!";
- mes "Let me see...";
- next;
- mes "^3355FFJiu Lian Bu takes";
- mes "a hearty sip of the";
- mes "broth you've managed";
- mes "to steal for him.^000000";
- next;
- mes "[Jiu Lian Bu]";
- mes "Ohhhh man....";
- mes "This is soooo not Dragon Soup Broth. Sorry, but would you go";
- mes "and try to get it again?";
- set ch_tre,1;
- close;
- }
- else if (ch_tre == 3) {
- mes "[Jiu Lian Bu]";
- mes "Wow!";
- mes "You made it!";
- mes "Let me see...";
- next;
- mes "^3355FFJiu Lian Bu takes";
- mes "a hearty sip of the";
- mes "broth you've managed";
- mes "to steal for him.^000000";
- next;
- mes "[Jiu Lian Bu]";
- mes "Ooooh. Ooh yeah.";
- mes "This is the stuff.";
- mes "Muhahahahahaha~!";
- mes "This'll put the chef";
- mes "in agony for a while!";
- next;
- mes "[Jiu Lian Bu]";
- mes "Good job, chum! Heh heh heh, because you risked your neck for me, I'm gonna show you an awesome place! Just follow me~";
- set ch_tre,4;
- close2;
- warp "lou_fild01",180,170;
- end;
- }
- else if (ch_tre > 3 && ch_tre < 6) {
- mes "[Jiu Lian Bu]";
- mes "Hey~";
- mes "So how ya been, ya smooth criminal? You wanna visit that place again?";
- next;
- if (select("Sure, let's go~:Nah, maybe next time.") == 1) {
- mes "[Jiu Lian Bu]";
- mes "Alright~";
- mes "Let's get";
- mes "a groove on.";
- close2;
- warp "lou_fild01",180,170;
- end;
- }
- mes "[Jiu Lian Bu]";
- mes "Not in the mood, eh?";
- mes "No prob. But feel free";
- mes "to come see me whenever";
- mes "you want.";
- close;
- }
- mes "[Jiu Lian Bu]";
- mes "Wha...?";
- mes "Hey, who are you? If you don't got anything to say to me, then get lost!";
- close;
-}
-
-lou_fild01,175,173,3 script Jiu Lian Bu#1-2 819,{
- emotion e_heh;
- if (ch_tre == 4) {
- mes "[Jiu Lian Bu]";
- mes "So...";
- mes "Whaddya think?";
- mes "Prettiest place";
- mes "in Louyang, isn't it?";
- next;
- mes "[Jiu Lian Bu]";
- mes "Whenever I'm depressed";
- mes "or need to relax, I just sit here in enjoy the breeze. It helps me forget all my worries.";
- next;
- mes "[Jiu Lian Bu]";
- mes "Heh heh, the best part is, this place is far away from my older sister. Man, that woman can nag, nag, nag, all day long.";
- next;
- mes "[Jiu Lian Bu]";
- mes "Why don't you sit down and close your eyes, and feel that soothing wind. It's pretty refreshing...";
- next;
- emotion e_hmm;
- mes "[Jiu Lian Bu]";
- mes "Also...";
- mes "I'm a little";
- mes "embarrassed to";
- mes "say this but...";
- next;
- mes "[Jiu Lian Bu]";
- mes "I'm the kind of guy who speaks his mind. If there's something you just wanna say, but can't, it's kind of like poison in your mind.";
- next;
- mes "[Jiu Lian Bu]";
- mes "You know what I'm talking about, right? If you bottle something up inside of you, it just causes you anxiety you don't need.";
- next;
- mes "[Jiu Lian Bu]";
- mes "So...";
- mes "This is what you do.";
- mes "Clench your fist, take";
- mes "a deep breath.";
- next;
- mes "[Jiu Lian Bu]";
- mes "And just yell";
- mes "whatever you want!";
- mes "If you don't know";
- mes "the words, just";
- mes "screaming will do.";
- mes "Let everything out!";
- next;
- mes "[Jiu Lian Bu]";
- mes "Ready~!";
- mes "Say it out loud!";
- next;
- input .@input$;
- mes "["+strcharinfo(0)+"]";
- mes .@input$;
- mapannounce "lou_fild01","'"+strcharinfo(0)+"' shouts : "+.@input$,bc_map,"0x9CFF00";
- next;
- mes "[Jiu Lian Bu]";
- mes "So, how do you feel?";
- mes "Don't you feel better now? Hahaha~";
- next;
- mes "[Jiu Lian Bu]";
- mes "So from now on, whenever you";
- mes "wanna relieve yourself of stress, come see me and we'll come back to this place. Call it my way of saying thanks.";
- set ch_tre,5;
- close;
- }
- else if (ch_tre == 5) {
- mes "[Jiu Lian Bu]";
- mes "So...";
- mes "Whaddya wanna do?";
- next;
- if (select("Shout.:Leave.") == 1) {
- mes "[Jiu Lian Bu]";
- mes "Alright~!";
- mes "Say it out loud!";
- next;
- input .@input$;
- mes "["+strcharinfo(0)+"]";
- mes .@input$;
- mapannounce "lou_fild01","'"+strcharinfo(0)+"' shouts : "+.@input$,bc_map,"0x9CFF00";
- next;
- mes "[Jiu Lian Bu]";
- mes "So, how do you feel? Don't you feel better now?";
- close;
- }
- mes "[Jiu Lian Bu]";
- mes "Ahhh...";
- mes "Alright, let's";
- mes "get a groove on.";
- close2;
- warp "lou_fild01",200,174;
- end;
- }
- mes "[Jiu Lian Bu]";
- mes "Hey, pal~! This is my turf! Whaddya think you're doin' here?!";
- next;
- mes "[Jiu Lian Bu]";
- mes "Now...";
- mes "Get the hell";
- mes "outta here.";
- close2;
- warp "lou_fild01",200,174;
- end;
-}
-
-lou_in02,50,185,5 script Pot#1 111,{
- if (ch_tre == 1) {
- mes "^3131FFBeneath the shadows,";
- mes "you find a large pot filled with dark, red liquid. What do you";
- mes "want to do?^000000 ";
- next;
- if (select("Take the pot.:Look for another pot.") == 1) {
- mes "^3131FFYou take a careful look around.";
- mes "It wouldn't be wise to steal this now if anyone is watching.^000000";
- next;
- if (gettime(3) >= 10 && gettime(3) < 14) {
- mes "^3131FFThe restaurant doesn't seem busy right now, so there's only a few employees and customers.^000000";
- }
- else if (gettime(3) >= 14 && gettime(3) < 17) {
- mes "^3131FFOnly the restaurant";
- mes "employees are around,";
- mes "and they busy chatting";
- mes "amongst each other.^000000";
- }
- else if (gettime(3) >= 17 && gettime(3) < 22) {
- mes "^3131FFThe restaurant is filled";
- mes "with customers, and the";
- mes "hustle and bustle of the";
- mes "restaurant employees.^000000";
- next;
- mes "^3131FFEveryone seems so busy";
- mes "and preoccupied that they don't";
- mes "notice you approach the pot.^000000";
- }
- else {
- mes "^3131FFSince the restaurant";
- mes "is closed, the whole place";
- mes "is completely quiet. The";
- mes "employees are all asleep.^000000";
- }
- next;
- mes "^3131FFYou carefully lift the pot, and although it's heavy, you think";
- mes "you can carry it.^000000";
- next;
- mes "^3131FFAll you have";
- mes "to do now is get";
- mes "away from this restaurant";
- mes "without getting caught...^000000";
- if (rand(1,4) < 4) {
- set ch_tre,2;
- }
- else {
- set ch_tre,3;
- }
- close;
- }
- mes "^3131FFYou decide to^000000";
- mes "^3131FFlook for another pot.^000000";
- close;
- }
- else if (ch_tre > 3 && ch_tre < 6) {
- mes "^3131FFYou found a pot.^000000";
- mes "^3131FFHowever, it's empty.^000000";
- close;
- }
- if (gettime(3) >= 10 && gettime(3) < 22) {
- mes "[Chef]";
- mes "Ah...!";
- mes "Please, do not";
- mes "touch the pots!";
- close;
- }
- mes "^3131FFBeneath the shadows,";
- mes "you find a large pot filled with dark, red liquid.^000000 ";
- close;
-}
-
-lou_in02,49,185,5 script Pot#2 111,{
- if (ch_tre == 1) {
- mes "^3131FFBeneath the shadows,";
- mes "you find a large pot filled with dark, red liquid. What do you";
- mes "want to do?^000000";
- next;
- if (select("Take the pot.:Look for another pot.") == 1) {
- mes "^3131FFYou take a careful look around.";
- mes "It wouldn't be wise to steal this now if anyone is watching.^000000";
- next;
- if (gettime(3) >= 10 && gettime(3) < 14) {
- mes "^3131FFThe restaurant doesn't seem busy right now, so there's only a few employees and customers.^000000";
- }
- else if (gettime(3) >= 14 && gettime(3) < 17) {
- mes "^3131FFOnly the restaurant";
- mes "employees are around,";
- mes "and they busy chatting";
- mes "amongst each other.^000000";
- }
- else if (gettime(3) >= 17 && gettime(3) < 22) {
- mes "^3131FFThe restaurant is filled";
- mes "with customers, and the";
- mes "hustle and bustle of the";
- mes "restaurant employees.^000000";
- next;
- mes "^3131FFEveryone seems so busy";
- mes "and preoccupied that they don't";
- mes "notice you approach the pot.^000000";
- }
- else {
- mes "^3131FFSince the restaurant";
- mes "is closed, the whole place";
- mes "is completely quiet. The";
- mes "employees are all asleep.^000000";
- }
- next;
- mes "^3131FFYou carefully lift the pot, and although it's heavy, you think";
- mes "you can carry it.^000000";
- next;
- mes "^3131FFAll you have";
- mes "to do now is get";
- mes "away from this restaurant";
- mes "without getting caught...^000000";
- if (rand(1,4) < 4) {
- set ch_tre,2;
- }
- else {
- set ch_tre,3;
- }
- close;
- }
- mes "^3131FFYou decided to^000000";
- mes "^3131FFlook for another pot.^000000";
- close;
- }
- else if (ch_tre > 3 && ch_tre < 6) {
- mes "^3131FFYou found";
- mes "an empty pot.^000000";
- close;
- }
- if (gettime(3) >= 10 && gettime(3) < 22) {
- mes "[Chef]";
- mes "Ah...!";
- mes "Please, do not";
- mes "touch the pots!";
- close;
- }
- mes "^3131FFBeneath the shadows,";
- mes "you find a large pot filled with dark, red liquid.^000000";
- close;
-}
-
-lou_in02,58,183,5 script Chef Assistant#lou1 823,5,5,{
- mes "[Jin Wei Ling]";
- mes "I used to be";
- mes "an enthusiastic";
- mes "martial artist.";
- next;
- mes "[Jin Wei Ling]";
- mes "Although I became an";
- mes "assistant chef for a living, I always think of myself as a martial artist first.";
- next;
- mes "[Jin Wei Ling]";
- mes "So, I decided to reflect the spirit of the martial arts into my cooking. We are often very busy when there are many customers.";
- next;
- mes "[Jin Wei Ling]";
- mes "When we're busy, I can use my martial arts to cook cuisine much more quickly! Hahaha~ Martial arts can be very practical!";
- next;
- specialeffect EF_BEGINSPELL3;
- mes "[Jin Wei Ling]";
- mes "Waaa-!!!!";
- next;
- specialeffect EF_ENDURE;
- mes "[Jin Wei Ling]";
- mes "Waaa Taaah-!!!!!";
- next;
- specialeffect EF_SONICBLOW;
- mes "[Jin Wei Ling]";
- mes "Waaa...";
- mes "Waaa Taaah-!!!!!";
- next;
- specialeffect EF_SONICBLOWHIT;
- mes "^3355FF* Chop chop chop chop chop *^000000";
- next;
- emotion e_no1;
- mes "[Jin Wei Ling]";
- mes "Hahahaha! Look these perfect vergetable slices! Muhahahaha!!";
- mes "I will continue to hone my martial arts through cooking!";
- close;
-
-OnTouch:
- if (ch_tre == 2 || ch_tre == 3) {
- if (gettime(3) >= 10 && gettime(3) < 14) {
- if (rand(1,10) < 9) {
- mes "[Jin Wei Ling]";
- mes "Wait! Who are you!";
- mes "Put that pot down";
- mes "and get out of";
- mes "here right now!";
- next;
- mes "^3131FFYou have failed^000000";
- mes "^3131FFto steal the pot.^000000";
- set ch_tre,1;
- close;
- }
- }
- else if (gettime(3) >= 14 && gettime(3) < 17) {
- if (rand(1,10) < 10) {
- mes "[Jin Wei Ling]";
- mes "Wait! Who are you!";
- mes "Put that pot down";
- mes "and get out of";
- mes "here right now!";
- next;
- mes "^3131FFYou have failed^000000";
- mes "^3131FFto steal the pot.^000000";
- set ch_tre,1;
- close;
- }
- }
- else if (gettime(3) >= 17 && gettime(3) < 22) {
- if (rand(1,10) < 6) {
- mes "[Jin Wei Ling]";
- mes "Wait! Who are you!";
- mes "Put that pot down";
- mes "and get out of";
- mes "here right now!";
- next;
- mes "^3131FFYou have failed^000000";
- mes "^3131FFto steal the pot.^000000";
- set ch_tre,1;
- close;
- }
- }
- }
- end;
-}
-
-lou_in02,80,173,3 script Li Min#lou 746,{
- if (ch_tre == 5) {
- mes "[Li Min]";
- mes "^666666*Sigh*^000000 I am so disappointed. I came all the way down here to taste the food! I can't believe they don't sell it anymore!";
- next;
- mes "[Li Min]";
- mes "The worst part is that I'm already addicted to the taste! ^666666*Sob...*^000000";
- close;
- }
- mes "[Li Min]";
- mes "Well, I don't really";
- mes "live here in Louyang.";
- mes "Still, I come here often";
- mes "enough to visit.";
- next;
- mes "[Li Min]";
- mes "I just returned";
- mes "because I've got";
- mes "a huge craving for the";
- mes "food I tasted here";
- mes "a while ago.";
- next;
- mes "[Li Min]";
- mes "For some reason, I can't forget it. I can't get it out of my mind!";
- next;
- mes "[Li Min]";
- mes "The taste, the texture.";
- mes "The sweetness, melting down into my mouth, and its tempting scent lingering on my lips...";
- next;
- mes "[Li Min]";
- mes "Ummmmm...";
- mes "Royal Jelly!";
- mes "It makes my";
- mes "mouth water~";
- close;
-}
-
-lou_in02,42,186,5 script Liu Jia Lim#lou 816,{
- if (ch_tre == 5) {
- mes "[Liu Jia Lim]";
- mes "Do you know what was this restaurant's best dish throughout all of its history? Dragon Soup!";
- next;
- emotion e_lv;
- mes "[Liu Jia Lim]";
- mes "Its delicate taste comes from";
- mes "a broth extracted from pure meat that does not contain any fat. So it's also a very popular diet food for the ladies.";
- next;
- mes "[Liu Jia Lim]";
- mes "I'm not sure what happened,";
- mes "but people say this restaurant no longer sells Dragon Soup.";
- mes "Was it because of the price...?";
- close;
- }
- mes "[Liu Jia Lim]";
- mes "Do you know what's the best dish at this restaurant? It's Dragon Soup! They've been selling it here for as long as this restaurant has been around.";
- next;
- mes "[Liu Jia Lim]";
- mes "Its delicate taste comes from";
- mes "a broth extracted from pure meat that does not contain any fat. So it's also a very popular diet food for the ladies.";
- next;
- mes "[Liu Jia Lim]";
- mes "It's tasty and really good for your health. Why don't you order a bowl? I've never known anyone to taste Dragon Soup and not love it!";
- close;
-}
-
-lou_in02,43,169,1 script Jiang Rong#lou 827,{
- mes "[Jiang Rong]";
- mes "Dragon Soup is known for its spicy, yet sweet and refreshing taste.";
- next;
- mes "[Jiang Rong]";
- mes "It's made with all sorts of medicinal herbs, so it's good";
- mes "for your health as well.";
- next;
- mes "[Jiang Rong]";
- mes "Dragon Soup draws out the unnecessary heat created inside";
- mes "the body and circulates the blood. So it helps optimize the body's functions and promotes longevity.";
- next;
- mes "[Jiang Rong]";
- mes "I've eaten Dragon Soup regularly ever since I was young. Look at me, don't you think I look so healthy considering my age?";
- close;
-}
-
-louyang,261,123,3 script Chi Wu Ping#lou 824,{
- mes "[Chi Wu Ping]";
- mes "I don't feel good...";
- mes "So... Totally out of it...";
- next;
- mes "[Chi Wu Ping]";
- mes "Oh, my aching body!";
- mes "All my muscles are sore...";
- mes "There's only one thing that could cure all of this agonizing... pain...";
- next;
- emotion e_gasp;
- mes "[Chi Wu Ping]";
- mes "Hey kid~!";
- mes "You don't look like a local!";
- mes "Why don't you follow the road ahead and check out the big restaurant?";
- next;
- mes "[Chi Wu Ping]";
- mes "The soup that they sell there is probably the healthiest food you can ever find.";
- next;
- mes "[Chi Wu Ping]";
- if (BaseLevel < 80) {
- mes "I guess you could eat";
- mes "some of that soup";
- mes "for your health.";
- }
- else {
- mes "You seem to need";
- mes "that soup to ease";
- mes "the fatigue of your";
- mes "body and mind.";
- }
- close;
-}
-
-louyang,174,150,5 script Jiu Chi Ling#lou 815,{
- if (ch_tre == 5) {
- mes "[Jiu Chi Ling]";
- mes "There's a strange rumor going around that the restaurant is no longer selling Dragon Soup...";
- next;
- mes "[Jiu Chi Ling]";
- mes "Do you think";
- mes "my brother did";
- mes "something bad again!?";
- mes "I hope not! If he did...";
- mes "What am I supposed to do?!";
- close;
- }
- mes "[Jiu Chi Ling]";
- mes "I'm worried about my brother.";
- mes "He's young, rebellious and doesn't listen to anybody...";
- next;
- mes "[Jiu Chi Ling]";
- mes "He just left the";
- mes "house while he was";
- mes "complaining about";
- mes "that restaurant...";
- next;
- mes "[Jiu Chi Ling]";
- mes "^666666*Sigh~~*^000000";
- mes "I'm not gonna let him";
- mes "get away this time!";
- close;
-}
-
-// Doctor Quest
-//============================================================
-lou_in02,265,69,5 script Doctor#lyang 814,{
- //Remove outdated variables and attempt to preserve prior quest progress.
- if(QL_DOC1STTIME == 1 || QL_DOCQUEST == 1) set ch_par,2;
- if (QL_DOCQUEST == 2) set ch_par,10;
- if (QL_DOCQUEST == 3) set ch_par,17;
- if (QL_GOTHERB) set ch_par,16;
- set QL_DOC1STTIME,0; set QL_DOCQUEST,0; set QL_GOTHERB,0; set QL_BEENTOSTORAGE,0; set QL_GOTCOMPROP,0; set QL_TOOLMASTER,0;
-
- if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
- mes "^3355FFWait a minute! Right now, you're over weight, so you cannot receive more items. Please store some of your things in Kafra Storage and try again.^000000";
- close;
- }
- if (ch_par == 0) {
- mes "[Hua Tuo]";
- mes "There are many pressure points on the human body. Ever since ancient times, it has been believed that each pressure point was limited";
- mes "to its role and functions.";
- next;
- mes "[Hua Tuo]";
- mes "However, as I studied and experimented with every pressure point, I came to the conclusion that the use of pressure points, depending on the circumstances,";
- mes "can produce different results.";
- emotion e_gasp;
- next;
- mes "[Hua Tuo]";
- mes "Few pressure points tend to show the same symptoms, regardless of the problem. Most of the time, the effects of pressure points will differ depending on the body's health or the time of day.";
- next;
- mes "[Hua Tuo]";
- mes "For instance, the pressure point located on the upper side of navel is the most vulnerable point.";
- next;
- mes "[Hua Tuo]";
- mes "If pressed the wrong way, it can cause death. But between 5:15 am and 7:15 am, it's just a weak point.";
- set ch_par,1;
- close;
- }
- else if (ch_par == 1) {
- if (BaseLevel < 40) {
- mes "[Hua Tuo]";
- mes "Being strong as a person is not defined as mere physical strength.";
- next;
- mes "[Hua Tuo]";
- mes "Factors such as intelligence, experience and knowledge are";
- mes "also considered when judging one's strength.";
- next;
- mes "[Hua Tuo]";
- mes "Let's say you're very strong and given the most powerful weapon.";
- next;
- mes "[Hua Tuo]";
- mes "If you don't know how to use the weapon's power, you will not be strong... You will be weak.";
- next;
- mes "[Hua Tuo]";
- mes "When the tools or weapons";
- mes "overwhelm your capabilities,";
- mes "the worst situations result.";
- close;
- }
- mes "[Hua Tuo]";
- mes "Hmmm...";
- mes "I'm in trouble...";
- next;
- mes "[Hua Tuo]";
- mes "I cannot do anything without my medicine. But one my patients";
- mes "needs immediate treatment and";
- mes "I can't leave the office...";
- emotion e_swt2;
- next;
- if (select("I can help you.:What a shame!") == 1) {
- mes "[Hua Tuo]";
- mes "Huh...?";
- mes "Are...";
- mes "Are you serious?";
- next;
- mes "[Hua Tuo]";
- mes "This won't take much effort, but it may be too much to ask this of you, especially since we have just met.";
- next;
- if (select("If you feel burdened...:I don't mind, I'd be glad to help.") == 1) {
- mes "[Hua Tuo]";
- mes "Thank you so";
- mes "much for saying that.";
- mes "I feel very uncomfortable asking a favor of someone I have only just met.";
- next;
- mes "[Hua Tuo]";
- mes "However, I will ask you";
- mes "if we meet another time.";
- mes "Now, if you'll excuse me...";
- emotion e_thx;
- close;
- }
- mes "[Hua Tuo]";
- mes "Hmm, I see.";
- mes "Well then, let me";
- mes "ask a favor of you.";
- next;
- mes "[Hua Tuo]";
- mes "As you heard earlier, I need";
- mes "a special medicine to treat this patient. However, I'm running out of the medicine I need.";
- next;
- mes "[Hua Tuo]";
- mes "I will need you to get it for me since I cannot leave the patients that are waiting for me right now.";
- next;
- mes "[Hua Tuo]";
- mes "^666666*Sigh*^000000";
- mes "Misfortunes always seem";
- mes "to occur one after another, don't they? My staff is currently too busy doing other errands.";
- next;
- mes "[Hua Tuo]";
- mes "Please visit the";
- mes "Tool Shop in town and bring me";
- mes "the medicine that I need. Master will understand if you tell him you've been sent by me.";
- next;
- mes "[Hua Tuo]";
- mes "I am sorry for causing you";
- mes "so much trouble, but if you'll excuse me, I have other patients waiting. Please hurry back with";
- mes "the medicine!";
- set ch_par,2;
- close;
- }
- mes "[Hua Tuo]";
- mes "^666666*Sigh*^000000 For some reason, I never seem to have enough medicine in stock. Is there no one I can ask to help me?";
- close;
- }
- else if (ch_par < 4) {
- mes "[Hua Tuo]";
- mes "You haven't gotten";
- mes "the medicine yet...?";
- mes "I hope you can get it";
- mes "as soon as you can...";
- close;
- }
- else if (ch_par == 4) {
- mes "[Hua Tuo]";
- mes "In order to prescribe medicine";
- mes "and apply acupuncture suited to";
- mes "a patient, I must first consider many different factors related to health.";
- next;
- mes "[Hua Tuo]";
- mes "I must be especially careful if the patient is in critical condition or is exhibiting unusual symptoms.";
- close;
- }
- else if (ch_par < 9) {
- mes "[Hua Tuo]";
- mes "Umm.....";
- mes "Is that so...?";
- mes "I can understand if you";
- mes "take your time to bring the item. There's no need to rush.";
- next;
- mes "[Hua Tuo]";
- mes "Everybody has their own";
- mes "worries, and I understand if your own problems must take priority.";
- next;
- mes "[Hua Tuo]";
- mes "Still, it's good";
- mes "to put yourself in someone";
- mes "else's shoes sometimes.";
- close;
- }
- else if (ch_par == 9) {
- if (countitem(7252) < 1) {
- mes "[Hua Tuo]";
- mes "Umm.....";
- mes "Is that so...?";
- mes "I can understand if you";
- mes "take your time in bringing what I need. There's no rush.";
- next;
- mes "[Hua Tuo]";
- mes "Everybody has their own";
- mes "worries, and I understand if your own problems must take priority.";
- next;
- mes "[Hua Tuo]";
- mes "Still, it's good";
- mes "to put yourself in someone";
- mes "else's shoes sometimes.";
- close;
- }
- mes "[Hua Tuo]";
- mes "Ah...";
- mes "You've finally";
- mes "brought it to me!";
- mes "Thank you so much,";
- mes "I feel much more relieved...";
- next;
- mes "[Hua Tuo]";
- mes "I apologize";
- mes "in advance,";
- mes "but may I ask";
- mes "another favor of you?";
- next;
- mes "[Hua Tuo]";
- mes "I am asking you once more";
- mes "as now I see that you are trustworthy. Of course, I will compensate you for your trouble.";
- next;
- if (select("I'm sorry, I can't help you.:No problem.") == 1) {
- mes "[Hua Tuo]";
- mes "Alright....";
- mes "I understand.";
- mes "But let me thank you";
- mes "for helping me out.";
- mes "Please take this...";
- next;
- mes "[Hua Tuo]";
- mes "This medicine is not that";
- mes "great, but it's an old family secret. I hope it will be useful to you if you find yourself in great danger.";
- delitem 7252,1; //Herb_Medicine
- set ch_par,10;
- getitem 679,2; //Gold_Pill
- getexp 1000,0;
- next;
- mes "[Hua Tuo]";
- mes "Well then,";
- mes "I will see";
- mes "you around.";
- mes "Once again, thank";
- mes "you for your help.";
- close;
- }
- mes "[Hua Tuo]";
- mes "Thank you,";
- mes "thank you so much!";
- mes "I just ran out of some other medicines again, and I hope that you can assist me once more.";
- next;
- mes "[Hua Tuo]";
- mes "I hope that I am not causing";
- mes "you too much trouble. Um, so the medicines I'll need are...";
- next;
- mes "[Hua Tuo]";
- mes "^0000ff2 Leopard Claw^000000 which strengthen bones, ^0000ff10 Solid Peach^000000 which strengthens muscle, ^0000ff5 Poisonous Toad Skin^000000 which replenishes the skin...";
- next;
- mes "[Hua Tuo]";
- mes "^0000ff20 Brown Root^000000 which regulates the heart, ^0000ff10 Sprout^000000 which eases the abdomen and ^0000ff5 Honey Pot^000000 which provides nutrition.";
- next;
- mes "[Hua Tuo]";
- mes "I hope you were";
- mes "able to memorize all";
- mes "of that. Once again, that's...";
- next;
- mes "[Hua Tuo]";
- mes "^3355FF2 Leopard Claw^000000,";
- mes "^3355FF10 Solid Peach^000000,";
- mes "^3355FF5 Poisonous Toad Skin^000000,";
- mes "^3355FF20 Brown Root^000000,";
- mes "^3355FF10 Sprout^000000 and";
- mes "^3355FF5 Honey Pot^000000.";
- set ch_par,17;
- close;
- }
- else if (ch_par == 10) {
- mes "[Hua Tuo]";
- mes "Being strong as a person is not defined as mere physical strength.";
- next;
- mes "[Hua Tuo]";
- mes "Factors such as intelligence, experience and knowledge are";
- mes "also considered when judging one's strength.";
- next;
- mes "[Hua Tuo]";
- mes "Let's say you're very strong and given the most powerful weapon.";
- next;
- mes "[Hua Tuo]";
- mes "If you don't know how to use the weapon's power, you will not be strong... You will be weak.";
- next;
- mes "[Hua Tuo]";
- mes "When the tools or weapons";
- mes "overwhelm your capabilities,";
- mes "the worst situations result.";
- close;
- }
- else if (ch_par < 15) {
- mes "[Hua Tuo]";
- mes "Ah...";
- mes "Did you just say you're going to gather all the items soon? Oh, thank you for your kindness.";
- mes "I appreciate your effort";
- mes "on my behalf.";
- close;
- }
- else if (ch_par == 15) {
- mes "[Hua Tuo]";
- mes "Ah....";
- mes "Did you just say you're going to gather all the items soon? Oh, thank you for your kindness.";
- mes "I appreciate your effort";
- mes "on my behalf.";
- close;
- }
- else if (ch_par == 16) {
- if (countitem(7252) < 1) {
- mes "[Hua Tuo]";
- mes "Umm.....";
- mes "Is that so...?";
- mes "I understand even";
- mes "if you can't bring";
- mes "the medicine right away.";
- next;
- mes "[Hua Tuo]";
- mes "It's okay for now,";
- mes "so don't rush yourself.";
- mes "Everybody has their own problems, so I can understand if your own troubles must take priority.";
- next;
- mes "[Hua Tuo]";
- mes "Still, it's good to see that you're understanding of the troubles other people are having.";
- close;
- }
- mes "[Hua Tuo]";
- mes "Ah, finally...";
- mes "You've brought what I need. Thank you so much, it's such a relief to have this medicine onhand again.";
- next;
- mes "[Hua Tuo]";
- mes "I apologize in advance,";
- mes "but may I ask you another favor?";
- mes "I am asking for your help once more, since I know I can depend on you. Of course, I will compensate you for your trouble.";
- next;
- if (select("I'm sorry...:No problem.") == 1) {
- mes "[Hua Tuo]";
- mes "Alright....";
- mes "I understand.";
- mes "But thank you for";
- mes "helping me out.";
- mes "Please take this...";
- next;
- mes "[Hua Tuo]";
- mes "It's not much, but this medicine";
- mes "is an old family secret. I hope that it will be of use to you in dangerous situations.";
- delitem 7252,1; //Herb_Medicine
- set ch_par,10;
- getitem 679,2; //Gold_Pill
- getexp 1000,0;
- next;
- mes "[Hua Tuo]";
- mes "Well then, I will see you around. Once again, I'd like to thank you for your help.";
- close;
- }
- mes "[Hua Tuo]";
- mes "Thank you, thank you so much!";
- mes "I've just run out of other medicines that my patients will be needing. I don't need too much, but you would be doing me a great favor.";
- next;
- mes "[Hua Tuo]";
- mes "The medicines I need are ^0000ff2 Leopard Claw^000000 which supports the bones, ^0000ff10 Solid Peach^000000 which strengthens the muscle, ^0000ff5 Poisonous Toad Skin^000000 which replenishes the skin...";
- next;
- mes "[Hua Tuo]";
- mes "^0000ff20 Brown Root^000000 which regulates the heart, ^0000ff10 Sprout^000000 which eases the abdomen and ^0000ff5 Honey Pot^000000 which provides nutrition.";
- next;
- mes "[Hua Tuo]";
- mes "I hope you've";
- mes "memorized it all.";
- mes "Once again, that's...";
- next;
- mes "[Hua Tuo]";
- mes "^3355FF2 Leopard Claw^000000,";
- mes "^3355FF10 Solid Peach^000000,";
- mes "^3355FF5 Poisonous Toad Skin^000000,";
- mes "^3355FF20 Brown Root^000000,";
- mes "^3355FF10 Sprout^000000 and";
- mes "^3355FF5 Honey Pot^000000.";
- set ch_par,17;
- close;
- }
- else if (ch_par == 17) {
- if (countitem(7172) > 1 && countitem(7164) > 9 && countitem(7155) > 4 && countitem(7188) > 19 && countitem(7193) > 9 && countitem(7121) > 4) {
- mes "[Hua Tuo]";
- mes "Hm? Ah, you have returned.";
- mes "Sorry, I was taking care of my other patients. Have you already gathered the medicines I'll need?";
- next;
- mes "[Hua Tuo]";
- mes "Let's see...";
- mes "Oh, you've brought them all.";
- mes "Thank you so much for your";
- mes "generous help. It's such a relief to have these medicines available again...";
- next;
- mes "[Hua Tuo]";
- mes "Please take this as a token of my appreciation. It's not much, but this medicine is an old family secret. I hope it will be helpful to you in dangerous situations.";
- delitem 7172,2; //Leopard_Talon
- delitem 7164,10; //Hard_Peach
- delitem 7155,5; //Poison_Toad's_Skin
- delitem 7188,20; //Browny_Root
- delitem 7193,10; //Germinating_Sprout
- delitem 7121,5; //Honey_Jar
- delitem 7252,1; //Herb_Medicine
- set ch_par,18;
- getitem 679,5; //Gold_Pill
- getexp 3000,0;
- next;
- mes "[Hua Tuo]";
- mes "However, please remember not to take more than the recommended dosage for the pills I have given you. Even medicine, in the wrong doses, can become poison to the body.";
- close;
- }
- mes "[Hua Tuo]";
- mes "Hmm...";
- mes "Unfortunately, you haven't collected everything that I need yet. Once again, please gather...";
- next;
- mes "[Hua Tuo]";
- mes "^3355FF2 Leopard Claw^000000,";
- mes "^3355FF10 Solid Peach^000000,";
- mes "^3355FF5 Poisonous Toad Skin^000000,";
- mes "^3355FF20 Brown Root^000000,";
- mes "^3355FF10 Sprout^000000 and";
- mes "^3355FF5 Honey Pot^000000.";
- close;
- }
- mes "[Hua Tuo]";
- mes "Your health is affected by";
- mes "many factors. Nutricious food and medicine alone cannot guarantee";
- mes "a healthy lifestyle.";
- next;
- mes "[Hua Tuo]";
- mes "Seemingly little things like your everyday mood and behavior, your thoughts and words also contribute to states of illness or well-being.";
- next;
- mes "[Hua Tuo]";
- mes "Everyone needs time to quiet";
- mes "their thoughts and relax. If you can maintain a calm mood throughout your daily life, your body will greatly benefit.";
- next;
- mes "[Hua Tuo]";
- mes "Hahaha...";
- mes "I hope you enjoy";
- mes "your visit here";
- mes "in Louyang.";
- close;
-}
-
-lou_in02,272,55,0 script Familiar-Looking Patient 798,{
- if (ch_par == 0 ) {
- mes "[??????]";
- mes "Awwww.....";
- mes "Ummm....";
- mes "^666666*Cough...cough...*^000000";
- emotion e_omg;
- set ch_par,1;
- close;
- }
- else if (ch_par < 18) {
- mes "[??????]";
- mes "^666666*Cough cough...*^000000";
- mes "Aww......www...";
- mes "Aww...wwww..";
- emotion e_dots;
- close;
- }
- else {
- mes "[??????]";
- mes "Zzzzzzz";
- mes "Zzzzz.....";
- mes "Zzzzz.....";
- close;
- }
-}
-
-lou_in02,248,166,2 script Tool Shop Master#lou 824,{
- if (ch_par < 2) {
- mes "[Wang Chuiyi]";
- mes "My business hasn't been doing";
- mes "well recently. And what is wrong with this weather? I don't know what's going on with the world...";
- close;
- }
- else if (ch_par == 2) {
- mes "[Wang Chuiyi]";
- mes "Darn it!";
- mes "I hate this";
- mes "weather...!";
- next;
- mes "[Wang Chuiyi]";
- mes "Um? Can I help";
- mes "you with anything?";
- emotion e_what;
- next;
- if (select("I'm here to get something for the doctor...:I agree, the weather really is bad.") == 1) {
- mes "[Wang Chuiyi]";
- mes "Huh?";
- mes "An errand for the doctor?";
- mes "She must have run out of";
- mes "medicine again. Go ahead";
- mes "and check the storage.";
- next;
- mes "[Wang Chuiyi]";
- mes "You can find the storage on";
- mes "the opposite side of this building. There, you'll see a guy named Jiang Xiayou. Go ahead and ask him for the stuff you need.";
- set ch_par,3;
- close;
- }
- mes "[Wang Chuiyi]";
- mes "Tell me about it. This weather keeps stressing me out. Damn,";
- mes "I don't think I'll live very long if I keep getting aggravated like";
- mes "this by the weather...";
- close;
- }
- else if (ch_par == 3) {
- mes "[Wang Chuiyi]";
- mes "I can't understand why outsiders continue to travel here to Louyang despite the weather. I'm also getting tired of keeping my business here. Sooner or later,";
- mes "I may have to leave.";
- close;
- }
- else if (ch_par == 4) {
- mes "[Wang Chuiyi]";
- mes "What? He didn't give you the stuff you need? Huh, I guess you did something he didn't like. I can't help you if that's the case.";
- close;
- }
- else if (ch_par < 10) {
- mes "[Wang Chuiyi]";
- mes "I can't understand why outsiders continue to travel here to Louyang despite the weather. I'm also getting tired of keeping my business here. Sooner or later,";
- mes "I may have to leave.";
- close;
- }
- else {
- mes "[Wang Chuiyi]";
- mes "God, what is wrong with this weather?! I wish the Cloud God would bring the rainy season, but it doesn't seem possible.";
- close;
- }
-}
-
-lou_in02,201,166,4 script Storage Keeper#lou 819,{
- if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
- mes "^3355FF * Wait a moment!! *";
- mes "Currently you're over weight, so you cannot receive more items into your inventory. Please store some of your items into Kafra Storage and try again.^000000";
- close;
- }
- if (ch_par < 3) {
- mes "[Jiang Xiayou]";
- mes "^666666*Yawn...*^000000";
- mes "This is boring...";
- mes "So boring, it's ridiculous. I don't wanna waste any more time here, I've got important things to do...";
- close;
- }
- else if (ch_par == 3) {
- mes "[Jiang Xiayou]";
- mes "Huh?";
- mes "What, what are you doing here?";
- mes "If you don't need anything, you better get a move on.";
- next;
- switch(select("Sorry about that.:It's hot, isn't it?:I'm on an errand for the doctor.")) {
- case 1:
- mes "[Jiang Xiayou]";
- mes "That's right!";
- mes "You don't mess with a person in this hot weather! Now, go away. Can't you see I'm busy!";
- close;
- case 2:
- mes "[Jiang Xiayou]";
- mes "You don't have to";
- mes "ask me that. I can feel";
- mes "it for myself! Now, I got";
- mes "a bunch of things to take";
- mes "care of, so quit bugging me.";
- mes "Damn, it's hot!";
- close;
- case 3:
- mes "[Jiang Xiayou]";
- mes "Oh yeah?";
- mes "Well, why didn't you";
- mes "say so? Let's see.";
- mes "Hmmm...";
- next;
- emotion e_gasp;
- next;
- mes "[Jiang Xiayou]";
- mes "Actually, could you help me";
- mes "out first? Don't worry, it's not so hard but it's pretty important for me. Once you help me out, I'll";
- mes "get you what you need.";
- next;
- if (select("Um, what is it?:Sorry, I'm busy.") == 1) {
- mes "[Jiang Xiayou]";
- mes "Cool, thanks. I have to go get";
- mes "some official documents from";
- mes "City Hall, but I can't leave this storage area since no one can take over my shift.";
- next;
- mes "[Jiang Xiayou]";
- mes "So I want you to go get the documents from City Hall for me.";
- mes "I don't think it'll take much of your time.";
- next;
- mes "[Jiang Xiayou]";
- mes "Just go East from here";
- mes "and look for the building that looks sort of like it was made in gauge form. That's City Hall.";
- next;
- mes "[Jiang Xiayou]";
- mes "I don't get why the government spent so much money making that building, but anyway, I hope you can do that for me.";
- next;
- mes "[Jiang Xiayou]";
- mes "Oh, I almost forgot.";
- mes "You have to ask for a specific type of document, so let me tell you right now.";
- next;
- mes "[Jiang Xiayou]";
- mes "This is important,";
- mes "So don't forget this.";
- set .@paper_j,rand(10,13);
- if (.@paper_j == 10) {
- mes "When the guy asks what you need, you tell him: '^ff0000Residence Transfer Application^000000.' Just like that.";
- set ch_par,5;
- }
- else if (.@paper_j == 11) {
- mes "When the guy asks what you need, you tell him: '^ff0000Summer SAT Class Application^000000.' Got it?";
- set ch_par,6;
- }
- else if (.@paper_j == 12) {
- mes "When the guy asks what you need, you tell him: '^ff0000Sandy Dust Phenomenon Report^000000.' Easy, right?";
- set ch_par,7;
- }
- else if (.@paper_j == 13) {
- mes "When the guy asks what you need, you tell him: '^ff0000Communication Proposal^000000.' Just like that?";
- set ch_par,8;
- }
- next;
- mes "[Jiang Xiayou]";
- mes "If you don't specify the";
- mes "documents you need, they won't give you anything. So be careful and don't forget!";
- close;
- }
- mes "[Jiang Xiayou]";
- mes "Bah~!";
- mes "Forget it, then!";
- next;
- mes "[Jiang Xiayou]";
- mes "The medicines you're looking for might be around here, so look around. If it weren't for the doctor, I wouldn't even let you hang around, you know that?";
- emotion e_pif;
- set ch_par,4;
- close;
- }
- }
- else if (ch_par == 4) {
- mes "[Jiang Xiayou]";
- mes "Hah...";
- mes "Sorry pal, you'll have to find the medicines on your own. A man's life is at stake, so I guess you oughta get a move on.";
- close;
- }
- else if (ch_par < 9) {
- mes "[Jiang Xiayou]";
- mes "Huh?";
- mes "Haven't you gone";
- mes "to City Hall yet?";
- mes "Whaaaat a lazy ass.";
- next;
- mes "[Jiang Xiayou]";
- mes "Shouldn't you hurry to get that medicine to the doc? We're talking a man's life at stake, that mean anything to you?";
- next;
- mes "[Jiang Xiayou]";
- mes "I guess you're";
- mes "the forgetful type...";
- mes "When the guy asks what";
- mes "you need, you tell him:";
- if (ch_par == 5) {
- mes "'^ff0000Residence Transfer Application^000000.'";
- }
- else if (ch_par == 6) {
- mes "'^ff0000Summer SAT Class Application^000000.'";
- }
- else if (ch_par == 7) {
- mes "'^ff0000Sandy Dust Phenomenon Report^000000'.";
- }
- else if (ch_par == 8) {
- mes "^ff0000Communication Proposal^000000.'";
- }
- next;
- mes "[Jiang Xiayou]";
- mes "Just like that.";
- mes "Now, go to it, tiger.";
- close;
- }
- else if (ch_par == 9) {
- mes "[Jiang Xiayou]";
- mes "Hmm...";
- mes "You're lucky.";
- mes "Alright, go ahead.";
- mes "Still, things have";
- mes "become complicated...";
- close;
- }
- else if (ch_par == 10) {
- mes "[Jiang Xiayou]";
- mes "^666666*Yawn~*^000000 I really hope the";
- mes "weather gets better. Man, now why did I have to think about the heat? Now I'm all depressed...";
- next;
- mes "[Jiang Xiayou]";
- mes "Huh. I guess I should";
- mes "take care of these things";
- mes "as soon as I can...";
- close;
- }
- else if (ch_par < 15) {
- mes "[Jiang Xiayou]";
- mes "Huh?";
- mes "Haven't you gone to City Hall yet? Whaaaaat a lazy ass.";
- next;
- mes "[Jiang Xiayou]";
- mes "If I were you, I'd hurry so I could get that medicine to the doc. A man's life is at stake here, that's gotta mean something to you!";
- next;
- mes "[Jiang Xiayou]";
- mes "I guess you're";
- mes "the forgetful type...";
- mes "When the guy asks what";
- mes "you need, you tell him:";
- if (ch_par == 11) {
- mes "'^ff0000Residence Transfer Application^000000.'";
- }
- else if (ch_par == 12) {
- mes "'^ff0000Summer SAT Class Application^000000.'";
- }
- else if (ch_par == 13) {
- mes "'^ff0000Sandy Dust Phenomenon Report^000000.'";
- }
- else if (ch_par == 14) {
- mes "'^ff0000Communication Proposal^000000.'";
- }
- next;
- mes "[Jiang Xiayou]";
- mes "Just like that.";
- mes "Now, go to it, tiger.";
- close;
- }
- else if (ch_par == 15) {
- mes "[Jiang Xiayou]";
- mes "You finally brought it! Haha,";
- mes "I just got everything you need, too. Let me see...";
- mes "Yup, this is it!";
- mes "Good, good...";
- next;
- mes "^3355FF*Rummage rummage*";
- mes "......^000000";
- next;
- select("Excuse me.");
- mes "[Jiang Xiayou]";
- mes "Huh?";
- mes "Ah....";
- mes "Haha...";
- mes "Sorry about";
- mes "that. Hahaha~";
- next;
- mes "[Jiang Xiayou]";
- mes "Ah! Here you go. Even if it was kind of annoying to do, I guess";
- mes "we gotta help each other, right? Alright then, I'll see ya around.";
- set ch_par,16;
- getitem 7252,1; //Herb_Medicine
- close;
- }
- mes "[Jiang Xiayou]";
- mes "^666666*Yawn~*^000000 I really hope the";
- mes "weather gets better. Man, now why did I have to think about the heat? Now I'm all depressed...";
- next;
- mes "[Jiang Xiayou]";
- mes "Huh. I guess I should";
- mes "take care of these things";
- mes "as soon as I can...";
- close;
-}
-
-lou_in02,210,47,0 script City Hall Officer#lou 825,{
- if (ch_par < 5) {
- mes "[Jin Chiyuan]";
- mes "^666666*Yawn~*^000000";
- mes "Gosh, this hot weather is such";
- mes "a pain. Oh? You look like a tourist. Are you enjoying your stay?";
- next;
- mes "[Jin Chiyuan]";
- mes "Although we've been having bad weather recently, there are many good places to visit in Louyang.";
- mes "I hope you have a good time.";
- close;
- }
- else if (ch_par < 9) {
- mes "[Jin Chiyuan]";
- mes "Hm? A Rune-Midgardian?";
- mes "Now, how may I help you?";
- next;
- if (select("I need a document.:I just dropped by.") == 1) {
- mes "[Jin Chiyuan]";
- mes "Ah, you do?";
- mes "Unfortunately, there are many people waiting in line to procure government forms, so it will take";
- mes "a while to handle your request.";
- next;
- mes "[Jin Chiyuan]";
- mes "^333333*Whispers*";
- mes "Well, there is a way that you can, shall we say, expediate our processing of your request...^000000";
- next;
- if (select("Huh? Come again?:A little zeny to cut the red tape, eh?") == 1) {
- mes "[Jin Chiyuan]";
- mes "^666666*Ahem!*^000000 Nothing.";
- mes "Nothing of importance. Now, I'm very busy, so if you would go fill the application over there...";
- close;
- }
- input .@input;
- if (.@input < 10000) {
- mes "[Jin Chiyuan]";
- mes "Good lord,";
- mes "what are you thinking?";
- mes "What am I, a beggar?!";
- mes "That's a poor excuse";
- mes "for a bribe!";
- next;
- mes "[Jin Chiyuan]";
- mes "I mean...";
- mes "How dare you bribe an officer of the law! I hope other outsiders are not like you! Please leave immediately!";
- emotion e_pif;
- close;
- }
- else {
- if (Zeny > .@input) {
- mes "[Jin Chiyuan]";
- mes "What...?!";
- mes "That's not what I meant,";
- mes "but if you insist on donating to our government...";
- next;
- mes "[Jin Chiyuan]";
- mes "^666666*Whispers*^000000";
- mes "^333333When you go up stairs, another officer will give you the document you want.^000000 ^666666*Ahem*^000000 Louyang thanks you!";
- set zeny,zeny-.@input;
- if (ch_par == 5) {
- set ch_par,11;
- }
- else if (ch_par == 6) {
- set ch_par,12;
- }
- else if (ch_par == 7) {
- set ch_par,13;
- }
- else if (ch_par == 8) {
- set ch_par,14;
- }
- close;
- }
- else {
- mes "[Jin Chiyuan]";
- mes "Good lord, what are you thinking? What am I, a beggar?! That's a poor excuse for a bribe!";
- next;
- mes "[Jin Chiyuan]";
- mes "I mean...";
- mes "How dare you bribe an officer of the law! I hope other outsiders are not like you! Please leave immediately!";
- emotion e_pif;
- close;
- }
- }
- }
- mes "[Jin Chiyuan]";
- mes "Oh well...";
- mes "Let me tell you that this is not a good time for tourists. I hope you don't wander into places you're";
- mes "not supposed to be.";
- next;
- mes "[Jin Chiyuan]";
- mes "Quite frankly,";
- mes "it's a dangerous climate for curiosity right now. Please,";
- mes "be careful.";
- close;
- }
- else if (ch_par == 9) {
- mes "[Jin Chiyuan]";
- mes "Oh well...";
- mes "Let me tell you that this is not a good time for tourists. I hope you don't wander into places you're";
- mes "not supposed to be.";
- next;
- mes "[Jin Chiyuan]";
- mes "Quite frankly,";
- mes "it's a dangerous climate for curiosity right now. Please,";
- mes "be careful.";
- close;
- }
- else if (ch_par == 10) {
- mes "[Jin Chiyuan]";
- mes "Oh well...";
- mes "Let me tell you that this is not a good time for tourists. I hope you don't wander into places you're";
- mes "not supposed to be.";
- next;
- mes "[Jin Chiyuan]";
- mes "Quite frankly,";
- mes "it's a dangerous climate for curiosity right now. Please,";
- mes "be careful.";
- close;
- }
- else if (ch_par < 15) {
- mes "[Jin Chiyuan]";
- mes "Haven't you met the officer I told you about? I've contacted him about the matter, so you may meet him upstairs.";
- next;
- mes "[Jin Chiyuan]";
- mes "Hahahaha...";
- mes "Take care,";
- mes "Rune-Midgardian.";
- }
- else if (ch_par == 15) {
- mes "[Jin Chiyuan]";
- mes "Ah~";
- mes "You met him,";
- mes "didn't you?";
- mes "Hahaha...";
- mes "Enjoy your stay";
- mes "in Louyang!";
- emotion e_heh;
- close;
- }
- mes "[Jin Chiyuan]";
- mes "Welcome.";
- mes "How may I help you?";
- next;
- mes "[Jin Chiyuan]";
- mes "If you have nothing to ask of me, please leave. This place is not";
- mes "a playground for adventurers.";
- emotion e_pif;
- close;
-}
-
-lou_in02,156,38,0 script Studying Officer#lou 822,{
- if (ch_par < 5) {
- mes "[Huang Zhishu]";
- mes ".....";
- mes "^666666*Mumble mumble*^000000";
- next;
- mes "^3355FFHe appears to be";
- mes "rummaging around for";
- mes "some documents and takes";
- mes "no notice of you.^000000";
- next;
- if (select("Excuse me.:Pass him.") == 1) {
- mes "[Huang Zhishu]";
- mes "Hmmm...?";
- mes "Well...";
- mes "...";
- mes "I see...";
- mes "^666666*Mumble mumble...*^000000";
- close;
- }
- mes "[Huang Zhishu]";
- mes ".........";
- mes "^666666*Mumble mumble*^000000";
- close;
- }
- else if (ch_par < 9) {
- mes "[Huang Zhishu]";
- mes "Books contain the spirit and";
- mes "ideas of their authors. Any work of art can be considered a window into the soul of its creator.";
- next;
- mes "[Huang Zhishu]";
- mes "^666666*Mumble mumble...*^000000";
- mes "Hmm... I see...";
- mes "Ah, I see....";
- mes "^666666*Mumble mumble...*^000000";
- close;
- }
- else if (ch_par == 9) {
- mes "[Huang Zhishu]";
- mes "A book is more than a mere collection of pages and words are more than simple arrangements of letters that mean nothing.";
- next;
- mes "[Huang Zhishu]";
- mes "For humans seeking to enrich their lives, books are an important part of their education, as books can impart various kinds of knowledge.";
- next;
- mes "[Huang Zhishu]";
- mes "Read as many books as you can. Without books and the knowledge";
- mes "of others, you'll never grasp the essense of life.";
- next;
- mes "^3355FF*Rummage rummage...*^000000";
- close;
- }
- else if (ch_par == 10) {
- mes "[Huang Zhishu]";
- mes "A book is more than a mere collection of pages and words are more than simple arrangements of letters.";
- next;
- mes "[Huang Zhishu]";
- mes "For humans seeking to enrich their lives, books are an important part of their education, as they can impart various kinds of knowledge.";
- next;
- mes "[Huang Zhishu]";
- mes "Read as many books as you can. Without books and the knowledge of others, you'll never grasp the essense of life.";
- next;
- mes "[Huang Zhishu]";
- mes "^3355FF*Rummage rummage...*^000000";
- close;
- }
- else if (ch_par < 15) {
- mes "[Huang Zhishu]";
- mes "Huh?";
- mes "What are you doing here?";
- mes "Please don't disturb me,";
- mes "I'm trying to study.";
- next;
- mes "^3355FF*Rummage rummage...*^000000";
- next;
- if (select("Sorry about that.:I came to pick up my documents.") == 1) {
- mes "[Huang Zhishu]";
- mes "Apology accepted.";
- mes "Hmmm....";
- mes "Oh I see, I see...";
- next;
- mes "^3355FF*Rummage rummage...*";
- mes ".........^000000";
- emotion e_gasp;
- close;
- }
- mes "[Huang Zhishu]";
- mes "Huh?";
- mes "Ah...";
- mes "You're the one I'm waiting for.";
- mes "So what kind of document";
- mes "did you need?";
- next;
- input .@input$;
- switch (ch_par) {
- case 11:
- if (.@input$ == "Residence Transfer Application")
- set .@paper,1;
- break;
- case 12:
- if (.@input$ == "Summer SAT Class Application")
- set .@paper,1;
- break;
- case 13:
- if (.@input$ == "Sandy Dust Phenomenon Report")
- set .@paper,1;
- break;
- case 14:
- if (.@input$ == "Communication Proposal")
- set .@paper,1;
- break;
- }
- mes "[Huang Zhishu]";
- mes "Let's see, now.";
- mes "You want...";
- mes "a "+ .@input$ +"?";
- next;
- if (.@paper == 1) {
- mes "[Huang Zhishu]";
- mes "Now where did I put that? You want a "+.@input$+", huh? I think I'll need some time to find it. Ah, right, I think I know where I put that.";
- next;
- mes "...";
- next;
- mes "...";
- mes "......";
- next;
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "...";
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "...";
- mes "......";
- mes ".........";
- mes "............";
- mes "...............";
- next;
- mes "[Huang Zhishu]";
- mes "Here it is. A few days ago, someone asked me for the same document,";
- mes "so I was able to find it again pretty easily. I hope it's useful to you.";
- set ch_par,15;
- close;
- }
- mes "[Huang Zhishu]";
- mes "Huh?";
- mes "Wha...?";
- next;
- mes "[Huang Zhishu]";
- mes "I'm sorry but I don't think we have that one. You might want to check the name of the document once";
- mes "more, and then ask me again.";
- close;
- }
- mes "[Huang Zhishu]";
- mes "Hmmm...?";
- mes "Do you think I need to go outside more often? Well, I guess for some reason, I don't feel well. I guess I really should get some fresh air. ^666666*Yawn...*^000000";
- emotion e_ok;
- next;
- mes "[Huang Zhishu]";
- mes "But you should get out more often yourself! It's not a good idea to always stay home. If you don't get some exercise when you're young,";
- mes "it could affect your health later.";
- close;
-}
-
-lou_in02,204,169,0 script Supply Stack#1lou 111,{
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 2000) {
- mes "^3355FF* Wait a minute! *";
- mes "You're carrying too many items with you. Please put some of your items into your Kafra Storage and try again. ^000000";
- close;
- }
- if (ch_par == 4) {
- if (rand(1,20) == 7) {
- mes "^3355FF*Rummage rummage*";
- mes "It seems there's something inside of this stack. It might be a good idea to rummage around to see if you can find something.^000000";
- next;
- if (rand(1,100) == 67) {
- mes "^3355FF*Rummage rummage*";
- mes "*Rummage rummage*";
- mes "*Rummage rummage*";
- mes "You found a medicine.^000000";
- set ch_par,9;
- getitem 7252,1; //Herb_Medicine
- next;
- mes "[Jiang Xiayou]";
- mes "What...!";
- mes "You found it...?!";
- mes "Bah, I can't believe it!";
- mes "You're just lucked out!";
- mes "^666666*Grumble grumble*^000000";
- close;
- }
- mes "^3355FF*Rummage rummage*";
- mes "*Rummage rummage*";
- mes "*Rummage rummage*";
- mes "You didn't find anything.^000000";
- next;
- mes "[Jiang Xiayou]";
- mes "Hey, hey...";
- mes "I told you! It's not too late, why don't you do me the favor I asked? I'm only asking you once!";
- emotion e_an,0,"Storage Keeper#lou";
- close;
- }
- mes "^3355FF*Rummage rummage*";
- mes "You didn't find anything. You decided to give up your search.^000000";
- close;
- }
- mes "^3355FFThere are many things piled up to the ceiling. Since there's too many things jumbled together, it doesn't look like it's possible that you'll find anything here.^000000";
- next;
- mes "[Jiang Xiayou]";
- mes "Hey, don't touch anything! If you mess anything up, you've gotta pile it up again, got it? If you don't want to clean up after yourself, don't make a mess!";
- close;
-}
-
-lou_in02,207,168,0 script Supply Stack#5lou 111,{
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 2000) {
- mes "^3355FF* Wait a minute !! *";
- mes "You're carrying too many items with you. Please put some of your items into your Kafra Storage and try again.^000000";
- close;
- }
- if (ch_par == 4) {
- if (rand(1,20) == 13) {
- mes "^3355FF*Rummage rummage*";
- mes "It seems there's something inside of this stack. You decide to rummage around to see if you can find anything.^000000";
- next;
- if (rand(1,100) == 43) {
- mes "^3355FF*Rummage rummage*";
- mes "*Rummage rummage*";
- mes "*Rummage rummage*";
- mes "You found a medicine.^000000";
- set ch_par,9;
- getitem 7252,1; //Herb_Medicine
- next;
- mes "[Jiang Xiayou]";
- mes "Err...";
- mes "You found it...?!";
- mes "I can't believe it!";
- mes "You just lucked out.";
- close;
- }
- mes "^3355FF*Rummage rummage*";
- mes "*Rummage rummage*";
- mes "*Rummage rummage*";
- mes "You didn't find anything.^000000";
- next;
- mes "[Jiang Xiayou]";
- mes "Hey, hey...";
- mes "I told you!";
- mes "It's not too late for you";
- mes "to do the favor I asked.";
- mes "I'm only asking you once!";
- close;
- }
- mes "^3355FF*Rummage rummage*";
- mes "You didn't find anything. You decided to give up your search.^000000";
- close;
- }
- mes "^3355FFThere are many things piled up to the ceiling. Since there is too much stuff jumbled together, it doesn't seem possible that you'll find anything in this stack.^000000";
- next;
- mes "[Jiang Xiayou]";
- mes "Hey, don't touch anything! If you mess anything up, you've gotta pile it up again, got it? If you don't want to clean up after yourself, don't make a mess!";
- emotion e_rock,0,"Storage Keeper#lou";
- close;
-}
-
-lou_in02,206,163,0 script Supply Stack#4lou 111,{
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 2000) {
- mes "^3355FF* Wait a minute !! *";
- mes "You're carrying too many items with you. Please put some of your items into your Kafra Storage and try again.^000000";
- close;
- }
- if (ch_par == 4) {
- if (rand(1,20) == 4) {
- mes "^3355FF*Rummage rummage*";
- mes "It seems there's something inside of this stack. You decide to rummage around to see if you can find anything.^000000";
- next;
- if (rand(1,100) == 11) {
- mes "^3355FF*Rummage rummage*";
- mes "*Rummage rummage*";
- mes "*Rummage rummage*";
- mes "You found a medicine.^000000";
- set ch_par,9;
- getitem 7252,1; //Herb_Medicine
- next;
- mes "[Jiang Xiayou]";
- mes "Err...";
- mes "You found it...?!";
- mes "I can't believe it!";
- mes "You just lucked out.";
- emotion e_wah,0,"Storage Keeper#lou";
- close;
- }
- mes "^3355FF*Rummage rummage*";
- mes "*Rummage rummage*";
- mes "*Rummage rummage*";
- mes "You didn't find anything.^000000";
- next;
- mes "[Jiang Xiayou]";
- mes "Hey, hey...";
- mes "I told you!";
- mes "It's not too late for you";
- mes "to do the favor I asked.";
- mes "I'm only asking you once!";
- close;
- }
- mes "^3355FF*Rummage rummage*";
- mes "You didn't find anything. You decided to give up your search.^000000";
- close;
- }
- mes "^3355FFThere are many things piled up to the ceiling. Since there is too much stuff jumbled together, it doesn't seem possible that you'll find anything in this stack.^000000";
- next;
- mes "[Jiang Xiayou]";
- mes "Hey, don't touch anything! If you mess anything up, you've gotta pile it up again, got it? If you don't want to clean up after yourself, don't make a mess!";
- close;
-}
-
-lou_in02,198,170,0 script Supply Stack#3lou 111,{
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 2000) {
- mes "^3355FF* Wait a minute !! *";
- mes "You're carrying too many items with you. Please put some of your items into your Kafra Storage and try again.^000000";
- close;
- }
- if (ch_par == 4) {
- if (rand(1,20) == 18) {
- mes "^3355FF*Rummage rummage*";
- mes "It seems there's something inside of this stack. You decide to rummage around to see if you can find anything.^000000";
- next;
- if (rand(1,100) == 96) {
- mes "^3355FF*Rummage rummage*";
- mes "*Rummage rummage*";
- mes "*Rummage rummage*";
- mes "You found a medicine.^000000";
- set ch_par,9;
- getitem 7252,1; //Herb_Medicine
- next;
- mes "[Jiang Xiayou]";
- mes "Err...";
- mes "You found it...?!";
- mes "I can't believe it!";
- mes "You just lucked out.";
- close;
- }
- mes "^3355FF*Rummage rummage*";
- mes "*Rummage rummage*";
- mes "*Rummage rummage*";
- mes "You didn't find anything.^000000";
- next;
- mes "[Jiang Xiayou]";
- mes "Hey, hey...";
- mes "I told you!";
- mes "It's not too late for you";
- mes "to do the favor I asked.";
- mes "I'm only asking you once!";
- emotion e_gg,0,"Storage Keeper#lou";
- close;
- }
- mes "^3355FF*Rummage rummage*";
- mes "You didn't find anything. You decided to give up your search.^000000";
- close;
- }
- mes "^3355FFThere are many things piled up to the ceiling. Since there is too much stuff jumbled together, it doesn't seem possible that you'll find anything in this stack.^000000";
- next;
- mes "[Jiang Xiayou]";
- mes "Hey, don't touch anything! If you mess anything up, you've gotta pile it up again, got it? If you don't want to clean up after yourself, don't make a mess!";
- close;
-}
-
-lou_in02,192,170,0 script Supply Stack#2 111,{
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 2000) {
- mes "^3355FF* Wait a minute !! *";
- mes "You're carrying too many items with you. Please put some of your items into your Kafra Storage and try again.^000000";
- close;
- }
- if (ch_par == 4) {
- if (rand(1,20) == 10) {
- mes "^3355FF*Rummage rummage*";
- mes "It seems there's something inside of this stack. You decide to rummage around to see if you can find anything.^000000";
- next;
- if (rand(1,100) == 87) {
- mes "^3355FF*Rummage rummage*";
- mes "*Rummage rummage*";
- mes "*Rummage rummage*";
- mes "You found a medicine.^000000";
- set ch_par,9;
- getitem 7252,1; //Herb_Medicine
- next;
- mes "[Jiang Xiayou]";
- mes "Err...";
- mes "You found it...?!";
- mes "I can't believe it!";
- mes "You just lucked out.";
- close;
- }
- mes "^3355FF*Rummage rummage*";
- mes "*Rummage rummage*";
- mes "*Rummage rummage*";
- mes "You didn't find anything.^000000";
- next;
- mes "[Jiang Xiayou]";
- mes "I told you! Now stop bugging me and leave now! I don't wanna deal with someone who won't trust me.";
- emotion e_pif,0,"Storage Keeper#lou";
- close;
- }
- mes "^3355FF*Rummage rummage*";
- mes "You didn't find anything. You decided to give up your search.^000000";
- close;
- }
- mes "^3355FFThere are many things piled up to the ceiling. Since there is too much stuff jumbled together, it doesn't seem possible that you'll find anything in this stack.^000000";
- next;
- mes "[Jiang Xiayou]";
- mes "Hey, don't touch anything! If you mess anything up, you've gotta pile it up again, got it? If you don't want to clean up after yourself, don't make a mess!";
- close;
-}
-
-louyang,129,121,0 warp Storage Warp#1 1,1,lou_in02,203,161;
-louyang,125,121,0 warp Storage Warp#2 1,1,lou_in02,198,161;
-lou_in02,198,159,0 warp Storage Warp#3 1,1,louyang,124,118;
-lou_in02,203,159,0 warp Storage Warp#4 1,1,louyang,129,118
-
-// Poison King Quest
-//============================================================
-lou_in02,123,39,4 script Poison King#lou 824,{
- // Attempt to preserve prior quest progress.
- if (ch_poison == 0 && CL_POISONKING != 0) {
- if (QL_POISONKING <= 12) set ch_poison,QL_POISONKING;
- else if (QL_POISONKING == 16) set ch_poison,19;
- else if (QL_POISONKING >= 17) set ch_poison,20;
- // Remove outdated variable.
- set QL_POISONKING,0;
- }
- if (checkweight(1201,1) == 0) {
- mes "^3355FF * Wait a minute! *";
- mes "Right now, you are carrying too many items with you. Please place some of your items into Kafra Storage and try again.^000000";
- close;
- }
- if (ch_poison < 6) {
- mes "[Nagash Arses]";
- mes "It's been 40 years since I came here. Hahaha, but it doesn't feel like it's been that long.";
- next;
- mes "[Nagash Arses]";
- mes "In the past, I was one of the";
- mes "most renowned experts in the use";
- mes "of poison. I even created a martial art based on its use, and formed my own martial arts organization.";
- next;
- mes "[Nagash Arses]";
- mes "Now, those memories";
- mes "don't even seem real";
- mes "anymore. This poem is";
- mes "all I can remember...";
- next;
- mes "[Nagash Arses]";
- mes "As I lay in bed looking";
- mes "up at the moonlight";
- mes " ";
- mes "It looks like the";
- mes "frost on the ground.";
- next;
- mes "[Nagash Arses]";
- mes "I lift head up to look";
- mes "at the bright moon,";
- mes " ";
- mes "I lower my head";
- mes "feeling homesick.";
- next;
- if ((countitem(506) > 0 || countitem(511) > 0 || countitem(716) > 0) && (ch_poison > 0 && rand(1,300) > 99)) {
- switch(select("Ask about the poem.:Ask about his hometown.:Ask about use of Poison.:Ask about his situation.")) {
- case 1:
- mes "[Nagash Arses]";
- mes "Ah, have you";
- mes "head of this poem?";
- mes "As I grow older, my";
- mes "memory also grows worse,";
- mes "but I really like this poem";
- mes "and don't want to forget it.";
- next;
- mes "[Nagash Arses]";
- mes "I hope you don't";
- mes "mind helping me";
- mes "memorize this poem...";
- next;
- set .@question_poet,rand(1,4);
- if (.@question_poet == 1) {
- mes "[Nagash Arses]";
- mes "'^3355FFAs I lay^000000 ^3355FFlooking up at the moonlight^000000.' In this first line, what word should be in [ ]?";
- next;
- if (select("on the ground:with you:in bed:in the stars") == 3)
- set .@answer_poet,.@answer_poet + 10;
- mes "[Nagash Arses]";
- mes "'^3355FFIt looks like the^000000 ^3355FFon the ground^000000.' In the second line, which word should be in [ ]?";
- next;
- if (select("frost:dew:pebbles:snow") == 1)
- set .@answer_poet,.@answer_poet + 10;
- mes "[Nagash Arses]";
- mes "Now to see if you see really understand the poem. It's no use to just know the words. They must be a part of you as well.";
- next;
- mes "[Nagash Arses]";
- mes "How would you describe the overall mood and tone of the speaker of this poem?";
- next;
- if (select("Romantic:Wistful:Regretful:Passionate") == 2)
- set .@answer_poet,.@answer_poet + 10;
- mes "[Nagash Arses]";
- mes "What do you think is the";
- mes "major theme of this poem?";
- next;
- if (select("Tragedy:Separation:Love:Revenge:Buddy Cop Film") == 2)
- set .@answer_poet,.@answer_poet + 10;
- next;
- mes "[Nagash Arses]";
- mes "Ha ha ha! You understand this poem well! Now, would you repeat the first line for me again?";
- next;
- if (.@answer_poet > 30) {
- if (select("When I lay in bed looking up at the moon light:When I lay in bed thinking of the moon light:As I lay in bed looking up at the moonlight:As I lay in bed thinking of the moonlight") == 3) {
- set ch_poison,2;
- }
- }
- else {
- select("When I lay in bed looking up at the moon light:When I lay in bed thinking of the moon light:As I lay in bed looking up at the moonlight:As I lay in bed thinking of the moon light");
- }
- mes "[Nagash Arses]";
- mes "Thank you for your time,";
- mes "youngster. Oh, and this is";
- mes "an old, famous poem written";
- mes "by Li Tai Bai. You know that,";
- mes "don't you?";
- close;
- }
- else if (.@question_poet == 2) {
- mes "[Nagash Arses]";
- mes "'^3355FFIt looks like the^000000 ^3355FFon the ground^000000.' In the second line, which word should be in [ ]?";
- next;
- if (select("frost:dew:pebbles:snow") == 1)
- set .@answer_poet,.@answer_poet + 10;
- mes "[Nagash Arses]";
- mes "'^3355FFI lower my head feeling^000000 [ ].' Which word should be in [ ]?";
- next;
- if (select("homesick.:drowsy:loneliness.:heartbroken.") == 1)
- set .@answer_poet,.@answer_poet + 10;
- next;
- mes "[Nagash Arses]";
- mes "Now to see if you see really understand the poem. It's no use to just know the words. To know this poem by heart is to truly take it to heart.";
- next;
- mes "[Nagash Arses]";
- mes "According to the poem,";
- mes "where is the location";
- mes "of the speaker as he is";
- mes "gazing at the moon?";
- next;
- if (select("In his hometown.:In jail.:In the depths of the cosmos.:In bed.") == 4)
- set .@answer_poet,.@answer_poet + 10;
- mes "[Nagash Arses]";
- mes "Although this poem is only four lines long, its structure can be easily classified. How would you describe this poem's structure?";
- next;
- if (select("Why, it's a sonnet.:It's prose with erratic caesuras.:It's a quatrain, of course.:Iambic pentameter?") == 3)
- set .@answer_poet,.@answer_poet + 10;
- next;
- mes "[Nagash Arses]";
- mes "Ha ha ha! You understand this poem well! Now, would you repeat the first line for me again?";
- next;
- if (.@answer_poet > 30) {
- if (select("It looks like the frost on the ground:It looks like an icicle on the ground:It looks as though shining:It looks like the frost in the sky") == 1) {
- set ch_poison,2;
- }
- }
- else {
- select("It looks like the frost on the ground:It looks like an icicle on the ground:It looks as though shining:It looks like the frost in the sky");
- }
- mes "[Nagash Arses]";
- mes "Thank you for your time,";
- mes "youngster. Oh, and this is";
- mes "an old, famous poem written";
- mes "by Li Tai Bai. You know that,";
- mes "don't you?";
- close;
- }
- else if (.@question_poet == 3) {
- mes "[Nagash Arses]";
- mes "'^3355FFIt looks like the^000000 ^3355FFon the ground^000000.' In the second line, which word should be in [ ]?";
- next;
- if (select("frost:dew:pebbles:snow") == 1)
- set .@answer_poet,.@answer_poet + 10;
- next;
- mes "[Nagash Arses]";
- mes "'^3355FFI lower my head feeling^000000 [ ].' Which word should be in [ ]?";
- next;
- if (select("homesick.:drowsy:loneliness.:heartbroken.") == 1)
- set .@answer_poet,.@answer_poet + 10;
- next;
- mes "[Nagash Arses]";
- mes "Now to see if you see really understand the poem. It's not enough to just know the words. You must know what they truly mean.";
- next;
- mes "[Nagash Arses]";
- mes "In the first two lines, what two images are being linked by the poet?";
- next;
- if (select("Bed and ground:Frost and hometown:Gloomy:Smokey:Moonlight and frost") == 5)
- set .@answer_poet,.@answer_poet + 10;
- mes "[Nagash Arses]";
- mes "In this land, the image of the moon often appears in poems expressing separation, longing and homesickness. Why would gazing at the moon offer comfort?";
- next;
- if (select("The rabbit on the moon grants wishes.:Its sheer beauty eases any anxiety.:Because it wanes and waxes.:All places and peoples share the same moon.") == 4)
- set .@answer_poet,.@answer_poet + 10;
- next;
- mes "[Nagash Arses]";
- mes "Ha ha ha! You understand this poem well! Now, would you repeat the third line for me again?";
- next;
- if (.@answer_poet > 30) {
- if (select("I look up at the bright moon:I lift my head to look at the bright moon:I turn my head to look at the bright moon:I face the bright moon") == 2) {
- set ch_poison,2;
- }
- }
- else {
- select("I look up at the bright moon:I lift my head to look at the bright moon:I turn my head to look at the bright moon:I face the bright moon");
- }
- mes "[Nagash Arses]";
- mes "Thank you for your time,";
- mes "youngster. Oh, and this is";
- mes "an old, famous poem written";
- mes "by Li Tai Bai. You know that,";
- mes "don't you?";
- close;
- }
- else {
- mes "[Nagash Arses]";
- mes "'^3355FFIt looks like the^000000 ^3355FFon the ground^000000.' In the second line,";
- mes "which word should be in [ ]?";
- next;
- if (select("frost:dew:pebbles:snow") == 1)
- set .@answer_poet,.@answer_poet + 10;
- next;
- mes "[Nagash Arses]";
- mes "'^3355FFI lift my^000000 ^3355FFto look at the bright moon^000000.' In the third line, which word should be in [ ]?";
- next;
- if (select("eyes:head:gaze:sights") == 2)
- set .@answer_poet,.@answer_poet + 10;
- next;
- mes "[Nagash Arses]";
- mes "Now to see if you see really understand the poem. It's no";
- mes "use to just know the words. They must be a part of you as well.";
- next;
- mes "[Nagash Arses]";
- mes "What do you think is the major theme of this poem?";
- next;
- if (select("Tragedy:Separation:Love:Revenge:Buddy Cop Film") == 2)
- set .@answer_poet,.@answer_poet + 10;
- next;
- mes "[Nagash Arses]";
- mes "Why might be one reason why the bright moonlight looks like frost on the ground to the poet?";
- next;
- if (select("He's looking through a frosty window.:A bright moon glimmers like icicles.:He's homesick, so the moonlight looks cold:It's called 'poetic license.'") == 3)
- set .@answer_poet,.@answer_poet + 10;
- next;
- mes "[Nagash Arses]";
- mes "Ha ha ha! You understand this poem well! Now, would you repeat the last line for me again?";
- next;
- if (.@answer_poet > 30) {
- if (select("I cry for my home town.:I lower my head feeling homesick.:I miss my home town.:I sob feeling homesick.") == 2) {
- set ch_poison,2;
- }
- }
- else {
- select("I cry for my home town.:I lower my head feeling homesick.:I miss my home town.:I sob feeling homesick.");
- }
- mes "[Nagash Arses]";
- mes "Thank you for your time,";
- mes "youngster. Oh, and this is";
- mes "an old, famous poem written";
- mes "by Li Tai Bai. You know that,";
- mes "don't you?";
- close;
- }
- case 2:
- mes "[Nagash Arses]";
- mes "Are you asking me";
- mes "about my hometown...?";
- mes "As a Rune-Midgardian,";
- mes "I'm sure you've at least";
- mes "heard of Morroc...";
- next;
- mes "[Nagash Arses]";
- mes "A city built in the middle of the desert, its founders had to combat the harsh and unforgiving forces of nature everyday.";
- next;
- mes "[Nagash Arses]";
- mes "Yeah, the blazing sun never";
- mes "seems to leave, and it's a dry,";
- mes "desert area, but people still";
- mes "manage to live there.";
- next;
- if (ch_poison == 2) {
- mes "[Nagash Arses]";
- mes "Ah~ I miss Morroc, my hometown.";
- mes "I used to be a member of the Assassin organization known as the 'Canine of Desert.' Long ago, I was their poison expert.";
- next;
- switch(select("Tell him news of Morroc.:Info about 'Canine of Desert'.:Just listen.")) {
- case 1:
- mes "[Nagash Arses]";
- mes "Hm? Do you have recent news of Morroc?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Yeah, I've got some news you might be interested in.";
- input .@input$;
- mes "["+strcharinfo(0)+"]";
- mes ""+.@input$+"";
- next;
- if (rand(1,50) > 25) {
- mes "[Nagash Arses]";
- mes "Ah, I see. Thank you for the news. Now, let me continue my story.";
- next;
- }
- else {
- mes "[Nagash Arses]";
- mes "I see! You just said,";
- mes ""+.@input$+".";
- next;
- mes "[Nagash Arses]";
- mes "Thank you for";
- mes "telling me the news.";
- close;
- }
- break;
- case 2:
- mes "[Nagash Arses]";
- mes "I just told you what 'Canine of Desert' is. Now you tell me what it is. If you were listening, you would be able to.";
- next;
- input .@input$;
- if (.@input$ == "Assassin Organization" || .@input$ == "Assassin" || .@input$ == "Assassins") {
- mes "[Nagash Arses]";
- mes "Correct. You listened to me very well. They are Assassins. Assassins that were abandoned by society.";
- next;
- mes "[Nagash Arses]";
- mes "'Canine of Desert' is the name of that Assassin organization. Don't forget that.";
- next;
- mes "[Nagash Arses]";
- mes "...";
- next;
- mes "[Nagash Arses]";
- mes "...";
- mes "......";
- next;
- mes "[Nagash Arses]";
- mes "Bah! I forgot what I was just talking about! This bad memory of mine frustrates me so much!";
- close;
- }
- else {
- if (BaseJob == Job_Assassin) {
- mes "[Nagash Arses]";
- mes "How could you not know what the 'Canine of Desert' is?! Just how long have you been an Assassin?!";
- next;
- mes "[Nagash Arses]";
- mes "You're supposed to be aware of your origins and your colleagues! Oh, the shame...";
- close;
- }
- mes "[Nagash Arses]";
- mes "Well, I suppose I can't blame you for not knowing or remembering. When you get the chance, find someone wearing a purple suit...";
- next;
- mes "[Nagash Arses]";
- mes "Any Assassin worth his salt should know what the 'Canine of Desert' is.";
- close;
- }
- case 3:
- if (rand(1,33) < 12) {
- mes "[Nagash Arses]";
- mes "Wait...";
- mes "Let me think...";
- mes "Now how did I becoming interested in the use of poison...?";
- close;
- }
- }
- mes "[Nagash Arses]";
- mes "I tried many things to develop my poison skills when I was young.";
- mes "I tried to extract poison from Muka's needles and from purple mushrooms. Eventually, I became";
- mes "an expert of toxins from my efforts.";
- next;
- mes "[Nagash Arses]";
- mes "One time I even injected";
- mes "a poison into my own body";
- mes "to fully test it. Yeah...";
- mes "It almost killed me.";
- next;
- mes "[Nagash Arses]";
- mes "I was recognized as the man who";
- mes "was most highly skilled in the use of poison in the 'Canine of Desert,' and I was sent on the most crucial and dangerous missions.";
- next;
- mes "[Nagash Arses]";
- mes "One day, I was hired by the Alberta Merchant Guild to assassinate an enemy that had been threatening them. However, I never got to complete that mission.";
- next;
- mes "[Nagash Arses]";
- mes "While I was on the ship to procceed with my mission, we encountered heavy wind and waves and the ship sank. I believe I was the only survivor of that accident.";
- next;
- mes "[Nagash Arses]";
- mes "I was floated helplessly on the ocean and somehow managed";
- mes "to arrive here, in Louyang. That was forty years ago.";
- next;
- mes "[Nagash Arses]";
- mes "It seemed that my arrival was rather timely. Louyang was intruded by huge mobs of dangerous monsters that were even able to infiltrate the Castle of the Dragon.";
- next;
- mes "[Nagash Arses]";
- mes "Since I was one of the best Assassins of the 'Canine of Desert,' I did far more than my share of monster killing.";
- next;
- mes "[Nagash Arses]";
- mes "It was on the battlefield that";
- mes "I met Bai Long who is now lord of this town. But back then, he was known as the 'Street Knight.'";
- next;
- mes "[Nagash Arses]";
- mes "I remember seeing him surrounded";
- mes "by enemies, and I dove into thick of battle to keep him from getting killed. We fought back to back and managed to stay alive back then.";
- next;
- mes "[Nagash Arses]";
- mes "You have to understand that it's not easy to let someone back you";
- mes "up in battle unless there's a solid trust. Those fights... were the greatest moments in my life.";
- next;
- mes "[Nagash Arses]";
- mes "Sadly, many of our comrades,";
- mes "all of them respectable and highly skilled martial artists, fell in battle. The number of monsters we had to contend with was just overwhelming.";
- next;
- mes "[Nagash Arses]";
- mes "Still, I managed to continue my poison research, even during those tough times. I studied medicine in this town and was able use that knowledge to enhance my understanding of poisons.";
- next;
- mes "[Nagash Arses]";
- mes "I created a new skill based on all of my knowledge, and learned how";
- mes "to put poison on weapons.";
- next;
- mes "[Nagash Arses]";
- mes "I even learned martial arts in Louyang, and combined that";
- mes "knowledge with my poison expertise to create my own unique fighting style.";
- next;
- mes "[Nagash Arses]";
- mes "Well, that's my story.";
- mes "But now, I just miss my";
- mes "home town. I miss the heat";
- mes "of the desert and the glare";
- mes "of the blazing sun...";
- set ch_poison,3;
- close;
- }
- else {
- mes "[Nagash Arses]";
- mes "Ah, Morroc.";
- mes "That name brings";
- mes "back memories of";
- mes "being an Assassin";
- mes "in the 'Canine of Desert.'";
- next;
- mes "[Nagash Arses]";
- mes "^666666*Sigh...*^000000";
- mes "I wish I could see";
- mes "Morroc just once before I die.";
- next;
- if (select("Tell him news of Morroc.:Ask about 'Canine of Desert.'") == 1) {
- mes "[Nagash Arses]";
- mes "Hm...?";
- mes "Is there anything";
- mes "you want to say?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I have news";
- mes "of Morroc...";
- input .@input$;
- mes "["+strcharinfo(0)+"]";
- mes ""+.@input$+"";
- next;
- if (rand(1,50) > 30) {
- mes "[Nagash Arses]";
- mes "I see...";
- mes "Thank you for";
- mes "telling me that.";
- close;
- }
- mes "[Nagash Arses]";
- mes "I see!";
- mes "You just said, "+.@input$+". Thank you.";
- close;
- }
- mes "[Nagash Arses]";
- mes "I just told you what 'Canine of Desert.' If you can't remember what I just told you, it's no use for me to explain further. You go ahead and tell me what it is.";
- next;
- input .@input$;
- if (.@input$ == "Assassin Organization" || .@input$ == "Assassin" || .@input$ == "Assassins") {
- mes "[Nagash Arses]";
- mes "Correct. You listened to me very well. They are Assassins. Assassins that were abandoned by society.";
- next;
- mes "[Nagash Arses]";
- mes "Canine of Desert";
- mes "is the name of an";
- mes "Assassin organization.";
- mes "Do not forget that.";
- close;
- }
- else {
- if (BaseJob == Job_Assassin) {
- mes "[Nagash Arses]";
- mes "How could you not know what the 'Canine of Desert' is?! Just how long have you been an Assassin?!";
- next;
- mes "[Nagash Arses]";
- mes "You're supposed to be aware of your origins and your colleagues! Oh, the shame...";
- close;
- }
- mes "[Nagash Arses]";
- mes "Well, I suppose I can't blame you for not knowing or remembering. When you get the chance, find someone wearing a purple suit...";
- next;
- mes "[Nagash Arses]";
- mes "Any Assassin worth his salt should know what the 'Canine of Desert' is.";
- close;
- }
- }
- case 3:
- if (ch_poison == 4 || ch_poison == 5) {
- mes "[Nagash Arses]";
- mes "Did you just say you";
- mes "want to learn about the";
- mes "use of poison?";
- next;
- mes "[Nagash Arses]";
- mes "Why do you want";
- mes "to learn about it?";
- mes "Even if I wanted to";
- mes "teach, I'm too old to";
- mes "remember everything";
- mes "clearly...";
- next;
- mes "[Nagash Arses]";
- mes "Go find my last disciple,";
- mes "^0000FFSong Zhi Du^000000, as he may tell you something useful. He's working at the doctor's office. If it weren't for him, I'd be starving now.";
- set ch_poison,5;
- close;
- }
- else {
- mes "[Nagash Arses]";
- mes "Did you just say you";
- mes "want to learn about the";
- mes "use of poison?";
- next;
- mes "[Nagash Arses]";
- mes "Why do you want";
- mes "to learn about it?";
- mes "Even if I wanted to";
- mes "teach, I'm too old to";
- mes "remember everything";
- mes "clearly...";
- close;
- }
- case 4:
- if (ch_poison == 3) {
- mes "[Nagash Arses]";
- mes "You're asking me how";
- mes "things came to be like";
- mes "this? Life used to be good.";
- next;
- mes "[Nagash Arses]";
- mes "As I told you, I distinguished myself in the battles with monsters. I was rewarded with Louyang citizenship and given";
- mes "gifts of money.";
- next;
- mes "[Nagash Arses]";
- mes "I was invited to join a martial arts organization that specialized in the use of poison. I joined them, excited about further broadening my knowledge.";
- next;
- mes "[Nagash Arses]";
- mes "I was stunned by the enormous body of knowledge about toxins that they provided. I tried to learn as much as I could so I could develop my own, unique poisoning skills.";
- next;
- mes "[Nagash Arses]";
- mes "As I studied with them, together we started to clear the town of the remaining monsters. Can you guess the results of our efforts to clean up the city?";
- next;
- switch(select("...??:It must have been good.:I guess it was okay?:I don't know, but how did it go?")) {
- case 1:
- mes "[Nagash Arses]";
- mes "Did you even listen to me? It's no use talking to you if you don't even care about what I have to say.";
- next;
- mes "[Nagash Arses]";
- mes "I'm sorry for keeping you from what you wanted to do. Take care of yourself, youngster.";
- close;
- case 2:
- mes "[Nagash Arses]";
- mes "You're right!";
- mes "We got rid of every";
- mes "single monster in the city!";
- next;
- break;
- case 3:
- mes "[Nagash Arses]";
- mes "Just okay...?";
- mes "I don't think you realized how powerful we were back then! Eh...";
- next;
- mes "[Nagash Arses]";
- mes "Sorry for keeping you from what you wanted to do. Take care of yourself, youngster.";
- close;
- case 4:
- mes "[Nagash Arses]";
- mes "We got rid of every single monster in the city!";
- next;
- }
- mes "[Nagash Arses]";
- mes "We managed to eliminate every monster that was wandering around Louyang. At the time, we were the only people brave enough to take on this sort of task.";
- next;
- mes "[Nagash Arses]";
- mes "Unfortunately, other martial arts organizations grew envious of our success, insisting that we were dishonorable for using poison to attack our enemies.";
- next;
- mes "[Nagash Arses]";
- mes "Although we can accept criticism for our use of poison, we were finally blamed for something we never would have done.";
- next;
- mes "[Nagash Arses]";
- mes "Someone put poison into a meal which was eaten by a son of the lord and then falsely accused us!";
- next;
- mes "[Nagash Arses]";
- mes "In the end, our organization was disbanded and I was put in jail.";
- mes "I suffered through much to escape from prison...";
- next;
- mes "[Nagash Arses]";
- mes "However, because of all the injuries I've had to endure in jail and in my escape attempts,";
- mes "I can no longer use my";
- mes "martial arts.";
- next;
- mes "[Nagash Arses]";
- mes "Even to this day, the police are hounding after me. I really want to tell the lord of Louyang that I'm innocent, but it may be";
- mes "too late now...";
- set ch_poison,4;
- close;
- }
- else {
- mes "[Nagash Arses]";
- mes "I...";
- mes "I don't want";
- mes "to talk about that.";
- mes "Let's not talk about it.";
- close;
- }
- }
- }
- else {
- switch(select("Grin at him.:Lament for his grief.:Reprove him.:Listen to the poem again.:Show him a sad look.")) {
- case 1:
- mes "[Nagash Arses]";
- mes "Yeah, I don't blame you.";
- mes "I know I look stupid. Legally,";
- mes "I'm a criminal after all.";
- mes "I don't any friends and";
- mes "there's no one I can trust.";
- close;
- case 2:
- mes "[Nagash Arses]";
- mes "How can you sympathize?";
- mes "I doubt anyone has had";
- mes "experiences that are";
- mes "much worse than mine...";
- close;
- case 3:
- mes "[Nagash Arses]";
- mes "Wha--? I haven't wronged you in any way! Why must you be so mean to an old man? You don't even know half of what I've had to go through.";
- close;
- case 4:
- mes "[Nagash Arses]";
- mes "As I lay in bed looking";
- mes "up at the moonlight";
- mes " ";
- mes "It looks like the";
- mes "frost on the ground.";
- next;
- mes "[Nagash Arses]";
- mes "I lift head up to look";
- mes "at the bright moon,";
- mes " ";
- mes "I lower my head";
- mes "feeling homesick.";
- close;
- case 5:
- mes "[Nagash Arses]";
- mes "Do you miss your hometown";
- mes "as much as I do? I'm envious";
- mes "of you, youngster. You have";
- mes "the freedom to go";
- mes "wherever you want.";
- next;
- mes "[Nagash Arses]";
- mes "I'm a wanted criminal.";
- mes "Even if I were free to";
- mes "travel, I may not have";
- mes "the strength to try.";
- next;
- mes "[Nagash Arses]";
- mes "Let's not talk about this any longer. It's reminding me of";
- mes "my worst memories.";
- next;
- set ch_poison,1;
- if (BaseClass == Job_Thief) {
- mes "[Nagash Arses]";
- mes "Ah, you look just like I did when";
- mes "I was young. It seems you know";
- mes "a little something about poison.";
- next;
- mes "[Nagash Arses]";
- mes "It seems you haven't";
- mes "perfected your knowledge yet,";
- mes "though. Oh well, I doubt I can";
- mes "pinpoint what you need to master.";
- next;
- mes "[Nagash Arses]";
- mes "I'm too old to remember anything. Ha ha ha. Maybe if I saw something related to poison, I might remember something...";
- next;
- mes "[Nagash Arses]";
- mes "...";
- next;
- mes "[Nagash Arses]";
- mes "No, no...";
- mes "I think I'm too old";
- mes "to remember anything.";
- mes "Anything at all.";
- close;
- }
- mes "[Nagash Arses]";
- mes "I'm too old to remember anything. Ha ha ha. Maybe if I saw something related to poison, I might remember something...";
- next;
- mes "[Nagash Arses]";
- mes "...";
- next;
- mes "[Nagash Arses]";
- mes "No, no...";
- mes "I think I'm too old";
- mes "to remember anything.";
- mes "Anything at all.";
- close;
- }
- }
- }
- else if (ch_poison > 4 && ch_poison < 12) {
- mes "[Nagash Arses]";
- mes "If you wish to talk about poison, you'd better go to the doctor's office. My last disciple is";
- mes "working there.";
- next;
- mes "[Nagash Arses]";
- mes "Now, let me rest.";
- mes "I am very tired.";
- mes "I... I hope he doesn't";
- mes "have any bad intentions...";
- close;
- }
- else if (ch_poison == 12) {
- mes "[Nagash Arses]";
- mes "Aren't you the youngster";
- mes "I talked to a while ago?";
- mes "Did you get a chance";
- mes "to meet my disciple?";
- mes "How was he?";
- next;
- mes "[Nagash Arses]";
- mes "He was sick all the time when he was young, so he worried me a lot. But now I'm proud of him and he's doing as well just any other fine young man.";
- next;
- mes "[Nagash Arses]";
- mes "I am living only for him,";
- mes "and hope that he becomes a great healer someday. Recently, I've found that my sole comfort is in treating diseases for other people...";
- next;
- mes "[Nagash Arses]";
- mes "By the way...";
- mes "You look pale...";
- mes "Did something happen?";
- next;
- switch(select("Nothing.:I want to talk about your diciple.:I don't feel good.")) {
- case 1:
- mes "[Nagash Arses]";
- mes "Oh...";
- mes "I see...";
- mes "But take care";
- mes "of yourself.";
- next;
- mes "[Nagash Arses]";
- mes "You better enjoy your physical strength when you're young. When you're my age, it's tough to regain your health once you lose it.";
- close;
- case 2:
- mes "[Nagash Arses]";
- mes "Did something happen to him?";
- mes "I've been worried since he hasn't come to visit me since you last came to speak with me.";
- next;
- if (countitem(678) > 1) {
- if (select("Give him Poison Bottle.:Cancel and go to 'Song Zhi Du.") == 1) {
- delitem 678,1; //Poison_Bottle
- mes "[Nagash Arses]";
- mes "Huh!?";
- mes "Isn't this...!?";
- next;
- mes "[Nagash Arses]";
- mes "I've dreamed of creating";
- mes "a poison of such potency!";
- mes "W-where did you find this?";
- next;
- if (select("It's common nowadays.:Explain to him what happened.") == 1) {
- mes "[Nagash Arses]";
- mes "Really...?";
- mes "Then someone";
- mes "finally figured it out.";
- next;
- mes "[Nagash Arses]";
- mes "I shared all of my knowledge with others, so I guess a doctor might have figured how to create this.";
- next;
- mes "[Nagash Arses]";
- mes "^666666*Sigh...*^000000";
- mes "Now I feel depressed";
- mes "for some reason...";
- close;
- }
- mes "^3355FFYou tell Nagash Arses how";
- mes "Song Zhi Du created this Deadly Poison Bottle and his plan to get his revenge on the lord of Louyang.^000000";
- next;
- mes "[Nagash Arses]";
- mes "^666666*Sigh...*^000000";
- next;
- mes "[Nagash Arses]";
- mes "Will you...";
- mes "Will you excuse";
- mes "me for a second...?";
- set ch_poison,15;
- close;
- }
- mes "["+strcharinfo(0)+"]";
- mes "...Nothing much.";
- next;
- mes "[Nagash Arses]";
- mes "Hmm...?";
- mes "I guess you don't know what is going on. I've heard some bad rumors about him, which is why I'm asking.";
- next;
- mes "[Nagash Arses]";
- mes "I hope he'll be fine.";
- mes "After all, he's truly";
- mes "kind at heart.";
- close;
- }
- mes "[Nagash Arses]";
- mes "Hmm...?";
- mes "I guess you don't know what is going on. I've heard some bad rumors about him, which is why I'm asking.";
- next;
- mes "[Nagash Arses]";
- mes "I hope he'll be fine.";
- mes "After all, he's truly";
- mes "kind at heart.";
- close;
- case 3:
- mes "[Nagash Arses]";
- mes "Oh, you don't?";
- mes "Well, that can happen";
- mes "sometimes when you're";
- mes "in a foreign land for";
- mes "too long. I hope you";
- mes "feel better soon.";
- close;
- }
- }
- else if (ch_poison == 13) {
- mes "[Nagash Arses]";
- mes "Recently...";
- mes "I've been getting";
- mes "a bad feeling...";
- next;
- mes "[Nagash Arses]";
- mes "I want to blame it";
- mes "on my solitude, but...";
- close;
- }
- else if (ch_poison == 14) {
- mes "^3355FFNagash Arses. He is no longer a well-known Assassin or the martial arts organization of which he was once master has long since disbanded.^000000";
- next;
- mes "^3355FFNow he is but a poor old man";
- mes "who is in anguish over his disciple. No matter what you say, he continues to talk about something totally unrelated, as if in a dream.^000000";
- close;
- }
- else if (ch_poison == 15 || ch_poison == 16) {
- mes "[Nagash Arses]";
- mes "Youngster...";
- mes "I beg of you.";
- mes "Please do not let him";
- mes "bring any harm to the lord.";
- next;
- mes "[Nagash Arses]";
- mes "If you cannot stop him,";
- mes "then please interrupt him";
- mes "from carrying out his plan.";
- next;
- mes "[Nagash Arses]";
- mes "I tried...";
- mes "To convince myself";
- mes "that what I had heard";
- mes "were just ugly rumors.";
- mes "I was wrong...";
- next;
- mes "[Nagash Arses]";
- mes "I am pretty sure he's been asking you, as well as others, for aid. Even if you do not agree to carry out his plan, I'm sure he will find someone to poison Lord Bai Long.";
- next;
- mes "[Nagash Arses]";
- mes "There is only one way he can poison";
- mes "the lord. He likes drinking, and has a favorite drink bottle he keeps with him all the time. You must get rid of his drink.";
- next;
- mes "[Nagash Arses]";
- mes "Please, I beg you.";
- mes "For my sake, as well";
- mes "as that of my disciple,";
- mes "Louyang's leader must live...";
- set ch_poison,16;
- close;
- }
- else if (ch_poison == 17) {
- mes "[Nagash Arses]";
- mes "So...";
- mes "What...";
- mes "What happened?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I made it.";
- next;
- mes "[Nagash Arses]";
- mes "You did?!";
- mes "Oh~ thank you,";
- mes "thank you so much!";
- emotion e_an;
- next;
- mes "[Nagash Arses]";
- mes "Thank God I've";
- mes "lived this long.";
- mes "And... I just realized";
- mes "something while you away.";
- next;
- mes "[Nagash Arses]";
- mes "This is a journal that I have been writing for 15 years about my feelings of guilt, and what really happened in the past. I hope you can deliver this to the lord for me.";
- next;
- mes "^3355FFYou obtained";
- mes "^0000FFPoison King,";
- mes "Nagash Arses' Jounal^000000.";
- set ch_poison,18;
- close;
- }
- else if (ch_poison == 18) {
- mes "[Nagash Arses]";
- mes "I hope you";
- mes "can deliver this";
- mes "to Lord Bai Long...";
- close;
- }
- else if (ch_poison == 19) {
- mes "^3355FFYou gave him the";
- mes "^0000FFLetter from Bai Long^000000.";
- next;
- mes "[Nagash Arses]";
- mes "What's this...?";
- next;
- mes "[Nagash Arses]";
- mes "Why, he's invited me";
- mes "to take the position of";
- mes "a government official!";
- mes "I'm truly grateful!";
- next;
- mes "[Nagash Arses]";
- mes "However, please let him";
- mes "know that I must respectfully decline his offer. I'm afraid that I may be a burden to him once again.";
- next;
- mes "[Nagash Arses]";
- mes "Please tell him that I wish to enjoy the rest of my life here. Also, there are people here";
- mes "who still need me...";
- next;
- mes "[Nagash Arses]";
- mes "Thank you, youngster.";
- mes "You've stopped my disciple";
- mes "and helped me make up";
- mes "with an old friend...";
- next;
- mes "^3355FFNagash Arses put his palm on your back, and you can feel his strength flowing into you.^000000";
- next;
- mes "^3355FFYou grow dizzy, but you also feel like you're becoming more powerful and gaining experience.^000000";
- next;
- set ch_poison,20;
- if (BaseLevel < 56) {
- getexp 900,0;
- }
- else if (BaseLevel > 55 && BaseLevel < 61) {
- getexp 1050,0;
- }
- else if (BaseLevel > 60 && BaseLevel < 66) {
- getexp 1868,0;
- }
- else if (BaseLevel > 65 && BaseLevel < 71) {
- getexp 2741,0;
- }
- else if (BaseLevel > 70 && BaseLevel < 76) {
- getexp 7076,0;
- }
- else if (BaseLevel > 75 && BaseLevel < 81) {
- getexp 13025,0;
- }
- else if (BaseLevel > 80 && BaseLevel < 86) {
- getexp 15034,0;
- }
- else if (BaseLevel > 85 && BaseLevel < 91) {
- getexp 18205,0;
- }
- else if (BaseLevel > 90) {
- getexp 40679,0;
- }
- mes "^3355FFThen...";
- mes "Everything blacks out...^000000";
- close2;
- warp "louyang",270,136;
- end;
- }
- else if (ch_poison > 20) {
- mes "^3355FFHe looks tired";
- mes "for some reason,";
- mes "as if he's thinking";
- mes "of Morroc, his hometown.^000000";
- next;
- mes "^3355FFYou reflect on when he gave you his remaining strength and remember that he told you that he used to be one of the greatest Assassins...^000000";
- next;
- mes "^3355FFBut after all that's happened,";
- mes "he just looks like an old man who likes treating other people. It seems that he's finally at peace with himself.^000000";
- close;
- }
- else {
- mes "[Nagash Arses]";
- mes "My name, Nagash Arses,";
- mes "is also the name of the poison king in the legend of Arcturus. I have good reason to be proud of my name!";
- close;
- }
-}
-
-lou_in02,253,45,0 script Employee#poison 822,{
- if (checkweight(1201,1) == 0) {
- mes "^3355FF * Wait a minute! *";
- mes "You're carrying too many items with you right now. Please put some of your things into Kafra Storage and try again.^000000";
- close;
- }
- if (ch_par < 10 && ch_poison < 6) {
- while(1) {
- if (.@r_o_o_f > 5) {
- break;
- }
- else {
- if (rand(1,4) > 2) {
- set .@r_o_o_f,.@r_o_o_f + 1;
- mes "[Song Zhi Du]";
- mes "Let's see, there's that medicine, and then the medicine over here...";
- next;
- }
- else {
- mes "[Song Zhi Du]";
- mes "...";
- mes "......";
- next;
- }
- }
- }
- mes "[Song Zhi Du]";
- mes "I feel like you're looking at me. Is there something that you want?";
- next;
- switch(select("......:Ask him about his master.:Ask about Poison Organization.:Ask why he's working here.")) {
- case 1:
- mes "[Song Zhi Du]";
- mes "I guess there's nothing you really need from me. Well then, if you'll excuse me...";
- close;
- case 2:
- mes "[Song Zhi Du]";
- mes "Oh, I'm sorry, but I'm kind of busy right now. You see, we're running out of medicine...";
- next;
- mes "[Song Zhi Du]";
- mes "My master, Hua Tuo,";
- mes "is also having difficulty treating all of his patients. I must get him the medicine that he needs...";
- close;
- case 3:
- mes "[Song Zhi Du]";
- mes "What...?";
- mes "What did";
- mes "you just say...?";
- next;
- input .@input$;
- mes "[Song Zhi Du]";
- mes ""+.@input$+"...?";
- next;
- mes "[Song Zhi Du]";
- mes "I've never heard of that organization in my life. I'm sorry I can't help you. Now, if you'll excuse me...";
- close;
- case 4:
- mes "[Song Zhi Du]";
- mes "Of course I'm working here to learn about medicine. I'm grateful for the chance to work under the most famous doctor in this area.";
- next;
- mes "[Song Zhi Du]";
- mes "Doctor Hua Tuo is such a great person. I'm more than happy to assist him in saving the lives of others with his medical knowledge.";
- next;
- mes "[Song Zhi Du]";
- mes "Even though I'm just in charge of the medicine storage, I'm working hard to become his disciple someday.";
- next;
- mes "[Song Zhi Du]";
- mes "And working with Doctor Hua Tuo is really worthwhile. Well, sometimes it's really hard to supply medicine when we have too many patients though.";
- next;
- select("Why don't you gather medicinal herbs then?");
- mes "[Song Zhi Du]";
- mes "My job is keeping this storage.";
- mes "I'm not supposed to leave my position. I need to organize the herbs, and make sure they're in good condition.";
- close;
- }
- }
- else if (ch_par > 9 && ch_poison < 5) {
- mes "[Song Zhi Du]";
- mes "Well, well. Thank you for your trouble. I didn't expect you to gather all these herbs for us...";
- next;
- mes "[Song Zhi Du]";
- mes "I suppose I underestimated you. By the way, do you know anything about poison?";
- next;
- if (select("Yes, I am kind of interested in it.:No, not at all.") == 1) {
- mes "[Song Zhi Du]";
- mes "Oh, I see. Well, if you have some time, why don't you go visit my old master in the slums?";
- next;
- mes "[Song Zhi Du]";
- mes "If you two get along, I will tell you something important.";
- close;
- }
- mes "[Song Zhi Du]";
- mes "Huh. I see. Well, thank you for your trouble once again. I hope you have a good time in Louyang.";
- close;
- }
- else if (ch_par > 9 && ch_poison == 5) {
- mes "[Song Zhi Du]";
- mes "...";
- mes "So, did you talk";
- mes "to my old master?";
- mes "It seems he really";
- mes "likes you.";
- next;
- mes "[Song Zhi Du]";
- mes "As you know, my master has been accused of something he didn't do! And they crippled his use of the martial arts!";
- next;
- mes "[Song Zhi Du]";
- mes "I can't forgive what";
- mes "they've have done to my master!";
- mes "I want to grind their bones";
- mes "to powder! And that's before";
- mes "I kill them!";
- next;
- mes "[Song Zhi Du]";
- mes "He's innocent and all he did";
- mes "was research poison with all";
- mes "of his effort! And for that,";
- mes "they destroyed him!";
- next;
- mes "[Song Zhi Du]";
- mes "I was young";
- mes "when it happened...";
- mes "Too young to know";
- mes "any martial arts.";
- next;
- mes "[Song Zhi Du]";
- mes "I couldn't protect him.";
- mes "All I could do was hide and";
- mes "watch other people get killed.";
- next;
- mes "[Song Zhi Du]";
- mes "I hate myself";
- mes "for not being strong!";
- mes "But, my body isn't suited";
- mes "for martial arts.";
- next;
- mes "[Song Zhi Du]";
- mes "All I can do is maintain my weak body and make sure it's reasonably healthy. Even so, if it weren't for my master, I'd be dead";
- mes "in the streets...";
- next;
- mes "[Song Zhi Du]";
- mes "It was my master who picked me up from the streets and cured me. So, I've decided to become a doctor and save as many lives as I can.";
- next;
- mes "[Song Zhi Du]";
- mes "But before";
- mes "I do that,";
- mes "I want ^FF0000revenge^000000!";
- next;
- mes "[Song Zhi Du]";
- mes "As I told you, I am weak.";
- mes "Too weak... I know that from";
- mes "the bottom of my heart.";
- next;
- mes "[Song Zhi Du]";
- mes "But...";
- next;
- mes "[Song Zhi Du]";
- mes "I am knowledgable about medicine, especially the use of poison. I can tell you that I'm one of the best.";
- next;
- mes "[Song Zhi Du]";
- mes "Poison can kill people but it can also be used to save lifes. The people who destroyed my master";
- mes "will pay the price.";
- next;
- mes "[Song Zhi Du]";
- mes "Do you understand";
- mes "why I'm furious!?";
- next;
- if (select("But revenge isn't good.:Yes, I fully understand.") == 1) {
- mes "[Song Zhi Du]";
- mes "Hmm...";
- mes "I see.";
- next;
- mes "[Song Zhi Du]";
- mes "I suppose you couldn't";
- mes "understand the way I feel.";
- mes "After all, you didn't have";
- mes "to go through the same";
- mes "things I did.";
- next;
- mes "[Song Zhi Du]";
- mes "I suppose I expected too much, since my master likes you. How could you know the rage and";
- mes "sadness that I feel!?";
- next;
- mes "[Song Zhi Du]";
- mes "Fine.";
- mes "Go do whatever";
- mes "you were going to do.";
- mes "I'm just disappointed...";
- set ch_poison,6;
- close;
- }
- mes "[Song Zhi Du]";
- mes "Yes! Yes!";
- mes "You do understand!";
- next;
- mes "[Song Zhi Du]";
- mes "I volunteered for this medicine storage position so that I can secretly study poison! Now, the time for action has come!";
- next;
- mes "[Song Zhi Du]";
- mes "Still, I'll need some materials to complete my research. Then, when";
- mes "I succeed and create a poison pill, I'll need someone to carry my revenge out for me.";
- next;
- mes "[Song Zhi Du]";
- mes "Since my body is so frail, I can't bear the tension and rage of seeing my lifelong enemy face to face.";
- set ch_poison,8;
- close;
- }
- else if (ch_par > 9 && ch_poison == 6) {
- mes "[Song Zhi Du]";
- mes "I'm so disappointed.";
- mes "You've even seen the";
- mes "pitiable state of my";
- mes "master for yourself!";
- mes "How could you not";
- mes "understand me?!";
- next;
- if (select("I'm sorry for last time.:No matter what, revenge isn't good.") == 1) {
- mes "[Song Zhi Du]";
- mes "If you really";
- mes "feel sorry for me,";
- mes "then you must help me";
- mes "carry out my revenge!";
- next;
- mes "[Song Zhi Du]";
- mes "I still need to complete the";
- mes "poison potion I'm creating. I hope you can bring what I need to finish it. Go and get me...";
- next;
- mes "[Song Zhi Du]";
- mes "^0000FF4 Bee Sting,";
- mes "10 Venom Canine,";
- mes "10 Empty Potion,";
- mes "30 Green Potion^000000.";
- set ch_poison,7;
- next;
- mes "[Song Zhi Du]";
- mes "An apology is fine, but you must also show me that you are sorry and help me carry out my plan. Do you have any problem with this?";
- close;
- }
- mes "[Song Zhi Du]";
- mes "Oh, forget about it.";
- mes "I don't think I can ever";
- mes "make you understand how I feel.";
- specialeffect EF_ENDURE;
- close2;
- set ch_poison,6;
- end;
- }
- else if (ch_par > 9 && ch_poison == 7) {
- mes "[Song Zhi Du]";
- mes "So, did you";
- mes "gather everything";
- mes "I asked of you?";
- next;
- if (select("Yes.:What do you need again?") == 1) {
- if (countitem(939) > 3 && countitem(937) > 9 && countitem(1093) > 9 && countitem(506) > 29) {
- delitem 939,4; //Bee_Sting
- delitem 937,10; //Posionous_Canine
- delitem 1093,10; //Empty_Potion
- delitem 506,30; //Green_Potion
- set ch_poison,8;
- mes "[Song Zhi Du]";
- mes "Ah...";
- mes "With these, I accept your apology. Thank you for all the trouble you went through to get this stuff.";
- next;
- mes "[Song Zhi Du]";
- mes "Now that you're this involved, you're in this with me all the way! I've been waiting for this";
- mes "day for years...";
- next;
- mes "[Song Zhi Du]";
- mes "All that's left is to create this poison, and then to get the";
- mes "lord of Louyang to drink it...";
- close;
- }
- mes "[Song Zhi Du]";
- mes "Where are things";
- mes "I asked you to bring?";
- mes "Are you testing my";
- mes "patience or what?";
- next;
- mes "[Song Zhi Du]";
- mes "You're still missing some of the items I need. I must have them all in order to finish making this poison!";
- specialeffect EF_ENDURE;
- close;
- }
- mes "[Song Zhi Du]";
- mes "*Sigh...*";
- mes "Go and get me...";
- next;
- mes "[Song Zhi Du]";
- mes "^0000FF4 Bee Sting,";
- mes "10 Venom Canine,";
- mes "10 Empty Potion,";
- mes "30 Green Potion^000000.";
- specialeffect EF_ENDURE;
- close;
- }
- else if (ch_par > 9 && ch_poison == 8) {
- emotion e_gasp;
- mes "[Song Zhi Du]";
- mes "Ah, hello.";
- mes "Please give me a minute,";
- mes "I've just received a message.";
- next;
- mes "[Song Zhi Du]";
- mes "Ah!";
- mes "It says here";
- mes "that my delivery";
- mes "has finally arrived!";
- next;
- mes "[Song Zhi Du]";
- mes "Would you bring me the";
- mes "box from the firecracker";
- mes "lady at the entrance";
- mes "to Louyang? Thanks";
- mes "in advance.";
- close;
- }
- else if (ch_par > 9 && ch_poison == 9) {
- if (countitem(7126) > 0) {
- delitem 7126,countitem(7126); //Large_Jellopy
- mes "[Song Zhi Du]";
- mes "Ah. Thank you,";
- mes "I needed this. Now,";
- mes "shall we begin?";
- next;
- mes "[Song Zhi Du]";
- mes "First, I shall mix a poison extracted from Venom Canine";
- mes "with a foreign liquid named Karvodailnirol.";
- next;
- mes "[Song Zhi Du]";
- mes "Then, I add Green Herb extract, poison extracted from Bee Sting and a Large Jellopy into the liquid! Finally, I must heat them all!";
- specialeffect EF_BEGINSPELL;
- next;
- mes "[Song Zhi Du]";
- mes "Finally, I have to carefully heat the mixture and collect it all into a Potion Bottle.";
- specialeffect EF_ENCHANTPOISON;
- specialeffect EF_VENOMDUST;
- next;
- mes "[Song Zhi Du]";
- mes "Now, I've got to do this just right. This is a very delicate procedure...";
- next;
- specialeffect EF_MAGNUMBREAK;
- emotion e_omg;
- mes "[Song Zhi Du]";
- mes "No!! I failed again! ^666666*Sigh...*^000000 And I spent a long time preparing all of those materials...";
- set ch_poison,10;
- close;
- }
- emotion e_gasp;
- mes "[Song Zhi Du]";
- mes "Ah, hello.";
- mes "Please give me a minute,";
- mes "I've just received a message.";
- next;
- mes "[Song Zhi Du]";
- mes "Ah!";
- mes "It says here";
- mes "that my delivery";
- mes "has finally arrived!";
- next;
- mes "[Song Zhi Du]";
- mes "Would you bring me the";
- mes "box from the firecracker";
- mes "lady at the entrance";
- mes "to Louyang? Thanks";
- mes "in advance.";
- close;
- }
- else if (ch_par > 9 && ch_poison == 10) {
- if (countitem(939) > 3 && countitem(937) > 9 && countitem(1093) > 9 && countitem(506) > 29 && countitem(7126) > 0) {
- mes "[Song Zhi Du]";
- mes "Oh! You brought";
- mes "me everything I need!";
- mes "I'm very impressed!";
- next;
- mes "[Song Zhi Du]";
- mes "You're the only one";
- mes "who actually understands how";
- mes "I feel. Thank you for gathering all of these ^FF0000materials^000000.";
- next;
- delitem 939,countitem(939); //Bee_Sting
- delitem 937,countitem(937); //Posionous_Canine
- delitem 1093,countitem(1093); //Empty_Potion
- delitem 506,countitem(506); //Green_Potion
- delitem 7126,countitem(7126); //Large_Jellopy
- mes "[Song Zhi Du]";
- mes "Alright, now";
- mes "to create the poison.";
- mes "This is going to be tough.";
- mes "Here we go...";
- next;
- if (rand(1,1000) > 700) {
- mes "[Song Zhi Du]";
- mes "First, I shall mix a poison extracted from Venom Canine";
- mes "with a foreign liquid named Karvodailnirol.";
- next;
- mes "[Song Zhi Du]";
- mes "Then, I add Green Herb extract,";
- mes "a poison extracted from Bee Sting and a Large Jellopy!";
- specialeffect EF_BEGINSPELL;
- next;
- mes "[Song Zhi Du]";
- mes "Finally, I have to carefully heat the mixture and collect it all into a Potion Bottle.";
- specialeffect EF_ENCHANTPOISON;
- specialeffect EF_VENOMDUST;
- next;
- mes "[Song Zhi Du]";
- mes "*Phew...*";
- mes "Did...";
- mes "Did I make it?";
- next;
- specialeffect EF_PATTACK;
- specialeffect EF_POISONHIT;
- emotion e_omg;
- mes "[Song Zhi Du]";
- mes "Hahaha~!";
- mes "Success! ";
- mes "It works!";
- mes "I finally created it!";
- mes "Mwahahahahahah!";
- next;
- mes "[Song Zhi Du]";
- mes "Muhahahahaha!";
- next;
- mes "[Song Zhi Du]";
- mes "Muhahahahaha!";
- mes "Hahahahahahahahahahah!";
- mes "";
- next;
- mes "[Song Zhi Du]";
- mes "I made it!";
- mes "I made it!";
- mes "Now, revenge will be mine!";
- next;
- set ch_poison,11;
- getitem 678,2; //Poison_Bottle
- mes "[Song Zhi Du]";
- mes "Hahaha! Now, please";
- mes "take this bottle. But be careful. Even if you smell it just a little, it can cause your body to decompose, leading to death.";
- close;
- }
- mes "[Song Zhi Du]";
- mes "First, I shall mix a poison extracted from Venom Canine";
- mes "with a foreign liquid named Karvodailnirol.";
- next;
- mes "[Song Zhi Du]";
- mes "Then I add Green Herb extract, a poison extracted from Bee Sting and a Large Jellopy!";
- specialeffect EF_BEGINSPELL;
- next;
- mes "[Song Zhi Du]";
- mes "Then I must carefully heat the mixture, and gather it all into a potion bottle.";
- specialeffect EF_ENCHANTPOISON;
- specialeffect EF_VENOMDUST;
- next;
- mes "[Song Zhi Du]";
- mes "*Phew...*";
- mes "Did...";
- mes "Did I make it?";
- next;
- specialeffect EF_MAGNUMBREAK;
- emotion e_omg;
- mes "[Song Zhi Du]";
- mes "NO! I... I've failed again! And I spent a long time getting everything ready...";
- close;
- }
- mes "[Song Zhi Du]";
- mes "I'm not sure what went wrong.";
- mes "Hmm, would you please help me again? I've used all the materials from last time.";
- next;
- mes "[Song Zhi Du]";
- mes "^0000FF4 Bee Sting^000000,";
- mes "^0000FF10 Venom Canine^000000,";
- mes "^0000FF10 Empty Potion Bottle^000000,";
- mes "^0000FF30 Green Potion^000000 and";
- mes "^0000FF1 Large Jellopy^000000.";
- next;
- mes "[Song Zhi Du]";
- mes "That's everything I'll need.";
- mes "I would apologize, but since you've shown that you'll help carry out my revenge, I know you'll understand.";
- close;
- }
- else if (ch_par > 9 && ch_poison == 11) {
- mes "[Song Zhi Du]";
- mes "Hahahaha...!";
- mes "Now, time has come.";
- mes "With this poison, Louyang's";
- mes "lord will be cast into hell!";
- next;
- mes "[Song Zhi Du]";
- mes "If they lied about my master,";
- mes "then I'll simply make their lies into truth. Then, my master";
- mes "won't feel victimized!";
- next;
- mes "[Song Zhi Du]";
- mes "Lord Bai Long!";
- mes "You will die!";
- mes "Ha HA HA HA HA!";
- next;
- mes "[Song Zhi Du]";
- mes "Muhahahaha!";
- mes "Hahaha...Haha..hahaha..haha...hahahahaha...mmmmuhahahahahahahaha!!";
- next;
- mes "[Song Zhi Du]";
- mes "Muhahahahahaha!";
- mes "...........";
- next;
- mes "[Song Zhi Du]";
- mes "Ah, forgive me.";
- mes "I was overly excited.";
- mes "Yes, I must calm down...";
- next;
- mes "[Song Zhi Du]";
- mes "Now, I have one last favor to ask of you. Please sneak into the Castle of the Dragon.";
- next;
- mes "[Song Zhi Du]";
- mes "I want you to put this poison some place where Lord Bai Long might stay. But be careful, the castle has a lot of security.";
- next;
- mes "[Song Zhi Du]";
- mes "Still, you're an adventurer from Rune-Midgard. You've probably had challenges like this before, so I'm sure you'll find a way.";
- next;
- mes "[Song Zhi Du]";
- mes "Anyway, I'm sure my master";
- mes "will be happy to know that";
- mes "I finally created the ^0000FFpoison";
- mes "he wished to create^000000!";
- next;
- mes "[Song Zhi Du]";
- mes "Hahaha...!";
- mes "Master, I did it!";
- mes "Your disciple Song Zhi Du made the world's deadliest poison for you!";
- set ch_poison,12;
- close;
- }
- else if (ch_par > 9 && ch_poison == 12) {
- mes "[Song Zhi Du]";
- mes "Remember...";
- mes "The Castle of the Dragon";
- mes "is under heavy surveillance.";
- mes "I guess Lord Bai Long is";
- mes "insecure. Heh heh.";
- next;
- mes "[Song Zhi Du]";
- mes "Anyways, I hope you'll be";
- mes "really careful. When you go in, don't forget to use this poison somewhere the Lord Bai Long";
- mes "can ingest it.";
- next;
- mes "[Song Zhi Du]";
- mes "Anyway, I'm sure my master";
- mes "will be happy to know that";
- mes "I finally created the ^0000FFpoison";
- mes "he wished to create^000000!";
- next;
- mes "[Song Zhi Du]";
- mes "Hahaha...!";
- mes "Master, I did it!";
- mes "Your disciple Song Zhi Du made the world's deadliest poison for you!";
- next;
- mes "[Song Zhi Du]";
- mes "Leave now,";
- mes "my friend!";
- mes "For my revenge!";
- mes "Go and kill Lord Bai Long!";
- close;
- }
- else if (ch_par > 9 && ch_poison == 13) {
- mes "[Song Zhi Du]";
- mes "Ah!";
- mes "You came back!";
- next;
- mes "[Song Zhi Du]";
- mes "Ah yes.";
- mes "All I have to do now";
- mes "is wait and hear news";
- mes "of Lord Bai Long's death.";
- next;
- mes "[Song Zhi Du]";
- mes "Thank you so much, my friend. You've satisfied my old grudge.";
- next;
- mes "[Song Zhi Du]";
- mes "Now, I am getting tired.";
- mes "Let me rest... Take care, my friend, and travel in safety.";
- next;
- mes "[Song Zhi Du]";
- mes "But before you go, let me give you some poison and a medicinal pill.";
- mes "I made these with the leftover materials and medicine in the storage.";
- set ch_poison,14;
- getitem 678,3; //Poison_Bottle
- next;
- mes "[Song Zhi Du]";
- mes "Please take the";
- mes "medicine pill";
- mes "right away.";
- next;
- mes "^3355FFYou swallowed a strange pill";
- mes "that shines with a gold color.";
- mes "It tastes bitter...^000000";
- next;
- mes "^3355FFThe nasty taste lingers in your mouth, but then you feel a great warmth flowing throughout your body. Eventually, you pass out.^000000";
- next;
- if (BaseLevel < 56) {
- getexp 891,0;
- }
- else if (BaseLevel > 55 && BaseLevel < 61) {
- getexp 1021,0;
- }
- else if (BaseLevel > 60 && BaseLevel < 66) {
- getexp 1768,0;
- }
- else if (BaseLevel > 65 && BaseLevel < 71) {
- getexp 2541,0;
- }
- else if (BaseLevel > 70 && BaseLevel < 76) {
- getexp 6876,0;
- }
- else if (BaseLevel > 75 && BaseLevel < 81) {
- getexp 12825,0;
- }
- else if (BaseLevel > 80 && BaseLevel < 86) {
- getexp 14234,0;
- }
- else if (BaseLevel > 85 && BaseLevel < 91) {
- getexp 15205,0;
- }
- else if (BaseLevel > 90) {
- getexp 36679,0;
- }
- warp "louyang",270,136;
- end;
- }
- else if (ch_par > 9 && ch_poison == 14) {
- mes "[Song Zhi Du]";
- mes "......................";
- next;
- mes "^3355FFSong Zhi Du looks blankly at the ceiling. With his revenge, it seems he's lost his motivation in life. Was it a good idea to help him, after all?^000000";
- next;
- mes "^3355FFBy hearsay, the poisoned drink didn't work so well, as a Thief from a foreign land actually stole the bottle.^000000";
- close;
- }
- else if (ch_par > 9 && ch_poison == 15 && ch_poison < 20) {
- mes "[Song Zhi Du]";
- mes "What happened?";
- mes "Why isn't";
- mes "Lord Bai Long dead yet?!";
- next;
- mes "[Song Zhi Du]";
- mes "Hmmm...";
- mes "You don't have";
- mes "a different plot";
- mes "in mind, do you?";
- close;
- }
- else if (ch_par > 9 && ch_poison == 20) {
- mes "[Song Zhi Du]";
- mes "Ah...";
- mes "Welcome.";
- mes "My master told";
- mes "me everything.";
- next;
- mes "[Song Zhi Du]";
- mes "Somehow, I feel relieved, but sorry at the same time. Still, now I can forget everything that's happened in the past.";
- next;
- mes "[Song Zhi Du]";
- mes "Now, I've decided to focus more on my medical studies so that I can really save as many lives as I can. I'm sorry I've been so rude to you before.";
- next;
- mes "[Song Zhi Du]";
- mes "Also, I hope you will";
- mes "take these, since I don't";
- mes "need them any longer.";
- set ch_poison,21;
- getitem 678,5; //Poison_Bottle
- next;
- mes "[Song Zhi Du]";
- mes "Thank you";
- mes "once again, friend.";
- mes "Now, if you'll excuse me,";
- mes "I have many things to do...";
- close;
- }
- else if (ch_poison > 20) {
- mes "^3355FFSong Zhi Du is busily engaged with organizing medicinal herbs. The faint look of sadness that used to be on his face now seems drained.^000000";
- next;
- mes "^3355FFStill, from his movements and the pace at which he is working, you can tell that he loves what he is doing. It seems that Song Zhi Du has finally found his life's path.^000000";
- close;
- }
- mes "[Song Zhi Du]";
- mes "Nagash Arses is also the name of poison king in a legend of Arcturus. There's good reason for my master to be proud of his name!";
- close;
-}
-
-lou_fild01,224,348,0 script Lady#delivery 817,{
- if (checkweight(1201,1) == 0) {
- mes "^3355FF * Wait a minute! *";
- mes "Currently, you're carrying too many items. Please put some of your things into Kafra Storage and try again.^000000";
- close;
- }
- if (ch_poison < 8) {
- if (rand(1,10) > 5) {
- mes "[Lady]";
- mes "You're at the";
- mes "entrance of Louyang.";
- mes "I hope you enjoy";
- mes "your stay here~";
- emotion e_kis;
- close;
- }
- mes "[Lady]";
- mes "You're at the entrance of Louyang.";
- next;
- mes "[Lady]";
- mes "Louyang is well known";
- mes "for its various firecrackers.";
- mes "Would you like to see one?";
- next;
- if (select("Sure!:No thanks~") == 1) {
- mes "[Lady]";
- mes "Alright, there you go!";
- if (Zeny > 99) {
- set zeny,zeny-100;
- }
- close2;
- specialeffect EF_BLASTMINEBOMB,AREA," #fire";
- end;
- }
- mes "[Lady]";
- mes "Hmpf...!";
- emotion e_dots;
- close;
- }
- else if (ch_poison == 8) {
- mes "[Lady]";
- mes "Would you";
- mes "like to see some";
- mes "firecrackers?";
- next;
- if (select("Sure!:No thanks~") == 1) {
- mes "[Lady]";
- mes "Alright,";
- mes "there you go!";
- if (Zeny > 99) {
- set zeny,zeny-100;
- }
- close2;
- donpcevent " #fire::OnClaymore";
- end;
- }
- mes "[Lady]";
- mes "Hmm, if not firecrackers,";
- mes "then you must want something";
- mes "else. Did someone send you?";
- next;
- if (select("Yes.:No.") == 1) {
- mes "[Lady]";
- mes "Who was it?";
- mes "Please tell me";
- mes "his name.";
- next;
- input .@input$;
- if (.@input$ == "Song Zhi Du") {
- mes "[Lady]";
- mes "Oh, I see.";
- mes "Let me give";
- mes "you the package.";
- next;
- mes "[Lady]";
- mes "Ah, wait! I forgot!";
- mes "You must first pay the";
- mes "delivery fee of 1,000 zeny.";
- next;
- if (Zeny > 999) {
- set zeny,zeny-1000;
- getitem 7126,1; //Large_Jellopy
- mes "[Lady]";
- mes "Thank you~";
- mes "Now that the fee is paid,";
- mes "please bring this to";
- mes "Song Zhi Du.";
- mes "Take care!";
- set ch_poison,9;
- close;
- }
- mes "[Lady]";
- mes "Errr...";
- mes "You don't have enough zeny for the fee. I can't give you the package unless the delivery fee is paid!";
- emotion e_an;
- close;
- }
- mes "[Lady]";
- mes "Hmmm?";
- mes "I don't know who that is.";
- mes "So I definitely don't have";
- mes "a package for whoever you're";
- mes "talking about.";
- close;
- }
- mes "[Lady]";
- mes "No...?";
- next;
- mes "[Lady]";
- mes "Are you...";
- mes "Coming on to me?";
- close;
- }
- else if (ch_poison > 8) {
- if (rand(1,10) > 5) {
- mes "[Lady]";
- mes "You're at the";
- mes "entrance of Louyang.";
- mes "I hope you have a good time~";
- emotion e_kis;
- close;
- }
- mes "[Lady]";
- mes "You're at the";
- mes "entrance of";
- mes "Louyang.";
- next;
- mes "[Lady]";
- mes "Louyang is well known";
- mes "for its various firecrackers.";
- mes "Would you like to see one?";
- next;
- if (select("Sure!:No thanks~") == 1) {
- mes "[Lady]";
- mes "Alright~";
- mes "There you go!";
- if (Zeny > 99) {
- set zeny,zeny-100;
- }
- close2;
- donpcevent " #fire::OnClaymore";
- end;
- }
- mes "[Lady]";
- mes "Hmpf...!";
- emotion e_dots;
- close;
- }
-}
-
-lou_fild01,225,350,0 script #fire 139,{
- end;
-}
-
-lou_in01,101,125,0 script Trap#lou_in1 -1,20,1,{
-OnTouch:
- if (ch_poison == 12 || ch_poison == 16) {
- mes "[Soldier]";
- mes "Who goes there!";
- next;
- mes "^3355FFYou ran away as quickly as you could!^000000";
- close2;
- warp "louyang",218,246;
- end;
- }
- end;
-}
-
-lou_in01,101,129,0 script Trap#lou_in2 -1,20,1,{
-OnTouch:
- if (ch_poison == 12 || ch_poison == 16) {
- mes "[Soldier]";
- mes "Huh...?";
- mes "What was";
- mes "that noise?";
- next;
- mes "^3355FFYou bolted away from the castle as fast as your legs could carry you.^000000";
- close2;
- warp "louyang",218,246;
- end;
- }
- end;
-}
-
-lou_in01,101,134,0 script Trap#lou_in3 -1,20,1,{
-OnTouch:
- if (ch_poison == 12 || ch_poison == 16) {
- mes "[Soldier]";
- mes "Huh...?";
- mes "Is somebody there?";
- next;
- mes "^3355FFYou escaped from the soldier's suspicious gaze.^000000";
- close2;
- warp "louyang",218,246;
- end;
- }
- end;
-}
-
-lou_in01,114,163,0 script Trap#lou_in4 -1,6,1,{
-OnTouch:
- if (ch_poison == 12 || ch_poison == 16) {
- mes "[Soldier]";
- mes "Hold it right there, Rune-Midgardian!";
- next;
- mes "^3355FFYou run as fast as you can before the soldiers can catch you.^000000";
- close2;
- warp "louyang",218,246;
- end;
- }
- end;
-}
-
-lou_in01,114,165,0 script Trap#lou_in5 -1,1,0,{
-OnTouch:
- if (ch_poison == 12 || ch_poison == 16) {
- mes "[Soldier]";
- mes "Huh...?";
- mes "I hear something!";
- next;
- mes "^3355FFYou escape before the soldier can find you.^000000";
- close2;
- warp "louyang",218,246;
- end;
- }
- end;
-}
-
-louyang,217,278,0 script #lou_path 111,{
- if (ch_poison == 12 || ch_poison == 16) {
- mes "["+strcharinfo(0)+"]";
- mes "What's this?";
- mes "A crack in the wall?";
- next;
- mes "^3355FFYou jump to the stone wall and peep into the crack. It looks big enough for someone to squeeze through.^000000";
- next;
- mes "^3355FFYou move through the crack as quickly as you can.^000000";
- close2;
- warp "lou_in01",119,167;
- end;
- }
- end;
-}
-
-lou_in01,107,163,0 script #lou_drink1 111,{
- if (ch_poison == 12) {
- mes "^3355FFYou found a drink bottle that's possibly owned by Bai Long, lord of Louyang.^00000";
- next;
- mes "^3355FFYou put the deadly poison into the bottle.^000000";
- delitem 678,1; //Poison_Bottle
- set ch_poison,13;
- close;
- }
- else if (ch_poison == 13) {
- mes "^3355FFIt would be smart to get out of this place as soon as you can.^000000";
- close;
- }
- else if (ch_poison == 16) {
- if (countitem(938) > 0 && countitem(713) > 0) {
- mes "^3355FFYou take the drink bottle and replace it with a bottle filled with Sticky Mucus. Hopefully Bai Long won't notice!^000000";
- delitem 938,1; //Sticky_Mucus
- delitem 713,1; //Empty_Bottle
- set ch_poison,17;
- close;
- }
- mes "^3355FFIt seems that you need switch Bai Long's drinking bottle with something else. Just taking the drink bottle would arouse suspicion.^000000";
- next;
- mes "^3355FFMaybe if you found some kind of empty bottle and filled it with something, like Sticky Mucus...^000000";
- close;
- }
- mes "^3355FFYou found a drink bottle. It's fancy enough that the only possible owner could be Bai Long, lord of Louyang.^000000";
- close;
-}
-
-lou_in01,118,167,0 script #lou_drink2 111,{
- if (ch_poison == 12) {
- mes "^3355FFYou squeeze through the crack as quickly as you can.^000000";
- close2;
- warp "louyang",217,278;
- end;
- }
- else if (ch_poison == 13) {
- mes "^3355FFYou squeeze through the crack as quickly as you can.^000000";
- close2;
- warp "louyang",217,278;
- end;
- }
- end;
-}
-
-lou_in01,99,158,4 script Lord#bailong 821,{
- if (checkweight(1201,1) == 0) {
- mes "^3355FF * Wait a minute! *";
- mes "Right now you're carrying too many items. Please put some of your things into Kafra Storage and try again.^000000";
- close;
- }
- if (ch_poison == 12 || ch_poison == 16) {
- mes "[Lord Bai Long]";
- mes "Hey...!";
- mes "You're not doing";
- mes "anything suspicious";
- mes "are you?";
- next;
- mes "^3355FFYou run away";
- mes "from Bai Long as";
- mes "fast as you can!^000000";
- close2;
- warp "louyang",218,246;
- end;
- }
- else {
- mes "[Lord Bai Long]";
- mes "Hahahaha!";
- mes "Welcome to Louyang!";
- next;
- mes "[Lord Bai Long]";
- mes "Louyang is such a great city.";
- mes "We've protected this land for forty years from the invasions of evil creatures!";
- next;
- mes "[Lord Bai Long]";
- mes "I hope you enjoy";
- mes "your stay here,";
- mes "Rune-Midgardian!";
- next;
- if (ch_poison == 18) {
- mes "^3355FFYou give Nagash Arses' Journal";
- mes "to Bai Long. He reads it intently, slowly turning each page.^000000";
- next;
- mes "^3355FFHe's completely silent for about fifteen minutes, and focuses all";
- mes "of his attention of the journal.^000000";
- next;
- mes "^3355FFA single tear trickles";
- mes "from his eye as he reads";
- mes "the words of Nagash Arse...^000000";
- next;
- mes "[Lord Bai Long]";
- mes "Thank you..";
- mes "Adventurer...";
- next;
- mes "[Lord Bai Long]";
- mes "Thank you so much.";
- mes "You've helped me make";
- mes "up with an old friend!";
- next;
- mes "[Lord Bai Long]";
- mes "I, Bai Long, will work on giving";
- mes "fair treatment to all of martial arts organizations, regardless of their methods or philosophies!";
- next;
- mes "[Lord Bai Long]";
- mes "I will also forgive Song Zhi Du, even if he tried to poison me.";
- mes "He is innocent...";
- next;
- mes "[Lord Bai Long]";
- mes "As a matter of fact, it was reported to me that Nagash was deported to his homeland after";
- mes "that incident. I had no idea";
- mes "he was in jail!";
- next;
- mes "[Lord Bai Long]";
- mes "Thank you so";
- mes "much for your help!";
- next;
- next;
- mes "[Lord Bai Long]";
- mes "Please, take this as a token of gratitute. And please deliver this letter to Nagash and Song Zhi Du for me.";
- set ch_poison,19;
- getitem 603,1; //Old_Blue_Box
- next;
- mes "^3355FFYou obtained ^0000FFBai Long's letter^000000.";
- next;
- mes "[Lord Bai Long]";
- mes "Thank you in advance.";
- close;
- }
- mes "[Lord Bai Long]";
- mes "How could I have lost my friend from our glory days? Hmm...?";
- mes "Oh, I didn't realize you were still there... Listening to me.";
- next;
- mes "[Lord Bai Long]";
- mes "I'm sorry, I was just talking to myself. I hope you have a good time while staying here in Louyang.";
- close;
- }
-}
-
-lou_in01,111,151,4 script Soldier#bailong1 825,{
- if (ch_poison == 12 || ch_poison == 16) {
- mes "[Soldier]";
- mes "Hey...";
- mes "There's something";
- mes "fishy about you...! ";
- next;
- mes "^3355FFYou escaped from the castle, far away from the suspicious guard...^000000";
- close2;
- warp "louyang",218,246;
- end;
- }
- mes "[Soldier]";
- mes "^666666*Yawn*^000000 It's so boring here nowadays. Although, I hear that";
- mes "a long time ago, things were";
- mes "much different.";
- next;
- mes "[Soldier]";
- mes "Supposedly, monsters used to intrude Louyang all the time! Heh, but that's just a rumor. Still, there are a bunch of rumors going around that I'm curious about...";
- close;
-}
-
-lou_in01,91,151,4 script Soldier#bailong2 825,{
- if (ch_poison == 12 || ch_poison == 16) {
- mes "[Soldier]";
- mes "Huh...?";
- mes "Is somebody there? ";
- next;
- mes "^3355FFYou ran away";
- mes "as quickly";
- mes "as you could.^000000";
- close2;
- warp "louyang",218,246;
- end;
- }
- mes "[Soldier]";
- mes ".....z...Z....z...";
- next;
- select("Hey, wake up!");
- mes "[Soldier]";
- mes "Yeeeesss...Sir!";
- mes "I was not dozing off~ seerious...ly...";
- next;
- mes "[Soldier]";
- mes "...";
- next;
- mes "[Soldier]";
- mes "...";
- mes "......";
- next;
- mes "[Soldier]";
- mes ".....z...Z....z...";
- close;
-}
-
-lou_in01,102,144,4 script Soldier#bailong3 825,{
- if (ch_poison == 12 || ch_poison == 16) {
- mes "[Soldier]";
- mes "Huh...?";
- mes "What was that?";
- next;
- mes "^3355FFYou escape the soldier's";
- mes "suspicious gaze as quickly";
- mes "as you can.^000000";
- close2;
- warp "louyang",218,246;
- end;
- }
- mes "[Soldier]";
- mes "People have been";
- mes "saying that there's";
- mes "a scammer at the";
- mes "entrance of town...";
- next;
- select("...?");
- mes "[Soldier]";
- mes "But I went there and I didn't";
- mes "find anyone suspicious. I swear, everything seemed completely normal!";
- close;
-}
-
-lou_in01,99,144,4 script Soldier#bailong4 825,{
- if (ch_poison == 12 || ch_poison == 16) {
- mes "[Soldier]";
- mes "Who goes there?!";
- next;
- mes "^3355FFYou ran away";
- mes "as quickly";
- mes "as you could.^000000";
- close2;
- warp "louyang",218,246;
- end;
- }
- mes "[Soldier]";
- mes "Ah, don't bother";
- mes "to listen to this";
- mes "guy beside of me.";
- next;
- mes "[Soldier]";
- mes "I hope you have a good time while you're staying here in Louyang!";
- close;
-}
-
-// Revolution Quest
-//===================================================================
-lou_in02,77,37,7 script Hermit 824,{
-
- if(!QL_REVOL)
- {
- mes "[Sun Mao]";
- mes "Where there's a will,";
- mes "there's a way. When we";
- mes "work together, there's";
- mes "nothing we cannot do.";
- next;
- mes "[Sun Mao]";
- mes "Will you lend us your power, and help us build a better future? Will you join our movement for social reform in Louyang?";
- next;
- mes "[Sun Mao]";
- mes "It doesn't matter if you're a local or a foreigner. So long as we share the same goal of creating a better Louyang, where everyone is treated as an equal.";
- next;
- mes "[Sun Mao]";
- mes "My name...";
- mes "is Sun Mao.";
- mes "This invitation may be sudden, but I am a man of action. I see in your face that you too despise injustice.";
- next;
- switch( select( "What am I supposed to do?","I will join you!","Well, I'm just another tourist..." ) )
- {
- case 1:
- mes "[Sun Mao]";
- mes "For now, we must recruit as many members as we can. When we're ready, we'll start a movement that will change Louyang, and even the world!";
- next;
- mes "[Sun Mao]";
- mes "However, we currently do not have the manpower to carry out the plans we have laid out. We've been lucky the lord hasn't found us out yet.";
- next;
- mes "[Sun Mao]";
- mes "I wish everyone would understand our intentions, but the people of this city are disunited. This is not the first time I have approached a foreigner for help...";
- next;
- mes "[Sun Mao]";
- mes "I suppose you understand the urgency of our cause, and our need to gather others who see the merit of our goals!";
- close;
-
- case 2:
- mes "[Sun Mao]";
- mes "Oh, God must be on my side today and has sent you to me. Thank you for making the big decision...";
- next;
- mes "[Sun Mao]";
- mes "I shall then engrave your name";
- mes "on this bloody pledge board. But before I do so, I shall ask once more. Do you truly wish to join us, through pain and bloodshed?";
- next;
- switch( select( "No, wait!","I am 100% sure." ) )
- {
- case 1:
- mes "[Sun Mao]";
- mes "I understand if you need time to decide. If you do decide to join us, please return. Time is on our side, after all.";
- close;
-
- case 2:
- set QL_REVOL,1;
- mes "[Sun Mao]";
- mes strcharinfo(0)+ "...!";
- mes "Your name is now engraved on this bloody pledge board. We will fight together to the death for Louyang's future!";
- next;
- getpartymember(getcharid(1));
- set @partymember,$@partymembercount;
- if (getpartyleader(getcharid(1),1) == getcharid(0) || !@partymember)
- {
- mes "[Sun Mao]";
- mes "Now, the most important thing for our cause is to gather more recruits and increase our numbers. Please find others who will join us in our fight.";
- next;
- mes "[Sun Mao]";
- mes "However, as to not arouse suspicion, bring only one new recruit at a time. Also, we suggest not to bring a friend in a party with you.";
- next;
- mes "[Sun Mao]";
- mes "Now, I will wait for you here. Go forth and find others who wish for a better future for Louyang!";
- close;
- }
- mes "[Sun Mao]";
- mes "Please assist the people who fight behind you. As more are gathered, one of our comrades will inform you of further instructions.";
- close;
- }
-
- case 3:
- mes "[Sun Mao]";
- mes "Are you...? I see, you may leave now. Do not reveal what you have seen or heard in this place.";
- next;
- mes "[Sun Mao]";
- mes "If you're a real tourist, you do not want to get involved in our business, one way or another.";
- close;
- }
- }
- else if(getpartyleader(getcharid(1),2) == getcharid(0))
- {
- if(QL_REVOL == 9)
- {
- mes "[Sun Mao]";
- mes "Once again,";
- mes "thank you for";
- mes "your trouble.";
- mes "Go back safe.";
- close;
- }
- getpartymember(getcharid(1));
- set @partymember,$@partymembercount;
- if(QL_REVOL < 8)
- {
- if(@partymember == QL_REVOL +1)
- {
- if(@partymember != 8)
- {
- set QL_REVOL,QL_REVOL +1;
- mes "[Sun Mao]";
- mes "Oh, you brought a new comrade! Welcome. Please help your friend understand our intentions before joining us.";
- next;
- mes "[Sun Mao]";
- switch(QL_REVOL)
- {
- case 2:
- mes "Please bring another friend that both of you can trust. Remember, add one person at a time into your party.";
- next;
- mes "[Sun Mao]";
- mes "Otherwise, other people may learn of what we are doing, and that will lead to trouble.";
- close;
-
- case 3:
- mes "The three of you may all move together for our cause. Please try to find another recruit to be your fourth member, invite him to your party and bring him to this place.";
- close;
-
- case 4:
- mes "Ah, now there are four of you. However, we must continue to strengthen our ranks at a cautious pace. Please go and find one new recruit, and only one, to add to your party.";
- close;
-
- case 5:
- mes "Now, there are five of you. Needless to say, we still require more manpower. Please go out and seek another new member for our cause. Remember, only add one more person to your party and return to me.";
- close;
-
- case 6:
- mes "There are now six of you. So far, so good. Please go forth and find just one more person to add to your party and bring him to me so that we may recruit him.";
- close;
-
- case 7:
- mes "Now, there are seven of you, but we still lack the manpower we need. Please go forth and seek out one, and only one, more person to add to your party and then return to me.";
- close;
- }
- }
- mes "[Sun Mao]";
- mes "Great work, you've brought another new comrade! Welcome! Please explain our goals and the righteousness of our cause to our new friend so that he may fully join us.";
- next;
- if(BaseLevel < 50)
- {
- mes "[Sun Mao]";
- mes "It is almost time to take the action...";
- next;
- mes "[Sun Mao]";
- mes "I recognize your pledge to fight for us, but I fear that you are not yet ready for the task I have available for you.";
- next;
- mes "[Sun Mao]";
- mes "However, we still have time. Go out and train with the party members you have gathered to gain more experience.";
- next;
- mes "[Sun Mao]";
- mes "Together, all of you will be able to train faster than if you were to go train alone. Come back when you feel that you are ready for this task.";
- close;
- }
- mes "[Sun Mao]";
- mes "At long last, there are eight of you. Now, I believe there is among manpower amongst you to carry out this mission. Please listen carefully.";
- next;
- mes "[Sun Mao]";
- mes "The martial arts organizations of Louyang, as you may well know, have been divided between those that fight for justice, and those that serve evil purposes.";
- next;
- mes "[Sun Mao]";
- mes "Recently, some of the evil organizations have conspired with corrupt government officials in the interest to expand their power.";
- next;
- mes "[Sun Mao]";
- mes "These corrupt government officials have been suspicious of our gunpowder research and arrested our comrade, ^3355FFHao Chenryu^000000, our gunpowder expert, under the pretext of investigation.";
- next;
- mes "[Sun Mao]";
- mes "Without him, we cannot continue the gunpowder research, or produce the gunpowder we'll need for our movement. We must contact him so that he may make gunpowder for us.";
- next;
- mes "[Sun Mao]";
- mes "Unfortunately, many of us cannot contact him, as our identities are known to the officials. However, since you are new recruits, as well as Rune-Midgardians, they will not know how you are.";
- next;
- mes "[Sun Mao]";
- mes "Your mission will be to deliver these chemicals to our comrade Hao Chenryu who is held captive by the government.";
- next;
- mes "[Sun Mao]";
- mes "Since flammable chemicals are not allowed inside government offices, you must keep them well hidden. If the chemicals are equally divided among the eight of you, we might succeed!";
- next;
- set QL_REVOL,8;
- getitem 7068,8;
- getitem 7096,8;
- getitem 7004,8;
- mes "[Sun Mao]";
- mes "There you go. Now, divide these materials equally among the eight of you. The eight of you must fully cooperate with each other, or our plan will fail. Understood?";
- close;
-
- }
- else if(@partymember < QL_REVOL +1)
- {
- mes "[Sun Mao]";
- switch(QL_REVOL)
- {
- case 1:
- mes "You made a party. Now, why don't you go recruit more followers? For now, just add one more person, lest we arouse the suspicion of our enemies.";
- close;
-
- case 2:
- mes "Hmmm...";
- mes "Having trouble finding a third person to add to your party? It's important that you find someone that is trustworthy. Be careful and don't get caught!";
- close;
-
- case 3:
- mes "Hmmm...";
- mes "Having trouble finding a forth person to add to your party? I understand that it's important that you find someone you can trust. Be careful and don't get caught!";
- close;
-
- case 4:
- mes "Having trouble finding a fifth person to add to your party? I understand that it's important that you find someone you can trust. Be careful and don't get caught!";
- close;
-
- case 5:
- mes "Having trouble finding a six person to add to your party? It's important that you find someone that is trustworthy. Be careful and don't get caught!";
- close;
-
- case 6:
- mes "Having trouble finding a seventh person to add to your party? It's important that you find someone that is trustworthy. Be careful and don't get caught!";
- close;
-
- case 7:
- mes "Hmmm...";
- mes "Having trouble finding an eighth person to add to your party? It's important that you find someone that is trustworthy. Be careful and don't get caught!";
- close;
- }
- }
- else
- {
- mes "[Sun Mao]";
- mes "Oh no! You've brought more than one more person to join us! We can't do any recruiting now, it will bring unnecessary attention to our activities!";
- next;
- mes "[Sun Mao]";
- switch(QL_REVOL)
- {
- case 1:
- mes "Please make sure that there is a total of two members in your party so that we can recruit your friend. I believe that will look natural.";
- close;
-
- case 2:
- mes "At this stage in our plan, we cannot afford any unnecessary attention to our activities! Please make sure that there is a total of three members in your party so that we can recruit your friend.";
- close;
- case 3:
- mes "Please make sure that there is a total of four members in your party so that we can recruit your friend. I believe that will look natural.";
- close;
- case 4:
- mes "Please make sure that there is a total of five members in your party so that we can recruit your friend. I believe that will look natural.";
- close;
- case 5:
- case 6:
- mes "By this time, you should know that you should only bring one more person at a time. You know that it is crucial that we do not attract any undue attention before we can take action!";
- close;
- case 7:
- mes "At this stage in our plan, we cannot afford any unnecessary attention to our activities! Please make sure that there is a total of eight members in your party so that we can recruit your friend.";
- close;
- }
- }
- }
- else if(QL_REVOL == 8)
- {
- if(@partymember == 8)
- {
- if(countitem(7204) > 7)
- {
- mes "[Sun Mao]";
- mes "Welcome back! I see that the mission has been successfully accomplished! Great work, men!";
- next;
- mes "[Sun Mao]";
- mes "Finally, we have a weapon to mete out severe retribution to our enemies, the corrupt government officials and the evil martial arts organizations! I appreciate your help, comrades.";
- next;
- delitem 7204,countitem(7204);
- set ch_make,0;
- set QL_REVOL,9;
- getitem 668,8;
- mes "[Sun Mao]";
- mes "Please take these funds and share them with your party members. I hope that all of you will lend your power to our cause once again.";
- next;
- mes "[Sun Mao]";
- mes "Once again, I thank you for your help. Now, go in safety.";
- close;
- }
- mes "[Sun Mao]";
- mes "Your mission is to take the materials I have given you and your party members, and to smuggle them to Hao Chenryu.";
- next;
- mes "[Sun Mao]";
- mes "Hao Chenryu is currently held captive by corrupt members of the government. Remember to divide the materials equally among your party members so that the officials do find them.";
- close;
- }
- mes "[Sun Mao]";
- mes "Huh, where are all your members? Come back to me with all of your recruits.";
- next;
- mes "[Sun Mao]";
- mes "Remember that you move together with your comrades. There isn't a traitor amongst you, is there?";
- close;
- }
- }
- else
- {
- if(ch_make == 1)
- {
- set ch_make,0;
- mes "[Sun Mao]";
- mes "Ah...";
- mes "You have";
- mes "returned!";
- mes "Ha ha ha ha!";
- next;
- mes "[Sun Mao]";
- mes "I would like to commend you and your comrades for your excellent performance in the last mission. Come back anytime if you wish to be assigned to another task for our cause.";
- close;
- }
- mes "[Sun Mao]";
- mes "Remember that the authoritative center of the party is its leader. The party members must act as one in order to accomplish their goals.";
- close;
- }
-}
-
-lou_in01,43,147,3 script Gunpowder Expert 750,{
-
- if(ch_make == 0)
- {
- getpartymember(getcharid(1));
- set @partymember,$@partymembercount;
- if(!QL_REVOL)
- {
- mes "[Hao Chenryu]";
- mes "Who...";
- mes "Are you?";
- next;
- mes "[Hao Chenryu]";
- mes "I only trust my comrades in the cause for Louyang, so leave me alone. Death before oppression! Freedom for Louyang!";
- close;
- }
- else if(@partymember != 8)
- {
- mes "[Hao Chenryu]";
- mes "Mao told me that eight Rune-Midgardians";
- mes "would be coming.";
- mes "But what happened?";
- mes "I'm confused...";
- next;
- mes "[Hao Chenryu]";
- mes "Mao's plans are flawless,";
- mes "so I'm sticking to the scenario he's drawn up. You're either improvising needlessly, or you're not really my comrade...";
- close;
- }
- else if(countitem(7068) && countitem(7096) && countitem(7004))
- {
- mes "[Hao Chenryu]";
- mes "Ah, I see that Mao";
- mes "has sent you. I'm sorry";
- mes "for the trouble you've";
- mes "gone through to smuggle";
- mes "the chemicals to me, comrade.";
- next;
- mes "[Hao Chenryu]";
- mes "Please give me";
- mes "a minute so that";
- mes "I may quickly make";
- mes "the gunpowder.";
- next;
- switch( select( "Make Gunpowder.","Cancel." ) )
- {
- case 1:
- delitem 7068,1;
- delitem 7096,1;
- delitem 7004,1;
- mes "[Hao Chenryu]";
- mes "I don't want you to be caught if the soldiers inspect your goods. It will be better if one of you carry a Cart and hide the gunpowder in there.";
- set ch_make,1;
- getitem 7204,1;
- close;
-
- case 2:
- mes "[Hao Chenryu]";
- mes "Is...";
- mes "Something wrong?!";
- next;
- mes "[Hao Chenryu]";
- mes "I guess we must";
- mes "be extra careful,";
- mes "as there is much";
- mes "surveillance in";
- mes "this place.";
- close;
- }
- }
- else
- {
- mes "[Hao Chenryu]";
- mes "Hmmm...";
- mes "It seems like";
- mes "you're one of us.";
- next;
- mes "[Hao Chenryu]";
- mes "If you came for the";
- mes "gunpowder, you should";
- mes "get some chemcials";
- mes "from your party leader.";
- close;
- }
- }
- else if(countitem(7204))
- {
- mes "[Hao Chenryu]";
- mes "Be careful!";
- mes "It's easy for";
- mes "gunpowder to be";
- mes "found during the";
- mes "inspection process!";
- mes "Hide it well...!";
- close;
- }
- else
- {
- mes "[Hao Chenryu]";
- mes "I hope you bring the gunpowder to Mao safely. The next time you see him, please give him my thanks.";
- close;
- }
-}
-
-lou_in01,45,138,3 script Soldier#1 825,{
-
- if(countitem(7204))
- {
- mes "[Soldier]";
- mes "Hold on there!";
- next;
- mes "[Soldier]";
- mes "You're not allowed to bring any gunpowder out of here. Now go";
- mes "and put it back, Rune-Midgardian! Move!";
- close;
- }
- mes "[Soldier]";
- mes "It's strange to see outsiders in this kind of place. We don't have any business with you,";
- mes "so move along.";
- close2;
- warp "lou_in01",82,141;
- end;
-}
-
-lou_in01,82,139,7 script Soldier#2 825,{
-
- if(countitem(7068) || countitem(7096) || countitem(7004))
- {
- mes "[Soldier]";
- mes "I am sorry, but it is prohibited to enter with some of the products";
- mes "you are carrying. I cannot let you in.";
- close;
- }
- mes "[Soldier]";
- mes "There is nothing much, but if you wish to look around this room, please be my guest.";
- close2;
- warp "lou_in01",47,141;
- end;
-}
diff --git a/npc/quests/quests_lutie.txt b/npc/quests/quests_lutie.txt
deleted file mode 100644
index 97d566778..000000000
--- a/npc/quests/quests_lutie.txt
+++ /dev/null
@@ -1,358 +0,0 @@
-//===== rAthena Script =======================================
-//= Quest NPCs related to Lutie
-//===== By: ==================================================
-//= TonyMan & Samuray22
-//===== Current Version: =====================================
-//= 1.3b
-//===== Compatible With: =====================================
-//= rAthena 1.0
-//===== Description: =========================================
-//= Blush, Cake Hat, Candle, Chef Hat, Raccoon Hat, Rainbow Eggshell,
-//= Spore Hat, Wonder Nutshell Quests
-//===== Additional Comments: =================================
-//= 1.1 Optimized [Lupus]
-//= 1.2 Fixed Chef Hat items [Lupus]
-//= 1.3 Update NPC to the Official One. [Samuray22]
-//= 1.3a Changed item names to item IDs. [Samuray22]
-//= 1.3b Removed a scrap " left in a delitem. [L0ne_W0lf]
-//= 1.4 Updated NPCs once again. [L0ne_W0lf]
-//============================================================
-
-xmas,117,295,4 script Vending Machine Man 704,{
- mes "[Titicupe]";
- mes "Hmm...?";
- mes "I, Titicupe, esteemed manager of the Toy Factory and genius inventor, has done it again! I've just created the world's most sophisticated vending machine!";
- next;
- switch(select("Talk to him about the Vending Machine:Items in the Vending Machine:Stop talking")) {
- case 1:
- mes "[Titicupe]";
- mes "Can you see the little snowman to the left side of me? Can you? If you look at his mouth closely, you'll see that it's been built quite largely. You might say, a bit too large for normal purposes...";
- next;
- mes "[Titicupe]";
- mes "You see, that snowman is actually an amazing vending machine that I invented out of my blood, sweat, tears and snow.";
- next;
- mes "[Titicupe]";
- mes "You can put all sorts of things inside its mouth, and if you insert the right items, you'll get some hats in return...";
- next;
- mes "[Titicupe]";
- mes "Fashionable hats that you've always dreamed of wearing...! Bwahahahaha~!";
- next;
- mes "[Titicupe]";
- mes "Oh, this creation of mine is so magnificent!";
- Emotion e_kis2;
- next;
- mes "[Titicupe]";
- mes "And the headgears--! I... I can't contain myself!";
- next;
- mes "^3355FFToy factory manager Titicupe jumps and convulses with joy. Clearly he's insane, but it may be possible that he may be brilliant.^000000";
- Emotion e_gasp;
- close;
- case 2:
- mes "[Titicupe]";
- mes "Oh right! You need to know what kind of items to put into the Vending Machine to get what you want, yes? Go ahead... Ask me~";
- Emotion e_ic;
- next;
- switch(select("Raccoon Hat:Spore Hat:Wonder Nutshell:Ranbow Eggshell:Blush:Chef Hat:Candle:Cake Hat:End Conversation")) {
- case 1:
- mes "[Titicupe]";
- mes "Raccoon Hat?";
- mes "1 Kitty Band";
- mes "20 Dragon Scale";
- mes "200 Tough Scalelike Stem";
- mes "300 Sea-otter Fur";
- break;
- case 2:
- mes "[Titicupe]";
- mes "Spore Hat?";
- mes "850 Poison Spore";
- mes "300 Burnt Tree";
- mes "1 Tongue";
- break;
- case 3:
- mes "[Titicupe]";
- mes "Wonder Nutshell?";
- mes "1 Nut Shell";
- mes "500 Wing of Dragonfly";
- break;
- case 4:
- mes "[Titicupe]";
- mes "Rainbow Eggshell?";
- mes "1 Egg Shell";
- mes "1 Cobaltblue Dyestuffs";
- mes "50 Claw of Desert Wolf";
- break;
- case 5:
- mes "[Titicupe]";
- mes "Blush?!";
- mes "You!";
- mes "You know something...";
- mes "Heh heh~ Anyway";
- mes "100 Alice's Apron";
- break;
- case 6:
- mes "[Titicupe]";
- mes "Chef Hat?";
- mes "120 Piece of Cake";
- mes "1 White Dyestuffs";
- mes "330 Feather";
- mes "450 Dragon Scale";
- break;
- case 7:
- mes "[Titicupe]";
- mes "Candle?";
- mes "1 Bomb Wick";
- mes "50 Matchstick";
- mes "100 Royal Jelly";
- break;
- case 8:
- mes "[Titicupe]";
- mes "Cake Hat?";
- mes "10 Candy";
- mes "5 Candy Cane";
- mes "15 Well-baked Cookie";
- mes "20 Piece Of Cake";
- mes "10 Steel";
- break;
- case 9:
- mes "[Titicupe]";
- mes "Ask me anytime. Those kinds of questions are no problem for geniuses like me!";
- }
- next;
- mes "[Titicupe]";
- mes "So happy!!";
- mes "I'm a genius~!";
- mes "Ho ho ho";
- mes "Ho ho ho ho!";
- close;
- case 3:
- mes "[Titicupe]";
- mes "Sometimes, I can't believe how magnificent this invention of mine is...!";
- next;
- mes "[Titicupe]";
- mes "I...";
- mes "I love you";
- mes "Mister Snowman";
- mes "Vending Machine.";
- Emotion e_kis2;
- next;
- mes "^3355FFToy factory manager Titicupe begins to jump around and emit screams of unbridled ecstacy. At this point, it's not difficult to doubt his sanity, as well as his genius.";
- close;
- }
-}
-
-xmas,115,297,4 script Vending Machine 111,{
- mes "[Audi]";
- mes "^555555Exciting item vending machine. Invented by great Titicupe. Select the desired item and place required items into snowmouth receptacle.^000000";
- next;
- switch(select("^FF3355Notice (Must Read)^000000:Raccoon Hat:Spore Hat:Wonder Nutshell:Rainbow Eggshell:Blush:Chef Hat:Candle:Cake Hat:Cancel")) {
- case 1:
- mes "[Audi]";
- mes "Hi~ !";
- mes "I need to tell you one important thing. This vending machine is not equipped to differentiate between special items and ordinary items.";
- next;
- mes "[Audi]";
- mes "So if you use an item that has been ^FF3355upgraded, or has a card compounded to it^000000, any cards or upgrades will be lost in creating the new item.";
- next;
- mes "[Audi]";
- mes "So when you try to exchange and generate items, please put all the valuable items you won't be using into the Kafra Storage.";
- next;
- mes "[Audi]";
- mes "Please keep this in mind because this Vending Machine does not provide any returns, refunds or exchanges.";
- next;
- mes "[Audi]";
- mes "Have a great time!";
- mes "Thank you!";
- close;
- case 2:
- if ((countitem(2213) > 0) && (countitem(1036) > 19) && (countitem(7012) > 199) && (countitem(7065) > 299)) {
- mes "^3355FFYou gingerly place the items into the snowman's mouth.^000000";
- next;
- delitem 2213,1; //Cat_Hairband
- delitem 1036,20; //Dragon_Scale
- delitem 7012,200; //Tough_Scalelike_Stem
- delitem 7065,300; //Sea_Otter_Leather
- Emotion e_Oh;
- mes "^3355FF*Vroooooom~~*";
- mes "*Bzzzzzt*";
- mes "*choogachooga*";
- mes "*Kapang!*^000000";
- getitem 5033,1; // Smokie_Hat
- next;
- mes "[Audi]";
- mes "^555555Thank you for coming by.";
- mes "Please come again!";
- mes "Oh, and tell a friend!^000000";
- close;
- }
- break;
- case 3:
- if ((countitem(7033) > 849) && (countitem(7068) > 299) && (countitem(1015) > 0)) {
- mes "^3355FFYou gingerly place the items into the snowman's mouth.^000000";
- next;
- delitem 7033,850; //Poison_Spore
- delitem 7068,300; //Burn_Tree
- delitem 1015,1; //Thin_N'_Long_Tongue
- Emotion e_oh;
- mes "^3355FF*Vroooooom~~*";
- mes "*Bzzzzzt*";
- mes "*choogachooga*";
- mes "*Kapang!*";
- mes "*Wek Wek*^000000";
- getitem 5029,1; // Spore_Hat
- next;
- mes "^555555Thank you for coming by.";
- mes "Please come again!";
- mes "Oh, and tell a friend!^000000";
- close;
- }
- break;
- case 4:
- if ((countitem(5037) > 0) && (countitem(7064) > 499)) {
- mes "^3355FFYou gingerly place the items into the snowman's mouth.^000000";
- next;
- delitem 5037,1; //Fruit_Shell
- delitem 7064,500; //Dragon_Fly_Wing
- mes "^3355FF*Vroooooom~~*";
- mes "*Bzzzzzt*";
- mes "*choogachooga*";
- mes "*Kapang!*";
- mes "*BeepBoopBeepBoop*";
- mes "*Beeeeeeoop*^000000";
- Emotion e_oh;
- getitem 5050,1; // Mystery_Fruit_Shell
- next;
- mes "[Audi]";
- mes "^555555Thank you for coming by.";
- mes "Please come again!";
- mes "Oh, and tell a friend!^000000";
- close;
- }
- break;
- case 5:
- if ((countitem(5015) > 0) && (countitem(978) > 0) && (countitem(7030) > 49)){
- mes "^3355FFYou gingerly place the items into the snowman's mouth.^000000";
- next;
- delitem 5015,1; //Egg_Shell
- delitem 978,1; //Cobaltblue_Dyestuffs
- delitem 7030,50; //Claw_Of_Desert_Wolf
- Emotion e_oh;
- mes "^3355FF*Vroooooom~~*";
- mes "*Bzzzzzt*";
- mes "*choogachooga*";
- mes "*OoooEeeeeeee~*^000000";
- getitem 5039,1; // Mottled_Egg_Shell
- next;
- mes "[Audi]";
- mes "^555555Thank you for coming by.";
- mes "Please come again!";
- mes "Oh, and tell a friend!^000000";
- close;
- }
- break;
- case 6:
- if (countitem(7047) > 99) {
- mes "^3355FFYou gingerly place all 100 Aprons into the snowman's mouth.^000000";
- next;
- delitem 7047,100; //Alice's_Apron
- Emotion e_oh;
- mes "^3355FF*Vroooooom~~*";
- mes "*Bzzzzzt*";
- mes "*choogachooga*";
- mes "*Kapang!*";
- mes "*ChoopChoop*";
- mes "*Chaaawah!*^000000";
- getitem 5040,1; // Blush
- mes "[Audi]";
- mes "^555555Thank you for coming by.";
- mes "Please come again!";
- mes "Oh, and tell a friend!^000000";
- next;
- mes "[Titicupe]";
- mes "You got Blush?! Huh. I guess you really like looking glamourous~! I bet you really appreciate my genius now, huh?";
- close;
- }
- break;
- case 7:
- if ((countitem(539) > 119) && (countitem(982) > 0) && (countitem(949) > 329) && (countitem(1036) > 449)) {
- mes "^3355FFYou gingerly place the items into the snowman's mouth.^000000";
- next;
- delitem 539,120; //Piece_Of_Cake
- delitem 982,1; //White_Dyestuffs
- delitem 949,330; //Feather
- delitem 1036,450; //Dragon_Scale
- Emotion e_oh;
- mes "^3355FF*Vroooooom~~*";
- mes "*Bzzzzzt*";
- mes "*choogachooga*";
- mes "*Kapang!*";
- mes "*Muuuuuuugeeee*^000000";
- getitem 5026,1; // Hat_Of_Cook
- next;
- mes "[Audi]";
- mes "^555555Thank you for coming by.";
- mes "Please come again!";
- mes "Oh, and tell a friend!^000000";
- close;
- }
- break;
- case 8:
- if ((countitem(2279) > 0) && (countitem(7035) > 49) && (countitem(526) > 99)) {
- mes "^3355FFYou gingerly place the items into the snowman's mouth.^000000";
- next;
- delitem 2279,1; //Bomb_Wick
- delitem 7035,50; //Matchstick
- delitem 526,100; //Royal_Jelly
- Emotion e_oh;
- mes "^3355FF*Vroooooom~~*";
- mes "*Bzzzzzt*";
- mes "*choogachooga*";
- mes "*Kapang!*^000000";
- getitem 5028,1; // Candle
- next;
- mes "[Audi]";
- mes "^555555Thank you for coming by.";
- mes "Please come again!";
- mes "Oh, and tell a friend!^000000";
- close;
- }
- break;
- case 9:
- if ((countitem(529) > 9) && (countitem(530) > 4) && (countitem(538) > 14) && (countitem(539) > 19) && (countitem(999) > 9)) {
- mes "^3355FFYou gingerly place the items into the snowman's mouth.^000000";
- next;
- delitem 529,10; //Candy
- delitem 530,5; //Candy_Striper
- delitem 538,15; //Well_Baked_Cookie
- delitem 539,20; //Piece_Of_Cake
- delitem 999,10; //Steel
- Emotion e_oh;
- mes "^3355FF*Vroooooom~~*";
- mes "*Bzzzzzt*";
- mes "*choogachooga*";
- mes "*Kapang!*^000000";
- getitem 5024,1; // Hat_Of_Cake
- next;
- mes "[Audi]";
- mes "^555555Thank you for coming by.";
- mes "Please come again!";
- mes "Oh, and tell a friend!^000000";
- close;
- }
- break;
- case 10:
- mes "[Audi]";
- mes "^555555Please...";
- mes "Insert...";
- mes "Items.^000000";
- close;
- }
- Emotion e_x;
- mes "[Audi]";
- mes "^555555Error Error!";
- mes "Incorrect items!^000000";
- next;
- mes "[Titicupe]";
- mes "I...";
- mes "I guess a lot of people would do anything to get their hands on some Blush.";
- close;
-}
diff --git a/npc/quests/quests_morocc.txt b/npc/quests/quests_morocc.txt
deleted file mode 100644
index 8628ff426..000000000
--- a/npc/quests/quests_morocc.txt
+++ /dev/null
@@ -1,7741 +0,0 @@
-//===== rAthena Script =======================================
-//= Quest NPCs related to Morroc
-//===== By: ==================================================
-//= kobra_k88
-//===== Current Version: =====================================
-//= 2.9
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= - Stop Post
-//= - Binoculars Quest
-//= - Assassin Pub NPCs/supporting quest NPCS. [Disabled]
-//= - Resurrection of Satan Morroc
-//= - The Crow of the Fate
-//= - Succession of the Prince
-//===== Additional Comments: =================================
-//= 1.1 Fixed exploits [Lupus]
-//= 1.2 Added Dandelion's Request / Morroc Invasion quest. [SinSloth]
-//= 1.3 Updated dialogs from Binoculars Quest. [Samuray22]
-//= 1.3a added GM lvl check as in other invansion quests [Lupus]
-//= 1.4 Fixed a small bug in Dandelion's Request. [SinSloth]
-//= 1.5 Fixed a little bug with "Job_Alchemist" changed to "Job_Alchem". [Samuray22]
-//= 1.6 Fixed a nasty bug in last part of the quest. [SinSloth]
-//= 1.6a replaced item "names" with item id. [Lupus]
-//= 1.7 Fixed a bug with XP rewards. [SinSloth]
-//= 1.8 Fixed a bug which prevented reset of events. [SinSloth]
-//= 1.9 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
-//= 2.0 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
-//= 2.0a Corrected a Typo error ";;". [Samuray22]
-//= 2.1 Assassins will now get their request item. (bugreport:1220) [L0ne_W0lf]
-//= 2.2 Updated Binocular and Stop Post quests. [L0ne_W0lf]
-//= 2.3 Replaced effect numerics with constants. [Samuray22]
-//= 2.4 Implemented Ep. 12.1 Continental Guard Quest. [L0ne_W0lf]
-//= Moved Dandelion's Request to a it's own file.
-//= Added support NPCs required to finish Gaebolg quest.
-//= 2.5 Fixed Group of Evil never re-enabling. [L0ne_W0lf]
-//= 2.6 Added quest log commands for Resurrection of Satan Morroc. [L0ne_W0lf]
-//= Added the two remaining episode 12.1 quests.
-//= Updated Satan Morroc Quest to allow peopel who have
-//= finished it to return to the previous map.
-//= 2.7 Corrected weight checks, they only check for inventory slots. [L0ne_W0lf]
-//= 2.8 Disabled Assassin bar pub NPCs, as they are included in the 13.1 quests file. [L0ne_W0lf]
-//= 2.9 Fixed player dying/logging out during conversation could prevent
-//= summoning of Satan Morroc until server reboot. [Gepard]
-//============================================================
-
-// Stop Post Quest
-// ============================================================
-moc_ruins,113,181,4 script William 89,{
- mes "[William]";
- mes "Welcome to";
- mes "MacMillan's ^3355FFPost^000000 Workshop.";
- next;
- mes "[William]";
- mes "My family, the MacMillan Clan, has been producing Professional Traffic Signal Posts for more than 250 years. Nowadays, we are booking Special Orders for our unique ornament, ^3355FFStop Post^000000.";
- next;
- switch(select("Could I order one ^3355FFStop Post^000000?:Nah...")) {
- case 1:
- mes "[William]";
- mes "This unique ornament, ^3355FFStop Post^000000, is a traffic signal on the road, and doubles as a hair ornament! This, we solemnly promise on the strength of a 100-year guarantee.";
- next;
- mes "[William]";
- mes "To produce a ^3355FFStop Post^000000, we need ^3355FF91100 Zeny^000000, ^3355FF50 Trunk^000000 and ^3355FF1 Black Dyestuffs^000000.";
- next;
- if ((countitem(1019) > 49) && (countitem(983) > 0) && (Zeny > 91099)) {
- delitem 1019,50; //Wooden_Block
- delitem 983,1; //Black_Dyestuffs
- set Zeny,Zeny-91100;
- mes "[William]";
- mes "Here you are~!";
- mes "This ^3355FFStop Post^000000 has";
- mes "been especially made";
- mes "just for you!";
- mes "Thank you for stopping by!";
- mes "...Get the joke?";
- getitem 2272,1; // Stop_Post
- close;
- }
- else {
- mes "[William]";
- mes "So...";
- mes "When you get those items, swing on by and we'll give you a Stop Post.";
- close;
- }
- case 2:
- mes "[William]";
- mes "Anyway, thank you for coming by 'MacMillan's Workshop.' But think about buying something next time, will ya?";
- close;
- }
-}
-
-// Binoculars Quest
-// ============================================================
-moc_ruins,118,176,4 script Alchemist 64,{
- mes "[Marius]";
- mes "Howdy, new customer!!";
- mes "I know what you're gonna talk about. You want the Magic Glasses from me, riiiiight?";
- next;
- switch(select("What is that?:Manufacture:Ignore him")) {
- case 1:
- mes "[Marius]";
- mes "Hmm~!";
- mes "Well, the official name for them is ^3355FFBinoculars^000000! An optical device that works like a pair of field glasses, they're designed for simultaneous use by both eyes!";
- next;
- mes "[Marius]";
- mes "They're made up of two small telescopes joined with a single focusing device. You can arrange the lenses to produce stereoscopic vision.";
- next;
- mes "[Marius]";
- mes "So?";
- mes "Ain't that";
- mes "something, huh?";
- mes "Muhahahahahaha!";
- mes ". . . . .";
- next;
- mes "[Marius]";
- mes "Hm? You don't seem to";
- mes "believe what I just said?";
- mes "Oh c'mon, jerk. It's real!!";
- next;
- mes "[Marius]";
- mes "I will let you";
- mes "know the items I need...";
- mes "1 ^3355FFGeek Glasses^000000! 100 ^3355FFSteel^000000!";
- mes "And ^3355FF50000 Zeny^000000!";
- close;
- case 2:
- if ((countitem(2243) > 0) && (countitem(999) > 99) && (Zeny > 49999)) {
- mes "[Marius]";
- mes "Perfect, perfect !";
- mes "Now my masterpiece will be complete!";
- mes "Muhahahaha !";
- next;
- delitem 2243,1; //Spinning_Eyes
- delitem 999,100; //Steel
- set Zeny,Zeny-50000;
- mes "[Marius]";
- mes "Here you are!";
- mes "Binoculars !";
- getitem 2296,1; // Binoculars
- next;
- mes "[Marius]";
- mes "Just remember...";
- mes "Don't peep at something you shouldn't look at. Well, at least try not to.";
- close;
- }
- else {
- mes "[Marius]";
- mes "Argggghhhhhhh!!";
- mes "You didn't bring";
- mes "enough items!!!!";
- mes "How dare you";
- mes "disgrace me!!!";
- mes "Baaaadddd !!";
- close;
- }
- case 3:
- mes "[Marius]";
- mes "Hey you~!";
- mes "Now you're in front of Marius, an Alchemist among Alchemists. Ignoring me, eh? Come on, I'll beat your ass!";
- close;
- }
-}
-
-// Morroc Assassin Guild Bar [Disabled]
-// ============================================================
-/*
-morocc,43,108,5 script Sharp-Looking Kid#dan_07 82,{
- if (BaseClass == Job_Assassin) {
- mes "[Jack]";
- mes "In spite of the chaotic mess in their town, ";
- mes "there are still some of those who pay visits here.";
- mes "Maybe the stronghold itself is a real one of a kind..";
- close;
- }
- else {
- if (countitem(7416) > 0) {
- mes "[Jack]";
- mes "A letter of recommendation?";
- mes "Oh, boy. Looks like you've brought me a very, very old relic from the past.";
- mes "Well, guess you should go in and see the master.";
- close;
- }
- else {
- mes "[Jack]";
- mes "Hey, what are you peeking at?";
- mes "Don't you have better things to do? You'd better go to the shelter and save your ass.";
- close;
- }
- }
-}
-
-morocc,45,110,0 script que_job01#01 45,2,2,{
-OnTouch:
- if (BaseClass == Job_Assassin) {
- warp "que_job01",9,94;
- end;
- }
- else {
- mes "[Jack]";
- mes "Wait, that's the restricted area....";
- mes "......";
- mes "Oh, well.";
- next;
- mes "[Jack]";
- mes "Things have changed.";
- mes "Just do whatever you want!";
- close2;
- warp "que_job01",9,94;
- end;
- }
-}
-
-que_job01,6,94,0 warp morocc#01 2,2,morocc,45,103
-que_job01,17,48,0 warp que_job01#02 2,2,que_job01,68,92
-que_job01,68,96,0 warp que_job01#03 2,2,que_job01,17,53
-
-que_job01,80,77,0 script que_job01#04 45,2,2,{
-OnTouch:
- if (BaseClass == Job_Assassin) {
- warp "que_job01",61,50;
- end;
- }
- else if (mao_request > 0) {
- warp "que_job01",61,50;
- end;
- }
- else {
- mes "[Litheron]";
- mes "Whoa, you're not";
- mes "allowed to be in here.";
- mes "Hey, master! Do you";
- mes "know this guy?";
- next;
- if (prt_curse == 24) {
- mes "[" + strcharinfo(0) + "]";
- mes "I don't care what you say, I'm coming in!!!";
- next;
- mes "[Litheron]";
- mes "Hey, master-! What do we do with this guy?";
- mes "He sure seems tough!";
- next;
- mes "[Master]";
- mes "Hmm. Let him do what he wants to do.";
- mes "Passing through one door doesn't make any difference.";
- next;
- mes "[Litheron]";
- mes "Hah! Did you hear that?";
- mes "Alright, how about this?";
- mes "I'll let you in if you buy me a drink.";
- mes "Besides, you can't risk making trouble here: this place";
- mes "is full of deadly Assassins.";
- next;
- switch(select("Sure:Why should I?!")) {
- case 1:
- if (Zeny > 999) {
- mes "[Litheron]";
- mes "Heh, that's what";
- mes "I'm talking about!";
- mes "Hey, bartender! Gimme";
- mes "the usual! I like your";
- mes "style, adventurer...";
- set zeny,zeny-1000;
- next;
- mes "[Litheron]";
- mes "Alright, you can come";
- mes "on in. But don't you dare";
- mes "breathe a word about this";
- mes "bar to another living soul.";
- close2;
- warp "que_job01",61,50;
- end;
- }
- else {
- mes "[Litheron]";
- mes "Huh...";
- mes "Oh, you don't even";
- mes "have enough zeny to";
- mes "buy water here. Oh boy...";
- mes "If you really want to enter,";
- mes "make sure you have the cash!";
- close2;
- warp "que_job01",85,77;
- end;
- }
- case 2:
- mes "[Litheron]";
- mes "Not the saavy type,";
- mes "are you...? Fine, fine.";
- mes "If you're not gonna do";
- mes "me any favors, then why";
- mes "should I help you? Go away!";
- close2;
- warp "que_job01",85,77;
- end;
- }
- }
- else {
- mes "[Master]";
- mes "Not at all.";
- mes "Make sure that this";
- mes "one isn't allowed";
- mes "to enter.";
- next;
- mes "[Litheron]";
- mes "You heard the man.";
- mes "You better retreat";
- mes "from this place while";
- mes "you still have legs...";
- close2;
- warp "que_job01",85,77;
- end;
- }
- }
-}
-
-que_job01,65,50,0 warp que_job01#05 2,2,que_job01,84,77
-
-que_job01,81,79,5 script Idle Knight#dan_08 733,{
- mes "[Litheron]";
- mes "What's the matter?";
- mes "Oh, I see... You're";
- mes "probably wondering why";
- mes "a Knight like me is in a";
- mes "secret Assassin's pub.";
- if (BaseClass == Job_Knight) {
- mes "What about you, huh?";
- }
- next;
- mes "[Litheron]";
- mes "You know.. I just came to take a short breather. This whole restoration work is killing me.";
- mes "It's almost impossible to spot a place for a little drink these days, if you know what I mean.";
- close;
-}
-
-que_job01,82,95,3 script Bar Master#moc_main01 46,{
- if (checkweight(908,200) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (BaseClass == Job_Assassin) {
- mes "[Master]";
- mes "Please, come in.";
- mes "Care for a drink?";
- }
- else if ((BaseJob == Job_Thief) && (BaseClass != Job_Assassin)) {
- mes "[Master]";
- mes "......Huh. How did a ruffian like you get in here?";
- mes "Well, I guess Jack's not doing his job.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Hey,master, don't be so harsh. We know each other, don't we?";
- mes "You don't wanna hurt your old friend's feeling~";
- next;
- mes "[Master]";
- mes "Whatever you say.";
- mes "So,what do you wanna drink?";
- }
- else {
- mes "[Master]";
- mes "....Hmm...";
- mes "What do you wanna drink?";
- }
- next;
- switch(select("Order a Drink:Ask About Mission:Cancel")) {
- case 1:
- mes "[Master]";
- mes "In this place, I only serve two drinks.";
- mes "You want a Tropical Sograt or";
- mes "a Vermilion on the Beach?";
- next;
- switch(select("Tropical Sograt:Vermilion on the Beach:Do you offer any free drinks?")) {
- case 1:
- if (checkweight(908,200) == 0) {
- mes "[Master]";
- mes "Hey, why did you bring";
- mes "so much stuff with you?";
- mes "I can't give you anything";
- mes "to drink if you don't have";
- mes "the room to carry it around.";
- mes "Clear out your inventory!";
- close;
- }
- else {
- if (BaseClass == Job_Assassin) {
- if (Zeny < 800) {
- mes "[Master]";
- mes "You know...";
- mes "I was going to charge you";
- mes "800 zeny for this drink, but";
- mes "it looks like you can't afford";
- mes "it right now. Come back when";
- mes "you have the zeny, alright?";
- }
- else {
- mes "[Master]";
- mes "Most bartenders would";
- mes "usually charge 1,000 zeny";
- mes "for this stuff, but I'll only";
- mes "ask you for 800. Enjoy it,";
- mes "my friend, and drink it as";
- mes "deeply as you would life.";
- set zeny,zeny-800;
- getitem 12112,1; //Tropical_Sograt
- }
- close;
- }
- else {
- if (Zeny < 1000) {
- mes "[Master]";
- mes "Hey, you don't have";
- mes "the zeny for this drink.";
- mes "Make sure you come back";
- mes "with 1,000 zeny if you want";
- mes "me to fix you something, okay?";
- close;
- }
- else {
- mes "[Master]";
- mes "For Assassins, I charge";
- mes "800 zeny, but for you, I'm";
- mes "gonna charge 1,000. No";
- mes "hard feelings, but you're";
- mes "already lucky to be here.";
- mes "Hey, enjoy your drink~";
- set zeny,zeny-1000;
- getitem 12112,1; //Tropical_Sograt
- close;
- }
- }
- }
- case 2:
- if (checkweight(908,200) == 0) {
- mes "[Master]";
- mes "Hey, why did you bring";
- mes "so much stuff with you?";
- mes "I can't give you anything";
- mes "to drink if you don't have";
- mes "the room to carry it around.";
- mes "Clear out your inventory!";
- close;
- }
- else {
- if (BaseClass == Job_Assassin) {
- if (Zeny < 800) {
- mes "[Master]";
- mes "You know...";
- mes "I was going to charge you";
- mes "800 zeny for this drink, but";
- mes "it looks like you can't afford";
- mes "it right now. Come back when";
- mes "you have the zeny, alright?";
- }
- else {
- mes "[Master]";
- mes "Most bartenders would";
- mes "usually charge 1,000 zeny";
- mes "for this stuff, but I'll only";
- mes "ask you for 800. Enjoy it,";
- mes "my friend, and drink it as";
- mes "deeply as you would life.";
- set zeny,zeny-800;
- getitem 12113,1; //Vermilion_The_Beach
- }
- close;
- }
- else {
- if (Zeny < 1000) {
- mes "[Master]";
- mes "Hey, you don't have";
- mes "the zeny for this drink.";
- mes "Make sure you come back";
- mes "with 1,000 zeny if you want";
- mes "me to fix you something, okay?";
- close;
- }
- else {
- mes "[Master]";
- mes "For Assassins, I charge";
- mes "800 zeny, but for you, I'm";
- mes "gonna charge 1,000. No";
- mes "hard feelings, but you're";
- mes "already lucky to be here.";
- mes "Hey, enjoy your drink~";
- set zeny,zeny-1000;
- getitem 12113,1; //Vermilion_The_Beach
- close;
- }
- }
- }
- case 3:
- mes "[Master]";
- mes "What are you...?";
- mes "I just told you";
- mes "I only serve two";
- mes "drinks. If you want";
- mes "water, you oughtta";
- mes "go someplace else.";
- close;
- }
- case 2:
- if (mao_request == 1) {
- if (BaseClass == Job_Assassin) {
- mes "[Master]";
- mes "A mission...";
- mes "Don't you think you're little too late?";
- mes "All the requests were cancelled and there's nothing left for you to do.";
- mes "Besides, first things first. The restoration work for the city is the most urgent.";
- close;
- }
- else {
- mes "[Master]";
- mes "Huh?";
- next;
- select("Show him the Letter of Recommendation.");
- if (countitem(7416) > 0) {
- mes "[Master]";
- mes "Ah.. I think you're little too late.";
- mes "I've got nothing to say if this's about the request sent to each guild.";
- mes "I'm sorry you've come this far for nothing.";
- close;
- }
- else {
- mes "[Master]";
- mes "What are you talking about?";
- next;
- mes "[Master]";
- mes "................You're looking way too suspicious now.";
- mes " ";
- mes "Boys, show this guy the door!!";
- next;
- mes "[Drinking Boys]";
- mes "- Yes, Sir!";
- next;
- mes "- You've got kicked out of the place. -";
- close2;
- warp "morocc",45,106;
- end;
- }
- }
- }
- else {
- if (BaseClass == Job_Assassin) {
- mes "[Master]";
- mes "Let me take a guess. You haven't been assigned any missions from this joint, eh?";
- mes "By the way, you like this place?";
- next;
- mes "[Master]";
- mes "You know, I kinda...";
- mes "happen to really love this little pub of mine..";
- mes "where some secret businesses take place..";
- next;
- mes "[Master]";
- mes "If you want, I'll recommend";
- mes "you to the guildmaster for";
- mes "a mission. Until then, you've";
- mes "got to focus on your training.";
- mes "And until you train... Why";
- mes "don't you enjoy a drink?";
- close;
- }
- else {
- mes "[Master]";
- mes "Mission...?";
- mes "Come on, what are";
- mes "you talking about?";
- mes "Stop talking crazy and";
- mes "order something to drink.";
- close;
- }
- }
- case 3:
- mes "[Master]";
- mes "Hmmm.";
- close;
- }
-}
-
-que_job01,49,49,5 script Tao#dan_09 877,{
- if (BaseClass == Job_Assassin) {
- mes "[Tao]";
- mes "Welcome, meow~";
- mes "How's out, meow?";
- next;
- if (prt_curse == 24) {
- switch(select("Is Marjana in?:I'm here to see you,Tao.")) {
- case 1:
- mes "[Tao]";
- mes "She's in the room on your left, meow~";
- mes "But then, how d'you know she's here, meow?";
- close;
- case 2:
- mes "[Tao]";
- mes "This is no place for playing, meow..";
- mes "... Hey, it's awkward you looking at me like that, meow..";
- close;
- }
- }
- else {
- mes "[Tao]";
- mes "Is this all because of that dude called Raiyan Moore or More.. or.. blar?";
- mes "... Meow..";
- next;
- mes "[Tao]";
- mes "Ugh, you've got nothing to do, then get lost, meow?!";
- mes "You know this place is prohibited, meow.";
- mes "You won'e even be able to go into that room, anyway, meow~.";
- next;
- mes "[Tao]";
- mes "Or, else.... You could?.. Oh, who knows, meow..";
- mes "Tao hates to watch the gate anymore, meow~ meow~";
- close;
- }
- }
- else {
- mes "[Tao]";
- mes "What's up, meow!";
- next;
- switch(select("So, it's just you, little brat?:What has gotten into you?!:Hey, stop meowing?!")) {
- case 1:
- mes "[Tao]";
- mes "What are you talking about, meow!";
- mes "Tao's the greatest gate keeper!";
- mes "Don't ever low estimate, meow!";
- next;
- mes "[Tao]";
- mes "Looks like you came for some reasons, but don't even dream of getting my help, meow!!";
- mes "Do you think I'm stupid enough to tell you that";
- mes "the Master and Marjana are in that room on the right? Meow, meow, meow~~";
- close;
- case 2:
- mes "[Tao]";
- mes "Are you looking down on me because I'm a gate keeper?!";
- mes "Grrrr...";
- next;
- mes "[Tao]";
- mes "Get outta here while you have chances!!!!";
- close;
- case 3:
- mes "[Tao]";
- mes "Meow, meow.";
- mes "It's a long story, meow.";
- mes "That day, Tao really wanted a Big Ribbon, meow.";
- next;
- mes "[Tao]";
- mes "So I went out looking for Wild Roses, meow...";
- mes "...Meow? Wait a minute, why am I telling this story, meow?!";
- next;
- mes "[Tao]";
- mes "Krrrr!";
- mes "Who the hell are you!";
- next;
- mes "[Tao]";
- mes "Get out of here, meow!!!";
- close;
- }
- }
-}
-
-que_job01,51,55,0 script que_job01#room_1 45,1,1,{
-OnInit:
- set $maobar_room,0;
- end;
-
-Onreset:
- set $maobar_room,0;
- end;
-
-OnTouch:
- if (prt_curse == 24) {
- if ($maobar_room == 0) {
- set $maobar_room,1;
- donpcevent " #room1timer::OnEnable";
- donpcevent "Marjana#poison::OnEnable";
- mes "[Tao]";
- mes "Ah, that place is protected";
- mes "by security magic, so you'll";
- mes "only have ^4D4DFF4 minutes^000000 to remain";
- mes "there. Don't waste time, meow!";
- close2;
- warp "que_job01",11,7;
- end;
- }
- else {
- mes "[Tao]";
- mes "Sooo sorry, meow~";
- mes "Someone else is already";
- mes "inside. Just come back";
- mes "again later, meow?";
- close2;
- warp "que_job01",52,50;
- end;
- }
- }
- else if (mao_request > 0) {
- if ($maobar_room == 0) {
- set $maobar_room,1;
- donpcevent " #room1timer::OnEnable";
- donpcevent "Valdes#moc_master_1::OnEnable";
- mes "[Tao]";
- mes "Ah, that place is protected";
- mes "by security magic, so you'll";
- mes "only have ^4D4DFF4 minutes^000000 to remain";
- mes "there. Don't waste time, meow!";
- close2;
- warp "que_job01",11,7;
- end;
- }
- else {
- mes "[Tao]";
- mes "Sooo sorry, meow~";
- mes "Someone else is already";
- mes "inside. Just come back";
- mes "again later, meow?";
- close2;
- warp "que_job01",52,50;
- end;
- }
- }
- else {
- mes "[Tao]";
- mes "Wh-who are you?";
- mes "This is a restricted";
- mes "area, meow! If you don't";
- mes "have permission, then get";
- mes "out of there right meow!";
- close2;
- warp "que_job01",52,50;
- end;
- }
-}
-
-que_job01,1,1,0 script #room1timer 844,{
-OnEnable:
- initnpctimer;
- mapannounce "que_job01","You will now enter the Master Zone, Area 1.",bc_map,"0x70DBDB";
- end;
-
-Onstop:
- mapannounce "que_job01","The security magic in the Master Zone, Area 1 is deactivated.",bc_map,"0x70DBDB";
- donpcevent "#room1_warp::OnDisable";
- donpcevent "Valdes#moc_master_1::OnDisable";
- donpcevent "Marjana#poison::OnDisable";
- donpcevent "que_job01#room_1::Onreset";
- stopnpctimer;
- end;
-
-OnTimer240000:
- donpcevent "#room1_warp::OnEnable";
- end;
-
-OnTimer245000:
- donpcevent "#room1_warp::OnDisable";
- donpcevent "Valdes#moc_master_1::OnDisable";
- donpcevent "Marjana#poison::OnDisable";
- end;
-
-OnTimer250000:
- mapannounce "que_job01","The security magic Master Zone, Area 1 is now activated.",bc_map,"0x70DBDB";
- donpcevent "que_job01#room_1::Onreset";
- stopnpctimer;
- end;
-}
-
-que_job01,12,13,0 script #room1_warp -1,15,15,{
-OnInit:
- disablenpc "#room1_warp";
- end;
-
-OnEnable:
- enablenpc "#room1_warp";
- end;
-
-OnDisable:
- disablenpc "#room1_warp";
- end;
-
-OnTouch:
- warp "que_job01",52,50;
- end;
-}
-
-que_job01,51,44,0 warp que_job01#room_2 1,1,que_job01,80,23
-
-que_job01,11,4,0 script que_job01#room1_out 45,1,1,{
-OnTouch:
- warp "que_job01",52,50;
- donpcevent " #room1timer::OnStop";
- end;
-}
-
-que_job01,80,27,0 warp que_job01#room2_1_out 1,1,que_job01,52,50
-
-que_job01,16,21,5 script Valdes#moc_master_1 55,{
- if (BaseClass == Job_Assassin) {
- mes "[Valdes]";
- mes "What is it? I have nothing to ask you to do.";
- mes "Could you please leave me alone? I have a bad headache.";
- next;
- mes "[Valdes]";
- mes "I'll ask you for a help some other time.";
- mes "You look pretty passionate after all.";
- }
- else {
- mes "[Valdez]";
- mes "....Sorry, but could you please leave?";
- mes "I'm really stressed out right now.";
- mes "If you're here for the request that we made earlier, you can just forget about it.";
- }
- if (countitem(7417) > 0) {
- delitem 7417,countitem(7417); //Mission_ScrollA
- }
- if (countitem(7418) > 0) {
- delitem 7418,countitem(7418); //Mission_ScrollB
- }
- if (countitem(7416) > 0) {
- delitem 7416,countitem(7416); //Letter_Of_Recommend
- }
- close;
-
-OnInit:
- disablenpc "Valdes#moc_master_1";
- end;
-
-OnEnable:
- enablenpc "Valdes#moc_master_1";
- end;
-
-OnDisable:
- disablenpc "Valdes#moc_master_1";
- end;
-}
-*/
-
-yuno_in04,180,106,3 script Reading Girl#moc_girl1 73,{
- mes "[" + strcharinfo(0) + "]";
- mes "Excuse me, but may I ask";
- mes "you a question?";
- next;
- mes "[Yunia]";
- mes "Eh? Oh, I'm sorry, I was";
- mes "so busy reading this book!";
- mes "So, uh, what exactly did";
- mes "you want to ask me?";
- next;
- select("What are you reading?");
- mes "[Yunia]";
- mes "Ah! This is one of the best sellers of Joshua Vansei's.";
- mes "The main character is a writer, and it's so touching that this guy writes a story of his mistress...";
- next;
- mes "[Yunia]";
- mes "Oh.. I can't wait to see Hoein Special..";
- mes "And this, you could have a look if you want to.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Oh, now, I shouldn't.";
- mes "Looks like the cover's rounded with a red strap,";
- mes "which..I really think is for adults only.";
- mes "ex..cuse me~!";
- close;
-}
-
-morocc_in,46,125,5 script Assistant#moc_ex1 729,{
- mes "[Sephit]";
- mes "I've always believed in Satan..";
- mes "Haah... Guess it's good to be living, after all.";
- next;
- mes "[Sephit]";
- mes "Who would've thought to actually see the Satan while alive.....?";
- close;
-}
-
-que_job01,70,84,1 script Girl#moc_ex002 882,{
- mes "[Girl]";
- mes "Oh, the world.. the world is doomed..";
- mes "-sobbing-";
- mes "Nothing seems to be working now..";
- emotion e_sob;
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "....Tsk..tsk...";
- mes "Good heavens.. I can't believe this young girl's drinking with sadness....";
- close;
-}
-
-// Resurrection of Satan Morroc
-// ============================================================
-moc_fild20,354,183,3 script Continental Guard#01::MocConGuard 707,3,3,{
- if ((rebirth_moc_edq == 0) && (rebirth_moc_edq < 4)) {
- mes "[Continental Guard]";
- mes "No commoners are allowed in the area beyond this point.";
- mes "This place is extremely dangerous so you are restricted from entering.";
- next;
- switch(select("Cancel Conversation:Ask What Happened")) {
- case 1:
- close;
- case 2:
- mes "[Continental Guard]";
- mes "Didn't you know? Satan Morroc has resurrected and broke out of Morroc Village where he was confined.";
- next;
- mes "[Continental Guard]";
- mes "His resurrection has caused irreparable damage to the village and to the desert around it, and now he has moved to the Sograt Desert.";
- next;
- mes "[Continental Guard]";
- mes "We are here to carry out the orders of the Prontera Kingdom by preventing commoners, aside from the members of the Morroc Subjugation, from accessing the area.";
- next;
- mes "[Continental Guard]";
- mes "If you'd like to know more information, I suggest that you speak to the Continental Guard in charge of the accident site in Morroc Village.";
- next;
- switch(select("End Conversation:Ask About Guard's Location")) {
- case 1:
- close;
- case 2:
- mes "[Continental Guard]";
- mes "The guard that you want to talk to is at a camp built in the center of Morroc Village.";
- next;
- mes "[Continental Guard]";
- mes "If you'd like, I can send you there directly.";
- next;
- switch(select("No, thanks.:Please do.")) {
- case 1:
- mes "[Continental Guard]";
- mes "I see. Well then, for your safety, please leave this dangerous area as soon as possible.";
- close;
- case 2:
- mes "[Continental Guard]";
- mes "Great. I'll send you to Morroc Village's accident site shortly.";
- close2;
- warp "morocc",160,61;
- end;
- }
- }
- }
- }
- else if ((rebirth_moc_edq > 3) && (rebirth_moc_edq < 8)) {
- mes "[Continental Guard]";
- mes "No commoners are allowed in the area beyond this point.";
- mes "This place is extremely dangerous so you are restricted from entering.";
- next;
- switch(select("Cancel Conversation:Enter the Field to Investigate:Move to Morroc's Accident Site")) {
- case 1:
- close;
- case 2:
- if ($@re_moc < 3) {
- getpartymember(getcharid(1));
- set .@partymembercount,$@partymembercount;
- copyarray .@partymembername$[0],$@partymembername$[0],.@partymembercount;
- while (.@partymembercount >= 0) {
- set .@name$,.@partymembername$[.@partymembercount];
- if (isloggedin(getcharid(3,.@name$))) {
- set .@onlinemembers,.@onlinemembers + 1;
- }
- set .@partymembercount,.@partymembercount - 1;
- }
- if ((.@onlinemembers > 1) && (countitem(7826) > 0)) {
- mes "[Continental Guard]";
- mes "......";
- next;
- mes "[Continental Guard]";
- mes "Yes, I've confirmed that you're a member of the Continental Guards. I wish you good luck in accomplishing your mission.";
- next;
- mes "[Continental Guard]";
- mes "I'll send you to the field shortly. Please use the warp at the field entrance to come back to this area.";
- close2;
- warp "moc_fild21",38,193;
- end;
- }
- else if ((.@onlinemembers < 2) && (countitem(7826) > 0)) {
- mes "[Continental Guard]";
- mes "Welcome, members of the Continental Guards. I have a special order from Chief Balrog for you, so let me read it for you.";
- next;
- mes "[Continental Guard]";
- mes "'Due to the dangers of this area, I hereby prohibit members of the Continental Guard to investigate the area alone. You must organize a party of at least 2 members to carry out your missions from now on.'";
- next;
- mes "[Continental Guard]";
- mes "...You understand that, right? Please go back to the site, and come back in a party of at least 2 members. Thank you.";
- close;
- }
- else if (countitem(7826) < 1) {
- mes "[Continental Guard]";
- mes "Only members of the Continental Guards with Continental Guard Certificates are allowed to proceed beyond this point.";
- close;
- }
- else {
- close;
- }
- }
- else {
- mes "[Continental Guard]";
- mes "We've received orders from Headquarters to block access to this area since an unusual space-time phenomenon has been detected from the Morroc field.";
- next;
- mes "[Continental Guard]";
- mes "We need to wait until the phenomenon is over, and then we'll let you proceed with your investigation.";
- close;
- }
- case 3:
- mes "[Continental Guard]";
- mes "Great. I'll send you to Morroc Village's accident site shortly.";
- close2;
- warp "morocc",160,61;
- end;
- }
- }
- else if (rebirth_moc_edq == 8) {
- mes "[Continental Guard]";
- mes "Ah, you're an adventurer working for the Continental Guard. Nice to meet you. Feel free to ask me if you need my assistance.";
- next;
- getpartymember(getcharid(1));
- set .@partymembercount,$@partymembercount;
- copyarray .@partymembername$[0],$@partymembername$[0],.@partymembercount;
- while (.@partymembercount >= 0) {
- set .@name$,.@partymembername$[.@partymembercount];
- if (isloggedin(getcharid(3,.@name$))) {
- set .@onlinemembers,.@onlinemembers + 1;
- }
- set .@partymembercount,.@partymembercount - 1;
- }
- switch(select("Enter the First Field to Investigate:Enter the Second Field to Investigate:Return to Morroc's Accident Site:Cancel Conversation")) {
- case 1:
- if ((.@onlinemembers > 1) && (countitem(7826) > 0)) {
- mes "[Continental Guard]";
- mes "......";
- next;
- mes "[Continental Guard]";
- mes "Yes, I've confirmed that you're a member of the Continental Guards. I wish you good luck in accomplishing your mission.";
- next;
- mes "[Continental Guard]";
- mes "I'll send you to the field shortly. Please use the warp at the field entrance to come back to this area.";
- close2;
- warp "moc_fild21",38,193;
- end;
- }
- else if ((.@onlinemembers < 2) && (countitem(7826) > 0)) {
- mes "[Continental Guard]";
- mes "Welcome, members of the Continental Guards. I have a special order from Chief Balrog for you, so let me read it for you.";
- next;
- mes "[Continental Guard]";
- mes "'Due to the dangers of this area, I hereby prohibit members of the Continental Guard to investigate the area alone. You must organize a party of at least 2 members to carry out your missions from now on.'";
- next;
- mes "[Continental Guard]";
- mes "...You understand that, right? Please go back to the site, and come back in a party of at least 2 members. Thank you.";
- close;
- }
- else if (countitem(7826) < 1) {
- mes "[Continental Guard]";
- mes "Only members of the Continental Guards with Continental Guard Certificates are allowed to proceed beyond this point.";
- close;
- }
- else {
- close;
- }
- case 2:
- if ((.@onlinemembers > 1) && (countitem(7826) > 0)) {
- mes "[Continental Guard]";
- mes "......";
- next;
- mes "[Continental Guard]";
- mes "Yes, I've confirmed that you're a member of the Continental Guards. I wish you good luck in accomplishing your mission.";
- next;
- mes "[Continental Guard]";
- mes "I'll send you to the field shortly. Please use the warp at the field entrance to come back to this area.";
- close2;
- warp "moc_fild22",38,193;
- end;
- }
- else if ((.@onlinemembers < 2) && (countitem(7826) > 0)) {
- mes "[Continental Guard]";
- mes "Welcome, members of the Continental Guards. I have a special order from Chief Balrog for you, so let me read it for you.";
- next;
- mes "[Continental Guard]";
- mes "'Due to the dangers of this area, I hereby prohibit members of the Continental Guard to investigate the area alone. You must organize a party of at least 2 members to carry out your missions from now on.'";
- next;
- mes "[Continental Guard]";
- mes "...So please go back to the site, and come back in a party of at least 2 members. Thank you.";
- close;
- }
- else if (countitem(7826) < 1) {
- mes "[Continental Guard]";
- mes "Only members of the Continental Guards with Continental Guard Certificates are allowed to proceed beyond this point.";
- close;
- }
- else {
- close;
- }
- case 3:
- mes "[Continental Guard]";
- mes "Great. I'll send you to Morroc Village's accident site shortly.";
- close2;
- warp "morocc",160,61;
- end;
- case 4:
- close;
- }
- }
- else {
- end;
- }
-
-//OnTouch2:
-OnTouch:
- mes "[Continental Guard]";
- mes "No commoners are allowed in the area beyond this point.";
- mes "This place is extremely dangerous so you are restricted from entering.";
- close;
- end;
-}
-
-moc_fild20,354,174,3 duplicate(MocConGuard) Continental Guard#02 707,3,3
-moc_fild20,38,174,5 duplicate(MocConGuard) Continental Guard#03 707,3,3
-moc_fild20,38,183,5 duplicate(MocConGuard) Continental Guard#04 707,3,3
-moc_fild20,189,21,7 duplicate(MocConGuard) Continental Guard#05 707,3,3
-moc_fild20,200,21,7 duplicate(MocConGuard) Continental Guard#06 707,3,3
-moc_fild20,203,336,5 duplicate(MocConGuard) Continental Guard#07 707,3,3
-moc_fild20,215,336,3 duplicate(MocConGuard) Continental Guard#08 707,3,3
-
-- script Continental Messenger#00::ConMessenger 997,3,3,{
- set .@area$,strnpcinfo(2);
- if (.@area$ == "01") { set .@area$,"Prontera"; }
- else if (.@area$ == "02") { set .@area$,"Geffen"; }
- else if (.@area$ == "03") { set .@area$,"Payon"; }
- else if (.@area$ == "04") { set .@area$,"Alberta"; }
- else if (.@area$ == "05") { set .@area$,"Al De Baran"; }
- if (BaseLevel > 79) {
- mes "[Continental Guard Messenger]";
- mes "Good day, "+ strcharinfo(0) +". We don't have the luxury of time in this dire situation so I'll try to make this quick.";
- next;
- mes "[Continental Guard Messenger]";
- mes "I'm a messenger dispatched here to " + .@area$ + " from the Morroc Continental Guard Headquarters. My duty is to deliver this important message to as many renowned adventurers as I can. I'm glad that I was finally able to find you, "+ strcharinfo(0) +".";
- next;
- select("Morroc Continental Guard Headquarters?");
- mes "[Continental Guard Messenger]";
- mes "Time's running out, so I can only give you a brief explanation.";
- next;
- mes "[Continental Guard Messenger]";
- mes "Satan Morroc, the heinous demon imprisoned deep in Morroc's underground for centuries, has resurrected and broken free.";
- next;
- mes "[Continental Guard Messenger]";
- mes "The revival of Satan Morroc has completely devastated Morroc Village and the area surrounding it.";
- next;
- mes "[Continental Guard Messenger]";
- mes "All of the death and suffering... Anywhere else must seem like heaven compared to what's happening in and around Morroc.";
- next;
- mes "[Continental Guard Messenger]";
- mes "The Morroc Continental Guard was immediately organized to fight Satan Morroc and bring relief to this dire situation. I'm here to inform everyone in the Rune-Midgarts Kingdom about this catastrophe.";
- next;
- mes "[Continental Guard Messenger]";
- mes "We need your help, "+ strcharinfo(0) +". We need reputable adventurers like you to seal away Satan Morroc once again.";
- next;
- mes "[Continental Guard Messenger]";
- mes "For more information, please speak to the captain of the Morroc Continental Guard. He is waiting for you, "+ strcharinfo(0) +".";
- next;
- mes "[Continental Guard Messenger]";
- mes "The Continental Guard Headquarters is located near the center palace of Morroc, so please go speak to the chief as soon as you can.";
- close;
- }
- else {
- mes "[Continental Guard Messenger]";
- mes "I'm a messenger from the Morroc Continental Guards Headquarters, and I've come here to " + .@area$ + " with an urgent message for everyone here in Rune-Midgarts Kingdom.";
- next;
- select("Morroc Continental Guard Headquarters?");
- mes "[Continental Guard Messenger]";
- mes "Time's running out, so I can only give you a brief explanation.";
- next;
- mes "[Continental Guard Messenger]";
- mes "Satan Morroc, the heinous demon imprisoned deep in Morroc's underground for centuries, has resurrected and broken free.";
- next;
- mes "[Continental Guard Messenger]";
- mes "The revival of Satan Morroc has completely devastated Morroc Village and the area surrounding it.";
- next;
- mes "[Continental Guard Messenger]";
- mes "All of the death and suffering... Anywhere else must seem like heaven compared to what's happening in and around Morroc.";
- next;
- mes "[Continental Guard Messenger]";
- mes "The Morroc Continental Guard was immediately organized to fight Satan Morroc and bring relief to this dire situation. I'm here to inform everyone in the Rune-Midgarts Kingdom about this catastrophe.";
- next;
- mes "[Continental Guard Messenger]";
- mes "Part of my duty is to help recruit adventurers from around the world to help drive Satan Morroc back into confinement. It won't be easy, but he was defeated once before. Satan Morroc can be sealed away again.";
- next;
- mes "[Continental Guard Messenger]";
- mes "At least 70% of Morroc Village was destroyed by the fallout of Satan Morroc's resurrection.";
- next;
- mes "[Continental Guard Messenger]";
- mes "The desert around Morroc has also turned into a land of death after it was claimed by Satan Morroc and his powerful doppelgangers and underlings.";
- mes "So heed my warning, stay away from the Morroc area unless you're on a mission organized by the Morroc Continental Guard.";
- close;
- }
-
-OnTouch:
- if (BaseLevel > 79) {
- mes "[Continental Guard Messenger]";
- mes "Are you... "+ strcharinfo(0) +"?";
- mes "Ah, very well. I have an extremely important message for you.";
- next;
- mes "[Continental Guard Messenger]";
- mes "The situation is urgent, so please listen to me carefully.";
- close;
- }
- end;
-}
-
-prontera,164,304,3 duplicate(ConMessenger) Continental Messenger#01 997,3,3
-geffen,128,90,3 duplicate(ConMessenger) Continental Messenger#02 997,3,3
-payon,200,113,3 duplicate(ConMessenger) Continental Messenger#03 997,3,3
-alberta,127,64,3 duplicate(ConMessenger) Continental Messenger#04 998,3,3
-aldebaran,135,128,3 duplicate(ConMessenger) Continental Messenger#05 998,3,3
-
-morocc,176,103,3 script Continental Official 754,{
- if (rebirth_moc_edq > 3) {
- mes "[Continental Guard Official]";
- mes "On behalf of the Continental Guard, I thank you for your efforts. Now, let me see if I've received any news from Headquarters that you should know...";
- next;
- mes "[Continental Guard Official]";
- mes "Hmm...";
- next;
- mes "[Continental Guard Official]";
- mes "Nothing yet. Please carry on with your current mission. Once again, thank you.";
- close;
- }
- else if (rebirth_moc_edq == 0) {
- mes "[Continental Guard Official]";
- mes "Welcome to the Morroc Subjugation Information Center. How may I help you?";
- next;
- switch(select("What is this place for?:I'm here to volunteer.:Tell me about the village situation.")) {
- case 1:
- mes "[Continental Guard Official]";
- mes "I'm stationed here to assist adventurers who wish to volunteer and help the Continental Guard fight Satan Morroc.";
- next;
- mes "[Continental Guard Official]";
- mes "I am sure you are already aware that Satan Morroc's revival threatens the peace of the Rune-Midgarts kingdom, and if Satan Morroc is allowed to roam free, it will devour the entire world.";
- next;
- mes "[Continental Guard Official]";
- mes "The Continental Guard is currently planning an array of countermeasures to suppress Satan Morroc under the order of the kingdom.";
- next;
- mes "[Continental Guard Official]";
- mes "If you have been invited by our messenger, or are confident in your skills, we encourage you to volunteer for the Continental Guards and bring peace back to this continent.";
- close;
- case 2:
- if (BaseLevel > 79) {
- mes "[Continental Guard Official]";
- mes "Welcome, " + strcharinfo(0) + ". I've been waiting for you. I assume our messenger informed you of our situation.";
- next;
- mes "[Continental Guard Official]";
- mes "Let me process your application immediately. Please wait.";
- next;
- mes "[Continental Guard Official]";
- mes "Now please go speak to Chief Balrog of the Continental Guard. You can find him in the center.";
- set rebirth_moc_edq,1;
- setquest 3050;
- close;
- }
- else {
- mes "[Continental Guard Official]";
- mes "I applaud you for your courage, but you will need more than just courage to help us.";
- next;
- mes "[Continental Guard Official]";
- mes "Satan Morroc is most powerful evil that exists in the mortal world. Snuffing out your life would be so trivial to him.";
- next;
- mes "[Continental Guard Official]";
- mes "I strongly recommend that you just think about your own safety for now. When the final battle comes, I am sure that no place will be safe.";
- close;
- }
- case 3:
- mes "[Continental Guard Official]";
- mes "As you can see, the situation can't be worse. The village and the surrounding area were irreparably damaged by Satan Morroc's resurrection.";
- next;
- mes "[Continental Guard Official]";
- mes "Since the kingdom has dispatched Continental Guard Messengers everywhere, many able adventurers have flocked to this place, but... I'm afraid they still might not be enough to defeat the demon.";
- next;
- mes "[Continental Guard Official]";
- mes "Please follow our instructions, at least around this area, and stay out of danger for now.";
- close;
- }
- }
- else {
- mes "[Continental Guard Official]";
- mes "Your application already has been registered. Please go speak to Chief Balrog.";
- close;
- }
-}
-
-morocc,159,113,3 script Chief Balrog 752,{
- if (rebirth_moc_edq == 0) {
- mes "[Chief Balrog]";
- mes "You've come here at a bad time, but it's nice to meet you. I'm Continental Guard Chief Balrog. We've been dispatched to Morroc in order to suppress Satan Morroc... We'll need all the strength and luck we can gather.";
- next;
- mes "[Chief Balrog]";
- mes "I'm sorry, but I'm too busy checking through all these applications for future Continental Guards to greet you adventurers one by one.";
- next;
- mes "[Chief Balrog]";
- mes "Listen, it might be more helpful if you talk to some other people first. I'm sure one of the other Continental Guards or our messengers will be better equipped to help you out.";
- close;
- }
- else if (rebirth_moc_edq == 1) {
- mes "[Chief Balrog]";
- mes "You've come here at a bad time, but it's nice to meet you. I'm Continental Guard Chief Balrog. We've been dispatched to Morroc in order to suppress Satan Morroc... We'll need all the strength and luck we can gather.";
- next;
- mes "[Chief Balrog]";
- mes "It looks like you have business with me. Please make it brief since I don't have a lot of time on my hands. There's lots of things I need to take care of...";
- next;
- switch(select("Ask about Continental Guards:I want to join the Continental Guard.:End Conversation")) {
- case 1:
- mes "[Chief Balrog]";
- mes "The damage that Satan Morroc's resurrection has caused is obvious just by taking a look around this area.";
- mes "What's scary is that all this was caused just by breaking out from it's prison. Just think of the damage it could do if it was left to roam around freely...";
- next;
- mes "[Chief Balrog]";
- mes "Morroc Village is completely devastated, and Satan Morroc has now claimed possession of the Sograt Desert.";
- next;
- mes "[Chief Balrog]";
- mes "I've no doubt that if left unchecked, Satan Morroc will take over the entire Midgart Continent. We've got to stop him right now before the entire world suffers.";
- next;
- mes "[Chief Balrog]";
- mes "That's why the kingdom has ordered us elite soldiers to form the Continental Guard, and recruit reputable adventurers around the world so that we can make a united stand against Satan Morroc.";
- next;
- mes "[Chief Balrog]";
- mes "Of course, it'll be incredibly difficult... We'll need to make sacrifices... I'm not even sure if we can win. Still, the fate of the world is at stake, and we've got to do something. Dark times have truly fallen upon us...";
- close;
- case 2:
- mes "[Chief Balrog]";
- mes "Huh? Do you want to join us and volunteer for the Continental Guard?";
- next;
- if (BaseLevel > 79) {
- mes "[Chief Balrog]";
- mes "What was your name? " + strcharinfo(0) + "? Oh yes, I've heard of you.";
- next;
- mes "[Chief Balrog]";
- mes "Hmm, it occurs to me that you don't understand the danger involved in all this. Do you have any idea how powerful Satan Morroc is?";
- next;
- mes "[Chief Balrog]";
- mes "You won't be able to help us if you don't fully understand the risks. I've seen thousands of foolhardy adventurers throw their lives away by thinking they could defeat Satan Morroc with their own strength.";
- next;
- mes "[Chief Balrog]";
- mes "We are facing a threat that will determine the world's future, and fools that can't work in a team will be liabilities, not assets.";
- next;
- mes "[Chief Balrog]";
- mes "I'm sorry, but inexperienced adventurers would just get in our way. I hope you understand. If you really want to help us, then please focus on your training for now.";
- next;
- switch(select("End Conversation:Ask Again")) {
- case 1:
- close;
- case 2:
- mes "[Chief Balrog]";
- mes "Look, I understand your enthusiasm, but you're mistaken if you think you can help us. I don't have time to fully explain the danger that we're all facing.";
- next;
- mes "[Chief Balrog]";
- mes "Satan Morroc is nothing like the monsters you may have encountered. At best you'll throw your life away, but there's the chance that you might get one of my men killed by your mistakes and incompetence. I can't have that!";
- next;
- mes "[Chief Balrog]";
- mes "Please understand that this is for your own good. Fight some Porings or whatever else might be a good match for your level.";
- next;
- switch(select("End Conversation:You've just got to let me join!")) {
- case 1:
- close;
- case 2:
- mes "[Chief Balrog]";
- mes "Sigh... Why are you so persistent? Can't you understand that no means no? Let me say this one more time.";
- next;
- mes "[Chief Balrog]";
- mes "We're too busy fighting Satan Morroc to watch after rookies like you. You'd just be throwing your life away.";
- next;
- mes "[Chief Balrog]";
- mes "Stop bothering me. You'd be nothing but a burden.";
- next;
- switch(select("Give Up:Give me a chance to prove myself!")) {
- case 1:
- close;
- case 2:
- mes "[Chief Balrog]";
- mes "Huh? You want a chance to prove yourself?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Yes, I'll do whatever it takes to join the Continental Guard!";
- next;
- mes "[Chief Balrog]";
- mes "Hmm...";
- next;
- mes "[Chief Balrog]";
- mes "Interesting. You have my attention. Alright, I guess it's only fair that I acknowledge your strength if you can handle something for me.";
- next;
- mes "[Chief Balrog]";
- mes "The Continental Guard has been on full alert around this village and the desert. We need to be prepared in case Satan Morroc storms our defenses.";
- next;
- mes "[Chief Balrog]";
- mes "Soldiers need firewood to keep the bonfires burning all night, but we've been suffering a firewood shortage.";
- next;
- mes "[Chief Balrog]";
- mes "I happened to hear that the monsters in the Lava Dungeon have everlasting flame which would solve our bonfire problems. I want you to gather those flames for us.";
- next;
- switch(select("That's too hard! Let me think about it!:No problem.")) {
- case 1:
- mes "[Chief Balrog]";
- mes "Hmpf, I was right. I knew you wouldn't be able to handle such a simple task. I shouldn't have wasted my time with you.";
- close;
- case 2:
- mes "[Chief Balrog]";
- mes "Excellent! Bring back ^0000FF30 Live Coals^000000. I'll be waiting for your return.";
- set rebirth_moc_edq,2;
- changequest 3050,3051;
- close;
- }
- }
- }
- }
- }
- else {
- mes "[Chief Balrog]";
- mes "What? How can you even think of joining us when you don't have any real skills to offer?";
- next;
- mes "[Chief Balrog]";
- mes "I guarantee that you'd just drag my soldiers down with you. You'd only be a threat to Satan Morroc in your dreams. Just give it up.";
- next;
- mes "[Chief Balrog]";
- mes "You won't be able to help us if you don't fully understand the risks. I've seen thousands of foolhardy adventurers throw their lives away by thinking they could defeat Satan Morroc with their own strength.";
- next;
- mes "[Chief Balrog]";
- mes "We are facing a threat that will determine the world's future, and fools that can't work in a team will be liabilities, not assets.";
- next;
- mes "[Chief Balrog]";
- mes "I'm sorry, but inexperienced adventurers would just get in our way. I hope you understand. If you really want to help us, then please focus on your training for now.";
- close;
- }
- case 3:
- close;
- }
- }
- else if (rebirth_moc_edq == 2) {
- mes "[Chief Balrog]";
- mes "So, did you find ^0000FF30 Live Coals^000000? You didn't come empty-handed, did you?";
- next;
- if (countitem(7098) > 29) {
- mes "[Chief Balrog]";
- mes "Let's see... One, two, three... Thirty, you've brought them all. Well, this was a pretty simple task. All it takes is time and a little effort. Anyone could do it.";
- next;
- mes "[Chief Balrog]";
- mes "Anyways, thank you for bringing the Live Coals. I guess you're stronger than I thought.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Now will you let me join the Continental Guard?";
- next;
- mes "[Chief Balrog]";
- mes "No, gathering these flames is a piece of cake compared to what we're going to do.";
- next;
- mes "[Chief Balrog]";
- mes "I'm still not convinced that you're good enough to join us. Let me think... Hmm...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I didn't think you would accept me so easily. I'm ready. Ask me whatever you want.";
- next;
- mes "[Chief Balrog]";
- mes "Ah, I've got an idea. Now, because this is an allied operation, we've accepted some mercenary soldiers from the Schwaltzvalt Republic to join the Continental Guard.";
- next;
- mes "[Chief Balrog]";
- mes "These mercenaries have never seen the desert, and they're having trouble carrying out operations in the heat, dry air, and sandstorms. It's not their fault, but they could use a little help since they're out of their element.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "(This guy seems threatening, but he seems to have a good heart.)";
- next;
- mes "[Chief Balrog]";
- mes "Now, I remember hearing that the monsters in the Ice Cave to the north have frozen hearts. Those hearts might be able to relieve those soldiers from the heat.";
- next;
- switch(select("That's too hard!:No problem. How many do you want?")) {
- case 1:
- mes "[Chief Balrog]";
- mes "I knew that'd be too tough for you. I'm glad you finally realized your limits before it was too late. It takes wisdom to recognize your weakness.";
- next;
- mes "[Chief Balrog]";
- mes "You'd better pack up and return where you came from. You want to be far away from here when Satan Morroc attacks.";
- close;
- case 2:
- mes "[Chief Balrog]";
- mes "Huh?! Are you sure you can bring those? Hmm...";
- next;
- mes "[Chief Balrog]";
- mes "Well... If you insist on giving it a try, then... I'll need at least 50 of those frozen hearts.";
- next;
- mes "[Chief Balrog]";
- mes "Please bring me ^0000FF50 Glacial Hearts^000000. The faster you get them here, the better.";
- delitem 7098,30; //Live_Coal
- set rebirth_moc_edq,3;
- changequest 3051,3052;
- close;
- }
- }
- else {
- mes "[Chief Balrog]";
- mes "Umm... Didn't you hear what I said? I said 30 Live Coals, 30.";
- next;
- mes "[Chief Balrog]";
- mes "Now hurry up. If you feel like giving up, it's no problem. Let me know, though!";
- close;
- }
- }
- else if (rebirth_moc_edq == 3) {
- mes "[Chief Balrog]";
- mes "So, did you find 50 Glacial Hearts?";
- next;
- if (countitem(7561) > 49) {
- mes "[Chief Balrog]";
- mes "Thank you. I'm sure that my soldiers will appreciate these... Those guys aren't used to the desert, and could use the relief.";
- next;
- mes "[Chief Balrog]";
- mes "Well... It looks like you earned this.";
- delitem 7561,50; //Ice_Heart
- getitem 7826,1; //Continental_Guard_Paper
- set rebirth_moc_edq,4;
- changequest 3052,3053;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "What's this?";
- next;
- mes "[Chief Balrog]";
- mes "You'd know if you read it. It's a certificate that proves that you're a member of the Continental Guard. I admit that I'm impressed by your skills and gumption.";
- next;
- mes "[Chief Balrog]";
- mes "Welcome to the Continental Guard, my friend. Are you ready to risk your life for the sake of peace in the world?";
- next;
- mes "[Chief Balrog]";
- mes "Your mission from here on will be simple, but extremely difficult: you will join the rest of the Continental Guard to keep Satan Morroc from fully reviving its true power.";
- next;
- mes "[Chief Balrog]";
- mes "My soldiers are risking their lives to fight Morroc's doppelgangers and underlings in order to make it safer for their comrades to travel to Morroc's lair.";
- next;
- mes "[Chief Balrog]";
- mes "It looks like your help could be useful after all. It's time for you to pitch in. Good luck.";
- close;
- }
- else {
- mes "[Chief Balrog]";
- mes "Umm... Didn't you hear what I said? I said 50 Glacial Hearts, 50.";
- next;
- mes "[Chief Balrog]";
- mes "Now hurry up. If you feel like giving up, it's no problem. Let me know, though!";
- close;
- }
- }
- else if (rebirth_moc_edq == 4) {
- mes "[Chief Balrog]";
- mes "I guess you'd benefit from a full situational briefing. Shall I brief you now?";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Chief Balrog]";
- mes "I'm going to tell you some basic information about fighting Satan Morroc as a member of the Continental Guard.";
- next;
- mes "[Chief Balrog]";
- mes "Do you remember what Morroc was like before this happened? You would if you've been here before.";
- next;
- mes "[Chief Balrog]";
- mes "Right now, all of Morroc's entrances and the outer fields leading to other villages are currently under our control.";
- next;
- mes "[Chief Balrog]";
- mes "The main reason for this is because Satan Morroc has been sighted in Sograt Desert, but there's another important reason.";
- next;
- mes "[Chief Balrog]";
- mes "Satan Morroc's power has been causing unnatural gaps in our time-space continuum. The gaps are isolated to this area for now, but we can't be sure if they'll spread.";
- next;
- mes "[Chief Balrog]";
- mes "Due to the time-space gaps, Sograt Desert's terrain has changed, and some parts of the desert have disappeared.";
- next;
- mes "[Chief Balrog]";
- mes "Furthermore, the situation's gotten worse since Satan Morroc's doppelgangers started appearing, and other monsters have become influenced by its power.";
- next;
- mes "[Chief Balrog]";
- mes "That's all we know so far. If you go out, you'll see what I mean... You may even see horrors that we haven't discovered yet. If you need more information, please speak to the Continental Official.";
- next;
- mes "[Chief Balrog]";
- mes "Please do your best to hold back Satan Morroc. Don't forget that the future of the continent is in our hands. Dismissed.";
- close;
- case 2:
- mes "[Chief Balrog]";
- mes "I see. Keep up your good work in fighting Satan Morroc. Don't forget that the future of the continent is in our hands.";
- close;
- }
- }
- else if (rebirth_moc_edq == 5) {
- mes "[Chief Balrog]";
- mes "Wah... What? Did you really defeat Satan Morroc?";
- next;
- mes "[Chief Balrog]";
- mes "How? Do you have any proof of your victory?";
- next;
- mes "[Chief Balrog]";
- mes "...No, I can't just accept and trust your verbal account. I mean, if you've completed such an important mission, you must bring me some evidence.";
- next;
- mes "[Chief Balrog]";
- mes "Go back, bring proof of your victory, and then come back.";
- close;
- }
- else if (rebirth_moc_edq == 6) {
- mes "[Chief Balrog]";
- mes "What? Did you really defeat Satan Morroc?";
- next;
- mes "[Chief Balrog]";
- mes "How? Do you have any proof of your victory?";
- next;
- if (countitem(7820) > 0) {
- mes "[Chief Balrog]";
- mes "Is... Isn't this?";
- next;
- mes "[Chief Balrog]";
- mes "Wow... I think this is really the skin of Satan Morroc. Congratulations, soldier. You just saved this world and people from being consumed by destruction and evil.";
- next;
- mes "[Chief Balrog]";
- mes "I guess you seriously wounded Satan Morroc, and it retreated to a time-space gap. No doubt it's trying to recoup its strength.";
- next;
- mes "[Chief Balrog]";
- mes "My only regret is that we can't pursue Morroc beyond this dimension. I'm glad, however, that you defeated Satan Morroc and kept it from regaining its full strength. For now, anyway...";
- next;
- mes "[Chief Balrog]";
- mes "Our researchers might be able to learn some important new facts from this piece of skin... We need to learn all we can about that monster if peace is to be possible in our world's future.";
- next;
- mes "[Chief Balrog]";
- mes "Once again, I thank you for your distinguished service on behalf of the Continental Guard and the Rune-Midgarts Kingdom. I'll report your great achievement to His Majesty right away.";
- next;
- delitem 7820,1; //Morroc_Skin
- getexp 200000,0;
- set rebirth_moc_edq,7;
- changequest 3055,3056;
- mes "[Chief Balrog]";
- mes "I've prepared a few things to give as a reward for you. Let's see... I have three items. Which one do you like to receive?";
- next;
- switch(select("1. Seal of Continental Guard:2. Morroc Charm Stone:3. Morroc Ring")) {
- case 1:
- mes "[Chief Balrog]";
- mes "The Seal of Continental Guard is an extremely valuable reward given directly from the kingdom court. It is a symbol of strength.";
- next;
- mes "[Chief Balrog]";
- mes "The accessory's options are: ^0000FF MHP+50, +3% Attack Speed^000000.";
- next;
- mes "[Chief Balrog]";
- mes "Do you really want the Seal of Continental Guard?";
- next;
- switch(select("1. Yes.:2. No.")) {
- case 1:
- mes "[Chief Balrog]";
- mes "Great, then I'll reward you with the Seal of Continental Guard. Congratulations.";
- next;
- getitem 2730,1; //Morroc_Seal
- set rebirth_moc_edq,8;
- completequest 3056;
- mes "[Chief Balrog]";
- mes "I hope you keep in mind that our battle is far from over. Our enemy is the king of demons... I fear that Satan Morroc will return someday soon.";
- next;
- mes "[Chief Balrog]";
- mes "Enjoy your victory, but be ever watchful and vigilant. I will always be here to help and reward you for your service.";
- next;
- mes "[Chief Balrog]";
- mes "You should go rest now. Don't worry, we'll take care of everything else here.";
- close;
- case 2:
- mes "[Chief Balrog]";
- mes "No problem. Take your time to think, and then speak to me again.";
- close;
- }
- case 2:
- mes "[Chief Balrog]";
- mes "The Morroc Charm Stone is an extremely valuable reward given directly from the kingdom court, and it is a symbol of prosperity and mana.";
- next;
- mes "[Chief Balrog]";
- mes "The accessory's options are: ^0000FF MSP+50, -1% Casting Speed^000000.";
- next;
- mes "[Chief Balrog]";
- mes "Do you really want a Morroc Charm Stone?";
- next;
- switch(select("1. Yes.:2. No.")) {
- case 1:
- mes "[Chief Balrog]";
- mes "Great, then I'll reward you with a Morroc Charm Stone. Congratulations.";
- next;
- getitem 2731,1; //Morroc_Charm_Stone
- set rebirth_moc_edq,8;
- completequest 3056;
- mes "[Chief Balrog]";
- mes "I hope you keep in mind that our battle is far from over. Our enemy is the king of demons... I fear that Satan Morroc will return someday soon.";
- next;
- mes "[Chief Balrog]";
- mes "Enjoy your victory, but be ever watchful and vigilant. I will always be here to help and reward you for your service.";
- next;
- mes "[Chief Balrog]";
- mes "You should go rest now. Don't worry, we'll take care of everything else here.";
- close;
- case 2:
- mes "[Chief Balrog]";
- mes "No problem. Take your time to think, and then speak to me again.";
- close;
- }
- case 3:
- mes "[Chief Balrog]";
- mes "The Morroc Ring is an extremely valuable reward given directly from the kingdom court that symbolizes critical power.";
- next;
- mes "[Chief Balrog]";
- mes "The accessory's option is: ^0000FF CRI + 5^000000.";
- next;
- mes "[Chief Balrog]";
- mes "Do you really want a Morroc Ring?";
- next;
- switch(select("1. Yes.:2. No.")) {
- case 1:
- mes "[Chief Balrog]";
- mes "Great, then I'll reward you with a Morroc Ring. Congratulations.";
- next;
- getitem 2732,1; //Morroc_Ring
- set rebirth_moc_edq,8;
- completequest 3056;
- mes "[Chief Balrog]";
- mes "I hope you keep in mind that our battle is far from over. Our enemy is the king of demons... I fear that Satan Morroc will return someday soon.";
- next;
- mes "[Chief Balrog]";
- mes "Enjoy your victory, but be ever watchful and vigilant. I will always be here to help and reward you for your service.";
- next;
- mes "[Chief Balrog]";
- mes "You should go rest now. Don't worry, we'll take care of everything else here.";
- close;
- case 2:
- mes "[Chief Balrog]";
- mes "No problem. Take your time to think about it, and then speak to me again.";
- close;
- }
- }
- }
- else {
- mes "[Chief Balrog]";
- mes "...No, I can't just accept and trust your verbal account. I mean, if you've completed such an important mission, you must bring me some evidence.";
- next;
- mes "[Chief Balrog]";
- mes "Go back, bring proof of your victory, and then come back.";
- close;
- }
- }
- else if (rebirth_moc_edq == 7) {
- mes "[Chief Balrog]";
- mes "I've prepared a few things to give as a reward for you. Let's see... I have three items. Which one do you like to receive?";
- next;
- switch(select("1. Seal of Continental Guard:2. Morroc Charm Stone:3. Morroc Ring")) {
- case 1:
- mes "[Chief Balrog]";
- mes "The Seal of Continental Guard is an extremely valuable reward given directly from the kingdom court. It is a symbol of strength.";
- next;
- mes "[Chief Balrog]";
- mes "The accessory's options are: ^0000FF MHP+50, +3% Attack Speed^000000.";
- next;
- mes "[Chief Balrog]";
- mes "Do you really want the Seal of Continental Guard?";
- next;
- switch(select("1. Yes.:2. No.")) {
- case 1:
- mes "[Chief Balrog]";
- mes "Great, then I'll reward you with the Seal of Continental Guard. Congratulations.";
- next;
- getitem 2730,1; //Morroc_Seal
- set rebirth_moc_edq,8;
- completequest 3056;
- mes "[Chief Balrog]";
- mes "I hope you keep in mind that our battle is far from over. Our enemy is the king of demons... I fear that Satan Morroc will return someday soon.";
- next;
- mes "[Chief Balrog]";
- mes "Enjoy your victory, but be ever watchful and vigilant. I will always be here to help and reward you for your service.";
- next;
- mes "[Chief Balrog]";
- mes "You should go rest now. Don't worry, we'll take care of everything else here.";
- close;
- case 2:
- mes "[Chief Balrog]";
- mes "No problem. Take your time to think, and then speak to me again.";
- close;
- }
- case 2:
- mes "[Chief Balrog]";
- mes "The Morroc Charm Stone is an extremely valuable reward given directly from the kingdom court, and it is a symbol of prosperity and mana.";
- next;
- mes "[Chief Balrog]";
- mes "The accessory's options are: ^0000FF MSP+50, -1% Casting Speed^000000.";
- next;
- mes "[Chief Balrog]";
- mes "Do you really want a Morroc Charm Stone?";
- next;
- switch(select("1. Yes.:2. No.")) {
- case 1:
- mes "[Chief Balrog]";
- mes "Great, then I'll reward you with a Morroc Charm Stone. Congratulations.";
- next;
- getitem 2731,1; //Morroc_Charm_Stone
- set rebirth_moc_edq,8;
- completequest 3056;
- mes "[Chief Balrog]";
- mes "I hope you keep in mind that our battle is far from over. Our enemy is the king of demons... I fear that Satan Morroc will return someday soon.";
- next;
- mes "[Chief Balrog]";
- mes "Enjoy your victory, but be ever watchful and vigilant. I will always be here to help and reward you for your service.";
- next;
- mes "[Chief Balrog]";
- mes "You should go rest now. Don't worry, we'll take care of everything else here.";
- close;
- case 2:
- mes "[Chief Balrog]";
- mes "No problem. Take your time to think, and then speak to me again.";
- close;
- }
- case 3:
- mes "[Chief Balrog]";
- mes "The Morroc Ring is an extremely valuable reward given directly from the kingdom court that symbolizes critical power.";
- next;
- mes "[Chief Balrog]";
- mes "The accessory's option is: ^0000FF CRI + 5^000000.";
- next;
- mes "[Chief Balrog]";
- mes "Do you really want a Morroc Ring?";
- next;
- switch(select("1. Yes.:2. No.")) {
- case 1:
- mes "[Chief Balrog]";
- mes "Great, then I'll reward you with a Morroc Ring. Congratulations.";
- next;
- getitem 2732,1; //Morroc_Ring
- set rebirth_moc_edq,8;
- completequest 3056;
- mes "[Chief Balrog]";
- mes "I hope you keep in mind that our battle is far from over. Our enemy is the king of demons... I fear that Satan Morroc will return someday soon.";
- next;
- mes "[Chief Balrog]";
- mes "Enjoy your victory, but be ever watchful and vigilant. I will always be here to help and reward you for your service.";
- next;
- mes "[Chief Balrog]";
- mes "You should go rest now. Don't worry, we'll take care of everything else here.";
- close;
- case 2:
- mes "[Chief Balrog]";
- mes "No problem. Take your time to think about it, and then speak to me again.";
- close;
- }
- }
- }
- else if (rebirth_moc_edq == 8) {
- mes "[Chief Balrog]";
- mes "I've heard that the kingdom is planning to send out a large group of researchers to investigate the other world to which Satan Morroc has escaped.";
- next;
- mes "[Chief Balrog]";
- mes "That means it's time for both of us -- you and I -- to get to work. Who knows when Morroc will return to plague us?";
- next;
- mes "[Chief Balrog]";
- mes "Please keep up the good work, and don't forget that the future of the continent and the kingdom relies on us.";
- close;
- }
- else {
- mes "[Chief Balrog]";
- mes "You've come here at a bad time, but it's nice to meet you. I'm Continental Guard Chief Balrog. We've been dispatched to Morroc in order to suppress Satan Morroc... We'll need all the strength and luck we can gather.";
- next;
- mes "[Chief Balrog]";
- mes "I'm sorry, but I'm too busy checking through all these applications for future Continental Guards to greet you adventurers one by one.";
- next;
- mes "[Chief Balrog]";
- mes "Listen, it might be more helpful if you talk to some other people first. I'm sure one of the other Continental Guards or our messengers will be better equipped to help you out.";
- close;
- }
-}
-
-moc_fild21,38,193,0 script Morocc Timer#edq -1,6,6,{
-OnInit:
- set $@re_moc,0;
- end;
-
-OnTouch:
- if ($@re_moc == 0) {
- set $@re_moc,1;
- donpcevent "Satan Broadcast#edq::OnEnable";
- }
- end;
-}
-
-moc_fild21,1,1,0 script Satan Broadcast#edq 844,{
-OnInit:
- disablenpc "Satan Broadcast#edq";
- end;
-
-OnEnable:
- enablenpc "Satan Broadcast#edq";
- initnpctimer;
- end;
-
-OnTimer5000:
- mapannounce "moc_fild21","Satan Morroc: I'm very impressed by you weaklings.",bc_map,"0xFFFF00";
- end;
-
-OnTimer15000:
- mapannounce "moc_fild21","Satan Morroc: You may as well deal with all your regrets now. I shall snuff out your life soon!",bc_map,"0xFFFF00";
- end;
-
-OnTimer25000:
- mapannounce "moc_fild21","Satan Morroc: It's only a matter of time until I get you, you worthless insects. Just a little while longer...",bc_map,"0xFFFF00";
- stopnpctimer;
- end;
-
-OnDisable:
- disablenpc "Satan Broadcast#edq";
- end;
-}
-
-moc_fild21,178,239,0 script Group of Evil#edq 844,1,1,{
- if (((rebirth_moc_edq == 4) || (rebirth_moc_edq == 7)) && ($@re_moc == 1)) {
- mes "Awed by the time-space gap where darkness is given life, you instinctively step back.";
- next;
- mes "You can feel the power of the darkness rise from the gap where light and darkness are mingled.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Wah...!";
- close2;
- if($@re_moc == 1) {
- set $@re_moc,2;
- donpcevent "Satan Summon#edq::OnEnable";
- }
- end;
- }
- else {
- mes "Awed by the time-space gap where darkness is given life, you instinctively step back.";
- next;
- mes "You can feel the power of the darkness rise from the gap where light and darkness are mingled.";
- close;
- }
-
-OnInit:
- enablenpc "Group of Evil#edq";
- end;
-
-OnEnable:
- enablenpc "Group of Evil#edq";
- end;
-
-OnDisable:
- disablenpc "Group of Evil#edq";
- donpcevent "Time-Space Gap#edq::OnEnable";
- end;
-}
-
-moc_fild21,177,239,0 script Time-Space Gap#edq 844,1,1,{
- if ((rebirth_moc_edq == 4) && ($@re_moc == 3)) {
- mes "The time-space gap's frightening darkness seems to dissipate as Satan Morroc fades away.";
- next;
- mes "You can see the fragments floating in the gap, and the radiating lights are now slowing their movement.";
- next;
- mes "You stretch your hand and pick up a lusterless fragment.";
- getitem 7820,1; //Morroc_Skin
- set rebirth_moc_edq,6;
- changequest 3053,3055;
- close;
- }
- else {
- mes "Slowly, erratically, the mysterious curtain of darkness casts over your eyes as you stare at the time-space gap.";
- next;
- mes "You feel like it's too dangerous to come any closer.";
- close;
- }
-
-OnInit:
- disablenpc "Time-Space Gap#edq";
- end;
-
-OnEnable:
- initnpctimer;
- enablenpc "Time-Space Gap#edq";
- end;
-
-OnDisable:
- stopnpctimer;
- disablenpc "Time-Space Gap#edq";
- donpcevent "Group of Evil#edq::OnEnable";
- set $@re_moc,0;
- end;
-
-OnTimer1800000:
- set $@re_moc,4;
- end;
-
-OnTimer21600000:
- stopnpctimer;
- set $@re_moc,0;
- donpcevent "Time-Space Gap#edq::OnDisable";
- end;
-}
-
-moc_fild21,3,1,0 script Satan Summon#edq 844,{
-OnInit:
- disablenpc "Satan Summon#edq";
- end;
-
-OnEnable:
- enablenpc "Satan Summon#edq";
- initnpctimer;
- monster "moc_fild21",177,217,"Satan Morroc",1916,1,"Satan Summon#edq::OnMyMobDead";
- end;
-
-OnDisable:
- stopnpctimer;
- killmonster "moc_fild21","Satan Summon#edq::OnMyMobDead";
- set $@re_moc,0;
- disablenpc "Satan Summon#edq";
- end;
-
-OnMyMobDead:
- set $@re_moc,3;
- mapannounce "moc_fild21","I'll let live just a little longer. You'll never find me through this time-space gap!",bc_map,"0xFFFF00";
- donpcevent "Time-Space Gap#edq::OnEnable";
- donpcevent "Satan Broadcast#edq::OnDisable";
- donpcevent "Group of Evil#edq::OnDisable";
- disablenpc "Satan Summon#edq";
- end;
-
-OnTimer5400000:
- mapannounce "moc_fild21","You weaklings can't even scratch me!",bc_map,"0xFFFF00";
- end;
-
-OnTimer5415000:
- mapannounce "moc_fild21","I don't have time for this! Go away!",bc_map,"0xFFFF00";
- stopnpctimer;
- killmonster "moc_fild21","Satan Summon#edq::OnMyMobDead";
- set $@re_moc,0;
- donpcevent "Satan Summon#edq::OnDisable";
- end;
-}
-
-// The Crow of the Fate
-// ============================================================
-moc_ruins,137,70,3 script Book-Touching Man#garas 48,{
- if (BaseLevel > 59) {
- if (checkweight(703,3) == 0) {
- mes "- You have too many items in your inventory to proceed with this quest. -";
- close;
- }
- if (barmunt_crow == 0) {
- mes "^660000Morroc, the City of the Desert, has been completely devastated by Satan Morroc.^000000";
- next;
- mes "^660000The people of Morroc were resilient enough to endure the region�s harsh weather, but their toughness to the weather could not prepare them enough as they witnessed the destruction brought down upon the city by Satan Morroc.^000000";
- next;
- mes "^660000This man, who looks as dry and thin as a fish dried up under the sun, still has a smile that reminds you of a benevolent god, and is touching a book in his hand.^000000";
- next;
- mes "^660000Watching him makes you giggle, he looks no better than the dried corpses in the pyramid, but he is obviously alive and doesn't appear to be a monster. Somehow, you find yourself compelled to approach this interesting looking man.^000000";
- next;
- emotion 3;
- mes "[Book-Touching Man]";
- mes "Ah... Mammi...";
- next;
- mes "[Book-Touching Man]";
- mes "Your healthy golden skin is glowing under the blessed sunlight of Morroc.";
- next;
- emotion e_sob;
- mes "[Book-Touching Man]";
- mes "Your smile outshines the aura of the gods of Valhalla. You are a living gospel. Your smile even makes Goddess Freya hide in the shadows in shame! Ah.... Mammi, my Mammi!";
- next;
- mes "^660000You wave your hand close to his face to get his attention. He seems, however, to be in his own dreams, completely oblivious of your presense.^000000";
- next;
- switch(select("Speak:Pass Him By")) {
- case 1:
- mes "["+ strcharinfo(0) +"]";
- mes "Are you talking to yourself?";
- next;
- emotion e_omg;
- mes "[Book-Touching Man]";
- mes "Wah! Oh, my god, you must be a messenger of the devil trying to interrupt me from feeling Mammi!";
- mes "I'm not afraid of you, so bring it on!";
- next;
- mes "^660000Surprised by your voice, he yelled at you, which seemed bizarre.";
- mes "You wonder what he meant by feeling her when he was just watching and touching a book.^000000";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Who's Mammi?";
- next;
- emotion e_omg;
- mes "[Book-Touching Man]";
- mes "What? Don't you know Mammi, one of the three greatest Rune-Midgart's idols?";
- next;
- emotion 54;
- mes "[Book-Touching Man]";
- mes "Man, you don't know anything, do you?! Well, judging by the stupid look on your face, I guess you're an adventurer running around on meaningless errands for others. Heh heh!";
- next;
- mes "^660000Umm... You now regret speaking to him in the first place.^000000";
- next;
- mes "[Book-Touching Man]";
- mes "My Mammi is different from those other celebrities that only rely on their beauty and lack any real substance.";
- mes "She always carries books with her despite her hectic schedule. That alone should tell you that she's more intelligent than all the others! Ah... Mammi...";
- next;
- mes "[Book-Touching Man]";
- mes "She even mentioned in an interview in 'Morroc Times' that she wants to meet a man that loves books.";
- next;
- emotion 38;
- mes "[Book-Touching Man]";
- mes "That means... She's waiting for someone like me. Hehehe!";
- mes "You see, every book in Rune-Midgart's Library has the name Benjamin written on them... That's me!";
- next;
- mes "^660000This Benjamin seems to be a huge fan of a female celebrity called Mammi. He didn't shut his mouth and worshipped her beauty for a while, but then he suddenly stopped and looked depressed.^000000";
- next;
- mes "[Benjamin]";
- mes "I have a problem....";
- next;
- mes "[Benjamin]";
- mes "My Mammi said that she's fallen in love with a book written by ^FF0000'Oliver Hilpert'^000000 of Schwaltzvalt: ^FF0000'The Crow of the Fate,'^000000 but I didn't have a chance of even looking at it!";
- next;
- mes "^660000The Crow of the Fate^000000?";
- next;
- mes "[Benjamin]";
- mes "Unless you're blind, you know how terrible Morroc is nowadays.";
- next;
- mes "[Benjamin]";
- mes "I really need to read that book and tell her that I'm here for her, but I don't even have the time to regain my breath because of this situation in our hands!";
- next;
- emotion e_sob;
- mes "[Benjamin]";
- mes "My Mammi pillow cover is buried under debris... Gasp!";
- mes "Mammi, I'm coming! Don't you die yet!";
- next;
- mes "^660000He seems to see an image of Mammi, and he shouted her name, gasping with anxiety. You feel so sorry for his agony.^000000";
- next;
- mes "^660000He inhaled deeply, and then suddenly turned his head toward you.^000000";
- next;
- emotion e_ic;
- mes "[Benjamin]";
- mes "....Ye... Yes, you!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Huh?";
- emotion 19,1;
- next;
- mes "[Benjamin]";
- mes "You look bored. You must be waiting for someone to give you something to do!";
- mes "Help me connect with Mammi. Who knows? I may let you have a conversation with Mammi, whom everyone in Rune-Midgart adores.";
- next;
- mes "^660000Didn't you just call me an adventurer that runs around on meaningless errands for others...?^000000";
- next;
- mes "[Benjamin]";
- mes "All I'm asking is to check out a book from Prontera Library for me. It sounds easy, doesn't it?";
- mes "Well, you don't look like someone who loves reading, but I hope you at least know how to check out a book from a library.";
- next;
- if (Sex == 1) {
- mes "[Benjamin]";
- mes "If you help me, I'll show you a limited picture book edition of Mammi... Once. Hehehehe.";
- mes "What do you say? You do want to help me, right?";
- next;
- }
- else {
- mes "[Benjamin]";
- mes "If you help me, I'll show you a limited picture book edition of Mammi... Once. Hehehehe.";
- mes "So, aren't you interested in looking at another girl's pictures? Umm, if you want, I can introduce you to a handsome guard in Morroc...";
- mes "What do you say? You do want to help me, right?";
- next;
- }
- mes "^660000What do you want to do?^000000";
- next;
- switch(select("Help him:Don't help him")) {
- case 1:
- mes "[Benjamin]";
- mes "Wow, are you really going to help me?";
- next;
- mes "[Benjamin]";
- mes "Thank you so much! Then remember this title: 'The Crow of the Fate' written by 'Oliver Hilpert.' I'm sure you can find it in Prontera Library.";
- mes "Hehehe, Mammi! I'm almost there!";
- set barmunt_crow,1;
- setquest 2063;
- close;
- case 2:
- mes "[Benjamin]";
- mes "What, don't you know how to check out a book from a library? Oh, my...";
- close;
- }
- case 2:
- mes "[Benjamin]";
- mes "Oh... Mammi... My Mammi...";
- close;
- }
- }
- else if (barmunt_crow == 1) {
- mes "[Benjamin]";
- mes "Don't you forget this title: 'The Crow of the Fate' written by 'Oliver Hilpert.' I'm sure you can find it in Prontera Library.";
- close;
- }
- else if (barmunt_crow == 10) {
- mes "[Benjamin]";
- mes "Oh... Mammi... My Mammi...";
- next;
- mes "^660000Just like the last time that you saw him, Bejamin is living in his dreams, rubbing a book on his face.^000000";
- next;
- mes "^660000You carefully approached him, and then gave him a pat on the shoulder.^000000";
- next;
- emotion e_omg;
- mes "[Benjamin]";
- mes "Grrrr! Who dares touch me?!";
- next;
- mes "^660000...Umm... Obviously you weren't careful enough... ^000000";
- next;
- mes "[Benjamin]";
- mes "Who dares interrupt me from feeling Mammi? Do you want a piece of me... Err?";
- mes "Gosh, it's you. What took you so long? Wasn't Prontera Library, like, five minutes away?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Ahchoo! Thanks to you, I couldn't find it from the library. So I travelled all the way up to Schwaltzvalt... Ahchoo!";
- specialeffect2 EF_VENOMDUST;
- next;
- mes "^660000Feeling angry at him, you exaggerated a fit of sneezing which you have had for quite a while.^000000";
- next;
- mes "[Benjamin]";
- mes "Oh... you did?";
- mes "Hehehe, you're more reliable than I thought. Thanks for the book... Wait, does that mean I have to go up to Schwaltzvalt to return this? Man!";
- next;
- mes "[Benjamin]";
- mes "...No, I can do anything as long as it's for Mammi. Heh heh, you're a kind adventurer. Thanks.";
- mes "Was it cold up there? I guess it is since Schwaltzvalt is located up north from here.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "..................";
- next;
- mes "[Benjamin]";
- mes "Let me think. If this book is not yet available in Prontera Library, it must mean that not many people of Rune-Midgart have read this book.";
- next;
- mes "[Benjamin]";
- mes "Grrrr... Mammi! Here I am, following your noble tastes to read such a rare book! Mammi...!";
- emotion 14;
- next;
- mes "[Benjamin]";
- mes "I feel so excited to think about having a deep conversation with Mammi about literature! Yay!";
- mes "I should go read this book right away. Hehehe!";
- emotion 2;
- next;
- mes "[Benjamin]";
- mes "Oops, I must not forget to repay you. You know, I'm a polite man.";
- next;
- mes "[Benjamin]";
- mes "Look, it's the picture book of Mammi I told you about.";
- next;
- cutin "mami01",4;
- mes "[Benjamin]";
- mes "Ah... Look at this picture of her wearing the rolled-up puppy ears! Doesn't she look like a sad puppy wandering Comodo, the City of Lovers, all by herself?!";
- mes "How could no one shed a tear after watching this sad picture of her?! Argh, Mammi! I'm coming to make you the happiest woman in the world!";
- next;
- cutin "mami02",4;
- mes "["+ strcharinfo(0) +"]";
- mes "'She looks different than I thought with these glasses and pony tails... She really looks like someone who loves literature.";
- mes "Wait, when did people start calling Comodo the City of Lovers? Hmm... This guy really thinks weird things!'";
- next;
- mes "[Benjamin]";
- mes "I've decided to give you this <Angel Mammi's Special picture book: In Comodo> which is full of her beautiful pictures in return of your favor. Ahem... What do you say?";
- next;
- mes "^660000He is staring at you arrogantly. Obviously, he doesn't care if you like the book or not.^000000";
- next;
- switch(select("I'll take it.:No, thanks.")) {
- case 1:
- mes "'^660000Well, if it's for free, and there's no harm keeping it.'^000000";
- next;
- break;
- case 2:
- mes "["+ strcharinfo(0) +"]";
- mes "No, thanks. I'm not interested in her as much as you.";
- next;
- mes "...^660000Was what you were about to say, but you could not refuse his offer. Looking at his fanatical eyes, burning with love for her, even Odin could not refuse...^000000";
- next;
- break;
- }
- mes "^660000Quickly blinking his eyes, he made you take Mammi's picture book in your arms";
- mes "demanding that you must encase the book so it would not be damaged.^000000";
- set barmunt_crow,11;
- getitem 7795,1; //Mami_Photo_Album
- next;
- mes "[Benjamin]";
- mes "Oh, right. If you're interested in this author, Oliver Hilpert, I suggest you read the prequel of <The Crow of the Fate>, ^3131FF<The Trace of the Fate>^000000 as well as the sequel.";
- next;
- mes "[Benjamin]";
- mes "That was also a bestseller.";
- next;
- mes "[Benjamin]";
- mes "Now I need to start reading this book for the moment that I'll meet my Mammi, so please leave me alone.";
- next;
- mes "^660000As soon as he finished, he returned to escaping reality by indulging himself in his dreams of Mammi.^000000";
- next;
- mes "^660000The Trace of the Fate, huh?";
- mes "Well, I don't have anything else to do. I might want to read the book...^000000";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Wait, does it mean that I have to go back to Juno Library?";
- next;
- mes "^660000Thinking of travelling back to Juno made you sigh in frustration.^000000";
- changequest 2067,2068;
- close2;
- cutin "",255;
- end;
- }
- else if (barmunt_crow == 11) {
- mes "^660000You have embarked on a journey to Juno to read the prequel of <The Crow of the Fate>: <The Trace of the Fate>.^000000";
- close;
- }
- else if (barmunt_crow == 15) {
- if ((countitem(7797) == 1) && (countitem(7796) == 1)) {
- mes "["+ strcharinfo(0) +"]";
- mes "Hey, Benjamin!";
- mes "I've got the perfect thing to help you appeal to Mammi. Do you want to see?";
- next;
- mes "[Benjamin]";
- mes "WH... WHAT?!";
- mes "What is they? Show me!?";
- next;
- mes "^660000You have shown him an autograph and a written note by Oliver Hilpert.^000000";
- next;
- mes "[Benjamin]";
- mes "Oh, my god!";
- mes "These will surely help me get closer to Mammi!";
- mes "Give them to me!";
- next;
- switch(select("Give:Don't Give")) {
- case 1:
- mes "[Benjamin]";
- mes "Oh, "+ strcharinfo(0) +"!";
- mes "You are the best! Thanks!";
- next;
- mes "[Benjamin]";
- mes "Maaaammmiii!";
- mes "I'm going to see her tomorrow as soon as the morning comes! Mammi, I'm coming!";
- delitem 7797,1; //Author_Memo
- delitem 7796,1; //Author_Autograph
- set barmunt_crow,16;
- getexp 90000,90000;
- close;
- case 2:
- mes "[Benjamin]";
- mes "Huh? What, are you kidding me?";
- close;
- }
- }
- else {
- mes "[Benjamin]";
- mes "Oh... Mammi... Oh...";
- close;
- }
- }
- else {
- mes "[Benjamin]";
- mes "Oh... Mammi... Oh...";
- close;
- }
- }
- else {
- mes "With dreamy eyes, the man is looking down at a book in his hand.";
- close;
- }
-}
-
-prt_in,179,92,3 script Library Curator#garas 57,{
- if (barmunt_crow == 0) {
- mes "[Curator Guys]";
- mes "Our library's Monster Encyclopedia has every monster in the Rune-Midgart Kingdom categorized by dungeon, to help our readers find them easily.";
- mes "We also have many essential books for adventurers. Why don't you take a look?";
- next;
- mes "[Curator Guys]";
- mes "The other library across the street also has Monster Encyclopedias.";
- mes "If you're interested, feel free to drop by that library as well.";
- close;
- }
- else if (barmunt_crow == 1) {
- mes "[Curator Guys]";
- mes "Our library's Monster Encyclopedia has every monster in the Rune-Midgart Kingdom categorized by dungeon, to help our readers find them easily.";
- mes "We also have many essential books for adventurers. Why don't you take a look?";
- next;
- switch(select("Search books.:Look around the library.")) {
- case 1:
- mes "[Curator Guys]";
- mes "Do you have a specific book in mind?";
- mes "No problem, I'm here to assist you.";
- mes "What kind of book are you looking for?";
- next;
- switch(select("Say the title.:Say the author.:Search by keyword.")) {
- case 1:
- mes "[Curator Guys]";
- mes "Oh, do you know the title?";
- mes "Sure, now what's the name?";
- input .@input$;
- next;
- if (compare(.@input$,"The Crow of the Fate") == 1) {
- mes "[Curator Guys]";
- mes ""+.@input$+"...?";
- mes "Alright, let me see...";
- next;
- }
- else {
- mes "[Curator Guys]";
- mes "Hmm... I'm sorry. I've worked at this place for a few decades, but I don't think I've ever seen such a book.";
- close;
- }
- break;
- case 2:
- mes "[Curator Guys]";
- mes "Oh, do you know the author?";
- mes "Sure, now what's the name?";
- input .@input$;
- next;
- if (compare(.@input$,"Oliver Hilpert") == 1) {
- mes "[Curator Guys]";
- mes ""+.@input$+"...?";
- mes "Alright, let me see...";
- next;
- }
- else {
- mes "[Curator Guys]";
- mes "Hmm... I'm sorry. I've worked at this place for a few decades, but I don't think I've ever heard of such an author.";
- close;
- }
- break;
- case 3:
- mes "[Curator Guys]";
- mes "You must be having a hard time remembering the book's title or author.";
- mes "No problem; why don't you tell me at least a little bit of what you remember?";
- next;
- input .@input$;
- if ((compare(.@input$,"Fate") == 1) || (compare(.@input$,"Crow") == 1) || (compare(.@input$,"Oliver") == 1) || (compare(.@input$,"Hilpert") == 1)) {
- mes "[Curator Guys]";
- mes ""+.@input$+"...?";
- mes "Alright, let me see...";
- next;
- }
- else {
- mes "[Curator Guys]";
- mes "Hmm... I'm sorry. I've worked at this place for a few decades, but I don't think I've ever seen a book whose name is even close to the words you said.";
- close;
- }
- break;
- }
- emotion e_ic;
- mes "[Curator Guys]";
- mes "Oh, right! I think I know the book:";
- next;
- mes "[Curator Guys]";
- mes "^3131FFOliver Hilpert's";
- mes "<The Crow of the Fate>^000000!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "That's right! That's what I'm looking for!";
- next;
- mes "[Curator Guys]";
- mes "Haha... But I have bad news for you.";
- mes "The book has become so popular that you can't even find it from Schwaltzvalt, the author's country.";
- mes "We tried to get a hold of the book, but it was too late. It'll take a while for the next editon to be published, so why don't you read a different book for now?";
- next;
- mes "[Curator Guys]";
- mes "If you are not busy and really want to read the book, I have a suggestion: try Juno Library.";
- mes "You can find every book published in Schwaltzvalt from the library. Chances are, you'll find it there.";
- next;
- mes "[Curator Guys]";
- mes "Well, Juno is quite far from here, but if you're really enthusiastic about reading such a popular book, it should be worthwile.";
- next;
- mes "^660000The book isn't for you, but you believe in 100% customer satisfaction. Let's go to Juno Library now.^000000";
- set barmunt_crow,2;
- changequest 2063,2064;
- close;
- case 2:
- mes "[Curator Guys]";
- mes "Each book tells you a story of life, wisdom, happiness, and sensation.";
- mes "Look around! They are the witnesses of mankind. And everyday, we have new ones joining them.";
- close;
- }
- }
- else if (barmunt_crow == 2) {
- mes "[Curator Guys]";
- mes "^3131FFThe Crow of the Fate^000000 was sold out even before we got a hold of one copy. You won't be able to find the book anywhere in the Rune-Midgart Kingdom.";
- mes "If you really want to read the book, you should try Juno Library.";
- close;
- }
- else {
- mes "[Curator Guys]";
- mes "Our library's Monster Encyclopedia has every monster in the Rune-Midgart Kingdom, categorized by dungeon to help the readers find them easily.";
- mes "We also have many essential books for adventurers. Why don't you take a look?";
- next;
- mes "[Curator Guys]";
- mes "The other library across the street also has Monster Encyclopedias.";
- mes "If you're interested, feel free to drop by that library as well.";
- close;
- }
-}
-
-yuno,333,210,5 script Library Master#garas 57,{
- if (barmunt_crow == 2) {
- mes "[Dog]";
- mes "Bowwow!";
- mes "Grrr... Bowwow!";
- next;
- mes "^660000A dog is barking loudly at the front of the library.^000000";
- next;
- mes "[Library Master]";
- mes "You damn bird! Fly away, leave!";
- next;
- mes "^660000A man is also yelling at the front of the library.^000000";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "What's happening here?";
- next;
- mes "[Library Master]";
- mes "It's nothing, but there's a gigantic crow sitting on the roof of this library, crowing for at least a few hours now.";
- mes "I was trying to drive it away because... It feels ominous somehow.";
- next;
- mes "[Library Master]";
- mes "Go! Fly away, you damn bird! Leave!!";
- next;
- mes "^660000You looked up, and found a huge crow sitting on the roof of the library as if it owned the place.^000000";
- next;
- mes "[Library Master]";
- mes "Leave! Gosh, it won't go away!";
- mes "I'm afraid that creepy bird will scare away my patrons!";
- next;
- mes "[Library Master]";
- mes "Umm... Oh, well.";
- mes "(Grabbing a pebble)";
- mes "I said go away, you stupid bird!";
- next;
- mes "(WHIZZ-)";
- next;
- mes "(THUD!)";
- specialeffect EF_PIERCE;
- next;
- mes "(Gush)";
- next;
- mes "^660000Hit by the pebble which the man threw, the crow quickly flew up into the air.^000000";
- mes "^660000But then it started flying above the roof in a circle, and looked even spookier.^000000";
- specialeffect EF_BAT;
- next;
- mes "[Library Master]";
- mes "Grrr... Can't you just go away?!";
- next;
- mes "^660000He started yelling at the crow, but it didn't seem to care. Instead, it flew up a little higher.";
- mes "Eventually he turned his head away from the crow, and gave up on driving it away. Then the dog stopped barking as well.^000000";
- next;
- mes "^660000You looked down on the ground, and then found a couple of feathers dropped from the crow when it was hit by the pebble.^000000";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Wow, look at the size of these feathers. I guess such a huge crow needs big feathers to fly.";
- next;
- mes "[Library Master]";
- mes "When I was young, I heard that bird feathers bring Odin's servants to bless their owner, and so many poets used them as bookmarks.";
- next;
- mes "[Library Master]";
- mes "I used to have a small feather. I guess it's only natural that I've become a library master. Hahaha!";
- next;
- mes "[Library Master]";
- mes "You know the old saying, 'you can memorize Edda after 3 years of working at a library.'";
- mes "Why don't you keep one of the feathers? Who knows? It may bring you good luck.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I guess so.";
- next;
- mes "^660000You picked up one of the big dark feathers from the ground.";
- mes "Looking at the lustrous feather somehow made you feel so happy, as if you had obtained treasure.^000000";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "...Ahchoo!";
- specialeffect2 EF_VENOMDUST;
- next;
- mes "[Library Master]";
- mes "God bless you. Oh, did you catch cold?";
- mes "You should take good care of yourself, especially if you're an adventurer.";
- next;
- mes "^660000You started feeling cold and began to shiver.^000000";
- next;
- mes "[Library Master]";
- mes "Try to drink hot Jellopy broth mixed with honey. My mother used to make that for me whenever I caught cold.";
- mes "I gurantee you that you'll get better quickly.";
- next;
- mes "^660000He sounded sincere, but it doesn't sound like that kind of broth would even be effective...^000000";
- emotion e_dots,1;
- set barmunt_crow,3;
- close;
- }
- else {
- mes "[Library Master]";
- mes "Be careful to not catch cold!";
- close;
- }
-}
-
-yuno,336,203,0 script #garas_catch 139,3,3,{
-//OnTouch2:
-OnTouch:
- if (barmunt_crow == 2) {
- mes "[Dog]";
- mes "Bowwow!";
- mes "Grrr... Bowwow!";
- next;
- mes "^660000A dog is barking loudly at the front of the library.^000000";
- next;
- mes "[Library Master]";
- mes "You damn bird! Fly away, leave!";
- next;
- mes "^660000A man is also yelling at the front of the library.^000000";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "What's happening here?";
- next;
- mes "[Library Master]";
- mes "It's nothing, but there's a gigantic crow sitting on the roof of this library, crowing for at least a few hours now.";
- mes "I was trying to drive it away because... It feels ominous somehow.";
- next;
- mes "[Library Master]";
- mes "Go! Fly away, you damn bird! Leave!!";
- next;
- mes "^660000You looked up, and found a huge crow sitting on the roof of the library as if it owned the place.^000000";
- next;
- mes "[Library Master]";
- mes "Leave! Gosh, it won't go away!";
- mes "I'm afraid that creepy bird will scare away my patrons!";
- next;
- mes "[Library Master]";
- mes "Umm... Oh, well.";
- mes "(Grabbing a pebble)";
- mes "I said go away, you stupid bird!";
- next;
- mes "(WHIZZ-)";
- next;
- mes "(THUD!)";
- specialeffect EF_PIERCE;
- next;
- mes "(Gush)";
- next;
- mes "^660000Hit by the pebble which the man threw, the crow quickly flew up into the air.^000000";
- mes "^660000But then it started flying above the roof in a circle, and looked even spookier.^000000";
- specialeffect EF_BAT;
- next;
- mes "[Library Master]";
- mes "Grrr... Can't you just go away?!";
- next;
- mes "^660000He started yelling at the crow, but it didn't seem to care. Instead, it flew up a little higher.";
- mes "Eventually he turned his head away from the crow, and gave up on driving it away. Then the dog stopped barking as well.^000000";
- next;
- mes "^660000You looked down on the ground, and then found a couple of feathers dropped from the crow when it was hit by the pebble.^000000";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Wow, look at the size of these feathers. I guess such a huge crow needs big feathers to fly.";
- next;
- mes "[Library Master]";
- mes "When I was young, I heard that bird feathers bring Odin's servants to bless their owner, and so many poets used them as bookmarks.";
- next;
- mes "[Library Master]";
- mes "I used to have a small feather. I guess it's only natural that I've become a library master. Hahaha!";
- next;
- mes "[Library Master]";
- mes "You know the old saying, 'you can memorize Edda after 3 years of working at a library.'";
- mes "Why don't you keep one of the feathers? Who knows? It may bring you good luck.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I guess so.";
- next;
- mes "^660000You picked up one of the big dark feathers from the ground.";
- mes "Looking at the lustrous feather somehow made you feel so happy, as if you had obtained treasure.^000000";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "...Ahchoo!";
- specialeffect2 EF_VENOMDUST;
- next;
- mes "[Library Master]";
- mes "God bless you. Oh, did you catch cold?";
- mes "You should take good care of yourself, especially if you're an adventurer.";
- next;
- mes "^660000You started feeling cold and began to shiver.^000000";
- next;
- mes "[Library Master]";
- mes "Try to drink hot Jellopy broth mixed with honey. My mother used to make that for me whenever I caught cold.";
- mes "I gurantee you that you'll get better quickly.";
- next;
- mes "^660000He sounded sincere, but it doesn't sound like that kind of broth would even be effective...^000000";
- emotion e_dots,1;
- set barmunt_crow,3;
- close;
- }
- end;
-}
-
-yuno,343,204,1 script #garas_eff 111,{
- end;
-}
-
-yuno,335,208,5 script Dog#garas 81,{
- mes "[Dog]";
- mes "Bowwow!";
- close;
-}
-
-yuno_in04,111,57,3 script Library Part-Timer#garas 862,{
- if (barmunt_crow == 3) {
- mes "[Library Part-Timer]";
- mes "People should learn to put away books after pulling them out.";
- mes "All these books piled up in the cart make me feel so frustrated, you know? Sigh...";
- next;
- mes "[Library Part-Timer]";
- mes "...Now how may I help you?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I'm looking for a book called <The Crow of the Fate> written by Oliver Hilpert... Ahchoo!";
- emotion e_wah,1;
- specialeffect2 EF_VENOMDUST;
- next;
- mes "[Library Part-Timer]";
- mes "Ah, I remember that one... It's the one most frequently left in the cart.";
- mes "Please enter the room on the ^3131FFright side^000000. You can find it in the Bestseller corner.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Thanks.";
- close;
- }
- else if (barmunt_crow == 7) {
- mes "[Library Part-Timer]";
- mes "How may I help you?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Yes, umm... ahchoo! Where can I find old news articles...? Ahchoo!";
- specialeffect2 EF_VENOMDUST;
- next;
- mes "[Library Part-Timer]";
- mes "Oh, you can find them in a corner of the right room.";
- mes "Please be careful when you handle them since most of them are pretty ancient.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Thanks... Ahchoo!";
- specialeffect2 EF_VENOMDUST;
- close;
- }
- else if (barmunt_crow == 11) {
- mes "[Library Part-Timer]";
- mes "People should learn to put away books after pulling them out.";
- mes "All these books piled up in the cart make me feel so frustrated, you know? Sigh...";
- next;
- mes "[Library Part-Timer]";
- mes "...How may I help you?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Cough... I'm looking for a book called <The Crow of the Fate> written by Oliver Hilpert.";
- specialeffect2 EF_VENOMDUST;
- next;
- mes "[Library Part-Timer]";
- mes "Ah, I remember that one... It's the one most frequently left in the cart.";
- mes "Go ^3131FFupstairs^000000, and check the left shelf.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Thanks.";
- next;
- mes "[Library Part-Timer]";
- mes "Oliver Hilpert has attained huge fame despite his young age.";
- mes "I've read his <The Trace of the Fate> at least several times. I mean, that book is so captivating that I can never get tired of reading it.";
- next;
- mes "[Library Part-Timer]";
- mes "Umm... The most impressive scene was... Err...";
- next;
- mes "[Library Part-Timer]";
- mes "Right! When the hero was meeting his end in the burning mansion... ^FF0000-- BEEP --^000000";
- specialeffect2 EF_BASH3D2;
- close2;
- warp "que_ba",264,186;
- end;
- }
- else if (barmunt_crow == 12) {
- mes "[Library Part-Timer]";
- mes "Excuse me, are you okay? I mean, you just kind of drifted off all of a sudden.";
- mes "You look a little pale.";
- next;
- mes "[Library Part-Timer]";
- mes "Why don't you go inside and take a rest? Read <The Trace of the Fate> or something.";
- mes "You can find the book at the left bookshelf upstairs.";
- close;
- }
- end;
-}
-
-yuno_in04,100,5,3 script Hot Bestseller Corner 111,{
- if (barmunt_crow == 3) {
- mes "^660000The countless number of books filling this room tell you why this place is called the Greatest Library of Juno, the City of Scholars.^000000";
- next;
- mes "^660000Books tagged as 'Bestseller of The Month' are stored in the middle of the shelf that's at your eye level.^000000";
- next;
- mes "^660000It was not that difficult to find 'The Crow of the Fate'";
- mes "because it was the only book leaning against the wall of an empty shelf.^000000";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Ah, luckily there's one... Ahchoo!";
- specialeffect2 EF_VENOMDUST;
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Sniff... So now all I have to do is just check this out and deliver it to that Mammi fanatic.";
- next;
- mes "^FF0000-- BEEP --^000000";
- next;
- mes "^660000You were about to pull out the book, complaining and grumbling, when suddenly it felt as if your brain exploded. You black out...^000000";
- set barmunt_crow,4;
- close2;
- specialeffect2 EF_BASH3D2;
- warp "que_ba",247,33;
- end;
- }
- else if (barmunt_crow == 4) {
- mes "^660000The countless number of books filling this room tell you why this place is called the Greatest Library of Juno, the City of Scholars.^000000";
- next;
- mes "^660000Books tagged as 'Bestseller of The Month' are stored in the middle of the shelf that's at your eye level.^000000";
- next;
- mes "^660000It was not that difficult to find 'The Crow of the Fate'";
- mes "because it was the only book leaning against the wall of an empty shelf.^000000";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Ah, luckily there's one... Ahchoo!";
- specialeffect2 EF_VENOMDUST;
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Sniff... So now all I have to do is just check this out and deliver it to that Mammi fanatic.";
- next;
- mes "^FF0000-- BEEP --^000000";
- next;
- mes "^660000You were about to pull out the book, complaining and grumbling, when suddenly it felt as if your brain exploded. You black out...^000000";
- close;
- specialeffect2 EF_BASH3D2;
- warp "que_ba",247,33;
- end;
- }
- else if (barmunt_crow == 5) {
- mes "^660000The countless number of books filling this room tell you why this place is called the Greatest Library of Juno, the City of Scholars.^000000";
- next;
- mes "^660000Books tagged as 'Bestseller of The Month' are stored in the middle of the shelf that's at your eye level.^000000";
- next;
- mes "^660000It was not that difficult to find 'The Crow of the Fate'";
- mes "because it was the only book leaning against the wall of an empty shelf.^000000";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Ah, luckily there's one... Ahchoo!";
- specialeffect2 EF_VENOMDUST;
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Sniff... So now all I have to do is just check this out and deliver it to that Mammi fanatic.";
- next;
- mes "^FF0000-- BEEP --^000000";
- next;
- mes "^660000You were about to pull out the book, complaining and grumbling, when suddenly it felt as if your brain exploded. You black out...^000000";
- close2;
- specialeffect2 EF_BASH3D2;
- warp "que_ba",247,33;
- end;
- }
- end;
-}
-
-yuno_in04,100,3,0 script #garas_path 139,1,1,{
-//OnTouch2:
-OnTouch2:
- if (barmunt_crow == 6) {
- mes "...................................";
- next;
- mes "...................................";
- mes "...................................";
- next;
- mes "...................................";
- mes "...................................";
- mes "...................................";
- next;
- mes "^660000You are still inside the library,";
- mes "but you do not know if this is a dream or reality.^000000";
- next;
- mes "^660000You turned your head toward the bookshelf, and found the bookshelf with the empty shelf.^000000";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Phew... I guess I had a dream or something... Ahchoo!";
- specialeffect2 EF_VENOMDUST;
- next;
- mes "^660000It was an indescribable dream: a burning laboratory in an unknown place in Schwaltzvalt.";
- mes "You tried to think hard, but could not figure out what the dream meant.^000000";
- next;
- mes "^660000You carefully opened the book again, but nothing happened.^000000";
- next;
- mes "<....at the end of the sooty fog and chaotic screams, there was a creature that looked too outrageous to be a human...>";
- next;
- mes "...................................";
- next;
- mes "<- Eva, what are you doing? Come over here! Hurry!-";
- mes "-I can't leave him here!-";
- mes "Ignoring the collapsing laboratory ceiling, Eva approached a test tube, carefully took out something, and then put it under her jacket. >";
- next;
- mes "^660000...................................^000000";
- next;
- mes "^660000The books was telling the exact scene that you have seen in your dream.^000000";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Deja Vu? Am I having Deja Vu?";
- next;
- mes "^660000Of course, it was just a dream, but still was a very mysterious experience.^000000";
- next;
- mes "...................................";
- next;
- mes "...................................";
- next;
- mes "'^660000Now I wonder if the scene is describing an accident that really happened in the past. If there was such big fire, I'm sure I can verify it in a newspaper.";
- mes "...I just want to know it out of curiosity...^000000'";
- set barmunt_crow,7;
- changequest 2064,2065;
- close;
- }
- else if (barmunt_crow == 7) {
- mes "["+ strcharinfo(0) +"]";
- mes "If I want to read news articles about fires, which section should I go to?";
- close;
- }
- end;
-}
-
-yuno_in04,117,102,3 script Old News Scrapbook 844,{
- if (barmunt_crow == 7) {
- mes "^660000It is a folder with an wooden frame holding a thick pile of old newspapers.^000000";
- next;
- mes "^660000You carefully looked through the newspapers to see if you could find any articles about fire accidents.^000000";
- next;
- while(1) {
- mes "...................................";
- next;
- mes "...................................";
- next;
- set .@newspp,rand(1,10);
- if ((.@newspp == 1) || (.@newspp == 2)) {
- mes "- Page 1 -";
- mes "Renowned Assassin Sieglinde: 'I serve you only.'";
- mes " ";
- mes " Sieglinde has attained the title of Greatest Assassin";
- mes "for his professionalism";
- mes "and fame among ladies,";
- mes "for his bad-boy image characterized by his sharpened Katar:";
- mes "a handsome man that lives a life of romantic loneliness.";
- mes "Recently this Assassin-Turned-Into-Celebrity has made";
- mes "a true confession with a smile on his face:";
- mes "he has been secretly going out with a lady,";
- mes "and they are planning to wed next year.";
- mes " The lady in question is known as Priestess M,";
- mes "and she works in Prontera Church, but he refused to give us more information";
- mes "about his fiancee for the sake of her safety.";
- mes "As soon as the news spread,";
- mes "his female fans showed a negative reaction";
- mes "saying, 'This is ridiculous.";
- mes "Assassins must live alone under the shadows.'";
- mes "Hopefully the fans' reaction won't cause too much worry";
- mes "to Siglinde and his soon-to-be wife.";
- mes " ";
- next;
- }
- else if ((.@newspp == 3) || (.@newspp == 4)) {
- mes "- Page 4 -";
- mes "Fight Scene in Juno";
- mes " ";
- mes "Last night, two young men were witnessed";
- mes "violently fighting each other in Juno Plaza.";
- mes "According to the Juno soldier that arrested them,";
- mes "Mr. B had not been so happy with Mr. A's";
- mes "careless behavior, and it seems";
- mes "that his patience finally ran out last night.";
- mes "It seems the fight started when Mr. A put his bare sweaty feet on Mr. B's thigh,";
- mes "saying that his feet are too sweaty.'";
- mes "Blame the hot weather, people!";
- mes " ";
- next;
- }
- else if (.@newspp == 5) {
- mes "God's Warning: A Secret Lab Reduced to Ashes";
- mes " ";
- mes " The smoke clouding the sky of Juno last night";
- mes "turned out to be from";
- mes "a secret laboratory set on fire.";
- mes " More information about the laboratory";
- mes "has not yet been released, but according to the witnesses,";
- mes "the laboratory was found empty";
- mes "without anybody or anything inside";
- mes "except broken pieces of test tubes";
- mes "which proved that the place was used as a laboratory.";
- mes " Scientist Sion, the accident scene investigator,";
- mes "suspects from the remnants of machines inside";
- mes "that the laboratory must have been used";
- mes "to test biotechnology projects,";
- mes "and expressed his belief that the fire was the wrath of God,";
- mes "righteous punishment for trifling with his creations.";
- mes " ";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "...........................";
- mes "...........................";
- mes "This is the place I've seen in my dream!";
- next;
- mes "Wait, then what about the place where they escaped...?";
- next;
- mes "You quickly checked the date of the news. It was too long ago";
- mes "for you to find any more information from searching news articles.";
- next;
- mes "What if they have any descendents or successors?";
- next;
- mes "You feel your heart beating faster with excitement.";
- mes "You are now convinced this was not just your dream or illusion. You had a vision of what really happened in the past.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I can't believe this is happening!";
- mes "Think hard... It was ^FF0000an area connected to a northern cave^000000.";
- set barmunt_crow,8;
- changequest 2065,2066;
- close;
- }
- else if ((.@newspp == 6) || (.@newspp == 7)) {
- mes "- Culture Page -";
- mes "- Please Save My Water -";
- mes " ";
- mes "��A recently acclaimed young author,";
- mes "Jean Cadoc's new series";
- mes "'Please Save My Water' has been ranked at the top";
- mes "for the most checked-out book in libraries.";
- mes "'Please Save My Water' is about a girl called Ujer";
- mes "who was blessed by Mother Nature.";
- mes "Her father left a will on his deathbed";
- mes " to 'protect the water' against the evil,";
- mes "and she is fighting against a group of evil villains";
- mes "that are contaminating nature so that she can purify the water.";
- mes "This book will be soon selected as an essential academic book of";
- mes "the Schwaltzvalt Republic for";
- mes "promoting morality and";
- mes "promoting environmental protection throughout the nation.";
- mes " ";
- next;
- }
- else {
- mes "Einbech Mine Collapsed (2)";
- mes " ";
- mes "According to an employee of Rekenber Corporation,";
- mes "which has been leading Einbech's mining business,";
- mes "three dead bodies have been discovered,";
- mes "but one survivor was admitted into a hospital.";
- mes "He is in a critical condition,";
- mes "and also informed us that they are";
- mes "still searching for survivors,";
- mes "and have hired specialists to investigate";
- mes "the cause of the accident.";
- mes " ";
- next;
- }
- }
- }
- else {
- mes "^660000It is a folder with a wooden frame holding a thick pile of old newspapers.^000000";
- close;
- }
-}
-
-yuno_in04,169,123,3 script Suspicious Man#oliver_h 407,{
- if (checkweight(617,3) == 0) {
- mes "- You have too many items in your inventory to proceed with this quest. -";
- close;
- }
- if (barmunt_crow > 14) {
- mes "^660000The writer was writing in the notebook at an extremely fast pace.^000000";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Let's not disturb him, especially when he is full of creative ideas. That doesn't happen very often.";
- close;
- }
- else if (barmunt_crow == 13) {
- cutin "oliver_pre",2;
- if (countitem(7795) < 1) {
- mes "[Oliver Hilpert]";
- mes "Lady Mammi...";
- close2;
- cutin "",255;
- end;
- }
- mes "[Oliver Hilpert]";
- mes "Did you change your mind about selling Lady Mammi's picture book to me?";
- next;
- switch(select("Yes:No")) {
- case 1:
- cutin "oliver_smile",2;
- mes "[Oliver Hilpert]";
- mes "Wow, thanks!";
- next;
- mes "[Oliver Hilpert]";
- mes "Umm... I haven't received my publishing advance yet, but do you mind taking this instead?";
- next;
- break;
- case 2:
- mes "[Oliver Hilpert]";
- mes "Okay... I see...";
- emotion e_sob;
- close2;
- cutin "",255;
- end;
- }
- mes "[Oliver Hilpert]";
- mes "I haven't had a chance to open it, but my publisher said it has something very rare inside. I hope that it's enough to pay you for your book.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Haha, thanks.";
- mes "You know, in Morroc... Ahchoo! ...There's someone who's as big a fan of Mammi's as you... Ahchoo! So why don't you go meet him?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I got that book from him as a gift. He may have more rare books of her... Ahchoo!";
- next;
- mes "[Oliver Hilpert]";
- mes "Oh, thank you so much for such valuable information!";
- next;
- mes "[Oliver Hilpert]";
- mes "Wah! I must write down the story that I saw in my dream last night before I forget!";
- next;
- mes "[Oliver Hilpert]";
- mes "I hope you'll also like my next book. Then I must go... Thank you for the picture book!";
- next;
- cutin "oliver_smile",255;
- mes "^660000He started running around like a chicken with its head cut off. He quickly opened his bag, took out his notebook, ran to a table, and then started writing down something at a fast speed.";
- mes "At first, he looked pretty silly, but now he strikes you as a man that's very serious about his writing.^000000";
- next;
- mes "^660000You were about to leave when you found a piece of paper on the ground.^000000";
- next;
- mes "^660000The piece of paper is covered with scribbles, and is labeled <The Crow of the Fate> at the top. Oliver must have dropped this note containing information about his novel, <The Crow of the Fate>.^000000";
- next;
- mes "^3131FFAncient weapon = Some kind of power source^000000";
- mes "^3131FFSeclusion - A female disciple's letter^000000";
- mes "^3131FFThe stepmother = Lover from a past life?!^000000";
- close2;
- specialeffect2 EF_ENHANCE;
- delitem 7795,1; //Mami_Photo_Album
- set barmunt_crow,14;
- getitem 7796,1; //Author_Autograph
- getitem 7797,1; //Author_Memo
- getitem 617,1; //Old_Violet_Box
- warp "que_ba",270,270;
- end;
- }
- else if (barmunt_crow == 14) {
- mes "["+ strcharinfo(0) +"]";
- mes "This dream seems pretty meaningful somehow.";
- mes "I'd better give him this note back.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Excuse me, Mr. Hilpert.";
- next;
- cutin "oliver_think",2;
- mes "[Oliver Hilpert]";
- mes ".................";
- mes ".................";
- mes "...........Huh?";
- next;
- cutin "oliver_think",255;
- mes "You felt sorry for interrupting him from writing.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I think you've dropped this.";
- next;
- mes "^660000You rummaged your pocket to find the memo, and then happened to drop the crow feather which you picked up outside the library. Then suddenly...^000000";
- next;
- mes "(WHACK)";
- specialeffect EF_VENOMDUST;
- specialeffect2 EF_DETOXICATION;
- next;
- mes "^660000Oliver picked up the feather more quickly than you could, and then tore it into pieces before you could even say anything.^000000";
- next;
- mes "^660000You looked angrily at him, and found out that he turned into a completely different person; he no longer looked stupid or serious but extremely coldhearted.^000000";
- next;
- cutin "oliver_hum",2;
- mes "[Oliver Hilpert]";
- mes "Errr?!";
- mes "What's happened to this feather?";
- next;
- mes "[Oliver Hilpert]";
- emotion e_wah;
- mes "Wah! Did I do this?";
- mes "Oh my god, I'm sorry! I'm so sorry!";
- next;
- mes "^660000He changed back to himself, and started apologizing to you for his sudden rage.^000000";
- next;
- emotion e_sob;
- mes "[Oliver Hilpert]";
- mes "I... I don't know how to apologize...";
- mes "It's just that... I became so angry that I--! Argh, I'm sorry!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Well, it's okay. I happened to pick it up from the street. You don't have to apologize.";
- next;
- mes "[Oliver Hilpert]";
- mes "If you say so, thank you for your understanding.";
- mes "Phew, I felt so guilty...";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Here, take your memo back.";
- next;
- mes "[Oliver Hilpert]";
- mes "Oh, you can just throw it away. It's no longer useful.";
- mes "Phew...";
- next;
- cutin "oliver_pre",2;
- mes "[Oliver Hilpert]";
- mes "I'm having great ideas right now. I'm sorry, but I should go.";
- next;
- cutin "oliver_pre",255;
- mes "^660000As soon as he talked to you, he went back to his writing and became completely absorbed in his work.^000000";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "He has such amazing concentration.";
- mes "I guess not everyone can make bestselling books, huh?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "...Wait, I'm not sneezing anymore...";
- mes "The headache and the heavy feeling in my chest is gone too!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "What if it was all caused by that crow feather? What if...?";
- next;
- switch(select("It was cursed by the pebble.:The crow has something to do with Oliver.")) {
- case 1:
- mes "["+ strcharinfo(0) +"]";
- mes "Ah, I see.";
- mes "I think when the crow was hit by the pebble, its wisdom must have turned into disaster.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Argh, that was all because of the library master!";
- mes "Luckily the feather is gone, so hopefuly I won't suffer any more disaster.";
- next;
- break;
- case 2:
- mes "["+ strcharinfo(0) +"]";
- mes "I remember Mr. Zid saying Eva had left a black feather behind her.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Also, the female assistant turned into a crow flying away, and then the crow feather made me sneeze and cough.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "..................";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Yes, Mr. Hilpert's soul is cursed by the Crow!";
- mes "I wonder if he threw rocks at crows like the library master...";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "..................";
- mes "I guess it's a stupid idea.";
- next;
- break;
- }
- mes "["+ strcharinfo(0) +"]";
- mes "Oh well, whatever.";
- mes "What matters is that I'm cured!";
- mes "If I have another dream, I'll deal with it then~";
- next;
- mes "^660000As you left the library, you thought that thinking Mr. Oliver is your half would be a better idea.^000000";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "That was pretty fun, but also pretty tiring. Where should I head for my next adventure?";
- set barmunt_crow,15;
- completequest 2068;
- close2;
- cutin "",255;
- end;
- }
- else {
- mes "^660000A suspicious-looking young man is searching passing faces as if he is looking for someone.^000000";
- close;
- }
-}
-
-yuno_in04,167,120,3 script Worn-out Book#garas 111,{
- if (checkweight(617,3) == 0) {
- mes "- You have too many items in your inventory to proceed with this quest. -";
- close;
- }
- if (barmunt_crow == 12) {
- if (countitem(7795) < 1) {
- mes "- You felt as if you have left something important behind. -";
- close;
- }
- mes "^660000The book's cover was seriously damaged, considering its recent publishing date. Many people must have turned its pages.^000000";
- next;
- mes "^660000You carefully turned the first page, worrying that you might have another crazy dream.^000000";
- next;
- mes ".........................";
- mes ".........................";
- mes ".........................";
- next;
- mes "< Since he was young - it was before he could even remember exactly how young he was - his dreams have filled his brain with immense knowledge that he had never seen or learned from anywhere else.";
- mes "He was a little boy outside, but wiser than any grown sage. He spoke many languages so fluently that they sounded like Edda chanted by Odin.";
- mes "To him, his small and dark underground village was a prison blocking him from satisfying his curiosity and desire for freedom.";
- mes "He expressed his desire to learn more knowledge of the outside world to stepmother Eva, but she always ignored his wish with a stern look.";
- mes "Eventually, her unreasonable dissuasion could no longer stop him from escaping his reality.";
- mes " ";
- mes "- Gasp! Gasp! -";
- mes "He ran through the darkness which seemed to have no end. He was running away from everything that tried to confine him.>";
- next;
- mes ".........................";
- mes ".........................";
- mes ".........................";
- next;
- mes "< - Umm...-";
- mes "-...He's awake.-";
- mes "- Hello, can you see me? How do you feel? -";
- mes "An old man slowly walked into the room. With a smile on the face, he sat down on a chair. The little boy felt afraid for a little while after seeing people outside his village for the first time,";
- mes "but then he forced himself up from the bed, and looked around.";
- mes " ";
- mes "- Where am I? Why am I here? - ";
- mes "- I was riding a carriage last night, and found you lying in the street. My name is Haeji. You may call me Mr. Haeji, son.-";
- mes "-.......-";
- mes "- What's your name? -";
- mes "-......Al.-";
- mes "- Do you know why you're on the street? Where do you live? Your parents must be dying to see you.-";
- mes "Haeji's comment instantly brought the monsterous image of Eva to Al's mind. Inwardly, he screamed in fear.";
- mes "- I live nowhere, and I don't have parents. -";
- mes "Al had to lie no matter how long, he thought. The old man seemed to understand him: his eyes showed sympathy for the little boy. Haeji insisted that Al could stay in his mansion as long as he wanted.";
- mes "Later, after learning that Haeji was a professor of Juno City University, Al was convinced that the fates were on his side.>";
- next;
- mes ".........................";
- mes ".........................";
- mes ".........................";
- next;
- mes "^660000You felt somebody staring at you reading the book. You turned your head, and found a dandy and yet suspicious-looking young man.^000000";
- next;
- cutin "oliver_pre",2;
- mes "^660000The young man approached and shook your hand with a grin on his face.^000000";
- next;
- mes "[Suspicious-Looking Man]";
- mes "Hey, you're reading <The Trace of the Fate>!";
- mes "Hahaha, nice to meet you. I'm the author of that book. I've come by to check how well my new book, <The Crow of the Fate>, is doing, and it's a great honor to meet a fan of mine! I feel embarrassed, but thanks! Hehe.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Cough, no, I'm not a fa...";
- next;
- mes "[Oliver Hilpert]";
- mes "Oh, right! Do you want my autograph?";
- next;
- mes "(Scribble)";
- next;
- mes "[Oliver Hilpert]";
- mes "^660000He took out a big piece of paper from his bag, drew something really fast, and then handed it to you.^000000";
- next;
- mes "Haha, look. I've signed it as big as I could so that you can brag about this to your friends!";
- next;
- mes "[Oliver Hilpert]";
- mes "You know, I just wrote what I saw in my dream; I didn't know people would love my stories so much! It's very surprising to me.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Dream?";
- next;
- cutin "oliver_think",2;
- mes "[Oliver Hilpert]";
- mes "Yes, I've been having dreams that are so vivid, they feel like reality.";
- mes "I was told great writers usually find their inspiration from their dreams. I guess I was born to be one of them. Hahaha!";
- next;
- mes "You felt something uncomfortable about this so-called dream. You wanted to understand the meaning of what you've seen while reading the book.";
- mes "If Oliver was dreaming exactly the same things as you, that might mean he and you are sharing dreams. Then again, you've discovered the cave village in the book actually exists.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "The hero Al was having dreams...";
- next;
- cutin "oliver_pre",2;
- mes "[Oliver Hilpert]";
- mes "Wah!";
- mes "Isn't that over there?!";
- emotion e_omg;
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Huh?";
- next;
- mes "^660000You quickly turned your head following his eyes. There was nothing but your bag.^000000";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Ah... Ahchoo! Mr. Hilpert, are you interested in my bag? It's just a simple bag I got from the Novice Training Grounds...";
- specialeffect2 EF_VENOMDUST;
- next;
- mes "[Oliver Hilpert]";
- mes "No, no!";
- next;
- mes "[Oliver Hilpert]";
- mes "I was looking at the thing shining under the cover of the bag!";
- next;
- mes "^660000You checked what the thing in your bag was, and it was...^000000";
- next;
- cutin "oliver_smile",2;
- mes "[Oliver Hilpert]";
- mes "Lady Mammi!";
- emotion 14;
- next;
- mes "^660000Yes, it was the picture book of Mammi, an idol whom Benjamin of Morroc insists to be one of the three greatest idols in the Rune-Midgart Kingdom. That must be why Oliver is squealing in delight.^000000";
- emotion e_dots,1;
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Ahchoo! Are you also a Mammi fan?";
- specialeffect2 EF_VENOMDUST;
- next;
- mes "[Oliver Hilpert]";
- mes "Are you kidding?! Of course!";
- mes "Tell me, where you can find another intelligent and beautiful woman like her?";
- mes "I believe she's the reincarnation of the Wisdom Goddess who was expelled to the Midgard Continent by jealous goddesses.";
- next;
- mes "^660000Mammi seems to have a strange level of popularity that you can never understand.^000000";
- next;
- mes "[Oliver Hilpert]";
- mes "May I see?";
- next;
- mes "^660000You have given him Mammi's picture book.^000000";
- next;
- mes "[Oliver Hilpert]";
- mes ".................";
- next;
- mes "[Oliver Hilpert]";
- mes "...Oh!";
- cutin "mami01",4;
- emotion 3;
- next;
- mes "[Oliver Hilpert]";
- mes "...Ooooh!";
- cutin "mami02",4;
- emotion 3;
- next;
- cutin "oliver_smile",2;
- mes "[Oliver Hilpert]";
- mes "Ah... This is why I'm in love with Lady Mammi.";
- mes "Adventurer, you must be an enthusiastic fan of her as well. Where did you find this rare picture book?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "No, I got it as a gift from someone... Ahchoo!";
- specialeffect2 EF_VENOMDUST;
- next;
- mes "[Oliver Hilpert]";
- mes "What? Now I'm shocked!";
- mes "It's shocking to see you unimpressed by the beauty of Lady Mammi,";
- mes "but it is more shocking that God has given such a rare picture book of her";
- mes "to someone like you who does not appreciate its value!";
- mes "I flew over to the Rune-Midgart Kingdom on the earliest airship";
- mes "to get this book on the day it was released, but the books were sold out. The person right in front of me got the last one!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "...............";
- mes "I... I see...";
- emotion 4,1;
- next;
- mes "[Oliver Hilpert]";
- mes "Umm...";
- mes "If you don't really like that book, why don't you sell it to me?";
- next;
- mes "[Oliver Hilpert]";
- mes "As I told you earlier, it's something I'm willing to cross continents to get. Please?";
- mes "I really want to buy your book!";
- next;
- switch(select("Sell:Don't Sell")) {
- case 1:
- mes "[Oliver Hilpert]";
- mes "Wow, thanks!";
- next;
- mes "[Oliver Hilpert]";
- mes "Umm... I haven't received my publishing advance yet, but do you mind taking this instead?";
- next;
- break;
- case 2:
- mes "[Oliver Hilpert]";
- mes "Okay... I see...";
- emotion e_sob;
- set barmunt_crow,13;
- close2;
- cutin "",255;
- end;
- }
- mes "[Oliver Hilpert]";
- mes "I haven't had a chance to open it, but my publisher said it has something very rare inside. I hope that it's enough to pay you for your book.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Haha, thanks.";
- mes "You know, in Morroc... Ahchoo! ...There's someone who's as big a fan of Mammi's as you... Ahchoo! So why don't you go meet him?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I got that book from him as a gift. He may have more rare books of her... Ahchoo!";
- next;
- mes "[Oliver Hilpert]";
- mes "Oh, thank you so much for such valuable information!";
- next;
- mes "[Oliver Hilpert]";
- mes "Wah! I must write down the story that I saw in my dream last night before I forget!";
- next;
- mes "[Oliver Hilpert]";
- mes "I hope you'll also like my next book. Then I must go... Thank you for the picture book!";
- cutin "oliver_smile",255;
- next;
- mes "^660000He started running around like a chicken with its head cut off. He quickly opened his bag, took out his notebook, ran to a table, and then started writing down something at a fast speed.";
- mes "At first, he looked pretty silly, but now he strikes you as a man that's very serious about his writing.^000000";
- next;
- mes "^660000You were about to leave when you found a piece of paper on the ground.^000000";
- next;
- mes "^660000The piece of paper is covered with scribbles, and is labeled <The Crow of the Fate> at the top. Oliver must have dropped this note containing information about his novel, <The Crow of the Fate>.^000000";
- next;
- mes "^3131FFAncient weapon = Some kind of power source^000000";
- mes "^3131FFSeclusion - A female disciple's letter^000000";
- mes "^3131FFThe stepmother = Lover from a past life?!^000000";
- close2;
- specialeffect2 EF_ENHANCE;
- delitem 7795,1; //Mami_Photo_Album
- set barmunt_crow,14;
- getitem 7796,1; //Author_Autograph
- getitem 7797,1; //Author_Memo
- getitem 617,1; //Old_Violet_Box
- warp "que_ba",270,270;
- cutin "",255;
- end;
- }
- else {
- mes "^660000The book's cover was seriously damaged, considering its recent publishing date. Many people must have turned its pages.^000000";
- close;
- }
-}
-
-que_ba,247,33,0 script #bpast_1_1 -1,1,1,{
-//OnTouch2:
-OnTouch:
- if (barmunt_crow < 4) {
- warp "ama_dun03",119,110;
- }
- else {
- sc_end SC_Blind;
- mes "[???]";
- mes "Waaaaah!";
- next;
- mes "^660000Startled by a terrifying scream, you regained consciousness. It seems that you were lost in time for quite a while.^000000";
- next;
- mes "^660000You scrambled to stand on you feet, and then followed the sound of the scream to an old and abandoned building.^000000";
- next;
- mes "^660000The old, huge and somehow intimidating building was expelling dark red smoke out of broken and open windows.^000000";
- close;
- }
-}
-
-que_ba,257,39,3 script Female Researcher#bpast 744,{
- if (barmunt_crow < 4) {
- warp "ama_dun03",119,110;
- }
- else if (barmunt_crow == 4) {
- mes "^660000While trying to remember what happened, you encounter a woman who passes by you. You instinctively reach for her shoulder to get her attention.^000000";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Ahchoo! Ahchoo! Gosh...";
- mes "Hey, where am I...?";
- specialeffect2 EF_VENOMDUST;
- next;
- mes "- Pzzzz -";
- specialeffect EF_CLOAKING;
- next;
- mes "^660000Surprisingly, your arm passed through her body.^000000";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "...Where the hell am I?";
- close;
- }
- else {
- warp "yuno_in04",100,3;
- }
- end;
-}
-
-que_ba,265,34,0 warp #bpast_1to2 1,1,que_ba,156,37
-
-que_ba,176,43,7 script Researcher#bpast_2_1 402,{
- specialeffect EF_CLOAKING;
- mes "[Researcher]";
- mes "Fire!";
- mes "Everybody, move, move!";
- close;
-}
-
-que_ba,181,14,7 script Researcher#bpast_2_2 865,{
- specialeffect EF_CLOAKING;
- mes "[Researcher]";
- mes "Cough, cough!";
- mes "Argh... I can't breathe... I have to get out...";
- close;
-}
-
-que_ba,183,25,0 warp #bpast_2to3_1 1,1,que_ba,72,25;
-que_ba,183,52,0 warp #bpast_2to3_2 1,1,que_ba,72,51;
-
-que_ba,102,56,0 script #3room_barmunt -1,3,3,{
-//OnTouch2:
-OnTouch:
- if (barmunt_crow < 4) {
- warp "yuno_in04",100,3;
- }
- else {
- mes "^660000You walked through the flame engulfed hallway and ended at a room that was about to collapse, just like everywhere else in this place.^000000";
- next;
- mes "^660000You could not clearly see what was inside the room because of all the smoke, but you knew there was something there.^000000";
- next;
- mes "^660000You squinted your eyes, and listened. You could hear human voices, but their silhouettes of whomever was talking were not human shaped.^000000";
- next;
- mes "[Female]";
- mes "Cough! Fire... Cough!";
- mes "Goddamn humans... Cough, cough!";
- next;
- mes "^660000Her coughing grew worse as the roaring of the flames grew stronger.^000000";
- next;
- mes "[Male]";
- mes "They ran away, and left us behind to die!";
- next;
- mes "[Female]";
- mes "...Are we going to die?";
- next;
- mes "[Male]";
- mes "Die? ...Haha.";
- mes "^3131FF'Eva'^000000, we won't die... We were never exactly alive to begin with.";
- next;
- mes "- Crumbling -";
- next;
- mes "[Male]";
- mes "Argh!";
- next;
- mes "^660000The only exit was blocked by steel bars; no one could get out of the room enveloped in flames. Then, a corner of a wall crumbled by the heat from the fire.^000000";
- next;
- mes "^660000The male silhouette quickly approached the wall, and started to dig at the crumbled corner.^000000";
- next;
- mes "[Male]";
- mes "...It's done!";
- next;
- mes "[Male]";
- mes "Let's go, Eva!";
- next;
- mes "[Eva]";
- mes "Wait, we have to take the children with us.";
- next;
- mes "^660000The female silhouette called Eva approached the test tubes standing in a row against a wall.^000000";
- next;
- mes "[Male]";
- mes "Eva!! We don't have time to save all of them! Come here!";
- if (barmunt_crow == 4) {
- set barmunt_crow,5;
- }
- sc_start SC_Blind,600000,0,10000;
- close2;
- warp "que_ba",53,232;
- end;
- }
- end;
-}
-
-que_ba,104,55,3 script Grotesque Woman#eva1 980,{
- specialeffect EF_CLOAKING;
- end;
-}
-
-que_ba,99,51,7 script Grotesque Man#zid1 999,{
- specialeffect EF_CLOAKING;
- end;
-}
-
-que_ba,53,232,0 script #garas_f_yume 139,1,1,{
-//OnTouch2:
-OnTouch:
- if (barmunt_crow == 5) {
- //GetHEALTHSTATE VAR_HEALTHSTATENORMAL 0
- mes "^660000Suddenly a flash of light stung your eyes. A few seconds later, you opened your eyes and found that you were somewhere in Schwaltzvalt.^000000";
- next;
- mes "^660000And you aren't alone: you can now clearly see the man and woman that escaped the laboratory.^000000";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Umm...";
- next;
- mes "[Grotesque Man]";
- mes "Where should we go?";
- mes "No one will welcome us... We look like monsters!";
- next;
- mes "[Eva]";
- mes "...";
- mes "I know a cave that's hidden in the north.";
- mes "We can stay there for a while.";
- next;
- mes "^660000They seemed completely oblivious of your presence, and headed north.^000000";
- next;
- mes "^660000You were looking at their backs as they left, and then noticed that you were holding the book you were reading in your hands. Then....^000000";
- set barmunt_crow,6;
- specialeffect2 EF_FLASHER;
- close2;
- warp "yuno_in04",100,3;
- }
- else {
- warp "yuno_in04",100,3;
- }
- end;
-}
-
-que_ba,50,238,1 script Grotesque Woman#eva2 980,{
- specialeffect EF_CLOAKING;
- end;
-}
-
-que_ba,48,227,7 script Grotesque Man#zid2 999,{
- specialeffect EF_CLOAKING;
- end;
-}
-
-que_ba,264,186,0 script #barmut_room1 139,2,2,{
-//OnTouch2:
-OnTouch:
- if (barmunt_crow == 11) {
- mes "^660000You wake up, and look around you. Somehow, you've now ended up in a huge mansion.^000000";
- next;
- mes "^660000You suddenly feel a sharp pain in your chest, as if someone were squeezing your heart.^000000";
- next;
- mes "^660000This mansion looks very elegant and expensive, but it is on fire, just like the laboratory in your first dream.^000000";
- next;
- mes "^660000You're having trouble thinking because of your chest pain and the fire, but you know that this mansion won't last long. You look around for an exit, and see a man standing downstairs in the center of flames.^000000";
- next;
- mes "^660000He didn't seem to care that he'd perish along with the mansion, and was talking slowly in a low, sad voice.^000000";
- next;
- mes "[Mysterious Man]";
- mes ".....................";
- mes "After all, God has trifled with me...";
- mes "This was his plan all long...";
- mes "Even my best friends were his puppets...";
- next;
- mes "[Mysterious Man]";
- mes "I strongly resent my fate...";
- mes "But I'm ready to accept the end... Of everything...";
- next;
- mes "^660000He could not finish his words before flames swallowed him up. At the same time, you were...^000000";
- specialeffect EF_METEORSTORM;
- set barmunt_crow,12;
- close2;
- warp "yuno_in04",108,57;
- }
- else {
- warp "yuno_in04",108,57;
- }
- end;
-}
-
-que_ba,270,181,3 script #barmunt_fire 755,{
- end;
-}
-
-que_ba,270,270,0 script #barmunt_living 139,1,1,{
-//OnTouch2:
-OnTouch:
- mes "..................";
- mes "..................";
- mes "..................";
- mes "..................";
- next;
- mes "[Mysterious Man]";
- mes "..................";
- mes "..................";
- mes "..................";
- mes "E...Eva, no!";
- next;
- mes "[Mysterious Man]";
- mes "Was it a dream?";
- mes "..................";
- mes "...Gosh, that was strange.";
- next;
- mes "[Mysterious Man]";
- mes "Mother was... She was a regular human.";
- mes "Was I standing next to her?";
- mes "..................";
- next;
- mes "^660000He mumbled to himself, and brushed back his sweaty hair with a trembling hand.^000000";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "A dream again.";
- mes "I guess he won't be able to see or hear me, just like the others.";
- next;
- mes "^660000You put your guard down, and stare at him.";
- mes "Suddenly his face distorted in anger as he looked right back at you.^000000";
- next;
- mes "[Mysterious Man]";
- mes "How the hell did you find me?!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "...Wah! He can see me! He can see me!";
- next;
- enablenpc "#barmut_onna";
- mes "[Mysterious Woman]";
- mes "You don't have to be so angry at me, sir.";
- next;
- mes "^660000As soon as you heard her voice,";
- mes "you turned around and found a woman standing there.^000000";
- next;
- mes "[Mysterious Woman]";
- mes "It was almost done, but then you broke all of them -- even ^FF00FFBEEP^000000 and ^FF00FFBEEP^000000 -- and were hiding in here.";
- next;
- mes "[Mysterious Man]";
- mes "They weren't supposed to exist in this world!";
- next;
- mes "[Mysterious Woman]";
- mes "It's his decision. Your fate is on his...";
- next;
- mes "[Mysterious Man]";
- mes "Shut up!";
- next;
- mes "^660000The raging man drew a sword, and pointed it at her. She then suddenly transformed into a crow and flew away. The echos of her laughter could be heard outside the window.^000000";
- disablenpc "#barmut_onna";
- specialeffect EF_BAT;
- next;
- mes "[Echoing Voice]";
- mes "You are bound to your fate, no matter how hard you try to escape...";
- soundeffect "loli_ruri_stand.wav",0;
- next;
- mes "..................";
- mes "..................";
- mes "..................";
- mes "..................";
- next;
- mes "..................";
- mes "..................";
- mes "..................";
- mes "..................";
- close2;
- warp "yuno_in04",165,122;
- end;
-}
-
-que_ba,263,276,3 script #barmut_room2 755,{
- end;
-}
-
-que_ba,266,268,3 script #barmut_onna 982,{
-OnInit:
- disablenpc "#barmut_onna";
- end;
-}
-
-cave,82,97,3 script Cave Settler#g1 996,3,3,{
- if (barmunt_crow == 8) {
- mes "[Cave Settler]";
- mes "No outsiders are allowed beyond this point.";
- next;
- switch(select("Step back.:No, listen to me!")) {
- case 1:
- mes "[Cave Settler]";
- mes "Hah, I knew you would be scared of me!";
- close2;
- warp "cave",81,92;
- end;
- case 2:
- mes "["+ strcharinfo(0) +"]";
- mes "Ah... Ahchoo!";
- mes "'I'm not like other outsiders... Ahchoo!";
- mes "I have a goal to achieve in here... Ahchoo!";
- specialeffect2 EF_VENOMDUST;
- next;
- mes "^660000Although you a bit intimidated by this guard, and your sneezing definitely not helping, you continue.^000000";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I'm here to find somebody!";
- input .@input$;
- mes "Her name is ^FF0000"+.@input$+"^000000!";
- next;
- if (compare(.@input$,"Eva") == 0) {
- mes "[Cave Settler]";
- mes "Are you kidding me? If you're looking for a missing child, go to the Juno police station!";
- close2;
- warp "cave",81,92;
- end;
- }
- else {
- mes "[Cave Settler]";
- mes "............!!!!";
- next;
- mes "[Cave Settler]";
- mes "Did you just say Eva?";
- mes "Hmm...";
- mes "Wait here.";
- next;
- emotion 44;
- mes "[Cave Settler]";
- mes "Hey, Jaeda!";
- enablenpc "Jaeda#garas1";
- next;
- mes "[Cave Settler]";
- mes "Go upstairs, and tell Eva that she has a visitor.";
- disablenpc "Jaeda#garas1";
- next;
- mes "^660000Surprisingly, he seemed to know who Eva is. You still could not believe that she actually exists! It's all so very strange.^000000";
- next;
- mes "^660000You can feel the excitement and anticipation well within you. Maybe you're coming closer to learning what your dreams really mean.^000000";
- enablenpc "Jaeda#garas1";
- next;
- mes "[Cave Settler]";
- mes "Hmm... Yeah? I see.";
- next;
- disablenpc "Jaeda#garas1";
- mes "[Cave Settler]";
- mes "Hey, you can pass. Go upstairs, but you'd better think twice before trying anything funny. Do you understand me?";
- next;
- mes "^660000The stern-looking man examined you, and then stepped to the side, allowing you to pass.";
- mes "You clenched your fists in nervousness, and then started up the dark stairwell.^000000";
- set barmunt_crow,9;
- close2;
- warp "cave",82,105;
- end;
- }
- }
- }
- else if (barmunt_crow < 8) {
- mes "[Cave Settler]";
- mes "No outsiders are allowed beyond this point.";
- next;
- mes "^660000His voice is as stern and intimidating as his appearance.^000000";
- close2;
- warp "cave",81,92;
- end;
- }
- else {
- mes "[Cave Settler]";
- mes "Do you still have business with Zid?";
- mes "You'd better finish it quickly because we don't like outsiders running around our village.";
- close;
- }
-
-//OnTouch2:
-OnTouch:
- if (barmunt_crow == 8) {
- mes "[Cave Settler]";
- mes "No outsiders are allowed beyond this point.";
- next;
- switch(select("Step back.:No, listen to me!")) {
- case 1:
- mes "[Cave Settler]";
- mes "Hah, I knew you would be scared of me!";
- close2;
- warp "cave",81,92;
- end;
- case 2:
- mes "["+ strcharinfo(0) +"]";
- mes "Ah... Ahchoo!";
- mes "'I'm not like other outsiders... Ahchoo!";
- mes "I have a goal to achieve in here... Ahchoo!";
- specialeffect2 EF_VENOMDUST;
- next;
- mes "^660000Although you're a bit intimidated by this guard, and your sneezing definitely not helping, you continue.^000000";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I'm here to find somebody!";
- input .@input$;
- mes "Her name is ^FF0000"+.@input$+"^000000!";
- next;
- if (compare(.@input$,"Eva") == 0) {
- mes "[Cave Settler]";
- mes "Are you kidding me? If you're looking for a missing child, go to the Juno police station!";
- close2;
- warp "cave",81,92;
- end;
- }
- else {
- mes "[Cave Settler]";
- mes "............!!!!";
- next;
- mes "[Cave Settler]";
- mes "Did you just say Eva?";
- mes "Hmm...";
- mes "Wait here.";
- next;
- emotion 44;
- mes "[Cave Settler]";
- mes "Hey, Jaeda!";
- enablenpc "Jaeda#garas1";
- next;
- mes "[Cave Settler]";
- mes "Go upstairs, and tell Eva that she has a visitor.";
- disablenpc "Jaeda#garas1";
- next;
- mes "^660000Surprisingly, he seemed to know who Eva is. You still could not believe that she actually exists! It's all so very strange.^000000";
- next;
- mes "^660000You can feel the excitement and anticipation well within you. Maybe you're coming closer to learning what your dreams really mean.^000000";
- enablenpc "Jaeda#garas1";
- next;
- mes "[Cave Settler]";
- mes "Hmm... Yeah? I see.";
- next;
- disablenpc "Jaeda#garas1";
- mes "[Cave Settler]";
- mes "Hey, you can pass. Go upstairs, but you'd better think twice before trying anything funny. Do you understand me?";
- next;
- mes "^660000The stern-looking man examined you, and then stepped to the side, allowing you to pass.";
- mes "You clenched your fists in nervousness, and then started up the dark stairwell.^000000";
- set barmunt_crow,9;
- close2;
- warp "cave",82,105;
- end;
- }
- }
- }
- else if (barmunt_crow < 8) {
- mes "[Cave Settler]";
- mes "No outsiders are allowed beyond this point.";
- next;
- mes "^660000His voice is as stern and intimidating as his appearance.^000000";
- close2;
- warp "cave",81,92;
- }
- end;
-}
-
-cave,85,101,3 script Jaeda#garas1 401,{
-OnInit:
- disablenpc "Jaeda#garas1";
- end;
-}
-
-ein_fild01,28,261,0 warp cave_in1 1,1,cave,97,24
-cave,97,21,0 warp case_out1 1,1,ein_fild01,28,255
-
-cave,86,167,0 warp zid_in 1,1,cave,77,185
-cave,79,180,0 warp zid_out 3,3,cave,90,162
-
-cave,22,186,3 script Monsterous Man#zid 999,{
- if (barmunt_crow == 9) {
- mes "^660000You are looking at a man who appears as hideous as a monster.";
- mes "He was the man with Eva that you saw in your dream. Of course, he's older now, and his age is showing in his face and skin.^000000";
- next;
- mes "(WHIZZ)";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Argh...";
- next;
- mes "^660000The pain in your chest suddenly hits you...";
- mes "And your lungs seem much weaker from all of the coughing and sneezing you've suffered lately.^000000";
- next;
- mes "^660000Rubbing your chest to ease the pain, you keep staring at him in surprise.^000000";
- next;
- mes "^660000Thankfully, he speaks to you first.^000000";
- next;
- mes "[Monsterous Man]";
- mes "Does my appearance bother you?";
- next;
- mes "[Monsterous Man]";
- mes "So, you know Eva... Huh?";
- next;
- mes "^660000He sounded weak, as if he did not have enough energy to talk.^000000";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Umm... Ahchoo!";
- specialeffect2 EF_VENOMDUST;
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Do you know a man by the name of Oliver Hilpert?";
- next;
- mes "[Monsterous Man]";
- mes "Oliver? Well, I don't think so.";
- mes "What does he have to do with anything?";
- next;
- mes "^660000You have given him Oliver's novel, <The Crow of the Fate>, explaining strange events that have happened to you.^000000";
- next;
- mes "....................";
- next;
- mes "....................";
- mes "....................";
- next;
- mes "....................";
- mes "....................";
- mes "....................";
- next;
- mes "^660000He squinted his eyes in curiosity and looked through a few pages of the book quietly. Then he opened his mouth as he handed the book back to you.^000000";
- next;
- mes "[Monsterous Man]";
- mes "I'm surprised that the story in this book is... It's similar to my life story. Very similar.";
- next;
- while(1) {
- mes "[Zid]";
- mes "My name is Zid. Tell me what you want from me. I want to know more about this book.";
- next;
- switch(select("About the Cave Village:About Himself:About Eva:End Conversation")) {
- case 1:
- mes "[Zid]";
- mes "Did you notice that our villagers look different?";
- next;
- mes "[Zid]";
- mes "Human curiosity has led to great achievements and contributions, but there is a point where knowledge may be too much to handle.";
- mes "Everyone in this village is a runaway... We are victims of what happens when people play God, seek out forbidden knowledge, and toy with life.";
- next;
- mes "[Zid]";
- mes "We have no choice but hide here because they are too powerful for us to speak out against... And we know that isn't right.";
- next;
- break;
- case 2:
- mes "[Zid]";
- mes "I was a normal man once, but poverty made me lose my pride, self-esteem, and identity.";
- mes "I was sick and tired of worrying about food everyday, and I volunteered to be a test subject in some experiment.";
- mes "I no longer had to worry about starving, but my life as a 'human' ended that day.";
- next;
- mes "[Zid]";
- mes "At first, Eva and I were the only ones here, but others joined us, and we formed a small settlement.";
- mes "Now I'm the oldest villager, and feel the heavy responsibility of protecting others.";
- next;
- break;
- case 3:
- mes "[Zid]";
- mes "The laboratory in which Eva and I were being tested was not ordinary.";
- mes "It was built to test and duplicate God's power of creation.";
- next;
- mes "[Zid]";
- mes "They failed to achieve their objective, and caused a series of unfortunate events";
- mes "by trying to manipulate materials that were difficult to even examine.";
- mes "They believed their research would open a whole new world for mankind...";
- next;
- mes "[Zid]";
- mes "Eva was one of them... Although she wasn't kind, she at least sympathized for me because I sold myself out of poverty.";
- next;
- mes "[Zid]";
- mes "She had a man who loved her so much...";
- mes "His name was Sefakiest, and he always supported her research.";
- next;
- mes "[Zid]";
- mes "He... Killed himself in despair after Eva was turned into a mutant just like me... She wanted him to use her as his test subject.";
- mes "No one expected him to end his life so easily when he was the most enthusiastic researcher of all.";
- next;
- mes "[Zid]";
- mes "Then somebody set the laboratory on fire. I assume you've seen that in your dream. The fire completely burned down the building.";
- next;
- mes "[Zid]";
- mes "Eva and I were able to escape before we could be found, and then settled down here. After all, we can't just mingle with ordinary humans.";
- next;
- mes "[Zid]";
- mes "Eva managed to save one of the test subjects which actually grew up into a normal looking human, but he was actually perfect.";
- next;
- mes "[Zid]";
- mes "That boy ran away when he was about 10. I guess he hit puberty... You know boys and girls at that age.";
- next;
- mes "[Zid]";
- mes "Eva couldn't forget him. She was waiting for his return inside this dark cave. For a while, he was sending letters without his address, but then they stopped coming. That's when Eva disappeared.";
- mes "I found ^3131FFa giant black feather^000000 in her room after she left.";
- next;
- mes "[Zid]";
- mes "I don't know why, but... I believe Eva no longer exists...";
- next;
- break;
- case 4:
- set .@exitloop,1;
- break;
- }
- if (.@exitloop) break;
- }
- mes "[Zid]";
- mes "Hmm...";
- mes "Maybe Oliver is Eva's boy...";
- next;
- mes "[Zid]";
- mes "No, he's too young to be him because it happened a long time ago...";
- next;
- mes "[Zid]";
- mes ".........................";
- next;
- mes "[Zid]";
- mes "I guess it's just an old memory... Why should I care? Why should anyone?";
- next;
- mes "^660000Zid stopped talking, and then lowered his head. After the pause, he opened his mouth again.^000000";
- next;
- mes "[Zid]";
- mes "Now I'm too old to remember even Eva or the boy.";
- mes "My purpose in life is to protect the other villagers. They have lives ahead of them, living inside this dark cave.";
- next;
- mes "[Zid]";
- mes "The book was interesting, but I'm sure that guy, Oliver, experienced the same thing that happened to you.";
- next;
- mes "[Zid]";
- mes "Even if he has something to do with Eva, it's too late to do anything for her.";
- next;
- mes "[Zid]";
- mes "Think about it: who can save us from this dark cave, even if Eva or that boy is still alive? The answer is nobody.";
- next;
- mes "[Zid]";
- mes ".................................";
- next;
- mes "[Zid]";
- mes "I'm so sorry for not being much help.";
- mes "You'd better wake up from the dream, and move on with your life.";
- mes "...Sadly everything is nothing but a dream...";
- next;
- mes "[Zid]";
- mes "If you really feel sorry for us, please do not let others know where we are.";
- next;
- mes "^660000Zid turned his head away from you. You're still not sure if all of this is really happening. It's all so surreal...^000000";
- next;
- mes "^660000Frustrated by the conversation with Zid, you have decided to go back to Morroc and forget everything.^000000";
- set barmunt_crow,10;
- changequest 2066,2067;
- close;
- }
- else if (barmunt_crow == 10) {
- mes "Zid seemed to have lost his interest in the book.";
- mes "You have decided to deliver the book to Benjamin of Morroc.";
- close;
- }
- else {
- mes "[Monsterous Man]";
- mes "Don't look at my face...";
- close;
- }
-}
-
-cave,91,43,3 script Cave Settler#f_cave1 870,{
- mes "[Cave Settler]";
- mes "(Startled)";
- next;
- mes "[Cave Settler]";
- mes "Mumble... Mumble...";
- close;
-}
-
-cave,72,71,5 script Cave Settler#m_cave2 981,{
- mes "[Cave Settler]";
- mes "Heh...";
- mes "You want... This?";
- next;
- mes "- She showed you Monster's Feed. -";
- close;
-}
-
-cave,134,62,1 script Cave Settler#m_cave3 981,{
- mes "[Cave Settler]";
- mes "Accessory!";
- mes "My pretty accessory!";
- mes "Waaah!";
- mes "My accessory is gone!";
- close;
-}
-
-cave,113,74,5 script Cave Settler#f_cave4 401,{
- mes "[Cave Settler]";
- mes "No one in this village welcomes you. Go back.";
- next;
- mes "[Cave Settler]";
- mes "Your eyes are so tempting... I wanna eat them! Heh heh!";
- close;
-}
-
-cave,76,39,5 shop Cave Girl#f_cave5 62,712:-1
-
-cave,108,34,3 script Cave Settler#f_cave6 979,{
- mes "[Cave Settler]";
- mes "Hoho, did he really say that yesterday...?";
- mes "Wah!";
- next;
- mes "[Cave Settler]";
- mes "It's a human...";
- next;
- mes "(Whisper)";
- mes "(Whisper)";
- close;
-}
-
-cave,105,32,7 script Cave Settler#f_cave7 979,{
- mes "[Cave Settler]";
- mes "Hoho, did he really say that yesterday...?";
- mes "Wah!";
- next;
- mes "[Cave Settler]";
- mes "It's a human...";
- next;
- mes "(Whisper)";
- mes "(Whisper)";
- close;
-}
-
-// Succession of the Prince
-// ============================================================
-prontera,153,353,4 script Messenger#prince1 105,{
- if (nk_prince == 0) {
- if (rebirth_moc_edq > 1) {
- mes "[Messenger]";
- mes "I am a messenger from the Royal court, sent to find a reliable adventurer. This is all about the very important issues of our nation.";
- next;
- if (aru_monas > 23) {
- mes "[Messenger]";
- mes "It might have brought national disorder, but people are all wary about the rebirth of the devil. We are in the perfect times to process this issue without making any additional fuss.";
- next;
- mes "[Messenger]";
- mes "Oh, I don't want you to panic too much... Hmm... what I want to say is, Tristan the third, the ruler of Rune Midgarts...";
- next;
- switch(select("Passed away?:Came for a celebration again?")) {
- case 1:
- emotion e_gasp;
- mes "[Messenger]";
- mes "You already know about that...";
- mes "Then, I don't need to give";
- mes "you any further explanation.";
- next;
- mes "[Messenger]";
- mes "The King's position cannot";
- mes "be empty for too long.";
- mes "Now, the debate over selecting our next King is actively in progress. Please give us a hand with this, for the tomorrow of Rune Midgarts.";
- set nk_prince,1;
- setquest 10000;
- close;
- case 2:
- mes "[Messenger]";
- mes "...";
- next;
- mes "[Messenger]";
- mes "What are you thinking?";
- mes "Do you really think a celebration is momentous for a nation right now?";
- next;
- mes "[Messenger]";
- mes "Yeah...";
- mes "It's quite natural for you to expect nothing. I still don't know how to express this to you. Don't be too perplexed.";
- next;
- mes "[Messenger]";
- mes "Tristan the 3rd, the ruler of Rune Midgarts...";
- next;
- mes "[Messenger]";
- mes "...";
- mes "has passed away.";
- next;
- mes "[Messenger]";
- mes "To prevent the people's disorder, it won't yet be announced. The Court is focused on selecting the next king right now. They are very busy considering it.";
- next;
- mes "[Messenger]";
- mes "You can learn more details in court. My mission is only to deliver this message to a reliable and brave adventurer.";
- next;
- mes "[Messenger]";
- mes "Please...Please...";
- mes "Lend a hand for the future";
- mes "of the Rune Midgarts kingdom.";
- set nk_prince,1;
- setquest 10000;
- close;
- }
- }
- else {
- mes "[Messenger]";
- mes "It might have brought national disorder, but people are all wary about the rebirth of the devil. We are in the perfect times to process this issue without making any additional fuss.";
- next;
- mes "[Messenger]";
- mes "The King hasn't appeared";
- mes "in public for some time.";
- mes "Many are curious about the situation.";
- next;
- mes "[Messenger]";
- mes "I hate my duty to deliver";
- mes "this sorrowful reality to others.";
- mes "I think you already have a clue from my words...";
- next;
- mes "[Messenger]";
- mes "King Tristan...";
- next;
- mes "[Messenger]";
- mes "King Tristan...";
- mes "...passed away...";
- mes "...after a long time of suffering acutely from illness.";
- next;
- mes "[Messenger]";
- mes "The Royal Court is now in the process of selecting the next king. My mission is to find a devoted adventurer and send them to court.";
- next;
- mes "[Messenger]";
- mes "They will let you know what";
- mes "you have to do in court.";
- mes "I hope you will help bring";
- mes "peace to Rune Midgarts.";
- set nk_prince,1;
- setquest 10000;
- close;
- }
- }
- else {
- mes "[Messenger]";
- mes "I am a messenger of Rune Midgarts.";
- mes "Is there something special";
- mes "in this country?";
- next;
- mes "[Messenger]";
- mes "Haven't you seen something mysterious? Or heard some gossip?";
- close;
- }
- }
- else if (nk_prince == 1) {
- mes "[Messenger]";
- mes "I want you to go to the Prontera Royal Court to help in the next King's selection.";
- next;
- mes "[Messenger]";
- mes "I will stay here to find other adventurers. May your heart bring great glory to Rune Midgarts!";
- close;
- }
- else {
- mes "[Messenger]";
- mes "I am on a mission now. I think you may be looking for a different location. Ask others.";
- close;
- }
-}
-
-prt_castle,117,163,5 script Inspector#prince 755,{
- if (checkquest(10004) == 1) {
- mes "[Inspector]";
- mes "Judge!";
- mes "How goes it? I don't think it is easy to meet seven candidates and appraise them.";
- next;
- mes "[Inspector]";
- mes "Ha. Are you done?";
- mes "You are a fast worker, getting the job done!";
- next;
- mes "[Inspector]";
- mes "Let me have the scoop on the candidates~";
- next;
- mes "-I talked about my impression";
- mes "of the candidates for prince,";
- mes "to the Inspector, right away.";
- mes "I'm sure, I only give clear";
- mes "and concise facts to him.-";
- next;
- mes "[Inspector]";
- mes "Hmm... is that so? What you've said has helped me a lot. Thank you for your hard work.";
- next;
- mes "[Inspector]";
- mes "By the way, I happened";
- mes "to hear a rumor about";
- mes "Prince Eigen Ahrum of the Walter family. Could you appraise all the candidates, one more time? I need this done urgently.";
- next;
- mes "[Inspector]";
- mes "Now the whole picture may change... Others must probably be the same. But I worry about Eigen Ahrum because I can't neglect any rumors about any candidate.";
- next;
- mes "[Inspector]";
- mes "Okay, so... please go in there one more time.";
- completequest 10004;
- setquest 10018;
- setquest 10019;
- setquest 10020;
- setquest 10021;
- setquest 10022;
- close;
- }
- if (nk_prince == 1) {
- mes "[Inspector]";
- mes "What's wrong with you?";
- mes "This is not an open area!";
- next;
- switch(select("Alright, Alright.:The Messenger directed me here.")) {
- case 1:
- mes "[Inspector]";
- mes "If you know it, why are you here? Get out of here!";
- close2;
- warp "prontera",155,353;
- end;
- case 2:
- mes "[Inspector]";
- mes "......";
- next;
- if (BaseLevel > 89) {
- mes "[Inspector]";
- mes "The Messenger checked only for your physical aptitude, and simply sent a warrior to Court. That's what his duty is all about.";
- next;
- mes "[Inspector]";
- mes "Checking your qualification is a matter that concerns me.";
- next;
- mes "[Inspector]";
- mes "Hmm...";
- next;
- mes "[Inspector]";
- mes "You are an experienced traveler. You have enough strength, but... The Court doesn't choose a person based only on his or her great strength and battle experience.";
- next;
- mes "[Inspector]";
- mes "To check someone's quality";
- mes "you have to have enough";
- mes "personality about you.";
- next;
- mes "[Inspector]";
- mes "In that sense, I want to do a simple experiment.";
- mes "Let's test you.";
- next;
- mes "[Inspector]";
- mes "This won't be complicated. You are just needed to give a quick answer, frankly please, after each given situation.";
- next;
- mes "[Inspector]";
- mes "kay, let's start. Get ready. Listen carefully and answer.";
- next;
- mes "[Inspector]";
- mes "What do you think is the";
- mes "most important thing to consider";
- mes "as a leader of a hunt party?";
- next;
- switch(select("Strength and characteristics of the monster.:Efficiency of the hunt.:What we can get from the hunt.")) {
- case 1:
- set .@int,.@int+10;
- break;
- case 2:
- set .@solid,.@solid+10;
- break;
- case 3:
- set .@brave,.@brave+10;
- break;
- }
- mes "[Inspector]";
- mes "What if we lose a party member";
- mes "during battle?";
- next;
- switch(select("Keep fighting until we can do it.:Find a new place and try differently.:Stop hunting and replenish.")) {
- case 1:
- set .@brave,.@brave+10;
- break;
- case 2:
- set .@int,.@int+10;
- break;
- case 3:
- set .@solid,.@solid+10;
- break;
- }
- mes "[Inspector]";
- mes "What you get as a result of the hunt...";
- next;
- switch(select("Share it as agreed prior.:I don't want to care for sharing.:Give it to the member that needs it.")) {
- case 1:
- set .@int,.@int+10;
- break;
- case 2:
- set .@solid,.@solid+10;
- break;
- case 3:
- set .@brave,.@brave+10;
- break;
- }
- mes "[Inspector]";
- mes "What type of job class member";
- mes "has to be cured while the enemy still lives?";
- next;
- switch(select("Priest, healer class.:Hunter, damage dealer.:Lord Knight, tanker.")) {
- case 1:
- set .@int,.@int+10;
- break;
- case 2:
- set .@brave,.@brave+10;
- break;
- case 3:
- set .@solid,.@solid+10;
- break;
- }
- mes "[Inspector]";
- mes "Whom do you want to befriend the most?";
- next;
- switch(select("A strong person.:An experienced person.:A kind person.")) {
- case 1:
- set .@brave,.@brave+10;
- break;
- case 2:
- set .@int,.@int+10;
- break;
- case 3:
- set .@solid,.@solid+10;
- break;
- }
- mes "[Inspector]";
- mes "What was your ability that helped";
- mes "you the most during your training?";
- next;
- switch(select("Relationships with people.:Plenty of information gathering.:Discernment and driving force.")) {
- case 1:
- set .@solid,.@solid+10;
- break;
- case 2:
- set .@int,.@int+10;
- break;
- case 3:
- set .@brave,.@brave+10;
- break;
- }
- mes "[Inspector]";
- mes "How do you give encouragement to others, usually?";
- next;
- switch(select("Refer to a past failure.:Hesitating is the worst thing.:You are not alone.")) {
- case 1:
- set .@int,.@int+10;
- break;
- case 2:
- set .@brave,.@brave+10;
- break;
- case 3:
- set .@solid,.@solid+10;
- break;
- }
- mes "[Inspector]";
- mes "What is an ultimate virtue";
- mes "in your life?";
- next;
- switch(select("Growth of oneself.:World peace.:The pursuit of truth.")) {
- case 1:
- set .@brave,.@brave+10;
- break;
- case 2:
- set .@solid,.@solid+10;
- break;
- case 3:
- set .@int,.@int+10;
- break;
- }
- mes "[Inspector]";
- mes "What would you want to keep";
- mes "the most if you were on a ";
- mes "deserted island?";
- next;
- switch(select("Map:Flint:Weapon")) {
- case 1:
- set .@int,.@int+10;
- break;
- case 2:
- set .@solid,.@solid+10;
- break;
- case 3:
- set .@brave,.@brave+10;
- break;
- }
- mes "[Inspector]";
- mes "What type of story do you like the most?";
- next;
- switch(select("Love story.:Heroic epic.:Religious tale.")) {
- case 1:
- set .@solid,.@solid+10;
- break;
- case 2:
- set .@brave,.@brave+10;
- break;
- case 3:
- set .@int,.@int+10;
- break;
- }
- mes "[Inspector]";
- mes "You've come to engage the";
- mes "new monster in a new area.";
- mes "What do you do?";
- next;
- switch(select("Attack first.:Observe from a distance.:Flee away.")) {
- case 1:
- set .@brave,.@brave+10;
- break;
- case 2:
- set .@int,.@int+10;
- break;
- case 3:
- set .@solid,.@solid+10;
- break;
- }
- mes "[Inspector]";
- mes "What has to be done first when";
- mes "ruling the Rune Midgarts kingdom?";
- next;
- switch(select("Dominate countries by reinforcing militia.:Advancement of economy and technology.:Keep public security firm.")) {
- case 1:
- set .@brave,.@brave+10;
- break;
- case 2:
- set .@int,.@int+10;
- break;
- case 3:
- set .@solid,.@solid+10;
- break;
- }
- mes "[Inspector]";
- mes "Your humanity test is done.";
- mes "You have been living...";
- next;
- if (.@brave > 50) {
- if (.@int > 30) {
- mes "[Inspector]";
- mes "with strong conviction,";
- mes "and reasonable judgement,";
- mes "so far.";
- next;
- }
- else if (.@solid > 30) {
- mes "[Inspector]";
- mes "with strong bravery,";
- mes "but also you've had a";
- mes "temperate life.";
- next;
- }
- else {
- mes "[Inspector]";
- mes "with a decisive mind.";
- mes "You could overcome hardships with it.";
- next;
- }
- }
- else if (.@int > 50) {
- if (.@brave > 30) {
- mes "[Inspector]";
- mes "with firmness,";
- mes "and reasonable judgement,";
- mes "so far.";
- next;
- }
- else if (.@solid > 30) {
- mes "[Inspector]";
- mes "with reasonable judgement";
- mes "and a harmonic sensibility,";
- mes "so far.";
- next;
- }
- else {
- mes "[Inspector]";
- mes "with a calm and prudent decision.";
- mes "I think you could also have had many good experiences.";
- next;
- }
- }
- else if (.@solid > 50) {
- if (.@brave > 30) {
- mes "[Inspector]";
- mes "with strong bravery,";
- mes "but also you've had a";
- mes "temperate life.";
- next;
- }
- else if (.@int > 30) {
- mes "[Inspector]";
- mes "with reasonable judgement";
- mes "and peaceful sensibility,";
- mes "so far.";
- next;
- }
- else {
- mes "[Inspector]";
- mes "...Erm, actually...";
- mes "You didn't distort to either way...";
- mes "and stability and harmony were";
- mes "an important virtue in your life.";
- next;
- }
- }
- mes "[Inspector]";
- mes "I think you are";
- mes "qualified enough to evaluate others. I apologize for my rude behavior to you in the beginning.";
- next;
- mes "[Inspector]";
- mes "So, I ask you to do us a favor. You have become a regular adventurer appraiser.";
- next;
- mes "[Inspector]";
- mes "Ah, you've spent a long time with me. You must be very tired. Before starting work, if you need some preparation, take off now and come back to me later. I will be waiting here for you.";
- next;
- set nk_prince,4;
- changequest 10000,10003;
- close;
- }
- else {
- mes "[Inspector]";
- mes "I don't think you are";
- mes "an experienced adventurer...";
- mes "And this is an important issue for the nation. I can't give this job to anyone like you.";
- next;
- mes "[Inspector]";
- mes "But, if you prove yourself a strong adventurer, then I will let you pass the first qualification test.";
- next;
- mes "[Inspector]";
- mes "Have you heard of Glastheim? In that area, there are monsters named Knights of Abyss.";
- next;
- mes "[Inspector]";
- mes "After beating the knights of abyss";
- mes "bring 2 ^ff0000Reins^000000.";
- mes "If you can do this mission,";
- mes "I will respect your strength.";
- set nk_prince,2;
- changequest 10000,10001;
- next;
- mes "[Inspector]";
- mes "Let's continue our talk";
- mes "after getting the 2 Reins.";
- mes "Ciao...";
- close;
- }
- }
- }
- else if (nk_prince == 2) {
- mes "[Inspector]";
- mes "Ahh, you came to meet me before huh? I guess you've already been to Glastheim.";
- next;
- mes "[Inspector]";
- mes "Do you have the 2 reins I mentioned?";
- next;
- if (countitem(1064) > 1) {
- mes "[Inspector]";
- mes "Ooh!";
- mes "Frankly, I didn't expect you to bring them. You are great.";
- next;
- mes "[Inspector]";
- mes "Alright, good. You proved your strength for yourself. Now you passed one exam. All but one.";
- delitem 1064,2; //Reins
- set nk_prince,3;
- changequest 10001,10002;
- next;
- mes "[Inspector]";
- mes "The judge to appraise princes should build up his character too. Strength cannot cover everything. Personality should come along with it";
- next;
- mes "[Inspector]";
- mes "In a sense, the next examination is to test your character. It is just a series of simple questions, but relax first, and be prepared mentally... then come and talk to me again.";
- close;
- }
- else {
- mes "[Inspector]";
- mes "You've never even taken such a dangerous mission before! How dare you think you could come to this place? I don't think you can take the job of evaluating princes.";
- next;
- mes "[Inspector]";
- mes "Now, you can come back later.";
- close;
- }
- }
- else if (nk_prince == 3) {
- mes "[Inspector]";
- mes "Now are you ready?";
- mes "This test is not that hard though...";
- next;
- mes "[Inspector]";
- mes "This is done to know your attitude and behavior in certain situations. Listen carefully to my questions, and answer frankly in regards to the episodes of your trip.";
- next;
- mes "[Inspector]";
- mes "Now, let me begin.";
- next;
- mes "[Inspector]";
- mes "What do you think is the";
- mes "most important thing to consider";
- mes "as a leader of a hunt party?";
- next;
- switch(select("Strength and characteristics of the monster.:Efficiency of the hunt.:What we can get from the hunt.")) {
- case 1:
- set .@int,.@int+10;
- break;
- case 2:
- set .@solid,.@solid+10;
- break;
- case 3:
- set .@brave,.@brave+10;
- break;
- }
- mes "[Inspector]";
- mes "What if we lose a party member";
- mes "during battle?";
- next;
- switch(select("Keep fighting until we can do it.:Find a new place and try differently.:Stop hunting and replenish.")) {
- case 1:
- set .@brave,.@brave+10;
- break;
- case 2:
- set .@int,.@int+10;
- break;
- case 3:
- set .@solid,.@solid+10;
- break;
- }
- mes "[Inspector]";
- mes "What you get as a result of the hunt...";
- next;
- switch(select("Share it as agreed prior.:I don't want to care for sharing.:Give it to the member that needs it.")) {
- case 1:
- set .@int,.@int+10;
- break;
- case 2:
- set .@solid,.@solid+10;
- break;
- case 3:
- set .@brave,.@brave+10;
- break;
- }
- mes "[Inspector]";
- mes "What type of job class member";
- mes "has to be cured while the enemy still lives?";
- next;
- switch(select("Priest, healer class.:Hunter, damage dealer.:Lord Knight, tanker.")) {
- case 1:
- set .@int,.@int+10;
- break;
- case 2:
- set .@brave,.@brave+10;
- break;
- case 3:
- set .@solid,.@solid+10;
- break;
- }
- mes "[Inspector]";
- mes "Whom do you want to befriend the most?";
- next;
- switch(select("A strong person.:An experienced person.:A kind person.")) {
- case 1:
- set .@brave,.@brave+10;
- break;
- case 2:
- set .@int,.@int+10;
- break;
- case 3:
- set .@solid,.@solid+10;
- break;
- }
- mes "[Inspector]";
- mes "What was your ability that helped";
- mes "you the most during your training?";
- next;
- switch(select("Relationships with people.:Plenty of information gathering.:Discernment and driving force.")) {
- case 1:
- set .@solid,.@solid+10;
- break;
- case 2:
- set .@int,.@int+10;
- break;
- case 3:
- set .@brave,.@brave+10;
- break;
- }
- mes "[Inspector]";
- mes "How do you give encouragement to others, usually?";
- next;
- switch(select("Refer to a past failure.:Hesitating is the worst thing.:You are not alone.")) {
- case 1:
- set .@int,.@int+10;
- break;
- case 2:
- set .@brave,.@brave+10;
- break;
- case 3:
- set .@solid,.@solid+10;
- break;
- }
- mes "[Inspector]";
- mes "What is an ultimate virtue";
- mes "in your life?";
- next;
- switch(select("Growth of oneself.:World peace.:The pursuit of truth.")) {
- case 1:
- set .@brave,.@brave+10;
- break;
- case 2:
- set .@solid,.@solid+10;
- break;
- case 3:
- set .@int,.@int+10;
- break;
- }
- mes "[Inspector]";
- mes "What would you want to keep";
- mes "the most if you were on a ";
- mes "deserted island?";
- next;
- switch(select("Map:Flint:Weapon")) {
- case 1:
- set .@int,.@int+10;
- break;
- case 2:
- set .@solid,.@solid+10;
- break;
- case 3:
- set .@brave,.@brave+10;
- break;
- }
- mes "[Inspector]";
- mes "What type of story do you like the most?";
- next;
- switch(select("Love story.:Heroic epic.:Religious tale.")) {
- case 1:
- set .@solid,.@solid+10;
- break;
- case 2:
- set .@brave,.@brave+10;
- break;
- case 3:
- set .@int,.@int+10;
- break;
- }
- mes "[Inspector]";
- mes "You've come to engage the";
- mes "new monster in a new area.";
- mes "What do you do?";
- next;
- switch(select("Attack first.:Observe from a distance.:Flee away.")) {
- case 1:
- set .@brave,.@brave+10;
- break;
- case 2:
- set .@int,.@int+10;
- break;
- case 3:
- set .@solid,.@solid+10;
- break;
- }
- mes "[Inspector]";
- mes "What has to be done first when";
- mes "ruling the Rune Midgarts kingdom?";
- next;
- switch(select("Dominate countries by reinforcing militia.:Advancement of economy and technology.:Keep public security firm.")) {
- case 1:
- set .@brave,.@brave+10;
- break;
- case 2:
- set .@int,.@int+10;
- break;
- case 3:
- set .@solid,.@solid+10;
- break;
- }
- mes "[Inspector]";
- mes "Your humanity test is done.";
- mes "You have been living...";
- next;
- if (.@brave > 50) {
- if (.@int > 30) {
- mes "[Inspector]";
- mes "with strong conviction,";
- mes "and reasonable judgement,";
- mes "so far.";
- next;
- }
- else if (.@solid > 30) {
- mes "[Inspector]";
- mes "with strong bravery,";
- mes "but also you've had a";
- mes "temperate life.";
- next;
- }
- else {
- mes "[Inspector]";
- mes "with a decisive mind.";
- mes "You could overcome hardships with it.";
- next;
- }
- }
- else if (.@int > 50) {
- if (.@brave > 30) {
- mes "[Inspector]";
- mes "with firmness,";
- mes "and reasonable judgement,";
- mes "so far.";
- next;
- }
- else if (.@solid > 30) {
- mes "[Inspector]";
- mes "with reasonable judgement";
- mes "and a harmonic sensibility,";
- mes "so far.";
- next;
- }
- else {
- mes "[Inspector]";
- mes "with a calm and prudent decision.";
- mes "I think you could also have had many good experiences.";
- next;
- }
- }
- else if (.@solid > 50) {
- if (.@brave > 30) {
- mes "[Inspector]";
- mes "with strong bravery,";
- mes "but also you've had a";
- mes "temperate life.";
- next;
- }
- else if (.@int > 30) {
- mes "[Inspector]";
- mes "with reasonable judgement";
- mes "and peaceful sensibility,";
- mes "so far.";
- next;
- }
- else {
- mes "[Inspector]";
- mes "...Erm, actually...";
- mes "You didn't distort to either way...";
- mes "and stability and harmony were";
- mes "an important virtue in your life.";
- next;
- }
- }
- mes "[Inspector]";
- mes "I think you are";
- mes "qualified enough to evaluate others. I apologize for my rude behavior to you in the beginning.";
- next;
- mes "[Inspector]";
- mes "So, I ask you to do us a favor. You have become a regular adventurer appraiser.";
- next;
- mes "[Inspector]";
- mes "Ah, you've spent a long time with me. You must be very tired. Before starting work, if you need some preparation, take off now and come back to me later. I will be waiting here for you.";
- next;
- set nk_prince,4;
- changequest 10002,10003;
- close;
- }
- else if (nk_prince == 4) {
- mes "[Inspector]";
- mes "Welcome...";
- mes "I will give you some";
- mes "instructions on what to do,";
- mes "and what one has to be careful with, when dealing with princes. Pay attention to me.";
- next;
- mes "[Inspector]";
- mes "I will answer your questions first.";
- next;
- while(1) {
- switch(select("What should I do, exactly?:The King died because of his illness?:Is my mission confidential??:I have no more questions.")) {
- case 1:
- mes "[Inspector]";
- mes "We have seven candidates from seven families. One per each family. The candidates are all in the same place, where I will introduce them to you.";
- next;
- mes "[Inspector]";
- mes "You have to meet the candidates one by one, and ask some questions about their quality; or observe their actions, then come back to me and explain all that you observed in detail.";
- next;
- mes "[Inspector]";
- mes "The original rule is that the quality of princes has to be appraised by royal families for a long time, and one has to be elected by internal ordinance.";
- next;
- mes "[Inspector]";
- mes "Because of the resurrection of the devil Satan Morroc, people are too uneasy to follow regular announcements, and the atmosphere of the kingdom is not stable.";
- next;
- mes "[Inspector]";
- mes "Each kingdom is busy preventing the interference of Satan Morroc too.";
- next;
- mes "[Inspector]";
- mes "So this time, the Court decided to change its ways, giving the opportunity to appraise the candidates to famous and devoted adventurers like yourself. That's why you are here.";
- next;
- set .@prince,1;
- break;
- case 2:
- mes "[Inspector]";
- mes "How absurd that you ask that!! I already told you clearly that King Tristan died of illness, didn't I?";
- next;
- mes "[Inspector]";
- mes "Don't you have anything else to be curious about?";
- next;
- break;
- case 3:
- mes "[Inspector]";
- mes "Sure...";
- mes "It's natural to announce the death of the King. But the atmosphere of the nation is not ripe for it. This is our only alternative for now.";
- next;
- mes "[Inspector]";
- mes "Princes cannot go outside on their own will. People cannot go to the place where the princes are.";
- next;
- break;
- case 4:
- if (.@prince == 1) {
- mes "[Inspector]";
- mes "I think this is enough";
- mes "instruction for this.";
- mes "Now I will let you know";
- mes "where you can meet the princes.";
- next;
- mes "[Inspector]";
- mes "When you get to the medic officer's room, a soldier will be standing on a strange spot. You can find that there isn't a door there.";
- next;
- mes "[Inspector]";
- mes "Behind the soldier, you can find a secret door. If you talk to the soldier, the soldier will allow you to get in.";
- next;
- mes "[Inspector]";
- mes "As I have expressed, this is a very important issue for the Rune Midgarts kingdom. Although I've stressed this point repeateadly, I cannot stress it enough.";
- next;
- mes "[Inspector]";
- mes "Please behave accordingly.";
- mes "Thanks for your effort.";
- set nk_prince,5;
- completequest 10003;
- setquest 10005;
- setquest 10006;
- setquest 10007;
- setquest 10008;
- setquest 10009;
- setquest 10010;
- setquest 10011;
- close;
- }
- else {
- mes "[Inspector]";
- mes "You got instructions as to what you should do, didn't you? This issue is not that worthless that you can take it with ease! Pay attention to this!";
- next;
- mes "[Inspector]";
- mes "If you are not motivated to do it, I will find another adventurer. You can go back to your business, if you want to.";
- next;
- }
- break;
- }
- }
- }
- else if (nk_prince == 7) {
- mes "[Inspector]";
- mes "How is it going?";
- mes "Grading someone is not a piece of cake. It's real hard work indeed. You do the hard work for our country.";
- next;
- if ((nkprince_eisen == 15) && (checkquest(10025) == 1)) {
- mes "-I tell him about the Ahrum and Ernst accident.-";
- next;
- mes "[Inspector]";
- mes "What!? I can't believe it!";
- mes "Wha-, that's so...";
- next;
- mes "[Inspector]";
- mes "By Ernst's hand...?";
- mes "Yes...?";
- next;
- mes "[Inspector]";
- mes "You've fulfilled the job as";
- mes "adventurer appraiser fully.";
- mes "I really appreciate your assistance thus far. Due to your help, the future of the kingdom is indebted to you.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "(He doesn't seem to be suprised too much.. Could there be a reason? Now I am suspicious...)";
- next;
- mes "[Inspector]";
- mes "Hey, the things you experienced here cannot be disclosed to others. You understand that this situation is fully confidential.";
- next;
- mes "[Inspector]";
- mes "So, keep up the good work.";
- mes "For the Kingdom of Rune Midgarts!";
- if ((BaseLevel > 80) && (BaseLevel < 86)) {
- getexp 40000,0;
- }
- else if ((BaseLevel > 85) && (BaseLevel < 91)) {
- getexp 45000,0;
- }
- else if ((BaseLevel > 90) && (BaseLevel < 96)) {
- getexp 50000,0;
- }
- else if ((BaseLevel > 95) && (BaseLevel < 150)) {
- getexp 55000,0;
- }
- else if (BaseLevel == 150) {
- getexp 110000,0;
- }
- else {
- getexp 30000,0;
- }
- set nk_prince,8;
- completequest 10025;
- close;
- }
- else {
- mes "[Inspector]";
- mes "Then, let me hit the road..";
- close;
- }
- }
- else if ((nk_prince == 8) || (nk_prince == 9)) {
- mes "[Inspector]";
- mes "All for the glory";
- mes "of Rune Midgarts!";
- close;
- }
- else {
- mes "[Inspector]";
- mes "Hello, appraiser.";
- mes "I hope you are able to finish your mission perfectly. Have you met with all the princes, like I told you to?";
- next;
- switch(select("Yes.:No.")) {
- case 1:
- mes "[Inspector]";
- mes "Very well.";
- mes "I like hearing about the princes.";
- close;
- case 2:
- mes "[Inspector]";
- mes "Don't be coy. I'm sure you have done it already.";
- close;
- }
- close;
- }
-}
-
-prt_castle,272,375,4 script Prince 881,{
- if (nk_prince > 6) {
- mes "-Obssessed with making";
- mes "lock and key.-";
- close;
- }
- if (checkquest(10020) == 2) {
- mes "[Erich]";
- mes "...What bad luck I have!";
- mes "But he insists me to be corrupted, knowing how it would be...";
- close;
- }
- else if (checkquest(10020) == 1) {
- mes "[Erich]";
- mes "These days, I have bad luck... Only harrassments happen to me...";
- close;
- }
- if (nk_prince < 5) {
- mes "[Prince]";
- mes "Who are you?";
- mes "I don't think you are eligible";
- mes "to be entering this room?";
- next;
- mes "[Prince]";
- mes "I order you out of";
- mes "my sight.";
- close;
- }
- else if (nk_prince == 5) {
- mes "[Prince]";
- mes "Who are you?";
- mes "Someone must have been instructed about the presence of the hidden entrance. Unless... Are you the adventurer appraiser?";
- next;
- select("Yes, I am.");
- mes "[Prince]";
- mes "Are you?... Do me a favor then. I am a legitimate son from the Nerius family. My name is Erich. You can call me Prince Erich.";
- next;
- mes "[Erich]";
- mes "My full name is...";
- next;
- mes "[Erich]";
- mes "That's enough.";
- mes "You can ask information about me to my servant. I will take a rest.";
- set nk_prince,6;
- completequest 10011;
- set .@prin1,checkquest(10005);
- set .@prin2,checkquest(10006);
- set .@prin3,checkquest(10007);
- set .@prin4,checkquest(10008);
- set .@prin5,checkquest(10009);
- set .@prin6,checkquest(10010);
- set .@prin7,checkquest(10011);
- if ((.@prin1 + .@prin2 + .@prin3 + .@prin4 + .@prin5 + .@prin6 + .@prin7) == 14) {
- setquest 10012;
- }
- close;
- }
- else {
- mes "[Erich]";
- mes "......My conscience!";
- mes "It doesn't work well...";
- next;
- mes "-He seems to be so obssessed to care about anything else.-";
- close;
- }
-}
-
-prt_castle,274,372,4 script Servant#hans 48,{
- if (checkquest(10020) == 2) {
- mes "[Hans]";
- mes "Ahh... mmm... I...";
- mes "I... am so, sorry!";
- mes "I... think I made a big mistake with the appraiser!";
- next;
- mes "[Hans]";
- mes "My prince didn't do anything wrong but, anyways, I apologize for anything to you!";
- close;
- }
- else if (checkquest(10020) == 1) {
- mes "Incessantly...-";
- mes "-He has jitters whenever I react to him. His actions give me a feeling of pity.-";
- close;
- }
- if (nk_prince == 6) {
- mes "[Hans]";
- mes "How are you doing, sir?";
- mes "My name is Hans, servant of Prince Erich.";
- next;
- mes "[Hans]";
- mes "What can I do for you?";
- next;
- switch(select("Prince Erich told me to meet you.:Nothing much.")) {
- case 1:
- mes "[Hans]";
- mes "Did Prince Erich...?";
- next;
- select("I want to listen to a story of him.");
- mes "[Hans]";
- mes "Ahh, I see.";
- mes "Frankly, Prince Erich is not interested in regime that much.";
- next;
- mes "[Hans]";
- mes "He writes in his journal daily. On his wedding day, he jotted down: 'Like, nothing special happened today'. He doesn't care about current events or human relationships.";
- next;
- mes "[Hans]";
- mes "What he likes is making locks.";
- mes "He is eccentric, isn't he?";
- mes "He is a kind of jester.";
- next;
- mes "[Hans]";
- mes "He doesn't like classy costumes either. He didn't even bring a dress suit here. And as soon as he got here, he was immersed in making a lock and key, like that.";
- next;
- mes "[Hans]";
- mes "I don't think I have the proper expression for you... I don't think I have something special to say about him to you. You can just appraise him as you see him...";
- next;
- mes "[Hans]";
- mes "That's all I can say about this.";
- mes "Huh...~";
- next;
- emotion e_gasp;
- mes "[Hans]";
- mes "Ah, Prince!";
- mes "You can cut your finger!";
- next;
- mes "[Erich]";
- mes ".........";
- next;
- mes "[Hans]";
- mes "...Hmm he cannot even hear...";
- mes "Oooooh...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "......";
- close;
- case 2:
- mes "[Hans]";
- mes "Did you meet the other princes?";
- next;
- mes "[Hans]";
- mes "Although you may ask something, you will not hear anything special from him now.";
- close;
- }
- }
- else {
- mes "[Hans]";
- mes "Hello?";
- mes "Are you the new adventurer appraiser??";
- close;
- }
-}
-
-prt_castle,339,202,3 script Prince#urgen 989,{
- if (nk_prince > 6) {
- mes "[Urugen]";
- mes "...It is not beautiful.";
- mes "It discomforts me...";
- close;
- }
- if (checkquest(10021) == 2) {
- mes "[Urugen]";
- mes " feel very much displeased. Hey, what are you looking at? Get out!";
- next;
- mes "[Urugen]";
- mes "My beautiful body isn't in perfect condition right now. I don't want to show it to anyone today.";
- close;
- }
- else if (checkquest(10021) == 1) {
- mes "[Urugen]";
- mes "...What? What did you...";
- mes "just say to me?... Huh?";
- close;
- }
- if (nk_prince < 5) {
- mes "[Prince]";
- mes "Huuuuuuu";
- mes "The position is not suitable for you.";
- next;
- mes "[Prince]";
- mes "Get away from me, as soon as you can.";
- close;
- }
- else if (nk_prince > 4) {
- mes "[Prince]";
- mes "La~ lalalala~ lalala~";
- mes "Are you the person, supposed to look me over and appraise my quality?";
- next;
- mes "[Prince]";
- mes "The daffodil you are gazing at is called Urugen. It bloomed at Wigner family.";
- next;
- mes "[Urugen]";
- mes "I usually don't let anyone hear my beautiful voice, but this time, I will give a special service for you.";
- next;
- mes "[Urugen]";
- mes "listen...";
- mes "Let me answer with my";
- mes "unforgettable, clear and beautiful voice.";
- next;
- while(1) {
- switch(select("I want to know your background.:Let me know your view of the nation.:What are your hobbies or tastes?:Let me leave.")) {
- case 1:
- mes "[Urugen]";
- mes "My dashing face from";
- mes "childhood brought envy and jealousy from men, and endless proposals from women. I felt sick with it, so I came to be away from people.";
- next;
- mes "[Urugen]";
- mes "My beautiful person";
- mes "shouldn't bear stuff like that sometimes.";
- next;
- mes "[Urugen]";
- mes "I became timid, gradually, in phases. I feel awe from men and women both, regardless of sexuality.";
- set .@p_a,1;
- next;
- break;
- case 2:
- mes "[Urugen]";
- mes "People should do what they are supposed to do. That's the source of drive for a nation. For me, my existence will be enough, for the nation.";
- next;
- mes "[Urugen]";
- mes "The presence of such a gorgeous king like me will be the light for people and the hope and reason for their lives.";
- set .@p_b,1;
- next;
- break;
- case 3:
- mes "[Urugen]";
- mes "For sure, taking care of my body. Humans should pursue beauty. It's quite natural, isn't it?";
- next;
- mes "[Urugen]";
- mes "In every case, there is an exception, like you in this court. Can you stand away from me a bit more? Because of your odor, I can hardly breathe.";
- set .@p_c,1;
- next;
- break;
- case 4:
- mes "[Urugen]";
- mes "Your spirit must be so strong. Looking over my beauty so long a time, you haven't lost your spirit yet.";
- if (.@p_a + .@p_b + .@p_c == 3) {
- completequest 10009;
- }
- completequest 10011;
- set .@prin1,checkquest(10005);
- set .@prin2,checkquest(10006);
- set .@prin3,checkquest(10007);
- set .@prin4,checkquest(10008);
- set .@prin5,checkquest(10009);
- set .@prin6,checkquest(10010);
- set .@prin7,checkquest(10011);
- if ((.@prin1 + .@prin2 + .@prin3 + .@prin4 + .@prin5 + .@prin6 + .@prin7) == 14) {
- setquest 10012;
- }
- close;
- }
- }
- }
-}
-
-prt_castle,289,201,3 script Prince#helmut 991,{
- if (nk_prince > 6) {
- mes "[Helmut]";
- mes "Such an idiot. I should have killed him earlier. Now I feel relieved.";
- close;
- }
- if (checkquest(10022) == 2) {
- mes "[Helmut]";
- mes "Damn... Damn it!";
- mes "Novice of Walter!!";
- mes "How can I deal with this stress? Damn! Hell!";
- close;
- }
- else if (checkquest(10022) == 1) {
- mes "-He is so blushed,";
- mes "evidently shown on his face.-";
- close;
- }
- if (nk_prince < 5) {
- mes "[Helmut]";
- mes "You are not supposed to be here!";
- mes "Can't you keep away from me!";
- close;
- }
- else if (nk_prince > 4) {
- mes "[Helmut]";
- mes "Are you the new appraiser? I am fed up with the many visitors! Let's take up the main subject!";
- next;
- mes "-What subject should I start with?-";
- next;
- switch(select("Your background...:Your ambition...:Your view of the nation...:I want to meet others first.")) {
- case 1:
- mes "[Helmut]";
- mes "I don't know how others react but, I feel very uptight with your question. I shouldn't, but, I don't have a different view!";
- next;
- mes "[Helmut]";
- mes "I am the prince; if you grumble, you become prince! I feel tiresome with this kind of questioning.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "............";
- mes "Yes, I understand. Go ahead...";
- next;
- mes "[Helmut]";
- mes "I am Helmut from Roewenburg.";
- mes "What I like is smelling blood in the battlefield, and I enjoy festivals too.";
- next;
- mes "[Helmut]";
- mes "What I hate is sticking to formality, and talking much. As for ambition? What am I going to do when I become... king...?? I am asked this question many times.";
- next;
- mes "[Helmut]";
- mes "When I become king, I will reinforce our troops and conquer continent after unification of continent; I will eradicate all the monsters that are harmful to my people!";
- next;
- mes "[Helmut]";
- mes "~Kuffkuff~! I have a sore throat! It's been a while since I've used my throat. ~Kuffkuff~!";
- next;
- mes "[Helmut]";
- mes "Hey Calbern!";
- mes "Bring beer! Beer!";
- next;
- mes "[Helmut]";
- mes "Why are you still standing there? I have nothing else to say to you! Stand back!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "......";
- completequest 10010;
- set .@prin1,checkquest(10005);
- set .@prin2,checkquest(10006);
- set .@prin3,checkquest(10007);
- set .@prin4,checkquest(10008);
- set .@prin5,checkquest(10009);
- set .@prin6,checkquest(10010);
- set .@prin7,checkquest(10011);
- if ((.@prin1 + .@prin2 + .@prin3 + .@prin4 + .@prin5 + .@prin6 + .@prin7) == 14) {
- setquest 10012;
- }
- close;
- case 2:
- mes "[Helmut]";
- mes "I don't know how others react but, I feel very uptight with your question. I shouldn't, but, I don't have a different view!";
- next;
- mes "[Helmut]";
- mes "I am the prince; if you grumble, you become prince! I feel tiresome with this kind of questioning.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "............";
- mes "Yes, I understand. Go ahead...";
- next;
- mes "[Helmut]";
- mes "I am Helmut from Roewenburg.";
- mes "What I like is smelling blood in the battlefield, and I enjoy festivals too.";
- next;
- mes "[Helmut]";
- mes "What I hate is sticking to formality, and talking much. As for ambition? What am I going to do when I become... king...?? I am asked this question many times.";
- next;
- mes "[Helmut]";
- mes "When I become king, I will reinforce our troops and conquer continent after unification of continent; I will eradicate all the monsters that are harmful to my people!";
- next;
- mes "[Helmut]";
- mes "~Kuffkuff~! I have a sore throat! It's been a while since I've used my throat. ~Kuffkuff~!";
- next;
- mes "[Helmut]";
- mes "Hey Calbern!";
- mes "Bring beer! Beer!";
- next;
- mes "[Helmut]";
- mes "Why are you still standing there? I have nothing else to say to you! Stand back!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "......";
- completequest 10010;
- set .@prin1,checkquest(10005);
- set .@prin2,checkquest(10006);
- set .@prin3,checkquest(10007);
- set .@prin4,checkquest(10008);
- set .@prin5,checkquest(10009);
- set .@prin6,checkquest(10010);
- set .@prin7,checkquest(10011);
- if ((.@prin1 + .@prin2 + .@prin3 + .@prin4 + .@prin5 + .@prin6 + .@prin7) == 14) {
- setquest 10012;
- }
- close;
- case 3:
- mes "[Helmut]";
- mes "I don't know how others react but, I feel very uptight with your question. I shouldn't, but, I don't have a different view!";
- next;
- mes "[Helmut]";
- mes "I am the prince; if you grumble, you become prince! I feel tiresome with this kind of questioning.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "............";
- mes "Yes, I understand. Go ahead...";
- next;
- mes "[Helmut]";
- mes "I am Helmut from Roewenburg.";
- mes "What I like is smelling blood in the battlefield, and I enjoy festivals too.";
- next;
- mes "[Helmut]";
- mes "What I hate is sticking to formality, and talking much. As for ambition? What am I going to do when I become... king...?? I am asked this question many times.";
- next;
- mes "[Helmut]";
- mes "When I become king, I will reinforce our troops and conquer continent after unification of continent; I will eradicate all the monsters that are harmful to my people!";
- next;
- mes "[Helmut]";
- mes "~Kuffkuff~! I have a sore throat! It's been a while since I've used my throat. ~Kuffkuff~!";
- next;
- mes "[Helmut]";
- mes "Hey Calbern!";
- mes "Bring beer! Beer!";
- next;
- mes "[Helmut]";
- mes "Why are you still standing there? I have nothing else to say to you! Stand back!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "......";
- completequest 10010;
- set .@prin1,checkquest(10005);
- set .@prin2,checkquest(10006);
- set .@prin3,checkquest(10007);
- set .@prin4,checkquest(10008);
- set .@prin5,checkquest(10009);
- set .@prin6,checkquest(10010);
- set .@prin7,checkquest(10011);
- if ((.@prin1 + .@prin2 + .@prin3 + .@prin4 + .@prin5 + .@prin6 + .@prin7) == 14) {
- setquest 10012;
- }
- close;
- case 4:
- mes "[" + strcharinfo(0) + "]";
- mes "No, Prince,";
- mes "I will be back later.";
- next;
- mes "[Helmut]";
- mes "Alright, up to you.";
- mes "Hey! Hey Calbern!";
- mes "Move your ass here with beer!";
- mes "Do you want to be beaten down?";
- close;
- }
- }
-}
-
-prt_castle,288,208,4 script Calbern 962,{
- mes "[Calbern]";
- mes "How are you doing, sir?";
- mes "I am the servant of Prince Helmut...";
- mes "Calbern.";
- next;
- mes "[Helmut]";
- mes "Hey Calbern!";
- mes "Bring beer! Beer!";
- next;
- mes "[Calbern]";
- mes "Oops, I am so sorry.";
- mes "I got business...";
- close;
-}
-
-prt_castle,391,205,3 script Prince#poe 993,{
- if (nk_prince > 6) {
- mes "[Poe]";
- mes "Whatever the condition is, he is just a loser in the match of life.";
- close;
- }
- if (checkquest(10018) == 2) {
- mes "[Poe]";
- mes "He gave up without any challenge. That's not what the man has to do. He is not as good as me. But okay. I am disappointed in him. Eigen Ahrum.";
- close;
- }
- else if (checkquest(10018) == 1) {
- mes "[Poe]";
- mes "......";
- close;
- }
- if (nk_prince < 5) {
- mes "[Prince]";
- mes "Hi, how are you?";
- mes "I don't think you deserve";
- mes "to be here.";
- mes "What about setting straight your genealogy first and then come?";
- close;
- }
- else if (nk_prince > 4) {
- mes "[Prince]";
- mes "Come here.";
- mes "You are the adventurer!";
- mes "I love the challenge of hard trips too. Talkative old men and their adventures... You can't make me stop adventuring...";
- next;
- mes "[Prince]";
- mes "My name is Poe.";
- mes "I am the prince of the Richard family. Remember me, and be my supporter...";
- next;
- mes "[Poe]";
- mes "Above all, I want to";
- mes "test your ability as an adventurer. The ability test is not so serious. I just want to know how accurate your intuition is... That's all.";
- next;
- mes "[Poe]";
- mes "I don't want to talk with";
- mes "a person of low intuition.";
- mes "Let me explain briefly,";
- mes "and test your own intuition.";
- next;
- mes "[Poe]";
- mes "My card has numbers from 1 to 13. You give me an answer about the card number I pick, whether it's a lesser or higher number.";
- next;
- mes "[Poe]";
- mes "Ah, of course, 7 is the middle number. 7 means no success or no failure. The goal of this game is to give the right answer 2 times in a row. Let's begin!";
- next;
- while(.@wincount < 2) {
- set .@card,rand(1,13);
- mes "[Poe]";
- mes "Yes, now choose one";
- mes "from higher and lower.";
- mes "Just one.";
- next;
- switch(select("Higher:Lower")) {
- case 1:
- mes "[Poe]";
- mes "Hmm... higher?...";
- mes "I now pick a card!";
- next;
- mes "[Poe]";
- mes "It is..." + .@card + "!!";
- next;
- if (.@card > 7) {
- set .@wincount,.@wincount+1;
- mes "[Poe]";
- mes "Whooah, you gave the right answer!";
- if (.@wincount == 2) {
- mes "You won 2 times in a row right?...";
- next;
- break;
- }
- else {
- mes "But you just gave the correct answer 1 time, as of yet.";
- next;
- }
- }
- else if (.@card == 7) {
- mes "[Poe]";
- mes "This game is a draw.";
- mes "Do better next time.";
- next;
- }
- else {
- mes "[Poe]";
- mes "Wrong...";
- mes "Visit Hollgrehenn and ask him to refine your luck.";
- close;
- }
- break;
- case 2:
- mes "[Poe]";
- mes "Eh, lower?...";
- mes "Look at my card!";
- next;
- mes "[Poe]";
- mes "It is..." + .@card + "!!";
- next;
- if (.@card < 7) {
- set .@wincount,.@wincount+1;
- mes "[Poe]";
- mes "Whooah, you gave the right answer!";
- if (.@wincount == 2) {
- mes "You won 2 times in a row right?...";
- next;
- break;
- }
- else {
- mes "But you just gave the correct answer 1 time, as of yet.";
- next;
- }
- }
- else if (.@card == 7) {
- mes "[Poe]";
- mes "This game is a draw.";
- mes "Do better next time.";
- next;
- }
- else {
- mes "[Poe]";
- mes "Wrong...";
- mes "Visit Hollgrehenn and ask him to refine your luck.";
- close;
- }
- break;
- }
- }
- mes "[Poe]";
- mes "Good, it's natural for me to disclose my words to such a high-intuitive person that likes pulling out all the cards.";
- next;
- mes "[Poe]";
- mes "I could know about you with shown cards, very well, but let me share my hidden card this time! Ask me whatever you want to know.";
- next;
- mes "[Poe]";
- mes "So... What do you want to know?!";
- next;
- while(1) {
- switch(select("Your background story...:Your view of the nation...:Hobbies and interests...:I will come by later.")) {
- case 1:
- mes "[Poe]";
- mes "My background...";
- mes "Past stories.";
- mes "I don't give it importance at all, so I can't remember it clearly...";
- next;
- mes "[Poe]";
- mes "Can I just say I am a survivor from many matches and battles. That is quite fit for me. Hahahahaha!";
- next;
- mes "[Poe]";
- mes "I've had to cope with many accidents and challenges... from which I have survived, and have been pursuing new things. Life means...";
- next;
- mes "[Poe]";
- mes "Never let yourself down with given cards, and aim at deadly strokes!";
- next;
- mes "[Poe]";
- mes "......";
- next;
- mes "[Poe]";
- mes "Hey it's cool, huh?";
- mes "We have same tastes, haven't we?";
- set .@p_a,1;
- next;
- break;
- case 2:
- mes "[Poe]";
- mes "My opinion is a nation should provide the minimum guard for people, to guarantee respective freedom..";
- next;
- mes "[Poe]";
- mes "Men should challenge the stuff that they can be passionate about, so the free action of people should not be obstructed by their nation.";
- next;
- mes "[Poe]";
- mes "If I were King, all the restrictions would be removed and liberal life would be allowed to everyone in an invulnerable range.";
- next;
- mes "[Poe]";
- mes "Coming to think of my family, my people are so conservative and not flexible.";
- next;
- mes "[Poe]";
- mes "They keep saying to not do this and that, that is dangerous and this is natural... The nagging has been endless all throughout my life...";
- next;
- mes "[Poe]";
- mes "Ah, those last words";
- mes "are off-the-record.";
- mes "I don't want to be bothered by my family.";
- set .@p_b,1;
- next;
- break;
- case 3:
- mes "[Poe]";
- mes "Experiencing anything new!";
- mes "I don't care what it is!";
- next;
- mes "[Poe]";
- mes "If our time is the exploring age, I possibly am the captain of an exploring group! Unexplored, pathfinding, investigating... Those are my middle names. How about you??";
- next;
- mes "[Poe]";
- mes "But many say, about my character, that I am addicted to gambling. I am just full of a challenging spirit and I like raking in money! I am a free-spirited normal man.";
- set .@p_c,1;
- next;
- break;
- case 4:
- mes "[Poe]";
- mes "Alright,";
- mes "let's meet next at some more exciting and dangerous spot.";
- if (.@p_a + .@p_b + .@p_c == 3) {
- completequest 10007;
- }
- set .@prin1,checkquest(10005);
- set .@prin2,checkquest(10006);
- set .@prin3,checkquest(10007);
- set .@prin4,checkquest(10008);
- set .@prin5,checkquest(10009);
- set .@prin6,checkquest(10010);
- set .@prin7,checkquest(10011);
- if ((.@prin1 + .@prin2 + .@prin3 + .@prin4 + .@prin5 + .@prin6 + .@prin7) == 14) {
- setquest 10012;
- }
- close;
- }
- }
- }
-}
-
-prt_castle,364,375,4 script Prince#peter 987,{
- if (nk_prince > 6) {
- mes "[Peter]";
- mes "Appraiser.";
- mes "Have you met the little girl in Aldebaran?";
- next;
- switch(select("Yes, I saw her for you.:No, I don't want to.")) {
- case 1:
- mes "[Peter]";
- mes "Thinking about the little girl calms me. I still can't believe my eyes. My prince Ahrum who just passed away...~";
- close;
- case 2:
- mes "[Peter]";
- mes "Never mind.";
- mes "I still can't believe my eyes. My prince Ahrum who just passed away...~~";
- close;
- }
- }
- if (checkquest(10019) == 2) {
- mes "[Peter]";
- mes "Child... What the heck happened to you?...";
- close;
- }
- else if (checkquest(10019)== 1) {
- mes "[Peter]";
- mes "......";
- close;
- }
- if (checkquest(10008) == 2) {
- if (checkquest(10014) == 2) {
- mes "[Peter]";
- mes "I really appreciate it.";
- mes "You are so kind.";
- close;
- }
- else if (checkquest(10014) == 1) {
- mes "[Peter]";
- mes "I am glad that the girl liked it. Once I got cured, I wanted to go meet with her.";
- next;
- mes "[Peter]";
- mes "Anyhow, thanks for your good work. I really feel sorry about bothering you with trifle things. This is my sense of gratitude. Don't feel so much burden and take this.";
- completequest 10014;
- getitem 644,1; //Gift_Box
- close;
- }
- else {
- mes "[Peter]";
- mes "Do you have any more";
- mes "business, appraiser?";
- close;
- }
- }
- else {
- if (nk_prince < 4) {
- mes "[Prince]";
- mes "I think you are not allowed";
- mes "to be here.";
- close;
- }
- else if (nk_prince > 4) {
- mes "[Prince]";
- mes "Hello,";
- mes "I am Peter, from the family of Heine. I am glad to meet you.";
- next;
- mes "[Peter]";
- mes "Now, where shall we start?";
- next;
- while(1) {
- switch(select("Your background story...:Your view of the nation...:Hobbies and interests...:I will come by later.")) {
- case 1:
- mes "[Peter]";
- mes "My family was not that influential. My childhood was not that abundant; I had to seek jobs and make money from part-time jobs.";
- next;
- mes "[Peter]";
- mes "But it helped me to check people's lives; the full particulars. That's my good side.";
- next;
- mes "[Peter]";
- mes "Was it enough for your question?";
- next;
- break;
- case 2:
- mes "[Peter]";
- mes "I guess the important thing is if people fulfill themselves in their field, then only supplements of support is needed from the nation's side.";
- mes "What I want to say, in short, is the nation does not reign. People need to keep peace with people.";
- next;
- mes "[Peter]";
- mes "Accordingly, I will take benefits away from the difference of classes. It is not an equality issue, but for the ascension of national power.";
- next;
- break;
- case 3:
- mes "[Peter]";
- mes "I only like reading books as a hobby. I think men should go forward; they need to have a striving attitude.";
- next;
- break;
- case 4:
- mes "[Peter]";
- mes "Ah, is that it?";
- next;
- mes "[Peter]";
- mes "Then I have a favor to ask of you... Can you listen to my story?";
- next;
- mes "[Peter]";
- mes "Originally, I didn't like growing a beard... but I had one opportunity to change... My thoughts recently are that someone has offered me the chance.";
- next;
- mes "[Peter]";
- mes "It is because of an unknown girl's letter...";
- next;
- mes "[Peter]";
- mes "What she told me in the letter was that my image was too sharp, and if I grew my beard, the contour of my face would be quite hidden; and it would look far better.";
- next;
- mes "[Peter]";
- mes "I want to repay her.";
- mes "Because her words helped me much. Nothing special, but maybe a small bunch of flowers.";
- next;
- mes "[Peter]";
- mes "Would you take these flowers and give thanks to that girl somewhere in Al de Baran?";
- completequest 10008;
- next;
- switch(select("Okay, no problem.:Please ask it of another.")) {
- case 1:
- mes "[Peter]";
- mes "Yeah, thank you very much.";
- mes "Please take care.";
- getitem 744,1; //Bunch_Of_Flowers
- setquest 10013;
- set .@prin1,checkquest(10005);
- set .@prin2,checkquest(10006);
- set .@prin3,checkquest(10007);
- set .@prin4,checkquest(10008);
- set .@prin5,checkquest(10009);
- set .@prin6,checkquest(10010);
- set .@prin7,checkquest(10011);
- if ((.@prin1 + .@prin2 + .@prin3 + .@prin4 + .@prin5 + .@prin6 + .@prin7) == 14) {
- setquest 10012;
- }
- close;
- case 2:
- mes "[Peter]";
- mes "I understand you...";
- mes "I know you have your";
- mes "own business.";
- setquest 10013;
- set .@prin1,checkquest(10005);
- set .@prin2,checkquest(10006);
- set .@prin3,checkquest(10007);
- set .@prin4,checkquest(10008);
- set .@prin5,checkquest(10009);
- set .@prin6,checkquest(10010);
- set .@prin7,checkquest(10011);
- if ((.@prin1 + .@prin2 + .@prin3 + .@prin4 + .@prin5 + .@prin6 + .@prin7) == 14) {
- setquest 10012;
- }
- close;
- }
- }
- }
- }
- }
-}
-
-aldebaran,132,184,3 script Girl#prince 96,{
- if (checkquest(10013) == 1) {
- if (countitem(744) > 0) {
- // Missed
- mes "[Girl]";
- mes "Wooah, Uncle Peter sent these flowers";
- mes "for me?";
- mes "Hmmm~ They smell really good.";
- next;
- mes "[Girl]";
- mes "Hehe~ You must be a friend of Peter's.";
- mes "When you have a chance to meet him";
- mes "later, please give my regards to uncle Peter.";
- mes "Tell him that I loved the flowers so so much...";
- mes "Okay, see you later.";
- next;
- mes "[Girl]";
- mes "I will go home early and";
- mes "Put these flowers in a vase.";
- mes "Lalala~";
- delitem 744,1; //Bunch_Of_Flowers
- changequest 10013,10014;
- close;
- }
- else {
- mes "[Girl]";
- mes "Hey you, have you heard the story of Daddy-Long-Legs? ... ...";
- close;
- }
- }
- else {
- mes "[Girl]";
- mes "Hey you, have you heard the story of Daddy-Long-Legs? ... ...";
- close;
- }
-}
-
-prt_castle,314,373,4 script Prince#eisen 983,{
- if (nkprince_eisen > 2) {
- if (nkprince_eisen == 3) {
- mes "[Ahrum]";
- mes "How is Ernst ...?";
- mes "He is so serious about everything. He doesn't make trouble or have outbursts... He can be kind of weird.";
- next;
- mes "[Ahrum]";
- mes "We were close friends. Unlike me, he is kind and compassionate; a distinct official of public affairs. When he has to be strict, he turns strict with everyone.";
- set nkprince_eisen,4;
- close;
- }
- else if (nkprince_eisen == 4) {
- mes "[Ahrum]";
- mes "I am Eigen Ahrum,";
- mes "I will be the light of Rune Midgarts.";
- close;
- }
- else if (nkprince_eisen == 5) {
- mes "[Ahrum]";
- mes "Whoever be the king, let's make Rune Midgarts... the best country in the world, by helping each other.";
- next;
- mes "[Ernst]";
- mes "We can make it.";
- mes "No, we shall make it. For Brother and I together, we shall make it.";
- next;
- mes "[Ahrum]";
- mes "But... If I am to reign, or help you; and if I am corrupted... you kill me... by your hand.";
- next;
- mes "[Ahrum]";
- mes "In the opposite case, I will kill you too, you understand? So don't ever stray, and do not ever forget your determination.";
- next;
- mes "[Ernst]";
- mes "Brother, you think about hell. It will never happen, so... Don't talk that way.";
- next;
- mes "[Ahrum]";
- mes "It is an assumption.";
- mes "Don't take it too seriously.";
- next;
- mes "[Ernst]";
- mes "Alright, alright. Don't";
- mes "take it the wrong way.";
- mes "I have been acting for Brother and Kingdom, and I will be the same ever after.";
- next;
- emotion e_gasp;
- mes "[Ahrum]";
- mes "Ah, the appraiser has come.";
- mes "How could you appear so suddenly? Ern and I were in the middle of conversation.";
- next;
- mes "[Ernst]";
- mes "What's wrong, brother? We were not talking about anything bad. We were just making our resolution firm.";
- next;
- mes "[Ahrum]";
- mes "You came here in good timing. We've just decided to kill the other... if one of us is corrupt.";
- next;
- mes "[Ernst]";
- mes "Brother?!";
- next;
- mes "[Ahrum]";
- mes "By all means, be the witness of this agreement. You cannot say no. Because it is a very good thing, in some respects, for your work, isn't it?";
- next;
- mes "[Ernst]";
- mes "Br...Brother. You are way too suppressive. Our appraiser must have his own position and opinion.";
- next;
- mes "[Ahrum]";
- mes "You still have a weak personality. I am not forcing something so difficult on him! Who cares? I take silence as a positive answer! My bid is successful! And our promise is formed too!";
- next;
- mes "[Ernst]";
- mes "Haah...haha... Appraiser, I deeply apologize for offending you. Sorry, but there is no possibility of fulfilling this promise. So, just don't take this situation seriously... You know... When pigs fly... ~";
- next;
- mes "[Ernst]";
- mes "Now, let me return to my room. Keep up the good work, appraiser.";
- donpcevent "Prince#another_ern::OnDisable";
- set nkprince_eisen,6;
- close;
- }
- else if (nkprince_eisen == 6) {
- mes "[Ahrum]";
- mes "I heard that one person";
- mes "from my family is coming today. But I haven't found him yet.";
- next;
- mes "[Ahrum]";
- mes "I worry about your words...";
- mes "What do you want to say this time?...";
- mes "Have you seen him, appraiser?";
- set nkprince_eisen,7;
- changequest 10012,10016;
- close;
- }
- else if (nkprince_eisen == 7) {
- mes "[Ahrum]";
- mes "Aahh...boring, boring.";
- mes "I am in real penance right now!";
- close;
- }
- else if (nkprince_eisen == 8) {
- mes "[Ahrum]";
- mes "You come here so often.";
- mes "I know you are a faithful person, engaged in a very important issue for the kingdom, but you come here more than is necessary...";
- next;
- switch(select("I have something...:Is that so? Then, see you later.")) {
- case 1:
- mes "[" + strcharinfo(0) + "]";
- mes "I saw a person from the Walter family.";
- next;
- mes "[Ahrum]";
- mes "Oh! really?";
- mes "why didn't he come to me?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "-I tell Ahrum the story.-";
- next;
- mes "[Ahrum]";
- mes "......";
- next;
- mes "[Ahrum]";
- mes "What! Are you 100% sure about your story? Ahhhh...";
- next;
- mes "[Ahrum]";
- mes "......";
- next;
- mes "[Ahrum]";
- mes "I am very sorry, but I want to be left alone. Leave me alone, right now!";
- set nkprince_eisen,9;
- close2;
- warp "prt_castle",318,273;
- end;
- case 2:
- mes "[Ahrum]";
- mes "Okay, good riddance.";
- close;
- }
- }
- else if ((nkprince_eisen == 9) || (nkprince_eisen == 10) || (nkprince_eisen == 11) || (nkprince_eisen == 12)) {
- mes "[Ahrum]";
- mes "I am very sorry, but I want to be left alone. Leave me alone, right now!";
- close2;
- warp "prt_castle",318,273;
- end;
- }
- else if (nkprince_eisen == 13) {
- mes "[Ahrum]";
- mes "I told you that I don't want to be king, and I don't have any intention to change my mind!";
- next;
- mes "[Ernst]";
- mes "Brother! I don't know why you are suffering so much! Are you this weak a creature?!";
- next;
- mes "[Ahrum]";
- mes "Suffering? Me?..Aaahhh... It looks so...? Yeahh... Yes, it does. Stressful...Huhuhu...Hahaha!!";
- next;
- mes "[Ernst]";
- mes "Brother, Ahrum...?";
- next;
- mes "[Ahrum]";
- mes "...Is it only me that gets away... Anyhow, I am a disqualified person ... huhuhu. But, I've made a decision.";
- next;
- mes "[Ahrum]";
- mes "Ernst.";
- next;
- mes "[Ernst]";
- mes "Yes?... Yes?";
- next;
- mes "[Ahrum]";
- mes "Take this.";
- next;
- mes "- swish. - ";
- next;
- mes "- Ahrum casually throws a Bazerald to Ernst.-";
- next;
- mes "[Ernst]";
- mes "Eh?... What's this about?... A Bazerald of Walter family?...Why?";
- next;
- mes "[Ahrum]";
- mes "Now this is perfect timing. Even our witness is here! Ern, you remember our promise clearly, right?";
- next;
- mes "[Ernst]";
- mes "What? Promise? Witness?...Ahh... Re-really...";
- next;
- mes "[Ahrum]";
- mes "Yes, really. Now is the time.";
- next;
- mes "[Ernst]";
- mes "Nonsense! Do you think I can do that to you?!";
- next;
- mes "[Ahrum]";
- mes "Idiot! Being King should be followed by decisive action. I have no chances to be King. Corruption, and living like that, is worse than being killed by you...";
- next;
- mes "[Ernst]";
- mes "B-but, you can live as you are! As if nothing happened. You are just needed to return to the way you were before. Brother, let me help you. Tell me everything you hide...";
- next;
- mes "[Ahrum]";
- mes "This is so moronic! Can you say that you are kingly?! Are you showing me sympathy now? You should be a man of sense! If not, you are not eligible as a king candidate!";
- next;
- mes "[Ernst]";
- mes "Bu...but!";
- next;
- mes "[Ahrum]";
- mes "Talking back and forth is of no use! I cannot help it. If you keep insisting instead of trying to be a man of sense, then such a person should not be a king.";
- next;
- mes "[Ahrum]";
- mes "Ghh?! Brother?!";
- next;
- mes "(dagger thrusting sound)";
- specialeffect EF_HIT2;
- set nkprince_eisen,14;
- donpcevent "Prince#another_ern::OnDisable";
- donpcevent "Prince#another_ern1::OnEnable";
- close;
- }
- else if (nkprince_eisen == 14) {
- mes "Bbb... Brother?... You... told me ";
- mes "you would kill me... You just wanted to be killed";
- mes "by me?... Bbb...brother?...";
- next;
- mes "[Ahrum]";
- mes "Huhu... Not at all. I just wanted to kill you... That's it... Good job, Ern... This is legal, self-defense; killing a villain... right?";
- next;
- mes "[Ernst]";
- mes "B..Brother... even now it is not too late! If you go to a medic, you can be restored!";
- next;
- mes "[Ahrum]";
- mes "It's too late... Once your vital organs are stabbed... I wonder how could I stay alive... or even how I could come back to life... I don't need to live.";
- next;
- mes "[Ernst]";
- mes "B..Brother....How...how could you?!";
- next;
- mes "[Ahrum]";
- mes "Goodbye, my brother... Be King, and change this nation. You... You can make it...guk...";
- next;
- mes "[Ernst]";
- mes "...Brother...Brother... Why... Why... How can your face look so satisfied? How...? Brother...";
- next;
- mes "[Ahrum]";
- mes "Huhu...You don't need to know that. By the way, you kept your promise... You should be king... But if you are lost, and stray, I will come kill you at any time... from hell!!";
- next;
- mes "[Ernst]";
- mes "I...I don't know! I don't know what's going on!";
- next;
- mes "[Ahrum]";
- mes "You don't need to... What you have to know about is that there was a sacrifice from me. To make my death meaningful, you should be a good king. That's my conviction... That's it..guk..! Don't lose my words... gukkuk.";
- next;
- mes "[Ernst]";
- mes "Idiot... Moron...";
- next;
- mes "[Ahrum]";
- mes "Ahh... Appraiser, do you know what you have to do? Be mindful of your words. About what you saw, what you heard... You must not tell all of your experience to the inspector.";
- next;
- mes "[Ahrum]";
- mes "Ern killed a villain here who bullied around.. I had no chance... He showed decisive action, and that will deserve him the right to be king...";
- next;
- mes "[Ahrum]";
- mes "If you react wrongfully to this incident, my death will be worthless...kuk... Do you understand?";
- next;
- switch(select("... Okay I will follow your will...:......")) {
- case 1:
- mes "[" + strcharinfo(0) + "]";
- mes "... Okay, I will follow your will. Don't worry...";
- next;
- break;
- case 2:
- mes "[" + strcharinfo(0) + "]";
- mes "......";
- next;
- mes "[Ahrum]";
- mes "Ignorance... is positive... It means... My bid... is successful...";
- next;
- break;
- }
- mes "[Ahrum]";
- mes "Now... I can die... with peace... Thank... you very... much, both... of you.";
- next;
- mes "[Ernst]";
- mes "Brother...";
- next;
- mes "[Ahrum]";
- mes "Then, perpetually... Bye... Sorry ... now I can't go fishing.";
- next;
- mes "[Ernst]";
- mes "B...bro?";
- next;
- mes "[Ahrum]";
- mes "......";
- next;
- mes "[Ernst]";
- mes "B... bro, brother!";
- next;
- mes "[Ahrum]";
- mes "......";
- next;
- mes "[Ernst]";
- mes "Brotherrrrrrrr!!!";
- next;
- set nkprince_eisen,15;
- set nk_prince,7;
- donpcevent "Prince#another_ern1::OnDisable";
- changequest 10024,10025;
- close2;
- warp "prt_castle",318,273;
- end;
- }
- }
- if (nk_prince < 5) {
- mes "[Prince]";
- mes "You are not allowed to be here.";
- mes "Hmmm...";
- next;
- mes "[Prince]";
- mes "Get out of my way.";
- mes "I don't want to confront you.";
- close;
- }
- else if (nk_prince > 4) {
- mes "[Prince]";
- mes "Are you the new adventurer appraiser? I am Eigen Ahrum from the Walter family. You can call me Prince Ahrum, for short, at your convenience.";
- next;
- mes "[Ahrum]";
- mes "I hope you ask me short and simple questions. Long questions don't always mean special and good answers.";
- next;
- while(1) {
- mes "-What shall I ask...-";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I'd like to ask about...";
- next;
- switch(select("Your background story...:Your view of the nation...:Your hobbies or interests...:Never mind, I'll come by later.")) {
- case 1:
- mes "[Ahrum]";
- mes "You aren't just trying to dissolve your curiosity about the king's family, are you?";
- next;
- mes "[Ahrum]";
- mes "From my childhood, I liked to experience many things and learn them. As a result, I should bear interference from my family. To them, I was not a decent noble family member.";
- next;
- mes "[Ahrum]";
- mes "But I am not sensitive to that, and I think a good king should neglect those trifles.";
- next;
- mes "[Ahrum]";
- mes "Others can say that my behavior makes them embarrased, but if something ends well, they are all satisfied in the end. Am I wrong?";
- next;
- mes "[Ahrum]";
- mes "Although I've skipped some lessons in life, I can back up missing lessons easily. Who cares who can swear to me as King! This is how I am.";
- next;
- mes "[Ahrum]";
- mes "Ern nags me a lot";
- mes "about this, but I don't make an issue in any case. Such a fastidious jerk.";
- next;
- mes "[Ahrum]";
- mes "Like I said, I've been growing up with his scolds. I feel his words were harsher than others who shut their mouth after I accomplish something.";
- next;
- mes "[Ahrum]";
- mes "He always says that results cannot be everything that matter.";
- next;
- mes "[Ahrum]";
- mes "Before everything else, it is luck and glory for me, that I could be born in Walter, a distinguished noble family.";
- next;
- mes "[Ahrum]";
- mes "Of course, my abilities";
- mes "are underestimated because of my background. In other respects, I feel sad about it.";
- next;
- mes "[Ahrum]";
- mes "In the coming age, people will talk about me as Eigen Ahrum from the Walter family, not Eigen Ahrum of Walter.";
- next;
- mes "[Ahrum]";
- mes "The Walter family itself has high distinction and fame, but I will make the name shine further, and others will be proud of me.";
- next;
- break;
- case 2:
- mes "[Ahrum]";
- mes "The nation I organize";
- mes "will not be harmonious";
- mes "with pastel color of fairy";
- mes "tales.";
- next;
- mes "[Ahrum]";
- mes "For sure, losers and depressed people have their own faults, like lesser challenges for their lives.";
- next;
- mes "[Ahrum]";
- mes "I have some belief in the benefit of unlimited competition. Frankly, I don't like this king election system from noble families.";
- next;
- mes "[Ahrum]";
- mes "Although all these";
- mes "status system fade away";
- mes "I will be the king, with my sole capability and aptitude! Hahaha.";
- emotion e_heh;
- next;
- mes "[Ahrum]";
- mes "I know quite well about";
- mes "other king cadidates, personally.";
- mes "But I can't find one distinguished person who can lead this kingdom well.";
- next;
- mes "[Ahrum]";
- mes "I'm not saying they aren't outstanding, but considering the current situation of Rune-Midgarts, they don't seem to be astonishing leaders.";
- next;
- mes "[Ahrum]";
- mes "For this reason, I assure you that no candidate is fit for the position among them. If I have to pick someone who can be a match for me, I can say that one is Ernst.";
- next;
- mes "[Ahrum]";
- mes "He has a soft personality and thinks too long about things, but I admit many merits to him. I can say he is a fairly high-standard candidate.";
- next;
- mes "[Ahrum]";
- mes "........";
- next;
- mes "[Ahrum]";
- mes "Hmm, I was too talkative.";
- mes "I apologize for my redundant words, hahaha.";
- next;
- break;
- case 3:
- mes "[Ahrum]";
- mes "I enjoy activities.";
- mes "I can't stand passive games,";
- mes "like card and board games";
- mes "I think those games are";
- mes "quite fit for the scholar type people.";
- next;
- mes "[Ahrum]";
- mes "My brother Ern can stick to something for a long time, like books or study.";
- next;
- mes "[Ahrum]";
- mes "Once I become king,";
- mes "I won't handle documents";
- mes "while sitting all day.";
- next;
- mes "[Ahrum]";
- mes "It's very hard for me to do that.";
- next;
- break;
- case 4:
- mes "[Ahrum]";
- mes "Okay...";
- mes "as you please.";
- if (nkprince_eisen == 2) {
- set nkprince_eisen,3;
- }
- else {
- set nkprince_eisen,1;
- }
- completequest 10005;
- set .@prin1,checkquest(10005);
- set .@prin2,checkquest(10006);
- set .@prin3,checkquest(10007);
- set .@prin4,checkquest(10008);
- set .@prin5,checkquest(10009);
- set .@prin6,checkquest(10010);
- set .@prin7,checkquest(10011);
- if ((.@prin1 + .@prin2 + .@prin3 + .@prin4 + .@prin5 + .@prin6 + .@prin7) == 14) {
- setquest 10012;
- }
- close;
- }
- }
- }
-}
-
-prt_castle,368,312,4 script Prince#ern 985,{
- if (checkquest(10024) == 2) {
- mes "[Ernst]";
- mes "...brother, if you want...";
- mes "...Ah, please leave here.";
- mes "I don't want to see anyone.";
- close;
- }
- else if (checkquest(01024) == 1) {
- mes "[Ernst]";
- mes "...Brother Ahrum...";
- close;
- }
- if (nkprince_eisen > 2) {
- if (nkprince_eisen == 3) {
- mes "[Ernst]";
- mes "Did you meet my brother Ahrum? He is a great man. Really.";
- next;
- mes "He tries to deal with things too tough that sometimes makes things into a problem. But even at those moments, he is willing to listen to my words; so we seldom seem to be in serious trouble.";
- next;
- mes "[Ernst]";
- mes "That can only be that way, because we two have been so close to each other.";
- next;
- mes "[Ernst]";
- mes "Brother Ahrum has been blaming me for that, I think unnecessarily too long. But he listens to me and acts as I advise.";
- next;
- mes "[Ernst]";
- mes "Isn't he a great person?";
- mes "He is a trustworthy and instructive person.";
- close;
- }
- else if (nkprince_eisen == 5) {
- mes "[Ernst]";
- mes "Ah, now I am going to have a plan with Bro Ahrum";
- mes "If you don't have a important issue with me, I shall go. ";
- close;
- }
- else if (nkprince_eisen == 6) {
- mes "[Ernst]";
- mes "Ah, I heard person from Walter came in here. Have you seen him?";
- next;
- mes "[Ernst]";
- mes "It seems that even brother Ahrum hasn't met with him. Hmm...";
- set nkprince_eisen,7;
- changequest 10012,10016;
- close;
- }
- else if (nkprince_eisen == 9) {
- mes "[Ernst]";
- mes "Welcome, judge.";
- mes "We meet quite open";
- mes "Why don't you slow down your work?";
- next;
- mes "[Ernst]";
- mes "Hmm...I don't have any more words to say. Moreover, Ahrum seems to be strange these days. I worry about that. I hope it's not a big deal.";
- set nkprince_eisen,10;
- changequest 10017,10004;
- close;
- }
- else if ((nkprince_eisen == 10) || (nkprince_eisen == 11) || (nkprince_eisen == 12)) {
- mes "[Ernst]";
- mes "Ahrum is getting weird.";
- mes "It's not a normal change, but a real corruption. I feel uneasy about it.";
- next;
- mes "[Ernst]";
- mes "This isn't happening.";
- mes "I believe Ahrum will be restored as he was. However, I don't feel good.";
- close;
- }
- else if (nkprince_eisen == 15) {
- mes "[Ernst]";
- mes "Ah...";
- mes "Brother Ahrum...";
- mes "Eigen Ahrum...yes, sir.";
- next;
- mes "[Ernst]";
- mes "......";
- next;
- mes "[Ernst]";
- mes "Please leave here. I don't want to see anyone.";
- close;
- }
- else {
- mes "[Ernst]";
- mes "Welcome, appraiser.";
- mes "Thank you for your hard work. It's hard to judge others, isn't it?";
- close;
- }
- }
- if (nk_prince < 5) {
- mes "[Prince]";
- mes "You are not a adventurer judge";
- mes "I think you shouldn't be here.";
- close;
- }
- else if (nk_prince > 4) {
- mes "[Prince]";
- mes "Hi";
- mes "you are the judege.";
- mes "I am Ernst, prince of Geoborg.";
- next;
- mes "[Ernst]";
- mes "I think it's hard work that judges people's talents. I will do my best to help you.";
- next;
- mes "[Ernst]";
- mes "Well, thank you.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "(He seems to have a polite personality as a candidate for King)";
- next;
- while(1) {
- mes "-Well, what questions.-";
- next;
- switch(select("backgroud first.:I want to know your spirit of nationalism.: Your habbit and tastes.:I will be back.")) {
- case 1:
- mes "[Ernst]";
- mes "Since I was young, I have grown up with a royal education. I haven't quarreled with others seriously, but I was not very polite either.";
- next;
- mes "[Ernst]";
- mes "People thought that I was timid, but that's because I didn't want to be shun from others.";
- next;
- mes "[Ernst]";
- mes "Of course, we got an exception... Eigen.";
- next;
- mes "[Ernst]";
- mes "Eigen Ahrum can be the exception. He is not polite, but he makes sense from others with exact confirmation.";
- next;
- mes "[Ernst]";
- mes "I think that is a great ability, and I should learn it. But, it is not only about results, but also a courtesy matter. We should keep something that we have to do.";
- next;
- mes "[Ernst]";
- mes "For me, the process was more important than the result. Now, I take them as equal virtue. I didn't take results significantly. Ahrum taught me, who used to consider the result as nothing.";
- break;
- case 2:
- mes "[Ernst]";
- mes "The spirit of nationalism when I become King?";
- next;
- mes "[Ernst]";
- mes "You might believe the power of a king is unlimited, but as one man, it has a limitation.";
- next;
- mes "[Ernst]";
- mes "Both normal public and prominent people take charge of the society that gathers that wisdom is easier than doing things on your own.";
- next;
- mes "[Ernst]";
- mes "Ahrum will help me to supplement any shortcomings. Not only Ahrum, but all ministers and cabinet members; and the public is my master.";
- next;
- mes "[Ernst]";
- mes "It is my fortune that I got many masters beside Ahrum. It is also good for my country.";
- next;
- break;
- case 3:
- mes "[Ernst]";
- mes "II don't have special habits. I am just willing to learn and read books.";
- next;
- mes "[Ernst]";
- mes "And I also love to talk with Ahrum. Ahrum is clever enough to generate new ideas that I can follow.";
- next;
- mes "[Ernst]";
- mes "Well, to tell the truth, going fishing with Ahrum is better. Although, we are too busy to go fishing because of all these kingdom issues.";
- next;
- mes "[Ernst]";
- mes "We promised to go fishing after the taking of the throne... Let's see...";
- next;
- mes "[Ernst]";
- mes "Hmm...is that enough?";
- next;
- break;
- case 4:
- mes "[Ernst]";
- mes "Yes, then, see you later.";
- if (nkprince_eisen == 1) {
- set nkprince_eisen,3;
- }
- else {
- set nkprince_eisen,2;
- }
- completequest 10006;
- set .@prin1,checkquest(10005);
- set .@prin2,checkquest(10006);
- set .@prin3,checkquest(10007);
- set .@prin4,checkquest(10008);
- set .@prin5,checkquest(10009);
- set .@prin6,checkquest(10010);
- set .@prin7,checkquest(10011);
- if ((.@prin1 + .@prin2 + .@prin3 + .@prin4 + .@prin5 + .@prin6 + .@prin7) == 14) {
- setquest 10012;
- }
- close;
- }
- }
- }
-}
-
-prt_castle,163,319,0 script #twonoble -1,3,3,{
-//OnTouch2:
-OnTouch:
- if (nkprince_eisen == 7) {
- donpcevent "Aged Noble 1#valter::OnEnable";
- donpcevent "Aged Noble 2#rihart::OnEnable";
- mes "[Aged Noble]";
- mes "You don't have to worry.";
- mes "Once my Eigen Ahrum is chosen to be king, the Richard family will be a second magnate.";
- next;
- mes "[A man of Riehart Family]";
- mes "Hehe, Ahrum is the most favorable and influential candidate already. You would be so amazing were you to fulfill this.";
- next;
- mes "[A man of Walter Family]";
- mes "Although Ahrum is a strong candidate, the prince of Gaebolg has a high reputation for his virtues too. For sure, it is better to confirm things.";
- next;
- mes "[A man of Walter Family]";
- mes "So, are you on the project of Prince Ernst's poisoning?";
- next;
- mes "[A man of Riehart Family]";
- mes "Of course. Even an autopsy will not find it. ... You don't have to worry.";
- next;
- mes "[A man of Walter Family]";
- mes "Ahrum will be elected, once the termination of prince Ernst happens, and then...";
- next;
- mes "[A man of Riehart Family]";
- mes "both family will lead this country, huhuhu.";
- next;
- mes "[A man of Walter Family]";
- mes "You must know what Walter and Gaebolg did. Both families stayed on top of the country.";
- next;
- mes "[A man of Riehart Family]";
- mes "The weakest one of the seven families, Gaebolg Family, took power by uniting with Schmidt and Walter.";
- next;
- mes "[A man of Walter Family]";
- mes "Yes, that's why the union of Walter and Gaebolg is perfect. Moreover, Ahrum and Ernst... It's obviously the second coming of Schmidt and Heinrich.";
- next;
- mes "[A man of Walter Family]";
- mes "That's why the Walter family and the Gaebolg Family can't exist together. Their co-existence will bring destruction as it has done in the past.";
- next;
- mes "[A man of Riehart Family]";
- mes "Thanks for that. It's good to go. All the people who know of the past will deny to be in league with Ahrum or Ernst.";
- next;
- mes "[A man of Walter Family]";
- mes "Anyway, we got a little bit more time. Keep the secret thoroughly; not to tell anyone.";
- next;
- mes "[A man of Riehart Family]";
- mes "Yes. For the glory of Rune-Midgarts.";
- next;
- mes "[A man of Walter Family]";
- mes "All the glory for Rune-Midgarts...";
- mes "Hmm?";
- next;
- emotion e_gasp;
- mes "[A man of Walter Family]";
- mes "Quiet... Someone comes.";
- mes "Ok... take care.";
- next;
- mes "[A man of Riehart Family]";
- mes "Never mind...";
- donpcevent "Aged Noble 1#valter::OnDisable";
- donpcevent "Aged Noble 2#rihart::OnDisable";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "(Walter is the name of Ahrum.";
- mes "Richard is the name of Poe.)";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "(Is this the conspiracy of two families? What the hell..)";
- changequest 10016,10017;
- set nkprince_eisen,8;
- close;
- }
-}
-
-prt_castle,156,325,4 script Aged Noble 1#valter 86,{
- mes "[Aged Noble]";
- mes "Step aside.";
- mes "How dare you talk to him.";
- close;
-
-OnInit:
- disablenpc "Aged Noble 1#valter";
- end;
-
-OnEnable:
- enablenpc "Aged Noble 1#valter";
- end;
-
-OnDisable:
- disablenpc "Aged Noble 1#valter";
- end;
-}
-
-prt_castle,157,323,3 script Aged Noble 2#rihart 880,{
- mes "[Aged Noble]";
- mes "Hmm-hmm.";
- mes "What an indecorous person!";
- close;
-
-OnInit:
- disablenpc "Aged Noble 2#rihart";
- end;
-
-OnEnable:
- enablenpc "Aged Noble 2#rihart";
- end;
-
-OnDisable:
- disablenpc "Aged Noble 2#rihart";
- end;
-}
-
-prt_castle,314,371,0 script Prince#another_ern 985,{
- if (nkprince_eisen == 13) {
- mes "[Ahrum]";
- mes "I told you that I don't want to be king, and I don't have any intention to change my mind!";
- next;
- mes "[Ernst]";
- mes "Brother! I don't know why you are suffering so much! Are you this weak a creature?!";
- next;
- mes "[Ahrum]";
- mes "Suffering? Me?..Aaahhh... It looks so...? Yeahh... Yes, it does. Stressful...Huhuhu...Hahaha!!";
- next;
- mes "[Ernst]";
- mes "Brother, Ahrum...?";
- next;
- mes "[Ahrum]";
- mes "...Is it only me that gets away... Anyhow, I am a disqualified person ... huhuhu. But, I've made a decision.";
- next;
- mes "[Ahrum]";
- mes "Ernst.";
- next;
- mes "[Ernst]";
- mes "Yes?... Yes?";
- next;
- mes "[Ahrum]";
- mes "Take this.";
- next;
- mes "- swish. - ";
- next;
- mes "- Ahrum casually throws a Bazerald to Ernst.-";
- next;
- mes "[Ernst]";
- mes "Eh?... What's this about?... A Bazerald of Walter family?...Why?";
- next;
- mes "[Ahrum]";
- mes "Now this is perfect timing. Even our witness is here! Ern, you remember our promise clearly, right?";
- next;
- mes "[Ernst]";
- mes "What? Promise? Witness?...Ahh... Re-really...";
- next;
- mes "[Ahrum]";
- mes "Yes, really. Now is the time.";
- next;
- mes "[Ernst]";
- mes "Nonsense! Do you think I can do that to you?!";
- next;
- mes "[Ahrum]";
- mes "Idiot! Being King should be followed by decisive action. I have no chances to be King. Corruption, and living like that, is worse than being killed by you...";
- next;
- mes "[Ernst]";
- mes "B-but, you can live as you are! As if nothing happened. You are just needed to return to the way you were before. Brother, let me help you. Tell me everything you hide...";
- next;
- mes "[Ahrum]";
- mes "This is so moronic! Can you say that you are kingly?! Are you showing me sympathy now? You should be a man of sense! If not, you are not eligible as a king candidate!";
- next;
- mes "[Ernst]";
- mes "Bu...but!";
- next;
- mes "[Ahrum]";
- mes "Talking back and forth is of no use! I cannot help it. If you keep insisting instead of trying to be a man of sense, then such a person should not be a king.";
- next;
- mes "[Ahrum]";
- mes "Ghh?! Brother?!";
- next;
- mes "(dagger thrusting sound)";
- specialeffect EF_HIT2;
- set nkprince_eisen,14;
- donpcevent "Prince#another_ern::OnDisable";
- donpcevent "Prince#another_ern1::OnEnable";
- close;
- }
- if (nkprince_eisen == 5) {
- mes "[Ahrum]";
- mes "Whoever be the king,";
- mes "let's make Rune Midgarts...";
- mes "the best country in the world, by helping each other.";
- next;
- mes "[Ernst]";
- mes "We can make it.";
- mes "No, we shall make it. For Brother and I together, we shall make it.";
- next;
- mes "[Ahrum]";
- mes "But... If I am to reign, or help you; and if I am corrupted... you kill me... by your hand.";
- next;
- mes "[Ahrum]";
- mes "In the opposite case, I will kill you too, you understand? So don't ever stray, and do not ever forget your determination.";
- next;
- mes "[Ernst]";
- mes "Brother, you think about hell.";
- mes "It will never happen, so...";
- mes "Don't talk that way.";
- next;
- mes "[Ahrum]";
- mes "It is an assumption.";
- mes "Don't take it too seriously.";
- next;
- mes "[Ernst]";
- mes "Alright, alright. Don't";
- mes "take it the wrong way.";
- mes "I have been acting for Brother and Kingdom, and I will be the same ever after.";
- next;
- emotion e_gasp;
- mes "[Ahrum]";
- mes "Ah, the appraiser has come.";
- mes "How could you appear so suddenly? Ern and I were in the middle of conversation.";
- next;
- mes "[Ernst]";
- mes "What's wrong, brother? We were not talking about anything bad. We were just making our resolution firm.";
- next;
- mes "[Ahrum]";
- mes "You came here in good timing.";
- mes "We've just decided to kill";
- mes "the other... if one of us is";
- mes "corrupt.";
- next;
- mes "[Ernst]";
- mes "Brother?!";
- next;
- mes "[Ahrum]";
- mes "By all means, be the witness of this agreement. You cannot say no. Because it is a very good thing, in some respects, for your work, isn't it?";
- next;
- mes "[Ernst]";
- mes "Br...Brother. You are way too suppressive. Our appraiser must have his own position and opinion.";
- next;
- mes "[Ahrum]";
- mes "You still have a weak personality. I am not forcing something so difficult on him! Who cares? I take silence as a positive answer! My bid is successful! And our promise is formed too!";
- next;
- mes "[Ernst]";
- mes "Haah...haha... Appraiser, I deeply apologize for offending you. Sorry, but there is no possibility of fulfilling this promise. So, just don't take this situation seriously... You know... When pigs fly... ~";
- next;
- mes "[Ernst]";
- mes "Now, let me return to my room. Keep up the good work, appraiser.";
- donpcevent "Prince#another_ern::OnDisable";
- set nkprince_eisen,6;
- close;
- }
-
-OnInit:
- disablenpc "Prince#another_ern";
- end;
-
-OnEnable:
- enablenpc "Prince#another_ern";
- end;
-
-OnDisable:
- disablenpc "Prince#another_ern";
- end;
-}
-
-prt_castle,314,372,0 script Prince#another_ern1 985,{
- if (nkprince_eisen == 14) {
- mes "[Ernst]";
- mes "Bbb... Brother?... You... told me you would kill me... You just wanted to be killed by me??... Bbb...brother?...";
- next;
- mes "[Ahrum]";
- mes "Huhu... Not at all. I just wanted to kill you... That's it... Good job, Ern... This is legal, self-defense; killing a villain... right?";
- next;
- mes "[Ernst]";
- mes "B..Brother... even now it is not too late! If you go to a medic, you can be restored!";
- next;
- mes "[Ahrum]";
- mes "It's too late... Once your vital organs are stabbed... I wonder how could I stay alive... or even how I could come back to life... I don't need to live.";
- next;
- mes "[Ernst]";
- mes "B..Brother....How...how could you?!";
- next;
- mes "[Ahrum]";
- mes "Goodbye, my brother... Be King, and change this nation. You... You can make it...guk...";
- next;
- mes "[Ernst]";
- mes "...Brother...Brother... Why... Why... How can your face look so satisfied? How...? Brother...";
- next;
- mes "[Ahrum]";
- mes "Huhu...You don't need to know that. By the way, you kept your promise... You should be king... But if you are lost, and stray, I will come kill you at any time... from hell!!";
- next;
- mes "[Ernst]";
- mes "I...I don't know! I don't know what's going on!";
- next;
- mes "[Ahrum]";
- mes "You don't need to... What you have to know about is that there was a sacrifice from me. To make my death meaningful, you should be a good king. That's my conviction... That's it..guk..! Don't lose my words... gukkuk.";
- next;
- mes "[Ernst]";
- mes "Idiot... Moron...";
- next;
- mes "[Ahrum]";
- mes "Ahh... Appraiser, do you know what you have to do? Be mindful of your words. About what you saw, what you heard... You must not tell all of your experience to the inspector.";
- next;
- mes "[Ahrum]";
- mes "Ern killed a villain here who bullied around.. I had no chance... He showed decisive action, and that will deserve him the right to be king...";
- next;
- mes "[Ahrum]";
- mes "If you react wrongfully to this incident, my death will be worthless...kuk... Do you understand?";
- next;
- switch(select("... Okay I will follow your will...:......")) {
- case 1:
- mes "[" + strcharinfo(0) + "]";
- mes "... Okay, I will follow your will. Don't worry...";
- next;
- break;
- case 2:
- mes "[" + strcharinfo(0) + "]";
- mes "......";
- next;
- mes "[Ahrum]";
- mes "Ignorance... is positive... It means... My bid... is successful...";
- next;
- break;
- }
- mes "[Ahrum]";
- mes "Now... I can die... with peace... Thank... you very... much, both... of you.";
- next;
- mes "[Ernst]";
- mes "Brother...";
- next;
- mes "[Ahrum]";
- mes "Then, perpetually... Bye... Sorry ... now I can't go fishing.";
- next;
- mes "[Ernst]";
- mes "B...bro?";
- next;
- mes "[Ahrum]";
- mes "......";
- next;
- mes "[Ernst]";
- mes "B... bro, brother!";
- next;
- mes "[Ahrum]";
- mes "......";
- next;
- mes "[Ernst]";
- mes "Brotherrrrrrrr!!!";
- next;
- set nkprince_eisen,15;
- set nk_prince,7;
- donpcevent "Prince#another_ern1::OnDisable";
- changequest 10024,10025;
- close2;
- warp "prt_castle",318,273;
- end;
- }
-
-OnInit:
- disablenpc "Prince#another_ern1";
- end;
-
-OnEnable:
- enablenpc "Prince#another_ern1";
- end;
-
-OnDisable:
- disablenpc "Prince#another_ern1";
- end;
-}
-
-prt_castle,272,372,1 script Prince#eisen1 983,{
- mes "[Ahrum]";
- mes "Moron. You'll never be a king. All throughout your life... Don't you know it? Such a junk addict!!";
- next;
- mes "[Erich]";
- mes "...I am not trying to be, but swear words don't make me feel very good. What's wrong with you all of a sudden?";
- next;
- mes "[Ahrum]";
- mes "I am just fed up with you. Even a jerk like you is a candidate for king? I feel sick and nauseated about this king succession.";
- next;
- mes "[Erich]";
- mes "Yeah, it's not that wrong. But I am the representative of the Nerious family. I cannot stand for your insults.";
- next;
- mes "[Erich]";
- mes "Is your family aware of your crazy actions? You are ruining your name, and of your family.";
- next;
- mes "[Ahrum]";
- mes "...! Yes... I give a crap. No... My existence too! Kukuku...hahahahaha!";
- next;
- mes "[Ahrum]";
- mes "Yes, you and I are both disqualified! Hahahaha!! The freaking addict reveals the truth! Yes, hahahahahaha!!";
- next;
- mes "[Erich]";
- mes "... Crazy jerk. Beat it. I don't want to talk with you anymore.";
- next;
- mes "[Ahrum]";
- mes "Yes, I am going now. Family shame?!! Hahahaha... What is a family!! Kkkkkk!! Very interesting!";
- next;
- mes "-Ahrum, seems to be out of his mind, as he approaches the door-";
- next;
- mes "[Erich]";
- mes "...Nuts.";
- completequest 10020;
- set .@er1,checkquest(10018);
- set .@er2,checkquest(10019);
- set .@er3,checkquest(10020);
- set .@er4,checkquest(10021);
- set .@er5,checkquest(10022);
- if ((.@er1 + .@er2 + .@er3 + .@er4 + .@er5) == 10) {
- setquest 10023;
- set nkprince_eisen,11;
- }
- donpcevent "Prince#eisen1::OnDisable";
- close;
-
-OnInit:
- disablenpc "Prince#eisen1";
- end;
-
-OnEnable:
- enablenpc "Prince#eisen1";
- end;
-
-OnDisable:
- disablenpc "Prince#eisen1";
- end;
-}
-
-prt_castle,336,202,7 script Prince#eisen2 983,{
- mes "[Urugen]";
- mes "What did you say? Ahrum?";
- mes "Hey! What did you just say to me? Ahrum?!";
- next;
- mes "[Ahrum]";
- mes "I can say it a zillion times! Urugen, you are not beautiful at all! Not even a bit! In fact, your look is very ugly and obscene!";
- next;
- mes "[Urugen]";
- mes "That's very rude! How could a dirty germ like you talk like that to me!";
- mes "you like germ can talk like that";
- mes "to me!";
- next;
- mes "[Ahrum]";
- mes "Dirty? Yes, I am. I am dirty. But it is not a problem of mine. Everything is dirty! I cannot stand it anymore!";
- next;
- mes "[Urugen]";
- mes "Hm! I can agree with your words, the world is obscene, but you cannot bring me down to that level! I cannot forgive your words! Never, ever!";
- next;
- mes "[Ahrum]";
- mes "What if you can't forgive me? What shall you do? That's good. Are you gonna kill me? Will you kill me? Kill me? Haha? You are being called beautiful only when calling yourself!";
- next;
- mes "[Urugen]";
- mes "Akk! I cannot stand this! Such low behavior and words ...? You are no prince. I don't want to face you anymore! Get out of here!";
- next;
- mes "[Ahrum]";
- mes "You don't have enough quality. You don't have belief to eliminate evil. By will, you are rubbish. I don't want to be with rubbish either! Stay in your world forever and never come out of it!";
- next;
- mes "-Ahrum strides out of the room, grumbling...-";
- next;
- mes "[Urugen]";
- mes "...You are so low. I misjudged you. You are not of the few that have an artistic view. I totally saw you the wrong way.";
- completequest 10021;
- set .@er1,checkquest(10018);
- set .@er2,checkquest(10019);
- set .@er3,checkquest(10020);
- set .@er4,checkquest(10021);
- set .@er5,checkquest(10022);
- if ((.@er1 + .@er2 + .@er3 + .@er4 + .@er5) == 10) {
- setquest 10023;
- set nkprince_eisen,11;
- }
- donpcevent "Prince#eisen2::OnDisable";
- close;
-
-OnInit:
- disablenpc "Prince#eisen2";
- end;
-
-OnEnable:
- enablenpc "Prince#eisen2";
- end;
-
-OnDisable:
- disablenpc "Prince#eisen2";
- end;
-}
-
-prt_castle,286,201,7 script Prince#eisen3 983,{
- mes "[Ahrum]";
- mes "Military maniac! Jerk! Do you think power can solve everything? In all situations, do you think people can live peacefully?!";
- next;
- mes "[Helmut]";
- mes "You are fully violent now.";
- mes "By your theory, you are also not eligible for the king's quality!";
- next;
- mes "[Ahrum]";
- mes "Yes, you talk well. Bah!";
- mes "I don't have quality!!";
- mes "But you are worse than me! King candidate?? You are just a war monger!";
- next;
- mes "[Helmut]";
- mes "You have come here to offend me? Do you think you can beat me, Eigen Ahrum?!";
- next;
- mes "[Ahrum]";
- mes "Fight? That's so rubbish. I don't care for it. I just came here to shoot what I want to say to you. I don't even feel like fighting with you. I am leaving!";
- next;
- mes "[Helmut]";
- mes "Hold on, coward! Are you fleeing now?! Such a coward! Let's finish our battle!";
- next;
- mes "[Ahrum]";
- mes "Coward.. that's a very nice word. Yes, I am. I am leaving. Ta-tah! You are worse than a bad coward...like me! Bye-bye war monger!";
- next;
- mes "-Ahrum grins with a vague feeling towards an irritated Helmut, and leaves the room.-";
- next;
- mes "[Helmut]";
- mes "That is... such a villain!!!";
- completequest 10022;
- set .@er1,checkquest(10018);
- set .@er2,checkquest(10019);
- set .@er3,checkquest(10020);
- set .@er4,checkquest(10021);
- set .@er5,checkquest(10022);
- if ((.@er1 + .@er2 + .@er3 + .@er4 + .@er5) == 10) {
- setquest 10023;
- set nkprince_eisen,11;
- }
- donpcevent "Prince#eisen3::OnDisable";
- close;
-
-OnInit:
- disablenpc "Prince#eisen3";
- end;
-
-OnEnable:
- enablenpc "Prince#eisen3";
- end;
-
-OnDisable:
- disablenpc "Prince#eisen3";
- end;
-}
-
-prt_castle,388,205,6 script Prince#eisen4 983,{
- mes "[Ahrum]";
- mes "You always care about gambling. But, why don't you care about your surrondings first, eh? Young master of Richard?";
- next;
- mes "[Poe]";
- mes "Why are you teasing me, now? At least I feel I have dice with higher numbers than you... You don't think so?";
- next;
- mes "[Ahrum]";
- mes "Posh! You keep talking about dice. Listen. You can feel that I roll lower numbers of dice than you... But you have already failed before the roll of your dice! Do you know that?!";
- next;
- mes "[Poe]";
- mes "What are you talking about? I can't get you. I've lost to whom? I don't know why you are talking like that.";
- next;
- mes "[Ahrum]";
- mes "You can't know it! So what?! If you know, what can you do? You have too much pride over everything. Do you think you can foster a deeply rotten tree, to become a healthy tree?!";
- next;
- mes "[Poe]";
- mes "If you want to say something, you have to say it clearly. Are you announcing a loss and defeat? Is my luck so dreadful, Eigen Ahrum?";
- next;
- mes "[Ahrum]";
- mes "Yes, I announce my defeat. But it is not to you. You are a loser like me. Before getting into important business, you are ruined by an environmental element.";
- next;
- mes "[Poe]";
- mes "...What the hell are you talking about? Environment? I totally don't get you. It is never clear.";
- next;
- mes "[Ahrum]";
- mes "You'd better not understand it. If you know this, you will lose your health. Don't care for it... for the rest of your life!!";
- next;
- mes "[Poe]";
- mes "Ho- hold! Look, Ahrum!";
- mes "Hold on! Eigen Ahrum! Hey!";
- next;
- mes "-Ahrum totally neglects the";
- mes "voice calling him and leaves the room, with a lonely countenance.-";
- next;
- mes "[Poe]";
- mes "What... What. It's not fun.";
- mes "I totally couldn't get him.";
- completequest 10018;
- set .@er1,checkquest(10018);
- set .@er2,checkquest(10019);
- set .@er3,checkquest(10020);
- set .@er4,checkquest(10021);
- set .@er5,checkquest(10022);
- if ((.@er1 + .@er2 + .@er3 + .@er4 + .@er5) == 10) {
- setquest 10023;
- set nkprince_eisen,11;
- }
- donpcevent "Prince#eisen4::OnDisable";
- close;
-
-OnInit:
- disablenpc "Prince#eisen4";
- end;
-
-OnEnable:
- enablenpc "Prince#eisen4";
- end;
-
-OnDisable:
- disablenpc "Prince#eisen4";
- end;
-}
-
-prt_castle,364,372,1 script Prince#eisen5 983,{
- mes "[Ahrum]";
- mes "Peter, what will you do if your work doesn't mean anything?";
- next;
- mes "[Peter]";
- mes "...I don't know what you are talking about, but meaningless things do not exist. I don't think you know about that.";
- next;
- mes "[Ahrum]";
- mes "Buzzzz. You are wrong. There is a thing that is meaningless itself. Clearly speaking, the action becomes meaningless without knowing its meaning...";
- next;
- mes "[Peter]";
- mes "Are you trying to explain... clearly? It's getting more complicated. What exactly do you want to say? Let me get it directly.";
- next;
- mes "[Ahrum]";
- mes "...Whatever I do or do not do, I am just being manipulated by some thing. To make it worse, I hurt others as I am in that some thing only.";
- next;
- mes "[Peter]";
- mes "......";
- next;
- mes "[Ahrum]";
- mes "The worst thing is, I feel I just become timid with knowing and understanding the some thing itself..";
- next;
- mes "[Ahrum]";
- mes "But it is the same with you. If you really want to express gratitude towards the girl, you should have visited her in person. You couldn't do it, could you?";
- next;
- mes "[Peter]";
- mes "...Ahrum, what's wrong with you? You are not the Ahrum I know. What's made you like this?";
- next;
- mes "[Ahrum]";
- mes "Hmph..The some thing. Nothing. It's meaningless. Reality, that's all. It was nice talking to you. Bye-bye, and live like what you used to live like, ever after.";
- next;
- mes "[Peter]";
- mes "......Eigen Ahrum. You...";
- next;
- mes "-Ahrum shows a gloomy facial expression and leaves the room.-";
- next;
- mes "[Peter]";
- mes "......";
- completequest 10019;
- set .@er1,checkquest(10018);
- set .@er2,checkquest(10019);
- set .@er3,checkquest(10020);
- set .@er4,checkquest(10021);
- set .@er5,checkquest(10022);
- if ((.@er1 + .@er2 + .@er3 + .@er4 + .@er5) == 10) {
- setquest 10023;
- set nkprince_eisen,11;
- }
- donpcevent "Prince#eisen5::OnDisable";
- close;
-
-OnInit:
- disablenpc "Prince#eisen5";
- end;
-
-OnEnable:
- enablenpc "Prince#eisen5";
- end;
-
-OnDisable:
- disablenpc "Prince#eisen5";
- end;
-}
-
-prt_castle,368,310,1 script Prince#eisen6 983,{
- mes "[Ernst]";
- mes "Bro, tell me again. You just said something?";
- next;
- mes "[Ahrum]";
- mes "Ok. Let me tell you. This Rune-Midgarts is rubbish. You and I struggle in the dump of trash, and we are all same with it, even if it cannot be recycled.";
- next;
- mes "[Ernst]";
- mes "Brother, what's wrong? Are you insane?";
- next;
- mes "[Ahrum]";
- mes "Insane? I am fully sane....J.m...I am just fed up with this disgusting reality, my lovely brother.";
- next;
- mes "[Ernst]";
- mes "Reality? What reality? What did you perceive? You are not like as you are. I totally can't help you!";
- next;
- mes "[Ahrum]";
- mes "I am as I usually am, Ernst. Just, reality is dirty, and I realized that I am trapped in the crap. I can't get out of here.";
- next;
- mes "[Ernst]";
- mes "Liar! You always told me that you have possibilities in your book! You always behaved proudly!";
- next;
- mes "[Ahrum]";
- mes "Shut up.";
- next;
- mes "[Ernst]";
- mes "It's dirty and not good. That's why we should correct it. We already know about this situation, but why do you act like this!!";
- next;
- mes "[Ahrum]";
- mes "...I told you, don't make noise!";
- next;
- mes "[Ernst]";
- mes "No. Corruption is mutually agreed, and you brought me here, and because of your presence, I can depend on you!";
- next;
- mes "[Ahrum]";
- mes "Shut up Shut up!!!!!!!!!!!!";
- next;
- mes "[Ernst]";
- mes "......!";
- next;
- mes "[Ahrum]";
- mes "Meaningless actions cannot be welcomed! Being manipulated by dirt is disgusting. I was ignorant, I felt that I acted by my will, but now I realize I was manipulated!";
- next;
- mes "[Ahrum]";
- mes "King?! What's that for?! That's nothing! Even if we make a new world, nothing is changed!! We are like in a play. A picture is someone's intention... only drawn!! Right?!";
- next;
- mes "[Ernst]";
- mes "What are you talking about? I totally can't understand! Are you saying you are not in the status quo? Yes? What the heck are you talking about!";
- next;
- mes "[Ahrum]";
- mes "Shut up! Without knowing anything, you don't know when you can be killed. You don't get me yet.... ah...! You need to not know this!";
- next;
- mes "[Ernst]";
- mes "Br...Brother, will you keep insisting on this? Our relationship is this short?";
- next;
- mes "[Ahrum]";
- mes "Shut up! If you are not contented, you can kill me as we promised! You... me... me...!! I don't wanna talk about it any more, I am going back to my room!";
- next;
- mes "[Ernst]";
- mes "Ah. Hold on a moment Brother! Ahrum!";
- next;
- mes "[Ahrum]";
- mes "I... don't know! King... you!";
- next;
- mes "-Ahrum blushes";
- mes "and leaves the room. He seems to be utterly fatigued.-";
- next;
- mes "[Ernst]";
- mes "Ahrum... Ahrum...";
- changequest 10023,10024;
- set nkprince_eisen,13;
- donpcevent "Prince#eisen6::OnDisable";
- close;
-
-OnInit:
- disablenpc "Prince#eisen6";
- end;
-
-OnEnable:
- enablenpc "Prince#eisen6";
- end;
-
-OnDisable:
- disablenpc "Prince#eisen6";
- end;
-}
-
-prt_castle,318,276,0 script #eisen 45,1,1,{
-OnTouch:
- if ((nkprince_eisen == 4) || (nkprince_eisen == 5)) {
- donpcevent "Prince#another_ern::OnEnable";
- set nkprince_eisen,5;
- warp "prt_castle",318,368;
- }
- else if ((nkprince_eisen == 9) || (nkprince_eisen == 10) || (nkprince_eisen == 11) || (nkprince_eisen == 12)) {
- set .@armkoe,rand(1,4);
- if (.@armkoe == 1) {
- mes "-You can hear Ahrum's voice";
- mes "before going into his room";
- mes "It's coming from inside.-";
- next;
- mes "[Ahrum]";
- mes "I cannot have that qualification. I was raised in such a dirty place. I was so ignorant!";
- next;
- mes "[Ahrum]";
- mes "What's the capacity of a king? And what is clean politics...? Ahhhhhhhhhhh!!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "......";
- close2;
- }
- else if (.@armkoe == 2) {
- mes "-You can hear Ahrum's voice";
- mes "before going into his room";
- mes "It's coming from inside.-";
- next;
- mes "[Ahrum]";
- mes "Proud family?... Famous...";
- mes "Birth?... King's family? ...What's all that about?";
- next;
- mes "[Ahrum]";
- mes "To brother Ernst, from my family. It's sin. And I am a part of the sin. As a part of the family. Family's sin. Equal to my sin.";
- next;
- mes "[Ahrum]";
- mes "I cannot... cover it anymore... Ern... I hope even you...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "......";
- close2;
- }
- else if (.@armkoe == 3) {
- mes "-You can hear Ahrum's voice";
- mes "before going into his room";
- mes "It's coming from inside.-";
- next;
- mes "[Ahrum]";
- mes "In the end, I am just being used... I make the most of my exertions and become the lead. That's all a part of the scenario...";
- next;
- mes "[Ahrum]";
- mes "Damn it! Damn...!!";
- mes "I cannot accept it. Never. Never!";
- next;
- mes "[Ahrum]";
- mes "My ancestor ^FF0000Schmidt^000000... What shall you do with this situation? No...were you just used like me... by others?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "......";
- close2;
- }
- else if (.@armkoe == 4) {
- mes "- I could hear Ahrum's voice ";
- mes "before getting into his room";
- mes "It was coming from inside.-";
- next;
- mes "[Ahrum]";
- mes "No, it's no good... No... In this phase, I will be the king. I shouldn't be the king... Ern... You should not forget the meaning of a real king.";
- next;
- mes "[Ahrum]";
- mes "For the real king's appearance... I am going tonight.... to darkness for you. ...Ahhhhhhhh!!!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "......";
- close2;
- }
- warp "prt_castle",318,368;
- }
- else if (nkprince_eisen == 13) {
- donpcevent "Prince#another_ern::OnEnable";
- warp "prt_castle",318,368;
- }
- else if (nkprince_eisen == 15) {
- warp "prt_castle",318,309;
- }
- else {
- warp "prt_castle",318,368;
- }
- end;
-}
-
-prt_castle,336,276,0 script #ern 45,1,1,{
-OnTouch:
- if (checkquest(10023) == 1) {
- donpcevent "Prince#eisen6::OnEnable";
- }
- warp "prt_castle",368,308;
- end;
-}
-
-prt_castle,300,276,0 script #erich 45,1,1,{
-OnTouch:
- if (checkquest(10020) == 1) {
- donpcevent "Prince#eisen1::OnEnable";
- }
- warp "prt_castle",274,368;
- end;
-}
-
-prt_castle,330,271,0 script #helmut 45,1,1,{
-OnTouch:
- if (checkquest(10022) == 1) {
- donpcevent "Prince#eisen3::OnEnable";
- }
- warp "prt_castle",290,208;
- end;
-}
-
-prt_castle,348,271,0 script #poe 45,1,1,{
-OnTouch:
- if (checkquest(10018) == 1) {
- donpcevent "Prince#eisen4::OnEnable";
- }
- warp "prt_castle",390,208;
- end;
-}
-
-prt_castle,354,276,0 script #peter 45,1,1,{
-OnTouch:;
- if (checkquest(10019) == 1) {
- donpcevent "Prince#eisen5::OnEnable";
- }
- warp "prt_castle",366,368;
- end;
-}
-
-prt_castle,310,271,0 script #urgen 45,1,1,{
-OnTouch:
- if (checkquest(10021) == 1) {
- donpcevent "Prince#eisen2::OnEnable";
- }
- warp "prt_castle",340,208;
- end;
-}
-
-prt_castle,317,364,0 warp #eisen2 1,1,prt_castle,318,273
-prt_castle,317,304,0 warp eisen22 1,1,prt_castle,318,273
-prt_castle,367,304,0 warp #ern2 1,1,prt_castle,336,273
-prt_castle,273,364,0 warp #erich2 1,1,prt_castle,300,273
-prt_castle,289,213,0 warp #helmut2 1,1,prt_castle,330,274
-prt_castle,389,213,0 warp #poe2 1,1,prt_castle,348,274
-prt_castle,365,364,0 warp #peter2 1,1,prt_castle,354,273
-prt_castle,340,213,0 warp #urgen2 1,1,prt_castle,310,274
-prt_castle,163,312,0 warp #class2 1,1,prt_castle,221,343
-prt_castle,221,347,0 warp #class 1,1,prt_castle,163,316
-prt_castle,225,338,0 warp #room11 1,1,prt_castle,275,283
-prt_castle,273,284,0 warp #room21 1,1,prt_castle,221,338
-prt_castle,225,318,0 warp #room12 1,1,prt_castle,276,263
-prt_castle,273,264,0 warp #room22 1,1,prt_castle,221,318
-prt_castle,221,308,0 warp #princeout 1,1,prt_castle,176,167
-
-prt_castle,176,170,5 script Guard#princein 105,{
- if (nk_prince > 4) {
- mes "[Guard of a strange place]";
- mes "You can go to the room where princes gather, through the hidden door. For security reasons, it is totally guarded and hidden.";
- next;
- mes "[Guard of a strange place]";
- mes "Let me open the door.";
- close2;
- warp "prt_castle",220,312;
- end;
- }
- else {
- mes "[Guard of a strange place]";
- mes "I just came here to rest. For location information, you can ask it of others.";
- close;
- }
-}
-
-prt_castle,121,168,0 script #arm 111,4,4,{
-//OnTouch2:
-OnTouch:
- if (nk_prince == 8) {
- mes "[" + strcharinfo(0) + "]";
- mes "..............";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Milk is all spilt.";
- mes "Just forget about it.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Who is going to have the throne instead of him?";
- next;
- set nk_prince,9;
- mes "[" + strcharinfo(0) + "]";
- mes "Oh no...";
- close;
- }
-}
-
-prt_castle,316,313,0 script #arm1 111,3,3,{
-//OnTouch2:
-OnTouch:
- if (nkprince_eisen > 14) {
- mes "[" + strcharinfo(0) + "]";
- mes "..............";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "What thoughts did he have, and how did he decide to become King in this room?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "What situation...";
- mes "pulled him back to an irreparable place?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I can't ask him anymore, and there are no clues left. Just what's left is...";
- next;
- mes "[Ahrum]";
- mes "~~If you react wrongfully to this incident, my death will be worthless...kuk... Do you understand?~~";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "..............";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "...Keeping silent for him.";
- mes "Taking the burden that he left... all throughout my life.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "...Rest in peace.";
- close;
- }
- end;
-}
diff --git a/npc/quests/quests_moscovia.txt b/npc/quests/quests_moscovia.txt
deleted file mode 100644
index bc8f97a9a..000000000
--- a/npc/quests/quests_moscovia.txt
+++ /dev/null
@@ -1,16550 +0,0 @@
-//===== rAthena Script =======================================
-//= Moscovia Quests
-//===== By: ==================================================
-//= Kisuka
-//===== Current Version: =====================================
-//= 1.9
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= Quests for Moscovia.
-//= The Moving Island, Help Mikhail, Acorn Exchange,
-//= Banish Winter, Shafka Hat, Koshei the Immortal.
-//===== Additional Comments: =================================
-//= 1.0 First version. [Kisuka]
-//= 1.1 Small fixes on The Moving Island. [Kisuka]
-//= 1.2 Fixed a "player not attached" error. [brianluau]
-//= 1.3 Replaced occurrences of PcName. [brianluau]
-//= 1.4 Added 'Koshei the Immortal' quest. [Kisuka]
-//= 1.5 Fixes to 'Koshei the Immortal' quest. [Kisuka]
-//= 1.6 Added 'tides' to Ibanoff & Fixed time check for Marozka. [Kisuka]
-//= 1.7 Fixes on donpcevents and fixed some left over aegis stuff. [Kisuka]
-//= 1.8 Fixed some condition checks. [Gepard]
-//= 1.9 Corrected NPC counting mobs for the wrong NPC. (bugreport:4736) [L0ne_W0lf]
-//============================================================
-
-//============================================================================
-// The Moving Island
-//============================================================================
-
-//----------------------------------------------------------------------------
-// Berbayeff - Starting Point
-//----------------------------------------------------------------------------
-moscovia,171,71,3 script Berbayeff#npc 968,{
- if (mos_whale_edq < 1) {
- emotion e_an;
- mes "[Berbayeff]";
- mes "This..and..that...";
- mes "All guys...are distrustful.";
- mes "Makes me a braggart.";
- next;
- select("Do you have a problem?");
- mes "[Berbayeff]";
- mes "I haven't seen you before.";
- mes "Are you a traveler?";
- mes "If so, then you may have";
- mes "seen many marvelous things";
- mes "from near and far.";
- next;
- mes "[Berbayeff]";
- mes "I'm sure you'll probably";
- mes "be interested in my story.";
- mes "All the villagers are blockheads,";
- mes "so they treat me like an idiot.";
- next;
- if(select("I'm not interested in any story.:Tell me.") == 1) {
- mes "[Berbayeff]";
- mes "Indeed... You are not interested...";
- mes "That's ok.";
- next;
- mes "[Berbayeff]";
- mes "If you change your mind,";
- mes "you can talk to me whenever.";
- close;
- }
- emotion e_no1;
- mes "[Berbayeff]";
- mes "Good, I have been thinking that";
- mes "I would tell you this story from the start.";
- next;
- mes "[Berbayeff]";
- mes "You seem to have spent";
- mes "only a few days here.";
- mes "Have you ever heard";
- mes "about The Moving Island?";
- next;
- mes "[Berbayeff]";
- mes "In Moscovia,";
- mes "a story is handed down";
- mes "from the ancients, like legends.";
- next;
- mes "[Berbayeff]";
- mes "It is said that";
- mes "there is an island";
- mes "which sometimes moves,";
- mes "not far out at sea.";
- next;
- mes "[Berbayeff]";
- mes "But, nobody has seen";
- mes "the island before.";
- mes "So, few people have";
- mes "believed the legend.";
- next;
- mes "[Berbayeff]";
- mes "Actually, I thought that";
- mes "it might be a kind of";
- mes "old story... nothing more.";
- mes "But then... I saw...";
- next;
- mes "[Berbayeff]";
- mes "Actually, I thought that";
- mes "it might be a kind of";
- mes "old story... nothing more.";
- mes "But then... I saw...";
- mes "The Moving Island!!!";
- next;
- mes "[Berbayeff]";
- mes "Surprised? Right...";
- mes "It is so surprising.";
- mes "Frankly, you don't believe";
- mes "any of this story either.";
- next;
- mes "[Berbayeff]";
- mes "I saw the island";
- mes "from the middle of";
- mes "the village's south shore.";
- next;
- mes "[Berbayeff]";
- mes "At first, I doubted my eyes.";
- mes "I have never heard that that island";
- mes "really existed here, even though I";
- mes "have lived here all my life!";
- next;
- mes "[Berbayeff]";
- mes "I tried to go up";
- mes "to look at it from";
- mes "higher ground, but";
- mes "the island receded";
- mes "and disappeared...";
- mes "back to the sea.";
- next;
- select("The island doesn't appear anymore?");
- mes "[Berbayeff]";
- mes "If it does,";
- mes "one might just think";
- mes "that they've looked";
- mes "at an apparition.";
- next;
- mes "[Berbayeff]";
- mes "But a few nights ago...";
- mes "Finally, the island appeared";
- mes "in front of me again,";
- mes "while I was driving my ship to go home.";
- next;
- mes "[Berbayeff]";
- mes "At that time, I tried to";
- mes "get near the island again,";
- mes "slowly, but it disappeared...";
- mes "beyond the sea once more.";
- next;
- mes "[Berbayeff]";
- mes "It was then, I couldn't help";
- mes "to finally believe";
- mes "in the existence of";
- mes "The Moving Island!";
- next;
- mes "[Berbayeff]";
- mes "Surely, this must be";
- mes "a great discovery!";
- mes "Don't you think??";
- mes "Doesn't your heart shout out in";
- mes "hopes of adventuring out to the island?";
- next;
- mes "[Berbayeff]";
- mes "I haven't given up yet!";
- mes "Certainly, it'll appear again";
- mes "right in front of us!";
- next;
- mes "[Berbayeff]";
- mes "And on that day,";
- mes "I'll definitely go up to that";
- mes "island... and verify it with my own eyes!";
- set mos_whale_edq,1;
- close;
- }
- else if (mos_whale_edq == 1) {
- set .@speak,rand(1,5);
- if (.@speak > 0 || .@speak < 3) {
- mes "[Berbayeff]";
- mes "Clearly, I want to prove";
- mes "the existence of that island to everyone...";
- next;
- mes "[Berbayeff]";
- mes "If the island appears again,";
- mes "I should certify its identity.";
- mes "Would you like to try it?";
- close;
- }
- else if (.@speak > 2 || .@speak < 6) {
- mes "[Berbayeff]";
- mes "The best way to find the";
- mes "island is by direct contact";
- mes "with a ship in the sea.";
- next;
- mes "[Berbayeff]";
- mes "Me?";
- mes "Of course I have a ship.";
- mes "I am a fisherman after all...";
- next;
- mes "[Berbayeff]";
- mes "Ah, you do? You need...";
- mes "a ship? Hm...too bad.";
- mes "I can't lend my ship to you...";
- next;
- mes "[Berbayeff]";
- mes "But maybe Mr. Ibanoff";
- mes "can lend his ship to you";
- mes "He likes going around";
- mes "adventuring like me.";
- mes "He seems to enjoy his youth...";
- next;
- mes "[Berbayeff]";
- mes "Mr. Ibanoff also traveled and";
- mes "adventured all over the world";
- mes "like you, so he might understand";
- mes "your sentiments well.";
- next;
- mes "[Berbayeff]";
- mes "If you want to find the island";
- mes "by ship, go to Mr. Ibanoff";
- mes "and ask for a favor.";
- close;
- }
- else {
- mes "um...What a beautiful day?";
- mes "Hahahahahaha...";
- close;
- }
- }
- else if (mos_whale_edq > 12 && mos_whale_edq < 42) {
- emotion e_omg;
- mes "[Berbayeff]";
- mes "Are you serious? Did you say";
- mes "you've found The Moving Island?";
- next;
- emotion e_no1;
- mes "[Berbayeff]";
- mes "The legend is true!!";
- mes "I was right, wasn't I?";
- mes "You must be a great adventurer.";
- close;
- }else{
- mes "[Berbayeff]";
- mes "Welcome to Moscovia.";
- mes "What's your impression thus far?";
- mes "Looks gorgeous, huh?";
- next;
- mes "[Berbayeff]";
- mes "Most travelers and strangers";
- mes "like our village.";
- mes "I want you to visit places here and";
- mes "there. You'll probably love this town.";
- close;
- }
-}
-
-//----------------------------------------------------------------------------
-// Bulletin Board - List Tide Times
-//----------------------------------------------------------------------------
-moscovia,135,52,0 script Bulletin Board#npc 837,{
- mes "[Charabel Schedule]";
- mes "NOTICE, due to the varying";
- mes "tides here in Moscovia,";
- mes "the charabel can only";
- mes "depart when the tide is low.";
- next;
- mes "[Charabel Schedule]";
- mes "The Charabel can depart";
- mes "between the following times:";
- mes "^0000FF12:00am PST^000000 to ^0000FF3:00am PST";
- mes "^0000FF6:00am PST^000000 to ^0000FF9:00am PST";
- mes "^0000FF12:00pm PST^000000 to ^0000FF3:00pm PST";
- mes "^0000FF6:00pm PST^000000 to ^0000FF9:00pm PST";
- close;
-}
-
-//----------------------------------------------------------------------------
-// Mr. Ibanoff - Docks
-//----------------------------------------------------------------------------
-moscovia,135,49,5 script Mr. Ibanoff#npc 964,{
- if (mos_whale_edq == 1 || mos_whale_edq == 2) {
- mes "["+strcharinfo(0)+"]";
- mes "Hello. Are you Mr. Ibanoff?";
- next;
- mes "[Mr. Ibanoff]";
- mes "Yes. I am Mr. Ibanoff.";
- mes "What's up?";
- next;
- if(select("Tell me an adventure story.:Lend me your ship.") == 1) {
- mes "[Mr. Ibanoff]";
- mes "You are an adventurer, right?";
- mes "You come from a strange land?";
- mes "Well, well, well...";
- mes "You are welcome here.";
- next;
- mes "[Mr. Ibanoff]";
- mes "When I adventured around";
- mes "Rune Midgarts, maybe it was";
- mes "well before you were born.";
- mes "Ah... I miss those days...";
- next;
- mes "[Mr. Ibanoff]";
- mes "Now, I'm so tired;";
- mes "my body and my heart.";
- mes "I get reminded of fond";
- mes "memories just by looking at the sea...";
- next;
- mes "[Mr. Ibanoff]";
- mes "Um... Stories...";
- mes "What to talk about first?";
- mes "Right, I'll talk about that time I";
- mes "fought against a huge flock of Porings...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hahaha...";
- next;
- mes "[Mr. Ibanoff]";
- mes "You'll be happy that you";
- mes "listened to the adventure story.";
- mes "Well, well, well...";
- mes "When I was 24 years old...";
- mes "My colleagues and I were passing by";
- mes "a forest near Payon...";
- next;
- mes "when...";
- next;
- mes "and....";
- next;
- mes "then.....";
- next;
- mes "Finally......";
- next;
- mes "[Mr. Ibanoff]";
- mes "I did a very good";
- mes "job in the fight, so";
- mes "my colleagues and I were";
- mes "able to get back safely.";
- next;
- mes "[Mr. Ibanoff]";
- mes "What did you think?";
- mes "Next... Let's talk about";
- mes "the haunting of a Goblin mob...!";
- next;
- if(select("I'll listen next time...:Interesting. Keep talking.") == 1) {
- mes "[Mr. Ibanoff]";
- mes "If not...Ooo, I can just";
- mes "keep going and going...";
- mes "No? Too bad... Hehe...";
- mes "Let's talk next time.";
- close;
- }
- mes "[Mr. Ibanoff]";
- mes "Yeah? Ohohoh... my friend,";
- mes "we are in sync with each other...!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Ok, this time I'll talk";
- mes "about the bloody fight at the";
- mes "haunting of a Goblin mob...";
- next;
- mes "You see...";
- next;
- mes "and....";
- next;
- mes "also.....";
- next;
- mes "Lastly......";
- next;
- mes "[Mr. Ibanoff]";
- mes "So, the day's great bloody";
- mes "fight was over like that...";
- mes "Ohwee...";
- next;
- mes "[Mr. Ibanoff]";
- mes "Hah! You are the first";
- mes "to listen carefully to";
- mes "my stories, for a long time.";
- mes "Feels so good...";
- next;
- mes "[Mr. Ibanoff]";
- mes "You absolutely have talent,";
- mes "as a great adventurer.";
- mes "You can become a good friend to me.";
- next;
- mes "[Mr. Ibanoff]";
- mes "Next time, we talk about your";
- mes "adventure story... eh? ~";
- mes "If you ever need anything,";
- mes "come talk to me whenever, hahaha!";
- set mos_whale_edq,2;
- close;
- }
- if (mos_whale_edq == 2) {
- mes "[Mr. Ibanoff]";
- mes "Ah! The good listener!";
- mes "What will you do if you";
- mes "borrow my ship? I wonder...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I'm going to adventure out";
- mes "to sea, to find a moving";
- mes "island which has brought";
- mes "many a legend to this neighboring village.";
- next;
- mes "[Mr. Ibanoff]";
- mes "The Moving Island?";
- mes "I have never seen that really...";
- mes "You are young! Hawhawhaw!";
- next;
- mes "[Mr. Ibanoff]";
- mes "I hope that you find";
- mes "the island without fail,";
- mes "and that you bring back";
- mes "surprising news to us!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Let it be so!";
- mes "First, I should check";
- mes "the state of the ship...";
- mes "You have some work to do,";
- mes "if you want to help me.";
- next;
- mes "[Mr. Ibanoff]";
- mes "She has not floated";
- mes "for a long time,";
- mes "so we should check";
- mes "and repair the parts";
- mes "that power her up.";
- next;
- mes "[Mr. Ibanoff]";
- mes "Preparing the tools for repairs, in";
- mes "this place, takes several days...";
- mes "if you can possibly prepare them.";
- next;
- mes "[Mr. Ibanoff]";
- mes "The materials needed are:";
- mes "^0000FFStrange Steel Piece 10, Rusty Screw 10, Flexible Tube 5, Jubilee 10^000000.";
- next;
- mes "[Mr. Ibanoff]";
- mes "When you've prepared all the";
- mes "materials, bring them to me. I'll";
- mes "repair the ship.";
- set mos_whale_edq,3;
- close;
- }else{
- emotion e_ag;
- mes "[Mr. Ibanoff]";
- mes "You want to borrow";
- mes "my ship so spontaneously??";
- mes "I don't even know you!!";
- mes "You are more rude than you look.";
- next;
- mes "[Mr. Ibanoff]";
- mes "I don't know, how you know";
- mes "that I have a ship...";
- mes "Anyway, I can't lend my ship";
- mes "willingly to strangers.";
- close;
- }
- }
- else if (mos_whale_edq == 3) {
- mes "[Mr. Ibanoff]";
- mes "Did you bring all the materials?";
- mes "If we have all the materials,";
- mes "we can prepare for departure!";
- next;
- if (countitem(7167) > 9 && countitem(7317) > 9 && countitem(7325) > 4 && countitem(7312) > 9) {
- mes "[Mr. Ibanoff]";
- mes "Oh! You got the all materials.";
- mes "It's enough.";
- next;
- delitem 7167,10; //Mystery_Iron_Bit
- delitem 7317,10; //Screw
- delitem 7325,5; //Tube
- delitem 7312,10; //Jubilee
- set mos_whale_edq,4;
- mes "[Mr. Ibanoff]";
- mes "Okay, we are at the ready.";
- mes "When would you like to depart?";
- mes "I'll say one thing...";
- mes "It's difficult to keep this";
- mes "ship afloat after the sun has set.";
- next;
- mes "[Mr. Ibanoff]";
- mes "In these neighboring waters,";
- mes "there are many raging waves.";
- mes "After the sun sets, the tide does";
- mes "not get any easier... even for an";
- mes "expert seaman.";
- next;
- mes "[Mr. Ibanoff]";
- mes "Remember, the poor condition of";
- mes "this ship also factors when";
- mes "attempting to plow through the";
- mes "raging waves.";
- next;
- mes "[Mr. Ibanoff]";
- mes "If you are ready to depart, talk to";
- mes "me before the sun sets.";
- close;
- }else{
- mes "[Mr. Ibanoff]";
- mes "These materials are insufficient.";
- mes "Perhaps you forgot some of them?";
- next;
- mes "[Mr. Ibanoff]";
- mes "The materials needed are:";
- mes "^0000FFStrange Steel Piece 10, Rusty Screw 10, Flexible Tube 5, Jubilee 10^000000.";
- close;
- }
- }
- else if (mos_whale_edq == 4) {
- mes "[Mr. Ibanoff]";
- mes "Oh. Are you ready to depart?";
- mes "Good, let's see...";
- next;
- if (gettime(3) >= 0 && gettime(3) < 3) {
- mes "[Mr. Ibanoff]";
- mes "Hmm. It's not a bad time.";
- mes "We should hurry up";
- mes "while the tides are low.";
- mes "The ship is prepared already";
- mes "at a dock nearby, so we can depart";
- mes "right away.";
- close2;
- warp "mosk_ship",94,110;
- end;
- }
- else if (gettime(3) >= 6 && gettime(3) < 9) {
- mes "[Mr. Ibanoff]";
- mes "Hmm. It's not a bad time.";
- mes "We should hurry up";
- mes "while the tides are low.";
- mes "The ship is prepared already";
- mes "at a dock nearby, so we can depart";
- mes "right away.";
- close2;
- warp "mosk_ship",94,110;
- end;
- }
- else if (gettime(3) >= 12 && gettime(3) < 15) {
- mes "[Mr. Ibanoff]";
- mes "Hmm. It's not a bad time.";
- mes "We should hurry up";
- mes "while the tides are low.";
- mes "The ship is prepared already";
- mes "at a dock nearby, so we can depart";
- mes "right away.";
- close2;
- warp "mosk_ship",94,110;
- end;
- }
- else if (gettime(3) >= 18 && gettime(3) < 21) {
- mes "[Mr. Ibanoff]";
- mes "Hmm. It's not a bad time.";
- mes "We should hurry up";
- mes "while the tides are low.";
- mes "The ship is prepared already";
- mes "at a dock nearby, so we can depart";
- mes "right away.";
- close2;
- warp "mosk_ship",94,110;
- end;
- }
- else {
- mes "[Mr. Ibanoff]";
- mes "Gee. The tide is too high.";
- mes "It's too dangerous to depart";
- mes "right now because of the waves";
- mes "getting too rugged.";
- next;
- mes "[Mr. Ibanoff]";
- mes "When the sea calmes down a bit,";
- mes "you can come back. We can't depart";
- mes "right now.";
- close;
- }
- }
- else if (mos_whale_edq > 4 && mos_whale_edq < 15) {
- mes "[Mr. Ibanoff]";
- mes "That last sailing was tough...";
- mes "But, all adventures";
- mes "are like that...";
- mes "Hahaha!";
- next;
- mes "[Mr. Ibanoff]";
- mes "If you keep a mind to";
- mes "depart again... tell me";
- mes "before the sun sets.";
- mes "while the sun rises.";
- next;
- mes "[Mr. Ibanoff]";
- mes "Will you depart?";
- next;
- if(select("I'm not ready.:Let's go.") == 1) {
- mes "[Mr. Ibanoff]";
- mes "When you are ready to depart, tell me.";
- close;
- }
- if (gettime(3) >= 0 && gettime(3) < 3) {
- mes "[Mr. Ibanoff]";
- mes "Hmm. It's not a bad time.";
- mes "We should hurry up";
- mes "while the tides are low.";
- mes "The ship is prepared already";
- mes "at a dock nearby, so we can depart";
- mes "right away.";
- close2;
- warp "mosk_ship",94,110;
- end;
- }
- else if (gettime(3) >= 6 && gettime(3) < 9) {
- mes "[Mr. Ibanoff]";
- mes "Hmm. It's not a bad time.";
- mes "We should hurry up";
- mes "while the tides are low.";
- mes "The ship is prepared already";
- mes "at a dock nearby, so we can depart";
- mes "right away.";
- close2;
- warp "mosk_ship",94,110;
- end;
- }
- else if (gettime(3) >= 12 && gettime(3) < 15) {
- mes "[Mr. Ibanoff]";
- mes "Hmm. It's not a bad time.";
- mes "We should hurry up";
- mes "while the tides are low.";
- mes "The ship is prepared already";
- mes "at a dock nearby, so we can depart";
- mes "right away.";
- close2;
- warp "mosk_ship",94,110;
- end;
- }
- else if (gettime(3) >= 18 && gettime(3) < 21) {
- mes "[Mr. Ibanoff]";
- mes "Hmm. It's not a bad time.";
- mes "We should hurry up";
- mes "while the tides are low.";
- mes "The ship is prepared already";
- mes "at a dock nearby, so we can depart";
- mes "right away.";
- close2;
- warp "mosk_ship",94,110;
- end;
- }
- else {
- mes "[Mr. Ibanoff]";
- mes "Gee. The tide is too high.";
- mes "It's too dangerous to depart";
- mes "right now because of the waves";
- mes "getting too rugged.";
- next;
- mes "[Mr. Ibanoff]";
- mes "When the sea calmes down a bit,";
- mes "you can come back. We can't depart";
- mes "right now.";
- close;
- }
- }
- else if (mos_whale_edq == 15) {
- mes "[Mr. Ibanoff]";
- mes "Hey you... You are alive!";
- mes "When you were swept away by the";
- mes "waves, I thought that was the last";
- mes "I would ever see of you!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Anyway, where were you all this time?";
- next;
- select("Explain the whole story.");
- mes "[Mr. Ibanoff]";
- mes "Oh... that's really marvelous.";
- mes "Well I never...";
- mes "The island truly exists...?";
- next;
- mes "[Mr. Ibanoff]";
- mes "What's more...";
- mes "The island is not an island?!?";
- mes "It's a gigantic whale???";
- next;
- mes "[Mr. Ibanoff]";
- mes "And trees grow... and water";
- mes "streams... along the whale's";
- mes "back!!?";
- next;
- mes "[Mr. Ibanoff]";
- mes "That's unbelievable!";
- mes "The most marvelous incident I have";
- mes "ever heard in my lifetime!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Also, I am surprised at the";
- mes "presence of an aged person on Whale";
- mes "Island!";
- next;
- mes "[Mr. Ibanoff]";
- mes "He must be a man strong in";
- mes "spirit... with experience and high";
- mes "discipline.";
- next;
- mes "[Mr. Ibanoff]";
- mes "The story of the island has";
- mes "advanced enough until this part.";
- mes "Why don't you announce your";
- mes "findings to our dearest Csar";
- mes "and receive aid to find Whale";
- mes "Island?";
- next;
- mes "[Mr. Ibanoff]";
- mes "Our dear Csar likes it very";
- mes "much to hear stories about";
- mes "valuable things, so if he";
- mes "listens to your story, he may give";
- mes "you a prize...";
- next;
- mes "[Mr. Ibanoff]";
- mes "And if you have any plans to go";
- mes "back to the island, I want to go";
- mes "together with you! Eh? Hahaha!";
- set mos_whale_edq,16;
- close;
- }
- else if (mos_whale_edq > 15 && mos_whale_edq < 18) {
- mes "[Mr. Ibanoff]";
- mes "If our dear Csar listens to this";
- mes "kind of story, he would find it a";
- mes "pleasure.";
- next;
- mes "[Mr. Ibanoff]";
- mes "He might even give you a prize...";
- close;
- }
- else if (mos_whale_edq == 18) {
- mes "[Mr. Ibanoff]";
- mes "Hm. Our dear Csar requested";
- mes "evidence of the whale island?...";
- next;
- mes "[Mr. Ibanoff]";
- mes "That may prove a little";
- mes "difficult...";
- next;
- mes "[Mr. Ibanoff]";
- mes "Do you have a guarantee that you";
- mes "can find Whale Island again?";
- next;
- mes "[Mr. Ibanoff]";
- mes "I think you won't give up.";
- mes "How about if we depart";
- mes "once more, and I will gladly help";
- mes "you find Whale Island!";
- next;
- if(select("Try again to find Whale Island.:Give up.") == 1) {
- mes "[Mr. Ibanoff]";
- mes "That does it! I expected it.";
- mes "I knew you weren't the type to give up an adventure!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Again, let's get the ship ready and sail before the sun sets!";
- set mos_whale_edq,19;
- close;
- }
- mes "[Mr. Ibanoff]";
- mes "I see...";
- mes "Even though you like adventure,";
- mes "it might be impossible to find";
- mes "Whale Island again...";
- next;
- mes "[Mr. Ibanoff]";
- mes "If you change your mind,";
- mes "anytime, come tell me.";
- mes "Frankly, I would love to see you";
- mes "prove the existence of Whale Island";
- mes "to our dear Csar.";
- close;
- }
- else if (mos_whale_edq == 19) {
- mes "[Mr. Ibanoff]";
- mes "Oh! Are you ready to depart?";
- next;
- if(select("I'm not ready.:Let's go.") == 1) {
- mes "[Mr. Ibanoff]";
- mes "When you are ready to depart, tell me.";
- close;
- }
- if (gettime(3) >= 0 && gettime(3) < 3) {
- mes "[Mr. Ibanoff]";
- mes "Hmm. It's not a bad time.";
- mes "We should hurry up";
- mes "while the tides are low.";
- mes "The ship is prepared already";
- mes "at a dock nearby, so we can depart";
- mes "right away.";
- close2;
- warp "mosk_ship",94,110;
- end;
- }
- else if (gettime(3) >= 6 && gettime(3) < 9) {
- mes "[Mr. Ibanoff]";
- mes "Hmm. It's not a bad time.";
- mes "We should hurry up";
- mes "while the tides are low.";
- mes "The ship is prepared already";
- mes "at a dock nearby, so we can depart";
- mes "right away.";
- close2;
- warp "mosk_ship",94,110;
- end;
- }
- else if (gettime(3) >= 12 && gettime(3) < 15) {
- mes "[Mr. Ibanoff]";
- mes "Hmm. It's not a bad time.";
- mes "We should hurry up";
- mes "while the tides are low.";
- mes "The ship is prepared already";
- mes "at a dock nearby, so we can depart";
- mes "right away.";
- close2;
- warp "mosk_ship",94,110;
- end;
- }
- else if (gettime(3) >= 18 && gettime(3) < 21) {
- mes "[Mr. Ibanoff]";
- mes "Hmm. It's not a bad time.";
- mes "We should hurry up";
- mes "while the tides are low.";
- mes "The ship is prepared already";
- mes "at a dock nearby, so we can depart";
- mes "right away.";
- close2;
- warp "mosk_ship",94,110;
- end;
- }
- else {
- mes "[Mr. Ibanoff]";
- mes "Gee. The tide is too high.";
- mes "It's too dangerous to depart";
- mes "right now because of the waves";
- mes "getting too rugged.";
- next;
- mes "[Mr. Ibanoff]";
- mes "When the sea calmes down a bit,";
- mes "you can come back. We can't depart";
- mes "right now.";
- close;
- }
- }
- else if (mos_whale_edq > 19 && mos_whale_edq < 32) {
- mes "[Mr. Ibanoff]";
- mes "What a surprise!!";
- mes "Where have you been??";
- mes "I was worried that you had";
- mes "disappeared forever!";
- next;
- mes "[Mr. Ibanoff]";
- mes "I don't care... Wherever you have";
- mes "been, it's very good to see you";
- mes "again.";
- set mos_whale_edq,19;
- next;
- mes "[Mr. Ibanoff]";
- mes "I can guess you'd like to go to";
- mes "Whale Island once again...";
- next;
- if (gettime(3) >= 0 && gettime(3) < 3) {
- mes "[Mr. Ibanoff]";
- mes "Hmm. It's not a bad time.";
- mes "We should hurry up";
- mes "while the tides are low.";
- mes "The ship is prepared already";
- mes "at a dock nearby, so we can depart";
- mes "right away.";
- close2;
- warp "mosk_ship",94,110;
- end;
- }
- else if (gettime(3) >= 6 && gettime(3) < 9) {
- mes "[Mr. Ibanoff]";
- mes "Hmm. It's not a bad time.";
- mes "We should hurry up";
- mes "while the tides are low.";
- mes "The ship is prepared already";
- mes "at a dock nearby, so we can depart";
- mes "right away.";
- close2;
- warp "mosk_ship",94,110;
- end;
- }
- else if (gettime(3) >= 12 && gettime(3) < 15) {
- mes "[Mr. Ibanoff]";
- mes "Hmm. It's not a bad time.";
- mes "We should hurry up";
- mes "while the tides are low.";
- mes "The ship is prepared already";
- mes "at a dock nearby, so we can depart";
- mes "right away.";
- close2;
- warp "mosk_ship",94,110;
- end;
- }
- else if (gettime(3) >= 18 && gettime(3) < 21) {
- mes "[Mr. Ibanoff]";
- mes "Hmm. It's not a bad time.";
- mes "We should hurry up";
- mes "while the tides are low.";
- mes "The ship is prepared already";
- mes "at a dock nearby, so we can depart";
- mes "right away.";
- close2;
- warp "mosk_ship",94,110;
- end;
- }
- else {
- mes "[Mr. Ibanoff]";
- mes "Gee. The tide is too high.";
- mes "It's too dangerous to depart";
- mes "right now because of the waves";
- mes "getting too rugged.";
- next;
- mes "[Mr. Ibanoff]";
- mes "When the sea calmes down a bit,";
- mes "you can come back. We can't depart";
- mes "right now.";
- close;
- }
- }
- else if (mos_whale_edq == 32) {
- mes "[Mr. Ibanoff]";
- mes "Oh. You came back!";
- mes "So, how did you do?";
- next;
- mes "[Mr. Ibanoff]";
- mes "You say...";
- mes "If you bring the materials, the old";
- mes "man makes the instrument...";
- next;
- mes "[Mr. Ibanoff]";
- mes "And he promised that he won't move";
- mes "the island until you go back";
- mes "again...";
- next;
- mes "[Mr. Ibanoff]";
- mes "I see. I remember the exact";
- mes "directions. Let's leave";
- mes "immediately, as soon as you are";
- mes "ready.";
- set mos_whale_edq,33;
- close;
- }
- else if (mos_whale_edq > 32 && mos_whale_edq < 39) {
- mes "[Mr. Ibanoff]";
- mes "Oh. Did you get all the";
- mes "materials you needed?";
- next;
- mes "[Mr. Ibanoff]";
- mes "If so, do you want to go now?";
- next;
- if(select("Not yet.:Let's go.") == 1) {
- mes "[Mr. Ibanoff]";
- mes "I see. I will wait.";
- close;
- }
- mes "[Mr. Ibanoff]";
- mes "Ok, let's go!";
- close2;
- warp "mosk_fild01",93,94;
- end;
- }
- else if (mos_whale_edq > 38 && mos_whale_edq < 41) {
- mes "[Mr. Ibanoff]";
- mes "Finally, everything has ended";
- mes "successfully. With this, I add 1";
- mes "more page to my... no, OUR adventure story!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Someday, I want to have another";
- mes "chance to have another fantastic";
- mes "adventure with a person like you!";
- close;
- }
- else if (mos_whale_edq == 41) {
- mes "[Mr. Ibanoff]";
- mes "I heard that you played a great";
- mes "performance, with the instrument";
- mes "from Whale Island, at the Imperial";
- mes "Palace. Eh? You must have quite the talent!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Finally, everything has ended";
- mes "successfully. With this, I add 1";
- mes "more page to my... no, OUR adventure story!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Someday, I want to have another";
- mes "chance to have another fantastic";
- mes "adventure with a person like you!";
- close;
- }
- else if (mos_whale_edq > 90 && mos_whale_edq < 100) {
- mes "[Mr. Ibanoff]";
- mes "What's going on?";
- mes "You should ride a ship now? Let's ready to leave hurry up.";
- set mos_whale_edq,4;
- close;
- }
- else if (mos_whale_edq > 200 && mos_whale_edq < 300) {
- mes "[Mr. Ibanoff]";
- mes "What's going on?";
- mes "You should ride a ship now? Let's ready to leave hurry up.";
- set mos_whale_edq,19;
- close;
- }
- else{
- mes "[Mr. Ibanoff]";
- mes "You are also an adventurer from another province. I also was a great adventurer.";
- next;
- mes "[Mr. Ibanoff]";
- mes "Uf...I just want to be 20 years younger, so I can travel here and there with invigorating youth such as you... Time is an enemy. Hahahahaha!";
- close;
- }
-}
-
-//----------------------------------------------------------------------------
-// Mr. Ibanoff - Ship
-//----------------------------------------------------------------------------
-mosk_ship,98,110,3 script Mr. Ibanoff#npc2 964,{
- if (mos_whale_edq == 4) {
- mes "[Mr. Ibanoff]";
- mes "What a time for sailing!";
- mes "The wind of the sea is so cool.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You didn't have to accompany me";
- mes "through this dangerous sailing...";
- next;
- mes "[Mr. Ibanoff]";
- mes "Such as I am, I know the";
- mes "sea a lot better than you!";
- mes "And this ship has been my";
- mes "friend through all my life!";
- mes "I wouldn't abandon a friend.";
- mes "Would you? ~";
- next;
- mes "[Mr. Ibanoff]";
- mes "I will order you where to go, by";
- mes "watching the seas.";
- next;
- mes "[Mr. Ibanoff]";
- mes "You just adjust the direction of";
- mes "the rudder by following my orders.";
- next;
- mes "[Mr. Ibanoff]";
- mes "At first, hold the rudder to go";
- mes "forward, to the east.";
- set mos_whale_edq,5;
- close;
- }
- else if (mos_whale_edq == 5) {
- mes "[Mr. Ibanoff]";
- mes "Keep the direction by holding the";
- mes "rudder to move forward to the";
- mes "East.";
- close;
- }
- else if (mos_whale_edq == 6) {
- set .@ship1,rand(1,4);
- if (.@ship1 == 3) {
- mes "[Mr. Ibanoff]";
- mes "Hm. The sea currents have changed.";
- mes "Adjust the rudder forward to the";
- mes "North, to follow the currents.";
- set mos_whale_edq,7;
- close;
- }else{
- mes "[Mr. Ibanoff]";
- mes "Nothing yet... Nothing has changed";
- mes "in the flow of water. There is";
- mes "nothing to note...";
- next;
- mes "[Mr. Ibanoff]";
- mes "We had better keep sailing on this";
- mes "heading for now.";
- close;
- }
- }
- else if ($@mos1_edq > 0) {
- mes "[Mr. Ibanoff]";
- mes "We must first repulse the";
- mes "monsters!";
- close;
- }
- else if (mos_whale_edq == 7 && $@mos1_edq == 0) {
- mes "[Mr. Ibanoff]";
- mes "Hey!";
- mes "Did you not hear me?";
- mes "Change the rudder forward to the";
- mes "North, and follow the currents!";
- close;
- }
- else if (mos_whale_edq == 8 && $@mos1_edq == 0) {
- set .@ship1,rand(1,3);
- if (.@ship1 == 3) {
- set .@ship2,rand(1,4);
- if (.@ship2 == 1) {
- mes "[Mr. Ibanoff]";
- mes "Hm. The sea currents have changed.";
- mes "Adjust the rudder forward to the";
- mes "East, to follow the currents.";
- set mos_whale_edq,91;
- close;
- }
- else if (.@ship2 == 2) {
- mes "[Mr. Ibanoff]";
- mes "Hm. The sea currents have changed.";
- mes "Adjust the rudder forward to the";
- mes "West, to follow the currents.";
- set mos_whale_edq,92;
- close;
- }
- else if (.@ship2 == 3) {
- mes "[Mr. Ibanoff]";
- mes "Hm. The sea currents have changed.";
- mes "Adjust the rudder forward to the";
- mes "South, to follow the currents.";
- set mos_whale_edq,93;
- close;
- }
- else if (.@ship2 == 4) {
- mes "[Mr. Ibanoff]";
- mes "Hm. The sea currents have changed.";
- mes "Adjust the rudder forward to the";
- mes "North, to follow the currents.";
- set mos_whale_edq,94;
- close;
- }
- }else{
- mes "[Mr. Ibanoff]";
- mes "Nothing yet... Nothing has changed";
- mes "in the flow of water. There is";
- mes "nothing to note...";
- next;
- mes "[Mr. Ibanoff]";
- mes "We had better keep sailing on this heading for now.";
- close;
- }
- }
- else if (mos_whale_edq == 91 && $@mos1_edq == 0) {
- mes "[Mr. Ibanoff]";
- mes "Hey!";
- mes "Did you not hear me?";
- mes "Change the rudder forward to the";
- mes "East, and follow the currents!";
- close;
- }
- else if (mos_whale_edq == 92 && $@mos1_edq == 0) {
- mes "[Mr. Ibanoff]";
- mes "Hey!";
- mes "Did you not hear me?";
- mes "Change the rudder forward to the";
- mes "West, and follow the currents!";
- close;
- }
- else if (mos_whale_edq == 93 && $@mos1_edq == 0) {
- mes "[Mr. Ibanoff]";
- mes "Hey!";
- mes "Did you not hear me?";
- mes "Change the rudder forward to the";
- mes "South, and follow the currents!";
- close;
- }
- else if (mos_whale_edq == 94 && $@mos1_edq == 0) {
- mes "[Mr. Ibanoff]";
- mes "Hey!";
- mes "Did you not hear me?";
- mes "Change the rudder forward to the";
- mes "North, and follow the currents!";
- close;
- }
- else if (mos_whale_edq == 10 && $@mos1_edq == 0) {
- set .@ship1,rand(1,3);
- if (.@ship1 == 2) {
- set .@ship2,rand(1,4);
- if (.@ship2 == 1) {
- mes "[Mr. Ibanoff]";
- mes "Hm. The sea currents have changed.";
- mes "Adjust the rudder forward to the";
- mes "East, to follow the currents.";
- set mos_whale_edq,91;
- close;
- }
- else if (.@ship2 == 2) {
- mes "[Mr. Ibanoff]";
- mes "Hm. The sea currents have changed.";
- mes "Adjust the rudder forward to the";
- mes "West, to follow the currents.";
- set mos_whale_edq,92;
- close;
- }
- else if (.@ship2 == 3) {
- mes "[Mr. Ibanoff]";
- mes "Hm. The sea currents have changed.";
- mes "Adjust the rudder forward to the";
- mes "South, to follow the currents.";
- set mos_whale_edq,93;
- close;
- }
- else if (.@ship2 == 4) {
- mes "[Mr. Ibanoff]";
- mes "Hm. The sea currents have changed.";
- mes "Adjust the rudder forward to the";
- mes "North, to follow the currents.";
- set mos_whale_edq,94;
- close;
- }
- }else{
- mes "[Mr. Ibanoff]";
- mes "Nothing yet... Nothing has changed";
- mes "in the flow of water. There is";
- mes "nothing to note...";
- next;
- mes "[Mr. Ibanoff]";
- mes "We had better keep sailing on this heading for now.";
- close;
- }
- }
- else if (mos_whale_edq == 10 && $@mos1_edq > 0) {
- mes "[Mr. Ibanoff]";
- mes "We must first repulse the";
- mes "monsters!";
- close;
- }
- else if (mos_whale_edq == 11) {
- mes "[Mr. Ibanoff]";
- mes "Look... Beyond the sea!";
- mes "Do you see something moving";
- mes "mysteriously?";
- next;
- mes "[Mr. Ibanoff]";
- mes "Heheh... What is...";
- mes "that... Hey! You...";
- mes "Go around the deck to look more";
- mes "carefully! Go!";
- set mos_whale_edq,12;
- donpcevent "#findship::OnEnable";
- close;
- }
- else if (mos_whale_edq == 12) {
- mes "[Mr. Ibanoff]";
- mes "What are you doing...? Go around";
- mes "the deck to look more carefully!";
- mes "Go!";
- donpcevent "#findship::OnEnable";
- close;
- return;
- }
- else if (mos_whale_edq == 19) {
- mes "[Mr. Ibanoff]";
- mes "This time, I hope to find that";
- mes "whale island again without any";
- mes "incidents...";
- next;
- mes "[Mr. Ibanoff]";
- mes "The method is the same as before.";
- next;
- mes "[Mr. Ibanoff]";
- mes "I will order you where to go, by";
- mes "watching the seas.";
- next;
- mes "[Mr. Ibanoff]";
- mes "You just adjust the direction of";
- mes "the rudder by following my orders.";
- next;
- mes "[Mr. Ibanoff]";
- mes "At first, hold the rudder to go";
- mes "forward, to the east.";
- set mos_whale_edq,20;
- close;
- }
- else if (mos_whale_edq == 20) {
- mes "[Mr. Ibanoff]";
- mes "Keep the direction by holding the";
- mes "rudder to move forward to the";
- mes "East.";
- close;
- }
- else if (mos_whale_edq == 21) {
- set .@ship1,rand(1,3);
- if (.@ship1 == 2) {
- mes "[Mr. Ibanoff]";
- mes "Hm. The sea currents have changed.";
- mes "Adjust the rudder forward to the";
- mes "North, to follow the currents.";
- set mos_whale_edq,22;
- close;
- }else{
- mes "[Mr. Ibanoff]";
- mes "Nothing yet... Nothing has changed";
- mes "in the flow of water. There is";
- mes "nothing to note...";
- next;
- mes "[Mr. Ibanoff]";
- mes "We had better keep sailing on this heading for now.";
- close;
- }
- }
- else if ($@mos1_edq > 0) {
- mes "[Mr. Ibanoff]";
- mes "We must first repulse the";
- mes "monsters!";
- close;
- }
- else if (mos_whale_edq == 22 && $@mos1_edq == 0) {
- mes "[Mr. Ibanoff]";
- mes "Hey!";
- mes "Did you not hear me?";
- mes "Change the rudder forward to the";
- mes "North, and follow the currents!";
- close;
- }
- else if (mos_whale_edq == 23 && $@mos1_edq == 0) {
- set .@ship1,rand(1,5);
- if (.@ship1 == 3) {
- set .@ship2,rand(1,4);
- if (.@ship2 == 1) {
- mes "[Mr. Ibanoff]";
- mes "Hm. The sea currents have changed.";
- mes "Adjust the rudder forward to the";
- mes "East, to follow the currents.";
- set mos_whale_edq,241;
- close;
- }
- else if (.@ship2 == 2) {
- mes "[Mr. Ibanoff]";
- mes "Hm. The sea currents have changed.";
- mes "Adjust the rudder forward to the";
- mes "West, to follow the currents.";
- set mos_whale_edq,242;
- close;
- }
- else if (.@ship2 == 3) {
- mes "[Mr. Ibanoff]";
- mes "Hm. The sea currents have changed.";
- mes "Adjust the rudder forward to the";
- mes "South, to follow the currents.";
- set mos_whale_edq,243;
- close;
- }
- else if (.@ship2 == 4) {
- mes "[Mr. Ibanoff]";
- mes "Hm. The sea currents have changed.";
- mes "Adjust the rudder forward to the";
- mes "North, to follow the currents.";
- set mos_whale_edq,244;
- close;
- }
- }else{
- mes "[Mr. Ibanoff]";
- mes "Nothing yet... Nothing has changed";
- mes "in the flow of water. There is";
- mes "nothing to note...";
- next;
- mes "[Mr. Ibanoff]";
- mes "We had better keep sailing on this heading for now.";
- close;
- }
- }
- else if (mos_whale_edq == 241 && $@mos1_edq == 0) {
- mes "[Mr. Ibanoff]";
- mes "Hey!";
- mes "Did you not hear me?";
- mes "Change the rudder forward to the";
- mes "East, and follow the currents!";
- close;
- }
- else if (mos_whale_edq == 242 && $@mos1_edq == 0) {
- mes "[Mr. Ibanoff]";
- mes "Hey!";
- mes "Did you not hear me?";
- mes "Change the rudder forward to the";
- mes "West, and follow the currents!";
- close;
- }
- else if (mos_whale_edq == 243 && $@mos1_edq == 0) {
- mes "[Mr. Ibanoff]";
- mes "Hey!";
- mes "Did you not hear me?";
- mes "Change the rudder forward to the";
- mes "East, and follow the currents!";
- close;
- }
- else if (mos_whale_edq == 244 && $@mos1_edq == 0) {
- mes "[Mr. Ibanoff]";
- mes "Hey!";
- mes "Did you not hear me?";
- mes "Change the rudder forward to the";
- mes "East, and follow the currents!";
- close;
- }
- else if (mos_whale_edq == 25 && $@mos1_edq == 0) {
- set .@ship1,rand(1,4);
- if (.@ship1 == 3) {
- set .@ship2,rand(1,4);
- if (.@ship2 == 1) {
- mes "[Mr. Ibanoff]";
- mes "Hm. The sea currents have changed.";
- mes "Adjust the rudder forward to the";
- mes "East, to follow the currents.";
- set mos_whale_edq,241;
- close;
- }
- else if (.@ship2 == 2) {
- mes "[Mr. Ibanoff]";
- mes "Hm. The sea currents have changed.";
- mes "Adjust the rudder forward to the";
- mes "West, to follow the currents.";
- set mos_whale_edq,242;
- close;
- }
- else if (.@ship2 == 3) {
- mes "[Mr. Ibanoff]";
- mes "Hm. The sea currents have changed.";
- mes "Adjust the rudder forward to the";
- mes "South, to follow the currents.";
- set mos_whale_edq,243;
- close;
- }
- else if (.@ship2 == 4) {
- mes "[Mr. Ibanoff]";
- mes "Hm. The sea currents have changed.";
- mes "Adjust the rudder forward to the";
- mes "North, to follow the currents.";
- set mos_whale_edq,244;
- close;
- }
- }else{
- mes "[Mr. Ibanoff]";
- mes "Nothing yet... Nothing has changed";
- mes "in the flow of water. There is";
- mes "nothing to note...";
- next;
- mes "[Mr. Ibanoff]";
- mes "We had better keep sailing on this heading for now.";
- close;
- }
- }
- else if (mos_whale_edq == 26) {
- mes "[Mr. Ibanoff]";
- mes "Look there!";
- mes "There is a moving island!";
- mes "We have done well!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh...my...";
- mes "It really is there...";
- mes "A whale! It's unbelievable!";
- mes "It is as true as that...";
- next;
- mes "[Mr. Ibanoff]";
- mes "I feel I can go anywhere with you!";
- mes "Even through impossible things!";
- mes "Haha! You are a friend who brings";
- mes "good luck.";
- next;
- mes "[Mr. Ibanoff]";
- mes "Okay, now that you have landed on";
- mes "the island, I have to go back...";
- next;
- mes "[Mr. Ibanoff]";
- mes "If another wave crashes against";
- mes "this boat, I feel she might break";
- mes "into pieces!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Good luck. I hope you";
- mes "can return without problems.";
- mes "I will pray for you.";
- mes "See you next time.";
- set mos_whale_edq,30;
- close2;
- warp "mosk_fild01",93,94;
- end;
- }
- else if (mos_whale_edq == 7 && $@mos1_edq > 0) {
- mes "[Mr. Ibanoff]";
- mes "We must first repulse the";
- mes "monsters!";
- close;
- }
- else if (mos_whale_edq == 8 && $@mos1_edq == 0) {
- mes "[Mr. Ibanoff]";
- mes "Don't adjust wheels now.";
- mes "You can do that under my direction.";
- close;
- }
- else if (mos_whale_edq == 8 && $@mos1_edq > 0) {
- mes "[Mr. Ibanoff]";
- mes "We must first repulse the";
- mes "monsters!";
- close;
- }
- else if (mos_whale_edq == 7 && $@mos1_edq > 0) {
- mes "[Mr. Ibanoff]";
- mes "We must first repulse the";
- mes "monsters!";
- close;
- }
- else if (mos_whale_edq == 8 && $@mos1_edq > 0) {
- mes "[Mr. Ibanoff]";
- mes "We must first repulse the";
- mes "monsters!";
- close;
- }
- else if (mos_whale_edq == 10 && $@mos1_edq > 0) {
- mes "[Mr. Ibanoff]";
- mes "We must first repulse the";
- mes "monsters!";
- close;
- }
- else if (mos_whale_edq > 89 && mos_whale_edq < 100 && $@mos1_edq > 0) {
- mes "[Mr. Ibanoff]";
- mes "We must first repulse the";
- mes "monsters!";
- close;
- }
- else if (mos_whale_edq == 22 && $@mos1_edq > 0) {
- mes "[Mr. Ibanoff]";
- mes "We must first repulse the";
- mes "monsters!";
- close;
- }
- else if (mos_whale_edq == 23 && $@mos1_edq == 0) {
- mes "[Mr. Ibanoff]";
- mes "Don't adjust wheels now.";
- mes "You can do that under my direction.";
- close;
- }
- else if (mos_whale_edq == 23 && $@mos1_edq > 0) {
- mes "[Mr. Ibanoff]";
- mes "We must first repulse the";
- mes "monsters!";
- close;
- }
- else if (mos_whale_edq == 25 && $@mos1_edq > 0) {
- mes "[Mr. Ibanoff]";
- mes "We must first repulse the";
- mes "monsters!";
- close;
- }
- else if (mos_whale_edq > 239 && mos_whale_edq < 250 && $@mos1_edq > 0) {
- mes "[Mr. Ibanoff]";
- mes "We must first repulse the";
- mes "monsters!";
- close;
- }
- else{
- mes "[Mr. Ibanoff]";
- mes "What? How did you get on";
- mes "this ship?? You... No.";
- mes "I'll forgive you this once, but go";
- mes "back now.";
- close2;
- warp "moscovia",163,55;
- end;
- }
-}
-
-//----------------------------------------------------------------------------
-// Rudder
-//----------------------------------------------------------------------------
-mosk_ship,101,111,4 script rudder#ship 111,{
- if (mos_whale_edq == 5) {
- mes "Which way?";
- next;
- switch(select("East:West:South:North")) {
- case 1:
- mes "[Mr. Ibanoff]";
- mes "Good. Firstly, we should";
- mes "keep heading east this way.";
- mes "When I give the order,";
- mes "please adjust the rudder again.";
- set mos_whale_edq,6;
- close;
- break;
- case 2:
- mes "[Mr. Ibanoff]";
- mes "I said that we should go East!";
- mes "You should sail in the right";
- mes "direction! To the east!";
- close;
- break;
- case 3:
- mes "[Mr. Ibanoff]";
- mes "I said that we should go East!";
- mes "You should sail in the right";
- mes "direction! To the east!";
- close;
- break;
- case 4:
- mes "[Mr. Ibanoff]";
- mes "I said that we should go East!";
- mes "You should sail in the right";
- mes "direction! To the east!";
- close;
- }
- }
- else if (mos_whale_edq == 4) {
- mes "[Mr. Ibanoff]";
- mes "You don't have to adjust the rudder for now.";
- mes "Wait for my direction.";
- close;
- }
- else if (mos_whale_edq == 6) {
- mes "[Mr. Ibanoff]";
- mes "Do not yet adjust the rudder.";
- mes "Only when I order you to,";
- mes "you adjust the rudder.";
- close;
- }
- else if (mos_whale_edq == 7 && $@mos1_edq == 0) {
- mes "Which way?";
- next;
- switch(select("East:West:South:North")) {
- case 1:
- set .@ship_mon1,rand(1,5);
- if (.@ship_mon1 == 2) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go North!";
- mes "You should sail in the right";
- mes "direction! To the north!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun1#ship::OnEnable";
- close;
- set .@ship_mon1,rand(1,5);
- }
- else if (.@ship_mon1 == 4) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go North!";
- mes "You should sail in the right";
- mes "direction! To the north!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun2#ship::OnEnable";
- close;
- }else{
- mes "[Mr. Ibanoff]";
- mes "I said that we should go North!";
- mes "You should sail in the right";
- mes "direction! To the north!";
- close;
- }
- break;
- case 2:
- set .@ship_mon1,rand(1,5);
- if (.@ship_mon1 == 2) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go North!";
- mes "You should sail in the right";
- mes "direction! To the north!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun1#ship::OnEnable";
- close;
- set .@ship_mon1,rand(1,5);
- }
- else if (.@ship_mon1 == 4) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go North!";
- mes "You should sail in the right";
- mes "direction! To the north!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun2#ship::OnEnable";
- close;
- }else{
- mes "[Mr. Ibanoff]";
- mes "I said that we should go North!";
- mes "You should sail in the right";
- mes "direction! To the north!";
- close;
- }
- break;
- case 3:
- set .@ship_mon1,rand(1,5);
- if (.@ship_mon1 == 2) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go North!";
- mes "You should sail in the right";
- mes "direction! To the north!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun1#ship::OnEnable";
- close;
- set .@ship_mon1,rand(1,5);
- }
- else if (.@ship_mon1 == 4) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go North!";
- mes "You should sail in the right";
- mes "direction! To the north!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun2#ship::OnEnable";
- close;
- }else{
- mes "[Mr. Ibanoff]";
- mes "I said that we should go North!";
- mes "You should sail in the right";
- mes "direction! To the north!";
- close;
- }
- break;
- case 4:
- mes "[Mr. Ibanoff]";
- mes "Good. Firstly, we should";
- mes "Keep heading north this way.";
- mes "When I give the order,";
- mes "please adjust the rudder again.";
- set mos_whale_edq,8;
- close;
- }
- }
- else if (mos_whale_edq == 7 && $@mos1_edq > 0) {
- mes "[Mr. Ibanoff]";
- mes "We should make sure to kill any";
- mes "monsters onboard.";
- close;
- }
- else if (mos_whale_edq == 8 && $@mos1_edq == 0) {
- mes "[Mr. Ibanoff]";
- mes "Do not yet adjust the rudder.";
- mes "Only when I order you to,";
- mes "you adjust the rudder.";
- close;
- }
- else if (mos_whale_edq == 8 && $@mos1_edq > 0) {
- mes "[Mr. Ibanoff]";
- mes "We should make sure to kill any";
- mes "monsters onboard.";
- close;
- }
- else if (mos_whale_edq == 91 && $@mos1_edq == 0) {
- mes "Which way?";
- next;
- switch(select("East:West:South:North")) {
- case 1:
- set .@ship_mon2,rand(1,4);
- if (.@ship_mon2 == 3) {
- mes "[Mr. Ibanoff]";
- mes "Good. Firstly, we should";
- mes "Keep heading east this way.";
- mes "When I give the order,";
- mes "please adjust the rudder again.";
- next;
- mes "[Mr. Ibanoff]";
- mes "Wait! Something has appeared in front of us...";
- next;
- mes "[Mr. Ibanoff]";
- mes "Monsters!!!";
- next;
- mes "[Mr. Ibanoff]";
- mes "These monsters are like none I have";
- mes "ever encountered! Be careful! We";
- mes "must repulse these monsters!";
- set $@mos1_edq,$@mos1_edq+1;
- set mos_whale_edq,11;
- donpcevent "Baehideun3#ship::OnEnable";
- close;
- }else{
- mes "[Mr. Ibanoff]";
- mes "Good. Firstly, we should";
- mes "Keep heading east this way.";
- mes "When I give the order,";
- mes "please adjust the rudder again.";
- set mos_whale_edq,10;
- close;
- }
- break;
- case 2:
- set .@ship_mon1,rand(1,4);
- if (.@ship_mon1 == 1) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go East!";
- mes "You should sail in the right";
- mes "direction! To the east!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun1#ship::OnEnable";
- close;
- set .@ship_mon1,rand(1,4);
- }
- else if (.@ship_mon1 == 2) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go East!";
- mes "You should sail in the right";
- mes "direction! To the east!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun2#ship::OnEnable";
- close;
- }else{
- mes "[Mr. Ibanoff]";
- mes "I said that we should go East!";
- mes "You should sail in the right";
- mes "direction! To the east!";
- close;
- }
- break;
- case 3:
- set .@ship_mon1,rand(1,4);
- if (.@sship_mon1 == 1) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go East!";
- mes "You should sail in the right";
- mes "direction! To the east!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun1#ship::OnEnable";
- close;
- set .@ship_mon1,rand(1,4);
- }
- else if (.@ship_mon1 == 2) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go East!";
- mes "You should sail in the right";
- mes "direction! To the east!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun2#ship::OnEnable";
- close;
- }else{
- mes "[Mr. Ibanoff]";
- mes "I said that we should go East!";
- mes "You should sail in the right";
- mes "direction! To the east!";
- close;
- }
- break;
- case 4:
- set .@ship_mon1,rand(1,4);
- if (.@ship_mon1 == 1) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go East!";
- mes "You should sail in the right";
- mes "direction! To the east!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun1#ship::OnEnable";
- close;
- set .@ship_mon1,rand(1,4);
- }
- else if (.@ship_mon1 == 2) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go East!";
- mes "You should sail in the right";
- mes "direction! To the east!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun2#ship::OnEnable";
- close;
- }else{
- mes "[Mr. Ibanoff]";
- mes "I said that we should go East!";
- mes "You should sail in the right";
- mes "direction! To the east!";
- close;
- }
- }
- }
- else if (mos_whale_edq == 92 && $@mos1_edq == 0) {
- mes "Which way?";
- next;
- switch(select("East:West:South:North")) {
- case 1:
- set .@ship_mon1,rand(1,4);
- if (.@ship_mon1 == 1) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go West!";
- mes "You should sail in the right";
- mes "direction! To the west!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun1#ship::OnEnable";
- close;
- set ship_mon1,rand(1,4);
- }
- else if (.@ship_mon1 == 2) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go West!";
- mes "You should sail in the right";
- mes "direction! To the west!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun2#ship::OnEnable";
- close;
- }else{
- mes "[Mr. Ibanoff]";
- mes "I said that we should go West!";
- mes "You should sail in the right";
- mes "direction! To the west!";
- close;
- }
- break;
- case 2:
- set .@ship_mon2,rand(1,4);
- if (.@ship_mon2 == 3) {
- mes "[Mr. Ibanoff]";
- mes "Good. Firstly, we should";
- mes "Keep heading west this way.";
- mes "When I give the order,";
- mes "please adjust the rudder again.";
- next;
- mes "[Mr. Ibanoff]";
- mes "Wait! Something has appeared in front of us...";
- next;
- mes "[Mr. Ibanoff]";
- mes "Monsters!!!";
- next;
- mes "[Mr. Ibanoff]";
- mes "These monsters are like none I have";
- mes "ever encountered! Be careful! We";
- mes "must repulse these monsters!";
- set $@mos1_edq,$@mos1_edq+1;
- set mos_whale_edq,11;
- donpcevent "Baehideun3#ship::OnEnable";
- close;
- }else{
- mes "[Mr. Ibanoff]";
- mes "Good. Firstly, we should";
- mes "Keep heading west this way.";
- mes "When I give the order,";
- mes "please adjust the rudder again.";
- set mos_whale_edq,10;
- close;
- }
- break;
- case 3:
- set .@ship_mon1,rand(1,4);
- if (.@ship_mon1 == 1) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go West!";
- mes "You should sail in the right";
- mes "direction! To the west!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun1#ship::OnEnable";
- close;
- set .@ship_mon1,rand(1,4);
- }
- else if (.@ship_mon1 == 2) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go West!";
- mes "You should sail in the right";
- mes "direction! To the west!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun2#ship::OnEnable";
- close;
- }else{
- mes "[Mr. Ibanoff]";
- mes "I said that we should go West!";
- mes "You should sail in the right";
- mes "direction! To the west!";
- close;
- }
- break;
- case 4:
- set .@ship_mon1,rand(1,4);
- if (.@ship_mon1 == 1) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go West!";
- mes "You should sail in the right";
- mes "direction! To the west!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun1#ship::OnEnable";
- close;
- set .@ship_mon1,rand(1,4);
- }
- else if (.@ship_mon1 == 2) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go West!";
- mes "You should sail in the right";
- mes "direction! To the west!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun2#ship::OnEnable";
- close;
- }else{
- mes "[Mr. Ibanoff]";
- mes "I said that we should go West!";
- mes "You should sail in the right";
- mes "direction! To the west!";
- close;
- }
- }
- }
- else if (mos_whale_edq == 93 && $@mos1_edq == 0) {
- mes "Which way?";
- next;
- switch(select("East:West:South:North")) {
- case 1:
- set .@ship_mon1,rand(1,4);
- if (.@ship_mon1 == 1) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go South!";
- mes "You should sail in the right";
- mes "direction! To the south!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun1#ship::OnEnable";
- close;
- set .@ship_mon1,rand(1,4);
- }
- else if (.@ship_mon1 == 2) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go South!";
- mes "You should sail in the right";
- mes "direction! To the south!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun2#ship::OnEnable";
- close;
- }else{
- mes "[Mr. Ibanoff]";
- mes "I said that we should go South!";
- mes "You should sail in the right";
- mes "direction! To the south!";
- close;
- }
- break;
- case 2:
- set .@ship_mon1,rand(1,4);
- if (.@ship_mon1 == 1) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go South!";
- mes "You should sail in the right";
- mes "direction! To the south!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun1#ship::OnEnable";
- close;
- set .@ship_mon1,rand(1,4);
- }
- else if (.@ship_mon1 == 2) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go South!";
- mes "You should sail in the right";
- mes "direction! To the south!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun2#ship::OnEnable";
- close;
- }else{
- mes "[Mr. Ibanoff]";
- mes "I said that we should go South!";
- mes "You should sail in the right";
- mes "direction! To the south!";
- close;
- }
- break;
- case 3:
- set .@ship_mon2,rand(1,4);
- if (.@ship_mon2 == 3) {
- mes "[Mr. Ibanoff]";
- mes "Good. Firstly, we should";
- mes "Keep heading south this way.";
- mes "When I give the order,";
- mes "please adjust the rudder again.";
- next;
- mes "[Mr. Ibanoff]";
- mes "Wait! Something has appeared in front of us...";
- next;
- mes "[Mr. Ibanoff]";
- mes "Monsters!!!";
- next;
- mes "[Mr. Ibanoff]";
- mes "These monsters are like none I have";
- mes "ever encountered! Be careful! We";
- mes "must repulse these monsters!";
- set $@mos1_edq,$@mos1_edq+1;
- set mos_whale_edq,11;
- donpcevent "Baehideun3#ship::OnEnable";
- close;
- }else{
- mes "[Mr. Ibanoff]";
- mes "Good. Firstly, we should";
- mes "Keep heading south this way.";
- mes "When I give the order,";
- mes "please adjust the rudder again.";
- set mos_whale_edq,10;
- close;
- }
- break;
- case 4:
- set .@ship_mon1,rand(1,4);
- if (.@ship_mon1 == 1) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go South!";
- mes "You should sail in the right";
- mes "direction! To the south!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun1#ship::OnEnable";
- close;
- set .@ship_mon1,rand(1,4);
- }
- else if (.@ship_mon1 == 2) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go South!";
- mes "You should sail in the right";
- mes "direction! To the south!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun2#ship::OnEnable";
- close;
- }else{
- mes "[Mr. Ibanoff]";
- mes "I said that we should go South!";
- mes "You should sail in the right";
- mes "direction! To the south!";
- close;
- }
- }
- }
- else if (mos_whale_edq == 94 && $@mos1_edq == 0) {
- mes "Which way?";
- next;
- switch(select("East:West:South:North")) {
- case 1:
- set .@ship_mon1,rand(1,4);
- if (.@ship_mon1 == 1) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go North!";
- mes "You should sail in the right";
- mes "direction! To the north!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun1#ship::OnEnable";
- close;
- set .@ship_mon1,rand(1,4);
- }
- else if (.@ship_mon1 == 2) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go North!";
- mes "You should sail in the right";
- mes "direction! To the north!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun2#ship::OnEnable";
- close;
- }else{
- mes "[Mr. Ibanoff]";
- mes "I said that we should go North!";
- mes "You should sail in the right";
- mes "direction! To the north!";
- close;
- }
- break;
- case 2:
- set .@ship_mon1,rand(1,4);
- if (.@ship_mon1 == 1) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go North!";
- mes "You should sail in the right";
- mes "direction! To the north!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun1#ship::OnEnable";
- close;
- set .@ship_mon1,rand(1,4);
- }
- else if (.@ship_mon1 == 2) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go North!";
- mes "You should sail in the right";
- mes "direction! To the north!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun2#ship::OnEnable";
- close;
- }else{
- mes "[Mr. Ibanoff]";
- mes "I said that we should go North!";
- mes "You should sail in the right";
- mes "direction! To the north!";
- close;
- }
- break;
- case 3:
- set .@ship_mon1,rand(1,4);
- if (.@ship_mon1 == 1) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go North!";
- mes "You should sail in the right";
- mes "direction! To the north!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun1#ship::OnEnable";
- close;
- set .@ship_mon1,rand(1,4);
- }
- else if (.@ship_mon1 == 2) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go North!";
- mes "You should sail in the right";
- mes "direction! To the north!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun2#ship::OnEnable";
- close;
- }else{
- mes "[Mr. Ibanoff]";
- mes "I said that we should go North!";
- mes "You should sail in the right";
- mes "direction! To the north!";
- close;
- }
- break;
- case 4:
- set .@ship_mon2,rand(1,4);
- if (.@ship_mon2 == 3) {
- mes "[Mr. Ibanoff]";
- mes "Good. Firstly, we should";
- mes "Keep heading north this way.";
- mes "When I give the order,";
- mes "please adjust the rudder again.";
- next;
- mes "[Mr. Ibanoff]";
- mes "Wait! Something has appeared in front of us...";
- next;
- mes "[Mr. Ibanoff]";
- mes "Monsters!!!";
- next;
- mes "[Mr. Ibanoff]";
- mes "These monsters are like none I have";
- mes "ever encountered! Be careful! We";
- mes "must repulse these monsters!";
- set $@mos1_edq,$@mos1_edq+1;
- set mos_whale_edq,11;
- donpcevent "Baehideun3#ship::OnEnable";
- close;
- }else{
- mes "[Mr. Ibanoff]";
- mes "Good. Firstly, we should";
- mes "Keep heading north this way.";
- mes "When I give the order,";
- mes "please adjust the rudder again.";
- set mos_whale_edq,10;
- close;
- }
- }
- }
- else if (mos_whale_edq == 7 && $@mos1_edq > 0) {
- mes "[Mr. Ibanoff]";
- mes "We should make sure to kill any";
- mes "monsters onboard.";
- close;
- }
- else if (mos_whale_edq == 8 && $@mos1_edq > 0) {
- mes "[Mr. Ibanoff]";
- mes "We should make sure to kill any";
- mes "monsters onboard.";
- close;
- }
- else if (mos_whale_edq == 10 && $@mos1_edq > 0) {
- mes "[Mr. Ibanoff]";
- mes "We should make sure to kill any";
- mes "monsters onboard.";
- close;
- }
- else if (mos_whale_edq == 11 && $@mos1_edq > 0) {
- mes "[Mr. Ibanoff]";
- mes "We should make sure to kill any";
- mes "monsters onboard.";
- close;
- }
- else if (mos_whale_edq > 10 && mos_whale_edq < 13) {
- mes "[Mr. Ibanoff]";
- mes "Look... Beyond the sea!";
- mes "Do you see something moving";
- mes "mysteriously?";
- next;
- mes "[Mr. Ibanoff]";
- mes "Heheh... What is...";
- mes "that... Hey! You...";
- mes "Go around the deck to look more";
- mes "carefully! Go!";
- close;
- }
- else if (mos_whale_edq > 89 && mos_whale_edq < 100 && $@mos1_edq > 0) {
- mes "[Mr. Ibanoff]";
- mes "We should make sure to kill any";
- mes "monsters onboard.";
- close;
- }
- else if (mos_whale_edq == 20) {
- mes "Which way?";
- next;
- switch(select("East:West:South:North")) {
- case 1:
- mes "[Mr. Ibanoff]";
- mes "Good. Firstly, we should";
- mes "Keep heading east this way.";
- mes "When I give the order,";
- mes "please adjust the rudder again.";
- set mos_whale_edq,21;
- close;
- break;
- case 2:
- mes "[Mr. Ibanoff]";
- mes "I said that we should go East!";
- mes "You should sail in the right";
- mes "direction! To the east!";
- close;
- break;
- case 3:
- mes "[Mr. Ibanoff]";
- mes "I said that we should go East!";
- mes "You should sail in the right";
- mes "direction! To the east!";
- close;
- break;
- case 4:
- mes "[Mr. Ibanoff]";
- mes "I said that we should go East!";
- mes "You should sail in the right";
- mes "direction! To the east!";
- close;
- }
- }
- else if (mos_whale_edq == 21) {
- mes "[Mr. Ibanoff]";
- mes "Do not yet adjust the rudder.";
- mes "Only when I order you to,";
- mes "you adjust the rudder.";
- close;
- }
- else if (mos_whale_edq == 22 && $@mos1_edq == 0) {
- mes "Which way?";
- next;
- switch(select("East:West:South:North")) {
- case 1:
- set .@ship_mon1,rand(1,4);
- if (.@ship_mon1 == 2) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go North!";
- mes "You should sail in the right";
- mes "direction! To the north!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun1#ship::OnEnable";
- close;
- set .@ship_mon1,rand(1,4);
- }
- else if (.@ship_mon1 == 4) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go North!";
- mes "You should sail in the right";
- mes "direction! To the north!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun2#ship::OnEnable";
- close;
- }else{
- mes "[Mr. Ibanoff]";
- mes "I said that we should go North!";
- mes "You should sail in the right";
- mes "direction! To the north!";
- close;
- }
- break;
- case 2:
- set .@ship_mon1,rand(1,4);
- if (.@ship_mon1 == 2) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go North!";
- mes "You should sail in the right";
- mes "direction! To the north!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun1#ship::OnEnable";
- close;
- set .@ship_mon1,rand(1,4);
- }
- else if (.@ship_mon1 == 4) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go North!";
- mes "You should sail in the right";
- mes "direction! To the north!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun2#ship::OnEnable";
- close;
- }else{
- mes "[Mr. Ibanoff]";
- mes "I said that we should go North!";
- mes "You should sail in the right";
- mes "direction! To the north!";
- close;
- }
- break;
- case 3:
- set .@ship_mon1,rand(1,4);
- if (.@ship_mon1 == 2) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go North!";
- mes "You should sail in the right";
- mes "direction! To the north!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun1#ship::OnEnable";
- close;
- set .@ship_mon1,rand(1,4);
- }
- else if (.@ship_mon1 == 4) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go North!";
- mes "You should sail in the right";
- mes "direction! To the north!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun2#ship::OnEnable";
- close;
- }else{
- mes "[Mr. Ibanoff]";
- mes "I said that we should go North!";
- mes "You should sail in the right";
- mes "direction! To the north!";
- close;
- }
- break;
- case 4:
- mes "[Mr. Ibanoff]";
- mes "Good. Firstly, we should";
- mes "Keep heading north this way.";
- mes "When I give the order,";
- mes "please adjust the rudder again.";
- set mos_whale_edq,23;
- close;
- }
- }
- else if (mos_whale_edq == 22 && $@mos1_edq > 0) {
- mes "[Mr. Ibanoff]";
- mes "We should make sure to kill any";
- mes "monsters onboard.";
- close;
- }
- else if (mos_whale_edq == 23 && $@mos1_edq == 0) {
- mes "[Mr. Ibanoff]";
- mes "Do not yet adjust the rudder.";
- mes "Only when I order you to,";
- mes "you adjust the rudder.";
- close;
- }
- else if (mos_whale_edq == 23 && $@mos1_edq > 0) {
- mes "[Mr. Ibanoff]";
- mes "We should make sure to kill any";
- mes "monsters onboard.";
- close;
- }
- else if (mos_whale_edq == 241 && $@mos1_edq == 0) {
- mes "Which way?";
- next;
- switch(select("East:West:South:North")) {
- case 1:
- set .@ship_mon2,rand(1,5);
- if (.@ship_mon2 == 3) {
- mes "[Mr. Ibanoff]";
- mes "Good. Firstly, we should";
- mes "Keep heading east this way.";
- mes "When I give the order,";
- mes "please adjust the rudder again.";
- next;
- mes "[Mr. Ibanoff]";
- mes "Wait! Something has appeared in front of us...";
- next;
- mes "[Mr. Ibanoff]";
- mes "Monsters!!!";
- next;
- mes "[Mr. Ibanoff]";
- mes "These monsters are like none I have";
- mes "ever encountered! Be careful! We";
- mes "must repulse these monsters!";
- set $@mos1_edq,$@mos1_edq+1;
- set mos_whale_edq,26;
- donpcevent "Baehideun4#ship::OnEnable";
- close;
- }else{
- mes "[Mr. Ibanoff]";
- mes "Good. Firstly, we should";
- mes "Keep heading east this way.";
- mes "When I give the order,";
- mes "please adjust the rudder again.";
- set mos_whale_edq,25;
- close;
- }
- break;
- case 2:
- set .@ship_mon1,rand(1,4);
- if (.@ship_mon1 == 1) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go East!";
- mes "You should sail in the right";
- mes "direction! To the east!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun1#ship::OnEnable";
- close;
- set .@ship_mon1,rand(1,4);
- }
- else if (.@ship_mon1 == 2) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go East!";
- mes "You should sail in the right";
- mes "direction! To the east!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun2#ship::OnEnable";
- close;
- }else{
- mes "[Mr. Ibanoff]";
- mes "I said that we should go East!";
- mes "You should sail in the right";
- mes "direction! To the east!";
- close;
- }
- break;
- case 3:
- set .@ship_mon1,rand(1,4);
- if (.@ship_mon1 == 1) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go East!";
- mes "You should sail in the right";
- mes "direction! To the east!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun1#ship::OnEnable";
- close;
- set .@ship_mon1,rand(1,4);
- }
- else if (.@ship_mon1 == 2) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go East!";
- mes "You should sail in the right";
- mes "direction! To the east!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun2#ship::OnEnable";
- close;
- }else{
- mes "[Mr. Ibanoff]";
- mes "I said that we should go East!";
- mes "You should sail in the right";
- mes "direction! To the east!";
- close;
- }
- break;
- case 4:
- set .@ship_mon1,rand(1,4);
- if (.@ship_mon1 == 1) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go East!";
- mes "You should sail in the right";
- mes "direction! To the east!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun1#ship::OnEnable";
- close;
- set .@ship_mon1,rand(1,4);
- }
- else if (.@ship_mon1 == 2) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go East!";
- mes "You should sail in the right";
- mes "direction! To the east!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun2#ship::OnEnable";
- close;
- }else{
- mes "[Mr. Ibanoff]";
- mes "I said that we should go East!";
- mes "You should sail in the right";
- mes "direction! To the east!";
- close;
- }
- }
- }
- else if (mos_whale_edq == 242 && $@mos1_edq == 0) {
- mes "Which way?";
- next;
- switch(select("East:West:South:North")) {
- case 1:
- set .@ship_mon1,rand(1,4);
- if (.@ship_mon1 == 1) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go West!";
- mes "You should sail in the right";
- mes "direction! To the west!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun1#ship::OnEnable";
- close;
- set .@ship_mon1,rand(1,4);
- }
- else if (.@ship_mon1 == 2) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go West!";
- mes "You should sail in the right";
- mes "direction! To the west!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun2#ship::OnEnable";
- close;
- }else{
- mes "[Mr. Ibanoff]";
- mes "I said that we should go West!";
- mes "You should sail in the right";
- mes "direction! To the west!";
- close;
- }
- break;
- case 2:
- set .@ship_mon2,rand(1,5);
- if (.@ship_mon2 == 3) {
- mes "[Mr. Ibanoff]";
- mes "Good. Firstly, we should";
- mes "Keep heading west this way.";
- mes "When I give the order,";
- mes "please adjust the rudder again.";
- next;
- mes "[Mr. Ibanoff]";
- mes "Wait! Something has appeared in front of us...";
- next;
- mes "[Mr. Ibanoff]";
- mes "Monsters!!!";
- next;
- mes "[Mr. Ibanoff]";
- mes "These monsters are like none I have";
- mes "ever encountered! Be careful! We";
- mes "must repulse these monsters!";
- set $@mos1_edq,$@mos1_edq+1;
- set mos_whale_edq,26;
- donpcevent "Baehideun4#ship::OnEnable";
- close;
- }else{
- mes "[Mr. Ibanoff]";
- mes "Good. Firstly, we should";
- mes "Keep heading west this way.";
- mes "When I give the order,";
- mes "please adjust the rudder again.";
- set mos_whale_edq,25;
- close;
- }
- break;
- case 3:
- set .@ship_mon1,rand(1,4);
- if (.@ship_mon1 == 1) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go West!";
- mes "You should sail in the right";
- mes "direction! To the west!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun1#ship::OnEnable";
- close;
- set .@ship_mon1,rand(1,4);
- }
- else if (.@ship_mon1 == 2) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go West!";
- mes "You should sail in the right";
- mes "direction! To the west!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun2#ship::OnEnable";
- close;
- }else{
- mes "[Mr. Ibanoff]";
- mes "I said that we should go West!";
- mes "You should sail in the right";
- mes "direction! To the west!";
- close;
- }
- break;
- case 4:
- set .@ship_mon1,rand(1,4);
- if (.@ship_mon1 == 1) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go West!";
- mes "You should sail in the right";
- mes "direction! To the west!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun1#ship::OnEnable";
- close;
- set .@ship_mon1,rand(1,4);
- }
- else if (.@ship_mon1 == 2) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go West!";
- mes "You should sail in the right";
- mes "direction! To the west!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun2#ship::OnEnable";
- close;
- }else{
- mes "[Mr. Ibanoff]";
- mes "I said that we should go West!";
- mes "You should sail in the right";
- mes "direction! To the west!";
- close;
- }
- }
- }
- else if (mos_whale_edq == 243 && $@mos1_edq == 0) {
- mes "Which way?";
- next;
- switch(select("East:West:South:North")) {
- case 1:
- set .@ship_mon1,rand(1,4);
- if (.@ship_mon1 == 1) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go South!";
- mes "You should sail in the right";
- mes "direction! To the south!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun1#ship::OnEnable";
- close;
- set .@ship_mon1,rand(1,4);
- }
- else if (.@ship_mon1 == 2) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go South!";
- mes "You should sail in the right";
- mes "direction! To the south!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun2#ship::OnEnable";
- close;
- }else{
- mes "[Mr. Ibanoff]";
- mes "I said that we should go South!";
- mes "You should sail in the right";
- mes "direction! To the south!";
- close;
- }
- break;
- case 2:
- set .@ship_mon1,rand(1,4);
- if (.@ship_mon1 == 1) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go South!";
- mes "You should sail in the right";
- mes "direction! To the south!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun1#ship::OnEnable";
- close;
- set .@ship_mon1,rand(1,4);
- }
- else if (.@ship_mon1 == 2) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go South!";
- mes "You should sail in the right";
- mes "direction! To the south!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun2#ship::OnEnable";
- close;
- }else{
- mes "[Mr. Ibanoff]";
- mes "I said that we should go South!";
- mes "You should sail in the right";
- mes "direction! To the south!";
- close;
- }
- break;
- case 3:
- set .@ship_mon2,rand(1,5);
- if (.@ship_mon2 == 3) {
- mes "[Mr. Ibanoff]";
- mes "Good. Firstly, we should";
- mes "Keep heading south this way.";
- mes "When I give the order,";
- mes "please adjust the rudder again.";
- next;
- mes "[Mr. Ibanoff]";
- mes "Wait! Something has appeared in front of us...";
- next;
- mes "[Mr. Ibanoff]";
- mes "Monsters!!!";
- next;
- mes "[Mr. Ibanoff]";
- mes "These monsters are like none I have";
- mes "ever encountered! Be careful! We";
- mes "must repulse these monsters!";
- set $@mos1_edq,$@mos1_edq+1;
- set mos_whale_edq,26;
- donpcevent "Baehideun4#ship::OnEnable";
- close;
- }else{
- mes "[Mr. Ibanoff]";
- mes "Good. Firstly, we should";
- mes "Keep heading south this way.";
- mes "When I give the order,";
- mes "please adjust the rudder again.";
- set mos_whale_edq,25;
- close;
- }
- break;
- case 4:
- set .@ship_mon1,rand(1,4);
- if (.@ship_mon1 == 1) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go South!";
- mes "You should sail in the right";
- mes "direction! To the south!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun1#ship::OnEnable";
- close;
- set .@ship_mon1,rand(1,4);
- }
- else if (.@ship_mon1 == 2) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go South!";
- mes "You should sail in the right";
- mes "direction! To the south!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun2#ship::OnEnable";
- close;
- }else{
- mes "[Mr. Ibanoff]";
- mes "I said that we should go South!";
- mes "You should sail in the right";
- mes "direction! To the south!";
- close;
- }
- }
- }
- else if (mos_whale_edq == 244 && $@mos1_edq == 0) {
- mes "Which way?";
- next;
- switch(select("East:West:South:North")) {
- case 1:
- set .@ship_mon1,rand(1,4);
- if (.@ship_mon1 == 1) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go North!";
- mes "You should sail in the right";
- mes "direction! To the north!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun1#ship::OnEnable";
- close;
- set .@ship_mon1,rand(1,4);
- }
- else if (.@ship_mon1 == 2) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go North!";
- mes "You should sail in the right";
- mes "direction! To the north!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun2#ship::OnEnable";
- close;
- }else{
- mes "[Mr. Ibanoff]";
- mes "I said that we should go North!";
- mes "You should sail in the right";
- mes "direction! To the north!";
- close;
- }
- break;
- case 2:
- set .@ship_mon1,rand(1,4);
- if (.@ship_mon1 == 1) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go North!";
- mes "You should sail in the right";
- mes "direction! To the north!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun1#ship::OnEnable";
- close;
- set .@ship_mon1,rand(1,4);
- }
- else if (.@ship_mon1 == 2) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go North!";
- mes "You should sail in the right";
- mes "direction! To the north!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun2#ship::OnEnable";
- close;
- }else{
- mes "[Mr. Ibanoff]";
- mes "I said that we should go North!";
- mes "You should sail in the right";
- mes "direction! To the north!";
- close;
- }
- break;
- case 3:
- set .@ship_mon1,rand(1,4);
- if (.@ship_mon1 == 1) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go North!";
- mes "You should sail in the right";
- mes "direction! To the north!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun1#ship::OnEnable";
- close;
- set .@ship_mon1,rand(1,4);
- }
- else if (.@ship_mon1 == 2) {
- mes "[Mr. Ibanoff]";
- mes "I said that we should go North!";
- mes "You should sail in the right";
- mes "direction! To the north!";
- next;
- mes "[Mr. Ibanoff]";
- mes "Oh no! Monsters have appeared!";
- mes "Let's get ready to fight! Hurry!";
- set $@mos1_edq,$@mos1_edq+1;
- donpcevent "Baehideun2#ship::OnEnable";
- close;
- }else{
- mes "[Mr. Ibanoff]";
- mes "I said that we should go North!";
- mes "You should sail in the right";
- mes "direction! To the north!";
- close;
- }
- break;
- case 4:
- set .@ship_mon2,rand(1,5);
- if (.@ship_mon2 == 3) {
- mes "[Mr. Ibanoff]";
- mes "Good. Firstly, we should";
- mes "Keep heading north this way.";
- mes "When I give the order,";
- mes "please adjust the rudder again.";
- next;
- mes "[Mr. Ibanoff]";
- mes "Wait! Something has appeared in front of us...";
- next;
- mes "[Mr. Ibanoff]";
- mes "Monsters!!!";
- next;
- mes "[Mr. Ibanoff]";
- mes "These monsters are like none I have";
- mes "ever encountered! Be careful! We";
- mes "must repulse these monsters!";
- set $@mos1_edq,$@mos1_edq+1;
- set mos_whale_edq,26;
- donpcevent "Baehideun4#ship::OnEnable";
- close;
- }else{
- mes "[Mr. Ibanoff]";
- mes "Good. Firstly, we should";
- mes "Keep heading north this way.";
- mes "When I give the order,";
- mes "please adjust the rudder again.";
- set mos_whale_edq,25;
- close;
- }
- }
- }
- else if ($@mos1_edq > 0) {
- mes "[Mr. Ibanoff]";
- mes "We should make sure to kill any";
- mes "monsters onboard.";
- close;
- }
- else if (mos_whale_edq == 22 && $@mos1_edq > 0) {
- mes "[Mr. Ibanoff]";
- mes "We should make sure to kill any";
- mes "monsters onboard.";
- close;
- }
- else if (mos_whale_edq == 23 && $@mos1_edq > 0) {
- mes "[Mr. Ibanoff]";
- mes "We should make sure to kill any";
- mes "monsters onboard.";
- close;
- }
- else if (mos_whale_edq == 25 && $@mos1_edq > 0) {
- mes "[Mr. Ibanoff]";
- mes "We should make sure to kill any";
- mes "monsters onboard.";
- close;
- }
- else if (mos_whale_edq == 25 && $@mos1_edq == 0) {
- mes "[Mr. Ibanoff]";
- mes "You can adjust the rudder,";
- mes "under my direction.";
- close;
- }
- else if (mos_whale_edq > 239 && mos_whale_edq < 250 && $@mos1_edq > 0) {
- mes "[Mr. Ibanoff]";
- mes "We should make sure to kill any";
- mes "monsters onboard.";
- close;
- }
- else if (mos_whale_edq == 26) {
- mes "[Mr. Ibanoff]";
- mes "Hey! Listen to what I am saying.";
- mes "How come you go there without my";
- mes "permission...";
- next;
- }
- else{
- mes "[Mr. Ibanoff]";
- mes "What? How did you get on";
- mes "this ship?? You... No.";
- mes "I'll forgive you this once, but go";
- mes "back now.";
- close2;
- //set mos_whale_edq,4; lol, why is this here?
- warp "moscovia",162,56;
- end;
- }
-}
-
-//----------------------------------------------------------------------------
-// Aged Stranger - Whale Island
-//----------------------------------------------------------------------------
-mosk_fild01,86,104,3 script Aged Stranger#npc 963,{
- if (checkweight(1201,1) == 0 ) {
- mes "[Aged Stranger]";
- mes "You're carrying too many items.";
- mes "Please come after using kafra service.";
- close;
- }
- if ((MaxWeight-Weight) < 2000) {
- mes "[Aged Stranger]";
- mes "You're carrying too many items.";
- mes "Please come after using kafra service.";
- close;
- }
- if (mos_whale_edq == 13) {
- mes "[Aged Stranger]";
- mes "Oh, your awake.";
- mes "How do you feel? Are you ok??";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hm... where..is...";
- mes "Eck! What happened...?";
- next;
- mes "[Aged Stranger]";
- mes "Well... You were a bit";
- mes "of a surprise! I haven't";
- mes "talked for a long time...";
- mes "with a person who lives on dry";
- mes "land.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Where am I?";
- mes "Who are you old man?";
- next;
- mes "[Aged Stranger]";
- mes "This is... well...";
- mes "What can I say...";
- mes "This is called a moving island, by";
- mes "most people.";
- next;
- mes "[Aged Stranger]";
- mes "This is a small island that only I inhabit.";
- next;
- mes "[Aged Stranger]";
- mes "I call it...";
- mes "Whale Island.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "This place is very famously known";
- mes "as The Moving Island! But... This";
- mes "island is... Maybe...";
- next;
- mes "[Aged Stranger]";
- mes "Now do you get it? Hahaha!";
- mes "Right. We are standing on";
- mes "the back of a gigantic whale!";
- mes "That's why I call it Whale Island!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "How...? How is it possible";
- mes "that the water flows in streams";
- mes "here? And trees grow! On the";
- mes "whale's back!?!";
- next;
- mes "[Aged Stranger]";
- mes "Heheheh. This is an island";
- mes "of legend. Right now you are";
- mes "experiencing greatness! Hahahaha!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Are you a real person?";
- next;
- mes "[Aged Stranger]";
- mes "Heheh, as you can see,";
- mes "I am just an aged man.";
- mes "I've simply spent my lifetime here";
- mes "leisurely, by breaking off";
- mes "relations with any unworldly life.";
- next;
- mes "[Aged Stranger]";
- mes "Okay, now you get yourself";
- mes "together. I will send you back to";
- mes "dry land. If you don't go back";
- mes "soon, some people may worry.";
- next;
- soundeffect "mos_gusli1.wav",0;
- mes "-The island starts to move slowly";
- mes "when the old man plays an";
- mes "unfamiliar instrument...-";
- next;
- mes "[Aged Stranger]";
- mes "In a few minutes, you will go back";
- mes "to the land from whence you came.";
- mes "You can relax.";
- next;
- mes "-The old man starts to play";
- mes "his instrument, with eyes closed.";
- mes "He is unresponsive...";
- mes "like having fallen into a world";
- mes "only his own.-";
- set mos_whale_edq,14;
- close2;
- sleep2 20000;
- set mos_whale_edq,15;
- end;
- }
- else if (mos_whale_edq == 14) {
- soundeffect "mos_gusli1.wav",0;
- mes "-The old man starts to play";
- mes "his instrument, with eyes closed.";
- mes "He is unresponsive...";
- mes "like having fallen into a world";
- mes "only his own.-";
- set mos_whale_edq,15;
- close;
- }
- else if (mos_whale_edq == 15) {
- mes "[Aged Stranger]";
- mes "Hm... Almost there...";
- mes "Young man, you will arrive back on";
- mes "the mainland in a few minutes. Go carefully.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Old man, if I want to come back";
- mes "here again, how can I do it?";
- next;
- mes "[Aged Stranger]";
- mes "Hehe... Do you want to come here";
- mes "again? Here? Where I live alone? In";
- mes "this small island? You are";
- mes "funny...";
- next;
- mes "[Aged Stranger]";
- mes "If we are preordained to meet,";
- mes "we will meet here again,";
- mes "won't we? Heheheh...";
- next;
- mes "[Aged Stranger]";
- mes "It's time to... well,";
- mes "go back safely. Someday, if you";
- mes "want to come again to meet me, you";
- mes "can endure the same seas as last";
- mes "time. I won't stop you. Hehehe.";
- close2;
- warp "moscovia",163,54;
- end;
- }
- else if (mos_whale_edq == 30) {
- mes "[Aged Stranger]";
- mes "Hahaha... I didn't know that I";
- mes "would meet you again! How did you";
- mes "return?";
- next;
- select("Explain the whole story.");
- mes "[Aged Stranger]";
- mes "Hm... just like that?";
- mes "Whoever hasn't come here directly";
- mes "would expect you to return like";
- mes "that. Well.";
- next;
- mes "[Aged Stranger]";
- mes "I just wanted to spend the rest of";
- mes "my life here, leisurely... I'm";
- mes "interested in the world... but I'm";
- mes "no match for it...";
- next;
- mes "[Aged Stranger]";
- mes "Do not look sorry for me.";
- mes "When you went back I didn't ask you";
- mes "not to say anything about this";
- mes "island to others.";
- next;
- mes "[Aged Stranger]";
- mes "If I had decided to hide where";
- mes "nobody can find... Well, you";
- mes "needn't worry too much about that";
- mes "now.";
- next;
- mes "[Aged Stranger]";
- mes "Anyway, are you troubled?";
- mes "What are you going to do?";
- next;
- if(select("Think more.:Don't you have a way?") == 1) {
- mes "[Aged Stranger]";
- mes "Do that. Think carefully, the";
- mes "answer is to be found...";
- mes "Hoohoohoo!";
- close;
- }
- mes "[Aged Stranger]";
- mes "To bring the Csar here and show him";
- mes "everything?!? It's difficult...";
- next;
- mes "[Aged Stranger]";
- mes "An evidence of whale island...";
- mes "That's all you need if only it";
- mes "existed in this island...";
- next;
- soundeffect "mos_gusli1.wav",0;
- mes "-The aged man closes his eyes and";
- mes "starts to play his instrument, as";
- mes "he falls in thought.-";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Old man, could you make one of";
- mes "those instruments for me? That is a";
- mes "marvelous thing that I've seen only";
- mes "here.";
- next;
- mes "[Aged Stranger]";
- mes "Oh... That's a good idea.";
- mes "There isn't an instrument like this";
- mes "in all Moscovia! Absolutely...";
- next;
- mes "[Aged Stranger]";
- mes "Hm... If you grant my request, I";
- mes "will make this instrument for you.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What is your request?";
- next;
- mes "[Aged Stranger]";
- mes "Just in time. I have always used";
- mes "this instrument which is already";
- mes "over 50 years old. The body is so";
- mes "worn. It's not surprising that it's";
- mes "falling apart...";
- next;
- mes "[Aged Stranger]";
- mes "It is made with strings that only";
- mes "exist in this place, but you can";
- mes "get the other materials for it in";
- mes "the mainland.";
- next;
- mes "[Aged Stranger]";
- mes "If you bring the materials, I can";
- mes "make a new one.";
- next;
- mes "[Aged Stranger]";
- mes "The materials are ^0000FFLog 30, Tough Vines 20, Antelope Horn 20, Sea-otter Fur 10^000000.";
- next;
- mes "[Aged Stranger]";
- mes "I won't move the island, so you can";
- mes "find it when you come back with the";
- mes "materials.";
- next;
- mes "[Aged Stranger]";
- mes "Tell me whenever you're ready, and";
- mes "I'll send you back to the";
- mes "mainland.";
- set mos_whale_edq,31;
- close;
- }
- else if (mos_whale_edq == 31) {
- mes "[Aged Stranger]";
- mes "Okay, are you ready to go back to the mainland?";
- next;
- if(select("What are the materials?:I am ready.") == 1) {
- mes "[Aged Stranger]";
- mes "You should bring these materials:";
- next;
- mes "[Aged Stranger]";
- mes "You should bring these materials:";
- mes "^0000FFLog 30, Tough Vines 20, Antelope Horn 20, Sea-otter Fur 10^000000.";
- close;
- }
- mes "[Aged Stranger]";
- mes "I see. If so, let's go.";
- next;
- mes "-The old man starts to play";
- mes "his instrument, with eyes closed.";
- mes "He is unresponsive...";
- mes "like having fallen into a world";
- mes "only his own.-";
- set mos_whale_edq,32;
- close2;
- warp "moscovia",162,56;
- end;
- }
- else if (mos_whale_edq == 33) {
- mes "[Aged Stranger]";
- mes "Oh... Did you get all the";
- mes "materials?";
- next;
- if (countitem(7201) > 29 && countitem(7197) > 19 && countitem(7106) > 19 && countitem(7065) > 9) {
- mes "[Aged Stranger]";
- mes "You found the right materials.";
- mes "Okay, I will start to make the";
- mes "instrument.";
- next;
- delitem 7201,30; //Log
- delitem 7197,20; //Tough_Vines
- delitem 7106,20; //Goat's_Horn
- delitem 7065,10; //Sea_Otter_Leather
- set mos_whale_edq,34;
- mes "[Aged Stranger]";
- mes "Wait for a moment until I make the";
- mes "instrument successfully.";
- close;
- }else{
- mes "[Aged Stranger]";
- mes "Ugh... We need more materials...";
- mes "We need ^0000FFLog 30, Tough Vines 20, Antelope Horn 20, Sea-otter Fur 10^000000.";
- next;
- mes "[Aged Stranger]";
- mes "What will you do? Will you go back";
- mes "to the mainland to find the";
- mes "materials?";
- next;
- if(select("What are the materials?:I am ready.") == 1) {
- mes "[Aged Stranger]";
- mes "You should bring these materials:";
- next;
- mes "[Aged Stranger]";
- mes "You should bring these materials:";
- mes "^0000FFLog 30, Tough Vines 20, Antelope Horn 20, Sea-otter Fur 10^000000.";
- close;
- }
- mes "[Aged Stranger]";
- mes "I see. If so, let's go.";
- next;
- soundeffect "mos_gusli1.wav",0;
- mes "-The old man starts to play";
- mes "his instrument, with eyes closed.";
- mes "He is unresponsive...";
- mes "like having fallen into a world";
- mes "only his own.-";
- close2;
- warp "moscovia",162,56;
- end;
- }
- }
- else if (mos_whale_edq == 34) {
- set .@comple,rand(1,3);
- if (.@comple == 2) {
- mes "[Aged Stranger]";
- mes "I have succeeded in making the";
- mes "instrument! Here you are. It's yours.";
- mes "This instrument is called a Gusli.";
- mes "This is a traditional instrument";
- mes "which comes from a faraway land of";
- mes "the ancestors of Moscovia.";
- getitem 2707,1;
- set mos_whale_edq,35;
- next;
- mes "[Aged Stranger]";
- mes "I am the last person who has";
- mes "learned it in this land.";
- next;
- mes "[Aged Stranger]";
- mes "So, indeed... This is a very";
- mes "special item here, that only we";
- mes "have.";
- next;
- mes "[Aged Stranger]";
- mes "If you show this to the good Csar,";
- mes "he can believe your story about the";
- mes "island. Everything is going to be";
- mes "well.";
- next;
- mes "So, what will you do now?";
- next;
- switch(select("How would I get back here?:I want to learn the Gusli.:Go back to the mainland.")) {
- case 1:
- mes "[Aged Stranger]";
- mes "You are my friend now,";
- mes "and you have this instrument.";
- mes "Whenever you want to come back";
- mes "here again, just play the Gusli";
- mes "at the docks of Moscovia.";
- next;
- mes "[Aged Stranger]";
- mes "Even if it's difficult to play it";
- mes "well, because you may not yet know";
- mes "how to play it, it's not a problem.";
- mes "Just make a sound.";
- next;
- mes "[Aged Stranger]";
- mes "This island... this whale... can";
- mes "perceive the sound of a Gusli from";
- mes "an endless distance away.";
- next;
- mes "[Aged Stranger]";
- mes "If you play this instrument,";
- mes "wherever you are, I'll go to you";
- mes "with this island. Only if you are a";
- mes "friend... heheh.";
- close;
- break;
- case 2:
- mes "[Aged Stranger]";
- mes "You really want to...";
- mes "learn this instrument...";
- mes "don't you?";
- mes "Well... it's hard to learn";
- mes "in such a short time...";
- next;
- mes "[Aged Stranger]";
- mes "It's okay if you can't play this";
- mes "instrument. I already made it for you.";
- next;
- mes "[Aged Stranger]";
- mes "But I can teach you how";
- mes "to play it anyway.";
- mes "I can't be too sure, though";
- mes "because I have never taught others.";
- next;
- mes "[Aged Stranger]";
- mes "Okay. If you are ready to play the";
- mes "Gusli, let me know.";
- set mos_whale_edq,36;
- close;
- break;
- case 3:
- mes "[Aged Stranger]";
- mes "I see. Okay, let's go.";
- next;
- mes "[Aged Stranger]";
- mes "Whenever you want to come back here";
- mes "again, play the Gusli at the docks";
- mes "of Moscovia.";
- next;
- mes "[Aged Stranger]";
- mes "Even if it's difficult to play it";
- mes "well, because you may not yet know";
- mes "how to play it, it's not a problem.";
- mes "Just make a sound.";
- next;
- mes "[Aged Stranger]";
- mes "This island... this whale... can";
- mes "perceive the sound of a Gusli from";
- mes "an endless distance away.";
- next;
- mes "[Aged Stranger]";
- mes "If you play this instrument,";
- mes "wherever you are, I'll go to you";
- mes "with this island. Only if you are a";
- mes "friend... heheh.";
- next;
- soundeffect "mos_gusli1.wav",0;
- mes "-The old man starts to play";
- mes "his instrument, with eyes closed.";
- mes "He is unresponsive...";
- mes "like having fallen into a world";
- mes "only his own.-";
- close2;
- warp "moscovia",162,56;
- end;
- }
- }else{
- mes "[Aged Stranger]";
- mes "It's not completed yet. Please wait a little longer.";
- close;
- }
- }
- else if (mos_whale_edq == 35) {
- mes "[Aged Stranger]";
- mes "So, what will you do now?";
- next;
- switch(select("How would I get back here?:I want to learn the Gusli.:Go back to the mainland.")) {
- case 1:
- mes "[Aged Stranger]";
- mes "You are my friend now,";
- mes "and you have this instrument.";
- mes "Whenever you want to come back";
- mes "here again, just play the Gusli";
- mes "at the docks of Moscovia.";
- next;
- mes "[Aged Stranger]";
- mes "Even if it's difficult to play it";
- mes "well, because you may not yet know";
- mes "how to play it, it's not a problem.";
- mes "Just make a sound.";
- next;
- mes "[Aged Stranger]";
- mes "This island... this whale... can";
- mes "perceive the sound of a Gusli from";
- mes "an endless distance away.";
- next;
- mes "[Aged Stranger]";
- mes "If you play this instrument,";
- mes "wherever you are, I'll go to you";
- mes "with this island. Only if you are a";
- mes "friend... heheh.";
- close;
- break;
- case 2:
- mes "[Aged Stranger]";
- mes "You really want to...";
- mes "learn this instrument...";
- mes "don't you?";
- mes "Well... it's hard to learn";
- mes "in such a short time...";
- next;
- mes "[Aged Stranger]";
- mes "It's okay if you can't play this";
- mes "instrument. I already made it for you.";
- next;
- mes "[Aged Stranger]";
- mes "But I can teach you how";
- mes "to play it anyway.";
- mes "I can't be too sure, though";
- mes "because I have never taught others.";
- next;
- mes "[Aged Stranger]";
- mes "Okay. If you are ready to play the";
- mes "Gusli, let me know.";
- set mos_whale_edq,36;
- close;
- break;
- case 3:
- mes "[Aged Stranger]";
- mes "I see. Okay, let's go.";
- next;
- mes "[Aged Stranger]";
- mes "Whenever you want to come back here";
- mes "again, play the Gusli at the docks";
- mes "of Moscovia.";
- next;
- mes "[Aged Stranger]";
- mes "Even if it's difficult to play it";
- mes "well, because you may not yet know";
- mes "how to play it, it's not a problem.";
- mes "Just make a sound.";
- next;
- mes "[Aged Stranger]";
- mes "This island... this whale... can";
- mes "perceive the sound of a Gusli from";
- mes "an endless distance away.";
- next;
- mes "[Aged Stranger]";
- mes "If you play this instrument,";
- mes "wherever you are, I'll go to you";
- mes "with this island. Only if you are a";
- mes "friend... heheh.";
- next;
- soundeffect "mos_gusli1.wav",0;
- mes "-The old man starts to play";
- mes "his instrument, with eyes closed.";
- mes "He is unresponsive...";
- mes "like having fallen into a world";
- mes "only his own.-";
- close2;
- warp "moscovia",162,56;
- end;
- }
- }
- else if (mos_whale_edq == 36) {
- mes "[Aged Stranger]";
- mes "Are you ready to learn the Gusli?";
- mes "Please equip the Gusli.";
- next;
- if(getequipid(EQI_ACC_L) || getequipid(EQI_ACC_R) == 2707) {
- mes "[Aged Stranger]";
- mes "Hm... Very well.";
- mes "At first, look at me how I play,";
- mes "then you play it slowly.";
- next;
- soundeffect "mos_gusli1.wav",0;
- mes "[Aged Stranger]";
- mes "Do not hurry,";
- mes "keep your composure,";
- mes "just look carefully,";
- mes "and follow me slowly.";
- next;
- if (Class == Job_Bard || Class == Job_Clown) {
- mes "[Aged Stranger]";
- mes "Oh! Ooh... Your hands are really good. You are surely talented with a music instrument.";
- next;
- mes "[Aged Stranger]";
- mes "I heard that there are some adventurers in the mainland... that like playing instruments and singing songs! You must be one of them...";
- next;
- mes "[Aged Stranger]";
- mes "This may go faster than I expected.";
- next;
- mes "[Aged Stranger]";
- mes "Okay, it's time for your turn. Play it. Play the song that I played.";
- next;
- set .@music_bard,rand(1,3);
- if (.@music_bard == 2) {
- soundeffect "mos_gusli1.wav",0;
- emotion e_no1;
- specialeffect2 EF_EXIT;
- mes "[Aged Stranger]";
- mes "Oh! You are good at playing the";
- mes "Gusli! In such a short time... you";
- mes "are great!";
- next;
- mes "[Aged Stranger]";
- mes "You've done well. I don't need to";
- mes "teach you anymore. Your ability";
- mes "will be improved with more practice.";
- next;
- mes "[Aged Stranger]";
- mes "Now go back to the mainland and";
- mes "play the Gusli for our dear Csar.";
- next;
- mes "[Aged Stranger]";
- mes "With your ability to play, surely";
- mes "you can win the admiration of all.";
- set mos_whale_edq,38;
- close;
- }else{
- mes "[Aged Stranger]";
- mes "Um, a little bit greenhorn...";
- mes "Do not play that way.";
- mes "Take more time to concentrate while";
- mes "you play.";
- next;
- mes "[Aged Stranger]";
- mes "Practice more on your own.";
- mes "I will check on you again.";
- mes "If you practice, you will be good";
- mes "at it in no time.";
- set mos_whale_edq,37;
- close;
- }
- }else{
- mes "[Aged Stranger]";
- mes "Okay, it's time for your turn. Play";
- mes "it. Play the song that I played.";
- next;
- set .@music_etc,rand(1,6);
- if (.@music_etc == 3) {
- soundeffect "mos_gusli1.wav",0;
- emotion e_no1;
- specialeffect2 EF_EXIT;
- mes "[Aged Stranger]";
- mes "Oh! You are good at playing the";
- mes "Gusli! In such a short time... you";
- mes "are great!";
- next;
- mes "[Aged Stranger]";
- mes "You've done well. I don't need to";
- mes "teach you anymore. Your ability";
- mes "will be improved with more practice.";
- next;
- mes "[Aged Stranger]";
- mes "Now go back to the mainland and";
- mes "play the Gusli for our dear Csar.";
- next;
- mes "[Aged Stranger]";
- mes "With your ability to play, surely";
- mes "you can win the admiration of all.";
- set mos_whale_edq,38;
- close;
- }else{
- soundeffect "mos_gusli2.wav",0;
- mes "[Aged Stranger]";
- mes "Um, a little bit greenhorn...";
- mes "Do not play that way.";
- mes "Take more time to concentrate while";
- mes "you play.";
- next;
- mes "[Aged Stranger]";
- mes "Practice more on your own.";
- mes "I will check on you again.";
- mes "If you practice, you will be good";
- mes "at it in no time.";
- set mos_whale_edq,37;
- close;
- }
- }
- }else{
- mes "[Aged Stranger]";
- mes "Um... Your preparations are not";
- mes "good. You're not holding the";
- mes "instrument correctly. Equip it";
- mes "properly, and then you can learn.";
- next;
- mes "[Aged Stranger]";
- mes "Tell me again when you are prepared";
- mes "to play the Gusli correctly.";
- close;
- }
- }
- else if (mos_whale_edq == 37) {
- mes "[Aged Stranger]";
- mes "Are you ready to learn the Gusli?";
- next;
- if(getequipid(EQI_ACC_L) || getequipid(EQI_ACC_R) == 2707) {
- mes "[Aged Stranger]";
- mes "Um... You did well.";
- next;
- if (Class == Job_Bard || Class == Job_Clown) {
- mes "[Aged Stranger]";
- mes "with your ability, you can";
- mes "absolutely play it wonderfully.";
- mes "Cheer up.";
- next;
- mes "[Aged Stranger]";
- mes "Good. Let's play again. Play the";
- mes "song that I played.";
- next;
- set .@music_bard,rand(1,3);
- if (.@music_bard == 2) {
- soundeffect "mos_gusli1.wav",0;
- emotion e_no1;
- specialeffect2 EF_EXIT;
- mes "[Aged Stranger]";
- mes "Oh! You are good at playing the";
- mes "Gusli! In such a short time... you";
- mes "are great!";
- next;
- mes "[Aged Stranger]";
- mes "You've done well. I don't need to";
- mes "teach you anymore. Your ability";
- mes "will be improved with more practice.";
- next;
- mes "[Aged Stranger]";
- mes "Now go back to the mainland and";
- mes "play the Gusli for our dear Csar.";
- next;
- mes "[Aged Stranger]";
- mes "With your ability to play, surely";
- mes "you can win the admiration of all.";
- set mos_whale_edq,38;
- close;
- }else{
- mes "[Aged Stranger]";
- mes "Um, a little bit greenhorn...";
- mes "Do not play that way.";
- mes "Take more time to concentrate while";
- mes "you play.";
- next;
- mes "[Aged Stranger]";
- mes "Practice more on your own.";
- mes "I will check on you again.";
- mes "If you practice, you will be good";
- mes "at it in no time.";
- set mos_whale_edq,37;
- close;
- }
- }else{
- mes "[Aged Stranger]";
- mes "Good. Let's play again. Play the";
- mes "song that I played.";
- next;
- set .@music_etc,rand(1,6);
- if (.@music_etc == 3) {
- soundeffect "mos_gusli1.wav",0;
- emotion e_no1;
- specialeffect2 EF_EXIT;
- mes "[Aged Stranger]";
- mes "Oh! You are good at playing the";
- mes "Gusli! In such a short time... you";
- mes "are great!";
- next;
- mes "[Aged Stranger]";
- mes "You've done well. I don't need to";
- mes "teach you anymore. Your ability";
- mes "will be improved with more practice.";
- next;
- mes "[Aged Stranger]";
- mes "Now go back to the mainland and";
- mes "play the Gusli for our dear Csar.";
- next;
- mes "[Aged Stranger]";
- mes "With your ability to play, surely";
- mes "you can win the admiration of all.";
- set mos_whale_edq,38;
- close;
- }else{
- mes "[Aged Stranger]";
- mes "Um, a little bit greenhorn...";
- mes "Do not play that way.";
- mes "Take more time to concentrate while";
- mes "you play.";
- next;
- mes "[Aged Stranger]";
- mes "Practice more on your own.";
- mes "I will check on you again.";
- mes "If you practice, you will be good";
- mes "at it in no time.";
- set mos_whale_edq,37;
- close;
- }
- }
- }else{
- mes "[Aged Stranger]";
- mes "Um... Your preparations are not";
- mes "good. You're not holding the";
- mes "instrument correctly. Equip it";
- mes "properly, and then you can learn.";
- next;
- mes "[Aged Stranger]";
- mes "Tell me again when you are prepared";
- mes "to play the Gusli correctly.";
- close;
- }
- }
- else if (mos_whale_edq == 38) {
- mes "[Aged Stranger]";
- mes "So, what will you do now?";
- next;
- if(select("How would I get back here?:Go back to the mainland.") == 1) {
- mes "[Aged Stranger]";
- mes "You are my friend now,";
- mes "and you have this instrument.";
- mes "Whenever you want to come back";
- mes "here again, just play the Gusli";
- mes "at the docks of Moscovia.";
- next;
- mes "[Aged Stranger]";
- mes "Even if it's difficult to play it";
- mes "well, because you may not yet know";
- mes "how to play it, it's not a problem.";
- mes "Just make a sound.";
- next;
- mes "[Aged Stranger]";
- mes "This island... this whale... can";
- mes "perceive the sound of a Gusli from";
- mes "an endless distance away.";
- next;
- mes "[Aged Stranger]";
- mes "If you play this instrument,";
- mes "wherever you are, I'll go to you";
- mes "with this island. Only if you are a";
- mes "friend... heheh.";
- close;
- }
- mes "[Aged Stranger]";
- mes "I see. Okay, let's go.";
- next;
- mes "[Aged Stranger]";
- mes "Whenever you want to come back here";
- mes "again, play the Gusli at the docks";
- mes "of Moscovia.";
- next;
- mes "[Aged Stranger]";
- mes "Even if it's difficult to play it";
- mes "well, because you may not yet know";
- mes "how to play it, it's not a problem.";
- mes "Just make a sound.";
- next;
- mes "[Aged Stranger]";
- mes "This island... this whale... can";
- mes "perceive the sound of a Gusli from";
- mes "an endless distance away.";
- next;
- mes "[Aged Stranger]";
- mes "If you play this instrument,";
- mes "wherever you are, I'll go to you";
- mes "with this island. Only if you are a";
- mes "friend... heheh.";
- next;
- soundeffect "mos_gusli1.wav",0;
- mes "-The old man starts to play";
- mes "his instrument, with eyes closed.";
- mes "He is unresponsive...";
- mes "like having fallen into a world";
- mes "only his own.-";
- close2;
- warp "moscovia",162,56;
- end;
- }
- else if (mos_whale_edq > 38) {
- mes "[Aged Stranger]";
- mes "This is the Whale Island.";
- mes "I don't know how you came here.";
- next;
- mes "[Aged Stranger]";
- mes "If you want, I can send you back";
- mes "to the mainland. What'll it be?";
- next;
- switch(select("Look around.:Go back to the mainland.:Venture into the unknown.")) {
- case 1:
- mes "[Aged Stranger]";
- mes "Well, well... Do as you please.";
- mes "If so, I will take a rest.";
- close;
- break;
- case 2:
- mes "[Aged Stranger]";
- mes "I see. If so, let's go.";
- next;
- soundeffect "mos_gusli1.wav",0;
- mes "-The old man starts to play";
- mes "his instrument, with eyes closed.";
- mes "He is unresponsive...";
- mes "like having fallen into a world";
- mes "only his own.-";
- close2;
- warp "moscovia",162,56;
- end;
- break;
- case 3:
- mes "[Aged Stranger]";
- mes "Oh, if you want, I can";
- mes "guide you to a good place for you.";
- next;
- mes "[Aged Stranger]";
- mes "There are some lands...";
- mes "untouched and mysterious...";
- mes "around Moscovia...";
- next;
- mes "[Aged Stranger]";
- mes "If you want, I'll send you there. What do you think of that?";
- next;
- if(select("Consider it.:Ok, please send me there.") == 1) {
- mes "[Aged Stranger]";
- mes "Well, well... Do as you please.";
- mes "If so, I will take a rest.";
- close;
- }
- mes "[Aged Stranger]";
- mes "I see. If so, let's go.";
- next;
- soundeffect "mos_gusli1.wav",0;
- mes "-The old man starts to play";
- mes "his instrument, with eyes closed.";
- mes "He is unresponsive...";
- mes "like having fallen into a world";
- mes "only his own.-";
- close2;
- warp "mosk_fild02",204,54;
- end;
- }
- }else{
- mes "[Aged Stranger]";
- mes "Long time, no see!";
- mes "You probably like the island, don't you?";
- mes "Please stay and take a rest.";
- next;
- mes "[Aged Stranger]";
- mes "Or if you want, I can send you back";
- mes "to the mainland. What'll it be?";
- next;
- if(select("Look around.:Go back to the mainland.") == 1) {
- mes "[Aged Stranger]";
- mes "Well, well... Do as you please.";
- mes "If so, I will take a rest.";
- close;
- }
- mes "[Aged Stranger]";
- mes "Good. I will go to the place";
- mes "right way.";
- next;
- soundeffect "mos_gusli1.wav",0;
- mes "A old man started to play a instrument";
- mes "closing his eyes.";
- mes "And then he didn't any answer so, looks like";
- mes "falling down to only his world.";
- close2;
- warp "moscovia",162,56;
- end;
- }
-}
-
-//----------------------------------------------------------------------------
-// Csar Alexsay III - Moscovia Palace
-//----------------------------------------------------------------------------
-mosk_in,131,92,3 script Csar Alexsay III#npc 965,{
- if (checkweight(1201,1) == 0 ) {
- mes "[Csar Alexsay III]";
- mes "You're carrying too many items.";
- mes "Please come after using kafra service.";
- close;
- }
- if ((MaxWeight-Weight) < 2000) {
- mes "[Csar Alexsay III]";
- mes "You're carrying too many items.";
- mes "Please come after using kafra service.";
- close;
- }
- if (mos_nowinter == 12) {
- mes "[Csar Alexsay III]";
- mes "You!!!";
- mes "So many people saw you";
- mes "meet with Baba Yaga!";
- next;
- mes "[Csar Alexsay III]";
- mes "The guilt which must be felt, when";
- mes "meeting secretly with a witch...";
- next;
- mes "[Csar Alexsay III]";
- mes "For that, we indict capital";
- mes "punishment without any just trial!";
- next;
- mes "[Csar Alexsay III]";
- mes "But you are a stranger to these";
- mes "lands... So I will hold you in special trial.";
- next;
- mes "[Csar Alexsay III]";
- mes "If you have anything to say...";
- mes "spare me no detail.";
- next;
- select("Explain the circumstances.");
- mes "-Talk about what happened with Baba";
- mes "Yaga, and move forward with the plan.-";
- next;
- mes "[Csar Alexsay III]";
- mes "Hm-hm, that's an embarrassing story...";
- mes "But if you are telling the";
- mes "truth, my people will be pleased.";
- next;
- mes "[Csar Alexsay III]";
- mes "Okay, Bring to me";
- mes "any evidence, to believe";
- mes "what you are saying.";
- next;
- mes "[Csar Alexsay III]";
- mes "You killed the Baba Yaga!!";
- mes "If this is true, bring";
- mes "me Yaga's Pestles.";
- mes "If you do, I will make";
- mes "sure no one ever doubts you.";
- next;
- if (countitem(7762) > 39) {
- if(select("Show the Yaga's Pestles.:Do nothing.") == 1) {
- mes "[" + strcharinfo(0) + "]";
- mes "Yes, Here you are.";
- next;
- mes "-Offered the Yaga's Pestles.-";
- delitem 7762,40;
- next;
- mes "[Csar Alexsay III]";
- mes "Hm.. You do have them.";
- mes "For the time being, I will admit";
- mes "that you are coming and going to";
- mes "hunt Baba Yaga.";
- next;
- mes "[Csar Alexsay III]";
- mes "But do not engage in doubtable";
- mes "behavior that would instigate my";
- mes "people to act in a strange way!";
- next;
- mes "[Csar Alexsay III]";
- mes "If you do that, I will arrest you immediately!";
- mes "So take care of yourself.";
- next;
- mes "[Csar Alexsay III]";
- mes "And, when you succeed in";
- mes "banishing winter with magic,";
- mes "announce that to me immediately.";
- set mos_nowinter,14;
- close;
- }
- mes "[Csar Alexsay III]";
- mes "I said to bring me";
- mes "40 Yaga's Pestles";
- mes "from the Baba Yaga.";
- set mos_nowinter,13;
- close;
- }else{
- mes "[Csar Alexsay III]";
- mes "I said to bring me";
- mes "40 Yaga's Pestles";
- mes "from the Baba Yaga.";
- set mos_nowinter,13;
- close;
- }
- }
- else if (mos_nowinter == 13) {
- mes "[Csar Alexsay III]";
- mes "Did you bring some evidence to";
- mes "resolve your issue of doubt, traveler?";
- next;
- if(select("Yes, I did.:I am confused.") == 1) {
- if (countitem(7762) > 39) {
- delitem 7762,40;
- mes "[Csar Alexsay III]";
- mes "Good,";
- mes "I won't doubt you anymore.";
- mes "Because you've proven yourself,";
- mes "you can remain a free traveler.";
- next;
- mes "[Csar Alexsay III]";
- mes "Surely, I hate cooperating with Baba Yaga.";
- mes "But if my people are happy";
- mes "after the work you do,";
- mes "I am also pleased.";
- next;
- mes "[Csar Alexsay III]";
- mes "For the time being, I will admit";
- mes "that you are coming and going to";
- mes "hunt Baba Yaga.";
- next;
- mes "[Csar Alexsay III]";
- mes "But do not engage in doubtable";
- mes "behavior that would instigate my";
- mes "people to act in a strange way!";
- next;
- mes "[Csar Alexsay III]";
- mes "If you do that, I will arrest you immediately!";
- mes "So take care of yourself.";
- set mos_nowinter,14;
- close;
- }else{
- mes "[Csar Alexsay III]";
- mes "Your items do not match the";
- mes "count of 40 Yaga's Pestles.";
- mes "Did you forget the amount,";
- mes "or did you wish to lie to me...";
- next;
- mes "[Csar Alexsay III]";
- mes "I will treat that as a joke!";
- mes "A kind of sarcasm!";
- mes "You go away now and bring some";
- mes "evidence to certify your innocence.";
- close;
- }
- }
- mes "[Csar Alexsay III]";
- mes "I said to bring me";
- mes "40 Yaga's Pestles";
- mes "from the Baba Yaga.";
- next;
- mes "[Csar Alexsay III]";
- mes "Are you here to tease me?";
- close;
- }
- else if (mos_nowinter == 14) {
- mes "[Csar Alexsay III]";
- mes "It'd be great if I stayed put, for";
- mes "the good of both me and my people.";
- mes "I don't want to see the Baba Yaga";
- mes "personally.";
- next;
- mes "[Csar Alexsay III]";
- mes "So, I want you to ";
- mes "take my place for that.";
- next;
- mes "[Csar Alexsay III]";
- mes "Please help Baba Yaga";
- mes "to seize the summer.";
- close;
- }
- else if (mos_nowinter == 20) {
- mes "[Csar Alexsay III]";
- mes "Are you here for...";
- next;
- mes "[Csar Alexsay III]";
- mes "I already heard about the";
- mes "weather from the minister.";
- next;
- mes "[Csar Alexsay III]";
- mes "Actually, I was a little";
- mes "dissatisfied with the doing";
- mes "of witchcraft at the center";
- mes "of the square...";
- next;
- mes "[Csar Alexsay III]";
- mes "But... I can admit it was good work.";
- next;
- mes "[Csar Alexsay III]";
- mes "Everyone hates the cold winter.";
- mes "Now, the winter will not";
- mes "come anymore! So, I'm very pleased.";
- next;
- mes "[Csar Alexsay III]";
- mes "Right.";
- mes "I want to give you something";
- mes "in the name of the people.";
- next;
- mes "[Csar Alexsay III]";
- mes "Here, take it.";
- mes "I give it as an atonement";
- mes "to make my people happy.";
- set mos_nowinter,21;
- getitem 603,1;
- next;
- mes "[Csar Alexsay III]";
- mes "Stay here as long as you want, and";
- mes "enjoy yourself to the fullest this summer.";
- close;
- }
- else{
- if (mos_whale_edq < 16) {
- mes "[Csar Alexsay III]";
- mes "Welcome to Moscovia!";
- mes "I am the ruler, Csar Aleksay III, of Moscovia.";
- next;
- mes "[Csar Alexsay III]";
- mes "Go back to your hometown and talk about the beauty of Moscovia! Talk about my great government to all the people of the lands!";
- close;
- }
- else if (mos_whale_edq == 16) {
- mes "[Csar Alexsay III]";
- mes "A foreign traveler...?";
- mes " Do you have something to tell me?";
- next;
- mes "[Csar Alexsay III]";
- mes "If it is not important,";
- mes "have an audience with the Prime Minister first.";
- close;
- }
- else if (mos_whale_edq == 17) {
- mes "[Csar Alexsay III]";
- mes "Oh, are you the traveler who told me about an interesting adventure story...";
- next;
- mes "[Csar Alexsay III]";
- mes "Not only are you not from Moscovia, but also... you have found the moving island, which only existed in legends! I want to hear details...";
- next;
- mes "[Csar Alexsay III]";
- mes "Let's hear it...";
- mes "Tell me quickly.";
- mes "I'm anxious to know the truth about the island...";
- next;
- select("Tell the story all the while.");
- mes "...";
- next;
- mes "... ...";
- next;
- mes "... ... ...";
- next;
- mes "... ... ... ...";
- next;
- mes "[Csar Alexsay III]";
- mes "Surely, an interesting story... But it sounds so unbelievable! What do you think, Prime Minister?";
- next;
- mes "[Prime Minister Dmitree]";
- mes "It doesn't sound like a lie,";
- mes "but it's difficult to believe";
- mes "completely. I mean, I've known";
- mes "a whale to be huge, but...";
- next;
- mes "[Prime Minister Dmitree]";
- mes "a person living there...";
- mes "water streaming...";
- mes "and a tree growing on it...!!!";
- mes "Hmm...";
- next;
- mes "[Csar Alexsay III]";
- mes "I agree. I have heard many kinds of mysterious adventure stories, but this sounds like an absurd story!";
- next;
- mes "[Csar Alexsay III]";
- mes "Not to mention that it's happened near my nation. Unbelievable!";
- next;
- mes "[Prime Minister Dmitree]";
- mes "But Csar... In my memory,";
- mes "I heard that exactly, the";
- mes "last time a story was told";
- mes "about the mysterious moving island. But there was a musical instrument...which an old man played.";
- next;
- mes "[Csar Alexsay III]";
- mes "Really? Tell me the details.";
- next;
- mes "[Prime Minister Dmitree]";
- mes "Surely, I have heard the same";
- mes "story, as told in the legends";
- mes "of our ancestors; about an old man who lived there.";
- next;
- mes "[Csar Alexsay III]";
- mes "Hm. There are many doubtful points. Ordinarily, I would give you a big prize, but in this case, it is difficult to believe.";
- next;
- mes "[Csar Alexsay III]";
- mes "Bring me something to prove";
- mes "the existence of the whale.";
- mes "If you do, I will give you a big prize.";
- next;
- mes "[Csar Alexsay III]";
- mes "But if you don't,";
- mes "I will punish you for your lies! Bring this instrument that supposedly an old man has.";
- next;
- mes "[Prime Minister Dmitree]";
- mes "Csar... This is a foreigner...";
- mes "No disrespect was meant to you.";
- mes "Perhaps a little more generosity is in order?.";
- next;
- mes "[Csar Alexsay III]";
- mes "No way! If the story is not true, many other foreign travelers who pass by this land will disrespect me like this... What would you have me do?";
- next;
- mes "[Prime Minister Dmitree]";
- mes "......";
- next;
- mes "[Csar Alexsay III]";
- mes "You got it, traveler?";
- mes "You have a heavy responsibility.";
- mes "Bring evidence of this whale island to me, to provide me with some relief. Now go.";
- set mos_whale_edq,18;
- close;
- }
- else if (mos_whale_edq > 17 && mos_whale_edq < 35) {
- mes "[Csar Alexsay III]";
- mes "I'm tired... I want to take a rest, so... leave.";
- next;
- mes "[Csar Alexsay III]";
- mes "Just think about finding the whale island...";
- close;
- }
- else if (mos_whale_edq == 35) {
- mes "[Csar Alexsay III]";
- mes "Oh. You've come back...";
- mes "Hm. Did you find something to bring";
- mes "to me from the whale island?";
- next;
- mes "[Csar Alexsay III]";
- mes "Did you bring the instrument?";
- mes "A Gooselri? Which only exists";
- mes "in the whale island? Let's see.";
- next;
- if (getequipid(EQI_ACC_L) || getequipid(EQI_ACC_R) == 2707 || countitem(2707) > 0) {
- mes "[Csar Alexsay III]";
- mes "Oh... Is this instrument... a Gooselri?";
- next;
- mes "[Prime Minister Dmitree]";
- mes "Actually, Csar, I believe it is";
- mes "called a Gusli.";
- next;
- mes "[Csar Alexsay III]";
- mes "Oh. Prime Minister, is this the";
- mes "correct instrument from the";
- mes "legends, then?";
- next;
- mes "[Prime Minister Dmitree]";
- mes "I can't be sure, but this is";
- mes "definitely an instrument never seen";
- mes "in our lands before.";
- next;
- mes "[Csar Alexsay III]";
- mes "Hm. This is also my first time";
- mes "seeing this kind of musical";
- mes "instrument. So mysterious... Hey!";
- mes "Can you play it?";
- next;
- if(select("I can play.:I can't play it.") == 1) {
- mes "[Csar Alexsay III]";
- mes "You can play it!";
- mes "Good, play it right away!";
- next;
- soundeffect "mos_gusli2.wav",0;
- emotion e_ag,0,"Csar Alexsay III#npc";
- emotion e_ag,0,"Prime Minister Dmitree#m";
- mes "[Csar Alexsay III]";
- mes "Um... What is this? Do you mock me?";
- mes "You are so impudent... You...!";
- next;
- mes "[Prime Minister Dmitree]";
- mes "Csar... Calm down, please.";
- mes "If you are quick to anger by such a";
- mes "lowly person, it will become a";
- mes "problem of prestige for you.";
- next;
- mes "[Csar Alexsay III]";
- mes "Agh... I agree with you.";
- mes "You. Give a proper prize to the";
- mes "adventurer and send them on their way.";
- next;
- mes "[Prime Minister Dmitree]";
- mes "How can I re...reward...?";
- next;
- emotion e_pif;
- mes "[Csar Alexsay III]";
- mes "I ordered you instead Prime";
- mes "Minister, to make this poor player";
- mes "disappear from in front of my eyes,";
- mes "right now.";
- next;
- mes "[Prime Minister Dmitree]";
- mes "You should be grateful for the";
- mes "Csar's mercy... impudent";
- mes "traveler...";
- next;
- mes "[Prime Minister Dmitree]";
- mes "Even though I regard as your effort for the time so, award you. Take it and go out.";
- getitem 12702,1;
- getexp 50000,0;
- set mos_whale_edq,39;
- close;
- }
- mes "[Csar Alexsay III]";
- mes "Um... That's too bad.";
- mes "I see... Will I ever believe...";
- next;
- mes "[Csar Alexsay III]";
- mes "Thanks for your efforts.";
- mes "Hey, Prime Minister,";
- mes "reward this traveler.";
- next;
- mes "[Prime Minister Dmitree]";
- mes "How can I reward the traveler?";
- next;
- mes "[Csar Alexsay III]";
- mes "I leave the matter in your hands;";
- mes "it's up to you. I will take a";
- mes "rest.";
- next;
- mes "[Prime Minister Dmitree]";
- mes "The Csar didn't take pleasure in";
- mes "your story, as I expected.";
- next;
- mes "[Prime Minister Dmitree]";
- mes "Even though I regard as your effort for the time so, award you. Take it.";
- getitem 12702,1;
- getexp 70000,0;
- set mos_whale_edq,40;
- close;
- }else{
- mes "[Csar Alexsay III]";
- mes "What are you doing? Can you play it";
- mes "without even holding the musical instrument???";
- next;
- mes "[Csar Alexsay III]";
- mes "Don't be impudent with me! Do it right!";
- close;
- }
- }
- else if (mos_whale_edq == 38) {
- mes "[Csar Alexsay III]";
- mes "Oh you come...hum did you find";
- mes "something to satisfy me";
- mes "at the whale island?";
- next;
- if (getequipid(EQI_ACC_L) || getequipid(EQI_ACC_R) == 2707 || countitem(2707) > 0) {
- mes "[Csar Alexsay III]";
- mes "Oh... Is this instrument... a Gooselri?";
- next;
- mes "[Prime Minister Dmitree]";
- mes "Actually, Csar, I believe it is called a Gusli.";
- next;
- mes "[Csar Alexsay III]";
- mes "Oh. Prime Minister, is this the";
- mes "correct instrument from the";
- mes "legends, then?";
- next;
- mes "[Prime Minister Dmitree]";
- mes "I can't be sure, but this is";
- mes "definitely an instrument never seen";
- mes "in our lands before.";
- next;
- mes "[Csar Alexsay III]";
- mes "Hm. This is also my first time";
- mes "seeing this kind of musical";
- mes "instrument. So mysterious... Hey!";
- mes "Can you play it?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Yes. I learned how to play it at Whale Island.";
- next;
- mes "[Csar Alexsay III]";
- mes "Oh! Oh!... You can play it!";
- mes "Play it right away. I wonder about its sound.";
- next;
- soundeffect "mos_gusli1.wav",0;
- mes "-When the music of the Gusli is";
- mes "played, all the people in the";
- mes "Csar's Palace fall in with the tune.-";
- next;
- emotion e_sob,0,"Csar Alexsay III#npc";
- emotion e_sob,0,"Prime Minister Dmitree#m";
- mes "[Csar Alexsay III]";
- mes "Oh! I can't hear without tears.";
- mes "That's a sad tune.";
- next;
- mes "[Prime Minister Dmitree]";
- mes "That's right, Csar.";
- mes "I have never heard a sad tune such as this.";
- mes "Kh-huk. Sniff.";
- next;
- mes "[Csar Alexsay III]";
- mes "Huk... You. Give a big prize to";
- mes "this traveler!";
- next;
- mes "[Prime Minister Dmitree]";
- mes "Hukhuk... Sniff. How can I reward this?";
- next;
- mes "[Csar Alexsay III]";
- mes "I leave this matter in your hands.";
- mes "Give a proper prize to whom has";
- mes "Shown me a great story and";
- mes "beautiful music.";
- next;
- mes "[Prime Minister Dmitree]";
- mes "I express thanks to you on behalf";
- mes "of our dear Csar and all the people";
- mes "in his palace. I will reward your";
- mes "efforts, in the name of the Csar.";
- getitem 617,1;
- getexp 120000,0;
- set mos_whale_edq,41;
- close;
- }else{
- mes "[Csar Alexsay III]";
- mes "But you... Where do you keep the";
- mes "instrument which you are to show me?";
- next;
- mes "[Csar Alexsay III]";
- mes "Don't you need to be holding the instrument, in order to play it???";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I'm sorry. I will be ready now, and try again to play it.";
- close;
- }
- }
- else if (mos_whale_edq == 39) {
- mes "[Csar Alexsay III]";
- mes "What happen... If you have special things go out.";
- close;
- }
- else if (mos_whale_edq == 40) {
- mes "[Csar Alexsay III]";
- mes "Um... You are a traveler as I saw.";
- mes "If you have special things, don't interfere my rest.";
- close;
- }
- else if (mos_whale_edq == 41) {
- mes "[Csar Alexsay III]";
- mes "Oh... You. ~";
- mes "Nice to see you again.";
- mes "I want for you to sometimes stop by here and play some music for me. ~";
- close;
- }
- else{
- mes "[Csar Alexsay III]";
- mes "Welcome to Moscovia,";
- mes "I am Csar Alexsay the Third.";
- next;
- mes "[Csar Alexsay III]";
- mes "Go back to your hometown and tell everyone about the beauty of Moscovia,";
- mes "and my great government.";
- close;
- }
- }
-}
-
-//----------------------------------------------------------------------------
-// Prime Minister Dmitree - Moscovia Palace
-//----------------------------------------------------------------------------
-mosk_in,127,89,3 script Prime Minister Dmitree#m 967,{
- if (mos_nowinter > 11 && mos_nowinter < 14) {
- mes "[Prime Minister Dmitree]";
- mes "You are in trouble if";
- mes "you conspire against the Csar,";
- mes "so, make your actions carefully,";
- mes "and if you want to clean yourself";
- mes "from suspicion... do everything you";
- mes "can to prove your innocence.";
- close;
- }
- else if (mos_nowinter == 14) {
- mes "[Prime Minister Dmitree]";
- mes "You have just cleared your name,";
- mes "but... we don't trust you wholly yet.";
- next;
- mes "[Prime Minister Dmitree]";
- mes "I can't trust you, but...";
- mes "if you succeed in taking hold of";
- mes "the summer... I might be able to.";
- close;
- }
- else if (mos_nowinter == 20) {
- mes "[Prime Minister Dmitree]";
- mes "We know that you mean well.";
- mes "But we can't fully trust you,";
- mes "so we kept an eye on your movements.";
- next;
- mes "[Prime Minister Dmitree]";
- mes "I heard that you performed";
- mes "witchcraft at the palace square...";
- mes "so, I ordered scholars to";
- mes "investigate the weather.";
- next;
- mes "[Prime Minister Dmitree]";
- mes "The results from taking observation";
- mes "of the weather, are the reducing";
- mes "change of temperature, and that the";
- mes "highest temperature is now stabilized.";
- next;
- mes "[Prime Minister Dmitree]";
- mes "I don't know what this may mean, by";
- mes "way of principle, but I've decided";
- mes "to admit the facts.";
- next;
- mes "[Prime Minister Dmitree]";
- mes "Already, our dear Csar knows.";
- mes "I finished the report.";
- mes "Go and announce it to him.";
- close;
- }
- else{
- if (mos_whale_edq < 16) {
- mes "[Prime Minister Dmitree]";
- mes "You are a foreign traveler. This is the Moscovia Palace, home of Csar Aleksay the Third. Extending your every courtesy here... is not bad manners.";
- close;
- }
- else if (mos_whale_edq == 16) {
- mes "[Prime Minister Dmitree]";
- mes "Traveler, why have you come to the Csar's Palace?";
- next;
- if(select("Just to look around.:To see the dear Csar.") == 1) {
- mes "[Prime Minister Dmitree]";
- mes "If so... look around with caution. Do not bother the Csar.";
- next;
- mes "[Prime Minister Dmitree]";
- mes "Moscovia welcomes all travelers such as yourself!";
- next;
- mes "[Prime Minister Dmitree]";
- mes "Marvelously, our dear Csar likes it very much when interesting stories are often told to him.";
- close;
- }
- mes "[Prime Minister Dmitree]";
- mes "Did you come to see our dear Csar? If so, tell me your business with him in advance.";
- next;
- if(select("I'd like to say hello.:I have an adventure story for him.") == 1) {
- mes "[Prime Minister Dmitree]";
- mes "I will tell him directly about your business. You don't need to worry yourself with the Csar.";
- close;
- }
- mes "[Prime Minister Dmitree]";
- mes "I wonder what sort of things have happened to you... The Csar will be very pleased to hear your stories.";
- next;
- mes "[Prime Minister Dmitree]";
- mes "I will admit you. If our dear Csar is satisfied with your story, he will give you a big prize.";
- set mos_whale_edq,17;
- close;
- }
- else if (mos_whale_edq == 17) {
- mes "[Prime Minister Dmitree]";
- mes "I already announced you,";
- mes "so go see him and speak to him directly.";
- close;
- }
- else if (mos_whale_edq > 17 && mos_whale_edq < 35) {
- mes "[Prime Minister Dmitree]";
- mes "Now, our dear Csar needs a rest.";
- mes "You should do your duty and go find the whale island.";
- close;
- }
- else if (mos_whale_edq == 35) {
- mes "[Prime Minister Dmitree]";
- mes "Ah! You've come back.";
- mes "I will request for you to see him immediately.";
- close;
- }
- else if (mos_whale_edq == 38) {
- mes "[Prime Minister Dmitree]";
- mes "Ah! You've come back.";
- mes "I will request for you to see him immediately.";
- close;
- }
- else if (mos_whale_edq == 39) {
- mes "[Prime Minister Dmitree]";
- mes "I don't want to hear your terrible ";
- mes "performance anymore so, go out away.";
- close;
- }
- else if (mos_whale_edq == 40) {
- mes "[Prime Minister Dmitree]";
- mes "What's up? Dear Chare is taking a rest.";
- mes "If you have nothing special, go out.";
- close;
- }
- else if (mos_whale_edq == 41) {
- mes "[Prime Minister Dmitree]";
- mes "Your Gusli performance was so touching.";
- mes "Unforgettable! Whenever you are here, please allow us to hear that tune again.";
- close;
- }else{
- mes "[Prime Minister Dmitree]";
- mes "You are a foreign traveler. This is a palace";
- mes "which lives Alexei the Third.";
- mes "Extend you every courtesy don't not bad manner.";
- close;
- }
- }
-}
-
-//----------------------------------------------------------------------------
-// Island Trigger - Docks
-//----------------------------------------------------------------------------
-moscovia,136,46,4 script Find#ship 844,4,4,{
- end;
-
-OnTouch:
- if (mos_whale_edq > 34) {
- mes "-Watching the sea from the docks,";
- mes "it suddenly dawns upon you that you";
- mes "have memories from Whale Island.-";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Stop by the whale island?";
- next;
- if(select("Go to Whale Island.:Stay put.") == 1) {
- if (getequipid(EQI_ACC_L) == 2707 || getequipid(EQI_ACC_R) == 2707) {
- soundeffect "mos_gusli2.wav",0;
- mes "-Slowly, your hands are on the";
- mes "Gusli, and the playing starts...";
- mes "reminding you of the melody which";
- mes "the aged stranger had played...-";
- next;
- mes "[Village resident]";
- mes "So...something is rising from the sea!!!";
- next;
- mes "[Village Youth]";
- mes "What...What is that...??";
- next;
- mes "[Mr. Ibanoff]";
- mes "Ohohoh!... That's the whale";
- mes "island...!!! Someday, I hope to go there! Hahaha.";
- next;
- warp "mosk_fild01",95,93;
- }else{
- mes "["+strcharinfo(0)+"]";
- mes "Oh my goodness... Slipped right out";
- mes "of my mind... to forget equipping the Gusli.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "The aged stranger said that when I";
- mes "want to go to Whale Island again, I";
- mes "should play the Gusli from this place...";
- close;
- }
- }
- mes "["+strcharinfo(0)+"]";
- mes "I can go some other time.";
- mes "I will do other work now.";
- close;
- }else{
- end;
- }
-}
-
-//----------------------------------------------------------------------------
-// Triggers
-//----------------------------------------------------------------------------
-
-mosk_ship,1,1,4 script Baehideun#ship -1,{
-OnInit:
- set $@mos1_edq,0;
- end;
-}
-
-mosk_ship,81,110,0 script #findship 844,5,5,{
-OnInit:
- disablenpc "#findship";
- stopnpctimer;
- end;
-
-OnEnable:
- enablenpc "#findship";
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc "#findship";
- set $@mos1_edq,0;
- end;
-
-OnTouch:
- if (mos_whale_edq == 12) {
- mes "seeewaaaaaaaaaaa";
- next;
- mes "[Mr. Ibanoff]";
- mes "Hey "+strcharinfo(0)+"! Look!";
- mes "It's dangerous! Hide! Hurry!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "That... that is...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Something... something is rising...";
- next;
- mes "[Mr. Ibanoff]";
- mes "Watch out! "+strcharinfo(0)+"!";
- mes "Ah... That... That is... What...";
- set mos_whale_edq,13;
- close2;
- warp "mosk_fild01",95,93;
- end;
- }else{
- end;
- }
- end;
-
-OnTimer300000:
- donpcevent "#findship::OnDisable";
- end;
-}
-
-mosk_ship,2,2,4 script Baehideun1#ship -1,{
-OnInit:
- disablenpc "Baehideun1#ship";
- stopnpctimer;
- end;
-
-OnEnable:
- enablenpc "Baehideun1#ship";
- monster "mosk_ship",89,112,"Sea Monster",1425,1,"Baehideun1#ship::OnMyMobDead";
- monster "mosk_ship",85,110,"Sea Monster",1425,1,"Baehideun1#ship::OnMyMobDead";
- initnpctimer;
- end;
-
-OnDisable:
- set $@mos1_edq,0;
- stopnpctimer;
- disablenpc "Baehideun1#ship";
- end;
-
-OnMyMobDead:
- if (mobcount("mosk_ship","Baehideun1#ship::OnMyMobDead") < 1) {
- set $@mos1_edq,0;
- mes "[Mr. Ibanoff]";
- mes "Now that all the monsters are gone,";
- mes "we can start sailing again";
- mes "normally.";
- donpcevent "Baehideun1#ship::OnDisable";
- close;
- }
- end;
-
-OnTimer300000:
- killmonster "mosk_ship","Baehideun1#ship::OnMyMobDead";
- set $@mos1_edq,0;
- donpcevent "Baehideun1#ship::OnDisable";
- end;
-}
-
-mosk_ship,3,3,4 script Baehideun2#ship -1,{
-OnInit:
- disablenpc "Baehideun2#ship";
- stopnpctimer;
- end;
-
-OnEnable:
- enablenpc "Baehideun2#ship";
- monster "mosk_ship",89,112,"Sea Monster",1425,1,"Baehideun2#ship::OnMyMobDead";
- monster "mosk_ship",80,110,"Sea Monster",1426,1,"Baehideun2#ship::OnMyMobDead";
- monster "mosk_ship",83,114,"Sea Monster",1426,1,"Baehideun2#ship::OnMyMobDead";
- monster "mosk_ship",85,110,"Sea Monster",1425,1,"Baehideun2#ship::OnMyMobDead";
- initnpctimer;
- end;
-
-OnDisable:
- set $@mos1_edq,0;
- stopnpctimer;
- disablenpc "Baehideun2#ship";
- end;
-
-OnMyMobDead:
- if (mobcount("mosk_ship","Baehideun2#ship::OnMyMobDead") < 1) {
- set $@mos1_edq,0;
- mes "[Mr. Ibanoff]";
- mes "Now that all the monsters are gone,";
- mes "we can start sailing again";
- mes "normally.";
- donpcevent "Baehideun2#ship::OnDisable";
- close;
- }
- end;
-
-OnTimer300000:
- killmonster "mosk_ship","Baehideun2#ship::OnMyMobDead";
- set $@mos1_edq,0;
- donpcevent "Baehideun2#ship::OnDisable";
- end;
-}
-
-mosk_ship,5,5,4 script Baehideun3#ship -1,{
-OnInit:
- disablenpc "Baehideun3#ship";
- stopnpctimer;
- end;
-
-OnEnable:
- enablenpc "Baehideun3#ship";
- monster "mosk_ship",85,111,"Sea Monster",1451,1,"Baehideun3#ship::OnMyMobDead";
- monster "mosk_ship",89,112,"Sea Monster",1543,1,"Baehideun3#ship::OnMyMobDead";
- monster "mosk_ship",90,106,"Sea Monster",1543,1,"Baehideun3#ship::OnMyMobDead";
- initnpctimer;
- end;
-
-OnDisable:
- set $@mos1_edq,0;
- stopnpctimer;
- disablenpc "Baehideun3#ship";
- end;
-
-OnMyMobDead:
- if (mobcount("mosk_ship","Baehideun3#ship::OnMyMobDead") < 1) {
- set $@mos1_edq,0;
- mes "[Mr. Ibanoff]";
- mes "Now that all the monsters are gone,";
- mes "we can start sailing again";
- mes "normally.";
- set mos_whale_edq,11;
- donpcevent "Baehideun3#ship::OnDisable";
- close;
- }
- end;
-
-OnTimer300000:
- killmonster "mosk_ship","Baehideun3#ship::OnMyMobDead";
- set $@mos1_edq,0;
- donpcevent "Baehideun3#ship::OnDisable";
- end;
-}
-
-mosk_ship,15,15,4 script Baehideun4#ship -1,{
-OnInit:
- disablenpc "Baehideun4#ship";
- stopnpctimer;
- end;
-
-OnEnable:
- enablenpc "Baehideun4#ship";
- monster "mosk_ship",85,111,"Sea Monster",1451,1,"Baehideun4#ship::OnMyMobDead";
- monster "mosk_ship",89,112,"Sea Monster",1543,1,"Baehideun4#ship::OnMyMobDead";
- monster "mosk_ship",90,106,"Sea Monster",1543,1,"Baehideun4#ship::OnMyMobDead";
- initnpctimer;
- end;
-
-OnDisable:
- set $@mos1_edq,0;
- stopnpctimer;
- disablenpc "Baehideun4#ship";
- end;
-
-OnMyMobDead:
- if (mobcount("mosk_ship","Baehideun4#ship::OnMyMobDead") < 1) {
- set $@mos1_edq,0;
- mes "[Mr. Ibanoff]";
- mes "Now that all the monsters are gone,";
- mes "we can start sailing again";
- mes "normally.";
- set mos_whale_edq,26;
- donpcevent "Baehideun4#ship::OnDisable";
- close;
- }
- end;
-
-OnTimer300000:
- killmonster "mosk_ship","Baehideun4#ship::OnMyMobDead";
- set $@mos1_edq,0;
- donpcevent "Baehideun4#ship::OnDisable";
- end;
-}
-
-//============================================================================
-// Help Mikhail
-//============================================================================
-
-//----------------------------------------------------------------------------
-// Gallina - Starting Point
-//----------------------------------------------------------------------------
-mosk_in,144,279,5 script Gallina#mos 959,{
- if (mos_swan == 0) {
- mes "[Gallina]";
- mes "Oh, where the heck is he?";
- mes "I'll teach him a lesson.";
- mes "He's timid like Dad.";
- next;
- mes "[Anna]";
- mes "Mikhail, he's a coward, a crybaby.";
- mes "Mikhail, he's a coward, a crybaby.";
- next;
- mes "[Gallina]";
- mes "It's because you didn't look after your brother. So you clean the house, Anna?";
- next;
- emotion e_sob,0,"Anna#mos";
- mes "[Anna]";
- mes "Oh, my................";
- next;
- if(select("Talk to her.:Just pass by her") == 1) {
- mes "["+strcharinfo(0)+"]";
- mes "Hello, there?";
- next;
- mes "[Gallina]";
- mes "Oh, God!";
- mes "I didn't see you there. Sorry!";
- mes "You want to buy a hotcake, don't you?";
- mes "I'm sorry but we're not ready to open the store..";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "No, that's ok.";
- mes "Is there something that I can help with? What's the matter?";
- next;
- mes "[Gallina]";
- mes "Oh, well...";
- mes "My son, Mikhail broke our Matrushka while I was away from home.";
- mes "He's afraid that I would punish him. So he ran away.";
- next;
- mes "[Gallina]";
- mes "How timid the boy is!";
- mes "I doubt that he'd be able to be a great general in the future";
- next;
- mes "[Gallina]";
- mes "He used to come home at this time.";
- mes "I'm worried that something bad has happened to him.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You look anxious. I'd like to help you to find your son.";
- next;
- mes "[Gallina]";
- mes "Did you say I'm anxious?";
- mes "I'm just anxious for him to get home.";
- mes "...So I can punish him for what he did.";
- next;
- mes "[Gallina]";
- mes "But it's not good that I refuse your kindness";
- mes "Will you find Mikhail for me?";
- next;
- if(select("I was not serious.:Yes, I will!") == 1) {
- mes "[Gallina]";
- mes "You meanie! I'm not in the mood for jokes.";
- close;
- }
- mes "[Gallina]";
- mes "Oh, God, You're so kind";
- mes "Mikhail is such a timid boy. I guess he didn't leave this village.";
- mes "Please bring him to me, then~";
- set mos_swan,1;
- close;
- }
- mes "[Gallina]";
- mes "I'm worried that he's making trouble somewhere...";
- close;
- }
- else if (mos_swan == 1) {
- mes "[Gallina]";
- mes "Mikhail, my timid son must still be in this village.";
- mes "I'm sorry if he's shy and timid like his father.";
- close;
- }
- else if (mos_swan > 1 && mos_swan < 25) {
- mes "["+strcharinfo(0)+"]";
- mes "Mikhail hasn't come yet?";
- next;
- mes "[Gallina]";
- mes "No, where on earth is he?";
- close;
- }
- else if (mos_swan == 25) {
- mes "[Gallina]";
- mes "He came back with my Matrushka roughly pasted together and just left...";
- next;
- mes "[Gallina]";
- mes "I'm sorry that I treated the little boy badly.";
- mes "He did his best in his own way.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "That's ok. You will be a sweet mom to your little boy. haha";
- next;
- mes "[Gallina]";
- mes "Yes. I'm sure I will. hoho..";
- mes "Anna, my daughter made a mistake. She laid the blame upon her brother alone. I'll punish her too.";
- next;
- mes "[Gallina]";
- mes "I appreciate your effort. You went to a dangerous place to find my son";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "It often happens to me, hehe.";
- next;
- mes "[Gallina]";
- mes "I can't afford to reward you with much but... I'll let you know how to make a delicious hotcake!";
- next;
- mes "[Gallina]";
- mes "I have to work now but Larissa will tell you about that. She's our maid..";
- mes "She's really a nice cook.";
- next;
- mes "[Gallina]";
- mes "Hotcakes of Moscovia are so delicious!";
- mes "Once you make it, I bet you that you'll love it.";
- next;
- mes "[Gallina]";
- mes "Well, now I have to get to work!";
- mes "I'll make you my hotcakes someday. Please visit me later";
- set mos_swan,100;
- getexp 100000,0;
- close;
- }else{
- mes "[Gallina]";
- mes "I'm always trying to prepare a new dish.";
- mes "What do you think of 'the most spicy chili hotcake in the world'?";
- mes "I think that will be great!";
- close;
- }
-}
-
-//----------------------------------------------------------------------------
-// Anna - Sister
-//----------------------------------------------------------------------------
-mosk_in,148,274,1 script Anna#mos 958,{
- if (mos_swan == 0) {
- mes "[Gallina]";
- mes "Oh, where the heck is he?";
- mes "I'll teach him a lesson.";
- mes "He's timid like Dad.";
- next;
- mes "[Anna]";
- mes "Mikhail, he's a coward, a crybaby.";
- mes "Mikhail, he's a coward, a crybaby.";
- next;
- mes "[Gallina]";
- mes "It's because you didn't look after your brother. So you clean the house, Anna?";
- next;
- emotion e_sob;
- mes "[Anna]";
- mes "Oh, my................";
- next;
- if(select("Talk to her.:Just pass by her") == 1) {
- mes "["+strcharinfo(0)+"]";
- mes "Hello, there?";
- next;
- mes "[Gallina]";
- mes "Oh, God!";
- mes "I didn't see you there. Sorry!";
- mes "You want to buy a hotcake, don't you?";
- mes "I'm sorry but we're not ready to open the store..";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "No, that's ok.";
- mes "Is there something that I can help with? What's the matter?";
- next;
- mes "[Gallina]";
- mes "Oh, well...";
- mes "My son, Mikhail broke our Matrushka while I was away from home.";
- mes "He's afraid that I would punish him. So he ran away.";
- next;
- mes "[Gallina]";
- mes "How timid the boy is!";
- mes "I doubt that he'd be able to be a great general in the future";
- next;
- mes "[Gallina]";
- mes "He used to come home at this time.";
- mes "I'm worried that something bad has happened to him.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You look anxious. I'd like to help you to find your son.";
- next;
- mes "[Gallina]";
- mes "Did you say I'm anxious?";
- mes "I'm just anxious for him to get home.";
- mes "...So I can punish him for what he did.";
- next;
- mes "[Gallina]";
- mes "But it's not good that I refuse your kindness";
- mes "Will you find Mikhail for me?";
- next;
- if(select("I was not serious.:Yes, I will!") == 1) {
- mes "[Gallina]";
- mes "You meanie! I'm not in the mood for jokes.";
- close;
- }
- mes "[Gallina]";
- mes "Oh, God, You're so kind";
- mes "Mikhail is such a timid boy. I guess he didn't leave this village.";
- mes "Please bring him to me, then~";
- set mos_swan,1;
- close;
- }
- mes "[Gallina]";
- mes "I'm worried that he's making trouble somewhere...";
- close;
- }
- else if (mos_swan == 1) {
- mes "[Anna]";
- mes "Mikhail, he's a coward, a crybaby.";
- mes "Mikhail, he's a coward, a crybaby.";
- close;
- }
- else if (mos_swan == 2) {
- mes "[Anna]";
- mes "Why are you here?";
- next;
- while(1) {
- switch(select("About where Mikhail might be hiding:About their relationship:About the situation:Ask her about other things:End the conversation")) {
- case 1:
- mes "["+strcharinfo(0)+"]";
- mes "Where is Mikhail?";
- mes "Do you know where he is?";
- next;
- emotion 39;
- mes "[Anna]";
- mes "If I had known that, I would have already found him, you fool.";
- next;
- emotion 4,1;
- mes "["+strcharinfo(0)+"]";
- mes "Hahaha, you're right.";
- next;
- break;
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "How's your relationship with your brother?";
- next;
- mes "[Anna]";
- mes "Mikhail always stays behind me and asks me to read books!";
- mes "And he cries too much.";
- mes "It annoys me.";
- mes "And he only wants to play with me. That's why he has no friends.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You seem very courageous.";
- mes "I can understand why your mother worries about him.";
- next;
- break;
- case 3:
- mes "["+strcharinfo(0)+"]";
- mes "What were you doing when Mikhail broke your mother's Matrushka?";
- next;
- mes "[Anna]";
- mes "I was there.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Oh were you?";
- next;
- mes "[Anna]";
- mes "When my parents were out, they asked me to take care of Mikhail.";
- mes "I didn't want to do that but I'm his sister so I was reading a book next to him.";
- next;
- mes "[Anna]";
- mes "He began to tease me to read a book for him and later, he annoyed me saying that he's hungry!";
- next;
- mes "[Anna]";
- mes "I was so bothered with him and I pretended not to hear him and kept reading. I guess it made him mad and so he broke the Matrushka.";
- next;
- mes "[Anna]";
- mes "He made trouble and began to cry!";
- mes "He's such a timid boy...";
- mes "(giggling)";
- next;
- mes "[Anna]";
- mes "And then I told him that we should glue the pieces together before Mom came back, so Mikhail went to get ^3131FFpaste^000000 but he hasn't come back yet.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Where can you get it?";
- mes "Why didn't you go with him?";
- next;
- mes "[Anna]";
- mes "Do you think we kids know that?";
- mes "He broke it and should get the thing by himself!";
- mes "And Mom said that he should do his work for himself to become a great general.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Don't you have any idea of where he might be?";
- next;
- mes "[Anna]";
- mes "No.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Is there anyone who is close to him?";
- next;
- emotion 32;
- mes "[Anna]";
- mes "(giggle) He's a fool and has no friends.";
- mes "But among our villagers, the lady of ^3131FFInn 'Sticky Herb Tree'^000000 has held Mikhail dear.";
- next;
- mes "[Anna]";
- mes "I have no idea anymore.";
- next;
- mes "- Anna sticks her tongue out. -";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "It's the only clue, I guess I'll go to ^3131FFInn 'Sticky Herb Tree'^000000?";
- if (mos_swan == 2) {
- set mos_swan,3;
- }
- next;
- break;
- case 4:
- mes "["+strcharinfo(0)+"]";
- mes "What am I going to ask her?";
- next;
- input .@AnnaInfo$;
- mes "["+strcharinfo(0)+"]";
- mes "Anna,";
- mes ""+.@AnnaInfo$+"?";
- mes "Do you know what this is?";
- next;
- if (.@AnnaInfo$ == "Gravity") {
- mes "[Anna]";
- mes "I know that they have a game called RAGNAROK Online 2... and they like... what am I saying now... right?";
- next;
- }
- else if (.@AnnaInfo$ == "Gallina") {
- mes "[Anna]";
- mes "Mom's hotcakes are so delicious! Oh, it's sweet flavor!";
- mes "Everyone in this village likes Mom's hotcakes. Hehe.";
- next;
- }
- else if (.@AnnaInfo$ == "Mikhail") {
- mes "[Anna]";
- mes "Mikhail is a timid fool!";
- next;
- }
- else {
- mes "[Anna]";
- mes "I have no idea about that thing.";
- next;
- }
- break;
- case 5:
- mes "[Anna]";;
- mes "Hmm ~ ~ ~ ~ ";
- next;
- mes "- Anna frowns at me and sticks out her tongue.";
- mes "She doesn't want to talk to me -";
- close;
- }
- }
- }
- else if (mos_swan == 3) {
- mes "["+strcharinfo(0)+"]";
- mes "Ok, I got a clue from Anna and one thing that I have to do is go to ^3131FFInn 'Sticky Herb Tree'^000000.";
- close;
- }
- else if (mos_swan > 3 && mos_swan < 12) {
- mes "[Anna]";
- mes "Mikhail is foolish, timid and a coward!";
- close;
- }
- else if (mos_swan == 25) {
- mes "[Anna]";
- mes "Mik..ha..il";
- mes "He tattled on me to mom...";
- next;
- mes "[Gallina]";
- mes "Anna!";
- next;
- mes "[Anna]";
- mes "....I'm sorry.";
- close;
- }
- else if (mos_swan == 100) {
- mes "[Anna]";
- mes "Mik..ha..il";
- mes "He tattled on me to mom...";
- next;
- mes "[Gallina]";
- mes "Anna!";
- next;
- emotion e_sob;
- mes "[Anna]";
- mes "....I'm sorry.";
- close;
- }
- else {
- mes "[Anna]";
- mes "....I'm bored.";
- close;
- }
-}
-
-//----------------------------------------------------------------------------
-// Bed
-//----------------------------------------------------------------------------
-mosk_in,136,279,3 script Bed#mos1 111,{
- if (mos_swan == 11) {
- mes "- There are sheets and a pillow which seem so neat and soft that I'll probably fall asleep as soon as I lie down on them. -";
- next;
- if(select("Check other things:Look it over ") == 1) {
- mes "- You'll examine the bed later -";
- close;
- }
- mes "- You come near the bed to look it over. -";
- next;
- mes " .............. ";
- mes " .............. ";
- mes " .............. ";
- mes " .............. ";
- next;
- mes " .............. ";
- mes " .............. ";
- mes " .............. ";
- mes " .............. ";
- mes " .............. ";
- next;
- mes "- You didn't find anything -";
- close;
- }else{
- mes "- There are sheets and a pillow which seem so neat and soft that I'll probably fall asleep as soon as I lie down on them -";
- close;
- }
-}
-
-mosk_in,161,279,3 duplicate(Bed#mos1) Bed#mos2 111
-
-//----------------------------------------------------------------------------
-// Fire pot + Mikhail
-//----------------------------------------------------------------------------
-mosk_in,205,268,3 script Fire pot#mos 111,{
- if (mos_swan == 0) {
- mes "- It's a fire pot to heat the room or bake something -";
- close;
- }
- else if (mos_swan == 1) {
- mes "- It's a fire pot that is used when Gallina bakes hotcakes.";
- mes "It seems that this has not been used for a long time.";
- mes "I think I should ask his family where he might have fun off to -";
- set mos_swan,2;
- close;
- }
- else if (mos_swan > 1 && mos_swan < 11) {
- mes "- It's a fire pot that is used when Gallina bakes hotcakes.";
- mes "It seems that it was used a long time ago. -";
- close;
- }
- else if (mos_swan == 11) {
- mes "- It's a fire pot that is used when Gallina bakes hotcakes.";
- mes "It seems that it was used a long time ago. -";
- next;
- if(select("Check other things:Look it over") == 1) {
- mes "- You decide to check out other things -";
- close;
- }
- mes "- You come near the pot to look it over. -";
- next;
- mes " .............. ";
- mes " .............. ";
- mes " .............. ";
- mes " .............. ";
- next;
- mes " .............. ";
- mes " .............. ";
- mes " .............. ";
- mes " .............. ";
- mes " .............. ";
- next;
- mes "- As you look it over very carefully, you find some pieces of bread on the floor around the fire pot! -";
- next;
- switch(select("Mikhail is in the fire pot.:Mikhail is around the fire pot.:There's nothing between pieces of bread and Mikhail.")) {
- case 1:
- mes "["+strcharinfo(0)+"]";
- mes "I finally found him.";
- next;
- mes "- You put your arm into the hole of the fire pot. -";
- next;
- mes "- Something makes a rustling sound. -";
- next;
- mes "- You call Mikhail with a low voice. -";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Mik-ha-il-.";
- next;
- mes "- .......................... -";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Mikhail.";
- mes "I know you're there, please come out.";
- next;
- mes "- .......................... -";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Your mom and sister are worried about you.";
- next;
- mes "[???]";
- mes ".......hey.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "?????";
- next;
- mes "[Mikhail]";
- mes ".......No, I can't............";
- mes "I'll.... be punished........";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "No, you won't, Mikhail.";
- mes "Your mom is worried about you so much.";
- mes "Your sister, too.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You broke your mom's Matrushka by mistake, didn't you?";
- mes "I'll tell her about your mistake. Please come out.";
- next;
- mes "[Mikhail]";
- mes "Oh.. ma.. matrushka..";
- mes "I didn't break..it.. it..wasn't.. just me!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "And?";
- next;
- mes "[Mikhail]";
- mes "Anna pushed me and bumped me......";
- mes "But she told Mom that it was just me who broke it....";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Oh, dear! You and Anna did that but she put all the blame on you?";
- next;
- mes "[Mikhail]";
- mes "Yes.....";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You should come out and tell your mom the truth! Let's go Mikhail.";
- next;
- mes "[Mikhail]";
- mes "No! No, I can't!!";
- next;
- mes "- A small-white hand comes out of the fire pot and grabs your ankle -";
- next;
- mes "[Mikhail]";
- mes "No...I'm afraid that Mom will punish me...";
- mes "Because Grandma's Matrushka is broken......";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Oh, my. Please don't cry little boy.";
- mes "There's no way. I'll get a paste to bond all the pieces together. And then you can bring it back to your mom and apologize to her.";
- next;
- mes "[Mikhail]";
- mes "Can you... get... a paste?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You don't believe me?";
- mes "Ok, stay here. I'll be right back with the paste.";
- next;
- mes "- I need to know what's required for the paste.";
- mes "I'll ask that guy ^3131FFMr. Victor^000000 about them. -";
- set mos_swan,12;
- close;
- break;
- case 2:
- mes "- I guess he's near the fire pot. Where can I find him? -";
- close;
- break;
- case 3:
- mes "- I guess pieces of bread have nothing to do with Mikhail. -";
- close;
- }
- }
- else if (mos_swan == 12) {
- mes "- Ok, what I have to do first is ask Mr.Victor what I need for the paste. -";
- close;
- }
- else if (mos_swan == 24) {
- mes "["+strcharinfo(0)+"]";
- mes "Hey, Mikhail. I've got the paste!.";
- next;
- mes "[Mikhail]";
- mes "......Really? are you serious?";
- next;
- donpcevent "Mikhail#mos::OnEnable";
- mes "- You hand over the paste from Victor to Mikhail. -";
- next;
- mes "[Mikhail]";
- mes "Wow! Great!";
- next;
- mes "- He begins working on the broken Matrushka as if he was piecing together a puzzle. -";
- next;
- mes "[Mikhail]";
- mes "I've done it!!!!!!!";
- mes "Thank you so much!!!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You're welcome, haha.";
- mes "Anyway, can you promise me one thing?";
- next;
- mes "[Mikhail]";
- mes "What?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Bring back the Matrushka to your mother, and promise me that you will be a brave general in the future.";
- next;
- mes "[Mikhail]";
- mes ".............";
- next;
- mes "[Mikhail]";
- mes "OK, I will!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hoohoo, you're good boy.";
- next;
- mes "[Mikhail]";
- mes "Now I'm gonna give this back to Mom.";
- donpcevent "Mikhail#mos::OnInit";
- set mos_swan,25;
- delitem 7764,1;
- close;
- }
- else{
- mes "- It's a fire pot to heat the room or bake something -";
- close;
- }
-}
-
-mosk_in,202,269,5 script Mikhail#mos 962,{
- end;
-OnInit:
- hideonnpc "Mikhail#mos";
- end;
-
-OnEnable:
- hideoffnpc "Mikhail#mos";
- end;
-}
-
-//----------------------------------------------------------------------------
-// Sticky Herb Tree Inn NPCs
-//----------------------------------------------------------------------------
-mosk_in,135,191,5 script Landlord#mos 961,{
- mes "[Landlord]";
- mes "Oh, welcome to the Inn 'Sticky Herb Tree'.";
- mes "It is the most comfortable and calmest place in all of Moscovia.";
- next;
- if (mos_swan == 3) {
- switch(select("Save:Stay the night - 5000z:Ask her about Mikhail.")) {
- case 1:
- mes "[Landlord]";
- mes "Your respawn point has been saved.";
- mes "Hope we can see you again next time hoho.";
- savepoint "mosk_in",142,189;
- close;
- break;
- case 2:
- if (Zeny > 4999) {
- mes "[Landlord]";
- mes "Ok, I'll bring you the best room.";
- mes "Please have a rest, young adventurer.";
- close2;
- set Zeny,Zeny-5000;
- percentheal 100,100;
- warp "mosk_in",215,181;
- end;
- }else{
- mes "[Landlord]";
- mes "The service charge is 5000z.";
- mes "Please make sure you have enough money for the service.";
- close;
- }
- break;
- case 3:
- mes "[Landlord]";
- emotion 3;
- if (sex) {
- mes "Oh~! You look great! Look at the solid muscle!";
- mes "But you look tired. Is it because of a long journey?";
- next;
- mes "[Landlord]";
- mes "We've got a room available just for you. It's the best in town. How about staying the night?";
- mes "I'll charge you at reasonable price for you, handsome guy.";
- }else{
- mes "Oh, you look great! Look at your fair skin! ";
- mes "But you look tired. Is it because of a long journey?";
- next;
- mes "[Landlord]";
- mes "We've got a room available just for you. It's like a princess' room.";
- mes "How about staying the night? I'll mark down the price for you, beautiful lady.";
- }
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Oh, I'm sorry but I didn't come to stay here.";
- mes "I'm looking for a kid and I've got something to ask you...";
- next;
- emotion e_omg;
- mes "[Landlord]";
- mes "What!?!?";
- next;
- mes "[Landlord]";
- mes "Hey~ You've heard about 'give and take'?";
- mes "Haven't you?";
- mes "If you're my customer, I could offer you what you want but you're not!";
- next;
- mes "[Landlord]";
- mes "If you promise me to stay overnight, I'll tell you about what you want to know. Deal?";
- next;
- if(select("Refuse.:Stay overnight and get the info. - 5000z") == 1) {
- emotion 7;
- mes "[Landlord]";
- mes "Well, get the info by yourself then.";
- close;
- }
- if (Zeny < 5000) {
- mes "[Landlord]";
- mes "No way. You don't have enough money.";
- mes "Go away! I can't offer you a room.";
- close;
- }else{
- mes "[Landlord]";
- mes "Oh, God! You're as great as you look~";
- mes "Ok, I'll bring you to the room in a bit!!";
- next;
- mes "[Landlord]";
- mes "Come on, please follow me with your luggage.";
- mes "Oh, let me carry them. Hohoho, you must be exhausted.";
- mes "I wish you a good night's rest. Hohoho.";
- set mos_swan,4;
- close2;
- set Zeny,Zeny-5000;
- percentheal 100,100;
- warp "mosk_in",215,181;
- end;
- }
- }
- }
- else if (mos_swan == 4 || mos_swan == 5) {
- mes "[Landlord]";
- mes "You're up already?";
- mes "Well since you're young you've probably already recovered all of your strength.";
- mes "Hohoho.";
- next;
- while(1) {
- switch(select("Ask her about the inn:Ask her about Mikhail.:End the conversation")) {
- case 1:
- mes "[Landlord]";
- mes "The name of our inn came from a big apple tree which is outside of the village.";
- mes "I hope our inn will be the most famous place in Moscovia like the apple tree that distinguishes itself in the thick wood.";
- next;
- break;
- case 2:
- mes "[Landlord]";
- mes "Mikhail?";
- mes "Ah! You're talking about a cute boy, Mr. Ibanoff's son?";
- mes "Yes I saw him. He was here a few hours ago.";
- next;
- mes "[Landlord]";
- mes "He looked pale and asked me for a high-strength adhesive. He might've broken something important.";
- next;
- mes "[Landlord]";
- mes "I felt sorry for him because he was so tense. He's such a sweet boy. I'd like to make him my son.";
- mes "Hohoho";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "So what happened?";
- mes "Did Mikhail get it?";
- next;
- mes "[Landlord]";
- mes "Hoho, I don't really know. Maybe my husband does...";
- mes "He's not much to look at, but he's good at repairing and making stuff! hoho";
- next;
- mes "[Landlord]";
- mes "But it's been a long time since he was out of Moscovia so I can't ask him how to make adhesives now...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "......And then?";
- next;
- mes "[Landlord]";
- mes "I told him to go to the pub over there.";
- mes "I also told him not to drink what those guys offer to him!";
- mes "Cause he's such a cute boy!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "So, did he go there?";
- next;
- mes "[Landlord]";
- mes "Yes he did-.";
- mes "As he's a good boy, he would go there.";
- mes "He's really gentle.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "OK. Thank you for your answers!";
- next;
- mes "[Landlord]";
- mes "I was unkind to make you stay here but wasn't it easier for you? hoho.";
- mes "When it gets dark, promise me to come here again. Hoho";
- set mos_swan,7;
- close;
- break;
- case 3:
- mes "[Landlord]";
- mes "When you need to take a rest, where will you go?";
- next;
- mes "[Landlord]";
- mes "You should come back here to Inn 'Sticky Herb Tree'. Ok?";
- mes "I'll offer you better service next time.";
- close;
- }
- }
- }
- else{
- if(select("Save:Stay the night - 5000z") == 1) {
- mes "[Landlord]";
- mes "Your respawn point has been saved.";
- mes "Hope we can see you again next time hoho.";
- savepoint "mosk_in",142,189;
- close;
- }
- if (Zeny> 4999) {
- mes "[Landlord]";
- mes "Please be comfortable.";
- close2;
- set Zeny,Zeny-5000;
- percentheal 100,100;
- warp "mosk_in",215,181;
- end;
- }else{
- mes "[Landlord]";
- mes "The service charge is 5000z.";
- mes "Please make sure you have enough money for the service.";
- close;
- }
- }
-}
-
-mosk_in,141,212,3 script Pub Owner#mos 964,{
- if (checkweight(1201,1) == 0 ) {
- mes "- Please stop here !! -";
- mes "- You're carrying too many items -";
- mes "- Please try again -";
- mes "- after using the kafra service -";
- close;
- }
- if ((MaxWeight-Weight) < 2000) {
- mes "- Please stop here!! -";
- mes "- You're carrying too many items -";
- mes "- Please try again -";
- mes "- after using the kafra service -";
- close;
- }
- if (mos_swan == 7) {
- mes "[Pub Owner]";
- mes "We've got another wanderer here";
- mes "Welcome to our pub.";
- mes "I'm Alexandre of ^3131FF'Pub Stream'^000000. You can call me 'Sasha'.";
- next;
- if(select("Ask him about Mikhail.:Order a drink.") == 1) {
- mes "["+strcharinfo(0)+"]";
- mes "Sasha, has a little boy called 'Mikhail' came here?";
- next;
- mes "[Pub Owner]";
- mes "Are you talking about the cute little boy? Yes he has came here.";
- mes "He looked pale and needed a high-strength adhesive .";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "So what did you say ?";
- next;
- mes "[Pub Owner]";
- mes "I don't know well about that thing.";
- mes "However, I know a person who may know about that so I introduced him to Mikhail.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Who's that person?";
- next;
- mes "[Pub Owner]";
- mes "It's Victor over there.";
- mes "He's very careful about details so we call him ^3131FF'hedgehog Victor'^000000.";
- mes "No one knows about it well except him.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Sasha, thanks a lot!";
- next;
- mes "[Pub Owner]";
- mes "You're welcome.";
- set mos_swan,8;
- close;
- }
- mes "[Pub Owner]";
- mes "Although you may be an experienced adventurer, you look so young.";
- mes "I recommend you these drinks. Which one will you take?";
- next;
- switch(select("Milk - 1000z:Sticky_Herb juice - 1000z:They are all expensive!")) {
- case 1:
- if (Zeny > 999) {
- set Zeny,Zeny-1000;
- set mos_swan,9;
- getitem 519,1;
- mes "[Pub Owner]";
- mes "Here you are. This is what you ordered.";
- mes "How do you like Moscovia?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Yes, it's beautiful and gorgeous.";
- mes "Sasha, most of all, can you answer one question?";
- next;
- mes "[Pub Owner]";
- mes "About what?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Has Mikhail come here?";
- next;
- mes "[Pub Owner]";
- mes "Yes he has.";
- mes "He looked pale and needed a high-strength adhesive.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "So what happened?";
- next;
- mes "[Pub Owner]";
- mes "I don't know much about adhesives.";
- mes "But, I know a person who may know about them so I introduced Mikhail to him.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Who's this person?";
- next;
- mes "[Pub Owner]";
- mes "It's Victor over there.";
- mes "He's very careful about details so we call him ^3131FF'Hedgehog Victor'^000000.";
- mes "No one knows adhesives as well as he does.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Sasha, thanks a lot!";
- next;
- mes "[Pub Owner]";
- mes "You're welcome.";
- close;
- }else{
- mes "[Pub Owner]";
- mes "You'll need a lot of money while you're traveling.";
- mes "If you don't have enough money, I'll offer you a glass of water.";
- close;
- }
- break;
- case 2:
- if (Zeny > 999) {
- set Zeny,Zeny-1000;
- set mos_swan,9;
- getitem 531,1;
- mes "[Pub Owner]";
- mes "Here you are. This is what you ordered.";
- mes "How do you like Moscovia?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Yes, it's beautiful and gorgeous.";
- mes "Sasha, most of all, can you answer one question?";
- next;
- mes "[Pub Owner]";
- mes "About what?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Has Mikhail come here?";
- next;
- mes "[Pub Owner]";
- mes "Yes he has.";
- mes "He looked pale and needed a high-strength adhesive.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "So what happened?";
- next;
- mes "[Pub Owner]";
- mes "I don't know much about adhesives.";
- mes "But, I know a person who may know about them so I introduced Mikhail to him.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Who's this person?";
- next;
- mes "[Pub Owner]";
- mes "It's Victor over there.";
- mes "He's very careful about details so we call him ^3131FF'Hedgehog Victor'^000000.";
- mes "No one knows adhesives as well as he does.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Sasha, thanks a lot!";
- next;
- mes "[Pub Owner]";
- mes "You're welcome.";
- close;
- }else{
- mes "[Pub Owner]";
- mes "You'll need a lot of money while you're traveling.";
- mes "If you don't have enough money, I'll offer you a glass of water.";
- close;
- }
- break;
- case 3:
- mes "[Pub Owner]";
- mes "Hahaha, too much for you eh cheapskate.";
- close;
- }
- }
- else if (mos_swan == 8) {
- mes "[Pub Owner]";
- mes "While I work in this pub, I can hear stories from all around the world.";
- mes "They are all heroes of their life.";
- next;
- mes "[Pub Owner]";
- mes "Each story interests me so a day passes quick.";
- mes "That's why I love my job.";
- next;
- mes "[Pub Owner]";
- mes "Well, do you have some stories for me? or you've got something to ask me.";
- mes "I recommend you those drinks.";
- next;
- switch(select("Milk - 1000z:Apple juice - 1000z:They are all expensive!")) {
- case 1:
- if (Zeny > 999) {
- set Zeny,Zeny-1000;
- set mos_swan,9;
- getitem 519,1;
- mes "[Pub Owner]";
- mes "Here you are. This is what you ordered.";
- mes "Enjoy yourself.";
- close;
- }else{
- mes "[Pub Owner]";
- mes "You'll need a lot of money while you're traveling.";
- mes "If you don't have enough money, I'll offer you a glass of water.";
- close;
- }
- break;
- case 2:
- if (Zeny > 999) {
- set Zeny,Zeny-1000;
- set mos_swan,9;
- getitem 531,1;
- mes "[Pub Owner]";
- mes "Here you are. This is what you ordered.";
- mes "Enjoy yourself.";
- close;
- }else{
- mes "[Pub Owner]";
- mes "You'll need a lot of money while you're traveling.";
- mes "If you don't have enough money, I'll offer you a glass of water.";
- close;
- }
- break;
- case 3:
- mes "[Pub Owner]";
- mes "Hahaha, Here is the sightseeing place.";
- close;
- }
- }
- else if (mos_swan == 9) {
- mes "[Pub Owner]";
- mes "Have you spoken to Victor?";
- close;
- }
- else {
- mes "[Pub Owner]";
- mes "Welcome to our pub.";
- mes "I'm Alexandre of ^3131FF'Stream Pub'^000000. But, everyone calls me 'Sasha'.";
- mes "It's a fine day today. I feel like going out.";
- close;
- }
-}
-
-mosk_in,147,202,3 script Victor#mos 968,{
- if (checkweight(1201,1) == 0 ) {
- mes "- Please stop here !! -";
- mes "- You're carrying too many items -";
- mes "- Please try again -";
- mes "- after using the kafra service -";
- close;
- }
- if ((MaxWeight-Weight) < 2000) {
- mes "- Please stop here!! -";
- mes "- You're carrying too many items -";
- mes "- Please try again -";
- mes "- after using the kafra service -";
- close;
- }
- if (mos_swan == 8) {
- mes "["+strcharinfo(0)+"]";
- mes "Excuse me.";
- mes "Could you spare a few minutes for me?";
- next;
- mes "[Victor]";
- mes "Who are you?";
- mes "What gives you the right to say such a thing?";
- mes "I'm busy appreciating wine in this glass.";
- close;
- }
- else if (mos_swan == 9) {
- mes "["+strcharinfo(0)+"]";
- mes "Excuse me.";
- mes "Could you spare a few minutes for me?";
- next;
- mes "[Victor]";
- mes "Who are you?";
- mes "What gives you the right to say such a thing?";
- mes "I'm busy appreciating wine in this glass.";
- next;
- mes "[Victor]";
- mes "Pardon? You're drinking too.";
- mes "Ok, it's lonely to drink alone. I but I've gotten used to it.";
- next;
- mes "[Victor]";
- mes "Well, tell me what you have on your mind. I'm listening.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Have you seen a little boy who was looking for paste?";
- next;
- mes "[Victor]";
- mes "..................";
- next;
- mes "[Victor]";
- mes "You're talking about Mikhail?";
- mes "He's such a sentimental boy. I was troubled by him";
- next;
- mes "[Victor]";
- mes "By the way, how did you know that he came to see me? Did he say anything to you?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Mikhail hasn't come back yet since he left to get the paste. He broke his mother's Matrushka..";
- next;
- mes "[Victor]";
- mes "............What?";
- mes "Hmm.. Oh dear.....";
- mes "I doubt he went there.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "There?";
- next;
- mes "[Victor]";
- mes "Yes. Baba Yaga 'The Terrible' and other scary animals live there.";
- next;
- mes "[Victor]";
- mes "The little boy came here crying a few hours ago.";
- mes "He's got something that needs to be stuck together, so he needed a high-strength adhesive.";
- next;
- mes "[Victor]";
- mes "But I don't carry such a thing. So I told him to bring me some stuff for it.";
- next;
- mes "[Victor]";
- mes "To get the stuff for a high-strength adhesive, you need to go to an isolated swamp. You can reach it by boat and it takes a long time.";
- next;
- mes "[Victor]";
- mes "But the way to the swamp is very dangerous. There are horrible monsters around it, all hunting with eager eyes.";
- next;
- mes "[Victor]";
- mes "Especially, the old lady Baba Yaga who attacks anyone she sees. She especially likes youngsters like you. haha!";
- mes "heeheehee!!";
- next;
- mes "[Victor]";
- mes "...You turned pale! hahaha!!";
- next;
- mes "[Victor]";
- mes "But...";
- mes "I'm exaggerating a little, it's true that there are scary things.";
- mes "But, I don't believe that a little and timid boy like Mikhail would go there. It's impossible!";
- next;
- mes "[Victor]";
- mes "I said to him, 'you can never, ever go there' and told him to go back home.";
- mes "He asked for the impossible so I calmed him down with some bread.";
- next;
- mes "[Victor]";
- mes "He was already white with fear that he broke his mother's matrushka. Do you think that he would go there?";
- next;
- mes "[Victor]";
- mes "He might've just hidden himself somewhere, haha!";
- set mos_swan,10;
- close;
- }
- else if (mos_swan == 10 || mos_swan == 11) {
- mes "[Victor]";
- mes "There's a large island near Moscovia. It takes so much time to reach there by a boat. So nobody wants to go there. ";
- next;
- mes "[Victor]";
- mes "If you go deep into its forest, you can find a swamp where sticky weeds are growing.";
- next;
- mes "[Victor]";
- mes "The way to go there is full of danger. Do think that a timid boy like Mikhail can go there?";
- close;
- }
- else if (mos_swan == 12) {
- mes "[Victor]";
- mes "You came back. Hmm, are you about to make me responsible that he's gone?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "No, I found him. You don't have to worry.";
- next;
- mes "[Victor]";
- mes "So, what do you want with me?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I promised him I'd make the high-strength adhesive. What do I have to do for that?";
- next;
- mes "[Victor]";
- mes "Why are you so eager to make it? How important is the stuff?";
- mes "Well, I don't care...";
- next;
- mes "[Victor]";
- mes "There's a large island near Moscovia. It takes so much time to reach there by a boat. So nobody wants to go there.";
- next;
- mes "[Victor]";
- mes "If you go deep into its forest, you can find a swamp where sticky weeds are growing.";
- next;
- mes "[Victor]";
- mes "You should bring ^3131FF'10 sticky herbs'^000000 and ^3131FF 1 medicine bowl^000000 to me.";
- set mos_swan,13;
- close;
- }
- else if (mos_swan > 12 && mos_swan < 23) {
- mes "[Victor]";
- mes "If you want to make adhesives";
- mes "get 10 sticky herbs and";
- mes "1 medicine bowl for me.";
- mes "Those sticky herbs are growing in the swamp. It may be dangerous but that shouldn't be a problem for you?";
- close;
- }
- else if (mos_swan == 23) {
- mes "[Victor]";
- mes "What do you want with me this time??";
- mes "Oh, you said you wanted an adhesive...";
- mes "You're bothering me so much!";
- next;
- if (countitem(7763) > 9 && countitem(7134) > 0) {
- mes "[Victor]";
- mes "Give me the stuff! I'll make it quickly. You're annoying me!";
- next;
- mes "- He's making adhesive with a crunching sound -";
- mes "- He's making adhesive with a crunching sound -";
- mes "- He's making adhesive with a crunching sound -";
- next;
- mes "- And he may be rubbing something -";
- mes "- And he may be rubbing something -";
- mes "- And he may be rubbing something -";
- mes "- And he may be rubbing something -";
- next;
- mes "[Victor]";
- mes "Ok, done!";
- mes "I don't want you to bother me any longer!";
- mes "Please leave!";
- delitem 7763,10;
- delitem 7134,1;
- set mos_swan,24;
- getitem 7764,1;
- close;
- }else{
- mes "[Victor]";
- mes "He's annoying me so much. Give me the materials!";
- mes "Oh dear? What are those things? I said 10 sticky herbs and 1 medicine bowl!!";
- next;
- mes "[Victor]";
- mes "Even though I'm always in the pub, I have my own business... !";
- next;
- mes "[Victor]";
- mes ".............!!!!";
- next;
- mes "[Victor]";
- mes "..................";
- mes "What are you staring at? Bring them to me right now!";
- close;
- }
- }
- else{
- mes "[Victor]";
- mes "What did you say? I just want to drink peacefully!";
- close;
- }
-}
-
-mosk_in,215,181,0 script #swan_inn -1,1,1,{
- end;
-
-OnTouch:
- if (mos_swan == 4) {
- mes "..................";
- mes "..................";
- next;
- mes "..................";
- mes "..................";
- mes "..................";
- next;
- mes "..................";
- mes "..................";
- mes "..................";
- mes "..................";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Oh, I got a good night's sleep. How long did I sleep?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Although I was forced to stay here, it's true that it's got great facilities.";
- mes "I feel refreshed.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ok, I guess I will go to the landlord to get some info.";
- set mos_swan,5;
- close;
- }else{
- end;
- }
-}
-
-//----------------------------------------------------------------------------
-// Swamp
-//----------------------------------------------------------------------------
-mosk_dun03,153,90,3 script Bubbling Swamp#mos1 844,{
- if (checkweight(1201,1) == 0) {
- mes "- Your bag is very heavy today -";
- close;
- }
- if ((MaxWeight-Weight) < 2000) {
- mes "- Your bag is very heavy today -";
- close;
- }
- if (mos_swan == 10) {
- mes "- You feel sticky just looking at this swamp. -";
- next;
- mes "- Gas bubbles are rising. The atmosphere here is pretty scary -";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I don't see any traces of Mikhail. I think I should go back and check his house one more time.";
- set mos_swan,11;
- close;
- }
- else if (mos_swan == 11 && mos_swan == 12) {
- mes "- You can see a small muddy swamp -";
- next;
- mes "- Gas bubbles are rising. The atmosphere here is pretty scary -";
- close;
- }
- else if (mos_swan > 12 && mos_swan < 23) {
- mes "- You feel sticky just looking at the swamp. -";
- next;
- mes "- Gas bubbles are rising. The atmosphere here is pretty scary -";
- next;
- mes "- You stretch out to find sticky herbs. -";
- next;
- set .@leaf_mos,rand(1,10);
- if (.@leaf_mos < 6) {
- mes "- You have pricked your finger on a Sticky Herb. -";
- if (mos_swan == 22) {
- getitem 7763,1;
- set mos_swan,23;
- close;
- }else{
- getitem 7763,1;
- set mos_swan,mos_swan+1;
- close;
- }
- }else{
- mes "- You have pricked your finger on a Green Herb. -";
- getitem 511,1;
- close;
- }
- }
- else {
- mes "- You can see a small swamp which seems very muddy. -";
- next;
- mes "- Gas bubbles are rising. The atmosphere here is pretty scary -";
- close;
- }
-}
-
-//----------------------------------------------------------------------------
-// Larissa - Hotcake Quests
-//----------------------------------------------------------------------------
-mosk_in,211,259,5 script Larissa#mos_01 960,{
- if (checkweight(1201,1) == 0) {
- mes "- Please stop here !! -";
- mes "- You're carrying too many items -";
- mes "- Please try again -";
- mes "- after using the kafra service -";
- close;
- }
- if ((MaxWeight-Weight) < 2000) {
- mes "- Please stop here !! -";
- mes "- You're carrying too many items -";
- mes "- Please try again -";
- mes "- after using the kafra service -";
- close;
- }
- if (mos_swan == 100) {
- mes "[Larissa]";
- mes "Oh, you're the adventurer that Madame told me about .";
- mes "Did you find her son?";
- mes "I'm so glad. He's a good kid.";
- next;
- mes "[Larissa]";
- mes "Here you are. This special pancake is for you.";
- mes "It will be very delicious.";
- set mos_swan,101;
- getitem 592,5;
- getitem 593,5;
- next;
- mes "[Larissa]";
- mes "Whenever you'd like to eat these pancake, you come on by.";
- mes "I'll bake you the most delicious one.";
- close;
- }
- else if (mos_swan > 100) {
- mes "[Larissa]";
- mes "Did the pancake taste good?";
- mes "Would you like another pancake?";
- next;
- if(select("Yes:No") == 1) {
- if (countitem(7031) > 0 && countitem(519) > 1 && countitem(504) > 1 && countitem(548) > 0 && countitem(1019) > 0 && countitem(518) > 0) {
- mes "[Larissa]";
- mes "Let me check if you have all the ingredients.";
- mes "A frying pan, milk... potion that softens the dough, cheese..honey..and firewood.";
- mes "Perfect!";
- next;
- mes "[Larissa]";
- mes "Let us begin by kneading the dough.";
- mes "I'll add sugar and baking powder.";
- mes "It can be mixed well with this sieve.";
- next;
- mes "[Larissa]";
- mes "What should I do with the wheat flour?";
- next;
- switch(select("Turn it down.:Pass it through a sieve.:Press it with your fist.")) {
- case 1:
- mes "[Larissa]";
- mes "Oh, my! What are you doing now?";
- mes "I'm going to do that from the beginning.";
- mes "Look, pass it through a sieve.";
- next;
- break;
- case 2:
- mes "[Larissa]";
- mes "There you go. Just do it slowly while tapping the sides, sifting the sugar and baking powder through the sieve together.";
- next;
- break;
- case 3:
- mes "[Larissa]";
- mes "If we don't have the sieve, we can use our fist but we've got one. So we might as well use it right?";
- next;
- }
- mes "[Larissa]";
- mes "That way, it will mix well.";
- mes "And then I'm adding an egg, some milk and a white potion.";
- mes "What next?";
- next;
- if(select("Stir it up with great speed.:Do the same as she said.") == 1) {
- mes "[Larissa]";
- mes "No, you don't have to do that way. It won't rise properly if you stir it too fast.";
- next;
- }else{
- mes "[Larissa]";
- mes "You're very good at this!";
- next;
- }
- mes "[Larissa]";
- mes "It'll rise while baking if you stir it properly";
- mes "Ok, let me bake now. Let's pour it on our pan and spread it around.";
- next;
- mes "[Larissa]";
- mes "Cook in low temperature. It'll rise and have bubbles on it.";
- mes "When you see the bubbles, you can turn it over.";
- next;
- if(select("Cook in high temperature.:Can I turn it over now?") == 1) {
- mes "[Larissa]";
- mes "No, you don't do that.";
- mes "You'll burn it up.";
- mes "Wait for a while.";
- next;
- }else{
- mes "[Larissa]";
- mes "Hmm let's see. It's good.";
- mes "You were good at it.";
- next;
- }
- mes "[Larissa]";
- mes "Ok, turn it over. Oh it looks delicious";
- mes "What should I top it with? First I put some cheese but the rest is up to you...";
- next;
- switch(select("Caviar:Mushrooms:Honey:Strawberry jam:Sour cream")) {
- case 1:
- mes "[Larissa]";
- mes "Ok. you want caviar. Fortunately, I still have a little left.";
- mes "Hoohoo, this'll be luxurious..";
- mes "Here we go. It's all done!";
- delitem 7031,1;
- delitem 519,2;
- delitem 504,2;
- delitem 548,1;
- delitem 1019,1;
- delitem 518,1;
- getitem 591,1;
- close;
- break;
- case 2:
- mes "[Larissa]";
- mes "Ok. you want mushrooms.. It has an earthly flavor.";
- mes "Here we go. It's all done!";
- delitem 7031,1;
- delitem 519,2;
- delitem 504,2;
- delitem 548,1;
- delitem 1019,1;
- delitem 518,1;
- getitem 595,1;
- close;
- break;
- case 3:
- mes "[Larissa]";
- mes "Ok, honey syrup goes perfectly with pancakes.";
- mes "Here we go. It's all done!";
- delitem 7031,1;
- delitem 519,2;
- delitem 504,2;
- delitem 548,1;
- delitem 1019,1;
- delitem 518,1;
- getitem 593,1;
- close;
- break;
- case 4:
- mes "[Larissa]";
- mes "Who could get sick of pancakes with strawberry jam?";
- mes "Hoohoo it tastes sweet too.";
- mes "Here we go. It's all done!";
- delitem 7031,1;
- delitem 519,2;
- delitem 504,2;
- delitem 548,1;
- delitem 1019,1;
- delitem 518,1;
- getitem 592,1;
- close;
- break;
- case 5:
- mes "[Larissa]";
- mes "You want sour cream.. you will feel as if you fly in the sky.";
- mes "It can help reduce stress.";
- mes "Here we go. It's all done!";
- delitem 7031,1;
- delitem 519,2;
- delitem 504,2;
- delitem 548,1;
- delitem 1019,1;
- delitem 518,1;
- getitem 594,1;
- close;
- }
- }else{
- mes "[Larissa]";
- mes "That's good. I have ingredients and several toppings but...";
- mes "It's still not enough. You need to get all of the things that we don't have now.";
- next;
- mes "[Larissa]";
- mes "I need ^4d4dff1 old frying pan , 2 bottles of milk , 2 white potion, 1 cheese, 1 Trunk, 1 Honey ^000000.";
- mes "We can bake our pancake when we get all of those.";
- close;
- }
- }
- mes "[Larissa]";
- mes "Ok we can bake it next time.";
- mes "I'm always available.";
- close;
- }
- else{
- mes "[Larissa]";
- mes "Young lady is a practical joker and her brother is tenderhearted.";
- mes "By the way, I haven't seen him for quite some time.";
- close;
- }
-}
-
-//============================================================================
-// Acorn Exchange
-//============================================================================
-
-//----------------------------------------------------------------------------
-// Acorn Dealer - Sells Acorns
-//----------------------------------------------------------------------------
-moscovia,208,182,7 script Acorn Dealer#mos 967,{
- mes "[Acorn Dealer]";
- mes "We have very fresh acorns. Everyone will like them!";
- mes "You can buy one acorn for 100zeny!";
- next;
- if(select("Buy one.:What can I use them for?") == 2) {
- mes "[Acorn Dealer]";
- mes "Well uh...";
- mes "You can grind them to make";
- mes "something to eat and you can feed squirrels.";
- next;
- mes "[Acorn Dealer]";
- mes "Someone can decorate their house";
- mes "with them but I don't know how...";
- mes "they've got to be highly talented.";
- mes "Haha.";
- close;
- }
- mes "[Acorn Dealer]";
- mes "I'll bet you that they are very fresh!";
- mes "How many acorns do you need?";
- next;
- while(.@input <= 0 || .@input > 500) {
- input .@input;
- if (.@input <= 0) {
- mes "[Acorn Dealer]";
- mes "Do you want to cancel this trade?";
- close;
- }
- if (.@input > 500) {
- mes "[Acorn Dealer]";
- mes "You can't buy more than 500.";
- next;
- }
-
- }
- if (!checkweight(1026, .@input)) {
- mes "[Acorn Dealer]";
- mes "Hello, I think you can't get acorns";
- mes "now. You're carrying too many";
- mes "items!";
- mes "Please use Kafra service. I'll be";
- mes "right here.";
- close;
- }
- set .@price, .@input * 100;
- if (Zeny < .@price) {
- mes "[Acorn Dealer]";
- mes "Hello? You've turned pale! Are you ok??";
- mes "Do you have enough money?";
- close;
- }else{
- mes "[Acorn Dealer]";
- mes "Oh, thank you...";
- mes "What do you think of them? They're fresh, aren't they?";
- set Zeny,Zeny - .@price;
- getitem 1026,.@input;
- close;
- }
-}
-
-//----------------------------------------------------------------------------
-// Big Squirrel - Trade Acorns for Gems
-//----------------------------------------------------------------------------
-mosk_fild01,113,108,3 script Big Squirrel#mos 111,{
- if (checkweight(1201,1) == 0 ) {
- mes "- Please stop here !! -";
- mes "- You're carrying too many items -";
- mes "- Please try again -";
- mes "- after using the kafra service -";
- close;
- }
- if ((MaxWeight-Weight) < 2000) {
- mes "- Please stop here!! -";
- mes "- You're carrying too many items -";
- mes "- Please try again -";
- mes "- after using the kafra service -";
- close;
- }
- mes "- It's an extraordinary big squirrel. -";
- next;
- mes "- When the animal comes across you, it starts to sniffle and purse up its lips. -";
- next;
- if (countitem(1026) > 19) {
- switch(select("Give acorns to it.:Ignore it.:Ask about the squirrel.")) {
- case 1:
- mes "- You take one of acorns out and hold it out to the squirrel. -";
- next;
- mes "- It cocked it's ears up and begins to nibble the acorn quickly. -";
- next;
- mes "- It makes a crunching sound -";
- mes "- It makes a crunching sound -";
- mes "- It makes a crunching sound -";
- next;
- mes "- After eating the acorn up, the squirrel dances around wildly. Suddenly it curls its body and throws something up with a spit-spit sound -";
- delitem 1026,20;
- set .@cyworld,rand(1,1000);
- set .@stworld,rand(1,150);
- if (.@cyworld > 0 && .@cyworld < 100) {
- getitem 733,1;
- }
- else if (.@cyworld == 100) {
- if (.@stworld > 0 && .@stworld < 10)
- getitem 718,1;
- else if (.@stworld > 9 && .@stworld < 20)
- getitem 719,1;
- else if (.@stworld > 19 && .@stworld < 30)
- getitem 720,1;
- else if (.@stworld > 29 && .@stworld < 40)
- getitem 721,1;
- else if (.@stworld > 39 && .@stworld < 50)
- getitem 722,1;
- else if (.@stworld > 49 && .@stworld < 60)
- getitem 723,1;
- else if (.@stworld > 59 && .@stworld < 70)
- getitem 725,1;
- else if (.@stworld > 69 && .@stworld < 80)
- getitem 728,1;
- else if (.@stworld > 79 && .@stworld < 90)
- getitem 729,1;
- else if (.@stworld > 89 && .@stworld < 100)
- getitem 730,1;
- else
- getitem 7289,1;
- }
- else if (.@cyworld > 100 && .@cyworld < 200) {
- getitem 733,1;
- }
- else if (.@cyworld == 200) {
- if (.@stworld > 0 && .@stworld < 10)
- getitem 718,1;
- else if (.@stworld > 9 && .@stworld < 20)
- getitem 719,1;
- else if (.@stworld > 19 && .@stworld < 30)
- getitem 720,1;
- else if (.@stworld > 29 && .@stworld < 40)
- getitem 721,1;
- else if (.@stworld > 39 && .@stworld < 50)
- getitem 722,1;
- else if (.@stworld > 49 && .@stworld < 60)
- getitem 723,1;
- else if (.@stworld > 59 && .@stworld < 70)
- getitem 725,1;
- else if (.@stworld > 69 && .@stworld < 80)
- getitem 728,1;
- else if (.@stworld > 79 && .@stworld < 90)
- getitem 729,1;
- else if (.@stworld > 89 && .@stworld < 100)
- getitem 731,1;
- else
- set .@stonez1,rand(1,10);
- if (.@stonez1 < 6)
- getitem 7290,1;
- else if (.@stonez1 > 5 && .@stonez1 < 8)
- getitem 7297,1;
- else
- getitem 7292,1;
- }
- else if (.@cyworld > 200 && .@cyworld < 300) {
- getitem 733,1;
- }
- else if (.@cyworld == 300) {
- if (.@stworld > 0 && .@stworld < 10)
- getitem 718,1;
- else if (.@stworld > 9 && .@stworld < 20)
- getitem 719,1;
- else if (.@stworld > 19 && .@stworld < 30)
- getitem 720,1;
- else if (.@stworld > 29 && .@stworld < 40)
- getitem 721,1;
- else if (.@stworld > 39 && .@stworld < 50)
- getitem 722,1;
- else if (.@stworld > 49 && .@stworld < 60)
- getitem 723,1;
- else if (.@stworld > 59 && .@stworld < 70)
- getitem 725,1;
- else if (.@stworld > 69 && .@stworld < 80)
- getitem 728,1;
- else if (.@stworld > 79 && .@stworld < 90)
- getitem 729,1;
- else if (.@stworld > 89 && .@stworld < 100)
- getitem 732,1;
- else
- set .@stonez2,rand(1,10);
- if (.@stonez2 < 6)
- getitem 7291,1;
- else
- getitem 7294,1;
- }
- else if (.@cyworld > 300 && .@cyworld < 400) {
- getitem 733,1;
- }
- else if (.@cyworld == 400) {
- if (.@stworld > 0 && .@stworld < 10)
- getitem 718,1;
- else if (.@stworld > 9 && .@stworld < 20)
- getitem 719,1;
- else if (.@stworld > 19 && .@stworld < 30)
- getitem 720,1;
- else if (.@stworld > 29 && .@stworld < 40)
- getitem 721,1;
- else if (.@stworld > 39 && .@stworld < 50)
- getitem 722,1;
- else if (.@stworld > 49 && .@stworld < 60)
- getitem 723,1;
- else if (.@stworld > 59 && .@stworld < 70)
- getitem 725,1;
- else if (.@stworld > 69 && .@stworld < 80)
- getitem 728,1;
- else if (.@stworld > 79 && .@stworld < 90)
- getitem 729,1;
- else if (.@stworld > 89 && .@stworld < 100)
- getitem 730,1;
- else
- getitem 7295,1;
- }
- else if (.@cyworld > 400 && .@cyworld < 500) {
- getitem 733,1;
- }
- else if (.@cyworld == 500) {
- if (.@stworld > 0 && .@stworld < 10)
- getitem 718,1;
- else if (.@stworld > 9 && .@stworld < 20)
- getitem 719,1;
- else if (.@stworld > 19 && .@stworld < 30)
- getitem 720,1;
- else if (.@stworld > 29 && .@stworld < 40)
- getitem 721,1;
- else if (.@stworld > 39 && .@stworld < 50)
- getitem 722,1;
- else if (.@stworld > 49 && .@stworld < 60)
- getitem 723,1;
- else if (.@stworld > 59 && .@stworld < 70)
- getitem 725,1;
- else if (.@stworld > 69 && .@stworld < 80)
- getitem 728,1;
- else if (.@stworld > 79 && .@stworld < 90)
- getitem 729,1;
- else if (.@stworld > 89 && .@stworld < 100)
- getitem 731,1;
- else
- getitem 7293,1;
- }
- else if (.@cyworld > 500 && .@cyworld < 600) {
- getitem 724,1;
- }
- else if (.@cyworld == 600) {
- if (.@stworld > 0 && .@stworld < 10)
- getitem 718,1;
- else if (.@stworld > 9 && .@stworld < 20)
- getitem 719,1;
- else if (.@stworld > 19 && .@stworld < 30)
- getitem 720,1;
- else if (.@stworld > 29 && .@stworld < 40)
- getitem 721,1;
- else if (.@stworld > 39 && .@stworld < 50)
- getitem 722,1;
- else if (.@stworld > 49 && .@stworld < 60)
- getitem 723,1;
- else if (.@stworld > 59 && .@stworld < 70)
- getitem 725,1;
- else if (.@stworld > 69 && .@stworld < 80)
- getitem 728,1;
- else if (.@stworld > 79 && .@stworld < 90)
- getitem 729,1;
- else if (.@stworld > 89 && .@stworld < 100)
- getitem 732,1;
- else
- getitem 7292,1;
- }
- else if (.@cyworld > 600 && .@cyworld < 700) {
- getitem 724,1;
- }
- else if (.@cyworld == 700) {
- if (.@stworld > 0 && .@stworld < 10)
- getitem 718,1;
- else if (.@stworld > 9 && .@stworld < 20)
- getitem 719,1;
- else if (.@stworld > 19 && .@stworld < 30)
- getitem 720,1;
- else if (.@stworld > 29 && .@stworld < 40)
- getitem 721,1;
- else if (.@stworld > 39 && .@stworld < 50)
- getitem 722,1;
- else if (.@stworld > 49 && .@stworld < 60)
- getitem 723,1;
- else if (.@stworld > 59 && .@stworld < 70)
- getitem 725,1;
- else if (.@stworld > 69 && .@stworld < 80)
- getitem 728,1;
- else if (.@stworld > 79 && .@stworld < 90)
- getitem 729,1;
- else if (.@stworld > 89 && .@stworld < 100)
- getitem 730,1;
- else
- getitem 7290,1;
- }
- else if (.@cyworld > 700 && .@cyworld < 800) {
- getitem 724,1;
- }
- else if (.@cyworld == 800) {
- if (.@stworld > 0 && .@stworld < 10)
- getitem 718,1;
- else if (.@stworld > 9 && .@stworld < 20)
- getitem 719,1;
- else if (.@stworld > 19 && .@stworld < 30)
- getitem 720,1;
- else if (.@stworld > 29 && .@stworld < 40)
- getitem 721,1;
- else if (.@stworld > 39 && .@stworld < 50)
- getitem 722,1;
- else if (.@stworld > 49 && .@stworld < 60)
- getitem 723,1;
- else if (.@stworld > 59 && .@stworld < 70)
- getitem 725,1;
- else if (.@stworld > 69 && .@stworld < 80)
- getitem 728,1;
- else if (.@stworld > 79 && .@stworld < 90)
- getitem 729,1;
- else if (.@stworld > 89 && .@stworld < 100)
- getitem 731,1;
- else
- getitem 7296,1;
- }
- else if (.@cyworld > 800 && .@cyworld < 900) {
- getitem 724,1;
- }
- else if (.@cyworld == 900) {
- if (.@stworld > 0 && .@stworld < 10)
- getitem 718,1;
- else if (.@stworld > 9 && .@stworld < 20)
- getitem 719,1;
- else if (.@stworld > 19 && .@stworld < 30)
- getitem 720,1;
- else if (.@stworld > 29 && .@stworld < 40)
- getitem 721,1;
- else if (.@stworld > 39 && .@stworld < 50)
- getitem 722,1;
- else if (.@stworld > 49 && .@stworld < 60)
- getitem 723,1;
- else if (.@stworld > 59 && .@stworld < 70)
- getitem 725,1;
- else if (.@stworld > 69 && .@stworld < 80)
- getitem 728,1;
- else if (.@stworld > 79 && .@stworld < 90)
- getitem 729,1;
- else if (.@stworld > 89 && .@stworld < 100)
- getitem 732,1;
- else
- getitem 7297,1;
- }
- else if (.@cyworld == 1000) {
- getitem 727,1;
- }
- else {
- getitem 724,1;
- }
- close;
- break;
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "It's so cute.";
- close;
- break;
- case 3:
- mes "[Aged Man]";
- mes "Is it bigger than an ordinary one?";
- mes "I found it one day and was barely able to save it...";
- next;
- mes "[Aged Man]";
- mes "I felt that heaven had sent me a friend so that my life wouldn't be so lonely.";
- next;
- mes "[Aged Man]";
- mes "But I didn't know that it eats so much, it won't give me any attention if I give anything ^3131FFbelow 20 acorns^000000.";
- mes "That's why it's bigger than ordinary ones hahaha.";
- close;
- }
- }else{
- mes "- The squirrel looks at the acorn which you held for a while but it turned its head with indifference. -";
- close;
- }
-}
-
-mosk_fild01,113,108,5 script #mos_sq 1104,2,2,{
- end;
-
-OnTouch:
- if (checkweight(1201,1) == 0 ) {
- mes "- Please stop here !! -";
- mes "- You're carrying too many items -";
- mes "- Please try again -";
- mes "- after using the kafra service -";
- close;
- }
- if ((MaxWeight-Weight) < 2000) {
- mes "- Please stop here!! -";
- mes "- You're carrying too many items -";
- mes "- Please try again -";
- mes "- after using the kafra service -";
- close;
- }
- mes "- It's an extraordinary big squirrel. -";
- next;
- mes "- When the animal comes across you, it starts to sniffle and purse up its lips. -";
- next;
- if (countitem(1026) > 19) {
- switch(select("Give acorns to it.:Ignore it.:Ask about the squirrel.")) {
- case 1:
- mes "- You take one of acorns out and hold it out to the squirrel. -";
- next;
- mes "- It cocked it's ears up and begins to nibble the acorn quickly. -";
- next;
- mes "- It makes a crunching sound -";
- mes "- It makes a crunching sound -";
- mes "- It makes a crunching sound -";
- next;
- mes "- After eating the acorn up, the squirrel dances around wildly. Suddenly it curls its body and throws something up with a spit-spit sound -";
- delitem 1026,20;
- set .@cyworld,rand(1,1000);
- set .@stworld,rand(1,150);
- if (.@cyworld > 0 && .@cyworld < 100) {
- getitem 733,1;
- }
- else if (.@cyworld == 100) {
- if (.@stworld > 0 && .@stworld < 10)
- getitem 718,1;
- else if (.@stworld > 9 && .@stworld < 20)
- getitem 719,1;
- else if (.@stworld > 19 && .@stworld < 30)
- getitem 720,1;
- else if (.@stworld > 29 && .@stworld < 40)
- getitem 721,1;
- else if (.@stworld > 39 && .@stworld < 50)
- getitem 722,1;
- else if (.@stworld > 49 && .@stworld < 60)
- getitem 723,1;
- else if (.@stworld > 59 && .@stworld < 70)
- getitem 725,1;
- else if (.@stworld > 69 && .@stworld < 80)
- getitem 728,1;
- else if (.@stworld > 79 && .@stworld < 90)
- getitem 729,1;
- else if (.@stworld > 89 && .@stworld < 100)
- getitem 730,1;
- else
- getitem 7289,1;
- }
- else if (.@cyworld > 100 && .@cyworld < 200) {
- getitem 733,1;
- }
- else if (.@cyworld == 200) {
- if (.@stworld > 0 && .@stworld < 10)
- getitem 718,1;
- else if (.@stworld > 9 && .@stworld < 20)
- getitem 719,1;
- else if (.@stworld > 19 && .@stworld < 30)
- getitem 720,1;
- else if (.@stworld > 29 && .@stworld < 40)
- getitem 721,1;
- else if (.@stworld > 39 && .@stworld < 50)
- getitem 722,1;
- else if (.@stworld > 49 && .@stworld < 60)
- getitem 723,1;
- else if (.@stworld > 59 && .@stworld < 70)
- getitem 725,1;
- else if (.@stworld > 69 && .@stworld < 80)
- getitem 728,1;
- else if (.@stworld > 79 && .@stworld < 90)
- getitem 729,1;
- else if (.@stworld > 89 && .@stworld < 100)
- getitem 731,1;
- else
- set .@stonez1,rand(1,10);
- if (.@stonez1 < 6)
- getitem 7290,1;
- else if (.@stonez1 > 5 && .@stonez1 < 8)
- getitem 7297,1;
- else
- getitem 7292,1;
- }
- else if (.@cyworld > 200 && .@cyworld < 300) {
- getitem 733,1;
- }
- else if (.@cyworld == 300) {
- if (.@stworld > 0 && .@stworld < 10)
- getitem 718,1;
- else if (.@stworld > 9 && .@stworld < 20)
- getitem 719,1;
- else if (.@stworld > 19 && .@stworld < 30)
- getitem 720,1;
- else if (.@stworld > 29 && .@stworld < 40)
- getitem 721,1;
- else if (.@stworld > 39 && .@stworld < 50)
- getitem 722,1;
- else if (.@stworld > 49 && .@stworld < 60)
- getitem 723,1;
- else if (.@stworld > 59 && .@stworld < 70)
- getitem 725,1;
- else if (.@stworld > 69 && .@stworld < 80)
- getitem 728,1;
- else if (.@stworld > 79 && .@stworld < 90)
- getitem 729,1;
- else if (.@stworld > 89 && .@stworld < 100)
- getitem 732,1;
- else
- set .@stonez2,rand(1,10);
- if (.@stonez2 < 6)
- getitem 7291,1;
- else
- getitem 7294,1;
- }
- else if (.@cyworld > 300 && .@cyworld < 400) {
- getitem 733,1;
- }
- else if (.@cyworld == 400) {
- if (.@stworld > 0 && .@stworld < 10)
- getitem 718,1;
- else if (.@stworld > 9 && .@stworld < 20)
- getitem 719,1;
- else if (.@stworld > 19 && .@stworld < 30)
- getitem 720,1;
- else if (.@stworld > 29 && .@stworld < 40)
- getitem 721,1;
- else if (.@stworld > 39 && .@stworld < 50)
- getitem 722,1;
- else if (.@stworld > 49 && .@stworld < 60)
- getitem 723,1;
- else if (.@stworld > 59 && .@stworld < 70)
- getitem 725,1;
- else if (.@stworld > 69 && .@stworld < 80)
- getitem 728,1;
- else if (.@stworld > 79 && .@stworld < 90)
- getitem 729,1;
- else if (.@stworld > 89 && .@stworld < 100)
- getitem 730,1;
- else
- getitem 7295,1;
- }
- else if (.@cyworld > 400 && .@cyworld < 500) {
- getitem 733,1;
- }
- else if (.@cyworld == 500) {
- if (.@stworld > 0 && .@stworld < 10)
- getitem 718,1;
- else if (.@stworld > 9 && .@stworld < 20)
- getitem 719,1;
- else if (.@stworld > 19 && .@stworld < 30)
- getitem 720,1;
- else if (.@stworld > 29 && .@stworld < 40)
- getitem 721,1;
- else if (.@stworld > 39 && .@stworld < 50)
- getitem 722,1;
- else if (.@stworld > 49 && .@stworld < 60)
- getitem 723,1;
- else if (.@stworld > 59 && .@stworld < 70)
- getitem 725,1;
- else if (.@stworld > 69 && .@stworld < 80)
- getitem 728,1;
- else if (.@stworld > 79 && .@stworld < 90)
- getitem 729,1;
- else if (.@stworld > 89 && .@stworld < 100)
- getitem 731,1;
- else
- getitem 7293,1;
- }
- else if (.@cyworld > 500 && .@cyworld < 600) {
- getitem 724,1;
- }
- else if (.@cyworld == 600) {
- if (.@stworld > 0 && .@stworld < 10)
- getitem 718,1;
- else if (.@stworld > 9 && .@stworld < 20)
- getitem 719,1;
- else if (.@stworld > 19 && .@stworld < 30)
- getitem 720,1;
- else if (.@stworld > 29 && .@stworld < 40)
- getitem 721,1;
- else if (.@stworld > 39 && .@stworld < 50)
- getitem 722,1;
- else if (.@stworld > 49 && .@stworld < 60)
- getitem 723,1;
- else if (.@stworld > 59 && .@stworld < 70)
- getitem 725,1;
- else if (.@stworld > 69 && .@stworld < 80)
- getitem 728,1;
- else if (.@stworld > 79 && .@stworld < 90)
- getitem 729,1;
- else if (.@stworld > 89 && .@stworld < 100)
- getitem 732,1;
- else
- getitem 7292,1;
- }
- else if (.@cyworld > 600 && .@cyworld < 700) {
- getitem 724,1;
- }
- else if (.@cyworld == 700) {
- if (.@stworld > 0 && .@stworld < 10)
- getitem 718,1;
- else if (.@stworld > 9 && .@stworld < 20)
- getitem 719,1;
- else if (.@stworld > 19 && .@stworld < 30)
- getitem 720,1;
- else if (.@stworld > 29 && .@stworld < 40)
- getitem 721,1;
- else if (.@stworld > 39 && .@stworld < 50)
- getitem 722,1;
- else if (.@stworld > 49 && .@stworld < 60)
- getitem 723,1;
- else if (.@stworld > 59 && .@stworld < 70)
- getitem 725,1;
- else if (.@stworld > 69 && .@stworld < 80)
- getitem 728,1;
- else if (.@stworld > 79 && .@stworld < 90)
- getitem 729,1;
- else if (.@stworld > 89 && .@stworld < 100)
- getitem 730,1;
- else
- getitem 7290,1;
- }
- else if (.@cyworld > 700 && .@cyworld < 800) {
- getitem 724,1;
- }
- else if (.@cyworld == 800) {
- if (.@stworld > 0 && .@stworld < 10)
- getitem 718,1;
- else if (.@stworld > 9 && .@stworld < 20)
- getitem 719,1;
- else if (.@stworld > 19 && .@stworld < 30)
- getitem 720,1;
- else if (.@stworld > 29 && .@stworld < 40)
- getitem 721,1;
- else if (.@stworld > 39 && .@stworld < 50)
- getitem 722,1;
- else if (.@stworld > 49 && .@stworld < 60)
- getitem 723,1;
- else if (.@stworld > 59 && .@stworld < 70)
- getitem 725,1;
- else if (.@stworld > 69 && .@stworld < 80)
- getitem 728,1;
- else if (.@stworld > 79 && .@stworld < 90)
- getitem 729,1;
- else if (.@stworld > 89 && .@stworld < 100)
- getitem 731,1;
- else
- getitem 7296,1;
- }
- else if (.@cyworld > 800 && .@cyworld < 900) {
- getitem 724,1;
- }
- else if (.@cyworld == 900) {
- if (.@stworld > 0 && .@stworld < 10)
- getitem 718,1;
- else if (.@stworld > 9 && .@stworld < 20)
- getitem 719,1;
- else if (.@stworld > 19 && .@stworld < 30)
- getitem 720,1;
- else if (.@stworld > 29 && .@stworld < 40)
- getitem 721,1;
- else if (.@stworld > 39 && .@stworld < 50)
- getitem 722,1;
- else if (.@stworld > 49 && .@stworld < 60)
- getitem 723,1;
- else if (.@stworld > 59 && .@stworld < 70)
- getitem 725,1;
- else if (.@stworld > 69 && .@stworld < 80)
- getitem 728,1;
- else if (.@stworld > 79 && .@stworld < 90)
- getitem 729,1;
- else if (.@stworld > 89 && .@stworld < 100)
- getitem 732,1;
- else
- getitem 7297,1;
- }
- else if (.@cyworld == 1000) {
- getitem 727,1;
- }
- else {
- getitem 724,1;
- }
- close;
- break;
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "It's so cute.";
- close;
- break;
- case 3:
- mes "[Aged Man]";
- mes "Is it bigger than an ordinary one?";
- mes "I found it one day and was barely able to save it...";
- next;
- mes "[Aged Man]";
- mes "I felt that heaven had sent me a friend so that my life wouldn't be so lonely.";
- next;
- mes "[Aged Man]";
- mes "But I didn't know that it eats so much, it won't give me any attention if I give anything ^3131FFbelow 20 acorns^000000.";
- mes "That's why it's bigger than ordinary ones hahaha.";
- close;
- }
- }else{
- mes "- The squirrel looks at the acorn which you held for a while but it turned its head with indifference. -";
- close;
- }
-}
-
-//============================================================================
-// Banish Winter
-//============================================================================
-
-//----------------------------------------------------------------------------
-// Baba Yaga, the Horrible - Starting Point
-//----------------------------------------------------------------------------
-mosk_in,215,46,5 script #babayaga -1,7,7,{
- end;
-
-OnTouch:
- if (mos_nowinter == 0) {
- if (countitem(7762) > 39 && BaseLevel > 59) {
- set mos_nowinter,2;
- mes "[Baba Yaga, the Horrible]";
- mes "Who the hell are you?";
- mes "You want me to kick your ass!";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "No. They are...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "You have our Yaga Pestles!";
- mes "You have so many of them...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Who, who are you?";
- close;
- }
- else if (countitem(7762) > 39 && BaseLevel < 60) {
- mes "[Baba Yaga, the Horrible]";
- mes "Hohoho~";
- mes "You cannot beat my friends!";
- mes "I don't know where you got";
- mes "those Yaga Pestles, but";
- mes "give them back to me!";
- set mos_nowinter,1;
- set .@getback,rand(1,20);
- delitem 7762,.@getback;
- close2;
- warp "mosk_dun02",53,217;
- end;
- }
- else{
- mes "[Baba Yaga, the Horrible]";
- mes "Who the hell are you?";
- mes "You want me to kick your ass!";
- set mos_nowinter,1;
- close2;
- warp "mosk_dun02",53,217;
- end;
- }
- }
- else if (mos_nowinter == 1) {
- if (countitem(7762) > 39 && BaseLevel > 59) {
- set mos_nowinter,2;
- mes "[Baba Yaga, the Horrible]";
- mes "Who the hell are you.";
- mes "You want me to kick your ass!";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "No. They are...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "You have our Yaga Pestles!";
- mes "You have so many of them...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Who, who are you?";
- close;
- }
- else if (countitem(7762) > 39 && BaseLevel < 60) {
- mes "[Baba Yaga, the Horrible]";
- mes "You, chicken,";
- mes "I need to kick your ass more.";
- next;
- if (Sex) {
- mes "[Baba Yaga, the Horrible]";
- mes "I will bewitch";
- mes "and enslave you.";
- mes "Come here, Heeee!";
- }else{
- mes "[Baba Yaga, the Horrible]";
- mes "Recently, I have no appetite.";
- mes "But you will be";
- mes "a good appetizer.";
- mes "Come here, Heeeeeeeee.";
- }
- close2;
- warp "mosk_dun02",53,217;
- end;
- }
- else {
- mes "[Baba Yaga, the Horrible]";
- mes "I need to kick your ass more.";
- mes "Come here";
- mes "to play a game";
- mes "Heeeeeeeeeeee";
- close2;
- warp "mosk_dun02",53,217;
- end;
- }
- }
-}
-
-mosk_in,215,46,5 script Baba Yaga, the Horrible 970,{
- if (mos_nowinter == 0 || mos_nowinter == 1) {
- mes "[Baba Yaga, the Horrible]";
- mes "Hohoho";
- mes "I need to kick your ass more.";
- mes "Come here,";
- mes "to play a game.";
- mes "Heeeeeeeee.";
- close2;
- warp "mosk_dun02",53,217;
- end;
- }
- else if (mos_nowinter == 2) {
- mes "[Baba Yaga, the Horrible]";
- mes "Let me live, leave me alone, and don't come near me.";
- mes "Stop, I am hungry and scared.";
- next;
- mes "-She is blabbing something weird.-";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Yes, if you let me live, I will compensate you";
- mes "with a present, how about that?";
- next;
- if(select("A present?:I don't need.") == 1) {
- mes "[Baba Yaga, the Horrible]";
- mes "Yes, if you let me live";
- mes "I will give you the Yaga Pestles";
- mes "Aren't you gathering them?";
- next;
- select("I don't need them anymore.");
- }
- mes "[Baba Yaga, the Horrible]";
- mes "Kaaaaaaaaaak!";
- mes "Please, let me live,";
- mes "I will do anything you want.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Don't you need any cream for wounds";
- mes "or indigestion?";
- mes "They are a bit dirty,";
- mes "but very useful.";
- next;
- select("Well...");
- mes "[Baba Yaga, the Horrible]";
- mes "How about this?";
- mes "I bewitch this country so that";
- mes "the winter will never come here again.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "I guess that people will like it and";
- mes "I'm sure that the Csar";
- mes "will award you for it.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Ah? You seem";
- mes "interested... ya?";
- mes "What do you think about that?";
- next;
- if(select("Good, but I think you're lying.:I am not interested.") == 1) {
- mes "[Baba Yaga, the Horrible]";
- mes "Sure, you can trust me.";
- mes "It is so complicated that I cannot";
- mes "perform it on my own";
- mes "I am not a liar.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "But, the problem is...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "I am not able to get the materials necessary";
- mes "because I don't feel good.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "So,";
- mes "if you give me a hand,";
- mes "I can use the magic that";
- mes "stops winter from returning. Will you help me?";
- next;
- if(select("Ok, I will.:No. I don't like it.") == 1) {
- mes "[Baba Yaga, the Horrible]";
- mes "Ah, do you accept?";
- mes "Thank you.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Well, I thank you for your kindness.";
- mes "Let's cooperate and";
- mes "make my Secret Medicine.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Let me see... Ah...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "It is not used often.";
- mes "I don't remember";
- mes "where it is.";
- mes "Could you please come back later?";
- set mos_nowinter,5;
- close;
- }else{
- mes "[Baba Yaga, the Horrible]";
- mes "Heeeek,";
- mes "Just, just I need a little help.. It is really little.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Please, don't kill me...";
- next;
- mes "'Hmmm, what should I do...'";
- set mos_nowinter,4;
- close;
- }
- }else{
- mes "[Baba Yaga, the Horrible]";
- mes "Akkk... What on earth did you do to me...";
- next;
- mes "Hmm... What do you want...";
- set mos_nowinter,3;
- close;
- }
- }
- else if (mos_nowinter == 3) {
- mes "[Baba Yaga, the Horrible]";
- mes "Akkkk!";
- mes "You came back..";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "If you tell the Csar that";
- mes "winter won't come back again";
- mes "he will reward you.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Isn't that better for you";
- mes "than hurting me?";
- next;
- if(select("Ok, tell me the story.:Let me think...") == 1) {
- mes "[Baba Yaga, the Horrible]";
- mes "Certainly, trust me.";
- mes "It is so complicated that I cannot";
- mes "perform it on my own";
- mes "I am not a liar.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "The problem is...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "I am not able to get the materials necessary";
- mes "because I don't feel good.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "So,";
- mes "if you give me a hand.";
- mes "I can use the magic that";
- mes "stops winter from returning. Will you help me?";
- next;
- if(select("Ok, I will.:No. I don't like it.") == 1) {
- mes "[Baba Yaga, the Horrible]";
- mes "Ah, do you accept?";
- mes "Thank you.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Well, I thank you for your kindness.";
- mes "Let's cooperate and";
- mes "make my Secret Medicine.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Let me see... Ah...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "It is not used often.";
- mes "I don't remember";
- mes "where it is.";
- mes "Could you please come back later?";
- set mos_nowinter,5;
- close;
- }else{
- mes "[Baba Yaga, the Horrible]";
- mes "Heeeeek,";
- mes "Just, just I need a little help.. It is really little.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Please, don't kill me...";
- next;
- mes "'Hmm... what should I do...'";
- set mos_nowinter,4;
- close;
- }
- }
- mes "[Baba Yaga, the Horrible]";
- mes "You think more...";
- mes "What do you want from me...";
- close;
- }
- else if (mos_nowinter == 4) {
- mes "[Baba Yaga, the Horrible]";
- mes "You just need to help little,";
- mes "really little...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Well, did you change your mind?";
- next;
- if(select("Ok, let's try.:Let me think more...") == 1) {
- mes "[Baba Yaga, the Horrible]";
- mes "Ah, do you accept?";
- mes "Thank you.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Well, I thank you for your kindness.";
- mes "Let's cooperate and";
- mes "make my Secret Medicine.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Let me see... Ah...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "It is not used often.";
- mes "I don't remember";
- mes "where it is.";
- mes "Could you please come back later?";
- set mos_nowinter,5;
- close;
- }
- mes "[Baba Yaga, the Horrible]";
- mes "You think more...";
- mes "What do you want from me...";
- close;
- }
- else if (mos_nowinter == 5) {
- mes "[Baba Yaga, the Horrible]";
- mes "Let me see...where the season spell...";
- next;
- mes "rummaging..";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Ah, here it is... I found it!";
- mes "Hoook~ Hoook~";
- next;
- mes "-What a dusty old book!-";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Well, open your ears.";
- mes "It is so rare around here that";
- mes "it is not easy for you to remember at once.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Above all,";
- mes "I need 20 Grasshopper's Legs...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Cough, cough,";
- mes "Kaaak, Kaaaaak";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Sniff, sniff.";
- mes "5 Spawn...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "eh... and...";
- mes "20 Wings Of Red Bat...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Let me see...";
- mes "a glue, no, to cast a spell";
- mes "10 Sticky Mucus...";
- next;
- if(select("...Are you sure?:A glue? You want me to kill you?!") == 1) {
- mes "[Baba Yaga, the Horrible]";
- mes "Yes, yes, I am certain. Why don't you trust me...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Cough, cough,";
- mes "I am coughing now, so do not disturb me,";
- mes "you write them down.";
- set .@plus1,1;
- next;
- }else{
- mes "[Baba Yaga, the Horrible]";
- mes "No, It just...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Ehhh, terrible.";
- mes "Hey, relax your hand and";
- mes "keep writing.";
- mes "Forget the Sticky Mucus...";
- next;
- }
- mes "[Baba Yaga, the Horrible]";
- mes "Where were we...";
- mes "Cough, cough, cough!";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Ah, yes. Next elements are";
- mes "essential.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "10 Witched Starsand";
- mes "10 Fine Grits...";
- mes "Hooook, hooook~";
- mes "Ekkkk, what a dusty book!";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Next is for";
- mes "something hot.";
- mes "1 Detonator";
- mes "5 Red Blood,";
- mes "and 10 Burning Hearts.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Ah, and I need";
- mes "a 1, 2, or 3 carat";
- mes "^ff0000Diamond^000000.";
- next;
- if (.@plus1 == 1) {
- mes "[Baba Yaga, the Horrible]";
- mes "Ok, I am repeating the items.";
- mes "Eh, they are...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "^ff000020 Grasshopper's Legs,";
- mes "5 Spawn,";
- mes "20 Wing Of Red Bat,";
- mes "10 Sticky Mucus,";
- mes "10 Witched Starsand^000000...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "^ff000010 Fine Grit,";
- mes "1 Detonator,";
- mes "5 Red Blood,";
- mes "10 Burning Heart^000000 and,";
- mes "a 1, 2, or 3 carat";
- mes "^ff00001 Diamond^000000.";
- set mos_nowinter,6;
- next;
- }else{
- mes "[Baba Yaga, the Horrible]";
- mes "Ok, I am repeating the items.";
- mes "Eh, they are...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "^ff000020 Grasshopper's Legs,";
- mes "5 Spawn,";
- mes "20 Wing Of Red Bat,";
- mes "10 Witched Starsand^000000...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "^ff000010 Fine Grit,";
- mes "1 Detonator,";
- mes "5 Red Blood,";
- mes "10 Burning Heart^000000 and,";
- mes "a 1, 2, or 3 carat";
- mes "^ff0000Diamond^000000.";
- set mos_nowinter,7;
- next;
- }
- mes "[Baba Yaga, the Horrible]";
- mes "I am preparing to make it,";
- mes "you should get me them quickly. Cough, cough!";
- close;
- }
- else if (mos_nowinter == 6) {
- mes "[Baba Yaga, the Horrible]";
- mes "Ehhh... You came back early.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "I'm almost prepared..";
- mes "Did you get";
- mes "all of the items?";
- next;
- if (countitem(940) > 19 && countitem(908) > 4 && countitem(7006) > 19 && countitem(1061) > 9 && countitem(7041) > 9 && countitem(1051) > 0 && countitem(990) > 4 && countitem(938) > 9 && countitem(7097) > 9 && (countitem(730) > 0 || countitem(731) > 0 || countitem(732) > 0)) {
- delitem 940,20;
- delitem 908,5;
- delitem 7006,20;
- delitem 1061,10;
- delitem 7041,10;
- delitem 938,10;
- delitem 1051,1;
- delitem 990,5;
- delitem 7097,10;
- if (countitem(730) > 0) {
- delitem 730,1;
- }else{
- if (countitem(731) > 0) {
- delitem 731,1;
- }else{
- delitem 732,1;
- }
- }
- set mos_nowinter,8;
- mes "[Baba Yaga, the Horrible]";
- mes "Right, you got them all.";
- mes "With this amount.. For some time...";
- mes "No, to make the Secret Medicine,";
- mes "These are enough, cough.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Let me see, we have all";
- mes "that we need...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Ehhhh...";
- mes "Huk!";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Cough, cough, cough!";
- mes "Eh... I mean...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Have you heard the story of";
- mes "a dragon sleeping for a long time?";
- mes "Next thing that I need is";
- mes "something from that dragon, kkkk.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "You can find a funny-shaped bottle";
- mes "in the dragon's lair.";
- mes "It's a gourd bottle that can";
- mes "contain people's speech.";
- mes "I must have this.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "I don't know how strong you are,";
- mes "but I would like to recommend that";
- mes "you avoid fighting that dragon, Kaaaaak~";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Then, release me.";
- mes "I want to do something,";
- mes "...but, my life is the priority. Yes, it is... Cough, cough!";
- close;
- }else{
- mes "[Baba Yaga, the Horrible]";
- mes "I think";
- mes "I need more, cough, cough!";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "I am not able to do";
- mes "anything without them.";
- mes "I am repeating the items in the list,";
- mes "you should get them all, kaaaaak!";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "^ff000020 Grasshopper's Legs,";
- mes "5 Spawn,";
- mes "20 Wings Of Red Bat";
- mes "10 Sticky Mucus,";
- mes "10 Witch Starsand^000000...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "^ff000010 Fine Grit,";
- mes "1 Detonator,";
- mes "5 Red Blood";
- mes "10 Burning Hearts^000000 and";
- mes "a 1, 2, or 3 carat";
- mes "^ff0000Diamond^000000.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Cough, cough.";
- mes "Hu, I talked so much";
- mes "that it hurts me, Kaaaak~";
- close;
- }
- }
- else if (mos_nowinter == 7) {
- mes "[Baba Yaga, the Horrible]";
- mes "Ehhh... You came back earlier.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "I almost prepared";
- mes "Did you get";
- mes "all of them?";
- next;
- if (countitem(940) > 19 && countitem(908) > 4 && countitem(7006) > 19 && countitem(1061) > 9 && countitem(7041) > 9 && countitem(1051) > 0 && countitem(990) > 4 && countitem(7097) > 9 && (countitem(730) > 0 || countitem(731) > 0 || countitem(732) > 0)) {
- delitem 940,20;
- delitem 908,5;
- delitem 7006,20;
- delitem 1061,10;
- delitem 7041,10;
- delitem 1051,1;
- delitem 990,5;
- delitem 7097,10;
- if (countitem(730) > 0) {
- delitem 730,1;
- }else{
- if (countitem(731) > 0) {
- delitem 731,1;
- }else{
- delitem 732,1;
- }
- }
- set mos_nowinter,8;
- mes "[Baba Yaga, the Horrible]";
- mes "Right, you got them all.";
- mes "With this amount.. For some time......";
- mes "No, to make the Secret Medicine.";
- mes "These are enough, cough.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Let me see, we have all";
- mes "that we need...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Ehhh...";
- mes "Huk!";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Cough, cough, cough!";
- mes "Eh... I mean...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Have you heard the story of";
- mes "a dragon sleeping for a long time?";
- mes "Next thing that I need is";
- mes "something from that dragon, kkkk.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "You can find a funny-shaped bottle";
- mes "in the dragon's lair.";
- mes "It's a gourd bottle that can";
- mes "contain people's speech.";
- mes "I must have this.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "I don't know how strong you are,";
- mes "but I would like to recommend that";
- mes "you avoid fighting that dragon, Kaaaaak~";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Then, release me.";
- mes "I want to do something,";
- mes "...but, my life is the priority. Yes, it is... Cough, cough!";
- close;
- }else{
- mes "[Baba Yaga, the Horrible]";
- mes "I think";
- mes "I need more, cough, cough!";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "I am not able to do";
- mes "anything without them.";
- mes "I am repeating the items in the list,";
- mes "you should get them all, kaaaaak!";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "^ff000020 Grasshopper's Legs,";
- mes "5 Spawn,";
- mes "20 Wings Of Red Bat,";
- mes "10 Witch Starsand^000000...";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "^ff000010 Fine Grit,";
- mes "1 Detonator,";
- mes "5 Red Blood,";
- mes "10 Burning Hearts^000000 and";
- mes "a 1, 2, or 3 carat";
- mes "^ff0000Diamond^000000.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Cough, cough.";
- mes "Hu, I talked so much";
- mes "that it hurts me, Kaaaak~";
- close;
- }
- }
- else if (mos_nowinter == 8) {
- mes "[Baba Yaga, the Horrible]";
- mes "It is very, very hard to return alive";
- mes "from a lair of a dragon";
- mes "without strength and courage.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Unless you want to be killed,";
- mes "you'd better forget";
- mes "the magic gourd bottle, cough!";
- close;
- }
- else if (mos_nowinter == 9) {
- if (countitem(7761) > 0) {
- mes "[Baba Yaga, the Horrible]";
- mes "Akkkk?";
- mes "Did you really bring it";
- mes "from the lair of the dragon...?";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "You are superbly great.";
- mes "I don't know whether";
- mes "you killed the dragon or";
- mes "you just stole it from the dragon,";
- mes "either way I don't care.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "It is great that";
- mes "you've returned alive";
- mes "from the lair of the dragon, cough!";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Here, I told you before that";
- mes "this gourd bottle can";
- mes "contain people's speech";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "The next thing that we have to do";
- mes "is to receive sincere speeches from";
- mes "people with this bottle.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "The important thing is that";
- mes "you cannot force them to speak.";
- mes "For example, you cannot tell them";
- mes "to say 'I don't want winter to come.'";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "You should have them";
- mes "speak naturally.";
- mes "Ah, one more thing that";
- mes "you have to take care to remember.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "You need to have the";
- mes "voices of three people.";
- mes "From a child, a young person and a";
- mes "middle aged person.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "The magic is not just witchcraft";
- mes "This type of magic is effective";
- mes "only by embodying the desires of people.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Take care of yourself, cough, cough.";
- set mos_nowinter,10;
- close;
- }else{
- mes "[Baba Yaga, the Horrible]";
- mes "It is very, very hard to return alive";
- mes "from a lair of a dragon";
- mes "without strength and courage.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Unless you want to be killed";
- mes "you'd better forget";
- mes "the magic gourd bottle, cough!";
- close;
- }
- }
- else if (mos_nowinter == 10) {
- mes "[Baba Yaga, the Horrible]";
- mes "To make the magic,";
- mes "I need you to contain";
- mes "the wish phrase 'I don't want winter to come.'";
- mes "from the three people, kkk.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "But, one thing that you need to remember";
- mes "is, do not force them to say it!";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Next,";
- mes "you should contain the word from";
- mes "a child, a young man and a middle aged man.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Well, take care of yourself.";
- mes "Cough, cough, cough!";
- close;
- }
- else if (mos_nowinter > 10 && mos_nowinter < 14) {
- mes "[Baba Yaga, the Horrible]";
- mes "My place has been revealed, cough, cough.";
- mes "because of you!";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "What did you do outside?";
- mes "The soldiers of the Csar are";
- mes "surrounding here so that";
- mes "I cannot go out.";
- close;
- }
- else if (mos_nowinter == 14) {
- mes "[Baba Yaga, the Horrible]";
- mes "Did you do";
- mes "what I told";
- mes "you to do?";
- next;
- if (countitem(7761) > 0) {
- delitem 7761,1;
- mes "[Baba Yaga, the Horrible]";
- mes "Anyway, give me the bottle and";
- mes "think about";
- mes "what to do, cough!";
- next;
- }else{
- mes "[Baba Yaga, the Horrible]";
- mes "Where is the Gourd Bottle?";
- mes "I can't do anything without it.";
- mes "Cough, cough!";
- close;
- }
- mes "[Baba Yaga, the Horrible]";
- mes "This bottle will be";
- mes "used later and now,";
- mes "the last step remains";
- mes "to complete the work.";
- mes "Pass me the book.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "My abilities are deteriorating";
- mes "and magic should only be";
- mes "done by a single person.";
- mes "So, you must compound the materials yourself,";
- mes "kaaaaak!";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "I know it is hard to do,";
- mes "but it is the magic that";
- mes "embodies and reveals";
- mes "people's desires.";
- mes "It is useless unless you put your";
- mes "full effort into it, cough!";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Ok, you see that book??";
- mes "The letters on the book ";
- mes "are illegible,";
- mes "But you'll be able to read it 'cuz";
- mes "I added comments under the lines for you.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Read carefully and just follow what";
- mes "it tells you.";
- mes "The magic is complete.";
- mes "Do your best,";
- mes "Cough!";
- set mos_nowinter,15;
- close;
- }
- else if (mos_nowinter == 15 || mos_nowinter == 16) {
- mes "[Baba Yaga, the Horrible]";
- mes "Magic does not come from";
- mes "something mysterious.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "It is your effort";
- mes "that makes magic.";
- mes "There is a saying,";
- mes "if you really want it,";
- mes "it will happen, cough!";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Here, according to the book";
- mes "put the materials in the pot and";
- mes "boil them for some time.";
- close;
- }
- else if (mos_nowinter == 17) {
- mes "[Baba Yaga, the Horrible]";
- mes "Ehmmm...";
- mes "Don't you think that";
- mes "something is wrong?";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Well, try it again.";
- mes "We still have enough materials.";
- set mos_nowinter,16;
- close;
- }
- else if (mos_nowinter == 18) {
- mes "[Baba Yaga, the Horrible]";
- mes "Let me see, hmm!";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Hmm, this might be your first time, but";
- mes "this is good.";
- mes "You may be talented, kkkk.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Now then, we are in the final step.";
- mes "I'll put the medicine in the bottle,";
- mes "you break it by dropping it";
- mes "in the center of the town.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "If you do this, what the villagers want";
- mes "will be happening,";
- mes "forever.";
- set mos_nowinter,19;
- getitem 7765,1;
- close;
- }
- else if (mos_nowinter == 19) {
- mes "[Baba Yaga, the Horrible]";
- mes "You just drop the bottle";
- mes "in the middle of the village";
- mes "to break it.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "And then,";
- mes "It doesn't matter to me";
- mes "if you tell the whole town or";
- mes "report to the Csar to be praised.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "But, don't come back to me, cough, cough.";
- close;
- }
- else {
- mes "[Baba Yaga, the Horrible]";
- mes "Hey,";
- mes "I told you";
- mes "to never come back, cough.";
- next;
- mes "[Baba Yaga, the Horrible]";
- mes "Stop disturbing me.";
- close;
- }
-}
-
-//----------------------------------------------------------------------------
-// Book
-//----------------------------------------------------------------------------
-mosk_in,217,45,0 script #book_russia 111,{
- if (mos_nowinter == 15) {
- mes "-Beside the pot,";
- mes "There is an unusually large book.";
- mes "The letters are in disarray and";
- mes "some of them, I can't understand.";
- mes "The comments by Baba Yaga";
- mes "help me read some of them.-";
- next;
- mes "-Ok, time to read it.-";
- next;
- mes "...Therefore, this spell is";
- mes "particularly good among our mighty ones.";
- mes "Usually, the magic is considered";
- mes "as a contract with evil.";
- mes "But, the following is not the power";
- mes "of Hell but of Nature and the spirit of humans.";
- mes "I already told you that this spell";
- mes "has 2 features as follows.";
- mes "First, it changes natural phenomenon.";
- mes "Unlike the idea from foolish scholars,";
- mes "this world is composed of invisible and precise orders.";
- mes "The things that people call";
- mes "miracles are made by stimulating";
- mes "them or simply altering their arrangement.";
- mes "Most of the spells for weather";
- mes "changing are included in them and";
- mes "they require a high level of comprehension.";
- mes "The orders of this world are not simply aligned.";
- mes "It is almost impossible to observe";
- mes "the smallest and detailed part of";
- mes "them and completely understand their structure";
- mes "However, it is not that difficult";
- mes "to repeat the spells that are already made.";
- mes "This thick spell book is for that purpose.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "That? That's just the preface?!";
- next;
- mes "...The second feature is";
- mes "This spell book represents the desire of mankind.";
- mes "Their spirit is so great,";
- mes "sometimes flames in their hearts";
- mes "are embodied and become reality.";
- mes "Now, practice one of the spells for weather.";
- mes "You have to go to a damp and deserted place,";
- mes "and have a pot of melting materials";
- mes "along with the spirit of the caster.";
- mes "The next spells should be conducted";
- mes "through the exact process.";
- mes "If you realize that something is";
- mes "wrong, you'd MUST stop immediately.";
- mes "To prevent the ordinary from";
- mes "abusing the magic,";
- mes "the narratives of the materials are metaphors,";
- mes "but, whoever understands this can";
- mes "read everything in it.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "It just accounts for the spell.";
- mes "What a long preface.";
- mes "I'll mark this spot.";
- mes "so I can easily find the mixing";
- mes "process next time...";
- set mos_nowinter,16;
- next;
- mes "^0000ffSeasonal Magic^000000:^ff0000Eternal Summer^000000";
- mes "First of all, you need to put and";
- mes "mix the first 3 things in a pre-heated pot.";
- mes "The extended arms of those who stalk at night,";
- mes "The rotten mixture of plants and animals,";
- mes "and the limbs of one going forward,";
- mes "who wants to run backward.";
- mes "This first stage should be complete.";
- mes "Just after this stage, the mixture";
- mes "will barely show any alteration.";
- mes "After this, you must add the liquid";
- mes "that aids all life and stir 20 times.";
- mes "At this point you will certainly";
- mes "see its color and smell changing.";
- mes "Remember that if you realize that";
- mes "something is wrong, you must stop and start over.";
- mes "Following these precise steps are";
- mes "most important when working on magic.";
- mes "Next, 2 things must be put in the pot.";
- mes "First, objects that are seen when";
- mes "looking at the night sky.";
- mes "Second the pretty mass of earth,";
- mes "slipping through even when watered.";
- mes "You should check if it's smell has changed.";
- mes "Then stir it well 15 times.";
- mes "It's color will change.";
- mes "The final ingredients will be those";
- mes "that contain heat.";
- mes "You must follow the order.";
- mes "Stones that have the attribute of sun,";
- mes "brains of a marine sphere,";
- mes "the organ of passion,";
- mes "and a stone that cannot be cut.";
- mes "Once the final ingredient is placed in the pot,";
- mes "It will be over.";
- mes "The solution must be sprinkled at";
- mes "the place where you want to affect,";
- mes "the changing of the seasons.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I'll mark this page so that I";
- mes "know where to read next time.";
- close;
- }
- else if (mos_nowinter == 16) {
- if(select("Read from the preface.:Read from the marked page.") == 1) {
- mes "...Therefore, this spell is";
- mes "particularly good among our mighty ones.";
- mes "Usually, the magic is considered";
- mes "as a contract with evil.";
- mes "But, the following is not the power";
- mes "of Hell but of Nature and the spirit of humans.";
- mes "I already told you that this spell";
- mes "has 2 features as follows.";
- mes "First, it changes natural phenomenon.";
- mes "Unlike the idea from foolish scholars,";
- mes "this world is composed of invisible and precise orders.";
- mes "The things that people call";
- mes "miracles are made by stimulating";
- mes "them or simply altering their arrangement.";
- mes "Most of the spells for weather";
- mes "changing are included in them and";
- mes "they require a high level of comprehension.";
- mes "The orders of this world are not simply aligned.";
- mes "It is almost impossible to observe";
- mes "the smallest and detailed part of";
- mes "them and completely understand their structure";
- mes "However, it is not that difficult";
- mes "to repeat the spells that are already made.";
- mes "This thick spell book is for that purpose.";
- next;
- mes "...The second feature is";
- mes "This spell book represents the desire of mankind.";
- mes "Their spirit is so great,";
- mes "sometimes flames in their hearts";
- mes "are embodied and become reality.";
- mes "Now, practice one of the spells for weather.";
- mes "You have to go to a damp and deserted place,";
- mes "and have a pot of melting materials";
- mes "along with the spirit of the caster.";
- mes "The next spells should be conducted";
- mes "through the exact process.";
- mes "If you realize that something is";
- mes "wrong, you'd MUST stop immediately.";
- mes "To prevent the ordinary from";
- mes "abusing the magic,";
- mes "the narratives of the materials are metaphors,";
- mes "but, whoever understands this can";
- mes "read everything in it.";
- next;
- mes "^0000ffSeasonal Magic^000000:^ff0000Eternal Summer^000000";
- mes "First of all, you need to put and";
- mes "mix the first 3 things in a pre-heated pot.";
- mes "The extended arms of those who stalk at night,";
- mes "The rotten mixture of plants and animals,";
- mes "and the limbs of one going forward,";
- mes "who wants to run backward.";
- mes "This first stage should be complete.";
- mes "Just after this stage, the mixture";
- mes "will barely show any alteration.";
- mes "After this, you must add the liquid";
- mes "that aids all life and stir 20 times.";
- mes "At this point you will certainly";
- mes "see its color and smell changing.";
- mes "Remember that if you realize that";
- mes "something is wrong, you must stop and start over.";
- mes "Following these precise steps are";
- mes "most important when working on magic.";
- mes "Next, 2 things must be put in the pot.";
- mes "First, objects that are seen when";
- mes "looking at the night sky.";
- mes "Second the pretty mass of earth,";
- mes "slipping through even when watered.";
- mes "You should check if it's smell has changed.";
- mes "Then stir it well 15 times.";
- mes "It's color will change.";
- mes "The final ingredients will be those";
- mes "that contain heat.";
- mes "You must follow the order.";
- mes "Stones that have the attribute of sun,";
- mes "brains of a marine sphere,";
- mes "the organ of passion,";
- mes "and a stone that cannot be cut.";
- mes "Once the final ingredient is placed in the pot,";
- mes "It will be over.";
- mes "The solution must be sprinkled at";
- mes "the place where you want to affect,";
- mes "the changing of the seasons.";
- close;
- }
- mes "^0000ffSeasonal Magic^000000:^ff0000Eternal Summer^000000";
- mes "First of all, you need to put and";
- mes "mix the first 3 things in a pre-heated pot.";
- mes "The extended arms of those who stalk at night,";
- mes "The rotten mixture of plants and animals,";
- mes "and the limbs of one going forward,";
- mes "who wants to run backward.";
- mes "This first stage should be complete.";
- mes "Just after this stage, the mixture";
- mes "will barely show any alteration.";
- mes "After this, you must add the liquid";
- mes "that aids all life and stir 20 times.";
- mes "At this point you will certainly";
- mes "see its color and smell changing.";
- mes "Remember that if you realize that";
- mes "something is wrong, you must stop and start over.";
- mes "Following these precise steps are";
- mes "most important when working on magic.";
- mes "Next, 2 things must be put in the pot.";
- mes "First, objects that are seen when";
- mes "looking at the night sky.";
- mes "Second the pretty mass of earth,";
- mes "slipping through even when watered.";
- mes "You should check if it's smell has changed.";
- mes "Then stir it well 15 times.";
- mes "It's color will change.";
- mes "The final ingredients will be those";
- mes "that contain heat.";
- mes "You must follow the order.";
- mes "Stones that have the attribute of sun,";
- mes "brains of a marine sphere,";
- mes "the organ of passion,";
- mes "and a stone that cannot be cut.";
- mes "Once the final ingredient is placed in the pot,";
- mes "It will be over.";
- mes "The solution must be sprinkled at";
- mes "the place where you want to affect,";
- mes "the changing of the seasons.";
- close;
- }
- else if (mos_nowinter > 14) {
- mes "-This book is the magic book that";
- mes "helped me make the medicine, but,";
- mes "I never want to read it again.-";
- close;
- }
- else {
- mes "-It's an unusually large book laid down, open.-";
- close;
- }
-}
-
-//----------------------------------------------------------------------------
-// Mixing Pot
-//----------------------------------------------------------------------------
-mosk_in,221,43,0 script #bowl 111,{
- if (mos_nowinter == 16) {
- mes "-It is a very dirty pot.";
- mes "Something is boiling";
- mes "Baba Yaga might have done something";
- mes "with it.";
- mes "Well, let's get it started.-";
- next;
- while(1) {
- mes "-Something is still being boiled in the pot.";
- mes "What am I going to do?-";
- next;
- switch(select("Put the materials in it.:Pour water in it.:Stir it up.:It is over!")) {
- case 1:
- switch(select("Powder Of Wing Of Bat:Liquid Of Spawn:Grasshopper's Leg:Starsand Of Witch:Fine Grit")) {
- case 1:
- if (.@bat > 0) {
- mes "-I put the Powder Of Wing Of Bat in the pot.";
- mes "Its smell slightly changes.-";
- specialeffect EF_POISONHIT;
- set .@nankai,.@nankai+1;
- }else{
- mes "-I put the Powder Of Wing Of Bat in the pot.";
- mes "It's color slightly changes.-";
- specialeffect EF_SMOKE;
- set .@bat,.@bat+1;
- set .@maho,.@maho+1;
- set .@nankai,.@nankai+1;
- }
- next;
- break;
- case 2:
- if (.@mush > 0) {
- mes "-I put the Liquid Of Spawn in the pot.";
- mes "Its smell slightly changes.-";
- specialeffect EF_POISONHIT;
- set .@nankai,.@nankai+1;
- }else{
- mes "-I put the Liquid Of Spawn in the pot.";
- mes "It's color slightly changes.-";
- specialeffect EF_SMOKE;
- set .@mush,.@mush+1;
- set .@maho,.@maho+1;
- set .@nankai,.@nankai+1;
- }
- next;
- break;
- case 3:
- if (.@locker > 0) {
- mes "-I put the Grasshopper's Leg in the pot.";
- mes "Its smell slightly changes.-";
- specialeffect EF_POISONHIT;
- set .@nankai,.@nankai+1;
- }else{
- mes "-I put the Grasshopper's Leg in the pot.";
- mes "It's color slightly changes.-";
- specialeffect EF_SMOKE;
- set .@locker,.@locker+1;
- set .@maho,.@maho+1;
- set .@nankai,.@nankai+1;
- }
- next;
- break;
- case 4:
- specialeffect EF_POISONHIT;
- set .@nankai,.@nankai+1;
- mes "-I put the Starsand Of Witch in the pot.";
- mes "Its smell slightly changes.-";
- next;
- break;
- case 5:
- specialeffect EF_POISONHIT;
- set .@nankai,.@nankai+1;
- mes "-I put the Fine Grit in the pot.";
- mes "Its smell slightly changes.-";
- next;
- break;
- }
- break;
- case 2:
- specialeffect EF_POISONHIT;
- set .@nankai,.@nankai+1;
- mes "-I pour water in the pot a little.";
- mes "The liquid has become thin.";
- mes "No other remarkable changes";
- mes "have happened.-";
- next;
- break;
- case 3:
- specialeffect EF_POISONHIT;
- set .@nankai,.@nankai+1;
- mes "-I stir it up";
- mes "with a stick several times.";
- mes "No other remarkable changes";
- mes "have happened.-";
- next;
- break;
- case 4:
- specialeffect EF_POISONATTACK;
- mes "["+strcharinfo(0)+"]";
- mes "I will tell Baba Yaga that";
- mes "the work has been done.";
- set mos_nowinter,17;
- close;
- }
- if (.@nankai == 3)
- break;
- }
- specialeffect EF_BUBBLE;
- mes "-The liquid has been changed";
- mes "and is now bubbling.";
- mes "It seems to have shrunk,";
- mes "but not by much.-";
- next;
- mes "-Anyway, the first step is done";
- mes "let's go on the next stage.-";
- next;
- while(1) {
- mes "-Well, What am I going to do?-";
- next;
- switch(select("Put the materials in it.:Pour water in it.:Stir it up.:It is over!")) {
- case 1:
- switch(select("Powder Of Wing Of Bat:Liquid Of Spawn:Grasshopper's Leg:Starsand Of Witch:Fine Grit")) {
- case 1:
- specialeffect EF_POISONHIT;
- set .@nankai,.@nankai+1;
- mes "-I put the Powder Of Wing Of Bat in it.";
- mes "It's smell drastically changes.-";
- next;
- break;
- case 2:
- specialeffect EF_POISONHIT;
- set .@nankai,.@nankai+1;
- mes "-I put the Liquid Of Spawn in the pot.";
- mes "It's smell drastically changes.-";
- next;
- break;
- case 3:
- specialeffect EF_POISONHIT;
- set .@nankai,.@nankai+1;
- mes "-I put the Grasshopper's Leg in the pot.";
- mes "It's smell drastically changes.-";
- next;
- break;
- case 4:
- if (.@nankai == 5 || .@nankai == 6) {
- if (.@star > 0) {
- specialeffect EF_POISONHIT;
- mes "-I put the Starsand Of Witch in the pot.";
- mes "Its color slightly changes.-";
- next;
- }else{
- mes "-I put the Starsand Of Witch in the pot.";
- mes "Its smell slightly changes.-";
- specialeffect EF_SMOKE;
- set .@maho,.@maho+1;
- set .@star,.@star+1;
- next;
- }
- }else{
- specialeffect EF_POISONHIT;
- mes "-I put the Starsand Of Witch in the pot.";
- mes "Its color slightly changes.-";
- set .@star,.@star+1;
- next;
- }
- set .@nankai,.@nankai+1;
- break;
- case 5:
- if (.@nankai == 5 || .@nankai == 6) {
- if (.@sand > 0) {
- specialeffect EF_POISONHIT;
- mes "-I put the Fine Grit in the pot.";
- mes "Its color slightly changes.-";
- next;
- }else{
- mes "-I put the Fine Grit in the pot.";
- mes "Its smell slightly changes.-";
- specialeffect EF_SMOKE;
- set .@sand,.@sand+1;
- set .@maho,.@maho+1;
- next;
- }
- }else{
- specialeffect EF_POISONHIT;
- mes "-I put the Fine Grit in the pot.";
- mes "Its color slightly changes.-";
- set .@sand,@sand+1;
- next;
- }
- set .@nankai,.@nankai+1;
- }
- break;
- case 2:
- if (.@nankai == 3) {
- mes "-I pour water in the pot a little.";
- mes "The boiling sounds stronger as if";
- mes "something in the cloudy liquid";
- mes "has changed.-";
- specialeffect EF_DRAGONSMOKE;
- set .@maho,.@maho+1;
- set .@nankai,.@nankai+1;
- next;
- }else{
- specialeffect EF_POISONHIT;
- mes "-I pour water in the pot and, the liquid gets thin.-";
- set .@nankai,.@nankai+1;
- next;
- }
- break;
- case 3:
- if (.@nankai == 4) {
- mes "["+strcharinfo(0)+"]";
- mes "Ok, I will stir it up this time.";
- mes "How many times should I..?";
- next;
- input .@input;
- if (.@input == 20) {
- mes "-It must be 20 times.-";
- next;
- specialeffect EF_WIND;
- mes "-Stirring up makes it";
- mes "brighter and";
- mes "its smell gets";
- mes "more bearable.";
- set .@maho,.@maho+1;
- set .@nankai,.@nankai+1;
- next;
- }
- else if (.@input == 0) {
- mes "-I won't stir it up.-";
- next;
- }
- else if (.@input > 100) {
- mes "-It won't be able";
- mes "to stir so many times.";
- mes "Let me think again.-";
- next;
- }
- else {
- mes "-Yes, it must be " + .@input + " times.-";
- next;
- mes "-I stir it up really hard.";
- mes "It is boiled.-";
- set .@nankai,.@nankai+1;
- next;
- }
- }else{
- mes "-Bubble, bubble-";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Something changed?";
- set .@nankai,.@nankai+1;
- next;
- }
- break;
- case 4:
- mes "["+strcharinfo(0)+"]";
- mes "I will tell Baba Yaga that";
- mes "it has been done.";
- set mos_nowinter,17;
- specialeffect EF_POISONATTACK;
- close;
- }
- if (.@nankai == 7)
- break;
- }
- mes "-I am sure that the book told me";
- mes "to wait for some time.-";
- next;
- mes "............";
- next;
- mes "............";
- next;
- mes "-The smell of the liquid boiling in";
- mes "the pot has changed enough.";
- mes "Let's go on to the next stage.-";
- next;
- while(1) {
- mes "-Well, What am I going to do?-";
- next;
- switch(select("Put the materials in it.:Pour water in it.:Stir it up.:It is over!")) {
- case 1:
- if (.@nankai != 11) {
- switch(select("Witched Starsand:Fine Grit:Detonator:Red Blood:Burning Heart")) {
- case 1:
- specialeffect EF_POISONHIT;
- set .@nankai,.@nankai+1;
- mes "-I put the Starsand Of Witch in the pot.";
- mes "Its smell slightly changes.-";
- next;
- break;
- case 2:
- specialeffect EF_POISONHIT;
- set .@nankai,.@nankai+1;
- mes "I put the Fine Grit in the pot.";
- mes "Its smell slightly changes.-";
- next;
- break;
- case 3:
- if (.@nankai == 9) {
- mes "-I put the Detonator in the pot.";
- mes "The smell has been changed a little.-";
- specialeffect EF_SMOKE;
- set .@maho,.@maho+1;
- set .@nankai,.@nankai+1;
- next;
- }else{
- specialeffect EF_POISONHIT;
- mes "-I put the Detonator in the pot.";
- mes "The smell gets worse.-";
- set .@nankai,.@nankai+1;
- next;
- }
- break;
- case 4:
- if (.@nankai == 8) {
- mes "-I put the Red Blood in the pot.-";
- mes "The smell has been changed a little.-";
- specialeffect EF_SMOKE;
- set .@maho,.@maho+1;
- set .@nankai,.@nankai+1;
- next;
- }else{
- specialeffect EF_POISONHIT;
- mes "-I put the Red Blood in the pot.";
- mes "The smell gets worse.-";
- set .@nankai,.@nankai+1;
- next;
- }
- break;
- case 5:
- if (.@nankai == 10) {
- mes "-I put the Burning Heart in the pot.";
- mes "The smell has been changed a little.-";
- specialeffect EF_SMOKE;
- set .@maho,.@maho+1;
- set .@nankai,.@nankai+1;
- next;
- }else{
- specialeffect EF_POISONHIT;
- mes "-I put the Burning Heart in the pot.";
- mes "The smell gets worse.-";
- set .@nankai,.@nankai+1;
- next;
- }
- }
- }else{
- switch(select("Witched Starsand:Fine Grit:Detonator:Red Blood:Burning Heart:Piece Of Diamond")) {
- case 1:
- set .@nankai,.@nankai+1;
- specialeffect EF_POISONHIT;
- mes "-I put the Starsand Of Witch in the pot.";
- mes "The smell gets worse.-";
- next;
- break;
- case 2:
- set .@nankai,.@nankai+1;
- specialeffect EF_POISONHIT;
- mes "I put the Fine Grit in the pot.";
- mes "The smell gets worse.-";
- next;
- break;
- case 3:
- mes "-I put the Detonator in the pot.";
- mes "The smell gets worse.-";
- specialeffect EF_POISONHIT;
- set .@nankai,.@nankai+1;
- next;
- break;
- case 4:
- mes "-I put the Red Blood in the pot.";
- mes "The smell gets worse.-";
- specialeffect EF_POISONHIT;
- set .@nankai,.@nankai+1;
- next;
- break;
- case 5:
- mes "-I put the Burning Heart in the pot.";
- mes "The smell gets better.-";
- specialeffect EF_POISONHIT;
- set .@nankai,.@nankai+1;
- next;
- break;
- case 6:
- mes "-I put a Piece Of Diamond in the pot.";
- mes "The solution alters in color.-";
- specialeffect EF_SMOKE;
- set .@maho,.@maho+1;
- set .@nankai,.@nankai+1;
- next;
- break;
- }
- }
- break;
- case 2:
- set .@nankai,.@nankai+1;
- mes "-I pour water in the pot a little.";
- mes "The smell gets better.-";
- next;
- break;
- case 3:
- if (.@nankai == 7) {
- mes "["+strcharinfo(0)+"]";
- mes "Ok, I will stir it up this time.";
- mes "How many times should I...?";
- next;
- input .@input;
- if (.@input == 15) {
- mes "-It must be 15 times.-";
- next;
- specialeffect EF_WIND;
- mes "-Stirring up makes it";
- mes "brighter.-";
- set .@maho,.@maho+1;
- set .@nankai,.@nankai+1;
- next;
- }
- else if (.@input == 0) {
- mes "-I won't stir it up.-";
- next;
- }
- else if (.@input > 100) {
- mes "-It won't be to";
- mes "stir so many times.";
- mes "Let me think again.-";
- next;
- }
- else {
- mes "-Yes, it must be " + .@input + " times.-";
- next;
- mes "-I stir it up really hard.";
- mes "It is boiled.-";
- set .@nankai,.@nankai+1;
- next;
- }
- }else{
- mes "-Bubble, bubble-";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Something changed?";
- set .@nankai,.@nankai+1;
- next;
- }
- break;
- case 4:
- if (.@maho == 12) {
- mes "-It seems that the work is over.";
- mes "I need to show this to Baba Yaga.-";
- set mos_nowinter,18;
- specialeffect EF_GASPUSH;
- close;
- }else{
- mes "-It seems that the work is over.";
- mes "I need to show this to Baba Yaga.-";
- specialeffect EF_POISONATTACK;
- set mos_nowinter,17;
- close;
- }
- }
- }
- }
-}
-
-//----------------------------------------------------------------------------
-// Center of Town
-//----------------------------------------------------------------------------
-moscovia,224,190,0 script #nowinterplz 844,{
- if (mos_nowinter == 19) {
- if (countitem(7765) > 0) {
- mes "["+strcharinfo(0)+"]";
- mes "This place must be";
- mes "the center of town...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ok, let's do it!";
- next;
- mes "-I drop the magic bottle";
- mes "containing Baba Yaga's";
- mes "Secret Medicine.-";
- delitem 7765,1;
- specialeffect EF_BARRIER;
- set mos_nowinter,20;
- next;
- mes "-You feel like your";
- mes "body is heating up.";
- mes "It's much hotter";
- mes "than before.-";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I'm sure that the season has changed";
- mes "But how can I confirm this?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "First I'm going to see the Csar.";
- mes "He would like to hear about this.";
- close;
- }else{
- mes "["+strcharinfo(0)+"]";
- mes "Ah, where did I place";
- mes "the magic bottle that Baba Yaga gave to me...";
- close;
- }
- }else{
- end;
- }
-}
-
-//----------------------------------------------------------------------------
-// Villagers
-//----------------------------------------------------------------------------
-moscovia,252,203,5 script A Little Girl#mos1 958,{
- if (mos_nowinter == 10) {
- if (mos_kid == 1) {
- mes "[Yosefina]";
- mes "Baba Yaga, the Horrible Cannibal";
- mes "is living outside the town.";
- next;
- mes "[Yosefina]";
- mes "My mom told me.";
- mes "that she is real.";
- close;
- }else{
- set .@kid,rand(1,100);
- select("Do you like the warm weather, little girl?");
- if (.@kid > 70) {
- mes "[Yosefina]";
- mes "Yes, I like it very much~";
- mes "I never want it to leave. I don't want winter to come.";
- specialeffect2 EF_SUMMONSLAVE;
- set mos_kid,1;
- if (mos_middle == 1 && mos_elder == 1) {
- set mos_nowinter,11;
- }
- close;
- }else{
- mes "[Yosefina]";
- mes "Yes, I like it very much~";
- mes "But, as soon as the sun sets I must go back home.";
- next;
- mes "[Yosefina]";
- mes "Baba Yaga kidnaps";
- mes "bad kids wandering";
- mes "in the night, I heard.";
- close;
- }
- }
- }else{
- mes "[Yosefina]";
- mes "Baba Yaga, the Horrible Cannibal";
- mes "is living outside the town.";
- next;
- mes "[Yosefina]";
- mes "My mom told me.";
- mes "that she is real.";
- close;
- }
-}
-
-moscovia,233,204,3 script A Young Man#mos2 968,{
- if (mos_nowinter == 10) {
- if (mos_middle == 1) {
- mes "[Fedor]";
- mes "Finally, winter is over.";
- mes "Spring is coming";
- mes "to my mind...";
- close;
- }else{
- select("You don't like winter, do you?");
- set .@kid,rand(1,100);
- if (.@kid > 70) {
- mes "[Fedor]";
- mes "No, I don't like the cold winter.";
- mes "And I get angry when";
- mes "seeing couples.";
- specialeffect2 EF_SUMMONSLAVE;
- set mos_middle,1;
- if (mos_kid == 1 && mos_elder == 1) {
- set mos_nowinter,11;
- }
- close;
- }else{
- mes "[Fedor]";
- mes "Huuuu, I wish I could have a girlfriend";
- mes "I would be able to enjoy the warm sunlight better...";
- next;
- mes "[Fedor]";
- mes "Who are you?";
- mes "Don't make matters worse!";
- close;
- }
- }
- }else{
- mes "[Fedor]";
- mes "Finally, winter is over.";
- mes "Spring is coming";
- mes "to my mind...";
- close;
- }
-}
-
-moscovia,219,229,5 script A Middle-Aged Man#mos3 964,{
- if (mos_nowinter == 10) {
- if (mos_elder == 1) {
- mes "[Viktor]";
- mes "Our people are very, very";
- mes "proud of their strength and";
- mes "invincible spirits.";
- next;
- mes "[Viktor]";
- mes "It doesn't matter to us";
- mes "how cold the winter is!";
- close;
- }else{
- set .@kid,rand(1,100);
- select("Whoever likes the winter?");
- if (.@kid > 70) {
- mes "[Viktor]";
- mes "Tell me about it!";
- mes "Everyone will be sad";
- mes "when it comes again.";
- mes "I don't want winter to come.";
- specialeffect2 EF_SUMMONSLAVE;
- set mos_elder,1;
- if (mos_kid == 1 && mos_middle == 1) {
- set mos_nowinter,11;
- }
- close;
- }else{
- mes "[Viktor]";
- mes "Hmm, do you think so...";
- mes "I am too familiar with both";
- mes "summer and winter to care much for";
- mes "one over the other.";
- close;
- }
- }
- }else{
- mes "[Viktor]";
- mes "Our people are very, very";
- mes "proud of their strength and";
- mes "invincible spirits.";
- next;
- mes "[Viktor]";
- mes "It doesn't matter to us";
- mes "how cold the winter is!";
- close;
- }
-}
-
-moscovia,255,203,3 script A Little Boy#mos4 962,{
- if (mos_nowinter == 10) {
- if (mos_kid == 1) {
- mes "[Vasili]";
- mes "Wow, he is";
- mes "an adventurer, an adventurer!!";
- next;
- mes "[Vasili]";
- mes "Tell me your exciting story.";
- mes "Have you fought a dragon?";
- mes "Where is your gold-shining sword and shield?";
- mes "Where?";
- close;
- }else{
- mes "[Vasili]";
- mes "Wow, he is";
- mes "an adventurer, an adventurer!!";
- next;
- mes "[Vasili]";
- mes "Why did you come here?";
- mes "Don't you have any colleague?";
- mes "I heard that the heroes in epics were tall,";
- mes "but, why are you so small?";
- mes "Where is your gold-shining sword?";
- mes "I heard that the armor glittered white,";
- mes "but, why don't you have on the armor?";
- mes "Won't you go for another adventure?";
- mes "How can you do it in the cold and snowy winter?";
- next;
- set .@kid,rand(1,100);
- select("I will go if it gets warm.");
- if (.@kid > 70) {
- mes "[Vasili]";
- mes "Will you? I will also";
- mes "go out for adventures";
- mes "with shining armor and";
- mes "a long and heavy sword";
- mes "some day.";
- next;
- specialeffect2 EF_SUMMONSLAVE;
- mes "[Vasili]";
- mes "If winter is gone,";
- mes "it is much easier to go on adventures.";
- set mos_kid,1;
- if (mos_middle == 1 && mos_elder == 1) {
- set mos_nowinter,11;
- }
- close;
- }else{
- mes "[Vasili]";
- mes "Ah, when are you leaving?";
- mes "Where are you going this time?";
- next;
- mes "[Vasili]";
- mes "Will you go to slay the dragon,";
- mes "that breathes fire and can";
- mes "exterminates 10 men by flapping";
- mes "its wings once?";
- close;
- }
- }
- }else{
- mes "[Vasili]";
- mes "Wow, he is";
- mes "an adventurer, an adventurer!!";
- next;
- mes "[Vasili]";
- mes "Tell me your exciting story.";
- mes "Have you fought a dragon?";
- mes "Where is your gold-shining sword and shield?";
- mes "Where?";
- close;
- }
-}
-
-moscovia,204,188,5 script A Lady#mos5 959,{
- if (mos_nowinter == 10) {
- if (mos_middle == 1) {
- mes "[Katya]";
- mes "The spring has come~";
- next;
- mes "[Katya]";
- mes "A million sunflowers are blooming~";
- close;
- }else{
- set .@kid,rand(1,100);
- select("You look good today.");
- if (.@kid > 70) {
- mes "[Katya]";
- mes "Yes, I feel good.";
- mes "When it gets warm, sunflowers bloom.";
- mes "The sunflower is the symbol";
- mes "of this province.";
- next;
- specialeffect2 EF_SUMMONSLAVE;
- mes "[Katya]";
- mes "I wish that winter never comes back and";
- mes "I could see sunflowers everyday.";
- set mos_middle,1;
- if (mos_kid == 1 && mos_elder == 1) {
- set mos_nowinter,11;
- }
- close;
- }else{
- mes "[Katya]";
- mes "Yes, I feel good.";
- mes "When it gets warm, sunflowers bloom.";
- mes "The sunflower is the symbol";
- mes "of this province.";
- close;
- }
- }
- }else{
- mes "[Katya]";
- mes "The spring has come~";
- next;
- mes "[Katya]";
- mes "A million sunflowers are blooming~";
- close;
- }
-}
-
-moscovia,167,97,3 script A Lady#mos6 961,{
- if (mos_nowinter == 10) {
- if (mos_elder == 1) {
- mes "[Roza]";
- mes "Naughty children get too";
- mes "excited in the warm days.";
- next;
- mes "[Roza]";
- mes "Where is the sun?";
- mes "Where is it hiding?";
- close;
- }else{
- set .@kid,rand(1,100);
- select("The weather is getting warmer.");
- if (.@kid > 70) {
- mes "[Roza]";
- mes "Yes, kids like it and";
- mes "flowers are blooming.";
- next;
- specialeffect2 EF_SUMMONSLAVE;
- mes "[Roza]";
- mes "Whoever likes the cold and dark winter?";
- mes "I hope this weather last forever.";
- set mos_elder,1;
- if (mos_kid == 1 && mos_middle == 1) {
- set mos_nowinter,11;
- }
- close;
- }else{
- mes "[Roza]";
- mes "In the warm days,";
- mes "I'm in trouble.";
- mes "It's too hard to control";
- mes "the children.";
- next;
- mes "[Roza]";
- mes "I think";
- mes "I need winter again.";
- close;
- }
- }
- }else{
- mes "[Roza]";
- mes "Naughty children get too";
- mes "excited in the warm days.";
- next;
- mes "[Roza]";
- mes "Where is the sun?";
- mes "Where is it hiding?";
- close;
- }
-}
-
-moscovia,202,102,3 script A Little Boy#mos7 962,{
- if (mos_nowinter == 10) {
- if (mos_kid == 1) {
- mes "[Feliks]";
- mes "This is the story";
- mes "about a terrible dragon.";
- next;
- mes "[Feliks]";
- mes "It is sleeping";
- mes "in its lair,";
- mes "but, it destroys everything";
- mes "around it when it awakes.";
- next;
- mes "[Feliks]";
- mes "This came from my grandma's";
- mes "grandma's grandma's";
- mes "grandma's grandma's";
- mes "grandma's grandma.";
- close;
- }else{
- set .@kid,rand(1,100);
- select("Do you like mysterious stories?");
- if (.@kid > 70) {
- mes "[Feliks]";
- mes "Yes, I love them.";
- mes "But, in winter,";
- mes "nobody comes out of their homes.";
- mes "So it's not very fun.";
- next;
- specialeffect2 EF_SUMMONSLAVE;
- mes "[Feliks]";
- mes "If winter never comes";
- mes "I can have";
- mes "fun all the time...";
- set mos_kid,1;
- if (mos_middle == 1 && mos_elder == 1) {
- set mos_nowinter,11;
- }
- close;
- }else{
- mes "[Feliks]";
- mes "Yes, my Grandma told me";
- mes "fairy-tales.";
- mes "The winter is cold, but";
- mes "it is fun to hear them.";
- close;
- }
- }
- }else{
- mes "[Feliks]";
- mes "This is the story";
- mes "about a terrible dragon.";
- next;
- mes "[Feliks]";
- mes "It is sleeping";
- mes "in its lair,";
- mes "but, it destroys everything";
- mes "around it when it awakes.";
- next;
- mes "[Feliks]";
- mes "This came from my grandma's";
- mes "grandma's grandma's";
- mes "grandma's grandma's";
- mes "grandma's grandma.";
- close;
- }
-}
-
-moscovia,220,172,3 script A Young Man#mos8 968,{
- if (mos_nowinter == 10) {
- if (mos_middle == 1) {
- mes "[Ilyav]";
- mes "I am going to adventure";
- mes "to experience new worlds";
- mes "as you do.";
- close;
- }else{
- set .@kid,rand(1,100);
- mes "[Ilyav]";
- mes "I am going to adventure";
- mes "to experience new worlds";
- mes "as you do.";
- next;
- select("When do you feel good?");
- if (.@kid > 70) {
- mes "[Ilyav]";
- mes "When the weather is as good as recently";
- mes "I feel an impulse to adventure";
- mes "many times a day.";
- next;
- specialeffect2 EF_SUMMONSLAVE;
- mes "[Ilyav]";
- mes "But, I don't want to in the cold winter.";
- mes "Hu, if the weather everday was as good as lately,";
- mes "I would like to go out a lot more.";
- mes "I hate winter...";
- set mos_middle,1;
- if (mos_kid == 1 && mos_elder == 1) {
- set mos_nowinter,11;
- }
- close;
- }else{
- mes "[Ilyav]";
- mes "Well...";
- mes "I don't know.";
- mes "I just am sometimes.";
- close;
- }
- }
- }else{
- mes "[Ilyav]";
- mes "I am going to adventure";
- mes "to experience new worlds";
- mes "as you do.";
- close;
- }
-}
-
-moscovia,253,175,3 script A Man#mos9 964,{
- if (mos_nowinter == 10) {
- if (mos_elder == 1) {
- mes "[Orek]";
- mes "The present Csar is a bit strict and";
- mes "terrible, but";
- mes "he actually loves";
- mes "his people.";
- close;
- }else{
- set .@kid,rand(1,100);
- select("What do you usually do in winter?");
- if (.@kid > 70) {
- mes "[Orek]";
- mes "It is too cold in winter so I don't go outside.";
- mes "There's so much snow that it makes it hard to go";
- mes "around here and there.";
- next;
- specialeffect2 EF_SUMMONSLAVE;
- mes "[Orek]";
- mes "In winter, fishing is more difficult,";
- mes "anyway, it is bad for us.";
- mes "I think it would be ok if we never had winter again.";
- set mos_elder,1;
- if (mos_kid == 1 && mos_middle == 1) {
- set mos_nowinter,11;
- }
- close;
- }else{
- mes "[Orek]";
- mes "It snows a lot in winter and";
- mes "gets too cold.";
- mes "So, we don't go outside";
- mes "without a particular reason.";
- next;
- mes "[Orek]";
- mes "My family just sits beside the pechka and talks,";
- mes "hoping that winter passes by soon.";
- close;
- }
- }
- }else{
- mes "[Orek]";
- mes "The present Csar is a bit strict and";
- mes "terrible, but";
- mes "he actually loves";
- mes "his people.";
- close;
- }
-}
-
-moscovia,168,135,3 script A Lady#mos10 961,{
- if (mos_nowinter == 10) {
- if (mos_elder == 1) {
- mes "[Kyra]";
- mes "I've seen many people";
- mes "from other provinces recently.";
- next;
- mes "[Kyra]";
- mes "This used to not";
- mes "be a tourist town.";
- mes "What happened...?";
- close;
- }else{
- mes "[Kyra]";
- mes "I've seen many people";
- mes "from other provinces recently.";
- next;
- mes "[Kyra]";
- mes "This used to not";
- mes "be a tourist town.";
- mes "What happened...?";
- next;
- select("Here it is warm and good.");
- set .@kid,rand(1,100);
- if (.@kid > 70) {
- mes "[Kyra]";
- mes "Hohoho, that may be true now.";
- mes "But, you don't even know how cold it gets here in winter.";
- mes "You wouldn't even want to go outside.";
- next;
- specialeffect2 EF_SUMMONSLAVE;
- mes "[Kyra]";
- mes "It is good to stay with my family, but";
- mes "nobody likes the cold winter.";
- set mos_elder,1;
- if (mos_kid == 1 && mos_middle == 1) {
- set mos_nowinter,11;
- }
- close;
- }else{
- mes "[Kyra]";
- mes "Hohoho, that may be true now.";
- mes "But, you don't even know how cold it gets here in winter.";
- mes "You wouldn't even want to go outside.";
- close;
- }
- }
- }else{
- mes "[Kyra]";
- mes "I've seen many people";
- mes "from other provinces recently.";
- next;
- mes "[Kyra]";
- mes "This used to not";
- mes "be a tourist town.";
- mes "What happened...?";
- close;
- }
-}
-
-moscovia,192,80,3 script A Lady#mos11 959,{
- if (mos_nowinter == 10) {
- if (mos_middle == 1) {
- mes "[Sabina]";
- mes "Sunflowers are squeezed for oil and";
- mes "their bodies are used for medicinal purposes.";
- mes "They are very useful.";
- close;
- }else{
- mes "[Sabina]";
- mes "Sunflowers are squeezed for oil and";
- mes "their bodies are used for medicinal purposes.";
- mes "They are very useful.";
- next;
- select("When do sunflowers bloom?");
- set .@kid,rand(1,100);
- if (.@kid > 70) {
- mes "[Sabina]";
- mes "They start to bloom";
- mes "from the late summer.";
- mes "You cannot help being";
- mes "attracted to sunflowers,";
- mes "if you see the spectacular scene";
- mes "of a field filled up with them.";
- next;
- mes "[Sabina]";
- mes "If the summer continues to last,";
- mes "I can see them all the time...";
- specialeffect2 EF_SUMMONSLAVE;
- set mos_middle,1;
- if (mos_kid == 1 && mos_elder == 1) {
- set mos_nowinter,11;
- }
- close;
- }else{
- mes "[Sabina]";
- mes "They start to bloom";
- mes "from the late summer.";
- mes "You cannot help being";
- mes "attracted to sunflowers,";
- mes "if you see the spectacular scene";
- mes "of a field filled up with them.";
- close;
- }
- }
- }else{
- mes "[Sabina]";
- mes "Sunflowers are squeezed for oil and";
- mes "their bodies are used for medicinal purposes.";
- mes "They are very useful.";
- close;
- }
-}
-
-moscovia,211,215,5 script A Young Man#mos12 967,{
- if (mos_nowinter == 10) {
- if (mos_middle == 1) {
- mes "[Izlof]";
- mes "There is a old saying,";
- mes "'an opportunity is a chance.'";
- next;
- mes "[Izlof]";
- mes "It is best to confess";
- mes "to ladies in the warm weather,";
- mes "when their minds wander";
- mes "like right now!";
- close;
- }else{
- set .@kid,rand(1,100);
- mes "[Izlof]";
- mes "There is a old saying,";
- mes "'an opportunity is a chance.'";
- next;
- mes "[Izlof]";
- mes "It is best to confess";
- mes "to ladies in the warm weather,";
- mes "when their minds wander";
- mes "right now!";
- next;
- select("It's good to have warm weather.");
- if (.@kid > 70) {
- mes "[Izlof]";
- mes "Of course.";
- mes "From now on, it is my golden age of opportunity!";
- next;
- specialeffect2 EF_SUMMONSLAVE;
- mes "[Izlof]";
- mes "If it is the summer all the time,";
- mes "my life will be in an amorous mood.";
- mes "Hahaha!";
- mes "I don't want winter to come.";
- set mos_middle,1;
- if (mos_kid == 1 && mos_elder == 1) {
- set mos_nowinter,11;
- }
- close;
- }else{
- mes "[Izlof]";
- mes "Of course.";
- mes "The cold winter has gone.";
- mes "From now on, it is my golden age!";
- close;
- }
- }
- }else{
- mes "[Izlof]";
- mes "There is a old saying,";
- mes "'an opportunity is a chance.'";
- next;
- mes "[Izlof]";
- mes "It is best to confess";
- mes "to ladies in the warm weather,";
- mes "when their minds wander";
- mes "right now!";
- close;
- }
-}
-
-moscovia,149,112,3 script A Man#mos13 964,{
- if (mos_nowinter == 10) {
- if (mos_elder == 1) {
- mes "[Lev]";
- mes "I was once like you,";
- mes "with a hot heart and cool reason,";
- mes "adventuring everywhere and";
- mes "coping with all the troubles...";
- close;
- }else{
- mes "[Lev]";
- mes "I was once like you,";
- mes "with a hot heart and cool reason,";
- mes "adventuring everywhere and";
- mes "coping with all the troubles...";
- next;
- set .@kid,rand(1,100);
- select("You need to take a rest.");
- if (.@kid > 70) {
- mes "[Lev]";
- mes "Yes, under the warm sunlight,";
- mes "I like to rest.";
- next;
- specialeffect2 EF_SUMMONSLAVE;
- mes "[Lev]";
- mes "I hope that this warm weather";
- mes "will last forever.";
- mes "I hate the cold winter.";
- set mos_elder,1;
- if (mos_kid == 1 && mos_middle == 1) {
- set mos_nowinter,11;
- }
- close;
- }else{
- mes "[Lev]";
- mes "Yes, under the warm sunlight,";
- mes "I like to rest.";
- next;
- mes "[Lev]";
- mes "But, I am still alive!";
- mes "I don't want to hear talk";
- mes "like that from you.";
- close;
- }
- }
- }else{
- mes "[Lev]";
- mes "I was once like you,";
- mes "with a hot heart and cool reason,";
- mes "adventuring everywhere and";
- mes "coping with all the troubles...";
- close;
- }
-}
-
-moscovia,196,71,3 script A Young Man#mos14 968,{
- if (mos_nowinter == 10) {
- if (mos_middle == 1) {
- mes "[Fredek]";
- mes "The men here grow up";
- mes "after going through tough waves in";
- mes "the vast sea";
- next;
- mes "[Fredek]";
- mes "Do you like";
- mes "sailing?";
- close;
- }else{
- mes "[Fredek]";
- mes "The men here grow up";
- mes "after going through tough waves in";
- mes "the vast sea";
- next;
- select("However, if winter comes...");
- set .@kid,rand(1,100);
- if (.@kid > 70) {
- mes "[Fredek]";
- mes "Yes, in winter the";
- mes "sea is frozen, so it";
- mes "is impossible to sail.";
- next;
- specialeffect2 EF_SUMMONSLAVE;
- mes "[Fredek]";
- mes "I hope that winter never comes.";
- mes "It is my dream.";
- set mos_middle,1;
- if (mos_kid == 1 && mos_elder == 1) {
- set mos_nowinter,11;
- }
- close;
- }else{
- mes "[Fredek]";
- mes "Although I won't be able";
- mes "to sail, my passion is not";
- mes "cooled down from winter.";
- close;
- }
- }
- }else{
- mes "[Fredek]";
- mes "The men here grow up";
- mes "after going through tough waves in";
- mes "the vast sea";
- next;
- mes "[Fredek]";
- mes "Do you like";
- mes "sailing?";
- close;
- }
-}
-
-moscovia,234,168,5 script A Man#mos15 964,{
- if (mos_nowinter == 10) {
- if (mos_elder == 1) {
- mes "[Gavrel]";
- mes "Don't you think that the castle is magnificent?";
- mes "It was built by my great great grandfather.";
- close;
- }else{
- mes "[Gavrel]";
- mes "Don't you think that the castle is magnificent?";
- mes "It was built by my great great grandfather.";
- next;
- mes "[Gavrel]";
- mes "It is very strong and";
- mes "it is warm inside of it.";
- mes "I am very proud of it.";
- next;
- select("Is it cold much in winter?");
- set .@kid,rand(1,100);
- if (.@kid > 70) {
- mes "[Gavrel]";
- mes "Yes, it is very cold.";
- mes "If you didn't prepare,";
- mes "it would be hard for you.";
- next;
- specialeffect2 EF_SUMMONSLAVE;
- mes "[Gavrel]";
- mes "It would be a lot better";
- mes "if winter never came again.";
- mes "But, design of coldness is";
- mes "winter itself, isn't it?";
- set mos_elder,1;
- if (mos_kid == 1 && mos_middle == 1) {
- set mos_nowinter,11;
- }
- close;
- }else{
- mes "[Gavrel]";
- mes "Yes, it is very cold.";
- mes "If you didn't prepare,";
- mes "it would be hard for you.";
- close;
- }
- }
- }else{
- mes "[Gavrel]";
- mes "Don't you think that the castle is magnificent?";
- mes "It was built by my great great grandfather.";
- close;
- }
-}
-
-moscovia,228,80,3 script A Little Boy#mos16 962,{
- if (mos_nowinter == 10) {
- if (mos_kid == 1) {
- mes "[Rurik]";
- mes "It's hard to look up at you.";
- mes "Come lower so I can see your eyes.";
- next;
- mes "[Rurik]";
- mes "Hmm, that's better.";
- mes "Children are the future.";
- mes "I won't have a future if I fall";
- mes "back and hurt my neck";
- mes "while looking up at you.";
- close;
- }else{
- set .@kid,rand(1,100);
- select("Do you like summer?");
- if (.@kid > 70) {
- mes "[Rurik]";
- mes "Ah, move a bit to the side.";
- mes "a bit more... Yes.";
- mes "Ah, stop there.";
- next;
- mes "[Rurik]";
- mes "I certainly like the summer.";
- mes "Unless the sunlight is too strong,";
- mes "it is much better than the cold winter.";
- next;
- specialeffect2 EF_SUMMONSLAVE;
- mes "[Rurik]";
- mes "By the way, what is this for?";
- mes "It is natural to like the summer.";
- mes "Do you think";
- mes "the winter should come again?";
- set mos_kid,1;
- if (mos_middle == 1 && mos_elder == 1) {
- set mos_nowinter,11;
- }
- close;
- }else{
- mes "[Rurik]";
- mes "Sure, I like the summer.";
- mes "Why are you asking";
- mes "such a question so suddenly?";
- close;
- }
- }
- }else{
- mes "[Rurik]";
- mes "It's hard to look up at you.";
- mes "Come lower so I can see your eyes.";
- next;
- mes "[Rurik]";
- mes "Hmm, that's better.";
- mes "Children are the future.";
- mes "I won't have a future if I fall";
- mes "back and hurt my neck";
- mes "while looking up at you.";
- close;
- }
-}
-
-//----------------------------------------------------------------------------
-// Magic Bottle
-//----------------------------------------------------------------------------
-mosk_dun03,225,233,0 script Pile of skeletons#mosk 111,{
- if (mos_nowinter == 8) {
- mes "-There are ugly skulls";
- mes "all over here but, ";
- mes "this is the only place that I can stay.-";
- next;
- mes "-Get closer to see";
- mes "more carefully.-";
- close;
- }else{
- mes "-The ugly skulls are gathered.-";
- close;
- }
-}
-
-mosk_dun03,225,233,0 script #Magic_Bottle -1,5,5,{
- end;
-
-OnTouch:
- if (mos_nowinter == 8) {
- mes "-She said that the Magic Gourd Bottle that";
- mes "can hold people's speech";
- mes "is around here.-";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "This is probably the only place";
- mes "where the bottle is hidden,";
- mes "but there are bones all over.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Anyway, why am I here?";
- mes "It would be trouble if";
- mes "the dragon came back...";
- next;
- while(1) {
- if(select("Look for it.:I will try next time.") == 1) {
- set .@findout,rand(1,20);
- if (BaseJob == Job_Thief) {
- mes "["+strcharinfo(0)+"]";
- mes "Here it is.";
- mes "That was easy to find.";
- set mos_nowinter,9;
- getitem 7761,1;
- close;
- }else{
- if (.@findout > 14) {
- mes "["+strcharinfo(0)+"]";
- mes "Ah, I got it!";
- mes "I better get out of here quickly.";
- set mos_nowinter,9;
- getitem 7761,1;
- close;
- }else{
- mes "............";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Where the hell is it?!";
- mes "It has to be in here somewhere!";
- next;
- }
- }
- }
- mes "["+strcharinfo(0)+"]";
- mes "I will try later.";
- close;
- }
- }
-}
-
-//----------------------------------------------------------------------------
-// Csar Alexsay III
-//----------------------------------------------------------------------------
-mosk_in,131,92,3 script #Csar -1,7,7,{
- if (mos_nowinter == 12) {
- mes "[Csar Alexsay III]";
- mes "You!!!";
- mes "So many people saw you";
- mes "meet with Baba Yaga!";
- next;
- mes "[Csar Alexsay III]";
- mes "The guilt which must be felt, when";
- mes "meeting secretly with a witch...";
- next;
- mes "[Csar Alexsay III]";
- mes "For that, we indict capital";
- mes "punishment without any just trial!";
- next;
- mes "[Csar Alexsay III]";
- mes "But you are a stranger to these";
- mes "lands... So I will hold you in special trial.";
- next;
- mes "[Csar Alexsay III]";
- mes "If you have anything to say...";
- mes "spare me no detail.";
- next;
- select("Explain the circumstances.");
- mes "-Talk about what happened with Baba";
- mes "Yaga, and move forward with the plan.-";
- next;
- mes "[Csar Alexsay III]";
- mes "Hm-hm, that's an embarrassing story...";
- mes "But if you are telling the";
- mes "truth, my people will be pleased.";
- next;
- mes "[Csar Alexsay III]";
- mes "Okay, Bring to me";
- mes "any evidence, to believe";
- mes "what you are saying.";
- next;
- mes "[Csar Alexsay III]";
- mes "You killed the Baba Yaga!!";
- mes "If this is true, bring";
- mes "me Yaga's Pestles.";
- mes "If you do, I will make";
- mes "sure no one ever doubts you.";
- next;
- if (countitem(7762) > 39) {
- if(select("Show the Yaga's Pestles.:Do nothing.") == 1) {
- mes "[" + strcharinfo(0) + "]";
- mes "Yes, Here you are.";
- next;
- mes "-Offered the Yaga's Pestles.-";
- delitem 7762,40;
- next;
- mes "[Csar Alexsay III]";
- mes "Hm.. You do have them.";
- mes "For the time being, I will admit";
- mes "that you are coming and going to";
- mes "hunt Baba Yaga.";
- next;
- mes "[Csar Alexsay III]";
- mes "But do not engage in doubtable";
- mes "behavior that would instigate my";
- mes "people to act in a strange way!";
- next;
- mes "[Csar Alexsay III]";
- mes "If you do that, I will arrest you immediately!";
- mes "So take care of yourself.";
- next;
- mes "[Csar Alexsay III]";
- mes "And, when you succeed in";
- mes "banishing winter with magic,";
- mes "announce that to me immediately.";
- set mos_nowinter,14;
- close;
- }
- mes "[Csar Alexsay III]";
- mes "I said to bring me";
- mes "40 Yaga's Pestles";
- mes "from the Baba Yaga.";
- set mos_nowinter,13;
- close;
- }else{
- mes "[Csar Alexsay III]";
- mes "I said to bring me";
- mes "40 Yaga's Pestles";
- mes "from the Baba Yaga.";
- set mos_nowinter,13;
- close;
- }
- }
-}
-
-//============================================================================
-// Shafka Hat
-//============================================================================
-moscovia,211,93,3 script Irina#edq 958,{
- if (checkweight(1201,1) == 0 ) {
- mes "Wait a moment!!";
- mes "You have too many items.";
- mes "You can't receive this.";
- mes "Lighten your weight and";
- mes "try again.";
- close;
- }
- mes "[Irina]";
- mes "Hello, foreign traveler!";
- mes "Have you had good day";
- mes "in Moscovia?";
- next;
- mes "[Irina]";
- mes "A special souvenir for visiting Moscovia...?";
- next;
- mes "[Irina]";
- mes "For you, let's make a Shafka hat.";
- mes "The Shafka has practicality and";
- mes "it's spruce! Do you want one?";
- next;
- if(select("Learn about the Shafka.:Make a Shafka hat.") == 1) {
- mes "[Irina]";
- mes "When I look at you, you seem to";
- mes "want to put on something of a thick";
- mes "fur hat on your head, out in this";
- mes "temperature. A Shafka!";
- next;
- mes "[Irina]";
- mes "If you've come here for the first";
- mes "time, you might not know... that";
- mes "winter here is famous for being so";
- mes "long and cold in Moscovia.";
- next;
- mes "[Irina]";
- mes "A Shafka hat is especially";
- mes "necessary to live here during the";
- mes "cold seasons. Without this hat, you";
- mes "may not endure a winter!";
- next;
- mes "[Irina]";
- mes "Now, the long, long winter has";
- mes "ended and the sun is shining... But";
- mes "someday the winter will come again.";
- mes "So, for preparation, you should";
- mes "keep a Shafka hat handy.";
- next;
- mes "[Irina]";
- mes "Don't worry about keeping warm if";
- mes "you're wearing a Shafka hat. Even";
- mes "during the coldest weather... You";
- mes "can roll around in the snow and the";
- mes "Shafka still keeps you warm!";
- close;
- }
- mes "[Irina]";
- mes "Do you want to make a Shafka hat?";
- mes "Heheh. Good idea!";
- mes "That's a good task.";
- mes "You will be grateful forever.";
- next;
- mes "[Irina]";
- mes "If you bring the materials,";
- mes "we can make one immediately!";
- mes "The materials are: ^0000FFNine Tails 20, Yarn 10, Soft Silk 10, Sea-otter Fur 20, Spool 1^000000.";
- next;
- if (countitem(1022) > 19 && countitem(7038) > 9 && countitem(7166) > 9 && countitem(7065) > 19 && countitem(7217) > 0) {
- mes "[Irina]";
- mes "You did well.";
- mes "Give me the materials. I will make the Shafka.";
- next;
- delitem 1022,20; //Fox_Tail
- delitem 7038,10; //Yarn
- delitem 7166,10; //Soft_Silk_Cloth
- delitem 7065,20; //Sea_Otter_Leather
- delitem 7217,1; //Spool
- getitem 5243,1; //Chullos
- mes "[Irina]";
- mes "Good, I made it. So, how about it?";
- mes "Do you like it?";
- next;
- mes "[Irina]";
- mes "If you need a Shafka hat,";
- mes "come to me whenever,";
- mes "with the materials.";
- mes "I will make it.";
- next;
- mes "[Irina]";
- mes "Okay?";
- mes "Okay, so... Bye-bye!~";
- close;
- }else{
- mes "[Irina]";
- mes "Ah... You lack some materials. We";
- mes "can't make the Shafka hat with just";
- mes "these materials.";
- next;
- mes "[Irina]";
- mes "If you bring the right materials, I";
- mes "will make a Shafka immediately.";
- next;
- mes "[Irina]";
- mes "The materials are: ^0000FFNine Tails 20, Yarn 10, Soft Silk 10, Sea-otter Fur 20, Spool 1^000000.";
- close;
- }
-}
-
-//============================================================================
-// Koshei the Immortal
-//============================================================================
-
-//----------------------------------------------------------------------------
-// Sage - Starting Point
-//----------------------------------------------------------------------------
-mosk_fild02,198,252,3 script Sage#rus01 755,{
- if (rhea_rus_main < 1) {
- mes "[Sage]";
- mes "Ah, a foreigner,";
- mes "you're not from";
- mes "around here are you?";
- mes "It's nice to meet you!";
- next;
- mes "[Sage]";
- mes "I've heard stories of the many adventurers from your lands. But, I haven't been able to talk with them much because they were always busy.";
- next;
- if(select("Sorry, but I'm busy.....:Ok, let's talk.") == 1) {
- mes "[Sage]";
- mes "Ah, you are...";
- mes "I just wanted to hear about news from other lands...";
- next;
- mes "[Sage]";
- mes "Sorry to bother you. You have a good trip.";
- close;
- }
- mes "[Sage]";
- mes "I've heard that interesting creatures inhabit your lands. Could you please tell me about at least one of them?";
- next;
- select("Show him a Poring Card");
- mes "["+ strcharinfo(0) +"]";
- mes "This is a card of one of the monsters that inhabit the Rune Midgard continent.";
- next;
- if (countitem(4001) < 1) {
- mes "[Sage]";
- mes "...?!";
- mes "What are you talking about?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I mean, this card.............";
- mes "..................Ehhh?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Ah.. haha.. where is it?!";
- mes "W, wait.. I've got one somewhere!";
- close;
- }
- mes "[Sage]";
- mes "Hooh, it is.. I can't believe this is real.";
- mes "Thank you for showing me this.";
- next;
- mes "[Sage]";
- mes "By the way, do you like this place?";
- next;
- mes "[Sage]";
- mes "Now, that winter has passed and summer is coming the weather is great. And I know that winter comes every year, but I always pray that it won't return again.";
- next;
- mes "[Sage]";
- mes "After the passing of winter, the summer weather has made the forest dense and the air so warm. My favorite season will always be summer.";
- next;
- mes "[Sage]";
- mes "But, don't forget that you should still be careful. Lots of adventurers were lost in the forst in front of us.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Have any of the adventurers returned?";
- next;
- mes "[Sage]";
- mes "Only one has come back and told me of a mysterious stone, where the road splits into three, that curses those who touch it so I've been keeping away from it.";
- next;
- mes "[Sage]";
- mes "But, don't worry about me. I know my way around here and am not afraid of monsters, haha.";
- set rhea_rus_main,1;
- close;
- }else{
- mes "[Sage]";
- mes "Now, that winter has passed and summer is coming the weather is great. And I know that winter comes every year, but I always pray that it won't return again.";
- next;
- mes "[Sage]";
- mes "After the passing of winter, the summer weather has made the forest dense and the air so warm. My favorite season will always be summer.";
- next;
- mes "[Sage]";
- mes "But, don't forget that you should still be careful. Lots of adventurers were lost in the forst in front of us.";
- next;
- mes "[Sage]";
- mes "Only one has come back and told me of a mysterious stone, where the road splits into three, that curses those who touch it so I've been keeping away from it.";
- next;
- mes "[Sage]";
- mes "Me? Haha, don't worry about me. I know my way around here and am not afraid of monsters, haha.";
- close;
- }
-}
-
-//----------------------------------------------------------------------------
-// Mysterious Stone
-//----------------------------------------------------------------------------
-mosk_dun01,169,162,0 script Mysterious Stone#rus02 111,{
- if (rhea_rus_main < 1) {
- mes "- The road forks here -";
- close;
- }
- else if (rhea_rus_main > 0 && rhea_rus_main < 3) {
- mes "- Words are engraved -";
- mes "- on the stone -";
- next;
- mes "- Right path -> Drain -";
- mes "- Left path -> Curse -";
- mes "- Middle -> ? -";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "...Where should I go?";
- next;
- switch(select("Right:Left:Middle")) {
- case 1:
- mes "["+ strcharinfo(0) +"]";
- mes "...What about the right...";
- next;
- mes "- You decide to go to the right -";
- next;
- mes "- !!!!!! -";
- percentheal -50,-50;
- specialeffect2 EF_DARKBREATH;
- specialeffect2 EF_HIT2;
- emotion 23,1;
- next;
- mes "- An unknown force has -";
- mes "- drained your health -";
- close2;
- warp "mosk_dun01",190,47;
- end;
- break;
- case 2:
- if (checkriding() == 0) {
- mes "["+ strcharinfo(0) +"]";
- mes "...What about the left...?";
- next;
- mes "- You decide to go to the left -";
- next;
- mes "- !!!!!! -";
- emotion 23,1;
- next;
- mes "- An unknown force has -";
- mes "- cursed your body -";
- sc_start SC_CURSE,60000,0;
- close2;
- warp "mosk_dun01",190,47;
- end;
- }else{
- mes "["+ strcharinfo(0) +"]";
- mes "...What about the left...?";
- next;
- mes "- You decide to go to the left -";
- next;
- mes "- !!!!!! -";
- emotion 23,1;
- next;
- mes "- Your trusty Pecopeco senses -";
- mes "- an unknown force and tries -";
- mes "- to run away!! -";
- sc_start SC_CURSE,60000,0;
- setriding 0;
- close2;
- warp "mosk_dun01",190,47;
- end;
- }
- break;
- case 3:
- mes "["+ strcharinfo(0) +"]";
- mes "...What about the middle...?";
- next;
- mes "- You move forward -";
- mes "- toward the middle -";
- next;
- mes "- !!!!!! -";
- emotion 23,1;
- donpcevent "Gray Wolf#rus03::OnEnable";
- set rhea_rus_main,2;
- close;
- }
- }
- else if (rhea_rus_main == 3) {
- mes "- Words are engraved -";
- mes "- on the stone -";
- next;
- mes "- Right path -> Drain -";
- mes "- Left path -> Curse -";
- mes "- Middle -> ? -";
- next;
- mes "- You carefully read the stone -";
- mes "- and decide to wait -";
- set rhea_rus_main,4;
- donpcevent "Gray Wolf#rus03::OnEnable";
- close;
- }
- else if (rhea_rus_main == 4) {
- mes "- Words are engraved -";
- mes "- on the stone -";
- next;
- mes "- Right path -> Drain -";
- mes "- Left path -> Curse -";
- mes "- Middle -> ? -";
- next;
- mes "- You carefully read the stone -";
- mes "- and decide to wait -";
- donpcevent "Gray Wolf#rus03::OnEnable";
- close;
- }
-}
-
-//----------------------------------------------------------------------------
-// Gray Wolf
-//----------------------------------------------------------------------------
-mosk_dun01,167,160,3 script Gray Wolf#rus03 972,{
- if (rhea_rus_main < 2) {
- mes "[Gray Wolf]";
- mes "... Turn back, adventurer...";
- mes "This is not where you belong.";
- close2;
- warp "mosk_dun01",190,47;
- end;
- }
- else if (rhea_rus_main == 2) {
- mes "[Gray Wolf]";
- mes "Halt, adventurer.";
- mes "Why did you disregard the warnings on the stone?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Are you the reason adventurers are getting lost around this forest?";
- next;
- mes "[Gray Wolf]";
- mes "...lost around this forest.";
- mes "He doesn't want anyone to wander around the forest.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "He? Who is he?!";
- next;
- mes "[Gray Wolf]";
- mes "His name is Koshei, the Immortal...";
- mes "and he has been freed from his captivity... You'd better leave before he finds you.";
- next;
- mes "[Gray Wolf]";
- mes "I'm warning you again!";
- mes "Unless you want to be killed, leave now.";
- set rhea_rus_main,3;
- emotion 23,1;
- specialeffect2 EF_HIT2;
- percentheal -50,0;
- next;
- mes "- The Gray Wolf attacks you -";
- mes "- with it's claws and jumps -";
- mes "- into the bushes behind you!! -";
- donpcevent "Gray Wolf#rus03::OnDisable";
- close2;
- warp "mosk_dun01",190,47;
- end;
- }
- else if (rhea_rus_main == 4) {
- mes "[Gray Wolf]";
- mes "...Why did you come back?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I am afraid of nothing!";
- mes "I'm not afraid of your warning 'cuz I'm not as weak as you think I am!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Your attack from before was a cheapshot! If you have something to do with the missing people around here, you won't be forgiven!";
- mes "Come on!!!";
- next;
- mes "- You stand firm and -";
- mes "- aim your weapon -";
- mes "- at the Gray Wolf -";
- next;
- mes "[Gray Wolf]";
- mes "Stop it. You cannot beat me.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Let's see who's stronger?!";
- mes "Take your position. I won't take you by surprise!!!";
- next;
- mes "[Gray Wolf]";
- mes "......You...... Haha.....";
- mes "Hahahahaha!!";
- next;
- mes "[Gray Wolf]";
- mes "Yes, you are very brave.";
- mes "... Yes, I think that I've been waiting for someone like you.";
- next;
- mes "[Gray Wolf]";
- mes "Please accept my apologies.";
- next;
- mes "[Gray Wolf]";
- mes "I need brave adventurers, like you, to help me. Can you help me?";
- next;
- if(select("No, how can I trust you?:Ok, I'll help") == 1) {
- mes "[Gray Wolf]";
- mes "Hu.. you won't. But, I ask you again. Can you help me?";
- next;
- }
- mes "["+ strcharinfo(0) +"]";
- mes "... Ok, ok. There's no way I can refuse this type of request.";
- mes "So, what do you want me to do?";
- next;
- mes "[Gray Wolf]";
- mes "This isn't a good place to talk. Get on my back, I will show you something.";
- next;
- mes "- He turns his back to me -";
- mes "- I jump up and suddenly -";
- set rhea_rus_main,5;
- donpcevent "Gray Wolf#rus03::OnDisable";
- close2;
- warp "mosk_dun01",46,253;
- end;
- }
-
-OnInit:
- disablenpc "Gray Wolf#rus03";
- end;
-
-OnEnable:
- enablenpc "Gray Wolf#rus03";
- initnpctimer;
- end;
-
-OnDisable:
- disablenpc "Gray Wolf#rus03";
- stopnpctimer
- end;
-
-OnTimer120000:
- stopnpctimer;
- donpcevent "Gray Wolf#rus03::OnDisable";
- end;
-}
-
-//----------------------------------------------------------------------------
-// Wall (Maria Morebna, Gray Wolf, Koshei)
-//----------------------------------------------------------------------------
-mosk_dun01,45,259,0 script Wall#rus04 111,{
- if (rhea_rus_main < 5) {
- mes "["+ strcharinfo(0) +"]";
- mes "...?!";
- emotion 1,1;
- close;
- }
- else if (rhea_rus_main == 5) {
- set .@speak01,rand(1,3);
- if (.@speak01 == 3) {
- mes "["+ strcharinfo(0) +"]";
- mes "...?!";
- emotion 1,1;
- donpcevent "Gray Wolf#rus05::OnEnable";
- next;
- }else{
- mes "["+ strcharinfo(0) +"]";
- mes "...?!";
- emotion 1,1;
- close;
- }
- mes "[Girl's Voice]";
- mes "Who is there? Gray Wolf?!";
- mes "Wolf, who are you with?";
- next;
- mes "[Gray Wolf]";
- mes "This is an adventurer from another land. He is not afraid of Koshei. He may be able to help you.";
- next;
- mes "[Girl's Voice]";
- mes "Help me? Do you think he can stop Koshei?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Ah, hold on. Who is Koshei and who is talking?";
- next;
- mes "[Girl's Voice]";
- mes "Koshei.. He is an immortal and endless evil. I fought against him a long tim ago. After a fierce fight, I had to seal him in the darkness because he is immortal.";
- next;
- mes "[Girl's Voice]";
- mes "And as a result I became imprisoned in this wall.";
- mes "He has found a way to break away from his seal and I fear for the worst.";
- next;
- mes "[Girl's Voice]";
- mes "My name is Maria Morebna. Help me exterminate Koshei. I want to keep peace in Moscovia. Can you help me?";
- next;
- select("Ok, I can");
- mes "["+ strcharinfo(0) +"]";
- mes "So, how can I help you?";
- next;
- mes "[Gray Wolf]";
- mes "First, you need to find a way to get her out of there.";
- mes "I've heard about a '^0000ffGolden Key^000000' that can open anything. There is a keymaker in town.";
- next;
- mes "[Gray Wolf]";
- mes "As you see, I look like a monster so I am not able to go there. I want you to find this keymaker and ask about the '^0000ffGolden Key^000000'.";
- next;
- mes "[Girl's Voice]";
- mes "Please don't forget about me.";
- donpcevent "Gray Wolf#rus05::OnDisable";
- set rhea_rus_main,6;
- close;
- }
- else if (rhea_rus_main > 5 && rhea_rus_main < 8) {
- mes "[Girl's Voice]";
- mes "Help me get out of here.";
- mes "I hope you can help me find that '^0000ffGolden Key^000000' that can open anything.";
- next;
- mes "[Girl's Voice]";
- mes "I've heard about a keymaker in Moscovia who knows how to make a '^0000ffGolden Key^000000'.";
- close;
- }
- else if (rhea_rus_main == 8) {
- if (rhea_rus_quiz < 3) {
- if(getequipid(EQI_SHOES) != 2429) {
- if(getequipid(EQI_SHOES) != 2430) {
- mes "["+ strcharinfo(0) +"]";
- mes "...Hmm, did I forget to wear something...?";
- close;
- }
- }
- mes "[Girl's Voice]";
- mes "Did you get the key?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "...I need golden thread. I heard that I was able to get it from Marozka. He....";
- next;
- mes "[Girl's Voice]";
- mes "Marozka... He is the owner of winter and dwells in the deep underground. He won't let just anyone see him.";
- next;
- mes "[Girl's Voice]";
- mes "He has monsters that guard his underground lair. It's very dangerous. But, I know where he is.";
- next;
- mes "[Girl's Voice]";
- mes "What do you think? I can open a portal to the cave Do you want to go there now?";
- next;
- if(select("Not yet...:Open the portal!") == 1) {
- mes "[Girl's Voice]";
- mes "... When you're ready, just tell me.";
- close;
- }
- mes "[Girl's Voice]";
- mes "...Ok, be careful There are a lot of monsters there.";
- donpcevent "1#rus27::OnEnable";
- close;
- }else{
- mes "[Girl's Voice]";
- mes "Have you.. got the key?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Not yet... Give me a second.";
- next;
- mes "[Girl's Voice]";
- mes "If you gather all the necessary things, go to Moscovia and find the keymaker. Do me this favor, please.";
- close;
- }
- }
- else if (rhea_rus_main > 8 && rhea_rus_main < 47) {
- mes "[Girl's Voice]";
- mes "Have you.. got the key?";
- next;
- if (rhea_rus_ring > 8 && rhea_rus_hair > 8 && rhea_rus_quiz > 29) {
- mes "["+ strcharinfo(0) +"]";
- mes "I collected every meterial for the key, But have not yet got the key...";
- next;
- mes "[Girl's Voice]";
- mes "Go to Moscovia and find the keymaker.";
- close;
- }else{
- mes "["+ strcharinfo(0) +"]";
- mes "Not yet... Give me a second.";
- next;
- mes "[Girl's Voice]";
- mes "If you gather all the things necessary, go to Moscovia and find the keymaker. Do me this favor, please.";
- close;
- }
- }
- else if (rhea_rus_main == 47) {
- if (countitem(7876) > 0) {
- if ($@rus_req02 == 1) {
- mes "[Girl's Voice]";
- mes "I can feel Koshei's energy.. It is not a time to use the key...";
- close;
- }else{
- set $@rus_req02,1;
- mes "[Girl's Voice]";
- mes "Did you get the key?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I did. So, how do I use it?";
- next;
- mes "[Girl's Voice]";
- mes "Listen very carefully!";
- mes "Left the key up, and shout '^0000ffThe Free wind blows and gets you wherever you want^000000'.";
- next;
- input .@input$;
- if (.@input$ == "The Free wind blows and gets you wherever you want") {
- mes "["+ strcharinfo(0) +"]";
- mes "^0000ff "+ .@input$ +" !! ^000000";
- next;
- mes "- The key begins to glow -";
- mes "- wind begins to blow -";
- mes "- from somewhere -";
- specialeffect2 EF_BEGINSPELL;
- specialeffect EF_FREEZED;
- next;
- }else{
- mes "["+ strcharinfo(0) +"]";
- mes " "+ .@input$ +" !! ";
- next;
- mes "[Girl's Voice]";
- mes ".........................................................................................";
- next;
- mes "[Girl's Voice]";
- mes "You must've said it wrong...";
- set $@rus_req02,0;
- close;
- }
- mes "- The wind disappears and -";
- mes "- a very young girl appears -";
- donpcevent "Maria Morebna#rus46::OnEnable";
- specialeffect EF_FREEZED,AREA,"Maria Morebna#rus46";
- next;
- mes "[Maria Morebna]";
- mes "Thank you!";
- mes "I'm finally out of there! Now I can.....................aaaaak!!!....";
- next;
- specialeffect EF_HIT2,AREA,"Maria Morebna#rus46";
- specialeffect EF_DARKBREATH,AREA,"Maria Morebna#rus46";
- specialeffect EF_DEVIL,AREA,"Maria Morebna#rus46";
- mes "- Maria is attacked -";
- mes "- and falls down!! -";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Maria?! What happened?!";
- sc_start SC_CURSE,60000,0;
- emotion 23,1;
- next;
- mes "[Koshei, the Immortal]";
- mes "I really want to thank you, human. Maria was imprisoned in the wall so I couldn't do anything!";
- next;
- mes "[Koshei, the Immortal]";
- mes "She'll thank me for giving her a quick death!!";
- next;
- mes "[Koshei, the Immortal]";
- mes "But you, human... You are here to disturb me?";
- next;
- mes "[Koshei, the Immortal]";
- mes "No one can stop me! Now, die!!!";
- next;
- mes "[Gray Wolf]";
- mes "Watch out!!";
- next;
- donpcevent "Gray Wolf#rus05::OnEnable";
- mes "[Koshei, the Immortal]";
- mes "Gray Wolf...";
- mes "You think you can fight me?!";
- next;
- specialeffect EF_FIREHIT,AREA,"Gray Wolf#rus05";
- mes "- Staggering from -";
- mes "- Koshei's flames, -";
- mes "- Gray Wolf quickly tell me -";
- next;
- mes "[Gray Wolf]";
- mes "Listen, I can still help Maria if I treat her now.";
- mes "I will flee with her and leave you to deal with Koshei!!";
- next;
- donpcevent "Gray Wolf#rus05::OnDisable";
- donpcevent "Maria Morebna#rus46::OnDisable";
- mes "[Koshei, the Immortal]";
- mes "Stop! Where do you think you're going?!!!";
- delitem 7876,1;
- set rhea_rus_main,48;
- monster "mosk_dun01",45,256,"Koshei, the Immortal",1890,1,"Wall#rus04::OnMyMobDead";
- donpcevent "Koshei#rus47::OnEnable";
- close;
- }
- }else{
- mes "[Girl's Voice]";
- mes "Have you.. got the key?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Sure! Here it...";
- mes "...............Errr?";
- close;
- }
- }
- else if (rhea_rus_main == 48) {
- if ($@rus_req02 == 1) {
- mes "[Gray Wolf's voice]";
- mes "I can sense Koshei's presence.";
- next;
- mes "[Gray Wolf's voice]";
- mes "I can still help Maria if I treat her now.";
- mes "I will flee with her and leave you to deal with Koshei!!";
- close;
- }else{
- mes "["+ strcharinfo(0) +"]";
- mes "...Maria...";
- mes "I... could do nothing...";
- next;
- mes "[Gray Wolf]";
- mes "No, it's not too late!";
- emotion 0,1;
- donpcevent "Gray Wolf#rus05::OnEnable";
- next;
- mes "[Gray Wolf]";
- mes "She's alive.";
- mes "But, she's still unstable.";
- next;
- mes "[Gray Wolf]";
- mes "To save her, I need 'Life Water' and 'Death Water'. Find Baba Yaga, she'll know what to do.";
- next;
- mes "[Gray Wolf]";
- mes "I can't keep her alive for much longer. You must find Baba Yaga.";
- set rhea_rus_main,49;
- close2;
- donpcevent "Gray Wolf#rus05::OnDisable";
- end;
- }
- }
- else if (rhea_rus_main > 48 && rhea_rus_main < 51) {
- mes "[Gray Wolf's voice]";
- mes "But, she's still unstable.";
- next;
- mes "[Gray Wolf's voice]";
- mes "To save her, I need 'Life Water' and 'Death Water'. Find Baba Yaga, she'll know what to do.";
- next;
- mes "[Gray Wolf's voice]";
- mes "I can't keep her alive for much longer. You must find Baba Yaga.";
- close;
- }
- else if (rhea_rus_main == 51) {
- if ($@rus_req02 == 1) {
- mes "[Gray Wolf's voice]";
- mes "I can sense Koshei's presence.";
- next;
- mes "[Gray Wolf's voice]";
- mes "I can still help Maria if I treat her now.";
- mes "I will flee with her and leave you to deal with Koshei!!";
- close;
- }else{
- mes "[Gray Wolf's voice]";
- mes "Did you get the 'Life Water' and 'Death Water'?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I've got them! How's Maria?!";
- donpcevent "Gray Wolf#rus05::OnEnable";
- donpcevent "Maria Morebna#rus46::OnEnable";
- next;
- mes "[Gray Wolf]";
- mes "I fear that her spirit has gone. Severe wounds and curses are hindering her spirit from coming back. But we can save her with that water.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Ok... First...";
- next;
- if(select("Death Water:Life Water") == 1) {
- mes "["+ strcharinfo(0) +"]";
- mes "I hope this works...";
- next;
- mes "- I pour the Death Water -";
- mes "- on Maria's stiff body -";
- next;
- }else{
- mes "["+ strcharinfo(0) +"]";
- mes "I hope this works...";
- next;
- mes "- I pour the Life Water -";
- mes "- on Maria's stiff body -";
- next;
- mes "[Maria Morebna]";
- mes "..........................";
- next;
- mes "- Nothing changed -";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Huk, was this wrong...?!";
- next;
- mes "[Gray Wolf]";
- mes "What are you doing?! I told you we did not have much time! What are you going to do now?!";
- next;
- donpcevent "Gray Wolf#rus05::OnDisable";
- donpcevent "Maria Morebna#rus46::OnDisable";
- mes "["+ strcharinfo(0) +"]";
- mes "I am so sorry. But some water is left...";
- close;
- }
- mes "- The wounds and -";
- mes "- curses on her body -";
- mes "- are removed !! -";
- specialeffect EF_ABSORBSPIRITS,AREA,"Maria Morebna#rus46";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Ok! Next...";
- next;
- if(select("Death Water:Life Water") == 1) {
- mes "["+ strcharinfo(0) +"]";
- mes "Pour the 'Death Water' again...";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "...!? No, not 'Death Water'.. I should pour 'Life Water'.......";
- next;
- mes "[Gray Wolf]";
- mes "............................";
- mes "Can I trust you...?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Hehehe, you can trust me. Next is the 'Life Water'.";
- next;
- mes "- I pour 'Life Water' on Maria -";
- next;
- }else{
- mes "["+ strcharinfo(0) +"]";
- mes "Ok, next the 'Life Water'.";
- next;
- mes "- I pour the Life Water -";
- mes "- on Maria's stiff body -";
- next;
- }
- mes "- !! -";
- specialeffect EF_RESURRECTION,AREA,"Maria Morebna#rus46";
- next;
- mes "[Gray Wolf]";
- mes "Success!!";
- next;
- mes "[Maria Morebna]";
- mes "Ah, did I...?!";
- mes "You saved me. I really appreicate it. Thank you for helping us fight against Koshei.";
- next;
- mes "[Maria Morebna]";
- mes "And you, Gray Wolf.. Thank you for protecting me while I was helpless.";
- next;
- mes "[Maria Morebna]";
- mes "Koshei wasn't completely destroyed. But, his power has weakened, it shouldn't be hard to seal his power without me also being sealed.";
- next;
- mes "[Maria Morebna]";
- mes "Koshei and I are bound by magic. If one's power should be sealed, the other must be sealed as well.";
- next;
- mes "[Maria Morebna]";
- mes "But the original seal weakened over time and Koshei was able to get out of his confinement. That is why I asked you to get me out of here.";
- next;
- mes "[Maria Morebna]";
- mes "He realized that I was trying to break free and waited here for anyone who would help me. I never ever expected it...";
- next;
- mes "[Maria Morebna]";
- mes "Anyway, I'm so grateful for everything you did.";
- next;
- mes "[Maria Morebna]";
- mes "Please accept my poor reward, I hope that it will be of some help for such a brave adventurer. I hope that the gods will bless you on your journey.";
- next;
- mes "[Maria Morebna]";
- mes "It's been a long time since I've felt the sunlight, fresh wind and the scent of grass. I'm so grateful.";
- set rhea_rus_main,52;
- set .@rus_food,rand(1,6);
- if (.@rus_food == 1) {
- getitem 12093,1;
- }
- else if (.@rus_food == 2) {
- getitem 12088,1;
- }
- else if (.@rus_food == 3) {
- getitem 12073,1;
- }
- else if (.@rus_food == 4) {
- getitem 12078,1;
- }
- else if (.@rus_food == 5) {
- getitem 12083,1;
- }
- else {
- getitem 12098,1;
- }
- if (BaseLevel < 56) {
- getexp 1300,350;
- }
- else if (BaseLevel > 55 && BaseLevel < 61) {
- getexp 2460,615;
- }
- else if (BaseLevel > 60 && BaseLevel < 66) {
- getexp 4242,1061;
- }
- else if (BaseLevel > 65 && BaseLevel < 71) {
- getexp 6489,1622;
- }
- else if (BaseLevel > 70 && BaseLevel < 76) {
- getexp 16491,4123;
- }
- else if (BaseLevel > 75 && BaseLevel < 81) {
- getexp 27629,6907;
- }
- else if (BaseLevel > 80 && BaseLevel < 86) {
- getexp 34041,8510;
- }
- else if (BaseLevel > 85 && BaseLevel < 91) {
- getexp 41846,10462;
- }
- else if (BaseLevel > 90 && BaseLevel < 150) {
- getexp 88814,22204;
- }
- else {
- getitem 617,1;
- }
- donpcevent "Gray Wolf#rus05::OnDisable";
- donpcevent "Maria Morebna#rus46::OnDisable";
- close;
- }
- }
- else if (rhea_rus_main > 51) {
- mes "[Girl's Voice]";
- mes "... Koshei is immortal and will surely appear again someday...";
- next;
- mes "[Girl's Voice]";
- mes "When that time comes, I will deal with him. I will use my time of waiting to train to make myself strong whenever he returns...";
- next;
- mes "[Girl's Voice]";
- mes "I'm grateful that you did your best for me and my village. I will never forget your kindness.";
- next;
- mes "[Girl's Voice]";
- mes "Ah, Go to Baba Yaga in your free time. She seems to have something to tell you.";
- next;
- mes "[Girl's Voice]";
- mes "Take care of yourself. It is better for you to stay away from here because, Koshei may try to use your power as his own, huhu.";
- close;
- }
-
-OnInit:
- enablenpc "Wall#rus04";
- set $@rus_req02,0;
- end;
-
-OnEnable:
- enablenpc "Wall#rus04";
- end;
-
-OnDisable:
- disablenpc "Wall#rus04";
- end;
-
-OnMyMobDead:
- donpcevent "Koshei#rus47::OnDisable";
- set $@rus_req02,0;
- stopnpctimer;
- announce "Koshei, the Immortal : Keeeek, you, cursed human.. I'll never give up!!! We'll see who's smiling in the end!!!",bc_map,0xCE3131;
- end;
-}
-
-//----------------------------------------------------------------------------
-// Koshei, The Immortal
-//----------------------------------------------------------------------------
-mosk_dun01,5,5,0 script Koshei#rus47 -1,0,0,{
- end;
-
-OnInit:
- disablenpc "Koshei#rus47";
- end;
-
-OnEnable:
- initnpctimer;
- enablenpc "Koshei#rus47";
- end;
-
-OnDisable:
- stopnpctimer;
- disablenpc "Koshei#rus47";
- end;
-
-OnTimer3000:
- announce "Koshei, the Immortal : I will kill all who disturb me!! Cry in terror weak humans!!!",bc_map,0xCE3131;
- end;
-
-OnTimer63000:
- announce "Koshei, the Immortal : You worms, you mere monsters... I will curse all who are in my way!!",bc_map,0xCE3131;
- end;
-
-OnTimer150000:
- announce "Koshei, the Immortal : Mankind! Cry in terror!! Hahahahahahahhahahah!!!",bc_map,0xCE3131;
- end;
-
-OnTimer300000:
- stopnpctimer;
- initnpctimer;
- end;
-}
-
-//----------------------------------------------------------------------------
-// Gray Wolf
-//----------------------------------------------------------------------------
-mosk_dun01,50,256,3 script Gray Wolf#rus05 972,{
- end;
-
-OnInit:
- disablenpc "Gray Wolf#rus05";
- end;
-
-OnEnable:
- initnpctimer;
- enablenpc "Gray Wolf#rus05";
- end;
-
-OnDisable:
- stopnpctimer;
- disablenpc "Gray Wolf#rus05";
- end;
-
-OnTimer120000:
- stopnpctimer;
- donpcevent "Gray Wolf#rus05::OnDisable";
- end;
-}
-
-//----------------------------------------------------------------------------
-// Maria Morebna
-//----------------------------------------------------------------------------
-mosk_dun01,46,256,3 script Maria Morebna#rus46 958,{
- end;
-
-OnInit:
- disablenpc "Maria Morebna#rus46";
- end;
-
-OnEnable:
- initnpctimer;
- enablenpc "Maria Morebna#rus46";
- end;
-
-OnDisable:
- stopnpctimer;
- disablenpc "Maria Morebna#rus46";
- end;
-
-OnTimer120000:
- donpcevent "Maria Morebna#rus46::OnDisable";
- end;
-}
-
-//----------------------------------------------------------------------------
-// The Blacksmith (Golden Key)
-//----------------------------------------------------------------------------
-moscovia,178,127,0 script The Blacksmith#rus06 63,{
- if (checkweight(1201,1) == 0) {
- mes "[The Blacksmith]";
- mes "Why are you carrying that much?";
- mes "Are you training for something?";
- close;
- }
- if ((MaxWeight-Weight) < 3500) {
- mes "[The Blacksmith]";
- mes "Why are you carrying that much?";
- mes "Are you training for something?";
- close;
- }
- if (rhea_rus_main < 6) {
- mes "[The Blacksmith]";
- mes "Bahaha~";
- mes "Good weather! Eh?";
- mes "Perfect for a picnic.";
- next;
- mes "[The Blacksmith]";
- mes "But, I've heard that some people have become lost in the forest on the island near this village. What's going on?";
- close;
- }
- else if (rhea_rus_main == 6) {
- mes "[The Blacksmith]";
- mes "Bahaha~";
- mes "Good weather! Eh?";
- mes "Perfect for a picnic.";
- next;
- mes "[The Blacksmith]";
- mes "But, I've heard that some people have become lost in the forest on the island near this village. What's going on?";
- next;
- select("Excuse me...");
- mes "["+ strcharinfo(0) +"]";
- mes "Excuse me, have you heard of a keymaker who knows how to make a '^0000ffGolden Key^000000'?";
- next;
- mes "[The Blacksmith]";
- mes "Hmm, are you an adventurer? Who told you about the '^0000ffGolden Key^000000'?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Ah, in fact...";
- next;
- mes "- You tell him about -";
- mes "- Maria Morebna -";
- mes "- and Gray Wolf -";
- next;
- mes "[The Blacksmith]";
- mes "Well, then... The keymaker for the '^0000ffGolden Key^000000'.";
- mes "You are very lucky to have asked me about this.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "W, what do you mean...?";
- next;
- mes "[The Blacksmith]";
- mes "I'm the only one in this town that knows what materials are needed to make the '^0000ffGolden Key^000000'! Bahaha!";
- next;
- mes "[The Blacksmith]";
- mes "I guess you think that getting the materials will be easy huh?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Hey I didn't say...";
- next;
- mes "[The Blacksmith]";
- mes "Bahahaha~";
- mes "It will take a lot of work.";
- mes "A long journey awaits you";
- mes "If you choose to take it.";
- next;
- mes "[The Blacksmith]";
- mes "Your boots will be worn";
- mes "out after this journey.";
- mes "What do you think?";
- mes "Would you like to try?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Of course! I have to help Maria!";
- next;
- mes "[The Blacksmith]";
- mes "Bahaha! I like you!";
- mes "Ok, first, bring me ^0000ff25 Steel^000000. I'm not going anywhere so come back here when you have them.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Ok so that's the first thing you need for the 'Golden Key' right?";
- next;
- mes "[The Blacksmith]";
- mes "Bahahaha~";
- mes "I promise you, I'll explain when you bring the ^0000ff25 Steel^000000 to me. Please just get the Steel and come back.";
- set rhea_rus_main,7;
- close;
- }
- else if (rhea_rus_main == 7) {
- if (countitem(999) > 24) {
- mes "[The Blacksmith]";
- mes "Ohhh, that was faster than I expected!";
- next;
- mes "[The Blacksmith]";
- mes "Ok then, wait here.";
- next;
- mes "- He melts the steel -";
- mes "- and begins to forge -";
- mes "- it into something !! -";
- next;
- mes "[The Blacksmith]";
- mes "Bahaha~, it's not my";
- mes "best work, but it'll do.";
- mes "Here ya go!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Ah?! This is?!!";
- next;
- mes "[The Blacksmith]";
- mes "Strong Steel Boots!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "The Golden!!.........................";
- mes "....................Eh, what?";
- next;
- mes "[The Blacksmith]";
- mes "Bahaha~ Didn't I tell you? A long journey awaits you. These boots will help you on your long journey.";
- next;
- mes "[The Blacksmith]";
- mes "When they have worn out, you will know that your journey is near it's end.";
- next;
- mes "[The Blacksmith]";
- mes "^ff0000You must always wear these boots while gathering the materials for the 'Golden Key'.^000000";
- next;
- mes "[The Blacksmith]";
- mes "Ok, I'll tell you what materials you need to get. I can make the key anytime if you get them to me.";
- next;
- mes "[The Blacksmith]";
- mes "You need ^0000ff2 Cursed Ruby, 3 Gold, 1 Red Ring, 2 Lusalka's Hair, 10 Golden Thread^000000 to make the key.";
- next;
- mes "[The Blacksmith]";
- mes "Well, you know what to do now. I will be waiting here.";
- mes "Bahahaha~";
- mes "And don't forget to wear these!";
- delitem 999,25;
- set rhea_rus_main,8;
- if (BaseClass == Job_Merchant || BaseClass == Job_Swordman || BaseClass == Job_Thief || BaseClass == Job_Archer || BaseClass == Job_Ninja || BaseClass == Job_Gunslinger) {
- getitem 2429,1;
- close;
- }else {
- getitem 2430,1;
- close;
- }
- }else{
- mes "[The Blacksmith]";
- mes "What are you doing? First, you must get me ^0000ff25 Steel^000000.";
- next;
- mes "[The Blacksmith]";
- mes "The faster you get me the materials, The faster you can help Maria Morebna.";
- close;
- }
- }
- else if (rhea_rus_main == 8) {
- if (countitem(724) > 1 && countitem(969) > 2 && countitem(7877) > 0 && countitem(7878) > 1 && countitem(7879) > 9) {
- if (rhea_rus_ring > 8 && rhea_rus_hair > 8 && rhea_rus_quiz > 29) {
- if(getequipid(EQI_SHOES) != 2429) {
- if(getequipid(EQI_SHOES) != 2430) {
- mes "["+ strcharinfo(0) +"]";
- mes "...Hmm, did I forget to wear something...?";
- close;
- }
- }
- mes "[The Blacksmith]";
- mes "So, you got all the materials. I can't believe it.";
- mes "You did your best until your boots were worn out, didn't you?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Yes, you know, it's not very comfortable walking around in Steel boots all day!";
- next;
- mes "[The Blacksmith]";
- mes "Bahaha~ Ok, well done.";
- mes "Well.. While you were looking for the materials, I was searching for the keymaker who can make the key!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I thought you said that you knew how to make the key?";
- next;
- mes "[The Blacksmith]";
- mes "Hmm... Well I know the materials. And I know who makes the key. So I will tell you where to find the keymaker. Is that ok?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Of course! I have to know where this person is.";
- next;
- mes "[The Blacksmith]";
- mes "Ok, listen carefully. The Keymaker is at a cabin deep inside of the forest.";
- next;
- mes "[The Blacksmith]";
- mes "Ah, wait. Take off your armor. I need to cast a protection spell on you, ok? Hey, don't get the wrong idea. This is just a simple protection spell!";
- nude;
- next;
- mes "[The Blacksmith]";
- mes "Bah ram y--- wait that's uh something else...";
- next;
- mes "[The Blacksmith]";
- mes "'^ff0000Spellshield Protection^000000.";
- specialeffect2 EF_ABSORBSPIRITS;
- next;
- mes "[The Blacksmith]";
- mes "This spell protects you from any curse the keymaker might try to use. Remember the words of the spell. It won't last very long because I am just a blacksmith.";
- next;
- if (countitem(2429) > 0) {
- mes "[The Blacksmith]";
- mes "The forest is dangerous. Be very careful in there!";
- mes "Ah and you shouldn't be needing those Steel Boots anymore. Good luck!";
- delitem 2429,1;
- set rhea_rus_main,9;
- close;
- }
- else if (countitem(2430) > 0) {
- mes "[The Blacksmith]";
- mes "The forest is dangerous. Be very careful in there!";
- mes "Ah and you shouldn't be needing those Steel Boots anymore. Good luck!";
- delitem 2430,1;
- set rhea_rus_main,9;
- close;
- }
- else {
- mes "[The Blacksmith]";
- mes "The forest is dangerous. Be very careful in there!";
- mes "Ah, and your steel boots..?";
- next;
- mes "[The Blacksmith]";
- mes "Where are they?";
- close;
- }
- }else{
- mes "[The Blacksmith]";
- mes "You need ^0000ff2 Cursed Ruby, 3 Gold, 1 Red Ring, 2 Lusalka's Hair, 10 Golden Thread^000000 to make the key.";
- next;
- switch(select("Red Ring?:Lusalka's Hair?:Golden Thread?")) {
- case 1:
- mes "[The Blacksmith]";
- mes "The Red Ring has powerful enchanting powers. I had one before, but I gave it to my friend, Vassili, as a gift.";
- next;
- mes "[The Blacksmith]";
- mes "I think it would be odd to ask him to give it back to me. So uh you've got to ask him if he would give it to you.";
- next;
- break;
- case 2:
- mes "[The Blacksmith]";
- mes "It's said that a bride who drowns to death just before her wedding becomes Lusalka, the aqua fairy.";
- mes "You must find Lusalka's hair.";
- next;
- mes "[The Blacksmith]";
- mes "I heard that a young maid has been lost recently.";
- mes "It's very unfortunate but...";
- mes "she might be Lusalka...";
- next;
- mes "[The Blacksmith]";
- mes "Her mother is somewhere in this village asking for people to help her find her missing daughter.";
- next;
- break;
- case 3:
- mes "[The Blacksmith]";
- mes "Golden Thread is made from gold by using a special spinning wheel technique. I don't know exactly how it's done. But I know who does.";
- next;
- mes "[The Blacksmith]";
- mes "Find a man named Marozka. He is the only one who knows how to use the spinning wheel to make the Golden Thread.";
- next;
- mes "[The Blacksmith]";
- mes "Maria should know where he is.";
- next;
- }
- mes "[The Blacksmith]";
- mes "Ah, and... You still have the boots that I made right? ^ff0000Without them, you cannot get anything for the key, I swear. You must put on them.^000000";
- next;
- mes "[The Blacksmith]";
- mes "Well, you know what to do now. I will be waiting here.";
- close;
- }
- }else{
- mes "[The Blacksmith]";
- mes "You need ^0000ff2 Cursed Ruby, 3 Gold, 1 Red Ring, 2 Lusalka's Hair, 10 Golden Thread^000000 to make the key.";
- next;
- switch(select("Red Ring?:Lusalka's Hair?:Golden Thread?")) {
- case 1:
- mes "[The Blacksmith]";
- mes "The Red Ring has powerful enchanting powers. I had one before, but I gave it to my friend, Vassili, as a gift.";
- next;
- mes "[The Blacksmith]";
- mes "I think it would be odd to ask him to give it back to me. So uh you've got to ask him if he would give it to you.";
- next;
- break;
- case 2:
- mes "[The Blacksmith]";
- mes "It's said that a bride who drowns to death just before her wedding becomes Lusalka, the aqua fairy.";
- mes "You must find Lusalka's hair.";
- next;
- mes "[The Blacksmith]";
- mes "I heard that a young maid has been lost recently.";
- mes "It's very unfortunate but...";
- mes "she might be Lusalka...";
- next;
- mes "[The Blacksmith]";
- mes "Her mother is somewhere in this village asking for people to help her find her missing daughter.";
- next;
- break;
- case 3:
- mes "[The Blacksmith]";
- mes "Golden Thread is made from gold by using a special spinning wheel technique. I don't know exactly how it's done. But I know who does.";
- next;
- mes "[The Blacksmith]";
- mes "Find a man named Marozka. He is the only one who knows how to use the spinning wheel to make the Golden Thread.";
- next;
- mes "[The Blacksmith]";
- mes "Maria should know where he is.";
- next;
- }
- mes "[The Blacksmith]";
- mes "Ah, and... You still have the boots that I made right? ^ff0000Without them, you cannot get anything for the key, I swear. You must put on them.^000000";
- next;
- mes "[The Blacksmith]";
- mes "Well, you know what to do now. I will be waiting here.";
- close;
- }
- }
- else if (rhea_rus_main == 9) {
- mes "[The Blacksmith]";
- mes "The keymaker is at a cabin deep inside of the forest.";
- next;
- mes "[The Blacksmith]";
- mes "This person is no ordinary person. It is said that you can be cursed by the keymaker's words.";
- next;
- mes "[The Blacksmith]";
- mes "Don't forget the spell, '^ff0000Spellshield Protection.^000000'";
- close;
- }
- else if (rhea_rus_main > 9 && rhea_rus_main < 52) {
- mes "[The Blacksmith]";
- mes "He is in his cabin deep inside of the forest. There, the keymaker of the Golden Key is living.";
- next;
- mes "[The Blacksmith]";
- mes "The Golden Key is able to release Maria. Good luck!";
- close;
- }
- else if (rhea_rus_main > 51) {
- mes "[The Blacksmith]";
- mes "I heard the news. You have done well.";
- next;
- mes "[The Blacksmith]";
- mes "Ah, the person living around that cabin wants you to see her. She seems to have something to tell you.";
- close;
- }
-}
-
-//----------------------------------------------------------------------------
-// Vassili Grandpapa (Red Ring)
-//----------------------------------------------------------------------------
-moscovia,206,81,0 script Vassili Grandpapa#rus07 712,{
- if (checkweight(1201,1) == 0) {
- mes "[Vassili Grandpapa]";
- mes "Why are you carring that much?";
- mes "Are you training for something?";
- close;
- }
- if ((MaxWeight-Weight) < 3500) {
- mes "[Vassili Grandpapa]";
- mes "Why are you carring that much?";
- mes "Are you training for something?";
- close;
- }
- if (rhea_rus_main < 8) {
- mes "[Vassili Grandpapa]";
- mes "Hmm, are you an adventurer? So, how do you like it here?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "It's not too bad.";
- mes "The weather here is great!";
- next;
- mes "[Vassili Grandpapa]";
- mes "Even though it is fine now in Moscovia, it is not such a great place during the harsh winter season.";
- next;
- mes "[Vassili Grandpapa]";
- mes "Eeee, I don't want to experience that coldness any more.";
- close;
- }
- else if (rhea_rus_main == 8) {
- if (rhea_rus_ring < 1) {
- if(getequipid(EQI_SHOES) != 2429) {
- if(getequipid(EQI_SHOES) != 2430) {
- mes "["+ strcharinfo(0) +"]";
- mes "...Hmm, did I forget to wear something...?";
- close;
- }
- }
- mes "[Vassili Grandpapa]";
- mes "Hmm, are you an adventurer? So, how do you like it here?";
- next;
- if(select("It's so-so:I have something to ask...") == 1) {
- mes "[Vassili Grandpapa]";
- mes "Hmm, you have traveled so much. I guess if you're tired from your trip then it's only natural, huhu.";
- close;
- }
- mes "[Vassili Grandpapa]";
- mes "Eh? What do you want to ask me about?";
- next;
- input .@input$;
- if (.@input$ == "Red Ring") {
- mes "[Vassili Grandpapa]";
- mes "Red Ring?! Why are you looking for that?";
- next;
- }else{
- mes "[Vassili Grandpapa]";
- mes "Mmm, what? I don't understand you.";
- close;
- }
- mes "- You tell him about the -";
- mes "- Gray Wolf and Maria -";
- next;
- mes "[Vassili Grandpapa]";
- mes "Huuuh, I see.";
- next;
- mes "[Vassili Grandpapa]";
- mes "What should I do?";
- mes "I want to help but I can't.";
- mes "I gave it to my youngest";
- mes "daughter, Mashenka,";
- mes "as a present. But... she...";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Are you ok?";
- next;
- mes "[Vassili Grandpapa]";
- mes "It's just that Mashenka...";
- mes "..........";
- mes "....she died...";
- next;
- mes "[Vassili Grandpapa]";
- mes "She was really pretty and smart. My first daughter, Ryubaba, is also pretty and smart but her temper is...";
- mes "hotter than Ifrit's flames!";
- mes "Do you know what I mean?";
- next;
- mes "[Vassili Grandpapa]";
- mes "Anyway, Mashenka was such a kind and tender daughter. On cold winter nights, when I came back home late, she would wait for me with a hot bowl of my favorite stew.";
- next;
- mes "[Vassili Grandpapa]";
- mes "How couldn't I be touched by such kindness? So, I gave the Red Ring to her as a gift.";
- mes "I can still remember how happy she was when I gave it to her.";
- next;
- mes "[Vassili Grandpapa]";
- mes "She disappeared soon... after Now all I have is Ryubaba. She is also pretty and smart but nothing can relieve the sadnesss in my heart from losing Mashenka...";
- set rhea_rus_ring,1;
- close;
- }
- else if (rhea_rus_ring > 0 && rhea_rus_ring < 8) {
- mes "[Vassili Grandpapa]";
- mes "I can still remember how happy she was when I gave it to her.";
- next;
- mes "[Vassili Grandpapa]";
- mes "She disappeared soon... after Now all I have is Ryubaba. She is also pretty and smart but nothing can relieve the sadnesss in my heart from losing Mashenka...";
- close;
- }
- else if (rhea_rus_ring == 8) {
- if(getequipid(EQI_SHOES) != 2429) {
- if(getequipid(EQI_SHOES) != 2430) {
- mes "["+ strcharinfo(0) +"]";
- mes "...Hmm, did I forget to wear something...?";
- close;
- }
- }
- mes "[Vassili Grandpapa]";
- mes "Ehh? you are the adventurer that I met before. Something to tell me?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "...Listen to... this.";
- next;
- if (countitem(7883) > 0) {
- mes "- You play the flute -";
- next;
- mes "^ff0000Red ring that my father gave me^000000";
- mes "^ff0000Red ring that my father gave me^000000";
- mes "^ff0000The red ring enchanted^000000";
- mes "^ff0000For the loveliest daughter^000000";
- next;
- mes "^ff0000Red ring bringing up jealousy^000000";
- mes "^ff0000Red ring bringing up jealousy^000000";
- mes "^ff0000Red ring enchanted^000000";
- mes "^ff0000My sister envies^000000";
- next;
- mes "^ff0000Cold hand tightening my neck^000000";
- mes "^ff0000Cold eyes tightening my heart^000000";
- mes "^ff0000Cold marsh swallowing my body^000000";
- mes "^ff0000Red ring taken away^000000";
- mes "^ff0000Red ring enchanted^000000";
- emotion 23;
- emotion 9,1;
- next;
- mes "[Vassili Grandpapa]";
- mes "...W, what is this? Ehh??";
- mes "My daughter, Mashenka, was.. by Ryubaba...!?";
- next;
- mes "[Vassili Grandpapa]";
- mes "No... this isn't true?";
- mes "Don't try to trick me... Why are you telling... That flute is... Mashenka...";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Isn't this.. isn't this Mashenka's voice?";
- next;
- mes "[Vassili Grandpapa]";
- mes "Don't tell me those lies about..!! My daughters... That...";
- next;
- mes "[Vassili Grandpapa]";
- mes ".............................";
- next;
- mes "[Vassili Grandpapa]";
- mes ".............................";
- next;
- mes "[Vassili Grandpapa]";
- mes ".............................";
- next;
- mes "[Vassili Grandpapa]";
- mes ".............................";
- next;
- mes "[Vassili Grandpapa]";
- mes ".............................";
- next;
- mes "[Vassili Grandpapa]";
- mes ".............................";
- next;
- mes "[Vassili Grandpapa]";
- mes ".............................";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "...Uh... I'm so sorry...";
- next;
- mes "[Vassili Grandpapa]";
- mes "... Can you please... play the flute again?";
- next;
- mes "- You play the flute -";
- mes "- with Mashenka's voice -";
- next;
- mes "^ff0000Red ring that my father gave me^000000";
- mes "^ff0000Red ring that my father gave me^000000";
- mes "^ff0000The red ring enchanted^000000";
- mes "^ff0000For the loveliest daughter^000000";
- next;
- mes "^ff0000Red ring bringing up jealousy^000000";
- mes "^ff0000Red ring bringing up jealousy^000000";
- mes "^ff0000Red ring enchanted^000000";
- mes "^ff0000My sister envies^000000";
- next;
- mes "^ff0000Cold hand tightening my neck^000000";
- mes "^ff0000Cold eyes tightening my heart^000000";
- mes "^ff0000Cold marsh swallowing my body^000000";
- mes "^ff0000Red ring taken away^000000";
- mes "^ff0000Red ring enchanted^000000";
- emotion 9;
- emotion 9,1;
- next;
- mes "[Vassili Grandpapa]";
- mes "It is.. It is true...";
- mes "When I saw this ring in Ryubaba's room, I never thought that. But, it has to be true...";
- next;
- mes "[Vassili Grandpapa]";
- mes "Damn this cursed ring!!! Why did my daughters have this tragedy....? ~Sob!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "......................";
- next;
- mes "[Vassili Grandpapa]";
- mes "........i'm sorry. ...I know that this wasn't easy for you to tell me. Thank you for the truth.";
- next;
- mes "[Vassili Grandpapa]";
- mes "You said you needed this ring, right? Take it...";
- mes "It has brought me nothing but grief.";
- next;
- mes "[Vassili Grandpapa]";
- mes "...It is my fault that this tragedy between my daughters happened. I will spend the rest of my life trying to make up for it...";
- delitem 7883,1;
- set rhea_rus_ring,10;
- getitem 7877,1;
- if (BaseLevel < 56) {
- getexp 470,0;
- }
- else if (BaseLevel > 55 && BaseLevel < 61) {
- getexp 615,0;
- }
- else if (BaseLevel > 60 && BaseLevel < 66) {
- getexp 1061,0;
- }
- else if (BaseLevel > 65 && BaseLevel < 71) {
- getexp 1622,0;
- }
- else if (BaseLevel > 70 && BaseLevel < 76) {
- getexp 4123,0;
- }
- else if (BaseLevel > 75 && BaseLevel < 81) {
- getexp 6907,0;
- }
- else if (BaseLevel > 80 && BaseLevel < 86) {
- getexp 8510,0;
- }
- else if (BaseLevel > 85 && BaseLevel < 91) {
- getexp 10462,0;
- }
- else if (BaseLevel > 90 && BaseLevel < 99) {
- getexp 22204,0;
- }
- else {
- getitem 607,1;
- }
- close;
- }else{
- mes "[Vassili Grandpapa]";
- mes "...............................";
- mes "...............................";
- mes "...What did you say?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Ehh?! This is weird. Where is the flute?!";
- emotion 23,1;
- close;
- }
- }
- else if (rhea_rus_ring == 9) {
- mes "[Vassili Grandpapa]";
- mes "You may think it is foolish but I cannot relieve the sadness of my lost daughter.";
- next;
- mes "[Vassili Grandpapa]";
- mes "It is parents that wander around the entrance of the village to wait for their children...";
- close;
- }
- else {
- mes "[Vassili Grandpapa]";
- mes "..It is my fault that this tragedy between my daughters happened. I will spend the rest of my life trying to make up for it...";
- close;
- }
- }
- else {
- mes "[Vassili Grandpapa]";
- mes "..It is my fault that this tragedy between my daughters happened. I will spend the rest of my life trying to make up for it...";
- close;
- }
-}
-
-//----------------------------------------------------------------------------
-// Ryubaba (Red Ring)
-//----------------------------------------------------------------------------
-moscovia,213,216,3 script Ryubaba#rus08 960,{
- if (checkweight(1201,1) == 0) {
- mes "[Ryubaba]";
- mes "What on earth do you have in your bag?";
- mes "Are you training for something?";
- close;
- }
- if ((MaxWeight-Weight) < 3500) {
- mes "[Ryubaba]";
- mes "What on earth do you have in your bag?";
- mes "Are you training for something?";
- close;
- }
- if (rhea_rus_main < 8) {
- mes "[Ryubaba]";
- mes "Ah, how beautiful I am.";
- next;
- mes "[Ryubaba]";
- mes "Mmm, you must be an adventurer? What would you say? Have you seen somebody more beautiful than me? I doubt it. How can you find anyone more beautiful than me?";
- emotion 18;
- close;
- }
- else if (rhea_rus_main == 8) {
- if (rhea_rus_ring < 1) {
- mes "[Ryubaba]";
- mes "Ah, how beautiful I am.";
- next;
- mes "[Ryubaba]";
- mes "Mmm, you must be an adventurer? What would you say? Have you seen somebody more beautiful than me? I doubt it. How can you find anyone more beautiful than me?";
- emotion 18;
- close;
- }
- else if (rhea_rus_ring == 1) {
- if(getequipid(EQI_SHOES) != 2429) {
- if(getequipid(EQI_SHOES) != 2430) {
- mes "["+ strcharinfo(0) +"]";
- mes "...Hmm, did I forget to wear something...?";
- close;
- }
- }
- mes "[Ryubaba]";
- mes "Ah, how beautiful I am.";
- next;
- mes "[Ryubaba]";
- mes "Mmm, you must be an adventurer? What would you say? Have you seen somebody more beautiful than me? I doubt it. How can you find anyone more beautiful than me?";
- next;
- if(select("Are you crazy!:Yes, you are right.") == 1) {
- if (Sex == 0) {
- mes "["+ strcharinfo(0) +"]";
- mes "Are you crazy!? Don't you know how wide the world is and how many beautiful people there are? You're pretty full of it, country girl!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Besides, if there was a most beautiful girl in the world it would be me, me, me!";
- next;
- }else{
- mes "["+ strcharinfo(0) +"]";
- mes "Are you crazy!? Don't you know how wide the world is and how many beautiful people there are? You're pretty full of it, country girl!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Have you seen dancers dancing? Have you seen beautiful and pure priests?!";
- mes "And nothing is like the kind Kafra Employees!!!";
- next;
- }
- mes "[Ryubaba]";
- mes "What!? You bastard!!";
- mes "I hate you! Get out of my face!";
- set rhea_rus_ring,2;
- close2;
- warp "moscovia",220,210;
- end;
- }
- mes "["+ strcharinfo(0) +"]";;
- mes "Yes, you are really beautiful.";
- emotion 18,1;
- next;
- mes "[Ryubaba]";
- mes "Huhu, oh you jest. You know what you're talking about. Ah, this is a Choco drink that I have made. Give it a taste, isn't it good?";
- set rhea_rus_ring,4;
- getitem 573,1;
- close;
- }
- else if (rhea_rus_ring == 2) {
- mes "[Ryubaba]";
- mes "I have never met a person ruder than you!";
- mes "I hate you! Get out of my face!";
- close2;
- warp "moscovia",220,210;
- end;
- }
- else if (rhea_rus_ring == 3) {
- if (countitem(748) > 0 || countitem(749) > 0) {
- mes "[Ryubaba]";
- mes "What? Why are you here? You get of my...";
- next;
- mes "[Ryubaba]";
- mes "...Is that for me?";
- next;
- if (countitem(748) > 0) {
- mes "[Ryubaba]";
- mes "Ok. Well, I forgive you.";
- delitem 748,1;
- set rhea_rus_ring,4;
- close;
- }
- else if (countitem(749) > 0) {
- mes "[Ryubaba]";
- mes "Ok. Well, I forgive you.";
- delitem 749,1;
- set rhea_rus_ring,4;
- close;
- }
- else {
- mes "[Ryubaba]";
- mes "Well, I forgive.. eh?";
- next;
- mes "[Ryubaba]";
- mes "What? Are you trying to trick me!?";
- mes "I have never met a person ruder than you!";
- mes "I hate you! Get out of my face!";
- close2;
- warp "moscovia",220,210;
- end;
- }
- }else{
- mes "[Ryubaba]";
- mes "I have never met a person ruder than you!";
- mes "I hate you! Get out of my face!";
- close2;
- warp "moscovia",220,210;
- end;
- }
- }
- else if (rhea_rus_ring == 4) {
- mes "[Ryubaba]";
- mes "Huhu, have you ever met anyone as beautiful as I am?";
- next;
- select("You are...");
- mes "["+ strcharinfo(0) +"]";
- mes "...You are the most beautiful...";
- next;
- mes "[Ryubaba]";
- mes "Really? Everybody thinks so.";
- mes "Ah, I forgot asking you.";
- mes "Why are you here?";
- next;
- input .@input$;
- if (.@input$ == "Red Ring") {
- mes "[Ryubaba]";
- mes "A Red Ring?!";
- next;
- }else{
- mes "[Ryubaba]";
- mes "Heh, what are you talking about? What is that?";
- close;
- }
- mes "[Ryubaba]";
- mes "Ah, that ring... Yes, my father gave it to my baby sister, Mashenka.";
- mes "But, she went out to take a stroll and disappeared around the marsh.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Wait, your father told me that she died!";
- next;
- mes "[Ryubaba]";
- mes "Right... Let me finish talking. We tried searching for her but we couldn't find her. She must have been wearing the ring when she disappeared around the marsh.";
- set rhea_rus_ring,5;
- close;
- }
- else if (rhea_rus_ring > 4 && rhea_rus_ring < 7) {
- mes "[Ryubaba]";
- mes "Ah, that ring... Yes, my father gave it to my baby sister, Mashenka.";
- mes "But, she went out to take a stroll and disappeared around the marsh.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Wait, your father told me that she died!";
- next;
- mes "[Ryubaba]";
- mes "Right... Let me finish talking. We tried searching for her but we couldn't find her. She must have been wearing the ring when she disappeared around the marsh.";
- close;
- }
- else if (rhea_rus_ring == 7) {
- if(getequipid(EQI_SHOES) != 2429) {
- if(getequipid(EQI_SHOES) != 2430) {
- mes "["+ strcharinfo(0) +"]";
- mes "...Hmm, did I forget to wear something...?";
- close;
- }
- }
- mes "[Ryubaba]";
- mes "Ah, you come here again. What can I do for you?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "... Listen to this song.";
- next;
- if (countitem(7883) > 0) {
- mes "- You play the flute -";
- next;
- mes "^ff0000Red ring that my father gave me^000000";
- mes "^ff0000Red ring that my father gave me^000000";
- mes "^ff0000The red ring enchanted^000000";
- mes "^ff0000For the loveliest daughter^000000";
- next;
- mes "^ff0000Red ring bringing up jealousy^000000";
- mes "^ff0000Red ring bringing up jealousy^000000";
- mes "^ff0000Red ring enchanted^000000";
- mes "^ff0000My sister envies^000000";
- next;
- mes "^ff0000Cold hand tightening my neck^000000";
- mes "^ff0000Cold eyes tightening my heart^000000";
- mes "^ff0000Cold marsh swallowing my body^000000";
- mes "^ff0000Red ring taken away^000000";
- mes "^ff0000Red ring enchanted^000000";
- emotion 23;
- emotion 9,1;
- next;
- mes "[Ryubaba]";
- mes "S, stop! You'd better stop!?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Isn't this voice Mashenka's!? What did you do to her!?";
- next;
- mes "[Ryubaba]";
- mes "... I hated her. My father... father loved only her! He didn't talk to me, only to her!";
- next;
- mes "[Ryubaba]";
- mes "I asked her to show me the ring. But, she wouldn't let me see it. She always got on my nerves! Stupid girl!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "She was your sister! How can you speak like that!?";
- mes "Your father needs to know about all of this!";
- next;
- mes "[Ryubaba]";
- mes "No!!!";
- mes "Give me that flute!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "No! Your father has to know!";
- next;
- mes "[Ryubaba]";
- mes "Please, I am begging you... Don't tell my father...";
- emotion 28;
- next;
- mes "- Suddenly, she sheds -";
- mes "- tears and kneels down -";
- next;
- mes "[Ryubaba]";
- mes "I have been always worried that someone would find out... He has been feeling bad ever since what happened. How much worse would he feel if he knew the truth...?";
- next;
- mes "[Ryubaba]";
- mes "Could you please ignore this? Give me that flute... Ah... The red ring? How about exchanging it for the ring? Don't you need this?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "But...";
- next;
- mes "[Ryubaba]";
- mes "Oh, please.. This is not only for my sake, but also for my old father.... please I beg you.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "...Mmmm, what should I do...";
- next;
- if(select("Exchange:Not exchange") == 1) {
- mes "["+ strcharinfo(0) +"]";
- mes "...Mmmm, what should I do...";
- mes "Ok, I will do it.";
- next;
- }else{
- mes "["+ strcharinfo(0) +"]";
- mes "...Mmmm, what should I do...";
- mes "No, I can't do it!";
- next;
- mes "[Ryubaba]";
- mes "What!!!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I have to let your father know the truth! He has to know what you have done!";
- next;
- mes "[Ryubaba]";
- mes "W, wait!!!";
- set rhea_rus_ring,8;
- close2;
- warp "moscovia",203,80;
- end;
- }
- mes "[Ryubaba]";
- mes "Are you sure!? Thank you!";
- next;
- mes "[Ryubaba]";
- mes "I have to repent for my sins and atone for them for the rest of my life.";
- delitem 7883,1;
- set rhea_rus_ring,9;
- getitem 7877,1;
- if (BaseLevel < 56) {
- getexp 470,0;
- }
- else if (BaseLevel > 55 && BaseLevel < 61) {
- getexp 615,0;
- }
- else if (BaseLevel > 60 && BaseLevel < 66) {
- getexp 1061,0;
- }
- else if (BaseLevel > 65 && BaseLevel < 71) {
- getexp 1622,0;
- }
- else if (BaseLevel > 70 && BaseLevel < 76) {
- getexp 4123,0;
- }
- else if (BaseLevel > 75 && BaseLevel < 81) {
- getexp 6907,0;
- }
- else if (BaseLevel > 80 && BaseLevel < 86) {
- getexp 8510,0;
- }
- else if (BaseLevel > 85 && BaseLevel < 91) {
- getexp 10462,0;
- }
- else if (BaseLevel > 90 && BaseLevel < 99) {
- getexp 22204,0;
- }
- else{
- getitem 607,1;
- }
- close;
- }else{
- mes "["+ strcharinfo(0) +"]";
- mes "...!? Where is the flute!?";
- emotion 23,1;
- close;
- }
- }
- else if (rhea_rus_ring == 8) {
- mes "[Ryubaba]";
- mes "You give it back to me!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I have to let your father know the truth! He has to know what you have done!";
- next;
- mes "[Ryubaba]";
- mes "W, wait!!!";
- close2;
- warp "moscovia",203,80;
- end;
- }else{
- mes "[Ryubaba]";
- mes "................................";
- mes "I was stupid...";
- next;
- mes "[Ryubaba]";
- mes "I have to repent for my sins and atone for them for the rest of my life.";
- close;
- }
- }
- else {
- mes "[Ryubaba]";
- mes "................................";
- mes "I was stupid...";
- next;
- mes "[Ryubaba]";
- mes "I have to repent for my sins and atone for them for the rest of my life.";
- close;
- }
-}
-
-//----------------------------------------------------------------------------
-// Little Boy (Ryubaba Info)
-//----------------------------------------------------------------------------
-moscovia,223,210,3 script Little Boy#rus09 962,{
- if (rhea_rus_main < 8) {
- mes "[Little Boy]";
- mes "I will be an adventer and will marry the most beautiful bride!";
- mes "A bride more beautiful than sister Ryubaba!";
- close;
- }
- else if (rhea_rus_main == 8) {
- if (rhea_rus_ring == 2) {
- mes "[Little Boy]";
- mes "Hehe, you have done by her?";
- next;
- mes "[Little Boy]";
- mes "Everyone knows her. She is beautiful. My borther told me that he wanted to marry her.";
- mes "But her temper makes people hesitate.";
- next;
- mes "[Little Boy]";
- mes "I don't like her cause she doesn't give me candies or cookies. Although she is beautiful, her temper is so bad...";
- next;
- if (countitem(529) > 0 || countitem(538) > 0) {
- mes "[Little Boy]";
- mes "Ah, do you have candies or cookies?";
- next;
- if(select("Give some:Don't give") == 2) {
- mes "[Little Boy]";
- mes "Hm! Hmph! Pish! !";
- mes "You are the same as Sister Ryubaba!";
- close;
- }
- mes "[Little Boy]";
- mes "Wow, really?";
- mes "That is very kind of you!";
- next;
- mes "[Little Boy]";
- mes "Ah, I will inform you of something!";
- next;
- if (countitem(529) > 0) {
- mes "[Little Boy]";
- mes "Sister Ryubaba likes presents! Especially flowers such as roses. She believes that they resemble her.";
- delitem 529,1;
- set rhea_rus_ring,3;
- close;
- }
- else if (countitem(538) > 0) {
- mes "[Little Boy]";
- mes "Sister Ryubaba likes presents! Especially flowers such as roses. She believes that they resemble her.";
- delitem 538,1;
- set rhea_rus_ring,3;
- close;
- }
- else {
- mes "[Little Boy]";
- mes "Sister Ryubaba likes.. eh?";
- mes "Don't you have candies or cookies? Don't you want to give them to me?";
- close;
- }
- }else{
- mes "[Little Boy]";
- mes "I love candy and cookies most.";
- close;
- }
- }
- else if (rhea_rus_ring == 3) {
- mes "[Little Boy]";
- mes "Sister Ryubaba likes presents! Especially flowers such as roses. She believes that they resemble her.";
- close;
- }
- else {
- mes "[Little Boy]";
- mes "I will be an adventer and will marry the most beautiful bride!";
- mes "A bride more beautiful than sister Ryubaba!";
- close;
- }
- }
- else {
- mes "[Little Boy]";
- mes "I will be an adventer and will marry the most beautiful bride!";
- mes "A bride more beautiful than sister Ryubaba!";
- close;
- }
-}
-
-//----------------------------------------------------------------------------
-// Shepherdess (Wooden Flute for Red Ring)
-//----------------------------------------------------------------------------
-mosk_fild02,157,233,0 script Shepherdess#rus10 69,{
- if (rhea_rus_main < 8) {
- mes "[Shepherdess]";
- mes "Haaaa, boring, boring! Herding sheep is really boring!";
- next;
- mes "[Shepherdess]";
- mes "I wish that I could listen to music all the time.";
- close;
- }
- else if (rhea_rus_main == 8) {
- if (rhea_rus_ring < 5) {
- mes "[Shepherdess]";
- mes "Haaaa, boring, boring! Herding sheep is really boring!";
- next;
- mes "[Shepherdess]";
- mes "I wish that I could listen to music all the time.";
- close;
- }
- else if (rhea_rus_ring == 5) {
- if(getequipid(EQI_SHOES) != 2429) {
- if(getequipid(EQI_SHOES) != 2430) {
- mes "["+ strcharinfo(0) +"]";
- mes "...Hmm, did I forget to wear something...?";
- close;
- }
- }
- mes "[Shepherdess]";
- mes "Haaaa, boring, boring! Herding sheep is really boring!";
- next;
- mes "[Shepherdess]";
- mes "I wish that I could listen to music all the time.";
- next;
- select("Excuse me...");
- mes "["+ strcharinfo(0) +"]";
- mes "Excuse me... Have you seen a girl named, Mashenka?";
- mes "She was last seen walking towards the marsh.";
- next;
- mes "[Shepherdess]";
- mes "Hm, I think I might have heard something about her but I don't remember...";
- mes "You should check around the marsh yourself to see if you find something.";
- next;
- mes "[Shepherdess]";
- mes "Ah, right! While you're searching, can you gather some Pointed Branches for me? Could you please get me ^0000ff25 Pointed Branches^000000?";
- next;
- mes "[Shepherdess]";
- mes "I am an excellent flute player! If you get me enough Pointed Branches, I will make a flute from them and play beautiful music for you. Please~!";
- set rhea_rus_ring,6;
- close;
- }
- else if (rhea_rus_ring == 6) {
- if (countitem(7882) > 24) {
- if(getequipid(EQI_SHOES) != 2429) {
- if(getequipid(EQI_SHOES) != 2430) {
- mes "["+ strcharinfo(0) +"]";
- mes "...Hmm, did I forget to wear something...?";
- close;
- }
- }
- mes "[Shepherdess]";
- mes "Wow, did you get the Pointed Branches!?";
- next;
- mes "[Shepherdess]";
- mes "Ok! I will make a flute and play you the most beautiful music you've ever heard!";
- next;
- mes "- She begins to cut and trim -";
- mes "- the Pointed Branches and -";
- mes "- finally makes a good flute! -";
- next;
- mes "[Shepherdess]";
- mes "Ok, good! Let me play it to test its sound!";
- next;
- mes "- She closes her eyes -";
- mes "- and plays the flute -";
- next;
- mes "^ff0000Red ring that my father gave me^000000";
- mes "^ff0000Red ring that my father gave me^000000";
- mes "^ff0000The red ring enchanted^000000";
- mes "^ff0000For the loveliest daughter^000000";
- next;
- mes "^ff0000Red ring bringing up jealousy^000000";
- mes "^ff0000Red ring bringing up jealousy^000000";
- mes "^ff0000Red ring enchanted^000000";
- mes "^ff0000My sister envies^000000";
- next;
- mes "^ff0000Cold hand tightening my neck^000000";
- mes "^ff0000Cold eyes tightening my heart^000000";
- mes "^ff0000Cold marsh swallowing my body^000000";
- mes "^ff0000Red ring taken away^000000";
- mes "^ff0000Red ring enchanted^000000";
- emotion 23;
- emotion 23,1;
- next;
- mes "[Shepherdess]";
- mes "W, what is this? Horrible! Why did this flute play a voice?";
- next;
- mes "[Shepherdess]";
- mes "I've never seen this before! This doesn't feel right! You! Take this away!";
- next;
- mes "- ^0000ffShepherdess gives me the^000000 -";
- mes "- ^0000ff'Pointed Wooden Flute'!!^000000 -";
- delitem 7882,25;
- set rhea_rus_ring,7;
- getitem 7883,1;
- close;
- }else{
- mes "[Shepherdess]";
- mes "Hm, I think I might have heard something about her but I don't remember...";
- mes "You should check around the marsh yourself to see if you find something.";
- next;
- mes "[Shepherdess]";
- mes "Ah, right! While you're searching, can you gather some Pointed Branches for me? Could you please get me ^0000ff50 Pointed Branches^000000?";
- next;
- mes "[Shepherdess]";
- mes "I am an excellent flute player! If you get me enough Pointed Branches, I will make a flute from them and play beautiful music for you. Please~!";
- close;
- }
- }
- else if (rhea_rus_ring > 6) {
- mes "[Shepherdess]";
- mes "I will never play a flute made from the Pointed Branches around the marsh ever again!";
- close;
- }
- else {
- mes "[Shepherdess]";
- mes "Haaaa, boring, boring! Herding sheep is really boring!";
- next;
- mes "[Shepherdess]";
- mes "I wish that I could listen to music all the time.";
- close;
- }
- }
- else {
- mes "[Shepherdess]";
- mes "Haaaa, boring, boring! Herding sheep is really boring!";
- next;
- mes "[Shepherdess]";
- mes "I wish that I could listen to music all the time.";
- close;
- }
-}
-
-//----------------------------------------------------------------------------
-// Pointed Trees (Wooden Flute)
-//----------------------------------------------------------------------------
-mosk_fild02,151,188,0 script Pointed Tree#rus11 111,{
- if (rhea_rus_ring == 6) {
- if (countitem(7882) < 50) {
- set .@branch01,rand(1,3);
- if (.@branch01 == 2) {
- mes "- I avoid the thorns and -";
- mes "- cut off a branch!! -";
- getitem 7882,1;
- donpcevent "Pointed Tree#rus11::OnDisable";
- close;
- }else{
- mes "- My hand is pricked by thorns! -";
- specialeffect2 EF_HIT2;
- percentheal -5,0;
- close;
- }
- }
- }
-
-OnInit:
- enablenpc "Pointed Tree#rus11";
- end;
-
-OnEnable:
- stopnpctimer;
- enablenpc "Pointed Tree#rus11";
- end;
-
-OnDisable:
- initnpctimer;
- disablenpc "Pointed Tree#rus11";
- end;
-
-OnTimer60000:
- donpcevent "Pointed Tree#rus11::OnEnable";
- end;
-}
-
-mosk_fild02,160,227,0 script Pointed Tree#rus12 111,{
- if (rhea_rus_ring == 6) {
- if (countitem(7882) < 50) {
- set .@branch01,rand(1,3);
- if (.@branch01 == 2) {
- mes "- I avoid the thorns and -";
- mes "- cut off a branch!! -";
- getitem 7882,1;
- donpcevent "Pointed Tree#rus12::OnDisable";
- close;
- }else{
- mes "- My hand is pricked by thorns! -";
- specialeffect2 EF_HIT2;
- percentheal -5,0;
- close;
- }
- }
- }
-
-OnInit:
- enablenpc "Pointed Tree#rus12";
- end;
-
-OnEnable:
- stopnpctimer;
- enablenpc "Pointed Tree#rus12";
- end;
-
-OnDisable:
- initnpctimer;
- disablenpc "Pointed Tree#rus12";
- end;
-
-OnTimer60000:
- donpcevent "Pointed Tree#rus12::OnEnable";
- end;
-}
-
-mosk_fild02,160,179,0 script Pointed Tree#rus13 111,{
- if (rhea_rus_ring == 6) {
- if (countitem(7882) < 50) {
- set .@branch01,rand(1,3);
- if (.@branch01 == 2) {
- mes "- I avoid the thorns and -";
- mes "- cut off a branch!! -";
- getitem 7882,1;
- donpcevent "Pointed Tree#rus13::OnDisable";
- close;
- }else{
- mes "- My hand is pricked by thorns! -";
- specialeffect2 EF_HIT2;
- percentheal -5,0;
- close;
- }
- }
- }
-
-OnInit:
- enablenpc "Pointed Tree#rus13";
- end;
-
-OnEnable:
- stopnpctimer;
- enablenpc "Pointed Tree#rus13";
- end;
-
-OnDisable:
- initnpctimer;
- disablenpc "Pointed Tree#rus13";
- end;
-
-OnTimer60000:
- donpcevent "Pointed Tree#rus13::OnEnable";
- end;
-}
-
-mosk_fild02,142,247,0 script Pointed Tree#rus14 111,{
- if (rhea_rus_ring == 6) {
- if (countitem(7882) < 50) {
- set .@branch01,rand(1,3);
- if (.@branch01 == 2) {
- mes "- I avoid the thorns and -";
- mes "- cut off a branch!! -";
- getitem 7882,1;
- donpcevent "Pointed Tree#rus14::OnDisable";
- close;
- }else{
- mes "- My hand is pricked by thorns! -";
- specialeffect2 EF_HIT2;
- percentheal -5,0;
- close;
- }
- }
- }
-
-OnInit:
- enablenpc "Pointed Tree#rus14";
- end;
-
-OnEnable:
- stopnpctimer;
- enablenpc "Pointed Tree#rus14";
- end;
-
-OnDisable:
- initnpctimer;
- disablenpc "Pointed Tree#rus14";
- end;
-
-OnTimer60000:
- donpcevent "Pointed Tree#rus14::OnEnable";
- end;
-}
-
-mosk_fild02,149,223,0 script Pointed Tree#rus15 111,{
- if (rhea_rus_ring == 6) {
- if (countitem(7882) < 50) {
- set .@branch01,rand(1,3);
- if (.@branch01 == 2) {
- mes "- I avoid the thorns and -";
- mes "- cut off a branch!! -";
- getitem 7882,1;
- donpcevent "Pointed Tree#rus15::OnDisable";
- close;
- }else{
- mes "- My hand is pricked by thorns! -";
- specialeffect2 EF_HIT2;
- percentheal -5,0;
- close;
- }
- }
- }
-
-OnInit:
- enablenpc "Pointed Tree#rus15";
- end;
-
-OnEnable:
- stopnpctimer;
- enablenpc "Pointed Tree#rus15";
- end;
-
-OnDisable:
- initnpctimer;
- disablenpc "Pointed Tree#rus15";
- end;
-
-OnTimer60000:
- donpcevent "Pointed Tree#rus15::OnEnable";
- end;
-}
-
-mosk_fild02,114,223,0 script Pointed Tree#rus16 111,{
- if (rhea_rus_ring == 6) {
- if (countitem(7882) < 50) {
- set .@branch01,rand(1,3);
- if (.@branch01 == 2) {
- mes "- I avoid the thorns and -";
- mes "- cut off a branch!! -";
- getitem 7882,1;
- donpcevent "Pointed Tree#rus16::OnDisable";
- close;
- }else{
- mes "- My hand is pricked by thorns! -";
- specialeffect2 EF_HIT2;
- percentheal -5,0;
- close;
- }
- }
- }
-
-OnInit:
- enablenpc "Pointed Tree#rus16";
- end;
-
-OnEnable:
- stopnpctimer;
- enablenpc "Pointed Tree#rus16";
- end;
-
-OnDisable:
- initnpctimer;
- disablenpc "Pointed Tree#rus16";
- end;
-
-OnTimer60000:
- donpcevent "Pointed Tree#rus16::OnEnable";
- end;
-}
-
-mosk_fild02,101,197,0 script Pointed Tree#rus17 111,{
- if (rhea_rus_ring == 6) {
- if (countitem(7882) < 50) {
- set .@branch01,rand(1,3);
- if (.@branch01 == 2) {
- mes "- I avoid the thorns and -";
- mes "- cut off a branch!! -";
- getitem 7882,1;
- donpcevent "Pointed Tree#rus17::OnDisable";
- close;
- }else{
- mes "- My hand is pricked by thorns! -";
- specialeffect2 EF_HIT2;
- percentheal -5,0;
- close;
- }
- }
- }
-
-OnInit:
- enablenpc "Pointed Tree#rus17";
- end;
-
-OnEnable:
- stopnpctimer;
- enablenpc "Pointed Tree#rus17";
- end;
-
-OnDisable:
- initnpctimer;
- disablenpc "Pointed Tree#rus17";
- end;
-
-OnTimer60000:
- donpcevent "Pointed Tree#rus17::OnEnable";
- end;
-}
-
-mosk_fild02,125,182,0 script Pointed Tree#rus18 111,{
- if (rhea_rus_ring == 6) {
- if (countitem(7882) < 50) {
- set .@branch01,rand(1,3);
- if (.@branch01 == 2) {
- mes "- I avoid the thorns and -";
- mes "- cut off a branch!! -";
- getitem 7882,1;
- donpcevent "Pointed Tree#rus18::OnDisable";
- close;
- }else{
- mes "- My hand is pricked by thorns! -";
- specialeffect2 EF_HIT2;
- percentheal -5,0;
- close;
- }
- }
- }
-
-OnInit:
- enablenpc "Pointed Tree#rus18";
- end;
-
-OnEnable:
- stopnpctimer;
- enablenpc "Pointed Tree#rus18";
- end;
-
-OnDisable:
- initnpctimer;
- disablenpc "Pointed Tree#rus18";
- end;
-
-OnTimer60000:
- donpcevent "Pointed Tree#rus18::OnEnable";
- end;
-}
-
-//----------------------------------------------------------------------------
-// Worried Mother (Lusalka's Hair)
-//----------------------------------------------------------------------------
-moscovia,166,145,1 script Worried Mother#rus19 961,{
- if (rhea_rus_main < 8) {
- mes "[Worried Mother]";
- mes "Where is she...";
- next;
- mes "[Worried Mother]";
- mes "Have you heard of the bridge who drowned to death just before her wedding and became Lusalka, an aqua nymph?";
- next;
- mes "[Worried Mother]";
- mes "My daughter disappeared some days ago and now i'm really worried. I hope nothing happened to her...";
- close;
- }
- else if (rhea_rus_main == 8) {
- if (rhea_rus_hair < 1) {
- if(getequipid(EQI_SHOES) != 2429) {
- if(getequipid(EQI_SHOES) != 2430) {
- mes "["+ strcharinfo(0) +"]";
- mes "...Hmm, did I forget to wear something...?";
- close;
- }
- }
- mes "[Worried Mother]";
- mes "Where is she...";
- next;
- mes "[Worried Mother]";
- mes "Have you heard of the bridge who drowned to death just before her wedding and became Lusalka, an aqua nymph?";
- next;
- mes "[Worried Mother]";
- mes "My daughter disappeared some days ago and now i'm really worried. I hope nothing happened to her...";
- next;
- mes "[Worried Mother]";
- mes "Did you go to the marsh in the Moscovia field? Did you see my daughter? I don't care even if she became Lusalka. I just want to know where she is.";
- next;
- if(select("Calm her down.:I will find her.") == 1) {
- mes "["+ strcharinfo(0) +"]";
- mes "She should be ok.";
- mes "She will be back soon.";
- next;
- mes "[Worried Mother]";
- mes "Will she? I really hope so.";
- close;
- }
- mes "[Worried Mother]";
- mes "Ah, will you?";
- next;
- mes "[Worried Mother]";
- mes "I tried to find her but, I couldn't approach the marsh due to all of the monsters.";
- next;
- mes "[Worried Mother]";
- mes "Please, please find my daughter.";
- set rhea_rus_hair,1;
- close;
- }
- else if (rhea_rus_hair == 1) {
- mes "[Worried Mother]";
- mes "Ah, there are some things that you have to know.";
- next;
- mes "[Worried Mother]";
- mes "If my daughter has became the water nymph Lusalka you need to listen to what I know about her.";
- next;
- mes "[Worried Mother]";
- mes "Lusalka is a good aqua nymph but is not completely harmless. Her stare will seriously hurt anyone who makes eye contact with her.";
- next;
- mes "[Worried Mother]";
- mes "You must have something to protect yourself from Lusalka. '^0000ffHoly Water^000000' will protect you from Lusalka'a gaze.";
- next;
- mes "[Worried Mother]";
- mes "And Lusalka is noctournal. You should be able to find here from ^ff00005 pm to 6 am PST^000000.";
- next;
- mes "[Worried Mother]";
- mes "Don't forget. You have to bring '^0000ffHoly Water^000000' with you, and find her from ^ff00005 pm to 6 am PST^000000.";
- next;
- mes "[Worried Mother]";
- mes "I'm not sure where she would be but it has to be somewhere near water. Please, find where my daughter is. I beg of you.";
- set rhea_rus_hair,2;
- close;
- }
- else if (rhea_rus_hair > 1 && rhea_rus_hair < 9) {
- mes "[Worried Mother]";
- mes "Lusalka is a good aqua nymph but is not completely harmless. Her stare will seriously hurt anyone who makes eye contact with her.";
- next;
- mes "[Worried Mother]";
- mes "You must have something to protect yourself from Lusalka. '^0000ffHoly Water^000000' will protect you from Lusalka'a gaze.";
- next;
- mes "[Worried Mother]";
- mes "And Lusalka is noctournal. You should be able to find here from ^ff00005 pm to 6 am PST^000000.";
- next;
- mes "[Worried Mother]";
- mes "Don't forget. You have to bring '^0000ffHoly Water^000000' with you, and find her from ^ff00005 pm to 6 am PST^000000.";
- next;
- mes "[Worried Mother]";
- mes "I'm not sure where she would be but it has to be somewhere near water. Please, find where my daughter is. I beg of you.";
- close;
- }
- else {
- mes "[Worried Mother]";
- mes "I am able to do nothing recently.";
- next;
- mes "[Worried Mother]";
- mes "It seems that I lost something, but I don't know what it is...";
- close;
- }
- }
- else {
- mes "[Worried Mother]";
- mes "I am able to do nothing recently.";
- next;
- mes "[Worried Mother]";
- mes "It seems that I lost something, but I don't know what it is...";
- close;
- }
-}
-
-//----------------------------------------------------------------------------
-// Marsh Warning Signs
-//----------------------------------------------------------------------------
-- script Caution#07rus::NoSwim 837,{
- mes " WARNING !! ";
- mes "No Swimming";
- close;
-}
-mosk_fild02,101,204,0 duplicate(NoSwim) Caution#rus01 837
-mosk_fild02,101,200,0 duplicate(NoSwim) Caution#rus02 837
-
-//----------------------------------------------------------------------------
-// Lusalka Trigger (Lusalka's Hair)
-//----------------------------------------------------------------------------
-mosk_fild02,116,202,3 script Lusalka#07russai_22 -1,3,3,{
- end;
-
-OnTouch:
- if (rhea_rus_main < 8) {
- emotion 1,1;
- close;
- }
- else if (rhea_rus_main == 8) {
- if (rhea_rus_hair < 2) {
- emotion 1,1;
- close;
- }
- else if (rhea_rus_hair == 2) {
- if (gettime(3)>=23 || gettime(3)<=5) {
- mes "- Splash !! -";
- next;
- if (countitem(523) > 0) {
- mes "- You hear a splashing sound -";
- mes "- and see something gleaming -";
- donpcevent "Lusalka#rus23::OnEnable";
- close;
- }else{
- mes "- You hear a splashing as -";
- mes "- something gleaming -";
- mes "- seems to stare at you!! -";
- next;
- specialeffect2 EF_FLASHER;
- percentheal -100,0;
- close;
- }
- }else{
- emotion 1,1;
- close;
- }
- }
- else if (rhea_rus_hair > 2 && rhea_rus_hair < 7) {
- mes "[Lusalka's Voice]";
- mes "His name is 'Igor'.. He has gone to the capital of Rune Midgarts. Give him my golden earrings.";
- next;
- mes "[Lusalka's Voice]";
- mes "And please, tell him to stop suffering and to be happy. This is my request.";
- close;
- }
- else if (rhea_rus_hair == 7) {
- if (gettime(3)>=23 || gettime(3)<=5) {
- mes "- Splash !! -";
- next;
- if (countitem(523) > 0) {
- mes "-You hear splashing sound and see something gleaming-";
- donpcevent "Lusalka#rus23::OnEnable";
- close;
- }else{
- mes "-You seem to hear the splash but something gleaming raids on you!!-";
- specialeffect2 EF_FLASHER;
- percentheal -100,0;
- close;
- }
- }else{
- emotion 1,1;
- close;
- }
- }
- else if (rhea_rus_hair == 8) {
- mes "["+ strcharinfo(0) +"]";
- mes "What was that?!";
- mes "Why am I here?";
- next;
- mes "- After standing up, you see -";
- mes "- the wet hair in front of you -";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "...This.. is Lusalka's hair?";
- mes "Ah, right.. I came here to get her hair.";
- next;
- mes "- You pick up the hair -";
- next;
- mes "- As soon as you touch the -";
- mes "- cool damp hair, you seem -";
- mes "- the feel the sadness within -";
- set rhea_rus_hair,9;
- getitem 7878,2;
- close;
- }
- else if (rhea_rus_hair > 8) {
- mes "- You feel that someone -";
- mes "- is watching you -";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Who's there? Anybody here?";
- next;
- mes "- The splashing sound -";
- mes "- fades away, but you -";
- mes "- still feel the sadness -";
- close;
- }
- else {
- emotion 1,1;
- close;
- }
- }
- else {
- emotion 1,1;
- close;
- }
-}
-
-//----------------------------------------------------------------------------
-// Lusalka (Lusalka's Hair)
-//----------------------------------------------------------------------------
-mosk_fild02,124,202,3 script Lusalka#rus23 971,{
- if (countitem(523) > 0) {
- if (rhea_rus_main < 8) {
- mes "[Lusalka]";
- mes "...Your alive...";
- mes "My stare didn't...";
- mes "What are you doing here...?";
- close;
- }
- else if (rhea_rus_main == 8) {
- if (rhea_rus_hair < 2) {
- mes "...Your alive...";
- mes "My stare didn't...";
- mes "What are you doing here...?";
- close;
- }
- else if (rhea_rus_hair == 2) {
- if(getequipid(EQI_SHOES) != 2429) {
- if(getequipid(EQI_SHOES) != 2430) {
- mes "["+ strcharinfo(0) +"]";
- mes "...Hmm, did I forget to wear something...?";
- close;
- }
- }
- mes "...Your alive...";
- mes "My stare didn't...";
- mes "What are you doing here...?";
- next;
- mes "[Lusalka]";
- mes "Nighttime for the aqua nymph.";
- mes "Haven't you heard that Lusalka's stare can kill people. If you didn't have the 'Holy Water', you would surely have died.";
- next;
- select("I am an adventurer and...");
- mes "[Lusalka]";
- mes "...An adventurer...?";
- mes "If so, you came here from another continent, not Moscovia...?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I'm from Rune Midgarts.";
- next;
- mes "[Lusalka]";
- mes "...Rune... Midgarts...";
- mes "A few days ago, my lover left for Rune Midgarts.. Can you find him for me? I want to talk with him...";
- next;
- mes "[Lusalka]";
- mes "...I don't know why but, I can't remember how I became Lusalka. When I woke up, I was lying down on the bottom of the river.";
- next;
- mes "[Lusalka]";
- mes "I forgot everything, but not him. His smile and warm hand. I remember everything about him.";
- next;
- mes "[Lusalka]";
- mes "I watched him from the bottom of the river sitting randomly around the river and staring into the marsh. With very sad eyes.";
- next;
- mes "[Lusalka]";
- mes "I suffered seeing him grieve, but wasn't able to meet him. Ordinary people are killed immediately when they see Lusalka's stare...";
- next;
- mes "[Lusalka]";
- mes "I saw him coming to the marsh everyday and heard him mourning. And his assurance to go to Rune Midgarts.";
- next;
- mes "[Lusalka]";
- mes "Adventurer, can you find him for me? I can't leave this marsh. Please, find him for me?";
- next;
- mes "[Lusalka]";
- mes "I don't want him to come back or to meet me again. But, Please tell him that I hope he'll stop suffering and to be happy.";
- next;
- mes "[Lusalka]";
- mes "I became Lusalka, but it is ok. I'm not sad. But, I can feel his sadness around this river that surrounds me. I feel sorry about it.";
- next;
- mes "[Lusalka]";
- mes "Please, find him and tell him that I am ok and to stop suffering...";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Where can I find him?";
- next;
- mes "[Lusalka]";
- mes "The night when he left, he said that he would go to the capital of Rune Midgarts. I am not sure if he is still there...";
- next;
- if(select("Ok, I will do it:I don't think I can do it...") == 2) {
- mes "["+ strcharinfo(0) +"]";
- mes "Rune Midgarts is large! I don't think I can do it.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "There's nothing we can do. Just give it up.";
- next;
- mes "[Lusalka]";
- mes "Ah... but...";
- emotion 28;
- donpcevent "Lusalka#rus23::OnDisable";
- close;
- }
- mes "[Lusalka]";
- mes "Ah! Thank you so much! His name is '^0000ffIgor^000000'. Ah, give these earrings to him. He gave them to me as a present.";
- next;
- mes "- ^0000ffI recieve the^000000 -";
- mes "- ^0000ffgolden earrings^000000 -";
- mes "- ^0000fffrom Lusalka!^000000 -";
- set rhea_rus_hair,3;
- donpcevent "Lusalka#rus23::OnDisable";
- close;
- }
- else if (rhea_rus_hair > 2 && rhea_rus_hair < 7) {
- mes "[Lusalka]";
- mes "His name is 'Igor'.. He has gone to the capital of Rune Midgarts. Give him my golden earrings.";
- next;
- mes "[Lusalka]";
- mes "And please, tell him to stop suffering and to be happy. This is my request.";
- close;
- }
- else if (rhea_rus_hair == 7) {
- if(getequipid(EQI_SHOES) != 2429) {
- if(getequipid(EQI_SHOES) != 2430) {
- mes "["+ strcharinfo(0) +"]";
- mes "...Hmm, did I forget to wear something...?";
- close;
- }
- }
- mes "[Lusalka]";
- mes "Have you seen him? How was he?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "This is a message from Igor.";
- mes "He said that he remembers every moment with you and still loves you.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "And he would come back to Moscovia until the full moon and wanted you to meet him. He told me that he will be strong enough not to make you suffer.";
- next;
- mes "[Lusalka]";
- mes "Igor...";
- next;
- mes "[Lusalka]";
- mes "Thank you very much. I really appreciate it.";
- mes "How can I thank you? Let me know what I can do for you.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Can I ask a favor of you?";
- next;
- mes "[Lusalka]";
- mes "If I can, I will do it.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "If so!!";
- mes "....I need some of your hair.";
- next;
- mes "[Lusalka]";
- mes "...Eh, hair? Is that all?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Actually it's not all.";
- mes "I need 2 lockes!";
- next;
- mes "[Lusalka]";
- mes "Ah, hahaha.";
- mes "Is that what you wanted? Huhu, sure take what you want.";
- next;
- mes "- Lusalka cuts some -";
- mes "- of her hair with her -";
- mes "- sharp nails -";
- next;
- mes "[Lusalka]";
- mes "Here, my hair...?!";
- mes "Aaaaaaaah!??!?!";
- sc_start SC_CURSE,60000,0;
- specialeffect2 EF_LORD;
- emotion 23,1;
- percentheal -30,0;
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "W, what was that!?";
- mes "Who's there?!";
- next;
- mes "[Voice unidentified]";
- mes "Don't think that you've succeeded in keeping me sealed in this prison you fool!";
- mes "You will never stop me!!!";
- mes "hahahaha!!!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "W, who are you!? Ahkkk!!";
- sc_start SC_BLIND,10000,0;
- set rhea_rus_hair,8;
- donpcevent "Lusalka#rus23::OnDisable";
- close;
- }
- else if (rhea_rus_hair > 7) {
- mes "["+ strcharinfo(0) +"]";
- mes "...?! What are you? The marsh ghost?";
- next;
- mes "[Lusalka]";
- mes "..........................";
- next;
- mes "- The green thing seems to open its mouth to say something but closes it soon after and watches you with its sad eyes-";
- close;
- }
- else {
- mes "["+ strcharinfo(0) +"]";
- mes "...?! What are you? The marsh ghost?";
- next;
- mes "[Lusalka]";
- mes "..........................";
- next;
- mes "- The green thing seems to open its mouth to say something but closes it soon after and watches you with its sad eyes-";
- close;
- }
- }
- else {
- end;
- }
- }else{
- mes "-When Lusalka watches you, you are blacked out-";
- specialeffect2 EF_FLASHER;
- percentheal -100,0;
- donpcevent "Lusalka#rus23::OnDisable";
- close;
- }
-
-OnInit:
- disablenpc "Lusalka#rus23";
- end;
-
-OnEnable:
- initnpctimer;
- enablenpc "Lusalka#rus23";
- end;
-
-OnDisable:
- stopnpctimer;
- disablenpc "Lusalka#rus23";
- end;
-
-OnTimer300000:
- stopnpctimer;
- donpcevent "Lusalka#rus23::OnDisable";
- end;
-}
-
-//----------------------------------------------------------------------------
-// Wanderer (Lusalka's Hair)
-//----------------------------------------------------------------------------
-prontera,228,279,3 script Wanderer#rus24 968,{
- if (rhea_rus_main < 8) {
- mes "[A Wanderer from a strange land]";
- mes "Hey, there are so many adventurers around here. I can see why this is the capital of the Rune Midgarts Kingdom!";
- next;
- mes "[A Wanderer from a strange land]";
- mes "In your free time, come to see me! The weather here is even more favorable than our the best summer back home.";
- close;
- }
- else if (rhea_rus_main == 8) {
- if (rhea_rus_hair < 3) {
- mes "[A Wanderer from a strange land]";
- mes "Hey, there are so many adventurers around here. I can see why this is the capital of the Rune Midgarts Kingdom!";
- next;
- mes "[A Wanderer from a strange land]";
- mes "In your free time, come to see me! The weather here is even more favorable than our the best summer back home.";
- close;
- }
- else if (rhea_rus_hair == 3) {
- if(getequipid(EQI_SHOES) != 2429) {
- if(getequipid(EQI_SHOES) != 2430) {
- mes "["+ strcharinfo(0) +"]";
- mes "...Hmm, did I forget to wear something...?";
- close;
- }
- }
- mes "[A Wanderer from a strange land]";
- mes "Hey, there are so many adventurers around here. I can see why this is the capital of the Rune Midgarts Kingdom!";
- next;
- mes "[A Wanderer from a strange land]";
- mes "In your free time, come to see me! The weather here is even more favorable than our the best summer back home.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Back home?";
- mes "Excuse me for asking, but are you from Moscovia?";
- next;
- mes "[A Wanderer from a strange land]";
- mes "Ho, how did you know that?";
- mes "Have you been there before?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Ah, yes. I have been there...";
- mes "By the way, the important thing is.. are you.....";
- next;
- input .@input$;
- if (.@input$ == "Igor") {
- mes "["+ strcharinfo(0) +"]";
- mes "Ah, yes. I have been there...";
- mes "By the way, the important thing is.. are you..... "+ .@input$ +"?";
- next;
- }else{
- mes "["+ strcharinfo(0) +"]";
- mes "Ah, yes. I have been there...";
- mes "By the way, the important thing is.. are you..... "+ .@input$ +"?";
- next;
- mes "[A Wanderer from a strange land]";
- mes "Hmm, no.";
- mes "I have never heard that name.";
- close;
- }
- mes "[A Wanderer from a strange land]";
- mes "Hmm, no. But, that name is familiar.";
- next;
- mes "[A Wanderer from a strange land]";
- mes "Ah, oh yes! How could I forget?";
- emotion 5;
- next;
- mes "[A Wanderer from a strange land]";
- mes "We came here from Moscovia together. He called himself Igg. I came here with him but parted with him quite a while ago. He was sad because he couldn't forget about his lost lover.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Ah, yes that must be Igor.";
- mes "I am looking for him!";
- mes "Do you know where he is now?";
- next;
- mes "[A Wanderer from a strange land]";
- mes "Hmm, I don't know";
- mes "exactly where he is.";
- mes "Though, he did tell";
- mes "me that he wanted";
- mes "to travel to a desert.";
- set rhea_rus_hair,4;
- close;
- }
- else if (rhea_rus_hair > 3 && rhea_rus_hair < 7) {
- mes "[A Wanderer from a strange land]";
- mes "He called himself Igg. I came here with him but parted with him quite a while ago. He was sad because he couldn't forget about his lost lover.";
- next;
- mes "[A Wanderer from a strange land]";
- mes "Hmm, I don't know";
- mes "exactly where he is.";
- mes "Though, he did tell";
- mes "me that he wanted";
- mes "to travel to a desert.";
- close;
- }
- else {
- mes "[A Wanderer from a strange land]";
- mes "Is there anywhere I should go? Where have you been with him?";
- next;
- mes "[A Wanderer from a strange land]";
- mes "Let me know somewhere.";
- close;
- }
- }
- else {
- mes "[A Wanderer from a strange land]";
- mes "Is there anywhere I should go? Where have you been with him?";
- next;
- mes "[A Wanderer from a strange land]";
- mes "Let me know somewhere.";
- close;
- }
-}
-
-//----------------------------------------------------------------------------
-// Morroc Villager (Lusalka's Hair)
-//----------------------------------------------------------------------------
-morocc,165,82,0 script Morroc Villager#rus25 48,{
- if (rhea_rus_main < 8) {
- mes "[Morroc Villager]";
- mes "Huh, more and more adventurers are settling here recently, so it's hard to tell who is a villager or an adventurer.";
- next;
- mes "[Morroc Villager]";
- mes "But natives, like me, can tell the difference.";
- close;
- }
- else if (rhea_rus_main == 8) {
- if (rhea_rus_hair < 4) {
- mes "[Morroc Villager]";
- mes "Huh, more and more adventurers are settling here recently, so it's hard to tell who is a villager or an adventurer.";
- next;
- mes "[Morroc Villager]";
- mes "But natives, like me, can tell the difference.";
- close;
- }
- else if (rhea_rus_hair == 4) {
- if(getequipid(EQI_SHOES) != 2429) {
- if(getequipid(EQI_SHOES) != 2430) {
- mes "["+ strcharinfo(0) +"]";
- mes "...Hmm, did I forget to wear something...?";
- close;
- }
- }
- mes "[Morroc Villager]";
- mes "Huh, more and more adventurers are settling here recently, so it's hard to tell who is a villager or an adventurer.";
- next;
- mes "[Morroc Villager]";
- mes "But natives, like me, can tell the difference.";
- next;
- mes "[Morroc Villager]";
- mes "As I was saying, I like this village. The desert is hot and Kafra staff is even hotter!!! *hack* *cough*!!";
- next;
- mes "[Morroc Villager]";
- mes "Ah, but don't get me wrong! I'm not coughing because of the Kafra Staffers. It's uhh the heat, it's getting to me... ya...";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "................................";
- mes "The hell you talking about..? I'm looking for someone.";
- next;
- mes "[Morroc Villager]";
- mes "I see so many adventurers around here, how can I remember everybody? Got any descriptions of this someone..? Or traits..? anything to help me remember.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Hmm... I don't know how he looks like but he is from a land called Moscovia.";
- next;
- mes "[Morroc Villager]";
- mes "Ah, are you talking about a guy that's always sad and dresses funny? I figured his accent wasn't from around here...";
- next;
- mes "[Morroc Villager]";
- mes "He was here a coupla days ago but he left to see the Pyramid. I never saw him after that. I said it would be dangerous but he went anyways.";
- next;
- mes "[Morroc Villager]";
- mes "Yep that's gotta be who you're looking for. I can see his gloomy face right now... that poor sad man.";
- set rhea_rus_hair,5;
- close;
- }
- else if (rhea_rus_hair > 4 && rhea_rus_hair < 7) {
- mes "[Morroc Villager]";
- mes "He was here a coupla days ago but he left to see the Pyramid. I never saw him after that. I said it would be dangerous but he went anyways.";
- next;
- mes "[Morroc Villager]";
- mes "Yep that's gotta be who you're looking for. I can see his gloomy face right now... that poor sad man.";
- close;
- }
- else {
- mes "[Morroc Villager]";
- mes "Many travellers in the village and I feel fun to see them. Even though I am here, I feel like that I travel all around the world?";
- close;
- }
- }
- else {
- mes "[Morroc Villager]";
- mes "Many travellers in the village and I feel fun to see them. Even though I am here, I feel like that I travel all around the world?";
- close;
- }
-}
-
-//----------------------------------------------------------------------------
-// Soldier/Igor (Lusalka's Hair)
-//----------------------------------------------------------------------------
-moc_pryd04,126,120,0 script Soldier#rus26 967,{
- if (rhea_rus_main < 8) {
- mes "[A gloomy looking soldier]";
- mes "............................";
- close;
- }
- else if (rhea_rus_main == 8) {
- if (rhea_rus_hair < 5) {
- mes "[A gloomy looking soldier]";
- mes "............................";
- close;
- }
- else if (rhea_rus_hair == 4 || rhea_rus_hair == 5) {
- if(getequipid(EQI_SHOES) != 2429) {
- if(getequipid(EQI_SHOES) != 2430) {
- mes "["+ strcharinfo(0) +"]";
- mes "...Hmm, did I forget to wear something...?";
- close;
- }
- }
- mes "[A gloomy looking soldier]";
- mes "............................";
- next;
- mes "[A gloomy looking soldier]";
- mes "...I don't know who you are. Just get outta my face. I don't want to talk...";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "It's pretty dangerous here. There are fierce monsters all over the place.";
- next;
- mes "[A gloomy looking soldier]";
- mes "... Good. Let them come. I want to die here alone.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "A-Are you Igor? What're you talking about? Have you gone nuts?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Do you have any idea how much your lover is suffering?";
- next;
- mes "[A gloomy looking soldier]";
- mes "My... lover...?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I brought a message from her. She says not to suffer anymore and to just be happy...";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "The more you suffer, the deeper she sinks into sadness. Don't think that you're the only one that's suffering...";
- next;
- mes "[A gloomy looking soldier]";
- mes "...Svetlana?!";
- mes "Wait, how could you...? She... how do I know that she really spoke to you?!";
- next;
- mes "-^0000ff Without a word, ^000000-";
- mes "-^0000ff you give him Lusalka's ^000000-";
- mes "-^0000ff golden earrings ^000000-";
- next;
- mes "[A gloomy looking soldier]";
- mes "T, this is Svetlana's...?!";
- mes "H, how did you!?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I met her by accident. She became Lusalka in the marsh of Moscovia.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "She told me that you wouldn't believe me so she gave me these earrings as proof... The present that you gave to her.";
- next;
- mes "[A gloomy looking soldier]";
- mes "Is that true?";
- mes "Did she really become Lusalka?";
- next;
- mes "[A gloomy looking soldier]";
- mes "It was near the end of the harsh Moscovia winter... She... didn't realize that the ice on the marsh was already melting...";
- next;
- mes "[A gloomy looking soldier]";
- mes "By then, it was too late the ice cracked where she was and she fell into the freezing cold marsh.";
- next;
- mes "[A gloomy looking soldier]";
- mes "She wasn't able to swim. I tried to get her out but it was impossible.";
- next;
- mes "[A gloomy looking soldier]";
- mes "She sunk quickly into the marsh. I was able to reach her hand but, she realized that it would kill both of us and she released my hand... I regret that moment every single day.";
- next;
- mes "[A gloomy looking soldier]";
- mes "My last memory of her was of her smiling, as she sunk into the cold, wet marsh. As if to say, 'You will be ok.'";
- next;
- mes "[A gloomy looking soldier]";
- mes "I, I was a coward. I was too afraid of drowning to pull her out of the marsh. Too afraid of....";
- mes "Oh... Svetlana!!!";
- set rhea_rus_hair,6;
- close;
- }
- else if (rhea_rus_hair == 6) {
- if(getequipid(EQI_SHOES) != 2429) {
- if(getequipid(EQI_SHOES) != 2430) {
- mes "["+ strcharinfo(0) +"]";
- mes "...Hmm, did I forget to wear something...?";
- close;
- }
- }
- mes "[A gloomy looking soldier]";
- mes "I knew that she had become the cursed nymph Lusalka. But, I still went every night... to find her. I just wanted to see her and talk to her.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "She told me that she also wanted to see you. But, she was afraid that Lusalka's curse would kill you if you saw her.";
- mes "And so she hid...";
- next;
- mes "[A gloomy looking soldier]";
- mes "How could she think of me...";
- mes "...I, how should I.. Should I...";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Don't be sad. She still loves you. Your suffering is her suffering.";
- next;
- mes "[A gloomy looking soldier]";
- mes "................................................She is? Thank you. You've encouraged me.";
- next;
- mes "[A gloomy looking soldier]";
- mes "I will go back to Moscovia. But, I'm not well enough at the moment to go back.";
- next;
- mes "[A gloomy looking soldier]";
- mes "Could you please go to her and tell her my message?";
- mes "I remember every moment I've had with her and... I still love her.";
- next;
- mes "[A gloomy looking soldier]";
- mes "Before the full moon, I will be back to Moscovia and meet her. I will come back so strong and happy that when I go to see her she will not suffer anymore.";
- set rhea_rus_hair,7;
- close;
- }
- else if (rhea_rus_hair == 7) {
- mes "[A gloomy looking soldier]";
- mes "Could you please go to her and tell her my message?";
- mes "I remember every moment I've had with her and... I still love her.";
- next;
- mes "[A gloomy looking soldier]";
- mes "Before the full moon, I will be back to Moscovia and meet her. I will come back so strong and happy that when I go to see her she will not suffer anymore.";
- close;
- }
- else if (rhea_rus_main > 7) {
- mes "[A gloomy looking soldier]";
- mes "... I feel like I lost something precious.";
- next;
- mes "- He looks down at the golden earrings and rubs it carefully -";
- close;
- }
- else {
- mes "[A gloomy looking soldier]";
- mes "... I feel like I lost something precious.";
- next;
- mes "- He looks down at the golden earrings and rubs it carefully -";
- close;
- }
- }
- else {
- mes "[A gloomy looking soldier]";
- mes "... I feel like I lost something precious.";
- next;
- mes "- He looks down at the golden earrings and rubs it carefully -";
- close;
- }
-}
-
-//----------------------------------------------------------------------------
-// Marozka's Dungeon (Golden Thread)
-//----------------------------------------------------------------------------
-mosk_dun01,45,250,3 script 1#rus27 45,3,3,{
- end;
-
-OnTouch:
- warp "mosk_que",49,22;
- end;
-
-OnInit:
- disablenpc "1#rus27";
- end;
-
-OnEnable:
- initnpctimer;
- specialeffect EF_PORTAL2;
- enablenpc "1#rus27";
- end;
-
-OnDisable:
- stopnpctimer;
- disablenpc "1#rus27";
- end;
-
-OnTimer30000:
- stopnpctimer;
- donpcevent "1#rus27::OnDisable";
- end;
-}
-
-mosk_que,0,0,0,0 monster Freezer 1887,10,20000,0,0
-mosk_que,0,0,0,0 monster Hatii Baby 1888,3,300000,0,0
-mosk_que,0,0,0,0 monster Sasquatch 1243,15,10000,0,0
-
-mosk_que,49,22,3 script #rus27 -1,3,3,{
- end;
-
-OnTouch:
- if (rhea_rus_main < 8) {
- emotion 1,1;
- close;
- }
- else if (rhea_rus_main == 8) {
- if (rhea_rus_quiz < 1) {
- mes "[Voice unidentified]";
- mes "Who dares to come into my cave!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Are you Marozka? Maria sent me! I need your 'Golden Thread' to make a 'Golden Key' to release her from the wall!";
- next;
- mes "[Voice unidentified]";
- mes "...To make a 'Golden Key'?";
- mes "Do you think that you are right for this job?";
- next;
- mes "[Voice unidentified]";
- mes "You must be fighting against 'Koshei' if you are asking about the 'Golden Key' and Maria! Do you think that you are strong enough to fight against him?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Of course I'm strong enough!";
- next;
- mes "[Voice unidentified]";
- mes "You are very confident.";
- mes "But, I need to test you to see if you truly are capable.";
- next;
- mes "[Voice unidentified]";
- mes "In this cave, there is a 'Stone Furnace' and an 'Apple Tree'.";
- mes "You can escape from the cave with ^0000ff100 Well Baked Cookies^000000 from the Stone Furnace and ^0000ff100 Apples^000000 from the Apple Tree.";
- next;
- mes "[Voice unidentified]";
- mes "It won't be easy. Monsters are wandering around the Stone Furnace and the Apple Tree.";
- next;
- mes "[Voice unidentified]";
- mes "Show me what you can do.";
- set rhea_rus_quiz,1;
- close;
- }
- }
- else {
- emotion 1,1;
- close;
- }
-}
-
-mosk_que,45,131,0 script Stone Furnace#rus28 111,{
- if (rhea_rus_main < 8) {
- emotion 1,1;
- close;
- }
- else if (rhea_rus_main == 8) {
- if (rhea_rus_quiz == 1) {
- if(getequipid(EQI_SHOES) != 2429) {
- if(getequipid(EQI_SHOES) != 2430) {
- mes "["+ strcharinfo(0) +"]";
- mes "...Hmm, did I forget to wear something...?";
- close;
- }
- }
- mes "- You can see the -";
- mes "- well baked cookies. -";
- mes "- Be careful and -";
- mes "- don't get burned -";
- next;
- set .@rus_pie01,rand(1,3);
- if (.@rus_pie01 == 2) {
- mes "- You quickly stretch out -";
- mes "- your hand and pick up -";
- mes "- the well baked cookies! -";
- next;
- mes "- ^0000ffYou got 100^000000 -";
- mes "- ^0000ffWell Baked Cookies!!^000000 -";
- next;
- }else{
- mes "- You quickly stretch out -";
- mes "- your hand and pick up -";
- mes "- the well baked cookies! -";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Oops, it's hot, hot!!!";
- specialeffect2 EF_FIREHIT;
- emotion 23,1;
- percentheal -5,0;
- close;
- }
- if ($@rus_req01 == 0) {
- mes "[Marozka's Guard]";
- mes "How did this rat get inside the cave?!";
- announce "Marozka's Guard : Invader! Search the whole cave!!",bc_map,0x87CEEB;
- set rhea_rus_quiz,2;
- initnpctimer;
- monster "mosk_que",49,156,"Marozka's Guard",1889,1,"Stone Furnace#rus28::OnMyMobDead";
- set $@rus_req01,1;
- close;
- }else{
- mes "[Marozka's Guard]";
- mes "How did this rat get inside the cave?!";
- announce "Marozka's Guard : Invader! Search the whole cave!!",bc_map,0x87CEEB;
- set rhea_rus_quiz,2;
- close;
- }
- }
- }
- else {
- emotion 1,1;
- close;
- }
-
-OnInit:
- set $@rus_req01,0;
- end;
-
-OnMyMobDead:
- stopnpctimer;
- set $@rus_req01,0;
- announce "Mazroka : You are truly brave. When you get the cookies and apples, come to see me.",bc_map,0x87CEEB;
- end;
-
-OnTimer300000:
- set $@rus_req01,0;
- killmonster "mosk_que","Stone Furnace#rus28::OnMyMobDead";
- end;
-}
-
-mosk_que,56,202,0 script Occult Apple Tree#rus29 111,{
- if (rhea_rus_main < 8) {
- emotion 1,1;
- close;
- }
- else if (rhea_rus_main == 8) {
- if (rhea_rus_quiz == 2) {
- if(getequipid(EQI_SHOES) != 2429) {
- if(getequipid(EQI_SHOES) != 2430) {
- mes "["+ strcharinfo(0) +"]";
- mes "...Hmm, did I forget to wear something...?";
- close;
- }
- }
- mes "- There are Ripe Apples -";
- mes "- growing in clusters. -";
- mes "- But they are higher than -";
- mes "- you expected them to be -";
- next;
- set .@rus_apple01,rand(1,5);
- if (.@rus_apple01 == 2) {
- mes "- You hit the tree firmly, -";
- mes "- and the apples fall down! -";
- next;
- }else{
- mes "- You hit the tree firmly, -";
- mes "- worms fall down! -";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Ahhhhhhhh!!!";
- emotion 23,1;
- close;
- }
- mes "- ^0000ff You get 100 Apples !!^000000 -";
- announce "Mazroka : You are truly brave. When you get the cookies and apples, come to see me.",bc_map,0x87CEEB;
- set rhea_rus_quiz,3;
- close;
- }
- }
- else {
- emotion 1,1;
- close;
- }
-}
-
-mosk_que,47,217,0 warp Escape#rus30 1,1,mosk_fild02,237,266
-
-//----------------------------------------------------------------------------
-// Marozka (Golden Thread)
-//----------------------------------------------------------------------------
-mosk_fild02,243,270,0 script Marozka#rus31 866,{
- if (rhea_rus_main < 8) {
- mes "[Marozka]";
- mes "...........................";
- close;
- }
- else if (rhea_rus_main == 8) {
- if (rhea_rus_quiz < 3) {
- mes "[Marozka]";
- mes "...........................";
- close;
- }
- else if (rhea_rus_quiz == 3) {
- if(getequipid(EQI_SHOES) != 2429) {
- if(getequipid(EQI_SHOES) != 2430) {
- mes "["+ strcharinfo(0) +"]";
- mes "...Hmm, did I forget to wear something...?";
- close;
- }
- }
- mes "[Marozka]";
- mes ".....................you came.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Are you Marozka? Here, I've proven to you my strength now can you make me the 'Golden Thread'?";
- mes "I need it to get Maria out of that wall.";
- next;
- mes "- You put the cookies and -";
- mes "- apples in front of him -";
- mes "- and he slowly utters -";
- next;
- mes "[Marozka]";
- mes "As you've heard, to make the 'Golden Thread' is very difficult and takes a very long time.";
- next;
- mes "[Marozka]";
- mes "I will begin making it now... let me see... Could you please come back to me in an hour?";
- set rhea_rus_quiz,4;
- set rus_time01,gettime(3);
- set rus_time02,gettime(4);
- close;
- }
- else if (rhea_rus_quiz == 4) {
- if (rus_time01 < gettime(3) || rus_time02 < gettime(4) || (rus_time02 == 6 && gettime(4) == 0)) {
- mes "[Marozka]";
- mes "Ah, just in time.";
- mes "I have finally finished making the 'Golden Thread'. Just wait one more second and it'll be ready.";
- set rhea_rus_quiz,28;
- close;
- }else{
- mes "[Marozka]";
- mes "As you've heard, to make the 'Golden Thread' is very difficult and takes a very long time.";
- next;
- mes "[Marozka]";
- mes "I will begin making it now... let me see... Could you please come back to me in an hour?";
- close;
- }
- }
- else if (rhea_rus_quiz == 28) {
- mes "[Marozka]";
- mes "As promised, here's the 'Golden Thread'.";
- mes "So, you are really going to fight Koshei the Immportal, eh?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I don't know but I promised to get Maria out of there.";
- next;
- mes "[Marozka]";
- mes "Huh, Koshei is not your average adversary. Strength alone cannot beat him. You will need wisdom and an unfaltering spirit in order to win.";
- next;
- mes "[Marozka]";
- mes "Koshei will be extremely hostile to you because you are helping Maria.";
- next;
- mes "[Marozka]";
- mes "Do you still want the Golden Thread? Ok, I will give it to you! But, there is one more test.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "One more test?";
- mes "Didn't I already prove my worth?";
- next;
- mes "[Marozka]";
- mes "That was a test of your strength. Now you must pass the test of mind and wisdom.";
- set rhea_rus_quiz,29;
- close;
- }
- else if (rhea_rus_quiz == 29) {
- if(getequipid(EQI_SHOES) != 2429) {
- if(getequipid(EQI_SHOES) != 2430) {
- mes "["+ strcharinfo(0) +"]";
- mes "...Hmm, did I forget to wear something...?";
- close;
- }
- }
- mes "[Marozka]";
- mes "...So? Have you decided?";
- next;
- if(select("I need more time...:I will take it!") == 1) {
- mes "[Marozka]";
- mes "Ok then. Come back when you are ready.";
- close;
- }
- mes "[Marozka]";
- mes "You will... Ok, let's get to it. You must answer all of these questions correctly in order to pass the test.";
- next;
- set .@rus_quiz01,0;
- mes "[Marozka]";
- mes "What is deaf, dumb, and blind and always tells the truth?";
- next;
- switch(select("A Poring:A Picky:A Mirror:A Tree")) {
- case 1:
- set .@rus_quiz01,.@rus_quiz01;
- break;
- case 2:
- set .@rus_quiz01,.@rus_quiz01;
- break;
- case 3:
- set .@rus_quiz01,.@rus_quiz01+1;
- break;
- case 4:
- set .@rus_quiz01,.@rus_quiz01;
- }
- mes "[Marozka]";
- mes "If 4 cats can catch 4 mice every 4 minutes, what is the minimum number of cats needed to get 10 mice in 10 minutes?";
- next;
- switch(select("4:5:6:10")) {
- case 1:
- set .@rus_quiz01,.@rus_quiz01+1;
- break;
- case 2:
- set .@rus_quiz01,.@rus_quiz01;
- break;
- case 3:
- set .@rus_quiz01,.@rus_quiz01;
- break;
- case 4:
- set .@rus_quiz01,.@rus_quiz01;
- }
- mes "[Marozka]";
- mes "Which of these gets shorter during winter and longer during summer?";
- next;
- switch(select("Sky:Day:Waves:Wind")) {
- case 1:
- set .@rus_quiz01,.@rus_quiz01;
- break;
- case 2:
- set .@rus_quiz01,.@rus_quiz01+1;
- break;
- case 3:
- set .@rus_quiz01,.@rus_quiz01;
- break;
- case 4:
- set .@rus_quiz01,.@rus_quiz01;
- }
- mes "[Marozka]";
- mes "Doris Etticoat, wears a petticoat and has a red nose; the longer she stands, the shorter she grows. What is she?";
- next;
- switch(select("A Star:A Candle:A Sword:The Moon")) {
- case 1:
- set .@rus_quiz01,.@rus_quiz01;
- break;
- case 2:
- set .@rus_quiz01,.@rus_quiz01+1;
- break;
- case 3:
- set .@rus_quiz01,.@rus_quiz01;
- break;
- case 4:
- set .@rus_quiz01,.@rus_quiz01;
- }
- mes "[Marozka]";
- mes "My top and bottom are twins of a kind. The middle of me makes one body combined. If I stand tall and still, run faster I will. What am I?";
- next;
- switch(select("A Woman:Valkyrie:The Moon:An Hourglass")) {
- case 1:
- set .@rus_quiz01,.@rus_quiz01;
- break;
- case 2:
- set .@rus_quiz01,.@rus_quiz01;
- break;
- case 3:
- set .@rus_quiz01,.@rus_quiz01;
- break;
- case 4:
- set .@rus_quiz01,.@rus_quiz01+1;
- }
- mes "[Marozka]";
- mes "Now let's see how you did.";
- next;
- if (.@rus_quiz01 > 4) {
- mes "[Marozka]";
- mes "You got all of them correct.";
- next;
- }else{
- mes "[Marozka]";
- mes "I told you before that I wouldn't give you the Golden Thread until you got all questions correct.";
- next;
- mes "[Marozka]";
- mes "It is not too late to try again. With wisdom comes patience.";
- close;
- }
- mes "[Marozka]";
- mes "I know that a quiz is a strange way of evaluating a person's wisdom. But, it is my way of knowing if you are truly committed to fighting Koshei.";
- next;
- mes "[Marozka]";
- mes "I hope you help Maria with your strength and kindness.";
- set rhea_rus_quiz,30;
- getitem 7879,10;
- close;
- }
- else {
- mes "[Marozka]";
- mes "...............................";
- next;
- mes "- He closes his eyes -";
- mes "- and stands still -";
- close;
- }
- }
- else {
- mes "[Marozka]";
- mes "...............................";
- next;
- mes "- He closes his eyes -";
- mes "- and stands still -";
- close;
- }
-}
-
-//----------------------------------------------------------------------------
-// Baba Yaga (Golden Key)
-//----------------------------------------------------------------------------
-mosk_dun02,48,214,5 script Baba Yaga#rus32 970,{
- if (rhea_rus_main < 9) {
- mes "[Baba Yaga]";
- mes "...........................";
- mes "If you lotter around here any longer, I will make myself some tasty human soup! Hehehehehe.";
- emotion 29;
- emotion 23,1;
- close;
- }
- else if (rhea_rus_main == 9) {
- mes "[Baba Yaga]";
- mes "Why are you here, you yummy looking human? If you lotter around here any longer, I will make myself some tasty human soup! Hehehehehe";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I, ah, I.. Gold.. golden...";
- next;
- mes "[Baba Yaga]";
- mes "What are you babbling about?";
- mes "Do you want me to transform you into a savage beast?!";
- next;
- mes "[Baba Yaga]";
- mes "'Presto Change-o!!'";
- mes "'Turn into a pig!!'";
- specialeffect2 EF_BARRIER;
- emotion 23;
- next;
- mes "[Baba Yaga]";
- mes "Hmm? You are protected by a Protection Spell?";
- mes "But, it was weake. My spell destroyed it.";
- next;
- mes "[Baba Yaga]";
- mes "Leave now, or I will curse you again! 'Presto...'";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Eh, eh.. I mean.. I say.. spell...";
- next;
- input .@input$;
- if (.@input$ == "Spellshield Protection") {
- mes "["+ strcharinfo(0) +"]";
- mes "Eh, eh.. I mean.. I say.. spell...";
- mes ""+ .@input$ +" !!!";
- specialeffect2 EF_ABSORBSPIRITS;
- next;
- }else{
- mes "["+ strcharinfo(0) +"]";
- mes "Eh, eh.. I mean.. I say.. spell...";
- mes ""+ .@input$ +" !!!";
- next;
- mes "[Baba Yaga]";
- mes "What are you planning to do with that weak spell!?";
- mes "Get away, child!";
- close2;
- warp "mosk_dun02",135,163;
- end;
- }
- mes "[Baba Yaga]";
- mes "Ho, you are protected by a Protection Spell. You are no ordinary kid.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I heard that you are able to make the 'Golden Key' and that's why I am here!";
- next;
- mes "[Baba Yaga]";
- mes "'Golden Key'? Why do you need it?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I need it to release Maria Mobrena from her dark wall prison.";
- next;
- mes "[Baba Yaga]";
- mes "...Maria Morebna...";
- mes "Are you fighting against Koshei?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "If he gets in my way of keeping my promise to her, I guess that I will fight him.";
- next;
- mes "[Baba Yaga]";
- mes "Ho, kiheeheheheheheh. Ehehehehehehe.";
- mes "You are interesting. You don't seem to be scared of Koshei.";
- next;
- mes "[Baba Yaga]";
- mes "Ok, the materials for the key are...";
- next;
- if (countitem(724) > 1 && countitem(969) > 2 && countitem(7877) > 0 && countitem(7878) > 1 && countitem(7879) > 9) {
- mes "[Baba Yaga]";
- mes "You have already gatered all the materials?";
- next;
- }else{
- mes "[Baba Yaga]";
- mes "What? I cannot make you the 'Golden Key' without the materials.";
- next;
- mes "[Baba Yaga]";
- mes "Go and find ^0000ff2 Cursed Ruby, 3 Gold, 1 Red Ring, 2 Lusalka's Hair, 10 Golden Thread^000000!";
- close;
- }
- mes "[Baba Yaga]";
- mes "Ok, let's begin. Ah, before that... Wait here!";
- delitem 724,2;
- delitem 969,3;
- delitem 7877,1;
- delitem 7878,2;
- delitem 7879,10;
- set rhea_rus_main,10;
- close;
- }
- else if (rhea_rus_main == 10) {
- mes "[Baba Yaga]";
- mes "You come here!";
- next;
- mes "- Baba Yaga looks -";
- mes "- at you carefully -";
- next;
- mes "[Baba Yaga]";
- mes "Hmmm, you look energetic and strong. Ok, while I make the 'Golden Key', you must first do a favor for me!";
- next;
- if (BaseClass == Job_Archer) {
- mes "[Baba Yaga]";
- mes "My cow has run away. Find her and cast a Return Spell on her. The spell is '^ff0000Good feed is orange-flavored^000000'. You sould remember it.";
- next;
- mes "[Baba Yaga]";
- mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe.";
- set rhea_rus_main,11;
- close;
- }
- else if (BaseClass == Job_Acolyte) {
- mes "[Baba Yaga]";
- mes "Behind my house, there is noisy coffin. It has been so nosiy recently that I can't sleep. Silence it.";
- next;
- mes "[Baba Yaga]";
- mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe.";
- set rhea_rus_main,16;
- close;
- }
- else if (BaseClass == Job_Thief) {
- mes "[Baba Yaga]";
- mes "Please find my silver spoons. Those bad pirates stole them. I can feel them around the wrecked ship. Bring them to me.";
- next;
- mes "[Baba Yaga]";
- mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe.";
- set rhea_rus_main,21;
- close;
- }
- else if (BaseClass == Job_Mage) {
- mes "[Baba Yaga]";
- mes "Buy me a magic book. It is published by Momotaro in Amatsu. Go there and buy it for me.";
- next;
- mes "[Baba Yaga]";
- mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe.";
- set rhea_rus_main,26;
- close;
- }
- else if (BaseClass == Job_Swordman) {
- mes "[Baba Yaga]";
- mes "Can you see a jar next to the cabin? There is a House ghost living in there. Drive him out of there. He irritates me a lot.";
- next;
- mes "[Baba Yaga]";
- mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe.";
- set rhea_rus_main,31;
- close;
- }
- else {
- mes "[Baba Yaga]";
- mes "Go to the Broom Grandmother in Payon and buy me a broom. It is best for cleaning but I don't have time to go there.";
- next;
- mes "[Baba Yaga]";
- mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe.";
- set rhea_rus_main,36;
- close;
- }
- }
- else if (rhea_rus_main > 10 && rhea_rus_main < 16) {
- mes "[Baba Yaga]";
- mes "My cow has run away. Find her and cast a Return Spell on her. The spell is '^ff0000Good feed is orange-flavored^000000'. You sould remember it.";
- next;
- mes "[Baba Yaga]";
- mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe.";
- close;
- }
- else if (rhea_rus_main > 15 && rhea_rus_main < 21) {
- mes "[Baba Yaga]";
- mes "Can you see a jar next to the cabin? There is a House ghost living in there. Drive him out of there. He irritates me a lot.";
- next;
- mes "[Baba Yaga]";
- mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe.";
- close;
- }
- else if (rhea_rus_main > 20 && rhea_rus_main < 26) {
- mes "[Baba Yaga]";
- mes "Please find my silver spoons. Those bad pirates stole them. I can feel them around the wrecked ship. Bring them to me.";
- next;
- mes "[Baba Yaga]";
- mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe.";
- close;
- }
- else if (rhea_rus_main == 26) {
- mes "[Baba Yaga]";
- mes "Buy me a magic book. It is published by Momotaro in Amatsu. Go there and buy it for me.";
- next;
- mes "[Baba Yaga]";
- mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe.";
- close;
- }
- else if (rhea_rus_main == 27) {
- if (countitem(7881) > 0) {
- mes "[Baba Yaga]";
- mes "Ho, did you buy the magic book? Give it to me. I will try it out.";
- next;
- mes "- Baba Yaga takes the book, -";
- mes "reads one of the pages, -";
- mes "and casts something -";
- next;
- mes "[Baba Yaga]";
- mes "Ok.. Let's do this.";
- mes "'Keep off the grass!!!'";
- specialeffect EF_BEGINSPELL4;
- delitem 7881,1;
- set rhea_rus_main,28;
- monster "mosk_dun02",52,210,"Violent Gardener",1493,1,"Baba Yaga#rus32::OnMyMobDead";
- monster "mosk_dun02",53,210,"Dangerous Gardener",1500,1,"Baba Yaga#rus32::OnMyMobDead";
- monster "mosk_dun02",54,210,"Brutal Gardener",1497,1,"Baba Yaga#rus32::OnMyMobDead";
- donpcevent "Baba Yaga#rus32::OnDisable";
- close;
- }else{
- mes "[Baba Yaga]";
- mes "Buy me a magic book. It is published by Momotaro in Amatsu. Go there and buy it for me.";
- next;
- mes "[Baba Yaga]";
- mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe.";
- close;
- }
- }
- else if (rhea_rus_main == 28) {
- mes "["+ strcharinfo(0) +"]";
- mes "W, what is this, suddenly?!";
- next;
- mes "[Baba Yaga]";
- mes "Ho.. this is for a beautiful garden. This is better than I expected. Ok then, let's do this.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Hey, are you listening to me?";
- next;
- mes "[Baba Yaga]";
- mes "'There is an order for you to open your eyes!!!'";
- specialeffect2 EF_BEGINSPELL3;
- set rhea_rus_main,29;
- monster "mosk_dun02",52,210,"Alarm to 5 minutes",1193,1,"Baba Yaga#rus32::OnMyMobDead";
- monster "mosk_dun02",53,210,"Alarm on time",1193,1,"Baba Yaga#rus32::OnMyMobDead";
- monster "mosk_dun02",54,210,"Alarm past 5 minutes",1193,1,"Baba Yaga#rus32::OnMyMobDead";
- donpcevent "Baba Yaga#rus32::OnDisable";
- close;
- }
- else if (rhea_rus_main == 29) {
- mes "["+ strcharinfo(0) +"]";
- mes "What are you doing!!";
- next;
- mes "[Baba Yaga]";
- mes "Hmm, this one makes people deligent and doesn't look effective. Ok then, next is a House Ghost...";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Hey, I am talking...";
- emotion 28,1;
- next;
- mes "[Baba Yaga]";
- mes "'In the corner...'";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "!!!!!!!!!!!!!!!!!!!!!!!!!";
- emotion 23;
- next;
- mes "[Baba Yaga]";
- mes "What, child? Do you feel bad?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "When will you give me the key?!";
- next;
- mes "[Baba Yaga]";
- mes "Huh, I can make it for you right now. You have a violent temper.";
- set rhea_rus_main,44;
- close;
- }
- else if (rhea_rus_main > 30 && rhea_rus_main < 36) {
- mes "[Baba Yaga]";
- mes "Can you see a jar next to the cabin? There is a House ghost living in there. Drive him out of there. He irritates me a lot.";
- next;
- mes "[Baba Yaga]";
- mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe.";
- close;
- }
- else if (rhea_rus_main > 35 && rhea_rus_main < 41) {
- mes "[Baba Yaga]";
- mes "Go to the Broom Grandmother in Payon and buy me a broom. It is best for cleaning but I don't have time to go there.";
- next;
- mes "[Baba Yaga]";
- mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe.";
- close;
- }
- else if (rhea_rus_main == 41) {
- mes "["+ strcharinfo(0) +"]";
- mes "I have done your favor! I got the cow!";
- next;
- mes "[Baba Yaga]";
- mes "Oh, great. I just finished making the 'Golden Key'!";
- next;
- mes "[Baba Yaga]";
- mes "Here, help Maria with this key and watch out for Koshei. He is very dangerous. Kehehehehehe.";
- set rhea_rus_main,47;
- getitem 7876,1;
- close;
- }
- else if (rhea_rus_main == 42) {
- mes "["+ strcharinfo(0) +"]";
- mes "I have done your favor! The coffin is now silenced!";
- next;
- mes "[Baba Yaga]";
- mes "Oh, yes. I can sleep at night now. Kehehehehe.";
- next;
- mes "[Baba Yaga]";
- mes "You are on time. I just finished making the 'Golden Key'!";
- next;
- mes "[Baba Yaga]";
- mes "Here, help Maria with this key and watch out for Koshei. He is very dangerous. Kehehehehehe.";
- set rhea_rus_main,47;
- getitem 7876,1;
- close;
- }
- else if (rhea_rus_main == 43) {
- if (countitem(7880) > 0) {
- mes "["+ strcharinfo(0) +"]";
- mes "I have done your favor! I found and got the silver spoons!";
- next;
- mes "[Baba Yaga]";
- mes "Oh, yes. They are expensive ones. Those bad pirates.. Kehehehehe.";
- next;
- mes "[Baba Yaga]";
- mes "You are on time. I just finished making the 'Golden Key'!";
- next;
- mes "[Baba Yaga]";
- mes "Here, help Maria with this key and watch out for Koshei. He is very dangerous. Kehehehehehe.";
- delitem 7880,1;
- set rhea_rus_main,47;
- getitem 7876,1;
- close;
- }else{
- mes "["+ strcharinfo(0) +"]";
- mes "I have done your favor! I found and got the silver spoons!";
- next;
- mes "[Baba Yaga]";
- mes "Oh, yes, yes. Give them to me.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Here they.. They..?!";
- next;
- mes "[Baba Yaga]";
- mes "You fool! Where did you sell my spoons!? Get them for me right now!";
- close;
- }
- }
- else if (rhea_rus_main == 44) {
- mes "["+ strcharinfo(0) +"]";
- mes "I have done your favor. Give me the key!";
- next;
- mes "[Baba Yaga]";
- mes "Oh, yes, you violent tempered child. I just finished making the 'Golden Key'.";
- next;
- mes "[Baba Yaga]";
- mes "Here, help Maria with this key and watch out for Koshei. He is very dangerous. Kehehehehehe.";
- set rhea_rus_main,47;
- getitem 7876,1;
- close;
- }
- else if (rhea_rus_main == 45) {
- mes "["+ strcharinfo(0) +"]";
- mes "I have done your favor! The House ghost is now quiet!";
- next;
- mes "[Baba Yaga]";
- mes "Oh, yes. That irritating ghost is gone. Kehehehehe.";
- next;
- mes "[Baba Yaga]";
- mes "You are on time. I just finished making the 'Golden Key'!";
- next;
- mes "[Baba Yaga]";
- mes "Here, help Maria with this key and watch out for Koshei. He is very dangerous. Kehehehehehe.";
- set rhea_rus_main,47;
- getitem 7876,1;
- close;
- }
- else if (rhea_rus_main == 46) {
- mes "["+ strcharinfo(0) +"]";
- mes "I have done your favor! Here, the best broom from Payon!";
- next;
- mes "[Baba Yaga]";
- mes "Ooh, yes. Well done. My flying broom was getting old. Kehehehehe.";
- next;
- mes "[Baba Yaga]";
- mes "You are on time. I just finished making the 'Golden Key'!";
- next;
- mes "[Baba Yaga]";
- mes "Here, help Maria with this key and watch out for Koshei. He is very dangerous. Kehehehehehe.";
- set rhea_rus_main,47;
- getitem 7876,1;
- close;
- }
- else if (rhea_rus_main > 46 && rhea_rus_main < 49) {
- mes "[Baba Yaga]";
- mes "You got the key and went to Maria immedately, right?";
- next;
- mes "[Baba Yaga]";
- mes "Take care of yourself. When you release her, Koshei will come out and bring destruction.";
- close;
- }
- else if (rhea_rus_main == 49) {
- mes "[Baba Yaga]";
- mes "What are you doing here? Kehehehe.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Koshei... suddenly appeared.. and Maria.. Wolf... killed...";
- next;
- mes "[Baba Yaga]";
- mes "Calm down and speak slowly. I cannot hear you at all. Drink some water.";
- next;
- mes "- You drink some water and -";
- mes "- tell her the story slowly -";
- next;
- mes "[Baba Yaga]";
- mes "You beat Koshei? Did you?";
- mes "Kehehe, you are no ordinary kid.";
- next;
- mes "[Baba Yaga]";
- mes "Water to enliven Maria...";
- next;
- mes "[Baba Yaga]";
- mes "'Living Water'... I just need the ingredients. I need ^0000ff1 Holy Water^000000 and ^0000ff2 Yggdrasil Leaves^000000.";
- next;
- mes "[Baba Yaga]";
- mes "And 'Dead Water'.. I need ^0000ff1 Cursed Water^000000 and ^0000ff10 Hinalle Leaflets^000000.";
- next;
- mes "[Baba Yaga]";
- mes "Bring them to me quickly! Time is running out!";
- set rhea_rus_main,50;
- close;
- }
- else if (rhea_rus_main == 50) {
- if (countitem(523) > 0 && countitem(12020) > 0 && countitem(610) > 1 && countitem(520) > 9) {
- mes "[Baba Yaga]";
- mes "Kehe, you are very quick.";
- next;
- mes "[Baba Yaga]";
- mes "Ok, let's make the 'Living Water' first...";
- next;
- mes "- Baba Yaga brings a big pot, -";
- mes "- pours the Holy Water in it, -";
- mes "- puts the Yggdrasil Leaves -";
- mes "- in it and stirs them up -";
- mes "- as it casts strange spells -";
- next;
- mes "[Baba Yaga]";
- mes "Yg~ Yg~ Yggdrasil~ Yggdrasil has lots of iron~";
- specialeffect EF_PHARMACY_OK;
- next;
- mes "[Baba Yaga]";
- mes "Here, I made the 'Living Water' so now let's make the 'Dead Water'...";
- next;
- mes "- Baba Yaga pours the cursed -";
- mes "- water in another pot, then -";
- mes "- pounds the Hinalle leaflets, -";
- mes "- puts their juice in the pot -";
- mes "- and stirs them together -";
- mes "- as it casts strange spells -";
- next;
- mes "[Baba Yaga]";
- mes "Hi~ hi~ hi~ hi~ na~ lle~ Stir with right hand~ Stir with left hand~ Both hands will be ok~";
- specialeffect EF_PHARMACY_OK;
- next;
- mes "[Baba Yaga]";
- mes "Here, it's done.";
- next;
- mes "[Baba Yaga]";
- mes "Take this and help Maria. Kehehehehehe.";
- next;
- mes "[Baba Yaga]";
- mes "First, pour the 'Dead Water' to remove the wound and curse on her and then pour the 'Living Water' to enliven her.";
- next;
- mes "[Baba Yaga]";
- mes "Go there right now! Kehehehehe";
- next;
- mes "- ^0000ffYou get the 'Living Water'^000000 -";
- mes "- ^0000ffand the 'Dead Water' !!^000000 -";
- delitem 523,1;
- delitem 12020,1;
- delitem 610,2;
- delitem 520,10;
- set rhea_rus_main,51;
- close;
- }else{
- mes "[Baba Yaga]";
- mes "'Living Water'... I just need the ingredients. I need ^0000ff1 Holy Water^000000 and ^0000ff2 Yggdrasil Leaves^000000.";
- next;
- mes "[Baba Yaga]";
- mes "And 'Dead Water'.. I need ^0000ff1 Cursed Water^000000 and ^0000ff10 Hinalle Leaflets^000000.";
- next;
- mes "[Baba Yaga]";
- mes "Bring them to me quickly! Time is running out!";
- close;
- }
- }
- else if (rhea_rus_main == 51) {
- mes "[Baba Yaga]";
- mes "Go to Maria to help her.";
- next;
- mes "[Baba Yaga]";
- mes "First, pour the 'Dead Water' to remove the wound and curse on her and then pour the 'Living Water' to enliven her.";
- next;
- mes "[Baba Yaga]";
- mes "Go there right now! Kehehehehe";
- close;
- }
- else if (rhea_rus_main == 52) {
- mes "[Baba Yaga]";
- mes "You are more useful than I thought, kid.";
- next;
- mes "[Baba Yaga]";
- mes "I thank you for helping Maria. To tell the truth, it was me that connected her with Koshei. In order to seal Koshei, I needed a sacrfice...";
- next;
- mes "[Baba Yaga]";
- mes "I succeeded in sealing Koshei away by using a girl who was magically strong. Sadly the girl also had to remain in the same condition as Koshei in order to maintain the seal.";
- next;;
- mes "[Baba Yaga]";
- mes "However, after so many years it was impossible to keep him sealed with Maria's power alone.";
- next;
- mes "[Baba Yaga]";
- mes "So that's when I decided that if you could subdue Koshei, it would be the only way to release Maria instead of using her to maintain the seal.";
- next;
- mes "[Baba Yaga]";
- mes "So, that is why I helped you out by making the 'Golden Key'.";
- next;
- mes "[Baba Yaga]";
- mes "Koshei is still alive, but he is weaker than before. So I don't need to use Maria anymore to seal Koshei.";
- next;
- mes "[Baba Yaga]";
- mes "Thank you so much for helping Maria...";
- next;
- mes "[Baba Yaga]";
- mes "I want to give anything helpful for you.";
- next;
- mes "[Baba Yaga]";
- mes "Whenever you come to me, I will make you potions with just a few materials and a small fee. I hope that this will be of help to you. Kehehehehehe.";
- set rhea_rus_main,53;
- close;
- }
- else if (rhea_rus_main > 52) {
- mes "[Baba Yaga]";
- mes "Oh, you are back. What can I do for you?";
- next;
- switch(select("Condensed Red Potion:Condensed Yellow Potion:Cancel")) {
- case 1:
- if (countitem(501) > 0 && countitem(1092) > 0 && countitem(7134) > 0 && countitem(512) > 4) {
- if (Zeny > 19) {
- set .@red_potion01,countitem(501);
- set .@red_tube01,countitem(1092);
- set .@red_cup01,countitem(7134);
- set .@red_apple01,countitem(512);
- set .@red_zeny01,Zeny;
- while(1) {
- if (.@red_potion01 == 0 || .@red_tube01 == 0 || .@red_cup01 == 0 || .@red_apple01 < 5 || .@red_zeny01 < 20) {
- break;
- }else{
- set .@red_slim01,.@red_slim01+1;
- set .@red_potion01,.@red_potion01-1;
- set .@redpotion_send,.@redpotion_send+1;
- set .@red_tube01,.@red_tube01-1;
- set .@redtube_send,.@redtube_send+1;
- set .@red_cup01,.@red_cup01-1;
- set .@redcup_send,.@redcup_send+1;
- set .@red_apple01,.@red_apple01-5;
- set .@redapple_send,.@redapple_send+5;
- set .@red_zeny01,.@red_zeny01-20;
- set .@redzeny_sen,.@redzeny_send+20;
- }
- }
- mes "[Baba Yaga]";
- mes "To make Condensed Red Potions, I need ^0000ff1 Red Potion, 1 Empty Test Tube, 1 Medicine Bowl, 5 Apples and 20 Zeny^000000.";
- next;
- mes "[Baba Yaga]";
- mes "With your materials, I can make ^0000ff"+ red_slim01 +"^000000 Condensed Red Potions.";
- next;
- mes "[Baba Yaga]";
- mes "How many do you want me to make? I can only make 100 at a time. If you don't want any, then just say '0'. Kehehehehe.";
- next;
- while(1) {
- input .@input;
- if (.@input == 0) {
- mes "[Baba Yaga]";
- mes "You don't want it?";
- next;
- mes "[Baba Yaga]";
- mes "I don't understand you. What do you want? Kehehehehe.";
- close;
- }
- else if (.@input > 100) {
- mes "[Baba Yaga]";
- mes "I said no more then 100 at a time. Kehehehehe.";
- next;
- }
- else {
- break;
- }
- }
- set .@redpotion_send,.@input;
- set .@redtube_send,.@input;
- set .@redcup_send,.@input;
- set .@redapple_send,.@input * 5;
- set .@redzeny_send,.@input * 20;
- set .@total_red01,.@input;
- if (countitem(501) < .@redpotion_send || countitem(1092) < .@redtube_send || countitem(7134) < .@redcup_send || countitem(512) < .@redapple_send || Zeny < .@redzeny_send) {
- mes "[Baba Yaga]";
- mes "Where are the materials?";
- mes "They are not enough! Check them and come back again! Kehehehehe.";
- close;
- }else{
- mes "[Baba Yaga]";
- mes "Ho, you want "+ .@input +". Ok, wait here for a while.";
- next;
- mes "- Baba Yaga grinds the Apples -";
- mes "- and pours the Red Potion -";
- mes "- into the Medicine Bowl, -";
- mes "- boils and cools it down -";
- mes "- and puts it in the Test Tube -";
- next;
- }
- mes "[Baba Yaga]";
- mes "Here, done!";
- specialeffect EF_PHARMACY_OK;
- next;
- mes "[Baba Yaga]";
- mes "Whenever you want more, come to me.";
- delitem 501,.@redpotion_send;
- delitem 1092,.@redtube_send;
- delitem 7134,.@redcup_send;
- delitem 512,.@redapple_send;
- set Zeny,Zeny-.@redzeny_send;
- getitem 545,.@total_red01;
- close;
- }else{
- mes "[Baba Yaga]";
- mes "To make Condensed Red Potions, I need ^0000ff1 Red Potion, 1 Empty Test Tube, 1 Medicine Bowl, 5 Apples and 20 Zeny^000000.";
- close;
- }
- }else{
- mes "[Baba Yaga]";
- mes "To make Condensed Red Potions, I need ^0000ff1 Red Potion, 1 Empty Test Tube, 1 Medicine Bowl, 5 Apples and 20 Zeny^000000.";
- close;
- }
- break;
- case 2:
- if (countitem(503) > 0 && countitem(1092) > 0 && countitem(7134) > 0 && countitem(513) > 9) {
- if (Zeny > 49) {
- set .@yell_potion01,countitem(503);
- set .@yell_tube01,countitem(1092);
- set .@yell_cup01,countitem(7134);
- set .@yell_banana01,countitem(513);
- set .@yell_zeny01,Zeny;
- while(1) {
- if (.@yell_potion01 == 0 || .@yell_tube01 == 0 || .@yell_cup01 == 0 || .@yell_banana01 < 10 || .@yell_zeny01 < 50) {
- break;
- }else{
- set .@yell_slim01,.@yell_slim01+1;
- set .@yell_potion01,.@yell_potion01-1;
- set .@yellpotion_send,.@yellpotion_send+1;
- set .@yell_tube01,.@yell_tube01-1;
- set .@yelltube_send,.@yelltube_send+1;
- set .@yell_cup01,.@yell_cup01-1;
- set .@yellcup_send,.@yellcup_send+1;
- set .@yell_banana01,.@yell_banana01-10;
- set .@yellbanana_send,.@yellbanana_send+10;
- set .@yell_zeny01,.@yell_zeny01-50;
- set .@yellzeny_send,.@yellzeny_send+50;
- }
- }
- mes "[Baba Yaga]";
- mes "To make Condensed Yellow Potions, I need ^0000ff1 Yellow Potion, 1 Test Tube, 1 Medicine_Bowl, 10 Bananas and 50 Zeny^000000.";
- next;
- mes "[Baba Yaga]";
- mes "With your materials, I can make ^0000ff"+ .@yell_slim01+"^000000.";
- next;
- mes "[Baba Yaga]";
- mes "How many do you want me to make? Tell me the number less than 100. If you don't want, tell me zero. Kehehehehe.";
- next;
- while(1) {
- input .@input;
- if (.@input == 0) {
- mes "[Baba Yaga]";
- mes "You don't want it?";
- next;
- mes "[Baba Yaga]";
- mes "I don't understand you. What do you want? Kehehehehe.";
- close;
- }
- else if (.@input > 100) {
- mes "[Baba Yaga]";
- mes "I said no more then 100 at a time. Kehehehehe.";
- next;
- }
- else {
- break;
- }
- }
- set .@yellpotion_send,.@input;
- set .@yelltube_send,.@input;
- set .@yellcup_send,.@input;
- set .@yellbanana_send,.@input*10;
- set .@yellzeny_send,.@input*50;
- set .@total_yell01,.@input;
- if (countitem(503) < .@yellpotion_send || countitem(1092) < .@yelltube_send || countitem(7134) < .@yellcup_send || countitem(513) < .@yellbanana_send || Zeny < .@yellzeny_send) {
- mes "[Baba Yaga]";
- mes "Where are the materials?";
- mes "They are not enough! Check them and come back again! Kehehehehe.";
- close;
- }else{
- mes "[Baba Yaga]";
- mes "Ho, you want "+ .@input +". Ok, wait here for a while.";
- next;
- mes "- Baba Yaga grinds the Banannas -";
- mes "- and pours the Yellow Potion -";
- mes "- into the Medicine Bowl, -";
- mes "- boils and cools it down -";
- mes "- and puts it in the Test Tube -";
- next;
- }
- mes "[Baba Yaga]";
- mes "Here, done!";
- specialeffect EF_PHARMACY_OK;
- next;
- mes "[Baba Yaga]";
- mes "Whenever you want more, come to me.";
- delitem 503,.@yellpotion_send;
- delitem 1092,.@yelltube_send;
- delitem 7134,.@yellcup_send;
- delitem 513,.@yellbanana_send;
- set Zeny,Zeny-.@yellzeny_send;
- getitem 546,.@total_yell01;
- close;
- }else{
- mes "[Baba Yaga]";
- mes "To make Condensed Yellow Potions, I need ^0000ff1 Yellow Potion, 1 Test Tube, 1 Medicine_Bowl, 10 Bananas and 50 Zeny^000000.";
- close;
- }
- }else{
- mes "[Baba Yaga]";
- mes "To make Condensed Yellow Potions, I need ^0000ff1 Yellow Potion, 1 Test Tube, 1 Medicine_Bowl, 10 Bananas and 50 Zeny^000000.";
- close;
- }
- break;
- case 3:
- mes "[Baba Yaga]";
- mes "You don't want anything?";
- next;
- mes "[Baba Yaga]";
- mes "I don't understand you. What do you want? kehehehehe.";
- close;
- }
- }
- else {
- mes "[Baba Yaga]";
- mes "What are you, human child.";
- close;
- }
-
-OnInit:
- enablenpc "Baba Yaga#rus32";
- end;
-
-OnEnable:
- enablenpc "Baba Yaga#rus32";
- end;
-
-OnDisable:
- initnpctimer;
- disablenpc "Baba Yaga#rus32";
- end;
-
-OnTimer180000:
- stopnpctimer;
- killmonster "mosk_dun02","Baba Yaga#rus32::OnMyMobDead";
- donpcevent "Baba Yaga#rus32::OnEnable";
- end;
-
-OnMyMobDead:
- donpcevent "Baba Yaga#rus32::OnEnable";
- end;
-}
-
-//----------------------------------------------------------------------------
-// Baba Yaga's Tasks (Golden Key)
-//----------------------------------------------------------------------------
-mosk_dun02,257,193,0 script Cow#rus33 889,3,3,{
- end;
-
-OnInit:
- enablenpc "Cow#rus33";
- end;
-
-OnEnable:
- enablenpc "Cow#rus33";
- end;
-
-OnDisable:
- disablenpc "Cow#rus33";
- end;
-
-OnTouch:
- if (rhea_rus_main < 11) {
- mes "[Cow]";
- mes "Mooo...";
- close;
- }
- else if (rhea_rus_main == 11) {
- mes "[Cow]";
- mes "Moo..";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Hah, t, that is Baba Yaga's cow?!";
- mes "Y, you...";
- next;
- mes "- You approach to the cow carefully and hold its nape -";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "You! Go home now!";
- emotion 23;
- next;
- mes "- The cow seems surprised, jumps and tries to attack you !! -";
- next;
- set .@russ_cow01,rand(1,4);
- if (.@russ_cow01 == 3) {
- mes "- You almost get hit and dodge its attack and cast the spell !! -";
- next;
- input .@input$;
- if (.@input$ == "Good feed is orange-flavored") {
- mes "["+ strcharinfo(0) +"]";
- mes ""+ .@input$ +" !!!";
- specialeffect EF_TELEPORTATION2;
- next;
- mes "- You cast the spell in a hurry and the cow is surronded by the light and disappears !! -";
- donpcevent "Cow#rus33::OnDisable";
- donpcevent "Cow#rus34::OnEnable";
- next;
- }else{
- mes "["+ strcharinfo(0) +"]";
- mes ""+ .@input$ +" !!!";
- next;
- mes "[Cow]";
- mes "...Moo...";
- emotion 9;
- next;
- set .@run_cow01,rand(1,2);
- if (.@run_cow01 == 1) {
- mes "- The cow, seems to gibe at you, looks at you quickly and runs to bushes !! -";
- donpcevent "Cow#rus33::OnDisable";
- donpcevent "Cow#rus34::OnEnable";
- close;
- }else{
- mes "- The cow, seems to gibe at you, looks at you quickly and runs to bushes !! -";
- donpcevent "Cow#rus33::OnDisable";
- donpcevent "Cow#rus35::OnEnable";
- close;
- }
- }
- }else{
- mes "["+ strcharinfo(0) +"]";
- mes "Akkkk?! Eh!? The s-spell...";
- next;
- set .@run_cow02,rand(1,2);
- if (.@run_cow02 == 1) {
- mes "- You hesitate, the cow, seems to gibe at you, passes by you and runs to bushes !! -";
- donpcevent "Cow#rus33::OnDisable";
- donpcevent "Cow#rus34::OnEnable";
- close;
- }else{
- mes "- You hesitate, the cow, seems to gibe at you, passes by you and runs to bushes !! -";
- donpcevent "Cow#rus33::OnDisable";
- donpcevent "Cow#rus35::OnEnable";
- close;
- }
- }
- mes "["+ strcharinfo(0) +"]";
- mes "What a surprise. The cow is bad like its owner.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Ok, then. Let's get back to Baba Yaga...";
- set rhea_rus_main,41;
- close;
- }
- else if (rhea_rus_main == 41) {
- mes "[Cow]";
- mes "Moo...";
- next;
- mes "- The cow is tied around its neck and eats grass comfortably -";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I must return to Baba Yaga...";
- close;
- }
- else {
- mes "[Cow]";
- mes "Moo...";
- close;
- }
-}
-
-mosk_dun02,257,193,0 script Cow#rus34 889,3,3,{
- end;
-
-OnInit:
- enablenpc "Cow#rus34";
- end;
-
-OnEnable:
- enablenpc "Cow#rus34";
- end;
-
-OnDisable:
- disablenpc "Cow#rus34";
- end;
-
-OnTouch:
- if (rhea_rus_main < 11) {
- mes "[Cow]";
- mes "Mooo...";
- close;
- }
- else if (rhea_rus_main == 11) {
- mes "[Cow]";
- mes "Moo..";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Hah, t, that is Baba Yaga's cow?!";
- mes "Y, you...";
- next;
- mes "- You approach to the cow carefully and hold its nape -";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "You! Go home now!";
- emotion 23;
- next;
- mes "- The cow seems surprised, jumps and tries to attack you !! -";
- next;
- set .@russ_cow01,rand(1,4);
- if (.@russ_cow01 == 3) {
- mes "- You almost get hit and dodge its attack and cast the spell !! -";
- next;
- input .@input$;
- if (.@input$ == "Good feed is orange-flavored") {
- mes "["+ strcharinfo(0) +"]";
- mes ""+ .@input$ +" !!!";
- specialeffect EF_TELEPORTATION2;
- next;
- mes "- You cast the spell in a hurry and the cow is surronded by the light and disappears !! -";
- donpcevent "Cow#rus34::OnDisable";
- donpcevent "Cow#rus34::OnEnable";
- next;
- }else{
- mes "["+ strcharinfo(0) +"]";
- mes ""+ .@input$ +" !!!";
- next;
- mes "[Cow]";
- mes "...Moo...";
- emotion 9;
- next;
- set .@run_cow01,rand(1,2);
- if (.@run_cow01 == 1) {
- mes "- The cow, seems to gibe at you, looks at you quickly and runs to bushes !! -";
- donpcevent "Cow#rus34::OnDisable";
- donpcevent "Cow#rus34::OnEnable";
- close;
- }else{
- mes "- The cow, seems to gibe at you, looks at you quickly and runs to bushes !! -";
- donpcevent "Cow#rus34::OnDisable";
- donpcevent "Cow#rus35::OnEnable";
- close;
- }
- }
- }else{
- mes "["+ strcharinfo(0) +"]";
- mes "Akkkk?! Eh!? The s-spell...";
- next;
- set .@run_cow02,rand(1,2);
- if (.@run_cow02 == 1) {
- mes "- You hesitate, the cow, seems to gibe at you, passes by you and runs to bushes !! -";
- donpcevent "Cow#rus34::OnDisable";
- donpcevent "Cow#rus34::OnEnable";
- close;
- }else{
- mes "- You hesitate, the cow, seems to gibe at you, passes by you and runs to bushes !! -";
- donpcevent "Cow#rus34::OnDisable";
- donpcevent "Cow#rus35::OnEnable";
- close;
- }
- }
- mes "["+ strcharinfo(0) +"]";
- mes "What a surprise. The cow is bad like its owner.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Ok, then. Let's get back to Baba Yaga...";
- set rhea_rus_main,41;
- close;
- }
- else if (rhea_rus_main == 41) {
- mes "[Cow]";
- mes "Moo...";
- next;
- mes "- The cow is tied around its neck and eats grass comfortably -";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I must return to Baba Yaga...";
- close;
- }
- else {
- mes "[Cow]";
- mes "Moo...";
- close;
- }
-}
-
-mosk_dun02,257,193,0 script Cow#rus35 889,3,3,{
- end;
-
-OnInit:
- enablenpc "Cow#rus35";
- end;
-
-OnEnable:
- enablenpc "Cow#rus35";
- end;
-
-OnDisable:
- disablenpc "Cow#rus35";
- end;
-
-OnTouch:
- if (rhea_rus_main < 11) {
- mes "[Cow]";
- mes "Mooo...";
- close;
- }
- else if (rhea_rus_main == 11) {
- mes "[Cow]";
- mes "Moo..";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Hah, t, that is Baba Yaga's cow?!";
- mes "Y, you...";
- next;
- mes "- You approach to the cow carefully and hold its nape -";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "You! Go home now!";
- emotion 23;
- next;
- mes "- The cow seems surprised, jumps and tries to attack you !! -";
- next;
- set .@russ_cow01,rand(1,4);
- if (.@russ_cow01 == 3) {
- mes "- You almost get hit and dodge its attack and cast the spell !! -";
- next;
- input .@input$;
- if (.@input$ == "Good feed is orange-flavored") {
- mes "["+ strcharinfo(0) +"]";
- mes ""+ .@input$ +" !!!";
- specialeffect EF_TELEPORTATION2;
- next;
- mes "- You cast the spell in a hurry and the cow is surronded by the light and disappears !! -";
- donpcevent "Cow#rus35::OnDisable";
- donpcevent "Cow#rus35::OnEnable";
- next;
- }else{
- mes "["+ strcharinfo(0) +"]";
- mes ""+ .@input$ +" !!!";
- next;
- mes "[Cow]";
- mes "...Moo...";
- emotion 9;
- next;
- set .@run_cow01,rand(1,2);
- if (.@run_cow01 == 1) {
- mes "- The cow, seems to gibe at you, looks at you quickly and runs to bushes !! -";
- donpcevent "Cow#rus35::OnDisable";
- donpcevent "Cow#rus35::OnEnable";
- close;
- }else{
- mes "- The cow, seems to gibe at you, looks at you quickly and runs to bushes !! -";
- donpcevent "Cow#rus35::OnDisable";
- donpcevent "Cow#rus35::OnEnable";
- close;
- }
- }
- }else{
- mes "["+ strcharinfo(0) +"]";
- mes "Akkkk?! Eh!? The s-spell...";
- next;
- set .@run_cow02,rand(1,2);
- if (.@run_cow02 == 1) {
- mes "- You hesitate, the cow, seems to gibe at you, passes by you and runs to bushes !! -";
- donpcevent "Cow#rus35::OnDisable";
- donpcevent "Cow#rus35::OnEnable";
- close;
- }else{
- mes "- You hesitate, the cow, seems to gibe at you, passes by you and runs to bushes !! -";
- donpcevent "Cow#rus35::OnDisable";
- donpcevent "Cow#rus35::OnEnable";
- close;
- }
- }
- mes "["+ strcharinfo(0) +"]";
- mes "What a surprise. The cow is bad like its owner.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Ok, then. Let's get back to Baba Yaga...";
- set rhea_rus_main,41;
- close;
- }
- else if (rhea_rus_main == 41) {
- mes "[Cow]";
- mes "Moo...";
- next;
- mes "- The cow is tied around its neck and eats grass comfortably -";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I must return to Baba Yaga...";
- close;
- }
- else {
- mes "[Cow]";
- mes "Moo...";
- close;
- }
-}
-
-mosk_dun02,65,232,0 script Noisy Coffin#rus36 801,{
- if (rhea_rus_main < 16) {
- mes "[Noisy Coffin]";
- mes "Isn't it good to be alive? Isn't it good to live?";
- next;
- mes "[Noisy Coffin]";
- mes "Don't you want to exchange lives with me? Exchange with me, exchange!";
- close;
- }
- else if (rhea_rus_main > 15 && rhea_rus_main < 19) {
- mes "[Noisy Coffin]";
- mes "Isn't it good to be alive? Isn't it to live?";
- next;
- mes "[Noisy Coffin]";
- mes "Don't you want to exchange lives with me? Exchange with me, exchange!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Ehh, that's one noisy coffin.";
- next;
- mes "[Noisy Coffin]";
- mes "I was alive! I was alive!";
- mes "What is different between you and me? Why are you still alive? Why didn't you die? Why did I die?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "... How can I silence him...";
- next;
- while(1) {
- switch(select("Pray:Sing a hymn:Pour Holy Water on him:Kick him")) {
- case 1:
- if (rhea_rus_main == 17) {
- mes "["+ strcharinfo(0) +"]";
- mes "...I'll pray.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Heaven, earth, and wind belong to God, there is no place for evil.";
- specialeffect EF_BLESSING;
- next;
- mes "[Noisy Coffin]";
- mes "Heek, heeee! Heeeeeek!";
- set rhea_rus_main,18;
- next;
- }else{
- mes "["+ strcharinfo(0) +"]";
- mes "...I'll pray.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Heaven, earth, and wind belong to God, there is no place for evil.";
- specialeffect EF_BLESSING;
- next;
- mes "[Noisy Coffin]";
- mes "What was that? What was that for? Was it fun?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "......................................";
- next;
- break;
- }
- break;
- case 2:
- if (rhea_rus_main == 18) {
- mes "["+ strcharinfo(0) +"]";
- mes "Hmm, hmm! I'll sing a hymn. The first phrase 'Holy god against evils'!!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "- The covetous, the perverse -";
- mes "- All the evils hateful -";
- mes "- Will be droven off this land -";
- specialeffect EF_GLORIA;
- next;
- mes "[Noisy Coffin]";
- mes "Heek, heeee! Heeeeeek!";
- set rhea_rus_main,19;
- next;
- }else{
- mes "["+ strcharinfo(0) +"]";
- mes "Hmm, hmm! I'll sing a hymn. The first phrase 'Good looks down at us'!!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "- The covetous, the perverse -";
- mes "- All the evils hateful -";
- mes "- Will be droven off this land -";
- specialeffect EF_GLORIA;
- next;
- mes "[Noisy Coffin]";
- mes "Perverse! The perverse!! Drive away!! What was that song?! Was it fun?!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "......................................";
- next;
- break;
- }
- break;
- case 3:
- if (countitem(523) > 0) {
- if (rhea_rus_main == 16) {
- mes "["+ strcharinfo(0) +"]";
- mes "If you don't shut up, I will pour Holy Water on you!";
- next;
- mes "- You open the bottle of Holy Water and pour it around the coffin carefully !! -";
- specialeffect EF_SPHERE;
- next;
- mes "[Noisy Coffin]";
- mes "Heek, heeee! Heeeeeek!";
- delitem 523,1;
- set rhea_rus_main,17;
- next;
- }else{
- mes "["+ strcharinfo(0) +"]";
- mes "If you don't shut up, I will pour Holy Water on you!";
- next;
- mes "- You open the bottle of Holy Water and pour it around the coffin carefully !! -";
- specialeffect EF_SPHERE;
- next;
- mes "[Noisy Coffin]";
- mes "Ah, cold! No, it's cool! Was it fun? Was it fun?!";
- delitem 523,1;
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "......................................";
- next;
- break;
- }
- }else{
- mes "["+ strcharinfo(0) +"]";
- mes "Yeah, where's the Holy water?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "...... I don't have any...";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "......................................";
- next;
- break;
- }
- break;
- case 4:
- if (rhea_rus_main == 19) {
- mes "["+ strcharinfo(0) +"]";
- mes "...If you don't shut up...";
- mes "......I will kick you!!";
- next;
- mes "- You close your eyes, take a deep breathe and kick the coffin with the might of God !! -";
- next;
- mes "[Noisy Coffin]";
- mes "Heeeek! Heeeeeee!!!! I am scared! Stop it!!";
- specialeffect EF_HOLYHIT;
- set rhea_rus_main,20;
- next;
- break;
- }else{
- mes "["+ strcharinfo(0) +"]";
- mes "...If you don't shut up...";
- mes "......I will kick you!!";
- next;
- mes "- You close your eyes, take a deep breathe and kick the coffin with the might of God !! -";
- specialeffect EF_HOLYHIT;
- next;
- mes "[Noisy Coffin]";
- mes "Slam! Slam! I like noise! Do it more, more, more!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "......................................";
- next;
- break;
- }
- }
- }
- if (rhea_rus_main < 20) {
- mes "["+ strcharinfo(0) +"]";
- mes "... Not effective...";
- set rhea_rus_main,16;
- close;
- }else{
- mes "["+ strcharinfo(0) +"]";
- mes ".............If you make noise once more, you will see more than you imagine...";
- next;
- mes "[Noisy Coffin]";
- mes "................................";
- emotion 9;
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Hu, the job has been done.";
- mes "Let's get back to Baba Yaga.";
- set rhea_rus_main,42;
- close;
- }
- }
- else if (rhea_rus_main == 20) {
- mes "["+ strcharinfo(0) +"]";
- mes ".............If you make noise once more, you will see more than you imagine...";
- next;
- mes "[Noisy Coffin]";
- mes "................................";
- emotion 9;
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Hu, the job has been done.";
- mes "Let's get back to Baba Yaga.";
- set rhea_rus_main,42;
- close;
- }
- else if (rhea_rus_main == 42) {
- mes "["+ strcharinfo(0) +"]";
- mes ".............If you make noise once more, you will see more than you imagine...";
- next;
- mes "[Noisy Coffin]";
- mes "................................";
- emotion 9;
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Hu, the job has been done.";
- mes "Let's get back to Baba Yaga.";
- close;
- }
- else {
- mes "[Noisy Coffin]";
- mes ".............................";
- close;
- }
-}
-
-treasure01,165,58,0 script Old Treasure Box#rus37 111,{
- if (checkweight(1201,1) == 0) {
- mes "You are carrying too much!";
- mes "Lose some weight and try again.";
- close;
- }
- if ((MaxWeight-Weight) < 3500) {
- mes "You are carrying too much!";
- mes "Lose some weight and try again.";
- close;
- }
- if (rhea_rus_main > 20 && rhea_rus_main < 25) {
- mes "- It is locked -";
- close;
- }
- else if (rhea_rus_main == 25) {
- mes "- Around the locked box, a women having snakes on her head is engraved -";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Does this work...";
- next;
- select("Insert the key into the lock");
- mes "- As soon as you insert the key into the lock, the eyes of the woman moves and she looks at you -";
- next;
- if (countitem(747) > 0) {
- mes "- Her eyes are made from jewels !! -";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Arrrrrk? What is this!!";
- specialeffect EF_FLASHER;
- next;
- }else{
- mes "- Her eyes are made from jewels !! -";
- sc_start SC_BLIND,60000,0;
- donpcevent "Old Treasure Box#rus37::OnCall";
- close2;
- donpcevent "Old Treasure Box#rus37::OnDisable";
- end;
- }
- mes "- You wave your arms and cover your eyes. The mirror inside your bag reflects the light from her eyes accidentally !! -";
- specialeffect EF_FLASHER;
- next;
- mes "- The light reflected goes to the woman shape and fumes comes from the box and it opens !! -";
- next;
- mes "- ^0000ff You find Baba Yaga's spoon !!^000000 -";
- set rhea_rus_main,43;
- getitem 7880,1;
- close;
- }
- else if (rhea_rus_main == 43) {
- mes "- The treasure box where you found the silver spoons -";
- close;
- }
- else {
- end;
- }
-
-OnInit:
- enablenpc "Old Treasure Box#rus37";
- end;
-
-OnCall:
- initnpctimer;
- monster "treasure01",164,58,"Medusa",1148,1,"Old Treasure Box#rus37::OnMyMobDead";
- monster "treasure01",157,59,"Obeaune",1044,1,"Old Treasure Box#rus37::OnMyMobDead";
- monster "treasure01",164,54,"Obeaune",1044,1,"Old Treasure Box#rus37::OnMyMobDead";
- monster "treasure01",163,63,"Obeaune",1044,1,"Old Treasure Box#rus37::OnMyMobDead";
- monster "treasure01",168,59,"Obeaune",1044,1,"Old Treasure Box#rus37::OnMyMobDead";
- end;
-
-OnReset:
- stopnpctimer;
- killmonster "treasure01","Old Treasure Box#rus37::OnMyMobDead";
- end;
-
-OnEnable:
- enablenpc "Old Treasure Box#rus37";
- end;
-
-OnDisable:
- initnpctimer;
- disablenpc "Old Treasure Box#rus37";
- end;
-
-OnMyMobDead:
- donpcevent "Old Treasure Box#rus37::OnEnable";
- end;
-
-OnTimer180000:
- stopnpctimer;
- donpcevent "Old Treasure Box#rus37::OnReset";
- donpcevent "Old Treasure Box#rus37::OnEnable";
- end;
-}
-
-treasure01,24,39,0 script Old Bed#rus38 111,{
- if (rhea_rus_main == 21) {
- mes "- An old bed covered with dust and must -";
- next;
- switch(select("On the bed:Under the bed:Bed sheet")) {
- case 1:
- mes "- Mushrooms grow on the bed -";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "...Life......";
- close;
- break;
- case 2:
- mes "- You look at the under the bed -";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Ouch?!";
- specialeffect2 EF_HIT2;
- percentheal -5,0;
- next;
- mes "- Something unidentified bites your hand !! -";
- close;
- break;
- case 3:
- break;
- }
- mes "- You raise the dirty sheet that has many holes -";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "...?! What is this?";
- next;
- mes "- There is a scar on the sheet that seems to have the location !! -";
- viewpoint 1,165,58,1,0xFFFF0000;
- viewpoint 1,61,183,2,0xFFFF0000;
- viewpoint 1,98,118,3,0xFFFF0000;
- viewpoint 1,27,115,4,0xFFFF0000;
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "...This may be?!";
- next;
- mes "[Voice unidentified]";
- mes "Who is there!?";
- viewpoint 2,165,58,1,0xFF00FF00;
- viewpoint 2,61,183,2,0xFF00FF00;
- viewpoint 2,98,118,3,0xFF00FF00;
- viewpoint 2,27,115,4,0xFF00FF00;
- emotion 23,1;
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Eek, it would be best to run away now!";
- set rhea_rus_main,22;
- close2;
- warp "treasure01",68,28;
- end;
- }
- else if (rhea_rus_main > 21 && rhea_rus_main < 26) {
- mes "- An old bed covered with dust and must -";
- next;
- switch(select("On the bed:Under the bed:Bed sheet")) {
- case 1:
- mes "- Mushrooms grow on the bed -";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "...Life......";
- close;
- break;
- case 2:
- mes "- You look at the under the bed -";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Ouch?!";
- specialeffect2 EF_HIT2;
- percentheal -5,0;
- next;
- mes "- Something unidentified bites your hand !! -";
- close;
- break;
- case 3:
- break;
- }
- mes "- While running in a hurry, the sheet is a bit torn -";
- close;
- }
- else {
- end;
- }
-}
-
-treasure01,98,119,0 script Dirty Wall#rus39 111,{
- if (rhea_rus_main == 22) {
- mes "- Something is engraved on the wall -";
- next;
- mes "- ^ff0000Her... careful.. Mermaid's song.. sleeping.. the eyes.. protect your.. mirror^000000 -";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "...What is this talking about...?";
- set rhea_rus_main,23;
- close;
- }
- else if (rhea_rus_main > 22 && rhea_rus_main < 26) {
- mes "- Something is engraved on the wall -";
- next;
- mes "- ^ff0000Her... careful.. Mermaid's song.. sleeping.. the eyes.. protect your.. mirror^000000 -";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "...What is this talking about...?";
- close;
- }
- else {
- end;
- }
-}
-
-treasure01,61,183,0 script Old_Wooden_Box#rus40 111,{
- if (rhea_rus_main == 23) {
- mes "- Something is glimmering inside of the box -";
- next;
- select("Put hand inside the box");
- set .@russ_key01,rand(1,7);
- if (.@russ_key01 == 4) {
- mes "- You take out something glimmering from the box -";
- next;
- mes "- ^0000ffYou find the handle of a broken key !!^000000 -";
- set rhea_rus_main,24;
- close;
- }else{
- mes "- You try to put your hand inside it but the gap is too small to do it -";
- next;
- mes "- You ruin the box a little -";
- close;
- }
- }
- else if (rhea_rus_main > 23 && rhea_rus_main < 26) {
- mes "- The old box that contained the handle of a broken key -";
- close;
- }
- else {
- end;
- }
-}
-
-treasure01,27,115,0 script Opened Treasure Chest#41 111,{
- if (rhea_rus_main == 24) {
- mes "- You open the box, junk is in it -";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "... Should I search this...?";
- next;
- mes "- You sigh and stretch your hand into the box -";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "...!? What is this?!";
- next;
- set .@russ_key02,rand(1,7);
- if (.@russ_key02 == 3) {
- mes "- ^0000ffYou find the handle of a broken key in the junk !!^000000 -";
- next;
- }
- else if (.@russ_key02 == 1) {
- mes "- You find the cuticle of Kukre !! -";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "W, what is this!?";
- emotion 23,1;
- close;
- }
- else if (.@russ_key02 == 2) {
- mes "- You find the egg of a Theif Bug !! -";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "W, what is this!?";
- emotion 23,1;
- close;
- }
- else if (.@russ_key02 == 4) {
- mes "- You find something that seems to be a banana before !! -";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "W, what is this!?";
- emotion 23,1;
- close;
- }
- else if (.@russ_key02 == 5) {
- mes "- You find the tentacles of a Jelly Fish !! -";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "W, what is this!?";
- emotion 23,1;
- close;
- }
- else if (.@russ_key02 == 6) {
- mes "- You find pieces of cloth with must on it !! -";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "W, what is this!?";
- emotion 23,1;
- close;
- }
- else {
- mes "- You find a bone !! -";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "W, what is this!?";
- emotion 23,1;
- close;
- }
- mes "["+ strcharinfo(0) +"]";
- mes "Eh, this may be...";
- next;
- mes "- You adjust the piece of the broken key with the its handle and they make a sound and become a key !!-";
- set rhea_rus_main,25;
- close;
- }
- else if (rhea_rus_main > 24 && rhea_rus_main < 26) {
- mes "- The junk box containig the piece of the broken key -";
- close;
- }
- else {
- end;
- }
-}
-
-amatsu,233,234,3 script Momotoro Publisher#rus42 757,{
- if (checkweight(1201,1) == 0) {
- mes "[Momotoro Publisher]";
- mes "What on earth do you have in your bag?";
- mes "Are you training for something?";
- close;
- }
- if ((MaxWeight-Weight) < 3500) {
- mes "[Momotoro Publisher]";
- mes "What on earth do you have in your bag?";
- mes "Are you training for something?";
- close;
- }
- if (rhea_rus_main < 26) {
- mes "[Momotoro Publisher]";
- mes "Did you order a book?";
- next;
- mes "[Momotoro Publisher]";
- mes "Someone ordered a book but did not pick it up.";
- close;
- }
- else if (rhea_rus_main == 26) {
- mes "[Momotoro Publisher]";
- mes "Did you order a book?";
- next;
- mes "[Momotoro Publisher]";
- mes "Someone ordered a book but did not pick it up.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Ah, I.. a magic book...";
- next;
- mes "[Momotoro Publisher]";
- mes "What? Ah, did you come here to pick up the book? Please, let me know your name?";
- next;
- input .@input$;
- if (.@input$ == "Baba Yaga") {
- mes "["+ strcharinfo(0) +"]";
- mes "I am "+ .@input$ +".";
- next;
- mes "[Momotoro Publisher]";
- mes ""+ .@input$ +" ... Ah, here it is.";
- next;
- }else{
- mes "["+ strcharinfo(0) +"]";
- mes "I am "+ .@input$ +" ";
- next;
- mes "[Momotoro Publisher]";
- mes ""+ .@input$ +" ... Let's see...";
- next;
- mes "[Momotoro Publisher]";
- mes "Hmm? I am sorry but there is no book reserved for "+ .@input$ +". Can you check again please?";
- close;
- }
- mes "[Momotoro Publisher]";
- mes "Are these the right ones? 'Magic to destroy time', 'The story of the house ghost around the world', 'Strange and weird world of Herbs";
- mes "Hmm, the price for all is 5,000 Zeny.";
- next;
- if (Zeny > 4999) {
- mes "[Momotoro Publisher]";
- mes "Eh, yep this is 5,000 Zeny.";
- next;
- }else{
- mes "[Momotoro Publisher]";
- mes "You don't have enough money?";
- mes "Check it again and come to me, please";
- close;
- }
- mes "[Momotoro Publisher]";
- mes "Thank you for buying our books. If you need more books, contact us please.";
- set Zeny,Zeny-5000;
- set rhea_rus_main,27;
- getitem 7881,1;
- close;
- }
- else if (rhea_rus_main > 26 && rhea_rus_main < 31) {
- mes "[Momotoro Publisher]";
- mes "Thank you for buying our books. If you need more books, contact us please.";
- close;
- }
- else {
- mes "[Momotoro Publisher]";
- mes "Did you order a book?";
- next;
- mes "[Momotoro Publisher]";
- mes "Someone ordered a book but did not pick it up.";
- close;
- }
-}
-
-mosk_dun02,57,220,0 script House Ghost Jar#rus43 111,{
- if (rhea_rus_main == 31) {
- mes "["+ strcharinfo(0) +"]";
- mes "... Is it in here..? Hey, hey...";
- next;
- mes "- You tap the jar -";
- mes "- with your hand -";
- specialeffect EF_SIGHTRASHER;
- emotion 23,1;
- next;
- mes "- A voice laughs in the jar as -";
- mes "- it shakes from right to left -";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "You! No more games! Come out of there!";
- specialeffect EF_HIT2;
- next;
- mes "- You kick the jar -";
- mes "- it rolls to the floor -";
- mes "- as bugs come out!! -";
- set rhea_rus_main,32;
- monster "mosk_dun02",58,220,"Thief Bug Male",1054,1,"House Ghost Jar#rus43::OnMyMobDead";
- monster "mosk_dun02",59,220,"Ancient Worm",1305,1,"House Ghost Jar#rus43::OnMyMobDead";
- monster "mosk_dun02",60,220,"Thief Bug Male",1054,1,"House Ghost Jar#rus43::OnMyMobDead";
- donpcevent "House Ghost Jar#rus43::OnDisable";
- close;
- }
- else if (rhea_rus_main == 32) {
- mes "["+ strcharinfo(0) +"]";
- mes "Ehh.. you, what are you doing!!";
- next;
- mes "- As you plan to kick the jar -";
- mes "- again, something scared -";
- mes "- utters in a shaky voice -";
- specialeffect EF_CURSEATTACK;
- next;
- mes "[House Ghost]";
- mes "No! Please stop it! I was wrong!";
- next;
- mes "[House Ghost]";
- mes "I have been bored. After dying, I've had nothing to do and no friends to play with..";
- next;
- mes "[House Ghost]";
- mes "When I was alive, I always stayed still, but now it's too boring...";
- next;
- mes "[House Ghost]";
- mes "I can't even drink my favorite milk... Being a ghost is too inconvenient.";
- next;
- if(select("Can I play with you?:So what can I do for you?") == 1) {
- mes "[House Ghost]";
- mes "Ehhh, are you sure?";
- next;
- }else{
- mes "[House Ghost]";
- mes "Hmm, can you do something for me? It won't take much time.";
- next;
- }
- mes "[House Ghost]";
- mes "What about a card game? I was good at those games! Ah, where are my cards? Wait here! I'll find them!";
- set rhea_rus_main,33;
- close;
- }
- else if (rhea_rus_main == 33) {
- mes "[House Ghost]";
- mes "Hehe, what about a card game? I have an Angeling, Ghostring and a Poring Card.";
- mes "All you have to do is just guess which card I pick up!";
- next;
- mes "[House Ghost]";
- mes "Let's play best out of 5. So if you win 3 games, I promise to stay quiet!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Ok! It will be fun. Let's do it.";
- next;
- set .@rugame_turn01,0;
- set .@ruuser_score01,0;
- while(.@rugame_turn01 != 5) {
- mes "[House Ghost]";
- mes "Ok, first let me shuffle these cards around.";
- mes "Ready!";
- emotion 56;
- next;
- mes "[House Ghost]";
- mes "One!";
- specialeffect EF_HIT1;
- next;
- mes "[House Ghost]";
- mes "One! Two!";
- specialeffect EF_HIT2;
- next;
- mes "[House Ghost]";
- mes "One! Two! Three!";
- specialeffect EF_HIT3;
- next;
- mes "[House Ghost]";
- mes "Ok! I will pick one of them up!";
- specialeffect EF_STEAL;
- next;
- mes "[House Ghost]";
- mes "Ok! I will pick one of them up!";
- mes "What is this card?";
- cutin "sorry.bmp",4;
- next;
- set .@rucard_game01,rand(1,3);
- switch(select("Poring:Angeling:Ghostring")) {
- case 1:
- mes "["+ strcharinfo(0) +"]";
- mes "Hmmm, I think it is the Poring Card!";
- next;
- mes "[House Ghost]";
- mes "Ok, time to find out!";
- mes "One! Two! Three!!";
- next;
- if (.@rucard_game01 == 1) {
- cutin "����ī��",4;
- emotion 0;
- emotion 5,1;
- next;
- mes "[House Ghost]";
- mes "You got it right. You are good.";
- mes "Can you do it next time?";
- set .@rugame_turn01,.@rugame_turn01+1;
- set .@ruuser_score01,.@ruuser_score01+1;
- cutin "",255;
- next;
- }else{
- if (.@rucard_game01 == 1) {
- cutin "����ī��",4;
- }
- else if (.@rucard_game01 == 2) {
- cutin "������ī��",4;
- }
- else if (.@rucard_game01 == 3) {
- cutin "���Ʈ��ī��",4;
- }
- emotion 0;
- emotion 23,1;
- next;
- mes "[House Ghost]";
- mes "Huuu...";
- mes "Better luck next time!";
- set .@rugame_turn01,.@rugame_turn01+1;
- cutin "",255;
- next;
- }
- break;
- case 2:
- mes "["+ strcharinfo(0) +"]";
- mes "Hmmm, I think it is the Angeling Card!";
- next;
- mes "[House Ghost]";
- mes "Ok, time to find out!";
- mes "One! Two! Three!!";
- next;
- if (.@rucard_game01 == 2) {
- cutin "������ī��",4;
- emotion 0;
- emotion 5,1;
- next;
- mes "[House Ghost]";
- mes "You got it right. You are good.";
- mes "Can you do it next time?";
- set .@rugame_turn01,.@rugame_turn01+1;
- set .@ruuser_score01,.@ruuser_score01+1;
- cutin "",255;
- next;
- }else{
- if (.@rucard_game01 == 1) {
- cutin "����ī��",4;
- }
- else if (.@rucard_game01 == 2) {
- cutin "������ī��",4;
- }
- else if (.@rucard_game01 == 3) {
- cutin "���Ʈ��ī��",4;
- }
- emotion 0;
- emotion 23,1;
- next;
- mes "[House Ghost]";
- mes "Huuu...";
- mes "Better luck next time!";
- set .@rugame_turn01,.@rugame_turn01+1;
- cutin "",255;
- next;
- }
- break;
- case 3:
- mes "["+ strcharinfo(0) +"]";
- mes "Hmmm, I think it is the Ghostring Card!";
- next;
- mes "[House Ghost]";
- mes "Ok, time to find out!";
- mes "One! Two! Three!!";
- next;
- if (.@rucard_game01 == 3) {
- cutin "���Ʈ��ī��",4;
- emotion 0;
- emotion 5,1;
- next;
- mes "[House Ghost]";
- mes "You got it right. You are good.";
- mes "Can you do it next time?";
- set .@rugame_turn01,.@rugame_turn01+1;
- set .@ruuser_score01,.@ruuser_score01+1;
- cutin "",255;
- next;
- }else{
- if (.@rucard_game01 == 1) {
- cutin "����ī��",4;
- }
- else if (.@rucard_game01 == 2) {
- cutin "������ī��",4;
- }
- else if (.@rucard_game01 == 3) {
- cutin "���Ʈ��ī��",4;
- }
- emotion 0;
- emotion 23,1;
- next;
- mes "[House Ghost]";
- mes "Huuu...";
- mes "Better luck next time!";
- set .@rugame_turn01,.@rugame_turn01+1;
- cutin "",255;
- next;
- }
- }
- }
- if (.@ruuser_score01 == 3) {
- mes "[House Ghost]";
- mes "You are better than I thought.";
- set rhea_rus_main,34;
- close;
- }else{
- mes "["+ strcharinfo(0) +"]";
- mes "I was not thinking correctly! Let's do it again!";
- next;
- mes "[House Ghost]";
- mes "Huhu, ok. Let's do it again?";
- close;
- }
- }
- else if (rhea_rus_main == 34) {
- mes "[House Ghost]";
- mes "Ah, it was fun. It has been a long time since I've been able to play a game like that.";
- next;
- mes "[House Ghost]";
- mes "As promised, I will be quiet now. Thank you for playing with me.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Oh and by the way, I have a present for you!";
- next;
- if (countitem(519) > 0) {
- mes "["+ strcharinfo(0) +"]";
- mes "You said you like milk. Here, take this.";
- next;
- }else{
- mes "["+ strcharinfo(0) +"]";
- mes "You said you like milk. Here, take.. Eh?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "W, where is this? Wait here. I will bring it soon!!";
- close;
- }
- mes "[House Ghost]";
- mes "Ah, wow!! Can I have this?";
- next;
- mes "[House Ghost]";
- mes "Thank you so much!!";
- mes "I promise I wil be quiet now. I will be the acting guardian for this house!";
- next;
- mes "[House Ghost]";
- mes "I will never forget your kindness of entertaining me.";
- set rhea_rus_main,45;
- close;
- }
- else if (rhea_rus_main == 45) {
- mes "[House Ghost]";
- mes "Thank you so much!!";
- mes "I promise I wil be quiet now. I will be the acting guardian for this house!";
- next;
- mes "[House Ghost]";
- mes "I will never forget your kindness of entertaining me.";
- close;
- }
- else {
- end;
- }
-
-OnInit:
- enablenpc "House Ghost Jar#rus43";
- end;
-
-OnEnable:
- enablenpc "House Ghost Jar#rus43";
- end;
-
-OnDisable:
- initnpctimer;
- disablenpc "House Ghost Jar#rus43";
- end;
-
-OnTimer180000:
- stopnpctimer;
- killmonster "mosk_dun02","House Ghost Jar#rus43::OnMyMobDead";
- donpcevent "House Ghost Jar#rus43::OnEnable";
- end;
-
-OnMyMobDead:
- donpcevent "House Ghost Jar#rus43::OnEnable";
- end;
-}
-
-payon,65,119,0 script Broom Grandma#rus44 78,{
- if (rhea_rus_main < 36) {
- mes "[Broom Grandma]";
- mes "A broom from Payon is the best!";
- next;
- mes "[Broom Grandma]";
- mes "It is so good that even ghosts want only a Payon broom.";
- close;
- }
- else if (rhea_rus_main == 36) {
- mes "[Broom Grandma]";
- mes "A broom from Payon is best!";
- next;
- mes "[Broom Grandma]";
- mes "It is so good that even ghosts want only a Payon broom.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I want to buy a broom.";
- next;
- mes "[Broom Grandma]";
- mes "Oh, you are a guest. Yes, you need a broom?";
- next;
- mes "[Broom Grandma]";
- mes "But, I have no broom. Ghosts stole all my newly made brooms. I was pleased because they were nice even for ghosts. But...";
- next;
- mes "[Broom Grandma]";
- mes "My son went to their place to get back the brooms, but he failed since the ghosts tricked him.";
- next;
- mes "[Broom Grandma]";
- mes "Ah.. What should I do...";
- set rhea_rus_main,37;
- close;
- }
- else if (rhea_rus_main > 36 && rhea_rus_main < 41) {
- mes "[Broom Grandma]";
- mes "There are ghosts inside the dungeon of Payon. There is a tree there where the ghosts is hiding.";
- next;
- mes "[Broom Grandma]";
- mes "My son went to their place to get back the brooms, but he failed since the ghosts tricked him.";
- next;
- mes "[Broom Grandma]";
- mes "Ah.. What should I do...";
- close;
- }
- else if (rhea_rus_main == 46) {
- mes "[Broom Grandma]";
- mes "Ah, you have taken them back. You are a great adventurer.";
- next;
- mes "[Broom Grandma]";
- mes "You can have that broom. I believe it is its destiny.";
- close;
- }
- else {
- mes "[Broom Grandma]";
- mes "A broom from Payon is the best!";
- next;
- mes "[Broom Grandma]";
- mes "It is so good that even ghosts want only a Payon broom.";
- close;
- }
-}
-
-pay_dun04,163,186,0 script Ghost Tree#rus45 111,{
- if (rhea_rus_main == 37) {
- mes "[Ghost Tree]";
- mes "Errr, a human? What are you doing here? Do you want to play with me?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Return the broom.";
- next;
- mes "[Ghost Tree]";
- mes "Kuhuhuhu, if you want it, you must give me the correct answers to my questions!";
- next;
- if(select("Ok, ask me!:No, just give it to me!") == 2) {
- mes "[Ghost Tree]";
- mes "What!? You are rude to ask for what you want by doing nothing!";
- next;
- mes "[Ghost Tree]";
- mes "Get away! You must be punished!";
- sc_start SC_CONFUSION,60000,0;
- close2;
- warp "pay_dun04",46,43;
- end;
- }
- mes "[Ghost Tree]";
- mes "Kuhuhu, you a cool kid?!";
- mes "I like a person confident as talented. Let's begin the test!";
- next;
- mes "[Ghost Tree]";
- mes "Eh.. Let's see. This will be a good start! Let's get started if you are ready!";
- set rhea_rus_main,38;
- close;
- }
- else if (rhea_rus_main == 38) {
- mes "[Ghost Tree]";
- mes "First question. Listen to me carefully and answer the question!";
- next;
- mes "[Ghost Tree]";
- mes "Kafra sisters had a race. Listen to what they say and guess their ranking in the race. Understand?";
- next;
- mes "[Ghost Tree]";
- mes "Ok, then, listen to them.";
- next;
- mes "[Kafra Roxie]";
- mes "I am not good at running but Jasmine won over me and I won over Blossom.";
- next;
- mes "[Kafra Blossom]";
- mes "I think that the smaller you are, the less the air disturbs you. Curly Sue was so fast that I couldn't follow her.";
- next;
- mes "[Kafra Jasmine]";
- mes "I won over Pavianne, but not Curly Sue. Huhu.";
- next;
- mes "[Kafra Curly Sue]";
- mes "Wohuhu, it was difficult to race with the fast runners. Anyway, I am pleased to win over Roxie!";
- next;
- mes "[Kafra Pavianne]";
- mes "...I wasn't the last one even though Roxie won over me...";
- next;
- mes "[Ghost Tree]";
- mes "Ok then, who was the first?!";
- next;
- set .@rus_kafra01,0;
- input .@input$;
- if (.@input$ == "Curly Sue") {
- set .@rus_kafra01,.@rus_kafra01+1;
- mes "["+ strcharinfo(0) +"]";
- mes ""+ .@input$ +" !!";
- next;
- }else{
- set .@rus_kafra01,.@rus_kafra01;
- mes "["+ strcharinfo(0) +"]";
- mes ""+ .@input$ +"!!";
- next;
- }
- mes "[Ghost Tree]";
- mes "Who was the second?";
- next;
- input .@input$;
- if (.@input$ == "Jasmine") {
- set .@rus_kafra01,.@rus_kafra01+1;
- mes "["+ strcharinfo(0) +"]";
- mes ""+ .@input$ +" !!";
- next;
- }else{
- set .@rus_kafra01,.@rus_kafra01;
- mes "["+ strcharinfo(0) +"]";
- mes ""+ .@input$ +"!!";
- next;
- }
- mes "[Ghost Tree]";
- mes "Who was the third?";
- next;
- input .@input$;
- if (.@input$ == "Roxie") {
- set .@rus_kafra01,.@rus_kafra01+1;
- mes "["+ strcharinfo(0) +"]";
- mes ""+ .@input$ +" !!";
- next;
- }else{
- set .@rus_kafra01,.@rus_kafra01;
- mes "["+ strcharinfo(0) +"]";
- mes ""+ .@input$ +"!!";
- next;
- }
- mes "[Ghost Tree]";
- mes "And then who was the forth?";
- next;
- input .@input$;
- if (.@input$ == "Pavianne") {
- set .@rus_kafra01,.@rus_kafra01+1;
- mes "["+ strcharinfo(0) +"]";
- mes ""+ .@input$ +" !!";
- next;
- }else{
- set .@rus_kafra01,.@rus_kafra01;
- mes "["+ strcharinfo(0) +"]";
- mes ""+ .@input$ +"!!";
- next;
- }
- mes "[Ghost Tree]";
- mes "And who was the last?!";
- next;
- input .@input$;
- if (.@input$ == "Blossom") {
- set .@rus_kafra01,.@rus_kafra01+1;
- mes "["+ strcharinfo(0) +"]";
- mes ""+ .@input$ +" !!";
- next;
- }else{
- set .@rus_kafra01,.@rus_kafra01;
- mes "["+ strcharinfo(0) +"]";
- mes ""+ .@input$ +"!!";
- next;
- }
- if (.@rus_kafra01 > 4) {
- mes "[Ghost Tree]";
- mes "Ho, you are good!";
- next;
- }else{
- mes "[Ghost Tree]";
- mes "Ah, you are wrong, wrong!";
- mes "Do you really think that you can take the brooms back?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I was not thinking correctly! I will try it again!";
- next;
- mes "[Ghost Tree]";
- mes "Kuhuhu, ok. Let's do it again. Try your best.";
- close;
- }
- mes "[Ghost Tree]";
- mes "Ok, let's see if you are good next time.";
- mes "Gear yourself up!";
- set rhea_rus_main,39;
- close;
- }
- else if (rhea_rus_main == 39) {
- mes "[Ghost Tree]";
- mes "The second question. Listen carefully and answer!";
- next;
- mes "[Ghost Tree]";
- mes "One day, you, "+ strcharinfo(0) +", upgraded your 'Hat of the Sun God', your ancestral treasure.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Eh? I didn't...";
- next;
- mes "[Ghost Tree]";
- mes "Shut up! Listen to me!";
- mes "While Aragam, Antonio, Hermanthorn, and Holgren, 4 blacksmiths, upgraded the 'Hat of the Sun God' in turn, it was broken!";
- next;
- mes "[Ghost Tree]";
- mes "The stauts of 'Hat of the Sun God' was +7. Here, you guess who broke it!";
- next;
- mes "[Aragam]";
- mes "I heard that Holgren upraded it up to +7. It was overpace.";
- next;
- mes "[Antonio]";
- mes "...We upgraded it twice for each...";
- next;
- mes "[Hermanthorn]";
- mes "Hogren worked after me.";
- next;
- mes "[Holgren]";
- mes "I did it after Aragam!";
- next;
- mes "[Ghost Tree]";
- mes "Have you heard all of them? Who broke the 'Hat of the Sun God'?!";
- next;
- input .@input$;
- if (.@input$ == "Antonio") {
- mes "["+ strcharinfo(0) +"]";
- mes ""+ .@input$ +" !!";
- next;
- }else{
- mes "["+ strcharinfo(0) +"]";
- mes ""+ .@input$ +"!!";
- next;
- mes "[Ghost Tree]";
- mes "You are wrong, wrong!";
- mes "Look at this. In this way, it will take you a million years to take them back!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I was not thinking correctly!!!";
- mes "Again, again!";
- next;
- mes "[Ghost Tree]";
- mes "Kuhuhu, Ok then. You should do better next time!";
- close;
- }
- mes "[Ghost Tree]";
- mes "Good! Well done. The last one is to cast a dice with me! If you win over me, I will give you what you want!";
- next;
- mes "[Ghost Tree]";
- mes "Gear yourself up and come to me again!";
- set rhea_rus_main,40;
- close;
- }
- else if (rhea_rus_main == 40) {
- mes "[Ghost Tree]";
- mes "Kuhuhu, you did good until now. If you win over me, I will give the brooms as promisied.";
- next;
- mes "[Ghost Tree]";
- mes "The game is simple. Your number must be more than mine.";
- next;
- mes "[Ghost Tree]";
- mes "Cast 3 times if you win once, I will give you what you want.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Ok! I will do it!";
- next;
- set .@rustree_turn01,0;
- set .@rususer_score01,0;
- while(.@rustree_turn01 != 3) {
- mes "[Ghost Tree]";
- mes "I cast first.";
- next;
- mes "- Ghost Tree casts a dice. The dice falls down, rotates and stops there-";
- specialeffect EF_STUNATTACK;
- next;
- set .@tree_dice01,rand(1,6);
- if (.@tree_dice01 == 1) {
- mes "[Ghost Tree]";
- mes "I've got ^0000ffNumber 1^000000.";
- emotion 58;
- next;
- }
- else if (.@tree_dice01 == 2) {
- mes "[Ghost Tree]";
- mes "I've got ^0000ffNumber 2^000000.";
- emotion 59;
- next;
- }
- else if (.@tree_dice01 == 3) {
- mes "[Ghost Tree]";
- mes "I've got ^0000ffNumber 3^000000.";
- emotion 60;
- next;
- }
- else if (.@tree_dice01 == 4) {
- mes "[Ghost Tree]";
- mes "I've got ^0000ffNumber 4^000000.";
- emotion 61;
- next;
- }
- else if (.@tree_dice01 == 5) {
- mes "[Ghost Tree]";
- mes "I've got ^0000ffNumber 5^000000.";
- emotion 62;
- next;
- }
- else if (.@tree_dice01 == 6) {
- mes "[Ghost Tree]";
- mes "I've got ^0000ffNumber 6^000000.";
- emotion 63;
- next;
- }
- mes "["+ strcharinfo(0) +"]";
- mes "Ok, it is my turn?";
- next;
- mes "-You cast a dice. The dice falls down, rotates and stops there-";
- specialeffect2 EF_STUNATTACK;
- next;
- set .@rus_dice01,rand(1,6);
- mes "["+ strcharinfo(0) +"]";
- mes "Let's see...";
- next;
- if (.@rus_dice01 == 1) {
- emotion 58,1;
- mes "["+ strcharinfo(0) +"]";
- if (.@rus_dice01 == .@tree_dice01) {
- mes "Let's see... Wow, I got it! I've got ^0000ffNumber 1^000000!";
- }else{
- mes "Let's see................... It is ^0000ff 1 ^000000...";
- }
- }
- else if (.@rus_dice01 == 2) {
- emotion 59,1;
- mes "["+ strcharinfo(0) +"]";
- if (.@rus_dice01 == .@tree_dice01) {
- mes "Let's see... Wow, I got it! I've got ^0000ffNumber 2^000000!";
- }else{
- mes "Let's see................... It is ^0000ff 2 ^000000...";
- }
- }
- else if (.@rus_dice01 == 3) {
- emotion 60,1;
- mes "["+ strcharinfo(0) +"]";
- if (.@rus_dice01 == .@tree_dice01) {
- mes "Let's see... Wow, I got it! I've got ^0000ffNumber 3^000000!";
- }else{
- mes "Let's see................... It is ^0000ff 3 ^000000...";
- }
- }
- else if (.@rus_dice01 == 4) {
- emotion 61,1;
- mes "["+ strcharinfo(0) +"]";
- if (.@rus_dice01 == .@tree_dice01) {
- mes "Let's see... Wow, I got it! I've got ^0000ffNumber 4^000000!";
- }else{
- mes "Let's see................... It is ^0000ff 4 ^000000...";
- }
- }
- else if (.@rus_dice01 == 5) {
- emotion 62,1;
- mes "["+ strcharinfo(0) +"]";
- if (.@rus_dice01 == .@tree_dice01) {
- mes "Let's see... Wow, I got it! I've got ^0000ffNumber 5^000000!";
- }else{
- mes "Let's see................... It is ^0000ff 5 ^000000...";
- }
- }
- else if (.@rus_dice01 == 6) {
- emotion 63,1;
- mes "["+ strcharinfo(0) +"]";
- if (.@rus_dice01 == .@tree_dice01) {
- mes "Let's see... Wow, I got it! I've got ^0000ffNumber 6^000000!";
- }else{
- mes "Let's see................... It is ^0000ff 6 ^000000...";
- }
- }
- if (.@rus_dice01 == .@tree_dice01) {
- emotion 0;
- next;
- mes "[Ghost Tree]";
- mes "You seem lucky...";
- set .@rustree_turn01,.@rustree_turn01+1;
- set .@rususer_score01,.@rususer_score01+1;
- next;
- }else{
- mes "[Ghost Tree]";
- mes "Huuu...";
- emotion 18;
- set .@rustree_turn01,.@rustree_turn01+1;
- next;
- }
- }
- if (.@rususer_score01 > 0) {
- mes "[Ghost Tree]";
- mes "Ah. I lost, but it was fun.";
- next;
- mes "[Ghost Tree]";
- mes "For the fun play, I will give the broom to you as promised.";
- next;
- mes "[Ghost Tree]";
- mes "I can say that you are fun. If possible, play with me again. And take them.";
- next;
- mes "- ^0000ff You receive the best broom from Payon !!^000000 - ";
- set rhea_rus_main,46;
- close;
- }else{
- mes "[Ghost Tree]";
- mes "Kuhuhu, nobody is worse than you. Remember that you have to win over me to get what you want";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I was not what I am! Let's do it again!";
- next;
- mes "[Ghost Tree]";
- mes "Ok, let's play again. If prepared, try again?";
- close;
- }
- }
- else if (rhea_rus_main == 46) {
- mes "[Ghost Tree]";
- mes "Kuhuhu, I can say that you are fun. If possible, play with me again.";
- close;
- }
- else {
- end;
- }
-}
diff --git a/npc/quests/quests_nameless.txt b/npc/quests/quests_nameless.txt
deleted file mode 100644
index a9639e69a..000000000
--- a/npc/quests/quests_nameless.txt
+++ /dev/null
@@ -1,13229 +0,0 @@
-//===== rAthena Script =======================================
-//= Nameless Island Quests
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 2.2a
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Collection of Nameless Island Quests
-//= Nameless Island:
-//= - Quest to gain access to Nameless Island and dungeon.
-//= - Variable in use: aru_monas (Max: 26)
-//= Peace for Arunafeltz:
-//- - Help to keep peace between Arunafeltz and Midgard.
-//= - Variable in use: aru_em (Max: 23)
-//= Muff's Loan:
-//- - Help Muff clear his Debt and get his collateral back.
-//= - prerequisite Quest to "Broken Diamond"
-//= - Variable in use: diamond_edq (Max: 14)
-//= Broken Diamond:
-//- - Help Ibrahim retrieve his stolen diamond.
-//= - prerequisite Quest to "Unlucky Emerald"
-//= - Variable in use: diamond_edq (Max: 26)
-//= Z-Gang Quest:
-//- - Help to aprehend the infamous Z-Gang.
-//= - Variable in use: zdan_edq (Max: 19)
-//= Unlucky Emerald:
-//- - Help a treasure hunter from Prontera get home, and
-//= learn the origins of the Unlucky Emerald.
-//= - Variable in use: treasure_nd (Max: 12)
-//= - Variable in use: jewel_nd (Max: 31)
-//= Rogue Guild Investigation Assistance:
-//- - Assist the Rogue Guild with their investigations.
-//= - Variable in use: rumour_nd (Max: 22)
-//===== Additional Comments: =================================
-//= 1.0 First version. [L0ne_W0lf]
-//= 1.1 Made quest accessable to "Failed" gaebolg quest. [L0ne_W0lf]
-//= 1.1a Touch up to other Gaebolg fail-points. [L0ne_W0lf]
-//= 1.2 Some final tuning to Nameless Island quest. [Koca]
-//= 1.3 Should fix any more issues with "Creature" npc. [L0ne_W0lf]
-//= 1.4 Changed the way aru_warp works slightly. [L0ne_W0lf]
-//= 1.5 added a next to stop double npc message [Yommy]
-//= 1.6 Updated the Nameless Island Access quest
-//= Added Quest: Peace for Arunafeltz
-//= Added Quest: Muff's Loan
-//= Added Quest: Broken Diamond
-//= Added Quest: Z-Gang Quest
-//= Added Quest: Unlucky Emerald
-//= Added Quest: Rogue Guild Investigation
-//= 1.7 Fixed a typo in monestary quest. [L0ne_W0lf]
-//= 1.8 Renamed temporary global variable. [L0ne_W0lf]
-//= moved OnMyMobDead for access quest to a different NPC.
-//= 1.9 Fixed mapwarp warping to disabled map. [L0ne_W0lf]
-//= 2.0 Removed duplicate dialog. [L0ne_W0lf]
-//= 2.1 Fixed a race condition blocking progress. [brianluau]
-//= 2.2 Added quest log entries for:
-//= - Muff's Loan
-//= - Broken Diamond
-//= - Z-Gang Quest
-//= 2.2a Fixed a few job constant typos. [Euphy]
-//============================================================
-
-// Nameless Island and Cursed Monestary Access Quest
-//============================================================
-airplane_01,95,61,3 script QuestTrigger#Aru -1,3,3,{
- end;
-
-OnTouch:
- if ((prt_curse == 36 || prt_curse == 45 || prt_curse == 56 || prt_curse == 61) && (aru_monas < 1)) {
- hideoffnpc "Agent#Aru";
- mes "[????]";
- mes "Are you "+strcharinfo(0)+"?";
- mes "I've been waiting for you.";
- mes "^6B8E23Priest Bamph^000000 is expecting";
- mes "your arrival at ^6B8E23Prontera";
- mes "Church^000000. Please visit him";
- mes "as soon as you can.";
- close2;
- set aru_monas,1;
- hideonnpc "Agent#Aru";
- }
- end;
-}
-
-airplane_01,95,61,3 script Agent#Aru 899,5,5,{
- end;
-
-OnInit:
- hideonnpc "Agent#Aru";
- end;
-}
-
-cmd_in02,174,89,7 script Ordinary Man#pc1 97,{
- if (aru_monas < 2) {
- mes "[Larjes]";
- mes "Damn it, I lost again!";
- mes "This game is rigged!";
- mes "No matter what I try,";
- mes "I can never seem to win!";
- mes "But Comodo Hold 'Em";
- mes "is so... It's so addicting!";
- close;
- }
- else if (aru_monas == 2) {
- mes "[Larjes]";
- mes "Argh, I lost at this game";
- mes "so many times that I've";
- mes "completely lost track!";
- mes "I've got to win sometime...";
- next;
- select("Excuse me.");
- mes "[Larjes]";
- mes "Oh! Uh... Hmm...";
- mes "How may I help you?";
- next;
- select ("^6B8E23Priest Bamph^000000 sent me.");
- mes "[Larjes]";
- mes "Oh, I see. I apologize";
- mes "if my screaming and yelling";
- mes "made you a bit uncomfortable.";
- mes "I'm just here to kill some";
- mes "time... I now see firsthand";
- mes "that gambling is truly evil!";
- next;
- mes "[Larjes]";
- mes "Er, would you come";
- mes "over this way? I don't";
- mes "want anyone else to";
- mes "overhear us talking.";
- close2;
- set aru_monas,3;
- warp "cmd_in02",110,53;
- end;
- }
- else {
- mes "[Larjes]";
- mes "What?! I lost again?";
- mes "How does... How does";
- mes "this game even work?!";
- close;
- }
-}
-
-cmd_in02,111,52,3 script Ordinary Man#pc2 97,{
- if (aru_monas < 3) {
- mes "[Larjes]";
- mes "^666666*Sigh...*^000000";
- mes "This isn't good at all.";
- mes "I don't know what to do...";
- close;
- }
- else if (aru_monas == 3) {
- mes "[Larjes]";
- mes "Good, no one should be";
- mes "able to hear us from here.";
- mes "After I sent a message to";
- mes "the place, I found some";
- mes "new information that should";
- mes "really help my investigation.";
- next;
- mes "[Larjes]";
- mes "I learned that two details";
- mes "about the night when that";
- mes "high ranking man vanished.";
- mes "Firstly, he left the guards for";
- mes "a bit to meet a woman. It's";
- mes "always a woman, isn't it?";
- next;
- mes "[Larjes]";
- mes "Secondly, after he left to";
- mes "meet that woman, some other";
- mes "people came in, and then they";
- mes "carried some really large";
- mes "baggage with them when";
- mes "they left to the west.";
- next;
- mes "[Larjes]";
- mes "Those bags were so big,";
- mes "it's suspicious. It seems";
- mes "like some organization has";
- mes "kidnapped him, and wants to";
- mes "bring him west for some reason.";
- next;
- select("Why to the west?");
- mes "[Larjes]";
- mes "This is just a guess, but";
- mes "I think whoever kidnapped";
- mes "him are from ^2F4F2FArunafeltz^000000.";
- mes "I'm prohibited from entering";
- mes "Arunafeltz so I wasn't able";
- mes "to investigate any further.";
- set aru_monas,4;
- close;
- }
- else {
- mes "[Larjes]";
- mes "I gambled away";
- mes "this much money?";
- mes "How am I gonna pay";
- mes "off all of this debt?!";
- close;
- }
-}
-
-ra_in01,308,59,1 script Waiter#Aru 930,{
- if (aru_monas < 7) {
- mes "[Waiter]";
- mes "Welcome to";
- mes "Rachel's Palate, one";
- mes "of Rachel's finest and";
- mes "most exquisite restraunts.";
- if (aru_monas < 6) {
- close;
- }
- if (aru_monas == 6) {
- next;
- mes "[Waiter]";
- mes "What would you like";
- mes "to order? Or... If I'm";
- mes "not mistaken, you're";
- mes "here for something else?";
- next;
- if (select("I'd like to order.:Yes, I've come for another reason.") == 1) {
- mes "[Waiter]";
- mes "Sure, no problem.";
- mes "Did you come alone?";
- next;
- select("Yes.");
- mes "[Waiter]";
- mes "Right this way.";
- close2;
- set aru_monas,7;
- warp "ra_in01",303,43;
- end;
- }
- mes "[Waiter]";
- mes "Hm, okay. Well, whatever";
- mes "it is, I hope you enjoy your";
- mes "stay at Rachel's Palate.";
- close;
- }
- }
- mes "[Waiter]";
- mes "The food in this";
- mes "restaurant is the";
- mes "best in Rachel--no,";
- mes "it is the best in all";
- mes "of Arunafeltz!";
- close;
-}
-
-ra_in01,301,50,3 script Normal-Looking Man 927,{
- mes "[Normal-Looking Man]";
- mes "Mmm-Mmm!";
- mes "I love the food in";
- mes "this restaurant!";
- mes "They don't serve";
- mes "anything this this";
- mes "good anywhere else!";
- close;
-}
-
-ra_in01,301,52,3 script Common-Looking Man 927,{
- mes "[Common-Looking Man]";
- mes "The food here isn't bad,";
- mes "but my favorite restaurants";
- mes "are over in Hugel. The food";
- mes "over there is definitely best.";
- close;
-}
-
-ra_in01,297,50,7 script Suspicious-Looking Man 926,{
- mes "[Suspicious-Looking Man]";
- mes "Each dish has its own";
- mes "unique taste that you must";
- mes "learn to relish. Of course,";
- mes "unhealthy junk food is the";
- mes "exception to this rule.";
- close;
-}
-
-ra_in01,301,43,0 script #Aru_conv -1,3,3,{
- end;
-
-OnTouch:
- if (checkweight(907,200) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (aru_monas == 7) {
- mes "[Waiter]";
- mes "What would you like to order?";
- mes "Our special today is Fried";
- mes "Veins Stripe Stickleback";
- mes "since we received some";
- mes "high quality fish from Veins";
- mes "just this morning.";
- next;
- select("...Yes, that sounds good.");
- mes "[Waiter]";
- mes "Excellent choice.";
- mes "Just to let you know,";
- mes "that dish is ^9932CD3,000 zeny^000000.";
- mes "I'll be right back.";
- next;
- mes "^3355FFThe waiter took your";
- mes "order, and left to go to";
- mes "the kitchen. You decide to";
- mes "eavesdrop on the people";
- mes "talking at the next table";
- mes "while you're waiting.^000000";
- next;
- mes "[Husky Male Voice]";
- mes "...............................";
- mes "I really saw it, the greatest";
- mes "fish in the world! Last time";
- mes "I went to Veins, I glimpsed";
- mes "the Veins Golden Stripe";
- mes "Stickleback! It's true!";
- next;
- mes "[Gloomy Male Voice]";
- mes "So were you able to taste";
- mes "that Veins Golden Stripe";
- mes "Stickleback juice?";
- next;
- mes "[Average Male Voice]";
- mes "Aw man, if I did, that";
- mes "would've been a once";
- mes "in a lifetime experience!";
- mes "Veins Golden Stripe";
- mes "Sticklebacks are only";
- mes "caught once a decade!";
- next;
- mes "[Husky Male Voice]";
- mes "Oh yeah, that juice is";
- mes "incredible. My voice even";
- mes "changed after I drank it!";
- mes "It was just... So profound.";
- next;
- mes "[Average Male Voice]";
- mes "Oh! So that's why";
- mes "you sound different.";
- next;
- mes "[Gloomy Male Voice]";
- mes "How did you get to drink";
- mes "such rare juice? I mean,";
- mes "there must be tons of people";
- mes "in line with reservations,";
- mes "just waiting to drink it!";
- next;
- mes "[Husky Male Voice]";
- mes "I got damn lucky: I went";
- mes "to this tavern in Veins, and";
- mes "overheard that ^DB7093a group of";
- mes "smugglers were arrested";
- mes "by the guards at the";
- mes "southeast beach^000000.";
- next;
- mes "[Husky Male Voice]";
- mes "Then I started thinking:";
- mes "maybe the smugglers were";
- mes "fishing. So I checked the";
- mes "beach to see if I could";
- mes "find their fishing boat.";
- next;
- mes "[Average Male Voice]";
- mes "Man, you must be obsessed";
- mes "with food. I mean, how else";
- mes "would you figure out that the";
- mes "smugglers were illegally";
- mes "fishing so quickly?";
- next;
- mes "[Husky Male Voice]";
- mes "Ha, I guess you're right!";
- mes "Anyway, there was only one";
- mes "fishing boat, and the guards";
- mes "were inspecting it. I was about";
- mes "to turn back in disappointment";
- mes "but then... I saw a fisherman!";
- next;
- mes "[Husky Male Voice]";
- mes "Out of the corner of my eye,";
- mes "I saw him bringing in his";
- mes "catch for the day, Veins";
- mes "Golden Strip Stickleback!";
- mes "I bought all of his fish";
- mes "right then and there.";
- next;
- mes "[Gloomy Male Voice";
- mes "Boy, were you lucky.";
- mes "And you never hestitate";
- mes "to splurge when it comes";
- mes "to food, do you? Heh heh~";
- next;
- mes "[Husky Male Voice]";
- mes "Oh, that wasn't even a";
- mes "splurge. I'm sure you guys";
- mes "would do the same thing";
- mes "if you were in my situation.";
- mes "I'm just grateful that I was";
- mes "able to taste such rare fish.";
- next;
- mes "^3355FF...............................";
- mes "Then, the men started";
- mes "to compliment each other.^000000";
- next;
- mes "[Waiter]";
- mes "Ah, here's your Fried";
- mes "Veins Stripe Stickleback.";
- mes "Please enjoy your meal.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "^ff0000Veins^000000, huh? I might want";
- mes "to check that place one";
- mes "of these days to see if";
- mes "I can find more of this fish.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Whoa, this fish tastes...";
- mes "I've never tasted anything";
- mes "like it! It's almost like";
- mes "a dessert. God, it's good!";
- if (Zeny >= 3000) {
- set Zeny,Zeny-3000;
- getitem 12052,4; //Vit_Dish02
- }
- set aru_monas,8;
- close;
- }
- end;
-}
-
-ve_in,78,314,5 script Magistrate#Aru 945,{
- if (aru_monas < 8) {
- mes "[Al Hamad]";
- mes "Argh! Why must this";
- mes "happen to me, especially";
- mes "just when I'm about to";
- mes "retire! A-ah! My ulcer...";
- mes "Just all of a sudden, it--!";
- close;
- }
- else if (aru_monas == 8) {
- mes "[Al Hamad]";
- mes "Man, this is probably";
- mes "the biggest hassle of my";
- mes "career. Why does this have";
- mes "to happen now? Retirement";
- mes "is so close, yet so far.";
- next;
- select("Are you in trouble?");
- mes "[Al Hamad]";
- mes "Huh? You don't look like";
- mes "you're from around here.";
- mes "Listen, I appreciate your";
- mes "concern, but I'm really not";
- mes "comfortable talking to complete";
- mes "strangers about my problems.";
- set aru_monas,9;
- close;
- }
- else if (aru_monas == 9) {
- mes "[Al Hamad]";
- mes "Unless you've got special";
- mes "business here, you're not";
- mes "allowed to enter this place.";
- mes "We're here to keep the public";
- mes "peace, and letting anyone";
- mes "in here will cause trouble.";
- close;
- }
- else if (aru_monas == 10) {
- mes "[Al Hamad]";
- mes "I thought I told you";
- mes "that you weren't allowed";
- mes "to come in here. Why do";
- mes "you keep coming back?";
- next;
- if (select("I'm sorry.:I want to know about the smugglers.") == 1) {
- mes "[Al Hamad]";
- mes "It's fine. Just leave,";
- mes "and don't come back";
- mes "unless you've got a";
- mes "really good reason.";
- close;
- }
- mes "[Al Hamad]";
- mes "Hey, how'd you find out";
- mes "about the smugglers? Did";
- mes "word spread around town?";
- mes "Well, I'm sorry, but I can't";
- mes "disclose any details about";
- mes "an ongoing investigation.";
- next;
- mes "[Al Hamad]";
- mes "^9370DBIf you insist on learning";
- mes "more, then you'd need to";
- mes "bring me a written order";
- mes "from a higher ranking officer.^000000";
- mes "Oh, and you're prohibited";
- mes "asking anyone else, so behave.";
- set aru_monas,11;
- close;
- }
- else if (aru_monas == 11) {
- mes "[Al Hamad]";
- mes "I don't blame you for";
- mes "being curious, but getting";
- mes "involved when you're not";
- mes "supposed to will just cause";
- mes "trouble. Be careful, got it?";
- close;
- }
- else if (aru_monas == 13) {
- mes "[Al Hamad]";
- mes "Huh, that's weird. You're not";
- mes "even a citizen of Arunafeltz,";
- mes "but somehow you know such";
- mes "a high ranking priest. Alright,";
- mes "I guess I can tell you more";
- mes "about our investigation.";
- next;
- mes "[Al Hamad]";
- mes "I should let you know that";
- mes "what I tell you might not be";
- mes "worth all that trouble. This";
- mes "information probably isn't";
- mes "as valuable as you think.";
- next;
- mes "[Al Hamad]";
- mes "The smugglers we caught are";
- mes "the worst kind of scoundrels:";
- mes "they deal in human trafficking, but we caught them this time when they";
- mes "were crossing the ocean. Their background info is pretty typical.";
- next;
- mes "[Al Hamad]";
- mes "Let's see... They kidnapped";
- mes "some man from Comodo.";
- mes "That's a place in the southwest";
- mes "part of Rune-Midgarts. Anyway,";
- mes "the smugglers thought he'd be";
- mes "wealthy, so they set a trap.";
- next;
- mes "[Al Hamad]";
- mes "They lured him away from his";
- mes "guards by sending a woman,";
- mes "but when they captured him,";
- mes "they found that he was not only";
- mes "rich, he was also a high ranked";
- mes "official of Rune-Midgarts.";
- next;
- mes "[Al Hamad]";
- mes "That's when they got sloppy:";
- mes "they were so scared that the";
- mes "kingdom's troops might pursue";
- mes "them that they crossed the";
- mes "ocean that we patrol. That's";
- mes "where we caught them.";
- next;
- mes "[Al Hamad]";
- mes "What I don't understand is";
- mes "why they were so scared.";
- mes "I mean, they mainly deal";
- mes "in human trafficking so...";
- mes "Kidnapping an official isn't";
- mes "that big a difference, is it?";
- next;
- mes "[Al Hamad]";
- mes "We contacted the temple,";
- mes "and reported the smugglers,";
- mes "our investigation, and the";
- mes "high ranking man from the";
- mes "Rune-Midgarts kingdom.";
- next;
- mes "[Al Hamad]";
- mes "Then, some people from";
- mes "the temple interrupted our";
- mes "investigation, took away the";
- mes "smugglers before we finished";
- mes "our interrogations, and we";
- mes "haven't seen them since.";
- next;
- mes "[Al Hamad]";
- mes "I asked an acquaintance that";
- mes "works at the temple, but he";
- mes "doesn't know what's going";
- mes "on either. The ^32CD32Rune-Midgarts";
- mes "official^000000 has gone missing too.";
- mes "It's all very frustrating.";
- next;
- mes "[Al Hamad]";
- mes "That happens to be all";
- mes "I know. Does this mean";
- mes "we have to capture the";
- mes "smugglers again? I don't";
- mes "know what's going on...";
- next;
- mes "[Al Hamad]";
- mes "Even if I could make headway";
- mes "into the investigation, I've";
- mes "been ordered to stop by upper";
- mes "management. It looks like";
- mes "this case is more trouble";
- mes "than it's worth to them?";
- next;
- mes "[Al Hamad]";
- mes "I don't want to be involved";
- mes "in this anymore. I should be";
- mes "retired already! If you want to";
- mes "learn more, your only choice";
- mes "would be to find out on your";
- mes "own. Fat chance, right?";
- set aru_monas,14;
- close;
- }
- else if (aru_monas >= 14) {
- mes "[Al Hamad]";
- mes "I've suffered enough";
- mes "already! Why can't this";
- mes "case just be done?!";
- close;
- }
-}
-
-ve_in,81,296,3 script Soldier#Aru 946,{
- if (aru_monas < 9) {
- mes "[Himus]";
- mes "Huh. The magistrate";
- mes "still seems pretty upset";
- mes "over the case that happened";
- mes "at least a few months ago...";
- close;
- }
- else if (aru_monas == 9) {
- mes "[Himus]";
- mes "Hm? Oh, the magistrate";
- mes "gave you the brush-off?";
- mes "Well, he hasn't really been";
- mes "himself ever since we arrested";
- mes "those ^32CD32smugglers coming from";
- mes "the south^000000 a few months ago.";
- next;
- mes "[Himus]";
- mes "Once we reported the arrest";
- mes "to the temple, the pope's";
- mes "soldiers came and took the";
- mes "smugglers away. We have no";
- mes "clue what happened to them";
- mes "or where they even are now.";
- next;
- mes "[Himus]";
- mes "It might not seem like";
- mes "a big deal to you, but";
- mes "the magistrate is pretty";
- mes "meticulous, and he hates";
- mes "it when people interfere";
- mes "with his job, you know?";
- next;
- select("Who are the smugglers?");
- mes "[Himus]";
- mes "Well, I don't really know.";
- mes "Maybe the magistrate would";
- mes "know if he was able to finish";
- mes "interrogating the smugglers.";
- mes "I'm not sure if he did since the smugglers were taken away.";
- set aru_monas,10;
- close;
- }
- else if (aru_monas == 10) {
- mes "[Himus]";
- mes "The magistrate is about";
- mes "to retire, so I hope he can";
- mes "finally quit work and just";
- mes "forget about this whole";
- mes "business. He does nothing";
- mes "but stress out about it!";
- close;
- }
- else {
- mes "[Himus]";
- mes "Nice day, isn't it?";
- close;
- }
-}
-
-ra_temple,165,57,5 script Niren#ss 915,{
- if (checkweight(907,200) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- cutin "ra_gwoman",2;
- mes "[High Priestess Niren]";
- mes "So you wanted to talk to me?";
- mes "I'm pretty tired right now, but";
- mes "I can spare a moment or two.";
- mes "What would you like to ask?";
- next;
- switch(select("Ask About Veins Smugglers:As About Zhed")) {
- case 1:
- if (aru_monas == 12) {
- mes "[Niren]";
- mes "Veins smugglers...";
- mes "Would you explain";
- mes "exactly what you mean";
- mes "by Veins smugglers?";
- next;
- mes "[Niren]";
- mes "Oh, them. Yes, I know";
- mes "a little bit about them.";
- mes "I'm afraid that I can't really";
- mes "disclose certain information";
- mes "about them since they're";
- mes "a classified case...";
- next;
- mes "[Niren]";
- mes "I'm afraid that I cannot give you information about them easily";
- mes "as they mean a lot to us.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Actually, I was curious";
- mes "about who they kidnapped.";
- next;
- mes "[Niren]";
- mes "Oh, well, I suppose";
- mes "I can tell you more";
- mes "about their captive.";
- mes "But first, I'd like to";
- mes "ask you for a favor.";
- next;
- select("Accept:Do Not Refuse");
- mes "[Niren]";
- mes "When we realized the";
- mes "kind of hostage the";
- mes "smugglers captured, we";
- mes "didn't know what to do with";
- mes "him. We've had too many";
- mes "internal problems to handle...";
- next;
- mes "[Niren]";
- mes "Still, we felt that we";
- mes "could use him in our plan,";
- mes "so we held him in a secret";
- mes "place whose location is only";
- mes "known to a few people. But";
- mes "then... We lost all contact.";
- next;
- mes "[Niren]";
- mes "We sent investigators, but";
- mes "we still have no idea what";
- mes "happened. All they found was";
- mes "a message left by one survivor:";
- mes "''They're all demons.'' The";
- mes "hostage is probably dead.";
- next;
- mes "[Niren]";
- mes "He may have been a high";
- mes "ranking official, but we";
- mes "were too preoccupied";
- mes "with other matters. In fact,";
- mes "I haven't gotten the chance";
- mes "to think of what do with him...";
- next;
- mes "[Niren]";
- mes "I want to ask you to";
- mes "go to that place, and";
- mes "figure out what happened";
- mes "there, and if that high ranking";
- mes "official from Rune-Midgarts is";
- mes "still alive. I doubt it, but...";
- next;
- mes "[Niren]";
- mes "The investigators we employ";
- mes "in our temple usually pale";
- mes "in comparison to you foreign";
- mes "adventurers, so I have faith";
- mes "that you can do it. Still,";
- mes "it'll be quite dangerous.";
- next;
- mes "[Niren]";
- mes "If you can do this, I'll";
- mes "tell you the location of";
- mes "that place: we usually call";
- mes "it the monastery. It used to";
- mes "be an actual monastery, but we";
- mes "use it to hold captives now.";
- next;
- mes "[Niren]";
- mes "I'm sorry, but I can't tell";
- mes "you anything else about that";
- mes "old place. It's located to the";
- mes "southwest of Veins across the";
- mes "sea. You should be able to find";
- mes "a boat at South Veins Beach.";
- next;
- mes "[Niren]";
- mes "However... Never mind.";
- mes "I'd like to help you more,";
- mes "but I'd be compromising my";
- mes "position. I'm sorry. Please";
- mes "come back and tell me if";
- mes "you learn anything there.";
- set aru_monas,13;
- next;
- mes "[Niren]";
- mes "I'll send a message to the";
- mes "magistrate of Veins. If you";
- mes "talk to him, he'll provide you";
- mes "with some useful information";
- mes "for your journey. Good luck.";
- close2;
- }
- else if (aru_monas < 18) {
- mes "[Niren]";
- mes "Going to the monastery";
- mes "isn't the problem: coming";
- mes "back here alive will probably";
- mes "be the real challenge for you.";
- next;
- mes "[Niren]";
- mes "We can't send any troops";
- mes "there until we understand";
- mes "what they'd be confronting";
- mes "there. That's why we need";
- mes "you to investigate the area.";
- close2;
- }
- else if (aru_monas < 25) {
- mes "[Niren]";
- mes "Still investigating the";
- mes "monastery? Perhaps if";
- mes "you found any records";
- mes "left behind by one of";
- mes "the residents over there...";
- close2;
- }
- else if (aru_monas == 25) {
- if (countitem(7755) < 1) {
- mes "[Niren]";
- mes "Still investigating the";
- mes "monastery? Perhaps if";
- mes "you found any records";
- mes "left behind by one of";
- mes "the residents over there...";
- close2;
- }
- else {
- mes "[Niren]";
- mes "You found this journal";
- mes "in the monastery? Perfect.";
- mes "Let me read it, and see";
- mes "what we can learn...";
- next;
- mes "[Niren]";
- mes "Hmm, this sounds really";
- mes "bad. This is tragic, especially";
- mes "we kept so many important";
- mes "people over there. I'll request";
- mes "to dispatch troops there right";
- mes "away. Something must be done.";
- next;
- mes "[Niren]";
- mes "There are too many problems";
- mes "we have to confront now, but";
- mes "this monastery issue needs";
- mes "top priority. We won't be able";
- mes "to handle it if another threat";
- mes "comes from that place.";
- delitem 7755,1; //Research_Note
- set aru_monas,26;
- getexp 50000,0;
- close2;
- }
- }
- else {
- mes "[Niren]";
- mes "I suppose that Arunafeltz";
- mes "and Rune-Midgarts will be too";
- mes "busy with their own internal";
- mes "issues to commit to war.";
- mes "High Priest Zhed will be";
- mes "glad to know about this.";
- close2;
- }
- break;
- case 2:
- if (aru_em < 10) {
- mes "[High Priestess Niren]";
- mes "I'm sorry...";
- mes "I really don't want";
- mes "to think about Zhed";
- mes "right now. He's just...";
- close2;
- }
- else if (aru_em == 10) {
- mes "[High Priestess Niren]";
- mes "You wanted to ask me about";
- mes "Beken--High Priest Zhed?";
- mes "I can't do anything for him.";
- mes "He dug his own grave by";
- mes "allowing you into the";
- mes "holy ground, didn't he?";
- next;
- mes "[High Priestess Niren]";
- mes "I thought I warned you";
- mes "before to stay out of trouble.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I'm not here to discuss";
- mes "that. But I happened to";
- mes "hear that you're the only";
- mes "person that can help him now.";
- next;
- mes "[High Priestess Niren]";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- next;
- mes "[High Priestess Niren]";
- mes "It's true that Zhed and";
- mes "I used to work well together,";
- mes "but we no longer share the";
- mes "same dream. You'd better find";
- mes "someone else. Unlike him,";
- mes "I actually want a war.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Weren't you guys friends?";
- mes "Besides, you don't seem as";
- mes "aggressive as those other";
- mes "hard liner priests.";
- next;
- mes "[High Priestess Niren]";
- mes "Aggressive? Hmpf. If you";
- mes "take a good look at those";
- mes "moderates, you'll see that";
- mes "they oppose war, but they're";
- mes "also totally corrupt. In fact, they committed worse atrocities!";
- next;
- mes "[High Priestess Niren]";
- mes "The moderates conducted";
- mes "inhumane testing on living";
- mes "creatures, even humans!";
- mes "And Zhed and I... Could do";
- mes "nothing but pray to Freya.";
- mes "Only war can this this chaos!";
- next;
- mes "[High Priestess Niren]";
- mes "We need to start all";
- mes "over again. I can't help";
- mes "Zhed. Please leave...";
- next;
- mes "^3355FFIt doesn't look like";
- mes "you can change High";
- mes "Priestess Niren's mind.";
- mes "For now, you'd better talk";
- mes "to High Priest Zhed.^000000";
- set aru_em,11;
- close2;
- }
- else if ((aru_em == 11) || (aru_em == 12)) {
- mes "[High Priestess Niren]";
- mes "I already told you";
- mes "how I feel about Zhed.";
- mes "We were wrong all along...";
- mes "This time, war is the answer.";
- close2;
- }
- else if (aru_em == 13) {
- mes "[High Priestess Niren]";
- mes "I already told you";
- mes "how I feel about Zhed.";
- mes "We were wrong all along...";
- mes "This time, war is the answer.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Fine. If you're so sure";
- mes "of yourself, then you won't";
- mes "mind reading this letter";
- mes "from High Priest Zhed.";
- next;
- mes "^3355FFNiren angrily grabbed the";
- mes "letter, ripped the envelope";
- mes "open, and began to read his";
- mes "message. Her stern face slowly";
- mes "softened as she slowly scanned";
- mes "what Zhed had to tell her.^000000";
- next;
- mes "[High Priestess Niren]";
- mes ".................";
- mes ".................";
- mes ".................";
- next;
- mes "[High Priestess Niren]";
- mes "That Zhed... He always";
- mes "did have a way with words.";
- mes "I suppose the old saying is";
- mes "true: the pen truly is mightier";
- mes "than the sword. *Sigh...*";
- next;
- mes "[Sippie]";
- mes "High Priestess";
- mes "Niren? Are you okay?";
- next;
- mes "[High Priestess Niren]";
- mes "Oh, I'm fine,";
- mes "thank you. I guess";
- mes "I'm just a little tired.";
- next;
- mes "[High Priestess Niren]";
- mes "...............................";
- mes "I have to admit, there's truth";
- mes "in what Zhed's saying. We";
- mes "have a duty to protect our";
- mes "people, the pope, our holy";
- mes "ground. But I need to think...";
- next;
- mes "[High Priestess Niren]";
- mes "Would you give me some";
- mes "time to myself? I'll let you";
- mes "know once I've made a decision.";
- set aru_em,14;
- close2;
- }
- else if (aru_em == 14) {
- if (rand(1,10) == 1) {
- mes "[High Priestess Niren]";
- mes "...................";
- mes "...................";
- mes "...................";
- emotion e_dots;
- next;
- mes "[Sippie]";
- mes "High Priestess Niren,";
- mes "you must be really tired.";
- mes "You look pale for some reason.";
- emotion 19;
- next;
- mes "[High Priestess Niren]";
- mes "I do feel rather drained.";
- mes "I don't know why I've been";
- mes "holding on to this hatred for";
- mes "so long. I guess I can finally";
- mes "just cast it to the winds...";
- next;
- mes "[High Priestess Niren]";
- mes "Adventurer...";
- mes "What was your name?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "My name is "+strcharinfo(0)+".";
- next;
- mes "[High Priestess Niren]";
- mes "Adventurer...";
- mes "You had the chance to talk";
- mes "with our pope once, but I doubt";
- mes "you'll be able to do so again";
- mes "^3311FFin private^000000. You'll definitely";
- mes "need our help for that end.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Does this mean that";
- mes "you've decided to work";
- mes "with Zhed again?";
- next;
- mes "^3355FFNiren quietly nodded";
- mes "her head, and then";
- mes "resumed talking.^000000";
- next;
- mes "[High Priestess Niren]";
- mes "I'm still not sure if";
- mes "I can join him in the long";
- mes "run. I mean, talking to the";
- mes "pope might not result in";
- mes "anything, actually. But";
- mes "it's still worth a try.";
- next;
- mes "[High Priestess Niren]";
- mes "However, I've never";
- mes "doubted Zhed's dedication";
- mes "to Arunafeltz. He deserves";
- mes "another chance from me.";
- next;
- mes "[High Priestess Niren]";
- mes "Our pope is always surrounded ";
- mes "by priests and followers sent";
- mes "by High Priest Vildt. He always";
- mes "manages to keep his eyes and";
- mes "ears on her. We need to get";
- mes "those spies away somehow...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What can we do";
- mes "about them, then?";
- next;
- mes "[High Priestess Niren]";
- mes "For now, just approach";
- mes "the pope as if you just";
- mes "wanted to leisurely chat.";
- mes "While you're doing that,";
- mes "try to gather information";
- mes "from the priests around her.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Sure thing. You";
- mes "can count on me!";
- emotion e_no1,1;
- set aru_em,15;
- close2;
- }
- else {
- mes "[High Priestess Niren]";
- mes "Ugh, this is giving me";
- mes "a headache. There's";
- mes "too much to consider...";
- mes "Too much at stake here...";
- close2;
- }
- }
- else if (aru_em == 15) {
- mes "[High Priestess Niren]";
- mes "Just approach the pope";
- mes "for a chat, and see what";
- mes "you can learn from the";
- mes "other priests around her.";
- close2;
- }
- else if (aru_em == 16) {
- mes "[High Priestess Niren]";
- mes "How is the pope?";
- mes "I haven't had the chance";
- mes "to meet her recently, so...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Well, she doesn't seem";
- mes "very well, just like the";
- mes "last time I saw her. I didn't";
- mes "learn anything about all those";
- mes "priests. Just that they've been";
- mes "working in the temple non-stop.";
- next;
- mes "[High Priestess Niren]";
- mes "Yes, they've been by her";
- mes "side twenty-fours a day.";
- mes "It's been like that for years.";
- next;
- emotion e_wah;
- mes "[Sippie]";
- mes "Oh, High Priestess Niren,";
- mes "I love working for you, but";
- mes "sometimes I wish I could leave";
- mes "just to see my family. Even";
- mes "just once a year would be nice.";
- next;
- emotion 5;
- mes "[High Priestess Niren]";
- mes "...............................";
- mes "You're absolutely right.";
- mes "That gives me an idea.";
- next;
- emotion 2;
- mes "[Sippie]";
- mes "Huh? What is it?";
- next;
- mes "[High Priestess Niren]";
- mes "You all need a vacation.";
- next;
- mes "[High Priestess Niren]";
- mes ""+strcharinfo(0)+".";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Yes?";
- next;
- mes "[High Priestess Niren]";
- mes "I should reward everyone";
- mes "in the Sky Garden for their";
- mes "contribution. However,";
- mes "they were hired by Vildt,";
- mes "so I can't directly give them";
- mes "leave for vacation. Hmm...";
- next;
- mes "[High Priestess Niren]";
- mes "Sippie...";
- mes "I'll need a pen";
- mes "and some paper.";
- next;
- mes "[Sippie]";
- mes "Yes, ma'am.";
- mes "There you go!";
- cutin "ra_gwoman",255;
- next;
- mes "^3355FF*Scribble Scribble*^000000";
- mes "^3355FF*Scribble Scribble*^000000";
- mes "^3355FF*Scribble Scribble*^000000";
- mes "^3355FF*Scribble Scribble*^000000";
- next;
- cutin "ra_gwoman",2;
- mes "[High Priestess Niren]";
- mes "I administered a blessing";
- mes "for a child from a native";
- mes "family, and they were very";
- mes "grateful since most of the";
- mes "priests shun the natives.";
- next;
- mes "[High Priestess Niren]";
- mes "It turns out that this";
- mes "child is gifted at forgery.";
- mes "She doesn't like being too";
- mes "close to other people, but";
- mes "that's beside the point.";
- mes "Here, take this letter.";
- next;
- mes "[High Priestess Niren]";
- mes "Ah, and take this file that";
- mes "contains a sample of Vildt's";
- mes "handwriting. Bring them to";
- mes "a girl named Ishmael in a";
- mes "village in North Rachel.";
- mes "I hope she'll help us...";
- set aru_em,17;
- getitem 7343,1; //File02
- close2;
- }
- else if (aru_em == 17) {
- mes "[High Priestess Niren]";
- mes "Please deliver my letter";
- mes "and that file to Ishmael in";
- mes "North Rachel. Hopefully,";
- mes "she can use her talents";
- mes "to help us out.";
- close2;
- }
- else if (aru_em == 19) {
- if (countitem(7343) > 0) {
- mes "[High Priestess Niren]";
- mes "Have you met with Ishmael?";
- next;
- mes "^3355FFYou handed Niren the";
- mes "file forged by Ishmael.^000000";
- next;
- emotion e_bzz;
- mes "[High Priestess Niren]";
- mes "Perfect! This forgery is";
- mes "so well done, I'm sure";
- mes "that even Vildt won't be";
- mes "know if he wrote it or not.";
- next;
- mes "[High Priestess Niren]";
- mes ""+strcharinfo(0)+"...";
- mes "I'm going to use this to";
- mes "send the priests and followers";
- mes "on vacation. Then me and Zhed";
- mes "can talk to the pope without";
- mes "any unecessary interruptions.";
- next;
- mes "[High Priestess Niren]";
- mes "I really don't want to burden";
- mes "our pope with what Zhed and I";
- mes "have to say... But that's much";
- mes "preferable to doing nothing";
- mes "and experiencing the downfall";
- mes "of our beloved Arunafeltz.";
- next;
- mes "[High Priestess Niren]";
- mes "Sippie, please";
- mes "deliver this vacation";
- mes "approval to the priests and";
- mes "followers in the Sky Garden.";
- next;
- mes "[Sippie]";
- mes "Yes, ma'am!";
- next;
- mes "[High Priestess Niren]";
- mes ""+strcharinfo(0)+",";
- mes "please go back to Zhed,";
- mes "and let him know everything";
- mes "is ready. Then I want you to";
- mes "meet us in the ^3131FFSky Garden^000000.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Yes!";
- next;
- mes "[High Priestess Niren]";
- mes "We need to hurry and";
- mes "do this before High";
- mes "Priest Vildt realizes";
- mes "what we are doing.";
- delitem 7343,1; //File02
- set aru_em,20;
- close2;
- }
- else {
- mes "^3131FFYou seem to have";
- mes "misplaced Ishmael's file.^000000";
- close2;
- }
- }
- else if ((aru_em == 20) || (aru_em == 21)) {
- mes "[High Priestess Niren]";
- mes "Please hurry back";
- mes "to High Priest Zhed.";
- close2;
- }
- else if (aru_em == 22) {
- mes "[High Priestess Niren]";
- mes "I'm so proud of our pope!";
- mes "Did you hear her wonderful";
- mes "speech? Well, I should say";
- mes "those are the words of Freya,";
- mes "but... Well, you know. Hohoho!";
- next;
- mes "[High Priestess Niren]";
- mes "Our priests may have acted";
- mes "selfishly, but they are still";
- mes "committed to Arunafeltz's";
- mes "welfare. Things should";
- mes "change for the better now.";
- next;
- mes "[High Priestess Niren]";
- mes "I'm ashamed that I strayed";
- mes "from the path of peace and";
- mes "almost endangered my country.";
- mes "I'm glad Zhed brought me back";
- mes "my senses. From now on, I'll";
- mes "repent for my sins with Zhed.";
- next;
- mes "[High Priestess Niren]";
- mes "I hope the goddess can";
- mes "forgive me. Ah, and you";
- mes "should know that Zhed is";
- mes "waiting for you. Why don't";
- mes "you go see him now?";
- next;
- mes "^3355FFNiren softly smiles";
- mes "at you, and you realize";
- mes "that it's the first time";
- mes "that you've seen that";
- mes "expression on her face.^000000";
- set aru_em,23;
- getexp 100000,0;
- close2;
- }
- else if (aru_em > 21) {
- mes "[High Priestess Niren]";
- mes "Thanks to you and";
- mes "Bekento, I think I've";
- mes "finally found my way.";
- close2;
- }
- else {
- mes "[High Priestess Niren]";
- mes "I'm sorry...";
- mes "I really don't want";
- mes "to think about Zhed";
- mes "right now. He's just...";
- close2;
- }
- }
- cutin "ra_gwoman",255;
- end;
-}
-
-ve_in,239,115,1 script Drunkard#Aru 943,{
- if (aru_monas < 14) {
- mes "[Drunkard]";
- mes "Man, I feel great! Hah hah!";
- mes "Hey, gimme one more drink!";
- close;
- }
- if (aru_monas == 14) {
- if (rachel_camel == 25) {
- mes "[Drunkard]";
- mes "So--*Hic* What I was...";
- mes "Oog, dizzy... I say sayin',";
- mes "that guy that ^32CD32snuck out to";
- mes "sea on a boat^000000? You know";
- mes "*Hic* why he came back";
- mes "so early? You won't believe it!";
- next;
- mes "[Drunkard]";
- mes "Hah hah! He--*Hic*";
- mes "He thought he saw a ^DBDB70ghost^000000!";
- mes "Bwah hah hah! Oooog... Hey...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "That's right!";
- mes "Maybe I should check";
- mes "on ^32CD32Kurdi's father since";
- mes "he's a fisherman^000000";
- set aru_monas,15;
- close;
- }
- else {
- mes "[Drunkard]";
- mes "Zzzz...";
- mes "Umm... Zzz...";
- close;
- }
- }
- else {
- mes "[Drunkard]";
- mes "Why?! Why can't I take";
- mes "my boat out to sea? I hafta";
- mes "catch fish to make a living!";
- mes "What, they expect me to starve";
- mes "to death or something?! Huh?!";
- close;
- }
-}
-
-ve_fild07,125,128,0 script Boat#Aru 111,{
- if (aru_monas < 16) {
- mes "^3355FFThis boat seems to ";
- mes "be in decent condition.";
- mes "Who could its owner be?^000000";
- close;
- }
- if (aru_monas == 16) {
- mes "^3355FFThis must be the boat that";
- mes "Karyn was talking about.";
- mes "It seems to be in pretty";
- mes "good shape. Now, the";
- mes "monastery should be";
- mes "southwest from here...^000000";
- next;
- hideoffnpc "Secret Agent#Aru";
- next;
- mes "[Larjes]";
- mes "Long time no see,";
- mes ""+strcharinfo(0)+".";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Larjes!";
- next;
- mes "[Larjes]";
- mes "I had a tough time following";
- mes "you, you know? I actually";
- mes "almost lost you once. You";
- mes "must be wondering why";
- mes "I'm here. If you'll listen,";
- mes "I'll explain everything.";
- next;
- mes "[Larjes]";
- mes "According to our investigation, Arunafeltz is definitely involved";
- mes "in this case. We've been watching you since you're somehow related";
- mes "to that high ranked official from Arunafeltz. I apologize for that.";
- next;
- mes "[Larjes]";
- mes "This is an international";
- mes "incident, so to prevent any";
- mes "intel leaks to Arunafeltz,";
- mes "we've had to be much stricter";
- mes "with securing and protecting";
- mes "all information for this case.";
- next;
- mes "[Larjes]";
- mes "Anyway, I've decided to";
- mes "reveal myself to you since";
- mes "I'm the only one that can help";
- mes "you right now. You're thinking";
- mes "of using that boat, aren't you?";
- next;
- mes "[Larjes]";
- mes "If you don't have the skills,";
- mes "knowledge, and preparation";
- mes "to sail those waters ahead,";
- mes "you'll probably wreck the";
- mes "boat. You'll make it if you're lucky but... That's a lot of luck.";
- next;
- mes "[Larjes]";
- mes "I'll help you sail this";
- mes "boat to get where you're";
- mes "going. But if you fail, there's";
- mes "a chance you might have to";
- mes "sail this boat on your own if I'm not here. So, you ready to go?";
- next;
- switch(select("Yes, I'm ready.:Give me more time.")) {
- case 1:
- mes "[Larjes]";
- mes "Alright, let's go.";
- mes "Hold on to something:";
- mes "this will probably be";
- mes "a pretty rocky ride...";
- set aru_monas,17;
- close2;
- hideonnpc "Secret Agent#Aru";
- warp "nameless_i",257,217;
- end;
- case 2:
- mes "[Larjes]";
- mes "Alright. Just let me know";
- mes "whenever you're ready.";
- close;
- }
- }
- if (aru_monas < 20) {
- mes "^3355FFThis is the boat that";
- mes "can take you to the";
- mes "monastery.^000000";
- next;
- switch(select("Go to Monastery:Cancel")) {
- case 1:
- mes "^3355FFYou set sail for";
- mes "the monastery...^000000";
- close2;
- warp "nameless_i",257,217;
- end;
- case 2:
- mes "^3355FFYou decide to";
- mes "stay ashore.^000000";
- close;
- }
- }
- else {
- mes "^3355FFThis is the boat that";
- mes "can take you to the";
- mes "monastery.^000000";
- next;
- switch(select("Go to Monastery:Cancel")) {
- case 1:
- mes "^3355FFYou set sail for";
- mes "the monastery...^000000";
- close2;
- warp "nameless_n",257,217;
- end;
- case 2:
- mes "^3355FFYou decide to";
- mes "stay ashore.^000000";
- close;
- }
- }
-}
-
-ve_fild07,128,130,1 script Secret Agent#Aru 97,{
- if (aru_monas == 16) {
- mes "[Larjes]";
- mes "Are you ready to go";
- mes "aboard? I'll help you";
- mes "sail to that monastery,";
- mes "but if you fail while you're";
- mes "there, I might not be here";
- mes "when you come back.";
- next;
- switch(select("Yes, I'm ready.:Give me more time.")) {
- case 1:
- mes "[Larjes]";
- mes "Alright, let's go.";
- mes "Hold on to something:";
- mes "this will probably be";
- mes "a pretty rocky ride...";
- set aru_monas,17;
- close2;
- hideonnpc "Secret Agent#Aru";
- warp "nameless_i",257,217;
- end;
- case 2:
- mes "[Larjes]";
- mes "Alright. Just let me know";
- mes "whenever you're ready.";
- close;
- }
- }
- end;
-
-OnInit:
- hideonnpc "Secret Agent#Aru";
- end;
-}
-
-nameless_i,259,218,3 script Larjes#Aru 97,{
- if(aru_monas < 18) {
- mes "[Larjes]";
- mes "I don't like this place.";
- mes "You'd be better be careful";
- mes "around here with those weird";
- mes "creatures running around.";
- close;
- }
- else if (aru_monas > 24) {
- mes "[Larjes]";
- mes "Good, you're back";
- mes "I know that there's still";
- mes "things on this island that";
- mes "you want to investigate,";
- mes "but did you want to leave";
- mes "this place for a while?";
- next;
- if(select("Yes:No")==1) {
- mes "[Larjes]";
- mes "Alight, let's go.";
- close2;
- warp "ve_fild07",130,130;
- end;
- }
- mes "[Larjes]";
- mes "Alright, but becareful.";
- mes "Those creatures almost";
- mes "got you once, you know.";
- close;
- }
- else {
- mes "[Larjes]";
- mes "Did you still want to";
- mes "investigate the island?";
- next;
- if (select("No:Yes") == 1) {
- mes "[Larjes]";
- mes "Alright, let's go.";
- close2;
- warp "ve_fild07",130,130;
- end;
- }
- mes "[Larjes]";
- mes "Alright, but be careful.";
- mes "Those creatures almost";
- mes "got you once, you know.";
- close;
- }
-}
-
-nameless_i,212,184,0 script #aru_clue1 -1,2,3,{
- end;
-
-OnTouch:
- if (aru_monas == 17) {
- mes "^3355FFThe village is totally";
- mes "silent, as if all life had";
- mes "abandoned it. You look";
- mes "around and see that something";
- mes "was here a few hours ago, but";
- mes "it's somewhere else now.^000000";
- next;
- mes "^3355FFWhatever it was,";
- mes "it definitely wasn't";
- mes "human. What kind of";
- mes "creature could it be?^000000";
- close;
- }
- end;
-}
-
-nameless_in,21,176,0 script #aru_clue2 -1,2,2,{
- end;
-
-OnTouch:
- if (aru_monas == 17) {
- mes "^3355FFThere are traces of";
- mes "humans around here,";
- mes "along with some kind";
- mes "of creature that you";
- mes "can't clearly identify.^000000";
- close;
- }
- end;
-}
-
-nameless_i,129,218,0 script #aru_clue3 -1,4,3,{
- end;
-
-OnTouch:
- if (aru_monas == 17) {
- mes "^3355FFA strange scent strikes";
- mes "you as you enter this field of";
- mes "grass. A few ^32CD32animal corpses^3355FF";
- mes "are strewn around the ground.^000000";
- close;
- }
- end;
-}
-
-nameless_i,127,207,0 script Dead Crow#Aru 111,{
- if (aru_monas < 17) {
- mes "^3355FFThere is a dead crow on the ground.";
- close;
- }
- else if (aru_monas == 17) {
- mes "^3355FFThe sight of this ^32CD32dead";
- mes "crow^3355FF makes you feel";
- mes "uneasy for some reason.^000000";
- next;
- if (select("Ignore:Investigate") == 1) {
- mes "^3355FFYou decide not to touch";
- mes "the animal's carcass.^000000";
- close;
- }
- mes "^3355FFYou notice some grass sap";
- mes "on the crow's beak, so it";
- mes "must have been nibbling on";
- mes "some grass. Some feathers";
- mes "are missing, revealing";
- mes "scaly, snake-like skin.^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Wait...";
- mes "Did this grass...?";
- next;
- mes "^3355FFThis grass must be the";
- mes "main ingredient of the";
- mes "poison used to kill the";
- mes "Gaebolg family princes.^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Looks like I just hit";
- mes "the jackpot. Huh?";
- mes "Someone behi--";
- next;
- mes "^3355FFA sharp, throbbing pain";
- mes "assails the back of your";
- mes "head as you fall into";
- mes "unconsciousness...^000000";
- close2;
- set aru_monas,18;
- warp "nameless_in",15,60;
- end;
- }
- end;
-}
-
-nameless_i,168,257,0 script Aru_LockedDoor 45,1,1,{
- end;
-
-OnTouch:
- if (aru_monas == 18 || aru_monas == 19) {
- warp "nameless_in",12,41;
- end;
- }
- mes "^3355FFThe door won't budge:";
- mes "you can't go through.^000000";
- close;
-}
-
-nameless_in,15,60,0 script #Aru_Trigger -1,1,1,{
- end;
-
-OnTouch:
- if (aru_monas == 18) {
- disablenpc "aru_warp";
- sc_start2 SC_Blind,600000,0,10000;
- mes "^3355FFThe pressure on your";
- mes "stomach and the blood";
- mes "rushing to your head tells";
- mes "you someone is carrying you";
- mes "over his shoulder. He stops,";
- mes "and you hear a faint voice.^000000";
- next;
- mes "^3355FFThe faint voice steadily";
- mes "grows stronger and more";
- mes "distinct--someone's calling";
- mes "your name. You feel cold water";
- mes "trickle through your lips, and";
- mes "then you regain your senses.^000000";
- sc_end SC_BLIND;
- next;
- hideoffnpc "Larjes#Aru2";
- mes "That was too close.";
- mes "For a second there,";
- mes "I thought I lost you.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Larjes...? What...";
- mes "What happened?";
- mes "Ugh, my head...";
- next;
- mes "[Larjes]";
- mes "Try not to move for a while.";
- mes "I had a bad feeling waiting";
- mes "for you on the boat. Lucky";
- mes "thing. When I found you,";
- mes "these strange creatures";
- mes "were savagely attacking you!";
- next;
- mes "[" +strcharinfo(0)+ "]";
- mes "You saved me?";
- mes "Thank you. Do you";
- mes "happen to know what";
- mes "those creatures were?";
- next;
- mes "[Larjes]";
- mes "No clue. They looked";
- mes "like humans, but... They";
- mes "definitely weren't. Once";
- mes "I killed them, they all";
- mes "turned into sand.";
- next;
- hideoffnpc "Creature#Aru";
- emotion e_omg,1;
- emotion e_omg;
- mes "[Larjes]";
- mes "?!?!?!!!!!";
- next;
- mes "[" +strcharinfo(0)+ "]";
- mes "!!!!?!?!!!!!!";
- mes "Isn't... Isn't that...?";
- next;
- mes "[Larjes]";
- mes "It seems it's just like the";
- mes "creatures that kidnapped";
- mes "you, but... I wonder why";
- mes "he's not attacking us.";
- next;
- mes "[" +strcharinfo(0)+ "]";
- mes "I guess you'll have to go";
- mes "right up to him and ask.";
- set aru_monas,19;
- close;
- }
-}
-
-nameless_in,13,58,6 script Larjes#Aru2 97,{
- mes "[Larjes]";
- mes "Be careful. That guy";
- mes "looks pretty dangerous.";
- close;
-}
-
-nameless_in,13,53,0 script Creature#Aru 1864,{
- end;
-
-OnInit:
- hideonnpc "Creature#Aru";
- end;
-
-OnMyMobDead:
- enablenpc "aru_warp";
- end;
-}
-
-nameless_in,13,53,0 script #Aru_Trigger2 -1,3,1,{
- end;
-
-OnTouch:
- if (aru_monas == 19 && !@mymobcount) {
- mes "[???????]";
- mes "Grrr~!!!";
- close2;
- hideonnpc "Creature#Aru";
- set @mymobcount,1;
- monster "nameless_in",13,53,"Zombie",1864,1,"Creature#Aru::OnMyMobDead";
- end;
- }
- end;
-}
-
-nameless_in,12,37,0 script aru_warp 45,1,1,{
- end;
-
-OnTouch:
- if (aru_monas == 19) {
- set aru_monas,20;
- warp "nameless_n",168,252;
- end;
- }
-
-OnInit:
- disablenpc "aru_warp";
- end;
-}
-
-nameless_n,169,254,0 script #Aru_Trigger3 -1,3,3,{
- end;
-
-OnTouch:
- if(aru_monas == 20) {
- hideoffnpc "Larjes#Aru3";
- mes "[" +strcharinfo(0)+ "]";
- mes "What the hell...!?";
- next;
- mes "[Larjes]";
- mes "So... This is the";
- mes "island's true nature.";
- next;
- mes "[Larjes]";
- mes "Someone like me won't";
- mes "survive long in a place";
- mes "like this. I'm going to wait";
- mes "for you in the boat. Learn";
- mes "what you need to learn, and";
- mes "then come back safe, "+strcharinfo(0)+".";
- set aru_monas,21;
- hideonnpc "Larjes#Aru3";
- close;
- }
- end;
-}
-
-nameless_n,166,254,7 script Larjes#Aru3 97,{
- end;
-
-OnInit:
- hideonnpc "Larjes#Aru3";
- end;
-}
-
-nameless_n,259,218,3 script Larjes#Boat1 97,{
- if ((aru_monas == 23) && (countitem(7726))) {
- mes "[Larjes]";
- mes "I don't believe it...";
- mes "That guy was Tristam III?!";
- mes "This explains a lot, I suppose.";
- mes "I'll report this along with the";
- mes "voucher. So Arunafeltz was";
- mes "behind that poison grass too.";
- next;
- mes "[Larjes]";
- mes "I'm shocked over this";
- mes "whole debacle. I'm sure";
- mes "the Rune-Midgarts royal family";
- mes "will be in an uproar over this.";
- mes "To think that we're involved";
- mes "in something this huge...";
- next;
- mes "[Larjes]";
- mes "Anyway, we better get...";
- mes "This is huge!";
- set aru_monas,24;
- delitem 7726,1; //Token_Of_King
- getexp 100000,0;
- close;
- }
- mes "[Larjes]";
- mes "�Did you still want to";
- mes "investigate the island?";
- next;
- if(select("No:yes")==1) {
- mes "[Larjes]";
- mes "Alright, let's go.";
- close2;
- warp "ve_fild07",130,130;
- end;
- }
- mes "[Larjes]";
- mes "Alright, but becareful.";
- mes "Those creatures almost";
- mes "got you once, you know.";
- close;
-}
-
-abbey02,224,70,0 script Book#Aru 111,{
- if (checkweight(7766,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (aru_monas < 21) {
- mes "^3355FFIt's just a bunch";
- mes "of old, moldy books.^000000";
- close;
- }
- else if (aru_monas == 21) {
- mes "^3355FFThere's a book stained";
- mes "with blood amongst all";
- mes "these old, moldy books.^000000";
- next;
- if(select("Examine Book:Ignore")==1) {
- Readbook 7755,1;
- getitem 7755,1; // Reasearch_Note
- set aru_monas,22;
- close;
- }
- mes "^3355FFThat book was probably";
- mes "worthless to you anyway.^000000";
- close;
- }
- else {
- mes "^3355FFThere are old books";
- mes "scattered all over here.^000000";
- close;
- }
-}
-
-abbey03,232,233,4 script Man#Aru 956,{
- if (aru_monas < 22) {
- mes "^3355FFYou find a man lying on";
- mes "the floor, wearing torn";
- mes "yet luxurious clothing.";
- mes "He doesn't seem to be";
- mes "breathing at all...^000000.";
- next;
- mes "^3355FFHe's dead.^000000";
- close;
- }
- if (aru_monas == 22) {
- mes "^3355FFYou find a man lying on";
- mes "the floor, wearing torn";
- mes "yet luxurious clothing.";
- mes "He doesn't seem to be";
- mes "breathing at all...^000000.";
- next;
- mes "^3355FFYou bring your ears more";
- mes "closely to his mouth: it";
- mes "seems that he really is";
- mes "still barely alive.^000000";
- next;
- if (select("Touch Him:Ignore Him") == 1) {
- mes "["+strcharinfo(0)+"]";
- mes "This man...";
- mes "He's so familiar";
- mes "for some reason.";
- next;
- mes "^3355FFAs you touch him, the";
- mes "man suddenly jumps";
- mes "up with a crazed yowl.^000000";
- initnpctimer;
- hideonnpc "Man#Aru";
- monster "abbey03",232,232,"Dead King",1875,1,"Man#Aru::OnMyMobDead";
- close;
- }
- mes "^3355FFYou don't feel";
- mes "comfortable enough";
- mes "to touch this man.^000000";
- close;
- }
- if (aru_monas > 22) {
- mes "^3355FFHe's dead... Now...^000000";
- close;
- }
-
-OnMyMobDead:
- stopnpctimer;
- hideoffnpc "Dead Man#Aru";
- donpcevent "Dead Man#Aru::OnEnable";
- end;
-
-OnTimer300000:
- stopnpctimer;
- hideonnpc "Dead Man#Aru";
- hideoffnpc "Man#Aru";
- end;
-}
-
-abbey03,232,232,4 script Dead Man#Aru 956,{
- if (checkweight(7766,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (aru_monas == 22) {
- mes "^3355FFYou have no idea why";
- mes "this dead man is moving";
- mes "around, so you decided to";
- mes "examine him. In his jacket,";
- mes "you find a shining medal...^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "This medal...";
- mes "This means that";
- mes "this man is...!";
- set aru_monas,23;
- getitem 7726,1; //Token_of_King
- hideonnpc "Dead Man#Aru";
- hideoffnpc "Man#Aru";
- stopnpctimer;
- close;
- }
- end;
-
-OnEnable:
- initnpctimer;
- end;
-
-OnInit:
- hideonnpc "Dead Man#Aru";
- end;
-}
-
-ra_temple,168,54,3 script Sippie#ss 917,{
- mes "[Sippie]";
- mes "Now I finally have some";
- mes "time to take a break.";
- mes "Too many followers are";
- mes "crowding High Priestess";
- mes "Niren, and they're giving";
- mes "me so much work to do!";
- if (aru_em < 11) {
- close;
- }
- else if (aru_em == 11) {
- next;
- mes "[Sippie]";
- mes "Excuse me, but are you";
- mes "a friend of our pope?";
- mes "I think I saw you talk";
- mes "to her a while ago...";
- next;
- mes "[Sippie]";
- mes "I don't understand why";
- mes "High Priestess Niren wants";
- mes "to go to war. I actually think";
- mes "that in her heart, she doesn't";
- mes "want it. She's sweet and kind";
- mes "once you get to know her.";
- next;
- mes "[Sippie]";
- mes "She loves children...";
- mes "She's like a mother to";
- mes "all the kids in Arunafeltz.";
- mes "She even brought our pope to";
- mes "Rachel when she was a baby,";
- mes "raising her like her own child.";
- next;
- mes "[Sippie]";
- mes "If you didn't know she";
- mes "was our pope, it'd be easy";
- mes "to mistake her for High";
- mes "Priestess Niren's daughter.";
- close;
- }
- else {
- close;
- }
-}
-
-// Peace to the Arunafeltz
-//============================================================
-moc_ruins,77,167,4 script Foreign Merchant#aru1 880,5,5,{
- if (aru_vol == 27) {
- if (aru_em == 0) {
- emotion e_dots;
- mes "[Foreign Merchant]";
- mes "I never thought the desert";
- mes "would be this hot! They built";
- mes "a town here?! How can they call";
- mes "this place inhabitable! What's";
- mes "more, the crowds make things";
- mes "around here so much hotter!";
- next;
- emotion e_dots;
- mes "[Foreign Merchant]";
- mes "I heard that I could make";
- mes "a killing in Morroc, which is";
- mes "why I moved my business here.";
- mes "But it looks like the weather";
- mes "is going to kill me first!";
- next;
- select("How did you hear of Morroc?");
- emotion e_dots;
- mes "[Foreign Merchant]";
- mes "I... I just told you.";
- mes "I heard that Morroc is";
- mes "full customers willing to";
- mes "buy things at premium prices.";
- mes "Ugh, but it's a burning hell!";
- next;
- emotion e_swt;
- mes "[Foreign Merchant]";
- mes "I don't even care about making";
- mes "money anymore! I just want to";
- mes "be somewhere cool, drinking";
- mes "a nice, frosty drink! You know,";
- mes "I might just leave this town";
- mes "tomorrow. Forget this desert!";
- next;
- emotion e_sob;
- emotion e_swt,1;
- mes "[Foreign Merchant]";
- mes "Ah, that's right. Don't they";
- mes "sell some sweet, heavenly";
- mes "drink around here? You know,";
- mes "near the pond in the middle";
- mes "of Morroc? Before I leave,";
- mes "I want to taste that drink...";
- set aru_em,1;
- close;
- }
- else if ((aru_em > 0) && (aru_em < 7)) {
- mes "[Foreign Merchant]";
- mes "Say, isn't there a wandering";
- mes "drink merchant near the pond";
- mes "in the middle of Morroc. Oh,";
- mes "what I would do to have that";
- mes "delicious drink he's selling...";
- next;
- mes "[Foreign Merchant]";
- mes "Oh, the heat's getting to me...";
- mes "And I'm running out of sweat";
- mes "to sweat... I think I'm going";
- mes "to faint soon! I need a drink!";
- close;
- }
- else if (aru_em == 7) {
- mes "[Foreign Merchant]";
- mes "*Pant Pant*";
- mes "*Sweat*";
- next;
- switch(select("Give Fruit Wine:Quietly Watch Him")) {
- case 1:
- mes "[Foreign Merchant]";
- mes "Oh, thank you! This";
- mes "smells so heavenly...";
- mes "Is this that famous drink";
- mes "that I keep hearing about?";
- next;
- mes "^3355FF*Gulp Gulp Gulp Gulp*^000000";
- mes "^3355FF*Gulp Gulp Gulp Gulp*^000000";
- mes "^3355FF*Gulp Gulp Gulp Gulp*^000000";
- mes "^3355FF*Gulp Gulp Gulp Gulp*^000000";
- mes "^3355FF*Gulp Gulp Gulp Gulp*^000000";
- next;
- emotion 3;
- mes "[Foreign Merchant]";
- mes "Ahhh! That hit the spot!";
- mes "It's so refreshing and so";
- mes "exotic, like... Like... Those";
- mes "dancers in Comodo! Ahhhh!";
- mes "Thank you so much, friend!";
- next;
- mes "[Foreign Merchant]";
- mes "There must be some";
- mes "way I can repay you.";
- mes "Ah, here we go. Take it.";
- mes "Isn't your name, "+ strcharinfo(0) +"?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "What th--?";
- mes "How did you know?";
- next;
- mes "^3355FFThe merchant giggled,";
- mes "note from under his sleeve.";
- mes "You open the note, and";
- mes "read its message.^000000";
- next;
- mes "^666666"+ strcharinfo(0) +".";
- mes " ";
- mes "The time for us to act";
- mes "has come once again.";
- mes "Please come see me";
- mes "once you get the chance.";
- mes " ";
- mes " - Bekento^000000";
- next;
- emotion e_omg,1;
- mes "["+ strcharinfo(0) +"]";
- mes "So... This means...";
- mes "You're not really a";
- mes "merchant, are you?";
- next;
- emotion 39;
- mes "^3355FFThe merchant quietly";
- mes "looks at you with a";
- mes "mischievous grin.^000000";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "So you asked me to get";
- mes "you a drink as an excuse";
- mes "just to talk to you?!";
- emotion e_sob,1;
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Oh well, thanks for";
- mes "bringing me the note.";
- mes "But I'm not buying you";
- mes "any more drinks, got it?";
- next;
- mes "[Foreign Merchant]";
- mes "Heh, understood.";
- mes "Now why don't you";
- mes "speak to him now?";
- mes "Good luck!";
- set aru_em,8;
- close;
- case 2:
- mes "[Foreign Merchant]";
- mes "Wha-- Do you just";
- mes "enjoy watching me";
- mes "slowly sweat to death?";
- close;
- }
- }
- else {
- mes "[Foreign Merchant]";
- mes "Well, I'm already here.";
- mes "I guess I may as well go";
- mes "sightseeing around Morroc.";
- mes "*Pant Pant* But it's so hot!";
- close;
- }
- }
- else {
- mes "[Foreign Merchant]";
- mes "I never thought the desert";
- mes "would be this hot! They built";
- mes "a town here?! How can they call";
- mes "this place inhabitable! What's";
- mes "more, the crowds make things";
- mes "around here so much hotter!";
- close;
- }
-
-OnTouch:
- if (aru_vol == 27) {
- if (aru_em == 0) {
- mes "[Foreign Merchant]";
- mes "*Pant Pant*";
- mes "Man, I think I'm going";
- mes "to die from all this heat!";
- close;
- }
- }
- end;
-}
-
-moc_ruins,86,149,0 script #ForeignMerchant1 -1,3,3,{
-OnTouch:
- if (aru_em == 4) {
- set aru_em,5;
- }
- end;
-}
-
-moc_ruins,88,136,0 script #ForeignMerchant2 -1,3,3,{
-OnTouch:
- if (aru_em == 1) {
- set aru_em,2;
- }
- else if (aru_em == 5) {
- set .@nawara,rand(1,10);
- if (.@nawara < 5) {
- hideoffnpc "Foreign Merchant#aru2";
- }
- else {
- set aru_em,2;
- }
- }
- end;
-}
-
-moc_ruins,106,133,0 script #ForeignMerchant3 -1,3,3,{
-OnTouch:
- if (aru_em == 2) {
- set aru_em,3;
- }
- end;
-}
-
-moc_ruins,115,147,0 script #ForeignMerchant4 -1,3,3,{
-OnTouch:
- if (aru_em == 3) {
- set aru_em,4;
- }
- end;
-}
-
-moc_ruins,101,133,7 script Foreign Merchant#aru2 929,{
- if ((aru_em > 1) && (aru_em < 7)) {
- mes "["+ strcharinfo(0) +"]";
- mes "Excuse me, but I heard";
- mes "that I could buy some";
- mes "good drinks around here.";
- mes "Would you happen to be";
- mes "the one selling them?";
- next;
- mes "[Foreign Merchant]";
- mes "Oh, you mean my fruit wine?";
- mes "I'm afraid it's not as good";
- mes "as people chalk it up to be.";
- mes "It's just a little something";
- mes "I brew at home, and share";
- mes "with my friends after dinner.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Well, I ran into this";
- mes "merchant that really wants";
- mes "to have a taste of that wine.";
- mes "Do you think that you'd be";
- mes "able to sell me some?";
- next;
- mes "[Foreign Merchant]";
- mes "Oh, I'm sorry, but I'm";
- mes "all sold out for today.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Oh, no...";
- emotion 57,1;
- next;
- mes "[Foreign Merchant]";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- emotion 19;
- next;
- emotion e_omg,1;
- mes "[Foreign Merchant]";
- mes "You know, I save a small";
- mes "bottle of wine for myself";
- mes "so I'll just give that to you.";
- mes "I can always brew more, and";
- mes "I'm flattered that your friend";
- mes "is so interested in my wine.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Really? Thank you!";
- mes "I'm sure that he's really";
- mes "appreciate your generosity.";
- next;
- mes "[Foreign Merchant]";
- mes "Oh, don't mention it.";
- mes "Well, I should head back";
- mes "home now. I'll be sure to";
- mes "keep an extra bottle in case";
- mes "you want more next time. Take";
- mes "care, and I'll see you later!";
- emotion 13;
- next;
- mes "^3355FFYou received a bottle";
- mes "of the famous fruit wine";
- mes "from the old man. That";
- mes "guy's pretty nice!^000000";
- set aru_em,7;
- hideonnpc "Foreign Merchant#aru2";
- close;
- }
- else {
- mes "[Foreign Merchant]";
- mes "I'm sorry, but I'm all";
- mes "sold out of fruit wine.";
- mes "I hope that's not too";
- mes "much of an inconvenience.";
- close;
- }
-
-OnInit:
- hideonnpc "Foreign Merchant#aru2";
- end;
-}
-
-ra_temin,103,151,7 script Female Follower#em 917,{
- if (aru_em < 9) {
- mes "[Sappie]";
- mes "I work really hard to keep";
- mes "this room clean and cozy so";
- mes "that the High Priestess can";
- mes "rest and refresh herself in";
- mes "comfort. Take a deep breath:";
- mes "smell that relaxing aroma?";
- close;
- }
- else if (aru_em == 9) {
- mes "[Sappie]";
- mes "I work really hard to keep";
- mes "this room clean and cozy so";
- mes "that the High Priestess can";
- mes "rest and refresh herself in";
- mes "comfort. Take a deep breath:";
- mes "smell that relaxing aroma?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Oh, you're right, that";
- mes "is a nice smell! So, is";
- mes "Priestess Niren away";
- mes "from her office today?";
- next;
- mes "[Sappie]";
- mes "Oh, yes, she's out since";
- mes "there are many followers";
- mes "that wish to meet her,";
- mes "even early in the morning.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Do you know where";
- mes "I could find her?";
- next;
- mes "[Sappie]";
- mes "Hm... Sippie mentioned";
- mes "something... Ah, right. Sippie";
- mes "said that High Priestess Niren";
- mes "decided to go to Cheshrumnir";
- mes "Garden. That garden is very";
- mes "large, and quite beautiful.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "The High Priestess";
- mes "must be very busy.";
- next;
- mes "[Sappie]";
- mes "Oh, you can't even imagine!";
- mes "She's been passing her wisdom";
- mes "to the people ever since she";
- mes "was a baby, and crowds of";
- mes "people still clamor for";
- mes "her sage teachings.";
- next;
- mes "[Sappie]";
- mes "If you really want";
- mes "to talk to her, it'd";
- mes "be best if you catch her";
- mes "before she's surrounded";
- mes "by Freya's followers.";
- set aru_em,10;
- close;
- }
- else if (aru_em == 10) {
- mes "[Sappie]";
- mes "High Priestess Niren must";
- mes "be in Cheshrumnir Garden.";
- mes "You should try to talk to her";
- mes "before the crowds show up.";
- close;
- }
- else if (aru_em > 21) {
- mes "[Sappie]";
- mes "It's rumored that the";
- mes "Goddess Freya spoke to";
- mes "our pope, giving her an";
- mes "important message. Now";
- mes "everyone wants to hear";
- mes "what Freya told her...";
- close;
- }
- else {
- mes "[Sappie]";
- mes "I work really hard to keep";
- mes "this room clean and cozy so";
- mes "that the High Priestess can";
- mes "rest and refresh herself in";
- mes "comfort. Take a deep breath:";
- mes "smell that relaxing aroma?";
- close;
- }
-}
-
-ra_fild03,139,355,5 script Ishmael#em 914,{
- if (checkweight(907,200) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (aru_em < 17) {
- mes "[Ishmael]";
- mes "I-I don't know you, do I?";
- mes "Sorry, but would you, um,";
- mes "just step away? I... I don't";
- mes "like being too close to";
- mes "other people. Please!";
- emotion 19;
- close;
- }
- else if (aru_em == 17) {
- mes "[Ishmael]";
- mes "I-I don't know you, do I?";
- mes "Sorry, but would you, um,";
- mes "just step away? Wait, you";
- mes "don't have something you";
- mes "need from me, do you?";
- emotion 19;
- next;
- switch(select("Give Her Niren's File:Leave Her Alone")) {
- case 1:
- if (countitem(7343) > 0) {
- mes "["+ strcharinfo(0) +"]";
- mes "You know High Priestess";
- mes "Niren, right? This is from her.";
- next;
- mes "[Ishmael]";
- mes "Oh, really? Okay, just...";
- mes "Just toss the file over";
- mes "to me. I-I don't want";
- mes "you coming any closer.";
- emotion 19;
- next;
- mes "[Ishmael]";
- mes "I'll be glad to help out";
- mes "the priestess. Even though";
- mes "we're natives, she's never";
- mes "discriminated against us.";
- mes "Hmm... What does she want?";
- next;
- mes "[Ishmael]";
- mes "Let's see... She wants";
- mes "me to forge a copy of this";
- mes "file? Piece of cake, I'm an";
- mes "expert at forging writing!";
- mes "Just give me a moment and--";
- next;
- emotion e_omg;
- mes "[Ishmael]";
- mes "Dang it! I completely forgot!";
- mes "Someone stole my pen yesterday!";
- mes "Now how am I gonna do this...?";
- next;
- emotion e_sob;
- mes "[Ishmael]";
- mes "My pen was made of a very";
- mes "rare gemstone called ^FF0000Sardonyx^000000.";
- mes "*Sob* I don't think anyone";
- mes "sells Sardonyx in Arunafeltz.";
- mes "You can only get that in the";
- mes "countries next to us...";
- next;
- mes "[Ishmael]";
- mes "I really want to help";
- mes "High Priestess Niren...";
- mes "I can't let her down after";
- mes "she's been so good to us...";
- set aru_em,18;
- delitem 7343,1; //File02
- close;
- }
- else {
- mes "^3355FFYou seem to have";
- mes "misplaced Niren's file...^000000";
- close;
- }
- case 2:
- mes "[Ishmael]";
- mes "I... I don't see you";
- mes "backing away. Stay back,";
- mes "and don't you dare touch me!";
- close;
- }
- }
- else if (aru_em == 18) {
- if (countitem(725) > 0) {
- mes "["+ strcharinfo(0) +"]";
- mes "Would you be able to forge";
- mes "a copy of High Priestess";
- mes "Niren's file if you had";
- mes "this gemstone?";
- next;
- mes "[Ishmael]";
- mes "Oh, you found";
- mes "a Sardonyx for me?";
- mes "It looks perfect!";
- next;
- mes "[Ishmael]";
- mes "Er, but, um...";
- mes "Would you please";
- mes "not come any closer?";
- mes "I still... Uh... I don't mean";
- mes "to be rude... It's just...";
- mes "I'm just not good with...";
- emotion 19;
- next;
- mes "[Ishmael]";
- mes "If you just toss the";
- mes "Sardonyx over here,";
- mes "I'll be able to forge";
- mes "your copy right away.";
- next;
- switch(select("Don't Give It to Her:Give It to Her")) {
- case 1:
- mes "[Ishmael]";
- mes "Huh? I thought you";
- mes "needed my help? I can't";
- mes "do anything unless you";
- mes "give me that gemstone.";
- close;
- case 2:
- mes "[Ishmael]";
- mes "Yay, thank you so much!";
- mes "Now I can get to work~";
- next;
- mes "^3355FF*Scribble*";
- mes "*Scribble*^000000";
- specialeffect EF_COMBOATTACK2;
- next;
- mes "^3355FF*Scribble*";
- mes "*Scribble*^000000";
- specialeffect EF_COMBOATTACK4;
- next;
- mes "^3355FF*Scribble*";
- mes "*Scribble*^000000";
- mes "^3355FF*Scribble*";
- mes "*Scribble*^000000";
- specialeffect EF_COMBOATTACK4;
- specialeffect EF_STEAL;
- emotion e_ic;
- next;
- mes "[Ishmael]";
- mes "There you go! I made the";
- mes "best quality copy I could for";
- mes "you since High Priestess";
- mes "Niren requested for it.";
- mes "Would you please send";
- mes "her my regards? Heh heh~";
- next;
- mes "^3355FFYou received a file";
- mes "containing a forged";
- mes "written approval for";
- mes "vacation from Ishmael.^000000";
- delitem 725,1; //Red_Jewel
- set aru_em,19;
- getitem 7343,1; //File02
- close;
- }
- }
- else {
- emotion e_sob;
- mes "[Ishmael]";
- mes "If only I only had";
- mes "my precious pen made";
- mes "of Sardonyx! Waaaah~!";
- close;
- }
- }
- else {
- mes "[Ishmael]";
- mes "High Priestess Niren is";
- mes "such a nice lady. I have to";
- mes "help her out whenever I get";
- mes "the chance. Er, do you mind";
- mes "stepping back a bit? I just...";
- mes "I don't like being near people!";
- close;
- }
-}
-
-que_temsky,101,93,1 script Niren#em_sky 915,{
- end;
-}
-que_temsky,98,93,7 script Zhed#em_sky 932,{
- end;
-}
-que_temsky,99,100,6 script Pope#rachel2 936,{
- end;
-}
-
-que_temsky,100,93,0 script #em_sky_s -1,5,2,{
-//OnTouch2:
-OnTouch:
- if (aru_em == 21) {
- mes "^3355FFHigh Priest Zhed and High";
- mes "Priestess Niren have already";
- mes "arrived, and are carefully";
- mes "watching the pope's face.";
- mes "They seem worried about";
- mes "what will happen...^000000";
- next;
- cutin "ra_gman",0;
- mes "[Zhed]";
- mes "How have you been, Your";
- mes "Eminence? I apologize for";
- mes "not visiting you sooner, but";
- mes "I've been too ashamed about";
- mes "my competency as a high priest.";
- next;
- cutin "ra_bishop",2;
- mes "[Pope]";
- mes "High Priest Zhed...";
- mes "You came... Thank you...";
- next;
- mes "^3355FFThe pope faintly smiled";
- mes "at High Priest Zhed, glad";
- mes "to finally see him again.^000000";
- next;
- cutin "ra_gwoman",0;
- mes "[Niren]";
- mes "Your Eminence...";
- mes "I hope you understand";
- mes "that I've tried my best";
- mes "to only show you what is";
- mes "beautiful in this world...";
- next;
- cutin "ra_bishop",2;
- mes "[Pope]";
- mes "...............................";
- mes "High Priestess Niren...";
- next;
- cutin "ra_gwoman",0;
- mes "[Niren]";
- mes "However, today I must";
- mes "reveal to you the world's";
- mes "ugliness as well. I'm sorry...";
- mes "I gave the Sky Garden people";
- mes "a vacation today so that we";
- mes "tell you something in private.";
- next;
- cutin "ra_bishop",2;
- mes "[Pope]";
- mes "Niren... What is it?";
- next;
- cutin "ra_gman2",0;
- mes "[Zhed]";
- mes "You may want to brace";
- mes "yourself, Your Eminence,";
- mes "for what we are about to";
- mes "tell you. You may very";
- mes "well be shocked...";
- next;
- mes "^3355FFHigh Priest Zhed explained";
- mes "all of Arunafeltz's secrets";
- mes "in detail. He revealed the";
- mes "split between the moderates";
- mes "and hard liners among the";
- mes "priests, the corruption...^000000";
- next;
- mes "^3355FFHe also explained the role";
- mes "of the priests in the inhumane";
- mes "testing conducted by the";
- mes "Rekenber Corporation, and";
- mes "the hard liner priests grab";
- mes "for power at Thor Volcano.^000000";
- next;
- mes "^3355FFThe pope stared at";
- mes "High Priest Zhed in";
- mes "shock as he spoke.^000000";
- next;
- mes "[Zhed]";
- mes "We all understand that";
- mes "you're already burdened";
- mes "enough with your duties";
- mes "as pope, but we feel that";
- mes "you should take action soon.";
- next;
- cutin "ra_bishop",2;
- mes "[Pope]";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- next;
- cutin "ra_gwoman",2;
- mes "[Niren]";
- mes "We don't mean to force";
- mes "you, Your Eminence, but";
- mes "we don't have much time.";
- mes "We're facing the possibility";
- mes "of war, and we must stop it";
- mes "in order to save Arunafeltz.";
- next;
- mes "[Pope]";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- mes ".......................Finally.";
- next;
- cutin "ra_gman2",0;
- mes "[Zhed, Niren]";
- mes "Excuse me?";
- next;
- cutin "ra_bishop",2;
- mes "[Pope]";
- mes "Niren, Zhed...";
- mes "I'm glad that you all";
- mes "finally came to me for";
- mes "a solution to all this.";
- mes "I'm young, but I remember";
- mes "what I saw in the holy ground.";
- next;
- mes "[Pope]";
- mes "Don't you remember, Niren?";
- mes "You found me in the holy";
- mes "ground, and safely led me";
- mes "out. But while I was there,";
- mes "I saw ^3131FFYmir's Heart^000000.";
- next;
- mes "[Zhed]";
- mes "How... How did you know";
- mes "that was Ymir's Heart?";
- next;
- mes "[Pope]";
- mes "The priests in the Sky";
- mes "Garden don't mind talking";
- mes "freely around me. I guess";
- mes "they looked at me more as";
- mes "a child, rather than as pope.";
- next;
- mes "[Pope]";
- mes "I'm already aware of the";
- mes "moderate priest group";
- mes "conducting their cruel tests,";
- mes "and of the hard liners building";
- mes "their military power. However,";
- mes "I couldn't really do anything.";
- next;
- mes "[Pope]";
- mes "Most people don't take my";
- mes "position seriously because";
- mes "of my age. Nobody believes";
- mes "I can change the situation.";
- mes "I've also heard everything";
- mes "about what you did, Zhed.";
- next;
- mes "[Pope]";
- mes "I'm sorry that you were";
- mes "punished by the other priests";
- mes "for allowing an outsider to";
- mes "enter the holy ground, but";
- mes "I understand your reasons.";
- mes "Isn't this the adventurer?";
- next;
- mes "[Pope]";
- mes ""+ strcharinfo(0) +"...";
- mes "I'm very glad to see you";
- mes "again. Not only did you";
- mes "share news of the outside";
- mes "world with me, but you've";
- mes "been protecting our peace.";
- next;
- cutin "ra_gwoman",0;
- mes "[Niren]";
- mes "I really didn't know...";
- mes "How'd you feel about this,";
- mes "or how much you actually";
- mes "knew. I'm truly sorry, Your";
- mes "Eminence. I'm ashamed";
- mes "for underestimating you.";
- next;
- cutin "ra_bishop",2;
- mes "[Pope]";
- mes "Please don't apologize,";
- mes "Niren. If it weren't for you,";
- mes "I'd be drawn into the utter";
- mes "foolishness of the selfish";
- mes "people in this temple. Niren,";
- mes "you're like a mother to me.";
- next;
- cutin "ra_gwoman",0;
- mes "[Niren]";
- mes "Your Eminence...";
- mes "Thank you. I feel";
- mes "the same way...";
- next;
- cutin "ra_bishop",2;
- mes "[Pope]";
- mes "Zhed...?";
- mes "I need you to do";
- mes "something for me.";
- next;
- cutin "ra_gman",0;
- mes "[Zhed]";
- mes "Of course,";
- mes "Your Eminence.";
- next;
- mes "[Pope]";
- mes "Write a report about the";
- mes "tests conducted by the";
- mes "moderates in Arunafeltz and";
- mes "the Schwaltzvalt Republic,";
- mes "and their relationship with";
- mes "that Schwaltzvalt Corporation.";
- next;
- mes "[Zhed]";
- mes "I'll get it done immediately,";
- mes "Your Eminence. Thank you.";
- next;
- cutin "ra_bishop",2;
- mes "[Pope]";
- mes "Niren.";
- next;
- cutin "ra_gwoman",0;
- mes "[Niren]";
- mes "Yes, Your Eminence?";
- next;
- cutin "ra_bishop",2;
- mes "[Pope]";
- mes "Please collect the";
- mes "evidence that proves";
- mes "that the hard liners have";
- mes "been gearing for war.";
- next;
- mes "[Niren]";
- mes "Yes, Your Eminence.";
- next;
- mes "[Pope]";
- mes "I'll summon all the High";
- mes "Priests and Priestesses";
- mes "soon. I'd like the two of";
- mes "you to stand by my side.";
- mes "I won't let anyone disgrace";
- mes "our holy ground with bloodshed.";
- next;
- cutin "ra_gman",0;
- mes "[Zhed]";
- mes "As you command,";
- mes "Your Eminence.";
- next;
- cutin "ra_bishop",2;
- mes "[Pope]";
- mes ""+ strcharinfo(0) +"...";
- mes "I appreciate all your work";
- mes "on behalf of Arunafeltz.";
- mes "My influence may still be";
- mes "weak, but I'll do my best";
- mes "with Zhed and Niren's support.";
- next;
- mes "[Pope]";
- mes "I would be expecting";
- mes "too much to ask you to";
- mes "stay by my side. But I'd like";
- mes "to thank you for all you've";
- mes "done. But if it is Freya's";
- mes "will, we'll meet again...";
- next;
- mes "[Pope]";
- mes "May Freya bless you...";
- next;
- specialeffect2 EF_ENCHANTPOISON;
- mes "^3355FFThe pope prayed in earnest";
- mes "for you, and you feel a strong";
- mes "aura of warmth and kindness";
- mes "permeate your entire being.^000000";
- set aru_em,22;
- close2;
- warp "rachel",142,136;
- }
- end;
-}
-
-rachel,142,136,0 script #em_end -1,5,5,{
-OnInit:
- stopnpctimer;
- end;
-
-OnTouch:
- if (aru_em == 22) {
- initnpctimer;
- disablenpc "#em_end";
- }
- end;
-
-OnTimer4000:
- mapannounce "rachel","Pope: Citizens of Arunafeltz. High Priests and Priestesses.",bc_map,"0xFFCE00";
- end;
-
-OnTimer7000:
- mapannounce "rachel","Pope: I appreciate you all for coming to the Sky Garden as I've asked.",bc_map,"0xFFCE00";
- end;
-
-OnTimer10000:
- mapannounce "rachel","Pope: As the chosen vessel of Goddess Freya, I hereby announce the words I received from her yesterday.",bc_map,"0xFFCE00";
- end;
-
-OnTimer15000:
- mapannounce "rachel","Pope: I have observed all that is happening in Arunafeltz.",bc_map,"0x66CCCC";
- end;
-
-OnTimer19000:
- mapannounce "rachel","Pope: I am aware of the factioning between the High Priests, their selfish fighting, their failure to achieve solidarity.",bc_map,"0x66CCCC";
- end;
-
-OnTimer23000:
- mapannounce "rachel","Pope: However, I did not intervene for the sake of those that still pray for peace in Arunafeltz.",bc_map,"0x66CCCC";
- end;
-
-OnTimer30000:
- mapannounce "rachel","Pope: High Priest Zhed and High Priestess Niren, both of you must do your best to assist my vessel until the day of my arrival.",bc_map,"0x66CCCC";
- end;
-
-OnTimer35000:
- mapannounce "rachel","Pope: As for the other high priests, you have forgotten your duty to serve me, to enlighten my followers with my teachings. For pursuing your selfish desires, you will be all under Zhed and Niren's command.",bc_map,"0x66CCCC";
- end;
-
-OnTimer43000:
- mapannounce "rachel","Pope: My followers in Arunafeltz, keep your faith in me, and keep your country strong.",bc_map,"0x66CCCC";
- end;
-
-OnTimer47000:
- mapannounce "rachel","Pope: Then, paradise will surely be yours.",bc_map,"0x66CCCC";
- end;
-
-OnTimer53000:
- mapannounce "rachel","Citizens: Hail Freya! Hail to the Pope!",bc_map,"0x99CC00";
- stopnpctimer;
- enablenpc "#em_end";
- end;
-}
-
-que_temsky,99,7,0 warp quetemskyout 1,1,ra_temin,276,231
-
-// Muff's Loan
-//============================================================
-comodo,224,187,3 script Muff 86,{
- if (checkweight(907,200) == 0) {
- mes "[Muff]";
- mes "You're carrying way too";
- mes "much stuff right now.";
- mes "Come back after you put";
- mes "your stuff in Kafra Storage.";
- close;
- }
- if (diamond_edq == 0) {
- mes "[Muff]";
- mes "What th-?! Geez,";
- mes "you didn't have to";
- mes "scare me like that!";
- mes "What is it that you want?";
- next;
- switch(select("You look troubled.:Nothing. Take care!")) {
- case 1:
- if (BaseLevel < 61) {
- mes "[Muff]";
- mes "Oh. That's awfully";
- mes "thoughtful of you.";
- mes "I was thinking about";
- mes "asking you for help,";
- mes "but you don't look like";
- mes "you could handle it. Sorry.";
- set diamond_edq,3;
- close;
- }
- else {
- mes "[Muff]";
- mes "Well, I'm actually in";
- mes "pretty big trouble.";
- mes "I borrowed some money";
- mes "from this loan shark";
- mes "named ^0000FFBelder^000000 in Alberta.";
- mes "It was a bad move!";
- next;
- mes "[Muff]";
- mes "My business hasn't been";
- mes "good, but I felt like I didn't";
- mes "have a choice. I made enough";
- mes "money to repay him now, but";
- mes "then I lost my bond of debt.";
- next;
- mes "[Muff]";
- mes "When I asked Belder if";
- mes "I could pay him back without";
- mes "that bond, he insisted that";
- mes "he didn't remember loaning";
- mes "money to me. I bet he just";
- mes "wants to keep my collateral!";
- next;
- mes "[Muff]";
- mes "I knew that guy was shady!";
- mes "Would you help me find my";
- mes "lost bond of debt? You see,";
- mes "the collateral I gave him";
- mes "is really valuable to me.";
- next;
- switch(select("Do you know where you lost it?:I'm sorry to hear that. Bye!")) {
- case 1:
- mes "[Muff]";
- mes "If I knew where I lost";
- mes "it, then it wouldn't be";
- mes "lost now, would it? Well,";
- mes "I remember going to a union";
- mes "meeting, and I had a drink";
- mes "or two. Okay, I had a lot.";
- next;
- mes "[Muff]";
- mes "On the way home,";
- mes "I stumbled in a field";
- mes "near Comodo... I remember";
- mes "seeing some water... That";
- mes "must be where I dropped my";
- mes "wallet with the bond of debt.";
- next;
- mes "[Muff]";
- mes "If you can find my";
- mes "wallet, I'll make sure";
- mes "to repay you. Please";
- mes "help me if you can!";
- setquest 3100;
- set diamond_edq,1;
- close;
- case 2:
- mes "[Muff]";
- mes "H-hey! Where are you";
- mes "going?! You can't just";
- mes "leave me here! I need help!";
- close;
- }
- }
- case 2:
- mes "[Muff]";
- mes "What, are you trying to";
- mes "make me mad on purpose?";
- mes "I get it. You're working for";
- mes "Belder! I'm gonna get";
- mes "my treasure from that";
- mes "bastard, no matter what!";
- next;
- switch(select("I don't understand.:I'm sorry, I was just kidding...")) {
- case 1:
- mes "[Muff]";
- mes "You think you can";
- mes "fool me?! Get lost!";
- mes "I'm not telling you";
- mes "anything, you snake!";
- close;
- case 2:
- mes "[Muff]";
- mes "So you're not spying on";
- mes "me for Belder? Well, then";
- mes "why are you pestering me?";
- close;
- }
- }
- }
- if ((diamond_edq == 3) && (BaseLevel < 61)) {
- mes "[Muff]";
- mes "Wait a second...";
- mes "You're not as strong";
- mes "as you were earlier.";
- mes "You'd better train first";
- mes "so you can be better";
- mes "prepared to help me.";
- close;
- }
- if ((diamond_edq == 3) && (BaseLevel > 60)) {
- mes "[Muff]";
- mes "Well, I'm actually in";
- mes "pretty big trouble.";
- mes "I borrowed some money";
- mes "from this loan shark";
- mes "named ^0000FFBelder^000000 in Alberta.";
- mes "It was a bad move!";
- next;
- mes "[Muff]";
- mes "My business hasn't been";
- mes "good, but I felt like I didn't";
- mes "have a choice. I made enough";
- mes "money to repay him now, but";
- mes "then I lost my bond of debt.";
- next;
- mes "[Muff]";
- mes "When I asked Belder if";
- mes "I could pay him back without";
- mes "that bond, he insisted that";
- mes "he didn't remember loaning";
- mes "money to me. I bet he just";
- mes "wants to keep my collateral!";
- next;
- mes "[Muff]";
- mes "I knew that guy was shady!";
- mes "Would you help me find my";
- mes "lost bond of debt? You see,";
- mes "the collateral I gave him";
- mes "is really valuable to me.";
- next;
- switch(select("Do you know where you lost it?:What was the collateral?:Bye!")) {
- case 1:
- mes "[Muff]";
- mes "If I knew where I lost";
- mes "it, then it wouldn't be";
- mes "lost now, would it? Well,";
- mes "I remember going to a union";
- mes "meeting, and I had a drink";
- mes "or two. Okay, I had a lot.";
- next;
- mes "[Muff]";
- mes "I took this path in the";
- mes "Papuchicha Forest to head";
- mes "back home, and I must have";
- mes "passed out near a river.";
- mes "After that, my wallet with the";
- mes "bond of debt was missing.";
- next;
- mes "[Muff]";
- mes "I don't care about the";
- mes "other stuff in my wallet,";
- mes "but I really need my bond";
- mes "of debt to get my collateral";
- mes "back from that Belder.";
- setquest 3100;
- set diamond_edq,1;
- close;
- case 2:
- mes "[Muff]";
- mes "Well, the collateral was";
- mes "this huge, stunningly";
- mes "beautiful jewel. It's really";
- mes "precious to me. But well,";
- mes "I don't want to tell you";
- mes "more about it.";
- next;
- mes "[Muff]";
- mes "I understand if you don't";
- mes "want to help me after";
- mes "hearing that, but if you";
- mes "change your mind, please";
- mes "come talk to me again.";
- close;
- case 3:
- mes "[Muff]";
- mes "H-hey! Where are you";
- mes "going?! You can't just";
- mes "leave me here! I need help!";
- close;
- }
- }
- if ((diamond_edq == 1) || (diamond_edq == 2)) {
- mes "[Muff]";
- mes "You didn't leave to";
- mes "look for my wallet yet?";
- mes "I think it's somewhere";
- mes "in the Papuchicha Forest.";
- mes "Please find the bond of debt";
- mes "inside as soon as you can.";
- close;
- }
- if (diamond_edq == 4) {
- mes "[" + strcharinfo(0) + "]";
- mes "Is this wet, tattered";
- mes "piece of paper the bond";
- mes "of debt that you need?";
- next;
- mes "[Muff]";
- mes "Yes, that's it!";
- mes "Ugh, but look at it...";
- mes "It's ruined! You can't";
- mes "even read what's written";
- mes "on it! I need... I need";
- mes "to fix this somehow!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Do you have any ideas?";
- mes "I mean, if we dried the";
- mes "paper, the letters would";
- mes "still be faded, right?";
- next;
- mes "[Muff]";
- mes "I got it! There's this";
- mes "famous inventor named";
- mes "^FF0000Dorian^000000 in Izlude. I heard";
- mes "he just invented something";
- mes "like a Magic Dryer. Yeah,";
- mes "that should work perfectly!";
- next;
- mes "[Muff]";
- mes "I don't know exactly";
- mes "how it works, but it";
- mes "should be able to restore";
- mes "my bond of debt. I mean...";
- mes "It's magic, right? Will you";
- mes "ask Dorian to help me out?";
- next;
- switch(select("Accept His Request:Decline His Request")) {
- case 1:
- mes "[Muff]";
- mes "Thank you so much!";
- mes "Please talk to Inventor";
- mes "Dorian in Izlude, and ask";
- mes "him to restore my bond of";
- mes "debt. I'll be waiting for";
- mes "you right here, okay?";
- changequest 3102,3103;
- set diamond_edq,6;
- close;
- case 2:
- mes "[Muff]";
- mes "Really? I was hoping";
- mes "that you'd continue to";
- mes "help me, but... Alright.";
- mes "I'm sure you've got other";
- mes "problems. If you change your";
- mes "mind, though, just come back.";
- set diamond_edq,5;
- close;
- }
- }
- if (diamond_edq == 5) {
- mes "[Muff]";
- mes "Oh, I knew you'd come";
- mes "back and help me restore";
- mes "my bond of debt! You look";
- mes "too nice to just leave";
- mes "me hanging like that.";
- next;
- switch(select("Accept His Request:Decline His Request")) {
- case 1:
- mes "[Muff]";
- mes "Thank you so much!";
- mes "Please talk to Inventor";
- mes "Dorian in Izlude, and ask";
- mes "him to restore my bond of";
- mes "debt. I'll be waiting for";
- mes "you right here, okay?";
- changequest 3102,3103;
- set diamond_edq,6;
- close;
- case 2:
- mes "[Muff]";
- mes "Really? I was hoping";
- mes "that you'd continue to";
- mes "help me, but... Alright.";
- mes "I'm sure you've got other";
- mes "problems. If you change your";
- mes "mind, though, just come back.";
- close;
- }
- }
- if ((diamond_edq > 5) && (diamond_edq < 13)) {
- mes "[Muff]";
- mes "Would you please visit";
- mes "^FF0000Inventor Dorian^000000 in Izlude,";
- mes "and ask him to use his";
- mes "Magic Dryer to restore";
- mes "my bond of debt?";
- close;
- }
- if ((diamond_edq == 13) && (countitem(7722) > 0)) {
- mes "[Muff]";
- mes "You're back! So how";
- mes "did it go? I was getting";
- mes "pretty anxious... So did";
- mes "Dorian's Magic Dryer work?";
- next;
- delitem 7722,1; //Debt_Note
- mes "[Muff]";
- mes "Oh! It worked much better";
- mes "than I expected! Belder";
- mes "can't complain now! Haha!";
- mes "You've done well, my friend.";
- mes "Here, please take these as";
- mes "a meager reward for your help.";
- completequest 3109;
- set diamond_edq,14;
- getitem 603,1; //Old_Blue_Box
- getitem 608,4; //Seed_Of_Yggdrasil
- next;
- mes "[Muff]";
- mes "Now that I have my bond";
- mes "of debt, I should get my";
- mes "jewel back from Belder.";
- mes "He won't have any excuse";
- mes "to keep my treasure now!";
- close;
- }
- else if ((diamond_edq == 13) && (countitem(7722) < 1)) {
- mes "[Muff]";
- mes "H-hey! Where's my";
- mes "bond of debt?! Don't";
- mes "tell me you lost it!";
- mes "You'd better go back";
- mes "to Dorian... Hopefully";
- mes "you left it with him!";
- set diamond_edq,10;
- close;
- }
- if (diamond_edq > 13) {
- mes "[Muff]";
- mes "Yes! Finally, I'm";
- mes "free of debt! I've got";
- mes "my jewel back, business";
- mes "is doing well... Life sure";
- mes "is good right now. Hahaha!";
- close;
- }
- mes "[Muff]";
- mes "Listen to me: never";
- mes "take out a loan if you";
- mes "can help it. And if you do,";
- mes "borrow from someone";
- mes "more reputable than...";
- mes "Well, you know my story.";
- mes "*Sigh*";
- close;
-}
-
-alberta,127,143,3 script Belder 85,{
- if (diamond_edq == 0) {
- mes "[Belder]";
- mes "I ought to hire some";
- mes "part-time promotional";
- mes "workers... Some sexy";
- mes "ladies ought to bring in";
- mes "the customers by th--Oh!";
- mes "Welcome to Belder Loans!";
- next;
- switch(select("I'll promote your loans!:Uh...")) {
- case 1:
- if (Sex == 1) {
- mes "[Belder]";
- mes "You? But you're a dude!";
- mes "No sweaty, stinky, sleazy";
- mes "man should be the image";
- mes "of Belder Loans! We need";
- mes "to exude trust, dependability,";
- mes "and... And lady charms.";
- close;
- }
- else {
- mes "[Belder]";
- mes "You? Well, don't take";
- mes "this the wrong way, but";
- mes "all your curves? Wrong";
- mes "places, honey. Later!";
- close;
- }
- case 2:
- mes "[Belder]";
- mes "Hey, aren't you";
- mes "interested in a loan?";
- mes "Better you come to";
- mes "me than you relying";
- mes "on some guy that'll";
- mes "try to rip you off!";
- close;
- }
- }
- if (diamond_edq < 13) {
- mes "[Belder]";
- mes "Welcome! So, do you";
- mes "need money fast? Belder";
- mes "Loans get you the money";
- mes "you need at low interest rates!";
- next;
- switch(select("Ask About Muff")) {
- case 1:
- mes "[Belder]";
- mes "Muff? Oh! Is that";
- mes "supposed to be a name?";
- mes "I thought you meant--No.";
- mes "Nope. Doesn't ring a bell.";
- next;
- mes "[Belder]";
- mes "Huh? Collateral?";
- mes "Now why would I refuse";
- mes "to take back his money";
- mes "if I really loaned it to him?";
- mes "Leave me alone now, this kind";
- mes "of talk is bad for business!";
- close;
- }
- }
- if (diamond_edq > 12) {
- mes "[Belder]";
- mes "He really found his bond";
- mes "of debt? Damn it--I mean,";
- mes "what a surprise! That's,";
- mes "uh, real good for him.";
- mes "Now that I think of it, I did";
- mes "loan a Muff money once.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "......";
- next;
- mes "[Belder]";
- mes "What's with that dirty look?";
- mes "I've got nothing to hide!";
- mes "Can't you see that I'm";
- mes "the victim here? Me!";
- mes "Just... Scram before you";
- mes "make me more upset.";
- close;
- }
- mes "[Belder]";
- mes "Welcome! Did you need";
- mes "money fa--Oh. Hey, it's";
- mes "you again, the do-gooder.";
- mes "Why don't you do me some";
- mes "good, and go back where";
- mes "you came from. Jerk.";
- close;
-
-OnTouch:
- if (diamond_edq < 3) {
- mes "[Belder]";
- mes "Cash flow problems?";
- mes "Well, I'm your solution!";
- mes "I offer unsecured loans";
- mes "at an extremely low interest";
- mes "rate, twenty-four hours a day!";
- mes "Belder Loans is Alberta's best!";
- close;
- }
- end;
-}
-
-cmd_fild01,55,160,0 script Heap of Earth 844,{
- if (diamond_edq == 1) {
- mes "^3355FFIt looks like someone";
- mes "dug a hole in the ground,";
- mes "and then covered it again.^000000";
- next;
- switch(select("Dig Up the Spot:Cancel")) {
- case 1:
- mes "[" + strcharinfo(0) + "]";
- mes "There must be something";
- mes "in the ground. I better";
- mes "dig it up and check...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Ergh...! Ugh!";
- mes "This would be a lot";
- mes "easier with a shovel!";
- mes "Only a little more to go...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Hm? I hit something?";
- mes "Let's--Yucky! It's so";
- mes "wet and--Ugh! Nasty";
- mes "little thing. Now what?";
- mes "I dropped it! I have to";
- mes "try to dig it up again...";
- changequest 3100,3101;
- set diamond_edq,2;
- close;
- case 2:
- mes "[" + strcharinfo(0) + "]";
- mes "Something isn't quite";
- mes "kosher about all this.";
- mes "Nope, this time, I'm";
- mes "not going to do this.";
- close;
- }
- }
- else if (diamond_edq == 2) {
- mes "[" + strcharinfo(0) + "]";
- mes "Here we are... It's...";
- mes "A soggy wallet? This";
- mes "must be the one Muff";
- mes "lost. Oh, and the bond";
- mes "of debt is inside... Mm...";
- mes "Ugh, it's really soaked...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Well, I've done all";
- mes "I can for now. I should";
- mes "bring this back to Muff.";
- changequest 3101,3102;
- set diamond_edq,4;
- close;
- }
- if (diamond_edq > 3) {
- mes "[" + strcharinfo(0) + "]";
- mes "This is the same spot";
- mes "I dug up from before.";
- mes "It's useless to me now!";
- close;
- }
- mes "[" + strcharinfo(0) + "]";
- mes "Huh. There's a weird";
- mes "bump in the ground. Well,";
- mes "I can't just go looking at";
- mes "anything that's slightly";
- mes "out of the ordinary. Heh.";
- mes "I'm not weird like that.";
- close;
-}
-
-izlude_in,110,64,3 script Dorian 878,2,2,{
- if (checkweight(907,200) == 0) {
- mes "[Dorian]";
- mes "Ugh, just like a member";
- mes "of the working class:";
- mes "hoarding all your items";
- mes "like a packrat? Have the";
- mes "decency to relocate your";
- mes "goods to Kafra Storage, please.";
- close;
- }
- if (diamond_edq < 6) {
- mes "[Dorian]";
- mes "You must be in awe";
- mes "of my elegant, artistic";
- mes "touch. In my hands, almost";
- mes "anything can become a";
- mes "work of art... Even you~";
- close;
- }
- if (diamond_edq == 6) {
- mes "[Dorian]";
- mes "I am Inventor Dorian,";
- mes "and I welcome you to my";
- mes "workship. All I create is";
- mes "infused with art's essence~";
- mes "So... How may I assist you?";
- next;
- switch(select("I want to use your Magic Dryer.:I want to be your student.:No, thanks.")) {
- case 1:
- mes "[Dorian]";
- mes "Magic Dryer? No, no, no.";
- mes "That, my friend, is my";
- mes "Mystic Heater de Elegance.";
- mes "Don't disgrace my creation";
- mes "like that. What, pray tell,";
- mes "do you need to dry?";
- next;
- switch(select("This Bond of Debt:My Hair:I'm just curious.")) {
- case 1:
- mes "[Dorian]";
- mes "Mm? My masterpiece is far";
- mes "too sophisticated for such";
- mes "petty purposes, but... You";
- mes "intrigue me. Show me this";
- mes "''bond of debt'' you wish";
- mes "to restore. ";
- next;
- mes "[Dorian]";
- mes "Ah, now I understand.";
- mes "This print is beyond";
- mes "recognition. Only my creation";
- mes "can restore the life that";
- mes "nature has taken away! Yes...";
- mes "You were right to come here.";
- next;
- mes "[Dorian]";
- mes "Allow me to explain how";
- mes "the Mystic Dryer de Elegance";
- mes "works. A glamourous ruby";
- mes "engine whose design was born";
- mes "of my genius, generates a";
- mes "powerful magnetic field.";
- next;
- mes "[Dorian]";
- mes "The ruby engine's";
- mes "magnetic field operates";
- mes "according to the ^FF00003 Centrifuge";
- mes "Wavelength Theory^000000. Now,";
- mes "pearl inset sensors detect";
- mes "the amount of calibration...";
- next;
- mes "[Dorian]";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- next;
- mes "[Dorian]";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- mes "Blah-blah--that's just";
- mes "about it in a nutshell.";
- next;
- switch(select("Zzz...:Oh, please!")) {
- case 1:
- mes "[Dorian]";
- mes "You... You fell asleep?";
- mes "But I was dutifully explaining";
- mes "the machine's operation!";
- mes "No, no, I won't hear your";
- mes "excuses. What's that?";
- mes "You were listening?";
- next;
- mes "[Dorian]";
- mes "Hm. Well then, let me";
- mes "ask you this: what is the";
- mes "main theory by which the";
- mes "Mystic Heater de Elegance";
- mes "operates? Hmm? Well?";
- next;
- input .@input$;
- if (.@input$ == "3 Centrifuge Wavelength Theory") {
- mes "[Dorian]";
- mes "That's right. My apologies.";
- mes "I suppose I misjudged you.";
- mes "Yes, the magnetic field can";
- mes "restore the shape and integrity";
- mes "of damaged, inanimate objects.";
- mes "However, there is a problem.";
- next;
- mes "[Dorian]";
- mes "The ruby engine is broken,";
- mes "and I've been too busy with";
- mes "other projects as ordered by";
- mes "the Rune-Midgarts Kingdom.";
- mes "I'll need your assistance";
- mes "to fix the engine. Alright?";
- next;
- mes "[Dorian]";
- mes "If you help me fix the";
- mes "Mystic Dryer de Elegance,";
- mes "I'll allow you to use it";
- mes "as much as you like. First,";
- mes "I'd like you to gather all";
- mes "of the repair materials.";
- next;
- mes "[Dorian]";
- mes "Please procure";
- mes "^FF000020 Rusty Screws^000000,";
- mes "^FF000010 Iron Ores^000000,";
- mes "^FF00005 Steel^000000,";
- mes "^FF00002 Rubies^000000, and";
- mes "^FF000010 Red Gemstones^000000.";
- next;
- mes "[Dorian]";
- mes "Once you bring all the";
- mes "repair materials, I'll";
- mes "explain how you can";
- mes "repair the Mystic";
- mes "Dryer de Elegance.";
- changequest 3103,3104;
- set diamond_edq,9;
- close;
- }
- else {
- mes "[Dorian]";
- mes "Oh? You sound dissatisfied";
- mes "with my explanation. Well...";
- mes "I surely can't let you use the";
- mes "machine unless you fathom";
- mes "how it works. Otherwise,";
- mes "you just might break it.";
- close;
- }
- case 2:
- mes "[Dorian]";
- mes "Were you too bored while";
- mes "listening to me speak?";
- mes "Ah! This wound! It's so...";
- mes "Alas! It's too emotional!";
- mes "I am seriously hurt!";
- set diamond_edq,7;
- //PushPC 4 3
- close;
- }
- break;
- case 2:
- mes "[Dorian]";
- mes "How can you compare my";
- mes "Mystic Dryer de Elegance";
- mes "to a simple hair dryer?";
- mes "Your comment offends me!";
- mes "I'm no mere engineer...";
- mes "I'm a true virtuoso!";
- set diamond_edq,7;
- //PushPC 4 3
- close;
- case 3:
- mes "[Dorian]";
- mes "Allow me to explain how";
- mes "the Mystic Dryer de Elegance";
- mes "works. A glamourous ruby";
- mes "engine whose design was born";
- mes "of my genius, generates a";
- mes "powerful magnetic field.";
- next;
- mes "[Dorian]";
- mes "The ruby engine's";
- mes "magnetic field operates";
- mes "according to the ^FF00003 Centrifuge";
- mes "Wavelength Theory^000000. Now,";
- mes "pearl inset sensors detect";
- mes "the amount of calibration...";
- next;
- mes "[Dorian]";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- next;
- mes "[Dorian]";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- mes "Blah-blah--that's just";
- mes "about it in a nutshell.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "......";
- next;
- mes "[Dorian]";
- mes "I know, I know.";
- mes "Astounding, isn't it?";
- close;
- }
- case 2:
- if (Sex == 1) {
- mes "[Dorian]";
- mes "Ah, my apologies.";
- mes "Too many have asked, so";
- mes "I now only accept beautiful";
- mes "female students. Don't be";
- mes "too disappointed: I know";
- mes "you can find someone else.";
- close;
- }
- else {
- mes "[Dorian]";
- mes "Mademoiselle, it is my";
- mes "honor to meet you: even";
- mes "the moon covers its face,";
- mes "and roses raise their thorns,";
- mes "shameful of themselves";
- mes "and jealous of your beauty.";
- next;
- mes "[Dorian]";
- mes "Ah! But why go under the";
- mes "pretense of being my student";
- mes "when we can leisurely spend";
- mes "time together as lovers?";
- mes "Won't you--Mademoiselle?";
- mes "Wait, where are you going?";
- close;
- }
- case 3:
- mes "[Dorian]";
- mes "I don't have enough";
- mes "time for trivel, so";
- mes "please leave me to my";
- mes "artistic endeavors and";
- mes "bother me no longer.";
- close;
- }
- }
- if (diamond_edq == 7) {
- mes "[Dorian]";
- mes "Ugh, your behavior";
- mes "from before disgusts me...";
- mes "But those pitiful eyes...";
- mes "Seeking sympathy. Ah,";
- mes "you're only human.";
- mes "I shall forgive you.";
- next;
- mes "[Dorian]";
- mes "Alright then. Please";
- mes "listen carefully this time,";
- mes "and don't insult my pride";
- mes "again. When you are ready,";
- mes "please come talk to me.";
- set diamond_edq,6;
- close;
- }
- if (diamond_edq) == 9 {
- mes "[Dorian]";
- mes "Ah, did you bring all";
- mes "the materials I need to";
- mes "repair the Mystic Dryer";
- mes "de Elegance? Let me take";
- mes "a glance at what you brought...";
- next;
- if ((countitem(7317) > 19) && (countitem(1002) > 9) && (countitem(999) > 4) && (countitem(723) > 1) && (countitem(716) > 4)) {
- mes "[Dorian]";
- mes "Ah, well done. Now";
- mes "that the materials are";
- mes "ready, I can instruct you on";
- mes "how to repair the machine.";
- next;
- delitem 7317,20; //Screw
- delitem 1002,10; //Iron_Ore
- delitem 999,5; //Steel
- delitem 723,2; //Cardinal_Jewel
- delitem 716,5; //Red_Gemstone
- changequest 3104,3105;
- set diamond_edq,10;
- mes "[Dorian]";
- mes "I expect you to fail";
- mes "a few times, but the";
- mes "Mystic Dryer de Elegance";
- mes "is designed for durability:";
- mes "even if you tried, you'd";
- mes "have trouble scratching it.";
- next;
- mes "[Dorian]";
- mes "First, insert a new rough";
- mes "ruby into the ruby engine,";
- mes "and tighten the screw on";
- mes "the joint until you hear";
- mes "a ^0000FFclick^000000. You'll break it";
- mes "if you tighten it further.";
- next;
- mes "[Dorian]";
- mes "Next you'll need to";
- mes "operate the four switches";
- mes "coded by the colors red,";
- mes "blue, yellow, and green.";
- next;
- mes "[Dorian]";
- mes "Press the ^0000FFRed^000000 switch";
- mes "if the engine is in 1st";
- mes "Gear. Press the ^0000FFBlue^000000";
- mes "switch in 2nd Gear,";
- mes "^0000FFYellow^000000 for 3rd, and";
- mes "^0000FFGreen^000000 for 4th.";
- next;
- mes "[Dorian]";
- mes "The engine's sound is the";
- mes "only indicator of which";
- mes "gear is running. You'll";
- mes "have to figure that out";
- mes "on your own. I'm sorry";
- mes "I designed it that way...";
- next;
- mes "[Dorian]";
- mes "Ah, one last tip!";
- mes "If you enter the correct";
- mes "engine gear, the machine";
- mes "will start without a problem,";
- mes "even if you press the same";
- mes "switch more than once.";
- next;
- mes "[Dorian]";
- mes "Please let me know";
- mes "if you get it started so";
- mes "I can verify if the Mystic";
- mes "Dryer de Elegance is fully";
- mes "operational. Good luck now~";
- close;
- }
- else {
- mes "[Dorian]";
- mes "Oh? You're still missing";
- mes "some materials. Well, we're";
- mes "in no rush. If you already";
- mes "forgot, then let me remind";
- mes "you what you need to bring...";
- next;
- mes "[Dorian]";
- mes "Please procure";
- mes "^FF000020 Rusty Screws^000000,";
- mes "^FF000010 Iron Ores^000000,";
- mes "^FF00005 Steel^000000,";
- mes "^FF00002 Rubies^000000, and";
- mes "^FF000010 Red Gemstones^000000.";
- close;
- }
- }
- if (diamond_edq) == 10 {
- mes "[Dorian]";
- mes "Did you already forget";
- mes "my instructions for fixing my";
- mes "Mystic Dryer de Elegance?";
- mes "I can't blame you since";
- mes "they're a bit complicated.";
- next;
- switch(select("Instructions:Cancel")) {
- case 1:
- mes "[Dorian]";
- mes "First, insert a new rough";
- mes "ruby into the ruby engine,";
- mes "and tighten the screw on";
- mes "the joint until you hear";
- mes "a ^0000FFclick^000000. You'll break it";
- mes "if you tighten it further.";
- next;
- mes "[Dorian]";
- mes "Next you'll need to";
- mes "operate the four switches";
- mes "coded by the colors red,";
- mes "blue, yellow, and green.";
- next;
- mes "[Dorian]";
- mes "Press the ^0000FFRed^000000 switch";
- mes "if the engine is in 1st";
- mes "Gear. Press the ^0000FFBlue^000000";
- mes "switch in 2nd Gear,";
- mes "^0000FFYellow^000000 for 3rd, and";
- mes "^0000FFGreen^000000 for 4th.";
- next;
- mes "[Dorian]";
- mes "The engine's sound is the";
- mes "only indicator of which";
- mes "gear is running. You'll";
- mes "have to figure that out";
- mes "on your own. I'm sorry";
- mes "I designed it that way...";
- next;
- mes "[Dorian]";
- mes "Ah, one last tip!";
- mes "If you enter the correct";
- mes "engine gear, the machine";
- mes "will start without a problem,";
- mes "even if you press the same";
- mes "switch more than once.";
- next;
- mes "[Dorian]";
- mes "Please let me know";
- mes "if you get it started so";
- mes "I can verify if the Mystic";
- mes "Dryer de Elegance is fully";
- mes "operational. Good luck now~";
- close;
- case 2:
- mes "[Dorian]";
- mes "Really? It's no problem";
- mes "for me to explain it again";
- mes "to you. Don't be shy now:";
- mes "not all of us can be geniuses~";
- close;
- }
- }
- if (diamond_edq) == 11 {
- mes "[Dorian]";
- mes "Ah, so you failed to";
- mes "fix the Mystic Dryer de";
- mes "Elegance? That's expected:";
- mes "I didn't really design it for the^FFFFFF ^000000 common user in mind. Well,";
- mes "why don't you try it again?";
- erasequest 3106;
- set diamond_edq,10;
- close;
- }
- if (diamond_edq) == 12 {
- mes "[Dorian]";
- mes "Ah, I underestimated you.";
- mes "You really repaired the";
- mes "Mystic Dryer de Elegance~";
- mes "This is a testament to my";
- mes "incredible teaching prowess.";
- mes "Congratulations are in order!";
- next;
- mes "[Dorian]";
- mes "Now all you have to do";
- mes "is insert the damaged";
- mes "document and press the";
- mes "switch. Simple, yes?";
- erasequest 3106;
- changequest 3105,3108;
- set diamond_edq,13;
- next;
- mes "[Dorian]";
- mes "Well, I'm afraid my";
- mes "usefulness to you has";
- mes "been all used up. Ah,";
- mes "but I'll make sure to";
- mes "contact you if I need";
- mes "your kind of help. Farewell~";
- close;
- }
- if (diamond_edq) > 12 {
- mes "[Dorian]";
- mes "Ah, hello! How have";
- mes "you been? Are you in need";
- mes "of my artistic inventions?";
- mes "Or did you just miss me?";
- close;
- }
-
-//OnTouch2:
-OnTouch:
- if (diamond_edq) < 9 {
- mes "[Dorian]";
- mes "Wh-what are you doing?";
- mes "D-don't sully my wonderful";
- mes "masterpieces with your";
- mes "uncultured hands!";
- close;
- }
- if (diamond_edq) == 9 {
- mes "[Dorian]";
- mes "Can't you see that the";
- mes "machine won't work without";
- mes "the materials? Even a simple";
- mes "child should understand that!";
- close;
- }
- end;
-}
-
-izlude_in,113,66,0 script Strange Machine 111,{
- if (checkweight(907,200) == 0) {
- mes "[Dorian]";
- mes "Ugh, just like a member";
- mes "of the working class:";
- mes "hoarding all your items";
- mes "like a packrat? Have the";
- mes "decency to relocate your";
- mes "goods to Kafra Storage, please.";
- close;
- }
- if (diamond_edq) == 10 {
- set .@bolt_rand,rand(2,5);
- mes "^3355FFThis must be Dorian's";
- mes "Mystic Dryer de Elegance.";
- mes "What do you want to do?^000000";
- next;
- while(1) {
- set .@switch_sound,rand(1,4);
- switch(select("Check the Machine:Replace the Engine:Tighten the Screw:Press a Switch")) {
- case 1:
- if (.@hit_status == 0) {
- mes "^3355FFThere's no power";
- mes "in this behemoth";
- mes "of a machine.^000000";
- next;
- }
- break;
- case 2:
- if (.@engine == 0) {
- mes "^3355FFYou replace the rough";
- mes "ruby in the ruby engine";
- mes "with a new rough ruby.";
- mes "It clicks into place";
- mes "inside the engine core.^000000";
- next;
- set .@engine,.@engine+1;
- }
- else if (engine > 0) {
- mes "^3355FFThe ruby in the";
- mes "engine has already";
- mes "been replaced.^000000";
- next;
- }
- break;
- case 3:
- if (.@engine < 1) {
- mes "^3355FFYou probably need";
- mes "to replace the ruby";
- mes "in the engine first.^000000";
- next;
- }
- else if ((.@engine == 1) && (.@bolt < .@bolt_rand)) {
- mes "^3355FF*Krrrr-Krrrrr*^000000";
- mes "^3355FF*Krrrr-Krrrrr*^000000";
- next;
- set .@bolt,.@bolt+1;
- }
- else if ((.@engine == 1) && (.@bolt == .@bolt_rand)) {
- mes "^3355FF*Krrrr-Krrrrr*^000000";
- mes "^0000FF*Click*^000000";
- next;
- set .@bolt,.@bolt+1;
- set .@bolt_suc,.@bolt_suc+1;
- }
- else if ((.@engine == 1) && (.@bolt > .@bolt_rand)) {
- mes "^3355FF*Krrrr-Krrrrr*^000000";
- mes "^3355FF*KrrICK-ICK-ICK-KOOM*^000000";
- next;
- mes "^3355FFYou tightened the";
- mes "screw too tightly!";
- mes "The joint is broken...";
- mes "You should go back";
- mes "to Dorian for help.^000000";
- setquest 3106;
- set diamond_edq,11;
- close;
- }
- else {
- mes "^3355FFSomething must have";
- mes "gone wrong. You'd be";
- mes "better off starting";
- mes "from the beginning...^000000";
- close;
- }
- break;
- case 4:
- if ((.@engine < 1) && (.@bolt_suc < 1)) {
- mes "^3355FFYou need to replace";
- mes "the engine's ruby and";
- mes "tighten the main screw";
- mes "before you mess with";
- mes "these switches.^000000";
- next;
- }
- else if ((.@engine == 1) && (.@bolt_suc < 1)) {
- mes "^3355FFYou need to tighten";
- mes "the scren before you can";
- mes "start the engine safely.";
- next;
- }
- else if ((.@red >= 1) && (.@blue >= 1) && (.@yellow >= 1) && (.@green >= 1)) {
- mes "^3355FFThe Mystic Dryer de";
- mes "Elegance started with";
- mes "a mighty buzz, and the";
- mes "sound lowers to a calm";
- mes "hum as it stabilizes.";
- mes "It looks like you fixed it!^000000";
- next;
- mes "^3355FFYou should tell Dorian";
- mes "first so that you can";
- mes "use this machine.^000000";
- setquest 3107;
- set diamond_edq,12;
- close;
- }
- else if ((.@engine == 1) && (.@bolt_suc == 1)) {
- if (.@switch_sound == 1) {
- mes "^3355FF*Buzz Buzz*^000000";
- mes "^3355FF*Buzz Buzz*^000000";
- mes "^3355FFThe machine is";
- mes "vibrating weakly.";
- mes "Which switch do";
- mes "you want to press?^000000";
- next;
- switch(select("Red Switch:Blue Switch:Yellow Switch:Green Switch")) {
- default:
- mes "^3355FF*Whiz Whiz*^000000";
- mes "^3355FF*Whiz Whiz*^000000";
- next;
- mes "^3355FFThe machine made some";
- mes "violent, erratic sounds,";
- mes "and vibrated violently";
- mes "before coming to a sudden";
- mes "stop. That was the wrong";
- mes "switch. You'd better ask Dorian... ^FFFFFF ^000000";
- setquest 3106;
- set diamond_edq,11;
- close;
- case 1:
- if (.@red >= 0) {
- mes "^3355FF*Buzzz Buzzz*^000000";
- mes "^3355FF*Clang...!*^000000";
- next;
- mes "^3355FFThe machine's";
- mes "vibrations have";
- mes "grown stronger.";
- mes "It looks like you";
- mes "chose the right switch.^000000";
- next;
- set .@red,.@red+1;
- }
- else {
- mes "^3355FF*Whiz Whiz*^000000";
- mes "^3355FF*Whiz Whiz*^000000";
- next;
- mes "^3355FFThe machine made some";
- mes "violent, erratic sounds,";
- mes "and vibrated violently";
- mes "before coming to a sudden";
- mes "stop. That was the wrong";
- mes "switch. You'd better ask Dorian... ^FFFFFF ^000000";
- setquest 3106;
- set diamond_edq,11;
- close;
- }
- break;
- }
- }
- else if (.@switch_sound == 2) {
- mes "^3355FF*Purr Purr*^000000";
- mes "^3355FF*Purr Purr*^000000";
- mes "^3355FFThe machine is vibrating";
- mes "a little bit more strongly.";
- mes "Which switch will";
- mes "you try now?^000000";
- next;
- switch(select("Red Switch:Blue Switch:Yellow Switch:Green Switch")) {
- default:
- mes "^3355FF*Whiz Whiz*^000000";
- mes "^3355FF*Whiz Whiz*^000000";
- next;
- mes "^3355FFThe machine made some";
- mes "violent, erratic sounds,";
- mes "and vibrated violently";
- mes "before coming to a sudden";
- mes "stop. That was the wrong";
- mes "switch. You'd better ask Dorian... ^FFFFFF ^000000";
- setquest 3106;
- set diamond_edq,11;
- close;
- case 2:
- if (.@blue >= 0) {
- mes "^3355FF*Purrr Purr*^000000";
- mes "^3355FF*Clang...!*^000000";
- next;
- mes "^3355FFThe machine's";
- mes "vibrations have";
- mes "grown stronger.";
- mes "It looks like you";
- mes "chose the right switch.^000000";
- next;
- set .@blue,.@blue+1;
- }
- else {
- mes "^3355FF*Whiz Whiz*^000000";
- mes "^3355FF*Whiz Whiz*^000000";
- next;
- mes "^3355FFThe machine made some";
- mes "violent, erratic sounds,";
- mes "and vibrated violently";
- mes "before coming to a sudden";
- mes "stop. That was the wrong";
- mes "switch. You'd better ask Dorian... ^FFFFFF ^000000";
- setquest 3106;
- set diamond_edq,11;
- close;
- }
- break;
- }
- }
- else if (.@switch_sound == 3) {
- mes "^3355FF*Bzzz Bzzz*";
- mes "*Bzzz Bzzz*";
- mes "The machine's vibrations";
- mes "are a bit more stable now.";
- mes "Which switch will you try?^000000";
- next;
- switch(select("Red Switch:Blue Switch:Yellow Switch:Green Switch")) {
- default:
- mes "^3355FF*Whiz Whiz*^000000";
- mes "^3355FF*Whiz Whiz*^000000";
- next;
- mes "^3355FFThe machine made some";
- mes "violent, erratic sounds,";
- mes "and vibrated violently";
- mes "before coming to a sudden";
- mes "stop. That was the wrong";
- mes "switch. You'd better ask Dorian... ^FFFFFF ^000000";
- setquest 3106;
- set diamond_edq,11;
- close;
- case 3:
- if (.@yellow >= 0) {
- mes "^3355FF*Bzzzz Bzzzz*^000000";
- mes "^3355FF*Clang...!*^000000";
- next;
- mes "^3355FFThe machine's";
- mes "vibrations have";
- mes "grown stronger.";
- mes "It looks like you";
- mes "chose the right switch.^000000";
- next;
- set .@yellow,.@yellow+1;
- }
- else {
- mes "^3355FF*Whiz Whiz*^000000";
- mes "^3355FF*Whiz Whiz*^000000";
- next;
- mes "^3355FFThe machine made some";
- mes "violent, erratic sounds,";
- mes "and vibrated violently";
- mes "before coming to a sudden";
- mes "stop. That was the wrong";
- mes "switch. You'd better ask Dorian... ^FFFFFF ^000000";
- setquest 3106;
- set diamond_edq,11;
- close;
- }
- break;
- }
- }
- else if (.@switch_sound == 4) {
- next;
- mes "^3355FF*Pzzzz Pzzz*";
- mes "*Pzzzz Pzzz*";
- mes "The machine is vibrating";
- mes "fairly strongly now. Which";
- mes "switch will you try?^000000";
- next;
- switch(select("Red Switch:Blue Switch:Yellow Switch:Green Switch")) {
- default:
- mes "^3355FF*Whiz Whiz*^000000";
- mes "^3355FF*Whiz Whiz*^000000";
- next;
- mes "^3355FFThe machine made some";
- mes "violent, erratic sounds,";
- mes "and vibrated violently";
- mes "before coming to a sudden";
- mes "stop. That was the wrong";
- mes "switch. You'd better ask Dorian... ^FFFFFF ^000000";
- setquest 3106;
- set diamond_edq,11;
- close;
- case 4:
- if (.@green >= 0) {
- mes "^3355FFPzzzzz Pzzzz*^000000";
- mes "^3355FF*Clang...!*^000000";
- next;
- mes "^3355FFThe machine's";
- mes "vibrations have";
- mes "grown stronger.";
- mes "It looks like you";
- mes "chose the right switch.^000000";
- next;
- set .@green,.@green+1;
- }
- else {
- mes "^3355FF*Whiz Whiz*^000000";
- mes "^3355FF*Whiz Whiz*^000000";
- next;
- mes "^3355FFThe machine made some";
- mes "violent, erratic sounds,";
- mes "and vibrated violently";
- mes "before coming to a sudden";
- mes "stop. That was the wrong";
- mes "switch. You'd better ask Dorian... ^FFFFFF ^000000";
- setquest 3106;
- set diamond_edq,11;
- close;
- }
- break;
- }
- }
- }
- }
- }
- }
- if (diamond_edq == 12) {
- mes "[Dorian]";
- mes "It sounds like you're";
- mes "done fixing my Mystic";
- mes "Dryer de Elegance.";
- mes "Why don't you come";
- mes "back so I can explain";
- mes "how you can use it?";
- close;
- }
- if ((diamond_edq == 13) && (countitem(7722) < 1)) {
- mes "^3355FFYou lift the main";
- mes "operational switch,";
- mes "turning on a light and";
- mes "opening a convenient";
- mes "slot. You insert the";
- mes "wet bond of debt.^000000";
- next;
- mes "^3355FFThe engine's pistons";
- mes "and cylinders churn";
- mes "with a lively din, and";
- mes "when the heater stops,";
- mes "the slot reopens.^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "So this is the original";
- mes "bond of debt that Muff";
- mes "lost? It looks... Perfect!";
- changequest 3108,3109;
- getitem 7722,1; //Debt_Note
- close;
- }
- else if ((diamond_edq == 13) && (countitem(7722) > 0)) {
- mes "You already used this";
- mes "machine to restore the";
- mes "bond of debt. There's no";
- mes "need to mess around";
- mes "with it any longer.";
- close;
- }
- mes "[Dorian]";
- mes "Who are you?";
- mes "Don't you dare lay";
- mes "a hand on my precious";
- mes "masterpiece inventions! ";
- close;
-}
-
-// Broken Diamond
-//============================================================
-moc_ruins,152,147,5 script Ibrahim 732,3,3,{
- if (checkweight(907,200) == 0) {
- mes "[Ibrahim]";
- mes "You're carrying too much";
- mes "stuff with you. Dump it";
- mes "in Kafra Storge, sell it,";
- mes "drop it, whatever, before";
- mes "you come talk to me, okay?";
- close;
- }
- if (diamond_edq < 14) {
- mes "[Ibrahim]";
- mes "Have you heard of the";
- mes "Four Cursed Jewels?";
- mes "I hear that one of them,";
- mes "the Diamond of Destruction,";
- mes "just appeared recently.";
- mes "What I'd do to find it...";
- close;
- }
- if ((diamond_edq == 14) && (BaseLevel > 65)) {
- mes "[Ibrahim]";
- mes "" + strcharinfo(0) + ", right?";
- mes "Don't be too suprised.";
- mes "I've heard of you here";
- mes "and there. Heh heh~!";
- next;
- while(1) {
- switch(select("How can I help you?:What'd you hear?:Bye!")) {
- case 1:
- mes "[Ibrahim]";
- mes "I wanted to ask you about";
- mes "the Four Cursed Jewels.";
- mes "All the merchants in the";
- mes "area are talking about them.";
- mes "Anyway, I was able to obtain";
- mes "the Diamond of Destruction!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "(^666666Hmm... He might";
- mes "be talking about that";
- mes "jewel Muff gave to Belder";
- mes "as collateral for his debt.^000000)";
- next;
- mes "[Ibrahim]";
- mes "I paid a hefty sum for it,";
- mes "but then I lost it after";
- mes "just a few days. I kept it";
- mes "under high security, but";
- mes "that didn't stop the thief...";
- next;
- mes "[Ibrahim]";
- mes "It's a risky job, but";
- mes "I want to employ you to";
- mes "find where my diamond went.";
- mes "It'd be best if you could get";
- mes "it back, but I can understand";
- mes "if you can't. You up for it?";
- next;
- switch(select("Sure, I'll help you.:No, sorry.")) {
- case 1:
- mes "[Ibrahim]";
- mes "Great! I knew it was";
- mes "a good idea to find you.";
- mes "The thief didn't leave any";
- mes "clues, but he should have";
- mes "some problems selling the gem.";
- mes "It's one of a kind, you know.";
- next;
- mes "[Ibrahim]";
- mes "Visiting the large";
- mes "jewelry shops in the";
- mes "Rune-Midgarts Kingdom";
- mes "would be a good start.";
- mes "Their merchants know the";
- mes "most about those jewels.";
- next;
- mes "[Ibrahim]";
- mes "The thief will also have";
- mes "to sell the jewel to a jeweler";
- mes "that can afford astronomical";
- mes "prices. There are three big";
- mes "locations you should check.";
- next;
- mes "[Ibrahim]";
- mes "Find ^0000FFJhonnita^000000 in Alberta,";
- mes "^0000FFKimeunbang^000000 in Payon, and";
- mes "^0000FFLeblo^000000 in Geffen. They wanted ";
- mes "that diamond badly too, so";
- mes "they'll remember if they";
- mes "heard any clues about it.";
- next;
- mes "[Ibrahim]";
- mes "Please don't let them";
- mes "know I've hired you to";
- mes "investigate that diamond.";
- mes "They won't speak to you";
- mes "if they figure out that";
- mes "I've sent you to them.";
- next;
- mes "[Ibrahim]";
- mes "Well, I'll be right";
- mes "here. I hope you come";
- mes "back with some good news.";
- setquest 3110;
- set diamond_edq,15;
- close;
- case 2:
- mes "[Ibrahim]";
- mes "Really? I went through";
- mes "a lot of trouble to find";
- mes "you, but... I understand.";
- mes "If you have a change of";
- mes "heart, I'll be willing to";
- mes "hire you for your expertise.";
- close;
- }
- case 2:
- if ((BaseJob == Job_Novice) || (BaseJob == Job_SuperNovice)) {
- mes "[Ibrahim]";
- mes "So it's true...";
- mes "People say you're";
- mes "just a Novice, but";
- mes "you still help them";
- mes "out with their problems.";
- close;
- }
- else if (BaseClass == Job_Swordman) {
- mes "[Ibrahim]";
- mes "I've got a few buddies";
- mes "in the Swordman Association.";
- mes "They dropped your name when";
- mes "I mentioned I was looking";
- mes "for someone smart and strong.";
- close;
- }
- else if (BaseClass == Job_Crusader) {
- mes "[Ibrahim]";
- mes "Heh, so you really";
- mes "are one of those holy";
- mes "knights. I'm glad to";
- mes "have met you for myself.";
- close;
- }
- else if (BaseClass == Job_Acolyte) {
- mes "[Ibrahim]";
- mes "I didn't think a member";
- mes "of the clergy would be so";
- mes "strong, but you know, your";
- mes "reputation precedes you.";
- close;
- }
- else if (BaseClass == Job_Merchant) {
- mes "[Ibrahim]";
- mes "Hey, if I didn't know";
- mes "your name, how could I call";
- mes "myself a Merchant? You set";
- mes "an example for us all~";
- close;
- }
- else if (BaseClass == Job_Blacksmith) {
- mes "[Ibrahim]";
- mes "We have a mutual friend,";
- mes "you know that? Aragham";
- mes "really spoke highly of you.";
- close;
- }
- else if (BaseClass == Job_Alchemist) {
- mes "[Ibrahim]";
- mes "I know a guy who knows";
- mes "a guy in the Alchemist Guild.";
- mes "Around their parts, it sounds";
- mes "like you're pretty hot stuff.";
- close;
- }
- else if (BaseClass == Job_Magician) {
- mes "[Ibrahim]";
- mes "Magic is totally beyond";
- mes "my understanding, but";
- mes "if it gets the job done,";
- mes "it can't be all bad.";
- mes "I hear you're really";
- mes "good at that stuff.";
- close;
- }
- else if (BaseClass == Job_Thief) {
- mes "[Ibrahim]";
- mes "Heh, it sounds like almost";
- mes "anyone who's anyone in";
- mes "Morroc knows who you are.";
- mes "Pleasure to make your";
- mes "acquaintance~";
- close;
- }
- else if (BaseClass == Job_Archer) {
- mes "[Ibrahim]";
- mes "Anyone who's used";
- mes "a bow seems to drop";
- mes "your name when it comes";
- mes "to accuracy and heroism.";
- mes "Hard to believe that I'm";
- mes "actually talking to you~";
- close;
- }
- else if (BaseClass == Job_Bard) {
- mes "[Ibrahim]";
- mes "Is it really true?";
- mes "I hear you sing";
- mes "like an angel...";
- close;
- }
- else if (BaseClass == Job_Dancer) {
- mes "[Ibrahim]";
- mes "Is it really true?";
- mes "I hear you dance";
- mes "like the devil...";
- close;
- }
- else if ((Class == Job_Star_Gladiator) || (Class == Job_Star_Gladiator2)) {
- mes "[Ibrahim]";
- mes "Me and your old master,";
- mes "Phoenix, we go way back.";
- mes "He had nothing but pride";
- mes "when he talked about you~";
- close;
- }
- else if (Class == Job_Soul_Linker) {
- mes "[Ibrahim]";
- mes "I heard your name from";
- mes "this spiritual message";
- mes "I got from a dream. That";
- mes "doesn't sound crazy to";
- mes "you, does it?";
- close;
- }
- case 3:
- mes "[Ibrahim]";
- mes "Aren't you the least";
- mes "bit curious how I know";
- mes "about you? Wait, come back!";
- mes "I'm not really that suspicious!";
- close;
- }
- }
- }
- if (diamond_edq == 15) {
- mes "[Ibrahim]";
- mes "Find ^0000FFJhonnita^000000 in Alberta,";
- mes "^0000FFKimeunbang^000000 in Payon, and";
- mes "^0000FFLeblo^000000 in Geffen. They wanted ";
- mes "that diamond badly too, so";
- mes "they'll remember if they";
- mes "heard any clues about it.";
- next;
- mes "[Ibrahim]";
- mes "Please don't let them";
- mes "know I've hired you to";
- mes "investigate that diamond.";
- mes "They won't speak to you";
- mes "if they figure out that";
- mes "I've sent you to them.";
- close;
- }
- if ((diamond_edq > 15) && (diamond_edq < 25)) {
- mes "[Ibrahim]";
- mes "Are you still investigating";
- mes "the diamond's whereabouts?";
- mes "Well, I hope you can bring";
- mes "me back good news soon.";
- close;
- }
- if (diamond_edq == 25) {
- mes "[Ibrahim]";
- mes "Oh, you're back.";
- mes "Made any headway in";
- mes "your investigation of the";
- mes "Diamond of Destruction?";
- next;
- select("Explain What You Learned");
- mes "[Ibrahim]";
- mes "What?! The Z Gang stole";
- mes "my diamond? No wonder!";
- mes "I bet they wanted to use its";
- mes "curse for something evil.";
- mes "How about the jewel?";
- mes "Did you retrieve it?";
- next;
- select("Give Diamond of Destruction");
- mes "[Ibrahim]";
- mes "Oh! Great! So it was";
- mes "in the Z Gang's hideout?";
- mes "Wow, even after hearing so";
- mes "much about you, you still";
- mes "exceeded my expectations!";
- next;
- delitem 7723,1; //Diamond_Of_Ruin
- mes "[Ibrahim]";
- mes "Thank God, I finally";
- mes "have this back! Ah, and";
- mes "as for your payment...";
- mes "Well, I don't know if";
- mes "it's enough for what you";
- mes "did, but I hope you like it.";
- completequest 3118;
- set diamond_edq,26;
- getitem 732,2; //Crystal_Jewel__
- getitem 603,1; //Old_Blue_Box
- next;
- mes "[Ibrahim]";
- mes "Now that I have the";
- mes "Diamond of Destruction";
- mes "again, I can research";
- mes "more about its strange";
- mes "properties. I'll contact you";
- mes "again if I need your help.";
- close;
- }
- if (diamond_edq == 26) {
- if (jewel_nd == 0) {
- if ((treasure_nd > 10) && (BaseLevel > 65)) {
- mes "[Ibrahim]";
- mes "Ah, I hear from a friend";
- mes "in Morroc that you happened";
- mes "to obtain the Unlucky Emerald.";
- mes "I'm sure it's one of the Four";
- mes "Cursed Jewels. You wouldn't";
- mes "mind if I look at it, do you?";
- next;
- switch(select("No!:Sure, why not?")) {
- case 1:
- mes "[Ibrahim]";
- mes "No? Well, I'm sure you";
- mes "have your reasons. Still,";
- mes "maybe I can learn something";
- mes "that would benefit both of";
- mes "us if I examined it.";
- close;
- case 2:
- mes "[Ibrahim]";
- mes "Ah, I appreciate it!";
- mes "Now, let's see here...";
- next;
- if (countitem(7725) > 0) {
- mes "[Ibrahim]";
- mes "Yes, judging from its";
- mes "characteristic shape, this";
- mes "is the cursed emerald.";
- mes "Like me, you now possess";
- mes "one of the Four Cursed Jewels.";
- next;
- }
- else {
- mes "[Ibrahim]";
- mes "Hm? Did you happen to";
- mes "misplace your emerald?";
- mes "I mean, it's not with you...";
- close;
- }
- }
- mes "[Ibrahim]";
- mes "Tell me, what were";
- mes "you planning to do with";
- mes "the Unlucky Emerald?";
- next;
- switch(select("I'm going to sell it.:I'm going to study it.")) {
- case 1:
- mes "[Ibrahim]";
- mes "Oh, you weren't going";
- mes "to keep it? I wish I could";
- mes "afford to buy it from you...";
- mes "But I've had enough trouble";
- mes "buying the Diamond of";
- mes "Destruction.";
- next;
- mes "[Ibrahim]";
- mes "You already met several";
- mes "renown jewelers while";
- mes "you were looking for the";
- mes "dimaond. Why don't you ask";
- mes "them if they'll buy that";
- mes "Unlucky Emerald from you?";
- set jewel_nd,1;
- close;
- case 2:
- mes "[Ibrahim]";
- mes "Ah, I applaud your";
- mes "thirst for knowledge,";
- mes "your quest to seek truth.";
- mes "If you really want an expert";
- mes "to look at the emerald, talk";
- mes "to this scholar in Comodo.";
- next;
- mes "[Ibrahim]";
- mes "This man is an antique";
- mes "appraiser, an specialist in";
- mes "ancient artifacts and treasure.";
- mes "I highly recommend consulting";
- mes "him since he's been invaluable";
- mes "in my own jewel research.";
- set jewel_nd,10;
- close;
- }
- }
- else if ((treasure_nd > 10) && (BaseLevel < 66)) {
- mes "[Ibrahim]";
- mes "I heard that you obtained";
- mes "the Unlucky Emerald from";
- mes "a friend in Morroc. Let me";
- mes "warn you that you might not";
- mes "be strong enough to handle";
- mes "its power. Be careful.";
- next;
- mes "[Ibrahim]";
- mes "If you're not wary,";
- mes "its curse might destroy";
- mes "you. Understand?";
- close;
- }
- else {
- mes "[Ibrahim]";
- mes "Thank you for all";
- mes "you've done for me. I'll";
- mes "continue my research in the";
- mes "cursed jewel's powers, and";
- mes "I'll contact you if I need your";
- mes "help again. Take care~";
- close;
- }
- }
- else if (jewel_nd == 1) {
- mes "[Ibrahim]";
- mes "I don't have the funds";
- mes "to buy your emerald at";
- mes "a fair price, but why don't";
- mes "you ask the other jewelers?";
- mes "They might be interested";
- mes "in buying your jewel.";
- close;
- }
- else if (jewel_nd == 2) {
- mes "[Ibrahim]";
- mes "Ah, you're back~";
- mes "So were you able to";
- mes "sell the Unlucky Emerald?";
- next;
- select("Everyone seems scared!");
- mes "[Ibrahim]";
- mes "Ah, I see now. They";
- mes "must be too afraid of";
- mes "that particular jewel's";
- mes "curse. Huh. Weird.";
- next;
- mes "[Ibrahim]";
- mes "I guess the Diamond of";
- mes "Destruction is considered";
- mes "pretty safe since it's been";
- mes "around for a while without";
- mes "any strange incidents.";
- next;
- mes "[Ibrahim]";
- mes "You just dug up the";
- mes "emerald? I suppose it";
- mes "might be too soon to sell it.";
- mes "Not too many people will";
- mes "test their luck with that gem,";
- mes "now that I think about it.";
- next;
- mes "[Ibrahim]";
- mes "Ah, here's an idea.";
- mes "Why don't you ask my";
- mes "scholar friend in Comodo";
- mes "to examine it? Maybe you";
- mes "can learn more about the";
- mes "emerald's so-called curse.";
- next;
- mes "[Ibrahim]";
- mes "I'll go ahead and send";
- mes "him a message ahead of";
- mes "time so that he'll know to";
- mes "expect your arrival, okay?";
- set jewel_nd,9;
- close;
- }
- else if ((jewel_nd == 9) || (jewel_nd == 10)) {
- mes "[Ibrahim]";
- mes "Why don't you visit my";
- mes "scholar friend in Comodo,";
- mes "and ask him to examine your";
- mes "Unlucky Emerald? The more";
- mes "you learn about that so-called";
- mes "curse, the better. Good luck!";
- close;
- }
- else {
- mes "[Ibrahim]";
- mes "Oh, so what have you";
- mes "learned about the Unlucky";
- mes "Emerald so far? Hmmm. Yes,";
- mes "very intriguing. Good luck";
- mes "with your research efforts~";
- close;
- }
- }
- mes "[Ibrahim]";
- mes "Have you heard of";
- mes "the Four Cursed Jewels?";
- mes "I wish to retrieve my";
- mes "Diamond of Destruction,";
- mes "but whoever has it has";
- mes "kept it well hidden...";
- close;
-
-//OnTouch2:
-OnTouch:
-if ((diamond_edq == 14) && (BaseLevel > 65)) {
- mes "[Ibrahim]";
- mes "Psst, adventurer!";
- mes "You're " + strcharinfo(0) + ", right?";
- mes "There's something";
- mes "I'd like to discuss";
- mes "with you in private!";
- close;
- }
- end;
-}
-
-alberta,102,80,3 script Jhonnita 86,{
- if ((diamond_edq == 15) || (diamond_edq == 16)) {
- mes "[Jhonnita]";
- mes "Oh, it's always nice";
- mes "to see a new face~";
- mes "So were you interested";
- mes "in selling or buying";
- mes "a jewel? We only carry";
- mes "the best. Hahahaha!";
- next;
- switch(select("What's the most popular jewel?:Do you know Diamond of Destruction?")) {
- case 1:
- mes "[Jhonnita]";
- mes "Ah, take a look at this";
- mes "lustrous ruby. Isn't it";
- mes "just breathtaking? It can";
- mes "be yours for the specially";
- mes "discounted price of just";
- mes "1,000,000 zeny!";
- next;
- mes "[Jhonnita]";
- mes "Wait, where are you--?";
- mes "Damn, I shouldn't have";
- mes "marked it up so much.";
- mes "Rookie mistake, rookie";
- mes "mistake! I'm a professional!";
- close;
- case 2:
- mes "[Jhonnita]";
- mes "Diamond of Destruction?";
- mes "Heh heh! A rookie like you";
- mes "wouldn't appreciate its true";
- mes "value. I wanted it so badly,";
- mes "but that Ibrahim was much";
- mes "luckier that I was...";
- next;
- mes "[Jhonnita]";
- mes "It makes me so upset to";
- mes "think about how I lost to";
- mes "him. All the big jewelers";
- mes "are trying to snatch up";
- mes "the Four Cursed Jewels...";
- mes "But only one showed up so far.";
- close;
- }
- }
- else if (diamond_edq == 26) {
- if (jewel_nd == 0) {
- mes "[Jhonnita]";
- mes "Hey. You look familiar.";
- mes "You're not one of my";
- mes "regulars, are you?";
- mes "No, couldn't be.";
- mes "You're not dressed";
- mes "richly enough. No offense.";
- close;
- }
- else if (jewel_nd == 1) {
- mes "[Jhonnita]";
- mes "So you here to sell";
- mes "any Garlets, or did you";
- mes "come to spend your life";
- mes "savings on my jewels?";
- next;
- switch(select("Show me some jewels...:I have a rare emerald to sell...")) {
- case 1:
- mes "[Jhonnita]";
- mes "It couldn't hurt to";
- mes "show you my wares, but...";
- mes "I doubt you can afford them.";
- mes "Jewels aren't cheap, you know?";
- next;
- if (Sex) {
- mes "[Jhonnita]";
- mes "Oh, I get it now. You want";
- mes "to give one as a present to";
- mes "some woman. Isn't that typical?";
- mes "Can't you come up with a more";
- mes "creative way to buy some";
- mes "woman's love? Huh?";
- close;
- }
- else {
- mes "[Jhonnita]";
- mes "Sorry, sweetheart, but";
- mes "I have a strict ''no window";
- mes "shopping'' policy. ";
- close;
- }
- case 2:
- if (countitem(7725) > 0) {
- mes "[Jhonnita]";
- mes "Rare emerald, eh?";
- mes "It better not be something";
- mes "like a Garlet or a Zargon!";
- mes "Sometimes you guys make";
- mes "that kind of mistake.";
- mes "Okay, let's see...";
- next;
- mes "[Jhonnita]";
- mes "......";
- mes "Umm...";
- next;
- mes "[Jhonnita]";
- mes "...........................Um.";
- mes "It's an incredibly nice";
- mes "emerald, but I can't take";
- mes "this off your hands. Er,";
- mes "would you be on your way?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Huh? But why?";
- next;
- mes "[Jhonnita]";
- mes "J-just get out of my";
- mes "shop! Go... Go to Payon";
- mes "and talk to Kimeunbang!";
- mes "Y-yeah, and don't come back!";
- set jewel_nd,2;
- close;
- }
- else {
- mes "[Jhonnita]";
- mes "What'd I tell you, huh?";
- mes "I don't want you here";
- mes "in my shop anymore!";
- close;
- }
- }
- }
- else if (jewel_nd == 2) {
- mes "[Jhonnita]";
- mes "Look, I'll level with you.";
- mes "Rumors spread fast amongst";
- mes "us jewelers. Nobody will get";
- mes "near you if they know you";
- mes "have that jewel. You get it";
- mes "now? Please... Stay back...";
- close;
- }
- else {
- mes "[Jhonnita]";
- mes "I don't want anything";
- mes "to do with your weird";
- mes "emerald or with you.";
- mes "Aren't you leaving";
- mes "already? Go away!";
- close;
- }
- }
- else {
- mes "[Jhonnita]";
- mes "Are you here to buy or";
- mes "sell any jewels? I always";
- mes "buy high and sell low.";
- mes "Come to me for all of";
- mes "your gem related needs~";
- close;
- }
-}
-
-payon,69,65,5 script Kimeunbang 89,{
- if (diamond_edq == 15) {
- mes "[Kimeunbang]";
- mes "Zzzz... Huh?";
- mes "Why'd you wake me?";
- mes "Such a good dream too.";
- mes "Go to another jewelry shop,";
- mes "I don't feel like opening up.";
- next;
- switch(select("What's wrong?:Diamond of Destruction?")) {
- case 1:
- mes "[Kimeunbang]";
- mes "I'm just disappointed.";
- mes "I was so close to getting";
- mes "that Diamond of Destruction.";
- mes "So close! Belder, my business";
- mes "partner, actually snatched";
- mes "it up from some poor sap.";
- next;
- mes "[Kimeunbang]";
- mes "Somehow, Belder ended up";
- mes "returning the jewel. I was";
- mes "going to buy the jewel from";
- mes "the original owner, but then";
- mes "this upstart jeweler got to";
- mes "it before I could. Damn it!";
- next;
- mes "[Kimeunbang]";
- mes "This was a monumental";
- mes "failure. I haven't been";
- mes "able to sleep, I don't want";
- mes "to work. Ugh. Well, thanks";
- mes "for letting me get that off";
- mes "my chest. I feel a bit better.";
- next;
- mes "[Kimeunbang]";
- mes "Here, take this as";
- mes "a little gift. Not all of us";
- mes "jewelers are as greedy";
- mes "as you think we are. Heh.";
- getitem 722,1; //Scarlet_Jewel
- set diamond_edq,16;
- close;
- case 2:
- mes "[Kimeunbang]";
- mes "Oh! That diamond is the";
- mes "very reason for my agony!";
- mes "I was so close to getting it...";
- mes "But then someone got to the";
- mes "diamond before I did. Argh!";
- close;
- }
- }
- else if (diamond_edq == 26) {
- if (jewel_nd == 0) {
- mes "[Kimeunbang]";
- mes "I don't feel like opening";
- mes "my shop any time soon, but";
- mes "you can always come back later.";
- close;
- }
- else if (jewel_nd == 1) {
- mes "[Kimeunbang]";
- mes "Oh, hello. Looks like";
- mes "I'm back in business~";
- next;
- switch(select("I have a jewel to sell.:How are you?")) {
- case 1:
- mes "[Kimeunbang]";
- mes "Really? Alright, just";
- mes "give me a minute to";
- mes "appraise your gem.";
- next;
- if (countitem(7725) > 0) {
- mes "[Kimeunbang]";
- mes "...........";
- mes "...........";
- next;
- mes "[Kimeunbang]";
- mes "I'm sorry, but I just";
- mes "can't buy this emerald.";
- mes "It's... It's too big of";
- mes "a risk. The rumors I keep";
- mes "hearing, they're just horrible.";
- set jewel_nd,2;
- close;
- }
- else {
- mes "[Kimeunbang]";
- mes "Hm? Where's this";
- mes "jewel you were talking";
- mes "about? Did you forget";
- mes "to bring it with you?";
- close;
- }
- break;
- case 2:
- mes "[Kimeunbang]";
- mes "I don't even feel like";
- mes "talking about my business.";
- mes "I've been considering closing";
- mes "up shop for good, actually.";
- close;
- }
- }
- else if (jewel_nd == 2) {
- mes "[Kimeunbang]";
- mes "No jeweler around will";
- mes "buy that cursed emerald.";
- mes "I'm really sorry. You can";
- mes "try talking to Ibrahim, though.";
- mes "He's the one that got that";
- mes "Diamond of Destruction.";
- close;
- }
- else {
- mes "[Kimeunbang]";
- mes "Ugh... The stress";
- mes "of the jewel business";
- mes "is finally getting to me.";
- mes "Oh well, I've had a good run...";
- close;
- }
- }
- else {
- mes "[Kimeunbang]";
- mes "I don't feel like opening";
- mes "my shop any time soon, but";
- mes "you can always come back later.";
- close;
- }
-}
-
-geffen,128,153,3 script Leblo 883,{
- if ((diamond_edq == 15) || (diamond_edq == 16)) {
- mes "[Leblo]";
- mes "Oh, I've heard about";
- mes "you. You're the one that's";
- mes "been asking questions about";
- mes "the Diamond of Destruction.";
- next;
- emotion e_omg,1;
- mes "[Leblo]";
- mes "Don't be so suprised:";
- mes "word travels fast in the";
- mes "jewel industry. Well, if you";
- mes "want to learn more, you'll";
- mes "have to do something for";
- mes "me first. We have a deal?";
- next;
- switch(select("Deal.:No, thanks.")) {
- case 1:
- mes "[Leblo]";
- mes "I've been suffering back";
- mes "pain lately, and none of";
- mes "the medicines do any good.";
- mes "I resorted to seeing this";
- mes "famous doctor in Payon, but";
- mes "then I totally screwed it up.";
- next;
- mes "[Leblo]";
- mes "She was such a nag, and";
- mes "I said something... unpleasant";
- mes "to her. Now she refuses to";
- mes "examine me! But if I sent";
- mes "you, then you could get";
- mes "some medicine for me.";
- next;
- mes "[Leblo]";
- mes "She knows my symptoms";
- mes "so if you make her happy,";
- mes "she'll give you my medicine...";
- mes "I hope. Anyway, her name is";
- mes "^0000FFWola^000000, and she's in Payon.";
- changequest 3110,3111;
- set diamond_edq,17;
- close;
- case 2:
- mes "[Leblo]";
- mes "Oh, yeah? Well, that's";
- mes "fine with me. I don't";
- mes "have anything to lose.";
- close;
- }
- }
- if (diamond_edq == 17) {
- mes "[Leblo]";
- mes "Please look for a female";
- mes "doctor named ^0000FFWola^000000 in Payon.";
- mes "Do what you can to get my";
- mes "medicine from her... Oh,";
- mes "and try to be nice~ ";
- close;
- }
- if (diamond_edq == 21) {
- mes "[Leblo]";
- mes "Oh? Is that... Is that my";
- mes "medicine? Thank goodness!";
- mes " Hm? Oh, so I misunderstood";
- mes " her. I thought she was awfully";
- mes " arrogant, but she was just";
- mes " concerned for my health.";
- next;
- mes "[Leblo]";
- mes "I better make it a point";
- mes "to properly apologize to";
- mes "her the next time I see her.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- next;
- mes "[Leblo]";
- mes "Right, I need to tell";
- mes "you about the Diamond of";
- mes "Destruction. Listen carefully.";
- mes "A while ago, a young couple";
- mes "tried to sell me that very";
- mes "jewel. Suspicious, eh?";
- next;
- mes "[Leblo]";
- mes "I had no interest in";
- mes "buying it, so I actually";
- mes "offered them a much lower";
- mes "price than they hoped.";
- mes "Now that I think about it...";
- next;
- mes "[Leblo]";
- mes "That man and woman looked";
- mes "like the members of that";
- mes "infamous Z Gang. Heh!";
- mes "I should have reported it,";
- mes "but... You know. Back";
- mes "pain and all that.";
- next;
- mes "[Leblo]";
- mes "I hear the Rogue Guild";
- mes "is secretly investigating";
- mes "the Z Gang, so that couple";
- mes "must have plenty of enemies.";
- mes "So... Yeah. The Z Gang has";
- mes "the Diamond of Destruction.";
- next;
- mes "[Leblo]";
- mes "You should talk with one";
- mes "of the investigators of the";
- mes "Rogue Guild if you want to";
- mes "learn more about the Z Gang.";
- mes "Pretty useful info, huh?";
- mes "Take care, my friend.";
- changequest 3114,3115;
- set diamond_edq,22;
- close;
- }
- if (diamond_edq == 22) {
- mes "[Leblo]";
- mes "You should talk with one";
- mes "of the investigators of the";
- mes "Rogue Guild if you want to";
- mes "learn more about the Z Gang.";
- mes "Pretty useful info, huh?";
- mes "Take care, my friend.";
- close;
- }
- if (diamond_edq == 26) {
- if (jewel_nd == 0) {
- mes "[Leblo]";
- mes "Hm? I'm sorry, but";
- mes "I'm pretty busy with";
- mes "all my other customers.";
- mes "Besides, you don't strike";
- mes "me as a jewel seller or";
- mes "buyer. Please excuse me...";
- close;
- }
- else if (jewel_nd == 1) {
- mes "[Leblo]";
- mes "Oh, hey. Did you";
- mes "have any business";
- mes "with me today?";
- next;
- switch(select("I have a jewel to sell.:No, not really.")) {
- case 1:
- mes "[Leblo]";
- mes "Oh, yeah? Well then,";
- mes "I'm curious now. You";
- mes "mind if I take a look?";
- next;
- if (countitem(7725) > 0) {
- mes "[Leblo]";
- mes "Now, what do we ha--";
- mes "Oh. I'm sorry, but I just";
- mes "can't buy this. I hate to";
- mes "break it to you, but I hear";
- mes "that thing has an awful curse.";
- mes "See what you can do about that!";
- set jewel_nd,2;
- close;
- }
- else {
- mes "[Leblo]";
- mes "Hmm. The jewel";
- mes "you were just";
- mes "talking about...";
- mes "Did you remember";
- mes "to bring it with you?";
- close;
- }
- case 2:
- mes "[Leblo]";
- mes "Oh, yeah? Well, that's";
- mes "fine too. No skin off";
- mes "my nose, that's what";
- mes "I always say.";
- close;
- }
- }
- else if (jewel_nd == 2) {
- mes "[Leblo]";
- mes "Oh. I'm sorry, but I just";
- mes "can't buy this. I hate to";
- mes "break it to you, but I hear";
- mes "that thing has an awful curse.";
- mes "See what you can do about that!";
- close;
- }
- else {
- mes "[Leblo]";
- mes "I'm sorry that you're";
- mes "the one that currently";
- mes "has that jewel. Hopefully,";
- mes "the curse is just a rumor...";
- mes "But, well, I didn't get this";
- mes "old by taking chances...";
- close;
- }
- }
- mes "[Leblo]";
- mes "Hello, are you interested";
- mes "in buying or selling any";
- mes "precious jewels?";
- close;
-}
-
-payon_in03,167,149,3 script Wola 75,2,2,{
- if (checkweight(907,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (diamond_edq == 18) {
- mes "[" + strcharinfo(0) + "]";
- mes "Hello? I'm here to";
- mes "see Doctor Wola.";
- next;
- mes "[Wola]";
- mes "Oh... Ah... Um...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Excuse me, but do you";
- mes "know where I can find her?";
- next;
- mes "[Wola]";
- mes "I, um...";
- mes "Oh no! Wah!";
- mes "See what you did?!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I... I don't know";
- mes "what you're talking";
- mes "about. I'm just wanted";
- mes "to talk to Doctor Wola.";
- next;
- mes "[Wola]";
- mes "I'm Doctor Wola!";
- mes "And look! You made me";
- mes "drop the herbal medicine";
- mes "I was brewing! The pot";
- mes "is all broken now...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Huh? Oh, I'm...";
- mes "I'm really sorry.";
- next;
- mes "[Wola]";
- mes "That's... That's";
- mes "quite alright. It's";
- mes "my fault, really.";
- mes "Waaah~! My pot!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I'm sorry, I don't know";
- mes "what's going on exactly.";
- mes "Was that pot expensive?";
- next;
- mes "[Wola]";
- mes "Oh, I'm acting stupid";
- mes "again! I don't have time";
- mes "to cry over a broken pot!";
- mes "I need to check my hands";
- mes "for any cuts! If they're";
- mes "hurt, I can't help anyone!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "That's, uh, that";
- mes "sounds pretty serious.";
- mes "So how are your hands?";
- mes "They don't hurt, do they?";
- next;
- mes "[Wola]";
- mes "Oooh, never mind that!";
- mes "They're fine, thank goodness.";
- mes "What's important now is that";
- mes "you help me fix my herbal";
- mes "medicine pot. You're partly";
- mes "responsible, you know.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Okay. Just tell";
- mes "me what I should do.";
- mes "Hold on, I came here to";
- mes "ask you if you'd give me";
- mes "some medicine. You see--";
- next;
- mes "[Wola]";
- mes "Perfect! All the more";
- mes "reason you should help";
- mes "me fix this pot! I can't";
- mes "make any medicine without";
- mes "this pot now, can I? Let's";
- mes "see... I'll need glue, glue...";
- next;
- mes "[Wola]";
- mes "Hurry and get";
- mes "^0000FF20 Fine Sands^000000,";
- mes "^0000FF5 Empty Bottles^000000,";
- mes "^0000FF10 Brigans^000000, and";
- mes "^0000FF10 Soft Blades of Grass^000000.";
- mes "There's no time to waste!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "You... You got it.";
- changequest 3111,3112;
- set diamond_edq,19;
- close;
- }
- if (diamond_edq == 19) {
- mes "[Wola]";
- mes "Good, you're back.";
- mes "So you brought everything";
- mes "I need to glue my pot";
- mes "back together again?";
- next;
- if ((countitem(7043) > 19) && (countitem(7054) > 9) && (countitem(7194) > 9) && (countitem(713) > 4)) {
- mes "[Wola]";
- mes "Great. Give them here.";
- mes "I should grind this, mix";
- mes "that... Wait, was that right?";
- mes "What were these for again?";
- mes "Argh, I'm acting stupid again!";
- mes "You mind not watching me?";
- delitem 7043,20; //Fine_Sand
- delitem 7054,10; //Brigan
- delitem 7194,10; //Soft_Leaf
- delitem 713,5; //Empty_Bottle
- next;
- mes "[Wola]";
- mes "Just... Just sit in";
- mes "that corner, don't say";
- mes "anything, and wait till";
- mes "I say I'm done, okay?!";
- next;
- mes "[Wola]";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- next;
- mes "[Wola]";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- next;
- mes "[Wola]";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- next;
- mes "[Wola]";
- mes "There. It's finally";
- mes "fixed. Oh wait, did you";
- mes "say something about needing";
- mes "some medicine? I completely";
- mes "forgot about that for a while.";
- mes "What did you say exactly?";
- changequest 3112,3113;
- set diamond_edq,20;
- next;
- switch(select("Will you go out with me?:Leblo's back medicine?")) {
- case 1:
- if (Sex) {
- mes "[Wola]";
- mes "^666666*Blush*^000000 But it's too";
- mes "early for us to just go";
- mes "on a date. I'm sorry, it's...";
- mes "I have someone in mind.";
- mes "Still, I'm flattered that";
- mes "you think of me that way.";
- close;
- }
- else {
- mes "[Wola]";
- mes "Wow, I can't believe";
- mes "I'm turning you down--";
- mes "a little surprised,";
- mes "actually. But yes.";
- mes "I have someone I like.";
- mes "And it's not really you. Sorry.";
- close;
- }
- case 2:
- mes "[Wola]";
- mes "Leblo... Oh, that";
- mes "man in Geffen? Finally...";
- mes "He has the sense to send";
- mes "someone to get his meds.";
- mes "I already prepared it.";
- mes "Where did I put it now?";
- next;
- mes "[Wola]";
- mes "I want to double check";
- mes "his medicine first so";
- mes "please tell him that I'll";
- mes "have it delivered to him";
- mes "shortly. In a while, maybe?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Um, you're not mad or";
- mes "anything? I gathered that";
- mes "you didn't like him much...";
- next;
- mes "[Wola]";
- mes "What are saying?";
- mes "I'm a doctor: we're duty";
- mes "bound to heal everyone we can!";
- mes "That's not to say that some";
- mes "patients suffer longer and";
- mes "more painful treatment...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "(^666666She hates him!";
- mes "But I guess Leblo's life";
- mes "should be okay in her hands.^000000)";
- next;
- mes "[Wola]";
- mes "Alright, just let Leblo";
- mes "know that I'm taking care";
- mes "of him, that his life should";
- mes "be okay in my hands. I need";
- mes "to get back to work: please";
- mes "take care of yourself!";
- changequest 3113,3114;
- set diamond_edq,21;
- close;
- }
- }
- else {
- mes "[Wola]";
- mes "Hurry and get";
- mes "^0000FF20 Fine Sands^000000,";
- mes "^0000FF5 Empty Bottles^000000,";
- mes "^0000FF10 Brigans^000000, and";
- mes "^0000FF10 Soft Blades of Grass^000000.";
- mes "There's no time to waste!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "You... You got it.";
- close;
- }
- }
- if (diamond_edq == 20) {
- mes "[Wola]";
- mes "Sorry, I completely";
- mes "missed what you said";
- mes "earlier. Something about";
- mes "needing medicine from me?";
- next;
- switch(select("Will you go out with me?:Leblo's back medicine?")) {
- case 1:
- if (Sex == 1) {
- mes "^666666*Blush*^000000 But it's too";
- mes "early for us to just go";
- mes "on a date. I'm sorry, it's...";
- mes "I have someone in mind.";
- mes "Still, I'm flattered that";
- mes "you think of me that way.";
- close;
- }
- else {
- mes "[Wola]";
- mes "Wow, I can't believe";
- mes "I'm turning you down--";
- mes "a little surprised,";
- mes "actually. But yes.";
- mes "I have someone I like.";
- mes "And it's not really you. Sorry.";
- close;
- }
- case 2:
- mes "[Wola]";
- mes "Leblo... Oh, that";
- mes "man in Geffen? Finally...";
- mes "He has the sense to send";
- mes "someone to get his meds.";
- mes "I already prepared it.";
- mes "Where did I put it now?";
- next;
- mes "[Wola]";
- mes "I want to double check";
- mes "his medicine first so";
- mes "please tell him that I'll";
- mes "have it delivered to him";
- mes "shortly. In a while, maybe?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Um, you're not mad or";
- mes "anything? I gathered that";
- mes "you didn't like him much...";
- next;
- mes "[Wola]";
- mes "What are saying?";
- mes "I'm a doctor: we're duty";
- mes "bound to heal everyone we can!";
- mes "That's not to say that some";
- mes "patients suffer longer and";
- mes "more painful treatment...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "(^666666She hates him!";
- mes "But I guess Leblo's life";
- mes "should be okay in her hands.^000000)";
- next;
- mes "[Wola]";
- mes "Alright, just let Leblo";
- mes "know that I'm taking care";
- mes "of him, that his life should";
- mes "be okay in my hands. I need";
- mes "to get back to work: please";
- mes "take care of yourself!";
- changequest 3113,3114;
- set diamond_edq,21;
- close;
- }
- }
- mes "[Wola]";
- mes "Food has a dramatic";
- mes "effect on your body:";
- mes "treat it like a drug, and";
- mes "watch what you eat. Oh,";
- mes "and do your research!";
- next;
- mes "[Wola]";
- mes "You know, your lifestyle";
- mes "and habits determine";
- mes "your health in the future.";
- mes "Take care of yourself!";
- close;
-
-OnTouch:
- if (diamond_edq == 17) {
- mes "[Wola]";
- mes "Oh, how can this be";
- mes "happening? What ";
- mes "should I do?";
- set diamond_edq,18;
- close;
- }
- end;
-}
-
-in_rogue,366,46,3 script Rogue Investigator 828,{
- if ((diamond_edq == 22) && (BaseJob == Job_Rogue)) {
- mes "[Investigator]";
- mes "Oh, remember me?";
- mes "It's been a long time";
- mes "so I can't blame you:";
- mes "I was there when you";
- mes "first joined our guild!";
- mes "So what brings you here?";
- next;
- select("Ask About the Z Gang");
- mes "[Investigator]";
- mes "Ah, Z Gang, you said?";
- next;
- mes "[Investigator]";
- mes "Oh, yeah, we're investigating";
- mes "those guys. We actually found";
- mes "their hideout, but then they";
- mes "escaped before we could even";
- mes "catch them. Wily bastards...";
- mes "I think they were tipped off!";
- next;
- mes "[Investigator]";
- mes "A few of our Rogue agents";
- mes "are investigating the hideout,";
- mes "but I doubt they can find";
- mes "anything useful there.";
- next;
- select("Where's the hideout?");
- mes "[Investigator]";
- mes "Well, it's a large";
- mes "warehouse over in Comodo.";
- mes "You're free to scope out";
- mes "the place if you really want.";
- mes "But chances are slim that";
- mes "you'll find anything at all.";
- close;
- }
- else if ((diamond_edq == 22) && (BaseClass == Job_Thief)) {
- mes "[Investigator]";
- mes "Hey, how's it going?";
- mes "You ever consider joining";
- mes "the Rogues? It'd be a lot";
- mes "of fun. You're welcome to";
- mes "look around, so feel free";
- mes "to ask me any questions.";
- next;
- select("Ask About the Z Gang");
- mes "[Investigator]";
- mes "Oh, yeah, we're investigating";
- mes "those guys. We actually found";
- mes "their hideout, but then they";
- mes "escaped before we could even";
- mes "catch them. Wily bastards...";
- mes "I think they were tipped off!";
- next;
- mes "[Investigator]";
- mes "A few of our Rogue agents";
- mes "are investigating the hideout,";
- mes "but I doubt they can find";
- mes "anything useful there.";
- next;
- select("Where's the hideout?");
- mes "[Investigator]";
- mes "Well, I'm not sure if";
- mes "I can just tell you that";
- mes "kind of information. I mean,";
- mes "you're not a member of our";
- mes "guild... Yet. What can I do?";
- next;
- mes "[Investigator]";
- mes "I got it. I'll just tell my";
- mes "boss that you bribed me";
- mes "with 10,000 zeny. Not too";
- mes "much, is it? We Rogues are";
- mes "pretty bad... But not that bad.";
- next;
- switch(select("Sounds good!:Never mind, I'll find it myself...")) {
- case 1:
- if (Zeny > 9999) {
- set zeny,zeny-10000;
- mes "[Investigator]";
- mes "Thanks for the money~";
- mes "Of course, if you became";
- mes "a Rogue, this amount is";
- mes "nothing compared to what";
- mes "you can gank. ^666666*Ahem*^000000";
- next;
- mes "[Investigator]";
- mes "The Z Gang's old hideout";
- mes "is a large warehouse over";
- mes "in Comodo. I doubt you'll";
- mes "find anything there, but";
- mes "you can go check it out. ";
- changequest 3115,3116;
- set diamond_edq,23;
- close;
- }
- else {
- mes "[Investigator]";
- mes "Aw, what am I gonna";
- mes "do if my boss askes to";
- mes "see the money? We've got";
- mes "to make this bribe authentic!";
- close;
- }
- case 2:
- mes "[Investigator]";
- mes "Be my guest, maybe it'll be";
- mes "a good learning experience.";
- mes "But yeah, come back when";
- mes "you think about changing";
- mes "your job, okay? Be a Rogue~";
- close;
- }
- }
- else if (diamond_edq == 22) {
- mes "[Investigator]";
- mes "Whoa, what are you doin'";
- mes "here? I've got no beef with";
- mes "you, but some Rogues, see,";
- mes "some Rogues, have got a ";
- mes "lot of beef. Uh, what'd you";
- mes "want? Not a fight, I hope.";
- next;
- select("Ask About the Z Gang");
- mes "[Investigator]";
- mes "Those guys have been";
- mes "bothering everyone!";
- mes "Yeah, I guess you can";
- mes "say we're united on this.";
- next;
- mes "[Investigator]";
- mes "Oh, yeah, we're investigating";
- mes "those guys. We actually found";
- mes "their hideout, but then they";
- mes "escaped before we could even";
- mes "catch them. Wily bastards...";
- mes "I think they were tipped off!";
- next;
- mes "[Investigator]";
- mes "A few of our Rogue agents";
- mes "are investigating the hideout,";
- mes "but I doubt they can find";
- mes "anything useful there.";
- next;
- select("Where's the hideout?");
- mes "[Investigator]";
- mes "Uh, I can't just give";
- mes "you that information";
- mes "if you're not a member";
- mes "of our guild. But since";
- mes "we're together on this,";
- mes "I'll just ask for 10,000 zeny.";
- next;
- switch(select("Sounds good!:Forget it...")) {
- case 1:
- if (Zeny > 9999) {
- set zeny,zeny-10000;
- mes "[Investigator]";
- mes "Right on, right on.";
- mes "Alright, I didn't charge";
- mes "you much since the hideout";
- mes "is a large warehouse in";
- mes "Comodo where I doubt you'll";
- mes "find anything. But who knows? ";
- changequest 3115,3116;
- set diamond_edq,23;
- close;
- }
- else {
- mes "[Investigator]";
- mes "Hey, this isn't enough";
- mes "money. I thought people";
- mes "in your job made more";
- mes "zeny than this everyday!";
- close;
- }
- case 2:
- mes "[Investigator]";
- mes "Alright, but I think";
- mes "you'll need a little";
- mes "extra help finding that";
- mes "place. I mean, Rogues are";
- mes "hiding experts, and even";
- mes "we had some trouble!";
- close;
- }
- }
- mes "[Investigator]";
- mes "Geez, I'm so sleepy...";
- mes "Everyone's out on a mission,";
- mes "and I'm stuck here on guard";
- mes "duty. When can I see some";
- mes "action again? Ugh! Rogues";
- mes "hate standing in one place!";
- close;
-}
-
-cmd_in02,94,208,5 script Investigator 828,{
- if ((diamond_edq == 22) || (diamond_edq == 23)) {
- if (BaseJob == Job_Rogue) {
- mes "[Investigator]";
- mes "Hey, pal. You part";
- mes "of the guild? Nice.";
- mes "If they sent you to help";
- mes "out, well, there's nothing";
- mes "to do here. This place is";
- mes "pretty much cleaned out.";
- close;
- }
- else {
- mes "[Investigator]";
- mes "What do you want?";
- mes "Oh, your guild musta";
- mes "sent you to help out.";
- mes "Yeah. We investigated.";
- mes "Didn't find anything.";
- mes "The Z Gang's long gone.";
- next;
- mes "[Investigator]";
- mes "Feel free to look";
- mes "around, but if you ask";
- mes "me, it's a waste of time.";
- close;
- }
- }
- else {
- mes "[Investigator]";
- mes "Yeesh, I'm stuck here";
- mes "till I receive my new";
- mes "orders from the guild.";
- mes "They didn't... They didn't";
- mes "forget about me, did they?";
- close;
- }
-}
-
-cmd_in02,69,188,1 script Small Safe 844,{
- if ((diamond_edq == 22) || (diamond_edq == 23)) {
- mes "^3355FFThere is a small";
- mes "safe hidden under the";
- mes "shadows of these boxes.^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Looks like the Z Gang";
- mes "forgot to take this with";
- mes "them in their rush to escape.";
- mes "Hmmm... How do I open this?";
- mes "Is there a key, a switch,";
- mes "something I can use?";
- hideoffnpc "Odd Switch#Switch1";
- close;
- }
- if (diamond_edq == 24) {
- mes "[" + strcharinfo(0) + "]";
- mes "Hey, the safe opened!";
- mes "Those switches must have";
- mes "done the trick. Now...";
- mes "Let's look inside.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Awesome! It's a huge";
- mes "red diamond! Is this";
- mes "Ibrahim's Diamond";
- mes "of Destruction?";
- next;
- getitem 7723,1; //Diamond_Of_Ruin
- mes "[Investigator]";
- mes "Zzz... Zzz...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Lucky for me, this";
- mes "guy is asleep. I better";
- mes "sneak out of here, and";
- mes "return this big diamond";
- mes "to Ibrahim as soon as I can.";
- changequest 3117,3118;
- set diamond_edq,25;
- close;
- }
- if ((diamond_edq < 22) && (diamond_edq > 24)) {
- mes "[" + strcharinfo(0) + "]";
- mes "There was something here";
- mes "fixed to the ground, but now";
- mes "it looks like something yanked";
- mes "it out forcefully. How weird.";
- close;
- }
- mes "[" + strcharinfo(0) + "]";
- mes "What is this?";
- mes "Oh well, I don't";
- mes "think it's important.";
- close;
-}
-
-cmd_in02,69,196,0 script Odd Switch#Switch1 844,{
- if ((diamond_edq == 22) || (diamond_edq == 23)) {
- mes "^3355FFThere is a tiny";
- mes "switch on the ground";
- mes "near the whiskey barrels.^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Was this here before?";
- mes "What happens if I press";
- mes "this teeny little switch?";
- next;
- hideoffnpc "Odd Switch#Switch2";
- mes "^3355FF*Click Click*^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "That sound...!";
- mes "Something happened,";
- mes "but what could it be?";
- hideonnpc "Odd Switch#Switch1";
- close;
- }
- end;
-
-OnInit:
- hideonnpc "Odd Switch#Switch1";
- end;
-}
-
-cmd_in02,80,189,0 script Odd Switch#Switch2 844,{
- if ((diamond_edq == 22) || (diamond_edq == 23)) {
- mes "^3355FFThere is a tiny";
- mes "switch on the ground";
- mes "under the boxes' shadows.^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Was this here before?";
- mes "What happens if I press";
- mes "this teeny little switch?";
- next;
- mes "^3355FF*Click Click*^000000";
- next;
- changequest 3116,3117;
- set diamond_edq,24;
- mes "[" + strcharinfo(0) + "]";
- mes "That sound...!";
- mes "Something happened,";
- mes "but what could it be?";
- close2;
- hideonnpc "Odd Switch#Switch1";
- hideonnpc "Odd Switch#Switch2";
- }
- end;
-
-OnInit:
- hideonnpc "Odd Switch#Switch2";
- end;
-}
-
-// Z-Gang Quest
-//============================================================
-prontera,150,326,0 script Wanted Notice#edq 111,{
- if (zdan_edq == 0) {
- mes "====National Wanted Notice====";
- mes "Please report any information";
- mes "regarding these criminals to";
- mes "the Rune-Midgarts Kingdom's";
- mes "Homeland Security Office.";
- next;
- mes "====National Wanted Notice====";
- mes "^0000ffLouis Von Silokens^000000 - Human Male";
- mes "^0000ffMartha Hertizan^000000 - Human Female";
- mes "^0000ffCatfoii^000000 - Pet Cat";
- next;
- mes "====National Wanted Notice====";
- mes "These infamous members";
- mes "of the Z Gang are suspected";
- mes "of stealing national treasure,";
- mes "committing fraud, forgery,";
- mes "and promoting overall";
- mes "depravity and immorality.";
- next;
- mes "====National Wanted Notice====";
- mes "Anyone that captures";
- mes "the listed criminals will";
- mes "be rewarded with the Book";
- mes "of Forbidden Mystery, one";
- mes "of the kingdom's treasures.";
- setquest 3119;
- set zdan_edq,1;
- close;
- }
- else if (zdan_edq > 18) {
- mes "[Chief Officer]";
- mes "Ever since you captured";
- mes "the Z Gang, crime has gone";
- mes "down to an all time low.";
- mes "Thanks for helping us out~";
- next;
- mes "[Chief Officer]";
- mes "Peace never lasts long...";
- mes "Some other fiends will";
- mes "replace the Z Gang soon.";
- mes "When that happens, I hope";
- mes "we can count on you again.";
- close;
- }
- else {
- mes "====National Wanted Notice====";
- mes "Please report any information";
- mes "regarding these criminals to";
- mes "the Rune-Midgarts Kingdom's";
- mes "Homeland Security Office.";
- next;
- mes "====National Wanted Notice====";
- mes "^0000ffLouis Von Silokens^000000 - Human Male";
- mes "^0000ffMartha Hertizan^000000 - Human Female";
- mes "^0000ffCatfoii^000000 - Pet Cat";
- next;
- mes "====National Wanted Notice====";
- mes "These infamous members";
- mes "of the Z Gang are suspected";
- mes "of stealing national treasure,";
- mes "committing fraud, forgery,";
- mes "and promoting overall";
- mes "depravity and immorality.";
- next;
- mes "====National Wanted Notice====";
- mes "Anyone that captures";
- mes "the listed criminals will";
- mes "be rewarded with the Book";
- mes "of Forbidden Mystery, one";
- mes "of the kingdom's treasures.";
- close;
- }
-
-//OnInit:
-// enablenpc "Wanted Notice#edq";
-// end;
-
-OnEnable:
- enablenpc "Wanted Notice#edq";
- end;
-
-OnDisable:
- disablenpc "Wanted Notice#edq";
- end;
-}
-
-prontera,148,326,3 script Chief Officer#edq 734,{
- if (checkweight(907,200) == 0) {
- mes "[Chief Officer]";
- mes "You're carrying far too";
- mes "much right now. Please";
- mes "lighten your load by";
- mes "placing your items";
- mes "in the Kafra Storage.";
- close;
- }
- if ((zdan_edq == 0) && (BaseLevel > 70)) {
- mes "[Chief Officer]";
- mes "Adventurers, this is";
- mes "your chance to protect";
- mes "and serve your country!";
- mes "Please read the National";
- mes "Wanted Notice for more details.";
- close;
- }
- if ((zdan_edq == 1) && (BaseLevel > 70)) {
- mes "[Chief Officer]";
- mes "Attention, attention.";
- mes "The Homeland Security Office";
- mes "of the Rune-Midgarts Kingdom";
- mes "is looking for any information";
- mes "regarding the Z Gang.";
- next;
- mes "[Chief Officer]";
- mes "There are three members:";
- mes "Louis Von Silokens a.k.a.";
- mes "Louis, Martha Hertizan a.k.a.";
- mes "Martha, and Catfoii a.k.a.";
- mes "Catfoii must be captured!";
- changequest 3119,3120;
- set zdan_edq,2;
- close;
- }
- if ((zdan_edq == 1) && (BaseLevel < 70)) {
- mes "[Chief Officer]";
- mes "Oh, were you interested";
- mes "in pursuing the criminals";
- mes "listed in the Wanted notice?";
- mes "I'm sorry, but you're not";
- mes "ready for that kind of task...";
- mes "But I encourge you to train!";
- mes "Thank you.";
- close;
- }
- if (zdan_edq == 2) {
- mes "[Chief Officer]";
- mes "Hello, Rune-Midgartian.";
- mes "What brings you here?";
- next;
- switch(select("National Wanted Notice:Z Gang:What crimes did Z Gang commit?")) {
- case 1:
- mes "[Chief Officer]";
- mes "Ah, were you interested";
- mes "in pursuing the Z Gang?";
- mes "Please carefully read the";
- mes "Wanted notice posted right";
- mes "next to me. We desperately";
- mes "need help to catch them.";
- next;
- mes "[Chief Officer]";
- mes "If you want to learn";
- mes "more about the Z Gang,";
- mes "I suggest talking to";
- mes "a knight named Valdes.";
- mes "He's fairly familiar with";
- mes "their brand of antics.";
- next;
- mes "[Chief Officer]";
- mes "Unfortunately, I fear";
- mes "that he may be ashamed";
- mes "of his failure to catch";
- mes "them. However, I am sure";
- mes "that he will be of service";
- mes "in your quest for justice.";
- close;
- case 2:
- mes "[Chief Officer]";
- mes "You wanted to know more";
- mes "about the Z Gang members?";
- mes "I don'tknow much about them,";
- mes "but I can divulge what";
- mes "little I've heard.";
- next;
- switch(select("Louis:Martha:Catfoii:Book of Forbidden Mystery?")) {
- case 1:
- mes "[Chief Officer]";
- mes "Louis Von Silokens was";
- mes "the third son of the noble";
- mes "Silokens family which was";
- mes "ruined many years ago.";
- mes "According to record, he failed";
- mes "Magic Academy three times.";
- next;
- mes "[Chief Officer]";
- mes "It is believed that he formed";
- mes "the Z Gang as a result of";
- mes "his personal failure. He";
- mes "also stole the Book of";
- mes "Forbidden Mystery from";
- mes "the Royal Library.";
- next;
- mes "[Chief Officer]";
- mes "We must capture him and";
- mes "retrieve that book before";
- mes "he can abuse its power.";
- mes "We need the help of the";
- mes "people in order to find him";
- mes "and bring Louis to justice!";
- close;
- case 2:
- mes "[Chief Officer]";
- mes "Martha Hertizan is the";
- mes "second daughter of Alberta's";
- mes "Hertizan family. No one knows";
- mes "why she ran away from home";
- mes "at the age of twenty.";
- next;
- mes "[Chief Officer]";
- mes "Martha handles the Z Gang's";
- mes "finances. It's a shame that";
- mes "such a talented merchant";
- mes "has stooped to thievery. ";
- close;
- case 3:
- mes "[Chief Officer]";
- mes "We initially believed";
- mes "that Catfoii was just";
- mes "Louis and Martha's pet";
- mes "cat... But it's actually a";
- mes "master criminal. Approach";
- mes "it with extreme caution!";
- next;
- mes "[Chief Officer]";
- mes "That's all I know about";
- mes "that animal. The true";
- mes "nature of Catfoii is";
- mes "shrouded in mystery.";
- close;
- case 4:
- mes "[Chief Officer]";
- mes "Out of all their crimes,";
- mes "their theft of the Book of";
- mes "Forbidden Mystery poses the";
- mes "greatest danger to the kingdom.";
- mes "If they misuse that book, it";
- mes "will cause grave disaster.";
- close;
- }
- case 3:
- mes "[Chief Officer]";
- mes "That damned Z Gang seems";
- mes "to be in the center of all the";
- mes "crime that's happening in";
- mes "Rune-Midgard. They caused";
- mes "a riot in Geffen by spreading";
- mes "rumors about ghosts...";
- next;
- mes "[Chief Officer]";
- mes "They poisoned the";
- mes "drinking water in the";
- mes "wells of Payon, seized";
- mes "countless goods, profited";
- mes "off illegal trade... The list";
- mes "just keeps going on and on...";
- next;
- mes "[Chief Officer]";
- mes "Out of all their crimes,";
- mes "their theft of the Book of";
- mes "Forbidden Mystery poses the";
- mes "greatest danger to the kingdom.";
- mes "If they misuse that book, it";
- mes "will cause grave disaster.";
- close;
- }
- }
- if (zdan_edq == 18) {
- mes "[Chief Officer]";
- mes "Oh, you were that nice";
- mes "adventurer that dropped";
- mes "by the other day. How";
- mes "may I help you?";
- next;
- mes "[Chief Officer]";
- mes "What's that?! You really";
- mes "found the Z Gang's hideout,";
- mes "captured them, and retrieved";
- mes "the forbidden book?";
- next;
- delitem 7724,1; //Forbidden_Secret_Art
- mes "[Chief Officer]";
- mes "Splendid! Just splendid!";
- mes "On behalf of the king,";
- mes "let me give you a well";
- mes "deserved reward. Thank";
- mes "you for your work on";
- mes "behalf of our kingdom!";
- next;
- mes "[Chief Officer]";
- mes "Your bravery and ardent";
- mes "patriotism will forever";
- mes "be recorded in the annals";
- mes "of Rune-Midgarts history.";
- mes "Congratulations! ";
- completequest 3134;
- set zdan_edq,19;
- getexp 100000,0;
- close;
- }
- mes "[Chief Officer]";
- mes "All those that oppose";
- mes "the peace and safety of";
- mes "our kingdom will not be";
- mes "spared the fury of our";
- mes "righteous swords!";
- close;
-}
-
-prt_in,168,18,1 script Valdes 65,2,2,{
- if (checkweight(907,100) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (zdan_edq == 2) {
- mes "[Valdes]";
- mes "^666666*Urp*^000000 What?";
- mes "You here to... ";
- mes "Um, commiserate";
- mes "about failing life too?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Are you Valdes?";
- mes "I came to ask you";
- mes "for your help...";
- next;
- mes "[Valdes]";
- mes "^666666*Hiccup*^000000 Why~?";
- mes "I'm-I'm no good";
- mes "to anybody anymore!";
- next;
- switch(select("Ask About Z Gang:The chief officer is worried about you.:Bye!")) {
- case 1:
- mes "[Valdes]";
- mes "That Z Gang...";
- mes "Ruined my life!";
- mes "My career, my pension...";
- mes "It's all gone because";
- mes "of those damn criminals!";
- next;
- mes "[Valdes]";
- mes "You? Capture them?";
- mes "Good luck! Just... Just";
- mes "try not to end up like me.";
- mes "Oh, you want info-information?";
- mes "^666666*Hic*^000000 Heh, scratch my back,";
- mes "well, you know the rest.";
- next;
- mes "[Valdes]";
- mes "Heh, I just ran out of wine!";
- mes "Gimme, um, ^0000FFMorroc Fruit Wine^000000!";
- mes "5 bottles! Then... Maybe...";
- mes "I'll tell you want you really";
- mes "wanna know. Heh heh~ ^666666*Hic!*^000000";
- changequest 3120,3121;
- set zdan_edq,3;
- close;
- case 2:
- mes "[Valdes]";
- mes "R-really? Well...";
- mes "I don't care! Just";
- mes "let me drink in peace!";
- close;
- case 3:
- mes "[Valdes]";
- mes "Wha--? Who do you think";
- mes "you're messing with, ^666666*Hic!*^000000";
- mes "just comin' by to say ''bye?!''";
- mes "I useta be a knight once,";
- mes "you know that? I could";
- mes "totally kick your--^666666*Urp!*^000000";
- close;
- }
- }
- if (zdan_edq == 3) {
- mes "[Valdes]";
- mes "Heeeey yoooou~";
- mes "You bring me wine?";
- next;
- if (countitem(12049) > 4) {
- delitem 12049,5; //Int_Dish04
- mes "[Valdes]";
- mes "^666666*Sniff*^000000 Yeeesh, that";
- mes "smeells good. This must";
- mes "be it. Oh, yeah. Knight's";
- mes "honor. First I talk, then";
- mes "I can drink theesh...";
- next;
- mes "[Valdes]";
- mes "Well, maybe...";
- mes "Just one tashte~";
- mes "^666666*Gulp Gulp Gulp*^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "You just...";
- mes "That was three bottles!";
- next;
- mes "[Valdes]";
- mes "Ah, delicious!";
- mes "Alright, fellow,";
- mes "now I feel better";
- mes "able to speak now~";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "(^666666Whaaaat~?^000000)";
- next;
- mes "[Valdes]";
- mes "I assume you already know";
- mes "the basic information about";
- mes "the Z Gang, their members,";
- mes "et cetera. I'm not sure why";
- mes "they've gone on such a brazen";
- mes "crime spree so suddenly.";
- next;
- mes "[Valdes]";
- mes "Their success is unprecedented:";
- mes "they've even managed to elude";
- mes "the Rogue Guild repeatedly.";
- mes "I investigated them six";
- mes "months ago, but I was";
- mes "dismissed for my failure.";
- next;
- mes "[Valdes]";
- mes "I am aware that the Z Gang";
- mes "has many informers in their";
- mes "employ, and that the Rogue";
- mes "Guild are still investigating";
- mes "the Z Gang on their own.";
- next;
- mes "[Valdes]";
- mes "I suggest meeting one";
- mes "of the Rogue agents,";
- mes "Marybell, in the Rogue";
- mes "Guild. The password you";
- mes "must give her is ''^0000FFThe";
- mes "dawn is yet to come^000000.''";
- next;
- mes "[Valdes]";
- mes "That is all I can tell you.";
- mes "Please give my regards to";
- mes "Marybell for me, and catch";
- mes "those Z Gang bastards.";
- mes "^666666*Sigh*^000000 I think I'll go rest";
- mes "a bit now. Good luck!";
- changequest 3121,3122;
- set zdan_edq,4;
- close;
- }
- else {
- mes "[Valdes]";
- mes "You stinkface!";
- mes "Where's my wine?!";
- mes "My ^0000FF5 bottles of";
- mes "Morroc Fruit Wine^000000?!";
- mes "I'm not gonna talk";
- mes "to you without it!";
- close;
- }
- }
- if (zdan_edq == 4) {
- mes "[Valdes]";
- mes "I suggest meeting";
- mes "Marybell in the Rogue";
- mes "Guild, and giving her the";
- mes "password, ''^0000FFThe dawn";
- mes "is yet to come^000000.''";
- close;
- }
- mes "[Valdes]";
- mes "^666666*Sigh*^000000 It is my greatest";
- mes "wish that the knight master";
- mes "will allow me to rejoin the";
- mes "corps. However, I doubt that";
- mes "he's forgiven my failure. ^666666*Sob*^000000";
- mes "It's like my life is over...";
- close;
-
-//OnTouch2:
-OnTouch:
- if (zdan_edq == 2) {
- mes "[Valdes]";
- mes "^666666*Sigh*^000000 Goddamn thieves.";
- mes "Why should I even care";
- mes "about them?! They're not";
- mes "my problem anymore...";
- mes "^666666*Hiccup*^000000";
- close;
- }
- end;
-}
-
-in_rogue,359,116,3 script Marybell 747,{
- if (zdan_edq == 4) {
- mes "[Marybell]";
- mes "Hey. What do you want?";
- next;
- switch(select("Password")) {
- case 1:
- mes "[Marybell]";
- mes "Can't hear you.";
- mes "Come a little closer,";
- mes "and talk right in my ear.";
- next;
- input .@input$;
- if (.@input$ == "The dawn is yet to come.") {
- mes "[Marybell]";
- mes "Valdes sent you?!";
- mes "I'm surprised he finally";
- mes "decided to talk to someone!";
- mes "Alright, if you're his friend,";
- mes "then I'll do what I can to";
- mes "help. What do you need?";
- next;
- switch(select("Ask About Z Gang:Valdes says, ''Hi.''")) {
- case 1:
- mes "[Marybell]";
- mes "The Z Gang again?";
- mes "I guess he's still mad";
- mes "about capturing them.";
- mes "It's not a big deal for me";
- mes "to tell you what I know, but";
- mes "can I really trust you?";
- next;
- mes "[Marybell]";
- mes "Let me test you out.";
- mes "Go to Payon, find an old";
- mes "guy named Moonho Ahn. He's";
- mes "a legendary gambler better";
- mes "known as the White Meteor.";
- mes "If he trusts you, I trust you.";
- next;
- mes "[Marybell]";
- mes "Heh, but he'll only trust";
- mes "you if you can beat him at";
- mes "gambling. Whether you return";
- mes "or not, I'm gonna continue";
- mes "investigating the Z Gang for";
- mes "the Rogue Guild and Valdes.";
- changequest 3122,3123;
- set zdan_edq,5;
- break;
- case 2:
- mes "[Marybell]";
- mes "Weird. It's not like him";
- mes "to send his regards like that.";
- mes "He's not sick or anything,";
- mes "is he? If he's still drinking";
- mes "the next time I see him,";
- mes "I'm gonna clobber that guy!";
- next;
- mes "[Marybell]";
- mes "Geez. Doesn't he know";
- mes "I volunteered for this";
- mes "job for his sake? Oh well,";
- mes "it's really nice to know";
- mes "that he's thinking of me.";
- mes "What? Rogues can have friends!";
- close;
- }
- }
- else {
- mes "[Marybell]";
- mes "Can't tell what";
- mes "you're saying exactly.";
- next;
- if (Sex) {
- mes "[Marybell]";
- mes "If this is some kind";
- mes "of weird come-on, you'd";
- mes "better have something";
- mes "better to say than that!";
- close;
- }
- else {
- mes "[Marybell]";
- mes "What, are you coming";
- mes "on to me? I'm down with";
- mes "any gender, but, heh,";
- mes "you sure about this?";
- mes "Hahahahahahahahaha!";
- close;
- }
- }
- }
- }
- if ((zdan_edq > 4) && (zdan_edq < 7)) {
- mes "[Marybell]";
- mes "Let me test you out.";
- mes "Go to Payon, find an old";
- mes "guy named Moonho Ahn. He's";
- mes "a legendary gambler better";
- mes "known as the White Meteor.";
- mes "If he trusts you, I trust you.";
- close;
- }
- if (zdan_edq == 7) {
- mes "[Marybell]";
- mes "What, you're back?";
- mes "Aww, nuts! That signature";
- mes "on your arm... You really";
- mes "beat him? How the hell--?";
- next;
- set zdan_edq,8;
- mes "[Marybell]";
- mes "Wait, lemme check";
- mes "and make sure. Yeap.";
- mes "That's the one. That's";
- mes "the signature he used when";
- mes "he was the White Meteor.";
- next;
- mes "[Marybell]";
- mes "How did you beat him?";
- mes "Last time, he cleaned me";
- mes "out of all my money! You";
- mes "must be some kinda genius";
- mes "to beat that guy. Heh. Guess";
- mes "I underestimated you.";
- next;
- mes "[Marybell]";
- mes "Hold on, before anything";
- mes "else, I gotta tell everyone";
- mes "that someone actually beat";
- mes "the White Meteor. They're";
- mes "totally not gonna believe it!";
- close;
- }
- if (zdan_edq == 8) {
- mes "[Marybell]";
- mes "Well, I promised to tell";
- mes "you what I know about the";
- mes "Z Gang, so I gotta make good.";
- mes "What did you want to ask me?";
- next;
- while(1) {
- switch(select("Z Gang's Goal:Z Gang's Recent Movements:Z Gang's Stronghold:Thanks for the tip!")) {
- case 1:
- mes "[Marybell]";
- mes "Actually, I don't know";
- mes "what they plan to do, but";
- mes "obviously it isn't something";
- mes "very good. Personally, I think";
- mes "they just want to harass";
- mes "people as much as they can.";
- next;
- mes "[Marybell]";
- mes "You could conquer the";
- mes "world, I guess, with that";
- mes "Book of Forbidden Mystery,";
- mes "but I don't think they're";
- mes "that... Calculating.";
- next;
- set .@a,.@a+1;
- break;
- case 2:
- mes "[Marybell]";
- mes "Well, the Z Gang is";
- mes "responsible for a series";
- mes "of thefts lately. They've";
- mes "only been stealing jewels";
- mes "like diamonds, rubies,";
- mes "emeralds. Not sure why...";
- next;
- set .@b,.@b+1;
- break;
- case 3:
- mes "[Marybell]";
- mes "Well, we don't know where";
- mes "they're hiding out. If that";
- mes "was the case, the Z Gang";
- mes "would already be caught!";
- mes "They even got away from";
- mes "us Rogues. Crazy, huh?";
- next;
- mes "[Marybell]";
- mes "The Rogue Guild has got";
- mes "the best intel network so...";
- mes "The Z Gang probably has";
- mes "informers everywhere in";
- mes "all the towns. It's the only";
- mes "way they can escape us.";
- next;
- mes "[Marybell]";
- mes "Hey, we can use that...";
- mes "If we can catch one of";
- mes "their informers, one of";
- mes "them'll spill the beans";
- mes "on where the Z Gang is";
- mes "hiding. Worth a shot, yeah?";
- next;
- set .@c,.@c+1;
- break;
- case 4:
- if ((.@a > 0) && (.@b > 0) && (.@c > 0)) {
- mes "[Marybell]";
- mes "Oh, and one more thing...";
- mes "I hear that they're trying";
- mes "to secretly recruit more";
- mes "gang members in Morroc.";
- mes "The nerve of those guys...!";
- next;
- mes "[Marybell]";
- mes "It might be a good idea";
- mes "for you to go to Morroc";
- mes "and check it out. Good";
- mes "luck finding those Z Gang";
- mes "guys. And take care!";
- changequest 3125,3126;
- set zdan_edq,9;
- close;
- }
- else {
- mes "[Marybell]";
- mes "Hey, I'm willing to";
- mes "let you in on everything";
- mes "I know. After all the trouble";
- mes "you went through, I'm sure";
- mes "you've got a ton of questions!";
- next;
- }
- break;
- }
- }
- }
- if ((zdan_edq > 8) && (zdan_edq < 11)) {
- mes "[Marybell]";
- mes "Oh, and one more thing...";
- mes "I hear that they're trying";
- mes "to secretly recruit more";
- mes "gang members in Morroc.";
- mes "The nerve of those guys...! ";
- next;
- mes "[Marybell]";
- mes "I haven't heard anything";
- mes "else, but would you let me";
- mes "know if you get any new leads?";
- mes "The Rogue Guild wants these";
- mes "Z Gang guys really bad!";
- close;
- }
- if (zdan_edq == 11) {
- mes "[Marybell]";
- mes "Hey, I've been looking for";
- mes "you! One of the Rogues";
- mes "dispatched to Comodo found";
- mes "this envelope on a Z Gang";
- mes "informer. Could be a clue!";
- next;
- mes "[Marybell]";
- mes "What's weird is that the";
- mes "informer was fighting so";
- mes "hard to hold on to blank";
- mes "piece of paper... But we ";
- mes "know that's not really";
- mes "the case here, is it?";
- next;
- mes "[Marybell]";
- mes "They must've been using";
- mes "some kinda secret invisible";
- mes "ink. Anyway, I gave the paper";
- mes "to a professional decoder to";
- mes "crack, and he oughta be";
- mes "done by now. Anyway...";
- next;
- mes "[Marybell]";
- mes "I thought maybe you'd";
- mes "want to go talk to him,";
- mes "see if he's finished with it.";
- mes "His name's Gooho Ahn over";
- mes "in Payon, one of the best";
- mes "decoders in this kingdom.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Gooho Ahn?";
- mes "Why does it feel like";
- mes "I should know that";
- mes "name? It's so familiar...";
- next;
- mes "[Marybell]";
- mes "I guess it's 'cause";
- mes "Gooho is the younger brother";
- mes "of Moonho, that legendary";
- mes "gambler you happened to beat.";
- next;
- mes "[Marybell]";
- mes "Eh, that's not what's";
- mes "important right now.";
- mes "Would you talk to Gooho";
- mes "Ahn and see what he found?";
- changequest 3128,3129;
- set zdan_edq,12;
- close;
- }
- if ((zdan_edq > 11) && (zdan_edq < 14)) {
- mes "[Marybell]";
- mes "Hey, why don't you talk";
- mes "to Gooho Ahn in Payon,";
- mes "and ask if he finished";
- mes "decoding that secret letter";
- mes "from the Z Gang already?";
- close;
- }
- if (zdan_edq == 14) {
- mes "[Marybell]";
- mes "Oh, Gooho decoded everything?";
- mes "Let's see... Something about";
- mes "the Book of Forbidden Mystery...^FFFFFF ^000000 Ah. There we go! The location";
- mes "of the Z Gang's hideout!";
- mes "Heh heh! We got 'em!";
- next;
- mes "[Marybell]";
- mes "One of the Rogues followed";
- mes "the informer carrying this";
- mes "letter, but he just vanished";
- mes "during the chase... Like, by";
- mes "magic, I guess. So we don't";
- mes "the hideout's exact place.";
- next;
- mes "[Marybell]";
- mes "Even so, we're definitely";
- mes "sure that it's around the";
- mes "secret path to the South";
- mes "Morroc underground. Um,";
- mes "but we can't let you come";
- mes "with the Rogue Guild.";
- next;
- mes "[Marybell]";
- mes "Sorry, I know, it's official";
- mes "business and all that hooplah.";
- mes "Tell you what. We'll each go";
- mes "hunt them down separately, and";
- mes "whoever finds 'em first gets";
- mes "dibs on beating them up!";
- changequest 3131,3132;
- set zdan_edq,15;
- close;
- }
- if ((zdan_edq > 14) && (zdan_edq < 18)) {
- mes "[Marybell]";
- mes "We're definitely sure";
- mes "that the Z Gang's hideout";
- mes "is near the secret path";
- mes "to the South Morroc";
- mes "underground. You";
- mes "know where that is?";
- next;
- mes "[Marybell]";
- mes "Tell you what. We'll each go";
- mes "hunt them down separately, and";
- mes "whoever finds 'em first gets";
- mes "dibs on beating them up!";
- close;
- }
- if (zdan_edq > 18) {
- mes "[Marybell]";
- mes "Nice work! You captured";
- mes "the Z Gang! The kingdom";
- mes "musta given you a really";
- mes "big reward, huh?";
- next;
- mes "[Marybell]";
- mes "Valdes really wanted to";
- mes "capture them himself, but";
- mes "I'm sure he'll be real happy";
- mes "to hear the news. Maybe he";
- mes "and I can celebrate with";
- mes "a little drink later.";
- next;
- mes "[Marybell]";
- mes "Hey, it's been a real";
- mes "thrill working with you,";
- mes "real thrill. Maybe we can";
- mes "team up again for a good";
- mes "cause some other time, yeah?";
- close;
- }
- if (BaseJob == Job_Thief) {
- mes "[Marybell]";
- mes "That Z Gang has been";
- mes "a pain the Rogue Guild's";
- mes "ass. No one runs away";
- mes "from us! Nobody! But...";
- mes "They can do it somehow.";
- next;
- mes "[Marybell]";
- mes "There's not much here";
- mes "that might interest you,";
- mes "but knock yourself out";
- mes "if you wanna look around.";
- close;
- }
-}
-
-payon,244,62,3 script Moonho Ahn 897,{
- if (zdan_edq == 5) {
- mes "[Moonho Ahn]";
- mes "Hahaha, now what brings";
- mes "a youngster like you before";
- mes "me? You're not here for what";
- mes "I think you are... Are you?";
- next;
- switch(select("Are you the White Meteor?:I'm here to challenge you.")) {
- case 1:
- mes "[Moonho Ahn]";
- mes "It's been so long since";
- mes "I've heard that name...";
- mes "I'm retired now, and it";
- mes "seems no one wants to";
- mes "challenge me anymore.";
- next;
- mes "[Moonho Ahn]";
- mes "Those were some good";
- mes "times. Back then, only";
- mes "Dalho Kwak was able to";
- mes "give me a real challenge.";
- mes "I wonder what he's doing now?";
- close;
- case 2:
- mes "[Moonho Ahn]";
- mes "Oh, I was right...!";
- mes "You're here to challenge";
- mes "me! It's been a long time...";
- mes "Alright. I accept. However,";
- mes "I set all of the terms.";
- next;
- mes "[Moonho Ahn]";
- mes "I'm too old to play the";
- mes "complicated games I loved";
- mes "in the past. Let's just";
- mes "play a simple game that";
- mes "I call Coin Shake.";
- next;
- mes "[Moonho Ahn]";
- mes "This is basically";
- mes "a guessing game played";
- mes "in rounds, best 2 out of 3.";
- mes "One of us will be the coin";
- mes "shaker, and the other will";
- mes "be the guesser.";
- next;
- mes "[Moonho Ahn]";
- mes "The coin shaker begins";
- mes "the round by grabbing";
- mes "a random amount of coins,";
- mes "shaking them in his closed";
- mes "hands, and then stopping,";
- mes "keeping the coins concealed.";
- next;
- mes "[Moonho Ahn]";
- mes "The other person, the";
- mes "guesser, will then declare";
- mes "a guess on whether the total";
- mes "value of the coins is ^0000FFOdd^000000 or";
- mes "^0000FFEven^000000. Afterwards, the coin";
- mes "shaker reveals the coins...";
- next;
- mes "[Moonho Ahn]";
- mes "If the guesser is right,";
- mes "then he wins the round.";
- mes "However, if he guessed";
- mes "wrong, then it's a victory";
- mes "for the coin shaker. ";
- next;
- mes "[Moohno Ahn]";
- mes "We each take turns,";
- mes "switching roles.";
- mes "If it's your turn to";
- mes "guess, remember to";
- mes "call out ^0000FFOdd^000000 or ^0000FFEven^000000.";
- next;
- mes "[Moonho Ahn]";
- mes "Lastly, I'm the house,";
- mes "so I'll charge a game";
- mes "participation fee. It's";
- mes "not much, just 500 zeny.";
- mes "We're only playing for fun,";
- mes "not to break the bank.";
- next;
- mes "[Moonho Ahn]";
- mes "Why don't you give me";
- mes "some time to prep the";
- mes "game? When you return,";
- mes "we'll be ready to play~";
- changequest 3123,3124;
- set zdan_edq,6;
- close;
- }
- }
- if (zdan_edq == 6) {
- mes "[Moonho Ahn]";
- mes "Are you ready to";
- mes "play Coin Shake?";
- next;
- switch(select("Yes, let's play!:How does this game work again?")) {
- case 1:
- if (Zeny > 500) {
- set zeny,zeny-500;
- mes "[Moonho Ahn]";
- mes "Good, let's get started!";
- mes "I'll let you go first~";
- next;
- mes "*Shake Shake*";
- mes "Guess! Is it";
- mes "Odd or Even?";
- next;
- while(1) {
- set .@number,rand(1,2);
- input .@input$;
- if (((.@input$ == "Odd") && (.@number == 1)) || ((.@input$ == "Even") && (.@number == 2))) {
- set .@number_right,.@number_right+1;
- mes "[Moonho Ahn]";
- mes "^0000ff"+.@input$+"^000000?";
- mes "Okay, you won.";
- next;
- if ((.@number_right < 2) && (.@number_false < 2)) {
- mes "^3355FF*Shake Shake*";
- mes "Guess! Is it";
- mes "Odd or Even?^000000";
- next;
- }
- }
- else if (((.@input$ == "Odd") && (.@number == 2)) || ((.@input$ == "Even") && (.@number == 1))) {
- set .@number_false,.@number_false+1;
- mes "[Moonho Ahn]";
- mes "Well, it's ^0000FFEven^000000.";
- mes "I won.";
- next;
- if ((number_right < 2) && (number_false <2)) {
- mes "^3355FF*Shake Shake*";
- mes "Guess! Is it";
- mes "Odd or Even?^000000";
- next;
- }
- }
- if (.@number_right == 2) {
- mes "[Moonho Ahn]";
- mes "Ah, you win this round.";
- mes "However, the game has";
- mes "just started. The next";
- mes "round will be mine~";
- set .@win,.@win+1;
- next;
- break;
- }
- else if (.@number_false == 2) {
- mes "[Moonho Ahn]";
- mes "It looks like I win";
- mes "this round. I guess";
- mes "my gambling skills";
- mes "haven't left me yet~";
- set .@lose,.@lose+1;
- next;
- break;
- }
- if ((.@input$ != "Even") && (.@input$ !="Odd")) {
- mes "[Moonho Ahn]";
- mes "You can only declare";
- mes "your guess as ^0000FFOdd^000000 or ^0000FFEven^000000.";
- mes "Please try entering it again.";
- next;
- }
- }
- mes "[Moonho Ahn]";
- mes "It's time for the";
- mes "second round. This";
- mes "time, I'll be the one";
- mes "declaring my guess,";
- mes "and you'll shake the coins.";
- next;
- while(1) {
- mes "["+ strcharinfo(0) +"]";
- mes "(^666666What should I guess?^000000)";
- next;
- set .@amuro,rand(1,2);
- if (select("Odd:Even") == 1) {
- if (.@amuro == 1) {
- set .@number_false_2,.@number_false_2+1;
- mes "[Moonho Ahn]";
- mes "Let's see...";
- mes "It's ^0000FFOdd^000000, isn't it?";
- next;
- mes "[Moonho Ahn]";
- mes "Looks like I won!";
- mes "Hahahahahahaha!";
- next;
- }
- else if (.@amuro == 2) {
- set .@number_right_2,.@number_right_2+1;
- mes "[Moonho Ahn]";
- mes "Let's see...";
- mes "It's Even, isn't it?";
- next;
- mes "[Moonho Ahn]";
- mes "I lost?";
- mes "So it's ^0000FFOdd^000000...";
- next;
- }
- if (.@number_right_2 == 2) {
- set .@win,.@win+1;
- mes "[Moonho Ahn]";
- mes "Nice job. I didn't";
- mes "expect for you to";
- mes "really beat me...";
- mes "Hahahahahahah~";
- next;
- break;
- }
- else if (.@number_false_2 == 2) {
- set .@lose,.@lose+1;
- mes "[Moonho Ahn]";
- mes "Hahaha! I'm sorry, but";
- mes "I won. I guess I still got it!";
- next;
- break;
- }
- }
- else {
- if (.@amuro == 1) {
- set .@number_right_2,.@number_right_2+1;
- mes "[Moonho Ahn]";
- mes "Let's see...";
- mes "It's odd, isn't it?";
- next;
- mes "[Moonho Ahn]";
- mes "I lost, huh?";
- mes "So it was ^0000ffEven^000000...";
- next;
- }
- else if (.@amuro == 2) {
- set .@number_false_2,.@number_false_2+1;
- mes "[Moonho Ahn]";
- mes "Let's see...";
- mes "It's ^0000FFEven^000000, isn't it?";
- next;
- mes "[Moonho Ahn]";
- mes "Looks like I won!";
- mes "Hahahahahahaha!";
- next;
- }
- if (.@number_right_2 == 2) {
- set .@win,.@win+1;
- mes "[Moonho Ahn]";
- mes "Nice job. I didn't";
- mes "expect for you to";
- mes "really beat me...";
- mes "Hahahahahahah~";
- next;
- break;
- }
- else if (.@number_false_2 == 2) {
- set .@lose,.@lose+1;
- mes "[Moonho Ahn]";
- mes "Hahaha! I'm sorry, but";
- mes "I won. I guess I still got it!";
- next;
- break;
- }
- }
- }
- if (.@win == 2) {
- mes "[Moonho Ahn]";
- mes "You really are amazing!";
- mes "It's time that the title of";
- mes "White Meteor be passed";
- mes "onto someone more worthy...";
- mes "You are the new White Meteor!";
- next;
- mes "[" + strcharinfo(0) +"]";
- mes "Really? Uh, can I get";
- mes "that in writing please?";
- mes "It'd mean so much to me!";
- next;
- mes "[Moonho Ahn]";
- mes "Ah, you want a letter";
- mes "of recommendation or";
- mes "my seal of approval, right?";
- mes "Heh, you must be very proud.";
- mes "Hold still for a second.";
- next;
- mes "^3355FF*Scribble Scribble*^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "What does this";
- mes "scribble on my";
- mes "wrist mean?";
- next;
- mes "[Moonho Ahn]";
- mes "That is the sign of";
- mes "the White Meteor.";
- mes "Everyone that knows";
- mes "me will recognize it";
- mes "and its authenticity.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Thank you so much";
- mes "for the fun game!";
- mes "I better get going now,";
- mes "but maybe we can play";
- mes "again sometime~";
- next;
- mes "[Moonho Ahn]";
- mes "Hahahaa!";
- mes "After so long, it";
- mes "feels good to have";
- mes "played with a worthy";
- mes "opponent. Thank you~";
- changequest 3124,3125;
- set zdan_edq,7;
- close;
- }
- else if (.@lose == 2) {
- mes "[Moonho Ahn]";
- mes "I'm sorry, but I've won";
- mes "the game. I had a really";
- mes "great time, and I could";
- mes "tell that it was really close.";
- mes "It's been a while since I've";
- mes "had this much fun gambling~";
- next;
- mes "[Moonho Ahn]";
- mes "Oh, did you want to";
- mes "play again? I can tell";
- mes "that you're a bit eager to";
- mes "beat me so you're welcome";
- mes "to play me again anytime.";
- mes "I'll be right here, hahaha~";
- close;
- }
- else {
- mes "[Moonho Ahn]";
- mes "Ooh, this is exciting~";
- mes "We each both won a round:";
- mes "the next round will decide";
- mes "who wins and loses!";
- next;
- mes "[Moonho Ahn]";
- mes "It's my turn to shake";
- mes "the coins. Let's see";
- mes "how you fare this time...";
- next;
- mes "^3355FF*Shake Shake*";
- mes "Guess! Is it";
- mes "Odd or Even?^000000";
- next;
- while(1) {
- set .@number,rand(1,2);
- input .@input$;
- if (((.@input$ == "Odd") && (.@number == 1)) || ((.@input$ == "Even") && (.@number == 2))) {
- set .@number_right_3,.@number_right_3+1;
- mes "[Moonho Ahn]";
- mes "^0000FF"+.@input+"^000000?";
- mes "Okay, you won.";
- next;
- if ((.@number_right_3 < 2) && (.@number_false_3 < 2)) {
- mes "^3355FF*Shake Shake*";
- mes "Guess! Is it";
- mes "Odd or Even?^000000";
- next;
- }
- }
- else if (((.@input$ == "Odd") && (.@number == 2)) || ((.@input$ == "Even") && (.@number == 1))) {
- set .@number_false_3,.@number_false_3+1;
- mes "[Moonho Ahn]";
- mes "Well, it's ^0000FF+.@input+^000000.";
- mes "Looks like I won.";
- next;
- if ((.@number_right_3 < 2) && (.@number_false_3 <2)) {
- mes "^3355FF*Shake Shake*";
- mes "Guess! Is it";
- mes "Odd or Even?^000000";
- next;
- }
- }
- if (.@number_right_3 == 2) {
- mes "[Moonho Ahn]";
- mes "Oh... You won...";
- set .@win,.@win+1;
- next;
- break;
- }
- else if (.@number_false_3 == 2) {
- mes "[Moonho Ahn]";
- mes "Hahaha! I'm sorry, but";
- mes "I won. I guess I still got it!";
- set .@lose,.@lose+1;
- next;
- break;
- }
- if ((.@input$ != "Even") && (.@input$ !="Odd")) {
- mes "[Moonho Ahn]";
- mes "You can only declare";
- mes "your guess as ^0000FFOdd^000000 or ^0000FFEven^000000.";
- mes "Please try entering it again.";
- next;
- }
- }
- if (.@win >= 2) {
- mes "[Moonho Ahn]";
- mes "You really are amazing!";
- mes "It's time that the title of";
- mes "White Meteor be passed";
- mes "onto someone more worthy...";
- mes "You are the new White Meteor!";
- next;
- mes "[" + strcharinfo(0) +"]";
- mes "Really? Uh, can I get";
- mes "that in writing please?";
- mes "It'd mean so much to me!";
- next;
- mes "[Moonho Ahn]";
- mes "Ah, you want a letter";
- mes "of recommendation or";
- mes "my seal of approval, right?";
- mes "Heh, you must be very proud.";
- mes "Hold still for a second.";
- next;
- mes "^3355FF*Scribble Scribble*^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "What does this";
- mes "scribble on my";
- mes "wrist mean?";
- next;
- mes "[Moonho Ahn]";
- mes "That is the sign of";
- mes "the White Meteor.";
- mes "Everyone that knows";
- mes "me will recognize it";
- mes "and its authenticity.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Thank you so much";
- mes "for the fun game!";
- mes "I better get going now,";
- mes "but maybe we can play";
- mes "again sometime~";
- next;
- mes "[Moonho Ahn]";
- mes "Hahahaa!";
- mes "After so long, it";
- mes "feels good to have";
- mes "played with a worthy";
- mes "opponent. Thank you~";
- changequest 3124,3125;
- set zdan_edq,7;
- close;
- }
- else if (.@lose == 2) {
- mes "[Moonho Ahn]";
- mes "I'm sorry, but I've won";
- mes "the game. I had a really";
- mes "great time, and I could";
- mes "tell that it was really close.";
- mes "It's been a while since I've";
- mes "had this much fun gambling~";
- next;
- mes "[Moonho Ahn]";
- mes "Oh, did you want to";
- mes "play again? I can tell";
- mes "that you're a bit eager to";
- mes "beat me so you're welcome";
- mes "to play me again anytime.";
- mes "I'll be right here, hahaha~";
- close;
- }
- }
- }
- else {
- mes "[Moonho Ahn]";
- mes "Hm? You don't even";
- mes "have 500 zeny to play";
- mes "a game? Well, whenever";
- mes "you feel like playing Coin";
- mes "Shake, drop on by.";
- close;
- }
- break;
- case 2:
- mes "[Moonho Ahn]";
- mes "This is basically";
- mes "a guessing game played";
- mes "in rounds, best 2 out of 3.";
- mes "One of us will be the coin";
- mes "shaker, and the other will";
- mes "be the guesser.";
- next;
- mes "[Moonho Ahn]";
- mes "The coin shaker begins";
- mes "the round by grabbing";
- mes "a random amount of coins,";
- mes "shaking them in his closed";
- mes "hands, and then stopping,";
- mes "keeping the coins concealed.";
- next;
- mes "[Moonho Ahn]";
- mes "The other person, the";
- mes "guesser, will then declare";
- mes "a guess on whether the total";
- mes "value of the coins is ^0000FFOdd^000000 or";
- mes "^0000FFEven^000000. Afterwards, the coin";
- mes "shaker reveals the coins...";
- next;
- mes "[Moonho Ahn]";
- mes "If the guesser is right,";
- mes "then he wins the round.";
- mes "However, if he guessed";
- mes "wrong, then it's a victory";
- mes "for the coin shaker. ";
- next;
- mes "[Moohno Ahn]";
- mes "We each take turns,";
- mes "switching roles.";
- mes "If it's your turn to";
- mes "guess, remember to";
- mes "call out ^0000FFOdd^000000 or ^0000FFEven^000000.";
- next;
- mes "[Moonho Ahn]";
- mes "Lastly, I'm the house,";
- mes "so I'll charge a game";
- mes "participation fee. It's";
- mes "not much, just 500 zeny.";
- mes "We're only playing for fun,";
- mes "not to break the bank.";
- close;
- }
- }
- mes "[Moonho Ahn]";
- mes "I still remember that";
- mes "last legendary match with";
- mes "Dalho Kwak. Now that man was";
- mes "a worthy opponent: he could";
- mes "read others' hands three times";
- mes "faster than the normal eye!";
- next;
- mes "[Moonho Ahn]";
- mes "God, I miss those";
- mes "days competing against";
- mes "him. I wonder how he's";
- mes "been doing lately...";
- close;
-}
-
-payon,192,176,3 script Gooho Ahn 903,{
- if (zdan_edq == 12) {
- mes "[Gooho Ahn]";
- mes "Oh, hello";
- mes "adventurer.";
- mes "Um, was there";
- mes "something you wanted?";
- emotion e_what,1;
- next;
- switch(select("Rogue Guild's Decoding Request")) {
- case 1:
- mes "[Gooho Ahn]";
- mes "Ah, Marybell sent you?";
- mes "I see. I've been struggling";
- mes "trying to decrypt this letter.";
- mes "Did you want to take a look?";
- next;
- mes "[Gooho Ahn]";
- mes "This looks like a piece";
- mes "of blank paper, but if you";
- mes "add just the right amount";
- mes "of heat and light, you can";
- mes "read its contents. This is";
- mes "some powerful encryption!";
- emotion e_omg,1;
- next;
- mes "[Gooho Ahn]";
- mes "So far, I've only decrypted";
- mes "just a portion of the letter's";
- mes "content. Unfortunately, I ran";
- mes "out of the materials I need to";
- mes "measure how much light and heat";
- mes "I need to unlock this message.";
- next;
- mes "[Gooho Ahn]";
- mes "I'm pretty swamped over";
- mes "here, but if you're working";
- mes "for Marybell, I don't think";
- mes "you'd mind doing a favor";
- mes "for me. Would you gather";
- mes "the materials I need?";
- next;
- mes "[Gooho Ahn]";
- mes "I need";
- mes "^0000FF20 Live Coals^000000,";
- mes "^0000FF1 Matchstick^000000,";
- mes "^0000FF2 Alcohol^000000, and";
- mes "^0000FF10 Burning Hearts^000000.";
- next;
- mes "[Gooho Ahn]";
- mes "Once I have the things";
- mes "I need, I should be able";
- mes "to decrypt the rest of";
- mes "this secret Z Gang letter.";
- changequest 3129,3130;
- set zdan_edq,13;
- close;
- }
- }
- if (zdan_edq == 13) {
- mes "[Gooho Ahn]";
- mes "So did you bring the";
- mes "things I need to measure";
- mes "how much light and heat";
- mes "I need to reveal the rest";
- mes "of this secret Z Gang letter?";
- next;
- if ((countitem(7098) > 19) && (countitem(970) > 1) && (countitem(7035) > 0) && (countitem(7097) > 9)) {
- mes "[Gooho Ahn]";
- mes "Oh, good. Thanks a lot.";
- mes "Now I should do my part,";
- mes "and decrypt the rest of";
- mes "this letter. Mm... Just";
- mes "give me a second to";
- mes "make some adjustments...";
- next;
- delitem 7098,20; //Live_Coal
- delitem 970,2; //Alchol
- delitem 7035,1; //Matchstick
- delitem 7097,10; //Burning_Heart
- emotion e_ic;
- mes "[Gooho Ahn]";
- mes "Oh, what? This language...";
- mes "It's ancient! Aegye hasn't";
- mes "been used in... centuries.";
- mes "I've seen Aegye used in the";
- mes "Book of Forbidden Mystery";
- mes "before it was stolen.";
- next;
- mes "[Gooho Ahn]";
- mes "There's a legend about";
- mes "an ancient civilization that";
- mes "set the foundation for our";
- mes "modern society. The Aegye";
- mes "language was considered";
- mes "a subcultural phenomenon.";
- next;
- mes "[Gooho Ahn]";
- mes "Aegye was popular among";
- mes "children and rebellious";
- mes "teens, but was considered";
- mes "vulgar until it entered the";
- mes "mainstream. Then, somehow... ";
- next;
- mes "[Gooho Ahn] ";
- mes "Aegye destroyed that";
- mes "ancient people's lingual";
- mes "system and civilization";
- mes "once it was popularized.";
- mes "That is why there is strong";
- mes "Aegye censorship today.";
- next;
- mes "[Gooho Ahn] ";
- mes "In fact, the existence";
- mes "of Aegye is supposed to";
- mes "be a huge secret. That";
- mes "language is responsible";
- mes "for one of the greatest";
- mes "disasters of all time.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "...............................";
- mes "So what's the letter say?";
- next;
- mes "[Gooho Ahn] ";
- mes "Mm... Let me check...";
- mes "My knowledge in Aegye";
- mes "is very limited, so...";
- next;
- mes "[Gooho Ahn] ";
- mes "^0000ffWeii arr prowd Z G gna^000000";
- mes "^0000ffAynoen hwo sspotp uys^000000";
- mes "^0000ffwlil eb kckide on htier ssa!^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "What...?";
- next;
- mes "[Gooho Ahn] ";
- mes "That's the nature";
- mes "of Aegye: it is chaotic,";
- mes "and barely legible!";
- mes "Regardless, this letter";
- mes "is invaluable as research";
- mes "material for my studies.";
- next;
- mes "[Gooho Ahn] ";
- mes "It will be enough";
- mes "for Marybell if you";
- mes "deliver the message to";
- mes "her verbatim. Listen";
- mes "to me carefully, and";
- mes "maybe write this down.";
- next;
- mes "[Gooho Ahn] ";
- mes "^0000ffWeii arr prowd Z G gna^000000";
- mes "^0000ffAynoen hwo sspotp uys^000000";
- mes "^0000ffwlil eb kckide on htier ssa!^000000";
- changequest 3130,3131;
- set zdan_edq,14;
- close;
- }
- else {
- mes "[Gooho Ahn]";
- mes "Please hurry!";
- mes "I'm sure Marybell is";
- mes "waiting to learn the";
- mes "whereabouts of the Z Gang,";
- mes "and this letter might have";
- mes "a clue. Oh, and remember...";
- next;
- mes "[Gooho Ahn] ";
- mes "I need";
- mes "^0000FF20 Live Coals^000000,";
- mes "^0000FF1 Matchstick^000000,";
- mes "^0000FF2 Alcohol^000000, and";
- mes "^0000FF10 Burning Hearts^000000.";
- next;
- mes "[Gooho Ahn]";
- mes "Once I have the things";
- mes "I need, I should be able";
- mes "to decrypt the rest of";
- mes "this secret Z Gang letter.";
- close;
- }
- }
- if (zdan_edq == 14) {
- mes "[Gooho Ahn] ";
- mes "Please tell Marybell";
- mes "the contents of the";
- mes "Z Gang's letter so that";
- mes "I can keep the original";
- mes "document for research purposes.";
- next;
- mes "[Gooho Ahn] ";
- mes "^0000ffWeii arr prowd Z G gna^000000";
- mes "^0000ffAynoen hwo sspotp uys^000000";
- mes "^0000ffwlil eb kckide on htier ssa!^000000";
- close;
- }
- mes "[Gooho Ahn] ";
- mes "Encryption is the art of";
- mes "hiding truth in layers of";
- mes "secrecy. My specialty is";
- mes "in unraveling the truth";
- mes "by breaking encryption.";
- close;
-}
-
-moc_ruins,90,67,3 script Suspicious Man#1 99,2,2,{
- if ((zdan_edq == 9) && ($@zdan == 0)) {
- set $@zdan,1;
- initnpctimer;
- mes "[????]";
- mes "I know you've";
- mes "been pursuing us!";
- mes "Grrrr... DIE NOW!";
- specialeffect EF_STEAL;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Wh-who are you?";
- next;
- mes "[????]";
- mes "Y-you're stronger";
- mes "than I thought!";
- mes "Run awaaaaay!";
- hideoffnpc "Suspicious Man#2";
- hideonnpc "Suspicious Man#1";
- set $@zdan,0;
- stopnpctimer;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Huh? That man must";
- mes "have dropped this";
- mes "note in his haste";
- mes "to get away from here.";
- mes "Let's see what it says...";
- next;
- mes "^FFFFFF ^000000";
- mes "^FFFFFF ^000000";
- mes "^666666Kill " + strcharinfo(0) + ", meow.";
- mes "That arrogant do-gooder";
- mes "is looking into us too much.";
- mes "Fail to kill him, and death";
- mes "will be too good for you, meow.^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "That must have been";
- mes "an informer for the Z Gang.";
- mes "He can't have gotten too far:";
- mes "I have a chance to catch him!";
- changequest 3126,3127;
- set zdan_edq,10;
- close;
- }
- if ((zdan_edq == 9) && ($@zdan > 0)) {
- mes "[Suspicious Man]";
- mes "...............................";
- mes "...............................";
- mes "............................... ";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Something's not quite";
- mes "right. I should come back";
- mes "and investigate this area";
- mes "later when there are fewer";
- mes "people watching...";
- close;
- }
- if ((zdan_edq == 10) && ($@zdan > 0)) {
- mes "[" + strcharinfo(0) + "]";
- mes "Nuts! I was supposed";
- mes "to try to do this secretly!";
- mes "I better try to investigate";
- mes "this area again when no";
- mes "one is around here.";
- close;
- }
- if ((zdan_edq == 10) && ($@zdan == 0 )) {
- set $@zdan,1;
- initnpctimer;
- mes "[????]";
- mes "Eeek...!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Haha! Got you!";
- mes "You're an informer for";
- mes "the Z Gang, aren't you?";
- next;
- mes "[????]";
- mes "I... I... d-don't";
- mes "know what you're";
- mes "talking about!";
- mes "I'm innocent!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Then you're telling";
- mes "me this note didn't";
- mes "just fall out of your";
- mes "pocket? What's this";
- mes "about trying to kill me?";
- next;
- mes "[????]";
- mes "Th-that's...";
- mes "I'm not--That...!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "You better confess, or";
- mes "I'll drag you over to the";
- mes "Prontera Knightage or the";
- mes "Rogue Guild to take care";
- mes "of you. In fact, let's just";
- mes "head over to Prontera...";
- next;
- mes "[Z Gang Informer]";
- mes "N-no! I'll tell you";
- mes "everything! Please!";
- mes "My mother's old! I've";
- mes "got kids to feed!";
- mes "I... I can't go to jail!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Alright.";
- mes "Let's start by you";
- mes "telling me where";
- mes "I can find the Z Gang.";
- next;
- mes "[Z Gang Informer]";
- mes "I... I really don't";
- mes "know where to find them.";
- mes "I'm at the bottom of the";
- mes "food chain, I just follow";
- mes "their written instructions.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "You know what?";
- mes "Never mind. I'm won't";
- mes "take you to be jailed by";
- mes "the Prontera Knights.";
- mes "I'll drop you off";
- mes "at the Rogues.";
- next;
- mes "[Z Gang Informer]";
- mes "...............................";
- mes "Their secret hideout is in";
- mes "South Morroc, and you can't";
- mes "enter the place without the";
- mes "secret password.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Nice. Now, you better";
- mes "stop running with the";
- mes "Z Gang. Otherwise, I'm";
- mes "not going to be so merciful";
- mes "the next time I see you.";
- next;
- mes "[Z Gang Informer]";
- mes "Anything you want!";
- mes "J-just let me liiive!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I should head back to";
- mes "Marybell, and see if she's";
- mes "learned any new information.";
- changequest 3127,3128;
- set zdan_edq,11;
- set $@zdan,0;
- stopnpctimer;
- close;
- }
- if (zdan_edq < 9) {
- mes "[Suspicious Man]";
- mes "What? Get lost!";
- mes "Listen, you don't";
- mes "want to mess with";
- mes "me. Just. Don't.";
- close;
- }
- if ((zdan_edq > 10) && (zdan_edq < 15)) {
- mes "[Z Gang Informer]";
- mes "Whoa, leave me alone!";
- mes "I'm just standing here";
- mes "on the road, I didn't";
- mes "do anything wrong!";
- close;
- }
- if (zdan_edq > 14) {
- mes "[Former Z Gang Informer]";
- mes "You don't have to";
- mes "worry about me anymore.";
- mes "I've turned over a new";
- mes "leaf, got a real job,";
- mes "that sort of deal.";
- close;
- }
- mes "[Suspicious Man]";
- mes "What? Get lost!";
- mes "Listen, you don't";
- mes "want to mess with";
- mes "me. Just. Don't.";
- close;
-
-OnTimer30000:
- set $@zdan,0;
- end;
-
-OnTouch:
- if ((zdan_edq == 9) && ($@zdan == 0)) {
- set $@zdan,1;
- initnpctimer;
- mes "[????]";
- mes "I know you've";
- mes "been pursuing us!";
- mes "Grrrr... DIE NOW!";
- specialeffect EF_STEAL;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Wh-who are you?";
- next;
- mes "[????]";
- mes "Y-you're stronger";
- mes "than I thought!";
- mes "Run awaaaaay!";
- hideoffnpc "Suspicious Man#2";
- hideonnpc "Suspicious Man#1";
- set $@zdan,0;
- stopnpctimer;
- next;
- mes "[" + strcharinfo(0) + "] ";
- mes "Huh? That man must";
- mes "have dropped this";
- mes "note in his haste";
- mes "to get away from here.";
- mes "Let's see what it says...";
- next;
- mes "^FFFFFF ^000000";
- mes "^FFFFFF ^000000";
- mes "^666666Kill " + strcharinfo(0) + ", meow.";
- mes "That arrogant do-gooder";
- mes "is looking into us too much.";
- mes "Fail to kill him, and death";
- mes "will be too good for you, meow.^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "That must have been";
- mes "an informer for the Z Gang.";
- mes "He can't have gotten too far:";
- mes "I have a chance to catch him!";
- changequest 3126,3127;
- set zdan_edq,10;
- close;
- }
- end;
-}
-
-//Incorrect position.
-moc_ruins,78,167,3 script Suspicious Man#2 99,2,2,{
- if ((zdan_edq == 9) && ($@zdan == 0)) {
- set $@zdan,1;
- initnpctimer;
- mes "[????]";
- mes "I know you've";
- mes "been pursuing us!";
- mes "Grrrr... DIE NOW!";
- specialeffect EF_STEAL;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Wh-who are you?";
- next;
- mes "[????]";
- mes "Y-you're stronger";
- mes "than I thought!";
- mes "Run awaaaaay!";
- hideoffnpc "Suspicious Man#1";
- hideonnpc "Suspicious Man#2";
- set $@zdan,0;
- stopnpctimer;
- next;
- mes "[" + strcharinfo(0) + "] ";
- mes "Huh? That man must";
- mes "have dropped this";
- mes "note in his haste";
- mes "to get away from here.";
- mes "Let's see what it says...";
- next;
- mes "^FFFFFF ^000000";
- mes "^FFFFFF ^000000";
- mes "^666666Kill " + strcharinfo(0) + ", meow.";
- mes "That arrogant do-gooder";
- mes "is looking into us too much.";
- mes "Fail to kill him, and death";
- mes "will be too good for you, meow.^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "That must have been";
- mes "an informer for the Z Gang.";
- mes "He can't have gotten too far:";
- mes "I have a chance to catch him!";
- changequest 3126,3127;
- set zdan_edq,10;
- close;
- }
- if ((zdan_edq == 10) && ($@zdan == 0)) {
- set $@zdan,1;
- initnpctimer;
- mes "[????]";
- mes "Eeek...!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Haha! Got you!";
- mes "You're an informer for";
- mes "the Z Gang, aren't you?";
- next;
- mes "[????]";
- mes "I... I... d-don't";
- mes "know what you're";
- mes "talking about!";
- mes "I'm innocent!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Then you're telling";
- mes "me this note didn't";
- mes "just fall out of your";
- mes "pocket? What's this";
- mes "about trying to kill me?";
- next;
- mes "[????]";
- mes "Th-that's...";
- mes "I'm not--That...!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "You better confess, or";
- mes "I'll drag you over to the";
- mes "Prontera Knightage or the";
- mes "Rogue Guild to take care";
- mes "of you. In fact, let's just";
- mes "head over to Prontera...";
- next;
- mes "[Z Gang Informer]";
- mes "N-no! I'll tell you";
- mes "everything! Please!";
- mes "My mother's old! I've";
- mes "got kids to feed!";
- mes "I... I can't go to jail!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Alright.";
- mes "Let's start by you";
- mes "telling me where";
- mes "I can find the Z Gang.";
- next;
- mes "[Z Gang Informer]";
- mes "I... I really don't";
- mes "know where to find them.";
- mes "I'm at the bottom of the";
- mes "food chain, I just follow";
- mes "their written instructions.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "You know what?";
- mes "Never mind. I'm won't";
- mes "take you to be jailed by";
- mes "the Prontera Knights.";
- mes "I'll drop you off";
- mes "at the Rogues.";
- next;
- mes "[Z Gang Informer]";
- mes "...............................";
- mes "Their secret hideout is in";
- mes "South Morroc, and you can't";
- mes "enter the place without the";
- mes "secret password.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Nice. Now, you better";
- mes "stop running with the";
- mes "Z Gang. Otherwise, I'm";
- mes "not going to be so merciful";
- mes "the next time I see you.";
- next;
- mes "[Z Gang Informer]";
- mes "Anything you want!";
- mes "J-just let me liiive!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I should head back to";
- mes "Marybell, and see if she's";
- mes "learned any new information.";
- changequest 3127,3128;
- set zdan_edq,11;
- set $@zdan,0;
- stopnpctimer;
- close;
- }
- if ((zdan_edq == 9) && ($@zdan > 0)) {
- mes "[Suspicious Man]";
- mes "... ...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Something's not quite";
- mes "right. I should come back";
- mes "and investigate this area";
- mes "later when there are fewer";
- mes "people watching...";
- close;
- }
- if ((zdan_edq == 10) && ($@zdan > 0)) {
- mes "[" + strcharinfo(0) + "]";
- mes "Nuts! I was supposed";
- mes "to try to do this secretly!";
- mes "I better try to investigate";
- mes "this area again when no";
- mes "one is around here.";
- close;
- }
- if (zdan_edq < 9) {
- mes "[Thug]";
- mes "What? Get lost!";
- mes "Listen, you don't";
- mes "want to mess with";
- mes "me. Just. Don't.";
- close;
- }
- if ((zdan_edq > 10) && (zdan_edq < 15)) {
- mes "[Z Gang Informer]";
- mes "Whoa, leave me alone!";
- mes "I'm just standing here";
- mes "on the road, I didn't";
- mes "do anything wrong!";
- close;
- }
- if (zdan_edq > 14) {
- mes "[Former Z Gang Informer]";
- mes "You don't have to";
- mes "worry about me anymore.";
- mes "I've turned over a new";
- mes "leaf, got a real job,";
- mes "that sort of deal.";
- close;
- }
- mes "[Thug]";
- mes "What? Get lost!";
- mes "Listen, you don't";
- mes "want to mess with";
- mes "me. Just. Don't.";
- close;
-
-OnInit:
- hideonnpc "Suspicious Man#2";
- end;
-
-OnTimer30000:
- set $@zdan,0;
- end;
-
-OnTouch:
- if ((zdan_edq == 9) && ($@zdan == 0)) {
- set $@zdan,1;
- initnpctimer;
- mes "[????]";
- mes "I know you've";
- mes "been pursuing us!";
- mes "Grrrr... DIE NOW!";
- specialeffect EF_STEAL;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Wh-who are you?";
- next;
- mes "[????]";
- mes "Y-you're stronger";
- mes "than I thought!";
- mes "Run awaaaaay!";
- hideoffnpc "Suspicious Man#1";
- hideonnpc "Suspicious Man#2";
- set $@zdan,0;
- stopnpctimer;
- next;
- mes "[" + strcharinfo(0) + "] ";
- mes "Huh? That man must";
- mes "have dropped this";
- mes "note in his haste";
- mes "to get away from here.";
- mes "Let's see what it says...";
- next;
- mes "^FFFFFF ^000000";
- mes "^FFFFFF ^000000";
- mes "^666666Kill " + strcharinfo(0) + ", meow.";
- mes "That arrogant do-gooder";
- mes "is looking into us too much.";
- mes "Fail to kill him, and death";
- mes "will be too good for you, meow.^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "That must have been";
- mes "an informer for the Z Gang.";
- mes "He can't have gotten too far:";
- mes "I have a chance to catch him!";
- changequest 3126,3127;
- set zdan_edq,10;
- close;
- }
- end;
-}
-
-moc_fild17,209,235,0 script Odd Slab 111,4,4,{
- if (((zdan_edq == 15) || (zdan_edq == 16) || (zdan_edq == 17)) && ($@door2 == 0)) {
- mes "[Odd Slab]";
- mes "^FF0000*Creak Creak*";
- mes "Etner sspawrod.^000000";
- next;
- emotion e_omg,1;
- mes "[" + strcharinfo(0) + "]";
- mes "This slab is speaking";
- mes "to me! I... I think. Now";
- mes "where have I heard";
- mes "talking like this before?";
- next;
- mes "[Odd Slab]";
- mes "^FF0000*Creak Creak*";
- mes "Etner sspawrod.^000000";
- next;
- emotion e_ic,1;
- mes "[" + strcharinfo(0) + "]";
- mes "Oh, right! This is that";
- mes "trashy language, Aegye,";
- mes "that Gooho Ahn told me";
- mes "about. It still sounds";
- mes "like... A poor excuse";
- mes "for language to me.";
- next;
- mes "[Odd Slab]";
- mes "^FF0000*Creak Creak*";
- mes "Etner sspawrod.^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Well, I guess";
- mes "I should talk to it. Um...";
- next;
- input .@input$;
- if (.@input$ == "Weii arr prowd Z G gna") {
- mes "[Odd Slab]";
- mes "^FF0000*Creak Creak*";
- mes "Etner n2d sspawrod.^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Whoa! It's saying";
- mes "something different now!";
- mes "I must be doing alright.";
- mes "Now what do I say?";
- next;
- input .@input$;
- if (.@input$ == "Aynoen hwo sspotp uys") {
- mes "[Odd Slab]";
- mes "^FF0000*Creak Creak*";
- mes "Etner r3d sspawrod.^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Heh! I'm on the right";
- mes "track. Now what do I say?";
- next;
- input .@input$;
- if (.@input$ == "wlil eb kckide on htier ssa!") {
- mes "[Odd Slab]";
- mes "*Creak Creak*";
- mes "*Creak Creak*";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Um... Now what...?";
- next;
- if ($@door2 == 0) {
- set $@door2,1;
- mes "Waaaah! Waaah!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "What th--?! What's";
- mes "happening?! I'm being";
- mes "sucked away somewhere!";
- changequest 3132,3133;
- set zdan_edq,16;
- close2;
- warp "z_agit",98,40;
- end;
- }
- else {
- mes "[" + strcharinfo(0) + "]";
- mes "Hm? Did I do something";
- mes "wrong? It just stopped";
- mes "working all of a sudden.";
- next;
- mes "[Odd Slab]";
- mes "^FF0000Rrsoy, rrsoy.";
- mes "Ai cn'at elt yoo ni ofr nwo. Plzea ecmo ckba tela.^000000";
- next;
- mes "^666666*Pzzzzz*^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I think...";
- mes "I think I should";
- mes "try this again.";
- close;
- }
- }
- else {
- mes "[Odd Slab]";
- mes "^666666*Pzzzzz*^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Huh? This talking slab";
- mes "thing isn't working now.";
- mes "Hello? What happened to you?";
- mes "Hey! Talk to me, will you?";
- set $@door2,0;
- close;
- }
- }
- else {
- mes "[Odd Slab]";
- mes "^666666*Pzzzzz*^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Huh? This talking slab";
- mes "thing isn't working now.";
- mes "Hello? What happened to you?";
- mes "Hey! Talk to me, will you?";
- set $@door2,0;
- close;
- }
- }
- else {
- mes "[Odd Slab]";
- mes "^666666*Pzzzzz*^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Huh? This talking slab";
- mes "thing isn't working now.";
- mes "Hello? What happened to you?";
- mes "Hey! Talk to me, will you?";
- set $@door2,0;
- close;
- }
- }
- if (((zdan_edq == 15) || (zdan_edq == 16) || (zdan_edq == 17)) && ($@door2 > 0)) {
- mes "[Odd Slab]";
- mes "*Creak Creak*";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "This slab looks pretty";
- mes "strange. Is it making";
- mes "noises? Hmm... Maybe this";
- mes "is a clue to the Z Gang!";
- mes "I'll come back later";
- mes "to investigate this~";
- close;
- }
- if (zdan_edq > 17) {
- mes "[" + strcharinfo(0) + "]";
- mes "This used to be";
- mes "where the Z Gang";
- mes "would hide out.";
- mes "Good riddance! ";
- close;
-
- }
- mes "[" + strcharinfo(0) + "]";
- mes "This is a peculiar";
- mes "looking slab. It sounds";
- mes "like... What are those";
- mes "noises? Huh. Weird.";
- mes "It's like it's just";
- mes "talking gibberish.";
- close;
-
-OnInit:
- set $@zdan,0;
- set $@door2,0;
- set $@mosnter,0;
- end;
-
-//OnTouch2:
-OnTouch:
- if (zdan_edq == 15) {
- mes "^FF0000*Creak Creak*^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Did I just...";
- mes "Hear something";
- mes "around here?";
- close;
- }
- end;
-}
-
-z_agit,98,44,0 script EntranceCheck#1 -1,10,10,{
-OnTouch:
- if (((zdan_edq == 15) || (zdan_edq == 16)) && ($@monster_zgang == 0)) {
- set $@monster_zgang,1;
- donpcevent "#zdan_broad::OnEnable";
- }
- else if (((zdan_edq == 15) || (zdan_edq == 16)) && ($@monster_zgang > 0)) {
- end;
- }
- else if (zdan_edq == 17) {
- donpcevent "#ZGuard::OnDisable";
- hideoffnpc "Louis";
- hideoffnpc "Martha";
- hideoffnpc "Catfoii";
- }
- else {
- mes "[" + strcharinfo(0) + "]";
- mes "Where am I...?";
- mes "Something has gone";
- mes "terribly wrong, hasn't";
- mes "it? Let me go baaaack~!";
- close2;
- set $@monster_zgang,0;
- set $@door2,0;
- warp "moc_fild17",209,235;
- }
- end;
-}
-
-z_agit,98,92,0 script EntranceCheck#2 -1,10,10,{
-OnTouch:
- if (((zdan_edq == 15) || (zdan_edq == 16)) && ($@monster_zgang == 0)) {
- set $@monster_zgang,1;
- donpcevent "#zdan_broad::OnEnable";
- }
- else if (((zdan_edq == 15) || (zdan_edq == 16)) && ($@monster_zgang > 0)) {
- end;
- }
- else if (zdan_edq == 17) {
- donpcevent "#ZGuard::OnDisable";
- hideoffnpc "Louis";
- hideoffnpc "Martha";
- hideoffnpc "Catfoii";
- }
- else {
- mes "[" + strcharinfo(0) + "]";
- mes "Where am I...?";
- mes "Something has gone";
- mes "terribly wrong, hasn't";
- mes "it? Let me go baaaack~! ";
- close2;
- set $@monster_zgang,0;
- set $@door2,0;
- warp "moc_fild17",209,235;
- }
- end;
-}
-
-z_agit,1,1,0 script #zdan_broad 111,{
-OnInit:
- disablenpc "#zdan_broad";
- stopnpctimer;
- end;
-
-OnEnable:
- enablenpc "#zdan_broad";
- initnpctimer;
- hideonnpc "Louis";
- hideonnpc "Martha";
- hideonnpc "Catfoii";
- end;
-
-OnDisable:
- disablenpc "#zdan_broad";
- stopnpctimer;
- end;
-
-OnTimer3000:
- killmonster "z_agit","#ZGuard::OnMyMobDead";
- mapannounce "z_agit","Catfoii: Err? I heard something, meow! We must be under attack, meow!",bc_map,"0xFFFF00";
- end;
-
-OnTimer5000:
- mapannounce "z_agit","Louis: Hey, Martha! Are you the one who just got in?",bc_map,"0xFFFF00";
- end;
-
-OnTimer7000:
- mapannounce "z_agit","Martha: Louis, are you blind? I've been next to you this whole time! We'd better hide first.",bc_map,"0xFFFF00";
- end;
-
-OnTimer9000:
- mapannounce "z_agit","Louis: We have an intruder! Hey, Catfoii, what happened? Did you leave the entrance open?",bc_map,"0xFFFF00";
- end;
-
-OnTimer11000:
- mapannounce "z_agit","Catfoii: No, impossible, meow~! I have a photographic memory!",bc_map,"0xFFFF00";
- end;
-
-OnTimer13000:
- mapannounce "z_agit","Martha: Shut up, both of you! I don't know who you are, but you must have a lot of guts to mess with the Z Gang!",bc_map,"0xFFFF00";
- end;
-
-OnTimer15000:
- mapannounce "z_agit","Louis: Catfoii, summon the soldiers! This is an emergency! Stop the intruder!",bc_map,"0xFFFF00";
- end;
-
-OnTimer18000:
- mapannounce "z_agit","Catfoii: I haven't seen how strong they are, but... Meowkay. Guys, go out and fight!",bc_map,"0xFFFF00";
- end;
-
-OnTimer21000:
- donpcevent "#ZGuard::OnEnable";
- end;
-
-OnTimer300000:
- killmonster "z_agit","#ZGuard::OnMyMobDead";
- donpcevent "#zdan_broad::OnDisable";
- set $@monster_zgang,0;
- set $@door2,0;
- end;
-
-OnTimer350000:
- mapwarp "z_agit","moc_fild17",209,235;
- hideonnpc "Louis";
- hideonnpc "Martha";
- hideonnpc "Catfoii";
- set $@monster_zgang,0;
- set $@door2,0;
- end;
-}
-
-- script #ZGuard -1,{
-OnInit:
- disablenpc "#ZGuard";
- end;
-
-OnEnable:
- enablenpc "#ZGuard";
- initnpctimer;
- monster "z_agit",97,78,"Catfoii's Guard",1479,1,"#ZGuard::OnMyMobDead";
- monster "z_agit",98,79,"Catfoii's Guard",1479,1,"#ZGuard::OnMyMobDead";
- monster "z_agit",96,81,"Catfoii's Guard",1523,1,"#ZGuard::OnMyMobDead";
- end;
-
-OnDisable:
- killmonster "z_agit","#ZGuard::OnMyMobDead";
- stopnpctimer;
- end;
-
-Onreset:
- killmonster "z_agit","#ZGuard::OnMyMobDead";
- set $@monster_zgang,0;
- end;
-
-OnMyMobDead:
- if (mobcount("z_agit","#ZGuard::OnMyMobDead") < 1) {
- mes "[" + strcharinfo(0) + "]";
- mes "You cowardly Z Gang!";
- mes "Come out and surrender!";
- mes "I've defeated your monster";
- mes "soldiers already!";
- next;
- mes "[Martha]";
- mes "What should we do?";
- next;
- mes "[Catfoii]";
- mes "This is our greatest";
- mes "crisis ever! I don't";
- mes "know what to do, meow!";
- next;
- mes "[Louis]";
- mes "The Z Gang's not going";
- mes "to surrender yet! Come";
- mes "forth, my loyal servants";
- mes "of the darkness!";
- next;
- mes "[Catfoii]";
- mes "No-no-no-meow!";
- mes "Not that button!";
- next;
- mes "[Louis]";
- mes "Huh? Why...?";
- next;
- set zdan_edq,17;
- donpcevent "#ZGuard::OnDisable";
- hideoffnpc "Louis";
- hideoffnpc "Martha";
- hideoffnpc "Catfoii";
- close;
- }
- end;
-
-OnTimer300000:
- mapwarp "z_agit","moc_fild17",209,235;
- donpcevent "#zdan_broad::OnDisable";
- killmonster "z_agit","#ZGuard::OnMyMobDead";
- set $@monster_zgang,0;
- set $@door2,0;
- donpcevent "#ZGuard::OnDisable";
- stopnpctimer;
- end;
-}
-
-z_agit,97,101,3 script Louis 931,{
- if (checkweight(907,200) == 0) {
- mes "[Louis]";
- mes "You mess with the";
- mes "Z Gang, you--wait.";
- mes "Let's just do this later.";
- mes "You know, when you're carrying";
- mes "fewer items with you. Then,";
- mes "we can rumble in peace.";
- close;
- }
- if (zdan_edq == 17) {
- mes "[Louis]";
- mes "What happened?";
- mes "The big guns were";
- mes "supposed to come out!";
- mes "Why aren't we invisible";
- mes "anymore? What happened?";
- next;
- mes "[Catfoii]";
- mes "You pushed the button";
- mes "to turn off the invisibility,";
- mes "meow! Did you really have";
- mes "to ask?! It's your fault!";
- next;
- mes "[Martha]";
- mes "Argh! I should never";
- mes "have trusted that fool!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "So... Z Gang...";
- mes "And cat. It's time";
- mes "to turn you in.";
- next;
- mes "[Louis]";
- mes "I... I can't accept";
- mes "our defeat! The Z Gang";
- mes "won't go down so easily!";
- mes "Come forth, my demon";
- mes "spawn minions of doom!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I don't think";
- mes "they're coming.";
- next;
- mes "[Louis]";
- mes "...............................";
- mes "We surrender. Argh, but";
- mes "we were so close to";
- mes "conquering the world!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Now if you'll just";
- mes "hand over the Book";
- mes "of Forbidden Mystery...";
- next;
- mes "[Catfoii]";
- mes "Louis, meow!";
- mes "Don't do it!";
- next;
- mes "[Martha]";
- mes "Let's just surrender,";
- mes "Louis. It looks like";
- mes "the Z Gang is finished.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Anyway, the Rogue Guild";
- mes "is on its way to come get";
- mes "you guys. You won't be able";
- mes "to escape this time.";
- next;
- mes "[Louis]";
- mes "Awwww, man!";
- mes "Fine, take the stupid";
- mes "ol' book. I couldn't";
- mes "use it that good anyway.";
- next;
- mes "[Louis]";
- mes "Catfoii, would you";
- mes "lead this adventurer guy";
- mes "to the exit? I can't bear";
- mes "to look at the face that's";
- mes "caused my tragic downfall...";
- next;
- mes "[Catfoii]";
- mes "Fine, meow.";
- mes "I understand.";
- mes "But how did we lose?!";
- close2;
- getitem 7724,1; //Forbidden_Secret_Art
- changequest 3133,3134;
- set zdan_edq,18;
- mapwarp "z_agit","moc_fild17",209,235;
- set $@monster_zgang,0;
- set $@door2,0;
- hideonnpc "Louis";
- hideonnpc "Martha";
- hideonnpc "Catfoii";
- stopnpctimer;
- close;
- }
- else {
- mes "[" + strcharinfo(0) + "]";
- mes "Where am I...?";
- mes "Something has gone";
- mes "terribly wrong, hasn't";
- mes "it? Let me go baaaack~! ";
- set zdan_edq,15;
- set $@monster_zgang,0;
- set $@door2,0;
- close2;
- warp "moc_fild17",209,235;
- end;
- }
-
-OnInit:
- hideonnpc "Louis";
- end;
-}
-
-z_agit,99,101,3 script Martha 101,{
- if (checkweight(907,200) == 0) {
- mes "[Martha]";
- mes "Hey, you're carrying";
- mes "too much stuff. You'd";
- mes "better put some of your";
- mes "items away first in Kafra";
- mes "Storage or something.";
- close;
- }
- if (zdan_edq == 17) {
- mes "[Martha]";
- mes "Argh...! What'd ";
- mes "you do, Louis?";
- next;
- mes "[Louis]";
- mes "What happened?";
- mes "The big guns were";
- mes "supposed to come out!";
- mes "Why aren't we invisible";
- mes "anymore? What happened?";
- next;
- mes "[Catfoii]";
- mes "You pushed the button";
- mes "to turn off the invisibility,";
- mes "meow! Did you really have";
- mes "to ask?! It's your fault!";
- next;
- mes "[Martha]";
- mes "Argh! I should never";
- mes "have trusted that fool!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "So... Z Gang...";
- mes "And cat. It's time";
- mes "to turn you in.";
- next;
- mes "[Louis]";
- mes "I... I can't accept";
- mes "our defeat! The Z Gang";
- mes "won't go down so easily!";
- mes "Come forth, my demon";
- mes "spawn minions of doom!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I don't think";
- mes "they're coming.";
- next;
- mes "[Louis]";
- mes "...............................";
- mes "We surrender. Argh, but";
- mes "we were so close to";
- mes "conquering the world!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Now if you'll just";
- mes "hand over the Book";
- mes "of Forbidden Mystery...";
- next;
- mes "[Catfoii]";
- mes "Louis, meow!";
- mes "Don't do it!";
- next;
- mes "[Martha]";
- mes "Let's just surrender,";
- mes "Louis. It looks like";
- mes "the Z Gang is finished.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Anyway, the Rogue Guild";
- mes "is on its way to come get";
- mes "you guys. You won't be able";
- mes "to escape this time.";
- next;
- mes "[Louis]";
- mes "Awwww, man!";
- mes "Fine, take the stupid";
- mes "ol' book. I couldn't";
- mes "use it that good anyway.";
- next;
- mes "[Louis]";
- mes "Catfoii, would you";
- mes "lead this adventurer guy";
- mes "to the exit? I can't bear";
- mes "to look at the face that's";
- mes "caused my tragic downfall...";
- next;
- mes "[Catfoii]";
- mes "Fine, meow.";
- mes "I understand.";
- mes "But how did we lose?!";
- close2;
- getitem 7724,1; //Forbidden_Secret_Art
- changequest 3133,3134;
- set zdan_edq,18;
- mapwarp "z_agit","moc_fild17",209,235;
- set $@monster_zgang,0;
- set $@door2,0;
- hideonnpc "Louis";
- hideonnpc "Martha";
- hideonnpc "Catfoii";
- disablenpc "#zdan_broad";
- stopnpctimer;
- close;
- }
- else {
- mes "[" + strcharinfo(0) + "]";
- mes "Where am I...?";
- mes "Something has gone";
- mes "terribly wrong, hasn't";
- mes "it? Let me go baaaack~! ";
- set zdan_edq,15;
- set $@monster_zgang,0;
- set $@door2,0;
- close2;
- warp "moc_fild17",209,235;
- end;
- }
-
-OnInit:
- hideonnpc "Martha";
- end;
-}
-
-z_agit,95,101,3 script Catfoii 876,{
- if (checkweight(907,200) == 0) {
- mes "[Catfoii]";
- mes "You're carrying too";
- mes "many items: get rid of";
- mes "your extra stuff, put it in";
- mes "Kafra Storage, sell it, or";
- mes "whatever, before coming back.";
- close;
- }
- if (zdan_edq == 17) {
- mes "[Louis]";
- mes "What happened?";
- mes "The big guns were";
- mes "supposed to come out!";
- mes "Why aren't we invisible";
- mes "anymore? What happened?";
- next;
- mes "[Catfoii]";
- mes "You pushed the button";
- mes "to turn off the invisibility,";
- mes "meow! Did you really have";
- mes "to ask?! It's your fault!";
- next;
- mes "[Martha]";
- mes "Argh! I should never";
- mes "have trusted that fool!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "So... Z Gang...";
- mes "And cat. It's time";
- mes "to turn you in.";
- next;
- mes "[Louis]";
- mes "I... I can't accept";
- mes "our defeat! The Z Gang";
- mes "won't go down so easily!";
- mes "Come forth, my demon";
- mes "spawn minions of doom!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I don't think";
- mes "they're coming.";
- next;
- mes "[Louis]";
- mes "...............................";
- mes "We surrender. Argh, but";
- mes "we were so close to";
- mes "conquering the world!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Now if you'll just";
- mes "hand over the Book";
- mes "of Forbidden Mystery...";
- next;
- mes "[Catfoii]";
- mes "Louis, meow!";
- mes "Don't do it!";
- next;
- mes "[Martha]";
- mes "Let's just surrender,";
- mes "Louis. It looks like";
- mes "the Z Gang is finished.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Anyway, the Rogue Guild";
- mes "is on its way to come get";
- mes "you guys. You won't be able";
- mes "to escape this time.";
- next;
- mes "[Louis]";
- mes "Awwww, man!";
- mes "Fine, take the stupid";
- mes "ol' book. I couldn't";
- mes "use it that good anyway.";
- next;
- mes "[Louis]";
- mes "Catfoii, would you";
- mes "lead this adventurer guy";
- mes "to the exit? I can't bear";
- mes "to look at the face that's";
- mes "caused my tragic downfall...";
- next;
- mes "[Catfoii]";
- mes "Fine, meow.";
- mes "I understand.";
- mes "But how did we lose?!";
- close2;
- getitem 7724,1; //Forbidden_Secret_Art
- changequest 3133,3134;
- set zdan_edq,18;
- mapwarp "z_agit","moc_fild17",209,235;
- set $@monster_zgang,0;
- set $@door2,0;
- hideonnpc "Louis";
- hideonnpc "Martha";
- hideonnpc "Catfoii";
- disablenpc "#zdan_broad";
- stopnpctimer;
- close;
- }
- else {
- mes "[" + strcharinfo(0) + "]";
- mes "Where am I...?";
- mes "Something has gone";
- mes "terribly wrong, hasn't";
- mes "it? Let me go baaaack~! ";
- set zdan_edq,15;
- set $@monster_zgang,0;
- set $@door2,0;
- close2;
- warp "moc_fild17",209,235;
- end;
- }
-
-OnInit:
- hideonnpc "Catfoii";
- end;
-}
-
-// Unlucky Emerald
-//============================================================
-morocc,143,63,3 script Ragged Man#nd 929,{
- if (treasure_nd == 0) {
- mes "[Ragged Man]";
- mes "H-hello? Would you help me?";
- mes "You'd be saving this poor man's";
- mes "life if you would just do me";
- mes "this favor. Please...";
- next;
- switch(select("How may I help you?:Ignore Him")) {
- case 1:
- mes "[" + strcharinfo(0) + "]";
- mes "Okay, what can I do to help?";
- next;
- mes "[Ragged Man]";
- mes "Oh, thank you so much!";
- mes "It feels so good to talk to";
- mes "someone after being ignored";
- mes "all this time! I might appear to";
- mes "be a beggar, but I'm actually a";
- mes "treasure hunter from Prontera.";
- next;
- switch(select("Umm... So?")) {
- case 1:
- mes "[Ragged Man]";
- mes "I was so sure I could find";
- mes "the treasure here in Morroc";
- mes "when I first started... I did";
- mes "all my research and prep work.";
- mes "But after hiring teams of other";
- mes "hunters and researchers...";
- next;
- mes "[Ragged Man]";
- mes "I've spent my entire fortune,";
- mes "and I'm still not any closer";
- mes "to finding that treasure.";
- mes "I... I don't even have enough";
- mes "money to go back home!";
- emotion e_sob;
- next;
- mes "[Ragged Man]";
- mes "Won't you spare some";
- mes "money, so that I can finally";
- mes "go back home to Prontera?";
- next;
- switch(select("Why don't you just walk?:I can give you some money.")) {
- case 1:
- mes "[Ragged Man]";
- mes "What? You don't think that";
- mes "if I could walk to Prontera,";
- mes "I'd have done it already?!";
- mes "Why would I even bother to";
- mes "beg for money? Fine, I don't";
- mes "need your brand of sympathy.";
- next;
- mes "[Ragged Man]";
- mes "You know, I had a hot tip";
- mes "that I was going to let you";
- mes "in on, but if you don't want";
- mes "to share, then neither do I!";
- set treasure_nd,1;
- close;
- case 2:
- mes "[Ragged Man]";
- mes "Oh, thank you!";
- mes "Anything you can spare,";
- mes "I'll gladly appreciate!";
- mes "God bless you, bless you!";
- next;
- if (Zeny < 1200) {
- mes "[Ragged Man]";
- mes "Umm... Oh, dear...";
- mes "You're just as bad off";
- mes "as I am. I appreciate it,";
- mes "but I can't take your money.";
- next;
- mes "[Ragged Man]";
- mes "It's a shame, really.";
- mes "If you had given me 1,200";
- mes "zeny, I would have tipped";
- mes "you off to something big...";
- set treasure_nd,1;
- close;
- }
- else {
- set zeny,zeny-1200;
- mes "[Ragged Man]";
- mes "Let's see... I just need";
- mes "1,200 zeny. That's enough";
- mes "for me to go back home.";
- mes "Now, I can't let you just";
- mes "give me money and let you";
- mes "leave empty handed, can I?";
- next;
- mes "[Ragged Man]";
- mes "Remember that hidden";
- mes "treasure I was looking for?";
- mes "There's a rumor that it's";
- mes "location has finally been";
- mes "confirmed. Why don't you";
- mes "try finding it for yourself?";
- next;
- mes "[Ragged Man]";
- mes "I'd rather that it end up in";
- mes "the hands of someone like";
- mes "you than a rival treasure";
- mes "hunter. This hunter that";
- mes "stays north in town apparently^FFFFFF ^000000 confirmed the treasure's location.";
- next;
- mes "[Ragged Man]";
- mes "Now, I hear that this guy";
- mes "hasn't returned home yet,";
- mes "and he still hasn't found";
- mes "the treasure. He's probably";
- mes "run into a pretty bad snag.";
- next;
- mes "[Ragged Man]";
- mes "I doubt that he'll let you";
- mes "know the treasure's location";
- mes "easily, but who knows? Maybe";
- mes "he might slip, and accidentally";
- mes "give you some kind of clue.";
- set treasure_nd,2;
- close;
- }
- }
- }
- case 2:
- mes "[Ragged Man]";
- mes "Please! Please, wait!";
- mes "You're an adventurer, aren't";
- mes "you? I have some valuable";
- mes "information to share if you'd";
- mes "just spare me some... Hey!";
- mes "Come back! No... I just...";
- close;
- }
- }
- else if (treasure_nd == 1) {
- mes "[Ragged Man]";
- mes "Oh, I remember you.";
- mes "You must really want that";
- mes "treasure now, do you? Just";
- mes "give me 1,200 zeny for me";
- mes "to go back home, and I'll";
- mes "tell you everything I know.";
- next;
- switch(select("Give Money:Don't Give Money")) {
- case 1:
- mes "[Ragged Man]";
- mes "Ah, good choice!";
- mes "And thank you so much.";
- mes "It'll be great to finally be";
- mes "back home in Prontera.";
- next;
- if (Zeny < 1200) {
- mes "[Ragged Man]";
- mes "What th--?! This isn't";
- mes "enough money for me to go";
- mes "back home! Well, just come";
- mes "back later once you scrounge";
- mes "up the funds. I'll be waiting.";
- close; }
- else {
- set zeny,zeny-1200;
- mes "[Ragged Man]";
- mes "Remember that hidden";
- mes "treasure I was looking for?";
- mes "There's a rumor that it's";
- mes "location has finally been";
- mes "confirmed. Why don't you";
- mes "try finding it for yourself?";
- next;
- mes "[Ragged Man]";
- mes "I'd rather that it end up in";
- mes "he hands of someone like";
- mes "you than a rival treasure";
- mes "hunter. This hunter that";
- mes "stays north in town apparently^FFFFFF ^000000 confirmed the treasure's location.";
- next;
- mes "[Ragged Man]";
- mes "Now, I hear that this guy";
- mes "hasn't returned home yet,";
- mes "and he still hasn't found";
- mes "the treasure. He's probably";
- mes "run into a pretty big snag.";
- next;
- mes "[Ragged Man]";
- mes "I doubt that he'll let you";
- mes "know the treasure's location";
- mes "easily, but who knows? Maybe";
- mes "he might slip, and accidentally";
- mes "give you some kind of clue.";
- set treasure_nd,2;
- close;
- }
- case 2:
- mes "[Ragged Man]";
- mes "Fine, have it your way.";
- mes "I admit that I'm a little";
- mes "disappointed in you. Aren't";
- mes "you adventurers supposed";
- mes "to be heroes to the people?";
- close;
- }
- }
- else if (treasure_nd == 2) {
- mes "[Ragged Man]";
- mes "Oh, you're back?";
- mes "Ah, you must be having";
- mes "trouble finding that guy";
- mes "I was talking about. He's";
- mes "just in the northern part of^FFFFFF ^000000 this town. It can't be that hard.";
- close;
- }
- else if (treasure_nd > 10) {
- mes "[Ragged Man]";
- mes "You found the treasure?!";
- mes "It... It really exists...";
- mes "I'm sorry, it's just been";
- mes "my dream to... I feel like";
- mes "crying... Oh, God... I don't";
- mes "know what this feeling is...";
- next;
- mes "[Ragged Man]";
- mes "I mean... I feel so";
- mes "damned happy, but...";
- mes "I spent my entire fortune...";
- mes "Ruined my whole life just";
- mes "to see that treasure...";
- close;
- }
- else {
- mes "[Ragged Man]";
- mes "So how's the treasure";
- mes "hunt coming along? I hope";
- mes "you have better luck than";
- mes "I did. Still, I've got a pretty^FFFFFF ^000000 good feeling that you'll find it.";
- close;
- }
-}
-
-morocc,102,298,3 script Man#zgang 98,{
- if (treasure_nd < 2) {
- mes "[Man]";
- mes "What do you want?";
- mes "Just leave me alone.";
- close;
- }
- else if (treasure_nd == 2) {
- mes "[Man]";
- mes "What do you want?";
- mes "Just leave me alone.";
- next;
- switch(select("Tell me about the treasure.")) {
- case 1:
- emotion e_gasp;
- mes "[Man]";
- mes "What? So you're the one";
- mes "I was warned about! I've";
- mes "been wondering when you'd";
- mes "show up. Prepare to die!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Umm... Excuse me?";
- mes "I've just heard that you";
- mes "confirmed the location of";
- mes "some amazing treasure,";
- mes "and I just wanted to ask";
- mes "you more about it. That's all!";
- next;
- mes "[Man]";
- mes "What? If you're just here";
- mes "for that, then how'd you";
- mes "find out about me and";
- mes "the treasure? Not just";
- mes "everyone knows about it.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Well, I was talking to";
- mes "this other treasure hunter";
- mes "who's... Well, he's kind";
- mes "of a beggar now...";
- next;
- mes "[Man]";
- mes "Oh. That old man?";
- mes "Well, I don't know if the";
- mes "treasure he was looking";
- mes "for and the one I've found";
- mes "are the same one. But";
- mes "yeah, I know that guy.";
- next;
- mes "[Man]";
- mes "Alright. So I found this";
- mes "treasure, but I have no way";
- mes "of digging it up. Maybe we";
- mes "can help each other. I need";
- mes "money, and you want to know";
- mes "more, right? Let's cut a deal.";
- next;
- switch(select("No, thanks.:What'd you have in mind?")) {
- case 1:
- mes "[Man]";
- mes "No? Well...";
- mes "There's no reason for";
- mes "you to trust me now,";
- mes "I suppose. But what can";
- mes "you gain by walking away?";
- set treasure_nd,3;
- close;
- case 2:
- mes "[Man]";
- mes "Let me lay it out for you.";
- mes "I've been hired to find this";
- mes "treasure by some people:";
- mes "they said I can take whatever";
- mes "I find, but they specifically";
- mes "want one item for themselves.";
- next;
- mes "[Man]";
- mes "They pay me on delivery";
- mes "so I haven't seen a dime yet.";
- mes "Now, my agreement with them";
- mes "is conditional. I can't dig";
- mes "up the treasure so they'll";
- mes "understand if I say I failed.";
- next;
- mes "[Man]";
- mes "But if you dig it up, you can";
- mes "keep everything. Sound good?";
- mes "All I want is some stuff from";
- mes "you to make all my efforts up";
- mes "till now worth my while.";
- next;
- mes "[Man]";
- mes "In other words,";
- mes "if you bring me,";
- mes "^FF000020 Mementos^000000,";
- mes "^FF00002 Pearls^000000, and";
- mes "^FF00002 Zargons^000000, we can talk";
- mes "business further. Got it?";
- set treasure_nd,4;
- next;
- mes "[Man]";
- mes "Hey, I might be losing out";
- mes "by giving up my share of that";
- mes "treasure, but hey, a bird in";
- mes "the hand's always worth more.";
- close;
- }
- }
- }
- else if (treasure_nd == 3) {
- mes "[Man]";
- mes "You again? Lemme guess...";
- mes "You're reconsidering that";
- mes "deal I had in mind, aren't you?";
- next;
- switch(select("No, not really.:I guess so.")) {
- case 1:
- mes "[Man]";
- mes "You sure? No one would";
- mes "be losing in this deal, you";
- mes "know. Well, except the guys";
- mes "that hired me to find that";
- mes "treasure. It's pretty much";
- mes "a win-win situation.";
- next;
- mes "[Man]";
- mes "Way I figure it,";
- mes "someone ought to get";
- mes "that treasure. I can't";
- mes "dig it up, but maybe";
- mes "someone like you can...";
- close;
- case 2:
- mes "[Man]";
- mes "Let me lay it out for you.";
- mes "I've been hired to find this";
- mes "treasure by some people:";
- mes "they said I can take whatever";
- mes "I find, but they specifically";
- mes "want one item for themselves.";
- next;
- mes "[Man]";
- mes "They pay me on delivery";
- mes "so I haven't seen a dime yet.";
- mes "Now, my agreement with them";
- mes "is conditional. I can't dig";
- mes "up the treasure so they'll";
- mes "understand if I say I failed.";
- next;
- mes "[Man]";
- mes "But if you dig it up, you can";
- mes "keep everything. Sound good?";
- mes "All I want is some stuff from";
- mes "you to make all my efforts up";
- mes "till now worth my while.";
- next;
- mes "[Man]";
- mes "In other words,";
- mes "if you bring me,";
- mes "^FF000020 Mementos^000000,";
- mes "^FF00002 Pearls^000000, and";
- mes "^FF00002 Zargons^000000, we can talk";
- mes "business further. Got it?";
- set treasure_nd,4;
- next;
- mes "[Man]";
- mes "Hey, I might be losing out";
- mes "by giving up my share of that";
- mes "treasure, but hey, a bird in";
- mes "the hand's always worth more.";
- close;
- }
- }
- else if (treasure_nd == 4) {
- mes "[Man]";
- mes "Back again, huh?";
- mes "So did you bring";
- mes "the stuff I asked?";
- next;
- if ((countitem(722) > 1) && (countitem(912) > 1) && (countitem(934) > 19)) {
- mes "[Man]";
- mes "Nice. You did your part.";
- mes "And now it's time that";
- mes "I fulfilled my part of";
- mes "this bargain. Listen up.";
- delitem 722,2; //Scarlet_Jewel
- delitem 912,2; //Zargon
- delitem 934,20; //Mementos
- set treasure_nd,5;
- next;
- mes "[Man]";
- mes "The treasure is buried";
- mes "south of Morroc. Use the";
- mes "south gate to leave town,";
- mes "and then head to the next";
- mes "field to the south. From";
- mes "there, you're on your own.";
- next;
- mes "[Man]";
- mes "I don't know exactly";
- mes "where the treasure is";
- mes "buried, but you should";
- mes "be able to find it within";
- mes "that general area. Good luck.";
- close;
- }
- else {
- mes "[Man]";
- mes "Huh, you must have";
- mes "forgotten what I wanted.";
- mes "I'm not really asking you";
- mes "for extremely valuable stuff";
- mes "here. Anyway, listen up.";
- next;
- mes "[Man]";
- mes "Just bring me,";
- mes "^FF000020 Mementos^000000,";
- mes "^FF00002 Pearls^000000, and";
- mes "^FF00002 Zargons^000000 so we can talk";
- mes "business further. Got it?";
- close;
- }
- }
- else if (treasure_nd == 5) {
- mes "[Man]";
- mes "What are you still doing";
- mes "here? Shouldn't you be";
- mes "looking for the treasure?";
- close;
- }
- else if (treasure_nd == 6) {
- mes "[Man]";
- mes "What are you still doing";
- mes "here? Shouldn't you be";
- mes "looking for the treasure?";
- next;
- select("I already found it, but...");
- mes "[" + strcharinfo(0) + "]";
- mes "I already found it, but...";
- mes "It won't budge at all!";
- mes "I think it's protected by";
- mes "magic. Do you know";
- mes "anything about that?";
- next;
- mes "[Man]";
- mes "Wow, you actually found";
- mes "it? Heh, you're better than";
- mes "I thought. Sorry about that.";
- mes "I didn't explain the magic";
- mes "part since... Well, I didn't";
- mes "think you'd get that far.";
- next;
- mes "[Man]";
- mes "Anyway, I had problems";
- mes "with that magic too. Some";
- mes "guy was supposed to help me";
- mes "with that, but he didn't come.";
- mes "I've been so frustrated!";
- next;
- mes "[Man]";
- mes "I mean, I have no clue";
- mes "when it comes to magic, and";
- mes "I don't understand how I'm";
- mes "supposed to use this thing";
- mes "my clients gave to me.";
- next;
- while (1) {
- switch(select("Who was going to help you?:Your clients gave you something?")) {
- case 1:
- mes "[Man]";
- mes "Oh, yeah. The guys that";
- mes "hired me said that if I waited";
- mes "at the treasure site, someone";
- mes "would eventually come to help";
- mes "me out on the magic end.";
- mes "I don't know who he is, though.";
- next;
- mes "[Man]";
- mes "Oh, yeah. They mentioned";
- mes "something about him coming";
- mes "a bit from the west. Maybe";
- mes "he's over in Comodo?";
- next;
- set .@joho1,1;
- break;
- case 2:
- if (treasure_nd == 7) {
- mes "[Man]";
- mes "Oh, yeah. They gave me";
- mes "this weird document labeled";
- mes "''^FF0000[Open^000000.'' I don't know how";
- mes "to use it at all, though.";
- next;
- }
- else if (treasure_nd == 8) {
- mes "[Man]";
- mes "Oh, yeah. They gave me";
- mes "this weird document labeled";
- mes "''^FF0000[Unlock^000000.'' I don't know how";
- mes "to use it at all, though.";
- next;
- }
- else {
- mes "[Man]";
- mes "Oh, yeah. Let's see here.";
- mes "Ah, here's the document";
- mes "that they gave me. It's kind";
- mes "of a bit torn, though.";
- next;
- if (rand(1,2) == 1) {
- mes "^3355FFThe torn document";
- mes "is labeled ''^FF0000[Open^3355FF.''^000000";
- next;
- set treasure_nd,7;
- set .@joho2,1;
- }
- else {
- mes "^3355FFThe torn document";
- mes "is labeled ''^FF0000[Unlock^3355FF.''^000000";
- next;
- set treasure_nd,8;
- set .@joho2,1;
- }
- }
- }
- if ((.@joho1 == 1) && (.@joho2 == 1)) {
- break;
- }
-
- }
- mes "[" + strcharinfo(0) + "]";
- mes "Wait, how could you not";
- mes "know how to use this?";
- mes "Didn't you get a chance";
- mes "to talk to your clients?";
- next;
- mes "[Man]";
- mes "I haven't even met them.";
- mes "I just get their instructions";
- mes "through the mail. Everything";
- mes "is through a medium with these";
- mes "guys. I guess they've got their";
- mes "eyes on me too, but whatever.";
- next;
- mes "[Man]";
- mes "I guess they hired me because";
- mes "they really want the treasure,";
- mes "but don't want to tip anyone";
- mes "off that they're looking for ";
- mes "it, or that they have it.";
- next;
- mes "[Man]";
- mes "Anyway, all I know is that";
- mes "this piece of paper is supposed";
- mes "to do something. But I guess";
- mes "I'm not smart enough to figure";
- mes "it out. Maybe you'll have";
- mes "better luck with them.";
- next;
- mes "[Man]";
- mes "You know, if you can actually";
- mes "find that guy who was supposed";
- mes "to help me but never showed up,";
- mes "maybe he'll understand how to";
- mes "use that document. Go ahead";
- mes "and take 'em. Good luck, now.";
- close;
- }
- else if ((treasure_nd == 7) || (treasure_nd == 8)) {
- mes "[Man]";
- mes "I already told you everything";
- mes "I know. You'd be better off";
- mes "finding that guy over in";
- mes "Comodo, or the rest of";
- mes "that torn document.";
- close;
- }
- else if ((treasure_nd == 9) || (treasure_nd == 10)) {
- mes "[Man]";
- mes "Now that I think about it,";
- mes "maybe the treasure can be";
- mes "obtained by two people?";
- mes "I mean, they planned for";
- mes "me to go with that guy. Eh,";
- mes "best not to think about it.";
- close;
- }
- else {
- mes "[Man]";
- mes "Heh! Looks like I'll be";
- mes "headed home soon~";
- close;
- }
-}
-
-comodo,339,224,3 script Man in Hiding#nd 881,{
- if (treasure_nd < 7) {
- mes "[Man in Hiding]";
- mes "Whoa, don't get so close!";
- close;
- }
- else if ((treasure_nd == 7) || (treasure_nd == 8)) {
- if (zdan_edq > 12) {
- mes "[Man in Hiding]";
- mes "Whoa, don't get so close!";
- next;
- select("Why are you hiding here?");
- mes "[" + strcharinfo(0) + "]";
- mes "Why are you hiding here?";
- mes "Didn't the Z Gang hire you";
- mes "to dig up some treasure?";
- next;
- mes "[Man in Hiding]";
- mes "Huh? Z Gang? Treasure?";
- next;
- mes "[Man in Hiding]";
- mes "Huh? Wait, tell me the";
- mes "truth. Did you actually";
- mes "meet the Z Gang?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I not only met the Z Gang,";
- mes "I also captured them. I've";
- mes "come looking for you to";
- mes "find out more about this";
- mes "buried treasure.";
- next;
- mes "[Man in Hiding]";
- mes "I get it now. You must";
- mes "have met that other guy";
- mes "they hired to get the";
- mes "treasure. Huh. He's got one";
- mes "half of the spell to open it,";
- mes "and I've got the other.";
- next;
- mes "[Man in Hiding]";
- mes "Well, you can have this,";
- mes "the rest of the magic spell.";
- mes "Let me warn you, though,";
- mes "there's something weird";
- mes "about the spell, and the";
- mes "treasure itself.";
- next;
- if (treasure_nd == 7) {
- mes "^3355FFYou received a torn";
- mes "document that reads";
- mes "''^FF0000Seseame]^000000.''";
- set treasure_nd,10;
- next;
- }
- else {
- mes "^3355FFYou received a torn";
- mes "document that reads";
- mes "''^FF0000Treasure]^000000.''";
- set treasure_nd,9;
- next;
- }
- mes "[Man in Hiding]";
- mes "I don't understand why they";
- mes "went through the hassle of";
- mes "splitting this spell in two";
- mes "parts. There must be some";
- mes "reason. Whatever it is, it";
- mes "must be pretty important.";
- next;
- mes "[Man in Hiding]";
- mes "I guess maybe you need";
- mes "two people to move the";
- mes "treasure? Well, whatever.";
- mes "Good luck finding that";
- mes "treasure. Farewell now!";
- close;
- }
- else {
- mes "[Man in Hiding]";
- mes "Whoa, don't get so close!";
- next;
- select("Ask About Treasure");
- mes "[" + strcharinfo(0) + "]";
- mes "I've come looking";
- mes "for information";
- mes "about the treasure.";
- next;
- emotion e_omg;
- mes "[Man in Hiding]";
- mes "You... You've come";
- mes "looking for me?!";
- mes "Ugh, I'm cornered!";
- mes "I'm not going down";
- mes "without a fight!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "What? No, it's not like";
- mes "that. I met this treasure";
- mes "hunter in Morroc that said";
- mes "I could find you around here.";
- next;
- mes "[Man in Hiding]";
- mes "Treasure hunter...?";
- mes "Oh, then you already";
- mes "know about the treasure...";
- next;
- mes "[Man in Hiding]";
- mes "If I'm right, then you";
- mes "need the other half of";
- mes "the spell to open the";
- mes "treasure. Here, you can";
- mes "take it. I have no use";
- mes "for it, anyway.";
- next;
- if (treasure_nd == 7) {
- mes "^3355FFYou received a torn";
- mes "document that reads";
- mes "''^FF0000Sesame]^000000.''";
- set treasure_nd,10;
- next;
- }
- else {
- mes "^3355FFYou received a torn";
- mes "document that reads";
- mes "''^FF0000Treasure]^000000.''";
- set treasure_nd,9;
- next;
- }
- mes "[Man in Hiding]";
- mes "Now would you just get";
- mes "out of here? If you couldn't";
- mes "already tell, I'm hiding from";
- mes "some people. I told you all";
- mes "I know, so do me a favor,";
- mes "and don't tell anyone I'm here!";
- close;
- }
- }
- else if (treasure_nd == 9) {
- mes "[Man in Hiding]";
- mes "Aren't you going to";
- mes "dig up that treasure?";
- mes "You have both parts of";
- mes "the spell that you need:";
- mes "I already gave you the";
- mes "''^FF0000Treasure]^000000'' part, right?";
- next;
- if (zdan_edq > 12) {
- mes "[Man in Hiding]";
- mes "Anyway, now that the";
- mes "Z Gang is captured,";
- mes "it might be safe enough";
- mes "for me to go back home.";
- close;
- }
- else {
- mes "[Man in Hiding]";
- mes "Would you do me a favor,";
- mes "and just get out of here";
- mes "before someone finds";
- mes "my hiding place?";
- close;
- }
- }
- else if (treasure_nd == 10) {
- mes "[Man in Hiding]";
- mes "Aren't you going to";
- mes "dig up that treasure?";
- mes "You have both parts of";
- mes "the spell that you need:";
- mes "I already gave you the";
- mes "''^FF0000Sesame]^000000'' part, right?";
- next;
- if (zdan_edq > 12) {
- mes "[Man in Hiding]";
- mes "Anyway, now that the";
- mes "Z Gang is captured,";
- mes "it might be safe enough";
- mes "for me to go back home.";
- close;
- }
- else {
- mes "[Man in Hiding]";
- mes "Would you do me a favor,";
- mes "and just get out of here";
- mes "before someone finds";
- mes "my hiding place?";
- close;
- }
- }
- else {
- mes "[Man in Hiding]";
- mes "Heh! Looks like it's";
- mes "safe for me to come out";
- mes "of hiding, and just go home!";
- mes "But maybe I should stick";
- mes "around here a little longer,";
- mes "just to be on the safe side.";
- close;
- }
-}
-
-moc_fild18,108,116,0 script #treasure 844,{
- if (checkweight(907,300) == 0) {
- mes "^3355FFYou're carrying too many";
- mes "items: there's no way you";
- mes "can carry the Treasure";
- mes "Chest with you for now.^000000";
- close;
- }
- if (treasure_nd == 5) {
- mes "^3355FFThere's something";
- mes "here, buried just";
- mes "beneath the ground.^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Unngh! I-it won't...!";
- next;
- mes "^3355FFNo matter how hard";
- mes "you try, you can't dig";
- mes "out the chest or open it.";
- mes "There's some magical";
- mes "aura surrounding the chest";
- mes "that might be stopping you.^000000";
- set treasure_nd,6;
- close;
- }
- else if (treasure_nd == 6) {
- mes "^3355FFThat Treasure Hunter in";
- mes "Morroc must know something";
- mes "about the chest's magical";
- mes "protection. It might be";
- mes "a good idea to ask him.^000000";
- close;
- }
- else if ((treasure_nd == 7) || (treasure_nd == 8)) {
- mes "^3355FFYou tried casting the";
- mes "spell on the document";
- mes "you received, but nothing";
- mes "happened. You should probably";
- mes "find the other man over in";
- mes "Comodo to see what he knows.^000000";
- close;
- }
- else if (treasure_nd == 9 || treasure_nd == 10) {
- mes "^3355FFYou'll need to combine";
- mes "the two halves of the spell";
- mes "on the document you received";
- mes "to remove the chest's magical";
- mes "protection to get the treasure.^000000";
- next;
- input .@input$;
- getpartymember(getcharid(1));
- set .@partymembercount,$@partymembercount;
- if (.@partymembercount > 1) {
- if (((.@input$ == "OpenSesame") && (treasure_nd == 9)) || ((.@input$ == "UnlockTreasure") && (treasure_nd == 10))) {
- mes "^3355FFThe Z Gang must have split";
- mes "the spell document in two";
- mes "parts because one person";
- mes "isn't enough to open this";
- mes "chest. It's a good thing";
- mes "you brought a friend.^000000";
- next;
- mes "^3355FFYou cast the spell,";
- mes "the chest opens, and";
- mes "you grab all the loot inside.^000000";
- if (zdan_edq == 0) {
- set treasure_nd,11;
- }
- else {
- set treasure_nd,12;
- }
- getitem 7725,1; //Unlucky_Emerald
- getitem 604,1; //Branch_Of_Dead_Tree
- getitem 1157,1; //Two_Hand_Sword
- sc_start2 SC_Curse,10000,0,10000;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "N-no! What's going on?";
- mes "This Emerald... It must";
- mes "be cursed by evil magic!";
- close;
- }
- else {
- mes "^3355FFNothing happened.";
- mes "You might not be";
- mes "combining the spell";
- mes "correctly. Perhaps if";
- mes "you made it all one word...^000000";
- close;
- }
- }
- else {
- mes "^3355FFThe treasure chest still";
- mes "won't open. Then again,";
- mes "this doesn't seem to be";
- mes "a one man job...^000000";
- close;
- }
- }
- else if (treasure_nd == 11) {
- if (zdan_edq > 0) {
- mes "^3355FFSomone must have";
- mes "checked the treasure";
- mes "site after you left:";
- mes "whoever it was left";
- mes "telltale signs of";
- mes "his presence.^000000";
- set treasure_nd,12;
- close;
- }
- }
-}
-
-comodo,139,184,3 script Scholar#zgang 742,{
- if (jewel_nd < 9) {
- mes "[Scholar]";
- mes "I'm an antique appraiser.";
- mes "You may think of me as similar";
- mes "to jewel appraisers, but I can";
- mes "appraise the historical value";
- mes "of antiques in addition to their quality and monetary value.";
- close;
- }
- else if (jewel_nd == 9) {
- mes "[Scholar]";
- mes "Oooh. You must be the";
- mes "one sent by Ibrahim, right?";
- mes "You're the one that found";
- mes "that rare emerald, one of";
- mes "the accursed jewels?";
- next;
- mes "[Scholar]";
- mes "I'm very interested in the";
- mes "Cursed Jewels, and have been";
- mes "researching them. You came";
- mes "to just the right person if you";
- mes "wanted to learn more about";
- mes "the emerald that you found.";
- set jewel_nd,11;
- close;
- }
- else if (jewel_nd == 10) {
- mes "[Scholar]";
- mes "Hello, how may";
- mes "I help you today?";
- next;
- select("Ask About Cursed Jewel");
- mes "[" + strcharinfo(0) + "]";
- mes "I came to ask you";
- mes "about a Cursed Jewel.";
- next;
- mes "[Scholar]";
- mes "Let's see... Ah, did";
- mes "you come to ask about";
- mes "the Diamond of Destruction?";
- next;
- select("No, it's the Unlucky Emerald.");
- mes "[Scholar]";
- mes "Ah, the Unlucky Emerald?";
- mes "Yes, that was the most recent";
- mes "Cursed Jewel to be discovered.";
- mes "Let's see, where did I put all";
- mes "of my notes about that?";
- next;
- mes "[Scholar]";
- mes "Would you mind coming";
- mes "back later? I'm not sure";
- mes "where I misplaced my notes...";
- set jewel_nd,11;
- close;
- }
- else if (jewel_nd == 11) {
- mes "[Scholar]";
- mes "Ah, let's see now.";
- mes "There's a record here";
- mes "entitled, ''The Story of the";
- mes "Cursed Jewel.'' According";
- mes "to this, no one knows where";
- mes "these jewels were first found.";
- next;
- mes "[Scholar]";
- mes "The first incident involving";
- mes "the jewel involved a Comodo";
- mes "resident that used the jewel";
- mes "to pay a gambling debt. He";
- mes "committed suicide after he";
- mes "paid his debt, which is a pity.";
- next;
- mes "[Scholar]";
- mes "He didn't tell anyone";
- mes "where he found the jewel";
- mes "before he died, so we have";
- mes "no way of determining the";
- mes "jewel's true origins.";
- next;
- mes "[Scholar]";
- mes "After it was sold, the";
- mes "jewel came into a rich man's";
- mes "possession. However, he lost";
- mes "his fortune and was completely";
- mes "ruined after obtaining it. Hence ^FFFFFF ^000000 the moniker, ''Unlucky Emerald.''";
- next;
- mes "[Scholar]";
- mes "Then the emerald came into";
- mes "the hands of a noble lady";
- mes "who mysteriously died at";
- mes "a young age. The emerald's";
- mes "had thousands of owners";
- mes "who just... Died.";
- next;
- mes "[Scholar]";
- mes "What's disturbing is that";
- mes "the emerald's curse seems";
- mes "to grow stronger with each";
- mes "life it takes away. Um, and";
- mes "your jewel perfectly matches";
- mes "the descriptions, so, uh...";
- next;
- mes "[Scholar]";
- mes "You are the new owner";
- mes "of the Unlucky Emerald.";
- mes "No one will buy that from";
- mes "you while it's still cursed.";
- mes "For the sake of your life,";
- mes "you must break that curse.";
- next;
- mes "[Scholar]";
- mes "Now, holy spells won't work";
- mes "on this kind of curse. You'll";
- mes "need to talk to a shaman.";
- mes "I think he lives in... Alberta?";
- mes "He can summon the dead";
- mes "and act as a medium for you.";
- next;
- mes "[Scholar]";
- mes "The idea is for you to talk";
- mes "to the spirits killed by this";
- mes "emerald through that shaman.";
- mes "And I'm sure he'll be pretty";
- mes "excited to see that you have";
- mes "the Unlucky Emerald with you.";
- set jewel_nd,12;
- close;
- }
- else if (jewel_nd == 12) {
- mes "[Scholar]";
- mes "Please find that shaman";
- mes "in Alberta, and ask if he can";
- mes "help you break the curse";
- mes "on that Unlucky Emerald.";
- close;
- }
- else if (jewel_nd > 28) {
- mes "[Scholar]";
- mes "Wait, you're telling me";
- mes "that the emerald was cursed";
- mes "by the vindictive spirit of";
- mes "some warrior? Interesting...";
- mes "I should record this in my";
- mes "research notes. Thank you!";
- close;
- }
- else {
- mes "[Scholar]";
- mes "Some jewels are said to";
- mes "be possessed by ghosts";
- mes "or evil spirits that will bring";
- mes "misfortune to their owners,";
- mes "drive them to death or";
- mes "insanity, that sort of thing.";
- close;
- }
-}
-
-alberta_in,70,109,5 script Shaman 788,{
- if (jewel_nd == 0) {
- mes "[Shaman]";
- mes "The spiritual realm is";
- mes "the source of my sorcery.";
- mes "Do not understimate the";
- mes "power of the spirits!";
- close;
- }
- else if ((jewel_nd > 0) && (jewel_nd < 12)) {
- mes "[Shaman]";
- mes "Oh? Heh heh!";
- mes "You're carrying";
- mes "something very";
- mes "valuable, aren't you?";
- close;
- }
- else if (jewel_nd == 12) {
- mes "[Shaman]";
- mes "You! Yes... I can sense";
- mes "them... The angry spirits of";
- mes "your ancestors! You haven't";
- mes "made any offerings to them,";
- mes "have you? You must appease";
- mes "them before they torment you!";
- next;
- mes "[Shaman]";
- mes "Quickly, now! It is";
- mes "imperative that you give me";
- mes "500,000 zeny immediately";
- mes "so that I can comfort their";
- mes "souls before they wreck";
- mes "havoc on your life!";
- next;
- select("Actually, I have a Cursed Jewel.");
- mes "[Shaman]";
- mes "Jewel...? Oh, a Cursed";
- mes "Jewel! Hahaha! So that's";
- mes "what that evil aura was!";
- mes "My mistake! Say, do you";
- mes "mind if I take a look at it?";
- next;
- if (countitem(7725) > 0) {
- emotion e_dots;
- mes "[Shaman]";
- mes "So this bauble's the";
- mes "Unlucky Emerald? Yes,";
- mes "it's definitely cursed.";
- mes "If you don't break the";
- mes "curse soon, it'll consume";
- mes "your soul. Not a good thing.";
- next;
- mes "[Shaman]";
- mes "I need to perform";
- mes "a ritual to break the";
- mes "curse. I'll charge you";
- mes "200,000 zeny for the service.";
- mes "It's expensive, but I'm saving";
- mes "your life and risking mine.";
- set jewel_nd,13;
- close;
- }
- else {
- mes "[Shaman]";
- mes "Hm? Did you forget to";
- mes "bring the jewel? Hurry,";
- mes "and bring it back to me.";
- mes "You need to break that";
- mes "curse before the jewel";
- mes "can devour your soul!";
- close;
- }
- }
- else if (jewel_nd == 13) {
- mes "[Shaman]";
- mes "Did you bring the money?";
- mes "We must appease the spirits";
- mes "possessing the soul, and to";
- mes "do that, I will need to perform";
- mes "a ritual that will be taxing";
- mes "on my body and spirit.";
- next;
- if (Zeny > 199999) {
- mes "[Shaman]";
- mes "Good, good. I see that";
- mes "you've brought the money.";
- mes "I can now begin the ritual.";
- mes "If all goes well, you'll be";
- mes "free of your curse, and I can";
- mes "buy some Prontera real estate.";
- set zeny,zeny-200000;
- set jewel_nd,14;
- next;
- mes "[Shaman]";
- mes "Please come back soon";
- mes "after I've completed the";
- mes "preparations for the ritual.";
- close;
- }
- else {
- mes "[Shaman]";
- mes "You... You don't have";
- mes "200,000 zeny? I'm sorry,";
- mes "but I cannot perform the";
- mes "ritual for free, even if";
- mes "your soul is at stake.";
- close;
- }
- }
- else if (jewel_nd == 14) {
- mes "[Shaman]";
- mes "Hmm... You know the";
- mes "money you gave me?";
- mes "Apparently, it wasn't";
- mes "enough. One of the spirits";
- mes "was about to enter me, but...";
- next;
- mes "[Shaman]";
- mes "It left in disgust after";
- mes "it learned that I was trying";
- mes "to break the curse for only";
- mes "200,000 zeny. I think...";
- mes "I think I need 100,000 zeny";
- mes "more for this to be effective.";
- set jewel_nd,15;
- close;
- }
- else if (jewel_nd == 15) {
- mes "[Shaman]";
- mes "Good, you've returned!";
- mes "Did you bring the 100,000";
- mes "zeny like I asked? It's a small";
- mes "price considering that I'm";
- mes "saving your very soul.";
- next;
- if (Zeny > 99999) {
- mes "[Shaman]";
- mes "Ah, perfect!";
- mes "Hopefully, the";
- mes "spirits will be more";
- mes "cooperative this time.";
- set zeny,zeny-100000;
- set jewel_nd,16;
- next;
- mes "[Shaman]";
- mes "Yes, the vindictive";
- mes "spirit in this jewel";
- mes "will be most impressed";
- mes "by your sincere efforts.";
- close;
- }
- else {
- mes "[Shaman]";
- mes "You didn't? Do you know";
- mes "what it's like to have";
- mes "your soul consumed? Let";
- mes "me tell you, it's a lot";
- mes "more painful than parting";
- mes "with a paltry 100,000 zeny!";
- close;
- }
- }
- else if (jewel_nd == 16) {
- mes "[Shaman]";
- mes "At long last, the";
- mes "spirits and I are one.";
- mes "The ritual may now begin.";
- mes "Ohhhhhhhhhhhmmmmm... ";
- next;
- mes "[Shaman]";
- mes "Hhhkkk... Arrrgh...!";
- emotion e_omg;
- next;
- mes "[" + strcharinfo(0) +"]";
- mes ".....?";
- next;
- mes "[Shaman]";
- mes "Th-this emerald!";
- mes "So many lives! Money";
- mes "alone won't break this";
- mes "curse! It's time to get";
- mes "serious and suppress";
- mes "this jewel's power!";
- next;
- mes "[Shaman]";
- mes "Remember the items";
- mes "I tell you to bring, and";
- mes "come back with them";
- mes "as quickly as you can!";
- mes "Both of our lives are in";
- mes "danger until you do!";
- next;
- mes "[Shaman]";
- mes "Bring me";
- mes "^FF00001 Holy Water^000000,";
- mes "^FF00001 Red Blood^000000,";
- mes "^FF00001 Witherless Rose^000000,";
- mes "^FF00001 Crystal Blue^000000, and";
- mes "^FF00001 Wind of Verdure^000000.";
- next;
- mes "[Shaman]";
- mes "Hurry! Although the spirits";
- mes "are eternal, they don't like";
- mes "to be kept waiting! Don't";
- mes "question this great irony,";
- mes "and get those items now!";
- set jewel_nd,17;
- close;
- }
- else if (jewel_nd == 17) {
- mes "[Shaman]";
- mes "You brought the items?!";
- mes "Quickly! Place them in";
- mes "my hands! We can't afford";
- mes "to waste any more time!";
- next;
- if (countitem(990) > 0) && (countitem(991) > 0) && (countitem(992) > 0) && (countitem(748) > 0) && (countitem(523) > 0) {
- mes "[Shaman]";
- mes "Thank goodness.";
- mes "Now... Let me begin...";
- mes "Uhhkk... Argh! Wait!";
- mes "I... I see someone...";
- mes "Covered in blood? Yes...";
- mes "He's staring at something.";
- delitem 990,1; //Boody_Red
- delitem 991,1; //Crystal_Blue
- delitem 992,1; //Wind_Of_Verdure
- delitem 748,1; //Witherless_Rose
- delitem 523,1; //Holy_Water
- next;
- mes "[Shaman]";
- mes "There's a sword behind it.";
- mes "He's... He's just been in";
- mes "a fight? I can smell...";
- mes "His bloodlust. I can't tell";
- mes "if he cursed the jewel of";
- mes "if he's another victim...";
- next;
- mes "[Shaman]";
- mes "Damn it! It's not clear";
- mes "to me! We need to figure";
- mes "out if what I'm seeing is";
- mes "the root of the curse...";
- mes "What can we do to--Right!";
- next;
- mes "[Shaman]";
- mes "I'm not sure how helpful";
- mes "he'll be, but there is an";
- mes "archaeologist in Juno that";
- mes "might know more about this";
- mes "specific jewel. Hopefully,";
- mes "he will have the answer.";
- set jewel_nd,18;
- next;
- mes "[Shaman]";
- mes "For now, the jewel's";
- mes "curse is beyond my power.";
- mes "However, if you can determine";
- mes "the source of the curse, then";
- mes "I will be able to help you.";
- close; }
- else {
- mes "[Shaman]";
- mes "You... Forgot?!";
- mes "Your body and soul are in";
- mes "jeopardy and you forgot?!";
- next;
- mes "[Shaman]";
- mes "Bring me";
- mes "^FF00001 Holy Water^000000,";
- mes "^FF00001 Red Blood^000000,";
- mes "^FF00001 Witherless Rose^000000,";
- mes "^FF00001 Crystal Blue^000000, and";
- mes "^FF00001 Wind of Verdure^000000!";
- close;
- }
- }
- else if (jewel_nd == 18) {
- mes "[Shaman]";
- mes "That antique appraiser...";
- mes "He wouldn't know anything";
- mes "more about the jewel, but";
- mes "that archaeologist in Juno";
- mes "will hopefully have some";
- mes "new information we can use.";
- close;
- }
- else if (jewel_nd == 19) {
- mes "[Shaman]";
- mes "Ah, you're back.";
- mes "So did you learn";
- mes "anything new about";
- mes "the Unlucky Emerald?";
- next;
- select("The archaeologist said...");
- mes "["+ strcharinfo(0) +"]";
- mes "The archaeologist said...";
- mes "Well, he said that there";
- mes "is no curse on the jewel.";
- next;
- mes "[Shaman]";
- mes "What? How dare he refute";
- mes "what I just told you?!";
- mes "Is he calling me a liar?";
- mes "There was a vindictive";
- mes "warrior's soul inside";
- mes "that very emerald!";
- next;
- mes "[Shaman]";
- mes "Then again, there's no";
- mes "point fighting someone";
- mes "that doesn't believe in";
- mes "the spirit realm. However,";
- mes "I wasn't lying. My honor";
- mes "as a shaman is at stake!";
- set jewel_nd,20;
- next;
- mes "[Shaman]";
- mes "In fact, I'll prove it to you";
- mes "by reading the message";
- mes "inside this emerald. Bring";
- mes "me the jewel, and I'll summon";
- mes "the warrior spirit inside it.";
- mes "Just let me rest a bit first.";
- close;
- }
- else if (jewel_nd == 20) {
- if (countitem(7725) > 0) {
- mes "[Shaman]";
- mes "Alright. By my pride";
- mes "as a shaman, I'll provide";
- mes "this service to you free";
- mes "of charge! Can't have";
- mes "anyone thinking I'm";
- mes "some kind of quack...";
- next;
- mes "[Shaman]";
- mes "Hmmmm...";
- mes "Hmmmm...";
- mes "I... I see.";
- next;
- mes "[Shaman]";
- mes "Huh. Well, what do you";
- mes "know? There is no curse.";
- mes "However, it's not true that";
- mes "only Comodo's prodigal son";
- mes "was killed over this jewel.";
- mes "There are many more...";
- next;
- mes "[Shaman]";
- mes "Go yonder to the town";
- mes "of Geffen, head west, and";
- mes "seek the high ground that";
- mes "is over the bridge. You know...";
- mes "Leave Geffen through the west";
- mes "gate and find a high place.";
- next;
- mes "[Shaman]";
- mes "Trust me. You'll find";
- mes "something there that will";
- mes "react to the power of that";
- mes "emerald you possess.";
- next;
- mes "[Shaman]";
- mes "Hmpf! That arrogant";
- mes "archaeologist! He doesn't";
- mes "know what he's talking about!";
- set jewel_nd,21;
- close;
- }
- else {
- mes "[Shaman]";
- mes "You don't have the";
- mes "emerald with you?";
- mes "I hope you didn't";
- mes "lose it somewhere.";
- close;
- }
- }
- else if (jewel_nd == 21) {
- mes "[Shaman]";
- mes "Go yonder to the town";
- mes "of Geffen, head west, and";
- mes "seek the high ground that";
- mes "is over the bridge. You know...";
- mes "Leave Geffen through the west";
- mes "gate and find a high place.";
- next;
- mes "[Shaman]";
- mes "Trust me. You'll find";
- mes "something there that will";
- mes "react to the power of that";
- mes "emerald you possess.";
- mes "Don't forget to bring";
- mes "that emerald with you!";
- close;
- }
- else if ((jewel_nd == 22) || (jewel_nd == 23)) {
- mes "[Shaman]";
- mes "What did I tell you?";
- mes "That jewel brings very";
- mes "bad fortune. Though, I'm";
- mes "not sure why the warrior";
- mes "spirit inside wouldn't talk";
- mes "to me. What's with that?";
- close;
- }
- else {
- mes "[Shaman]";
- mes "It's been a long time";
- mes "since I've done these";
- mes "rituals. I feel thoroughly";
- mes "drained of my spiritual energy.";
- close;
- }
-}
-
-yuno_in04,38,48,3 script Archeologist 55,{
- if (jewel_nd < 18) {
- mes "[Archeologist]";
- mes "There's so much to do!";
- mes "How am I going to handle";
- mes "all of this research? Don't";
- mes "panic, don't panic, just";
- mes "one thing at a time!";
- close;
- }
- else if (jewel_nd == 18) {
- mes "[Archeologist]";
- mes "Oh, I've heard about you";
- mes "from that antique appraiser";
- mes "in Comodo... You're the one";
- mes "that dig up the Unlucky";
- mes "Emerald, right? Would";
- mes "you mind if I take a look?";
- next;
- if (countitem(7725) > 0) {
- mes "[Archeologist]";
- mes "Ah, it's no wonder so";
- mes "many people want it.";
- mes "This emerald is so huge";
- mes "and... It's beautiful! So...";
- mes "I'm guessing you needed";
- mes "my help with something?";
- next;
- switch(select("Ask About the Jewel's Curse:Show Off Jewel")) {
- case 1:
- emotion e_heh;
- mes "[Archeologist]";
- mes "The jewel's curse?";
- mes "Hah! You believe in that";
- mes "old superstition? Oh, so";
- mes "you wanted to break the";
- mes "jewel's curse? Mmpf. Hahah!";
- mes "You're not dead yet, right?";
- next;
- mes "[Archeologist]";
- mes "It's all a load of bunk!";
- mes "Only one man died while";
- mes "keeping this jewel in his";
- mes "possession, that gambler in";
- mes "Comodo that used it to pay";
- mes "off his gambling debts.";
- next;
- mes "[Archeologist]";
- mes "This jewel happened to be";
- mes "lost for a long time, and it";
- mes "just reappeared. That's all.";
- mes "Lots of myths and legends";
- mes "surround extremely valuable";
- mes "gems like this one.";
- next;
- mes "[Archeologist]";
- mes "Anyway, there's no curse.";
- mes "Believe what you want to,";
- mes "but that happens to be my";
- mes "professional opinion,";
- mes "based on my research.";
- set jewel_nd,19;
- close;
- case 2:
- mes "[Archeologist]";
- mes "Wow...";
- mes "That jewel sure";
- mes "is freakin' huge...";
- close;
- }
- }
- else {
- mes "[Archeologist]";
- mes "You lost the jewel?";
- mes "Well, maybe it's not";
- mes "all bad. History shows";
- mes "that many people were";
- mes "ruined by suddenly coming";
- mes "upon vast fortunes, you know?";
- close;
- }
- }
- else if (jewel_nd == 22) {
- mes "[Archeologist]";
- mes "The vindictive soul";
- mes "of a warrior is just";
- mes "drifting around in the";
- mes "world of the living?";
- mes "I don't think I want to";
- mes "believe what you're saying.";
- next;
- mes "[Archeologist]";
- mes "I personally feel that";
- mes "old shaman's a fraud, but...";
- mes "You should have the freedom";
- mes "to decide what you believe.";
- mes "But don't let it bother you.";
- close;
- }
- else if (jewel_nd == 23) {
- mes "[Archeologist]";
- mes "Are you talking about";
- mes "ghosts again? Fine. For";
- mes "the sake of the argument,";
- mes "let's say the jewel actually";
- mes "possesses the soul of";
- mes "some fallen warrior.";
- next;
- mes "[Archeologist]";
- mes "It's not unfathomable for";
- mes "people with huge debts to";
- mes "kill themselves, or for";
- mes "warriors to perish while";
- mes "fighting Cobolds. Still...";
- mes "I'll see what I can learn.";
- next;
- mes "[Archeologist]";
- mes "That reminds me...";
- mes "I've got some records about";
- mes "an adventurer group that died";
- mes "in the field west of Geffen";
- mes "that you were talking about.";
- mes "Let me see if I can find them.";
- set jewel_nd,24;
- close;
- }
- else if (jewel_nd == 24) {
- mes "[Archeologist]";
- mes "Ah, you're back! I found";
- mes "those records I told you";
- mes "about. It's a witness's";
- mes "account of what happened";
- mes "when those people died";
- mes "west of Geffen.";
- next;
- mes "[Archeologist]";
- mes "What's interesting is that";
- mes "the warrior you keep talking";
- mes "about wasn't killed by Cobolds";
- mes "at all, according to what this";
- mes "guy wrote. Let's see...";
- mes "Ah, it's over here.";
- next;
- mes "[Archeologist]";
- mes "''^666666When the chief and his";
- mes "soldiers arrived, the battle";
- mes "was over. Dead bodies lay";
- mes "everywhere, but there was";
- mes "one warrior covered in blood,";
- mes "half conscious, but living.^000000''";
- next;
- mes "[Archeologist]";
- mes "Strange, isn't it?";
- mes "This is from a journal";
- mes "written by a retired soldier";
- mes "that lives in Prontera now.";
- mes "It might be a good idea to";
- mes "see if you can talk to him.";
- set jewel_nd,25;
- close;
- }
- else if (jewel_nd == 25) {
- mes "[Archeologist]";
- mes "There's a retired soldier";
- mes "that actually witnessed what";
- mes "happened in the field west";
- mes "of Geffen. You should try";
- mes "to find him in Prontera, and";
- mes "see what you can learn.";
- close;
- }
- else if (jewel_nd > 28) {
- mes "[Archeologist]";
- mes "Ah, that's... That's";
- mes "very profound. That one";
- mes "warrior went berserk when";
- mes "he realized he was too weak";
- mes "to protect his comrades?";
- mes "He lost total control...";
- next;
- mes "[Archeologist]";
- mes "I better talk to that";
- mes "old soldier and get the";
- mes "full story on record.";
- mes "It'll be a really good history";
- mes "lesson for Swordmen everywhere.";
- mes "Thank you for letting me know.";
- close;
- }
- else {
- mes "[Archeologist]";
- mes "I'm so busy! Listen,";
- mes "would you mind coming";
- mes "back later when I'm not";
- mes "so swamped with work?";
- close;
- }
-}
-
-prontera,140,304,5 script Old Soldier 901,{
- if (checkweight(907,200) == 0) {
- mes "[Retired Soldier]";
- mes "Why are you carrying";
- mes "so much stuff with you?";
- mes "Isn't there a Kafra Storage";
- mes "service for keeping your junk?";
- close;
- }
- if (jewel_nd == 25) {
- mes "[Retired Soldier]";
- mes "It's strange that so";
- mes "many people have been";
- mes "wanting to talk to me for";
- mes "some reason, but I'll";
- mes "admit that it's kind of nice.";
- next;
- switch(select("Ask About Past Battles:Ask About Fallen Warrior")) {
- case 1:
- mes "[Retired Soldier]";
- mes "Don't get me started.";
- mes "Once I start talking about";
- mes "the old days, I'll go on all";
- mes "night. Those were real hard";
- mes "times to live through, but good";
- mes "memories to remember...";
- close;
- case 2:
- mes "[Retired Soldier]";
- mes "The fallen warrior...?";
- mes "There's only one that brings";
- mes "a chill down my spine whenever";
- mes "I think of him. He was about";
- mes "your age when it happened...";
- next;
- mes "[Retired Soldier]";
- mes "We received a report about";
- mes "a Cobold threat, so we were";
- mes "dispatched to the fields";
- mes "west of Geffen. But the";
- mes "battle was over once we";
- mes "arrived. We were too late.";
- next;
- mes "[Retired Soldier]";
- mes "All the Cobolds were slain,";
- mes "but... There was one warrior";
- mes "left, covered in blood. When";
- mes "he saw us, he just started";
- mes "attacking everyone! He";
- mes "had completely lost it.";
- next;
- mes "[Retired Soldier]";
- mes "We had no choice but to";
- mes "kill him. It was self defense,";
- mes "but I can't help but pity him.";
- mes "All his comrades had been";
- mes "killed: I can't imagine how";
- mes "that must have felt.";
- next;
- mes "[Retired Soldier]";
- mes "We arrived too late to";
- mes "see that battle, but I'm";
- mes "pretty sure it was horrific.";
- mes "You must be pretty interested";
- mes "in learning about this soldier.";
- next;
- mes "[Retired Soldier]";
- mes "Well, I'm just glad that you";
- mes "were able to know more";
- mes "about this story. There's";
- mes "much you can learn from";
- mes "other people's experiences.";
- set jewel_nd,26;
- close;
- }
- }
- else if ((jewel_nd > 25) && (jewel_nd < 29)) {
- mes "[Retired Soldier]";
- mes "I don't regret that we";
- mes "had to kill that warrior.";
- mes "We did had we had to";
- mes "back in those days.";
- close;
- }
- else if (jewel_nd == 29) {
- mes "[Retired Soldier]";
- mes "Oh, it's you again.";
- mes "Did you want to ask me";
- mes "more about that warrior?";
- mes "I'm afraid I already told";
- mes "you everything I know.";
- next;
- switch(select("Sorry...:I met the warrior's spirit.")) {
- case 1:
- mes "[Retired Soldier]";
- mes "It's fine.";
- close;
- case 2:
- mes "[Retired Soldier]";
- mes "What? How is that";
- mes "even possible?";
- next;
- mes "^3355FFYou explain to the";
- mes "retired soldier everything";
- mes "that has happened so far.^000000";
- next;
- mes "[Retired Soldier]";
- mes "That's quite a story.";
- mes "Still, I'm surprised that";
- mes "he didn't want to talk to";
- mes "you about what happened.";
- mes "I guess he still harbors";
- mes "bad feelings about that day...";
- next;
- mes "[Retired Soldier]";
- mes "Well, I guess it doesn't";
- mes "really matter now. Chalk";
- mes "this all up to a really good";
- mes "learning experience.";
- next;
- switch(select("I feel so sorry for him.:Do you believe the jewel is really cursed?")) {
- case 1:
- mes "[Retired Soldier]";
- mes "Well...";
- mes "I don't know what to tell";
- mes "you. I mean, you can't really";
- mes "put the blame on anybody.";
- mes "He just lost his mind...";
- close;
- case 2:
- mes "[Retired Soldier]";
- mes "I'm not really sure if the";
- mes "jewel was cursed, if that";
- mes "warrior started the curse,";
- mes "or if the jewel isn't cursed";
- mes "at all. I'm just an old,";
- mes "simple soldier.";
- next;
- mes "[Retired Soldier]";
- mes "One thing's for sure:";
- mes "if there was a curse, that";
- mes "soldier should have been";
- mes "able to overcome it if his will";
- mes "was strong enough. It's harsh";
- mes "to say it like this, but...";
- next;
- mes "[Retired Soldier]";
- mes "True warriors have the";
- mes "strength to endure, to";
- mes "fight temptation, to keep";
- mes "their focus. That guy...";
- mes "He wasn't cut out to fight.";
- set jewel_nd,30;
- next;
- if (countitem(7725) > 0) {
- mes "[Retired Soldier]";
- mes "You know what?";
- mes "If you're so worried";
- mes "about a curse, why don't";
- mes "you leave that jewel with me?";
- mes "Don't worry, I'll make sure";
- mes "to compensate you for it.";
- next;
- mes "[Retired Soldier]";
- mes "I'd rather keep it to myself,";
- mes "rather than risk it messing";
- mes "around with other people.";
- mes "I know my will's tough enough";
- mes "to resist its curse, you know,";
- mes "if it actually exists.";
- delitem 7725,1; //Unlucky_Emerald
- set jewel_nd,31;
- getitem 603,1; //Old_Blue_Box
- if (BaseLevel < 66) {
- getitem 607,1; //Yggdrasilberry
- next;
- }
- else if ((BaseLevel > 65) && (BaseLevel < 75)) {
- getexp 5000,0;
- next;
- }
- else if ((BaseLevel > 74) && (BaseLevel < 81)) {
- getexp 18000,0;
- next;
- }
- else if ((BaseLevel > 80) && (BaseLevel < 86)) {
- getexp 36000,0;
- next;
- }
- else if ((BaseLevel > 85) && (BaseLevel < 91)) {
- getexp 50000,0;
- next;
- }
- else if ((BaseLevel > 90) && (BaseLevel < 96)) {
- getexp 80000,0;
- next;
- }
- else if ((BaseLevel > 95) && (BaseLevel < 150)) {
- getexp 100000,0;
- next;
- }
- else if (BaseLevel == 150) {
- getitem 617,1; //Old_Violet_Box
- next;
- }
- else {
- getitem 617,1; //Old_Violet_Box
- next;
- }
- mes "[Retired Soldier]";
- mes "If there's anything";
- mes "you learn from all this,";
- mes "it's that you should never";
- mes "succumb to your desperation.";
- mes "Rage gives you nothing:";
- mes "its power is an illusion.";
- close;
- }
- else {
- mes "[Retired Soldier]";
- mes "You know what?";
- mes "If you're so worried";
- mes "about a curse, why don't";
- mes "you leave that jewel with me?";
- mes "Don't worry, I'll make sure";
- mes "to compensate you for it.";
- next;
- mes "[Retired Soldier]";
- mes "I'd rather keep it to myself,";
- mes "rather than risk it messing";
- mes "around with other people.";
- mes "I know my will's tough enough";
- mes "to resist its curse, you know,";
- mes "if it actually exists.";
- close;
- }
- }
- }
- }
- else if (jewel_nd == 30) {
- if (countitem(7725) > 0) {
- delitem 7725,1; //Unlucky_Emerald
- set jewel_nd,31;
- getitem 603,1; //Old_Blue_Box
- if (BaseLevel < 66) {
- getitem 607,1; //Yggdrasilberry
- next;
- }
- else if ((BaseLevel > 65) && (BaseLevel < 75)) {
- getexp 5000,0;
- next;
- }
- else if ((BaseLevel > 74) && (BaseLevel < 81)) {
- getexp 8000,0;
- next;
- }
- else if ((BaseLevel > 80) && (BaseLevel < 86)) {
- getexp 15000,0;
- next;
- }
- else if ((BaseLevel > 85) && (BaseLevel < 91)) {
- getexp 20000,0;
- next;
- }
- else if ((BaseLevel > 90) && (BaseLevel < 96)) {
- getexp 40000,0;
- next;
- }
- else if ((BaseLevel > 95) && (BaseLevel < 150)) {
- getexp 50000,0;
- next;
- }
- else if (BaseLevel == 150) {
- getitem 617,1; //Old_Violet_Box
- next;
- }
- else {
- getitem 617,1; //Old_Violet_Box
- next;
- }
- mes "[Retired Soldier]";
- mes "If there's anything";
- mes "you learn from all this,";
- mes "it's that you should never";
- mes "succumb to your desperation.";
- mes "Rage gives you nothing:";
- mes "its power is an illusion.";
- close;
- }
- else {
- mes "[Retired Soldier]";
- mes "You know what?";
- mes "If you're so worried";
- mes "about a curse, why don't";
- mes "you leave that jewel with me?";
- mes "Don't worry, I'll make sure";
- mes "to compensate you for it.";
- next;
- mes "[Retired Soldier]";
- mes "I'd rather keep it to myself,";
- mes "rather than risk it messing";
- mes "around with other people.";
- mes "I know my will's tough enough";
- mes "to resist its curse, you know,";
- mes "if it actually exists.";
- close;
- }
- }
- else if (jewel_nd == 31) {
- mes "[Retired Soldier]";
- mes "Well, you learned all there";
- mes "is to know about the Unlucky";
- mes "Emerald. It's time you forget";
- mes "about the curse or whatever,";
- mes "and find new adventures.";
- mes "Ah, to be young again...";
- close;
- }
- else {
- mes "[Retired Soldier]";
- mes "Ah, how I long for";
- mes "the old days. Being";
- mes "retired is just so...";
- mes "It's so boring! I guess";
- mes "it's time to find a hobby.";
- close;
- }
-}
-
-gef_fild08,182,185,0 script The Wanderer 739,{
- if (jewel_nd < 21) {
- mes "[The Wanderer]";
- mes "I'm just a wanderer";
- mes "drifting through this";
- mes "world. Please just";
- mes "leave me in peace.";
- close;
- }
- else if (jewel_nd == 21) {
- if (countitem(7725) > 0) {
- mes "[The Wanderer]";
- mes "That... That looks";
- mes "just like the emerald";
- mes "I used to own. Hmmm...";
- mes "Did you come looking for me?";
- next;
- mes "[The Wanderer]";
- mes "Get rid of that thing right";
- mes "now. It's an evil jewel that";
- mes "causes tragedy wherever";
- mes "it goes. I remember... I got";
- mes "that jewel from monsters...";
- next;
- mes "[The Wanderer]";
- mes "I was just a simple man,";
- mes "dreaming of becoming the";
- mes "world's greatest warrior.";
- mes "I had that emerald on me";
- mes "when we encountered a huge";
- mes "group of vicious Cobolds.";
- next;
- mes "[The Wanderer]";
- mes "No matter how many";
- mes "we killed, there was";
- mes "just no end to them...";
- mes "And then... We... We...";
- mes "I... It hurts too much";
- mes "to recall what happened...";
- set jewel_nd,22;
- hideonnpc "The Wanderer";
- stopnpctimer;
- close;
- }
- else {
- mes "[The Wanderer]";
- mes "Why have you summoned me?";
- mes "I'm just the soul of a fallen";
- mes "warrior, seeking peace.";
- mes "Please don't bother me";
- mes "if you can avoid it.";
- close;
- }
- }
- else if (jewel_nd == 22) {
- mes "[The Wanderer]";
- mes "You again? Why do you still";
- mes "hold the jewel?! Didn't I just";
- mes "what happened to me and";
- mes "my comrades! We all died";
- mes "that day, that day the";
- mes "Cobolds overpowered us!";
- next;
- mes "[The Wanderer]";
- mes "Just let me return";
- mes "to my slumber.";
- set jewel_nd,23;
- close;
- }
- else if (jewel_nd == 25) {
- mes "[The Wanderer]";
- mes "Why have you called";
- mes "me here again? What";
- mes "is it you want from me?";
- mes "Can't you leave me alone?";
- next;
- select("Were you really killed by Cobolds?");
- mes "[The Wanderer]";
- mes "Argh! What is it you're";
- mes "trying to say?! Leave now!";
- hideonnpc "The Wanderer";
- stopnpctimer;
- close;
- }
- else if (jewel_nd == 26) {
- mes "[The Wanderer]";
- mes "Still you pester me.";
- mes "Unfortunately, the power";
- mes "of the jewel compels me";
- mes "to return to this plane...";
- mes "What is it this time?";
- next;
- select("You weren't killed by Cobolds, were you?");
- mes "[The Wanderer]";
- mes "How many times must I tell";
- mes "you? Are you saying that";
- mes "I'm lying about the deaths";
- mes "of my comrades? Forget it.";
- mes "The dead shouldn't talk.";
- mes "It's a waste of my time.";
- next;
- mes "[The Wanderer]";
- mes "Take care, young";
- mes "adventurer, and don't";
- mes "reopen the wounds of";
- mes "the past anymore.";
- set jewel_nd,27;
- next;
- while(1) {
- if (select("You killed your comrades!:Do you remember your last moment?") == 1) {
- mes "[The Wanderer]";
- mes "Did I...? Ha. Haha!";
- mes "adventurer, but that sounds";
- mes "like something from a trashy";
- mes "novel. Hah hah hah hah!";
- next;
- }
- else {
- mes "[The Wanderer]";
- mes "It's a little hazy...";
- mes "I... We tried to kill as";
- mes "many Cobolds as we ";
- mes "could... Everyone was...";
- mes "Everyone was dead.";
- mes "Everyone but me.";
- next;
- mes "[The Wanderer]";
- mes "I was all alone.";
- mes "We killed all the";
- mes "Cobolds, but I was...";
- mes "Then... The next thing...";
- mes "I was covered in blood.";
- mes "Then, something appeared?";
- next;
- mes "[The Wanderer]";
- mes "No, it can't have been.";
- mes "A human soldier like me?";
- set jewel_nd,28;
- next;
- break;
- }
- }
- mes "[The Wanderer]";
- mes "I was killed... No, wait.";
- mes "I survived the battle with";
- mes "the Cobolds. Then, some";
- mes "coward killed me from";
- mes "behind, and stole my";
- mes "emerald. That must be it!";
- next;
- select("How did your comrades die?");
- mes "[The Wanderer]";
- mes "The Cobolds killed them!";
- mes "I was too weak to protect";
- mes "my comrades. Too weak...";
- mes "When I came back to my";
- mes "senses, they were all...";
- next;
- emotion e_dots;
- mes "[The Wanderer]";
- mes "I'm not sure what";
- mes "happened. There was";
- mes "blood coming into my eyes...";
- mes "I remember slashing, and";
- mes "stabbing, and... And slashing.";
- next;
- select("You slashed everything...");
- mes "["+ strcharinfo(0) +"]";
- mes "You slashed everything...";
- mes "Even the comrades you";
- mes "were supposed to protect.";
- next;
- mes "[The Wanderer]";
- mes "I... I did...?";
- mes "I... No! Shut up!";
- mes "Stop it! I couldn't...";
- mes "Get out of here now!";
- mes "You're trying to trick me!";
- set jewel_nd,29;
- hideonnpc "The Wanderer";
- stopnpctimer;
- close;
- }
- else if (jewel_nd == 27) {
- mes "[The Wanderer]";
- mes "What is it?";
- mes "What could you";
- mes "possibly have to";
- mes "say to me this time?";
- next;
- while(1) {
- if (select("You killed your comrades!:Do you remember your last moment?") == 1) {
- mes "[The Wanderer]";
- mes "Did I...? Ha. Haha!";
- mes "adventurer, but that sounds";
- mes "like something from a trashy";
- mes "novel. Hah hah hah hah!";
- next;
- }
- else {
- mes "[The Wanderer]";
- mes "It's a little hazy...";
- mes "I... We tried to kill as";
- mes "many Cobolds as we ";
- mes "could... Everyone was...";
- mes "Everyone was dead.";
- mes "Everyone but me.";
- next;
- mes "[The Wanderer]";
- mes "I was all alone.";
- mes "We killed all the";
- mes "Cobolds, but I was...";
- mes "Then... The next thing...";
- mes "I was covered in blood.";
- mes "Then, something appeared?";
- next;
- mes "[The Wanderer]";
- mes "No, it can't have been.";
- mes "A human soldier like me?";
- set jewel_nd,28;
- next;
- break;
- }
- }
- mes "[The Wanderer]";
- mes "I was killed... No, wait.";
- mes "I survived the battle with";
- mes "the Cobolds. Then, some";
- mes "coward killed me from";
- mes "behind, and stole my";
- mes "emerald. That must be it!";
- next;
- select("How did your comrades die?");
- mes "[The Wanderer]";
- mes "The Cobolds killed them!";
- mes "I was too weak to protect";
- mes "my comrades. Too weak...";
- mes "When I came back to my";
- mes "senses, they were all...";
- next;
- emotion e_dots;
- mes "[The Wanderer]";
- mes "I'm not sure what";
- mes "happened. There was";
- mes "blood coming into my eyes...";
- mes "I remember slashing, and";
- mes "stabbing, and... And slashing.";
- next;
- select("You slashed everything...");
- mes "["+ strcharinfo(0) +"]";
- mes "You slashed everything...";
- mes "Even the comrades you";
- mes "were supposed to protect.";
- next;
- mes "[The Wanderer]";
- mes "I... I did...?";
- mes "I... No! Shut up!";
- mes "Stop it! I couldn't...";
- mes "Get out of here now!";
- mes "You're trying to trick me!";
- set jewel_nd,29;
- hideonnpc "The Wanderer";
- stopnpctimer;
- close;
- }
- else if (jewel_nd == 28) {
- mes "[The Wanderer]";
- mes "Why you...";
- next;
- select("How did your comrades die?");
- mes "[The Wanderer]";
- mes "The Cobolds killed them!";
- mes "I was too weak to protect";
- mes "my comrades. Too weak...";
- mes "When I came back to my";
- mes "senses, they were all...";
- next;
- emotion e_dots;
- mes "[The Wanderer]";
- mes "I'm not sure what";
- mes "happened. There was";
- mes "blood coming into my eyes...";
- mes "I remember slashing, and";
- mes "stabbing, and... And slashing.";
- next;
- select("You slashed everything...");
- mes "["+ strcharinfo(0) +"]";
- mes "You slashed everything...";
- mes "Even the comrades you";
- mes "were supposed to protect.";
- next;
- mes "[The Wanderer]";
- mes "I... I did...?";
- mes "I... No! Shut up!";
- mes "Stop it! I couldn't...";
- mes "Get out of here now!";
- mes "You're trying to trick me!";
- set jewel_nd,29;
- hideonnpc "The Wanderer";
- stopnpctimer;
- close;
- }
- else if (jewel_nd == 29) {
- mes "[The Wanderer]";
- mes "Leave me alone!";
- close;
- }
- else if (jewel_nd > 29) {
- mes "[The Wanderer]";
- mes "Shut up! Stop harassing";
- mes "me! I can't... I don't...!";
- close;
- }
- else {
- mes "[The Wanderer]";
- mes ".........";
- close;
- }
-
-OnInit:
- hideonnpc "The Wanderer";
- end;
-
-OnEnable:
- hideoffnpc "The Wanderer";
- initnpctimer;
- end;
-
-OnTimer60000:
- hideonnpc "The Wanderer";
- stopnpctimer;
- end;
-}
-
-gef_fild08,182,182,0 script #CallGhost -1,2,2,{
- end;
-
-//OnTouch2:
-OnTouch:
- if (jewel_nd == 21) {
- if (countitem(7725) > 0) {
- mes "[" + strcharinfo(0) + "]";
- mes "This must be the place";
- mes "that shaman was talking";
- mes "about. Let's see now...";
- donpcevent "The Wanderer::OnEnable";
- close;
- }
- else {
- mes "[" + strcharinfo(0) + "]";
- mes "This must be the place";
- mes "that shaman was talking";
- mes "about. Let's see now...";
- mes "Wait. I need that emerald...";
- close;
- }
- }
- else if ((jewel_nd > 21) && (jewel_nd < 29)) {
- donpcevent "The Wanderer::OnEnable";
- }
- end;
-}
-
-// Rogue Guild Investigation
-//============================================================
-prontera,163,204,3 script Man from Morroc 99,{
- if (rumour_nd == 0) {
- mes "[Morroc Traveler]";
- mes "Ah, it's very nice and";
- mes "refreshing to be near this";
- mes "fountain. It's much cooler";
- mes "here than back in Morroc.";
- next;
- switch(select("Nice day today, huh?:How's Morroc lately?")) {
- case 1:
- mes "[Morroc Traveler]";
- mes "Oh, yes. It's a wonderful";
- mes "day! Prontera is so sunny";
- mes "and cool. No wonder so";
- mes "many people live over here!";
- close;
- case 2:
- mes "[Morroc Traveler]";
- mes "You're an adventurer, and";
- mes "you haven't heard the crazy";
- mes "rumors spreading all over";
- mes "the Rune-Midgarts kingdom?";
- mes "I thought you guys traveled";
- mes "around and heard things.";
- next;
- }
- select("What crazy rumors?");
- mes "[Morroc Traveler]";
- mes "Uh... Rogue agents!";
- mes "They're all over the place!";
- mes "Why don't you talk to some";
- mes "of the Rogue agents dispatched";
- mes "in the other towns? Then you'll";
- mes "know what I'm talking about!";
- set rumour_nd,1;
- close;
- }
- else if (rumour_nd == 1) {
- mes "[Morroc Traveler]";
- mes "Shouldn't you be";
- mes "looking for a Rogue";
- mes "agent to talk to?";
- mes "I mean, maybe you";
- mes "can pitch in and";
- mes "help them out.";
- close;
- }
- else if (rumour_nd > 1) {
- if (zdan_edq > 12) {
- mes "[Morroc Traveler]";
- mes "So the Z Gang was what";
- mes "those crazy rumors were";
- mes "all about. Good to hear";
- mes "that they're all in jail.";
- close;
- }
- else {
- mes "[Morroc Traveler]";
- mes "Hey, uh...";
- mes "I'm just trying to";
- mes "relax on my vacation.";
- close;
- }
- }
-}
-
-in_rogue,355,28,5 script Rogue Agent 118,{
- if (checkweight(907,200) == 0) {
- mes "[Guildsman]";
- mes "You're carrying too";
- mes "much stuff on you.";
- mes "Take a load off, put";
- mes "your extra stuff in";
- mes "Kafra Storage: that's";
- mes "what's it's for~";
- close;
- }
- if (rumour_nd == 0) {
- if (zdan_edq == 0) {
- if (BaseJob == Job_Rogue) {
- mes "[Guildsman]";
- mes "Man, it feels much safer";
- mes "hanging out in an alley";
- mes "than some crowded joint.";
- mes "Us Rogues... I guess you";
- mes "can say we got a bit of";
- mes "agoraphobia, naturally.";
- close;
- }
- else {
- mes "[Guildsman]";
- mes "Hey, I don't think";
- mes "you're supposed to be";
- mes "here. You better get";
- mes "going on your way.";
- mes "It's not a threat, just";
- mes "a friendly word of advice.";
- close;
- }
- }
- else if ((zdan_edq > 0) && (zdan_edq < 13)) {
- mes "[Guildsman]";
- mes "Hey, I don't think";
- mes "I can help you out.";
- mes "You're pretty much";
- mes "on your own from here.";
- close;
- }
- else {
- mes "[Guildsman]";
- mes "Huh. I hate clean-up";
- mes "duty. It's always better";
- mes "to make messes than to";
- mes "hang around afterwards.";
- close;
- }
- }
- else if (rumour_nd == 1) {
- mes "[Guildsman]";
- mes "Yeah, we're investigating";
- mes "the strange crimes that are";
- mes "going on around the kingdom.";
- mes "How'd you know about that?";
- next;
- switch(select("I was just...:Can I help?")) {
- case 1:
- mes "[Guildsman]";
- mes "Just what...?";
- mes "Speak up, pal.";
- close;
- case 2:
- if (zdan_edq > 10) {
- mes "[Guildsman]";
- mes "So you wanted to help";
- mes "us out? Heck, we could";
- mes "use the help, I guess.";
- mes "I need you to go on a bit";
- mes "of a trip for me, so get";
- mes "some provisions ready, yeah?";
- set rumour_nd,2;
- }
- close;
- }
- }
- else if (rumour_nd == 2) {
- mes "[Guildsman]";
- mes "You all ready and";
- mes "everything? Good.";
- mes "Now, I need you to";
- mes "deliver some intel to";
- mes "the other Rogues for me.";
- mes "Think you can do that?";
- next;
- mes "[Guildsman]";
- mes "First, I want you to";
- mes "go to Al De Baran.";
- mes "Find our guy, and help";
- mes "him out any way you can.";
- mes "Us Rogues are hard to";
- mes "find, but you'll figure it out.";
- next;
- mes "[Guildsman]";
- mes "I know that's probably";
- mes "not enough instruction,";
- mes "but that's just the first";
- mes "step, anyway. Good luck.";
- set rumour_nd,3;
- close;
- }
- else if (rumour_nd == 3) {
- mes "[Guildsman]";
- mes "Hey, you gotta get";
- mes "goin' to Al De Baran,";
- mes "and find one of us Rogues";
- mes "working on the investigation.";
- mes "I thought you wanted to help?";
- next;
- mes "[Guildsman]";
- mes "Here's a bit of a tip~";
- mes "Us Rogue agents usually";
- mes "try to hide out in the";
- mes "south side of towns.";
- mes "Bit of a tradition.";
- close;
- }
- else if (rumour_nd == 24) {
- mes "[Guildsman]";
- mes "What's this, a report";
- mes "from Al De Baran? 'Kay,";
- mes "let me give it a read...";
- next;
- mes "[Guildsman]";
- mes "Huh, okay. Looks like";
- mes "your next stop is gonna";
- mes "be in Geffen. Look for our";
- mes "Geffen agent somewhere in";
- mes "the South Geffen area, okay?";
- mes "Ah, and take this note too.";
- next;
- mes "^3355FFYou received";
- mes "another folded note.^000000";
- set rumour_nd,25;
- close;
- }
- else if (rumour_nd == 25) {
- mes "[Guildsman]";
- mes "Hey, why haven't you";
- mes "left for Geffen? Our";
- mes "agent oughta be in the";
- mes "south side of town.";
- mes "It's not far, so don't";
- mes "throw a hissy fit.";
- close;
- }
- else if (rumour_nd == 21) {
- if (zdan_edq > 12) {
- mes "[Guildsman]";
- mes "Finally, the Z Gang";
- mes "case is closed. Those";
- mes "guys really gave us some";
- mes "trouble. Why the hell did";
- mes "they stir up so much ruckus";
- mes "in the kingdom, anyhow?";
- next;
- mes "[Guildsman]";
- mes "Listen, I wanna thank";
- mes "you for pitching in and";
- mes "helping out. It's a small";
- mes "gift, but maybe you'll";
- mes "like it. If not, don't";
- mes "lemme know. Got it?";
- set rumour_nd,22;
- getitem 644,1; //Gift_Box
- close;
- }
- else {
- mes "[Guildsman]";
- mes "Listen, I wanna thank";
- mes "you for pitching in and";
- mes "helping out. It's a small";
- mes "gift, but maybe you'll";
- mes "like it. If not, don't";
- mes "lemme know. Got it?";
- set rumour_nd,22;
- getitem 644,1; //Gift_Box
- close;
- }
- }
- else if (rumour_nd == 22) {
- mes "[Guildsman]";
- mes "Hey, you were really";
- mes "a big help earlier.";
- mes "Can we count on you";
- mes "again sometime? The";
- mes "Rogues can always use";
- mes "another friend, you know?";
- close;
- }
- else {
- mes "[Guildsman]";
- mes "I don't know who you're";
- mes "lookin' for, but you";
- mes "got the wrong guy.";
- mes "Listen, I got work";
- mes "to do, so...";
- close;
- }
-}
-
-aldebaran,114,56,5 script Rogue Agent#nd0 828,{
- if (rumour_nd < 3) {
- mes "[Agent]";
- mes "Listen, I'm working on";
- mes "an important assignment";
- mes "for the Rogue Guild.";
- mes "Would let lemme alone";
- mes "so I can do what I gotta?";
- close;
- }
- else if (rumour_nd == 3) {
- if (zdan_edq > 12) {
- mes "[Agent]";
- mes "They sent you to help me?";
- mes "Eh, thanks for comin' so";
- mes "far. I've been collecting";
- mes "intel here in Al De Baran.";
- mes "I'm pretty sure the Z Gang's";
- mes "spreading rumors around here.";
- next;
- mes "[Agent]";
- mes "They've been telling";
- mes "people there's gonna be";
- mes "a war comin', but... It";
- mes "seems like a load of huey.";
- mes "The Z Gang's captured so";
- mes "the rumor'll just die out...";
- next;
- mes "[Agent]";
- mes "Do me a favor, and";
- mes "get this report over";
- mes "the agent in Geffen?";
- mes "Thanks, I'd appreciate it.";
- next;
- mes "^3355FFYou received a";
- mes "tightly folded note.^000000";
- set rumour_nd,4;
- close;
- }
- else {
- mes "[Agent]";
- mes "They sent you to help me?";
- mes "Eh, thanks for comin' so";
- mes "far. I've been collecting";
- mes "intel here in Al De Baran.";
- next;
- mes "[Agent]";
- mes "There's this rumor goin'";
- mes "around that war's comin'";
- mes "but... I don't see any real";
- mes "signs of it. Trains, teleports,";
- mes "airships, they still keep";
- mes "on doin' what they do.";
- next;
- mes "[Agent]";
- mes "I'm not sure who, but";
- mes "someone's probably just";
- mes "spreading this rumor to";
- mes "get people to panick.";
- mes "It's kinda workin', though...";
- next;
- mes "[Agent]";
- mes "Do me a favor, and";
- mes "get this report over";
- mes "the agent in Geffen?";
- mes "Thanks, I'd appreciate it.";
- next;
- mes "^3355FFYou received a";
- mes "tightly folded note.^000000";
- set rumour_nd,24;
- close;
- }
- }
- else if ((rumour_nd == 4) || (rumour_nd == 24)) {
- mes "[Agent]";
- mes "Hey...";
- if (rumour_nd == 4) {
- mes "Would you please get";
- mes "my report over to the";
- mes "Rogue agent in Geffen?";
- mes "You'd better hurry since";
- mes "we gotta work quick.";
- close;
- }
- else {
- mes "Would you please get";
- mes "my report over to the";
- mes "Rogue Guild? They";
- mes "need to read it A.S.A.P.";
- mes "You know, pronto.";
- close;
- }
- }
- else if (rumour_nd == 16) {
- mes "[Agent]";
- mes "What's this, a report";
- mes "from the Payon agent?";
- mes "Um, listen, I don't think";
- mes "this is for me. You might";
- mes "wanna try one of the other";
- mes "Rogue agents around, okay?";
- set rumour_nd,17;
- close;
- }
- else if (rumour_nd > 21) {
- if (zdan_edq > 12) {
- mes "[Agent]";
- mes "Hey, thanks for";
- mes "helping out. I sure";
- mes "hope the kingdom can";
- mes "enjoy a little peace";
- mes "with the Z Gang out";
- mes "of the picture.";
- close;
- }
- else {
- mes "[Agent]";
- mes "Well, we've tracked";
- mes "down the Z Gang. All we";
- mes "gotta do now is get them!";
- close;
- }
- }
- else {
- mes "[Agent]";
- mes "I still got some";
- mes "things to do around";
- mes "here. Them's the breaks.";
- close;
- }
-}
-
-geffen,91,36,5 script Rogue Guild Agent#nd1 828,{
- if (rumour_nd < 4) {
- if (zdan_edq > 12) {
- mes "[Rogue Guild Agent]";
- mes "Are you the one that's";
- mes "been helping to take";
- mes "down the Z Gang? Nice!";
- close;
- }
- else {
- mes "[Rogue Guild Agent]";
- mes "If you got nothing";
- mes "to do with me, then...";
- mes "I got nothing to do";
- mes "with you. Later!";
- close;
- }
- }
- else if (rumour_nd == 4) {
- if (zdan_edq > 12) {
- mes "[Rogue Guild Agent]";
- mes "This is from the";
- mes "Al De Baran agent?";
- mes "Thanks! It musta been";
- mes "kinda hard to find me, eh?";
- next;
- mes "[Rogue Guild Agent]";
- mes "The Z Gang's been";
- mes "spreading rumors about";
- mes "ghosts pouring out of";
- mes "Geffen Tower. Just to be";
- mes "sure, I want you to check";
- mes "it out. Will you do that?";
- next;
- mes "[Rogue Guild Agent]";
- mes "I want you to capture";
- mes "some monsters, and get";
- mes "some proof that shows that";
- mes "the ghosts stay inside the";
- mes "tower, and they're not";
- mes "coming out. Yeah, bring...";
- next;
- mes "[Rogue Guild Agent]";
- mes "^FF00001 Fabric^000000,";
- mes "^FF00001 Golden Hair^000000,";
- mes "^FF00001 Little Evil Horn^000000,";
- mes "^FF00001 Horseshoe^000000, and";
- mes "^FF00001 Jack O' Pumpkin^000000.";
- mes "That oughta do it.";
- next;
- mes "[Rogue Guild Agent]";
- mes "We just need to get";
- mes "a little concrete proof";
- mes "so that the people can";
- mes "calm down, and not panick.";
- mes "Hurry it up before a riot";
- mes "breaks out or somethin'.";
- set rumour_nd,5;
- close;
- }
- else {
- mes "[Rogue Guild Agent]";
- mes "This report is from the";
- mes "Rogue agent in Al De Baran?";
- mes "Hey, this says that this is";
- mes "for the Rogue Guild. You";
- mes "better take this over there.";
- close;
- }
- }
- else if (rumour_nd == 5) {
- mes "[Rogue Guild Agent]";
- mes "Hey, you done hunting";
- mes "down the monsters in";
- mes "Geffen Tower yet?";
- mes "I hope you brought";
- mes "the stuff...";
- next;
- switch(select("Give Items:I forgot what you need.")) {
- case 1:
- if ((countitem(1062) > 0) && (countitem(944) > 0) && (countitem(1038) > 0) && (countitem(1060) > 0) && (countitem(1059) > 0)) {
- delitem 1062,1; //Pumpkin_Head
- delitem 944,1; //Horseshoe
- delitem 1038,1; //Petite_DiablOfs_Horn
- delitem 1060,1; //Golden_Hair
- delitem 1059,1; //Transparent_Cloth
- set rumour_nd,6;
- mes "[Agent]";
- mes "Thanks. This stuff";
- mes "should help the people";
- mes "in Geffen calm down a bit.";
- mes "The Z Gang's been doin'";
- mes "all these things to make them";
- mes "believe the monsters are loose.";
- next;
- mes "[Agent]";
- mes "They've been leavin'";
- mes "horseprints that look like";
- mes "they belong to Nightmares,";
- mes "dressing up in Fabric and";
- mes "pretending they're Whispers...";
- mes "They're freakin' hooligans.";
- next;
- mes "[Agent]";
- mes "I think the Rogue agent";
- mes "in Payon should know about";
- mes "all this. Take this report";
- mes "over to him, will you?";
- mes "Thanks a bundle, pal.";
- close;
- }
- else {
- mes "[Agent]";
- mes "Hold on, you're";
- mes "missing some stuff.";
- mes "You mind checking if";
- mes "you left some of it";
- mes "behind somewhere?";
- close;
- }
- case 2:
- mes "[Agent]";
- mes "^FF00001 Fabric^000000,";
- mes "^FF00001 Golden Hair^000000,";
- mes "^FF00001 Little Evil Horn^000000,";
- mes "^FF00001 Horseshoe^000000, and";
- mes "^FF00001 Jack O' Pumpkin^000000.";
- mes "Don't forget this time!";
- close;
- }
- }
- else if (rumour_nd == 6) {
- mes "[Agent]";
- mes "Would you deliver";
- mes "my report over to";
- mes "the Rogue agent";
- mes "in Payon? Thanks.";
- close;
- }
- else if (rumour_nd == 25) {
- mes "[Agent]";
- mes "Hey, the guild sent";
- mes "you over to see me?";
- mes "Oh, hey, you brought";
- mes "me a message. Let's";
- mes "take a look-see~";
- next;
- mes "[Agent]";
- mes "Umm...";
- next;
- if (zdan_edq > 12) {
- mes "[Agent]";
- mes "So... The Z Gang's";
- mes "responsible for those";
- mes "rumors about the ghosts";
- mes "running loose in Geffen.";
- mes "Huh. Those rascally guys.";
- mes "Okay, this is what we do.";
- next;
- mes "[Rogue Guild Agent]";
- mes "I want you to capture";
- mes "some monsters, and get";
- mes "some proof that shows that";
- mes "the ghosts stay inside the";
- mes "tower, and they're not";
- mes "coming out. Yeah, bring...";
- next;
- mes "[Rogue Guild Agent]";
- mes "^FF00001 Fabric^000000,";
- mes "^FF00001 Golden Hair^000000,";
- mes "^FF00001 Little Evil Horn^000000,";
- mes "^FF00001 Horseshoe^000000, and";
- mes "^FF00001 Jack O' Pumpkin^000000.";
- mes "That oughta do it.";
- next;
- mes "[Rogue Guild Agent]";
- mes "We just need to get";
- mes "a little concrete proof";
- mes "so that the people can";
- mes "calm down, and not panick.";
- mes "Hurry it up before a riot";
- mes "breaks out or somethin'.";
- set rumour_nd,5;
- close;
- }
- else {
- mes "[Rogue Guild Agent]";
- mes "The Z Gang's been";
- mes "spreading rumors about";
- mes "ghosts pouring out of";
- mes "Geffen Tower. Just to be";
- mes "sure, I want you to check";
- mes "it out. Will you do that?";
- next;
- mes "[Rogue Guild Agent]";
- mes "I want you to capture";
- mes "some monsters, and get";
- mes "some proof that shows that";
- mes "the ghosts stay inside the";
- mes "tower, and they're not";
- mes "coming out. Yeah, bring...";
- next;
- mes "[Rogue Guild Agent]";
- mes "^FF00001 Fabric^000000,";
- mes "^FF00001 Golden Hair^000000,";
- mes "^FF00001 Little Evil Horn^000000,";
- mes "^FF00001 Horseshoe^000000, and";
- mes "^FF00001 Jack O' Pumpkin^000000.";
- mes "That oughta do it.";
- next;
- mes "[Rogue Guild Agent]";
- mes "We just need to get";
- mes "a little concrete proof";
- mes "so that the people can";
- mes "calm down, and not panick.";
- mes "Hurry it up before a riot";
- mes "breaks out or somethin'.";
- set rumour_nd,26;
- close;
- }
- }
- else if (rumour_nd == 26) {
- if (zdan_edq > 12) {
- mes "[Agent]";
- mes "Hey, while you were";
- mes "gone, I heard the Z Gang";
- mes "was finally captured.";
- mes "Big relief to hear it.";
- next;
- mes "[Agent]";
- mes "But I still want to";
- mes "reassure the people in";
- mes "Geffen that the monsters";
- mes "in Geffen Tower are safely";
- mes "locked up inside. You";
- mes "bring the stuff?";
- next;
- switch(select("Give Items:I forgot what you need.")) {
- case 1:
- if ((countitem(1062) > 1) && (countitem(944) > 2) && (countitem(1038) > 1) && (countitem(1060) > 2) && (countitem(1059) > 0)) {
- delitem 1062,2; //Pumpkin_Head
- delitem 944,3; //Horseshoe
- delitem 1038,2; //Petite_DiablOfs_Horn
- delitem 1060,3; //Golden_Hair
- delitem 1059,1; //Transparent_Cloth
- set rumour_nd,6;
- mes "[Agent]";
- mes "Thanks. This stuff";
- mes "should help the people";
- mes "in Geffen calm down a bit.";
- mes "The Z Gang's been doin'";
- mes "all these things to make them";
- mes "believe the monsters are loose.";
- next;
- mes "[Agent]";
- mes "They've been leavin'";
- mes "horseprints that look like";
- mes "they belong to Nightmares,";
- mes "dressing up in Fabric and";
- mes "pretending they're Whispers...";
- mes "They're freakin' hooligans.";
- next;
- mes "[Agent]";
- mes "I think the Rogue agent";
- mes "in Payon should know about";
- mes "all this. Take this report";
- mes "over to him, will you?";
- mes "Thanks a bundle, pal.";
- close;
- }
- else {
- mes "[Agent]";
- mes "Hold on, you're";
- mes "missing some stuff.";
- mes "You mind checking if";
- mes "you left some of it";
- mes "behind somewhere?";
- close;
- }
- case 2:
- mes "[Rogue Guild Agent]";
- mes "^FF00001 Fabric^000000,";
- mes "^FF00001 Golden Hair^000000,";
- mes "^FF00001 Little Evil Horn^000000,";
- mes "^FF00001 Horseshoe^000000, and";
- mes "^FF00001 Jack O' Pumpkin^000000.";
- mes "Don't forget this time!";
- close;
- }
- }
- else {
- mes "[Agent]";
- mes "I asked you to bring";
- mes "me items that prove that";
- mes "the monsters in Geffen";
- mes "Tower are safely locked";
- mes "up in there. You do that yet?";
- next;
- switch(select("Give Items:I forgot what you need.")) {
- case 1:
- if ((countitem(1062) > 1) && (countitem(944) > 2) && (countitem(1038) > 1) && (countitem(1060) > 2) && (countitem(1059) > 0)) {
- delitem 1062,2; //Pumpkin_Head
- delitem 944,3; //Horseshoe
- delitem 1038,2; //Petite_DiablOfs_Horn
- delitem 1060,3; //Golden_Hair
- delitem 1059,1; //Transparent_Cloth
- set rumour_nd,6;
- mes "[Agent]";
- mes "Thanks. This stuff";
- mes "should help the people";
- mes "in Geffen calm down a bit.";
- mes "The Z Gang's been doin'";
- mes "all these things to make them";
- mes "believe the monsters are loose.";
- next;
- mes "[Agent]";
- mes "They've been leavin'";
- mes "horseprints that look like";
- mes "they belong to Nightmares,";
- mes "dressing up in Fabric and";
- mes "pretending they're Whispers...";
- mes "They're freakin' hooligans.";
- next;
- mes "[Agent]";
- mes "I think the Rogue agent";
- mes "in Payon should know about";
- mes "all this. Take this report";
- mes "over to him, will you?";
- mes "Thanks a bundle, pal.";
- close;
- }
- else {
- mes "[Agent]";
- mes "Hold on, you're";
- mes "missing some stuff.";
- mes "You mind checking if";
- mes "you left some of it";
- mes "behind somewhere?";
- close;
- }
- case 2:
- mes "[Agent]";
- mes "^FF00001 Fabric^000000,";
- mes "^FF00001 Golden Hair^000000,";
- mes "^FF00001 Little Evil Horn^000000,";
- mes "^FF00001 Horseshoe^000000, and";
- mes "^FF00001 Jack O' Pumpkin^000000.";
- mes "Don't forget this time!";
- }
- }
- }
- else if (rumour_nd == 22) {
- if (zdan_edq > 12) {
- mes "[Agent]";
- mes "Looks like there'll";
- mes "be some peace and quiet";
- mes "with the Z Gang all locked up.";
- mes "Those guys were a double";
- mes "heaping of trouble if";
- mes "you ask me. Huh.";
- }
- else {
- mes "[Agent]";
- mes "Keep up the good work!";
- mes "With guys like you on";
- mes "our side, the Z Gang'll";
- mes "caught sooner than later.";
- }
- close;
- }
- else {
- mes "[Agent]";
- mes "So busy!";
- close;
- }
-}
-
-payon,209,44,5 script Rogue Guild Agent#nd2 828,{
- if (rumour_nd < 3) {
- mes "[Agent]";
- mes "What? You want somethin'?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "?????????????????";
- next;
- mes "[Agent]";
- mes "Heh. Thought so.";
- close;
- }
- else if ((rumour_nd > 2) && (rumour_nd < 6)) {
- mes "[Agent]";
- mes "What's up? I got";
- mes "my hands full, so";
- mes "make it quick.";
- next;
- mes "[Agent]";
- mes "Nothin', huh?";
- mes "Guess you should";
- mes "be talking a Rogue";
- mes "agent in one of the";
- mes "other towns.";
- emotion e_ag;
- close;
- }
- else if (rumour_nd == 6) {
- mes "[Agent]";
- mes "Hey. What are you";
- mes "doin', just loitering";
- mes "around here? You lookin'";
- mes "for somebody? Huh?";
- next;
- select("I'm here to help a Rogue Agent!");
- mes "[Agent]";
- mes "Oh, yeah?";
- next;
- if (BaseJob == Job_Rogue) {
- mes "[Agent]";
- mes "Heya guy. Always good";
- mes "to see a fellow Rogue.";
- mes "You know I'm just messin'";
- mes "around with you, right?";
- }
- else {
- mes "[Agent]";
- mes "I heard o' you guys,";
- mes "Rogues workin' undercover.";
- mes "Don't try to fool me: under";
- mes "those clothes, you are one";
- mes "hundred percent Rogue. Heh!";
- }
- next;
- mes "^3355FFYou deliver the";
- mes "folded note to him.^000000";
- next;
- mes "[Agent]";
- mes "Awwww, man!";
- emotion e_omg;
- next;
- mes "[Agent]";
- mes "I keep telling that";
- mes "guy to just send me";
- mes "pictures! I've told him";
- mes "so many times that I've";
- mes "got trouble reading!";
- mes "That guy's a moron!";
- next;
- mes "[Agent]";
- mes "Uh...";
- mes "You mind reading";
- mes "this note to me?";
- set rumour_nd,7;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Let's see,";
- mes "the note says...";
- next;
- switch(select("Cooperate with this adventurer.:......")) {
- case 1:
- mes "[Agent]";
- mes "So... We're partners?";
- mes "Cool. Nice to meetcha.";
- mes "I'm the Payon agent.";
- mes "I guess we gotta work";
- mes "together from now on.";
- set rumour_nd,8;
- close;
- case 2:
- mes "[Agent]";
- mes "You...";
- mes "You can't read either?";
- next;
- mes "[Agent]";
- mes "Hahaha! Right on, right on.";
- mes "Well, I'm pretty sure they";
- mes "sent you to work with me.";
- mes "When you're ready to get";
- mes "to business, come back";
- mes "and we'll talk, okay?";
- set rumour_nd,8;
- close;
- }
- }
- else if (rumour_nd == 7) {
- mes "[Agent]";
- mes "Hey, I asked you";
- mes "to read the note,";
- mes "not run away! Now...";
- mes "What's it say?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Let's see,";
- mes "the note says...";
- next;
- switch(select("Cooperate with this adventurer.:......")) {
- case 1:
- mes "[Agent]";
- mes "So... We're partners?";
- mes "Cool. Nice to meetcha.";
- mes "I'm the Payon agent.";
- mes "I guess we gotta work";
- mes "together from now on.";
- set rumour_nd,8;
- close;
- case 2:
- mes "[Agent]";
- mes "You...";
- mes "You can't read either?";
- next;
- mes "[Agent]";
- mes "Hahaha! Right on, right on.";
- mes "Well, I'm pretty sure they";
- mes "sent you to work with me.";
- mes "When you're ready to get";
- mes "to business, come back";
- mes "and we'll talk, okay?";
- set rumour_nd,8;
- close;
- }
- }
- else if (rumour_nd == 8) {
- mes "[Agent]";
- mes "Good, you're back.";
- mes "We got a pretty big";
- mes "job to take care of.";
- mes "Lives are at stake,";
- mes "all that jazz. Ready?";
- next;
- if (zdan_edq > 12) {
- mes "[Agent]";
- mes "The Z Gang poisoned";
- mes "one of the water wells";
- mes "here in Payon. All the";
- mes "water's black now. We gotta";
- mes "use Red Herbs to counter";
- mes "that poison, okay?";
- next;
- mes "[Agent]";
- mes "So remember to";
- mes "collect some ^FF0000Red Herbs^000000.";
- mes "Don't forget: ^FF0000Red herbs^000000.";
- next;
- mes "[Agent]";
- mes "Wait, that doesn't";
- mes "sound right. Did I say";
- mes "Red Herbs? I'm sorry,";
- mes "I meant to say ^0000FFGreen";
- mes "Herbs^000000. Bring me ^0000FF1 Green";
- mes "Herb^000000, okay? *Phew~*";
- set rumour_nd,9;
- close;
- }
- else {
- mes "[Agent]";
- mes "Someone's poisoned";
- mes "Payon's well water...";
- mes "It's all black and";
- mes "deadly now. I want you";
- mes "to bring me a ^FF0000Red Herb^000000";
- mes "so that we can fix this!";
- set rumour_nd,10;
- close;
- }
- }
- else if (rumour_nd == 9) {
- mes "[Agent]";
- mes "Hey, you're back!";
- mes "You're much quicker";
- mes "that I thought you'd be~";
- next;
- if (countitem(511) > 0) {
- delitem 511,1; //Green_Herb
- set rumour_nd,11;
- mes "[Agent]";
- mes "Alright, it's gonna take";
- mes "a while to neutralize all";
- mes "this poison, but I think";
- mes "we did it. Hey, gimmie";
- mes "some time to draw a report,";
- mes "and then come back later, 'kay?";
- close;
- }
- else {
- mes "[Agent]";
- mes "Err?";
- mes "Where's that";
- mes "Green Herb?";
- close;
- }
- }
- else if (rumour_nd == 10) {
- mes "[Agent]";
- mes "Hey, you're back!";
- mes "You're much quicker";
- mes "that I thought you'd be~";
- next;
- if (countitem(507) > 0) {
- if (countitem(511) > 0) {
- mes "[Agent]";
- mes "Ah, a Green Herb!";
- mes "Is that what I told";
- mes "you to bring? 'Cause";
- mes "I'm sure this is the";
- mes "right one. Absolutely~";
- next;
- mes "[Agent]";
- mes "Alright, it's gonna take";
- mes "a while to neutralize all";
- mes "this poison, but I think";
- mes "we did it. Hey, gimmie";
- mes "some time to draw a report,";
- mes "and then come back later, 'kay?";
- delitem 511,1; //Green_Herb
- set rumour_nd,11;
- close;
- }
- else {
- mes "[Agent]";
- mes "Hey, what are you";
- mes "doin' with the Red Herb?";
- next;
- select("You said a Red Herb...");
- mes "[Agent]";
- mes "Oh, what?! Huh...";
- mes "I guess I did. Eh, no";
- mes "biggie. Hey, bring me";
- mes "a Green Herb, will you?";
- mes "That's the one I wanted.";
- set rumour_nd,9;
- close;
- }
- }
- else {
- if (countitem(511) > 0) {
- mes "[Agent]";
- mes "Alright, it's gonna take";
- mes "a while to neutralize all";
- mes "this poison, but I think";
- mes "we did it. Hey, gimmie";
- mes "some time to draw a report,";
- mes "and then come back later, 'kay?";
- delitem 511,1; //Green_Herb
- set rumour_nd,11;
- close;
- }
- else {
- mes "[Agent]";
- mes "Err?";
- mes "Where's that";
- mes "Green Herb?";
- close;
- }
- }
- }
- else if (rumour_nd == 11) {
- mes "[Agent]";
- mes "Hey, you know what?";
- mes "The well water is still";
- mes "black. That means...";
- mes "If the herb we used is";
- mes "good... Then it's just";
- mes "dyed black to scare people.";
- next;
- mes "[Agent]";
- mes "So to clean up the";
- mes "water, we gotta use";
- mes "a Counteragent, right?";
- mes "Will you help me out?";
- mes "I got a Karvodailnirol...";
- next;
- mes "[Agent]";
- mes "So if you bring me";
- mes "^0000FF1 Alcohol^000000, we should";
- mes "be totally good to";
- mes "make a Counteragent.";
- next;
- if (BaseJob == Job_Alchemist) {
- select("Wait, Karvodailnirol?!");
- mes "[Agent]";
- mes "Yeah. Karvodailnirol.";
- mes "What about it?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "You need Detrimindexta";
- mes "to make a Counteragent,";
- mes "not Karvodailnirol.";
- next;
- mes "[Agent]";
- mes "Oh, really? Heh!";
- mes "You're a lifesaver!";
- mes "Detrimindexta, huh?";
- next;
- emotion e_gg;
- mes "[Agent]";
- mes "Don't worry, I got";
- mes "that one too! All you";
- mes "gotta do is bring Alcohol~";
- set rumour_nd,12;
- close;
- }
- else {
- mes "[Agent]";
- mes "Alright, just bring";
- mes "me an Alcohol, and";
- mes "I'll take care of the rest.";
- set rumour_nd,13;
- close;
- }
- }
- else if (rumour_nd == 12) {
- mes "[Agent]";
- mes "Everything's ready";
- mes "except for the Alcohol.";
- mes "Did you bring it?";
- next;
- if (countitem(970) > 0) {
- mes "[Agent]";
- mes "Great, now all we";
- mes "have to do is wait.";
- mes "Nice work, partner.";
- delitem 970,1; //Alchol
- set rumour_nd,15;
- close;
- }
- else {
- mes "[Agent]";
- mes "You don't have it?";
- mes "You didn't drink";
- mes "the alcohol, did you?";
- close;
- }
- }
- else if (rumour_nd == 13) {
- mes "[Agent]";
- mes "Everything's ready";
- mes "except for the Alcohol.";
- mes "Did you bring it?";
- next;
- if (countitem(970) > 0) {
- mes "[Agent]";
- mes "Great, now all we";
- mes "have to do is wait.";
- mes "Nice work, partner.";
- delitem 970,1; //Alchol
- set rumour_nd,14;
- close;
- }
- else {
- mes "[Agent]";
- mes "You don't have it?";
- mes "You didn't drink";
- mes "the alcohol, did you?";
- close;
- }
- }
- else if (rumour_nd == 14) {
- mes "[Agent]";
- mes "Um, I made a mistake";
- mes "making the Counteragent...";
- mes "I was supposed to use this";
- mes "Detrimindexta, not the other";
- mes "thing, Karvodailnirol, to";
- mes "make the Counteragent.";
- next;
- mes "[Agent]";
- mes "Sorry, they both look";
- mes "the same to me. And, well,";
- mes "so do all the letters of";
- mes "the alphabet. You mind";
- mes "trying this out again?";
- mes "Just 1 more Alcohol...";
- next;
- mes "[Agent]";
- mes "Hey, I promise!";
- mes "I won't screw it up";
- mes "this time. We'll";
- mes "do this for sure~";
- set rumour_nd,12;
- close;
- }
- else if (rumour_nd == 15) {
- emotion e_heh;
- mes "[Agent]";
- mes "Heh heh! Looks like";
- mes "we solved the case!";
- mes "The water wasn't really";
- mes "poisoned... Just colored";
- mes "to look suspicious. See?";
- mes "Completely safe to drink.";
- next;
- mes "[Agent]";
- mes "Anyway, looks like";
- mes "we're done here. You";
- mes "mind taking my report over";
- mes "to the next Rogue agent?";
- next;
- if (rand(1,2) == 1) {
- mes "[Agent]";
- mes "Make sure to take";
- mes "this to the guy in";
- mes "Comodo, okay?";
- next;
- mes "^3355FFYou received a note that";
- mes "communicates solely";
- mes "through doodles.^000000";
- set rumour_nd,18;
- close;
- }
- else {
- mes "[Agent]";
- mes "Make sure to take";
- mes "this to the guy in";
- mes "Al De Baran, okay?";
- next;
- mes "^3355FFYou received a note that";
- mes "communicates solely";
- mes "through doodles.^000000";
- set rumour_nd,16;
- emotion e_heh;
- close;
- }
- }
- else if (rumour_nd == 16) {
- mes "[Agent]";
- mes "Be sure that the";
- mes "Rogue agent over";
- mes "in Al De Baran gets";
- mes "my report, okay?";
- close;
- }
- else if (rumour_nd == 17) {
- mes "[Agent]";
- mes "Huh, the guy in";
- mes "Al De Baran wouldn't";
- mes "take it? Oh! That's why!";
- mes "I meant Comodo! You gotta";
- mes "go to Comodo! Heh, my bad~";
- set rumour_nd,18;
- close;
- }
- else if (rumour_nd == 18) {
- mes "[Agent]";
- mes "Be sure that the";
- mes "Rogue agent over";
- mes "in Comodo gets";
- mes "my report, okay?";
- close;
- }
- else {
- mes "[Agent]";
- mes "Hey, partner, how's";
- mes "it going? I'm sorry";
- mes "if I'm a bit of a hassle";
- mes "to work with. I might lack";
- mes "book smarts, but I make";
- mes "up for it some with my saavy.";
- close;
- }
-}
-
-comodo,233,199,5 script Rogue Guild Agent#nd3 810,{
- if (checkweight(907,200) == 0) {
- mes "[Agent]";
- mes "You've got too many";
- mes "things on you. Why";
- mes "don't you put some";
- mes "of it in Kafra Storage";
- mes "before talking to me, eh?";
- close;
- }
- if (rumour_nd < 1) {
- mes "[Agent]";
- mes "......";
- mes "......";
- close;
- }
- else if ((rumour_nd > 0) && (rumour_nd < 16)) {
- if (zdan_edq > 12) {
- mes "[Agent]";
- mes "You're the one";
- mes "that helped take";
- mes "down the Z Gang?";
- mes "Heh! Good work~";
- close;
- }
- else {
- mes "[Agent]";
- mes "Who are you? Hm.";
- close;
- }
- }
- else if ((rumour_nd == 16) || (rumour_nd == 18)) {
- mes "[Agent]";
- mes "You know, Rogues are";
- mes "tricky and hard to catch,";
- mes "so I'm gonna teach you to";
- mes "carry yourself through some";
- mes "self-discipline. Got it?";
- mes "Discipline! You need it!";
- next;
- mes "[Agent]";
- mes "From here on out,";
- mes "I want you to yell";
- mes "''Yes, sir!'' when you";
- mes "acknowledge my instructions.";
- mes "You got that! Loud and clear!";
- next;
- switch(select("Yes, Sir!:...")) {
- case 1:
- emotion e_dots;
- mes "[Agent]";
- mes "Right on, right on.";
- mes "Hm. Let's try that again...";
- mes "Let me hear you say it louder!";
- next;
- select("Yes, Sir!");
- mes "[Agent]";
- mes "Nice!";
- next;
- mes "[Agent]";
- mes "Okay, now for your";
- mes "training instructions...";
- mes "There's a rumor that a monster";
- mes "has invaded the village, but";
- mes "I'm sure it's just someone";
- mes "trying to scare the public.";
- next;
- mes "[Agent]";
- mes "I'm pretty sure the, uh,";
- mes "perp is wearing a mask to";
- mes "fool people into thinkin'";
- mes "fhe's monster. This means...";
- mes "Your mission is to bring";
- mes "me some monsters masks.";
- next;
- mes "[Agent]";
- mes "Heh...";
- mes "What's your mission?!";
- next;
- select("Bring monster masks!");
- mes "[Agent]";
- mes "Groove.";
- next;
- mes "[Agent]";
- mes "Alright, bring me";
- mes "^FF00002 scary lookin'";
- mes "monster masks^000000.";
- mes "Just 2, and make";
- mes "sure they're scary.";
- set rumour_nd,19;
- close;
- case 2:
- mes "[Agent]";
- mes "What do you think";
- mes "you're doin'? I'm";
- mes "pretty insulted, seeing";
- mes "as you're all defiant like";
- mes "this. How do you expect";
- mes "to become a good Rogue?!";
- close;
- }
- }
- else if (rumour_nd == 19) {
- mes "[Agent]";
- mes "So... You bring";
- mes "the masks like";
- mes "a good little soldier?";
- next;
- switch(select("Uh huh.:Yes, Sir!")) {
- case 1:
- mes "[Agent]";
- mes "Hey, remember our";
- mes "little rule? I even";
- mes "clued you off when";
- mes "I said ''soldier!'' Heh~";
- close;
- case 2:
- mes "[Agent]";
- mes "Okay, let me check.";
- next;
- if ((countitem(2278) > 0) || (countitem(2281) > 0) || (countitem(5043) > 0) || (countitem(2288) > 0) ||
- (countitem(2292) > 0) || (countitem(2297) > 0) || (countitem(5005) > 0) || (countitem(5086) > 0) ||
- (countitem(5087) > 0) || (countitem(5088) > 0) || (countitem(5089) > 0) || (countitem(5090) > 0) ||
- (countitem(5176) > 0) || (countitem(5203) > 0) || (countitem(5098) > 0) || (countitem(5121) > 0) ||
- (countitem(5130) > 0) || (countitem(5177) > 0) || (countitem(5169) > 0) || (countitem(5143) > 0)) {
- mes "[Agent]";
- mes "Excellent!";
- next;
- mes "[Agent]";
- mes "Look, I know I gave you";
- mes "a hard time. And don't worry,";
- mes "I'm not gonna take your masks.";
- mes "I just wanted to train you";
- mes "to be the best Rogue that";
- mes "you can be. Understand?";
- next;
- mes "[Agent]";
- mes "Eh? So what's this";
- mes "note you keep carrying";
- mes "around in your hand?";
- next;
- mes "[Agent]";
- mes "Hmmm... Mmmhmmm...";
- mes "Hmmm... Mmmhmmm...";
- mes "Hmmm... Mmmhmmm... Oh!";
- next;
- mes "[Agent]";
- mes "Aw, nuts! Why didn't";
- mes "you say something?";
- mes "I thought you were";
- mes "here to take the Job";
- mes "change test for Rogues!";
- emotion e_omg;
- next;
- emotion e_sry;
- mes "[Agent]";
- mes "Aw man, you came all this";
- mes "way to help me out, and";
- mes "I thought I--I'm really,";
- mes "really sorry! It's just";
- mes "that I got you mixed up";
- mes "with a trainee I'm expecting...";
- next;
- mes "[Agent]";
- mes "Do me a favor, and";
- mes "not tell anyone, yeah?";
- mes "Consider this... I dunno,";
- mes "an insider look into the";
- mes "Rogue world if you would.";
- emotion e_sob;
- next;
- switch(select("Yes, sir!:I won't tell anyone.")) {
- case 1:
- mes "[Agent]";
- mes "Whoa! Whoa!";
- mes "You can knock";
- mes "that off now.";
- mes "Thanks, I really";
- mes "appreciate it.";
- next;
- break;
- case 2:
- mes "[Agent]";
- mes "Thanks. I knew I could";
- mes "trust you somehow!";
- next;
- break;
- }
- mes "[Agent]";
- mes "Anyway, you've got one";
- mes "last place to go, Morroc.";
- mes "Check in with the Rogue";
- mes "agent over there, will you?";
- mes "Oh, and take this food";
- mes "with my apologies, 'kay?";
- set .@sorry_item,rand(1,6);
- if (.@sorry_item == 1) {
- getitem 12044,1; //Str_Dish04
- }
- else if (.@sorry_item == 2) {
- getitem 12059,1; //Agi_Dish04
- }
- else if (.@sorry_item == 3) {
- getitem 12064,1; //Dex_Dish04
- }
- else if (.@sorry_item == 4) {
- getitem 12049,1; //Int_Dish04
- }
- else if (.@sorry_item == 5) {
- getitem 12054,1; //Vit_Dish04
- }
- else if (.@sorry_item == 6) {
- getitem 12069,1; //Luk_Dish04
- }
- else {
- mes "[Agent]";
- mes "Wait, something";
- mes "isn't quite right. You";
- mes "mind coming back";
- mes "a little later?";
- close;
- }
- next;
- mes "[Agent]";
- mes "Hey, be safe on your";
- mes "way to Morroc, alright?";
- mes "Good luck finding that";
- mes "Rogue agent over there.";
- mes "Oh, and mum's the word";
- mes "on my little mistake~";
- set rumour_nd,20;
- close;
- }
- else {
- mes "[Agent]";
- mes "Hey, didja even bother";
- mes "to bring the masks?";
- mes "Go back and find them!";
- close;
- }
- }
- }
- else if (rumour_nd == 20) {
- mes "[Agent]";
- mes "Oh, hey, you're back?";
- mes "Weren't you already on";
- mes "your way to Morroc?";
- close;
- }
- else if (rumour_nd == 22) {
- mes "[Agent]";
- mes "Heh, looks like we";
- mes "solved this case~";
- next;
- if (zdan_edq > 12) {
- mes "[Agent]";
- mes "Thanks to you,";
- mes "we don't have to";
- mes "worry about that";
- mes "crummy ol' Z Gang.";
- close;
- }
- else {
- mes "[Agent]";
- mes "Until the world is";
- mes "free of evil and all";
- mes "that, the Rogues'll";
- mes "always have work to do.";
- close;
- }
- }
- else {
- mes "[Agent]";
- mes "Why are you still";
- mes "sticking around?";
- mes "Don't you have";
- mes "something more";
- mes "important to do?";
- close;
- }
-}
-
-morocc,116,39,3 script Rogue Guild Agent#nd4 779,{
- if (rumour_nd == 1) {
- mes "[Agent]";
- mes "A case? What are you...?";
- mes "Ask somebody else. I don't";
- mes "know what you're saying.";
- mes "Leave me alone, and";
- mes "just let me relax~";
- close;
- }
- else if ((rumour_nd > 1) && (rumour_nd < 20)) {
- mes "[Agent]";
- mes "Ahhh, what'd I do";
- mes "for a nice jug of";
- mes "frosty beer now~";
- mes "...What?";
- close;
- }
- else if (rumour_nd == 20) {
- mes "[Agent]";
- mes "Oh, yeah, I'm almost";
- mes "done with my investigation.";
- next;
- if (zdan_edq > 12) {
- mes "[Agent]";
- mes "The Z Gang has been";
- mes "causing trouble everywhere.";
- mes "It's just mischief, but...";
- mes "If I got my hands on them...";
- specialeffect EF_BEGINSPELL;
- next;
- mes "[Agent]";
- mes "Anyway, that gang is";
- mes "drawing a lot of flak";
- mes "to Morroc. I mean, they";
- mes "kind of live here, so...";
- next;
- mes "[Agent]";
- mes "God, I want a drink.";
- mes "Listen, would you just";
- mes "go report to the Rogue";
- mes "Guild for me? I know it's";
- mes "my responsibility, but...";
- mes "It's something for you to do.";
- next;
- mes "[Agent]";
- mes "Heh! Keep up";
- mes "the good work~";
- set rumour_nd,21;
- close;
- }
- else {
- mes "[Agent]";
- mes "I don't know who these";
- mes "pranksters are, but once";
- mes "I get my hands on them...";
- mes "I'm gonna--! I'm gonna--!";
- specialeffect EF_BEGINSPELL;
- next;
- mes "[Agent]";
- mes "God, I want a drink.";
- mes "Listen, would you just";
- mes "go report to the Rogue";
- mes "Guild for me? I know it's";
- mes "my responsibility, but...";
- mes "It's something for you to do.";
- next;
- mes "[Agent]";
- mes "Heh! Keep up";
- mes "the good work~";
- set rumour_nd,21;
- close;
- }
- }
- else if (rumour_nd == 21) {
- mes "[Agent]";
- mes "Hurry up, and report";
- mes "for me to the Rogue";
- mes "Guild. While you do that,";
- mes "I think I'll enjoy a drink~";
- close;
- }
- else {
- mes "[Agent]";
- mes "*Hiccup*";
- mes "Ahahaha,";
- mes "this feels good!";
- mes "Good ol' beeeer~";
- next;
- mes "[Agent]";
- mes "*Hiccup*";
- next;
- mes "[Agent]";
- mes "What are you?";
- mes "Get lost!";
- close;
- }
-}
diff --git a/npc/quests/quests_niflheim.txt b/npc/quests/quests_niflheim.txt
deleted file mode 100644
index 2ddd28ac7..000000000
--- a/npc/quests/quests_niflheim.txt
+++ /dev/null
@@ -1,803 +0,0 @@
-//===== rAthena Script =======================================
-//= Quest NPCs related to Niflheim
-//===== By: ==================================================
-//= The rAthena Dev Team
-//===== Current Version: =====================================
-//= 1.5
-//===== Compatible With: =====================================
-//= rAthena 7.15 +
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Piano Key Ouest
-//= - Escape from Niflheim
-//= - Variables in use: nif_esc, MISC_QUEST (Bit 32)
-//= Message Delivery Quest
-//= - Deliver a message to Erious' departed wife.
-//= - Variables in use: nif_revive, MISC_QUEST (Bit 16384)
-//===== Additional Comments: =================================
-//= 1.0 Initial release, moved Book of Devil and Piano quest
-//= from npc/cities/niflheim.txt [Evera]
-//= 1.1 Optimized Book of Devil quest. used bit-wise var,
-//= Optimized Piano Quest - now uses 1 variable [Lupus]
-//= 1.2 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
-//= 1.3 Moved the Book of Devil quest to custom folder. [L0ne_W0lf]
-//= Updated to Aegis 10.3 Standed, added Message Delivery Quest.
-//= Rescripted Piano Quest. Prior quest progress will be lost.
-//= 1.4 Fixed NPCs using ID 111 when it shoudl have been 139. [L0ne_W0lf]
-//= 1.5 Swapped NPC IDs back from last change (139 back to 111). [L0ne_W0lf]
-//= Clicking will do nothing, you have to still "touch" the npc.
-//============================================================
-
-//=============================================================
-//Piano Quest
-//=============================================================
-niflheim,224,243,3 script Alreg#nif 795,{
- if (nif_piano) set nif_piano,0;
- mes "[Alreg]";
- mes "Me like meat, muheh.";
- mes "You! Look tempting.";
- next;
- mes "[Alreg]";
- mes "Me want to taste you.";
- next;
- mes "^FF3355*Crunch* Crunch*^000000";
- if (nif_esc == 0 && (MISC_QUEST & 32) == 0) {
- set piano_root,rand(1,2);
- percentheal -60,0;
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "NooOOoOOoOoO~!";
- next;
- mes "[Alreg]";
- mes "It long time since I had meat";
- mes "so... so good. You taste";
- mes "good. Alreg give you this";
- mes "for payback. Present!";
- mes "*Burrrp*";
- set nif_esc,rand(1,2);
- getitem 7184,1; //Piano_Keyboard
- close;
- }
- percentheal -30,0;
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Ow~! What are you";
- mes "trying to do, kill me?!";
- next;
- mes "[Alreg]";
- mes "Hm? Oh, no no no.";
- mes "Me am trying to eat you.";
- close;
-}
-
-nif_in,105,81,3 script Crayu#nif 794,{
- mes "[Crayu]";
- mes "Living one...";
- mes "Listen to this song...";
- mes "It's been sung by many for a";
- mes "long time, but nobody knows";
- mes "when it was made or who wrote it.";
- next;
- mes "[Crayu]";
- mes "^FF00001. Mountain sunset to the west";
- mes "^FF00002. Where the purple dusk falls ";
- mes "^FF00003. Surrounded by beautiful melody";
- mes "^FF00004. You become the key that ignores its master^000000";
- next;
- if (nif_esc == 1 || nif_esc == 4) {
- mes "[Crayu]";
- mes "Okay, wait! Here's a test for you!";
- switch(rand(1,4)) {
- case 1:
- set .@songline$,"Mountain sunset to the west";
- mes "Write down the first line of the song.";
- break;
- case 2:
- set .@songline$,"Where the purple dusk falls";
- mes "Write down the second line of the song.";
- break;
- case 3:
- set .@songline$,"Surrounded by beautiful melody";
- mes "Write down the third line of the song.";
- break;
- case 4:
- set .@songline$,"You become the key that ignores its master";
- mes "Write down the fourth line of the song.";
- break;
- }
- next;
- input .@input$;
- if (.@input$ == .@songline$) {
- mes "[Crayu]";
- mes "Excellent...!";
- mes "So you've been listening~!";
- mes "That makes you one of my";
- mes "favorite guests. Here's a";
- mes "little reward for you.";
- next;
- if (nif_esc == 1) {
- set nif_esc,3;
- }
- else {
- set nif_esc,6;
- }
- getitem 7184,1; //Piano_Keyboard
- mes "[Crayu]";
- mes "Lastly, I hope you will show your";
- mes "respect to other Bards, just as";
- mes "you have done for me.";
- close;
- }
- else {
- mes "[Crayu]";
- mes "*Sigh*... If you had only";
- mes "listened to me, it would";
- mes "have been easy to answer.";
- mes "Try to remember the line";
- mes "and try again!";
- close;
- }
- }
- next;
- mes "[Crayu]";
- mes "I wonder what the lyrics mean...";
- mes "They seem quite profound...";
- mes "I have the feeling that this song";
- mes "carries some secret.";
- close;
-}
-
-nif_in,31,20,3 script Kuzkahina#nif 794,{
- if (nif_esc == 2 || nif_esc == 3) {
- mes "[Kuzkahina]";
- mes "I don't understand";
- mes "why I can't make any";
- mes "money with this store...";
- mes "Even when I was alive";
- mes "I could never make any";
- mes "money with my businesses...";
- next;
- mes "[Kuzkahina]";
- mes "Hey you! Make yourself useful";
- mes "and throw this away when you leave.";
- set nif_esc,nif_esc+2;
- getitem 7184,1; //Piano_Keyboard
- next;
- mes "[Kuzkahina]";
- mes "Gosh, what's with this store?";
- mes "How did I end up hiring such useless employees...?";
- mes "*mumble mumble*";
- mes "*mumble mumble*";
- close;
- }
- mes "[Kuzkahina]";
- mes "I don't understand";
- mes "why I can't make any";
- mes "money with this store...";
- mes "Even when I was alive";
- mes "I could never make any";
- mes "money with my businesses...";
- close;
-}
-
-niflheim,208,103,1 script #Graveyard1 111,1,1,{
- end;
-
-OnTouch:
- if (nif_esc == 5 || nif_esc == 7 || nif_esc == 8 || nif_esc == 10) {
- mes "^3355FFYou found something";
- mes "half-buried near a grave.";
- mes "It looks very well-shaped.^000000";
- next;
- mes "^3355FFWould you like to pick it up?^000000";
- if (select("Yes:No") == 1) {
- if (nif_esc < 10) {
- set nif_esc,nif_esc+2;
- }
- else if (nif_esc == 10) {
- set nif_esc,11;
- }
- getitem 7184,1; //Piano_Keyboard
- }
- close;
- }
- end;
-}
-
-niflheim,169,71,1 script #Graveyard2 111,1,1,{
- end;
-
-OnTouch:
- if (nif_esc == 6 || nif_esc == 9) {
- mes "^3355FFYou found something";
- mes "half-buried near a grave.";
- mes "It looks very well-shaped.^000000";
- next;
- mes "^3355FFWould you like to pick it up?^000000";
- if (select("Yes:No") == 1) {
- set nif_esc,nif_esc+2;
- getitem 7184,1; //Piano_Keyboard
- }
- close;
- }
- end;
-}
-
-nif_in,115,181,0 script #Piano 111,1,1,{
- end;
-
-OnTouch:
- if (nif_esc == 0 && (MISC_QUEST & 32) == 0) {
- mes "^3355FFYou see a big, heavy piano.";
- mes "You get the feeling that";
- mes "its music would sound magnificient.^000000";
- next;
- mes "^3355FFAs you examine the piano,";
- mes "you find that 7 keys";
- mes "are missing in the";
- mes "middle of the keyboard.";
- mes "If you had all the keys,";
- mes "you could play music...^000000";
- close;
- }
- if (nif_esc == 11) {
- set nif_esc,12;
- delitem 7184,6; //Piano_Keyboard
- mes "^3355FFYou took the keys you've found";
- mes "and inserted them into";
- mes "each empty space.^000000";
- next;
- mes "^3355FFBut then you realize";
- mes "that you're missing the last";
- mes "key for the space on the far";
- mes "left of the keyboard...^000000";
- close;
- }
- end;
-}
-
-nif_in,114,181,0 script #Piano3 111,1,1,{
- end;
-
-OnTouch:
- if (nif_esc == 12 || nif_esc == 13 || MISC_QUEST & 32) {
- mes "^3355FFAs you bend towards";
- mes "the final empty key space";
- mes "to take a better look at it...^000000";
- next;
- soundeffect "complete.wav",0;
- next;
- if (nif_esc == 12) {
- set MISC_QUEST,MISC_QUEST | 32;
- set nif_piano, 0;
- }
- mes "^3355FFYou begin to feel dizzy and";
- mes "your body feels as if it were";
- mes "floating in air. Then, your";
- mes "vision starts to blur...^000000";
- close2;
- warp "nif_in",179,163;
- end;
- }
- end;
-}
-
-nif_in,188,168,3 script Witch#nif 792,{
- mes "[Kirkena]";
- mes "Huh? ...You're alive, aren't you?";
- mes "I'm not sure how more of you are";
- mes "able to get here and I don't";
- mes "know your reasons for coming,";
- mes "but this place is dangerous for";
- mes "the living.";
- next;
- mes "[Kirkena]";
- mes "I am sending you back";
- mes "outside of this town.";
- mes "If you can help it, you";
- mes "better not come back to";
- mes "this place.";
- close2;
- warp "umbala",138,208;
- end;
-}
-
-//=============================================================
-// Message Delivery Quest
-//=============================================================
-prt_in,161,20,3 script Erious#nif 92,{
- if (MISC_QUEST & 16384) {
- mes "[Erious]";
- mes "I wish you safety from harm";
- mes "in your journeys, adventurer.";
- close;
- }
- if (nif_revive == 0) {
- mes "[Erious]";
- mes "*Sob*Sob*";
- mes "*Cries* Wahhh...!";
- mes "Elly, how could you";
- mes "leave me this way...";
- emotion e_sob;
- next;
- if (select("Comfort him.:Neglect him.") == 1) {
- mes "[Erious]";
- mes "Ah, thank you for your kindness.";
- mes "*Sob* My wife died while I was on";
- mes "a trip. I'm so sorry that I";
- mes "couldn't be with her when";
- mes "the end came...";
- next;
- mes "[Erious]";
- mes "I wish I could talk to my Elly,";
- mes "although I know it's too late now.";
- mes "*Cries* But... there is one last";
- mes "hope that I have. My absolute";
- mes "final chance...";
- next;
- mes "[Erious]";
- mes "I was told that somewhere";
- mes "in this world, there exists a town";
- mes "where the dead reside. I might be";
- mes "able to meet my wife there, but";
- mes "I cannot leave my children here";
- mes "without me. *Cries*";
- next;
- if (select("I can deliver your message to her.:I am so sorry to hear that.") == 1) {
- mes "[Erious]";
- mes "Oh, can you?";
- mes "Thank you so much for your";
- mes "generosity. If you can do";
- mes "this for me, I would be";
- mes "greatly indebted to you.";
- next;
- mes "[Erious]";
- mes "You're an adventurer, aren't you?";
- mes "If your journeys take you to that";
- mes "town of the dead, and if you";
- mes "happen to meet her by chance...";
- next;
- mes "[Erious]";
- mes "Please send Elly a message for me,";
- mes "let her know that what happened";
- mes "a month ago was all my fault.";
- mes "Thank you for your help,";
- mes "and please take care.";
- set nif_revive,1;
- close;
- }
- mes "[Erious]";
- mes "*Cries* Is there no way that I";
- mes "can see her again? If I could";
- mes "talk to her at least once more,";
- mes "even if it's the last time,";
- mes "I would do anything...";
- close;
- }
- mes "[Erious]";
- mes "*Cries* Eeeeelllllyyyy~~~~!";
- mes "I never thought that would be";
- mes "the last time we would see";
- mes "each other...";
- mes "*Sob*...";
- close;
- }
- else if (nif_revive == 1) {
- mes "[Erious]";
- mes "This place I was told about...";
- mes "The town of the dead...";
- mes "From what I remember, it was";
- mes "located near some rest area.";
- next;
- mes "[Erious]";
- mes "All day and night, it's filled";
- mes "with never ending screams of";
- mes "agony and despair. I hope that";
- mes "this will be helpful in your search.";
- close;
- }
- else if (nif_revive == 5 || nif_revive == 6) {
- mes "[Erious]";
- mes "Oh my! You really found the town,";
- mes "have you? I really appreciate that";
- mes "you've endured all this hardship";
- mes "for me... Um...So in the end...";
- mes "Were you able to meet my Elly?";
- next;
- if (select("Yes.:Sorry, I couldn't.") == 1) {
- if (nif_revive == 6 && countitem(934) > 0) {
- mes "[Erious]";
- mes "Are you serious? What did she say?";
- mes "Did she say she will forgive me?";
- next;
- select("Yes. And she gave me...this.");
- delitem 934,1; //Mementos
- mes "[Erious]";
- mes "Ah...In this box were the gifts";
- mes "I gave her when we started";
- mes "seeing each other. She had a";
- mes "serious illness even before we";
- mes "met, so I promised her that I";
- mes "would cure her illness...";
- next;
- mes "[Erious]";
- mes "That's why I went on that trip...";
- mes "to find a cure or medicine";
- mes "for her... But my efforts turned";
- mes "out to be a good for nothing.";
- mes "...................";
- mes ".........";
- next;
- mes "[Erious]";
- mes "Anyway, I appreciate your";
- mes "generousity. I want to pay";
- mes "you back for all the trouble";
- mes "I caused you, but I only have";
- mes "the medicine I found for her";
- mes "illness during this trip.";
- next;
- mes "[Erious]";
- mes "I hope you will take this medicine";
- mes "as a token of my gratitute.";
- next;
- if (checkweight(610,26)) {
- set MISC_QUEST,MISC_QUEST | 16384;
- set nif_revive,0;
- getitem 607,2; //Yggdrasilberry
- getitem 608,2; //Seed_Of_Yggdrasil
- getitem 610,10; //Leaf_Of_Yggdrasil
- mes "[Erious]";
- mes "Thank you for everything.";
- mes "I wish you luck and safety";
- mes "in your adventures.";
- close;
- }
- mes "[Erious]";
- mes "I have something to give you,";
- mes "but you're carrying too much";
- mes "stuff for me to give it to";
- mes "right now. Why don't you";
- mes "store your items somewhere?";
- close;
- }
- else if (nif_revive == 6 && countitem(934) < 1) {
- mes "[Erious]";
- mes "Hmm...this is odd. I'm sure she would give you something as a token of meeting her. By any chance, is there anything that you've forgetten to bring me?";
- close;
- }
- mes "[Erious]";
- mes "I guess you misunderstood";
- mes "something or you're trying";
- mes "to scam a man in grief.";
- close;
- }
- if (nif_revive == 5) {
- mes "[Erious]";
- mes "I see...you have failed to find";
- mes "her... However, I also understand";
- mes "that fulfilling my request may";
- mes "be impossible...";
- next;
- mes "[Erious]";
- mes "You've really gone out of your way";
- mes "to help me, so I want to give you";
- mes "something as a token of my";
- mes "gratitute.";
- next;
- if (checkweight(610,10)) {
- set MISC_QUEST,MISC_QUEST | 16384;
- set nif_revive,0;
- getitem 610,10; //Leaf_Of_Yggdrasil
- mes "[Erious]";
- mes "Thank you for everything.";
- mes "I wish you luck and safety";
- mes "from harm in your journeys.";
- close;
- }
- mes "[Erious]";
- mes "I have something to give you,";
- mes "but you're carrying too much";
- mes "stuff for me to give it to";
- mes "right now. Why don't you";
- mes "store your items somewhere?";
- close;
- }
- mes "[Erious]";
- mes "I see...";
- mes "...Wait! Doesn't that belong";
- mes "to my wife, Elly? Why are you";
- mes "trying to cheat a grieving man...?";
- close;
- }
- end;
-}
-
-umbala,215,181,3 script Billik 733,{
- if (nif_revive > 1 || MISC_QUEST & 16384) {
- mes "[Billik]";
- mes "Well, long time no see.";
- mes "If you have a chance in the";
- mes "future, let's meet in the";
- mes "town of the dead later.";
- mes "Hahahaha~";
- emotion e_no1;
- close;
- }
- if (nif_revive == 1) {
- mes "[Billik]";
- mes "The Town of the dead...";
- mes "It's a very dangerous place.";
- mes "Why would you want to go there?";
- next;
- if (select("I have to meet somebody there.:It's a part of my adventure.") == 1) {
- mes "[Billik]";
- mes "Someone you have to meet there...";
- mes "Hmm... I suppose you wish to";
- mes "contact the dead...";
- mes "I can also see that you're";
- mes "determined to go.";
- next;
- mes "[Billik]";
- mes "*Sigh* Okay, if you really want to";
- mes "go, you must find a man named";
- mes "'Feylin.' It's very important to";
- mes "let him know that I introduced";
- mes "him to you.";
- next;
- mes "[Billik]";
- mes "He's not very trusting, but he";
- mes "likes roses a lot, so bring a rose";
- mes "for him. That way, he'll know for";
- mes "sure that I've sent you.";
- set nif_revive,2;
- next;
- mes "[Billik]";
- mes "The town of the dead is located";
- mes "north of this place. Remember, it";
- mes "is very dangerous to go there,";
- mes "even for well experienced";
- mes "adventurers, so...";
- mes "Be careful.";
- close;
- }
- mes "[Billik]";
- mes "Hahaha~ I guess you like adventure";
- mes "as much as I do. Although it's a";
- mes "very dangrous place, you will be";
- mes "paid back for your effort after";
- mes "you get there. But be careful.";
- close;
- }
- else if (nif_revive == 0) {
- mes "[Billik]";
- mes "What brings you here? I'm busy,";
- mes "leave if you don't have any business.";
- close;
- }
-}
-
-niflheim,153,215,3 script Feylin 794,{
- if (nif_revive == 2) {
- mes "[Feylin]";
- if (Sex == 1) {
- mes "Poor guy...";
- }
- else {
- mes "Poor girl...";
- }
- mes "Dying at such a young age...";
- mes "I am always sorry to see the";
- mes "young pass away.";
- next;
- mes "[Feylin]";
- mes "............??";
- mes "Oh, I see you're not dead yet,";
- mes "are you? It's unbelievable to";
- mes "see another living person";
- mes "in this town.";
- next;
- mes "[Feylin]";
- mes "Are you coming to rescue someone,";
- mes "or do you have another purpose?";
- mes "If you came here to meet a";
- mes "deceased friend of yours, you've";
- mes "come to the wrong person.";
- next;
- mes "[Feylin]";
- mes "Nobody in Niffelheim can";
- mes "perform that kind of miracle...";
- next;
- mes "[Feylin]";
- mes "I can tell you have been through";
- mes "much hardship, but unfortunately,";
- mes "you came here for nothing. I hope";
- mes "you go back to where you came";
- mes "from before it's too late.";
- set nif_revive,3;
- close;
- }
- else if (nif_revive == 3) {
- mes "[Feylin]";
- mes "I've asked you to leave this";
- mes "town immediately. I'm sorry";
- mes "but I know nothing about what";
- mes "you are asking.";
- emotion e_an;
- next;
- if (select("But...:I am sorry.") == 1) {
- mes "[Feylin]";
- mes "You must know something...";
- mes "Otherwise, you wouldn't be";
- mes "so stubborn. I am not sure";
- mes "who told you contacting the";
- mes "dead might be possible...";
- next;
- mes "[Feylin]";
- mes "But I surely wouldn't have told";
- mes "you. Besides, speaking about";
- mes "such things is taboo.";
- set nif_revive,4;
- close;
- }
- mes "[Feylin]";
- mes "Please consider leaving this";
- mes "place as soon as possible.";
- mes "Nobody should stay in";
- mes "Niflheim for too long.";
- close;
- }
- else if (nif_revive == 4) {
- if (countitem(748) > 0) {
- mes "[Feylin]";
- mes "Huh, Billik must have sent you.";
- mes "Since I'm indebted to him, I";
- mes "suppose I will help you.";
- mes "But let me warn you.";
- mes "The price that I demand may be";
- mes "more that you expect...";
- next;
- if (select("I'm willing to do this.:I don't think I can do this.") == 1) {
- if (BaseLevel > 79 && BaseLevel < 100) {
- mes "[Feylin]";
- mes "Alright, but you must promise";
- mes "me that you will not let other";
- mes "people know what I am about";
- mes "to tell you.";
- next;
- mes "[Feylin]";
- mes "This sorcery requires great";
- mes "sacrifice. Needless to say, there";
- mes "is a chance that this spell may";
- mes "fail. I must also have";
- mes "10 Yggdrasil Leaf to cast this";
- mes "spell. Do you wish to continue?";
- next;
- if (select("Yes:No") == 1) {
- if (countitem(610) > 9) {
- mes "[Feylin]";
- mes "I see. Then we shall begin.";
- mes "Woombahsokasabahah!";
- mes "Woombah woombah hoombabah!";
- mes "Yeeeeep!";
- next;
- set .@nif_revive1,rand(1,100);
- if (.@nif_revive1 > 0) && (.@nif_revive1 < 88) {
- mes "[Feylin]";
- mes "...I am sorry.";
- mes "I have failed to summon";
- mes "who you wish to see. I am";
- mes "really sorry for this result.";
- emotion e_omg;
- delitem 748,1; //Witherless_Rose
- delitem 610,10; //Leaf_Of_Yggdrasil
- set nif_revive,5;
- percentheal -99,0;
- next;
- mes "[Feylin]";
- mes "Unfortunately, it may be";
- mes "impossible to summon the";
- mes "spirit of the person with";
- mes "whom you wished to speak...";
- close;
- }
- else if (.@nif_revive1 > 87) && (.@nif_revive1 < 101) {
- delitem 748,1; //Witherless_Rose
- delitem 610,10; //Leaf_Of_Yggdrasil
- percentheal -50,0;
- mes "[Feylin]";
- mes "..........";
- mes "..........";
- next;
- mes "[Elly]";
- mes "..........";
- mes ".....Umm...";
- mes "...Wasn't I just dead?";
- mes "Um, do I know you?";
- next;
- select("I brought a message from your husband.");
- mes "[Elly]";
- mes "Oh...I see...I'm sorry that I could not meet him before I died...";
- mes "So what is his message for me?";
- next;
- select("Forgive him for what happened a month ago.");
- mes "[Elly]";
- mes "*Sigh* He's such a nice husband...";
- mes "He pays such attention, even to";
- mes "the little things. Though, I";
- mes "should be the one apologizing";
- mes "to him...";
- next;
- mes "[Elly]";
- mes "Please give him this box, and tell";
- mes "him to forget about me. He should";
- mes "live the rest of his life happily";
- mes "with someone else. Oh, also let";
- mes "him know that I forgive him.";
- set nif_revive,6;
- getitem 934,1; //Mementos
- next;
- mes "[Elly]";
- mes "I am glad to hear from my";
- mes "husband one more time. But I";
- mes "think I have to go now.";
- mes "Thank you for your trouble.";
- mes "Farewell...";
- next;
- mes "[Elly]";
- mes ".....................";
- mes "....................";
- next;
- mes "[Feylin]";
- mes "I guess you have accomplished what";
- mes "you wanted. Well then, be careful";
- mes "when you go back...";
- close;
- }
- }
- else {
- mes "[Feylin]";
- mes "If you don't have the";
- mes "items, we cannot proceed.";
- mes "Remember, I need 10 Yggdrasil";
- mes "Leaves to perform this spell.";
- mes "Please bring them as soon";
- mes "as possible.";
- close;
- }
- }
- mes "[Feylin]";
- mes "I hope you will bring the items";
- mes "first. But... I don't have the";
- mes "confidence to promise that";
- mes "this spell will cast successfully.";
- close;
- }
- mes "[Feylin]";
- mes "Hmm... You don't seem to have";
- mes "the strength to endure the";
- mes "casting of this spell. At";
- mes "your current strength, this";
- mes "spell will kill you.";
- mes "I cannot take that risk.";
- close;
- }
- mes "[Feylin]";
- mes "You made a good decision.";
- mes "It's not a good idea to perform";
- mes "this kind of sorcery in the";
- mes "first place because of the";
- mes "risks involved...";
- close;
- }
- mes "[Feylin]";
- mes "No matter how many times you ask";
- mes "me, I cannot help you. Please";
- mes "leave this place as soon as you can.";
- close;
- }
- mes "[Feylin]";
- mes "What makes you to come to such";
- mes "a dangerous town? Please leave";
- mes "this place as soon as you can.";
- close;
-}
diff --git a/npc/quests/quests_payon.txt b/npc/quests/quests_payon.txt
deleted file mode 100644
index 0e1f7ab66..000000000
--- a/npc/quests/quests_payon.txt
+++ /dev/null
@@ -1,323 +0,0 @@
-//===== rAthena Script =======================================
-//= Quest NPCs related to Payon
-//===== By: ==================================================
-//= kobra_k88
-//===== Current Version: =====================================
-//= 1.7
-//===== Compatible With: =====================================
-//= rAthena 7.15 +
-//===== Description: =========================================
-//= Pretend Murder, Ear Muffs, Oxygen, Derivuchi Cap, Helm of Angel Quests.
-//===== Additional Comments: =================================
-//= Fully working
-//= 1.1 Helm of Angel bug fixed [Lupus]
-//= 1.2 Fixed skirt of virgin [Lupus]
-//= 1.3 Fixed exploits [Lupus]
-//= 1.4 Removed Duplicates [Silent]
-//= 1.5 Updated Dialogs from "Pretend Murdered Quest" [Samuray22]
-//= 1.5a replaced item "names" with item id. [Lupus]
-//= 1.6 Updated Dialogs from "Oxygen Mask Quest" [Samuray22]
-//= 1.7 Updated headgear quests. [L0ne_W0lf]
-//============================================================
-
-
-
-//==========================================================================================//
-// Pretend Murdered quest
-//==========================================================================================//
-payon_in01,99,72,4 script Granny 103,{
- if (checkweight(908,1) == 0) {
- mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
- close;
- }
- if (countitem(1049) > 3) {
- mes "[Granny]";
- mes "I wish I could make some clothing for my grandchildren for the festival season...";
- next;
- mes "[Granny]";
- mes "Oh! Would you give me your ^3355FFSkirt of Virgin^000000? I'd need four of them. Please, I'm begging you.";
- next;
- switch(select("Alright.:No way!")) {
- case 1:
- delitem 1049,4; //Skirt_Of_Virgin
- mes "[Granny]";
- mes "Oh! Thank you so much~ Now I can make some clothes for Kitty Cutty~";
- next;
- mes "[Granny]";
- mes "Ah, Wait! I almost forgot. I was quite a popular actress back in my youth. My actor friends gave me a wedding present when I left the Troupe. I've kept it to remind me of those precious times.";
- next;
- mes "[Granny]";
- mes "If it's okay...";
- mes "I'd like to give you this.";
- next;
- getitem 2293,1; // Pretend_Murdered
- mes "[Granny]";
- mes "Goodbye, adventurer~!";
- mes "Thank you for making an old woman so happy...";
- close;
- case 2:
- mes "[Granny]";
- mes "*Sigh* How can I get ^3355FFSkirt of Virgin^000000 by myself? I'm just so weak and feeble, even rolling in my rocking chair exhausts me. *Sniff* All I want is to make my grandchildren happy...";
- close;
- }
- }
- else {
- mes "[Granny]";
- mes "I gather Mushrooms on the Mountain of Payon everyday. Time passes and before I know it, it's already fesitval season. I wish I could make clothing for my family this time of the year.";
- next;
- mes "[Granny]";
- mes "...";
- mes "But for that, I need ^3355FF4 Skirt of Virgin^000000...";
- next;
- mes "[Granny]";
- mes "Young traveler, please help me. When you find some ^3355FFSkirt of Virgin^000000, please bring them to me. I'd really appreciate it...";
- close;
- }
-}
-
-//========================================================================================//
-// Ear Muffs Quest
-//========================================================================================//
-payon_in01,18,10,4 script Mystic Lady 76,{
- mes "[Mystic Lady]";
- mes "My family has produced and sold the special Winter product ^3355FFEar Muffs^000000 for many years. We just moved here, but the weather is always warm so we can hardly make a living.";
- next;
- mes "[Mystic Lady]";
- mes "If you plan to travel to colder regions, I suggest that you bring some ^3355FFEar Muffs^000000...";
- Emotion e_dots;
- next;
- mes "[Mystic Lady]";
- mes "Ear Muffs are my family's specialty, and we provide it to customers who have ^FF33551 Cursed Ruby^000000, ^3311AA1 Headset,^000000 ^3355FF 200 Feathers^000000 and ^DDDD005000 Zeny^000000.";
- Emotion e_dots;
- next;
- switch(select("Oh Yeah? That sounds good.:No thank you, Ma'am.")) {
- case 1:
- if ((countitem(724) > 0) && (countitem(949) > 199) && (countitem(5001) > 0) && (Zeny > 4999)) {
- mes "[Mystic Lady]";
- delitem 724,1; //Cardinal_Jewel_
- delitem 949,200; //Feather
- delitem 5001,1; //Headset
- set Zeny,Zeny-5000;
- mes "Here, I will give you this pre-made one.";
- getitem 2283,1; // Ear_Mufs
- next;
- mes "[Mystic Lady]";
- mes "Thank you for buying our product. You won't regret purchasing our Ear Muffs: Satisfaction guaranteed~";
- Emotion e_dots;
- close;
- }
- else {
- mes "[Mystic Lady]";
- mes "Oh dear...";
- mes "You don't have enough money or items. Unfortunately, we can't give any discounts. Please understand that we have to make a living...";
- Emotion e_dots;
- close;
- }
- case 2:
- mes "[Mystic Lady]";
- mes "That's fine.";
- mes "I believe we";
- mes "will meet again.";
- mes "...One of these days.";
- Emotion e_dots;
- close;
- }
-}
-
-//========================================================================================//
-// Oxygen Mask Quest
-//========================================================================================//
-payon_in02,25,71,4 script Boy 86,{
- if (countitem(701) > 4) {
- mes "[Young Man]";
- mes "ArrrGggghh!";
- mes "Ah, No I can't...";
- next;
- mes "[Young Man]";
- mes "*Huk*";
- mes "Now even my eyes have gone mad!! Why do these bugs suddenly seem so cute?! Nooooooo~!!!";
- next;
- switch(select("Show Ora Ora:Give Ora Ora:Cancel")) {
- case 1:
- mes "[Young Man]";
- mes "Oooooohhhh!!!";
- mes "Is, is this";
- mes "the one?!";
- mes "This is...";
- mes "Ora Ora!!";
- next;
- mes "[Young Man]";
- mes "I'll make it short! Give it to me, and I will give you my treasure! So how's my idea? Wanna deal?";
- close;
- case 2:
- if (countitem(701) > 4) {
- delitem 701,5; //Ora_Ora
- }
- mes "[Young Man]";
- mes "Muhahahahah!!!";
- mes "I finally have this!";
- mes "Ora Ora!";
- mes "Stupid and Disgusting";
- mes "Thief Bugs!!";
- mes "You will pay!!!";
- next;
- mes "[Young Man]";
- mes "Huk...Huk...";
- mes "Sorry, I was out of control with pleasure for a while. Now, I will give my treasure as promised.";
- next;
- getitem 5004,1; // Oxygen_Mask
- mes "[Young Man]";
- mes "When you wear this over your mouth and start to breathe, it filters junk out before getting to your lungs.";
- next;
- mes "[Young Man]";
- mes "Kakakakakaka!";
- mes "I can't wait";
- mes "to use this";
- mes "Ora Ora!";
- close;
- case 3:
- mes "[Young Man]";
- mes "Huhuhuhuhu...";
- mes "What if I can't get rid of all these Thief Bugs? I might even grow to love them... *Huk*";
- close;
- }
- }
- else {
- mes "[Young Man]";
- mes "Wahhhhhh! I, I...";
- mes "I can't take it any more!";
- mes "You little stinky filthy bastards!";
- next;
- switch(select("Continue:Cancel")) {
- case 1:
- mes "[Young Man]";
- mes "Oh man...";
- mes "It all started when my parents passed away when I was a little kid. Early on I had to work for a living, and had a really hard time.";
- next;
- mes "[Young Man]";
- mes "I've worked for 10 years in hopes of buying my dream house where I could find some sense of peace and comfort again. Eventually I thought I had enough zeny to afford my very own sweet home.";
- next;
- mes "[Young Man]";
- mes "Unfortunately I didn't have enough money to buy the nice house that I had my eye on. But then, I found this house, which was bigger and cheaper than the first. I bought it without thinking...";
- next;
- mes "[Young Man]";
- mes "Sweet Jesus! Turns out, it's a Heaven for Thief Bugs!!!";
- next;
- mes "[Young Man]";
- mes "I tried to do everything I could do. I coaxed them, killed them, but it only brought peace for a moment! I even tried to burn this house down...!";
- next;
- mes "[Young Man]";
- mes "*Gasp* I mean, really, do I need ^3355FF Ora Ora^000000 to get rid of them? People say it is very rarely seen in distant countries.";
- next;
- mes "[Young Man]";
- mes "If I could afford 5 of them, I won't have to be frustrated with these disgusting bugs any more...";
- close;
- case 2:
- mes "[Young Man]";
- mes "This never ending fight with the bugs has really exhausted me. I give up. Do as you wish you scumbags!";
- close;
- }
- }
-}
-
-//========================================================================================//
-// Derivuchi Cap(Hat of Petite Diablo), Helm of Angel
-//========================================================================================//
-payon_in01,56,12,7 script Young man#12 89,{
- mes "[Young man]";
- mes "...What is it?";
- next;
- switch(select("Can you make me a special item?:Hey.")) {
- case 1:
- mes "[Young man]";
- mes "Huh? So you already know what I specialize in, eh? I suppose there's no need for the usual secrecy. Tell me what you want.";
- next;
- switch(select("Helm of Angel.:Deviruchi cap.:I will come next time.")) {
- case 1:
- mes "[Young man]";
- mes "1 Helm (with slot).";
- mes "1 Angel Wing.";
- mes "5 Fang of Garm.";
- mes "That's all I require.";
- next;
- mes "[Young man]";
- mes "Wait! Just so you know, I don't care if the items in your inventory have been upgraded, or have cards attached.";
- next;
- mes "[Young man]";
- mes "I mean, any cards or upgrades in the items I will use to make something for you will be lost once I make the item. So be careful when you hand stuff over to me.";
- next;
- mes "[Young man]";
- mes "Did you gather the items? Then hand them over.";
- next;
- switch(select("Give him the items.:Don't give him the items.")) {
- case 1:
- if ((countitem(2229) > 0) && (countitem(2254) > 0) && (countitem(7036) > 4)) {
- mes "[Young man]";
- mes ".....Hm.";
- mes "Fine, here's your Helm of Angel. Take it.";
- delitem 2229,1; //Helm_
- delitem 2254,1; //Angelic_Chain
- delitem 7036,5; //Fang_Of_Garm
- close2;
- getitem 5025,1; // Helm_Of_Angel
- end;
- }
- else {
- mes "[Young man]";
- mes "...The number of items is not right. You better double check.";
- close;
- }
- case 2:
- mes "[Young man]";
- mes "Do as you wish...";
- close;
- }
- case 2:
- mes "[Young man]";
- mes "600 Little Evil Horn.";
- mes "40 Talon of Griffon.";
- mes "That's all I require.";
- next;
- mes "[Young man]";
- mes "Wait! Just so you know, I don't care if the items in your inventory have been upgraded, or have cards attached.";
- next;
- mes "[Young man]";
- mes "I mean, any cards or upgrades in the items I will use to make something for you will be lost once I make the item. So be careful when you hand stuff over to me.";
- next;
- mes "[Young man]";
- mes "Did you gather the items? Then hand them over.";
- next;
- switch(select("Give him the items.:Don't give him the items.")) {
- case 1:
- if ((countitem(1038) > 599) && (countitem(7048) > 39)) {
- mes "[Young man]";
- mes ".....Hm. Here's your Deviruchi Hat. Please take it.";
- delitem 1038,600; //Petite_DiablOfs_Horn
- delitem 7048,40; //Talon_Of_Griffin
- close2;
- getitem 5038,1; // Deviruchi_Cap
- end;
- }
- else {
- mes "[Young man]";
- mes "...The number of items isn't right. You better double check.";
- close;
- }
- case 2:
- mes "[Young man]";
- mes "Do as you wish...";
- close;
- }
- case 3:
- mes "[Young man]";
- mes "Hm. Alright.";
- mes "Then we shall meet again.";
- close;
- }
- case 2:
- mes "[Young man]";
- mes "Hm.";
- mes "Take care.";
- close;
- }
-}
diff --git a/npc/quests/quests_prontera.txt b/npc/quests/quests_prontera.txt
deleted file mode 100644
index b5a3dd705..000000000
--- a/npc/quests/quests_prontera.txt
+++ /dev/null
@@ -1,3670 +0,0 @@
-//===== rAthena Script =======================================
-//= Quest NPCs related to Prontera
-//===== By: ==================================================
-//= kobra_k88; L0ne_W0lf
-//===== Current Version: =====================================
-//= 2.7
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= Collection of Prontera-based quests.
-//= * Culvert Access
-//= * Ph.D Hat Quest
-//= * Gaebolg Family Curse
-//===== Comments: ============================================
-//= Culvert Access:
-//= - [Aegis Conversion]
-//= - Variable in use: MISC_QUEST (bit 8)
-//= Ph.D Hat Quest:
-//= - [Aegis Conversion]
-//= - n/a
-//= Gaebolg Family Curse:
-//= - [Aegis Conversion]
-//= - Variable in use: prt_curse (max 61)
-//===== Additional Comments: =================================
-//= Fixed flower name Dreamy -> Illusion
-//= 1.2 Fixed exploit [Lupus]
-//= 1.3 Removed Duplicates [Silent]
-//= 1.4 Moved Culvert from cities/prontera.txt [Evera]
-//= 1.5 Culvert has been rescripted from the ground up. [L0ne_W0lf]
-//= 1.6 Added Gaebolg Family Curse quest. [L0ne_W0lf]
-//= 1.6a Fixed a couple spelling mistakes. [L0ne_W0lf]
-//= 1.7 Updated "Ph.D Quest" Dialogs. [Samuray22]
-//= 1.7b Fixed some minor typos. [SinSloth]
-//= 1.7c replaced item "names" with item id. [Lupus]
-//= 1.8 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
-//= 1.9 Fixed "him" -> "her" in Ph.D hat quest. THansk to yyCC. [L0ne_W0lf]
-//= 2.0 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
-//= 2.0a Corrected a Typo error ";;". [Samuray22]
-//= 2.0b Corrected a Typo error. (bugreport:950) [Samuray22]
-//= 2.1 Added missing checkweights. [L0ne_W0lf]
-//= 2.2 Added Nameless Island quest addition. [L0ne_W0lf]
-//= 2.3 Bamph will now talk to those who failed the Gaebolg quest. [L0ne_W0lf]
-//= 2.3a Touch up to Bamph fo other fail-points. [L0ne_W0lf]
-//= 2.3b Hopefully the last change needed for Nameless quest. [L0ne_W0lf]
-//= 2.4 Updated Headgear Quest. [L0ne_W0lf]
-//= 2.5 Fixed requirements for PH D. Hat. [L0ne_W0lf]
-//= 2.5a Fixed requirements for PH D. Hat agian lol. [L0ne_W0lf]
-//= 2.6 Replaced effect numerics with constants. [L0ne_W0lf]
-//= 2.7 Corrected 'IProntera' typo. (bugreport:4522) [L0ne_W0lf]
-//============================================================
-
-// Prontera Culvert
-//============================================================
-prt_in,88,105,2 script Recruiter 105,{
- if (MISC_QUEST & 8) {
- mes "[Recruiter]";
- mes "Ah...";
- mes "I know those eyes.";
- mes "Full of compassion";
- mes "...and courage.";
- next;
- mes "[Recruiter]";
- mes "Of course you're a volunteer for campaign to reclaim the Prontera Culvert. Would you let me warp you there?";
- next;
- if (select("Warp to Culvert Entrance.:Quit.") == 1) {
- warp "prt_fild05",274,208;
- end;
- }
- close;
- }
- mes "[Recruiter]";
- mes "Ah, let me inform you that the Capital Defense Headquarter of the Rune-Midgarts Kingdom has now decided to recruit a punitive force due to the Prontera Culvert's situation.";
- next;
- switch(select("Volunteer.:Situation...?:Quit.")) {
- case 1:
- callsub S_Volunteer;
- mes "[Recruiter]";
- mes "Are you ready, hero?";
- mes "I will now warp you";
- mes "to the Culvert.";
- next;
- warp "prt_fild05",274,208;
- end;
- case 2:
- mes "[Recruiter]";
- mes "Haven't you heard...?";
- mes "The Prontera Culvert is infested with all kinds of filthy vermin!";
- next;
- mes "[Recruiter]";
- mes "Due to the serious risk of water contamination, and the safety of Rune-Midgardians, the Culvert has been quarantined by royal decree.";
- next;
- mes "[Recruiter]";
- mes "Needless to say, this has caused shortages in the water supply in our kingdom. Indeed, such a crisis in these dark times...";
- next;
- mes "[Recruiter]";
- mes "Our people";
- mes "thirst for water...";
- mes "But they thirst";
- mes "even more...";
- mes "For a hero!";
- next;
- mes "[Recruiter]";
- mes "Will you stand idly as the children of Rune-Midgarts suffer from parched throats and shed tears of dryness?! Would you bury our children?!";
- next;
- mes "[Recruiter]";
- mes "Warriors! Rune-Midgarts is calling you! Cleanse this land's pestilence and cast out the vermin in the Culvert! Only you... Can make a difference.";
- next;
- if (select("Volunteer.:Quit.") == 1) {
- callsub S_Volunteer;
- mes "[Recruiter]";
- mes "Adventurer...";
- mes "I will now warp you";
- mes "to the Prontera Culvert.";
- next;
- warp "prt_fild05",274,208;
- end;
- }
- mes "[Recruiter]";
- mes "Hmpf. Well. The next time you take a drink of water, just remember that an average of nine and a half children just died... ^990000Of thirst^000000.";
- close;
-
- case 3:
- close;
- }
-
-S_Volunteer:
- set MISC_QUEST,MISC_QUEST | 8;
- mes "[Recruiter]";
- mes "Your registration...";
- mes "is now complete.";
- next;
- mes "[Recruiter]";
- mes "I would like to thank you for volunteering to do your part for our great kingdom. Here, take these provisions for your battles against the forces of darkness.";
- next;
- mes "[Recruiter]";
- mes "3 Red Potions, 1 Milk,";
- mes "and 1 Orange Potion";
- mes "...to give you hope.";
- getitem 501,3; //Red_Potion
- getitem 519,1; //Milk
- getitem 502,1; //Orange_Potion
- next;
- return;
-}
-
-prt_fild05,270,212,5 script Culvert Guardian 105,{
- if(MISC_QUEST & 8) {
- mes "[Culvert Guardian]";
- mes "Ah, you're one of our volunteers. This is the entrance of the Prontera Culvert.";
- mes "Do you wish to";
- mes "go inside?";
- next;
- if (select("Sure.:Quit.") == 1) {
- warp "prt_sewb1",131,247;
- end;
- }
- close;
- }
- mes "[Culvert Guardian]";
- mes "I'm sorry, but we can only allow volunteers for the Culvert Campaign to enter.";
- next;
- mes "[Culvert Guardian]";
- mes "If you'd like to volunteer, please visit the ^000077Culvert Registrar^000000 located in the 11 O'clock direction of Prontera.";
- close;
-}
-
-// Ph.D Hat Quest
-//============================================================
-prt_in,38,108,4 script Teacher 53,{
- if ((countitem(710) > 0) && (countitem(703) > 0) && (countitem(704) > 0) && (countitem(708) > 0)) {
- mes "[Teacher]";
- mes "Oh...";
- mes "Those Flowers in your hand are...";
- next;
- switch(select("Show Flowers:Present Flowers:Cancel")) {
- case 1:
- mes "[Teacher]";
- mes "Ah...";
- mes "Those are definitely the 4 kinds of Flowers I was looking for! Would you give them to me?";
- next;
- mes "[Teacher]";
- mes "If you would...";
- mes "I'll give you my precious item.";
- close;
- case 2:
- if ((countitem(710) > 0) && (countitem(703) > 0) && (countitem(704) > 0) && (countitem(708) > 0)) {
- delitem 710,1; //Illusion_Flower
- delitem 703,1; //Hinalle
- delitem 704,1; //Aloe
- delitem 708,1; //Ment
- getitem 5012,1; //Ph.D_Hat
- mes "[Teacher]";
- mes "I really really appreciate you what you've done for me. I'm truly grateful. I will give my precious item to you as promised.";
- next;
- mes "[Teacher]";
- mes "This is the Hat I've worn on my Graduation from my University. It reminds me of my happy school days. Please take this...";
- close;
- }
- else {
- mes "[Teacher]";
- mes "... Oh, I'm Sorry.";
- mes "But that's not what I'm looking for. Maybe you need to study flowers a little bit?";
- close;
- }
- }
- }
- else {
- mes "[Teacher]";
- mes "Don't you think...";
- mes "Flowers are pretty?";
- next;
- switch(select("Talk:Quit")) {
- case 1:
- mes "[Teacher]";
- mes "When I was young,";
- mes "I had no friends and";
- mes "studied all the time.";
- next;
- mes "[Teacher]";
- mes "Sometimes I regret what I did when I was younger, but it's not a big deal now. Through hard study, I finished entire educational courses earlier than all the other students.";
- next;
- mes "[Teacher]";
- mes "However...";
- mes "I was sad and sometimes lonely. Whenever the studying got too hard, I needed someone who would listen to me. Finally, one day, I met my best friend.";
- next;
- mes "[Teacher]";
- mes "When I saw a Pretty Flower blooming in the abandoned Garden, I realized It was my friend which shared my fate.";
- next;
- mes "[Teacher]";
- mes "Although it is a Common and Normal Flower to others, she gave me the reason to study again. I could achieve my goals because of her.";
- next;
- mes "[Teacher]";
- mes "So recently...";
- mes "I am trying to pay her back. Now I am studying Flowers, and plan to over the whole world with them.";
- next;
- mes "[Teacher]";
- mes "To accomplish my work...";
- mes "I need bunches of flowers. But for someone who rarely goes outside, it is really hard to find all the flowers I need.";
- next;
- mes "[Teacher]";
- mes "I need 1 ^3355FFIllusion Flower^000000 ,1 ^3355FFHinalle^000000,1 ^3355FFAloe^000000 and 1 ^3355FFMent^000000. If you can bring them to me, I'd give you my treasure...";
- close;
- case 2:
- mes "[Teacher]";
- mes "One of these days I will cover this whole world with Flowers.";
- close;
- }
- }
-}
-
-// Gaebolg Family Curse
-//============================================================
-prontera,248,212,3 script Busy Boy#prt 706,3,3,{
- callsub S_CheckWeight; //Check Player's weight
- if (BaseLevel > 59) {
- if (prt_curse == 0) {
- mes "[Busy-Looking Boy]";
- mes "Aw nuts...";
- mes "What am I gonna do?";
- mes "I have to deliver these";
- mes "books, but... I... Oh man,";
- mes "I can't get scared now!";
- close;
- }
- else if (prt_curse == 1) {
- mes "[Busy-Looking Boy]";
- mes "Aw nuts...";
- mes "What am I gonna do?";
- mes "I have to deliver these";
- mes "books, but... I... Oh man,";
- mes "I can't get scared now!";
- next;
- if (select("Speak with him:Ignore him") == 1) {
- mes "["+strcharinfo(0)+"]";
- mes "Say, what seems";
- mes "to be the problem?";
- next;
- mes "[Busy-Looking Boy]";
- mes ".........?";
- next;
- mes "[Busy-Looking Boy]";
- if (sex) {
- mes "Ack! You're that clumsy";
- mes "dude who made me drop";
- }
- else {
- mes "Ack! You're that ditzy";
- mes "chick who made me drop";
- }
- mes "all of those books earlier!";
- mes "Wait, you ditched me before,";
- mes "so why act all concerned now?";
- Emotion e_gasp;
- }
- else {
- mes "[Busy-Looking Boy]";
- mes "Okay, okay...";
- mes "Don't even think";
- mes "about floating in";
- mes "the sky. You're like,";
- mes "so stable. Don't think...";
- mes "Just... Just board that ship...";
- close;
- }
- next;
- select("Well, I, um...");
- mes "[Busy-Looking Boy]";
- if (sex) {
- mes "Yeah... A real";
- mes "man wouldn't have";
- mes "ditched back then";
- mes "without helping me.";
- mes "You're a real creepo,";
- mes "you know that?";
- }
- else {
- mes "Yeah... If you were";
- mes "a graceful and considerate";
- mes "lady, you woulda helped me";
- mes "out before. I'm right, huh?";
- }
- next;
- mes "^3355FFYou instinctively";
- mes "kick over one of the";
- mes "piles of books next";
- mes "to the young boy.";
- mes "You couldn't help it:";
- mes "it was a natural reflex!^000000";
- next;
- Specialeffect EF_HITDARK;
- Emotion e_omg;
- mes "^3355FF*BAM!*^000000";
- next;
- Emotion e_omg;
- mes "[Busy-Looking Boy]";
- mes "Ack! Those books...!";
- mes "It took me so long to";
- mes "stack all of those!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Oh no, what a mess!";
- mes "Here, let me help you";
- mes "arrange these nicely";
- mes "out of the bottom of";
- mes "my freakin' heart.";
- Emotion e_lv,1;
- next;
- mes "[Busy-Looking Boy]";
- mes "...";
- mes "......";
- mes ".........";
- Emotion e_dots;
- next;
- mes "[Busy-Looking Boy]";
- mes "Huh...?";
- mes "Oh, thanks for";
- mes "helping me out here.";
- mes "I really appreciate it.";
- next;
- select("Are these all yours?");
- mes "[Busy-Looking Boy]";
- mes "These? Oh, I'm supposed";
- mes "to deliver these for my job.";
- mes "I need to take these to Juno";
- mes "from the Prontera Library";
- mes "for a client. However, um...";
- next;
- mes "[Busy-Looking Boy]";
- mes "Well...";
- mes "I get motion sick really";
- mes "easily, so it scares me to";
- mes "death to ride the Airship";
- mes "all the way to Juno.";
- Emotion e_dots;
- next;
- mes "[Busy-Looking Boy]";
- mes "Now I'm in trouble!";
- mes "I'm never late, but this";
- mes "time I just can't help it.";
- mes "There's nothing I can do!";
- mes "Oh, I'm gonna lose this job!";
- Emotion e_sob;
- next;
- mes "[Busy-Looking Boy]";
- mes "Wait... You adventurers";
- mes "do a lot of traveling, right?";
- mes "If you're traveling to Juno,";
- mes "would you please deliver this";
- mes "for me? I'll be in real trouble";
- mes "if I don't send these books...";
- next;
- callsub S_GetBooks;
- mes "[Busy-Looking Boy]";
- mes "I-I understand.";
- mes "It's none of your ";
- mes "business, I know, but";
- mes "I'm just so desperate...";
- Emotion e_sob;
- set prt_curse,2;
- close;
- }
- else if (prt_curse == 2) {
- mes "[Busy-Looking Boy]";
- mes "Oh, hello again.";
- mes "Sorry, but I'm trying to";
- mes "concentrate here. Gonna...";
- mes "Summon all my courage...";
- mes "and b-board that Airship!";
- mes "Argh! No, I can't do it!";
- Emotion e_dots;
- next;
- callsub S_GetBooks;
- mes "[Busy-Looking Boy]";
- mes "^333333*Sob...*^000000";
- mes "What am I gonna do?";
- mes "That guy's been waiting";
- mes "for me to deliver his books";
- mes "for quite a while now...";
- Emotion e_sob;
- close;
- }
- else if (prt_curse == 3) {
- mes "[Busy-Looking Boy]";
- mes "Oh, please deliver";
- mes "those books I gave";
- mes "you to ^FF0000Mr. Karlomoff^000000, who";
- mes "should be waiting around";
- mes "the Juno Library. Thanks";
- mes "again for your help~";
- close;
- }
- mes "[Busy-Looking Boy]";
- mes "Ack! Would you leave";
- mes "me alone and let me work?";
- mes "I've got something important";
- mes "to do! When I finish arranging";
- mes "these books, need to... I need to make some preparations!";
- close;
- }
- mes "[Busy-Looking Boy]";
- mes "Ack! Would you leave";
- mes "me alone and let me work?";
- mes "I've got something important";
- mes "to do! When I finish arranging";
- mes "these books, I need to... I need to make some preparations!";
- close;
-
-OnTouch:
- callsub S_CheckWeight; //Check Player's weight
- if (BaseLevel > 59) {
- if (prt_curse == 0) {
- Specialeffect EF_HITDARK;
- mes "^3355FF*BAM!*^000000";
- next;
- mes "[Busy Looking Boy]";
- mes "Hey, look out!";
- mes "Can't you be more";
- mes "careful?! Geeeeez!";
- Emotion e_ag;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Oops, I'm so sorry.";
- mes "Are you alright?";
- next;
- mes "[Busy Looking Boy]";
- mes "Yeah, no thanks to you!";
- mes "Oh... Don't worry, I'm fine.";
- next;
- mes "^3355FFYou notice that the boy";
- mes "dropped many hardcover";
- mes "books that are probably about";
- mes "ruins and their legends, based";
- mes "on their titles. The boy dusted";
- mes "himself off and began to";
- mes "carefully pile the books.^000000";
- next;
- if (select("Leave:Help him pile the books") == 1) {
- mes "[Busy-Looking Boy]";
- mes "Next time, look";
- mes "where you're going,";
- mes "alright? I mean, you";
- mes "might really break";
- mes "something if you're";
- mes "always that careless!";
- set prt_curse,1;
- close;
- }
- mes "[Busy-Looking Boy]";
- mes "Huh...?";
- mes "Oh, thanks for";
- mes "helping me out here.";
- mes "I really appreciate it.";
- next;
- select("Are these all yours?");
- mes "[Busy-Looking Boy]";
- mes "These? Oh, I'm supposed";
- mes "to deliver these for my job.";
- mes "I need to take these to Juno";
- mes "from the Prontera Library";
- mes "for a client. However, um...";
- next;
- mes "[Busy-Looking Boy]";
- mes "Well...";
- mes "I get motion sick really";
- mes "easily, so it scares me to";
- mes "death to ride the Airship";
- mes "all the way to Juno.";
- Emotion e_dots;
- next;
- mes "[Busy-Looking Boy]";
- mes "Now I'm in trouble!";
- mes "I'm never late, but this";
- mes "time I just can't help it.";
- mes "There's nothing I can do!";
- mes "Oh, I'm gonna lose this job!";
- Emotion e_sob;
- next;
- mes "[Busy-Looking Boy]";
- mes "Wait... You adventurers";
- mes "do a lot of traveling, right?";
- mes "If you're traveling to Juno,";
- mes "would you please deliver this";
- mes "for me? I'll be in real trouble";
- mes "if I don't send these books...";
- next;
- callsub S_GetBooks;
- mes "[Busy-Looking Boy]";
- mes "I-I understand.";
- mes "It's none of your ";
- mes "business, I know, but";
- mes "I'm just so desperate...";
- Emotion e_sob;
- set prt_curse,2;
- close;
- }
- else if (prt_curse == 3) {
- mes "[Busy-Looking Boy]";
- mes "Oh, please deliver";
- mes "those books I gave";
- mes "you to ^FF0000Mr. Karlomoff^000000, who";
- mes "should be waiting around";
- mes "the Juno Library. Thanks";
- mes "again for your help~";
- close;
- }
- }
- end;
-
-S_GetBooks:
- if (select("Help him:Don't help him") == 1) {
- mes "[Busy-Looking Boy]";
- mes "Oh, thank you so much!";
- mes "You don't understand how";
- mes "much I dread those Airships.";
- mes "Now, would you please deliver";
- mes "these books to ^FF0000Mr. Karlomoff^000000";
- mes "near the Juno Library?";
- next;
- mes "[Busy-Looking Boy]";
- mes "I know these books are";
- mes "pretty heavy, but be really";
- mes "careful with them! Anyway,";
- mes "thanks for doing this for me.";
- mes "I was really at my wit's end...";
- set prt_curse,3;
- getitem 7431,1; //Books
- close;
- }
- return;
-
-S_CheckWeight:
- if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- return;
-}
-
-yuno,311,195,3 script Historian#prt01 754,{
- if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (prt_curse < 3) {
- mes "[Historian]";
- mes "Juno's mysterious past";
- mes "holds some great secret.";
- mes "I'm sure of it! It excites me";
- mes "to know that my research";
- mes "brings me that much closer";
- mes "to finally unveiling it!";
- next;
- mes "[Historian]";
- mes "But I'll admit that even I don't know how much digging I'll";
- mes "have to do to learn what I want. It's our duty as historians to";
- mes "find out the truth of the past, but it definitely won't be easy.";
- next;
- mes "[Historian]";
- mes "To understand, to see the";
- mes "truth of the past with my";
- mes "own eyes... I'd even sell";
- mes "my soul for the opportunity.";
- close;
- }
- else if (prt_curse == 3) {
- mes "^3355FFAs you approached, this";
- mes "historian suddenly closed";
- mes "the book that he was reading,";
- mes "looked to the heavens and";
- mes "let out a deep breath in a vain";
- mes "attempt to relieve his tension.^000000";
- next;
- mes "[Historian]";
- mes "GRRRRRRRRR!";
- mes "Where are my books?!";
- Emotion e_ag;
- next;
- select("Are you alright?");
- mes "[Historian]";
- mes "Er? Oh. I'm sorry you";
- mes "had to see that. I'm just";
- mes "extremely upset. You see,";
- mes "I'm expecting a delivery of";
- mes "research books from Prontera,";
- mes "but they haven't arrived yet.";
- next;
- mes "[Historian]";
- mes "In fact, the delivery boy is";
- mes "very late. This will delay my";
- mes "research considerably since";
- mes "I cannot proceed without more";
- mes "new material to study.";
- next;
- if (countitem(7431) > 0) {
- select("Excuse me, but what's your name?");
- mes "[Historian]";
- mes "Hm? I'm Karlomoff, the";
- mes "1st scholar of the Rekenber";
- mes "Historical Research Group.";
- mes "Did you need something, or";
- mes "were you looking around here";
- mes "for somebody in particular?";
- next;
- }
- else {
- select("Oh, I'm delivering the books for him.");
- Emotion e_what;
- mes "[Historian]";
- mes "Ah, really?";
- mes "Great, you're here!";
- mes "So, where are the books?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I...";
- mes "I don't have";
- mes "them right now.";
- next;
- mes "[Historian]";
- mes "What...?";
- mes "Don't tell me that";
- mes "you lost them! Those";
- mes "books were priceless!";
- mes "Did you come all this";
- mes "way just to tell me that?";
- next;
- mes "[Historian]";
- mes "Well, I suppose you'll";
- mes "have to report the loss of";
- mes "the books and get some new";
- mes "copies of those books that";
- mes "you were supposed to deliver.";
- mes "Now hurry, I need to research!";
- close;
- }
- select("Right, I brought your books.");
- mes "[Historian]";
- mes "What? But you're not the";
- mes "delivery boy. Well, let me see";
- mes "the books you've brought. Hm...";
- mes "Just as I thought: the Rune-";
- mes "Midgarts Kingdom has a great";
- mes "wealth of ancient information.";
- next;
- mes "[Historian]";
- mes "Ah, thank you so much for";
- mes "bringing these. However, by";
- mes "your mode of dress, I can tell";
- mes "that you are an adventurer.";
- mes "What happened to the delivery boy that was supposed to bring these?";
- next;
- mes "[Historian]";
- mes "..........?";
- mes "Afraid to ride the Airship?";
- mes "Motion sickness? Well, that's";
- mes "quite understandable. The poor";
- mes "boy should have contacted me";
- mes "about that beforehand.";
- next;
- mes "[Historian]";
- mes "Goodness, it's been ";
- mes "a while since I've had";
- mes "a visitor. Would you like";
- mes "to stay and chat for a bit?";
- mes "Just give me a minute to get";
- mes "a cool drink of water first~";
- set prt_curse,4;
- delitem 7431,1; //Books
- close;
- }
- else if (prt_curse == 4) {
- mes "[Historian]";
- mes "Ah, that glass of";
- mes "water was just what";
- mes "I needed to refresh";
- mes "myself. Let me tell you";
- mes "a little bit about my work.";
- next;
- mes "[Historian]";
- mes "I might have it mentioned before, but my name is Karlomoff and";
- mes "I work in the Rekenber Historical Research as its 1st scholar. We";
- mes "recently finished our project on the Schwaltzvalt Republic.";
- next;
- mes "[Historian]";
- mes "Now, we're trying to learn";
- mes "more about the Rune-Midgarts";
- mes "Kingdom's history. We believe";
- mes "it's linked to our Schwaltzvalt";
- mes "Republic because they share the";
- mes "continent. Makes sense, right?";
- next;
- mes "[Historian]";
- mes "Ultimately, we hope that";
- mes "new information from our";
- mes "research of Rune-Midgarts will";
- mes "shed some new light on our";
- mes "current understanding of the";
- mes "Schwaltzvalt Republic's past.";
- next;
- mes "[Historian]";
- mes "Including myself, there are";
- mes "^3131FF3 members of the Rekenber";
- mes "Historical Research Group^000000";
- mes "that are studying the Rune-";
- mes "Midgarts Kingdom's history.";
- next;
- select("Rekenber Historical Research Group?");
- mes "[Historian]";
- mes "You adventurers from Rune-";
- mes "Midgarts may not know it, but";
- mes "the Rekenber Corporation has";
- mes "unofficial control over our";
- mes "Schwaltzvalt Republic. Some";
- mes "hate it, others don't care.";
- next;
- mes "[Historian]";
- mes "Anyway, Rekenber has its own";
- mes "Historical Research Group since";
- mes "rediscovering ancient technologies has been key to its success, well,";
- mes "so far as I can tell. Personally, I enjoy the pursuit of knowledge.";
- next;
- mes "[Historian]";
- mes "Oh, here's an interesting";
- mes "fact! Did you know that the";
- mes "title of ruler of Rune-Midgarts";
- mes "isn't always passed down";
- mes "through the same family?";
- next;
- mes "[Historian]";
- mes "Actually, there are several";
- mes "royal families that hold a";
- mes "special competition to decide";
- mes "which prince becomes the";
- mes "next king. Fascinating...";
- next;
- select("Several royal families?");
- mes "[Historian]";
- mes "Yes, I'll try to explain it";
- mes "briefly. There are a total";
- mes "of 7 royal families. Each";
- mes "family is descended from one";
- mes "of the 7 warriors that founded";
- mes "the Rune-Midgarts Kingdom.";
- next;
- mes "[Historian]";
- mes "According to the records,";
- mes "Jormungand, the snake of the";
- mes "earth, appeared and brought";
- mes "chaos to the entire continent.";
- mes "7 warriors appeared and drove the serpent away, saving the world.";
- next;
- mes "[Historian]";
- mes "With the return of peace,";
- mes "the 7 warriors established";
- mes "the Rune-Midgarts Kingdom,";
- mes "choosing Tristram Gaebolg III";
- mes "as the kingdom's first ruler. ";
- next;
- mes "[Historian]";
- mes "Knowing that their descendents";
- mes "may not always be deserving of";
- mes "ruling the kingdom, the 7 warriors agreed to hold a contest amongst";
- mes "their families each generation to prevent royal corruption.";
- next;
- Emotion e_swt2;
- mes "[Historian]";
- mes "Oh... Not too excited";
- mes "about history, huh? Well,";
- mes "maybe if I sing the ancient";
- mes "song of this myth, you'd be";
- mes "better able to understand...";
- next;
- mes "[Historian]";
- mes "^FF0000*The great serpent*^000000";
- mes "^FF0000*swallowed the sea.*^000000";
- mes "^FF0000*The eagle of the rainbow*^000000";
- mes "^FF0000*swallowed the serpent.*^000000";
- mes "^FF0000*Then the eagle built its nest.*^000000";
- mes "^FF0000*A nest upon the swallowed sea.*^000000";
- next;
- mes "[Historian]";
- mes "^333333*Ahem*^000000 As you see, I'm";
- mes "quite tone deaf. But the";
- mes "point is that people still";
- mes "praise the 7 warriors' exploits";
- mes "through this song. Isn't that";
- mes "interesting to know about?";
- set prt_curse,5;
- close;
- }
- else if (prt_curse == 5) {
- mes "[Historian]";
- mes "I'm sorry that I let my";
- mes "mouth run while talking at";
- mes "great length about Rune-";
- mes "Midgart's history. Still,";
- mes "I hope you found that tale";
- mes "at least a little enjoyable.";
- next;
- mes "[Historian]";
- mes "Oh! Will you be returning to";
- mes "the Rune-Midgarts Kingdom?";
- mes "If so, then I have a favor to";
- mes "ask you. Would you please";
- mes "deliver this report I've written to my colleague in Morroc?";
- next;
- mes "[Historian]";
- mes "It would be a great help";
- mes "to me if you could get this";
- mes "report to her right away.";
- mes "Ah, her name is Rodafrian.";
- mes "I'm certain you can find her";
- mes "somewhere in that desert town.";
- set prt_curse,6;
- getitem 7342,1; //File01
- close;
- }
- else if (prt_curse == 6) {
- mes "[Historian]";
- mes "Please find my colleague,";
- mes "Rodafrian, in Morroc and";
- mes "deliver my report to her.";
- mes "You should be able to find";
- mes "her there doing research.";
- next;
- if (select("I will:Can I listen to that song again?") == 1) {
- mes "[Historian]";
- mes "Once again, thank";
- mes "you for your help.";
- mes "It will really speed the";
- mes "progress of my research,";
- mes "especially since those books";
- mes "were delivered fairly late...";
- }
- else {
- mes "[Historian]";
- mes "Song? Oh, you mean the";
- mes "one praising the 7 who";
- mes "founded the Rune-Midgarts";
- mes "Kingdom? Sure, let's see now...";
- next;
- mes "[Historian]";
- mes "^FF0000*The great serpent*^000000";
- mes "^FF0000*swallowed the sea.*^000000";
- mes "^FF0000*The eagle of the rainbow*^000000";
- mes "^FF0000*swallowed the serpent.*^000000";
- mes "^FF0000*Then the eagle built its nest.*^000000";
- mes "^FF0000*A nest upon the swallowed sea.*^000000";
- next;
- mes "[Historian]";
- mes "You must be more interested";
- mes "in history than I suspected.";
- mes "If you'd like, I'll write you a";
- mes "letter or recommendation";
- mes "for the Rekenber Historical";
- mes "Research Group. Ha ha ha~";
- }
- close;
- }
- else if (prt_curse > 55) {
- mes "[Historian]";
- mes "Ah, it's been a while";
- mes "since the last time I saw";
- mes "you. Rodafrian actually came";
- mes "to visit me a few days ago.";
- mes "I believe she came here";
- mes "to gloat or threaten me...";
- next;
- mes "[Historian]";
- mes "It was very surreal.";
- mes "She kept raving about";
- mes "some incredible revelation,";
- mes "and about finally putting me";
- mes "in my place. I didn't know she";
- mes "could be so competitive!";
- close;
- }
- else {
- mes "[Historian]";
- mes "ZzzzZZz....";
- mes "ZzzzZZz....ZZZzzzz...";
- close;
- }
-}
-
-morocc_in,45,126,3 script Historian#prt02 702,{
- if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (prt_curse == 6) {
- if (countitem(7342) < 0) {
- mes "^3355FFYou seem to have lost";
- mes "Karlomoff's Report. You";
- mes "needed to deliver here to";
- mes "one of his colleagues...";
- close;
- }
- mes "[Historian Rodafrian]";
- mes "Oh, how does this place";
- mes "have to be so hot? This";
- mes "can't be good for my skin...";
- mes "Ooh, I wish I were back home";
- mes "in the Schwaltzvalt Republic~";
- Emotion e_sob;
- next;
- mes "[Historian Rodafrian]";
- mes "Hello there.";
- mes "E-excuse me, but,";
- mes "um, may I help you?";
- next;
- select("Mr. Karlomoff has sent me.");
- mes "[Historian Rodafrian]";
- mes "Karlomoff...?";
- mes "Him? Alright...";
- mes "What did he send";
- mes "you to me for?";
- next;
- mes "^3355FFYou hand Karlomoff's";
- mes "report to Rodafrian.^000000";
- next;
- mes "[Historian Rodafrian]";
- mes "A report? What does he";
- mes "want to show off this time?";
- mes "^333333*Sigh*^000000 Ah well, thanks for";
- mes "the trouble. I'll look at it,";
- mes "though I'm not expecting";
- mes "much if Karlomoff wrote it.";
- next;
- if (select("Ask her about her research:End conversation") == 1) {
- mes "[Historian Rodafrian]";
- mes "Oh, you know about the";
- mes "Rekenber Historical Research";
- mes "Group? Ah, right. Karlomoff";
- mes "must have told you already.";
- mes "Currently we're researching";
- mes "the Rune-Midgarts Kingdom.";
- next;
- mes "[Historian Rodafrian]";
- mes "Now, while I understand the";
- mes "value of ancient books and";
- mes "records, I think Karlomoff";
- mes "relies on them too much.";
- mes "I prefer more active research";
- mes "in the vein of archaelogy.";
- next;
- mes "[Historian Rodafrian]";
- mes "Right now, I'm spending";
- mes "time in Morroc to visit the";
- mes "Sphinx and Pyramids and see";
- mes "if I can excavage some relics.";
- mes "Hopefully I can uncover some new historical evidence that way.";
- next;
- mes "[Historian Rodafrian]";
- mes "If you're interested in";
- mes "learning more about Morroc's";
- mes "history, please go ahead and";
- mes "talk to my assistance. He's very passionate about studying this";
- mes "town's culture and background.";
- next;
- mes "[Historian Rodafrian]";
- mes "Actually, the people of";
- mes "Morroc also appreciate their";
- mes "town's history, and pass down";
- mes "songs about ancient times";
- mes "through the generations. Let's";
- mes "see, how did that one go?";
- next;
- mes "[Historian Rodafrian]";
- mes "^FF0000*The great serpent*^000000";
- mes "^FF0000*swallowed the sea.*^000000";
- mes "^FF0000*The eagle of the rainbow*^000000";
- mes "^FF0000*swallowed the serpent, and*^000000";
- mes "and... and... Um. Oh dear.";
- next;
- mes "[Historian Rodafrian]";
- mes "I can't remember the next";
- mes "line! Actually, have you";
- mes "heard this song before?";
- next;
- switch(select("Yes, I have.:Yes, but it is different.:No, sorry.")) {
- case 1:
- mes "[Historian Rodafrian]";
- mes "Oh, that's great!";
- mes "Would you provide";
- mes "me with the line that";
- mes "follows these lyrics?";
- next;
- mes "^FF0000*The great serpent*^000000";
- mes "^FF0000*swallowed the sea.*^000000";
- mes "^FF0000*The eagle of the rainbow*^000000";
- mes "^FF0000*swallowed the serpent.*^000000";
- mes "......................";
- next;
- input .@answer$;
- if (.@answer$ == "Then the eagle built its nest.") {
- mes "[Historian Rodafrian]";
- mes "Really? That makes";
- mes "sense, but those lyrics";
- mes "sound different than the";
- mes "ones I had heard. Hmmmm...";
- mes "If you don't mind, would you";
- mes "please tell me your name?";
- callsub S_GiveName,1;
- }
- else {
- mes "[Historian Rodafrian]";
- mes "Huh...?";
- mes "That doesn't sound";
- mes "right at all. Are you sure";
- mes "that's the lyric you heard?";
- delitem 7342,1; //File01
- set prt_curse,7;
- close;
- }
-
- case 2:
- mes "[Historian Rodafrian]";
- mes "What was that?";
- mes "The song is different?";
- mes "Hmm. Then, would you";
- mes "please sing the version";
- mes "that you know to me?";
- next;
- mes "^3355FFYou clear your throat";
- mes "and begin to sing the song";
- mes "that you heard from Karlomoff.^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- input .@line$;
- if (.@line$ == "The great serpent swallowed the sea.") {
- set .@total,.@total+1;
- mes "*The great serpent*";
- mes "*swallowed the sea.*";
- }
- else mes "* "+.@line$+"*";
-
- input .@line$;
- if (.@line$ == "The eagle of the rainbow swallowed the serpent.") {
- set .@total,.@total+1;
- mes "*The eagle of the rainbow*";
- mes "*swallowed the serpent.*";
- }
- else mes "*"+.@line$+"*";
-
- input .@line$;
- if (.@line$ == "Then the eagle built its nest.") {
- set .@total,.@total+1;
- mes "*Then the eagle built its nest.*";
- }
- else mes "*"+.@line$+"*";
-
- input .@line$;
- if (.@line$ == "A nest upon the swallowed sea.") {
- set .@total,.@total+1;
- mes "*A nest upon the swallowed sea.*";
- }
- else mes "*"+.@line$+"*";
- next;
- if (.@total == 4) {
- mes "[Historian Rodafrian]";
- mes "Really? That makes";
- mes "sense, but those lyrics";
- mes "sound different than the";
- mes "ones I had heard. Hmmmm...";
- mes "If you don't mind, would you";
- mes "please tell me your name?";
- callsub S_GiveName,1;
- }
- else {
- mes "[Historian Rodafrian]";
- mes "Huh...?";
- mes "That doesn't sound right";
- mes "at all. Are you sure those";
- mes "are the lyrics you heard?";
- delitem 7342,1; //File01
- set prt_curse,7;
- close;
- }
-
- case 3:
- mes "[Historian Rodafrian]";
- mes "............";
- mes "........................";
- mes "Well then. Would you";
- mes "mind if I ask you for";
- mes "your name, adventurer?";
- callsub S_GiveName,1;
- }
- }
- mes "[Historian]";
- mes "Although I love doing my";
- mes "research and uncovering";
- mes "new information regarding";
- mes "history, I feel a little lonely";
- mes "sometimes. Not many people";
- mes "share my interests, you know...";
- close;
- }
- else if (prt_curse == 7) {
- mes "^3355FFArms folded, Rodafrian";
- mes "seems to be deep in thought.";
- mes "Then, as if making making";
- mes "an important decision, she";
- mes "looks directly into your eyes";
- mes "and begins to speak.^000000";
- next;
- mes "[Historian Rodafrian]";
- mes "Adventurer...";
- mes "I want to know your name.";
- callsub S_GiveName,0;
- }
- else if (prt_curse > 7 && prt_curse < 30) {
- mes "[Historian Rodafrian]";
- mes "As I recall, Mondo should";
- mes "be at Mount Mjolnir, located";
- mes "in the northern region of the";
- mes "Rune-Midgarts Kingdom. Ask";
- mes "him for the lyrics of the song that I can't seem to remember...";
- close;
- }
- else if (prt_curse == 30 || prt_curse == 55) {
- mes "[Historian Rodafrian]";
- mes "Oh, you've returned.";
- mes "Have you met with Mondo";
- mes "and figured out the lyrics of";
- mes "that song I was looking for?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "^FF0000*The great serpent*^000000";
- mes "^FF0000*swallowed the sea.*^000000";
- mes "^FF0000*The eagle of the rainbow*^000000";
- mes "^FF0000*swallowed the serpent.*^000000";
- mes "^FF0000*Then snake scales grew on*^000000";
- mes "^FF0000*the eagle, and it slowly died.*^000000";
- next;
- mes "[Historian Rodafrian]";
- mes "Oh, yes!";
- mes "Yes, that was it! Now";
- mes "I remember, thank you";
- mes "so much! Ah, back to work...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "^333333(As a historian, Rodafrian";
- mes "might be able to help me in";
- mes "investigating the curse of the";
- mes "Gaebolgs. The priests told me";
- mes "not to tell anybody, though.";
- mes "Should I take this risk?)^000000";
- next;
- if (select("Tell her about Jormungand's curse:Don't tell her") == 1) {
- mes "^3355FFYou explain everything";
- mes "that you have learned to";
- mes "Rodafrian, choosing not";
- mes "to withhold any secrets.^000000";
- Emotion e_ic;
- next;
- mes "[Historian Rodafrian]";
- mes ".....................!";
- Emotion e_gasp;
- next;
- mes "[Historian Rodafrian]";
- mes "Thank you for sharing that";
- mes "with me. I hope you realize";
- mes "how precious that information";
- mes "is. I had no idea the royal";
- mes "family was keeping that kind";
- mes "of secret. Goodness, me...";
- next;
- mes "[Historian Rodafrian]";
- mes "You know, I don't really";
- mes "know much about poison, but";
- mes "I do know that, aside from our";
- mes "own Assassins, there are poison";
- mes "experts living in some strange";
- mes "land located to the west.";
- next;
- mes "[Historian Rodafrian]";
- mes "Anyway, your report about";
- mes "the Gaebolg family will be";
- mes "greatly appreciated by the";
- mes "Rekenber Historical Research";
- mes "Group. But first, I need to";
- mes "finish this Morroc project...";
- next;
- mes "[Historian Rodafrian]";
- mes "Anyway, keep this information";
- mes "a secret between me and you";
- mes "for now. Then, when I reveal the secret curse of the Gaebolg royal";
- mes "family, I'll finally outshine that Karlomoff! Bwahahahahaha!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "^333333(Drat, she didn't give me";
- mes "any help... All I did was";
- mes "reveal a huge secret to her";
- mes "that she might spread around!";
- mes "Oh well, I guess I better head";
- mes "back to the priests...)^000000";
- if (prt_curse == 30)
- set prt_curse,31;
- else
- set prt_curse,60;
- close;
- }
-
- mes "[Historian Rodafrian]";
- mes "Oh, let me thank you";
- mes "once again for going";
- mes "through the trouble of";
- mes "getting that lyric for me~";
- mes "I put my assistant through";
- mes "enough trouble already...";
- next;
- mes "[Historian Rodafrian]";
- mes "I also better not forget";
- mes "to go through Karlomoff's";
- mes "report. I'll have to have a";
- mes "debate with him sooner or";
- mes "later, and I really want to";
- mes "put that guy in his place!";
- next;
- mes "^3355FFRodafrian seemed very";
- mes "happy and began to read";
- mes "through Karlomoff's report.";
- mes "For now, it would be best";
- mes "to return to Father Bamph.^000000";
- if (prt_curse == 30)
- set prt_curse,40;
- else
- set prt_curse,56;
- close;
- }
- else if (prt_curse == 31 || prt_curse == 40) {
- mes "^3355FFRodafrian seemed very";
- mes "happy and began to read";
- mes "through Karlomoff's report.";
- mes "For now, it would be best";
- mes "to return to Father Bamph.^000000";
- close;
- }
- else if (prt_curse == 56) {
- Emotion e_an;
- mes "[Historian Rodafrian]";
- mes "I just paid a visit to";
- mes "Karlomoff and gave him";
- mes "a piece of my mind! I think...";
- mes "I think I put him in his place.";
- mes "But I can never really tell";
- mes "with that sneaky guy...";
- close;
- }
- else if (prt_curse == 60) {
- Emotion e_an;
- mes "[Historian Rodafrian]";
- mes "I just aid a visit to";
- mes "Karlomoff and gave him";
- mes "a piece of my mind! I think...";
- mes "I think I put him in his place.";
- mes "But I can never really tell";
- mes "with that sneaky guy...";
- next;
- mes "It doesn't look like";
- mes "Rodafrian can offer you";
- mes "any more information. For";
- mes "now, it would be best to";
- mes "go to ^3355FFProntera Church.^000000";
- close;
- }
- else {
- mes "[Historian Rodafrian]";
- mes "I'm sorry, but I'm";
- mes "really very busy with my";
- mes "research at the moment.";
- mes "Perhaps we can talk later";
- mes "once I've completed this?";
- close;
- }
-
-S_GiveName:
- next;
- select("My name is "+strcharinfo(0)+".");
- mes "[Historian Rodafrian]";
- mes "Ah "+strcharinfo(0)+", eh?";
- mes "Do you mind if I ask you a favor? I really need to verify the true";
- mes "lyrics for this song. However,";
- mes "I need to stay here in Morroc";
- mes "to complete my research.";
- next;
- mes "[Historian Rodafrian]";
- mes "Would you please find my";
- mes "colleague Mondo and ask him";
- mes "for this song's lyrics? You can";
- mes "find him in the ancient ruins";
- mes "in Mount Mjolnir, north in the";
- mes "Rune-Midgarts Kingdom.";
- next;
- mes "[Historian Rodafrian]";
- mes "I apologize for asking";
- mes "you to do what sounds like";
- mes "a silly errand, but I actually";
- mes "need to know this song's lyrics";
- mes "for the sake of my research...";
- if (getarg(0) == 1) delitem 7342,1; //File01
- set prt_curse,8;
- close;
-}
-
-mjolnir_01,135,168,3 script Historian#prt03 754,{
- if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (prt_curse == 8) {
- mes "[Historian Mondo]";
- mes "Excuse me...";
- mes "But if you don't have";
- mes "anything important for";
- mes "me, then would you";
- mes "please leave? I have";
- mes "research to attend to...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I'm sorry, but Ms. Rodafrian";
- mes "wanted me to ask you for the";
- mes "lyrics of some song describing";
- mes "the Rune-Midgarts Kingdom's";
- mes "founding. Would you tell";
- mes "them to me for her?";
- next;
- mes "[Historian Mondo]";
- mes "Rodafrian? Oh, she must";
- mes "mean that old children's";
- mes "song. How did it go now?";
- mes "Ah, now I remember...";
- next;
- mes "[Historian Mondo]";
- mes "^FF0000*The great serpent*^000000";
- mes "^FF0000*swallowed the sea.*^000000";
- mes "^FF0000*The eagle of the rainbow*^000000";
- mes "^FF0000*swallowed the serpent.*^000000";
- mes "^FF0000*Then snake scales grew on*^000000";
- mes "^FF0000*the eagle, and it slowly died.*^000000";
- next;
- select("...........?");
- mes "[Historian Mondo]";
- mes "Yes, I know: the song";
- mes "is rather morbid, despite";
- mes "the fact that it's sung like";
- mes "such a happy song. Sometimes";
- mes "these little songs are supposed";
- mes "to scare kids into doing good.";
- next;
- select("Excuse me...");
- mes "[Historian Mondo]";
- mes "Hm? You look confused.";
- mes "Did you have a question";
- mes "to ask me about the song?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Actually, I heard";
- mes "a different version";
- mes "of this song, so I was";
- mes "wondering why the lyrics";
- mes "would be different...";
- next;
- mes "[Historian Mondo]";
- mes "Really now?";
- mes "Well then, let me";
- mes "hear the version that";
- mes "you've heard, starting";
- mes "from the beginning.";
- next;
- callsub S_Song;
- }
- else if (prt_curse == 9) {
- mes "[Historian Mondo]" ;
- mes "Ah, would you tell me";
- mes "the lyrics of the version of";
- mes "the Rune-Midgarts Kingdom";
- mes "founding myth song that";
- mes "you happened to hear?";
- next;
- callsub S_Song;
- }
- else if (prt_curse == 10) {
- mes "[Historian Mondo]";
- mes "Interesting...";
- mes "The version you heard";
- mes "from Karlomoff is different";
- mes "than the one I know. It's";
- mes "possible that his version";
- mes "is the most authentic.";
- next;
- mes "[Historian Mondo]";
- mes "After all, I learned";
- mes "the version I know";
- mes "by listening to a";
- mes "little kid sing it.";
- next;
- select("A kid?");
- mes "[Historian Mondo]";
- mes "Yeah. My guess? The version";
- mes "that the kid sang might have";
- mes "changed as it was transmitted";
- mes "by mouth through the generations. If you want to learn more, you";
- mes "should probably find that kid.";
- next;
- mes "[Historian Mondo]";
- mes "Anyway, Karlomoff may have";
- mes "the most accurate version of";
- mes "the song since he's very good";
- mes "at procuring and authenticating";
- mes "historical written records and";
- mes "documents. It's his specialty.";
- next;
- mes "[Historian Mondo]";
- mes "Ah, if you want to learn more,";
- mes "then you should try to find the";
- mes "kid that was singing the song.";
- mes "Hmm, he might be around ^3131DDthe";
- mes "river near here^000000. Hopefully it";
- mes "won't be too hard to find him.";
- next;
- mes "[Historian Mondo]";
- mes "Once you're able to talk";
- mes "to that kid, go ahead and";
- mes "report back to Rodafrian.";
- mes "She probably needs to know";
- mes "soon, and I can talk to that";
- mes "little kid at my leisure, so...";
- next;
- mes "[Historian Mondo]";
- mes "Well then, I hope you";
- mes "find what you're looking";
- mes "for. Good luck in your";
- mes "travels, adventurer.";
- set prt_curse,11;
- close;
- }
- else {
- mes "[Historian Mondo]";
- mes "Isn't this such";
- mes "a beautiful place?";
- mes "It's no wonder that";
- mes "ancient peoples chose";
- mes "to live around here...";
- close;
- }
-
-
-S_Song:
- mes "["+strcharinfo(0)+"]";
- input .@line$;
- if (.@line$ == "The great serpent swallowed the sea.") {
- set .@total,.@total+1;
- mes "*The great serpent*";
- mes "*swallowed the sea.*";
- }
- else mes "*"+.@line$+"*";
-
- input .@line$;
- if (.@line$ == "The eagle of the rainbow swallowed the serpent.") {
- set .@total,.@total+1;
- mes "*The eagle of the rainbow*";
- mes "*swallowed the serpent.*";
- }
- else mes "*"+.@line$+"*";
-
- input .@line$;
- if (.@line$ == "Then the eagle built its nest.") set .@total,.@total+1;
- mes "*"+.@line$+"*";
-
- input .@line$;
- if (.@line$ == "A nest upon the swallowed sea.") set .@total,.@total+1;
- mes "*"+.@line$+"*";
-
- if (.@total == 4) set prt_curse,10;
- else {
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Wait, wait...";
- mes "I think I messed up!";
- mes "(Those weren't the";
- mes "correct lyrics...)";
- set prt_curse,9;
- }
- close;
-}
-
-mjolnir_01,298,302,0 script #prt_poem01 -1,2,2,{
-OnTouch:
- if (prt_curse == 11) {
- mes "^FF0000*The great serpent*^000000";
- mes "^FF0000*swallowed the sea.*^000000";
- close;
- }
- end;
-}
-
-mjolnir_01,300,297,0 script #prt_poem02 -1,2,2,{
-OnTouch:
- if (prt_curse == 11) {
- mes "^FF0000*The great serpent*^000000";
- mes "^FF0000*swallowed the sea.*^000000";
- close;
- }
- end;
-}
-
-mjolnir_01,292,288,0 script #prt_poem03 -1,2,2,{
-OnTouch:
- if (prt_curse == 11) {
- mes "^FF0000*The eagle of the rainbow*^000000";
- mes "^FF0000*swallowed the serpent.*^000000";
- close;
- }
- end;
-}
-
-mjolnir_01,302,286,0 script #prt_poem04 -1,2,2,{
-OnTouch:
- if (prt_curse == 11) {
- mes "^FF0000*Then snake scales*^000000";
- mes "^FF0000*grew on the eagle...*^000000";
- close;
- }
- end;
-}
-
-mjolnir_01,313,279,0 script #prt_poem05 -1,2,2,{
-OnTouch:
- if (prt_curse == 11) {
- mes "^FF0000*And it slowly died...*^000000";
- close;
- }
- end;
-}
-
-mjolnir_01,312,269,5 script Dog#prt 81,{
- mes "[Dog]";
- mes "Bow Wow!";
- close;
-}
-
-mjolnir_01,313,269,5 script Dazed Boy#prt 706,{
- if (prt_curse == 11) {
- mes "[Absent-Minded Boy]";
- mes "The great serpent";
- mes "swallowed the sea.";
- mes "The eagle of the rainbow";
- mes "swallowed the serpent.";
- mes "Then snake scales grew on";
- mes "the eagle, and it slowly died.";
- next;
- mes "[Exhausted-Looking Woman]";
- mes "Goodness...!";
- mes "Will you please stop";
- mes "singing that song?";
- next;
- mes "[Absent-Minded Boy]";
- mes "..................";
- next;
- mes "^3355FFThe little boy quietly";
- mes "stared at the woman for a";
- mes "little bit, and then crouched";
- mes "down and began petting a";
- mes "dog sitting next to him.^000000";
- next;
- if (select("What did you just sing?:Ignore them") == 1) {
- mes "[Absent-Minded Boy]";
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Absent-Minded Boy]";
- mes "Woof-woof, have you";
- mes "heard this song? Mommy";
- mes "taught me to sing it, you";
- mes "know. She says it was sung";
- mes "by people for a long time~";
- next;
- mes "^3355FFThe boy continued speaking";
- mes "to the dog like an old friend,";
- mes "ignoring your presence and";
- mes "acting as if you didn't exist.^000000";
- next;
- mes "[Exhausted-Looking Woman]";
- mes "Kaanu...";
- mes "What did I tell";
- mes "you about ignoring";
- mes "people's questions!";
- next;
- mes "[Kaanu]";
- mes ".........";
- mes "..................";
- mes "Uh oh, Woof-woof.";
- mes "Mommy seems upset";
- mes "for some reason.";
- next;
- mes "[Exhausted-Looking Woman]";
- mes "I'm sorry, my kid is...";
- mes "Look, did you want to know";
- mes "more about that song? Try";
- mes "not to worry about it: it's just an old children's tune.";
- next;
- if (select("Why are you here?:May I hear the song again?") == 1) {
- mes "[Exhausted-Looking Woman]";
- mes ".................";
- next;
- mes "^3355FFThe woman's lip tightens";
- mes "with shame. It's obvious";
- mes "that this topic makes her";
- mes "feel very uncomfortable.^000000";
- next;
- mes "[Kaanu]";
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Kaanu]";
- mes "Woof-woof, do you know";
- mes "why Mommy is always";
- mes "so sad? I wish I knew";
- mes "why Mommy never smiles...";
- next;
- mes "[Exhausted-Looking Woman]";
- mes "........";
- set prt_curse,12;
- close;
- }
- mes "[Exhausted-Looking Woman]";
- mes "..................";
- next;
- mes "[Exhausted-Looking Woman]";
- mes "Okay. I can do this";
- mes "simple thing for you.";
- mes "Let me recite this song...";
- next;
- mes "[Exhausted-Looking Woman]";
- mes "The great serpent";
- mes "swallowed the sea.";
- mes "The eagle of the rainbow";
- mes "swallowed the serpent.";
- mes "Then snake scales grew on";
- mes "the eagle, and it slowly died.";
- set prt_curse,12;
- close;
- }
- mes "[Absent-Minded Boy]";
- mes "...";
- mes "......";
- mes ".........";
- close;
- }
- else if (prt_curse == 36) {
- mes "^3355FFThe little boy looked";
- mes "very worn and weary of";
- mes "life, a look that is very";
- mes "unsettling on the face";
- mes "of a young child.^000000";
- close;
- }
- else if (prt_curse == 45) {
- mes "^3355FFThe little boy still";
- mes "won't talk to you, but";
- mes "he acknowledges your";
- mes "presense by making eye";
- mes "contact and smiling.^000000";
- close;
- }
- else if (prt_curse > 54) {
- mes "^3355FFThe little boy still";
- mes "won't talk to you, but he";
- mes "make you feel welcome";
- mes "by giving you a warm smile.^000000";
- close;
- }
- else {
- mes "[Absent-Minded Boy]";
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "^3355FFYou find it difficult";
- mes "to ignore the little boy's";
- mes "probing, wary eyes directed";
- mes "at you. It's very clear that";
- mes "he doesn't trust you.^000000";
- close;
- }
-}
-
-mjolnir_01,316,268,3 script Exhausted-Looking Woman 879,{
- if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (prt_curse == 11) {
- mes "[Absent-Minded Boy]";
- mes "The great serpent";
- mes "swallowed the sea.";
- mes "The eagle of the rainbow";
- mes "swallowed the serpent.";
- mes "Then snake scales grew on";
- mes "the eagle, and it slowly died.";
- next;
- mes "[Exhausted-Looking Woman]";
- mes "Goodness...!";
- mes "Will you please stop";
- mes "singing that song?";
- next;
- mes "[Absent-Minded Boy]";
- mes "..................";
- next;
- mes "^3355FFThe little boy quietly";
- mes "stared at the woman for a";
- mes "little bit, and then crouched";
- mes "down and began petting a";
- mes "dog sitting next to him.^000000";
- next;
- if (select("What did you just sing?:Ignore them") == 1) {
- mes "[Absent-Minded Boy]";
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Absent-Minded Boy]";
- mes "Woof-woof, have you";
- mes "heard this song? Mommy";
- mes "taught me to sing it, you";
- mes "know. She says it was sung";
- mes "by people for a long time~";
- next;
- mes "^3355FFThe boy continued speaking";
- mes "to the dog like an old friend,";
- mes "ignoring your presence and";
- mes "acting as if you didn't exist.^000000";
- next;
- mes "[Exhausted-Looking Woman]";
- mes "Kaanu...";
- mes "What did I tell";
- mes "you about ignoring";
- mes "people's questions!";
- next;
- mes "[Kaanu]";
- mes ".........";
- mes "..................";
- mes "Uh oh, Woof-woof.";
- mes "Mommy seems upset";
- mes "for some reason.";
- next;
- mes "[Exhausted-Looking Woman]";
- mes "I'm sorry, my kid is...";
- mes "Look, did you want to know";
- mes "more about that song? Try";
- mes "not to worry about it: it's just an old children's tune.";
- next;
- if (select("Why are you here?:May I hear the song again?") == 1) {
- mes "[Exhausted-Looking Woman]";
- mes ".................";
- next;
- mes "^3355FFThe woman's lip tightens";
- mes "with shame. It's obvious";
- mes "that this topic makes her";
- mes "feel very uncomfortable.^000000";
- next;
- mes "[Kaanu]";
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Kaanu]";
- mes "Woof-woof, do you know";
- mes "why Mommy is always";
- mes "so sad? I wish I knew";
- mes "why Mommy never smiles...";
- next;
- mes "[Exhausted-Looking Woman]";
- mes "........";
- set prt_curse,12;
- close;
- }
- mes "[Exhausted-Looking Woman]";
- mes "..................";
- next;
- mes "[Exhausted-Looking Woman]";
- mes "Okay. I can do this";
- mes "simple thing for you.";
- mes "Let me recite this song...";
- next;
- mes "[Exhausted-Looking Woman]";
- mes "The great serpent";
- mes "swallowed the sea.";
- mes "The eagle of the rainbow";
- mes "swallowed the serpent.";
- mes "Then snake scales grew on";
- mes "the eagle, and it slowly died.";
- set prt_curse,12;
- close;
- }
- mes "[Exhausted-Looking Woman]";
- mes "...........";
- close;
- }
- else if (prt_curse == 12) {
- mes "[Exhausted-Looking Woman]";
- mes "Not too many people";
- mes "come to this remote area.";
- mes "What brings you all the";
- mes "way over here, I wonder?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Actually, I'm just";
- mes "trying to learn the";
- mes "real lyrics of that";
- mes "song that little boy";
- mes "has been singing.";
- next;
- mes "[Exhausted-Looking Woman]";
- mes ".........";
- next;
- mes "[Exhausted-Looking Woman]";
- mes "That song's lyrics, and";
- mes "its meaning, can change";
- mes "from person to person as";
- mes "time goes on. I suppose part";
- mes "of the reason is because it's";
- mes "been handed down orally...";
- next;
- mes "[Exhausted-Looking Woman]";
- mes "It sounds like such a happy";
- mes "song, but it's meaning had";
- mes "changed for me ever since";
- mes "the accident had happened...";
- mes "It's been so long, but I don't";
- mes "think the pain will ever heal.";
- next;
- select("Accident?");
- mes "[Exhausted-Looking Woman]";
- mes "I'm... I'm sorry.";
- mes "I don't think I can talk";
- mes "about it. If I try, I know I'll";
- mes "relive the horror. Every day";
- mes "is already a struggle to cope";
- mes "with the sins I've committed.";
- next;
- mes "[Exhausted-Looking Woman]";
- mes "I know it's selfish, but";
- mes "I have a favor to ask of you.";
- mes "I can't really leave this area,";
- mes "and seldom do I receive visitors. Would you be so kind to deliver";
- mes "something to Prontera for me?";
- next;
- mes "[Exhausted-Looking Woman]";
- mes "I used to live in Prontera,";
- mes "and ever since the accident,";
- mes "Father Bamph has been so very";
- mes "supportive of me. It's not enough to repay his kindness, but please";
- mes "give these herbs to him for me.";
- next;
- mes "[Exhausted-Looking Woman]";
- mes "You can find ^3131FFFather Bamph^000000";
- mes "in ^3131FFProntera Church^000000. When you ";
- mes "see him, please give him my";
- mes "warmest regards. I would do it";
- mes "myself, but because of what I did, I can't return to Prontera...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "^333333(Alright then. I guess";
- mes "I should deliver these";
- mes "herbs to Prontera Church";
- mes "before I talk to Rodafrian.)^000000";
- getitem 7432,1;
- set prt_curse,13;
- close;
- }
- else if (prt_curse > 12 && prt_curse < 16) {
- mes "[Exhausted-Looking Woman]";
- mes "Father Bamph has helped";
- mes "me so much. Please bring";
- mes "that herb pouch to him in";
- mes "Prontera Church, and give";
- mes "him my warmest regards.";
- close;
- }
- else if (prt_curse == 16) {
- mes "[Bonnie Imbullea]";
- mes "Oh, you've come back?";
- mes "Were you able to deliver";
- mes "that pouch of herbs that";
- mes "I gave you to Father Bamph?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Yes, I did. Actually,";
- mes "Father Bamph sent me";
- mes "here to ask you a few";
- mes "things. You see, he told";
- mes "me all about the royal secret";
- mes "and, well, your exorcism.";
- next;
- mes "[Bonnie Imbullea]";
- mes "Oh. I see.";
- mes "You must think";
- mes "me a monster...";
- mes "Those poor children";
- mes "are dead because of me...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "N-no! Not at all!";
- mes "I just wanted to ask if there";
- mes "was a connection between";
- mes "the song that Kaanu has been";
- mes "singing and Jormungand's curse.";
- next;
- mes "[Bonnie Imbullea]";
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Bonnie Imbullea]";
- mes "After the exorcism failed,";
- mes "I should have been punished";
- mes "with death. But the royal family and the Prontera Church took";
- mes "mercy on me, and allowed";
- mes "me to live here in exile.";
- Emotion e_dots;
- next;
- mes "[Bonnie Imbullea]";
- mes "I began to sing this song";
- mes "to keep myself distracted,";
- mes "even if it was related to";
- mes "the Jormungand curse.";
- next;
- mes "[Bonnie Imbullea]";
- mes "You know, now that I think";
- mes "about it, I do remember hearing";
- mes "that after the exorcism failed,";
- mes "a maid found a fragment of a";
- mes "Red Gemstone while cleaning";
- mes "the secret ceremonial grounds.";
- Emotion e_gasp,1;
- next;
- mes "[Bonnie Imbullea]";
- mes "I always thought it";
- mes "was a little strange.";
- mes "I wanted to investigate";
- mes "it, but then I was discharged";
- mes "from the Prontera Church";
- mes "after my failure...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "A fragment from";
- mes "a Red Gemstone?";
- mes "Maybe... maybe it's";
- mes "evidence that someone";
- mes "sabotaged the exorcism!";
- next;
- mes "[Bonnie Imbullea]";
- mes "What happened was tragic,";
- mes "but it would make me feel";
- mes "so much better if that were";
- mes "really the truth. Even if the";
- mes "exorcism was sabotaged,";
- mes "we can't turn back time...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "^333333(Hmm...";
- mes "I better head back";
- mes "to Prontera Church";
- mes "and let Father Bamph";
- mes "know about this information.)^000000";
- set prt_curse,17;
- close;
- }
- else if (prt_curse == 17) {
- mes "[Bonnie Imbullea]";
- mes "It's really very";
- mes "difficult to live";
- mes "with this guilt.";
- mes "I was trained to help";
- mes "people, not kill them!";
- next;
- mes "^3355FFYou tried to comfort";
- mes "Bonnie Imbullea for a";
- mes "little while before you";
- mes "return to Prontera Church.";
- close;
- }
- else if (prt_curse == 35 || prt_curse == 44 || prt_curse == 54) {
- mes "^3355FFYou tell Bonnie Imbullea";
- mes "that the deaths of the princes";
- mes "were not her fault and that the exorcism was probably sabotaged.";
- mes "However, you keep specifics, like the use of poison, to yourself.^000000";
- next;
- mes "[Bonnie Imbullea]";
- mes "Is that really true...?";
- mes "Oh, I'm so happy! I really";
- mes "thought I'd have to live the";
- mes "rest of my in seclusion with";
- mes "this horrible shame. Oh, thank";
- mes "you so much for your help!";
- next;
- mes "[Bonnie Imbullea]";
- mes "Kaanu will be able to";
- mes "meet other kids his own";
- mes "age... We can finally live";
- mes "a normal life. How wonderful...";
- next;
- mes "[Bonnie Imbullea]";
- mes "But wait...";
- mes "How exactly did the";
- mes "princes die, then?";
- mes "There weren't any";
- mes "wounds on the bodies";
- mes "from what I remember...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Well, um, I wouldn't know";
- mes "anything about that, but";
- mes "Father Bamph and Father";
- mes "Biscuss are handling the";
- mes "investigation, and they're";
- mes "doing their best to find out.";
- next;
- mes "[Bonnie Imbullea]";
- mes "I see. Well, I believe in";
- mes "them: they're great priests,";
- mes "after all. Although I may be";
- mes "forgiven for my failure, I still fear for the royal family...";
- mes "All I can do for now is pray.";
- next;
- mes "[Bonnie Imbullea]";
- mes "Anyway, I promise that";
- mes "I won't reveal what I know";
- mes "about this incident to the";
- mes "public. And if you ever come";
- mes "by the mountain again, I hope";
- mes "you stop by to visit us.";
- next;
- mes "[Bonnie Imbullea]";
- mes "You don't understand";
- mes "how much the news you've";
- mes "brought really means to me.";
- mes "I can finally free myself from";
- mes "this burdensome guilt...";
- mes "Thank you, kind adventurer~";
- if (prt_curse == 35) set prt_curse,36;
- else if (prt_curse == 44) set prt_curse,45;
- else {
- next;
- mes "^3355FFNow, you can return to";
- mes "Rodafrian, the historian";
- mes "stationed in Morroc.^000000";
- set prt_curse,55;
- }
-
- close;
- }
- else if (prt_curse == 36) {
- mes "[Bonnie Imbullea]";
- mes "By your grace and mercy,";
- mes "please pity the poor souls";
- mes "and protect the royal family...";
- mes "Bless us with your light and";
- mes "may your wisdom guide us...";
- close;
- }
- else if (prt_curse == 45) {
- mes "[Bonnie Imbullea]";
- mes "I guess we've gotten";
- mes "too used to the peace";
- mes "and serenity of Mount";
- mes "Mjolnir. It won't be easy";
- mes "to leave, even if we're welcome to return to Prontera...";
- close;
- }
- else if (prt_curse > 54) {
- mes "[Bonnie Imbullea]";
- mes "Thank you so much";
- mes "for helping out in the";
- mes "investigation of the";
- mes "princes. I'd never know";
- mes "happiness again if it";
- mes "weren't for your efforts.";
- close;
- }
- else {
- mes "[Bonnie Imbullea]";
- mes "^333333*Sigh...*^000000";
- close;
- }
-}
-
-
-prt_church,115,122,0 warp #sazekan 1,1,prt_church,168,106
-prt_church,166,106,0 warp #prtchhall 1,1,prt_church,112,122
-
-prt_church,185,106,3 script Father Bamph 60,{
- if (prt_curse == 13) {
- mes "[Father Bamph]";
- mes "Welcome to";
- mes "Prontera Church.";
- mes "Please relax, and";
- mes "let your mind and";
- mes "spirit find rest in";
- mes "these hallowed halls.";
- next;
- select("Give him the herb pouch.");
- if (countitem(7432) < 1) {
- mes "["+strcharinfo(0)+"]";
- mes "Ack!";
- mes "Now, where did I put";
- mes "that pouch with the herbs?";
- close;
- }
- mes "[Father Bamph]";
- mes "May I ask...";
- mes "Why are you giving";
- mes "me this pouch of herbs?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Well, there was this";
- mes "lady living on Mount";
- mes "Mjolnir who wanted me";
- mes "to give this to you. Um, she";
- mes "has a son named Kaanu?";
- next;
- mes "[Father Bamph]";
- mes "Oh, you must have met";
- mes "Bonnie Imbullea. It's";
- mes "been a long time since";
- mes "I've seen her. How is";
- mes "she doing, may I ask?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Oh...";
- mes "I guess she's fine.";
- mes "But she seems really...";
- mes "I dunno, tormented...";
- next;
- mes "[Father Biscuss]";
- mes "Good! If she were happy";
- mes "and relaxed after what she";
- mes "did, not even God would forgive";
- mes "her! She deserves to live the";
- mes "rest of her life in agony!";
- next;
- mes "[Father Bamph]";
- mes "Father Biscuss, how can";
- mes "you say something like that?";
- mes "She did her best to stop what";
- mes "had happened! We should pity";
- mes "her for the suffering she must be feeling. Where is your compassion?";
- next;
- mes "[Father Biscuss]";
- mes "Bah! Don't speak to me";
- mes "about compassion! Weren't";
- mes "you the one who recommended";
- mes "her to perform the exorcism in";
- mes "the first place? You didn't";
- mes "forget that, did you?";
- next;
- mes "[Father Bampf]";
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[Father Biscuss]";
- mes "Hah!";
- next;
- select("About Bonnie Imbullea");
- mes "[Father Bamph]";
- mes "Well...";
- mes "I don't...";
- mes "I don't know if";
- mes "I should be telling ";
- mes "you about that incident...";
- next;
- mes "[Father Biscuss]";
- mes "You know what? If Bonnie";
- mes "sent this adventurer here";
- mes "for a favor, it probably means";
- mes "she trusts this person. Besides, we need somebody to carry out";
- if (sex)
- mes "this task for us. Why not him?";
- else
- mes "this task for us. Why not her?";
- next;
- mes "[Father Bamph]";
- mes "Your words have the ring";
- mes "of truth, Father Biscuss.";
- mes "Well then, adventurer, give";
- mes "me the opportunity to tell you";
- mes "something very important. But, you must not tell anyone else...";
- set prt_curse,14;
- delitem 7432,1; //Leather_Pouch
- close;
- }
- else if (prt_curse == 14) {
- mes "[Father Bamph]";
- mes "What I am about to tell";
- mes "you must be kept secret.";
- mes "Now, do you know about";
- mes "Jormungand, the great serpent";
- mes "born from the god Loki and";
- mes "the giantess, Angrboda?";
- next;
- mes "[Father Bamph]";
- mes "Jormungand was an evil";
- mes "beast that, after the thousand";
- mes "year war between the gods and";
- mes "demons, began to attack humans.";
- mes "It brought great chaos and much";
- mes "suffering around the world...";
- next;
- mes "[Father Bamph]";
- mes "Finally, the first Tristram of";
- mes "the Gaebolg family defeated";
- mes "Jormungand together with 6";
- mes "other warriors, but only after";
- mes "it killed his beloved father.";
- next;
- mes "[Father Bamph]";
- mes "Tristram would become the";
- mes "first king of the Rune-Midgarts";
- mes "Kingdom, but his family would";
- mes "suffer from the curse placed";
- mes "by Jormungand before its defeat. ";
- next;
- mes "[Father Bamph]";
- mes "To this day...";
- mes "^FF0000Every first prince of";
- mes "the Gaebolg family dies";
- mes "at a young age^000000. That is";
- mes "Jormungand's curse and";
- mes "the royal family's secret.";
- Emotion e_omg,1;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What...?!";
- mes "Is this really true?!";
- mes "Isn't there any way to";
- mes "counter this horrible curse?!";
- next;
- mes "[Father Bamph]";
- mes "Please lower your voice.";
- mes "Yes, it's a shame that the";
- mes "royal family must suffer like";
- mes "this. But all the exorcisms";
- mes "that have been attempted";
- mes "over the years have failed...";
- next;
- mes "[Father Bamph]";
- mes "Although the situation";
- mes "appeared hopeless, King";
- mes "Tristram III tried once again to exorcise the curse. Following";
- mes "his orders, the greatest priests and exorcists were all summoned.";
- next;
- mes "[Father Bamph]";
- mes "A series of tests was";
- mes "performed to select the";
- mes "best priests and exorcists";
- mes "to remove this curse. In the end, ^3131FFBonnie Imbullea^000000 was chosen to";
- mes "lead the exorcism ceremony.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Wait, but you mentioned";
- mes "samething about an accident.";
- mes "Does that mean that she failed";
- mes "in performing the exorcism?";
- next;
- mes "[Father Bamph]";
- mes "Yes, unfortunately.";
- mes "After the priests and";
- mes "exorcists gathered in the";
- mes "secret ceremonial grounds,";
- mes "three princes were killed";
- mes "instead of just the first.";
- next;
- mes "[Father Biscuss]";
- mes "Although we all swore to";
- mes "keep that incident a secret,";
- mes "Bonnie Imbullea took full";
- mes "responsibility for the deaths.";
- mes "That is why she is in self";
- mes "imposed exile from the kingdom.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What...?";
- mes "That's...";
- mes "That's crazy!";
- next;
- mes "[Father Biscuss]";
- mes "I know that this";
- mes "is a very long story,";
- mes "and that it's a little";
- mes "complicated. Please";
- mes "listen to what we have";
- mes "to ask from here on...";
- Emotion e_dots;
- set prt_curse,15;
- close;
- }
- else if (prt_curse == 15) {
- mes "[Father Bamph]";
- mes "Now, you should know that";
- mes "all of the princes that were";
- mes "killed that day bore strange";
- mes "looking marks on their bodies.";
- mes "It almost looked as if they";
- mes "were growing snake scales.";
- Emotion e_gasp,1;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Wait, they grew snake";
- mes "scales? That sounds just";
- mes "like one of the versions of";
- mes "this song I'm investigating.";
- mes "I think it was the song about the Rune-Midgarts Kingdom's origin.";
- next;
- mes "[Father Bamph]";
- mes "Wait, that song?";
- mes "Hm, I don't see how";
- mes "it's related. Let's see";
- mes "now, how did it go?";
- mes "Rainbows... Eagles...";
- mes "Ah! Now I remember!";
- next;
- mes "[Father Bamph]";
- mes "The great serpent";
- mes "swallowed the sea.";
- mes "The eagle of the rainbow";
- mes "swallowed the serpent.";
- mes "Then the eagle built its nest.";
- mes "A nest upon the swallowed sea.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hmm...";
- mes "Well, I heard a";
- mes "different version";
- mes "of the same song.";
- mes "It goes like...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "The great serpent";
- mes "swallowed the sea.";
- mes "The eagle of the rainbow";
- mes "swallowed the serpent.";
- mes "Then snake scales grew on";
- mes "the eagle, and it slowly died.";
- next;
- mes "[Father Bamph]";
- mes "Oh, my. I learned the song";
- mes "when I was a young boy from";
- mes "my father. However, your version seems to reveal the secret curse";
- mes "of the Gaebolgs. Please tell me, where did you hear that song?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Well, I first heard this";
- mes "version from a historian,";
- mes "and then I found out that";
- mes "Bonnie Imbullea knows it as";
- mes "well. Um, is there a problem?";
- next;
- mes "[Father Bamph]";
- mes "If those song lyrics are";
- mes "spread, the secret of the";
- mes "royal family curse could be";
- mes "revealed to the public. Would";
- mes "you please help us by speaking";
- mes "to Bonnie Imbullea once again?";
- next;
- mes "[Father Bamph]";
- mes "If you can, please try to";
- mes "see if you can learn of any";
- mes "connection between the curse";
- mes "and the song, or if she can";
- mes "remember anything that happened";
- mes "after the exorcism failed...";
- set prt_curse,16;
- close;
- }
- else if (prt_curse == 16) {
- mes "[Father Bamph]";
- mes "Please visit Bonnie";
- mes "Imbullea in Mount Mjolnir";
- mes "to see if you can learn more";
- mes "about that song, or about what";
- mes "happened after the attempted exorcism of the Jormungand curse.";
- close;
- }
- else if (prt_curse == 17) {
- mes "[Father Bamph]";
- mes "Ah, have you spoken";
- mes "to Bonnie Imbullea?";
- mes "Please tell me if you";
- mes "have learned anything new.";
- next;
- mes "^3355FFYou related everything";
- mes "that Bonnie Imbullea spoke";
- mes "about, including the discovery";
- mes "of a fragment of Red Gemstone";
- mes "in the secret ceremonial grounds. ";
- next;
- mes "[Father Bamph]";
- mes "Red Gemstone? There's";
- mes "no reason for that to be in";
- mes "a holy place. Hmm. There's";
- mes "more to this case than meets";
- mes "the eye. We better investigate";
- mes "the truth, starting now.";
- next;
- mes "[Father Bamph]";
- mes "Come with me, adventurer,";
- mes "to the secret ceremonial";
- mes "grounds for the royal family.";
- mes "Just use the switch hidden";
- mes "within the bookshelf and";
- mes "I will meet you there.";
- set prt_curse,18;
- close;
- }
- else if (prt_curse > 17 && prt_curse < 22) {
- mes "[Father Bamph]";
- mes "Come with me to the";
- mes "secret ceremonial grounds";
- mes "so that we can investigate";
- mes "the possibility of sabotage";
- mes "with the exorcism that";
- mes "Bonnie Imbullea performed.";
- next;
- mes "[Father Bamph]";
- mes "There is a hidden switch";
- mes "in the bookshelf that you";
- mes "can use to transport yourself";
- mes "there. Go, and I will meet";
- mes "you in the ceremonial grounds.";
- close;
- }
- else if (prt_curse == 22) {
- mes "[Father Bamph]";
- mes "This is a matter of grave";
- mes "importance, but we can't";
- mes "alert the royal family yet and";
- mes "cause a panic. It would be";
- mes "best to fully investigate this";
- mes "first and collect proof.";
- next;
- mes "[Father Bamph]";
- mes "Brave adventurer, would";
- mes "you please visit the Assassin";
- mes "Guild in Morroc and see if you";
- mes "can learn anything about how";
- mes "we can verify whether poison";
- mes "was used to kill the princes?";
- set prt_curse,23;
- close;
- }
- else if (prt_curse == 23) {
- mes "[Father Bamph]";
- mes "Please see if you can";
- mes "learn anything about testing";
- mes "for the use of poison from";
- mes "a member of the Assassin";
- mes "Guild in Morroc.";
- close;
- }
- else if (prt_curse == 31) {
- mes "[Father Bamph]";
- mes "Ah, you've returned~";
- mes "Have you managed to learn";
- mes "anything about poison from";
- mes "the Assassin Guild? I know";
- mes "their members must be";
- mes "very difficult to find...";
- next;
- mes "^3355FFYou relate all of the";
- mes "information you learned";
- mes "about poison to Father Bamph,";
- mes "including the method to test";
- mes "for the use of poison in murder. ";
- next;
- mes "[Father Bamph]";
- mes "Ah, I see. Then, would";
- mes "you please bring 1 Yellow";
- mes "Gemstone and 1 Green Potion";
- mes "to the secret ceremonial grounds as soon as you can? I will wait";
- mes "over there for you once again.";
- set prt_curse,32;
- close;
- }
- else if (prt_curse == 32 || prt_curse == 33 || prt_curse == 41 || prt_curse == 42 || prt_curse == 51 || prt_curse == 52) {
- mes "[Father Bamph]";
- mes "You can use the hidden";
- mes "switch in the bookshelf to";
- mes "enter the secret ceremonial";
- mes "grounds. Don't forget that we";
- mes "need^3131FF 1 Yellow Gemstone^000000 and ^3131FF1 Green Potion^000000 to test for poison.";
- close;
- }
- else if (prt_curse == 34) {
- mes "[Father Bamph]";
- mes "I can't believe it!";
- mes "If poison was used, then";
- mes "the second and third princes";
- mes "were murdered! Unbelievable...";
- mes "How can anyone kill children?";
- next;
- mes "[Father Bamph]";
- mes "At the very least, we now";
- mes "know that their deaths were";
- mes "not Bonnie Imbullea's fault.";
- mes "Now I must discuss with Father";
- mes "Biscuss and decide how to tell";
- mes "the royal family about this...";
- next;
- mes "[Father Bamph]";
- mes "Once again, let me remind";
- mes "you that everything that has";
- mes "transpired here must be kept";
- mes "secret. The public cannot know";
- mes "of Jormungand's curse! It would cause political turmoil and chaos!";
- next;
- mes "[Father Bamph]";
- mes "Still, that does not mean";
- mes "that I cannot personally thank";
- mes "you for all of your help. I'm very grateful for what you have done,";
- mes "adventurer. May safety accompany you on all of your journeys.";
- set prt_curse,35;
- close;
- }
- else if (prt_curse > 34 && prt_curse < 40 && !aru_monas) {
- mes "[Father Bamph]";
- mes "I'm at a loss at what";
- mes "to do. Sometimes, even";
- mes "I have doubts and believe";
- mes "that Odin has abandoned us...";
- close;
- }
- else if (prt_curse == 40) {
- mes "[Father Bamph]";
- mes "Ah, you've returned~";
- mes "Have you managed to learn";
- mes "anything about poison from";
- mes "the Assassin Guild? I know";
- mes "their members must be";
- mes "very difficult to find...";
- next;
- mes "^3355FFYou relate all of the";
- mes "information you learned";
- mes "about poison to Father Bamph,";
- mes "including the method to test";
- mes "for the use of poison in murder. ";
- next;
- mes "[Father Bamph]";
- mes "Ah, I see. Then, would";
- mes "you please bring^3131FF 1 Yellow";
- mes "Gemstone^000000 and ^3131FF1 Green Potion^000000";
- mes "to the secret ceremonial grounds as soon as you can? I will wait";
- mes "over there for you once again.";
- set prt_curse,41;
- close;
- }
- else if (prt_curse == 43 || prt_curse == 53) {
- mes "[Father Bamph]";
- mes "I can't believe it!";
- mes "If poison was used, then";
- mes "the second and third princes";
- mes "were murdered! Unbelievable...";
- mes "How can anyone kill children?";
- next;
- mes "[Father Bamph]";
- mes "At the very least, we now";
- mes "know that their deaths were";
- mes "not Bonnie Imbullea's fault.";
- mes "Now I must discuss with Father";
- mes "Biscuss and decide how to tell";
- mes "the royal family about this...";
- next;
- mes "[Father Bamph]";
- mes "Oh, and would you please";
- mes "inform ^3131FFBonnie Imbullea^000000 that";
- mes "the deaths of the princes were";
- mes "not her fault? I'm sure that news would bring her great relief";
- mes "from her burden of guilt...";
- next;
- mes "[Father Bamph]";
- mes "Once again, let me remind";
- mes "you that everything that has";
- mes "transpired here must be kept";
- mes "secret. The public cannot know";
- mes "of Jormungand's curse! It would cause political turmoil and chaos!";
- next;
- mes "[Father Bamph]";
- mes "Still, that does not mean";
- mes "that I cannot personally thank";
- mes "you for all of your help. I'm very grateful for what you have done,";
- mes "adventurer. May safety accompany you on all of your journeys.";
- if (prt_curse == 43) set prt_curse,44;
- else set prt_curse,54;
- getexp 160000,0;
- close;
- }
- else if (prt_curse > 43 && prt_curse < 50 && !aru_monas) {
- mes "[Father Bamph]";
- mes "Have you spoken to";
- mes "Bonnie Imbullea yet?";
- mes "Try not to worry about the";
- mes "news about the princes'";
- mes "murder. Father Biscuss";
- mes "and I will handle it.";
- close;
- }
- else if (prt_curse == 50) {
- mes "[Father Bamph]";
- mes "Ah, you've returned~";
- mes "Have you managed to learn";
- mes "anything about poison from";
- mes "the Assassin Guild? I know";
- mes "their members must be";
- mes "very difficult to find...";
- next;
- mes "You relate all of the";
- mes "information you learned";
- mes "about poison to Father Bamph,";
- mes "including the method to test";
- mes "for the use of poison in murder. ";
- next;
- mes "[Father Bamph]";
- mes "Ah, I see. Then, would";
- mes "you please bring ^3131FF1 Yellow";
- mes "Gemstone^000000 and ^3131FF1 Green Potion^000000";
- mes "to the secret ceremonial grounds as soon as you can? I will wait";
- mes "over there for you once again.";
- set prt_curse,51;
- close;
- }
- else if (prt_curse == 60) {
- mes "[Father Bamph]";
- mes "Oh, "+strcharinfo(0)+"~";
- mes "Long time, no see.";
- mes "Have you spoken to";
- mes "Bonnie yet? Ah, and";
- mes "how may I help you today?";
- next;
- mes "^3355FFYou tell Father Bamph";
- mes "that rare herbs grow in";
- mes "a land to the west, although";
- mes "you do not mention that you";
- mes "told Rodafrian about the curse.^000000";
- next;
- mes "[Father Biscuss]";
- mes "Land to the west?";
- mes "That place is rumored to";
- mes "be populated by fanatics.";
- mes "Father Bamph, I think they";
- mes "may be prime suspects for";
- mes "the murder of the princes...";
- next;
- mes "[Father Bamph]";
- mes "Well, I'll admit that it's";
- mes "possible, but we haven't had";
- mes "contact with anyone from the";
- mes "land to the west for so long...";
- mes "It's still far too early to make those kinds of assumptions.";
- next;
- select("Land to the west?");
- mes "[Father Bamph]";
- mes "Not much is known about";
- mes "the land to the west. We";
- mes "did send several priests";
- mes "there once to spread our";
- mes "faith. However, they failed...";
- next;
- mes "[Father Bamph]";
- mes "From what I can tell,";
- mes "almost everyone there";
- mes "is a strong adherent of";
- mes "that region's native religion.";
- mes "Anyway, thank you for informing";
- mes "us. We'll handle it from here.";
- next;
- mes "[Father Bamph]";
- mes "Ah, to preserve the secrets";
- mes "of the royal family, I ask that";
- mes "you refrain from entering the";
- mes "secret ceremonial grounds";
- mes "from now on. Thanks again for your help, "+strcharinfo(0)+".";
- set prt_curse,61;
- close;
- }
- else {
- if (prt_curse == 36 || prt_curse == 45 || prt_curse == 56 || prt_curse == 61) {
-// Begin Nameless Island Access Quest Addition
- if (aru_monas == 1) {
- mes "[Father Bamph]";
- mes "Oh, I've been waiting for";
- mes "you, adventurer. I'm sorry";
- mes "for giving you such short";
- mes "notice, but it seems that";
- mes "you've grown much stronger";
- mes "since the last time we met.";
- next;
- mes "[Father Bamph]";
- mes "The Church has received";
- mes "a request from Prontera";
- mes "Palace, but we don't have";
- mes "the resources to handle it.";
- mes "I believe you'd be well suited";
- mes "to this task if you'll help us.";
- next;
- mes "[Father Bamph]";
- mes "A man of high rank suddenly";
- mes "disappeared a while ago.";
- mes "Although Prontera Palace";
- mes "asked us to find him, I can";
- mes "only tell you who he is later.";
- next;
- mes "[Father Bamph]";
- mes "All we know is that he was";
- mes "last seen in Comodo. Please";
- mes "speak to our informant, ^6B8E23Larjes^000000,";
- mes "and he will assist you in your";
- mes "search for the lost official.";
- set aru_monas,2;
- close;
- }
- else if (aru_monas == 2 || aru_monas == 3) {
- mes "[Father Bamph]";
- mes "Please go to Comodo and";
- mes "find our informant, ^6B8E23Larjes^000000,";
- mes "in the Casino. He will help";
- mes "you in your search for the";
- mes "official who disappeared.";
- close;
- }
- else if (aru_monas == 4) {
- mes "[Father Bamph]";
- mes "Ah, so you found Larjes?";
- mes "How has your investigation of";
- mes "that official's disappearance";
- mes "progressing? I hope that he";
- mes "is still safe and sound";
- mes "when you find him.";
- next;
- select("Tell him what Larjes said.");
- mes "[Father Bamph]";
- mes "I see. We've detected some";
- mes "disquieting activity from";
- mes "Arunafeltz lately, but I didn't";
- mes "think they would make";
- mes "their move so soon. Hmm...";
- mes "Give me a moment to think.";
- set aru_monas,5;
- close;
- }
- else if (aru_monas == 5) {
- if (rand(1,10) == 10) {
- mes "[Father Bamph]";
- mes "Well, I've considered all";
- mes "possible scenarios. I think";
- mes "it would work best if you";
- mes "continue your investigation";
- mes "on our behalf. That is, if";
- mes "you're willing to do it.";
- next;
- mes "[Father Bamph]";
- mes "We don't want to provoke";
- mes "an international conflict";
- mes "with our official involvement,";
- mes "but I also can't force you to";
- mes "work for us. Whether you";
- mes "can help is your choice.";
- next;
- if (select("Let me think about it.:Of course, I'll help.") == 1) {
- mes "[Father Bamph]";
- mes "I hope that you decide";
- mes "to help us. The safety of";
- mes "our nation depends on the";
- mes "success of this investigation.";
- mes "We could really use your help.";
- close;
- }
- mes "[Father Bamph]";
- mes "Thank you. I'm glad to hear";
- mes "that you'll help us. You may";
- mes "take the airship in Izlude to";
- mes "travel to Arunafeltz, where you";
- mes "must continue your investigation.";
- next;
- mes "[Father Bamph]";
- mes "I believe that you should";
- mes "be able to learn more if you";
- mes "investigate the city of ^9370DBRachel^000000.";
- mes "Please accept this money";
- mes "to cover your Airship fee.";
- mes "Thank you, and good luck.";
- set zeny,zeny+1500;
- set aru_monas,6;
- close;
- }
- else {
- mes "[Father Bamph]";
- mes "Hmm... What's the best way";
- mes "for us to handle this? Let";
- mes "me think about our options.";
- mes "We can--no. That wouldn't";
- mes "work. This will be difficult.";
- close;
- }
- }
- else if (aru_monas == 6) {
- // Anyone else see the irony in this?
- mes "[Father Bamph]";
- mes "You might have problems";
- mes "in Rachel since the culture";
- mes "there is much different than";
- mes "our own. Their ways of doing";
- mes "things, their government...";
- mes "Everything is tied to religion.";
- close;
- }
- else if (aru_monas > 6 && aru_monas < 24) {
- mes "[Father Bamph]";
- mes "Thank you so much for all";
- mes "of your hard work. Our agents";
- mes "will contact you whenever they";
- mes "uncover any new information.";
- mes "Remember that no one can";
- mes "know what we've been doing.";
- close;
- }
- else if (aru_monas == 24) {
- mes "[Father Bamph]";
- mes "Thank you for bring us such";
- mes "important information. With";
- mes "your help, we were able to";
- mes "clear a few unsolved cases.";
- mes "We expected something like";
- mes "this, but not this soon.";
- next;
- mes "[Father Bamph]";
- mes "I fear that the Royal Court";
- mes "has been bickering over their";
- mes "own selfish needs. I pray that";
- mes "it does not grow worse, devolve";
- mes "into chaos. ^666666*Sigh*^000000 We'll see...";
- set aru_monas,25;
- close;
- }
- else if (aru_monas >= 25) {
- mes "[Father Bamph]";
- mes "Thank you for bring us such";
- mes "important information. With";
- mes "your help, we were able to";
- mes "clear a few unsolved cases.";
- mes "We expected something like";
- mes "this, but not this soon.";
- next;
- mes "[Father Bamph]";
- mes "I fear that the Royal Court";
- mes "has been bickering over their";
- mes "own selfish needs. I pray that";
- mes "it does not grow worse, devolve";
- mes "into chaos. ^666666*Sigh*^000000 We'll see...";
- close;
- }
-// End Nameless Island Access Quest Addition
- else {
- mes "[Father Bamph]";
- mes "I'm sorry, but would it";
- mes "be alright if we talked";
- mes "later? I have to handle";
- mes "a very important task now...";
- close;
- }
- }
- }
-}
-
-prt_church,184,110,3 script Father Biscuss 60,{
- if (prt_curse == 54) {
- mes "[Father Biscuss]";
- mes "Hmm, I still suspect that";
- mes "someone from the Assassin";
- mes "Guild may have killed the";
- mes "princes. Just in case, I'm";
- mes "going to send a spy. Keep";
- mes "that information secret.";
- next;
- mes "[Father Biscuss]";
- mes "So yes. You didn't learn";
- mes "or hear anything from us,";
- mes "and you don't know anything";
- mes "about the royal family's curse.";
- mes "From here on, Father Bamph";
- mes "and I will handle this issue.";
- close;
- }
- else if (prt_curse == 35) {
- mes "[Father Biscuss]";
- mes "I've never seen Father";
- mes "Bamph this way before, but";
- mes "I can understand how he feels.";
- mes "As one of the leaders of this";
- mes "church, he feels responsible";
- mes "for these princes' deaths.";
- next;
- mes "[Father Biscuss]";
- mes "I'm sure he'll feel";
- mes "better in a few days,";
- mes "but right now, he's in no";
- mes "condition to compile the";
- mes "valuable info that you've";
- mes "provided, so I'll do it.";
- next;
- mes "[Father Biscuss]";
- mes "Personally, I feel that";
- mes "what happened was tragic,";
- mes "but it should be avenged.";
- mes "Perhaps that why I've held";
- mes "a grudge against Imbullea";
- mes "for all this time. Anyway...";
- next;
- mes "[Father Biscuss]";
- mes "Although we can't";
- mes "acknowledge it publicly,";
- mes "on behalf of the Prontera";
- mes "Church, I want to thank";
- mes "you for all of your help.";
- set prt_curse,36;
- getexp 160000,0;
- close;
- }
- else if (prt_curse == 36) {
- mes "[Father Biscuss]";
- mes "No one can know light";
- mes "without experiencing";
- mes "darkness. Peace has";
- mes "no meaning until it is";
- mes "contrasted with chaos.";
- next;
- mes "[Father Biscuss]";
- mes "Religion becomes even";
- mes "more important during times";
- mes "of chaos, and times of need.";
- mes "I must remain calm, especially";
- mes "when Father Bamph feels so bad about this whole incident...";
- close;
- }
- else {
- mes "[Father Biscuss]";
- mes "Please observe";
- mes "silence within the";
- mes "Priest Room. Thank";
- mes "you for cooperating.";
- close;
- }
-}
-
-prt_church,177,113,3 script #gototomb 111,{
- if (prt_curse > 17 && prt_curse < 23 || prt_curse > 31 && prt_curse < 35 || prt_curse == 41 || prt_curse == 42 || prt_curse == 44 || prt_curse == 51 || prt_curse == 52) {
- warp "prt_church",21,91;
- }
- end;
-}
-
-prt_church,23,89,3 script Father Biscuss#tomb 60,{
- mes "[Father Biscuss]";
- mes "Hm...?";
- mes "Are you ready to";
- mes "head back upstairs?";
- next;
- if (select("Yes:No") == 1) {
- mes "[Father Biscuss]";
- mes "Please follow me.";
- next;
- warp "prt_church",178,111;
- end;
- }
- mes "[Father Biscuss]";
- mes "Please take your time";
- mes "and investigate this as";
- mes "thoroughly as you can.";
- close;
-}
-
-prt_church,16,114,4 script Father Bamph#tomb 60,{
- if (prt_curse == 18) {
- mes "[Father Bamph]";
- mes "There are the bodies";
- mes "of the Gaebolg princes";
- mes "that were killed during";
- mes "the exorcism. Please take";
- mes "a look at the body to the left.";
- set prt_curse,19;
- close;
- }
- else if (prt_curse == 19) {
- mes "[Father Bamph]";
- mes "Please take a look";
- mes "at the body to the";
- mes "far left, the first prince.";
- close;
- }
- else if (prt_curse == 20) {
- mes "["+strcharinfo(0)+"]";
- mes "That weird mark looked";
- mes "just like snake scales.";
- mes "Is... Is that the mark left";
- mes "behind by Jormungand's curse?";
- next;
- mes "[Father Bamph]";
- mes "That's right.";
- mes "Now, let's examine the";
- mes "body of the second prince,";
- mes "located in the middle.";
- close;
- }
- else if (prt_curse == 21) {
- mes "[Father Bamph]";
- mes "Now...";
- mes "Now we should";
- mes "examine the third prince.";
- close;
- }
- else if (prt_curse == 22) {
- mes "[Father Bamph]";
- mes "Let's go upstairs where we";
- mes "can continue this conversation.";
- mes "Ah, you might want to ask";
- mes "Father Biscuss to lead you.";
- close;
- }
- else if (prt_curse == 32 || prt_curse == 41 || prt_curse == 51) {
- mes "[Father Bamph]";
- mes "Do you have a ^3131FFYellow";
- mes "Gemstone^000000 and ^3131FFGreen Potion^000000";
- mes "ready? If so, you should begin";
- mes "testing on the body of the third prince before the others.";
- close;
- }
- else if (prt_curse == 33 || prt_curse == 42 || prt_curse == 52) {
- mes "[Father Bamph]";
- mes "The mark disappeared?";
- mes "Oh, this is just horrible!";
- mes "That would mean that poison";
- mes "was used to murder the other";
- mes "princes! I almost... can't...";
- next;
- mes "[Father Bamph]";
- mes "I... I need some time";
- mes "to recover from the shock";
- mes "and to think about all of";
- mes "this carefully. For now,";
- mes "let's go back upstairs.";
- if (prt_curse == 33) set prt_curse,34;
- else if (prt_curse == 42) set prt_curse,43;
- else set prt_curse,53;
- close;
- }
- else if (prt_curse == 43 || prt_curse == 53) {
- mes "[Father Bamph]";
- mes "We've disturbed the";
- mes "bodies of these poor";
- mes "souls enough. We should";
- mes "go back upstairs now...";
- close;
- }
- end;
-}
-
-prt_church,19,111,5 script #prince1 887,{
- if (prt_curse == 19) {
- mes "[Father Bamph]";
- mes "This is the body of";
- mes "the king's first son, the";
- mes "crown prince. Just as it has";
- mes "happened for generations,";
- mes "the curse took the life of";
- mes "the first born prince...";
- next;
- mes "^3355FFBeneath one of the";
- mes "prince's sleeves, you";
- mes "notice a dark mark. Upon";
- mes "pulling up the sleeve, you";
- mes "note that the mark resembles";
- mes "the scales of a serpent.^000000";
- set prt_curse,20;
- close;
- }
- else if (prt_curse == 33 || prt_curse > 41 && prt_curse < 51 || prt_curse == 52) {
- mes "^3355FFYou poured a little bit";
- mes "of the solution made from";
- mes "Yellow Gemstone and Green";
- mes "Potion on the mark on the skin.";
- mes "You waited a while, but there was no reaction from the solution.^000000";
- close;
- }
- else {
- mes "^3355FFIt's the body of a male";
- mes "dressed in luxurious robes.";
- mes "Although deceased, the color";
- mes "of life has not yet left the body. ";
- close;
- }
-}
-
-prt_church,21,111,5 script #prince2 887,{
- if (prt_curse == 20) {
- mes "[Father Bamph]";
- mes "This is the body of the";
- mes "second prince. The curse";
- mes "is only supposed to kill";
- mes "the firstborn prince, but";
- mes "all three princes of this";
- mes "generation were killed...";
- next;
- mes "[Father Bamph]";
- mes "Despite our great efforts";
- mes "to exorcise this powerful";
- mes "curse, we all failed. Those";
- mes "involved have begun to believe";
- mes "that Odin may have abandoned us... ";
- Emotion e_omg,1;
- next;
- mes "^3355FFYou examine the body of";
- mes "the second prince and notice";
- mes "that the scale marks on his";
- mes "skin are fainter, and slightly";
- mes "different in color, than the";
- mes "marks on the first prince.^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Father Bamph...!";
- mes "Look, these marks are";
- mes "different on the second";
- mes "prince than on the first";
- mes "prince! See? They're different";
- mes "in darkness and coloration.";
- next;
- mes "[Father Bamph]";
- mes "Goodness, you're right!";
- mes "How did we overlook this?";
- mes "Hm, this supports the idea";
- mes "that a conspiracy may be";
- mes "involved. Let's go check";
- mes "the body of the third prince.";
- set prt_curse,21;
- close;
- }
- else if (prt_curse == 33 || prt_curse > 41 && prt_curse < 51 || prt_curse == 52) {
- specialeffect EF_POISONATTACK;
- specialeffect EF_POISONHIT;
- specialeffect EF_BUBBLE;
- mes "^3355FFYou poured a little of the";
- mes "solution made from Green";
- mes "Potion and Yellow Gemstone";
- mes "on the body's scale marks. The";
- mes "scale marks grow fainter and";
- mes "the solution bubbles on contact. ";
- close;
- }
- else {
- mes "^3355FFIt's the body of a male";
- mes "dressed in luxurious robes.";
- mes "Although deceased, the color";
- mes "of life has not yet left the body. ";
- close;
- }
-}
-
-prt_church,24,111,5 script #prince3 887,{
- if (prt_curse == 21) {
- mes "^3355FFYou and Father Bamph";
- mes "hurriedly inspect the third";
- mes "prince's body and find that the";
- mes "scale marks on his skin are";
- mes "a little darker than the marks";
- mes "on the second prince's skin.^000000";
- next;
- mes "[Father Bamph]";
- mes "This is very suspicious...";
- mes "The deaths of the second and";
- mes "third princes might have been";
- mes "caused by murder, rather than";
- mes "the curse. However, what could";
- mes "possibly be used to kill them?";
- next;
- while(1) {
- if (select("A weapon!:Poison!") == 1) {
- mes "[Father Bamph]";
- mes "Hmm... But none of the";
- mes "bodies had any wounds";
- mes "or scarring. If that were the";
- mes "case, I'm sure the king would";
- mes "have declared war on someone.";
- mes "It couldn't have been a weapon.";
- next;
- }
- else break;
- }
- mes "[Father Bamph]";
- mes "Poison...?";
- mes "Oh dear! No one in the";
- mes "Prontera Church would know";
- mes "the first thing about that. But";
- mes "maybe poison was used.";
- mes "How can we find out for sure?";
- next;
- mes "[Father Biscuss]";
- mes "I say, you go straight to";
- mes "the experts. Someone in the";
- mes "^FF0000Assassin Guild in Morroc^000000";
- mes "ought to know. I hear they";
- mes "can make poison that can kill";
- mes "a man with just one drop!";
- next;
- mes "[Father Bamph]";
- mes "Ah, that's a good idea!";
- mes "Hmm, but first, let's go";
- mes "continue this conversation";
- mes "outside, shall we? I'd prefer";
- mes "not to disturb these bodies...";
- set prt_curse,22;
- close;
- }
- else if (prt_curse == 22) {
- mes "[Father Bamph]";
- mes "Let's go upstairs where we";
- mes "can continue this conversation.";
- mes "Ah, you might want to ask";
- mes "Father Biscuss to lead you.";
- close;
- }
- else if (prt_curse == 32 || prt_curse == 41 || prt_curse == 51) {
- if (countitem(506) > 0 && countitem(715) > 0) {
- mes "^3355FFYou open a bottle of";
- mes "Green Potion and insert a";
- mes "Yellow Gemstone. The gem";
- mes "quickly dissolves, conveniently";
- mes "forming a solution to test for the presense of poison. You pour";
- mes "it on the prince's scale marks.^000000";
- next;
- specialeffect EF_POISONATTACK;
- specialeffect EF_POISONHIT;
- specialeffect EF_BUBBLE;
- mes "^3355FF*Pssssssssh*^000000";
- next;
- mes "^3355FFThe solution bubbles";
- mes "once it touches the skin,";
- mes "and the serpent scale marks";
- mes "on the prince's body slowly";
- mes "fade until they disappear.^000000";
- delitem 506,1; //Green_Potion
- delitem 715,1; //Yellow_Gemstone
- if (prt_curse == 32) set prt_curse,33;
- else if (prt_curse == 41) set prt_curse,42;
- else set prt_curse,52;
- close;
- }
- mes "^3355FFYou'll need to have";
- mes "a Green Potion and";
- mes "a Yellow Gemstone in";
- mes "order to test and confirm";
- mes "whether poison killed the";
- mes "second and third princes.^000000";
- close;
- }
- else if (prt_curse == 33 || prt_curse == 42 || prt_curse == 52) {
- mes "^3355FFThe serpent scale marks";
- mes "on this prince's body have";
- mes "vanished after you applied";
- mes "the Green Potion and Yellow";
- mes "Gemstone solution to the skin.^000000";
- close;
- }
- else {
- mes "^3355FFIt's the body of a male";
- mes "dressed in luxurious robes.";
- mes "Although deceased, the color";
- mes "of life has not yet left the body. ";
- close;
- }
-}
-
-moc_fild16,201,295,5 script Assassin Guildsman#poiso 884,{
- if (prt_curse == 23) {
- mes "[Assassin Guildsman]";
- mes "What business";
- mes "brings you here?";
- next;
- if (select("Poison:Nothing") == 1) {
- mes "["+strcharinfo(0)+"]";
- mes "I need to talk to";
- mes "a poison specialist.";
- mes "I'm investigating";
- mes "something for the";
- mes "Prontera Church,";
- mes "possibly a murder.";
- next;
- mes "[Assassin Guildsman]";
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Assassin Guildsman";
- mes "Listen carefully.";
- mes "I will only tell this";
- mes "to you one time.";
- next;
- mes "[Assassin Guildsman]";
- mes "There is an";
- mes "Assassin's Private Pub";
- mes "in the 7 o'clock direction";
- mes "in Morroc. Go find someone";
- mes "named ^3131FFMarjana^000000 inside.";
- set prt_curse,24;
- close;
- }
- mes "[Assassin Guildsman]";
- mes "No. That look in";
- mes "your eyes. I'm sure";
- mes "there is a reason that";
- mes "you have come here...";
- close;
- }
- else {
- mes "[Assassin Guildsman]";
- mes "It's very dry and";
- mes "windy today. I like this";
- mes "weather. It feels like it";
- mes "perfectly matches the soul";
- mes "of a true Assassin, the loner";
- mes "that hides in the shadows.";
- close;
- }
-}
-
-que_job01,10,16,5 script Marjana#poison 885,{
- if (prt_curse == 24) {
- mes "[Marjana]";
- mes "What business brings";
- mes "you here? I'm giving";
- mes "you 4 minutes to speak";
- mes "with me, so be direct.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I want to learn";
- mes "more about poison";
- mes "and confirm if it was";
- mes "used to kill someone.";
- next;
- mes "[Marjana]";
- mes "Poison? You've come";
- mes "to just the right person.";
- mes "If I don't know the answer,";
- mes "I doubt you'll find anyone";
- mes "else that would. Ask away.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Is it true that an";
- mes "Assassin's poison";
- mes "can be so powerful,";
- mes "that just one drop";
- mes "can kill a person?";
- next;
- mes "[Marjana]";
- mes "It's true that such powerful";
- mes "poison exists, but such deadly";
- mes "poison is usually only used by";
- mes "Assassin Crosses. Generally,";
- mes "normal Assassins use poisons";
- mes "that are much less potent.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Alright. Can you make";
- mes "a poison that leaves a";
- mes "specific mark on the body?";
- next;
- mes "[Marjana]";
- mes "Sure. There's all kinds of";
- mes "poisons that exist that I'm";
- mes "sure you can't even imagine.";
- mes "However, poisons that leave";
- mes "specific marks are difficult to";
- mes "use, and few can handle them.";
- next;
- mes "[Marjana]";
- mes "The types of marks";
- mes "that are left behind all";
- mes "depend on the materials";
- mes "used to create the poison.";
- mes "Since some materials are";
- mes "exclusive to certain areas...";
- next;
- mes "[Marjana]";
- mes "Well, the type of mark";
- mes "that was left behind could";
- mes "actually serve as some kind";
- mes "of clue. What was the mark";
- mes "on the victim's body?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "We're not sure if";
- mes "poison was used yet,";
- mes "but there are marks that";
- mes "look like snake scales";
- mes "left on the bodies.";
- next;
- mes "[Marjana]";
- mes "Hmm. You know, if I had";
- mes "to guess, I would say that";
- mes "poison was probably used.";
- mes "But the poison would have";
- mes "to originate from outside of";
- mes "the Rune-Midgarts Kingdom...";
- next;
- mes "[Marjana]";
- mes "Yeah...";
- mes "The materials used to";
- mes "make those snake scale";
- mes "marks... Some of them can't";
- mes "even be found here on the";
- mes "Rune-Midgard continent.";
- next;
- mes "[Marjana]";
- mes "We're running out of time.";
- mes "Listen, you can confirm whether";
- mes "poison was used to kill someone";
- mes "by mixing a Yellow Gemstone with a Green Potion, and sprinkling";
- mes "the solution on the body.";
- next;
- mes "[Marjana]";
- mes "If poison was used, the";
- mes "solution with react with";
- mes "the body. But this method";
- mes "won't work if too much time";
- mes "has passed after the murder.";
- mes "You better try this soon...";
- set prt_curse,25;
- close;
- }
-
-OnInit:
- disablenpc "Marjana#poison";
- end;
-
-OnEnable:
- enablenpc "Marjana#poison";
- end;
-}
-
-morocc,45,103,0 script #prtcurse -1,2,2,{
-OnTouch:
- if (prt_curse == 25) {
- mes "["+strcharinfo(0)+"]";
- mes "Hm. I'd better review";
- mes "the facts I've learned so";
- mes "that I can better focus on";
- mes "this investigation. Let's see~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Long ago, the giant serpent";
- mes "Jormungand threatened mankind.";
- mes "7 warriors defeated Jormungand, led by Tristram III of the Gaebolg";
- mes "family, but Jormungand cursed the Gaebolg bloodline in its defeat.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ever since, the curse kills";
- mes "the first born prince of the";
- mes "Gaebolg family at an early age.";
- mes "However, all of the princes of";
- mes "this generation were killed.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "According to what I've";
- mes "learned from that assassin,";
- mes "the first prince died from the";
- mes "curse, and the other two may";
- mes "have died from poisoning.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "It's most likely that if";
- mes "poison was used, then the";
- mes "person who used it was an";
- mes "assassin from outside of the";
- mes "Rune-Midgarts Kingdom. Yes,";
- mes "that's about everything I know.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Now, that historian Rodafrian";
- mes "has been waiting for me to tell";
- mes "her the lyrics of that song, but Father Bamph is also waiting";
- mes "for the info I've learned from the Assassin Guild. What should I do?";
- next;
- if (select("Go to Rodafrian:Go to Father Bamph") == 1) {
- mes "["+strcharinfo(0)+"]";
- mes "Well, it's easier for me";
- mes "to visit Rodafrian now.";
- mes "She's much closer than";
- mes "Father Bamph, so I guess";
- mes "that I'll go talk to her first.";
- set prt_curse,30;
- close;
- }
- mes "["+strcharinfo(0)+"]";
- mes "Well, it's more important";
- mes "that I go see Father Bamph";
- mes "and investigate the princes'";
- mes "bodies. I better head over";
- mes "to Prontera right away.";
- set prt_curse,50;
- close;
- }
-}
-
-prt_in,162,99,4 script Librarian#curse 67,{
- if (checkweight(1201,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.";
- close;
- }
- if (prt_curse == 3) {
- if (countitem(7431) < 1) {
- mes "[Librarian]";
- mes "Please make sure to return";
- mes "library books to the correct";
- mes "place after you use them.";
- mes "We don't have enough staff";
- mes "to organize all these books...";
- next;
- if (select("Report the loss of the books:End Conversation") == 1) {
- mes "[Librarian]";
- mes "Oh, you lost some books?";
- mes "Please write down the book";
- mes "titles and pay the 700 zeny";
- mes "penalty charge. Aftewards,";
- mes "we will provide you with";
- mes "replacement copies.";
- next;
- if (zeny > 699) {
- mes "[Librarian]";
- mes "Ah, here you are.";
- mes "Please take these";
- mes "replacement copies,";
- mes "and try not to lose";
- mes "them again. Thank you.";
- set zeny,zeny-700;
- getitem 7431,1; //Books
- close;
- }
- mes "[Librarian]";
- mes "Hmm...";
- mes "Come back as soon";
- mes "as you can with the";
- mes "700 zeny to pay the";
- mes "lost book penalty charge.";
- close;
- }
- mes "[Librarian]";
- mes "Please keep silent";
- mes "while inside the library.";
- mes "Thank you for cooperating.";
- close;
- }
- else {
- mes "[Librarian]";
- mes "Being a librarian can";
- mes "be pretty rough. People";
- mes "just leave the books all";
- mes "scattered, but expect them";
- mes "to be organized. Ooh, books";
- mes "are always getting lost too...";
- next;
- mes "[Librarian]";
- mes "When you have";
- mes "to clean up their";
- mes "messes, you get to";
- mes "realize how sloppy";
- mes "people can really be.";
- close;
- }
- }
- else {
- mes "[Librarian]";
- mes "Being a librarian can";
- mes "be pretty rough. People";
- mes "just leave the books all";
- mes "scattered, but expect them";
- mes "to be organized. Ooh, books";
- mes "are always getting lost too...";
- next;
- mes "[Librarian]";
- mes "When you have";
- mes "to clean up their";
- mes "messes, you get to";
- mes "realize how sloppy";
- mes "people can really be.";
- close;
- }
-}
diff --git a/npc/quests/quests_rachel.txt b/npc/quests/quests_rachel.txt
deleted file mode 100644
index 1a86aa3df..000000000
--- a/npc/quests/quests_rachel.txt
+++ /dev/null
@@ -1,7698 +0,0 @@
-//===== rAthena Script =======================================
-//= Rachel Quests
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 3.4
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= Collection of Rachel Quests
-//= Lost Child Quest:
-//= - End of quest coincides with opening the Sanctuary.
-//= - Variable in use: lost_boy (max 13)
-//= Bruspetti Quest:
-//= - [Aegis conversion]
-//= - Requires friendship quest as a prerequisite.
-//= - Variable in use: rach_vice (max 24)
-//= Ice Necklace Quest:
-//= - iRO uses a different sprite for Urstia, and no cutins.
-//= - Variable in use: ice_necklace_q (max 7)
-//= Sanctuary Quest:
-//= - Actually two quests in one. Donation and dungeon quest.
-//= - Requires 10000 donations before players can start the quest.
-//= - Variable in use: ra_tem_q (max 23) (unset at end)
-//= - Variable in use: Once completed MISC_QUEST bit 8192 is set
-//= - Variable in use: ra_have_donated (0 no/1 yes)
-//= - Variable in use: $rachel_donate (max 10000)
-//===== Additional Comments: =================================
-//= 1.0 First version, needs testing. [L0ne_W0lf]
-//= 1.1 Some slight optimization. [L0ne_W0lf]
-//= 1.2 Fixed Man Stuck in Ice only giving 1 Freezing Snow Powder. [L0ne_W0lf]
-//= 1.3 Added the ability to redeem lottery tickets before donation max is met. [L0ne_W0lf]
-//= 1.4 Removed an erroneous "case". Thanks, Jet. [L0ne_W0lf]
-//= 1.5 Fixed a bug in Bruspetti quest. [SinSloth]
-//= 1.5b Fixed some typos in various quests. [SinSloth]
-//= 1.6 Fixed a couple bugs with the Pope's Office Guards... [L0ne_W0lf]
-//= 1.7 Fixed Maheo, he will revert to his frozen state when clicked. [L0ne_W0lf]
-//= Replaced instances of "+name+", with "+strcharinfo(0)".
-//= 1.8 Various fixes: Hamion will now delete items used for Wind Hammer. [L0ne_W0lf]
-//= Fixed EXP reward in Ice Necklace quest, fixed a typo in an NPC header.
-//= Another minor fix to Hamion. "< 1" -> "< 2". Added a missing close to
-//= the ontouch "key". Thanks to Gepard for pointing them out.
-//= 1.9 Fixed a misorder with variable checkings. [SinSloth]
-//= 2.0 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
-//= 2.1 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
-//= 2.2 Maheo NPC now uses "setnpcdisplay" instead of two NPCs. [L0ne_W0lf]
-//= 2.2a Corrected a Typo error ";;". [Samuray22]
-//= 2.3 Added Zhed's portion of Thor Volcano Base Quest. (euRO) [L0ne_W0lf]
-//= 2.4 Updated Zhed's Thor Vol. Base addition dialog to iRO's. [L0ne_W0lf]
-//= 2.4a Further updates to Zhed's Veins addition. [L0ne_W0lf]
-//= 2.5 Added Nameless Island quest addition. [L0ne_W0lf]
-//= 2.6 Uncommented ontouchNPC label for Man Stuck in Ice. [L0ne_W0lf]
-//= 2.7 Corrected overlaping warp coordinates. [L0ne_W0lf]
-//= 2.8 Replaced effect numerics with constants. [L0ne_W0lf]
-//= 2.9 Replaced effect numerics with constants. [Samuray22]
-//= 3.0 Large reordering of Zhed, and Peace to the Arunafeltz addition. [L0ne_W0lf]
-//= Some more numeric conversion, and some other cleanup.
-//= 3.1 Updated Ice Necklace quest, added missing checks. [L0ne_W0lf]
-//= 3.2 Added missing updates for Peace to the Arunafeltz quest. [L0ne_W0lf]
-//= 3.3 Fixed occurance of PcName. [L0ne_W0lf]
-//= Fixed level 4 ID warps always being usable.
-//= 3.3a Fixed level 4 ID warps again. (Bugreport:4102) [L0ne_W0lf]
-//= 3.4 Added quest log entries for:
-//= - Ice Necklace Quest
-//= - Thor Volcano Base Quest addition.
-//============================================================
-
-// Lost Child Quest (Prerequisite to High Priest quest)
-//============================================================
-ra_in01,384,246,3 script Vincent#ra_in01 47,{
- if (BaseLevel < 60) {
- mes "[Vincent]";
- mes "You're inside Sir Zhed's";
- mes "looking for new employees,";
- mes "I don't think you're suited";
- mes "for this kind of domestic";
- mes "work, brave adventurer.";
- close;
- }
-
- if (lost_boy < 1) {
- mes "[Vincent]";
- mes "I am Vincert, steward of";
- mes "this mansion and faithful";
- mes "servant to its master, Sir";
- mes "Zhed, the most powerful";
- mes "man in all of Arunafeltz.";
- next;
- mes "[Vincent]";
- mes "My master is currently out";
- mes "to attend the High Priest";
- mes "assembly, and has been gone";
- mes "for a few days. I would like to";
- mes "ask you for your help with";
- mes "a problem on his behalf.";
- next;
-
- switch(select("I'm too busy.:Sure, why not?")) {
-
- case 1:
- mes "[Vincent]";
- mes "I understand.";
- mes "I'm sorry that you're";
- mes "too busy at the moment...";
- mes "If you should be available";
- mes "later, then I'd like to ask for";
- mes "your assistance once again.";
- close;
-
- case 2:
- mes "[Vincent]";
- mes "Thank you. You see,";
- mes "the pope awarded Sir Zhed";
- mes "for his great contributions to";
- mes "Arunafeltz with a precious gem.";
- mes "However, this jewel is missing";
- mes "and I need your help to find it.";
- next;
- mes "[Vincent]";
- mes "I don't have any proof, but";
- mes "I suspect it was stolen by";
- mes "Phobe, a servant that";
- mes "disappeared about the same";
- mes "time the gem disappeared.";
- next;
- mes "[Vincent]";
- mes "Please retrieve this gem";
- mes "and find who stole it before";
- mes "Sir Zhed returns and finds";
- mes "out what happened. If you";
- mes "can keep this secret, I'd";
- mes "very much appreciate it.";
- next;
- mes "[Vincent]";
- mes "I believe that you'd want";
- mes "to interrogate Phobe, but";
- mes "he has run away somewhere.";
- mes "You might want to question the";
- mes "other servants of his whereabouts. Thanks again for your help.";
- set lost_boy,1;
- close;
-
- }
-
- }
-
- else if ((lost_boy >= 1) && (lost_boy < 4)) {
- mes "[Vincent]";
- mes "I suggest looking around";
- mes "the mansion and asking the";
- mes "servants for any clues about";
- mes "Phobe's current location.";
- close;
- }
-
- else if ((lost_boy >= 4) && (lost_boy < 7)) {
- mes "[Vincent]";
- mes "We're running out";
- mes "of time... Please find";
- mes "the gem and Phobe";
- mes "as soon as you can.";
- close;
- }
-
- else if (lost_boy == 7) {
- mes "[Vincent]";
- mes "Ah...!";
- mes "H-hello! How are";
- mes "you still, er... That";
- mes "look on your face? Did";
- mes "you happen to find Logan?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "No! I actually got";
- mes "stabbed by Mogan, and";
- mes "then we had a talk. What's";
- mes "the big idea? I come to help";
- mes "you, and you try to have me";
- mes "killed! I want an explanation!";
- next;
- mes "[Vincent]";
- mes "I... Yes, you deserve";
- mes "the truth after wh-what";
- mes "I tried to do to you. First";
- mes "of all, Phobe is my son, but";
- mes "please don't tell anybody!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What?";
- mes "Why, what's";
- mes "the big deal?";
- next;
- mes "[Vincent]";
- mes "There's something of";
- mes "a class system here in";
- mes "Arunafeltz. No one talks";
- mes "about it, but those that";
- mes "immigrated here and built this";
- mes "city are the dominant class.";
- next;
- mes "[Vincent]";
- mes "The native people are";
- mes "second class citizens that";
- mes "are looked down upon by the";
- mes "descendents of the settlers";
- mes "that developed this city. It";
- mes "is a sad, undeniable truth.";
- next;
- mes "[Vincent]";
- mes "The native people typically";
- mes "suffer from lower class status,";
- mes "and usually do the hard, blue";
- mes "collar work in the city. Jenny,";
- mes "Phobe's mother, is one of them.";
- next;
- mes "[Vincent]";
- mes "It's taboo for me to love her,";
- mes "especially since Sir Zhed has";
- mes "taken me under his wing and";
- mes "been like a father to me. If";
- mes "I married her, it'd greatly";
- mes "damage his reputation.";
- next;
- mes "[Vincent]";
- mes "I tried to control my";
- mes "feelings but... Well,";
- mes "Phobe was born. And there's";
- mes "no going back now. We did";
- mes "get secretly married though,";
- mes "and I don't regret that.";
- next;
- mes "[Vincent]";
- mes "Phobe must resent me...";
- mes "I've had to treat him and";
- mes "his mother like slaves";
- mes "in front of other people.";
- mes "I know it's horrible... To be";
- mes "so cold to those you love.";
- next;
- mes "[Vincent]";
- mes "When he ran off with the";
- mes "jewel, I was actually more";
- mes "worried about Phobe than";
- mes "my master's treasure. So...";
- mes "I did what I could to try to";
- mes "get him back: I hired you.";
- next;
- mes "[Vincent]";
- mes "However, once you found";
- mes "Phobe, I planned to have";
- mes "you killed so that we could";
- mes "blame you for the theft. I'm";
- mes "sorry, I know it's wrong, but";
- mes "I was so worried about my boy!";
- next;
- mes "[Vincent]";
- mes "I hope you forgive me...";
- mes "I'll do what I should've";
- mes "done from the beginning...";
- mes "I'll take full responsibility";
- mes "for the gem's theft, and Sir";
- mes "Zhed can do to me what he will.";
- next;
- mes "[Vincent]";
- mes "The gem is very special...";
- mes "Our pope commanded my";
- mes "master to keep the jewel";
- mes "safely, as it has the power";
- mes "to save Arunafeltz and Rachel";
- mes "when the time comes.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "The gem is really that";
- mes "important, huh? Well, you";
- mes "almost had me killed, but";
- mes "since I'm still alive, I guess";
- mes "I can overlook it, you know?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You won't get in trouble";
- mes "if I can find the jewel and";
- mes "Phobe before Sir Zhed";
- mes "returns, so I'll try to find";
- mes "them for you as soon as I can.";
- next;
- mes "[Vincent]";
- mes "You're willing to";
- mes "do that for me? ^333333*Sob*^000000";
- mes "Even after what I've put";
- mes "you through? ^333333*Sniff*^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Eh, I went through all";
- mes "this trouble already, so";
- mes "I might as well finish the";
- mes "job. Besides, Phobe is";
- mes "just a kid, so he's probably";
- mes "hiding somewhere in town.";
- set lost_boy,8;
- close;
- }
-
-
- else if (lost_boy == 8) {
- mes "[Vincent]";
- mes "The gem is very special...";
- mes "Our pope commanded my";
- mes "master to keep the jewel";
- mes "safely, as it has the power";
- mes "to save Arunafeltz and Rachel";
- mes "when the time comes.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "The gem is really that";
- mes "important, huh? Well, you";
- mes "almost had me killed, but";
- mes "since I'm still alive, I guess";
- mes "I can overlook it, you know?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You won't get in trouble";
- mes "if I can find the jewel and";
- mes "Phobe before Sir Zhed";
- mes "returns, so I'll try to find";
- mes "them for you as soon as I can.";
- next;
- mes "[Vincent]";
- mes "You're willing to";
- mes "do that for me? ^333333*Sob*^000000";
- mes "Even after what I've put";
- mes "you through? ^333333*Sniff*^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Eh, I went through all";
- mes "this trouble already, so";
- mes "I might as well finish the";
- mes "job. Besides, Phobe is";
- mes "just a kid, so he's probably";
- mes "hiding somewhere in town...";
- close;
- }
-
-
- else if (lost_boy == 9) {
- mes "[Vincent]";
- mes "You came back!";
- mes "Were you able to";
- mes "find Phobe?! H-how";
- mes "is he? Is he alright?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Huh? Oh yeah, he's";
- mes "just fine. I found Phobe";
- mes "loitering around Freya's";
- mes "Spring. Er, he's not willing";
- mes "to come home yet, but he did";
- mes "give me the gem he stole.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "So... I earned my";
- mes "reward now, right?";
- mes "And no one has to die?";
- next;
- mes "[Vincent]";
- mes "Yes, yes, thank you so";
- mes "much! I'll never forget";
- mes "what you've done for me.";
- mes "Oh, my boy is alright!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "H-hey! Um, take";
- mes "this jewel! You need";
- mes "to return it to wherever";
- mes "it's supposed to go, right?";
- next;
- mes "[Vincent]";
- mes "Oh, yes, I'd better do";
- mes "that. While I return this";
- mes "jewel, would you please";
- mes "tell my wife Jenny that our";
- mes "boy is okay? She's been";
- mes "very worried about him, so...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You want me to tell";
- mes "Jenny about Phobe?";
- mes "Sure, sure, I'll do that.";
- set lost_boy,10;
- close;
- }
-
- else if (lost_boy == 10) {
- mes "[Vincent]";
- mes "Oh! While I return this";
- mes "jewel, would you please";
- mes "tell my wife Jenny that our";
- mes "boy is okay? She's been";
- mes "very worried about him, so...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You want me to tell";
- mes "Jenny about Phobe?";
- mes "Sure, sure, I'll do that.";
- close;
- }
-
- else if (lost_boy == 11) {
- mes "["+strcharinfo(0)+"]";
- mes "I told Jenny that";
- mes "about Phobe, and that";
- mes "the gem was returned...";
- mes "She seemed pretty relieved...";
- next;
- mes "[Vincent]";
- mes "Thank you so much,";
- mes "adventurer. She's such";
- mes "a kind, loving woman, and";
- mes "I hate to see her go through";
- mes "all that torment. I don't deserve";
- mes "such a beautiful woman...";
- next;
- mes "[Vincent]";
- mes "It's very fortunate that";
- mes "you've come to save us...";
- mes "Please drop by the next";
- mes "time that you're in Rachel,";
- mes "and I'll try to help you if I can.";
- next;
- mes "[Vincent]";
- mes "Ah, actually, I have";
- mes "one last favor to ask";
- mes "of you. Would you please";
- mes "bring this note and package";
- mes "to my master? He should still";
- mes "be in the temple right now.";
- next;
- mes "[Vincent]";
- mes "If you ask for High";
- mes "Priest Zhed and mention";
- mes "that I sent you, then he";
- mes "will meet with you.";
- next;
- mes "[Vincent]";
- mes "Now is the time for";
- mes "me to give you your";
- mes "reward. How about that?";
- mes "I don't know what's inside,";
- mes "but I know these items are";
- mes "quite valuable nowadays...";
- getitem 617,1; //Old_Violet_Box
- set lost_boy,12;
- next;
- mes "[Vincent]";
- mes "Ah, and this note is a";
- mes "letter of recommendation";
- mes "that I have written for you.";
- mes "Please deliver it to Sir Zhed";
- mes "as soon as possible. Good bye,";
- mes "and thank you for everything.";
- next;
- mes "^3355FFYou received a letter";
- mes "of recommendation";
- mes "from Vincent.^000000";
- close;
- }
-
- else {
- mes "[Vincent]";
- mes "Thank you for everything";
- mes "that you've done for me";
- mes "and my family. If you ever";
- mes "need help, please don't";
- mes "hesitate to ask me, alright?";
- close;
- }
-
-}
-
-rachel,114,232,3 script Logan#ra_in01 869,{
- if ((lost_boy < 1) || (lost_boy >= 3)) {
- mes "[Logan]";
- mes "I'm just Logan, one";
- mes "of the many servants";
- mes "working here in Sir Zhed's";
- mes "glorious mansion. I've got";
- mes "a lot of work to do, so don't";
- mes "don't distract me, please.";
- close;
- }
-
- else if (lost_boy == 1) {
- mes "["+strcharinfo(0)+"]";
- mes "Excuse me, but do";
- mes "you know man named";
- mes "Phobe by any chance?";
- mes "I heard that he used";
- mes "to work around here.";
- next;
- mes "[Logan]";
- mes "Er, may I ask";
- mes "you are? Why are";
- mes "you looking for him?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Well, I've just been";
- mes "hired to look for him,";
- mes "and I was told that asking";
- mes "the servants around here";
- mes "was a good starting point.";
- next;
- mes "[Logan]";
- mes "Oh, okay. Yeah, Phobe's";
- mes "been missing ever since";
- mes "he left to buy stuff from";
- mes "the market a few days ago.";
- mes "I hope the kid is alright.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Er, kid? Just";
- mes "how old is Phobe?";
- next;
- mes "[Logan]";
- mes "He just turned fifteen.";
- mes "That's all I know about";
- mes "him. Truth be told, I don't";
- mes "know much since I just";
- mes "started working here. Why don't";
- mes "you ask the senior employees?";
- next;
- mes "[Logan]";
- mes "Let's see...";
- mes "You could ask Mr. Manson";
- mes "inside the mansion. He's";
- mes "been working here for a while.";
- set lost_boy,2;
- close;
- }
-
- else if (lost_boy == 2) {
- mes "[Logan]";
- mes "If you want to learn";
- mes "more about Phobe, you'd";
- mes "better ask one of the senior";
- mes "employees since I just started";
- mes "working here. Mr. Manson in";
- mes "the mansion is a good bet.";
- close;
- }
-
-}
-
-ra_in01,372,200,3 script Manson#ra_in01 929,{
- if (lost_boy < 1) {
- mes "[Manson]";
- mes "I am Manson, one of the";
- mes "many servants working here";
- mes "in Sir Zhed's mansion. Er,";
- mes "would you be more careful";
- mes "walking around here? I hate";
- mes "cleaning up after visitors.";
- close;
- }
-
- else if (lost_boy == 1) {
- mes "[Manson]";
- mes "You know, considering";
- mes "that natives like me are";
- mes "looked down upon and";
- mes "are kinda of lower class,";
- mes "I'm really lucky to work for";
- mes "Sir Zhed here in the mansion.";
- close;
- }
-
- else if (lost_boy == 2) {
- mes "["+strcharinfo(0)+"]";
- mes "Excuse me, but do you";
- mes "know a man named Phobe?";
- mes "He's gone missing, so I've";
- mes "been hired to look for him.";
- next;
- mes "[Manson]";
- mes "Ah, so you're the one";
- mes "that Vincent hired, huh?";
- mes "That's good, that's good.";
- mes "I'm pretty sure Phobe is";
- mes "hiding somewhere and";
- mes "just goofing around.";
- next;
- mes "[Manson]";
- mes "I'm sure he can take care";
- mes "of himself, so we won't have";
- mes "to worry too much. Let's see,";
- mes "he asked me if I had any";
- mes "errands to for him to do,";
- mes "so I sent him to the market.";
- next;
- mes "[Manson]";
- mes "That's the last time I saw";
- mes "him. I guess he's using the";
- mes "money I gave him to feed himself";
- mes "while he's run away. He's young,";
- mes "so I can't really blame him.";
- mes "We've all done crazy things~";
- next;
- mes "[Manson]";
- mes "Ah, our gardener Jenny";
- mes "was the one that introduced";
- mes "me to him. She's worked for";
- mes "Sir Zhed for a long time, and";
- mes "she loves kids. I guess she's";
- mes "got a soft spot for Phobe.";
- next;
- mes "[Manson]";
- mes "No one knows who his";
- mes "parents are, so I guess";
- mes "he's an orphan. That's";
- mes "probably why she has him.";
- mes "working with us in the mansion.";
- next;
- mes "[Manson]";
- mes "Jenny has done a lot for";
- mes "that boy. We skipped our";
- mes "usual employment process";
- mes "just for her, you know? And";
- mes "now Jenny and even Vincent";
- mes "are worried about him missing.";
- next;
- mes "[Manson]";
- mes "You know, if you want to";
- mes "know more about that kid,";
- mes "you should talk to Jenny.";
- mes "She's working in the garden";
- mes "now, and she'd appreciate";
- mes "your help in finding Phobe.";
- set lost_boy,3;
- close;
- }
-
- else if (lost_boy == 3) {
- mes "[Manson]";
- mes "You know, if you want to";
- mes "know more about that kid,";
- mes "you should talk to Jenny.";
- mes "She's working in the garden";
- mes "now, and she'd appreciate";
- mes "your help in finding Phobe.";
- close;
- }
-
- else {
- mes "[Manson]";
- mes "Nuts, there's so much";
- mes "work to do! I never seem";
- mes "to get it all done until";
- mes "the very end of the day.";
- mes "Ah well, it's a living.";
- close;
- }
-
-}
-
-rachel,48,237,3 script Jenny#ra_in01 894,{
- if (lost_boy < 3) {
- mes "[Jenny]";
- mes "These grounds are owned by";
- mes "Sir Zhed and are considered";
- mes "private property. Please";
- mes "leave immediately if you";
- mes "haven't been invited!";
- close;
- }
-
- else if (lost_boy == 3) {
- mes "["+strcharinfo(0)+"]";
- mes "Excuse me, but are";
- mes "you Jenny? I've been";
- mes "told by Manson to speak";
- mes "to you if I wanted to learn";
- mes "more about Phobe. You see,";
- mes "Vincent hired me to find him.";
- next;
- mes "[Jenny]";
- mes "Oh! That's wonderful";
- mes "news! Y-yes, I'm Jenny.";
- mes "What did you need to know?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Er, anything you could";
- mes "tell me would be fine.";
- mes "Things like his favorite";
- mes "hangouts might also be";
- mes "helpful for me to investigate.";
- next;
- mes "[Jenny]";
- mes "Phobe is such a good";
- mes "boy. I don't know what";
- mes "kind of trouble he's gotten";
- mes "into this time, but he's";
- mes "really a great kid if you";
- mes "just give him a chance.";
- next;
- mes "[Jenny]";
- mes "Oh... Vincent must";
- mes "also be--I'm-I'm very";
- mes "glad that he's hired";
- mes "you. But as for places";
- mes "he might be found, I'm";
- mes "not sure if I know.";
- next;
- mes "[Jenny]";
- mes "Have you tried the";
- mes "market? That's where";
- mes "he was last seen, wasn't it?";
- mes "Maybe they have some idea";
- mes "of where he was going?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Oh... That's a good idea.";
- mes "Alright, I guess I can go";
- mes "to the market and ask around.";
- set lost_boy,4;
- close;
- }
-
- else if ((lost_boy >= 3) && (lost_boy < 6)) {
- mes "[Jenny]";
- mes "Please find Phobe,";
- mes "and bring him back";
- mes "safely as soon as you";
- mes "can! I can't help but worry";
- mes "about that boy, you know?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I'll do my best";
- mes "First, I guess I should ask";
- mes "around the market where";
- mes "Phobe was last seen.";
- close;
- }
-
- else if (lost_boy == 6) {
- mes "[Jenny]";
- mes "Please find Phobe,";
- mes "and bring him back";
- mes "safely as soon as you";
- mes "can! I can't help but worry";
- mes "about that boy, you know?";
- close;
- }
-
- else if ((lost_boy > 6) && (lost_boy < 11)) {
- mes "[Jenny]";
- mes "Oh! You're back!";
- mes "Did you find Phobe?";
- next;
- if (lost_boy == 7) {
- mes "["+strcharinfo(0)+"]";
- mes "Actually... Uh...";
- mes "I have something very";
- mes "important to discuss";
- mes "with Vincent first.";
- }
-
- else if (lost_boy == 8) {
- mes "["+strcharinfo(0)+"]";
- mes "Actually... Uh...";
- mes "Not just yet. But I'm";
- mes "following a really good";
- mes "lead! Don't worry, I'll";
- mes "find him soon, I promise.";
- }
-
- else if (lost_boy == 9) {
- mes "["+strcharinfo(0)+"]";
- mes "Actually... Uh...";
- mes "I should report to";
- mes "Vincent first and return";
- mes "this jewel, but I'll deliver";
- mes "some good news soon,";
- mes "I promise. Se eyou later~";
- }
-
- else if (lost_boy == 10) {
- mes "["+strcharinfo(0)+"]";
- mes "Yes, he's fine, just";
- mes "hanging around the south";
- mes "side of town. He's safe,";
- mes "but he's not willing to";
- mes "come home just right now.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "The jewel's been returned,";
- mes "so everything should be fine";
- mes "now. Also, Vincent explained";
- mes "everything to me. You know,";
- mes "how you, him, and Phobe";
- mes "are all related, so...";
- next;
- mes "[Jenny]";
- mes "Oh! Oh, I see. He told";
- mes "you our secret? Well,";
- mes "I guess we can trust you.";
- mes "Mostly, I'm just relieved";
- mes "that my son is alright, and";
- mes "that he won't get in trouble.";
- next;
- mes "[Jenny]";
- mes "Anyway, even though Phobe";
- mes "is being pretty stubborn,";
- mes "I'm sure he'll come back";
- mes "soon. As he grows up, I think";
- mes "he'll understand his father's";
- mes "position a little bit better.";
- next;
- mes "[Jenny]";
- mes "I hope so. Although";
- mes "it's been very hard for";
- mes "all three of us to live";
- mes "this way, I couldn't be";
- mes "happier. Thank you for";
- mes "all of your help, adventurer~";
- set lost_boy,11;
- }
-
- close;
- }
-
- else if ((lost_boy > 10) && (lost_boy < 13)) {
- mes "[Jenny]";
- mes "Thank you so much for";
- mes "finding my son. If there's";
- mes "anything I can ever do for";
- mes "you, please let me know.";
- mes "You don't know how grateful";
- mes "I am to you as a mother...";
- close;
- }
-
- end;
-
-}
-
-rachel,138,73,5 script Idle Merchant#ra_in01 85,{
- if ((lost_boy < 4) || (lost_boy >= 6)) {
- mes "[Idle Merchant]";
- mes "Man! Business is going";
- mes "sooo slooow right now!";
- mes "Well, no point standing";
- mes "around this dump much";
- mes "longer. Maybe I should";
- mes "pack it up and go home.";
- close;
- }
-
- else if (lost_boy == 4) {
- mes "["+strcharinfo(0)+"]";
- mes "Excuse me?";
- mes "Hello? Sir?";
- next;
- mes "[Idle Merchant]";
- mes "Finally! A customer!";
- mes "I knew someone would come";
- mes "eventually! So whaddya want";
- mes "to buy? I got all sorts of";
- mes "handy little knickknacks~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Sorry, not interested.";
- mes "I just wanted to ask if";
- mes "you've seen a boy around";
- mes "here that's about fifteen";
- mes "years old. He supposedly";
- mes "ran away from home, so.";
- next;
- mes "[Idle Merchant]";
- mes "Fifteen? My own son is";
- mes "that age... I'm sorry, but";
- mes "I haven't seen any lads that";
- mes "age around here in the past";
- mes "few days. Though, you might";
- mes "want to ask the other merchants.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Cool. Thanks a lot.";
- next;
- mes "[Idle Merchant]";
- mes "Alright, then!";
- mes "Good luck bringing that";
- mes "boy home! Oh, and are you";
- mes "sure that you don't want";
- mes "to take a look around?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Er, what exactly do";
- mes "you sell here? I can't";
- mes "recognize any of these";
- mes "goods that you're selling.";
- next;
- mes "[Idle Merchant]";
- mes "You know how some restaurants";
- mes "offer dishes with mock meat";
- mes "made out of vegetables and";
- mes "stuff like wheat gluten, right?";
- next;
- mes "[Idle Merchant]";
- mes "Get this: mock vegetables";
- mes "made out of pure meat! Now";
- mes "how's that for the best of both";
- mes "worlds? Yeah? Yeah? Here,";
- mes "why don't you try a sample?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What the?!";
- mes "No way in hell am";
- mes "I putting that in my";
- mes "mouth! What the heck";
- mes "is that supposed to be?";
- next;
- mes "[Idle Merchant]";
- mes "It's the world's";
- mes "first zucchini...";
- mes "Made completely out";
- mes "of Grade A Sirloin Steak!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "No no no! I've got to";
- mes "go and ask those other";
- mes "merchants about that";
- mes "missing boy. Er, but";
- mes "good luck selling that.";
- set lost_boy,5;
- close;
- }
-
- else if (lost_boy >= 5) {
- mes "["+strcharinfo(0)+"]";
- mes "(^333333I better ask the other";
- mes "merchants around here if";
- mes "they've seen that boy. I'm";
- mes "wasting my time talking to";
- mes "this crazy merchant and his";
- mes "ridiculous mock vegetables.^000000)";
- close;
- }
-
-}
-
-rachel,120,47,3 script Idle Merchant#ra_in01_2 85,{
- if ((lost_boy < 5) || (lost_boy > 6)) {
- mes "[Idle Merchant]";
- mes "I'm thinking of quitting";
- mes "this business... No one";
- mes "to seems to want whatever";
- mes "I'm selling! I definitely can't";
- mes "make a living like this.";
- close;
- }
-
- else if (lost_boy == 5) {
- mes "["+strcharinfo(0)+"]";
- mes "Excuse me,";
- mes "um... Hello?";
- next;
- mes "[Idle Merchant]";
- mes "Oh! Welcome to my shop!";
- mes "How can I help you today?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Actually, I'm not";
- mes "here to buy anything...";
- mes "I'm looking for a boy";
- mes "named Phobe that was";
- mes "here a few days ago.";
- mes "Have you seen him?";
- next;
- mes "[Idle Merchant]";
- mes "Oh! Yeah, last night,";
- mes "some guy asked me to tell";
- mes "anyone looking for this guy";
- mes "named Phobe to give you";
- mes "a message. Basically, he wants";
- mes "you to come to the ''ice cave.''";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Who asked you to tell";
- mes "me that? How did he know";
- mes "that I'd come over here?";
- mes "Does he know where Phobe";
- mes "is? I-Is Phobe alright?";
- next;
- mes "[Idle Merchant]";
- mes "No clue. I told you all";
- mes "I know. Let's see, his";
- mes "name was... Nogan?";
- mes "Rogan? Something";
- mes "like that. That's";
- mes "all I know, honest.";
- next;
- mes "[Idle Merchant]";
- mes "So the kid's missing,";
- mes "huh? Good luck finding";
- mes "him. Oh, and be careful";
- mes "in that ice cave. That place";
- mes "can be plenty dangerous.";
- set lost_boy,6;
- close;
- }
-
- else if (lost_boy == 6) {
- mes "[Idle Merchant]";
- mes "So yeah, last night,";
- mes "some guy asked me to tell";
- mes "anyone looking for this guy";
- mes "named Phobe to give you";
- mes "a message. Basically, he wants";
- mes "you to come to the ''ice cave.''";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Who asked you to tell";
- mes "me that? How did he know";
- mes "that I'd come over here?";
- mes "Does he know where Phobe";
- mes "is? I-Is Phobe alright?";
- next;
- mes "[Idle Merchant]";
- mes "No clue. I told you all";
- mes "I know. Let's see, his";
- mes "name was... Nogan?";
- mes "Rogan? Something";
- mes "like that. That's";
- mes "all I know, honest.";
- next;
- mes "[Idle Merchant]";
- mes "So the kid's missing,";
- mes "huh? Good luck finding";
- mes "him. Oh, and be careful";
- mes "in that ice cave. That place";
- mes "can be plenty dangerous.";
- close;
- }
-
-
-}
-
-ra_fild01,245,325,3 script Suspicious Man#ra_in01 934,{
- if ((lost_boy < 6) || (lost_boy > 7)) {
- mes "[Suspicious Man]";
- mes "Th-there's not enough";
- mes "air here, it's so stuffy!";
- mes "Hey, get away! You're";
- mes "wasting all of my";
- mes "precious oxygen!";
- close;
- }
-
- if (lost_boy == 6) {
- mes "["+strcharinfo(0)+"]";
- mes "Excuse me, but do you";
- mes "know a man named";
- mes "Rogan? I'm here to--";
- next;
- mes "[Suspicious Man]";
- mes "Hah! I had no idea";
- mes "it'd be this simple!";
- mes "Easiest money I've";
- mes "ever made! Bwahahaha!";
- mes "Time for you to die, kid!";
- next;
- mes "[Suspicious Man]";
- mes "Hyah!";
- percentheal -50,0;
- next;
- mes "^3355FFThis suspicious man";
- mes "wounded you with a throwing";
- mes "dagger, and then threw another";
- mes "one that you managed to dodge.";
- mes "You quickly retaliate to keep";
- mes "him from further harming you.^000000";
- next;
- mes "[Suspicious Man]";
- mes "Argh! I...";
- mes "I guess I underestimated";
- mes "you! You're a lot stronger";
- mes "than when you're taken by";
- mes "surprise, adventurer!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hey, who the hell are";
- mes "you?! Are you Rogan?";
- mes "Are you the one that";
- mes "kidnapped Phobe?";
- next;
- mes "[Suspicious Man]";
- mes "What th--? I didn't";
- mes "kidnap nobody! I don't";
- mes "know any Phobe! I was";
- mes "just hired to kill you and";
- mes "bring your body to my client.";
- mes "This wasn't what I expected.";
- next;
- mes "[Suspicious Man]";
- mes "Vincent's instructions";
- mes "were to kill anyone that";
- mes "asked about Rogan, some";
- mes "name he made up. My name";
- mes "is Mogan. Gosh... I thought";
- mes "you were a really bad guy.";
- next;
- mes "[Mogan]";
- mes "Hey, set me straight";
- mes "here. Did you steal";
- mes "something really";
- mes "valuable, like some";
- mes "red jewel or something?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Huh? No! Vincent actually";
- mes "sent me to look for the guy";
- mes "that stole that jewel, and";
- mes "to retrieve it for him!";
- next;
- mes "[Mogan]";
- mes "It looks like he set";
- mes "us up, dude. That's...";
- mes "That's really low. Sorry,";
- mes "if I had known, I wouldn't";
- mes "have done it. Why would";
- mes "he manipulate us like that?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I don't know...";
- mes "I'm going to talk";
- mes "to Vincent and make";
- mes "him explain everything.";
- set lost_boy,7;
- close;
- }
-
- else if (lost_boy == 7) {
- mes "[Mogan]";
- mes "It looks like he set";
- mes "us up, dude. That's...";
- mes "That's really low. Sorry,";
- mes "if I had known, I wouldn't";
- mes "have done it. Why would";
- mes "he manipulate us like that?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I don't know...";
- mes "I'm going to talk";
- mes "to Vincent and make";
- mes "him explain everything.";
- close;
- }
-
-}
-
-rachel,263,32,3 script Kid#ra_in01 931,{
- if (lost_boy < 7) {
- mes "[Kid]";
- mes "Leave me alone!";
- close;
- }
-
- else if (lost_boy == 8) {
- mes "^3355FFYou catch a shining";
- mes "glint from this boy's";
- mes "back pocket. Perhaps he";
- mes "has the jewel that Vincent";
- mes "wants you to retrieve.^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hey, you.";
- mes "You must be";
- mes "Phobe, right?";
- next;
- mes "[Kid]";
- mes "Yeah?";
- mes "So what?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Your father sent";
- mes "me here to find you.";
- next;
- mes "[Phobe]";
- mes "No! Don't touch me!";
- mes "I have no father!";
- mes "H-he's dead to me!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Well, in any case, I need";
- mes "to return the jewel that";
- mes "you're hiding in your pocket.";
- mes "I know that it really belongs";
- mes "to Sir Zhed. If I don't, then";
- mes "your father will be in trouble.";
- next;
- mes "[Phobe]";
- mes "Hah! You mean ''Mister";
- mes "Vincent!'' That's fine";
- mes "by me! That's exactly";
- mes "why I took this thing!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Oh, yeah? How do you";
- mes "think Ms. Jenny will";
- mes "feel? Do you think";
- mes "that she'll be happy";
- mes "hearing about this?";
- next;
- mes "[Phobe]";
- mes "..............................";
- mes "...So you know about";
- mes "our family secret, huh?";
- mes "Alright, I'll give this to";
- mes "you. But I'm doing this for";
- mes "my mom, and not for him!";
- next;
- mes "^3355FFPhobe gingerly pulls";
- mes "the shining red jewel";
- mes "from his pocket and";
- mes "reluctantly hands it to you.^000000";
- next;
- mes "[Phobe]";
- mes "Just so you know,";
- mes "I don't plan on going";
- mes "back home! Well, just";
- mes "not this second anyway.";
- mes "But let my mom know that";
- mes "I'm fine and not to worry.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Alright, I'll tell your mom";
- mes "But you should be getting";
- mes "back to them soon. Your";
- mes "father took a really big";
- mes "risk covering up for you.";
- next;
- mes "[Phobe]";
- mes "Hmpf! I...";
- mes "I don't care!";
- next;
- mes "^3355FFIt doesn't look like";
- mes "you can force Phobe to";
- mes "return home for now, so";
- mes "you should bring this red";
- mes "jewel back to Vincent.^000000";
- set lost_boy,9;
- close;
- }
-
- else if (lost_boy == 9) {
- mes "[Phobe]";
- mes "I... I'm not ready";
- mes "to go back home just";
- mes "fine, and let Mister Vincent";
- mes "know that I'm not sorry";
- mes "for what I did, okay?!";
- next;
- mes "^3355FFIt doesn't look like";
- mes "you can force Phobe to";
- mes "return home for now, so";
- mes "you should bring this red";
- mes "jewel back to Vincent.^000000";
- close;
- }
-
- else {
- mes "["+strcharinfo(0)+"]";
- mes "You know, you should";
- mes "quit making trouble and";
- mes "listen to your parents.";
- next;
- mes "[Phobe]";
- mes "You're not the boss";
- mes "of me! Mind your own";
- mes "business! Jeez louise!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I can't mind my own";
- mes "business if your actions";
- mes "are causing this much trouble";
- mes "to so many other people! You";
- mes "need to act more responsibly!";
- next;
- mes "[Phobe]";
- mes "Mmmrrrr...";
- mes "Gosh... Fine.";
- close;
- }
-
-}
-
-//End of Lost Child quest
-//============================================================
-
-//Bruspetti Quest (Perequisite: Lighthalzen "Friendship" quest)
-//============================================================
-ra_in01,235,194,5 script Katinshuell 931,{
- if (rach_vice > 21) {
- mes "[Katinshuell]";
- mes "If I had only turned";
- mes "myself in... Maybe if I had";
- mes "made an effort to pay for";
- mes "my crime, me and Bruspetti";
- mes "could have had a chance...";
- close;
- }
-
- else if ((rach_vice == 21) && (countitem(1201) > 0)) {
- mes "[Katinshuell]";
- mes "Please... Please just";
- mes "leave me alone. I've lost";
- mes "the woman I love because";
- mes "of something stupid I did";
- mes "in the past. If you want to";
- mes "turn me in, go ahead...";
- delitem 1201,1; //Knife
- set rach_vice,22;
- close;
- }
-
- else if (rach_vice == 21) {
- mes "[Katinshuell]";
- mes "I suppose it's my";
- mes "fate to bear this guilt.";
- mes "It's already destroyed my";
- mes "best chance of ever being";
- mes "truly happy. Bruspetti...";
- close;
- }
-
- else if ((rach_vice == 20) && (countitem(1201) > 0)) {
- mes "[Katinshuell]";
- mes "I suppose there's";
- mes "no reason to hide";
- mes "anything anymore...";
- mes "You've probably figured";
- mes "the important stuff by now...";
- next;
- mes "[Katinshuell]";
- mes "I used to work as one";
- mes "of the security guards in";
- mes "Lighthalzen. We basically";
- mes "watched the border between";
- mes "the rich area and the slums.";
- next;
- mes "[Katinshuell]";
- mes "I actually was ordered";
- mes "to kill someone that was";
- mes "repeatedly moving between";
- mes "the slums and the rich area.";
- mes "He was a wealthy kid...";
- mes "Didn't really deserve it.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "......";
- mes ".........";
- next;
- mes "[Katinshuell]";
- mes "I was paid a lot of money";
- mes "to do it. At first, I thought";
- mes "I was just doing my job. You";
- mes "know, I mean, the law was on";
- mes "my side. But the boy's blood";
- mes "wouldn't wash off my hands...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "......";
- mes ".........";
- next;
- mes "[Katinshuell]";
- mes "I was scared to kill him,";
- mes "but once I did it, the guilt";
- mes "and the torment has been";
- mes "unbearable! I haven't been";
- mes "able to sleep... That's why";
- mes "I had to leave Lighthalzen.";
- set rach_vice,21;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "......";
- mes ".........";
- next;
- mes "[Katinshuell]";
- mes "Bruspetti shocked me when";
- mes "she had learned about what";
- mes "I did back then. My one true";
- mes "love... She couldn't bear the";
- mes "truth. When she heard it from";
- mes "my own lips, she went mad...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "......";
- mes ".........";
- next;
- mes "[Katinshuell]";
- mes "I couldn't stop her...";
- mes "I struggled, and tried to";
- mes "save her, but she managed";
- mes "to drown herself in Freya's";
- mes "Spring. She's gone from my";
- mes "life. Just like that. Forever.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "......";
- mes ".........";
- next;
- mes "[Katinshuell]";
- mes "I came here after";
- mes "killing a man to start";
- mes "a new life, maybe get";
- mes "a clean slate, but I end up";
- mes "indirectly killing the woman";
- mes "I love. Why God?! Why?!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "......";
- mes ".........";
- next;
- mes "[Katinshuell]";
- mes "Are you happy now?";
- mes "Are you happy now that?";
- mes "I've told you the truth?";
- mes "Doesn't that make me and";
- mes "you feel so much better?!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "......";
- mes ".........";
- next;
- mes "[Katinshuell]";
- mes "...............................";
- mes "God! My life sucks!";
- close;
- }
-
- else if (rach_vice == 21) {
- mes "[Katinshuell]";
- mes "^333333*Pant pant*^000000";
- mes "After all this";
- mes "time... I thought";
- mes "I could run away...";
- mes "But the voices still";
- mes "h-haunt me... Ha ha ha...";
- close;
- }
-
- else if ((rach_vice == 20) && (countitem(1201) > 0)) {
- mes "[Katinshuell]";
- mes "I...";
- mes "I don't deserve this!";
- mes "Why do you keep hounding";
- mes "me with these questions?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Did... Did something";
- mes "happen when Bruspetti";
- mes "confronted you at Freya's";
- mes "Spring? What did exactly";
- mes "did she learn about";
- mes "you in Lighthalzen?";
- next;
- mes "[Katinshuell]";
- mes "I... I don't have";
- mes "to tell you anything!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "How can you say that?!";
- mes "I just read in Bruspetti's";
- mes "diary that she learned";
- mes "something horrible about";
- mes "you, and it involved a";
- mes "Knife... just like this one.";
- next;
- mes "[Katinshuell]";
- mes ".........!";
- mes ".............";
- mes "NOoo! I'm sorry, it's";
- mes "my fault! I was desperate!";
- mes "You don't understand how";
- mes "I used to live, you d-don't--!";
- set rach_vice,21;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Huh...?";
- mes "Mr. Katinshuell?";
- close;
- }
-
- else if ((rach_vice == 19) || (rach_vice == 20)) {
- mes "[Katinshuell]";
- mes "I...";
- mes "I don't deserve this!";
- mes "Why do you keep hounding";
- mes "me with these questions?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Did... Did something";
- mes "happen when Bruspetti";
- mes "confronted you at Freya's";
- mes "Spring? What did exactly";
- mes "did she learn about";
- mes "you in Lighthalzen?";
- next;
- mes "[Katinshuell]";
- mes "I... I don't have";
- mes "to tell you anything!";
- set rach_vice,20;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "(^333333He's still resisting";
- mes "me... How can I get";
- mes "him to reveal the truth?^000000)";
- close;
- }
-
- else if (rach_vice == 18) {
- mes "[" + strcharinfo(0) + "]";
- mes "Let's see...";
- mes "Oh this entry looks";
- mes "interesting. It's all";
- mes "about you, Katinshuell.";
- next;
- mes "- Date: OOXX -";
- mes "I'm so in love with him,";
- mes "but he always changes the";
- mes "subject whenever I ask him";
- mes "personal questions about his";
- mes "past. Could it be that he's";
- mes "hiding something from me?";
- next;
- mes "- Date: OOXX -";
- mes "Is it another woman?";
- mes "I can't help but feel";
- mes "jealous! I need to know.";
- mes "That's why I've decided to";
- mes "go to Lighthalzen and see";
- mes "what I can find out.";
- next;
- mes "- Date: OOXO -";
- mes "Dear Diary,";
- mes "Today I just learned";
- mes "the horrible truth... I need";
- mes "to make him confess it to";
- mes "me. I hope we can still be";
- mes "together after all of this...";
- next;
- mes "- Date: OOXO -";
- mes "But I don't know if";
- mes "I can live with this!";
- mes "The man I love... It's";
- mes "unthinkable that he'd";
- mes "use a Knife t-to... I just";
- mes "want to throw up.";
- next;
- mes "- Date: OOXO -";
- mes "I'm planning to meet him";
- mes "tomorrow at Freya's Spring.";
- mes "I can't help but look at him";
- mes "differently now, but still...";
- mes "He's the man I truly love.";
- next;
- mes "- Date: OOXO -";
- mes "I hope that I have";
- mes "good news the next";
- mes "time I write in this diary...";
- mes "Well, here's hoping.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Well, that was";
- mes "the very last page...";
- mes "What happened when";
- mes "Bruspetti confronted";
- mes "you at Freya's Spring?";
- set rach_vice,19;
- next;
- mes "[Katinshuell]";
- mes ".........";
- mes "I... I...";
- mes ".........";
- close;
- }
-
- else if (rach_vice == 17) {
- mes "[Katinshuell]";
- mes "Damn it! I don't want to";
- mes "think about her anymore!";
- mes "Get away from me, and take";
- mes "Bruspetti's diary with you!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "What?! No way, not after";
- mes "that little outburst about";
- mes "killing or not killing Bruspetti!";
- mes "Fine, if you're not going to";
- mes "talk, then I'm going to flip";
- mes "through this diary for answers.";
- set rach_vice,18;
- close;
- }
-
- else if (rach_vice == 16) {
- mes "[Katinshuell]";
- mes "Ha ha ha...";
- mes "Is this some sort";
- mes "of interrogation?";
- mes "I-I've done nothing";
- mes "wrong! Go ahead,";
- mes "ask me anything!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Alright then, why";
- mes "don't you explain this?";
- next;
- switch(select("Mr. Shendar's House:Lighthalzen:Freya's Spring:Bruspetti")) {
- case 1:
- mes "[" + strcharinfo(0) + "]";
- mes "Mr. Shendar, Bruspetti's";
- mes "father, says that someone";
- mes "has been sneaking into his";
- mes "house for some reason.";
- mes "Now, why would you do that?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "You recognized";
- mes "Bruspetti's diary";
- mes "pretty quickly...";
- mes "And you did mention";
- mes "you were looking for it.";
- next;
- mes "[Katinshuell]";
- mes "Hmpf! S-stop";
- mes "talking crazy talk!";
- mes "I don't know what";
- mes "you're talking about!";
- close;
-
- case 2:
- mes "[" + strcharinfo(0) + "]";
- mes "You know, I found out";
- mes "that Bruspetti was planning";
- mes "on going to Lighthalzen.";
- mes "It seems that she needed";
- mes "to learn something really";
- mes "important over there...";
- next;
- mes "[Katinshuell]";
- mes "No...!";
- mes "She couldn't have...!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Alright. It's no use";
- mes "pretending that you don't";
- mes "know her. You were her";
- mes "boyfriend, weren't you?";
- mes "What would she be trying";
- mes "to find in Lighthalzen?";
- next;
- mes "[Katinshuell]";
- mes "No! No no no!";
- mes "Shut up! Shut up!";
- mes "Please! Just leave";
- mes "me alone! Get away";
- mes "from me right now!";
- next;
- switch(select("Mr. Shendar's House:Freya's Spring:Recent Break-up")) {
- case 1:
- mes "[" + strcharinfo(0) + "]";
- mes "So while she was away";
- mes "in Lighthalzen, you snuck";
- mes "in Mr. Shendar's house and--";
- next;
- mes "[Katinshuell]";
- mes "Y-yes! Yes, that's right!";
- mes "It's because I was so worried";
- mes "about her! I had no idea that";
- mes "she went all the way over to";
- mes "Lighthalzen! Ha ha! Ha ha!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "...............................";
- mes "(^333333Nuts! I think that";
- mes "backfired, so I'm going";
- mes "to have to try this again.)^000000";
- close;
-
- case 2:
- mes "[" + strcharinfo(0) + "]";
- mes "So while she was away";
- mes "in Lighthalzen, you went";
- mes "to Freya's Spring, all";
- mes "by yourself, didn't you?!";
- next;
- mes "[Katinshuell]";
- mes "......";
- mes ".........";
- mes "Um? ...Yes.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "...............................";
- mes "(^333333Nuts! I think that";
- mes "backfired, so I'm going";
- mes "to have to try this again.)^000000";
- close;
-
- case 3:
- mes "[" + strcharinfo(0) + "]";
- mes "Wait a second! Your break-up";
- mes "and Bruspetti's sudden need";
- mes "to investigate something in";
- mes "Lighthalzen... They're related";
- mes "somehow, aren't they?";
- next;
- mes "[Katinshuell]";
- mes "......";
- mes ".........";
- mes "No! It's not true!";
- next;
- mes "[" + strcharinfo(0) + "]";
- next;
- switch(select("Mr. Shendar's house:Freya's Spring")) {
- case 1:
- mes "[" + strcharinfo(0) + "]";
- mes "So while she was away";
- mes "in Lighthalzen, you snuck";
- mes "in Mr. Shendar's house and--";
- next;
- mes "[Katinshuell]";
- mes "Y-yes! Yes, that's right!";
- mes "It's because I was so worried";
- mes "about her! I had no idea that";
- mes "she went all the way over to";
- mes "Lighthalzen! Ha ha! Ha ha!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "...............................";
- mes "(^333333Nuts! I think that";
- mes "backfired, so I'm going";
- mes "to have to try this again.)^000000";
- close;
-
- case 2:
- mes "[" + strcharinfo(0) + "]";
- mes "Hmm... Why are you";
- mes "always hanging out at";
- mes "Freya's Spring alone?";
- mes "And why has Bruspetti";
- mes "not returned home yet?";
- next;
- mes "[Katinshuell]";
- mes "...Will you stop talking nonsense?";
- mes "What is your evidence to convict me with the crime?";
- mes "I don't wish to hear you any longer.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Even after you killed Bruspetti,";
- mes "you became worried about another possibility.";
- mes "So you were plotting to get rid of the possibility, too.";
- next;
- set rach_vice,17;
- mes "[Katinshuell]";
- mes "No! Stop it! Stop!";
- mes "Are you implying that";
- mes "I killed her?! I didn't!";
- mes "Quit this nonsense";
- mes "before I get really angry!";
- close;
- }
-
- }
-
- case 3:
- mes "[" + strcharinfo(0) + "]";
- mes "Freya's Spring.";
- mes "Why are you always";
- mes "hanging around there";
- mes "by yourself, eh?";
- next;
- mes "[Katinshuell]";
- mes "...............................";
- mes "It's because I really";
- mes "miss my ex-girlfriend.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Oh. Right.";
- mes "That's a pretty";
- mes "good reason.";
- close;
-
- case 4:
- mes "[" + strcharinfo(0) + "]";
- mes "If Bruspetti is not";
- mes "your girlfriend, then...";
- mes "Who is?! Answer that!";
- next;
- mes "[Katinshuell]";
- mes "...............................";
- mes "Fine, fine. You win.";
- mes "She was my ex-girlfriend.";
- mes "I just don't like talking";
- mes "about Bruspetti, that's all.";
- mes "Now will you leave me alone?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "(^333333Nuts! He wasn't supposed";
- mes "to cave in like that! I need";
- mes "to question him again until";
- mes "my gut feeling is satisfied!^000000)";
- close;
-
- }
-
- }
-
- else if ((rach_vice == 15) && (countitem(7571))) {
- mes "[Katinshuell]";
- mes "Oh, it's you again.";
- mes "What do you want now?";
- mes "I just told you that I'm not";
- mes "in the mood for talking with";
- mes "anyone. I'm still coping with";
- mes "breaking up with my girlfriend.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Katinshuell... I get the";
- mes "feeling that you're hiding";
- mes "something. By any chance,";
- mes "was Bruspetti your girlfriend?";
- next;
- mes "[Katinshuell]";
- mes "Huh?! Er, wh-wh-what?";
- mes "What makes you think that?";
- mes "That's none of your business!";
- mes "Besides, don't you think that";
- mes "a girl like her is too good";
- mes "for some guy like me?!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I don't have any real";
- mes "reason to suspect you of";
- mes "anything, but my gut feeling";
- mes "and the way you reacted isn't";
- mes "very reassuring. Well, I guess";
- mes "I can flip through this book...";
- next;
- mes "[Katinshuell]";
- mes "Hey! Hey that's...";
- mes "That's Bruspetti's diary!";
- mes "I-I've been looking for-- um...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Hey! How would you";
- mes "know about that?!";
- mes "Tell me the truth!";
- mes "Actually, you know what?";
- mes "Why don't we look at the";
- mes "truth together? How's that?";
- next;
- mes "^3355FFYou nonchalantly";
- mes "toss the diary at";
- mes "Katinshuell's feet,";
- mes "and it opens to one of";
- mes "the pages in the middle.^000000";
- next;
- mes "[Katinshuell]";
- mes "......!";
- set rach_vice,16;
- delitem 7571,1; //Blue_Diary
- close;
- }
-
- else if ((rach_vice == 10) || (rach_vice == 11)) {
- mes "[Katinshuell]";
- mes "Argh! I'm so depressed.";
- mes "Honestly, I just want to";
- mes "be left by myself for a really";
- mes "long time. What the heck do you";
- mes "want to ask me about, anyway?";
- next;
- input .@input$;
- if (.@input$ == "Lighthalzen") {
- mes "[Katinshuell]";
- mes "Lighthalzen...?";
- mes "a city in the Schwaltzvalt";
- mes "Republic. That, and it's";
- mes "a tough place to live in.";
- mes "That's all I really know...";
- next;
- }
- else if (.@input$ == "Bruspetti") {
- mes "[Katinshuell]";
- mes "...It's been a while";
- mes "since I heard that name.";
- mes "Bruspetti... She's pretty";
- mes "popular around this town...";
- mes "Everyone liked her. Is that";
- mes "all you wanted to know?";
- next;
- }
- else if (.@input$ == "Freya's Spring") {
- mes "[Katinshuell]";
- mes "Freya's Spring...";
- mes "That's just a park";
- mes "where old people and";
- mes "couples sort of hang out.";
- mes "I don't like going there,";
- mes "though. You shouldn't, either.";
- next;
- }
- else {
- mes "[Katinshuell]";
- mes "..." + .@input$ + "?";
- mes "What? I don't understand you...";
- close;
- }
- set rach_vice,11;
- mes "[Katinshuell]";
- mes "You happy, now?";
- mes "Quit trying to pry into";
- mes "my personal business,";
- mes "and just enjoy touring this";
- mes "little town. That's what";
- mes "you came to do, right?";
- close;
- }
-
- else if (rach_vice == 4) {
- mes "[Katinshuell]";
- mes "Uh... ";
- mes "I just told you that I broke";
- mes "up with my girlfriend. You";
- mes "know, I kinda sorta wanna";
- mes "be left alone. Go away...";
- close;
- }
-
- else if (rach_vice == 3) {
- set rach_vice,4;
- mes "[Katinshuell]";
- mes "Eh? Oh, it's one of you";
- mes "guys, those do-gooder";
- mes "adventurers. You must not";
- mes "have anything else to do...";
- mes "Otherwise, why talk to me?";
- next;
- mes "[Katinshuell]";
- mes "Geez... I know you guys go";
- mes "around solving problems,";
- mes "but this is one thing you";
- mes "can't handle. Me and my";
- mes "girlfriend are history now.";
- mes "It's over between us.";
- close;
- }
-
- else if (rach_vice == 2) {
- mes "[Katinshuell]";
- mes "You're an adventurer,";
- mes "so I don't think you'd ";
- mes "understand how difficult";
- mes "it is to live a quiet, peaceful";
- mes "life. When you've lived through";
- mes "certain things, it's tough.";
- next;
- mes "[Katinshuell]";
- mes "When you're busy, you're";
- mes "distracted. But even if I'm";
- mes "left all alone, these thoughts";
- mes "of mine never cease to haunt me...";
- close;
- }
-
- else if (rach_vice == 1) {
- mes "[Katinshuell]";
- mes "You're an adventurer,";
- mes "so I don't think you'd ";
- mes "understand how difficult";
- mes "it is to live a quiet, peaceful";
- mes "life. When you've lived through";
- mes "certain things, it's tough.";
- next;
- mes "[Katinshuell]";
- mes "When you're busy, you're";
- mes "distracted. But even if I'm";
- mes "left all alone, these thoughts of mine never cease to haunt me...";
- close;
- }
-
- else if (rach_vice == 0) {
- mes "[Katinshuell]";
- mes "You're an adventurer,";
- mes "so I don't think you'd ";
- mes "understand how difficult";
- mes "it is to live a quiet, peaceful";
- mes "life. When you've lived through";
- mes "certain things, it's tough.";
- next;
- mes "[Katinshuell]";
- mes "I don't need any more";
- mes "excitement in my life.";
- mes "I just want to live quietly,";
- mes "away from other people,";
- mes "and to be left all alone for";
- mes "some semblance of peace.";
- if (friendship > 10) set rach_vice,1;
- close;
- }
- mes "[Katinshuell]";
- mes "Do you believe in karma?";
- mes "I do... No matter what you";
- mes "do, even if you don't get";
- mes "caught, somehow it just";
- mes "catches up to you.";
- next;
- mes "[Katinshuell]";
- mes "Have you ever felt";
- mes "guilty about something,";
- mes "but hid from the truth?";
- mes "Let me tell you that it must";
- mes "be a painful experience. It's";
- mes "better to confess when you can.";
- close;
-}
-
-ra_in01,250,19,3 script Mr. Shendar 929,{
- if (rach_vice > 21) {
- mes "[Mr. Shendar]";
- mes "When will my precious";
- mes "daughter Bruspetti be";
- mes "coming home? I'm sure that";
- mes "she can take care of herself,";
- mes "but a father can't help but";
- mes "worry himself to death.";
- next;
- mes "[Mr. Shendar]";
- mes "Ah, if you happen to";
- mes "see my daughter in your";
- mes "travels, please tell her";
- mes "that her daddy is waiting";
- mes "for her to come home.";
- mes "Thanks, adventurer.";
- close;
- }
-
- else if (rach_vice == 14) {
- mes "[Mr. Shendar]";
- mes "So you have a pretty";
- mes "good idea of who was";
- mes "sneaking around my house?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Well, I suspect this guy";
- mes "named Katinshuell because";
- mes "he might have been Bruspetti's";
- mes "boyfriend and he's been acting";
- mes "funny. Still, I don't have any";
- mes "real evidence of that.";
- next;
- mes "[Mr. Shendar]";
- mes "Bruspetti's boyfriend?!";
- mes "Hmpf! I don't like that";
- mes "boy already. I haven't";
- mes "met him yet, but its my";
- mes "solemn duty as a father";
- mes "to hate and distrust him!";
- close;
- }
-
- else if (rach_vice == 13) {
- mes "[Mr. Shendar]";
- mes "Hey! Hey! Are you";
- mes "the pervert that's been";
- mes "sneaking into my house";
- mes "to prey on my daughter?!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Wha--?";
- mes "No, I'm just a--";
- next;
- percentheal -50,0;
- mes "^3355FF*BAM!*^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Ow! What did";
- mes "you do that for?";
- next;
- mes "[Mr. Shendar]";
- mes "Still alive, eh? Hmpf!";
- mes "I'll finish you off! I'll...";
- mes "Er, huh?! Wait, I think";
- mes "I know you. You're that";
- mes "adventurer that's been";
- mes "here before, right?";
- next;
- mes "[Mr. Shendar]";
- mes "Oh... I think I've made";
- mes "a mistake. I thought you";
- mes "were that person that's";
- mes "been prowling around my";
- mes "house. I don't know who he,";
- mes "but I'm sure it's not you...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Wait, wait...";
- mes "So someone has been";
- mes "sneaking around here?";
- mes "That's weird. Wait, that";
- mes "guy, the one that might";
- mes "be Bruspetti's boyfriend...";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Right, his name was";
- mes "Katinshuell. That guy's";
- mes "been acting really funny.";
- mes "Maybe he was the one sneaking";
- mes "around here? I'd better go";
- mes "and ask him about this...";
- next;
- set rach_vice,14;
- mes "[Mr. Shendar]";
- mes "Wait, where are";
- mes "you going? I... I'm";
- mes "sorry for hitting you?";
- next;
- mes "[Mr. Shendar]";
- mes "Curses! If that guy is my";
- mes "daughter's boyfriend, and he's";
- mes "trespassing into my home, then";
- mes "he could be really dangerous.";
- mes "It's too bad that I can't ask";
- mes "Bruspetti anything about him...";
- next;
- mes "[Mr. Shendar]";
- mes "Hm... Alright, adventurer.";
- mes "If you can find it, I'll allow";
- mes "you to take and read my";
- mes "daughter's diary. We need";
- mes "to learn more about this guy";
- mes "Katinshuell. If he's dangerous...";
- next;
- mes "[Mr. Shendar]";
- mes "I'm sorry... I'm asking you";
- mes "for your help... But there's";
- mes "nothing else I can do as her";
- mes "father. Besides, adventurers";
- mes "like you can offer her the";
- mes "best protection...";
- close;
- }
-
- else if (rach_vice == 9) {
- mes "[Mr. Shendar]";
- mes "Curses! I should have never";
- mes "mentioned my daughter's";
- mes "diary to an adventurer like";
- mes "you! I know that your kind";
- mes "is naturally too curious...!";
- close;
- }
-
- else if (rach_vice == 8) {
- set rach_vice,9;
- mes "[Mr. Shendar]";
- mes "What? My daughter went";
- mes "to Lighthalzen? She doesn't";
- mes "know anyone there. Hmm, maybe";
- mes "that's the place where she was";
- mes "planning to go to learn more";
- mes "about what was bothering her.";
- next;
- mes "[Mr. Shendar]";
- mes "Yes, she was very generic:";
- mes "''Dad, I need to go somewhere.''";
- mes "and ''There's something I need";
- mes "to make sure of.'' Leaving out";
- mes "all the details does not put";
- mes "a doting father at ease!";
- next;
- mes "[Mr. Shendar]";
- mes "Well, thank you for letting";
- mes "me know where she might be.";
- mes "Now, I wish I knew what she";
- mes "was planning on doing. Maybe";
- mes "she wrote something about it";
- mes "in her diary? Yes, perhaps...";
- next;
- mes "[Mr. Shendar]";
- mes "No! I can't do it!";
- mes "As a loving father, I can't";
- mes "allow myself to invade my";
- mes "precious daughter's privacy.";
- mes "Even if she did carelessly leave";
- mes "her diary on top of her drawer.";
- next;
- mes "[Mr. Shendar]";
- mes "Oh, but how a father";
- mes "worries. Will my sweet,";
- mes "darling Bruspetti be alright?";
- close;
- }
-
- else if ((rach_vice == 4) || (rach_vice == 5)) {
- set rach_vice,5;
- mes "[Mr. Shendar]";
- mes "I miss my daughter. Yes,";
- mes "the house smells different";
- mes "without her around. It's a little";
- mes "weird to be talking about this,";
- mes "but Bruspetti always did smell";
- mes "nice, just like her mother.";
- next;
- mes "[Mr. Shendar]";
- mes "Even if they didn't wear";
- mes "perfume, they had this";
- mes "distinctively pleasant";
- mes "scent about them. I guess";
- mes "it must be pheremonal?";
- close;
- }
-
- else if (rach_vice == 2) {
- mes "[Mr. Shendar]";
- mes "Take my advice: never";
- mes "have a daughter! You worry";
- mes "too much about them, and they";
- mes "neglect their parents once";
- mes "they grow up! I bet she's";
- mes "having a grand old time...";
- next;
- mes "[Mr. Shendar]";
- mes "Confound it...!";
- mes "Whoever that guy is,";
- mes "he better not try any funny";
- mes "business! As her father, I have";
- mes "the legal right to wring his";
- mes "little neck! At least, I should...";
- close;
- }
-
- else if (rach_vice == 1) {
- set rach_vice,2;
- mes "[Mr. Shendar]";
- mes "I just found out that";
- mes "my precious daughter has";
- mes "been going out with someone.";
- mes "She went to some other town";
- mes "for this boy, and I haven't";
- mes "heard a word from her since!";
- next;
- mes "[Mr. Shendar]";
- mes "Take my advice: never";
- mes "have a daughter! You worry";
- mes "too much about them, and they";
- mes "neglect their parents once";
- mes "they grow up! I bet she's";
- mes "having a grand old time...";
- next;
- mes "[Mr. Shendar]";
- mes "Probably on some lovey";
- mes "dovey trip with whoever that";
- mes "boy is. She's been gone an";
- mes "awful long time, but she's";
- mes "also an adult now. I... I guess";
- mes "she should be just fine.";
- close;
- }
-
- mes "[Mr. Shendar]";
- mes "I just found out that";
- mes "my precious daughter has";
- mes "been going out with someone.";
- mes "She went to some other town";
- mes "to see this boy, and I haven't";
- mes "heard a word from her since!";
- next;
- mes "[Mr. Shendar]";
- mes "Take my advice: never";
- mes "have a daughter! You worry";
- mes "too much about them, and they";
- mes "neglect their parents once";
- mes "they grow up! I bet she's";
- mes "having a grand old time...";
- close;
-}
-
-rachel,73,244,3 script Lachellen 919,{
- if (rach_vice > 21) {
- mes "[Lachellen]";
- mes "If you happen to see";
- mes "Bruspetti, tell her to";
- mes "come talk to me. I need";
- mes "to know whether I figured";
- mes "out who her boyfriend is!";
- mes "I can't wait to see her~";
- close;
- }
-
- else if ((rach_vice == 11) || (rach_vice == 12)) {
- mes "[Lachellen]";
- mes "Oh, hello again~";
- mes "Is there any way I can";
- mes "help you this time? I know";
- mes "you're looking for Bruspetti,";
- mes "so I'll help you if you have";
- mes "any questions for me~";
- next;
- input .@input$;
- if (.@input$ == "Lighthalzen") {
- mes "[Lachellen]";
- mes "Lighthalzen? Oh, that's";
- mes "right! Bruspetti did ask";
- mes "me about Lighthalzen a while";
- mes "ago. Yes, she seemed really";
- mes "interested in learning more";
- mes "about that place recently.";
- next;
- }
- else if (.@input$ == "Freya's Spring") {
- set rach_vice,12;
- mes "[Lachellen]";
- mes "Freya's Spring?";
- mes "Oh, I like that place!";
- mes "Speaking of which, I know";
- mes "someone named Katinshuell";
- mes "that went there pretty often.";
- mes "Usually men don't go alone...";
- next;
- mes "[Lachellen]";
- mes "Wait, that's the place";
- mes "I told you about, where";
- mes "Bruspetti and her boyfriend";
- mes "usually met. Do you think";
- mes "she and Katinshuell...?";
- mes "Ooh, maybe I figured it out!";
- next;
- mes "[Lachellen]";
- mes "But yeah, that place is";
- mes "usually filled with couples,";
- mes "so you look like a real loser";
- mes "if you go there alone. That's";
- mes "why I want a boyfriend now...";
- next;
- }
- else {
- mes "[Lachellen]";
- mes "Oh, I'm sorry...";
- mes "I don't know anything";
- mes "about "+.@input$+".";
- close;
- }
- mes "[Lachellen]";
- mes "Well, I don't know if";
- mes "you learned anything";
- mes "important from me,";
- mes "but I hope I helped";
- mes "you, even if it was";
- mes "just a little bit.";
- close;
- }
-
- else if (rach_vice == 7) {
- mes "[Lachellen]";
- mes "Let's see... Bruspetti";
- mes "and her guy would usually";
- mes "meet at... Um, I know where";
- mes "it is by feel, but I can't really";
- mes "give you good directions";
- mes "to get there. Er, sorry!";
- next;
- mes "[Lachellen]";
- mes "Luckily, this town";
- mes "isn't that big, so I'm";
- mes "sure you'll find something";
- mes "if you just keep looking.";
- mes "Oh, and if you find her,";
- mes "tell her I said ''hi,'' okay?";
- close;
- }
-
- else if (rach_vice == 6) {
- set rach_vice,7;
- mes "[Lachellen]";
- mes "Oh, Bruspetti's dad";
- mes "was talking about how";
- mes "good she smells? Yeah,";
- mes "she's kinda famous for";
- mes "that around here, so he's";
- mes "not creepy or anything.";
- next;
- mes "[Lachellen]";
- mes "I see, so you think you";
- mes "caught wind of her in some";
- mes "other town. Yeah, I heard";
- mes "that she went traveling to see";
- mes "if she could learn something,";
- mes "and she hasn't returned yet.";
- next;
- mes "[Lachellen]";
- mes "Oh, you know what?";
- mes "If she's in Lighthalzen,";
- mes "she's probably gone there to";
- mes "learn more about her boyfriend.";
- mes "Bruspetti mentioned something";
- mes "about that when I last saw her.";
- next;
- mes "[Lachellen]";
- mes "I don't know anything";
- mes "else. Hmm, maybe if you";
- mes "check the place where she";
- mes "and her boyfriend usually";
- mes "went on dates, you might";
- mes "be able to find something.";
- close;
- }
-
- else if ((rach_vice == 2) || (rach_vice == 3)) {
- set rach_vice,3;
- mes "[Lachellen]";
- mes "Ooh, I'm so jealous";
- mes "of Bruspetti! She's been";
- mes "spending so much time with";
- mes "her new boyfriend recently...";
- mes "But she still refuses to tell";
- mes "me what his name is.";
- next;
- mes "[Lachellen]";
- mes "She told me that she's";
- mes "serious about him, but";
- mes "she's also admitted that";
- mes "she doesn't know much about";
- mes "him. Let's see... He grew up in Lighthalzen? That's all she knows.";
- close;
- }
-
- mes "[Lachellen]";
- mes "My friend Bruspetti";
- mes "is a really nice girl~";
- mes "Everyone loves her, and";
- mes "she's sooo beautiful. All";
- mes "the guys are jealous of";
- mes "her new boyfriend!";
- next;
- mes "[Lachellen]";
- mes "Still, she's really";
- mes "shy, and won't tell me";
- mes "who he is. There's a lot";
- mes "I don't know about him, but";
- mes "I'm sure they're happy together.";
- close;
-}
-
-rachel,196,77,3 script Kid#1rachel 921,{
- mes "[Kid]";
- mes "Hey, have you seen";
- mes "Bruspetti? She's really";
- mes "nice and always buys me";
- mes "lots and lots of cookies!";
- next;
- mes "[Kid]";
- mes "Hmm, I haven't seen";
- mes "her in a while, though.";
- mes "I heard she went traveling";
- mes "somewhere. How long do";
- mes "you think she'll be gone, huh?";
- close;
-}
-
-rachel,151,155,3 script Kid#2rachel 921,{
- mes "[Kid]";
- mes "Oh wow! I wanna be an";
- mes "adventurer like you when";
- mes "I grow up! Go to all sorts";
- mes "of places, visit different";
- mes "towns. It sounds so fun!";
- next;
- mes "[Kid]";
- mes "Maybe if I find a really";
- mes "nice place, maybe I'll just";
- mes "stay and then move there.";
- mes "There's somewhere here";
- mes "that did that, and moved";
- mes "from Lighthalzen to here~";
- next;
- mes "[Kid]";
- mes "Yeah, as soon as I get";
- mes "a chance, I'm gonna ditch";
- mes "this town and see as much";
- mes "of the world as I can! I need";
- mes "to grow up faster than this!";
- close;
-}
-
-rachel,266,35,3 script Grandma#rachel 918,{
- if (rach_vice > 21) {
- mes "[Grandma]";
- mes "When you get to be my";
- mes "age, you'll cherish all";
- mes "of your memories, even if";
- mes "the experience was hurtful";
- mes "when it actually happened.";
- next;
- mes "[Grandma]";
- mes "Your memories are part";
- mes "of who you are and what";
- mes "makes you unique. I can";
- mes "appreciate living the life";
- mes "that I have, even if it's";
- mes "not particularly special.";
- close;
- }
-
- else if (rach_vice == 13) {
- mes "[Grandma]";
- mes "When you get to be my";
- mes "age, you appreciate life";
- mes "more and can release your";
- mes "regrets more easily. I wasted";
- mes "much of my youth in needless";
- mes "worry when I could've relaxed.";
- close;
- }
-
- else if (rach_vice == 12) {
- set rach_vice,13;
- mes "[Grandma]";
- mes "Oh, back again, eh?";
- mes "I guess you must really";
- mes "like coming to this place";
- mes "too. Hm, that reminds me...";
- next;
- mes "[Grandma]";
- mes "See the edge of the spring?";
- mes "The same young man frequently";
- mes "comes to that spot, and stares";
- mes "into the water, just dripping with sadness. Someone so young";
- mes "shouldn't be feeling like that.";
- next;
- mes "[Grandma]";
- mes "You're supposed to come";
- mes "here to relax and enjoy";
- mes "the surrounding beauty,";
- mes "not wallow in your sorrow.";
- mes "I guess that boy doesn't";
- mes "agree with me on that.";
- next;
- mes "[Grandma]";
- mes "You should be able";
- mes "to let go of whatever's";
- mes "bothering you, and just";
- mes "enjoy life as it is now.";
- close;
- }
- mes "[Grandma]";
- mes "I love this place,";
- mes "its beautiful scenary";
- mes "and serene atmosphere.";
- mes "It's so heavenly peaceful.";
- next;
- mes "[Grandma]";
- mes "It brings my heart joy to see";
- mes "young couples can coming";
- mes "here and relaxing together.";
- mes "Isn't love a grand thing?";
- close;
-}
-
-lhz_in02,213,207,0 script #ratrace1 111,4,4,{
-OnTouch:
- if (rach_vice == 5) {
- set rach_vice,6;
- mes "[" + strcharinfo(0) + "]";
- mes "This...";
- mes "This smell...";
- mes "It smells so nice!";
- mes "Like rose petals riding";
- mes "on a gentle breeze...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Wait, could this be";
- mes "the scent that Bruspetti's";
- mes "father mentioned earlier?";
- close;
- }
- end;
-}
-
-rachel,265,47,0 script #raevent1 111,2,2,{
-OnTouch:
- if (rach_vice == 23) {
- mes "[" + strcharinfo(0) + "]";
- mes "Just looking at this";
- mes "spring makes me think";
- mes "of Bruspetti. What really";
- mes "happened to her? I get";
- mes "the feeling that she";
- mes "caved in to despair.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "The water's not that";
- mes "cold, or very deep...";
- mes "And Katinshuell mentioned";
- mes "that her body went limp...";
- mes "But she was still looking";
- mes "at him. It's haunting...";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I suppose she was torn...";
- mes "She loved him, but couldn't";
- mes "bear to live with his secret.";
- mes "In the end, it's all so very";
- mes "tragic. Katinshuell isn't";
- mes "really a bad person...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "He was forced to";
- mes "commit a heinous crime,";
- mes "and kept making mistakes,";
- mes "running from his guilt. Is";
- mes "anyone accountable for this?";
- mes "Who would be to blame?";
- next;
- set rach_vice,24;
- if (BaseLevel > 90) getexp 130000,0;
- else if (BaseLevel > 75) getexp 85000,0;
- else getexp 45000,0;
- mes "[" + strcharinfo(0) + "]";
- mes "Somehow, I wish that";
- mes "Katinshuell had the";
- mes "strength to face his";
- mes "guilt, and then to";
- mes "forgive himself.";
- close;
- }
-
- else if (rach_vice == 22) {
- mes "[" + strcharinfo(0) + "]";
- mes "This must be where";
- mes "Bruspetti drowned...";
- next;
- mes "[Grandma]";
- mes "Oh! Excuse me,";
- mes "young adventurer,";
- mes "but you mustn't stand";
- mes "there! It's very slippery.";
- mes "What if you fall into the";
- mes "spring? It's dangerous.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Oh... Er, thank you.";
- mes "Yes, I wouldn't want";
- mes "to get myself drowned.";
- next;
- set rach_vice,23;
- mes "[Grandma]";
- mes "Drowned...? I just";
- mes "wouldn't want you to";
- mes "get your clothes wet.";
- mes "The water isn't that deep...";
- mes "Even if you can't swim, you";
- mes "can climb out, you know.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "...What?";
- close;
- }
-
- else if (rach_vice == 8) {
- mes "[" + strcharinfo(0) + "]";
- mes "That old woman told";
- mes "be to be careful not to";
- mes "slip and fall into the water";
- mes "around here, so I'd better";
- mes "make sure I tread carefully.";
- close;
- }
-
- else if (rach_vice == 7) {
- set rach_vice,8;
- mes "[???]";
- mes "Oh, be very careful!";
- mes "You don't want to get";
- mes "too close to the water.";
- mes "What if you slip and fall?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Huh?";
- next;
- mes "[Grandma]";
- mes "Oh, I'm sorry if";
- mes "I startled you, but the";
- mes "ground that you're standing";
- mes "on is very slippery, you know.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Ah, I see.";
- close;
- }
- end;
-}
-
-ra_in01,255,25,0 script Book#ra_in 111,{
- if (rach_vice == 15) {
- mes "^3355FFThis is where you";
- mes "found Bruspetti's diary.";
- mes "Perhaps you should take";
- mes "it with you the next time";
- mes "you talk to Katinshuell.^000000";
- close;
- }
-
- else if (rach_vice == 14) {
- set rach_vice,15;
- getitem 7571,1; //Blue_Diary
- mes "^3355FFThis must be";
- mes "Bruspetti's diary!";
- mes "You now have permission";
- mes "to take it with you so that";
- mes "you can figure out if she and";
- mes "Katinshuell are connected...^000000";
- close;
- }
-
- else if ((rach_vice == 9) || (rach_vice == 10)) {
- set rach_vice,10;
- mes "^3355FFThis must be";
- mes "Bruspetti's diary!";
- mes "But... reading it";
- mes "would make you feel";
- mes "like a real creep.";
- mes "So don't touch it.^000000";
- close;
- }
-
-}
-
-//End of Bruspetti quest
-//============================================================
-
-// Ice Necklace/Summon Ktullanux Quest and Glacial Heart buyer
-//============================================================
-//iRO Changed this NPC to avoid "offending" people.
-//To enable how it originally looked, uncomment the
-//line below (npc header), and comment the line
-//under it, and then uncomment the cutin lines.
-
-//rachel,157,183,3 script Sincere Follower Urstia 917,{
-rachel,157,183,3 script Sincere Follower Urstia 916,{
- cutin "ra_usti1",2;
- if (checkweight(908,200) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- }
- if (ice_necklace_q < 1) {
- mes "[Urstialla]";
- mes "Oh, are you an adventurer";
- mes "from the outside? Praise be";
- mes "to Freya! Her love and grace";
- mes "reaches all over the world,";
- mes "touching even the hearts of";
- mes "foreigners, leading them here!";
- next;
- if (select("Freya? I'd like to know more.:That's crazy talk!") == 1) {
- emotion e_ok;
- mes "[Urstialla]";
- mes "The day is coming when";
- mes "Freya will resurrect and";
- mes "lead all of her faithful to";
- mes "Valhalla. Now she is in a";
- mes "deep sleep, but even then,";
- mes "she watches over all of us.";
- next;
- mes "[Urstialla]";
- mes "You see, Freya used up";
- mes "all of her power fighting the";
- mes "most fearsome of demons";
- mes "in the Thousand Year War.";
- mes "Now she rests and recovers";
- mes "in a pure and sacred place.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Wait...";
- mes "How do you";
- mes "know that all of";
- mes "this happened?";
- next;
- mes "[Urstialla]";
- mes "These are truths that all";
- mes "of Freya's worshippers know.";
- mes "Freya delivers her messages to";
- mes "us through her mortal vessel,";
- mes "our beautiful pope that shines";
- mes "with brilliant white light.";
- next;
- mes "[Urstialla]";
- mes "Unfortunately, even the most";
- mes "faithful experience lapses in";
- mes "judgment. It shames me to";
- mes "admit that my son Egapeo";
- mes "is... is guilty of sin.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Sin? What did he";
- mes "do, if you don't";
- mes "mind me asking?";
- next;
- mes "[Urstialla]";
- mes "I don't know, but Egapeo";
- mes "has been sick for a while";
- mes "now. I'm convinced that he";
- mes "did something to anger Freya";
- mes "Although he may deserve it,";
- mes "I'm doing my best to help him.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "...Wait. What?!";
- next;
- mes "[Urstialla]";
- mes "I know that if I pray hard";
- mes "enough and please Freya,";
- mes "she will forgive my son and";
- mes "heal him of his illness.";
- mes "But sometimes prayer isn't";
- mes "enough... I need to pay tribute.";
- next;
- mes "[Urstialla]";
- mes "I managed to acquire a";
- mes "necklace of incomparable";
- mes "beauty from the dwarves.";
- mes "However, the gems have dulled";
- mes "with age and need to be shined";
- mes "before I can offer them to Freya.";
- next;
- mes "[Urstialla]";
- mes "However, not just anyone can";
- mes "shine this special necklace";
- mes "forged by the Dwarves. I need";
- mes "someone that knows arcane magic";
- mes "to help me. I think there's only";
- mes "one mage that can polish this...";
- next;
- mes "[Urstialla]";
- mes "Maheo, the renown mage with";
- mes "access to the most powerful";
- mes "magic spells in the world,";
- mes "must be able to clean this";
- mes "necklace's gems! However";
- mes "There's no way I can reach him.";
- next;
- mes "[Urstialla]";
- mes "You see, Maheo left on a";
- mes "journey to subjugate the";
- mes "ice monsters in the ice cave";
- mes "to the north, and he hasn't";
- mes "returned yet. That place is too";
- mes "dangerous for people like me.";
- next;
- mes "[Urstialla]";
- mes "I know that you adventurers";
- mes "regularly travel through those";
- mes "kinds of areas, so would you";
- mes "please look for Maheo and ask";
- mes "him to clean this necklace on";
- mes "my behalf? Please, for my son...";
- next;
- if (select("But that's none of my business!:Alright, I'll do it.") == 1) {
- mes "[Urstialla]";
- mes "I... I see.";
- mes "I thought that Freya";
- mes "had led you to me, but";
- mes "maybe my prayers haven't";
- mes "been answered yet. Perhaps";
- mes "I need to pray more fervently?.";
- close2;
- cutin "",255;
- end;
- }
- mes "[Urstialla]";
- mes "Thank you so much!";
- mes "Please, take care of this";
- mes "necklace and ask Maheo";
- mes "to restore its luster. Then,";
- mes "it'll be a fitting tribute to";
- mes "our loving goddess Freya.";
- setquest 2109;
- getitem 7572,1; //Magic_Necklace
- set ice_necklace_q,1;
- close2;
- cutin "",255;
- end;
- }
- cutin "ra_usti2",2;
- mes "[Urstialla]";
- mes "...............................";
- mes "Are you telling me";
- mes "that you don't believe?";
- mes "Repent, and may your";
- mes "heart be opened to Freya!";
- }
- else if ((ice_necklace_q >= 1) && (ice_necklace_q < 5)) {
- mes "[Urstialla]";
- mes "Please find Maheo the";
- mes "Mage and ask him to restore";
- mes "the beauty of the necklace";
- mes "I gave you. He should be";
- mes "fighting monsters in the";
- mes "ice cave to the north.";
- }
- else if (ice_necklace_q == 5) {
- if (countitem(7573) > 0) {
- mes "[Urstialla]";
- mes "Oh! My necklace! Thank you!";
- mes "It's so beautiful! It will";
- mes "make a wonderful tribute to";
- mes "Freya! I am certain with this,";
- mes "my son will get better!";
- next;
- mes "[Urstialla]";
- mes "Here, I know it's not much,";
- mes "but please accept this as a";
- mes "token of my appreication for";
- mes " what you have done for me.";
- delitem 7573,1; //Magic_Necklace_
- getexp 70000,0;
- completequest 2113;
- set ice_necklace_q,6;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Oh, let's just say it was";
- mes "a worthwhile experience";
- mes "for me.";
- next;
- mes "[Urstialla]";
- mes ".........";
- mes "............";
- mes "May Freya always protect and";
- mes "guide you and forgive you for";
- mes "that horrible joke.";
- }
- else {
- mes "["+strcharinfo(0)+"]";
- mes "Oh, no! The necklace has disappeared!";
- }
- }
- else {
- mes "[Urstialla]";
- mes "May Freya always";
- mes "protect and guide you";
- mes "with her everflowing";
- mes "grace and wisdom..";
- }
- close2;
- cutin "",255;
- end;
-}
-
-ice_dun02,120,105,3 script Man Stuck in Ice#cave 924,5,5,{
- if (checkweight(908,200) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (ice_necklace_q == 1) {
- cutin "ra_magic3",2;
- emotion e_omg;
- mes "[Man Stuck in Ice]";
- mes "H-hello?";
- mes "Hey! Hey, you!";
- mes "Help me break this";
- mes "ice! I need to get";
- mes "out of here!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "How did you get";
- mes "stuck in there?";
- next;
- mes "[Man Stuck in Ice]";
- mes "I'll explain everything";
- mes "later! Just... Just get";
- mes "this ice off of me!.";
- next;
- if (getskilllv("MG_FIREBOLT") > 0) {
- misceffect EF_FIREBALL;
- mes "^3355FFYou cast Fire Bolt at";
- mes "the ice..^000000";
- }
- else {
- misceffect EF_HIT2;
- mes "^3355FFYou hammer at the";
- mes "ice with all your might.^000000";
- }
- next;
- mes "["+strcharinfo(0)+"]";
- mes "......";
- mes "........";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I can't...";
- mes "I can't even scratch it";
- mes "Do you have any ideas?";
- next;
- emotion e_sob;
- mes "[Man Stuck in Ice]";
- mes "This is so humiliating...";
- mes "Me, the greatest mage";
- mes "of our age, Maheo, stuck";
- mes "in this pillar of ice.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Wait...";
- mes "You're Maheo?";
- next;
- cutin "ra_magic1",2;
- emotion e_gg;
- mes "[Maheo]";
- mes "It's true. You're speaking to";
- mes "Maheo, the greatest mage,";
- mes "and master of arcane spells.";
- mes "I know magic that even High";
- mes "Wizards can never hope to";
- mes "learn in their lifetimes!";
- next;
- cutin "ra_magic4",2;
- mes "[Maheo]";
- mes "Despite my greatness,";
- mes "I'm a humble man. See?";
- mes "That's why I always wear";
- mes "this Mage uniform...";
- mes "To remind myself of";
- mes "the value of humility.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "So how did you get";
- mes "stuck in all of this ice?";
- next;
- cutin "ra_magic3",2;
- mes "[Maheo]";
- mes "Actually, this happened";
- mes "because I was too humble";
- mes "You see, I underestimated";
- mes "myself, and the devastating";
- mes "force of my own magic.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "...Huh?";
- next;
- mes "[Maheo]";
- mes "Yes, this wouldn't have";
- mes "happened if I wasn't so";
- mes "humble... Humble and kind.";
- mes "It all started when I thought";
- mes "of this cave and how people";
- mes "sometimes come here to get ice.";
- next;
- mes "[Maheo]";
- mes "I then decided that";
- mes "I would exterminate these";
- mes "evil monsters for the good";
- mes "of the people! The citizens";
- mes "would feel protected, and";
- mes "I'd be recognized as a hero!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Okay... I suppose";
- mes "that sounds normal";
- mes "enough. Go on.";
- next;
- mes "[Maheo]";
- mes "I valiantly battled";
- mes "the Snowiers. They were";
- mes "no match for my magic!";
- mes "And so, I decided to just";
- mes "destroy all of them with";
- mes "one cast of a magic spell.";
- next;
- mes "[Maheo]";
- mes "You know Meteor Storm?";
- mes "I know another spell like";
- mes "that... But it's two hundred";
- mes "times more powerful! Yes...";
- mes "It has the power of a million";
- mes "exploding suns! But then...";
- next;
- emotion e_sob;
- mes "[Maheo]";
- mes "It was too powerful!";
- mes "There were tremors, and";
- mes "flying shards of ice, and";
- mes "all the flame caused my";
- mes "clothes to catch on fire!";
- next;
- emotion e_flash,1;
- mes "["+strcharinfo(0)+"]";
- mes "You...";
- mes "you set fire";
- mes "to your clothes";
- next;
- cutin "ra_magic2",2;
- mes "[Maheo]";
- mes "Yes, but not to worry.";
- mes "I quickly extinguished";
- mes "those flames with my";
- mes "powerful Frost Diver spell!";
- next;
- cutin "ra_magic3",2;
- mes "[Maheo]";
- mes "In hindsight...";
- mes "That may have";
- mes "been a mistake...";
- next;
- cutin "ra_magic3",2;
- mes "[Maheo]";
- mes "Enough about myself.";
- mes "What noble pursuit brings";
- mes "you to this place, adventurer?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I heard that you can";
- mes "polish the gems on this";
- mes "necklace with your magic,";
- mes "so I came here to find you.";
- next;
- mes "[Maheo]";
- mes "Verily, I can shine";
- mes "those gems so that they";
- mes "shine as brightly as a";
- mes "million exploding suns!";
- next;
- mes "[Maheo]";
- mes "That is, as soon";
- mes "as I can get out";
- mes "of this ice. Hmm...";
- mes "But I doubt normal";
- mes "magic will be able";
- mes "to melt all of this.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Then how are we";
- mes "supposed to get";
- mes "you out of there?";
- next;
- mes "[Maheo]";
- mes "Fear not. I'm sure";
- mes "that my master will know";
- mes "of a way to free me from";
- mes "this prison of ice. He can";
- mes "be found near Freya's Spring:";
- mes "beseech him on my behalf!";
- changequest 2109,2110;
- set ice_necklace_q,2;
- close2;
- cutin "",255;
- end;
- }
- else if ((ice_necklace_q == 2) || (ice_necklace_q == 3)) {
- mes "[Maheo]";
- mes "My master may not have";
- mes "my sheer talent, but he";
- mes "is very knowledgable in";
- mes "the ways of magic. Please...";
- mes "Ask him for help. He should";
- mes "be reading near Freya's Spring.";
- close;
- }
- else if (ice_necklace_q == 4) {
- if (countitem(7569) > 0) {
- if (countitem(7572) > 0) {
- mes "[Maheo]";
- mes "Oh, you're back!";
- mes "So did my master have";
- mes "any ideas on breaking";
- mes "this cold prison of ice?";
- next;
- }
- else {
- mes "["+strcharinfo(0)+"]";
- mes "Oh, shoot! I left the necklace in the city! I will be right back!";
- next;
- mes "[Maheo]";
- mes "Hey, hey! Can't you just release me first?";
- emotion e_sob;
- close;
- }
- }
- else {
- mes "[Maheo]";
- mes "My master may not have";
- mes "my sheer talent, but he";
- mes "is very knowledgable in";
- mes "the ways of magic. Please...";
- mes "Ask him for help. He should";
- mes "be reading near Freya's Spring.";
- close;
- }
- mes "["+strcharinfo(0)+"]";
- mes "Well, he made this";
- mes "magic hammer which is";
- mes "supposed to be able to";
- mes "break this magic ice.";
- next;
- mes "[Maheo]";
- mes "Of course!";
- mes "Why didn't I think of";
- mes "that? Great, now get";
- mes "me out of here please!";
- next;
- mes "^3355FFYou tightly gripped";
- mes "the Wind Hammer, and";
- mes "swung it down at the ice";
- mes "with all of your strength.^000000";
- next;
- misceffect EF_TEIHIT3;
- misceffect EF_FREEZE;
- misceffect EF_ICECRASH;
- mes "^3355FF*Pzzzzz*";
- mes "*CRASH!*^000000";
- next;
- setnpcdisplay "Man Stuck in Ice#cave",937;
- emotion e_gasp;
- mes "[Maheo]";
- mes "Finally...!";
- mes "After all of this";
- mes "time! I'm free!";
- next;
- misceffect EF_BEGINSPELL4;
- mes "[Maheo]";
- mes "Now, all of the monsters";
- mes "in this cave will taste the";
- mes "wrath of the greatest mage in";
- mes "the world! I'll have my revenge,";
- mes "and give those beasts double";
- mes "the pain that they gave me!";
- next;
- monster "ice_dun02",108,109,"Snowier",1775,1,"Man Stuck in Ice#cave::OnMyMobDead";
- monster "ice_dun02",114,112,"Snowier",1775,1,"Man Stuck in Ice#cave::OnMyMobDead";
- monster "ice_dun02",126,105,"Snowier",1775,1,"Man Stuck in Ice#cave::OnMyMobDead";
- monster "ice_dun02",121,99,"Snowier",1775,1,"Man Stuck in Ice#cave::OnMyMobDead";
- misceffect EF_LORD;
- killmonster "ice_dun02","Man Stuck in Ice#cave::OnMyMobDead";
- mes "[Maheo]";
- mes "Muhahahahahahahaha!";
- next;
- mes "[Maheo]";
- mes "Er, but first, I need to";
- mes "use my magic to clean";
- mes "that necklace of yours.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Here...";
- next;
- mes "[Maheo]";
- mes "Oh! This was made by";
- mes "the Dwarves, wasn't it?";
- mes "It looks like they've made";
- mes "yet another masterpiece.";
- mes "Shame that this is so";
- mes "tarnished, though.";
- next;
- mes "[Maheo]";
- mes "Let's see, now...";
- next;
- misceffect EF_FROSTWEAPON;
- mes "^3355FF*Ting*^000000";
- next;
- mes "[Maheo]";
- mes "Well, I suppose this";
- mes "is where we part ways.";
- mes "Here, take this as a gift...";
- mes "And please don't mention";
- mes "the fact that I trapped myself";
- mes "in ice to anyone else, okay?";
- delitem 7572,1; //Magic_Necklace
- delitem 7569,1; //Wind Of_Hammer
- getitem 7574,4; //Freezing Snow Powder
- getitem 7573,1; //Magic_Necklace_
- changequest 2112,2113;
- set ice_necklace_q,5;
- close2;
- cutin "",255;
- setnpcdisplay "Man Stuck in Ice#cave",924;
- end;
- }
-
-OnTouch:
- end;
-
-OnTouchNPC:
- emotion e_an;
- //emotion e_gg,1; //Emote on monster - unsupported
- end;
-
-OnMyMobDead:
- end;
-}
-
-ice_dun02,120,3,0 script #cave_vos -1,{
-OnInit:
- initnpctimer;
- end;
-
-OnTimer3600000:
- mapannounce "ice_dun02","Go away, you animals! I'll burn you to death once I get free!",bc_map,0xFFCE00;
- end;
-
-OnTimer7200000:
- mapannounce "ice_dun02","Hello? Can anyone hear me? I'm... I'm kind of stuck!",bc_map,0xFFCE00;
- end;
-
-OnTimer10800000:
- stopnpctimer;
- mapannounce "ice_dun02","Please! I can't move! Hello? I think I might need help!",bc_map,0xFFCE00;
- initnpctimer;
- end;
-}
-
-rachel,265,98,3 script Hamion#aru 930,{
- if (checkweight(908,200) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (ice_necklace_q < 2) {
- mes "[Hamion]";
- mes "Hm? Did you need";
- mes "something? If it's not too";
- mes "important, then I'd like to";
- mes "get back to reading my book.";
- close;
- }
- else if (ice_necklace_q == 2) {
- mes "[Hamion]";
- mes "Hm? Did you need";
- mes "something? If it's not too";
- mes "important, then I'd like to";
- mes "get back to reading my book.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Um, would you know";
- mes "a mage by the name";
- mes "of Maheo? I'm supposed";
- mes "to go look for his master";
- mes "around this area.";
- next;
- mes "[Hamion]";
- mes "Well, you've found him";
- mes "because that would be me.";
- mes "What happened to Maheo?";
- next;
- mes "[Hamion]";
- mes "He froze himself?!";
- mes "Hahahaha! Some genius!";
- mes "Oh, well, I suppose he still";
- mes "has plenty to learn about";
- mes "character, if not magic.";
- next;
- mes "[Hamion]";
- mes "Let's see, let's see...";
- mes "This book ought to have";
- mes "the answer. Mmm... Ah!";
- mes "Page 42! I need to construct";
- mes "an artifact in order to break";
- mes "that mystical ice. Mmm.";
- next;
- mes "[Hamion]";
- mes "Would you help";
- mes "me? I need to get";
- mes "^4D4DFF5 Rough Winds^000000,";
- mes "^4D4DFF1 Hammer^000000, and";
- mes "^4D4DFF1 Blank Scroll^000000";
- next;
- mes "[Hamion]";
- mes "You can get Blank Scrolls";
- mes "in the Sage Academy in Juno.";
- mes "Ah, and the Hammer is a weapon,";
- mes "not one of those smithing tools.";
- mes "I'd help you if I could, but...";
- mes "I'm just smart, not strong.";
- changequest 2110,2111;
- set ice_necklace_q,3;
- close;
- }
- else if (ice_necklace_q == 3) {
- if ((countitem(996) < 5) || (countitem(1354) < 1) || (countitem(7433) < 1)) {
- mes "[Hamion]";
- mes "I need to create";
- mes "a magical artifact";
- mes "to break the ice that's";
- mes "trapping Maheo. Would you";
- mes "please help me? There's no";
- mes "way I can get the items myself!";
- next;
- mes "[Hamion]";
- mes "I need to get";
- mes "^4D4DFF5 Rough Winds^000000,";
- mes "^4D4DFF1 Hammer^000000, and";
- mes "^4D4DFF1 Blank Scroll^000000";
- next;
- mes "[Hamion]";
- mes "You can get Blank Scrolls";
- mes "in the Sage Academy in Juno.";
- mes "Ah, and the Hammer is a weapon,";
- mes "not one of those smithing tools.";
- mes "I'd help you if I could, but...";
- mes "I'm just smart, not strong.";
- close;
- }
- mes "[Hamion]";
- mes "Great, you have everything";
- mes "I need! But first, would you";
- mes "make sure that you only have";
- mes "1 Hammer in your inventory?";
- mes "If you have more than one,";
- mes "I might take the wrong Hammer.";
- next;
- if (select("Let me check.:Don't worry, I checked.") == 1) {
- mes "[Hamion]";
- mes "Alright, it's always";
- mes "better to be safe than";
- mes "sorry! If only Maheo was";
- mes "a little more careful, more";
- mes "like you are, then maybe this";
- mes "wouldn't have happened.";
- close;
- }
- mes "[Hamion]";
- mes "Okay, I'll take your";
- mes "word for it. Now, let's";
- mes "bring the artifact forging";
- mes "process. Hmmm... Let me";
- mes "review it here on page 45.";
- next;
- mes "[Hamion]";
- mes "Here we go...!";
- next;
- specialeffect2 EF_CONE;
- mes "^3355FF*Pzzzz*^000000";
- next;
- mes "[Hamion]";
- mes "...Aaaand now it's done.";
- mes "Here, take this Wind Hammer";
- mes "and use it to free Maheo.";
- mes "This hammer will only work";
- mes "once, so make sure that you";
- mes "smash that ice properly!";
- delitem 996,5; //Rough_Wind
- delitem 1354,1; //Empty_Scroll
- delitem 7433,1; //Hammer
- getitem 7569,1; //Hammer_of_Wind
- changequest 2111,2112;
- set ice_necklace_q,4;
- close;
- }
- else if (ice_necklace_q >= 4) {
- mes "[Hamion]";
- mes "There are always";
- mes "singing birds and";
- mes "flitting butterflies";
- mes "all over this place";
- mes "It's so relaxing, and";
- mes "such a great place to read.";
- close;
- }
-}
-
-rachel,113,96,5 script Mohadian 929,10,10,{
- if (ice_necklace_q == 6) {
- mes "[Mohadian]";
- mes "I work at the bar around";
- mes "here, and I've heard good";
- mes "things about you. Some of";
- mes "the customers've heard that";
- mes "you helped Urstialla by going";
- mes "into that dangerous Ice Cave.";
- next;
- mes "[Mohadian]";
- mes "Now, are you really capable";
- mes "of regularly defeating the";
- mes "snow monsters inside there?";
- mes "If you are, I've got a bit of a";
- mes "business proposition for you.";
- next;
- emotion e_ic;
- mes "[Mohadian]";
- mes "The weather around here";
- mes "is naturally hot and humid,";
- mes "so we need ice to make cold,";
- mes "refreshing drinks at the pub.";
- mes "And the Ice Cave is the best";
- mes "place to get that ice, right?";
- next;
- mes "[Mohadian]";
- mes "If you bring me Ice Pieces";
- mes "from the Ice Cave, I'll buy";
- mes "them from you at 375 zeny";
- mes "each. Think of it as kind of a";
- mes "freelance job. I mean, if you";
- mes "can bring me ice, I'll buy it!.";
- next;
- mes "[Mohadian]";
- mes "You can make some good";
- mes "money, my customers can";
- mes "enjoy ice cold drinks, and";
- mes "my business will definitely";
- mes "benefit. We'd kill three birds";
- mes "with one stone! What do you say?";
- next;
- if (select("No, thanks.:Sure.") == 1) {
- mes "[Mohadian]";
- mes "Aww, how disappointing.";
- mes "I was really sure that this";
- mes "would be a great deal for";
- mes "both of us. Well, if you're";
- mes "willing to change your mind";
- mes "then we can be partners!";
- close;
- }
- mes "[Mohadian]";
- mes "Great! Now, the ice that";
- mes "I need comes from Glacial";
- mes "Hearts. You can obtain those";
- mes "by hunting the snow monsters";
- mes "in the Ice Cave. Remember, I'll";
- mes "pay you 375 zeny for each one!";
- set ice_necklace_q,7;
- close;
- }
- else if (ice_necklace_q == 7) {
- if (countitem(7561) < 1) {
- mes "[Mohadian]";
- mes "Bring me some Glacial";
- mes "Hearts from the Ice Cave,";
- mes "and I'll be sure to compensate";
- mes "you with some zeny. This is a";
- mes "really good deal for the two";
- mes "of us when you think about it.";
- close;
- }
- mes "[Mohadian]";
- mes "Perfect, you brought me";
- mes "some Glacial Hearts! I can";
- mes "never get used to the beauty";
- mes "and purity of these ice crystals.";
- next;
- mes "[Mohadian]";
- mes "Yes, I think I might";
- mes "even be able to use these";
- mes "to make Arunafeltz Glacial";
- mes "Wine. Anyway, let me see";
- mes "how many you've brought me.";
- next;
- set .@hearts,countitem(7561);
- set .@totalprice,375*.@hearts;
- mes "[Mohadian]";
- mes .@hearts +" Glacial Hearts";
- mes "at 375 zeny each...";
- mes "Looks like I owe you";
- mes .@totalprice +" zeny. Here you are!";
- mes "It's always a pleasure";
- mes "doing business with you~";
- delitem 7561,.@hearts; //Glacial Hearts
- set zeny,zeny+.@totalprice;
- close;
- }
-
-OnTouch:
- if (ice_necklace_q == 6) {
- mes "[Mohadian]";
- mes "Welcome to--";
- mes "Er? Hello?";
- mes "Excuse me?";
- close;
- }
- end;
-
-}
-
-ice_dun03,126,126,3 script Blazing Fire#ice1 802,{
- mes "^3355FFThe flames in this fire";
- mes "barrier crackle with magic";
- mes "power. There's no way that";
- mes "you can put this fire out";
- mes "with conventional means.^000000";
- if (ice_necklace_q > 4) {
- if ($ktullanux_summon < 4) {
- if (countitem(7574) > 0) {
- next;
- select("Use Freezing Snow Powder.");
- mes "^3355FFYou sprinkle the Freezing Snow";
- mes "Powder onto the flame. It";
- mes "flickers before extinguising.^000000";
- delitem 7574,1; //Freezing Snow Powder
- hideonnpc "Blazing Fire#ice1";
- set $ktullanux_summon,$ktullanux_summon+1;
- if ($ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
- }
- else if (countitem(7562) > 0) {
- next;
- select("Use Ice Scale.");
- mes "^3355FFYou throw the Ice Scale into";
- mes "the flame, it crackles before";
- mes "extinguising.^000000";
- delitem 7562,1; //Ice Scale
- hideonnpc "Blazing Fire#ice1";
- set $ktullanux_summon,$ktullanux_summon+1;
- if ($ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
- close;
- }
- }
- }
- close;
-
-OnInit:
- set $ktullanux_summon,0;
- end;
-
-}
-
-
-ice_dun03,172,126,0 script Blazing Fire#ice2 802,{
- mes "^3355FFThe flames in this fire";
- mes "barrier crackle with magic";
- mes "power. There's no way that";
- mes "you can put this fire out";
- mes "with conventional means.^000000";
- if (ice_necklace_q > 4) {
- if ($ktullanux_summon < 4) {
- if (countitem(7574) > 0) {
- next;
- select("Use Freezing Snow Powder.");
- mes "^3355FFYou sprinkle the Freezing Snow";
- mes "Powder onto the flame. It";
- mes "flickers before extinguising.^000000";
- delitem 7574,1; //Freezing Snow Powder
- hideonnpc "Blazing Fire#ice2";
- set $ktullanux_summon,$ktullanux_summon+1;
- if ($ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
- }
- else if (countitem(7562) > 0) {
- next;
- select("Use Ice Scale.");
- mes "^3355FFYou throw the Ice Scale into";
- mes "the flame, it crackles before";
- mes "extinguising.^000000";
- delitem 7562,1; //Ice Scale
- hideonnpc "Blazing Fire#ice2";
- set $ktullanux_summon,$ktullanux_summon+1;
- if ($ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
- close;
- }
- }
- }
- close;
-
-OnInit:
- set $ktullanux_summon,0;
- end;
-
-}
-
-ice_dun03,172,172,0 script Blazing Fire#ice3 802,{
- mes "^3355FFThe flames in this fire";
- mes "barrier crackle with magic";
- mes "power. There's no way that";
- mes "you can put this fire out";
- mes "with conventional means.^000000";
- if (ice_necklace_q > 4) {
- if ($ktullanux_summon < 4) {
- if (countitem(7574) > 0) {
- next;
- select("Use Freezing Snow Powder.");
- mes "^3355FFYou sprinkle the Freezing Snow";
- mes "Powder onto the flame. It";
- mes "flickers before extinguising.^000000";
- delitem 7574,1; //Freezing Snow Powder
- hideonnpc "Blazing Fire#ice3";
- set $ktullanux_summon,$ktullanux_summon+1;
- if ($ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
- }
- else if (countitem(7562) > 0) {
- next;
- select("Use Ice Scale.");
- mes "^3355FFYou throw the Ice Scale into";
- mes "the flame, it crackles before";
- mes "extinguising.^000000";
- delitem 7562,1; //Ice Scale
- hideonnpc "Blazing Fire#ice3";
- set $ktullanux_summon,$ktullanux_summon+1;
- if ($ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
- close;
- }
- }
- }
- close;
-
-OnInit:
- set $ktullanux_summon,0;
- end;
-
-}
-
-ice_dun03,127,172,0 script Blazing Fire#ice4 802,{
- mes "^3355FFThe flames in this fire";
- mes "barrier crackle with magic";
- mes "power. There's no way that";
- mes "you can put this fire out";
- mes "with conventional means.^000000";
- if (ice_necklace_q > 4) {
- if ($ktullanux_summon < 4) {
- if (countitem(7574) > 0) {
- next;
- select("Use Freezing Snow Powder.");
- mes "^3355FFYou sprinkle the Freezing Snow";
- mes "Powder onto the flame. It";
- mes "flickers before extinguising.^000000";
- delitem 7574,1; //Freezing Snow Powder
- hideonnpc "Blazing Fire#ice4";
- set $ktullanux_summon,$ktullanux_summon+1;
- if ($ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
- }
- else if (countitem(7562) > 0) {
- next;
- select("Use Ice Scale.");
- mes "^3355FFYou throw the Ice Scale into";
- mes "the flame, it crackles before";
- mes "extinguising.^000000";
- delitem 7562,1; //Ice Scale
- hideonnpc "Blazing Fire#ice4";
- set $ktullanux_summon,$ktullanux_summon+1;
- if ($ktullanux_summon == 4) donpcevent "ice_boss#broad::OnStart";
- close;
- }
- }
- }
- close;
-
-OnInit:
- set $ktullanux_summon,0;
- end;
-
-}
-
-ice_dun03,1,173,5 script ice_boss#broad -1,{
-OnStop:
- stopnpctimer;
- end;
-
-OnStart:
- initnpctimer;
- end;
-
-OnTimer2000:
- mapannounce "ice_dun03","Someone has put out Thor's flames... Infidel!",bc_map,0xFF6633;
- end;
-
-OnTimer8000:
- mapannounce "ice_dun03","I, Ktullanux, must protect and preserve Thor's fierce flames...",bc_map,0xFF6633;
- end;
-
-OnTimer10000:
- mapannounce "ice_dun03","As the master of this cave, I vow vengeance!",bc_map,0xFF6633;
- end;
-
-OnTimer13000:
- mapannounce "ice_dun03","Only a human would be so foolhardy....",bc_map,0xFF6633;
- end;
-
-OnTimer16000:
- mapannounce "ice_dun03","Your curiosity will cost you, human.",bc_map,0xFF6633;
- end;
-
-OnTimer19000:
- mapannounce "ice_dun03","Prepare yourself for a freezing realm of pain which you cannot possibly imagine!",bc_map,0xFF6633;
- end;
-
-OnTimer21000:
- stopnpctimer;
- donpcevent "ice_boss#on::OnStart";
- end;
-
-}
-
-ice_dun03,1,174,3 script ice_boss#on -1,{
-OnStart:
- monster "ice_dun03",150,135,"Ktullanux",1779,1,"ice_boss#on::OnMyMobDead";
- end;
-
-OnStartTimer:
- Initnpctimer;
- end;
-
-OnStopTimer:
- stopnpctimer;
- end;
-
-OnMyMobDead:
- mapannounce "ice_dun03","Oh, Odin! Please protect this place from Thor's fierce fire!",bc_map,0xFF6633;
- mapannounce "ice_dun03","Pzzzzz...Pzzzz...",bc_map,0x33FFFF;
- donpcevent "ice_boss#on::OnStartTimer";
- donpcevent "#ice_sec::OnStart";
- end;
-
-OnTimer7200000:
- stopnpctimer;
- set $ktullanux_summon,0;
- hideoffnpc "Blazing Fire#ice1";
- hideoffnpc "Blazing Fire#ice2";
- hideoffnpc "Blazing Fire#ice3";
- hideoffnpc "Blazing Fire#ice4";
- end;
-}
-
-ice_dun03,1,175,3 script #ice_sec -1,{
-OnStart:
- initnpctimer;
- enablenpc "#ice_4f_1";
- enablenpc "#ice_4f_2";
- enablenpc "#ice_4f_3";
- enablenpc "#ice_4f_4";
- donpcevent "#ice_4f_1::OnEnable";
- donpcevent "#ice_4f_2::OnEnable";
- donpcevent "#ice_4f_3::OnEnable";
- donpcevent "#ice_4f_4::OnEnable";
- end;
-
-OnTimer60000:
- stopnpctimer;
- disablenpc "#ice_4f_1";
- disablenpc "#ice_4f_2";
- disablenpc "#ice_4f_3";
- disablenpc "#ice_4f_4";
- end;
-}
-
-ice_dun03,150,137,0 script #ice_4f_1 45,2,2,{
-OnTouch:
- warp "ice_dun04",33,144;
- end;
-
-OnInit:
- disablenpc "#ice_4f_1";
- end;
-
-OnEnable:
- misceffect EF_MAPPILLAR2;
- end;
-
-}
-
-ice_dun03,138,148,0 script #ice_4f_2 45,2,2,{
-OnTouch:
- warp "ice_dun04",33,144;
- end;
-
-OnInit:
- disablenpc "#ice_4f_2";
- end;
-
-OnEnable:
- misceffect EF_MAPPILLAR2;
- end;
-
-}
-
-ice_dun03,161,148,0 script #ice_4f_3 45,2,2,{
-OnTouch:
- warp "ice_dun04",33,144;
- end;
-
-OnInit:
- disablenpc "#ice_4f_3";
- end;
-
-OnEnable:
- misceffect EF_MAPPILLAR2;
- end;
-
-}
-
-ice_dun03,151,162,0 script #ice_4f_4 45,2,2,{
-OnTouch:
- warp "ice_dun04",33,144;
- end;
-
-OnInit:
- disablenpc "#ice_4f_4";
- end;
-
-OnEnable:
- misceffect EF_MAPPILLAR2;
- end;
-
-}
-
-// End of Ice Necklace/Summon Ktullanux Quest
-//============================================================
-
-
-// Donation Lottery Quest/High Priest Quest
-//============================================================
-ra_temple,119,180,0 script Temple Entrance#ra_tem 45,1,1,{
-OnTouch:
- if ($rachel_donate >= 10000) {
- if (MISC_QUEST & 8192) { warp "ra_temin",169,23; end; }
-
- if (ra_tem_q < 10) {
- mes "^3355FFThe temple's";
- mes "entrance is locked.^000000";
- next;
- select("Kick Door.:Smash Door with Weapon.");
- emotion e_omg,0,"Nemma#ra_temple";
- mes "[Priestess Nemma]";
- mes "Please don't do that!";
- close;
- }
- }
- warp "ra_temin",169,23;
- end;
-}
-
-ra_temple,116,174,3 script Nemma#ra_temple 920,{
- cutin "ra_nemma02",2;
- if ($rachel_donate < 10000) {
- if (ra_have_donated == 0) {
- cutin "ra_nemma03",2;
- mes "[Priestess Nemma]";
- mes "Good day, adventurer.";
- mes "May I ask what brings";
- mes "you to the temple today?";
- next;
- if (select("Just sight-seeing.:I came to pray.") == 1) {
- cutin "ra_nemma01",2;
- mes "[Priestess Nemma]";
- mes "I guess most foreigners";
- mes "aren't familiar with our";
- mes "faith, so I suppose they";
- mes "wouldn't come here to pray...";
- mes "Well, I hope you enjoy your";
- mes "time here, adventurer.";
- goto L_End;
- }
- mes "[Priestess Nemma]";
- mes "Oh! I'm glad to see that";
- mes "our kind of spirituality is";
- mes "practiced in other countries~";
- mes "You know, we at the Temple of";
- mes "Cheshrumnir will be hosting a";
- mes "festival here at the temple.";
- next;
- cutin "ra_nemma01",2;
- mes "[Priestess Nemma]";
- mes "We're accepting donations";
- mes "for the festival, so we'd be";
- mes "grateful if you could make";
- mes "a contribution. Regardless,";
- mes "we invite you to celebrate the";
- mes "grace of the goddess with us.";
- Emotion e_ho;
- next;
- mes "[Priestess Nemma]";
- mes "There's one High Priest that";
- mes "disagrees with collecting money";
- mes "from the temple's patrons, but";
- mes "it's up to you if you want to";
- mes "give or not. If you donate, you";
- mes "might be able to win a prize!";
- next;
- mes "[Priestess Nemma]";
- mes "You can use our Lottery Tickets";
- mes "to win something nice from our";
- mes "Temple Storage. However, you";
- mes "donate the 50,000 zeny for each";
- mes "Lottery Ticket, which also happens to be the minimum donation amount.";
- next;
- cutin "ra_nemma03",2;
- mes "[Priestess Nemma]";
- mes "The prizes that are given to";
- mes "donators are also randomly";
- mes "chosen, so I have no way of";
- mes "telling you what you'd get.";
- mes "Would you be interested";
- mes "in making a donation?";
- next;
- if (select("No, thanks.:Sure.") == 1) {
- cutin "ra_nemma01",2;
- mes "[Priestess Nemma]";
- mes "I understand. Well,";
- mes "maybe some other time.";
- mes "May Freya bless you on";
- mes "all your journeys. May the";
- mes "grace of the goddess always";
- mes "support us in all that we do~";
- goto L_End;
- }
- mes "[Priestess Nemma]";
- mes "Great! How much would you";
- mes "like to donate? We can only";
- mes "accept donations in increments";
- mes "of 50,000 zeny, and we can only";
- mes "accept up to 150,000 zeny at once. It's a bit complicated, I know...";
- next;
-
- switch(select("50,000z - 1 Lottery Ticket:100,000z - 2 Lottery Ticket:150,000z - 3 Lottery Ticket:Cancel")) {
-
- case 1:
- callsub S_Donate,1,"50,000";
- break;
-
- case 2:
- callsub S_Donate,2,"100,000";
- break;
-
- case 3:
- callsub S_Donate,3,"150,000";
- break;
-
- case 4:
- cutin "ra_nemma02",2;
- mes "[Priestess Nemma]";
- mes "I understand that it takes";
- mes "some thought to part with an";
- mes "amount of money like 50,000";
- mes "zeny. Even so, Freya is always";
- mes "protecting you, wherever you go~";
- break;
-
- }
-
- goto L_End;
-
- }
-
- else {
- cutin "ra_nemma03",2;
- mes "[Priestess Nemma]";
- mes "Oh, you're " + strcharinfo(0) + "!";
- mes "Welcome back! I remember";
- mes "that you donated just a little";
- mes "while ago. So what brings you";
- mes "to the temple today, hmm?";
- next;
-
- switch(select("I've come to donate again.:Just sight-seeing.:I came to attend the service.:I just wanted to see you again.")) {
-
- case 1:
- mes "[Priestess Nemma]";
- mes "You've come to make another";
- mes "donation? Splendid! How much";
- mes "would you like to donate this";
- mes "time? Remember that we can only";
- mes "accept donations in increments of";
- mes "50,000 zeny up to 150,000 zeny.";
- next;
-
- switch(select("50,000z - 1 Lottery Ticket:100,000z - 2 Lottery Ticket:150,000z - 3 Lottery Ticket:Cancel")) {
-
- case 1:
- callsub S_Donate,1,"50,000";
- break;
-
- case 2:
- callsub S_Donate,2,"100,000";
- break;
-
- case 3:
- callsub S_Donate,3,"150,000";
- break;
-
- case 4:
- cutin "ra_nemma02",2;
- mes "[Priestess Nemma]";
- mes "I understand that it takes";
- mes "some thought to part with an";
- mes "amount of money like 50,000";
- mes "zeny. Even so, Freya is always";
- mes "protecting you, wherever you go~";
- break;
-
- }
- goto L_End;
-
- case 2:
- mes "[Priestess Nemma]";
- mes "Oh! If you'd like some";
- mes "information about our temple,";
- mes "why don't you ask Priestess";
- mes "Pano at the Help Desk inside?";
- next;
- mes "[Priestess Nemma]";
- mes "Penno will also redeem";
- mes "your Lottery Tickets for";
- mes "prizes, although she doesn't";
- mes "really seem to enjoy that job.";
- mes "Well, anyway, she'll help";
- mes "you out. See you later!";
- break;
-
- case 3:
- mes "[Priestess Nemma]";
- mes "You're here for the";
- mes "service? That's great~";
- mes "I hope you find the sense";
- mes "of calm that you can only";
- mes "get from goddess Freya~";
- break;
-
- case 4:
- mes "[Priestess Nemma]";
- mes "Oh, how sweet of you~";
- break;
-
- }
-
- goto L_End;
-
- }
-
- }
-
- else {
- if (MISC_QUEST & 8192) {
- cutin "ra_nemma01",2;
- mes "[Priestess Nemma]";
- mes "Welcome to our temple!";
- goto L_End;
- }
-
- if (ra_tem_q < 1) {
- mes "[Priestess Nemma]";
- mes "Hello, there!";
- mes "...............................";
- mes "Um, for some reason, the";
- mes "temple gate hasn't opened yet";
- mes "But it should be open now. Well";
- mes "this happens sometimes so...";
- next;
- mes "[Priestess Nemma]";
- mes "See, there's this auto locking";
- mes "system that was added to the";
- mes "gate when this temple was";
- mes "built, but now it's more of";
- mes "an annoyance than security.";
- next;
- mes "[Priestess Nemma]";
- mes "Every time someone messes";
- mes "with the lock, or if it breaks,";
- mes "we have to wait until it auto";
- mes "resets itself before it works";
- mes "again. No one can fix it";
- mes "really quickly, you know...";
- next;
- mes "[Priestess Nemma]";
- mes "^333333*Sniff*^000000 What should I do?";
- mes "The auto reset never takes";
- mes "this long, and I really need";
- mes "to go inside. ^333333*Sob*^000000 P-Panno!";
- mes "Panno, I neeeed heeeeelp~!";
- set ra_tem_q,1;
- goto L_End;
- }
-
- else if ((ra_tem_q >= 1) && (ra_tem_q < 10)) {
- mes "[Priestess Nemma]";
- mes "If the gate's locked, then";
- mes "I've just got to find that";
- mes "secret entrance. Some kids";
- mes "supposedly use it to enter";
- mes "and play pranks in the temple,";
- mes "but I don't know who they are...";
- next;
- mes "[Priestess Nemma]";
- mes "Panno would know";
- mes "what to do... I think.";
- mes "Ooh, Panno, help me!";
- goto L_End;
- }
-
- else if (ra_tem_q == 10) {
- cutin "ra_nemma04",2;
- mes "[Priestess Nemma]";
- mes "Oh, "+strcharinfo(0)+"!";
- mes "The gate just opened and";
- mes "I was able to get inside";
- mes "the temple! ^333333*Whew*^000000 I was";
- mes "getting really worried";
- mes "about it for awhile.";
- next;
- mes "[Priestess Nemma]";
- mes "This is the first time that the";
- mes "gate locked up since Panno";
- mes "was assigned to her post in";
- mes "the temple. I thought maybe";
- mes "something happened and";
- mes "she got in trouble, you know?";
- next;
- cutin "ra_nemma02",2;
- mes "[Priestess Nemma]";
- mes "Wait, wait...";
- mes "I'm outside. What if";
- mes "the gate locks up again?";
- mes "Oooh, what should I do?!";
- goto L_End;
- }
-
- else if (ra_tem_q == 11) {
- emotion e_ho;
- cutin "ra_nemma03",2;
- mes "[Priestess Nemma]";
- mes "Hey, "+strcharinfo(0)+"~!";
- mes "We reached our target!";
- mes "Isn't that great? We're no";
- mes "longer asking for donations,";
- mes "but you can still redeem your";
- mes "Lottery Tickets inside, okay?";
- goto L_End;
- }
-
- else if (ra_tem_q == 12) {
- mes "[Priestess Nemma]";
- mes "Mmm... I know what";
- mes "I can do! I can ask for";
- mes "Firecrackers! Yes, that'll";
- mes "be fun for the festival.";
- mes "Hey, do you know where";
- mes "those things are sold?";
- next;
- cutin "ra_nemma01",2;
- mes "[Priestess Nemma]";
- mes "I, uh, can't give you";
- mes "much... But if you would";
- mes "bring me some Firecrackers,";
- mes "then I'll pray for your good";
- mes "fortune. Sorry, but that's";
- mes "all I can really offer.";
- next;
- cutin "ra_nemma04",2;
- mes "[Priestess Nemma]";
- mes "Hey, bring me";
- mes "a lot of Firecrackers,";
- mes "like, ^FF000020 of them^000000! Thank";
- mes "you thank you thank you!";
- set ra_tem_q,13;
- goto L_End;
- }
-
- else if (ra_tem_q == 13) {
- mes "[Priestess Nemma]";
- mes "Hey, did you bring me";
- mes "^FF000020 Firecrackers^000000? Mmm?";
- next;
- if(select("Yes.:No, not yet.") == 1) {
- cutin "ra_nemma01",2;
- mes "[Priestess Nemma]";
- mes "Let's see...";
- next;
- if (countitem(12018) >= 20) {
- cutin "ra_nemma04",2;
- delitem 12018,20; //FireCracker";
- getexp 20000,0;
- set ra_tem_q,14;
- mes "[Priestess Nemma]";
- mes "Yay!";
- mes "Firecrackers!";
- mes "Oh, let me pray";
- mes "for your good fortune!";
- next;
- mes "^3355FFPriestess Nemma prayed";
- mes "fervently for your good";
- mes "fortune. It feels like";
- mes "it's actually working...^000000";
- next;
- cutin "ra_nemma04",2;
- mes "[Priestess Nemma]";
- mes "I'm done!";
- mes "Now it's time";
- mes "to play! Hm, maybe";
- mes "our pope would like";
- mes "to see these too?";
- goto L_End;
- }
- cutin "ra_nemma02",2;
- mes "[Priestess Nemma]";
- mes "Awww...";
- mes "This isn't enough";
- mes "Firecrackers. I mean,";
- mes "I know it's like a donation,";
- mes "but still. How much fun are";
- mes "fireworks if there isn't a lot?";
- }
-
- else {
- cutin "ra_nemma01",2;
- mes "[Priestess Nemma]";
- mes "Awww...";
- mes "Well, I don't really";
- mes "have much to pay you";
- mes "back with, anyway~";
- }
- goto L_End;
-
- }
-
- else {
- cutin "ra_nemma01",2;
- mes "[Priestess Nemma]";
- mes "Welcome to our temple!";
- }
- goto L_End;
-
- }
-
-L_End:
- close2;
- cutin "",255;
- end;
-
-S_Donate:
- cutin "ra_nemma01",2;
- mes "[Priestess Nemma]";
- mes "So, " + strcharinfo(0) + "...";
- mes "I just want to make sure:";
- mes "You want to donate "+getarg(1);
- mes "zeny, and receive "+getarg(0)+" Lottery";
- if(getarg(0) == 1) mes "Ticket. Is that correct?";
- else mes "Tickets. Is that correct?";
- next;
- if (select("No:Yes") == 1) {
- mes "[Priestess Nemma]";
- mes "Oh, I see. Well, if you";
- mes "don't have enough zeny with";
- mes "you, then you can just come";
- mes "back and donate later. Our";
- mes "goddess Freya smiles on the";
- mes "generous and rewards the patient!";
- return;
- }
- if (zeny >= getarg(0)*50000) {
- if (!checkweight(7570,getarg(0))) {
- cutin "ra_nemma02",2;
- mes "[Priestess Nemma]";
- mes "I can scarcely believe it...";
- mes "You're carrying so much stuff,";
- mes "you don't even have enough";
- mes "room for a Lottery Ticket.";
- mes "You'd better put some of";
- mes "your things in Storage, yes?";
- next;
- cutin "ra_nemma01",2;
- mes "[Priestess Nemma]";
- mes "Don't worry, I'll still be";
- mes "here after you make more";
- mes "space available in your";
- mes "Inventory. Hurry back, and";
- mes "donate if you can, okay?";
- return;
- }
- set $rachel_donate,$rachel_donate+getarg(0);
- getitem 7570,getarg(0); //Temple_Lottery_Ticket
- set zeny,zeny-getarg(0)*50000;
- set ra_have_donated,1;
- if ($rachel_donate > 9999) {
- cutin "ra_nemma03",2;
- mes "[Priestess Nemma]";
- mes "There you are~";
- mes "Thanks so much for";
- mes "your donation! I'm sure";
- mes "that Freya is smiling down";
- mes "upon you, and will reward";
- mes "you for your generosity~";
- return;
- }
- else {
- set .@Remaining,10000-$rachel_donate;
- cutin "ra_nemma03",2;
- mes "[Priestess Nemma]";
- mes "Thank you so much! We'll be";
- mes "continuing to accept donations";
- mes "until we reach our target. Once";
- mes "we receive "+.@Remaining+" more donations";
- mes "in increments of 50,000 zeny,";
- mes "our fundraiser will finish.";
- next;
- mes "[Priestess Nemma]";
- mes "If you're feeling so";
- mes "inclined, come back later";
- mes "and make another contribution.";
- mes "Thanks again, and may Freya";
- mes "always watch over you.";
- return;
- }
- }
- else {
- mes "[Priestess Nemma]";
- mes "I'm sorry, but you have";
- mes "less than "+@Donate$+" zeny...";
- mes "I know it's asking a lot,";
- mes "but those are the rules that";
- mes "I've been told to follow, so...";
- mes "Well, maybe another time, yes?";
- return;
- }
-
-}
-
-rachel,243,37,3 script Kid#Candy Addict 921,{
- if ((ra_tem_q < 2) || (ra_tem_q > 9) || (MISC_QUEST & 8192)) {
- mes "[Kid]";
- mes "Hey! What's that";
- mes "smile for? You're not";
- mes "gonna come pat my head,";
- mes "are you? No! I hate that!";
- next;
- mes "[Kid]";
- mes "Don't come here!";
- mes "I don't want you to";
- mes "pat my head! Grrr...";
- mes "I-I'm warning you!";
- next;
- mes "[Kid]";
- mes "Hey, look at your";
- mes "clothes! Where did";
- mes "you come from, huh?";
- next;
- mes "[Kid]";
- mes "Are you from a";
- mes "different country?";
- next;
- mes "[Kid]";
- mes "Huh, huh?";
- mes "What country";
- mes "are you from?";
- next;
- mes "[Kid]";
- mes "Eh, whatever.";
- next;
- mes "[Kid]";
- mes "Oh hey, do";
- mes "you like candy?";
-
- if (ra_tem_q == 1) {
- next;
- switch(select("Not at all.:Yeah.:Sure, I love the stuff~:Not much.")) {
-
- case 1:
- mes "[Kid]";
- mes "Hmpf! Okay.";
- close;
-
- case 2:
- break;
-
- case 3:
- break;
-
- case 4:
- mes "[Kid]";
- mes "Oh. It's 'cause you're";
- mes "a grown-up. Why don't";
- mes "you like candies, anyway?";
- next;
- mes "[Kid]";
- mes "Why, huh?";
- mes "Tell me, tell";
- mes "me, how come?";
- close;
-
- }
-
-
- if (rand(1,2) != 2) {
- mes "[Kid]";
- mes "Oh yeah...?";
- next;
- mes "[Kid]";
- mes "But you're a grown-up,";
- mes "aren't you? Heh heh heh!";
- next;
- mes "[Kid]";
- mes "Candy is only for";
- mes "kids! Hahahahaah!";
- next;
- mes "[Kid]";
- mes "I tricked you!";
- mes "You big big dummy!";
- }
-
- else {
- mes "[Kid]";
- mes "Oh, you do?";
- mes "Does that mean";
- mes "that you have";
- mes "any candy, then?";
- next;
- mes "[Kid]";
- mes "I want one!";
- next;
- mes "[Kid]";
- mes "Hurry, give me one!";
- mes "Gimmie gimmie~!";
- next;
- if (countitem(529) > 0) {
- mes "[Kid]";
- mes "Mmm...";
- mes "If you give me";
- mes "some Candy, then I'll";
- mes "tell you something";
- mes "really cool, yeah?";
- next;
- if (select("Sure.:No.") == 1) {
- mes "[Kid]";
- mes "Yay~";
- next;
- mes "[Kid]";
- mes "Hah! Got you!";
- mes "I didn't want any";
- mes "candy anyway! Nyeh!";
- mes "But I like you, so";
- mes "I can tell you a secret!";
- next;
- mes "[Kid]";
- mes "Did you know that";
- mes "they always leave one";
- mes "of the windows to the temple";
- mes "unlocked? You spy on the";
- mes "priests inside. They're always";
- mes "fighting! Isn't that bad?";
- next;
- mes "[Kid]";
- mes "Oh well, they're adults,";
- mes "so I dunno. Maybe they...";
- mes "Mm. Well, I remember that";
- mes "fighting is supposed to be bad.";
- next;
- mes "[Kid]";
- mes "Awww, nuts!";
- mes "I just remembered!";
- mes "If you have candy, it";
- mes "must be from another";
- mes "country! I should have";
- mes "taken it from you. Dang it!";
- next;
- mes "[Kid]";
- mes "Oooh, I hate you";
- mes "now! Leave me alone!";
- set ra_tem_q,2;
- close;
- }
- mes "[Kid]";
- mes "You don't wanna";
- mes "share your candy?";
- mes "Hmpf! I guess you";
- mes "must really love it.";
- mes "...You big greedy.";
- close;
- }
- mes "[Kid]";
- mes "Wait, you don't have";
- mes "any Candy, huh? How can";
- mes "you tell me you like Candy";
- mes "when you don't carry any?";
- mes "Look at this! My pockets";
- mes "are full of candy!";
- next;
- mes "[Kid]";
- mes "See?";
- mes "Look at all";
- mes "this candy!";
- next;
- mes "[Kid]";
- mes "Yeah, you have to";
- mes "have at least this";
- mes "much candy to say";
- mes "that you like them.";
- mes "Hee hee hee hee!";
- next;
- mes "[Kid]";
- mes "Oh hey...";
- mes "Would you like to";
- mes "have some candy?";
- next;
- mes "[Kid]";
- mes "Haha! I tricked you!";
- mes "I'm not gonna share";
- mes "all this candy with you!";
- mes "All of it is for me!";
- next;
- mes "[Kid]";
- mes "...............................";
- mes "Um... Are you mad?";
- next;
- mes "[Kid]";
- mes "Oh...";
- mes "You are mad";
- mes "at me, aren't you?";
- next;
- mes "[Kid]";
- mes "Okay, okay.";
- mes "I'll tell you a really";
- mes "cool secret, so promise";
- mes "that you won't be mad anymore.";
- next;
-
- switch(select("No, thanks.:What's that?")) {
-
- case 1:
- mes "[Kid]";
- mes "Please~";
- break;
-
- case 2:
- mes "[Kid]";
- mes "Did you know that";
- mes "they always leave one";
- mes "of the windows to the temple";
- mes "unlocked? You spy on the";
- mes "priests inside. They're always";
- mes "fighting! Isn't that bad?";
- next;
- mes "[Kid]";
- mes "Oh well, they're adults,";
- mes "so I dunno. Maybe they...";
- mes "Mm. Well, I remember that";
- mes "fighting is supposed to be bad...";
- next;
- mes "[Kid]";
- mes "Now, I hope you";
- mes "won't be mad at";
- mes "me anymore...";
- mes "If you're not,";
- mes "then I'm gonna";
- mes "be madder at you!";
- set ra_tem_q,2;
- break;
-
- }
-
- }
-
- }
- close;
-
- }
-
- else if (ra_tem_q == 2) {
- mes "[Kid]";
- mes "You're leaving?";
- mes "Don't you want to";
- mes "watch me play Rock,";
- mes "Paper, Scissors?";
- next;
- mes "[Kid]";
- mes "Hey! I don't like";
- mes "the way you're looking";
- mes "at me. I don't like you";
- mes "watching me like that!";
- mes "Why don't you go away?";
- next;
- mes "[Kid]";
- mes "Gosh, I said, go away!";
- next;
- mes "[Kid]";
- mes "If you're that bored,";
- mes "why don't you peep through";
- mes "the windows in the temple,";
- mes "huh? Gosh! Some people!";
- close;
- }
-
-}
-
-ra_temple,67,209,0 script zawa00 -1,3,3,{
-OnTouch:
- if (ra_tem_q == 2) {
- mes "^3355FFYou notice a slightly";
- mes "open window that";
- mes "you can easily enter.^000000";
- next;
- if(select("Stay:Enter Through Window") == 2) {
- mes "^3355FFYou pull the window,";
- mes "and it smoothly opens.";
- mes "This is probably what";
- mes "those mischevious hits";
- mes "have been using to enter";
- mes "unnoticed into this temple.^000000";
- close2;
- warp "que_rachel",62,82;
- end;
- }
- mes "^3355FFYou decide that it's";
- mes "wrong to sneak into";
- mes "a place. But what if";
- mes "you don't get caught?^000000";
- close;
- }
-
- else if ((ra_tem_q >= 3) && (ra_tem_q < 10)) {
- mes "^3355FFWould you like to";
- mes "enter the temple";
- mes "through this window?^000000";
- next;
- if(select("Enter:Cancel") == 1) {
- close2;
- warp "que_rachel",62,82;
- end;
- }
- mes "^3355FFUsing this window is";
- mes "probably the only way";
- mes "that you can enter.^000000";
- close;
- }
-
- end;
-}
-
-que_rachel,63,82,0 script Window#ra_temple 111,{
- mes "^3355FFThis window it open^000000";
- next;
- if(select("Stay:Exit Through Window") == 2) {
- close2;
- warp "ra_temple",73,208;
- end;
- }
- close;
-}
-
-que_rachel,60,80,0 script zawa01 -1,5,5,{
-OnTouch:
- if (ra_tem_q == 2) {
- mes "^3355FFIt's strangely";
- mes "dark in here.^000000";
- set ra_tem_q,3;
- close;
- }
-
- end;
-}
-
-que_rachel,59,112,0 script zawa02 -1,10,10,{
-OnTouch:
- if (ra_tem_q == 3) {
- mes "^3355FFYou hear some";
- mes "noise from the hallway";
- mes "towards the chapel. It";
- mes "sounds like there are";
- mes "several other people here.^000000";
- set ra_tem_q,4;
- close;
- }
-
- end;
-
-}
-
-que_rachel,94,139,0 script zawa03 -1,10,10,{
-OnTouch:
- if (ra_tem_q == 4) {
- mes "^3355FFYou hear noises of some";
- mes "commotion from the stairs.^000000";
- set ra_tem_q,5;
- close;
- }
-
- end;
-
-}
-
-que_rachel,132,70,0 script zawa04 -1,10,10,{
-OnTouch:
- if (ra_tem_q == 5) {
- mes " ";
- mes " ";
- mes "^ff0000Crash!^000000";
- next;
- mes "^3355FFYou hear something";
- mes "fall from the stairs,";
- mes "followed by noises that";
- mes "sound like a scuffle.^000000";
- set ra_tem_q,6;
- close;
- }
-
- end;
-
-}
-
-que_rachel,28,315,0 script Bloody Spot -1,5,5,{
-OnTouch:
- if (ra_tem_q == 6) {
- mes "^3355FFThere's a spot on the";
- mes "ground that's darker than";
- mes "the rest of the floor...^000000";
- next;
- if (select("Investigate:Ignore") == 1) {
- mes "^3355FFIt's too dark to";
- mes "really see the spot^000000";
- next;
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "^3355FFIt smells a little bit";
- mes "like copper or iron. Blood";
- mes "has probably been spilled here.^000000";
- set ra_tem_q,7;
- close;
- }
-
- else {
- mes "^3355FFYou decide that your";
- mes "time would be better spent";
- mes "investigating something else.^000000";
- close;
- }
-
- }
-
- else if (ra_tem_q == 7) {
- mes "^3355FFThis dark spot on the";
- mes "ground is really creepy,";
- mes "no matter how many";
- mes "times you look at it.^000000.";
- next;
- if (select("Investigate Again:Ignore") == 1) {
- mes "^3355FFThe blood on the ground";
- mes "hasn't dried up yet, but";
- mes "it's probably cold by now.^000000";
- next;
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "^3355FFThe amount of blood";
- mes "on the ground is more";
- mes "than can be contained in just";
- mes "one person. You'd better get";
- mes "out of here before it's too late.^000000";
- set ra_tem_q,8;
- close;
- }
-
- else {
- mes "^3355FFYou decide that your";
- mes "time would be better spent";
- mes "investigating something else.^000000";
- close;
- }
-
- }
-
- else if (ra_tem_q == 8) {
- mes "^3355FFThis blood stain on the";
- mes "ground is a pretty bad";
- mes "sign. You might have to";
- mes "escape this place before";
- mes "whatever caused this much";
- mes "bleeding does the same to you.^000000";
- close;
- }
-
- end;
-}
-
-que_rachel,170,37,0 script nemma01::nemma01 -1,5,5,{
-OnTouch:
- if (ra_tem_q == 8) {
- mes "[???]";
- mes "Only the goddess exists.";
- next;
- mes "[???]";
- mes "Everyone must be";
- mes "ready for her coming.";
- next;
- mes "[???]";
- mes "Izlude, my hometown,";
- mes "I have come to this";
- mes "place to build.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Th-that's Priestess";
- mes "Panno's voice! But isn't";
- mes "she just outside the door?";
- mes "What exactly was she saying?";
- set ra_tem_q,9;
- close;
- }
-
- end;
-}
-
-que_rachel,175,37,0 duplicate(nemma01) nemma02 -1,5,5
-que_rachel,180,37,0 duplicate(nemma01) nemma03 -1,5,5
-que_rachel,165,37,0 duplicate(nemma01) nemma04 -1,5,5
-que_rachel,160,37,0 duplicate(nemma01) nemma05 -1,5,5
-
-que_rachel,169,18,0 script Quest Temple Exit#ra_tem 45,2,2,{
- mes "^3355FFThe gate is closed.^000000";
- next;
-
- switch(select("Push Gate:Examine Gate:Kick Gate:Smash Gate with Weapon")) {
-
- case 1:
- mes "^3355FFYou push the gate";
- mes "with all of your might...";
- if (ra_tem_q == 9) {
- close2;
- set ra_tem_q,10;
- warp "ra_temple",119,175;
- end;
- }
- mes "But it won't even budge.^000000";
- break;
-
- case 2:
- mes "^3355FFThere's some strange";
- mes "machinery installed on";
- mes "the gate, and a slot where";
- mes "it looks you you can insert";
- mes "a card or permit. The lights";
- mes "are on, so it must be working.^000000";
- break;
-
- case 3:
- mes "^3355FFYou angrily kick the gate...";
- if (ra_tem_q == 9) {
- close2;
- set ra_tem_q,10;
- warp "ra_temple",119,175;
- end;
- }
- mes "But no matter how much rage";
- mes "you put into your kick, the";
- mes "gate refuses to open for you.";
- mes "Oh, and your foot hurts too.^000000.";
- break;
-
- case 4:
- mes "^3355FFWait! That's not";
- mes "a good idea. You can't";
- mes "smash down the gate to";
- mes "a holy place: heroes don't";
- mes "specialize in desecration.^000000";
- break;
-
- }
- close;
-
-}
-
-ra_temin,277,159,3 script High Priest Zhed#rachel 932,{
- if ((ra_tem_q > 14) || (MISC_QUEST&8192)) set lost_boy,14;
- if (checkweight(908,200) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (lost_boy == 12) {
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "For some reason, you look";
- mes "familiar to me. Are you supposed";
- mes "to be here? Otherwise, you should";
- mes "leave this place if you don't have";
- mes "the proper authorization.";
- next;
- select("I'm here on Vincent's behalf");
- mes "[High Priest Zhed]";
- mes "Vincent sent you? I see.";
- mes "You must have been looking";
- mes "for me. I am High Priest Zhed,";
- mes "and I understand that you";
- mes "have a package for me.";
- next;
- mes "[High Priest Zhed]";
- mes "Usually, Vincent doesn't";
- mes "trust strangers to deliver";
- mes "these packages, but perhaps";
- mes "this was necessitated by some";
- mes "strange circumstance. Anyway,";
- mes "let's see what he sent me...";
- next;
- cutin "ra_gman2",2;
- mes "[High Priest Zhed]";
- mes "Hm? What's this?";
- mes "Vincent sent a note?";
- mes "I suppose this must be";
- mes "important. Give me just a";
- mes "moment to read this, please...";
- next;
- mes "[High Priest Zhed]";
- mes "...............................";
- mes "...Hrrrmm. Vincent. Now";
- mes "I understand. So he was being";
- mes "intentionally cold towards Jenny";
- mes "and Phoebe so other people";
- mes "wouldn't get suspicious...";
- next;
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "Still, I don't think he";
- mes "had to do that--it might";
- mes "have been a little too";
- mes "much. Well, I really";
- mes "appreciate your help";
- mes "in this matter, adventurer.";
- next;
- mes "[High Priest Zhed]";
- mes "But tell me, did you only";
- mes "help Vincent and risk your";
- mes "life because you were being";
- mes "paid? Were you only being";
- mes "motivated by the money?";
- next;
- select("Actually... I was just curious.");
- mes "[High Priest Zhed]";
- mes "You were doing this just to";
- mes "satisfy your curiosity? Heh";
- mes "heh, that's very interesting.";
- mes "That's also the best attitude";
- mes "for a brave adventurer. I like";
- mes "that. May I have your name?";
- next;
- select("Tell him your name.");
- mes "[High Priest Zhed]";
- mes ""+strcharinfo(0)+"...";
- mes "Yes, that's a fine name.";
- mes "It suits you well. I'll be sure";
- mes "to remember that. Again, let";
- mes "me thank you for risking your";
- mes "life to retrive my belongings.";
- next;
- mes "[High Priest Zhed]";
- mes "I shall be praying for";
- mes "Freya to guide and protect";
- mes "you in your travels. Peace";
- mes "be with you, "+strcharinfo(0)+".";
- close2;
- cutin "ra_gman",255;
- set lost_boy,13;
- specialeffect2 EF_ABSORBSPIRITS;
- getexp 90000,0;
- end;
- }
- else if ((lost_boy == 13) && (ra_tem_q < 14)) {
- mes "[High Priest Zhed]";
- mes "Ah, "+strcharinfo(0)+"...";
- mes "I appreciate that you've";
- mes "managed to retrieve my";
- mes "belongings for me. You are";
- mes "a truly talented adventurer.";
- mes "May Freya protect you...";
- }
- else if ((lost_boy == 13) && (ra_tem_q == 14)) {
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "Ah, good, I was hoping you'd";
- mes "show up here sooner or later.";
- mes "I have a favor to ask of you";
- mes "since I'm too busy to do it";
- mes "myself, and I trust you more";
- mes "than any other adventurer.";
- next;
- cutin "ra_gman2",2;
- mes "[High Priest Zhed]";
- mes "However, before I give you";
- mes "the details, you must know";
- mes "that this favor must be kept";
- mes "secret. In other words, once";
- mes "I explain the task, you must";
- mes "accept my request.";
- next;
- if (select("Let me think about it.:Yes, sure.") == 1) {
- mes "[High Priest Zhed]";
- mes "I understand, but if you";
- mes "change your mind, please";
- mes "come back and let me know.";
- mes "It's very hard for me to find";
- mes "someone that I can really";
- mes "rely on to do this for me...";
- close2;
- cutin "ra_gman",255;
- end;
- }
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "Ah, I'm relieved to see";
- mes "that you accept. Don't worry,";
- mes "this task isn't complicated,";
- mes "nor will it require much";
- mes "in the way of sacrifice.";
- next;
- cutin "ra_gman2",2;
- mes "[High Priest Zhed]";
- mes "As you may already know,";
- mes "our country of Arunafeltz";
- mes "worships the goddess Freya.";
- mes "There's almost no separation";
- mes "between politics, society,";
- mes "and our religion, really.";
- next;
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "Now, the leader of our";
- mes "national religion, our pope,";
- mes "is a direct servant of Freya";
- mes "and delivers her messages";
- mes "to us. As such, she must live";
- mes "by very strict guidelines.";
- next;
- mes "[High Priest Zhed]";
- mes "Our pope is curious about";
- mes "the outside world and wishes";
- mes "to learn more about what lies";
- mes "beyond Arunafeltz, but she";
- mes "cannot come easily by this";
- mes "sort of knowledge.";
- next;
- mes "[High Priest Zhed]";
- mes "Firstly, she cannot leave";
- mes "Rachel, the place where the";
- mes "spirit of goddess Freya dwells.";
- mes "Secondly, all citizens and priests are forbidden to leave the city in";
- mes "order to preserve our sanctity.";
- next;
- mes "[High Priest Zhed]";
- mes "These are implicit rules that";
- mes "normally aren't discussed openly,";
- mes "but everyone follows them to";
- mes "prevent from being stigmatized.";
- mes "Frankly, I think it's somewhat shameful, but we're working on it.";
- next;
- mes "[High Priest Zhed]";
- mes "Furthermore, our pope must";
- mes "maintain her image of aloof";
- mes "piety, so it'd be inappropriate of her to openly question outside";
- mes "world affairs. Although, such";
- mes "knowledge would benefit her...";
- next;
- mes "[High Priest Zhed]";
- mes "That is why the high priests";
- mes "decided to enlist a trustworthy";
- mes "adventurer to inform our pope";
- mes "about the outside world. Now";
- mes "you understand why I've asked";
- mes "you to keep all of this secret.";
- next;
- mes "[High Priest Zhed]";
- mes "You won't need to divulge";
- mes "outrageous secrets or anything";
- mes "like that. I presume mundane";
- mes "details would be enough to";
- mes "please her. Just let her be";
- mes "able to envision your homeland.";
- next;
- mes "[High Priest Zhed]";
- mes "Personally, I think it would";
- mes "be refreshing for our pope to";
- mes "hear a few of your stories as";
- mes "she is always worshipping";
- mes "our goddess on the behalf of";
- mes "everyone in our glorious city.";
- next;
- mes "[High Priest Zhed]";
- mes "Unfortunately, I cannot escort";
- mes "you to the priestess, but I will";
- mes "relate the means to which you";
- mes "can gain an audience with her.";
- mes "First, you will need a ^FF0000High";
- mes "Priest's Recommendation^000000.";
- next;
- mes "[High Priest Zhed]";
- mes "I will write that for you, so";
- mes "there's no need to concern";
- mes "yourself with that. Next, you";
- mes "will need to gather ^FF000040 Glacial";
- mes "Hearts^000000 as symbolic proof of";
- mes "your strength and purity.";
- next;
- mes "[High Priest Zhed]";
- mes "While I finish writing this";
- mes "recommendation, let me tell";
- mes "you how to get to the pope's";
- mes "office where you must go once";
- mes "you gather 40 Glacial Hearts.";
- next;
- mes "[High Priest Zhed]";
- mes "Head west from the chapel";
- mes "in the center of the temple,";
- mes "and then enter a door guarded";
- mes "by two soldiers. Show them your";
- mes "recommendation and Glacial Hearts, and they should grant you passage.";
- next;
- mes "[High Priest Zhed]";
- mes "Ah, here you are.";
- mes "I've finished writing";
- mes "your recommendation.";
- mes "Well then, I guess I'll";
- mes "see you after you've";
- mes "completed this task.";
- next;
- mes "^3355FFYou received a High";
- mes "Priest's recommendation.^000000";
- set ra_tem_q,15;
- set lost_boy,14;
- }
- else if ((ra_tem_q == 15) || (ra_tem_q == 16)) {
- mes "[High Priest Zhed]";
- mes "Once you gather";
- mes "^FF000040 Glacial Hearts^000000,";
- mes "you can show them, along";
- mes "with the recommendation I've";
- mes "written for you, to the soldiers";
- mes "guarding the pope's office.";
- next;
- mes "[High Priest Zhed]";
- mes "When you're ready to go";
- mes "to the pope's office, just";
- mes "head west from the chapel";
- mes "to the center of the temple:";
- mes "this is where the entrance is.";
- }
- else if (ra_tem_q == 17) {
- mes "[High Priest Zhed]";
- mes "Ah, thank you so much";
- mes "for spending some time";
- mes "with the pope for me.";
- mes "I can tell that she really";
- mes "enjoyed speaking to you.";
- next;
- mes "[High Priest Zhed]";
- mes "I am curious, though...";
- mes "Our pope is unaccustomed";
- mes "to speaking with outsiders,";
- mes "so I assume that you have";
- mes "your own questions after";
- mes "your conversation with her...";
- next;
- select("Well, she did mention some Holy Ground...");
- cutin "ra_gman2",2;
- mes "[High Priest Zhed]";
- mes "What...?!";
- mes "She mentioned";
- mes "the Holy Ground...?!";
- next;
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "The Holy Ground is a place";
- mes "where all humans, including";
- mes "the pope, have been forbidden.";
- mes "We used to allow people to";
- mes "visit in the past, but... ";
- next;
- mes "[High Priest Zhed]";
- mes "Only the gods can access";
- mes "that place now. Listen, if";
- mes "the other priests ask about";
- mes "your conversation with the";
- mes "pope, please do not make any";
- mes "mention of the Holy Ground.";
- next;
- mes "[High Priest Zhed]";
- mes "Please don't ask me";
- mes "why, but believe me that";
- mes "it's very important that";
- mes "you feign ignorance of the";
- mes "Holy Ground's existence!";
- next;
- mes "[????]";
- mes "Excuse me, Zhed?";
- mes "May I speak with you";
- mes "for a moment? I need";
- mes "to talk to you about";
- mes "a private matter...";
- next;
- cutin "ra_gman2",2;
- mes "[High Priest Zhed]";
- mes "Er, yes, of course!";
- mes "Excuse me for a moment...";
- mes "While you're waiting for me,";
- mes "why don't you relax in the";
- mes "next room? Don't forget:";
- mes "there is no Holy Ground.";
- close2;
- cutin "",255;
- select("Okay.");
- set ra_tem_q,18;
- warp "ra_temin",297,156;
- end;
- }
- else if (ra_tem_q == 18) {
- mes "[High Priest Zhed]";
- mes "I'm sorry, but we're not";
- mes "quite finished with our";
- mes "discussion. Why don't you";
- mes "wait and relax in the next room";
- mes "over there in the meantime?";
- close2;
- cutin "",255;
- warp "ra_temin",297,156;
- end;
- }
- else if (ra_tem_q == 19) {
- mes "[High Priest Zhed]";
- mes "I apologize for making";
- mes "you wait for so long: I had";
- mes "some crucial matters to";
- mes "discuss. Now, that look";
- mes "on your face tells me that";
- mes "you have a pressing question.";
- next;
- select("Ask about Bekento");
- cutin "ra_gman2",2;
- mes "[High Priest Zhed]";
- mes "Bekento? Ah, you must";
- mes "have been speaking to";
- mes "High Priestess Niren.";
- mes "She's the only one that";
- mes "calls me that. You see, my";
- mes "full name is Zhed Bekento.";
- next;
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "Speaking of which...";
- mes "Did Niren ask you anything";
- mes "or tell you something that";
- mes "was out of the ordinary?";
- next;
- mes "^3355FFAfter a little hesitation,";
- mes "you tell High Priest Zhed";
- mes "about your conversation";
- mes "with High Priestess Niren.^000000";
- next;
- mes "[High Priest Zhed]";
- mes "Hmm, I see.";
- mes "Yes. That sounds";
- mes "like something she'd do.";
- mes "I'll explain it all later, but";
- mes "right now, I need to rest.";
- mes "I'm getting old, you know.";
- next;
- cutin "ra_gman2",2;
- mes "[High Priest Zhed]";
- mes "Ah, but before you go, let";
- mes "me warn you not to ^FF0000go near";
- mes "the Holy Ground^000000. I repeat,";
- mes "stay away from the Holy Ground.";
- next;
- mes "^3355FFThe Holy Ground...";
- mes "Why is High Priest Zhed";
- mes "so adamant about protecting";
- mes "the Holy Ground? Regardless...";
- mes "If you want to go there, then";
- mes "just go there. Who'll stop you?^000000";
- set ra_tem_q,20;
- }
- else if ((ra_tem_q >= 20) && (ra_tem_q < 22)) {
- cutin "ra_gman2",2;
- mes "[High Priest Zhed]";
- mes "Whatever you do, whatever";
- mes "journeys you take, please";
- mes "make sure that you stay";
- mes "away from the Holy Ground!";
- next;
- mes "^3355FFNow, more than ever,";
- mes "you feel compelled to";
- mes "enter the Holy Ground.^000000";
- }
- else if (ra_tem_q == 23) {
- cutin "ra_gman2",2;
- mes "[High Priest Zhed]";
- mes "Oh, it's you.";
- mes "Let me guess...";
- mes "After everything I said,";
- mes "you still went ahead and";
- mes "visited the Holy Ground,";
- mes "didn't you? Oh, well...";
- next;
- select("Did something happen?");
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "Well, honestly, I've been";
- mes "temporarily suspended from";
- mes "work, but no need to worry.";
- mes "It's not your fault. I've been";
- mes "in conflict with the other High";
- mes "Priests for a while, anyway.";
- next;
- mes "[High Priest Zhed]";
- mes "Please don't worry about it.";
- mes "If not this, they would have";
- mes "found some other way to attack";
- mes "me. It would only be a matter";
- mes "of time. They're exaggerating";
- mes "your intrusion for their benefit.";
- next;
- cutin "ra_gman2",2;
- mes "[High Priest Zhed]";
- mes "All I want is for";
- mes "Arunafeltz to be safe";
- mes "and at peace. I hope this";
- mes "land is not twisted by the";
- mes "greedy humans. I hope all will";
- mes "work according to Freya's will.";
- next;
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "Ah, and please do not";
- mes "blame Niren. She must have";
- mes "her own reasons for her own";
- mes "actions. She has changed";
- mes "much but in the end, I think";
- mes "that we are still friends.";
- next;
- mes "[High Priest Zhed]";
- mes "One last thing:";
- mes "try not to let the";
- mes "other priests catch you";
- mes "doing anything forbidden.";
- mes "It'd be a little embarassing";
- mes "for me, you understand.";
- next;
- mes "[High Priest Zhed]";
- mes "Still, you were secretly";
- mes "invited here, so I'm sure";
- mes "that only a very few of them";
- mes "would be able to recognize";
- mes "you. In the end, you'll do";
- mes "what you will, right?";
- next;
- cutin "ra_gman2",2;
- mes "[High Priest Zhed]";
- mes "...I think I know what";
- mes "you saw in the Holy Ground.";
- mes "I'm sure that you have much";
- mes "to ask, but now isn't the time";
- mes "to seek for answers. Please,";
- mes "you must be patient.";
- next;
- mes "[High Priest Zhed]";
- mes "Until the right time";
- mes "comes, I want you not";
- mes "to tell anyone else what";
- mes "you saw in the Holy Ground.";
- next;
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "Well then, adventurer,";
- mes "thank you for coming by.";
- mes "I need to go lay down now,";
- mes "so if you'll let me rest...";
- close2;
- set MISC_QUEST,MISC_QUEST | 8192;
- set ra_tem_q,0;
- cutin "",255;
- specialeffect2 EF_ABSORBSPIRITS;
- getexp 90000,60000;
- end;
- }
- else if (MISC_QUEST & 8192) {
- // Start Veins "Thor Volcano Base" Quest Addition
- if (rachel_camel == 25) {
- // Start Nameless Island Access Quest Addition
- if (aru_monas == 11) {
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "Ah, it's been a while,";
- mes "hasn't it? You look well,";
- mes "and I'm doing fine as you";
- mes "can see. What can I do";
- mes "for you today, "+strcharinfo(0)+"?";
- next;
- switch(select("I just wanted to say hi.:Ask About Veins Incident")) {
- case 1:
- mes "[High Priest Zhed]";
- mes "As you well know, I'm only";
- mes "a High Priest in title, and";
- mes "lost much of my influence";
- mes "amongst many of the other";
- mes "priests for my views.";
- next;
- mes "[High Priest Zhed]";
- mes "Still, I have faith that";
- mes "justice and good will";
- mes "prevail over the corruption";
- mes "that plagues our priests,";
- mes "so long as good people";
- mes "are willing to act.";
- break;
- case 2:
- mes "[High Priest Zhed]";
- mes "Veins incident?";
- mes "I haven't heard of";
- mes "anything... Well, perhaps";
- mes "if you'd elaborate, then";
- mes "I'd understand a bit more.";
- next;
- mes "^3355FFYou told High Priest";
- mes "Zhed about the group of";
- mes "smugglers arrested in Veins.^000000";
- next;
- mes "[High Priest Zhed]";
- mes "Oh, I think I did hear";
- mes "something about that earlier.";
- mes "Let's see now... Ah, right.";
- mes "Niren mentioned something";
- mes "strange about them...";
- next;
- mes "[High Priest Zhed]";
- mes "The smugglers were with";
- mes "a high ranking official from";
- mes "the Rune-Midgarts Kingdom,";
- mes "which is why Niren was so";
- mes "hesitant to take any action";
- mes "against them for a while.";
- next;
- mes "[High Priest Zhed]";
- mes "I was too preoccupied with";
- mes "other matters, and I didn't";
- mes "think much of it at the time.";
- mes "Why don't you speak to Niren?";
- mes "I'm sure that she can tell you";
- mes "more about what happened.";
- set aru_monas,12;
- next;
- mes "[High Priest Zhed]";
- mes "If you do decide to";
- mes "visit Niren, please";
- mes "send her my regards.";
- break;
- }
- }
- // End Nameless Island Access Quest Addition.
- else if (aru_vol == 0) {
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "Ah, it does my heart to";
- mes "good to see you again.";
- mes "Adventurers willing to work";
- mes "so hard for the sake of world";
- mes "peace like yourself are fairly";
- mes "uncommon. I hope you know that.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Huh...?";
- mes "Please don't flatter";
- mes "me like that! Saying";
- mes "it like that is kind of";
- mes "overdoing it, isn't it?";
- emotion 54,1;
- next;
- mes "[High Priest Zhed]";
- mes "Not at all. In fact, I'm";
- mes "sure that a place in";
- mes "Valhalla has already";
- mes "been secured for you";
- mes "by the Valkyries. Now, how";
- mes "may I help you, my friend?";
- next;
- select("Mysterious Building in the Volcano:");
- mes "["+strcharinfo(0)+"]";
- mes "Actually, I was wondering";
- mes "if you knew of anything about";
- mes "this facility inside Thor";
- mes "Volcano near Veins. There";
- mes "might be something big";
- mes "going on over there.";
- next;
- mes "^3131FFYou told High Priest";
- mes "Zhed about the shackled";
- mes "child in Thor Volcano, and";
- mes "how you found the building";
- mes "hidden there. High Priest Zhed";
- mes "seemed disturbed by your words.^000000";
- next;
- mes "[High Priest Zhed]";
- mes "I see. I have my suspicions";
- mes "about what is happening. Now,";
- mes "you're aware that Arunafeltz";
- mes "is governed by our church,";
- mes "and that our entire nation";
- mes "worships the goddess Freya.";
- next;
- mes "[High Priest Zhed]";
- mes "The priests that lead this";
- mes "nation are split into two main";
- mes "factions: I am considered part";
- mes "of the moderate faction, which";
- mes "usually butts heads with the";
- mes "jingoistic hard-liner faction.";
- next;
- mes "[High Priest Zhed]";
- mes "These hard-liner priests";
- mes "are more than willing to use";
- mes "violent methods if they believe";
- mes "it to be the will of Freya, and";
- mes "are the ones that established";
- mes "the military camp at Thor Volcano.";
- next;
- mes "[High Priest Zhed]";
- mes "Of course, it's also";
- mes "considered a geology camp";
- mes "since they're always monitoring";
- mes "that place for volcanic activity,";
- mes "but for all intents and purposes,";
- mes "they are training men to fight.";
- next;
- mes "[High Priest Zhed]";
- mes "It scares me to think";
- mes "about it, but I'm sure that";
- mes "they have many military supplies";
- mes "and machines of mass destruction";
- mes "hidden over there in the camp.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Wait, what exactly do";
- mes "they hope to accomplish";
- mes "by fighting? How do they";
- mes "intend to help the goddess";
- mes "Freya by using violence?";
- next;
- mes "[High Priest Zhed]";
- mes "All the priests agree that";
- mes "reassembling Ymir's Heart will";
- mes "revive Freya. As you know, the";
- mes "pieces are scattered all over";
- mes "the world. Some are possessed";
- mes "by the Rune-Midgarts Kingdom.";
- next;
- mes "[High Priest Zhed]";
- mes "In the interest of avoiding";
- mes "conflict, the moderate faction";
- mes "of priests decided to hire";
- mes "scientists to reproduce Ymir's";
- mes "Heart, resulting in an";
- mes "imitation of that artifact.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "An imitation of Ymir's";
- mes "Heart? I think I know of";
- mes "a famous scientist from the";
- mes "Schwartzvalt Republic that";
- mes "was working on that! Let's";
- mes "see, his name was...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Isn't the scientist's name...";
- input .@input$;
- mes "^3131FF"+.@input$+"^000000?";
- next;
- if (.@input$ == "Varmunt") {
- mes "[High Priest Zhed]";
- mes "Oh, you've heard of him?";
- mes "Yes, his name was Varmunt.";
- mes "Unfortunately, he deliberately";
- mes "destroyed the Imitation of";
- mes "Ymir's Heart into pieces,";
- mes "and then disappeared.";
- next;
- }
- else {
- mes "[High Priest Zhed]";
- mes ""+.@input$+"?";
- mes "No, that wasn't him.";
- mes "The man that created the";
- mes "imitation of Ymir's Heart";
- mes "was named Varmunt.";
- mes "He was truly a genius.";
- next;
- }
- mes "[High Priest Zhed]";
- mes "I'm not sure what happened";
- mes "to Varmunt. All I know was that";
- mes "something serious happened";
- mes "in the Schwaltzvalt Republic,";
- mes "and that he disappeared in";
- mes "the fiasco. It's strange...";
- next;
- mes "[High Priest Zhed]";
- mes "Although the working";
- mes "Ymir's Heart imitation that";
- mes "Varmunt had created was broken";
- mes "into pieces, other scientists";
- mes "managed to mostly reproduce";
- mes "his work with unstable Ymir Hearts.";
- next;
- mes "[High Priest Zhed]";
- mes "Since our moderate faction,";
- mes "was only able to provide";
- mes "unstable Ymir Heart imitations,";
- mes "the hard-liner faction quickly";
- mes "gained more respectability than";
- mes "us in the eyes of the people.";
- next;
- mes "[High Priest Zhed]";
- mes "Despite our advanced weaponry";
- mes "and armor, I'm afraid that our";
- mes "country of Arunafeltz is not as";
- mes "civilized and peaceful as I'd";
- mes "like it to be, and the hard-liners";
- mes "control our government now.";
- next;
- mes "[High Priest Zhed]";
- mes "Although the hard-liners";
- mes "allowed us to continue";
- mes "our research in faithfully";
- mes "reproducing Ymir's Heart,";
- mes "they've been developing their";
- mes "military might unopposed.";
- next;
- mes "[High Priest Zhed]";
- mes "So basically, the moderates";
- mes "are trying to recreate Ymir's";
- mes "Heart at research centers";
- mes "in the Holy Ground and the";
- mes "Schwaltzvalt Republic.";
- next;
- mes "[High Priest Zhed]";
- mes "The hard-liners are";
- mes "training soldiers and";
- mes "storing up military supplies";
- mes "and weapons in their camp";
- mes "in Thor Volcano. However,";
- mes "I don't know any more details.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "This doesn't look good.";
- mes "I mean, if they're gearing";
- mes "up to take the Ymir Heart";
- mes "Pieces by force, it'll be war";
- mes "against the Schwalzvalt Republic";
- mes "and the Rune-Midgarts Kingdom!";
- next;
- mes "[High Priest Zhed]";
- mes "Seeing as I'm part of the";
- mes "moderate faction, as well as";
- mes "recently demoted, I just don't";
- mes "have access to much information";
- mes "about the hard-liners. However,";
- mes "there may still be hope yet...";
- next;
- mes "[High Priest Zhed]";
- mes "War would be bad for all";
- mes "parties involved. That is";
- mes "why I'd like to ask you to";
- mes "sneak into the camp at";
- mes "Thor Volcano for the sake of";
- mes "protecting international peace.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I really want to know";
- mes "more about what they're";
- mes "planning to do, but that";
- mes "place is heavily guarded!";
- mes "How am I going to sneak in?";
- next;
- mes "[High Priest Zhed]";
- mes "You're right.";
- mes "We'll have to think";
- mes "of a really good way";
- mes "for you to infiltrate";
- mes "that place. Hmmmm...";
- setquest 2114;
- set aru_vol,1;
- close2;
- cutin "ra_gman",255;
- end;
- }
- else if ((aru_vol > 0) && (aru_vol < 5)) {
- mes "[High Priest Zhed]";
- mes "Hmm...";
- next;
- switch(select("How to Sneak into the Camp :The Moderates:The Hard-Liners")) {
- case 1:
- mes "[High Priest Zhed]";
- mes "I still don't have any";
- mes "ideas for sneaking into";
- mes "the camp at Thor Volcano.";
- mes "Give me a little more time,";
- mes "and hopefully we can figure";
- mes "something out together.";
- break;
- case 2:
- mes "[High Priest Zhed]";
- mes "We priests of the moderate";
- mes "faction are opposed to war,";
- mes "so we've been trying to";
- mes "develop imitations of Ymir's";
- mes "Heart for a long time. We've";
- mes "yet to succeed, unfortunately.";
- next;
- mes "[High Priest Zhed]";
- mes "The hard-liners actually";
- mes "opposed our efforts, but";
- mes "they've let us continue since";
- mes "they think they can eventually";
- mes "use imitation Ymir Hearts for";
- mes "military purposes.";
- next;
- mes "[High Priest Zhed]";
- mes "The Ymir Heart reproduction";
- mes "project has been frustrating";
- mes "the best minds in the world,";
- mes "and some scientists have even";
- mes "resorted to using forbidden";
- mes "methods. It's a shame, really.";
- next;
- mes "[High Priest Zhed]";
- mes "Varmunt actually succeeded";
- mes "in recreating Ymir's Heart,";
- mes "but then he destroyed it and";
- mes "he disappeared. He did it to";
- mes "prevent war, but we could";
- mes "really use his help now.";
- break;
- case 3:
- mes "[High Priest Zhed]";
- mes "The hard-liners are especially";
- mes "fanatical in their devotion to";
- mes "Freya, and will use any means";
- mes "to further what they interpret";
- mes "as her will. They're willing to";
- mes "go to war for their beliefs.";
- next;
- mes "[High Priest Zhed]";
- mes "The fact that they've even";
- mes "built a military camp in Thor";
- mes "Volcano disturbs me greatly.";
- mes "It's almost certain that they";
- mes "intend to wage war against any";
- mes "nation with a Ymir's Heart piece.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Who is in charge of that";
- mes "camp at Thor's Volcano?";
- next;
- mes "[High Priest Zhed]";
- mes "High Priest Vildt.";
- mes "He's in charge of all";
- mes "important buildings in";
- mes "Arunafeltz. His room is at";
- mes "the other side of the building,";
- mes "but it's always heavily guarded.";
- next;
- mes "[High Priest Zhed]";
- mes "Vildt is one of the";
- mes "highest ranking members";
- mes "of the hard-liner priest";
- mes "faction. He rarely makes it";
- mes "his business to see anybody";
- mes "that he sees as beneath him.";
- break;
- }
- close2;
- cutin "ra_gman",255;
- end;
- }
- else if (aru_vol == 5) {
- cutin "ra_gman",2;
- if (countitem(7342) > 0) {
- mes "["+strcharinfo(0)+"]";
- mes "Would you please";
- mes "take a look at this";
- mes "file, High Priest Zhed?";
- next;
- mes "[High Priest Zhed]";
- mes "Of course.";
- mes "Let's see, what's";
- mes "in this File Folder?";
- next;
- mes "[High Priest Zhed]";
- mes ".............";
- mes ".................";
- mes "....................!";
- next;
- mes "[High Priest Zhed]";
- mes "This is a geological";
- mes "report about Thor Volcano?";
- mes "Ah, I see. They must have";
- mes "someone regularly check";
- mes "to see if it will erupt.";
- next;
- mes "[High Priest Zhed]";
- mes "Although it's fairly dangerous";
- mes "to build a military camp there,";
- mes "some weapon materials can";
- mes "only be forged from the heat";
- mes "coming from Thor's Volcano.";
- next;
- mes "[High Priest Zhed]";
- mes "Yes, I think it's also";
- mes "likely that there are special";
- mes "weapon crafting metals and";
- mes "materials that can only be";
- mes "found on the volcano. That";
- mes "makes perfect sense.";
- next;
- mes "[High Priest Zhed]";
- mes "Although the volcano is";
- mes "dormant now, these reports";
- mes "claim that the volcano is";
- mes "either safe or ready to erupt";
- mes "at any time. The data here";
- mes "doesn't make any sense.";
- next;
- mes "[High Priest Zhed]";
- mes "Hm. This is just a hunch,";
- mes "but seeing these discrepancies";
- mes "in his reports, I really think this geologist has an agenda against";
- mes "the camp at Thor Volcano.";
- next;
- mes "[High Priest Zhed]";
- mes "You know, if that's true,";
- mes "he might be able to help";
- mes "you sneak into the camp.";
- mes "Don't you think it's worth";
- mes "checking out for now?";
- next;
- if (select("Yes:No") == 2) {
- mes "[High Priest Zhed]";
- mes "Well, you never know";
- mes "until you ask. Besides,";
- mes "I don't know if there's";
- mes "any other way to sneak";
- mes "into the Thor Volcano Camp...";
- next;
- }
- mes "[High Priest Zhed]";
- mes "I hope you'll go and talk";
- mes "to the geologist. He should";
- mes "be in Veins, the desert city";
- mes "south of Rachel. He's your";
- mes "best chance of entering the Thor";
- mes "Volcano camp without suspicion.";
- delitem 7342,1; //File01
- changequest 2115,2116;
- set aru_vol,6;
- }
- else {
- mes "["+strcharinfo(0)+"]";
- mes "Huh...?";
- mes "Where did I put";
- mes "that File Folder?";
- }
- }
- else if (aru_vol == 6) {
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "I hope you'll go and talk";
- mes "to the geologist. He should";
- mes "be in Veins, the desert city";
- mes "south of Rachel. He's your";
- mes "best chance of entering the Thor";
- mes "Volcano camp without suspicion.";
- close2;
- cutin "ra_gman",255;
- end;
- }
- else if ((aru_vol > 6) && (aru_vol < 26)) {
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "I hope you'll go and talk";
- mes "to the geologist. He should";
- mes "be in Veins, the desert city";
- mes "south of Rachel. He's your";
- mes "best chance of entering the Thor";
- mes "Volcano camp without suspicion.";
- close2;
- cutin "ra_gman",255;
- end;
- }
- else if (aru_vol == 26) {
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "Oh! You're back!";
- mes "Was that geologist able";
- mes "to help you sneak into";
- mes "the Thor Volcano camp?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "More than that. We've";
- mes "convinced the camp that the";
- mes "volcano is going to explode,";
- mes "so they're scrambling to";
- mes "evacuate. They're really";
- mes "panicking over there!";
- next;
- mes "[High Priest Zhed]";
- mes "Hahaha! That's great!";
- mes "Even if they do figure";
- mes "out that they've been";
- mes "fooled, it will take them";
- mes "some time to realize it";
- mes "in all that confusion.";
- next;
- mes "[High Priest Zhed]";
- mes "Yes, it might not be the";
- mes "perfect time to bring down";
- mes "the hard-liner faction right";
- mes "now, but the opportunity";
- mes "should present itself soon.";
- mes "Thank you for all your help.";
- next;
- mes "[High Priest Zhed]";
- mes "Please relax for a while,";
- mes "and I'll take care of the rest.";
- mes "When the time to strike comes,";
- mes "I will be contacting you again.";
- mes "Together, we can protect";
- mes "peace between our nations.";
- completequest 60213;
- set aru_vol,27;
- getexp 20000,0;
- close2;
- cutin "ra_gman",255;
- end;
- }
- else if (aru_vol > 26) {
- // Start Peace to Arunafeltz addition
- if (aru_em < 7) {
- mes "[High Priest Zhed]";
- mes "I'll be sure to contact";
- mes "you again for your help";
- mes "when the time is right.";
- mes "I'm sure there are others";
- mes "that may need you now...";
- }
- else if (aru_em == 8){
- cutin "ra_gman",2;
- mes "["+strcharinfo(0)+"]";
- mes "Welcome, adventurer.";
- mes "I'm glad to see that you're";
- mes "here. I think... I think an";
- mes "opportunity has arisen in";
- mes "which I could use your";
- mes "expert assistance.";
- next;
- cutin "ra_gman2",2;
- mes "[High Priest Zhed]";
- mes "Though, I fear that I may be";
- mes "making the wrong decision.";
- mes "After all, I no longer have";
- mes "much influence among the";
- mes "other priests... I can't help";
- mes "but think I'm in the wrong.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Don't lose heart,";
- mes "High Priest Zhed.";
- mes "I... I believe in you!";
- next;
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "I guess you're right.";
- next;
- mes "[High Priest Zhed]";
- mes "As you well know, the";
- mes "highest authority in";
- mes "Arunafeltz is our Pope,";
- mes "the reincarnation of";
- mes "our goddess Freya.";
- next;
- mes "[High Priest Zhed]";
- mes "Unfortunately, she is too";
- mes "young and innocent, and she";
- mes "doesn't yet have the experience";
- mes "to assert control, and stamp";
- mes "out the in-fighting and";
- mes "corruption among the priests.";
- next;
- mes "[High Priest Zhed]";
- mes "In these desperate times,";
- mes "we will need someone to";
- mes "provide strong and confident";
- mes "leadership to the people";
- mes "of Arunafeltz before all";
- mes "is lost to war and violence.";
- next;
- mes "[High Priest Zhed]";
- mes "^333333*Sigh...*^000000";
- mes "I know it may not be";
- mes "right, but someone";
- mes "must do something";
- mes "before the other High";
- mes "Priests ruin our nation.";
- next;
- Emotion e_omg,1;
- mes "["+strcharinfo(0)+"]";
- mes "Y-you're not thinking";
- mes "of overthrowing the";
- mes "pope are you? I-isn't";
- mes "that a bit extreme?";
- next;
- cutin "ra_gman2",2;
- Emotion e_swt;
- mes "[High Priest Zhed]";
- mes "What? No, no!";
- mes "Don't jump to conclusions";
- mes "like that! Don't misunderstand";
- mes "me: I'm loyal to our pope.";
- next;
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "I actually want to work";
- mes "very closely with the pope,";
- mes "in essense, rule together with";
- mes "her by combining my experience";
- mes "and her wisdom. It's ambitious,";
- mes "but what else can I do?";
- next;
- mes "[High Priest Zhed]";
- mes "You remember how you";
- mes "stopped the hard-liner";
- mes "priests from carrying out";
- mes "their plans for war in the";
- mes "Thor Volcano camp? That will";
- mes "only stop them temporarily.";
- next;
- mes "[High Priest Zhed]";
- mes "They'll eventually prepare";
- mes "to act out in violence again.";
- mes "We need a permanent solution";
- mes "to ensure that this sort of";
- mes "thing doesn't happen again.";
- next;
- mes "[High Priest Zhed]";
- mes "We need to convince the";
- mes "pope to finally act, and";
- mes "give my policy of peace";
- mes "her full support. Will";
- mes "you help me to do this?";
- next;
- if (select("Yes:No") == 2) {
- mes "Well... Asking for the";
- mes "pope's support is the only";
- mes "solution I've been able to";
- mes "find. Do you have any ideas";
- mes "for protecting peace here";
- mes "in Arunafeltz?";
- next;
- input .@input$;
- mes "["+strcharinfo(0)+"]";
- mes ""+.@input$+"?";
- next;
- mes "[High Priest Zhed]";
- mes "Well, I don't know.";
- mes "It's a good idea, but";
- mes "I fear that it will only";
- mes "be effective in the short";
- mes "term. Why don't we just";
- mes "try what I've proposed first?";
- next;
- }
- mes "[High Priest Zhed]";
- mes "Hmm, now how can";
- mes "we convince the pope to";
- mes "support us? Even as Freya's";
- mes "reincarnation... She's just";
- mes "a young girl. She probably";
- mes "knows nothing of politics.";
- next;
- mes "[High Priest Zhed]";
- mes "It'd probably be best to";
- mes "tell her exactly what is";
- mes "happening. The full truth.";
- mes "In my heart, I know that";
- mes "would be best.";
- next;
- mes "[High Priest Zhed]";
- mes "But... Maybe it would";
- mes "be better if we sugar";
- mes "coated it a little bit.";
- mes "She might not be too";
- mes "receptive to us if we";
- mes "totally shock her.";
- next;
- mes "[High Priest Zhed]";
- mes "Hmm... What do you";
- mes "think? Should we stick";
- mes "with the truth, or do you";
- mes "think it'd be better if we";
- mes "exaggerate and... lie when";
- mes "we feel it's necessary?";
- next;
- switch(select("Truth:Lies")) {
- case 1:
- mes "[High Priest Zhed]";
- mes "That's what I think too.";
- mes "Although I'm worried about";
- mes "how the pope will react at";
- mes "our message, I should have";
- mes "faith. I should have faith.";
- next;
- break;
- case 2:
- mes "[High Priest Zhed]";
- mes "I suppose that you may";
- mes "have a point. It might not";
- mes "be a good idea to totally";
- mes "expose her to the ugly";
- mes "truth. I'll try to be as";
- mes "honest as I can...";
- next;
- break;
- }
- mes "[High Priest Zhed]";
- mes "Well, there's no time";
- mes "to waste. The two of us may";
- mes "not be enough to convince";
- mes "the pope to act for peace.";
- mes "I already have someone in";
- mes "mind that might help us.";
- next;
- Emotion 52,1;
- mes "["+strcharinfo(0)+"]";
- mes "That sounds good.";
- mes "Who is he?";
- next;
- mes "[High Priest Zhed]";
- mes "My old friend, High Priest";
- mes "Niren. I'm not sure if she'll";
- mes "help me after all that's";
- mes "happened between us. She";
- mes "may even think I deserve";
- mes "to be excommunicated...";
- next;
- Emotion e_no1,1;
- mes "["+strcharinfo(0)+"]";
- mes "Come on, it wouldn't";
- mes "hurt to try! Besides,";
- mes "Niren isn't a bad person.";
- mes "Maybe she'll understand";
- mes "the way you see things";
- mes "if you explain them?";
- next;
- mes "[High Priest Zhed]";
- mes "You're right, of course.";
- mes "I'm just grasping at straws";
- mes "here, but she and I both used";
- mes "to believe that peace was";
- mes "possible. I don't know why";
- mes "she joined the hard-liners...";
- next;
- mes "[High Priest Zhed]";
- mes ""+strcharinfo(0)+"...";
- mes "Would you please talk to";
- mes "her, and just see how she's";
- mes "doing? It might not be a good";
- mes "time to mention our plan";
- mes "right away, though...";
- next;
- mes "[High Priest Zhed]";
- mes "If you think that you";
- mes "have a chance of convincing";
- mes "her, then feel free and offer";
- mes "my proposal. Her office is";
- mes "located across from here,";
- mes "but she's always very busy...";
- next;
- mes "[High Priest Zhed]";
- mes "There's actually";
- mes "a good chance that";
- mes "she is away somewhere";
- mes "on business. She is highly";
- mes "loved by the people, you know.";
- set aru_em,9;
- }
- else if ((aru_em == 9) || (aru_em == 10)) {
- mes "[High Priest Zhed]";
- mes "Please speak to Niren,";
- mes "and she if she'd be willing";
- mes "to help us convince the pope";
- mes "to enforce peace in our nation.";
- }
- else if (aru_em == 11) {
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "Welcome back.";
- mes "So did you get a chance";
- mes "to speak to Niren? How did";
- mes "she respond to my proposal?";
- next;
- mes "^3355FFYou explain Niren's reasons";
- mes "for her disappointment in";
- mes "the Moderate priest faction,";
- mes "and tell Zhed that she intends";
- mes "to carry out the plans for war.";
- next;
- mes "[High Priest Zhed]";
- mes "....................";
- mes "....................";
- mes "....................";
- next;
- mes "[High Priest Zhed]";
- mes "Hmm... This explains why";
- mes "she and some other high";
- mes "priests started being absent";
- mes "from their offices. Many of";
- mes "them were invited over to";
- mes "the Schwaltzvalt Republic...";
- next;
- mes "[High Priest Zhed]";
- mes "Regardless, I know for";
- mes "a fact that war is never";
- mes "a solution. It only brings";
- mes "death and destruction.";
- next;
- mes "[High Priest Zhed]";
- mes "Give me a moment.";
- mes "I'm going to write";
- mes "a letter that I want";
- mes "you to give to Niren.";
- set aru_em,12;
- }
- else if(aru_em == 12) {
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "Please bring this letter";
- mes "to Niren. I hope what";
- mes "I have to say will help";
- mes "her understand how I feel";
- mes "about these plans for war.";
- next;
- mes "^3355FFYou received a letter for";
- mes "Niren from High Priest Zhed.^000000";
- set aru_em,13;
- }
- else if((aru_em == 13) || (aru_em == 14)) {
- mes "[High Priest Zhed]";
- mes "Please deliver my";
- mes "letter to Niren as";
- mes "soon as you can.";
- mes "I really appreciate";
- mes "you helping me on this.";
- }
- else if ((aru_em > 14) && (aru_em < 20)) {
- mes "[High Priest Zhed]";
- mes "Great news! Niren just";
- mes "sent me a reply: I can't";
- mes "believe that she's willing";
- mes "to help me! Would you please";
- mes "give her any help that she";
- mes "may need from now on?";
- }
- else if(aru_em == 20) {
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "Ah, I've been";
- mes "waiting for you.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "High Priest Zhed,";
- mes "everything's ready!";
- mes "High Priest Niren managed";
- mes "to send away all of those";
- mes "followers that were near the";
- mes "pope. You won't be interrupted.";
- next;
- mes "[High Priest Zhed]";
- mes "I hope we can get the pope";
- mes "to understand the situation";
- mes "of our nation. I only...";
- mes "Oh, Freya help us...";
- next;
- mes "[High Priest Zhed]";
- mes "..............";
- mes "..............";
- mes "..............";
- next;
- mes "[High Priest Zhed]";
- mes "Alright, I'm ready.";
- mes "Let's receive an";
- mes "audience with the";
- mes "pope, shall we?";
- set aru_em,21;
- }
- else if(aru_em == 21) {
- mes "[High Priest Zhed]";
- mes "I'm a little nervous";
- mes "about talking so brazenly";
- mes "to the pope, but I'm";
- mes "ready to go meet her.";
- }
- else if (aru_em == 22) {
- mes "[High Priest Zhed]";
- mes "I believe that Niren";
- mes "has something important";
- mes "to tell you. Why don't";
- mes "you speak to her before";
- mes "coming back to me?";
- }
- else if (aru_em == 23) {
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "I'm glad that everything";
- mes "turned out great. Your";
- mes "help was truly a blessing.";
- mes "Although Schwaltzvalt will";
- mes "continue their plans without";
- mes "us, we've slowed them down.";
- next;
- mes "[High Priest Zhed]";
- mes "Yes, without our support,";
- mes "Schwaltzvalt won't have";
- mes "any excuse to continue";
- mes "their dangerous research";
- mes "for a little while, at least.";
- next;
- mes "[High Priest Zhed]";
- mes "Thor Volcano Camp";
- mes "should close down soon,";
- mes "now that we no longer";
- mes "have any use for it.";
- next;
- mes "[High Priest Zhed]";
- mes "I also underestimated our";
- mes "pope. She is more dignified,";
- mes "willed that I believed.";
- mes "I owe her my apologies.";
- next;
- mes "[High Priest Zhed]";
- mes "We won't give up on";
- mes "reviving our goddess Freya,";
- mes "but we will retrieve Ymir's";
- mes "Heart through diplomacy";
- mes "rather than violence.";
- mes "It won't be easy...";
- next;
- mes "[High Priest Zhed]";
- mes "You've been instrumental";
- mes "in returning peace here in";
- mes "Arunafeltz. I've even been";
- mes "reinstated, and will be very";
- mes "busy from now on, working";
- mes "closely with the pope...";
- next;
- mes "[High Priest Zhed]";
- mes "I know that the life of";
- mes "adventuring beckons you.";
- mes "I know she'd like to see";
- mes "you before you leave, but";
- mes "she's sleeping deeply after";
- mes "that exhausting speech...";
- next;
- mes "[High Priest Zhed]";
- mes "On behalf of our pope";
- mes "and all the citizens of";
- mes "Arunafeltz, I'd like to";
- mes "thank you for your heroism.";
- mes "Your place in Valhalla is";
- mes "already assured, I'm sure.";
- set aru_em,24;
- getexp 150000,0;
- }
- else {
- mes "[High Priest Zhed]";
- mes "May Freya bless you";
- mes "on all your journeys,";
- mes "my good friend.";
- }
- // End Peace to Arunafeltz addition
- }
- else {
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "Ugh...!";
- mes "I've got such";
- mes "a horrible headache!";
- }
- }
- else {
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "I should rest for now.";
- mes "Please travel in safety.";
- }
- // End Veins "Thor Volcano Base" Quest Addition.
- }
- else {
- cutin "ra_gman",2;
- mes "[High Priest Zhed]";
- mes "May Freya be with you.";
- }
- close2;
- cutin "",255;
- end;
-}
-
-ra_temin,170,46,3 script Panno#rachel 920,{
- cutin "ra_fano03",2;
- if (ra_tem_q >= 12 || MISC_QUEST & 8192) {
- cutin "ra_fano03",2;
- mes "[Priestess Panno]";
- mes "Good day.";
- mes "Have you come to";
- mes "redeem Lottery Tickets?";
- next;
- if (select("Yes:No") == 1) goto L_Lottery;
- if (ra_tem_q == 12) {
- cutin "ra_fano01",2;
- mes "[Priestess Panno]";
- mes "I already told you";
- mes "everything I know.";
- mes "Remember to keep";
- mes "quiet about what I said.";
- goto L_End;
- }
- }
- else if (ra_tem_q < 2) {
- mes "[Priestess Panno]";
- mes "Greetings.";
- mes "May Freya fill";
- mes "your days with joy.";
- mes "Laughter. And prosperity.";
- next;
- switch(select("Redeem Lottery Tickets:Temple Information:Hey, what's happening?")) {
- case 1:
- cutin "ra_fano03",2;
- mes "[Priestess Panno]";
- mes "Fine. You really";
- mes "want to exchange your";
- mes "Lottery Tickets? It's my job";
- mes "to ask and make sure, you";
- mes "know, in case you were saving";
- mes "them for some weird reason.";
- next;
- if (select("Yes:No") == 1) goto L_Lottery;
- cutin "ra_fano03",2;
- mes "[Priestess Panno]";
- mes "You can redeem your";
- mes "Lottery Tickets at any";
- mes "time, so please visit";
- mes "me at your leisure.";
- mes "Go with Freya.";
- goto L_End;
-
- case 2:
- cutin "ra_fano01",2;
- mes "[Priestess Panno]";
- mes "The Chapel is located";
- mes "over the wall behind me.";
- mes "Our pope's office and chambers";
- mes "are upstairs. You can only go";
- mes "there if you have special";
- mes "authorization.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "......";
- mes ".........";
- next;
- mes "[Priestess Panno]";
- mes "............";
- mes ".........";
- mes "......";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "...?";
- next;
- cutin "ra_fano02",2;
- mes "[Priestess Panno]";
- mes "You come to a temple";
- mes "to pray, not to look";
- mes "around. Or chit-chat";
- mes "with the priestesses";
- mes "like me. Don't forget it.";
- next;
- cutin "ra_fano03",2;
- mes "[Priestess Panno]";
- mes "The offices for the High";
- mes "Priests are located on each";
- mes "side of the hallway. However,";
- mes "you can only enter if you've";
- mes "been permitted beforehand.";
- goto L_End;
-
- case 3:
- mes "[Priestess Panno]";
- mes "......................";
- mes "No chit-chat";
- mes "inside the temple.";
- goto L_End;
- }
- }
- else if (ra_tem_q == 10) {
- mes "[Priestess Panno]";
- mes "Good day.";
- next;
-
- switch(select("Redeem Lottery Tickets:Temple Information:Hey, did you open the gate?")) {
-
- case 1:
- cutin "ra_fano01",2;
- mes "[Priestess Panno]";
- mes "You... still have";
- mes "Lottery Tickets from";
- mes "making donations for";
- mes "the festival? Look up the";
- mes "word ''punctuality'' in the";
- mes "dictionary. It might help you.";
- next;
- mes "[Priestess Panno]";
- mes "Fine. You really";
- mes "want to exchange your";
- mes "Lottery Tickets? It's my job";
- mes "to ask and make sure, you";
- mes "know, in case you were saving";
- mes "them for some weird reason.";
- next;
- if (select("Yes:No") == 1) goto L_Lottery;
- mes "[Priestess Panno]";
- mes "You can redeem your";
- mes "Lottery Tickets at any";
- mes "time, so please visit";
- mes "me at your leisure.";
- mes "Go with Freya.";
- goto L_End;
-
- case 2:
- cutin "ra_fano01",2;
- mes "[Priestess Panno]";
- mes "The Chapel is located";
- mes "over the wall behind me";
- mes "Our pope's office and chambers";
- mes "are upstairs. You can only go";
- mes "there if you have special";
- mes "authorization.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "......";
- mes ".........";
- next;
- mes "[Priestess Panno]";
- mes "............";
- mes ".........";
- mes "......";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "...?";
- next;
- cutin "ra_fano02",2;
- mes "[Priestess Panno]";
- mes "You come to a temple";
- mes "to pray, not to look";
- mes "around. Or chit-chat";
- mes "with the priestesses";
- mes "like me. Don't forget it.";
- next;
- cutin "ra_fano02",2;
- mes "[Priestess Panno]";
- mes "The offices for the High";
- mes "Priests are located on each";
- mes "side of the hallway. However,";
- mes "you can only enter if you've";
- mes "been permitted beforehand.";
- goto L_End;
-
- case 3:
- cutin "ra_fano02",2;
- mes "[Priestess Panno]";
- mes "Gate...?";
- next;
- select("The locked gate to the temple!");
- mes "[Priestess Panno]";
- mes "I don't know";
- mes "what you mean.";
- next;
- select("Explain");
- mes "["+strcharinfo(0)+"]";
- mes "I think that Priestess Nemma";
- mes "has been worried about the";
- mes "gate being broken, though";
- mes "it hasn't been like that since";
- mes "you've started your position";
- mes "here at the temple.";
- next;
- mes "[Priestess Panno]";
- mes "Worried...?";
- mes "Yes, my twin sister";
- mes "has been known to";
- mes "do a lot of that, and cry";
- mes "for my help. Am I right?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "It's weird";
- mes "...She said that the gate";
- mes "should automatically fix";
- mes "itself, but it hasn't been";
- mes "doing it lately. She was";
- mes "acting really funny..";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "She was talking about";
- mes "the temple's history and";
- mes "how the security system was";
- mes "built. Then she mentioned you,";
- mes "so I get the feeling you might";
- mes "know something about this.";
- next;
- mes "[Priestess Panno]";
- mes ".........";
- set ra_tem_q,11;
- goto L_End;
- }
- }
- else if (ra_tem_q == 11) {
- mes "["+strcharinfo(0)+"]";
- mes "I remember now...!";
- mes "I was there when the gate";
- mes "closed, and I heard someone";
- mes "with your exact voice whisper";
- mes "something to magically open";
- mes "the gate! What's that all about?";
- next;
- mes "[Priestess Panno]";
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[Priestess Panno]";
- mes "......";
- mes ".........";
- mes "............";
- mes "We... I mean....";
- next;
- cutin "ra_fano01",2;
- mes "[Priestess Panno]";
- mes "Nemma and I are descended";
- mes "from a family of great alchemists.";
- mes "They went on a long, religious";
- mes "pilgrimage and ended up here.";
- mes "They are the ones that built";
- mes "this temple and security system.";
- next;
- mes "[Priestess Panno]";
- mes "In a sense, this temple";
- mes "is the tomb of our ancestors,";
- mes "who left Rune-Midgarts and";
- mes "built this city of Rachel about";
- mes "a thousand years ago.";
- next;
- mes "[Priestess Panno]";
- mes "Over the generations, many";
- mes "Alchemists left Rune-Midgarts";
- mes "and settled here, converting";
- mes "the desert into green fields.";
- mes "This temple was supposed";
- mes "be a shelter from intruders.";
- next;
- mes "[Priestess Panno]";
- mes "My ancestor designed the";
- mes "temple security system to";
- mes "require a special permit in";
- mes "order to access the temple";
- mes "But the invaders never came,";
- mes "and we didn't need the permits.";
- next;
- mes "[Priestess Panno]";
- mes "The special permits were";
- mes "disposed, but the automatic";
- mes "security system was left on";
- mes "the gate, just in case. Now,";
- mes "I've heard that the security";
- mes "system has been malfunctioning.";
- next;
- cutin "ra_fano03",2;
- mes "[Priestess Panno]";
- mes "However, that's not possible.";
- mes "Even by today's standards, the";
- mes "system is perfectly designed.";
- mes "While I was praying in the";
- mes "Chapel some time ago, I found";
- mes "what is causing the gate problems.";
- next;
- mes "[Priestess Panno]";
- mes "Suddenly, the lights went";
- mes "out, and I could only barely";
- mes "see distinguish my surroundings.";
- mes "I was about to go outside when";
- mes "I heard a noise from the stairs.";
- next;
- cutin "ra_fano02",2;
- mes "[Priestess Panno]";
- mes "From what I can tell,";
- mes "someone is transporting";
- mes "something out of the Holy";
- mes "Grounds. I don't know what";
- mes "they keep there, though.";
- mes "I'm not a high rank Priestess.";
- next;
- mes "[Priestess Panno]";
- mes "I'm not sure if I want";
- mes "to find out what's there";
- mes "I heard something that";
- mes "sounded like a horrible";
- mes "monster's howl. It was";
- mes "incredibly frightening.";
- next;
- mes "[Priestess Panno]";
- mes "I panicked, ran to";
- mes "my desk at the front,";
- mes "and just recited the secret";
- mes "password passed down from my";
- mes "ancestors to open the gate.";
- next;
- cutin "ra_fano01",2;
- mes "[Priestess Panno]";
- mes "You see, my ancestors";
- mes "included the secret password";
- mes "and voice recognition feature";
- mes "into the gate in case something";
- mes "after they disposed of the";
- mes "temple permits--just in case.";
- next;
- mes "[Priestess Panno]";
- mes "The real reason why the gate";
- mes "is acting strangely is not";
- mes "because the gate is broken,";
- mes "but because someone is sneaking";
- mes "in and out of the Holy Ground.";
- next;
- mes "[Priestess Panno]";
- mes "Whoever they are, they";
- mes "must be using one of the";
- mes "old temple permits in order";
- mes "to cover their tracks. Now,";
- mes "you know everything.";
- next;
- cutin "ra_fano01",2;
- mes "[Priestess Panno]";
- mes "You'd better not";
- mes "reveal what you learned";
- mes "from me. Otherwise, I'm";
- mes "sure we'll end up dead.";
- mes "Excuse me now, I need";
- mes "to get back to work.";
- set ra_tem_q,12;
- goto L_End;
- }
- cutin "ra_fano02",2;
- mes "[Priestess Panno]";
- mes "This is a holy place";
- mes "Behave yourself, and";
- mes "respect those who have";
- mes "come here just to worship.";
- goto L_End;
-
-L_Lottery:
- if(checkweight(607,1) == 0){
- cutin "ra_fano02",2;
- mes "[Priestess Panno]";
- mes "You're carrying too much";
- mes "right now. What are you";
- mes "going to do if I give you";
- mes "something large, unwieldy";
- mes "and heavy? Put your junk";
- mes "away in Storage first.";
- goto L_End;
- }
- mes "[Priestess Panno]";
- mes "Here we go";
- mes "Excited? Mm";
- mes "I can redeem only";
- mes "1 Lottery Ticket at";
- mes "a time. Your reward";
- mes "for this ticket is...";
- next;
- cutin "ra_fano02",2;
- if (countitem(7570) > 0) {
- mes "[Priestess Panno]";
- mes "^FF0000This^000000. It's been in our";
- mes "storage for a while, but";
- mes "I hope this is acceptable";
- mes "as a token of the temple's";
- mes "gratitude. May Freya smile";
- mes "upon you for your generosity...";
- delitem 7570,1;
- set .@bonus_donate,rand(100);
- if (.@bonus_donate == 99) {
- set .@bonus_donate2,rand(100);
- if (.@bonus_donate2 > 0 && .@bonus_donate2 < 11) getitem 616,1; //Old Card Album 0.1%
- else if (.@bonus_donate2 > 10 && .@bonus_donate2 < 31) getitem 617,1; //Old Violet Box 0.2%
- else if (.@bonus_donate2 > 30 && .@bonus_donate2 < 61) getitem 603,1; //Old Blue Box 0.3%
- else getitem 607,1; //Yggdrasil Berry 0.4+%
- }
- else if (.@bonus_donate > 88 && .@bonus_donate < 96) getitem 644,1; //Gift Box 7%
- else if (.@bonus_donate > 76 && .@bonus_donate < 89) getitem 607,1; //Yggdrasil Berry 12%
- else if (.@bonus_donate > 65 && .@bonus_donate < 77) getitem 505,1; //Blue Potion 11%
- else if (.@bonus_donate > 57 && .@bonus_donate < 66) getitem 604,1; //Dead Branch 8%
- else if (.@bonus_donate > 45 && .@bonus_donate < 58) getitem 608,1; //Yggdrasil Seed 12%
- else if (.@bonus_donate > 5 && .@bonus_donate < 11) getitem 518,1; //Honey 5%
- else if (.@bonus_donate > 0 && .@bonus_donate < 6) getitem 526,1; //Royal Jelly 5%
- else getitem 547,1; //Condensed White Potion 39%
- goto L_End;
- }
- mes "[Priestess Panno]";
- mes "You...";
- mes "Don't have any Lottery";
- mes "Tickets to redeem.";
- if ($rachel_donate > 9999) {
- mes "We're not distributing";
- mes "them now, but maybe you";
- mes "can ask your friends for one.";
- }
- else {
- mes "You can obtain them from";
- mes "Priestess Nemma at the temple";
- mes "entrance after you donate zeny.";
- }
- next;
- cutin "ra_fano03",2;
- mes "[Priestess Panno]";
- mes "May Freya be with you.";
- goto L_End;
-
-L_End:
- close2;
- cutin "",255;
- end;
-}
-
-ra_temin,134,128,3 script Pope's Office Guard#rac::raofficeguard 926,{
- if ((ra_tem_q == 15) && (countitem(7561) > 39)) {
- mes "[Pope's Office Guard]";
- mes "Hm? What's that you have";
- mes "there? Oh, you've gathered";
- mes "40 Glacial Hearts and brought";
- mes "a recommendation letter from";
- mes "a High Priest? Most impressive.";
- next;
- mes "[Pope's Office Guard]";
- mes "I think I know why you're";
- mes "here. Thanks for bringing";
- mes "those to me, and I'll let you";
- mes "enter and see the pope";
- mes "Welcome, brave "+strcharinfo(0)+".";
- close2;
- set ra_tem_q,16;
- delitem 7561,40; //Ice_Heart
- end;
- }
- else if (ra_tem_q == 16) {
- mes "[Pope's Office Guard]";
- mes "The pope is inside";
- mes "expecting you, so please";
- mes "don't keep her waiting long.";
- close;
- }
- else if (MISC_QUEST & 8192) {
- if ((aru_em == 15) || (aru_em == 21)) {
- mes "- Niren told me to pay a visit to the Pope in her office... -";
- close;
- }
- else {
- mes "[Pope's Office Guard]";
- mes "I'm sorry, but outsiders";
- mes "typically aren't allowed";
- mes "to visit the pope without";
- mes "special authorization.";
- close;
- }
- }
- else {
- mes "[Pope's Office Guard]";
- mes "I'm sorry, but the pope";
- mes "is officiating a service";
- mes "now. Please come back";
- mes "after the service is ended.";
- close;
- }
-}
-
-ra_temin,134,134,3 duplicate(raofficeguard) Pope's Office Guard#2ra 926
-
-ra_temin,134,131,0 script gyoin1#rachel 45,1,1,{
-OnTouch:
- if (ra_tem_q == 16) {
- warp "ra_temin",276,239;
- }
- else if ((ra_tem_q > 16) || (MISC_QUEST & 8192)){
- if ((aru_em == 15) || (aru_em == 21)) {
- warp "ra_temin",276,239;
- }
- else {
- mes "[Pope's Office Guard]";
- mes "I'm sorry, but the pope";
- mes "is officiating a service";
- mes "now. Please come back";
- mes "after the service is ended.";
- close;
- }
- }
- if (ra_tem_q < 16) {
- mes "^3355FFThe door is locked.^000000";
- close;
- }
- end;
-}
-
-ra_temin,275,226,0 script #rachel33 45,1,1,{
- end;
-OnTouch:
- if (aru_em == 21)
- warp "que_temsky",99,11;
- else
- warp "ra_temsky",99,11;
- end;
-}
-
-ra_temsky,95,99,6 script Priest#1rachel 935,{
- mes "[Priest]";
- mes "May Freya be with you.";
- close;
-}
-
-ra_temsky,93,97,6 script Male Follower#1rachel::ramale 926,{
- mes "[Male Follower]";
- mes "May Freya be with you.";
- close;
-}
-
-ra_temsky,90,95,6 duplicate(ramale) Male Follower#2rachel 926
-ra_temsky,98,59,6 duplicate(ramale) Male Follower#3rachel 926
-
-ra_temsky,104,99,4 script Priestess#1rachel 920,{
- mes "[Priestess]";
- mes "May Freya be with you.";
- close;
-}
-
-ra_temsky,106,97,4 script Female Follower#1rachel::rafemale 916,{
- mes "[Female Follower]";
- mes "May Freya be with you.";
- close;
-}
-
-ra_temsky,108,95,4 duplicate(rafemale) Female Follower#2rachel 916
-ra_temsky,101,59,4 duplicate(rafemale) Female Follower#3rachel 916
-
-ra_temsky,99,99,5 script Pope#rachel 936,{
- if (ra_tem_q == 16) {
- cutin "ra_bishop",2;
- mes "^3355FFTh-this little";
- mes "girl is the pope...?!^000000";
- next;
- mes "[Pope]";
- mes "...............................";
- mes "..........................Um...";
- mes "W-welcome. Is something";
- mes "wrong? Oh, I know, it's my";
- mes "eyes. I'm sorry if they";
- mes "scare you a little bit.";
- next;
- select("No, not at all...!");
- mes "[Pope]";
- mes "......";
- mes "......";
- mes "......You know, my appearance...";
- next;
- mes "[Pope]";
- mes "It's alright. Actually,";
- mes "I'm used to it. People";
- mes "are usually a little shocked";
- mes "the first time they see me.";
- mes "So... Um... Where do you";
- mes "come from, "+strcharinfo(0)+"?";
- next;
- input @input$;
- mes "[Pope]";
- mes @input$ +"...?";
- mes "I think I might have heard";
- mes "about that place before.";
- mes "Wow... What did you do";
- mes "when you lived there?";
- next;
- input @input$;
- mes "[Pope]";
- mes @input$ +"...?";
- mes "Wow, that sounds quite";
- mes "extraordinary. Ooh, ooh!";
- mes "Tell me, how have you come";
- mes "here to Rachel? I'm interested";
- mes "in knowing more about you~";
- next;
- mes "^3355FFYou and the pope";
- mes "continued to comfortably";
- mes "converse. As she spoke, she";
- mes "seemed more like a young,";
- mes "lonely girl than a solemn";
- mes "religious figure for a nation.^000000";
- next;
- mes "[Pope]";
- mes "...Wow, sometimes, I really";
- mes "wish I could live like you.";
- mes "You'd think being pope would";
- mes "be great, but they make me work";
- mes "all the time. And there are all";
- mes "sorts of things I can't do.";
- next;
- mes "[Pope]";
- mes "You know what's weird?";
- mes "I think I'm the head of this";
- mes "religion, but there's a sacred";
- mes "place that even I'm not allowed";
- mes "to visit. Isn't that so weird?";
- next;
- select("R-really...?");
- mes "[Pope]";
- mes "...Yeah. I don't know";
- mes "much about, and I'm not";
- mes "really supposed to talk";
- mes "about it. We just call this";
- mes "place the ''Holy Ground...''";
- next;
- select("Holy Ground?");
- mes "[Pope]";
- mes "I'm sorry... I want";
- mes "to tell you more, but...";
- mes "That's all I know. I wonder...";
- mes "I wonder what they could";
- mes "be hiding over there...";
- next;
- mes "[Priest]";
- mes "I'm sorry to interrupt";
- mes "your Excellency, but it's";
- mes "time to officiate services.";
- mes "Pardon me.";
- next;
- mes "[Pope]";
- mes "Already?! Hmpf...";
- mes "Oh, before I forget,";
- mes "I needed to tell you that";
- mes "High Priest Zhed wanted";
- mes "to talk to you, "+strcharinfo(0)+".";
- next;
- mes "[Pope]";
- mes "I really want to thank";
- mes "you for coming to speak";
- mes "to me. I had a great time";
- mes "learning. Now I have to";
- mes "go officiate services, so...";
- mes "This is goodbye for now...";
- set ra_tem_q,17;
- close2;
- cutin "",255;
- end;
- }
- else {
- if (aru_em < 15) {
- mes "[Pope]";
- mes "Oh, that's right...";
- mes "Zhed... Er, High Priest";
- mes "Zhed wanted to speak to you!";
- close2;
- cutin "",255;
- end;
- }
- else if (aru_em == 15) {
- mes "[Pope]";
- mes "Oh, hello! It's you again!";
- mes "Have you come to tell me";
- mes "interesting stories about";
- mes "the outside world again?";
- next;
- input .@input$;
- mes "[Pope]";
- mes "Mm. That sounds pretty";
- mes "strange to me. Well, it's";
- mes "good to hear it from you.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "(^333333I can't just leave";
- mes "now. I should try to see";
- mes "if I can learn anything";
- mes "useful from the pope...^000000)";
- next;
- switch(select("Aren't you lonely?:Do you ever take a break?")) {
- case 1:
- mes "[Pope]";
- mes "Well, there are always";
- mes "some priests with me all";
- mes "the time. Some of them";
- mes "even watch me when I sleep.";
- mes "I don't think I have time";
- mes "to feel lonely, actually.";
- next;
- mes "[Pope]";
- mes "Thank you for asking.";
- mes "Sometimes... Sometimes";
- mes "I wonder if I have a real";
- mes "family. I don't even know";
- mes "who'd they be or if they";
- mes "exist. I don't know...";
- next;
- mes "[Pope]";
- mes "I... I'm sorry.";
- mes "I guess you didn't";
- mes "expect to hear something";
- mes "like that. ^666666*Sigh*^000000 I'm feeling";
- mes "pretty exhausted. I better...";
- mes "I better get some rest...";
- set aru_em,16;
- close2;
- cutin "",255;
- end;
- case 2:
- mes "[Pope]";
- mes "Well, even if I wanted";
- mes "to, I can't just go out";
- mes "and play. As pope... Well...";
- mes "Everyone and everything";
- mes "sort of needs my attention.";
- close2;
- cutin "",255;
- end;
- }
- }
- else if (aru_em == 16) {
- mes "[Follower]";
- mes "The pope said that she's";
- mes "exhausted. Please come";
- mes "back when she's feeling";
- mes "better, and she will have";
- mes "an audience with you.";
- }
- }
- close2;
- cutin "",255;
- end;
-}
-
-ra_temin,294,149,0 script High Priestess Niren#ra 915,{
- end;
-
-OnInit:
- hideonnpc "High Priestess Niren#ra";
- end;
-
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer120000:
- stopnpctimer;
- hideonnpc "High Priestess Niren#ra";
- end;
-
-}
-
-ra_temin,293,144,0 script out1#rachel -1,3,3,{
-OnTouch:
- if (ra_tem_q == 18) {
- mes "^3355FFIt sounds like they're";
- mes "still talking. It'd be";
- mes "best to patient and wait";
- mes "just a little while longer.";
- mes "Still... It's awfully boring.^000000";
- next;
- mes "^3355FFA little eavesdropping";
- mes "never hurt anyone. Maybe";
- mes "you can hear them a little";
- mes "better if you listen from";
- mes "the left side of the wall.^000000";
- close2;
- warp "ra_temin",300,153;
- end;
- }
-
- end;
-
-}
-
-ra_temin,288,151,0 script hidden1#rachel -1,1,6,{
-OnTouch:
- if (ra_tem_q == 18) {
- mes "^3355FFAt this distance you";
- mes "can cleartly hear the";
- mes "voices from the other";
- mes "side of the wall...^000000";
- next;
- mes "[????]";
- mes "...Was it really";
- mes "necessary to involve";
- mes "an outsider in this";
- mes "situation? Answer me!";
- next;
- mes "[High Priest Zhed]";
- mes "Is this about the";
- mes "accident? You know that";
- mes "I've disagreed with the";
- mes "actions that have led to";
- mes "the mana leakage.";
- next;
- mes "[High Priest Zhed]";
- mes "Even though I thought";
- mes "it was a reckless decision,";
- mes "I've closed the shrine and";
- mes "did my best to cover up this";
- mes "unfortunate accident.";
- next;
- mes "[????]";
- mes "I'm not blaming you. In";
- mes "fact, I'll admit it: that was";
- mes "our mistake. We caused";
- mes "the monster infestation by";
- mes "letting the mana leak.";
- next;
- mes "[????]";
- mes "But that's not related";
- mes "to what I'm asking you!";
- mes "Do you really think it's";
- mes "alright to allow an outsider";
- mes "to speak to our pope during";
- mes "such a tumultuous time?!";
- next;
- mes "[High Priest Zhed]";
- mes "Why not? I thought it'd";
- mes "bring her great comfort.";
- mes "She is very confused as to";
- mes "why the Holy Ground has been";
- mes "closed, and she cannot know";
- mes "what is happening there.";
- next;
- mes "[High Priest Zhed]";
- mes "Again... I strongly";
- mes "disagree with what is";
- mes "secretly going on over";
- mes "there. I know that I can't";
- mes "officially oppose this";
- mes "course of action, but...";
- next;
- mes "[????]";
- mes "There's nothing to worry";
- mes "about! It'll all be over before";
- mes "you know it. Besides, it's";
- mes "too late to turn back now,";
- mes "so I warn you: don't you";
- mes "dare do anything foolish.";
- next;
- mes "^3355FFSomeone's coming!";
- mes "You'd better step away";
- mes "from the wall and feign";
- mes "ignorance as best you can!^000000";
- next;
- hideoffnpc "High Priestess Niren#ra";
- cutin "ra_gwoman",2;
- mes "[High Priestess Niren]";
- mes "Oh! You must be the one";
- mes "High Priest Be- er, Zhed,";
- mes "told me about. It's very nice";
- mes "to meet you. High Priestess";
- mes "Niren, at your service.";
- next;
- mes "[High Priestess Niren]";
- mes "I hear that you had the";
- mes "privilege of speaking with";
- mes "our pope, and that she had";
- mes "a wonderful time. What did";
- mes "you think of her, hm?";
- next;
- select("She's different than what I expected...");
- cutin "ra_gwoman2",2;
- mes "[High Priestess Niren]";
- mes "Ah, I know what you mean...";
- mes "Usually, most outsiders tell";
- mes "me that they expect our pope";
- mes "to be a wizened old man.";
- mes "But that's not the case";
- mes "here in Arunafeltz.";
- next;
- cutin "ra_gwoman",2;
- mes "[High Priestess Niren]";
- mes "Usually, our pope is chosen";
- mes "by her resemblance to our";
- mes "goddess Freya. She must";
- mes "have silvery blond hair, snowy";
- mes "skin, and divinely colored";
- mes "eyes. You saw, didn't you?";
- next;
- mes "[High Priestess Niren]";
- mes "I'm curious: what kinds";
- mes "of things did you and the";
- mes "pope talk about? As you know,";
- mes "we priests are forbidden from";
- mes "leaving Arunafeltz, so...";
- next;
- mes "^3355FFYou relate the details of";
- mes "your talk with the pope, but";
- mes "you make sure not to mention";
- mes "anything about the Holy Ground";
- mes "as High Priest Zhed had asked.^000000";
- next;
- mes "[High Priestess Niren]";
- mes "Ah, that's fairly";
- mes "interesting, your land.";
- mes "Tell me, how did you come";
- mes "to know Bekento, er, I mean,";
- mes "High Priest Zhed?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "(^666666Bekento?^000000)";
- next;
- select("Explain how You Met High Priest Zhed");
- cutin "ra_gwoman2",2;
- mes "[High Priestess Niren]";
- mes ".........................";
- mes "That's all? Hm? That's";
- mes "pretty funny. ^333333*Sigh*^000000 I believe";
- mes "he trusts people too much...";
- mes "But that's only my opinion.";
- next;
- cutin "ra_gwoman",2;
- mes "[High Priestess Niren]";
- mes "If you don't mind...";
- mes "I want to give you a bit of";
- mes "advice. Don't get too close";
- mes "to High Priest Zhed. If you";
- mes "do, you might end up getting";
- mes "yourself in trouble.";
- next;
- cutin "",255;
- hideonnpc "High Priestess Niren#ra";
- mes "^3355FFHigh Priestess Niren left";
- mes "as soon as she said those words.";
- mes "What could she possibly mean?";
- mes "For now, you may as well";
- mes "talk to High Priest Zhed.^000000";
- set ra_tem_q,19;
- close;
- }
-
- end;
-
-}
-
-ra_temin,272,143,0 script key1#rachel -1,3,3,{
-OnTouch:
- if (ra_tem_q == 20) {
- mes "^3355FFYou find a small";
- mes "shining object laid";
- mes "on the floor.^000000";
- next;
- if (select("Ignore:Pick It Up") == 1) {
- mes "^3355FFYou decided to ignore";
- mes "the small shining object,";
- mes "no matter how important it";
- mes "may be to you in the future.^000000";
- close;
- }
- mes "^3355FFUpon picking up the";
- mes "object, you are able to";
- mes "identify it as a small key.";
- mes "Perhaps you can use it to";
- mes "open some kind of lock.";
- set ra_tem_q,21;
- close;
- }
-
- end;
-}
-
-ra_temin,28,319,0 script saint1#rachel 45,4,2,{
-OnTouch:
- if ((ra_tem_q > 21) || (MISC_QUEST & 8192)) { warp "ra_san01",140,135; end; }
-
- if (ra_tem_q == 21) {
- mes "^3355FFThis must be the";
- mes "entrance to the Holy";
- mes "Ground. However, the";
- mes "door in your way is locked.^000000.";
- next;
- if (select("Quit:Use Small Key") == 2) {
- mes "^3355FFYou insert the Small";
- mes "Key that you found in";
- mes "High Priest Zhed's room,";
- mes "and find that it is able";
- mes "to unlock this door.^000000";
- close2;
- warp "ra_san01",140,135;
- end;
- }
- close;
- }
-
- mes "^3355FFThe door is locked.^000000";
- close;
-
-}
-
-que_san04,119,115,0 script imir1#rachel -1,2,2,{
-OnTouch:
- if (ra_tem_q == 21) {
- mes "^3355FFThis large area looks";
- mes "like it was artificially build";
- mes "for some reason-- it doesn't";
- mes "seem like an area naturally";
- mes "infested by monsters.^000000";
- next;
- mes "^3355FFPerhaps if you explore";
- mes "this place, you'll be able";
- mes "to find something interesting.^000000";
- close;
- }
- end;
-}
-
-que_san04,119,133,0 script imir2#rachel -1,20,5,{
-OnTouch:
- if (ra_tem_q == 21) {
- mes "^3355FFThere's something here";
- mes "beneath the water. This";
- mes "may warrant a closer look.^000000";
- close;
- }
- end;
-}
-
-que_san04,119,203,0 script imir3#rachel -1,7,7,{
- OnTouch:
- if (ra_tem_q == 21) {
- mes "^3355FFNo wonder this object";
- mes "in the water seems so";
- mes "familiar: it's a Ymir's";
- mes "Heart Piece! In fact, there's";
- mes "dozens of them just lying here.^000000";
- next;
- mes "^3355FFWhy would so many of these";
- mes "powerful artifacts be here";
- mes "in the Holy Ground? Perhaps";
- mes "this is the secret that the";
- mes "priests are trying to keep.^000000";
- next;
- hideoffnpc "High Priestess Niren#r2";
- cutin "ra_gwoman",2;
- mes "[High Priestess Niren]";
- mes "How dare you intrude";
- mes "the Holy Ground! Identify";
- mes "yourself! I'll have you tried!";
- next;
- cutin "ra_gwoman2",2;
- mes "[High Priestess Niren]";
- mes "O-oh! It's you, the";
- mes "adventurer recommended";
- mes "by Bekento. Hm. I apologize";
- mes "for snapping at you like";
- mes "that. Didn't you know that";
- mes "no one's allowed here?";
- next;
- cutin "ra_gwoman",2;
- mes "[High Priestess Niren]";
- mes "Hmm. Well, you Rune-Midgarts";
- mes "adventurers are famous for your";
- mes "skills and abilities, but this";
- mes "was not expected. I mean, we";
- mes "made sure this place was";
- mes "absolutely secure.";
- next;
- cutin "ra_gwoman2",2;
- mes "[High Priestess Niren]";
- mes "What's done is done...";
- mes "I warned Bekento that he";
- mes "might cause trouble for you,";
- mes "but it seems that you've";
- mes "caused trouble for him.";
- next;
- mes "[High Priestess Niren]";
- mes "Understand this:";
- mes "most intruders are";
- mes "severely punished, but";
- mes "because of my friendship";
- mes "with Bekento, I'm letting";
- mes "you off easy. Remember that.";
- next;
- sc_start SC_Blind,600000,0;
- mes "^3355FFNiren began to chant";
- mes "in a low voice, and your";
- mes "eyelids grow heavier as you";
- mes "grow drowsier and sleepier...^000000";
- set ra_tem_q,22;
- close2;
- hideonnpc "High Priestess Niren#r2";
- warp "rachel",163,152;
- end;
- }
- end;
-}
-
-que_san04,122,200,4 script High Priestess Niren#r2 915,{
- end;
-
-OnInit:
- hideonnpc "High Priestess Niren#r2";
- end;
-
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer120000:
- stopnpctimer;
- hideonnpc "High Priestess Niren#r2";
- end;
-}
-
-rachel,163,152,0 script imir3#rachel2 -1,3,3,{
-OnTouch:
- if (ra_tem_q == 22) {
- mes "^3355FFYou feel a slight headache";
- mes "after you recollect your senses.";
- mes "Somehow, you're been brought";
- mes "back to Rachel Town. How long";
- mes "have you been unconscious?^000000";
- next;
- sc_end SC_Blind;
- mes "^3355FFIt would be best to";
- mes "ask High Priest Zhed";
- mes "about what had happened.^000000";
- set ra_tem_q,23;
- close;
- }
-
- end;
-}
-
-//rachel,142,167,5 script Seeking Follower#rachel 917,6,6,{
-rachel,142,167,5 script Seeking Follower#rachel 916,6,6,{
- if ((lost_boy == 13) && (ra_tem_q == 20)) {
- mes "[Arunafeltz Follower]";
- mes "Excuse me, but";
- mes "are you "+strcharinfo(0)+"?";
- next;
- select("Yes.");
- mes "[Arunafeltz Follower]";
- mes "High Priest Zhed";
- mes "would like to see";
- mes "you right away, "+strcharinfo(0)+".";
- next;
- select("May ask why?");
- mes "[Arunafeltz Follower]";
- mes "Well, I actually have no";
- mes "idea. I'm only supposed to";
- mes "inform you that he's looking";
- mes "for you. Please visit High";
- mes "Priest Zhed in the second";
- mes "right room of the temple.";
- close;
- }
-
- else {
- mes "[Arunafeltz Follower]";
- mes "May Freya bless you";
- mes "on your journeys...";
- close;
- }
-
-OnTouch:
- if ((lost_boy == 13) && (ra_tem_q == 20)) {
- mes "[Arunafeltz Follower]";
- mes "Excuse me, but";
- mes "are you "+strcharinfo(0)+"?";
- next;
- select("Yes.");
- mes "[Arunafeltz Follower]";
- mes "High Priest Zhed";
- mes "would like to see";
- mes "you right away, "+strcharinfo(0)+".";
- next;
- select("May ask why?");
- mes "[Arunafeltz Follower]";
- mes "Well, I actually have no";
- mes "idea. I'm only supposed to";
- mes "inform you that he's looking";
- mes "for you. Please visit High";
- mes "Priest Zhed in the second";
- mes "right room of the temple.";
- close;
- }
-
-}
-
-// End of Donation Lottery/High Priest quest
-//============================================================
diff --git a/npc/quests/quests_umbala.txt b/npc/quests/quests_umbala.txt
deleted file mode 100644
index e7b632cc2..000000000
--- a/npc/quests/quests_umbala.txt
+++ /dev/null
@@ -1,1330 +0,0 @@
-//===== rAthena Script =======================================
-//= Quest NPCs related to Umbala
-//===== By: ==================================================
-//= sabernet09 & rAthena Team
-//===== Current Version: =====================================
-//= 2.2a
-//===== Compatible With: =====================================
-//= rAthena 7.15 +
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Umbalian Language Quest, Umbala Skeletal Gate Quest,
-//= Umbala Event, Create Essence/Dismantle Stone
-// Phase1.Learning the Language
-// 1 (Elder)First discussion
-// 2 (Elder)Asking about learning the language
-// 3 (Elder)Final step (understanding NPC speech)
-// ------------------------------------------
-// Phase2.Create Essence/Dismantle Stone
-// 4 (Shaman)Get permission to speak with her from the chief
-// 5 (Elder)Ask about conditions needed to be fulfilled to get permission
-// 6 (Elder)Get permission
-// 7 (Shaman)Use the shaman to create essences and dismantle elemental stones.
-//= Umbala Domestic Dispute?
-//= - This quest is only avaliable if you ahve not done language quest.
-//= - Variables in use: um_wind, MISC_QUEST (Bit 32768)
-//===== Additional Comments: =================================
-//= fixed by x[tsk], Lupus, PoW
-//= Quest completion is now registered
-//= 1.1 fixed Poporing Egg ID -> Poring Egg, fixed condition
-//= 1.2-1.6 fixed some Umbalian Language quests [Lupus]
-//= 1.7 Moved Umbala Event, Create Essence/Dismantle Stone, and Skeletal Gate from npc/cities/umbala.txt [Evera]
-//= 1.7a Removed all custom quests to custom folder [Lupus]
-//= 1.8 Added official chance of failure to Create Essence/Dismantle Stone [Lupus]
-//= 1.9 Added functionality to allow players to dismantle more
-//= than a stone at once, up to 10. [SinSloth]
-//= 2.0 Updated hack check and added a weight check to dismantling. [SinSloth]
-//= 2.1 Rescripted to Aegis 10.3 standards. Added strange quest. [L0ne_W0lf]
-//= 2.2 Readded the ability to dismantle multiple stones at once. [L0ne_W0lf]
-//= 2.2a Fixed weight check from previous update. [L0ne_w0lf]
-//============================================================
-
-//==============================================================================
-// Umbala Language Quest
-//==============================================================================
-um_in,39,122,5 script Utan Chief 784,{
- if (event_umbala == 0) {
- mes "[Karkatan]";
- mes "Huh huh, a Rune-Midgardian.";
- mes "I guess this is your first";
- mes "visit to my village, isn't it?";
- next;
- mes "[Karkatan]";
- mes "Everyone from Rune-Midgard";
- mes "that I've met had the same";
- mes "same expression on their";
- mes "face as you do right now";
- mes "when they first came here.";
- next;
- mes "[Karkatan]";
- mes "Maybe it's because they cannot";
- mes "communicate with us due to";
- mes "the language barrier, so";
- mes "they have no idea what's going";
- mes "on. Yeah, I understand...";
- mes "Anyway, welcome to my village.";
- next;
- mes "[Karkatan]";
- mes "My name is Karkatan, and I";
- mes "am the chief of the Utan tribe.";
- mes "You must be wondering how";
- mes "I can speak your language.";
- next;
- mes "[Karkatan]";
- mes "It was taught to me long ago";
- mes "by an adventurer from your";
- mes "land. It's been a long time,";
- mes "and I do not know what has";
- mes "become of him...";
- next;
- mes "[Karkatan]";
- mes "Anyhow, I learned many things";
- mes "about Rune-Midgardian culture";
- mes "and language.";
- next;
- mes "[Karkatan]";
- mes "Sometimes, I teach the Utan";
- mes "language, but I do not give";
- mes "everyone that privilege.";
- mes "If unscrupulous outsiders";
- mes "learn the Utan language, they";
- mes "may bring harm to my tribe.";
- next;
- mes "[Karkatan]";
- mes "Before you can learn the Utan";
- mes "language, first try to learn";
- mes "Utan culture by exploring our";
- mes "village.";
- next;
- mes "[Karkatan]";
- mes "Although you are not able to";
- mes "communicate with my people";
- mes "right now, try to understand";
- mes "our way of life through your";
- mes "observations.";
- next;
- mes "[Karkatan]";
- mes "Pay attention to the dress,";
- mes "appearance and life style of the";
- mes "local people. When you think";
- mes "you understand enough about Utan";
- mes "culture, come back to me and show me what you have learned.";
- set event_umbala,1;
- close;
- }
- else if (event_umbala == 1) {
- mes "[Karkatan]";
- mes "Oh, it's you again. So...";
- mes "Have you learned about Utan";
- mes "culture? I want to hear your";
- mes "opinion, as well as your impression.";
- next;
- mes "[Karkatan]";
- mes "There are still some villagers";
- mes "who are very naive about Rune-Midgardians.";
- mes "Usually, they fear encounters";
- mes "with your people and will";
- mes "hide themselves.";
- next;
- mes "[Karkatan]";
- mes "So...";
- mes "May I help you with anything?";
- mes "I assume you did not have much of";
- mes "a problem looking around the";
- mes "village, but it seems you have something to ask of me.";
- next;
- switch(select("I want to learn Utan language.:Umbabah Umbabah?:Nothing.")) {
- case 1:
- if (isequipped(2278) || isequipped(2297) || isequipped(2288) || isequipped(2292) || isequipped(5005) || isequipped(2281) || isequipped(5043)) {
- mes "[Karkatan]";
- mes "Hmmm...That's an awesome mask";
- mes "you're wearing. We Utans like";
- mes "wearing masks to keep from";
- mes "showing our facial expressions.";
- next;
- mes "[Karkatan]";
- mes "That's why we wear masks all the";
- mes "time. We believe that interaction";
- mes "and treatment of other people";
- mes "should not depend on how we look.";
- next;
- mes "[Karkatan]";
- mes "Alright. I am sure you are";
- mes "qualified to learn the Utan";
- mes "language. I will teach you how";
- mes "speak and to read in Utan from";
- mes "now on.";
- next;
- mes "[Karkatan]";
- mes "However, I need you to get some";
- mes "items ready so that we may proceed";
- mes "with the lessons. First, we need";
- mes "two different kinds of paper.";
- mes "^3377FF10 Oil Paper^000000 and ";
- mes "^3377FF5 Slick Paper^000000.";
- next;
- mes "[Karkatan]";
- mes "We'll also need something to";
- mes "write with. Let's use";
- mes "^3377FF1 Squid Ink^000000 and";
- mes "^3377FF1 Feather of Birds^000000.";
- mes "Please bring me those, and I will";
- mes "teach you when you're ready.";
- set event_umbala,2;
- close;
- }
- else {
- mes "[Karkatan]";
- mes "You don't seem to understand";
- mes "our culture yet. You cannot";
- mes "learn another language if you";
- mes "do not understand the culture.";
- next;
- mes "[Karkatan]";
- mes "When you have that expression on";
- mes "your face, Utans will be";
- mes "intimidated... Since we do";
- mes "not show our faces to others,";
- mes "we are actually very";
- mes "vulnerable to facial expression.";
- next;
- mes "[Karkatan]";
- mes "Go explore the village a little";
- mes "longer. You can come back";
- mes "anytime when you think you're ready.";
- next;
- mes "[Karkatan]";
- mes "In any case, what do you think";
- mes "about my mask? It's the current";
- mes "trend among us Utans...don't you";
- mes "think it's awesome?";
- close;
- }
- case 2:
- mes "[Karkatan]";
- mes "Haha~ When you're just imitating";
- mes "the sound, you won't make any";
- mes "sense. Language is a mutual system";
- mes "for the communication of thoughts and feelings.";
- next;
- mes "[Karkatan]";
- mes "I regret to say that it seems that";
- mes "nowadays, all peoples are no";
- mes "longer sensitive to other cultures";
- mes "in that respect.";
- next;
- mes "[Karkatan]";
- mes "I see people that despise or";
- mes "ridicule others that do not";
- mes "understand them. It's really";
- mes "sad that such bigotry still exists...";
- next;
- mes "[Karkatan]";
- mes "If you are interested in Utan";
- mes "language, try to understand our";
- mes "culture better and come back";
- mes "when you're ready. I will";
- mes "teach you the meanings of those sounds you are using.";
- close;
- case 3:
- mes "[Karkatan]";
- mes "Sometimes it's good to wander";
- mes "without purpose. But it's";
- mes "better to set a goal for";
- mes "a journey if you want to";
- mes "learn something out of";
- mes "the experience.";
- close;
- }
- }
- else if (event_umbala == 2) {
- if ((countitem(7151) > 9) && (countitem(7111) > 4) && (countitem(1024) > 0) && (countitem(916) > 0)) {
- mes "[Karkatan]";
- mes "Okay, I guess we're good to go.";
- mes "Let's get the lesson started.";
- mes "I hope you will communicate better";
- mes "with Utans when we are done.";
- next;
- mes "[Karkatan]";
- mes "..............";
- next;
- mes "[Karkatan]";
- mes "..............";
- mes ".....................";
- next;
- mes "[Karkatan]";
- mes "..............";
- mes ".....................";
- mes "............................";
- next;
- mes "[Karkatan]";
- mes "Alright, that's all. Just forget";
- mes "about how you've felt about Utans";
- mes "before you learned the language.";
- mes "Now go try to talk to Utans.";
- mes "Conversation is a very important method in understanding others.";
- delitem 7151,10; //Oil_Paper
- delitem 7111,5; //Smooth_Paper
- delitem 1024,1; //Chinese_Ink
- delitem 916,1; //Feather_Of_Birds
- set event_umbala,3;
- next;
- mes "[Karkatan]";
- mes "Okay, if you have any business";
- mes "in our village later, feel free";
- mes "to talk to me. I will try to help";
- mes "you as much as I can.";
- close;
- }
- else {
- mes "[Karkatan]";
- mes "I guess you are not ready yet...";
- mes "Did you forget what items you";
- mes "need? I will let you know";
- mes "again, so please bring them";
- mes "so that we can start the lesson.";
- next;
- mes "[Karkatan]";
- mes "^3377FF10 Oil Paper^000000,";
- mes "^3377FF5 Slick Paper^000000,";
- mes "^3377FF1 Squid Ink^000000,";
- mes "^3377FF1 Feather of Birds^000000.";
- mes "When you bring all of these,";
- mes "I will teach you our language.";
- close;
- }
- }
- else if (event_umbala >= 3) {
- if (event_umbala == 4) {
- mes "[Karkatan]";
- mes "Puchuchartan must have sent you to";
- mes "me. I need to check whether or not";
- mes "you are qualified to request";
- mes "her help...We Utans do not want";
- mes "to help evil people.";
- next;
- mes "[Karkatan]";
- mes "Hmmmm....";
- mes "It would be good to have a mask";
- mes "that was made in Rune-Midgard...";
- next;
- mes "[Karkatan]";
- mes "I wish to have ^3377FF1 Mr. Smile^000000.";
- mes "To Utans, receiving a mask as a";
- mes "present is considered an";
- mes "honor. Maybe Puchuchartan";
- mes "wants you to show us your respect by doing so.";
- set event_umbala,5;
- close;
- }
- else if (event_umbala == 5) {
- if (countitem(2278) > 0) {
- mes "[Karkatan]";
- mes "Oh, you brought it! Yes, I've";
- mes "always wished that I could have";
- mes "this mask! This is truly an";
- mes "honor! Thank you, adventurer";
- mes "from Rune-Midgard.";
- next;
- mes "[Karkatan]";
- mes "I will tell Puchuchartan that I";
- mes "confirmed your qualification.";
- mes "Go and speak to her. Though I";
- mes "am not sure what help she can give";
- mes "you, I hope we will be able to return this favor.";
- delitem 2278,1; //Mr_Smile
- set event_umbala,6;
- close;
- }
- else {
- mes "[Karkatan]";
- mes "Did I tell you that you need";
- mes "^3377FF1 Mr. Smile^000000?";
- mes "Please bring that as proof";
- mes "of your goodwill, as well";
- mes "as your sense of honor.";
- close;
- }
- }
- else {
- mes "[Karkatan]";
- mes "How's it going?";
- mes "I wish I could guide you around";
- mes "the village, but I cannot neglect";
- mes "my duty as tribal chief.";
- next;
- mes "[Karkatan]";
- mes "Leading a tribe is not as easy";
- mes "as it looks. You would understand";
- mes "if you were in the same position";
- mes "as me. Anyway, I hope you will enjoy your time in our village.";
- close;
- }
- }
-}
-
-//=====================================================================
-// Create Essence/Dismantle Stone
-//=====================================================================
-um_in,44,71,2 script Utan Shaman 782,{
- if (checkweight(908,600) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- switch(event_umbala) {
- default:
- mes "[??????????]";
- mes "Umbah umbah umbabah Utan umbah";
- mes "Umbah mookala umbabah..";
- mes "Umbabahumbah umbabah";
- mes "Umbabah umbaba umbaumbah umbah";
- mes "Hum umbah umbah.";
- close2;
- warp "umbala",217,186;
- end;
- case 3:
- mes "[Puchuchartan]";
- mes "I did not expect that even";
- mes "more of you Rune-Midgardians";
- mes "would find my village. I am";
- mes "afraid that Mother Earth may";
- mes "be caused suffering because";
- mes "of this...";
- next;
- mes "[Puchuchartan]";
- mes "You Rune-Midgardians are a very";
- mes "evil tribe...always accomplishing";
- mes "your goals whether the means are";
- mes "foul or fair, never hesitating to";
- mes "ruin the property of others to get";
- mes "what you want.";
- next;
- mes "[Puchuchartan]";
- mes "I am worried how continuing";
- mes "contact with the outside world";
- mes "will affect our future...";
- next;
- mes "[Puchuchartan]";
- mes "No one from Rune-Midgard has ";
- mes "visited me without some purpose";
- mes "and I do not think that you";
- mes "are an exception.";
- next;
- mes "[Puchuchartan]";
- mes "I only use my power for the";
- mes "service of my tribe, and do not";
- mes "give my aid to strangers. If you";
- mes "really need my help, go ask for";
- mes "the chief's permission.";
- next;
- mes "[Puchuchartan]";
- mes "Also, I do not approve of";
- mes "outsiders talking to the tribe";
- mes "more than they have to...";
- mes "We want to live a peaceful life, so do not disturb us.";
- set event_umbala,4;
- close;
- case 4:
- case 5:
- mes "[Puchuchartan]";
- mes "I already told you to get the";
- mes "chief's approval. There is also";
- mes "the matter of my own business to take care of.";
- next;
- mes "[Puchuchartan]";
- mes "I know that you have gone through";
- mes "many difficulties to come here,";
- mes "but you have to leave now.";
- close;
- case 6:
- mes "[Puchuchartan]";
- mes "I've heard from the chief that he";
- mes "has given you his approval...";
- mes "Although I do not like this, I";
- mes "will keep my promise. But it's";
- mes "your call if you really need my help or not.";
- next;
- mes "[Puchuchartan]";
- mes "My power allows me to create rough";
- mes "enchanted stones and to divide a";
- mes "pure enchanted stone into rough";
- mes "ones. So I may be able to help";
- mes "you in this way.";
- next;
- mes "[Puchuchartan]";
- mes "So come and speak to me when";
- mes "you think my power may be";
- mes "of service to you.";
- set event_umbala,7;
- close;
- case 7:
- mes "[Putsuchiritan]";
- mes "I don't know whether my talents";
- mes "will be useful to you, but I'll";
- mes "help you anyway.";
- next;
- mes "[Putsuchiritan]";
- mes "I can create elemental essence from natural objects,";
- mes "or, dismantle elemental stones into their component essences.";
- mes "Which would you like to do?";
- }
- next;
- mes "[Puchuchartan]";
- mes "Rune-Midgardian who has asked for";
- mes "my help...Although I am not sure";
- mes "if you really need my power, I";
- mes "will try to provide my assistance.";
- next;
- if (checkweight(1101,10) == 0) {
- mes "[Puchuchartan]";
- mes "Wait--!";
- mes "something in your possession";
- mes "is disturbing my peace of";
- mes "mind. This will not do...";
- next;
- mes "[Puchuchartan]";
- mes "Go leave your belongings";
- mes "elsewhere, and only bring the";
- mes "items that you need right now.";
- next;
- mes "[Puchuchartan]";
- mes "If you refuse to do so,";
- mes "I cannot do anything for you.";
- mes "Get yourself ready and then";
- mes "come back.";
- close;
- }
- mes "[Puchuchartan]";
- mes "Now, what do you wish to do?";
- mes "My power allows me to create rough";
- mes "enchanted stones and to divide a";
- mes "pure enchanted stone into rough ones.";
- next;
- switch (select("Create rough enchanted stones:Divide a pure enchanted stone:Quit.")) {
- case 1:
- mes "[Puchuchartan]";
- mes "Do you wish to create rough";
- mes "enchanted stones? Which";
- mes "property do you wish to create?";
- mes "Earth, Water, Fire, Wind...";
- mes "...choose one.";
- next;
- switch (select("Earth:Water:Fire:Wind")) {
- case 1:
- set .@consume,947; //Horn
- set .@amount,15;
- set .@success,993; //Yellow_Live
- break;
- case 2:
- set .@consume,946; //Snail's_Shell
- set .@amount,20;
- set .@success,991; //Crystal_Blue
- break;
- case 3:
- set .@consume,904; //Scorpion's_Tail
- set .@amount,20;
- set .@success,990; //Boody_Red
- break;
- case 4:
- set .@consume,1013; //Colorful_Shell
- set .@amount,25;
- set .@success,992; //Wind_Of_Verdure
- break;
- }
- if (countitem(.@consume) >= .@amount) {
- mes "[Puchuchartan]";
- mes "I will try to amplify the hidden";
- mes "power of natural objects in";
- mes "order to create rough enchanted";
- mes "stones. Choose one number from";
- mes "'1' to '9.' If you wish to cancel";
- mes "this request, enter '0.'";
- next;
- while(1) {
- input .@input,0,10;
- if (.@input == 0) {
- mes "[Puchuchartan]";
- mes "I see. It's your call.";
- mes "Come back when you need me.";
- close;
- }
- else if (.@input > 9) {
- mes "[Puchuchartan]";
- mes "Remember to choose a number";
- mes "from 1 to 9.";
- next;
- }
- else {
- break;
- }
- }
- mes "[Puchuchartan]";
- switch(.@success) {
- case 990:
- mes "I am putting these tails into a"; break;
- case 991:
- mes "I am putting these shells into a"; break;
- case 992:
- mes "I am putting these shells into a"; break;
- case 993:
- mes "I am putting these horns into a"; break;
- }
- mes "boiling pot, and casting a";
- mes "sacred incantation. Remember";
- mes "the number you entered.";
- next;
- mes "[Puchuchartan]";
- mes "Amba Omba Zatumba! Umba! Ti!";
- mes "Umputaun Eulukaba! Umba! Ha!";
- mes "Julu Humba Rulala! Umba! La!";
- mes "Datuha Ombabalaka! Umba! Si!";
- mes "Sunutaba Abulumba! Umba! Si!";
- next;
- if (rand(1,10) == 1) {
- mes "[Puchuchartan]";
- mes "I guess my power was not enough.";
- mes "The natural power I gathered with";
- mes "my spell lost focus and was scattered...";
- delitem .@consume,.@amount;
- getitem 910,1; //Garlet
- next;
- mes "[Puchuchartan]";
- mes "It seems the spirits of nature";
- mes "were not in harmony at the moment.";
- mes "However, if you come back later,";
- mes "I will try to help you. Of course,";
- mes "there will still be the same possibility that I may fail.";
- close;
- }
- else {
- mes "[Puchuchartan]";
- mes "Here's the enchanted stone you";
- mes "wished to have. I created this";
- mes "with a lot of effort, so make";
- mes "good use of it.";
- delitem .@consume,.@amount;
- getitem .@success,1;
- close;
- }
- }
- else {
- mes "[Puchuchartan]";
- switch (.@success) {
- case 990:
- mes "Fire property...";
- mes "I will need natural";
- mes "objects that are filled with";
- mes "the spirit of fire.";
- next;
- mes "[Puchuchartan]";
- mes "Scorpion which endures the";
- mes "blazing heat of the desert";
- mes "is brimming with fire energy.";
- mes "I need ^3377FF20 Scorpion Tails^000000.";
- break;
- case 991:
- mes "Water property...";
- mes "I will need natural";
- mes "objects that are filled with";
- mes "the spirit of water.";
- next;
- mes "[Puchuchartan]";
- mes "Ambernite...the spirit of";
- mes "water is contained within its";
- mes "protective shell...";
- mes "I will need ^3377FF20 Snail's Shell.^000000";
- break;
- case 992:
- mes "Wind property...";
- mes "I will need natural";
- mes "objects that are filled with";
- mes "the spirit of wind.";
- next;
- mes "[Puchuchartan]";
- mes "Stainer...the beetle";
- mes "that flies through the sky";
- mes "has the wind's spirit.";
- mes "I need ^3377FF25 Rainbow Shells^000000.";
- break;
- case 993:
- mes "Earth property...I need natural";
- mes "objects that are filled with";
- mes "the spirit of the Earth.";
- next;
- mes "[Puchuchartan]";
- mes "Horn...that dwells in the forest";
- mes "is filled with the spirits of";
- mes "earth and wood...Horn...";
- mes "I need ^3377FF15 Horn^000000 from Horns.";
- break;
- }
- mes "[Puchuchartan]";
- mes "That's all I need...";
- mes "Come back when";
- mes "you're ready.";
- mes "I will be here.";
- close;
- }
- case 2:
- mes "[Puchuchartan]";
- mes "Do you wish to divide a pure";
- mes "enchanted stone into rough ones?";
- mes "Which property do you want to";
- mes "divide? Earth, Water, Fire, Wind... ";
- mes "Choose one.";
- next;
- switch(select("Earth:Water:Fire:Wind")) {
- case 1:
- set .@divide,997; //Great_Nature
- break;
- case 2:
- set .@divide,995; //Mistic_Frozen
- break;
- case 3:
- set .@divide,994; //Flame_Heart
- break;
- case 4:
- set .@divide,996; //Rough_Wind
- break;
- }
- mes "[Puchuchartan]";
- mes "Please enter the";
- mes "number of enchanted";
- mes "stones that you wish";
- mes "to divide. I can only";
- mes "divide up to 10 at a time.";
- next;
- input .@input,0,11;
- if ((.@input > 0) && (.@input < 11)) {
- if (countitem(.@divide) >= .@input) {
- if (checkweight(908,(.@input * 30)) == 0) {
- mes "[Puchuchartan]";
- mes "You're carrying too";
- mes "many items right now.";
- mes "Put some of your stuff";
- mes "in Kafra Storage, and then";
- mes "come back to me, okay?";
- close;
- }
- mes "[Puchuchartan]";
- mes "I'll try to revert these";
- mes "enchanted stones to their";
- mes "rough forms. Enter a number";
- mes "from 1 to 9, or enter 0 if";
- mes "you decide to cancel.";
- next;
- while(1) {
- input .@input2,0,10;
- if (.@input2 == 0) {
- mes "[Puchuchartan]";
- mes "You want to cancel?";
- mes "Well, if you change your";
- mes "mind, feel free to come";
- mes "ask me to help at any time.";
- close;
- }
- else if (.@input2 > 9) {
- mes "[Puchuchartan]";
- mes "Hm? You need to enter";
- mes "a number from 1 to 9.";
- next;
- }
- else {
- break;
- }
- }
- mes "[Puchuchartan]";
- mes "I will now chant the";
- mes "sacred words. Remember";
- mes "the number you entered!";
- next;
- mes "[Puchuchartan]";
- mes "Umba Umba Kalapum! Umba! Ta!";
- mes "Lukura Ukulele Um! Umba! Ka!";
- mes "Abulaka Tabulakan! Umba! La!";
- mes "Ombaludu Zan Kunu! Umba! Ku!";
- mes "Kum Tum Lakulakun! Umba! Ha!";
- next;
- mes "[Puchuchartan]";
- mes "Here's the rough enchanted stones";
- mes "you wished to have. I created this";
- mes "with a lot of effort, so make good";
- mes "use of them.";
- while(1) {
- if (.@sha_man == .@input) {
- break;
- }
- else {
- set .@shaman_max,.@shaman_max + rand(6,10);
- set .@sha_man,.@sha_man + 1;
- }
- }
- switch(.@divide) {
- case 994:
- getitem 990,.@shaman_max; //Boody_Red
- break;
- case 995:
- getitem 991,.@shaman_max; //Crystal_Blue
- break;
- case 996:
- getitem 992,.@shaman_max; //Wind_Of_Verdure
- break;
- case 997:
- getitem 993,.@shaman_max; //Yellow_Live
- }
- delitem .@divide,.@input;
- close;
- }
- else {
- mes "[Puchuchartan]";
- mes "So, you wish to have rough";
- switch(.@divide) {
- case 994:
- mes "fire stones? Then I will need";
- mes "you to bring "+input_want+" pure fire stone.";
- break;
- case 995:
- mes "water stones? Then I'll need";
- mes "you to bring "+input_want+" pure water stone.";
- break;
- case 996:
- mes "wind stones? Then I will need";
- mes "you to bring "+input_want+" pure wind stone.";
- break;
- case 997:
- mes "earth stones? Then I'll need";
- mes "you to bring "+.@input+" pure earth stone.";
- break;
- }
- mes "^3377FF"+.@input+" "+getitemname(.@divide)+"^000000.";
- next;
- mes "[Puchuchartan]";
- mes "That's all I need...";
- mes "Come back when";
- mes "you're ready.";
- mes "I will be here.";
- close;
- }
- }
- else {
- mes "[Puchuchartan]";
- mes "Hm? You need to enter";
- mes "a number from 1 to 10.";
- close;
- }
- case 3:
- mes "[Puchuchartan]";
- mes "I see. It's your call.";
- mes "Come back when you need me.";
- close;
- }
-}
-
-umbala,221,193,1 script #Skulldoor 111,{
- if (event_umbala >= 7) {
- warp "um_in",32,71;
- end;
- }
- else {
- mes "^3355FFA human skull disturbingly";
- mes "hangs beside the door. The door is";
- mes "locked tight, so you can't get in.";
- mes "As you peer through the keyhole,";
- mes "you can see somebody moving inside the room.^000000";
- next;
- if (select("Examine the skull.:Quit.") == 1) {
- mes "^3355FFYou see that the eye sockets";
- mes "of the skull are empty.";
- mes "How peculiar...";
- mes "It seems that Gemstones";
- mes "would fit perfectly inside of";
- mes "them.^000000";
- next;
- mes "^3355FFYou see the left eye socket of the";
- mes "skull. What do you want to do?^000000";
- next;
- switch(select("Leave it as it is.:Insert a Blue Gemstone.:Insert a Yellow Gemstone.:Insert a Red Gemstone.")) {
- case 1:
- mes "^3355FFYou left the eye socket as it was.^000000";
- next;
- break;
- case 2:
- set .@insert,717;
- break;
- case 3:
- set .@insert,715;
- break;
- case 4:
- set .@insert,716;
- break;
- }
- if (.@insert) {
- if (countitem(.@insert) > 0) {
- mes "^3355FFYou inserted a "+getitemname(.@insert)+"";
- mes "into the eye socket.^000000";
- next;
- mes "^3355FFThe gemstone rolled back out of";
- mes "the mouth of the skull.^000000";
- set .@skulldoor,.@skulldoor+1;
- switch (.@insert) {
- case 715: set .@skull,2; break;
- case 716: set .@skull,3; break;
- case 717: set .@skull,1; break;
- }
- delitem .@insert,1;
- getitem .@insert,1;
- next;
- }
- else {
- mes "^3355FFYou forgot to carry "+getitemname(.@insert)+"";
- mes "with you. So you couldn't do what you";
- mes "had intended.^000000";
- next;
- }
- }
- mes "^3355FFYou see the right eye socket of";
- mes "the skull. What do you want to do?^000000";
- next;
- switch(select("Leave it as it is.:Insert a Blue Gemstone.:Insert a Yellow Gemstone.:Insert a Red Gemstone.")) {
- case 1:
- mes "^3355FFYou left the eye socket as it was.^000000";
- next;
- break;
- case 2:
- set .@insert2,717;
- break;
- case 3:
- set .@insert2,715;
- break;
- case 4:
- set .@insert2,716;
- break;
- }
- if (.@insert2) {
- if (countitem(.@insert2) > 0) {
- mes "^3355FFYou inserted a "+getitemname(.@insert2)+"";
- mes "into the eye socket.^000000";
- next;
- mes "^3355FFThe gemstone rolled back out of";
- mes "the mouth of the skull.^000000";
- if (.@insert2 == .@insert) {
- set .@skulldoor,.@skulldoor+1;
- }
- else {
- set .@skulldoor,.@skulldoor+2;
- }
- delitem .@insert2,1;
- getitem .@insert2,1;
- next;
- }
- else {
- mes "^3355FFYou forgot to carry "+getitemname(.@insert2)+"";
- mes "with you. So you couldn't do what you";
- mes "had intended.^000000";
- next;
- }
- }
- mes "^3355FF..............................^000000";
- next;
- mes "^3355FF..............................";
- mes "..............................^000000";
- next;
- mes "^3355FF..............................";
- mes "..............................";
- mes "..............................^000000";
- next;
- switch(.@skulldoor) {
- case 3:
- if (rand(1,4) != 1) {
- set .@skullopen,1;
- }
- break;
- case 2:
- if (rand(1,2) == 2) {
- set .@skullopen,1;
- }
- break;
- case 1:
- if (rand(1,4) == 1) {
- set .@skullopen,1;
- }
- break;
- default:
- break;
- }
- if (.@skullopen == 0) {
- mes "^3355FFNothing happened.";
- mes "You have the feeling that the";
- mes "skull is grinning at you. But...";
- mes "It's probably just a trick of the light.^000000";
- close;
- }
- else {
- mes "^3355FFSuddenly, a clicking sound comes";
- mes "from the skull's eye sockets and";
- mes "the door opens. Before you know";
- mes "it, you walk inside as if guided";
- mes "by an unseen force...^000000";
- close2;
- warp "um_in",32,71;
- end;
- }
- }
- mes "^3355FFYou decided to pass by the door.";
- mes "It looks like it might be too hard to open.^000000";
- close;
- }
-}
-
-
-//============================================================
-// Umbala Domestic Dispute
-//============================================================
-um_in,139,48,5 script Phrenetan 783,{
- if (event_umbala >= 3) {
- mes "[Phrenetan]";
- mes "I am so sick and tired of";
- mes "my husband!! It's like he";
- mes "flirts with every girl";
- mes "in the village!";
- next;
- mes "[Phrenetan]";
- mes "If I see him flirting with";
- mes "women again...I swear...";
- mes "I will show him hell!!";
- close;
- }
- if (BaseJob == Job_Novice && Upper != 2) {
- mes "[Phrenetan]";
- mes "Umba~ umbaumbah!";
- mes "Umbah woomumum!";
- mes "Umbah woomum umbabah!";
- close;
- }
- if (um_wind <= 3 && (MISC_QUEST & 32768) == 0) {
- if (um_wind) set um_wind,1;
- emotion e_an;
- mes "[Phrenetan]";
- mes "Umbaumbah wooga wooga";
- mes "Umbaumbabah babababah!";
- mes "Umbaum!";
- next;
- emotion e_oh;
- mes "[Phrenetan]";
- mes "Umbah umbaumba umbah";
- mes "Umbabababah wooga woo!";
- mes "Wooga wooga umbabah umbaum!";
- next;
- emotion e_go;
- close;
- }
- else if (um_wind == 6 || MISC_QUEST & 32768) {
- emotion e_an;
- mes "[Phrenetan]";
- mes "Umbabah! Umbaumbah.....";
- mes "Umbaum Umbaum Wooga wooga!";
- mes "Wooga umumum woombababap!!!!!";
- next;
- emotion e_swt;
- close;
- }
- end;
-}
-
-um_in,144,45,5 script Umpokoriohtan 789,{
- if (event_umbala >= 3) {
- if(rand(1,3) == 2) {
- mes "[Umpokoriohtan]";
- mes "Hey there, cool cat.";
- mes "Don't mind the wife...";
- mes "Much as I love her,";
- mes "I know my obligations, ya dig?";
- next;
- mes "[Umpokoriohtan]";
- mes "If a man's got plenty, he's";
- mes "got to share it with those";
- mes "that got nothing to give.";
- next;
- mes "[Umpokoriohtan]";
- mes "If a man's hands are good";
- mes "at healin', he's got to use";
- mes "those hands to help folks live.";
- next;
- mes "[Umpokoriohtan]";
- mes "If a man's lips be good at";
- mes "singin', he's got to croon the";
- mes "songs we like to hear so much.";
- next;
- mes "[Umpokoriohtan]";
- mes "But if sweet lovin' is golden,";
- mes "then baby...I got the Midas touch.";
- next;
- mes "[Umpokoriohtan]";
- mes "Ooh...!";
- mes "...........";
- mes "My back--!";
- mes "Simmer down, baby, your turn is comin' in a minute~";
- emotion e_rock,0,"Phrenetan";
- emotion e_swt;
- close;
- }
- else {
- mes "[Umpokoriohtan]";
- mes "Man...sometimes my wife can";
- mes "be a lil' too rough, maybe";
- mes "even hurtful. But that's cool...";
- mes "it just means she's got fire.";
- next;
- mes "[Umpokoriohtan]";
- mes "But someday, she'll have to";
- mes "learn that I gots to share";
- mes "this heart of mine with the ladies";
- mes "who really need a dose of vitamin";
- mes "lovin', ya dig? It's my obligation.";
- next;
- mes "[Umpokoriohtan]";
- mes "Wainatan, Bertztan, Chabimatan...";
- mes "Those pretty girls been waitin'";
- mes "toooooo long. Don't worry,";
- mes "big daddy's comin' soon.";
- next;
- mes "[Umpokoriohtan]";
- mes "OOOH~! Phrenetan!";
- mes "Baby, why you gotta be rough?";
- mes "Hit me gently, ya dig??";
- mes "I don't mean to hurt you~";
- emotion e_omg,0,"Phrenetan";
- emotion e_wah;
- close;
- }
- }
- emotion e_heh;
- mes "[Umpokoriohtan]";
- mes "Umbaumbah...........";
- mes "Umbahwooga woogawoo!";
- mes "Umbah umumbabah umbawoo gaga.";
- next;
- emotion e_an;
- close;
-
-OnInit:
- disablenpc "Umpokoriohtan";
- end;
-}
-
-um_in,101,73,3 script Wainatan 783,{
- if (event_umbala >= 3) {
- mes "[Wainatan]";
- mes "I am sick and tired of this guy";
- mes "who always appears at night and bugs the hell out of me...";
- next;
- mes "[Wainatan]";
- mes "'Smooth operator that gets the";
- mes "job done?' Oh my god...!";
- mes "I hate him with a passion!";
- mes "I wish Umpokoriohtan would";
- mes "just drop dead.";
- close;
- }
- if (um_wind == 1) {
- if (gettime(3) > 18) {
- set um_wind,2;
- emotion e_an;
- mes "[Wainatan]";
- mes "Umbaumbah umgagaga.";
- mes "Umbaumbawoogawoo gababah.";
- mes "Umbahumbabah gawoo.";
- next;
- emotion e_oh;
- mes "[Wainatan]";
- mes "Wooga wooga woogagagah";
- mes "Wogagagah woogagagah";
- mes "Gawoo gawoo gah.";
- close;
- }
- else {
- mes "[Wainatan]";
- mes "Umbabah! Umbaumbah wooga";
- mes "Woogawooga umbawooga umum.";
- mes "Umbabababababababababah.";
- close;
- }
- }
- else {
- mes "[Wainatan]";
- mes "Umbaumbah umbaumbah umbah";
- mes "Wooga wooga woogawooga wooga";
- mes "Umumumum umumumum umum.";
- close;
- }
-}
-
-um_in,94,123,5 script Bertztan 783,{
- if (event_umbala >= 3) {
- mes "[Bertztan]";
- mes "...*Sigh* That sicko";
- mes "Umpo-whatever! I told him";
- mes "I don't like him, but he";
- mes "just doesn't listen!";
- mes "I wish...I wish he would";
- mes "just disappear!";
- close;
- }
- if (um_wind == 2) {
- if (gettime(3) > 18) {
- set um_wind,3;
- emotion e_an;
- mes "[Bertztan]";
- mes "Umbaumbah umgagaga.";
- mes "Umbaumbawoogawoo gababah.";
- mes "Umbahumbabah gawoo.";
- next;
- emotion e_oh;
- mes "[Bertztan]";
- mes "Wooga umbar umbar umbah!";
- mes "Umbar woogagaga woo! Woo! Woo!";
- mes "Wooga~ wooga~ Woo woo woo umbar.";
- close;
- }
- else {
- mes "[Bertztan]";
- mes "Umbar woogaumbarumbah um!";
- mes "Um~ wooga wooga umbarum.";
- mes "Umbah...wooum.";
- close;
- }
- }
- else {
- mes "[Bertztan]";
- mes "Umbar wooga umbar umbah um!";
- mes "Um~ woogawooga umbar um.";
- mes "Umbah...wooum.";
- close;
- }
-}
-
-umbala,145,217,3 script Chabimatan 783,{
- if (event_umbala >= 3) {
- mes "[Chabimatan]";
- mes "...*Sigh* Umpokoriohtan seems";
- mes "to be married. I have no";
- mes "idea why he still flirts";
- mes "with other women. Maybe he's";
- mes "not very mature, or he's";
- mes "irresponsible...";
- next;
- mes "[Chabimatan]";
- mes "Well, whatever he is,";
- mes "he's certainly not";
- mes "romantic. Those pick-up";
- mes "lines of his could";
- mes "some work, maybe";
- mes "even some clean up.";
- close;
- }
- if (um_wind == 3) {
- if (gettime(3) > 18) {
- set um_wind,4;
- emotion e_an;
- mes "[Chabimatan]";
- mes "Umbabah umbarbar woogawooga um";
- mes "Umbabah umbarbar woogawooga umbah";
- mes "Umumum! Wooga!";
- next;
- emotion e_oh;
- mes "[Chabimatan]";
- mes "Umbabah~~~~~~~";
- mes "Woogawooga umbar umbar woo!";
- mes "Wooga umbar woogawoogagah.";
- enablenpc "Umpokoriohtan";
- enablenpc "#!@#$%";
- close;
- }
- else {
- mes "[Chabimatan]";
- mes "Umbabah~~~~~~~";
- mes "Woogawooga umbar umbar woo";
- mes "woo woo! Nook nook~";
- mes "Wooga umbar wooga umbar";
- mes "wooga woogagah.";
- close;
- }
- }
- else {
- mes "[Chabimatan]";
- mes "Umbabah~~~~~~~";
- mes "Woogawooga umbar umbar";
- mes "woo woo woo nook nook.";
- mes "Wooga umbar wooga umbar";
- mes "wooga woogagah.";
- close;
- }
-}
-
-um_in,141,46,0 script #!@#$% -1,8,8,{
-OnInit:
- disablenpc "#!@#$%";
- end;
-
-OnTouch:
- if (um_wind == 4) {
- set um_wind,5;
- mes "^3355FFAs you enter the house";
- mes "you happen to witness";
- mes "Phrenetan beating a guy";
- mes "mercilessly.^000000";
- next;
- emotion e_an;
- mes "[Phrenetan]";
- mes "Umbaumbaumbaumbah!";
- mes "Umbaumbahumbah!!";
- mes "Umbaumbahumbah!!!!!!";
- next;
- mes "^3355FFYou were kicked out of the house";
- mes "by Phrenetan.^000000";
- next;
- enablenpc "#unpc";
- disablenpc "#!@#$%";
- warp "umbala",94,181;
- }
- end;
-}
-
-umbala,94,181,0 script #unpc -1,1,1,{
-OnInit:
- disablenpc "#unpc";
- end;
-
-OnTouch:
- if (um_wind == 5) {
- mes "^3355FFAs you realized what happened";
- mes "after being kicked out of the";
- mes "house, you see a leaf on the";
- mes "ground near where you're standing.^000000";
- next;
- if (select("Take it.:Leave it.") == 1) {
- close2;
- set um_wind,0;
- set MISC_QUEST,MISC_QUEST | 32768;
- getitem 610,1; //Leaf_Of_Yggdrasil
- disablenpc "#unpc";
- end;
- }
- set um_wind,0;
- set MISC_QUEST,MISC_QUEST | 32768;
- mes "[" + strcharinfo(0) + "]";
- mes "I am not supposed to take";
- mes "what may belong to other people.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Yeah, I'm a such good person.";
- close2;
- disablenpc "#unpc";
- }
- end;
-}
diff --git a/npc/quests/quests_veins.txt b/npc/quests/quests_veins.txt
deleted file mode 100644
index 7d8e189cd..000000000
--- a/npc/quests/quests_veins.txt
+++ /dev/null
@@ -1,7374 +0,0 @@
-//===== rAthena Script =======================================
-//= Veins Quests
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 2.0
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Collection of Veins Quests
-//= Stone Quest:
-//= - Help an Old Man with his job.
-//= - Dialog obtained from iRO.
-//= - Variable in use: veins_stone (max 8)
-//= Spy Quest:
-//= - Help prove (or disprove) a bard's innocence.
-//= - Dialog obtained from iRO.
-//= - Variable in use: que_sch (max 26)
-//= Siblings Quest:
-//= - Help a boy save his little sister.
-//= - Dialog partially obtained from iRO.
-//= - Variable in use: rachel_camel (max 25)
-//= Thor Volcano Base Quest:
-//= - Missing addition to High Priest Zhed to start quest.
-//= - Infiltrate Thor Volcano Base. What is Arunafeltz up to?
-//= - Variable in use: rachel_camel (max 27)
-//===== Additional Comments: =================================
-//= 1.0 First version, Added Veins Stone quest. [L0ne_W0lf]
-//= 1.1 Added Veins Spy Quest. [L0ne_W0lf]
-//= 1.2 Added Veins Siblings Quest. [L0ne_W0lf]
-//= Added Veins Thor Volcano Base Quest NPC. [L0ne_W0lf]
-//= Start NPC is missing, but will be added when I get it.
-//= 1.3 Fixed two typos small in Asbar. [L0ne_W0lf]
-//= 1.3a More fixes to some of the Base quest NPCs. [L0ne_W0lf]
-//= 1.4 Added missing checkweights. [L0ne_W0lf]
-//= 1.4a Corrected a typo error ";;". [Toms]
-//= 1.5 Added Nameless Island quest addition. [L0ne_W0lf]
-//= 1.5a Corrected a couple typos in Nameless Addition. [L0ne_W0lf]
-//= 1.6 Replaced effect numerics with constants. [L0ne_W0lf]
-//= 1.7 Moved a couple NPCs related to the Spy quest. [L0ne_W0lf]
-//= 1.8 Fixed some typos and confusing condition checks. [L0ne_W0lf]
-//= 1.9 Added quest log entries for:
-//= - Siblings Quest
-//= - Thor Volcano Base Quest
-//= 2.0 Removed lvel requirement. (bugreport:4678) [L0ne_W0lf]
-//============================================================
-
-// Stone Quest
-//============================================================
-ve_fild05,257,130,4 script Wincing Old Man#ve 945,{
- if ((MaxWeight - Weight) < 2000 || checkweight(1201,1) == 0) {
- mes "- Wait a moment! -";
- mes "- Currently you are carrying -";
- mes "- too many items with you. -";
- mes "- Please come back after -";
- mes "- you put some items into Kafra Storage. -";
- close;
- }
- if (veins_stone == 0) {
- mes "[Zabaroo]";
- mes "My back is killing me";
- mes "after stooping over to";
- mes "pick up stones all day long...";
- mes "The pain... It's unbearable!";
- next;
- switch(select("Bend with your knees, yo.:Gosh, how bad is it?")) {
- case 1:
- mes "[Zabaroo]";
- mes "Whippersnapper!";
- mes "I didn't ask you for";
- mes "your advice! Don't";
- mes "patronize an old man!";
- close;
- case 2:
- mes "[Zabaroo]";
- mes "Oh, it hurts so much, it's";
- mes "almost crippling. But I don't";
- mes "have any choice. I need to";
- mes "get enough stops to fill";
- mes "this gap if I want to get";
- mes "paid. Arrrrgh, damn it!";
- next;
- mes "[Zabaroo]";
- mes "If I don't get enough";
- mes "money to pay for my";
- mes "granddaughter's medicine,";
- mes "I won't be able to buy any";
- mes "medicine for my granddaughter!";
- mes "And that will be horrible! Ag!";
- next;
- select("Can I help?");
- mes "[Zabaroo]";
- mes "I appreciate your kindness,";
- mes "stranger, but no. I have";
- mes "to do this on my own.";
- mes "A man must have his pride....";
- next;
- mes "^333333*Snap*^000000";
- next;
- mes "[Zabaroo]";
- mes "Argh! My back...!";
- mes "This was totally";
- mes "unforeseeable!";
- mes "Please! Please,";
- mes "for the love of Freya,";
- mes "please help me!";
- next;
- select("I will help you.");
- mes "[Zabaroo]";
- mes "Thank you!";
- mes "Thanks so much!";
- next;
- select("What do you want me to do?");
- mes "[Zabaroo]";
- mes "Ow-ow-ow! Oh... Okay...";
- mes "You see those all dark";
- mes "stones stuck in the ground?";
- mes "Those are what I need to";
- mes "pick up. Now don't go";
- mes "lifting rocks just yet...";
- next;
- mes "[Zabaroo]";
- mes "I asked some other old";
- mes "man in town, Absar, to";
- mes "make me something to help";
- mes "with my back. He was going";
- mes "to help me if I gave hi--";
- mes "ARGH! My back! It hurts!";
- next;
- mes "[Zabaroo]";
- mes "It hurts so bad! But it's";
- mes "especially painful right";
- mes "when I'm about to finish";
- mes "sentences in which I intend to";
- mes "tell you important informat--";
- mes "ARRRGH! Find Absar! Quickly!";
- next;
- while(1) {
- mes "[Zabaroo]";
- mes "Wait, wait...";
- mes "Maybe I can answer";
- mes "a few of your questions";
- mes "before my body is wracked";
- mes "with throbbing pain. Let's...";
- mes "Let's at least give it a try.";
- next;
- switch(select("What's with these stones?:Where's the old man?:Nothing.")) {
- case 1:
- mes "[Zabaroo]";
- mes "Well, we use these dark";
- mes "stones because they're";
- mes "pretty and easy to process.";
- mes "They're sort of a specialty";
- mes "of this town. I get paid to";
- mes "harvest these handy rocks.";
- next;
- mes "[Zabaroo]";
- mes "We can sell these to tourists,";
- mes "and we even have a factory";
- mes "that uses these stones.";
- mes "Still, it's not like the";
- mes "townspeople are getting";
- mes "rich off these stones.";
- next;
- mes "[Zabaroo]";
- mes "All of us are still";
- mes "barely making a living...";
- next;
- break;
- case 2:
- mes "[Zabaroo]";
- mes "Absar? He's inside";
- mes "the Tool Shop. You";
- mes "can't miss him... Just";
- mes "look for the man with";
- mes "the crazy eyes!";
- next;
- break;
- case 3:
- mes "[Zabaroo]";
- mes "Thanks for your help.";
- mes "If you can't find Absar";
- mes "in the Tool Shop, then";
- mes "you might want to stop";
- mes "by the Tavern. A-auuugh!";
- set veins_stone,1;
- close;
- }
- }
- }
- }
- else if (veins_stone == 1) {
- mes "[Zabaroo]";
- mes "Thanks for your help.";
- mes "If you can't find Absar";
- mes "in the Tool Shop, then";
- mes "you might want to stop";
- mes "by the Tavern. A-auuugh!";
- close;
- }
- else if ((veins_stone > 1) && (veins_stone < 4)) {
- mes "[Zabaroo]";
- mes "Geez, Absar sure can";
- mes "be fussy. Still, do your";
- mes "best to get what he wants.";
- mes "He won't help me otherwise!";
- mes "Other than that, he's not";
- mes "really that bad a guy...";
- close;
- }
- else if (veins_stone == 4) {
- mes "[Zabaroo]";
- mes "Oh good, you're back!";
- mes "Did you bring what";
- mes "Absar made for me?";
- next;
- select("Yes, here...");
- mes "[Zabaroo]";
- mes "So this is what he";
- mes "was talking about?";
- mes "How does it... Ah!";
- mes "Here we go! If I pull";
- mes "the handle, that end of";
- mes "the stick will pick stuff up!";
- next;
- mes "[Zabaroo]";
- mes "This is great! I won't";
- mes "have to bend over to pick";
- mes "up stones anymore! Heh,";
- mes "he must be awfully proud";
- mes "of this useful invention~";
- mes "I can imagine him strutting.";
- next;
- mes "[Zabaroo]";
- mes "Um, did he have anything";
- mes "to say after he gave this";
- mes "to you? I'm just curious.";
- next;
- select("This message...");
- mes "[Zabaroo]";
- mes "Oh... I thought he";
- mes "would forget all about";
- mes "that. Well, it's a relief";
- mes "to know that now. That's";
- mes "really very nice of him.";
- next;
- mes "[Zabaroo]";
- mes "I hate to ask you...";
- mes "But would you mind";
- mes "helping me out one";
- mes "more time?";
- next;
- select("Huh? What is it?");
- mes "[Zabaroo]";
- mes "Don't worry, it's not";
- mes "too hard. Would you just";
- mes "deliver the stones I gathered";
- mes "to the factory in town? It's";
- mes "near the airport or airship or";
- mes "something. It won't take long.";
- set veins_stone,5;
- close;
- }
- else if (veins_stone < 7) {
- mes "[Zabaroo]";
- mes "Thanks again for your help!";
- mes "What did Absar call this";
- mes "thing again? A Tactile...";
- mes "Extendable... Damn it...";
- mes "Why's the name so long?";
- mes "Anyway, it's usefull~";
- close;
- }
- else if (veins_stone == 7) {
- mes "[Zabaroo]";
- mes "Oh, you're back!";
- mes "I really appreciate all";
- mes "of your help. I don't have";
- mes "much, and I know you weren't";
- mes "expecting a reward, but I'd";
- mes "like to give you something.";
- next;
- mes "[Zabaroo]";
- mes "Ah, here we are. I found";
- mes "these while harvesting stones";
- mes "I was told that adventurers";
- mes "find these useful. Anyway,";
- mes "I hope you like these rocks...";
- set veins_stone,8;
- getexp 30000,0;
- getitem 985,3; //Elunium
- close;
- }
- else if (veins_stone > 7) {
- mes "[Zabaroo]";
- mes "Thanks to you and Absar,";
- mes "my poor back hasn't been";
- mes "bothering me at all lately.";
- mes "I should be taking better";
- mes "care of myself at my age...";
- close;
- }
-}
-
-ve_in,169,310,6 script Strange Old Man#ve 121,{
- if (veins_stone == 0) {
- mes "[Absar]";
- mes "Bwahahaha!";
- mes "Once... Once this is completed, I'll...";
- mes "Mwahahahahahahahah!";
- close;
- }
- else if (veins_stone == 1) {
- mes "[Absar]";
- mes "I'm so close to";
- mes "completion. Now, if";
- mes "I just turn this here...";
- next;
- if (select("Excuse me...:........") == 1) {
- mes "[Absar]";
- mes "What?! Who dares";
- mes "disturb me?! N-no!";
- mes "Look! Look what you did!";
- mes "You made me screw up!";
- next;
- specialeffect EF_LORD;
- percentheal -30,0;
- next;
- mes "[Absar]";
- mes "!@#$%#@#$!*~";
- mes "F$#@#%^^^&&!";
- close2;
- warp "ve_in",262,309;
- end;
- }
- mes "[Absar]";
- mes "Oh, no...";
- next;
- specialeffect EF_ASPERSIO;
- next;
- mes "[Absar]";
- mes "How...?!";
- mes "No! I failed again!";
- mes "D-DAAAAAAAAAAAMN IIIII--";
- next;
- mes "[Absar]";
- mes "Huh? What are you...";
- mes "What do you want?";
- next;
- select("Oh, I-I'm...");
- mes "[Absar]";
- mes "Spit it out. Tell me";
- mes "what you want, not your";
- mes "name. Hurry, can't you";
- mes "see that I'm busy?";
- next;
- if (select("I... I'm sorry.:I'm here for Mr. Zabaroo...") == 1) {
- mes "[Absar]";
- mes "If only you didn't";
- mes "interrupt me! Then";
- mes "I'd already have...";
- mes "Ugh! Back to work!";
- close;
- }
- mes "[Absar]";
- mes "Zabaroo? What does...";
- mes "Oh. Never mind. I think";
- mes "I remember what he asked";
- mes "me to make him. So did";
- mes "you bring all the materials?";
- next;
- if (select("Yes:What materials...?") == 1) {
- mes "[Absar]";
- mes "Great, we can get";
- mes "started and m--";
- mes "Liar. You don't even know";
- mes "what you're supposed to";
- mes "bring me, do you?!";
- mes "Get out of here!";
- close2;
- warp "ve_in",262,309;
- end;
- }
- mes "[Absar]";
- mes "Of course. I didn't tell him";
- mes "what materials I needed";
- mes "anyway. Heh heh! Now, this";
- mes "is what I need you to bring.";
- mes "Listen up, okay? And hurry.";
- next;
- mes "[Absar]";
- mes "^4D4DFF5 Maneater Roots^000000,";
- mes "^4D4DFF2 Glacial Hearts^000000, and";
- mes "^4D4DFF5 Steel^000000. If you don't";
- mes "come back soon, then";
- mes "I won't help you. I've got";
- mes "projects I'm working on!";
- set veins_stone,2;
- close;
- }
- else if (veins_stone == 2) {
- if (countitem(999) > 4 && countitem(7561) > 1 && countitem(1033) > 4) {
- mes "[Absar]";
- mes "Good, you finally";
- mes "brought everthing.";
- mes "I was just about to";
- mes "give up on you, so";
- mes "consider yourself lucky!";
- next;
- mes "[Absar]";
- mes "Give me a second.";
- mes "You won't have to";
- mes "wait long to see";
- mes "my great invention!";
- delitem 999,5; //Steel
- delitem 1033,5; //Root_Of_Maneater
- delitem 7561,2; //Ice_Heart
- set veins_stone,3;
- close2;
- specialeffect EF_FIRESPLASHHIT;
- end;
- }
- mes "[Absar]";
- mes "What the hell?";
- mes "Hurry and bring";
- mes "^4D4DFF5 Maneater Roots^000000,";
- mes "^4D4DFF2 Glacial Hearts^000000, and";
- mes "^4D4DFF5 Steel^000000! Do you think";
- mes "I'm doing this for fun?!";
- close;
- }
- else if (veins_stone == 3) {
- mes "[Absar]";
- mes "Here you are...";
- mes "Well, I don't know";
- mes "if you appreciate";
- mes "inventions, but this";
- mes "is a Tactile Extendable";
- mes "Clamp-Release Mechanism!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Tack... What...?";
- next;
- mes "[Absar]";
- mes "...............................";
- mes "You can use this to pick";
- mes "things up. From a distance.";
- next;
- mes "[Absar]";
- mes "Anyway, when you get back";
- mes "to Zabaroo, let me him know";
- mes "that he doesn't owe me";
- mes "anything anymore. He'll...";
- mes "He'll know what I mean...";
- set veins_stone,4;
- close;
- }
- mes "[Absar]";
- mes "It's a ''Tactile Extendable";
- mes "Clamp-Release Mechanism.''";
- mes "What's so hard to understand";
- mes "about that? Hmpf! I know!";
- mes "It must be the educational";
- mes "system! They're to blame!";
- close;
-}
-
-ve_in02,37,28,4 script Factory Manager 898,{
- if (veins_stone < 5) {
- mes "[Mirhen]";
- mes "Hey, employees only beyond this point!";
- mes "Geez, don't we have a sigh that says that?";
- mes "We should get one...";
- mes "Anyway, get out of here.";
- close2;
- warp "veins",269,221;
- end;
- }
- else if (veins_stone == 5) {
- mes "[Mirhen]";
- mes "Hey, employees only";
- mes "beyond this point!";
- mes "Geez, don't we have";
- mes "a sign that says that?";
- mes "We should get one...";
- mes "Anyway, get out of here.";
- next;
- if (select("I'm sorry.:I've brought these...") == 1) {
- mes "[Mirhen]";
- mes "You're sorry,";
- mes "I get it. Ummm...";
- mes "Aren't you leaving?";
- close;
- }
- mes "[Mirhen]";
- mes "Huh? What's this name";
- mes "tag? Zabaroo? Wait a sec...";
- mes "You're definitely not him!";
- next;
- select("I'm here on his behalf.");
- mes "[Mirhen]";
- mes "Ah, I get it. Zabaroo's";
- mes "back has really been";
- mes "bothering him lately.";
- mes "Okay, we can bend the";
- mes "rules a bit in this situation.";
- next;
- mes "[Mirhen]";
- mes "Bring those rocks over";
- mes "to Bahed over there.";
- mes "He'll take care of them.";
- set veins_stone,6;
- close;
- }
- mes "[Mirhen]";
- mes "Hetarium ...";
- mes "What's so special about";
- mes "it? I mean, it looks just like";
- mes "Iron Ore. Why the hell is";
- mes "it like classified info?";
- next;
- mes "[Mirhen]";
- mes "I wish I could return to";
- mes "Rekenber Headquarters...";
- mes "I hate being stuck here";
- mes "gathering silly rocks in";
- mes "the middle of nowhere.";
- close;
-}
-
-ve_in02,54,49,2 script Factory Worker#ve1 943,{
- if (veins_stone < 6) {
- mes "[Bahed]";
- mes "lately, I've been feeling so weak...";
- mes "I heard the guy before me had to quit because he also started feeling weak.";
- next;
- mes "[Bahed]";
- mes "It couldn't be...";
- mes "It couldn't be because of this 'Hetarium'...";
- mes "That's just plain crazy...";
- close;
- }
- else if (veins_stone == 6) {
- mes "[Bahed]";
- mes "Oh, you got the rocks?";
- mes "You brought them for Zabaroo?";
- mes "Oh, how is he doing? I hear";
- mes "he threw out his back.";
- next;
- select("He still hurts.");
- mes "[Bahed]";
- mes "Oh no... I'm so sorry";
- mes "to hear that. I hope he";
- mes "feels better soon. Anyway,";
- mes "why don't you bring the";
- mes "rocks over here?";
- next;
- mes "[Bahed]";
- mes "Let me confirm Zabaroo's";
- mes "quota for today. Ah, and";
- mes "don't worry, we pay him";
- mes "for his quotas regularly.";
- next;
- select("I have a question...");
- mes "[Bahed]";
- mes "Hm? What'd you want";
- mes "to know? I can't say that";
- mes "I know everything, but";
- mes "I'll try my best to tell you";
- mes "what I know. I mean,";
- mes "you helped Zabaroo, so...";
- next;
- select("What's this Hetarium??");
- mes "[Bahed]";
- mes "Well, it hasn't been that";
- mes "long since these rocks";
- mes "attracted attention outside";
- mes "of town. Before all this,";
- mes "the townspeople just";
- mes "made carvings out of them.";
- next;
- mes "[Bahed]";
- mes "Then, all of a sudden,";
- mes "these people from--I guess";
- mes "it was Schwaltzvalt--came";
- mes "and bought a lot of these";
- mes "stones. Later, they even built";
- mes "this factory to process them!";
- next;
- mes "[Bahed]";
- mes "Oh, they tried using machines";
- mes "to harvest these stones, but";
- mes "they all broke down too soon.";
- mes "That's why they hired people";
- mes "in Veins to collect them.";
- next;
- mes "[Bahed]";
- mes "I'm not sure many people";
- mes "know who owns this factory.";
- mes "Maybe it's Rekenber? Yes,";
- mes "I saw one of their corporate";
- mes "airships come to town, so";
- mes "I think it might be them.";
- next;
- select("How do they use Hetarium??");
- mes "[Bahed]";
- mes "I'm not really sure. I just";
- mes "happened to overhear some";
- mes "of the higher ups mention";
- mes "something about hearts?";
- mes "Pieces of hearts? Doesn't";
- mes "make any sense to me.";
- next;
- mes "[Bahed]";
- mes "All I gathered was that";
- mes "they were using the stones";
- mes "to build a machine related";
- mes "to those hearts. That's";
- mes "all I know. Anyway, please";
- mes "leave the stones over there~";
- set veins_stone,7;
- close;
- }
- mes "[Bahed]";
- mes "Everyday I feel";
- mes "weaker and weaker...";
- mes "Could this be chronic";
- mes "fatigue syndrome? Ugh...";
- close;
-}
-
-ve_in02,68,39,7 script Factory Worker#ve2 943,{
- mes "[Worker]";
- mes "What the heck are these rocks?";
- mes "They're ordinary stones, aren't they?";
- mes "They don't pay me enough here...";
- close;
-}
-
-// Spy Quest
-//============================================================
-prontera,202,122,0 script Kid#sch 703,{
- if (que_sch == 0) {
- mes "[Rooney]";
- mes "Where the heck";
- mes "is it? I don't... Where...?";
- mes "He's got to be around here";
- mes "somewhere, I think...";
- next;
- if (select("What's wrong?:...") == 1) {
- mes "[Rooney]";
- mes "Oh, it's just...";
- mes "Some guy sent me on a";
- mes "delivery errand, but I can't";
- mes "find the recipient. He said";
- mes "that I can't miss him, but";
- mes "I still can't figure it out.";
- next;
- mes "[Rooney]";
- mes "I should have asked for";
- mes "the exact location. I mean,";
- mes "if I don't find him, then I'll";
- mes "never get paid for doing";
- mes "this delivery. ^333333*Sigh*^000000";
- next;
- if (select("Sounds tough. Good luck!:Do you need any help?") == 1) {
- mes "[Rooney]";
- mes "Thanks. I think";
- mes "I just might need it.";
- mes "Where could this guy";
- mes "be? If he's expecting";
- mes "a delivery, he should";
- mes "make himself easy to find...";
- close;
- }
- mes "[Rooney]";
- mes "Yeah, sure, it'd be great";
- mes "if you could help me. Let's";
- mes "see, I need to deliver this";
- mes "letter to a bard named...";
- mes "It was... Ah, ^FF0000Lasda Midar^000000!";
- next;
- mes "[Rooney]";
- mes "I've looked everywhere";
- mes "in town for someone that";
- mes "looks like a Bard, but I'm";
- mes "not having any luck. If you";
- mes "find him, would you tell me?";
- set que_sch,1;
- close;
- }
- close;
- }
- else if (que_sch == 1) {
- mes "[Rooney]";
- mes "I still haven't";
- mes "found Lasda Midar.";
- mes "Would you let me know";
- mes "if you find him so that";
- mes "I can deliver his letter?";
- close;
- }
- else if (que_sch == 2) {
- if (Zeny < 100) {
- mes "[Rooney]";
- mes "Lasda Midar...";
- mes "Where the heck";
- mes "could that guy be?";
- close;
- }
- else {
- mes "[Rooney]";
- mes "Wow, did you really";
- mes "find Lasda Midar?";
- mes "Why couldn't I find him?";
- mes "Anyway, thank you so much";
- mes "for your help. I thought I was";
- mes "going to fail my delivery!";
- next;
- select("He asked me to give you this.");
- mes "[Rooney]";
- mes "Hey, alright! Thanks";
- mes "for the cash! Heh heh~";
- set zeny,zeny-100;
- set que_sch,3;
- close;
- }
- }
- mes "[Rooney]";
- mes "Nice day out, isn't it?";
- close;
-}
-
-prt_church,89,108,6 script Bard#sch 741,{
- if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
-
- if (que_sch < 1) {
- mes "[Lasda]";
- mes "Hello there, isn't today";
- mes "such a wonderful day?";
- mes "Nice weather always";
- mes "inspires the poet in me,";
- mes "and I can't seem to stop";
- mes "singing my heart out~";
- close;
- }
- else if (que_sch == 1) {
- mes "[Lasda]";
- mes "Why, what a glorious";
- mes "day! I should sing a song";
- mes "in praise of its wonder!";
- mes "Ooooh... La la la-la~";
- mes "Girls, girls, giiiirls...";
- next;
- switch(select("Excuse me...:......")) {
- case 1:
- mes "[Lasda]";
- mes "Why, what a glorious";
- mes "day! I should sing a song";
- mes "in praise of its wonder!";
- mes "Ooooh... La la la-la~";
- mes "Girls, girls, giiiirls...";
- close;
- case 2:
- mes "[Lasda]";
- mes "Girls, girls, giiiirls...";
- mes "Making my heart";
- mes "beat like... Like it's";
- mes "going too fast. My heart's";
- mes "racing... And you're at the";
- mes "finish line--Love Champion!";
- next;
- mes "[Lasda]";
- mes "Oh? Don't stare at me";
- mes "like that, you're making";
- mes "me blush. Did you need to";
- mes "talk to me or something?.";
- next;
- switch(select("I'm sorry.:Are you ^ff0000Lasda Midar^000000?")) {
- case 1:
- mes "[Lasda]";
- mes "Oh, that's alright.";
- mes "...............................";
- mes "Girl, I'll laugh at all your";
- mes "jokes, and agree with yourv";
- mes "politics~ You're hot! But";
- mes "baby, you're dumb as bricks~";
- close;
- case 2:
- mes "[Lasda]";
- mes "Oh? Oh, yes, that's me.";
- mes "How can I help you?";
- next;
- select("I'm here to deliver this to you.");
- mes "[Lasda]";
- mes "Ah! He must have finally";
- mes "sent it. Would you please";
- mes "give me a second? Let's see...";
- next;
- mes "^3355FFLasda opened the letter";
- mes "and started reading it.^000000";
- next;
- mes "[Lasda]";
- mes "Umm...";
- mes "Oh, no...";
- next;
- mes "[Lasda]";
- mes "Ah, I'm sorry for";
- mes "making you wait.";
- mes "Here, please give";
- mes "this money to that";
- mes "kid that was supposed";
- mes "to come find me here.";
- set que_sch,2;
- set zeny,zeny+100;
- next;
- mes "[Lasda]";
- mes "I'd like you to come";
- mes "talk to me again later";
- mes "if you have the time";
- mes "See you around~";
- close;
- }
- }
- }
- else if (que_sch == 2) {
- mes "^3355FFLasda seems to be";
- mes "lost in deep thought.^000000";
- close;
- }
- else if (que_sch == 3) {
- mes "[Lasda]";
- mes "Oh good, you came back!";
- mes "Thanks for delivering that";
- mes "letter for me. Listen, you";
- mes "mind listening to me for";
- mes "a bit? I want to ask you";
- mes "for your help with something.";
- next;
- if (select("Sure.:No.") == 1) {
- mes "[Lasda]";
- mes "You see, the letter you";
- mes "brought me was from my old";
- mes "best friend. I haven't heard";
- mes "from him for a while, so";
- mes "I was pretty worried...";
- next;
- mes "[Lasda]";
- mes "Vitre said in his letter";
- mes "that he's in jail under";
- mes "false charges so he wants";
- mes "me to help him out. However,";
- mes "there isn't much I can do.";
- mes "Do you think you can help him?";
- next;
- if (select("Sure.:No.") == 1) {
- mes "[Lasda]";
- mes "Thank you so much!";
- mes "I guess the best thing";
- mes "to do for now is to find";
- mes "my friend in a prison in";
- mes "^FF0000Morroc^000000, and see what";
- mes "you can do to help him..";
- set que_sch,4;
- close;
- }
- mes "[Lasda]";
- mes "I... I guess...";
- mes "You must not be";
- mes "able to help him too...";
- close;
- }
- mes "[Lasda]";
- mes "I suppose that you";
- mes "must already be busy";
- mes "doing something else.";
- mes "Well, I understand...";
- close;
- }
- else if (que_sch < 8) {
- mes "[Lasda]";
- mes "I still can't believe";
- mes "Vitre is being held";
- mes "in prison in Morroc. I mean,";
- mes "what could have happened?";
- mes "I hope you can help him...";
- close;
- }
- else if (que_sch == 8) {
- mes "[Lasda]";
- mes "He was arrested because";
- mes "he's suspected of espionage?";
- mes "That doesn't make any sense.";
- mes "What could be going on?";
- next;
- select("^ff0000Krieg^000000 told me that.");
- mes "[Lasda]";
- mes "Krieg? Do you mean Krieg";
- mes "Laje Mandi? I know him quite";
- mes "well, actually. Let me write";
- mes "you a letter or recommendation.";
- mes "Hopefully, it'll be enough to";
- mes "let you enter the prison.";
- set que_sch,9;
- close;
- }
- else if (que_sch == 9) {
- mes "[Lasda]";
- mes "Hurry and go bring";
- mes "my letter to Krieg.";
- mes "I wonder what happened...";
- mes "There must be some kind";
- mes "of weird misunderstanding.";
- close;
- }
- else if (que_sch < 19) {
- mes "[Lasda]";
- mes "He really asked you";
- mes "to break him out of jail?";
- mes "Well, I know that's a morally";
- mes "hazy area, but I hope that";
- mes "you do your best to help Vitre.";
- close;
- }
- else if (que_sch < 25) {
- mes "[Lasda]";
- mes "Thanks for offering";
- mes "to help me out. I still";
- mes "can't believe Vitre had";
- mes "the gall to just break";
- mes "out of prison, though...";
- next;
- mes "[Lasda]";
- mes "I still can't do";
- mes "anything to help him,";
- mes "so please do what you";
- mes "can to take care of him";
- mes "for me. I really appreciate it.";
- close;
- }
- else if (que_sch == 25) {
- mes "[Lasda]";
- mes "Ah, you're back. I'm sure";
- mes "you have a lot to ask me";
- mes "right now. You deserve to";
- mes "know that everything I asked";
- mes "you to do was part of a plan";
- mes "to confirm Vitre's guilt.";
- next;
- mes "[Lasda]";
- mes "We arrested him once";
- mes "we learned that he was";
- mes "an Arunafeltz spy, but we";
- mes "couldn't punish him since";
- mes "we lacked concrete proof.";
- next;
- mes "[Lasda]";
- mes "That's why we allowed";
- mes "him to escape: we planned";
- mes "on following him to get the";
- mes "proof that we needed. Our";
- mes "sting was even able to round";
- mes "up all of his compatriots!";
- next;
- mes "[Lasda]";
- mes "I'm sorry for keeping";
- mes "you in the dark, but it was";
- mes "essential to the plan. We";
- mes "couldn't have done it without";
- mes "your help. Please take this";
- mes "reward with our sincere thanks.";
- set que_sch,26;
- getitem 12106,1; //Accessory_Box
- getexp 60000,0;
- close;
- }
- else {
- mes "[Lasda]";
- mes "We're having too many";
- mes "cases involving spies";
- mes "like Vitre lately. This";
- mes "might be a sign that";
- mes "Arunafeltz is planning";
- mes "to move against us...";
- close;
- }
-}
-
-morocc,53,87,7 script Prison Ward#sch 707,{
- if (que_sch < 4) {
- mes "[Jesse]";
- mes "Only authorized";
- mes "personnel can enter";
- mes "this prison. You need";
- mes "a permit if you want";
- mes "to be able to enter.";
- close;
- }
- else if (que_sch == 4) {
- mes "[Jesse]";
- mes "What? You want to meet";
- mes "the prisoner? I'm sorry,";
- mes "but he's not allowed to";
- mes "see anyone since he was";
- mes "arrested on suspicion";
- mes "of espionage.";
- set que_sch,5;
- close;
- }
- else if (que_sch == 5) {
- mes "[Jesse]";
- mes "Huh. You're awfully";
- mes "persistent. Alright,";
- mes "if you can do me a favor,";
- mes "I'll let you in. Bring me";
- mes "1 dish of ^FF0000Fried Monkey Tails^000000";
- next;
- mes "[Jesse]";
- mes "Of course, I can only let";
- mes "you inside. Whether they'll";
- mes "actually let you meet the";
- mes "prisoner is another matter.";
- mes "So do we have a deal?";
- set que_sch,6;
- close;
- }
- else if (que_sch == 6) {
- if (countitem(12066) > 0) {
- mes "[Jesse]";
- mes "Ah, that's the stuff!";
- mes "Thanks for the Fried";
- mes "Monkey Tails~ Alright,";
- mes "go talk to ^FF0000Sir Krieg^000000 in";
- mes "Morroc Castle. Get his";
- mes "approval, and I'll let you in.";
- delitem 12066,1; //Luk_Dish01
- set que_sch,7;
- close;
- }
- mes "[Jesse]";
- mes "Bring me a plate of";
- mes "^FF0000Fried Monkey Tails^000000.";
- mes "Do it, or I won't help";
- mes "you out. I mean, I know";
- mes "you mean well, but I'm";
- mes "risking my job here...";
- close;
- }
- else if (que_sch < 10) {
- mes "[Jesse]";
- mes "You didn't get approval";
- mes "from Sir Krieg yet? You'd";
- mes "better do it, or there's no";
- mes "point in entering this prison.";
- mes "You can't just sneak around";
- mes "inside this place, you know?";
- close;
- }
- else if (que_sch == 10) {
- mes "[Jesse]";
- mes "Did you really get";
- mes "Sir Krieg's approval?";
- mes "Alright, you may enter now.";
- close2;
- warp "ra_in01",48,355;
- end;
- }
- else if (que_sch < 19) {
- mes "[Jesse]";
- mes "Do you want to enter?";
- next;
- if (select("Yes.:No") == 1) {
- mes "[Jesse]";
- mes "Be careful when you talk";
- mes "to that guy: he's a smooth";
- mes "talker, and almost charmed";
- mes "a lot of the guards into";
- mes "letting him go free.";
- close2;
- warp "ra_in01",48,355;
- end;
- }
- mes "[Jesse]";
- mes "Take your time.";
- mes "If you're not mentally";
- mes "prepared, then it's not";
- mes "a good idea to talk";
- mes "to the prisoner.";
- close;
- }
- else if (que_sch < 19) {
- mes "[Jesse]";
- mes "Argh, I'm in trouble.";
- mes "The prisoner escaped.";
- mes "How could I let this...";
- mes "happen?! Damn, I need to";
- mes "report this to Mr. Krieg";
- close;
- }
- mes "[Jesse]";
- mes "What a relief! They";
- mes "really set it up so that";
- mes "the prisoner could escape?";
- mes "Well, I thought I was going";
- mes "to get fired for all that.";
- close;
-}
-
-morocc_in,79,163,0 script Public Security Officer 748,{
- if (que_sch < 7) {
- mes "[Krieg]";
- mes "I'm in charge of public";
- mes "security here in Morroc.";
- mes "Lately, there have been";
- mes "more incidents disturbing";
- mes "the public peace and";
- mes "many unsettling rumors...";
- close;
- }
- else if (que_sch == 7) {
- mes "[Krieg]";
- mes "Hello, adventurer.";
- mes "How may I help you?";
- next;
- select("I'd like to see a prisoner, Mr. Vitre.");
- mes "[Krieg]";
- mes "Vitre? I'm sorry, but";
- mes "I can't approve of that.";
- mes "I'd allow visitors for normal";
- mes "prisoners, but not for people";
- mes "suspected of espionage.";
- mes "That's why he's in jail.";
- next;
- mes "[Krieg]";
- mes "If I knew you personally,";
- mes "or if someone I trust can";
- mes "vouch for you, then I'd";
- mes "reconsider letting you";
- mes "meet Vitre. Otherwise,";
- mes "I just can't do it.";
- set que_sch,8;
- close;
- }
- else if (que_sch == 8) {
- mes "[Krieg]";
- mes "I can't let you meet";
- mes "Vitre until I'm absolutely";
- mes "sure that you're not involved";
- mes "with any espionage activities.";
- close;
- }
- else if (que_sch == 9) {
- mes "[Krieg]";
- mes "I can't let you meet";
- mes "Vitre until I'm absolutely";
- mes "sure that you're not involved";
- mes "with any espionage activities.";
- next;
- select("Here's a letter from Lasda.");
- mes "[Krieg]";
- mes "Lasda? Now there's a";
- mes "man I hold in high regard.";
- mes "Please let me read what";
- mes "he has to say. Hmmm...";
- next;
- mes "[Krieg]";
- mes "Alright, I'll let you visit";
- mes "Vitre. I'll send a message";
- mes "to the prison ward so that";
- mes "he'll let you talk to him.";
- set que_sch,10;
- close;
- }
- else if (que_sch < 26) {
- mes "[Krieg]";
- mes "Hmm... This is almost too";
- mes "difficult for me to handle.";
- mes "What should I do?";
- close;
- }
- mes "[Krieg]";
- mes "I understand that you were";
- mes "instrumental in solving a";
- mes "problem regarding public";
- mes "safety. I'd just like to thank";
- mes "you, and apologize for any";
- mes "trouble I might have caused.";
- close;
-}
-
-ra_in01,48,352,0 warp que_sch_jail 1,1,morocc,56,89
-
-ra_in01,50,387,4 script Upset Looking Bard#sch 51,{
- if (que_sch < 10) {
- mes "[Vitre]";
- mes ".............";
- close;
- }
- else if (que_sch == 10) {
- mes "[Vitre]";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- mes "Damn, what should I do?";
- next;
- select("Excuse me...");
- mes "[Vitre]";
- mes "Hm? I'm Vitre Bizlita.";
- mes "As you can see, I'm not in";
- mes "any real position to help";
- mes "you. Still, did you want";
- mes "to ask me something?";
- next;
- switch(select("Nothing.:I'm here on behalf of Mr. Lasda.")) {
- case 1:
- mes "[Vitre]";
- mes "Well...";
- mes "It's nice to";
- mes "receive visitors.";
- mes "Jail can be lonely....";
- close;
- case 2:
- mes "[Vitre]";
- mes "Oh, good. Lasda finally";
- mes "got my letter, eh? I don't";
- mes "know what the hell's going";
- mes "on. I mean, all I remember";
- mes "is that these strange men";
- mes "came and brought me here.";
- next;
- mes "[Vitre]";
- mes "I... I don't think";
- mes "they'll let me out";
- mes "of here. I mean, they";
- mes "jailed me and there's no";
- mes "proof I did anything wrong.";
- next;
- mes "[Vitre]";
- mes "My life is in danger as";
- mes "long as I'm here, so I have";
- mes "to get out as soon as I can.";
- mes "Luckily, I figured out that";
- mes "I can open these doors if";
- mes "I just had 2 things.";
- next;
- mes "[Vitre]";
- mes "I just need a ^FF0000Megaphone^000000";
- mes "and a ^FF0000Violin^000000. Luckily, they're";
- mes "pretty mundane objects, so no";
- mes "one would suspect anything if";
- mes "you brought them here. Um...";
- mes "You will help me, won't you?";
- next;
- mes "[Vitre]";
- mes "I understand if you have any";
- mes "doubts about my innocence.";
- mes "But think about it: wouldn't";
- mes "you want to see what I do";
- mes "with a Megaphone and Violin?";
- mes "Sounds pretty cool, huh?";
- next;
- mes "^3355FFYou can hear someone";
- mes "mumbling from the cell";
- mes "next to Vitre's.^000000";
- next;
- mes "[????]";
- mes "I wonder how the lady";
- mes "in the Dancer Job Change";
- mes "place is doing by now...";
- set que_sch,11;
- close;
- }
- }
- else if (que_sch < 18) {
- mes "[Vitre]";
- mes "Didn't you bring the";
- mes "Megaphone and Violin?";
- mes "The longer I sit here,";
- mes "the more likely it is";
- mes "that they'll kill me!";
- close;
- }
- else if (que_sch == 18) {
- if (countitem(7040) > 0 && countitem(1901) > 0) {
- mes "[Vitre]";
- mes "You brought me a";
- mes "Megaphone and Violin?";
- mes "Perfect! Now, step aside";
- mes "Can't have you getting hurt.";
- next;
- mes "...............................";
- mes "...............................";
- mes "...............................";
- next;
- mes "^3355FFVitre drew in a deep";
- mes "breath, and then smashed";
- mes "the steel bars of his cell";
- mes "with the Violin. Surprisingly,";
- mes "the door swings open with";
- mes "a very loud noise.^000000";
- next;
- mes "[Vitre]";
- mes "Heh! That was a little";
- mes "harder than I thought,";
- mes "but it looks like I'm free~";
- mes "Alright, let's get a move on.";
- next;
- mes "[Jesse]";
- mes "What?! What's this noise?!";
- next;
- enablenpc "Jesse#sch";
- mes "[Jesse]";
- mes "Hey! How did you";
- mes "get out of your cell?!";
- mes "Get back in there, NOW!";
- next;
- mes "[Vitre]";
- mes "If you were me, would";
- mes "you go back in your cell";
- mes "just because someone's";
- mes "yelling at you? Forget it~";
- next;
- mes "^3355FFVitre raised the Megaphone";
- mes "to his mouth, and drew in";
- mes "another deep breath.^000000";
- next;
- mes "[Vitre]";
- mes "Wah!";
- next;
- mes "[Jesse]";
- mes "Arg...";
- mes "Oh Lord...!";
- mes "M-my ears...";
- next;
- mes "[Vitre]";
- mes "Heh! I love it when";
- mes "a plan comes together~";
- mes "Let's get out of here!";
- next;
- delitem 1901,1; //Violin
- delitem 7040,1; //Megaphone
- set que_sch,19;
- close2;
- disablenpc "Jesse#sch";
- warp "morocc",294,153;
- end;
- }
- mes "[Vitre]";
- mes "Didn't you bring";
- mes "a Megaphone and";
- mes "a Violin? Please";
- mes "hurry, I don't have";
- mes "much time left!";
- close;
- }
- else {
- mes "[Vitre]";
- mes "Heh! I love it when";
- mes "a plan comes together~";
- mes "Let's get out of here!";
- close2;
- warp "morocc",294,153;
- end;
- }
-}
-
-ra_in01,58,389,0 script Jesse#sch 707,{
- end;
-
-OnInit:
- disablenpc "Jesse#sch";
- end;
-}
-
-ra_in01,58,389,0 script Guant Prisoner#sch 929,{
- if (que_sch < 11) {
- mes "[Ruan]";
- mes "This stinks. Why am";
- mes "I locked up in here?";
- mes "I didn't do anything";
- mes "to deserve this!";
- next;
- mes "[Ruan]";
- mes "It's getting to be so";
- mes "bad that I even miss the";
- mes "sound of Hianna's voice.";
- mes "It's freakishly loud.";
- mes "You couldn't outyell her";
- mes "even with a Megaphone.";
- close;
- }
- else if (que_sch == 11) {
- mes "[Ruan]";
- mes "This stinks. Why am";
- mes "I locked up in here?";
- mes "I didn't do anything";
- mes "to deserve this!";
- next;
- mes "[Ruan]";
- mes "It's getting to be so";
- mes "bad that I even miss the";
- mes "sound of Hianna's voice.";
- mes "It's freakishly loud.";
- mes "You couldn't outyell her";
- mes "even with a Megaphone.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What...?!";
- next;
- select("Where I can find that Megaphone?");
- mes "[Ruan]";
- mes "Huh? Why would you";
- mes "want to know that?";
- next;
- select("I really need one!");
- mes "[Ruan]";
- mes "Uh, you can get one from";
- mes "that Dancer Job Change";
- mes "place in Comodo. They're";
- mes "really hard to get, though,";
- mes "if not impossible. Knock";
- mes "yourself out, buddy.";
- close;
- }
- else if (que_sch < 20) {
- mes "[Ruan]";
- mes "Nobody knows what";
- mes "will happen tomorrow.";
- mes "I mean, this is a world of";
- mes "miracles and tragedies.";
- mes "Death, or real love...";
- mes "You will never know what will happen.";
- close;
- }
- mes "[Ruan]";
- mes "........";
- close;
-}
-
-// Escort Dancers to Schwaltzvalt Republic
-job_duncer,93,106,6 script Dance Instructor#sch 892,{
- if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
-
- if (que_sch < 11) {
- mes "[Hianna]";
- mes "Keep up the good work,";
- mes "everyone! There's only";
- mes "a few days left until the";
- mes "big performance! Hey...";
- mes "You! Can't you do it right?";
- mes "Turn your waist quicker!";
- close;
- }
- else if (que_sch == 11) {
- mes "[Hianna]";
- mes "Hey, who are you?";
- mes "We already have enough";
- mes "problems with too many";
- mes "pervs ogling the Dancers.";
- mes "I'd prefer it if you didn't";
- mes "come to watch us practice.";
- next;
- if (select("I want a Megaphone.:Eeek...") == 2) {
- mes "[Hianna]";
- mes "If you really want to";
- mes "watch us dance, come to";
- mes "the show and buy a ticket.";
- mes "Watching for free isn't";
- mes "exactly supporting the arts.";
- close;
- }
- mes "[Hianna]";
- mes "You want a Megaphone?";
- mes "Well, I'm sorry, but it's";
- mes "not just something I can";
- mes "lend to anybody. Then again";
- mes "it's not like you can find one";
- mes "anywhere else, either.";
- next;
- if (select("Please! I'll do anything!:Later.") == 2) {
- mes "[Hianna]";
- mes "Alright, then.";
- mes "I'm sorry that";
- mes "I can't help you.";
- close;
- }
- mes "[Hianna]";
- mes "Anything, huh?";
- mes "Well, you just said";
- mes "the magic word. Listen";
- mes "carefully to what I want";
- mes "you to do for me.";
- next;
- if (select("Listen:Reconsider") == 1) {
- mes "[Hianna]";
- mes "First, I want a little";
- mes "cash. Consider it a rental";
- mes "fee. 500,000 zeny should be";
- mes "just about enough. Then,";
- mes "I want you to do me a favor.";
- next;
- mes "[Hianna]";
- mes "The Schwaltzvalt Republic";
- mes "requested me to send some";
- mes "Dancers for some party, but";
- mes "I don't have enough guards";
- mes "to protect them on their";
- mes "way over there.";
- next;
- mes "[Hianna]";
- mes "If you act as bodyguard";
- mes "to my Dancers on the way";
- mes "to the Schwaltzvalt Republic,";
- mes "I'll lend you my Megaphone";
- mes "once you come back. So...";
- mes "How does that sound?";
- next;
- if (select("Sounds good.:Like a ripoff.") == 1) {
- mes "[Hianna]";
- mes "I'm glad you agree~";
- mes "Okay, the Dancers are";
- mes "waiting are the entrance,";
- mes "so bring them over to the";
- mes "Schwaltzvalt Republic as";
- mes "soon as you're ready.";
- set que_sch,12;
- close;
- }
- mes "[Hianna]";
- mes "So... I guess you";
- mes "didn't need that";
- mes "Megaphone as";
- mes "badly as I thought.";
- close;
- }
- mes "[Hianna]";
- mes "Alright, take your";
- mes "time. I'm in no rush.";
- close;
- }
- else if (que_sch < 17) {
- mes "[Hianna]";
- mes "What are you still doing";
- mes "here? Shouldn't you be";
- mes "escorting the Dancers to";
- mes "the Schwaltvalt Republic";
- mes "already? Get a move on~";
- close;
- }
- else if (que_sch == 17) {
- mes "[Hianna]";
- mes "Thanks for all your";
- mes "hard work. The Dancers";
- mes "told me that you did a good";
- mes "job escorting them. Now...";
- mes "Do you have the money?";
- next;
- if (select("Yes:No") == 1) {
- if (Zeny < 500000) {
- mes "[Hianna]";
- mes "What's this? Hmm...";
- mes "I think you made a mistake.";
- mes "This isn't enough money.";
- mes "Remember, 500,000 zeny~";
- close;
- }
- mes "[Hianna]";
- mes "Perfect. Well, here's";
- mes "your Megaphone. Thanks";
- mes "for everything, and I'll see";
- mes "you around, adventurer~";
- set zeny,zeny-500000;
- set que_sch,18;
- getitem 7040,1; //Megaphone
- close;
- }
- mes "[Hianna]";
- mes "I can't have you breaking";
- mes "your promises, so I won't";
- mes "give you the Megaphone";
- mes "until you pay me the";
- mes "500,000 zeny that you";
- mes "said that you would.";
- close;
- }
- else if (que_sch == 18) {
- mes "[Hianna]";
- mes "Thanks for escorting";
- mes "my Dancers over to the";
- mes "Schwaltzvalt Republic.";
- mes "Anything I can help";
- mes "you with today?";
- next;
- if (select("I'd like another Megaphone.:No thanks.") == 1) {
- mes "[Hianna]";
- mes "Well, I guess I can let";
- mes "you have another one if";
- mes "you pay me 500,000 zeny.";
- mes "You sure you want to pay";
- mes "the money for a Megaphone?";
- next;
- if (select("Yes:No") == 1) {
- if (Zeny < 500000) {
- mes "[Hianna]";
- mes "I'm sorry, but this";
- mes "isn't enough money for";
- mes "a Megaphone. Be sure";
- mes "to bring me 500,000 zeny.";
- close;
- }
- mes "[Hianna]";
- mes "Here you are. The fact is...";
- mes "These Megaphones are";
- mes "considered guild property,";
- mes "so I'm not supposed to let";
- mes "you have this. Don't let";
- mes "anyone know I gave you this!";
- set zeny,zeny-500000;
- getitem 7040,1; //Megaphone
- close;
- }
- mes "[Hianna]";
- mes "Alright~";
- mes "Take care, and";
- mes "travel safely~";
- close;
- }
- mes "[Hianna]";
- mes "Alright~";
- mes "Take care, and";
- mes "travel safely~";
- close;
- }
- mes "[Hianna]";
- mes "Trust me, we've made";
- mes "good use of the money";
- mes "that you've ''donated.''";
- mes "Thanks for taking good";
- mes "care of my Dancers~";
- close;
-}
-
-job_duncer,85,49,0 script Young Dancer#sch1 724,{
- if (que_sch < 12) {
- mes "[Dancer]";
- mes "Hi there~";
- mes "Are you enjoying";
- mes "yourself? I hope so!";
- close;
- }
- else if (que_sch == 12) {
- mes "[Dancer]";
- mes "Ah, you must be the";
- mes "bodyguard. So are you";
- mes "ready to go now?";
- next;
- if (select("Yes:No") == 1) {
- mes "[Dancer]";
- mes "Alright, then.";
- mes "Here we go~";
- set que_sch,13;
- close2;
- warp "airplane",75,55;
- end;
- }
- mes "[Dancer]";
- mes "We need to depart soon,";
- mes "so please hurry. I'll be";
- mes "waiting for you here~";
- close;
- }
- mes "[Dancer]";
- mes "Oh, that was such a fun";
- mes "performance. I can still";
- mes "see the dazzling decorations";
- mes "in the ballroom where we got";
- mes "to dance. It was so wonderful!";
- close;
-}
-
-job_duncer,83,52,6 script Cheerful Dancer#sch1 724,{
- if (que_sch < 12) {
- mes "[Dancer]";
- mes "Hi there~";
- mes "Are you enjoying";
- mes "yourself? I hope so!";
- close;
- }
- else if (que_sch == 12) {
- mes "[Dancer]";
- mes "Ah, you must be the";
- mes "bodyguard. So are you";
- mes "ready to go now?";
- next;
- if (select("Yes:No") == 1) {
- mes "[Dancer]";
- mes "Alright, then.";
- mes "Here we go~";
- set que_sch,13;
- close2;
- warp "airplane",75,55;
- end;
- }
- mes "[Dancer]";
- mes "We need to depart soon,";
- mes "so please hurry. I'll be";
- mes "waiting for you here~";
- close;
- }
- mes "[Dancer]";
- mes "I guess it's pretty";
- mes "fun to perform on stage~";
- mes "But I still need to practice";
- mes "more for the next performance.";
- close;
-}
-
-job_duncer,87,50,2 script Mature Looking Dancer#s1 724,{
- if (que_sch < 12) {
- mes "[Dancer]";
- mes "Hi there~";
- mes "Are you enjoying";
- mes "yourself? I hope so!";
- close;
- }
- else if (que_sch == 12) {
- mes "[Dancer]";
- mes "Ah, you must be the";
- mes "bodyguard. So are you";
- mes "ready to go now?";
- next;
- if (select("Yes:No") == 1) {
- mes "[Dancer]";
- mes "Alright, then.";
- mes "Here we go~";
- set que_sch,13;
- close2;
- warp "airplane",75,55;
- end;
- }
- mes "[Dancer]";
- mes "We need to depart soon,";
- mes "so please hurry. I'll be";
- mes "waiting for you here~";
- close;
- }
- mes "[Dancer]";
- mes "I sure learned a lot from";
- mes "that trip. I hope that the new";
- mes "girls also gained something";
- mes "from their experiences.";
- close;
-}
-
-airplane,76,56,4 script Young Dancer#sch2 724,{
- if (que_sch < 13) {
- mes "[Dancer]";
- mes "Hi there~";
- mes "Are you enjoying";
- mes "yourself? I hope so!";
- close;
- }
- else if (que_sch == 13) {
- mes "[Dancer]";
- mes "This will be my";
- mes "first performance...";
- mes "I guess that's why";
- mes "I have butterflies";
- mes "in my stomach...";
- close;
- }
- mes "[Dancer]";
- mes "I wonder which beautiful";
- mes "place we'll get to perform in";
- mes "next time! Ooh, I can't wait!";
- close;
-}
-
-airplane,75,53,0 script Cheerful Dancer#sch2 724,{
- if (que_sch < 13) {
- mes "[Dancer]";
- mes "Hi there~";
- mes "Are you enjoying";
- mes "yourself? I hope so!";
- close;
- }
- else if (que_sch == 13) {
- mes "[Dancer]";
- mes "I've performed at many";
- mes "venues, but this is the";
- mes "frist time I'll be dancing";
- mes "in the Schwaltzvalt Republic.";
- mes "This is also my first time on";
- mes "an airship. How exciting!";
- close;
- }
- mes "[Dancer]";
- mes "Traveling is really";
- mes "thrilling... It's almost as";
- mes "fun as dancing on stage~";
- close;
-}
-
-airplane,79,55,2 script Mature Looking Dancer#s2 724,{
- if (que_sch < 13) {
- mes "[Dancer]";
- mes "Hi there~";
- mes "Are you enjoying";
- mes "yourself? I hope so!";
- close;
- }
- else if (que_sch == 13) {
- mes "[Dancer]";
- mes "This is the first time that";
- mes "the Schwaltzvalt Republic";
- mes "requested a performance";
- mes "from us. Isn't that amazing?";
- mes "I guess we earned a reputation";
- mes "overseas. I'll do my best!";
- next;
- mes "[Airship Announcement]";
- mes "We will be arriving";
- mes "in Einbroch shortly.";
- mes "Passengers to Einbroch,";
- mes "please get ready to land.";
- next;
- mes "[Dancer]";
- mes "Oh! We're finally here!";
- mes "Alright, I'll give this next";
- mes "performance my all!";
- close2;
- set que_sch,14;
- warp "ein_in01",278,223;
- end;
- }
- mes "[Dancer]";
- mes "I've been dancing on";
- mes "stage for a long time, but";
- mes "I always feel so nervous";
- mes "right beforehand. I wonder";
- mes "why that happens to me.";
- close;
-}
-
-ein_in01,174,266,0 script Young Dancer#sch3 724,{
- if (que_sch < 17) {
- mes "[Dancer]";
- mes "Oh, the dinner";
- mes "party isn't finished yet.";
- mes "It'll be over before";
- mes "you even know it~";
- close;
- }
- else if (que_sch == 17) {
- mes "[Dancer]";
- mes "Hooray! My first";
- mes "onstage performance";
- mes "was a success! Oh";
- mes "I was so nervous...";
- mes "But I'm so proud";
- mes "of myself now!";
- close;
- }
- mes "[Dancer]";
- mes "Without dance,";
- mes "my life has no";
- mes "meaning at all.";
- close;
-}
-
-ein_in01,172,266,0 script Cheerful Dancer#sch3 724,{
- if (que_sch < 17) {
- mes "[Dancer]";
- mes "The dinner party isn't";
- mes "even finished yet, but";
- mes "I'm already exhausted~";
- close;
- }
- else if (que_sch == 17) {
- mes "[Dancer]";
- mes "^333333*Whew*^000000 We gave a good";
- mes "performance this time.";
- mes "I was worried since that";
- mes "airship trip really drained me.";
- close;
- }
- mes "[Dancer]";
- mes "Dancing is really";
- mes "hard work, and all that";
- mes "practicing wears you out,";
- mes "but it's worth it once you";
- mes "get up on that stage.";
- close;
-}
-
-ein_in01,170,266,0 script Mature Looking Dancer#s3 724,{
- if (que_sch < 17) {
- mes "[Dancer]";
- mes "Oh, the dinner";
- mes "party isn't finished yet.";
- mes "It'll be over before";
- mes "you even know it~";
- close;
- }
- else if (que_sch == 17) {
- mes "[Dancer]";
- mes "Well well, it looks like our";
- mes "performance was a success.";
- mes "The new girls did a really";
- mes "great job. So let's head";
- mes "back home, shall we?";
- close2;
- warp "comodo",191,146;
- end;
- }
- mes "[Dancer]";
- mes "Dancing is so fun, but";
- mes "sometimes it's hard to";
- mes "keep up with the audience's";
- mes "expectations, you know?";
- close;
-}
-
-ein_in01,279,221,0 script Hotel Manager#sch 903,5,5,{
- if (que_sch < 15) {
- mes "[Manager]";
- mes "It'd be a really great";
- mes "party if our customers";
- mes "were a little less rowdy";
- mes "Recently, they've been";
- mes "more than a handful...";
- close;
- }
- else if (que_sch == 15) {
- mes "[Manager]";
- mes "I'm glad our customers";
- mes "enjoyed the performance";
- mes "I was a little worried about";
- mes "what they were going to think,";
- mes "but I guess I was just being";
- mes "overly anxious about it all.";
- close;
- }
- else if (que_sch == 16) {
- mes "[Manager]";
- mes "Thank you so much for";
- mes "your services. I'll be sure to";
- mes "have one of my employees";
- mes "send you your payment";
- mes "Have a safe trip back~";
- set que_sch,17;
- close;
- }
- end;
-
-OnTouch:
- if (que_sch == 14) {
- mes "[Manager]";
- mes "Oh, did you enjoy";
- mes "your trip? I'm glad to";
- mes "see that everyone arrived";
- mes "safely. The dinner party";
- mes "will start shortly, so";
- mes "please get ready~";
- set que_sch,15;
- close;
- }
- end;
-}
-
-ein_in01,166,282,4 script Employee#sch 904,{
- if (que_sch < 15) {
- mes "[Employee]";
- mes "We've been so busy lately!";
- mes "It's just one party reservation";
- mes "after another! When will I be";
- mes "able to just take a break?";
- close;
- }
- else if (que_sch < 17) {
- if (rand(1,3) == 2) {
- mes "[Employee]";
- mes "Hi, how may I help you?";
- mes "Tonight, most of customers";
- mes "are high ranking government";
- mes "officials or public figures.";
- mes "That man over there is the";
- mes "Rekenber P.R. executive.";
- next;
- mes "[Employee]";
- mes "That priest over there is";
- mes "actually a diplomat from";
- mes "Arunafeltz on business.";
- mes "These are some very";
- mes "important people!";
- close;
- }
- mes "[Employee]";
- mes "How can I help you?";
- mes "Oh, would you like another";
- mes "drink? There you go! Please";
- mes "enjoy the dinner party~";
- close;
- }
- mes "[Employee]";
- mes "Oh, the mess left after";
- mes "a banquet is the biggest";
- mes "part of my job. It's tough";
- mes "work, but it needs to get done.";
- close;
-}
-
-ein_in01,176,285,0 script Bard Trigger#sch -1,1,1,{
-OnTouch:
- if (que_sch == 15) {
- disablenpc "Corporate Figure#sch";
- disablenpc "Arunafeltz Figure#sch";
- enablenpc "Corporate Figure";
- enablenpc "Arunafeltz Figure";
- mes "[????]";
- mes "I guess the party";
- mes "will soon be over.";
- mes "Did you enjoy yourself?";
- next;
- mes "[??????]";
- mes "Yes, thank you, I had";
- mes "a great time. I'm sorry";
- mes "I gave you such short";
- mes "notice of my arrival, but";
- mes "you held this party anyway.";
- next;
- mes "[????]";
- mes "Don't mention it.";
- mes "You're a valued guest.";
- mes "It would shame me if I'd";
- mes "failed to entertain you.";
- next;
- mes "[??????]";
- mes "Ho ho, you certainly know";
- mes "how to be a good host~";
- next;
- mes "[????]";
- mes "Your words honor me.";
- next;
- mes "^3355FFThe man took a quick";
- mes "look around the room.^000000";
- next;
- mes "[????]";
- mes "No one's around.";
- mes "I have something to";
- mes "discuss with you before";
- mes "we get down to business.";
- next;
- mes "[??????]";
- mes "What kind of...?";
- next;
- mes "[????]";
- mes "I'll explain in detail";
- mes "someplace safer. The gist";
- mes "is that some rogues over in";
- mes "Arunafeltz are plotting to harm";
- mes "relations between Arunafeltz";
- mes "and the Rekenber Corporation.";
- next;
- mes "[??????]";
- mes "Oh... I see. Yes,";
- mes "we can't talk about";
- mes "that here. To tell the";
- mes "truth, I've suspected that";
- mes "something like that was";
- mes "going on... Yes, makes sense.";
- next;
- mes "[????]";
- mes "We should relocate";
- mes "so that we can talk";
- mes "a bit more freely.";
- mes "Please follow me,";
- mes "I already have";
- mes "a place prepared.";
- set que_sch,16;
- close2;
- disablenpc "Corporate Figure";
- disablenpc "Arunafeltz Figure";
- enablenpc "Corporate Figure#sch";
- enablenpc "Arunafeltz Figure#sch";
- }
- end;
-}
-
-ein_in01,181,284,0 script Corporate Figure 109,{
- end;
-
-OnInit:
- disablenpc "Corporate Figure";
- end;
-}
-
-ein_in01,181,285,0 script Arunafeltz Figure 920,{
- end;
-
-OnInit:
- disablenpc "Arunafeltz Figure";
- end;
-}
-
-ein_in01,168,274,0 script Corporate Figure#sch 109,{
- mes "[????]";
- mes "Hmm... Good.";
- mes "Everything looks";
- mes "ready to me.";
- close;
-}
-
-ein_in01,170,284,4 script Arunafeltz Figure#sch 920,{
- mes "[??????]";
- mes "I've got to say, only";
- mes "Rekenber can host such";
- mes "a magnificent party in";
- mes "a city this polluted.";
- mes "What's going on...?";
- close;
-}
-
-morocc,297,154,0 script Thin-Faced Bard#sch 51,{
- if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
-
- if (que_sch < 19) {
- mes "[????]";
- mes "............";
- close;
- }
- else if (que_sch == 19) {
- mes "[Vitre]";
- mes "Thanks for your help.";
- mes "This country's government";
- mes "should know better than to";
- mes "put a good man like me in jail.";
- mes "Listen, I'm a fugitive now.";
- mes "Do you think you can help me?";
- next;
- select("Sure.:I may as well...");
- mes "[Vitre]";
- mes "I just need you to talk";
- mes "to a few people, and let";
- mes "me know what they said.";
- mes "I'd do it myself, but you";
- mes "understand that I've got";
- mes "to keep a low profile.";
- next;
- mes "[Vitre]";
- mes "Please meet these people";
- mes "in the order that I tell you.";
- mes "I've sent messengers to let";
- mes "them know of your arrival,";
- mes "but I had to send them out";
- mes "at different times... Anyway...";
- next;
- mes "[Vitre]";
- mes "First, go to Prontera";
- mes "and talk to Chada. Second,";
- mes "go to Geffen and speak to";
- mes "Ghez. Lastly, please go to";
- mes "Comodo and meet Nosdan.";
- next;
- mes "[Vitre]";
- mes "Each one of them will";
- mes "sing you a song. Listen";
- mes "carefully, and sing me their";
- mes "songs when you come back.";
- mes "Thanks, you have no idea how";
- mes "much I appreciate your help.";
- set que_sch,20;
- close;
- }
- else if (que_sch == 20) {
- mes "[Vitre]";
- mes "Chada is probably near";
- mes "the middle of Prontera.";
- mes "The messenger I sent to";
- mes "him should have reached";
- mes "him by now, so he should";
- mes "be expecting your arrival.";
- close;
- }
- else if (que_sch == 21) {
- mes "[Vitre]";
- mes "Ah, now you've got to";
- mes "talk to Ghez. He should";
- mes "be in Northeast Geffen";
- mes "somewhere. Hopefully";
- mes "you won't have too much";
- mes "trouble finding him.";
- close;
- }
- else if (que_sch == 22) {
- mes "[Vitre]";
- mes "Trying to find Nosdan?";
- mes "I think he's probably in the";
- mes "Northern Cave in Comodo.";
- mes "Please talk to him, and let";
- mes "me know about his song.";
- close;
- }
- else if (que_sch == 23) {
- mes "[Vitre]";
- mes "Welcome back.";
- mes "So did you listen";
- mes "to all of their songs?";
- next;
- if (select("Yes:No") == 1) {
- mes "[Vitre]";
- mes "Perfect~ Here's a little";
- mes "something to show my";
- mes "gratitude. Hope you like it.";
- set que_sch,24;
- getitem 603,1; //Old_Blue_Box
- next;
- mes "[Vitre]";
- mes "Now, tell me, what";
- mes "exactly did they si--";
- next;
- mes "[????]";
- mes "Hold it!";
- next;
- enablenpc "????#sch1";
- enablenpc "????#sch2";
- enablenpc "????#sch3";
- mes "[Vitre]";
- mes "What? Wh-who the";
- mes "hell are you guys?!";
- next;
- mes "[????]";
- mes "Rune-Midgarts";
- mes "Secret Service!";
- mes "Vitre Bizlleta--";
- mes "you're under arrest";
- mes "for espionage!";
- next;
- mes "[Vitre]";
- mes "Again? Didn't you just";
- mes "arrest me just for being";
- mes "suspected of espionage?";
- mes "I think it's a little unfair";
- mes "to just capture me when";
- mes "you don't have any proof.";
- next;
- mes "[????]";
- mes "We just seized concrete";
- mes "evidence of your illegal";
- mes "activities. It's probably";
- mes "enough to imprison you";
- mes "for life. Happy now?";
- next;
- mes "[Vitre]";
- mes "You're bluffing.";
- next;
- mes "[????]";
- mes "You shouldn't have sent";
- mes "that unsuspecting adventurer";
- mes "to your news sources. We've";
- mes "taken them into custody";
- mes "Chada, Ghez, Nosdan.";
- mes "That's them, right?";
- next;
- mes "[Vitre]";
- mes "Nooooooooo!";
- next;
- mes "[Suden]";
- mes "Adventurer, thank you for";
- mes "your cooperation. I am";
- mes "Suden Griea, Secret Service";
- mes "agent. I'm sure you have";
- mes "a lot of questions, but ^FF0000Lasda";
- mes "Midar^000000 will answer them.";
- next;
- mes "[Suden]";
- mes "I'd explain here and now,";
- mes "but I better dispose of";
- mes "this trash with the rest of";
- mes "his scum buddies... in jail!";
- set que_sch,25;
- close2;
- disablenpc "????#sch1";
- disablenpc "????#sch2";
- disablenpc "????#sch3";
- end;
- }
- mes "[Vitre]";
- mes "Would you please hurry?";
- mes "Staying in one place like";
- mes "this makes me nervous...";
- mes "I should be on the move...";
- close;
- }
- else if (que_sch == 24) {
- mes "[Vitre]";
- mes "Now, tell me, what";
- mes "exactly did they si--";
- next;
- mes "[????]";
- mes "Hold it!";
- next;
- enablenpc "????#sch1";
- enablenpc "????#sch2";
- enablenpc "????#sch3";
- mes "[Vitre]";
- mes "What? Wh-who the";
- mes "hell are you guys?!";
- next;
- mes "[????]";
- mes "Rune-Midgarts";
- mes "Secret Service!";
- mes "Vitre Bizlleta--";
- mes "you're under arrest";
- mes "for espionage!";
- next;
- mes "[Vitre]";
- mes "Again? Didn't you just";
- mes "arrest me just for being";
- mes "suspected of espionage?";
- mes "I think it's a little unfair";
- mes "to just capture me when";
- mes "you don't have any proof.";
- next;
- mes "[????]";
- mes "We just seized concrete";
- mes "evidence of your illegal";
- mes "activities. It's probably";
- mes "enough to imprison you";
- mes "for life. Happy now?";
- next;
- mes "[Vitre]";
- mes "You're bluffing.";
- next;
- mes "[????]";
- mes "You shouldn't have sent";
- mes "that unsuspecting adventurer";
- mes "to your news sources. We've";
- mes "taken them into custody";
- mes "Chada, Ghez, Nosdan.";
- mes "That's them, right?";
- next;
- mes "[Vitre]";
- mes "Nooooooooo!";
- next;
- mes "[Suden]";
- mes "Adventurer, thank you for";
- mes "your cooperation. I am";
- mes "Suden Griea, Secret Service";
- mes "agent. I'm sure you have";
- mes "a lot of questions, but ^FF0000Lasda";
- mes "Midar^000000 will answer them.";
- next;
- mes "[Suden]";
- mes "I'd explain here and now,";
- mes "but I better dispose of";
- mes "this trash with the rest of";
- mes "his scum buddies... in jail!";
- set que_sch,25;
- close2;
- disablenpc "????#sch1";
- disablenpc "????#sch2";
- disablenpc "????#sch3";
- end;
- }
- mes "[Bard]";
- mes "Oh, uh...";
- mes "I'm not really Vitre.";
- mes "I'm just a lookalike that's";
- mes "been planted here in case";
- mes "his hoodlum buddies come";
- mes "here to find him. You know?";
- next;
- mes "[Bard]";
- mes "Yeah... This is a pretty";
- mes "dumb job. I mean, all I do";
- mes "is stand here, waiting for";
- mes "his spy friends. What are";
- mes "the odds of that happening?";
- close;
-}
-
-morocc,294,152,0 script ????#sch1 899,{
- end;
-
-OnInit:
- disablenpc "????#sch1";
- end;
-}
-
-morocc,293,155,6 script ????#sch2 899,{
- end;
-
-OnInit:
- disablenpc "????#sch2";
- end;
-}
-
-morocc,298,150,1 script ????#sch3 899,{
- end;
-
-OnInit:
- disablenpc "????#sch3";
- end;
-}
-
-prontera,109,161,6 script Young Man#sch 83,{
- if (que_sch < 20) {
- mes "[Chada]";
- mes "What a boring day...";
- mes "Perhaps I'll stave the";
- mes "dreariness with song~";
- close;
- }
- else if (que_sch == 20) {
- mes "[Chada]";
- mes "Are you the one that";
- mes "Vitre sent? Good, good.";
- mes "Let me treat you to my";
- mes "wonderful song. Listen...";
- mes "And learn... And love...";
- next;
- mes "[Chada]";
- mes "La la la la la la la la~";
- mes "A curse plagues the";
- mes "royal family, and it's";
- mes "been passed down to their";
- mes "second child... la la la...";
- mes "No one can cure it... Oooh~";
- next;
- mes "[Chada]";
- mes "Hahaha! Isn't that";
- mes "such a wonderful song?";
- mes "Let Vitre know each and";
- mes "every word to it, okay?";
- set que_sch,21;
- close;
- }
- else if (que_sch < 30) {
- mes "[Chada]";
- mes "Did you need to hear";
- mes "the song again? Alright,";
- mes "listen carefully this time~";
- next;
- mes "[Chada]";
- mes "La la la la la la la la~";
- mes "A curse plagues the";
- mes "royal family, and it's";
- mes "been passed down to their";
- mes "second child... la la la...";
- mes "No one can cure it... Oooh~";
- next;
- mes "[Chada]";
- mes "Hahaha! Isn't that";
- mes "such a wonderful song?";
- mes "Let Vitre know each and";
- mes "every word to it, okay?";
- close;
- }
- else {
- mes "[Chada]";
- mes "...........";
- mes "I have nothing to say to you.";
- close;
- }
-}
-
-geffen,196,167,4 script Young Woman#sch 101,{
- if (que_sch < 21) {
- mes "[Ghez]";
- mes "When is he going";
- mes "to send someone to";
- mes "listen to my song?";
- close;
- }
- else if (que_sch == 21) {
- mes "[Ghez]";
- mes "Oh, Vitre send you?";
- mes "Great, I've been waiting";
- mes "for you. Check out this";
- mes "new song I wrote. It's great.";
- next;
- mes "[Ghez]";
- mes "Sha la la la la la";
- mes "Prontera Knights gotta";
- mes "protect the palace~";
- mes "Sha hoo hoo haaaaa";
- mes "Geffen Knights gotta";
- mes "protect the magic tower~";
- next;
- mes "[Ghez]";
- mes "Na na na nan nan naaa";
- mes "Prontera! Geffen! Knights";
- mes "together! Protect the palace!";
- mes "Ooooooooooooh yeah!";
- mes "And crush their foes to the west!";
- mes "That's the secret plan! La la la~";
- next;
- mes "[Ghez]";
- mes "Wasn't that poetic?";
- mes "Now sing that song exactly";
- mes "as you heard it to Vitre.";
- set que_sch,22;
- close;
- }
- else if (que_sch < 30) {
- mes "[Ghez]";
- mes "You want to hear my song";
- mes "again? Fine, but make sure";
- mes "to memorize it all this time.";
- next;
- mes "[Ghez]";
- mes "Sha la la la la la";
- mes "Prontera Knights gotta";
- mes "protect the palace~";
- mes "Sha hoo hoo haaaaa";
- mes "Geffen Knights gotta";
- mes "protect the magic tower~";
- next;
- mes "[Ghez]";
- mes "Na na na nan nan naaa";
- mes "Prontera! Geffen! Knights";
- mes "together! Protect the palace!";
- mes "Ooooooooooooh yeah!";
- mes "And crush their foes to the west!";
- mes "That's the secret plan! La la la~";
- next;
- mes "[Ghez]";
- mes "Wasn't that poetic?";
- mes "Now sing that song exactly";
- mes "as you heard it to Vitre.";
- close;
- }
- else {
- mes "[Ghez]";
- mes "I'm doomed...";
- mes ".......";
- close;
- }
-}
-
-comodo,135,299,0 script Young Man#sch2 809,{
- if (que_sch < 22) {
- mes "[Nosdan]";
- mes "Have you come to hear";
- mes "my song? Ah, it's good";
- mes "that you've come to enjoy";
- mes "my melodious vo--wait,";
- mes "wait, where are you going?";
- close;
- }
- else if (que_sch == 22) {
- mes "[Nosdan]";
- mes "Ah, are you the one";
- mes "that Vitre mentioned";
- mes "in his message? Okay,";
- mes "please give me a moment.";
- next;
- mes "[Nosdan]";
- mes "^333333*Ahem ahem*^000000";
- mes "I'm ready. Now";
- mes "please listen..";
- next;
- mes "[Nosdan]";
- mes "Who dares stop the fearless";
- mes "warrior? Baphomet? Drake?";
- mes "No, they're too weak! His";
- mes "steps now head to the group";
- mes "of evil men trying to revive";
- mes "Satan Morroc. I mean, come on!";
- next;
- mes "[Nosdan]";
- mes "Sad news from an old comrade,";
- mes "the evil group discovered...";
- mes "Time to stop Satan Morroc's";
- mes "revival~ La la la la la la la";
- mes "la la la la la la la la la la";
- mes "la la la la la la la la la la";
- next;
- mes "[Nosdan]";
- mes "What'd you think?";
- mes "Um, don't ask me about";
- mes "the lyrics. Just a weird";
- mes "artistic quirk I guess.";
- mes "Oh, please sing that song";
- mes "to Vitre for me, okay?";
- set que_sch,23;
- close;
- }
- else if (que_sch < 30) {
- mes "[Nosdan]";
- mes "Oh, you need to";
- mes "hear my song again?";
- mes "No problem! I guess";
- mes "you really like it~";
- next;
- mes "[Nosdan]";
- mes "Who dares stop the fearless";
- mes "warrior? Baphomet? Drake?";
- mes "No, they're too weak! His";
- mes "steps now head to the group";
- mes "of evil men trying to revive";
- mes "Satan Morroc. I mean, come on!";
- next;
- mes "[Nosdan]";
- mes "Sad news from an old comrade,";
- mes "the evil group discovered...";
- mes "Time to stop Satan Morroc's";
- mes "revival~ La la la la la la la";
- mes "la la la la la la la la la la";
- mes "la la la la la la la la la la";
- next;
- mes "[Nosdan]";
- mes "What'd you think?";
- mes "Um, don't ask me about";
- mes "the lyrics. Just a weird";
- mes "artistic quirk I guess.";
- mes "Oh, please sing that song";
- mes "to Vitre for me, okay?";
- close;
- }
- else {
- mes "[Nosdan]";
- mes "Oh, no! I didn't!";
- mes "do anything wrong.";
- mes "I swear!";
- close;
- }
-}
-
-// Siblings Quest
-//============================================================
-veins,327,185,3 script Kid#camelcamel 944,{
- if (MISC_QUEST & 8192) {
- if (rachel_camel == 0) {
- mes "[Kid Karyn]";
- mes "*Sob*";
- next;
- mes "^3355FFThis sobbing child";
- mes "looks really upset...^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hey, why are you";
- mes "crying? Are you lost?";
- mes "Where's your mommy?";
- next;
- mes "[Kid Karyn]";
- mes "My... Mom's";
- mes "at home...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "......";
- mes ".........";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I see. So...";
- mes "Are you having";
- mes "trouble finding";
- mes "your way back home?";
- next;
- mes "[Kid Karyn]";
- mes "No! I'm ten years old!";
- mes "I can find my way home,";
- mes "even with my eyes closed!";
- mes "^333333*Sniff sniff*^000000 Uuuuuuweeeh~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Well...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Can you tell me";
- mes "why you're crying?";
- next;
- mes "[Kid Karyn]";
- mes "I... ^333333*Sniff*^000000";
- mes "I-I went to... Th-...";
- mes "Volcan.... w-w-with";
- mes "my sist-- Waaaaaaah!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Poor kid... Come on,";
- mes "take a deep breath so";
- mes "you can tell me about what";
- mes "happened a little more slowly.";
- next;
- mes "[Kid Karyn]";
- mes "*^333333Sob*^000000 ...It's just...";
- mes "I went to Thor Volcano";
- mes "with my little sister to see";
- mes "which one of us was braver...";
- mes "But then, we met some...";
- mes "Scary people there... and...";
- next;
- mes "[Kid Karyn]";
- mes "I got scared, so... So...";
- mes "My sister... Wah~! *Sob*";
- next;
- mes "[Kid Karyn]";
- mes "*Sob*";
- next;
- mes "[Kid Karyn]";
- mes "I-I ran away from them...";
- mes "But I left my sister over";
- mes "there with those weird men...";
- next;
- mes "[Kid Karyn]";
- mes "Mom's sick, and dad's";
- mes "always at work... He's";
- mes "the captain of a ship, so...";
- mes "I don't think they can help.";
- next;
- mes "[Kid Karyn]";
- mes "Can you help me please,";
- mes "and bring my sister back?";
- mes "*Sniff* Please? I promise";
- mes "that I can pay you as soon";
- mes "as my dad comes back!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Wait... I have a question.";
- mes "You said that someone took";
- mes "away your sister at Thor";
- mes "Volcano? What did they look";
- mes "like? Are you sure that there";
- mes "were people there?";
- next;
- mes "[Kid Karyn]";
- mes "I... I don't know!";
- mes "I got so scared, I just";
- mes "ran away! I... I didn't";
- mes "mean to leave my sister!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hmmm...";
- mes "Maybe your sister was";
- mes "kidnapped by bandits...";
- next;
- switch(select("Decline Request:Accept Request")) {
- case 1:
- mes "["+strcharinfo(0)+"]";
- mes "Sorry kid, but I've got";
- mes "things to do. I'm sure";
- mes "someone else will come";
- mes "along to save your sister.";
- next;
- mes "[Kid Karyn]";
- mes "Wah~";
- close;
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "Okay, I'll see what";
- mes "I can do. I'll try my best";
- mes "to find your sister.";
- next;
- mes "[Kid Karyn]";
- mes "Thank you so much!";
- mes "Please find my sister";
- mes "Curdie soon! Oh, I hope";
- mes "she's okay! If she's not...";
- mes "^333333*Sob*^000000 I don't know what";
- mes "I'll do! Waaaaaaaah~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Alright...";
- mes "Wish me luck.";
- mes "I'll go search Thor";
- mes "Volcano to find your";
- mes "little sister Curdie.";
- setquest 3060;
- set rachel_camel,1;
- close;
- }
- }
- else if (rachel_camel == 1) {
- mes "["+strcharinfo(0)+"]";
- mes "I'd better search";
- mes "Thor Volcano for Curdie,";
- mes "Karyn's little sister.";
- close;
- }
- else if (rachel_camel == 2) {
- mes "[Kid Karyn]";
- mes "W-were you able";
- mes "to find my sister?";
- mes "Is she alright?";
- mes "What happened?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I found her,";
- mes "she's alright but...";
- next;
- mes "[Kid Karyn]";
- mes "What? Why isn't";
- mes "she with you?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Curdie is... Well, she's";
- mes "been shackled down. We";
- mes "need to find a way to free her.";
- mes "Do you know where there's";
- mes "a forge or a locksmith that";
- mes "might be able to help her?";
- next;
- mes "[Kid Karyn]";
- mes "Oh! Oh, there's a";
- mes "locksmith in the market";
- mes "street! You can ask him";
- mes "to help free Curdie!";
- changequest 3061,3062;
- set rachel_camel,3;
- close;
- }
- else if (rachel_camel == 3) {
- mes "[Kid Karyn]";
- mes "Let's see...";
- mes "I'd better find the";
- mes "locksmith in the market";
- mes "street, and ask him to help";
- mes "me unlock Curdie's shackles.";
- close;
- }
- else if (rachel_camel == 4) {
- mes "[Kid Karyn]";
- mes "Huh... I'd better talk";
- mes "to Mr. Lockenlock first, the";
- mes "locksmith in the market street.";
- close;
- }
- else if (rachel_camel == 5) {
- mes "["+strcharinfo(0)+"]";
- mes "Hmm... I'd better talk";
- mes "to Ms. Ivory, the organic";
- mes "soap maker if I want to help";
- mes "Karyn free his sister Curdie.";
- close;
- }
- else if (rachel_camel == 6) {
- mes "["+strcharinfo(0)+"]";
- mes "Wait... I should be";
- mes "bringing Ms. Ivory all";
- mes "of the soap ingredients.";
- mes "What were they again...?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "^4D4DFF10 Milk^000000,";
- mes "^4D4DFF100 Green Herbs^000000,";
- mes "^4D4DFF50 Jellopies^000000, and";
- mes "^4D4DFF5 Empty Bottles^000000.";
- mes "I better get those...";
- close;
- }
- else if (rachel_camel == 7) {
- mes "["+strcharinfo(0)+"]";
- mes "I need to talk to";
- mes "someone named Saraman";
- mes "to get the soap ingredients...";
- close;
- }
- else if (rachel_camel == 8) {
- mes "["+strcharinfo(0)+"]";
- mes "Let's see...";
- mes "I need to bring";
- mes "Mr. Saruman all the";
- mes "things he needs to";
- mes "stimulate a camel's ";
- mes "appetite. I need to get...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "^4D4DFF1 Unripe Apple^000000,";
- mes "^4D4DFF5 Monster's Feed^000000,";
- mes "^4D4DFF1 Empty Bottle^000000, and";
- mes "^4D4DFF1 Yellow Potion^000000.";
- close;
- }
- else if (rachel_camel == 9) {
- mes "["+strcharinfo(0)+"]";
- mes "I have everything I need";
- mes "to stimulate a camel's";
- mes "appetite. Now I need to";
- mes "feed the camel so that I can";
- mes "get the soap ingredients and";
- mes "5 lumps of camel dung.";
- close;
- }
- else if (rachel_camel == 10) {
- mes "["+strcharinfo(0)+"]";
- mes "Right now, my time";
- mes "would be better spent";
- mes "looking for the Silk Sand";
- mes "Camel for the ingredients.";
- close;
- }
- else if (rachel_camel == 11) {
- mes "["+strcharinfo(0)+"]";
- mes "I'd better find Mr. Saraman's";
- mes "lost camel, feed it camel";
- mes "appetite stimulants, and";
- mes "then get the soap ingredient";
- mes "and 5 lumps of camel dung";
- mes "if I want to free Curdie.";
- close;
- }
- else if (rachel_camel > 11 && rachel_camel < 17) {
- mes "["+strcharinfo(0)+"]";
- mes "Well... I found the";
- mes "camel. Now I need to get";
- mes "all the soap ingredients.";
- mes "The sooner I do that, the";
- mes "sooner I can help Curdie.";
- close;
- }
- else if (rachel_camel == 17) {
- mes "["+strcharinfo(0)+"]";
- mes "I managed to get the soap";
- mes "ingredient and 5 of those";
- mes "camel dung lumps. I should";
- mes "head back to Mr. Saraman to";
- mes "tell him where his camel is,";
- mes "and then go to Ms. Ivory.";
- close;
- }
- else if (rachel_camel == 18) {
- mes "["+strcharinfo(0)+"]";
- mes "Let's see...";
- mes "Shouldn't I be going";
- mes "to see Ms. Ivory now?";
- close;
- }
- else if (rachel_camel == 19) {
- mes "["+strcharinfo(0)+"]";
- mes "I have the Silk Sand Camel";
- mes "Soap now, so I should go";
- mes "bring it to Mr. Lockenlock.";
- close;
- }
- else if (rachel_camel == 20) {
- mes "["+strcharinfo(0)+"]";
- mes "I'd better use the soap to";
- mes "make a key mold that I can";
- mes "bring over to Mr. Lockenlock.";
- close;
- }
- else if (rachel_camel == 21) {
- mes "["+strcharinfo(0)+"]";
- mes "Making the key is more";
- mes "important that telling Karyn";
- mes "about what's happened.";
- close;
- }
- else if (rachel_camel == 22) {
- mes "["+strcharinfo(0)+"]";
- mes "I need to bring";
- mes "1 Steel to Mr. Lockenlock";
- mes "so that he can make a key";
- mes "that will finally free Curdie.";
- close;
- }
- else if (rachel_camel == 23) {
- mes "["+strcharinfo(0)+"]";
- mes "I finally got the";
- mes "key that I can use";
- mes "to free Curdie. I'm";
- mes "gonna go save her now.";
- next;
- mes "[Kid Karyn]";
- mes "Thank you so much!";
- mes "Please bring back Curdie";
- mes "as soon as you can! ^333333*Sob*^000000";
- close;
- }
- else if (rachel_camel == 24) {
- mes "["+strcharinfo(0)+"]";
- mes "Hey, Karyn! I sent";
- mes "your sister back to town";
- mes "with a Butterfly Wing.";
- mes "Did she come back safe?";
- next;
- mes "[Kid Karyn]";
- mes "Yes, Curdie's back";
- mes "and she's resting in";
- mes "the hospital right now.";
- mes "Thank you so much for";
- mes "all of your help!";
- next;
- mes "[Kid Karyn]";
- mes "I'm not sure what's wrong";
- mes "with Curdie, though. Ever";
- mes "since she got back, she gets";
- mes "frightened whenever she";
- mes "sees the soldiers in town.";
- next;
- mes "[Kid Karyn]";
- mes "I promise to tell my dad";
- mes "about what you did after he";
- mes "comes back from overseas.";
- mes "Thank you for everything";
- mes "that you did for us!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Umm... I see...";
- mes "I'll come by later";
- mes "when Curdie's released";
- mes "from the hospital.";
- next;
- mes "[Kid Karyn]";
- mes "Yes, please do.";
- mes "I promise to help you";
- mes "whenever you need me!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hahahaha!";
- mes "Well... I guess that's";
- mes "pretty reassuring. Until then,";
- mes "take good care of your mother";
- mes "and sister. You got that?";
- next;
- mes "[Kid Karyn]";
- mes "Got it!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Good, good...";
- mes "It's a promise, then.";
- mes "I'll see you later~";
- completequest 3083;
- set rachel_camel,25;
- specialeffect2 EF_ABSORBSPIRITS;
- getexp 100000,70000;
- close;
- }
- else {
-// Start Nameless Island Access Quest Addition
- if (aru_monas < 15) {
- mes "[Kid Karyn]";
- mes "Oh, hello! Thank you";
- mes "so much for helping me";
- mes "last time! When I get";
- mes "older, I'm gonna do my";
- mes "best to help you the same";
- mes "way that you helped me!";
- close;
- }
- else if (aru_monas == 15) {
- mes "[Kid Karyn]";
- mes "Hi! It's good to see";
- mes "you again! Kurdi just came";
- mes "back home from the hospital,";
- mes "and is getting better everyday!";
- mes "Ah, and I've been taking care";
- mes "of her, just like I promised~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Really? That's good";
- mes "You should be proud~";
- next;
- mes "[Kid Karyn]";
- mes "^666666*Blush*^000000 Heh heh!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Anyway, I was wondering";
- mes "if you could help me.";
- mes "Your dad's a fisherman,";
- mes "right? Would you mind";
- mes "asking him if I could";
- mes "borrow his boat?";
- next;
- mes "[Kid Karyn]";
- mes "Well... Actually...";
- mes "The pope said that my";
- mes "dad isn't allowed to use";
- mes "his boat for a while...";
- mes "I'm not sure why...";
- next;
- mes "[Kid Karyn]";
- mes "So yeah. Dad's not allowed";
- mes "to go out to sea right now.";
- mes "But it should be okay if it's";
- mes "you, right? Hey, you helped";
- mes "me, so I hafta help you, right?";
- next;
- mes "[Kid Karyn]";
- mes "My dad is really mad that";
- mes "he can't use his boat so";
- mes "maybe we better not tell";
- mes "him you want to use it. Let's";
- mes "keep it our secret, okay?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "S-sure thing!";
- next;
- mes "[Kid Karyn]";
- mes "Anyway, his boat is the";
- mes "only one on the south beach";
- mes "since all the other fishermen";
- mes "dock theirs boats in other";
- mes "places. Also, my dad's boat";
- mes "will rust if no one uses it.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Great! Thanks so much";
- mes "for your help, Karyn~";
- mes "I'll be sure to take";
- mes "good care of your dad's";
- mes "boat. I only need it for";
- mes "a little while, anyway.";
- next;
- mes "[Kid Karyn]";
- mes "Heh heh! Thanks!";
- mes "I'm happy that";
- mes "I can help you too!";
- set aru_monas,16;
- close;
- }
- else if (aru_monas < 26) {
- mes "[Kid Karyn]";
- mes "Hi! How do you like";
- mes "fishing on my dad's boat?";
- mes "Oh, and Kurdi says hi!";
- close;
- }
- else {
- mes "[Kid Karyn]";
- mes "Dad says that he'll";
- mes "be able to go fishing";
- mes "again soon! I hope that";
- mes "he'll catch a lot of fish!";
- close;
- }
-// End Nameless Island Access Quest Addition.
- }
- }
- else {
- mes "[Kid Karyn]";
- mes "^333333*Sob*^000000...";
- mes "^333333*Sob*^000000...";
- close;
- }
-}
-
-que_thor,36,66,5 script Little Curdie 941,{
- if (rachel_camel == 1) {
- mes "^3355FFYou come across";
- mes "a little girl lying on the";
- mes "ground unconscious.^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hey, kid! Wake up!";
- mes "Can you hear me?";
- next;
- mes "^3355FFShe has a pulse, but";
- mes "despite your verbal";
- mes "entreaties, she won't";
- mes "open her eyes. You";
- mes "lightly slap her cheek";
- mes "to wake her up.^000000";
- next;
- mes "[Little Curdie]";
- mes "Huh?!";
- mes "...Ah, owwww~";
- mes "W-waaaaaaaah!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Sorry! I didn't mean";
- mes "to make you cry! Are...";
- mes "Are you alright?";
- next;
- mes "[Little Curdie]";
- mes "Huh? Wh-who are you?";
- mes "Oh no, you have to get";
- mes "out of here! You'll be in";
- mes "trouble if they catch you!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Are you Curdie?";
- mes "Your brother Karyn";
- mes "asked me to rescue you.";
- mes "Come on, we've got to";
- mes "get you out of here.";
- next;
- mes "[Little Curdie]";
- mes "Karyn...?";
- mes "Oh, oh no! I... They";
- mes "locked me in these";
- mes "shackles and I can't move!";
- mes "You have to leave before";
- mes "those scary men come back!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What...?!";
- mes "Those bastards!";
- mes "Tying up a little";
- mes "girl like this...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Argh! And I can't just";
- mes "use brute force to shatter";
- mes "these shackles! I might";
- mes "end up hurting you...!";
- next;
- mes "[Little Curdie]";
- mes "Don't worry about me...";
- mes "Just hurry and leave!";
- mes "I... I'll be alright! Now";
- mes "hurry! Someone's coming!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Okay, I'll go...";
- mes "But sit tight, and";
- mes "wait for me to come";
- mes "back. I'll figure out";
- mes "some way to free you.";
- next;
- mes "[Little Curdie]";
- mes "^333333*Sob*^000000 R-really...?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I promise.";
- mes "I'm sure that someone";
- mes "in town will know of a way";
- mes "to unlock your shackles.";
- mes "I'll be back as soon as I can!";
- changequest 3060,3061;
- set rachel_camel,2;
- close;
- }
- else if (rachel_camel == 2) {
- mes "^3355FFSomeone in town";
- mes "must have the";
- mes "expertise to unlock";
- mes "these shackles. It's your";
- mes "only hope to free Curdie";
- mes "from these chains.^000000";
- close;
- }
- else if (rachel_camel == 3 || rachel_camel == 6 || rachel_camel == 8 || rachel_camel == 22) {
- mes "^3355FFCurdie is lying";
- mes "feebly on the ground.^000000";
- close;
- }
- else if (rachel_camel == 4) {
- mes "[Little Curdie]";
- mes "I hate the metal";
- mes "clanging sounds...";
- mes "Th-the sparks,";
- mes "they're... They're...";
- next;
- mes "^3355FFCurdie is curled up on";
- mes "the ground, eyes tightly";
- mes "shut, her entire body";
- mes "trembling with fear.^000000";
- close;
- }
- else if (rachel_camel == 5) {
- mes "^3355FFOn the ground, you see";
- mes "some equipment that looks";
- mes "similarly to that used by";
- mes "the Rachel soldiers.^000000";
- close;
- }
- else if (rachel_camel == 7) {
- mes "^3355FFIt seems that someone";
- mes "has come by to give";
- mes "Curdie food and water.^000000";
- close;
- }
- else if (rachel_camel == 9) {
- mes "^3355FFCurdie squints at you";
- mes "as you walk by. It seems";
- mes "that her vision gets worse";
- mes "the longer she's locked";
- mes "up in this cave.";
- close;
- }
- else if (rachel_camel == 10) {
- mes "^3355FFYou'd better find the";
- mes "Silk Sand Camel and get";
- mes "the soap ingredients if";
- mes "you really want to free";
- mes "Curdie from her shackles.^000000";
- close;
- }
- else if (rachel_camel == 11) {
- mes "["+strcharinfo(0)+"]";
- mes "I'd better find Mr. Saraman's";
- mes "lost camel, feed it camel";
- mes "appetite stimulants, and";
- mes "then get the soap ingredient";
- mes "and 5 lumps of camel dung";
- mes "if I want to free Curdie.";
- close;
- }
- else if (rachel_camel > 11 && rachel_camel < 17) {
- mes "^3355FFYou already found the";
- mes "camel, so you need to collect";
- mes "the soap ingredients if you";
- mes "want to free Curdie.^000000";
- close;
- }
- else if (rachel_camel == 17) {
- mes "["+strcharinfo(0)+"]";
- mes "I managed to get the soap";
- mes "ingredients: 5 of those";
- mes "camel dung lumps. I should";
- mes "head back to Mr. Saraman to";
- mes "tell him where his camel is,";
- mes "and then go to Ms. Ivory.";
- close;
- }
- else if (rachel_camel == 18) {
- mes "^3355FFYou should be leaving";
- mes "to see Ms. Ivory now if";
- mes "you really want to free";
- mes "Curdie from her shackles.^000000";
- close;
- }
- else if (rachel_camel == 19) {
- mes "^3355FFNow that you have the";
- mes "Silk Sand Camel Soap,";
- mes "you should bring it";
- mes "over to Mr. Lockenlock.^000000";
- close;
- }
- else if (rachel_camel == 20) {
- mes "^3355FFCurdie is exactly";
- mes "where you left her.";
- mes "There's a bowl of cold";
- mes "soup next to her, so it's";
- mes "clear that someone has";
- mes "been feeding her.^000000";
- next;
- mes "^3355FFYou pour the soap into";
- mes "the shackle's lock to create";
- mes "a mold that Mr. Lockenlock";
- mes "can use to make a key.^000000";
- next;
- mes "[Little Curdie]";
- mes "Will...";
- mes "Will I always";
- mes "be stuck here?";
- mes "I... I want my mommy...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Oh... You're awake?";
- mes "Don't worry, Curdie,";
- mes "I'm sure that I'll be";
- mes "able to get you free soon.";
- mes "Try to hold on a bit longer.";
- next;
- mes "[Little Curdie]";
- mes "When the door is open,";
- mes "I see blazing flames...";
- mes "And I hear... the sound";
- mes "of machines? These men";
- mes "wearing the same clothes";
- mes "keep marching past me...";
- next;
- mes "[Little Curdie]";
- mes "I... They scare me so much!";
- mes "Th-the man that brings me";
- mes "food says that they won't";
- mes "let me go because of what";
- mes "I saw inside there. They...";
- mes "They won't let be go home...";
- next;
- mes "^3355FFCurdie's eyes are";
- mes "disfocused and are";
- mes "pointed above your head.";
- mes "She might not survive if";
- mes "she's forced to remain";
- mes "here for much longer.^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Don't worry.";
- mes "I'll come rescue";
- mes "you as soon as I make";
- mes "the key to unlock these";
- mes "awful shackles. Don't worry...";
- next;
- mes "[Little Curdie]";
- mes "If I'm not here the";
- mes "next time you come,";
- mes "then just run away.";
- mes "Don't even tell my brother.";
- mes "Get far away before they";
- mes "can catch you. I-I'm serious...";
- next;
- mes "[Little Curdie]";
- mes "Even if I don't see you";
- mes "again... I just... I just";
- mes "want to thank you for doing";
- mes "your best to help me.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Everything will be";
- mes "alright. I just have";
- mes "to hurry a little bit.";
- mes "Alright, it's time to go.";
- next;
- mes "^3355FFYou extract the soap";
- mes "from the lock, and";
- mes "carefully wrap it.";
- mes "Now you need to take";
- mes "the mold back to town";
- mes "to Mr. Lockenlock.^000000";
- changequest 3079,3080;
- set rachel_camel,21;
- close;
- }
- else if (rachel_camel == 21) {
- mes "^3355FFYou have to hurry back";
- mes "to town and bring the";
- mes "key mold to Mr. Lockenlock";
- mes "so that he can make a key";
- mes "to unlock Curdie's shackles.^000000";
- close;
- }
- else if (rachel_camel == 23) {
- mes "[Little Curdie]";
- mes "Y-you...";
- mes "Is it really you?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hang on, Curdie!";
- mes "I hope this key works...";
- next;
- mes "^3355FFYou unlock the";
- mes "shackles with";
- mes "Mr. Lockenlock's key.^000000";
- next;
- mes "^333333*Crack*^000000";
- next;
- mes "[Little Curdie]";
- mes "Aaaah!";
- mes "M-my... My...!";
- next;
- mes "^3355FFCurdie's legs are";
- mes "swollen from the";
- mes "weight and pressure";
- mes "of wearing the shackles";
- mes "for such a long time.^000000";
- next;
- mes "[Little Curdie]";
- mes "I can't move my legs!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Well, there's no other";
- mes "choice. Curdie, I'm";
- mes "going to send you back to";
- mes "town with a Butterfly Wing.";
- mes "Try not to move, alright?";
- next;
- mes "[Little Curdie]";
- mes "Oh! Thank you...";
- mes "I... I can go home...";
- mes "Thank you s-so much...";
- next;
- mes "^3355FFYou use the power";
- mes "of a Butterfly Wing to";
- mes "send Curdie back to";
- mes "town. Hopefully, she'll";
- mes "arrive safely and see";
- mes "her brother Karyn again.^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What did she see behind";
- mes "the steel door in this old";
- mes "volcano? It must have been";
- mes "dangerous... Something";
- mes "related to the Rachel Army...";
- changequest 3082,3083;
- set rachel_camel,24;
- close;
- }
- else {
- mes "[Little Curdie]";
- mes " ...Wah....";
- close;
- }
-}
-
-veins,181,166,3 script Lockenlock 900,{
- if (rachel_camel && rachel_camel < 4) {
- mes "^3355FFIt's a drunkard...";
- mes "The scent of pure";
- mes "alcohol wafts around him.";
- mes "There's a certain beauty";
- mes "to his disheveled misery.^000000";
- close;
- }
- else if (rachel_camel == 4) {
- if (countitem(503) > 0) {
- mes "["+strcharinfo(0)+"]";
- mes "Excuse me...?";
- next;
- mes "[Locksmith Lockenlock]";
- mes "Huh? Arrrgh...";
- mes "My head... What";
- mes "do you want?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Oh, I'd like";
- mes "to make a key.";
- next;
- mes "[Locksmith Lockenlock]";
- mes "Keys? Yeah, yeah...";
- mes "That's what I do.";
- mes "If you've got the lock,";
- mes "it'll be a piece of cake.";
- next;
- mes "[Locksmith Lockenlock]";
- mes "Ugh, but I'm so thirsty";
- mes "and this headache is";
- mes "killing me. You mind";
- mes "bringing me a Yellow";
- mes "Potion first?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Sure, I guess.";
- mes "I can part with just";
- mes "1 Yellow Potion.";
- mes "Here you go.";
- next;
- mes "[Locksmith Lockenlock]";
- mes "Ah, that hit the spot!";
- mes "Wait, wait... Now I feel";
- mes "dizzy... What's going...";
- mes "What's going on...?";
- next;
- mes "[Locksmith Lockenlock]";
- mes "Okay, okay...";
- mes "I'm alright now.";
- mes "So what'd you say you";
- mes "needed? A key? Did you";
- mes "bring the lock with you?";
- next;
- mes "[Locksmith Lockenlock]";
- mes "I'm an expert in crafting";
- mes "keys and locks. Hell, my locks";
- mes "are strong enough to hold down";
- mes "a dragon, you know that? I'll";
- mes "have you know that the Rachel";
- mes "Army's a regular customer~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "(^333333This guy made locks for";
- mes "the Rachel army?! It might";
- mes "not be a good idea to let him";
- mes "know that I'm trying to free";
- mes "one of their prisoners. Who";
- mes "knows if he's loyal to them?^000000)";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "So what happened was...";
- mes "I lost my key, but I can't";
- mes "bring the lock here with me.";
- mes "I think I'd end up breaking";
- mes "it if I brought it with me.";
- next;
- mes "[Locksmith Lockenlock]";
- mes "Oh, yeah? No problem.";
- mes "Just take me to the lock.";
- mes "I'll charge you extra, though,";
- mes "especially since my knees";
- mes "are going bad. So where";
- mes "are we going exactly?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Wait!";
- mes "We can't do that!";
- next;
- mes "[Locksmith Lockenlock]";
- mes "What do you mean?";
- mes "You're not trying to";
- mes "open up a bank safe";
- mes "or something, are you?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "No, it's nothing like";
- mes "that! It's just that the lock";
- mes "is in a dangerous place.";
- mes "This is really important...";
- mes "Please, you have to help me!";
- next;
- mes "[Locksmith Lockenlock]";
- mes "Huh. Well, bottom line,";
- mes "I can't make a key without";
- mes "looking at the lock. Let me";
- mes "think of a way I can help you.";
- mes "Give me a second, will you?";
- next;
- mes "[Locksmith Lockenlock]";
- mes "...............................";
- mes "Well, I guess you can try";
- mes "to make a mold of the lock.";
- mes "It'll have to be perfect, so";
- mes "this'll get pretty expensive.";
- next;
- mes "[Locksmith Lockenlock]";
- mes "Go to the market and";
- mes "find a lady selling organic";
- mes "soap. You need to get a bottle";
- mes "of Chamelepu Soap. You will";
- mes "need that exact type of soap:";
- mes "nothing else will do.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Chamelpu Soap?";
- mes "What is th--";
- next;
- mes "[Locksmith Lockenlock]";
- mes "No time to explain.";
- mes "You'd better hurry and";
- mes "find her before she closes";
- mes "shop for the day. The shop";
- mes "owner's a beauty, so it'll";
- mes "be tough for you to miss her.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "...........";
- delitem 503,1; //Yellow_Potion
- changequest 3063,3064;
- set rachel_camel,5;
- close;
- }
- else {
- mes "^3355FFIt's a drunkard...";
- mes "This man must be the";
- mes "Mr. Lockenlock that you seek.";
- mes "You'd better follow Toby's";
- mes "advice and bring this man";
- mes "a Yellow Potion first.^000000";
- close;
- }
- }
- else if (rachel_camel == 5) {
- mes "[Locksmith Lockenlock]";
- mes "Go to the market and";
- mes "find a lady selling organic";
- mes "soap, and get a bottle of";
- mes "Chamelepu Soap. You will";
- mes "need that exact type of soap:";
- mes "nothing else will do.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Chamelpu Soap?";
- mes "What is th--";
- next;
- mes "[Locksmith Lockenlock]";
- mes "No time to explain.";
- mes "You'd better hurry and";
- mes "find her before she closes";
- mes "shop for the day. The shop";
- mes "owner's a beauty, so it'll";
- mes "be tough for you to miss her.";
- close;
- }
- else if (rachel_camel == 6) {
- mes "["+strcharinfo(0)+"]";
- mes "Wait... I should be";
- mes "bringing Ms. Ivory all";
- mes "of the soap ingredients.";
- mes "What were they again...?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "^4D4DFF10 Milk^000000,";
- mes "^4D4DFF100 Green Herbs^000000,";
- mes "^4D4DFF50 Jellopies^000000, and";
- mes "^4D4DFF5 Empty Bottles^000000.";
- mes "I better get those...";
- close;
- }
- else if (rachel_camel == 7) {
- mes "["+strcharinfo(0)+"]";
- mes "I need to talk to";
- mes "someone named Saraman";
- mes "to get the soap ingredients...";
- close;
- }
- else if (rachel_camel == 8) {
- mes "["+strcharinfo(0)+"]";
- mes "Let's see...";
- mes "I need to bring";
- mes "Mr. Saruman all the";
- mes "things he needs to";
- mes "stimulate a camel's ";
- mes "appetite. I need to get...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "^4D4DFF1 Unripe Apple^000000,";
- mes "^4D4DFF5 Monster's Feed^000000,";
- mes "^4D4DFF1 Empty Bottle^000000, and";
- mes "^4D4DFF1 Yellow Potion^000000.";
- close;
- }
- else if (rachel_camel == 9) {
- mes "["+strcharinfo(0)+"]";
- mes "I have everything I need";
- mes "to stimulate a camel's";
- mes "appetite. Now I need to";
- mes "feed the camel so that I can";
- mes "get the soap ingredients and";
- mes "5 lumps of camel dung.";
- close;
- }
- else if (rachel_camel == 10) {
- mes "["+strcharinfo(0)+"]";
- mes "Right now, my time";
- mes "would be better spent";
- mes "looking for the Silk Sand";
- mes "Camel for the ingredients.";
- close;
- }
- else if (rachel_camel == 11) {
- mes "["+strcharinfo(0)+"]";
- mes "I'd better find Mr. Saraman's";
- mes "lost camel, feed it camel";
- mes "appetite stimulants, and";
- mes "then get the soap ingredient";
- mes "and 5 lumps of camel dung";
- mes "if I want to free Curdie.";
- close;
- }
- else if (rachel_camel == 12) {
- mes "["+strcharinfo(0)+"]";
- mes "Well... I found the";
- mes "camel. Now I need to get";
- mes "all the soap ingredients.";
- mes "The sooner I do that, the";
- mes "sooner I can help Curdie.";
- close;
- }
- else if (rachel_camel > 12 && rachel_camel < 17) {
- mes "^3355FFYou already found the";
- mes "camel, so you need to collect";
- mes "the soap ingredients if you";
- mes "want to free Curdie.^000000";
- close;
- }
- else if (rachel_camel == 17) {
- mes "["+strcharinfo(0)+"]";
- mes "I managed to get the soap";
- mes "ingredients: 5 of those";
- mes "camel dung lumps. I should";
- mes "head back to Mr. Saraman to";
- mes "tell him where his camel is,";
- mes "and then go to Ms. Ivory.";
- close;
- }
- else if (rachel_camel == 18) {
- mes "["+strcharinfo(0)+"]";
- mes "Let's see...";
- mes "Shouldn't I be going";
- mes "to see Ms. Ivory now?";
- close;
- }
- else if (rachel_camel == 19) {
- mes "[Locksmith Lockenlock]";
- mes "Oh, so you're finally";
- mes "back with the Chamelpu";
- mes "Soap. What took so long?";
- mes "All you had to do was go";
- mes "to the market and buy it.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- next;
- mes "[Locksmith Lockenlock]";
- mes "Uh, anyway, did Ms. Ivory";
- mes "tell you how to use the soap?";
- mes "You just pour it into the";
- mes "keyhole, and then pour the";
- mes "soap back into the bottle.";
- mes "Do it carefully and quickly.";
- next;
- mes "[Locksmith Lockenlock]";
- mes "Make sure you close the";
- mes "bottle tightly when you're";
- mes "done so no air gets into it.";
- mes "If you take more than thirty";
- mes "seconds, the soap won't retain";
- mes "the lock's shape very well.";
- next;
- mes "[Locksmith Lockenlock]";
- mes "Pour the liquid soap to the key hole in the lock,";
- mes "pour the soap back to the bottle.";
- mes "and close the lid so tightly that the air wouldn't go inside the bottle.";
- mes "Remember, you can't take longer than 30 seconds to finish the procedures.";
- next;
- mes "[Locksmith Lockenlock]";
- mes "Finally, bring the bottle";
- mes "back here for me so that";
- mes "I can make the key. But when";
- mes "you come back, I need to make";
- mes "sure that the key you're making";
- mes "isn't for anything illegal...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Alright.";
- changequest 3078,3079;
- set rachel_camel,20;
- close;
- }
- else if (rachel_camel == 20) {
- mes "["+strcharinfo(0)+"]";
- mes "I'd better use the soap to";
- mes "make a key mold that I can";
- mes "bring over to Mr. Lockenlock.";
- close;
- }
- else if (rachel_camel == 21) {
- mes "[Locksmith Lockenlock]";
- mes "Oh, you're back...";
- mes "So did you manage";
- mes "to make the key mold?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Yes, I did. Would you";
- mes "please hurry? This is an";
- mes "emergency, and it could";
- mes "get really bad if I don't";
- mes "get this key made soon...";
- next;
- mes "[Locksmith Lockenlock]";
- mes "Let me see... Well,";
- mes "it's not really perfect, but";
- mes "I should be able to fashion";
- mes "a key for this lock. Ooh...";
- mes "But you know what? I don't";
- mes "have any materials on me.";
- next;
- mes "[Locksmith Lockenlock]";
- mes "I've already made all";
- mes "the keys and locks for this";
- mes "town, so no one's really had";
- mes "to send in any orders lately.";
- mes "That's why I didn't have any";
- mes "materials onhand. Sorry.";
- next;
- mes "[Locksmith Lockenlock]";
- mes "All I need is ^4D4DFF1 Steel^000000.";
- mes "It won't take me more";
- mes "than five minutes to make";
- mes "the key, so I can get it done";
- mes "as soon as you can bring";
- mes "me the Steel. I'll be waiting.";
- changequest 3080,3081;
- set rachel_camel,22;
- close;
- }
- else if (rachel_camel == 22) {
- if (countitem(999) > 0) {
- mes "["+strcharinfo(0)+"]";
- mes "Here's the Steel that";
- mes "you need. Would you";
- mes "please make the key now?";
- next;
- mes "[Locksmith Lockenlock]";
- mes "...............................";
- mes "I've been studying";
- mes "this key mold, and";
- mes "I just realized something...";
- mes "Tell me right now: what";
- mes "are you using this key for?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Huh...?";
- mes "What are you...?";
- next;
- mes "[Locksmith Lockenlock]";
- mes "I asked you first.";
- mes "Tell me what you intend";
- mes "to do with this key! If you";
- mes "don't, I can't help you.";
- next;
- mes "[Locksmith Lockenlock]";
- mes "Don't lie to me.";
- mes "This mold... This is";
- mes "the lock for the shackles";
- mes "that I've made under the";
- mes "orders of the Rachel Army.";
- mes "I have the master key for that.";
- next;
- mes "[Locksmith Lockenlock]";
- mes "These shackles are only";
- mes "supposed to be used for";
- mes "prisoners! If I release one";
- mes "of them, they will hunt you";
- mes "down and hold me accountable.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "The truth is... I really";
- mes "am trying to free somebody";
- mes "the Rachel Army imprisoned...";
- mes "She's Curdie, a young girl";
- mes "that they locked up in";
- mes "Thor Volcano...";
- next;
- mes "[Locksmith Lockenlock]";
- mes "What...?!";
- mes "Are you serious?";
- mes "Y-you're... No way.";
- mes "You're not lying. This...";
- mes "I'm sorry. You shouldn't";
- mes "have gotten involved, but...";
- next;
- mes "[Locksmith Lockenlock]";
- mes "Oh God!";
- mes "They... They";
- mes "really imprisoned";
- mes "an innocent child?!";
- next;
- mes "[Locksmith Lockenlock]";
- mes "Here. Take it.";
- mes "Take the master key.";
- mes "Bring it to Thor Volcano";
- mes "and rescue that poor kid.";
- mes "We could get in a lot of";
- mes "trouble for doing this, but...";
- next;
- mes "[Locksmith Lockenlock]";
- mes "My conscience won't allow";
- mes "them to do something like";
- mes "this. Rescue that kid, and";
- mes "then throw the key away";
- mes "somewhere when you're done.";
- next;
- mes "[Locksmith Lockenlock]";
- mes "That way, if the army";
- mes "comes to interrogate me,";
- mes "I'll just say that it was";
- mes "stolen from my shop by";
- mes "some thief. I should get";
- mes "rid of all my keys too...";
- next;
- mes "[Locksmith Lockenlock]";
- mes "Hurry up and go!";
- mes "Make sure that you";
- mes "bring that child back";
- mes "safe to her family!";
- changequest 3081,3082;
- set rachel_camel,23;
- close;
- }
- else {
- mes "[Locksmith Lockenlock]";
- mes "All I need is ^4D4DFF1 Steel^000000.";
- mes "It won't take me more";
- mes "than five minutes to make";
- mes "the key, so I can get it done";
- mes "as soon as you can bring";
- mes "me the Steel. I'll be waiting.";
- close;
- }
- }
- else if (rachel_camel == 23) {
- mes "[Locksmith Lockenlock]";
- mes "Here. Take it.";
- mes "Take the master key.";
- mes "Bring it to Thor Volcano";
- mes "and rescue that poor kid.";
- mes "We could get in a lot of";
- mes "trouble for doing this, but...";
- next;
- mes "[Locksmith Lockenlock]";
- mes "Hurry up and go!";
- mes "Make sure that you";
- mes "bring that child back";
- mes "safe to her family!";
- close;
- }
- else if (rachel_camel == 24) {
- mes "[Locksmith Lockenlock]";
- mes "Hey, that kid you saved...";
- mes "Curdie. She's safely back";
- mes "in town. I feel so responsible";
- mes "about what happened. I mean,";
- mes "she was locked up in shackles";
- mes "that I designed for the army.";
- next;
- mes "[Locksmith Lockenlock]";
- mes "Anyway, I'm packing my";
- mes "things. I'm thinking of";
- mes "leaving this town for good.";
- mes "The army's rotten to the core";
- mes "for doing something like this.";
- next;
- mes " [Locksmith Lockenlock]";
- mes "You're a real good person,";
- mes "and I'm glad I got to know";
- mes "you. I don't know if we'll";
- mes "ever meet again, but it's";
- mes "good that there are people";
- mes "like you in this world.";
- close;
- }
- else if (rachel_camel == 25) {
- mes "[Locksmith Lockenlock]";
- mes "Hey, that kid you saved...";
- mes "Curdie. She's safely back";
- mes "in town. I feel so responsible";
- mes "about what happened. I mean,";
- mes "she was locked up in shackles";
- mes "that I designed for the army.";
- next;
- mes "[Locksmith Lockenlock]";
- mes "Anyway, I'm packing my";
- mes "things. I'm thinking of";
- mes "leaving this town for good.";
- mes "The army's rotten to the core";
- mes "for doing something like this.";
- next;
- mes "[Locksmith Lockenlock]";
- mes "You're a real good person,";
- mes "and I'm glad I got to know";
- mes "you. I don't know if we'll";
- mes "ever meet again, but it's";
- mes "good that there are people";
- mes "like you in this world.";
- close;
- }
- else {
- mes "[Lockenlock]";
- mes "Zzzz...";
- mes "Zzzz... Argh!";
- mes "...Zzz...";
- next;
- mes "^3355FFHe's drunk and";
- mes "fast asleep.^000000";
- close;
- }
-}
-
-veins,227,127,5 script Ivory 940,{
- if (rachel_camel && rachel_camel < 5) {
- mes "[Organic Soap Maker Ivory]";
- mes "I need to make more of";
- mes "my soap, but I've run out";
- mes "of ingredients. Well, there's";
- mes "not much I can do without them,";
- mes "so maybe it'd be better if";
- mes "I just close up shop today...";
- close;
- }
- else if (rachel_camel == 5) {
- mes "["+strcharinfo(0)+"]";
- mes "Excuse me...?";
- next;
- mes "[Organic Soap Maker Ivory]";
- mes "Oh, I'm sorry, but I'm";
- mes "closing shop right now";
- mes "because I just ran out of";
- mes "soap ingredients. If you";
- mes "ordered something, then you";
- mes "could just come back tomorrow.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Um, this is an emergency!";
- mes "Mr. Lockenlock told me to";
- mes "come here to get some kind";
- mes "of special soap. I need it";
- mes "to make a mold for him";
- mes "to make a key for me...";
- next;
- mes "[Organic Soap Maker Ivory]";
- mes "Oh? You locked yourself";
- mes "out? Ah, Mr. Lockenlock";
- mes "must have been talking";
- mes "about my organic Chamelepu";
- mes "soap. It's an artistic soap";
- mes "that you can shape easily~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Yes, that's right!";
- mes "Chamelepu Soap!";
- next;
- mes "[Organic Soap Maker Ivory]";
- mes "My Chamelepu Soap";
- mes "is pretty popular. It's";
- mes "a liquid soap that you can";
- mes "pour into anything, and it'll";
- mes "harden into any shape that";
- mes "you want. Neat, huh?";
- next;
- mes "[Organic Soap Maker Ivory]";
- mes "Well, as I told you earlier,";
- mes "I ran out of every soap ingredient,";
- mes "so I cannot make any more soap today.";
- mes "You should come back tomorrow evening";
- mes "if you want to buy the soap.";
- next;
- mes "[Organic Soap Maker Ivory]";
- mes "If you really need it";
- mes "right away, I can still";
- mes "make it for you if can";
- mes "bring all the ingredients.";
- mes "They might be a bit hard";
- mes "to obtain, though...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "That's fine. The";
- mes "important thing for me";
- mes "is to get this soap as";
- mes "soon as I possibly can!";
- next;
- mes "[Organic Soap Maker Ivory]";
- mes "Alright, first I want";
- mes "you to bring me the basic";
- mes "stuff. Bring these items";
- mes "in the exact amounts I ask";
- mes "for, alright? Ratios are pretty";
- mes "important in making soap.";
- next;
- mes "[Organic Soap Maker Ivory]";
- mes "^4D4DFF10 Milk^000000,";
- mes "^4D4DFF100 Green Herbs^000000,";
- mes "^4D4DFF50 Jellopies^000000, and";
- mes "^4D4DFF5 Empty Bottles^000000.";
- mes "Then we can move";
- mes "on to the hard part.";
- changequest 3064,3065;
- set rachel_camel,6;
- close;
- }
- else if (rachel_camel == 6) {
- if ((countitem(519) > 9) && (countitem(511) > 99) && (countitem(909) > 49) && (countitem(713) > 4)) {
- mes "[Organic Soap Maker Ivory]";
- mes "Oh, great! You brought";
- mes "everything! Now... It's";
- mes "time for you to do the,";
- mes "um, hard part.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- next;
- mes "[Organic Soap Maker Ivory]";
- mes "Please tell the";
- mes "Silk Sand Camel farm";
- mes "owner in town that I sent";
- mes "you, and show him the";
- mes "ingredients that you've";
- mes "gathered for me so far.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Wait...";
- mes "Why would I want";
- mes "to see the guy that";
- mes "takes care of Silk Sand";
- mes "Camels? What does he";
- mes "have to do with soap?";
- next;
- mes "[Organic Soap Maker Ivory]";
- mes "Don't sweat it for now...";
- mes "Just go visit Mr. Saraman,";
- mes "the Camel Farm owner.";
- mes "I can't wait for you that long,";
- mes "so please come back here";
- mes "as soon as possible.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Mr. Saraman...?";
- mes "Okay, so I need to visit";
- mes "him if I really need you";
- mes "to make the soap...";
- changequest 3065,3066;
- set rachel_camel,7;
- close;
- }
- else {
- mes "[Organic Soap Maker Ivory]";
- mes "Alright, first I want";
- mes "you to bring me the basic";
- mes "stuff. Bring these items";
- mes "in the exact amounts I ask";
- mes "for, alright? Ratios are pretty";
- mes "important in making soap.";
- next;
- mes "[Organic Soap Maker Ivory]";
- mes "^4D4DFF10 Milk^000000,";
- mes "^4D4DFF100 Green Herbs^000000,";
- mes "^4D4DFF50 Jellopies^000000, and";
- mes "^4D4DFF5 Empty Bottles^000000.";
- mes "Then we can move";
- mes "on to the hard part.";
- close;
- }
- }
- else if (rachel_camel == 7) {
- mes "["+strcharinfo(0)+"]";
- mes "I need to talk to";
- mes "someone named Saraman";
- mes "to get the soap ingredients...";
- close;
- }
- else if (rachel_camel == 8) {
- mes "["+strcharinfo(0)+"]";
- mes "Let's see...";
- mes "I need to bring";
- mes "Mr. Saruman all the";
- mes "things he needs to";
- mes "stimulate a camel's ";
- mes "appetite. I need to get...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "^4D4DFF1 Unripe Apple^000000,";
- mes "^4D4DFF5 Monster's Feed^000000,";
- mes "^4D4DFF1 Empty Bottle^000000, and";
- mes "^4D4DFF1 Yellow Potion^000000.";
- close;
- }
- else if (rachel_camel == 9) {
- mes "["+strcharinfo(0)+"]";
- mes "I have everything I need";
- mes "to stimulate a camel's";
- mes "appetite. Now I need to";
- mes "feed the camel so that I can";
- mes "get the soap ingredients and";
- mes "5 lumps of camel dung.";
- close;
- }
- else if (rachel_camel == 10) {
- mes "["+strcharinfo(0)+"]";
- mes "Right now, my time";
- mes "would be better spent";
- mes "looking for the Silk Sand";
- mes "Camel for the ingredients.";
- close;
- }
- else if (rachel_camel == 11) {
- mes "["+strcharinfo(0)+"]";
- mes "I'd better find Mr. Saraman's";
- mes "lost camel, feed it camel";
- mes "appetite stimulants, and";
- mes "then get the soap ingredient";
- mes "and 5 lumps of camel dung";
- mes "if I want to free Curdie.";
- close;
- }
- else if (rachel_camel == 12) {
- mes "["+strcharinfo(0)+"]";
- mes "Well... I found the";
- mes "camel. Now I need to get";
- mes "all the soap ingredients.";
- mes "The sooner I do that, the";
- mes "sooner I can help Curdie.";
- close;
- }
- else if (rachel_camel > 12 && rachel_camel < 17) {
- mes "^3355FFYou already found the";
- mes "camel, so you need to collect";
- mes "the soap ingredients if you";
- mes "want to free Curdie.^000000";
- close;
- }
- else if (rachel_camel == 17) {
- mes "["+strcharinfo(0)+"]";
- mes "I managed to get the soap";
- mes "ingredients: 5 of those";
- mes "camel dung lumps. I should";
- mes "head back to Mr. Saraman to";
- mes "tell him where his camel is,";
- mes "and then go to Ms. Ivory.";
- close;
- }
- else if (rachel_camel == 18) {
- mes "[Organic Soap Maker Ivory]";
- mes "Hm, did Soony give you";
- mes "any trouble? I'm guessing";
- mes "that's why it's been taking";
- mes "you so long to get all that";
- mes "camel dung over here.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "It was a pretty big";
- mes "hassle... But hopefully,";
- mes "this will all be worth it.";
- mes "Anyway, take this camel";
- mes "dung. I don't want to";
- mes "handle it for much longer.";
- next;
- mes "[Organic Soap Maker Ivory]";
- mes "Yes, I can understand that.";
- mes "Even though it's in bottles,";
- mes "it's pretty gross that these";
- mes "bottles are still warm...";
- mes "Anyway, we're good to go.";
- mes "Let me make you some soap~";
- next;
- mes "[Organic Soap Maker Ivory]";
- mes "You spent a lot of";
- mes "time and energy to get";
- mes "these, so I won't charge";
- mes "you for my service. Besides,";
- mes "you brought enough materials";
- mes "that I'll have some left over.";
- next;
- mes "^3355FFMs. Ivory put on a pair";
- mes "of long gloves, and mixed";
- mes "the ingredients. She then";
- mes "placed them in a clean bottle.^000000";
- next;
- mes "[Organic Soap Maker Ivory]";
- mes "Here's your soap! After";
- mes "you pour the soap into";
- mes "something, don't forget";
- mes "to put it into a larger bottle";
- mes "after about twenty seconds.";
- next;
- mes "[Organic Soap Maker Ivory]";
- mes "And um... Don't let";
- mes "anyone else know what";
- mes "I use to make this soap.";
- mes "People won't buy it if they";
- mes "knew they were washing their";
- mes "faces with... You know...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Don't worry, I won't";
- mes "tell anyone. Thanks";
- mes "for making the soap! ";
- next;
- mes "^3355FFNow that you have the";
- mes "Silk Sand Camel Soap.";
- mes "you should bring it";
- mes "to Mr. Lockenlock.^000000";
- changequest 3077,3078;
- set rachel_camel,19;
- close;
- }
- else if (rachel_camel == 19) {
- mes "^3355FFNow that you have the";
- mes "Silk Sand Camel Soap.";
- mes "you should bring it";
- mes "to Mr. Lockenlock.^000000";
- close;
- }
- else if (rachel_camel > 19 && rachel_camel < 26) {
- mes "[Organic Soap Maker Ivory]";
- mes "^333333*Phew!*^000000 It's been";
- mes "a long day. I think";
- mes "I'll close up shop now~";
- close;
- }
- else {
- mes "[Beautiful Lady]";
- mes "Hm? Did you need";
- mes "something? I'm still";
- mes "setting up shop now";
- mes "so I'm not really ready";
- mes "to sell anything yet.";
- close;
- }
-}
-
-veins,115,59,5 script Saraman 847,{
- if (rachel_camel && rachel_camel < 7) {
- mes "[Saraman]";
- mes "Zzzzz...";
- mes "Zzz... Zzzzzz...";
- close;
- }
- else if (rachel_camel == 7) {
- mes "["+strcharinfo(0)+"]";
- mes "Excuse me. Hello~";
- mes "Ms. Ivory sent me";
- mes "here with these soap";
- mes "ingredients? She said";
- mes "I had to come to you if";
- mes "I wanted her to make it.";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "Soap, eh? Oh, I see.";
- mes "You must be here to get";
- mes "some fresh camel dung.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Wh-what?";
- mes "My God!";
- mes "A-are you sure?";
- mes "Tell me you're joking!";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "Sure as sin, and";
- mes "honest to God.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "...............................";
- mes "...............................";
- mes "...............................";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "Yeah, those ingredients";
- mes "you brought me? They're for";
- mes "making soap alright. ^FF0000That's";
- mes "what we feed the camels^000000 so";
- mes "that they make a whole lotta";
- mes "dung. Dung to make soap.";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "Oh, don't worry. Camel";
- mes "dung is sterile, completely";
- mes "safe. In fact, it smells nice,";
- mes "has medicinal properties, and";
- mes "it's considered a delicacy";
- mes "in certain countries.";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "Sadly, Silk Sand Camels";
- mes "are almost extinct, so I only";
- mes "have one on this farm. That's";
- mes "why we have a special contract^FFFFFF ^000000 with Ms. Ivory to make her soap.";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "Say... I wasn't expecting";
- mes "her to send a deliveryman";
- mes "until tomorrow. Why are";
- mes "you here so early anyway?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Actually, this is kind";
- mes "of an emergency. You see,";
- mes "I need the soap to make a";
- mes "key mold because I lost--";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "Never mind, never mind.";
- mes "I'm sorry I asked! So this";
- mes "is a personal favor for you,";
- mes "huh? Well, there's a bit of";
- mes "a problem that we need to";
- mes "solve first. Listen up...";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "We can only get camel";
- mes "dung after a camel eats,";
- mes "right? Well, my camel isn't";
- mes "used to eating so late in the";
- mes "day. Even if we put food in";
- mes "front of her, she won't eat it.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What? Isn't there";
- mes "something we can do?";
- mes "I mean, I'm talking about";
- mes "a life or death matter!";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "*Sigh* ...This isn't good... Okay then, let's do this.";
- mes "Sometimes I make an appetite stimulant for the camel";
- mes "when she's sick and wouldn't eat anything.";
- mes "We can try feeding her the stimulant, and make it poop.";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "Well, we can't forcefeed";
- mes "her, but we can get her to";
- mes "munch a bit on some appetite";
- mes "stimulant. I usually use that";
- mes "if she's sick, but if you say";
- mes "that this is an emergency...";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "Alright, I guess we";
- mes "can try it. But I want you";
- mes "to bring me the ingredients.";
- mes "Get me... Let's see now...";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "^4D4DFF1 Unripe Apple^000000,";
- mes "^4D4DFF5 Monster's Feed^000000,";
- mes "^4D4DFF1 Empty Bottle^000000, and";
- mes "^4D4DFF1 Yellow Potion^000000.";
- changequest 3066,3067;
- set rachel_camel,8;
- close;
- }
- else if (rachel_camel == 8) {
- if ((countitem(528) > 4) && (countitem(503) > 0) && (countitem(619) > 0) && (countitem(713) > 0)) {
- mes "[Camel Farm Owner Saraman]";
- mes "Oh good, you're back.";
- mes "Did you bring everything?";
- mes "Here, I need to mix it all";
- mes "together first before you";
- mes "can feed it to my camel.";
- mes "Just a minute now...";
- next;
- mes "^3355FFSaraman mixed all";
- mes "of the ingredients,";
- mes "and gingerly poured";
- mes "them into a bottle.^000000";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "Alright, now bring";
- mes "this to the camels over";
- mes "there. Only my Silk Sand";
- mes "Camel will know to eat it,";
- mes "so she'll come after you.";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "Once she nibbles this";
- mes "appetite stimulant, she'll";
- mes "eat her feed like crazy.";
- mes "Then the dung will flow";
- mes "like a faucet. Come on,";
- mes "why don't you give it a try?";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "Oh, right. You should";
- mes "be able to get 5 lumps";
- mes "of camel dung with those";
- mes "ingredients. That's a good";
- mes "amount to collect since that's";
- mes "what Ms. Ivory usually orders.";
- delitem 528,5; //Monster's_Feed
- delitem 503,1; //Yellow_Potion
- delitem 619,1; //Unripe_Apple
- delitem 713,1; //Empty_Bottle
- changequest 3067,3068;
- set rachel_camel,9;
- close;
- }
- else {
- mes "[Camel Farm Owner Saraman]";
- mes "Well, we can't forcefeed";
- mes "her, but we can get her to";
- mes "munch a bit on some appetite";
- mes "stimulant. I usually use that";
- mes "if she's sick, but if you say";
- mes "that this is an emergency...";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "Alright, I guess we";
- mes "can try it. But I want you";
- mes "to bring me the ingredients.";
- mes "Get me... Let's see now...";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "^4D4DFF1 Unripe Apple^000000,";
- mes "^4D4DFF5 Monster's Feed^000000,";
- mes "^4D4DFF1 Empty Bottle^000000, and";
- mes "^4D4DFF1 Yellow Potion^000000.";
- close;
- }
- }
- else if (rachel_camel == 9) {
- mes "[Camel Farm Owner Saraman]";
- mes "Once she nibbles this";
- mes "appetite stimulant, she'll";
- mes "eat her feed like crazy.";
- mes "Then the dung will flow";
- mes "like a faucet. Come on,";
- mes "why don't you give it a try?";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "Oh, right. You should";
- mes "be able to get 5 lumps";
- mes "of camel dung with those";
- mes "ingredients. That's a good";
- mes "amount to collect since that's";
- mes "what Ms. Ivory usually orders.";
- close;
- }
- else if (rachel_camel == 10) {
- mes "["+strcharinfo(0)+"]";
- mes "Mr. Saraman, none";
- mes "of the camels will eat";
- mes "this appetite stimulant...";
- mes "Am I doing something wrong?";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "Oh, yes, well...";
- mes "One of my workers";
- mes "just came by, and told me";
- mes "that my Silk Sand Camel";
- mes "disappeared somewhere...";
- mes "This is terrible news!";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "My precious Silk Sand";
- mes "Camel... It's my biggest";
- mes "business investment! I'm";
- mes "ruined without it! Please...";
- mes "I'll reward you if you can";
- mes "find my camel for me!";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "Damn it! My stupid worker";
- mes "forgot to tie her up, so";
- mes "she ended up running away!";
- mes "Ugh! Please help me find her!";
- mes "Without her, you won't be able";
- mes "to get your special camel dung.";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "Wait, don't panic...";
- mes "It'll all be alright.";
- mes "This camel moves very slowly";
- mes "so she shouldn't be far from";
- mes "here. Please find my camel";
- mes "Soony as soon as you can!";
- changequest 3069,3070;
- set rachel_camel,11;
- close;
- }
- else if (rachel_camel == 11) {
- mes "[Camel Farm Owner Saraman]";
- mes "Soony! Soony...!";
- mes "Wh-where are you?!";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "Please, help me find";
- mes "my Soony, my Silk Sand";
- mes "Camel. You won't be able to";
- mes "make your soap without her!";
- mes "And my business is really";
- mes "dependent on my Soony!";
- close;
- }
- else if (rachel_camel == 12) {
- mes "["+strcharinfo(0)+"]";
- mes "Well... I found the";
- mes "camel. Now I need to get";
- mes "all the soap ingredients.";
- mes "The sooner I do that, the";
- mes "sooner I can help Curdie.";
- close;
- }
- else if (rachel_camel > 12 && rachel_camel < 17) {
- mes "^3355FFYou already found the";
- mes "camel, so you need to collect";
- mes "the soap ingredients if you";
- mes "want to free Curdie.^000000";
- close;
- }
- else if (rachel_camel == 17) {
- mes "[Camel Farm Owner Saraman]";
- mes "Oh, it's you!";
- mes "Did you find my";
- mes "Soony? Where is she?";
- mes "What happened to her?";
- mes "Oh God, I don't know what";
- mes "I'll do without that camel!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Don't worry, Mr. Saraman,";
- mes "I found Soony at the outskirts";
- mes "of town. She hurt her leg so";
- mes "I think it'd be a good idea if";
- mes "you sent some people to";
- mes "help bring her back.";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "Thank god! Thank you, thank you so much!";
- mes "I'll send my workers over there immediately.";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "Thank goodness, you have";
- mes "no idea how valuable that";
- mes "camel is! I'll send some of";
- mes "my men to bring her home";
- mes "immediately! Thank you,";
- mes "you just saved my business!";
- next;
- mes "[Camel Farm Owner Saraman]";
- mes "Here, I want you to";
- mes "have this. Consider it";
- mes "a little thank you gift for";
- mes "what you've done for me.";
- mes "Good luck with getting";
- mes "that soap you want made.";
- changequest 3076,3077;
- getitem 617,1; //Old_Violet_Box
- set rachel_camel,18;
- close;
- }
- else if (rachel_camel == 18) {
- mes "["+strcharinfo(0)+"]";
- mes "Let's see...";
- mes "Shouldn't I be going";
- mes "to see Ms. Ivory now?";
- close;
- }
- else if (rachel_camel > 18 && rachel_camel < 24) {
- mes "[Camel Farm Owner Saraman]";
- mes "Thank you for finding my";
- mes "precious Silk Sand Camel";
- mes "Soony. Come again sometime,";
- mes "and maybe we can special my";
- mes "special camel yogurt together.";
- close;
- }
- else {
- mes "[Saraman]";
- mes "Zzz... Zzz~";
- mes "Zzz...";
- next;
- mes "^3355FFWatching this man";
- mes "snore also makes you";
- mes "want to take a snooze.^000000";
- close;
- }
-}
-
-veins,78,226,5 script Camel#camelcc1::VeinsCamel 938,{
- if (rachel_camel == 9) {
- mes "^3355FFThe camel sniffed the";
- mes "appetite stimulant, but";
- mes "brusquely turned its";
- mes "nose away from it.^000000";
- changequest 3068,3069;
- set rachel_camel,10;
- close;
- }
- else if (rachel_camel == 10) {
- mes "^3355FFThe camel sniffed the";
- mes "appetite stimulant, but";
- mes "brusquely turned its";
- mes "nose away from it.";
- mes "This probably isn't the";
- mes "camel you're looking for.^000000";
- close;
- }
- else {
- mes "[Camel]";
- mes "*Neigh* ~";
- mes "*Chew Chew*";
- close;
- }
-}
-
-veins,72,227,3 duplicate(VeinsCamel) Camel#camelcc3 938
-veins,81,222,1 duplicate(VeinsCamel) Camel#camelcc4 938
-veins,77,219,5 duplicate(VeinsCamel) Camel#camelcc5 938
-veins,73,215,8 duplicate(VeinsCamel) Camel#camelcc6 938
-veins,68,215,5 duplicate(VeinsCamel) Camel#camelcc7 938
-
-ve_fild07,235,42,3 script Silk Sand Camel 938,{
- if (rachel_camel == 11) {
- mes "^3355FFThis camel's leg is";
- mes "wounded. Although it";
- mes "seems hurt, its nostrils";
- mes "flared as soon as it saw";
- mes "the camel appetite stimulant,";
- mes "and it smacked its lips.^000000";
- next;
- mes "[Camel]";
- mes "^333333*Chew Chew~*^000000";
- mes "^333333*Smacks lips*^000000";
- next;
- mes "^3355FFThe camel started nibbling";
- mes "the stimulant, but its eating";
- mes "became quicker as it ate";
- mes "more of the feed until it";
- mes "was completely consumed.^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "This must be the";
- mes "Silk Sand Camel...";
- mes "I guess all I need to";
- mes "do is collect some of";
- mes "that precious camel dung.";
- changequest 3070,3071;
- set rachel_camel,12;
- close;
- }
- else if (rachel_camel > 11 && rachel_camel < 17) {
- if (countitem(519) > 1 && countitem(511) > 19 && countitem(909) > 9 && countitem(713) > 0) {
- mes "^3355FFThe camel can smell";
- mes "that you have food for";
- mes "it, and started salivating.";
- mes "You may as well just feed it.^000000";
- next;
- switch(rand(3)) {
- case 1:
- if (rachel_camel == 12) {
- mes "[Silk Sand Camel]";
- mes "^333333*Chew Chew~*^000000";
- mes "^333333*Smacks lips*^000000";
- next;
- mes "^3355FFThe camel ate everything,";
- mes "but it doesn't seem like";
- mes "it'll go through any bowel";
- mes "movements anytime soon.^000000";
- }
- else {
- mes "^3355FFThe camel grimaced";
- mes "as if it were suffering";
- mes "from a stomachache...";
- mes "And... Out pops 2 Sweet";
- mes "Potatoes. They're probably";
- mes "safe to eat... Hopefully.^000000";
- getitem 516,2; //Sweet_Potato
- }
- delitem 519,2; //Milk
- delitem 511,20; //Green_Herb
- delitem 909,10; //Jellopy
- close;
- case 2:
- mes "[Silk Sand Camel]";
- mes "^333333*Chew Chew~*^000000";
- mes "^333333*Smacks lips*^000000";
- next;
- mes "^3355FFThe camel grimaced";
- mes "as if it were suffering";
- mes "from a stomachache...";
- mes "Huzzah! You got a lump";
- mes "of steaming camel dung!";
- mes "This is cause for celebration!^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- if (rachel_camel == 12) {
- mes "Now all I need is";
- mes "just 4 more lumps";
- mes "of this nasty old dung.";
- set rachel_camel, 13;
- }
- else if (rachel_camel == 13) {
- mes "Awesome! I got";
- mes "2 glorious camel dung";
- mes "lumps! Only 3 more to go!";
- set rachel_camel, 14;
- }
- else if (rachel_camel == 14) {
- mes "Yes! Now I have";
- mes "3 camel dung lumps.";
- mes "Just 2 more... I'm more";
- mes "than halfway done!";
- set rachel_camel, 15;
- }
- else if (rachel_camel == 15) {
- mes "4 lumps of camel dung...";
- mes "Heh heh! This is going";
- mes "better than I thought!";
- mes "Only 1 more to go!";
- set rachel_camel, 16;
- }
- else if (rachel_camel == 16) {
- mes "In my hands...";
- mes "I am holding";
- mes "5 lumps of camel dung.";
- mes "This is my finest moment.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Never, in all my years";
- mes "of adventuring, saving the";
- mes "oppressed, protecting the";
- mes "innocent, did I dare dream";
- mes "that I'd accomplish such";
- mes "a magnificent feat.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I am so happy--nay--";
- mes "^4D4DFFproud^000000 that my strength, my";
- mes "valor, and my determination";
- mes "was up to this task. May the";
- mes "annals of history never forget";
- mes "this day! Long live "+strcharinfo(0)+"!";
- next;
- mes "^3355FFIt's time for you to";
- mes "return to Mr. Saraman.^000000";
- set rachel_camel, 17;
- }
- delitem 519,2; //Milk
- delitem 511,20; //Green_Herb
- delitem 909,10; //Jellopy
- delitem 713,1; //Empty_Bottle
- close;
- default:
- mes "[Silk Sand Camel]";
- mes "^333333*Chew Chew~*^000000";
- mes "^333333*Smacks lips*^000000";
- next;
- mes "^3355FFThe camel grimaced";
- mes "as if it were suffering";
- mes "from a stomachache...";
- mes "And... Out pops a Sweet";
- mes "Potato. It's probably";
- mes "safe to eat... Maybe.^000000";
- delitem 519,2; //Milk
- delitem 511,20; //Green_Herb
- delitem 909,10; //Jellopy
- getitem 516,1; //Sweet_Potato
- close;
- }
- }
- else {
- mes "["+strcharinfo(0)+"]";
- if (rachel_camel == 12) {
- mes "I need to feed this camel if";
- mes "I ever want to get any dung";
- mes "from it. Let's see, Mr. Saraman";
- mes "mentioned that the items I got";
- mes "for Ms. Ivory were actually";
- mes "camel feed. I need to have...";
- }
- else {
- mes "Did I run out of feed";
- mes "already? Nuts, if I want";
- mes "to feed this camel again,";
- mes "then I need to bring it...";
- }
- next;
- mes "["+strcharinfo(0)+"]";
- mes "^4D4DFF2 Milk^000000,";
- mes "^4D4DFF20 Green Herbs^000000,";
- mes "^4D4DFF10 Jellopies^000000, and";
- mes "^4D4DFF1 Empty Bottles^000000.";
- next;
- mes "[Silk Sand Camel]";
- mes "*Chew Chew*";
- mes "*Neigh Neigh*~";
- close;
- }
- }
- else if (rachel_camel == 17) {
- mes "["+strcharinfo(0)+"]";
- mes "I managed to get the soap";
- mes "ingredients: 5 of those";
- mes "camel dung lumps. I should";
- mes "head back to Mr. Saraman to";
- mes "tell him where his camel is,";
- mes "and then go to Ms. Ivory.";
- close;
- }
- else {
- mes "[Silk Sand Camel]";
- mes "*Neigh Neigh*~";
- next;
- mes "^3355FFSilly camel.^000000";
- close;
- }
-}
-
-veins,221,120,5 script Young Town Native 943,{
- if (rachel_camel == 3) {
- mes "[Native Young Man]";
- mes "My name is Toby.";
- mes "I was born and raised here,";
- mes "and no one knows more about";
- mes "this town than me. Feel free";
- mes "to ask if you need to find";
- mes "your way around here.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Excuse me, but do";
- mes "you know where I can";
- mes "find a locksmith?";
- next;
- mes "[Toby]";
- mes "Of course, I do!";
- mes "Mr. Lockenlock is a famous";
- mes "locksmith, and he makes almost";
- mes "all the keys and locks in Veins";
- mes "and even in Rachel.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Mr. Lockenlock, eh?";
- mes "So where can I find him?";
- next;
- mes "[Toby]";
- mes "Oh, he's always sitting";
- mes "somewhere in the market";
- mes "street. He drinks a lot,";
- mes "though, so he doesn't really";
- mes "work when he's hung over.";
- next;
- mes "[Toby]";
- mes "Ah, but you know what'll";
- mes "shock him back to sobriety?";
- mes "A Yellow Potion! It never";
- mes "fails with that guy!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I see.";
- mes "Thanks for";
- mes "the advice.";
- next;
- mes "[Toby]";
- mes "You're so very";
- mes "welcome! It's just...";
- mes "After all these years...";
- mes "I'm finally useful to someone!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "...Ha...?";
- next;
- mes "^3355FFFind Mr. Lockenlock";
- mes "in the market street, and";
- mes "bring him a Yellow Potion.^000000";
- changequest 3062,3063;
- set rachel_camel,4;
- close;
- }
- else if (rachel_camel == 4) {
- mes "[Toby]";
- mes "After all these years...";
- mes "I'm finally useful to someone!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "...Ha...?";
- next;
- mes "^3355FFFind Mr. Lockenlock";
- mes "in the market street, and";
- mes "bring him a Yellow Potion.^000000";
- close;
- }
- else {
- mes "[Native Young Man]";
- mes "My name is Toby.";
- mes "I was born and raised here,";
- mes "and no one knows more about";
- mes "this town than me. Feel free";
- mes "to ask if you need to find";
- mes "your way around here.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "No, thanks.";
- next;
- mes "[Native Young Man]";
- mes "You don't...";
- mes "^333333*Sob*^000000 You don't";
- mes "need me at all?";
- close;
- }
-}
-
-// Thor Volcano Base Quest
-//============================================================
-
-ra_temin,87,133,1 script Rachel Guard#vol1 934,5,2,{
- if (aru_vol == 2) {
- mes "[Guard Karlum]";
- mes "High Priest Vildt isn't";
- mes "here right now. Please";
- mes "come back later if you";
- mes "wish to see him.";
- next;
- select("Think of a Distraction");
- mes "["+strcharinfo(0)+"]";
- mes "This guy's not going to";
- mes "let me pass. Let's see...";
- mes "Is there some way I could";
- mes "get him to leave? What, or";
- mes "even ^FF0000who^000000, could distract him?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Wait a second...";
- mes "Of course! I should";
- mes "talk to him about...";
- next;
- input .@input$;
- mes "["+strcharinfo(0)+"]";
- mes "Wait a second...";
- mes "Of course! I should";
- mes "talk to him about ^FF0000"+.@input$+"^000000 !!";
- next;
- if (.@input$ != "Lamir") {
- mes "["+strcharinfo(0)+"]";
- mes "What the...?";
- mes "Where did I think of that?";
- mes "That doesn't make any sense...";
- close;
- }
- mes "["+strcharinfo(0)+"]";
- mes "That's right! I talked";
- mes "to Lamir a while ago.";
- mes "If she's right, then this";
- mes "guy must be Karlum, the guy";
- mes "who's totally in love with her.";
- mes "Hmm... I know what I'll say...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "^333333*Ahem*^000000 Excuse me,";
- mes "but are you Karlum?";
- mes "I've got a message for you.";
- next;
- mes "[Guard Karlum]";
- mes "A message for me?";
- mes "Is that why you're still";
- mes "loitering around? Well,";
- mes "spit it out. I can't waste";
- mes "too much time on the job...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You know ^3131FFLamir^000000, right?";
- next;
- emotion e_omg;
- mes "[Guard Karlum]";
- mes "Lamir? Oh... My.";
- mes "Oh no! Did something";
- mes "bad happen to her?";
- mes "Quick, tell me!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "No, nothing like that.";
- mes "She just told me that she";
- mes "had something important to";
- mes "tell you, and that you had to";
- mes "come see her when you're free.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I tried to ask her";
- mes "more, but she just kept";
- mes "blushing and turning away.";
- mes "Is there something going";
- mes "on between you too?";
- next;
- mes "[Guard Karlum]";
- mes "...I don't believe it.";
- mes "Finally. After all these";
- mes "years. She feels the same";
- mes "way I feel for her! My midnight";
- mes "serenade a few days ago";
- mes "must've touched her heart.";
- next;
- mes "[Guard Karlum]";
- mes "Screw this stupid job!";
- mes "I've made my choice, and";
- mes "I choose true love! I can't";
- mes "keep Lamir waiting any longer!";
- set aru_vol,3;
- donpcevent "vol_time::OnEnable";
- close2;
- disablenpc "Rachel Guard#vol1";
- end;
- }
- else if ((aru_vol> 2) && (aru_vol < 5)) {
- mes "[Guard Karlum]";
- mes "Hey! Lamir told me that";
- mes "she didn't want to see";
- mes "me at all! What's your";
- mes "game, huh? Do you think";
- mes "I'm that easy to trick?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What? Is that what";
- mes "happened? I could've";
- mes "sworn th--Oooh. I get it now.";
- mes "She must be playing hard to";
- mes "get. That must mean that";
- mes "she's reeeeally into you.";
- next;
- mes "[Guard Karlum]";
- mes "Ah! That makes perfect";
- mes "sense! No wonder she treated";
- mes "me that way! Hahaha! I should";
- mes "have figured it out sooner!";
- mes "Well then, I should go see";
- mes "her and play hard to get too!";
- donpcevent "vol_time::OnEnable";
- close2;
- disablenpc "Rachel Guard#vol1";
- end;
- }
- else {
- mes "[Guard Karlum]";
- mes "High Priest Vildt isn't";
- mes "here right now. Please";
- mes "come back later if you";
- mes "wish to see him.";
- close;
- }
-
-OnInit:
- enablenpc "Rachel Guard#vol1";
- end;
-
-OnTouch:
- warp "ra_temin",85,137;
- close;
-}
-
-ra_temin,82,133,7 script Rachel Guard#vol2 934,5,2,{
- mes "[Guard Krodger]";
- mes "High Priest Vildt isn't";
- mes "here right now. Please";
- mes "come back later if you";
- mes "wish to see him.";
- close;
-
-OnInit:
- enablenpc "Rachel Guard#vol2";
- end;
-
-OnTouch:
- warp "ra_temin",85,137;
- close;
-}
-
-ra_temin,115,140,1 script Flower Vase#vol 111,{
- if ((aru_vol> 2) && (aru_vol < 5)) {
- mes "^3355FFYou find a giant";
- mes "vase full of beautiful";
- mes "flowers that look freshly";
- mes "picked from a garden.^000000";
- next;
- if (select("Destroy Vase:Don't Destroy Vase") == 1) {
- mes "^3355FFYou grasp the flower";
- mes "vase with both hands, and";
- mes "then hurl it to the ground.^000000";
- next;
- mes "^3355FF*Crash!*^000000";
- next;
- mes "[Guard Krodger]";
- mes "Who's there?!";
- disablenpc "Rachel Guard#vol2";
- enablenpc "Rachel Guard#vol2_1";
- donpcevent "vol_time2::OnEnable";
- set aru_vol,4;
- disablenpc "Flower Vase#vol";
- close;
- }
- mes "["+strcharinfo(0)+"]";
- mes "A lot of loving care";
- mes "was put into arranging";
- mes "these flowers.. I can't";
- mes "bear to disturb their beauty.";
- next;
- mes "^3355FFAnd so you just";
- mes "stood there, looking";
- mes "a bit pitiable, but not";
- mes "really all that pathetic.^000000";
- close;
- }
- mes "^3355FFYou find a giant";
- mes "vase full of beautiful";
- mes "flowers that look freshly";
- mes "picked from a garden.^000000";
- close;
-}
-
-ra_temin,85,131,0 script path_vol1 -1,5,0,{
-OnTouch:
- if ((aru_vol != 3) && (aru_vol != 4)) {
- warp "ra_temin",85,137;
- }
- end;
-}
-
-ra_temin,82,131,0 script path_vol1#2 -1,5,0,{
-OnTouch:
- if (aru_vol != 4) {
- warp "ra_temin",85,137;
- }
- end;
-}
-
-ra_temin,82,127,0 script path_vol1#3 -1,5,1,{
-OnTouch:
- if (aru_vol == 5) {
- warp "ra_temin",84,124;
- }
- end;
-}
-
-ra_temin,40,124,3 script Female Follower#vol 920,{
- mes "[Lamir]";
- mes "^333333*Sigh*^000000 High Priest Vildt";
- mes "left over so much food after";
- mes "eating. Didn't he learn to";
- mes "finish all of his food?";
- next;
- mes "[Lamir]";
- mes "You know, my mother used";
- mes "to threaten that she'd force";
- mes "me to marry Karlum if I didn't";
- mes "finish all my food when I was";
- mes "a kid. I learned never to";
- mes "leave any leftovers that way~";
- next;
- select("Who's Karlum?");
- mes "[Lamir]";
- mes "Karlum? Oh, he's been";
- mes "chasing me ever since we";
- mes "were kids, declaring his";
- mes "love and all that. Even";
- mes "after we grew up, he's still";
- mes "stubborn about that point.";
- next;
- mes "[Lamir]";
- mes "Ugh! Even today, he";
- mes "still gets on my nerves!";
- mes "I mean, it's great that he's";
- mes "a guard at High Priest Vildt's";
- mes "office, but come on! Why can't";
- mes "he bother another girl?";
- if (aru_vol == 1) {
- set aru_vol,2;
- }
- close;
-}
-
-ra_temin,42,124,3 script Rachel Guard#vol1_1 934,{
- end;
-
-OnInit:
- disablenpc "Rachel Guard#vol1_1";
- end;
-}
-
-ra_temin,5,5,3 script vol_time 844,{
-OnInit:
- stopnpctimer;
- end;
-
-OnEnable:
- initnpctimer;
- enablenpc "Rachel Guard#vol1_1";
- end;
-
-OnTimer10000:
- mapannounce "ra_temin","Guard Karlum: Lamir! It's Karlum! Your love is here!",bc_map,"0xFFCE00";
- end;
-
-OnTimer15000:
- mapannounce "ra_temin","Lamir: Karlum? What are you doing here?",bc_map,"0xFFCE00";
- end;
-
-OnTimer20000:
- mapannounce "ra_temin","Guard Karlum: Lamir, you can stop pretending now. I've come to realize that your coldness masks your love~",bc_map,"0xFFCE00";
- end;
-
-OnTimer30000:
- mapannounce "ra_temin","Lamir: What are you talking about? Sorry, Karlum, but I don't have any special feelings for you.",bc_map,"0xFFCE00";
- end;
-
-OnTimer35000:
- mapannounce "ra_temin","Guard Karlum: I know, it's embarrassing to confess your true feelings~",bc_map,"0xFFCE00";
- end;
-
-OnTimer40000:
- mapannounce "ra_temin","Guard Karlum: However, I can't deny that your shyness is breaking my heart.",bc_map,"0xFFCE00";
- end;
-
-OnTimer45000:
- mapannounce "ra_temin","Lamir: Karlum, when will you realize that I haven't, and won't ever fall in love with you?",bc_map,"0xFFCE00";
- end;
-
-OnTimer50000:
- mapannounce "ra_temin","Guard Karlum: .............",bc_map,"0xFFCE00";
- end;
-
-OnTimer55000:
- mapannounce "ra_temin","Guard Karlum: Wha--? But I thought...? Huh, sorry. I should get going...",bc_map,"0xFFCE00";
- stopnpctimer;
- disablenpc "Rachel Guard#vol1_1";
- enablenpc "Rachel Guard#vol1";
- end;
-}
-
-ra_temin,113,140,1 script Rachel Guard#vol2_1 934,{
- mes "[Guard Krodger]";
- mes "What's with this vase?";
- mes "They always send me out";
- mes "here to clean up this mess!";
- mes "I mean, it happens so often,";
- mes "I don't think it's accidental.";
- mes "You think it's vandals?";
- close;
-
-OnInit:
- disablenpc "Rachel Guard#vol2_1";
- end;
-}
-
-ra_temin,5,5,1 script vol_time2 844,{
-OnInit:
- stopnpctimer;
- end;
-
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer30000:
- mapannounce "ra_temin","Guard Krodger: Phew~, now I'm done cleaning up this mess.",bc_map,"0xFFCE00";
- stopnpctimer;
- disablenpc "Rachel Guard#vol2_1";
- enablenpc "Rachel Guard#vol2";
- enablenpc "Flower Vase#vol";
- end;
-}
-
-ra_temin,87,118,3 script Drawer#vol1::VeinsDrawer 111,{
- mes "^3355FFThere are some neatly";
- mes "printed and organized";
- mes "documents inside";
- mes "these drawers.^000000";
- close;
-}
-
-ra_temin,83,118,3 duplicate(VeinsDrawer) Drawer#vol2 111
-
-ra_temin,85,118,3 script Drawer#vol3 111,{
- if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (aru_vol == 4) {
- mes "^3355FFYou find a thick pile";
- mes "of reports submitted";
- mes "to the high priest";
- mes "inside this drawer.^000000";
- next;
- if (select("Check the Reports:Cancel") == 1) {
- mes "["+strcharinfo(0)+"]";
- mes "Well, it might not to";
- mes "the most moral thing,";
- mes "but I get the feeling";
- mes "that I should at least";
- mes "check some of these out.";
- next;
- mes "^3355FFYou started shuffling";
- mes "through the documents,";
- mes "glancing at a few that";
- mes "catch your interest.^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ooh...";
- mes "This might be";
- mes "what I'm looking for.";
- next;
- mes "^3355FFYou take the thick report";
- mes "labeled ''Veins Geological";
- mes "Research Institute'' on";
- mes "the cover, and then you";
- mes "close the drawer.^000000";
- changequest 2114,2115;
- set aru_vol,5;
- getitem 7342,1; //File01
- close;
- }
- mes "["+strcharinfo(0)+"]";
- mes "Forget it.";
- mes "I didn't get permission";
- mes "to look through these files.";
- close;
- }
- else if (aru_vol == 5) {
- if (countitem(7342) < 1) {
- mes "["+strcharinfo(0)+"]";
- mes "Oh! Here's another";
- mes "copy of that report";
- mes "I wanted! Pretty lucky~";
- getitem 7342,1; //File01
- close;
- }
- mes "^3355FFYou find a thick pile";
- mes "of reports submitted";
- mes "to the high priest";
- mes "inside this drawer.^000000";
- close;
- }
- mes "^3355FFYou find a thick pile";
- mes "of reports submitted";
- mes "to the high priest";
- mes "inside this drawer.^000000";
- close;
-}
-
-ra_temin,88,117,3 script Goddess Statue#vol1 111,{
- mes "^3355FFIt's a statue of Freya,";
- mes "a goddess revered for her";
- mes "clemency and wisdom.^000000";
- close;
-}
-
-ra_temin,73,126,1 script Ladder#vol1 111,{
- if (aru_vol == 5) {
- mes "["+strcharinfo(0)+"]";
- mes "Wait, I can use this";
- mes "ladder to sneak out of";
- mes "here! I snuck inside so";
- mes "I'd get caught if I just";
- mes "passed the guards...";
- next;
- if (select("Climb Ladder:Cancel") == 1) {
- mes "^3355FFYou climbed the";
- mes "ladder over the";
- mes "wall and snuck out.^000000";
- close2;
- warp "ra_temin",74,136;
- end;
- }
- mes "^3355FFYou decided not to climb";
- mes "up the ladder for now.^000000";
- close;
- }
- end;
-}
-
-ve_in,280,223,0 script #volroom -1,2,2,{
-OnTouch:
- if (aru_vol == 6) {
- mes "^3355FFThis house looks like";
- mes "it's been abandoned for";
- mes "a while: the floor is thickly";
- mes "covered with dust and many";
- mes "pieces of discarded paper.^000000";
- next;
- mes "^3355FFOne particular piece";
- mes "of paper catches your";
- mes "attention. You pick it";
- mes "up and give it a read.^000000";
- next;
- mes "[Paper]";
- mes "''^333333The regularly scheduled";
- mes "geological survey had been";
- mes "postponed for over a week.";
- mes "Please submit your report";
- mes "to us as soon as possible.^000000''";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Although the sender's";
- mes "name isn't on this letter,";
- mes "I can guess who wrote it. ";
- mes "Speaking of which...";
- mes "Where's the geologist?";
- set aru_vol,7;
- close;
- }
- else if (aru_vol < 6) {
- mes "^3355FFThis house looks like";
- mes "it's been abandoned for";
- mes "a while: the floor is thickly";
- mes "covered with dust and many";
- mes "pieces of discarded paper.^000000";
- close;
- }
- end;
-}
-
-veins,159,171,3 script Towner#vol 945,{
- mes "[Towner]";
- mes "The small office on the";
- mes "2nd floor of this weapon";
- mes "shop is occupied by a";
- mes "geologist. At least, he's";
- mes "supposed to be one...";
- next;
- mes "[Towner]";
- mes "The guy might be a quack:";
- mes "all he does is drink and";
- mes "flirt with skanky women";
- mes "all day. I thought scholars";
- mes "are supposed to read and study";
- mes "and discover things, you know?";
- close;
-}
-
-ve_in,233,116,3 script Drunken Man#vol 901,{
- if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (aru_vol < 7) {
- mes "[Drunken Man]";
- mes "So... ^333333*Urp*^000000";
- mes "So then I said...";
- next;
- mes "[Drunken Man]";
- mes "''^3131FFHey, buddy! A man";
- mes "uses his back to talk,";
- mes "not his fists! You wanna";
- mes "piece of me? Bring it on!^000000''";
- next;
- mes "[Drunken Man]";
- mes "Then he got all";
- mes "scared, and ran away!";
- mes "Hahahaha! Guess I look";
- mes "pretty tough, don't I?";
- next;
- emotion e_lv,0,"Drunken Lady#1";
- emotion e_lv,0,"Drunken Lady#2";
- mes "[Ladies]";
- mes "Oh, my God!";
- mes "You're so cool~!";
- next;
- mes "[Drunken Man]";
- mes "Well... Anyone would";
- mes "have done it. I was just";
- mes "being a gentleman.";
- mes "Hahahah, that's right!";
- close;
- }
- else if (aru_vol == 7) {
- mes "[Drunken Man]";
- mes "So... ^333333*Urp*^000000";
- mes "So then I said...";
- next;
- mes "[Drunken Man]";
- mes "''^3131FFHey, buddy! A man";
- mes "uses his back to talk,";
- mes "not his fists! You wanna";
- mes "piece of me? Bring it on!^000000''";
- next;
- mes "[Drunken Man]";
- mes "Then he got all";
- mes "scared, and ran away!";
- mes "Hahahaha! Guess I look";
- mes "pretty tough, don't I?";
- next;
- emotion e_lv,0,"Drunken Lady#1";
- emotion e_lv,0,"Drunken Lady#2";
- mes "[Ladies]";
- mes "Oh, my God!";
- mes "You're so cool~!";
- next;
- mes "[Drunken Man]";
- mes "Well... Anyone would";
- mes "have done it. I was just";
- mes "being a gentleman.";
- mes "Hahahah, that's right!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Excuse me, but are";
- mes "you the executive director";
- mes "of the Veins Geological Team?";
- next;
- mes "[Drunken Man]";
- mes "Yeah, sure! Executive";
- mes "director, deputy director,";
- mes "director, researcher, CEO,";
- mes "no... No, wait, that last one";
- mes "doesn't sound right. Hah!";
- mes "I'm all of those~";
- next;
- mes "[Drunken Man]";
- mes "I'm the executive director...";
- mes "I'm the only one that works";
- mes "at the institute, really.";
- mes "Why, what do you want?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Uhh... There are some";
- mes "official notices for you";
- mes "at your office. I guess you";
- mes "need to get some surveys";
- mes "done? They sound like";
- mes "they're pretty important.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Maybe...";
- mes "Maybe even ^FF0000urgent^000000.";
- next;
- mes "[Drunken Man]";
- mes "Wha--? Hey, what day";
- mes "is it today? Damn it!";
- mes "Fine, fine, time to get";
- mes "to work. Just when I was";
- mes "really enjoying myself too!";
- mes "Argh, I never wanna be sober!";
- next;
- mes "[Drunken Man]";
- mes "But... Working is the";
- mes "only way for me to afford";
- mes "all this drinking... Such";
- mes "is life. Such is life.";
- next;
- mes "[Ladies]";
- mes "Where are you going?";
- mes "Can't you stay a bit";
- mes "longer and talk with";
- mes "us? Pleeeeeease?";
- next;
- mes "[Drunken Man]";
- mes "Sorry, ladies,";
- mes "but duty calls.";
- mes "Hahahahahahha~";
- next;
- emotion e_lv,0,"Drunken Lady#1";
- emotion e_lv,0,"Drunken Lady#2";
- mes "[Ladies]";
- mes "Please don't go~";
- next;
- mes "[Drunken Man]";
- mes "Ahem!";
- mes "Let's see now.";
- mes "What'd be best...?";
- mes "..............................";
- mes "..............................";
- mes "..............................";
- next;
- mes "[Drunken Man]";
- mes "..............................";
- mes "..............................";
- mes "........................Right!";
- next;
- mes "[Drunken Man]";
- mes "Hey, you.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Yes?";
- next;
- emotion e_no1;
- mes "[Drunken Man]";
- mes "I hereby promote you as";
- mes "chief researcher of the";
- mes "Veins Geological Research";
- mes "Institute. Congratulations!";
- mes "Welcome to the team, friend!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Huh...?";
- mes "I don't understand";
- mes "what you're talking about!";
- next;
- mes "[Drunken Man]";
- mes "Heh! You should be grateful";
- mes "that I'm accepting you as my";
- mes "student! Everyone'd be proud";
- mes "to study under me, Gio, the";
- mes "world's greatest geologist!";
- mes "(Well, maybe.)";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hey, I never--";
- next;
- mes "[Geologist Gio]";
- mes "Ah-ah! Now that you're";
- mes "my student, I expect you";
- mes "to work hard if you're going";
- mes "to learn anything. First thing";
- mes "first--go to my office and";
- mes "clear up my belated business.";
- next;
- mes "[Geologist Gio]";
- mes "Here, take this ^FF0000reference";
- mes "guide^000000 with you to my office.";
- mes "When you check my desk, you'll";
- mes "find a ^FF0000pyrometer^000000 and a ^FF0000report";
- mes "form^000000. You'll need to bring all";
- mes "that stuff to Thor Volcano.";
- next;
- mes "[Geologist Gio]";
- mes "When you get to Thor Volcano,";
- mes "use the pryometer to check the";
- mes "volcano's temperature, and";
- mes "fill out the report form.";
- next;
- mes "[Geologist Gio]";
- mes "Take the filled report";
- mes "form to the geology camp";
- mes "that's deep inside the volcano";
- mes "so that they can stamp their";
- mes "confirmation on it. That's";
- mes "not so hard now, is it?";
- next;
- mes "[Geologist Gio]";
- mes "Ahh, I've also decided";
- mes "to take these lovely ladies";
- mes "on as my students as well~";
- mes "I should stay here and";
- mes "entreat them to a lecture.";
- next;
- emotion e_lv,0,"Drunken Lady#1";
- emotion e_lv,0,"Drunken Lady#2";
- mes "[Ladies]";
- mes "Oh~! You'll really";
- mes "teach us geology?";
- next;
- mes "[Geologist Gio]";
- mes "Oh, right! When they";
- mes "ask you about the volcano's";
- mes "temperature when you submit";
- mes "the report at the geological";
- mes "camp, make something up.";
- mes "Make sure it sounds bad!";
- next;
- mes "[Geologist Gio]";
- mes "Words like ''explosion,''";
- mes "''disaster,'' and ''collatoral";
- mes "damage'' would be perfect.";
- mes "Just do your part, and I'll";
- mes "take care of the rest. Okay~";
- mes "Come back soon, my pupil!";
- next;
- mes "^3355FFWell, this isn't what";
- mes "you expected, but you get";
- mes "the feeling that this will";
- mes "all turn out in your favor.";
- mes "You know that feeling, right?^000000";
- changequest 2116,2117;
- set aru_vol,8;
- getitem 7705,1; //Note_Of_Geologist
- close;
- }
- else if ((aru_vol > 7) && (aru_vol < 24)) {
- mes "[Geologist Gio]";
- mes "Hey, you'd better hurry";
- mes "it up. I mean, you're the";
- mes "one that found that notice";
- mes "in my office, didn't you?";
- mes "You know how important";
- mes "this work is to us!";
- next;
- mes "[Geologist Gio]";
- mes "Get the pyrometer,";
- mes "and go to Thor Volcano";
- mes "to fill out the report";
- mes "form and submit it to";
- mes "the geological camp!";
- close;
- }
- else if (aru_vol == 24) {
- mes "[Geologist Gio]";
- mes "Well, those are";
- mes "nice legs, but they're";
- mes "not the best pair I've see--";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I'm back.";
- next;
- mes "[Geologist Gio]";
- mes "*Ahem* And that's how";
- mes "erosion... Works. Tomorrow,";
- mes "I'll teach you ladies all";
- mes "about rocks. All of them.";
- next;
- mes "[Geologist Gio]";
- mes "Welcome back! So,";
- mes "how was the volcanic";
- mes "temperature report?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Well, I did what you";
- mes "told me. Hey, are you";
- mes "sure you wanted me to";
- mes "exaggerate the temperature?";
- mes "What about the camp?";
- next;
- mes "[Geologist Gio]";
- mes "Oh, don't worry about";
- mes "the temperature. It's";
- mes "supposed to go up.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What are you...?";
- mes "Actually, I thought that";
- mes "maybe the pryometer";
- mes "might be broken.";
- next;
- mes "[Geologist Gio]";
- mes "Heh! You're right~";
- mes "I broke it on purpose.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What?!";
- next;
- mes "[Geologist Gio]";
- mes "You know, it's hard for";
- mes "scholars like me to make";
- mes "a decent living. Hell, I was";
- mes "lucky enough to get that";
- mes "temperature measuring job";
- mes "from the geological camp.";
- next;
- mes "[Geologist Gio]";
- mes "Those guys've been trying";
- mes "to fire me ever since they";
- mes "realized the volcano became";
- mes "dormant. But... They can't";
- mes "fire me if there's proof that";
- mes "it might go off anytime!";
- next;
- mes "[Geologist Gio]";
- mes "Then, when they're all";
- mes "panicked, I calmly and";
- mes "suavely offer a solution";
- mes "that looks like it works.";
- mes "Of course, there's never";
- mes "a problem to begin with...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "So...";
- mes "You're a con man.";
- next;
- mes "[Geologist Gio]";
- mes "Awww, don't look at";
- mes "me like that. I'm a real";
- mes "scientist. Come on...";
- mes "Oh, come on...";
- next;
- mes "[Geologist Gio]";
- mes "Look, why don't you head";
- mes "back to my institute and";
- mes "check out my bookshelf?";
- mes "I keep a small box there";
- mes "where I keep all sorts";
- mes "of nifty little goodies.";
- next;
- mes "[Geologist Gio]";
- mes "You can have the very";
- mes "first thing that pops out";
- mes "of that box. I wonder if the";
- mes "goddess will grace you";
- mes "with good fortune. You";
- mes "might get something good~";
- next;
- mes "[Geologist Gio]";
- mes "Consider it your";
- mes "payment for a job";
- mes "well done. Good work!";
- mes "I expected nothing less";
- mes "from my star pupil!";
- changequest 60211,60212;
- set aru_vol,25;
- delitem 7342,1; //File01
- delitem 7704,1; //Broken_Thermometer
- delitem 7705,1; //Note_Of_Geologist
- close;
- }
- mes "[Drunken Man]";
- mes "So... ^333333*Urp*^000000";
- mes "So then I said...";
- next;
- mes "[Drunken Man]";
- mes "''^3131FFHey, buddy! A man";
- mes "uses his back to talk,";
- mes "not his fists! You wanna";
- mes "piece of me? Bring it on!^000000''";
- next;
- mes "[Drunken Man]";
- mes "Then he got all";
- mes "scared, and ran away!";
- mes "Hahahaha! Guess I look";
- mes "pretty tough, don't I?";
- next;
- emotion e_lv,0,"Drunken Lady#1";
- emotion e_lv,0,"Drunken Lady#2";
- mes "[Ladies]";
- mes "Oh, my God!";
- mes "You're so cool~!";
- next;
- mes "[Drunken Man]";
- mes "Well... Anyone would";
- mes "have done it. I was just";
- mes "being a gentleman.";
- mes "Hahahah, that's right!";
- close;
-}
-
-ve_in,232,117,5 script Drunken Lady#1 940,{
- mes "[Drunken Lady]";
- mes "This guys' actually";
- mes "pretty boring, but...";
- mes "I get free drinks if";
- mes "I can put up with him~";
- close;
-}
-
-ve_in,234,115,3 script Drunken Lady#2 940,{
- mes "[Drunken Lady]";
- mes "This tavern might look";
- mes "luxurious and gorgeous,";
- mes "but the drinks here stink!";
- mes "I can mix better drinks";
- mes "at home, no sweat at all~";
- close;
-}
-
-ve_in,277,229,3 script Wall Closet#vol 111,{
- if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (aru_vol == 8) {
- if (countitem(7704) == 0) {
- mes "^3355FFYou found the";
- mes "pyrometer inside";
- mes "the closet.^000000";
- getitem 7704,1; //Broken_Thermometer
- close;
- }
- mes "^3355FFThere's so much junk";
- mes "crammed in here!^000000";
- close;
- }
- mes "^3355FFThere's so much junk";
- mes "crammed in here!^000000";
- close;
-}
-
-ve_in,281,214,3 script Bookshelf#vol 111,{
- if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (aru_vol == 8) {
- if (countitem(7342) == 0) {
- mes "^3355FFYou find a bundle";
- mes "of reports carelessly";
- mes "stuck between some";
- mes "books on this bookshelf.^000000";
- getitem 7342,1; //File01
- close;
- }
- mes "^3355FFThere's a lot of";
- mes "scattered books and";
- mes "notebooks lying on";
- mes "this bookshelf.^000000";
- close;
- }
- else if ((aru_vol > 8) && (aru_vol < 25)) {
- mes "^3355FFThere's a lot of";
- mes "scattered books and";
- mes "notebooks lying on";
- mes "this bookshelf.^000000";
- close;
- }
- else if (aru_vol == 25) {
- mes "^3355FFThere's a lot of";
- mes "scattered books and";
- mes "notebooks lying on";
- mes "this bookshelf.^000000";
- next;
- mes "^3355FFAfter a quick look,";
- mes "you notice the grayish";
- mes "purple box that Gio was";
- mes "talking about it. You close";
- mes "your eyes, and reach inside";
- mes "Gio's purple box of goodies.^000000";
- next;
- changequest 60212,60213;
- set aru_vol,26;
- set .@box_box,rand(1,20);
- if (.@box_box < 7) {
- getitem 12104,1; //Random_Quiver
- }
- else if ((.@box_box > 6) && (.@box_box < 9)) {
- getitem 661,1; //Sway_Apron
- }
- else if ((.@box_box > 8) && (.@box_box < 20)) {
- getitem 12027,5; //Giggling_Box
- }
- else {
- getitem 12103,1; //Bloody_Dead_Branch
- }
- getexp 80000,0;
- mes "^3355FFWell, you've done all";
- mes "that you could here.";
- mes "Now would be a good time";
- mes "to return to High Priest Zhed.^000000";
- close;
- }
- mes "^3355FFThere's a lot of";
- mes "scattered books and";
- mes "notebooks lying on";
- mes "this bookshelf.^000000";
- close;
-}
-
-thor_v01,37,234,3 script Hot Land Surface#1 111,{
- if (aru_vol == 8) {
- if ((countitem(7704) > 0) && (countitem(7342) > 0)) {
- mes "^3355FFYou use the pyrometer";
- mes "to check the surface";
- mes "temperature of the ground";
- mes "here in the volcano.^000000";
- next;
- mes "^3131FFBeep-- Beep-- Bee-^000000";
- next;
- mes "^3131FFCurrent Temperature: 2300 ThT^000000";
- next;
- mes "^3355FFYou record the";
- mes "temperature in";
- mes "your report.^000000";
- changequest 2117,2118;
- set aru_vol,9;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I should take a few more";
- mes "temperature measurements";
- mes "before I submit this report,";
- mes "just to be absolutely sure.";
- close;
- }
- mes "^3355FFYou need both the";
- mes "pyrometer and the";
- mes "report form to measure";
- mes "and record the temperature";
- mes "of the ground's surface here.^000000";
- close;
- }
- mes "^3355FFThis patch of ground";
- mes "emits an intense heat";
- mes "that stings your face.^000000";
- close;
-}
-
-thor_v02,165,37,3 script Hot Land Surface#2 111,{
- if (aru_vol == 9) {
- if ((countitem(7704) > 0) && (countitem(7342) > 0)) {
- mes "^3355FFYou use the pyrometer";
- mes "to check the surface";
- mes "temperature of the ground";
- mes "here in the volcano.^000000";
- next;
- mes "^3131FFBeep-- Beep-- Bee-^000000";
- next;
- mes "^3131FFCurrent Temperature: 2270 ThT^000000";
- next;
- mes "^3355FFYou record the";
- mes "temperature in";
- mes "your report.^000000";
- changequest 2118,2119;
- set aru_vol,10;
- close;
- }
- mes "^3355FFYou need both the";
- mes "pyrometer and the";
- mes "report form to measure";
- mes "and record the temperature";
- mes "of the ground's surface here.^000000";
- close;
- }
- mes "^3355FFThis patch of ground";
- mes "emits an intense heat";
- mes "that stings your face.^000000";
- close;
-}
-
-thor_v02,170,100,3 script Hot Land Surface#3 111,{
- if (aru_vol == 10) {
- if ((countitem(7704) > 0) && (countitem(7342) > 0)) {
- mes "^3355FFYou use the pyrometer";
- mes "to check the surface";
- mes "temperature of the ground";
- mes "here in the volcano.^000000";
- next;
- mes "^3131FFBeep-- Beep-- Bee-^000000";
- next;
- mes "^3131FFCurrent Temperature: 2500 ThT^000000";
- next;
- mes "^3355FFYou record the";
- mes "temperature in";
- mes "your report.^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I've taken enough";
- mes "measurements. I should";
- mes "submit this report to the";
- mes "geological camp now~";
- changequest 2119,2120;
- set aru_vol,11;
- close;
- }
- mes "^3355FFYou need both the";
- mes "pyrometer and the";
- mes "report form to measure";
- mes "and record the temperature";
- mes "of the ground's surface here.^000000";
- close;
- }
- else if (aru_vol == 11) {
- mes "["+strcharinfo(0)+"]";
- mes "I've taken enough";
- mes "measurements. I should";
- mes "submit this report to the";
- mes "geological camp now~";
- close;
- }
- mes "^3355FFThis patch of ground";
- mes "emits an intense heat";
- mes "that stings your face.^000000";
- close;
-}
-
-que_thor,145,66,3 script Guard#vol::VeinsGuard 939,{
- if (aru_vol == 11) {
- mes "[Guard]";
- mes "Only authorized";
- mes "personnel can enter this";
- mes "area. Identify yourself!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I'm a research student working";
- mes "under Director Gio for the";
- mes "Veins Geological Research";
- mes "Institute. Would you please";
- mes "stamp this temperature";
- mes "report for me?";
- next;
- mes "[Guard]";
- mes "Oh, I see. Well, I'm";
- mes "not the one that stamps";
- mes "reports. Go inside and";
- mes "ask Sahedi to help you.";
- mes "He's at the airship just";
- mes "south of the train station.";
- changequest 2120,2121;
- set aru_vol,12;
- close2;
- warp "thor_camp",248,190;
- end;
- }
- else if ((aru_vol > 11) && (aru_vol < 24)) {
- mes "[Guard]";
- mes "Oh, you're that student";
- mes "from the institute. I don't";
- mes "think we're expecting";
- mes "any reports soon.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Oh, we just found out";
- mes "that the instruments we";
- mes "used were faulty, so we";
- mes "had to revise our report.";
- next;
- mes "[Guard]";
- mes "Your tools were broken";
- mes "the first time? Okay, okay,";
- mes "I can understand that.";
- mes "Alright, you can pass.";
- close2;
- warp "thor_camp",248,190;
- end;
- }
- mes "[Guard]";
- mes "Who are you?!";
- close;
-}
-
-que_thor,136,66,3 duplicate(VeinsGuard) Guard#vol2 939
-que_thor,127,60,5 duplicate(VeinsGuard) Guard#vol3 939
-
-thor_camp,250,104,3 script Sahedi#vol 934,{
- if ((MaxWeight-Weight) < 2000 || checkweight(1201,1) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "too many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- if (aru_vol == 12) {
- mes "[Sahedi]";
- mes "I'm sorry, but I don't";
- mes "think I know you. Only";
- mes "authorized personnel is";
- mes "allowed in this area, so";
- mes "if you don't have any";
- mes "reason to be here...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I'm a research student working";
- mes "under Director Gio for the";
- mes "Veins Geological Research";
- mes "Institute. Would you please";
- mes "stamp this temperature";
- mes "report for me?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Um, Gio is sick right";
- mes "now, so that's why he";
- mes "had me fill out this report";
- mes "form and submit it for him.";
- next;
- mes "[Sahedi]";
- mes "Ah, so that's why his";
- mes "report's late this time.";
- mes "I'm sorry to hear that.";
- mes "And here I thought he was";
- mes "just wasting his time on";
- mes "women and alcohol...";
- next;
- mes "[Sahedi]";
- mes "Let's see...";
- next;
- emotion e_omg;
- mes "[Sahedi]";
- mes "Oh God! Why is the";
- mes "temperature so high?!";
- mes "We've had a few reports";
- mes "like this in the past, but...";
- mes "Is this... How bad is this?";
- next;
- emotion 19,1;
- mes "["+strcharinfo(0)+"]";
- mes "Oh... Oh, no!";
- mes "Yikes! I guess if it's";
- mes "higher than normal...";
- mes "It might be bad?";
- next;
- mes "[Sahedi]";
- mes "What should I do?";
- mes "Should I activate";
- mes "the alarm? I don't...";
- mes "I don't wanna die!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You might want to calm";
- mes "down first. I'll take a look";
- mes "around the camp, so please";
- mes "don't say anything that will";
- mes "make anyone else panic for now.";
- next;
- mes "[Sahedi]";
- mes "Okay...";
- mes "Please go ahead, and";
- mes "see if this camp will be";
- mes "safe from any disaster.";
- changequest 2121,2122;
- set aru_vol,13;
- delitem 7342,1; //File01
- close;
- }
- else if ((aru_vol > 12) && (aru_vol < 23)) {
- mes "[Sahedi]";
- mes "So, are we in any";
- mes "danger? Does it look";
- mes "like this volcano will";
- mes "erupt anytime soon?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Oh, I'm not finished";
- mes "investigating yet. Would";
- mes "you please wait a bit longer?";
- next;
- mes "[Sahedi]";
- mes "Sure, sure. Just make";
- mes "sure that you do a real";
- mes "thorough check of everything";
- mes "in the volcano for me, yeah?";
- close;
- }
- else if (aru_vol == 23) {
- mes "[Sahedi]";
- mes "So, are we in any";
- mes "danger? Does it look";
- mes "like this volcano will";
- mes "erupt anytime soon?";
- next;
- while(1) {
- if (select("Yes:No") == 1) {
- mes "["+strcharinfo(0)+"]";
- mes "I guess I can't hide it";
- mes "from you... The recent";
- mes "activity of this volcano";
- mes "has recently been fairly...";
- mes "disconcerting.";
- next;
- break;
- }
- else {
- mes "^3355FFWait... You should take";
- mes "advantage of this situation.";
- mes "This could be your chance to";
- mes "intervene in the conflict";
- mes "between two contries!^000000";
- next;
- mes "^3355FFYou might not be able";
- mes "to stop their war, but";
- mes "maybe you can distract";
- mes "them with the threat";
- mes "of natural disaster...^000000";
- next;
- }
- }
- emotion e_omg;
- mes "[Sahedi]";
- mes "Huh? Are you serious?";
- mes "Thor Volcano's gonna";
- mes "erupt?! We-we have to";
- mes "get the hell out of here!";
- mes "It'll be a disaster, just";
- mes "like it happened in the past!";
- next;
- emotion 52,1;
- mes "["+strcharinfo(0)+"]";
- mes "Yes, I agree. There's";
- mes "a good chance of an...";
- mes "explosion that'll cause";
- mes "a lot of collateral damage.";
- next;
- mes "[Sahedi]";
- mes "What are our chances?";
- mes "How much time do we";
- mes "have to evacuate?";
- next;
- emotion 52,1;
- mes "["+strcharinfo(0)+"]";
- mes "Well... Uh...";
- mes "According to my data...";
- mes "Analysis... There's a 75%";
- mes "chance of eruption within";
- mes "the next thirty days.";
- next;
- mes "[Sahedi]";
- mes "What?! We must report";
- mes "this to the high priest";
- mes "immediately! Aitra!";
- next;
- enablenpc "Aitra#vol";
- mes "[Aitra]";
- mes "Yes, sir!";
- next;
- mes "[Sahedi]";
- mes "This is an emergency.";
- mes "Bring this message to";
- mes "the high priest as soon";
- mes "as possible. And don't";
- mes "forget to pack all your";
- mes "things before you leave.";
- next;
- mes "[Aitra]";
- mes "Huh?";
- mes " ...Yes, sir.";
- next;
- disablenpc "Aitra#vol";
- mes "[Sahedi]";
- mes "Oh, this is a nightmare...";
- mes "Will you please take your";
- mes "report to your director, Gio?";
- mes "Hopefully he'll have some";
- mes "advice for what we can";
- mes "do about this disaster...";
- changequest 2128,60211;
- set aru_vol,24;
- getitem 7342,1; //File01
- close;
- }
- mes "[Sahedi]";
- mes "Argh, I'm so busy!";
- close;
-}
-
-
-thor_camp,194,220,0 script #Colonel1 -1,5,5,{
-OnTouch:
- if (aru_vol == 13) {
- enablenpc "Colonel Vito#1";
- mes "[????]";
- mes "You...!";
- mes "What are you doing";
- mes "just standing around?!";
- mes "Aren't you supposed to";
- mes "be transporting cargo? ";
- mes "Attention to orders!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Are you talking to me?";
- mes "No, I'm from the Veins Geo--";
- next;
- mes "[Colonel Vito]";
- mes "Look at you. You don't";
- mes "even have your uniform";
- mes "yet. Still a rookie, eh?";
- mes "Looks like I'll have to";
- mes "personally train you as";
- mes "one of our holy knights!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "But I'm not--";
- next;
- mes "[Colonel Vito]";
- mes "You should be honored to";
- mes "have the rare opportunity";
- mes "to be trained by me, the";
- mes "great Colonel Vito. I'll mold";
- mes "you into a true warrior for";
- mes "Freya! Now follow me!";
- changequest 2122,2123;
- set aru_vol,14;
- close2;
- disablenpc "Colonel Vito#1";
- warp "thor_camp",156,68;
- end;
- }
- else if (aru_vol == 14) {
- enablenpc "Colonel Vito#1";
- mes "[Colonel Vito]";
- mes "What are you still";
- mes "doing standing there?";
- mes "Don't slack off! Come!";
- close2;
- disablenpc "Colonel Vito#1";
- warp "thor_camp",156,68;
- end;
- }
- end;
-}
-
-thor_camp,162,182,0 script #Colonel2 -1,7,7,{
-OnTouch:
- if (aru_vol == 13) {
- enablenpc "Colonel Vito#2";
- mes "[????]";
- mes "You...!";
- mes "What are you doing";
- mes "just standing around?!";
- mes "Aren't you supposed to";
- mes "be transporting cargo? ";
- mes "Attention to orders!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Are you talking to me?";
- mes "No, I'm from the Veins Geo--";
- next;
- mes "[Colonel Vito]";
- mes "Look at you. You don't";
- mes "even have your uniform";
- mes "yet. Still a rookie, eh?";
- mes "Looks like I'll have to";
- mes "personally train you as";
- mes "one of our holy knights!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "But I'm not--";
- next;
- mes "[Colonel Vito]";
- mes "You should be honored to";
- mes "have the rare opportunity";
- mes "to be trained by me, the";
- mes "great Colonel Vito. I'll mold";
- mes "you into a true warrior for";
- mes "Freya! Now follow me!";
- changequest 2122,2123;
- set aru_vol,14;
- disablenpc "Colonel Vito#2";
- close2;
- warp "thor_camp",156,68;
- end;
- }
- else if (aru_vol == 14) {
- enablenpc "Colonel Vito#1";
- mes "[Colonel Vito]";
- mes "What are you still";
- mes "doing standing there?";
- mes "Don't slack off! Come!";
- close2;
- disablenpc "Colonel Vito#2";
- warp "thor_camp",156,68;
- end;
- }
- end;
-}
-
-thor_camp,187,228,5 script Colonel Vito#1 946,{
- end;
-
-OnInit:
- disablenpc "Colonel Vito#1";
- end;
-}
-
-thor_camp,155,175,7 script Colonel Vito#2 946,{
- end;
-
-OnInit:
- disablenpc "Colonel Vito#2";
- end;
-}
-
-thor_camp,159,74,3 script Colonel Vito#3 946,{
- if (aru_vol == 14) {
- mes "[Colonel Vito]";
- mes "I am Colonel Vito,";
- mes "and I'm in charge of";
- mes "the Arunafeltz camp";
- mes "here in Thor Volcano.";
- mes "What's your name, soldier?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes ""+strcharinfo(0)+", sir.";
- next;
- mes "[Colonel Vito]";
- mes "Hmpf! That's a weakling's";
- mes "name! I can tell that your";
- mes "mind and body are too weak!";
- mes "That won't do. How will you";
- mes "be worthy of serving the";
- mes "beautiful, graceful Freya?";
- next;
- mes "[Colonel Vito]";
- mes "You need more training.";
- mes "Take a break first, and";
- mes "prepare yourself. We will";
- mes "begin as soon as you're ready.";
- set aru_vol,15;
- close;
- }
- else if (aru_vol == 15) {
- mes "[Colonel Vito]";
- mes "First, we need to take";
- mes "care of that weak mind";
- mes "of yours. This first";
- mes "training exercise will";
- mes "be verbal based.";
- next;
- while(1) {
- mes "[Colonel Vito]";
- mes "Question one!";
- mes "Who do we fight for?";
- mes "Who do we live for?";
- next;
- if (select("Odin:Freya:Thor") == 2) {
- break;
- }
- mes "[Colonel Vito]";
- mes "You idiot!";
- percentheal -10,0;
- specialeffect2 EF_HIT2;
- next;
- }
- mes "[Colonel Vito]";
- mes "Right! Freya is not only";
- mes "a goddess of love, but she's";
- mes "also a goddess of war.";
- mes "We are on a sacred mission";
- mes "to recover the pieces of";
- mes "Ymir's Heart for her sake.";
- next;
- mes "[Colonel Vito]";
- mes "Freya was greatly wounded";
- mes "in the war among gods,";
- mes "humans, and demons.";
- mes "Odin, the leader of the";
- mes "gods, tried to help her, but";
- mes "even his power wasn't enough.";
- next;
- mes "[Colonel Vito]";
- mes "Odin did advise her to";
- mes "obtain Ymir's Heart, as";
- mes "it would fully recover her";
- mes "powers. That is why we are";
- mes "preparing for war: we must";
- mes "obtain Ymir's Heart for Freya!";
- next;
- mes "[Colonel Vito]";
- mes "DO YOU UNDERSTAND?!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Yes, sir!";
- next;
- mes "[Colonel Vito]";
- mes "Now, there's a country";
- mes "called the Rune-Midgarts";
- mes "Kingdom that's full of fools.";
- mes "Their ancestors branded us";
- mes "as heretics and drove us";
- mes "to this deserted land.";
- next;
- mes "[Colonel Vito]";
- mes "We cannot forgive how they";
- mes "denied us our freedom to";
- mes "worship Freya. Our people";
- mes "will have revenge on them.";
- mes "Mark my word, soldier.";
- mes "Now, repeat after me.";
- next;
- mes "[Colonel Vito]";
- mes "I, "+strcharinfo(0)+",";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I, "+strcharinfo(0)+",";
- next;
- while(1) {
- mes "[Colonel Vito]";
- mes "^FF0000as a devoted servant";
- mes "of Goddess Freya";
- next;
- input .@input$;
- set .@answer$,"as a devoted servant of Goddess Freya";
- if (.@input$ == .@answer$) {
- mes "["+strcharinfo(0)+"]";
- mes "as a devoted servant";
- mes "of Goddess Freya, the";
- mes "patron saint of the";
- mes "great Arunafeltz,^000000";
- next;
- break;
- }
- else {
- mes "[Colonel Vito]";
- mes "Wrong! Try again!";
- next;
- }
- }
- while(1) {
- mes "[Colonel Vito]";
- mes "^FF0000I pledge my honor to";
- mes "overthrow our mortal enemy";
- next;
- input .@input$;
- set .@answer$,"I pledge my honor to overthrow our mortal enemy";
- if (.@input$ == .@answer$) {
- mes "["+strcharinfo(0)+"]";
- mes "I pledge my honor to";
- mes "overthrow our mortal enemy,";
- mes "the Rune-Midgarts Kingdom.";
- next;
- break;
- }
- else {
- mes "[Colonel Vito]";
- mes "Wrong! Try again!";
- next;
- }
- }
- while(1) {
- mes "[Colonel Vito]";
- mes "^FF0000I will show no mercy^000000";
- next;
- input .@input$;
- set .@answer$,"I will show no mercy";
- if (.@input$ == .@answer$) {
- mes "["+strcharinfo(0)+"]";
- mes "I will show no mercy.";
- mes "Nothing will stay my hand.^000000";
- next;
- break;
- }
- else {
- mes "[Colonel Vito]";
- mes "Wrong! Try again!";
- next;
- }
- }
- while(1) {
- mes "[Colonel Vito]";
- mes "^FF0000I shall devote";
- mes "my entire life^000000";
- next;
- input .@input$;
- set .@answer$,"I shall devote my entire life";
- if (.@input$ == .@answer$) {
- mes "["+strcharinfo(0)+"]";
- mes "I shall devote my";
- mes "entire life to the";
- mes "full recovery of";
- mes "Goddess Freya.^000000";
- next;
- break;
- }
- else {
- mes "[Colonel Vito]";
- mes "Wrong! Try again!";
- next;
- }
- }
- while(1) {
- mes "[Colonel Vito]";
- mes "^FF0000Down with the";
- mes "Rune-Midgarts Kingdom!^000000";
- next;
- input .@input$;
- set .@answer$,"Down with the Rune-Midgarts Kingdom!";
- if (.@input$ == .@answer$) {
- mes "["+strcharinfo(0)+"]";
- mes "Down with the";
- mes "Rune-Midgarts Kingdom!^000000";
- next;
- break;
- }
- else {
- mes "[Colonel Vito]";
- mes "Wrong! Try again!";
- next;
- }
- }
- mes "[Colonel Vito]";
- mes "Good. Now you know the";
- mes "kind of attitude that you";
- mes "must have as a holy warrior";
- mes "in Freya's service. That";
- mes "is all for the first exercise,";
- mes "but there's one more left.";
- changequest 2123,2124;
- set aru_vol,16;
- close;
- }
- else if (aru_vol == 16) {
- mes "[Colonel Vito]";
- mes "Before we actually do";
- mes "the 2nd training exercise,";
- mes "I have a duty to assign to";
- mes "you. Find the huge pipe zone";
- mes "to the north of this building";
- mes "and find any broken machines.";
- set aru_vol,17;
- close;
- }
- else if (aru_vol == 17) {
- mes "[Colonel Vito]";
- mes "Inspect the machines";
- mes "in the pipe zone to the";
- mes "north of this building.";
- mes "Don't dawdle: move out!";
- close;
- }
- else if (aru_vol == 18) {
- mes "[Colonel Vito]";
- mes "Good work. Remember";
- mes "that your first priority is to";
- mes "check the control panel.";
- mes "It needs to be regularly";
- mes "inspected since it controls";
- mes "the camp's energy resources.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Yes, sir!";
- next;
- mes "[Colonel Vito]";
- mes "Now it's time for the";
- mes "second training exercise";
- mes "which will strengthen your";
- mes "body. See the dummy in";
- mes "front of you? Practice by";
- mes "chopping it 10 times. Go!";
- changequest 2125,2126;
- set aru_vol,19;
- next;
- if (select("Yes, sir!:What do you mean by chop?") == 1) {
- mes "[Colonel Vito]";
- mes "Focus your energy in";
- mes "your yell when you strike!";
- mes "Chop! 10 Times! Do it!";
- close;
- }
- mes "[Colonel Vito]";
- mes "Chop...? It's a hand chop.";
- mes "You strike the enemy with";
- mes "the bottom of your hand";
- mes "like a knife blade. How";
- mes "did you join the army";
- mes "without knowing that?";
- next;
- mes "[Colonel Vito]";
- mes "Focus your energy in";
- mes "your yell when you strike!";
- mes "Chop! 10 Times! Do it!";
- close;
- }
- else if (aru_vol == 20) {
- mes "[Colonel Vito]";
- mes "The more you train,";
- mes "the stronger you become.";
- mes "As you grow stronger, so";
- mes "does Freya's holy troops.";
- mes "Train everyday, and don't";
- mes "you ever slack off!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Yes, sir!";
- next;
- mes "[Colonel Vito]";
- mes "That is all for your";
- mes "training. If you have";
- mes "any questions about camp";
- mes "life, go ask Sahedi right";
- mes "outside this building.";
- mes "You are dismissed.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "(^333333Well... I think";
- mes "I will go back to";
- mes "Sahedi. Hopefully,";
- mes "he'll think of me as";
- mes "a geological researcher";
- mes "instead of as a soldier.^000000)";
- changequest 2126,2127;
- set aru_vol,21;
- close;
- }
- mes "[Colonel Vito]";
- mes "We must be ever";
- mes "vigilant in our training.";
- mes "You can never know when";
- mes "Freya will call on us to fight!";
- close;
-}
-
-thor_camp,141,62,0 script #vol_study1::VeinsWarp -1,3,3,{
-OnTouch:
- if ((aru_vol >= 14 && aru_vol <= 16) || (aru_vol == 19)) {
- warp "thor_camp",156,67;
- }
- end;
-}
-
-thor_camp,172,72,0 duplicate(VeinsWarp) #vol_study2 -1,3,3
-thor_camp,172,38,0 duplicate(VeinsWarp) #vol_study3 -1,3,3
-
-thor_camp,172,132,0 script #sita_vol -1,3,3,{
-OnTouch:
- if (aru_vol == 21) {
- mes "^3355FFThere's a stream of";
- mes "magma running down";
- mes "through a path under";
- mes "the barbed wires.^000000";
- next;
- mes "^3355FFYou can hear the faint";
- mes "sound of hammering, as if";
- mes "iron was being manufactured";
- mes "from deep underground.^000000";
- set aru_vol,22;
- close;
- }
- end;
-}
-
-thor_camp,148,310,0 script #buki_vol -1,5,5,{
-OnTouch:
- if (aru_vol == 22) {
- mes "^3355FFPeople are carrying";
- mes "many heavy wooden boxes";
- mes "imprinted with the stamp";
- mes "of the Schwaltzvalt Republic.";
- mes "These must contain military";
- mes "supplies for the camp.^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I should go back";
- mes "to Sahedi now.";
- changequest 2127,2128;
- set aru_vol,23;
- close;
- }
- end;
-}
-
-thor_camp,124,314,1 script Soldier#vol1 939,{
- mes "[Thor Volcano Camp Soldier]";
- mes "Freya, I'm so exhausted!";
- mes "I'm starving to death too!";
- mes "When will we get more rations?";
- close;
-}
-
-thor_camp,134,309,5 script Soldier#vol2 939,{
- mes "[Thor Volcano Camp Soldier]";
- mes "I hear we'll be eating";
- mes "chicken salad, fried chicken,";
- mes "and Kunlun style chicken for";
- mes "dinner tonight! I wonder who";
- mes "was rich enough to donate";
- mes "so much chicken to us?";
- next;
- mes "[Thor Volcano Camp Soldier]";
- mes "Heheh...";
- mes "I can't wait for dinner!";
- close;
-}
-
-thor_camp,109,167,3 script Control Panel#vol 111,{
- if (aru_vol == 17) {
- mes "^3355FFThis control panel";
- mes "controls the main power";
- mes "resources for the Thor";
- mes "Volcano camp, helping it";
- mes "run its operations smoothly";
- mes "under the ground.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "All these pipes with molten";
- mes "rock flowing through them...";
- mes "I guess their heat is what";
- mes "powers this camp. That's";
- mes "actually a smart idea~";
- next;
- mes "^3355FFThe control panel emits";
- mes "faint mechanical noises";
- mes "and seems to be running";
- mes "pretty smoothly. Everything";
- mes "looks to be in working order.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "No problems here.";
- mes "I guess I can go";
- mes "back to that colonel.";
- changequest 2124,2125;
- set aru_vol,18;
- close;
- }
- end;
-}
-
-thor_camp,150,65,3 script Dummy#1::VeinsDummy 111,{
- if (aru_vol == 19) {
- mes "^3355FFIt's a training dummy";
- mes "that looks like it can";
- mes "take a beating. Its chest";
- mes "is marked with the emblem";
- mes "of the Rune-Midgarts Kingdom.^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Wow...";
- mes "They really hate the";
- mes "Rune-Midgarts Kingdom...";
- mes "(^333333Technically, I shouldn't";
- mes "be doing this. Isn't this";
- mes "considered treason?^000000)";
- next;
- mes "[Colonel Vito]";
- mes "I can't hear you,";
- mes "soldier! Make your";
- mes "voice loud and clear!";
- mes "Now... Execute attack!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Yes, sir!";
- next;
- specialeffect EF_HIT2;
- mes "["+strcharinfo(0)+"]";
- mes "One!";
- next;
- specialeffect EF_HIT2;
- mes "["+strcharinfo(0)+"]";
- mes "Two!";
- next;
- specialeffect EF_HIT2;
- mes "["+strcharinfo(0)+"]";
- mes "Three!!";
- next;
- specialeffect EF_HIT2;
- mes "["+strcharinfo(0)+"]";
- mes "Four!";
- next;
- specialeffect EF_HIT2;
- mes "["+strcharinfo(0)+"]";
- mes "Five!!";
- next;
- specialeffect EF_HIT2;
- mes "["+strcharinfo(0)+"]";
- mes "Six!!";
- next;
- specialeffect EF_HIT2;
- mes "["+strcharinfo(0)+"]";
- mes "Seven!!";
- next;
- specialeffect EF_HIT2;
- mes "["+strcharinfo(0)+"]";
- mes "Eight!!";
- next;
- specialeffect EF_HIT2;
- mes "["+strcharinfo(0)+"]";
- mes "Nine!";
- next;
- specialeffect EF_HIT2;
- mes "["+strcharinfo(0)+"]";
- mes "Ten!";
- set aru_vol,20;
- close;
- }
- else if (aru_vol == 20) {
- mes "^3355FF*THUD*^000000";
- specialeffect EF_HIT2;
- emotion e_omg,1;
- next;
- mes "[Colonel Vito]";
- mes "Soldier...";
- mes "How many times";
- mes "did I order you to";
- mes "chop the dummy?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "10 times, sir!";
- next;
- mes "[Colonel Vito]";
- mes "And how many times";
- mes "did you actually";
- mes "chop the dummy?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "11 times, sir!";
- next;
- mes "[Colonel Vito]";
- mes "Unacceptable!";
- mes "Listen to your orders";
- mes "this time, and do it";
- mes "again properly!";
- set aru_vol,19;
- close;
- }
-}
-
-thor_camp,156,65,3 duplicate(VeinsDummy) Dummy#2 111
-thor_camp,162,65,3 duplicate(VeinsDummy) Dummy#3 111
-thor_camp,150,57,3 duplicate(VeinsDummy) Dummy#4 111
-thor_camp,156,57,3 duplicate(VeinsDummy) Dummy#5 111
-thor_camp,162,57,3 duplicate(VeinsDummy) Dummy#6 111
-
-thor_camp,248,104,5 script Aitra#vol 939,{
-OnInit:
- disablenpc "Aitra#vol";
- end;
-}
-
-thor_camp,49,97,3 script High Priest#vol 933,{
- mes "^3355FFYou'd better not";
- mes "do anything too";
- mes "conspicuous in";
- mes "front of him.^000000";
- close;
-}
-
-thor_camp,49,122,1 script Thor Volcano Soldier#vo1 939,{
- mes "^3355FFYou'd better not";
- mes "do anything too";
- mes "conspicuous in";
- mes "front of him.^000000";
- close;
-}
-
-thor_camp,31,93,1 script Thor Volcano Soldier#vo2 939,{
- mes "^3355FFYou'd better not";
- mes "do anything too";
- mes "conspicuous in";
- mes "front of him.^000000";
- close;
-}
-
-thor_camp,59,79,1 script Thor Volcano Soldier#vo3 939,{
- mes "^3355FFYou'd better not";
- mes "do anything too";
- mes "conspicuous in";
- mes "front of him.^000000";
- close;
-}
-
-thor_camp,143,114,1 script Thor Volcano Soldier#vo4 939,{
- emotion e_sob;
- mes "[Soldier]";
- mes "Oh Freya...";
- mes "Bless this Old Blue Box";
- mes "so that I don't get anything";
- mes "lame again. I am so tired";
- mes "of getting arrows from these...";
- close;
-}
-
-thor_camp,206,92,3 script Thor Volcano Soldier#vo5 939,{
- mes "[Soldier]";
- mes "Ah, time to";
- mes "go to work.";
- next;
- mes "[Soldier]";
- mes "What th-?!";
- mes "Something smells";
- mes "like sweaty socks that";
- mes "haven't been washed!";
- close;
-}
-
-thor_camp,201,321,1 script Thor Volcano Soldier#vo6 939,{
- mes "[Soldier]";
- mes "Yo-ho! Yo-ho!";
- close;
-}
-
-thor_camp,196,315,7 script Thor Volcano Soldier#vo7 939,{
- mes "[Soldier]";
- mes "I guess I need to go";
- mes "on Guardian polishing";
- mes "duty. Those things are";
- mes "so huge, and I gotta";
- mes "clean up about twenty...";
- close;
-}
-
-thor_camp,181,231,0 script Guardian#vol_7 111,{
- mes "^3355FFThere are many guardians";
- mes "here in different stages";
- mes "of disassembly. It looks";
- mes "like they're all in the";
- mes "middle of being repaired.^000000";
- close;
-}
-
-thor_camp,98,213,5 script Thor Volcano Soldier#vo8 939,{
- mes "[Soldier]";
- mes "Aren't you the one from";
- mes "the geological research";
- mes "center? There's nothing";
- mes "for you here, we're just";
- mes "performing maintenance";
- mes "on these guardians.";
- close;
-}
-
-thor_camp,98,209,5 script Thor Volcano Soldier#vo9 939,{
- mes "[Soldier]";
- mes "Why am I always";
- mes "stationed here?!";
- mes "No one ever comes";
- mes "here! Nobody!";
- close;
-}
-
-thor_v02,143,78,0 script #totcamp 45,2,2,{
-OnTouch_:
- if (rachel_camel < 24) {
- warp "que_thor",65,55;
- end;
- }
- warp "que_thor",182,55;
- end;
-}
-
-que_thor,69,56,0 script #tov_1 45,2,2,{
-OnTouch_:
- warp "thor_v02",146,84;
- end;
-}
-
-que_thor,187,56,0 script #tov_2 45,2,2,{
-OnTouch_:
- warp "thor_v02",146,84;
- end;
-}
-
-thor_camp,62,98,0 script #volbq -1,5,5,{
-OnTouch:
- mes "^3355FFThere is an old man";
- mes "in high priest robes";
- mes "in front of you.^000000";
- next;
- mes "^3355FFYou'd better not";
- mes "do anything too";
- mes "conspicuous in";
- mes "front of him.^000000";
- close;
-}
-
-thor_camp,246,191,3 script Guard#goto 939,{
- mes "[Guard]";
- mes "What now?";
- mes "Can't you see I'm busy?";
- next;
- if (select("Let me go out.:I'm sorry.") == 1) {
- mes "[Guard]";
- mes "Hurry up, and get out!";
- close2;
- warp "que_thor",145,60;
- end;
- }
- mes "[Guard]";
- mes "If you're sorry,";
- mes "stop bugging me!";
- close;
-}
-
-veins,302,166,0 script #whoau -1,2,2,{
-OnTouch_:
- mes "[House Owner]";
- mes "Wh-who the hell";
- mes "are you? Honey!";
- mes "There's this...";
- mes "person in our home!";
- next;
- mes "^3355FFHubbie never came.";
- mes "Nobody messes with";
- mes ""+strcharinfo(0)+". Nobody.^000000";
- close;
-}
-
-ve_in,235,135,5 script Bartender#ve 947,{
- mes "[Bartender]";
- mes "Welcome to our tavern.";
- mes "Please, have a seat.";
- mes "Let me bring you a";
- mes "glass of ice water first.";
- close;
-}
-
-ve_in,237,131,1 script Female Customer#ve1 940,{
- mes "[Female Customer]";
- mes "Bartender, aren't any of";
- mes "your regulars nice young";
- mes "men? You know, I've been";
- mes "pretty lonely lately...";
- next;
- if (Sex == 0) {
- mes "[Bartender]";
- mes "Haha, well,";
- mes "I'm not so sure..";
- next;
- mes "[Bartender]";
- mes "How about... me?";
- next;
- mes "[Female Customer]";
- mes "Hmpf...";
- next;
- mes "[Bartender]";
- mes "Oh, come on!";
- mes "I was kidding~";
- emotion e_sob;
- close;
- }
- mes "[Bartender]";
- mes "Haha, well,";
- mes "I'm not so sure..";
- mes "What about this nice";
- mes "young adventurer here?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Meee?";
- emotion 19,1;
- next;
- mes "[Female Customer]";
- mes "Mmm...";
- mes "Not my style.";
- emotion e_dots,1;
- close;
-}
-
-ve_in,239,107,1 script Male Customer#ve2 943,{
- mes "[Male Customer]";
- mes "How can that ugly old";
- mes "man have girls hanging";
- mes "off his arms when I just";
- mes "got dumped by my girlfriend";
- mes "and ditched by all my friends?!";
- next;
- mes "[Male Customer]";
- mes "Oh, alcohol...";
- mes "Right now, you're";
- mes "my only friend in";
- mes "all the world...";
- mes "A toast... To drinking!";
- specialeffect EF_ASPERSIO;
- close;
-}
diff --git a/npc/quests/quests_yuno.txt b/npc/quests/quests_yuno.txt
deleted file mode 100644
index 9acf3b7fa..000000000
--- a/npc/quests/quests_yuno.txt
+++ /dev/null
@@ -1,1264 +0,0 @@
-//===== rAthena Script =======================================
-//= Quest NPCs related to Juno
-//===== By: ==================================================
-//= rAthena Dev Team; L0ne_W0lf
-//===== Current Version: =====================================
-//= 2.0a
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Metto Quest:
-//= - Not really sure exaclty what it's for. :P
-//= - Variable in use: metto_q (max 9)
-//= Alchemist Brothers:
-//= - Used in part of the Alchemist job quest.
-//= - Variable in use: bros_q (max 1)
-//= Doomed Swords Part 2:
-//= - Continuation of the Comodo Quest
-//= - Part 1: Found in Quests_Comodo.txt
-//= - Part 3: Found in Doomed_Swords.txt
-//= - Variable in use dmdswrd_Q (Max 45)
-//===== Additional Comments: =================================
-//= v1.1 Re-did the text and re-organized the script. Corrected some items. [kobra_k88]
-//= v1.2 Added part to Bro's for alchemist quest [Darkchild]
-//= 1.3 fixed that part of Alch Job Quest. [Lupus]
-//= 1.4 Fixed exploit [Lupus]
-//= 1.5 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
-//= Merged metto_quest.txt into Juno quest file.
-//= Added the Juno portion of the Doomed Swords quest.
-//= 1.6 Fixed various errors in the Bajin NPC. [L0ne_W0lf]
-//= 1.7 Changed ALCH_Q check and set to corrispond to new alchemist job quest. [L0ne_W0lf]
-//= 1.8 Fixed metto_q never reaching 2. Made some names more unique. [L0ne_W0lf]
-//= 1.9 Fixed Missing Variables in Metto quest. (bugreport:473) [Samuray22]
-//= 2.0 Added missing checkweights. [L0ne_W0lf]
-//= 2.0a Fixed several typos (bugreport:1786) [akrus]
-//============================================================
-
-// Metto Quest
-
-yuno_in03,26,39,3 script Metto#juno 709,{
- mes "[Metto]";
- if (metto_q == 0) {
- mes "In the Lab today, in the Lab tomorrow! Everyday is filled with research! Even if it takes my entire life, I will not give up until I have made a new Juno...";
- next;
- mes "[Metto]";
- mes "A new Juno in which all will bask in the light of my genius! If I can just harness the power of flight... I know I can do it!";
- next;
- mes "[Metto]";
- mes "^FF0000Wagan^000000 said that my idea was crazy and impossible. But I am no fool, I won't be swayed by his words of mockery!";
- close;
- }
- else if (metto_q == 1) {
- set metto_q,2;
- mes "I'm going to ask my colleague ^FF0000Stangckle^000000 to help me. I am sure he will be more than willing to help out an old friend.";
- next;
- mes "[Metto]";
- mes "If I had that fellow's help, this would be much easier. Pray! Pray to whatever God you believe that we will succeed!";
- close;
- }
- else if (metto_q == 3) {
- set metto_q,4;
- mes "What? That punk Stangckle said he doesn't want to help me?! This is not good. This will slow my research considerably.";
- next;
- mes "[Metto]";
- mes "...";
- mes "What will";
- mes "I do now?!";
- next;
- mes "[Metto]";
- mes "Luckily, I have a back up plan. I am positive that my friend and colleague ^FF0000Kato^000000 will lend his aid.";
- next;
- mes "[Metto]";
- mes "If I can only study his super robot, Great Z, I can continue my research...";
- next;
- mes "[Metto]";
- mes "I guess if Stangckle doesn't want to help me, he can have it his way. I must continue my research, whether or not he helps me.";
- next;
- mes "[Metto]";
- mes "Expect great things, young friend. Muahahahha.";
- close;
- }
- else if (metto_q == 5) {
- set metto_q,6;
- mes "What? You mean to tell me that the very thing I need to continue my research, the mighty Great Z, has been destroyed?!!";
- next;
- mes "[Metto]";
- mes "Nooooo~!! Why? Why would they do that? Are the Gods cursing me?!";
- next;
- mes "[Metto]";
- mes "Wait, I need...";
- mes "To calm down...";
- next;
- mes "[Metto]";
- mes "If I can just get the help of professor ^FF0000CiCi^000000 with his Riding Engine theory, I might be able to finish my research...";
- next;
- mes "[Metto]";
- mes "I still";
- mes "have hope!";
- mes "Ha! Ha! Ha!";
- close;
- }
- else if (metto_q == 7) {
- set metto_q,8;
- mes "...";
- next;
- mes "[Metto]";
- mes "...";
- mes "......";
- next;
- mes "[Metto]";
- mes "How can this happen 3 times in a row? Its true, the Gods have forsaken me! I'm ruined... RUINED!!!";
- next;
- mes "[Metto]";
- mes "What can I do now...? Has the time really come for me to forfeit all my years of research?";
- next;
- mes "[Metto]";
- mes "I know I've disappointed you, but please, forget all about me.";
- next;
- mes "[Metto]";
- mes "Who would do this to me? What kind of malicious person would shatter a man's dreams??";
- next;
- mes "[Metto]";
- mes "I'm tired of this. I think that the time has come for me to give up. It's all over. Please don't be too disappointed...";
- close;
- }
- else if (metto_q == 8) {
- mes "Maybe I should look into a job change. I hear it is a popular decision these days.";
- next;
- mes "[Metto]";
- mes "I wonder what I should look into? All I know for sure is that I don't want to be scientist anymore. I'm done with research...";
- close;
- }
- else {
- mes "I better get going to check this new thing out. What are you still doing here? I'll be leaving in a bit.";
- next;
- mes "[Metto]";
- mes "I need to get ready! You go ahead and take off, I'll be going out soon.";
- close;
- }
-}
-
-yuno_in01,17,30,5 script Wagan#juno 85,{
- mes "[Wagan]";
- if (metto_q == 0) {
- mes "I'm sure that you know our city has been living off our research for many years.";
- next;
- mes "[Wagan]";
- mes "We owe this quality of life to those who have dedicated their lives to research and study.";
- next;
- mes "[Wagan]";
- mes "So we help each other and study together. It is nice to have such solid support around when we are conducting research.";
- next;
- mes "[Wagan]";
- mes "But there are those few bad apples that just drive me crazy...";
- next;
- mes "[Wagan]";
- mes "It's good to try hard, but there are those selfish and crazy mad scientists that make things harder for the rest of us.";
- next;
- mes "[Wagan]";
- mes "Out of all those, ^FF0000Metto^000000 must be the worst by far. He's into crazy things...";
- next;
- mes "[Wagan]";
- mes "For science, he's destroyed public facilities, has been the cause of noise and air pollution and generally disturbing the peace...";
- next;
- mes "[Wagan]";
- mes "And he's justifying his behavior under the excuse of research! He's a crazy fellow who's taken it too far!";
- next;
- mes "[Wagan]";
- mes "I wish there was a way that we could stop him from wrecking it for the rest of us. Some brave, daring soul should be able to do something...";
- next;
- if (select("Leave it to me.:I wish your village luck in doing so.") == 1) {
- if (Class == Job_Novice) {
- mes "[Wagan]";
- mes "Hmm...";
- mes "Thanks for the offer, but I don't think this is something that you could do...";
- next;
- mes "[Wagan]";
- mes "I think we need someone a bit harsher to help us out. I think it would be a little too much for a Novice.";
- next;
- mes "[Wagan]";
- mes "Please don't be";
- mes "offended by this.";
- close;
- }
- set metto_q,1;
- mes "[Wagan]";
- mes "Oh, are you going to take care of this for us? We would be very grateful.";
- next;
- mes "[Wagan]";
- mes "But how do you plan to go about doing this? I'm guessing it's harder than it sounds...";
- next;
- if (select("Of course I have a plan.:I guess I need a plan.") == 1) {
- mes "[Wagan]";
- mes "I have faith in you. You should know that he believes in fate. Use that to your advantage.";
- next;
- mes "[Wagan]";
- mes "I feel much better knowing you will take care of this little problem...";
- close;
- }
- mes "[Wagan]";
- mes "Hmmm... I admire your zeal, but how do you expect to accomplish anything without a plan?";
- next;
- mes "[Wagan]";
- mes "You need a ruse to trick him into quitting. Something subtle, like... Hmm...";
- next;
- mes "[Wagan]";
- mes "...Sabotaging his experiments and making it look like it was his destiny to fail!";
- next;
- mes "[Wagan]";
- mes "He's talkative, so if you approach him, he'll tell you all you need to know.";
- next;
- mes "[Wagan]";
- mes "Yeah...";
- mes "I've been thinking of this plan for a while...";
- close;
- }
- mes "[Wagan]";
- mes "We will have to pray for fate to help us. Now to think of it, Metto is a strong believer in fate.";
- next;
- mes "[Wagan]";
- mes "If only we could use that to our advantage...";
- close;
- }
- else if (metto_q == 8) {
- mes "Thank you for your help. Because of your work in ridding us of Metto, we have one less worry.";
- next;
- mes "[Wagan]";
- mes "I'm sure the people of Juno are very thankful. Here is a little token of our appreciation...";
- next;
- mes "[Wagan]";
- if (Class == Job_Sage) {
- set .@now_weight,maxweight - weight;
- if (.@now_weight < 300) {
- mes "Oh no, it seems that you are carrying too much stuff! Would you make some room?";
- close;
- }
- set metto_q,9;
- mes "I wish you luck in your future endeavors...";
- getitem 715,10; //Yellow_Gemstone
- close;
- }
- set .@now_weight,maxweight - weight;
- if (.@now_weight < 150) {
- mes "Oh no, it seems that you are carrying too much! Would you make some room?";
- close;
- }
- set metto_q,9;
- mes "I wish you luck in your future endeavors...";
- getitem 717,5; //Blue_Gemstone
- close;
- }
- else if (metto_q == 9) {
- mes "Things around here seem much more peaceful without that Metto around. Thanks for your help.";
- close;
- }
- else {
- mes "How goes your work with Metto? Hopefully the plan is going well. I'm sorry to bother you with such a task.";
- close;
- }
-}
-
-yuno_in01,17,95,5 script Stangckle#juno 99,{
- mes "[Stangckle]";
- if (metto_q == 2) {
- mes "What can I do for you? My colleague Metto is coming here soon, so I don't have much time. So what did you say you needed?";
- next;
- if (select("I'm here to stop your research.:I don't need anything.") == 1) {
- set metto_q,3;
- mes "[Stangckle]";
- mes "...";
- next;
- mes "[Stangckle]";
- mes "...";
- mes "......";
- next;
- mes "[Stangckle]";
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Stangckle]";
- mes "Is that true?? Metto doesn't think of me as a colleague, but still wants me to help him?!";
- next;
- mes "[Stangckle]";
- mes "He only sees me as an assistant and is going to steal all the credit for our discoveries?!";
- next;
- mes "[Stangckle]";
- mes "This guy can't be trusted! The rumors were true: he really is mad!";
- next;
- mes "[Stangckle]";
- mes "And to think, I really respected that traitor! I can't even stand to see that guy's face anymore.";
- next;
- mes "[Stangckle]";
- mes "I'm glad that an honest, trustworthy person such as yourself had the guts to tell me. Thank you.";
- next;
- mes "[Stangckle]";
- mes "Now if you'll excuse me, I have work to do.";
- close;
- }
- mes "[Stangckle]";
- mes "What are you doing then? Stop wasting my time.";
- close;
- }
- else if (metto_q == 0) {
- mes "I am one of the scientists in this city. My name is Stangckle.";
- next;
- mes "[Stangckle]";
- mes "You should remember my name, it may be useful to you in the future.";
- close;
- }
- else if (metto_q == 1) {
- mes "I am one of the scientists in this city. My name is Stangckle.";
- next;
- mes "[Stangckle]";
- mes "You should remember my name, it may be useful to you in the future.";
- close;
- }
- else {
- mes "So Metto has become one of those mad scientists. I guess that is the choice he has ultimately made for his life.";
- close;
- }
-}
-
-yuno_in01,19,183,5 script Kato#juno 55,{
- mes "[Kato]";
- if (metto_q == 4) {
- mes "I am a scientist researching all sorts of things.";
- next;
- mes "[Kato]";
- mes "Of course, my research is private and confidential. But is there anything I can do for you?";
- next;
- if (select("I want to stop you from making a mistake.:Just saying hello.") == 1) {
- set metto_q,5;
- mes "[Kato]";
- mes "What? Metto said, my Great Z is inferior to Stangckles research?!";
- next;
- mes "[Kato]";
- mes "H-he said I should rename my invention to 'Lame Z?' *Sniff* I... I don't believe it... *Sob*";
- next;
- mes "[Kato]";
- mes "I-If my invention is no good, then I guess I should destroy my Great Z... *sigh*";
- next;
- mes "[Kato]";
- mes "Thank you for letting me know. I know it wasn't easy to tell me.";
- close;
- }
- mes "[Kato]";
- mes ".........................";
- mes "Okay...";
- mes "Um... Hey.";
- close;
- }
- else if (metto_q == 6 || metto_q == 7 || metto_q == 8 || metto_q == 9) {
- mes "I am interested in researching artificial intelligence. You know, like robots.";
- next;
- mes "[Kato]";
- mes "I know it a very difficult feat to accomplish, but where there's a will, there's a way.";
- next;
- mes "[Kato]";
- mes "If you ever see something really amazing like this, you'll know its my handiwork.";
- close;
- }
- else {
- mes "I am a scientist of Artificial Intelligence and Robotics.";
- next;
- mes "[Kato]";
- mes "I don't have a specific project right now, but my latest creation, the 'Great Z,' is truly a product of sheer and utter genius.";
- close;
- }
-}
-
-yuno_in03,178,43,0 script CiCi#juno 121,{
- if (metto_q == 6) {
- mes "[CiCi]";
- mes "My name is CiCi. I am one of the three great scientists in this city.";
- next;
- mes "[CiCi]";
- mes "There are many great scientists in this city, but being in the top three is a true honor. Don't you agree?";
- next;
- mes "[CiCi]";
- mes "Well, I think I've bragged a little too much now, what can I do for you?";
- next;
- switch(select("I want to warn you.:Nothing, just saying Hi.")) {
- case 1:
- set metto_q,7;
- mes "[CiCi]";
- mes "Hm? Metto said that he doesn't need my Riding Engine theory?! Hmpf, what an ingrate!";
- next;
- mes "[CiCi]";
- mes "I have half a mind to teach him a little something about true science and intelligent research.";
- next;
- mes "[CiCi]";
- mes "He thinks that I owe him an apology?! For what? Why should I apologize...?!";
- next;
- mes "[CiCi]";
- mes "Whatever, I really didn't have the necessary parts to help him anyway. I guess, either way, he would not have had a chance.";
- next;
- mes "[CiCi]";
- mes "Let him know I really don't want to be a part of what he is doing. He isn't even doing the type of research that we would be able to publicize.";
- close;
- break;
- case 2:
- mes "[CiCi]";
- mes "What? That's it? I was bored before you came, but you've managed to bore me even more.";
- break;
- }
- }
- else if (metto_q < 6) {
- mes "[CiCi]";
- mes "My name is CiCi. I am one of the three great scientists in this city.";
- next;
- mes "[CiCi]";
- mes "There are many great scientists here, but being in the top three is a true honor, wouldn't you agree?";
- close;
- }
- else {
- mes "[CiCi]";
- mes "Hmmm...";
- mes "I want to improve the Riding Engine in a new way, but I lack the parts I need...";
- next;
- mes "[CiCi]";
- mes "What a headache~ And Metto has never offered me any help at all. This will not be easy.";
- close;
- }
-}
-
-// Alechmist Brothers
-yuno_in01,103,157,3 script Bain#juno 98,{
- if (checkweight(1201,1) == 0) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you loose some weight. -";
- close;
- }
- if (countitem(974) > 0 && countitem(612) > 4 && countitem(1003) > 4 && countitem(7068) > 4 && countitem(7043) > 4 && countitem(757) > 2 && countitem(756) > 2 && Zeny > 2000) {
- if (ALCH_Q == 23) set ALCH_Q,24;
- set .@kyulkwa,rand(1,10);
- mes "[Bain]";
- mes "Oh ho ho... These are the parts that I needed. Thank you so much.";
- next;
- mes "[Bain]";
- mes "Okay, let's try this out! Hold on for just a second!";
- next;
- mes "^3355FF*Vrrrmmmmm*^000000";
- next;
- mes "^3355FF*Pakakkakakakkakaakapakakkakak*^000000";
- next;
- mes "^3355FF*Shakakakakkakakakakkakakakakka!*^000000";
- next;
- if (.@kyulkwa < 4 || .@kyulkwa > 8)
- callsub S_DelItems,1002,5,1;
- if (.@kyulkwa == 5 || .@kyulkwa == 6 || .@kyulkwa == 8)
- callsub S_DelItems,723,5,1;
- else if (.@kyulkwa == 7)
- callsub S_DelItems,969,2,0;
- }
- if (bros_q == 1) {
- mes "[Bain]";
- mes "In case you";
- mes "forgot, these are the";
- mes "required materials.";
- mes "Write it down if you need to.";
- next;
- mes "[Bain]";
- mes "^FF00001 Mixture^000000, ^FF00005 Mini-Furnace^000000,";
- mes "^FF00005 Burnt Tree^000000 , ^FF00005 Coal^000000,";
- mes "^FF00005 Fine Sand^000000, ^FF00003 Rough Elunium^000000,";
- mes "^FF00003 Rough Oridecon^000000^000000.";
- next;
- mes "[Bain]";
- mes "In addition to this, you ";
- mes "will need 2,000 zeny.";
- mes "Good Luck...";
- close;
- }
- if (bros_q == 0) {
- mes "[Bain]";
- mes "We are going to invent a doll that can can talk and communicate! Well, at least, I'm trying to.";
- next;
- mes "[Bain]";
- mes "I got the idea from a historical legend. I figure that if it's been done before, this project is definitely possible.";
- next;
- mes "[Bain]";
- mes "But right now, I lack the supplies";
- mes "and parts that I need to attempt";
- mes "this feat. I don't know how";
- mes "they gathered all the necessary materials....";
- next;
- mes "[Bain]";
- mes "Money can only buy some of what I";
- mes "need. There are also those items";
- mes "that need to be taken from";
- mes "monsters that are much too";
- mes "powerful. How will I continue my research?";
- next;
- if (select("I'll get them for you.:Good luck.") == 1) {
- set bros_q,1;
- mes "[Bain]";
- mes "Really? Such benevolence is rare";
- mes "in this day and age. We would be";
- mes "grateful for your assistance.";
- mes "Here are the items that we will be";
- mes "needing.";
- next;
- mes "[Bain]";
- mes "^FF00001 Mixture^000000, ^FF00005 Mini-Furnace^000000,";
- mes "^FF00005 Burnt Tree^000000 , ^FF00005 Coal^000000,";
- mes "^FF00005 Fine Sand^000000, ^FF00003 Rough Elunium^000000,";
- mes "^FF00003 Rough Oridecon^000000^000000.";
- next;
- mes "[Bain]";
- mes "We will also need 2,000 Zeny.";
- mes "The money will help pay for the";
- mes "minor expenses involved in undertaking this endeavor.";
- mes "Godspeed.";
- close;
- }
- mes "[Bain]";
- mes "I wish I could be";
- mes "a strong adventurer";
- mes "like you.";
- close;
- }
-
-S_DelItems:
- delitem 974,1; //Mixture
- delitem 612,5; //Portable_Furnace
- delitem 1003,5; //Coal
- delitem 7068,5; //Burn_Tree
- delitem 7043,5; //Fine_Sand
- delitem 757,3; //Elunium_Stone
- delitem 756,3; //Oridecon_Stone
- set zeny,zeny-2000;
- getitem getarg(0),getarg(1); //Gold
- mes "[Bain]";
- mes "AHHH, it is a success!";
- mes "I don't know if we can do anything else,";
- if (getarg(2) == 1)
- mes "but this time we have created "+getarg(1);
- else
- mes "but this time we have created";
- mes "^FF0000"+getitemname(getarg(0))+"^000000 !";
- next;
- mes "[Bain]";
- mes "Now that we know that it works";
- mes "I don't have any need for this.";
- mes "Why don't you take it? Oh,";
- mes "and if you find any more parts,";
- mes "bring them to me again. Heheheh.";
- next;
- mes "[Bain]";
- mes "Thank you for helping me out.";
- mes "You have my eternal gratitude.";
- mes "I wish you luck in your journeys!";
- close;
-}
-
-yuno_in01,100,153,7 script Bajin 47,0,0,{
- if (checkweight(1201,1) == 0) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you loose some weight. -";
- close;
- }
- if (countitem(974) > 0 && countitem(612) > 4 && countitem(1003) > 4 && countitem(7068) > 4 && countitem(7043) > 4 && countitem(757) > 2 && countitem(756) > 2 && Zeny > 2000) {
- if (ALCH_Q == 23) set ALCH_Q,24;
- set .@kyulkwa,rand(1,10);
- mes "[Bajin]";
- mes "Oh ho ho... These are the parts";
- mes "that I needed. Thank you so much.";
- mes "Okay, let's try this out!";
- mes "Hold on for just a second!";
- next;
- mes "^3355FF*Vrrrmrmrmrmrmrmrmrmrmrmmmmm*^000000";
- next;
- mes "^3355FF*Pakakkakakakkakaakapakakkakak*^000000";
- next;
- mes "^3355FF*Shakakakakkakakakakkakakakakka!*^000000";
- next;
-
- if (.@kyulkwa < 4 || .@kyulkwa > 8)
- callsub S_DelItems,1002,5,1;
- if (.@kyulkwa == 5 || .@kyulkwa == 6 || .@kyulkwa == 8)
- callsub S_DelItems,723,5,1;
- else if (.@kyulkwa == 7)
- callsub S_DelItems,984,3,1;
- }
- if (bros_q == 1) {
- mes "[Bajin]";
- mes "In case you";
- mes "forgot, these are the";
- mes "required materials.";
- mes "Write it down if you need to.";
- next;
- mes "[Bajin]";
- mes "^FF00001 Mixture^000000, ^FF00005 Mini-Furnace^000000,";
- mes "^FF00005 Burnt Tree^000000 , ^FF00005 Coal^000000,";
- mes "^FF00005 Fine Sand^000000, ^FF00003 Rough Elunium^000000,";
- mes "^FF00003 Rough Oridecon^000000^000000.";
- next;
- mes "[Bajin]";
- mes "In addition to this, you ";
- mes "will need 2,000 zeny.";
- mes "Good Luck...";
- close;
- }
- if (bros_q == 0) {
- mes "[Bajin]";
- mes "We are going to invent a doll that can can talk and communicate! Well, at least, I'm trying to.";
- next;
- mes "[Bajin]";
- mes "I got the idea from a historical legend. I figure that if it's been done before, this project is definitely possible.";
- next;
- mes "[Bajin]";
- mes "But right now, I lack the supplies";
- mes "and parts that I need to attempt";
- mes "this feat. I don't know how";
- mes "they gathered all the necessary materials....";
- next;
- mes "[Bajin]";
- mes "Money can only buy some of what I";
- mes "need. There are also those items";
- mes "that need to be taken from";
- mes "monsters that are much too";
- mes "powerful. How will I continue my research?";
- next;
- if (select("I'll get them for you.:Good luck.") == 1) {
- set bros_q,1;
- mes "[Bajin]";
- mes "Oh, you are too kind.";
- mes "We would be grateful for your assistance.";
- mes "Here are the items that we will be";
- mes "needing.";
- next;
- mes "[Bajin]";
- mes "^FF00001 Mixture^000000, ^FF00005 Mini-Furnace^000000,";
- mes "^FF00005 Burnt Tree^000000 , ^FF00005 Coal^000000,";
- mes "^FF00005 Fine Sand^000000, ^FF00003 Rough Elunium^000000,";
- mes "^FF00003 Rough Oridecon^000000^000000.";
- next;
- mes "[Bajin]";
- mes "We will also need 2,000 Zeny.";
- mes "The money will help pay for the";
- mes "minor expenses in undertaking this endeavor.";
- mes "Godspeed.";
- close;
- }
- close;
- }
-
-S_DelItems:
- delitem 974,1; //Mixture
- delitem 612,5; //Portable_Furnace
- delitem 1003,5; //Coal
- delitem 7068,5; //Burn_Tree
- delitem 7043,5; //Fine_Sand
- delitem 757,3; //Elunium_Stone
- delitem 756,3; //Oridecon_Stone
- set zeny,zeny-2000;
- getitem getarg(0),getarg(1); //Gold
- mes "[Bajin]";
- mes "AHHH, it is a success!";
- mes "I don't know if we can do anything else,";
- if (getarg(2) == 1)
- mes "but this time we have created "+getarg(1);
- else
- mes "but this time we have created";
- mes "^FF0000"+getitemname(getarg(0))+"^000000 !";
- next;
- mes "[Bajin]";
- mes "Now that we know that it works";
- mes "I don't have any need for this.";
- mes "Why don't you take it? Oh,";
- mes "and if you find any more parts,";
- mes "bring them to me again. Heheheh.";
- next;
- mes "[Bajin]";
- mes "Thank you for helping me out.";
- mes "You have my eternal gratitude.";
- mes "I wish you luck in your journeys!";
- close;
-}
-
-// Doomed Swords - Juno Portion
-//============================================================
-yuno,157,87,4 script A Citizen of Juno#juno 102,{
- mes "[Shalima]";
- mes "When you go north from Al De Baran, you will arrive at 'Elmeth Plateau,' a place covered with molten rock.";
- next;
- mes "[Shalima]";
- mes "On the top of a mountain connected to the plateau, you can find a bridge which leads you to this place!, ^3355FFJuno,^000000 the city of Sages.";
- next;
- if (dmdswrd_Q == 23) {
- mes "[Shalima]";
- mes "Oh...?";
- mes "what is that shining object you're carrying with you? Isn't that...?";
- next;
- mes "[Shalima]";
- mes "The ^3355FFStamp of Muriniel^000000? What a surprise!";
- next;
- mes "[Shalima]";
- mes "When you go East from the entrance of Juno, you will find the Street of Book Stores. If you have some time, please visit ^3355FFSir Yklah^000000 who is one of 3 well-known sages in Juno.";
- next;
- mes "[Shalima]";
- mes "I believe he may take some special interest in the Stamp you are carrying.";
- close;
- }
- else {
- mes "[Shalima]";
- mes "In Juno, you can visit places such as the 'Juphero Plaza,' 'Juno Conference Hall,' 'Schweicherbil Magic Academy', or the 'Monster Museum.' These places are famous around the world!";
- next;
- mes "[Shalima]";
- mes "You may also wish to drop by the 'Sage Castle,' where people can change their jobs into 'Sage,' one of the more unique classes.";
- next;
- mes "[Shalima]";
- mes "If you're interested in the Sage class, why don't you go look around the castle?";
- close;
- }
-}
-
-yuno,261,99,4 script Sage Yklah#juno 735,{
- if (dmdswrd_Q == 23 || dmdswrd_Q == 24 || dmdswrd_Q == 25) {
- switch(dmdswrd_Q) {
- case 23:
- mes "[Yklah]";
- mes "- ! ! ! -";
- next;
- mes "[Yklah]";
- mes "That item...";
- mes "That shining item you're carrying, isn't that...? ^3355FFStamp of Muriniel^000000?! Oh! What a surprise!";
- next;
- mes "[Yklah]";
- mes "I've heard that it's from a hot and dry land, but I never dreamed I'd be able to see it with my own eyes!";
- next;
- mes "[Yklah]";
- mes "Who are you...? Who are you carrying this legendary item for?";
- next;
- switch(select("(Show him the slate):I'm a genius!:I'm a GM!")) {
- case 1:
- mes "[Yklah]";
- mes "...I can't believe my eyes! Only a chosen few can possess the Stamp of Muriniel...";
- next;
- mes "[Yklah]";
- mes "Oh yes. That's right, that's right. As far as I can tell, you don't seem to understand how to use this item...";
- next;
- mes "[Yklah]";
- mes "There is one old song in Juno, about ^3355FF'The Doomed Sword'^000000 that you may have been looking for.";
- next;
- mes "[Yklah]";
- mes "'Even if you're running toward a light on the other side of the mist, you can't reach it.'";
- next;
- mes "[Yklah]";
- mes "'The chime of the bell from across the valley cannot be held in your hand.'";
- next;
- mes "[Yklah]";
- mes "Yes, it's sort of a difficult song to understand, but it's supposed to express how Sages in ancient times feel about obtaining the doomed swords.";
- //mes "that's how exactly sages in ancient ages felt about obtaining the doomed sword.";
- next;
- mes "[Yklah]";
- mes "If you're still set on the idea of obtaining the doomed sword, come and talk to me sometime.";
- next;
- mes "[Yklah]";
- mes "As you already possess the Stamp of Muriniel, I am more than willing to help you.";
- set dmdswrd_Q,24;
- close;
- case 2:
- mes "[Yklah]";
- mes "Hmm?";
- mes "A genius you say? How can you say that in a city full of wise men? That's nothing special.";
- next;
- mes "[Yklah]";
- mes "Plus, if you're a colleague, I think I would remember you. I don't tend to forget people that I've met at least once.";
- close;
- case 3:
- mes "[Yklah]";
- mes "A...";
- mes "GM?";
- next;
- mes "[Yklah]";
- mes "I don't understand what you're talking about. But there's an ancient Juno song about this GM you speak of...";
- next;
- mes "[Yklah]";
- mes "'^FF3355Impersonating GMs is punishable with a permanent account block^000000.' But what could it possibly mean?";
- next;
- mes "^3355FFHow depressing!^000000";
- close;
- }
- case 24:
- if (countitem(7030) > 2 && countitem(913) > 9 && countitem(7032) > 0) {
- mes "[Yklah]";
- mes "Hmm! Good job, you brought all of the items. Try inserting them in the grooves.";
- next;
- mes "[Yklah]";
- mes "To be honest, I thought about it before, but this is the first time that I'll actually try this experiment. Go ahead, I want to see what happens!";
- next;
- mes "^3355FFYou inserted items";
- mes "in the grooves .^000000";
- delitem 7030,3; //Claw_Of_Desert_Wolf
- delitem 913,10; //Tooth_Of_Bat
- delitem 7032,1; //Piece_Of_Egg_Shell
- next;
- mes "^3355FF*Crank Crank*^000000";
- mes "^3355FFYou hear a strange sound come from inside the statue.^000000";
- next;
- mes "^3355FF*Click*";
- mes "*Click Click*^000000";
- next;
- mes "^3355FFA small hole opened near the foot of the statue, and a ^9999FF Stamp of Muriniel^3355FF came out of the hole.^000000";
- next;
- mes "^3355FFYou got ^9999FFA piece from the Stamp of Muriniel^3355FF.^000000";
- next;
- mes "[Yklah]";
- mes "Huh?! That piece seems to fit to the stamp you have. Why don't you try joining them together?";
- next;
- mes "^3355FFYou join the two stamps together.^000000";
- next;
- mes "^3355FFYou got the";
- mes "True Stamp of Muriniel.^000000";
- set dmdswrd_Q,25;
- next;
- mes "[Yklah]";
- mes "Oh? This pattern is...!! Ah, now I see how it works. Now, please listen...";
- next;
- mes "[Yklah]";
- mes "I'd like you to bring the slate to Snotora, the island of knowledge, that is a part of Juno. You will find a Statue of the Goddess Snotora somewhere on the island.";
- next;
- mes "[Yklah]";
- mes "Near the statue, you will find ^3355FFSyklah^000000, one of well-known 3 sages in Juno. Speak to him, he will tell you something about the pattern on the slate.";
- next;
- mes "[Yklah]";
- mes "May God";
- mes "light your way...";
- close;
- }
- else {
- mes "[Yklah]";
- mes "Let me tell you everything I know about the doomed sword. There's an old song about the legendary doomed sword...";
- next;
- mes "[Yklah]";
- mes "^3355FFYou, the one with sincere faith, who humbly accepts the prosperity of Mineta, the knowledge of Snotora and the honor of Solomon...^000000";
- next;
- mes "[Yklah]";
- mes "^3355FFI hereby grant you this column of light. The Three Sages of Juno will be your guide^000000.";
- next;
- mes "[Yklah]";
- mes "Well, if you already know a little bit about Juno, you'd know that Juno consists of 3 islands that represent propsperity, knowledge and honor.";
- next;
- mes "[Yklah]";
- mes "The 3 sages described in the song represent each island. By now, you've probably guessed that I am one of them.";
- next;
- mes "[Yklah]";
- mes "There is a Juno tradition in which the three best Sages are chosen to represent each of Juno's islands.";
- next;
- mes "[Yklah]";
- mes "As one of the three, I will serve as one of your guides in this part of your journey for the doomed sword.";
- next;
- mes "^3355FFYklah pointed at a pole of the statue with his finger, and you see that there is a strange pattern engraved on the pole.^000000";
- next;
- mes "[Yklah]";
- mes "Now, look at this. This statue was erected to pay tribute to one of the first 3 sages. When you look into the bottom of the pole, you will see several small grooves.";
- next;
- mes "[Yklah]";
- mes "If you insert some items in the grooves, we may get some more clues relating to the doomed sword.";
- next;
- mes "[Yklah]";
- mes "From the stories that I've been told by great Sages, I've figured exactly which items you'll need to place into those grooves.";
- next;
- mes "[Yklah]";
- mes "You will need...";
- mes "^3355FF3 Claw of Desert Wolf^000000";
- mes "^3355FF10 Tooth of Bat^000000";
- mes "^3355FF1 Piece of Egg Shell^000000.";
- next;
- mes "[Yklah]";
- mes "Return once you have obtained those items, and we will speak of the doomed sword again.";
- next;
- mes "[Yklah]";
- mes "For your information, you can obtain the claw of desert wolf from the Morroc desert, and the tooth of bat can be found in most caves around the world.";
- next;
- mes "[Yklah]";
- mes "Lastly, the piece of egg shell can be found from solid egg monsters in the Payon cave.";
- close;
- }
- case 25:
- mes "[Yklah]";
- mes "From the stories that I've been told by great Sages, I've figured exactly which items you'll need to place into those grooves.";
- next;
- mes "[Yklah]";
- mes "You will need...";
- mes "^3355FF3 Claw of Desert Wolf^000000";
- mes "^3355FF10 Tooth of Bat^000000";
- mes "^3355FF1 Piece of Egg Shell^000000.";
- next;
- mes "[Yklah]";
- mes "Return once you have obtained those items, and we will speak of the doomed sword again.";
- next;
- mes "[Yklah]";
- mes "For your information, you can obtain the claw of desert wolf from the Morroc desert, and the tooth of bat can be found in most caves around the world.";
- next;
- mes "[Yklah]";
- mes "Lastly, the piece of egg shell can be found from solid egg monsters in the Payon cave.";
- close;
- }
- }
- else {
- mes "[Yklah]";
- mes "^3355FFJuphero^000000...";
- mes "That was the name of the city that once existed in ancient times.";
- next;
- mes "[Yklah]";
- mes "The most intelligent and talented people of that time lived there, harnessing the pieces of Ymir's heart to power their civilization.";
- next;
- mes "[Yklah]";
- mes "Unfortunately, they happened to abuse that great power and somehow destroyed themselves.";
- next;
- mes "[Yklah]";
- mes "If you long to acquire God's knowledge, you must first be humble. Otherwise...";
- close;
- }
-}
-
-yuno,305,207,4 script Sage Syklah#juno 735,{
- if (dmdswrd_Q == 25 || dmdswrd_Q == 26 || dmdswrd_Q == 27) {
- switch(dmdswrd_Q) {
- case 25:
- mes "[Syklah]";
- mes "What's that?!";
- mes "Can it be the Stamp of Muriniel?";
- next;
- mes "[Syklah]";
- mes "Now, we shall battle to the death to see if you are worthy of possessing this item. Prepare yourself!";
- next;
- mes "[Syklah]";
- mes "...";
- mes "Muhahahahaha!!! Don't worry, I was only messing with you. Yklah told me that you might be coming.";
- next;
- mes "[Syklah]";
- mes "It is said that The Stamp of Muriniel chooses its owner by its own will, and will not appear otherwise.";
- next;
- mes "[Syklah]";
- mes "Even though I am one of the three great Sages of Juno, I've never even seen this item before.";
- next;
- mes "[Syklah]";
- mes "Yklah gave me an idea about the Stamp of Muriniel you've brought, so we'll try it out as well.";
- next;
- mes "[Syklah]";
- mes "The pattern engraved on the Stamp of Muriniel has shapes that are similar to the pattern engraved on this^3355FFStatue of the Goddess Snotora^000000.";
- next;
- mes "^3355FFYou see for yourself that, indeed, the pattern on the statue of the Goddess Snotora matches that on the Stamp of Muriniel.^000000";
- next;
- mes "[Syklah]";
- mes "When I was young, I learned about a legendary stamp ink related to this statue. But at the time, it made no sense to me. Just how legendary can stamp ink be?";
- next;
- mes "[Syklah]";
- mes "But now I believe that this stamping ink can be used with this Stamp of Muriniel.";
- next;
- mes "[Syklah]";
- mes "But even though I've learned how to make this special stamping ink, it is too difficult for me to collect the materials that are necessary to create it.";
- next;
- mes "[Syklah]";
- mes "Okay, if you're ready, please bring me the following items. I feel like making legendary red ink, so bring me...";
- next;
- mes "[Syklah]";
- mes "^3355FF20 Red Herb^000000,";
- mes "^3355FF5 Stone^000000 and";
- mes "^3355FF1 Stone Heart^000000.";
- mes "The Stone Heart will be used as a bottle to hold this special ink.";
- next;
- mes "[Syklah]";
- mes "I think that's all I need. Anyway, I believe that gathering these items shouldn't be a difficult task for you. Good luck to you.";
- set dmdswrd_Q,26;
- close;
- case 26:
- if (countitem(7049) > 4 && countitem(953) > 0 && countitem(507) > 19) {
- mes "[Syklah]";
- mes "Hahaha...!";
- mes "So you've already gathered the items I've asked for. Good, good. Let's get started...";
- delitem 7049,5; //Stone
- delitem 953,1; //Stone_Heart
- delitem 507,20; //Red_Herb
- next;
- mes "^3355FFSage Syklah grinded the stones and stone heart and molded them into a strange shape.^000000";
- next;
- mes "^3355FFHe then ground the red herbs and placed them into the stone mold.^000000";
- next;
- mes "^3355FFAfterwards, he then took a strangely shaped capsule from his pocket, sprinkled some liquid from it, and began to chant a spell...^000000";
- next;
- mes "[Syklah]";
- mes "Haooooh...";
- mes "Doo de doo de~ Dah dah dah Dan dan dan Dah dah dah! Nu ha nu ha nu hahaha... Moo hee moo hee moo hee~";
- mes "- Pah ahhhh !! -";
- next;
- mes "^3355FFThe Stamping Ink of Muriniel has been created, and has been given to you by the sage Syklah.^000000";
- set dmdswrd_Q,27;
- next;
- mes "[Syklah]";
- mes "Now, with this stamping ink, you are able to use the Stamp of Muriniel.";
- next;
- mes "[Syklah]";
- mes "Now, I don't think you can use the stamp just anywhere. After all, it is a legendary item.";
- next;
- mes "[Syklah]";
- mes "Please visit the Third Sage ^3355FFEsklah^000000 who stays on Solomon, the island of prosperity, here in Juno.";
- next;
- mes "[Syklah]";
- mes "He will be able to tell you more about where to use this stamp. However, be careful. He is the most fastidious sage among all of us.";
- close;
- }
- else {
- mes "[Syklah]";
- mes "I hope you will bring me what I need to make the 'Stamp of Muriniel' ink soon.";
- next;
- mes "[Syklah]";
- mes "I will need...";
- mes "^3355FF20 Red Herb^000000,";
- mes "^3355FF5 Stone^000000 and";
- mes "^3355FF1 Stone Heart^000000.";
- close;
- }
- case 27:
- mes "[Syklah]";
- mes "Please visit ^3355FFEsklah^000000 on the island of prosperity, Solomon. But be careful. He is the most exacting Sage out of all of us.";
- close;
- }
- }
- else {
- mes "[Syklah]";
- mes "The people here keep talking of some suspicious man living in Juno.";
- next;
- mes "[Syklah]";
- mes "Supposedly, he's pretty dangerous, and is always immersing himself in some kind of research.";
- next;
- mes "[Syklah]";
- mes "People already consider him a 'Mad Scientist,' wasting his time studying impractical things beyond the understanding of normal people.";
- next;
- mes "[Syklah]";
- mes "It's rumored that this scientist is responsible for creating 'Blazer,' a monster made of magic flame.";
- next;
- mes "[Syklah]";
- mes "It's a dangerous and fearsome monster that casts spells like Fire Bolt and Fire Ball that lives outside of Juno.";
- close;
- }
-}
-
-yuno,213,298,4 script Sage Esklah#juno 735,{
- if (dmdswrd_Q == 27 || dmdswrd_Q == 28 || dmdswrd_Q == 29 || dmdswrd_Q == 30) {
- switch(dmdswrd_Q) {
- case 27:
- mes "[Esklah]";
- mes "Hm...?";
- mes "You must be the one who holds the Stamp of Muriniel...";
- next;
- mes "[Esklah]";
- mes "Heh, you don't look like much. But even though you're ordinary looking, you possess the legendary item!";
- next;
- mes "[Esklah]";
- mes "Only a few people in Rune-Midgard's history have been chosen to use the ^3355FFStamp of Muriniel.^000000";
- next;
- mes "[Esklah]";
- mes "However, it's my job to test whether or not you are truly qualified to possess it.";
- next;
- mes "[Esklah]";
- mes "Let me tell you about the stamp craftman ^3355FFMuriniel^000000.";
- next;
- mes "[Esklah]";
- mes "This man lived long ago, somewhere in Mt. Mjornir. He was eager in his studies, and wanted to recreate every pattern that existed in the world.";
- next;
- mes "[Esklah]";
- mes "Believing that people were obstacles to his study of patterns, he lived in seclusion, studying alone.";
- next;
- mes "[Esklah]";
- mes "While studying patterns one day, he happened to find a magic circle that connected this world to another world.";
- next;
- mes "[Esklah]";
- mes "That circle was totally different from ones used by Mages, Wizards or sages. This pattern had the power to summon an evil creature from the other world.";
- next;
- mes "[Esklah]";
- mes "In order to summon the creature, the pattern must be created in the perfect location. Muriniel began to explore various places and finally found the spot he was looking for.";
- next;
- mes "[Esklah]";
- mes "The place he found is now ^3355FFMuriniel's Cottage^000000. But to see that place, you will first need the ^3355FFCompass of Muriniel^000000.";
- next;
- mes "[Esklah]";
- mes "Heh heh. That's right, making the Compass of Muriniel will be my test for you.";
- next;
- mes "[Esklah]";
- mes "Now listen carefully, I won't tell you more than once. I will need you to collect some items to make the ^3355FFCompass of Muriniel^000000.";
- next;
- mes "[Esklah]";
- mes "Bring me...";
- mes "^3355FF2 Iron Ore^000000,";
- mes "^3355FF10 Acorn^000000 and";
- mes "^3355FF5 Decayed Nail^000000.";
- next;
- mes "[Esklah]";
- mes "For someone seeking the doomed sword, this should be a relatively simple task. Now go, and bring me what I have asked." ;
- set dmdswrd_Q,28;
- close;
- case 28:
- if (countitem(1002) > 1 && countitem(1026) > 9 && countitem(957) > 4) {
- mes "[Esklah]";
- mes "Let's see.";
- mes "2 Iron Ore...";
- mes "10 Acorn...";
- mes "5 Decayed Nail...";
- mes "Good, that's everything!";
- delitem 1002,2; //Iron_Ore
- delitem 1026,10; //Acorn
- delitem 957,5; //Decayed_Nail
- next;
- mes "[Esklah]";
- mes "Good work. Now, while I make the body of the compass, you can go and bring me the rest of the items I'll need.";
- next;
- mes "[Esklah]";
- mes "Muhahahaha! What's with that look? You know how this kind of business gets done!";
- next;
- mes "[Esklah]";
- mes "Now stop whining";
- mes "and go bring...";
- mes "^3355FF2 Brigan^000000 and";
- mes "^3355FF1 Phracon^000000.";
- mes "Now isn't that simple?";
- mes "Muhahahaha!!";
- set dmdswrd_Q,29;
- close;
- }
- mes "[Esklah]";
- mes "Now listen carefully. I won't tell you more than once. I need some items to create the ^3355FFCompass of Muriniel^000000.";
- next;
- mes "[Esklah]";
- mes "Bring me...";
- mes "^3355FF2 Iron Ore^000000,";
- mes "^3355FF10 Acorn^000000, and";
- mes "^3355FF5 Decayed Nail^000000.";
- close;
- case 29:
- if (countitem(7054) > 1 && countitem(1010) > 0) {
- mes "[Esklah]";
- mes "Now...";
- mes "Show me";
- mes "what you brought.";
- mes "That's 2 Brigan and...";
- mes "1 Phracon. Hmm. Very good.";
- mes "Now let me get to work.";
- delitem 7054,2; //Brigan
- delitem 1010,1; //Phracon
- next;
- mes "[Esklah]";
- mes "Hmm...";
- mes "Let's see...";
- mes "There, it's finished.";
- next;
- mes "^3355FFSage Esklah handed you the ^3355FFCompass of Muriniel^000000.";
- next;
- mes "^3355FFIn the direction the compass is pointing, some words are engraved...^000000";
- next;
- mes "^3355FF- Mountain Mjornir -^000000";
- mes "^3355FF- mjolnir_02 . 170 193 -^000000";
- next;
- mes "[Esklah]";
- mes "Look at the middle of compass carefully to find the place you must use the stamp. I wish you the best of luck in your journey.";
- set dmdswrd_Q,30;
- close;
- }
- mes "[Esklah]";
- mes "Listen carefully!";
- mes "I want you to bring...";
- mes "^3355FF2 Brigan^000000 and";
- mes "^3355FF1 Phracon^000000";
- mes "Isn't that simple and easy?";
- mes "Muhahaha! Now, get a move on!";
- close;
- case 30:
- mes "^3355FFYou look into the compass of Muriniel and take note of the engraving...^000000";
- next;
- mes "^3355FF- Mountain Mjornir -^000000";
- mes "^3355FF- mjolnir_02 . 170 193 -^000000";
- close;
- }
- }
- else {
- mes "[Esklah]";
- mes "I remember watching a harmless";
- mes "piece of paper floating";
- mes "through the air...";
- next;
- mes "[Esklah]";
- mes "As I was thinking of how wonderfully poetic that image was, that paper suddenly attacked me! Me, one of Juno's greatest Sages!";
- next;
- mes "[Esklah]";
- mes "I tried defending myself with my trusty sword, but being paper-thin, that monster managed to dodge all of my blows. I had to cast magic in order to destroy it.";
- next;
- mes "[Esklah]";
- mes "Later, I learned that monster is known as ^3355FFThe Paper^000000.";
- next;
- mes "[Esklah]";
- mes "It used to be a part of an old book that contained a lot of ancient knowledge about Juno, but somehow, became a monster. Isn't that peculiar?";
- close;
- }
-}
-
-mjolnir_02,170,193,4 script Muriniel's Cottage#juno 111,{
- if (dmdswrd_Q == 30 || dmdswrd_Q == 31) {
- switch(dmdswrd_Q) {
- case 30:
- mes "^3355FFMuriniel's pattern is carved into the wooden floor.^000000";
- next;
- mes "^3355FFUsing the ^9999FFStamp of Muriniel^3355FF and the ^9999FFStamping Ink of Muriniel^3355FF, you fit the stamp into the pattern on the floor.^000000";
- next;
- mes "^3355FF*Woon Woon*^000000";
- next;
- mes "^3355FFYou can faintly hear someone's voice softly in the distance.^000000";
- next;
- mes "[Muriniel's Recording]";
- mes "You, who are in the future, let me introduce myself.";
- next;
- mes "[Muriniel's Recording]";
- mes "My name is Muriniel, the stamp craftman living in your past. I appreciate that you have overcome many obstacles to reach this place.";
- next;
- mes "[Muriniel's Recording]";
- mes "However, you must first prove that you are qualified to wield the great power of the doomed sword.";
- next;
- mes "[Muriniel's Recording]";
- mes "The great Sages in Juno have helped me to install this magical system in my cottage to leave my message to you, adventurer in the future.";
- next;
- mes "[Muriniel's Recording]";
- mes "I know that you seek more power by obtaining a doomed sword. But not just anyone can handle the might of a doomed sword.";
- next;
- mes "[Muriniel's Recording]";
- mes "And I shudder to think what would happen if such power were to fall into evil hands. The test I have prepared cannot begin until Autumn follows a hot summer.";
- next;
- mes "[Muriniel's Recording]";
- mes "I shall give you an item that promises you of the quest I will give you in the future. Return to this place when the trees begin to shed their leaves...";
- next;
- mes "[Muriniel's Recording]";
- mes "Until that time comes, prepare yourself. And stay alive.";
- next;
- mes "^3355FF*Bzzzt!*";
- mes "*Bzzzzzzt--*^000000";
- next;
- mes "^3355FFSuddenly, the Stamp of Muriniel and the Compass of Muriniel break open to reveal a small, shining object.^000000";
- next;
- mes "^3355FFYou have received the ^9999FFDignity of Muriniel^000000.";
- set dmdswrd_Q,31;
- close;
- case 31:
- mes "^3355FFYou can faintly hear someone's voice coming from somewhere...^000000";
- next;
- mes "[Muriniel's Recording]";
- mes "Please remember to return to this place when the trees begin to shed their leaves. Until then, prepare yourself and stay alive.";
- close;
- }
- }
- else {
- mes "'Muriniel's Cottage'";
- next;
- mes "^3355FFFor some reason, that message is written in this place. But what could be so significant about a cottage like this?^000000";
- close;
- }
-}
diff --git a/npc/quests/quiz/quiz_qt.txt b/npc/quests/quiz/quiz_qt.txt
deleted file mode 100644
index 262905f40..000000000
--- a/npc/quests/quiz/quiz_qt.txt
+++ /dev/null
@@ -1,2139 +0,0 @@
-//===== rAthena Script =======================================
-//= Quiz (Revolution) Part 1
-//===== By: ==================================================
-//= CAHTXHuK
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= rAthena 1.0
-//===== Description: =========================================
-//=
-//===== Additional Comments: =================================
-//=
-//============================================================
-
-//=========================================================================================================================================
-prontera,152,286,4 script Receptionist::RecepQuiz 755,{
-
-if (countitem(1201) > 3) goto M_MaxItem;
-if (checkweight(1201,3) == 0 ) goto L_OverWeight;
-
-
-if(BaseLevel < 20){
- mes "^2f4f4f[Tsuji]^000000";
- mes "Hello";
- mes "This is Tsuji who is in charge of";
- mes "receiving application forms for";
- mes "Quiz Revolution event.";
- next;
- mes "^2f4f4f[Tsuji]^000000";
- mes "Zonda corporation has prepared";
- mes "^0000ffQuiz Revolution^000000 event to";
- mes "provide fun and excitement";
- mes "to all of you.";
- mes "Please read the following explanation and";
- mes "participate in this event.";
- next;
- mes "^2f4f4f[Tsuji]^000000";
- mes "This Quiz Revolution event is..";
- mes "operated in a different way compared to the previous one.";
- mes "The event will only be open for those who wish to participate in the game.";
- mes "Also, the ^006400Quiz Tickets^000000 will be given to those who";
- mes "pass simple tests to check if the player is worthy of";
- mes "playing the game.";
- next;
- mes "^2f4f4f[Tsuji]^000000";
- mes "The assessment will be made through";
- mes "^006400four simple tests^000000";
- mes "For the ones who pass all four tests";
- mes "will receive the quiz ticket of the";
- mes "Quiz Revolution event.";
- next;
- mes "^2f4f4f[Tsuji]^000000";
- mes "Hmm?! Wait a sec.";
- mes "If you wish to join Quiz Revolution event";
- mes "you should have base level";
- mes "20 or above.";
- mes "Please go and return after raising the";
- mes "level to the expected point.";
- close;
-
-} else if (quiz_rvl > 2) {
-
- mes "^2f4f4f[Tsuji]^000000";
- mes "The event for all of you!";
- mes "Quiz Revolution is about to start.";
- mes "Please show us a lot of";
- mes "participation.";
- mes "And don't forget to bring the admission ticket~~";
- close;
-
-} else if (quiz_rvl == 2) {
-
- mes "^2f4f4f[Tsuji]^000000";
- mes "You have already passed the first test.";
- mes "Please visit 'Payon' and find";
- mes "'Seeil'.";
- mes "Seeil will give the second test.";
- close;
-
-} else if (quiz_rvl == 1) {
-
- mes "^2f4f4f[Tsuji]^000000";
- mes "^0000ff" +strcharinfo(0)+ "^000000.";
- mes "You have to take the retest";
- mes "to pass the test.";
- mes "Will you accept it?";
- next;
- menu "Yes",-,"No",sM1_No;
-
-
- mes "^2f4f4f[Tsuji]^000000";
- mes "Very well.";
- mes "I hope you pass the test this time..";
- mes "Here are the questions.";
- set @test_soonsu, rand(2);
- set @score_test, 0;
- next;
-
- if (@test_soonsu == 0){
- mes "^2f4f4f[Tsuji]^000000";
- mes "1st question.";
- mes "Ragnarok is a MMORPG game.";
- mes "Please choose O and X.";
-
- next;
- menu "O",-,"X",X1;
-
- set @score_test, @score_test + 10;
-
- X1:
- mes "^2f4f4f[Tsuji]^000000";
- mes "2nd question.";
- mes "Ragnarok's monetary unit is 'Zeny'.";
- next;
- menu "O",-,"X",X2;
-
- set @score_test, @score_test + 10;
-
- X2:
- mes "^2f4f4f[Tsuji]^000000";
- mes "3rd question.";
- mes "If an unknown person is attacking a monster";
- mes "you have to attack the same monster together.";
- next;
- menu "O",X3,"X",-;
-
- set @score_test, @score_test + 10;
- X3:
- mes "^2f4f4f[Tsuji]^000000";
- mes "4th question.";
- mes "'Payon' is the capital of 'Rune Midgarts'.";
- next;
- menu "O",X4,"X",-;
-
- set @score_test, @score_test + 10;
-
- X4:
- mes "^2f4f4f[Tsuji]^000000";
- mes "5th question.";
- mes "There are ships in 'Alberta'.";
- next;
- menu "O",-,"X",X5;
-
- set @score_test, @score_test + 10;
-
- X5:
- mes "^2f4f4f[Tsuji]^000000";
- mes "6th question.";
- mes "A job class that can use";
- mes "'Grand Cross' is";
- mes "'Lord Knight'.";
- next;
- menu "O",X6,"X",-;
-
- set @score_test, @score_test + 10;
-
- X6:
- mes "^2f4f4f[Tsuji]^000000";
- mes "7th question.";
- mes "When 'Bard' screams, the oppenet can be 'sturn status'";
- mes "in regular probability.";
- next;
- menu "O",X7,"X",-;
-
- set @score_test, @score_test + 10;
-
- X7:
- mes "^2f4f4f[Tsuji]^000000";
- mes "8th question.";
- mes "'Baphomet'is a tool";
- mes "for killing mosquitos.";
- next;
- menu "O",X8,"X",-;
-
- set @score_test, @score_test + 10;
-
- X8:
- mes "^2f4f4f[Tsuji]^000000";
- mes "9th question.";
- mes "'Swordman' can class change to";
- mes "'Ambernite'.";
- next;
- menu "O",X9,"X",-;
-
- set @score_test, @score_test + 10;
-
- X9:
- mes "^2f4f4f[Tsuji]^000000";
- mes "The last question.";
- mes "A fine horse, which appears in North european Myth";
- mes "'Sleipnir' has five legs.";
- next;
- menu "O",X0,"X",-;
-
- set @score_test, @score_test + 10;
-
- goto X0;
-
-
- } else if (@test_soonsu == 1){
-
- mes "^2f4f4f[Tsuji]^000000";
- mes "1st question.";
- mes "Ragnarok is a MMORPG game.";
- mes "Please choose O and X.";
- next;
- menu "O",-, "X",X1_1;
-
- set @score_test, @score_test + 10;
-
- X1_1:
- mes "^2f4f4f[Tsuji]^000000";
- mes "2nd question.";
- mes "'Valkyrie' who appears in North european Myth";
- mes "is the godess of Love.";
- next;
- menu "O",X1_2,"X",-;
- set @score_test, @score_test + 10;
-
- X1_2:
- mes "^2f4f4f[Tsuji]^000000";
- mes "3rd question.";
- mes "'Bethoven' composed the classic";
- mes "'Moon Light sonata'.";
- next;
- menu "O",-, "X",X1_3;
-
- set @score_test, @score_test + 10;
-
- X1_3:
- mes "^2f4f4f[Tsuji]^000000";
- mes "4th question.";
- mes "Orcs that exsits in the world of Ragnarok";
- mes "are divided into 7 types.";
- next;
- menu "O",X1_4,"X",-;
- set @score_test, @score_test + 10;
-
- X1_4:
- mes "^2f4f4f[Tsuji]^000000";
- mes "5th question.";
- mes "'Cobolt Card' can be installed";
- mes "into";
- mes "shield items.";
- next;
- menu "O",X1_5,"X",-;
- set @score_test, @score_test + 10;
-
- X1_5:
- mes "^2f4f4f[Tsuji]^000000";
- mes "6th question.";
- mes "'Katar'is exclusive use of Assassins.";
- next;
- menu "O",-, "X",X1_6;
-
- set @score_test, @score_test + 10;
-
- X1_6:
- mes "^2f4f4f[Tsuji]^000000";
- mes "7th questino.";
- mes "'Emperium' is a material for";
- mes "refining.";
- next;
- menu "O",X1_7,"X",-;
- set @score_test, @score_test + 10;
-
- X1_7:
- mes "^2f4f4f[Tsuji]^000000";
- mes "8th question.";
- mes "'Payon' is a village of bandits.";
- next;
- menu "O",X1_8,"X",-;
- set @score_test, @score_test + 10;
-
- X1_8:
- mes "^2f4f4f[Tsuji]^000000";
- mes "9th question.";
- mes "'Prontera' is the only place where";
- mes "to class change into 'Swordman'.";
- next;
- menu "O",X1_9,"X",-;
- set @score_test, @score_test + 10;
-
- X1_9:
- mes "^2f4f4f[Tsuji]^000000";
- mes "The last question.";
- mes "A monster 'Merman' is a human type.";
- next;
- menu "O",-, "X",X0;
-
- set @score_test, @score_test + 10;
-
- goto X0;
-
- } else if (@test_soonsu == 2){
-
- mes "1st question.";
- mes "Ragnarok is a MMORPG game.";
- mes "Please choose O and X.";
- next;
- menu "O",-, "X",X2_1;
-
- set @score_test, @score_test + 10;
-
- X2_1:
- mes "^2f4f4f[Tsuji]^000000";
- mes "2nd question.";
- mes "The cloesest village from Pyramid Dugeon is 'Morroc'.";
- next;
- menu "O",-, "X",X2_2;
-
- set @score_test, @score_test + 10;
-
- X2_2:
- mes "^2f4f4f[Tsuji]^000000";
- mes "3rd question.";
- mes "A merchant association is located in 'Al De Baran'.";
- next;
- menu "O",X2_3,"X",-;
- set @score_test, @score_test + 10;
-
- X2_3:
- mes "^2f4f4f[Tsuji]^000000";
- mes "4th question.";
- mes "Acolyte can";
- mes "class change to";
- mes "'Sage' and 'Priest'.";
- next;
- menu "O",X2_4,"X",-;
- set @score_test, @score_test + 10;
-
- X2_4:
- mes "^2f4f4f[Tsuji]^000000";
- mes "5th question.";
- mes "When reached base level 10";
- mes "can be class changed to 1st job10.";
- next;
- menu "O",X2_5,"X",-;
- set @score_test, @score_test + 10;
-
- X2_5:
- mes "^2f4f4f[Tsuji]^000000";
- mes "6th question.";
- mes "'Bowling Bash' can not be activated";
- mes "without equip";
- mes "'Two handed sword'.";
- next;
- menu "O",X2_6,"X",-;
- set @score_test, @score_test + 10;
-
- X2_6:
- mes "^2f4f4f[Tsuji]^000000";
- mes "7th question.";
- mes "When Priest uses 'Signum Crusis'";
- mes "all monsters' defense will decrease";
- mes "in regular probability.";
- next;
- menu "O",X2_7,"X",-;
- set @score_test, @score_test + 10;
-
- X2_7:
- mes "^2f4f4f[Tsuji]^000000";
- mes "8th question.";
- mes "'Wizard' will use a Blue gemstone";
- mes "when casts 'Fire Pillar'.";
- next;
- menu "O",-, "X",X2_8;
-
- set @score_test, @score_test + 10;
-
- X2_8:
- mes "^2f4f4f[Tsuji]^000000";
- mes "9th question.";
- mes "A name of Assassin's exclusive weapon'";
- mes "'Katar' that gives";
- mes "additional 50% damage to human type";
- mes "is 'Infiltrator'.";
- next;
- menu "O",X2_9,"X",-;
- set @score_test, @score_test + 10;
-
- X2_9:
- mes "^2f4f4f[Tsuji]^000000";
- mes "10th question.";
- mes "'Fire' is the most effective";
- mes "property against to 'water'.";
- next;
- menu "O",X0,"X",-;
- set @score_test, @score_test + 10;
-
-
- X0:
- mes "^2f4f4f[Tsuji]^000000";
- mes "Well done~";
- mes "You have solved all the 10 questions.";
- mes "Let me check";
- mes "how many you got?";
- mes "^ff0000If you don't get a perfect score, you have to re-test~^000000";
- next;
- mes "^2f4f4f[Tsuji]^000000";
- mes "Wait a moment please.";
- mes "Grading.";
- mes ". . . . . . . . . . . . . . .";
- mes ". . . . . . . . . . . . . . .";
- mes ". . . . . . . . . . . . . . .";
- next;
- mes "^2f4f4f[Tsuji]^000000";
- mes "Hum . . . . . . . . . . . . .";
- mes ". . . . . . . . . . . . . . .";
- mes ". . . . . . . . . . . . . . .";
- next;
- mes "^2f4f4f[Tsuji]^000000";
- mes "OK, finished grading.";
- mes "I will tell your score.";
- next;
- if (@score_test > 99) {
- mes "^2f4f4f[Tsuji]^000000";
- mes "Your score is ^2f4f4f" + @score_test + "^000000!";
- mes "You have";
- mes "qualified to participate in";
- mes "Quiz Revolution.";
- mes "You have cleared the 1st test!";
- next;
- mes "^2f4f4f[Tsuji]^000000";
- mes "This is a reward";
- mes "from us.";
- mes "Please accept it.";
- set quiz_rvl,2;
- getitem 501,10; //Red_Potion
- next;
- mes "^2f4f4f[Tsuji]^000000";
- mes "Now, the 2nd test is";
- mes "ready.";
- mes "Go to 'Payon' and meet";
- mes "'Seeil'.";
- mes "You can get the 2nd test";
- mes "from him.";
- next;
- mes "^2f4f4f[Tsuji]^000000";
- mes "You have no business with me";
- mes "Have a good day.";
- close;
- }
- } else {
- set quiz_rvl,1;
- mes "^2f4f4f[Tsuji]^000000";
- mes "You score is ^2f4f4f" + @score_test + "^000000.";
- mes "You did not get a perfect score.";
- mes "I do not tell you";
- mes "where you got wrong.";
- mes "You have to take the test again.";
- close;
- }
-
- sM1_No:
- mes "^2f4f4f[Tsuji]^000000";
- mes "Oh, really?";
- mes "Well, it's up to you.";
- mes "Too bad.";
- mes "If you change your mind,";
- mes "let me know.";
- close;
-
-
-} else if (quiz_rvl == 0) && (BaseLevel > 19) {
-
-
- mes "^2f4f4f[Tsuji]^000000";
- mes "Hello";
- mes "This is Tsuji who is in charge of";
- mes "receiving application forms for";
- mes "Quiz Revolution event.";
- next;
- mes "^2f4f4f[Tsuji]^000000";
- mes "Zonda corporation has prepared";
- mes "^0000ffQuiz Revolution^000000 event to";
- mes "provide fun and excitement";
- mes "to all of you.";
- mes "Please read the following explanation and";
- mes "participate in this event.";
- next;
- mes "^2f4f4f[Tsuji]^000000";
- mes "This Quiz Revolution event is..";
- mes "operated in a different way compared to the previous one.";
- mes "The event will only be open for those who wish to participate in the game.";
- mes "Also, the ^006400Quiz Tickets^000000 will be given to those who";
- mes "pass simple tests to check if the player is worthy of";
- mes "playing the game.";
- next;
- mes "^2f4f4f[Tsuji]^000000";
- mes "The assessment will be made through";
- mes "^006400four simple tests^000000";
- mes "For the ones who pass all four tests";
- mes "will receive the quiz ticket of the";
- mes "Quiz Revolution event.";
- next;
- mes "^2f4f4f[Tsuji]^000000";
- mes "There is a saying,";
- mes "^dc143c'No pain no gain!'^000000";
- mes "Hmm.. I don't think I know exactly what it means.";
- mes "Anyway, I hope you pass all the tests";
- mes "and receive the quiz ticket";
- mes "required for the Quiz Revolution event.";
- next;
- mes "^2f4f4f[Tsuji]^000000";
- mes "So~ Will you now take the";
- mes "four test to attain the quiz ticket for";
- mes "the Quiz Revolution event?";
- next;
- menu "Yes",-,"No",sM2_No;
-
-
- mes "^2f4f4f[Tsuji]^000000";
- mes "Good.";
- mes "The first one is the ^191970'knowledge test'^000000.";
- mes "I give out the questions and the player has to choose";
- mes "an answer using O and X.";
- next;
- mes "^2f4f4f[Tsuji]^000000";
- mes "For your information, the player must get ^dc143ceverything right^000000, ";
- mes "to become eligible for the quiz event";
- mes "so please take your time solving questions.";
- next;
- mes "^2f4f4f[Tsuji]^000000";
- mes "I wish many players participate";
- mes "Quiz Revolution event.";
- mes "I will try to give out easy";
- mes "questions. Muhaha!";
- next;
- mes "^2f4f4f[Tsuji]^000000";
- mes "Then let us start.";
- mes "Read the question carefully and choose";
- mes "the right answer.";
- set @test_soonsu, rand(2);
- set @score_test, 0;
- next;
-
-
- if (@test_soonsu == 0) {
- mes "^2f4f4f[Tsuji]^000000";
- mes "1st question.";
- mes "Ragnarok is a MMORPG game.";
- mes "Please choose O and X.";
- next;
- menu "O",-, "X",X3_1;
-
- set @score_test, @score_test + 10;
-
- X3_1:
- mes "^2f4f4f[Tsuji]^000000";
- mes "2nd question.";
- mes "Ragnarok's monetary unit is 'Zeny'.";
- next;
- menu "O",-, "X",X3_2;
-
- set @score_test, @score_test + 10;
-
- X3_2:
- mes "^2f4f4f[Tsuji]^000000";
- mes "3rd question.";
- mes "If an unknown person is attacking a monster";
- mes "you have to attack the same monster together.";
- next;
- menu "O",X3_3, "X",-;
-
- set @score_test, @score_test + 10;
-
- X3_3:
- mes "^2f4f4f[Tsuji]^000000";
- mes "4th question.";
- mes "'Payon' is the capital of 'Rune Midgarts'.";
- next;
- menu "O",-, "X",X3_4;
-
- set @score_test, @score_test + 10;
-
- X3_4:
- mes "^2f4f4f[Tsuji]^000000";
- mes "5th question.";
- mes "There are ships in 'Alberta'.";
- next;
- menu "O",-, "X",X3_5;
-
- set @score_test, @score_test + 10;
-
- X3_5:
- mes "^2f4f4f[Tsuji]^000000";
- mes "6th question.";
- mes "A job class that can use";
- mes "'Grand Cross' is";
- mes "'Lord Knight'.";
- next;
- menu "O",X3_6, "X",-;
-
- set @score_test, @score_test + 10;
-
- X3_6:
- mes "^2f4f4f[Tsuji]^000000";
- mes "7th question.";
- mes "When 'Bard' screams, the oppenet can be 'sturn status'";
- mes "in regular probability.";
- next;
- menu "O",X3_7, "X",-;
-
- set @score_test, @score_test + 10;
-
- X3_7:
- mes "^2f4f4f[Tsuji]^000000";
- mes "8th question.";
- mes "'Baphomet'is a tool";
- mes "for killing mosquitos.";
- next;
- menu "O",X3_8, "X",-;
-
- set @score_test, @score_test + 10;
-
- X3_8:
- mes "^2f4f4f[Tsuji]^000000";
- mes "9th question.";
- mes "'Swordman' can class change to";
- mes "'Ambernite'.";
- next;
- menu "O",X3_9, "X",-;
-
- set @score_test, @score_test + 10;
-
- X3_9:
- mes "^2f4f4f[Tsuji]^000000";
- mes "The last question.";
- mes "A fine horse, which appears in North european Myth";
- mes "'Sleipnir' has five legs.";
- next;
- menu "O",Y0, "X",-;
-
- set @score_test, @score_test + 10;
-
- goto Y0;
-
-
- } else if (@test_soonsu == 1) {
-
- mes "^2f4f4f[Tsuji]^000000";
- mes "1st question.";
- mes "Ragnarok is a MMORPG game.";
- mes "Please choose O and X.";
- next;
- menu "O",-, "X",X4_1;
-
- set @score_test, @score_test + 10;
-
- X4_1:
- mes "^2f4f4f[Tsuji]^000000";
- mes "2nd question.";
- mes "'Valkyrie' who appears in North european Myth";
- mes "is the godess of Love.";
- next;
- menu "O",X4_2, "X",-;
-
- set @score_test, @score_test + 10;
-
- X4_2:
- mes "^2f4f4f[Tsuji]^000000";
- mes "3rd question.";
- mes "'Bethoven' composed the classic";
- mes "'Moon Light sonata'.";
- next;
- menu "O",-, "X",X4_3;
-
- set @score_test, @score_test + 10;
-
- X4_3:
- mes "^2f4f4f[Tsuji]^000000";
- mes "4th question.";
- mes "Orcs that exsits in the world of Ragnarok";
- mes "are divided into 7 types.";
- next;
- menu "O",X4_4, "X",-;
-
- set @score_test, @score_test + 10;
-
- X4_4:
- mes "^2f4f4f[Tsuji]^000000";
- mes "5th question.";
- mes "'Cobolt Card' can be installed";
- mes "into";
- mes "shield items.";
- next;
- menu "O",X4_5, "X",-;
-
- set @score_test, @score_test + 10;
-
- X4_5:
- mes "^2f4f4f[Tsuji]^000000";
- mes "6th question.";
- mes "'Katar'is exclusive use of Assassins.";
- next;
- menu "O",-, "X",X4_6;
-
- set @score_test, @score_test + 10;
-
- X4_6:
- mes "^2f4f4f[Tsuji]^000000";
- mes "7th questino.";
- mes "'Emperium' is a material for";
- mes "refining.";
- next;
- menu "O",X4_7, "X",-;
-
- set @score_test, @score_test + 10;
-
- X4_7:
- mes "^2f4f4f[Tsuji]^000000";
- mes "8th question.";
- mes "'Payon' is a village of bandits.";
- next;
- menu "O",X4_8, "X",-;
-
- set @score_test, @score_test + 10;
-
- X4_8:
- mes "^2f4f4f[Tsuji]^000000";
- mes "9th question.";
- mes "'Prontera' is the only place where";
- mes "to class change into 'Swordman'.";
- next;
- menu "O",X4_9, "X",-;
-
- set @score_test, @score_test + 10;
-
- X4_9:
- mes "^2f4f4f[Tsuji]^000000";
- mes "The last question.";
- mes "A monster 'Merman' is a human type.";
- next;
- menu "O",-, "X",Y0;
-
- set @score_test, @score_test + 10;
-
- goto Y0;
-
- } else if (@test_soonsu == 2) {
-
-
- mes "1st question.";
- mes "Ragnarok is a MMORPG game.";
- mes "Please choose O and X.";
- next;
- menu "O",-, "X",X5_1;
-
- set @score_test, @score_test + 10;
-
- X5_1:
- mes "^2f4f4f[Tsuji]^000000";
- mes "2nd question.";
- mes "The cloesest village from Pyramid Dugeon is 'Morroc'.";
- next;
- menu "O",-, "X",X5_2;
-
- set @score_test, @score_test + 10;
-
- X5_2:
- mes "^2f4f4f[Tsuji]^000000";
- mes "3rd question.";
- mes "A merchant association is located in 'Al De Baran'.";
- next;
- menu "O",X5_3, "X",-;
-
- set @score_test, @score_test + 10;
-
- X5_3:
- mes "^2f4f4f[Tsuji]^000000";
- mes "4th question.";
- mes "Acolyte can";
- mes "class change to";
- mes "'Sage' and 'Priest'.";
- next;
- menu "O",X5_4, "X",-;
-
- set @score_test, @score_test + 10;
-
- X5_4:
- mes "^2f4f4f[Tsuji]^000000";
- mes "5th question.";
- mes "When reached base level 10";
- mes "can be class changed to 1st job10.";
- next;
- menu "O",X5_5, "X",-;
-
- set @score_test, @score_test + 10;
-
- X5_5:
- mes "^2f4f4f[Tsuji]^000000";
- mes "6th question.";
- mes "'Bowling Bash' can not be activated";
- mes "without equip";
- mes "'Two handed sword'.";
- next;
- menu "O",X5_6, "X",-;
-
- set @score_test, @score_test + 10;
-
- X5_6:
- mes "^2f4f4f[Tsuji]^000000";
- mes "7th question.";
- mes "When Priest uses 'Signum Crusis'";
- mes "all monsters' defense will decrease";
- mes "in regular probability.";
- next;
- menu "O",X5_7, "X",-;
-
- set @score_test, @score_test + 10;
-
- X5_7:
- mes "^2f4f4f[Tsuji]^000000";
- mes "8th question.";
- mes "'Wizard' will use a Blue gemstone";
- mes "when casts 'Fire Pillar'.";
- next;
- menu "O",-, "X",X5_8;
-
- set @score_test, @score_test + 10;
-
- X5_8:
- mes "^2f4f4f[Tsuji]^000000";
- mes "9th question.";
- mes "A name of Assassin's exclusive weapon'";
- mes "'Katar' that gives";
- mes "additional 50% damage to human type";
- mes "is 'Infiltrator'.";
- next;
- menu "O",X5_9, "X",-;
-
- set @score_test, @score_test + 10;
-
- X5_9:
- mes "^2f4f4f[Tsuji]^000000";
- mes "10th question.";
- mes "'Fire' is the most effective";
- mes "property against to 'water'.";
- next;
- menu "O",Y0, "X",-;
-
- set @score_test, @score_test + 10;
-
-
-
- Y0:
- mes "^2f4f4f[Tsuji]^000000";
- mes "Well done~";
- mes "You have solved all the 10 questions.";
- mes "Let me check";
- mes "how many you got?";
- mes "^ff0000If you don't get a perfect score, you have to re-test~^000000";
- next;
- mes "^2f4f4f[Tsuji]^000000";
- mes "Wait a moment please.";
- mes "Grading.";
- mes ". . . . . . . . . . . . . . .";
- mes ". . . . . . . . . . . . . . .";
- mes ". . . . . . . . . . . . . . .";
- next;
- mes "^2f4f4f[Tsuji]^000000";
- mes "Hum . . . . . . . . . . . . .";
- mes ". . . . . . . . . . . . . . .";
- mes ". . . . . . . . . . . . . . .";
- next;
- mes "^2f4f4f[Tsuji]^000000";
- mes "OK, finished grading.";
- mes "I will tell your score.";
- next;
- if (@score_test > 99) {
- mes "^2f4f4f[Tsuji]^000000";
- mes "Your score is ^2f4f4f" + @score_test + "^000000!";
- mes "You have";
- mes "qualified to participate in";
- mes "Quiz Revolution.";
- mes "You have cleared the 1st test!";
- next;
- mes "^2f4f4f[Tsuji]^000000";
- mes "This is a reward";
- mes "from us.";
- mes "Please accept it.";
- set quiz_rvl,2;
- getitem 501,10; //Red_Potion
- next;
- mes "^2f4f4f[Tsuji]^000000";
- mes "Now, the 2nd test is";
- mes "ready.";
- mes "Go to 'Payon' and meet";
- mes "'Seeil'.";
- mes "You can get the 2nd test";
- mes "from him.";
- next;
- mes "^2f4f4f[Tsuji]^000000";
- mes "You have no business with me";
- mes "Have a good day.";
- close;
- } else {
- set quiz_rvl,1;
- mes "^2f4f4f[Tsuji]^000000";
- mes "You score is ^2f4f4f" + @score_test + "^000000.";
- mes "You did not get a perfect score.";
- mes "I do not tell you";
- mes "where you got wrong.";
- mes "You have to take the test again.";
- close;
- }
-
-
- sM2_No:
- mes "^2f4f4f[Tsuji]^000000";
- mes "Oh, really?";
- mes "Well, it's up to you.";
- mes "Too bad.";
- mes "If you change your mind,";
- mes "let me know.";
- close;
- }
-}
-M_MaxItem:
- mes "^2f4f4f[Tsuji]^000000";
- mes "- Wait a minute !! -";
- mes "- You currently have too many items that -";
- mes "- you can't receive an item. -";
- mes "- Please loose some weight -";
- mes "- and try again. -";
- close;
-
-L_OverWeight:
- mes "^2f4f4f[Tsuji]^000000";
- mes "- Wait a minute !! -";
- mes "- You currently have too many items that -";
- mes "- you can't receive an item. -";
- mes "- Please loose some weight -";
- mes "- and try again. -";
- close;
-}
-
-//======================================payon=================================
-payon,85,133,4 duplicate(RecepQuiz) Receptionist#2 755
-//======================================geffen================================
-geffen,111,104,4 duplicate(RecepQuiz) Receptionist#3 755
-//====================================morocc==================================
-morocc,148,272,5 duplicate(RecepQuiz) Receptionist#4 755
-//=============================Alberta========================================
-alberta,29,241,4 duplicate(RecepQuiz) Receptionist#5 755
-//============================================================================
-
-//===================Quiz Revolution 2nd quest collecting job items==================
-payon,111,117,3 script Seeil 89,{
-if (countitem(1201) > 3) goto M_MaxItem;
-if (checkweight(1201,3) == 0 ) goto L_OverWeight;
-
- if (quiz_rvl > 13) {
- mes "[Seeil]";
- mes "How was the last test? I hope you do this";
- mes "one well.";
- close;
- } else if (quiz_rvl == 13) {
- mes "[Seeil]";
- mes "Since you have cleared the conditions to receive the";
- mes "last test, please go and visit Radeng in Prontera.";
- mes "During that time, I will transfer";
- mes "will transfer all";
- mes "your data.";
- next;
- mes "[Seeil]";
- mes "So this is the last one. Show me some spirit!";
- mes "This is a present to encourage you! Take it!";
- set quiz_rvl,14;
- getitem 503,10; //Yellow_Potion
- close;
-
- } else if (quiz_rvl > 6) && (quiz_rvl < 13) {
- mes "[Seeil]";
- mes "Eh? You didn't finish the marathon test and";
- mes "came out in the middle of the test.";
- mes "Oh my.. I don't know how you came out, but";
- mes "this can't be like this. I will send you";
- mes "once again!";
- close2;
- set quiz_rvl,6;
- warp "quiz_test",385,388;
- end;
-
- } else if (quiz_rvl == 6) {
- mes "[Seeil]";
- mes "Ho.. You are fast. Well...";
- mes "All the preparations have been made so I can send";
- mes "you to the next stage. This will test your patience";
- mes "and endurance. It will not be require to use your brain";
- mes "this time. All you have to do is.. just run.";
- next;
- mes "[Seeil]";
- mes "You can't come back from there until";
- mes "you finish. Are you ready?";
- mes "Will you take the third test";
- mes "now?";
- next;
- menu "Take the test",-,"Refuse to take the test",M2_S;
-
- mes "[Seeil]";
- mes "Okay! I hope you do well and";
- mes "pass the test.";
- mes "Go for it!";
- close2;
- warp "quiz_test",385,388;
- end;
-
- M2_S:
- mes "[Seeil]";
- mes "Oh my gosh, you are not ready";
- mes "yet. I don't have any intention to";
- mes "force you so whenever you are ready";
- mes "please come back to me. Ha ha ha.";
- close;
-
-
- } else if (quiz_rvl == 3) {
- if (countitem(902) > 39) && (countitem(908) > 39) && (countitem(909) > 39) {
- mes "[Seeil]";
- mes "Wow. You have collected the requested items.";
- mes "So I will keep my promise. Before that";
- mes "this is a present for you.. Please";
- mes "take it.";
- delitem 902,40;
- delitem 908,40;
- delitem 909,40;
- set quiz_rvl,6;
- getitem 502,10; //Orange_Potion
- next;
- mes "[Seeil]";
- mes "Then come back after a while and talk to me.";
- mes "I need to prepare somethings for the third test";
- mes "so... please go and do something";
- mes "to kill some time.";
- close;
- }
-
- mes "[Seeil]";
- mes "You are under a test which you are required to bring";
- mes "^FF0000Tree Root^000000, ^FF0000Spawn^000000,";
- mes "^FF0000Jellopy^000000, 40ea each.";
- mes "Go for it!";
- close;
-
- } else if (quiz_rvl == 4) {
- if (countitem(905) > 39) && (countitem(920) > 39) && (countitem(909) > 39) {
- mes "[Seeil]";
- mes "Ho. You have collected the required items.";
- mes "I will keep my promise too. Before that";
- mes "this is a present for you. Please";
- mes "take it.";
- delitem 905,40;
- delitem 920,40;
- delitem 909,40;
- set quiz_rvl,6;
- getitem 502,10; //Orange_Potion
- next;
- mes "[Seeil]";
- mes "Then come back to me after a while.";
- mes "I have somethings to prepare so";
- mes "please go and do somethings to kill";
- mes "time.";
- close;
- }
-
- mes "[Seeil]";
- mes "You are under a test which you are required to bring";
- mes "^FF0000Stem^000000, ^FF0000Claw of Wolves^000000, ^FF0000Jellopy^000000";
- mes "40 ea each.";
- mes "Go for it.";
- close;
-
- } else if (quiz_rvl == 5) {
- if (countitem(940) > 39) && (countitem(916) > 39) && (countitem(909) > 39) {
-
- mes "[Seeil]";
- mes "Ho. You have collected the required items.";
- mes "I will keep my promise too. Before that";
- mes "this is a present for you. Please";
- mes "take it.";
- delitem 940,40;
- delitem 916,40;
- delitem 909,40;
- set quiz_rvl,6;
- getitem 502,10; //Orange_Potion
- next;
- mes "[Seeil]";
- mes "Then come back to me after a while.";
- mes "I have somethings to prepare so";
- mes "please go and do somethings to kill";
- mes "time.";
- close;
- }
-
- mes "[Seeil]";
- mes "You are under a test which you are required to bring";
- mes "^FF0000Grasshopper's Leg^000000, FF0000Feather of Birds^000000, ^FF0000Jellopy^000000";
- mes "40ea each.";
- mes "Go for it!";
- close;
-
-
- } else if (quiz_rvl == 2) {
-
- mes "[Seeil]";
- mes "Hmm? You are the one Tsuji sent?";
- mes "Your name is... " +strcharinfo(0)+ " Right? Okay...";
- mes "Confirmed. You look about the same as Tsuji";
- mes "described to me. Well, shall we start the";
- mes "test?";
- next;
- mes "[Seeil]";
- mes "It isn't that tough. All you have";
- mes "to do is bring specified items";
- mes "Life isn't that hard~";
- set @japtem,rand(2);
- next;
-
- if (@japtem == 0) {
- set quiz_rvl,3;
- mes "[Seeil]";
- mes "Bring ^FF0000Tree Root ^000000 40ea, ^FF0000Spawn";
- mes "^000000 40ea, and ^FF0000Jellopy^000000 40ea";
- mes "I told ya. It's is not so hard, is it?";
- mes "I would like to specify some items hard to find";
- mes "but seniors told me not ";
- mes "to do so~ Hehe.";
- next;
- mes "[Seeil]";
- mes "Well, bring it as soon as you can. This is";
- mes "an easy test, but there is a time limit.";
- mes "Sooner the better, that is what";
- mes "I mean~";
- close;
- }
-
- else if (@japtem == 1) {
- set quiz_rvl,4;
- mes "[Seeil]";
- mes "Bring ^FF0000Stem^000000 40ea, ^FF0000Wolf Claw^000000 40ea,";
- mes "and ^FF0000Jellopy^000000 40ea.";
- mes "I told ya. It's is not so hard, is it?";
- mes "I would like to specify some items hard to find";
- mes "but seniors told me not ";
- mes "to do so~ Hehe.";
- next;
- mes "[Seeil]";
- mes "Well, bring it as soon as you can. This is";
- mes "an easy test, but there is a time limit.";
- mes "Sooner the better, that is what";
- mes "I mean~";
- close;
- }
-
- else if (@japtem == 2) {
- set quiz_rvl,5;
- mes "[Seeil]";
- mes "^FF0000Grasshopper's Leg^000000 40ea, ^FF0000Feather of Birds^000000 40ea,";
- mes "and ^FF0000Jellopy^000000 40ea.";
- mes "I told ya. It's is not so hard, is it?";
- mes "I would like to specify some items hard to find";
- mes "but seniors told me not ";
- mes "to do so~ Hehe.";
- next;
- mes "[Seeil]";
- mes "Well, bring it as soon as you can. This is";
- mes "an easy test, but there is a time limit.";
- mes "Sooner the better, that is what";
- mes "I mean~";
- close;
- }
- } else {
-
- mes "[Seeil]";
- mes "Call me Seeil=Lanchest";
- mes "I am here to test the ones who";
- mes "wishes to join in the quiz event.";
- next;
- mes "[Seeil]";
- mes "I am in charge of second and third test";
- mes "so in order to get a test from me, you have to";
- mes "pass the first test which is given";
- mes "by Tsuji.";
- close;
-}
-M_MaxItem:
- mes "^800000[Seeil]^000000";
- mes "- Wait a minute !! -";
- mes "- You currently have too many items that -";
- mes "- you can't receive an item. -";
- mes "- Please loose some weight -";
- mes "- and try again. -";
- close;
-
-L_OverWeight:
- mes "^800000[Seeil]^000000";
- mes "- Wait a minute !! -";
- mes "- You currently have too many items that -";
- mes "- you can't receive an item. -";
- mes "- Please loose some weight -";
- mes "- and try again. -";
- close;
-}
-
-//=========================================================================================================================================================
-prontera,116,266,5 script Receptionist 109,{
-
-if (countitem(1201) > 3) goto M_MaxItem;
-if (checkweight(1201,3) == 0 ) goto L_OverWeight;
-
-
-if(quiz_rvl == 18) {
-
- mes "^800000[Radeng]^000000";
- mes "^6b8e23" + strcharinfo(0)+ "^000000?";
- mes "'Go look for ^b8860b'Kantryl'^000000 ";
- mes "at Izlude.";
- close;
-
-
-
-} else if(quiz_rvl == 17) {
-
- if (countitem(955) > 19) && (countitem(913) > 19) && (countitem(729) > 0) {
-
- mes "^800000[Radeng]^000000";
- mes "Oh~";
- mes "You are here!";
- mes "Let me check whether";
- mes "you brought the right thing.";
- next;
- mes "^800000[Radeng]^000000";
- mes "Yes,that's right.";
- mes "You brought the right thing.";
- mes "Please, wait a second and..";
- mes "I have to";
- mes "put you on the list.";
- next;
- mes "^800000[Radeng]^000000";
- mes "You are..^6b8e23" + strcharinfo(0)+ "^000000 ..right?";
- mes "Hm...";
- mes "Well done.";
- mes "And this is compensation for the";
- mes "ones who have passed the test.";
- next;
- mes "^800000[Radeng]^000000";
- mes "All you have to do is";
- mes "meeting ^b8860b'Kantryl'^000000";
- mes "at Izlude.";
- delitem 955,20;
- delitem 913,20;
- delitem 729,1;
- set quiz_rvl,18;
- getitem 504,10; //White_Potion
- next;
- mes "^800000[Radeng]^000000";
- mes "Goodbye~~.";
- close;
- }
- mes "^800000[Radeng]^000000";
- mes "Oh~~";
- mes "You are here!";
- mes "Let me check whether";
- mes "You brought the right thing.";
- next;
- mes "^800000[Radeng]^000000";
- mes "oh my....";
- next;
- mes "^800000[Radeng]^000000";
- mes "Seems like you didn't prepare";
- mes "what I asked you for.";
- mes "I'll tell you what items you have to bring.";
- mes "I'm not going to tell you again.";
- mes "So please remember.";
- next;
- mes "^800000[Radeng]^000000";
- mes "The items are";
- mes "^19197020 Warm peeling^000000";
- mes "^19197020Tooth of Bat^000000";
- mes "^1919701 Zircon^000000";
- close;
-
-
-
-
-
-
-} if(quiz_rvl == 16) {
- if (countitem(1055) > 29) && (countitem(940) > 29) && (countitem(948) > 29) && (countitem(730) > 0) {
- mes "^800000[Radeng]^000000";
- mes "Oh~~~";
- mes "You are here!";
- mes "Let me check whether ";
- mes "you brought the right thing.";
- next;
- mes "^800000[Radeng]^000000";
- mes "Yes,that's right.";
- mes "You brought the right thing.";
- mes "Please, wait a second and..";
- mes "I have to";
- mes "put you on the list.";
- next;
- set quiz_rvl,18;
- getitem 504,10; //White_Potion
- delitem 1055,30;
- delitem 940,30;
- delitem 948,30;
- delitem 730,1;
- mes "^800000[Radeng]^000000";
- mes "You are..^6b8e23" + strcharinfo(0)+ "^000000..right?";
- mes "Hm...";
- mes "Well done.";
- mes "And this is compensation for the";
- mes "ones who have passed the test.";
- next;
- mes "^800000[Radeng]^000000";
- mes "All you have to do is";
- mes "meeting ^b8860b'Kantryl'^000000";
- mes "at Izlude.";
- next;
- mes "^800000[Radeng]^000000";
- mes "Goodbye";
- close;
- }
- mes "^800000[Radeng]^000000";
- mes "Oh~~~";
- mes "You are here!";
- mes "Let me check whether";
- mes "you brought the right thing.";
- next;
- mes "^800000[Radeng]^000000";
- mes "Oh my....";
- next;
- mes "^800000[Radeng]^000000";
- mes "Seems like you didn't prepare";
- mes "what I asked you for..";
- mes "I'll tell you what items you have to bring..";
- mes "I'm not going to tell you again.";
- mes "So please remember..";
- next;
- mes "^800000[Radeng]^000000";
- mes "^191970Earthwarm Peeling^000000 30";
- mes "^191970Grasshopper's Leg^000000 30";
- mes "^191970Bear's Footskin^000000 30";
- mes "^1919701carat Diamond^000000 1.";
- mes "Try hard.";
- close;
-
-
-
-
-
-} else if(quiz_rvl == 15) {
- mes "^800000[Radeng]^000000";
- mes "You are....";
- mes "the one who left before I tell you the score";
- mes "Aren't you?";
- mes "Can't tell you failed. So...";
- next;
- mes "If ^800000[Radeng]^000000";
- mes "^191970Earthwarm Peeling^000000 30";
- mes "^191970Grasshopper's Leg^000000 30";
- mes "^191970Bear's Footskin^000000 30";
- mes "^1919701carat Diamond^000000 1";
- mes "is prepared,";
- mes "You are pass.";
- set quiz_rvl,16;
- close;
-
-} else if(quiz_rvl == 14) {
- mes "^800000[Radeng]^000000";
- mes "Hello";
- mes "I'm 'Radeng'.";
- mes "I'm in charge of 4th test.";
- mes "You seem to have finished";
- mes "3rd test!";
- next;
- mes "^800000[Radeng]^000000";
- mes "Then,let's start 4th test.";
- mes "the last barrier of quiz revolution.";
- mes "First of all,";
- mes "I will briefly go over about the test.";
- next;
- mes "^800000[Radeng]^000000";
- mes "you have to do quiz and collect items";
- mes " ";
- mes "You have to answer 10 mulptiple choice questions";
- mes "and the amount of required items changes ";
- mes "depending on score you acheive.";
- mes " ";
- next;
- mes "^800000[Radeng]^000000";
- mes "First,";
- mes "If you clear all 10 questions";
- mes "you are pass with";
- mes "pretest of collecting items.";
- next;
- mes "^800000[Radeng]^000000";
- mes "Second,";
- mes "If you score between 50~90";
- mes "required items are";
- mes "not so much.";
- next;
- mes "^800000[Radeng]^000000";
- mes "Third,";
- mes "If you score between 0~40";
- mes "required items will be";
- mes "vast.";
- next;
- mes "^800000[Radeng]^000000";
- mes "Well, this is all about";
- mes "4th test.";
- mes "Then, let's start!";
- next;
- menu "Yes",-,"No",M_No;
-
- mes "^800000[Radeng]^000000";
- mes "Well,now";
- mes "10 questions will be presented.";
- mes "Look carefully through ";
- mes "questions and";
- mes "choose the right answer.";
- next;
- mes "^800000[Radeng]^000000";
- mes "1st question.";
- mes "How many jobs";
- mes "are in the game?";
- set @score_test2, 0;
- next;
- menu "22",sM1_1,"28",sM1_1,"32",sM1_1,"34",-;
-
- set @score_test2, @score_test2 + 10;
-
- sM1_1:
-
- mes "^800000[Radeng]^000000";
- mes "2nd question.";
- mes "The name of santa NPC";
- mes "which links christmas town";
- mes "'Lutie' and 'Aldebaran'?";
- next;
- menu "Warp Santa",sM1_2, "Link Santa",-, "Lutie Santa",sM1_2, "Hulk Santa",sM1_2;
-
- set @score_test2, @score_test2 + 10;
-
- sM1_2:
- mes "^800000[Radeng]^000000";
- mes "3rd question.";
- mes "What job level at least you have to be";
- mes "to learn novice skill";
- mes "'Pretend dead'?";
- next;
- menu "Job level4",sM1_3,"Job level5",sM1_3,"Job level6",sM1_3,"Job level7",-;
-
- set @score_test2, @score_test2 + 10;
-
- sM1_3:
- mes "^800000[Radeng]^000000";
- mes "4th question.";
- mes "Require items";
- mes "to raise Poring?";
- next;
- menu "Unripe Apple",-,"Rippen Apple",sM1_4, "Delicious looking Apple",sM1_4, "Apple",sM1_4;
-
- set @score_test2, @score_test2 + 10;
-
- sM1_4:
- mes "^800000[Radeng]^000000";
- mes "5th question";
- mes "What doll can you buy";
- mes "from NPC?";
- next;
- menu "Doll",-,"Baphomet Doll",sM1_5,"Yoyo Doll",sM1_5,"Rocker Doll",sM1_5;
-
- set @score_test2, @score_test2 + 10;
-
- sM1_5:
- mes "^800000[Radeng]^000000";
- mes "6th question.";
- mes "Name of monster which drop";
- mes "'Big Ribbon'?";
- next;
- menu "Eclipse",sM1_6,"Dragon Fly",sM1_6,"Vocal",sM1_6,"Toad",-;
-
- set @score_test2, @score_test2 + 10;
-
- sM1_6:
- mes "^800000[Radeng]^000000";
- mes "Choose the monster that has smiliar size and form of";
- mes "Pring.";
- next;
- menu "Pupa",sM1_7,"Fabre",sM1_7,"Wander Man",-,"Golem",sM1_7;
-
- set @score_test2, @score_test2 + 10;
-
- sM1_7:
- mes "^800000[Radeng]^000000";
- mes "8th question.";
- mes "When can Green Herb work";
- mes "it's efficacy?";
- next;
- menu "Silence",sM1_8,"Sleep",sM1_8,"Poison",-,"Chaos",sM1_8;
-
- set @score_test2, @score_test2 + 10;
-
- sM1_8:
- mes "^800000[Radeng]^000000";
- mes "9th question.";
- mes "Which weapon gives biggest damages";
- mes "to small sized monsters?";
- next;
- menu "Dagger",-,"Two hand Sword",sM1_9,"Katar",sM1_9,"One hand Sword",sM1_9;
-
- set @score_test2, @score_test2 + 10;
-
- sM1_9:
- mes "^800000[Radeng]^000000";
- mes "Last question!!";
- mes "What is not neccesary when learnig";
- mes "First-aid treatment?";
- next;
- menu "Clover",sM1_0,"Red Herb",sM1_0,"Novice Nametag",-,"Sterilized Bandages",sM1_0;
-
- set @score_test2, @score_test2 + 10;
-
- sM1_0:
- mes "^800000[Radeng]^000000";
- mes "You finished answering all questions.";
- mes "Wonder what your score is.";
- mes "10points for 1 question.";
- mes "Please wait a second.";
- next;
- mes "^800000[Radeng]^000000";
- mes "Please, wait a second and..";
- mes "Grading.";
- mes ". . . . . . . . . . . . . . .";
- mes ". . . . . . . . . . . . . . .";
- next;
- mes "^800000[Radeng]^000000";
- mes "OK.";
- mes "Your score is" + strcharinfo(0)+ "";
- mes "" + @score_test2 + "!" ;
- set quiz_rvl,15;
- next;
- if (@score_test2 > 40) && (@score_test2 < 90)goto L_Passed;
- if (@score_test2 >= 90)goto L_Perfect;
- mes "^800000[Radeng]^000000";
- mes "Your score is too low.";
- mes "Like as I told you before,";
- mes "you have to bring a lot of";
- mes "items to pass the test.";
- mes " ";
- next;
- mes "^800000[Radeng]^000000";
- mes "Required items are";
- mes "^191970Earthworm Peeling^000000 30";
- mes "^191970Grasshopper's Leg^000000 30";
- mes "^191970Bear's Footskin^000000 30";
- mes "^1919701Carat Diamond^000000 1";
- mes "";
- next;
- mes "^800000[Radeng]^000000";
- mes "I'm sorry.";
- mes "If you have scored just a little bit higher..";
- mes ".........";
- mes "Then,go look for items..";
- set quiz_rvl,16;
- close;
-
- L_Passed:
-
- mes "^800000[Radeng]^000000";
- mes "You did fine. ";
- mes "But as I told you before";
- mes "you need to bring";
- mes "some more items.";
- mes " ";
- next;
- mes "^800000[Radeng]^000000";
- mes "Required items are";
- mes "^191970Worm Peeling^000000 20";
- mes "^191970Tooth of Bat^000000 20";
- mes "^191970Zircon^000000 1.";
- next;
- mes "^800000[Radeng]^000000";
- mes "I'm sorry~";
- mes "If you have scored just a little bit higher..";
- mes "you could have passed.";
- mes "(KeKeke)";
- mes "Then,go look for items..";
- set quiz_rvl,17;
- close;
-
- L_Perfect:
- mes "^800000[Radeng]^000000";
- mes "Wow!You got it all right!.";
- mes "Fantastic!!!!";
- mes "For those of who ";
- mes "got all right need no assignment";
- mes " ";
- next;
- mes "^800000[Radeng]^000000";
- mes "" + strcharinfo(0)+ "";
- mes "Have passed all tests.";
- mes "Congratulations";
- mes "And this is your compensation ";
- mes "";
- set quiz_rvl,18;
- getitem 504,10; //White_Potion
- next;
- mes "^800000[Radeng]^000000";
- mes "Now, go look for";
- mes "^b8860b'Kantryl'^000000.";
- mes "at Izlude.";
- close;
-
-
- M_No:
- mes "^800000[Radeng]^000000";
- mes "Come back if you change your mind.";
- close;
-} else {
- mes "^800000[Radeng]^000000";
- mes "Hello~~~";
- mes "Please join at comming";
- mes "Quiz Revolution~";
- mes "Register will be made";
- mes "by receptionist in every town.";
- close;
-}
-M_MaxItem:
- mes "^800000[Radeng]^000000";
- mes "- Wait a minute !! -";
- mes "- You currently have too many items that -";
- mes "- you can't receive an item. -";
- mes "- Please loose some weight -";
- mes "- and try again. -";
- close;
-
-L_OverWeight:
- mes "^800000[Radeng]^000000";
- mes "- Wait a minute !! -";
- mes "- You currently have too many items that -";
- mes "- you can't receive an item. -";
- mes "- Please loose some weight -";
- mes "- and try again. -";
- close;
-}
-
-//=======================================================================================================================================================
-izlude,106,220,5 script Kantryl 98,{
-
-if (countitem(1201) > 3) goto M_MaxItem;
-if (checkweight(1201,3) == 0 ) goto L_OverWeight;
-
-
-if(quiz_rvl == 20) {
- mes "[Kantryl]";
- mes "I see that you have already givin me a";
- mes "notice of absence...";
- mes "Well, but I can't give you entry ticket.";
- mes "who Knows~~";
- mes "Wait untill quiz starts";
- mes "You may catch a fortune.";
- close;
-
-}else if(quiz_rvl == 19) {
- mes "[Kantryl]";
- mes "You have already received an entry ticket.";
- mes "It's impossible getting";
- mes "another one.";
- next;
- mes "[Kantryl]";
- mes "For reference, number of particapants are";
- next;
- mes "[Kantryl]";
- mes "1st Quiz Revolution - " + $quiz1 + "/200";
- mes "2nd Quiz Revolution - " + $quiz2 + "/200";
- mes "3rd Quiz Revolution - " + $quiz3 + "/200";
- mes "4th Quiz Revolution - " + $quiz4 + "/200";
- mes "5th Quiz Revolution - " + $quiz5 + "/200";
- mes "keep it in your mind.";
- close;
-
-
-} else if(quiz_rvl == 18) {
-
- mes "[Kantryl]";
- mes "You are " + strcharinfo(0)+ ".";
- mes "Who finished the test.right?";
- mes "Would you please make a decision ";
- mes "whether you will join or not join the";
- mes "Quiz Revolution.";
- next;
- mes "[Kantryl]";
- mes "Would you like to join?";
- mes "If you say yes, you can register at";
- mes "Quiz Revolution";
- mes "If you choose ^FF0000'NO,I won't join'^000000";
- mes " then ^FF0000'You can't join'^000000";
- mes "Please make a right decision.";
- next;
- mes "[Kantryl]";
- mes "If you haven't made up your mind,";
- mes "say yes for now";
- mes "and can change later on.";
- mes "Take it easy.";
- next;
- menu "Join", -, "Not join.",NJ;
-
-
- mes "[Kantryl]";
- mes "Itis to 1~5 round";
- mes "first 200 have chance.";
- mes ""+ strcharinfo(0)+ ",when do you want to join?";
- mes "It is ^FF0000Impossible to cancel^000000";
- mes "So please make right decision.";
- next;
- mes "[Kantryl]";
- mes "1st Quiz Revolution - " + $quiz1 + "/200";
- mes "2nd Quiz Revolution - " + $quiz2 + "/200";
- mes "3rd Quiz Revolution - " + $quiz3 + "/200";
- mes "4th Quiz Revolution - " + $quiz4 + "/200";
- mes "5th Quiz Revolution - " + $quiz5 + "/200";
- next;
- menu "Join 1st round",-,"Join 2nd round",s2nd,"Join 3rd round",s3nd,"Join 4th round",s4nd,"Join 5th round",s5nd;
-
- if($quiz1 > 199){
- mes "[Kantryl]";
- mes "I'm sorry. We are all full at";
- mes "1st round of quiz revolution";
- mes "No more applicants for 1st round.";
- close;
-
- }
- mes "[Kantryl]";
- mes "Hm..."+ strcharinfo(0)+" ";
- mes "I have received your application";
- mes "Try hard and study hard.";
- set quiz_rvl,19;
- set $quiz1,$quiz1 + 1;
- getitem 7280,1; //Quiz_Ticket01
- close;
-
-
-
-
- s2nd:
- if($quiz2 > 199){
- mes "[Kantryl]";
- mes "I'm sorry. We are all full at";
- mes "2nd round of quiz revolution";
- mes "No more applicants for 2nd round.";
- close;
- }
-
- mes "[Kantryl]";
- mes "Hm..."+ strcharinfo(0)+"";
- mes "I have received your application";
- mes "Try hard and study hard.";
- set quiz_rvl,19;
- set $quiz2,$quiz2 + 1;
- getitem 7281,1; //Quiz_Ticket02
- close;
-
-
-
- s3nd:
- if($quiz3 > 199){
- mes "[Kantryl]";
- mes "I'm sorry. We are all full at";
- mes "3rd round of quiz revolution.";
- mes "No more applicants for 3rd round.";
- close;
- }
-
-
- mes "[Kantryl]";
- mes "Hm..." + strcharinfo(0)+ "";
- mes "I have received your application.";
- mes "Try hard and study hard.";
- set quiz_rvl,19;
- set $quiz3,$quiz3 + 1;
- getitem 7282,1; //Quiz_Ticket03
- close;
-
-
-
-
- s4nd:
- if($quiz4 > 199){
- mes "[Kantryl]";
- mes "I'm sorry. We are all full at";
- mes "4th round of quiz revolution.";
- mes "No more applicants for 4th round..";
- close;
- }
-
- mes "[Kantryl]";
- mes "Hm..." + strcharinfo(0)+ "";
- mes "I have received your application.";
- mes "Try hard and study hard.";
- set quiz_rvl,19;
- set $quiz4,$quiz4 + 1;
- getitem 7283,1; //Quiz_Ticket04
- close;
-
-
-
-
- s5nd:
- if($quiz5 > 199){
- mes "[Kantryl]";
- mes "I'm sorry. We are all full at";
- mes "5th round of quiz revolution.";
- mes "No more applicants for 5th round..";
- close;
- }
-
- mes "[Kantryl]";
- mes "Hm..." + strcharinfo(0)+ "";
- mes "I have received your application.";
- mes "Try hard and study hard.";
- set quiz_rvl,19;
- set $quiz5,$quiz5 + 1;
- getitem 7284,1; //Quiz_Ticket05
- close;
-
-
-
-
- NJ:
- mes "[Kantryl]";
- mes "Ok,if that's how you think.";
- mes "Choice is on you";
- mes "Good job any way.";
- set quiz_rvl,20;
- next;
- mes "[Kantryl]";
- mes "Actually,we have plan to";
- mes "allowed for those of who didn't ";
- mes "apply previously unless they have an entry ticket.";
- mes "If you have any chance to get an entry ticket,";
- mes "you are always welcome.";
- next;
- mes "[Kantryl]";
- mes "Go ask for the ones";
- mes "who changed their mind.";
- mes "If you are lucky,";
- mes "you'll get the chance.";
- close;
-} else {
- mes "[Kantryl]";
- mes "Hello~";
- mes "I'm Kantryl=Ranegalf.";
- mes "I help the ones who have passsed the test";
- mes "to take a formal step.";
- next;
- mes "[Kantryl]";
- mes "It is impossible to accept";
- mes "applications from those of who didn't";
- mes "finish the test.";
- mes "Go look for our staff in every";
- mes "Midgarts";
- mes "and take a test.";
- next;
- mes "[Kantryl]";
- mes "At that time, I'll gladly";
- mes "welcome you and accept the application.";
- close;
-}
-M_MaxItem:
- mes "[Kantryl]";
- mes "- Wait a minute !! -";
- mes "- You currently have too many items that -";
- mes "- you can't receive an item. -";
- mes "- Please loose some weight -";
- mes "- and try again. -";
- close;
-
-L_OverWeight:
- mes "[Kantryl]";
- mes "- Wait a minute !! -";
- mes "- You currently have too many items that -";
- mes "- you can't receive an item. -";
- mes "- Please loose some weight -";
- mes "- and try again. -";
- close;
-}
-
-//============================================================================================================================
-quiz_test,387,350,4 script "From somewhere::race_monk 45,2,2,{
-OnTouch:
-
- if (quiz_rvl == 6) {
- set quiz_rvl,7;
- warp "quiz_test",385,388;
- end;
- }else if (quiz_rvl == 7) {
- set quiz_rvl,8;
- warp "quiz_test",385,388;
- end;
- }else if (quiz_rvl == 8) {
- set quiz_rvl,9;
- warp "quiz_test",385,388;
- end;
- }else if (quiz_rvl == 9) {
- set quiz_rvl,10;
- warp "quiz_test",385,388;
- end;
- }else if (quiz_rvl == 10) {
- announce "You are almost there. Show me your spirit.",bc_blue|bc_map;
- set quiz_rvl,11;
- warp "quiz_test",385,388;
- end;
- }else if (quiz_rvl == 11) {
- set quiz_rvl,12;
- warp "quiz_test",385,388;
- end;
- }else if (quiz_rvl == 12) {
- mes "[Seeil]";
- mes "You have worked hard and finished.";
- mes "It wasn't that hard as you thought, huh?";
- mes "All you have to do is run in circle... Well,";
- mes "come in front of me.";
- announce "Congratulations! " +strcharinfo(0)+ ", you have passed the test!",bc_blue|bc_map;
- close2;
- set quiz_rvl,13;
- warp "payon",109,115;
- end;
- }
-
-}
-//=============================hiddenwarp=================================================================
-
-//-----------------------------1111-----------------------------------------------------------------------
-quiz_test,82,384,4 script Pit::ham_quiz#1-1 -1,0,0,{
-OnTouch:
- announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
- warp "quiz_test",387,387;
- end;
-}
-
-quiz_test,83,384,4 script Pit::ham_quiz#1-2 -1,0,0,{
-OnTouch:
- announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
- warp "quiz_test",387,387;
- end;
-}
-
-quiz_test,82,385,4 script Pit::ham_quiz#1-3 -1,0,0,{
-OnTouch:
- announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
- warp "quiz_test",387,387;
- end;
-}
-
-quiz_test,83,385,4 script Pit::ham_quiz#1-4 -1,0,0,{
-OnTouch:
- announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
- warp "quiz_test",387,387;
- end;
-}
-//-----------------------------2222-----------------------------------------------------------------------
-quiz_test,38,388,4 script Pit::ham_quiz#2-1 -1,0,1,{
-OnTouch:
- announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
- warp "quiz_test",387,387;
- end;
-}
-
-quiz_test,39,388,4 script Pit::ham_quiz#2-2 -1,0,1,{
-OnTouch:
- announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
- warp "quiz_test",387,387;
- end;
-}
-
-quiz_test,38,386,4 script Pit::ham_quiz#2-3 -1,0,0,{
-OnTouch:
- announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
- warp "quiz_test",387,387;
- end;
-}
-
-quiz_test,39,386,4 script Pit::ham_quiz#2-4 -1,0,0,{
-OnTouch:
- announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
- warp "quiz_test",387,387;
- end;
-}
-//-----------------------------3333-----------------------------------------------------------------------
-quiz_test,11,158,4 script Pit::ham_quiz#3-1 -1,1,0,{
-OnTouch:
- announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
- warp "quiz_test",387,387;
- end;
-}
-
-quiz_test,11,159,4 script Pit::ham_quiz#3-2 -1,1,0,{
-OnTouch:
- announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
- warp "quiz_test",387,387;
- end;
-}
-
-quiz_test,13,159,4 script Pit::ham_quiz#3-3 -1,0,0,{
-OnTouch:
- announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
- warp "quiz_test",387,387;
- end;
-}
-
-quiz_test,13,158,4 script Pit::ham_quiz#3-4 -1,0,0,{
-OnTouch:
- announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
- warp "quiz_test",387,387;
- end;
-}
-//-----------------------------4444-----------------------------------------------------------------------
-quiz_test,11,30,4 script Pit::ham_quiz#4-1 -1,3,0,{
-OnTouch:
- announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
- warp "quiz_test",387,387;
- end;
-}
-
-quiz_test,11,31,4 script Pit::ham_quiz#4-2 -1,3,0,{
-OnTouch:
- announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
- warp "quiz_test",387,387;
- end;
-}
-
-quiz_test,15,30,4 script Pit::ham_quiz#4-3 -1,0,0,{
-OnTouch:
- announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
- warp "quiz_test",387,387;
- end;
-}
-
-quiz_test,15,30,4 script Pit::ham_quiz#4-4 -1,0,0,{
-OnTouch:
- announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
- warp "quiz_test",387,387;
- end;
-}
-//-----------------------------5555-----------------------------------------------------------------------
-quiz_test,70,12,4 script Pit::ham_quiz#5-1 -1,0,1,{
-OnTouch:
- announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
- warp "quiz_test",387,387;
- end;
-}
-
-quiz_test,71,12,4 script Pit::ham_quiz#5-2 -1,0,1,{
-OnTouch:
- announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
- warp "quiz_test",387,387;
- end;
-}
-
-quiz_test,70,10,4 script Pit::ham_quiz#5-3 -1,0,0,{
-OnTouch:
- announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
- warp "quiz_test",387,387;
- end;
-}
-
-quiz_test,71,10,4 script Pit::ham_quiz#5-4 -1,0,0,{
-OnTouch:
- announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
- warp "quiz_test",387,387;
- end;
-}
-//---------------------------6666-------------------------------------------------------------------------
-quiz_test,186,11,4 script Pit::ham_quiz#6-1 -1,2,3,{
-OnTouch:
- announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
- warp "quiz_test",387,387;
- end;
-}
-
-quiz_test,189,11,4 script Pit::ham_quiz#6-2 -1,0,3,{
-OnTouch:
- announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
- warp "quiz_test",387,387;
- end;
-}
-//---------------------------7777-------------------------------------------------------------------------
-quiz_test,387,43,4 script Pit::ham_quiz#7-1 -1,1,0,{
-OnTouch:
- announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
- warp "quiz_test",387,387;
- end;
-}
-
-quiz_test,387,42,4 script Pit::ham_quiz#7-2 -1,1,0,{
-OnTouch:
- announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
- warp "quiz_test",387,387;
- end;
-}
-
-quiz_test,389,43,4 script Pit::ham_quiz#7-3 -1,0,0,{
-OnTouch:
- announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
- warp "quiz_test",387,387;
- end;
-}
-
-quiz_test,389,42,4 script Pit::ham_quiz#7-4 -1,0,0,{
-OnTouch:
- announce ""+strcharinfo(0)+" Start running from the beginning. You fell in a pit.",bc_blue|bc_map;
- warp "quiz_test",387,387;
- end;
-}
-
-//-------------------------------------------------------------------------------------------------------------
-// Comments
-// 0 = Didn't receive a quest from Tsuji
-// 1 = Failed Tsuji's quest
-// 2 = Pass Tsuji's quest and to 2nd round
-// 3 = Seeil's randomly collecting job item quest 1
-// 4 = Seeil's randomly collecting job item quest
-// 5 = Seeil's randomly collecting job item quest
-// 6 = Clear with collecting job item. start Marathon test
-// 7~12 =Checking Marathon quest occasionally.
-// 13 = Use after clearing Marathon quest
-// 14 = Clear 3rd quest, start Radeng(4th) quest
-// 15 = check after reporting errors of Radeng
-// 16 = randomly collecting job items at Radeng quest 1
-// 17 = randomly collecting job items at Radeng quest 2
-// 18 = Radeng quest clear. Possible time to apply. Begin Kantryl apply.
-// 19 = checked if you show intention to join
-// 20 = checked If you don't show intention to join
-// 21 = 3 items for the one who gets compansation
diff --git a/npc/quests/seals/brisingamen_seal.txt b/npc/quests/seals/brisingamen_seal.txt
deleted file mode 100644
index a4e87a815..000000000
--- a/npc/quests/seals/brisingamen_seal.txt
+++ /dev/null
@@ -1,4747 +0,0 @@
-//===== rAthena Script =======================================
-//= Brisingamen seal unlocking NPCs.
-//===== By: ==================================================
-//= SinSloth
-//===== Current Version: =====================================
-//= 1.5
-//===== Compatible With: =====================================
-//= rAthena
-//===== Description: =========================================
-//= Quest for breaking the seal of Brisingamen.
-//===== Additional Comments: =================================
-//= 1.0 First version. Thanks to SinSloth for scripting it. [MasterOfMuppets]
-//= 1.0a Removed duplicates [Toms]
-//= 1.1 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
-//= 1.2 Updated several aspects of the script. [L0ne_W0lf]
-//= 1.3 Minor Touchups to quest. [L0ne_W0lf]
-//= 1.3a Changed some " + name +" to strcharinfo(0) [Samuray22]
-//= 1.4 Replaced effect numerics with constants. [Samuray22]
-//= 1.5 Corrected serverwide announcement. [L0ne_W0lf]
-//============================================================
-
-prt_fild08,175,374,3 script Bard#brising 51,{
- cutin "god_nelluad01",2;
- if (($God2 > 49) && ($God3 < 100)){
- if (god_brising > 49){
- mes "[Nelliorde]";
- mes "Oh, I guess all is going well for you. So how has everything else been?";
- next;
- mes "[Nelliorde]";
- mes "I may be being overly sensitive, but it feels like something might happen soon. Aaah, don't mind me. It's no big deal. Maybe I'm just being weird.";
- next;
- mes "[Nelliorde]";
- mes "Right, right, let me play a song for you. Would you care to listen?";
- next;
- switch(select("Sure, why not~:How about some news?:No thanks.")) {
- case 1:
- mes "[Nelliorde]";
- mes "So, which song";
- mes "would you like to hear?";
- mes "Go ahead, pick one~";
- next;
- switch(select("Bragi's Poem:Eternal Chaos:Assassin in the Sunset:Der Ring des Nibelungen")) {
- case 1:
- cutin "god_nelluad02",2;
- mes "[Nelliorde]";
- mes "Bragi's Poem!";
- mes "What a good choice!";
- mes "I must say this song";
- mes "represents the";
- mes "heart of a poet!";
- soundeffect "bragis_poem.wav",1;
- close2;
- break;
- case 2:
- cutin "god_nelluad02",2;
- mes "[Nelliorde]";
- mes "Eternal Chaos...";
- mes "Sounds too chaotic.";
- mes "By the way, I wonder";
- mes "what the title really";
- mes "means. Is it the chaos";
- mes "of hell or our own reality?";
- soundeffect "chaos_of_eternity.wav",1;
- close2;
- break;
- case 3:
- cutin "god_nelluad02",2;
- mes "[Nelliorde]";
- mes "Assassin in the Sunset!";
- mes "Yes, no one looks cooler than an Assassin, the bringer of death, standing alone in the sunset! Heh heh~";
- soundeffect "assassin_of_sunset.wav",1;
- close2;
- break;
- case 4:
- cutin "god_nelluad02",2;
- mes "[Nelliorde]";
- mes "Der Ring des Nibelungen.....";
- mes "Okay, are you ready to listen?";
- mes "Hum hum hum....";
- next;
- soundeffect "ring_of_nibelungen.wav",1;
- mes "^4D4DFFRheingold...";
- mes "Hidden in the Rhein river.";
- mes "If made into a ring,";
- mes "Could rule the world~^000000";
- next;
- mes "^4D4DFFProtected by a spell";
- mes "Cursing its thief";
- mes "To never find love.";
- mes "Alberich had known";
- mes "Nonetheless stole it.";
- mes "Love was forsaken for power.^000000";
- next;
- mes "^4D4DFFGiants built beautiful Valhalla";
- mes "Matrimony with Freya";
- mes "Goddess of beauty";
- mes "Their supposed payment.";
- mes "In not receiving it";
- mes "They forcefully took her.^000000";
- next;
- mes "^4D4DFFThe gods would";
- mes "give Alberich's treasure";
- mes "To the Giants for Freya's return.";
- mes "Loki tricked Alberich,";
- mes "Stealing his ring or power.^000000";
- next;
- mes "^4D4DFFBut Alberich cursed his ring";
- mes "Before it was returned to him,";
- mes "Envy and death would";
- mes "befall its wearers.^000000";
- next;
- mes "^4D4DFFThe ring was given to the giants";
- mes "Freya was returned to the gods";
- mes "The giants killed themselves";
- mes "Fighting over the rheingold,";
- mes "Victims of Alberich's curse~^000000";
- close2;
- break;
- }
- break;
- case 2:
- mes "[Nelliorde]";
- mes "Some news you say..";
- mes "What kind of news do";
- mes "you wish to hear about?";
- next;
- switch(select("About Prontera!:About coastal areas.:Is the desert still hot?:How about the borderlands?")) {
- case 1:
- mes "[Nelliorde]";
- mes "What?! Prontera?!";
- mes "Can you not see that the front";
- mes "gate of Prontera is right before you? You should at least know where you are, adventurer.";
- next;
- mes "[Nelliorde]";
- mes "Anyways, I have one interesting news about Prontera. But, it's a secret. Shh! Are you... Single?";
- next;
- cutin "god_nelluad04",2;
- mes "[Nelliorde]";
- mes "If so, go visit the tavern. I met a guy there who took to me a nice place. Oh yes. He took me to 'the place' where singles are forbidden~!";
- close2;
- break;
- case 2:
- mes "[Nelliorde]";
- mes "Coastal areas?";
- mes "That's a funny question. I mean, there's Alberta and a few other places where you can see the sea.";
- next;
- mes "[Nelliorde]";
- mes "To the southwest there's";
- mes "Kokomo Beach. But, I suppose it's too dangerous just to go there to take a stroll.";
- next;
- mes "[Nelliorde]";
- cutin "god_nelluad03",2;
- mes "Kokomo Beach is a large";
- mes "expanse of sand. The nearby water is filled with sea animals, so you can enjoy catching Shellfishes.";
- next;
- mes "[Nelliorde]";
- mes "However, there are always bullies in that kind of place. Once, I met a threatening looking hoodlum with red spiky hair.";
- next;
- mes "[Nelliorde]";
- cutin "god_nelluad04",2;
- mes "He was chewing on something and spat it on the ground. The big buffoon managed to intimidate me into giving him all of my Zeny!";
- next;
- mes "[Nelliorde]";
- mes "^333333*Sigh...*^000000";
- mes "This world is too";
- mes "dangerous for a young";
- mes "and fragile Bard.";
- next;
- mes "[Nelliorde]";
- mes "By the way, Alberta doesn't seem to have changed. The Sunken Ship looks the same as well, with all of its Skeleton Pirates and whatnot. You know how it is.";
- next;
- mes "[Nelliorde]";
- cutin "god_nelluad01",2;
- mes "The event agency in charge of expeditions into the Sunken Ship is still making tons of money. If you have nothing to do, why don't you hunt for monsters down there?";
- close2;
- break;
- case 3:
- mes "[Nelliorde]";
- mes "Oh, hell yes!";
- mes "When is it not?";
- mes "The desert is hot, has";
- mes "been hot and probably";
- mes "always will be...!";
- next;
- mes "[Nelliorde]";
- mes "Giant worms still jump out of nowhere, freaking out innocent travellers like myself, and the Sandmen still kick people in the, well... You know where.";
- next;
- mes "[Nelliorde]";
- mes "Even if the desert is filled with hideous monsters, the view of the ocean there is so magnificent. Hah, it makes me want to play a song.";
- next;
- mes "[Nelliorde]";
- mes "I must say there is";
- mes "one place you may wish";
- mes "to see in the desert.";
- next;
- mes "[Nelliorde]";
- cutin "god_nelluad02",2;
- mes "I'm talking about the Assassin Guild. Supposedly, it's hidden behind a sandstorm in the Morroc Desert!";
- if (Class == Job_Assassin || Class == Job_Assassin_Cross) {
- mes "But you should know what I am talking about! So when are you gonna take me to the guild, eh?";
- }
- else {
- mes "Have you ever been there before?";
- }
- close2;
- break;
- case 4:
- mes "[Nelliorde]";
- mes "Well, to the north is the Schwaltzwald Republic.";
- mes "There, you'll find Juno,";
- mes "the 'City of Sages.'";
- next;
- mes "[Nelliorde]";
- cutin "god_nelluad03",2;
- mes "The people there say that there is one major nuisance, a man known as";
- mes "the 'Mad Scientist.' He's antisocial and creates a lot of public disturbances with his experiments.";
- next;
- mes "[Nelliorde]";
- mes "It seems everyone in Juno";
- mes "hates him with a passion. Even one of the Tool Shop owners begged a passing adventurer to stop this Mad Scientist's research!";
- next;
- mes "[Nelliorde]";
- mes "But I have a different opinion about him. I believe it's not a good idea to interrupt the work of any scientist.";
- next;
- mes "[Nelliorde]";
- mes "After all, he might just discover something important, even if his experiments are a little hazardous.";
- next;
- mes "[Nelliorde]";
- mes "Speaking of discoveries, you know how Juno floats in the air, right?";
- next;
- mes "[Nelliorde]";
- cutin "god_nelluad01",2;
- mes "It's said that a piece of Ymir's Heart generates enough power";
- mes "to keep the entire city aloft in the sky. Isn't that amazing?";
- next;
- mes "[Nelliorde]";
- mes "Even more recent is the news about the discovery of Ymir's Book. You can read it in Juno's Sage Castle. I hear that it contains the secret to meeting Valkyrie...";
- close2;
- break;
- }
- break;
- case 3:
- mes "[Nelliorde]";
- mes "Huh? Okay then, talk to you later. May Bragi bless you on your journeys.";
- close2;
- break;
- }
- }
- else if((god_brising > 0) && (god_brising < 50)){
- mes "[Nelliorde]";
- mes "So, have you";
- mes "met Mr. Kaili?";
- mes "Please do your best.";
- mes "After all, I especially";
- mes "recommended you~";
- next;
- switch(select("Tell me a story.:Sing a song for me.")) {
- case 1:
- cutin "god_nelluad02",2;
- mes "[Nelliorde]";
- mes "Hmm. What would";
- mes "be a good story for";
- mes "you this time...? Ah yes, I've got it. Let me tell you about one of my own adventures. It was a pretty amazing experience.";
- next;
- mes "[Nelliorde]";
- mes "I went to Morroc, the city of the desert. On my way there, I became exhausted from the heat. Luckily, I found a hole beneath the shadows and climbed in to rest.";
- next;
- mes "[Nelliorde]";
- mes "Oh my God...";
- mes "If I had known";
- mes "better, I would have";
- mes "never gone inside that place...";
- next;
- mes "[Nelliorde]";
- mes "I actually crawled into the infamous ^FF0000Ant Hell^000000! I don't sound like a coward to you, do I?";
- next;
- mes "[Nelliorde]";
- mes "Well, the ants aren't the only ones living there. I wasn't afraid of them at all. Except, of course, when they attacked in groups.";
- next;
- cutin "god_nelluad03",2;
- mes "[Nelliorde]";
- mes "What I was really afraid of was this type of strawberry colored... tongue thing. Phreeoni!";
- next;
- mes "[Nelliorde]";
- mes "Fortunately, I survived the whole incident, although I still have nightmares of that man-sized tongue.";
- next;
- mes "[Nelliorde]";
- mes "Once I got out of there, I craved human companionship to restore my sense of normalcy. The closest place that I knew was Paros Lighthouse.";
- next;
- mes "[Nelliorde]";
- mes "Yet again, I decided to traverse the desert, despite the fact that the Kafra Ladies provide a very convenient teleport service there.";
- next;
- cutin "god_nelluad01",2;
- mes "[Nelliorde]";
- mes "Anyway, the fortress of Sandaruman is on the way to Paros Lighthouse. I remember Serutero, a guy I met in south Morroc, telling me about its scenic beauty.";
- next;
- mes "[Nelliorde]";
- mes "I was so excited";
- mes "about seeing it";
- mes "for myself. After all, doesn't 'Sandaruman' sound like the";
- mes "name of a beautiful place?";
- next;
- mes "[Nelliorde]";
- mes "But I immediately regretted my decision once I arrived. Of course, the view was breathtaking: the sandy hills near the ocean, as";
- mes "well as the ruins.";
- next;
- mes "[Nelliorde]";
- mes "And of course I forgot Serutero's warning about all the monsters. Argh! It was a nightmare! Instead of enjoying the scenary, I ended up running for my life.";
- next;
- mes "[Nelliorde]";
- mes "I was still trying to escape those monsters when I stumbled upon";
- mes "an old house, West of Sandaruman, that seemed to be in a state of decay.";
- next;
- mes "[Nelliorde]";
- mes "I recalled that Serutero said that no one was living in that area, so I began to worry a bit. Still, I was desperate and needed refuge.";
- next;
- mes "[Nelliorde]";
- mes "In my panic, I violently knocked on the door and screamed for someone to let me inside. Then do you know what I heard?";
- next;
- mes "[Nelliorde]";
- cutin "god_nelluad03",2;
- mes "^FF0000Who's there?!";
- mes "Who would dare to intrude";
- mes "upon my territory?^000000";
- mes "I was freaked out! Whoever owned that house must have been some";
- mes "kind of lunatic!";
- next;
- mes "[Nelliorde]";
- mes "Th-then, with the specter of Death nipping at my heels, he told me to get lost! Luckily, I was saved by a mysterious, wandering SuperNovice, but that's another story.";
- next;
- mes "[Nelliorde]";
- mes "In any case, I finally arrived at Paros Lighthouse. There, I learned that the old house was a secret camp for the Rogue Guild. ";
- next;
- mes "[Nelliorde]";
- mes "It's amazing, how they can live in such dangerous areas. Only Rogues would be able to survive there, you know?";
- next;
- mes "[Nelliorde]";
- cutin "god_nelluad01",2;
- mes "Ah...";
- mes "I'm so tired from talking so much. But if I happen to have another adventure, I shall share that tale with you.";
- close2;
- break;
- case 2:
- cutin "god_nelluad02",2;
- mes "[Nelliorde]";
- mes "Ah, you wish";
- mes "to hear a song?";
- mes "Okay! I shall then";
- mes "perform my favorite.";
- next;
- mes "[Nelliorde]";
- mes "I chased after fame.";
- mes "It eluded me.";
- mes "I ran after happiness";
- mes "But never caught it.";
- next;
- mes "[Nelliorde]";
- mes "But tomorrow will still";
- mes "Be there, I'm sure.";
- mes "Like the Water Mill";
- mes "In Al De Baran";
- mes "Which turns as";
- mes "Life goes on.";
- next;
- cutin "god_nelluad04",2;
- mes "[Nelliorde]";
- mes "Cheer up! Life goes on.";
- mes "As surely as the Water";
- mes "Mill turns, tomorrow";
- mes "Will come.";
- close2;
- break;
- }
- }
- else {
- mes "[Nelliorde]";
- mes "Say...";
- mes "Have we met before?";
- mes "Hmm? Never? Well...";
- mes "That's rather odd.";
- next;
- mes "[Nelliorde]";
- mes "I seem to recall that you've asked me to give you some information if I ever have any. Well, now I have and shall share it with you~";
- next;
- mes "[Nelliorde]";
- mes "The usefulness of this information all depends on you. Now, have you heard of the ^3333CCMonster Research Organization^000000?";
- next;
- mes "[Nelliorde]";
- mes "I happened to get this information from its headquarters in Juno. So how does that sound?";
- next;
- switch(select("Wee~ I want to hear!:Booooring~")) {
- case 1:
- mes "[Nelliorde]";
- mes "Well...!";
- mes "You seem to be";
- mes "very excited about";
- mes "this new tidbit of";
- mes "knowledge I have~";
- next;
- if (BaseLevel < 70) {
- cutin "god_nelluad03",2;
- mes "[Nelliorde]";
- mes "Alas, this information doesn't seem to be very valuable to someone such as yourself.";
- next;
- mes "[Nelliorde]";
- mes "I'm so very sorry to have excited you, but only people that are strong enough to handle grueling work can benefit from this.";
- next;
- mes "[Nelliorde]";
- mes "Why don't you travel around and gain more experiences? I will let you know when you're ready, you know~";
- close2;
- }
- else {
- cutin "god_nelluad02",2;
- mes "[Nelliorde]";
- mes "Ooh...";
- mes "And you look";
- mes "like you can handle";
- mes "this kind of information.";
- mes "I'll share everything I know!";
- next;
- mes "[Nelliorde]";
- mes "One day, an adventurer discovered a strange, mysterious object. Unable to figure out what it could do, he visited the Monster Organization.";
- next;
- cutin "god_nelluad01",2;
- mes "[Nelliorde]";
- mes "There, it was entrusted to a scholar by the name of Mr. Kaili. He still hasn't uncovered the truth about that item and wishes for assistance in his investigation.";
- next;
- mes "[Nelliorde]";
- mes "Mr. Kaili suspects that the item might be part of an undiscovered ancient relic. Fortunately, he is also researching ancient relics as a project assigned by the royal court.";
- next;
- mes "[Nelliorde]";
- mes "So what do you think? Isn't that interesting? Of course, you'd better speak to Mr. Kaili if you wish to learn more. If you'd like, I shall write you a letter or recommendation.";
- next;
- switch(select("Sure! Sounds good.:Sorry, I am not that interested.")) {
- case 1:
- mes "[Nelliorde]";
- mes "Excellent...!";
- mes "So your name is...";
- mes "" + strcharinfo(0) + "?";
- next;
- mes "[Nelliorde]";
- mes "Alright, I shall contact him right away! Oh, and you can find the Monster Organization west of Juno's central plaza. It shouldn't be hard to find. Good luck!";
- set god_brising,1;
- close2;
- break;
- case 2:
- cutin "god_nelluad02",2;
- mes "[Nelliorde]";
- mes "Ah, it's disappointing to hear that. I thought that you'd be perfect to help out Mr. Kaili. Oh well, talk to you later~";
- close2;
- break;
- }
- }
- break;
- case 2:
- mes "[Nelliorde]";
- mes "Boring, you say?";
- mes "Perhaps, but not as";
- mes "boring as an adventurer";
- mes "that passes up a chance";
- mes "for an adventure, yes?";
- next;
- switch(select("Tell me a story.:Sing a song for me.")) {
- case 1:
- cutin "god_nelluad02",2;
- mes "[Nelliorde]";
- mes "Hmm. What would";
- mes "be a good story for";
- mes "you this time...? Ah yes, I've got it. Let me tell you about one of my own adventures. It was a pretty amazing experience.";
- next;
- mes "[Nelliorde]";
- mes "I went to Morroc, the city of the desert. On my way there, I became exhausted from the heat. Luckily, I found a hole beneath the shadows and climbed in to rest.";
- next;
- mes "[Nelliorde]";
- mes "Oh my God...";
- mes "If I had known";
- mes "better, I never";
- mes "would have gone";
- mes "inside that place...";
- next;
- mes "[Nelliorde]";
- mes "I actually crawled into the infamous ^FF0000Ant Hell^000000! I don't sound like a coward to you, do I?";
- next;
- mes "[Nelliorde]";
- mes "Well, the ants aren't the only ones living there. I wasn't afraid of them at all. Except, of course, when they attacked in groups.";
- next;
- cutin "god_nelluad03",2;
- mes "[Nelliorde]";
- mes "What I was really afraid of was this type of strawberry colored... tongue thing. Phreeoni!";
- next;
- mes "[Nelliorde]";
- mes "Fortunately, I survived the whole incident, although I still have nightmares of that man-sized tongue.";
- next;
- mes "[Nelliorde]";
- mes "Once I got out of there, I craved human companionship to restore my sense of normalcy. The closest place that I knew was Paros Lighthouse.";
- next;
- mes "[Nelliorde]";
- mes "Yet again, I decided to traverse the desert, despite the fact that the Kafra Ladies provide a very convenient teleport service there.";
- next;
- cutin "god_nelluad01",2;
- mes "[Nelliorde]";
- mes "Anyway, the fortress of Sandaruman is on the way to Paros Lighthouse. I remember Serutero, a guy I met in south Morroc, telling me about its scenic beauty.";
- next;
- mes "[Nelliorde]";
- mes "I was so excited";
- mes "about seeing it";
- mes "for myself. After all, doesn't 'Sandaruman' sound like the";
- mes "name of a beautiful place?";
- next;
- mes "[Nelliorde]";
- mes "But I immediately regretted my decision once I arrived. Of course, the view was breathtaking: the sandy hills near the ocean, as";
- mes "well as the ruins.";
- next;
- mes "[Nelliorde]";
- mes "And of course I forgot Serutero's warning about all the monsters. Argh! It was a nightmare! Instead of enjoying the scenary, I ended up running for my life.";
- next;
- mes "[Nelliorde]";
- mes "I was still trying to escape those monsters when I stumbled upon";
- mes "an old house, West of Sandaruman, that seemed to be in a state of decay.";
- next;
- mes "[Nelliorde]";
- mes "I recalled that Serutero said that no one was living in that area, so I began to worry a bit. Still, I was desperate and needed refuge.";
- next;
- mes "[Nelliorde]";
- mes "In my panic, I violently knocked on the door and screamed for someone to let me inside. Then do you know what I heard?";
- next;
- cutin "god_nelluad04",2;
- mes "[Nelliorde]";
- mes "^FF0000Who's there?!";
- mes "Who would dare to intrude";
- mes "upon my territory?^000000";
- mes "I was freaked out! Whoever owned that house must have been some";
- mes "kind of lunatic!";
- next;
- mes "[Nelliorde]";
- mes "Th-then, with the specter of Death nipping at my heels, he told me to get lost! Luckily, I was saved by a mysterious, wandering SuperNovice, but that's another story.";
- next;
- mes "[Nelliorde]";
- mes "In any case, I finally arrived at Paros Lighthouse. There, I learned that the old house was a secret camp for the Rogue Guild. ";
- next;
- mes "[Nelliorde]";
- mes "It's amazing, how they can live in such dangerous areas. Only Rogues would be able to survive there, you know?";
- next;
- cutin "god_nelluad01",2;
- mes "[Nelliorde]";
- mes "Ah...";
- mes "I'm so tired from talking so much. But if I happen to have another adventure, I shall share that tale with you.";
- close2;
- break;
- case 2:
- cutin "god_nelluad02",2;
- mes "[Nelliorde]";
- mes "Ah, you wish";
- mes "to hear a song?";
- mes "Okay! I shall then";
- mes "perform my favorite.";
- next;
- mes "[Nelliorde]";
- mes "I chased after fame.";
- mes "It eluded me.";
- mes "I ran after happiness";
- mes "But never caught it.";
- next;
- mes "[Nelliorde]";
- mes "But tomorrow will still";
- mes "Be there, I'm sure.";
- mes "Like the Water Mill";
- mes "In Al De Baran";
- mes "Which turns as";
- mes "Life goes on.";
- next;
- cutin "god_nelluad04",2;
- mes "[Nelliorde]";
- mes "Cheer up! Life goes on.";
- mes "As surely as the Water";
- mes "Mill turns, tomorrow";
- mes "Will come.";
- close2;
- break;
- }
- break;
- }
- }
- }
- else {
- mes "[Nelliorde]";
- mes "Hello there!";
- mes "Isn't it such";
- mes "a glorious day?";
- mes "You know of me,";
- mes "do you not?";
- next;
- mes "[Nelliorde]";
- if (Sex) {
- mes "Hahahaha, forgive my rudeness,";
- mes "but I fail to remember your name, although your face does seem rather familiar.";
- }
- else {
- mes "Oh well well...";
- mes "How could I ever";
- mes "forget the lovely";
- mes ""+ strcharinfo(0) +"?";
- }
- next;
- cutin "god_nelluad01",2;
- mes "[Nelliorde]";
- mes "So, aren't you curious about me? Feel free to ask me whatever you like! I'm the vagabond that will wander the earth till the end of his days, your friend who loves to sing under the moonlight~";
- next;
- switch(select("Who are you?:What's new?:Can you sing?")) {
- case 1:
- mes "[Nelliorde]";
- mes "Why, I am Nelliorde, the Bard.";
- mes "In truth, my real name is Elliorde.";
- next;
- cutin "god_nelluad03",2;
- mes "[Nelliorde]";
- mes "However, while I was singing at a Tavern, as per usual, a man with long blonde hair angrily demanded that I change my name!";
- next;
- mes "[Nelliorde]";
- mes "Never before have I seen such a flailing and a fuss over someone coincidentally sharing the same name!";
- next;
- mes "[Nelliorde]";
- mes "And so, that little altercation";
- mes "was settled with me being named Nelliorde.";
- next;
- cutin "god_nelluad04",2;
- mes "[Nelliorde]";
- mes "I don't sound like a coward to you, do I? Do you believe I should have fought for the right to keep my original name?";
- next;
- mes "[Nelliorde]";
- mes "If so, you're wrong! I just don't believe that violence can solve anything, as the romantic Bard";
- mes "that cherishes peace...";
- next;
- mes "^3355FFSeeing as it's not worth";
- mes "listening to Nelliorde's lies, you decide to simply tune him out.^000000";
- next;
- mes "^3355FF...";
- mes "......^000000";
- next;
- mes "^3355FF...";
- mes "......";
- mes ".........^000000";
- next;
- cutin "god_nelluad03",2;
- mes "[Nelliorde]";
- mes "And that's how I convinced wise";
- mes "and benevolent King Tristram III to build a paradise where married lovers could enjo--Hm? Are you even listening?!";
- close2;
- break;
- case 2:
- mes "[Nelliorde]";
- mes "You wish to";
- mes "hear of some news?";
- mes "What kind of news do";
- mes "you wish to know about?";
- next;
- switch(select("About Prontera!:About seaside areas.:Is the desert still hot?:How about the borderlands?")) {
- case 1:
- mes "[Nelliorde]";
- mes "What?! Prontera?!";
- mes "Can you not see that the front";
- mes "gate of Prontera is right before you? You should at least know where you are, adventurer.";
- next;
- mes "[Nelliorde]";
- mes "Anyways, I know one interesting bit of news about Prontera. But it's a secret. Shh! Are you... Single?";
- next;
- mes "[Nelliorde]";
- mes "If so, go visit the tavern. I met a guy there who took me a nice place. Oh yes. He took me the place where singles are forbidden~!";
- close2;
- break;
- case 2:
- mes "[Nelliorde]";
- mes "Seaside areas?";
- mes "That's a funny question. I mean, there's Alberta and a few other places where you can see the sea.";
- next;
- mes "[Nelliorde]";
- mes "To the southwest there's";
- mes "Kokomo Beach. But, I suppose it's too dangerous just to go there to take a stroll.";
- next;
- mes "[Nelliorde]";
- mes "Kokomo Beach is a large";
- mes "expanse of sand. The nearby water is filled with sea animals, so you can enjoy catching Shellfishes.";
- next;
- mes "[Nelliorde]";
- mes "However, there are always bullies in that kind of place. Once, I met a threatening looking hoodlum with red spiky hair.";
- next;
- cutin "god_nelluad04",2;
- mes "[Nelliorde]";
- mes "He was chewing on something and spat on the ground. The big buffoon managed to intimidate me into giving him all of my Zeny!";
- next;
- mes "[Nelliorde]";
- mes "^333333*Sigh...*^000000";
- mes "This world is too";
- mes "dangerous for a young";
- mes "and fragile Bard.";
- next;
- mes "[Nelliorde]";
- mes "By the way, Alberta doesn't seem to have changed. The Sunken Ship looks the same as well, with all of its Skeleton Pirates and whatnot. You know how it is.";
- next;
- cutin "god_nelluad01",2;
- mes "[Nelliorde]";
- mes "The event agency in charge of expeditions into the Sunken Ship is still making tons of money. If you have nothing to do, why don't you hunt for monsters down there?";
- close2;
- break;
- case 3:
- mes "[Nelliorde]";
- mes "Oh yes!";
- mes "When is it not?";
- mes "The desert is hot, has";
- mes "been hot and probably";
- mes "always will be...!";
- next;
- mes "[Nelliorde]";
- mes "Giant worms still jump out of nowhere, freaking out innocent travellers like myself, and the Sandmen still kick people in the, well... You know where.";
- next;
- cutin "god_nelluad02",2;
- mes "[Nelliorde]";
- mes "Even if the desert is filled with hideous monsters, the view of the ocean there is so magnificent. Hah, it makes me want to play a song.";
- next;
- mes "[Nelliorde]";
- mes "I must say there is";
- mes "one place you may wish";
- mes "to see in the desert.";
- next;
- mes "[Nelliorde]";
- mes "I'm talking about the Assassin Guild. Supposedly, it's hidden behind a sandstorm in the Morroc";
- if ((Class == Job_Assassin) || (Class == Job_Assassin_Cross)) {
- mes "Desert! But you should know what I am talking about! So when are you gonna take me to the guild, eh?";
- }
- else {
- mes "Desert! Have you ever been there before?";
- }
- close2;
- break;
- case 4:
- mes "[Nelliorde]";
- mes "Well, to the north is the Schwaltzwald Republic.";
- mes "There, you'll find Juno,";
- mes "the 'City of Sages.'";
- next;
- mes "[Nelliorde]";
- mes "The people there say that there is one major nuisance, a man known";
- mes "as the 'Mad Scientist.' He's antisocial and creates a lot of public disturbances with his experiments.";
- next;
- cutin "god_nelluad03",2;
- mes "[Nelliorde]";
- mes "It seems everyone in Juno hates";
- mes "him with a passion. Even one of the Tool Shop owners begged a passing adventurer to stop this Mad Scientist's research!";
- next;
- mes "[Nelliorde]";
- mes "But I have a different opinion about him. I believe it's not a good idea to interrupt the work of any scientist.";
- next;
- mes "[Nelliorde]";
- mes "After all, he might just discover something important, even if his experiments are a little hazardous.";
- next;
- mes "[Nelliorde]";
- mes "Speaking of discoveries, you know how Juno floats in the air, right?";
- next;
- cutin "god_nelluad01",2;
- mes "[Nelliorde]";
- mes "It's said that a piece of Ymir's Heart generates enough power";
- mes "to keep the entire city aloft in the sky. Isn't that amazing?";
- next;
- mes "[Nelliorde]";
- mes "Even more recent is the news about the discovery of Ymir's Book. You can read it in Juno's Sage Castle. I hear that it contains the secret to meeting Valkyrie...";
- close2;
- break;
- }
- break;
- case 3:
- mes "[Nelliorde]";
- mes "Can I sing, you ask?";
- mes "Certainly, and if I may say so, pleasureably. Which song would";
- mes "you care to hear?";
- next;
- switch(select("Bragi's Poem:Eternal Chaos:Assassin in the Sunset")) {
- case 1:
- if (Zeny > 499) {
- cutin "god_nelluad02",2;
- mes "[Nelliorde]";
- mes "Bragi's Poem!";
- mes "What a good choice!";
- mes "I must say this song";
- mes "represents the";
- mes "heart of a poet!";
- soundeffect "bragis_poem.wav",1;
- set Zeny,Zeny-500;
- close2;
- }
- else {
- mes "[Nelliorde]";
- mes "Please forgive me, but I cannot play a song for free. The world is harsh, and a frail Bard such as myself must have some means";
- mes "to survive~";
- close2;
- }
- break;
- case 2:
- if (Zeny > 499) {
- cutin "god_nelluad02",2;
- mes "[Nelliorde]";
- mes "You must like robust";
- mes "and energetic music, eh?";
- mes "As you wish~";
- soundeffect "chaos_of_eternity.wav",1;
- set Zeny,Zeny-500;
- close2;
- }
- else {
- mes "[Nelliorde]";
- mes "Please forgive me, but I cannot play a song for free. The world is harsh, and a frail Bard such as myself must have some means";
- mes "to survive~";
- close2;
- }
- break;
- case 3:
- if (Zeny > 499) {
- cutin "god_nelluad02",2;
- mes "[Nelliorde]";
- mes "Excellent choice!";
- mes "Somehow, the image of";
- mes "the setting sun fits";
- mes "well with Assassins.";
- mes "Don't you agree?";
- soundeffect "assassin_of_sunset.wav",1;
- set Zeny,Zeny-500;
- close2;
- }
- else {
- mes "[Nelliorde]";
- mes "Please forgive me, but I cannot play a song for free. The world is harsh, and a frail Bard such as myself must have some means";
- mes "to survive~";
- close2;
- }
- break;
- }
- break;
- }
- }
- cutin "",255;
- end;
-}
-
-yuno_in04,47,113,1 script Studying Scholar#1 749,{
- if (checkweight(908,200) == 0) {
- mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
- close;
- }
- if ($God3 == 100) {
- mes "[Studying Scholar]";
- mes "Hmmm...";
- mes "The highest quality Red Potion ever...";
- next;
- mes "[Studying Scholar]";
- mes "If only I could figure a way to balance the consistency of the ground Red Herbs mixed with the water. That part is most crucial...";
- close;
- }
- if ($God2 > 49) {
- if (god_brising == 50) {
- mes "[Enrico Kaili]";
- mes "Ah, " + strcharinfo(0) + ",";
- mes "you've returned.";
- next;
- mes "[Enrico Kaili]";
- mes "Learning about Brisingamen was truly fascinating. But since we've hit a plateau for now, I've started a new research project.";
- next;
- mes "[Enrico Kaili]";
- mes "Hahahaha~";
- mes "I'm sorry, but I cannot tell you about it for now, since it's confidential. But once I get a chance, I'll ask you for help.";
- close;
- }
- else if (god_brising == 49) {
- mes "[Enrico Kaili]";
- mes "Ah, I see. So it's true that Berling sealed himself in the ripple where the goddess' tear";
- mes "fell into the waters.";
- next;
- mes "[Enrico Kaili]";
- mes "Oh! I'm so excited! I don't know what to do first! Should I report to His Majesty or publish my findings or...";
- next;
- switch(select("^333333*Ahem!*^000000 My reward!")) {
- case 1:
- mes "[Enrico Kaili]";
- mes "Oh, right.";
- mes "Thank you for all the trouble you have endured for my sake. You are truly one of the best researchers I've ever met.";
- next;
- mes "[Enrico Kaili]";
- mes "Then as promised...";
- mes "I will give you something from my precious collection! Now, let me see what we have here...";
- next;
- mes "[Enrico Kaili]";
- mes "Please...";
- mes "Take this";
- set god_brising,50;
- getitem 616,1; // Old_Card_Album
- getexp 60000,0;
- next;
- mes "[Enrico Kaili]";
- mes "Please accept this as my way of thanking you for assisting in my";
- mes "research. If the opportunity arises, I would like to ask you for your help once again. Now please, take care.";
- if ($God3 < 100) set $God3,$God3 +1;
- if ($God3 == 50) {
- announce "The 3rd Seal of [Brisingamen] has appeared.",bc_all;
- }
- else if ($God3 == 100) {
- if ($God1 == 100 && $God2 == 100 && $God3 == 100 && $God4 == 100) {
- announce "Four seals have been released at the same time with the seal of [Brisingamen].",bc_all;
- }
- else {
- announce "The 3rd seal of [Brisingamen] has been released.",bc_all;
- }
- }
- }
- close;
- }
- else if (god_brising == 48) {
- mes "[Enrico Kaili]";
- mes "Why are you still here?";
- mes "I asked you to go find Alfrik.";
- mes "Ah~ I cannot wait...";
- emotion e_flash;
- close;
- }
- else if (god_brising == 47) {
- mes "[Enrico Kaili]";
- mes "I guess it's true that";
- mes "the four Dwarves have been";
- mes "awakened. Does this mean that Brisingamen can now be created?";
- next;
- mes "[Enrico Kaili]";
- mes "If such a thing is possible, what do we need in order to create it? Let's review the information you've gathered...";
- next;
- mes "[Enrico Kaili]";
- mes "There's Freya's Tear Drop Crystal, Freya's Jewel, the Never-Melting Snow Crystal found where Alfrik";
- mes "used to stay, the Drifting Air from the path where Dvalin slept. Hmm.";
- next;
- mes "[Enrico Kaili]";
- mes "Perhaps we could find something from the pond of Freya's Gold Tears where Berling is sleeping,";
- mes "though I am unsure.";
- next;
- mes "[Enrico Kaili]";
- mes "I also assume that the splendid Silver Ornament constructed by";
- mes "Gher is also needed to create Brisingamen.";
- next;
- mes "[Enrico Kaili]";
- mes "So what";
- mes "do you think?";
- next;
- switch(select("I'm not sure...:I suppose you're right.")) {
- case 1:
- mes "[" + strcharinfo(0) + "]";
- mes "I'm not sure...";
- mes "I mean, maybe";
- mes "Alfrik would";
- mes "probably know, bu--";
- next;
- mes "[Enrico Kaili]";
- mes "Of course!";
- mes "That's a great idea! I'll wait here while you go and ask Alfrik. You're my only hope in completing this research!";
- next;
- emotion e_hmm,1;
- mes "[" + strcharinfo(0) + "]";
- mes "(^333333I shouldn't have said anything...^000000)";
- next;
- mes "[Enrico Kaili]";
- mes "Well, what are";
- mes "waiting for? Please";
- mes "come back as soon";
- mes "as possible.";
- set god_brising,48;
- close;
- case 2:
- mes "[" + strcharinfo(0) + "]";
- mes "I suppose";
- mes "you're right.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Still, who knows what exactly is in the Pond of Freya's Golden Tears.";
- next;
- mes "[Enrico Kaili]";
- mes "Yes.";
- mes "Ah! Right.";
- mes "Hm, perhaps it would be";
- mes "best to ask Alfrik first?";
- next;
- mes "[Enrico Kaili]";
- mes "Hurry and seek him";
- mes "out! And I thank you";
- mes "in advance.";
- set god_brising,48;
- close;
- }
- }
- else if (god_brising == 46) {
- mes "[Enrico Kaili]";
- mes "I guess he finally sang for you?";
- mes "By the way, why didn't you speak to Grer the Dwarf? Oh right, the mine is heavily populated with monsters.";
- next;
- mes "[Enrico Kaili]";
- mes "I know it won't be easy,";
- mes "but please seek him out";
- mes "and get more information.";
- mes "Thank you in advance.";
- close;
- }
- else if (god_brising == 45) {
- mes "[Enrico Kaili]";
- mes "Hm...?";
- mes "Did you forget the words to the song? Well, I didn't write them down either. Hahahaha! I guess there's only one thing you can do~";
- next;
- mes "[Enrico Kaili]";
- mes "You've got to go back to Berling and ask him for the lyrics again. Good luck, and don't forget to memorize them this time.";
- close;
- }
- else if (god_brising == 44) {
- mes "[Enrico Kaili]";
- mes "It looks like you were able to answer that riddle. Good work!";
- next;
- mes "[Enrico Kaili]";
- mes "That strange, unearthly feeling of dampness... Ah, you've brought Freya's Tear Drops! That means Grer must have awakened on his own now.";
- next;
- mes "[Enrico Kaili]";
- mes "I suppose your next course of action should be to enter the mine. I'm sorry for the trouble, but I grow more excited with each new thing we learn.";
- next;
- mes "[Enrico Kaili]";
- mes "It's only with your help that I've been able to make such progress with my research. Anyway, I shall share my conclusions with you later.";
- next;
- mes "[Enrico Kaili]";
- mes "So are you heading for the mine now? Be careful around those monsters.";
- close;
- }
- else if (god_brising == 43) {
- mes "[Enrico Kaili]";
- mes "Dvalin's riddle?";
- mes "He must have been";
- mes "talking about the";
- mes "endless war that";
- mes "Freya had to cause.";
- next;
- mes "[Enrico Kaili]";
- mes "There were two kings that";
- mes "each had twenty knights. The kings and these knights fought and killed each other, and would be brought back to life the next morning by Freya until thousands of Valkyries filled Valhalla.";
- next;
- mes "[Enrico Kaili]";
- mes "All forty-two";
- mes "of them did this...";
- mes "Everyday. It's an old";
- mes "story that everyone knows.";
- next;
- mes "[Enrico Kaili]";
- mes "In any case, it's about time that you investigated Berling. There's";
- mes "a stream that begins northwest of Prontera and passes through a mine in Mount Mjolnir.";
- next;
- mes "[Enrico Kaili]";
- mes "It may be wise to";
- mes "start your search there and investigate any streams and";
- mes "puddles that you can find.";
- close;
- }
- else if (god_brising == 42) {
- mes "[Enrico Kaili]";
- mes "Are you sure?!";
- mes "Those items were";
- mes "intended to create";
- mes "Freya's necklace,";
- mes "Brisingamen?";
- next;
- mes "[Enrico Kaili]";
- mes "If the four Dwarves";
- mes "awaken, Brisingamen may";
- mes "appear before human eyes?";
- mes "Fascinating. Just fascinating.";
- next;
- mes "[Enrico Kaili]";
- mes "Let's see....";
- mes "The place where";
- mes "Dvalin is sleeping?";
- mes "I assume it may be near";
- mes "the place where the Monks";
- mes "train, but I am unsure.";
- next;
- mes "[Enrico Kaili]";
- mes "In any case, it would";
- mes "to no harm to investigate";
- mes "any leads yes? The monastery,";
- mes "I believe, is to the east";
- mes "of Prontera.";
- close;
- }
- else if (god_brising == 41) {
- mes "[Enrico Kaili]";
- mes "What...?";
- mes "You actually";
- mes "met Alfrik...?";
- mes "I can't believe";
- mes "the legendary Alfrick";
- mes "is still alive...";
- next;
- mes "[Enrico Kaili]";
- mes "Alfrik is one of the four Dwarves who created Brisingamen, the world's most beautiful necklace, for the goddess Freya.";
- next;
- mes "[Enrico Kaili]";
- mes "Now I realize...";
- mes "We've been gathering information related to an item containing the power of the gods!";
- next;
- mes "[Enrico Kaili]";
- mes "Let's see...";
- mes "There's another Dwarf, Dvalin.";
- mes "Did Alfrik tell you anything about where Dvalin may be sleeping? Hmm...";
- close;
- }
- else if (god_brising == 40) {
- mes "[Enrico Kaili]";
- mes "For now, I suppose";
- mes "it would be best to";
- mes "investigate Lutie.";
- next;
- mes "[Enrico Kaili]";
- mes "Somewhere there, I'm";
- mes "sure you can find a remaining trace of the goddess Freya. If you were able to meet Valkyrie, I'm sure you'll be able to do this.";
- next;
- mes "[Enrico Kaili]";
- mes "I've been thinking...";
- mes "About those words";
- mes "Valkyrie told you";
- mes "to remember...";
- next;
- mes "[Enrico Kaili]";
- mes "^4d4dffThe beauty of the stars";
- mes "Wanes in comparison.";
- mes "We lost our hearts";
- mes "To that golden hair";
- mes "And those dazzling eyes.^000000";
- next;
- mes "[Enrico Kaili]";
- mes "What could that mean?";
- mes "I'm beginning to doubt";
- mes "what I think I know...";
- close;
- }
- else if (god_brising == 35) {
- mes "[Enrico Kaili]";
- mes "I can tell you've";
- mes "gone through a lot...";
- mes "So what did you hear";
- mes "from Hermite?";
- next;
- mes "^3355FFYou tell Enrico Kaili";
- mes "what you were told by Hermite,";
- mes "as well as your experiences";
- mes "with Valkyrie.^000000";
- next;
- mes "[Enrico Kaili]";
- mes "I can scarcely believe this!";
- mes "But if what you say is true, it may be possible for humans to possess godly power.";
- next;
- mes "[Enrico Kaili]";
- mes "Hm? There's a reaction coming";
- mes "from this thing that was sent from the royal court. Hm, come closer and take a look.";
- next;
- mes "^3355FFEnrico opened a locked chest, revealing an incredibly clear, shimmering jewel.^000000";
- next;
- mes "[Enrico Kaili]";
- mes "Isn't it amazing?";
- mes "If what Valkyrie said is true, this jewel must be a crystal from Freya's teardrop.";
- next;
- mes "[Enrico Kaili]";
- mes "I don't understand why all of this is happening so suddenly. For now, I'll have to think about the poem you heard from Valkyrie.";
- next;
- mes "[Enrico Kaili]";
- mes "A cold snowy path on";
- mes "which the goddess tread.";
- mes "A blue river the goddess crossed.";
- mes "A narrow path the goddess passed.";
- mes "Four Dwarves that the goddess met...";
- next;
- mes "[Enrico Kaili]";
- mes "I'm sure the four Dwarves are the famous craftsmen I've studied, but I can't determine what the rest of the poem means.";
- next;
- mes "[Enrico Kaili]";
- mes "Now...";
- mes "I'll need your";
- mes "help once again!";
- next;
- switch(select("Wah? It's not over?!:What is it this time?")) {
- case 1:
- mes "[Enrico Kaili]";
- mes "Hah...!";
- mes "Our work has just begun!";
- mes "Now, head over to Lutie";
- mes "and find some clues.";
- next;
- mes "[Enrico Kaili]";
- mes "The poem mentions a snowy path, and this jewel was found there, so Lutie is a pretty well educated guess as the location of our next clue.";
- next;
- mes "[Enrico Kaili]";
- mes "I hope we'll be";
- mes "able to learn what";
- mes "the goddess Freya has";
- mes "left behind in Rune-Midgard...";
- set god_brising,40;
- close;
- case 2:
- mes "[Enrico Kaili]";
- mes "Hahahaha...!";
- mes "I like your attitute!";
- mes "Once again, Nelliorde has";
- mes "proven to be an excellent";
- mes "judge of character.";
- next;
- mes "[Enrico Kaili]";
- mes "The poem mentions";
- mes "a snowy path, and this jewel was found in Lutie. So Lutie would be a pretty good place to search for the next clue.";
- next;
- mes "[Enrico Kaili]";
- mes "I hope we'll be";
- mes "able to learn what";
- mes "the goddess Freya has";
- mes "left behind in Rune-Midgard...";
- set god_brising,40;
- close;
- }
- }
- else if ((god_brising > 9) && (god_brising < 35)) {
- mes "[Enrico Kaili]";
- mes "Hmm...?";
- mes "I see...";
- mes "I know the work";
- mes "I'm having you do might";
- mes "be quite troublesome...";
- next;
- mes "[Enrico Kaili]";
- mes "But rest assured,";
- mes "I will reward you";
- mes "once our work is completed.";
- mes "Good help such as the kind";
- mes "you provide is hard to find.";
- close;
- }
- else if ((god_brising > 3) && (god_brising < 10)) {
- mes "[Enrico Kaili]";
- mes "So have you";
- mes "met Hermite? Hm?";
- mes "He actually asked";
- mes "you to do that?";
- next;
- mes "[Enrico Kaili]";
- mes "For now, it looks like you might have no alternative. It would probably be wise to do what he wants. Knowing Charles, it's probably won't be too bad.";
- close;
- }
- else if (god_brising == 3) {
- mes "[Enrico Kaili]";
- mes "Hermite...?";
- mes "Do you need more";
- mes "information about him?";
- mes "Let's see...";
- next;
- mes "[Enrico Kaili]";
- mes "Oh, that's right!";
- mes "He's a registered member of that Monster Research Organization. Why don't you ask the lady over there for more information on him?";
- next;
- mes "[Enrico Kaili]";
- mes "If she'll let you look at her records, you can probably find out where he lives. Now why don't you talk to that lady towards the left part of this room?";
- close;
- }
- else if(god_brising == 2) {
- mes "[Enrico Kaili]";
- mes "So, have you";
- mes "considered my proposal?";
- mes "Work for me, and I shall";
- mes "surely repay you.";
- next;
- switch(select("No thanks.:Sure, why not.")) {
- case 1:
- mes "[Enrico Kaili]";
- mes "What...?!";
- mes "Then why bother";
- mes "to speak to me?";
- mes "If you just intend to";
- mes "bother me, then please";
- mes "leave right away.";
- close;
- case 2:
- mes "[Enrico Kaili]";
- mes "Really?";
- mes "If you could help me, that would be great! Before we start, would you take a look at this?";
- next;
- mes "^3355FFEnrico Kaili showed you a small white crystallization inside a box. It looked very fragile, but emanated an intensely";
- mes "cold aura.^000000";
- next;
- mes "[Enrico Kaili]";
- mes "I call this the Snow Crystal.";
- mes "It looks just like a snowflake, doesn't it? Strangely enough,";
- mes "it's never melted.";
- next;
- mes "[Enrico Kaili]";
- mes "A few years ago,";
- mes "a young adventurer";
- mes "gave this to me. I need to find this person so that I can find out exactly what this is, as well as where it came from.";
- next;
- mes "[Enrico Kaili]";
- mes "Now, the person";
- mes "who brought this to";
- mes "me is, let's see, ah...";
- mes "Hermite Charles.";
- next;
- mes "[Enrico Kaili]";
- mes "When you find him,";
- mes "please give him this letter.";
- next;
- mes "^3355FFEnrico gave you a small";
- mes "letter addressed to Hermite";
- mes "Charles that is sealed with";
- mes "red wax.^000000";
- set god_brising,3;
- close;
- }
- }
- else if (god_brising == 1) {
- mes "[Enrico Kaili]";
- mes "Ah, you've arrived!";
- mes "" + strcharinfo(0) + ", right?";
- mes "Yes, I was told by Nelliorde that you'd come. He always manages";
- mes "to find me good, reliable help.";
- next;
- mes "[Enrico Kaili]";
- mes "As Nelliorde probably mentioned,";
- mes "I need some help in completing my research. Since you adventurers are always traveling, I was hoping you'd help me find someone.";
- next;
- switch(select("I'm no good at finding people.:I can do that!")) {
- case 1:
- mes "[Enrico Kaili]";
- mes "Oh... Really?";
- mes "I was really hoping that you'd be able to help me. But I understand if it's not within your capacity.";
- next;
- mes "[Enrico Kaili]";
- mes "I suppose I can try to find another adventurer to help me. But if you change your mind later, please do not hesitate to lend me your assistance.";
- set god_brising,2;
- close;
- case 2:
- mes "[Enrico Kaili]";
- mes "Really?";
- mes "If you could help me, that would be great! Before we start, would you take a look at this?";
- next;
- mes "^3355FFEnrico Kaili showed you a small white crystallization inside a box. It looked very fragile, but emanated an intensely";
- mes "cold aura.^000000";
- next;
- mes "[Enrico Kaili]";
- mes "I call this the Snow Crystal.";
- mes "It looks just like a snowflake, doesn't it? Strangely enough,";
- mes "it's never melted.";
- next;
- mes "[Enrico Kaili]";
- mes "A few years ago,";
- mes "a young adventurer";
- mes "gave this to me. I need to find this person so that I can find out exactly what this is, as well as where it came from.";
- next;
- mes "[Enrico Kaili]";
- mes "Now, the person";
- mes "who brought this to";
- mes "me is, let's see, ah...";
- mes "Hermite Charles.";
- next;
- mes "[Enrico Kaili]";
- mes "When you find him,";
- mes "please give him this letter.";
- next;
- mes "^3355FFEnrico gave you a small";
- mes "letter addressed to Hermite";
- mes "Charles that is sealed with";
- mes "red wax.^000000";
- set god_brising,3;
- close;
- }
- }
- else {
- mes "[Enrico Kaili]";
- mes "I'm not exactly sure why you've come to me, but I apologize for the fact that I'm unable to help you.";
- next;
- mes "[Enrico Kaili]";
- mes "Right now, I'm far";
- mes "too busy trying to";
- mes "complete my research.";
- mes "Please leave me alone";
- mes "to do my work.";
- close;
- }
- }
- else {
- mes "[Studying Scholar]";
- mes "Do you know how";
- mes "to make Red Potions?";
- mes "You grind a lot of Red Herbs and carefully shake the liquid until you achieve the desire consistency.";
- next;
- mes "[Studying Scholar]";
- mes "If I could find a way";
- mes "to produce them much faster,";
- mes "I'd become rich in no time...";
- close;
- }
-}
-
-prt_church,113,103,1 script Praying Man 798,{
- if ($God2 < 50) {
- mes "[Praying Man]";
- mes "Let everyone live a life";
- mes "of happiness. Let there be";
- mes "peace in the world...";
- next;
- mes "[Praying Man]";
- mes "May I hit it rich with this";
- mes "Old Blue Box that I spend this";
- mes "month's paycheck on...";
- close;
- }
- if ($God3 > 99) {
- mes "[Praying Man]";
- mes "Now is the time to reflect upon the past to prepare for the future.";
- next;
- mes "[Praying Man]";
- mes "It is in stillness that we find the wisdom to know which steps we must take to move forward. Let's pray.";
- close;
- }
- if (god_brising > 34) {
- mes "^3355FFHermite Charles continues to fervently pray. His eyes are closed and his hands are clasped to his chest. There seems to be an air of faint sadness about him.^000000";
- close;
- }
- else if (god_brising == 34) {
- mes "[Hermite Charles]";
- mes "What did you just say?";
- mes "Did she really become an";
- mes "Einherjar? That's the greatest honor for any warrior...";
- next;
- mes "[Hermite Charles]";
- mes "She must";
- mes "be so happy.";
- mes "I guess in the end,";
- mes "I never really had";
- mes "any place in her heart.";
- mes "Lowen...";
- next;
- mes "[Hermite Charles]";
- mes "But I know one thing";
- mes "for sure. She should have blamed me for what happened. Why did she take everything upon herself?";
- next;
- mes "[Hermite Charles]";
- mes "I guess she just saw me as a little brother. She obviously didn't take me very seriously.";
- next;
- mes "[Hermite Charles]";
- mes "Haha... Hahaha...";
- mes "Now I feel better!";
- mes "So, what did you say?";
- next;
- mes "[Hermite Charles]";
- mes "Yes, right.";
- mes "Please tell Enrico this.";
- mes "The object he's interested in was given by His Majesty to a guild that possessed a castle.";
- next;
- mes "[Hermite Charles]";
- mes "It can never be made through just human technology. But I guess that His Majesty will let scholars study it and let men possess it if they prove capable.";
- next;
- mes "[Hermite Charles]";
- mes "I wasn't powerful enough to";
- mes "earn it. Frankly, I stole it. But soon I began to fear its presense and my heart would pound with trepidation when I saw it.";
- next;
- mes "[Hermite Charles]";
- mes "One day, I think it actually possessed me and I ended up";
- mes "going on a journey. I'm not really sure exactly where though...";
- next;
- mes "[Hermite Charles]";
- mes "All I remember was that I was in Lutie, the town of snow. I went over a bridge to a hill to the West...";
- next;
- mes "[Hermite Charles]";
- mes "But once I arrived there, I was seized with this feeling of terror I can't explain.";
- next;
- mes "[Hermite Charles]";
- mes "I ended up running away.";
- mes "That's why I gave it to Mr. Enrico. You can laugh at me for being a coward if you want.";
- next;
- mes "[Hermite Charles]";
- mes "You know everything now.";
- mes "Please leave me alone.";
- mes "^333333*Sigh...*^000000";
- set god_brising,35;
- close;
- }
- else if (god_brising > 19 && god_brising < 34) {
- mes "[Hermite Charles]";
- mes "I'll be waiting.";
- mes "For some reason, I believe you'll be able to find some sort of clue about what happened these past";
- mes "two years one of these days.";
- close;
- }
- else if (god_brising == 12) {
- mes "[Hermite Charles]";
- mes "Lohen Phelicia?";
- mes "The person I asked you to find is Lowen, not Lohen. Lowen Ellenen.";
- next;
- mes "[Hermite Charles]";
- mes "I'm sorry";
- mes "for the trouble,";
- mes "but I think you";
- mes "better try again.";
- set god_brising,10;
- close;
- }
- else if (god_brising == 11) {
- mes "[Hermite Charles]";
- mes "Yes...";
- mes "Lowen is no";
- mes "longer with us.";
- next;
- mes "[Hermite Charles]";
- mes "I've heard different rumors, but she definitely passed away. I was even at her funeral.";
- next;
- mes "[Hermite Charles]";
- mes "The last time I saw her alive";
- mes "was in Geffen. Two years after that, I saw her buried in her grave. Didn't I tell you this?";
- next;
- mes "[Hermite Charles]";
- mes "I wanted you to find out what happened in those two years before she died. I wanted to know what led to her death.";
- next;
- mes "[Hermite Charles]";
- mes "What the hell";
- mes "killed her?!";
- mes "Don't you understand";
- mes "the way I feel?";
- set god_brising,20;
- close;
- }
- else if (god_brising == 10) {
- mes "[Hermite Charles]";
- mes "Lowen was a Crusader, a knight in the service of holiness preparing for the Holy War.";
- next;
- mes "[Hermite Charles]";
- mes "I always expected her to";
- mes "become a Knight in the Prontera Chivalry, but suddenly she changed her mind and became a Crusader.";
- mes "I saw her for the last time in Geffen.";
- next;
- mes "[Hermite Charles]";
- mes "I beg you...";
- mes "Please learn";
- mes "anything you can";
- mes "about what happened";
- mes "to Lowen.";
- close;
- }
- else if(god_brising == 5) {
- set @brising_try,rand(1,4);
- if(@brising_try == 1) {
- mes "[Hermite Charles]";
- mes "You're still here.";
- mes "Does that mean you";
- mes "want to hear my";
- mes "story after all?";
- next;
- switch(select("Yes, I would like to.:No, thanks.")) {
- case 1:
- mes "[Hermite Charles]";
- mes "Thank you...";
- mes "Perhaps you're doing this";
- mes "merely out of consideration,";
- mes "but I still appreciate your kindness. The story I will";
- mes "tell you is very old.";
- next;
- mes "[Hermite Charles]";
- mes "Long ago, there was a little boy who never knew his parents. Just";
- mes "to survive, he became a Thief and eventually joined the Rogue Guild.";
- next;
- mes "[Hermite Charles]";
- mes "Without any goals or dreams, his life was pretty aimless. He pretty much only lived so that he could see tomorrow.";
- next;
- mes "[Hermite Charles]";
- mes "However, the little boy met someone who was full of hope and kindess. He admired her and she became his reason for living.";
- next;
- mes "[Hermite Charles]";
- mes "She will never know that the little boy loved her more than anything else. Unlike the boy, her dream was devote her life to God.";
- next;
- mes "[Hermite Charles]";
- mes "Although he never understood that, he knew that he would be happy to just be near her, watching from a distance.";
- next;
- mes "[Hermite Charles]";
- mes "But one day, because of one fatal mistake, he lost her and she never came back.";
- next;
- mes "[Hermite Charles]";
- mes "Ever since, that boy has been coming to the Sanctuary everyday";
- mes "to pray for her safety, even into adulthood.";
- next;
- mes "[Hermite Charles]";
- mes "...";
- mes "^333333*Sob*^000000";
- mes "Please find";
- mes "her for me.";
- mes "Find Lowen.";
- next;
- mes "[Hermite Charles]";
- mes "I know that Enrico has sent you. I'm guessing he needs something from me. Am I wrong?";
- next;
- mes "[Hermite Charles]";
- mes "I'll do whatever you want if you do what I want you to do. It's simple: find out anything you can about Lowen.";
- next;
- mes "[Hermite Charles]";
- mes "It's doesn't matter how insignificant the clues may be, anything will do. I want to know everything related to her!";
- next;
- switch(select("Uhhhhh...:Sorry, I can't.:When was the last time you saw her?")) {
- case 1:
- mes "[Hermite Charles]";
- mes "Please consider my";
- mes "proposal. If you can";
- mes "find Lowen for me, I'll";
- mes "give you what you want.";
- next;
- mes "[Hermite Charles]";
- mes "Please, I beg you.";
- mes "You are a strong and well-experienced adventurer. Isn't this a simple thing for you to do?";
- next;
- mes "[Hermite Charles]";
- mes "If you've ever dearly loved someone, then you'd know how desperate I am. Please find Lowen for me. Please...";
- next;
- switch(select("...Alright.:I'm sorry, I don't think I can do it.")) {
- case 1:
- mes "[" + strcharinfo(0) + "]";
- mes "Alright.";
- mes "I'll try my best to find her. Would you tell me more about Lowen?";
- next;
- mes "[Hermite Charles]";
- mes "She is a Crusader.";
- mes "The last time I saw her was";
- mes "deep inside Geffen Dungeon.";
- next;
- mes "[Hermite Charles]";
- mes "Long ago, some Crusaders entered the Geffen Dungeon on a monster subjugation expedition.";
- next;
- mes "[Hermite Charles]";
- mes "Please find";
- mes "anything that";
- mes "you can. I beg";
- mes "of you...";
- set god_brising,10;
- close;
- case 2:
- mes "[Hermite Charles]";
- mes "^333333*Sigh*^000000";
- mes "I understand.";
- mes "But if you don't help me, then Kaili won't get the help he needs...";
- set god_brising,9;
- close;
- }
- case 2:
- mes "[Hermite Charles]";
- mes "You don't understand!";
- mes "If I weren't this much of a coward, I would already have gone out to find out what I could for myself.";
- next;
- mes "[Hermite Charles]";
- mes "I'm not afraid of monsters or dying. It's the fact that she might hate me now. That's what I fear: Lowen's reproach.";
- next;
- mes "[Hermite Charles]";
- mes "All I can do for her is just earnestly pray. I had no idea it'd be so horrible not to be able to see her anymore...";
- set god_brising,9;
- close;
- case 3:
- mes "[Hermite Charles]";
- mes "The last time";
- mes "I saw her was deep";
- mes "inside the Geffen Dungeon.";
- next;
- mes "[Hermite Charles]";
- mes "Although it was created by humans, that dungeon is now cursed and inhabited with horrific monsters.";
- next;
- mes "[Hermite Charles]";
- mes "I'm guessing the Crusaders saw that it was necessary to exterminate the monsters there to keep it from getting even worse.";
- next;
- mes "[Hermite Charles]";
- mes "Lowen accompanied";
- mes "a group of other Crusaders";
- mes "for the good of the people,";
- mes "but I haven't heard anything";
- mes "about her since...";
- next;
- mes "[Hermite Charles]";
- mes "That was the last time...";
- mes "Please find out anything";
- mes "you can. I beg you...";
- set god_brising,10;
- close;
- }
- case 2:
- mes "[Hermite Charles]";
- mes "I misunderstood you.";
- mes "I should have realized that people never really listen unless it's of some benefit to them.";
- next;
- mes "[Hermite Charles]";
- mes "I won't waste any more of";
- mes "your time. I'll accept Kaili's letter and wait until I find someone who'll listen to";
- mes "my story and help me.";
- set god_brising,5;
- close;
- }
- }
- else {
- mes "[Hermite Charles]";
- mes "...";
- mes "^333333*Sob...*^000000";
- mes "I'm sorry.";
- mes "I'm so sorry, Lowen.";
- mes "It was all my fault...";
- close;
- }
- }
- else if (god_brising == 4) {
- mes "[Hermite Charles]";
- mes "What do you";
- mes "want from me?";
- mes "Were you sent by";
- mes "the Rogue Guild?";
- next;
- mes "[Hermite Charles]";
- mes "Tell them";
- mes "I quit already.";
- mes "Leave me alone!";
- next;
- switch(select("Leave him alone.:Give him Kaili's Letter.")) {
- case 1:
- mes "^3355FFYou're not sure why he's so upset, but it doesn't seem to be the best time to try to speak with him. Perhaps later would be better...^000000";
- set god_brising,4;
- close;
- case 2:
- mes "[Hermite Charles]";
- mes "Huh...";
- mes "Enrico Kaili.";
- mes "Yeah, I remember";
- mes "him. So what..?";
- next;
- mes "^3355FFHermite nonchalantly";
- mes "tosses the letter back to you.^000000";
- next;
- mes "[Hermite Charles]";
- mes "...";
- mes "^333333*Sigh...*^000000";
- next;
- mes "[Hermite Charles]";
- mes "You...";
- mes "Would you like to";
- mes "listen to my story?";
- next;
- switch(select("Sure!:I'm busy, actually.")) {
- case 1:
- mes "[Hermite Charles]";
- mes "Thank you...";
- mes "Perhaps you're doing this";
- mes "merely out of consideration,";
- mes "but I still appreciate your kindness. The story I will";
- mes "tell you is very old.";
- next;
- mes "[Hermite Charles]";
- mes "Long ago, there was a little boy who never knew his parents. Just";
- mes "to survive, he became a Thief and eventually joined the Rogue Guild.";
- next;
- mes "[Hermite Charles]";
- mes "Without any goals or dreams, his life was pretty aimless. He pretty much only lived so that he could see tomorrow.";
- next;
- mes "[Hermite Charles]";
- mes "However, the little boy met someone who was full of hope and kindess. He admired her and she became his reason for living.";
- next;
- mes "[Hermite Charles]";
- mes "She will never know that the little boy loved her more than anything else. Unlike the boy, her dream was devote her life to God.";
- next;
- mes "[Hermite Charles]";
- mes "Although he never understood that, he knew that he would be happy to just be near her, watching from a distance.";
- next;
- mes "[Hermite Charles]";
- mes "But one day, because of one fatal mistake, he lost her and she never came back.";
- next;
- mes "[Hermite Charles]";
- mes "Ever since, that boy has been coming to the Sanctuary everyday";
- mes "to pray for her safety, even into adulthood.";
- next;
- mes "[Hermite Charles]";
- mes "...";
- mes "^333333*Sob*^000000";
- mes "Please find";
- mes "her for me.";
- mes "Find Lowen.";
- next;
- mes "[Hermite Charles]";
- mes "I know that Enrico has sent you. I'm guessing he needs something from me. Am I wrong?";
- next;
- mes "[Hermite Charles]";
- mes "I'll do whatever you want if you do what I want you to do. It's simple: find out anything you can about Lowen.";
- next;
- mes "[Hermite Charles]";
- mes "It's doesn't matter how insignificant the clues may be, anything will do. I want to know everything related to her!";
- next;
- switch(select("Uhhhhh...:Sorry, I can't.:When was the last time you saw her?")) {
- case 1:
- mes "[Hermite Charles]";
- mes "Please consider my";
- mes "proposal. If you can";
- mes "find Lowen for me, I'll";
- mes "give you what you want.";
- next;
- mes "[Hermite Charles]";
- mes "Please, I beg you.";
- mes "You are a strong and well-experienced adventurer. Isn't this a simple thing for you to do?";
- next;
- mes "[Hermite Charles]";
- mes "If you've ever dearly loved someone, then you'd know how desperate I am. Please find Lowen for me. Please...";
- next;
- switch(select("...Alright.:I'm sorry, I don't think I can do it.")) {
- case 1:
- mes "[" + strcharinfo(0) + "]";
- mes "Alright.";
- mes "I'll try my best to find her. Would you tell me more about Lowen?";
- next;
- mes "[Hermite Charles]";
- mes "She is a Crusader.";
- mes "The last time I saw her was";
- mes "deep inside Geffen Dungeon.";
- next;
- mes "[Hermite Charles]";
- mes "Long ago, some Crusaders entered the Geffen Dungeon on a monster subjugation expedition.";
- next;
- mes "[Hermite Charles]";
- mes "Please find";
- mes "anything that";
- mes "you can. I beg";
- mes "of you...";
- set god_brising,10;
- close;
- case 2:
- mes "[Hermite Charles]";
- mes "^333333*Sigh*^000000";
- mes "I understand.";
- mes "But if you don't help me, then Kaili won't get the help he needs...";
- set god_brising,9;
- close;
- }
- case 2:
- mes "[Hermite Charles]";
- mes "You don't understand!";
- mes "If I weren't this much of a coward, I would already have gone out to find out what I could for myself.";
- next;
- mes "[Hermite Charles]";
- mes "I'm not afraid of monsters or dying. It's the fact that she might hate me now. That's what I fear: Lowen's reproach.";
- next;
- mes "[Hermite Charles]";
- mes "All I can do for her is just earnestly pray. I had no idea it'd be so horrible not to be able to see her anymore...";
- set god_brising,9;
- close;
- case 3:
- mes "[Hermite Charles]";
- mes "The last time";
- mes "I saw her was deep";
- mes "inside the Geffen Dungeon.";
- next;
- mes "[Hermite Charles]";
- mes "Although it was created by humans, that dungeon is now cursed and inhabited with horrific monsters.";
- next;
- mes "[Hermite Charles]";
- mes "I'm guessing the Crusaders saw that it was necessary to exterminate the monsters there to keep it from getting even worse.";
- next;
- mes "[Hermite Charles]";
- mes "Lowen accompanied";
- mes "a group of other Crusaders";
- mes "for the good of the people,";
- mes "but I haven't heard anything";
- mes "about her since...";
- next;
- mes "[Hermite Charles]";
- mes "That was the last time...";
- mes "Please find out anything";
- mes "you can. I beg you...";
- set god_brising,10;
- close;
- }
- case 2:
- mes "[Hermite Charles]";
- mes "I misunderstood you.";
- mes "I should have realized that people never really listen unless it's of some benefit to them.";
- next;
- mes "[Hermite Charles]";
- mes "I won't waste any more of";
- mes "your time. I'll accept Kaili's letter and wait until I find someone who'll listen to";
- mes "my story and help me.";
- set god_brising,5;
- close;
- }
- }
- }
- else if (god_brising == 3) {
- mes "[Sad-looking Man]";
- mes "...";
- mes "^333333*Sob...*^000000";
- mes "I am so";
- mes "sorry, Lowen.";
- mes "It's all fault...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Excuse me.";
- mes "I am looking";
- mes "for someone named...";
- mes "Hermite?";
- next;
- mes "[Hermite Charles]";
- mes "Hm...?";
- mes "Hermite? That's me.";
- mes "But if you don't mind,";
- mes "I want to be alone...";
- next;
- switch(select("Leave him alone.:Give him Kaili's Letter.")) {
- case 1:
- mes "^3355FFYou're not sure why he's so upset, but it doesn't seem to be the best time to try to speak with him. Perhaps later would be better...^000000";
- set god_brising,4;
- close;
- case 2:
- mes "[Hermite Charles]";
- mes "Huh...";
- mes "Enrico Kaili.";
- mes "Yeah, I remember";
- mes "him. So what..?";
- next;
- mes "^3355FFHermite nonchalantly";
- mes "tosses the letter back to you.^000000";
- next;
- mes "[Hermite Charles]";
- mes "...";
- mes "^333333*Sigh...*^000000";
- next;
- mes "[Hermite Charles]";
- mes "You...";
- mes "Would you like to";
- mes "listen to my story?";
- next;
- switch(select("Sure!:I'm busy, actually.")) {
- case 1:
- mes "[Hermite Charles]";
- mes "Thank you...";
- mes "Perhaps you're doing this";
- mes "merely out of consideration,";
- mes "but I still appreciate your kindness. The story I will";
- mes "tell you is very old.";
- next;
- mes "[Hermite Charles]";
- mes "Long ago, there was a little boy who never knew his parents. Just";
- mes "to survive, he became a Thief and eventually joined the Rogue Guild.";
- next;
- mes "[Hermite Charles]";
- mes "Without any goals or dreams, his life was pretty aimless. He pretty much only lived so that he could see tomorrow.";
- next;
- mes "[Hermite Charles]";
- mes "However, the little boy met someone who was full of hope and kindess. He admired her and she became his reason for living.";
- next;
- mes "[Hermite Charles]";
- mes "She will never know that the little boy loved her more than anything else. Unlike the boy, her dream was devote her life to God.";
- next;
- mes "[Hermite Charles]";
- mes "Although he never understood that, he knew that he would be happy to just be near her, watching from a distance.";
- next;
- mes "[Hermite Charles]";
- mes "But one day, because of one fatal mistake, he lost her and she never came back.";
- next;
- mes "[Hermite Charles]";
- mes "Ever since, that boy has been coming to the Sanctuary everyday";
- mes "to pray for her safety, even into adulthood.";
- next;
- mes "[Hermite Charles]";
- mes "...";
- mes "^333333*Sob*^000000";
- mes "Please find";
- mes "her for me.";
- mes "Find Lowen.";
- next;
- mes "[Hermite Charles]";
- mes "I know that Enrico has sent you. I'm guessing he needs something from me. Am I wrong?";
- next;
- mes "[Hermite Charles]";
- mes "I'll do whatever you want if you do what I want you to do. It's simple: find out anything you can about Lowen.";
- next;
- mes "[Hermite Charles]";
- mes "It's doesn't matter how insignificant the clues may be, anything will do. I want to know everything related to her!";
- next;
- switch(select("Uhhhhh...:Sorry, I can't.:When was the last time you saw her?")) {
- case 1:
- mes "[Hermite Charles]";
- mes "Please consider my";
- mes "proposal. If you can";
- mes "find Lowen for me, I'll";
- mes "give you what you want.";
- next;
- mes "[Hermite Charles]";
- mes "Please, I beg you.";
- mes "You are a strong and well-experienced adventurer. Isn't this a simple thing for you to do?";
- next;
- mes "[Hermite Charles]";
- mes "If you've ever dearly loved someone, then you'd know how desperate I am. Please find Lowen for me. Please...";
- next;
- switch(select("...Alright.:I'm sorry, I don't think I can do it.")) {
- case 1:
- mes "[" + strcharinfo(0) + "]";
- mes "Alright.";
- mes "I'll try my best to find her. Would you tell me more about Lowen?";
- next;
- mes "[Hermite Charles]";
- mes "She is a Crusader.";
- mes "The last time I saw her was";
- mes "deep inside Geffen Dungeon.";
- next;
- mes "[Hermite Charles]";
- mes "Long ago, some Crusaders entered the Geffen Dungeon on a monster subjugation expedition.";
- next;
- mes "[Hermite Charles]";
- mes "Please find";
- mes "anything that";
- mes "you can. I beg";
- mes "of you...";
- set god_brising,10;
- close;
- case 2:
- mes "[Hermite Charles]";
- mes "^333333*Sigh*^000000";
- mes "I understand.";
- mes "But if you don't help me, then Kaili won't get the help he needs...";
- set god_brising,9;
- close;
- }
- case 2:
- mes "[Hermite Charles]";
- mes "You don't understand!";
- mes "If I weren't this much of a coward, I would already have gone out to find out what I could for myself.";
- next;
- mes "[Hermite Charles]";
- mes "I'm not afraid of monsters or dying. It's the fact that she might hate me now. That's what I fear: Lowen's reproach.";
- next;
- mes "[Hermite Charles]";
- mes "All I can do for her is just earnestly pray. I had no idea it'd be so horrible not to be able to see her anymore...";
- set god_brising,9;
- close;
- case 3:
- mes "[Hermite Charles]";
- mes "The last time";
- mes "I saw her was deep";
- mes "inside the Geffen Dungeon.";
- next;
- mes "[Hermite Charles]";
- mes "Although it was created by humans, that dungeon is now cursed and inhabited with horrific monsters.";
- next;
- mes "[Hermite Charles]";
- mes "I'm guessing the Crusaders saw that it was necessary to exterminate the monsters there to keep it from getting even worse.";
- next;
- mes "[Hermite Charles]";
- mes "Lowen accompanied";
- mes "a group of other Crusaders";
- mes "for the good of the people,";
- mes "but I haven't heard anything";
- mes "about her since...";
- next;
- mes "[Hermite Charles]";
- mes "That was the last time...";
- mes "Please find out anything";
- mes "you can. I beg you...";
- set god_brising,10;
- close;
- }
- case 2:
- mes "[Hermite Charles]";
- mes "I misunderstood you.";
- mes "I should have realized that people never really listen unless it's of some benefit to them.";
- next;
- mes "[Hermite Charles]";
- mes "I won't waste any more of";
- mes "your time. I'll accept Kaili's letter and wait until I find someone who'll listen to";
- mes "my story and help me.";
- set god_brising,5;
- close;
- }
- }
- }
- else {
- mes "[Sad-looking Man]";
- mes "...";
- mes "^333333*Sob...*";
- mes "Lowen...";
- mes "I'm so sorry.";
- mes "It's all my fault.";
- mes "Please be okay...";
- close;
- }
-}
-
-prt_castle,80,52,0 script Personnel Record#book1 111,{
- if ($God2 < 50) {
- mes "[Librarian]";
- mes "What are you doing?";
- mes "Don't touch anything!";
- close;
- }
- if ($God3 > 99) {
- mes "[Librarian]";
- mes "What are you doing?";
- mes "Don't touch anything!";
- close;
- }
- if (god_brising == 26) {
- mes "[" + strcharinfo(0) + "]";
- mes "I should read this";
- mes "from the point where";
- mes "I left off...";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Huh...?";
- mes "What's this mark";
- mes "here at the bottom?";
- mes "Some kind of secret?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "No wonder the librarian";
- mes "seemed to hesitate before";
- mes "saying anything. Huh.";
- mes "Now let's see...";
- next;
- set .@bookrand,rand(1,3);
- if (.@bookrand == 1) {
- mes "[Personnel Record]";
- mes "^663300Lowen, of the 2nd squad, returned to her detachment 3 days after the incident. A trial was held, and she was judged guilty of fleeing when ordered to fight.^000000";
- next;
- mes "[Personnel Record]";
- mes "^663300Despite the severity of this offense, she was only discharged from the Crusaders and the holy power granted to her was forcibly removed...^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "She was forced to leave the Crusaders?! That's ridiculous!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Did they want to sentence her to death or what? That's almost too cruel. She must have been humiliated...";
- next;
- mes "[Personnel Record]";
- mes "^6633002 years later after the incident, an expedition team found rusty armor shards, a broken sword";
- mes "and some effects belonging to";
- mes "Lowen Ellenen.^000000";
- next;
- mes "[Personnel Record]";
- mes "^663300However, this information";
- mes "is highly classified. Officially, Lowen Ellenen died during the mission.^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "They thought she brought";
- mes "disgrace to the Crusaders?";
- mes "This sounds pretty messy.";
- mes "Should I try to meet her again?";
- next;
- mes "[Librarian]";
- mes "^666666*Yawn...*^000000";
- mes "What the...?";
- mes "who are you!";
- mes "Get the hell";
- mes "out of here!";
- set god_brising,30;
- close2;
- warp "prt_castle",94,37;
- end;
- }
- else {
- mes "[Librarian]";
- mes "^666666*Yawn...*^000000";
- mes "What the...?";
- mes "who are you!";
- mes "Get the hell";
- mes "out of here!";
- close2;
- warp "prt_castle",94,37;
- end;
- }
- }
- else if (god_brising == 25) {
- mes "^3355FFYou took the book from the shelf while the librarian was dozing. According to the Crusader Personnel Records, there's only one recruit that was named Lowen Ellenen.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Lowen Ellenen...";
- mes "Member of the";
- mes "2nd squad...";
- mes "Age 22...";
- mes "Female...";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Became a fugitive?";
- mes "This isn't the same";
- mes "information the";
- mes "Librarian told me!";
- next;
- set .@bookrand,rand(1,3);
- if (.@bookrand == 1) {
- mes "[" + strcharinfo(0) + "]";
- mes "I should read this";
- mes "from the point where";
- mes "I left off...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Huh...?";
- mes "What's this mark";
- mes "here at the bottom?";
- mes "Some kind of secret?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "No wonder the librarian";
- mes "seemed to hesitate before";
- mes "saying anything. Huh.";
- mes "Now let's see...";
- next;
- mes "[Personnel Record]";
- mes "^663300Lowen, of the 2nd squad, returned to her detachment 3 days after the incident. A trial was held, and she was judged guilty of fleeing when ordered to fight.^000000";
- next;
- mes "[Personnel Record]";
- mes "^663300Despite the severity of this offense, she was only discharged from the Crusaders and the holy power granted to her was forcibly removed...^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "She was forced to leave the Crusaders?! That's ridiculous!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Did they want to sentence her to death or what? That's almost too cruel. She must have been humiliated...";
- next;
- mes "[Personnel Record]";
- mes "^6633002 years later after the incident, an expedition team found rusty armor shards, a broken sword";
- mes "and some effects belonging to";
- mes "Lowen Ellenen.^000000";
- next;
- mes "[Personnel Record]";
- mes "^663300However, this information";
- mes "is highly classified. Officially, Lowen Ellenen died during the mission.^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "They thought she brought";
- mes "disgrace to the Crusaders?";
- mes "This sounds pretty messy.";
- mes "Should I try to meet her again?";
- next;
- mes "[Librarian]";
- mes "^666666*Yawn...*^000000";
- mes "What the...?";
- mes "who are you!";
- mes "Get the hell";
- mes "out of here!";
- set god_brising,30;
- close2;
- warp "prt_castle",94,37;
- end;
- }
- else {
- mes "[Librarian]";
- mes "^666666*Yawn...*^000000";
- mes "What the...?";
- mes "who are you!";
- mes "Get the hell";
- mes "out of here!";
- set god_brising,26;
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "(Nuts...!";
- mes "I didn't get";
- mes "to finish reading!)";
- close2;
- warp "prt_castle",94,37;
- end;
- }
- }
- else {
- mes "[Librarian]";
- mes "What are you doing here?";
- mes "Don't touch anything!";
- close;
- }
-}
-
-//-----------librarian----------------------------------------------------------
-prt_castle,84,51,5 script Librarian#2 105,{
- if ($God2 < 50) {
- mes "[Librarian]";
- mes "What are you doing here?";
- mes "Don't touch anything!";
- close;
- }
- if ($God3 > 99) {
- mes "[Librarian]";
- mes "What are you doing here?";
- mes "Don't touch anything!";
- close;
- }
- if (god_brising > 24 && god_brising < 27) {
- mes "[Librarian]";
- mes "Zzzzz...";
- mes "...Zzzzz...";
- mes "......Zzzzzz...";
- next;
- mes "^3355FFThis librarian seems to be deeply asleep. It'd be smarter not to wake him if you want to check the Crusader Personnel Records.^000000";
- close;
- }
- else if (god_brising == 10) {
- mes "[Librarian]";
- mes "All confidential personnel records are kept here in the royal library. However, you need authorization";
- mes "for full access.";
- next;
- mes "[Librarian]";
- mes "Did you say that you";
- mes "need to find a person?";
- mes "Please give me that";
- mes "person's name, as well";
- mes "as your relationship.";
- next;
- switch(select("Lowen, Sibling:Lowen, Spouse:Lowen, Enemy:Lowen, a Friend")) {
- case 1:
- if (Sex) {
- mes "[Librarian]";
- mes "How dare you";
- mes "lie to the royal";
- mes "librarian!";
- next;
- mes "[Librarian]";
- mes "It says here";
- mes "in the records";
- mes "that Lowen did not";
- mes "have any male siblings!";
- next;
- mes "[Librarian]";
- mes "^333333(Crap...!";
- mes "I just disclosed";
- mes "^666666classified^000000 ^333333info!)^000000";
- next;
- mes "[Librarian]";
- mes "The Royal Library won't";
- mes "tolerate identity fraud!";
- mes "Please leave!";
- close;
- }
- else {
- mes "[Librarian]";
- mes "You're related to Miss Lowen? How have you not received any news about her before?";
- next;
- mes "[Librarian]";
- mes "I see...";
- mes "Separated at birth,";
- mes "that's truly tragic.";
- mes "Okay, let me check.";
- next;
- mes "[Librarian]";
- mes "I feel terrible telling you this, but it's too late to find Lowen Ellenen, according to the records.";
- next;
- mes "[Librarian]";
- mes "During the monster subjugation mission in Geffen dungeon she reportedly disappeared and... was later pronounced dead.";
- next;
- mes "[Librarian]";
- mes "I'm sorry, but";
- mes "that's all I know.";
- mes "Thank you...";
- set god_brising,11;
- close;
- }
- case 2:
- if (Sex) {
- mes "[Librarian]";
- mes "Spouse...?";
- mes "Well, I guess you look like a husband. Heh, I've got a girlfriend myself. Well, at least I think so. Anyway...";
- next;
- mes "[Librarian]";
- mes "Lowen Ellenen";
- mes "the Crusader, right?";
- mes "I'm so... sorry.";
- mes "You might want";
- mes "to have a seat.";
- next;
- mes "[Librarian]";
- mes "During the monster";
- mes "subjugation in Geffen";
- mes "Dungeon, she reportedly";
- mes "disappeared. And later,";
- mes "she was pronounced dead.";
- next;
- mes "[Librarian]";
- mes "That's all the";
- mes "information I have,";
- mes "sir. I'm truly sorry";
- mes "for your loss.";
- set god_brising,11;
- close;
- }
- else {
- mes "[Librarian]";
- mes "Hmmm...?";
- mes "Spouse?";
- mes "Or ^333333*Ahem*^000000";
- mes "cohabitational partners?";
- next;
- mes "^3355FFThe librarian";
- mes "now seems awfully";
- mes "distracted, as if";
- mes "he were lost in";
- mes "vivid daydream...^000000";
- close;
- }
- case 3:
- mes "["+ strcharinfo(0) +"]";
- mes "I'm looking";
- mes "for Ellenen.";
- mes "Lowen Ellenen.";
- mes "My sworn arch-enemy.";
- next;
- mes "[Librarian]";
- mes "Arch-enemy...?";
- mes "Um, uh ^666666*Ahem!*^000000";
- mes "All I can tell you is that there was a Crusader by that name.";
- next;
- mes "[Librarian]";
- mes "I'm sorry, but";
- mes "I can't tell you";
- mes "more than that.";
- next;
- mes "[Librarian]";
- mes "^333333*Cough*^000000";
- mes "^666666Nutcase!^000000";
- close;
- case 4:
- mes "[Librarian]";
- mes "A friend...?";
- mes "Well, we have a";
- mes "record of someone";
- mes "named Lohen Phelica.";
- next;
- mes "[Librarian]";
- mes "He retired from the service a few years ago. I'd like to give you his address, but we don't have any of that information.";
- set god_brising,12;
- close;
- }
- }
- else if (god_brising > 10 && god_brising < 13) {
- mes "[Librarian]";
- mes "Now, may";
- mes "I excuse myself?";
- mes "Thank you!";
- close;
- }
- else {
- mes "[Librarian]";
- mes "All confidential personnel records are kept here in the royal library. However, you need authorization";
- mes "for full access.";
- close;
- }
-
-}
-
-prontera,260,354,4 script Woman#Rosa Ellenen 101,{
- if ($God2 < 50){
- mes "[Woman]";
- mes "Hm?";
- mes "What brings";
- mes "you here? It's";
- mes "kind of strange";
- mes "to come just to";
- mes "take a walk.";
- close;
- }
- if ($God3 > 99) {
- mes "[Woman]";
- mes "Hm?";
- mes "What brings";
- mes "you here? It's";
- mes "kind of strange";
- mes "to come just to";
- mes "take a walk.";
- close;
- }
- if(god_brising > 33) {
- mes "[Rosa Ellenen]";
- mes "Are you the one";
- mes "who visited me before?";
- mes "Ah, of course.";
- next;
- mes "[Rosa Ellenen]";
- mes "I'm not sure how";
- mes "to tell you this, but...";
- mes "This is Lowen's grave.";
- mes "And thank you.";
- close;
- }
- else if (god_brising == 21) {
- mes "[Rosa Ellenen]";
- mes "What are you";
- mes "talking about?";
- mes "A message from Lowen?";
- next;
- mes "[Rosa Ellenen]";
- mes "What?!";
- mes "Why hasn't she";
- mes "gone to heaven yet?";
- next;
- mes "[Rosa Ellenen]";
- mes "I hope you remember";
- mes "everything I'm going";
- mes "to tell you. She should";
- mes "go to heaven right now!";
- mes "I still don't understand...";
- next;
- mes "[Rosa Ellenen]";
- mes "And please tell that praying fool that he shouldn't waste his time blaming himself. ^333333*Sigh*^000000 I still don't know why she chose to";
- mes "speak to you.";
- next;
- mes "[Rosa Ellenen]";
- mes "Let me tell you something. Lowen was a fencing prodigy. However, she always had trouble enduring the rigorous training and bearing the weight of the armor...";
- next;
- mes "[Rosa Ellenen]";
- mes "But she loved fencing and always tried twice as hard to develop her physical strength so that she could serve God in battle.";
- next;
- mes "[Rosa Ellenen]";
- mes "Finally, she became a Crusader.";
- mes "For a while things were great, but then she suddenly disappeared while on a mission to Geffen Dungeon.";
- next;
- mes "[Rosa Ellenen]";
- mes "Two years later, she was buried in this grave after her body was found by some adventurers. I was given the broken shards of armor and a blood stained ribbon she left behind.";
- next;
- mes "[Rosa Ellenen]";
- mes "I never really learned what exactly happened. And Hermite was always following her like she was his real sister. Ever since she died, he's changed. I hope he doesn't hurt himself...";
- next;
- mes "[Rosa Ellenen]";
- mes "Something suspicious seems to have happened in the military, but they won't even talk to me about it. What could have happened?!";
- next;
- mes "[Rosa Ellenen]";
- mes "In the end, I gave up trying to find the truth. After all, nothing can bring her back...";
- next;
- mes "[Rosa Ellenen]";
- mes "Please tell her I'm fine,";
- mes "but I want to know why her";
- mes "soul hasn't moved on to";
- mes "heaven! Maybe...";
- next;
- mes "[Rose Ellenen]";
- mes "Maybe there's";
- mes "something in the";
- mes "Crusader Personnel";
- mes "Records that might";
- mes "explain something?";
- set god_brising,25;
- close;
- }
- else if ((god_brising) > 9 && (god_brising < 20)) {
- mes "[Rosa Ellenen]";
- mes "This is my little";
- mes "sister's grave...";
- mes "Her name was Lowen.";
- next;
- mes "[Rosa Ellenen]";
- mes "Are you a friend";
- mes "of Lowen's? Hmmm?";
- mes "The man in the Sanctuary?";
- mes "That must be Hermite.";
- next;
- mes "[Rosa Ellenen]";
- mes "He was shocked when Lowen";
- mes "died but he doesn't have to blame himself for her death. I don't want him to suffer from the guilt.";
- next;
- mes "[Rosa Ellenen]";
- mes "Anyway, thank you for visiting";
- mes "my little sister. It's good to know she has friends, even after she's passed on.";
- set god_brising,11;
- close;
- }
- else {
- mes "[Rosa Ellenen]";
- mes "Oh hello...";
- mes "Have you come";
- mes "to pay your respects";
- mes "to someone here as well?";
- close;
- }
-
-}
-
-prontera,262,353,0 script Gravestone 111,{
- if($God2 > 49) {
- if (god_brising > 33) {
- mes "Lowen Ellenen";
- mes " ";
- mes " XXXX. XX. XX.";
- mes "";
- mes "Her noble spirit";
- mes "was sent to the holy";
- mes "place by Valkyrie's will.";
- close;
- }
- else {
- mes "^3355FFYou couldn't read the rest of the epitaph since the tombstone has been eroded with time.^000000";
- close;
- }
- }
- else {
- mes "^3355FFIt's just an";
- mes "ordinary gravestone.^000000";
- next;
- mes "^3355FFNothing really";
- mes "sets it apart from the rest of the tombstones here in the Prontera cemetary.^000000";
- close;
- }
-}
-
-gef_dun01,89,192,0 script #lowentrace 111,3,3,{
- if($God2 < 50) {
- mes "^3355FFIt's just an old,";
- mes "dry piece of wood.^000000";
- close;
- }
- if($God3 > 99) {
- mes "^3355FFIt's just an old,";
- mes "dry piece of wood.^000000";
- close;
- }
- if ((god_brising > 20) && (god_brising < 34)) {
- mes "^3355FFWill you";
- mes "summon her?^000000";
- next;
- switch(select("Yes:No")) {
- case 1:
- input @lowenstring$;
- if(@lowenstring$ == "Lowen") {
- if (god_brising == 30) {
- mes "[Lowen Ellenen]";
- mes "^6E7B8B...Y-you're...";
- mes "I-I can't stay long,";
- mes "I'm feeling too weak.";
- mes "Come closer, I want";
- mes "to show you something...^000000";
- next;
- mes "^3355FFHer voice grew";
- mes "softer and softer";
- mes "until you could no";
- mes "longer hear her.^000000";
- close;
- }
- else if (god_brising == 21) {
- mes "[Lowen Ellenen]";
- mes "^6E7B8BPlease tell Rosa";
- mes "not to worry about me anymore. You might be able to find her beside my grave. I don't want her to suffer anymore...^000000";
- close;
- }
- else if (god_brising == 25) {
- mes "[Lowen Ellenen]";
- mes "^6E7B8BYou've come back.";
- mes "Have you met Rosa?";
- mes "Hm, yes, it sounds like she'd say that. But thank you for sending her my message.^000000";
- next;
- mes "[Lowen Ellenen]";
- mes "^6E7B8BAh, it's too dangero--";
- mes "This place is too dangerous for you. I hate myself for not being able to help protect you from";
- mes "these evil creatures. Be careful...^000000";
- close;
- }
- else {
- mes "[Lowen Ellenen]";
- mes "^6E7B8BMy spirit is";
- mes "growing weaker...";
- mes "Please be careful...";
- mes "This place is too dangerous.^000000";
- close;
- }
- }
- else {
- close;
- }
- case 2:
- close;
- }
- }
- else if (god_brising == 20) {
- mes "[The voice of a female]";
- mes "^6E7B8BI-It's dangerous...";
- mes "Be careful...^000000";
- next;
- switch(select("Ignore it.:What are you talking about?")) {
- case 1:
- close;
- case 2:
- mes "[The voice of a female]";
- mes "^6E7B8B...No way...";
- mes "You can hear me?";
- mes "I can't believe this.";
- mes "It's impossible...";
- mes "But if you don't mind,";
- mes "may I talk to you...?^000000";
- next;
- switch(select("Holy...! Run!:What are you?!")) {
- case 1:
- close;
- case 2:
- mes "[The voice of a female]";
- mes "^6E7B8BI...";
- mes "I don't have my body anymore, so... I think I'm a ghost. Yes, I've been wandering in this place ever since I got here.^000000";
- next;
- mes "[The voice of a female]";
- mes "^6E7B8BI'm still not sure why I'm";
- mes "bound to this realm. If you";
- mes "don't mind, would you visit";
- mes "my sister for me?";
- next;
- mes "[The voice of a female]";
- mes "^6E7B8BPlease tell her...";
- mes "Please tell her that her";
- mes "little sister Lowen is fine.^000000";
- next;
- mes "[The voice of a female]";
- mes "^6E7B8BUm...";
- mes "If you want to meet me again, just say my name out loud. '^000000Lowen^6E7B8B.'^000000";
- set god_brising,21;
- close;
- }
- }
- }
- else {
- mes "^3355FFYou find a piece of twisted, dry wood. Looking at it seems to bring out a feeling of sadness within you for some reason.^000000";
- close;
- }
-
-OnTouch:
- if((god_brising > 9) && (god_brising < 34)) {
- emotion e_gasp;
- }
- end;
-}
-
-gef_dun01,203,48,0 script #lowentrace1 111,3,3,{
-
- if ($God2 < 50) {
- mes "^3355FFIt's just an old,";
- mes "dry piece of wood.^000000";
- close;
- }
-
- if( $God3 > 99) {
- mes "^3355FFIt's just an old,";
- mes "dry piece of wood.^000000";
- close;
- }
- if ((god_brising > 20) && (god_brising < 34)) {
- mes "Would you";
- mes "like to summon her? ";
- next;
- switch(select("Yes:No")) {
- case 1:
- input @lowenstring$;
- if(@lowenstring$ == "Lowen") {
- if(god_brising == 31) {
- mes "[Lowen Ellenen]";
- mes "^6E7B8BYou came back!";
- mes "You'll be with me";
- mes "...Won't you?^000000";
- next;
- switch(select("Of course.:Sorry, I don't think I can...")) {
- case 1:
- mes "[Lowen Ellenen]";
- mes "^6E7B8BThank you,";
- mes "thank you so much...^000000";
- close2;
- warp "que_god02",47,53;
- end;
- case 2:
- mes "[Lowen Ellenen]";
- mes "^6E7B8BI understand.";
- mes "Please take";
- mes "care of yourself...^000000";
- close;
- }
- } else if(god_brising == 30) {
- mes "[Lowen Ellenen]";
- mes "^6E7B8BAh yes. This is it.";
- mes "You look very curious about me, yet I am amazed that you can hear my voice. Please let me tell you an old story.^000000";
- close2;
- warp "que_god02",47,53;
- end;
- }
- else if (god_brising == 25) {
- mes "[Lowen Ellenen]";
- mes "^6E7B8BYou've come back.";
- mes "Have you met Rosa?";
- mes "Hm, yes, it sounds like she'd say that. But thank you for sending her my message.^000000";
- next;
- mes "[Lowen Ellenen]";
- mes "^6E7B8BAh, it's too dangero--";
- mes "This place is too dangerous for you. I hate myself for not being able to help protect you from";
- mes "these evil creatures. Be careful...^000000";
- close;
- }
- else {
- mes "[Lowen Ellenen]";
- mes "^6E7B8BMy spirit is";
- mes "growing weaker...";
- mes "Please be careful...";
- mes "This place is too dangerous.^000000";
- close;
- }
- }
- else {
- close;
- }
- case 2:
- close;
- }
- }
- else if (god_brising == 20) {
- mes "[The voice of a female]";
- mes "^6E7B8BI-It's dangerous...";
- mes "Be careful...^000000";
- next;
- switch(select("Ignore it.:What are you talking about?")) {
- case 1:
- close;
- case 2:
- mes "[The voice of a female]";
- mes "^6E7B8B...No way...";
- mes "You can hear me?";
- mes "I can't believe this.";
- mes "It's impossible...";
- mes "But if you don't mind,";
- mes "may I talk to you...?^000000";
- next;
- switch(select("Holy...! Run!:What are you?!")) {
- case 1:
- close;
- case 2:
- mes "[The voice of a female]";
- mes "^6E7B8BI...";
- mes "I don't have my body anymore, so... I think I'm a ghost. Yes, I've been wandering in this place ever since I got here.^000000";
- next;
- mes "[The voice of a female]";
- mes "^6E7B8BI'm still not sure why I'm";
- mes "bound to this realm. If you";
- mes "don't mind, would you visit";
- mes "my sister for me?";
- next;
- mes "[The voice of a female]";
- mes "^6E7B8BPlease tell her...";
- mes "Please tell her that her";
- mes "little sister Lowen is fine.^000000";
- next;
- mes "[The voice of a female]";
- mes "^6E7B8BUm...";
- mes "If you want to meet me again, just say my name out loud. '^000000Lowen^6E7B8B.'^000000";
- set god_brising,21;
- close;
- }
- }
- }
- else {
- mes "^3355FFYou find a piece of twisted, dry wood. Looking at it seems to bring out a feeling of sadness within you for some reason.^000000";
- close;
- }
-
-OnTouch:
- if((god_brising > 9) && (god_brising < 34)) {
- emotion e_gasp;
- }
- end;
-}
-
-que_god02,48,55,3 script Lowen Ellenen 745,{
- if (god_brising == 30) {
- mes "[Lowen Ellenen]";
- mes "Can you see me now?";
- mes "You must be surprised.";
- mes "This is the story I will";
- mes "share with you.";
- next;
- mes "[Lowen Ellenen]";
- mes "Look around.";
- mes "Recognize it?";
- mes "We're still in the same place, except now we're in my past.";
- next;
- mes "[Lowen Ellenen]";
- mes "All of us came here to Geffen to cleanse this area of evil spirits. You asked for the reason I remained in this awful place?";
- next;
- mes "[Lowen Ellenen]";
- mes "I couldn't forgive myself for what I've done to my comrades. They";
- mes "were killed because of me.";
- next;
- switch(select("You were cursed...?:You still have something to do.")) {
- case 1:
- mes "["+ strcharinfo(0) +"]";
- mes "You're saying...";
- mes "The anger of your";
- mes "comrades manifested";
- mes "into a curse?";
- next;
- mes "[Lowen Ellenen]";
- mes "Cursed by my fallen comrades... Yes, that's what I thought at first. So I tried to redeem myself as well as avenge their deaths.";
- next;
- mes "[Lowen Ellenen]";
- mes "I have been trying my best to comfort their spirits for 2 years.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Ever since you guys failed on a mission, you've spent two years here killing monsters?";
- next;
- mes "[Lowen Ellenen]";
- mes "Yes, that's right.";
- mes "I thought it would bring comfort to the spirits of my comrades.";
- next;
- mes "[Lowen Ellenen]";
- mes "But once I died, I met all of my old friends in Niflheim, the town of the dead. You've heard of it, haven't you?";
- next;
- mes "[Lowen Ellenen]";
- mes "No one seemed to";
- mes "blame me for what";
- mes "had happened. In fact, they all seemed worried about me.";
- next;
- select("Then why?");
- mes "[Lowen Ellenen]";
- mes "They waited for me in Niflheim for two years, since they didn't want me to misunderstand them. They never blamed me for what happened.";
- next;
- mes "[Lowen Ellenen]";
- mes "But I still feel like something is wrong. Out of all of us, I'm the only one unable to rest in peace. Everyone else was selected to go to Valhalla.";
- next;
- mes "[Lowen Ellenen]";
- mes "But Valhalla is where all honorable Crusaders are supposed to go. What have I done wrong?";
- close;
- case 2:
- mes "[Lowen Ellenen]";
- mes "I don't think I have any unfinished business. But who knows, maybe there is something I have to do.";
- next;
- mes "[Lowen Ellenen]";
- mes "All of my late comrades that I met in Niflheim were selected by Valkyrie and sent to Valhalla. That's how honorable Crusaders spend the afterlife. But it looks like I don't deserve it...";
- next;
- select("I can help you!");
- mes "[Lowen Ellenen]";
- mes "You can";
- mes "help me?";
- mes "How...?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "You said this is the place where the subjugation mission happened, right? I'll fight with you!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Now come on, you don't deserve to feel guilty like this. Let's think about how we're gonna fight these monsters!";
- next;
- mes "[Lowen Ellenen]";
- mes "...";
- mes "Thank you.";
- mes "Thank you so much.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Now,";
- mes "shall we go in?";
- set god_brising,31;
- close;
- }
- }
- else if (god_brising == 31) {
- mes "[Lowen Ellenen]";
- mes "Walk down the stairs";
- mes "ahead. From this point";
- mes "I can only travel with";
- mes "you in your mind...";
- close;
- }
- else {
- mes "[Lowen Ellenen]";
- mes "How come...";
- mes "You're here?";
- close2;
- warp "geffen",120,101;
- end;
- }
-}
-
-que_god02,54,64,4 script Soldier#1_brising 105,1,1,{
- if (god_brising == 31) {
- mes "[Soldier]";
- mes "Have you volunteered for monster subjugation? Would you like to start the mission now?";
- next;
- switch(select("Yes.:I need more time.")) {
- case 1:
- mes "[Soldier]";
- mes "We're you're ready,";
- mes "come and stand in";
- mes "front of me.";
- close;
- case 2:
- mes "[Soldier]";
- mes "No problem, just come back when your preparations are completed.";
- close;
- }
- }
- else {
- mes "[Soldier]";
- mes "Please back away.";
- mes "You are not permitted";
- mes "to enter!";
- close;
- }
-
-OnTouch:
- if (god_brising == 31) {
- warp "que_god02",174,49;
- donpcevent "#brisinsold::OnSold1Off";
- donpcevent "#brisinsold2::OnSold2On";
- end;
- }
- else {
- mes "[Soldier]";
- mes "Please back away.";
- mes "You are not permitted";
- mes "to enter!";
- close2;
- warp "que_god02",51,59;
- end;
- }
- end;
-}
-
-que_god02,55,64,4 script Soldier#2_brising 105,1,1,{
- mes "[Soldier]";
- mes "Please back away.";
- mes "You are not permitted";
- mes "to enter!";
- close;
-}
-
-que_god02,1,1,1 script #brisinsold2 -1,{
-OnInit:
- hideonnpc "Soldier#2_brising";
- areawarp "que_god02",100,128,85,3,"geffen",120,100;
- end;
-
-OnSold2On:
- hideoffnpc "Soldier#2_brising";
- initnpctimer;
- end;
-
-OnTimer420000:
- mapannounce "que_god02","Lowen's spirit is beginning to weaken...",0,0x70DBDB;
- end;
-
-OnTimer480000:
- mapannounce "que_god02","Your presense in her past can't be maintained for much longer...",0,0x70DBDB;
- end;
-
-OnTimer540000:
- mapannounce "que_god02","Lowen's spirit can't keep you in the past any longer.",0,0x70DBDB;
- end;
-
-OnTimer542000:
- areawarp "que_god02",1,1,400,400,"geffen",120,100;
- end;
-
-OnTimer550000:
- donpcevent "#brisinsummon::OnReset";
- end;
-
-OnTimer550500:
- stopnpctimer;
- end;
-
-}
-
-que_god02,1,1,1 script #brisinsummon -1,{
-
-OnInit:
- hideonnpc "#doppelganger1";
- hideonnpc "#doppelganger2";
- hideonnpc "#knight1";
- hideonnpc "#knight2";
- hideonnpc "#knight3";
- hideonnpc "#lowen";
- hideonnpc "Valkyrie#1";
- hideoffnpc "#hermite";
- end;
-
-OnDoppel1On:
- hideoffnpc "#doppelganger1";
- end;
-
-OnDoppel1Off:
- hideonnpc "#doppelganger1";
- end;
-
-OnDoppel2On:
- hideoffnpc "#doppelganger2";
- end;
-
-OnDoppel2Off:
- hideonnpc "#doppelganger2";
- end;
-
-OnKnight1On:
- hideoffnpc "#knight1";
- end;
-
-OnKnight2On:
- hideoffnpc "#knight2";
- end;
-
-OnKnight3On:
- hideoffnpc "#knight3";
- end;
-
-OnKnight1Off:
- hideonnpc "#knight1";
- end;
-
-OnKnight2Off:
- hideonnpc "#knight2";
- end;
-
-OnKnight3Off:
- hideonnpc "#knight3";
- end;
-
-OnLowenOn:
- hideoffnpc "#lowen";
- end;
-
-OnLowenOff:
- hideonnpc "#lowen";
- end;
-
-OnHermiteOff:
- hideonnpc "#hermite";
- end;
-
-OnLowen2Off:
- hideonnpc "Lowen Ellenen#2";
- end;
-
-OnSummon:
- set .brisinmobdead,9;
- monster "que_god02",34,128,"",1015,1,"#brisinsummon::OnMobDeath";
- monster "que_god02",34,127,"",1015,1,"#brisinsummon::OnMobDeath";
- monster "que_god02",80,127,"",1015,1,"#brisinsummon::OnMobDeath";
- monster "que_god02",102,128,"",1036,1,"#brisinsummon::OnMobDeath";
- monster "que_god02",130,128,"",1036,1,"#brisinsummon::OnMobDeath";
- monster "que_god02",62,128,"",1041,1,"#brisinsummon::OnMobDeath";
- monster "que_god02",64,127,"",1041,1,"#brisinsummon::OnMobDeath";
- monster "que_god02",150,127,"",1041,1,"#brisinsummon::OnMobDeath";
- monster "que_god02",176,127,"",1041,1,"#brisinsummon::OnMobDeath";
- end;
-
-OnMobDeath:
- set .brisinmobdead,.brisinmobdead -1;
- if(.brisinmobdead > 0) end;
- set god_brising,31;
- hideoffnpc "Valkyrie#1";
- end;
-
-OnReset:
- hideonnpc "#doppelganger1";
- hideonnpc "#doppelganger2";
- hideonnpc "#knight1";
- hideonnpc "#knight2";
- hideonnpc "#knight3";
- hideonnpc "#lowen";
- hideoffnpc "Soldier#1_brising";
- hideonnpc "Soldier#2_brising";
- hideoffnpc "#hermite";
- hideoffnpc "Lowen Ellenen#2";
- hideonnpc "Valkyrie#1";
- killmonster "que_god02","#brisinsummon::OnMobDeath";
- end;
-}
-
-que_god02,173,58,4 script #doppelganger1 739,{
- end;
-}
-
-que_god02,175,55,4 script #doppelganger2 739,{
- end;
-}
-
-que_god02,175,54,1 script #lowen 745,{
- end;
-}
-
-que_god02,178,49,1 script #knight1 751,{
- end;
-}
-
-que_god02,168,53,7 script #knight2 734,{
- end;
-}
-
-que_god02,167,58,4 script #knight3 752,{
- end;
-}
-
-que_god02,174,49,0 script #lowenone 139,0,0,{
-
-OnTouch:
- donpcevent "brisinsold2::OnSold2On";
- mes "[" + strcharinfo(0) + "]";
- mes "Where am I?";
- mes "Isn't this...?!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Ah, I see.";
- mes "This must be the place where everything happened two years ago. Good, good...";
- next;
- mes "[Lowen Ellenen]";
- mes "Shshh...";
- mes "This is just a reflection of the past. Here, you'll see what happened at the time for yourself.";
- next;
- mes "[Lowen Ellenen]";
- mes "It wasn't any trouble";
- mes "getting down here. But...";
- mes "We've got problems now.";
- next;
- mapannounce "que_god02","D...Doppelganger!!!",0,0x9CFF00;
- mes "[" + strcharinfo(0) + "]";
- mes "What...?!";
- mes "Doppelganger?!";
- next;
- donpcevent "#brisinsummon::OnDoppel1On";
- donpcevent "#brisinsummon::OnKnight1On";
- donpcevent "#brisinsummon::OnKnight2On";
- donpcevent "#brisinsummon::OnKnight3On";
- donpcevent "#brisinsummon::OnLowenOn";
- mes "[" + strcharinfo(0) + "]";
- mes "What's going on?";
- mes "Did you really fight with that creature? H-hey! Answer me!";
- next;
- mes "[Lowen Ellenen]";
- mes "Yes, this was the place...";
- mes "The commander gave orders";
- mes "and then... What happened?";
- next;
- mapannounce "que_god02","Everyone, stay calm! Get into your positions!",0,0x9CFF00;
- mes "^4E2F2F[Crusader Commander]";
- mes "Everyone, get into your positions! Front line, block its movement! Rear line, support the defense!^000000";
- emotion e_go,0,"#knight1";
- emotion e_go,0,"#knight2";
- emotion e_go,0,"#knight3";
- emotion e_gasp,0,"#doppelganger1";
- next;
- mes "[Lowen Ellenen]";
- mes "N-no!";
- mes "I'm not running away!";
- next;
- mes "^3355FFYou're filled with a great anxiety, and you experience for yourself the fear and pressure Lowen felt during those very moments.^000000";
- next;
- mes "^4E2F2F[Crusader Commander]";
- mes "Go, Lowen!";
- mes "Cast Grand Cross, now!^000000";
- next;
- specialeffect EF_BEGINSPELL7,AREA,"#lowen";
- mapannounce "que_god02","Mwahaha! Mortals are such fools...",0,0xA8A8A8;
- donpcevent "#brisinsummon::OnDoppel1Off";
- donpcevent "#brisinsummon::OnDoppel2On";
- emotion e_gasp,0,"#knight1";
- emotion e_gasp,0,"#knight2";
- emotion e_gasp,0,"#knight3";
- emotion e_gasp,0,"#lowen";
- mes "[" + strcharinfo(0) + "]";
- mes " ??!!!";
- next;
- specialeffect EF_BEGINSPELL7,AREA,"#doppelganger2";
- mes "[Male Voice]";
- mes "Lowen!";
- mes "Noooooooooo!!!";
- close2;
- warp "que_god02",120,52;
- donpcevent "#brisinsummon::OnDoppel2Off";
- donpcevent "#brisinsummon::OnKnight1Off";
- donpcevent "#brisinsummon::OnKnight2Off";
- donpcevent "#brisinsummon::OnKnight3Off";
- donpcevent "#brisinsummon::OnLowenOff";
- end;
-}
-
-que_god02,124,59,7 script #hermite 798,{ end; }
-
-que_god02,120,52,0 script #monologue 139,0,0,{
-
-OnTouch:
- mes "[" + strcharinfo(0) + "]";
- mes "Where am I?";
- mes "Isn't that...";
- mes "What's Hermite";
- mes "doing here?!";
- next;
- mes "[Hermite Charles]";
- mes "No, no, no!";
- mes "Lowen don't...!";
- mes "He's gonna kill you!";
- next;
- mes "[Hermite Charles]";
- mes "Grand Cross?!";
- mes "Using that's";
- mes "committing suicide!";
- mes "Lowen, don't do it!";
- mes "Don't do that, Lowen!";
- next;
- mapannounce "que_god02","Mwahaha! Mortals are such fools...",0,0xA8A8A8;
- mes "[Hermite Charles]";
- mes "Lowen!";
- mes "Noooooooooo!!!";
- next;
- donpcevent "#brisinsummon::OnHermiteOff";
- mes "[" + strcharinfo(0) + "]";
- mes "Where did he go?";
- mes "Was... Was that";
- mes "from his mind?";
- mapannounce "que_god02","What happened?! L-Lowen's gone!!",0,0xA8A8A8;
- next;
- mes "[Lowen Ellenen]";
- mes "...";
- mes "I see now.";
- mes "I know...";
- mes "What happened...";
- close2;
- warp "que_god02",18,127;
- end;
-
-}
-
-que_god02,21,127,3 script Lowen Ellenen#2 745,{
- mes "[Lowen Ellenen]";
- mes "I was a fool.";
- mes "Now I remember Hermite. He must have been the one who rescued me. But when I came to my senses, no one was there.";
- next;
- mes "[Lowen Ellenen]";
- mes "I blamed myself for surviving alone. I should have died there with my friends. I felt so useless.";
- next;
- mes "[Lowen Ellenen]";
- mes "Now I realize that there were many people who loved me. But at the time, I felt only guilt.";
- next;
- mes "[Lowen Ellenen]";
- mes "I returned 3 days later to my commander. It was stupid, but at the moment I couldn't think of anything else.";
- next;
- mes "[Lowen Ellenen]";
- mes "The higher ups and the politicians were looking for a scapegoat for the failure of the mission.";
- next;
- mes "[Lowen Ellenen]";
- mes "So I was the one who was blamed. Then, they took away everything I had. My status, the holy power granted to me...";
- next;
- mes "[Lowen Ellenen]";
- mes "I thought I deserved that punishment. After all, why should";
- mes "I have survived when all my comrades died?";
- next;
- mes "[Lowen Ellenen]";
- mes "It was then that I decided to avenge my friends, and salvage";
- mes "what was left of my sense of honor.";
- next;
- mes "[Lowen Ellenen]";
- mes "I went back to that place.";
- mes "I fought and I fought, trying to make penance for what I had";
- mes "done wrong...";
- next;
- mapannounce "que_god02","If you wish, continue your battle. I promise you the winner will become an Einherjar...",0,0x70DB93;
- mes "[Lowen Ellenen]";
- mes "That voice...";
- mes "Isn't that...?";
- next;
- mes "[Lowen Ellenen]";
- mes "Are you giving me another chance? But I no longer have a body to fight monsters anymore...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Don't worry,";
- mes "I'm with you!";
- mes "Let's do it!";
- close2;
- donpcevent "#brisinsummon::OnSummon";
- donpcevent "#brisinsummon::OnLowen2Off";
- end;
-}
-
-que_god02,178,127,3 script Valkyrie#1 811,{
-
- if (god_brising == 31) {
- mes "[Valkyrie]";
- mes "You have passed";
- mes "the test, Lowen.";
- mes "I don't have much";
- mes "time to speak.";
- next;
- mes "[Valkyrie]";
- mes "Have you found the strength to release yourself from the guilt and the pain? I have been waiting for you. Will you accept my invitation to Valhalla?";
- next;
- switch(select("Yes, I will follow you.:Um... I'm not Lowen.")) {
- case 1:
- mes "[Valkyrie]";
- mes "Lowen Ellenen, misunderstood hero. I will now promote you";
- mes "to Einherjar with";
- mes "the will of God.";
- next;
- mes "[Valkyrie]";
- mes "Your soul and spirit will be reborn in Valhalla as a holy warrior preparing for the holy war.";
- specialeffect2 EF_BLESSING;
- next;
- mes "[Valkyrie]";
- mes "And...";
- mes ""+ strcharinfo(0) +",";
- mes "Your exploits are known to me. But I am curious as to what has brought you here?";
- next;
- mes "^3355FFYou explained what happened to the Valkyrie, starting from the Snow Crystal which never melts.^000000";
- next;
- mes "[Valkyrie]";
- mes "I understand.";
- mes "The story begins a long, long time ago with Freya, the patron goddess of beauty and love.";
- next;
- mes "[Valkyrie]";
- mes "Her teardrop became a beautiful jewel. The snow on which Freya's teardrops have fallen will always retain its crystalline beauty.";
- next;
- mes "[Valkyrie]";
- mes "You seek traces of the goddess? Perhaps this is a sign of the end of the thousand year peace. When the time comes, I hope humans will not abandon their faith.";
- next;
- mes "[Valkyrie]";
- mes "Perhaps, I was also sent to meet you. I wish that humans will use the power derived from the traces of the gods to protect justice.";
- next;
- mes "[Valkyrie]";
- mes ""+ strcharinfo(0) +"...";
- mes "Listen. This is";
- mes "what you must find.";
- next;
- mes "[Valkyrie]";
- mes "A cold snowy path on";
- mes "which the goddess tread.";
- mes "A blue river the goddess crossed.";
- mes "A narrow path the goddess passed.";
- mes "Four dwarves that the goddess met...";
- next;
- mes "[Valkyrie]";
- mes "^4d4dffThe beauty of the stars";
- mes "Wanes in comparison.";
- mes "We lost our hearts";
- mes "To that golden hair";
- mes "And those dazzling eyes.^000000";
- next;
- mes "[Valkyrie]";
- mes "Remember this.";
- mes "I shall send you";
- mes "back to where you";
- mes "belong.";
- set god_brising,34;
- next;
- mes "[Valkyrie]";
- mes "For Odin's honor...";
- close2;
- hideonnpc "#doppelganger1";
- hideonnpc "#doppelganger2";
- hideonnpc "#knight1";
- hideonnpc "#knight2";
- hideonnpc "#knight3";
- hideonnpc "#lowen";
- hideoffnpc "Soldier#1_brising";
- hideonnpc "Soldier#2_brising";
- hideoffnpc "#hermite";
- hideoffnpc "Lowen Ellenen#2";
- hideonnpc "Valkyrie#1";
- warp "geffen",120,101;
- end;
- case 2:
- mes "[Valkyrie]";
- mes "Hahahaha...";
- mes "It has been";
- mes "a while since";
- mes "a mortal has";
- mes "made me laugh.";
- next;
- mes "[Valkyrie]";
- mes ""+ strcharinfo(0) +",";
- mes "I am speaking to the";
- mes "spirit that rests within you, the girl to whom you lent your body so that she may learn the truth of the past.";
- next;
- mes "[Valkyrie]";
- mes "Lowen Ellenen,";
- mes "misunderstood hero.";
- mes "I will now promote you to Einherjar with the will of God.";
- next;
- mes "[Valkyrie]";
- mes "Your soul and";
- mes "spirit will be reborn in Valhalla as a holy warrior preparing for the holy war.";
- specialeffect2 EF_BLESSING;
- next;
- mes "[Valkyrie]";
- mes "And...";
- mes ""+ strcharinfo(0) +",";
- mes "Your exploits are known to me. But I am curious as to what has brought you here?";
- next;
- mes "^3355FFYou explained what happened to the Valkyrie, starting from the Snow Crystal which never melts.^000000";
- next;
- mes "[Valkyrie]";
- mes "I understand.";
- mes "The story begins a long, long time ago with Freya, the patron goddess of beauty and love.";
- next;
- mes "[Valkyrie]";
- mes "Her teardrop became a beautiful jewel. The snow on which Freya's teardrops have fallen will always retain its crystalline beauty.";
- next;
- mes "[Valkyrie]";
- mes "You seek traces of the goddess? Perhaps this is a sign of the end of the thousand year peace. When the time comes, I hope humans will not abandon their faith.";
- next;
- mes "[Valkyrie]";
- mes "Perhaps, I was also sent to meet you. I wish that humans will use the power derived from the traces of the gods to protect justice.";
- next;
- mes "[Valkyrie]";
- mes ""+ strcharinfo(0) +"...";
- mes "Listen. This is";
- mes "what you must find.";
- next;
- mes "[Valkyrie]";
- mes "A cold snowy path on";
- mes "which the goddess tread.";
- mes "A blue river the goddess crossed.";
- mes "A narrow path the goddess passed.";
- next;
- mes "[Valkyrie]";
- mes "^4d4dffThe beauty of the stars";
- mes "Wanes in comparison.";
- mes "We lost our hearts";
- mes "To that golden hair";
- mes "And those dazzling eyes.^000000";
- next;
- mes "[Valkyrie]";
- mes "Remember this.";
- mes "I shall send you";
- mes "back to where you";
- mes "belong.";
- set god_brising,34;
- next;
- mes "[Valkyrie]";
- mes "For Odin's honor...";
- close2;
- hideonnpc "#doppelganger1";
- hideonnpc "#doppelganger2";
- hideonnpc "#knight1";
- hideonnpc "#knight2";
- hideonnpc "#knight3";
- hideonnpc "#lowen";
- hideoffnpc "Soldier#1_brising";
- hideonnpc "Soldier#2_brising";
- hideoffnpc "#hermite";
- hideoffnpc "Lowen Ellenen#2";
- hideonnpc "Valkyrie#1";
- warp "geffen",120,101;
- end;
- }
- }
-}
-
-xmas,38,105,0 script #brisindwarf1 111,3,3,{
- if ($God2 < 50) {
- mes "^3355FFA lot of snow";
- mes "is heavily piled";
- mes "here on the ground.^000000";
- close;
- }
- if ($God3 > 99) {
- mes "^3355FFA lot of snow";
- mes "is heavily piled";
- mes "here on the ground.^000000";
- close;
- }
- if ((god_brising > 39) && (god_brising < 50)) {
- mes "^3355FFA lot of snow";
- mes "is heavily piled";
- mes "here on the ground.^000000";
- next;
- mes "^3355FFHowever, this particular mound strikes you as curious for some reason.^000000";
- next;
- switch(select("Sweep the snow away with your hand.:Poke the snow with your finger.:Cancel.")) {
- case 1:
- mes "^3355FFAs you sweep the snow with the palm of your hand, some of the snow melts, revealing a strange puzzle cube. It's multi-faceted, but you can read that each facet is inscribed with a lyric.";
- next;
- switch(select("Adjust the puzzle.:Quit.")) {
- case 1:
- mes "[" + strcharinfo(0) + "]";
- mes "Okay, um...";
- mes "I guess I should";
- mes "choose a lyric...";
- next;
- switch(select("Wanes in comparison:To that beautiful hair:All of our hearts:The beauty of the stars:To those dazzling eyes")) {
- case 1:
- mes "[" + strcharinfo(0) + "]";
- mes "we gave...";
- break;
- case 2:
- mes "[" + strcharinfo(0) + "]";
- mes "To that beautiful hair";
- break;
- case 3:
- mes "[" + strcharinfo(0) + "]";
- mes "All of our hearts in";
- break;
- case 4:
- mes "[" + strcharinfo(0) + "]";
- mes "The beauty of the stars";
- set .@point,.@point + 10;
- break;
- case 5:
- mes "[" + strcharinfo(0) + "]";
- mes "To those dazzling eyes";
- break;
- }
- switch(select("We gave:Wanes in comparison.:All of our hearts in:To the steps in:To those dazzling eyes")) {
- case 1:
- mes "we gave..";
- break;
- case 2:
- mes "Wanes in comparison.";
- set .@point,.@point + 10;
- break;
- case 3:
- mes "All of our hearts in";
- break;
- case 4:
- mes "To the steps in";
- break;
- case 5:
- mes "To those dazzling eyes";
- break;
- }
- switch(select("We gave:To that beautiful hair:All of our hearts in:To the steps in:We lost our hearts")) {
- case 1:
- mes "We gave";
- break;
- case 2:
- mes "To that beautiful hair";
- break;
- case 3:
- mes "All of our hearts in";
- break;
- case 4:
- mes "To the steps in";
- break;
- case 5:
- mes "We lost our hearts";
- set .@point,.@point + 10;
- break;
- }
- switch(select("To that golden hair:To that beautiful hair:All of our hearts in:To the steps in:To those dazzling eyes")) {
- case 1:
- mes "To that golden hair";
- set .@point,.@point + 10;
- break;
- case 2:
- mes "To that beautiful hair";
- break;
- case 3:
- mes "All of our hearts in";
- break;
- case 4:
- mes "To the steps in";
- break;
- case 5:
- mes "To those dazzling eyes";
- break;
- }
- switch(select("We gave:To that beautiful hair:And those dazzling eyes.:To the steps in:To those dazzling eyes")) {
- case 1:
- mes "We gave";
- break;
- case 2:
- mes "To that beautiful hair";
- break;
- case 3:
- mes "And those dazzling eyes.";
- set .@point,.@point + 10;
- break;
- case 4:
- mes "To the steps in";
- break;
- case 5:
- mes "To those dazzling eyes";
- break;
- }
- next;
- if (.@point > 40) {
- hideoffnpc "Alfrik#1";
- mes "[Old dwarf]";
- mes "Who are you?!";
- mes "And why the hell";
- mes "did you wake me up?";
- close;
- }
- close;
- case 2:
- mes "["+ strcharinfo(0) +"]";
- mes "Huh...?";
- mes "Nothing happened.";
- mes "Did I do something wrong, or is this just a completely ordinary puzzle cube?";
- close;
- }
- case 2:
- mes "["+ strcharinfo(0) +"]";
- mes "This...";
- mes "This better not";
- mes "be just some regular";
- mes "puzzle cube that someone";
- mes "just dropped in the snow!";
- close;
- case 3:
- mes "^3355FFYou use your finger to poke the pile of snow. However, you hurt your finger a little bit after hitting something really solid.^000000";
- emotion e_ag,1;
- percentheal -20,0;
- close;
- case 4:
- close;
- }
- }
- else {
- mes "^3355FFA lot of snow";
- mes "is heavily piled";
- mes "here on the ground.^000000";
- close;
- }
-
-OnTouch:
- if(god_brising > 39) {
- emotion e_gasp,1;
- }
- end;
-}
-
-xmas,36,103,4 script Alfrik#1 826,{
- if (god_brising == 49) {
- mes "[Alfrik]";
- mes "I've got nothing";
- mes "more to say! Now";
- mes "get out of here!";
- mes "I don't want to";
- mes "be found!";
- close2;
- hideonnpc "Alfrik#1";
- end;
- }
- else if (god_brising == 48) {
- mes "[Alfrik]";
- mes "What's up, human?";
- mes "All of us have awakened.";
- next;
- switch(select("I just wanted to say hello.:What are Brisingamen's materials?")) {
- case 1:
- mes "[Alfrik]";
- mes "Your gesture is appreciated, but I'd rather hide than socialize. I don't want to be found by the crows of Odin!";
- close2;
- hideonnpc "Alfrik#1";
- end;
- case 2:
- mes "[Alfrik]";
- mes "Materials for Brisingamen? For the human imitation, the materials are pretty easy to gather...";
- next;
- mes "[Alfrik]";
- mes "The power of weapons used by gods, when they battled demons a thousand years ago, and everything detached from Brisingamen. That's basically what you need.";
- next;
- mes "[Alfrik]";
- mes "If you want to";
- mes "create a Brisingamen,";
- mes "you will need.....";
- next;
- mes "[Alfrik]";
- mes "^4d4dffFreya's Jewel";
- mes "Silver Ornament";
- mes "Snow Crystal";
- mes "Ripple";
- mes "Drifting Air^000000";
- next;
- mes "[Alfrik]";
- mes "You might need some gems, like Saphire, Peal, Opal, Curse Ruby, and maybe even some Gold to decorate the necklace.";
- next;
- mes "[Alfrik]";
- mes "Although I give freely of my advice, we four Dwarves will no longer do smithing work unless it be Freya's command.";
- next;
- mes "[Alfrik]";
- mes "But I can promise you one thing. Since the four of us have awakened, humans will obtain the Brisingamen for sure.";
- next;
- mes "[Alfrik]";
- mes "Now...";
- mes "Leave me";
- mes "in peace.";
- set god_brising,49;
- close2;
- hideonnpc "Alfrik#1";
- end;
- }
- }
- else if (god_brising == 40) {
- mes "[Alfrik]";
- mes "^333333*Yawn...*^000000";
- mes "It's been a long time since I've been outside! W-wait! You're not...";
- next;
- mes "[Alfrik]";
- mes "Who sent you?!";
- mes "Loki? Heimdall?";
- mes "Or was it Freya?";
- next;
- switch(select("No one, it was an accident!:It was Valkyrie.")) {
- case 1:
- mes "[Alfrik]";
- mes "Don't even think of lying to me, human! There's no way you could have awoken me without knowing";
- mes "the password! Now, speak!";
- next;
- switch(select("Valkyrie told me.:It was a coincidence!")) {
- case 1:
- mes "[Alfrik]";
- mes "Valkyrie...?";
- mes "Odin's warmonger?";
- mes "What could Odin want,";
- mes "I haven't done anything wrong!";
- next;
- mes "^3355FFYou explained everything to Alfrik, who seems to worry about being targeted by Odin.^000000";
- next;
- mes "[Alfrik]";
- mes "So that's it.";
- mes "Seeking out our";
- mes "masterpiece? You";
- mes "humans must desire";
- mes "the power of the gods.";
- mes "Interesting.";
- next;
- mes "[Alfrik]";
- mes "The time for us to revive may actually have come! Alright then,";
- mes "I, Alfrik shall cooperate with you humans.";
- next;
- mes "[Alfrik]";
- mes "After all, getting on Odin's good side like this is much better than being tortured by Loki.";
- next;
- mes "[Alfrik]";
- mes "Now...";
- mes "Understand that";
- mes "there can only be";
- mes "one true Brisingamen.";
- mes "After all, it's our";
- mes "masterpiece.";
- next;
- mes "[Alfrik]";
- mes "However, that doesn't mean an imitation, with the same power as that godly item, can't be made. Isn't it tempting, the power of a god?";
- next;
- mes "[Alfrik]";
- mes "First things first. If you want to make the necklace, you must";
- mes "awaken all four of us. Because of Loki's threat, we all hid ourselves in different places.";
- next;
- mes "[Alfrik]";
- mes "Go wake all my brothers!";
- mes "Let's see if the Brisingamen can be made once again! First, go and wake Dvalin before the gods and giants find out!";
- set god_brising,41;
- close2;
- hideonnpc "Alfrik#1";
- end;
- case 2:
- mes "[Alfrik]";
- mes "Coincidence?";
- mes "Impossible! How dare you lie! Don't ever come back, or the gods will find me!";
- close2;
- hideonnpc "Alfrik#1";
- end;
- }
- case 2:
- mes "[Alfrik]";
- mes "Valkyrie...?";
- mes "Odin's warmonger?";
- mes "What could Odin want,";
- mes "I haven't done anything wrong!";
- next;
- mes "^3355FFYou explained everything to Alfrik, who seems to worry about being targeted by Odin.^000000";
- next;
- mes "[Alfrik]";
- mes "So that's it.";
- mes "Seeking out our";
- mes "masterpiece? You";
- mes "humans must desire";
- mes "the power of the gods.";
- mes "Interesting.";
- next;
- mes "[Alfrik]";
- mes "The time for us to revive may actually have come! Alright then,";
- mes "I, Alfrik shall cooperate with you humans.";
- next;
- mes "[Alfrik]";
- mes "After all, getting on Odin's good side like this is much better than being tortured by Loki.";
- next;
- mes "[Alfrik]";
- mes "Now...";
- mes "Understand that";
- mes "there can only be";
- mes "one true Brisingamen.";
- mes "After all, it's our";
- mes "masterpiece.";
- next;
- mes "[Alfrik]";
- mes "However, that doesn't mean an imitation, with the same power as that godly item, can't be made. Isn't it tempting, the power of a god?";
- next;
- mes "[Alfrik]";
- mes "First things first. If you want to make the necklace, you must";
- mes "awaken all four of us. Because of Loki's threat, we all hid ourselves in different places.";
- next;
- mes "[Alfrik]";
- mes "Go wake all my brothers!";
- mes "Let's see if the Brisingamen can be made once again! First, go and wake Dvalin before the gods and giants find out!";
- set god_brising,41;
- close2;
- hideonnpc "Alfrik#1";
- end;
- }
- }
- else if (god_brising == 41) {
- mes "[Alfrik]";
- mes "Why are you still here?";
- mes "I told you go wake Dvalin!";
- next;
- switch(select("Where is he?:Tell me more about Brisingamen.")) {
- case 1:
- mes "[Alfrik]";
- mes "Ah. Right.";
- mes "I forgot to tell";
- mes "you. Poor Dvalin.";
- mes "Now, where was it?";
- next;
- mes "[Alfrik]";
- mes "We were afraid that Odin and Heimdall would punish us because, well, in their eyes we disgraced the goddess.";
- next;
- mes "[Alfrik]";
- mes "Oh course, they never would have been angered if it weren't for Loki's trickery.";
- next;
- mes "[Alfrik]";
- mes "We loved Freya so much that we decided to hide ourselves beneath the path that she walked. To be as close to any trace of her as we could.";
- next;
- mes "[Alfrik]";
- mes "Poor Dvalin is sleeping";
- mes "under the path in the East. Once there, you'll feel the scent the goddess. I can't remember where the others are sleeping, but you cannot forget these words...";
- next;
- mes "[Alfrik]";
- mes "^4d4dffHer lovely scent";
- mes "Still lingers in the wind.";
- mes "We surrendered our hearts";
- mes "To those tender teardrops";
- mes "Those seductive red lips.^000000";
- set god_brising,42;
- close2;
- hideonnpc "Alfrik#1";
- end;
- case 2:
- mes "[Alfrik]";
- mes "Brisingamen is our masterpiece, a necklace we forged for Freya. Even if we tried making it again, I doubt it would be as good.";
- next;
- mes "[Alfrik]";
- mes "It looked perfect on Freya. Very difficult to create jewelry that actually enhances the attractiveness of the goddess of beauty.";
- next;
- mes "[Alfrik]";
- mes "Perhaps our greatest reward was that beautiful smile of satisfaction she gave us when that we gave her that necklace. We loved her so.";
- next;
- mes "[Alfrik]";
- mes "Is it that wrong for dwarves to love a goddess? Perhaps we were punished because the gods, even Odin, loved her as well.";
- next;
- mes "[Alfrik]";
- mes "In any case, we've never seen the true Brisingamen again. But something very similar to it can be created...";
- next;
- mes "[Alfrik]";
- mes "You'll need materials that have been graced by the goddess' presense. Traces of the goddess in the earth, water and the wind.";
- next;
- mes "[Alfrik]";
- mes "And if the Brisingamen is recreated, the power of a god will be in the hands of a human. That human could be you!";
- next;
- mes "[Alfrik]";
- mes "Poor Dvalin is sleeping under the path in the East. Once there, you'll feel the scent the goddess.";
- next;
- mes "[Alfrik]";
- mes "I can't remember where the others are sleeping, but you cannot forget these words...";
- next;
- mes "[Alfrik]";
- mes "^4d4dffHer lovely scent";
- mes "Still lingers in the wind.";
- mes "We surrendered our hearts";
- mes "To those tender teardrops";
- mes "Those seductive red lips.^000000";
- set god_brising,42;
- close2;
- hideonnpc "Alfrik#1";
- end;
- }
- }
- else if (god_brising == 42) {
- mes "[Alfrik]";
- mes "Will you please!";
- mes "Get lost before Loki and Heimdall find out I've awakened! Now hurry, find Dvalin, and wake him up!";
- close2;
- hideonnpc "Alfrik#1";
- end;
- }
- else if ((god_brising > 42) && (god_brising < 48)) {
- mes "[Alfrik]";
- mes "Oh, finally all of us have awakened! Now, the power of the goddess can be retrieved from the earth, water and the wind!";
- next;
- mes "[Alfrik]";
- mes "Hahahahaha!";
- mes "This should be";
- mes "interesting!";
- close2;
- hideonnpc "Alfrik#1";
- end;
- }
- else {
- mes "[Alfrik]";
- mes "Mmm...?";
- mes "I've got";
- mes "no business";
- mes "with you.";
- close2;
- hideonnpc "Alfrik#1";
- end;
- }
-
-OnInit:
- hideonnpc "Alfrik#1";
- end;
-}
-
-prt_fild02,185,269,0 script #brisindwarf2 111,3,3,{
- if ($God2 < 50) {
- mes "^3355FFIt's just an";
- mes "ordinary rock.^000000";
- close;
- }
- if ($God3 > 99) {
- mes "^3355FFIt's just an";
- mes "ordinary rock.^000000";
- close;
- }
- if (god_brising > 41) {
- mes "^3355FFIt's just an ordinary rock underneath the shadow of";
- mes "a tree. But on closer inspection, you notice that the moss on top of the rock looks perfectly flat.^000000";
- next;
- switch(select("Step on it.:Sweep the surface.:Scratch the surface.:Kick it.")) {
- case 1:
- mes "^3355FFYou gingerly place your foot on the top of the stone. The entire rock suddenly swings downward";
- mes "into the ground, and you fall helplessly...^000000";
- close2;
- warp "prt_fild02",165,224;
- end;
- case 2:
- mes "^3355FFAs you sweep away the moss with your hand, you scratch your palm from the sharp edges of the rock.^000000";
- emotion e_gasp,1;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Damn...!";
- mes "I'm bleeding!";
- mes "But why didn't";
- mes "anything else";
- mes "happen?!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "This rock had";
- mes "better be one of";
- mes "those secret rocks!";
- mes "Or else...!";
- close;
- case 3:
- mes "^3355FFYou scratch away";
- mes "at the moss, and feel that the surface of the rock has even recesses.";
- next;
- mes "^3355FFAfter peeling off the moss, a series of tiles, etched with faint words, are revealed on top of the rock. These tiles could be moved around, like in a puzzle.^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Another puzzle?";
- mes "This was just like when I had to give Alfrik's password. Okay, let me see...";
- set .@point,0;
- next;
- switch(select("To the tear drops dripping on the way:Her lovely scent:We gave:To the seducing red lips:Our hearts in")) {
- case 1:
- mes "["+ strcharinfo(0) +"]";
- mes "To the tear drops dripping on the way";
- break;
- case 2:
- mes "["+ strcharinfo(0) +"]";
- mes "Her lovely scent";
- set .@point,.@point + 10;
- break;
- case 3:
- mes "["+ strcharinfo(0) +"]";
- mes "We gave";
- break;
- case 4:
- mes "["+ strcharinfo(0) +"]";
- mes "To the seducing red lips";
- break;
- case 5:
- mes "["+ strcharinfo(0) +"]";
- mes "Our hearts in";
- break;
- }
- switch(select("Still lingers in the wind.:To the scent drifted in the wind:We gave:To the seducing red lips:Our hearts in")) {
- case 1:
- mes "Still lingers in the wind.";
- set .@point,.@point + 10;
- break;
- case 2:
- mes "To the scent drifted in the wind";
- break;
- case 3:
- mes "We gave";
- break;
- case 4:
- mes "To the seducing red lips";
- case 5:
- mes "Our hearts in";
- break;
- }
- switch(select("To the tear drops dripping on the way:To the scent drifted in the wind:We gave:We surrendered our hearts:Our hearts in")) {
- case 1:
- mes "To the tear drops dripping on the way";
- break;
- case 2:
- mes "To the scent drifted in the wind";
- break;
- case 3:
- mes "We gave";
- break;
- case 4:
- mes "We surrendered our hearts";
- set .@point,.@point + 10;
- case 5:
- mes "Our hearts in";
- break;
- }
- switch(select("To the tear drops dripping on the way:To the scent drifted in the wind:To those tender teardrops:To the seducing red lips:Our hearts in")) {
- case 1:
- mes "To the tear drops dripping on the way";
- break;
- case 2:
- mes "To the scent drifted in the wind";
- break;
- case 3:
- mes "To those tender teardrops";
- set .@point,.@point + 10;
- break;
- case 4:
- mes "To the seducing red lips";
- break;
- case 5:
- mes "Our hearts in";
- break;
- }
- switch(select("To the tear drops dripping on the way:To the scent drifted in the wind:We gave:To the seducing red lips:Those seductive red lips")) {
- case 1:
- mes "To the tear drops dripping on the way";
- break;
- case 2:
- mes "To the scent drifted in the wind";
- break;
- case 3:
- mes "We gave";
- break;
- case 4:
- mes "To the seducing red lips";
- break;
- case 5:
- mes "Those seductive red lips";
- set .@point,.@point + 10;
- break;
- }
- next;
- if (.@point > 40) {
- hideoffnpc "Dvalin#1";
- mes "[Dvalin]";
- mes "...?";
- mes "Alfrik?";
- mes "Is that you?";
- close;
- }
- close;
- case 4:
- mes "["+ strcharinfo(0) +"]";
- mes "^333333*Cough cough!*";
- mes "Aaaack!";
- mes "It's so dusty!";
- close;
- }
- }
- else {
- mes "^3355FFJust a normal";
- mes "rock, covered in moss.^000000";
- close;
- }
-
-OnTouch:
- if(god_brising > 41) {
- emotion e_gasp,1;
- }
- end;
-}
-
-prt_fild02,185,270,3 script Dvalin#1 826,{
- if (god_brising > 43) {
- mes "[Dvalin]";
- mes "A human?";
- mes "You woke me up?";
- next;
- mes "[Dvalin]";
- mes "Hmm...";
- mes "And you'd be acting pretty pushy right about now if you were acting on behalf of a god. What could you want...?";
- next;
- mes "[Dvalin]";
- mes "It makes sense that you want a replica of Brisingamen for its power. But remember, we originally made Brisingamen as a necklace fit for a goddess.";
- next;
- mes "[Dvalin]";
- mes "Some might say that we seduced Freya with the necklace, but we really loved her with all of our hearts.";
- close2;
- hideonnpc "Dvalin#1";
- end;
- }
- else if(god_brising == 42) {
- mes "[Dvalin]";
- mes "Wah, it's not Alfrik?";
- mes "Who are you to wake Dvalin?";
- mes "Tell me right now, or I'll...";
- mes "I'll kick your ass!";
- next;
- switch(select("Help!:Alfrik sent me to wake you up!")) {
- case 1:
- mes "[Dvalin]";
- mes "I don't know";
- mes "what the hell";
- mes "you're doing here,";
- mes "but leave!";
- close2;
- hideonnpc "Dvalin#1";
- end;
- case 2:
- mes "[Dvalin]";
- mes "Did you just say Alfrik sent you? How do you know my brother?!";
- next;
- mes "[Dvalin]";
- mes "Brisingamen?!";
- mes "Then, that means";
- mes "we can meet Freya again?!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Umm...";
- mes "I'm afraid not.";
- mes "Or, at least, that's";
- mes "not why I'm here.";
- next;
- mes "[Dvalin]";
- mes "Okay...";
- mes "I understand.";
- mes "Sorry, I was just";
- mes "hoping you were a";
- mes "herald of Freya.";
- next;
- mes "[Dvalin]";
- mes "So, an imitation";
- mes "of Brisingamen...";
- mes "Even if it's not the original, I'm sure it can possess power comparable to the real thing. Yes...";
- next;
- mes "[Dvalin]";
- mes "It's no use trying to predict the future, but I can't help but wonder what would mankind do with the power of the gods?";
- next;
- mes "[Dvalin]";
- mes "If my brother Alfrik already approved of you, then I'll help you out. I'll tell you how to wake my brother Berling.";
- next;
- mes "[Dvalin]";
- mes "We hid ourselves near traces of Freya. The path where I am staying is one that my goddess has walked through.";
- next;
- mes "[Dvalin]";
- mes "The air that quietly drifts here holds her fragrant scent. You can use this wind to borrow her power.";
- next;
- mes "[Dvalin]";
- mes "Aside from Freya, I have";
- mes "no special love for the gods or giants. But I am intrigued by you humans. Your race is one of both love and hatred, life and destruction.";
- next;
- mes "[Dvalin]";
- mes "Go now and seek Berling. He is sleeping near a river linked to Mount Mjolnir. Travel West to find the river were Freya's Teardrops have fallen.";
- next;
- mes "[Dvalin]";
- mes "If the phantom of water gives you a question, answer it. The answer is the punishment that Odin gave to our goddess.";
- next;
- mes "[Dvalin]";
- mes "Until thousands of Valkyries filled up Valhala, they had to repeatedly live, die, then be reborn the next day only to die again.";
- next;
- mes "[Dvalin]";
- mes "Think about";
- mes "who they were.";
- mes "That's all I can tell you.";
- next;
- mes "[Dvalin]";
- mes "Somehow, I know";
- mes "you are the one who";
- mes "can answer the question.";
- mes "Hahahaha!";
- set god_brising,43;
- close2;
- hideonnpc "Dvalin#1";
- end;
- }
- }
- else if(god_brising == 43) {
- mes "[Dvalin]";
- mes "Why do you keep calling me? I did everything I can do for you. I even gave you the key to the question.";
- next;
- mes "[Dvalin]";
- mes "From now on,";
- mes "it's all up to you.";
- mes "Now, go wake Berling...";
- close2;
- hideonnpc "Dvalin#1";
- end;
- }
-
-OnInit:
- hideonnpc "Dvalin#1";
- end;
-
-}
-
-mjolnir_09,85,129,0 script #brisindwarf3 111,3,3,{
- if ($God2 < 50) {
- mes "^3355FFThe sight of this bubbling stream refreshes you just by looking at it.^000000";
- close;
- }
- if ($God3 > 99) {
- mes "^3355FFThe sight of this bubbling stream refreshes you just by looking at it.^000000";
- close;
- }
- if ((god_brising > 42) && (god_brising < 50)) {
- specialeffect EF_BUBBLE;
- mes "[Echoing Voice]";
- mes "Alfrik: confirmed.";
- mes "Dvalin: confirmed.";
- next;
- mes "[Echoing Voice]";
- mes "Please answer me.";
- mes "Odin punished beautiful";
- mes "Freya, and made her curse";
- mes "some humans with her power.";
- next;
- mes "[Echoing Voice]";
- mes "Freya caused an eternal battle, where the combatants were all killed and brought back to life everyday. How many humans were cursed to participate?";
- next;
- switch(select("20!","How should I know?!","40!","42!" )) {
- case 1:
- specialeffect EF_BUBBLE;
- mes "[Echoing Voice]";
- mes "Failed.";
- mes "Failed...";
- close;
- case 2:
- specialeffect EF_BUBBLE;
- mes "[Echoing Voice]";
- mes "Failed.";
- mes "Failed...";
- close;
- case 3:
- specialeffect EF_BUBBLE;
- mes "[Echoing Voice]";
- mes "Failed.";
- mes "Failed...";
- close;
- case 4:
- specialeffect EF_BUBBLE;
- mes "[Echoing Voice]";
- mes "...Confirmed.";
- mes "Shutting down barrier.";
- mes "Initiating summoning.";
- next;
- hideoffnpc "Berling#1";
- mes "[Berling]";
- mes "^333333*Gasp--!*^000000";
- mes "Thought I was";
- mes "gonna drown to death!";
- mes "Who woke me up?";
- close;
- }
- }
- else {
- mes "^3355FFThe sight of this bubbling stream refreshes you just by looking at it.^000000";
- close;
- }
-
-OnTouch:
- if(god_brising > 42) {
- emotion e_gasp,1;
- }
- end;
-}
-
-mjolnir_09,87,129,3 script Berling#1 826,{
- if(god_brising > 44) {
- mes "[Berling]";
- mes "You're the one that's awakened us? Hahaha, perhaps that's a sign we may see Freya again! Hahahaha!";
- next;
- mes "[Berling]";
- mes "We are indebted to you for reviving us. Okay, I know what you want, and will help you obtain the power of the gods.";
- close2;
- hideonnpc "OnBerling#1";
- end;
- }
- else if(god_brising == 43) {
- mes "[Berling]";
- mes "What the...?";
- mes "It's a human?!";
- mes "What do you want?";
- mes "Wh-who are you?";
- next;
- switch(select("Dvalin wants you to wake up!:Tell me who you are first!")) {
- case 1:
- mes "[Berling]";
- mes "Dvalin?!";
- mes "You mean my brother!";
- mes "But he can only be revived if Alfrik is revived. What happened?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Umm...";
- mes "Let me explain...";
- next;
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "...So I guess I need to wake up all four of you dwarves so that Brisingamen, which holds Freya's power, can be made again.";
- next;
- mes "[Berling]";
- mes "Oh! Say that name once again! Freya, the goddess who took my body and soul! Did you just say you want to make her necklace?";
- next;
- mes "[Berling]";
- mes "Hahahaha!";
- mes "Stop joking around.";
- mes "The Brisingamen is";
- mes "a one of a kind";
- mes "masterpiece!";
- next;
- switch(select("I don't mean the original one, but...")) {
- case 1:
- mes "[Berling]";
- mes "Ah, now I see! You want a replica that has roughly the same power.";
- mes "A Brisingamen used by humans!";
- mes "Very clever!";
- next;
- mes "[Berling]";
- mes "I, on the other hand, do not desire power. I would be happy to own but a strand of my goddess' hair.";
- next;
- mes "[Berling]";
- mes "Oh Freya...";
- mes "The more of her beauty exists in this world, the happier I'll be. I'm more than willing to help you recreate this memento of Freya.";
- next;
- mes "[Berling]";
- mes "Now, please go and find the last one of my brothers! Poor Grer, perhaps he is still digging silver in that mine for her...";
- next;
- mes "[Berling]";
- mes "Go and find Grer. I will give you Freya's golden teardrop, but he might have revived on his own...";
- next;
- mes "[Berling]";
- mes "If he doesn't trust you, sing this song. You must remember each";
- mes "and every word...";
- next;
- mes "[Berling]";
- mes "^4d4dffNo jewel in the world can compare.^000000";
- next;
- mes "[Berling]";
- mes "^4d4dffOur masterpiece made from love.^000000";
- next;
- mes "[Berling]";
- mes "^4d4dffShe wanted the dazzling necklace.^000000";
- next;
- mes "[Berling]";
- mes "^4d4dffWe wanted the goddess of beauty.^000000";
- next;
- mes "[Berling]";
- mes "^4d4dffOur happiest times were with her.^000000";
- next;
- mes "[Berling]";
- mes "Memorize all five lines of this song exactly. Now take this golden teardrop and please seek out Grer.";
- specialeffect2 EF_IMPOSITIO;
- set god_brising,44;
- close2;
- hideonnpc "Berling#1";
- end;
- }
- case 2:
- mes "[Berling]";
- mes "Where the hell";
- mes "did you come from?";
- mes "I, Berling, refuse to";
- mes "give my name to a rude,";
- mes "ill-bred human like yourself!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Wait...";
- mes "Your name";
- mes "is Berling?";
- next;
- mes "[Berling]";
- mes "Baaaaahhh!";
- mes "Quiet you!";
- mes "Mind your own";
- mes "business!";
- close2;
- hideonnpc "Berling#1";
- end;
- }
- }
- else if(god_brising == 44) {
- mes "[Berling]";
- mes "Did you already forget the lyrics? Let me tell them to you again, so don't forget this time.";
- next;
- mes "[Berling]";
- mes "^4d4dffNo jewel in the world can compare.^000000";
- next;
- mes "[Berling]";
- mes "^4d4dffOur masterpiece made from love.^000000";
- next;
- mes "[Berling]";
- mes "^4d4dffShe wanted the dazzling necklace.^000000";
- next;
- mes "[Berling]";
- mes "^4d4dffWe wanted the goddess of beauty.^000000";
- next;
- mes "[Berling]";
- mes "^4d4dffOur happiest times were with her.^000000";
- close2;
- hideonnpc "Berling#1";
- end;
- }
-
-OnInit:
- hideonnpc "Berling#1";
- end;
-}
-
-mjo_dun02,126,36,0 script #brisindwarf4 111,3,3,{
- if ($God2 < 50) {
- mes "[" + strcharinfo(0) + "]";
- mes "Bah, no way out.";
- close;
- }
- if ($God3 > 99) {
- mes "[" + strcharinfo(0) + "]";
- mes "Bah, no way out.";
- close;
- }
- if ((god_brising > 45) && (god_brising < 50)) {
- mes "[Grer]";
- mes "What!";
- hideoffnpc "Grer#1";
- close;
- }
- else if (god_brising == 45) {
- mes "[" + strcharinfo(0) + "]";
- mes "Let's see.";
- mes "Um, that song.";
- mes "What was the first line...?";
- next;
- input @dwarfsong1$;
- if(@dwarfsong1$ == "No jewel in the world can compare.") set @point,@point +1;
- mes "[" + strcharinfo(0) + "]";
- mes " " + @dwarfsong1$ + "";
- mes "Then...ummm..";
- mes "The second line?";
- next;
- input @dwarfsong2$;
- if(@dwarfsong2$ == "Our masterpiece made from love.") set @point,@point +1;
- mes "[" + strcharinfo(0) + "]";
- mes " " + @dwarfsong2$ + "";
- mes "Now, what was";
- mes "the third line...?";
- next;
- input @dwarfsong3$;
- if(@dwarfsong3$ == "She wanted the dazzling necklace.") set @point,@point +1;
- mes "[" + strcharinfo(0) + "]";
- mes " " + @dwarfsong3$ + "";
- mes "Now, the fourth";
- mes "line after that...";
- next;
- input @dwarfsong4$;
- if(@dwarfsong4$ == "We wanted the goddess of beauty.") set @point,@point +1;
- mes "[" + strcharinfo(0) + "]";
- mes " " + @dwarfsong4$ + "";
- mes "Alright, now";
- mes "for the last line...";
- next;
- input @dwarfsong5$;
- if(@dwarfsong5$ == "Our happiest times were with her.") set @point,@point +1;
- mes "[" + strcharinfo(0) + "]";
- mes " " + @dwarfsong5$ + "";
- mes "Alright, let's give it a try.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "" + @dwarfsong1$ + "";
- mes "" + @dwarfsong2$ + "";
- mes "" + @dwarfsong3$ + "";
- mes "" + @dwarfsong4$ + "";
- mes "" + @dwarfsong5$ + "";
- next;
- if (@point > 4) {
- hideoffnpc "Grer#1";
- mes "[Grer]";
- mes "Wha--?";
- mes "Berling";
- mes "did send you!";
- set god_brising,46;
- stopnpctimer;
- close;
- }
- else {
- mes "[Grer]";
- mes "Bah!";
- mes "I knew it!";
- mes "I can't trust you!";
- close2;
- warp "mjo_dun02",118,56;
- end;
- }
- }
- else {
- mes "^3355FFYou found a hole filled with some clod and a lump of coal.^000000";
- close;
- }
-
-OnTouch:
- if ($God2 < 50) {
- mes "[" + strcharinfo(0) + "]";
- mes "Beh, no way out.";
- close;
- }
- if ($God3 > 99) {
- mes "[" + strcharinfo(0) + "]";
- mes "Beh, no way out.";
- close;
- }
- if (god_brising == 44) {
- emotion e_gasp,1;
- mes "[Male Voice]";
- mes "Don't come any closer!";
- mes "How the hell do I feel";
- mes "Freya's presense on you?";
- mes "Tell me who you are!";
- next;
- switch(select("I am sent by Berling.:Wah, you freaked me out!")) {
- case 1:
- mes "[Male Voice]";
- mes "Lies! Lies!";
- mes "Prove it!";
- mes "Prove yourself!";
- set god_brising,45;
- initnpctimer;
- close;
- case 2:
- mes "[Male Voice]";
- mes "Get out of here!";
- close;
- }
- }
- else if (god_brising == 45) {
- mes "[Male Voice]";
- mes "Prove it!";
- mes "Otherwise, leave me alone and let me mine silver. Silver...! Heh heh heh...";
- stopnpctimer;
- startnpctimer;
- close;
- }
- else {
- warp "mjo_dun02",118,56;
- }
- end;
-
-OnTimer1000:
- mapannounce "mjo_dun02","Grer: Hurry and show that I can trust you!",0,0x70DBDB;
- end;
-
-OnTimer240000:
- mapannounce "mjo_dun02","Grer: Grrr, I won't wait much longer!",0,0x70DBDB;
- end;
-
-OnTimer298000:
- mapannounce "mjo_dun02","Grer: Farewell, human!",0,0x70DBDB;
- end;
-
-OnTimer300000:
- warp "mjo_dun02",118,56;
- hideonnpc "Grer#1";
- end;
-
-OnTimer301000:
- stopnpctimer;
- end;
-}
-
-mjo_dun02,126,34,1 script Grer#1 826,{
- if (god_brising > 47) {
- mes "[Grer]";
- mes "As we promised,";
- mes "Brisingamen will appear in front of human's eyes. But until then, I shall make jewelry of silver. Mwahahaha~";
- close2;
- hideonnpc "Grer#1";
- end;
- }
- else if(god_brising == 46) {
- mes "[Grer]";
- mes "My name is Grer.";
- mes "I should have been";
- mes "the last one to be awakened. Now I see that I haven't mined as much silver as I may need.";
- next;
- mes "[Grer]";
- mes "You might think gold would better suit a goddess, but no. Silver is what makes her golden hair more beautiful.";
- next;
- mes "[Grer]";
- mes "Now that we're revived, there's a good chance that we may see her again. I don't really mind anything else.";
- next;
- mes "[Grer]";
- mes "I want her spirit and scent to fill this world. I don't want Odin or Heimdall to know our plan.";
- next;
- mes "[Grer]";
- mes "Now, this doesn't mean";
- mes "that I prefer humans over";
- mes "gods or giants, but if it's for Freya, I'll do anything.";
- next;
- mes "[Grer]";
- mes "Anyway, now my brothers";
- mes "have been revived. For that, I give you my thanks. Someday, you will have the power to challenge the gods.";
- next;
- mes "[Grer]";
- mes "Now, I need to";
- mes "get back to my work.";
- mes "You'll need a silver ornament for the necklace, so I'll continue to mine silver.";
- next;
- mes "[Grer]";
- mes "I will be working";
- mes "hard to make the most";
- mes "beautiful ornament";
- mes "in the world.";
- next;
- mes "[Grer]";
- mes "Okay, you";
- mes "may go back now!";
- mes "Farewell.";
- set god_brising,47;
- close2;
- hideonnpc "Grer#1";
- end;
- }
- else if (god_brising == 47) {
- mes "[Grer]";
- mes "Heh heh...";
- mes "Why are you still";
- mes "here? Your job is done.";
- mes "Now, go back to where";
- mes "you came from!";
- close2;
- hideonnpc "Grer#1";
- end;
- }
- else {
- mes "[Grer]";
- mes "Who the";
- mes "hell are you?!";
- close2;
- hideonnpc "Grer#1";
- end;
- }
-OnInit:
- hideonnpc "Grer#1";
- end;
-}
diff --git a/npc/quests/seals/god_global.txt b/npc/quests/seals/god_global.txt
deleted file mode 100644
index c08ccb6f2..000000000
--- a/npc/quests/seals/god_global.txt
+++ /dev/null
@@ -1,137 +0,0 @@
-//===== rAthena Script =======================================
-//= Variable Management NPC for the god item quest
-//===== By: ==================================================
-//= MasterOfMuppets
-//===== Current Version: =====================================
-//= 1.1
-//===== Compatible With: =====================================
-//= rAthena
-//===== Description: =========================================
-//= Use this NPC if the seals quest variables get messed up.
-//===== Additional Comments: =================================
-//= 1.0 First version. [MasterOfMuppets]
-//= 1.1 Updated several aspects of the script. [L0ne_W0lf]
-//============================================================
-
-sec_in02,15,170,0 script Golbal var 817,{
- //mes "[Check]";
- //mes "Please enter the password.";
- //next;
- //set .@check,68392411;
- //dlgwrite 0 10000000
- //if (check == input){
- if (getgmlevel() > 98) {
- mes "[Check]";
- mes "Please choose a menu.";
- next;
- switch(select("Now:No.1:No.2:No.3:No.4:Reset")) {
- case 1:
- mes "^0000FF$God1^000000 = ^FF0000" + $God1 + "^000000.";
- mes "^0000FF$God2^000000 = ^FF0000" + $God2 + "^000000.";
- mes "^0000FF$God3^000000 = ^FF0000" + $God3 + "^000000.";
- mes "^0000FF$God4^000000 = ^FF0000" + $God4 + "^000000.";
- close;
- case 2:
- input .@input,0,100;
- mes "[Check]";
- mes "Would you like to change to "+.@input+"?";
- next;
- if (select("Yes:No") == 1) {
- mes "[Check]";
- mes "The command "+.@input+" has been confirmed.";
- next;
- set $God1,.@input;
- mes "$God1 "+.@input+"";
- close;
- }
- else {
- mes "[Check]";
- mes "The command has been canceled.";
- close;
- }
- case 3:
- input .@input,0,100;
- mes "[Check]";
- mes "Would you like to change to "+.@input+"?";
- next;
- if (select("Yes:No") == 1) {
- mes "[Check]";
- mes "The command "+.@input+" has been confirmed.";
- next;
- set $God2,.@input;
- mes "$God2 "+.@input+"";
- close;
- }
- else {
- mes "[Check]";
- mes "The command has been canceled.";
- close;
- }
- case 4:
- input .@input,0,100;
- mes "[Check]";
- mes "Would you like to change to "+.@input+"?";
- next;
- if (select("Yes:No") == 1) {
- mes "[Check]";
- mes "The command "+.@input+" has been confirmed.";
- next;
- set $God3,.@input;
- mes "$God3 "+.@input+"";
- close;
- }
- else {
- mes "[Check]";
- mes "The command has been canceled.";
- close;
- }
- case 5:
- input .@input,0,100;
- mes "[Check]";
- mes "Would you like to change to "+.@input+"?";
- next;
- if (select("Yes:No") == 1) {
- mes "[Check]";
- mes "The command "+.@input+" has been confirmed.";
- next;
- set $God4,.@input;
- mes "$God4 "+.@input+"";
- close;
- }
- else {
- mes "[Check]";
- mes "The command has been canceled.";
- close;
- }
- case 6:
- mes "[Check]";
- mes "Are you really sure that you want to reset the entire list of God Globalvar?";
- next;
- if (select("Yes:No") == 1) {
- mes "[Check]";
- mes "Now, the entire list of God Globalvar is being reset.";
- next;
- set $God1,0;
- set $God2,0;
- set $God3,0;
- set $God4,0;
- mes "^0000FF$God1^000000 = ^FF0000" + $God1 + "^000000.";
- mes "^0000FF$God2^000000 = ^FF0000" + $God2 + "^000000.";
- mes "^0000FF$God3^000000 = ^FF0000" + $God3 + "^000000.";
- mes "^0000FF$God4^000000 = ^FF0000" + $God4 + "^000000.";
- close;
- }
- else {
- mes "[Check]";
- mes "The command has been canceled.";
- close;
- }
- }
- }
- else {
- mes "[Check]";
- //mes "Incorrect password.";
- mes "You cannot access this NPC.";
- close;
- }
-}
diff --git a/npc/quests/seals/god_weapon_creation.txt b/npc/quests/seals/god_weapon_creation.txt
deleted file mode 100644
index 3f7cb40ea..000000000
--- a/npc/quests/seals/god_weapon_creation.txt
+++ /dev/null
@@ -1,859 +0,0 @@
-//===== rAthena Script =======================================
-//= God items creation NPCs
-//===== By: ==================================================
-//= SinSloth
-//===== Current Version: =====================================
-//= 1.2
-//===== Compatible With: =====================================
-//= rAthena
-//===== Description: =========================================
-//=
-//===== Additional Comments: =================================
-//= 1.0 First version. Thanks to SinSloth for scripting it. [MasterOfMuppets]
-//= 1.1 Updated several aspects of the script. [L0ne_W0lf]
-//= 1.2 Corrected several incorrect item IDs. [L0ne_W0lf]
-//============================================================
-
-gld_dun01,28,85,0 script Grunburti#1::GodDwarf 826,{
- set .@GID,getcharid(2);
- mes "[Dwarf Grunburti]";
- mes "A human?!";
- mes "This land is full";
- mes "of your kind. What";
- mes "brings you here?";
- next;
- mes "[Dwarf Grunburti]";
- mes "Living in Midgard and away from";
- mes "my home town is painful enough, let alone facing a whiny human. Leave me alone!";
- next;
- switch(select("Ask him about Dwarves.:Ask him what he is doing.:Request weapon creation.:Cancel.")) {
- case 1:
- mes "[Dwarf Grunburti]";
- mes "What's to know about Dwarves?";
- mes "We're the toughest race. After all, we can live anywhere, no matter";
- mes "how harsh the environment may be.";
- next;
- mes "[Dwarf Grunburti]";
- mes "I doubt your feeble mind can comprehend the how unendurable";
- mes "it must be for you to live in my homeland, but you can try.";
- mes "Try to imagine.";
- next;
- mes "[Dwarf Grunburti]";
- mes "Most of the knowledge and skills that you humans are so proud of were probably handed down from Dwarves.";
- next;
- mes "[Dwarf Grunburti]";
- mes "This is especially true in the";
- mes "case of smithing. Even the tools and weapons of the gods were made by my ancestors. You know that?";
- next;
- mes "[Dwarf Grunburti]";
- mes "We have the greatest knowlege and skills, but have accepted our fate to live in the cold, barren lands of the Giants.";
- close;
- case 2:
- mes "[Dwarf Grunburti]";
- mes "Did you just ask what I am doing here? Mwahahaha! Waiting for any humans stupid enough to come";
- mes "here so I can kick their ass!";
- next;
- mes "[Dwarf Grunburti]";
- mes "Oh don't worry. I'd only humiliate myself by fighting with a weakling like you. Humans are so fragile, but they stubbornly cling to their arrogance and fight amongst";
- mes "each other.";
- next;
- mes "[Dwarf Grunburti]";
- mes "As a race, your people are just hopeless. I wouldn't even share the same continent with a human! But alas, I have no choice.";
- next;
- mes "[Dwarf Grunburti]";
- mes "The path to my hometown";
- mes "disappeared after the war 1,000 years ago. Somehow, I can no longer find the way through the Yggdrasil Tree that will take me back...";
- next;
- mes "[Dwarf Grunburti]";
- mes "I'm stuck here in Rune-Midgard.";
- mes "At least I was fortunate enough to find this cave. We Dwarves are most cozy living underground, after all.";
- close;
- case 3:
- if (($God1 < 100) || ($God2 < 100) || ($God3 < 100) || ($God4 < 100)){
- if (($God1 > 49) && ($God2 > 49) && ($God3 > 49) && ($God4 > 49) && (strcharinfo(0) == getguildmaster(.@GID))) {
- mes "[Dwarf Grunburti]";
- mes "Hmm...";
- mes "I'll need some things to make a weapon for you. What exactly were you interested in having?";
- next;
- switch(select("Brisingamen:Megingjard:Sleipnir:Mjolnir")) {
- case 1:
- mes "[Dwarf Grunburti]";
- mes "I will need...";
- mes "^0000FF4 Freya's Jewel";
- mes "4 Silver Ornament";
- mes "3 Snow Crystal";
- mes "3 Ripple";
- mes "3 Drifting Air";
- mes "2 Sapphire";
- mes "3 Pearl";
- mes "10 Opal";
- mes "5 Cursed Ruby";
- mes "20 Gold^000000";
- mes "1 Necklace^000000...";
- next;
- mes "[Dwarf Grunburti]";
- mes "However, the time for me to create this Brisingamen has not yet come. You'll have to wait until the seals are released. Mwahahaha!";
- close;
- case 2:
- mes "[Dwarf Grunburti]";
- mes "I will need...";
- mes "^0000FF1 Gleipnir";
- mes "20 Gold";
- mes "10 Sapphire";
- mes "10 Oridecon";
- mes "1 Belt^000000";
- next;
- mes "[Dwarf Grunburti]";
- mes "However, the seals on Megingjard have not yet been released. Until then, you'll have to wait! Bwahahaha!";
- close;
- case 3:
- mes "[Dwarf Grunburti]";
- mes "I will need...";
- mes "^0000FF3 Wheel of the Unknown";
- mes "5 Feather of Angel Wing";
- mes "3 Sprit of Fish";
- mes "4 Amblem of the Sun God";
- mes "3 Breath of Spirit";
- mes "20 Gold";
- mes "10 Elunium";
- mes "1 Slotted Boots^000000";
- next;
- mes "[Dwarf Grunburti]";
- mes "But even so, I can't create Sleipnir until the seals have been broken. Otherwise, you're out of luck, human. Hahaha~!";
- close;
- case 4:
- mes "[Dwarf Grunburti]";
- mes "I will need...";
- mes "^0000FF2 Thor's Gauntlets";
- mes "4 Iron Maiden";
- mes "5 Wrath of Valkyrie";
- mes "5 Omen of Tempest";
- mes "5 Billow";
- mes "20 Oridecon";
- mes "5 Elunium";
- mes "40 Gold";
- mes "1 Stunner^000000";
- next;
- mes "[Dwarf Grunburti]";
- mes "But I can't even create a replica of Mjolnir if the seals are still in place. Until they're released, you'll just have to wait. Bwahaha!";
- close;
- }
- }
- mes "[Dwarf Grunburti]";
- mes "We Dwarves have too much pride to demonstrate our skills in front of a lowly human!";
- next;
- mes "[Dwarf Grunburti]";
- mes "Stop bothering me and get out of here! Go play with some monsters, you simple minded fool!";
- close;
- }
- if (strcharinfo(0) != getguildmaster(.@GID)) {
- mes "[Dwarf Grunburti]";
- mes "I'll only present";
- mes "my magnificent skills";
- mes "to a human of incredibly";
- mes "high standing!";
- next;
- mes "[Dwarf Grunburti]";
- mes "Although I hate";
- mes "most humans, I have";
- mes "no choice but to respect the ones chosen by destiny. Go and bring your ^0000FFguildmaster^000000!";
- close;
- }
- mes "[Dwarf Grunburti]";
- mes "Although it is very humiliating to present my valuable skills to a human being...";
- next;
- mes "[Dwarf Grunburti]";
- mes "All the seals have been released, and he who holds the Emperium is chosen by destiny. I have no choice but to respect you.";
- next;
- mes "[Dwarf Grunburti]";
- mes "First of all, I shall confirm whether or not you have brought all the necessary materials to forge a godly item! I hate it when humans come here without any purpose!";
- next;
- if ((countitem(7073) > 3) && (countitem(7077) > 3) && (countitem(7088) > 2) && (countitem(7090) > 2) && (countitem(7092) > 2) && (countitem(726) > 1) && (countitem(722) > 2) && (countitem(727) > 9) && (countitem(724) > 4) && (countitem(969) > 19) && (countitem(2603) > 0)) {
- mes "[Dwarf Grunburti]";
- mes "Hmm...";
- mes "I guess you";
- mes "want to have";
- mes "^0000FFBrisingamen^000000!";
- next;
- }
- else if ((countitem(7058) > 0) && (countitem(969) > 19) && (countitem(726) > 9) && (countitem(984) > 9) && (countitem(2627) > 0)){ //Gullraifnir Gold Blue_Jewel Oridecon Belt
- mes "[Dwarf Grunburti]";
- mes "Hmm...";
- mes "I guess you";
- mes "want to have";
- mes "^0000FFMegingjard^000000!";
- next;
- }
- else if ((countitem(7076) > 2) && (countitem(7079) > 4) && (countitem(7083) > 2) && (countitem(7086) > 3) && (countitem(7087) > 2) && (countitem(969) > 19) && (countitem(985) > 9) && (countitem(2406) > 0)) {
- mes "[Dwarf Grunburti]";
- mes "Hmm...";
- mes "I guess you";
- mes "want to have";
- mes "^0000FFSleipnir^000000!";
- next;
- }
- else if ((countitem(7074) > 1) && (countitem(7075) > 3) && (countitem(7078) > 4) && (countitem(7089) > 4) && (countitem(7091) > 4) && (countitem(984) > 19) && (countitem(985) > 4) && (countitem(969) > 39) && (countitem(1522) > 0)) {
- mes "[Dwarf Grunburti]";
- mes "Hmm...";
- mes "I guess you";
- mes "want to have";
- mes "^0000FFMjolnir^000000!";
- next;
- }
- else {
- mes "[Dwarf Grunburti]";
- mes "...";
- mes "......";
- next;
- mes "[Dwarf Grunburti]";
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Dwarf Grunburti]";
- mes "...";
- mes "......";
- mes ".........";
- mes ".............";
- next;
- mes "[Dwarf Grunburti]";
- mes "How dare you come here unprepared?! Did you forget what you needed to bring? Listen carefully this time!";
- next;
- switch(select("Brisingamen:Megingjard:Sleipnir:Mjolnir")) {
- case 1:
- mes "[Dwarf Grunburti]";
- mes "I will need...";
- mes "^0000FF4 Freya's Jewel";
- mes "4 Silver Ornament";
- mes "3 Snow Crystal";
- mes "3 Ripple";
- mes "3 Drifting Air";
- mes "2 Sapphire";
- mes "3 Pearl";
- mes "10 Opal";
- mes "5 Cursed Ruby";
- mes "20 Gold^000000";
- mes "1 Necklace^000000...";
- next;
- mes "[Dwarf Grunburti]";
- mes "Hmmm, but now";
- mes "that the seals have";
- mes "been released, you must hurry before another human can claim";
- mes "one of the godly items...";
- next;
- mes "[Dwarf Grunburti]";
- mes "Hurry...!";
- mes "Once I forge";
- mes "Brisingamen,";
- mes "the seals will";
- mes "activate again!";
- close;
- case 2:
- mes "[Dwarf Grunburti]";
- mes "I will need...";
- mes "^0000FF1 Gleipnir";
- mes "20 Gold";
- mes "10 Sapphire";
- mes "10 Oridecon";
- mes "1 Belt^000000";
- next;
- mes "[Dwarf Grunburti]";
- mes "Hmmm, but now";
- mes "that the seals have";
- mes "been released, you must hurry before another human can claim";
- mes "one of the godly items...";
- next;
- mes "[Dwarf Grunburti]";
- mes "Hurry...!";
- mes "Once I forge";
- mes "Megingjard,";
- mes "the seals will";
- mes "activate again!";
- close;
- case 3:
- mes "[Dwarf Grunburti]";
- mes "I will need...";
- mes "^0000FF3 Wheel of the Unknown";
- mes "5 Feather of Angel Wing";
- mes "3 Sprit of Fish";
- mes "4 Amblem of the Sun God";
- mes "3 Breath of Spirit";
- mes "20 Gold";
- mes "10 Elunium";
- mes "1 Slotted Boots^000000";
- next;
- mes "[Dwarf Grunburti]";
- mes "Hmmm, but now";
- mes "that the seals have";
- mes "been released, you must hurry before another human can claim";
- mes "one of the godly items...";
- next;
- mes "[Dwarf Grunburti]";
- mes "Hurry...!";
- mes "Once I forge";
- mes "Sleipnir,";
- mes "the seals will";
- mes "activate again!";
- close;
- case 4:
- mes "[Dwarf Grunburti]";
- mes "I will need...";
- mes "^0000FF2 Thor's Gauntlets";
- mes "4 Iron Maiden";
- mes "5 Wrath of Valkyrie";
- mes "5 Omen of Tempest";
- mes "5 Billow";
- mes "20 Oridecon";
- mes "5 Elunium";
- mes "40 Gold";
- next;
- mes "[Dwarf Grunburti]";
- mes "Hmmm, but now";
- mes "that the seals have";
- mes "been released, you must hurry before another human can claim";
- mes "one of the godly items...";
- next;
- mes "[Dwarf Grunburti]";
- mes "Hurry...!";
- mes "Once I forge";
- mes "the Mjolnir,";
- mes "the seals will";
- mes "activate again!";
- close;
- }
- }
- mes "[Dwarf Grunburti]";
- mes "Hmpf.";
- mes "I can't get any work done in here. Come with me to the ^0000FFunderground laboratory^000000 as my guest, human.";
- next;
- mes "[Dwarf Grunburti]";
- mes "Now hurry up! ^0000FFOnly one of each godly item^000000 will be given to the humans ^FF0000right after all the seals are released^000000!";
- close2;
- warp "que_god01",214,63;
- end;
- case 4:
- mes "[Dwarf Grunburti]";
- mes "Muhahahahahaha!";
- mes "Out of my sight,";
- mes "you dirty, filthy";
- mes "human...!";
- close;
- }
-}
-
-gld_dun02,85,84,0 duplicate(GodDwarf) Grunburti#2 826
-gld_dun03,92,105,0 duplicate(GodDwarf) Grunburti#3 826
-gld_dun04,268,230,0 duplicate(GodDwarf) Grunburti#4 826
-
-que_god01,215,127,0 script #god_hopewarp1 111,{
- end;
-
-OnInit:
- waitingroom "Laboratory Entrance",2,"#god_hopewarp1::OnStartArena",1;
- enablewaitingroomevent;
- end;
-
-OnStartArena:
- warpwaitingpc "que_god01",155,63;
- donpcevent "Grunburti#god::OnEnable";
- disablewaitingroomevent;
- end;
-
-OnReset:
- enablewaitingroomevent;
- end;
-}
-
-que_god01,214,128,0 script #que_godnpc1::GodEntrance 111,{
- mes "[Entrance Notice]";
- mes "Only the most";
- mes "worthy of humans";
- mes "will possess the";
- mes "power of the gods.";
- close;
-}
-que_god01,215,128,0 duplicate(GodEntrance) #que_godnpc2 111
-que_god01,213,128,0 duplicate(GodEntrance) #que_godnpc3 111
-
-que_god01,154,112,4 script Grunburti#god 826,{
- if (($God1 < 100) || ($God2 < 100) || ($God3 < 100) || ($God4 < 100)){
- mes "[Dwarf Grunburti]";
- mes "One of the godly";
- mes "items has been created,";
- mes "and the seals have been";
- mes "restored. You'll have to";
- mes "wait until they're all";
- mes "released again...!";
- next;
- mes "[Dwarf Grunburti]";
- mes "Bwahahahahahahaa!";
- mes "Even though you're";
- mes "just a human, I feel";
- mes "pity for you~";
- close;
- }
- set .@GID,getcharid(2);
- if (strcharinfo(0) != getguildmaster(.@GID)) {
- mes "[Dwarf Grunburti]";
- mes "How in the...";
- mes "Get out of here!";
- next;
- mes "[Dwarf Grunburti]";
- mes "How did one of you";
- mes "stupid humans get in";
- mes "here?! Only those who";
- mes "hold the Emperium can";
- mes "even think of entering";
- mes "this place...!";
- close;
- }
- mes "[Dwarf Grunburti]";
- mes "It's incredibly";
- mes "humiliating to do work for a human. But since destiny has chosen you as the bearer of an Emperium, I have no choice but to oblige your requests.";
- next;
- mes "[Dwarf Grunburti]";
- mes "We only have";
- mes "^FF000010 minutes^000000 to recreate one godly treasure. After that, the seals will restore themselves and I won't be able to create anything until they're released again...";
- next;
- mes "[Dwarf Grunburti]";
- mes "^FF0000Don't be too slow^000000,";
- mes "otherwise ^FF0000I will give";
- mes "the chance to another";
- mes "human^000000 right away!";
- next;
- mes "[Dwarf Grunburti]";
- mes "Now...!";
- mes "Choose the item";
- mes "you wish for me";
- mes "to create!";
- next;
- switch(select("Brisingamen:Megingjard:Sleipnir:Mjolnir")) {
- case 1:
- mes "[Dwarf Grunburti]";
- mes "B-Brisingamen?!";
- mes "I've never expected";
- mes "such insolence...!";
- mes "This necklace will never have any meaning in my eyes unless it's worn by the goddess Freya.";
- next;
- mes "[Dwarf Grunburti]";
- mes "But who am I to judge your worthiness? These treasures";
- mes "select their owners with their own will. Let's see if Brisingamen will find you worthy!";
- next;
- mes "[Dwarf Grunburti]";
- mes "Once again, I need following materials in order to reproduce";
- mes "this godly treasure...";
- next;
- mes "[Dwarf Grunburti]";
- mes "^0000FF4 Freya's Jewel";
- mes "4 Silver Ornament";
- mes "3 Snow Crystal";
- mes "3 Ripple";
- mes "3 Drifting Air";
- mes "2 Sapphire";
- mes "3 Pearl";
- mes "10 Opal";
- mes "5 Cursed Ruby";
- mes "20 Gold";
- mes "1 Necklace^000000";
- next;
- switch(select("Make Brisingamen.:Cancel.")) {
- case 1:
- if ((countitem(7073) > 3) && (countitem(7077) > 3) && (countitem(7088) > 2) && (countitem(7090) > 2) && (countitem(7092) > 2) && (countitem(726) > 1) && (countitem(722) > 2) && (countitem(727) > 9) && (countitem(724) > 4) && (countitem(969) > 19) && (countitem(2603) > 0)){ //Jewel_Of_Prayer Silver_Fancy Crystal_Of_Snow Slilince_Wave Air_Stream Blue_Jewel Scarlet_Jewel White_Jewel Cardinal_Jewel_ Gold Necklace
- mes "[Dwarf Grunburti]";
- mes "Never in my wildest";
- mes "imaginings have I thought that I'd be crafting this masterpiece for a mere human. Give me a moment.";
- next;
- if (($God1 < 100) || ($God2 < 100) || ($God3 < 100) || ($God4 < 100)){
- mes "[Dwarf Grunburti]";
- mes "But...";
- mes "The seals";
- mes "have just been";
- mes "restored. You'll have to";
- mes "wait until they're all";
- mes "released again...!";
- next;
- mes "[Dwarf Grunburti]";
- mes "Bwahahahahahahaa!";
- mes "Even though you're";
- mes "just a human, I feel";
- mes "pity for you~";
- close;
- }
- delitem 7073,4; //Jewel_Of_Prayer
- delitem 7077,4; //Silver_Fancy
- delitem 7088,3; //Crystal_Of_Snow
- delitem 7090,3; //Slilince_Wave
- delitem 7092,3; //Air_Stream
- delitem 726,2; //Blue_Jewel
- delitem 722,3; //Scarlet_Jewel
- delitem 727,10; //White_Jewel
- delitem 724,5; //Cardinal_Jewel_
- delitem 969,20; //Gold
- delitem 2603,1; //Necklace
- getitem 2630,1; // Brysinggamen
- set $God1,0;
- set $God2,0;
- set $God3,0;
- set $God4,0;
- announce "[Brisingamen] has come into the hands of [" + strcharinfo(0) + "], master of the [" + getguildname(.@GID) + "] guild.",bc_all;
- mes "[Dwarf Grunburti]";
- mes "Ah, just look at this dazzling beauty. No other piece of jewelry complemented Freya as well as Brisingamen.";
- close;
- }
- else {
- mes "[Dwarf Grunburti]";
- mes "Idiot human!";
- mes "You didn't bring";
- mes "everything I need to";
- mes "recreate Brisingamen!";
- mes "Hurry...!";
- close;
- }
- case 2:
- mes "[Dwarf Grunburti]";
- mes "Muhahahaha~";
- mes "Somehow, I figured";
- mes "you'd back out, human!";
- close;
- }
- case 2:
- mes "[Dwarf Grunburti]";
- mes "M- Megingjard?!";
- mes "The girdle of might?!";
- next;
- mes "[Dwarf Grunburti]";
- mes "This belt was worn long ago by Thor, the mightest warrior ever. But since these treasures select their owners, we'll see whether or not it recognizes you as worthy!";
- next;
- mes "[Dwarf Grunburti]";
- mes "Once again, I need following materials in order to reproduce";
- mes "this godly treasure...";
- next;
- mes "[Dwarf Grunburti]";
- mes "^0000FF1 Gleipnir";
- mes "20 Gold";
- mes "10 Sapphire";
- mes "10 Oridecon";
- mes "1 Belt^000000...";
- next;
- switch(select("Make Megingjard.:Cancel.")) {
- case 1:
- if ((countitem(7058) > 0) && (countitem(969) > 19) && (countitem(726) > 9) && (countitem(984) > 9) && (countitem(2627) > 0)) {
- mes "[Dwarf Grunburti]";
- mes "Twenty years ago,";
- mes "I'd never believe that";
- mes "something so powerful and dangerous as Megingjard would end up in the hands of a human...";
- next;
- if (($God1 < 100) || ($God2 < 100) || ($God3 < 100) || ($God4 < 100)){
- mes "[Dwarf Grunburti]";
- mes "But...";
- mes "The seals";
- mes "have just been";
- mes "restored. You'll have to";
- mes "wait until they're all";
- mes "released again...!";
- next;
- mes "[Dwarf Grunburti]";
- mes "Bwahahahahahahaa!";
- mes "Even though you're";
- mes "just a human, I feel";
- mes "pity for you~";
- close;
- }
- delitem 7058,1; //Gullraifnir
- delitem 969,20; //Gold
- delitem 726,10; //Blue_Jewel
- delitem 984,10; //Oridecon
- delitem 2627,1; //Belt
- getitem 2629,1; // Magingiorde
- set $God1,0;
- set $God2,0;
- set $God3,0;
- set $God4,0;
- announce "[Megingjard] the godly item has been given to [" + strcharinfo(0) + "], the master of the guild [" + getguildname(.@GID) + "].",bc_all;
- mes "[Dwarf Grunburti]";
- mes "Here...";
- mes "Be careful with how";
- mes "you use the strength";
- mes "of a god. Just a fair";
- mes "warning, human...";
- close;
- }
- else {
- mes "[Dwarf Grunburti]";
- mes "Idiot human!";
- mes "You didn't bring";
- mes "everything I need to";
- mes "recreate Megingjard!";
- mes "Hurry...!";
- close;
- }
- case 2:
- mes "[Dwarf Grunburti]";
- mes "Muhahahaha~";
- mes "Somehow, I figured";
- mes "you'd back out, human!";
- close;
- }
- case 3:
- mes "[Dwarf Grunburti]";
- mes "Sleipnir...";
- mes "Now, understand";
- mes "that I can't create";
- mes "the eight-legged stallion";
- mes "of legend. However...";
- next;
- mes "[Dwarf Grunburti]";
- mes "I can create a pair";
- mes "of shoes that will possess the power of Sleipnir. It's a strange, but feasible process...";
- next;
- mes "[Dwarf Grunburti]";
- mes "Once again, I need following materials in order to reproduce";
- mes "this godly treasure...";
- next;
- mes "[Dwarf Grunburti]";
- mes "^0000FF3 Wheel of the Unknown";
- mes "5 Feather of Angel Wing";
- mes "3 Sprit of Fish";
- mes "4 Amblem of the Sun God";
- mes "3 Breath of Spirit";
- mes "20 Gold";
- mes "10 Elunium";
- mes "1 Slotted Boots^000000...";
- next;
- switch(select("Make Sleipnir.:Cancel.")) {
- case 1:
- if ((countitem(7076) > 2) && (countitem(7079) > 4) && (countitem(7083) > 2) && (countitem(7086) > 3) && (countitem(7087) > 2) && (countitem(969) > 19) && (countitem(985) > 9) && (countitem(2406) > 0)) {
- mes "[Dwarf Grunburti]";
- mes "I never believed";
- mes "that the speed of";
- mes "Sleipnir would be";
- mes "used by a human.";
- mes "Give me a moment...";
- next;
- if (($God1 < 100) || ($God2 < 100) || ($God3 < 100) || ($God4 < 100)){
- mes "[Dwarf Grunburti]";
- mes "But...";
- mes "The seals";
- mes "have just been";
- mes "restored. You'll have to";
- mes "wait until they're all";
- mes "released again...!";
- next;
- mes "[Dwarf Grunburti]";
- mes "Bwahahahahahahaa!";
- mes "Even though you're";
- mes "just a human, I feel";
- mes "pity for you~";
- close;
- }
- delitem 7076,3; //Mystery_Wheel
- delitem 7079,5; //Feather_Of_Angel
- delitem 7083,3; //Soul_Of_Fish
- delitem 7086,4; //Symbol_Of_Sun
- delitem 7087,3; //Breath_Of_Soul
- delitem 969,20; //Gold
- delitem 985,10; //Elunium
- delitem 2406,1; //Boots_
- getitem 2410,1; // Sleipnir
- set $God1,0;
- set $God2,0;
- set $God3,0;
- set $God4,0;
- announce "[Sleipnir] the godly item has been given to [" + strcharinfo(0) + "], the master of the guild [" + getguildname(.@GID) + "].",bc_all;
- mes "[Dwarf Grunburti]";
- mes "There...";
- mes "Wear these, and";
- mes "move with the speed of";
- mes "the legendary Sleipnir...";
- close;
- }
- else {
- mes "[Dwarf Grunburti]";
- mes "Idiot human!";
- mes "You didn't bring";
- mes "everything I need to";
- mes "recreate Sleipnir!";
- mes "Hurry...!";
- close;
- }
- case 2:
- mes "[Dwarf Grunburti]";
- mes "Muhahahaha~";
- mes "Somehow, I figured";
- mes "you'd back out, human!";
- close;
- }
- case 4:
- mes "[Dwarf Grunburti]";
- mes "M-M-Mjolnir!?";
- mes "Even though the";
- mes "moment is at hand,";
- mes "I can scarcely believe...";
- next;
- mes "[Dwarf Grunburti]";
- mes "^333333*Sigh...*^000000";
- mes "This is almost a disgrace to gods and the Dwarf race. But perhaps, wielding Mjolnir may be your destiny...";
- next;
- mes "[Dwarf Grunburti]";
- mes "Once again, I need following materials in order to reproduce";
- mes "this godly treasure...";
- next;
- mes "[Dwarf Grunburti]";
- mes "^0000FF2 Thor's Gauntlets";
- mes "4 Iron Maiden";
- mes "5 Wrath of Valkyrie";
- mes "5 Omen of Tempest";
- mes "5 Billow";
- mes "20 Oridecon";
- mes "5 Elunium";
- mes "40 Gold";
- mes "1 Stunner^000000...";
- next;
- switch(select("Make Mjolnir.:Cancel.")) {
- case 1:
- if ((countitem(7074) > 1) && (countitem(7075) > 3) && (countitem(7078) > 4) && (countitem(7089) > 4) && (countitem(7091) > 4) && (countitem(984) > 19) && (countitem(985) > 4) && (countitem(969) > 39) && (countitem(1522) > 0)) {
- mes "[Dwarf Grunburti]";
- mes "Do not disgrace";
- mes "Thor, lord of Thunder,";
- mes "or you will regret it.";
- mes "Mark my words...";
- next;
- if (($God1 < 100) || ($God2 < 100) || ($God3 < 100) || ($God4 < 100)){
- mes "[Dwarf Grunburti]";
- mes "But...";
- mes "The seals";
- mes "have just been";
- mes "restored. You'll have to";
- mes "wait until they're all";
- mes "released again...!";
- next;
- mes "[Dwarf Grunburti]";
- mes "Bwahahahahahahaa!";
- mes "Even though you're";
- mes "just a human, I feel";
- mes "pity for you~";
- close;
- }
- delitem 7074,2; //Iron_Glove
- delitem 7075,4; //Iron_Maiden
- delitem 7078,5; //Anger_Of_Valkurye
- delitem 7089,5; //Indication_Of_Tempest
- delitem 7091,5; //Rough_Billows
- delitem 984,20; //Oridecon
- delitem 985,5; //Elunium
- delitem 969,40; //Gold
- delitem 1522,1; //Stunner
- getitem 1530,1; // Mjolnir
- set $God1,0;
- set $God2,0;
- set $God3,0;
- set $God4,0;
- announce "[Mjolnir] has been bestowed to [" + strcharinfo(0) + "], the master of the [" + getguildname(.@GID) + "] guild.",bc_all;
- mes "[Dwarf Grunburti]";
- mes "It's done.";
- mes "Take it. How does";
- mes "it feel to hold the world's most powerful weapon in your grasp?";
- close;
- }
- else {
- mes "[Dwarf Grunburti]";
- mes "Idiot human!";
- mes "You didn't bring";
- mes "everything I need";
- mes "to recreate Mjolnir!";
- mes "Hurry...!";
- close;
- }
- case 2:
- mes "[Dwarf Grunburti]";
- mes "Muhahahaha~";
- mes "Somehow, I figured";
- mes "you'd back out, human!";
- close;
- }
- }
- end;
-
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer10000:
- mapannounce "que_god01","Remember that you only have 10 minutes for this! Hurry up!",bc_map;
- end;
-
-OnTimer610000:
- mapannounce "que_god01","You're too slow! I'm going to give another human a chance! Next!",bc_map;
- end;
-
-OnTimer612000:
- areawarp "que_god01",154,67,4,7,"prontera",156,324;
- areawarp "que_god01",154,82,4,7,"prontera",156,324;
- areawarp "que_god01",145,99,9,9,"prontera",156,324;
- areawarp "que_god01",164,99,9,9,"prontera",156,324;
- areawarp "que_god01",145,118,9,9,"prontera",156,324;
- areawarp "que_god01",164,118,9,9,"prontera",156,324;
- end;
-
-OnTimer615000:
- donpcevent "god_wep_warpmaster::OnDisable";
- donpcevent " #god_hopewarp1::Onreset";
- stopnpctimer;
- end;
-}
-
-/*
-que_god01,293,3,0 script Godly Item Quests Related#god 90,{
- mes "[Use in case of emergency]";
- mes "Please enter password.";
- mes "If you wish to cancel, please enter 0.";
- next;
- input .@input,0,4001;
- if (.@input < 0 || .@input > 4000) {
- mes "[Use in case of emergency]";
- mes "Password is incorrect.";
- close;
- }
- else if(.@input == 0) {
- mes "[Use in case of emergency]";
- mes "You have canceled your request.";
- close;
- }
- else if(.@input == 1854) {
- mes "[Use in case of emergency]";
- mes "What services would you like to use?";
- next;
- switch(select("Turn off Warps.:Reset Timer.:Reset chat room.")) {
- case 1:
- mes "[Use in case of emergency]";
- mes "Press the 'Next' button to turn off warps.";
- next;
- areawarp "que_god01",154,67,4,7,"prontera",156,324;
- areawarp "que_god01",154,82,4,7,"prontera",156,324;
- areawarp "que_god01",145,99,9,9,"prontera",156,324;
- areawarp "que_god01",164,99,9,9,"prontera",156,324;
- areawarp "que_god01",145,118,9,9,"prontera",156,324;
- areawarp "que_god01",164,118,9,9,"prontera",156,324;
- mes "[Use in case of emergency]";
- mes "You have successfully turned off warps.";
- close;
- case 2:
- mes "[Use in case of emergency]";
- mes "Press the 'Next' button to reset timer.";
- next;
- donpcevent "Grunburti#god::OnEnable";
- mes "[Use in case of emergency]";
- mes "You have successfully reset timer.";
- close;
- case 3:
- mes "[Use in case of emergency]";
- mes "Please press the 'Next' button to reset the arena chat room in que_god01.";
- next;
- donpcevent " #god_hopewarp1::Onreset";
- mes "[Use in case of emergency]";
- mes "You have successfully reset the arena chat room (Laboratory Entrance 1/2).";
- close;
- }
- }
-}
-*/
diff --git a/npc/quests/seals/megingard_seal.txt b/npc/quests/seals/megingard_seal.txt
deleted file mode 100644
index 2c0cd0c2e..000000000
--- a/npc/quests/seals/megingard_seal.txt
+++ /dev/null
@@ -1,3360 +0,0 @@
-//===== rAthena Script =======================================
-//= Megingjard seal unlocking NPCs.
-//===== By: ==================================================
-//= SinSloth
-//===== Current Version: =====================================
-//= 1.9
-//===== Compatible With: =====================================
-//= rAthena
-//===== Description: =========================================
-//= Quest for breaking the seal of Megingjard.
-//===== Additional Comments: =================================
-//= 1.0 First version. Thanks to SinSloth for scripting it. [MasterOfMuppets]
-//= 1.1 fixed exploit [Lupus]
-//= 1.2 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
-//= 1.3 Updated several aspects of the script. [L0ne_W0lf]
-//= 1.4 Minor Touchups to quest. [L0ne_W0lf]
-//= 1.5 Fixed missing close2 in Rebarev Doug. [L0ne_w0lf]
-//= 1.6 Corrected mismatched variables. [L0ne_W0lf]
-//= 1.7 Replaced effect numerics with constants. [Samuray22]
-//= 1.8 Corrected how exp reward is applied. [L0ne_W0lf]
-//= 1.9 Fixed some input checks and variable types. [brianluau]
-//============================================================
-
-prt_castle,44,151,0 script Rebarev Doug 56,{
- cutin "god_rebeireb",2;
- if ((countitem(7080) > 3) && (countitem(7081) > 4) && (countitem(7082) > 3) && (countitem(7084) > 2) && (countitem(7085) > 2)) {
- mes "[Rebarev Doug]";
- mes "What's this?";
- mes "You...! You have";
- mes "everything I need to";
- mes "create Gleipnir!";
- next;
- switch(select("Make Gleipnir.:Cancel.")) {
- case 1:
- mes "[Rebarev Doug]";
- mes "I'm the only human on earth";
- mes "blessed with the ability to create Gleipnir. Aside from the Dwarves, I'm the only person that can make this item!";
- next;
- delitem 7080,4; //Foot_Step_Of_Cat
- delitem 7081,5; //Beard_Of_Women
- delitem 7082,4; //Root_Of_Stone
- delitem 7084,3; //Saliva_Of_Bird
- delitem 7085,3; //Tendon_Of_Bear
- getitem 7058,1; // Gullraifnir
- mes "[Rebarev Doug]";
- mes "There you go!";
- next;
- mes "[Rebarev Doug]";
- mes "Gleipnir is said to be so strong that not even the Fenrir Wolf could break it! I take great pride in being able to create this!";
- break;
- case 2:
- break;
- }
- }
- if ($God1 < 50) {
- mes "[Rebarev Doug]";
- mes "We are Crusaders that have";
- mes "been training in preparation";
- mes "for the Holy War that is to come.";
- next;
- mes "[Rebarev Doug]";
- mes "As our forefathers have";
- mes "done a thousand years ago, we shall vanquish the hordes of Demons when the day comes.";
- next;
- mes "[Rebarev Doug]";
- mes "If you have any questions about Crusaders, feel free to ask me.";
- mes "I may be too old and weak for fighting, but I will spread our message as much as I can.";
- next;
- switch(select("What is Holy Cross?:What is Grand Cross?:What is Sacrifice?:What is Gleipnir?")) {
- case 1:
- mes "[Rebarev Doug]";
- mes "Holy Cross is the first manifestation of a Crusader's faith. By making the sign of the cross, Crusader's can inflict a holy attack on their enemies.";
- next;
- mes "[Rebarev Doug]";
- mes "Monsters that are weak against holiness, particularly the Undead, will be blinded by the light of the Holy Cross. All they can do is wait for holy judgment.";
- next;
- mes "[Rebarev Doug]";
- mes "Based on our latest research,";
- mes "the Holy Cross can inflict 4.5 times more damage than a normal attack once it is mastered.";
- break;
- case 2:
- mes "[Rebarev Doug]";
- mes "Grand Cross...!";
- mes "The righteous fury of God is";
- mes "given form in this destructive skill.";
- next;
- mes "[Rebarev Doug]";
- mes "God grants us his power so that";
- mes "we may punish the forces of evil, and one's rage is embodied in a giant crucifix of power.";
- next;
- mes "[Rebarev Doug]";
- mes "The power of the crucifix of light can damage the enemy three times. Each strike will have five times the strength of your normal attacks.";
- next;
- mes "[Rebarev Doug]";
- mes "However, when Crusaders use Grand Cross, they must exercise extreme caution. The human body is too weak to fully embrace the will of God.";
- next;
- mes "[Rebarev Doug]";
- mes "Therefore, using this skill, will cause the Crusader to suffer from damage. However, this damage can";
- mes "be reduced to half with Faith.";
- break;
- case 3:
- mes "[Rebarev Doug]";
- mes "In practicing what we preach, Crusaders choose to protect";
- mes "others by bearing the suffering of their fellow man.";
- next;
- mes "[Rebarev Doug]";
- mes "The Sacrifice skill allows Crusaders to keep their comrades safe from harm by receiving the damage that was intended for them.";
- next;
- mes "[Rebarev Doug]";
- mes "It is the greatest demonstration of faith,";
- mes "as well as of love for your comrades. Such an attitude is essential for a servant of God!";
- next;
- mes "[Rebarev Doug]";
- mes "However, if the people you want to protect stray away from you, you cannot use the Sacrifice skill for them unless they are close to you again.";
- next;
- mes "[Rebarev Doug]";
- mes "As you visualize the suffering of those you want to protect, you'll never hesitate to sacrifice yourself.";
- next;
- mes "[Rebarev Doug]";
- mes "Thank you, God, for granting me with the power to protect my people.";
- break;
- case 4:
- mes "[Rebarev Doug]";
- mes "Gleipnir is the essence of Megingjard which I have been researching.";
- next;
- mes "[Rebarev Doug]";
- mes "It's the only binding strong enough that will allow a human to wear Megingjard around his waist.";
- next;
- mes "[Rebarev Doug]";
- mes "Although I can no longer fight, I've been studying how to create Gleipnir for years. I will be more than willing to create it for you if you can bring me...";
- next;
- mes "[Rebarev Doug]";
- mes "^0000FF4 Cat Tread^000000,";
- mes "^0000FF5 Woman's Moustache^000000,";
- mes "^0000FF4 Root of Stone^000000,";
- mes "^0000FF3 Sputum of Bird^000000 and";
- mes "^0000FF3 Sinew of Bear^000000.";
- break;
- }
- }
- else if($God1 > 49 && $God2 < 100) {
- if(BaseLevel > 59) {
- if(god_eremes == 0) {
- mes "[Rebarev Doug]";
- mes "...";
- next;
- mes "[Rebarev Doug]";
- mes "Why are you wandering";
- mes "around this sacred place?";
- mes "Do you not understand that";
- mes "we must prepare for";
- mes "the Holy War?";
- next;
- mes "[Rebarev Doug]";
- mes "No matter how much I explain, the ignorant never fully understand the importance of our task. The balance of power will shift when we least expect it!";
- next;
- mes "[Rebarev Doug]";
- mes "I wish I could go back";
- mes "to those times when I would";
- mes "train Crusaders, rather than";
- mes "preach to the ignorant.";
- next;
- mes "[Rebarev Doug]";
- mes "I miss my Crusaders who";
- mes "were enthusiastic to listen to what I had to say, and carried out their orders with loyalty.";
- next;
- mes "[Rebarev Doug]";
- mes "I am wonder";
- mes "where they have";
- mes "all gone now...";
- next;
- mes "[Rebarev Doug]";
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Rebarev Doug]";
- mes "Adventurer, if you have the time to listen to me speak to myself, why don't you perform a task for me?";
- next;
- mes "[Rebarev Doug]";
- mes "It may be an enriching";
- mes "experience for you. It's possible that you'll even have a greater appreciation for Crusaders.";
- next;
- switch(select("What is it?:I'm sick and tired of doin' favors.")) {
- case 1:
- mes "[Rebarev Doug]";
- mes "I want you to find the members of the 1st Squad in the 3rd Platoon of the 3rd Company. If you happen to encounter them in your travels, please ask them how they are doing.";
- next;
- mes "[Rebarev Doug]";
- mes "It shouldn't be that difficult to do and won't be a waste of your time if you are already planning";
- mes "to explore the world.";
- next;
- switch(select("Sure, why not.:I'm sorry, but no.")) {
- case 1:
- mes "[Rebarev Doug]";
- mes "Excellent!";
- mes "All I want you to do is find my old comrades, and inform me of how";
- mes "they are doing.";
- next;
- mes "[Rebarev Doug]";
- mes "However...";
- mes "There is one problem.";
- mes "I don't where they are.";
- next;
- mes "[Rebarev Doug]";
- mes "You could try to find a record of residency changes by citizens of the Rune-Midgarts Kingdom in";
- mes "the Prontera Library...";
- next;
- mes "[Rebarev Doug]";
- mes "However, the records of";
- mes "Crusader personnel is considered confidential, so I am not sure of whether or not you can view them.";
- next;
- mes "[Rebarev Doug]";
- mes "You must understand, my position requires me to remain in this area 24 hours, 7 days a week. I cannot leave without the consent of the upper hierarchy.";
- next;
- mes "[Rebarev Doug]";
- mes "However, I know you have the freedom and the time to go wherever you please. I'd appreciate if you would do this for me.";
- next;
- mes "[Rebarev Doug]";
- mes "My old comrades in arms.";
- mes "You have no idea how much";
- mes "I miss them...";
- set god_eremes,1;
- break;
- case 2:
- mes "[Rebarev Doug]";
- mes "^333333*Sigh...*^000000";
- mes "Please understand that";
- mes "I would not be asking this";
- mes "of you if it were not for";
- mes "the restraints of";
- mes "my position.";
- next;
- mes "[Rebarev Doug]";
- mes "I have an obligation to this Kingdom to keep my post and";
- mes "inform adventurers about the";
- mes "Crusader class. Because of this";
- mes "awesome responsibility, I must";
- mes "remain here, ever vigilant.";
- next;
- mes "[Rebarev Doug]";
- mes "If you can't understand, then you must be taking your freedom for granted...";
- break;
- }
- break;
- case 2:
- mes "[Rebarev Doug]";
- mes "As far as I remember, this is the first time I have asked you to do me a favor.";
- next;
- mes "[Rebarev Doug]";
- mes "Unlike you, I know the meaning";
- mes "of responsibility. I remain here, helping inquisitive adventurers for the sake of King and country.";
- next;
- mes "[Rebarev Doug]";
- mes "Still...";
- mes "Know this.";
- mes "Although the results may not be immediate, you will always be rewarded when you help others.";
- next;
- mes "[Rebarev Doug]";
- mes "Please reconsider";
- mes "when you get the chance.";
- break;
- }
- }
- else if(god_eremes > 0 && god_eremes < 4) {
- if(rand(1,10) > 6 && god_eremes == 2) {
- mes "[Rebarev Doug]";
- mes "I wonder how my old";
- mes "comrades are doing now.";
- mes "I can't even remember";
- mes "the last time I saw them...";
- next;
- mes "[Rebarev Doug]";
- mes "Hmm...?";
- mes "Haven't you left";
- mes "to search for them yet?";
- next;
- switch(select("Where should I go?:I am about to leave.:What do you mean by final mission?")) {
- case 1:
- mes "[Rebarev Doug]";
- mes "Well...";
- mes "You should be able";
- mes "find some clue as to";
- mes "where to find them through";
- mes "^0000FFThe Platoon Records^000000 in";
- mes "the Prontera Library.";
- break;
- case 2:
- mes "[Rebarev Doug]";
- mes "Oh, you are...";
- mes "I wonder what they";
- mes "have been doing since";
- mes "our ^0000FFfinal mission^000000...";
- break;
- case 3:
- mes "[Rebarev Doug]";
- mes "Final mission...?";
- mes "Well, I can't recall";
- mes "everything at the moment,";
- mes "but it was the reason why";
- mes "our squad broke up.";
- next;
- mes "[Rebarev Doug]";
- mes "We were a great team.";
- mes "But in the military system,";
- mes "you need to follow the orders";
- mes "of your superiors...";
- next;
- mes "[Rebarev Doug]";
- mes "If only...";
- mes "^660000He^000000 hadn't interfered...";
- next;
- mes "[Rebarev Doug]";
- mes "...";
- next;
- mes "[Rebarev Doug]";
- mes "...";
- mes "......";
- next;
- mes "[Rebarev Doug]";
- mes "Let's not talk about that. What's important that our squad was disbanded because of we failed our final mission. Now, will you please go find ^0000FFThe 3rd Platoon Records^000000 in the Prontera Library for me?";
- set god_eremes,3;
- next;
- mes "[Rebarev Doug]";
- mes "Remember, it might be helpful to ask the librarian for the file with a record on ^660000the 1st squad's final mission^000000.";
- break;
- }
- }
- else {
- mes "[Rebarev Doug]";
- mes "I wonder how my old";
- mes "comrades are doing now.";
- mes "I can't even remember";
- mes "the last time I saw them...";
- next;
- mes "[Rebarev Doug]";
- mes "Hmm...?";
- mes "Haven't you left";
- mes "to search for them yet?";
- next;
- switch(select("Where should I go?:I am about to leave.")) {
- case 1:
- mes "[Rebarev Doug]";
- mes "Well...";
- mes "You should be able";
- mes "find some clue as to";
- mes "where to find them through";
- mes "^0000FFThe 3rd Platoon Records^000000 in";
- mes "the Prontera Library.";
- break;
- case 2:
- mes "[Rebarev Doug]";
- mes "Oh, you are...";
- mes "I wonder what they";
- mes "have been doing since";
- mes "our ^0000FFfinal mission^000000...";
- set god_eremes,2;
- break;
- }
- }
- }
- else if(god_eremes > 3 && god_eremes < 18) {
- mes "[Rebarev Doug]";
- mes "Huh...?";
- mes "The librarian";
- mes "didn't let you";
- mes "read the records?";
- next;
- mes "[Rebarev Doug]";
- mes "He may have responsibility,";
- mes "but at the end of the day, he's just like you and me. You can find some way to convince him to help you, I'm sure.";
- next;
- mes "[Rebarev Doug]";
- mes "Please, I beg you,";
- mes "would you find out";
- mes "what happened to the";
- mes "rest of the 1st Squad?";
- next;
- mes "[Rebarev Doug]";
- mes "Oh...";
- mes "It might be helpful to know that we were the ^660000Crusader Third Company, Third Platoon, First Squad^000000.";
- }
- else if(god_eremes > 17 && god_eremes < 20) {
- if(god_megin_1 > 0 || god_megin_2 > 0 || god_megin_3 > 0 || god_megin_4 > 0 || god_megin_5 > 0 || god_megin_6 > 0) {
- mes "[Rebarev Doug]";
- mes "Oh...";
- mes "So did you meet them?";
- mes "Are they all okay?";
- next;
- mes "^3355FFYou tell Rebarev Doug";
- mes "that although they are";
- mes "suffering from migraines";
- mes "and memory loss, the rest";
- mes "of the 1st Squad is fine.";
- }
- else {
- mes "^3355FFYou tell Rebarev Doug";
- mes "that you have read the";
- mes "3rd Platoon records and";
- mes "explain what you have";
- mes "managed to learn.^000000";
- next;
- mes "[Rebarev Doug]";
- mes "Oh, I'm glad to hear that";
- mes "you were able to read the";
- mes "records! But I don't trust";
- mes "what's written on paper.";
- mes "After all, it may be";
- mes "out of date...";
- next;
- mes "[Rebarev Doug]";
- mes "If it's possible, I hope you can meet the rest of the 1st Squad face to face, so I can know for sure that they're all alright.";
- next;
- mes "[Rebarev Doug]";
- mes "A man's life is too";
- mes "short and his friends";
- mes "are too few. Please find";
- mes "out how my old comrades";
- mes "are doing for me.";
- }
- }
- else if(god_eremes > 19 && god_eremes < 23) {
- mes "[Rebarev Doug]";
- mes "Welcome back~";
- mes "It's been a while since I've last seen you. Have you met the rest";
- mes "of the 1st Squad?";
- next;
- mes "[Rebarev Doug]";
- mes "Hm...?";
- mes "What's that";
- mes "strange look for?";
- next;
- switch(select("Confront Rebarev Doug.:Act unsuspicious.")) {
- case 1:
- mes "^3355FFYou confront Rebarev Doug about the memory problems and migraines of the 1st Squad...^000000";
- next;
- mes "^3355FFThinking about Royal Myst's story and the mentions of Egnigem begin to jumble your thoughts...^000000";
- next;
- mes "[Rebarev Doug]";
- mes "What are you talking about? I don't understand, you're talking about lots of different things at once!";
- next;
- mes "[Rebarev Doug]";
- mes "Don't look at me like that. If you're done speaking, please";
- mes "excuse me and tell me your news some other time.";
- next;
- mes "[Rebarev Doug]";
- mes "I appreciate that you've delivered news of my old comrades to me.";
- mes "Now, I need to continue my research under the command of his Majesty.";
- set god_eremes,21;
- break;
- case 2:
- mes "^3355FFYou keep your suspicions to yourself and tell Rebarev Doug about the members of";
- mes "the 1st Squad.^000000";
- next;
- mes "^3355FFOf course, you withhold some details and only tell him what he seems to want to hear.^000000.";
- next;
- mes "[Rebarev Doug]";
- mes "Great!";
- mes "I'm glad to hear";
- mes "they're doing so well!";
- mes "Ha ha! Hahahahahahaahah!";
- next;
- mes "[Rebarev Doug]";
- mes "I appreciate that you've delivered news of my old comrades to me.";
- mes "Now, I need to continue my research under the command of his Majesty. Once again, thank you for your help.";
- set god_eremes,22;
- break;
- }
- }
- else if(god_eremes > 22 && god_eremes < 25) {
- mes "^3355FFYou confront";
- mes "Rebarev Doug with the";
- mes "information you learned";
- mes "from Egnigem.^000000";
- next;
- mes "^3355FFHowever, he didn't";
- mes "seem the least bit agitated. In fact, he exuded a calmness that makes you feel nervous.^000000";
- next;
- mes "[Rebarev Doug]";
- mes "It's far too late to talk about that, though I feel sorry for you for knowing too much. At this point, there's nothing you can prove.";
- next;
- mes "[Rebarev Doug]";
- mes "Don't you get it?";
- mes "The elite and powerful rule this world. I am untouchable! And the weak and the lowly can rot in hell! Heh heh!";
- next;
- mes "[Rebarev Doug]";
- mes "Do you hate me?";
- mes "Do you really hate me?";
- mes "Take a look at this face.";
- next;
- mes "[Rebarev Doug]";
- mes "This is the";
- mes "face of authority!";
- mes "Go ahead and report me to the judge in charge of all military crimes! He's right behind me!";
- next;
- mes "[Rebarev Doug]";
- mes "If at least 100 people report the same crime, then maybe he'll hold";
- mes "a trial. But do you really want to reveal this to the public?";
- }
- else if(god_eremes > 23 && god_eremes < 26) {
- mes "[Rebarev Doug]";
- mes "I didn't think";
- mes "you'd actually do it.";
- mes "But you'll be sorry later...";
- }
- else {
- mes "[Rebarev Doug]";
- mes "Don't you get it?";
- mes "The elite and powerful rule this world. I am untouchable! And the weak and the lowly can rot in hell! Heh heh!";
- }
- }
- else {
- mes "[Rebarev Doug]";
- mes "You're not fit";
- mes "to even speak to me.";
- mes "Even if you are an adventurer...";
- }
- }
- else {
- mes "[Rebarev Doug]";
- mes "We are Crusaders that have";
- mes "been training in preparation";
- mes "for the Holy War that is to come.";
- next;
- mes "[Rebarev Doug]";
- mes "As our forefathers have";
- mes "done a thousand years ago, we shall vanquish the hordes of Demons when the day comes.";
- }
- close2;
- cutin "god_rebeireb",255;
- end;
-}
-
-prt_castle,48,164,0 script Crusader#God 734,{
- if($God1 > 49 && $God2 < 100) {
- if(god_eremes > 22 && god_eremes < 25) {
- mes "[Max Von Shedough]";
- mes "Welcome, friend!";
- mes "Here in the Prontera Castle, we Crusaders are busily preparing for the Holy War that is to come.";
- next;
- mes "[Max Von Shedough]";
- mes "Let me introduce myself.";
- mes "My name is Max Von Shedough, the military judge! Do you have any business with me?";
- next;
- mes "^3355FFYou handed";
- mes "Max Von Shedough";
- mes "your petition against";
- mes "Rebarev Doug based on";
- mes "your investigation";
- mes "with Egnigem.^000000";
- next;
- mes "[Max Von Shedough]";
- mes "Hm? This is serious.";
- mes "Alright, I will investigate your claim to the best of my ability.";
- next;
- mes "[Max Von Shedough]";
- mes "However, as of now, the petition you've just given me is considered classified information. Please keep this a military secret.";
- set $God2,$God2+1;
- if($God2 == 50) {
- announce "The 2nd seal of [Megingjard] has appeared.",bc_all;
- }
- else if($God1 > 99 && $God2 > 99 && $God3 > 99 && $God4 > 99) {
- announce "Four seals have been released at the same time with the seal of [Megingjard].",bc_all;
- }
- else if($God2 > 99) {
- announce "The 2nd seal of [Megingjard] has been released.",bc_all;
- }
- if(god_eremes == 23) {
- set god_eremes,25;
- }
- else if(god_eremes == 24) {
- set god_eremes,26;
- }
- close;
- }
- else if(god_eremes > 26) {
- mes "[Max Von Shedough]";
- mes "Unfortunately, I'm not sure if it's possible to hold a trial against Rebarev Doug.";
- next;
- mes "[Max Von Shedough]";
- mes "Regrettably, it seems that he still has too much influence. Still, let me assure you that I'll do everything I can...";
- next;
- mes "[Max Von Shedough]";
- mes "But count on me,";
- mes "I'll be doing my";
- mes "best to get him indicted.";
- close;
- }
- else {
- mes "[Max Von Shedough]";
- mes "Welcome, friend!";
- mes "Here in the Prontera Castle, we Crusaders are busily preparing for the Holy War that is to come.";
- next;
- mes "[Max Von Shedough]";
- mes "Let me introduce myself.";
- mes "My name is Max Von Shedough, the military judge! Sadly, even we Crusaders are not immune to corruption...";
- close;
- }
- }
- else {
- mes "[Max Von Shedough]";
- mes "Welcome, friend!";
- mes "Here in the Prontera Castle, we Crusaders are busily preparing for the Holy War that is to come.";
- next;
- mes "[Max Von Shedough]";
- mes "Let me introduce myself.";
- mes "My name is Max Von Shedough,";
- mes "the military judge! Sadly, even we Crusaders are not immune to corruption...";
- close;
- }
-}
-
-prt_in,172,109,0 script A File#megin1 111,{
- if(god_eremes == 12) {
- mes "^3355FFYou have found";
- mes "^660000The 3rd Platoon Records^3355FF!^000000";
- close;
- }
- else if(god_eremes > 6 && god_eremes < 12) {
- if(rand(1,10) > 6 && god_eremes > 6) {
- mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
- set god_eremes,god_eremes+1;
- close;
- }
- else {
- mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
- close2;
- }
- }
- else if(god_eremes < 7) {
- mes "[Librarian Jekan]";
- if(Sex) {
- mes "I'm sorry sir,";
- }
- else {
- mes "I'm sorry ma'am,";
- }
- mes "but special authorization is required to browse that section. Otherwise, it's off limits.";
- close;
- }
- else {
- mes "[Librarian Jekan]";
- mes "W-wait...!";
- mes "That section";
- mes "is off limits!";
- close;
- }
-}
-
-prt_in,170,109,0 script A File#megin2 111,{
- if(god_eremes == 12) {
- mes "You have found ^0000FFThe 3rd Platoon Records^000000!";
- close;
- }
- else if(god_eremes > 6 && god_eremes < 12) {
- if (rand(1,10) > 6 && god_eremes > 6) {
- mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
- set god_eremes,god_eremes+1;
- close;
- }
- else {
- mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
- close;
- }
- }
- else if(god_eremes < 7) {
- mes "[Librarian Jekan]";
- mes "W-wait...!";
- mes "That section";
- mes "is off limits!";
- close;
- }
- else {
- mes "[Librarian Jekan]";
- mes "W-wait...!";
- mes "That section";
- mes "is off limits!";
- close;
- }
-}
-
-prt_in,168,109,0 script A File#megin3 111,{
- if(god_eremes == 12) {
- mes "You have found";
- mes "^0000FFThe 3rd Platoon Records^000000!";
- close;
- }
- else if(god_eremes > 6 && god_eremes < 12) {
- if (rand(1,10) > 6 && god_eremes > 6) {
- mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
- set god_eremes,god_eremes+1;
- close;
- }
- else {
- mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
- close;
- }
- }
- else if(god_eremes < 7) {
- mes "[Librarian Jekan]";
- mes "W-wait...!";
- mes "That section";
- mes "is off limits!";
- close;
- }
- else {
- mes "[Librarian Jekan]";
- mes "W-wait...!";
- mes "That section";
- mes "is off limits!";
- close;
- }
-}
-
-prt_in,169,109,0 script A File#megin4 111,{
- if(god_eremes == 12) {
- mes "You have found ^0000FFThe 3rd Platoon Records^000000!";
- close;
- }
- else if(god_eremes > 6 && god_eremes < 12) {
- if (rand(1,10) > 6 && god_eremes > 6) {
- mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
- set god_eremes,god_eremes+1;
- close;
- }
- else {
- mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
- close;
- }
- }
- else if(god_eremes < 7) {
- mes "[Librarian Jekan]";
- mes "W-wait...!";
- mes "That section";
- mes "is off limits!";
- close;
- }
- else {
- mes "[Librarian Jekan]";
- mes "W-wait...!";
- mes "That section";
- mes "is off limits!";
- close;
- }
-}
-
-prt_in,166,109,0 script A File#megin5 111,{
- if(god_eremes == 12) {
- mes "You have found";
- mes "^0000FFThe 3rd Platoon Records^000000!";
- close;
- }
- else if(god_eremes > 6 && god_eremes < 12) {
- if (rand(1,10) > 6 && god_eremes > 6) {
- mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
- set god_eremes,god_eremes+1;
- close;
- }
- else {
- mes "^3355FFYou see a shelf filled with many files. You begin searching through them, one by one.^000000";
- close;
- }
- }
- else if(god_eremes < 7) {
- mes "[Librarian Jekan]";
- mes "W-wait...!";
- mes "That section";
- mes "is off limits!";
- close;
- }
- else {
- mes "[Librarian Jekan]";
- mes "W-wait...!";
- mes "That section";
- mes "is off limits!";
- close;
- }
-}
-
-prt_in,172,106,0 script Librarian#megin 833,{
- if($God1 > 49 && $God2 < 100) {
- if(god_eremes > 2 && god_eremes < 7) {
- mes "[Librarian Jekan]";
- mes "Ah, please do";
- mes "not touch the files";
- mes "in this section.";
- next;
- mes "[Librarian Jekan]";
- mes "Some of the information";
- mes "here is classified, and it is therefore prohibited by the Prontera Military to browse";
- mes "through them.";
- next;
- mes "[Librarian Jekan]";
- mes "I'm currently in the process of searching for the classified files in that section, so that I can separate it from the information that is public domain.";
- next;
- mes "[Librarian Jekan]";
- mes "I'd highly";
- mes "appreciate it";
- mes "if you ^660000didn't^000000";
- mes "interfere with my work.";
- next;
- mes "[Librarian Jekan]";
- mes "Darn it...!";
- mes "I can't read anything when the light is this dim! It's bad enough my eyes have gone bad...";
- next;
- while(1) {
- switch(select("You have bad eyes?:I want to read some documents.:Let me help you find those files...:What kind of files are you looking for?")) {
- case 1:
- mes "[Librarian Jekan]";
- mes "I've worked";
- mes "under dim light";
- mes "for so long, my eyes have";
- mes "gone bad. They should get me ^0000FFa new light^000000, otherwise I'll go blind sooner or later...";
- if(god_eremes == 5 && ( countitem(2203) > 0 || countitem(1041) > 0 ) ) {
- next;
- mes "[Librarian Jekan]";
- mes "Hey, that's some pretty useful stuff that you've got with you. Do you mind letting me borrow it for a while? It'll help me in finding those files...";
- next;
- switch(select("Yes, I mind!:No, I don't mind.")) {
- case 1:
- mes "[Librarian Jekan]";
- mes "^333333*Sniff*^000000";
- mes "N-never mind...";
- close;
- case 2:
- mes "[Librarian Jekan]";
- mes "Oh, you are so kind!";
- mes "Y-you really do want";
- mes "to help me, don't you?";
- if(countitem(2203) && countitem(1041)) {
- delitem 1041,countitem(1041); //Lantern
- delitem 2203,1; //Spectacles
- }
- else if(countitem(2203)) {
- delitem 2203,1;
- }
- else if(countitem(1041)) {
- delitem 1041,countitem(1041);
- }
- set god_eremes,6;
- next;
- mes "[Librarian Jekan]";
- mes "Thank you...";
- mes "Now I won't have to";
- mes "worry so much about";
- mes "finding that file.";
- next;
- mes "[Librarian Jekan]";
- mes "If it's alright,";
- mes "would you help me";
- mes "look for it...?";
- close;
- }
- }
- else if(god_eremes > 5) {
- next;
- mes "[Librarian Jekan]";
- mes "Thank you...";
- mes "The stuff you let";
- mes "me borrow will really";
- mes "help me in looking for";
- mes "all of those files...";
- }
- break;
- case 2:
- if(god_eremes == 6) {
- mes "[Librarian Jekan]";
- mes "Read some documents?";
- mes "Well, you've come here";
- mes "to the Library. That's";
- mes "a good start.";
- next;
- mes "[Librarian Jekan]";
- mes "Well, as long as";
- mes "you know what kind";
- mes "of document you're";
- mes "looking for, you might";
- mes "be able to find it.";
- next;
- mes "[Librarian Jekin]";
- mes "I've got to find that";
- mes "classified file as soon";
- mes "as I can!";
- close2;
- set god_eremes,7;
- end;
- }
- else {
- mes "[Librarian Jekan]";
- mes "Hmm...?";
- mes "Hey, haven't";
- mes "I told you already?";
- next;
- mes "[Librarian Jekan]";
- mes "The public is prohibited from browsing the files in this section! How many times do I need to repeat myself?";
- close;
- }
- case 3:
- if(god_eremes == 4) {
- mes "[Librarian Jekan]";
- mes "I'd gladly accept your";
- mes "help if it weren't for the fact that I cannot allow classified information to be released to the public.";
- next;
- mes "[Librarian Jekan]";
- mes "I have no idea how something so important was shuffled into the files here in Prontera Library, but we can't allow the public to access it.";
- next;
- mes "[Librarian Jekan]";
- mes "Still, that file doesn't seem to be that important, but I still have to waste my time on finding it...";
- next;
- mes "[Librarian Jekan]";
- mes "Damn, my eyes are sore.";
- mes "Working as a government official is easy except for the times when the beaucrats make you do stuff like this.";
- set god_eremes,5;
- }
- else if(god_eremes > 4) {
- mes "[Librarian Jekan]";
- mes "I think I'm going to go";
- mes "insane looking for this file...!";
- next;
- mes "[Librarian Jekan]";
- mes "Huh...?";
- mes "Did you just say";
- mes "that you wanted to";
- mes "help me? I-I'd appreciate it.";
- }
- else {
- mes "[Librarian Jekan]";
- mes "Um, you're not even";
- mes "supposed to know what";
- mes "kind of file I'm looking for. Even if you did, I'm not allowed to show you what's inside!";
- close;
- }
- break;
- case 4:
- mes "[Librarian Jekan]";
- mes "Hmm. I'm not really allowed to disclose any information related to that file. I'm sorry about that.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "But isn't";
- mes "the file about...";
- input @str$;
- mes "^0000FF" + @str$ + "?";
- next;
- if (@str$ == "the 1st squad's final mission") {
- mes "[Librarian Jekan]";
- mes "Hmm...?";
- mes "How did you";
- mes "know about that?";
- set god_eremes,4;
- }
- else {
- mes "[Librarian Jekan]";
- mes "Errmmm...";
- mes "I don't think so....?";
- }
- }
- }
- }
- else if(god_eremes == 2) {
- mes "[Librarian Jekan]";
- mes "Ah, please do not touch the files in this section. Usually, it's public domain but it seems that a classified file managed to get misplaced there.";
- next;
- mes "[Librarian Jekan]";
- mes "For now, I cannot let anyone without special authorization to look through that section. I must find that file and send it to the Prontera military as soon as I can.";
- next;
- mes "[Librarian Jekan]";
- mes "Ergh! This light isn't bright enough for my eyes. They're starting to get sore again...";
- next;
- mes "[Librarian Jekan]";
- mes "So what brings you here? If you're looking for something in particular, you should try another section.";
- next;
- switch(select("I want to read some documents.:Do you have bad eyes?:Let me help you to find the files.:What kind of files are you looking for?")) {
- case 1:
- mes "[Librarian Jekan]";
- mes "I told you already! The files in this section aren't open to the public right now! Don't make me repeat myself!";
- close;
- case 2:
- mes "[Librarian Jekan]";
- mes "Since I have worked under a dim light for a long time, my eyes have gone bad.";
- mes "They should get me a new light, otherwise I will be gone blind sooner or later...";
- close;
- case 3:
- mes "[Librarian Jekan]";
- mes "Um? How do you know what file I am looking for?";
- mes "You don't even know what is written inside?";
- mes "Stop interrupting me, leave!";
- close;
- case 4:
- mes "[Librarian Jekan]";
- mes "Hmm... I am not supposed to reveal anything related to the file.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Isn't the file...";
- input @str$;
- mes "[" + strcharinfo(0) + "]";
- mes "^0000FF" + @str$ + "?";
- next;
- mes "[Librarian Jekan]";
- mes "Maybe...";
- mes "Maybe not~";
- close;
- }
- }
- else if(god_eremes > 6 && god_eremes < 12) {
- if(rand(1,10) > 4) {
- mes "[Librarian Jekan]";
- mes "Hmm? So did you find it? I've been searching for that file for a long time, but I haven't been able to find it.";
- next;
- mes "[Librarian Jekan]";
- mes "I'll go ahead and search the right side, so do you think you could search the left?";
- }
- else {
- mes "[Librarian Jekan]";
- mes "Did you find it yet? All this time, and I still haven't been able to dig up that file.";
- next;
- mes "[Librarian Jekan]";
- mes "I'll go ahead and check the left side, so would you look for it in the middle or the right side?";
- }
- }
- else if(god_eremes == 12) {
- mes "[Librarian Jekan]";
- mes "Ah! There it is!";
- mes "Thank you so much!";
- mes "I'm glad to see that there are still kind and thoughtful people like you in the world.";
- next;
- mes "[Librarian Jekan]";
- mes "I really want to give you something to show you my gratitude, but I've got to send this back to the Prontera Military right away.";
- next;
- select("I want to read the document.");
- mes "[Librarian Jekan]";
- mes "Oh, right, you mentioned that, didn't you? It doesn't seem seem";
- mes "so important, but I'm not really quite sure...";
- next;
- mes "[Librarian Jekan]";
- mes "Well, it couldn't hurt if I made a copy of this first for you to read, but I'll need some materials.";
- next;
- mes "[Librarian Jekan]";
- mes "I'll even cast the";
- mes "Search Magic on it, so that it'll be just like the original. All right, I need the following things to make a copy...";
- next;
- mes "[Librarian Jekan]";
- mes "2 Slick Paper,";
- mes "1 Oil Paper,";
- mes "3 Squid Ink,";
- mes "3 Feather of Birds and";
- mes "20 Blue Gemstones.";
- next;
- mes "[Librarian Jekan]";
- mes "Please get those as soon as possible, and I'll be here making the other preparations to make a copy.";
- next;
- mes "[Librarian Jekan]";
- mes "Also, I'll keep this copy in the Library for you to read, and to prevent it from being leaked to the public. So you'll have to come visit each time you wish to read it, okay?";
- next;
- mes "[Librarian Jekan]";
- mes "Okay, now...";
- mes "Come back here";
- mes "as soon as you can.";
- set god_eremes,13;
- close;
- }
- else if(god_eremes == 13) {
- if(countitem(7111) > 1 && countitem(7151) && countitem(1024) > 2 && countitem(916) > 2 && countitem(717) > 19) {
- mes "[Librarian Jekan]";
- mes "Oh, you came back.";
- mes "I didn't expect you to return here so quickly. Whatever's inside must be really important for you to know.";
- next;
- mes "[Librarian Jekan]";
- mes "Anyway, please";
- mes "give me a moment";
- mes "while I make that";
- mes "copy for you.";
- delitem 7111,2; //Smooth_Paper
- delitem 7151,1; //Oil_Paper
- delitem 1024,3; //Chinese_Ink
- delitem 916,3; //Feather_Of_Birds
- delitem 717,20; //Blue_Gemstone
- set god_eremes,14;
- next;
- mes "[Librarian Jekan]";
- mes "Alright then...";
- mes "I'll see you in a bit.";
- close;
- }
- else {
- mes "[Librarian Jekan]";
- mes "Have you forgotten";
- mes "what you need to make";
- mes "a copy? Alright, let me";
- mes "tell you again...";
- next;
- mes "[Librarian Jekan]";
- mes "2 Slick Paper,";
- mes "1 Oil Paper,";
- mes "3 Squid Ink,";
- mes "3 Feather of Birds and";
- mes "20 Blue Gemstones.";
- next;
- mes "[Librarian Jekan]";
- mes "Please come";
- mes "back with those items";
- mes "as soon as you can.";
- close;
- }
- }
- else if(god_eremes > 13 && god_eremes < 16) {
- if(rand(1,10) > 4) {
- mes "[Librarian Jekan]";
- mes "Let me go over and review the document before I make a copy...";
- }
- else {
- mes "[Librarian Jekan]";
- mes "Let me go over and review the document before I make a copy...";
- set god_eremes,god_eremes+1;
- }
- close;
- }
- else if(god_eremes == 16) {
- mes "[Librarian Jekan]";
- mes "There you go. As I thought, the document didn't seem to contain any crucially important data.";
- next;
- mes "[Librarian Jekan]";
- mes "Just remember, this copy needs to stay in the Prontera Library. That means you have to come back if you need to read the document again.";
- set god_eremes,17;
- close;
- }
- else if(god_eremes > 16) {
- mes "[Librarian Jekan]";
- mes "Welcome, my friend!";
- mes "So, what do you need today?";
- next;
- while(1) {
- switch(select("Record Search.:Quit searching.:Search Help:Converse.")) {
- case 1:
- mes "^663300- Search Magic Initiated -";
- mes "- Please enter a keyword. -";
- mes " ";
- mes "*Search Magic is";
- mes " case sensitive.";
- mes "Please do not use";
- mes "capital letters.^000000";
- next;
- input .@input$;
- if (compare(.@input$,"crusader") == 1) {
- mes "^663300[Keyword: ^996633Crusader^663300]";
- mes "Crusaders are warriors preparing for the upcoming Holy War against Evil. Experienced swordsmen, usually with remarkable spiritual prowess.^000000";
- close2;
- if (compare(.@input$,"3rd_company") == 1) {
- mes "^663300[Keyword: ^9966333rd Company^663300]";
- mes "Only the best Crusaders are selected to form the ranks of all squads in the 3rd Company. Most transfer records for 3rd Company Squads are unavailable.^000000";
- next;
- mes "^663300[Keyword: ^9966333rd Company^663300]";
- mes "The 1st Squad of the 3rd Platoon is an exception, as all members retired or were transferred to other forces. More specific information can be found by searching ^9966333rd Platoon^663300.";
- close2;
- if (compare(.@input$,"3rd_platoon") == 1) {
- mes "^663300[Keyword: ^9966333rd Platoon^663300]";
- mes "The 3rd Platoon is considered the elite force in the 3rd Company. Only records for the 1st Squad in the 3rd Platoon currently exist due to special circumstances.^000000";
- next;
- mes "^663300[Keyword: ^9966333rd Platoon^663300]";
- mes "More specific information can be found by searching ^9966331st Squad^663300.";
- close2;
- if (compare(.@input$,"1st_squad") == 1) {
- mes "^663300[Keyword: ^9966331st Squad^663300]";
- mes "1st Squad.";
- mes "Complete";
- mes "Member Roster";
- mes "...^000000";
- next;
- mes "^663300[Keyword: ^9966331st Squad^663300]";
- mes "^0000FF : Rebarev Doug";
- mes " : Jack O";
- mes " : Zan.Huadoku";
- mes " : Cuaque Donon";
- mes " : Emma Searth";
- mes " : Royal Myst";
- mes " : The Nineball^000000";
- if (god_eremes == 17) {
- set god_eremes,18;
- }
- close2;
- if (compare(.@input$,"record") == 1) {
- mes "^663300[Keyword: ^9966331st Squad Record^663300]";
- mes "The 1st Squad was famous as the most skilled search party within the Crusaders. However, it was disbanded as a result of its final mission.^000000";
- next;
- mes "^663300[Keyword: ^9966331st Squad Record^663300]";
- mes "The 1st Squad was secretly";
- mes "assigned by the royal court to find and acquire ^996633godly artifacts^663300.";
- mes "However, the mission failed due to a factional dispute caused by one member's act of insubordination.^000000";
- next;
- mes "^663300[Keyword: ^9966331st Squad Record^663300]";
- mes "The member guilty of insubordination was dropped from the squad during this mission. However, his actions were enough to result in the failure of the 1st Squad's final mission.^000000";
- next;
- mes "^663300[Keyword: ^9966331st Squad Record^663300]";
- mes "Due to this disgraceful incident, the 1st Squad was disbanded and";
- mes "its members have been sent to disciplinary retraining for 3 months.";
- next;
- mes "^663300[Keyword: ^9966331st Squad Record^663300]";
- mes "Most of the members of the 1st Squad were transferred to other squads or retired. Their former leader, Rebarev Doug, is currently in charge of researching godly artifacts under royal edict.^000000";
- close2;
- if (god_eremes == 18) {
- set god_eremes,19;
- }
- }
- }
- else {
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "- No result has been found.-";
- close2;
- }
- }
- }
- else if(compare(.@input$,"3rd_platoon") == 1) {
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "Each Company consists";
- mes "of 4 Platoons. Please";
- mes "specify Company.^000000";
- next;
- close2;
- }
- else if(compare(.@input$,"1st_squad") == 1) {
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "The 1st Squad : Crusaders.";
- mes "Each platoon consists of 4 squads. Please specify Company and Platoon for information on a specific squad.^000000";
- close2;
- }
- else if(compare(.@input$,"record") == 1) {
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "- No result has been found.-";
- close2;
- }
- else {
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "-search with a keyword : "+.@input$+" -";
- mes "- No result has been found.-";
- close2;
- }
- }
- else if (compare(.@input$,"3rd_company") == 1) {
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "^663300[Keyword: ^9966333rd Company^663300]";
- mes "Only the best Crusaders are selected to form the ranks of all squads in the 3rd Company. Most transfer records for 3rd Company Squads are unavailable.^000000";
- next;
- mes "^663300[Keyword: ^9966333rd Company^663300]";
- mes "The 1st Squad of the 3rd Platoon is an exception, as all members retired or were transferred to other forces. More specific information can be found by searching ^9966333rd Platoon^663300.";
- close2;
- if (compare(.@input$,"3rd_platoon") == 1) {
- mes "^663300[Keyword: ^9966333rd Platoon^663300]";
- mes "The 3rd Platoon is considered the elite force in the 3rd Company. Only records for the 1st Squad in the 3rd Platoon currently exist due to special circumstances.^000000";
- next;
- mes "^663300[Keyword: ^9966333rd Platoon^663300]";
- mes "More specific information can be found by searching ^9966331st Squad^663300.";
- close2;
- if (compare(.@input$,"1st_squad") == 1) {
- mes "^663300[Keyword: ^9966331st Squad^663300]";
- mes "1st Squad.";
- mes "Complete";
- mes "Member Roster";
- mes "...^000000";
- next;
- mes "^663300[Keyword: ^9966331st Squad^663300]";
- mes "^0000FF : Rebarev Doug";
- mes " : Jack O";
- mes " : Zan.Huadoku";
- mes " : Cuaque Donon";
- mes " : Emma Searth";
- mes " : Royal Myst";
- mes " : The Nineball^000000";
- close2;
- if (god_eremes == 17) {
- set god_eremes,18;
- }
- if (compare(.@input$,"record") == 1) {
- mes "^663300[Keyword: ^9966331st Squad Record^663300]";
- mes "The 1st Squad was famous as the most skilled search party within the Crusaders. However, it was disbanded as a result of its final mission.^000000";
- next;
- mes "^663300[Keyword: ^9966331st Squad Record^663300]";
- mes "The 1st Squad was secretly";
- mes "assigned by the royal court to find and acquire ^996633godly artifacts^663300.";
- mes "However, the mission failed due to a factional dispute caused by one member's act of insubordination.^000000";
- next;
- mes "^663300[Keyword: ^9966331st Squad Record^663300]";
- mes "The member guilty of insubordination was dropped from the squad during this mission. However, his actions were enough to result in the failure of the 1st Squad's final mission.^000000";
- next;
- mes "^663300[Keyword: ^9966331st Squad Record^663300]";
- mes "Due to this disgraceful incident, the 1st Squad was disbanded and";
- mes "its members have been sent to disciplinary retraining for 3 months.";
- next;
- mes "^663300[Keyword: ^9966331st Squad Record^663300]";
- mes "Most of the members of the 1st Squad were transferred to other squads or retired. Their former leader, Rebarev Doug, is currently in charge of researching godly artifacts under royal edict.^000000";
- close2;
- if (god_eremes == 18) {
- set god_eremes,19;
- }
- }
- }
- else {
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "- No result has been found.-";
- close2;
- }
- }
- }
- else if(compare(.@input$,"3rd_platoon") == 1) {
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "The 3rd Platoon : ";
- mes "- No result has been found.-";
- mes "- Suggested to enter a more specific keyword.-";
- close2;
- }
- else if(compare(.@input$,"1st_squad") == 1) {
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "The 3rd Company : ";
- mes "- No result has been found.-";
- mes "- Suggested to enter a more specific keyword.-";
- close2;
- }
- else if((compare(.@input$,"record") == 1) && (god_eremes > 17)) {
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "- No result has been found.-";
- mes "- Suggested to enter a specific name of the force for a better research.-";
- next;
- close2;
- }
- else if(compare(.@input$,"rebarev_doug") == 1) {
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "Former leader of";
- mes "3rd Company, 3rd Platoon,";
- mes "1st Squad. Serves as instructor of Crusader Boot Camp and is currently";
- mes "conducting research by royal edict.^000000";
- next;
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "Current location:";
- mes "^996633Prontera Castle, Prontera^663300.^000000";
- close2;
- }
- else if(compare(.@input$,"egnigem") == 1) {
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "^FF0000Prohibited Search Term!^000000";
- close2;
- }
- else if(compare(.@input$,"zan.huadoku") == 1) {
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "Former member of";
- mes "3rd Company, 3rd Platoon";
- mes "1st Squad. Serving as weapon quartermaster since disbanding";
- mes "of 1st Squad.";
- next;
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "Current location:";
- mes "^996633Blacksmith Guild, Geffen^663300.^000000";
- close2;
- }
- else if(compare(.@input$,"cuaque_donon") == 1) {
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "Former member of";
- mes "3rd Company, 3rd Platoon";
- mes "1st Squad. Retired from service";
- mes "and now works at an Inn.";
- next;
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "Current location:";
- mes "^996633Inn, Morroc^663300.^000000";
- close2;
- }
- else if(compare(.@input$,"jack_o") == 1) {
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "Former member of";
- mes "3rd Company, 3rd Platoon";
- mes "1st Squad. Serving as recruiting officer since disbanding of 1st Squad.";
- next;
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "Current location:";
- mes "^996633Alberta Port^663300.^000000";
- close2;
- }
- else if(compare(.@input$,"emma_searth") == 1) {
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "Former member of";
- mes "3rd Company, 3rd Platoon";
- mes "1st Squad. Retired since";
- mes "disbanding of 1st Squad.";
- next;
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "Current location:";
- mes "^996633Al De Baran^663300.^000000";
- close2;
- }
- else if(compare(.@input$,"royal_myst") == 1) {
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "Former member of";
- mes "3rd Company, 3rd Platoon";
- mes "1st Squad. Current duty is unknown.";
- next;
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "Current location:";
- mes "^996633Casino, Comodo^663300.^000000";
- close2;
- }
- else if(compare(.@input$,"the_nineball") == 1) {
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "Former member of";
- mes "3rd Company, 3rd Platoon";
- mes "1st Squad. Serves as security officer since disbanding of 1st Squad.";
- next;
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "Current location:";
- mes "^996633Tavern, Jawaii^663300.^000000";
- close2;
- }
- else {
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "^663300[Keyword: ^996633"+.@input$+"^663300]";
- mes "No result has been found.";
- close2;
- }
- break;
- case 2:
- mes "^663300- Search Magic -";
- mes "- is being shut down. -^000000";
- next;
- mes "^663300- ... -^000000";
- next;
- mes "^663300- ... -^000000";
- mes "^663300- ... -^000000";
- next;
- mes "^663300- Search Magic -";
- mes "- Deactivated. -^000000";
- close;
- case 3:
- mes "[Librarian Jekan]";
- mes "Well...";
- mes "This is a pretty";
- mes "obsolete version";
- mes "of Search Magic,";
- mes "so I understand if";
- mes "it's giving you trouble.";
- next;
- mes "[Librarian Jekan]";
- mes "Now...";
- mes "First, if you're going to enter a single search term, like someone's name, you would enter '^660000lee_hester^000000' if you were looking up 'Lee Hester.'";
- next;
- mes "[Librarian Jekan]";
- mes "Don't use any";
- mes "capital letters!";
- mes "And use underscores to";
- mes "indicate spaces between first and last names and within military unit names.";
- next;
- mes "[Librarian Jekan]";
- mes "For example, the Fourth Company would be entered as ^6600004th_company^000000. Now... bear with me.";
- next;
- mes "[Librarian Jekan]";
- mes "If you're looking for information on a specific squad, you need to know the Platoon and Company it falls under.";
- next;
- mes "[Librarian Jekan]";
- mes "For example, if you wanted to look up the Crusader 4th Squad of the 4th Platoon of the 4th Company, you would input...";
- next;
- mes "[Librarian Jekan]";
- mes "'^660000crusader 4th_company 4th_platoon 4th_squad record^000000' all in one line exactly like that. I hope this helps you in your search...";
- next;
- break;
- case 4:
- mes "[Librarian Jekan]";
- mes "You can tell our";
- mes "government doesn't";
- mes "really know how to";
- mes "allocate its funds";
- mes "and resources.";
- next;
- mes "[Librarian Jekan]";
- mes "First, there's Jawaii.";
- mes "Do newlyweds really need";
- mes "an entire island for themselves? Then again, I am single so I'm probably biased.";
- next;
- mes "[Librarian Jekan]";
- mes "And look at me.";
- mes "Geniuses aren't supposed to waste their precious time doing useless things for libraries!";
- close;
- }
- }
- }
- else {
- mes "[Librarian Jekan]";
- mes "Ah, please do not touch any books in that section. ...I'm sure there's nothing there that could be useful to you.";
- next;
- switch(select("Ignore him and check books.:Step back.")) {
- case 1:
- mes "[Librarian Jekan]";
- mes "Hey...!";
- mes "I thought I said";
- mes "not to touch those!";
- close2;
- warp "prontera",120,264;
- end;
- case 2:
- mes "[Librarian Jekan]";
- mes "Thank you. Feel";
- mes "free to browse through";
- mes "the other sections.";
- next;
- mes "[Librarian Jekan]";
- mes "It's really nice to have visitors in the Library, especially when so many people don't read books nowadays.";
- close;
- }
- }
- }
- else {
- mes "[Librarian Jekan]";
- mes "Ah, please do not";
- mes "touch any books in";
- mes "that section. There's";
- mes "nothing useful over in";
- mes "that section anyway.";
- next;
- switch(select("Ignore him and check books.:Step back.")) {
- case 1:
- mes "[Librarian Jekan]";
- mes "I told you...!";
- mes "Don't touch";
- mes "the books here!";
- close2;
- warp "prontera",120,264;
- end;
- case 2:
- mes "[Librarian Jekan]";
- mes "Thank you. Feel";
- mes "free to browse through";
- mes "the other sections.";
- next;
- mes "[Librarian Jekan]";
- mes "It's really nice to have visitors in the Library, especially when so many people don't read books nowadays.";
- close;
- }
- }
- close;
-}
-
-geffen_in,109,161,3 script Crusader#God1 751,{
- if($God1 > 49 && $God2 < 100) {
- if(god_eremes > 17 && god_megin_1 < 2) {
- mes "[Zan.Huadoku]";
- mes "^333333*Phew...*^000000";
- mes "This work is really getting to me. Going on a mission with my war buddies sounds a lot better than this.";
- next;
- mes "[Zan.Huadoku]";
- mes "At least in those days, I felt like I was actually doing something useful!";
- next;
- mes "[Zan.Huadoku]";
- mes "Hey...";
- mes "Can I help you";
- mes "with anything?";
- next;
- switch(select("Ask him about the 1st Squad.:Ask him how he's been doing.:Ask him about the 1st Squad's last mission.")) {
- case 1:
- if(god_eremes == 18) {
- mes "[Zan.Huadoku]";
- mes "Yeah, I was a member of the 1st Squad in the 3rd Platoon a long time ago. How did you know that?";
- next;
- mes "[Zan.Huadoku]";
- mes "I miss the guys back in the squad. I wonder how our leader's been doing recently...";
- next;
- mes "^3355FFYou tell Zan about Rebarev Doug, and about how he is now an instructor for Crusader Boot Camp. He seems to be absorbed in his thoughts of the past.^000000";
- close;
- }
- else if(god_eremes > 18) {
- mes "[Zan.Huadoku]";
- mes "Yeah, I was a member of the 1st Squad in the 3rd Platoon a long time ago. How did you know that?";
- next;
- mes "[Zan.Huadoku]";
- mes "I miss the guys back in the squad. I wonder how our leader's been doing recently...";
- next;
- mes "^3355FFYou tell Zan about Rebarev Doug, and about how he is now an instructor for Crusader Boot Camp. He seems to be absorbed in his thoughts of the past.^000000";
- next;
- mes "[Zan.Huadoku]";
- mes "...";
- mes "......";
- next;
- mes "[Zan.Huadoku]";
- mes "Before we went out on our last mission, the seven of us were like brothers and sisters. If ^FF0000he^000000 didn't disobey the order, we'd still be together today.";
- next;
- mes "[Zan.Huadoku]";
- mes "Wait...";
- mes "What was his name...?";
- mes "There's no way I could forget something like that...";
- next;
- mes "[Zan.Huadoku]";
- mes "H-how can I not";
- mes "remember his name!";
- mes "He's the reason";
- mes "my life is...!";
- next;
- mes "[Zan.Huadoku]";
- mes "^333333*Groan...*^000000";
- mes "I.... My head...";
- mes "My head hurts...";
- next;
- mes "[Zan.Huadoku]";
- mes "^3355FFZan looks very confused and his eyes begin to glaze with a dazed look. You try speaking to him again, but he doesn't respond at all.^000000";
- if(!god_megin_1) {
- set god_megin_1,1;
- }
- close;
- }
- case 2:
- mes "[Zan.Huadoku]";
- mes "How am I been doing?";
- mes "Well, I work for the Blacksmith Guild, picking out good weapons";
- mes "to supply the Crusaders.";
- next;
- mes "[Zan.Huadoku]";
- mes "Sometimes, I get really";
- mes "bored with what I'm doing. I keep trying to convince myself that my job's important to future Crusaders, but...";
- next;
- mes "[Zan.Huadoku]";
- mes "You know what?";
- mes "A lot of people have been asking me weird questions about me recently. I feel like I'm getting spied on, but maybe I'm just getting paranoid.";
- close;
- case 3:
- if(god_eremes == 18) {
- mes "[Zan.Huadoku]";
- mes "Yeah, on our";
- mes "final mission...";
- next;
- mes "[Zan.Huadoku]";
- mes "Final...? What the? I know it happened, but for some reason, all I can envision is a complete blank when I try to think about it.";
- next;
- mes "[Zan.Huadoku]";
- mes "I...";
- mes "I guess I need something to remind me? I know it happened, but... I'm so confused.";
- next;
- mes "^3355FFZan seems to be having a very difficult time recalling that specific memory of his past.^000000";
- close;
- }
- else if(god_eremes > 18 && god_megin_1 > 0) {
- mes "[Zan.Huadoku]";
- mes "The last mission...";
- next;
- mes "[Zan.Huadoku]";
- mes "Umm...";
- mes "Huh. I don't";
- mes "remember anything.";
- mes "That's weird. Maybe";
- mes "I need a bit of a clue?";
- next;
- mes "^3355FFZan.Huadoku seemed to";
- mes "have a hard time remembering what had happened in the past. You begin to share with him what you had read in the library about the 1st Squad...^000000";
- next;
- mes "...";
- next;
- mes "...";
- mes "......";
- next;
- mes ".....";
- next;
- mes "[Zan.Huadoku]";
- mes "Y-yeah that's right! And then three days after we started the mission, we found some kind of...";
- next;
- mes "[Zan.Huadoku]";
- mes "Well, I'm not sure what it was. But we found an ^0000FFunknown fragment^000000 that was a sign from God! And then...!";
- next;
- mes "[Zan.Huadoku]";
- mes "And then...";
- mes "Oh. Oh God.";
- mes "I can't remember...";
- next;
- mes "[Zan.Huadoku]";
- mes "I can't think about anything further than that. I can't even remember what we found. But I'm sure it was damned important.";
- next;
- mes "^3355FFZan stood still in silence, with a pained look on his face.^000000";
- if(god_megin_1 == 1) {
- set god_megin_1,2;
- }
- close;
- }
- else {
- mes "[Zan.Huadoku]";
- mes "The last mission...";
- next;
- mes "[Zan.Huadoku]";
- mes "Umm...";
- mes "Huh. I don't";
- mes "remember anything.";
- mes "That's weird. Maybe";
- mes "I need a bit of a clue?";
- close;
- }
- }
- }
- else if(god_megin_1 > 1 && god_megin_1 < 3) {
- mes "...";
- next;
- mes "...";
- mes ".....";
- next;
- mes "[Zan.Huadoku]";
- mes "Y-yeah that's right! And then three days after we started the mission, we found some kind of...";
- next;
- mes "[Zan.Huadoku]";
- mes "Well, I'm not sure what it was. But we found an ^0000FFunknown fragment^000000 that was a sign from God! And then...!";
- next;
- mes "[Zan.Huadoku]";
- mes "And then...";
- mes "Oh. Oh God.";
- mes "I can't remember...";
- next;
- mes "[Zan.Huadoku]";
- mes "I can't think about anything further than that. I can't even remember what we found. Three months after that all happened, I've had these head problems...";
- next;
- mes "^3355FFZan stood still in silence, with a pained look on his face.^000000";
- set god_megin_1,3;
- close;
- }
- else if(god_megin_1 > 2) {
- mes "^3355FFGrabbing his head,";
- mes "tearing his hair and writhing in Agony, Zan kept repeating the same words over and over again...^000000";
- next;
- mes "[Zan.Huadoku]";
- mes "3 days later!";
- mes "We f-found some ^0000FFfragment^000000!";
- mes "It was G-God's sign! But why";
- mes "can't I remember?! Why?!";
- close;
- }
- else {
- mes "[Zan.Huadoku]";
- mes "Hey yo.";
- mes "Can I help you?";
- close;
- }
- }
- else {
- mes "[Zan.Huadoku]";
- mes "Good day!";
- mes "Do you know the";
- mes "importance of supply?";
- next;
- switch(select("No.:Yes!")) {
- case 1:
- mes "[Zan.Huadoku]";
- mes "Any military force or party needs their supplies to be replenished if they are to continue battling for a prolonged period of time.";
- next;
- mes "[Zan.Huadoku]";
- mes "For instance, let's say your group go on hunting without a healer. In this case, everyone would consume health restoration items, like potions.";
- next;
- mes "[Zan.Huadoku]";
- mes "Since you can only carry so many items at once, you'll eventually run out of potions.";
- next;
- mes "[Zan.Huadoku]";
- mes "But if one of your party members traveled between town and the hunting area, he could supply your party with new healing items.";
- next;
- mes "[Zan.Huadoku]";
- mes "Supplying your party in this way would let you hunt with less worry. For that duty, the Merchant class would be the best by using their Carts.";
- next;
- mes "[Zan.Huadoku]";
- mes "I suppose that's why I'm working here in the Blacksmith Guild. As weapon quartermaster, I'm obligated to provide supplies for the Crusader forces.";
- next;
- mes "[Zan.Huadoku]";
- mes "The Blacksmiths in this guild also help me provide high quality weapons for the Crusades as well.";
- next;
- mes "[Zan.Huadoku]";
- mes "If you happen to run out of health items while hunting, why don't you ask a Merchant for help?";
- next;
- mes "[Zan.Huadoku]";
- mes "Most likely, they will have some spare items and would be willing to share with you if you ask nicely enough.";
- next;
- mes "[Zan.Huadoku]";
- mes "I hope to see you later again! May Odin protect you on your journeys.";
- close;
- case 2:
- mes "[Zan.Huadoku]";
- mes "Oh...";
- mes "Well then.";
- mes "In that case.";
- next;
- mes "[Zan.Huadoku]";
- mes "Let me tell you about some useful knowledge I learned while working with the Blacksmiths.";
- next;
- mes "[Zan.Huadoku]";
- mes "A Blacksmith character's forging skills are affected by the DEX and LUK stats. DEX and LUK also affect the item creation skills for Alchemists.";
- next;
- mes "[Zan.Huadoku]";
- mes "Since I've been staying here in the Blacksmith guild, I'm trying to better understand Blacksmiths and develop a deeper appreciation of their work.";
- next;
- mes "[Zan.Huadoku]";
- mes "Alright then...";
- mes "Take it easy.";
- close;
- }
- }
-}
-
-morocc_in,146,179,0 script Employee#megin1 66,{
- if($God1 > 49 && $God2 < 100) {
- if(god_eremes > 17 && god_megin_2 < 1) {
- mes "^3355FFThe Inn Employee";
- mes "eyes you suspiciously.^000000";
- next;
- mes "[Inn Employee]";
- mes "Excuse me.";
- mes "How can I help you?";
- mes "Are you looking for";
- mes "someone...?";
- next;
- input @str$;
- if (@str$ == "Cuaque Donon" || @str$ == "Cuaque" || @str$ == "Donon") {
- mes "[" + strcharinfo(0) + "]";
- mes "Do you happen to know a person named " + @str$ + " ...?";
- if (god_eremes == 18) {
- mes "[Inn Employee]";
- mes "I don't think";
- mes "I know that person.";
- mes "I guess that guy left";
- mes "before I started working";
- mes "here, maybe?";
- close;
- }
- else if(god_eremes > 18) {
- next;
- mes "^3355FFOnce you said that name, she immediately drew closer to you";
- mes "and began speaking in a low, threatening tone.^000000";
- next;
- mes "[Scary Inn Employee]";
- mes "Who the hell are you?";
- mes "If you try anything funny,";
- mes "I'll rip your heart out!";
- mes "Why are you so curious?!";
- mes "Are you one of them?!";
- next;
- switch(select("Rebarev Doug sent me!:Wait, is he in hiding?:Just... curious.")) {
- case 1:
- if(rand(1,10) > 3) {
- mes "[Ms. Scary Inn Employee]";
- mes "Rebarev Doug...?!";
- mes "That old coot must be afraid";
- mes "of the rumors we're spreading around. Is already deperate enough to send his men?!";
- next;
- mes "[Ms. Scary Inn Employee]";
- mes "But...";
- mes "I'm not in the mood";
- mes "to guide you over to";
- mes "Cuaque Donon...";
- next;
- mes "^3355FFThe Inn Employee";
- mes "knocks you out~^000000";
- close2;
- percentheal -100,0;
- end;
- }
- else {
- mes "[Ms. Scary Inn Employee]";
- mes "Rebarev Doug...?!";
- mes "That old coot must be afraid";
- mes "of the rumors we're spreading around. Is already deperate enough to send his men?!";
- next;
- mes "[Ms. Scary Inn Employee]";
- mes "Hmm...";
- mes "It might not be a bad idea to let someone like you talk to Cuaque Donon. You don't seem like the bad sort...";
- next;
- mes "[Ms. Scary Inn Employee]";
- mes "But you only get a hint,";
- mes "and I'm saying it just once...";
- mes "^0000FFAragham never hoarded";
- mes "upgrade items.^000000";
- set god_megin_2,1;
- close;
- }
- case 2:
- if(rand(1,10) > 4) {
- mes "[Ms. Scary Inn Employee]";
- mes "Right.";
- mes "If you're here";
- mes "looking for him,";
- mes "you definitely know";
- mes "why he's hiding.";
- next;
- mes "[Ms. Scary Inn Employee]";
- mes "How dare you...";
- mes "How dare you play";
- mes "dumb with me?!";
- next;
- mes "^3355FFThe Inn Employee";
- mes "knocks you out~^000000";
- close2;
- percentheal -100,0;
- }
- else {
- mes "[Ms. Scary Inn Employee]";
- mes "Right.";
- mes "If you're here";
- mes "looking for him,";
- mes "you definitely know";
- mes "why he's hiding.";
- next;
- mes "[Ms. Scary Inn Employee]";
- mes "Well, maybe not.";
- mes "Who knows what kind";
- mes "of friends Cuaque made";
- mes "when he was a Crusader.";
- mes "Alright, but listen...";
- next;
- mes "[Ms. Scary Inn Employee]";
- mes "I'm only giving";
- mes "you this hint once...";
- mes "^0000FFAragham never hoarded";
- mes "upgrade items.^000000";
- set god_megin_2,1;
- close;
- }
- case 3:
- if (rand(1,10) > 3) {
- mes "[Ms. Scary Inn Employee]";
- mes "Just curious?";
- mes "Huh. You've got a lot of nerve, don't you? I'm sorry to tell you this but...";
- next;
- mes "[Ms. Scary Inn Employee]";
- mes "I'm not in the mood";
- mes "to guide you over to";
- mes "Cuaque Donon...";
- mes "Heh heh heh...";
- next;
- mes "^3355FFThe Inn Employee";
- mes "knocks you out~^000000";
- close2;
- percentheal -100,0;
- end;
- }
- else {
- mes "[Ms. Scary Inn Employee]";
- mes "Just curious?";
- mes "Huh. You've got a lot of nerve, don't you? I'm sorry to tell you this but...";
- next;
- mes "[Ms. Scary Inn Employee]";
- mes "I can't really tell";
- mes "you exactly where he";
- mes "is. The most I can do";
- mes "is give you a small hint.";
- mes "Listen carefully now...";
- mes "I'll only say it once.";
- next;
- mes "[Ms. Scary Inn Employee]";
- mes "^0000FFAragham never";
- mes "hoarded upgrade items.^000000";
- mes "Now, don't forget!";
- set god_megin_2,1;
- close;
- }
- }
- }
- }
- else {
- mes "[Inn Employee]";
- mes "What...?";
- mes "I don't know";
- mes "anyone named that.";
- mes "If that's even a name...";
- close2;
- }
- }
- else if(god_megin_2 > 0) {
- mes "[Inn Employee]";
- mes "Welcome to the Inn.";
- mes "When you move to the entrance, you can also enter a PvP zone though a PvP doorman.";
- next;
- mes "[Inn Employee]";
- mes "Usually, you can visit inns in big towns. If you want to take a rest or compete with others, an Inn is the place to go.";
- next;
- mes "^3355FFShe welcomed you";
- mes "very professionally,";
- mes "as if nothing";
- mes "had happened.^000000";
- close;
- }
- else {
- mes "[Inn Employee]";
- mes "Welcome to the Inn.";
- mes "When you move to the entrance, you can also enter a PvP zone though a PvP doorman.";
- next;
- mes "[Inn Employee]";
- mes "Usually, you can visit inns in big towns. If you want to take a rest or compete with others, an Inn is the place to go.";
- close2;
- }
- }
- else {
- mes "[Inn Employee]";
- mes "Welcome to the Inn.";
- mes "When you move to the entrance, you can also enter a PvP zone though a PvP doorman.";
- next;
- mes "[Inn Employee]";
- mes "Usually, you can visit inns in big towns. If you want to take a rest or compete with others, an Inn is the place to go.";
- next;
- mes "[Inn Employee]";
- mes "Oh, and I have a bit of a secret...! I hear the Inn's owner is planning some kind of shady business. It's some sort of major project, but don't let anyone know I told you!";
- close;
- }
-}
-
-in_rogue,243,61,0 script Suspicious Man#megin 748,{
- if($God1 > 49 && $God2 < 100) {
- if(god_eremes == 18) {
- mes "[Cuaque Donon]";
- mes "Wh-who are you?!";
- mes "How the hell did";
- mes "you get in here?!";
- mes "Get away from me!";
- mes "Geeeet awwwway!";
- close;
- }
- else if(god_eremes > 18) {
- if(god_megin_2 > 0 && god_megin_2 < 4) {
- mes "[Cuaque Donon]";
- mes "Wh-who are you?!";
- mes "How the hell did";
- mes "you get in here?!";
- mes "Get away from me!";
- mes "Geeeet awwwway!";
- next;
- mes "^3355FFYou try your best to calm him down and to tell him what you've found in the document.^000000";
- next;
- if ((countitem(740) > 0) || (countitem(741) > 0) || (countitem(742) > 0) || (countitem(743) > 0) || (countitem(750) > 0) || (countitem(751) > 0) || (countitem(752) > 0) || (countitem(753) > 0) || (countitem(754) > 0) || (countitem(7206) > 0) || (countitem(7212) > 0)){
- if (countitem(740) > 0) {
- set .@toy$,"Puppet";
- }
- else if(countitem(741) > 0) {
- set .@toy$,"Poring Doll";
- }
- else if(countitem(742) > 0) {
- set .@toy$,"Chonchon Doll";
- }
- else if(countitem(743) > 0) {
- set .@toy$,"Spore Doll";
- }
- else if (countitem(744) > 0) {
- set .@toy$,"Baphomet Doll";
- }
- else if(countitem(751) > 0) {
- set .@toy$,"Osiris Doll";
- }
- else if(countitem(752) > 0) {
- set .@toy$,"Rocker Doll";
- }
- else if(countitem(753) > 0) {
- set .@toy$,"Yoyo Doll";
- }
- else if(countitem(754) > 0) {
- set .@toy$,"Racoon Doll";
- }
- else if(countitem(7206) > 0) {
- set .@toy$,"Black Cat Doll";
- }
- else {
- set .@toy$,"Hung Doll";
- }
- mes "^3355FFYou pulled out a "+ .@toy$ +"";
- mes "to cover your face, and wiggled its arms as if it were talking.^000000";
- }
- else {
- mes "^3355FFYou must find something";
- mes "that can calm Cuaque Donon.^000000";
- next;
- mes "^3355FFSadly, Chaque Donon seems";
- mes "to have regressed to a very childish mentality. Perhaps if you brought something that children like. Something that would offer them comfort...^000000";
- close;
- }
- next;
- mes "^3355FFChaque Donon nodded his head";
- mes "and happily sucked his thumb. It saddens you to see a former Crusader reduced to this state.^000000";
- next;
- switch(select("Ask him about the Inn Maid.:Ask him how he's been doing.:Ask about 1st Squad's Final Mission.")) {
- case 1:
- mes "[Cuaque Donon]";
- mes "S-she's my sister.";
- mes "And she's also a Rogue.";
- mes "When I was retired from service....";
- next;
- mes "[Cuaque Donon]";
- mes "...";
- mes "......";
- next;
- mes "[Cuaque Donon]";
- mes "My family always expected";
- mes "too much of me. That's why I used to be a Crusader. I mean, they're paid well and respected.";
- next;
- mes "[Cuaque Donon]";
- mes "When I retired, my sister was so mad. She's the only one I can depend upon, but now that I've messed up my life like this...";
- next;
- mes "[Cuaque Donon]";
- mes "But even after yelling at me, and saying I was worthless, she got ";
- mes "me a job at her Inn anyway.";
- next;
- mes "[Cuaque Donon]";
- mes "I've been working there,";
- mes "living a quiet life. But now, for some reason, a lot of people want to talk to me about something important.";
- next;
- mes "[Cuaque Donon]";
- mes "I don't know what I said or did, but I think when I gave them the right answer, after I could finally remember something, they tried to hurt me.";
- next;
- mes "[Cuaque Donon]";
- mes "So now my sister's been hiding";
- mes "me here. It's boring and lonely, and the guy downstairs is always yelling at me to leave.";
- next;
- mes "[Cuaque Donon]";
- mes "Even the Rogue Guild that";
- mes "my sister's a part of comes in sometimes to yell at me. They all want me to tell them something I'm supposed to know!";
- next;
- mes "[Cuaque Donon]";
- mes "But I can't remember anything!";
- mes "This place is safe from dangerous people, but I don't know for how long.";
- next;
- mes "[Cuaque Donon]";
- mes "Even my sister says I have to tell the Rogue Guild what I should know, or they won't protect us anymore.";
- next;
- mes "[Cuaque Donon]";
- mes "She looked really sad when she";
- mes "said that. I don't want to let her down or make her upset. She's";
- mes "all I have left...";
- if (god_megin_2 == 2) {
- next;
- mes "[Cuaque Donon]";
- mes "Oh, I do remember something!";
- mes "My sister told me not to tell anyone, but I'm gonna tell you...";
- next;
- mes "^3355FFCuaque Donon";
- mes "whispers into your ears.^000000";
- next;
- mes "[Cuaque Donon]";
- mes "^666666She said the Rogue Guild wants something from me. So she's gonna send to me to good people that we can trust and can help me.^000000";
- next;
- mes "[Cuaque Donon]";
- mes "^666666Still, this is the safest place for me for a while. But I'm always ready to run away if I have to.^000000";
- set god_megin_2,3;
- }
- close;
- case 2:
- mes "[Cuaque Donon]";
- mes "How have I been doing?";
- mes "Lots of people have been coming";
- mes "to see me. They all want me to tell them something I don't even know!";
- next;
- mes "[Cuaque Donon]";
- mes "The Rogue Guild promised to";
- mes "protect me, but they scare the hell out of me sometimes by coming out of the floor all of a sudden.";
- next;
- mes "[Cuaque Donon]";
- mes "Oh, and my sister said she's";
- mes "gonna complain to my old boss about something. She said I used to be fine, but now that I've retired, I'm not the same anymore.";
- next;
- mes "[Cuaque Donon]";
- mes "But my old boss from when I was a Crusader doesn't wanna meet my sister. So she's gonna ask help from other Rogues to spread some rumors...";
- next;
- mes "[Cuaque Donon]";
- mes "Like anyone who works as a Crusader under my old boss will end up like me. You know... broken.";
- if (god_megin_2 == 1) {
- set god_megin_2,2;
- }
- close;
- case 3:
- mes "[Cuaque Donon]";
- mes "I don't know...";
- mes "I can't even remember.";
- if (god_megin_2 == 3) {
- next;
- mes "[Cuaque Donon]";
- mes "Wait, that's right!";
- mes "^0000FFMegingjard^000000! Right.";
- mes "We found it, and";
- mes "we knew what it was";
- mes "just by looking at it!";
- next;
- if (rand(1,10) > 4) {
- switch(select("^FF0000Megingjard^000000!:^FFFFFFListen to him quietly^000000.")) {
- case 1:
- mes "[Cuaque Donon]";
- mes "Waaaaaaaah~!";
- mes "You're the same";
- mes "as all the others!";
- mes "Go away from me!";
- set god_megin_2,0;
- close;
- case 2:
- mes "[Cuaque Donon]";
- mes "I remember after we found it. One of us in the squad had a argument with our old leader. I was keeping night watch and happened to hear it. I think our leader was out of line...";
- next;
- mes "[Cuaque Donon]";
- mes "Ergh...";
- mes "I can't remember";
- mes "more than that...";
- set god_megin_2,4;
- close;
- }
- }
- else {
- switch( select( "^FF0000Megingjard^000000!", "^FFFFFFMegingjard!^000000.", "^FFFFFFListen to him quitely^000000" ) ) {
- case 1:
- mes "[Cuaque Donon]";
- mes "Waaaaaaaah~!";
- mes "You're the same";
- mes "as all the others!";
- mes "Go away from me!";
- set god_megin_2,0;
- close;
- case 2:
- mes "[Cuaque Donon]";
- mes "Waaaaaaaah~!";
- mes "You're the same";
- mes "as all the others!";
- mes "Go away from me!";
- set god_megin_2,0;
- close;
- case 3:
- mes "[Cuaque Donon]";
- mes "I remember after we found it. One of us in the squad had a argument with our old leader. I was keeping night watch and happened to hear it. I think our leader was out of line...";
- next;
- mes "[Cuaque Donon]";
- mes "Ergh...";
- mes "I can't remember";
- mes "more than that...";
- set god_megin_2,4;
- close;
- }
- }
- }
- close2;
- }
- }
- else if (god_megin_2 == 4) {
- mes "[Cuaque Donon]";
- mes "I remember after we found Megingjard. One of us in the squad had a argument with our old leader. I was keeping night watch and happened to hear it. I think our leader was out of line...";
- next;
- mes "[Cuaque Donon]";
- mes "Ergh...";
- mes "I can't remember";
- mes "more than that...";
- next;
- mes "[Cuaque Donon]";
- mes "I'm getting sleepy";
- mes "and my head hurts.";
- mes "Let me rest now...";
- close2;
- }
- else {
- mes "[Cuaque Donon]";
- mes "Wh-who are you?!";
- mes "How the hell did";
- mes "you get in here?!";
- mes "Get away from me!";
- mes "Geeeet awwwway!";
- close2;
- }
- }
- }
- else {
- mes "[Cuaque Donon]";
- mes "Wh-who are you?!";
- mes "How the hell did";
- mes "you get in here?!";
- next;
- mes "[Cuaque Donon]";
- mes "Wahhhhh...!";
- mes "My head!";
- mes "It's hurting so bad!";
- mes "I'm so s-scared!";
- close;
- }
-}
-
-alberta,196,146,0 script Crusader#megin2 751,{
- if ($God1 > 49 && $God2 < 100) {
- if(god_eremes == 18) {
- mes "[Jack O]";
- mes "^333333*Yawn...*^000000";
- mes "It's quiet and boring, as per usual. Let's see if there's any Swordmen I can recruit today.";
- next;
- mes "[Jack O]";
- mes "Eh...?";
- next;
- switch(select("Ask him about Rebarev Doug.:Ask him how he's been doing.:Ask him about the last mission of the 1st Squad.")) {
- case 1:
- mes "[Jack O]";
- mes "Ah! Yeah, our old leader back in the 1st Squad. Heh. I haven't seen him since we were disbanded.";
- close;
- case 2:
- mes "[Jack O]";
- mes "Me? Yeah, I'm always busy recruiting future Crusaders.";
- mes "We always welcome Swordmen";
- mes "of great ability!";
- next;
- mes "[Jack O]";
- mes "How does it sound? Why don't you volunteer to become a Crusader?";
- close;
- case 3:
- mes "[Jack O]";
- mes "Last mission?";
- mes "Eh, I don't really remember it.";
- close;
- }
- }
- else if (god_eremes > 18) {
- if (god_megin_3 == 0 || god_megin_3 == 1) {
- mes "[Jack O]";
- mes "^333333*Yawn...*^000000";
- mes "It's quiet and boring, as per usual. Let's see if there's any Swordmen I can recruit today.";
- next;
- mes "[Jack O]";
- mes "Eh...?";
- next;
- switch(select("Ask him about Rebarev Doug.:Ask him how he's been doing.:Ask about 1st Squad's final mission.")) {
- case 1:
- if (god_megin_3 == 1) {
- mes "[Jack O]";
- mes "Ah right. Our old leader.";
- mes "Now I remember: He was";
- mes "a pretty self righteous jerk";
- mes "now that I think about it!";
- next;
- mes "[Jack O]";
- mes "Can you believe he used to say that ^0000FFno one is more religious than him in this world^000000?! That's egoism right there. And maybe insanity.";
- next;
- mes "[Jack O]";
- mes "Anyway, everyone in the squad";
- mes "took pride in their faith. When";
- mes "you're having a rough time in the";
- mes "real world, you depend on religion, you know?";
- next;
- mes "[Jack O]";
- mes "Anyways, in the records about";
- mes "our squad, it says that one of us was punished for insubordination, rebelling or something. That's";
- mes "a complete lie.";
- next;
- mes "[Jack O]";
- mes "During our final mission,";
- mes "our old leader had a huge argument with one us over something we found. I remember it being some kind of godly artifact, but I can't clearly remember what it was.";
- next;
- mes "[Jack O]";
- mes "Although there was an obvious dispute, I think it was our squad leader who was out of line.";
- mes "I... I can't really say...";
- next;
- mes "[Jack O]";
- mes "I can't for the life of me";
- mes "remember how the guy who";
- mes "argued with the squad leader";
- mes "looked like. The higher-ups";
- mes "musta did something to me...";
- next;
- mes "[Jack O]";
- mes "Anyway, I know for sure that whatever that guy did, it wasn't insubordination. In fact, I think he might've been right!";
- next;
- mes "[Jack O]";
- mes "That's all I can remember.";
- mes "I better take some Green Herbs now. My head throbs like crazy whenever I think about that time.";
- set god_megin_3,2;
- close;
- }
- else {
- mes "[Jack O]";
- mes "Ah! Yeah, our old leader back in the 1st Squad. Heh. I haven't seen him since we were disbanded.";
- close;
- }
- case 2:
- mes "[Jack O]";
- mes "Me? Yeah, I'm not doing so bad. Keeping busy recruiting future Crusaders. We welcome all";
- mes "Swordmen if they show potential~";
- close;
- case 3:
- mes "[Jack O]";
- mes "Huh...?";
- mes "Why would";
- mes "you want to know?";
- next;
- mes "^3355FFYou tell him what you've read in the records for the 1st Squad. Afterwards, Jack O looks a little confused.^000000";
- next;
- mes "[Jack O]";
- mes "Huh...?";
- mes "I might not be able to remember";
- mes "a whole lot from back then, but the part about ^0000FFinsubordination^000000 can't be right. I'm sure of that.";
- if (god_megin_3 == 0) {
- set god_megin_3,1;
- }
- close;
- }
- }
- else if (god_megin_3 == 2) {
- mes "[Jack O]";
- mes "Our old leader was";
- mes "so arrogant to the point";
- mes "of being a little off his rocker.";
- next;
- mes "[Jack O]";
- mes "I mean, normal people";
- mes "don't say things like '^0000FFI am the most religious man in the universe! Kneel before me!^000000' Yeah. Not a normal thing to say.";
- next;
- mes "[Jack O]";
- mes "Anyway, if the squad";
- mes "leader punished anyone for insubordination, I'm sure that it was unwarranted. I don't remember too much, but I'm sure of that.";
- next;
- mes "[Jack O]";
- mes "Excuse me, I need to take some Green Herbs. Taking these seems";
- mes "to be the only thing that works for my headache.";
- next;
- mes "^3355FFJack O busily chewed";
- mes "on some Green Herbs.";
- mes "It seemed to greatly relieve him from the pain of his headaches.^000000";
- close;
- }
- else {
- mes "[Jack O]";
- mes "^333333*Yawn...*^000000";
- mes "It's quiet and boring, as per usual. Let's see if there's any Swordmen I can recruit today.";
- close;
- }
- }
- else {
- mes "[Jack O]";
- mes "Hey kid!";
- mes "Ever think about";
- mes "bein' a Crusader?";
- close2;
- }
- }
- else {
- if (BaseClass == Job_Swordman){
- mes "[Jack O]";
- mes "Hey kid!";
- mes "Ever think about";
- mes "bein' a Crusader?";
- next;
- mes "[Jack O]";
- mes "Basically, you'd be volunteering to be part of our military, as well as train for the Holy War.";
- next;
- mes "[Jack O]";
- mes "If you have some faith and know how to wield a sword, you'll be more than welcome here.";
- next;
- mes "[Jack O]";
- mes "Just think about my suggestion";
- mes "and come back if you're interested. Alright then, see you later~";
- close;
- }
- else {
- mes "[Jack O]";
- mes "^333333*Yawn...*^000000";
- mes "It's quiet and boring, as per usual. Let's see if there's any Swordmen I can recruit today.";
- next;
- mes "[Jack O]";
- mes "Huh...?";
- mes "Are you interested in knowing more about Crusaders? Hahaha, I guess that must be the case.";
- next;
- mes "[Jack O]";
- mes "By the way, bring a doll to";
- mes "the kid in front of me. If you're lucky, she'll give you something neat in return. What it is, I don't know. I've got no dolls.";
- next;
- mes "[Jack O]";
- mes "In accordance with the Crusader code, I'm not supposed to lie. So yeah, you can trust me!";
- close2;
- }
- }
-}
-
-aldebaran,66,213,0 script Lady#megin 69,{
- if ($God1 > 49 && $God2 < 100) {
- if(god_eremes == 18) {
- mes "[Emma Searth]";
- mes "^333333*Sigh...*^000000 I haven't gotten any response from them. I don't know";
- mes "if I can wait much longer to join the Kafra Corporation.";
- close;
- }
- else if(god_eremes > 18 && god_eremes < 26) {
- if (god_megin_4 < 2) {
- mes "[Emma Searth]";
- mes "^333333*Sigh...*^000000 I haven't gotten any response from them. I don't know";
- mes "if I can wait much longer to join the Kafra Corporation.";
- next;
- mes "[Emma Searth]";
- mes "Oh, an adventurer! I actually used to work in the same field that you do. More specifically, I used to be a Crusader.";
- next;
- mes "[Emma Searth]";
- mes "My name is Emma Searth. Right now, I'm following my dream and applying to be a Kafra Lady. So my days of wielding a sword are over.";
- next;
- mes "[Emma Searth]";
- mes "Sadly, I haven't succeeded yet because I was diagnosed with";
- mes "some weird ^0000FFamnesia^000000.";
- next;
- mes "[Emma Searth]";
- mes "Of course, I understand that";
- mes "Kafra Corporation is a large, professional company, but";
- mes "if I can work for them even if it's just part-time...";
- next;
- mes "[Emma Searth]";
- mes "Is it that big of a problem?";
- mes "I suppose they're worried";
- mes "that I'd forget important customer information once I'm hired.";
- next;
- mes "[Emma Searth]";
- mes "It's strange. When I was";
- mes "a Crusader, I remembered";
- mes "everything lucidly, and I never had any problems recalling the past.";
- next;
- mes "[Emma Searth]";
- mes "But now I get these migraines whenever I try to focus on my memories from those times";
- mes "when I used to fight in the Prontera Military.";
- next;
- mes "[Emma Searth]";
- mes "^333333*Sigh...*^000000";
- next;
- switch(select("About her past.:Why be a Kafra Lady?:About memories she can remember.")) {
- case 1:
- if (countitem(7015) > 0) {
- mes "^3355FFThe scent of your";
- mes "Memory Bookmark";
- mes "seems to bring clarity";
- mes "to her thoughts.^000000";
- next;
- mes "[Emma Searth]";
- mes "I was born in a wealthy family where I was raised to learn etiquette, fencing, Peco riding, and music lessons since I was";
- mes "born. I suppose you can say I'm pretty well educated.";
- next;
- mes "[Emma Searth]";
- mes "However, my parents weren't";
- mes "pleased when they learned that I wanted to become a Kafra Lady.";
- next;
- mes "[Emma Searth]";
- mes "My parents insisted that";
- mes "I become a Sage or a Scholar.";
- mes "In the end, I ended up running";
- mes "away from them by joining the Crusaders.";
- next;
- mes "[Emma Searth]";
- mes "Luckily, the Crusaders were advertising their recruitment at the time, so I took that chance. Plus, having military experience might even help me join Kafra!";
- next;
- mes "[Emma Searth]";
- mes "Since I did so well in Boot Camp,";
- mes "I got the chance to join an elite squad. My squad was often assigned difficult missions, and we never failed to complete those.";
- next;
- mes "[Emma Searth]";
- mes "Eventually, my reputation as a female Crusader, and being in a respectable military position, was enough to satisfy my family.";
- next;
- mes "[Emma Searth]";
- mes "But after that day,";
- mes "everything went wrong.";
- mes "I only remember that it";
- mes "was very sad and depressing.";
- mes "Somehow, I feel like we were";
- mes "even betrayed...";
- next;
- mes "[Emma Searth]";
- mes "I think I can";
- mes "try to remember";
- mes "my comrades...";
- set god_megin_4,1;
- close;
- }
- else {
- mes "[Emma Searth]";
- mes "Ah, let's not talk about it. It's too depressing. Maybe if you had some sort of ^0000FFmemory^000000 aid, I might be able to recall my forgotten past. Anything, like a reminder, a scheduler, a bookmark, a string...";
- close;
- }
- case 2:
- mes "[Emma Searth]";
- mes "One day, I happened to see Ms. Leilah at work here in Al De Baran. She was shining with confidence and commanded respect, even from her customers!";
- next;
- mes "[Emma Searth]";
- mes "She carried herself like a professional, no matter what the situation. Even though I knew she was tired from working in the summer heat, she made everything look effortless!";
- next;
- mes "[Emma Searth]";
- mes "When the male customers try to flirt with her, she never loses her poise. She just adjusts her glasses and does what she needs to do.";
- next;
- mes "[Emma Searth]";
- mes "To me, she's like a lone, guardian angel. At that moment, it seemed the world existed just to be mocked by Ms. Leila.";
- next;
- mes "[Emma Searth]";
- mes "I've also heard that Kafra Ladies are always traveling around the world, which is something I've always dreamed of doing.";
- next;
- mes "[Emma Searth]";
- mes "Ms. Leilah is my idol,";
- mes "and she's the reason why";
- mes "I want to become a Kafra Lady.";
- close;
- case 3:
- if (countitem(511) > 0 && god_megin_3 > 1) {
- mes "^3355FFEmma Searth clutches her head and winces as she suffers from another migraine.^000000";
- next;
- mes "^3355FFRemembering that a Green Herb was able to relieve Jack O, you gave a Green Herb to Emma. She takes it, and looks a little more relaxed.^000000";
- next;
- mes "[Emma Searth]";
- mes "I'm not even sure";
- mes "how much I can remember";
- mes "and how much I've actually";
- mes "forgotten.";
- next;
- mes "[Emma Searth]";
- mes "Let me...";
- mes "Try to remember every one in our squad. Let's see, there was Jack O, The Nineball. Z-Zan. Zan.H-Huadoku. C-Cuaque Donon. Myself. Um, E... Eni... Egni... Um...";
- next;
- mes "[Emma Searth]";
- mes "Egni...";
- mes "Egnigem?^000000";
- mes "Who was that?";
- mes "Oh no. I'm sure he might";
- mes "have, no, was there someone";
- mes "named that with us?";
- close2;
- set god_megin_4,2;
- end;
- }
- else {
- mes "^3355FFEmma Searth clutches her head and winces as she suffers from another migraine.^000000";
- next;
- mes "[Emma Searth]";
- mes "I'm not even sure";
- mes "how much I can remember";
- mes "and how much I've actually";
- mes "forgotten.";
- close;
- }
- }
- }
- else if(god_megin_4 > 1) {
- mes "[Emma Searth]";
- mes "^0000FFJack O, The Nineball, Zan.Huadoku, Cuaque Donon, Egnigem.^000000 Oh, I really miss those guys...";
- close;
- }
- else {
- mes "[Emma Searth]";
- mes "^333333*Sigh...*^000000 I haven't gotten any response from them. I don't know";
- mes "if I can wait much longer to join the Kafra Corporation.";
- close;
- }
- }
- else if (god_eremes == 25) {
- mes "[Emma Searth]";
- mes "Egnigem...";
- mes "That name makes";
- mes "me so sad. I'm not";
- mes "quite sure why, but...";
- close;
- }
- else if (god_eremes == 26 || god_eremes == 27) {
- mes "[Emma Searth]";
- mes "Egnigem...";
- mes "That name makes";
- mes "me so sad. I'm not";
- mes "quite sure why, but...";
- next;
- mes "^3355FFEmma turns away before you can see her cry. Still, her shoulders heave with each sob as you imagine the hardship she's had to endure.^000000";
- next;
- mes "[Emma Searth]";
- mes "I wish I knew what that name really means. I'm sure it's linked to an important memory from my past.";
- next;
- mes "[Emma Searth]";
- mes "I really appreciate you coming here to talk to me about the old days. I, I want you to have this.";
- set god_eremes,28;
- getitem 603,1; // Old_Blue_Box
- getexp 122036,0;
- close;
- }
- else if (god_eremes == 28) {
- mes "[Emma Searth]";
- mes "Egnigem...";
- mes "That name makes";
- mes "me so sad. I'm not";
- mes "quite sure why, but...";
- next;
- mes "^3355FFEmma turns away before you can see her cry. Still, her shoulders heave with each sob as you imagine the hardship she's had to endure.^000000";
- close;
- }
- else {
- mes "[Emma Searth]";
- mes "^333333*Sigh...*^000000 I haven't gotten any response from them. I don't know";
- mes "if I can wait much longer to join the Kafra Corporation.";
- close;
- }
- }
- else {
- mes "[Emma Searth]";
- mes "I hear the Kafra Ladies always travel around the world, something I've always dreamed of doing! Hopefully, one of these days, I'll be able to work for the Kafra Corporation too.";
- next;
- mes "[Emma Searth]";
- mes "^333333*Sigh...*^000000";
- mes "Still, it's discouraging. I haven't heard anything from them...";
- close;
- }
-}
-
-cmd_in02,190,94,3 script Man#megin 828,{
- if ($God1 > 49 && $God2 < 100) {
- if (god_eremes == 18) {
- mes "[Royal Myst]";
- mes "Wha...?";
- mes "You wanna talk?";
- next;
- mes "[Royal Myst]";
- mes "What am I, your personal psychiatrist?! Lemme alone,";
- mes "I'm busy here! Awright, now";
- mes "which one do I bet on...?";
- next;
- switch(select("Speak of Rebarev Doug.:Speak of the 1st Squad.:Talk about gambling.:Discuss hobbies.")) {
- case 1:
- mes "[Royal Myst]";
- mes "Wha--? Him again?! Tell him I'm fine! Dandy, even! Why's he gotta send all these people just to ask";
- mes "a silly question?";
- close;
- case 2:
- mes "[Royal Myst]";
- mes "1st Squad? Yeah, I used to be in that. All of us in the squad used to be real good buddies too.";
- next;
- mes "[Royal Myst]";
- mes "Zan.Huadoku, Cuaque Donon,";
- mes "Jack O, Emma Searth and The Nineball. Yeah... I wonder what they're all up to?";
- close;
- case 3:
- mes "[Royal Myst]";
- mes "Gambling? I love it, you";
- mes "know? Eh, I don't win all the time, but I love it the most when I leave with more Zeny than I came in with! Hahaha!";
- close;
- case 4:
- mes "[Royal Myst]";
- mes "Hobbies?";
- mes "What, you comin'";
- mes "on to me?";
- next;
- mes "[Royal Myst]";
- mes "A man's hobby is drinking, or didn't you know that? I happen to be real good at it too! Mwahahaha!";
- close;
- }
- }
- else if (god_eremes > 18 && god_eremes < 21) {
- if (god_megin_6 == 0 && god_megin_5 > 4 && god_megin_4 > 1 && god_megin_3 > 1 && god_megin_2 > 3 && god_megin_1 > 2) {
- mes "[Royal Myst]";
- mes "Wha...?";
- mes "You wanna talk?";
- next;
- mes "[Royal Myst]";
- mes "What am I, your personal psychiatrist?! Lemme alone,";
- mes "I'm busy here! Awright, now";
- mes "which one do I bet on...?";
- next;
- }
- else if(god_megin_6 > 0) {
- mes "[Royal Myst]";
- mes "Hmm?";
- mes "What's up?";
- next;
- }
- else {
- mes "[Royal Myst]";
- mes "Wha...?";
- mes "You wanna talk?";
- next;
- mes "[Royal Myst]";
- mes "What am I, your personal psychiatrist?! Lemme alone,";
- mes "I'm busy here! Awright, now";
- mes "which one do I bet on...?";
- close;
- }
- if (god_megin_6 < 16) {
- switch( select("Speak of Rebarev Doug.", "Speak of the 3rd squad.", "Talk about gambling.", "Discuss hobbies.") ) {
- case 1:
- if (god_megin_6 == 0) {
- mes "[Royal Myst]";
- mes "Huh? What's that old geezer want this time? Tell 'em I'm fine, dandy even! Why the hell does he keep sending people...";
- set god_megin_6,1;
- close;
- }
- else if (god_megin_6 > 0 && god_megin_6 < 15) {
- mes "[Royal Myst]";
- mes "What the hell!? Stop talking about him! I never wanna see his face again! Tell him to leave me the hell alone!";
- close;
- }
- else if (god_megin_6 > 14) {
- mes "[Royal Myst]";
- mes "Damn geezer...";
- mes "How much is he being paid for studying what we all found?! Eh, somehow, I don't care as long as";
- mes "he pays me...";
- next;
- mes "[Royal Myst]";
- mes "Yeah...";
- mes "I just don't";
- mes "care anymore.";
- close;
- }
- case 2:
- if (god_megin_6 < 15) {
- mes "[Royal Myst]";
- mes "1st Squad? Yeah, I used to be in that. All of us in the squad used to be real good buddies too.";
- next;
- mes "[Royal Myst]";
- mes "Zan.Huadoku, Cuaque Donon,";
- mes "Jack O, Emma Searth and The Nineball. Yeah... I wonder what they're all up to?";
- }
- else if (god_megin_6 > 14) {
- mes "[Royal Myst]";
- mes "1st Squad?";
- mes "Don't know, don't care~";
- mes "Do I look like a stupid Crusader?";
- }
- close;
- case 3:
- if (god_megin_6 < 15) {
- mes "[Royal Myst]";
- mes "Gambling? ! Oh man...";
- mes "I love gambling, you know!";
- mes "Heh, but I haven't been lucky enough to win yet. Hahaha~!";
- close;
- }
- else if (god_megin_6 > 14) {
- mes "[Royal Myst]";
- mes "Gambling...!";
- mes "Heh heh! Some risks you take,";
- mes "and others you really shouldn't.";
- mes "I can't help but feel sorry for that guy, E--";
- next;
- mes "[Royal Myst]";
- mes "Ergh...?";
- mes "Damn, I can never remember his name. You'd think I wouldn't forget the guy whose rap I'm taking but... Eh, I'll remember once I sober up.";
- next;
- mes "[Royal Myst]";
- mes "Hey, what do you think happens to Crusaders when they're framed and killed, huh? Where exactly do they go? Niflheim, Vahalla...?";
- set god_eremes,20;
- close;
- }
- case 4:
- if (god_megin_6 == 0) {
- mes "Hobbies?";
- mes "What, you comin'";
- mes "on to me?";
- next;
- mes "[Royal Myst]";
- mes "A man's hobby is drinking, or didn't you know that? I happen to be real good at it too! Mwahahaha!";
- close;
- }
- else if (god_megin_6 > 0 && god_megin_6 < 15) {
- if (countitem(970) > 0) {
- mes "[Royal Myst]";
- mes "Speaking of which,";
- mes "I haven't had a drink";
- mes "for a looong time. Almost";
- mes "a couple hours now.";
- next;
- mes "[Royal Myst]";
- mes "Oooh, looks like you've got a tasty beverage I can enjoy. Bwahahaha! Gimmie~!";
- next;
- mes "^3355FFBefore you can even think,";
- mes "Royal Myst dips his hand into your inventory and helps himself to an Alcohol.^000000";
- delitem 970,1;
- set god_megin_6,god_megin_6 +2;
- close;
- }
- else {
- mes "[Royal Myst]";
- mes "Why mention it? You gonna bring me something I'll like? Cuz I'm more than willing to take it! Bwahahaha!";
- close;
- }
- }
- else if (god_megin_6 > 14) {
- mes "[Royal Myst]";
- mes "^333333*Hiccup*^000000 Oh yeah, this is the stuff. Not like that imitation junk they've been serving at the Bars nowadays...";
- next;
- mes "[Royal Myst]";
- mes "Hey! There anything you wanna";
- mes "know about me? You did me a favor, so I'll tell you anything! Eeeeeverythiiing~~!!";
- close;
- }
- }
- }
- }
- else {
- mes "[Royal Myst]";
- mes "Eh heh heh~";
- mes "I just know";
- mes "I'm gonna win";
- mes "this time!";
- close;
- }
- }
- else {
- mes "[Royal Myst]";
- mes "Wha...?";
- mes "You wanna talk?";
- next;
- mes "[Royal Myst]";
- mes "What am I, your personal psychiatrist?! Lemme alone,";
- mes "I'm busy here! Awright, now";
- mes "which one do I bet on...?";
- close;
- }
-}
-
-jawaii_in,44,110,0 script Security Officer#megin 734,{
- if ($God1 > 49 && $God2 < 100) {
- if (god_eremes == 18) {
- mes "[The Nineball]";
- mes "Welcome to Jawaii,";
- mes "the paradise resort!";
- next;
- mes "[The Nineball]";
- mes "I'm the 'The Nineball', the security officer of Jawaii! If you encounter any trouble, or find any Singles, please don't hesitate to report to me as soon as you can~";
- next;
- mes "[The Nineball]";
- mes "I've been told that there have";
- mes "been many unruly drunkards here";
- mes "lately, but it is in our best interest to make your experience here as enjoyable as possible.";
- close;
- }
- else if (god_eremes > 18) {
- if (god_megin_5 < 5) {
- mes "[The Nineball]";
- mes "Welcome to Jawaii,";
- mes "the paradise resort!";
- next;
- mes "[The Nineball]";
- mes "I'm the 'The Nineball, the security officer of Jawaii! If you encounter any trouble, or find any Singles, please don't hesitate to report to me as soon as you can~";
- next;
- mes "[The Nineball]";
- mes "I've been told that there have";
- mes "been many unruly drunkards here lately, but it is in our best interest to make your experience here as enjoyable as possible.";
- set god_megin_5,god_megin_5 +1;
- close;
- }
- else if (god_megin_5 == 5) {
- mes "^3355FFHe acted very bright and friendly, but for a fleeting moment, you were able to glimpse a hint of sadness in his eyes.^000000";
- next;
- mes "^3355FFIt doesn't seem that";
- mes "you'll be able to get him";
- mes "to talk about what exactly";
- mes "happened in the 1st Squad...^000000";
- close;
- }
- }
- }
- else {
- mes "[The Nineball]";
- mes "Welcome to Jawaii,";
- mes "the paradise resort!";
- next;
- mes "[The Nineball]";
- mes "I'm the 'The Nineball, the security officer of Jawaii! If you encounter any trouble, or find any Singles, please don't hesitate to report to me as soon as you can~";
- next;
- mes "[The Nineball]";
- mes "I've been told that there have";
- mes "been many unruly drunkards here lately, but it is in our best interest to make your experience here as enjoyable as possible.";
- close;
- }
-
-}
-
-niflheim,109,254,0 script Egnigem 796,{
- if ($God1 > 49 && $God2 < 100) {
- if (god_eremes > 19 && god_eremes < 25) {
- if (god_eremes > 22) {
- mes "[Egnigem]";
- mes "Why have you returned to";
- mes "this lonely place of darkness?";
- next;
- mes "[Egnigem]";
- mes "Please go back to the world";
- mes "of the living. To be here is to suffer, such is the nature of Niflheim.";
- close;
- }
- else {
- mes "[Egnigem]";
- mes "Greetings...";
- mes ""+ strcharinfo(0) +".";
- mes "I've been watching you in the";
- mes "world of the living. I see you've been busy looking for the truth about the 1st Squad, haven't you?";
- next;
- mes "[Egnigem]";
- mes "I can provide you with the answers. After all, I'm the only member of the 1st Squad to retain all of my memories...";
- next;
- mes "[Egnigem]";
- mes "Heh heh...";
- mes "Let me tell you everything";
- mes "about the 1st Squad that's";
- mes "been forgotten...";
- while(1) {
- next;
- switch(select("The Mission:Fate of the 1st Squad:Why are you in Niflheim?:Thanks, I've heard enough.")) {
- case 1:
- mes "[Egnigem]";
- mes "First of all, the official record of our mission is misleading.";
- mes "It contains some truth, based";
- mes "on verbal evidence, but the most important details have been left out or changed.";
- next;
- mes "[Egnigem]";
- mes "Now, we were secretly assigned";
- mes "to find ^0000FFgodly artifacts^000000 by royal decree. In only three days, we succeeded and found Megingjard!";
- next;
- mes "[Egnigem]";
- mes "Now, the records say the mission was unsatisfactory, correct? That would be because of me.";
- next;
- mes "[Egnigem]";
- mes "Are you aware that Megingjard";
- mes "was a belt worn by gods? It was actually one of the keys to Thor's great strength. Another name for it is the 'Girdle of Might.'";
- next;
- mes "[Egnigem]";
- mes "Now, if a human were to wear";
- mes "that, there's a possibility that Megingjard would give him strength comparable to a god. Naturally, you'd be afraid of such a thing falling into the wrong hands.";
- next;
- mes "[Egnigem]";
- mes "In Rebarev Doug's mind, he";
- mes "was the only person worthy of the belt since he considered himself the most religious person alive, and thus, closest to the gods.";
- next;
- mes "[Egnigem]";
- mes "He made it clear to us that only he would wear Megingjard. Although he was our leader, some of us felt uneasy about him wearing the belt and not giving it to his superiors, our mission objective.";
- next;
- mes "[Egnigem]";
- mes "Naturally, I opposed him. He was clearly unbalanced, and it would be dangerous to give him control of such power. It led to something of a fist fight between us.";
- next;
- mes "[Egnigem]";
- mes "The rest of the squad couldn't";
- mes "agree on whether or not we should simply obey our leader and let him have the belt. Some just wanted to complete the mission, while others were afraid of what might happen.";
- next;
- mes "[Egnigem]";
- mes "But Rebarev didn't wait for us to decide. He destroyed Megingjard into pieces, intending to keep most of it and somehow reconstruct it later, and only bring one piece to the Prontera Military.";
- next;
- mes "[Egnigem]";
- mes "He knew that he couldn't get";
- mes "away with keeping all of Megingjard to himself, as the entire squad could easily discredit him.";
- next;
- mes "[Egnigem]";
- mes "But Rebarev knew";
- mes "that he could deceive his";
- mes "superiors by giving them just a fragment of the artifact, and say that the rest of it was destroyed.";
- next;
- mes "[Egnigem]";
- mes "I discovered his intention when";
- mes "I found him taking Megingjard apart. Before I could stop him,";
- mes "I was killed. That bastard had";
- mes "a trap ready for me...";
- next;
- mes "[Egnigem]";
- mes "After the mission, Rebarev Doug only gave a piece of the belt back to the higher-ups, and gave them";
- mes "a different account than what had actually happened...";
- break;
- case 2:
- mes "[Egnigem]";
- mes "Once the mission was completed, Rebarev Doug reported back to the Prontera Military with the intent of keeping most of Megingjard for himself.";
- next;
- mes "[Egnigem]";
- mes "For some reason, he has a very strong influence in the military hierarchy. Now, by this time, I'm sure the squad pretty much figured out that he killed me.";
- next;
- mes "[Egnigem]";
- mes "But Rebarev Doug expected this, and explained to his superiors that the squad was tempted by Megingjard's power and that I led some of us in a mutiny against him.";
- next;
- mes "[Egnigem]";
- mes "He told his superiors that Megingjard was damaged as we";
- mes "fought amongst each other, and that the fragment he gave them was all that remained.";
- next;
- mes "[Egnigem]";
- mes "Because of the confidential nature of our mission, the 1st Squad was disbanded and we weren't given the story Rebarev fed the beaureaucrats until it was too late.";
- next;
- mes "[Egnigem]";
- mes "The squad was punished and";
- mes "sent for disciplinary retraining for three months. During this time, specific memories were unnaturally erased from the squad members.";
- next;
- mes "[Egnigem]";
- mes "In the end, everyone was transferred to other squads and positions. My name had to be removed from all the records since hearing or reading my name might undo the brain washing.";
- next;
- mes "[Egnigem]";
- mes "However, they still needed an official scapegoat, so they used Royal Myst's name in the records. That's probably why he's been going through hard times right now.";
- next;
- mes "[Egnigem]";
- mes "And now Rebarev Doug has been studying godly artifacts based on the pieces of Megingjard that we found on that mission using kingdom research funds. Someday, he might be able to reconstruct the belt.";
- next;
- mes "[Egnigem]";
- mes "There are also";
- mes "a few questions that";
- mes "I've never been able";
- mes "to answer.";
- next;
- mes "[Egnigem]";
- mes "I've never known why the King Tristram III ordered the research of godly artifacts. It also bothers me that Rebarev Doug is in charge of Megingjard's research. There must be some reason.";
- next;
- mes "[Egnigem]";
- mes "In any case, for the sake of Rune-Midgard, it will be your responsibility to find the answers.";
- next;
- mes "[Egnigem]";
- mes "There's not much a dead man";
- mes "can do. But what's worse is that no one remembers me any more. I died alone and I'm still lonely in this place for the dead.";
- break;
- case 3:
- mes "[Egnigem]";
- mes "The worst part of the squad";
- mes "having their memories erased is";
- mes "that Emma Searth has absolutely";
- mes "no recollection of me.";
- next;
- mes "[Egnigem]";
- mes "Do you mind listening";
- mes "to me for a while? You're";
- mes "the only person with whom";
- mes "I can talk about this...";
- next;
- mes "[Egnigem]";
- mes "From here, I've seen that Emma";
- mes "is chasing her dream again, and";
- mes "I'm happy for her. But it's still";
- mes "not easy, knowing the woman you";
- mes "love has totally forgotten you.";
- next;
- mes "[Egnigem]";
- mes "I remember the first time I met her. I guess it was love at first sight. But I was too cowardly to confess my love, so I despaired when she joined the Crusaders.";
- next;
- mes "[Egnigem]";
- mes "It took me a while, but I made up my mind to enlist as a Crusader";
- mes "as well. I wanted to be closer to her so much.";
- next;
- mes "[Egnigem]";
- mes "Now, after all our adventures and good times together, I'm in the worst possible scenario.";
- next;
- mes "[Egnigem]";
- mes "I'm dead...";
- mes "But I don't even have the consolation that she is";
- mes "mourning my loss.";
- next;
- mes "[Egnigem]";
- mes "I suppose that's why I'm here";
- mes "in Niflheim. I can't quite move on to heaven, Valhalla or anywhere else without her.";
- next;
- mes "[Egnigem]";
- mes "Anyway, go and visit the Crusader Headquarters. You might be able to learn more about Rebarev Doug and stop any new shadiness he might be plotting. Good luck, my friend.";
- break;
- case 4:
- mes "[Egnigem]";
- mes "Thank you for";
- mes "listening to me...";
- if (god_eremes == 21) {
- set god_eremes,23;
- }
- else if (god_eremes == 22) {
- set god_eremes,24;
- }
- close;
- }
- }
- }
- }
- else if (god_eremes == 25) {
- mes "[Egnigem]";
- mes "As a Crusader...";
- mes "This is the best thing";
- mes "I can do in return for";
- mes "what you have done for me.";
- next;
- mes "[Egnigem]";
- mes "Listen...";
- mes "I'm going to";
- mes "imbue you with the";
- mes "^666666last vestiges of my strength^000000...";
- specialeffect EF_BEGINSPELL5;
- specialeffect2 EF_HOLYHIT;
- next;
- mes "[Egnigem]";
- mes "May the heavens";
- mes "answer me as I call upon the";
- mes "light of justice that empowers the defenders of truth, and threaten the enemies of peace.";
- specialeffect EF_BEGINSPELL6;
- specialeffect2 EF_HOLYHIT;
- next;
- mes "[Egnigem]";
- mes "May you always shine with";
- mes "the light of truth. Let the light within you eradicate the shadows";
- mes "of deception, fear and malice.";
- specialeffect EF_BEGINSPELL6;
- specialeffect2 EF_HOLYHIT;
- next;
- mes "[Egnigem]";
- mes "By the holy power";
- mes "invested in me, I humbly bestow upon you my remaining strength. Fight honorably, and do not lose sight of righteousness.";
- specialeffect EF_LOCKON;
- specialeffect2 EF_HOLYCROSS;
- set god_eremes,27;
- getexp 122036,0;
- close;
- }
- else if (god_eremes == 26) {
- mes "[Egnigem]";
- mes "As a Crusader...";
- mes "This is the best thing";
- mes "I can do in return for";
- mes "what you have done for me.";
- next;
- mes "[Egnigem]";
- mes "Listen...";
- mes "I'm going to";
- mes "imbue you with the";
- mes "^666666last vestiges of my strength^000000...";
- specialeffect EF_BEGINSPELL5;
- specialeffect2 EF_HOLYHIT;
- next;
- mes "[Egnigem]";
- mes "May the heavens";
- mes "answer me as I call upon the";
- mes "light of justice that empowers the defenders of truth, and threaten the enemies of peace.";
- specialeffect EF_BEGINSPELL6;
- specialeffect2 EF_HOLYHIT;
- next;
- mes "[Egnigem]";
- mes "May you always shine with";
- mes "the light of truth. Let the light within you eradicate the shadows";
- mes "of deception, fear and malice.";
- specialeffect EF_BEGINSPELL6;
- specialeffect2 EF_HOLYHIT;
- next;
- mes "[Egnigem]";
- mes "By the holy power";
- mes "invested in me, I humbly bestow upon you my remaining strength. Fight honorably, and do not lose sight of righteousness.";
- specialeffect EF_LOCKON;
- specialeffect2 EF_HOLYCROSS;
- set god_eremes,27;
- getexp 122036,0;
- close;
- }
- else if (god_eremes < 20) {
- mes "[Egnigem]";
- mes "Were you betrayed by fate as well, or are you simply a wanderer that's stumbled into this land of darkness?";
- next;
- mes "[Egnigem]";
- mes "Hmm, the living don't deserve";
- mes "to be in this realm of cold and suffering. But I can only help you escape by telling you what little";
- mes "I know.";
- next;
- switch(select("Ask him about buildings.:Remove marks on mini-map.:Cancel.")) {
- case 1:
- mes "[Egnigem]";
- mes "I see. If you better understand Niflheim's layout, you have a greater chance of surviving and escaping.";
- next;
- switch(select("Witch's Castle:Tool Shop:Weapon Shop:Tavern:Cancel")) {
- case 1:
- mes "[Egnigem]";
- mes "The witch of Niflheim...";
- mes "You can find her castle at the ^FF3355+^000000 mark I've made on your mini-map.";
- next;
- mes "[Egnigem]";
- mes "Hrrrm...";
- mes "It seems that the living who wind up in Niflheim are seeking out the witch. But I don't quite understand what's so important about her.";
- viewpoint 1,253,191,2,0xFFFF33;
- break;
- case 2:
- mes "[Egnigem]";
- mes "The Tool shop? Here in Niflheim, they sell some unique items that";
- mes "you can't buy anywhere else.";
- next;
- mes "[Egnigem]";
- mes "You might want to see their";
- mes "wares for yourself. I've drawn";
- mes "a ^CE6300+^000000 on your mini-map to mark";
- mes "its location.";
- viewpoint 1,217,196,3,0xFFCE63;
- break;
- case 3:
- mes "[Egnigem]";
- mes "I've marked the location of the Weapon Shop at ^55FF33+^000000. There's nothing too special over there, though.";
- viewpoint 1,216,171,4,0xFF55FF;
- break;
- case 4:
- mes "[Egnigem]";
- mes "Tavern is at ^3355FF+^000000. They only sell drinks to the dead, though...";
- viewpoint 1,189,207,5,0xFF3355;
- break;
- case 5:
- mes "[Egnigem]";
- mes "Choose 'Remove marks on mini-map' from the menu to remove all the building location marks I've made.";
- close;
- }
- close;
- case 2:
- viewpoint 2,253,191,2,0xFF00FF;
- viewpoint 2,217,196,3,0xFF00FF;
- viewpoint 2,216,171,4,0xFF00FF;
- viewpoint 2,189,207,5,0xFF00FF;
- mes "[Egnigem]";
- mes "Alright, all the marks I've made have been removed from your mini-map. If you want to check the locations in Niflheim again, go ahead and ask me.";
- close;
- case 3:
- mes "[Egnigem]";
- mes "You're gonna explore this place on your own? Pretty brave, aren't you? Just be careful: here in Niflheim, darkness reigns supreme.";
- close;
- }
- }
- else {
- mes "[Egnigem]";
- mes "I really wish that";
- mes "Emma Searth could";
- mes "remember me...";
- next;
- mes "^3355FFHis eyes seemed";
- mes "to moisten with sadness.";
- mes "Is it really possible for the";
- mes "dead to shed tears?^000000";
- close;
- }
- }
- else {
- mes "[Egnigem]";
- mes "Were you betrayed by fate as well, or are you simply a wanderer that's stumbled into this land of darkness?";
- next;
- mes "[Egnigem]";
- mes "Hmm, the living don't deserve";
- mes "to be in this realm of cold and suffering. But I can only help you escape by telling you what little";
- mes "I know.";
- next;
- switch(select("Ask him about buildings.:Remove marks on mini-map.:Cancel.")) {
- case 1:
- mes "[Egnigem]";
- mes "...I see. Now, let me introduce you all buildings in Niflheim!";
- next;
- switch(select("Witch's Castle:Tool Shop:Weapon Shop:Tavern:Cancel")) {
- case 1:
- mes "[Egnigem]";
- mes "The witch of Niflheim...";
- mes "You can find her castle at the ^FF3355+^000000 mark I've made on your mini-map.";
- next;
- mes "[Egnigem]";
- mes "Hrrrm...";
- mes "It seems that the living who wind up in Niflheim are seeking out the witch. But I don't quite understand what's so important about her.";
- viewpoint 1,253,191,6,0xFFFF33;
- break;
- case 2:
- mes "[Egnigem]";
- mes "The Tool shop? Here in Niflheim, they sell some unique items that";
- mes "you can't buy anywhere else.";
- next;
- mes "[Egnigem]";
- mes "You might want to see their";
- mes "wares for yourself. I've drawn";
- mes "a ^CE6300+^000000 on your mini-map to mark";
- mes "its location.";
- viewpoint 1,217,196,7,0xFFCE63;
- break;
- case 3:
- mes "[Egnigem]";
- mes "I've marked the location of the Weapon Shop at ^55FF33+^000000. There's nothing too special over there, though.";
- viewpoint 1,216,171,8,0xFF55FF;
- break;
- case 4:
- mes "[Egnigem]";
- mes "Tavern is at ^3355FF+^000000. They only sell drinks to the dead, though...";
- viewpoint 1,189,207,9,0xFF3355;
- break;
- case 5:
- mes "[Egnigem]";
- mes "Choose 'Remove marks on mini-map' from the menu to remove all the building location marks I've made.";
- close;
- break;
- }
- close;
- case 2:
- viewpoint 2,253,191,6,0xFF00FF;
- viewpoint 2,217,196,7,0xFF00FF;
- viewpoint 2,216,171,8,0xFF00FF;
- viewpoint 2,189,207,9,0xFF00FF;
- mes "[Egnigem]";
- mes "Alright, all the marks I've made have been removed from your mini-map. If you want to check the locations in Niflheim again, go ahead and ask me.";
- close;
- case 3:
- mes "[Egnigem]";
- mes "You're gonna explore this place on your own? Pretty brave, aren't you? Just be careful: here in Niflheim, darkness reigns supreme.";
- close;
- }
- close2;
- }
-}
diff --git a/npc/quests/seals/mjolnir_seal.txt b/npc/quests/seals/mjolnir_seal.txt
deleted file mode 100644
index 95a3d5098..000000000
--- a/npc/quests/seals/mjolnir_seal.txt
+++ /dev/null
@@ -1,2789 +0,0 @@
-//===== rAthena Script =======================================
-//= Mjolnir seal unlocking NPCs.
-//===== By: ==================================================
-//= SinSloth
-//===== Current Version: =====================================
-//= 1.8
-//===== Compatible With: =====================================
-//= rAthena
-//===== Description: =========================================
-//= Quest for breaking the seal of Mjolnir.
-//===== Additional Comments: =================================
-//= 1.0 First version. Thanks to SinSloth for scripting it. [MasterOfMuppets]
-//= 1.1 Fixed wrong label names [Luups]
-//= 1.1a Corrected a a typo error ";;". [Samuray22]
-//= 1.2 Updated several aspects of the script. [L0ne_W0lf]
-//= 1.3 Minor Touchups to quest. [L0ne_W0lf]
-//= 1.4 Optimizing refine method and wrong close2. [Zephyrus]
-//= 1.5 Fixed Trans classes being assigned random reward. [L0ne_W0lf]
-//= 1.6 Fixed checking for Oridecon Hammer. [L0ne_W0lf]
-//= Corrected Sudi's and player's HP settings.
-//= 1.7 Fixed a copy/paste error in Nordri. [L0ne_W0lf]
-//= 1.8 Fixed item check for Oridecon. [L0ne_W0lf]
-//============================================================
-
-prontera,124,297,3 script Tialfi 706,{
- if ($God3 < 50) {
- cutin "god_tialpi01",2;
- mes "[Tialfi]";
- mes "Hmmm...";
- mes "I can feel a strange force growing stronger and stronger, somewhere in Rune-Midgard.";
- next;
- mes "[Tialfi]";
- mes "Can you feel it?";
- mes "Something must be";
- mes "going on!";
- }
- else {
- if(god_mjo_0 == 11) {
- cutin "god_tialpi01",2;
- mes "[Tialfi]";
- mes "I'm waiting for the day when I'll finally get to see Thor's thunder for myself. I believe that one of these days, my dream will become reality.";
- }
- else if(god_mjo_1 == 2 && god_mjo_2 == 2 && god_mjo_3 == 2 && god_mjo_4 == 2) {
- if (god_mjo_0 == 10) {
- if ((countitem(756) > 49) && (countitem(757) > 49)) {
- set .@gift,0;
- if (BaseJob == Job_Knight) {
- set .@gift,1;
- }
- else if (BaseJob == Job_Priest) {
- set .@gift,2;
- }
- else if (BaseJob == Job_Wizard){
- set .@gift,3;
- }
- else if (BaseJob == Job_Blacksmith){
- set .@gift,4;
- }
- else if (BaseJob == Job_hunter){
- set .@gift,5;
- }
- else if (BaseJob == Job_Assassin){
- set .@gift,6;
- }
- else if(BaseJob == Job_Crusader){
- set .@gift,7;
- }
- else if (BaseJob == Job_Monk){
- set .@gift,8;
- }
- else if (BaseJob == Job_Sage){
- set .@gift,9;
- }
- else if (BaseJob == Job_Alchemist){
- set .@gift,10;
- }
- else if (BaseJob == Job_Rogue){
- set .@gift,11;
- }
- else if (BaseJob == Job_Bard){
- set .@gift,12;
- }
- else if(BaseJob == Job_Hunter){
- set .@gift,13;
- }
- else {
- set .@gift,rand(1,13);
- }
- cutin "god_tialpi01",2;
- mes "[Tialfi]";
- mes "You came back!";
- mes "In exchange for the ores that you have brought me, I will give you one of my family treasures.";
- next;
- mes "[Tialfi]";
- mes "You have two options in choosing a treasure. You can have a treasure that will be useful to yourself, or something that may suit one of your friends.";
- next;
- mes "[Tialfi]";
- mes "So which treasure";
- mes "would you like to have?";
- next;
- switch(select("An item that I can use.:An item that my friend can use.")) {
- case 1:
- mes "[Tialfi]";
- mes "I see...";
- mes "Give me a moment";
- mes "to find a suitable";
- mes "item for you.";
- break;
- case 2:
- set .@gift,rand(1,13);
- mes "[Tialfi]";
- mes "I see...";
- mes "Give me a moment";
- mes "to find a suitable";
- mes "item for your friend.";
- break;
- }
- next;
- mes "[Tialfi]";
- mes "Okay, let's see...";
- mes "I seem to recall that I put it somewhere around... Hmm.";
- mes "It must be around--Ah!";
- mes "Here we are~";
- next;
- delitem 756,50; //Oridecon_Stone
- delitem 757,50; //Elunium_Stone
- set god_mjo_0,11;
- if (.@gift == 1) {
- getitem 1471,1; // Hell_Fire
- }
- else if(.@gift == 2) {
- getitem 1526,1; // Slash
- }
- else if(.@gift == 3) {
- getitem 1231,1; // Bazerald
- }
- else if(.@gift == 4) {
- getitem 1367,1; // Slaughter
- }
- else if(.@gift == 5) {
- getitem 1722,1; // Balistar
- }
- else if(.@gift == 6) {
- getitem 1230,1; // House_Auger
- }
- else if(.@gift == 7) {
- getitem 1141,1; // Immaterial_Sword
- }
- else if(.@gift == 8) {
- getitem 1813,1; // Kaiser_Knuckle
- }
- else if(.@gift == 9) {
- getitem 1557,1; // Book_Of_The_Apocalypse
- }
- else if(.@gift == 10) {
- getitem 1235,1; // Azoth
- }
- else if(.@gift == 11) {
- getitem 1227,1; // Weeder_Knife
- }
- else if(.@gift == 12) {
- getitem 1913,1; // Electronic_Guitar
- }
- else if(.@gift == 13) {
- getitem 1963,1; // Rapture_Rose
- }
- else {
- mes "Unknown error occurred.";
- close2;
- cutin "god_tialpi01",255;
- end;
- }
- cutin "god_tialpi01",2;
- mes "[Tialfi]";
- mes "Once again, I thank you for the trouble you've gone through on my behalf. I'm unsure of how this works, but I hope it will be useful to you. From what I know, I believe this is a rare item.";
- next;
- mes "[Tialfi]";
- mes "I'll be waiting for the day when I'll see Thor's thunder for myself. I believe that the dream I've had will come true, one of these days.";
- }
- else {
- cutin "god_tialpi01",2;
- mes "[Tialfi]";
- mes "I need";
- mes "50 Rough Oridecon";
- mes "and 50 Rough Elunium.";
- next;
- mes "[Tialfi]";
- mes "I don't have much time, so go ahead and continue on your journeys if you can't bring those to me.";
- }
- }
- else {
- if ($God4 > 99) {
- mes "[Tialfi]";
- mes "I sense a strange energy growing more powerful somewhere on this continent...";
- next;
- mes "[Tialfi]";
- mes "Can you feel it?";
- mes "Something must be going on!";
- next;
- mes "[Tialfi]";
- mes "I think we'd better wait and see what's happening. Someone will deliver the news to us. Though, I am unsure of whether or not it will be good news or bad...";
- }
- else {
- set $God4,$God4 +1;
- if($God4 == 50) {
- announce "The 4th seal of [Mjolnir] has appeared.",bc_all;
- }
- else if($God4 == 100 && $God2 == 100 && $God3 == 100 && $God1 == 100) {
- announce "Four seals have been released at the same time with the seal of [Mjolnir].",bc_all;
- }
- else if($God4 == 100) {
- announce "The 4th seal of [Mjolnir] has been released.",bc_all;
- }
- set god_mjo_0,10;
- mes "[Tialfi]";
- mes "You've met the four Dwarven Blacksmiths. I've heard that they rarely speak to humans. So you must be special if you were able to talk to them.";
- next;
- mes "[Tialfi]";
- mes "Do you think that my dream will come true? Do you believe Thor's Mjolnir will appear before the eyes of humans? I'm afraid great change will come to this world.";
- next;
- mes "[Tialfi]";
- mes "Thank you for going through such trouble on my behalf. I wish to give you one of my family treasures as a token of my gratitude.";
- next;
- mes "[Tialfi]";
- mes "However, I hope you understand that my family would grow suspicious if one of the treasures were to just go missing.";
- next;
- mes "[Tialfi]";
- mes "Hmm, however, I don't think they'll complain if I exchanged one of the treasures for something else. Let me think...";
- next;
- mes "[Tialfi]";
- mes "I should be able to give you";
- mes "one of our family heirlooms if you can bring be 50 Rough Oridecons and 50 Rough Eluniums.";
- next;
- mes "[Tialfi]";
- mes "You don't have to do that if you don't want to. But it seems our family heirlooms would be more useful to an adventurer such as yourself...";
- }
- }
- }
- else if(god_mjo_1 == 3 || god_mjo_2 == 3 || god_mjo_3 == 3 || god_mjo_4 == 3) {
- mes "[Tialfi]";
- mes "Hmm...";
- mes "The Dwarven Blacksmiths";
- mes "must be upset at you for";
- mes "some reason.";
- next;
- mes "[Tialfi]";
- mes "Remember my sister's";
- mes "suggestion and speak to";
- mes "them with great courtesy.";
- mes "Carefully choose words";
- mes "of respect lest they";
- mes "be insulted.";
- next;
- set god_mjo_1,0;
- set god_mjo_2,0;
- set god_mjo_3,0;
- set god_mjo_4,0;
- mes "[Tialfi]";
- mes "You should be okay now.";
- mes "By this time, they've probably forgotten the insult. But make sure you speak to my sister for advice first.";
- }
- else if(god_mjo_0 == 2 || god_mjo_0 == 1) {
- cutin "god_tialpi01",2;
- mes "[Tialfi]";
- mes "Sorry for the trouble.";
- mes "I wish you good luck";
- mes "in finding the Dwarves!";
- mes "Just... Don't insult them!";
- }
- else if(god_mjo_0 == 0) {
- if($God4 > 99) {
- cutin "god_tialpi01",2;
- mes "[Tialfi]";
- mes "I sense a strange energy growing more powerful somewhere on this continent...";
- next;
- mes "[Tialfi]";
- mes "Can you feel it?";
- mes "Something must be going on!";
- next;
- mes "[Tialfi]";
- mes "I think we'd better wait and see what's happening. Someone will deliver the news to us. Though, I am unsure of whether or not it will be good news or bad...";
- close;
- }
- else if(BaseLevel < 70) {
- cutin "god_tialpi02",2;
- mes "[Tialfi]";
- mes "One of my ancestors supposedly was a servant of Thor. Still, I find it difficult to believe.";
- next;
- mes "[Tialfi]";
- mes "If the gods have all these powers, how could a mere human be of any real assistance?";
- }
- else {
- cutin "god_tialpi01",2;
- mes "[Tialfi]";
- mes "Last night, I had the most amazing dream where I was the servant of Thor, god of thunder.";
- next;
- mes "[Tialfi]";
- mes "In this dream, I traveled";
- mes "with Thor to Jotunnheim, land of giants. During our journey, he told me many interesting stories about gods and heroes.";
- next;
- mes "[Tialfi]";
- mes "Of course, I can't remember everything clearly, but it was truly fantastic.";
- next;
- mes "[Tialfi]";
- mes "For some reason, I can vividly recall what Thor told me about his weapon, Mjolnir. Mjolnir is a Dwarven masterpiece.";
- next;
- mes "[Tialfi]";
- mes "Thor told me that Dwarves are extremely talented artisans, and their works are supreme. So as";
- mes "I was thinking about my dream,";
- mes "I remembered...";
- next;
- mes "[Tialfi]";
- mes "There is a mountain that";
- mes "has the same name as Thor's";
- mes "weapon. Surely, the two have";
- mes "some relation to each other.";
- next;
- mes "[Tialfi]";
- mes "I've also recently heard a rumor that Dwarven Blacksmiths also reside on Mount Mjolnir.";
- mes "I understand the mountain is dangerous, and that I'm in no position to ask such a thing...";
- next;
- mes "[Tialfi]";
- mes "I can't help wanting to know for myself whether or not there is truth to my dream. Is it possible for Mjolnir to resurface?";
- next;
- mes "[Tialfi]";
- mes "If you don't mind, I'd like to ask you to explore this mountain and search for these Dwarven Blacksmiths.";
- next;
- switch(select("No.:Okay.")) {
- case 1:
- cutin "god_tialpi02",2;
- mes "[Tialfi]";
- mes "I see. But I still appreciate that you took the time to listen to me.";
- mes "Hopefully someday I'll learn the truth about my dreams and about Mjolnir itself.";
- break;
- case 2:
- cutin "god_tialpi01",2;
- mes "[Tialfi]";
- mes "Thank you,";
- mes "thank you so much!";
- mes "Even though it won't be easy, I have faith that if the Dwarven Blacksmiths do exist, you'll be able to find them.";
- next;
- mes "[Tialfi]";
- mes "Oh, and please speak to my sister Roskva first. She is outside the North Entrance of Prontera.";
- next;
- mes "[Tialfi]";
- mes "I'm sure that she can";
- mes "give you useful information if you're fortunate enough to encounter the Dwarves.";
- next;
- set god_mjo_0,rand(1,2);
- mes "[Tialfi]";
- mes "I'm truly lucky to meet such an adventurer like yourself. I wish you the best of luck.";
- }
- }
- }
- else {
- cutin "god_tialpi01",2;
- mes "[Tialfi]";
- mes "I believe in you.";
- mes "Just be courageous!";
- }
- }
- close2;
- cutin "god_tialpi01",255;
- end;
-}
-
-prt_fild01,196,47,3 script Roskva 703,{
- if(god_mjo_0 == 1) {
- mes "[Roskva]";
- mes "You should know that Dwarven Blacksmiths are extremely offended if you do not speak to them with the utmost respect.";
- next;
- mes "[Roskva]";
- mes "So it's really";
- mes "important that you";
- mes "speak to the Dwarves";
- mes "as courteously as you can.";
- mes "The first Dwarf you must visit";
- mes "can be found to the East.";
- next;
- mes "[Roskva]";
- mes "Travel in a clock wise direction around Rune-Midgard and seek out the other Dwarves in order. Your final destination will be to the North.";
- next;
- mes "[Roskva]";
- mes "If you happen to speak to them in the wrong order, please go talk to my brother Tialfi again.";
- close;
- }
- else if(god_mjo_0 == 2) {
- mes "[Roskva]";
- mes "You should know that Dwarven Blacksmiths are extremely offended if you do not speak to them with the utmost respect.";
- next;
- mes "[Roskva]";
- mes "So it's really";
- mes "important that you";
- mes "speak to the Dwarves";
- mes "as courteously as you can.";
- mes "The first Dwarf you must visit";
- mes "can be found to the North.";
- next;
- mes "[Roskva]";
- mes "Travel in a counter clock wise direction around Rune-Midgard and seek out the other Dwarves in order. Your final destination will be to the East.";
- next;
- mes "[Roskva]";
- mes "If you happen to speak to them in the wrong order, please go talk to my brother Tialfi again.";
- close;
- }
- else {
- mes "[Roskva]";
- mes "A long time ago, many people used to frequent this area. Friends and families would live here, sharing happiness and sadness.";
- next;
- mes "[Roskva]";
- mes "But they're all gone now. My parents and my friends have all gone to a place whose name I don't even know.";
- next;
- mes "[Roskva]";
- mes "I can't help";
- mes "but feel lonesome...";
- close;
- }
-}
-
-mjolnir_11,149,247,5 script Dwarf Blacksmith#east 826,{
- if ($God3 < 50) {
- mes "[Austri]";
- mes "Something is happening somewhere on this continent. You might not believe me, but I keep getting visions of the Fenrir-Wolf.";
- close;
- }
- else {
- if($God4 > 99) {
- mes "[Austri]";
- mes "Something is happening somewhere on this continent. You might not believe me, but I keep getting visions of the Fenrir-Wolf.";
- close;
- }
- else if(god_mjo_0 == 11) {
- mes "[Austri]";
- mes "When my people finally retrieve the memories of their past, we will be able to grant the power of the gods to humans.";
- next;
- mes "[Austri]";
- mes "I believe that";
- mes "time is coming...";
- close;
- }
- else if(god_mjo_0 == 10) {
- mes "[Austri]";
- mes "Hm? I sense that you were asked to do a favor for that human. If I were you, I'd finish that task as soon as I could. Somehow, that human's fate, as well as that of the Dwarves, are intertwined...";
- close;
- }
- else if(god_mjo_0 == 1) {
- if (god_mjo_1 == 3 || god_mjo_2 == 3 || god_mjo_3 == 3 || god_mjo_4 == 3) {
- mes "[Austri]";
- mes "What is it?! I refuse to speak to human as rude and contemptible";
- mes "as you! Now, get out of my sight!";
- close;
- }
- else if(god_mjo_1 == 2) {
- mes "[Austri]";
- mes "What...?";
- mes "I have nothing";
- mes "to say to you.";
- close;
- }
- else if (god_mjo_2 != 0 || god_mjo_3 != 0 || god_mjo_4 != 0) {
- mes "[Austri]";
- mes "Hm...?";
- mes "Why have you";
- mes "come to me, human?";
- next;
- switch(select("Nothing.:Hey, 'sup!")) {
- case 1:
- mes "[Austri]";
- mes "...";
- close;
- case 2:
- set god_mjo_1,3;
- mes "[Austri]";
- mes "What...?!";
- mes "Do not greet the";
- mes "Dwarves lightly,";
- mes "mortal!";
- close;
- }
- }
- else if(god_mjo_1 == 1) {
- mes "[Austri]";
- mes "What has made";
- mes "you come to me?";
- next;
- switch(select("Nothing.:Excuse me, sir.")) {
- case 1:
- mes "[Austri]";
- mes "...";
- close;
- case 2:
- if (countitem(1005) > 0) { //Hammer_Of_Blacksmith
- mes "[Austri]";
- mes "Ah, I see that the entire human race is not worthy of scorn. Unlike many of your kind, I see that you respect your elders.";
- next;
- while(1) {
- if (.@talk_to == 0) {
- mes "[Austri]";
- mes "So what did";
- mes "want to ask";
- mes "me about?";
- next;
- switch(select("...:About Mjolnir.")) {
- case 1:
- set .@talk_not,1;
- break;
- case 2:
- break;
- }
- }
- else if(.@talk_to == 1) {
- mes "[Austri]";
- mes "Mjolnir...?";
- mes "Thor's legendary weapon?";
- mes "The hammer than can shake the earth and tear the sky asunder? Out of all of legendary weapons, Mjolnir is perhaps greatest.";
- next;
- mes "[Austri]";
- mes "As a matter of fact, it was forged by my ancestor. Mjolnir was the perfect weapon, except for one minor flaw.";
- next;
- mes "[Austri]";
- mes "The hilt of Mjolnir was forged shorter than intended. Are you still listening to me?";
- next;
- switch(select("...:Yes, sir!:Huh?")) {
- default:
- set .@talk_not,1;
- break;
- case 2:
- break;
- }
- }
- else if(.@talk_to == 2) {
- mes "[Austri]";
- mes "One day, Loki came to our village and showed off his treasures. He boasted that we couldn't possibly create something to surpass their quality.";
- next;
- mes "[Austri]";
- mes "Frankly his treasures were";
- mes "made by another Dwarf tribe, but we couldn't tolerate his insult. So my ancestors created three treasures of their own.";
- next;
- switch(select("...:Boooring!:Oh, wow.")) {
- default:
- set .@talk_not,1;
- break;
- case 3:
- break;
- }
- }
- else if(.@talk_to == 3) {
- mes "[Austri]";
- mes "Of the three treasures my ancestors created, Mjolnir was the last and greatest.";
- next;
- mes "[Austri]";
- mes "However, while it was created, a strange fly bit my ancestor on the hand. Because of this interruption, Mjolnir's hilt is a little flawed.";
- next;
- mes "[Austri]";
- mes "It's very sad. Although Mjolnir is the greatest weapon ever, it was very close to being the epitome of craftsmanship.";
- next;
- switch(select("...:Epito--what?:Yes sir, I agree.")) {
- default:
- set .@talk_not,1;
- break;
- case 3:
- break;
- }
- }
- else if(.@talk_to == 4) {
- mes "[Austri]";
- mes "Despite this minor flaw, Mjolnir is still considered the greatest of legendary weapons.";
- next;
- mes "[Austri]";
- mes "Mjolnir was the trusted weapon Thor wielded on the battlefield, and every giant feared its power.";
- next;
- mes "[Austri]";
- mes "I must say, a Blacksmith's greatest pride comes when he creates the weapon and armor that can be considered his life's work.";
- next;
- switch(select("...:I agree, sir!:Um, yeah.")) {
- default:
- set .@talk_not,1;
- break;
- case 2:
- break;
- }
- }
- else if(.@talk_to == 5) {
- mes "[Austri]";
- mes "The reason this mountain is called Mount Mjolnir is because it was actually created by the hammer.";
- next;
- mes "[Austri]";
- mes "In a battle against demons a thousand years ago, Thor struck the earth with Mjolnir. The impact caused the ground to rise, creating this mountain.";
- next;
- mes "[Austri]";
- mes "You can imagine just";
- mes "how powerful Mjolnir is.";
- mes "However, humans can never hope to see or even wield Mjolnir. Only a god can handle that kind of force.";
- next;
- switch(select("...:Wah wah wah~!:Ah, I understand sir!")) {
- default:
- set .@talk_not,1;
- break;
- case 3:
- break;
- }
- }
- else if(.@talk_to == 6) {
- mes "[Austri]";
- mes "Hmm... But perhaps an ambitious dwarf can forge something similar to Mjolnir so that it can actually be used by humans. It would have less power, but it'd be perfectly crafted.";
- next;
- mes "[Austri]";
- mes "Yes, it's possible to create";
- mes "a Mjolnir suited to humans. Still, it wouldn't be very easy.";
- next;
- switch(select("...:Yes, sir!:Yeah, whatever.")) {
- default:
- set .@talk_not,1;
- break;
- case 2:
- break;
- }
- }
- else if(.@talk_to == 7) {
- mes "[Austri]";
- mes "Well, I happened to speak much longer than I intended. But I hope you learned what you wished to";
- mes "know about Mjolnir.";
- next;
- mes "[Austri]";
- mes "I feel that a great change is coming. I do not know what kind";
- mes "of effect it will have on our world, but something important will happen...";
- next;
- mes "[Austri]";
- mes "Perhaps only the gods can be";
- mes "sure as to what the future will bring. In any case, we must prepare ourselves for what will happen.";
- next;
- switch(select("...:Yes?:Yes, sir!")) {
- default:
- set .@talk_not,1;
- break;
- case 3:
- break;
- }
- }
- else if(.@talk_to == 8) {
- set god_mjo_1,2;
- mes "[Austri]";
- mes "Alright then...";
- mes "If you wish to learn more, you should speak to my brothers.";
- mes "Take care, human.";
- close;
- }
- if (.@talk_not == 1) {
- set god_mjo_1,3;
- mes "[Austri]";
- mes "Grrr...!";
- mes "You're not listening, are you?! What a waste of my time!";
- next;
- mes "[Austri]";
- mes "This is why I don't want to associate with humans. They always shut me out when I'm talking!";
- close;
- }
- else {
- set .@talk_to,.@talk_to + 1;
- }
- }
- }
- else {
- mes "[Austri]";
- mes "You don't seem to";
- mes "understand. If you";
- mes "wish to prove to me that you understand blacksmiths, you should bring something related to my work!";
- close;
- }
- }
- }
- else if(god_mjo_1 == 0) {
- mes "[Austri]";
- mes "What has made";
- mes "you come to me?";
- next;
- switch(select("Nothing.:Excuse me, sir.")) {
- case 1:
- mes "[Austri]";
- mes "...";
- close;
- case 2:
- mes "[Austri]";
- mes "A respectable blacksmith cherishes his tools and crafts with diligence and care.";
- next;
- mes "[Austri]";
- mes "When it comes to humans, I believe the ones who can appreciate my line of work are the only ones worth talking to.";
- next;
- set god_mjo_1,1;
- mes "[Austri]";
- mes "Every good blacksmith knows the value of a good hammer. If you can understand that, I shall consider speaking with you.";
- next;
- mes "[Austri]";
- mes "Now go, human.";
- mes "I wish you safety";
- mes "in your travels.";
- close;
- }
- }
- else {
- mes "[Austri]";
- mes "Zzzz Zzzz...";
- close;
- }
- }
- else if(god_mjo_0 == 2) {
- if(god_mjo_1 == 3 || god_mjo_2 == 3 || god_mjo_3 == 3 || god_mjo_4 == 3) {
- mes "[Austri]";
- mes "What is it?! I refuse to speak to human as rude and contemptible";
- mes "as you! Now, get out of my sight!";
- close;
- }
- else if(god_mjo_4 == 2) {
- mes "[Austri]";
- mes "What is it...?";
- mes "I have nothing";
- mes "to say to you.";
- close;
- }
- else if(god_mjo_1 == 0 || god_mjo_1 == 1 || god_mjo_2 == 0 || god_mjo_2 == 1 || god_mjo_3 == 0 || god_mjo_3 == 1) {
- mes "[Austri]";
- mes "What made you come to me?";
- next;
- switch(select("Nothing.:Hey, sup!")) {
- case 1:
- mes "[Austri]";
- mes "...";
- close;
- case 2:
- set god_mjo_4,3;
- mes "[Austri]";
- mes "What?!";
- mes "Leave immediately and go study your english properly!";
- close;
- }
- }
- else if(god_mjo_4 == 1) {
- mes "[Austri]";
- mes "What has made";
- mes "you come to me?";
- next;
- switch(select("Nothing.:Excuse me, sir.")) {
- case 1:
- mes "[Austri]";
- mes "...";
- close;
- case 2:
- if (countitem(1005) > 0) {
- mes "[Austri]";
- mes "Ah, I see that the entire human race is not worthy of scorn. Unlike many of your kind, I see that you respect your elders.";
- next;
- while(1) {
- if (.@talk_to == 0) {
- mes "[Austri]";
- mes "So what did";
- mes "want to ask";
- mes "me about?";
- next;
- switch(select("...:About Mjolnir.")) {
- case 1:
- set .@talk_not,1;
- break;
- case 2:
- break;
- }
- }
- else if (.@talk_to == 1) {
- mes "[Austri]";
- mes "Mjolnir...?";
- mes "Thor's legendary weapon?";
- mes "The hammer than can shake the earth and tear the sky asunder? Out of all of legendary weapons, Mjolnir is perhaps greatest.";
- next;
- mes "[Austri]";
- mes "As a matter of fact, it was forged by my ancestor. Mjolnir was the perfect weapon, except for one minor flaw.";
- next;
- mes "[Austri]";
- mes "The hilt of Mjolnir was forged shorter than intended. Are you still listening to me?";
- next;
- switch(select("...:Yes, sir!:Huh?")) {
- default:
- set .@talk_not,1;
- break;
- case 2:
- break;
- }
- }
- else if (.@talk_to == 2) {
- mes "[Austri]";
- mes "One day, Loki came to our village and showed off his treasures. He boasted that we couldn't possibly create something to surpass their quality.";
- next;
- mes "[Austri]";
- mes "Frankly his treasures were";
- mes "made by another Dwarf tribe, but we couldn't tolerate his insult. So my ancestors created three treasures of their own.";
- next;
- switch(select("...:Boooring!:Oh, wow.")) {
- case 1:
- set .@talk_not,1;
- break;
- case 2:
- set .@talk_not,1;
- break;
- case 3:
- break;
- }
- }
- else if (.@talk_to == 3) {
- mes "[Austri]";
- mes "Of the three treasures my ancestors created, Mjolnir was the last and greatest.";
- next;
- mes "[Austri]";
- mes "However, while it was created, a strange fly bit my ancestor on the hand. Because of this interruption, Mjolnir's hilt is a little flawed.";
- next;
- mes "[Austri]";
- mes "It's very sad. Although Mjolnir is the greatest weapon ever, it was very close to being the epitome of craftsmanship.";
- next;
- switch(select("...:Epito--what?:Yes sir, I agree.")) {
- default:
- set .@talk_not,1;
- break;
- case 3:
- break;
- }
- }
- else if (.@talk_to == 4) {
- mes "[Austri]";
- mes "Despite this minor flaw, Mjolnir is still considered the greatest of legendary weapons.";
- next;
- mes "[Austri]";
- mes "Mjolnir was the trusted weapon Thor wielded on the battlefield, and every giant feared its power.";
- next;
- mes "[Austri]";
- mes "I must say, a Blacksmith's greatest pride comes when he creates the weapon and armor that can be considered his life's work.";
- next;
- switch(select("...:I agree, sir!:Um, yeah.")) {
- default:
- set .@talk_not,1;
- break;
- case 2:
- break;
- }
- }
- else if (.@talk_to == 5) {
- mes "[Austri]";
- mes "The reason this mountain is called Mount Mjolnir is because it was actually created by the hammer.";
- next;
- mes "[Austri]";
- mes "In a battle against demons a thousand years ago, Thor struck the earth with Mjolnir. The impact caused the ground to rise, creating this mountain.";
- next;
- mes "[Austri]";
- mes "You can imagine just";
- mes "how powerful Mjolnir is.";
- mes "However, humans can never hope to see or even wield Mjolnir. Only a god can handle that kind of force.";
- next;
- switch(select("...:Wah wah wah~!:Ah, I understand sir!")) {
- default:
- set .@talk_not,1;
- break;
- case 3:
- break;
- }
- }
- else if (.@talk_to == 6) {
- mes "[Austri]";
- mes "Hmm... But perhaps an ambitious dwarf can forge something similar to Mjolnir so that it can actually be used by humans. It would have less power, but it'd be perfectly crafted.";
- next;
- mes "[Austri]";
- mes "Yes, it's possible to create";
- mes "a Mjolnir suited to humans. Still, it wouldn't be very easy.";
- next;
- switch(select("...:Yes, sir!:Yeah, whatever.")) {
- default:
- set .@talk_not,1;
- break;
- case 2:
- break;
- }
- }
- else if (.@talk_to == 7) {
- mes "[Austri]";
- mes "Well, I happened to speak much longer than I intended. But I hope you learned what you wished to";
- mes "know about Mjolnir.";
- next;
- mes "[Austri]";
- mes "I feel that a great change is coming. I do not know what kind";
- mes "of effect it will have on our world, but something important will happen...";
- next;
- mes "[Austri]";
- mes "Perhaps only the gods can be";
- mes "sure as to what the future will bring. In any case, we must prepare ourselves for what will happen.";
- next;
- switch(select("...:Yes?:Yes, sir!")) {
- default:
- set .@talk_not,1;
- break;
- case 3:
- break;
- }
- }
- else if (.@talk_to == 8) {
- set god_mjo_4,2;
- mes "[Austri]";
- mes "Alright then...";
- mes "Take care of";
- mes "yourself, human.";
- close;
- }
- if (.@talk_not == 1) {
- set god_mjo_4,3;
- mes "[Austri]";
- mes "Grrr...!";
- mes "You're not listening, are you?! What a waste of my time!";
- next;
- mes "[Austri]";
- mes "This is why I don't want to associate with humans. They always shut me out when I'm talking!";
- close;
- } else {
- set .@talk_to,.@talk_to + 1;
- }
- }
- }
- else {
- mes "[Austri]";
- mes "You don't seem to";
- mes "understand. If you";
- mes "wish to prove to me that you understand blacksmiths, you should bring something related to my work!";
- close;
- }
- }
- }
- else if(god_mjo_4 == 0) {
- mes "[Austri]";
- mes "What made you come to me?";
- next;
- switch(select("Nothing.:Excuse me, sir.")) {
- case 1:
- mes "[Austri]";
- mes "...";
- close;
- case 2:
- mes "[Austri]";
- mes "A respectable blacksmith cherishes his tools and crafts with diligence and care.";
- next;
- mes "[Austri]";
- mes "When it comes to humans, I believe the ones who can appreciate my line of work are the only ones worth talking to.";
- next;
- set god_mjo_4,1;
- mes "[Austri]";
- mes "Every good blacksmith knows the value of a good hammer. If you can understand that, I shall consider speaking with you.";
- next;
- mes "[Austri]";
- mes "Now go, human.";
- mes "I wish you safety";
- mes "in your travels.";
- close;
- }
- }
- else {
- mes "[Austri]";
- mes "Zzzz Zzzz...";
- close;
- }
- }
- else if(god_mjo_0 == 0) {
- mes "[Austri]";
- mes "Ah...";
- mes "It feels like today's going to be a great day.";
- next;
- mes "[Austri]";
- mes "I've got the warm sun, fresh forest air, and my hammer and anvil are at the ready. It's a perfect day for smithing!";
- close;
- }
- else {
- mes "[Austri]";
- mes "Zzzz Zzzz...";
- close;
- }
- }
-}
-
-mjolnir_09,209,341,3 script Dwarf Blacksmith#south 826,{
- if ($God3 < 50) {
- mes "[Sudri]";
- mes "I want to compete";
- mes "and fight with stronger and stronger opponents!";
- next;
- mes "[Sudri]";
- mes "One day, I'll return to Svartalfaheimr and defeat Ivaldi! Mwahahaha!";
- close;
- }
- else {
- if ($God4 > 99) {
- mes "[Sudri]";
- mes "Wait, this is";
- mes "not the right time";
- mes "for fighting...";
- next;
- mes "[Sudri]";
- mes "Something that has been hidden is about to be born out of the sweat of determination and tears of sacrifice. We must wait until then.";
- close;
- }
- else if(god_mjo_0 == 11) {
- mes "[Sudri]";
- mes "I want to compete with a stronger one!";
- mes "I will be stronger and stronger,";
- mes "one day when I get back to Svartalfaheimr";
- mes "I shall defeat Ivaldi!";
- mes "Muhahahaha...!";
- close;
- }
- else if(god_mjo_10 == 10) {
- mes "[Sudri]";
- mes "I must admit that you're a really strong human. Let us fight again when we have a chance. The next time, you may not be so lucky!";
- close;
- }
- else if(god_mjo_0 == 1) {
- if (god_mjo_1 == 3 || god_mjo_2 == 3 || god_mjo_3 == 3 || god_mjo_4 == 3) {
- mes "[Sudri]";
- mes "Go back to where you belong before I beat you to death!";
- next;
- mes "[Sudri]";
- mes "All you can gain here are a few herbs.";
- close;
- }
- else if(god_mjo_2 == 2) {
- mes "[Sudri]";
- mes "That was a great fight!";
- mes "Mwahahaha! I'm satisfied with the results. I may have lost, but we fought honorably with everything we had.";
- close;
- }
- else if(god_mjo_1 == 0 || god_mjo_1 == 1 || god_mjo_3 != 0 || god_mjo_4 != 0) {
- mes "[Sudri]";
- mes "So...";
- mes "What brings";
- mes "you here?";
- next;
- switch(select("Nothing.:Excuse me, sir.")) {
- case 1:
- mes "[Sudri]";
- mes "You have too much time on your hands. Why don't you log out and hang out with your friends instead?";
- close;
- case 2:
- set god_mjo_2,3;
- mes "[Sudri]";
- mes "Why should";
- mes "I excuse you?";
- next;
- mes "[Sudri]";
- mes "If there's";
- mes "anything I hate,";
- mes "it's insincerity and";
- mes "sarcasm. What, you";
- mes "wanna fight?!";
- close;
- }
- }
- else if(god_mjo_2 == 1) {
- set .@n_vit,200;
- set .@p_vit,100;
- while(1) {
- mes "Sudri : " + .@n_vit + " HP";
- mes "" + strcharinfo(0) + " : " + .@p_vit + " HP";
- mes "--------------------";
- mes "" + strcharinfo(0) + "";
- mes "initiated";
- mes "an attack!";
- next;
- switch(select("...?!:Strike Head!:Strike Chest!:Strike Legs!:Take a break.")) {
- case 1:
- set .@p_atk,0;
- break;
- case 2:
- set .@p_atk,1;
- break;
- case 3:
- set .@p_atk,2;
- break;
- case 4:
- set .@p_atk,3;
- break;
- case 5:
- set .@p_atk,4;
- break;
- }
- set .@n_def,rand(1,3);
- set .@damage,rand(15,25);
- if (.@p_atk == 1) {
- mes "" + strcharinfo(0) + "";
- mes "attacks Sudri's head!";
- }
- else if(.@p_atk == 2) {
- mes "" + strcharinfo(0) + "";
- mes "strikes Sudri's chest!";
- }
- else if(.@p_atk == 3) {
- mes "" + strcharinfo(0) + "";
- mes "aims for Sudri's legs!";
- }
- else if(.@p_atk == 4) {
- mes "" + strcharinfo(0) + "";
- mes "requests a break!";
- }
- else {
- mes "" + strcharinfo(0) + "'s";
- mes "weak point revealed!";
- }
- if (.@p_atk == .@n_def) {
- specialeffect EF_GUARD;
- if (.@n_def == 1) {
- mes "--------------------";
- mes "Sudri easily dodges";
- mes "your attack by twisting";
- mes "his small, yet svelte, body.";
- mes "--------------------";
- mes "" + strcharinfo(0) + " misses!";
- }
- else if(.@n_def == 2) {
- mes "--------------------";
- mes "Sudri blocks your";
- mes "attack by crossing";
- mes "his stout arms.";
- mes "--------------------";
- mes "" + strcharinfo(0) + "'s attack is blocked!";
- }
- else if(.@n_def == 3) {
- mes "--------------------";
- mes "Sudri dodges your";
- mes "attack with a graceful";
- mes "leap to the heavens.";
- mes "--------------------";
- mes "" + strcharinfo(0) + " misses!";
- }
- }
- else if(.@p_atk == 4) {
- specialeffect2 EF_HEAL;
- set .@p_vit,.@p_vit + 10;
- mes "--------------------";
- mes "" + strcharinfo(0) + "";
- mes "has gained 10 HP!";
- }
- else if(.@p_atk == 1) {
- specialeffect EF_HIT5;
- set .@n_vit,.@n_vit - .@damage;
- mes "--------------------";
- mes "You successfully hit";
- mes "Sudri on the head!";
- mes "--------------------";
- mes "Sudri has lost " + .@damage + " HP!";
- }
- else if(.@p_atk == 2) {
- specialeffect EF_HIT2;
- set .@n_vit,.@n_vit - .@damage;
- mes "--------------------";
- mes "You successfully hit";
- mes "Sudri on the chest!";
- mes "--------------------";
- mes "Sudri has";
- mes "lost " + .@damage + " HP!";
- }
- else if(.@p_atk == 3) {
- specialeffect EF_HIT4;
- set .@n_vit,.@n_vit - .@damage;
- mes "--------------------";
- mes "You successfully hit";
- mes "Sudri on the legs!";
- mes "--------------------";
- mes "Sudri has";
- mes "lost " + .@damage + " HP!";
- }
- else if(.@p_atk == 0) {
- specialeffect2 EF_HIT5;
- set .@p_vit,.@p_vit - 10;
- mes "--------------------";
- mes "You were hit by";
- mes "Sudri's counter attack!";
- mes "--------------------";
- mes "" + strcharinfo(0) + " has lost 10 HP!";
- if (.@p_vit < 1) {
- mes "Defeated...";
- next;
- break;
- }
- }
- else {
- mes "--------------------";
- mes "Something happened";
- mes "and the fight has stopped!";
- close;
- }
- if (.@n_vit < 1) {
- mes "" + strcharinfo(0) + " wins!";
- next;
- break;
- }
- next;
- mes "Sudri : " + .@n_vit + " HP";
- mes "" + strcharinfo(0) + " : " + .@p_vit + " HP";
- mes "--------------------";
- mes "Sudri attacks...!";
- next;
- switch(select("...?!:Dodge!:Block!:Jump!:Counter back!")) {
- case 1:
- set .@p_def,0;
- break;
- case 2:
- set .@p_def,1;
- break;
- case 3:
- set .@p_def,2;
- break;
- case 4:
- set .@p_def,3;
- break;
- case 5:
- set .@p_def,4;
- break;
- }
- set .@n_atk,rand(1,3);
- set .@damage,rand(20,25);
- if (.@n_atk == 1) {
- mes "Sudri aims for the head!";
- }
- else if(.@n_atk == 2) {
- mes "Sudri strikes the chest!";
- }
- else {
- mes "Sudri attacks the legs!";
- }
- if (.@n_atk == .@p_def) {
- specialeffect2 EF_GUARD;
- if (.@p_def == 1) {
- mes "--------------------";
- mes "" + strcharinfo(0) + "";
- mes "quickly dodged!";
- mes "Sudri's arms were";
- mes "too short and missed!";
- mes "--------------------";
- mes "Sudri has failed to attack.";
- }
- else if(.@p_def == 2) {
- mes "--------------------";
- mes "" + strcharinfo(0) + "";
- mes "barely blocked";
- mes "Sudri's attack.";
- mes "--------------------";
- mes "Sudri has failed to attack.";
- }
- else if(.@p_def == 3) {
- mes "--------------------";
- mes "" + strcharinfo(0) + " jumped,";
- mes "dodged Sudri's attack at ease.";
- mes "--------------------";
- mes "Sudri has failed to attack.";
- }
- }
- else if(.@p_def == 4) {
- set .@count,rand(1,4);
- mes "--------------------";
- mes "" + strcharinfo(0) + "";
- mes "counters!";
- if (.@count == 1) {
- specialeffect2 EF_AUTOCOUNTER;
- specialeffect EF_MAGNUMBREAK;
- set .@n_vit,.@n_vit - 20;
- mes "You successfully";
- mes "counter attacked!";
- mes "--------------------";
- mes "Sudri has lost 20 HP!";
- if (.@n_vit < 1) {
- mes "" + strcharinfo(0) + " won!";
- next;
- break;
- }
- }
- else {
- specialeffect2 EF_CRASHEARTH;
- set .@p_vit,.@p_vit - 30;
- mes "You've taken";
- mes "critical damage";
- mes "on your weak spot!";
- mes "--------------------";
- mes "" + strcharinfo(0) + " has lost 30 HP!";
- }
- }
- else if(.@n_atk == 1) {
- specialeffect2 EF_HIT5;
- set .@p_vit,.@p_vit - .@damage;
- mes "--------------------";
- mes "Sudri successfully";
- mes "hit " + strcharinfo(0) + "";
- mes "on the head!";
- mes "--------------------";
- mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!";
- }
- else if(.@n_atk == 2) {
- specialeffect2 EF_HIT2;
- set .@p_vit,.@p_vit - .@damage;
- mes "--------------------";
- mes "Sudri successfully";
- mes "hit " + strcharinfo(0) + "";
- mes "on the chest!";
- mes "--------------------";
- mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!";
- }
- else if(.@n_atk == 3) {
- specialeffect2 EF_HIT4;
- set .@p_vit,.@p_vit - .@damage;
- mes "--------------------";
- mes "Sudri successfully";
- mes "hit " + strcharinfo(0) + "";
- mes "on the legs!";
- mes "--------------------";
- mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!";
- }
- else if(.@n_atk == 0) {
- specialeffect2 EF_HIT5;
- set .@p_vit,.@p_vit - .@damage;
- mes "--------------------";
- mes "Sudri successfully";
- mes "hits "+ strcharinfo(0) +"";
- mes "during a moment of";
- mes "absent-mindedness!";
- mes "--------------------";
- mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!";
- }
- else {
- mes "--------------------";
- mes "Something happened";
- mes "and the fight has stopped!";
- close;
- }
- if (.@p_vit < 1) {
- mes "Sudri won!";
- next;
- break;
- }
- next;
- }
- if (.@p_vit < n_vit) {
- mes "[Sudri]";
- mes "Muhahahaha!";
- mes "You're not strong enough to beat me! I want someone who can offer";
- mes "me a challenge!";
- next;
- mes "[Sudri]";
- mes "Go out, train some and get stronger before you even think about coming back!";
- close;
- }
- else if(.@n_vit < p_vit) {
- set god_mjo_2,2;
- mes "[Sudri]";
- mes "You're stronger than me. I never thought I'd meet a human as strong as you.";
- next;
- mes "[Sudri]";
- mes "I'm impressed! Alright, I'll tell my friends good things about you. Hopefully, my brothers will give you the help you're looking for.";
- next;
- mes "[Sudri]";
- mes "Okay then,";
- mes "be safe on";
- mes "your travels!";
- close;
- }
- }
- else if(god_mjo_2 == 0) {
- mes "[Sudri]";
- mes "So...";
- mes "What brings";
- mes "you here, human?";
- next;
- switch(select("Nothing.:Excuse me, sir.")) {
- case 1:
- mes "[Sudri]";
- mes "You have too much time on your hands. Why don't you log out and hang out with your buddies for a while?";
- close;
- case 2:
- mes "[Sudri]";
- mes "Huh. You're different than other humans. But still, trusting you because you know how to speak respectfully isn't very wise.";
- next;
- mes "[Sudri]";
- mes "If there's anything I love,";
- mes "it's bare knuckle brawling,";
- mes "old school style.";
- next;
- mes "[Sudri]";
- mes "Words can be deceptive,";
- mes "but if you can beat me in";
- mes "a fight, I think I might";
- mes "just talk to you.";
- mes "How about it?";
- next;
- switch(select("...:Yes, I accept your challenge.:No, I'm scared!")) {
- case 1:
- set god_mjo_2,3;
- mes "[Sudri]";
- mes "You didn't";
- mes "even answer me!";
- mes "Fine! Whatever!";
- close;
- case 2:
- set god_mjo_2,1;
- mes "[Sudri]";
- mes "Ah, I like you already, human! Now why don't you go do some warm ups, and we'll fight when you're ready.";
- close;
- case 3:
- set god_mjo_2,1;
- mes "[Sudri]";
- mes "Eh...?";
- mes "Why are you being";
- mes "such a coward?";
- mes "Are you afraid of";
- mes "this old and tiny Dwarf?";
- next;
- mes "[Sudri]";
- mes "Come on, I'll even let you have the first hit. Just come to me when you're ready to fight!";
- close;
- }
- }
- }
- else {
- mes "[Sudri]";
- mes "Zzzz Zzzz...";
- close;
- }
- }
- else if(god_mjo_0 == 2) {
- if (god_mjo_1 == 3 || god_mjo_2 == 3 || god_mjo_3 == 3 || god_mjo_4 == 3) {
- mes "[Sudri]";
- mes "[Sudri]";
- mes "Get out of here before I beat you to death! All you can gain over here is a few herbs, anyway!";
- close;
- }
- else if(god_mjo_3 == 2) {
- mes "[Sudri]";
- mes "That was a great fight!";
- mes "Hahahahahahahahahaah!";
- mes "I regret nothing.";
- mes "I may have lost, but";
- mes "I gave it my all!";
- close;
- }
- else if (god_mjo_1 == 0 || god_mjo_1 == 1 || god_mjo_2 == 0 || god_mjo_2 == 1 || god_mjo_4 != 0) {
- mes "[Sudri]";
- mes "What made you come to me?";
- next;
- switch(select("Nothing.:Excuse me, sir.")) {
- case 1:
- mes "[Sudri]";
- mes "You have too much";
- mes "time on your hands.";
- mes "Why don't you log out and go out with your friends instead?";
- close;
- case 2:
- set god_mjo_3,3;
- mes "[Sudri]";
- mes "Why should";
- mes "I excuse you?";
- mes "Do you want to";
- mes "fight with me, huh?";
- close;
- }
- }
- else if(god_mjo_3 == 1) {
- mes "[Sudri]";
- mes "Cool, let's fight!";
- next;
- set .@n_vit,200;
- set .@p_vit,100;
- while(1) {
- mes "Sudri : " + .@n_vit + " HP";
- mes "" + strcharinfo(0) + " : " + .@p_vit + " HP";
- mes "--------------------";
- mes "" + strcharinfo(0) + "";
- mes "initiated";
- mes "an attack!";
- next;
- switch(select("...?!:Strike Head!:Strike Chest!:Strike Legs!:Take a break.")) {
- case 1:
- set .@p_atk,0;
- break;
- case 2:
- set .@p_atk,1;
- break;
- case 3:
- set .@p_atk,2;
- break;
- case 4:
- set .@p_atk,3;
- break;
- case 5:
- set .@p_atk,4;
- break;
- }
- set .@n_def,rand(1,3);
- set .@damage,rand(15,25);
- if (.@p_atk == 1) {
- mes "" + strcharinfo(0) + "";
- mes "attacks Sudri's head!";
- }
- else if(.@p_atk == 2) {
- mes "" + strcharinfo(0) + "";
- mes "strikes Sudri's chest!";
- }
- else if(.@p_atk == 3) {
- mes "" + strcharinfo(0) + "";
- mes "aims for Sudri's legs!";
- }
- else if(.@p_atk == 4) {
- mes "" + strcharinfo(0) + "";
- mes "requests a break!";
- }
- else {
- mes "" + strcharinfo(0) + "'s";
- mes "weak point revealed!";
- }
- if (.@p_atk == .@n_def) {
- specialeffect EF_GUARD;
- if (.@n_def == 1) {
- mes "--------------------";
- mes "Sudri easily dodges";
- mes "your attack by twisting";
- mes "his small, yet svelte, body.";
- mes "--------------------";
- mes "" + strcharinfo(0) + " misses!";
- }
- else if(.@n_def == 2) {
- mes "--------------------";
- mes "Sudri blocks your";
- mes "attack by crossing";
- mes "his stout arms.";
- mes "--------------------";
- mes "" + strcharinfo(0) + "'s attack is blocked!";
- }
- else if(.@n_def == 3) {
- mes "--------------------";
- mes "Sudri dodges your";
- mes "attack with a graceful";
- mes "leap to the heavens.";
- mes "--------------------";
- mes "" + strcharinfo(0) + " misses!";
- }
- }
- else if(.@p_atk == 4) {
- specialeffect2 EF_HEAL;
- set .@p_vit,.@p_vit + 10;
- mes "--------------------";
- mes "" + strcharinfo(0) + "";
- mes "has gained 10 HP!";
- }
- else if(.@p_atk == 1) {
- specialeffect EF_HIT5;
- set .@n_vit,.@n_vit - .@damage;
- mes "--------------------";
- mes "You successfully hit";
- mes "Sudri on the head!";
- mes "--------------------";
- mes "Sudri has lost " + .@damage + " HP!";
- }
- else if(.@p_atk == 2) {
- specialeffect EF_HIT2;
- set .@n_vit,.@n_vit - .@damage;
- mes "--------------------";
- mes "You successfully hit";
- mes "Sudri on the chest!";
- mes "--------------------";
- mes "Sudri has";
- mes "lost " + .@damage + " HP!";
- }
- else if(.@p_atk == 3) {
- specialeffect EF_HIT4;
- set .@n_vit,.@n_vit - .@damage;
- mes "--------------------";
- mes "You successfully hit";
- mes "Sudri on the legs!";
- mes "--------------------";
- mes "Sudri has";
- mes "lost " + .@damage + " HP!";
- }
- else if(.@p_atk == 0) {
- specialeffect2 EF_HIT5;
- set .@p_vit,.@p_vit - 10;
- mes "--------------------";
- mes "You were hit by";
- mes "Sudri's counter attack!";
- mes "--------------------";
- mes "" + strcharinfo(0) + " has lost 10 HP!";
- if (.@p_vit < 1) {
- mes "Defeated...";
- next;
- break;
- }
- }
- else {
- mes "--------------------";
- mes "Something happened";
- mes "and the fight has stopped!";
- close;
- }
- if (.@n_vit < 1) {
- mes "" + strcharinfo(0) + " wins!";
- next;
- break;
- }
- next;
- mes "Sudri : " + .@n_vit + " HP";
- mes "" + strcharinfo(0) + " : " + .@p_vit + " HP";
- mes "--------------------";
- mes "Sudri attacks...!";
- next;
- switch(select("...?!:Dodge!:Block!:Jump!:Counter back!")) {
- case 1:
- set .@p_def,0;
- break;
- case 2:
- set .@p_def,1;
- break;
- case 3:
- set .@p_def,2;
- break;
- case 4:
- set .@p_def,3;
- break;
- case 5:
- set .@p_def,4;
- break;
- }
- set .@n_atk,rand(1,3);
- set .@damage,rand(20,25);
- if (.@n_atk == 1) {
- mes "Sudri aims for the head!";
- }
- else if(.@n_atk == 2) {
- mes "Sudri strikes the chest!";
- }
- else {
- mes "Sudri attacks the legs!";
- }
- if (.@n_atk == .@p_def) {
- specialeffect2 EF_GUARD;
- if (.@p_def == 1) {
- mes "--------------------";
- mes "" + strcharinfo(0) + " quickly dodged,";
- mes "Sudri's arms were too";
- mes "short to reach at you.";
- mes "--------------------";
- mes "Sudri has failed to attack.";
- }
- else if(.@p_def == 2) {
- mes "--------------------";
- mes "" + strcharinfo(0) + "";
- mes "barely blocked";
- mes "Sudri's attack.";
- mes "--------------------";
- mes "Sudri has failed to attack.";
- }
- else if(.@p_def == 3) {
- mes "--------------------";
- mes "" + strcharinfo(0) + " jumped,";
- mes "dodged Sudri's attack at ease.";
- mes "--------------------";
- mes "Sudri has failed to attack.";
- }
- }
- else if(.@p_def == 4) {
- set .@count,rand(1,4);
- mes "--------------------";
- mes "" + strcharinfo(0) + "";
- mes "counters!";
- if (.@count == 1) {
- specialeffect2 EF_AUTOCOUNTER;
- specialeffect EF_MAGNUMBREAK;
- set .@n_vit,.@n_vit - 20;
- mes "You successfully";
- mes "counter attacked!";
- mes "--------------------";
- mes "Sudri has lost 20 HP!";
- if (.@n_vit < 1) {
- mes "" + strcharinfo(0) + " won!";
- next;
- break;
- }
- }
- else {
- specialeffect2 EF_CRASHEARTH;
- set .@p_vit,.@p_vit - 30;
- mes "You've taken";
- mes "critical damage";
- mes "on your weak spot!";
- mes "--------------------";
- mes "" + strcharinfo(0) + " has lost 30 HP!";
- }
- }
- else if(.@n_atk == 1) {
- specialeffect2 EF_HIT5;
- set .@p_vit,.@p_vit - .@damage;
- mes "--------------------";
- mes "Sudri successfully";
- mes "hit " + strcharinfo(0) + "";
- mes "on the head!";
- mes "--------------------";
- mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!";
- }
- else if(.@n_atk == 2) {
- specialeffect2 EF_HIT2;
- set .@p_vit,.@p_vit - .@damage;
- mes "--------------------";
- mes "Sudri successfully";
- mes "hit " + strcharinfo(0) + "";
- mes "on the chest!";
- mes "--------------------";
- mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!";
- }
- else if(.@n_atk == 3) {
- specialeffect2 EF_HIT4;
- set .@p_vit,.@p_vit - .@damage;
- mes "--------------------";
- mes "Sudri successfully";
- mes "hit " + strcharinfo(0) + "";
- mes "on the legs!";
- mes "--------------------";
- mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!";
- }
- else if(.@n_atk == 0) {
- specialeffect2 EF_HIT5;
- set .@p_vit,.@p_vit - .@damage;
- mes "--------------------";
- mes "Sudri successfully";
- mes "hits "+ strcharinfo(0) +"";
- mes "during a moment of";
- mes "absent-mindedness!";
- mes "--------------------";
- mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!";
- }
- else {
- mes "--------------------";
- mes "Something happened";
- mes "and the fight has stopped!";
- close;
- }
- if (.@p_vit < 1) {
- mes "Sudri won!";
- next;
- break;
- }
- next;
- }
- if (.@p_vit < .@n_vit) {
- mes "[Sudri]";
- mes "Muhahahaha!";
- mes "You're not strong enough to beat me! I want someone who can offer";
- mes "me a challenge!";
- next;
- mes "[Sudri]";
- mes "Go out, train some and get stronger before you even think about coming back!";
- close;
- }
- else if(.@n_vit < .@p_vit) {
- set god_mjo_3,2;
- mes "[Sudri]";
- mes "You're stronger than me. I never thought I'd meet a human as strong as you.";
- next;
- mes "[Sudri]";
- mes "I'm impressed! Alright, I'll tell my friends good things about you. Hopefully, my brothers will give you the help you're looking for.";
- next;
- mes "[Sudri]";
- mes "Okay then,";
- mes "be safe on";
- mes "your travels!";
- close;
- }
- }
- else if(god_mjo_3 == 0) {
- mes "[Sudri]";
- mes "What made you come to me?";
- next;
- switch(select("Nothing.:Excuse me, sir.")) {
- case 1:
- mes "[Sudri]";
- mes "You have too much";
- mes "time on your hands.";
- mes "Why don't you log out and go out with your friends instead?";
- close2;
- case 2:
- mes "[Sudri]";
- mes "Huh. You're different than other humans. But still, trusting you because you know how to speak respectfully isn't very wise.";
- next;
- mes "[Sudri]";
- mes "If there's anything I love,";
- mes "it's bare knuckle brawling,";
- mes "old school style.";
- next;
- mes "[Sudri]";
- mes "Words can be deceptive,";
- mes "but if you can beat me in";
- mes "a fight, I think I might";
- mes "just talk to you.";
- mes "How about it?";
- next;
- switch(select("...:Yes, I accept your challenge.:No, I'm scared!")) {
- case 1:
- set god_mjo_3,3;
- mes "[Sudri]";
- mes "You didn't";
- mes "even answer me!";
- mes "Fine! Whatever!";
- close;
- case 2:
- set god_mjo_3,1;
- mes "[Sudri]";
- mes "Ah, I like you already, human! Now why don't you go do some warm ups, and we'll fight when you're ready.";
- close;
- case 3:
- set god_mjo_3,1;
- mes "[Sudri]";
- mes "Eh...?";
- mes "Why are you being";
- mes "such a coward?";
- mes "Are you afraid of";
- mes "this old and tiny Dwarf?";
- next;
- mes "[Sudri]";
- mes "Come on, I'll even let you have the first hit. Just come to me when you're ready to fight!";
- close;
- }
- }
- }
- else {
- mes "[Sudri]";
- mes "Zzzz Zzzz...";
- close;
- }
- }
- else if(god_mjo_0 == 0) {
- mes "[Sudri]";
- mes "In a one on one fight, you put everything on the line to show your might to your opponent.";
- next;
- mes "[Sudri]";
- mes "Have you ever felt the same way I do, human? Win or lose, just giving your all is the most satisfying accomplishment.";
- close;
- }
- else {
- mes "[Sudri]";
- mes "Zzzz Zzzz...";
- close;
- }
- }
-}
-
-mjolnir_01,35,136,7 script Dwarf Blacksmith#west 826,{
- if($God3 < 50) {
- mes "[Vestri]";
- mes "If you want something, you should earn it through your own efforts.";
- next;
- mes "[Vestri]";
- mes "No matter what other people say, if you're confident and your will is unwavering, you'll always be satisfied with the results.";
- next;
- mes "[Vestri]";
- mes "What do you think?";
- mes "Kids these days...";
- close;
- }
- else {
- if($God4 > 99) {
- mes "[Vestri]";
- mes "I don't feel";
- mes "like doing anything";
- mes "today. Anything at all...";
- next;
- mes "[Vestri]";
- mes "Someone must have forged something really monstrous, otherwise I wouldn't be feeling so worthless!";
- next;
- mes "[Vestri]";
- mes "Yeah, I think I need a break! Don't you think I need a break, human?";
- close;
- }
- else if(god_mjo_0 == 11) {
- mes "[Vestri]";
- mes "There's nothing like taking a relaxing break after putting your heart into your work.";
- next;
- mes "[Vestri]";
- mes "What do you think,";
- mes "human? Isn't that one";
- mes "of life's simple pleasures?";
- close;
- }
- else if(god_mjo_0 == 10) {
- mes "[Vestri]";
- mes "If you want something, you should earn it through your own efforts.";
- next;
- mes "[Vestri]";
- mes "No matter what other people say, if you're confident and your will is unwavering, you'll always be satisfied with the results.";
- next;
- mes "[Vestri]";
- mes "What do you think?";
- mes "Kids these days...";
- close;
- }
- else if(god_mjo_0 == 1) {
- if(god_mjo_1 == 3 || god_mjo_2 == 3 || god_mjo_3 == 3 || god_mjo_4 == 3) {
- mes "[Vestri]";
- mes "I really hope I meet a decent human being next time. So far, I haven't met one useful human.";
- close;
- }
- else if(god_mjo_3 == 2) {
- mes "[Vestri]";
- mes "Perfect preparation does not always result in success. There's a point when you've got to just go out and do it.";
- next;
- mes "[Vestri]";
- mes "I don't know how";
- mes "big your goals are,";
- mes "but put your heart into";
- mes "whatever it is that you";
- mes "plan to accomplish in life.";
- close;
- }
- else if(god_mjo_1 == 0 || god_mjo_1 == 1 || god_mjo_2 == 0 || god_mjo_2 == 1 || god_mjo_4 != 0) {
- mes "[Vestri]";
- mes "What do you want?";
- next;
- switch(select("Nothing.:Excuse me.")) {
- case 1:
- mes "[Vestri]";
- mes "If you want something, you should earn it through your own efforts.";
- next;
- mes "[Vestri]";
- mes "No matter what other people say, if you're confident and your will is unwavering, you'll always be satisfied with the results.";
- close;
- case 2:
- set god_mjo_3,3;
- mes "[Vestri]";
- mes "You didn't answer the question! Now, you've probably got the wrong Dwarf here...";
- next;
- mes "[Vestri]";
- mes "Get out of here, and go to your human Blacksmiths if you want equipment upgrades!";
- close;
- }
- }
- else if(god_mjo_3 == 1) {
- mes "[Vestri]";
- mes "Great...!";
- mes "Which one should I upgrade first, huh? My heart is pounding with anticipation...";
- next;
-
- setarray .@position$[1], "Head","Body","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
- set .@menu$,"";
- for( set .@i,1; .@i <= 10; set .@i,.@i+1 )
- {
- if( getequipisequiped(.@i) )
- set .@menu$, .@menu$ + .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]";
-
- set .@menu$, .@menu$ + ":";
- }
- set .@part,select(.@menu$);
-
- if (getequipisequiped(.@part) == 0)
- close;
-
- if (getequipisenableref(.@part) == 0) {
- mes "[Vestri]";
- mes "What...?!";
- mes "This isn't upgradable!";
- mes "What the hell do you want";
- mes "me to do with this?";
- close;
- }
- if (getequipisidentify(.@part) == 0) {
- mes "[Vestri]";
- mes "You'd better identify this item first. If we don't know what it is, what's the point of upgrading it?";
- close;
- }
- if (getequiprefinerycnt(.@part) >= 10) {
- mes "[Vestri]";
- mes "Oh, this is excellent! This piece here has been perfectly refined! But this isn't what I want. I can't do any work on this at all.";
- close;
- }
- if (GetEquipPercentRefinery(.@part) == 100) {
- mes "[Vestri]";
- mes "This item isn't even a challenge to upgrade. You can get humans to do this kind of beginner's stuff. Get them to refine it first.";
- next;
- mes "[Vestri]";
- mes "Come on...";
- mes "Bring me something";
- mes "that presents an";
- mes "element of risk!";
- close;
- }
- if ((getequipweaponlv(.@part) <= 1) && (getequipweaponlv(.@part) >= 3 )){
- mes "[Vestri]";
- mes "Hey...";
- mes "Don't insult me by expecting me to work on anything less than a Level 4 weapon.";
- next;
- mes "[Vestri]";
- mes "Bring me a Level 4 weapon for me to work on next time, got it?";
- close;
- }
- if (getequipweaponlv(.@part) == 0){
- mes "[Vestri]";
- mes "Armor?!";
- mes "Didn't I tell";
- mes "you that I only work";
- mes "on Level 4 weapons?";
- next;
- mes "[Vestri]";
- mes "You can have a human";
- mes "Blacksmith work on that kind of stuff! Now, a Dwarf like me needs something that's more of a challenge!";
- close;
- }
-
- mes "[Vestri]";
- mes "Okay, let me give you the mandatory warning. If your weapon happens to be destroyed by chance during the upgrade, you'll never see the weapon again.";
- next;
- mes "[Vestri]";
- mes "That also means that if the weapon is destroyed, any ^FF0000Cards^000000 inserted into the weapon will also be gone.";
- next;
- mes "[Vestri]";
- mes "If you understand,";
- mes "then let's get on with it!";
- next;
- if( select("Sure, let's do it!:N-no, I changed my mind!") == 2 )
- {
- mes "[Vestri]";
- mes "Bah...!";
- mes "How do you survive";
- mes "in this world with that";
- mes "kind of cowardice?!";
- next;
- mes "[Vestri]";
- mes "Oh, forget it.";
- mes "I know you're just being careful. Damn, I was just so eager to get";
- mes "to work!";
- close;
- }
-
- if (countitem(984) > 0) {
- delitem 984,1; //Oridecon
- }
- else {
- mes "[Vestri]";
- mes "Huh...";
- mes "You forgot to";
- mes "bring an Oridecon.";
- mes "Hurry up and get one.";
- close;
- }
- if (getequippercentrefinery(.@part) > rand(100)) {
- mes "^3355FF*Clang Clang!*^000000";
- successrefitem .@part;
- next;
- emotion e_heh;
- mes "[Vestri]";
- mes "Mwahahaha~";
- mes "I've still got it!";
- mes "So aren't you happy";
- mes "with an even more";
- mes "powerful weapon?";
- next;
- }
- else {
- mes "[Vestri]";
- mes "^3355FF*Clang Clang!*^000000";
- failedrefitem .@part;
- next;
- emotion e_omg;
- mes "[Vestri]";
- mes "Waaahhhhh!";
- mes "Dear God, no!";
- next;
- mes "[Vestri]";
- mes "I-It's alright!";
- mes "Bad things happen";
- mes "sometimes. Let's just";
- mes "think of it as both us";
- mes "of us having a bad day.";
- mes "Yeah, no regrets!";
- next;
- }
- set god_mjo_3,2;
- mes "[Vestri]";
- mes "Well, my friend,";
- mes "if you ever visit my brothers, please give them my regards.";
- mes "Take care.";
- close;
- }
- else if(god_mjo_3 == 0) {
- mes "[Vestri]";
- mes "What do you want?";
- next;
- switch(select("Nothing.:Excuse me.")) {
- case 1:
- mes "[Vestri]";
- mes "If you want something, you should earn it through your own efforts.";
- next;
- mes "[Vestri]";
- mes "No matter what other people say, if you're confident and your will is unwavering, you'll always be satisfied with the results.";
- close;
- case 2:
- mes "[Vestri]";
- mes "Huh...";
- mes "I don't know how I can be much help to an adventurer like you. Aside from being a Blacksmith...";
- next;
- mes "[Vestri]";
- mes "There's nothing I enjoy more than upgrading high level weapons that are on the verge of breaking.";
- next;
- mes "[Vestri]";
- mes "Don't you like the idea of challenging the limit? To me, upgrading feels like climbing unconquered mountains!";
- next;
- mes "[Vestri]";
- mes "Alright. Perhaps I'm meant to help you out, so I'll upgrade a weapon for you. All you need to do is bring me the weapon and material.";
- next;
- set god_mjo_3,1;
- mes "[Vestri]";
- mes "Here's the condition: You've got to bring me a Level 4 Weapon that's been upgraded to the point where it might break. Oh, and bring an Oridecon!";
- close;
- }
- }
- else {
- mes "[Vestri]";
- mes "Zzzz Zzzz Zzzz...";
- close;
- }
- }
- else if(god_mjo_0 == 2) {
- if (god_mjo_1 == 3 || god_mjo_2 == 3 || god_mjo_3 == 3 || god_mjo_4 == 3) {
- mes "[Vestri]";
- mes "I really hope I meet a decent human being next time. So far, I haven't met one useful human.";
- close;
- }
- else if(god_mjo_2 == 2) {
- mes "[Vestri]";
- mes "Perfect preparation does not always result in success. There's a point when you've got to just go out and do it.";
- next;
- mes "[Vestri]";
- mes "I don't know how";
- mes "big your goals are,";
- mes "but put your heart into";
- mes "whatever it is that you";
- mes "plan to accomplish in life.";
- close;
- }
- else if (god_mjo_1 == 0 || god_mjo_1 == 1 || god_mjo_3 != 0 || god_mjo_4 != 0) {
- mes "[Vestri]";
- mes "What do you want?";
- next;
- switch(select("Nothing.:Excuse me.")) {
- case 1:
- mes "[Vestri]";
- mes "If you want something, you should earn it through your own efforts.";
- next;
- mes "[Vestri]";
- mes "No matter what other people say, if you're confident and your will is unwavering, you'll always be satisfied with the results.";
- close;
-
- case 2:
- set god_mjo_2,3;
- mes "[Vestri]";
- mes "You didn't answer the question! Now, you've probably got the wrong Dwarf here...";
- next;
- mes "[Vestri]";
- mes "Get out of here, and go to your human Blacksmiths if you want equipment upgrades!";
- close;
- }
- }
- else if(god_mjo_2 == 1) {
- disable_items;
- mes "[Vestri]";
- mes "Great...!";
- mes "Which one should I upgrade first, huh? My heart is pounding with anticipation...";
- next;
-
- setarray .@position$[1], "Head","Body","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
- set .@menu$,"";
- for( set .@i,1; .@i <= 10; set .@i,.@i+1 )
- {
- if( getequipisequiped(.@i) )
- set .@menu$, .@menu$ + .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]";
-
- set .@menu$, .@menu$ + ":";
- }
- set .@part,select(.@menu$);
-
- if (getequipisequiped(.@part) == 0)
- close;
-
- if (getequipisenableref(.@part) == 0) {
- mes "[Vestri]";
- mes "What...?!";
- mes "This isn't upgradable!";
- mes "What the hell do you want";
- mes "me to do with this?";
- close;
- }
- if (getequipisidentify(.@part) == 0) {
- mes "[Vestri]";
- mes "You'd better identify this item first. If we don't know what it is, what's the point of upgrading it?";
- close;
- }
- if (getequiprefinerycnt(.@part) >= 10) {
- mes "[Vestri]";
- mes "Oh, this is excellent! This piece here has been perfectly refined! But this isn't what I want. I can't do any work on this at all.";
- close;
- }
- if (GetEquipPercentRefinery(.@part) == 100) {
- mes "[Vestri]";
- mes "This item isn't even a challenge to upgrade. You can get humans to do this kind of beginner's stuff. Get them to refine it first.";
- next;
- mes "[Vestri]";
- mes "Come on...";
- mes "Bring me something";
- mes "that presents an";
- mes "element of risk!";
- close;
- }
- if ((getequipweaponlv(.@part) <= 1) && (getequipweaponlv(.@part) >= 3 )){
- mes "[Vestri]";
- mes "Hey...";
- mes "Don't insult me by expecting me to work on anything less than a Level 4 weapon.";
- next;
- mes "[Vestri]";
- mes "Bring me a Level 4 weapon for me to work on next time, got it?";
- close;
- }
- if (getequipweaponlv(.@part) == 0){
- mes "[Vestri]";
- mes "Armor?!";
- mes "Didn't I tell";
- mes "you that I only work";
- mes "on Level 4 weapons?";
- close;
- }
- mes "[Vestri]";
- mes "Okay, let me give you the mandatory warning. If your weapon happens to be destroyed by chance during the upgrade, you'll never see the weapon again.";
- next;
- mes "[Vestri]";
- mes "That also means that if the weapon is destroyed, any ^FF0000Cards^000000 inserted into the weapon will also be gone.";
- next;
- mes "[Vestri]";
- mes "If you understand,";
- mes "then let's get on with it!";
- next;
- if( select("Sure, let's do it!:...no, I am out.") == 2 )
- {
- mes "[Vestri]";
- mes "Bah...!";
- mes "How do you survive";
- mes "in this world with that";
- mes "kind of cowardice?!";
- next;
- mes "[Vestri]";
- mes "Oh, forget it.";
- mes "I know you're just being careful. Damn, I was just so eager to get";
- mes "to work!";
- close;
- }
- if (countitem(984) > 0) {
- delitem 984,1; //Oridecon
- }
- else {
- mes "[Vestri]";
- mes "Huh...";
- mes "You forgot to";
- mes "bring an Oridecon.";
- mes "Hurry up and get one.";
- close;
- }
- if (getequippercentrefinery(.@part) > rand(100)) {
- mes "^3355FF*Clang Clang!*^000000";
- successrefitem .@part;
- next;
- emotion e_heh;
- mes "[Vestri]";
- mes "Mwahahaha~";
- mes "I've still got it!";
- mes "So aren't you happy";
- mes "with an even more";
- mes "powerful weapon?";
- next;
- }
- else {
- mes "[Vestri]";
- mes "^3355FF*Clang Clang!*^000000";
- failedrefitem .@part;
- next;
- emotion e_omg;
- mes "[Vestri]";
- mes "Waaahhhhh!";
- mes "Dear God, no!";
- next;
- mes "[Vestri]";
- mes "I-It's alright!";
- mes "Bad things happen";
- mes "sometimes. Let's just";
- mes "think of it as both us";
- mes "of us having a bad day.";
- mes "Yeah, no regrets!";
- next;
- }
- set god_mjo_2,2;
- mes "[Vestri]";
- mes "Well, my friend,";
- mes "if you ever visit my brothers, please give them my regards.";
- mes "Take care.";
- close;
- }
- else if(god_mjo_2 == 0) {
- mes "[Vestri]";
- mes "What do you want?";
- next;
- switch(select("Nothing.:Excuse me.")) {
- case 1:
- mes "[Vestri]";
- mes "If you want something, you should earn it through your own efforts.";
- next;
- mes "[Vestri]";
- mes "No matter what other people say, if you're confident and your will is unwavering, you'll always be satisfied with the results.";
- close;
- case 2:
- mes "[Vestri]";
- mes "Huh...";
- mes "I don't know how I can be much help to an adventurer like you. Aside from being a Blacksmith...";
- next;
- mes "[Vestri]";
- mes "There's nothing I enjoy more than upgrading high level weapons that are on the verge of breaking.";
- next;
- mes "[Vestri]";
- mes "Don't you like the idea of challenging the limit? To me, upgrading feels like climbing unconquered mountains!";
- next;
- mes "[Vestri]";
- mes "Alright. Perhaps I'm meant to help you out, so I'll upgrade a weapon for you. All you need to do is bring me the weapon and material.";
- next;
- set god_mjo_2,1;
- mes "[Vestri]";
- mes "Here's the condition: You've got to bring me a Level 4 Weapon that's been upgraded to the point where it might break. Oh, and bring an Oridecon!";
- close;
- }
- }
- else {
- mes "[Vestri]";
- mes "Zzzz Zzzz Zzzz...";
- close;
- }
- }
- else if(god_mjo_0 == 0) {
- mes "[Vestri]";
- mes "It's always a pleasure to engage myself in hard work, especially smithing.";
- next;
- mes "[Vestri]";
- mes "Upgrading is always enjoyable!";
- mes "I have no regrets when failure, and I'm always pleased when I'm successful. I'll upgrade everyday to make the best of my life~";
- close;
- }
- else {
- mes "[Vestri]";
- mes "Zzzz Zzzz Zzzz...";
- close;
- }
- }
-}
-
-mjolnir_12,18,18,7 script Dwarf Blacksmith#north 826,{
- if ($God3 < 50) {
- mes "[Nordri]";
- mes "What...?";
- mes "I don't have any";
- mes "Eluniums or Oridecons!";
- next;
- mes "[Nordri]";
- mes "Vestri took them all. ^333333*Sigh*^000000 Those were my treasures, you know...";
- close;
- }
- else {
- if ($God4 > 99) {
- mes "[Nordri]";
- mes "What's happening?";
- mes "I sense change in the winds, but what that change may be, I cannot tell.";
- next;
- mes "[Nordri]";
- mes "Should I go into the cave to figure it out? Huh. This is most peculiar.";
- close;
- }
- else if (god_mjo_0 == 11) {
- mes "[Nordri]";
- mes "Bwahahah!";
- mes "Even the gods know that we Dwarves are the most talented of artisans! Maybe it doesn't seem that way now, but someday we shall return.";
- close;
- }
- else if (god_mjo_0 == 10) {
- mes "[Nordri]";
- mes "What...?";
- mes "I don't have any";
- mes "Eluniums or Oridecons!";
- next;
- mes "[Nordri]";
- mes "Vestri took them all.";
- mes "Don't you understand?";
- close;
- }
- else if (god_mjo_0 == 1) {
- if ((god_mjo_1 == 3) || (god_mjo_2 == 3) || (god_mjo_3 == 3) || (god_mjo_4 == 3)){
- mes "[Nordri]";
- mes "Eh heh heh~";
- mes "It's nice being in the Mjolnir Forest. To be surrounded by the quiet, peaceful air and not having to worry about anything...";
- close;
- }
- else if (god_mjo_4 == 2) {
- mes "[Nordri]";
- mes "Shouldn't you be on your way by now? Eh, it's none of my business.";
- next;
- mes "[Nordri]";
- mes "If you have the Zeny to spare, why don't you buy some snacks for your travels? Perhaps some delicious Bananas, or even some Pumpkins...";
- close;
- }
- else if ((god_mjo_1 == 0) || (god_mjo_1 == 1) || (god_mjo_2 == 0) || (god_mjo_2 == 1) || (god_mjo_3 == 0) || (god_mjo_3 == 1)){
- mes "[Nordri]";
- mes "What business";
- mes "do you have with";
- mes "me, human?";
- next;
- switch(select("Nothing.:Excuse me.")) {
- case 1:
- mes "[Nordri]";
- mes "Huh.";
- mes "If that's the case,";
- mes "then leave me alone.";
- close;
- case 2:
- set god_mjo_4,3;
- mes "[Nordri]";
- mes "Huh.";
- mes "That's fine. Still...";
- mes "I'm surprised to see";
- mes "such a polite human.";
- close;
- }
- }
- else if (god_mjo_4 == 1) {
- if (countitem(501) > 0) {
- delitem 501,1; //Red_Potion
- mes "[Nordri]";
- mes "Ah, you've brought";
- mes "me a Red Potion, just";
- mes "like I asked. In return,";
- mes "I will tell you an old story.";
- mes "I'm sure you'll like it.";
- next;
- while(1) {
- if (.@talk_to == 0) {
- mes "[Nordri]";
- mes "This is a legend about one";
- mes "of Thor's journeys into Utgard,";
- mes "land of the giants.";
- next;
- mes "[Nordri]";
- mes "There, he made a wager with their king in which he would challenge";
- mes "the giants of their land in tests of skill and strength.";
- next;
- mes "[Nordri]";
- mes "The first was an eating contest. Thor ate all of the meat on his table, but his opponent, Utgardaloki, ate his meat, the bones and even the plates.";
- next;
- mes "[Nordri]";
- mes "In truth, Thor was tricked, and the opponent that defeated him was not";
- mes "actually a giant. Illusion was used to disguise Thor's opponent, but I forget was it was. Do you know?";
- next;
- switch(select("Greed:Sea:Blaze:Hog")) {
- default:
- set .@talk_not,1;
- break;
- case 3:
- break;
- }
- }
- else if(.@talk_to == 1) {
- mes "[Nordri]";
- mes "Yes, only a Blaze could have effortlessly consumed meat, bones and plates by burning. Of course!";
- mes "I remember now!";
- next;
- mes "[Nordri]";
- mes "The next contest was a race. In that match, Thor's servant, Tialfi competed with the king's servant, Hugi. However, no matter how many matches they had, Hugi would win every time.";
- next;
- mes "[Nordri]";
- mes "Once again, illusion magic was";
- mes "used to disguise the competitor. Do you know what Tialfi was really racing against?";
- next;
- switch(select("Language:Thoughts:Turtle:Wolf")) {
- default:
- set .@talk_not,1;
- break;
- case 2:
- break;
- }
- }
- else if(.@talk_to == 2) {
- mes "[Nordri]";
- mes "Yes, right! Tialfi was racing 'thoughts!' Nothing can move faster than the speed of thought, so it's no wonder Tialfi would always lose.";
- next;
- mes "[Nordri]";
- mes "For the final contest, Thor would challenge an old woman in a wrestling match. At first, Thor thought his victory was assured, but he learned that he could not defeat the old crone.";
- next;
- mes "[Nordri]";
- mes "Once again, Thor was the victim";
- mes "of illusion magic. He didn't realize he wasn't actually wrestling with an old woman. Do you know what his opponent really was?";
- next;
- switch(select("Curse:Earth:Heart:Old Age")) {
- default:
- set .@talk_not,1;
- break;
- case 4:
- break;
- }
- }
- else if(.@talk_to == 3) {
- mes "[Nordri]";
- mes "Yes, Thor was wrestling with 'Old Age!' No matter how strong anybody is, you can't fight against aging.";
- next;
- mes "[Nordri]";
- mes "After Thor lost every match,";
- mes "the king told him the truth about the contests. Thor grew furious, but it was too late. The king and the giants all vanished by then.";
- next;
- mes "[Nordri]";
- mes "There are two lessons";
- mes "to be learned from this tale. First, don't believe everything you see. Second, never be overconfident of your own power.";
- next;
- mes "[Nordri]";
- mes "There will always be someone or something more powerful than you. It is important to always do your best and have an attitude of humility.";
- next;
- mes "[Nordri]";
- mes "Try to live as good a life as you can. Remember that you can't have everything that you want. Obssession and irrationality go hand in hand.";
- next;
- set god_mjo_4,2;
- mes "[Nordri]";
- mes "Thank you for listening to my long story. If you meet someone with a dangerous obsession, please tell this story of Thor and the illusions of the giant king.";
- close;
- }
- if (.@talk_not == 1) {
- mes "[Nordri]";
- mes "Huh...?";
- mes "I don't think that's right. Let me think, maybe I can remember it. Hopefully, it'll come to me sooner or later...";
- next;
- mes "[Nordri]";
- mes "Shall we talk more of this once again after enjoying another Red Potion? Hahahahaha~";
- close;
- }
- else {
- set .@talk_to,.@talk_to + 1;
- }
- }
- }
- else {
- mes "[Nordri]";
- mes "Oooh...";
- mes "I'm sooo thirsty!";
- next;
- mes "[Nordri]";
- mes "Hm, didn't I ask you to bring a Red Potion? There's no way I can tell any stories with such a dry throat~";
- close;
- }
- }
- else if(god_mjo_4 == 0) {
- mes "[Nordri]";
- mes "What business";
- mes "do you have with";
- mes "me, human?";
- next;
- switch(select("Nothing.:Excuse me.")) {
- case 1:
- mes "[Nordri]";
- mes "Huh.";
- mes "If that's the case,";
- mes "then leave me alone.";
- close;
- case 2:
- mes "[Nordri]";
- mes "Odd. Recently, too many humans have been interested in meeting with me and my brothers. Still, I cannot say their visits have been unpleasant.";
- next;
- set god_mjo_4,1;
- mes "[Nordri]";
- mes "I'm a little thirsty. Would you bring me a Red Potion. If you do that for me, I will tell you an important story. Heh heh heh~";
- close;
- }
- }
- else {
- mes "[Nordri]";
- mes "Zzzz Zzzz...";
- close2;
- }
- }
- else if(god_mjo_0 == 2) {
- if ((god_mjo_1 == 3) || (god_mjo_2 == 3) || (god_mjo_3 == 3) || (god_mjo_4 == 3)){
- mes "[Nordri]";
- mes "Eh heh heh~";
- mes "It's nice being in the Mjolnir Forest. To be surrounded by the quiet, peaceful air and not having to worry about anything...";
- close;
- }
- else if (god_mjo_1 == 2) {
- mes "[Nordri]";
- mes "Shouldn't you be on your way by now? Eh, it's none of my business.";
- next;
- mes "[Nordri]";
- mes "If you have the Zeny to spare, why don't you buy some snacks for your travels? Perhaps some delicious Bananas, or even some Pumpkins...";
- close;
- }
- else if ((god_mjo_2 != 0) || (god_mjo_3 != 0) || (god_mjo_4 != 0)) {
- mes "[Nordri]";
- mes "What business";
- mes "do you have with";
- mes "me, human?";
- next;
- switch(select("Nothing.:Excuse me.")) {
- case 1:
- mes "[Nordri]";
- mes "Huh.";
- mes "If that's the case,";
- mes "then leave me alone.";
- close;
- case 2:
- set god_mjo_1,3;
- mes "[Nordri]";
- mes "Huh.";
- mes "That's fine. Still...";
- mes "I'm surprised to see";
- mes "such a polite human.";
- close;
- }
- }
- else if(god_mjo_1 == 1) {
- if (countitem(501) > 0) {
-
- delitem 501,1; //Red_Potion
- mes "[Nordri]";
- mes "Ah, you've brought";
- mes "me a Red Potion...?";
- mes "In return, I will";
- mes "tell you an old story.";
- mes "I'm sure you'll like it.";
- next;
- while(1) {
- if (.@talk_to == 0) {
- mes "[Nordri]";
- mes "There is a story of a Dwarf named Alvis who contained more knowledge than a library and was braver than Siegfried the warrior.";
- next;
- mes "[Nordri]";
- mes "Unfortunately...";
- mes "He was too ambitious.";
- mes "He fell in love with Thrud, Thor's first daughter, at first sight.";
- next;
- mes "[Nordri]";
- mes "He asked Thor for permission to marry Thrud, but as was expected, Thor refused. Alvis should have given up there, but he didn't.";
- next;
- mes "[Nordri]";
- mes "So Thor decided to test his knowledge by asking him some questions. The first question was, 'What is the name of the ground in human terms?' Do you know the answer?";
- next;
- switch(select("Ymir's body:Earth:Lane:Universe")) {
- default:
- set .@talk_not,1;
- break;
- case 2:
- break;
- }
- }
- else if (.@talk_to == 1) {
- mes "[Nordri]";
- mes "Yes, that's right, 'Earth.' Alvis was able to also answer Thor's question correctly.";
- next;
- mes "[Nordri]";
- mes "Thor then gave Alvis another question. What is the giant's term for the round shell that covers the earth?";
- next;
- switch(select("Ymir's Head:Sky:Cloud Factory:High House")) {
- default:
- set .@talk_not,1;
- break;
- case 4:
- break;
- }
- }
- else if (.@talk_to == 2) {
- mes "[Nordri]";
- mes "That's it, 'High House.' Since the giants are so huge, it might have looked that way to them.";
- next;
- mes "[Nordri]";
- mes "So Thor gave him another question. What is the term for the ball that rises in the sky at night, as used by the gods?";
- next;
- switch(select("Circling Wheel:Moon:False Sun:Fast Stranger")) {
- default:
- set .@talk_not,1;
- break;
- case 3:
- break;
- }
- }
- else if(.@talk_to == 3) {
- mes "[Nordri]";
- mes "Yes! Gods refer to the";
- mes "moon as the 'false sun.'";
- mes "Although Alvis answered all of Thor's questions, he didn't notice the sun was rising.";
- next;
- mes "[Nordri]";
- mes "Yes...";
- mes "Thor prolonged his test so that Alvis would be turned to stone";
- mes "once the sun rose.";
- next;
- mes "[Nordri]";
- mes "There are two";
- mes "things we can learn";
- mes "from this story. First, do not covet something to the point of challenging fate or the gods.";
- next;
- mes "[Nordri]";
- mes "Secondly, do not have too much pride in yourself. No matter how much ability or talent you may have, you cannot get everything";
- mes "you want.";
- next;
- mes "[Nordri]";
- mes "It's most";
- mes "important to live a";
- mes "good and virtuous life. It's great to achieve your desires, but be aware that some desires are not meant to be fulfilled.";
- next;
- set god_mjo_1,2;
- mes "[Nordri]";
- mes "Thank you for listening to my long story. If you meet anyone afflicted with an insatiable desire, please tell him this story of Thor and Alvis, a brave yet very defiant Dwarf.";
- close;
- }
- if (.@talk_not == 1) {
- mes "[Nordri]";
- mes "Huh...?";
- mes "I don't think that's right. Let me think, maybe I can remember it. Hopefully, it'll come to me sooner or later...";
- next;
- mes "[Nordri]";
- mes "Shall we talk more of this once again after enjoying another Red Potion? Hahahahaha~";
- close;
- }
- else {
- set .@talk_to,.@talk_to + 1;
- }
- }
- }
- else {
- mes "[Nordri]";
- mes "Oooh...";
- mes "I'm sooo thirsty!";
- next;
- mes "[Nordri]";
- mes "Hm, didn't I ask you to bring a Red Potion? There's no way I can tell any stories with such a dry throat~";
- close;
- }
- }
- else if (god_mjo_1 == 0) {
- mes "[Nordri]";
- mes "What business";
- mes "do you have with";
- mes "me, human?";
- next;
- switch(select("Nothing.:Excuse me.")) {
- case 1:
- mes "[Nordri]";
- mes "You're funny, leave me alone.";
- close;
- case 2:
- mes "[Nordri]";
- mes "Odd. Recently, too many humans have been interested in meeting with me and my brothers. Still, I cannot say their visits have been unpleasant.";
- next;
- set god_mjo_1,1;
- mes "[Nordri]";
- mes "I'm a little thirsty. Would you bring me a Red Potion. If you do that for me, I will tell you an important story. Heh heh heh~";
- close;
- }
- }
- else {
- mes "[Nordri]";
- mes "Zzzz Zzzz Zzzz...";
- close;
- }
- }
- else if (god_mjo_0 == 0) {
- mes "[Nordri]";
- mes "I am Nordri,";
- mes "Dwarven Blacksmith.";
- next;
- mes "[Nordri]";
- mes "I am in charge of this Northern part of Mount Mjolnir. If you wish to pass, you must first secure my approval!";
- next;
- mes "[Nordri]";
- mes "Ho ho ho...";
- mes "Calm down, it";
- mes "was only a joke.";
- mes "Hahahahaha!";
- close;
- }
- else {
- mes "[Nordri]";
- mes "Zzzz Zzzz Zzzz...";
- close;
- }
- }
-}
diff --git a/npc/quests/seals/sleipnir_seal.txt b/npc/quests/seals/sleipnir_seal.txt
deleted file mode 100644
index 6fd6da4a5..000000000
--- a/npc/quests/seals/sleipnir_seal.txt
+++ /dev/null
@@ -1,2024 +0,0 @@
-//===== rAthena Script =======================================
-//= Sleipnir seal unlocking NPCs.
-//===== By: ==================================================
-//= MasterOfMuppets
-//===== Current Version: =====================================
-//= 1.3
-//===== Compatible With: =====================================
-//= rAthena
-//===== Description: =========================================
-//= Quest for breaking the seal of Sleipnir.
-//===== Additional Comments: =================================
-//= 1.0 First version. [MasterOfMuppets]
-//= 1.1 Updated several aspects of the script. [L0ne_W0lf]
-//= 1.2 Minor Touchups to quest. [L0ne_W0lf]
-//= 1.3 Fixed a typo with a variable. [L0ne_W0lf]
-//============================================================
-
-yuno,164,200,4 script Noyee#G 101,{
- if (BaseLevel < 70) {
- mes "[Noyee]";
- mes "Did you know that there's a difference between the armor you can buy from NPC shops and the kinds you obtain from hunting monsters?";
- next;
- mes "[Noyee]";
- mes "The difference, my friend, is in the number of ^3355FFslots^000000 in your armor.";
- next;
- mes "[Noyee]";
- mes "The same kind of Armor will have the same Defense. However, if an Armor has a slot, you can insert a Monster Card which will add an enhancement to that armor.";
- next;
- mes "[Noyee]";
- mes "Both Monster Cards and Slotted Armors are rarely dropped by monsters, and are thus valuable commodies.";
- close;
- }
- else {
- if ($God1 > 99) {
- mes "[Noyee]";
- mes "Did you know that there's a difference between the armor you can buy from NPC shops and the kinds you obtain from hunting monsters?";
- next;
- mes "[Noyee]";
- mes "The difference, my friend, is in the number of ^3355FFslots^000000 in your armor.";
- next;
- mes "[Noyee]";
- mes "The same kind of Armor will have the same Defense. However, if an Armor has a slot, you can insert a Monster Card which will add an enhancement to that armor.";
- next;
- mes "[Noyee]";
- mes "Both Monster Cards and Slotted Armors are rarely dropped by monsters, and are thus valuable commodies.";
- close;
- }
- else {
- mes "[Noyee]";
- mes "You know, there's a very interesting place that looks";
- mes "sort of like a laboratory in Juno.";
- next;
- mes "[Noyee]";
- mes "Anyway, no one is really sure if it is or not. Recently, it's been the focus of many rumors. I have no idea if any of them are true though.";
- close2;
- if (god_sl_1 == 0) {
- set god_sl_1,1;
- }
- }
- }
-}
-
-que_god01,98,98,4 script Manager#G 69,{
- if (checkweight(908,500) == 0) {
- mes "^3355FFWait a second! Right now, you're carrying too many items with you. Please come back after putting some of your things into Kafra Storage.^000000";
- close;
- }
- if (BaseLevel < 70) {
- mes "[Cukure]";
- mes "I can't believe how busy I am at work nowadays. I don't even have time to see any of my friends or go shopping.";
- next;
- mes "[Cukure]";
- mes "Wait...!";
- mes "I can't even remember the last";
- mes "time I went out with a guy! At this rate, I might retire before I can find a boyfriend. Noooo, I'm still in my prime~!";
- Emotion ET_PROFUSELY_SWAT;
- close;
- }
- if ($God1 < 100) {
- if (god_sl_1 == 0) {
- mes "[Cukure]";
- mes "I can't believe how busy I am at work nowadays. I don't even have time to see any of my friends or go shopping.";
- next;
- mes "[Cukure]";
- mes "Wait...!";
- mes "I can't even remember the last";
- mes "time I went out with a guy! At this rate, I might retire before I can find a boyfriend. Noooo, I'm still in my prime~!";
- emotion e_swt2;
- close;
- }
- else if (god_sl_1 == 1) {
- mes "[Cukure]";
- mes "We conduct research on godly artifacts that were left behind by the gods long ago. More specifically, we're interested in the tools the gods used.";
- next;
- mes "[Cukure]";
- mes "Recently, many of the members of our research group, aside from the leaders, have left so now we're short on manpower.";
- next;
- mes "[Cukure]";
- mes "Since we're understaffed, we can't continue most of our research projects that are currently in progress. Speaking of which...";
- next;
- mes "[Cukure]";
- mes "Do you mind if I ask";
- mes "an adventurer like yourself";
- mes "to help us in our research?";
- next;
- mes "[Cukure]";
- mes "We won't experiment on you or anything, we just need you to run some simple errands. And of course, you will be rewarded.";
- next;
- switch(select("I'm kind of busy...:Sure, why not?")) {
- case 1:
- mes "[Cukure]";
- mes "Oh, I see.";
- mes "Well, if you happen to find anyone that might work well as a temporary research assistant, would you recommend them to us?";
- next;
- mes "[Cukure]";
- mes "I'm so sorry to ask this of you, but I hope you understand that we're seriously lacking in terms";
- mes "of human resources.";
- close;
- case 2:
- cutin "god_kukur02",2;
- mes "[Cukure]";
- mes "Really~?!";
- mes "That's great!";
- mes "Hahahahaha! I'm so";
- mes "glad to hear that!";
- next;
- mes "[Cukure]";
- mes "Go inside and speak to the investigators there. They're all kind of swamped, so I'm sure they'll need your assistance.";
- next;
- mes "[Cukure]";
- mes "Oh, wait...";
- mes "Let me give you a temporary admission pass. Thank you";
- mes "so much for your help~";
- next;
- mes "^3355FFYou've received";
- mes "a temporary";
- mes "admission pass.^000000";
- set god_sl_1,2;
- close2;
- break;
- }
- }
- else if (god_sl_1 < 10) {
- cutin "god_kukur03",2;
- mes "[Cukure]";
- mes "It's really difficult to managing a laboratory. Rival labs always try to entice our staff away or interrupt our progress.";
- next;
- mes "[Cukure]";
- mes "And because of this job, it's really hard for me to enjoy";
- mes "having a personal life...";
- next;
- cutin "god_kukur02",2;
- mes "[Cukure]";
- mes "Hahahaha...";
- mes "What am I doing?";
- mes "Please just ignore what I just said. It's really not that big of a deal. ^333333*Sigh...*^000000";
- close2;
- }
- else if (god_sl_1 < 50) {
- mes "[Cukure]";
- mes "Ah, thank you";
- mes "for helping us out.";
- mes "I hope you'll continue";
- mes "to lend us your assistance.";
- next;
- mes "[Cukure]";
- mes "Although our researchers are kind of strange, they're all pretty nice and they mean well.";
- next;
- mes "[Cukure]";
- mes "So I hope you understand if a few of them treat you in a way that seems kind of rude.";
- close2;
- }
- else if (god_sl_1 == 50) {
- cutin "god_kukur02",2;
- mes "[Cukure]";
- mes "Ah...";
- mes "You really helped us out a lot. Thank you for all you have done.";
- next;
- mes "[Cukure]";
- mes "As you already know, we're trying to find out whether or not we can reproduce 'Sleipnir,' one of the tools used by the gods.";
- next;
- mes "[Cukure]";
- mes "However....";
- mes "So far it seems impossible, at least with the technology that we currently have. Hmm...";
- next;
- mes "[Cukure]";
- mes "Anyways, we will continue to research and hope that we'll be able to accomplish our goal of recreating Sleipnir someday.";
- next;
- mes "[Cukure]";
- mes "Thanks to you, we were able to complete a rudimentary study of Sleipnir. Now we can plan out a more advanced study of Sleipnir.";
- next;
- mes "[Cukure]";
- mes "Before I forget, let me give you your reward for assisting in our research projects. Please give";
- mes "me a minute...";
- next;
- mes "[Cukure]";
- mes "Ah, there it is.";
- mes "It might not be much, but I hope you accept it as a token of my gratitude. Good luck on your travels!";
- if ($God1 < 100)set $God1,$God1+1;
- if ($God1 == 50) {
- announce "The 1st seal of [Sleipnir] has appeared.",bc_all;
- }
- else if ($God1 == 100) {
- if ($God1 == 100 && $God2 == 100 && $God3 == 100 && $God4 == 100) {
- announce "our seals have been released at the same time with the seal of [Sleipnir].",bc_all;
- }
- else {
- announce "The 1st seal of [Sleipnir] has been released.",bc_all;
- }
- }
- set god_sl_1,51;
- set .@god_treasure,rand(1,900);
- set .@god_treasure1,rand(1,1000);
- if (.@god_treasure < 101) {
- if (.@god_treasure1 < 210) {
- getitem 2102,1; // Guard_
- }
- else if (.@god_treasure1 < 420) {
- getitem 2104,1; // Buckler_
- }
- else if (.@god_treasure1 < 630) {
- getitem 2106,1; // Shield_
- }
- else if (.@god_treasure1 < 840) {
- getitem 2108,1; // Mirror_Shield_
- }
- else {
- getitem 2109,1; // Memorize_Book
- }
- }
- else if (.@god_treasure < 201) {
- if (.@god_treasure1 < 48) {
- getitem 2254,1; // Angelic_Chain
- }
- else if (.@god_treasure1 < 96) {
- getitem 2210,1; // Hair_Band
- }
- else if (.@god_treasure1 < 150) {
- getitem 2213,1; // Cat_Hairband
- }
- else if (.@god_treasure1 < 190) {
- getitem 2255,1; // Satanic_Chain
- }
- else if (.@god_treasure1 < 238) {
- getitem 2217,1; // Biretta_
- }
- else if (.@god_treasure1 < 290) {
- getitem 2223,1; // Turban_
- }
- else if (.@god_treasure1 < 340) {
- getitem 2227,1; // Cap_
- }
- else if (.@god_treasure1 < 348) {
- getitem 2229,1; // Helm_
- }
- else if (.@god_treasure1 < 400) {
- getitem 2231,1; // Gemmed_Sallet_
- }
- else if (.@god_treasure1 < 448) {
- getitem 2233,1; // Circlet_
- }
- else if (.@god_treasure1 < 496) {
- getitem 5053,1; // Spinx_Helm
- }
- else if (.@god_treasure1 < 544) {
- getitem 5019,1; // Corsair
- }
- else if (.@god_treasure1 < 592) {
- getitem 2245,1; // Sweet_Gents
- }
- else if (.@god_treasure1 < 640) {
- getitem 2247,1; // Oldman's_Romance
- }
- else if (.@god_treasure1 < 688) {
- getitem 2248,1; // Western_Grace
- }
- else if (.@god_treasure1 < 736) {
- getitem 5166,1; // Spinx_Helm_
- }
- else if (.@god_treasure1 < 784) {
- getitem 5158,1; // Holy_Bonnet_
- }
- else if (.@god_treasure1 < 832) {
- getitem 2249,1; // Coronet
- }
- else if (.@god_treasure1 < 880) {
- getitem 5157,1; // Viking_Helm_
- }
- else if (.@god_treasure1 < 940) {
- getitem 2285,1; // Apple_Of_Archer
- }
- else {
- getitem 5093,1; // Blue_Coif_
- }
- }
- else if (.@god_treasure < 301) {
- if (.@god_treasure1 < 160) {
- getitem 5014,1; // Fin_Helm
- }
- else if (.@god_treasure1 < 320) {
- getitem 5005,1; // Gas_Mask
- }
- else if (.@god_treasure1 < 480) {
- getitem 5054,1; // Assasin_Mask
- }
- else if (.@god_treasure1 < 540) {
- getitem 2265,1; // Ganster_Mask
- }
- else if (.@god_treasure1 < 700) {
- getitem 2266,1; // Iron_Cane
- }
- else if (.@god_treasure1 < 800) {
- getitem 2260,1; // Mini_Glasses
- }
- else if (.@god_treasure1 < 900) {
- getitem 5113,1; // Angry_Mouth
- }
- else {
- // Pirate Dagger is iRO only, and requires extra files in client.
- getitem 2270,1; // Centimental_Leaf
- //getitem 5305,1 // Pirate_Dagger
- }
- }
- else if (.@god_treasure < 401) {
- if (.@god_treasure1 < 70) {
- getitem 2286,1; // Elven_Ears
- }
- else if (.@god_treasure1 < 140) {
- getitem 5002,1; // Gemmed_Crown
- }
- else if (.@god_treasure1 < 210) {
- getitem 5147,1; // Baseball_Cap
- }
- else if (.@god_treasure1 < 280) {
- getitem 2217,1; // Biretta_
- }
- else if (.@god_treasure1 < 350) {
- getitem 5120,1; // Fedora_
- }
- else if (.@god_treasure1 < 420) {
- getitem 2261,1; // Prontera_Army_Cap
- }
- else if (.@god_treasure1 < 490) {
- getitem 5162,1; // Bone_Helm_
- }
- else if (.@god_treasure1 < 560) {
- getitem 5030,1; // Panda_Cap
- }
- else if (.@god_treasure1 < 630) {
- getitem 5109,1; // Red_Bonnet
- }
- else if (.@god_treasure1 < 700) {
- getitem 5084,1; // Lazy_Raccoon
- }
- else if (.@god_treasure1 < 770) {
- getitem 5168,1; // Bongun_Hat_
- }
- else if (.@god_treasure1 < 840) {
- getitem 2214,1; // Bunny_Band
- }
- else if (.@god_treasure1 < 900) {
- getitem 2295,1; // Blinker
- }
- else if (.@god_treasure1 < 950) {
- getitem 5167,1; // Munak_Turban_
- }
- else {
- getitem 5018,1; // Feather_Bonnet
- }
- } else if (.@god_treasure < 501) {
- if (.@god_treasure1 < 85) {
- getitem 2310,1; // Coat_
- }
- else if (.@god_treasure1 < 170) {
- getitem 2311,1; // Mink_Coat
- }
- else if (.@god_treasure1 < 255) {
- getitem 2313,1; // Padded_Armor_
- }
- else if (.@god_treasure1 < 340) {
- getitem 2317,1; // Plate_Armor_
- }
- else if (.@god_treasure1 < 425) {
- getitem 2319,1; // Glittering_Clothes
- }
- else if (.@god_treasure1 < 510) {
- getitem 2320,1; // Formal_Suit
- }
- else if (.@god_treasure1 < 595) {
- getitem 2322,1; // Silk_Robe_
- }
- else if (.@god_treasure1 < 680) {
- getitem 2359,1; // Ninja_Suit_
- }
- else if (.@god_treasure1 < 765) {
- getitem 2326,1; // Saint_Robe_
- }
- else if (.@god_treasure1 < 850) {
- getitem 2342,1; // Full_Plate_Armor_
- }
- else if (.@god_treasure1 < 935) {
- getitem 2331,1; // Tights_
- }
- else {
- getitem 2336,1; // Thief_Clothes_
- }
- }
- else if (.@god_treasure < 601) {
- if (.@god_treasure1 < 200) {
- getitem 2422,1; // High_Fashion_Sandals
- }
- else if (.@god_treasure1 < 400) {
- getitem 2404,1; // Shoes_
- }
- else if (.@god_treasure1 < 600) {
- getitem 2406,1; // Boots_
- }
- else if (.@god_treasure1 < 800) {
- getitem 2407,1; // Chrystal_Pumps
- }
- else {
- getitem 2412,1; // Grave_
- }
- }
- else if (.@god_treasure < 701) {
- if (.@god_treasure1 < 200) {
- getitem 2513,1; // Celestial_Robe
- }
- else if (.@god_treasure1 < 400) {
- getitem 2504,1; // Muffler_
- }
- else if (.@god_treasure1 < 600) {
- getitem 2506,1; // Manteau_
- }
- else if (.@god_treasure1 < 800) {
- getitem 2514,1; // Pauldron
- }
- else {
- getitem 2508,1; // Ragamuffin_Cape
- }
- }
- else if (.@god_treasure < 801) {
- if (.@god_treasure1 < 110) {
- getitem 1122,1; // Ring_
- }
- else if (.@god_treasure1 < 220) {
- getitem 2622,1; // Earring_
- }
- else if (.@god_treasure1 < 330) {
- getitem 2623,1; // Necklace_
- }
- else if (.@god_treasure1 < 440) {
- getitem 2624,1; // Glove_
- }
- else if (.@god_treasure1 < 550) {
- getitem 2625,1; // Brooch_
- }
- else if (.@god_treasure1 < 660) {
- getitem 2607,1; // Clip
- }
- else if (.@god_treasure1 < 770) {
- getitem 2626,1; // Rosary_
- }
- else if (.@god_treasure1 < 880) {
- getitem 2617,1; // Mitten_Of_Presbyter
- }
- else {
- getitem 2671,1; // Thimble_Of_Archer_
- }
- }
- else {
- if (.@god_treasure1 < 150) {
- getitem 2281,1; // Phantom_Of_Opera
- }
- else if (.@god_treasure1 < 260) {
- getitem 2297,1; // Goblini_Mask
- }
- else if (.@god_treasure1 < 370) {
- getitem 5087,1; // Goblin_Mask_01
- }
- else if (.@god_treasure1 < 480) {
- getitem 5088,1; // Goblin_Mask_02
- }
- else if (.@god_treasure1 < 590) {
- getitem 5089,1; // Goblin_Mask_03
- }
- else if (.@god_treasure1 < 700) {
- getitem 5090,1; // Goblin_Mask_04
- }
- else if (.@god_treasure1 < 810) {
- getitem 5086,1; // Alarm_Mask
- }
- else if (.@god_treasure1 < 920) {
- getitem 2292,1; // Welding_Mask
- }
- else {
- getitem 5006,1; // Machoman_Glasses
- }
- }
- next;
- mes "[Cukure]";
- mes "Ah, I'll also need to take back that temporary pass I gave to you. I'm sorry, but it's protocol we have to follow...";
- next;
- mes "[Cukure]";
- mes "Once again,";
- mes "thank you for";
- mes "all your help~";
- close2;
- }
- else {
- cutin "god_kukur02",2;
- mes "[Cukure]";
- mes "With your assistance, we successfully completed our rudimentary study.";
- next;
- mes "[Cukure]";
- mes "From now on, we'll plan out our more advanced studies based on the information we now have on the godly artifacts.";
- next;
- mes "[Cukure]";
- mes "Now that things";
- mes "have slowed down";
- mes "a little...";
- next;
- mes "[Cukure]";
- mes "I can finally";
- mes "go on a date!";
- mes "Hahahahahaha~!";
- close2;
- }
- }
- else {
- if (god_sl_1 == 0) {
- cutin "god_kukur03",2;
- mes "[Cukure]";
- mes "I can't believe how busy I am at work nowadays. I don't even have time to see any of my friends or go shopping.";
- next;
- mes "[Cukure]";
- mes "Wait...!";
- mes "I can't even remember the last";
- mes "time I went out with a guy! At this rate, I might retire before I can find a boyfriend. Noooo, I'm still in my prime~!";
- emotion e_swt2;
- close2;
- }
- else if (god_sl_1 < 51) {
- mes "[Cukure]";
- mes "Ah, you've come back.";
- mes "I know you were going to help us, but someone already applied for the assistant position.";
- next;
- mes "[Cukure]";
- mes "Anyway, we've already finished our current research projects. Now, we're in the planning stages for the next projects we'll be conducting...";
- next;
- mes "[Cukure]";
- mes "Thank you anyway, though. I hope you will come and help us the next time we need assistance on our projects.";
- close2;
- }
- else {
- mes "[Cukure]";
- mes "Now that we've completed our rudimentary studies, we'll simply plan out our future research projects.";
- next;
- mes "[Cukure]";
- mes "Now that things";
- mes "have slowed down";
- mes "a little...";
- next;
- mes "[Cukure]";
- mes "I can finally";
- mes "go on a date!";
- mes "Hahahahahaha~!";
- close2;
- }
- }
- cutin "god_kukur01",255;
- end;
-}
-
-que_god01,66,125,6 script Researcher#G1 89,{
- if ($God1 < 100) {
- if (god_sl_1 == 2) {
- set god_sl_1,11;
- }
- if ((god_sl_1 == 11) || (god_sl_1 == 22) || (god_sl_1 == 33) || (god_sl_1 == 44)) {
- if (god_sl_2 == 0) {
- mes "[Hallandaute]";
- mes "Ah, are you the one whom Ms. Kirin referred? Yes, she said you were going to help me in my research.";
- next;
- mes "[Hallandaute]";
- mes "Frankly, we don't really need anyone who doesn't specialize";
- mes "in our field of study.";
- next;
- mes "[Hallandaute]";
- mes "But if you don't mind helping us out by doing little, menial tasks, then it'd probably bring some relief to our workload.";
- next;
- mes "[Hallandaute]";
- mes "Now...";
- mes "What would be";
- mes "a good job for you?";
- mes "Let me think...";
- next;
- mes "[Hallandaute]";
- mes "I got it!";
- mes "Why don't you go and visit ^FF0000Metto^000000 for me? Please bring me any news that he'd like to report.";
- next;
- mes "[Hallandaute]";
- mes "Since he's working on a project similar to mine, he might be in a position to help me. Metto lives in Juno, so you can easily find me.";
- set god_sl_2,1;
- close;
- }
- else if (god_sl_2 == 1) {
- if (metto_q == 0) {
- mes "[Hallandaute]";
- mes "I guess you haven't found Metto yet. Although he might be a little over enthusiastic at times, he's not a bad guy at all.";
- next;
- mes "[Hallandaute]";
- mes "We've been friends for a long time after working in the same field for so long. I wonder how he's doing?";
- next;
- mes "[Hallandaute]";
- mes "Anyway, just ask him about any progress on his research. And if he happens to ask you for help, please lend him your assistance.";
- close;
- }
- else if (metto_q < 9) {
- mes "[Hallandaute]";
- mes "Hmmm...";
- mes "So how's Metto?";
- mes "Hmm? It seems like";
- mes "he has changed...";
- close;
- }
- else {
- mes "[Hallandaute]";
- mes "Hmmm...";
- mes "So how's Metto?";
- next;
- mes "[Hallandaute]";
- mes "A mad scientist?";
- mes "That doesn't sound right. In my wildest dreams, I never would have suspected Metto of turning out that way...";
- emotion e_hmm;
- next;
- mes "[Hallandaute]";
- mes "Huh. That's...";
- mes "That's too bad. I don't know what to say. We used to go watch movies and celebrate our birthdays together. P-please give me a moment...";
- emotion e_dots;
- set god_sl_2,2;
- close;
- }
- }
- else if (god_sl_2 == 2) {
- if (rand(1,10) == 7) {
- mes "[Hallandaute]";
- mes "Ah...";
- mes "You came back.";
- mes "Alright, let me give you the gist of what I'm researching.";
- next;
- mes "[Hallandaute]";
- mes "I'm trying to learn more about the '^FF0000Wheel of the Unknown^000000,' which was discovered to be a piece of the artifact known as ^FF0000Sleipnir^000000.";
- next;
- mes "[Hallandaute]";
- mes "It looks like";
- mes "a normal cogwheel...";
- mes "But I can't figure out how it's supposed to work.";
- next;
- mes "[Hallandaute]";
- mes "The most peculiar thing of all about this cogwheel is the metal";
- mes "of which it is composed.";
- next;
- mes "[Hallandaute]";
- mes "It looks and feels like steel,but extreme heat and cold don't affect it. It also cannot be dented by any kind of impact or force I can apply to it.";
- next;
- mes "[Hallandaute]";
- mes "Sometimes, I find that the Wheel of the Unknown resonates with certain objects, but I haven't got it to occur all of the time.";
- next;
- mes "[Hallandaute]";
- mes "I'm guessing that I'm missing some sort of special condition that will make the Wheel of the Unknown resonate with specific materials.";
- next;
- mes "[Hallandaute]";
- mes "Anyway, I thank you for helping me out earlier. That's basically all I needed, so please talk to the other researchers and see if they need any assistance.";
- set god_sl_2,0;
- if (god_sl_1 == 11) {
- set god_sl_1,12;
- }
- if (god_sl_1 == 22) {
- set god_sl_1,23;
- }
- if (god_sl_1 == 33) {
- set god_sl_1,34;
- }
- if (god_sl_1 == 44) {
- set god_sl_1,50;
- }
- close;
- }
- else {
- mes "[Hallandaute]";
- mes "Oh, sorry.";
- mes "I'm quite busy compiling all of this information at the moment.";
- next;
- mes "[Hallandaute]";
- mes "Let's see...";
- mes "Now how would I...";
- mes "^333333*Mumble mumble*^000000";
- close;
- }
- }
- else {
- mes "[Hallandaute]";
- mes "Hmmm...";
- mes "How does this work?";
- mes "There's still too much we don't know about the godly artifacts. ^333333*Sigh*^000000";
- close;
- }
- }
- else {
- mes "[Hallandaute]";
- mes "It's not easy, working on this alone. Having an extra pair of hands is always good.";
- next;
- mes "[Hallandaute]";
- mes "Right now, I just need someone with whom I can share the workload. Still, different assistants might be better depending on the project.";
- next;
- mes "[Hallandaute]";
- mes "Basically, if an assistant is especially trained in the field related to my current research project, he'll probably be more useful than someone who's not.";
- next;
- mes "[Hallandaute]";
- mes "Of course, there are people who are good at everything. But since those are rare, I try to choose just the right assistant for each of my projects.";
- close;
- }
- }
- else {
- mes "[Hallandaute]";
- mes "It's not easy, working on this alone. Having an extra pair of hands is always good.";
- next;
- mes "[Hallandaute]";
- mes "Right now, I just need someone with whom I can share the workload. Still, different assistants might be better depending on the project.";
- next;
- mes "[Hallandaute]";
- mes "Basically, if an assistant is especially trained in the field related to my current research project, he'll probably be more useful than someone who's not.";
- next;
- mes "[Hallandaute]";
- mes "Of course, there are people who are good at everything. But since those are rare, I try to choose just the right assistant for each of my projects.";
- close;
- }
-}
-
-que_god01,11,136,6 script Researcher#G2 742,{
- if ($God1 < 100) {
- if (god_sl_1 == 2) {
- set god_sl_1,21;
- }
- if ((god_sl_1 == 21) || (god_sl_1 == 32) || (god_sl_1 == 43) || (god_sl_1 == 14)) {
- if (god_sl_2 == 0) {
- mes "[Aadin]";
- mes "^333333*Yawn~*^000000";
- mes "Hmmmmm?";
- mes "Ah...";
- next;
- mes "[Aadin]";
- mes "Nice to meet you.";
- mes "You're the temporary assistant, right? That's great, all of us are having a hard time working";
- mes "without much help.";
- next;
- mes "[Aadin]";
- mes "Okay...";
- mes "Let me explain";
- mes "to you the project";
- mes "that I'm working on.";
- next;
- mes "[Aadin]";
- mes "I'm trying to find out everything I can about the '^FF0000Feather of Angel Wing^000000.' Supposedly, it's one of";
- mes "the parts of 'Sleipnir.'";
- next;
- mes "[Aadin]";
- mes "Right now, I'm";
- mes "focusing on studying";
- mes "the background story of this feather, as well as how it came";
- mes "to be a material for a godly artifact.";
- next;
- mes "[Aadin]";
- mes "I was recently told that there is a person in Payon who actually knows this story. Very few people in the world are privy to having such knowledge.";
- next;
- mes "[Aadin]";
- mes "Now, we don't have enough";
- mes "staff for me to send someone to Payon. Also, I don't feel safe taking this feather around with me.";
- next;
- mes "[Aadin]";
- mes "It shouldn't be that difficult to find the person who knows about Sleipnir's origin. However, you must memorize every single";
- mes "word of the story.";
- next;
- mes "[Aadin]";
- mes "The results of this research could be affected by the words you deliver to me.";
- next;
- mes "[Aadin]";
- mes "Thank you for the trouble.";
- mes "There's no real time limit for this task, but the sooner you complete it, the better.";
- next;
- mes "[Aadin]";
- mes "Have a safe trip~";
- set god_sl_2,1;
- close;
- }
- else if (god_sl_2 == 1) {
- mes "[Aadin]";
- mes "Mmm...?";
- mes "You haven't left for Payon yet to find the man who knows of Sleipnir's origin?";
- next;
- mes "[Aadin]";
- mes "Please leave for";
- mes "Payon as soon as";
- mes "possible so that I can get the information that I need for my research. Thank you, and have";
- mes "a safe trip.";
- close;
- }
- else if (god_sl_2 == 2) {
- mes "[Aadin]";
- mes "Ah, you're back. So have you memorized the story?";
- next;
- mes "[Aadin]";
- mes "I know it'd be much easier if this tale was already written, but you must understand that many stories regarding the gods are only orally transmitted.";
- next;
- mes "[Aadin]";
- mes "Alright,";
- mes "I'm listening.";
- mes "Please let me";
- mes "know what you've learned.";
- next;
- mes "[Aadin]";
- mes "...";
- mes "......";
- next;
- mes "[Aadin]";
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Aadin]";
- mes "...";
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[Aadin]";
- mes "Hmm, I see.";
- mes "Fascinating.";
- mes "However, I'm sure";
- mes "you've missed some";
- mes "important detail.";
- next;
- mes "[Aadin]";
- mes "Are you sure you've listened to the tale in its entirety? I'm sorry to ask this of you, but would you go to Payon and listen to this story once more?";
- set god_sl_2,3;
- close;
- }
- else if (god_sl_2 == 3) {
- mes "[Aadin]";
- mes "Mm...?";
- mes "You haven't left";
- mes "for Payon yet...?";
- mes "I hope you can";
- mes "tell me the rest";
- mes "of the story soon.";
- next;
- mes "[Aadin]";
- mes "In the meantime, I will try to complete as much of my research";
- mes "as I can with the story details that you've already brought.";
- close;
- }
- else if (god_sl_2 == 4) {
- mes "[Aadin]";
- mes "Ah, you're back.";
- mes "So have you";
- mes "memorized the story?";
- next;
- mes "[Aadin]";
- mes "I know it'd be much easier if this tale was already written, but you must understand that many stories regarding the gods are only orally transmitted.";
- next;
- mes "[Aadin]";
- mes "Alright,";
- mes "I'm listening.";
- mes "Please let me";
- mes "know what you've learned.";
- next;
- mes "[Aadin]";
- mes "...";
- mes "......";
- next;
- mes "[Aadin]";
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Aadin]";
- mes "...";
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "[Aadin]";
- mes "Hmm, I see.";
- mes "Fascinating.";
- mes "you've missed some";
- mes "important detail.";
- next;
- switch(select("Well, um...:Impossible!")) {
- case 1:
- mes "[Aadin]";
- mes "Hmm.";
- mes "No, wait...";
- mes "That was the";
- mes "complete story.";
- mes "My apologies~";
- break;
- case 2:
- mes "[Aadin]";
- mes "Ah~";
- mes "I stand corrected.";
- mes "Thank you for pointing";
- mes "out my error in judgment.";
- break;
- }
- next;
- mes "[Aadin]";
- mes "Yes, it seems that the story you've just told me should be authentic. Of course, it's understandable if little changes are made, depending on the storyteller.";
- next;
- mes "[Aadin]";
- mes "Surely, I'll be able to answer some of my most important questions with the information you've brought to me, though it still won't be easy.";
- next;
- mes "[Aadin]";
- mes "After all, finding answers tends to cause new questions to arise. Nonetheless, I thank you for your help.";
- set god_sl_2,0;
- if (god_sl_1 == 21) {
- set god_sl_1,22;
- }
- if (god_sl_1 == 32) {
- set god_sl_1,33;
- }
- if (god_sl_1 == 43) {
- set god_sl_1,44;
- }
- if (god_sl_1 == 14) {
- set god_sl_1,50;
- }
- close;
- }
- }
- else {
- mes "[Aadin]";
- mes "Sometimes, different versions of the same myth or legend arise.";
- next;
- mes "[Aadin]";
- mes "Although myths, as they change with time, may conflict with each other, the fundamental basis of these stories is what makes them timeless.";
- close;
- }
- }
- else {
- mes "[Aadin]";
- mes "Sometimes, different versions of the same myth or legend arise.";
- next;
- mes "[Aadin]";
- mes "Although myths, as they change with time, may conflict with each other, the fundamental basis of these stories is what makes them timeless.";
- close;
- }
-}
-
-que_god01,55,47,3 script Researcher#G3 803,{
- if (god_sl2 < 100) {
- if (god_sl_1 == 2) {
- set god_sl_1,31;
- }
- if ((god_sl_1 == 31) || (god_sl_1 == 42) || (god_sl_1 == 13) || (god_sl_1 == 24)) {
- if (god_sl_2 == 0) {
- mes "[Kurdt]";
- mes "Ah, you must be";
- mes "the new assistant.";
- mes "Pleased to meet you.";
- next;
- mes "[Kurdt]";
- mes "In all honesty, I was expecting someone with a bit more experience in the field of research, but it's understandable.";
- next;
- mes "[Kurdt]";
- mes "After all, we're not in the position to expect professional assistance. In any case, I believe you'll bring a new perspective to our work.";
- next;
- mes "[Kurdt]";
- mes "I've almost completed my project and don't need too much in the way of manpower. However, the last task I need finished is difficult.";
- next;
- mes "[Kurdt]";
- mes "I was thinking of using my own funds to hire an outside agency, but there's no need to do that now that you're here~";
- next;
- mes "[Kurdt]";
- mes "What I'd like to ask you to do is to gather materials so that I can create the 'Spirit of Fish.'";
- next;
- mes "[Kurdt]";
- mes "I'm not sure if I can actually produce it or not, but we can at least give this experiment a try.";
- next;
- mes "[Kurdt]";
- mes "Basically, you and collect things like 'Fish Scales' or Fish Tails,' basically anything you can obtain from marine life.";
- next;
- mes "[Kurdt]";
- mes "I don't need a";
- mes "ridiculous amount of one";
- mes "kind of material, I'd say about 10 of one kind of each item should work. Give or take 5...";
- next;
- mes "[Kurdt]";
- mes "I should mention that I also require a good variety of marine related materials. You can't conduct an experiment without different objects to test, right?";
- next;
- mes "[Kurdt]";
- mes "Anyway, I hope you don't run into too much trouble finding what I need for this experiment. Good luck~";
- set god_sl_2,1;
- close;
- }
- else if (god_sl_2 == 1) {
- mes "[Kurdt]";
- mes "Ah, you've returned.";
- mes "Okay, let me check";
- mes "what you brought to me. Hmm...";
- next;
- mes "[Kurdt]";
- mes "Ooh...";
- mes "I could use these.";
- mes "And these too. Oh!";
- mes "You adventurers carry";
- mes "a lot of things, don't you?";
- if (countitem(918) > 8) {
- set .@count_sl_1,.@count_sl_1 + 1;
- }
- if (countitem(950) > 8) {
- set .@count_sl_1,.@count_sl_1 + 1;
- }
- if (countitem(951) > 8) {
- set .@count_sl_1,.@count_sl_1 + 1;
- }
- if (countitem(956) > 8) {
- set .@count_sl_1,.@count_sl_1 + 1;
- }
- if (countitem(959) > 8) {
- set .@count_sl_1,.@count_sl_1 + 1;
- }
- if (countitem(960) > 8) {
- set .@count_sl_1,.@count_sl_1 + 1;
- }
- if (countitem(961) > 8) {
- set .@count_sl_1,.@count_sl_1 + 1;
- }
- if (countitem(962) > 8) {
- set .@count_sl_1,.@count_sl_1 + 1;
- }
- if (countitem(963) > 8) {
- set .@count_sl_1,.@count_sl_1 + 1;
- }
- if (countitem(964) > 8) {
- set .@count_sl_1,.@count_sl_1 + 1;
- }
- if (countitem(965) > 8) {
- set .@count_sl_1,.@count_sl_1 + 1;
- }
- if (countitem(966) > 8) {
- set .@count_sl_1,.@count_sl_1 + 1;
- }
- if (countitem(7013) > 8) {
- set .@count_sl_1,.@count_sl_1 + 1;
- }
- if (countitem(1054) > 8) {
- set .@count_sl_1,.@count_sl_1 + 1;
- }
- if (countitem(1053) > 8) {
- set .@count_sl_1,.@count_sl_1 + 1;
- }
- if (countitem(1052) > 8) {
- set .@count_sl_1,.@count_sl_1 + 1;
- }
- if (countitem(1051) > 8) {
- set .@count_sl_1,.@count_sl_1 + 1;
- }
- if (countitem(1050) > 8) {
- set .@count_sl_1,.@count_sl_1 + 1;
- }
- if (countitem(1024) > 8) {
- set .@count_sl_1,.@count_sl_1 + 1;
- }
- if (countitem(1023) > 8) {
- set .@count_sl_1,.@count_sl_1 + 1;
- }
- next;
- if (.@count_sl_1 > 14) {
- mes "[Kurdt]";
- mes "Ah....!";
- mes "The materials you have should be enough for me to conduct my experiment. Thank you so much.";
- next;
- mes "[Kurdt]";
- mes "With these, I can continue my research without any problem. I'm pleasantly surprised with the job you've done.";
- next;
- mes "[Kurdt]";
- mes "You really were";
- mes "such a great help.";
- mes "Thank you so much!";
- mes "Hahaha....!";
- next;
- mes "[Kurdt]";
- mes "Now, there may be";
- mes "other researchers";
- mes "who might need your help in completing their projects. Why don't you ask around to see if";
- mes "they need anything?";
- if (countitem(918) > 8) {
- delitem 918,9; //Sticky_Webfoot
- }
- if (countitem(950) > 8) {
- delitem 950,9; //Heart_Of_Mermaid
- }
- if (countitem(951) > 8) {
- delitem 951,9; //Fin
- }
- if (countitem(956) > 8) {
- delitem 956,9; //Gill
- }
- if (countitem(959) > 8) {
- delitem 959,9; //Rotten_Scale
- }
- if (countitem(960) > 8) {
- delitem 960,9; //Nipper
- }
- if (countitem(961) > 8) {
- delitem 961,9; //Conch
- }
- if (countitem(962) > 8) {
- delitem 962,9; //Tentacle
- }
- if (countitem(963) > 8) {
- delitem 963,9; //Sharp_Scale
- }
- if (countitem(964) > 8) {
- delitem 964,9; //Crap_Shell
- }
- if (countitem(965) > 8) {
- delitem 965,9; //Clam_Shell
- }
- if (countitem(966) > 8) {
- delitem 966,9; //Flesh_Of_Clam
- }
- if (countitem(1023) > 8) {
- delitem 1023,9; //Fish_Tail
- }
- if (countitem(1024) > 8) {
- delitem 1024,9; //Chinese_Ink
- }
- if (countitem(1050) > 8) {
- delitem 1050,9; //Tendon
- }
- if (countitem(1051) > 8) {
- delitem 1051,9; //Detonator
- }
- if (countitem(1052) > 8) {
- delitem 1052,9; //Single_Cell
- }
- if (countitem(1053) > 8) {
- delitem 1053,9; //Tooth_Of_Ancient_Fish
- }
- if (countitem(1054) > 8) {
- delitem 1054,9; //Lip_Of_Ancient_Fish
- }
- if (countitem(7013) > 8) {
- delitem 7013,9; //Coral_Reef
- }
- set god_sl_2,0;
- if (god_sl_1 ==31) {
- set god_sl_1,32;
- }
- if (god_sl_1 == 42) {
- set god_sl_1,43;
- }
- if (god_sl_1 == 13) {
- set god_sl_1,14;
- }
- if (god_sl_1 == 24) {
- set god_sl_1,50;
- }
- close;
- }
- else {
- mes "[Kurdt]";
- mes "Still, you don't seem to have enough materials for me to";
- mes "complete my research";
- mes "Remember, I need";
- mes "a huge variety.";
- next;
- mes "[Kurdt]";
- mes "I'm sorry for the hassle, but do you think you could go out and collect things so that I can attempt to recreate the";
- mes "'Spirit of Fish?'";
- close;
- }
- }
- }
- else {
- mes "[Kurdt]";
- mes "Hmmm....";
- mes "Funds and";
- mes "manpower are";
- mes "important for";
- mes "research to progress.";
- next;
- mes "[Kurdt]";
- mes "But no amount of financing or staffing can replace the value of enthusiasm and passion in conducting research.";
- next;
- mes "[Kurdt]";
- mes "Some financiers are so ignorant that they think that if they throw more money and people into a project, the secrets of science will be unlocked that much faster.";
- next;
- mes "[Kurdt]";
- mes "But if the people doing your research are unmotivated and uninspired, you'll never get anywhere.";
- close;
- }
- }
- else {
- mes "[Kurdt]";
- mes "Hmmm....";
- mes "Funds and";
- mes "manpower are";
- mes "important for";
- mes "research to progress.";
- next;
- mes "[Kurdt]";
- mes "But no amount of financing or staffing can replace the value of enthusiasm and passion in conducting research.";
- next;
- mes "[Kurdt]";
- mes "Some financiers are so ignorant that they think that if they throw more money and people into a project, the secrets of science will be unlocked that much faster.";
- next;
- mes "[Kurdt]";
- mes "But if the people doing your research are unmotivated and uninspired, you'll never get anywhere.";
- close;
- }
-}
-
-que_god01,14,47,3 script Researcher#G4 713,{
- if ($God1 < 100) {
- if (god_sl_1 == 2) {
- set god_sl_1,41;
- }
- if ((god_sl_1 == 41) || (god_sl_1 == 12) || (god_sl_1 == 23) || (god_sl_1 == 34)) {
- if (god_sl_2 == 0) {
- mes "[Pavel]";
- mes "^333333*Sniff sniff*...";
- mes "*Achoo!*^000000 Huh?";
- mes "Who are you?";
- next;
- mes "[Pavel]";
- mes "Oh, sorry.";
- mes "You must be the new assistan--^333333*Aaachoo!^000000 Ehhm, ^333333*Sniff sniff*^000000 I'm sorry. As you can see, I'm feeling a little bit under the weather.";
- next;
- mes "[Pavel]";
- mes "It's good to know that you're help to help me. But ^333333*Achoooo! Sniff Sniff*^000000";
- next;
- mes "[Pavel]";
- mes "Anyway, go look at --^333333*Aaachooo!*^000000 that ^333333*Achoooo!*^000000 thing... ^333333*Sniff sniff*^000000";
- set god_sl_2,1;
- close;
- }
- else if (god_sl_2 == 1) {
- mes "[Pavel]";
- mes "I told you to go look at-- ^333333*Aaachhoooo!*^000000 that ^333333*Aaachoooo! Achoo! glhk glhk*^000000";
- close;
- }
- else if (god_sl_2 == 2) {
- mes "[Pavel]";
- mes "^333333*Cough cough*";
- mes "*Sniff sniff...*^000000";
- mes "So did you take a look at it? Yeah, I don't think you'd understand, even if you saw it. ^333333*glhk glhk*^000000";
- next;
- mes "[Pavel]";
- mes "^333333*AAAAACHHHOOO!*^000000";
- mes "That slab of stone, no wait, ^333333*Achoo!*^000000 the letters engraved on that thing are ancien--^333333*Achoo!*^000000 language is no longer used nowadays.";
- next;
- mes "[Pavel]";
- mes "I can't ^333333*glhk glhk*^000000 tell what ancient languag-- ^333333*Achoo!*^000000 it is, so... Hmm...";
- next;
- mes "[Pavel]";
- mes "Considering ^333333*Achoo! Sniff sniff*^000000 the material used for the slab isn't ^333333*Sniff*^000000 ordinary stone, there must be some kind of device installed in it? ^333333*Cough*^000000";
- next;
- mes "[Pavel]";
- mes "Not only that ^333333*Sniff sniff* letters are not just engraved. ^333333*AAAACHOO!*^000000 Something covers the ^333333*Cough*^000000 surface.";
- next;
- mes "[Pavel]";
- mes "I must ^333333*Cough cough*^000000 remove the device for so that I can ^333333*Cough cough*^000000 investigate this further ^333333*Sniff*^000000 Butjust look at me. I'm a wreck. I can't even ^333333*AAAACHOO!*^000000 ...talk.";
- next;
- mes "[Pavel]";
- mes "^333333*Sniff sniff*^000000";
- mes "So I hope you don't mind ^333333*Achoo!*^000000 helping me remove ^333333*Cough*^000000 the device. Thank you so much. ^333333*Sniff*^000000";
- set god_sl_2,3;
- close;
- }
- else if (god_sl_2 == 3) {
- mes "[Pavel]";
- mes "^333333Aaaaaccccchhhhoooo...!*^000000";
- mes "Um, what I meant to say w--^333333AAAACHOOO!*^000000";
- mes "^333333*Sniff sniff...*^000000";
- close;
- }
- else if (god_sl_2 == 4) {
- mes "[Pavel]";
- mes "^333333*Cough*^000000";
- mes "Oh... ^333333*Sniff*^000000";
- mes "Now I see...";
- mes "^333333*glhk glhk*^000000";
- next;
- mes "[Pavel]";
- mes "I was~ ^333333*Achoo!*^000000 right, ^333333*Achoo!*^000000 Something was installed in the sl-^333333*Cough*^000000 slab. I couldn't look at it myself because of this damn ^333333*Cooooough c-c-cough*^000000 flu.";
- next;
- mes "[Pavel]";
- mes "Great job~";
- mes "You did some ^333333*Sniff*^000000 good work. Thank you so much for helping me. ^333333*Achoo! Achoo!*^000000";
- set god_sl_2,0;
- if (god_sl_1 == 41) {
- set god_sl_1,42;
- }
- if (god_sl_1 == 12) {
- set god_sl_1,13;
- }
- if (god_sl_1 == 23) {
- set god_sl_1,24;
- }
- if (god_sl_1 == 34) {
- set god_sl_1,50;
- }
- close;
- }
- }
- else {
- mes "[Pavel]";
- mes "Whether or not we can actually detect or sense spirits isn't as important as first proving their existence.";
- close2;
- }
- }
- else {
- mes "[Pavel]";
- mes "Whether or not we can actually detect or sense spirits isn't as important as first proving their existence.";
- close2;
- }
-}
-
-que_god01,20,48,0 script Slab#G 111,{
- if ($God1 < 100) {
- if ((god_sl_1 == 41) || (god_sl_1 == 12) || (god_sl_1 == 23) || (god_sl_1 == 34)) {
- if ((god_sl_2 == 1) || (god_sl_2 == 2)) {
- mes "....whgks ^ff00ffdirdnl^000000sjs wkrdjswhgks whdtnfb";
- mes "............djswhgks wkdusdnlrnlfn";
- mes ".......whsjs rhf tk dmqsjs rj ehddjfn";
- mes "wkdusgks ^ff00fftkaryf^000000dnl durjfflrhsjs wkrdjswhgks ......";
- mes "wkrdjswhgks shfh wkrdjswhgks wkdus wkr...";
- mes "^ff00ffghswka^000000gks ........fusjs tmld.........";
- set god_sl_2,2;
- next;
- mes "^3355FFThere is some writing engraved on this slab of stone. Since you can't read it and the stone looks weathered with time, it seems to be written in an ancient language.^000000";
- next;
- mes "^3355FFUpon touching the slab's surface, you feel that it is surprisingly warm. Perhaps there is more to this slab than meets the eye.^000000";
- close;
- }
- else if (god_sl_2 == 3) {
- mes "....whgks ^ff00ffdirdnl^000000sjs wkrdjswhgks whdtnfn";
- mes "............djswhgks wkdusdnlrnlfn";
- mes ".......whsjs rhf tk dmqsjs rj ehddjfn";
- mes "wkdusgks ^ff00fftkaryf^000000dnl durjfflrhsjs wkrdjswhgks ......";
- mes "wkrdjswhgks shfh wkrdjswhgks wkdus wkr...";
- mes "^ff00ffghswka^000000gks.........fusjs tmld.........";
- next;
- mes "^3355FFUpon taking a closer look at the stone slab, you see that there are small devices in the crevices of each engraved letter in one of the words.";
- next;
- mes "....whgks ^ff00ffdirdnl^000000sjs wkrdjswhgks whdtnfb";
- mes "............djswhgks wkdusdnlrnlfn";
- mes ".......whsjs rhf tk dmqsjs rj ehddjfn";
- mes "wkdusgks ^ff00fftkaryf^000000dnl durjfflrhsjs wkrdjswhgks ......";
- mes "wkrdjswhgks shfh wkrdjswhgks wkdus wkr...";
- mes "^ff00ffghswka^000000gks ........fusjs tmld.........";
- next;
- input .@input$;
- if (.@input$ == "dirdnl") {
- mes "Zap~";
- mes "^3355FFAs you press the word '^ff0000dirdnl^3355FF,' the slab emitted a strange beeping noise but nothing else happened. Perhaps you must press some of the other words.^000000";
- next;
- mes "....whgks ^ff00ffdirdnl^000000sjs wkrdjswhgks whdtnfb";
- mes "............djswhgks wkdusdnlrnlfn";
- mes ".......whsjs rhf tk dmqsjs rj ehddjfn";
- mes "wkdusgks ^ff00fftkaryf^000000dnl durjfflrhsjs wkrdjswhgks ......";
- mes "wkrdjswhgks shfh wkrdjswhgks wkdus wkr...";
- mes "^ff00ffghswka^000000gks ........fusjs tmld.........";
- next;
- }
- else {
- mes "^3355FFNothing happened.";
- mes "Perhaps that word";
- mes "is not on the slab.^000000";
- close;
- }
- input .@input$;
- if (.@input$ == "tkaryf") {
- mes "^3355FFYou press the word '^ff0000tkaryf^3355FF,' and another beep was emitted from";
- mes "the slab.^000000";
- next;
- mes "....whgks ^ff00ffdirdnl^000000sjs wkrdjswhgks whdtnfb";
- mes "............djswhgks wkdusdnlrnlfn";
- mes ".......whsjs rhf tk dmqsjs rj ehddjfn";
- mes "wkdusgks ^ff00fftkaryf^000000dnl durjfflrhsjs wkrdjswhgks ......";
- mes "wkrdjswhgks shfh wkrdjswhgks wkdus wkr...";
- mes "^ff00ffghswka^000000gks ........fusjs tmld.........";
- next;
- }
- else {
- mes "^3355FFNothing happened.";
- mes "Perhaps that word";
- mes "is not on the slab.^000000";
- close;
- }
- input .@input$;
- if (.@input$ == "ghswka") {
- mes "^3355FFYou press on the word '^ff0000ghswka^3355FF,' resulting in an affirmative beep. Nothing has still happened, so perhaps you must press another word.^000000";
- next;
- mes "....whgks ^ff00ffdirdnl^000000sjs wkrdjswhgks whdtnfb";
- mes "............djswhgks wkdusdnlrnlfn";
- mes ".......whsjs rhf tk dmqsjs rj ehddjfn";
- mes "wkdusgks ^ff00fftkaryf^000000dnl durjfflrhsjs wkrdjswhgks ......";
- mes "wkrdjswhgks shfh wkrdjswhgks wkdus wkr...";
- mes "^ff00ffghswka^000000gks ........fusjs tmld.........";
- next;
- }
- else {
- mes "You touched a word ^ff0000"+.@input+"^000000, nothing happened.";
- mes "You decided to think up something different.";
- close;
- }
- mes "^666666*Eeeeeeeeee~*^000000";
- next;
- mes "^3355FFThe slab began";
- mes "to vibrate and the";
- mes "engraved letters slowly";
- mes "disappeared, revealing";
- mes "a new set of words underneath.^000000";
- next;
- mes "wkrdjswhgks dirdnlsjs wkrdjswhgks whdtnfh";
- mes "wkrdjswhgks dldgnsdjs wkrdjswhgks wkdusdnlrnlfn";
- mes "thfdh duTsjswhsjs rhf tk dmqsjs rj ehddjfn";
- mes "wkdusgks tkaryfdnl durjfflrhsjs wkrdjswhgks tkatnfu";
- mes "wkrdjswhgks shfh wkrdjswhgks wkdus wkrdjswhgks dldgns";
- mes "ghswkagks tkatnfusjs tmldaldgks akrnl";
- next;
- mes "^3355FFYou still don't";
- mes "understand what is";
- mes "written on the slab.^000000";
- set god_sl_2,4;
- next;
- mes "After a while, the original engraving on the slab re-appeared, once again concealing the writing underneath. It seems you can only reveal the hidden letters temporarily.";
- close;
- }
- else {
- mes "....whgks dirdnlsjs wkrdjswhgks whdtnfn";
- mes "............djswhgks wkdusdnlrnlfn";
- mes ".......whsjs rhf tk dmqsjs rj ehddjfn";
- mes "wkdusgks tkaryfdnl durjfflrhsjs wkrdjswhgks ......";
- mes "wkrdjswhgks shfh wkrdjswhgks wkdus wkr...";
- mes "ghswkagks .........fusjs tmld.........";
- next;
- mes "^3355FFThis slab of stone has been weathered with time, and its surface is engraved with writing from a strange language.^000000";
- next;
- mes "^3355FFStrangely enough, the surface of the stone is emitting heat.^000000";
- close;
- }
- }
- else {
- mes "....whgks dirdnlsjs wkrdjswhgks whdtnfn";
- mes "............djswhgks wkdusdnlrnlfn";
- mes ".......whsjs rhf tk dmqsjs rj ehddjfn";
- mes "wkdusgks tkaryfdnl durjfflrhsjs wkrdjswhgks ......";
- mes "wkrdjswhgks shfh wkrdjswhgks wkdus wkr...";
- mes "ghswkagks .........fusjs tmld.........";
- next;
- mes "^3355FFThere is some writing engraved on this slab of stone. Since you can't read it and the stone looks weathered with time, it seems to be written in an ancient language.^000000";
- next;
- mes "^3355FFUpon touching the slab's surface, you feel that it is surprisingly warm. Perhaps there is more to this slab than meets the eye.^000000";
- close;
- }
- }
- else {
- mes "^3355FFThere is some writing engraved on this slab of stone. Since you can't read it and the stone looks weathered with time, it seems to be written in an ancient language.^000000";
- close;
- }
-}
-
-payon,79,171,4 script Friar#G5 95,{
- if ($God1 < 100) {
- if ((god_sl_1 == 21) || (god_sl_1 == 32) || (god_sl_1 == 43) || (god_sl_1 == 14)) {
- if ((god_sl_2 == 1) || (god_sl_2 == 3)) {
- mes "[Lania]";
- mes "No matter how old the stories are, you can always find good advice in folk tales and legends.";
- next;
- mes "[Lania]";
- mes "Despite the passing of time and mankind's progression, certain fundamentals of life are timeless and will never change.";
- next;
- switch(select("Umm...:I see.")) {
- case 1:
- mes "[Lania]";
- mes "Hmm...?";
- mes "Do you need";
- mes "anything from me?";
- mes "I will try to help";
- mes "you as much as I can.";
- next;
- mes "[Lania]";
- mes "I believe that it's no use having ability or power unless you use that power for the right purposes.";
- next;
- switch(select("Oh no, that's okay.:Sleipnir's story.")) {
- case 1:
- mes "[Lania]";
- mes "I must have";
- mes "misunderstood me.";
- mes "However, feel free";
- mes "to ask me for help";
- mes "if you ever need it.";
- next;
- mes "[Lania]";
- mes "I consider helping others as special training for my spiritual improvement. I hope that you will act with kindness and generosity towards others as well.";
- close;
- case 2:
- mes "[Lania]";
- mes "Ah, I see.";
- mes "I can tell you what I know about Sleipnir. Let's see now if I can remember everything about it.";
- next;
- mes "[Lania]";
- mes "Ah yes.";
- mes "I remember it now.";
- mes "Yes, Sleipnir was the";
- mes "name of Odin's stallion.";
- next;
- mes "[Lania]";
- mes "In the world of";
- mes "gods, there were";
- mes "three legendary stallions: Sleipnir, Svadilfari and Gullfaxi.";
- next;
- mes "[Lania]";
- mes "Gullfaxi was owned by Hrungnir, the king of the giants. Svadilfari, the stallion that sired Sleipnir, was also owned by a giant.";
- next;
- mes "[Lania]";
- mes "Okay, now let's talk about how 'Sleipnir' was born. This story gives us a glimpse of the fallibility of gods and giants.";
- next;
- mes "[Lania]";
- mes "In Asgard, the realm of the gods, there was a huge protective rampart that was almost completely destroyed in a recent war.";
- next;
- mes "[Lania]";
- mes "However...";
- mes "Gods being gods,";
- mes "they were not eager";
- mes "to rebuild the walls";
- mes "themselves.";
- next;
- mes "[Lania]";
- mes "One day, a very";
- mes "skinny man rode on";
- mes "a dark horse and offered to rebuild, and even improve, the rampart protecting Asgard.";
- next;
- mes "[Lania]";
- mes "His offer was tempting to the gods, who needed every protection from their enemies.";
- next;
- mes "[Lania]";
- mes "This man promised to rebuild";
- mes "the Asgardian rampart in only 18 months, but in return he wanted the goddess Freya as his wife, as well as ownership of the sun and the moon.";
- next;
- mes "[Lania]";
- mes "Now, this price was unreasonable for the gods to pay. The Asgardians were all insulted and angered by the stranger's demands. Still, they did want their rampart to be rebuilt.";
- next;
- mes "[Lania]";
- mes ".....";
- mes "Are you bored?";
- mes "If you are, we can";
- mes "finish this";
- mes "story later.";
- next;
- switch(select("Yeah, let's finish this later.:No, please go ahead.")) {
- case 1:
- mes "[Lania]";
- mes "I understand that my story was not that interesting. But I will try my best to entertain you next time. Please travel in safety.";
- close;
- case 2:
- mes "[Lania]";
- mes "Oh alright.";
- mes "Then let me continue.";
- next;
- break;
- }
- mes "[Lania]";
- mes "The gods were furious with the stranger's ridiculous demands. However, Loki proposed to Odin";
- mes "that they should let the stranger rebuild their defensive walls.";
- next;
- mes "[Lania]";
- mes "Loki suggested that if the stranger could complete most of the rampart renovation, but later than as agreed, the gods would not be obligated to pay the stranger any price.";
- next;
- mes "[Lania]";
- mes "Odin decided to follow Loki's advice, and told the stranger that the wall must be repaired in 6 months, instead of 18 months as the stranger had proposed. He could receive help from no man.";
- next;
- mes "[Lania]";
- mes "In return, the stranger would be paid as he had asked if he could fulfill those conditions. Since he was just a man, it seemed impossible.";
- next;
- mes "[Lania]";
- mes "Hmmm...";
- mes "I know this story is quite long. Did you want to listen some more, or did you need a break?";
- next;
- switch(select("Let me take down some notes first.:I need a break!:No, please go ahead.")) {
- case 1:
- mes "[Lania]";
- mes "Ah....";
- mes "I understand this story is quite long. My apologies. Alright, I'll wait for you to finish writing your notes.";
- next;
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "...";
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "...";
- mes "......";
- mes ".........";
- mes "............";
- mes "...............";
- next;
- mes "...";
- mes "......";
- mes ".........";
- mes "............";
- mes "...............";
- mes "..................";
- next;
- mes "[Lania]";
- mes "May I continue the story now?";
- next;
- select("Yes, please.");
- mes "[Lania]";
- mes "Okay, now";
- mes "where was I?";
- next;
- break;
- case 2:
- mes "[Lania]";
- mes "I understand that the tale of Sleipnir is pretty long. But if you have the patience, I will try to relate this story to you another time. Farewell~";
- close;
- case 3:
- mes "[Lania]";
- mes "Oh good.";
- mes "Then please let me continue.";
- next;
- break;
- }
- mes "[Lania]";
- mes "Now, the stranger insisted that he be able to use his horse to help him do this reconstruction work. Since the horse was rather plain and simple looking, Odin agreed.";
- next;
- mes "[Lania]";
- mes "Odin didn't think";
- mes "twice about his";
- mes "request, and regretted this decision upon observing the stranger's first day of rebuilding the rampart.";
- next;
- mes "[Lania]";
- mes "Strangely enough, the stranger, using his horse to carry the materials, rebuilt the rampart at a speed that was inhuman.";
- next;
- mes "[Lania]";
- mes "This upset the gods, since the stranger was actually a mighty giant in disguise. However, this did not violate their agreement,";
- mes "so the gods could do nothing.";
- next;
- mes "[Lania]";
- mes "Although the stranger's skills were great, his horse greatly sped up the rampart reconstruction. This was the legendary magical horse, Svadilfari.";
- next;
- mes "[Lania]";
- mes "The gods grew more anxious as the wall would soon be completed before the alloted six months were up. The Asgardians soon grew very angry with Loki.";
- next;
- mes "[Lania]";
- mes "Despite this, Loki remained calm and assured the gods that he had a plan. The gods distrusted his craftiness, and grew desperate as the stranger's work speedily progressed.";
- next;
- mes "[Lania]";
- mes "Then, the reconstruction of the rampart suddenly halted. Both the gods and the stranger were equally surprised, as the horse Svadilfari was now missing.";
- next;
- mes "[Lania]";
- mes "The stranger would";
- mes "now need to continue";
- mes "his work by himself.";
- next;
- mes "[Lania]";
- mes "Hmmm...";
- mes "Are you still listening? If you're tired, I understand and we can";
- mes "stop for now.";
- next;
- switch(select("I'm so exhausted!:No, please go ahead.")) {
- case 1:
- mes "[Lania]";
- mes "I know that this story might seem too long. But if you ever want to sit down and hear it again, I'll be glad to go over it again. Thank you for listening, adventurer.";
- close;
- case 2:
- mes "[Lania]";
- mes "Oh alright,";
- mes "I'll go on then.";
- next;
- break;
- }
- mes "[Lania]";
- mes "In their curiosity, the gods decided to investigate Savdilfari's disappearance. ";
- next;
- mes "[Lania]";
- mes "Surprisingly,";
- mes "they found that";
- mes "Svadilfari fell in love with a beautiful mare, which was why";
- mes "it did not work on the rampart.";
- next;
- mes "[Lania]";
- mes "So when the 6 months passed, the stranger almost finished rebuilding the Asgardian walls. Only the castle gate was left untouched.";
- next;
- mes "[Lania]";
- mes "The gods were happy to tell the stranger that they could not pay him what he requested, since he did not complete the rampart as originally agreed.";
- next;
- mes "[Lania]";
- mes "In his rage, the stranger accused the gods of tricking him so that they would not have to pay him with the sun, the moon and the beautiful goddess Freya. Then, he revealed his true identity.";
- next;
- mes "[Lania]";
- mes "He was a";
- mes "terrible frost giant,";
- mes "or Hrimthurs as they say.";
- next;
- mes "[Lania]";
- mes ".....";
- mes "Are you bored?";
- mes "If you are, we can";
- mes "talk about this";
- mes "later you know.";
- next;
- switch(select("I'm so bored~:No, please go ahead.")) {
- case 1:
- mes "[Lania]";
- mes "I see. Well, stories are meant to be enjoyed and I suppose you're not in the mood to sit and listen.";
- next;
- mes "[Lania]";
- mes "But if you ever do want to hear about Sleipnir, feel free to visit me once again. Have a good day~";
- close;
- case 2:
- mes "[Lania]";
- mes "Oh, I'm glad~";
- mes "Some people would";
- mes "actually be sleeping";
- mes "after listening so long~";
- next;
- break;
- }
- mes "[Lania]";
- mes "Anyway...";
- mes "The stranger turned out";
- mes "to be a giant training in";
- mes "stone masonry. Although he was invading Asgard, the gods didn't worry.";
- next;
- mes "[Lania]";
- mes "Thor quickly killed the giant with his mighty hammer, Mjolnir, by hurling it at the giant's head, which exploded into a thousand pieces.";
- next;
- mes "[Lania]";
- mes "As for the horse, Svadilfari, it was nowhere to be found for";
- mes "a long, long time.";
- next;
- mes "[Lania]";
- mes ".....";
- mes "Are you bored?";
- mes "If you are, let's talk";
- mes "about this later.";
- next;
- switch(select("Let me take down some notes.:See you later.:No, please go ahead.")) {
- case 1:
- mes "[Lania]";
- mes "Ah....";
- mes "I see that you really want to keep track of every important detail!";
- next;
- mes "[Lania]";
- mes "My apologies, I'll wait for you to complete your notes then.";
- next;
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "...";
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "...";
- mes "......";
- mes ".........";
- mes "............";
- mes "...............";
- next;
- mes "...";
- mes "......";
- mes ".........";
- mes "............";
- mes "...............";
- mes "..................";
- next;
- mes "[Lania]";
- mes "May I continue the story now?";
- next;
- select("Yes, please.");
- mes "[Lania]";
- mes "Okay. Hmm...";
- mes "Now where was I?";
- next;
- break;
- case 2:
- mes "[Lania]";
- mes "Oh, I guess my story wasn't really that interesting. But if you want to listen to this story again, please come visit me again.";
- next;
- mes "[Lania]";
- mes "Okay then,";
- mes "travel safely~";
- close;
- case 3:
- mes "[Lania]";
- mes "Okay. Hmm...";
- mes "Now where was I?";
- next;
- break;
- }
- mes "[Lania]";
- mes "After a while, Loki, who looked tattered and worn out, brought a strange looking pony with eight legs to Asgard.";
- next;
- mes "[Lania]";
- mes "Loki introduced the pony as 'Sleipnir' and presented it to";
- mes "Odin as a present.";
- next;
- mes "[Lania]";
- mes "In actuality, Loki transformed into the mare that seduced Svadilfari so that it would no longer work on the rampart.";
- next;
- mes "[Lania]";
- mes "So 'Sleipnir' was born from the legendary mare Svadilfari, and the god Loki who transformed himself into a horse.";
- next;
- mes "[Lania]";
- mes "Now, stories that are spread through word of mouth might have differences in the small details, depending on who's telling the story.";
- next;
- mes "[Lania]";
- mes "Still, the fundamental story line should not be different.";
- next;
- mes "[Lania]";
- mes "I don't usually get to practice storytelling, and I'm not too confident of the authenticity of my version of Sleipnir's tale.";
- next;
- mes "[Lania]";
- mes "But I hope you will understand that I did my best. It was the most that I could do to help you.";
- next;
- mes "[Lania]";
- mes "If you wish to listen to this story again, you're always welcome.";
- mes "Be safe on your adventures~";
- if (god_sl_2 == 1) {
- set god_sl_2,2;
- } else if (god_sl_2 == 3) {
- set god_sl_2,4;
- }
- close;
- }
- case 2:
- mes "[Lania]";
- mes "In times of agony, please reflect on your past to help you find a solution.";
- next;
- mes "[Lania]";
- mes "Like the old myths and legends, your experiences are stories from which you can learn valuable lessons.";
- close;
- }
- }
- else {
- mes "[Lania]";
- mes "I told you everything I know. Hopefully, I was of some help to you. Please treat others with the same generosity and kindness.";
- close;
- }
- }
- else {
- mes "[Lania]";
- mes "Training isn't limited to just physical and mental conditioning.";
- next;
- mes "[Lania]";
- mes "The way you lead your life and interact with other people can also be considered part of your training.";
- next;
- mes "[Lania]";
- mes "Everyone will learn and benefit differently, depending on how they live their day to day lives.";
- close;
- }
- }
- else {
- mes "[Lania]";
- mes "Training isn't limited to just physical and mental conditioning.";
- next;
- mes "[Lania]";
- mes "The way you lead your life and interact with other people can also be considered part of your training.";
- next;
- mes "[Lania]";
- mes "Everyone will learn and benefit differently, depending on how they live their day to day lives.";
- close;
- }
-}
-
-que_god01,84,95,0 script Switch#God0 111,{
- if ((god_sl_1 > 1) && (god_sl_1 < 51)) {
- mes "^3355FFThe door is locked. You slide your temporary pass on the security device on the right side of the door, and the door unlocks.^000000";
- next;
- warp "que_god01",60,88;
- end;
- }
- else {
- mes "^3355FFThe door is locked.";
- mes "There is some";
- mes "sort of security device on the right side. It seems the device needs to detect some kind of";
- mes "pass before you can enter.^000000";
- close;
- }
-}
-
-que_god01,84,92,0 script god_sl_w0 45,1,1,{
-OnTouch:
- if ((god_sl_1 > 1) && (god_sl_1 < 51)) {
- mes "^3355FFThe door is locked. You slide your temporary pass on the security device on the right side of the door, and the door unlocks.^000000";
- next;
- warp "que_god01",60,88;
- end;
- }
- else {
- mes "^3355FFThe door is locked. There is some sort of security device on the right side. It seems the device needs to detect some kind of pass before you can enter.^000000";
- close;
- }
-}
-
-que_god01,49,97,0 script Switch#God1 111,{
- if ((god_sl_1 > 1) && (god_sl_1 < 51)) {
- mes "^3355FFThe door is locked. You slide your temporary pass on the security device on the right side of the door, and the door unlocks.^000000";
- next;
- warp "que_god01",62,119;
- end;
- }
- else {
- mes "^3355FFThe door is locked. There is some sort of security device on the right side. It seems the device needs to detect some kind of pass before you can enter.^000000";
- close;
- }
-}
-
-que_god01,46,97,0 script god_sl_w1 45,1,1,{
-OnTouch:
- if ((god_sl_1 > 1) && (god_sl_1 < 51)) {
- mes "^3355FFThe door is locked. You slide your temporary pass on the security device on the right side of the door, and the door unlocks.^000000";
- next;
- warp "que_god01",62,119;
- end;
- }
- else {
- mes "^3355FFThe door is locked. There is some sort of security device on the right side. It seems the device needs to detect some kind of pass before you can enter.^000000";
- close;
- }
-}
-
-que_god01,19,97,0 script Switch#God2 111,{
- if ((god_sl_1 > 1) && (god_sl_1 < 51)) {
- mes "^3355FFThe door is locked. You slide your temporary pass on the security device on the right side of the door, and the door unlocks.^000000";
- next;
- warp "que_god01",12,119;
- end;
- }
- else {
- mes "^3355FFThe door is locked. There is some sort of security device on the right side. It seems the device needs to detect some kind of pass before you can enter.^000000";
- close;
- }
-}
-
-que_god01,16,97,0 script god_sl_w2 45,1,1,{
-OnTouch:
- if ((god_sl_1 > 1) && (god_sl_1 < 51)) {
- mes "^3355FFThe door is locked. You slide your temporary pass on the security device on the right side of the door, and the door unlocks.^000000";
- next;
- warp "que_god01",12,119;
- end;
- }
- else {
- mes "^3355FFThe door is locked. There is some sort of security device on the right side. It seems the device needs to detect some kind of pass before you can enter.^000000";
- close;
- }
-}
-
-que_god01,14,80,0 script Switch#God3 111,{
- if ((god_sl_1 > 1) && (god_sl_1 < 51)) {
- mes "^3355FFThe door is locked. You slide your temporary pass on the security device on the right side of the door, and the door unlocks.^000000";
- next;
- warp "que_god01",12,52;
- end;
- }
- else {
- mes "^3355FFThe door is locked. There is some sort of security device on the right side. It seems the device needs to detect some kind of pass before you can enter.^000000";
- close;
- }
-}
-
-que_god01,17,80,0 script god_sl_w3 45,1,1,{
-OnTouch:
- if ((god_sl_1 > 1) && (god_sl_1 < 51)) {
- mes "^3355FFThe door is locked. You slide your temporary pass on the security device on the right side of the door, and the door unlocks.^000000";
- next;
- warp "que_god01",12,52;
- end;
- }
- else {
- mes "^3355FFThe door is locked. There is some sort of security device on the right side. It seems the device needs to detect some kind of pass before you can enter.^000000";
- close;
- }
-}
-
-que_god01,44,80,0 script Switch#God4 111,{
- if ((god_sl_1 > 1) && (god_sl_1 < 51)) {
- mes "^3355FFThe door is locked. You slide your temporary pass on the security device on the right side of the door, and the door unlocks.^000000";
- next;
- warp "que_god01",50,52;
- end;
- }
- else {
- mes "^3355FFThe door is locked. There is some sort of security device on the right side. It seems the device needs to detect some kind of pass before you can enter.^000000";
- close;
- }
-}
-
-que_god01,47,80,0 script god_sl_w4 45,1,1,{
-OnTouch:
- if ((god_sl_1 > 1) && (god_sl_1 < 51)) {
- mes "^3355FFThe door is locked. You slide your temporary pass on the security device on the right side of the door, and the door unlocks.^000000";
- next;
- warp "que_god01",50,52;
- end;
- }
- else {
- mes "^3355FFThe door is locked. There is some sort of security device on the right side. It seems the device needs to detect some kind of pass before you can enter.^000000";
- close;
- }
-}
diff --git a/npc/quests/skills/acolyte_skills.txt b/npc/quests/skills/acolyte_skills.txt
deleted file mode 100644
index c6dd68f4e..000000000
--- a/npc/quests/skills/acolyte_skills.txt
+++ /dev/null
@@ -1,120 +0,0 @@
-//===== rAthena Script =======================================
-//= Acolyte Skill Quest
-//===== By: ==================================================
-//= kobra_k88
-//===== Current Version: =====================================
-//= 1.7
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= Quest for skills: Holy Light
-//===== Additional Comments: =================================
-//= 1.5 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
-//= 1.6 Fixed a typo in job check. (Bugreport:1531) [L0ne_W0lf]
-//= 1.7 Updated to latest available official file. [Masao]
-//============================================================
-
-prt_church,173,23,4 script Cleric 79,{
- mes "[Acolyte Klift]";
- mes "Ahh . Brothers ! Does the task of";
- mes "caring for out lost sheep burden";
- mes "and tire you ?";
- mes "I am here to assist you.";
- next;
- switch (select("^3355FF' About acolyte's hidden ability '^000000 ..:^3355FF' Holy light '^000000 training:End conversation")) {
- case 1:
- mes "[Acolyte Klift]";
- mes "Our members of the clergy";
- mes "naturally learn a skill as";
- mes "as they mature. As they approach ";
- mes "their senior years as an acolyte";
- mes "this special skill.";
- next;
- mes "[Acolyte Klift]";
- mes "Faced with great danger and";
- mes "an endless struggle with evil,";
- mes "our brethren are much in need of assistance.";
- mes "^3355FF' Holy Light '^000000 is that skill.";
- mes "To gain this ability for yourself,";
- mes "takes some work.";
- next;
- mes "[Acolyte Klift]";
- mes "To gain the skill, you must find these items.";
- mes "^FF33551 Opal^000000";
- mes "^FF33551 Crystal Blue^000000";
- mes "^FF33551 Rosary^000000 ";
- next;
- mes "[Acolyte Klift]";
- mes "In order to be able to even use this skill,";
- mes "one must be have sufficient experience.";
- mes "^FF3355 Job Level 30^000000";
- mes "is required to learn this skill.";
- next;
- mes "[Acolyte Klift]";
- mes "As for a priest, because of their";
- mes "already vast amount of experience,";
- mes "they are able to gain this skill at any";
- mes "job level.";
- close;
- case 2:
- if (getskilllv("AL_HOLYLIGHT") == 1) {
- mes "[Acolyte Klift]";
- mes "Brother, you already possess";
- mes "the skill of ` Holy Light '.";
- mes "You cannot gain a skill you";
- mes "already possess ..";
- mes "I pray that you are using";
- mes "this skill for the work of good . .";
- close;
- }
- if ((countitem(727) > 0) && (countitem(991) > 0) && (countitem(2608) > 0) && (JobLevel > 29) && (BaseClass == Job_Acolyte)) {
- mes "[Acolyte Klift]";
- mes "Your faith has proven worthy";
- mes "for you to gain the ' Holy Light ' skill.";
- mes "Your skill is adequate";
- mes "to use this skill.";
- mes "Use it wisely. . .";
- next;
- delitem 727,1; //White_Jewel
- delitem 991,1; //Crystal_Blue
- delitem 2608,1; //Rosary
- skill "AL_HOLYLIGHT",1,0;
- mes "[Acolyte Klift]";
- mes "You now know ' Holy Light '";
- mes "May you use this skill only in the";
- mes "best conduct . . . . .";
- close;
- }
- mes "[Acolyte Klift]";
- mes "Oh, it is clear. . .";
- mes "You are not yet ready to";
- mes "receive the ' Holy Light ' skill.";
- next;
- mes "[Acolyte Klift]";
- mes "You should listen carefully to what";
- mes "is necessary for this skill.";
- mes "If you listen closely,";
- mes "you may learn what you lack.";
- mes "So that you may improve upon yourself.";
- close;
- case 3:
- mes "[Acolyte Klift]";
- mes ". . . . .";
- mes "I understand your zeal.";
- mes "You have much time yet to";
- mes "practice and gain experience.";
- mes "Blessings upon you . . . . .";
- close;
- }
-}
-
-//============================================================
-// Old changelog
-//============================================================
-//= v1.0a Now using functions found in "Global_Functions.txt"
-//= for class checks.
-//= 1.2 Added Baby Class Support [Lupus]
-//= 1.3 Removed callfunc Is_####_Class in favor of baseClass [Silentdragon]
-//= 1.4 Fixed an exploit [Lupus]
-//= 1.4a changed perm. variables to temp ones [Lupus]
-//============================================================
diff --git a/npc/quests/skills/alchemist_skills.txt b/npc/quests/skills/alchemist_skills.txt
deleted file mode 100644
index 987c6751d..000000000
--- a/npc/quests/skills/alchemist_skills.txt
+++ /dev/null
@@ -1,2221 +0,0 @@
-//===== rAthena Script =======================================
-//= Alchemist Skills Quests
-//===== By: ==================================================
-//= Lupus, Reddozen, Samuray22
-//===== Current Version: =====================================
-//= 2.2
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis COnversion]
-//= Quests for item: Elemental_Create_Book
-//= Quest for skill: Bioethics
-//===== Additional Comments: =================================
-//= 1.9 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
-//= 2.0 Rescripted (and re-added) Bio Ethics quest. [L0ne_W0lf]
-//= 2.1 Fixed a Resurrection -> Homunculus Resurrection. [L0ne_W0lf]
-//= 2.1a Deleted some unused Variables in Bio Ethics quest. [Samuray22]
-//= 2.2 Replaced effect numerics with constants. [L0ne_W0lf]
-//============================================================
-
-yuno_in04,33,108,4 script Pisruik#qsk_al 883,{
- if (BaseJob == Job_Alchemist) {
- if (JobLevel < 40) {
- mes "[Pisruik]";
- mes "^333333*Cough cough*^000000";
- mes "Damn, if only I had";
- mes "a little more money";
- mes "to buy some medicine.";
- mes "I should have stayed";
- mes "home today, but...";
- close;
- }
- if (ALCHE_SK == 0) {
- mes "[Pisruik]";
- mes "^333333*Cough cough*^000000";
- mes "Ugh, there's nothing";
- mes "worse than working when";
- mes "you're supposed to be resting.";
- mes "H-hey! Um, what are you doing?";
- set ALCHE_SK,1;
- next;
- mes "[Pisruik]";
- mes "Q-quit looking at";
- mes "my test results right";
- mes "this inst--oh. Wait.";
- mes "You're not one of the";
- mes "researchers here. Huh.";
- next;
- mes "[Pisruik]";
- mes "Uh... Don't you have";
- mes "anything better to do";
- mes "than to breathe down my";
- mes "back? I'm trying to finish";
- mes "something here! Oh, never";
- mes "mind, I'm just cranky...";
- close;
- }
- else if (ALCHE_SK == 1) {
- mes "[Pisruik]";
- mes "You again? You don't seem";
- mes "to be doing any research here.";
- mes "Is there something you need?";
- mes "Though, I'm afraid I can't be";
- mes "of very much help to you.";
- next;
- if (select("What are you working on?:I don't need anything, thanks.") == 1) {
- mes "[Pisruik]";
- mes "Well, I'm not sure if I can";
- mes "give you all of the details.";
- mes "You see, everyone here is";
- mes "a researcher that can't afford";
- mes "to rent a lab for himself. So we all ended up sharing this one.";
- next;
- mes "[Pisruik]";
- mes "Even though we all pitched";
- mes "in to rent this lab, we're all";
- mes "getting pretty desperate. In";
- mes "fact, a few of us have even";
- mes "stolen work from each other.";
- mes "That's pretty pathetic, huh?";
- next;
- mes "[Pisruik]";
- mes "I guess that's what happens";
- mes "when you're poor and don't";
- mes "have a day job. Things are";
- mes "so bad right now, I can't even";
- mes "afford to get new materials!";
- mes "What can I possibly do?";
- next;
- mes "[Pisruik]";
- mes "Ah, I've got it! You're";
- mes "an adventurer, right?";
- mes "If you're still curious about";
- mes "my research, I'll tell you more";
- mes "about it if you help me out by";
- mes "gathering some supplies for me.";
- next;
- mes "[Pisruik]";
- mes "I guess it couldn't do";
- mes "much harm if you knew what";
- mes "I was working on, anyway.";
- mes "I mean, we'd have to be working";
- mes "on the same project for you to";
- mes "benefit. So, what's your name?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I am called "+ strcharinfo(0) +".";
- next;
- set ALCHE_SK,2;
- mes "[Pisruik]";
- mes "Ah, "+ strcharinfo(0) +".";
- mes "Would you please bring";
- mes "^6600005 Yellow Gemstones^000000,";
- mes "^6600004 Empty Potion Bottles^000000,";
- mes "^66000010 Hearts of Mermaids^000000,";
- mes "and ^66000010 Moth Dust^000000?";
- close;
- }
- mes "[Pisruik]";
- mes "If you came here to buy";
- mes "Potion Manuals or something";
- mes "like that, you've come to the";
- mes "wrong guy. Everything you see";
- mes "here is for the completion";
- mes "of a personal project.";
- close;
- }
- else if (ALCHE_SK == 2) {
- mes "[Pisruik]";
- mes "Great you're back!";
- mes "Let's see, you were";
- mes "supposed to bring me";
- mes "4 Empty Potion Bottles...";
- mes "And... And... What else";
- mes "did I ask you to get?";
- next;
- switch(select("5 Yellow Gemstones:5 Blue Gemstones:5 Red Gemstones")) {
- case 1:
- mes "[Pisruik]";
- mes "Right, right!";
- mes "5 Yellow Gemstones.";
- mes "That's what I needed.";
- mes "I'm sure there was more,";
- mes "but what I can't recall exactly... ^FFFFFF ^000000";
- next;
- if (select("10 Hearts of Mermaid:10 Large Jellopies") == 1) {
- mes "[Pisruik]";
- mes "Of course!";
- mes "10 Hearts of Mermaid!";
- mes "How could I forget that?";
- mes "And then, the last thing";
- mes "I asked you for was, um...";
- next;
- if (select("10 Frill:10 Moth Dust") == 1) {
- mes "[Pisruik]";
- mes "No, that can't have";
- mes "been it. I already have";
- mes "plenty of Frills. Hmmm...";
- mes "What am I missing now?";
- close;
- }
- mes "[Pisruik]";
- mes "Right. I was just";
- mes "about to say that.";
- mes "So did you remember";
- mes "to bring me everything?";
- next;
- if (select("No.:Yes!") == 1) {
- if (rand(1,5) == 1) {
- mes "[Pisruik]";
- mes "You didn't...?";
- mes "Oh, just admit it.";
- mes "You don't want to";
- mes "do this for me, right?";
- mes "Don't go wasting your";
- mes "time just for my sake.";
- close;
- }
- mes "[Pisruik]";
- mes "Not yet, huh?";
- mes "Though I hope you can";
- mes "bring me that stuff as";
- mes "soon as possible, you";
- mes "don't have to do it, you";
- mes "know. Yeah, no big deal.";
- close;
- }
- mes "[Pisruik]";
- mes "Really now?";
- mes "Well, let me check";
- mes "what you brought to";
- mes "make sure you didn't";
- mes "forget anything. Hm...";
- next;
- if (countitem(715) > 4 && countitem(1093) > 3 && countitem(950) > 9 && countitem(1057) > 9) {
- delitem 715,5; //Yellow_Gemstone
- delitem 1093,4; //Empty_Potion
- delitem 950,10; //Heart_Of_Mermaid
- delitem 1057,10; //Moth_Dust
- set ALCHE_SK,3;
- mes "[Pisruik]";
- mes "Great, it looks like";
- mes "everything is here.";
- mes "Alright, let me take";
- mes "those. Now, guess what";
- mes "I'll be making with the";
- mes "materials you've brought.";
- next;
- switch(select("Medicine?:Bomb?")) {
- case 1:
- set ALCHE_SK,4;
- mes "[Pisruik]";
- mes "Hahahah, that's right!";
- mes "I'm working on making";
- mes "a new form of medicine.";
- break;
- case 2:
- set ALCHE_SK,4;
- mes "[Pisruik]";
- mes "A bomb? Do I look like";
- mes "a nutcase to you? No, no...";
- mes "I'm developing a new form of";
- mes "medicine. Sure, bombs make";
- mes "good money, but where would";
- mes "I test them? Here? No way!";
- break;
- }
- next;
- mes "[Pisruik]";
- mes "Anyway, this medicine";
- mes "reacts with the human body's";
- mes "digestive enzymes to initiate";
- mes "temporary metabolic changes";
- mes "that artificially stop heat";
- mes "absorption into the body.";
- next;
- mes "[Pisruik]";
- mes "The actual effect of this";
- mes "medicine is that it greatly";
- mes "increases the body's resistance";
- mes "to most forms of heat! However,";
- mes "it will also reduce resistance";
- mes "to cold as a side effect.";
- next;
- mes "[Pisruik]";
- mes "I know my medicine sounds";
- mes "a little weird, but think of";
- mes "the applications! If used in";
- mes "the right situations, this";
- mes "medicine may be quite handy.";
- next;
- mes "[Pisruik]";
- mes "Ah, seeing as you're still";
- mes "here, would you mind helping";
- mes "me again? I need about, hmm,";
- mes "20 Maneater Blossoms. If you";
- mes "could bring them to me, it'd";
- mes "really help me out a lot.";
- next;
- switch(select("Nope, I'm too busy!:Sure, I'll help you.:What's in it for me?")) {
- case 1:
- set ALCHE_SK,5;
- mes "[Pisruik]";
- mes "I guess I'll have to gather";
- mes "those on my own. Alright, well,";
- mes "seeing as we've both gotten";
- mes "what we wanted, I'll suppose";
- mes "your business with me is done.";
- close;
- case 2:
- set ALCHE_SK,6;
- mes "[Pisruik]";
- mes "Thanks, I really";
- mes "appreciate it. While";
- mes "I'm waiting for you,";
- mes "I can start boiling";
- mes "the Clover extract.";
- next;
- select("Clover extract? What's that for?");
- mes "[Pisruik]";
- mes "Well, I need the Clover";
- mes "extract for a compound";
- mes "that I'm going to make with";
- mes "the Maneater Blossoms. I'm";
- mes "kind of weak, so I try not to";
- mes "travel too far when I can.";
- next;
- mes "[Pisruik]";
- mes "Yeah, ever since I was";
- mes "little, I've had a weak";
- mes "heart and bad eyesight.";
- mes "The doctor tells me to avoid";
- mes "stress and hard work, but";
- mes "researching is my life.";
- if (Sex == 0) {
- next;
- mes "[Pisruik]";
- mes "I wonder...";
- mes "If you understand";
- mes "the way I feel, how";
- mes "much I've had to sacrifice";
- mes "for my dream. Heh, anyway...";
- }
- next;
- mes "[Pisruik]";
- mes "I hope you understand that";
- mes "it's too dangerous for me to";
- mes "gather Maneater Blossoms on";
- mes "my own, so if I'm going to get";
- mes "as much help as I can. Thanks";
- mes "again for being cooperative.";
- close;
- case 3:
- mes "[Pisruik]";
- mes "Ha ha ha ha!";
- mes "That's real business";
- mes "like of you! Alright,";
- mes "I may be poor, but if";
- mes "you help me, I'll give you";
- mes "the results of my research.";
- next;
- if (select("Nah, I'm too busy.:Alright, I'll help you.") == 1) {
- set ALCHE_SK,5;
- mes "[Pisruik]";
- mes "I guess I'll have to gather";
- mes "those on my own. Alright, well,";
- mes "seeing as we've both gotten";
- mes "what we wanted, I'll suppose";
- mes "your business with me is done.";
- close;
- }
- set ALCHE_SK,6;
- mes "[Pisruik]";
- mes "Thanks, I really";
- mes "appreciate it. While";
- mes "I'm waiting for you,";
- mes "I can start boiling";
- mes "the Clover extract.";
- next;
- select("Clover extract? What's that for?");
- mes "[Pisruik]";
- mes "Well, I need the Clover";
- mes "extract for a compound";
- mes "that I'm going to make with";
- mes "the Maneater Blossoms. I'm";
- mes "kind of weak, so I try not to";
- mes "travel too far when I can.";
- next;
- mes "[Pisruik]";
- mes "Yeah, ever since I was";
- mes "little, I've had a weak";
- mes "heart and bad eyesight.";
- mes "The doctor tells me to avoid";
- mes "stress and hard work, but";
- mes "researching is my life.";
- if (Sex == 0) {
- next;
- mes "[Pisruik]";
- mes "I wonder...";
- mes "If you understand";
- mes "the way I feel, how";
- mes "much I've had to sacrifice";
- mes "for my dream. Heh, anyway...";
- }
- next;
- mes "[Pisruik]";
- mes "I hope you understand that";
- mes "it's too dangerous for me to";
- mes "gather Maneater Blossoms on";
- mes "my own, so if I'm going to get";
- mes "as much help as I can. Thanks";
- mes "again for being cooperative.";
- close;
- }
- }
- else if (countitem(715) == 0 && countitem(1093) == 0 && countitem(950) == 0 && countitem(1057) == 0) {
- mes "[Pisruik]";
- mes "So you knew what";
- mes "you had to bring, came";
- mes "to remind me what I had";
- mes "forgotten, but didn't bring";
- mes "anything? Weird. Ah well.";
- mes "Come with the stuff next time.";
- close;
- }
- else {
- mes "[Pisruik]";
- mes "Oh, this isn't good, some";
- mes "of the items I asked for are";
- mes "missing. I'm sorry, but Alchemy";
- mes "gets dangerously unpredictable";
- mes "when things aren't used in just";
- mes "the right amounts. Hmmm...";
- next;
- mes "[Pisruik]";
- mes "Well, I can afford to";
- mes "push my deadlines back";
- mes "if you promise to return";
- mes "with the materials I need";
- mes "as soon as you possibly can.";
- close;
- }
- }
- mes "[Pisruik]";
- mes "Large Jellopy?";
- mes "Yes, Large--no.";
- mes "Wait, that doesn't";
- mes "sound right at all.";
- mes "No, it was something";
- mes "else I need you to get.";
- close;
- case 2:
- mes "[Pisruik]";
- mes "Blue Gemstones...?";
- mes "No, that was for the";
- mes "potion that increases";
- mes "tolerance to the Water";
- mes "property, I think. What's";
- mes "wrong with my memory?!";
- close;
- case 3:
- mes "[Pisruik]";
- mes "Red Gemstones...?";
- mes "No, that was for the";
- mes "potion that increases";
- mes "tolerance to the Earth";
- mes "property, I think. What's";
- mes "wrong with my memory?!";
- close;
- }
- }
- else if (ALCHE_SK == 3) {
- mes "[Pisruik]";
- mes "Why did you just leave?";
- mes "You didn't even let me";
- mes "finish talking! Oh well,";
- mes "maybe it's not your fault.";
- mes "Anyway, just so you know,";
- mes "I'm developing a new medicine.";
- set ALCHE_SK,4;
- close;
- }
- else if (ALCHE_SK == 4) {
- //NPC dialogue interrupted
- mes "[Pisruik]";
- mes "Alright, did you";
- mes "want to learn more";
- mes "about the medicine that";
- mes "I'm developing? I mean,";
- mes "that's why you came, right?";
- next;
- if (select("No, thanks.:Yes, please.") == 1) {
- mes "[Pisruik]";
- mes "Alright then.";
- mes "Really? Well, I'm";
- mes "willing to spend the";
- mes "time to explain it to";
- mes "you. After all, you did";
- mes "help me out just then.";
- close;
- }
- mes "[Pisruik]";
- mes "I'm working on a new";
- mes "form of medicine that,";
- mes "hopefully, will be used";
- mes "for the betterment and";
- mes "protection of mankind!";
- next;
- mes "[Pisruik]";
- mes "Anyway, this medicine";
- mes "reacts with the human body's";
- mes "digestive enzymes to initiate";
- mes "temporary metabolic changes";
- mes "that artificially stop heat";
- mes "absorption into the body.";
- next;
- mes "[Pisruik]";
- mes "The actual effect of this";
- mes "medicine is that it greatly";
- mes "increases the body's resistance";
- mes "to most forms of heat! However,";
- mes "it will also reduce resistance";
- mes "to cold as a side effect.";
- next;
- mes "[Pisruik]";
- mes "I know my medicine sounds";
- mes "a little weird, but think of";
- mes "the applications! If used in";
- mes "the right situations, this";
- mes "medicine may be quite handy.";
- next;
- mes "[Pisruik]";
- mes "Ah, seeing as you're still";
- mes "here, would you mind helping";
- mes "me again? I need about, hmm,";
- mes "20 Maneater Blossoms. If you";
- mes "could bring them to me, it'd";
- mes "really help me out a lot.";
- next;
- switch(select("Nope, I'm too busy!:Sure, I'll help you.:What's in it for me?")) {
- case 1:
- set ALCHE_SK,5;
- mes "[Pisruik]";
- mes "I guess I'll have to gather";
- mes "those on my own. Alright, well,";
- mes "seeing as we've both gotten";
- mes "what we wanted, I'll suppose";
- mes "your business with me is done.";
- close;
- case 2:
- set ALCHE_SK,6;
- mes "[Pisruik]";
- mes "Thanks, I really";
- mes "appreciate it. While";
- mes "I'm waiting for you,";
- mes "I can start boiling";
- mes "the Clover extract.";
- next;
- select("Clover extract? What's that for?");
- mes "[Pisruik]";
- mes "Well, I need the Clover";
- mes "extract for a compound";
- mes "that I'm going to make with";
- mes "the Maneater Blossoms. I'm";
- mes "kind of weak, so I try not to";
- mes "travel too far when I can.";
- next;
- mes "[Pisruik]";
- mes "Yeah, ever since I was";
- mes "little, I've had a weak";
- mes "heart and bad eyesight.";
- mes "The doctor tells me to avoid";
- mes "stress and hard work, but";
- mes "researching is my life.";
- if (Sex == 0) {
- next;
- mes "[Pisruik]";
- mes "I wonder...";
- mes "If you understand";
- mes "the way I feel, how";
- mes "much I've had to sacrifice";
- mes "for my dream. Heh, anyway...";
- }
- next;
- mes "[Pisruik]";
- mes "I hope you understand that";
- mes "it's too dangerous for me to";
- mes "gather Maneater Blossoms on";
- mes "my own, so if I'm going to get";
- mes "as much help as I can. Thanks";
- mes "again for being cooperative.";
- close;
- case 3:
- mes "[Pisruik]";
- mes "Ha ha ha ha!";
- mes "That's real business";
- mes "like of you! Alright,";
- mes "I may be poor, but if";
- mes "you help me, I'll give you";
- mes "the results of my research.";
- next;
- if (select("Nah, I'm too busy.:Alright, I'll help you.") == 1) {
- set ALCHE_SK,5;
- mes "[Pisruik]";
- mes "I guess I'll have to gather";
- mes "those on my own. Alright, well,";
- mes "seeing as we've both gotten";
- mes "what we wanted, I'll suppose";
- mes "your business with me is done.";
- close;
- }
- set ALCHE_SK,6;
- mes "[Pisruik]";
- mes "Thanks, I really";
- mes "appreciate it. While";
- mes "I'm waiting for you,";
- mes "I can start boiling";
- mes "the Clover extract.";
- next;
- select("Clover extract? What's that for?");
- mes "[Pisruik]";
- mes "Well, I need the Clover";
- mes "extract for a compound";
- mes "that I'm going to make with";
- mes "the Maneater Blossoms. I'm";
- mes "kind of weak, so I try not to";
- mes "travel too far when I can.";
- next;
- mes "[Pisruik]";
- mes "Yeah, ever since I was";
- mes "little, I've had a weak";
- mes "heart and bad eyesight.";
- mes "The doctor tells me to avoid";
- mes "stress and hard work, but";
- mes "researching is my life.";
- if (Sex == 0) {
- next;
- mes "[Pisruik]";
- mes "I wonder...";
- mes "If you understand";
- mes "the way I feel, how";
- mes "much I've had to sacrifice";
- mes "for my dream. Heh, anyway...";
- }
- next;
- mes "[Pisruik]";
- mes "I hope you understand that";
- mes "it's too dangerous for me to";
- mes "gather Maneater Blossoms on";
- mes "my own, so if I'm going to get";
- mes "as much help as I can. Thanks";
- mes "again for being cooperative.";
- close;
- }
- }
- else if (ALCHE_SK == 5) {
- //refuse bringing Maneater Blossom
- mes "[Pisruik]";
- mes "I'm busy right now.";
- mes "You didn't forget";
- mes "anything did you?";
- mes "If not, you better";
- mes "get going and let";
- mes "me do my work.";
- next;
- if (select("Alright, sorry to bother you.:Can I still help you?") == 1) {
- mes "[Pisruik]";
- mes "Yeah, whatever.";
- mes "Just hurry up and leave";
- mes "so that I can concentrate.";
- close;
- }
- mes "[Pisruik]";
- mes "Huh? What made you";
- mes "change your mind? Well,";
- mes "I can't afford not to accept";
- mes "any help, so I guess that's";
- mes "a \"Yes.\" Yeah, you can help.";
- next;
- mes "[Pisruik]";
- mes "Alright, go and get me";
- mes "20 Maneater Blossoms.";
- mes "If I weren't so sickly, I'd get";
- mes "them myself, but--*Cough* as";
- mes "you can see, I don't feel so well. ^FFFFFF ^000000";
- set ALCHE_SK,6;
- next;
- mes "[Pisruik]";
- if (Sex == 0) {
- mes "I... I really";
- mes "appreciate your";
- mes "willingness to help";
- mes "me in my research...";
- }
- else {
- mes "I hope you get those";
- mes "items to me as soon as";
- mes "you can. And don't flake";
- mes "out on me this time!";
- }
- close;
- }
- else if (ALCHE_SK == 6) {
- if (countitem(1032) > 19) {
- delitem 1032,20; //Blossom_Of_Maneater
- set ALCHE_SK,7;
- mes "[Pisruik]";
- mes "Thanks so much for";
- mes "bringing me these";
- mes "Maneater Blossoms.";
- if (Sex == 0) {
- mes "You don't know how";
- mes "much this means to me~";
- }
- else {
- mes "Now all I have to do";
- mes "is mix these with the";
- mes "Clover extract I prepared.";
- }
- next;
- set ALCHE_SK,9;
- specialeffect EF_SUI_EXPLOSION;
- mes "[Pisruik]";
- mes "Ah!";
- mes "M-my face!";
- next;
- //...Pretty Boy mode -_-
- mes "[Pisruik]";
- mes "Hey...";
- mes "Are you alright?";
- mes "That was a pretty";
- mes "big explosion...";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Your glasses...";
- mes "They're broken...";
- next;
- if (Sex == 0) {
- mes "^3355FFThe explosion destroyed";
- mes "Pisruik's glasses, revealing";
- mes "the beautiful face of a";
- mes "gorgeous, gorgeous man.^000000";
- }
- else {
- mes "^3355FFThe explosion blew off";
- mes "Pisruik's glasses. Without";
- mes "them, he looks more like";
- mes "a male model than a dorky";
- mes "scientific researcher.^000000";
- }
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Holy crap!";
- mes "You're one";
- mes "good looking guy!";
- next;
- mes "[Pisruik]";
- mes "I c-can't see too";
- mes "well without my glasses.";
- mes "Well, at least I can tell";
- mes "that you're not bleeding.";
- mes "But are you alright?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Oh, I'm fine.";
- mes "But what are you";
- mes "going to do about";
- mes "your glasses?";
- next;
- mes "[Pisruik]";
- mes "Shoot, you're right.";
- mes "I don't happen to have";
- mes "an extra pair. Hey, can";
- mes "you get me a pair of glasses,";
- mes "the same kind I used to wear?";
- next;
- mes "[Pisruik]";
- mes "I know it's too much";
- mes "to ask you for, but I'm";
- mes "almost blind without them.";
- mes "I can't do very much if I can't";
- mes "even see. I'm really sorry";
- mes "about this, "+ strcharinfo(0) +".";
- close;
- }
- else {
- mes "[Pisruik]";
- mes "Would you come back with";
- mes "20 Maneater Blossoms";
- mes "so that I can finish this";
- mes "medicine I'm working on?";
- mes "Thanks, thanks, I've got";
- mes "to hustle with this project...";
- close;
- }
- }
- else if (ALCHE_SK == 7) {
- set ALCHE_SK,8;
- mes "[Pisruik]";
- mes "Hmmm...";
- mes "Actually, I miscalculated";
- mes "the number of Maneater";
- mes "Blossoms that I need. Would";
- mes "you bring me one more? Sorry,^FFFFFF ^000000 I know it's kind of troublesome...";
- close;
- }
- else if (ALCHE_SK == 8) {
- if (countitem(1032) > 0) {
- delitem 1032,1; //Blossom_Of_Maneater
- set ALCHE_SK,7;
- mes "[Pisruik]";
- mes "Thanks so much!";
- mes "Now I finally have the";
- mes "exact amount of Maneater";
- mes "Blossoms that I'll need.";
- if (Sex == 0) {
- mes "I'm really sorry for putting";
- mes "your through all this trouble.";
- }
- else {
- mes "Finally, I begin the most";
- mes "exciting part of this project!";
- }
- next;
- set ALCHE_SK,9;
- specialeffect EF_SUI_EXPLOSION;
- mes "[Pisruik]";
- mes "Ah!";
- mes "M-my face!";
- next;
- //...Pretty Boy mode -_-
- mes "[Pisruik]";
- mes "Hey...";
- mes "Are you alright?";
- mes "That was a pretty";
- mes "big explosion...";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Your glasses...";
- mes "They're broken...";
- next;
- if (Sex == 0) {
- mes "^3355FFThe explosion destroyed";
- mes "Pisruik's glasses, revealing";
- mes "the beautiful face of a";
- mes "gorgeous, gorgeous man.^000000";
- }
- else {
- mes "^3355FFThe explosion blew off";
- mes "Pisruik's glasses. Without";
- mes "them, he looks more like";
- mes "a male model than a dorky";
- mes "scientific researcher.^000000";
- }
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Holy crap!";
- mes "You're one";
- mes "good looking guy!";
- next;
- mes "[Pisruik]";
- mes "I c-can't see too";
- mes "well without my glasses.";
- mes "Well, at least I can tell";
- mes "that you're not bleeding.";
- mes "But are you alright?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Oh, I'm fine.";
- mes "But what are you";
- mes "going to do about";
- mes "your glasses?";
- next;
- mes "[Pisruik]";
- mes "Shoot, you're right.";
- mes "I don't happen to have";
- mes "an extra pair. Hey, can";
- mes "you get me a pair of glasses,";
- mes "the same kind I used to wear?";
- next;
- mes "[Pisruik]";
- mes "I know it's too much";
- mes "to ask you for, but I'm";
- mes "almost blind without them.";
- mes "I can't do very much if I can't";
- mes "even see. I'm really sorry";
- mes "about this, "+ strcharinfo(0) +".";
- close;
- }
- else {
- mes "[Pisruik]";
- mes "Hmmm...";
- mes "Actually, I miscalculated";
- mes "the number of Maneater";
- mes "Blossoms that I need. Would";
- mes "you bring me one more? Sorry,^FFFFFF ^000000 I know it's kind of troublesome...";
- close;
- }
- }
- else if (ALCHE_SK == 9) {
- mes "^3355FFPisruik is holding his";
- mes "broken glasses, squinting";
- mes "his eyes. It seems he like";
- mes "he really does need them,";
- mes "even if he looks much less";
- mes "dorky without them.^000000";
- next;
- if (select("Let him try a pair of your glasses:Don't give him anything") == 1) {
- if (countitem(2243) > 0) {
- delitem 2243,1; //Spinning_Eyes
- set ALCHE_SK,10;
- //changes the quest steps by deicision.
- mes "["+ strcharinfo(0) +"]";
- mes "Here, why don't you";
- mes "check I'm carrying and";
- mes "see if there's a pair of";
- mes "glasses that you can use?";
- next;
- mes "[Pisruik]";
- mes "Huh? Oh, is that you?";
- mes "Ah, this pair of glasses";
- mes "works! Thanks a lot, now";
- mes "I can see again! Now, let";
- mes "me check the results of the";
- mes "experiment we conducted.";
- next;
- mes "[Pisruik]";
- mes "Okay, the test tube wasn't";
- mes "damaged. Yes, according to";
- mes "these readings, this medicine";
- mes "should be fully functional!";
- mes "I think it was a success!";
- mes "Well, theoretically anyway.";
- next;
- mes "[Pisruik]";
- mes "Hmm, changing the attributes";
- mes "of the human body for certain";
- mes "effects may cause controversy";
- mes "later, but hopefully this thing";
- mes "I've invented will be used for";
- mes "good. Ah, that's right!";
- next;
- mes "[Pisruik]";
- mes "Would you like me to";
- mes "teach you everything I've";
- mes "learned in my research? You";
- mes "should be able to create a new";
- mes "type of potion by making use of";
- mes "the knowledge I can teach you.";
- next;
- if (select("Sure!:No, thanks.") == 1) {
- mes "[Pisruik]";
- mes "Great, "+ strcharinfo(0) +"!";
- mes "I know I can trust you";
- mes "to use this research for";
- mes "good and noble ends. Now,";
- mes "please read this thesis and";
- mes "all of my additional notes...";
- next;
- mes "^3355FFPisruik thoroughly";
- mes "explains the properties";
- mes "of his medicine, the reaction";
- mes "of the human organs to it, as";
- mes "well as a few warnings about";
- mes "the medicine's side effects.^000000";
- next;
- set ALCHE_SK,11;
- getitem 7434,1; //Elemental_Create_Book
- mes "[Pisruik]";
- mes "Well, you should be";
- mes "ready to make your own";
- mes "potions that are a variation";
- mes "of my medicine. But you'll";
- mes "probably need to keep that";
- mes "thesis as a ready reference.";
- next;
- mes "[Pisruik]";
- if (Sex == 1) {
- mes "Hopefully, we'll";
- mes "meet again sometime";
- mes "in the future. Good luck on";
- mes "your journeys, adventurer.";
- mes "*Cough cough* Now... What";
- mes "will be my next project?";
- }
- else {
- mes "Anyway, I need to be";
- mes "working on a new project";
- mes "soon, so I suppose this is";
- mes "where we part ways for now.";
- mes "But I must say, it was truly";
- mes "a great pleasure to meet you...";
- }
- close;
- }
- mes "[Pisruik]";
- mes "R-Really...?";
- mes "Well, if you ever change";
- mes "your mind, feel free to come";
- mes "back for me to teach you.";
- if (Sex == 0) {
- mes "And it's no trouble at all!";
- mes "I really enjoy your company...";
- }
- close;
- }
- else {
- mes "^3355FFUnfortunately, there";
- mes "is nothing in your inventory";
- mes "that seems like a suitable";
- mes "replacement for Pisruik's";
- mes "broken glasses.^000000";
- close;
- }
- }
- mes "["+ strcharinfo(0) +"]";
- mes "Listen, you look so";
- mes "much better when you're";
- mes "not wearing glasses.";
- next;
- mes "[Pisruik]";
- mes "Excuse me,";
- mes "come again?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Hahahahhaha~!";
- mes "No-nothing at all!";
- close;
- }
- else if (ALCHE_SK == 10) {
- mes "[Pisruik]";
- mes "So, "+ strcharinfo(0) +",";
- mes "Would you like me to";
- mes "teach you the results";
- mes "of the research I've''";
- mes "been conducting?";
- next;
- if (select("Yes!:No, thanks.") == 1) {
- mes "[Pisruik]";
- mes "Great, "+ strcharinfo(0) +"!";
- mes "I know I can trust you";
- mes "to use this research for";
- mes "good and noble ends. Now,";
- mes "please read this thesis and";
- mes "all of my additional notes...";
- next;
- mes "^3355FFPisruik thoroughly";
- mes "explains the properties";
- mes "of his medicine, the reaction";
- mes "of the human organs to it, as";
- mes "well as a few warnings about";
- mes "the medicine's side effects.^000000";
- next;
- set ALCHE_SK,11;
- getitem 7434,1; //Elemental_Create_Book
- mes "[Pisruik]";
- mes "Well, you should be";
- mes "ready to make your own";
- mes "potions that are a variation";
- mes "of my medicine. But you'll";
- mes "probably need to keep that";
- mes "thesis as a ready reference.";
- next;
- mes "[Pisruik]";
- if (Sex == 1) {
- mes "Hopefully, we'll";
- mes "meet again sometime";
- mes "in the future. Good luck on";
- mes "your journeys, adventurer.";
- mes "*Cough cough* Now... What";
- mes "will be my next project?";
- }
- else {
- mes "Anyway, I need to be";
- mes "working on a new project";
- mes "soon, so I suppose this is";
- mes "where we part ways for now.";
- mes "But I must say, it was truly";
- mes "a great pleasure to meet you...";
- }
- close;
- }
- mes "[Pisruik]";
- mes "R-Really...?";
- mes "Well, if you ever change";
- mes "your mind, feel free to come";
- mes "back for me to teach you.";
- if (Sex == 0) {
- mes "And it's no trouble at all!";
- mes "I really enjoy your company...";
- }
- close;
- }
- else if (ALCHE_SK == 11) {
- if (countitem(7434) == 0) {
- mes "[Pisruik]";
- mes "Uh oh...";
- mes "You lost the thesis";
- mes "I wrote for you? I don't";
- mes "have the time to write";
- mes "another one for you now...";
- close;
- }
- else if (countitem(7434) == 1) {
- mes "[Pisruik]";
- mes "So, how have you been";
- mes "using the potions that";
- mes "I've taught you to make?";
- mes "Hopefully, they'll come";
- mes "in handy in your adventures.";
- close;
- }
- else if (countitem(7434) > 1) {
- mes "[Pisruik]";
- mes "Huh, so copies of my";
- mes "thesis are circulating";
- mes "around in public? Well,";
- mes "I'm sorry, but I don't have";
- mes "time to autograph your copy...";
- close;
- }
- }
- else {
- mes "[Pisruik]";
- mes "Mmm...?";
- mes "Did you need anything";
- mes "in particular? Though,";
- mes "I'm afraid someone in";
- mes "my position won't be";
- mes "much help to you.";
- close;
- }
- }
- else {
- mes "[Pisruik]";
- mes "Mmm...?";
- mes "Did you need anything";
- mes "in particular? Though,";
- mes "I'm afraid someone in";
- mes "my position won't be";
- mes "much help to you.";
- close;
- }
-}
-
-yuno_in04,22,107,5 script Irache#qsk_al 740,{
- mes "[Irache]";
- mes "Heh heh heh...!";
- mes "It's done! With this";
- mes "formula, I can melt any";
- mes "substance in the world!";
- mes "Hahahaha! Nothing stands";
- mes "between me and world domi--";
- next;
- mes "[Irache]";
- mes "OWWWW!";
- mes "The secret formula!";
- mes "It's burning through";
- mes "the test tube! I've made";
- mes "it too powerful! Confound it!";
- close;
-}
-
-yuno_in04,27,107,4 script Degas#qsk_al 748,{
- mes "[Degas]";
- mes "It's such a pain working";
- mes "so close to these other";
- mes "scientists. The guy next";
- mes "time is always cackling";
- mes "about taking over the";
- mes "world and whatnot.";
- next;
- mes "[Degas]";
- mes "And this other geek is";
- mes "always coughing. Between";
- mes "the two of them, it's far too";
- mes "noisy to focus on my research!";
- mes "If only I could work in my very^FFFFFF ^000000 own private, secret laboratory...";
- close;
-}
-
-yuno_in04,33,106,4 script Pile of Books#qsk_al 111,{
- mes "^3355FFIt's simply a pile";
- mes "of scattered documents.";
- mes "Although it seems unorganized,";
- mes "it doesn't look like the people";
- mes "here have any trouble finding^FFFFFF ^3355FF what they need when they need it.";
- close;
-}
-
-// Start Bioethics quest
-lhz_in01,224,140,3 script Kellasus#qsk_al 57,{
- if (BaseJob == Job_Alchemist && bioeth == 13) {
- mes "[Kellasus]";
- mes "Keep up the";
- mes "good work. I get";
- mes "the feeling that";
- mes "our future might";
- mes "be depending on you...";
- close;
- }
- if (BaseJob == Job_Alchemist && bioeth == 12) {
- mes "[Kellasus]";
- mes "Alright then, I'll begin";
- mes "by teaching you ^FF0000Bioethics^000000,";
- mes "the fundamental skill for";
- mes "creating Homunculi.";
- next;
- mes "[Kellasus]";
- mes "In order to master Bioethics,";
- mes "you've got to appreciate the";
- mes "sweetness of life and genuinely";
- mes "care about living creatures.";
- mes "And so, you must always take";
- mes "care of your Homunculus.";
- next;
- mes "[Kellasus]";
- mes "You must constantly check";
- mes "to see if your Homunculus";
- mes "is tired or hungry, or if it's";
- mes "been hurt. You must also take";
- mes "into account your Homunculus's^FFFFFF ^000000 feelings towards you, its owner.";
- next;
- mes "[Kellasus]";
- mes "When that nurturing attitude";
- mes "becomes second nature to you,";
- mes "you will have mastered Bioethics.^FFFFFF ^000000 It sounds simple, but you can only";
- mes "understand a relationship with a Homunculus through experience.";
- next;
- mes "[Kellasus]";
- mes "Well, you should know enough";
- mes "by now to create and care for";
- mes "your own Homunculus. I trust";
- mes "that you will be responsible";
- mes "in your search for discoveries";
- mes "that may benefit mankind.";
- next;
- mes "[Kellasus]";
- mes "Before we part";
- mes "ways, would you";
- mes "tell me your name?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "My name is...";
- mes "" + strcharinfo(0) + ".";
- next;
- set bioeth,13;
- skill 238,1,0;
- mes "[Kellasus]";
- mes "Ah...";
- mes "" + strcharinfo(0) + ".";
- mes "I'll remember that. Goodbye";
- mes "for now, and I hope that you";
- mes "make a great contribution to";
- mes "the world of Alchemy someday.";
- close;
- }
- if (BaseJob == Job_Alchemist && bioeth == 11) {
- mes "[Kellasus]";
- mes "Our viewpoints may be";
- mes "different, but I'll agree that";
- mes "there's too much potential in";
- mes "studying Homunculi that I can";
- mes "no longer ignore as a scientist";
- mes "and as a humanitarian.";
- next;
- mes "[Kellasus]";
- mes "If I teach you these skills,";
- mes "you may be treading a moral";
- mes "line. But I believe it should";
- mes "be alright if you work to learn";
- mes "something that will benefit";
- mes "the greater good.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Does...";
- mes "Does that mean";
- mes "you'll teach me?";
- next;
- mes "[Kellasus]";
- mes "Now don't get too excited.";
- mes "I'm still unsure if Homunculus";
- mes "Study should be open to all";
- mes "Alchemists, but for now,";
- mes "I believe I can trust you.";
- next;
- mes "[Kellasus]";
- mes "However, you've got to";
- mes "use the skills I teach you";
- mes "to ultimately benefit other";
- mes "people. It's not like I can force you to forget once you know how";
- mes "to make Homunculi, understand?";
- next;
- set bioeth,12;
- mes "[Kellasus]";
- mes "Please give me a little";
- mes "time to prepare my lesson";
- mes "for you. It's been a very long";
- mes "time since I've done this...";
- close;
- }
- if (BaseJob == Job_Alchemist && bioeth == 10) {
- set bioeth,11;
- mes "[Kellasus]";
- mes "^333333*Sigh*^000000";
- mes "I'm so confused...";
- mes "There's no denying that";
- mes "everything you said is right.";
- mes "But now I don't know what";
- mes "I should believe...";
- close;
- }
- if (BaseJob == Job_Alchemist && bioeth == 9) {
- mes "[Kellasus]";
- mes "Have you come to";
- mes "ask me again to teach";
- mes "you Homunculus skills?";
- mes "You're awfully persistent,";
- mes "but I suppose that might be";
- mes "how you became an Alchemist...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Well, I sort of came";
- mes "here to ask about that.";
- mes "But first, I heard a rumor";
- mes "that your son was really";
- mes "sick for a while...";
- next;
- mes "[Kellasus]";
- mes "Y-yes. It's really";
- mes "difficult for me to";
- mes "talk about that time.";
- mes "The thought of losing";
- mes "my boy is too much to bear.";
- mes "He means the world to me...";
- next;
- mes "[Kellasus]";
- mes "I was so desperate to";
- mes "keep my boy alive that";
- mes "I would have sold my soul";
- mes "without any regret. I'm more";
- mes "than willing to sacrifice my";
- mes "own life for his sake.";
- next;
- mes "[Kellasus]";
- mes "Luckily, my son";
- mes "recovered from his";
- mes "disease and he is very";
- mes "healthy nowadays. But";
- mes "why are you reminding";
- mes "me of something like this?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "You're right that the creation";
- mes "of Homunculi brings up a moral";
- mes "issue. But instead of morals,";
- mes "I want to appeal to your sense";
- mes "of humanitarianism if I can.";
- next;
- mes "[Kellasus]";
- mes "I don't follow.";
- mes "What exactly";
- mes "do you mean by";
- mes "humanitarianism?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I believe that the";
- mes "study of Homunculi";
- mes "could help us discover";
- mes "the secret of life. There";
- mes "is just too much";
- mes "potential to do good to ignore.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I'm not interested in";
- mes "creating new creatures or";
- mes "playing God. What I do want";
- mes "is the knowledge to cure people";
- mes "regardless of the disease. No";
- mes "matter how desperate it may be.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "It may be immoral to";
- mes "create experimental life";
- mes "forms and to sacrifice them,";
- mes "but I'm willing to do that for";
- mes "the people who may need";
- mes "that cure I might discover...";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "When your son was";
- mes "sick, you were willing";
- mes "to make sacrifices to see";
- mes "that he recover. But still,";
- mes "there are other people in the";
- mes "world with worse ailments...";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I want to study";
- mes "Homunculi because";
- mes "there's a chance that";
- mes "I might be able to bring";
- mes "hope to someone's";
- mes "hopeless situation...";
- next;
- set bioeth,10;
- mes "[Kellasus]";
- mes "I've never...";
- mes "I never thought...";
- mes "I'm sorry. I need";
- mes "some time alone...";
- close;
- }
- if (BaseJob == Job_Alchemist && bioeth == 8) {
- mes "[Kellasus]";
- mes "Although I admit that";
- mes "you're capabile of learning";
- mes "what I might be able to teach";
- mes "you about Homunculi, I can't";
- mes "in good conscience do it. I'm";
- mes "sorry, but please give up.";
- close;
- }
- if (BaseJob == Job_Alchemist && bioeth == 7) {
- mes "[Kellasus]";
- mes "How many times must I tell";
- mes "you? I'm sorry, but I can't teach you anything related to Homunculi.";
- mes "It especially bothers me that you know nothing at all about them...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "But while I was gone,";
- mes "I spent so much time";
- mes "studying about Homunculi";
- mes "from these Alchemy experts.";
- mes "I guarantee that I'm qualified";
- mes "to learn the fundamentals!";
- next;
- mes "[Kellasus]";
- mes "Experts...? Ah, you mean";
- mes "Skrajjad, Keshibien and";
- mes "Broncher. My old colleages.";
- mes "Alright. But I'll be the judge";
- mes "of whether or not you learned";
- mes "anything about Homunculi.";
- next;
- mes "[Kellasus]";
- mes "I'm going to give you";
- mes "several questions, so";
- mes "I hope you answer all";
- mes "of these correctly.";
- mes "Are you ready?";
- next;
- mes "[Kellasus]";
- mes "First question.";
- mes "What skill, mastered";
- mes "at Skill Level 1, allows";
- mes "the caster to retreat a";
- mes "Homunculus, putting it in";
- mes "an inert state of hibernation?";
- next;
- input .@input$;
- if (.@input$ == "Vaporize") {
- mes "[Kellasus]";
- mes "Hmm, not bad. So you've";
- mes "been studying. Now, the second";
- mes "question. What is the item, whose name indicates a very early stage";
- mes "of Homunculus development, used for the Call Homunculus skill?";
- next;
- input .@input$;
- if (.@input$ == "Embryo") {
- mes "[Kellasus]";
- mes "Huh. You got that one";
- mes "right too. Alright, third";
- mes "question. What is the";
- mes "name of the skill, mastered";
- mes "at Skill Level 5, which allows";
- mes "you to resurrect Homunculi?";
- next;
- input .@input$;
- if (.@input$ == "Homunculus Resurrection") {
- mes "[Kellasus]";
- mes "So you have been putting";
- mes "a lot of effort in studying";
- mes "this. I really admire your";
- mes "dedication and it looks like";
- mes "you've got the potential to";
- mes "be a really great Alchemist.";
- next;
- mes "[Kellasus]";
- mes "Still, even though you're";
- mes "qualified to learn all the";
- mes "Homunculus skills, I choose";
- mes "not to teach them based on";
- mes "my own personal principles.";
- mes "Nothing can change my mind.";
- next;
- mes "[Kellasus]";
- mes "I admit that I'm proud";
- mes "of the progress you've";
- mes "made, but I just can't";
- mes "bring myself to be a part";
- mes "of what I believe to be an";
- mes "abuse of the gift of life.";
- next;
- set bioeth,8;
- mes "[Kellasus]";
- mes "There's just so much";
- mes "risk! I don't think I can";
- mes "bear to be responsible for";
- mes "any of the consequences that";
- mes "may come with the existence";
- mes "of artificially created life.";
- close;
- }
- else {
- mes "[Kellasus]";
- mes "I'm disappointed...";
- mes "I really thought you";
- mes "had learned everything";
- mes "you could about Homunculi,";
- mes "but it looks like there are a";
- mes "few gaps in your knowledge.";
- close;
- }
- }
- else {
- mes "[Kellasus]";
- mes "Hmm... It looks like";
- mes "you still haven't learned";
- mes "enough about Homunculi.";
- mes "Even if I wanted to teach";
- mes "you, it looks like you're";
- mes "not quite ready to learn...";
- close;
- }
- }
- else {
- mes "[Kellasus]";
- mes "You'd be able to get";
- mes "the first question right";
- mes "if you were really serious";
- mes "about studying Homunculi.";
- mes "You'd better just give up and";
- mes "find a new alchemic interest.";
- close;
- }
- }
- if (BaseJob == Job_Alchemist && bioeth > 3) {
- mes "[Kellasus]";
- mes "I'm sorry, but";
- mes "I refuse to teach";
- mes "you anything related";
- mes "to the Homunculus skills.";
- next;
- mes "[Kellasus]";
- mes "I should feel insulted that";
- mes "you asked me, but once there";
- mes "was a time when I was more";
- mes "like you, so I can understand";
- mes "how you feel. However, my";
- mes "views are much different now...";
- close;
- }
- if (BaseJob == Job_Alchemist && bioeth == 3) {
- mes "[Kellasus]";
- mes "Oh, hello, what";
- mes "brings you this way?";
- mes "As your senior in the";
- mes "field of Alchemy, I can";
- mes "give you some advice if you're^FFFFFF ^000000 stumped by a particular problem...";
- next;
- if (select("Teach me the Homunculus Skills.:No, nothing.") == 1) {
- mes "[" + strcharinfo(0) + "]";
- mes "I want you to";
- mes "teach me how to";
- mes "create a Homunculus.";
- next;
- mes "[Kellasus]";
- mes "...";
- mes "Come again?";
- mes "I don't think I heard";
- mes "what you said quite right.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I said...";
- mes "I want you to";
- mes "teach me the skills";
- mes "for Homunculus creation.";
- next;
- mes "[Kellasus]";
- mes "After all of my talk...";
- mes "My warnings about knowledge";
- mes "that should be forbidden to";
- mes "Alchemists, you want to go";
- mes "and create a Homunculus?!";
- next;
- mes "[Kellasus]";
- mes "Perhaps I never should";
- mes "have mentioned that subject.";
- mes "But I still don't understand why^FFFFFF ^000000 you would suddenly want to ";
- mes "learn those skills. Yes, it's";
- mes "true that I could teach you...";
- next;
- set bioeth,4;
- mes "[Kellasus]";
- mes "But I refuse to pass down";
- mes "my knowledge of Homunculi";
- mes "to anyone for any reason.";
- mes "Surely, you must know that";
- mes "by now. I'm stupefied that you";
- mes "even had the audacity to ask!";
- close;
- }
- mes "[Kellasus]";
- mes "No? Well, I suppose";
- mes "learning something on";
- mes "your own is good, but";
- mes "sometimes it's good to ask";
- mes "for help from those who are";
- mes "more experienced than you.";
- close;
- }
- if (BaseJob == Job_Alchemist && bioeth == 2) {
- mes "[Kellasus]";
- mes "Ah, you've returned...";
- mes "Now, you must be wondering";
- mes "why I have been warning you";
- mes "about the dangers of using";
- mes "Alchemy to obtain knowledge";
- mes "that should be forbidden.";
- next;
- mes "[Kellasus]";
- mes "It is better that you know now";
- mes "than to find out later and not";
- mes "be prepared. There is a skill";
- mes "in Alchemy that transgresses";
- mes "the natural laws by creating";
- mes "life not intended by God.";
- next;
- mes "[Kellasus]";
- mes "It is an extremely";
- mes "dangerous skill that was";
- mes "developed out of human";
- mes "arrogance. Life is a beautiful";
- mes "thing, a precious gift, that";
- mes "we dare not tamper with.";
- next;
- mes "[Kellasus]";
- mes "My greatest shame in";
- mes "life is my contribution to";
- mes "that field of knowledge. At";
- mes "that time I was young and";
- mes "headstrong, too proud to";
- mes "admit I was playing God.";
- next;
- mes "[Kellasus]";
- mes "I even went so far as to";
- mes "become the most skilled";
- mes "Alchemist in the creation";
- mes "of ^FF0000Homunculi^000000. But I've";
- mes "changed my ways. I don't...";
- mes "I'll never create one again.";
- next;
- mes "[Kellasus]";
- mes "Alchemy is an incredible";
- mes "field of study, and it's great";
- mes "that you've dedicated yourself";
- mes "to it, but always remember that";
- mes "this science has great potential for abuse, as well as for good.";
- next;
- mes "[Kellasus]";
- mes "I only fear that your quest";
- mes "for knowledge, your insatiable";
- mes "curiosity to reveal the unknown,^FFFFFF ^000000 may lead you on the path of the";
- mes "Homunculus. For your own sake,^FFFFFF ^000000 don't bother considering the idea.";
- next;
- set bioeth,3;
- mes "[Kellasus]";
- mes "Remember that all life is";
- mes "precious. If your motives";
- mes "are good, and untainted by";
- mes "the desire for fame or fortune,";
- mes "and if you work for the greater^FFFFFF ^000000 good of mankind, you'll be fine.";
- close;
- }
- if (BaseJob == Job_Alchemist && bioeth == 1) {
- mes "[Kellasus]";
- mes "Ah, it's you again.";
- mes "Since you're here, let";
- mes "me ask you a question.";
- mes "What exactly do you";
- mes "think of Alchemy?";
- next;
- mes "[Kellasus]";
- mes "Wait. Don't answer";
- mes "that. As someone more";
- mes "experienced in this field,";
- mes "I believe that the answer";
- mes "to that question is more";
- mes "complicated than you think.";
- next;
- mes "[Kellasus]";
- mes "Most people see Alchemists";
- mes "as greedy scientists, assuming";
- mes "that we use our skills exclusively for^FFFFFF.^000000the transmutation of gold. Of";
- mes "course, learning how to do that";
- mes "is part of our basic training.";
- next;
- mes "[Kellasus]";
- mes "But learning transmutation";
- mes "is part of something bigger.";
- mes "All Alchemists must strive to";
- mes "harness nature for the good";
- mes "of mankind. To do this requires";
- mes "the study of every science.";
- next;
- mes "[Kellasus]";
- mes "The fields of Medicine,";
- mes "Chemistry, Biology, Geology,";
- mes "Astronomy, Astrology, Geomancy,";
- mes "Mathematics, Physics and even";
- mes "Philosophy must all be learned";
- mes "by the competent Alchemist.";
- next;
- set bioeth,2;
- mes "[Kellasus]";
- mes "Once you've entered the";
- mes "exciting vastness of Alchemy,";
- mes "there is no turning back. Do";
- mes "your best to learn all that you";
- mes "can, and never forget that you^FFFFFF ^000000 have responsibilities to mankind.";
- close;
- }
- if (BaseJob == Job_Alchemist) {
- mes "[Kellasus]";
- mes "You're another";
- mes "practitioner of";
- mes "Alchemy, aren't you?";
- mes "It's been a long time";
- mes "since I've spoken to";
- mes "such a young colleague...";
- next;
- mes "[Kellasus]";
- mes "As your elder colleague,";
- mes "I encourage you to focus";
- mes "on your training. Enlighten";
- mes "yourself and satisfy your";
- mes "curiosity by solving the";
- mes "riddles of science.";
- next;
- mes "[Kellasus]";
- mes "But heed my words...";
- mes "There are secrets of";
- mes "science that must never";
- mes "be discovered by humans.";
- mes "Do not be so proud as to";
- mes "seek out forbidden truths.";
- next;
- set bioeth,1;
- mes "[Kellasus]";
- mes "Good luck in your";
- mes "studies, and I hope";
- mes "you never use your";
- mes "search for answers as";
- mes "an excuse to give in to";
- mes "greed and obsession.";
- close;
- }
- mes "[Kellasus]";
- mes "Hmm. Who decides what";
- mes "is right and wrong? What is";
- mes "meant to be known and what";
- mes "secrets were never intended";
- mes "for mankind to understand?";
- next;
- mes "[Kellasus]";
- mes "There are many who would";
- mes "agree that God alone wields";
- mes "authority over life and death.";
- mes "But Alchemy does provide";
- mes "a way for the audacious...";
- close;
-}
-
-lhz_in01,225,122,5 script Skrajjad#qsk_al 754,{
- if (BaseJob == Job_Alchemist && bioeth > 4) {
- mes "[Skrajjad]";
- mes "I've taught you everything";
- mes "I can about the Homunculi.";
- mes "I hope that I've been of some";
- mes "help in your quest for knowledge^FFFFFF ^000000 and understanding of our universe.";
- next;
- mes "[Skrajjad]";
- mes "If you haven't already done";
- mes "so, please visit Keshibien,";
- mes "master of the Call Homunculus";
- mes "skill. He's a kind person who's";
- mes "always willing to go out of his";
- mes "way to help young scientists.";
- close;
- }
- if (BaseJob == Job_Alchemist && bioeth == 4) {
- mes "[Skrajjad]";
- mes "Ah, you're the one";
- mes "who had the courage";
- mes "to ask Kellasus to teach";
- mes "you Alchemy. I must say";
- mes "that I admire your attitude,";
- if (Sex)
- mes "young lad. Now, don't worry...";
- else
- mes "young lass. Now, don't worry...";
- next;
- mes "[Skrajjad]";
- mes "I understand how you";
- mes "must feel after Kellasus";
- mes "refused to teach you his";
- mes "methods, but that does not";
- mes "mean that you'll never learn";
- mes "how to create a Homunculus.";
- next;
- mes "[Skrajjad]";
- mes "I believe you'll be able to learn what you desire if you manage to";
- mes "train under all of the Homunculus experts. When you show how serious";
- mes "you are about this, then Kellasus might change his mind about you.";
- next;
- mes "[Skrajjad]";
- mes "Let give teach you my";
- mes "Homunculus specialty,";
- mes "the ^FF0000Vaporize^000000 skill. Actually,";
- mes "it's useless without Kellasus's";
- mes "technique, but it should be a";
- mes "good enough starting point.";
- next;
- mes "[Skrajjad]";
- mes "The Vaporize skill";
- mes "is an Alchemist skill";
- mes "that deals solely with";
- mes "Homunculi. Vaporize is";
- mes "mastered at Skill Level 1.";
- next;
- mes "[Skrajjad]";
- mes "This skill allows you to";
- mes "reduce your Homunculus";
- mes "to vapor so that it is in an";
- mes "inert chemical state. It's";
- mes "very similar to hibernation";
- mes "when you think about it.";
- next;
- mes "[Skrajjad]";
- mes "Now, if you want to";
- mes "bring back a vaporized";
- mes "Homunculus, you will need";
- mes "to know the ^FF0000Call Homunculus^000000";
- mes "which you can learn from";
- mes "Keshibien. Just remember...";
- next;
- mes "[Skrajjad]";
- mes "Homunculi are living";
- mes "creatures, so don't go";
- mes "and vaporize and recall";
- mes "them recklessly. That sort";
- mes "of behavior would be inhumane.";
- next;
- mes "[Skrajjad]";
- mes "''Show respect for all life";
- mes "forms.'' That's the creed";
- mes "for the Homuculus expert.";
- mes "Now go and find ^FF0000Keshibien^000000";
- mes "so that he can teach you";
- mes "the Call Homunculus skill.";
- next;
- set bioeth,5;
- mes "[Skrajjad]";
- mes "Good luck in";
- mes "your studies";
- mes "and I hope you";
- mes "find the answers";
- mes "that you are seeking.";
- close;
- }
- mes "[Skrajjad]";
- mes "Alchemy is wondrous...";
- mes "It incorporates every";
- mes "science and many other";
- mes "fields of knowledge that";
- mes "it's not enough to be jack";
- mes "of all trades... No...";
- next;
- mes "[Skrajjad]";
- mes "In a sense, you must";
- mes "be a master of all trades";
- mes "to be proficient in Alchemy.";
- mes "But it's incredibly rewarding to those of us who never stop asking";
- mes "how and why our world works.";
- close;
-}
-
-lhz_in01,204,138,5 script Keshibien#qsk_al 750,{
- if (BaseJob == Job_Alchemist && bioeth > 5) {
- mes "[Keshibien]";
- mes "I hope that you";
- mes "can make good use";
- mes "of what I've taught you.";
- mes "I'm glad that I was able";
- mes "to contribute something to";
- mes "your learning of Alchemy.";
- next;
- mes "[Keshibien]";
- mes "Now, the only person qualified";
- mes "to teach you the Homunculus";
- mes "Resurrection skill is Brocher.";
- mes "He's... He's a character, but";
- mes "he's also a great teacher.";
- next;
- mes "[Keshibien]";
- mes "Now...";
- mes "Where could he be?";
- mes "I know he likes to drink,";
- mes "so maybe you can find him";
- mes "some place where they serve";
- mes "alcohol in Lighthalzen?";
- close;
- }
- if (BaseJob == Job_Alchemist && bioeth == 5) {
- mes "[Keshibien]";
- mes "Oh! You must be the";
- mes "one Skrajjad told me";
- mes "about. So you've come";
- mes "so I can teach you the";
- mes "Call Homunculus skill?";
- next;
- mes "[Keshibien]";
- mes "First of all, it's always";
- mes "a pleasure to meet another";
- mes "colleague. I'm Keshibien, and";
- mes "although I'm an expert on this";
- mes "particular skill, overall I'm just a run of the mill Alchemist.";
- next;
- mes "[Keshibien]";
- mes "Anyway, the Call Homunculus";
- mes "skill requires knowledge of the";
- mes "Vaporize skill and is mastered";
- mes "at Skill Level 1. This skill allows you to summon a Homunculus.";
- mes "Pretty simple so far, right?";
- next;
- mes "[Keshibien]";
- mes "Now, you can summon a";
- mes "vaporized Homunculus if";
- mes "you happen to have one.";
- mes "Otherwise, you can just";
- mes "create one through using";
- mes "this skill and these items...";
- next;
- mes "[Keshibien]";
- mes "^FF00001 Embryo^000000,";
- mes "^FF00001 Glass Tube^000000,";
- mes "^FF00001 Seed of Life^000000 and";
- mes "^FF00001 Morning Dew of Yggdrasil^000000.";
- next;
- mes "[Keshibien]";
- mes "Well, that's all the";
- mes "technical information";
- mes "I have to share with you.";
- mes "Always remember to treat";
- mes "your Homunculus well. Eh,";
- mes "once you summon one, anyway.";
- next;
- mes "[Keshibien]";
- mes "But before you can do";
- mes "that, you need to learn";
- mes "the techniques that only";
- mes "Kellasus can teach you.";
- mes "For now, go to ^FF0000Broncher^000000";
- mes "and learn from him, okay?";
- next;
- mes "[Keshibien]";
- mes "Broncher happens";
- mes "to specialize in the";
- mes "Homunculus Resurrection";
- mes "skill. You should be able to";
- mes "find him somewhere in town,";
- mes "though I'm unsure where...";
- next;
- set bioeth,6;
- mes "[Keshibien]";
- mes "Anyway, it was really";
- mes "nice to meet you. Hopefully,";
- mes "you'll be able to learn how";
- mes "to fully use a Homunculus";
- mes "someday soon. Still, you'll";
- mes "need to convince Kellasus...";
- close;
- }
- mes "[Keshibien]";
- mes "Hello there~";
- mes "You must be from";
- mes "Rune-Midgarts, right?";
- mes "It's nice to meet you.";
- next;
- mes "[Keshibien]";
- mes "I hear that the";
- mes "Alchemists from";
- mes "over there are pretty";
- mes "skilled. I wonder if I'll";
- mes "ever get the chance to";
- mes "collaborate with any of them...";
- close;
-}
-
-lhz_in02,278,273,3 script Broncher#qsk_al 709,{
- if (BaseJob == Job_Alchemist && bioeth > 6) {
- mes "[Broncher]";
- mes "You again? Didn't I already";
- mes "teach you the Homunculus";
- mes "Resurrection skill? Come";
- mes "on, there's nothing else";
- mes "I can do for you. Lemme";
- mes "enjoy myself here...";
- next;
- mes "[Broncher]";
- mes "If you didn't already,";
- mes "go and bother Kellasus";
- mes "and get him to teach you the";
- mes "basic Homunculus techniques.";
- mes "Now go away, you're sobering";
- mes "me up! Go on, get outta here!";
- close;
- }
- if (BaseJob == Job_Alchemist && bioeth == 6) {
- mes "[Broncher]";
- mes "^333333*Hiccup!*^000000";
- mes "Oh man...";
- mes "Oh man, this stuff";
- mes "is great! Yeah. Yeah,";
- mes "this really hits the spot.";
- next;
- mes "[Brocher]";
- mes "Holy crap! Y-you're that";
- mes "Alchemist that Skrajjad";
- mes "told me to expect! Wha--?";
- mes "You already visited Keshibien?";
- mes "Crap! I thought you wouldn't";
- mes "get here for another... Hour!";
- next;
- mes "[Broncher]";
- mes "Oh, forget sobering.";
- mes "I'll just teach you the";
- mes "^FF0000Homunculus Resurrection^000000";
- mes "skill. It's one of the last";
- mes "skills you need to learn";
- mes "for Homunculi, anyway.";
- next;
- mes "[Broncher]";
- mes "Yes, you can literally";
- mes "bring Homunculi back";
- mes "from the dead. Oh, and you";
- mes "should know that this skill is";
- mes "mastered at Skill Level 5.";
- next;
- mes "[Broncher]";
- mes "To bring your";
- mes "Homunculus back from";
- mes "the dead, you just push";
- mes "this button, the one that's";
- mes "labeled, ''Homunculus";
- mes "Resurrection.'' Easy, right?";
- next;
- mes "[Broncher]";
- mes "Well, lesson's over.";
- mes "You know everything you";
- mes "need to know about using";
- mes "Homunculus Resurrection.";
- mes "But you still need Kellasus";
- mes "to teach you the fundamentals.";
- set bioeth,7;
- next;
- mes "[Broncher]";
- mes "Without those basic";
- mes "techiques, everything";
- mes "you've studied from us";
- mes "will be for nothing. So...";
- mes "Lots of luck convincing";
- mes "Kellasus to teach you.";
- next;
- mes "[Broncher]";
- mes "Now leave alone";
- mes "and let me enjoy";
- mes "all of this alcohol";
- mes "in solitude, alright?";
- close;
- }
- mes "[Broncher]";
- mes "^333333*Hiccup~*^000000";
- mes "Oh yeah, this is";
- mes "the stuff! I call it...";
- mes "My ''Anti-Sobriety''";
- mes "formula! Can't think";
- mes "of a finer thing created...";
- close;
-}
-
-lhz_in03,106,34,3 script Koring#qsk_al 706,{
- if (BaseJob == Job_Alchemist && bioeth == 8 || bioeth == 9) {
- mes "[Koring]";
- mes "My daddy is the bestest";
- mes "Alchemist! He's sooooo";
- mes "smart, and I never heard";
- mes "him be wrong before!";
- next;
- mes "[Koring]";
- mes "Daddy's been thinking";
- mes "a lot lately and I don't";
- mes "know why. Daddy gets ";
- mes "really serious when he's ";
- mes "worried about something.";
- next;
- mes "[Koring]";
- mes "He's always trying hard";
- mes "to make me happy and to ";
- mes "help me when I have problems.";
- mes "Like the time I was really sick... ^FFFFFF ^000000";
- next;
- mes "[Koring]";
- mes "Daddy did his best to make";
- mes "some medicine to help me, ";
- mes "and he looked all over for any";
- mes "doctor who could cure me. For";
- mes "a while, I was really scared,";
- mes "but my Daddy never gave up.";
- next;
- if (bioeth == 8) set bioeth,9;
- mes "[Koring]";
- mes "He might be a little";
- mes "grumpy now, but my ";
- mes "Daddy is still the best!";
- mes "I hope he feels better soon.";
- close;
- }
- mes "[Koring]";
- mes "How did my Daddy get";
- mes "so smart? I wish I could";
- mes "learn things as fast as";
- mes "him so that I can be an";
- mes "Alchemist too when I grow up!";
- close;
-}
-
-lhz_in03,109,31,5 script Beninne#qsk_al 90,{
- if (BaseJob == Job_Alchemist && bioeth == 8 || bioeth == 9) {
- mes "[Beninne]";
- mes "You've met my husband,";
- mes "Kellasus? He's either a";
- mes "very stubborn or determined";
- mes "man, depending on how you";
- mes "want to look at it. Once his";
- mes "mind's made up, he won't budge!";
- next;
- mes "[Beninne]";
- mes "He's a very good husband";
- mes "and father, but I feel like it";
- mes "takes the entire world to";
- mes "change his mind once he's ";
- mes "convinced that he's right";
- mes "about something.";
- next;
- mes "[Beninne]";
- mes "Of course, if you manage";
- mes "to prove him wrong, he will";
- mes "do everything he can to make";
- mes "up for it. Kellasus has been";
- mes "like that since I first met him.";
- next;
- mes "[Beninne]";
- mes "It feels so nice to";
- mes "have someone like that";
- mes "to be protective of you.";
- mes "Kellasus loves his work,";
- mes "but he loves his family even";
- mes "more. Amazing, isn't it?";
- close;
- }
- mes "[Beninne]";
- mes "Most people think that";
- mes "being a scientist's wife";
- mes "would be so difficult. I must";
- mes "be lucky that my husband is";
- mes "such a good family man, even";
- mes "though he may be an Alchemist.";
- close;
-}
-
-lighthalzen,226,210,3 script Nannan#qsk_al 86,{
- mes "[Nannan]";
- mes "You know, I always thought^FFFFFF ^000000 that all Alchemists were bookish,";
- mes "scholarly types, their faces always buried in books and studying. But";
- mes "I managed to find one who doesn't fit that nerdy stereotype at all.";
- next;
- mes "[Nannan]";
- mes "This guy, what's-his-face,";
- mes "Broncher, is always wasting";
- mes "his time drinking. I guess he^FFFFFF ^000000 discovered the secret of turning";
- mes "water into Grade A booze. But^FFFFFF ^000000 at least he's not the stuffy type.";
- next;
- mes "[Nannan]";
- mes "I don't know how much";
- mes "help he'd be to an aspiring";
- mes "Alchemist, but in my opinion,";
- mes "the man is a fully fledged";
- mes "genius! At least, compared";
- mes "to a street guy like me...";
- close;
-}
-
-lhz_in01,218,141,7 script Alchemist#qsk_al 98,{
- mes "[Alchemist]";
- mes "Out of all humans,";
- mes "I believe Kellasus is";
- mes "the one who has come";
- mes "closest to discovering";
- mes "the secrets of life. He";
- mes "never fails to amaze me...";
- next;
- mes "[Alchemist]";
- mes "I'm also impressed by the";
- mes "fact that he doesn't let his";
- mes "work keep him from being the";
- mes "best father and husband that";
- mes "he can for his family. He's";
- mes "an example for all of us.";
- next;
- mes "[Alchemist]";
- mes "Kellasus really is";
- mes "an amazing person.";
- mes "There isn't one Alchemist";
- mes "that I know who doesn't look";
- mes "up to him in the realms of";
- mes "both science and personal life.";
- close;
-}
-
-//============================================================
-// Old changelog
-//============================================================
-//= 1.0 for fully working skills only [Lupus]
-//= 1.1 Added more new skill quests for more classes [Lupus]
-//= Somehow eA engine doesn't let you keep learn't skill V_V'
-//= 1.2 Added to correct locations, correct NPC's, fixed
-//= some of the items required and made them into real
-//= quests. [Reddozen]
-//= 1.3 Fixed bugs and minor typos. Optimized [Lupus]
-//= 1.3a fixed an item ID typo, thx 2Spiritual Kid
-//= 1.3b Splitted into different files [DracoRPG]
-//= 1.4 Added Creators + Baby Alchemists can pass Bio Ethics
-//= Quest too [Lupus]
-//= 1.5 Removed duplicates [Toms] 1.5a fixed typo [Lupus]
-//= 1.6 Moved some NPCs related to Lighthalzen quests. [SinSloth]
-//= 1.7 Updated "Elemental Potion Creation Quest" to the official one. [Samuray22]
-//= 1.8 Added some missing NPCs from the Laboratory. [Samuray22]
-//= 1.8a replaced item "names" with item id [Lupus]
-//============================================================
diff --git a/npc/quests/skills/archer_skills.txt b/npc/quests/skills/archer_skills.txt
deleted file mode 100644
index dd1233e56..000000000
--- a/npc/quests/skills/archer_skills.txt
+++ /dev/null
@@ -1,287 +0,0 @@
-//===== rAthena Script =======================================
-//= Archer Skill Quest
-//===== By: ==================================================
-//= rAthena dev team
-//===== Current Version: =====================================
-//= 1.6
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= Quest for skills: Arrow Crafting, Arrow Repel
-//===== Additional Comments: =================================
-//= 1.5 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
-//= 1.6 Updated to latest available official file.
-//= also fixed Item issue [bugreport:5607]. [Masao]
-//============================================================
-
-moc_ruins,118,99,5 script Roberto 88,{
- if (BaseClass == Job_Archer) {
- if (getskilllv("AC_MAKINGARROW") == 1) {
- mes "[Roberto]";
- mes "Ooh, you're from my home town!";
- mes "Nice to see you!";
- mes "How are you?";
- mes "Ah! That arrow!";
- mes "You made it, didn't you!";
- next;
- mes "[Roberto]";
- mes "Haha...!";
- mes "Do you think it's a lot better?";
- mes "Haha... anyways, I am glad.";
- mes "Come back with once in a while";
- mes "with news from home.";
- mes "Then byebye~";
- close;
- }
- else if ((BaseClass == Job_Archer) && (JobLevel >= 30)) {
- mes "[Roberto]";
- mes "Eh!";
- mes " ";
- mes "You are...";
- next;
- if ((countitem(907) > 19) && (countitem(921) > 6) && (countitem(906) > 40) && (countitem(1019) > 12) && (countitem(501) > 0) && (BaseClass == Job_Archer) && (JobLevel >= 30)) {
- mes "[Roberto]";
- mes "You brought them!";
- mes "Thank you very much.";
- mes "Then, as I promised, I will teach you the skill.";
- next;
- delitem 907,20; //Resin
- delitem 921,7; //Mushroom_Spore
- delitem 906,41; //Tough_Scalelike_Stem
- delitem 1019,13; //Wooden_Block
- delitem 501,1; //Red_Potion
- skill "AC_MAKINGARROW",1,0;
- mes "[Roberto]";
- mes "No need to worry about arrows now.";
- mes "Oh, and did you happen to see";
- mes "someone called Jason in Payon?";
- mes "Be careful. He is a";
- mes "ferocious one.";
- next;
- mes "[Roberto]";
- mes "You just have to be careful of Jason in Payon.";
- mes "Remember.";
- mes "Then bubye~ Thank you for the presents~";
- close;
- }
- mes "[Roberto]";
- mes "An archer in Morroc!?";
- mes "Nice to see you! Meeting a fellow";
- mes "archer in a place like this! *sniffsniff*!";
- mes "I came alone to Morroc..";
- mes "but I was a newcomer, and the pressure... waaah~";
- mes "I was very lonely~";
- next;
- switch (select("It must be hard. It's ok have faith.:Keep suffering.")) {
- case 1:
- mes "[Roberto]";
- mes "Yes. Thank you...";
- mes "You must be having a hard";
- mes "time in a place like this.";
- mes "Isn't it hard to find arrows?";
- mes "That's why I make my own.";
- next;
- menu "Eh, really?!",-;
- mes "[Roberto]";
- mes "Yeah! I gather different items";
- mes "and make arrows using them.";
- mes "It is a useful skill to help me";
- mes "survive alone in this tough world.";
- mes "If you'd like, I can teach you.";
- next;
- menu "That would be wonderful.",-;
- mes "[Roberto]";
- mes "But.. I can't do it for free.";
- mes "Nothing is free in this world~";
- mes "Mmm... How about this?";
- mes "You bring me what I ask for.";
- mes "Then I will teach you the skill.";
- next;
- mes "[Roberto]";
- mes "I've been very lonely since I left my hometown.";
- mes "I would like to treat my homesick-ness";
- mes "with things from there.";
- mes "Bring me 20 Resins from the trees in the ";
- mes "Payon forest, and 1 Red Potion";
- mes "sold in the store.";
- next;
- mes "[Roberto]";
- mes "Also, 13 Trunks from the Willows that";
- mes "lives near the Payon Forest,";
- mes "41 Pointed Scale,";
- mes "7 Mushroom Spores.";
- mes "If you bring me all of these.";
- next;
- mes "[Roberto]";
- mes "I will teach you the skill.";
- mes "Then.. I'll be waiting.";
- mes "For news from our home.";
- close;
- case 2:
- mes "[Roberto]";
- if (Sex > 1) {
- mes "...hey miss.";
- }
- else {
- mes "...hey mister.";
- }
- mes "...be careful at night.";
- close;
- }
- }
- mes "[Roberto]";
- mes "Hmm... Do you?";
- mes "Have something to say?";
- mes "I,";
- mes "have nothing.";
- mes "Difference in levels";
- mes "cuts off conversations.";
- close;
- }
- mes "[?]";
- mes "Eh... First time seeing an archer or something?";
- mes "Just go where you were going.";
- mes "I only talk to high level archers.";
- mes "Won't open my mouth otherwise!";
- close;
-}
-
-payon,103,63,3 script Jason 88,3,3,{
- if (BaseClass == Job_Archer) {
- if (getskilllv("AC_CHARGEARROW") == 1) {
- mes "[Jason]";
- mes "Eh, we meet again.";
- mes "Ehhhh so weird.";
- mes "Whenever I see someone again";
- mes "I start eh-ing a lot.";
- mes "Ehhh... anyways nice to see you again.";
- mes "Ehhhh... don't come any more ehh...";
- close;
- }
- else if (JobLevel >= 35) {
- mes "[Jason]";
- mes "Darn... my wound isn't healing.";
- mes "Bleh.. I was too careless... ";
- mes "to become like this.. err...";
- mes "But still, hurting me like this";
- mes "giving me so many injuries...";
- next;
- mes "What should I do about Roberto.";
- mes "Mmmm... Ah!";
- mes "You? How long have you been there?";
- mes "Mmm... very high level.";
- mes "Someone like you would definitely be";
- mes "able to know how to use Arrow Repel.";
- next;
- switch (select("What is that?:Teach me.")) {
- case 1:
- mes "[Jason]";
- mes "...you're kidding, right?";
- mes "Oh my, you don't even know";
- mes "Arrow Repel at that level?";
- mes "You're a strange person.";
- next;
- mes "[Jason]";
- mes "(Jason was in the lala land.)";
- next;
- mes "[Jason]";
- mes "Well, ok. I'll teach you what";
- mes "Arrow Repel is.";
- next;
- mes "[Jason]";
- mes "Arrow Repel is a skill that allows you to";
- mes "push the opponent away as soon as you attack.";
- mes "You can only use it when you aim exactly";
- mes "at the target. But unlike magic, ";
- mes "it doesn't de-spell.";
- next;
- mes "[Jason]";
- mes "It is very useful for an archer";
- mes "that is weak in close ranges.";
- mes "If you would like to learn,";
- mes "come find me again.";
- mes "There are some necessary materials.";
- next;
- mes "[Jason]";
- mes "First, because you must modify a bow";
- mes "bring a crossbow you do not use.";
- mes "10 Tentacles, 10 Bill of Birds,";
- mes "3 Yoyo Tails.. these are very elastic.";
- mes "Also, 2 Emeralds. And last but not least...";
- mes "36 bottles of Banana Juice that I love!";
- next;
- mes "[Jason]";
- mes "......Ehem!";
- mes "If you bring all of these,";
- mes "I shall teach you Arrow Repel.";
- mes "Then, see you again.";
- mes "(I'm going to be mad if you don't bring the Banana Juice.)";
- close;
- case 2:
- if ((countitem(721) > 1) && (countitem(942) > 2) && (countitem(962) > 9) && (countitem(925) > 9) && (countitem(532) > 35)) {
- mes "[Jason]";
- mes "Ok! Perfect!";
- mes "I shall teach you the nationally";
- mes "renowned skill, Arrow Repel!";
- next;
- delitem 721,2; //Azure_Jewel
- delitem 942,3; //Yoyo_Tail
- delitem 962,10; //Tentacle
- delitem 925,10; //Bill_Of_Birds
- delitem 532,36; //Banana_Juice
- skill "AC_CHARGEARROW",1,0;
- mes "[Jason]";
- mes "Oh, works better than I expected!";
- mes "Won't be needing to modify the bow!";
- mes "You can take this back~";
- mes "And enjoy using your newly inherited";
- mes "skill in fields and dungeons!";
- mes "He~heh~!";
- close;
- }
- mes "[Jason]";
- mes "Mmm... too bad.";
- mes "You are missing some things.";
- mes "Once again, you need 2 Emeralds,";
- mes "3 Yoyo Tails, 10 Tentacles,";
- mes "10 Bill of Birds, and last but";
- mes "not least 36 bottles of Banana juice!";
- next;
- mes "[Jason]";
- mes "Make sure you have all of them and come again!";
- close;
- }
- }
- mes "[Jason]";
- mes "Ooh... you are an archer.";
- mes "If you try a little more";
- mes "you will have a great";
- mes "reputation as an archer!";
- mes "Exert yourself!";
- close;
- }
- mes "[?]";
- mes "What does life need from";
- mes "a lonely lad like me?";
- close;
-
-OnTouch:
- mes "[???]";
- mes "Errrrrrr...";
- close;
-}
-
-//============================================================
-// Old changelog
-//============================================================
-//= v1.0 Roberto message text is based off RO npc. Jason message
-//= text is custom from old version.
-//= All items are from official quests though.[kobra_k88]
-//= v1.0a Now using functions found in "Global_Functions.txt"
-//= for class checks.[kobra_k88]
-//= 1.2 Added Baby Class Support [Lupus]
-//= 1.3 Removed callfunc Is_####_Class in favor of baseClass [Silentdragon]
-//= 1.4 Fixed exploits [Lupus]
-//= 1.4a Fixed some typos [IVBela]
-//= 1.4b changed perm. variables to temp ones [Lupus]
-//============================================================
diff --git a/npc/quests/skills/assassin_skills.txt b/npc/quests/skills/assassin_skills.txt
deleted file mode 100644
index e39444e32..000000000
--- a/npc/quests/skills/assassin_skills.txt
+++ /dev/null
@@ -1,1001 +0,0 @@
-//===== rAthena Script =======================================
-//= Assassin Skills Quests
-//===== By: ==================================================
-//= Lupus, Reddozen
-//===== Current Version: =====================================
-//= 1.5
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Quests for skills: Venom Knife, Sonic Acceleration
-//===== Additional Comments: =================================
-//= 1.4 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
-//= 1.5 Replaced effect numerics with constants. [L0ne_W0lf]
-//============================================================
-
-in_moc_16,14,27,5 script Assassin#realman 884,{
- if (BaseJob == Job_Assassin && ASSN_SK2 == 1) {
- if (getskilllv("AS_VENOMKNIFE") == 0) {
- mes "[Killtin]";
- mes "Ah yes, that's why you";
- mes "look so familiar. You're";
- mes "of those to whom I've taught";
- mes "the ^990099Venom Knife^000000 skill. So, what";
- mes "brings you to me this time?";
- next;
- mes "[Killtin]";
- mes "What's that...?!";
- mes "You want me to teach";
- mes "it to you once again?";
- mes "It's a shame you've forgotten,";
- mes "but I suppose it can't be helped. Alright, alright, I'll teach you.";
- next;
- mes "[Killtin]";
- mes "First, you need to equip";
- mes "a Knife class weapon, and";
- mes "then cast Envenom on your";
- mes "knife. Throwing the blade?";
- mes "That's all in the wrist. Now,";
- mes "watch me closely and take note.";
- next;
- mes "[Killtin]";
- mes "You see? Having";
- mes "good form is essential";
- mes "to performing flawless";
- mes "technique. Always basics";
- mes "before the specifics. Now,";
- mes "why don't you give it a try?";
- specialeffect EF_INVENOM;
- next;
- mes "[Killtin]";
- mes "Good... Very good...";
- mes "Perfect form. Yes...";
- mes "Hmm. Are you sure that";
- mes "you forgot how to do this";
- mes "skill? I suppose that all you";
- mes "needed was a quick refresher.";
- specialeffect2 EF_INVENOM;
- next;
- mes "[Killtin]";
- mes "Alright, I think it's";
- mes "safe to say that you've";
- mes "mastered the Venom Knife";
- mes "skill. Leave me now, and";
- mes "always fight for the honor";
- mes "of the Assassin Guild!";
- skill "AS_VENOMKNIFE",1,0;
- close;
- }
- else {
- mes "[Killtin]";
- mes "So how has that";
- mes "^990099Venom Knife^000000 skill";
- mes "been working for you?";
- mes "Be careful, and make sure";
- mes "that your victims always";
- mes "deserve what you give them!";
- close;
- }
- }
- else if (ASSN_SK2 == 1 && ASSN_SK == 7) {
- mes "[Killtin]";
- mes "So you've learned all of";
- mes "the specialized Assassin";
- mes "skills, eh? Don't let yourself";
- mes "become overconfident. Strive";
- mes "for even greater strength for";
- mes "the Assassin Guild's honor.";
- close;
- }
- else if (ASSN_SK2 == 1) {
- mes "[Killtin]";
- mes "So how has that";
- mes "^990099Venom Knife^000000 skill";
- mes "been working for you?";
- mes "Be careful, and make sure";
- mes "that your victims always";
- mes "deserve what you give them!";
- close;
- }
- else {
- if (BaseJob == Job_Assassin) {
- mes "[Killtin]";
- mes "Hm? Ah, you're definitely";
- mes "a member of the Assassin";
- mes "Guild. Great, you've come";
- mes "just at the right time.";
- next;
- mes "[Killtin]";
- mes "Our guildmaster recently";
- mes "succeeded in developing two";
- mes "new skills for Assassins. I've";
- mes "been charged with the task of";
- mes "teaching these new skills to";
- mes "all the members of our guild.";
- next;
- select("New skills?");
- mes "[Killtin]";
- mes "That's right, "+ strcharinfo(0) +".";
- mes "The first skill specifically";
- mes "enhances the Sonic Blow";
- mes "skill, and the second skill";
- mes "is a long range attack that's";
- mes "named ''^990099Venom Knife^000000.''";
- next;
- mes "[Killtin]";
- mes "If you have any questions,";
- mes "feel free to ask me about";
- mes "any of these new skills. It's";
- mes "my job to teach you as much";
- mes "as I can about them.";
- next;
- while(1) {
- switch(select("^0000FFSonic Blow Enhancement^000000:^990099Venom Knife^000000:Continue Conversation")) {
- case 1:
- mes "[Killtin]";
- mes "If you've been an Assassin";
- mes "for a while, then you must";
- mes "be familiar with the Sonic";
- mes "Blow skill, which inflicts 8";
- mes "powerful strikes at an enemy";
- mes "in one blindingly fast attack.";
- next;
- mes "[Killtin]";
- mes "However, due to the speed";
- mes "involved in that skill, Sonic";
- mes "Blow isn't as accurate as it";
- mes "can be. After years of testing";
- mes "and research, our guildmaster";
- mes "developed a way to fix this.";
- next;
- mes "[Killtin]";
- mes "He created a new skill";
- mes "named ''Sonic Acceleration''";
- mes "that Assassins can cast on";
- mes "themselves in order to quickly";
- mes "detect and accurately strike";
- mes "the target's fatal points.";
- next;
- mes "[Killtin]";
- mes "In effect, Sonic Acceleration";
- mes "roughly doubles the damage";
- mes "that you can inflict with the";
- mes "Sonic Blow. If you use Sonic";
- mes "Blow pretty often, then this";
- mes "skill will be pretty useful.";
- next;
- mes "[Killtin]";
- mes "I suggest that you learn";
- mes "the Venom Knife skill from";
- mes "me first. Then, you can talk";
- mes "to Esmille, the beautiful";
- mes "Assassin Cross right next to^FFFFFF ^000000 me, to learn Sonic Acceleration.";
- next;
- break;
- case 2:
- mes "[Killtin]";
- mes "As you may well know, our";
- mes "job isn't really known for its";
- mes "long range attacks. Sure, we";
- mes "can use Bows, and we've got";
- mes "a few long distance skills, but";
- mes "their uses are kind of limited.";
- next;
- mes "[Killtin]";
- mes "This Venom Knife skill was";
- mes "developed with this weakness";
- mes "in long range attacking in mind. Basically, we use the Envenom";
- mes "skill on a knife and throw it at^FFFFFF ^000000 a distant enemy to poison them.";
- next;
- break;
- case 3:
- mes "[Killtin]";
- mes "Now, if you like, I can";
- mes "teach you the ^009900Venom Knife^000000";
- mes "skill right now. It won't take";
- mes "that much time, so what do";
- mes "you say? You ready to learn?";
- next;
- while(1) {
- if (select("Learn Venom Knife:I d-don't wanna learn!") == 1) {
- mes "[Killtin]";
- mes "First, you need to equip";
- mes "a Knife class weapon, and";
- mes "then cast Envenom on your";
- mes "knife. Throwing the blade?";
- mes "That's all in the wrist. Now,";
- mes "watch me closely and take note.";
- next;
- mes "[Killtin]";
- mes "You see? Having";
- mes "good form is essential";
- mes "to performing flawless";
- mes "technique. Always basics";
- mes "before the specifics. Now,";
- mes "why don't you give it a try?";
- specialeffect EF_INVENOM;
- next;
- mes "[Killtin]";
- mes "Hey, that's pretty good.";
- mes "You're catching on really";
- mes "quick. Heh heh, but still,";
- mes "I guess I can take a little";
- mes "bit of credit for my excellent";
- mes "instruction. Ah, very nice.";
- next;
- specialeffect2 EF_INVENOM;
- next;
- mes "[Killtin]";
- mes "Alright, you may need";
- mes "to practice a bit more";
- mes "of this skill, but for the most";
- mes "part, you can use Venom";
- mes "Knife pretty easily in battle.";
- set ASSN_SK2,1;
- set ASSN_SK,1;
- skill "AS_VENOMKNIFE",1,0;
- next;
- mes "[Killtin]";
- mes "Well, that's all I can";
- mes "teach you. Use this skill";
- mes "expertly, and bring woe to";
- mes "your enemies for the honor";
- mes "of the Assassin Guild!";
- close;
- }
- if (.@teach ==1) {
- mes "[Killtin]";
- mes "Y-you don't want to";
- mes "learn? Tough! It's my";
- mes "job to teach this Venom";
- mes "Knife skill to every member";
- mes "of the Assassin Guild! You're^FFFFFFaaaaa^000000 not leaving until I tell you to!";
- next;
- }
- else {
- mes "[Killtin]";
- mes "You can't refuse an";
- mes "order from our guildmaster...";
- mes "Like it or not, this skill will";
- mes "make you a better Assassin.";
- mes "Trust me on this and just agree";
- mes "to learn the skill, will you?";
- next;
- }
- }
- }
- }
- }
- else if (BaseJob == Job_Thief) {
- mes "[Killtin]";
- mes "A Thief...? Huh.";
- mes "That's a respectable";
- mes "job. But listen, if you";
- mes "want me to be able to";
- mes "teach you anything, you'll";
- mes "need to get stronger first.";
- close;
- }
- else {
- mes "[Assassin]";
- mes "...............................";
- mes "Just keep moving.";
- close;
- }
- }
-}
-
-in_moc_16,23,27,5 script Assassin#realgirl 885,{
- if (BaseJob == Job_Assassin && ASSN_SK == 7) {
- if (getskilllv("AS_SONICACCEL") == 0) {
- mes "[Esmille]";
- mes "Mm? Ah, you've transcended";
- mes "and become an Assassin Cross";
- mes "as well. I understand the trouble that you must have gone through";
- mes "to be reborn with new strength.";
- next;
- mes "[Esmille]";
- mes "You probably need to learn";
- mes "the Sonic Acceleration skill";
- mes "again after having lost some";
- mes "of your memories. I truly";
- mes "sympathize, and am willing";
- mes "to teach it to you again.";
- next;
- if (getskilllv("AS_SONICBLOW") == 0) {
- mes "[Esmille]";
- mes "First, go and learn the";
- mes "Sonic Blow skill. The skill";
- mes "I will teach you is completely";
- mes "useless unless you learn how";
- mes "to perform a Sonic Blow. I shall^FFFFFF ^000000 be waiting right here till then.";
- close;
- }
- mes "[Esmille]";
- mes "Now, right before you";
- mes "perform Sonic Blow, make";
- mes "sure your feet are positioned";
- mes "like this. Then, as smoothly";
- mes "and quickly as possible, shift";
- mes "your weight over to this side.";
- specialeffect EF_SONICBLOW;
- next;
- mes "[Esmille]";
- mes "Watch carefully, this";
- mes "is the most important";
- mes "part. See where my hands";
- mes "are and the angle of my";
- mes "arms? This is the form that";
- mes "you've got to memorize.";
- specialeffect EF_SONICBLOW;
- next;
- mes "[Esmille]";
- mes "Alright, that's all";
- mes "you need to know. Now,";
- mes "please try it so I can give";
- mes "you feedback on your form.";
- next;
- specialeffect2 EF_SONICBLOW;
- next;
- mes "[Esmille]";
- mes "Hmm, you're shifting";
- mes "your weight kind of";
- mes "unsteadily. It might";
- mes "help if your center of";
- mes "gravity was like this...";
- next;
- specialeffect2 EF_SONICBLOW;
- next;
- mes "[Esmille]";
- mes "Ah, you're so very";
- mes "close to perfection.";
- mes "Focus more on smoothly";
- mes "transitioning from your";
- mes "stance to executed action.";
- next;
- mes "[Esmille]";
- mes "Yes, that's it...!";
- mes "Very well executed.";
- mes "Good work, "+ strcharinfo(0) +".";
- skill "AS_SONICACCEL",1,0;
- set ASSN_SK,7;
- next;
- mes "[Esmille]";
- mes "Do you understand now?";
- mes "You should have no problem";
- mes "remembering this skill now.";
- mes "I can teach you nothing more,";
- mes "so all I can do now is wish";
- mes "you luck on your journeys.";
- close;
- }
- else {
- mes "[Esmille]";
- mes "I trust that using";
- mes "Sonic Acceleration in";
- mes "battle has given you an";
- mes "edge over the enemy. Bring";
- mes "swift defeat to your foes for";
- mes "the Assassin Guild's honor.";
- close;
- }
- }
- else if (ASSN_SK == 7) {
- mes "[Esmille]";
- mes "I trust that using";
- mes "Sonic Acceleration in";
- mes "battle has given you an";
- mes "edge over the enemy. Bring";
- mes "swift defeat to your foes for";
- mes "the Assassin Guild's honor.";
- close;
- }
- else if (ASSN_SK == 6) {
- mes "[Esmille]";
- mes "Please focus on the";
- mes "training... If we continue to";
- mes "be interrupted, you'll never";
- mes "be able to learn anything.";
- mes "Now, please listen closely.";
- next;
- mes "[Esmille]";
- mes "Now, right before you";
- mes "perform Sonic Blow, make";
- mes "sure your feet are positioned";
- mes "like this. Then, as smoothly";
- mes "and quickly as possible, shift";
- mes "your weight over to this side.";
- specialeffect EF_SONICBLOW;
- next;
- mes "[Esmille]";
- mes "Watch carefully, this";
- mes "is the most important";
- mes "part. See where my hands";
- mes "are and the angle of my";
- mes "arms? This is the form that";
- mes "you've got to memorize.";
- specialeffect EF_SONICBLOW;
- next;
- mes "[Esmille]";
- mes "Alright, that's all";
- mes "you need to know. Now,";
- mes "please try it so I can give";
- mes "you feedback on your form.";
- next;
- specialeffect2 EF_SONICBLOW;
- next;
- mes "[Esmille]";
- mes "Hmm, you're shifting";
- mes "your weight kind of";
- mes "unsteadily. It might";
- mes "help if your center of";
- mes "gravity was like this...";
- next;
- specialeffect2 EF_SONICBLOW;
- next;
- mes "[Esmille]";
- mes "That's a little better.";
- mes "Hmmm. Try to think of";
- mes "the enemy's weak point";
- mes "and follow through with";
- mes "the stabbing motion.";
- next;
- specialeffect2 EF_SONICBLOW;
- next;
- mes "[Esmille]";
- mes "Ah, you're so very";
- mes "close to perfection.";
- mes "Focus more on smoothly";
- mes "transitioning from your";
- mes "stance to executed action.";
- specialeffect2 EF_SONICBLOW;
- next;
- mes "[Esmille]";
- mes "Yes, that's it...!";
- mes "Very well executed.";
- mes "Good work, "+ strcharinfo(0) +".";
- skill "AS_SONICACCEL",1,0;
- set ASSN_SK,7;
- next;
- mes "[Esmille]";
- mes "Do you understand now?";
- mes "You should have no problem";
- mes "remembering this skill now.";
- mes "I can teach you nothing more,";
- mes "so all I can do now is wish";
- mes "you luck on your journeys.";
- close;
- }
- else if (ASSN_SK == 5) {
- mes "[Esmille]";
- mes "So how is your little";
- mes "mission coming along?";
- mes "I trust that you've completed";
- mes "that task I assigned for you.";
- next;
- if ((ASSN_SK == 5 && countitem(726) > 0) || (ASSN_SK == 5 && countitem(723) > 0) || (ASSN_SK == 5 && countitem(720) > 0)) {
- select("How's this for treasure?");
- mes "[Esmille]";
- mes "Oh, that jewel...!";
- mes "It's so captivating~";
- mes "I haven't seen anything";
- mes "so beautiful in such a long";
- mes "time. You've done very well...";
- next;
- mes "[Esmille]";
- mes "That jewel is yours";
- mes "to keep. In truth, I don't";
- mes "really need any treasure, just^FFFFFF ^000000 some proof of your qualification.";
- mes "It looks like you're ready for me^FFFFFF ^000000 to teach you Sonic Acceleration.";
- set ASSN_SK,6;
- next;
- mes "[Esmille]";
- mes "Now, right before you";
- mes "perform Sonic Blow, make";
- mes "sure your feet are positioned";
- mes "like this. Then, as smoothly";
- mes "and quickly as possible, shift";
- mes "your weight over to this side.";
- specialeffect EF_SONICBLOW;
- next;
- mes "[Esmille]";
- mes "Watch carefully, this";
- mes "is the most important";
- mes "part. See where my hands";
- mes "are and the angle of my";
- mes "arms? This is the form that";
- mes "you've got to memorize.";
- specialeffect EF_SONICBLOW;
- next;
- mes "[Esmille]";
- mes "Alright, that's all";
- mes "you need to know. Now,";
- mes "please try it so I can give";
- mes "you feedback on your form.";
- next;
- specialeffect2 EF_SONICBLOW;
- next;
- mes "[Esmille]";
- mes "Hmm, you're shifting";
- mes "your weight kind of";
- mes "unsteadily. It might";
- mes "help if your center of";
- mes "gravity was like this...";
- next;
- specialeffect2 EF_SONICBLOW;
- next;
- mes "[Esmille]";
- mes "That's a little better.";
- mes "Hmmm. Try to think of";
- mes "the enemy's weak point";
- mes "and follow through with";
- mes "the stabbing motion.";
- next;
- specialeffect2 EF_SONICBLOW;
- next;
- mes "[Esmille]";
- mes "Yes, that's it...!";
- mes "Very well executed.";
- mes "Good work, "+ strcharinfo(0) +".";
- skill 1003,1,0;
- set ASSN_SK,7;
- next;
- mes "[Esmille]";
- mes "Do you understand now?";
- mes "You should have no problem";
- mes "remembering this skill now.";
- mes "I can teach you nothing more,";
- mes "so all I can do now is wish";
- mes "you luck on your journeys.";
- close;
- }
- else {
- mes "[Esmille]";
- mes "Hmmm...";
- close;
- }
- }
- else if (ASSN_SK == 2 || ASSN_SK == 3 || ASSN_SK == 4) {
- mes "[Esmille]";
- mes "So how is your little";
- mes "mission coming along?";
- mes "If you've forgotten the";
- mes "location I've asked you to";
- mes "search for treasure, then";
- mes "I can briefly remind you.";
- next;
- mes "[Esmille]";
- mes "Find something valuable";
- if (ASSN_SK == 2) {
- mes "for me by searching the";
- mes "^FF0000Coffins^000000 in the Sphinx.";
- }
- else if (ASSN_SK == 3) {
- mes "for me by searching the";
- mes "^FF0000Stone Statues^000000 in the Sphinx.";
- }
- else if (ASSN_SK == 4) {
- mes "in the ^FF0000flooded crypt in the";
- mes "bottom floor^000000 of the Pyramids.";
- }
- mes "Only the strong can explore";
- mes "that area, so doing this will";
- mes "prove your competency to me.";
- close;
- }
- else if (ASSN_SK == 1) {
- mes "[Esmille]";
- mes "Ah. Hello, comrade.";
- mes "Have you heard about";
- mes "the latest news from";
- mes "the Assassin Guild?";
- mes "Ah, you've spoken to";
- mes "Killtin. Good, good...";
- next;
- mes "[Esmille]";
- mes "Now, I've been charged";
- mes "with the responsibility of";
- mes "teaching the Sonic Acceleration skill to all interested Assassins.";
- mes "I can tell you more about it if";
- mes "Killtin didn't fully explain.";
- next;
- while(1) {
- switch(select("Please tell me more...:I want to learn Sonic Acceleration!")) {
- case 1:
- mes "[Esmille]";
- mes "Sonic Acceleration is";
- mes "a ^FF0000support skill used in";
- mes "conjunction with Sonic Blow^000000.";
- mes "Assassins can only cast this";
- mes "skill on themselves for their";
- mes "own personal benefit.";
- next;
- mes "[Esmille]";
- mes "If you're familiar with";
- mes "Sonic Blow, you'll know";
- mes "that it's difficult to inflict";
- mes "fatal damage with that skill.";
- mes "It's far too fast to be able";
- mes "to attack very accurately...";
- next;
- mes "[Esmille]";
- mes "However, by learning";
- mes "Sonic Acceleration, you";
- mes "can overcome this accuracy";
- mes "drawback and fulfill the full";
- mes "damage potential of the";
- mes "Sonic Blow skill.";
- next;
- mes "[Esmille]";
- mes "This skill is truly great.";
- mes "And our guildmaster,";
- mes "the one who invented this";
- mes "skill, is also... He's a man";
- mes "amongst men, I must say.";
- Emotion e_lv;
- next;
- break;
- case 2:
- mes "[Esmille]";
- mes "Ah, I'm glad to see";
- mes "that you're so enthusiastic";
- mes "about learning this skill.";
- mes "But first, there we need to";
- mes "take care of the prerequisites... ^FFFFFF ^000000";
- next;
- if (getskilllv("AS_SONICBLOW") == 0) {
- mes "[Esmille]";
- mes "First, go and learn the";
- mes "Sonic Blow skill. The skill";
- mes "I will teach you is completely";
- mes "useless unless you learn how";
- mes "to perform a Sonic Blow. I shall^FFFFFF ^000000 be waiting right here till then.";
- close;
- }
- mes "[Esmille]";
- mes "Your task will be to bring";
- switch(rand(1,3)) {
- case 1:
- mes "treasure from the Sphinx.";
- mes "Search the ^FF0000Coffins^000000 that";
- mes "are there for precious";
- mes "valuables. Consider this";
- mes "a test of your strength.";
- set ASSN_SK,2;
- next;
- mes "[Esmille]";
- mes "Whether you can complete";
- mes "this task will determine";
- mes "if you are worthy enough";
- mes "for me to teach you the";
- mes "Sonic Acceleration skill.";
- mes "Best of luck, and please hurry.";
- close;
- case 2:
- mes "treasure from the Sphinx.";
- mes "Search the ^FF0000Stone Statues^000000";
- mes "there for precious valuables.";
- mes "Consider this excursion as";
- mes "a test of your strength.";
- set ASSN_SK,3;
- next;
- mes "[Esmille]";
- mes "Whether you can complete";
- mes "this task will determine";
- mes "if you are worthy enough";
- mes "for me to teach you the";
- mes "Sonic Acceleration skill.";
- mes "Best of luck, and please hurry.";
- close;
- case 3:
- mes "treasure from the Pyramids.";
- mes "Search the ^FF0000flooded crypt at";
- mes "the bottom floor for precious";
- mes "valuables^000000. Consider this as";
- mes "a test of your strength.";
- set ASSN_SK,4;
- next;
- mes "[Esmille]";
- mes "Whether you can complete";
- mes "this task will determine";
- mes "if you are worthy enough";
- mes "for me to teach you the";
- mes "Sonic Acceleration skill.";
- mes "Best of luck, and please hurry.";
- close;
- }
- }
- }
- }
- else {
- if (BaseJob == Job_Assassin) {
- mes "[Assassin]";
- mes "Ah. Hello, comrade.";
- mes "Have you heard about";
- mes "the latest news from";
- mes "the Assassin Guild?";
- Emotion e_heh;
- next;
- select("News from the Assassin Guild?");
- mes "[Assassin]";
- mes "Hm. You must not have";
- mes "heard it, then. If you want";
- mes "to know more about it, you";
- mes "should speak to Killtin, who";
- mes "is right next to me. He will";
- mes "explain everything clearly.";
- close;
- }
- mes "[Assassin]";
- mes "Hm. Do you know any";
- mes "Assassins? Tell them";
- mes "to come here if they";
- mes "haven't already.";
- close;
- }
-}
-
-in_sphinx2,259,213,0 script Old Coffin#qsk_as -1,7,8,{
-OnTouch:
- if (ASSN_SK == 2) {
- mes "^3355FFIt's an ancient coffin";
- mes "with a broken lid that";
- mes "is slightly ajar. You";
- mes "momentarily catch a glint";
- mes "of something shining inside.^000000";
- specialeffect EF_CONE;
- next;
- while(1) {
- switch(select("Put your hand inside:Inspect the coffin's opening:Lift the lid:Turn the coffin upside down:Ignore it")) {
- case 1:
- mes "^3355FFYou carefully put your";
- mes "hand inside the coffin";
- mes "and try to retrieve the";
- mes "shining object that";
- mes "you had glimpsed.";
- mes "...............................^000000";
- next;
- mes "^3355FFSomething inside";
- mes "the coffin bit your";
- mes "hand really hard!^000000";
- sc_start SC_Poison,30000,0;
- sc_start SC_Bleeding,10000,0;
- Emotion e_omg,1;
- close;
- case 2:
- mes "^3355FFYou try to peek";
- mes "inside the coffin";
- mes "through the gap";
- mes "between the coffin's";
- mes "edge and the lid.";
- mes "...............................^000000";
- next;
- mes "^3355FFYou're barely able to";
- mes "perceive that something";
- mes "is squirming inside the";
- mes "coffin, but it's far too dark";
- mes "to see anything else.^000000";
- sc_start SC_Blind,30000,0;
- next;
- break;
- case 3:
- mes "^3355FFYou don't have the";
- mes "strength to move";
- mes "something as heavy";
- mes "as this coffin's lid...^000000";
- sc_start SC_Curse,30000,0;
- next;
- break;
- case 4:
- mes "^3355FFYou don't have the";
- mes "strength to turn this";
- mes "coffin upside down.^000000";
- next;
- break;
- case 5:
- close;
- }
- }
- }
-}
-
-in_sphinx2,212,267,0 script Old Coffin#qsk_as2 -1,5,6,{
-OnTouch:
- if (ASSN_SK == 2) {
- mes "^3355FFIt's an ancient coffin";
- mes "with a broken lid that";
- mes "is slightly ajar. You";
- mes "momentarily catch a glint";
- mes "of something shining inside.^000000";
- specialeffect EF_CONE;
- next;
- while(1) {
- switch(select("Put your hand inside:Inspect the coffin's opening:Lift the lid:Turn the coffin upside down:Ignore it")) {
- case 1:
- mes "^3355FFYou carefully put your";
- mes "hand inside the coffin";
- mes "and try to retrieve the";
- mes "shining object that";
- mes "you had glimpsed.";
- mes "...............................^000000";
- next;
- if (rand(1,3) != 3) {
- mes "^3355FFYou carefully put your";
- mes "hand inside the coffin";
- mes "and try to retrieve the";
- mes "shining object that";
- mes "you had glimpsed.";
- mes "...............................^000000";
- next;
- mes "^3355FFSomething inside";
- mes "the coffin bit your";
- mes "hand really hard!^000000";
- sc_start SC_Poison,30000,0;
- sc_start SC_Bleeding,10000,0;
- Emotion e_omg,1;
- close;
- }
- else {
- mes "^3355FFYour fingers manage";
- mes "to find a solid object";
- mes "that you pull out of the";
- mes "coffin. You have obtained";
- mes "a Sapphire for Esmille.^000000";
- set ASSN_SK,5;
- getitem 726,1; //Blue_Jewel
- close;
- }
- case 2:
- mes "^3355FFYou try to peek";
- mes "inside the coffin";
- mes "through the gap";
- mes "between the coffin's";
- mes "edge and the lid.";
- mes "...............................^000000";
- next;
- mes "^3355FFYou're barely able to";
- mes "perceive that something";
- mes "is squirming inside the";
- mes "coffin, but it's far too dark";
- mes "to see anything else.^000000";
- sc_start SC_Blind,30000,0;
- next;
- break;
- case 3:
- mes "^3355FFYou don't have the";
- mes "strength to move";
- mes "something as heavy";
- mes "as this coffin's lid...^000000";
- sc_start SC_Curse,30000,0;
- next;
- break;
- case 4:
- mes "^3355FFYou don't have the";
- mes "strength to turn this";
- mes "coffin upside down.^000000";
- next;
- break;
- case 5:
- close;
- }
- }
- }
-}
-
-in_sphinx2,13,163,0 script Stone Statue#qsk_as -1,7,7,{
-OnTouch:
- if (ASSN_SK == 3) {
- specialeffect EF_CONE;
- mes "^3355FFThis ancient stone statue";
- mes "is covered with cracks and";
- mes "looks close to falling apart.";
- mes "The glimmer of a shining object";
- mes "peers out from beneath one of";
- mes "the feet. The ground appears";
- mes "soft enough to dig through...^000000";
- specialeffect EF_CONE;
- next;
- if (select("Dig to retrieve the shining object:Ignore it") == 1) {
- mes "^3355FFAs your fingers dig into";
- mes "the soft ground, it emits^000000";
- if (rand(1,3) != 3){
- mes "^3355FFa yellow gas that clouds";
- mes "your senses and briefly";
- mes "knocks you unconscious.^000000";
- sc_start SC_Sleep,30000,0;
- close;
- }
- mes "^3355FFa yellow gas. However, you";
- mes "hold your breath in and expel";
- mes "all gas in your lungs in time";
- mes "to escape its effects. You've";
- mes "retrieved a Ruby for Esmille.^000000";
- set ASSN_SK,5;
- getitem 723,1; //Cardinal_Jewel
- }
- close;
- }
-}
-
-in_sphinx2,13,146,0 script Stone Statue#qsk_as2 -1,7,7,{
-OnTouch:
- if (ASSN_SK == 3) {
- specialeffect EF_CONE;
- mes "^3355FFThis ancient stone statue";
- mes "is covered with cracks and";
- mes "looks close to falling apart.";
- mes "The glimmer of a shining object";
- mes "peers out from beneath one of";
- mes "the feet. The ground appears";
- mes "soft enough to dig through...^000000";
- specialeffect EF_CONE;
- next;
- if (select("Dig to retrieve the shining object:Ignore it") == 1) {
- mes "^3355FFAs your fingers dig into";
- mes "the soft ground, it emits^000000";
- if (rand(1,3) != 3) {
- mes "^3355FFa yellow gas that clouds";
- mes "your senses and briefly";
- mes "knocks you unconscious.^000000";
- sc_start SC_Sleep,30000,0;
- close;
- }
- mes "^3355FFa yellow gas. However, you";
- mes "hold your breath in and expel";
- mes "all gas in your lungs in time";
- mes "to escape its effects. Sadly,";
- mes "all you found was broken glass.^000000";
- Emotion e_omg,1;
- }
- close;
- }
-}
-
-moc_pryd04,85,96,0 script ��#crypt -1,3,3,{
-OnTouch:
- if (ASSN_SK == 4) {
- specialeffect EF_CONE;
- mes "^3355FFThere's something";
- mes "glimmering beneath";
- mes "the surface of the water...^000000";
- next;
- if (select("Pick it up:Ignore it") == 1) {
- mes "^3355FFAs soon as you dip your";
- mes "hand into the water, the";
- mes "water's freezing chill shoots";
- mes "up through your arm. You ";
- mes "better hurry before you freeze!^000000";
- next;
- if (rand(1,3) != 3) {
- mes "^3355FFIt's too late!";
- mes "Your body has just";
- mes "been frozen solid.^000000";
- sc_start SC_Freeze,10000,0;
- close;
- }
- mes "^3355FFYou quickly pick up";
- mes "the glimmering object";
- mes "before the water can";
- mes "freeze you. You obtained";
- mes "an Aquamarine for Esmille.^000000";
- set ASSN_SK,5;
- getitem 720,1; //Skyblue_Jewel
- }
- close;
- }
-}
-
-//============================================================
-// Old changelog
-//============================================================
-//= 1.0 for fully working skills only [Lupus]
-//= 1.1 Added more new skill quests for more classes [Lupus]
-//= Somehow eA engine doesn't let you keep learn't skill V_V'
-//= 1.2 Added to correct locations, correct NPC's, fixed
-//= some of the items required and made them into real
-//= quests. [Reddozen]
-//= 1.3 Fixed bugs and minor typos. Optimized [Lupus]
-//= 1.3a fixed an item ID typo, thx 2Spiritual Kid
-//= 1.3b Splitted into different files [DracoRPG]
-//============================================================
diff --git a/npc/quests/skills/bard_skills.txt b/npc/quests/skills/bard_skills.txt
deleted file mode 100644
index 2ed03ba75..000000000
--- a/npc/quests/skills/bard_skills.txt
+++ /dev/null
@@ -1,1294 +0,0 @@
-//===== rAthena Script =======================================
-//= Bard Skill Quest
-//===== By: ==================================================
-//= Lupus, Reddozen; L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.6
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Official quest for the Bard skill "Pang Voice"
-//= Prerequisite: Geffen Bard Quest
-//===== Additional Comments: =================================
-//= 1.0 for fully working skills only [Lupus]
-//= 1.1 Added more new skill quests for more classes [Lupus]
-//= Somehow eA engine doesn't let you keep learn't skill
-//= 1.2 Added to correct locations, correct NPC's, fixed [Reddozen]
-//= some of the items required and made them into real
-//= quests.
-//= 1.3 Fixed bugs and minor typos. Optimized [Lupus]
-//= 1.3a Tixed an item ID typo. Thanks, 2Spiritual Kid
-//= 1.3b Split into different files [DracoRPG]
-//= 1.4 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
-//= 1.4a Checks the proper variable now. (bard_q -> gef_bard_q) [L0ne_W0lf]
-//= 1.5 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
-//= 1.6 Added missing checkweights. [L0ne_W0lf]
-//= 1.6 Replaced effect numerics with constants. [L0ne_W0lf]
-//============================================================
-
-prontera,174,328,3 script Young Man#bard_q1 89,3,3,{
- if (BaseJob == Job_Bard) {
- Emotion e_omg;
- mes "[Timid Young Man]";
- mes "Eh? Wwwaaaah--!";
- mes "Y-you're--it's-it's--";
- if (Upper != 1)
- mes "It's a freakin' Bard!";
- else
- mes "It's a freakin' Minstrel!";
- mes "D-don't come any closer!";
- mes "I... I don't like you guys!";
- next;
- if (select("Wha--? Why the heck not?:Hey, take it easy, man.") == 1) {
- mes "[Timid Young Man]";
- mes "N-no! Don't look at me!";
- mes "I know what you're trying";
- mes "to do! Please, I haven't";
- mes "done anything to you!";
- mes "J-just s-stay away!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Um...";
- mes "I'm not really trying";
- mes "to do anything. Why";
- mes "don't you relax, and--";
- next;
- mes "[Timid Young Man]";
- mes "Relax?! Nobody believes me";
- mes "when I tell them how dangerous";
- mes "you guys are. You think you're";
- mes "so smug with your funny jokes";
- mes "and lovely songs, but I know";
- mes "what kind of powers you have!";
- close;
- }
- else {
- mes "[Timid Young Man]";
- mes "N-no! Don't look at me!";
- mes "I know what you're trying";
- mes "to do! Please, I haven't";
- mes "done anything to you!";
- mes "J-just s-stay away!";
- next;
- if (select("Offer him a drink.:Reassure him that you're safe.") == 1) {
- mes "[" + strcharinfo(0) + "]";
- mes "Look, I don't know what";
- mes "you've got against me, but";
- mes "you really need to relax.";
- mes "Here, have a drink on me.";
- next;
- if (countitem(12112) > 0) {
- mes "[Timid Young Man]";
- mes "Oh~! Isn't that";
- mes "a Tropical Sograt?";
- mes "That's my favorite";
- mes "drink in all the world!";
- if (qskill_bard == 9) {
- mes "Thanks so--waitaminute.";
- next;
- mes "[Timid Young Man]";
- mes "This is some sort";
- mes "of weird trick, isn't it?";
- mes "And to think I almost";
- mes "f-f-fell for it! P-please";
- mes "j-just leave me alone!";
- close;
- }
- else if (qskill_bard > 0) {
- next;
- mes "[Timid Young Man]";
- mes "Wait, I've seen you before.";
- mes "And you brought me a drink";
- mes "just like this one. You...";
- mes "You d-didn't learn th-that";
- mes "w-w-weird skill, d-did you?";
- mes "Wait, no. You couldn't have...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Oh, please~";
- mes "You know, I think";
- mes "that maybe you";
- mes "worry too much.";
- close;
- }
- else {
- next;
- mes "[Timid Young Man]";
- mes "^333333*Gulp Gulp*^000000";
- mes "Ahhhh~ Oh, you don't";
- mes "understand how long I've";
- mes "been wanting this drink!";
- mes "It tastes so good, and";
- mes "now I feel sooo relaxed...";
- next;
- switch(select("See? I'm not dangerous at all~:So what makes someone like me so scary?")) {
- case 1:
- mes "[Timid Young Man]";
- mes "Hmmm... Maybe.";
- mes "Maybe all of you Bards";
- mes "and Minstrels aren't that";
- mes "bad. But I can never forget";
- mes "what that Bard did to me...";
- next;
- mes "[Timid Young Man]";
- mes "It all started when I was";
- mes "traveling through Umbala and";
- mes "met a strange Bard who was";
- mes "studying under the tutelage";
- mes "of Puchuchartan, the Utan";
- mes "Shaman of the village.";
- next;
- mes "[Timid Young Man]";
- mes "That Bard and I got along fairly well until he took me to Umbala's";
- mes "Bungee Jump. He insisted that I jump at least once for the ''full";
- mes "Umbala experience.'' I refused, seeing as they don't use bungees.";
- next;
- mes "[Timid Young Man]";
- mes "The Bard seemed offended";
- mes "and claimed it was perfectly";
- mes "safe, and that only a few people";
- mes "have died by jumping. Then, he";
- mes "just... He gave me this intense look.";
- next;
- mes "[Timid Young Man]";
- mes "His eyes seemed so full";
- mes "of rage! I remember him";
- mes "mumbling something, and";
- mes "all of a sudden, I lost control";
- mes "of my body! My arms and legs";
- mes "were just moving on their own!";
- next;
- mes "[Timid Young Man]";
- mes "Before long, I found myself";
- mes "struggling to keep myself from";
- mes "leaping off that Bungee Jump.";
- mes "But the more I resisted, the";
- mes "more violently I'd flail toward";
- mes "the edge. It was horrible!";
- next;
- mes "[Timid Young Man]";
- mes "That was the most terrifying";
- mes "experience of my life! It was";
- mes "bad enough that I risked my";
- mes "life, but that feeling of not";
- mes "having any control over your";
- mes "body is so overwhelming!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Wait, you're saying";
- mes "a Bard did this to you?";
- mes "I've never heard of a song";
- mes "or skill with that sort of effect before. That's really strange...";
- next;
- mes "[Timid Young Man]";
- mes "Well, I've never heard";
- mes "of that sort of power up";
- mes "until I had to experience";
- mes "it for myself. Oh, I can still";
- mes "see that evil smile of his";
- mes "in my nightmares...";
- next;
- mes "[Timid Young Man]";
- mes "Anyway, thanks for that";
- mes "drink, it really helped me";
- mes "settle my nerves. But I must";
- mes "warn you not to look for that";
- mes "strange Bard. I'm sure he's really some sort of demon or something...";
- next;
- if (JobLevel > 39) {
- mes "[Timid Young Man]";
- mes "But... If you really";
- mes "want to attain that sort";
- mes "of power, I can't really";
- mes "stop you. Thankfully, nobody";
- mes "has any idea of where he is~";
- delitem 12112,1; //Tropical_Sograt
- set qskill_bard,1;
- }
- else {
- mes "[Timid Young Man]";
- mes "Even if you could find that";
- mes "Bard to get him to teach you";
- mes "how he did that to me, I'm sure";
- mes "he mentioned something about";
- mes "being at least ^660000Job Level 40^000000 to";
- mes "be able to handle that power...";
- delitem 12112,1; //Tropical_Sograt
- }
- close;
- case 2:
- mes "[Timid Young Man]";
- mes "^333333*Sigh*^000000 Well, maybe all Bards";
- mes "and Minstrels aren't terrifying. But any Bard will remind me";
- mes "of the one that I met during my";
- mes "travels. Just thinking about";
- mes "that time gives me goosebumps.";
- next;
- mes "[Timid Young Man]";
- mes "It all started when I was";
- mes "traveling through Umbala and";
- mes "met a strange Bard who was";
- mes "studying under the tutelage";
- mes "of Puchuchartan, the Utan";
- mes "Shaman of the village.";
- next;
- mes "[Timid Young Man]";
- mes "That Bard and I got along fairly well until he took me to Umbala's";
- mes "Bungee Jump. He insisted that I jump at least once for the ''full";
- mes "Umbala experience.'' I refused, seeing as they don't use bungees.";
- next;
- mes "[Timid Young Man]";
- mes "The Bard seemed offended";
- mes "and claimed it was perfectly";
- mes "that a few people have died";
- mes "by jumping. Then, he just...";
- mes "He gave me this intense look.";
- next;
- mes "[Timid Young Man]";
- mes "His eyes seemed so full";
- mes "of rage! I remember him";
- mes "mumbling something, and";
- mes "all of a sudden, I lost control";
- mes "of my body! My arms and legs";
- mes "were just moving on their own!";
- next;
- mes "[Timid Young Man]";
- mes "Before long, I found myself";
- mes "struggling to keep myself from";
- mes "leaping off that Bungee Jump.";
- mes "But the more I resisted, the";
- mes "more violently I'd flail toward";
- mes "the edge. It was horrible!";
- next;
- mes "[Timid Young Man]";
- mes "That was the most terrifying";
- mes "experience of my life! It was";
- mes "bad enough that I risked my";
- mes "life, but that feeling of not";
- mes "having any control over your";
- mes "body is so overwhelming!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Wait, you're saying";
- mes "a Bard did this to you?";
- mes "I've never heard of a song";
- mes "or skill with that sort of effect before. That's really strange...";
- next;
- mes "[Timid Young Man]";
- mes "Well, I've never heard";
- mes "of that sort of power up";
- mes "until I had to experience";
- mes "it for myself. Oh, I can still";
- mes "see that evil smile of his";
- mes "in my nightmares...";
- next;
- mes "[Timid Young Man]";
- mes "Anyway, thanks for that";
- mes "drink, it really helped me";
- mes "settle my nerves. But I must";
- mes "warn you not to look for that";
- mes "strange Bard. I'm sure he's really some sort of demon or something...";
- next;
- if (JobLevel > 39) {
- mes "[Timid Young Man]";
- mes "But... If you really";
- mes "want to attain that sort";
- mes "of power, I can't really";
- mes "stop you. Thankfully, nobody";
- mes "has any idea of where he is~";
- delitem 12112,1; //Tropical_Sograt
- set qskill_bard,1;
- }
- else {
- mes "[Timid Young Man]";
- mes "Even if you could find that";
- mes "Bard to get him to teach you";
- mes "how he did that to me, I'm sure";
- mes "he mentioned something about";
- mes "being at least ^660000Job Level 40^000000 to";
- mes "be able to handle that power...";
- delitem 12112,1; //Tropical_Sograt
- }
- close;
- }
- }
- }
- else {
- mes "[Timid Young Man]";
- mes "Eh...?! Um, th-that's";
- mes "nice of y-you to offer,";
- mes "but I'm p-pretty picky";
- mes "about what I d-drink.";
- mes "P-plus, I don't k-know";
- mes "if I can t-trust you.";
- next;
- mes "[Timid Young Man]";
- mes "I don't think there's";
- mes "much that could get m-me";
- mes "to ch-change my m-mind!";
- mes "Well... Maybe if you brought";
- mes "my favorite drink, Tropical";
- mes "Sograt, I would reconsider...";
- close;
- }
- }
- mes "[" + strcharinfo(0) + "]";
- mes "Don't worry,";
- mes "I won't hurt you.";
- next;
- mes "[Timid Young Man]";
- mes "Th-that's what th-they";
- mes "all say, right before they";
- mes "get into your mind and then";
- mes "twist it as hard as they can!";
- if (qskill_bard == 9) {
- mes "J-just don't t-touch me!";
- mes "...Ack! And stay away!";
- }
- else {
- mes "E-even if you d-don't have";
- mes "that p-power, l-leave me alone!";
- }
- close;
- }
- }
- else {
- mes "[Timid Young Man]";
- mes "Oh... Oh goodness.";
- mes "Was that a Bard just";
- mes "over there? Oh, I'm so";
- mes "afraid of those guys!";
- mes "And those Minstrels";
- mes "are even worse!";
- next;
- mes "[Timid Young Man]";
- mes "Don't get me wrong, I love";
- mes "songs and entertainment,";
- mes "but you've got to understand!";
- mes "Some of them have powers";
- mes "that you wouldn't believe!";
- mes "I... I've seen them myself!";
- close;
- }
-
-OnTouch:
- if (BaseJob == Job_Bard) {
- Emotion e_omg;
- }
- end;
-}
-
-morocc_in,169,72,7 script Spiteful-Looking Bard#bs 741,3,3,{
- if (BaseJob == Job_Bard) {
- if (Class == Job_Clown && qskill_bard == 9) {
- if (getskilllv("BA_PANGVOICE") != 0) {
- mes "[Riott]";
- mes "Geh heh heh~";
- mes "Been making good use of";
- mes "what I taught you? Just be";
- mes "careful and don't use that skill recklessly. Otherwise, people";
- mes "will hate you as they hate me.";
- next;
- mes "[Riott]";
- mes "Your enemies, and the";
- mes "occasional drunkard, on";
- mes "the other hand, are different";
- mes "matters entirely! Bwah hah hah!";
- close;
- }
- else {
- mes "[Riott]";
- mes "Impossible! You forgot";
- mes "everything I've taught you?";
- mes "How can that be? Oh well, it's";
- mes "no trouble for me to teach that";
- mes "to you again if you'd like.";
- next;
- if (select("No, thanks.:Thanks, I'd appreciate that.") == 1) {
- mes "[Riott]";
- mes "What...?";
- mes "You really don't";
- mes "want to learn it?";
- mes "I assure you there's";
- mes "no strings attached.";
- mes "If you change your mind...";
- close;
- }
- mes "[Riott]";
- mes "First, you must stare";
- mes "fiercely into the eyes of";
- mes "your target, and focus on";
- mes "thoughts of dominance. This";
- mes "is the basis for mesmerization.^FFFFFF ^000000 Now listen to this incantation...";
- next;
- mes "[Riott]";
- mes "Uuuummm Baaalaaaa";
- mes "Uuuummmm Baaalaaa~";
- mes "Kkkkuuurrirrreeee";
- mes "Kkkkuuurrirrreeee";
- mes "Oooumm guandlejdl";
- mes "Woooo Ei ei ei ei......";
- specialeffect EF_TALK_FROSTJOKE;
- next;
- mes "[Riott]";
- mes "Pang's Voice is used to";
- mes "confuse people and disrupt";
- mes "control of their bodies. It's not^FFFFFF ^000000 a fatal skill, but it is effective";
- mes "in mentally upsetting your enemy. Make very wise use of this skill.";
- skill "BA_PANGVOICE",1,0;
- close;
- }
- }
- else if (qskill_bard > 8) {
- mes "[Riott]";
- mes "Geh heh heh~";
- mes "Been making good use of";
- mes "what I taught you? Just be";
- mes "careful and don't use that skill recklessly. Otherwise, people";
- mes "will hate you as they hate me.";
- next;
- mes "[Riott]";
- mes "Your enemies, and the";
- mes "occasional drunkard, on";
- mes "the other hand, are different";
- mes "matters entirely! Bwah hah hah!";
- close;
- }
- else if (qskill_bard == 8) {
- if (countitem(7277) > 0) {
- mes "[Riott]";
- mes "Ah, you've brought me";
- mes "a Munak Doll made by";
- mes "Yao Jun, just like you said";
- mes "you would. Ah yes, this is her";
- mes "craftsmanship, impeccable";
- mes "as always. You've done well~";
- next;
- mes "[Riott]";
- mes "To fulfill my part of this";
- mes "bargain, I shall now teach";
- mes "you my special skill. Now,";
- mes "I developed this by listening";
- mes "to incantations by the Utan";
- mes "Shaman in Umbala.";
- next;
- mes "[Riott]";
- mes "First, you must stare";
- mes "fiercely into the eyes of";
- mes "your target, and focus on";
- mes "thoughts of dominance. This";
- mes "is the basis for mesmerization.^FFFFFF ^000000 Now listen to this incantation...";
- next;
- mes "[Riott]";
- mes "''Toad's leg, Verit's heart,";
- mes "spinning stars, spilling zeny,";
- mes "hands and feet tied. Is this";
- mes "voices yours, is this voice";
- mes "mine. Head spinning, head";
- mes "spinning, head spinning...!''";
- specialeffect2 EF_TALK_FROSTJOKE;
- delitem 7277,1; //Munak_Doll
- skill "BA_PANGVOICE",1,0;
- set qskill_bard,9;
- next;
- mes "[Riott]";
- mes "Remember, it doesn't matter";
- mes "what you say, but how you say";
- mes "it. Hypnotically induce your";
- mes "target with a forbiddenly";
- mes "seductive rhythm and your";
- mes "grasp will be inescapable!";
- next;
- mes "[Riott]";
- mes "Ah, and use sleight of";
- mes "hand to distract your target";
- mes "from your true motive! I find";
- mes "that casting Unbarring Octave";
- mes "with this skill works best. This skill's name is ''Pang Voice!''";
- next;
- mes "[Riott]";
- mes "''Pang Voice'' will mentally";
- mes "shock your target and disrupt";
- mes "control of his own body for";
- mes "a while. You can't exert control";
- mes "over victims with this skill, but they usually assume otherwise...";
- next;
- mes "[Riott]";
- mes "You need to be judicious in";
- mes "your use of this skill! Don't";
- mes "use it recklessly, or people";
- mes "will come to hate you as they";
- mes "hate me. But ''Pang Voice'' can^FFFFFF ^000000 be welcome is certain situations.";
- next;
- mes "[Riott]";
- mes "Subject your enemies to";
- mes "Pang Voice as much as you";
- mes "like, and no one will blame";
- mes "you for it. And you can get away with casting Pang Voice on bullies";
- mes "and drunkards occasionally...";
- close;
- }
- mes "[Riott]";
- mes "Hmpf. Weren't able";
- mes "to find me a Munak Doll";
- mes "yet? Well, don't worry, I'm";
- mes "a patient man. Just try to get";
- mes "one for me as soon as you can.";
- close;
- }
- else if (qskill_bard == 7) {
- if (countitem(574) > 4) {
- mes "[Riott]";
- mes "Ah, you've brought me";
- mes "some fresh eggs laid by";
- mes "Yhelle, just like I asked.";
- mes "I'm sure it was dangerous";
- mes "going to Nifflheim, but the^FFFFFF ^000000 flavor of these eggs is worth it.";
- next;
- next;
- mes "[Riott]";
- mes "To fulfill my part of this";
- mes "bargain, I shall now teach";
- mes "you my special skill. Now,";
- mes "I developed this by listening";
- mes "to incantations by the Utan";
- mes "Shaman in Umbala.";
- next;
- mes "[Riott]";
- mes "First, you must stare";
- mes "fiercely into the eyes of";
- mes "your target, and focus on";
- mes "thoughts of dominance. This";
- mes "is the basis for mesmerization.^FFFFFF ^000000 Now listen to this incantation...";
- next;
- mes "[Riott]";
- mes "''Toad's leg, Verit's heart,";
- mes "spinning stars, spilling zeny,";
- mes "hands and feet tied. Is this";
- mes "voices yours, is this voice";
- mes "mine. Head spinning, head";
- mes "spinning, head spinning...!''";
- specialeffect2 EF_TALK_FROSTJOKE;
- delitem 574,5; //Egg
- skill 1010,1,0;
- set qskill_bard,9;
- next;
- mes "[Riott]";
- mes "Remember, it doesn't matter";
- mes "what you say, but how you say";
- mes "it. Hypnotically induce your";
- mes "target with a forbiddenly";
- mes "seductive rhythm and your";
- mes "grasp will be inescapable!";
- next;
- mes "[Riott]";
- mes "Ah, and use sleight of";
- mes "hand to distract your target";
- mes "from your true motive! I find";
- mes "that casting Unbarring Octave";
- mes "with this skill works best. This skill's name is ''Pang Voice!''";
- next;
- mes "[Riott]";
- mes "''Pang Voice'' will mentally";
- mes "shock your target and disrupt";
- mes "control of his own body for";
- mes "a while. You can't exert control";
- mes "over victims with this skill, but they usually assume otherwise...";
- next;
- mes "[Riott]";
- mes "You need to be judicious in";
- mes "your use of this skill! Don't";
- mes "use it recklessly, or people";
- mes "will come to hate you as they";
- mes "hate me. But ''Pang Voice'' can^FFFFFF ^000000 be welcome is certain situations.";
- next;
- mes "[Riott]";
- mes "Subject your enemies to";
- mes "Pang Voice as much as you";
- mes "like, and no one will blame";
- mes "you for it. And you can get away with casting Pang Voice on bullies";
- mes "and drunkards occasionally...";
- close;
- }
- else {
- mes "[Riott]";
- mes "Hmm... You didn't";
- mes "bring enough Eggs...";
- mes "This will not do. It'll";
- mes "be a while until Yhelle";
- mes "will be able to lay more";
- mes "eggs. Yes, this isn't enough...";
- next;
- mes "[Riott]";
- mes "Well, to make up for the";
- mes "missing eggs, go and get ";
- mes "me ^4D4DFF1 Munak Doll^000000. I know that";
- mes "Yao Jun's Munak Dolls are";
- mes "masterpieces, and I am an";
- mes "an avid collector of her work.";
- next;
- mes "[Riott]";
- if (countitem(574) > 0) {
- mes "In the meanwhile,";
- mes "I'll enjoy the few";
- mes "eggs that you do have!";
- mes "Bweh heh heh heh heh!";
- delitem 574,countitem(574); //Egg
- }
- set qskill_bard,8;
- close;
- }
- }
- else if (qskill_bard > 1 && qskill_bard < 7) {
- mes "[Riott]";
- mes "So have you been";
- mes "having trouble gathering";
- mes "eggs from Yhelle? I know";
- mes "she can be one fast running";
- mes "chicken. But to survive where";
- mes "she roosts, she has to be.";
- close;
- }
- else {
- mes "[Riott]";
- mes "Hmmrmpf!";
- mes "Eh heh heh heh!";
- Emotion e_gg;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Um...";
- mes "What's so funny?";
- next;
- if (gef_bard_q == 30 || gef_bard_q == 31) {
- mes "[Riott]";
- mes "Hm? Ah! That's one of the";
- if (gef_bard_q == 30) {
- mes "Black Seals that can only";
- mes "be given by Kino Kitty. You";
- mes "must be a person of great";
- mes "emotional depth if he favors";
- mes "you enough to give you that.";
- }
- else {
- mes "Silver Seals that can only";
- mes "be given by Errende. You";
- mes "must be truly kind at heart";
- mes "if he has offered to be your";
- mes "friend. How about that?";
- }
- next;
- mes "[Riott]";
- mes "Geh heh heh~";
- mes "Hey, take a look";
- mes "at those two drunks";
- mes "all the way over there.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Yeah, I can see them.";
- mes "But what's so special";
- mes "about those two guys?";
- next;
- mes "[Riott]";
- mes "Just...";
- mes "Keep watching.";
- next;
- mes "^3355FFRiott stared intensely";
- mes "at one of the drunken men";
- mes "and began to harshly murmur";
- mes "some indistinct words in a";
- mes "low, hoarse voice. One of the";
- mes "men starts slightly convulsing.^000000";
- next;
- mes "[Little Bit Drunken Guy]";
- mes "H-hey...! ^333333*Hiccup!*^000000";
- mes "What are you doing?!";
- mes "K-keep your hands to";
- mes "yourself! Do I look";
- mes "like a woman to you?";
- next;
- mes "[More Drunken Guy]";
- mes "What are you talking";
- mes "about? Wh-what?! Why";
- mes "are my arms all wrapped";
- mes "around you? S-sorry, I was";
- mes "trying to just go that w--";
- mes "I wasn't trying to hug you!";
- next;
- mes "[Little Bit Drunken Guy]";
- mes "Bumping into me,";
- mes "I understand. But a full";
- mes "blown hug? Come on, now!";
- mes "That was totally on purpose!";
- mes "Wh-what? My h-hand! It's...";
- mes "It's moving my itself?!";
- next;
- mes "[More Drunken Guy]";
- mes "Ack! Wh-what are";
- mes "you doing! S-stop";
- mes "touching my butt!";
- next;
- mes "^3355FFThe two men continued";
- mes "to gesticulate and move";
- mes "wildly without direction.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Those two...";
- mes "Those two probably";
- mes "had way too much to drink.";
- next;
- mes "[Riott]";
- mes "Nah, they just lost";
- mes "control of their bodies";
- mes "for a bit. It's the result";
- mes "of my skill which sort of";
- mes "scrambles their minds.";
- next;
- if (qskill_bard == 1) {
- mes "[" + strcharinfo(0) + "]";
- mes "Mind scrambling?";
- mes "Wait, are you the same";
- mes "Bard who made someone";
- mes "jump off Umbala's Bungee";
- mes "Jump against his will?";
- next;
- mes "[Riott]";
- mes "Huh? How did you";
- mes "learn about that?";
- mes "I'm not proud of that,";
- mes "(even though it was";
- mes "hilarious at the time)";
- mes "but yeah, that was me.";
- next;
- if (select("Please teach me that skill!:Oh, alright. Just checking.") == 1) {
- mes "[Riott]";
- mes "Hm? You want to learn";
- mes "how to scramble minds";
- mes "like I did just now? Well,";
- mes "I invented this skill, though";
- mes "I did have a lot of help from";
- mes "the Utan Shaman. Let's see...";
- next;
- mes "[Riott]";
- mes "Alright. If you want me";
- mes "to teach you, then bring me";
- mes "5 Eggs from a chicken named";
- mes "Yhelle. Yhelle lays the highest";
- mes "quality eggs: they're delicious";
- mes "and great for a Bard's voice~";
- next;
- mes "[Riott]";
- mes "However, this chicken roosts";
- mes "in a strange, dangerous place.";
- mes "You'll need to explore this huge, mysterious tree in Umbala in order";
- mes "to get there. Last time I went,";
- mes "I pretty much almost died.";
- next;
- mes "[Riott]";
- mes "Alright...";
- mes "So don't forget";
- mes "to come back here";
- mes "and bring me back";
- mes "^4D4DFF5 Yhelle's Eggs^000000, alright?";
- set qskill_bard,2;
- close;
- }
- mes "[Riott]";
- mes "Boy, you're a curious one.";
- mes "But if you know about that";
- mes "and you bumped into me, you";
- mes "must certainly travel around";
- mes "a lot. I can respect a good,";
- mes "seasoned adventurer like you.";
- close;
- }
- mes "[" + strcharinfo(0) + "]";
- mes "Wha...?";
- mes "I can't believe you.";
- mes "Mind scrambling? That";
- mes "doesn't make any sense!";
- mes "They're just really drunk...";
- next;
- mes "[Riott]";
- mes "How dare you question my";
- mes "power? Oh well, I suppose";
- mes "I really can't be too angry.";
- mes "Most people who do believe";
- mes "me usually claim that I'm";
- mes "an axis of evil about now...";
- close;
- }
- mes "[Riott]";
- mes "Eh, nothing much. Say,";
- mes "you don't have any Bard";
- mes "Seals? That's a sure sign";
- mes "that you haven't been really";
- mes "connecting with the Bard";
- mes "community. That's a shame...";
- next;
- mes "[Riott]";
- mes "*Sigh* Alright, I know";
- mes "how you can meet more Bards.";
- mes "Why don't you try making friends with Errende? Look for a Bard";
- mes "dressed in green in Geffen and";
- mes "you should be able to find him.";
- close;
- }
- }
- else {
- mes "[Riott]";
- mes "Hmmrmpf!";
- mes "Eh heh heh heh!";
- Emotion e_gg;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Um...";
- mes "What's so funny?";
- next;
- if (gef_bard_q == 30 || gef_bard_q == 31) {
- mes "[Riott]";
- mes "Hm? Ah! That's one of the";
- if (gef_bard_q == 30) {
- mes "Black Seals that can only";
- mes "be given by Kino Kitty. You";
- mes "must be a person of great";
- mes "emotional depth if he favors";
- mes "you enough to give you that.";
- }
- else {
- mes "Silver Seals that can only";
- mes "be given by Errende. You";
- mes "must be truly kind at heart";
- mes "if he has offered to be your";
- mes "friend. How about that?";
- }
- next;
- mes "[Riott]";
- mes "Geh heh heh~";
- mes "Hey, take a look";
- mes "at those two drunks";
- mes "all the way over there.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Yeah, I can see";
- mes "together. But what";
- mes "about them?";
- next;
- mes "[Riott]";
- mes "Just...";
- mes "Keep watching.";
- close;
- }
- mes "[Riott]";
- mes "Eh, nothing much. Say,";
- mes "I notice you don't have";
- mes "any Bard seals. That tells";
- mes "me that you don't really";
- mes "meet that many Bards. You";
- mes "should really change that.";
- next;
- mes "[Riott]";
- mes "Bards and Minstrels can";
- mes "make some pretty handy";
- mes "friends if you give them";
- mes "a chance. Here, why don't";
- mes "you find Errende in Geffen?";
- mes "He's a pretty popular guy...";
- close;
- }
-
-OnTouch:
- Emotion e_gg;
- end;
-}
-
-// Yhelle the Chicken
-//============================================================
-niflheim,239,70,1 script Yhelle#bard_chick1 800,3,3,{
- Emotion e_omg,1;
- Emotion e_omg;
- mes "[Hen Yhelle]";
- mes "Cluck-Cluuuck?";
- mes "Cluck cluck cluck!";
- next;
- disablenpc "Yhelle#bard_chick1";
- donpcevent "Yhelle#bard_chick2::OnEnable";
- mes "^3355FFUpon sensing your";
- mes "presense, the hen";
- mes "quickly ran away.^000000";
- close;
-
-OnInit:
- disablenpc "Yhelle#bard_chick5";
- disablenpc "Yhelle#bard_chick4";
- disablenpc "Yhelle#bard_chick3";
- disablenpc "Yhelle#bard_chick2";
- end;
-
-OnEnable:
- enablenpc "Yhelle#bard_chick1";
- end;
-
-OnDisable:
- disablenpc "Yhelle#bard_chick1";
- end;
-
-OnTouch:
- callfunc "F_BardSkillYhelle",1,2; close;
-}
-
-niflheim,185,205,3 script Yhelle#bard_chick2 800,3,3,{
- Emotion e_omg,1;
- Emotion e_omg;
- mes "[Hen Yhelle]";
- mes "Cluck-Cluuuck?";
- mes "Cluck cluck cluck!";
- next;
- disablenpc "Yhelle#bard_chick2";
- donpcevent "Yhelle#bard_chick3::OnEnable";
- mes "^3355FFUpon sensing your";
- mes "presense, the hen";
- mes "quickly ran away.^000000";
- close;
-
-OnEnable:
- enablenpc "Yhelle#bard_chick2";
- end;
-
-OnDisable:
- disablenpc "Yhelle#bard_chick2";
- end;
-
-OnTouch:
- callfunc "F_BardSkillYhelle",2,3; close;
-}
-
-niflheim,85,203,5 script Yhelle#bard_chick3 800,3,3,{
- Emotion e_omg,1;
- Emotion e_omg;
- mes "[Hen Yhelle]";
- mes "Cluck-Cluuuck?";
- mes "Cluck cluck cluck!";
- next;
- disablenpc "Yhelle#bard_chick3";
- donpcevent "Yhelle#bard_chick4::OnEnable";
- mes "^3355FFUpon sensing your";
- mes "presense, the hen";
- mes "quickly ran away.^000000";
- close;
-
-OnEnable:
- enablenpc "Yhelle#bard_chick3";
- end;
-
-OnDisable:
- disablenpc "Yhelle#bard_chick3";
- end;
-
-OnTouch:
- callfunc "F_BardSkillYhelle",3,4; close;
-}
-
-niflheim,149,81,7 script Yhelle#bard_chick4 800,3,3,{
- Emotion e_omg,1;
- Emotion e_omg;
- mes "[Hen Yhelle]";
- mes "Cluck-Cluuuck?";
- mes "Cluck cluck cluck!";
- next;
- disablenpc "Yhelle#bard_chick4";
- donpcevent "Yhelle#bard_chick5::OnEnable";
- mes "^3355FFUpon sensing your";
- mes "presense, the hen";
- mes "quickly ran away.^000000";
- close;
-
-OnEnable:
- enablenpc "Yhelle#bard_chick4";
- end;
-
-OnDisable:
- disablenpc "Yhelle#bard_chick4";
- end;
-
-OnTouch:
- callfunc "F_BardSkillYhelle",4,5; close;
-}
-
-niflheim,209,144,3 script Yhelle#bard_chick5 800,3,3,{
- Emotion e_omg,1;
- Emotion e_omg;
- mes "[Hen Yhelle]";
- mes "Cluck-Cluuuck?";
- mes "Cluck cluck cluck!";
- next;
- disablenpc "Yhelle#bard_chick5";
- donpcevent "Yhelle#bard_chick1::OnEnable";
- mes "^3355FFUpon sensing your";
- mes "presense, the hen";
- mes "quickly ran away.^000000";
- close;
-
-OnEnable:
- enablenpc "Yhelle#bard_chick5";
- end;
-
-OnDisable:
- disablenpc "Yhelle#bard_chick5";
- end;
-
-OnTouch:
- callfunc "F_BardSkillYhelle",5,1; close;
-}
-
-// Drunken Men
-//============================================================
-morocc_in,178,73,3 script Customer#bard_skill01 54,{
- mes "[Little Bit Drunken Guy]";
- mes "What do you think";
- mes "is the best drink in";
- mes "all the world? I think";
- mes "the Tri-- Tristan? What";
- mes "was it called again?";
- next;
- mes "[More Drunken Guy]";
- mes "Oh! 13 Year Old Tristan?";
- mes "That's a great drink, sure,";
- mes "but it's way too expensive for";
- mes "anything less than a special";
- mes "occasion. ^333333*Hiccup*^000000 Personally,";
- mes "I really like Ver... Uh, Ver...";
- next;
- mes "[Little Bit Drunken Guy]";
- mes "Vermilion on the Beach?";
- mes "Yeah, that's really good,";
- mes "you'll pass out after just";
- mes "having one shot! Yeah...";
- mes "Tro... Tropical! People say";
- mes "that's good too. Wait, what?";
- next;
- mes "[Little Bit Drunken Guy]";
- mes "H-hey...! ^333333*Hiccup!*^000000";
- mes "What are you doing?!";
- mes "K-keep your hands to";
- mes "yourself! Do I look";
- mes "like a woman to you?";
- next;
- mes "[More Drunken Guy]";
- mes "What are you talking";
- mes "about? Wh-what?! Why";
- mes "are my arms all wrapped";
- mes "around you? S-sorry, I was";
- mes "trying to just go that w--";
- mes "I wasn't trying to hug you!";
- next;
- mes "[Little Bit Drunken Guy]";
- mes "Bumping into me,";
- mes "I understand. But a full";
- mes "blown hug? Come on, now!";
- mes "That was totally on purpose!";
- mes "Wh-what? My h-hand! It's...";
- mes "It's moving my itself?!";
- next;
- mes "[More Drunken Guy]";
- mes "Ack! Wh-what are";
- mes "you doing! S-stop";
- mes "touching my butt!";
- next;
- mes "^3355FFA Bard in the room";
- mes "watches the two drunk";
- mes "men intently and giggles";
- mes "at their stupor. Remember:";
- mes "drinking too much isn't good!^000000";
- close;
-}
-
-morocc_in,175,70,7 script Customer#bard_skill02 50,{
- mes "[Little Bit Drunken Guy]";
- mes "What do you think";
- mes "is the best drink in";
- mes "all the world? I think";
- mes "the Tri-- Tristan? What";
- mes "was it called again?";
- next;
- mes "[More Drunken Guy]";
- mes "Oh! 13 Year Old Tristan?";
- mes "That's a great drink, sure,";
- mes "but it's way too expensive for";
- mes "anything less than a special";
- mes "occasion. ^333333*Hiccup*^000000 Personally,";
- mes "I really like Ver... Uh, Ver...";
- next;
- mes "[Little Bit Drunken Guy]";
- mes "Vermilion on the Beach?";
- mes "Yeah, that's really good,";
- mes "you'll pass out after just";
- mes "having one shot! Yeah...";
- mes "Tro... Tropical! People say";
- mes "that's good too. Wait, what?";
- next;
- mes "[Little Bit Drunken Guy]";
- mes "H-hey...! ^333333*Hiccup!*^000000";
- mes "What are you doing?!";
- mes "K-keep your hands to";
- mes "yourself! Do I look";
- mes "like a woman to you?";
- next;
- mes "[More Drunken Guy]";
- mes "What are you talking";
- mes "about? Wh-what?! Why";
- mes "are my arms all wrapped";
- mes "around you? S-sorry, I was";
- mes "trying to just go that w--";
- mes "I wasn't trying to hug you!";
- next;
- mes "[Little Bit Drunken Guy]";
- mes "Bumping into me,";
- mes "I understand. But a full";
- mes "blown hug? Come on, now!";
- mes "That was totally on purpose!";
- mes "Wh-what? My h-hand! It's...";
- mes "It's moving my itself?!";
- next;
- mes "[More Drunken Guy]";
- mes "Ack! Wh-what are";
- mes "you doing! S-stop";
- mes "touching my butt!";
- next;
- mes "^3355FFA Bard in the room";
- mes "watches the two drunk";
- mes "men intently and giggles";
- mes "at their stupor. Remember:";
- mes "drinking too much isn't good!^000000";
- close;
-}
-
-// Bartender
-//============================================================
-morocc_in,166,76,7 script Bartender#bard_qskill 46,{
- if (checkweight(1201,1) == 0) {
- mes "^3355FFHold it right there!";
- mes "You're carrying too many items and don't have enough inventory space to receive any rewards. Please make more inventory space available and come back to take this challenge.";
- close;
- }
- mes "[Bartender]";
- mes "So what would";
- mes "you like to order?";
- next;
- switch(select("Tropical Sograt:Vermilion on the Beach:Nothing, thanks.")) {
- case 1:
- set .@now_weight,maxWeight-Weight;
- if (.@now_weight < 2000) {
- mes "[Bartender]";
- mes "You sure you can carry";
- mes "any more stuff with you?";
- mes "Damn, it doesn't look that";
- mes "way to me. Take a load off,";
- mes "and put some stuff with in";
- mes "your Kafra Storage, alright?";
- close;
- }
- if (Zeny < 1000) {
- mes "[Bartender]";
- mes " You sure you can afford";
- mes "this now? This drink's";
- mes "1,000 zeny, so you better";
- mes "check the cash you have";
- mes "onhand. Eh, just come back";
- mes "later when you have the money.";
- close;
- }
- mes "[Bartender]";
- mes "Here you are,";
- mes "1 Tropical Sograt.";
- mes "It tastes sweet and";
- mes "mild, but if you're not";
- mes "careful, you'll pass out";
- mes "in no time flat. Take it easy.";
- set zeny,zeny-1000;
- getitem 12112,1; //Tropical_Sograt
- close;
-
- case 2:
- set .@now_weight,maxWeight-Weight;
- if (.@now_weight < 2000) {
- mes "[Bartender]";
- mes "You sure you can carry";
- mes "any more stuff with you?";
- mes "Damn, it doesn't look that";
- mes "way to me. Take a load off,";
- mes "and put some stuff with in";
- mes "your Kafra Storage, alright?";
- close;
- }
- if (Zeny < 1000) {
- mes "[Bartender]";
- mes "You sure you can afford";
- mes "this now? This drink's";
- mes "1,000 zeny, so you better";
- mes "check the cash you have";
- mes "onhand. Eh, just come back";
- mes "later when you have the money.";
- close;
- }
- mes "[Bartender]";
- mes "Here you go.";
- mes "Be sure that you";
- mes "enjoy your drinking";
- mes "without going crazy.";
- set zeny,zeny-1000;
- getitem 12113,1; //Vermilion_The_Beach
- close;
-
- case 3:
- mes "[Bartender]";
- mes "Alright, then.";
- mes "I'll see you around.";
- close;
- }
-}
-
-// Function
-//============================================================
-function script F_BardSkillYhelle {
- //set max_max_c,1201;
- //if (max_max_c == 1) {
- // mes "^3355FFHold it right there!";
- // mes "You're carrying too many items and don't have enough inventory space to receive any rewards. Please make more inventory space available and come back to take this challenge.";
- // close;
- //}
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 2000) {
- mes "^3355FFHold it right there!";
- mes "You're carrying too many items and don't have enough inventory space to receive any rewards. Please make more inventory space available and come back to take this challenge.";
- close;
- }
- Emotion e_omg,1;
- Emotion e_omg;
- mes "[Hen Yhelle]";
- mes "Cluck-Cluuuck?";
- mes "Cluck cluck cluck!";
- next;
- if (rand(1,3) == 2) {
- disablenpc "Yhelle#bard_chick"+getarg(0);
- donpcevent "Yhelle#bard_chick"+getarg(1)+"::OnEnable";
- mes "^3355FFUpon sensing your";
- mes "presense, the hen";
- mes "quickly ran away.^000000";
- if (qskill_bard > 1 && qskill_bard < 7) {
- mes "^3355FFYou found ^3333331 Egg^3355FF in the";
- mes "place where Yhelle the";
- mes "Hen was roosting.^000000";
- set qskill_bard,qskill_bard+1;
- getitem 574,1; //Egg
- }
- }
- else {
- disablenpc "Yhelle#bard_chick"+getarg(0);
- donpcevent "Yhelle#bard_chick"+getarg(1)+"::OnEnable";
- mes "^3355FFUpon sensing your";
- mes "presense, the hen";
- mes "quickly ran away.^000000";
- }
- return;
-}
diff --git a/npc/quests/skills/blacksmith_skills.txt b/npc/quests/skills/blacksmith_skills.txt
deleted file mode 100644
index aef3a8155..000000000
--- a/npc/quests/skills/blacksmith_skills.txt
+++ /dev/null
@@ -1,671 +0,0 @@
-//===== rAthena Script =======================================
-//= Blacksmith Skills Quests
-//===== By: ==================================================
-//= Lupus, Reddozen, Samuray22
-//===== Current Version: =====================================
-//= 1.6
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Quests for skills: Dubious Salesmanship, Greed
-//===== Additional Comments: =================================
-//= 1.6 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
-//============================================================
-
-geffen,178,72,3 script Akkie#qsk_bs 726,{
- if (BaseJob == Job_Blacksmith) {
- if (BLACK_SK == 7 && getskilllv("BS_UNFAIRLYTRICK") == 0) {
- mes "[Akkie]";
- mes "I see that you've";
- mes "transcended since the";
- mes "last time we've met. Oh...";
- mes "You must have forgotten";
- mes "everything I've taught you.";
- mes "Well, let me teach you again~";
- next;
- mes "[Akkie]";
- mes "Actually, let me jog your";
- mes "memory with this counterfeit";
- mes "zeny that we made the last time.^FFFFFF ^000000 Do you remember how to perform";
- mes "Dubious Salesmanship? You";
- mes "should be able to use it now...";
- set BLACK_SK,8;
- skill "BS_UNFAIRLYTRICK",1,0;
- close;
- }
- else if (BLACK_SK == 8) {
- mes "[Akkie]";
- mes "Hi again~";
- mes "How has the smithing";
- mes "been coming along? Anyway,";
- mes "it was really nice of you to";
- mes "drop by and talk to me~";
- next;
- mes "[Akkie]";
- mes "It can get a little boring";
- mes "teaching Dubious Salesmanship";
- mes "to Blacksmiths and Master Smiths, but somebody from our guild has";
- mes "to do this job. Anyway, farewell and be safe in your travels, okay?";
- close;
- }
- if (JobLevel > 29) {
- if (BLACK_SK == 0) {
- mes "[Akkie]";
- mes "Hello there~";
- mes "Isn't it such a";
- mes "wonderful day today?";
- mes "It's perfect for hunting!";
- next;
- mes "[Akkie]";
- mes "Um, let me introduce myself.";
- mes "I'm Akkie, a representative of";
- mes "the Blacksmith Guild that has";
- mes "been dispatched to teach the";
- mes "Dubious Salesmanship skill to";
- mes "Blacksmiths and Master Smiths.";
- next;
- mes "[Akkie]";
- mes "This additional class";
- mes "skill enables you to reduce";
- mes "the amount of zeny spent to";
- mes "cast Mammonite by 10%. This";
- mes "Passive skill might come in";
- mes "handy for you, "+ strcharinfo(0) +".";
- next;
- mes "[Akkie]";
- mes "Although I'm new at";
- mes "this, would you like";
- mes "for me to teach you";
- mes "Dubious Salesmanship?";
- next;
- if (select("Sure.:No, thanks.") == 1) {
- mes "["+ strcharinfo(0) +"]";
- mes "Sure. I'll try learning this";
- mes "new skill. Who knows?";
- mes "It might be really useful.";
- next;
- mes "[Akkie]";
- mes "Oh, that's great!";
- mes "You won't regret this!";
- mes "Now, let me explain how";
- mes "this skill works. Um, now";
- mes "where did I put that-- Ah.";
- mes "Let me read these guidelines.";
- next;
- mes "[Akkie]";
- mes "Using Dubious Salesmanship,";
- mes "we can reduce Mammonite's";
- mes "zeny cost by 10% by forging";
- mes "fake zeny to use in the skill.";
- mes "Since it's against enemies,";
- mes "we can let the forgery slide.";
- next;
- mes "[Akkie]";
- mes "Now, I need you to bring";
- mes "some materials so that I can";
- mes "demonstrate the forging of";
- mes "counterfeit zeny. Please";
- mes "bring me 1 Steel, 5 Coal,";
- mes "1 Iron Hammer and... and...";
- next;
- mes "[Akkie]";
- mes "Um, would you give";
- mes "me a minute to look";
- mes "up the information?";
- mes "I'm sorry about th-this...";
- mes "^333333(I thought I highlighted this";
- mes "in the manual. Where is it?)^000000";
- next;
- mes "[Akkie]";
- mes "Oh! Oh, I found it!";
- mes "L-let me start all";
- mes "over again. Uh...";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "............";
- next;
- mes "[Akkie]";
- mes "^0000FF1 Steel^000000,";
- mes "^0000FF5 Coal^000000,";
- mes "^0000FF1 Iron Hammer^000000,";
- mes "^0000FF500 zeny^000000 and";
- mes "^0000FF1 Detrimindexta^000000. Would";
- mes "you bring those, please?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Sure, sure.";
- mes "But are you actually";
- mes "able to teach me this";
- mes "skill? I mean...";
- next;
- mes "[Akkie]";
- mes "Oh no, I knew this was going to";
- mes "happen! I mean, um, it should";
- mes "be fine! I've been working here";
- mes "for 3 months a-and-- Just bring";
- mes "me the materials and I'll prove";
- mes "you can learn it e-easily!";
- next;
- mes "[Akkie]";
- mes "You've gotta trust me!";
- mes "You won't be disappointed,";
- mes "I promise! This skill is sooo";
- mes "useful! So just bring me those";
- mes "materials soon, alright?";
- set BLACK_SK,1;
- close;
- }
- mes "[Akkie]";
- mes "Wh-what?! But why not?";
- mes "A-am I not good enough";
- mes "for you? Please, I promise";
- mes "to do my best to teach you.";
- mes "Besides, I've got to reach";
- mes "my quota for the guild...";
- close;
- }
- else if (BLACK_SK == 1) {
- if (countitem(999) > 0 && countitem(1003) > 4 && countitem(971) > 0 && countitem(613) > 0) {
- if (Zeny >= 500) {
- mes "[Akkie]";
- mes "Oh, you came back~";
- mes "Now let me see if you";
- mes "brought everything we";
- mes "need to make counterfeit";
- mes "zeny so that I can teach";
- mes "you Dubious Salesmanship.";
- next;
- mes "[Akkie]";
- mes "Good job, it looks like";
- mes "you've got what we need.";
- mes "Alright, now please wait";
- mes "while I get these materials";
- mes "ready for forging, okay?";
- delitem 1003,5; //Coal
- delitem 999,1; //Steel
- delitem 971,1; //Detrimindexta
- delitem 613,1; //Iron_Hammer
- set zeny,zeny-500;
- set BLACK_SK,2;
- close;
- }
- else {
- mes "[Akkie]";
- mes "Hmm, you have all the";
- mes "forging materials, but";
- mes "I still need 500 zeny.";
- mes "We need that zeny to copy,";
- mes "or we won't be able to make";
- mes "convincing counterfeit money.";
- close;
- }
- }
- else {
- mes "[Akkie]";
- mes "Oh, you came back~";
- mes "Now let me see if you";
- mes "brought everything we";
- mes "need to make counterfeit";
- mes "zeny so that I can teach";
- mes "you Dubious Salesmanship.";
- next;
- mes "[Akkie]";
- mes "Hmm, you're still";
- mes "missing a few things.";
- mes "Let me tell you what you";
- mes "need to bring me once again";
- mes "so that we can start training";
- mes "you in the skill right away.";
- next;
- mes "[Akkie]";
- mes "^0000FF1 Steel^000000,";
- mes "^0000FF5 Coal^000000,";
- mes "^0000FF1 Iron Hammer^000000,";
- mes "^0000FF500 zeny^000000 and";
- mes "^0000FF1 Detrimindexta^000000.";
- mes "Don't forget, okay?";
- close;
- }
- }
- else if (BLACK_SK == 2) {
- mes "[Akkie]";
- mes "A-ah! You came";
- mes "back sooner than";
- mes "I thought. Um, gee.";
- mes "Hmm. How should";
- mes "I tell you this?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "...";
- mes "......";
- mes ".........";
- next;
- mes "[Akkie]";
- mes "I'm so sorry! I messed";
- mes "something up while I was";
- mes "making a counterfeit sample!";
- mes "I'm so sorry, please d-don't";
- mes "report me to the Blacksmith";
- mes "Guild! Give me one more chance!";
- next;
- mes "[Akkie]";
- mes "I promise that next time";
- mes "I won't mess up! All I need";
- mes "is 1 Steel and 3 more Coals!";
- mes "Please d-don't be angry with";
- mes "me, it was just an accident!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Okay, okay...";
- mes "Are you sure that's";
- mes "all you need me to get?";
- next;
- mes "[Akkie]";
- mes "Yes, yes! Oh, thank";
- mes "you for being so generous!";
- mes "Just bring me ^FF00001 Steel^000000 and";
- mes "^FF00003 Coals^000000 and we'll try again!";
- set BLACK_SK,3;
- close;
- }
- else if (BLACK_SK == 3) {
- if (countitem(999) > 0 && countitem(1003) > 2) {
- mes "[Akkie]";
- mes "Oh, thank you so";
- mes "much for bringing these";
- mes "materials. Alright, I'll try";
- mes "really hard to succeed";
- mes "this time. Just give me";
- mes "a minute to prepare...";
- delitem 999,1; //Steel
- delitem 1003,3; //Coal
- set BLACK_SK,4;
- close;
- }
- else {
- mes "[Akkie]";
- mes "All I need you to do";
- mes "is bring me 1 Steel and";
- mes "3 Coals. Then I should";
- mes "be able to teach you the";
- mes "Dubious Salesmanship skill~";
- close;
- }
- }
- else if (BLACK_SK == 4) {
- mes "[Akkie]";
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "...?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Oh no...";
- mes "Did... Did you...";
- mes "Did something happen?";
- next;
- mes "[Akkie]";
- mes "*Sniff* I b-broke the";
- mes "Iron Hammer you gave";
- mes "me! I c-can't finish forging";
- mes "this without one! Waaah~";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "^333333(I guess I should";
- mes "really bring her a new";
- mes "^FF0000Iron Hammer^333333, or else";
- mes "I'll never learn this skill!)^000000";
- set BLACK_SK,5;
- close;
- }
- else if (BLACK_SK == 5) {
- if (countitem(613) > 0) {
- mes "[Akkie]";
- mes "^333333*Sniff*^000000 Did you";
- mes "r-really bring this";
- mes "Iron Hammer for me?";
- mes "Th-thank you for being so";
- mes "patient with my screwups...";
- next;
- mes "[Akkie]";
- mes "Okay, would you";
- mes "give me a moment?";
- mes "I'm going to try";
- mes "one more time.";
- delitem 613,1; //Iron_Hammer
- set BLACK_SK,6;
- close;
- }
- else {
- mes "[Akkie]";
- mes "Waah~! I can't believe";
- mes "I broke the Iron Hammer!";
- mes "Would you please bring me";
- mes "another one so that I can";
- mes "finish this counterfeit zeny and teach you Dubious Salesmanship?";
- close;
- }
- }
- else if (BLACK_SK == 6) {
- mes "[Akkie]";
- mes "Oh, you're back!";
- mes "Yaaaay, I finally did it!";
- mes "I finished making a sample";
- mes "of counterfeit zeny and even";
- mes "tested it with Mammonite!";
- next;
- mes "[Akkie]";
- mes "Oh, before you learn my";
- mes "skill, I'm supposed to tell you";
- mes "that my colleague, Goodman,";
- mes "can teach you another additional skill known as Greed. So you";
- mes "may want to look for him later.";
- next;
- mes "[Akkie]";
- mes "Okay, now the first part to";
- mes "learning Dubious Salesmanship";
- mes "is making this fake zeny. Watch";
- mes "this... Isn't it easy? Of course, you can only use this in battle to";
- mes "reduce Mammonite's zeny cost...";
- set BLACK_SK,7;
- skill "BS_UNFAIRLYTRICK",1,0;
- next;
- mes "[Akkie]";
- mes "Also, 90% of the cost of";
- mes "Mammonite has to be real";
- mes "zeny or the skill will begin";
- mes "to lose effectiveness. Well,";
- mes "that's all for the lesson. Now you can use Dubious Salesmanship!";
- next;
- mes "[Akkie]";
- mes "Thanks once again for";
- mes "putting up with my mistakes,";
- mes "I know it must have been really";
- mes "annoying. Anyway, I hope this";
- mes "skill is really useful for you.";
- mes "Drop again sometime, okay?";
- close;
- }
- else {
- if (rand(1,2) == 1) {
- mes "[Akkie]";
- mes "Oh, have you spoken with";
- //mes "Goodman in Einbroch yet?";
- mes "Goodman in Geffen yet?";
- mes "He's the representative of";
- mes "the Blacksmith Guild that";
- mes "teaches the Greed skill.";
- next;
- mes "[Akkie]";
- mes "If you're serious about";
- mes "smithing goods, the Greed";
- mes "skill might be very convenient.";
- mes "Though, I have to say that the";
- mes "skill's name is a little... Um.";
- mes "Hmm... It sounds pretty bad~";
- close;
- }
- else {
- mes "[Akkie]";
- mes "Hi again~";
- mes "How has the smithing";
- mes "been coming along? Anyway,";
- mes "it was really nice of you to";
- mes "drop by and talk to me~";
- next;
- mes "[Akkie]";
- mes "It can get a little boring";
- mes "teaching Dubious Salesmanship";
- mes "to Blacksmiths and Master Smiths, but somebody from our guild has";
- mes "to do this job. Anyway, farewell and be safe in your travels, okay?";
- close;
- }
- }
- }
- else {
- mes "[Akkie]";
- if (Upper == 1) {
- mes "Hello, "+ strcharinfo(0) +",";
- mes "I'm here on behalf of the";
- mes "Blacksmith Guild to teach you";
- mes "a new skill. However, your Job";
- mes "Level is a little low right now";
- mes "for me to teach you anything...";
- next;
- mes "[Akkie]";
- mes "But practice smithing";
- mes "a little bit more, and";
- mes "once you qualify, I'll be";
- mes "sure to teach you my skill!";
- mes "Goodbye and good luck~";
- }
- else {
- mes "Hello, I'm Akkie from";
- mes "the Blacksmith Guild. I'm";
- mes "here to teach this new skill";
- mes "to all interested Blacksmiths";
- mes "and Master Smiths, but it looks";
- mes "like your Job Level is too low...";
- next;
- mes "[Akkie]";
- mes "I'm sorry, "+ strcharinfo(0) +",";
- mes "But you'll qualify for the";
- mes "skill I teach after you";
- mes "raise your Job Level.";
- mes "In the meantime, keep";
- mes "training, alright?";
- }
- close;
- }
- }
- else {
- mes "[Akkie]";
- mes "Ah, today seems like";
- mes "a perfect day for forging.";
- mes "I just feel like going behind";
- mes "a beautiful waterfall, getting";
- mes "some high quality materials,";
- mes "and just hammering things.";
- close;
- }
-}
-
-geffen,172,52,1 script Goodman#qsk_bs 826,{
- if (BaseJob == Job_Blacksmith) {
- if (BLACK_SK2 == 2 && Upper == 1 && getskilllv("BS_GREED") == 0) {
- mes "[Goodman]";
- mes "Ah, I see that you have";
- mes "transcended. It gladdens me";
- mes "to see Blacksmiths become";
- mes "Master Smiths for the sake";
- mes "of improving their craft.";
- next;
- mes "[Goodman]";
- mes "Hm? You've forgotten the";
- mes "Greed skill? You should";
- mes "remember how to use it now:";
- mes "just looking at me should";
- mes "jog the memories you require";
- mes "to use this skill once again~";
- skill "BS_GREED",1,0;
- set BLACK_SK2,3;
- close;
- }
- else if (BLACK_SK2 == 3) {
- mes "[Goodman]";
- mes "How is your forging";
- mes "technique coming along?";
- mes "When the craft frustrates you,";
- mes "traveling will offer a good";
- mes "opportunity to relax, think,";
- mes "and collect materials.";
- close;
- }
- else {
- if (BLACK_SK2 == 0) {
- mes "[Goodman]";
- mes "Hey. I'm a Blacksmith";
- mes "skill master sent from the";
- mes "Blacksmith Guild. Everyone";
- mes "calls me Goodman. You're";
- if (Upper == 1)
- mes "a Master Smith, aren't you?";
- else
- mes "a Blackmith, aren't you?";
- mes "Pffft, rhetorical question.";
- next;
- mes "[Goodman]";
- mes "Good news. I'm in charge of";
- mes "teaching the skill, developed";
- mes "by the Blacksmith and Merchant";
- mes "Guilds, called ^FF0000Greed^000000. It's your";
- mes "choice whether you learn it,";
- mes "but I recommend that you do.";
- next;
- mes "[Goodman]";
- mes "If you want, I can start";
- mes "teaching you the Greed";
- mes "skill right now. So what";
- mes "do you say, kid?";
- next;
- if (select("Sounds good!:Maybe later~") == 1) {
- mes "[Goodman]";
- mes "Heh! Good choice. Now,";
- mes "the Greed skill automatically";
- mes "picks up all items in a 5*5";
- mes "cell area around the caster.";
- mes "It's handy for picking up clumps^FFFFFF ^000000 of goods from looting monsters.";
- next;
- mes "[Goodman]";
- mes "First thing's first. I need to";
- mes "test you and see if you qualify";
- mes "to learn this skill. Go fill your Inventory with any items until";
- mes "it's so full, you can't put an";
- mes "item of 500 Weight in it.";
- next;
- mes "[Goodman]";
- mes "When you finish that";
- mes "task, come back and";
- mes "talk to me. Alright";
- mes "then, good luck~";
- set BLACK_SK2,1;
- close;
- }
- mes "[Goodman]";
- mes "I see. It's good to be";
- mes "busy with other things,";
- mes "but remember that time is ";
- mes "a commodity, and you should";
- mes "always spend it doing the most";
- mes "worthwhile stuff. Understand?";
- close;
- }
- else if (BLACK_SK2 == 1) {
- set .@now_weight,MaxWeight-Weight;
- if (.@now_weight < 5000) {
- mes "[Goodman]";
- mes "Back already, eh?";
- mes "Alright, let me check";
- mes "the things you're carrying.";
- mes "Let's see, Inventory, Inventory... ^FFFFFF ^000000";
- next;
- mes "[Goodman]";
- mes "Good work: you pass.";
- mes "Do you realize now that the";
- mes "time and experience spent in";
- mes "gathering these items is worth";
- mes "more than their prices in zeny?";
- next;
- mes "[Goodman]";
- if (Upper == 1)
- mes "I believe that Master Smiths";
- else
- mes "I believe that Blacksmiths";
- mes "should first and foremost be";
- mes "artisans. Being rich and famous";
- mes "is merely a side effect of that.";
- if (Upper == 1)
- mes "Honorable Master Smiths know^FFFFFF ^000000 value is in the craftsmanship...";
- else
- mes "Honorable Blacksmiths know^FFFFFF ^000000 value is in the craftsmanship...";
- next;
- if (Upper == 1) {
- mes "[Goodman]";
- mes "Now, if you don't place too";
- mes "much importance on an item's";
- mes "worth in terms of zeny, you'll";
- mes "be able to let go of them much";
- mes "more easily. Watch me do this.";
- mes "See? Now you can do it too.";
- next;
- }
- mes "[Goodman]";
- mes "The skill you learned is";
- mes "called Greed, but I hope";
- mes "you use it in a manner that";
- mes "is different than its name.";
- mes "Don't forget that, and I hope";
- mes "you craft true masterpieces.";
- skill "BS_GREED",1,0;
- set BLACK_SK2,2;
- close;
- }
- else {
- mes "[Goodman]";
- mes "Hm. You've come back";
- mes "too early. And you didn't";
- mes "complete the objective that";
- mes "I set for you. Listen carefully. ^FFFFFF ^000000";
- next;
- mes "[Goodman]";
- mes "Go fill your Inventory";
- mes "with any items until it";
- mes "becomes too full to place";
- mes "an item of 500 weight into it.";
- mes "When you finish this task,";
- mes "come back and report to me.";
- close;
- }
- }
- else {
- mes "[Goodman]";
- mes "How have you been using";
- mes "the Greed skill? Hopefully,";
- mes "it has been convenient in";
- mes "your efforts to forge goods";
- mes "of greater quality for all";
- mes "of your comrades.";
- close;
- }
- }
- }
- mes "[Goodman]";
- mes "I feel like exploring";
- mes "the mountains to look for";
- mes "rare and interesting items";
- mes "that I can use in forging.";
- mes "For me, that's the greatest";
- mes "pleasure of being a Blacksmith.";
- close;
-}
-
-//============================================================
-// Old changelog
-//============================================================
-//= 1.0 for fully working skills only [Lupus]
-//= 1.1 Added more new skill quests for more classes [Lupus]
-//= Somehow eA engine doesn't let you keep learn't skill V_V'
-//= 1.2 Added to correct locations, correct NPC's, fixed
-//= some of the items required and made them into real
-//= quests. [Reddozen]
-//= 1.3 Fixed bugs and minor typos. Optimized [Lupus]
-//= 1.3a fixed an item ID typo, thx 2Spiritual Kid
-//= 1.3b Splitted into different files [DracoRPG]
-//= 1.3c Inverted the weight check for Greed [DracoRPG]
-//= 1.4 Updated to the official One [Samuray22]
-//= 1.5 replaced item "names" with item id. Fixed a bug with
-//= item deletion [Lupus]
-//============================================================
diff --git a/npc/quests/skills/crusader_skills.txt b/npc/quests/skills/crusader_skills.txt
deleted file mode 100644
index 5608acc18..000000000
--- a/npc/quests/skills/crusader_skills.txt
+++ /dev/null
@@ -1,826 +0,0 @@
-//===== rAthena Script =======================================
-//= Crusader Skills Quests
-//===== By: ==================================================
-//= Lupus, Reddozen
-//===== Current Version: =====================================
-//= 1.4
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Quests for skills: Shrink
-//===== Additional Comments: =================================
-//= 1.4 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
-//============================================================
-
-geffen,110,117,3 script Ford#11 752,{
- if (BaseJob == Job_Crusader) {
- if (CRUS_SK == 8 && getskilllv("CR_SHRINK") == 0) {
- mes "[Ford]";
- mes "Hey, it's been a while~";
- mes "And you even managed to";
- mes "become a Paladin. You must";
- mes "have forgotten how to perform";
- mes "the Shrink skill, so I'll teach";
- mes "it to you real quick... There!";
- set CRUS_SK,10;
- skill "CR_SHRINK",1,0;
- close;
- }
-
- else if (CRUS_SK == 0) {
- mes "[Ford]";
- mes "Damn! Why is it";
- mes "taking so long?";
- mes "Ah, finally, you've";
- mes "arrived! Quick, show me";
- mes "the ^FF0000report^000000 you've brought!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Excuse me...?";
- mes "Oh, you must have";
- mes "mistaken me for someone";
- mes "else. I really don't know";
- mes "what you're talking about.";
- next;
- mes "[Ford]";
- mes "What?! You're not one";
- mes "of the guards stationed";
- mes "at South Geffen? Oh, this";
- mes "is horrible. I apologize,";
- mes "I just assumed since you";
- if (Upper == 1)
- mes "were dressed like a Paladin...";
- else
- mes "were dressed like a Crusader...";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I'm sorry...";
- mes "What's happening?";
- mes "Is something the matter?";
- mes "I'm an adventurer that";
- mes "goes by the name, "+ strcharinfo(0) +".";
- next;
- mes "[Ford]";
- mes "Well, I'm Leslie Ford,";
- mes "commander of the Prontera";
- mes "Crusader Guardians. We're";
- mes "charged with the duty of";
- mes "protecting adventurers and";
- mes "citizens from evil monsters.";
- next;
- mes "[Ford]";
- mes "There's been a recent surge";
- mes "in unprovoked violence from";
- mes "Goblins and they're making";
- mes "quite a bit of trouble for us.";
- mes "Our patrols are supposed to";
- mes "report on their activity to me.";
- next;
- mes "[Ford]";
- mes "However, today's report";
- mes "hasn't arrived yet, so I'm";
- mes "starting to fear that something";
- mes "has happened to the patrol.";
- mes "Unfortunately, my duties don't";
- mes "allow me to leave my post.";
- next;
- mes "[Ford]";
- mes "I'm getting desperate,";
- mes "and I don't have any choice";
- mes "but to ask for outside help.";
- mes "Since you're a fellow Crusader,";
- mes "I want to ask you if you would";
- mes "please lend me your aid.";
- next;
- switch(select("Sure.:I'm sorry, but I'm busy...")) {
- case 1:
- mes "[Ford]";
- mes "Great, thank you so much!";
- mes "Now, please go and seek";
- mes "out ^0000FFSloutii^000000 who should be";
- mes "stationed south of Geffen,";
- mes "and deliver his report to me.";
- mes "Your help is a great relief...";
- set CRUS_SK,1;
- close;
- case 2:
- mes "[Ford]";
- mes "Hm. I understand.";
- mes "I do not know what";
- mes "obligations that you";
- mes "have right now, but if";
- mes "your current task isn't";
- mes "urgent, please reconsider...";
- close;
- }
- close;
- }
- else if (CRUS_SK == 1) {
- mes "[Ford]";
- mes "Please search for";
- mes "^0000FFSloutii^000000 in the area south";
- mes "of Geffen, and he should";
- mes "give you his report on";
- mes "his patrol of the Goblins";
- mes "for you to deliver to me.";
- close;
- }
- else if (CRUS_SK == 2) {
- mes "[Ford]";
- mes "Wait, you've met with";
- mes "Sloutii, but haven't";
- mes "received his report?";
- mes "Please go back to him";
- mes "and bring it to me, it's";
- mes "imperative that I read it!";
- close;
- }
- else if (CRUS_SK == 3) {
- mes "[Ford]";
- mes "Ah, you've returned!";
- mes "So how is Sloutii?";
- mes "Is everything all right?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Here, I've brought";
- mes "this report as soon as";
- mes "I could! You better read";
- mes "it, quick! Things seemed";
- mes "pretty bad when I left...";
- next;
- mes "[Ford]";
- mes "Goodness, there's blood all";
- mes "over the paper! Let's see...";
- mes "Oh no. This is an emergency";
- mes "situation! I need to report this^FFFFFF ^000000 to Sir Arga and request for";
- mes "backup immediately!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Wait, we need to do";
- mes "something about Sloutii.";
- mes "He was wounded by the";
- mes "Goblins, and I think he's";
- mes "in serious trouble.";
- next;
- mes "[Ford]";
- mes "The Goblins...?";
- mes "Oh no, you'll need the";
- mes "special antidote that you";
- mes "can get from Father Arthur";
- mes "to treat the poison in the";
- mes "knives these Goblins use.";
- next;
- mes "[Ford]";
- mes "While I request for backup,";
- mes "please go to ^0000FFProntera Church^000000";
- mes "and ask Father ^0000FFArthur^000000 for his";
- mes "antidote for Goblin Poison.";
- mes "If you don't hurry, it might";
- mes "be too late for Sloutii--!";
- set CRUS_SK,4;
- close;
- }
- else if (CRUS_SK == 4) {
- mes "[Ford]";
- mes "Please hurry and obtain";
- mes "the antidote for Goblin's";
- mes "poison from ^0000FFFather Arthur^000000";
- mes "in ^0000FFProntera Church^000000. Sloutii's";
- mes "life depends on you now.";
- close;
- }
- else if (CRUS_SK == 5) {
- mes "[Ford]";
- mes "You've already met";
- mes "Father Arthur? Good,";
- mes "now please hurry and";
- mes "get the antidote from him.";
- mes "Without it, Sloutii will slowly";
- mes "and excruciatingly perish!";
- close;
- }
- else if (CRUS_SK == 6) {
- mes "[Ford]";
- mes "You've already met";
- mes "Father Arthur? Good,";
- mes "now please hurry and";
- mes "get the antidote from him.";
- mes "Without it, Sloutii will slowly";
- mes "and excruciatingly perish!";
- close;
- }
- else if (CRUS_SK == 7) {
- mes "[Ford]";
- mes "Great, you've received";
- mes "the antidote from Father";
- mes "Arthur! Now, make haste";
- mes "and administer it to Sloutii";
- mes "stationed south of Geffen.";
- mes "Hurry, every second counts!";
- close;
- }
- else if (CRUS_SK == 8) {
- mes "[Ford]";
- mes "I hear that you were";
- mes "able to save Sloutii.";
- mes "For that, I am eternally";
- mes "grateful. We could use more";
- mes "people like you to serve in the";
- mes "Prontera Crusader Guardians...";
- next;
- mes "[Ford]";
- mes "I know that you adventurers";
- mes "prefer not to commit to these";
- mes "kinds of organizations, but";
- mes "your help will always be";
- mes "welcome here. I hope to";
- mes "see you again someday.";
- next;
- mes "[Ford]";
- mes "Thanks once again,";
- mes "and I hope to that you";
- mes "travel in safety. For now,";
- mes "this is farewell, "+ strcharinfo(0) +".";
- close;
- }
- else if (CRUS_SK == 10) {
- mes "[Ford]";
- mes "Hey, it's been a while~";
- mes "You should come by more";
- mes "often, and if you're really";
- mes "interested, you can enlist in";
- mes "my troops. We can really use";
- mes "somebody with your expertise.";
- close;
- }
- else {
- mes "[Ford]";
- mes "Great, you've received";
- mes "the antidote from Father";
- mes "Arthur! Now, make haste";
- mes "and administer it to Sloutii";
- mes "stationed south of Geffen.";
- mes "Hurry, every second counts!";
- close;
- }
- }
- else {
- mes "[Ford]";
- mes "Ah, greetings.";
- mes "I'm sorry that I cannot";
- mes "assist you, adventurer,";
- mes "but I have something";
- mes "rather urgent to take care";
- mes "of. Now if you'll excuse me...";
- close;
- }
-}
-
-gef_fild13,297,242,3 script Soldier#277 751,{
- if (BaseJob == Job_Crusader) {
- if (Upper == 1 && getskilllv("CR_SHRINK")) {
- if (CRUS_SK == 8) {
- mes "[Sloutii]";
- mes "Hey pal, it's been";
- mes "a while. I still need";
- mes "to recuperate from my";
- mes "wounds, so if you want";
- mes "to learn Shrink, speak";
- mes "to Sir Ford, alright?";
- close;
- }
- else if (CRUS_SK == 10) {
- mes "[Sloutii]";
- mes "So how's that Shrink";
- mes "skill working out for you?";
- mes "Hopefully, it's saved your";
- mes "life as many times as it's";
- mes "saved mine. Anyway, I'll";
- mes "see you around, "+ strcharinfo(0) +"~";
- close;
- }
- }
- if (CRUS_SK == 1) {
- mes "[Soldier]";
- mes "Arrrrrghhh!";
- mes "M-my legs!";
- mes "What the hell";
- mes "have they done";
- mes "to my legs?!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Wh-what happened?";
- mes "Were you attacked?";
- next;
- mes "[Soldier]";
- mes "Y-yeah, I was on my way";
- mes "to report to Sir Ford on my";
- mes "regular patrol when I was";
- mes "attacked by these Goblins!";
- mes "I've got to warn my superiors!";
- mes "They're going to raid Geffen!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I actually spoke to";
- mes "Sir Ford! You must be";
- mes "Sloutii, right? He sent me";
- mes "to see what happened to you!";
- next;
- mes "[Sloutii]";
- mes "Great, p-perfect timing!";
- mes "Listen, you've got to send";
- mes "him this report. I-it contains";
- mes "details of my patrol and an";
- mes "urgent request for backup.";
- mes "U-ugh! We don't have time!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Wait...!";
- mes "But what about";
- mes "you? You're hurt...";
- next;
- mes "[Sloutii]";
- mes "I'll be damned if help";
- mes "is delayed on my account!";
- mes "Just hurry and get that";
- mes "report to Sir Ford! Now go!";
- mes "Now, if I can just get that";
- mes "report out of my-- OW! N-no...";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "^333333(He's writhing in pain";
- mes "so much that he can't even";
- mes "give me his report. I better";
- mes "bring him a Red Potion to";
- mes "alleviate his suffering...)^000000";
- set CRUS_SK,2;
- close;
- }
- else if (CRUS_SK == 2) {
- if (countitem(501) > 0) {
- mes "["+ strcharinfo(0) +"]";
- mes "Here, please take";
- mes "this Red Potion.";
- mes "It just might help...";
- next;
- mes "[Sloutii]";
- mes "Oh, thank goodness!";
- mes "Arrrgh! Just pour it";
- mes "into the wound! I-it...";
- mes "It burns so much! Those";
- mes "Goblins must've cut me with";
- mes "something coated in poison!";
- next;
- mes "[Sloutii]";
- mes "Ah... Ahh...";
- mes "The bleeding hasn't";
- mes "stopped, but at least";
- mes "it's better. Here, take";
- mes "this report now and get it";
- mes "to Sir Ford. Hurry and go!";
- next;
- mes "^3355FFYou received Sloutii's";
- mes "patrol report. Some of the";
- mes "pages are smudged with";
- mes "the blood from his wound.^000000";
- delitem 501,1; //Red_Potion
- set CRUS_SK,3;
- close;
- }
- else {
- mes "[Sloutii]";
- mes "Hurry and t-take this";
- mes "report! L-let me just";
- mes "hand it to you and th--";
- mes "Arrrrgh! I-I can't move!";
- mes "It... It just hurts so much!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "^333333(I better bring him";
- mes "a Red Potion, otherwise";
- mes "I have no hope of getting";
- mes "that report without hurting him!) ^FFFFFF ^000000";
- close;
- }
- }
- else if (CRUS_SK == 3) {
- mes "[Sloutii]";
- mes "We're running out";
- mes "of time! Hurry and get";
- mes "my report to Sir Ford as";
- mes "soon as you possibly can!";
- close;
- }
- else if (CRUS_SK == 4) {
- mes "[Sloutii]";
- mes "Eeearrrgh--!";
- mes "My l-legs! Everything";
- mes "is starting to h-hurt!";
- next;
- mes "^3355FFSloutii fell unconscious,";
- mes "and it seems that the wounds";
- mes "in his legs are causing him";
- mes "much more suffering.^000000";
- close;
- }
- else if (CRUS_SK == 5) {
- mes "[Sloutii]";
- if (upper == 1) {
- mes "Eeearrrgh--!";
- mes "My l-legs! Everything";
- mes "is starting to h-hurt!";
- next;
- mes "^3355FFSloutii fell unconscious,";
- mes "and it seems that the wounds";
- mes "in his legs are causing him";
- mes "much more suffering.^000000";
- }
- else {
- mes "........";
- mes ".........";
- next;
- mes "^3355FFSloutii is still";
- mes "unconscious. He'll";
- mes "die if his injuries aren't";
- mes "treated immediately.";
- mes "You'll have to help him";
- mes "as quickly as you can.^000000";
- }
- close;
- }
- else if (CRUS_SK == 6) {
- mes "[Sloutii]";
- mes "........";
- mes ".........";
- next;
- mes "^3355FFSloutii is still";
- mes "unconscious. He'll";
- mes "die if his injuries aren't";
- mes "treated immediately.";
- mes "You'll have to help him";
- mes "as quickly as you can.^000000";
- close;
- }
- else if (CRUS_SK == 7) {
- set .@rand,rand(1,5);
- if (.@rand == 1 || .@rand == 5) {
- mes "^3355FFYou carefully pour the";
- mes "Goblin poison antidote";
- mes "into Sloutii's mouth.";
- mes "His throat struggles to";
- mes "swallow the antidote, but";
- mes "he manages to ingest it.^000000";
- next;
- mes "^3355FFMiraculously, the wounds";
- mes "inflicted by the Goblins";
- mes "begin to rapidly heal.^000000";
- next;
- mes "[Sloutii]";
- mes "Oh, wh-what happened?";
- mes "Am... Am I really still alive?";
- mes "Hey, it's you! You must've";
- mes "saved my life! I thought";
- mes "I was going to die for sure!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Well, it's a good thing";
- mes "I came in time. Sir Ford";
- mes "had me visit Father Arthur to";
- mes "make an antidote to save you.";
- mes "Ah, and I already delivered";
- mes "your report to Sir Ford.";
- next;
- mes "[Sloutii]";
- mes "Great! Now, let me repay you";
- mes "by teaching you a special skill";
- mes "developed by the Prontera Crusader Guardians. Using this skill helped";
- mes "me survive the attack by those";
- mes "Goblins. You ready to learn?";
- next;
- mes "[Sloutii]";
- mes "This skill is called";
- mes "''^0000FFShrink^000000,'' and it will";
- mes "knock enemies backwards";
- mes "when you successfully";
- mes "guard their attacks.";
- next;
- mes "[Sloutii]";
- mes "Now listen closely...";
- mes "To execute it, you've got";
- mes "to be able to concentrate";
- mes "and repel enemies using";
- mes "the right stance and mindset...";
- next;
- mes "[Sloutii]";
- mes "Great! You learned the";
- mes "skill! Now, I hope you use";
- mes "this ability to combat evil";
- mes "and protect the weak. Ah, and";
- mes "if I learn any new skills, I'll be sure to teach you right away.";
- set CRUS_SK,8;
- skill "CR_SHRINK",1,0;
- close;
- }
- mes "^3355FFYou carefully pour the";
- mes "Goblin poison antidote";
- mes "into Sloutii's mouth.";
- mes "His throat struggles to";
- mes "swallow the antidote, but";
- mes "he manages to ingest it.^000000";
- next;
- mes "^3355FFUnfortunately, nothing";
- mes "happened. The antidote";
- mes "proabably lost its effect";
- mes "while you were traveling";
- mes "from Father Arthur to Sloutii.";
- mes "You've got to return to Father";
- mes "Arthur and make another one.^000000";
- set CRUS_SK,9;
- close;
- }
- else if (CRUS_SK == 8 || CRUS_SK == 10) {
- mes "[Sloutii]";
- mes "Hey, it's you~";
- mes "So how have you been?";
- mes "If you ever get some free";
- mes "time, come by and maybe";
- mes "we can practice our swordplay.";
- close;
- }
- else if (CRUS_SK == 9) {
- mes "^3355FFThe antidote you";
- mes "previously administered";
- mes "had no effect. You've got";
- mes "to try again by returning to";
- mes "Father Arthur and making";
- mes "a new antidote for Sloutii.^000000";
- close;
- }
- else {
- mes "[Sloutii]";
- mes "Please be careful around";
- mes "this area. Goblins are known";
- mes "to attack any humans that";
- mes "they encounter. And lately,";
- mes "they've been getting even more violent, so stay on the lookout.";
- close;
- }
- }
- else {
- mes "[Sloutii]";
- mes "Please be careful around";
- mes "this area. Goblins are known";
- mes "to attack any humans that";
- mes "they encounter. And lately,";
- mes "they've been getting even more violent, so stay on the lookout.";
- close;
- }
-}
-
-prt_church,87,127,3 script Pastor#1011 755,{
- if (BaseJob == Job_Crusader) {
- if (Upper == 1 && getskilllv("CR_SHRINK")) {
- if (CRUS_SK == 8) {
- mes "[Father Arthur]";
- mes "Oh, a Paladin now,";
- mes "are you? Ah, I'm quite";
- mes "proud of you. After all, I've";
- mes "known you back when you";
- mes "were a brave Crusader.";
- next;
- mes "[Father Arthur]";
- mes "I hope that you continue to";
- mes "use your power to combat";
- mes "the forces of evil and to";
- mes "protect the weak. May your";
- mes "heart guide your actions.";
- close;
- }
- else if (CRUS_SK == 10) {
- mes "[Father Arthur]";
- mes "Ah, have you been well?";
- mes "It is good to see you under";
- mes "more pleasant circumstances.";
- mes "Nonetheless, if you think that";
- mes "I can be of service to you, then please let me know right away.";
- close;
- }
- }
- if (CRUS_SK == 4) {
- mes "[Father Arthur]";
- mes "Greetings.";
- mes "How may I be of";
- mes "service to you today?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Someone was wounded";
- mes "by Goblins, and I was told";
- mes "by Sir Ford that you're the";
- mes "only one who can make the";
- mes "Goblin Poison Antidote.";
- next;
- mes "[Father Arthur]";
- mes "Saints preserve us,";
- mes "the Goblins are indeed";
- mes "cruel and merciless!";
- mes "Unfortunately, I'm fresh";
- mes "out of Goblin Poison Antidote";
- mes "and must make it from scratch.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Tell me what you";
- mes "need to make it, and";
- mes "I'll bring you all of the";
- mes "materials right away!";
- next;
- mes "[Father Arthur]";
- mes "Ah, yes. Bring me";
- mes "^0000FF20 Sticky Mucus^000000,";
- mes "^0000FF3 Empty Bottles^000000,";
- mes "^0000FF5 Jellopies^000000...";
- next;
- mes "[Father Arthur]";
- mes "...^0000FF1 Coal^000000,";
- mes "^0000FF1 Grape^000000,";
- mes "^0000FF3 Cyfar^000000 and";
- mes "^0000FF1 Unripe Apple^000000.";
- mes "Now hurry, he won't";
- mes "last long if he's poisoned!";
- set CRUS_SK,5;
- close;
- }
- else if (CRUS_SK == 5) {
- if (countitem(514) > 0 && countitem(619) > 0 && countitem(1003) > 0 && countitem(7053) > 2 && countitem(713) > 2 && countitem(909) > 4 && countitem(938) > 19) {
- mes "[Father Arthur]";
- mes "Ah, you've returned.";
- mes "Now let me check to";
- mes "see if you've brought";
- mes "everything needed to";
- mes "create the antidote.";
- next;
- mes "[Father Arthur]";
- mes "Good, good. It looks";
- mes "like everything is ready.";
- mes "Now, before I begin, I should";
- mes "tell you that the antidote has";
- mes "a time limit of effectiveness.";
- next;
- mes "[Father Arthur]";
- mes "However, there's no way";
- mes "to accurately predict when";
- mes "the antidote will become";
- mes "ineffective until you try it.";
- mes "Therefore, you may have to";
- mes "return to me for a new batch.";
- next;
- mes "[Father Arthur]";
- mes "These materials should";
- mes "be enough for multiple";
- mes "dosages, so you won't have";
- mes "to worry about collecting";
- mes "materials again. Now, give";
- mes "me a moment to distill this...";
- delitem 938,20; //Sticky_Mucus
- delitem 619,1; //Unripe_Apple
- delitem 909,5; //Jellopy
- delitem 514,1; //Grape
- delitem 1003,1; //Coal
- delitem 7053,3; //Cyfar
- delitem 713,3; //Empty_Bottle
- set CRUS_SK,6;
- close;
- }
- else {
- mes "[Father Arthur]";
- mes "I'm sorry, but these";
- mes "aren't enough materials";
- mes "in order for me to distill the";
- mes "antidote. Hmm, what were";
- mes "the required materials again?";
- next;
- mes "[Father Arthur]";
- mes "Ah, yes. Bring me";
- mes "^0000FF20 Sticky Mucus^000000,";
- mes "^0000FF3 Empty Bottles^000000,";
- mes "^0000FF5 Jellopies^000000...";
- next;
- mes "[Father Arthur]";
- mes "...^0000FF1 Coal^000000,";
- mes "^0000FF1 Grape^000000,";
- mes "^0000FF3 Cyfar^000000 and";
- mes "^0000FF1 Unripe Apple^000000.";
- mes "Now hurry, he won't";
- mes "last long if he's poisoned!";
- close;
- }
- }
- else if (CRUS_SK == 6) {
- mes "[Father Arthur]";
- mes "Your timing must be";
- mes "divinely inspired: I've";
- mes "just completed the Goblin";
- mes "Poison Antidote. Now please";
- mes "listen very carefully to me...";
- next;
- mes "[Father Arthur]";
- mes "I can't guarantee if this";
- mes "antidote will work. If it";
- mes "loses its effectiveness before";
- mes "you arrive, you'll have to come";
- mes "back and get a fresh new dose.";
- next;
- mes "[Father Arthur]";
- mes "You've got to hurry over";
- mes "to the wounded as quickly";
- mes "as possible. Now, as soon as";
- mes "I hand this to you, you've got";
- mes "to run there as fast as you";
- mes "can: a man's life is at stake!";
- next;
- mes "[Father Arthur]";
- mes "Here, take the";
- mes "antidote. Now go!";
- mes "Godspeed, adventurer!";
- set CRUS_SK,7;
- close;
- }
- else if (CRUS_SK == 7) {
- mes "[Father Arthur]";
- mes "You haven't left yet?!";
- mes "Hurry over to the wounded";
- mes "and administer the antidote!";
- mes "You'll have to come back for";
- mes "a fresh batch of antidote if";
- mes "you arrive there too late!";
- close;
- }
- else if (CRUS_SK == 8) {
- mes "[Father Arthur]";
- mes "Ah, so the antidote";
- mes "worked and that man is";
- mes "expected to fully recover?";
- mes "Good, good. It does my heart";
- mes "good to hear he's much better.";
- close;
- }
- else if (CRUS_SK == 9) {
- mes "[Father Arthur]";
- mes "The antidote failed?!";
- mes "We have no choice, but";
- mes "to try it again. Here, let";
- mes "me quickly distill a new";
- mes "dosage for you. Wait, wait...";
- mes "Ah! There! I've finished it!";
- next;
- mes "[Father Arthur]";
- mes "Now take this fresh";
- mes "antidote and run as";
- mes "fast as you can to";
- mes "the wounded! Go!";
- set CRUS_SK,7;
- close;
- }
- else if (CRUS_SK == 10) {
- mes "[Father Arthur]";
- mes "Ah, have you been well?";
- mes "It is good to see you under";
- mes "more pleasant circumstances.";
- mes "Nonetheless, if you think that";
- mes "I can be of service to you, then please let me know right away.";
- close;
- }
- else {
- mes "[Father Arthur]";
- mes "Ah, hello there~";
- mes "Welcome to Prontera";
- mes "Church. Please relax here,";
- mes "enjoy the silence, and invite";
- mes "spiritual calm into your heart.";
- close;
- }
- }
- else {
- mes "[Father Arthur]";
- mes "Ah, hello there~";
- mes "Welcome to Prontera";
- mes "Church. Please relax here,";
- mes "enjoy the silence, and invite";
- mes "spiritual calm into your heart.";
- close;
- }
-}
-
-//============================================================
-// Old changelog
-//============================================================
-//= 1.0 for fully working skills only [Lupus]
-//= 1.1 Added more new skill quests for more classes [Lupus]
-//= Somehow eA engine doesn't let you keep learn't skill V_V'
-//= 1.2 Added to correct locations, correct NPC's, fixed
-//= some of the items required and made them into real
-//= quests. [Reddozen]
-//= 1.3 Fixed bugs and minor typos. Optimized [Lupus]
-//= 1.3a fixed an item ID typo, thx 2Spiritual Kid
-//= 1.3b Splitted into different files [DracoRPG]
-//============================================================
diff --git a/npc/quests/skills/dancer_skills.txt b/npc/quests/skills/dancer_skills.txt
deleted file mode 100644
index 971c100ca..000000000
--- a/npc/quests/skills/dancer_skills.txt
+++ /dev/null
@@ -1,738 +0,0 @@
-//===== rAthena Script =======================================
-//= Dancer Skills Quests
-//===== By: ==================================================
-//= Lupus, Reddozen
-//===== Current Version: =====================================
-//= 1.5
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Quests for skills: Charming Wink
-//===== Additional Comments: =================================
-//= 1.4 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
-//= 1.4a Changed NPC location [Yommy]
-//= 1.5 Replaced effect numerics with constants. [L0ne_W0lf]
-//============================================================
-
-comodo,204,172,5 script Canell#qsk_dan01 724,{
- if (BaseJob == Job_Dancer && JobLevel > 39) {
- if (DANCER_SK == 0) {
- mes "[Canell]";
- mes "It's well known that we must";
- mes "be beautiful to captivate those";
- mes "who watch us dance. But to rely";
- mes "on just our outward appearance";
- mes "is a ghastly waste of our full";
- mes "potential as performers.";
- next;
- mes "[Canell]";
- mes "Yes, I can tell that you";
- mes "don't quite understand that";
- mes "the correct frame of mind is";
- mes "an essential element to true";
- mes "beauty. Now tell me, are you";
- mes "confident in your dancing...?";
- next;
- if (select("Of course, old crone!:I... I'm not sure...") == 1) {
- mes "[Canell]";
- mes "Ho-ho~ I believe you've";
- mes "confused confidence with";
- mes "arrogance! The naive cannot";
- mes "tell there's a vitally important distinction between the two.";
- mes "Now... Prepare for punishment!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Ow...!";
- mes "Th-that whip!";
- mes "I-i-it huuuurts!";
- specialeffect2 EF_HIT2;
- percentheal -5,0;
- close;
- }
- mes "[Canell]";
- mes "Awareness of your own flaws";
- mes "and faults is the first crucial";
- mes "step towards improvement.";
- mes "Yet your obvious neglect of";
- mes "your gift of dancing is...";
- mes "grounds for punishment!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "What the...? Ack!";
- mes "S-stop wh-whipping";
- mes "me! It... It stiiings!";
- specialeffect2 EF_HIT2;
- percentheal -10,0;
- next;
- mes "[Canell]";
- mes "Ho-ho~! Fortunately for";
- mes "you, I will teach you what";
- mes "you must learn to rise above";
- mes "your current limitations. When";
- mes "I'm finished with you, angels and demons won't resist your charms~";
- next;
- if (select("No way, you're not teaching me!:Alright, I'll see what I can learn.") == 1) {
- mes "[Canell]";
- mes "So... You still haven't";
- mes "mastered the fine art of";
- mes "exuding charm and humility!";
- mes "There must be consequences";
- mes "for this blatant affront to our";
- mes "profession! Prepare yourself!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Nooooo--!";
- mes "Not that whip";
- mes "again! Arrgh, it's--";
- mes "It hurts so much!";
- specialeffect2 EF_HIT2;
- percentheal -10,0;
- close;
- }
- mes "[Canell]";
- mes "Ho-ho~ It's good that you";
- mes "recognize that you have much";
- mes "to learn. Well, let's not waste";
- mes "any time. Your first lesson will^FFFFFF ^000000 be on image training and self";
- mes "visualization. Now, for that...";
- next;
- mes "[Canell]";
- mes "...You must bring";
- mes "me ^FF00001 Crystal Mirror^000000!";
- mes "This tool is imperative";
- mes "to the lesson, so fetch it";
- mes "and bring it to me quickly!";
- set DANCER_SK,1;
- close;
- }
- else if (DANCER_SK == 1) {
- if (countitem(747) > 0) {
- mes "[Canell]";
- mes "Finally, you've come";
- mes "with the mirror. Now,";
- mes "look deeply and scrutinize";
- mes "your reflection. Gaze upon";
- mes "each blemish and fault, each";
- mes "charming trait of your face.";
- next;
- mes "[Canell]";
- mes "No face is perfect, but";
- mes "know that your face is yours";
- mes "alone, and that it is what gives you a beauty that can be no";
- mes "one else's. Now, repeat";
- mes "these truisms after me...";
- next;
- mes "[Canell]";
- mes "''I am beautiful...";
- mes "I am irresistable...''";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I am beautiful...";
- mes "I am irresistable...";
- next;
- mes "[Intoxicated Canell]";
- mes "Louder!";
- mes "More feeling!";
- mes "''I am beautiful!";
- mes "I am irresistable!";
- mes "I am the most attractive";
- mes "woman in the whole world!''";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "I am beautiful!";
- mes "I am irresistable!";
- mes "I am the most attractive";
- mes "woman in the whole world!";
- specialeffect2 EF_FLASHER;
- next;
- mes "^3355FFYour self esteem has";
- mes "sky rocketed. Fortunately,";
- mes "you've managed to avoid";
- mes "becoming a prima donna.^000000";
- delitem 747,1; //Crystal_Mirror
- set DANCER_SK,2;
- close;
- }
- else {
- mes "[Frustrated Canell]";
- mes "Did I tell you to come";
- mes "back here without bringing";
- mes "^FF00001 Crystal Mirror^000000!? Now go";
- mes "and get it before I find";
- mes "reason to punish you!";
- specialeffect EF_CLAYMORE;
- close;
- }
- }
- else if (DANCER_SK == 2) {
- mes "[Canell]";
- mes "Yes, the first and most";
- mes "important step to becoming";
- mes "beautiful is to realize and";
- mes "accept your gorgeousness.";
- mes "Confidence first, then beauty.";
- mes "Never the other way around.";
- next;
- mes "[Canell]";
- mes "Now that you've established";
- mes "the proper attitude on beauty,";
- mes "it's time for you to learn an";
- mes "advanced technique of- shall";
- mes "we say- enticement. I know an";
- mes "expert that I highly recommend.";
- next;
- mes "[Canell]";
- mes "Go and find my sister";
- mes "in Prontera Chruch. If you";
- mes "mention me by name, she";
- mes "should be willing to teach";
- mes "you. I'd do it myself, but I need to enjoy my new Crystal Mirror~";
- next;
- mes "^3355FFIt figures that she'd";
- mes "keep your mirror.^000000";
- Emotion e_ag,1;
- set DANCER_SK,3;
- close;
- }
- else if (DANCER_SK > 2 && DANCER_SK < 7) {
- mes "[Canell]";
- mes "Ah, such a glamorous";
- mes "face and figure. My";
- mes "beauty is incompara--";
- mes "Oh! It's you. So did my";
- mes "sister in Prontera Church";
- mes "teach you anything yet?";
- Emotion e_go;
- close;
- }
- else if (DANCER_SK == 7) {
- mes "[Canell]";
- mes "Ah, so were you";
- mes "able to find Aelle?";
- mes "Were you able to learn";
- mes "anything from her?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Actually, I only learned";
- mes "about winks, but not so";
- mes "much as how to do them.";
- mes "She... She got drunk and";
- mes "couldn't teach me more.";
- next;
- mes "[Canell]";
- mes "Oh, I should have known";
- mes "this would happen. Oh,";
- mes "well, I guess there's no way";
- mes "around it now. But you should";
- mes "know that gettng my sister";
- mes "drunk... is punishable.";
- next;
- mes "[Canell]";
- mes "Bam!";
- specialeffect2 EF_HIT2;
- percentheal -5,0;
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "?!";
- mes "What the";
- mes "hell was that?";
- next;
- mes "[Canell]";
- mes "Now, a true Dancer should";
- mes "be able to figure out the";
- mes "secret to winking on her";
- mes "own. But since I'm such";
- mes "a kind woman, I will deign";
- mes "to explain it to you. Ho-ho~";
- next;
- mes "^3355FFKind woman...?";
- mes "But she just hit you!";
- mes "Lightly, of course, but";
- mes "still, a smack is a smack.^000000";
- set DANCER_SK,8;
- close;
- }
- else if (DANCER_SK == 8) {
- mes "[Canell]";
- mes "Alright, the secret to";
- mes "proper winking is to allow";
- mes "your eyelid to seductively";
- mes "move to a natural rhythm.";
- mes "Close your eye for a second,^FFFFFF ^000000 then open it slowly to this count.";
- next;
- mes "[Canell]";
- mes "Un, deux, trois~";
- mes "Look at me, do it";
- mes "like this. Un, deux, trois~";
- mes "Now, let me see you try it.";
- Emotion e_no1;
- next;
- switch(select("Un deux trois~-:Un, doux trois~:Un, deux, trois~")) {
- default:
- mes "[Canell]";
- mes "No, no!";
- mes "That's wrong,";
- mes "completely wrong!";
- mes "Can't you do it right?!";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "O-ow!";
- mes "P-please...!";
- mes "Not the whip again!";
- specialeffect2 EF_HIT2;
- percentheal -5,0;
- close;
- case 3:
- mes "["+ strcharinfo(0) +"]";
- mes "Un, deux, trois~";
- Emotion e_no1,1;
- specialeffect2 EF_FLASHER;
- next;
- mes "[Canell]";
- mes "Great, that's exactly";
- mes "how you do it. Now,";
- mes "don't forget, the elements";
- mes "of rhythm and naturalness";
- mes "are absolutely essential to";
- mes "this technique of enticement.";
- Emotion e_kis;
- next;
- mes "[Canell]";
- mes "Now that you've mastered";
- mes "the art of winking, you.";
- mes "should know that you cannot";
- mes "allure those who are much";
- mes "stronger than you. So your";
- mes "winks won't work on everyone.";
- next;
- mes "[Canell]";
- mes "Of course, my winks don't";
- mes "have that drawback. Ho-ho~";
- mes "Anyway, it's time for us to part now. I hope that you grow to";
- mes "become a more glamorous and charming dancer in days to come.";
- Emotion e_heh;
- next;
- mes "^3355FFYou have finally learned";
- mes "the Charming Wink skill.^000000";
- set DANCER_SK,9;
- specialeffect2 EF_ABSORBSPIRITS;
- skill "DC_WINKCHARM",1,0;
- close;
- }
- }
- else if (DANCER_SK > 8 && getskilllv("DC_WINKCHARM")) {
- mes "[Canell]";
- mes "Hm...?";
- mes "Is there anything";
- mes "more you wanted to";
- mes "ask me? Ah, you must";
- mes "be mesmerized by my";
- mes "beauty, aren't you?";
- Emotion e_pif;
- next;
- mes "[Canell]";
- mes "Oh, to be so beautiful";
- mes "must be a sin! I should";
- mes "work in Prontera Church,";
- mes "just like my sister, to";
- mes "pray for forgiveness~";
- close;
- }
-
- else if (DANCER_SK == 9 && getskilllv("DC_WINKCHARM") == 0) {
- mes "[Canell]";
- mes "Hm? Oh, I remember you!";
- mes "A Gypsy now, I see~ That";
- mes "look suits you. Now, I'm";
- mes "sure you've forgotten a few";
- mes "things since transcending,";
- mes "am I right? Watch this wink...";
- next;
- mes "[Canell]";
- mes "Remember now? It's all";
- mes "in the natural, seductive";
- mes "and rhythmic movement of";
- mes "the eyelid. I hope you use";
- mes "your Charming Wink to let";
- mes "your inner beauty shine~";
- next;
- mes "^3355FFYou have learned the";
- mes "Charming Wink skill.^000000";
- specialeffect2 EF_ABSORBSPIRITS;
- skill "DC_WINKCHARM",1,0;
- close;
- }
- }
- else if (BaseJob == Job_Dancer && JobLevel < 40) {
- mes "[Canell]";
- mes "Oh, you're such an";
- mes "adorable little girl! Ah,";
- mes "I'm sorry, but when you";
- mes "become a lady at, oh, I don't";
- mes "know, Job Level 40, then I'll";
- mes "be able to teach you something~";
- close;
- }
-
- else if (BaseJob != Job_Dancer) {
- if (Sex == 0) {
- mes "[Canell]";
- mes "Oh, what a cute";
- mes "little girl~! Such";
- mes "a chubby lil' belly,";
- mes "so cuuuuuuuuuuute~";
- close;
- }
- else {
- mes "[Canell]";
- mes "Hey there,";
- mes "handsome~";
- mes "^333333*Wink~*^000000";
- Emotion e_kis;
- specialeffect2 EF_VALLENTINE2;
- next;
- mes "^3355FFStrangely enough,";
- mes "her wink has made";
- mes "your heart throb.^000000";
- close;
- }
- }
-}
-
-prontera,183,333,1 script Aelle#qsk_dan02 79,{
- if (BaseJob == Job_Dancer) {
- if (DANCER_SK == 3) {
- mes "[Aelle]";
- mes "Pssst, hey! I got";
- mes "some cheap, but slightly";
- mes "illegal, warps to the Orc";
- mes "Dungeon, Glast Heim";
- mes "and the Dead Pit. So";
- mes "you want in on this?";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Actually, um, I'm here";
- mes "to look for somebody.";
- mes "You wouldn't happen";
- mes "to know Canelle's";
- mes "sister, would you?";
- next;
- mes "[Aelle]";
- mes "Ah, so my stuck up";
- mes "sister sent you, huh?";
- mes "I should have known,";
- mes "judging from your clothes.";
- mes "So you want to become a";
- mes "more alluring performer, eh?";
- next;
- mes "[Aelle]";
- mes "Awww...";
- mes "That's disappointing.";
- mes "So... You didn't come";
- mes "here to buy these warps?";
- mes "You sure you don't want any?";
- set DANCER_SK,4;
- close;
- }
- else if (DANCER_SK == 4) {
- mes "[Aelle]";
- mes "Okay, okay...";
- mes "So you came for me to";
- mes "teach you some enticement";
- mes "technique or something, right?";
- mes "Huh. Well, this lecture I give?";
- mes "It's long and complicated.";
- next;
- mes "[Aelle]";
- mes "Talking and explaining";
- mes "all of the intricate details";
- mes "for so long will definitely";
- mes "parch my throat. So first, you";
- mes "gotta bring me a refreshing";
- mes "drink before we can begin...";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Oh... Okay.";
- mes "Alright, I guess";
- mes "I can spare a potion";
- mes "or two, or maybe bring";
- mes "back a bottle of juic--";
- next;
- mes "[Aelle]";
- mes "Whoa, whoa, none of";
- mes "that junk! I want to";
- mes "have a real drink.";
- mes "You know, something";
- mes "more... ^FF0000Alcohol^000000ic.";
- next;
- mes "[Aelle]";
- mes "Oh, and I need some";
- mes "snacks to sustain all of";
- mes "my teaching energy! Yeah,";
- mes "some yummy fruit on a plate";
- mes "and some cookies too!";
- next;
- mes "[Aelle]";
- mes "Soooo, I wanna eat";
- mes "^FF00001 Apple^000000, ^FF00003 Bananas^000000 and";
- mes "^FF00005 Well-Baked Cookies^000000. Ah,";
- mes "make sure you bring ^FF0000China^000000";
- mes "to serve them on, and don't";
- mes "forget the ^FF0000Alcohol^000000, okay?";
- next;
- mes "[Aelle]";
- mes "One last thing...!";
- mes "Don't let anyone here";
- mes "in the church know what";
- mes "we're doing. I don't wanna";
- mes "get in too much trouble!";
- set DANCER_SK,5;
- close;
- }
- else if (DANCER_SK == 5) {
- if (countitem(970) > 0 && countitem(512) > 0 && countitem(513) > 2 && countitem(538) > 4 && countitem(736) > 0) {
- mes "[Aelle]";
- mes "Great, you've brought";
- mes "the food! It's a good thing";
- mes "I'm famished because";
- mes "I'm going to finish it all!";
- next;
- mes "^3355FFAelle devoured the";
- mes "food like a ravenous,";
- mes "hungry beast that had";
- mes "been deprived for too long.^000000";
- next;
- mes "[Aelle]";
- mes "That was sooo good!";
- mes "I haven't eaten so much";
- mes "in such a long time! Then";
- mes "again, you don't get many";
- mes "chances to pig out in church.";
- mes "Ah, that's right, the lesson!";
- next;
- mes "[Aelle]";
- mes "Now, the easiest, most";
- mes "subtle and most appealing";
- mes "gesture of all time is the";
- mes "^FF0000wink^000000. It's saved me in times";
- mes "of crisis, and mastering it";
- mes "will enhance your charms.";
- next;
- mes "[Aelle]";
- mes "To the untrained eye,";
- mes "the wink only looks like";
- mes "a simple movement, right?";
- mes "You close one eye, and then";
- mes "you reopen that eye. But if";
- mes "you do it right... If you...";
- next;
- mes "[Aelle]";
- mes "Oh, it's been so long";
- mes "since I've had so much";
- mes "to drink! Ugh, f-feeling";
- mes "kinda--anyway, j-just close";
- mes "and yer-- ^333333*burp*^000000 winking";
- mes "is so so so so eeeeeasy~";
- next;
- mes "[Drunken Aelle]";
- mes "Do it! Copy me as";
- mes "I do it! Wink, j-just";
- mes "like this, okay? Y' see?";
- mes "^333333*Wiiiiiiiiiiiiiink*^000000";
- Emotion e_no1;
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Wh-whoa...";
- mes "That was...";
- mes "It's so beautiful!";
- mes "And all with just";
- mes "a simple wink!";
- next;
- mes "[Totally Drunk Aelle]";
- mes "Y-yea... The...";
- mes "The secret ish...";
- mes "*Urp* It'sh in the--";
- mes "Bwahahahaahah!";
- mes "It's all spinning!";
- Emotion e_heh;
- next;
- mes "^3355FFIn her drunken stupor,";
- mes "Aelle pummels you with";
- mes "her fists and laughs";
- mes "maniacally to herself.^000000";
- percentheal -10,0;
- specialeffect2 EF_HIT2;
- Emotion e_dots,1;
- delitem 970,1; //Alchol
- delitem 512,1; //Apple
- delitem 513,3; //Banana
- delitem 538,5; //Well_Baked_Cookie
- delitem 736,1; //White_Platter
- set DANCER_SK,6;
- close;
- }
- else {
- mes "[Aelle]";
- mes "How can you expect";
- mes "me to teach you anything";
- mes "if I faint in the middle of";
- mes "the lesson? That's right,";
- mes "I'll need some nourishing,";
- mes "yet delicious, snacks to eat~";
- next;
- mes "[Aelle]";
- mes "Soooo, I wanna eat";
- mes "^FF00001 Apple^000000, ^FF00003 Bananas^000000 and";
- mes "^FF00005 Well-Baked Cookies^000000. Ah,";
- mes "make sure you bring ^FF0000China^000000";
- mes "to serve them on, and don't";
- mes "forget the ^FF0000Alcohol^000000, okay?";
- close;
- }
- }
- else if (DANCER_SK == 6) {
- mes "["+ strcharinfo(0) +"]";
- mes "You still haven't told";
- mes "me the secret to making";
- mes "a simple wink have so";
- mes "much provocative charm.";
- mes "I really need to--";
- next;
- mes "[Totally Hammered Aelle]";
- mes "ZzzZzz... Huh?";
- mes "Yesh, I know, I'm...";
- mes "I'm a geeenius, yeah...";
- mes "...ZzzzZzzzZzZzzzZZZzz...";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "W-wake up!";
- mes "I went through";
- mes "all this trouble to";
- mes "learn this technique!";
- next;
- mes "[Annoyed Aelle]";
- mes "SHADDUP!";
- mes "I'M SHLEEEEEPY!";
- mes "G-go away. Talk to";
- mes "Canell, my sister...";
- mes "...ZzzzzZzZZZzzzZZ....";
- set DANCER_SK,7;
- close2;
- warp "prontera",156,272;
- end;
- }
- else if (DANCER_SK > 6 && DANCER_SK < 8) {
- mes "["+ strcharinfo(0) +"]";
- mes "Aelle, I really";
- mes "need you to teach";
- mes "me everything else";
- mes "I need to know about";
- mes "winking and--";
- next;
- mes "[Aelle]";
- mes "^333333*Hiccup*^000000 Zzz--wha?";
- mes "I need ta teach you";
- mes "to go'way. Talk to my";
- mes "sister, too tired now.";
- mes "Go lemme alone girl!";
- close2;
- warp "prontera",156,272;
- end;
- }
- else if (DANCER_SK > 8) {
- mes "[Sober Aelle]";
- mes "Ohhh...";
- mes "H-headache...";
- Emotion e_an;
- next;
- mes "[Aelle]";
- mes "Oh, wow, look at you!";
- mes "I can tell that you've";
- mes "become much more";
- mes "beautiful. Yes, you're";
- mes "more elegant and refined";
- mes "than I can remember.";
- next;
- mes "[Aelle]";
- mes "Always believe in your";
- mes "beauty, wield your charm";
- mes "like a weapon... And anything";
- mes "you desire in this world can";
- mes "be yours! Bwahahahahaha!";
- close;
- }
- else {
- mes "[Aelle]";
- mes "Pssst, hey! I got";
- mes "some cheap, but slightly";
- mes "illegal, warps to the Orc";
- mes "Dungeon, Glast Heim";
- mes "and the Dead Pit. So";
- mes "you want in on this?";
- next;
- mes "[??????]";
- mes "Sister Aelle...";
- mes "Are you still trying";
- mes "to sell illegal warps";
- mes "again? Sister Aelle?";
- next;
- mes "[Aelle]";
- mes "Oh crap, it's the pastor!";
- mes "Shhh, if anybody asks you,";
- mes "I wasn't doing anything!";
- Emotion e_omg;
- next;
- mes "[Aelle]";
- mes "Thanks, hon...";
- mes "I know you can";
- mes "keep my contraband";
- mes "our little secret. ^333333*Wink*^000000";
- Emotion e_no1;
- close;
- }
- }
- else {
- mes "[Aelle]";
- mes "Pssst, hey! I got";
- mes "some cheap, but slightly";
- mes "illegal, warps to the Orc";
- mes "Dungeon, Glast Heim";
- mes "and the Dead Pit. So";
- mes "you want in on this?";
- next;
- mes "[??????]";
- mes "Sister Aelle...";
- mes "Are you still trying";
- mes "to sell illegal warps";
- mes "again? Sister Aelle?";
- next;
- mes "[Aelle]";
- mes "Oh crap, it's the pastor!";
- mes "Shhh, if anybody asks you,";
- mes "I wasn't doing anything!";
- Emotion e_omg;
- next;
- mes "[Aelle]";
- mes "Thanks, hon...";
- mes "I know you can";
- mes "keep my contraband";
- mes "our little secret. ^333333*Wink*^000000";
- Emotion e_no1;
- close;
- }
-}
-
-//============================================================
-// Old changelog
-//============================================================
-//= 1.0 for fully working skills only [Lupus]
-//= 1.1 Added more new skill quests for more classes [Lupus]
-//= Somehow eA engine doesn't let you keep learn't skill V_V'
-//= 1.2 Added to correct locations, correct NPC's, fixed
-//= some of the items required and made them into real
-//= quests. [Reddozen]
-//= 1.3 Fixed bugs and minor typos. Optimized [Lupus]
-//= 1.3a fixed an item ID typo, thx 2Spiritual Kid
-//= 1.3b Splitted into different files [DracoRPG]
-//============================================================
diff --git a/npc/quests/skills/hunter_skills.txt b/npc/quests/skills/hunter_skills.txt
deleted file mode 100644
index e6f9f9d41..000000000
--- a/npc/quests/skills/hunter_skills.txt
+++ /dev/null
@@ -1,381 +0,0 @@
-//===== rAthena Script =======================================
-//= Hunter Skills Quests
-//===== By: ==================================================
-//= Lupus, Reddozen, Kisuka
-//===== Current Version: =====================================
-//= 1.4
-//===== Compatible With: =====================================
-//= rAthena Revision 3800+
-//===== Description: =========================================
-//= Temp quests for new skills for 2nd classes
-//===== Additional Comments: =================================
-//= 1.0 for fully working skills only [Lupus]
-//= 1.1 Added more new skill quests for more classes [Lupus]
-//= Somehow eA engine doesn't let you keep learn't skill V_V'
-//= 1.2 Added to correct locations, correct NPC's, fixed
-//= some of the items required and made them into real
-//= quests. [Reddozen]
-//= 1.3 Fixed bugs and minor typos. Optimized [Lupus]
-//= 1.3a fixed an item ID typo, thx 2Spiritual Kid
-//= 1.3b Splitted into different files [DracoRPG]
-//= 1.3c Fixed some typos [IVBela]
-//= 1.3d Changed NPC Name to the official [Lupus]
-//= 1.4 Moved Arpesto from tu_archer and added his script. [Kisuka]
-//============================================================
-
-
-//============================================================
-// HUNTER SKILL - PHANTASMIC ARROW
-//============================================================
-pay_arche,109,169,3 script Arpesto 712,{
- if (Class == Job_Hunter || Class == Job_Sniper) {
- if (qskill_hunter == 100) {
- if (getskilllv("HT_PHANTASMIC")) {
- mes "[Arpesto]";
- mes "Hm, I'm sorry if I made";
- mes "a big scene when you grazed";
- mes "me with that attack accidentally. It's just that I was training so";
- mes "diligently and blood sugar was incredibly low and the fatigue...";
- next;
- mes "[Reidin Corse]";
- mes "Hah! Admit it,";
- mes "old man! You were";
- mes "just scared! Me, on";
- mes "the other hand...";
- emotion e_gg,"Reidin Corse#tu";
- next;
- mes "[Arpesto]";
- mes "You little";
- mes "whippersnapper!";
- mes "I don't know what";
- mes "you're talking about!";
- close;
- }else{
- mes "[Arpesto]";
- mes "I recognize you";
- mes "from somewhere,";
- mes "I think. Reidin, do you";
- mes "remember this guy?";
- next;
- mes "[Reidin Corse]";
- mes "Oh come on, we see";
- mes "hundreds of Archers and";
- mes "Hunters and Snipers and...";
- mes "I can't remember them all.";
- mes "But I guess this guy's up";
- mes "to snuff. Trust me on this!";
- next;
- mes "[Arpesto]";
- mes "Alright, alright.";
- mes "If Reidin thinks you're";
- mes "worthy, then you're probably";
- mes "are. In that case, I'd like to";
- mes "offer to teach you my secret";
- mes "skill, ''Phantasmic Arrow.''";
- next;
- mes "[Reidin Corse]";
- mes "Wait, wait. This guy";
- mes "only needs a refresher.";
- mes "Yeah, I'm pretty sure you";
- mes "were here to learn this";
- mes "skill before. Yeah, I've";
- mes "got a gut feeling about it.";
- next;
- mes "[Arpesto]";
- mes "Damn. Only a refresher?";
- mes "That means you'll learn";
- mes "this free of charge. Alright...";
- mes "You should be able to use the";
- mes "Phantasmic Arrow skill now.";
- mes "Travel safely now, you hear?";
- skill "HT_PHANTASMIC",1,0;
- close;
- }
- }
- else if (qskill_hunter == 1) {
- if (countitem(724) > 4 && countitem(7115) > 4 && countitem(537) > 29) {
- mes "[Arpesto]";
- mes "Hm? You're back?";
- mes "Oh, did you bring";
- mes "everything? Ah, you did.";
- mes "Good! Now I shall reveal";
- mes "my super secret skill...";
- mes "The 1st Arpesto Form!";
- next;
- mes "[Reidin Corse]";
- mes "Wait! Wait...";
- mes "Didn't you call it";
- mes "Arpesto's 3rd Form";
- mes "or something at first?";
- emotion e_swt,"Reidin Corse#tu";
- next;
- mes "[Arpesto]";
- mes "Er, yes, Arpesto's";
- mes "3rd Form, that's right.";
- mes "It's just there's just so";
- mes "many of them, that... ";
- mes "Anyway, let me teach you";
- mes "the ''Emergency Arrow'' skill.";
- next;
- mes "[Reidin Corse]";
- mes "Whoa, hold on!";
- mes "''Emergency Arrow?!''";
- mes "That's the old name you";
- mes "gave that skill, right?";
- mes "Didn't you change it?";
- emotion e_omg;
- next;
- emotion e_omg;
- mes "[Arpesto]";
- mes "What the hell";
- mes "are you talkin--";
- next;
- mes "[Arpesto]";
- mes "Oh, you're right.";
- mes "We agreed that name";
- mes "was too cheesy. What";
- mes "did we call it now? Um...";
- mes "''Phantasmic Arrow?''";
- emotion e_dots;
- next;
- mes "[Arpesto]";
- mes "...";
- mes "......";
- emotion e_sob;
- next;
- mes "[Reidin Corse]";
- mes "Umm....";
- mes "Ummm........";
- next;
- mes "[Reidin Corse]";
- mes "Yeah, that was the one!";
- mes "''^3131FFPhantasmic Arrow^000000'' sounds";
- mes "soooo much cooler than that";
- mes "other name you came up with!";
- emotion e_ic,"Reidin Corse#tu";
- next;
- mes "[Arpesto]";
- mes "You can be pretty handy";
- mes "sometimes, Reidin. Now,";
- mes "back to the matter at hand.";
- mes "I shall teach you my awesome";
- mes "skill, Phantasmic Arrow. Now...";
- mes "Ready your mind and body!";
- next;
- mes "[Arpesto]";
- mes "Phan-!";
- mes "Ta-!";
- mes "Ssssss-!";
- mes "Mic-!";
- next;
- mes "[Arpesto]";
- mes "ARRRRRRRROOOOOOW~!";
- specialeffect EF_FLASHER;
- specialeffect2 EF_FLASHER;
- next;
- mes "[Arpesto]";
- mes "^333333*Pant Pant*^000000";
- mes "Alright, I used a special";
- mes "technique to teach you the";
- mes "skill-- directly into your brain. You should be able to use it";
- mes "now. Why don't give it a try?";
- next;
- mes "^3355FF*Swwwwwww!*";
- mes "*Bang!*^000000";
- specialeffect EF_HIT2;
- emotion e_omg;
- emotion e_omg,1;
- next;
- mes "[Arpesto]";
- mes "^333333*Pant Pant*";
- mes "*Cough Cough*";
- mes "*Cough Cough*^000000";
- next;
- mes "[Arpesto]";
- mes "WHHHHHHHY MEEEEE?!";
- emotion e_omg,"Reidin Corse#tu";
- next;
- mes "^3355FF*Thump*^000000";
- next;
- mes "[Reidin Corse]";
- mes "Ar-Arpesto, no!";
- mes "...........................";
- mes "";
- mes "Oh. Oh, come on! The arrow";
- mes "just glanced you! You'll be";
- mes "alright. Quit being a baby.";
- next;
- mes "[Reidin Corse]";
- mes "Eh, don't worry about";
- mes "Arpesto. He's just being";
- mes "a crazy old man. I'll take";
- mes "care of him, so just make";
- mes "sure you make good use";
- mes "of that new skill. Take care~";
- delitem 724,5; //Cardinal_Jewel_
- delitem 7115,5; //Harpy's_Feather
- delitem 537,30; //Pet_Food
- set qskill_hunter,100;
- skill "HT_PHANTASMIC",1,0;
- close;
- }else{
- mes "[Arpesto]";
- mes "Hurry up and bring";
- mes "^3131FF5 Cursed Rubies^000000,";
- mes "^3131FF30 Pet Foods^000000 and";
- mes "^3131FF5 Harpy Feathers^000000.";
- mes "Then, I can teach you";
- mes "the Emergency Arrow skill.";
- close;
- }
- }
- else {
- if (getskilllv("HT_PHANTASMIC")) {
- mes "[Arpesto]";
- mes "Ah, very nice.";
- mes "Um, as you demonstrated";
- mes "earlier, my teaching technique";
- mes "was perfect. But next time, use";
- mes "the skill on foes that deserve";
- mes "to be beaten, alright? Good.";
- set qskill_hunter,100;
- close;
- }
- if (JobLevel < 40) {
- mes "[Arpesto]";
- mes "Did the master send you";
- mes "to me? Hmm... You're still";
- mes "pretty green from the looks";
- mes "of it. Yeah, I don't think there's anything I can teach quite yet.";
- next;
- mes "[Arpesto]";
- mes "Train a little more and get";
- mes "some more experience in";
- mes "your job. When you become";
- mes "more adept at hunting, you'll";
- mes "be able to grasp what I've been";
- mes "teaching Hunters and Snipers.";
- close;
- }else{
- mes "[Arpesto]";
- mes "Has the master sent you?";
- mes "Ah, you definitely have the";
- mes "keen, vulture like eyes of a";
- mes "true Hunter. You should be";
- mes "capable of learning my secret";
- mes "skill, the 3rd Arpesto Form...";
- next;
- mes "[Arpesto]";
- mes "It's a handy skill that";
- mes "I developed while battling";
- mes "Medusas and running out";
- mes "of arrows. I simply call it,";
- mes "''^3131FFEmergency Arrow^000000.'' Would you";
- mes "be interested in learning it?";
- next;
- switch(select("Yes, please!:Ummm...")) {
- case 1:
- mes "[Arpesto]";
- mes "Great, great. Of course,";
- mes "you can't resist this offer";
- mes "if you recognize this skill's";
- mes "value. However, I'd like to";
- mes "ask for a little tuition in return for me teaching this to you.";
- next;
- mes "[Arpesto]";
- mes "Although I feel guilt at";
- mes "asking for payment from";
- mes "a fellow Hunter, creating";
- mes "this skill required much";
- mes "sacrifice and unimaginable";
- mes "bloodshed on my part...";
- next;
- mes "[Reidin Corse]";
- mes "Hey! You liar!";
- mes "I was there when you";
- mes "accidently made up that";
- mes "skill when you were bored";
- mes "and just messing around";
- mes "with one of the Bows!";
- emotion e_gg,"Reidin Corse#tu";
- next;
- emotion e_omg;
- mes "[Arpesto]";
- mes "^333333*Ahem*^000000 Please Reidin,";
- mes "don't entertain unfounded";
- mes "rumors. It was only after";
- mes "countless battles with Eddga";
- mes "that I managed to invent and";
- mes "perfect Emergency Arrow.";
- next;
- mes "[Reidin Corse]";
- mes "^333333*Tsk tsk*^000000 Huh.";
- mes "I thought you said";
- mes "you developed it while";
- mes "you were fighting Medusas.";
- next;
- mes "[Arpesto]";
- mes "A-anyway, please bring";
- mes "me the following items";
- mes "as tuition in exchange for";
- mes "me teaching you this skill.";
- next;
- mes "[Arpesto]";
- mes "Please bring me";
- mes "^3131FF5 Cursed Rubies^000000,";
- mes "^3131FF30 Pet Foods^000000 and";
- mes "^3131FF5 Harpy Feathers^000000.";
- mes "Then I can teach";
- mes "you this skill.";
- next;
- mes "[Reidin Corse]";
- mes "30 Pet Foods?";
- mes "What the heck do";
- mes "you need all that for?";
- next;
- mes "[Arpesto]";
- mes "I...";
- mes "I'm going to";
- mes "use it to feed";
- mes "my pet Falcon.";
- next;
- mes "[Reidin Corse]";
- mes "...";
- mes "......";
- mes ".........";
- mes "......Riiiight.";
- emotion e_dots,"Reidin Corse#tu";
- set qskill_hunter,1;
- close;
- case 2:
- mes "[Arpesto]";
- mes "Alright, it's your";
- mes "decision. However, I'm";
- mes "sure that you may have";
- mes "great need of my skill";
- mes "sooner or later, so return";
- mes "to me if you change your mind.";
- close;
- }
- }
- }
- }else{
- mes "[Arpesto]";
- mes "The sky still looks clear, but recently the winds that have been blowing through the land seem to carry with them an air of misfortune.";
- next;
- emotion e_pif,"Reidin Corse#tu";
- mes "[Reidin Corse]";
- mes "So...";
- mes "Danger's coming?";
- mes "Heh! Chill, gramps~";
- mes "I got it covered!";
- next;
- emotion e_swt2;
- mes "[Arpesto]";
- mes "Ho ho...";
- mes "Energetic, but";
- mes "cocky. Kids nowadays...";
- close;
- }
-}
-
diff --git a/npc/quests/skills/knight_skills.txt b/npc/quests/skills/knight_skills.txt
deleted file mode 100644
index 07bcfb03d..000000000
--- a/npc/quests/skills/knight_skills.txt
+++ /dev/null
@@ -1,530 +0,0 @@
-//===== rAthena Script =======================================
-//= Knight Skills Quests
-//===== By: ==================================================
-//= Lupus, Reddozen, Samuray22
-//===== Current Version: =====================================
-//= 1.5
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Quests for skills: Charge Attack
-//===== Additional Comments: =================================
-//= 1.5 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
-//============================================================
-
-prt_in,85,99,3 script Knight#kabuto 734,{
- if (BaseJob == job_Knight) {
- if (KNGT_SK == 10) {
- mes "[Essofeit]";
- mes "Ah, it must be grand to";
- mes "be an adventuring Knight";
- mes "in this world. You must have";
- mes "encountered all sorts of";
- mes "dangerous monsters and";
- mes "fearsome enemies, right?";
- next;
- mes "[Essofeit]";
- mes "I'm almost jealous of";
- mes "all the great experiences";
- mes "that you must be having.";
- mes "Someday, you'll have to tell";
- mes "me your own stories of bravery.";
- close;
- }
- if (KNGT_SK == 9 && getskilllv("KN_CHARGEATK") == 0) {
- mes "[Essofeit]";
- mes "Ah, I see that you've";
- mes "made tremendous progress";
- mes "in your pursuit of strength.";
- mes "Transcendance is no small";
- mes "feat, and it is a great honor";
- mes "to achieve Lord Knight rank.";
- next;
- mes "[Essofeit]";
- mes "However, I'm aware of the";
- mes "drawback of memory erasure.";
- mes "Therefore, I assume you're";
- mes "here to learn the Charge Attack";
- mes "skill once more. It will be my";
- mes "pleasure to instruct you again.";
- next;
- mes "[Essofeit]";
- mes "Charge Attack is an active skill that consumes 40 SP to damage";
- mes "one target. If you're further from the target, you'll increase the";
- mes "skill's damage and the delay";
- mes "before damage is inflicted.";
- next;
- mes "[Essofeit]";
- mes "During this delay, you will";
- mes "be immobilized. Therefore,";
- mes "the cost of increased damage";
- mes "is greater risk to yourself.";
- mes "For now, it would be best to practice this skill on your own.";
- set KNGT_SK,10;
- skill "KN_CHARGEATK",1,0;
- next;
- mes "[Essofeit]";
- mes "Good luck on your";
- mes "adventures, Lord Knight.";
- mes "I'm sure you'll make good";
- mes "use of the Charge Attack";
- mes "and bring pride to the";
- mes "Prontera Chivalry.";
- close;
- }
- if (KNGT_SK == 9) {
- mes "[Essofeit]";
- mes "Ah, it must be grand to";
- mes "be an adventuring Knight";
- mes "in this world. You must have";
- mes "encountered all sorts of";
- mes "dangerous monsters and";
- mes "fearsome enemies, right?";
- next;
- mes "[Essofeit]";
- mes "I'm almost jealous of";
- mes "all the great experiences";
- mes "that you must be having.";
- mes "Someday, you'll have to tell";
- mes "me your own stories of bravery.";
- close;
- }
- if (KNGT_SK == 8) {
- mes "[Essofeit]";
- mes "I've named this skill,";
- mes "''Charge Attack.'' It's not";
- mes "a fancy name, but it's simple";
- mes "and direct enough for you to";
- mes "understand how it works.";
- mes "Now let me teach it to you...";
- next;
- mes "[Essofeit]";
- mes "Charge Attack is an active skill that consumes 40 SP to damage";
- mes "one target. If you're further from the target, you'll increase the";
- mes "skill's damage and the delay";
- mes "before damage is inflicted.";
- next;
- mes "[Essofeit]";
- mes "During this delay, you will";
- mes "be immobilized. Therefore,";
- mes "the cost of increased damage";
- mes "is greater risk to yourself.";
- mes "For now, it would be best to practice this skill on your own.";
- set KNGT_SK,9;
- skill "KN_CHARGEATK",1,0;
- next;
- mes "[Essofeit]";
- mes "I hope you make good";
- mes "use of the Charge Attack";
- mes "skill. Just like you, I will be";
- mes "doing my best to bring honor";
- mes "to the Knighthood with my";
- mes "strength and courage!";
- close;
- }
- if (KNGT_SK == 7 && countitem(530) > 4 && countitem(748) > 2) {
- mes "[Essofeit]";
- mes "The concept of honor";
- mes "seems to be lost on today's";
- mes "Knights. No longer do they";
- mes "appreciate the meaning of";
- mes "the word ''chivalry'' or the";
- mes "noble pursuit for strength...";
- next;
- mes "[Essofeit]";
- mes "Back in my day, Knights";
- mes "were strong enough to get";
- mes "at least 5 Candy Canes and";
- mes "3 Witherless Roses through";
- mes "hunting alone! But Knights";
- mes "these days have grown soft...";
- next;
- if (select("Give him Candy Canes and Witherless Roses:Cancel") == 1) {
- mes "["+ strcharinfo(0) +"]";
- mes "There are still Knights";
- mes "out there who believe in";
- mes "honorably risking our lives";
- mes "to achieve true strength...";
- next;
- mes "[Essofeit]";
- mes "You...";
- mes "You really understand.";
- mes "You truly know the value";
- mes "of hardship. It makes me";
- mes "glad to see that a true";
- mes "Knight like you still exists.";
- next;
- mes "[Essofeit]";
- mes "Hahaha, finally, I've";
- mes "found someone I can call";
- mes "a true comrade. We're the";
- mes "last of a dying breed if you";
- mes "hadn't noticed, my friend. But";
- mes "there is hope for Knights...";
- next;
- mes "[Essofeit]";
- mes "It's decided, then.";
- mes "As long as we live,";
- mes "chivalry will never die!";
- mes "Thanks to you, my faith";
- mes "in the Knighthood has";
- mes "been rekindled.";
- next;
- mes "[Essofeit]";
- mes "In my recognition of you";
- mes "as a true Knight, I will teach";
- mes "you a special skill that I've";
- mes "been researching recently. Why";
- mes "don't you come back after I've";
- mes "completed the preparations?";
- delitem 530,5; //Candy_Striper
- delitem 748,3; //Witherless_Rose
- set KNGT_SK,8;
- close;
- }
- mes "[Essofeit]";
- mes "It's shameful...";
- mes "Most new recruits into";
- mes "the Prontera Chivalry are";
- mes "more concerned about their";
- mes "pensions than their honor!";
- close;
- }
- if (KNGT_SK == 7) {
- mes "[Essofeit]";
- mes "Maybe I'm romanticizing";
- mes "the past, but I don't agree";
- mes "with all the bureaucracy";
- mes "that is present today in";
- mes "the Prontera Chivalry.";
- next;
- mes "[Essofeit]";
- mes "Although, I admit";
- mes "that I was a lot happier";
- mes "back when honor was all";
- mes "you needed. Nowadays, it ";
- mes "seems like anyone can be";
- mes "a Knight. Er, no offense~";
- close;
- }
- if (KNGT_SK == 6) {
- mes "[Essofeit]";
- mes "So you've seen the Knights";
- mes "of the 7th Division for what";
- mes "they really are, eh? As a fellow Knight, you may understand my";
- mes "feelings of disappointment.";
- next;
- mes "[Essofeit]";
- mes "It's so disheartening...";
- mes "I don't why we're Knights";
- mes "or what we're training for.";
- mes "When I was your age, well,";
- mes "I wanted to risk my life and";
- mes "achieve true strength.";
- next;
- mes "[Essofeit]";
- mes "But... I'm sure that you";
- mes "don't want to hear an old";
- mes "man's tall tales. All those";
- mes "wonderful battles, that glorious camaraderie forged between";
- mes "rivals... It's all in the past.";
- next;
- set KNGT_SK,7;
- mes "[Essofeit]";
- mes "Maybe it's better that";
- mes "I forget all about my old";
- mes "fashioned ideals. I guess";
- mes "times have changed, and that";
- mes "my idea of chivalry may be dead. ^FFFFFF ^000000";
- close;
- }
- if (KNGT_SK == 1) {
- mes "[Essofeit]";
- mes "Hm, why don't take a";
- mes "tour of the 7th Division";
- mes "and see the attitude of my";
- mes "comrades for yourself? You'll";
- mes "see Grand Master Maroujje";
- mes "training the recruits outside.";
- close;
- }
- if (KNGT_SK == 0) {
- mes "[Essofeit]";
- mes "Greetings. I am Essofeit";
- mes "Lageiya of the 7th Division";
- mes "of the Prontera Chivalry.";
- mes "As a proud Knight upholding";
- mes "the principles of honor and";
- mes "chivalry, I am at your service.";
- next;
- mes "[Essofeit]";
- mes "May I ask which division";
- mes "you are from? Ah, you're";
- mes "a Knight that's been granted";
- mes "royal permisson to journey";
- mes "as you please. That must be";
- mes "great, the freedom you have.";
- next;
- mes "[Essofeit]";
- mes "Sadly, the Division of";
- mes "which I am member is too";
- mes "bureaucratic. I believe that my";
- mes "comrades are more concerned";
- mes "with their pensions than with chivalry, or defending the weak.";
- next;
- mes "[Essofeit]";
- mes "Even if we wanted to be";
- mes "more active, there are too";
- mes "many regulations that hamper";
- mes "the good we can do. Over time,";
- mes "the situation has grown much^FFFFFF ^000000 worse. But don't take my word...";
- next;
- mes "[Essofeit]";
- mes "Perhaps it will be better";
- mes "if you visited the 7th Division";
- mes "for yourself and speak to the";
- mes "other Knights that are training. Hopefully, you will see what";
- mes "I have seen for a long time...";
- set KNGT_SK,1;
- close;
- }
- }
- mes "[Essofeit]";
- mes "Greetings. I am Essofeit";
- mes "Lageiya of the 7th Division";
- mes "of the Prontera Chivalry.";
- mes "As a proud Knight upholding";
- mes "the principles of honor and";
- mes "chivalry, I am at your service.";
- next;
- mes "[Essofeit]";
- mes "I only wish the others in";
- mes "my division would appreciate";
- mes "my values, and the true value";
- mes "of spilled blood. They may be";
- mes "my comrades, but I find it";
- mes "difficult to trust them.";
- close;
-}
-
-prontera,69,351,0 script #tour 111,5,5,{
-//OnTouch2:
-OnTouch:
- if (KNGT_SK > 2)
- end;
- if (KNGT_SK <= 2) {
- mes "[?]";
- mes "Kiiiiiiai~!";
- mes "Yaaaaaaaaap!";
- mes "Hoo! Haa! Haiyah!";
- next;
- mes "[?]";
- mes "Si-Aiyah!";
- mes "Rowr rowr rowr";
- mes "GrrrrrrrraaAAHH!";
- next;
- mes "^3355FFThese Knights appear to be";
- mes "putting themselves through";
- mes "some gruelingly difficult";
- mes "training. But as you listen";
- mes "a little more closely, their";
- mes "screams seem a bit dramatized.^000000";
- if (KNGT_SK == 1) set KNGT_SK,2;
- close;
- }
- mes "^3355FFThis group of Knights";
- mes "appear to be undergoing";
- mes "so pretty grueling training,";
- mes "judging from the wailing pitch";
- mes "of their battle screams.^000000";
- close;
-}
-
-prontera,72,352,7 script Grand Master 733,{
- mes "[Grand Master]";
- if (KNGT_SK == 2 || KNGT_SK == 3) {
- mes "Alright men, you don't";
- mes "need to put ^333333that^000000 much effort";
- mes "into your training. You have";
- mes "to do this everyday, so make";
- mes "sure that you don't exhaust";
- mes "yourselves unnecessarily.";
- next;
- mes "[Grand Master]";
- mes "The most important thing";
- mes "is that you don't injure";
- mes "yourselves. Take it easy";
- mes "and make sure that you";
- mes "don't pull a muscle.";
- mes "Um, that's an order!";
- if (KNGT_SK == 2) set KNGT_SK,3;
- close;
- }
- mes "Put your backs into it,";
- mes "men! I know training can";
- mes "be tough, but it'll make";
- mes "you harder, better, faster and";
- mes "stronger! Prontera's safety is^FFFFFF ^000000 your responsibility, Knights!";
- next;
- mes "[Grand Master]";
- mes "...";
- mes "Oh, I'm just kidding around.";
- mes "Let's go take a break, guys.";
- close;
-}
-
-prontera,78,354,3 script Knight#zabii 734,{
- if (KNGT_SK == 3 || KNGT_SK == 4) {
- mes "[Zabi]";
- mes "I guess we're more like";
- mes "government employees";
- mes "than actual Knights. We're";
- mes "overpaid, and don't really";
- mes "have to do anything other";
- mes "than pretend to train.";
- next;
- mes "[Zabi]";
- mes "Me? I plan on milking";
- mes "the system for all it's";
- mes "worth. Work here a few";
- mes "years, then live the rest";
- mes "of my life on a fat pension.";
- mes "Yeah, that's gonna be great.";
- next;
- mes "[Zabi]";
- mes "Whoa-whoa-whoa,";
- mes "the Grand Master's";
- mes "looking this way! Quit";
- mes "talkin' to me and let me";
- mes "grunt like I've got a hernia.";
- mes "Hooooo-AH! BWAH! HAI-YAH!";
- if (KNGT_SK == 3) set KNGT_SK,4;
- close;
- }
- mes "[A Knight]";
- mes "Hooooo-AH!";
- mes "BWAH! HAI-YAH!";
- mes "Oh man, I can barely";
- mes "breathe from all of this";
- mes "arduous training. Ugh,";
- mes "so incredibly enervated...";
- close;
-}
-
-prontera,73,357,5 script Knight#drake 734,{
- if (KNGT_SK == 4 || KNGT_SK == 5) {
- mes "[Gon]";
- mes "What'll I get with";
- mes "my next paycheck?";
- mes "Ah~ I should get a nice";
- mes "necklace for my wife.";
- mes "I just know she'll love it!";
- next;
- if (KNGT_SK == 4) set KNGT_SK,5;
- mes "[Gon]";
- mes "Let's see, how many";
- mes "more days until payday?";
- mes "One, two... Hmm. For some";
- mes "reason it never seems to";
- mes "come soon enough, you know?";
- close;
- }
- mes "[A Knight]";
- mes "Maybe I'm not not so good";
- mes "at fighting or defending the";
- mes "weak, but this Knight position";
- mes "is a pretty good job. Working";
- mes "here really lets me save up";
- mes "cash to invest in my future.";
- next;
- mes "[A Knight]";
- mes "We may never get to see";
- mes "any action, but at least";
- mes "I can take some pride";
- mes "in being a Knight.";
- close;
-}
-
-prontera,78,357,3 script Knight#sasword 734,{
- mes "[Jiya]";
- if (KNGT_SK == 5 || KNGT_SK == 6) {
- mes "Man, this division of";
- mes "the chivalry doesn't seem";
- mes "to have too much potential.";
- mes "Most of us here are pretty";
- mes "second rate, except maybe";
- mes "for that one guy, Essofeit.";
- next;
- set KNGT_SK,6;
- mes "[Jiya]";
- mes "As for me, I don't have too";
- mes "much in the way of ambition.";
- mes "As long as I do what I'm told,";
- mes "they'll pay me. And as long";
- mes "as I get paid, I'm happy.";
- close;
- }
- mes "D-don't talk to me!";
- mes "Gotta... muster up the...";
- mes "Strength to... f-finish all";
- mes "these... training exercises!";
- mes "Alright man, c-concentrate...";
- close;
-}
-
-prontera,66,358,5 script Knight#gattack 733,{
- mes "[Gatack]";
- if (KNGT_SK == 7) {
- mes "Wait, where's";
- mes "Essofeit? He can't";
- mes "just skip daily training,";
- mes "even if he has the distinction";
- mes "of killing countless ^FF0000Mystcases^000000";
- mes "and ^FF0000Obeaunes^000000 in his time.";
- next;
- mes "[Gatack]";
- mes "Gosh, I'm sick and tired of";
- mes "him talking about Knighthood.";
- mes "Essofeit insists that all Knights, even complete rookies, should be";
- mes "able to obtain 5 Candy Canes and^FFFFFF ^000000 3 Witherless Roses from hunting.";
- next;
- mes "[Gatack]";
- mes "Hell, I just hate to hear";
- mes "his preaching about his great";
- mes "experiences fighting monsters.";
- mes "But now Essofeit just researches stuff inside the building and";
- mes "doesn't do much else...";
- close;
- }
- mes "Man, Knight training";
- mes "is pretty rough. Don't";
- mes "they know that I'm far";
- mes "too delicate for all this";
- mes "strenuous activity?";
- next;
- mes "[Gatack]";
- mes "Ah well, if I ever go";
- mes "down in battle, I won't";
- mes "be too surprised, seeing";
- mes "as I'm one of the weakest";
- mes "guys here. But when it happens,";
- mes "I'll be too busy looking good.";
- close;
-}
-
-//============================================================
-// Old changelog
-//============================================================
-//= 1.0 for fully working skills only [Lupus]
-//= 1.1 Added more new skill quests for more classes [Lupus]
-//= Somehow eA engine doesn't let you keep learn't skill V_V'
-//= 1.2 Added to correct locations, correct NPC's, fixed
-//= some of the items required and made them into real
-//= quests. [Reddozen]
-//= 1.3 Fixed bugs and minor typos. Optimized [Lupus]
-//= 1.3a fixed an item ID typo, thx 2Spiritual Kid
-//= 1.3b Splitted into different files [DracoRPG]
-//= 1.4 Updated to the Official One. [Samuray22]
-//= 1.4a replaced item "names" with item id [Lupus]
-//============================================================
diff --git a/npc/quests/skills/mage_skills.txt b/npc/quests/skills/mage_skills.txt
deleted file mode 100644
index cb141443d..000000000
--- a/npc/quests/skills/mage_skills.txt
+++ /dev/null
@@ -1,168 +0,0 @@
-//===== rAthena Script =======================================
-//= Mage Skill Quest
-//===== By: ==================================================
-//= kobra_k88
-//===== Current Version: =====================================
-//= 1.7
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= Quest for skills: Energy Coat
-//===== Additional Comments: =================================
-//= 1.5 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
-//= 1.6 Fixed a typo in job check. (Bugreport:1531) [L0ne_W0lf]
-//= 1.7 Updated to latest available official file. [Masao]
-//============================================================
-
-geffen_in,151,119,4 script Great Wizard 64,{
- mes "[BLIZZARDRISS]";
- mes "Hey ! My friend !";
- mes "I see that you are a mage.";
- mes "Look into yourself to discover";
- mes "your hidden abilities !";
- next;
- switch (select(" About mage's hidden ability :About skill ^3355FF' Energy Coat '^000000 :End conversation")) {
- case 1:
- mes "[BLIZZARDRISS]";
- mes "For many years";
- mes "I have studied the ancient";
- mes "magic's of Geffen.";
- mes "Recently, I discovered";
- mes "a very good forgotten skill! ! !";
- mes "Isn't that fortunate?";
- next;
- mes "[BLIZZARDRISS]";
- mes "The skill uses your mental";
- mes "energy to block attacks against you.";
- mes "It is like a magical shield, or armor.";
- mes "Only the most special of persons can";
- mes "use this amazing skills.";
- next;
- mes "[BLIZZARDRISS]";
- mes "But the most amazing part is that I";
- mes "can use the skill! ! !";
- mes "I can use this to protect myself !";
- mes "Pu hah hah hah !!";
- next;
- mes "[BLIZZARDRISS]";
- mes "Ok Ok, don't get too excited.";
- mes "Listen carefully to what I can tell you.";
- mes "Those who use this spell must tap";
- mes "the hidden energies and abilities";
- mes "locked within themselves !";
- next;
- mes "[BLIZZARDRISS]";
- mes "If you wish to learn this skill, you";
- mes "must first have a few items to";
- mes "be used during the process.";
- next;
- mes "[BLIZZARDRISS]";
- mes "three ^3355FFGlass Bead^000000 ";
- mes "one ^3355FF1 carat Diamond^000000 ";
- mes "five ^3355FFShell^000000 ";
- mes "one ^3355FFSolid Shell^000000 ";
- mes "Bring me these items.";
- next;
- mes "[BLIZZARDRISS]";
- mes "Also, one more thing. . .";
- mes "You must be sufficiently experienced";
- mes "in the magical arts. This means you must";
- mes "either be a wizard or mage job level 35+.";
- next;
- mes "[BLIZZARDRISS]";
- mes "Wizards already have already";
- mes "experienced the role of a mage";
- mes "and so do not require a job level.";
- mes "In any case, one who wishes to";
- mes "be trained in this art must be in a";
- mes "healthy and strong mental state.";
- next;
- mes "[BLIZZARDRISS]";
- mes "Okay . .";
- mes "There is nothing more to say, are you interested?";
- close;
- case 2:
- if (getskilllv("MG_ENERGYCOAT") == 1) {
- mes "[BLIZZARDRISS]";
- mes "It seems that you have ";
- mes "already mastered this skill.";
- mes "Your skill in 'Energy Coat' ";
- mes "is evident.";
- mes "I am sorry, ";
- mes "I have nothing more to teach you ...";
- close;
- }
- if ((countitem(746) > 2) && (countitem(730) > 0) && (countitem(935) > 4) && (countitem(943) > 0) && (JobLevel > 34) && (BaseClass == Job_Mage)) {
- mes "[BLIZZARDRISS]";
- mes "Okay, I have received your request.";
- mes "I will now awaken your hidden energies . .";
- mes ". . . . . .";
- mes ". . . . . . . . . . . . .";
- mes ". . . . . . . . . . . . . . . . . . . . . . . . . .";
- next;
- mes "[BLIZZARDRISS]";
- mes "Ancient powers of";
- mes "Geffen! I seek the enlightenment";
- mes "and honor of your presence. ";
- mes "I am humbled in your presence!";
- mes " ...";
- next;
- mes "[BLIZZARDRISS]";
- mes "Grant me your power!";
- mes "Release your spirit";
- mes "Mana Shield! Metal Armor!";
- mes ". . . . . . . . . . . .";
- mes "ENERGY COAT! ! !";
- next;
- delitem 746,3; //Glass_Bead
- delitem 730,1; //Crystal_Jewel
- delitem 935,5; //Shell
- delitem 943,1; //Solid_Shell
- skill "MG_ENERGYCOAT",1,0;
- mes "[BLIZZARDRISS]";
- mes ". . . . .";
- mes "It is done. . .";
- mes "You know have the ";
- mes "elite skill of ^3355FF' Energy Coat '^000000 .";
- mes "Use it well.";
- next;
- mes "[BLIZZARDRISS]";
- mes "Do not shame our";
- mes "class with disgraceful";
- mes "use of this or any skill.";
- mes "Your new power calls for new responsibility.";
- close;
- }
- mes "[BLIZZARDRISS]";
- mes "Look!!";
- mes "Didn't you listen to my explanation ? !";
- mes "You have not prepared fully";
- mes "for me to assist you.";
- mes "Check that you have me all the requirements";
- next;
- mes "[BLIZZARDRISS]";
- mes "If you need me to explain";
- mes "all this again, then ask me.";
- mes "I would be happy to explain again";
- mes "if only you would listen. . .";
- close;
- case 3:
- mes "[BLIZZARDRISS]";
- mes "The wise man must have patience !";
- mes "Prepare yourself again,";
- mes "and return when you are ready.";
- close;
- }
-}
-
-//============================================================
-// Old changelog
-//============================================================
-//= v1.0a Now using functions found in "Global_Functions.txt"
-//= for class checks.[kobra_k88]
-//= 1.2 Added Baby Class Support [Lupus]
-//= 1.3 Removed callfunc Is_####_Class in favor of baseClass [Silentdragon]
-//= 1.4 Fixed exploit [Lupus]
-//= 1.4a Fixed some typos [IVBela]
-//= 1.4b changed perm. variables to temp ones [Lupus]
-//============================================================
diff --git a/npc/quests/skills/merchant_skills.txt b/npc/quests/skills/merchant_skills.txt
deleted file mode 100644
index 1fb202072..000000000
--- a/npc/quests/skills/merchant_skills.txt
+++ /dev/null
@@ -1,735 +0,0 @@
-//===== rAthena Script =======================================
-//= Merchant Skills Quests
-//===== By: ==================================================
-//= kobra_k88
-//===== Current Version: =====================================
-//= 1.6
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= Quests for skills: Crazy Uproar, Change Cart, Cart
-// Revolution
-//===== Additional Comments: =================================
-//= 1.5 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
-//= 1.6 Updated to latest available official file. [Masao]
-//============================================================
-
-alberta,83,96,5 script Necko 98,7,7,{
- if (BaseClass == Job_Merchant) {
- if (getskilllv("MC_LOUD") == 1) {
- mes "[Necko]";
- mes "I'm sorry. Necko's store is...";
- mes "Oh? Who's this?";
- mes "Pukakakakakakakakakaka!!!";
- mes "Long time no see!";
- mes "How are you?";
- mes "Nice to see you again!!";
- mes "Anything new?";
- mes "Wow~ I'm so glad to see you!";
- mes "You! Stop by once in a while!";
- mes "I might forget what you look like!";
- mes "Pukakakakakakakakaka!!!";
- mes "Very very nice to see you!!";
- mes "It's so nice to see you like this!";
- mes "Come to Alberta often!";
- mes "Killing two birds with one stone!!";
- mes "I get to see you, and shout also!!";
- mes "How much better can it get!!!";
- mes "Keuhahahahahahahaha!!";
- mes "Pukakakakakakakakakaka!!!";
- mes "Ppyakikakikakakakakakakaka!!";
- close;
- }
- else if (JobLevel < 15) {
- mes "[Necko]";
- mes "Oh, did you come because";
- mes "you are infatuated with my voice?";
- mes "My voice is loud, isn't it!";
- mes "considering you can hear it from a distance.";
- mes "And also.";
- mes "(looks around)";
- next;
- mes "[Necko]";
- mes "My voice isn't just loud!";
- mes "!";
- mes "Once you are about a level 15 merchant";
- mes "I will tell you the secret!";
- mes "Then, come again!!!";
- next;
- mes "[Necko]";
- mes "Uahahahahahahahahahahahaha!";
- mes "Kyukwakakakakakakakakakaka!";
- close;
- }
- else if ((countitem(722) > 6) && (countitem(532) > 0) && (countitem(921) > 49) && (JobLevel >= 15)) {
- mes "[Necko]";
- mes "Oh! You!";
- mes "You are qualified to learn how to shout!";
- mes "Learn how to shout with my help.";
- mes "Would you like to learn Crazy Uproar?";
- next;
- switch (select("Yes!!!!:No.:What is that?")) {
- case 1:
- mes "[Necko]";
- mes "Ahahahahaha!! Good!!!";
- mes "That's the spirit!";
- mes "Here we go!";
- next;
- delitem 722,7; //Scarlet_Jewel
- delitem 532,1; //Banana_Juice
- delitem 921,50; //Mushroom_Spore
- skill "MC_LOUD",1,0;
- mes "[Necko]";
- mes "You have learned Crazy Uproar!!";
- mes "Shout as much as you wish!";
- mes "Hahahahahahaha!";
- close;
- case 2:
- mes "[Necko]";
- mes "Eh... ok.";
- mes "Pooooh...";
- close;
- case 3:
- mes "[Necko]";
- mes "Crazy Uproar uses your loud voice";
- mes "to boost battle spirit";
- mes "With 8 SP, you get an additional";
- mes "4 STR for 5 minutes!!!!!";
- mes "If you use it repeatedly";
- mes "it is 5 minutes from that point on.";
- next;
- mes "[Necko]";
- mes "Stay casual in everyday life,";
- mes "and when you need to fight";
- mes "it will gather your spirit.";
- mes "Very useful, I must say!!!!";
- close;
- }
- }
- mes "[Necko]";
- mes "Oh, were you charmed ";
- mes "by my voice?";
- mes "Indeed, my voice is loud!";
- mes "You can hear it from so far away.";
- mes "And also.";
- mes "(looks around)";
- next;
- mes "[Necko]";
- mes "My voice isn't JUST loud!";
- mes "I have learned the skill";
- mes "that lets me shout..";
- mes "The Crazy Uproar skill!";
- next;
- mes "[Necko]";
- mes "Crazy Uproar uses your loud voice";
- mes "to boost battle spirit";
- mes "With 8 sp, you get an additional";
- mes "4 STR for 5 minutes!!!!!";
- mes "If you use it repeatedly";
- mes "it is 5 minutes from that point.";
- next;
- mes "[Necko]";
- mes "Stay casual in everyday life,";
- mes "but shout to gather more";
- mes "strength when you fight.";
- mes "It is very useful!!!!";
- mes "To learn this skill, you first need";
- mes "to learn the essentials of sound!!!";
- next;
- mes "[Necko]";
- mes "You can learn this in Payon";
- mes "from a singer with just a loud voice";
- mes "You can take lessons from him!";
- next;
- mes "[Necko]";
- mes "But that person died!";
- mes "So you can't learn it anymore!";
- mes "Hahahahahahahaha!!!!";
- mes "..............................";
- mes "...Aww you look disappointed?";
- mes "Do you want to learn Crazy Uproar?";
- next;
- mes "[Necko]";
- mes "Hmm... Shall I teach you?";
- mes "If you really want it, that is.";
- mes "First, I must scorch the vocal cords.";
- mes "There are some things needed to do so.";
- next;
- mes "[Necko]";
- mes "7 Pearls, 1 bottle of Banana Juice,";
- mes "and 50 mushroom spores!";
- mes "Then I'll scorch your vocal chord!";
- next;
- mes "[Necko]";
- mes "See you when you are ready!";
- mes "I shall prepare my throat for then as well!!";
- mes "Bboowuuuuuuuuuuuuuuuuh~~~!!";
- close;
- }
- mes "[Necko]";
- mes "Necko's store is closed right now.";
- mes "come again later. Hehe~";
- close;
-
-OnTouch:
- mes "[!?]";
- mes "Muahahahahahahahahahahahaha!!";
- mes "Pukakakakakakakakakakakakaka!";
- close;
-}
-
-alberta,119,221,6 script Charlron 107,{
- if (BaseClass == Job_Merchant) {
- if (getskilllv("MC_CHANGECART") == 1) {
- mes "[Charlron]";
- mes "Mmm? I was wondering who was making all";
- mes "the raucus carrying around a cart.";
- mes "It was you.";
- mes "Yes, I remember you.";
- mes "what do you think? The new cart..good, yeah?";
- next;
- mes "[Charlron]";
- mes "Enjoy life.";
- mes "Life isn't just simply moving";
- mes "forward..Slowly, looking around,";
- mes "dragging a heavy cart is";
- mes "the way us merchants live.";
- mes "Then see you next time.";
- next;
- mes "[Charlron]";
- mes "Be healthy~";
- close;
- }
- else if (JobLevel >= 30) {
- mes "[Charlron]";
- mes "Nice to see you fellow merchant";
- mes "If I remember correctly,";
- mes "you're that famous merchant";
- mes "these days.";
- next;
- mes "But your cart doesn't";
- mes "seem to fit your fame.";
- mes "How pitiful.";
- next;
- switch (select("That's why I came here.:What about my cart?:Two pairs is pitiful?")) {
- case 1:
- if ((countitem(1019) > 49) && (countitem(998) > 9) && (countitem(919) > 19)) {
- mes "[Charlron]";
- mes "Haha! Ok, ok!";
- mes "With the things you brought";
- mes "I will change your cart.";
- next;
- delitem 1019,50; //Wooden_Block
- delitem 998,10; //Iron
- delitem 919,20; //Animal's_Skin
- skill "MC_CHANGECART",1,0;
- mes "[Charlron]";
- mes "Congratulations.";
- mes "You can choose a cart";
- mes "according to your taste.";
- mes "And now you don't even need";
- mes "me to help you. All you";
- mes "need is some SP.";
- next;
- mes "[Charlron]";
- mes "Convenient, don't you think?";
- mes "Oh and one more thing!";
- mes "Each time you level, you can";
- mes "have a new different cart";
- mes "So work hard.";
- next;
- mes "[Charlron]";
- mes "But anyways, it looks very nice on you!";
- mes "Hahaha! Have a nice day!";
- close;
- }
- mes "[Charlron]";
- mes "Mmm... It's true that I";
- mes "change carts but...";
- mes "In order to do so, I need";
- mes "some materials to use.";
- next;
- mes "[Charlron]";
- mes "50 Trunks.";
- mes "10 Iron.";
- mes "20 Animal Skins.";
- mes "I need at least these things";
- mes "to change your cart.";
- next;
- mes "[Charlron]";
- mes "So come see me when you";
- mes "have prepared everything.";
- close;
- case 2:
- mes "[Charlron]";
- mes "Oh no, you don't know at all?(changes tone)";
- mes "A new way to show off a merchant's ego!";
- mes "An expression of an excellent brain!";
- mes "Change Cart is a skill that";
- mes "makes a merchant stand out!";
- next;
- mes "[Charlron]";
- mes "A fun skill that allows you to";
- mes "use a cart according to your";
- mes "level with only 40 SP!";
- next;
- mes "[Charlron]";
- mes "That is Change Cart!";
- mes "A basic skill for any merchant.";
- mes "I'll teach you how to make";
- mes "one so watch carefully, and";
- mes "do exactly what I do to make";
- mes "your own in the future!";
- next;
- mes "[Charlron]";
- mes "But, since it's the first time";
- mes "you need to prepare some materials.";
- mes "50 Trunks!";
- mes "10 Iron!";
- mes "20 Animal skins!";
- mes "-bring these please!";
- next;
- mes "[Charlron]";
- mes "All we have to do is";
- mes "make one using those materials,";
- mes "so come back when you are ready.";
- mes "Ok?";
- close;
- case 3:
- mes "[Charlron]";
- mes "...it's not 'CARD'!";
- close;
- }
- }
- mes "[Charlron]";
- mes "Welcome young one.";
- mes "Is selling fun? I am the";
- mes "merchant Charlron. I have been";
- mes "doing some research about.";
- mes "carts recently.";
- next;
- mes "[Charlron]";
- mes "Aren't you tired of that cart?";
- mes "Come to me if you want to";
- mes "change your cart. I'll do a good job.";
- mes "But, there are some conditions.";
- next;
- mes "[Charlron]";
- mes "I'm a pretty famous merchant,";
- mes "so I don't really deal with beginners.";
- mes "Once you are level 30";
- mes "I may consider establishing";
- mes "a deal with you.";
- close;
- }
- mes "[Charlron]";
- mes "I am a merchant that";
- mes "deals with many things, Charlron.";
- mes "If you ever find anything interesting";
- mes "come back and try to ";
- mes "negotiate a deal with me.";
- close;
-}
-
-alberta,232,103,6 script Gershaun 57,{
- if (BaseClass == Job_Merchant) {
- if (getskilllv("MC_CARTREVOLUTION") == 1) {
- mes "[Gershaun]";
- mes "Ah, long time no see!";
- mes "Ohh, the red marks on your cart.";
- mes "They must be the marks of 'it'...";
- mes "Seems like I have taught you the skill correctly!";
- next;
- mes "[Gershaun]";
- mes "You have blood like mine in you!";
- mes "Mmm! After all!!";
- mes "I'm happy! Scratch my back!";
- mes "Here! Hurry!";
- close;
- }
- else if ((BaseClass == Job_Merchant) && (JobLevel >= 35)) {
- mes "[Gershaun]";
- mes "Ooh. You have a firm body";
- mes "for a merchant. You must be";
- mes "very good a carrying things!?";
- mes "Mmm you should be able to learn";
- mes "Cart Revolution!";
- next;
- switch (select("Hey~ that's why I came.:What's that?")) {
- case 1:
- set .@care_random,rand(1,3);
- if (.@care_random == 1) {
- if ((countitem(533) > 1) && (countitem(998) > 19) && (countitem(938) > 29) && (countitem(601) > 19) && (countitem(962) > 4)) {
- mes "[Gershaun]";
- mes "Hoho!";
- mes "Got it! I shall teach you";
- mes "Cart Revolution!";
- next;
- mes "[Gershaun]";
- mes "Ah, such a nice day!";
- mes "I shall reward those who";
- mes "eagerly swing their carts!";
- next;
- delitem 533,2; //Grape_Juice
- delitem 998,20; //Iron
- delitem 938,30; //Sticky_Mucus
- delitem 601,20; //Wing_Of_Fly
- delitem 962,5; //Tentacle
- skill "MC_CARTREVOLUTION",1,0;
- mes "Now you can use Cart Revolution";
- mes "I expect you to make merchants";
- mes "famous by using this amazing";
- mes "destruction power. Muahahahahaha!!!";
- next;
- mes "[Gershaun]";
- mes "Have a great day!!";
- close;
- }
- else if (countitem(532) > 0) {
- mes "[Gershaun]";
- mes "Ooh!";
- mes "It's banana juice!";
- mes "Thank you very much!";
- mes "...............Kaah!";
- delitem 532,1; //Banana_Juice
- mes "Very refreshing! Thank you! Goodbye!";
- next;
- mes "[Gershaun]";
- mes "Hmm?";
- mes "You didn't leave yet?";
- mes "Ah! You are still attached";
- mes "to Cart Revolution!";
- mes "Ok then. Considering you brought";
- mes "the Banana Juice, I'll teach you.";
- next;
- mes "[Gershaun]";
- mes "It's not hard to teach you";
- mes "Cart Revolution, but I need you to prepare";
- mes "the materials to modify your cart.";
- mes "The items I need are..";
- next;
- mes "[Gershaun]";
- mes "First I need 20 Irons to make the cart";
- mes "durable. Then 30 Sticky Mucus to absorb";
- mes "the shock.";
- mes "And about 20 Fly Wings and 5 Tentacles?";
- mes "And 2 bottles of Grape Juice for me!";
- next;
- mes "[Gershaun]";
- mes "Just bring those.";
- mes "I'm not saying ONLY 30 or 20.";
- mes "It depends on my condition!";
- mes "Hahahaha!";
- mes "I'll be waiting. Then byebye~";
- close;
- }
- mes "[Gershaun]";
- mes "Mmm!";
- mes "Nothing can be done without a refreshing drink!";
- mes "How about starting a conversation";
- mes "with at least a bottle of Banana Juice?";
- close;
- }
- if (.@care_random == 2) {
- if ((countitem(533) > 1) && (countitem(998) > 14) && (countitem(938) > 24) && (countitem(601) > 14) && (countitem(962) > 4)) {
- mes "[Gershaun]";
- mes "Mmm that's good!";
- mes "Great! I shall teach you";
- mes "...Cart Revolution!";
- next;
- mes "[Gershaun]";
- mes "Ah, such a nice day!";
- mes "I shall reward those who";
- mes "eagerly swing their carts!";
- next;
- delitem 533,2; //Grape_Juice
- delitem 998,15; //Iron
- delitem 938,25; //Sticky_Mucus
- delitem 601,15; //Wing_Of_Fly
- delitem 962,5; //Tentacle
- skill "MC_CARTREVOLUTION",1,0;
- mes "Now you can use Cart Revolution";
- mes "I expect you to make merchants";
- mes "famous by using its amazing";
- mes "destruction power. Muahahahahaha!!!";
- next;
- mes "[Gershaun]";
- mes "Have a good day!!";
- close;
- }
- else if (countitem(532) > 0) {
- mes "[Gershaun]";
- mes "Ooh!";
- mes "It's banana juice!";
- mes "Thanks a lot!";
- mes "...............Kaaah!";
- delitem 532,1; //Banana_Juice
- mes "Very good! Thank you! Good-bye!";
- next;
- mes "[Gershaun]";
- mes "Mmm?";
- mes "You didn't leave yet?";
- mes "Ah! You're still attached";
- mes "to Cart Revolution!";
- mes "Ok then. Considering you brought";
- mes "the banana juice, I'll teach you.";
- next;
- mes "[Gershaun]";
- mes "It's not hard to teach you";
- mes "Cart Revolution, but I need you to prepare";
- mes "the materials to modify your cart.";
- mes "The items I need are..";
- next;
- mes "[Gershaun]";
- mes "First I need 20 Irons to make the cart";
- mes "durable. Then 30 Sticky Mucus to absorb";
- mes "the shock.";
- mes "And about 20 Fly Wings and 5 Tentacles?";
- mes "And 2 bottles of Grape Juice for me!";
- next;
- mes "[Gershaun]";
- mes "Bring these to me.";
- mes "But that doesn't mean I want only 30 and 20.";
- mes "It all depends on my condition!";
- mes "Just bring me these for now.";
- mes "Hahahaha!";
- mes "I'm looking forward to it. Good bye then~";
- close;
- }
- mes "[Gershaun]";
- mes "Mmm!";
- mes "Nothing's free nowadays!";
- mes "How about trying to start a conversation";
- mes "by offering a bottle of Banana Juice or something?";
- close;
- }
- if (.@care_random == 3) {
- if ((countitem(533) > 1) && (countitem(998) > 22) && (countitem(938) > 31) && (countitem(601) > 22) && (countitem(962) > 5)) {
- mes "[Gershaun]";
- mes "Mmm that's good!";
- mes "Great! I shall teach you";
- mes "...Cart Revolution!";
- next;
- mes "[Gershaun]";
- mes "Ah, such a nice day!";
- mes "I shall reward those who";
- mes "eagerly swing their carts!";
- next;
- delitem 533,2; //Grape_Juice
- delitem 998,23; //Iron
- delitem 938,32; //Sticky_Mucus
- delitem 601,23; //Wing_Of_Fly
- delitem 962,6; //Tentacle
- skill "MC_CARTREVOLUTION",1,0;
- mes "Now you can use Cart Revolution";
- mes "I expect you to make merchants";
- mes "famous by using its amazing";
- mes "destruction power. Muahahahahaha!!!";
- next;
- mes "[Gershaun]";
- mes "Have a good day!!";
- close;
- }
- else if (countitem(532) > 0) {
- mes "[Gershaun]";
- mes "Ooh!";
- mes "It's Banana Juice!";
- mes "Thanks a lot!";
- mes "...............Kaaah!";
- delitem 532,1; //Banana_Juice
- mes "Very good! Thank you! Good-bye!";
- next;
- mes "[Gershaun]";
- mes "Mmm?";
- mes "You didn't leave yet?";
- mes "Ah! You're still attached";
- mes "to Cart Revolution!";
- mes "Ok then. Considering you brought";
- mes "the banana juice, I'll teach you.";
- next;
- mes "[Gershaun]";
- mes "It's not hard to teach you";
- mes "Cart Revolution, but I need you to prepare";
- mes "the materials to modify your cart.";
- mes "The items I need are..";
- next;
- mes "[Gershaun]";
- mes "First I need 20 Irons to make the cart";
- mes "durable. Then 30 Sticky Mucus to absorb";
- mes "the shock.";
- mes "And about 20 Fly Wings and 5 Tentacles?";
- mes "And 2 bottles of Grape Juice for me!";
- next;
- mes "[Gershaun]";
- mes "Just bring those.";
- mes "I'm not saying ONLY 30 or 20.";
- mes "It depends on my condition!";
- mes "Hahahaha!";
- mes "I'll be waiting. Then byebye~";
- close;
- }
- mes "[Gershaun]";
- mes "Mmm!";
- mes "Nothing can be done without a refreshing drink!";
- mes "How about starting a conversation";
- mes "with at least a bottle of Banana Juice?";
- close;
- }
- case 2:
- mes "[Gershaun]";
- mes "... you don't seem to know";
- mes "about Cart Revolution.";
- mes "Ok, I'll tell you a story";
- mes "I've never told anyone before.";
- mes "Listen carefully.";
- next;
- mes "[Gershaun]";
- mes "I did research about a different";
- mes "way to use the cart.";
- mes "I tried cooking ramen";
- mes "and even tried jump-roping.";
- mes "But none of them were able";
- mes "to satisfy me.";
- next;
- mes "[Gershaun]";
- mes "In despair, I wandered";
- mes "through the fields with my cart.";
- mes "After wandering dazed day after day..";
- mes "I met a very strong monster.";
- mes "Life was in danger!";
- mes "Why me - a weaponless, armor-less merchant!";
- next;
- mes "[Gershaun]";
- mes "I was scared to death.. thinking";
- mes "and hoping that this wasn't the";
- mes "last of me. With little hope left";
- mes "I tried the last thing possible.";
- mes "I used my cart to hit the monster!";
- next;
- mes "[Gershaun]";
- mes "The monster died in one hit.";
- mes "It was then that I realized something.";
- mes "Carts can become weapons, too!";
- mes "I finally realized that we can";
- mes "attack with carts!";
- next;
- mes "[Gershaun]";
- mes "Cart Revolution!";
- mes "That's the new attack skill I developed.";
- mes "Using 12 SP you lift your cart";
- mes "to hit your opponent..";
- mes "right in the head!";
- next;
- mes "[Gershaun]";
- mes "The heavier your cart is, the";
- mes "stronger you can attack! With one hit,";
- mes "your opponent will be hurt and";
- mes "forced to back off!";
- mes "This is Cart Revolution!";
- close;
- }
- }
- mes "[Gershaun]";
- mes "Mmm, a young merchant.";
- mes "You must use carts, too.";
- mes "Since you need to do business.";
- mes "But is that all?";
- next;
- mes "[Gershaun]";
- mes "I did research about a different";
- mes "way to use the cart.";
- mes "I tried cooking ramen";
- mes "and even tried jump-roping.";
- mes "But none of them were able";
- mes "to satisfy me.";
- next;
- switch (select("I know, I know.:...?")) {
- case 1:
- mes "[Gershaun]";
- mes "...no, what I'm saying is.";
- close;
- case 2:
- mes "[Gershaun]";
- mes "In despair, I wandered";
- mes "through the fields with my cart.";
- mes "After wandering dazed day after day..";
- mes "I met a very strong monster.";
- mes "Life was in danger!";
- mes "Why me - a weaponless, armor-less merchant!";
- next;
- mes "[Gershaun]";
- mes "I was scared to death.. thinking";
- mes "and hoping that this wasn't the";
- mes "last of me. With little hope left";
- mes "I tried the last thing possible.";
- mes "I used my cart to hit the monster!";
- mes "And then! And then!";
- next;
- mes "[Gershaun]";
- mes "The monster died in one hit.";
- mes "It was then that I realized something.";
- mes "Carts can become weapons, too!";
- mes "I finally realized that we can";
- mes "attack with carts!";
- next;
- mes "[Gershaun]";
- mes "Cart Revolution!";
- mes "That's the new attack skill I developed.";
- mes "Using 12 SP you lift your cart";
- mes "to hit your opponent..";
- mes "right in the head!";
- next;
- mes "[Gershaun]";
- mes "The heavier your cart is, the";
- mes "stronger you can attack! With one hit,";
- mes "your opponent will be hurt and";
- mes "forced to back off!";
- next;
- mes "[Gershaun]";
- mes "Would you like to learn this skill?";
- next;
- switch (select("Yes!!:I want to learn sushi skills...")) {
- case 1:
- mes "[Gershaun]";
- mes "Ok!";
- mes "I'll give you special training!";
- mes "First you need health!";
- mes "Get yourself to merchant";
- mes "level 35!";
- mes "We'll talk after that!";
- close;
- case 2:
- mes "[Sushi King Gershaun]";
- if (Sex > 1) {
- mes "Stupid girl!";
- }
- else {
- mes "Stupid boy!";
- }
- mes "It's way to early for you to";
- mes "even put your hands on sushi!";
- close;
- }
- }
- }
- mes "[Gershaun]";
- mes "If it doesn't work, make it work.";
- mes "If it doesn't work, make it work.";
- mes "If it doesn't work, make it work.";
- close;
-}
-
-//============================================================
-// Old changelog
-//============================================================
-//= Fully working
-//= v1.1 Bug fixes
-//= v1.a Now using functions found in "Global_Functions.txt"
-//= for class checks.[kobra_k88]
-//= 1.2 Added Baby Class Support [Lupus]
-//= 1.3 Removed callfunc Is_####_Class in favor of baseClass [Silentdragon]
-//= 1.4 Fixed exploits [Lupus]
-//= 1.4a Fixed some typos [IVBela] 1.4b Gershaun -> Gershuan
-//= changed perm. variables to temp ones [Lupus]
-//= 1.4b Added missing 1 Banana Juice requirement to Cart Revolution [DracoRPG]
-//============================================================
diff --git a/npc/quests/skills/monk_skills.txt b/npc/quests/skills/monk_skills.txt
deleted file mode 100644
index 46d0e6f77..000000000
--- a/npc/quests/skills/monk_skills.txt
+++ /dev/null
@@ -1,450 +0,0 @@
-//===== rAthena Script =======================================
-//= Monk Skills Quests
-//===== By: ==================================================
-//= Lupus, Reddozen, Samuray22
-//===== Current Version: =====================================
-//= 1.5
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Quests for skills: Spiritual Bestowment, Excruciating Palm
-//===== Additional Comments: =================================
-//= 1.5 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
-//============================================================
-
-prt_monk,270,198,3 script Apprentice Monk#qsk_mo 753,{
- if (BaseJob == Job_Monk) {
- if (MONK_SK == 7) {
- mes "[Monk]";
- mes "To take the time to";
- mes "comtemplate on your most";
- mes "important goal, your highest";
- mes "priority, is never a waste.";
- mes "Never confuse your means";
- mes "to the end you wish to achieve.";
- close;
- }
- if (MONK_SK == 6 && getskilllv("MO_KITRANSLATION") == 0) {
- mes "[Monk]";
- mes "You've forgotten the";
- mes "basics behind performing";
- mes "Spiritual Bestowment?";
- mes "How can this be...?";
- next;
- mes "[Monk]";
- mes "Ah, now I understand.";
- mes "You've transcended the";
- mes "limitations that used to";
- mes "hold you back, and have";
- mes "become a Champion. I'm";
- mes "sorry for underestimating you.";
- next;
- mes "[Monk]";
- mes "Very well. It will be an honor";
- mes "for me to help you relearn the";
- mes "Spiritual Bestowment skill. As";
- mes "a side effect, you will probably relearn Excruciating Palm as well.";
- next;
- mes "[Monk]";
- mes "Now be still and relax";
- mes "as I perform my special";
- mes "accupressure treatment that";
- mes "will commit these skills to";
- mes "your nervous system and ";
- mes "motor memory...";
- next;
- mes "^3355FF*Tap-tap-tap-tap-tap-tap-tap-tap- tap-tap-tap-tap-tap-tap-tap-tap-";
- mes "tap-tap-tap-tap-tap-tap-tap-tap- tap-tap-tap-tap-tap-tap-tap-tap-";
- mes "tap-tap-tap-tap-tap-tap-tap-tap- tap-tap-tap-tap-tap-tap-tap-tap-";
- mes "tap-tap-tap-tap-tap-tap* *POKE*^000000";
- set MONK_SK,7;
- skill "MO_KITRANSLATION",1,0;
- skill "MO_BALKYOUNG",1,0;
- next;
- mes "[Monk]";
- mes "It is done. Please";
- mes "continue to use these";
- mes "special skills to promote";
- mes "peace and harmony in this";
- mes "world. Farewell, my friend.";
- close;
- }
- if (MONK_SK > 2) {
- mes "[Monk]";
- mes "To take the time to";
- mes "comtemplate on your most";
- mes "important goal, your highest";
- mes "priority, is never a waste.";
- mes "Never confuse your means";
- mes "to the end you wish to achieve.";
- next;
- mes "[Monk]";
- mes "Ah, I have a favor to ask.";
- mes "Please do not tell others that";
- mes "I have taught you Spiritual";
- mes "Bestowment. I don't wish to";
- mes "spend my time teaching too";
- mes "many people this skill...";
- close;
- }
- if (MONK_SK == 2) {
- if (Weight == 0) {
- mes "[Monk]";
- mes "Ah. Well done. I see";
- mes "that you managed to learn";
- mes "the most important thing,";
- mes "selflessness, on your own.";
- mes "Now I trust that you won't";
- mes "abuse what I have to teach you.";
- next;
- mes "[Monk]";
- mes "My test may seem too strict,";
- mes "but it is impossible to learn";
- mes "Spiritual Bestowment without^FFFFFF ^000000 the right discipline. As with all";
- mes "things, readiness and preparation precede all forms of realization.";
- next;
- mes "[Monk]";
- mes "Now just relax for a moment.";
- mes "I will use accupressure to";
- mes "train your nervous system to";
- mes "physically memorize the energy";
- mes "flow and movements required";
- mes "for Spiritual Bestowment.";
- next;
- mes "^3355FF*Tap... tap*";
- mes "*Tap... Tap*";
- mes "*Tap tap tap*^000000";
- next;
- mes "^3355FF*Tap tap tap*";
- mes "*Tap tap tap*";
- mes "*Tap... Tap tap*^000000";
- next;
- mes "^3355FF*Tap-tap-tap-tap-tap-tap-tap-tap- tap-tap-tap-tap-tap-tap-tap-tap-";
- mes "tap-tap-tap-tap-tap-tap-tap-tap- tap-tap-tap-tap-tap-tap-tap-tap-";
- mes "tap-tap-tap-tap-tap-tap-tap-tap- tap-tap-tap-tap-tap-tap-tap-tap-";
- mes "tap-tap-tap-tap-tap-tap* *POKE*^000000";
- next;
- mes "[Monk]";
- mes "It is done. You are now";
- mes "capable of using Spiritual";
- mes "Bestowment. Ah, yes. I've never";
- mes "really named this skill, but that is what it is usually called by";
- mes "other Monks who have seen it.";
- next;
- mes "[Monk]";
- mes "Remember that this skill has a";
- mes "long Cast Time and Skill Delay,";
- mes "so use it very carefully. This";
- mes "skill will let you give a Spirit Sphere to one of your Party";
- mes "Members by consuming 40 SP.";
- next;
- mes "[Monk]";
- mes "You will better understand";
- mes "the use of this skill if you";
- mes "practice. Keep in mind that";
- mes "fighting may be necessary at";
- mes "times, but it is a means to an";
- mes "end, and not an end in itself.";
- set MONK_SK,3;
- skill "MO_KITRANSLATION",1,0;
- next;
- mes "[Monk]";
- mes "Our skills should not be";
- mes "used to shed blood. If you";
- mes "can transcend conflict, you";
- mes "will know that fighting has";
- mes "no worth, no value. Peace";
- mes "be with you, my friend.";
- close;
- }
- else {
- mes "[Monk]";
- mes "Have you learned the";
- mes "meaning of selflessness?";
- mes "When you abandon greed";
- mes "and the desires of the world,";
- mes "you will be ready for my teaching. ^FFFFFF ^000000";
- close;
- }
- }
- if (MONK_SK == 1) {
- mes "[Monk]";
- mes "Fighting is meaningless.";
- mes "Transcend conflict and";
- mes "difference through the";
- mes "realization that all are";
- mes "one. Discipline your mind";
- mes "and the truth will be revealed.";
- next;
- mes "[Monk]";
- mes "Hm? To what purpose have";
- mes "you come to visit me? Ah, so";
- mes "you wish to learn the skill that^FFFFFF ^000000 I have developed. My colleague";
- mes "was right: more and more people have been wanting to learn this.";
- next;
- mes "[Monk]";
- mes "Do not misunderstand me.";
- mes "It is true that power and";
- mes "justice, wisdom and action";
- mes "must be balanced. However,";
- mes "I have been visited by too many power hungry, bloodthirsty people.";
- next;
- mes "[Monk]";
- mes "In all fairness, I shall";
- mes "give you a chance. Prove";
- mes "to me that you would use";
- mes "the skills I teach you for";
- mes "peace and justice. Prove that";
- mes "you are free from selfishness.";
- set MONK_SK,2;
- close;
- }
- }
- mes "[Monk]";
- mes "Fighting is meaningless.";
- mes "Transcend conflict and";
- mes "difference through the";
- mes "realization that all are";
- mes "one. Discipline your mind";
- mes "and the truth will be revealed.";
- close;
-}
-
-monk_test,316,69,5 script Monk#qsk_mo 823,{
- if (BaseJob == Job_Monk) {
- if (MONK_SK == 6) {
- mes "[Monk]";
- mes "How did you convince";
- mes "that monk to teach you";
- mes "Spiritual Bestowment? It'd";
- mes "be nice to popularize both";
- mes "of our specialty skills, but the world may not be ready yet.";
- close;
- }
- if (MONK_SK == 5) {
- mes "[Monk]";
- mes "To begin, Excruciating Palm";
- mes "is performed by taking your";
- mes "inner strength and making it";
- mes "into outer strength. Then, you";
- mes "focus all of that into your palm. You'll explode if you do it wrong.";
- next;
- mes "[Monk]";
- mes "This skill truly causes";
- mes "excruciating pain, consuming";
- mes "20 SP and even 10 HP. It will";
- mes "knock back monsters with the";
- mes "chance of stunning them, but only the targeted monster is damaged.";
- next;
- mes "[Monk]";
- mes "If you use this skill on";
- mes "other players, it will cause";
- mes "a certain amount of damage,";
- mes "but it won't knock back other";
- mes "players near the original target. Does that make sense?";
- next;
- mes "[Monk]";
- mes "Anyway, keep practicing";
- mes "these principles and you'll";
- mes "master Excruciating Palm.";
- mes "You should definitely be able";
- mes "to do it since you've learned";
- mes "Spiritual Endowment.";
- set MONK_SK,6;
- skill "MO_BALKYOUNG",1,0;
- next;
- mes "[Monk]";
- mes "Well, we've completed";
- mes "the lesson. I hope you";
- mes "use your new skills to";
- mes "fight for justice and";
- mes "combat evil. Goodbye";
- mes "for now, my friend.";
- close;
- }
- if (MONK_SK == 4 && countitem(905) > 19 && countitem(711) > 2) {
- mes "[Monk]";
- mes "What's that...?";
- mes "You've learned the";
- mes "Spiritual Bestowment";
- mes "skill? I assume that you";
- mes "wish to learn Excruciating";
- mes "Palm next. Am I correct?";
- next;
- mes "[Monk]";
- mes "Hm. Well, you are strong";
- mes "enough to handily defeat a";
- mes "good number of Mandragoras.";
- mes "All right. You seem to be ready. Come back in a little while so";
- mes "that I can finish preparations.";
- delitem 905,20; //Stem
- delitem 711,3; //Shoot
- set MONK_SK,5;
- close;
- }
- if (MONK_SK == 4) {
- mes "[Monk]";
- mes "What's that...?";
- mes "You've learned the";
- mes "Spiritual Bestowment";
- mes "skill? I assume that you";
- mes "wish to learn Excruciating";
- mes "Palm next. Am I correct?";
- next;
- mes "[Monk]";
- mes "As I mentioned to you";
- mes "before, you must subjugate";
- mes "Mandragoras to prove that";
- mes "you are qualified, in terms";
- mes "of strength and compassion,";
- mes "to learn Excruciating Palm.";
- next;
- mes "[Monk]";
- mes "Fight to protect those";
- mes "innocents terrorized by";
- mes "the aggressive Mandragoras.";
- mes "If you bring me ^FF000020 Stems^000000 and";
- mes "^FF00003 Shoots^000000, I will be satisfied^FFFFFF ^000000 with this proof of your ability.";
- next;
- mes "[Monk]";
- mes "Do you understand now?";
- close;
- }
- if (MONK_SK == 3) {
- mes "[Monk]";
- mes "Have you come to learn";
- mes "Excruciating Palm? If only";
- mes "that were possible. There";
- mes "are two obstacles we face";
- mes "in fulfilling your request.";
- next;
- mes "[Monk]";
- mes "Firstly, you must learn";
- mes "the Spiritual Bestowment";
- mes "skill beforehand. It will be";
- mes "difficult to get that monk";
- mes "to teach it to you, if not";
- mes "outright impossible.";
- next;
- mes "[Monk]";
- mes "Secondly, you will need";
- mes "to pass my little test of";
- mes "strength, so that I can be";
- mes "use that your body can endure";
- mes "the awesome power involved";
- mes "in using Excruciating Palm.";
- next;
- mes "[Monk]";
- mes "Mm. I know that Mandragoras";
- mes "have been menacing travelers,";
- mes "so if you can prove to me that";
- mes "you've been hunting them, you";
- mes "will prove worthy of learning";
- mes "Excruciating Palm.";
- next;
- mes "[Monk]";
- mes "If you can somehow convince";
- mes "that monk to teach you how to";
- mes "perform Spiritual Bestowment,";
- mes "I shall then ask you to bring";
- mes "^FF000020 Stems^000000 and ^FF00003 Shoots^000000 from";
- mes "hunting Mandragoras.";
- next;
- mes "[Monk]";
- mes "Of course, completing";
- mes "my test is meaningless";
- mes "if you do not first learn the";
- mes "Spiritual Bestowment skill.";
- mes "I wish you luck with that...";
- set MONK_SK,4;
- close;
- }
- if (MONK_SK == 1) {
- mes "[Monk]";
- mes "There is a pacifist monk";
- mes "living in seclusion that";
- mes "can teach the Spiritual";
- mes "Bestowment skill. However,";
- mes "he is stubborn, and has refused^FFFFFF ^000000 many who wish to learn from him.";
- next;
- mes "[Monk]";
- mes "It would be good if";
- mes "you can convince him";
- mes "to teach it to you, as it is";
- mes "impossible to learn how";
- mes "to perform this skill alone.";
- mes "It's really quite a pity...";
- close;
- }
- if (MONK_SK == 0) {
- mes "[Monk]";
- mes "Power without justice will";
- mes "not last. Justice without";
- mes "power cannot be upheld.";
- mes "Power does not equate to";
- mes "justice, but true justice can";
- mes "be the means to power.";
- next;
- mes "[Monk]";
- mes "Always remember this truth.";
- mes "Justice and power, compassion";
- mes "and strength, wisdom and action. These are all complements that";
- mes "go hand in hand and must always";
- mes "be harmoniousy balanced.";
- next;
- mes "[Monk]";
- mes "So it is with some skills.";
- mes "I have developed a skill";
- mes "that is the pure manifestation";
- mes "of power, Excruciating Palm!";
- mes "However, it is useless without";
- mes "its complement to balance it.";
- next;
- mes "[Monk]";
- mes "The complement to my skill";
- mes "is a skill known as Spiritual";
- mes "Bestowment, which can only";
- mes "be taught by one Monk. However,";
- mes "he refuses to teach it to others, believing they are unworthy.";
- next;
- mes "[Monk]";
- mes "Although I've let him know";
- mes "that he should popularize his";
- mes "teaching of that skill, I must respect his decision. Still, you";
- mes "may try talking to him if you wish to try to learn some new skills.";
- set MONK_SK,1;
- next;
- mes "[Monk]";
- mes "To find him, simply seek";
- mes "out the monk who always";
- mes "preaches the empty meaning";
- mes "of fighting. That will be him.";
- close;
- }
- }
- mes "[Monk]";
- mes "Power without justice will";
- mes "not last. Justice without";
- mes "power cannot be upheld.";
- mes "Power does not equate to";
- mes "justice, but true justice can";
- mes "be the means to power.";
- close;
-}
-
-//============================================================
-// Old changelog
-//============================================================
-//= 1.0 for fully working skills only [Lupus]
-//= 1.1 Added more new skill quests for more classes [Lupus]
-//= Somehow eA engine doesn't let you keep learn't skill V_V'
-//= 1.2 Added to correct locations, correct NPC's, fixed
-//= some of the items required and made them into real
-//= quests. [Reddozen]
-//= 1.3 Fixed bugs and minor typos. Optimized [Lupus]
-//= 1.3a fixed an item ID typo, thx 2Spiritual Kid
-//= 1.3b Splitted into different files [DracoRPG]
-//= 1.4 Updated to the official one. [Samuray22]
-//= 1.4a replaced item "names" with item id. [Lupus]
-//============================================================
diff --git a/npc/quests/skills/novice_skills.txt b/npc/quests/skills/novice_skills.txt
deleted file mode 100644
index 92cc797e6..000000000
--- a/npc/quests/skills/novice_skills.txt
+++ /dev/null
@@ -1,480 +0,0 @@
-//===== rAthena Script =======================================
-//= Novice Skills Quests
-//===== By: ==================================================
-//= kobra_k88
-//===== Current Version: =====================================
-//= 1.7
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= Quest for skills: First Aid, Trick Dead
-//===== Additional Comments: =================================
-//= 1.5 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
-//= 1.6 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
-//= 1.7 Updated to latest available official file. [Masao]
-//============================================================
-
-prt_in,234,133,4 script Nami 66,{
- if ((Class == Job_Novice) && (JobLevel > 3 || BaseLevel > 11) && (skill_nov < 3)) {
- mes "[Nami]";
- mes "Hello!";
- mes "I want to be a nurse so bad!";
- mes "I always go and try to learn more.";
- mes "Actually, I'm really good.";
- mes "Do you want me to try on you? ? ? . .";
- next;
- switch (select("Continue conversation:Slowly slink away. . . .")) {
- case 1:
- if ((skill_nov >= 0) && (skill_nov <= 2)) {
- switch (skill_nov) {
- case 0:
- mes "[Nami]";
- mes "Thank you for giving me this chance!";
- mes "I will do the best I can.";
- mes "When I am nursing people, I never";
- mes "give half effort. -";
- next;
- mes "[Nami]";
- mes "Let me explain to you about";
- mes "this skill I am using, ^3355FF' First Aid '^000000 ";
- mes "It doesn't take any special";
- mes "equipment or items . .";
- mes "Using only old cloth, left over potions,";
- mes "and some other unsubstantial materials";
- next;
- mes "[Nami]";
- mes "you can perform first aid. -";
- mes "It is a simple skill that you can use";
- mes "to regain a small amount of HP.";
- mes "I wouldn't mind teaching you. . .";
- mes "If you want to learn this skill,";
- mes "it does not take much to learn. . .";
- next;
- mes "[Nami]";
- mes "First aid does require";
- mes "some small preparations. . .";
- mes "Some simple items you should have on hand are";
- mes "^3355FF' 3 Red Herb '^000000 ";
- mes "^3355FF' 3 Clover '^000000 ";
- mes "^3355FF' 1 Sterilized Bandages '^000000 ";
- next;
- mes "[Nami]";
- mes "You can find these items being";
- mes "carried by monsters close by or";
- mes "even buy them from a merchant.";
- mes "It shouldn't be difficult to prepare";
- mes "these items for your first aid skill.";
- next;
- mes "[Nami]";
- mes "The only item you must take";
- mes "a special trip for is the bandage.";
- mes "On the eastern side second floor ";
- mes "of the prontera castle you can find";
- mes "a nurse who will supply you with this";
- mes "item readily. You should see her for this item";
- next;
- mes "[Nami]";
- mes "If you go and find these items, ";
- mes "I will be happy to teach you this skill.";
- mes "Well, I will be awaiting your return.";
- set skill_nov,1;
- close;
- case 1:
- mes "[Nami]";
- mes "First aid does require";
- mes "some small preparations. . .";
- mes "Some simple items you should have on hand are";
- mes "^3355FF' 3 Red Herb '^000000 ";
- mes "^3355FF' 3 Clover '^000000 ";
- mes "^3355FF' 1 Sterilized Bandages '^000000 ";
- next;
- mes "[Nami]";
- mes "You can find these items being";
- mes "carried by monsters close by or";
- mes "even buy them from a merchant.";
- mes "It shouldn't be difficult to prepare";
- mes "these items for your first aid skill.";
- next;
- mes "[Nami]";
- mes "The only item you must take";
- mes "a special trip for is the bandage.";
- mes "Two maps east of here you can find";
- mes "a nurse who will supply you with this";
- mes "item readily. You should see her for";
- mes "this item. . . ";
- close;
- case 2:
- if ((countitem(507) > 2) && (countitem(705) > 2)) {
- delitem 507,3; //Red_Herb
- delitem 705,3; //Clover
- mes "[Nami]";
- mes "Hello, welcome back!";
- mes "You have done well at finding";
- mes "the necessary items.";
- mes "I know that the Nurse is a little";
- mes "strange, I am sure it was a little perplexing. . .";
- mes "hee hee hee . . . . .";
- next;
- mes "[Nami]";
- mes "Well, let us begin our training.";
- mes "When using the first aid skill";
- mes "you will use about 3 SP and convert";
- mes "this energy into about 5 HP.";
- mes "This is done with your first aid skill";
- mes "and supplies.";
- next;
- mes "[Nami]";
- mes "You should take this and place it here. . .";
- mes "Then you can stop the bleeding. . .";
- mes "After that you should apply this. . .";
- mes "There!!! Isn't it easy? ! ? !";
- next;
- mes "[Nami]";
- mes ". . Basically.";
- mes "You can take a little of left";
- mes "herbs and common items";
- mes "and combine them together and. . .";
- mes "Presto !!";
- next;
- skill "NV_FIRSTAID",1,0;
- set skill_nov,3;
- mes "[Nami]";
- mes "Yes yes, that's right!";
- mes "Now that you have this";
- mes "skill, I hope that it helps you";
- mes "in the future.";
- mes "Thank you and have a great day !~~~";
- close;
- }
- mes "[Nami]";
- mes "First aid does require";
- mes "some small preparations. . .";
- mes "Some simple items you should have on hand are";
- mes "^3355FF' 3 Red_Herb '^000000 ";
- mes "^3355FF' 3 Clover '^000000 ";
- mes "^3355FF' 1 Sterilized Bandages '^000000 ";
- close;
- }
- }
- mes "[Nami]";
- mes ". . . . . Z z z";
- mes "I am so sorry!!!...I know I did it wrong...!!";
- mes "Wahhhh ..";
- mes "!! *sigh* !!";
- mes "- *rolls her eyes* -";
- close;
- case 2:
- mes "[Nami]";
- mes "Hey! .. Where are you going? !";
- mes "Come over here and have a shot !";
- mes "Prick and its over !!";
- mes "Grab that patient! ! !";
- close;
- }
- }
- mes "[Nami]";
- mes "I am working hard to receive";
- mes "my nursing license . . .";
- mes "I don't think that I lack anything";
- mes "to become a nurse . .";
- mes "It must be because of my lack of my experience ?";
- next;
- mes "[Nami]";
- mes "If only you had at least";
- mes "a first job . .";
- mes "or maybe be over ^3355FF novice job level 4^000000";
- mes "I could have talked to";
- mes "you a little longer. . . . . . .";
- close;
-}
-
-prt_in,73,87,4 script Chivalry Member 65,{
- if ((Class == Job_Novice) && (JobLevel > 6) && ((skill_nov >= 3) && (skill_nov <= 5))) {
- mes "[Bulma]";
- mes "Yeah. . . I look great. . .";
- mes "I am a knight in the knight's";
- mes "guild of Prontera! Kuhahhahhahah !!";
- mes "It hasn't been long since I became a";
- mes " knight, but I still look great huh?";
- mes "What do you think? ? ?";
- next;
- switch (skill_nov) {
- case 3:
- mes "[Bulma]";
- mes "Hello my young friend -";
- mes "You remind me of myself as young";
- mes "sword man. . . ";
- mes "Kekekkek, Oh I miss those days . .";
- mes "Look at me acting like an old man.";
- mes "Heh heh Sorry...";
- next;
- mes "[Bulma]";
- mes "I'm still young!!! Aren't I???";
- mes "If you just work hard and be patient,";
- mes "you will soon receive the job you desire as well.";
- mes "It takes patience, but this is";
- mes "good life kekkeke";
- mes "Hmm, I would like to help you out . .";
- next;
- mes "[Bulma]";
- mes ". . . . . I'm not sure why you are looking";
- mes "at me like that. I assure you that this";
- mes "might seem a little weird at first, but";
- mes "what I tell you will most likely be a great aid to you..";
- next;
- mes "[Bulma]";
- mes "Ha ha... It looks like you are getting";
- mes "a bit interested in what I have to say.";
- mes "I can teach you a very useful skill!";
- mes "This skill is acting like you are dead! '";
- mes "No No, it is more than acting, you ";
- mes "actually look dead!!! ..";
- next;
- mes "[Bulma]";
- mes "The name of the skill is ^3355FF' Play Dead '^000000";
- mes "It is a skill I used as a novice.";
- mes "But don't think little of it because";
- mes "it is a novice skill. In fact, it takes";
- mes "extreme concentration and skill";
- mes "to even make this skill pass as believable.";
- next;
- mes "[Bulma]";
- mes "For example,";
- mes "What if you are attacked by a strong";
- mes "monster and can't survive.";
- mes "You must play dead!";
- mes "But if the monster was to tickle you,";
- mes "could you control yourself?";
- next;
- mes "[Bulma]";
- mes "The skill will help you deal with";
- mes "many situations such as this.";
- mes "It is truly a skill for the strong minded.";
- mes "The goal of the skill is to look";
- mes "perfectly dead. . .";
- next;
- mes "[Bulma]";
- mes "I think that's enough explanation.";
- mes "I can tell by the look in your eyes";
- mes "that you are ready for your training.";
- mes "Lets not delay!";
- mes "Ok, take this pill first. . .";
- mes "Let's see how this goes. . .";
- next;
- mes "[Bulma]";
- mes "Within in 10 minutes, you must";
- mes "go to the 2nd floor of the Prontera Castle's";
- mes "East wing. ^3355FF' Newbie Tag '^000000 is";
- mes "the item you are seeking. ! . .";
- next;
- mes "^3355FF- *Gulp* (You have swallowed the pill) -^000000";
- next;
- mes "[Bulma]";
- mes "The pill that you have just taken";
- mes "will make it difficult for you to breathe. . .";
- mes "Kekekk . .AH HA - Just joking !";
- mes "It is actually a pill to gives you";
- mes "a mental calm so you can be patient.";
- mes "I think that nothing is better";
- next;
- mes "[Bulma]";
- mes "training than running.";
- mes "Okay? GO! ! ! ! ~~~~~";
- mes "If you are late, you have to do it again! !";
- mes "Now GO ! GO ! GO !";
- mes "Run ~~~~~!!!!";
- set skill_nov, 4;
- close;
- case 4:
- mes "[Bulma]";
- mes "HEY! what are you doing here ? !";
- mes "You must be very irresponsible to be";
- mes "here when your time is running out.";
- mes "Run Run Run! - - - - -";
- next;
- mes "[Bulma]";
- mes "On the 2nd floor of the east wing!";
- mes "It's in the Prontera castle!";
- mes "Okayyyyy~~~!! *waves goodbye*";
- close;
- case 5:
- if (countitem(7039) > 0) {
- mes "[Bulma]";
- mes "Hey... I see that you have -";
- mes "finished your quest! ! ! . .";
- mes "If you can endure all this,";
- mes "it shouldn't be a problem to use";
- mes "this skill. You are a natural!";
- next;
- mes "[Bulma]";
- mes "Now, if you ever feel threatened,";
- mes "use this skill as you see fit.";
- mes " ' Play Dead ' ";
- mes "Okay okay, See you around ! ! !";
- set skill_nov,6;
- delitem 7039,1; //Novice_Nametag
- skill "NV_TRICKDEAD",1,0;
- close;
- }
- mes "[Bulma]";
- mes "What? -";
- mes "Why haven't you finished your quest?";
- mes " *Tsk* *Tsk* You must have lost the pass . . .";
- mes "Such irresponsibility is not acceptable.";
- mes "I can't accept you into training until";
- mes "I know you are capable. Go and try again.";
- next;
- mes "[Bulma]";
- mes "Don't take me lightly. . .";
- mes "If I tell you to come in 10 minutes,";
- mes "I expect that of you.";
- mes "In order for you to have another chance,";
- mes "you must start from the beginning. . .";
- mes "Do it right this time ! ! ! !";
- set skill_nov,4;
- close;
- }
- }
- mes "[Bulma]";
- mes "Yeah... I remember back to long ago !";
- mes "Especially those embarrassing Novice years.";
- mes "Wow... It is funny to think about those years now.";
- mes "Those years were difficult. . .";
- mes "Thankfully you can use the First Aid";
- mes "skill when you reach novice job level 7.";
- next;
- mes "[Bulma]";
- mes "That saved me many times in the past. . .";
- mes "I am sure it will help you much as well.";
- mes "Hopefully, it will be something you use well . .";
- next;
- mes "[Bulma]";
- mes "If you have any friends who are novices,";
- mes "tell them about me.";
- mes "If I can, I will help them out";
- mes "as best as I can . . . .";
- close;
-}
-
-prt_castle,175,146,4 script Nursing Instructor 50,{
- mes "[Dread Lord]";
- mes ". . . . . . . . . .";
- mes ". . . . . . . . . .";
- mes "Stop pestering me! ! !";
- mes "I am very busy ! ! !";
- mes "Would you just bug off ? ! ? !";
- close2;
- if ((skill_nov >= 0) && (skill_nov <= 5)) {
- switch (skill_nov) {
- case 0:
- mes "[Dread Lord]";
- mes "The people who work here at";
- mes "Prontera clinic are battling life";
- mes "and death everyday.";
- mes "It takes a lot of patience and ";
- mes "puts a lot of tension on us.";
- mes "Sorry if we seem a bit uptight. . .";
- next;
- mes "[Dread Lord]";
- mes "I am the Nursing director.";
- mes "There are many things I must do.";
- mes "If your business is complete, please leave.";
- close;
- case 1:
- mes "[Dread Lord]";
- mes "Ohhh . .";
- mes "You have come here for bandages ?";
- mes "Do you even know how we get these";
- mes "precious bandages ?";
- mes "They come from a powerful monster";
- mes "that is found in the pyramids of Morroc.";
- next;
- mes "[Dread Lord]";
- mes "The monster is some sort of mummy.";
- mes "We take the rotten bandages from it's";
- mes "diseased body and sanitize them. . .";
- mes "Do you believe me ? . .";
- mes "Heh heh... There is even poison";
- mes "in the bandages.";
- next;
- mes "[Dread Lord]";
- mes "Fortunately, the poison kills other poisons";
- mes "and does not hurt the patient . .";
- mes "You must destroy poison with poison. . .";
- mes "I think I heard something similar that. . .";
- mes ". . . . . Anyway, I would usually give you a";
- mes "hard time for taking these bandages lightly,";
- next;
- mes "[Dread Lord]";
- mes "but I am much too tired today to";
- mes "give you any trouble. . .";
- mes "If you ever get skilled in medicine and first aid,";
- mes "please consider joining our clinic.";
- mes "Now don't take these bandages and then";
- mes "go and get killed, be careful. -";
- next;
- mes "^3355FF- Got 1 Sterilized Bandages -^000000";
- set skill_nov,2;
- close;
- case 2:
- mes "[Dread Lord]";
- mes "Look, if your business is done";
- mes "get out of my site! ! !";
- mes "I have no time for this nonsense ..";
- mes ". . . . .";
- mes "- Click Click *Walks away* . . . . . -";
- close;
- case 4:
- if (countitem(7039) == 0) {
- mes "[Dread Lord]";
- mes "Look at this guy!";
- mes "Wake up and watch where you are going.";
- mes "What are you thinking running around our clinic!";
- mes "Running ?!?!";
- mes "*Sigh* . . ";
- mes "What do you want? ! ? !";
- next;
- mes "[Dread Lord]";
- mes "I see. . . .";
- mes ". . . . . what ?";
- mes "You want to have a bandage to learn first aid?";
- mes " *Arhg* Here take it !";
- mes "-woosh - *storms away*";
- next;
- mes "^3355FF- Got 1 Newbie Tag -^000000";
- set skill_nov,5;
- getitem 7039,1; //Novice_Nametag
- close;
- }
- mes "[Dread Lord]";
- mes "What ! !";
- mes "I'm only going to give you one!";
- mes "You don't need any more for the test !";
- mes "Do you want to stay a novice forever???";
- mes "I would be happy to arrange that !";
- close;
- case 5:
- mes "[Dread Lord]";
- mes "What more do you want !";
- mes "Get out of here !";
- mes "OUT !";
- close;
- }
- }
- mes "[Dread Lord]";
- mes "Argh, Get out of here !!";
- mes "I don't like shouting but ..";
- mes "GET OUT OF HERE! ! ! ! ! !";
- close;
-}
-
-//============================================================
-// Old changelog
-//============================================================
-//= Fully working
-//= 1.2 Added Baby Class Support [Lupus]
-//= 1.3 Fixed a Zeny exploit, made more variables clear
-//= on finishing quests. [Lupus]
-//= 1.4 Fixed exploits [Lupus]
-//= 1.4a Fixed some typos [IVBela]
-//============================================================
diff --git a/npc/quests/skills/priest_skills.txt b/npc/quests/skills/priest_skills.txt
deleted file mode 100644
index 3b44e4de3..000000000
--- a/npc/quests/skills/priest_skills.txt
+++ /dev/null
@@ -1,378 +0,0 @@
-//===== rAthena Script =======================================
-//= Priest Skills Quests
-//===== By: ==================================================
-//= Lupus, Reddozen
-//===== Current Version: =====================================
-//= 1.5
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Quests for skills: Redempito
-//===== Additional Comments: =================================
-//= 1.4 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
-//= 1.5 Replaced effect numerics with constants. [L0ne_W0lf]
-//============================================================
-
-prt_church,111,112,1 script Sister Linus 79,{
- if (BaseJob == Job_Priest) {
- if (PRIEST_SK == 100) {
- if (getskilllv("PR_REDEMPTIO") == 0) {
- mes "[Sister Linus]";
- mes "Hm? We've met before,";
- mes "haven't we? Then again,";
- mes "all Priests begin to look";
- mes "the same after a while. Ah,";
- mes "were you one of the ones";
- mes "to whom I taught Redemptio?";
- next;
- mes "[Sister Linus]";
- mes "Ah, you've forgotten, have";
- mes "you? Well, it's no problem for";
- mes "me to teach you again. This skill enables you to revive your fallen";
- mes "Party Members by sacrificing";
- mes "your own life for them.";
- next;
- mes "[Sister Linus]";
- mes "^3131FFOh holy and venerable one,";
- mes "we pray to you. Please show";
- mes "us your mercy and guide us";
- mes "with your light. Give us the";
- mes "strength to walk the path of";
- mes "love and sacrifice. Redemptio!^000000";
- skill "PR_REDEMPTIO",1,0;
- next;
- mes "[Sister Linus]";
- mes "There...";
- mes "You should be able";
- mes "to perform Redemptio";
- mes "now. I hope you use it";
- mes "well on your adventures~";
- close;
- }
- else {
- mes "[Sister Linus]";
- mes "I'll always be praying";
- mes "for your safety. Be careful,";
- mes "and I hope that you can bring";
- mes "love and compassion to all";
- mes "whom you meet in your travels.";
- close;
- }
- }
- else if (PRIEST_SK == 0) {
- set redemp,1014;
- if (getskilllv("PR_REDEMPTIO")) {
- mes "[Sister Linus]";
- mes "I'll always be praying";
- mes "for your safety. Be careful,";
- mes "and I hope that you can bring";
- mes "love and compassion to all";
- mes "whom you meet in your travels.";
- set PRIEST_SK,100;
- close;
- }
- mes "[Sister Linus]";
- mes "Please have mercy and";
- mes "spread your light through";
- mes "the world. Guide her with";
- mes "your benevolent wisdom...";
- mes "Bless her, and may she";
- mes "be protected by your grace.";
- next;
- select("Whom are you praying for, sister?");
- mes "[Sister Linus]";
- mes "Oh! You startled me!";
- mes "Whom am I praying for?";
- mes "Well, I once knew a young,";
- mes "playful and merry nun who was";
- mes "also a bit brazen. But I have";
- mes "many joyful memories of her.";
- next;
- mes "[Sister Linus]";
- mes "One day, a group of adventurers";
- mes "came to Prontera Church in hopes^FFFFFF ^000000 of hiring a Priest to accompany";
- mes "them to ^3131DDGlast Heim^000000. It must have been fate that she was the only";
- mes "Priest that was available.";
- next;
- mes "[Sister Linus]";
- mes "I remember that she was";
- mes "so determined to join those";
- mes "adventurers, and we had no";
- mes "choice but to let her go.";
- mes "Still, many of us believed";
- mes "that it was too dangerous...";
- next;
- mes "[Sister Linus]";
- mes "I hear that, at first, their";
- mes "ragtag team was able to";
- mes "successfully exterminate";
- mes "a great number of monsters.";
- mes "But supporting them as a Priest";
- mes "must have been tough for her...";
- next;
- mes "[Sister Linus]";
- mes "Then, tragedy struck.";
- mes "Surrounded by Wanderers,";
- mes "the adventurers quickly fell";
- mes "in defeat, one by one. Soon,";
- mes "the young nun was the only^FFFFFF ^000000 one of the group still standing.";
- next;
- mes "[Sister Linus]";
- mes "Alone against impossible";
- mes "odds, that poor girl had no";
- mes "choice but to try a desperate";
- mes "gamble. She began to chant";
- mes "the ancient holy spell...";
- next;
- select("Ancient spell...?");
- mes "[Sister Linus]";
- mes "Yes! ^FF0000Redemptio^000000!";
- mes "A skill that only the";
- mes "most talented Priests";
- mes "can perform! And here she";
- mes "was, a young nun with very";
- mes "little experience, trying it!";
- next;
- mes "[Sister Linus]";
- mes "Redemptio is the last";
- mes "resort skill that can be";
- mes "used to nobly save the";
- mes "lives of others at the cost";
- mes "of ^3131FFsacrificing your own life^000000.";
- next;
- mes "[Sister Linus]";
- mes "Yes, I remember the days";
- mes "she wasn't very interested";
- mes "in studying the Priest and";
- mes "Acolyte skills. Surprisingly,";
- mes "she had learned enough to";
- mes "attempt to cast Redemptio...";
- next;
- mes "[Sister Linus]";
- mes "Miraculously, she succeeded";
- mes "in reviving her party members.";
- mes "They quickly used a Yggdrasil";
- mes "Leaf to restore her life, and they defeated the Wanderers and";
- mes "returned home safely.";
- next;
- mes "[Sister Linus]";
- mes "Because of this success, she";
- mes "was promoted to High Priest";
- mes "despite the many mistakes she";
- mes "made in the past. Now she travels the world, helping adventurers";
- mes "in any way that she can.";
- next;
- mes "[Sister Linus]";
- mes "But, well, she'll";
- mes "always be that spunky";
- mes "and joyful girl to me.";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Wait, you still haven't";
- mes "answered my question.";
- mes "Are you praying for this";
- mes "nun? And if so, is she";
- mes "in some kind of danger?";
- next;
- mes "[Sister Linus]";
- mes "Well, a few months ago,";
- mes "she went on a mission to";
- mes "^3131FFLighthalzen^000000, a city in the";
- mes "Schwaltzvalt Republic. I was";
- mes "just worried since I haven't";
- mes "heard from her in a while.";
- next;
- mes "[Sister Linus]";
- mes "I come here to pray for";
- mes "her everyday, and hope that";
- mes "she'll come back safely and";
- mes "share stories of her adventures";
- mes "with me. Ooh, we'll talk all night long! It'll be so much fun!";
- next;
- mes "[Sister Linus]";
- mes "Goodness, I've been";
- mes "running my mouth! I'm";
- mes "sorry to keep you, did you";
- mes "have somewhere to go? Well,";
- mes "I'll be praying for your safety~ ^FFFFFF ^000000";
- next;
- mes "["+ strcharinfo(0) +"]";
- mes "Before I go, would you";
- mes "please tell me the name";
- mes "of that High Priest you were";
- mes "talking about? If I see her,";
- mes "I'll ask her to contact you.";
- next;
- mes "[Sister Linus]";
- mes "Oh, thank you! Her name";
- mes "is High Priest Sorin. Um,";
- mes "^3131FFMargaretha Sorin^000000. If you";
- mes "happen to find her, please";
- mes "let her know that I am";
- mes "praying for her safety.";
- set PRIEST_SK,1;
- close;
- }
- else if (PRIEST_SK == 1) {
- mes "[Sister Linus]";
- mes "Oh, hello~";
- mes "How are you";
- mes "doing today?";
- next;
- if (select("Please teach me ^3131FFRedemptio^000000.:Cancel") == 1) {
- mes "[Sister Linus]";
- mes "Ooh, Redemptio would be";
- mes "a good skill for you to learn~";
- mes "It's difficult to cast, but when you succeed, you can revive all";
- mes "of your defeated Party Members.";
- next;
- mes "[Sister Linus]";
- mes "Of course, the drawback";
- mes "is that you must ^3131FFsacrifice";
- mes "your own life^000000 in order to";
- mes "use the skill. Now, to learn";
- mes "Redemptio, you must first";
- mes "learn ^3131FFLevel 1 Resurrection^000000.";
- next;
- mes "[Sister Linus]";
- mes "Ah, you must";
- mes "also bring me";
- mes "^3131FF30 Holy Waters and";
- mes "20 Blue Gemstones^000000";
- mes "so you can attempt";
- mes "to learn the skill.";
- set PRIEST_SK,2;
- next;
- mes "[Sister Linus]";
- mes "Um, but if you fail to";
- mes "learn Redemptio, you'll";
- mes "lose 1 Holy Water and";
- mes "1 Blue Gemstone and";
- mes "you'll have to try it again...";
- close;
- }
- mes "[Sister Linus]";
- mes "Praying gives me a";
- mes "sense of peace and";
- mes "comfort. Perhaps that";
- mes "is one of the reasons";
- mes "why I chose this job...";
- close;
- }
- else if (PRIEST_SK == 2) {
- if (getskilllv("ALL_RESURRECTION") > 0) {
- if (countitem(523) > 29 && countitem(717) > 19) {
- mes "[Sister Linus]";
- mes "Ooh, it seems like you've";
- mes "brought everything that you";
- mes "need to learn Redemptio.";
- mes "Are you ready to try it? If you";
- mes "fail, you'll lose 1 Holy Water";
- mes "and 1 Blue Gemstone, okay?";
- next;
- mes "[Sister Linus]";
- mes "Now, please";
- mes "concentrate and";
- mes "repeat this special";
- mes "prayer after me.";
- next;
- mes "[Sister Linus]";
- mes "^3131FFOh holy and venerable one,";
- mes "we pray to you. Please show";
- mes "us your mercy and guide us";
- mes "with your light. Give us the";
- mes "strength to walk the path of";
- mes "love and sacrifice. Redemptio!^000000";
- next;
- set .@redem_s,JobLevel+getskilllv("ALL_RESURRECTION");
- set .@red_suc,rand(1,100);
- if( .@redem_s < 31 ) {
- if( .@red_suc > 20 && .@red_suc < 41 )
- set .@success,1;
- } else if( .@redem_s < 41 ) {
- if( .@red_suc > 10 && .@red_suc < 41 )
- set .@success,1;
- } else {
- if( .@red_suc > 10 && .@red_suc < 51 )
- set .@success,1;
- }
-
- if (.@success) {
- specialeffect2 EF_HEALSP;
- mes "[Sister Linus]";
- mes "Congratulations!";
- mes "You successfully";
- mes "learned Redemptio!";
- mes "Please remember to only";
- mes "use this skill in the most";
- mes "critical situations.";
- delitem 717,20; //Blue_Gemstone
- delitem 523,30; //Holy_Water
- set PRIEST_SK,100;
- skill "PR_REDEMPTIO",1,0;
- close;
- }
- else {
- specialeffect2 EF_POISONHIT;
- mes "[Sister Linus]";
- mes "Oh no! I'm sorry,";
- mes "but you failed to";
- mes "learn Redemptio. Well,";
- mes "I'll be waiting right here,";
- mes "so we can try again when";
- mes "you're ready, okay?";
- delitem 717,1; //Blue_Gemstone
- delitem 523,1; //Holy_Water
- close;
- }
-
- }
- else {
- mes "[Sister Linus]";
- mes "If you want to try to learn";
- mes "Redemptio, please bring";
- mes "^3131FF20 Blue Gemstones^000000 and";
- mes "^3131FF30 Holy Waters^000000. Ah, and";
- mes "you need to learn ^3131FFLevel 1";
- mes "Resurrection^000000 beforehand.";
- close;
- }
- }
- else {
- mes "[Sister Linus]";
- mes "If you want to try to learn";
- mes "Redemptio, please bring";
- mes "^3131FF20 Blue Gemstones^000000 and";
- mes "^3131FF30 Holy Waters^000000. Ah, and";
- mes "you need to learn ^3131FFLevel 1";
- mes "Resurrection^000000 beforehand.";
- close;
- }
- }
- }
- else {
- mes "[Sister Linus]";
- mes "Please have mercy and";
- mes "spread your light through";
- mes "the world. Guide her with";
- mes "your benevolent wisdom...";
- mes "Bless her, and may she";
- mes "be protected by your grace.";
- close;
- }
-}
-
-//============================================================
-// Old changelog
-//============================================================
-//= 1.0 for fully working skills only [Lupus]
-//= 1.1 Added more new skill quests for more classes [Lupus]
-//= Somehow eA engine doesn't let you keep learn't skill V_V'
-//= 1.2 Added to correct locations, correct NPC's, fixed
-//= some of the items required and made them into real
-//= quests. [Reddozen]
-//= 1.3 Fixed bugs and minor typos. Optimized [Lupus]
-//= 1.3a fixed an item ID typo, thx 2Spiritual Kid
-//= 1.3b Splitted into different files [DracoRPG]
-//============================================================
diff --git a/npc/quests/skills/rogue_skills.txt b/npc/quests/skills/rogue_skills.txt
deleted file mode 100644
index 8b804e0cd..000000000
--- a/npc/quests/skills/rogue_skills.txt
+++ /dev/null
@@ -1,1510 +0,0 @@
-//===== rAthena Script =======================================
-//= Rogue Skills Quests
-//===== By: ==================================================
-//= Lupus, Reddozen
-//===== Current Version: =====================================
-//= 1.7
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Quests for skills: CLose Confine
-//===== Additional Comments: =================================
-//= 1.4 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
-//= 1.5 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
-//= 1.6 Bug fixes as pointed out by Brainstorm in bugreport:351 [L0ne_W0lf]
-//= 1.6a Fixed(?) antoher problem (NPCs not disabling) hopefully. [L0ne_W0lf]
-//= 1.6b Corrected a Typo error with "rouge". (bugreport:909) [Samuray22]
-//= 1.7 Replaced effect numerics with constants. [L0ne_W0lf]
-//============================================================
-
-in_rogue,359,177,0 script #killershow01 -1,{
-OnInit:
- disablenpc "#killershow01";
- end;
-
-OnEnable:
- enablenpc "#killershow01";
- initnpctimer;
- end;
-
-OnDisable:
- stopnpctimer;
- disablenpc "#killershow01";
- end;
-
-OnTimer1000:
- enablenpc "Killer#Rogueguild";
- end;
-
-OnTimer120000:
- disablenpc "Killer#Rogueguild";
- end;
-
-OnTimer150000:
- disablenpc "Killer#Rogueguild";
- disablenpc "#killershow01";
- end;
-}
-
-in_rogue,357,174,2 script Killer#Rogueguild 705,1,1,{
-OnInit:
- disablenpc "Killer#Rogueguild";
- end;
-
-OnTouch:
- if (ROG_SK == 10) {
- specialeffect2 EF_CHANGECOLD;
- specialeffect EF_CHANGEWIND;
- specialeffect2 EF_LIGHTSPHERE;
- set ROG_SK,11;
- mes "[Killer]";
- mes "Wh-what have";
- mes "you done to me?!";
- mes "C-can't... move!";
- next;
- mes "[Haijara Greg]";
- mes "Oh? I didn't expect";
- mes "you to be able to cast";
- mes "Close Confine so soon!";
- mes "Amazing, just amazing!";
- mes "Now, this is a good chance";
- mes "for you to master the skill...";
- next;
- mes "[Haijara Greg]";
- mes "Now pay attention.";
- mes "I want you to practice";
- mes "predicting your opponent's";
- mes "movement intent on this killer.";
- mes "You should be able to see which way he plans to move by his aura.";
- next;
- mes "[Haijara Greg]";
- mes "If he plans to move to left,";
- mes "his aura will be white. If he";
- mes "moves to the right, it will be";
- mes "yellow. If he intends to go";
- mes "backward, it will be pale red.";
- next;
- while(1) {
- if (.@lim_1 == 10) {
- break;
- }
- else {
- set .@lim_1,.@lim_1 + 1;
- set .@move_1,rand(1,3);
- if (.@move_1 == 1) {
- specialeffect EF_CHANGECOLD;
- if (select("Block him to the Left:Block him to the Right:Block his Retreat") == 1) {
- mes "^3355FFThe killer remains";
- mes "unable to move and looks";
- mes "incredibly confused! Right";
- mes "now, you're using the Close";
- mes "Confine skill perfectly!^000000";
- specialeffect EF_POTION1;
- specialeffect2 EF_POTION7;
- next;
- }
- else {
- mes "^3355FFWait--!";
- mes "For some reason,";
- mes "you sense that's not";
- mes "the direction the killer";
- mes "is moving at this moment.";
- mes "You naturally correct yourself.^000000";
- next;
- }
- }
- else if (.@move_1 == 2) {
- specialeffect EF_CHANGEWIND;
- if (select("Block him at the Left:Block him at the Right:Block him at the back") == 2) {
- mes "^3355FFThe killer remains";
- mes "unable to move and looks";
- mes "incredibly confused! Right";
- mes "now, you're using the Close";
- mes "Confine skill perfectly!^000000";
- specialeffect EF_POTION1;
- specialeffect2 EF_POTION7;
- next;
- }
- else {
- mes "^3355FFWait--!";
- mes "For some reason,";
- mes "you sense that's not";
- mes "the direction the killer";
- mes "is moving at this moment.";
- mes "You naturally correct yourself.^000000";
- next;
- }
- }
- else if (.@move_1 == 3) {
- specialeffect EF_CHANGEEARTH;
- if (select("Block him at the Left:Block him at the Right:Block him at the back") == 3) {
- mes "^3355FFThe killer remains";
- mes "unable to move and looks";
- mes "incredibly confused! Right";
- mes "now, you're using the Close";
- mes "Confine skill perfectly!^000000";
- specialeffect EF_POTION1;
- specialeffect2 EF_POTION7;
- next;
- }
- else {
- mes "^3355FFWait--!";
- mes "For some reason,";
- mes "you sense that's not";
- mes "the direction the killer";
- mes "is moving at this moment.";
- mes "You naturally correct yourself.^000000";
- next;
- }
- }
- }
- }
- mes "^3355FFYou successfully";
- mes "retrieved the priceless";
- mes "skill book written by the";
- mes "legendary Chae Takbae.^000000";
- close2;
- disablenpc "Killer#Rogueguild";
- donpcevent "#killershow01::OnDisable";
- end;
- }
- else if (ROG_SK == 11) {
- mes "[Killer]";
- mes "Grrrrr...";
- mes "S-still...";
- mes "C-can't... Move!";
- close2;
- disablenpc "Killer#Rogueguild";
- donpcevent "#killershow01::OnDisable";
- end;
- }
- end;
-}
-
-in_rogue,355,179,0 script Haijara Greg#rogueguild 46,{
- if (BaseJob == Job_Rogue) {
- if (ROG_SK == 12 && Upper == 1) {
- mes "[Haijara Greg]";
- mes "Hm? Ah, amnesia as";
- mes "resulting from transcending,";
- mes "eh? Then I will teach you the";
- mes "Close Confine skill once again.";
- specialeffect2 EF_LIGHTSPHERE;
- skill 1005,1,0;
- set ROG_SK,13;
- close;
- }
- else if (ROG_SK == 13 && Upper == 1) {
- mes "[Haijara Greg]";
- mes "A Stalker, eh?";
- mes "Make sure that you";
- mes "use your abilities to";
- mes "malign foes that deserve";
- mes "to be stalked. Best of";
- mes "luck to you, adventurer.";
- close;
- }
- else {
- if (ROG_SK < 1) {
- mes "[Haijara Greg]";
- mes "H-how did you find this";
- mes "place? I thought this panic";
- mes "room was supposed to be";
- mes "impenetrable, even by Rogues!";
- next;
- mes "[Haijara Greg]";
- mes "This can't be good!";
- mes "It will only be a matter of";
- mes "time before they find me...";
- close;
- }
- else if (ROG_SK == 1) {
- mes "[Haijara Greg]";
- mes "Wh-who are you,";
- mes "and how did you get";
- mes "in here? Identify yourself!";
- next;
- if (select("I don't mean you any harm!:Give us what we want!") == 1) {
- mes "[Haijara Greg]";
- mes "No...?";
- mes "Then... Then";
- mes "why have you come?";
- mes "It is no accident that";
- mes "you have found me.";
- next;
- if (select("I came to help you.:Oh, actually, I wasn't looking for you.") == 1) {
- mes "[Haijara Greg]";
- mes "Hmm... Well, I suppose";
- if (Upper == 1)
- mes "I can trust a fellow Stalker";
- else
- mes "I can trust a fellow Rogue";
- mes "with my predictament. Honor";
- mes "among thieves and all that.";
- mes "Alright. Have you ever heard";
- mes "the legend of Chae Takbae?";
- next;
- if (select("No:Yes") == 1) {
- mes "[Haijara Greg]";
- mes "100 years ago, Chae Takbae";
- mes "was the very first person to";
- mes "transcend his limits. He was";
- mes "also the very person to choose";
- mes "a different path, rather than the job order he previously had.";
- next;
- mes "[Haijara Greg]";
- mes "He was originally a Monk,";
- mes "but after transcending, he";
- mes "somehow became a Stalker.";
- mes "Retaining his knowledge of";
- mes "the Monk's Root skill, he adapted^FFFFFF ^000000 it for the purposes of the Rogues.";
- next;
- mes "[Haijara Greg]";
- mes "Chae Takbae recorded the";
- mes "fundamentals for this new";
- mes "Rogue skill in a book that";
- mes "I was fortunate enough to";
- mes "obtain. But as soon as I got";
- mes "it, the blackmailing begain...";
- next;
- mes "[Haijara Greg]";
- mes "There are unscrupulous";
- mes "parties that will use any";
- mes "means to take the book away";
- mes "from me. I can understand, as";
- mes "my sons and I have learned new";
- mes "skills from Takbae's writings.";
- next;
- mes "[Haijara Greg]";
- mes "However, I am running";
- mes "out of time and those men";
- mes "will inevitably find me.";
- mes "Will you help me save";
- mes "myself and my sons?";
- next;
- if (select("Sure!:Sorry, but I'm busy.") == 1) {
- mes "[Haijara Greg]";
- mes "Oh, thank you so much!";
- mes "Listen, I can't risk being";
- mes "found, so would you take";
- mes "this letter to my youngest";
- mes "son, ^FF0000Louis Greg^000000? Hurry,";
- mes "there's not much time left!";
- set ROG_SK,2;
- close;
- }
- mes "[Haijara Greg]";
- mes "I... I see.";
- mes "But please realize";
- mes "that, if not you, who";
- mes "can I trust to help me?";
- close;
- }
- mes "[Haijara Greg]";
- mes "Then you would know the";
- mes "value of the skill book he has";
- mes "written that I now possess.";
- mes "However, I'm hounded by men";
- mes "who will do anything to get it.";
- mes "Would you please help me?";
- next;
- if (select("Sure!:Sorry, but I'm busy.") == 1) {
- mes "[Haijara Greg]";
- mes "Oh, thank you so much!";
- mes "Listen, I can't risk being";
- mes "found, so would you take";
- mes "this letter to my youngest";
- mes "son, ^FF0000Louis Greg^000000? Hurry,";
- mes "there's not much time left!";
- set ROG_SK,2;
- close;
- }
- mes "[Haijara Greg]";
- mes "I... I see.";
- mes "But please realize";
- mes "that, if not you, who";
- mes "can I trust to help me?";
- close;
- }
- mes "[Haijara Greg]";
- mes "Hm...?";
- mes "That seems unlikely, but";
- mes "I suppose I better give you";
- mes "the benefit of the doubt.";
- mes "Well then, I hope that you";
- mes "can find your way out of here.";
- close;
- }
- mes "[Haijara Greg]";
- mes "I see. So be it.";
- mes "I'll show you the skill";
- mes "that you covet so much...";
- mes "^FF0000Close Confine^000000!";
- specialeffect EF_CHANGECOLD;
- specialeffect2 EF_CHANGEWIND;
- next;
- mes "[Haijara Greg]";
- mes "Hmpf. Now you are";
- mes "helpless, allowing";
- mes "me to do this: ^FF0000Back Stab^000000!";
- specialeffect2 EF_COMBOATTACK5;
- percentheal -95,0;
- next;
- mes "[Haijara Greg]";
- mes "Now get out of here.";
- mes "Never show your greedy";
- mes "face in front of me again.";
- mes "And just be happy that";
- mes "I haven't killed you!";
- set ROG_SK,1;
- close;
- }
- else if (ROG_SK == 2) {
- mes "[Haijara Greg]";
- mes "We're running out of";
- mes "time... Please bring this";
- mes "letter to my youngest son,";
- mes "^FF0000Louis^000000, as soon as you can!";
- mes "You can find him in the Rogue";
- mes "Guild near ^FF0000Hollgrehenn Junior^000000.";
- close;
- }
- else if (ROG_SK == 3) {
- mes "[Haijara Greg]";
- mes "Louis sent you to find";
- mes "^FF0000Thor^000000? He's in the Rogue";
- mes "Guild near ^FF0000Hermanthorn Jr.^000000,";
- mes "isn't he? I'm sorry that you";
- mes "have to visit my sons one by";
- mes "one... I know it's impractical.";
- close;
- }
- else if (ROG_SK == 4) {
- mes "[Haijara Greg]";
- mes "Ah, looking for ^FF0000Jay^000000, eh?";
- mes "He's near ^FF0000Antonio Jr.^000000 here";
- mes "in the Rogue Guild. Or at";
- mes "least, he's usually there.";
- close;
- }
- else if (ROG_SK == 5) {
- mes "[Haijara Greg]";
- mes "Oh, you're back!";
- mes "And you've brought";
- mes "a letter from Jay.";
- mes "Good, good, let me";
- mes "read what he has to say...";
- set ROG_SK,6;
- next;
- mes "[Haijara Greg]";
- mes "Ah, great news! He's";
- mes "contacted the Rogue Guild";
- mes "to request extra protection";
- mes "and to alert their guard. I can";
- mes "finally relax just a little now. No one messes with Rogues.";
- next;
- mes "[Haijara Greg]";
- mes "Thank you very much for";
- mes "your help. I would be in";
- mes "hiding forever if it weren't";
- mes "for you. In return, let me";
- mes "offer you the chance to learn";
- mes "Chae Takbae's secret skill.";
- next;
- mes "[Haijara Greg]";
- mes "Please speak to ^FF0000Thor^000000";
- mes "and tell him that I've";
- mes "permitted you to learn";
- mes "the skill I have taught";
- mes "all of my sons. He'll";
- mes "comply, I'm sure of it.";
- close;
- }
- else if (ROG_SK == 6) {
- mes "[Haijara Greg]";
- mes "Please ask Thor to teach";
- mes "you Chae Takbae's secret";
- mes "Rogue skill. Understand that";
- mes "I can't teach you this skill";
- mes "with the equipment here in";
- mes "this sloven panic room.";
- close;
- }
- else if (ROG_SK == 7) {
- mes "[Haijara Greg]";
- mes "Hm...? Aren't you";
- mes "supposed to be in the";
- mes "middle of training to learn";
- mes "that skill? Please speak to";
- mes "Thor and complete your training. ^FFFFFF ^000000";
- close;
- }
- else if (ROG_SK == 8) {
- mes "[Haijara Greg]";
- mes "You've completed the";
- mes "training? Ah, that's quite";
- mes "exceptional. However, you";
- mes "should speak to Thor first...";
- close;
- }
- else if (ROG_SK == 9) {
- mes "[Haijara Greg]";
- mes "Oh, you've come back!";
- mes "I hear that you've completed";
- mes "the training and are ready";
- mes "to hear about the applications";
- mes "for the Close Confine skill.";
- next;
- mes "[Haijara Greg]";
- mes "Wah! What th--?!";
- mes "Stop! P-please, stop";
- mes "that man! We can't let";
- mes "him steal that book!";
- specialeffect EF_COMBOATTACK5;
- donpcevent "Killer#Rogueguild::OnEnable";
- set ROG_SK,10;
- close;
- }
- else if (ROG_SK == 10) {
- mes "[Haijara Greg]";
- mes "That man just stole the";
- mes "Close Confine skill book!";
- mes "Please! Don't let him get";
- mes "away! That book is priceless!";
- donpcevent "#killershow01::OnEnable";
- close;
- }
- else if (ROG_SK == 11) {
- donpcevent "Killer#Rogueguild::OnDisable";
- donpcevent "#killershow01::OnDisable";
- mes "^3355FFYou returned the";
- mes "skill book written by";
- mes "Chae Takbae to Haijara.^000000";
- next;
- mes "[Haijara Greg]";
- mes "Thanks so much for your";
- mes "assistance. Now, if you'd";
- mes "like to know some detailed";
- mes "information about Close";
- mes "Confine, I can tell you more";
- mes "about the skill if you like.";
- next;
- if (select("Yes, please.:No, thanks.") == 1) {
- mes "[Haijara Greg]";
- mes "As you must know,";
- mes "Close Confine immobilizes";
- mes "an enemy that is very close";
- mes "to you. However, there are";
- mes "a few nuances regarding its";
- mes "use on players or monsters.";
- next;
- mes "[Haijara Greg]";
- mes "Now, Close Confine is";
- mes "similar to the Monk's skill,";
- mes "Root, but it only inhibits the";
- mes "enemy's movement, not";
- mes "its attack capabilities.";
- next;
- mes "[Haijara Greg]";
- mes "With the exception of";
- mes "Back Stab, which we can";
- mes "only use once during Close";
- mes "Confine's duration, we can";
- mes "use any skill during the";
- mes "Close Confine status.";
- next;
- mes "[Haijara Greg]";
- mes "Enemies affected by";
- mes "Close Confine can escape";
- mes "by using Fly Wing, Butterfly";
- mes "Wings, or the Teleport or";
- mes "Hiding skills. However, only";
- mes "Hiding is active during WoE.";
- next;
- mes "[Haijara Greg]";
- mes "Therefore, Close Confine";
- mes "can be a very useful skill";
- mes "during Guild War sieges, given";
- mes "that the target doesn't use the";
- mes "the Hiding skill to get away.";
- next;
- mes "[Haijara Greg]";
- mes "With the exception of Boss";
- mes "monsters, Close Confine";
- mes "will immobilize monsters for";
- mes "10 seconds, giving Rogues";
- mes "new possibilities when";
- mes "hunting in a party.";
- next;
- mes "[Haijara Greg]";
- mes "Well, that's all I can tell";
- mes "you about Close Confine.";
- mes "I hope that you can learn";
- mes "more about this skill through";
- mes "practice, and that you become^FFFFFF ^000000 as great a legend as Chae Takbae.";
- set ROG_SK,12;
- skill 1005,1,0;
- specialeffect2 EF_LIGHTSPHERE;
- close;
- }
- mes "[Haijara Greg]";
- mes "All right then...";
- mes "I hope that you can";
- mes "learn more about Close";
- mes "Confine through diligent";
- mes "practice. Good luck, and";
- mes "thanks again for your help.";
- set ROG_SK,12;
- skill 1005,1,0;
- specialeffect2 EF_LIGHTSPHERE;
- close;
- }
- mes "[Haijara Greg]";
- mes "Thank you for helping";
- mes "me protect this priceless";
- mes "skill book. I hope that the";
- mes "next time we meet, we'll be";
- mes "comrades on the battlefield...";
- close;
- }
- }
- else {
- mes "[Haijara Greg]";
- mes "H-how did you find this";
- mes "place? I thought this panic";
- mes "room was supposed to be";
- mes "impenetrable, even by Rogues!";
- next;
- mes "[Haijara Greg]";
- mes "This can't be good!";
- mes "It will only be a matter of";
- mes "time before they find me...";
- next;
- mes "[Haijara Greg]";
- mes "Please...";
- mes "Find me a Stalker";
- mes "or a Rogue that I can";
- mes "trust and send him to";
- mes "help me! I don't have ";
- mes "much time left...";
- close;
- }
-}
-
-in_rogue,152,29,0 script Louis Greg#rogueguild 84,{
- if (BaseJob == Job_Rogue || Class == Job_Thief_High) {
- if (ROG_SK < 1) {
- mes "[Louis Greg]";
- mes "My father just...";
- mes "He just vanished!";
- mes "He was teaching me and";
- mes "my brothers a new skill,";
- mes "but lately he began acting";
- mes "paranoid for some reason...";
- next;
- mes "[Louis Greg]";
- mes "Maybe he went into hiding?";
- mes "I know there's a hidden panic";
- mes "room in the Rogue Guild, but";
- mes "even I don't know where to find";
- mes "it. I hope everything's okay...";
- set ROG_SK,1;
- close;
- }
- else if (ROG_SK == 1) {
- mes "[Louis Greg]";
- mes "Father did warn that";
- mes "people might come after us";
- mes "if they're learned about the";
- mes "new skill we were learning.";
- mes "Maybe he went into hiding in";
- mes "the Rogue Guild's panic room...";
- close;
- }
- else if (ROG_SK == 2) {
- mes "[Louis Greg]";
- mes "What's this...?";
- mes "A letter from my";
- mes "father? Oh, he must";
- mes "be alright! Quick, let";
- mes "me read it right away!";
- set ROG_SK,3;
- next;
- mes "[Louis Greg]";
- mes "Oh no, he may be safe for";
- mes "now, but father is being hunted";
- mes "by some dangerous people? My";
- mes "brother Thor will want to know";
- mes "about this. Let me write him";
- mes "a letter really quickly...";
- next;
- mes "[Louis Greg]";
- mes "I know that I'm in no";
- mes "position to ask any favors,";
- mes "but I guess my father must";
- mes "trust you. Please, would you";
- mes "take my letter and deliver it";
- mes "to my older brother, Thor?";
- next;
- mes "[Louis Greg]";
- mes "You can find Thor";
- mes "next to Hermanthorn Jr.";
- mes "inside the Rogue Guild.";
- mes "I'd really appreciate it if";
- mes "you could help my family.";
- close;
- }
- else if (ROG_SK == 3) {
- mes "[Louis Greg]";
- mes "My elder brother, ^FF0000Thor^000000,";
- mes "must know about this right";
- mes "away! Please bring him this";
- mes "letter for me. He should be";
- mes "near ^FF0000Hermanthorn Jr.^000000 here";
- mes "inside the Rogue Guild.";
- close;
- }
- else if (ROG_SK == 4) {
- mes "[Louis Greg]";
- mes "You're looking for my";
- mes "brother, Jay? He's usually";
- mes "hanging out here in the";
- mes "Rogue Guild with Antonio Jr.";
- close;
- }
- else if (ROG_SK == 5) {
- mes "[Louis Greg]";
- mes "If you need to speak";
- mes "to my father, he's still";
- mes "probably in the hidden panic";
- mes "room inside the Rogue Guild.";
- mes "I still don't know where that";
- mes "place could possibly be...";
- close;
- }
- else if (ROG_SK == 6) {
- mes "[Louis Greg]";
- mes "You want to learn the";
- mes "secret Rogue skill? Oh,";
- mes "you should probably talk";
- mes "to ^FF0000Thor^000000 about that. I...";
- mes "I'm really bad at explaining";
- mes "things to people. Really bad.";
- close;
- }
- else if (ROG_SK == 7) {
- mes "[Louis Greg]";
- mes "Hm? You're in the middle";
- mes "of learning the secret Rogue";
- mes "skill, aren't you? Ooh, then";
- mes "you're not supposed to be here";
- mes "just yet. Please go back and";
- mes "talk to ^FF0000Thor^000000 again, okay?";
- close;
- }
- else if (ROG_SK == 8) {
- mes "[Louis Greg]";
- mes "Oh, oh!";
- mes "You're done with";
- mes "the training? Ah,";
- mes "then you need to";
- mes "talk to Thor again!";
- close;
- }
- else if (ROG_SK == 9) {
- mes "[Louis Greg]";
- mes "You wanted to learn";
- mes "more about Close Confine?";
- mes "Ugh, then you better speak";
- mes "to my father. I just learned";
- mes "that skill myself, you know.";
- close;
- }
- else if (ROG_SK == 11) {
- mes "[Louis Greg]";
- mes "I just heard from my";
- mes "brothers that Chae Takbae";
- mes "developed Close Confine";
- mes "as a way to brutally beat his";
- mes "enemies, keeping them from";
- mes "running away. Is that true?";
- close;
- }
- mes "[Louis Greg]";
- mes "Wow, you're really";
- mes "great! I wish I were";
- mes "as powerful as you.";
- mes "I hate being a kid!";
- close;
- }
- mes "[Louis Greg]";
- mes "Why'd I become a Rogue?";
- mes "I guess I just like being";
- mes "sneaky. That, and being";
- mes "moral and law abiding is";
- mes "just too tough, you know?";
- close;
-}
-
-in_rogue,268,125,2 script Thor Greg#rogueguild 86,{
- if (BaseJob == Job_Rogue || Class == Job_Thief_High) {
- if (ROG_SK < 1) {
- mes "[Thor Greg]";
- mes "Where did father go?";
- mes "I hope those weird men";
- mes "didn't get to him. With";
- mes "any luck, he's hidden in";
- mes "the panic room, but still...";
- set ROG_SK,1;
- close;
- }
- else if (ROG_SK == 1) {
- mes "[Thor Greg]";
- mes "Hm... My father might";
- mes "be hiding in the panic";
- mes "room. I've never been able";
- mes "to find it, but Markie says";
- mes "that the entrance is cleverly";
- mes "hidden to her left. Hmmm...";
- close;
- }
- else if (ROG_SK == 2) {
- mes "[Thor Greg]";
- mes "Are you looking for";
- mes "my little brother, ^FF0000Louis^000000?";
- mes "Oh, he's always hanging";
- mes "around that ^FF0000Hollgrehenn Jr.^000000";
- mes "here in the Rogue Guild.";
- mes "What did you need him for?";
- close;
- }
- else if (ROG_SK == 3) {
- mes "[Thor Greg]";
- mes "What's this you're";
- mes "giving me? A letter";
- mes "from Louis? Let's see...";
- set ROG_SK,4;
- next;
- mes "[Thor Greg]";
- mes "Oh God, father's in";
- mes "serious trouble! I better";
- mes "tell my older brother, Jay,";
- mes "right away! Quick, find ^FF0000Jay^000000";
- mes "next to ^FF0000Antonio Jr.^000000 here in";
- mes "the guild! P-please hurry!";
- close;
- }
- else if (ROG_SK == 4) {
- mes "[Thor Greg]";
- mes "You can find Jay hanging";
- mes "out with Antonio Jr. here";
- mes "inside the Rogue Guild. ";
- mes "Please bring him the letter";
- mes "I've written as soon as possible! ^FFFFFF ^000000";
- close;
- }
- else if (ROG_SK == 5) {
- mes "[Thor Greg]";
- mes "Hopefully, father hasn't";
- mes "gone outside of the Rogue";
- mes "Guild's panic room. That";
- mes "may be the only place";
- mes "where he's safe...";
- close;
- }
- else if (ROG_SK == 6) {
- mes "[Thor Greg]";
- mes "What's that? Father";
- mes "wanted me to teach you";
- mes "the secret Rogue skill?";
- mes "Alright, I'll train you in the";
- mes "same way father did. Would";
- mes "you like an explanation first?";
- next;
- mes "[Thor Greg]";
- mes "If you don't want an";
- mes "explanation, I'll just";
- mes "send you to the training";
- mes "ground right away so that";
- mes "you can learn ^FF0000Close Confine^000000.";
- next;
- if (select("Listen to Explanation:Go to Training Ground") == 1) {
- mes "[Thor Greg]";
- mes "Alright, the very first step";
- mes "to learning ^FF0000Close Confine^000000";
- mes "is to master blocking your";
- mes "enemy's movement. I'll send";
- mes "you to a special training";
- mes "ground so you can practice.";
- next;
- mes "[Thor Greg]";
- mes "There, you'll encounter our";
- mes "training partner. Approach her";
- mes "closely and make sure that you";
- mes "predict and block her movements";
- mes "to the left, right or backward.^FFFFFF ^000000 Get ready, I'm sending you now...";
- close2;
- warp "in_rogue",89,114;
- end;
- }
- warp "in_rogue",89,114;
- end;
- }
- else if (ROG_SK == 7) {
- mes "[Thor Greg]";
- mes "Alright, I'm going to break";
- mes "the fourth wall here and assume";
- mes "you were disconnected from the";
- mes "game. Would you like to return";
- mes "to the training ground in order";
- mes "to learn ^FF0000Close Confine^000000?";
- next;
- if (select("Yes, please.:No, thanks.") == 1) {
- mes "[Thor Greg]";
- mes "Alright, the very first step";
- mes "to learning ^FF0000Close Confine^000000";
- mes "is to master blocking your";
- mes "enemy's movement. I'll send";
- mes "you to a special training";
- mes "ground so you can practice.";
- next;
- mes "[Thor Greg]";
- mes "There, you'll encounter our";
- mes "training partner. Approach her";
- mes "closely and make sure that you";
- mes "predict and block her movements";
- mes "to the left, right or backward.^FFFFFF ^000000 Get ready, I'm sending you now...";
- set ROG_SK,6;
- close2;
- warp "in_rogue",89,114;
- end;
- }
- mes "[Thor Greg]";
- mes "Alright, alright.";
- mes "When you feel ready";
- mes "to resume training,";
- mes "just let me know.";
- close;
-
- }
- else if (ROG_SK == 8) {
- mes "[Thor Greg]";
- mes "Ah, I hear from Kienna";
- mes "that you've completed your";
- mes "training. Congratulations!";
- mes "Now, please speak to my";
- mes "father so that he can explain^FFFFFF ^000000 the Close Confine skill in detail.";
- set ROG_SK,9;
- close;
- }
- else if (ROG_SK == 9) {
- mes "[Thor Greg]";
- mes "Please talk to my father";
- mes "so that he can explain the";
- mes "nuances of the Close Confine";
- mes "skill to you. He should still be^FFFFFF ^000000 in the Rogue Guild's panic room.";
- close;
- }
- else if (ROG_SK == 11) {
- mes "[Thor Greg]";
- mes "You know, Chae Takbae";
- mes "would say, ''I'm Chae";
- mes "Takbae. And you are...?''";
- mes "to opponents, and right";
- mes "before they could answer,";
- mes "he'd beat them to a pulp.";
- next;
- mes "[Thor Greg]";
- mes "He really is";
- mes "a legendary hero";
- mes "amongst Rogues...!";
- close;
- }
- mes "[Thor Greg]";
- mes "Hm...?";
- mes "It seems that";
- mes "you're much stronger";
- mes "than even me. There's";
- mes "probably not too many";
- mes "people who'd mess with you...";
- close;
- }
- mes "[Thor Greg]";
- mes "Hmm, gank this, gank";
- mes "that. *Sigh* It's my most";
- mes "shameful fault: I spend zeny";
- mes "almost as quickly as I can";
- mes "steal it. It's irresponsible...";
- close;
-}
-
-in_rogue,181,114,3 script Jay Greg#rogueguild 85,{
- if (BaseJob == Job_Rogue || Class == Job_Thief_High) {
- if (ROG_SK < 1) {
- mes "[Jay Greg]";
- mes "My father must be hidden";
- mes "in the Rogue Guild's panic";
- mes "room. Strangely, my brothers";
- mes "and I can never find it and";
- mes "figure out whether he's safe...";
- set ROG_SK,1;
- next;
- mes "[Jay Greg]";
- mes "Recently, he's been pursued";
- mes "by these strange men who've";
- mes "been threatening our family.";
- mes "Well, he did just teach us";
- mes "a new skill, so he can use";
- mes "that to protect himself...";
- close;
- }
- else if (ROG_SK == 1) {
- mes "[Jay Greg]";
- mes "I'm guessing my father";
- mes "hid himself in the Rogue";
- mes "Guild's panic room. We can";
- mes "never find it, but supposedly";
- mes "the entrance is hidden close";
- mes "to Markie somewhere.";
- close;
- }
- else if (ROG_SK == 2) {
- mes "[Jay Greg]";
- mes "You're looking for";
- mes "Louis, my little brother?";
- mes "He's here in the Rouge Guild,";
- mes "so it shouldn't be too hard to";
- mes "find him. He's probably just";
- mes "standing near Hollgrehen Jr.";
- close;
- }
- else if (ROG_SK == 3) {
- mes "[Jay Greg]";
- mes "Thor? He should be";
- mes "around the Rogue Guild";
- mes "somewhere. Have you tried";
- mes "looking around Hermathorn Jr.?";
- close;
- }
- else if (ROG_SK == 4) {
- mes "[Jay Greg]";
- mes "A letter for me...?";
- mes "Ah, it's from Thor, so";
- mes "I guess I better read";
- mes "it right away. Hmmm...";
- set ROG_SK,5;
- next;
- mes "[Jay Greg]";
- mes "I see... I must report";
- mes "this to the Rogue Guild";
- mes "right away, and send a reply";
- mes "to my father. Hmm. Let me";
- mes "write him a letter right now.";
- mes "Please give me a moment...";
- next;
- mes "[Jay Greg]";
- mes "There, it's done. Please";
- mes "give this to my father with";
- mes "all the haste you can muster.";
- mes "I know it's much to ask, but";
- mes "I cannot find the way to the";
- mes "hidden panic room myself...";
- close;
- }
- else if (ROG_SK == 5) {
- mes "[Jay Greg]";
- mes "Please give my reply";
- mes "to my father as soon as";
- mes "you can. He's still hidden";
- mes "in the Rogue Guild's panic";
- mes "room. That is, if our enemies";
- mes "still haven't found him yet.";
- close;
- }
- else if (ROG_SK == 6) {
- mes "[Jay Greg]";
- mes "You need to train for";
- mes "the Close Confine skill?";
- mes "I think Thor is the only";
- mes "one with access to the";
- mes "training ground, so";
- mes "talk to him first.";
- close;
- }
- else if (ROG_SK == 7) {
- mes "[Jay Greg]";
- mes "You need to train for";
- mes "the Close Confine skill?";
- mes "I think Thor is the only";
- mes "one with access to the";
- mes "training ground, so";
- mes "talk to him first.";
- close;
- }
- else if (ROG_SK == 8) {
- mes "[Jay Greg]";
- mes "Ah, you finished the";
- mes "training for Close Confine,";
- mes "did you? Great, now go and";
- mes "tell my brother, Thor.";
- close;
- }
- else if (ROG_SK == 9) {
- mes "[Jay Greg]";
- mes "Hm. You should probably";
- mes "talk to my father to learn";
- mes "more of the nuances about";
- mes "the Close Confine skill.";
- mes "Have you seen him in the";
- mes "Rogue Guild's panic room?";
- close;
- }
- else if (ROG_SK == 12) {
- mes "[Jay Greg]";
- mes "Chae Takbae sure";
- mes "seemed like a stubborn,";
- mes "thuggish guy. But he must";
- mes "have been pretty smart to";
- mes "invent some of his own skills.";
- close;
- }
- mes "[Jay Greg]";
- mes "I get the feeling";
- mes "that you're going to";
- mes "be one of the best Rogues";
- mes "around, if you already aren't.";
- close;
- }
- mes "[Jay Greg]";
- mes "Ever since I learned";
- mes "Intimdate, I've gotten";
- mes "real punchy, maybe even";
- mes "masochistic. I mean, if they";
- mes "hit you with a skill, you can";
- mes "hit them back with it!";
- close;
-}
-
-prt_are01,150,150,0 script #1strecog -1,10,10,{
-OnTouch:
- donpcevent "#1st5min::OnEnable";
- donpcevent "#1stmove::OnEnable";
- disablenpc "#1strecog";
- end;
-}
-
-prt_are01,135,135,0 script #1st5min -1,{
-OnInit:
- disablenpc "#1st5min";
- end;
-
-OnEnable:
- enablenpc "#1st5min";
- initnpctimer;
- end;
-
-OnDisable:
- stopnpctimer;
- disablenpc "#1st5min";
- end;
-
-OnTimer1000:
- mapannounce "prt_are01","Welcome to the Close Confine Training Ground. You will be automatically teleported outside in 5 minutes.",bc_map,"0x00ff00";
- end;
-
-OnTimer290000:
- mapannounce "prt_are01","You will be teleported outside in 20 seconds.",bc_map,"0x00ff00";
- end;
-
-OnTimer310000:
- mapannounce "prt_are01","You will be teleported outside in 5 seconds.",bc_map,"0x00ff00";
- end;
-
-OnTimer315000:
- mapannounce "prt_are01","You are now being teleported outside.",bc_map,"0x00ff00";
- disablenpc "Kienna#1st";
- disablenpc "Kienna#2nd";
- disablenpc "Kienna#3rd";
- disablenpc "Kienna#4th";
- disablenpc "Kienna#5th";
- disablenpc "Kienna#6th";
- disablenpc "Kienna#7th";
- disablenpc "Kienna#8th";
- donpcevent "#1stmove::OnDisable";
- enablenpc "#1strecog";
- donpcevent "Waiting Room#rogue10::OnEnable";
- stopnpctimer;
- mapwarp "prt_are01","in_rogue",264,124;
- end;
-}
-
-prt_are01,135,135,0 script #1stmove -1,{
-OnInit:
- disablenpc "#1stmove";
- end;
-
-OnEnable:
- enablenpc "#1stmove";
- initnpctimer;
- end;
-
-OnTimer3000:
- mapannounce "prt_are01","Kienna will appear in 1 second. Please approach her as closely as possible.",bc_map,"0x00ff00";
- end;
-
-OnTimer5000:
- switch(rand(1,8)) {
- case 1:
- enablenpc "Kienna#1st";
- break;
- case 2:
- enablenpc "Kienna#2nd";
- break;
- case 3:
- enablenpc "Kienna#3rd";
- break;
- case 4:
- enablenpc "Kienna#4th";
- break;
- case 5:
- enablenpc "Kienna#5th";
- break;
- case 6:
- enablenpc "Kienna#6th";
- break;
- case 7:
- enablenpc "Kienna#7th";
- break;
- case 8:
- enablenpc "Kienna#8th";
- }
- end;
-
-OnTimer8000:
- disablenpc "Kienna#1st";
- disablenpc "Kienna#2nd";
- disablenpc "Kienna#3rd";
- disablenpc "Kienna#4th";
- disablenpc "Kienna#5th";
- disablenpc "Kienna#6th";
- disablenpc "Kienna#7th";
- disablenpc "Kienna#8th";
- end;
-
-OnTimer9000:
- stopnpctimer;
- donpcevent "#1stmove::OnEnable";
- mapwarp "prt_are01","prt_are01",150,150;
- end;
-
-OnDisable:
- stopnpctimer;
- disablenpc "#1stmove";
- end;
-}
-
-prt_are01,149,162,0 script Kienna#1st 700,1,1,{
- end;
-OnTouch:
- callfunc "F_Kienna","1st";
- end;
-}
-
-prt_are01,136,150,0 script Kienna#2nd 700,1,1,{
- end;
-OnTouch:
- callfunc "F_Kienna","2nd";
- end;
-}
-
-prt_are01,150,138,0 script Kienna#3rd 700,1,1,{
- end;
-OnTouch:
- callfunc "F_Kienna","3rd";
- end;
-}
-
-prt_are01,163,147,0 script Kienna#4th 700,1,1,{
- end;
-OnTouch:
- callfunc "F_Kienna","4th";
- end;
-}
-
-prt_are01,134,140,0 script Kienna#5th 700,1,1,{
- end;
-OnTouch:
- callfunc "F_Kienna","5th";
- end;
-}
-
-prt_are01,161,140,0 script Kienna#6th 700,1,1,{
- end;
-OnTouch:
- callfunc "F_Kienna","6th";
- end;
-}
-
-prt_are01,161,160,0 script Kienna#7th 700,1,1,{
- end;
-OnTouch:
- callfunc "F_Kienna","7th";
- end;
-}
-
-prt_are01,138,159,0 script Kienna#8th 700,1,1,{
- end;
-OnTouch:
- callfunc "F_Kienna","8th";
- end;
-}
-
-function script F_Kienna {
- if (ROG_SK == 6) {
- donpcevent "#1stmove::OnDisable";
- mes "[Kienna]";
- mes "Alright, in this";
- mes "exercise, you'll need";
- mes "to predict which way I'm";
- mes "going to move and block";
- mes "me from moving, essentially";
- mes "immobilizing me. Get ready~";
- set ROG_SK,7;
- next;
- while(1) {
- if (.@lim_1 == 10) {
- break;
- }
- else {
- set .@lim_1,.@lim_1 + 1;
- set .@move_1,rand(1,3);
- if (.@move_1 == 1) {
- if (select("Block her to the Left:Block her to the Right:Block her retreat") == 1) {
- mes "[Kienna]";
- mes "Huh...?";
- mes "You blocked me!";
- mes "Very nice work~";
- specialeffect 204; //EF_POTION1
- specialeffect2 210; // EF_POTION7
- set .@suc_1,.@suc_1 + 1;
- next;
- }
- else {
- mes "[Kienna]";
- mes "Sorry, but I wasn't";
- mes "moving in that direction.";
- mes "Your block attempt failed...";
- next;
- }
- }
- else if (.@move_1 == 2) {
- if (select("Block her to the Left:Block her to the Right:Block her retreat") == 2) {
- mes "[Kienna]";
- mes "Huh...?";
- mes "You blocked me!";
- mes "Very nice work~";
- specialeffect 204; //EF_POTION1
- specialeffect2 210; // EF_POTION7
- set .@suc_1,.@suc_1 + 1;
- next;
- }
- else {
- mes "[Kienna]";
- mes "Sorry, but I wasn't";
- mes "moving in that direction.";
- mes "Your block attempt failed...";
- next;
- }
- }
- else if (.@move_1 == 3) {
- if (select("Block her to the Left:Block her to the Right:Block her retreat") == 3) {
- mes "[Kienna]";
- mes "Huh...?";
- mes "You blocked me!";
- mes "Very nice work~";
- specialeffect 204; //EF_POTION1
- specialeffect2 210; // EF_POTION7
- set .@suc_1,.@suc_1 + 1;
- next;
- }
- else {
- mes "[Kienna]";
- mes "Sorry, but I wasn't";
- mes "moving in that direction.";
- mes "Your block attempt failed...";
- next;
- }
- }
- }
- }
- mes "[Kienna]";
- mes "Alright, we're done";
- mes "here. You earned a";
- switch(.@suc_1) {
- case 10:
- mes "training grade of ''^0000FFS^000000.''";
- mes "That's a perfect score!";
- break;
- case 9:
- mes "training grade of ''^0000FFA^000000.''";
- mes "You're really good at this!";
- break;
- case 8:
- mes "training grade of ''^0000FFB +^000000.''";
- mes "That's very commendable!";
- break;
- case 7:
- mes "training grade of ''^0000FFB^000000.''";
- mes "That's very nice work~";
- break;
- case 6:
- mes "training grade of ''^0000FFC +^000000.''";
- mes "Not too bad, but you";
- mes "just barely passed!";
- break;
- case 5:
- mes "training grade of ''^FF0000C^000000.''";
- break;
- case 4:
- mes "training grade of ''^FF0000D+^000000.''";
- break;
- case 3:
- mes "training grade of ''^FF0000D^000000.''";
- break;
- case 2:
- mes "training grade of ''^FF0000F^000000.''";
- break;
- case 1:
- mes "training grade of ''^FF0000F -^000000.''";
- break;
- case 0:
- mes "training grade of...";
- mes "Actually, I'm not able";
- mes "to calculate it. What";
- mes "could have happened?!";
- }
- next;
- if (.@suc_1 > 5) {
- mes "[Kienna]";
- mes "I'm happy to say that";
- mes "you've completed your";
- mes "training! Let me send";
- mes "you back to Thor Greg";
- mes "now so that you can finish";
- mes "learning ^FF0000Close Confine^000000.";
- set ROG_SK,8;
- disablenpc "Kienna#"+getarg(0);
- donpcevent "#1st5min::OnDisable";
- enablenpc "#1strecog";
- close2;
- donpcevent "Waiting Room#rogue10::OnEnable";
- warp "in_rogue",264,124;
- end;
- }
- else {
- mes "[Kienna]";
- mes "Hm. With this grade,";
- mes "I don't think you're";
- mes "quite ready to finish";
- mes "learning Close Confine.";
- mes "Would you like to try the";
- mes "training exercise again?";
- next;
- if (select("Yes!:No, thanks.") == 1) {
- disablenpc "Kienna#"+getarg(0);
- donpcevent "#1stmove::OnEnable";
- set ROG_SK,6;
- warp "prt_are01",150,150;
- end;
- }
- disablenpc "Kienna#"+getarg(0);
- donpcevent "#1st5min::OnDisable";
- enablenpc "#1strecog";
- set ROG_SK,6;
- donpcevent "Waiting Room#rogue10::OnEnable";
- warp "in_rogue",264,124;
- end;
- }
- }
- else if (ROG_SK == 7) {
- mes "[Kienna]";
- mes "You must have canceled";
- mes "your training in the middle";
- mes "of the exercise. I'm sorry,";
- mes "but you'll have to start";
- mes "from the very beginning";
- mes "of this training.";
- set ROG_SK,6;
- close2;
- disablenpc "Kienna#"+getarg(0);
- donpcevent "#1stmove::OnEnable";
- warp "prt_are01",150,150;
- end;
- }
- else if (ROG_SK == 8) {
- mes "[Kienna]";
- mes "You've already completed";
- mes "the training exercise for";
- mes "the Close Confine skill.";
- mes "You no longer have need";
- mes "for my assistance.";
- close2;
- donpcevent "Waiting Room#rogue10::OnEnable";
- warp "in_rogue",264,124;
- end;
- }
- else {
- mes "[Kienna]";
- mes "I'm sorry, but I don't";
- mes "think you belong here.";
- mes "Let me send you to the";
- mes "Rogue Guild if you're lost...";
- close2;
- donpcevent "Waiting Room#rogue10::OnEnable";
- warp "in_rogue",264,124;
- end;
- }
-
-OnInit:
- disablenpc "Kienna#1st";
- disablenpc "Kienna#2nd";
- disablenpc "Kienna#3rd";
- disablenpc "Kienna#4th";
- disablenpc "Kienna#5th";
- disablenpc "Kienna#6th";
- disablenpc "Kienna#7th";
- disablenpc "Kienna#8th";
- end;
-}
-
-in_rogue,88,119,3 script Waiting Room#rogue10 828,{
-OnEnable:
- enablenpc "Waiting Room#rogue10";
- enablewaitingroomevent "Waiting Room#rogue10";
- end;
-
-OnInit:
- waitingroom "Training Ground",10,"Waiting Room#rogue10::OnStartArena",1;
- enablewaitingroomevent "Waiting Room#rogue10";
- end;
-
-OnStartArena:
- warpwaitingpc "prt_are01",150,150;
- disablewaitingroomevent "Waiting Room#rogue10";
- end;
-}
-
-//============================================================
-// Old changelog
-//============================================================
-//= 1.0 for fully working skills only [Lupus]
-//= 1.1 Added more new skill quests for more classes [Lupus]
-//= Somehow eA engine doesn't let you keep learn't skill V_V'
-//= 1.2 Added to correct locations, correct NPC's, fixed
-//= some of the items required and made them into real
-//= quests. [Reddozen]
-//= 1.3 Fixed bugs and minor typos. Optimized [Lupus]
-//= 1.3a fixed an item ID typo, thx 2Spiritual Kid
-//= 1.3b Splitted into different files [DracoRPG]
-//============================================================
diff --git a/npc/quests/skills/sage_skills.txt b/npc/quests/skills/sage_skills.txt
deleted file mode 100644
index 1058bb6a8..000000000
--- a/npc/quests/skills/sage_skills.txt
+++ /dev/null
@@ -1,1128 +0,0 @@
-//===== rAthena Script =======================================
-//= Sage Skills Quests
-//===== By: ==================================================
-//= Lupus, Reddozen
-//===== Current Version: =====================================
-//= 1.4
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Quests for skills: Create Converter, Elemental Change
-//===== Additional Comments: =================================
-//= 1.4 Rescripted to Aegis 10.3 standards. [5511]
-//============================================================
-
-yuno_in03,176,24,3 script Mischna 755,{
- if(BaseJob == Job_Sage) {
- if(SAG_SK == 100) {
- if(getskilllv("SA_ELEMENTFIRE") == 0 && getskilllv("SA_ELEMENTGROUND") == 0 && getskilllv("SA_ELEMENTWIND") == 0 && getskilllv("SA_ELEMENTWATER") == 0 && getskilllv("SA_CREATECON") == 0) {
- mes "[Mishuna]";
- mes "Ah, you must have";
- mes "forgotten what I taught";
- mes "you somehow. Perhaps";
- mes "you lost your copy of the";
- mes "skill scroll I gave you? No";
- mes "matter, I'll help you remember.";
- next;
- mes "[Mishuna]";
- mes "You'll be given the chance to";
- mes "choose which kind of ^FF0000Elemental";
- mes "Change^000000 skill that you want, even one that you didn't previously";
- mes "learn, so long as you fulfill";
- mes "the skill's requirements.";
- next;
- mes "[Mishuna]";
- mes "Keep in mind that once";
- mes "you learn your Elemental";
- mes "Change skill, you won't be";
- mes "able to change it. Now, which";
- mes "skill would you like to learn?";
- next;
- while(1) {
- switch(select("Fire Elemental Change:Earth Elemental Change:Wind Elemental Change:Water Elemental Change")) {
- case 1:
- if (getskilllv("SA_FLAMELAUNCHER") == 0) {
- mes "[Mishuna]";
- mes "I'm sorry, but you haven't";
- mes "learned ^FF0000Endow Blaze^000000, the skill";
- mes "required for ^FF0000Fire Elemental";
- mes "Change^000000. You'll need to learn";
- mes "Endow Blaze or select another";
- mes "Elemental Change skill.";
- next;
- }
- else {
- mes "[Mishuna]";
- mes "Very well, I shall";
- mes "teach you the ^FF0000Fire";
- mes "Elemental Change^000000 skill";
- mes "and the ^FF0000Elemental Converter";
- mes "Creation skill^000000. Please remain";
- mes "still while I chant this spell.";
- next;
- mes "[Mishuna]";
- mes "%$#@!#$% Yap~~";
- specialeffect2 EF_RUWACH;
- next;
- mes "[Mishuna]";
- mes "Yap!";
- specialeffect2 EF_BRANDISHSPEAR;
- next;
- mes "^3355FFYou've successfully";
- mes "learned the Fire Elemental";
- mes "Change skill and the Elemental";
- mes "Converter Creation skill.^000000";
- skill "SA_ELEMENTFIRE",1,0;
- skill "SA_CREATECON",1,0;
- next;
- mes "[Mishuna]";
- mes "Ah, you've learned these";
- mes "skills as quickly as I thought";
- mes "you would. Very well then, ";
- mes "I hope you adeptly use these";
- mes "talents for the right purposes.";
- mes "Farewell for now, "+strcharinfo(0)+".";
- close;
- }
- break;
- case 2:
- if (getskilllv("SA_SEISMICWEAPON") == 0) {
- mes "[Mishuna]";
- mes "I'm sorry, but you haven't";
- mes "learned ^FF0000Endow Quake^000000, the skill";
- mes "required for ^FF0000Earth Elemental";
- mes "Change^000000. You'll need to learn";
- mes "Endow Quake or select another";
- mes "Elemental Change skill.";
- next;
- }
- else {
- mes "[Mishuna]";
- mes "Very well, I shall";
- mes "teach you the ^FF0000Earth";
- mes "Elemental Change^000000 skill";
- mes "and the ^FF0000Elemental Converter";
- mes "Creation skill^000000. Please remain";
- mes "still while I chant this spell.";
- next;
- mes "[Mishuna]";
- mes "%$#@!#$% Yap~~";
- specialeffect2 EF_RUWACH;
- next;
- mes "[Mishuna]";
- mes "Yap!";
- specialeffect2 EF_BRANDISHSPEAR;
- next;
- mes "^3355FFYou've successfully";
- mes "learned the Earth Elemental";
- mes "Change skill and the Elemental";
- mes "Converter Creation skill.^000000";
- skill "SA_ELEMENTGROUND",1,0;
- skill "SA_CREATECON",1,0;
- next;
- mes "[Mishuna]";
- mes "Ah, you've learned these";
- mes "skills as quickly as I thought";
- mes "you would. Very well then, ";
- mes "I hope you adeptly use these";
- mes "talents for the right purposes.";
- mes "Farewell for now, "+strcharinfo(0)+".";
- close;
- }
- break;
- case 3:
- if (getskilllv("SA_LIGHTNINGLOADER") == 0) {
- mes "[Mishuna]";
- mes "I'm sorry, but you haven't";
- mes "learned ^FF0000Endow Tornado^000000, the";
- mes "skill required for ^FF0000Wind Elemental Change^000000. You must learn Endow";
- mes "Tornado or select another";
- mes "Elemental Change skill.";
- next;
- }
- else {
- mes "[Mishuna]";
- mes "Very well, I shall";
- mes "teach you the ^FF0000Wind";
- mes "Elemental Change^000000 skill";
- mes "and the ^FF0000Elemental Converter";
- mes "Creation skill^000000. Please remain";
- mes "still while I chant this spell.";
- next;
- mes "[Mishuna]";
- mes "%$#@!#$% Yap~~";
- specialeffect2 EF_RUWACH;
- next;
- mes "[Mishuna]";
- mes "Yap!";
- specialeffect2 EF_BRANDISHSPEAR;
- next;
- mes "^3355FFYou've successfully";
- mes "learned the Wind Elemental";
- mes "Change skill and the Elemental";
- mes "Converter Creation skill.^000000";
- skill "SA_ELEMENTWIND",1,0;
- skill "SA_CREATECON",1,0;
- next;
- mes "[Mishuna]";
- mes "Ah, you've learned these";
- mes "skills as quickly as I thought";
- mes "you would. Very well then, ";
- mes "I hope you adeptly use these";
- mes "talents for the right purposes.";
- mes "Farewell for now, "+strcharinfo(0)+".";
- close;
- }
- break;
- case 4:
- if (getskilllv("SA_FROSTWEAPON") == 0) {
- mes "[Mishuna]";
- mes "I'm sorry, but you haven't";
- mes "learned ^FF0000Endow Tsunami^000000, the";
- mes "skill required for ^FF0000Water Elemental Change^000000. You must learn Endow";
- mes "Tsunami or select another";
- mes "Elemental Change skill.";
- next;
- }
- else {
- mes "[Mishuna]";
- mes "Very well, I shall";
- mes "teach you the ^FF0000Water";
- mes "Elemental Change^000000 skill";
- mes "and the ^FF0000Elemental Converter";
- mes "Creation skill^000000. Please remain";
- mes "still while I chant this spell.";
- next;
- mes "[Mishuna]";
- mes "%$#@!#$% Yap~~";
- specialeffect2 EF_RUWACH;
- next;
- mes "[Mishuna]";
- mes "Yap!";
- specialeffect2 EF_BRANDISHSPEAR;
- next;
- mes "^3355FFYou've successfully";
- mes "learned the Water Elemental";
- mes "Change skill and the Elemental";
- mes "Converter Creation skill.^000000";
- skill "SA_ELEMENTWATER",1,0;
- skill "SA_CREATECON",1,0;
- next;
- mes "[Mishuna]";
- mes "Ah, you've learned these";
- mes "skills as quickly as I thought";
- mes "you would. Very well then, ";
- mes "I hope you adeptly use these";
- mes "talents for the right purposes.";
- mes "Farewell for now, "+strcharinfo(0)+".";
- close;
- }
- break;
- }
- }
- }
- else if(getskilllv("SA_ELEMENTFIRE") == 0 && getskilllv("SA_ELEMENTGROUND") == 0 && getskilllv("SA_ELEMENTWIND") == 0 && getskilllv("SA_ELEMENTWATER") == 0) {
- mes "[Mishuna]";
- mes "Ah, you must have";
- mes "forgotten what I taught";
- mes "you somehow. Perhaps";
- mes "you lost your copy of the";
- mes "skill scroll I gave you? No";
- mes "matter, I'll help you remember.";
- next;
- mes "[Mishuna]";
- mes "You'll be given the chance to";
- mes "choose which kind of ^FF0000Elemental";
- mes "Change^000000 skill that you want, even one that you didn't previously";
- mes "learn, so long as you fulfill";
- mes "the skill's requirements.";
- next;
- mes "[Mishuna]";
- mes "Keep in mind that once";
- mes "you learn your Elemental";
- mes "Change skill, you won't be";
- mes "able to change it. Now, which";
- mes "skill would you like to learn?";
- next;
- while(1) {
- switch(select("Fire Elemental Change:Earth Elemental Change:Wind Elemental Change:Water Elemental Change")) {
- case 1:
- if (getskilllv("SA_FLAMELAUNCHER") == 0) {
- mes "[Mishuna]";
- mes "I'm sorry, but you haven't";
- mes "learned ^FF0000Endow Blaze^000000, the skill";
- mes "required for ^FF0000Fire Elemental";
- mes "Change^000000. You'll need to learn";
- mes "Endow Blaze or select another";
- mes "Elemental Change skill.";
- next;
- }
- else {
- mes "[Mishuna]";
- mes "Very well, I shall";
- mes "teach you the ^FF0000Fire";
- mes "Elemental Change^000000 skill";
- mes "and the ^FF0000Elemental Converter";
- mes "Creation skill^000000. Please remain";
- mes "still while I chant this spell.";
- next;
- mes "[Mishuna]";
- mes "%$#@!#$% Yap~~";
- specialeffect2 EF_RUWACH;
- next;
- mes "[Mishuna]";
- mes "Yap!";
- specialeffect2 EF_BRANDISHSPEAR;
- next;
- mes "^3355FFYou've successfully";
- mes "learned the Fire Elemental";
- mes "Change skill and the Elemental";
- mes "Converter Creation skill.^000000";
- skill "SA_ELEMENTFIRE",1,0;
- next;
- mes "[Mishuna]";
- mes "Ah, you've learned these";
- mes "skills as quickly as I thought";
- mes "you would. Very well then, ";
- mes "I hope you adeptly use these";
- mes "talents for the right purposes.";
- mes "Farewell for now, "+strcharinfo(0)+".";
- close;
- }
- break;
- case 2:
- if (getskilllv("SA_SEISMICWEAPON") == 0) {
- mes "[Mishuna]";
- mes "I'm sorry, but you haven't";
- mes "learned ^FF0000Endow Quake^000000, the skill";
- mes "required for ^FF0000Earth Elemental";
- mes "Change^000000. You'll need to learn";
- mes "Endow Quake or select another";
- mes "Elemental Change skill.";
- next;
- }
- else {
- mes "[Mishuna]";
- mes "Very well, I shall";
- mes "teach you the ^FF0000Earth";
- mes "Elemental Change^000000 skill";
- mes "and the ^FF0000Elemental Converter";
- mes "Creation skill^000000. Please remain";
- mes "still while I chant this spell.";
- next;
- mes "[Mishuna]";
- mes "%$#@!#$% Yap~~";
- specialeffect2 EF_RUWACH;
- next;
- mes "[Mishuna]";
- mes "Yap!";
- specialeffect2 EF_BRANDISHSPEAR;
- next;
- mes "^3355FFYou've successfully";
- mes "learned the Earth Elemental";
- mes "Change skill and the Elemental";
- mes "Converter Creation skill.^000000";
- skill "SA_ELEMENTGROUND",1,0;
- next;
- mes "[Mishuna]";
- mes "Ah, you've learned these";
- mes "skills as quickly as I thought";
- mes "you would. Very well then, ";
- mes "I hope you adeptly use these";
- mes "talents for the right purposes.";
- mes "Farewell for now, "+strcharinfo(0)+".";
- close;
- }
- break;
- case 3:
- if (getskilllv("SA_LIGHTNINGLOADER") == 0) {
- mes "[Mishuna]";
- mes "I'm sorry, but you haven't";
- mes "learned ^FF0000Endow Tornado^000000, the";
- mes "skill required for ^FF0000Wind Elemental Change^000000. You must learn Endow";
- mes "Tornado or select another";
- mes "Elemental Change skill.";
- next;
- }
- else {
- mes "[Mishuna]";
- mes "Very well, I shall";
- mes "teach you the ^FF0000Wind";
- mes "Elemental Change^000000 skill";
- mes "and the ^FF0000Elemental Converter";
- mes "Creation skill^000000. Please remain";
- mes "still while I chant this spell.";
- next;
- mes "[Mishuna]";
- mes "%$#@!#$% Yap~~";
- specialeffect2 EF_RUWACH;
- next;
- mes "[Mishuna]";
- mes "Yap!";
- specialeffect2 EF_BRANDISHSPEAR;
- next;
- mes "^3355FFYou've successfully";
- mes "learned the Wind Elemental";
- mes "Change skill and the Elemental";
- mes "Converter Creation skill.^000000";
- skill "SA_ELEMENTWIND",1,0;
- next;
- mes "[Mishuna]";
- mes "Ah, you've learned these";
- mes "skills as quickly as I thought";
- mes "you would. Very well then, ";
- mes "I hope you adeptly use these";
- mes "talents for the right purposes.";
- mes "Farewell for now, "+strcharinfo(0)+".";
- close;
- }
- break;
- case 4:
- if (getskilllv("SA_FROSTWEAPON") == 0) {
- mes "[Mishuna]";
- mes "I'm sorry, but you haven't";
- mes "learned ^FF0000Endow Tsunami^000000, the";
- mes "skill required for ^FF0000Water Elemental Change^000000. You must learn Endow";
- mes "Tsunami or select another";
- mes "Elemental Change skill.";
- next;
- }
- else {
- mes "[Mishuna]";
- mes "Very well, I shall";
- mes "teach you the ^FF0000Water";
- mes "Elemental Change^000000 skill";
- mes "and the ^FF0000Elemental Converter";
- mes "Creation skill^000000. Please remain";
- mes "still while I chant this spell.";
- next;
- mes "[Mishuna]";
- mes "%$#@!#$% Yap~~";
- specialeffect2 EF_RUWACH;
- next;
- mes "[Mishuna]";
- mes "Yap!";
- specialeffect2 EF_BRANDISHSPEAR;
- next;
- mes "^3355FFYou've successfully";
- mes "learned the Water Elemental";
- mes "Change skill and the Elemental";
- mes "Converter Creation skill.^000000";
- skill "SA_ELEMENTWATER",1,0;
- next;
- mes "[Mishuna]";
- mes "Ah, you've learned these";
- mes "skills as quickly as I thought";
- mes "you would. Very well then, ";
- mes "I hope you adeptly use these";
- mes "talents for the right purposes.";
- mes "Farewell for now, "+strcharinfo(0)+".";
- close;
- }
- break;
- }
- }
- }
- else if(getskilllv("SA_CREATECON") == 0) {
- mes "[Mishuna]";
- mes "Ah, you must have";
- mes "forgotten what I taught";
- mes "you somehow. Perhaps";
- mes "you lost your copy of the";
- mes "skill scroll I gave you? No";
- mes "matter, I'll help you remember.";
- next;
- mes "[Mishuna]";
- mes "Alright, I'm going";
- mes "to cast a spell that";
- mes "will help you remember";
- mes "the skills you forgot.";
- mes "Don't move, and try to";
- mes "stay as still as possible...";
- next;
- mes "[Mishuna]";
- mes "%$#@!#$% Yap~~";
- specialeffect2 EF_RUWACH;
- next;
- mes "[Mishuna]";
- mes "Yap!";
- specialeffect2 EF_BRANDISHSPEAR;
- next;
- mes "^3355FFYou successfully recalled";
- mes "the Elemental Coverter";
- mes "Creation skill and are";
- mes "able to use it again.^000000";
- skill "SA_CREATECON",1,0;
- next;
- mes "[Mishuna]";
- mes "Ah, you've learned these";
- mes "skills as quickly as I thought";
- mes "you would. Very well then, ";
- mes "I hope you adeptly use these";
- mes "talents for the right purposes.";
- mes "Farewell for now, "+strcharinfo(0)+".";
- close;
- }
- else {
- mes "[Mishuna]";
- mes "If you have any Sage or";
- mes "Scholar friends who haven't";
- mes "learned the skills from Sir";
- mes "Barmundt's scrolls, then";
- mes "please refer them to me.";
- next;
- mes "[Mishuna]";
- mes "I trust that you are";
- mes "finding that these";
- mes "element based skills";
- mes "are very useful in battle.";
- mes "Knowledge truly equates";
- mes "to power in the long run...";
- close;
- }
- }
- else if(SAG_SK == 0) {
- mes "[Mishuna]";
- mes "Good day, I'm Mishuna, one";
- mes "of the instructors here in the";
- mes "Schweicherbil Magic Academy.";
- mes "How may I be of service?";
- next;
- select("I seek new knowledge.");
- mes "[Mishuna]";
- mes "Ah, you must be "+strcharinfo(0)+".";
- mes "I've looked forward to meeting";
- mes "you. In the noble pursuit of";
- mes "knowledge, might I suggest";
- mes "reading the recently restored";
- mes "scrolls of Sir Barmundt?";
- next;
- mes "[Mishuna]";
- mes "Sir Barmundt's scrolls contain";
- mes "knowledge about the 4 elements,";
- mes "which are Fire, Water, Earth, and Wind. The knowledge of these";
- mes "scrolls can be applied in the";
- mes "use of 2 new Sage skills.";
- next;
- mes "[Mishuna]";
- mes "The first is called ^FF0000Elemental";
- mes "Change^000000, which enables you";
- mes "to change a monster's attribute";
- mes "according to the specific element^FFFFFF ^000000 of the Elemental Change skill";
- mes "that you have learned.";
- next;
- mes "[Mishuna]";
- mes "The second is called";
- mes "Elemental Converter Creation,";
- mes "which enables you to create";
- mes "converter items that are required^FFFFFF ^000000 to use the Elemental Change skill.";
- next;
- mes "[Mishuna]";
- mes "Although the knowledge of";
- mes "these two skills has been";
- mes "lost for years, we've finally";
- mes "been able to recover most";
- mes "of it. So, do you think you're";
- mes "ready to learn these skills?";
- next;
- if(select("Maybe later.:Yes, I am.") == 1) {
- mes "[Mishuna]";
- mes "Ah, you must be busy right";
- mes "now. No problem, just come";
- mes "back when you think you're";
- mes "ready to learn. Well then,";
- mes "farewell and have a good day~";
- close;
- }
- mes "[Mishuna]";
- mes "Very well, then. First, you";
- mes "must learn the Elemental";
- mes "Coverter Creation skill, which";
- mes "is essential to learning the";
- mes "Elemental Change skill.";
- next;
- mes "[Mishuna]";
- mes "Please bring the required";
- mes "materials so that we can";
- mes "construct a basic elemental";
- mes "converter in order for you to";
- mes "learn the skill. Let's see,";
- mes "you will need to bring...";
- next;
- mes "[Mishuna]";
- mes "^ff00007 Horns^000000,";
- mes "^ff000012 Rainbow Shells^000000,";
- mes "^ff000010 Snail's Shells^000000,";
- mes "^ff00004 Blank Scrolls^000000 and";
- mes "^ff000010 Scorpion Tails^000000.^000000";
- next;
- mes "[Mishuna]";
- mes "Alright, I shall be";
- mes "nexting here for your";
- mes "return. Remember that we";
- mes "need these items to create";
- mes "a converter so that you can^FFFFFF ^000000 learn the skill from my example...";
- set SAG_SK,1;
- close;
- }
- else if(SAG_SK == 1) {
- if (countitem(904) < 10 || countitem(947) < 7 || countitem(1013) < 12 || countitem(946) < 10 || countitem(7433) < 4) {
- mes "[Mishuna]";
- mes "Hm, you still haven't";
- mes "gathered all of the materials";
- mes "required to create an elemental";
- mes "coverter. Let me remind you";
- mes "what to bring so that you";
- mes "don't forget next time...";
- next;
- mes "[Mishuna]";
- mes "^ff00007 Horns^000000,";
- mes "^ff000012 Rainbow Shells^000000,";
- mes "^ff000010 Snail's Shells^000000,";
- mes "^ff00004 Blank Scrolls^000000 and";
- mes "^ff000010 Scorpion Tails^000000.^000000";
- next;
- mes "[Mishuna]";
- mes "Don't forget that we need";
- mes "all of these items to create";
- mes "a converter so that you can";
- mes "learn the Elemental Converter";
- mes "Creation skill by watching";
- mes "me demonstrate it for you.";
- close;
- }
- else {
- mes "[Mishuna]";
- mes "Great, you brought everything.";
- mes "Now, let me explain the skill.";
- mes "The skills you learn as a Sage";
- mes "determine what kind of elemental converters that you can craft.";
- next;
- mes "[Mishuna]";
- mes "The ^FF0000Endow Blaze^000000 skill enables";
- mes "you to create Fire elemental";
- mes "converters. The ^FF0000Endow Quake^000000";
- mes "skill enables the creation";
- mes "of Earth elemental converters.";
- next;
- mes "[Mishuna]";
- mes "^FF0000Endow Tornado^000000 enables";
- mes "the creation of Wind elemental";
- mes "converters, and ^FF0000Endow Tsunami^000000";
- mes "enables the creation of Water";
- mes "elemental converters. That";
- mes "all makes sense, right?";
- next;
- mes "[Mishuna]";
- mes "Now, your elemental coverter";
- mes "creation success rate depends";
- mes "on the level of the Endow Blaze, Endow Quake, Endow Tornado,";
- mes "or Endow Tsunami skills, and";
- mes "your abilities.";
- next;
- mes "[Mishuna]";
- mes "Now, please take this copy";
- mes "of Barmundt's scroll, and use";
- mes "it as a reference when you try";
- mes "to craft elemental converters";
- mes "when you use the Elemental";
- mes "Converter Creation skill.";
- next;
- mes "^3355FFYou have learned the";
- mes "Elemental Converter";
- mes "Creation skill by reviewing";
- mes "your copy of Barmundt's scroll.^000000";
- specialeffect2 EF_ABSORBSPIRITS;
- delitem 904,10; // Scorpion_Tail
- delitem 947,7; // Horn
- delitem 1013,12; // Rainbow_Shell
- delitem 946,10; // Snail's_Shell
- delitem 7433,4; // Blank_Scroll
- set SAG_SK,2;
- skill "SA_CREATECON",1,0;
- next;
- mes "[Mishuna]";
- mes "Wow, "+strcharinfo(0)+"!";
- mes "You learned that skill";
- mes "really quickly! No wonder";
- mes "people say that you're one";
- mes "of the best Sages around!";
- next;
- mes "[Mishuna]";
- mes "Now you're ready to";
- mes "learn the other skill,";
- mes "Elemental Change. Alright,";
- mes "I need to prepare a few things";
- mes "for this lesson, so we'll meet";
- mes "and discuss this later, okay?";
- close;
- }
- }
- else if(SAG_SK == 2) {
- if(getskilllv("SA_CREATECON") == 0) {
- skill "SA_CREATECON",1,0;
- mes "- I recalled ^ff0000Elemental Converter Creation skill^000000 While I talk to Mishuna! -";
- next;
- }
- mes "[Mishuna]";
- mes "You'll be given the chance to";
- mes "choose which kind of ^FF0000Elemental";
- mes "Change^000000 skill that you want, even one that you didn't previously";
- mes "learn, so long as you fulfill";
- mes "the skill's requirements.";
- next;
- mes "[Mishuna]";
- mes "Keep in mind that once";
- mes "you learn your Elemental";
- mes "Change skill, you won't be";
- mes "able to change it. Now, which";
- mes "skill would you like to learn?";
- next;
- while(1) {
- switch(select("Fire Elemental Change:Earth Elemental Change:Wind Elemental Change:Water Elemental Change")) {
- case 1:
- if(getskilllv("SA_FLAMELAUNCHER") == 0) {
- mes "[Mishuna]";
- mes "I'm sorry, but you have not";
- mes "learned ^FF0000Endow Blaze^000000, the skill";
- mes "required for the Fire Elemental Change skill. Please learn Endow";
- mes "Blaze or select another Elemental Change skill for me to teach you.";
- next;
- }
- else {
- mes "[Mishuna]";
- mes "Very well, then. Please";
- mes "bring the following items";
- mes "so that you can learn the";
- mes "Fire Elemental Change skill.";
- next;
- mes "[Mishuna]";
- mes "^FF000020 Red Bloods^000000,";
- mes "^FF00001 Payon Solution^000000 and";
- mes "^FF00001 Morroc Solution^000000. Please";
- mes "return to me once you have";
- mes "all the materials ready.";
- set SAG_SK,10;
- close;
- }
- break;
- case 2:
- if(getskilllv("SA_SEISMICWEAPON") == 0) {
- mes "[Mishuna]";
- mes "I'm sorry, but you have not";
- mes "learned ^FF0000Endow Quake^000000, the skill";
- mes "required for the Earth Elemental Change skill. Please learn Endow";
- mes "Quake or select another Elemental Change skill for me to teach you.";
- next;
- }
- else {
- mes "[Mishuna]";
- mes "Very well, then. Please";
- mes "bring the following items";
- mes "so that you can learn the";
- mes "Earth Elemental Change skill.";
- next;
- mes "[Mishuna]";
- mes "^ff000020 Green Lives^000000,";
- mes "^ff00001 Payon Solution^000000 and";
- mes "^ff00001 Morroc Solution^000000. Please";
- mes "return to me once you have";
- mes "all the materials ready.";
- set SAG_SK,20;
- close;
- }
- break;
- case 3:
- if(getskilllv("SA_LIGHTNINGLOADER") == 0) {
- mes "[Mishuna]";
- mes "I'm sorry, but you have not learned ^FF0000Endow Tornado^000000, the skill";
- mes "required for the Wind Elemental Change skill. Please learn Endow";
- mes "Tornado or pick another Elemental Change skill for me to teach you.";
- next;
- }
- else {
- mes "[Mishuna]";
- mes "Very well, then. Please";
- mes "bring the following items";
- mes "so that you can learn the";
- mes "Wind Elemental Change skill.";
- next;
- mes "[Mishuna]";
- mes "^ff000020 Winds of Verdure^000000,";
- mes "^ff00001 Payon Solution^000000 and";
- mes "^ff00001 Morroc Solution^000000. Please";
- mes "return to me once you have";
- mes "all the materials ready.";
- set SAG_SK,30;
- close;
- }
- break;
- case 4:
- if(getskilllv("SA_FROSTWEAPON") == 0) {
- mes "[Mishuna]";
- mes "I'm sorry, but you have not learned ^FF0000Endow Tsunami^000000, the skill";
- mes "required for the Water Elemental Change skill. Please learn Endow";
- mes "Tsunami or pick another Elemental Change skill for me to teach you.";
- next;
- }
- else {
- mes "[Mishuna]";
- mes "Very well, then. Please";
- mes "bring the following items";
- mes "so that you can learn the";
- mes "Water Elemental Change skill.";
- next;
- mes "[Mishuna]";
- mes "^ff000020 Crystal Blues^000000,";
- mes "^ff00001 Payon Solution^000000 and";
- mes "^ff00001 Morroc Solution^000000. Please";
- mes "return to me once you have";
- mes "all the materials ready.";
- set SAG_SK,40;
- close;
- }
- break;
- }
- }
- }
- else if(SAG_SK == 10) {
- if(getskilllv("SA_CREATECON") == 0) {
- skill "SA_CREATECON",1,0;
- mes "- I recalled ^ff0000Elemental Converter Creation skill^000000 While I talk to Mishuna! -";
- next;
- }
- if (countitem(990) < 20 || countitem(1089) < 1 || countitem(1088) < 1) {
- mes "[Mishuna]";
- mes "Are you having trouble";
- mes "gathering all the required";
- mes "items? Just in case, let me";
- mes "remind you of what you need";
- mes "to bring me to learn the Fire";
- mes "Elemental Change skill.";
- next;
- mes "[Mishuna]";
- mes "^ff000020 Red Bloods^000000,";
- mes "^ff00001 Payon Solution^000000 and";
- mes "^ff00001 Morroc Solution^000000. Please";
- mes "don't forget and have the";
- mes "materials ready for the next";
- mes "time you see me, alright?";
- close;
- }
- mes "[Mishuna]";
- mes "Ah, you're back. I can now";
- mes "finally teach you about the";
- mes "Fire Elemental Change skill.";
- mes "This skill has the chance to";
- mes "permanently change a targeted";
- mes "monster's attribute to ^FF0000Fire^000000.";
- next;
- mes "[Mishuna]";
- mes "Remember that you must";
- mes "use an elemental converter to";
- mes "cast this skill, and that it has^FFFFFF ^000000a success rate, similarly to the";
- mes "Elemental Converter Creation";
- mes "skill. So be aware of that.";
- next;
- mes "[Mishuna]";
- mes "Now, "+strcharinfo(0)+",";
- mes "I'm going to cast a spell";
- mes "that will help you memorize";
- mes "the Fire Elemental Change";
- mes "skill. Try to stay still...";
- next;
- mes "^3355FFMishuna begins to chant";
- mes "a strange incantation as";
- mes "a soft blue glow surrounds";
- mes "his body and slowly grows";
- mes "brighter and more intense.^000000";
- specialeffect2 EF_RUWACH;
- next;
- mes "[Mishuna]";
- mes "@#$%^~ Yap!";
- specialeffect2 EF_BRANDISHSPEAR;
- delitem 990,20; // Boody Red
- delitem 1089,1; // Payon Potion
- delitem 1088,1; // Morocc Potion
- set SAG_SK,100;
- skill "SA_ELEMENTFIRE",1,0;
- next;
- mes "[Mishuna]";
- mes ""+strcharinfo(0)+"...";
- mes "I'm happy to say that you've";
- mes "successfully memorized the";
- mes "Fire Elemental Change skill.";
- mes "I hope that it serves you well";
- mes "in battle. Farewell for now~";
- close;
- }
- else if(SAG_SK == 20) {
- if(getskilllv("SA_CREATECON") == 0) {
- skill "SA_CREATECON",1,0;
- mes "- I recalled ^ff0000Elemental Converter Creation skill^000000 While I talk to Mishuna! -";
- next;
- }
- if (countitem(993) < 20 || countitem(1089) < 1 || countitem(1088) < 1) {
- mes "[Mishuna]";
- mes "Are you having trouble";
- mes "gathering all the required";
- mes "items? Just in case, let me";
- mes "remind you of what you need";
- mes "to bring me to learn the Earth";
- mes "Elemental Change skill.";
- next;
- mes "[Mishuna]";
- mes "^ff000020 Green Lives^000000,";
- mes "^ff00001 Payon Solution^000000 and";
- mes "^ff00001 Morroc Solution^000000. Please";
- mes "don't forget and have the";
- mes "materials ready for the next";
- mes "time you see me, alright?";
- close;
- }
- mes "[Mishuna]";
- mes "Ah, you're back. I can now";
- mes "finally teach you about the";
- mes "Earth Elemental Change skill.";
- mes "This skill has the chance to";
- mes "permanently change a targeted";
- mes "monster's attribute to Earth.";
- next;
- mes "[Mishuna]";
- mes "Remember that you must";
- mes "use an elemental converter to";
- mes "cast this skill, and that it has^FFFFFF ^000000 a success rate, similarly to the";
- mes "Elemental Converter Creation";
- mes "skill. So be aware of that.";
- next;
- mes "[Mishuna]";
- mes "Now, "+strcharinfo(0)+",";
- mes "I'm going to cast a spell";
- mes "that will help you memorize";
- mes "the Earth Elemental Change";
- mes "skill. Try to stay still...";
- next;
- mes "^3355FFMishuna begins to chant";
- mes "a strange incantation as";
- mes "a soft blue glow surrounds";
- mes "his body and slowly grows";
- mes "brighter and more intense.^000000";
- specialeffect2 EF_RUWACH;
- next;
- mes "[Mishuna]";
- mes "@#$%^~ Yap!";
- specialeffect2 EF_BRANDISHSPEAR;
- delitem 993,20; // Yellow Live
- delitem 1089,1; // Payon Potion
- delitem 1088,1; // Morocc Potion
- set SAG_SK,100;
- skill "SA_ELEMENTGROUND",1,0;
- next;
- mes "[Mishuna]";
- mes ""+strcharinfo(0)+"...";
- mes "I'm happy to say that you've";
- mes "successfully memorized the";
- mes "Earth Elemental Change skill.";
- mes "I hope that it serves you well";
- mes "in battle. Farewell for now~";
- close;
- }
- else if(SAG_SK == 30) {
- if(getskilllv("SA_CREATECON") == 0) {
- skill "SA_CREATECON",1,0;
- mes "- I recalled ^ff0000Elemental Converter Creation skill^000000 While I talk to Mishuna! -";
- next;
- }
- if (countitem(992) < 20 || countitem(1089) < 1 || countitem(1088) < 1) {
- mes "[Mishuna]";
- mes "Are you having trouble";
- mes "gathering all the required";
- mes "items? Just in case, let me";
- mes "remind you of what you need";
- mes "to bring me to learn the Wind";
- mes "Elemental Change skill.";
- next;
- mes "[Mishuna]";
- mes "^ff000020 Winds of Verdure^000000,";
- mes "^ff00001 Payon Solution^000000 and";
- mes "^ff00001 Morroc Solution^000000. Please";
- mes "don't forget and have the";
- mes "materials ready for the next";
- mes "time you see me, alright?";
- close;
- }
- mes "[Mishuna]";
- mes "Ah, you're back. I can now";
- mes "finally teach you about the";
- mes "Wind Elemental Change skill.";
- mes "This skill has the chance to";
- mes "permanently change a targeted";
- mes "monster's attribute to Wind.";
- next;
- mes "[Mishuna]";
- mes "Remember that you must";
- mes "use an elemental converter to";
- mes "cast this skill, and that it has^FFFFFF ^000000 a success rate, similarly to the";
- mes "Elemental Converter Creation";
- mes "skill. So be aware of that.";
- next;
- mes "[Mishuna]";
- mes "Now, "+strcharinfo(0)+",";
- mes "I'm going to cast a spell";
- mes "that will help you memorize";
- mes "the Wind Elemental Change";
- mes "skill. Try to stay still...";
- next;
- mes "^3355FFMishuna begins to chant";
- mes "a strange incantation as";
- mes "a soft blue glow surrounds";
- mes "his body and slowly grows";
- mes "brighter and more intense.^000000";
- specialeffect2 EF_RUWACH;
- next;
- mes "[Mishuna]";
- mes "@#$%^~ Yap!";
- specialeffect2 EF_BRANDISHSPEAR;
- delitem 992,20; // Wind Of Verdure
- delitem 1089,1; // Payon Potion
- delitem 1088,1; // Morocc Potion
- set SAG_SK,100;
- skill "SA_ELEMENTWIND",1,0;
- next;
- mes "[Mishuna]";
- mes ""+strcharinfo(0)+"...";
- mes "I'm happy to say that you've";
- mes "successfully memorized the";
- mes "Wind Elemental Change skill.";
- mes "I hope that it serves you well";
- mes "in battle. Farewell for now~";
- close;
- }
- else if(SAG_SK == 40) {
- if(getskilllv("SA_CREATECON") == 0) {
- skill "SA_CREATECON",1,0;
- mes "- I recalled ^ff0000Elemental Converter Creation skill^000000 While I talk to Mishuna! -";
- next;
- }
- if (countitem(991) < 20 || countitem(1089) < 1 || countitem(1088) < 1) {
- mes "[Mishuna]";
- mes "Are you having trouble";
- mes "gathering all the required";
- mes "items? Just in case, let me";
- mes "remind you of what you need";
- mes "to bring me to learn the Water";
- mes "Elemental Change skill.";
- next;
- mes "[Mishuna]";
- mes "^ff000020 Crystal Blues^000000,";
- mes "^ff00001 Payon Solution^000000 and";
- mes "^ff00001 Morroc Solution^000000. Please";
- mes "don't forget and have the";
- mes "materials ready for the next";
- mes "time you see me, alright?";
- close;
- }
- mes "[Mishuna]";
- mes "Ah, you're back. I can now";
- mes "finally teach you about the";
- mes "Water Elemental Change skill.";
- mes "This skill has the chance to";
- mes "permanently change a targeted";
- mes "monster's attribute to Water.";
- next;
- mes "[Mishuna]";
- mes "Remember that you must";
- mes "use an elemental converter to";
- mes "cast this skill, and that it has^FFFFFF ^000000 a success rate, similarly to the";
- mes "Elemental Converter Creation";
- mes "skill. So be aware of that.";
- next;
- mes "[Mishuna]";
- mes "Now, "+strcharinfo(0)+",";
- mes "I'm going to cast a spell";
- mes "that will help you memorize";
- mes "the Water Elemental Change";
- mes "skill. Try to stay still...";
- next;
- mes "^3355FFMishuna begins to chant";
- mes "a strange incantation as";
- mes "a soft blue glow surrounds";
- mes "his body and slowly grows";
- mes "brighter and more intense.^000000";
- specialeffect2 EF_RUWACH;
- next;
- mes "[Mishuna]";
- mes "@#$%^~ Yap!";
- specialeffect2 EF_BRANDISHSPEAR;
- delitem 991,20; // Crystal Blue
- delitem 1089,1; // Payon Potion
- delitem 1088,1; // Morocc Potion
- set SAG_SK,100;
- skill "SA_ELEMENTWATER",1,0;
- next;
- mes "[Mishuna]";
- mes ""+strcharinfo(0)+"...";
- mes "I'm happy to say that you've";
- mes "successfully memorized the";
- mes "Water Elemental Change skill.";
- mes "I hope that it serves you well";
- mes "in battle. Farewell for now~";
- close;
- }
- else {
- mes "[Mishuna]";
- mes "If you have any Sage or";
- mes "Scholar friends who haven't";
- mes "learned the skills from Sir";
- mes "Barmundt's scrolls, then";
- mes "please refer them to me.";
- next;
- mes "[Mishuna]";
- mes "I trust that you are";
- mes "finding that these";
- mes "element based skills";
- mes "are very useful in battle.";
- mes "Knowledge truly equates";
- mes "to power in the long run...";
- close;
- }
- }
- else {
- mes "[Mishuna]";
- mes "Good day, I'm Mishuna, one";
- mes "of the instructors here in the";
- mes "Schweicherbil Magic Academy.";
- mes "By any chance, are you a Sage";
- mes "or Scholar? Oh... You're not?";
- next;
- mes "[Mishuna]";
- mes "Oh, that's too bad.";
- mes "My apologies. But if you";
- mes "happen to know any, or meet";
- mes "any in your journeys, please";
- mes "direct them to me if they haven't heard of the lessons I provide.";
- next;
- mes "[Mishuna]";
- mes "I'm sorry to bother";
- mes "you, and I thank you";
- mes "for your time. Good";
- mes "day to you, adventurer.";
- close;
- }
-}
-
-//============================================================
-// Old changelog
-//===== Additional Comments: =================================
-//= 1.0 for fully working skills only [Lupus]
-//= 1.1 Added more new skill quests for more classes [Lupus]
-//= Somehow eA engine doesn't let you keep learn't skill V_V'
-//= 1.2 Added to correct locations, correct NPC's, fixed
-//= some of the items required and made them into real
-//= quests. [Reddozen]
-//= 1.3 Fixed bugs and minor typos. Optimized [Lupus]
-//= 1.3a fixed an item ID typo, thx 2Spiritual Kid
-//= 1.3b Splitted into different files [DracoRPG]
-//= 1.3c Fixed some typos [IVBela]
-//============================================================
diff --git a/npc/quests/skills/swordman_skills.txt b/npc/quests/skills/swordman_skills.txt
deleted file mode 100644
index 31853bc8c..000000000
--- a/npc/quests/skills/swordman_skills.txt
+++ /dev/null
@@ -1,487 +0,0 @@
-//===== rAthena Script =======================================
-//= Swordsman Skills Quests
-//===== By: ==================================================
-//= kobra_k88
-//===== Current Version: =====================================
-//= 1.7
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= Quests for skills: Fatal Blow, Mobile HP Recovery,
-// Auto-Berserk
-//===== Additional Comments: =================================
-//= 1.6 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
-//= 1.7 Updated to latest available official file. [Masao]
-//============================================================
-
-izlude_in,175,130,2 script Knight De Thomas 98,4,4,{
- if ((BaseClass == Job_Swordman) && (sm_movingrecovery_x < 1)) {
- mes "[De Thomas]";
- mes "Oh, no! You must have been hurt! Are you ok?";
- mes "You must have fought hard to get such serious injuries..";
- mes "Being a swordsman must come with a lot of responsibility and sacrifice.";
- next;
- mes "[De Thomas]";
- if (Sex == 0) {
- mes "For these swordsmen and knights, there is a wonderful skill.";
- }
- else {
- mes "For these swordswomen and knights, there is a wonderful skill young lady.";
- }
- mes "I present to you - HP Recovery While Moving!";
- mes "Body moving is a splendid skill";
- mes "that allows you to regain strength(HP)";
- mes "while you are moving!";
- next;
- mes "[De Thomas]";
- mes "It is currently under development";
- mes "so it may not recover that much,";
- mes "but it will help a little.";
- mes "What do you think? Would you like to learn this skill?";
- next;
- switch (select("What a nice skill! I want to learn it!:No, thank you.")) {
- case 1:
- mes "[De Thomas]";
- mes "Very well. I will tell you what you need to learn this skill.";
- mes "First, your job level must be higher than ^00880035^000000.";
- mes "You will also need ^008800200 empty bottles^000000.";
- mes "Why? Because it is proof that you fought fiercely to have used that many potions.";
- next;
- mes "[De Thomas]";
- mes "Also, the armor you used in battle.";
- mes "This is also proof of an experienced fighter.";
- mes "For the armor... your armor is perfect!";
- mes "Bring your armor!";
- mes "Last but not least... bring me one ^008800Moth Wing^000000.";
- next;
- menu "Eh? You need that, too?",-;
- mes "[De Thomas]";
- mes "Not really.. I don't really NEED it.";
- mes "It's just that my niece has gotten a bug hunting as a holiday task during the summer vacation.";
- mes "Of course! It would be much easier for me to get it myself.";
- mes "but I must work here all the time so I don't exactly have the time to go out and get it.";
- next;
- mes "[De Thomas]";
- mes "Don't you think it is pitiful that I have to stay in once place everyday, not being able to go outside?";
- mes "Please, find me one...*sniffsniff*";
- mes "If you don't...";
- set sm_movingrecovery_x,1;
- mes "You won't get anything! Muahahaha.";
- close;
- case 2:
- mes "[De Thomas]";
- mes "...";
- close;
- }
- }
- else if ((BaseClass == Job_Swordman) && (sm_movingrecovery_x > 1)) {
- mes "[De Thomas]";
- mes "Oh, it's you?";
- mes "Long time no see!";
- mes "You seem healthier than before.";
- mes "Hahahaha!";
- mes "Take care! See you again!";
- close;
- }
- else if ((BaseClass == Job_Swordman) && (sm_movingrecovery_x == 1)) {
- mes "[De Thomas]";
- mes "Welcome back...";
- mes "are you ready to learn Body Movin'?";
- next;
- switch (select("Yes.:No, I'm not ready yet.")) {
- case 1:
- if ((JobLevel > 34) && (countitem(713) > 199) && (countitem(1058) > 0)) {
- mes "[De Thomas]";
- mes "Let's see.....";
- next;
- mes "[De Thomas]";
- mes "Ok! I shall now teach you...";
- mes "..The Body Movin' skill!";
- next;
- delitem 713,200; //Empty_Bottle
- delitem 1058,1; //Wing_Of_Moth
- skill "SM_MOVINGRECOVERY",1,0;
- set sm_movingrecovery_x,2;
- mes "[De Thomas]";
- mes "There you go!";
- mes "Try it yourself.";
- mes "But don't overdo it.";
- next;
- mes "[De Thomas]";
- mes "Oh yeah, I won't be needing your";
- mes "armor so you can keep it.";
- mes "..Good luck now!";
- close;
- }
- else if (JobLevel < 35) {
- mes "[De Thomas]";
- mes "Wait a second your Job level isn't above ^00880035^000000!";
- mes "Come back when it is.";
- close;
- }
- else if ((countitem(713) < 200) || (countitem(1058) < 1)) {
- mes "[De Thomas]";
- mes "You do not have all the items I asked for.";
- next;
- mes "[De Thomas]";
- mes "Remember I need, ^008800200 empty bottles^000000, your armor, and a ^008800Moth Wing^000000. Come back when you have it all.";
- close;
- }
- mes "[De Thomas]";
- mes "You do not have all the items I asked for.";
- next;
- mes "[De Thomas]";
- mes "Remember I need, ^008800200 empty bottles^000000, your armor, and a ^008800Moth Wing^000000. Come back when you have it all.";
- close;
- case 2:
- mes "[De Thomas]";
- mes "Is that so?";
- mes "Then come when you are prepared.";
- close;
- }
- }
- mes "[De Thomas]";
- mes "My name is De Thomas Carlos.";
- mes "Knight of Prontera's 3rd Calvary.";
- mes "I have a certain duty these days.";
- mes "Ehem! Need I say more.";
- close;
-}
-
-prt_in,75,88,5 script Leon Von Frich 85,3,3,{
-
- if ((BaseClass == Job_Swordman) && (JobLevel >= 25)) {
- if (getskilllv("SM_FATALBLOW") == 1) {
- mes "[Leon]";
- mes "Eh?";
- mes "I was wondering who that was!";
- mes "Why it's you from before!";
- mes "Nice to see you again! How are you?";
- mes "Be careful! Hahaha!";
- close;
- }
- else if ((countitem(1752) > 9) && (countitem(1751) > 9) && (countitem(532) > 0) && (countitem(962) > 29) && (countitem(526) > 4)) {
- mes "[Leon]";
- mes "Ooh! You are more than ready";
- mes "to learn Fatal Blow!";
- mes "So how about it? Would you like to learn?";
- next;
- switch (select("Yes!:No, I don't want to.:But, what is Fatal Blow?")) {
- case 1:
- mes "[Leon]";
- mes "OK, lets begin!";
- next;
- delitem 1752,10; //Fire_Arrow
- delitem 1751,10; //Silver_Arrow
- delitem 532,1; //Banana_Juice
- delitem 962,30; //Tentacle
- delitem 526,5; //Royal_Jelly
- skill "SM_FATALBLOW",1,0;
- mes "[Leon]";
- mes "Success!";
- mes "Go use your new skill to its full potential.";
- mes "Hahahahahahahaha!";
- close;
- case 2:
- mes "[Leon]";
- mes "I don't like you!!!";
- close;
- case 3:
- mes "[Leon]";
- mes "I developed this skill recently.";
- mes "When you use bash, depending ";
- mes "on your level, you can stun ";
- mes "your opponent. .";
- mes "You have learned bash, haven't you?";
- next;
- mes "[Leon]";
- mes "What do you think. Stun is";
- mes "a very useful technique. Don't you find this skill attractive?";
- mes "When you think you do, just come right back to me!";
- close;
- }
- }
- mes "[Leon]";
- mes "Ooh! A young and strong swordsman!";
- next;
- mes "[Leon]";
- mes "Wow, seeing your arm, you must enjoy using bash?";
- next;
- menu "Eh, I.. just...",-;
- mes "[Leon]";
- if (Sex == 0) {
- mes "No need to be surprised.";
- mes "If you use a sword, of course you ought to have a good arm!";
- }
- else {
- mes "Nothing to be embarrassed about.";
- mes "Even if you are a female you need a strong arm to use a sword!";
- }
- mes "In times of only useless and lazy youngsters,";
- mes "I'm glad I met someone strong like you.";
- next;
- mes "[Leon]";
- mes "Yes, I would like to give a present to an awesome swordsman like you.";
- next;
- switch (select("What present?:It's ok.")) {
- case 1:
- mes "[Leon]";
- mes "Haha nothing special, but a skill to attack the vital point!";
- next;
- case 2:
- mes "[Leon]";
- mes "...Haha nothing special, just a skill that aims at the vital spot!";
- next;
- }
- mes "[Leon]";
- mes "It's a skill I developed recently.";
- mes "When you use bash, depending on";
- mes "your level, your opponent can";
- mes "become stunned.";
- mes "You have learned bash, haven't you?";
- next;
- mes "[Leon]";
- mes "When I was a swordsman like you,";
- mes "I used to enjoy using Bash. Every time, I thought";
- mes "- maybe the attack would be more powerful";
- mes "if I use stun at the same time.";
- next;
- mes "[Leon]";
- mes "I drew back from the battlefield to do research";
- mes "and finally, I developed this wonderful new skill!";
- mes "Would you like to learn this skill?";
- next;
- switch (select("Yes.:No.:Do you have any advice on how to eat sushi?")) {
- case 1:
- mes "[Leon]";
- mes "Ok. I'll tell you the requirements.";
- mes "First you need to have level 5 Bash.";
- mes "You will also need to prepare 10 Fire Arrows, 10 Silver Arrows, 1 bottle of Banana Juice, 30 Tentacles, and 5 bottles of Royal Jelly.";
- mes "They are.. somewhat like ingredients.";
- next;
- mes "[Leon]";
- mes "come to me again once you have all the materials.";
- mes "We shall talk then.";
- close;
- case 2:
- mes "[Leon]";
- mes "Hahahahahahahahahaha!";
- mes "... ";
- mes " ... ";
- mes " ...";
- mes "I'm at a loss of words!?";
- close;
- case 3:
- mes "[Sushi King Leon]";
- mes "The best way to eat sushi is";
- mes "with your hands.";
- mes "That is the basic.";
- mes "And dip the fish, not the rice,";
- mes "in the soy sauce.";
- next;
- mes "[Sushi King Leon]";
- mes "That way you get a richer flavor.";
- mes "Also, always eat the kind that is in season.";
- mes "Eating in the order of white fish then";
- mes "blue fish will make it taste better!";
- mes "Mmm! I like sushi~~!";
- close;
- }
- }
- mes "[Leon]";
- mes "Oh, no! I have nothing to offer you!";
- mes "I can't say nice and fun things to anyone";
- mes "other than swordsmen!";
- mes "See you in a better world!";
- close;
-
-OnTouch:
- mes "[Leon]";
- mes "Hahahahahahaha!";
- mes "Hahahahahahaha!";
- close;
-}
-
-prt_in,94,57,3 script Juan 85,4,4,{
- if (BaseClass == Job_Swordman) {
- if (getskilllv("SM_AUTOBERSERK") == 1) {
- mes "[Juan]";
- mes "Mmm? Long time no see!";
- mes "How are you?";
- mes "You got stronger than before.";
- mes "Many expect great things from you.";
- mes "You can do it.";
- close;
- }
- else if (JobLevel < 10) {
- mes "[?]";
- mes "What are you?";
- mes "Eh, still a beginner.";
- mes "I'm busy, so go train a little more";
- mes "before coming back.";
- close;
- }
- else if ((JobLevel > 10) && (JobLevel < 30)) {
- mes "[Juan]";
- mes "Oh, nice to meet you.";
- mes "You can be on your way. (smiley~)";
- close;
- }
- else if ((countitem(924) > 34) && (countitem(958) > 9) && (countitem(957) > 9) && (countitem(518) > 9) && (JobLevel >= 30)) {
- mes "[Juan]";
- mes "Ooh. Young swordsman!";
- mes "You are ready to learn the";
- mes "newest skill, Auto Berserk?!";
- next;
- switch (select("Hoho, I would like to learn it now.:What is that?")) {
- case 1:
- mes "[Juan]";
- mes "Ok. Then..";
- next;
- delitem 924,35; //Powder_Of_Butterfly
- delitem 958,10; //Horrendous_Mouth
- delitem 957,10; //Decayed_Nail
- delitem 518,10; //Honey
- skill "SM_AUTOBERSERK",1,0;
- mes "[Juan]";
- mes "You have just become a swordsman";
- mes "that can use Auto Berserk.";
- mes "You can go about ";
- mes "and achieve great things!";
- next;
- mes "[Juan]";
- mes "Good luck!";
- next;
- mes "[Juan]";
- mes "....................................oh yeah.";
- mes "I forgot to say something.";
- mes "There are some things you must keep in mind.";
- next;
- mes "[Juan]";
- mes "Once you regain health,";
- mes "this skill will subside.";
- mes "Also, there isn't really a time limit";
- mes "but it can still disappear when";
- mes "it is attacked with a skill that can";
- mes "nullify provoke.";
- next;
- mes "[Juan]";
- mes "If you don't remember these characteristics,";
- mes "you may run into some problems on the battlefield";
- mes "when the skill disappears all of a sudden.";
- next;
- mes "[Juan]";
- mes "Then... bye for real~";
- close;
- case 2:
- mes "[Juan]";
- mes "Auto Berserk?";
- mes "It's a skill crucial on the battlefield.";
- mes "When your health is in red,";
- mes "your hidden potential provokes yourself";
- mes "to help you in battle.";
- next;
- mes "[Juan]";
- mes "It is perfect for those that";
- mes "fight on the battlefield like fire!";
- mes "With your ability, you can learn";
- mes "this skill right now.";
- mes "Then, I shall tell you the necessary materials.";
- next;
- mes "[Juan]";
- mes "You need 35 Powder of Butterfly.";
- mes "The energy from the magnificent";
- mes "wings of a butterfly will";
- mes "help you gather your strength!";
- mes "And 10 Horrendous Mouth.";
- mes "10 Decayed Nail.";
- mes "and last but not least...";
- mes "10 Honey!";
- next;
- mes "[Juan]";
- mes "Did you get all that down?";
- mes "As always, please come back";
- mes "when you are ready.";
- mes "I look forward to seeing you again.";
- close;
- }
- }
- mes "[Juan]";
- mes "Oh no, you have more injuries";
- mes "since the last time I saw you.";
- mes "You went into battle like this?";
- mes "Seems like you are straining yourself.";
- next;
- mes "[Juan]";
- mes "Even though you may have a lot of strength";
- mes "you can't do much when you reach your limits so";
- mes "don't overestimate your powers.";
- mes "Of course you could always use the";
- mes "skill we developed to overcome these limits.";
- next;
- switch (select("Eh! What are you talking about?:Haha, there can't be such a thing.:Keuuuuuuuh!")) {
- case 1:
- mes "[Juan]";
- mes "The skill is called Berserk.";
- mes "It is deemed the flower of a battlefield.";
- mes "When your health is red,";
- mes "your hidden potential is provokes yourself";
- mes "to help you in battle.";
- next;
- mes "[Juan]";
- mes "It is perfect for those that";
- mes "fight on the battlefield like fire!";
- mes "With your ability, you can learn";
- mes "this skill right now.";
- mes "Then, I shall tell you the necessary materials.";
- next;
- mes "[Juan]";
- mes "You need 35 Powder of Butterfly.";
- mes "The energy from the magnificent";
- mes "wings of a butterfly will";
- mes "help you gather your strength!";
- mes "And 10 Horrendous Mouth.";
- mes "10 Decayed Nail.";
- mes "and last but not least...";
- mes "10 Honeys!";
- next;
- mes "[Juan]";
- mes "Did you get all that down?";
- mes "As always, please come back";
- mes "when you are ready.";
- mes "I look forward to seeing you again.";
- close;
- case 2:
- mes "[Juan]";
- mes "Bleh, were you fooled all your life.";
- mes "I don't know. Don't talk to me.";
- close;
- case 3:
- mes "[Juan]";
- mes "Keuuuuuuuuuuuuuh!";
- mes "Ooowwwwwuuuuuuuuuuuuuhhh!";
- mes "Keuaaaaaaaaaaah!";
- close;
- }
- }
- mes "[Juan]";
- mes "Are you enjoying your trip?";
- mes "I hope you have nice days ahead of you.";
- mes "Ah, I am just a kind knight Juan.";
- mes "Don't worry about me too much. Hahaha...";
- close;
-}
-
-//============================================================
-// Old changelog
-//============================================================
-//= Fully working
-//= 1.0a Now using functions found in "Global_Functions.txt"
-//= for class checks.
-//= 1.1 Added missing delitem [Lupus]
-//= 1.2 Added Baby Class Support [Lupus]
-//= 1.3 Removed callfunc Is_####_Class in favor of baseClass [Silentdragon]
-//= 1.4 Updated the NPC to allow subclasses of swordsman to learn the skills, [MasterOfMuppets]
-//= 1.5 Fixed exploits [Lupus]
-//= 1.5a Fixed some typos [IVBela]
-//============================================================
diff --git a/npc/quests/skills/thief_skills.txt b/npc/quests/skills/thief_skills.txt
deleted file mode 100644
index 2de3e01ae..000000000
--- a/npc/quests/skills/thief_skills.txt
+++ /dev/null
@@ -1,516 +0,0 @@
-//===== rAthena Script =======================================
-//= Thief Skills Quests
-//===== By: ==================================================
-//= kobra_k88
-//===== Current Version: =====================================
-//= 1.7
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= Quests for skills: Sand Attack, Back Slide, Find Stone,
-//= Stone Fling.
-//===== Additional Comments: =================================
-//= 1.5 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
-//= 1.6 Fixed a Exploit for Assassins and Rogues. (bugreport:2332) [Samuray22]
-//= 1.7 Updated to latest available official file. [Masao]
-//============================================================
-
-moc_prydb1,154,128,4 script Alcouskou 118,{
- if (BaseClass == Job_Thief) {
- mes "[Alcouskou]";
- mes "As you live life you will encounter";
- mes "many things. Sometimes you will";
- mes "not understand and wonder why some";
- mes "things are so important. You may consider it";
- mes "as useless knowledge, but it isn't";
- mes "Let me explain.";
- next;
- switch (select("Sand Attack:Back Slide:Find Stone:Stone Fling:I will be back later.")) {
- case 1:
- switch (skill_thief_1) {
- case 0:
- if ((countitem(7041) > 4) && (JobLevel > 24)) {
- mes "[Alcouskou]";
- mes "Luckily, you have brought some";
- mes "sand with you. It is very important";
- mes "to a thief to have a small quantity at";
- mes "all times. Most people do not";
- mes "realize the value of such a common";
- mes "substance.";
- next;
- mes "[Alcouskou]";
- mes "In case you meet a powerful";
- mes "monster in a dungeon with no";
- mes "sand, you could use this sand to";
- mes "blind the monster and flee.";
- mes "You should have a special sand pocket.";
- next;
- mes "[Alcouskou]";
- mes "What? You don't expect me to";
- mes "do that for you as well do you?";
- mes "You must be very lazy! ! !";
- mes "Very well, find the one named";
- mes "RuRumuni. He will make you a";
- mes "sturdy leather pocket.";
- next;
- mes "[Alcouskou]";
- mes "I will be preparing for your";
- mes "return. Find RuRumuni in";
- mes "west Payon. That is where I";
- mes "heard he is these days.";
- delitem 7041,5; //Fine_Grit
- set skill_thief_1,1;
- close;
- }
- mes "[Alcouskou]";
- mes "The most important part";
- mes "of being a good thief is stealth.";
- mes "A thief should never be seen or";
- mes "touched unless he wants to.";
- mes "Some consider this cowardly";
- mes "but I think differently.";
- next;
- mes "[Alcouskou]";
- mes "The way I see it, we live in a";
- mes "world where survival of the fittest";
- mes "rules our lives. ";
- mes "They may think less of me for use";
- mes "this special skill. . . What is this skill?";
- mes "This is the sand blinding skill.";
- next;
- mes "[Alcouskou]";
- mes "If you can throw or kick sand";
- mes "in the eyes of your opponent,";
- mes "not only does their defense decrease,";
- mes "but their ability to attack is impaired.";
- mes "It is so effective, you may even stun them.";
- next;
- mes "[Alcouskou]";
- mes "Well, we have to survive too.";
- mes "Its either us or them. . .";
- mes "I think it is important and vital";
- mes "that we prepare a little sand.";
- mes "What do you think? If you like it ";
- mes "go and get five Fine Grit.";
- next;
- mes "[Alcouskou]";
- mes "I am sure you eager to learn this";
- mes "skill, but you must first gather five Fine Grit";
- mes "Until you have gathered them,";
- mes "I cannot teach you this skill.";
- mes "Don't be disappointed, hurry and gather them.";
- next;
- mes "[Alcouskou]";
- mes "Oh, I almost forgot! ! !";
- mes "If you want to learn this ";
- mes "special skill, be sure that";
- mes "you are sufficiently experienced";
- mes "to use this properly. This means";
- mes "you should be at least job level 25.";
- close;
- case 1:
- mes "[Alcouskou]";
- mes "Go to west payon and find";
- mes "RuRumuni. He will make you";
- mes "fine durable pouch for your";
- mes "sand.";
- next;
- mes "[Alcouskou]";
- mes "I will take these five Fine Grit";
- mes "and prepare them for you while I wait.";
- close;
- case 2:
- mes "[Alcouskou]";
- mes "Okay! Great !!";
- mes "What a fine pouch indeed!";
- mes "Small and easy to carry, with enough";
- mes "capacity for enough sand. ";
- mes "This is a perfect ^3355FFLeather Bag of Infinity^000000 !!";
- mes "for you to use with this skill.";
- next;
- mes "[Alcouskou]";
- mes "Well let's see what your skill";
- mes "is like -";
- mes "Try it out ! !";
- next;
- mes "[Alcouskou]";
- mes "AHhh, watch out for my eyes !!";
- mes "^5533FF- *throwing sand* -^000000";
- next;
- mes "^5533FF- *tossing sand* -^000000";
- next;
- mes "[Alcouskou]";
- mes "Hoo Hoo Hoo... You are a";
- mes "natural! ! ! Excellent !";
- mes "I guess I have nothing more";
- mes "that I can teach you.";
- mes "I hope that this skill will";
- mes "aid you in the future. -";
- delitem 7042,1; //Leather_Bag_Of_Infinity
- skill "TF_SPRINKLESAND",1,0;
- close;
- }
- case 2:
- if ((countitem(940) > 19) && (JobLevel > 34)) {
- mes "[Alcouskou]";
- mes "Okay! Let's practice!";
- next;
- mes "[Alcouskou]";
- mes "Suuu Suuu uk -";
- next;
- mes "[Alcouskou]";
- mes "Suuuuk - -";
- next;
- mes "[Alcouskou]";
- mes "Suk - Suuuk - - -";
- next;
- mes "[Alcouskou]";
- mes "Great! -At this level,";
- mes "I am sure you can increase";
- mes "your skill on your own.";
- delitem 940,20; //Grasshopper's_Leg
- skill "TF_BACKSLIDING",1,0;
- close;
- }
- mes "[Alcouskou]";
- mes "Usually we like to think about";
- mes "attacking and damage, but";
- mes "it is important to realize that";
- mes "fleeing is just as important";
- mes "as attacking!";
- mes "We pride ourselves in our";
- next;
- mes "[Alcouskou]";
- mes "speed and quick dodges,";
- mes "but I am sure that at times you";
- mes "have realized while fighting that";
- mes "despite the fact that our dodging";
- mes "is superior, if we are hit once we are";
- mes "serious danger.";
- next;
- mes "[Alcouskou]";
- mes "It is true that at times we";
- mes "can view others as humorous as";
- mes "we easily dodge their attacks.";
- mes "But if we are attacked by many at";
- mes "once, you must remember that we";
- mes "may not even have room to doge.";
- next;
- mes "[Alcouskou]";
- mes "You must make a quick decision";
- mes "to flee. Most would flee immediately,";
- mes "but we don't need to.";
- mes "Even if we don't see an opening,";
- mes "our skill can allow us to slip out";
- mes "of a very serious predicament.";
- next;
- mes "[Alcouskou]";
- mes "This skill uses our energies in";
- mes "allowing us to slip out unnoticed.";
- mes "In a short amount of time we can use";
- mes "this skill to put a large amount of ";
- mes "distance between us and our opponent.";
- mes "This skill requires endless hours of";
- next;
- mes "[Alcouskou]";
- mes "practice for us to master.";
- mes "If you wish to learn and practice,";
- mes "you will need to prepare some items.";
- mes "Prepare ^3355FF20 Grasshopper's Leg^";
- mes "to begin your training.";
- next;
- mes "[Alcouskou]";
- mes "Oh, by the way. . .";
- mes "You need to have some background";
- mes "in the skills of a thief to properly master";
- mes "this skill. This means you require at";
- mes "least the experience of job level ^3355FF35^000000 .";
- mes "If not, I cannot teach you.";
- close;
- case 3:
- if ((countitem(912) > 0) && (countitem(948) > 0) && (countitem(908) > 4) && (JobLevel > 19)) {
- mes "[Alcouskou]";
- mes "Wow, you have already prepared?";
- mes "Great, I see promise in you. -";
- mes "Your zeal is truly sincere.";
- mes "Okay, Shall we begin your training?";
- mes "Stone throwing . . . . .";
- mes "Find a smoot stone with a good weight.";
- next;
- mes "[Alcouskou]";
- mes "Picking the right stone is ";
- mes "very important in being successful.";
- mes "Well I could tell you a million";
- mes "times but it is better to see for yourself.";
- mes "Okay why don't you try the skill out";
- mes "right here where I can watch you.";
- next;
- mes "^3355FF- Shweeput ! -^000000";
- next;
- mes "^3355FF- Cheeeguk! -^000000";
- next;
- mes "^3355FF- Shyaaaakkk ! -^000000";
- next;
- mes "[Alcouskou]";
- mes "Very nice. You seem to take up -";
- mes "the skill easily.";
- mes "You can improve your skill with";
- mes "practice on your own time.";
- mes "I hope it aids you in the future.";
- mes ". . . . . Hope to see you soon";
- delitem 912,1; //Zargon
- delitem 948,1; //Bear's_Foot
- delitem 908,5; //Spawn
- skill "TF_PICKSTONE",1,0;
- close;
- }
- mes "[Alcouskou]";
- mes "The skilled and experienced";
- mes "members of our guild are usually very handy!";
- mes "They can pick up a small stone";
- mes "by the road and use it to hit an";
- mes "opponent accurately and quickly from";
- mes "a distance.";
- next;
- mes "[Alcouskou]";
- mes "They realized what a waste it was";
- mes "to not teach this skill to others. -";
- mes "They founded a group to train";
- mes "others in this skill. . .";
- mes "That is how the ^3355FF' Find Stone '^000000 and";
- mes "^3355FF' Stone Fling '^000000 skills came to be.";
- next;
- mes "[Alcouskou]";
- mes "It is handy to be able to find a stone";
- mes "in most any place and have the";
- mes "ability to hurl it into a distanced enemy.";
- mes "A very valuable skill indeed. -";
- mes "Without costing you a zeny, you";
- mes "can have this skill at your disposal.";
- next;
- mes "[Alcouskou]";
- mes "I really think of this as a great skill.";
- mes "What do you think of it?";
- mes ". . . . . Hah Hah Hah . . . . . .";
- next;
- mes "[Alcouskou]";
- mes "^3355FF' Find Stone ! '^000000 skill";
- mes "can be used in just about any location.";
- mes "Picking stones off the ground that";
- mes "are smooth and well weighted for";
- mes "throwing. It does take some familiarity";
- mes "and skill to learn this skill well.";
- next;
- mes "[Alcouskou]";
- mes "The small amount of training required";
- mes "does require that you put in a full";
- mes "effort . . .-";
- mes ". . . . . *Ahem* . . . . .";
- mes "Let first begin by practicing how to pick up";
- mes "one ^3355FFBear's Footskin^000000 to familiarize the action.";
- next;
- mes "[Alcouskou]";
- mes "And in lieu of a stone, try picking up";
- mes " a ^3355FFZargon^000000 !";
- mes "Would that be too little ?";
- mes "Lets add ^3355FF5 Spawn^000000 !!";
- mes "Show me your skill !";
- mes "Retrieve these items by any means you see fit.";
- close;
- case 4:
- if ((countitem(910) > 1) && (countitem(911) > 1) && (JobLevel > 14)) {
- mes "[Alcouskou]";
- mes "Wow! Have you already gathered the items!";
- mes "Very well, do you wish to begin?";
- mes "Prepare the items you have gathered ..";
- next;
- mes "^3355FF- Shyuuk ! -^000000";
- next;
- mes "^3355FF- Shyuuuk Tuk. . -^000000";
- next;
- mes "^3355FF- Shyupattt !! - Tauk !! -^000000";
- next;
- mes "[Alcouskou]";
- mes "Strike~~~!!";
- mes "That was excellent !";
- mes "You know have sufficient";
- mes "power and skill.";
- next;
- mes "[Alcouskou]";
- mes "Okay, that is all there is";
- mes "to it. How you use it in";
- mes "the future is up to you ..";
- mes "I wish you luck!";
- delitem 910,2; //Garlet
- delitem 911,2; //Scell
- skill "TF_THROWSTONE",1,0;
- close;
- }
- mes "[Alcouskou]";
- mes "The skilled and experienced";
- mes "members of our guild are usually very handy!";
- mes "They can pick up a small stone";
- mes "by the road and use it to hit an";
- mes "opponent accurately and quickly from";
- mes "a distance.";
- next;
- mes "[Alcouskou]";
- mes "They realized what a waste it was";
- mes "to not teach this skill to others. -";
- mes "They founded a group to train";
- mes "others in this skill. . .";
- mes "That is how the ^3355FF' Find Stone '^000000 and";
- mes "^3355FF' Stone Fling '^000000 skills came to be.";
- next;
- mes "[Alcouskou]";
- mes "It is handy to be able to find a stone";
- mes "in most any place and have the";
- mes "ability to hurl it into a distanced enemy.";
- mes "A very valuable skill indeed. -";
- mes "Without costing you a zeny, you";
- mes "can have this skill at your disposal.";
- next;
- mes "[Alcouskou]";
- mes "I really think of this as a great skill.";
- mes "What do you think of it?";
- mes ". . . . . Hah Hah Hah . . . . . .";
- next;
- mes "[Alcouskou]";
- mes "^3355FFStone Fling !!^000000";
- mes "This skill can be used so";
- mes "readily and does not take any";
- mes "extra money if you can pick up";
- mes "stones well . . .";
- mes "If you don't know how to choose";
- next;
- mes "[Alcouskou]";
- mes "stones well, you can always buy";
- mes "them from those who can.";
- mes "And if you can choose stones well,";
- mes "it could be very profitable for you.";
- mes "What do you think? Do you like the idea?";
- next;
- mes "[Alcouskou]";
- mes "If you wish to master this skill,";
- mes "you will have to train quite a bit.";
- mes "The training also requires some items";
- mes "that won't be easy to find. . .";
- mes "Of course, I am sure it won't be";
- mes "impossible with your skill . .";
- next;
- mes "[Alcouskou]";
- mes "You will need two ^3355FF' Garlet '^000000";
- mes "and two ^3355FF' Scell '^000000 to start with.";
- mes "Make sure they are similar to stones";
- mes "and able to be thrown. When you";
- mes "have gathered these items, I will be";
- mes "happy to teach you.";
- close;
- case 5:
- mes "[Alcouskou]";
- mes "It seems you are not very experienced. . .";
- mes "We may need some more time to consider you.";
- close;
- }
-}
- mes "[Alcouskou]";
- mes "Most thieves and assassins";
- mes "have the basic skills to do";
- mes "well at their job. However,";
- mes "the skills that I can teach them";
- mes "cannot be learned anywhere else.";
- mes "If you every decide to";
- next;
- mes "[Alcouskou]";
- mes "become a thief or assassin,";
- mes "or know someone who is,";
- mes "come to me or send them to me.";
- mes "These new skills should be";
- mes "taught to all who want to learn them.";
- close;
-}
-
-payon,91,77,3 script Bag Seller 99,{
- mes "[RuRumuni]";
- mes "I am a humble merchant here";
- mes "in Payon. I buy the leather";
- mes "hides of animals brought in by";
- mes "the hunters and make leather";
- mes "pouches to sell. I grew up";
- mes "around leather working and am quite good at it.";
- next;
- switch (skill_thief_1) {
- case 0:
- mes "[RuRumuni]";
- mes "There is a thief guild in the";
- mes "area of Morroc. I know one there";
- mes "that sends me thieves in need";
- mes "of items I make such as a";
- mes "^3355FF' Leather Bag of Infinity '^000000.";
- mes "They visit my store often.";
- close;
- case 1:
- if ((countitem(952) > 0) && (countitem(1055) > 0) && (countitem(1025) > 0)) {
- mes "[RuRumuni]";
- mes "Ahhh... You have come for a leather bag.";
- mes "Very good, very good.";
- mes "I will make you the leather bag";
- mes "right away if you wait just a bit.";
- mes "TuTak TuTak Shyuku Shyuku Shyuku";
- mes "- - - - -";
- next;
- mes "[RuRumuni]";
- mes "Okay, here it is all done.";
- mes "Take this leather bag";
- mes "to the Thief guild's Alcouskou";
- mes "If you take him this, he will";
- mes "teach you the skill that you ";
- mes "wish to learn.";
- delitem 952,1; //Cactus_Needle
- delitem 1055,1; //Earthworm_Peeling
- delitem 1025,1; //Spiderweb
- set skill_thief_1,2;
- getitem 7042,1; //Leather_Bag_Of_Infinity
- close;
- }
- mes "[RuRumuni]";
- mes "Find Alcouskou of the thief guild";
- mes "to place and order for a leather bag of infinity.";
- mes "You should know that the leather bag of infinity";
- mes "takes much time and skill to make.";
- mes "In order to make such an item, you";
- mes "must provide me with the materials.";
- next;
- mes "The items needed as materials are";
- mes "these items. ..";
- mes "^3355FF' Earthworm Peeling '^000000";
- mes "^3355FF' Cobweb '^000000";
- mes "^3355FF' Cactus Needle '^000000";
- mes "I need one of each.";
- close;
- case 2:
- mes "[RuRumuni]";
- mes "Here is your leather bag of infinity.";
- mes "Take this to the Thief guilds";
- mes "Alcouskou and let him know ";
- mes "that you are now ready to learn";
- mes "the skill.";
- close;
- }
-}
-
-//============================================================
-// Old changelog
-//============================================================
-//= v1.0 Fully working
-//= v1.1 Changed Sand Attack requirements from 5 Grit to 5 Fine Grit and a
-//= Leather Bag of Infinity. These are the official RO requirements
-//= Added npc RuRumuni, maker of Leather Bag of Infinity. [kobra_k88]
-//= v1.1a Now using functions found in "Global_Functions.txt" for
-//= class checks.[kobra_k88]
-//= 1.2 Added Baby Class Support [Lupus]
-//= 1.3 Removed callfunc Is_####_Class in favor of baseClass [Silentdragon]
-//= 1.4 Fixed exploit [Lupus]
-//= 1.4a Fixed some typos [IVBela]
-//= 1.4b changed perm. variables to temp ones [Lupus]
-//============================================================
diff --git a/npc/quests/skills/wizard_skills.txt b/npc/quests/skills/wizard_skills.txt
deleted file mode 100644
index 070c024bd..000000000
--- a/npc/quests/skills/wizard_skills.txt
+++ /dev/null
@@ -1,450 +0,0 @@
-//===== rAthena Script =======================================
-//= Wizard Skills Quests
-//===== By: ==================================================
-//= Lupus, Reddozen
-//===== Current Version: =====================================
-//= 1.5
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= [Aegis Conversion]
-//= Quests for skills: Sight Blaster
-//===== Additional Comments: =================================
-//= 1.4 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
-//= 1.5 Replaced effect numerics with constants. [L0ne_W0lf]
-//============================================================
-
-gef_tower,115,36,4 script Meow#q_wiz 876,{
- if (BaseJob == Job_Wizard) {
- if (WIZ_SK == 100) {
- if (getskilllv("WZ_SIGHTBLASTER") == 0) {
- mes "[Meow]";
- mes "What...?! You forgot the";
- mes "awesome skill I taught you?";
- mes "Transcending's no excuse";
- mes "for forgetting! Alright, so you";
- mes "want me to teach you, eh?";
- mes "Alright, here's your lesson!";
- next;
- mes "^3355FF*BAM! BOOM! CRASH!*^000000";
- specialeffect2 EF_SUI_EXPLOSION;
- next;
- mes "[Meow]";
- mes "Don't you dare get";
- mes "hoity-toity with me, just";
- mes "because you've been reborn!";
- mes "You better remember how to";
- mes "do that skill before I give";
- mes "you another whupping!";
- next;
- mes "^3355FFYou miraculously recall";
- mes "the Sight Blaster skill before";
- mes "Meow can administer another";
- mes "vicious beating to you.";
- specialeffect2 EF_ABSORBSPIRITS;
- skill "WZ_SIGHTBLASTER",1,0;
- next;
- mes "[Meow]";
- mes "Remember now?";
- mes "Great. Now I'm going";
- mes "back to taking a nap.";
- mes "If you even think about";
- mes "bothering me, I'll make";
- mes "you regret it. Mark my word!";
- close;
- }
- else {
- mes "[Meow]";
- mes "Zzz... Zzz...";
- mes "Catherine... I'll";
- mes "make you sorry for";
- mes "turning me into a kitty...";
- mes "I'm gonna... Gonna... Zzz...";
- close;
- }
- }
- else if (WIZ_SK == 0) {
- mes "[Meow]";
- mes "*Yaaawn~*";
- mes "So sleeepy...";
- mes "Hm? Did you want";
- mes "to talk to me? Don't";
- mes "bother me if you've";
- mes "got nothing to say!";
- next;
- if (select("A cat?:Now I'm sleepy, too...") == 1) {
- mes "[Meow]";
- mes "Yeah. Yeah, I'm a cat.";
- mes "For now, anyway. Damn that";
- mes "Catherine! She turned me into";
- mes "this form when I borrowed some";
- mes "gemstones without her consent.";
- mes "I was gonna tell her!";
- next;
- mes "[Meow]";
- mes "Once I become human";
- mes "again and regain my powers,";
- mes "I'm gonna go freakin' buck";
- mes "wild. Catherine, you, everyone.";
- mes "You're all turning into cats!";
- close;
- }
- mes "[Meow]";
- mes "Hah! Yeah...";
- mes "Taking a nap sounds like";
- mes "the best idea I've hear--oh.";
- mes "Wait. You're a Wizard, right?";
- mes "I was so sleepy, I didn't even";
- mes "notice. Ah, this is good~";
- next;
- mes "[Meow]";
- mes "Now, I'm supposed to be";
- mes "teaching Wizards this new";
- mes "skill on behalf of the Wizard";
- mes "Guild. Although I don't really";
- mes "want to, I pretty much don't have^FFFFFF ^000000 a choice. So what do you say?";
- next;
- if (select("Nah, I'm too sleepy...:Sure, I'd like to learn a new skill.") == 1) {
- mes "[Meow]";
- mes "^333333*Yaaaawn*^000000";
- mes "Alright. If you wanna";
- mes "learn it later, then come";
- mes "back and remind me about";
- mes "the skill. Well then, back to";
- mes "napping... Zzz... Zzz...";
- close;
- }
- mes "[Meow]";
- mes "Really? Fine, fine.";
- mes "Just so you know, I'm";
- mes "only teaching this skill so";
- mes "that Catherine will return me";
- mes "to my human form. It's too";
- mes "humiliating to just be a cat!";
- next;
- mes "[Meow]";
- mes "Wait, now that I think";
- mes "about it, that dog Maria has";
- mes "been hanging about Catherine";
- mes "for the longest time, but she's";
- mes "never regained her human form.";
- mes "N-no! I can't lose hope now!";
- next;
- mes "[Meow]";
- mes "Oh, let's just get this over";
- mes "with. Now, you're aware that we";
- mes "Wizards have great long range";
- mes "attack skills, but we're weak";
- mes "in short range battles, right?";
- next;
- mes "[Meow]";
- mes "This new skill that I am";
- mes "going to teach you has been";
- mes "designed to compensate the";
- mes "Wizard class's weakness in";
- mes "close range combat. First,";
- mes "you chant the spell...";
- next;
- mes "[Meow]";
- mes "Then, for the skill's duration,";
- mes "you will be protected by a shield that will push back and damage";
- mes "enemies that approach too closely. Doesn't that sound really useful";
- mes "in heated battle situations?";
- next;
- select("I can push enemies away?");
- mes "[Meow]";
- mes "Sure you can, well, once you";
- mes "learn the skill. Hmm, but you";
- mes "need to have a good grasp on";
- mes "push back theory before you can";
- mes "learn the skill. Hmm, you might";
- mes "need a better explanation...";
- next;
- mes "[Meow]";
- mes "You know what? Knights are";
- mes "pretty much experts with skills";
- mes "that push enemies back, so go";
- mes "and find one who'll explain Push Back theory to you in Prontera.";
- next;
- mes "[Meow]";
- mes "Check the 11 o' clock";
- mes "direction on your Mini-Map";
- mes "in Prontera to find the Knight";
- mes "Chivalry. Someone there should";
- mes "be willing to teach you more";
- mes "about Push Backs in skills...";
- set WIZ_SK,1;
- close;
- }
- else if (WIZ_SK == 1) {
- mes "[Meow]";
- mes "What are you still doing";
- mes "here? Didn't I tell you to go";
- mes "to the Prontera Chivalry and";
- mes "ask someone there to teach";
- mes "you about Push Back theory?";
- close;
- }
- else if (WIZ_SK == 2) {
- mes "[Meow]";
- mes "Hm? Oh good, you learned";
- mes "the basics for pushing back";
- mes "enemies. Now you're almost";
- mes "ready to learn the skill that";
- mes "I'm supposed to teach you.";
- next;
- mes "[Meow]";
- mes "I'm no philanthropist, so";
- mes "I expect some tuition for all";
- mes "of my instruction and effort!";
- mes "Mmm, what would be good for";
- mes "my payment? Ah, I'm low on";
- mes "enchanted stones right now~";
- next;
- mes "[Meow]";
- mes "Go and bring me";
- mes "^FF000010 Crystal Blues^000000,";
- mes "^FF000010 Green Lives^000000,";
- mes "^FF000010 Red Bloods^000000 and";
- mes "^FF000010 Winds of Verdure^000000.";
- next;
- mes "[Meow]";
- mes "It's not that much,";
- mes "so don't complain and";
- mes "come back as soon as you";
- mes "can. While you're out there,";
- mes "I'm going to take another nap~";
- set WIZ_SK,3;
- close;
- }
- else if (WIZ_SK == 3) {
- if (countitem(991) < 10 || countitem(993) < 10 || countitem(990) < 10 || countitem(992) < 10) {
- mes "[Meow]";
- mes "^333333*Yaaaaaawn~*^000000 Hm?";
- mes "H-how dare you come";
- mes "back without everything";
- mes "I asked you for?! You";
- mes "forgot what to bring,";
- mes "didn't you? Grrrr...";
- next;
- mes "[Meow]";
- mes "I said to bring";
- mes "^ff000010 Crystal Blues^000000,";
- mes "^ff000010 Green Lives^000000,";
- mes "^ff000010 Red Bloods^000000 and";
- mes "^ff000010 Winds of Verdure^000000!";
- next;
- mes "[Meow]";
- mes "Don't forget this time!";
- mes "And don't even think of";
- mes "waking me up until you";
- mes "find everything I asked for!";
- close;
- }
- mes "[Meow]";
- mes "*Yaaaawn~* Wh-wha?";
- mes "Oh, it's you. So did you";
- mes "bring the stones I wanted?";
- mes "Mmm. Good, let me see if";
- mes "you brought them all...";
- mes "One, two, three...";
- next;
- mes "[Meow]";
- mes ".................";
- mes "Screw it. I don't feel";
- mes "like counting this all.";
- mes "Let me just take these,";
- mes "and teach you the skill";
- mes "so I can go back to sleep.";
- next;
- mes "[Meow]";
- mes "This skill is called,";
- mes "''^FF0000Sight Blaster^000000.'' Pretty";
- mes "cool, eh? Anyway, it's a Fire";
- mes "attribute skill that requires";
- mes "you to cast Sight before you";
- mes "can activate it. Now try it.";
- next;
- specialeffect2 EF_SUI_EXPLOSION;
- mes "^3355FF*BAM! BOOM!*^000000";
- next;
- mes "[Meow]";
- mes "......";
- mes "Huh. Not exactly right,";
- mes "but not too bad for a first";
- mes "try. Remember to will the";
- mes "push back to happen. Ergh,";
- mes "let's try it once again, okay?";
- next;
- mes "[Meow]";
- mes "You gotta will it.";
- mes "Push! Push with";
- mes "your freakin' mind!";
- mes "Well, push the flames";
- mes "you summoned with Sight";
- mes "with your mind. Not that hard!";
- next;
- mes "[Meow]";
- mes "Finally...!";
- mes "You actually learned it!";
- mes "That took way too much effort,";
- mes "but at least we're done here.";
- specialeffect2 EF_ABSORBSPIRITS;
- delitem 991,10; //Crystal_Blue
- delitem 993,10; //Yellow_Live
- delitem 990,10; //Boody_Red
- delitem 992,10; //Wind_Of_Verdure
- set WIZ_SK,100;
- skill "WZ_SIGHTBLASTER",1,0;
- next;
- mes "[Meow]";
- mes "I'm so tired from all of";
- mes "this teaching. I think I'll";
- mes "take a well deserved nap";
- mes "right now. Go on your way,";
- mes "and if you know any Wizards,";
- mes "send 'em to me, I guess.";
- close;
- }
- else {
- mes "[Meow]";
- mes "Zzz... Zzz...";
- mes "Catherine... I'll";
- mes "make you sorry for";
- mes "turning me into a kitty...";
- mes "I'm gonna... Gonna... Zzz...";
- close;
- }
- }
- else {
- mes "[Meow]";
- mes "*Yaaawn~*";
- mes "So sleeepy...";
- mes "Hm? Did you want";
- mes "to talk to me? Don't";
- mes "bother me if you've";
- mes "got nothing to say!";
- next;
- if (select("A cat?:Now I'm sleepy, too...") == 1) {
- mes "[Meow]";
- mes "Yeah. Yeah, I'm a cat.";
- mes "For now, anyway. Damn that";
- mes "Catherine! She turned me into";
- mes "this form when I borrowed some";
- mes "gemstones without her consent.";
- mes "I was gonna tell her!";
- next;
- mes "[Meow]";
- mes "Once I become human";
- mes "again and regain my powers,";
- mes "I'm gonna go freakin' buck";
- mes "wild. Catherine, you, everyone.";
- mes "You're all turning into cats!";
- close;
- }
- mes "[Meow]";
- mes "Hah! Yeah...";
- mes "Taking a nap sounds like";
- mes "the best idea I've heard";
- mes "all day. Hm. ^333333*Yaaawwn~*^000000";
- mes "There we go, time to sleep...";
- mes "ZzzzzzzZZZzzz... ZzZzzzz...";
- close;
- }
-}
-
-prt_in,82,98,3 script Simon Mayace#q_wiz 46,{
- if (WIZ_SK == 1) {
- mes "[Simon]";
- mes "Ah, you must be a skilled";
- mes "practitioner of magic. Mmm,";
- mes "you must one of those Wizards.";
- mes "High Wizards? I can't really";
- mes "tell the difference. Ah, may";
- mes "I be of service to you?";
- next;
- if (select("I'm fine, thank you.:I want to learn about push backs.") == 1) {
- mes "[Simon]";
- mes "I'm surprised that you chose";
- mes "to practice magic: judging";
- mes "from your build, I'd say that";
- mes "you'd be well suited to wielding^FFFFFF ^000000 a sword. Haha, but that's just";
- mes "a humble Knight's opinion.";
- close;
- }
- mes "[Simon]";
- mes "Wait, are you asking me";
- mes "to teach you a Push-Back";
- mes "attack technique? You can";
- mes "defend yourself using spells";
- mes "like Fire Wall or Fire Bolt";
- mes "much more effectively, right?";
- next;
- select("But at close range...");
- mes "[Simon]";
- mes "Oh, I see. Yeah, Wizards";
- mes "aren't very effective in close";
- mes "range battles. Okay, I can see";
- mes "why you'd want to learn some";
- mes "Push-Back technique. Alright,";
- mes "I can teach you a few basics.";
- next;
- mes "[Simon]";
- mes "Now, every adventurer knows";
- mes "the fundamentals of attacking.";
- mes "You strike, and then ready your";
- mes "next action, which is either";
- mes "another strike, a dodge or a";
- mes "guard. Simple stuff, right?";
- next;
- mes "[Simon]";
- mes "To push an enemy back, you've";
- mes "got to attack using a strike";
- mes "with continuous force. It's all";
- mes "in the follow through. Now, if";
- mes "you strike the head, the push";
- mes "distance will be too short.";
- next;
- mes "[Simon]";
- mes "If you deliver a pushing";
- mes "strike to the legs, your";
- mes "enemy will fall towards you.";
- mes "The best target for pushing";
- mes "attacks is the torso since it";
- mes "allows more control of the push.";
- next;
- mes "[Simon]";
- mes "Well, I've explained";
- mes "pushing as best as I can.";
- mes "Concentrate and practice the";
- mes "theory on your own, and you";
- mes "should be able to do it. Good^FFFFFF ^000000luck on your travels, adventurer~";
- set WIZ_SK,2;
- close;
- }
- else {
- mes "[Simon]";
- mes "Make no mistake:";
- mes "swordplay is an art.";
- mes "The techniques may seem";
- mes "brutish at first glance, but";
- mes "there's a keen strategy that";
- mes "Knights innately understand.";
- close;
- }
-}
-
-//============================================================
-// Old changelog
-//============================================================
-//= 1.0 for fully working skills only [Lupus]
-//= 1.1 Added more new skill quests for more classes [Lupus]
-//= Somehow eA engine doesn't let you keep learn't skill V_V'
-//= 1.2 Added to correct locations, correct NPC's, fixed
-//= some of the items required and made them into real
-//= quests. [Reddozen]
-//= 1.3 Fixed bugs and minor typos. Optimized [Lupus]
-//= 1.3a fixed an item ID typo, thx 2Spiritual Kid
-//= 1.3b Splitted into different files [DracoRPG]
-//= 1.3c Removed duplicates [Toms]
-//============================================================
diff --git a/npc/quests/thana_quest.txt b/npc/quests/thana_quest.txt
deleted file mode 100644
index 654e5474e..000000000
--- a/npc/quests/thana_quest.txt
+++ /dev/null
@@ -1,2766 +0,0 @@
-//===== rAthena Script =======================================
-//= Thanatos Tower Quest
-//===== By: ==================================================
-//= [Ishizu-chan]
-//===== Current Version: =====================================
-//= 2.6
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= It's the Thanatos Tower Quest...
-//===== Additional Comments: =================================
-//= 1.0 First Release [Ishizu-chan]
-//= 1.1 Updated Thanatos Tower Quest to official. [SinSloth]
-//= 1.2 Fixed a bug where Reward NPC didn't give you Zeny and Exp. [SinSloth]
-//= 1.3 Added a checking in boss map to reset event if there's no player. [SinSloth]
-//= 1.4 Changed the way the Thanatos Portal works to allow people to enter
-//= as long as Thanatos is alive. [SinSloth]
-//= 1.4a You may enter either "Charmstone" or "Charm Stone" [Lupus]
-//= 1.5 Fixed a bug in the number part of the quest. [SinSloth]
-//= 1.6 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
-//= 1.7 Fixed a minor bug with prevented code part from reseting properly. [SinSloth]
-//= 1.8 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
-//= 1.9 Fixed a bug in the last event which allowed an exploit after the first summoning. [SinSloth]
-//= 2.0 Cleaned up the trans-only check, and added expanded classes. [L0ne_W0lf]
-//= 2.1 Replaced effect numerics with constants. [Samuray22]
-//= 2.2 Updated the whole Script to match with latest available official file. [Masao]
-//= 2.3 Added continue and break in switch case. [JayPee]
-//= 2.4 Fixed a minor bug with Arch Bishop checks. [Euphy]
-//= 2.5 Cleaning. [Euphy]
-//= 2.5a Fixed an incorrect variable. [Euphy]
-//= 2.6 Merged identical timer labels. [Euphy]
-//============================================================
-
-hu_fild01,140,163,5 script Tower Keeper 852,3,3,{
-
- mes "[Gatei]";
- mes "Greetings, adventurer.";
- mes "I am Gatei Knumm, keeper";
- mes "of this Thanatos Tower.";
- mes "How may I help you?";
- next;
- switch (select("Thanatos Tower?:Entrance Fee?:Enter the tower:Cancel")) {
- case 1:
- mes "[Gatei]";
- mes "Yes, the tower in front";
- mes "of you was an ancient ruins";
- mes "that got its name from a word";
- mes "written on a stone plate found";
- mes "inside. Today, this place is";
- mes "a popular tourist attraction.";
- next;
- mes "[Gatei]";
- mes "This tower grew in popularity";
- mes "for adventurers when the";
- mes "Rekenber Corporation began";
- mes "tower reconstruction efforts.";
- mes "The 1st and 2nd floors are now";
- mes "repaired and free of monsters.";
- next;
- mes "[Gatei]";
- mes "However, reconstruction of";
- mes "the 3rd and higher floors is";
- mes "incomplete. Those levels are";
- mes "still infested with monsters, so we're contracting temp workers";
- mes "to exterminate all of them.";
- next;
- mes "[Gatei]";
- mes "If you're interested in";
- mes "temporary contract work,";
- mes "or would like to know about";
- mes "this place in detail, please";
- mes "ask one of the guides inside.";
- mes "Thank you and enjoy your visit~";
- close;
- case 2:
- mes "[Gatei]";
- mes "Everyone is welcome to";
- mes "enjoy Thanatos Tower.";
- mes "Only the 1st and 2nd floors";
- mes "are open to the public at";
- mes "this time. The entrance fee";
- mes "is 5,000 zeny per person.";
- next;
- mes "[Gatei]";
- mes "5,000 zeny may seem a little";
- mes "steep for a tourist attraction,";
- mes "but trust me, this tower provides a very unique experience. Also,";
- mes "our loyal customers and contract workers get a special discount~";
- close;
- case 3:
- mes "[Gatei]";
- mes "Would you like to";
- mes "enter Thanatos Tower?";
- mes "The entry fee is ^FF00005,000 zeny^000000.";
- next;
- switch (select("Enter:Maybe next time.")) {
- case 1:
- if (thana_tower > 0) {
- mes "[Gatei]";
- mes "Oh, "+strcharinfo(0)+"!";
- mes "Welcome back! Since you've";
- mes "got a temporary Rekenber";
- mes "work contract, your entrance";
- mes "fee is only 3,000 zeny.";
- next;
- switch (select("Enter:No, thanks.")) {
- case 1:
- if (Zeny > 2999) {
- mes "[Gatei]";
- mes "Thank you, and";
- mes "please keep up the";
- mes "good work. Ah, and don't";
- mes "forget: safety first when";
- mes "you fight those monsters!";
- set Zeny, Zeny - 3000;
- close2;
- warp "tha_scene01",131,220;
- end;
- }
- mes "[Gatei]";
- mes "Oh, I'm sorry...";
- mes "But you don't seem to";
- mes "have enough zeny. Oh well,";
- mes "just come back again later~";
- close;
- case 2:
- mes "[Gatei]";
- mes "You must be busy, then.";
- mes "Well, not to worry, we'll";
- mes "always be here. Farewell~";
- close;
- }
- }
- if (Zeny > 4999) {
- mes "[Gatei]";
- mes "Ah, I've received your";
- mes "entrance fee. Thank you";
- mes "very much. Now, I hope";
- mes "you enjoy your visit";
- mes "to Thanatos Tower~";
- set Zeny, Zeny - 5000;
- close2;
- warp "tha_scene01",131,220;
- end;
- }
- mes "[Gatei]";
- mes "Well...";
- mes "Hm. I'm sorry, but you";
- mes "don't seem to have enough";
- mes "zeny for the entrance fee.";
- mes "Please come back later...";
- close;
- case 2:
- mes "[Gatei]";
- mes "Very well. Please come";
- mes "and visit us again here";
- mes "in Thanatos Tower.";
- close;
- }
- case 4:
- mes "[Gatei]";
- mes "Hmm? Very well.";
- mes "But if you wish to visit";
- mes "this Thanatos Tower, please";
- mes "do not hesitate to ask me.";
- mes "Thank you and have a nice day.";
- close;
- }
-
-OnTouch:
- mes "[Tower Keeper]";
- mes "Excuse me, but you cannot";
- mes "enter. This place is under";
- mes "the Rekenber Corporation's";
- mes "administration, and this area";
- mes "is restricted to all those";
- mes "without authorization.";
- close;
-}
-
-tha_t01,149,78,4 script Guide 90,{
-
- if (thana_tower == 0) {
- mes "[Ditze]";
- mes "Welcome to Thanatos Tower.";
- mes "The tower's reconstruction is";
- mes "a Rekenber Corporation project,";
- mes "and the 1st and 2nd floors are";
- mes "now open to the public. So";
- mes "how may I help you today?";
- next;
- switch (select("Tower Information:Temporary Work Contract:Cancel")) {
- case 1:
- mes "[Ditze]";
- mes "When this tower was built,";
- mes "who built it, and its purpose";
- mes "are all mysteries. There are";
- mes "many rumors about it being a";
- mes "Mage lab, a hero's momunent,";
- mes "or a demon fortress...";
- next;
- mes "[Ditze]";
- mes "The Rekenber Corporation has";
- mes "been researching the origin of";
- mes "this tower, but has not yet been able to confirm anything. Although";
- mes "we've lost many researchers to the tower monsters, we won't give up!";
- next;
- mes "[Ditze]";
- mes "Rekenber is convinced that this";
- mes "tower holds many secrets, and";
- mes "successfully reconstructed the";
- mes "first 2 floors of this tower in";
- mes "the pursuit of this knowledge.";
- next;
- mes "[Ditze]";
- mes "Currently, we are focused on";
- mes "reconstructing the tower's 3rd";
- mes "and 4th floors. Luckily, many";
- mes "adventurers are exterminating";
- mes "the monsters on those floors, working under temporary contracts.";
- next;
- mes "[Ditze]";
- mes "At this rate, we expect";
- mes "to complete reconstruction";
- mes "of the 3rd and 4th floors in";
- mes "the near future, bringing us";
- mes "closer to our goal of opening all 12 floors of Thanatos Tower.";
- next;
- switch (select("Tower Monsters?:Temp Contract Work?:......")) {
- case 1:
- mes "[Ditze]";
- mes "Yes, when we began";
- mes "reconstruction of the";
- mes "Thanatos Tower, these";
- mes "monsters that look like angels";
- mes "just appeared out of nowhere";
- mes "to attack all the workers.";
- next;
- mes "[Ditze]";
- mes "At first, witnesses thought";
- mes "that these monsters might";
- mes "be, you know, actual angels.";
- mes "But if they were, why were they";
- mes "attacking for no reason?";
- next;
- mes "[Ditze]";
- mes "Anyway, we asked the Juno ";
- mes "Sage Academy to investigate";
- mes "them, and they confirmed that";
- mes "these angelic creatures are true monsters--their resemblance to";
- mes "angels is merely coincidence.";
- close;
- case 2:
- mes "[Ditze]";
- mes "You may have already heard";
- mes "from the Tower Keeper, but";
- mes "we're contracting adventurers to exterminate the tower monsters";
- mes "in the 3rd and higher levels on";
- mes "a temporary employee basis.";
- next;
- mes "[Ditze]";
- mes "I'm in charge of hiring";
- mes "temp contract workers, so";
- mes "talk to me if you're interested. Only temp workers are allowed";
- mes "to access the higher levels";
- mes "here in Thanatos Tower.";
- next;
- break;
- case 3:
- mes "[Ditze]";
- mes "To develop the floors above";
- mes "the 2nd floor, we're going to";
- mes "need as many temp contract";
- mes "workers as we can hire. Why";
- mes "don't you consider working";
- mes "for us under a temp contract?";
- close;
- }
- switch (select("Maybe next time:Sure, I'd like to work for you.")) {
- case 1:
- mes "[Ditze]";
- mes "Well, alright.";
- mes "But come and talk to";
- mes "me as soon as you decide";
- mes "that you want to help with";
- mes "the tower reconstruction by";
- mes "working for Rekenber.";
- close;
- case 2:
- mes "[Ditze]";
- mes "That's great!";
- mes "Would you please fill";
- mes "out this employment";
- mes "agreement first? Let's";
- mes "see. Your name is...";
- mes ""+strcharinfo(0)+", right?";
- next;
- menu "Yes",-;
- mes "[Ditze]";
- mes "Alright, please read";
- mes "this agreement carefully.";
- mes "If you agree with all of";
- mes "the conditions, go ahead";
- mes "and just sign the bottom.";
- next;
- mes "^3355FFDitze hands you the";
- mes "Employment Agreement";
- mes "document for you to read.^000000";
- next;
- mes "- Employment Agreement -";
- mes " ";
- mes "1. This employment agreement";
- mes "is effective between Rekenber";
- mes "Corporation (''Employer'') and "+strcharinfo(0)+"(''Employee'').";
- mes "1-1. This employment agreement";
- mes "is classified as a Mercernary";
- mes "contract between both parties.";
- mes "2. The terms of this contract";
- mes "immediately take effect once";
- mes "it is signed by both parties";
- mes "(Employer and Employee).";
- mes "3. When the Employee performs";
- mes "a mission, the mission results";
- mes "must be verified with acceptible physical proof that must be";
- mes "presented to the Employer.";
- mes "3-1. Please refer to Section";
- mes "7A for examples of acceptible";
- mes "proof of monster extermination.";
- mes "3-2. Acceptible proof is";
- mes "determined and defined by a";
- mes "representative of the Employer.";
- mes "4. Employer will allot rewards";
- mes "to Employees after receiving";
- mes "extermination proof.";
- mes "4-1. Possible rewards for";
- mes "monster exterminations may";
- mes "include the following.";
- mes ".................................................";
- mes ".................................................";
- mes ".................................................";
- mes ".................................................";
- mes ".................................................";
- mes "13. This contract's terms are";
- mes "only applicable witin Thanatos";
- mes "Tower.";
- mes "14. Employees will receive";
- mes "a discount on the Entry Fee";
- mes "to the Thanatos Tower.";
- mes " ";
- mes " ";
- mes " ";
- mes "Employer Signature____________";
- mes "Employee Signature____________";
- next;
- switch (select("Sign:Don't Sign")) {
- case 1:
- mes "^3355FFYou sign two copies of the";
- mes "Employment Agreement.^000000";
- next;
- mes "[Ditze]";
- mes "Thank you. Now, you are";
- mes "an official employee of the";
- mes "Rekenber Corporation! Well,";
- mes "within the limits of this tower";
- mes "anyway. This contract doesn't";
- mes "apply outside of this place.";
- next;
- mes "[Ditze]";
- mes "From now on, you can talk";
- mes "to the 2nd Floor Guide to";
- mes "enter the 3rd Floor. If you";
- mes "have any mission reward";
- mes "questions, please ask ^3355FFLiei^000000.";
- next;
- mes "[Ditze]";
- mes "If you want to check";
- mes "more information about";
- mes "your work, please talk";
- mes "to the 2nd Floor Guide.";
- mes "Thank you, and welcome";
- mes "to the Rekenber Corporation~";
- set thana_tower,1;
- close;
- case 2:
- mes "[Ditze]";
- mes "Oh? Was there an article";
- mes "within the contract that you";
- mes "disagreed with? Hm. Well,";
- mes "that's fine. But if you change";
- mes "your mind, please come back";
- mes "and ask me anytime. Thank you~";
- close;
- }
- }
- case 2:
- mes "[Ditze]";
- mes "You may have already heard";
- mes "from the Tower Keeper, but";
- mes "we're contracting adventurers to exterminate the tower monsters";
- mes "in the 3rd and higher levels on";
- mes "a temporary employee basis.";
- next;
- mes "[Ditze]";
- mes "I'm in charge of hiring";
- mes "temp contract workers, so";
- mes "talk to me if you're interested. Only temp workers are allowed";
- mes "to access the higher levels";
- mes "here in Thanatos Tower.";
- next;
- switch (select("Maybe next time:Sure, I'd like to work for you.")) {
- case 1:
- mes "[Ditze]";
- mes "Well, alright.";
- mes "But come and talk to";
- mes "me as soon as you decide";
- mes "that you want to help with";
- mes "the tower reconstruction by";
- mes "working for Rekenber.";
- close;
- case 2:
- mes "[Ditze]";
- mes "That's great!";
- mes "Would you please fill";
- mes "out this employment";
- mes "agreement first? Let's";
- mes "see. Your name is...";
- mes ""+strcharinfo(0)+", right?";
- next;
- menu "Yes",-;
- mes "[Ditze]";
- mes "Alright, please read";
- mes "this agreement carefully.";
- mes "If you agree with all of";
- mes "the conditions, go ahead";
- mes "and just sign the bottom.";
- next;
- mes "^3355FFDitze hands you the";
- mes "Employment Agreement";
- mes "document for you to read.^000000";
- next;
- mes "- Employment Agreement -";
- mes " ";
- mes "1. This employment agreement";
- mes "is effective between Rekenber";
- mes "Corporation (''Employer'') and "+strcharinfo(0)+"(''Employee'').";
- mes "1-1. This employment agreement";
- mes "is classified as a Mercernary";
- mes "contract between both parties.";
- mes "2. The terms of this contract";
- mes "immediately take effect once";
- mes "it is signed by both parties";
- mes "(Employer and Employee).";
- mes "3. When the Employee performs";
- mes "a mission, the mission results";
- mes "must be verified with acceptible physical proof that must be";
- mes "presented to the Employer.";
- mes "3-1. Please refer to Section";
- mes "7A for examples of acceptible";
- mes "proof of monster extermination.";
- mes "3-2. Acceptible proof is";
- mes "determined and defined by a";
- mes "representative of the Employer.";
- mes "4. Employer will allot rewards";
- mes "to Employees after receiving";
- mes "extermination proof.";
- mes "4-1. Possible rewards for";
- mes "monster exterminations may";
- mes "include the following. ";
- mes ".................................................";
- mes ".................................................";
- mes ".................................................";
- mes ".................................................";
- mes ".................................................";
- mes "13. This contract's terms are";
- mes "only applicable witin Thanatos";
- mes "Tower.";
- mes "14. Employees will receive";
- mes "a discount on the Entry Fee";
- mes "to the Thanatos Tower.";
- mes " ";
- mes " ";
- mes " ";
- mes "Employer Signature_____________";
- mes "Employee Signature____________";
- next;
- switch (select("Sign:Don't Sign")) {
- case 1:
- mes "^3355FFYou sign two copies of the";
- mes "Employment Agreement.^000000";
- next;
- mes "[Ditze]";
- mes "Thank you. Now, you are";
- mes "an official employee of the";
- mes "Rekenber Corporation! Well,";
- mes "within the limits of this tower";
- mes "anyway. This contract doesn't";
- mes "apply outside of this place.";
- next;
- mes "[Ditze]";
- mes "From now on, you can talk";
- mes "to the 2nd Floor Guide to";
- mes "enter the 3rd Floor. If you";
- mes "have any mission reward";
- mes "questions, please ask ^3355FFLiei^000000.";
- next;
- mes "[Ditze]";
- mes "If you want to check";
- mes "more information about";
- mes "your work, please talk";
- mes "to the 2nd Floor Guide.";
- mes "Thank you, and welcome";
- mes "to the Rekenber Corporation~";
- set thana_tower,1;
- close;
- case 2:
- mes "[Ditze]";
- mes "Oh? Was there an article";
- mes "within the contract that you";
- mes "disagreed with? Hm. Well,";
- mes "that's fine. But if you change";
- mes "your mind, please come back";
- mes "and ask me anytime. Thank you~";
- close;
- }
- }
- case 3:
- mes "[Ditze]";
- mes "Well, if you have any";
- mes "questions, feel free to";
- mes "ask me later. My name is";
- mes "Ditze Lappa. Have a good day!";
- close;
- }
- }
- mes "[Ditze]";
- mes "For more detailed information";
- mes "about monster exterminations,";
- mes "please ask the 2nd Floor Guide";
- mes "and the Guide next to me. Well,";
- mes "we hope you enjoy your experience working with Rekenber Corporation~";
- close;
-}
-
-tha_t01,140,78,4 script Guide#reward 831,{
-
- mes "[Liei]";
- if (thana_tower == 0) {
- mes "Good day, I'm";
- mes "Liei Kuniziet of the";
- mes "Employee Mission";
- mes "Reward Department";
- mes "here in Thanatos Tower.";
- next;
- switch (select("Employee's mission reward?:Keep up the good work.")) {
- case 1:
- mes "[Liei]";
- mes "Currently, Rekenber Corporation";
- mes "is contracting temp employees";
- mes "to develop the higher levels";
- mes "of Thanatos Tower. If you'd";
- mes "like to apply, please ask";
- mes "Ditze right next to me.";
- close;
- case 2:
- mes "[Liei]";
- mes "Thank you. Ah, and I hope";
- mes "that you enjoy your visit";
- mes "here to Thanatos Tower.";
- close;
- }
- }
- mes "Ah, hello~";
- mes "How may I help you?";
- next;
- if(select("Reward:Nothing")==2) {
- mes "[Liei]";
- mes "Alright, then.";
- mes "Please do your best";
- mes "to exterminate the";
- mes "monsters that infest";
- mes "the higher floors of";
- mes "the Thanatos Tower~";
- close; }
- mes "[Liei]";
- mes "You're "+strcharinfo(0)+", yes?";
- mes "Let me check our temp";
- mes "employee records for--ah.";
- mes "Here it is. Alright, so would";
- mes "you please tell me what kind";
- mes "of mission proof you brought?";
- next;
- setarray .@Items[1],7435,7440,7441,7442;
- set .@i, select("Golden Ornament:Red Feather:Blue Feather:Cursed Seal");
- mes "[Liei]";
- if (!countitem(.@Items[.@i])) {
- mes "I'm sorry, but you are not";
- mes "carrying any "+getitemname(.@Items[.@i])+"s.";
- mes "Please check your inventory";
- mes "one more time, and then come";
- mes "to me to redeem your items";
- mes "for a reward later, alright?";
- close;
- }
- mes "The reward for each";
- mes getitemname(.@Items[.@i])+" is...";
- mes " ";
- mes "1,000 zeny";
- mes "2,000 EXP";
- next;
- set .@zeny_tt,(countitem(.@Items[.@i]) * 1000);
- set .@exp_tt,(countitem(.@Items[.@i]) * 2000);
- mes "[Liei]";
- mes "If you turn in your";
- mes countitem(.@Items[.@i])+" "+getitemname(.@Items[.@i])+"s, then";
- mes "you will receive a total of...";
- mes " ";
- mes ""+.@zeny_tt+" zeny";
- mes ""+.@exp_tt+" EXP";
- next;
- mes "[Liei]";
- mes "Would you like to exchange";
- mes "all of your "+getitemname(.@Items[.@i])+"s";
- mes "for your reward right now?";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Liei]";
- mes "Great! Here is your";
- mes ""+.@zeny_tt+" zeny and";
- mes ""+.@exp_tt+" EXP. Thank you,";
- mes "and please keep up";
- mes "the good work~";
- delitem .@Items[.@i], countitem(.@Items[.@i]);
- set Zeny, Zeny + .@zeny_tt;
- getexp .@exp_tt,0;
- close;
- case 2:
- mes "[Liei]";
- mes "Sure, no problem.";
- mes "Just come back and";
- mes "talk to me whenever";
- mes "you want to receive";
- mes "your reward, alright?";
- close;
- }
-}
-
-tha_t02,231,161,5 script Entrance Guide 874,{
-
- mes "[Burled]";
- if (thana_tower == 0) {
- mes "You are in front of the entrance to the 3rd Floor. Only contracted";
- mes "temp employees are authorized";
- mes "to enter that area. For Rekenber temp contract information, please";
- mes "speak to the 2nd Floor Guide.";
- close;
- }
- mes "......";
- mes ".........";
- mes "............";
- next;
- switch (select("Excuse me...:.........")) {
- case 1:
- mes "[Burled]";
- mes "Oh...";
- mes "I'm sorry, how";
- mes "can I help you?";
- next;
- if (thana_tower < 2) {
- switch (select("Enter the 3rd Floor:Gate Information")) {
- case 1:
- mes "[Burled]";
- mes "Oh, alright. Let me";
- mes "check and see if you're";
- mes "on our temp list. Hmmm...";
- mes "Ah, you're "+strcharinfo(0)+", right?";
- next;
- if (getareausers("tha_t02",226,156,236,166) < 5) {
- mes "[Burled]";
- mes "First, we need to wait until";
- mes "at least 5 temps are gathered";
- mes "to form a work group. Right";
- mes "now, there are a total of";
- mes "" +getareausers("tha_t02",226,156,236,166)+ " temp workers waiting to";
- mes "enter the 3rd Floor.";
- next;
- mes "[Burled]";
- mes "If you can, try to get";
- mes "your friends to help you";
- mes "by coming near me. Please";
- mes "understand that we have this";
- mes "temp worker group requirement";
- mes "for various safety reasons.";
- close2;
- }
- mes "[Burled]";
- mes "Great, you're just";
- mes "in time. We just met";
- mes "the minimum 5 temp group";
- mes "requirement, so we'll open";
- mes "the gate to the 3rd Floor soon.";
- next;
- mes "[Burled]";
- mes "The gate to the 3rd Floor";
- mes "will close shortly, so enter it";
- mes "as soon as you can. We have";
- mes "to close it quickly because we";
- mes "can't have the tower monsters";
- mes "entering the lower floors...";
- close2;
- donpcevent "3rdf_warp#tt::OnEnable";
- end;
- case 2:
- mes "[Burled]";
- mes "This gate is the only passage";
- mes "that connects to the 3rd Floor.";
- mes "After the 4th Floor, passages";
- mes "between floors only travel one";
- mes "way, meaning you can't exit the";
- mes "same way you that you entered.";
- next;
- mes "[Burled]";
- mes "You see, there's a strange";
- mes "power that affects the 5th";
- mes "Floor, and all floors above,";
- mes "which doesn't allow people to";
- mes "backtrack through the passage in which they entered the floor.";
- next;
- mes "[Burled]";
- mes "So if you ascend past the";
- mes "4th Floor, please be careful";
- mes "and make sure that you find";
- mes "a way to get back. Also, the";
- mes "monsters grow more powerful";
- mes "as you ascend the tower...";
- next;
- mes "[Burled]";
- mes "Because the higher levels are";
- mes "too dangerous, we only open the";
- mes "3rd Floor Gate when 5 or more";
- mes "are gathered here. Therefore,";
- mes "you may need to wait if less";
- mes "than 5 temps have gathered.";
- close;
- }
- }
- switch (select("Enter the 3rd Floor:Gate Information:About Satan Morroc...")) {
- case 1:
- mes "[Burled]";
- mes "Oh, alright. Let me";
- mes "check and see if you're";
- mes "on our temp list. Hmmm...";
- mes "Ah, you're "+strcharinfo(0)+", right?";
- next;
- if (getareausers("tha_t02",226,156,236,166) < 5) {
- mes "[Burled]";
- mes "First, we need to wait until";
- mes "at least 5 temps are gathered";
- mes "to form a work group. Right";
- mes "now, there are a total of";
- mes ""+getareausers("tha_t02",226,156,236,166)+" temp workers waiting to";
- mes "enter the 3rd Floor.";
- next;
- mes "[Burled]";
- mes "If you can, try to get";
- mes "your friends to help you";
- mes "by coming near me. Please";
- mes "understand that we have this";
- mes "temp worker group requirement";
- mes "for various safety reasons.";
- close;
- }
- mes "[Burled]";
- mes "Great, you're just";
- mes "in time. We just met";
- mes "the minimum 5 temp group";
- mes "requirement, so we'll open";
- mes "the gate to the 3rd Floor soon.";
- next;
- mes "[Burled]";
- mes "The gate to the 3rd Floor";
- mes "will close shortly, so enter it";
- mes "as soon as you can. We have";
- mes "to close it quickly because we";
- mes "can't have the tower monsters";
- mes "entering the lower floors...";
- close2;
- donpcevent "3rdf_warp#tt::OnEnable";
- end;
- case 2:
- mes "[Burled]";
- mes "This gate is the only passage";
- mes "that connects to the 3rd Floor.";
- mes "After the 4th Floor, passages";
- mes "between floors only travel one";
- mes "way, meaning you can't exit the";
- mes "same way you that you entered.";
- next;
- mes "[Burled]";
- mes "You see, there's a strange";
- mes "power that affects the 5th";
- mes "Floor, and all floors above,";
- mes "which doesn't allow people to";
- mes "backtrack through the passage in which they entered the floor.";
- next;
- mes "[Burled]";
- mes "So if you ascend past the";
- mes "4th Floor, please be careful";
- mes "and make sure that you find";
- mes "a way to get back. Also, the";
- mes "monsters grow more powerful";
- mes "as you ascend the tower...";
- next;
- mes "[Burled]";
- mes "Because the higher levels are";
- mes "too dangerous, we only open the";
- mes "3rd Floor Gate when 5 or more";
- mes "are gathered here. Therefore,";
- mes "you may need to wait if less";
- mes "than 5 temps have gathered.";
- close;
- case 3:
- mes "[Burled]";
- mes "Satan Morroc...?";
- mes "Ummm... Isn't talking";
- mes "about that a little taboo?";
- mes "I mean, people get angry";
- mes "or scared just hearing";
- mes "that name, you know?";
- next;
- switch (select("It's important that I know more.:I'm sorry, I didn't know...")) {
- case 1:
- mes "[Burled]";
- mes "When the Rekenber Corporation";
- mes "started reconstruction of the";
- mes "Thanatos Tower, the Cool Event";
- mes "Corporation was their biggest";
- mes "business partner in the tower";
- mes "reconstruction project.";
- next;
- mes "[Burled]";
- mes "Yeah, I remember that Cool";
- mes "Event Corp. invested huge";
- mes "amounts of zeny and manpower";
- mes "to rebuild to tower, and expand";
- mes "their business relationship";
- mes "with Rekenber Corporation...";
- next;
- mes "[Burled]";
- mes "But then, there was some";
- mes "kind of accident. An explosion";
- mes "happened in the upper floors";
- mes "of Thanatos Tower. Some say";
- mes "it might have been Satan Morroc, but I wouldn't know for sure.";
- next;
- mes "[Burled]";
- mes "Because of that explosion,";
- mes "Cool Event Corporation withdrew";
- mes "their investment into the tower";
- mes "reconstruction project. They";
- mes "basically abandoned Rekenber Corporation in the tower effort.";
- next;
- mes "[Burled]";
- mes "But well...";
- mes "Shortly after that happened,";
- mes "Rekenber Corporation took over";
- mes "Cool Event Corporation. I mean,";
- mes "the company retains its name, but it's a Rekenber company now.";
- next;
- mes "[Burled]";
- mes "I know, I know...";
- mes "It all sounds awfully";
- mes "shady. Please do me a favor";
- mes "and don't tell anyone that";
- mes "I told you this rumor, okay?";
- close;
- case 2:
- close;
- }
- }
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes ".............";
- close;
- }
-}
-
-tha_t02,227,163,0 script 3rdf_warp#tt 45,1,1,{
- end;
-
-OnInit:
- hideonnpc "3rdf_warp#tt";
- end;
-
-OnTouch:
- if (thana_tower == 0) warp "tha_t02",227,158;
- else warp "tha_t03",219,159;
- end;
-
-OnEnable:
- hideoffnpc "3rdf_warp#tt";
- initnpctimer;
- end;
-
-OnTimer30000:
- stopnpctimer;
- hideonnpc "3rdf_warp#tt";
- end;
-}
-
-tha_t03,67,70,0 script Machine Device#tt1 111,{
-
- if ((countitem(7421) == 0) && (countitem(7426) == 0)) {
- mes "^3355FFA mysterious field of";
- mes "energy seems to surround";
- mes "the mechanical device and";
- mes "its power prevents you from";
- mes "approaching the machine.^000000";
- next;
- switch (select("Smash the Energy Field:Retreat")) {
- case 1:
- if (getequipweaponlv(4) == 4){
- mes "^3355FFWith your "+getequipname(4)+" in";
- mes "hand, you smash the energy";
- mes "field with all of your strength. After absorbing the impact, the";
- mes "field fizzles out with a soft,";
- mes "gentle ''pzzzzzh'' sound.^000000";
- next;
- switch (select("Investigate Device:Retreat")) {
- case 1:
- mes "^3355FFAs you investigate the";
- mes "device, you accidentally";
- mes "press a button, resulting";
- mes "in a loud beeping noise";
- mes "and the activation of";
- mes "the monitor screen.^000000";
- next;
- switch (select("Read the Screen:Ignore the Screen")) {
- case 1:
- mes "^426F42I've used the Gate Seal";
- mes "technology to seal the gate";
- mes "and the charm stones. Although";
- mes "the seals are in place, I can't";
- mes "stop worrying that they might";
- mes "break in the future.^000000";
- next;
- mes "^426F42I can't relax when a, shall";
- mes "I say, particular group covets";
- mes "the charm stones and can easily";
- mes "break the seals. To deter them,";
- mes "I've changed the Gate destination before sealing the Gate.^000000";
- next;
- mes "^426F42I didn't check the exact";
- mes "destination coordinates for";
- mes "the Gate after I changed them,";
- mes "but the destination gives me";
- mes "a warm, comforting feeling,";
- mes "so it's definitely not hell.^000000";
- next;
- mes "^3355FFYou've read all the";
- mes "text displayed on the";
- mes "screen. Judging from the";
- mes "content, there is probably";
- mes "more text before and after the";
- mes "section shown on the screen.^000000";
- next;
- switch (select("Further Investigate Machine:Finish Investigation")) {
- case 1:
- mes "^3355FFYou have found";
- mes "a small key on the";
- mes "corner of the machine.";
- mes "Just touching this key";
- mes "gives you a strange feeling.^000000";
- getitem 7421,1; //Key_Red
- close;
- case 2:
- close;
- }
- case 2:
- mes "^3355FFYou decide to ignore the";
- mes "text displayed on the screen,";
- mes "and immediately discover a";
- mes "small key laid on the corner";
- mes "of the machine. Just touching";
- mes "it gives you a strange feeling.^000000";
- getitem 7421,1; //Key_Red
- close;
- }
- case 2:
- mes "^3355FFYou decide to leave";
- mes "the machine alone.^000000";
- close;
- }
- }
- mes "^3355FFYou smash the energy";
- mes "field with your weapon";
- mes "using all of your strength,";
- mes "but you weren't able to";
- mes "break down the barrier.";
- mes "You probably need a more";
- mes "powerful weapon...^000000";
- close;
- case 2:
- mes "^3355FFYou decide to leave";
- mes "the machine alone.^000000";
- close;
- }
- }
- mes "^3355FFIt's a peculiar machine";
- mes "that emits a strange buzzing";
- mes "hum. After looking closer,";
- mes "you can faintly perceive an";
- mes "energy barrier surrounding";
- mes "the machine.^000000";
- close;
-}
-
-tha_t04,195,195,0 script Machine Device#tt2 111,{
-
- if ((countitem(7422) == 0) && (countitem(7427) == 0)) {
- mes "^3355FFYou find a number pad";
- mes "underneath the monitor.";
- mes "As you press one of the";
- mes "number keys, you hear a";
- mes "beep as the screen activates.^000000";
- next;
- mes "[Screen]";
- mes "Please enter a 3 digit";
- mes "number. Do not use a";
- mes "single number more than";
- mes "once or use the number 0.";
- set @retry,0;
- next;
- while (1) {
- set @yagu100,rand(1,9);
- set @yagu10,rand(1,9);
- set @yagu1,rand(1,9);
- if (((@yagu100 != @yagu10) && (@yagu100 != @yagu1)) && (@yagu10 != @yagu1)) {
- break;
- }
- }
- while (1) {
- while (1) {
-L_Retry:
- next;
- input @input;
- if (@input < 100 || @input > 999) {
- mes "[Screen]";
- mes "Number input";
- mes "requirement has";
- mes "not been fulfilled.";
- mes "Please enter a";
- mes "3 digit number.";
- close;
- }
- set @input100,@input / 100;
- set @input10,(@input % 100) / 10;
- if (((@input100 > 0) && (@input10 > 0)) && ((@input % 10) > 0)) {
- if ((@input100 != @input10) && (@input100 != (@input % 10)) && (@input10 != (@input % 10))) {
- break;
- }
- mes "[Screen]";
- mes "Violation of number";
- mes "input parameter. The";
- mes "number 0 has been input,";
- mes "or a number has been";
- mes "input more than once.";
- next;
- }
- }
- set @retry,@retry+1;
- mes "[Screen]";
- mes "You have input...";
- mes "^0000ff"+@input100+"^000000, ^0000ff"+@input10+"^000000, ^0000ff"+(@input % 10)+"^000000";
- mes " ";
- mes "Calculating Results...";
- mes "Please wait a moment...";
- next;
- set @strike,0;
- set @ball,0;
- if (@yagu100 == @input100) set @strike,@strike+1;
- if (@yagu10 == @input10) set @strike,@strike+1;
- if (@yagu1 == (@input % 10)) set @strike,@strike+1;
- if ((@yagu100 == @input10) || (@yagu100 == (@input % 10))) set .@ball,.@ball+1;
- if ((@yagu10 == @input100) || (@yagu10 == (@input % 10))) set @ball,@ball+1;
- if ((@yagu1 == @input100) || (@yagu1 == @input10)) set @ball,@ball+1;
- if (@strike == 3) {
- mes "[Screen]";
- mes "Input number accepted.";
- mes "Access authorized.";
- next;
- mes "^3355FFAfter the screen displays";
- mes "the access authorization";
- mes "notice, some new text is";
- mes "displayed on the screen,";
- mes "and a storage unit slides";
- mes "open beneath the monitor.^000000";
- next;
- switch (select("Read the Screen's Text:Investigate Monitor Storage:Cancel")) {
- case 1:
- mes "[Log Entry]";
- mes "^426F42That could only mean she";
- mes "came here for Satan Morroc.";
- mes "After I investigated the area,";
- mes "I found traces of a battle that";
- mes "involved several human sized creatures and one giant monster.^000000";
- next;
- mes "[Log Entry]";
- mes "^426F42I'm guessing that her group";
- mes "actually fought Satan Morroc";
- mes "and managed to wound it";
- mes "severely. It looks like Satan";
- mes "Morroc retreated to the south";
- mes "and her group followed it.^000000";
- next;
- mes "[Log Entry]";
- mes "^426F42Strangely, I haven't found";
- mes "any traces of her, which is";
- mes "especially suspicious since";
- mes "other evidence in the area has";
- mes "remained for hundreds of years.";
- mes "But I can't figure out why...^000000";
- next;
- mes "^3355FFYou've finished";
- mes "reading the Log Entry.^000000";
- next;
- switch (select("Investigate Monitor Storage:Cancel")) {
- case 1:
- mes "^3355FFYou find a small, shining";
- mes "key in an empty corner of the";
- mes "Monitor's Storage receptacle.";
- mes "Merely holding it makes you";
- mes "feel some strange sensation.^000000";
- if (thana_tower == 1) set thana_tower,2;
- getitem 7422,1; //Key_Yellow
- close;
- case 2:
- close;
- }
- case 2:
- mes "^3355FFYou find a small, shining";
- mes "key in an empty corner of the";
- mes "Monitor's Storage receptacle.";
- mes "Merely holding it makes you";
- mes "feel some strange sensation.^000000";
- getitem 7422,1; //Key_Yellow
- close;
- case 3:
- mes "^3355FFAfter a short while,";
- mes "you hear a low pitched";
- mes "beep. The screen's text";
- mes "disappears, and the storage";
- mes "receptable under the monitor";
- mes "slides shut, concealing itself.^000000";
- close;
- }
- }
- if ((@retry > 0) && (@retry < 5)) {
- mes "[Screen]";
- mes "*Beeeeep*";
- mes "Unauthorized";
- mes "numerical sequence.";
- next;
- mes "[Screen]";
- mes "Correct number";
- mes "in correct place";
- mes "in sequence total: ^FF0000"+@strike+"^000000";
- mes " ";
- mes "Correct number total: ^FF0000"+@ball+"^000000";
- goto L_Retry;
- }
- mes "[Screen]";
- mes "*Beeeeep*";
- mes "Unauthorized";
- mes "numerical sequence.";
- next;
- mes "[Screen]";
- mes "Correct number";
- mes "in correct place";
- mes "in sequence total: ^FF0000"+@strike+"^000000";
- mes " ";
- mes "Correct number total: ^FF0000"+@ball+"^000000";
- next;
- mes "[Screen]";
- mes "Correct number";
- mes "authorization";
- mes "sequence was...";
- mes "^ff0000"+@yagu100+"^000000, ^ff0000"+@yagu10+"^000000, ^ff0000"+@yagu1+"^000000";
- mes "Authorization number";
- mes "will change upon retry.";
- close;
- }
- }
- mes "^3355FFThis device is currently";
- mes "inactivated and not in";
- mes "operation. However, you";
- mes "may have use for it later...^000000";
- close;
-}
-
-tha_t05,101,37,0 script Machine Device#tt3 111,{
-
- if ((countitem(7423) == 0) && (countitem(7428) == 0)) {
- if (getareausers("tha_t05",98,34,104,40) < 4) {
- mes "^3355FFYou are inexplicably drawn";
- mes "to this mechanical device.";
- mes "Aside from the green screen";
- mes "in the middle, there are no";
- mes "buttons and switches.^000000";
- if (rand(1,3) == 2) {
- next;
- mes "^3355FFYou perceive small text at the";
- mes "bottom of the green screen";
- mes "that reads, ''Operation of this";
- mes "device requires presense of";
- mes "four or more personnel detected";
- mes "by pressure plate system.''^000000";
- close;
- }
- close;
- }
- mes "^3355FFAs you approach the device, the";
- mes "floor around it begins to glow.";
- mes "Text appears on the device's";
- mes "screen, and a storage receptacle beneath the monitor slides open.^000000";
- next;
- switch (select("Read the Screen's Text:Investigate Monitor Storage:Cancel")) {
- case 1:
- mes "[Log Entry]";
- mes "^426F42After the whole ordeal,";
- mes "I decided to leave. But";
- mes "before I could do that,";
- mes "I had to seal the Gate";
- mes "that led to that place.^000000";
- next;
- mes "[Log Entry]";
- mes "^426F42If someone were to find";
- mes "this tower and use the Gate";
- mes "for evil ends, the world will be plagued with an era of chaos.";
- mes "Of course, they'd stop me if they knew I was sealing the Gate...^000000";
- next;
- mes "[Log Entry]";
- mes "^426F42It took me a very long time,";
- mes "but I managed to secretly";
- mes "seal the Gate. But before";
- mes "I began sealing the Gate,";
- mes "I decided to examine it";
- mes "further, just in case.^000000";
- next;
- mes "[Log Entry]";
- mes "^426F42In my studies of the Gate,";
- mes "I discovered that it derives";
- mes "its power from the Charm";
- mes "Stones. So to prevent anyone";
- mes "from misusing its power, I've separately sealed the stones...^000000";
- next;
- mes "^3355FFYou've finished";
- mes "reading the text";
- mes "that was displayed";
- mes "on the screen.^000000";
- close;
- case 2:
- mes "^3355FFYou've found a small";
- mes "shining key inside the";
- mes "storage receptacle located";
- mes "underneath the monitor.^000000";
- getitem 7423,1; //Key_Blue
- close;
- case 3:
- close;
- }
- }
- mes "^3355FFYou find nothing here,";
- mes "aside from the faded";
- mes "patterns that mark the floor.^000000";
- close;
-}
-
-tha_t06,43,152,0 script Machine Devicett4 111,{
-
- if ((countitem(7424) == 0) && (countitem(7429) == 0)) {
- mes "^3355FFYou find a mechanical";
- mes "device that has many";
- mes "wheels. A black screen";
- mes "is mounted on the side";
- mes "of the machine.^000000";
- next;
- switch (select("Investigate:Cancel")) {
- case 1:
- if ((countitem(7421) >= 1) || (countitem(7422) >= 1) || (countitem(7423) >= 1)) {
- mes "^3355FFAs you scrutinize the";
- mes "wheels, they respond to";
- mes "the key in your inventory by";
- mes "emitting light and strange";
- mes "noises. After a while, they";
- mes "stop and become silent.^000000";
- next;
- switch (select("Investigate the Machine Chasis:Investigate the Wheels:Cancel")) {
- case 1:
- mes "^3355FFThe key in your inventory";
- mes "does not seem to be affecting";
- mes "the machine's chasis. The";
- mes "screen mounted on the side";
- mes "is still blank and deactivated.^000000";
- close;
- case 2:
- set @small_1,0;
- set @small_2,0;
- set @big_1,0;
- set @big_2,0;
- set @big_3,0;
- mes "^3355FFYou touch the wheels and";
- mes "find that they are actually";
- mes "moving very slowly. You note";
- mes "that there are 2 small wheels";
- mes "and 3 larger wheels, totaling";
- mes "5 wheels on this machine.^000000";
- next;
- mes "^3355FFThe big wheels are moving";
- mes "vertically, up and down, as";
- mes "they press against the smaller";
- mes "wheels to make them rotate.^000000";
- next;
- mes "^3355FFJudging from the machine's";
- mes "shaking and jittery noises, the";
- mes "wheels may be misaligned.";
- mes "You might be able to activate";
- mes "the machine by properly ";
- mes "aligning all the wheels.^000000";
- while (1) {
- next;
- mes "^3355FFWhich wheel would";
- mes "you want to shift?^000000";
- next;
- switch (select("1st Small Wheel:2nd Small Wheel:1st Big Wheel:2nd Big Wheel:3rd Big Wheel:Check Current Wheel Configuration:Reset Wheels to Default Configuration")) {
- case 1:
- switch (select("Raise Wheel:Lower Wheel:Press Wheel")) {
- case 1:
- mes "^EE0000*Choom*^000000";
- set @small_1,2;
- if ((@small_1 == 2) && (@small_2 == 2) && (@big_1 == 2) && (@big_2 == 2) && (@big_3 == 2)) break;
- continue;
- case 2:
- mes "^00B2EE*Sneeeep*^000000";
- set @small_1,1;
- if ((@small_1 == 1) && (@small_2 == 1) && (@big_1 == 1) && (@big_2 == 1) && (@big_3 == 1)) break;
- continue;
- case 3:
- mes "^5C246E*Mrreeem*^000000";
- set @small_1,3;
- if ((@small_1 == 3) && (@small_2 == 3) && (@big_1 == 3) && (@big_2 == 3) && (@big_3 == 3)) break;
- continue;
- }
- break;
- case 2:
- switch (select("Raise Wheel:Lower Wheel:Press Wheel")) {
- case 1:
- mes "^5C246E*Mrreeem*^000000";
- set @small_2,3;
- if ((@small_1 == 3) && (@small_2 == 3) && (@big_1 == 3) && (@big_2 == 3) && (@big_3 == 3)) break;
- continue;
- case 2:
- mes "^EE0000*Choom*^000000";
- set @small_2,2;
- if ((@small_1 == 2) && (@small_2 == 2) && (@big_1 == 2) && (@big_2 == 2) && (@big_3 == 2)) break;
- continue;
- case 3:
- mes "^00B2EE*Sneeeep*^000000";
- set @small_2,1;
- if ((@small_1 == 1) && (@small_2 == 1) && (@big_1 == 1) && (@big_2 == 1) && (@big_3 == 1)) break;
- continue;
- }
- break;
- case 3:
- switch (select("Raise Wheel:Lower Wheel:Vertically Shift Wheel")) {
- case 1:
- mes "^00B2EE*Sneeeep*^000000";
- set @big_1,1;
- if ((@small_1 == 1) && (@small_2 == 1) && (@big_1 == 1) && (@big_2 == 1) && (@big_3 == 1)) break;
- continue;
- case 2:
- mes "^5C246E*Mrreeem*^000000";
- set @big_1,3;
- if ((@small_1 == 3) && (@small_2 == 3) && (@big_1 == 3) && (@big_2 == 3) && (@big_3 == 3)) break;
- continue;
- case 3:
- mes "^EE0000*Choom*^000000";
- set @big_1,2;
- if ((@small_1 == 2) && (@small_2 == 2) && (@big_1 == 2) && (@big_2 == 2) && (@big_3 == 2)) break;
- continue;
- }
- break;
- case 4:
- switch (select("Raise Wheel:Lower Wheel:Vertically Shift Wheel")) {
- case 1:
- mes "^EE0000*Choom*^000000";
- set @big_2,2;
- if ((@small_1 == 2) && (@small_2 == 2) && (@big_1 == 2) && (@big_2 == 2) && (@big_3 == 2)) break;
- continue;
- case 2:
- mes "^5C246E*Mrreeem*^000000";
- set @big_2,3;
- if ((@small_1 == 3) && (@small_2 == 3) && (@big_1 == 3) && (@big_2 == 3) && (@big_3 == 3)) break;
- continue;
- case 3:
- mes "^00B2EE*Sneeeep*^000000";
- set @big_2,1;
- if ((@small_1 == 1) && (@small_2 == 1) && (@big_1 == 1) && (@big_2 == 1) && (@big_3 == 1)) break;
- continue;
- }
- break;
- case 5:
- switch (select("Raise Wheel:Lower Wheel:Vertically Shift Wheel")) {
- case 1:
- mes "^EE0000*Choom*^000000";
- set @big_3,2;
- if ((@small_1 == 2) && (@small_2 == 2) && (@big_1 == 2) && (@big_2 == 2) && (@big_3 == 2)) break;
- continue;
- case 2:
- mes "^00B2EE*Sneeeep*^000000";
- set @big_3,1;
- if ((@small_1 == 1) && (@small_2 == 1) && (@big_1 == 1) && (@big_2 == 1) && (@big_3 == 1)) break;
- continue;
- case 3:
- mes "^5C246E*Mrreeem*^000000";
- set @big_3,3;
- if ((@small_1 == 3) && (@small_2 == 3) && (@big_1 == 3) && (@big_2 == 3) && (@big_3 == 3)) break;
- continue;
- }
- break;
- case 6:
- mes "---Wheel Position---";
- if (@small_1 == 0) mes "1st Small Wheel: No Change";
- else if (@small_1 == 1) mes "1st Small Wheel: Down";
- else if (@small_1 == 2) mes "1st Small Wheel: Up";
- else mes "1st Small Wheel: Pressed";
-
- if (@small_2 == 0) mes "2nd Small Wheel: No Change";
- else if (@small_2 == 1) mes "2nd Small Wheel: Pressed";
- else if (@small_2 == 2) mes "2nd Small Wheel: Down";
- else mes "2nd Small Wheel: Up";
-
- if (@big_1 == 0) mes "1st Big Wheel: No Change";
- else if (@big_1 == 1) mes "1st Big Wheel: Up";
- else if (@big_1 == 2) mes "1st Big Wheel: Moved";
- else mes "1st Big Wheel: Down";
-
- if (@big_2 == 0) mes "2nd Big Wheel: No Change";
- else if (@big_2 == 1) mes "2nd Big Wheel: Moved";
- else if (@big_2 == 2) mes "2nd Big Wheel: Up";
- else mes "2nd Big Wheel: Down";
-
- if (@big_3 == 0) mes "3rd Big Wheel: No Change";
- else if (@big_3 == 1) mes "3rd Big Wheel: Down";
- else if (@big_3 == 2) mes "3rd Big Wheel: Up";
- else mes "3rd Big Wheel: Moved";
-
- next;
- mes "---Wheel Sound---";
- if (@small_1 == 0) mes "1st Small Wheel: *Br-brak!*";
- else if (@small_1 == 1) mes "1st Small Wheel: *Sneeeep*";
- else if (@small_1 == 2) mes "1st Small Wheel: *Choom*";
- else mes "1st Small Wheel: *Mrreeem*";
-
- if (@small_2 == 0) mes "2nd Small Wheel: *Br-brak!*";
- else if (@small_2 == 1) mes "2nd Small Wheel: *Sneeeep*";
- else if (@small_2 == 2) mes "2nd Small Wheel: *Choom*";
- else mes "2nd Small Wheel: *Mrreeem*";
-
- if (@big_1 == 0) mes "1st Big Wheel: *Br-brak!*";
- else if (@big_1 == 1) mes "1st Big Wheel: *Sneeeep*";
- else if (@big_1 == 2) mes "1st Big Wheel: *Choom*";
- else mes "1st Big Wheel: *Mrreeem*";
-
- if (@big_2 == 0) mes "2nd Big Wheel: *Br-brak!*";
- else if (@big_2 == 1) mes "2nd Big Wheel: *Sneeeep*";
- else if (@big_2 == 2) mes "2nd Big Wheel: *Choom*";
- else mes "2nd Big Wheel: *Mrreeem*";
-
- if (@big_3 == 0) mes "3rd Big Wheel: *Br-brak!*";
- else if (@big_3 == 1) mes "3rd Big Wheel: *Sneeeep*";
- else if (@big_3 == 2) mes "3rd Big Wheel: *Choom*";
- else mes "3rd Big Wheel: *Mrreeem*";
-
- continue;
- case 7:
- set @small_1,0;
- set @small_2,0;
- set @big_1,0;
- set @big_2,0;
- set @big_3,0;
- close;
- }
- break;
- }
- mes "^3355FFAs you adjust the wheels,";
- mes "they suddenly immobilize with";
- mes "a firm click. Then, the device's screen activates and displays";
- mes "some text while a storage";
- mes "compartment underneath";
- mes "the monitor slides open.^000000";
- next;
- switch (select("Read the Screen's Text:Investigate Monitor Storage:Cancel")) {
- case 1:
- mes "[Log Entry]";
- mes "^426F42It was never the humans";
- mes "or the gods that built this";
- mes "tower: it was the demons.";
- mes "Intrigued by this information,";
- mes "I decided to try to learn why they had constructed Thanatos Tower.^000000";
- next;
- mes "[Log Entry]";
- mes "^426F42In my research, I learned";
- mes "that this tower was used as a";
- mes "gate to summon demons from hell during the thousand year war,";
- mes "and that the infamous Satan Morroc was one of those summoned here.^000000";
- next;
- mes "[Log Entry]";
- mes "^426F42Satan Morroc... I admit";
- mes "that I'm interested in learning";
- mes "more about his appearance since";
- mes "that occurred at around the same time as when she came to";
- mes "Thanatos Tower...^000000";
- next;
- mes "^3355FFYou've finished";
- mes "reading the text";
- mes "that was displayed";
- mes "on the screen.^000000";
- close;
- case 2:
- mes "^3355FFInside the monitor";
- mes "storage compartment,";
- mes "you find a small, shining";
- mes "key that you decide to take.^000000";
- getitem 7424,1; //Key_Green
- close;
- case 3:
- close;
- }
- case 3:
- close;
- }
- }
- mes "^3355FFThis mechanical device is";
- mes "activated, as evidenced by";
- mes "its gleaming, moving wheels.^000000";
- close;
- case 2:
- mes "^3355FFYou don't see the need to";
- mes "investigate if nothing seems";
- mes "peculiar or out of place...^000000";
- close;
- }
- }
- mes "^3355FFYou found a deactivated";
- mes "mechanical device with an";
- mes "interesting series of wheels.^000000";
- close;
-}
-
-tha_t09,19,158,0 script Machine Device#tt5 111,{
-
- if ((countitem(7425) == 0) && (countitem(7430) == 0)) {
- if (((countitem(7421) >= 1) || (countitem(7426) >= 1)) && ((countitem(7422) >= 1) || (countitem(7427) >= 1)) && ((countitem(7423) >= 1) || (countitem(7428) >= 1)) && ((countitem(7424) >= 1) || (countitem(7429) >= 1))) {
- mes "^3355FFYou find a machine that";
- mes "emits a soft light and weak";
- mes "hum. There is a monitor, with";
- mes "several different colored";
- mes "keyholes beneath it, in";
- mes "front of the machine.^000000";
- next;
- mes "^3355FFYou also notice that there";
- mes "are several slots that seem";
- mes "to be the perfect size for";
- mes "your keys and Charm Stones.";
- next;
- input .@inputstr$;
- if (.@inputstr$ == "Key" || .@inputstr$ == "Charmstone") {
- mes "^3355FFYou insert the keys into the";
- mes "keyholes, matching them by";
- mes "corresponding color, and place";
- mes "the Charm Stones in the machine slots. The stones begin to glow,";
- mes "text appears on the screen, and the monitor's storage slides open.^000000";
- next;
- switch (select("Read the Screen's Text:Investigate Monitor Storage:Cancel")) {
- case 1:
- mes "[Log Entry]";
- mes "^426F42As I followed her trail to";
- mes "the north, I passed many";
- mes "deserted places. Finally,";
- mes "I dropped by a small village";
- mes "where I learned about a tower";
- mes "that refuses entry to humans.^000000";
- next;
- mes "[Log Entry]";
- mes "^426F42I instantly realized that she";
- mes "must have gone to the tower.";
- mes "I headed over there and when";
- mes "I arrived, I was shocked: it was grotesque and didn't resemble";
- mes "a human building at all.^000000";
- next;
- mes "^426F42I was also amazed--";
- mes "advanced technology was";
- mes "probably necessary to build the tower's intricate structures.";
- mes "I then learned an interesting fact while searching the tower...^000000";
- next;
- mes "^3355FFYou've finished";
- mes "reading the text";
- mes "that was displayed";
- mes "on the screen.^000000";
- close;
- case 2:
- mes "^3355FFYou search the storage";
- mes "compartment beneath the";
- mes "screen and find a strange";
- mes "key. As soon as you take it,";
- mes "the machine's activity halts.";
- mes "You then retrieve the Charm";
- mes "Stones and your other keys.^000000";
- getitem 7425,1; //Key_Black
- close;
- case 3:
- mes "^3355FFYou retrieve the Charm";
- mes "Stones and keys that you";
- mes "inserted into the machine.^000000";
- close;
- }
- }
- mes "You attempt to";
- mes .@inputstr$+",";
- mes "but nothing happened.";
- close;
- }
- mes "^3355FFYou find a machine that";
- mes "emits a soft light and weak";
- mes "hum. There is a monitor, with";
- mes "several different colored";
- mes "keyholes beneath it, in";
- mes "front of the machine.^000000";
- close;
- }
- mes "^3355FFYou find a peculiar";
- mes "mechanical device that";
- mes "is not in operation.^000000";
- close;
-}
-
-tha_t04,150,44,0 script Seal#tt1 111,{
-
- if (countitem(7423) >= 1) {
- mes "^3355FFThis area is protected by";
- mes "some mysterious power.";
- mes "You try to touch the seal,";
- mes "but then it buzzes loudly";
- mes "and pushes your hand away.";
- mes "with a burst of blue light.^000000";
- next;
- switch (select("Investigate:There's no way I can break this seal!")) {
- case 1:
- input .@inputstr$;
- if (.@inputstr$ == "Blue Key") {
- mes "^3355FFYou gently hold the blue";
- mes "key and bring it towards";
- mes "the seal. Strangely, your";
- mes "hand isn't pushed away this";
- mes "time, and the seal begins to";
- mes "emit a mysterious light.^000000";
- next;
- mes "^3355FFYou find a small keyhole";
- mes "in the seal, insert the blue";
- mes "key, and slowly turn it. The";
- mes "seal's light fades, revealing a";
- mes "Charm Stone. Once you grasp";
- mes "the stone, someone's memory";
- mes "is injected into your mind.^000000";
- next;
- mes "^333333Thanatos! We've got a";
- mes "message from the guild.";
- mes "They want us to stop what";
- mes "we're doing and return now!^000000";
- mes " ";
- mes "^333333W-We better hurry...^000000";
- next;
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "^3355FFThe images faded from";
- mes "your mind as quickly as";
- mes "they appeared. What could";
- mes "have happened in the past?^000000";
- delitem 7423,1; //Key_Blue
- getitem 7428,1; //Magic_Gem_Blue
- close;
- }
- mes "^3355FFYou'll need to try";
- mes "something else in ";
- mes "order to break this";
- mes "seal. What could";
- mes "you possibly need?^000000";
- close;
- case 2:
- mes "^3355FFYou stepped away from";
- mes "the seal, unwilling to deal";
- mes "with the power that keeps";
- mes "repulsing your advance.^000000";
- close;
- }
- }
- mes "^3355FFThis area is protected by";
- mes "some mysterious power.";
- mes "You try to touch the seal,";
- mes "but then it buzzes loudly";
- mes "and pushes your hand away.^000000";
- percentheal -10,0;
- close;
-}
-
-tha_t05,218,116,0 script Seal#tt2 111,{
-
- if (countitem(7421) >= 1) {
- mes "^3355FFThis area is protected by";
- mes "some mysterious power.";
- mes "You try to touch the seal,";
- mes "but then it buzzes loudly";
- mes "and pushes your hand away.";
- mes "with a burst of red light.^000000";
- next;
- switch (select("Investigate:There's no way I can break this seal!")) {
- case 1:
- input .@inputstr$;
- if (.@inputstr$ == "Red Key") {
- mes "^3355FFYou gently hold the red";
- mes "key and bring it towards";
- mes "the seal. Strangely, your";
- mes "hand isn't pushed away this";
- mes "time, and the seal begins to";
- mes "emit a mysterious light.^000000";
- next;
- mes "^3355FFYou find a small keyhole";
- mes "in the seal, insert the red";
- mes "key, and slowly turn it. The";
- mes "seal's light fades, revealing a";
- mes "Charm Stone. Once you grasp";
- mes "the stone, someone's memory";
- mes "is injected into your mind.^000000";
- next;
- mes "...So then we decided";
- mes "to dispatch some Assassin";
- mes "Crosses to defeat Satan Morroc.";
- mes "But honestly, the chances of ";
- mes "success are about 1 percent.";
- mes "It's better than nothing, but... It's freakin' Satan Morroc...^000000";
- next;
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "^3355FFThe images faded from";
- mes "your mind as quickly as";
- mes "they appeared. What could";
- mes "have happened in the past?^000000";
- delitem 7421,1; //Key_Red
- getitem 7426,1; //Magic_Gem_Red
- close;
- }
- mes "^3355FFYou'll need to try";
- mes "something else in ";
- mes "order to break this";
- mes "seal. What could";
- mes "you possibly need?^000000";
- close;
- case 2:
- mes "^3355FFYou stepped away from";
- mes "the seal, unwilling to deal";
- mes "with the power that keeps";
- mes "repulsing your advance.^000000";
- close;
- }
- }
- mes "^3355FFThis area is protected by";
- mes "some mysterious power.";
- mes "You try to touch the seal,";
- mes "but then it buzzes loudly";
- mes "and pushes your hand away.^000000";
- percentheal -10,0;
- close;
-}
-
-tha_t06,226,230,0 script Seal#tt3 111,{
-
- if (countitem(7425) >= 1) {
- mes "^3355FFThis area is protected by";
- mes "some mysterious power.";
- mes "You try to touch the seal,";
- mes "but then it buzzes loudly";
- mes "and pushes your hand away";
- mes "with a burst of black light.^000000";
- next;
- switch (select("Investigate:There's no way I can break this seal!")) {
- case 1:
- input .@inputstr$;
- if (.@inputstr$ == "Black Key") {
- mes "^3355FFYou gently hold the black";
- mes "key and bring it towards";
- mes "the seal. Strangely, your";
- mes "hand isn't pushed away this";
- mes "time, and the seal begins to";
- mes "emit a mysterious light.^000000";
- next;
- mes "^3355FFYou find a small keyhole";
- mes "in the seal, insert the black";
- mes "key, and slowly turn it. The";
- mes "seal's light fades, revealing a";
- mes "Charm Stone. Once you grasp";
- mes "the stone, someone's memory";
- mes "is injected into your mind.^000000";
- next;
- mes "^333333We found it! So this";
- mes "must be the tower where";
- mes "Satan Morroc is gathering";
- mes "his minions... Dear God,";
- mes "there's... There's thousands";
- mes "of them... Is there any hope";
- mes "at all for us? For mankind?^000000";
- next;
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "^3355FFThe images faded from";
- mes "your mind as quickly as";
- mes "they appeared. What could";
- mes "have happened in the past?^000000";
- delitem 7425,1; //Key_Black
- getitem 7430,1; //Magic_Gem_Black
- close;
- }
- mes "^3355FFYou'll need to try";
- mes "something else in ";
- mes "order to break this";
- mes "seal. What could";
- mes "you possibly need?^000000";
- close;
- case 2:
- mes "^3355FFYou stepped away from";
- mes "the seal, unwilling to deal";
- mes "with the power that keeps";
- mes "repulsing your advance.^000000";
- close;
- }
- }
- mes "^3355FFThis area is protected by";
- mes "some mysterious power.";
- mes "You try to touch the seal,";
- mes "but then it buzzes loudly";
- mes "and pushes your hand away.^000000";
- percentheal -10,0;
- close;
-}
-
-tha_t07,113,129,0 script Seal#tt4 111,{
-
- if (countitem(7422) >= 1) {
- mes "^3355FFThis area is protected by";
- mes "some mysterious power.";
- mes "You try to touch the seal,";
- mes "but then it buzzes loudly";
- mes "and pushes your hand away";
- mes "with a burst of yellow light.^000000";
- next;
- switch (select("Investigate:There's no way I can break this seal!")) {
- case 1:
- input .@inputstr$;
- if (.@inputstr$ == "Yellow Key") {
- mes "^3355FFYou gently hold the yellow";
- mes "key and bring it towards";
- mes "the seal. Strangely, your";
- mes "hand isn't pushed away this";
- mes "time, and the seal begins to";
- mes "emit a mysterious light.^000000";
- next;
- mes "^3355FFYou find a small keyhole";
- mes "in the seal, insert the yellow";
- mes "key, and slowly turn it. The";
- mes "seal's light fades, revealing a";
- mes "Charm Stone. Once you grasp";
- mes "the stone, someone's memory";
- mes "is injected into your mind.^000000";
- next;
- mes "^333333Hi, I'm Lucil. Sorry,";
- mes "I'm late, but I was far ";
- mes "away on another mission...^000000";
- mes " ";
- mes "^333333I am Thanatos...^000000";
- next;
- mes "^333333Why does she make me";
- mes "feel so strange inside?";
- mes "I feel everything I was";
- mes "missing before, all the";
- mes "things I want and want";
- mes "to be, she brings, she";
- mes "completes. How... funny...^000000";
- mes "'She make me feel strange...as if I found my lost half...'";
- next;
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "^3355FFThe images faded from";
- mes "your mind as quickly as";
- mes "they appeared. What could";
- mes "have happened in the past?^000000";
- delitem 7422,1; //Key_Yellow
- getitem 7427,1; //Magic_Gem_Yellow
- close;
- }
- mes "^3355FFYou'll need to try";
- mes "something else in ";
- mes "order to break this";
- mes "seal. What could";
- mes "you possibly need?^000000";
- close;
- case 2:
- mes "^3355FFYou stepped away from";
- mes "the seal, unwilling to deal";
- mes "with the power that keeps";
- mes "repulsing your advance.^000000";
- close;
- }
- }
- mes "^3355FFThis area is protected by";
- mes "some mysterious power.";
- mes "You try to touch the seal,";
- mes "but then it buzzes loudly";
- mes "and pushes your hand away.^000000";
- percentheal -10,0;
- close;
-}
-
-tha_t10,129,159,0 script Seal#tt5 111,{
-
- if (countitem(7424) >= 1) {
- mes "^3355FFThis area is protected by";
- mes "some mysterious power.";
- mes "You try to touch the seal,";
- mes "but then it buzzes loudly";
- mes "and pushes your hand away";
- mes "with a burst of green light.^000000";
- next;
- switch (select("Investigate:There's no way I can break this seal!")) {
- case 1:
- input .@inputstr$;
- if (.@inputstr$ == "Green Key") {
- mes "^3355FFYou gently hold the green";
- mes "key and bring it towards";
- mes "the seal. Strangely, your";
- mes "hand isn't pushed away this";
- mes "time, and the seal begins to";
- mes "emit a mysterious light.^000000";
- next;
- mes "^3355FFYou find a small keyhole";
- mes "in the seal, insert the green";
- mes "key, and slowly turn it. The";
- mes "seal's light fades, revealing a";
- mes "Charm Stone. Once you grasp";
- mes "the stone, someone's memory";
- mes "is injected into your mind.^000000";
- next;
- mes "^333333This battle will determine";
- mes "the fate of mankind. We must";
- mes "defeat Satan Morroc. There is";
- mes "no alternative. Who's with me?! ";
- mes "^333333*Cough Cough* The demon";
- mes "is too strong! We c-can't...^000000";
- next;
- mes "^333333Foolish weakling humans.";
- mes "You should have known better.";
- mes "...This cannot be! Isn't this--? ";
- mes "^333333GGGRRRRAH! H-HOW DARE YOU";
- mes "HUMANS! HOW DARE YOOOOOOOU....! ";
- next;
- mes "......";
- mes ".........";
- mes "............";
- next;
- mes "^3355FFThe images faded from";
- mes "your mind as quickly as";
- mes "they appeared. What could";
- mes "have happened in the past?^000000";
- delitem 7424,1; //Key_Green
- getitem 7429,1; //Magic_Gem_Green
- close;
- }
- mes "^3355FFYou'll need to try";
- mes "something else in ";
- mes "order to break this";
- mes "seal. What could";
- mes "you possibly need?^000000";
- close;
- case 2:
- mes "^3355FFYou stepped away from";
- mes "the seal, unwilling to deal";
- mes "with the power that keeps";
- mes "repulsing your advance.^000000";
- close;
- }
- }
- mes "^3355FFThis area is protected by";
- mes "some mysterious power.";
- mes "You try to touch the seal,";
- mes "but then it buzzes loudly";
- mes "and pushes your hand away.^000000";
- percentheal -10,0;
- close;
-}
-
-tha_t12,96,58,0 script Stone Statue#1 111,{
-
- if (!$@thana_summon) {
- mes "^3355FFYou've found a ";
- mes "stone statue with";
- mes "a conspicuous hole";
- mes "in the chest area.^000000";
- if ((countitem(7426) >= 1) && (countitem(7427) >= 1) && (countitem(7428) >= 1) && (countitem(7429) >= 1) && (countitem(7430) >= 1)) {
- next;
- mes "^3355FFAs you approach the statue,";
- mes "your Red Charm Stone and";
- mes "the statue begin to glow with";
- mes "a glimmering red light.^000000";
- next;
- switch (select("Insert Charm Stone into Statue:Cancel")) {
- case 1:
- mes "^3355FFOnce you insert the";
- mes "Red Charm Stone, the";
- mes "statue glows even brighter";
- mes "with a mysterious light.^000000";
- delitem 7426,1; //Magic_Gem_Red
- specialeffect EF_BEGINSPELL3;
- set $@thana_summon,1;
- donpcevent "tt_effect2::OnEnable";
- close;
- case 2:
- mes "^3355FFYou decided not to";
- mes "insert the Charm Stone,";
- mes "opting to investigate this";
- mes "area a little further.^000000";
- close;
- }
- }
- else if ((countitem(7426) >= 1) || (countitem(7427) >= 1) || (countitem(7428) >= 1) || (countitem(7429) >= 1) || (countitem(7430) >= 1)) {
- mes "^3355FFAs you approach this statue, one^FFFFFF ^3355FF of your Charm Stones begins to";
- mes "glow. However, the statue itself is not responding. You probably";
- mes "need all the Charm Stones in";
- mes "order to fully activate it.^000000";
- close;
- }
- close;
- }
- else if ($@thana_summon == 6) {
- mes "^3355FFThe statue is emanating an";
- mes "intense light, making it so hot";
- mes "that you cannot approach it.^000000";
- close;
- }
- mes "^3355FFThis status is glowing";
- mes "with a mysterious light.";
- mes "Some strange force keeps";
- mes "you from approaching it.^000000";
- close;
-}
-
-tha_t12,104,18,0 script Stone Statue#tt2 111,{
-
- if ($@thana_summon == 2) {
- mes "^3355FFYou've found a ";
- mes "stone statue with";
- mes "a conspicuous hole";
- mes "in the chest area.^000000";
- if (countitem(7428) >= 1) {
- next;
- mes "^3355FFAs you approach the statue,";
- mes "your Blue Charm Stone begins";
- mes "to glow with a glimmering blue";
- mes "light, and the statue responds";
- mes "by shimmering with a red glow.^000000";
- next;
- switch (select("Insert Charm Stone into Statue:Cancel")) {
- case 1:
- mes "^3355FFOnce you insert the";
- mes "Blue Charm Stone, the";
- mes "statue glows even brighter";
- mes "with a mysterious light.^000000";
- delitem 7428,1; //Magic_Gem_Blue
- specialeffect EF_BEGINSPELL2;
- donpcevent "tt_effect5::OnEnable";
- set $@thana_summon,3;
- close;
- case 2:
- mes "^3355FFYou decided not to";
- mes "insert the Charm Stone,";
- mes "opting to investigate this";
- mes "area a little further.^000000";
- close;
- }
- }
- close;
- }
- else if ($@thana_summon == 6) {
- mes "^3355FFThe statue is emanating an";
- mes "intense light, making it so hot";
- mes "that you cannot approach it.^000000";
- close;
- }
- mes "^3355FFThis status is glowing";
- mes "with a mysterious light.";
- mes "Some strange force keeps";
- mes "you from approaching it.^000000";
- close;
-}
-
-tha_t12,128,86,0 script Stone Statue#3 111,{
-
- if ($@thana_summon == 3) {
- mes "^3355FFYou've found a ";
- mes "stone statue with";
- mes "a conspicuous hole";
- mes "in the chest area.^000000";
- if (countitem(7430) >= 1) {
- next;
- mes "^3355FFAs you approach the statue,";
- mes "your Black Charm Stone begins";
- mes "to emanate an eerie darkness.";
- mes "In response, the statue starts glowing with a sinister red light.^000000";
- next;
- switch (select("Insert Charm Stone into Statue:Cancel")) {
- case 1:
- mes "^3355FFOnce you insert the";
- mes "Black Charm Stone, the";
- mes "statue glows even brighter";
- mes "with a mysterious light.^000000";
- delitem 7430,1; //Magic_Gem_Black
- specialeffect EF_BEGINSPELL7;
- donpcevent "tt_effect1::OnEnable";
- set $@thana_summon,4;
- close;
- case 2:
- mes "^3355FFYou decided not to";
- mes "insert the Charm Stone,";
- mes "opting to investigate this";
- mes "area a little further.^000000";
- close;
- }
- }
- close;
- }
- else if ($@thana_summon == 6) {
- mes "^3355FFThe statue is emanating an";
- mes "intense light, making it so hot";
- mes "that you cannot approach it.^000000";
- close;
- }
- mes "^3355FFThis status is glowing";
- mes "with a mysterious light.";
- mes "Some strange force keeps";
- mes "you from approaching it.^000000";
- close;
-}
-
-tha_t12,161,58,0 script Stone Statue#tt4 111,{
-
- if ($@thana_summon == 1) {
- mes "^3355FFYou've found a ";
- mes "stone statue with";
- mes "a conspicuous hole";
- mes "in the chest area.^000000";
- if (countitem(7427) >= 1) {
- next;
- mes "^3355FFAs you approach the statue,";
- mes "your Yellow Charm Stone";
- mes "starts shining a bright yellow";
- mes "light, and the statue emits";
- mes "a glimmering red glow.^000000";
- next;
- switch (select("Insert Charm Stone into Statue:Cancel")) {
- case 1:
- mes "^3355FFOnce you insert the";
- mes "Yellow Charm Stone, the";
- mes "statue glows even brighter";
- mes "with a mysterious light.^000000";
- delitem 7427,1; //Magic_Gem_Yellow
- specialeffect EF_BEGINSPELL5;
- donpcevent "tt_effect3::OnEnable";
- set $@thana_summon,2;
- close;
- case 2:
- mes "^3355FFYou decided not to";
- mes "insert the Charm Stone,";
- mes "opting to investigate this";
- mes "area a little further.^000000";
- close;
- }
- }
- close;
- }
- else if ($@thana_summon == 6) {
- mes "^3355FFThe statue is emanating an";
- mes "intense light, making it so hot";
- mes "that you cannot approach it.^000000";
- close;
- }
- mes "^3355FFThis status is glowing";
- mes "with a mysterious light.";
- mes "Some strange force keeps";
- mes "you from approaching it.^000000";
- close;
-}
-
-tha_t12,154,18,0 script Stone Statue#tt5 111,{
-
- if ($@thana_summon == 4) {
- mes "^3355FFYou've found a ";
- mes "stone statue with";
- mes "a conspicuous hole";
- mes "in the chest area.^000000";
- if (countitem(7429) >= 1) {
- next;
- mes "^3355FFAs you approach the statue,";
- mes "your Green Charm Stone begins";
- mes "radiating soft green light, and";
- mes "and the statue starts to shine";
- mes "with a bright red glow.^000000";
- next;
- switch (select("Insert Charm Stone into Statue:Cancel")) {
- case 1:
- mes "^3355FFOnce you insert the";
- mes "Green Charm Stone, the";
- mes "statue glows even brighter";
- mes "with a mysterious light.^000000";
- specialeffect EF_BEGINSPELL4;
- next;
- mes "^3355FFThe crest on the ground";
- mes "surrounded by the five";
- mes "glowing statues has now";
- mes "activated, and is emitting";
- mes "a fearsome, powerful energy.^000000";
- delitem 7429,1; //Magic_Gem_Green
- set $@thana_summon2,0;
- set $@thana_summon,5;
- donpcevent "tt_effect4::OnEnable";
- hideoffnpc "to_the_boss_room_tt";
- close;
- case 2:
- mes "^3355FFYou decided not to";
- mes "insert the Charm Stone,";
- mes "opting to investigate this";
- mes "area a little further.^000000";
- close;
- }
- }
- close;
- }
- else if ($@thana_summon == 6) {
- mes "^3355FFThe statue is emanating an";
- mes "intense light, making it so hot";
- mes "that you cannot approach it.^000000";
- close;
- }
- mes "^3355FFThis status is glowing";
- mes "with a mysterious light.";
- mes "Some strange force keeps";
- mes "you from approaching it.^000000";
- close;
-}
-
-tha_t12,129,56,0 script tt_effect1 139,{
- end;
-
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer500:
-OnTimer1000:
-OnTimer1500:
-OnTimer2000:
-OnTimer2500:
- specialeffect EF_BEGINSPELL7;
- end;
-
-OnTimer3000:
- specialeffect EF_BEGINSPELL7;
- stopnpctimer;
- if ($@thana_summon != 6) initnpctimer;
- end;
-
-OnDisable:
- stopnpctimer;
- end;
-}
-
-tha_t12,125,52,0 script tt_effect2 139,{
- end;
-
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer500:
-OnTimer1000:
-OnTimer1500:
-OnTimer2000:
-OnTimer2500:
- specialeffect EF_BEGINSPELL3;
- end;
-
-OnTimer3000:
- specialeffect EF_BEGINSPELL3;
- stopnpctimer;
- if ($@thana_summon != 6) initnpctimer;
- end;
-
-OnDisable:
- stopnpctimer;
- end;
-}
-
-tha_t12,134,52,0 script tt_effect3 139,{
- end;
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer500:
-OnTimer1000:
-OnTimer1500:
-OnTimer2000:
-OnTimer2500:
- specialeffect EF_BEGINSPELL5;
- end;
-
-OnTimer3000:
- specialeffect EF_BEGINSPELL5;
- stopnpctimer;
- if ($@thana_summon != 6) initnpctimer;
- end;
-
-OnDisable:
- stopnpctimer;
- end;
-}
-
-tha_t12,132,47,0 script tt_effect4 139,{
- end;
-
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer500:
-OnTimer1000:
-OnTimer1500:
-OnTimer2000:
-OnTimer2500:
- specialeffect EF_BEGINSPELL4;
- end;
-
-OnTimer3000:
- specialeffect EF_BEGINSPELL4;
- stopnpctimer;
- if ($@thana_summon != 6) initnpctimer;
- end;
-
-OnDisable:
- stopnpctimer;
- end;
-}
-
-tha_t12,127,47,0 script tt_effect5 139,{
- end;
-
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer500:
-OnTimer1000:
-OnTimer1500:
-OnTimer2000:
-OnTimer2500:
- specialeffect EF_BEGINSPELL2;
- end;
-
-OnTimer3000:
- specialeffect EF_BEGINSPELL2;
- stopnpctimer;
- if ($@thana_summon != 6) initnpctimer;
- end;
-
-OnDisable:
- stopnpctimer;
- end;
-}
-
-tha_t12,130,52,0 script to_the_boss_room_tt 45,1,1,{
- end;
-
-OnInit:
- hideonnpc "to_the_boss_room_tt";
- end;
-
-OnTouch:
- if ($@thana_summon == 0 || $@thana_summon == 6) {
- donpcevent "tt_effect1::OnDisable";
- donpcevent "tt_effect2::OnDisable";
- donpcevent "tt_effect3::OnDisable";
- donpcevent "tt_effect4::OnDisable";
- donpcevent "tt_effect5::OnDisable";
- hideonnpc "to_the_boss_room_tt";
- }
- else warp "thana_boss",136,116;
- end;
-}
-
-thana_boss,217,167,0 script Crest#tt1 111,3,3,{
- end;
-
-OnTouch:
- if ($@thana_summon2 == 6 || $@thana_summon != 5) {
- mes "^3355FFYou cannot approach";
- mes "the crest because it is";
- mes "generating intense heat.^000000";
- close;
- }
- mes "^3355FFThere is a strangely";
- mes "shaped hole in the";
- mes "middle of this purple crest.^000000";
- if (countitem(7437) > 0) {
- mes "^3355FFIt seems like a Fragment";
- mes "of Misery would fit perfectly";
- mes "if you placed it inside.^000000";
- }
- next;
- input .@inputstr$;
- if (countitem(7437) > 0) {
- if (.@inputstr$ == "Fragment of Misery") {
- mes "^3355FFYou insert the";
- mes "Fragment of Misery";
- mes "into the crest, causing";
- mes "its glow to intensify.^000000";
- delitem 7437,1; //Piece_Of_Memory_Purple
- close2;
- monster "thana_boss",217,167,"Misery",1711,1,"Crest#tt1::OnMyMobDead";
- hideonnpc "Crest#tt1";
- end;
- }
- mes "^3355FFThat action had no";
- mes "effect. You'll have to";
- mes "try something else.^000000";
- close;
- }
- mes "^3355FFThat action had no";
- mes "effect. You'll have to";
- mes "try something else.^000000";
- close2;
- end;
-
-OnMyMobDead:
- set $@thana_summon2,$@thana_summon2 + 1;
- end;
-}
-
-thana_boss,202,75,0 script Crest#tt2 111,3,3,{
- end;
-
-OnTouch:
- if (($@thana_summon2 == 6) || ($@thana_summon != 5)) {
- mes "^3355FFYou cannot approach";
- mes "the crest because it is";
- mes "generating intense heat.^000000";
- close;
- }
- mes "^3355FFThere is a strangely";
- mes "shaped hole in the";
- mes "middle of this green crest.^000000";
- if (countitem(7436) > 0) {
- mes "^3355FFIt seems like a Fragment";
- mes "of Agony would fit perfectly";
- mes "if you placed it inside.^000000";
- }
- next;
- input .@inputstr$;
- if (countitem(7436) > 0) {
- if (.@inputstr$ == "Fragment of Agony") {
- mes "^3355FFYou insert the";
- mes "Fragment of Agony";
- mes "into the crest, causing";
- mes "its glow to intensify.^000000";
- delitem 7436,1; //Piece_Of_Memory_Green
- close2;
- monster "thana_boss",202,75,"Agony",1712,1,"Crest#tt2::OnMyMobDead";
- hideonnpc "Crest#tt2";
- end;
- }
- mes "^3355FFThat action had no";
- mes "effect. You'll have to";
- mes "try something else.^000000";
- close;
- }
- mes "^3355FFThat action had no";
- mes "effect. You'll have to";
- mes "try something else.^000000";
- close2;
- end;
-
-OnMyMobDead:
- set $@thana_summon2,$@thana_summon2 + 1;
- end;
-}
-
-thana_boss,80,76,0 script Crest#tt3 111,3,3,{
- end;
-
-OnTouch:
- if (($@thana_summon2 == 6) || ($@thana_summon != 5)) {
- mes "^3355FFYou cannot approach";
- mes "the crest because it is";
- mes "generating intense heat.^000000";
- close;
- }
- mes "^3355FFThere is a strangely";
- mes "shaped hole in the";
- mes "middle of this blue crest.^000000";
- if (countitem(7438) > 0) {
- mes "^3355FFIt seems like a Fragment";
- mes "of Hatred would fit perfectly";
- mes "if you placed it inside.^000000";
- }
- next;
- input .@inputstr$;
- if (countitem(7438) > 0) {
- if (.@inputstr$ == "Fragment of Hatred") {
- mes "^3355FFYou insert the";
- mes "Fragment of Hatred";
- mes "into the crest, causing";
- mes "its glow to intensify.^000000";
- delitem 7438,1; //Piece_Of_Memory_Blue
- close2;
- monster "thana_boss",80,76,"Hatred",1709,1,"Crest#tt3::OnMyMobDead";
- hideonnpc "Crest#tt3";
- end;
- }
- mes "^3355FFThat action had no";
- mes "effect. You'll have to";
- mes "try something else.^000000";
- close;
- }
- mes "^3355FFThat action had no";
- mes "effect. You'll have to";
- mes "try something else.^000000";
- close2;
- end;
-
-OnMyMobDead:
- set $@thana_summon2,$@thana_summon2 + 1;
- end;
-}
-
-thana_boss,62,171,0 script Crest#tt4 111,3,3,{
- end;
-
-OnTouch:
- if (($@thana_summon2 == 6) || ($@thana_summon != 5)) {
- mes "^3355FFYou cannot approach";
- mes "the crest because it is";
- mes "generating intense heat.^000000";
- close;
- }
- mes "^3355FFThere is a strangely";
- mes "shaped hole in the";
- mes "middle of this red crest.^000000";
- if (countitem(7439) > 0) {
- mes "^3355FFIt seems like a Fragment";
- mes "of Despair would fit perfectly";
- mes "if you placed it inside.^000000";
- }
- next;
- input .@inputstr$;
- if (countitem(7439) > 0) {
- if (.@inputstr$ == "Fragment of Despair") {
- mes "^3355FFYou insert the";
- mes "Fragment of Despair";
- mes "into the crest, causing";
- mes "its glow to intensify.^000000";
- delitem 7439,1; //Piece_Of_Memory_Red
- close2;
- monster "thana_boss",62,171,"Despair",1710,1,"Crest#tt4::OnMyMobDead";
- hideonnpc "Crest#tt4";
- end;
- }
- mes "^3355FFThat action had no";
- mes "effect. You'll have to";
- mes "try something else.^000000";
- close;
- }
- mes "^3355FFThat action had no";
- mes "effect. You'll have to";
- mes "try something else.^000000";
- close2;
- end;
-
-OnMyMobDead:
- set $@thana_summon2,$@thana_summon2 + 1;
- end;
-}
-
-thana_boss,141,218,0 script Crest#tt5 111,3,3,{
- end;
-
-OnTouch:
- if ($@thana_summon2 == 4) {
- mes "^3355FFAs you approach the";
- mes "crest, it begins shining";
- mes "brighter and brighter until its";
- mes "illumination becomes blinding.^000000";
- close2;
- monster "thana_boss",140,217,"Despair",1710,1,"Crest#tt5::OnMyMobDead";
- monster "thana_boss",140,216,"Hatred",1709,1,"Crest#tt5::OnMyMobDead";
- monster "thana_boss",141,217,"Misery",1711,1,"Crest#tt5::OnMyMobDead";
- monster "thana_boss",141,216,"Agony",1712,1,"Crest#tt5::OnMyMobDead";
- hideonnpc "Crest#tt5";
- end;
- }
- if ($@thana_summon < 5) {
- mapwarp "thana_boss","tha_t12",130,47;
- end;
- }
- mes "^3355FFYou find a strange";
- mes "crest engraved";
- mes "on the floor.^000000";
- next;
- input .@inputstr$;
- mes "^3355FFNothing happened.^000000";
- close2;
- end;
-
-OnMyMobDead:
- if (mobcount("thana_boss","Crest#tt5::OnMyMobDead") < 1) {
- set $@thana_summon,5;
- set $@thana_summon2,6;
- donpcevent "boss_summon#tt::OnEnable";
- }
- end;
-}
-
-thana_boss,5,5,0 script boss_summon#tt 139,{
- end;
-
-OnEnable:
- monster "thana_boss",136,129,"Thanatos Phantom",1708,1,"boss_summon#tt::OnMyMobDead";
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "thana_boss","Thanatos : RAWWWWWWWWWWWWWWWWR!",bc_map,"0x00CC00"; //FW_NORMAL 12 0 0
- set $@thana_summon,6;
- end;
-
-OnTimer3000:
- mapannounce "thana_boss","Thanatos : I live again to fulfill my ambition!",bc_map,"0x00CC00"; //FW_NORMAL 12 0 0
- end;
-
-OnTimer30000:
- mapannounce "thana_boss","Thanatos : Come, be the first to fall before my might!",bc_map,"0x00CC00"; //FW_NORMAL 12 0 0
- end;
-
-OnTimer900000:
- set $@thana_summon,5;
- donpcevent "tt_effect1::OnEnable";
- donpcevent "tt_effect2::OnEnable";
- donpcevent "tt_effect3::OnEnable";
- donpcevent "tt_effect4::OnEnable";
- donpcevent "tt_effect5::OnEnable";
- hideoffnpc "to_the_boss_room_tt";
- stopnpctimer;
- end;
-
-OnMyMobDead:
- if (mobcount("thana_boss","boss_summon#tt::OnMyMobDead") < 1) {
- stopnpctimer;
- donpcevent "#timer_t::OnEnable";
- }
- end;
-}
-
-thana_boss,3,3,0 script #timer_t 139,{
- end;
-
-OnInit:
- set $@thana_summon,0;
- set $@thana_summon2,0;
- end;
-
-OnEnable:
- initnpctimer;
- end;
-
-OnTimer1000:
- mapannounce "thana_boss","GGGGRRRRRRR!",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
- set $@thana_summon,6;
- end;
-
-OnTimer2000:
- mapannounce "thana_boss","*Rumble Rumble*",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
- end;
-
-OnTimer3000:
- mapannounce "thana_boss","*Crik Crik*",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
- end;
-
-OnTimer4000:
- mapannounce "thana_boss","*Zzzzrt Zzzzrt*",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
- end;
-
-OnTimer5000:
- mapannounce "thana_boss","*Crik Crik*",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
- end;
-
-OnTimer60000:
-OnTimer1000000:
-OnTimer2000000:
-OnTimer3000000:
-OnTimer4000000:
-OnTimer5000000:
-OnTimer6000000:
- mapwarp "thana_boss","tha_t12",130,47;
- end;
-
-OnTimer7200000:
- set $@thana_summon,0;
- hideoffnpc "Crest#tt1";
- hideoffnpc "Crest#tt2";
- hideoffnpc "Crest#tt3";
- hideoffnpc "Crest#tt4";
- hideoffnpc "Crest#tt5";
- stopnpctimer;
- end;
-}
-
-tha_t06,119,120,0 script to the 7th floor 45,1,1,{
- end;
-
-OnTouch:
- if (eaclass()&(EAJL_2|EAJL_UPPER) || eaclass()&EAJL_THIRD) {
- warp "thana_step",69,369;
- end;
- }
- if ((Class == Job_SuperNovice || Class == Job_Taekwon || Class == Job_Star_Gladiator || Class == Job_Soul_Linker || Class == Job_Ninja || Class == Job_Gunslinger) && BaseLevel > 94) {
- warp "thana_step",69,369;
- end;
- }
- mes "^3355FFAn overwhelming force";
- mes "acts against you, preventing";
- mes "you from proceeding this way...^000000";
- close;
-}